Actor Flare_General
{
	+NOINTERACTION
	+NOGRAVITY
	+NONETID
	+CLIENTSIDEONLY
	+NOTONAUTOMAP
	renderstyle Add
	radius 1
	height 1
	alpha 0.4
	scale 0.4
}

Actor BFGBigFlare : Flare_General
{
alpha 0.1
yscale 1.6
xscale 1.6
states
	{
	Spawn:
		LEYS GGGGGGGGGGGGGGGGGG 1 BRIGHT a_fADEIn(0.02)
	    LEYS G 5 BRIGHT
		LEYS GGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGG 1 BRIGHT a_fADEouT(0.04)
		Stop
	}
}

Actor BlueFlare : Flare_General
{
states
	{
	Spawn:
		TNT1 A 0
		TNT1 A 0 A_Jump(128,2)
		LENB A 2 bright
		stop
		TNT1 A 0
		LENB B 2 bright
		stop
	}
}

Actor BlueFlareMedium : BlueFlare
{
alpha 0.3
scale 0.25
}

Actor BlueFlareSmall : BlueFlare
{
alpha 0.3
scale 0.15
}

Actor ExplosionFlareEffect : Flare_General
{
XScale 2.0
YScale 1.5
Alpha 0.4
states
	{
	Spawn:
		TNT1 A 0
		FLAR B 2 bright
		FLAR BBBBBBBBBBBBBB 1 BRIGHT A_FadeOut(0.11)
		stop
	}
}

Actor ExplosionFlareSpawner : Flare_General
{
states
	{
	Spawn:
	    TNT1 A 0
		TNT1 A 0 A_SpawnItemEx("ExplosionFlareEffect")
	    TNT1 A 0 A_SpawnItemEx("ExplosionFlareEffect", 36, 36)
		TNT1 A 0 A_SpawnItemEx("ExplosionFlareEffect", 36, -36)
		TNT1 A 0 A_SpawnItemEx("ExplosionFlareEffect", -36, 36)
		TNT1 A 0 A_SpawnItemEx("ExplosionFlareEffect", -36, -36)
		stop
	}
}

Actor FireballFlare : Flare_General
{
alpha 0.6
scale 0.15
states
	{
	Spawn:
		TNT1 A 0
		TNT1 A 0 A_Jump(128,2)
		LENY A 1 bright
		stop
		TNT1 A 0
		LENY B 1 bright
		stop
	}
}

Actor GreenFlare : Flare_General
{
states
	{
	Spawn:
        TNT1 A 0
	    TNT1 A 0 A_Jump(128,2)
		LENG A 2 bright
		stop
		TNT1 A 0
		LENG B 2 bright
		stop
	}
}

Actor GreenFlare2 : Flare_General
{
states
	{
	Spawn:
        TNT1 A 0
	    TNT1 A 0 A_Jump(128,2)
		L2NG A 2 bright
		stop
		TNT1 A 0
		L2NG B 2 bright
		stop
	}
}

Actor GreenFlareMedium : GreenFlare
{
alpha 0.3
scale 0.25
}

Actor GreenFlareMedium2 : GreenFlare2
{
alpha 0.3
scale 0.25
}

Actor GreenFlareSmall : GreenFlare
{
alpha 0.4
scale 0.15
}

ACTOR GreenFlareSpawn
{
	Speed 20
	PROJECTILE
	+NOCLIP
	+CLIENTSIDEONLY
	+NONETID
	+NOINTERACTION
	States
	{
	Spawn:
		TNT1 AA 1 A_CustomMissile("GreenFlareSmall",-5,0,-85,0,random(-10,10))
		Stop
	}
}

Actor LensFlareAlt : Flare_General
{
alpha 0.5
xscale 0.6
yscale 0.3
states
	{
	Spawn:
		LENS A 5 bright
		stop
	}
}

ACTOR MarineMuzzle1
{
	Speed 0
	PROJECTILE
	+NOCLIP
	+NOGRAVITY
	+CLIENTSIDEONLY
	+NONETID
	+NOINTERACTION
	Speed 16
	States
	{
	Spawn:
		TNT1 A 0
		PLMZ A 1 BRIGHT
		Stop
	}
}

ACTOR MarineMuzzle2 : MarineMuzzle1
{
	States
	{
	Spawn:
		TNT1 A 0
		PLMZ A 1 BRIGHT
		Stop
	}
}

Actor NukeFlare : Flare_General
{
alpha 0.8
yscale 9.6
xscale 9.6
states
	{
	Spawn:
	    LEYS O 120 BRIGHT
		LEYS ooooooooooooooooooooooooOOOOOOOOOOOOOOOOO 2 BRIGHT a_fADEouT(0.02)
		Stop
	}
}

Actor OrangeLensFlareAlt : Flare_General
{
+MISSILE
Speed 20
alpha 0.6
xscale 0.5
yscale 0.2
states
	{
	Spawn:
	    TNT1 A 1
		TNT1 A 0 A_PlaySOund("DISTFRRIFLE")
	    TNT1 A 0 A_Stop
		LEYS O 3 bright
		TNT1 A 60
		stop
	}
}

Actor PentagramFlare : Flare_General
{
	Alpha 0.0
	Scale 0.45
	States
	{
		Spawn:
			PNTG DDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDD 1 BRIGHT A_FadeIn(0.02)
			PNTG DDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDD 1 BRIGHT A_FadeOut(0.02)
			Stop
	}
}

Actor PentagramFlareBig : Flare_General
{
	Alpha 0.0
	Scale 0.7
	States
	{
		Spawn:
			PNTG DDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDD 1 BRIGHT A_FadeIn(0.02)
			PNTG DDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDD 1 BRIGHT A_FadeOut(0.02)
			Stop
	}
}

Actor PinkFlare : Flare_General
{
states
	{
	Spawn:
		TNT1 A 0
		TNT1 A 0 A_Jump(128,2)
		LENP A 2 bright
		stop
		TNT1 A 0
		LENP B 2 bright
		stop
	}
}

Actor PinkIonFlare : Flare_General
{
alpha 0.4
scale 0.15
states
	{
	Spawn:
		TNT1 A 0
		TNT1 A 0 A_Jump(128,2)
		LENP A 1 bright
		stop
		TNT1 A 0
		LENP B 1 bright
		stop
	}
}

Actor PlasmaFlare : Flare_General
{
alpha 0.4
scale 0.15
states
	{
	Spawn:
		TNT1 A 0
		TNT1 A 0 A_Jump(128,2)
		L2NB A 1 bright
		stop
		TNT1 A 0
		L2NB B 1 bright
		stop
	}
}

ACTOR PlasmaFlareSpawn
{
	Speed 20
	PROJECTILE
	+CLIENTSIDEONLY
	+NONETID
	+NOINTERACTION
	+NOCLIP
	States
	{
	Spawn:
		TNT1 A 1 A_CustomMissile("PlasmaFlare",-5,0,-85,0,random(-10,10))
		Stop
	}
}

ACTOR PlayerMuzzle1
{
	Speed 0
	PROJECTILE
	+NOCLIP
	+NOGRAVITY
	+CLIENTSIDEONLY
	+NONETID
	+NOINTERACTION
	States
	{
	Spawn:
		PLMZ A 1 BRIGHT
		Stop
	}
}

ACTOR PlayerMuzzle2 : PlayerMuzzle1
{
	States
	{
	Spawn:
		PLMZ A 1 BRIGHT
		Stop
	}
}

Actor RedFlare : Flare_General
{
states
	{
	Spawn:
		TNT1 A 0
		TNT1 A 0 A_Jump(128,2)
		LENR A 2 bright
		stop
		TNT1 A 0
		LENR B 2 bright
		stop
	}
}

Actor RedFlare2 : Flare_General
{
states
	{
	Spawn:
		TNT1 A 0
		TNT1 A 0 A_Jump(128,2)
		L2NR A 2 bright
		stop
		TNT1 A 0
		L2NR B 2 bright
		stop
	}
}

Actor RedFlare3Flat : RedFlare
{
XScale 0.5
YScale 0.3
}

Actor RedFlareMedium : RedFlare
{
scale 0.25
}

Actor RedFlareSmall : RedFlare
{
scale 0.15
}

Actor RedFlareSmall2 : RedFlare2
{
scale 0.15
}

ACTOR RedFlareSpawn
{
	Speed 20
	PROJECTILE
	+CLIENTSIDEONLY
	+NONETID
	+NOINTERACTION
	+NOCLIP
	States
	{
	Spawn:
		TNT1 AA 1 A_CustomMissile("RedFlareSmall2",-5,0,-85,0,random(-10,10))
		Stop
	}
}

Actor RocketFlare : Flare_General
{
alpha 1.0
yscale 0.6
xscale 0.6
states
	{
	Spawn:
	    LEYS O 2 BRIGHT
		Stop
	}
}

Actor VioletFlare : Flare_General
{
states
	{
	Spawn:
		TNT1 A 0
		TNT1 A 0 A_Jump(128,2)
		LENV A 2 bright
		stop
		TNT1 A 0
		LENV B 2 bright
		stop
	}
}

Actor VioletFlareSmall : VioletFlare
{
scale 0.15
}

Actor YellowFlare : Flare_General
{
states
	{
	Spawn:
		TNT1 A 0
		LEYS A 2 bright
		stop
	}
}

Actor YellowFlareSmall : YellowFlare
{
scale 0.15
}

Actor YellowFlareSmallB : YellowFlare
{
+FORCEXYBILLBOARD
scale 0.15
Alpha 0.3
}

ACTOR YellowFlareSpawn
{
	Speed 20
	PROJECTILE
	+CLIENTSIDEONLY
	+NONETID
	+NOINTERACTION
	+NOCLIP
	+NOGRAVITY
	States
	{
	Spawn:
		TNT1 AA 1 A_CustomMissile("YellowFlareSmallB",-5,0,-85,0,random(-10,10))
		Stop
	}
}

Actor YellowLensFlareAltLong : Flare_General
{
alpha 0.25
xscale 0.6
yscale 0.3
states
	{
	Spawn:
		LEYS A 5 bright
		stop
	}
}