

ACTOR ExplosionSmoke
{
    +NOBLOCKMAP
    +NOTELEPORT
    +DONTSPLASH
	+MISSILE
	+FORCEXYBILLBOARD
    +CLIENTSIDEONLY
    +NOINTERACTION
	+NOGRAVITY
	+DOOMBOUNCE
	+THRUACTORS
	BounceFactor 0.5
	Radius 0
	Height 0
	Alpha 0.01
	RenderStyle Translucent
	Scale 1.2
	Speed 1
	Mass 0
    States
    {
    Spawn:
		TNT1 A 0
		TNT1 A 0 A_JumpIf(waterlevel > 1, "Stap")
		smk2 AAAAAA 2 A_FadeIn(0.05)
		smk2 AAAAAAAAAA 2
		smk2 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 2 A_FadeOut(0.01)
		Goto Death
	Death:
		TNT1 A 0
		Stop
	Stap:		
		TNT1 A 0
		Stop
    }
}


ACTOR ExplosionSmokeFast22: ExplosionSmoke
{
	Speed 2
	Scale 0.8
}


ACTOR HeavyExplosionSmoke: ExplosionSmoke
{
Speed 1
	States
    {
    Spawn:
		TNT1 A 0
		TNT1 A 0 A_JumpIf(waterlevel > 1, "Stap")
		smk2 AAAAAAAA 2 A_FadeIn(0.05)
		smk2 AAAAAAAAAAAAAAAAA 2
		smk2 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 2 A_FadeOut(0.01)
	Death:
	    TNT1 A 0
		Stop
	Stap:		
		TNT1 A 0
		Stop
    }

}


ACTOR BigSmokes: ExplosionSmoke
{
    Speed 1
	Alpha 0.1
	Scale 1.5
    States
    {
    Spawn:
        SMOK A 0
        Goto Death
	Death:
		SMK3 B 100
		SMK3 CDEFGHIJKLM 1
		
Stop
    }
}


Actor NeoSmoke: ExplosionSmoke
{
	Alpha 0.1
Speed 1
+CLIENTSIDEONLY
Scale 1.5
States
    {
    Spawn:
        TNT1 A 2
        Goto Death
	Death:                                                          
        PUF2 EEFGHIJK 2 A_FadeOut(0.010)
        TNT1 A 0 A_SpawnItem ("PlasmaSmoke")
        PUF2 LMNOPQRSTUVWXYZ 2 A_FadeOut(0.010)
		
Stop
}
}


Actor BigNeoSmoke: HeavyExplosionSmoke
{
	Scale 1.4
	Alpha 0.2
	Speed 1
	States
	{
	Spawn:
	TNT1 A 0
	TNT1 A 0 A_JumpIf(waterlevel > 1, "Stap")
	smk2 A 40
	TNT1 A 0 A_JumpIf(waterlevel > 1, "Stap")
	smk2 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 2 A_FadeOut(0.002)
	Goto Death
	Death:
	    TNT1 A 0
    Stop
	Stap:		
	TNT1 A 0
	Stop
}
}


Actor HugeNeoSmoke: BigNeoSmoke
{
Alpha 0.5
Scale 2.5
States
	{
	Spawn:
	TNT1 A 0
	TNT1 A 0 A_JumpIf(waterlevel > 1, "Stap")
	smk2 A 5
	smk2 A 40
	TNT1 A 0 A_JumpIf(waterlevel > 1, "Stap")
	smk2 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 2 A_FadeOut(0.003)
	Goto Death
	}
}

Actor RidiculousNeoSmoke: BigNeoSmoke
{
Alpha 0.5
Scale 5.0
States
	{
	Spawn:
	TNT1 A 0
	TNT1 A 0 A_JumpIf(waterlevel > 1, "Stap")
	smk2 A 5
	smk2 A 40
	TNT1 A 0 A_JumpIf(waterlevel > 1, "Stap")
	smk2 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 2 A_FadeOut(0.003)
	Goto Death
	}
}

ACTOR GunFireSmoke
{
	Scale 0.2
	PROJECTILE
	+MISSILE
	+THRUACTORS
	Speed 12
    States
    {
    Spawn:
        SMOK A 0
	Live:
		TNT1 A 2
		SM6K ABCDEFG 1
Stop
    }
}



ACTOR AltSmoke: ExplosionSmoke
{
+NOINTERACTION
+NOCLIP
Scale 0.8
States
    {
    Spawn:
        PUF2 A 1
        Goto Death
	Death:                                                          
        PUF2 ABCDEFGHIJKLMNOPQRSTUVWXYZ 2 A_FadeOut(0.010)
		
Stop
    }
}

ACTOR ShinnySmoke: AltSmoke
{
Scale 2.0
Renderstyle Add
}



Actor PlasmaSmoke
{
PROJECTILE
+CLIENTSIDEONLY
+MISSILE
+THRUACTORS
+DOOMBOUNCE
Radius 1
Height 1
Scale 2.0
Speed 1
Renderstyle Translucent
Alpha 0.4
States
    {
    Spawn:  
	    TNT1 A 0
		TNT1 A 0 A_Jump(128, 2)
		TNT1 A 0 A_SetScale(-1.2, 1.2)
		TNT1 A 0
        SMOK ABCDEFGHIJKLMNOPQR 2
		Stop
		}
}


ACTOR RocketSmokeTrail52: ExplosionSmoke
{
Speed 1
Alpha 0.3
Scale 0.3
States
{
Spawn:
TNT1 A 2
SMK3 B 20
SMK3 CDEFGHIJKLM 1
Stop
}
}



Actor OldschoolRocketSmokeTrail2: AltSmoke
{
	Alpha 0.7
Speed 1
+CLIENTSIDEONLY
Scale 0.2
States
    {
    Spawn:  
	    TNT1 A 2
        SMK3 BCDEFGHIJKKLLMMNN 2
		SMK3 NN 1 A_FadeOut(0.05)
		Stop
		
Stop
}
}


Actor OldschoolRocketSmokeTrail2Bigger: AltSmoke
{
	Alpha 0.7
Speed 1
+CLIENTSIDEONLY
Scale 0.4
States
    {
    Spawn:  
	    TNT1 A 0
        SMK3 BBBBBBCDEFGHIJKKLLMMN 2
		SMK3 NNNN 1 A_FadeOut(0.05)
		Stop
		
Stop
}
}

Actor OldschoolRocketSmokeTrailDarker: AltSmoke
{
	Alpha 0.6
Speed 1
+CLIENTSIDEONLY
Scale 0.2
States
    {
    Spawn:  
	    TNT1 A 2
        SMK6 BCDEFGHIJKKLLMMNNNNNN 1
		SMK6 NNNN 1 A_FadeOut(0.1)
		Stop
		
Stop
}
}


Actor HitpuffSmoke
{
PROJECTILE
+CLIENTSIDEONLY
+MISSILE
+THRUACTORS
+DOOMBOUNCE
Radius 1
Height 1
Scale 0.7
Speed 1
Renderstyle Translucent
Alpha 0.4
States
    {
    Spawn:  
	    TNT1 A 0
		TNT1 A 0 A_Jump(128, 2)
		TNT1 A 0 A_SetScale(-0.7, -0.7)
		TNT1 A 0
        SMOK ABCDEFGHIJKLMNOPQ 1
		Stop
		
		
Stop
}
}



Actor ExplosionSmokeHD: HitpuffSmoke
{
Scale 3.0
Speed 1
States
    {
    Spawn:  
	    TNT1 A 0
		TNT1 A 0 A_Jump(128, 2)
		TNT1 A 0 A_SetScale(-3.5, -3.0)
		TNT1 A 0
        SMOK ABCDEFGHIJKLMNOPQ 3
		Stop
		
		
Stop
}
}


Actor ExplosionSmokeHDLarge: HitpuffSmoke
{
Scale 5.0
Speed 1
States
    {
    Spawn:  
	    TNT1 A 0
		TNT1 A 0 A_Jump(128, 2)
		TNT1 A 0 A_SetScale(-6.0, -5.0)
		TNT1 A 0
        SMOK ABCDEFGHIJKLMNOPQ 5
		Stop
		
}
}


Actor NukeSmoke: HitpuffSmoke
{
Scale 6.0
Speed 1
Alpha 0.1
+SKYEXPLODE
+FORCEXYBILLBOARD
States
    {
    Spawn:  
	    SMk2 AAAAAAAAAAAA 2 A_FadeIn(0.05)
		SMk2 A 600
	Death:	
		SMk2 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 20 A_FadeOut(0.02)
		Stop
		
}
}


Actor NukeSmokeBig: NukeSmoke
{
XScale 18.0
YScale 12.0
}


Actor SmallSmoke: AltSmoke
{
+CLIENTSIDEONLY
	Speed 1
Scale 1.5
}




ACTOR MeleeSmoke: ExplosionSmoke
{
Speed 1
Alpha 0.15
Scale 0.2
States
{
Spawn:
//SMK1 IIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIII 1 A_FadeOut(0.005)
SMK3 B 4
SMK3 CDEFGHIJKLM 2
Stop
}
}



Actor SmokeSpawner
{
    Speed 20
    +NOCLIP
    States
    {
    Spawn:
      TNT1 A 0
      TNT1 A 0 Thing_ChangeTID(0,390)
 NULL AA 0 A_CustomMissile ("ShotSmoke", 0, 0, random (0, 360), 2, random (0, 180))
        Stop
    }
}

Actor SmokeSpawner11
{
    Speed 25
    +NOCLIP
    States
    {
    Spawn:
		TNT1 A 0
		NULL A 0 A_CustomMissile ("GunBarrelSmoke", -10, 0, 0, 2, 90)
        Stop
    }
}



ACTOR ShotSmoke
{
+NOGRAVITY
+NOBLOCKMAP
+FLOORCLIP
+FORCEXYBILLBOARD
+NOINTERACTION
+FORCEXYBILLBOARD
+MISSILE
Speed 1
RenderStyle Add
Alpha		0.06
+CLIENTSIDEONLY
Radius		0
Height		0
Scale		0.6

States
 {
    Spawn:
         NULL A 1
         SMOK AABBCCDDEEFFGGHHIIJJKK 1 A_FadeOut(0.001)
        Stop
    }
}

ACTOR CasingSmoke: Shotsmoke
{
Speed 1
RenderStyle Add
Alpha		0.4
Scale		0.07
States
 {
    Spawn:
         NULL A 1
         SMOK ABCDEFGHIJK 1 A_FadeOut(0.01)
        Stop
    }
}


actor CyberStep
{
	+NOBLOCKMAP
	+NOGRAVITY
	+NOTELEPORT
	renderstyle translucent
	alpha 0.75
    Scale 0.5
	states
	{
		Spawn:
			MNSM ABCDEFGHIJKLMNOPQ 1 bright
			stop
	}
}

Actor LostSoulOnHandFireSpawner
{
    Speed 20
    +NOCLIP
    States
    {
    Spawn:
      TNT1 A 1
      TNT1 A 0 Thing_ChangeTID(0,390)
 NULL AAA 0 A_CustomMissile ("SoulTrails", 0, 0, random (0, 360), 2, random (0, 180))
        Stop
    }
}


Actor LSOHK
{
    Speed 20
    +NOCLIP
    States
    {
    Spawn:
      TNT1 A 1
      TNT1 A 0 A_PlaySound ("Skull/Death")
 	EXPL AAAAAAAAAAAAAAAA 0 A_CustomMissile ("FlameTrails", 6, 0, random (0, 360), 2, random (0, 360))
		EXPL A 0 A_SpawnItemEx("ExplosionParticleSpawner", 0, 0, 0, 0, 0, 0, 0, 0)
    TNT1 AAA 0 A_CustomMissile ("LSpart1", 42, 0, random (0, 360), 2, random (0, 160))
    TNT1 A 0 A_CustomMissile ("LSpart3", 42, 0, random (0, 360), 2, random (0, 160))
    TNT1 AAAA 0 A_CustomMissile ("LSpart2", 42, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0
        Stop
    }
}










ACTOR BarrelExplosionSmokeColumn
{
    Radius 0
    Height 0
	Alpha 0.7
	RenderStyle Translucent
	//Scale 0.4
	//Scale 0.8
	XScale 1.6
	YScale 0.8
    +NOBLOCKMAP
    +NOTELEPORT
    +DONTSPLASH
	+CLIENTSIDEONLY
	Damage 0
    States
    {
    Spawn:
	    SB17 A 3 A_SetScale(0.8, 0.4)
		SB17 B 3 A_SetScale(0.9, 0.5)
		SB17 C 3 A_SetScale(1.0, 0.6)
		SB17 D 3 A_SetScale(1.1, 0.7)
		SB17 E 3 A_SetScale(1.6, 0.8)
	    TNT1 A 0 A_JumpIf(waterlevel > 1, "Stap")
		SB17 ABCDEFG 3
		SB17 ABCDEFGABCDEFGABCDEFGABCDEFGABCDEFGABCDEFGABCDEFGABCDEFGABCDEFGABCDEFGABCDEFGABCDEFGABCDEFGABCDEFGABCDEFGABCDEFG 3
		
		SB17 ABCDEFG 3 A_SetScale(1.6, 0.8)
		SB17 ABCDEFG 3 A_SetScale(1.1, 0.7)
		SB17 ABCDEFG 3 A_SetScale(1.0, 0.6)
		SB17 ABCDEFG 3 A_SetScale(0.6, 0.4)
		SB17 ABCDEFG 3 A_SetScale(0.4, 0.2)
		Stop
Stap:		
TNT1 A 0
Stop
    }
}



ACTOR BarrelExplosionSmokeColumnInfinite: BarrelExplosionSmokeColumn
{
    States
    {
    Spawn:
		SB17 ABCDEFG 3
		Loop
    }
}



ACTOR ExplosionSimpleSmokeColumn: BarrelExplosionSmokeColumn
{
    Radius 0
    Height 0
	Alpha 0.4
	RenderStyle Translucent
	//Scale 0.4
	//Scale 0.8
	XScale 1.5
	YScale 0.6
}


ACTOR MicroSmokeColumn: BarrelExplosionSmokeColumn
{
    Radius 0
    Height 0
	Alpha 0.2
	RenderStyle Add
	XScale 0.2
	YScale 0.2
	States
    {
    Spawn:
		SB17 ABCDEFGABCDEFGABCDEFGABCDEFGABCDEFGABCDEFGABCDEFGABCDEFG 3
		TNT1 A 0 A_SetScale(0.16, 0.16)
		SB17 ABCDEFG 3 
		TNT1 A 0 A_SetScale(0.13, 0.13)
		SB17 ABCDEFG 3 
		TNT1 A 0 A_SetScale(0.10, 0.10)
		SB17 ABCDEFG 3 
		TNT1 A 0 A_SetScale(0.06, 0.06)
		SB17 ABCDEFG 3
		Stop
		}
}

ACTOR ExplosionSimpleSmokeColumn2: ExplosionSimpleSmokeColumn
{
   +NOGRAVITY
}
	
	
	
ACTOR BigBlackSmoke
{
    +NOBLOCKMAP
    +NOTELEPORT
    +DONTSPLASH
	+MISSILE
	+FORCEXYBILLBOARD
    +CLIENTSIDEONLY
    +NOINTERACTION
	+NOGRAVITY
	+DOOMBOUNCE
	+THRUACTORS
	Health 99999
	BounceFactor 0.5
	Radius 1
	Height 1
	Alpha 1.0
	RenderStyle Translucent
	XScale 1.1
	YScale 1.4
	Speed 2
    States
    {
    Spawn:
	TNT1 A 0
	TNT1 A 0 A_FadeOut(0.9)
	SMK1 KKKKKKKK 2 A_FadeIn(0.04)
	TNT1 A 0 A_JumpIf(waterlevel > 1, "Stap")
	SMK1 K 35
	TNT1 A 0 A_JumpIf(waterlevel > 1, "Stap")
	SMK1 KKKKKKKKK 2 A_FadeOut(0.05)
	Goto Death
	Death:
	    TNT1 A 0
    Stop
Stap:		
TNT1 A 0
Stop
    }
}


ACTOR BigBlackSmokeLarger: BigBlackSmoke
{
	Scale 3.4
	Speed 1
	States
    {
    Spawn:
	TNT1 A 0
	TNT1 A 0 A_FadeOut(0.9)
	SMK1 KKKKKKKKKKKKK 2 A_FadeIn(0.04)
	TNT1 A 0 A_JumpIf(waterlevel > 1, "Stap")
	SMK1 K 125
	TNT1 A 0 A_JumpIf(waterlevel > 1, "Stap")
	SMK1 KKKKKKKKK 2 A_FadeOut(0.05)
	Goto Death
	Death:
	    TNT1 A 0
    Stop
Stap:		
TNT1 A 0
Stop
}
}

ACTOR BigBlackSmokePillar: BigBlackSmoke
{
	Scale 1.4
	Speed 1
	Alpha 0.5
    States
    {
    Spawn:
	SMK5 JIHGFEDCB 2
	SMK5 A 50
	Goto Death
	Death:
		SMK5 BCDEFGHIJ 4
	    TNT1 A 0
    Stop
	Stap:		
	TNT1 A 0
	Stop
    }
}


ACTOR BigBlackSmokePillar2: BigBlackSmokePillar
{
	XScale -1.8
	YScale 1.8
}


ACTOR BlackSmokePillarParticle: BigBlackSmoke
{
Scale 0.3
    States
    {
    Spawn:
	TNT1 A 0
	TNT1 A 5
	TNT1 A 0 A_FadeOut(0.9)
	SMK1 KKKKKKKKK 2 A_FadeIn(0.02)
	TNT1 A 0 A_JumpIf(waterlevel > 1, "Stap")
	SMK1 K 50
	TNT1 A 0 A_JumpIf(waterlevel > 1, "Stap")
	SMK1 KKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKK 2 A_FadeOut(0.01)
	Goto Death
	Death:
	    TNT1 A 0
    Stop
Stap:		
TNT1 A 0
Stop
    }
}

ACTOR MediumBlackSmoke: BigBlackSmoke
{
Scale 0.3
}



ACTOR GunBarrelSmoke: ExplosionSmoke
{
 
	Alpha 0.01
	RenderStyle Add
	XScale 0.12
	YScale 0.15
	Speed 1
    States
    {
    Spawn:
		TNT1 A 0
		TNT1 A 0 A_JumpIf(waterlevel > 1, "Stap")
		smk2 aaaaa 1 A_FadeIn(0.1)
		smk2 A 2
		smk2 AAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_FadeOut(0.04)
		Goto Death
	Death:
		TNT1 A 0
		Stop
	Stap:		
		TNT1 A 0
		Stop
    }
}