ACTOR NemesisEnergyProjectileSparkWhite : EnergyProjectileSparkRed
{
+NOGRAVITY
+NOTIMEFREEZE
States
{
Spawn:
SPKW A 3 Bright A_FadeOut(0.1)
Loop
}
}

ACTOR NEPSW1 : NemesisEnergyProjectileSparkWhite
{
Scale 0.065
}

ACTOR NEPSW2 : NemesisEnergyProjectileSparkWhite
{
Scale 0.055
}

ACTOR NEPSW3 : NemesisEnergyProjectileSparkWhite
{
Scale 0.045
}

ACTOR NEPSW4 : NemesisEnergyProjectileSparkWhite
{
Scale 0.035
}

ACTOR NEPSW5 : NemesisEnergyProjectileSparkWhite
{
Scale 0.025
}

ACTOR NEPSW6 : NemesisEnergyProjectileSparkWhite
{
Scale 0.015
}

ACTOR NemesisWhiteParticleSpawner : RedParticleSpawner
{
+NOTIMEFREEZE
  States
  {
  Spawn:
	TNT1 A 0
	TNT1 A 0 A_JumpIf(CallAcs("LCAEffectCheck"),"Toaster")
    TNT1 A 0 A_SpawnItemEx("NEPSW1",0,0,0,Random(4,-4),Random(4,-4),Random(4,-4),0,128)
	TNT1 A 0 A_SpawnItemEx("NEPSW2",0,0,0,Random(4,-4),Random(4,-4),Random(4,-4),0,128)
    TNT1 A 0 A_SpawnItemEx("NEPSW3",0,0,0,Random(4,-4),Random(4,-4),Random(4,-4),0,128)
	TNT1 A 0 A_SpawnItemEx("NEPSW4",0,0,0,Random(4,-4),Random(4,-4),Random(4,-4),0,128)
    TNT1 A 0 A_SpawnItemEx("NEPSW5",0,0,0,Random(4,-4),Random(4,-4),Random(4,-4),0,128)
	TNT1 A 0 A_SpawnItemEx("NEPSW6",0,0,0,Random(4,-4),Random(4,-4),Random(4,-4),0,128)
    TNT1 A 1
    Stop
  }
}