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gldefs
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//===========================================================================
//
// Rocket
//
//===========================================================================
object ZPerkRocket
{
// Vanilla
frame MISLA { light ROCKET }
frame MISLB { light ROCKET_X1 }
frame MISLC { light ROCKET_X2 }
frame MISLD { light ROCKET_X3 }
// Smooth
frame EXPLA { light ROCKET_X2 }
frame EXPLB { light ROCKET_X1 }
frame EXPLC { light ROCKET_X2 }
frame EXPLD { light ROCKET_X3 }
frame EXPLE { light ROCKET_X2 }
frame EXPLF { light ROCKET_X1 }
}
//===========================================================================
//
// Plasma
//
//===========================================================================
object ZPerkPlasmaBall
{
// Vanilla
frame PLSSA { light PLASMABALL }
frame PLSSB { light PLASMABALL }
frame PLSEA { light PLASMA_X1 }
frame PLSEB { light PLASMA_X2 }
frame PLSEC { light PLASMA_X2 }
frame PLSED { light PLASMA_X3 }
frame PLSEE { light PLASMA_X4 }
// Smooth
frame PLBLA { light PLASMABALL }
frame PLBLB { light PLASMABALL }
frame PLBLC { light PLASMABALL }
frame PLBLD { light PLASMABALL }
frame PLXPA { light PLASMA_X1 }
frame PLXPB { light PLASMA_X1 }
frame PLXPC { light PLASMA_X2 }
frame PLXPD { light PLASMA_X2 }
frame PLXPE { light PLASMA_X3 }
frame PLXPF { light PLASMA_X3 }
frame PLXPG { light PLASMA_X3 }
frame PLXPH { light PLASMA_X4 }
frame PLXPI { light PLASMA_X4 }
frame PLXPJ { light PLASMA_X4 }
frame PLXPK { light PLASMA_X4 }
frame PLXPL { light PLASMA_X4 }
}
//===========================================================================
//
// BFG
//
//===========================================================================
object ZPerkBFGBall
{
// Vanilla
frame BFS1A { light BFGBALL }
frame BFS1B { light BFGBALL }
frame BFE1A { light BFGBALL_X1 }
frame BFE1B { light BFGBALL_X2 }
frame BFE1C { light BFGBALL_X3 }
frame BFE1D { light BFGBALL_X1 }
frame BFE1E { light BFGBALL_X4 }
frame BFE1F { light BFGBALL_X5 }
// Smooth
frame BFBLA { light BFGBALL }
frame BFBLB { light BFGBALL }
frame BFBLC { light BFGBALL }
frame BFBLD { light BFGBALL }
frame BFGBA { light BFGBALL_X1 }
frame BFGBB { light BFGBALL_X2 }
frame BFGBC { light BFGBALL_X5 }
frame BFGBD { light BFGBALL_X1 }
frame BFGBE { light BFGBALL_X3 }
frame BFGBF { light BFGBALL_X5 }
frame BFGBG { light BFGBALL_X1 }
frame BFGBH { light BFGBALL_X4 }
frame BFGBI { light BFGBALL_X4 }
frame BFGBJ { light BFGBALL_X5 }
frame BFGBK { light BFGBALL_X5 }
}
object ZPerkBFGExtra
{
// Vanilla
frame BFE2A { light BFGBALL }
frame BFE2B { light BFGBALL_X1 }
frame BFE2C { light BFGBALL_X4 }
frame BFE2D { light BFGBALL_X5 }
// Smooth
frame BFEXA { light BFGBALL }
frame BFEXB { light BFGBALL_X1 }
frame BFEXC { light BFGBALL_X4 }
frame BFEXD { light BFGBALL_X5 }
frame BFEXE { light BFGBALL_X4 }
frame BFEXF { light BFGBALL_X5 }
frame BFEXG { light BFGBALL_X4 }
frame BFEXH { light BFGBALL_X5 }
frame BFEXI { light BFGBALL_X4 }
frame BFEXJ { light BFGBALL_X4 }
frame BFEXK { light BFGBALL_X4 }
frame BFEXL { light BFGBALL_X5 }
frame BFEXM { light BFGBALL_X4 }
frame BFEXN { light BFGBALL_X5 }
frame BFEXO { light BFGBALL_X5 }
}