procedure Fire_Light.Init
{
   color 50, 32, 16
   rand 128, 196
   radius ax
   in_time 0
   out_time 0.1
}

procedure GFX_Fire.Init
{
  $postwaterrender
  lifetime 0.8
  2dsize \
    srand 4, 2
  aspeed.gamma \
    srand -3, 3
  addbasespeed
}
 
procedure GFX_Fire.Run
{
  gravitation -0.5
}
 
procedure GFX_Fire.Draw
{
   depth_write 0
   blend_add
   color 96, 64, 64
 
   2dscale \
     sawtooth 10, -10, -1, 0
   alpha \
     triangle 0, 96, -1, 0
 
   tanimation 8, 5
   texture gfx\rlboom\rlboom_1.tga
   texture gfx\rlboom\rlboom_2.tga
   texture gfx\rlboom\rlboom_3.tga
   texture gfx\rlboom\rlboom_4.tga
   texture gfx\rlboom\rlboom_5.tga
   texture gfx\rlboom\rlboom_6.tga
   texture gfx\rlboom\rlboom_7.tga
   texture gfx\rlboom\rlboom_8.tga
   render_sprite
}

procedure GFX_Dust_fog.Init
{
  $postwaterrender
  lifetime stack0
  2dsize stack1
  angle_gamma \
    srand 0, 3
  addbasespeed 
}

procedure GFX_Dust_fog.Draw
{
   texture gfx\waterfog2.tga
   depth_write 0
   depth_bias -32
   color 65, 60, 55
   alpha \
     triangle 0, 24, -1, 0
   render_sprite
}

procedure GFX_Dust_steam.Init
{
  $postwaterrender
  lifetime stack0
  2dsize stack1
  angle_gamma \
    srand 0, 3
  addbasespeed 
}

procedure GFX_Dust_steam.Draw
{
   texture gfx\waterfog2.tga
   depth_write 0
   depth_bias -32
   color 65, 60, 55
//   color 56, 52, 48
   alpha \
     triangle 0, 24, -1, 0
   render_sprite
}

procedure GFX_Dust_steam.Run
{
  gravitation 0.5
}