Skybox SRSKY //fliptop
{
	SRSKY_N
	SRSKY_E
	SRSKY_S
	SRSKY_W
	SRSKY_T
	SRSKY_B
}

pointlight STREETLIGHT
{
    color 1.0 1.0 1.0
    size 256//Size of the light, in map units.
}

pointlight FLOODLIGHT
{
    color 1.0 1.0 1.0
    size 256//Size of the light, in map units.
}

pointlight SLIGHTWHITE
{
    color 1.0 1.0 1.0
    size 64//Size of the light, in map units.
}

pointlight SLIGHTRED
{
    color 1.0 0.0 0.0
    size 64//Size of the light, in map units.
}

pointlight MLIGHTWHITE
{
    color 1.0 1.0 1.0
    size 128//Size of the light, in map units.
}

pointlight MLIGHTBLUEGREEN
{
    color 0.8 1.0 0.91
    size 128//Size of the light, in map units.
}

flickerlight2 SFLCKR
{
    color 1.0 0.75 0.0
    size 64//Size of the light, in map units.
	secondarySize 156
	interval 0.03//0.1 is one second
    offset 32 37 0//This is relative to a thing's sprite, not the world, so the Y axis is height and the Z axis is depth
    subtractive 0//Subtractive lights 'darken' the area around them rather than light them.
    attenuate 0// Attenuated lights illuminate surfaces depending on surface angle — surfaces that are not facing the light will get progressively less illuminated.
    dontlightself 1//Sprite is set to Bright in DECORATE
}

flickerlight2 MFLCKRBARREL
{
    color 1.00 0.61 0.11
    size 128//Size of the light, in map units.
	secondarySize 96
	interval 0.015//0.1 is one second
    offset 0 70 0//This is relative to a thing's sprite, not the world, so the Y axis is height and the Z axis is depth
    subtractive 0//Subtractive lights 'darken' the area around them rather than light them.
    attenuate 0// Attenuated lights illuminate surfaces depending on surface angle — surfaces that are not facing the light will get progressively less illuminated.
    dontlightself 1//Sprite is set to Bright in DECORATE
}

flickerlight2 FLICKRSIGNWHITE
{
    color 1.00 1.00 1.00
    size 80//Size of the light, in map units.
	secondarySize 48
	interval 0.06//0.1 is one second
    offset 0 70 0//This is relative to a thing's sprite, not the world, so the Y axis is height and the Z axis is depth
    subtractive 0//Subtractive lights 'darken' the area around them rather than light them.
    attenuate 0// Attenuated lights illuminate surfaces depending on surface angle — surfaces that are not facing the light will get progressively less illuminated.
    dontlightself 1//Sprite is set to Bright in DECORATE
}
