Actor TallTorch_Red : RedTorch replaces RedTorch
{
scale 0.5
states
	{
	Vanilla:
		TNT1 A 2 A_ChangeFlag("NOINTERACTION", 1)
		TNT1 A 0 A_SpawnItem("RedTorchVanilla")
		TNT1 A 2 Thing_Remove(0)
		Stop

	Spawn:
		TTRB A 0
		TNT1 A 0 A_Playsound("BDFireplace2", 1, 1, 1)
		TNT1 A 2 ACS_NamedExecuteAlways("BDCheckDecorations", 0, 0, 0, 0)//Check if advanced decorations are disabled.
		TNT1 A 2
		TNT1 A 0 A_SPawnItem("TallTOrch_RedFlames")
		TNT1 A 0 A_SpawnItem("TallTOrch_RedCore")
		TNT1 A 2 A_SpawnItem("TorchBall")
		Goto Stay

	Stay:
		TTRB A 30 A_CustomMissile("RealisticFireSparks1", 59, 0, random (0, 140), 2, random (0, 160))
		Loop
	}
}

Actor TallTorch_RedFlames : TallTorch_Red
{
XScale 0.9
YScale 1.2
Radius 2
Height 4
Renderstyle Add
Alpha 0.9
+CLIENTSIDEONLY
+NONETID
+THRUACTORS
states
	{
	Spawn:
		TRKR ABCDEFGHIJKL 1 BRIGHT
		Loop
	}
}

Actor TallTorch_RedCOre : TallTorch_RedFlames
{
XScale 0.5
YScale 0.31
states
	{
	Spawn:
		TRKR MN 1 BRIGHT
		Loop
	}
}

ACTOR TorchBall
{
	Game Doom
	Radius 2
	Height 4
	-SOLID
    +CLIENTSIDEONLY
	+NONETID
	+NOGRAVITY
	+MOVEWITHSECTOR
	RenderStyle Add
	Alpha 1.0
	YScale 1.2
	XScale 1.6
	States
	{
    Spawn:
        TRKR OP 2 BRIGHT
        Loop
	}
}

Actor TallTorch_Blue : TallTorch_Red replaces BlueTorch
{
states
	{
	Vanilla:
		TNT1 A 2 A_ChangeFlag("NOINTERACTION", 1)
		TNT1 A 0 A_SpawnItem("BlueTorchVanilla")
		TNT1 A 2 Thing_Remove(0)
		Stop

	Spawn:
		TTRB A 0
		TNT1 A 0 A_Playsound("BDFireplace2", 1, 1, 1)
		TNT1 A 0 A_SpawnItemEx("EvidenceCheckerBlueTorch", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
		TNT1 A 2 ACS_NamedExecuteAlways("BDCheckDecorations", 0, 0, 0, 0)//Check if advanced decorations are disabled.
		TNT1 A 2
		TNT1 A 0 A_SPawnItem("TallTOrch_BlueFlames")
		TNT1 A 0 A_SpawnItem("TallTOrch_BlueCore")
		TNT1 A 2 A_SpawnItem("TorchBallBlue")
		Goto Stay

	Stay:
		TTRB A 30 A_CustomMissile("RealisticFireSparks1Blue", 59, 0, random (0, 140), 2, random (0, 160))
		Loop
	}
}

Actor TallTorch_BlueFlames : TallTorch_Red
{
XScale 0.9
YScale 1.2
Radius 2
Height 4
Renderstyle Add
Alpha 0.9
+CLIENTSIDEONLY
+NONETID
+THRUACTORS
states
	{
	Spawn:
		TRKB ABCDEFGHIJKL 1 BRIGHT
		Loop
	}
}

Actor TallTorch_BlueCOre : TallTorch_RedFlames
{
XScale 0.5
YScale 0.31
states
	{
	Spawn:
		TRKB MN 1 BRIGHT
		Loop
	}
}

ACTOR TorchBallBlue: TorchBall
{
	States
	{
    Spawn:
		TRKB OP 2 BRIGHT
        Loop
	}
}

Actor TallTorch_Green : TallTorch_Red replaces GreenTorch
{
states
	{
	Vanilla:
		TNT1 A 2 A_ChangeFlag("NOINTERACTION", 1)
		TNT1 A 0 A_SpawnItem("GreenTorchVanilla")
		TNT1 A 2 Thing_Remove(0)
		Stop

	Spawn:
		TTRB A 0
		TNT1 A 0 A_Playsound("BDFireplace2", 1, 1, 1)
		TNT1 A 0 A_SpawnItemEx("EvidenceCheckerGreenTorch", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
		TNT1 A 2 ACS_NamedExecuteAlways("BDCheckDecorations", 0, 0, 0, 0)//Check if advanced decorations are disabled.
		TNT1 A 2
		TNT1 A 0 A_SPawnItem("TallTOrch_GreenFlames")
		TNT1 A 0 A_SpawnItem("TallTOrch_GreenCore")
		TNT1 A 2 A_SpawnItem("TorchBallGreen")
		Goto Stay

	Stay:
		TTRB A 30 A_CustomMissile("RealisticFireSparks1Green", 59, 0, random (0, 140), 2, random (0, 160))
		Loop
	}
}

Actor TallTorch_GreenFlames : TallTorch_Red
{
XScale 0.9
YScale 1.2
Radius 2
Height 4
Renderstyle Add
Alpha 0.9
+CLIENTSIDEONLY
+NONETID
+THRUACTORS
states
	{
	Spawn:
		TRKG ABCDEFGHIJKL 1 BRIGHT
		Loop
	}
}

Actor TallTorch_GreenCore : TallTorch_RedFlames
{
XScale 0.5
YScale 0.31
states
	{
	Spawn:
		TRKG MN 1 BRIGHT
		Loop
	}
}

ACTOR TorchBallGreen: TorchBall
{
	States
	{
    Spawn:
        TRKG OP 2 BRIGHT
        Loop
	}
}

Actor ShortTorch_Blue : ShortBlueTorch replaces ShortBlueTorch
{
scale 0.4
states
	{
	Vanilla:
		TNT1 A 2 A_ChangeFlag("NOINTERACTION", 1)
		TNT1 A 0 A_SpawnItem("ShortBlueTorchVanilla")
		TNT1 A 2 Thing_Remove(0)
		Stop

	Spawn:
		TTRB A 0
		TNT1 A 0 A_Playsound("BDFireplace2", 1, 1, 1)
		TNT1 A 2 ACS_NamedExecuteAlways("BDCheckDecorations", 0, 0, 0, 0)//Check if advanced decorations are disabled.
		TNT1 A 2
		TNT1 A 0 A_SPawnItem("ShortTOrch_BlueFlames")
		TNT1 A 0 A_SpawnItem("ShortTOrch_BlueCore")
		TNT1 A 2 A_SpawnItem("ShortTorchBallblue")
		Goto Stay

	Stay:
		STRB A 30 A_CustomMissile("RealisticFireSparks1Blue", 25, 0, random (0, 140), 2, random (0, 160))
		Loop
	}
}

Actor ShortTorch_BlueFlames : ShortTorch_Blue
{
XScale 0.9
YScale 1.2
Radius 2
Height 4
Renderstyle Add
Alpha 0.9
+CLIENTSIDEONLY
+NONETID
+THRUACTORS
states
	{
	Spawn:
		SRKB ABCDEFGHIJKL 1 BRIGHT
		Loop
	}
}

Actor ShortTorch_BlueCOre : ShortTorch_BlueFlames
{
XScale 0.5
YScale 0.35
states
	{
	Spawn:
		SRKB MN 1 BRIGHT
		Loop
	}
}

ACTOR ShortTorchBallBlue: TorchBall
{
	States
	{
    Spawn:
		SRKB OP 2 BRIGHT
        Loop
	}
}

Actor ShortTorch_Red : ShortTorch_Blue replaces ShortRedTorch
{
states
	{
	Vanilla:
		TNT1 A 2 A_ChangeFlag("NOINTERACTION", 1)
		TNT1 A 0 A_SpawnItem("ShortRedTorchVanilla")
		TNT1 A 2 Thing_Remove(0)
		Stop

	Spawn:
		TTRB A 0

		TNT1 A 0 A_Playsound("BDFireplace2", 1, 1, 1)
		TNT1 A 0 A_SpawnItemEx("EvidenceCheckerGreenTorch", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
		TNT1 A 2 ACS_NamedExecuteAlways("BDCheckDecorations", 0, 0, 0, 0)//Check if advanced decorations are disabled.
		TNT1 A 2
		TNT1 A 0 A_SPawnItem("ShortTOrch_RedFlames")
		TNT1 A 0 A_SpawnItem("ShortTOrch_RedCore")
		TNT1 A 2 A_SpawnItem("ShortTorchBall")
		Goto Stay

	Stay:
		STRB A 30 A_CustomMissile("RealisticFireSparks1", 25, 0, random (0, 140), 2, random (0, 160))
		Loop
	}
}

Actor ShortTorch_RedFlames : ShortTorch_Red
{
XScale 0.9
YScale 1.2
Radius 2
Height 4
Renderstyle Add
Alpha 0.9
+CLIENTSIDEONLY
+NONETID
+THRUACTORS
states
	{
	Spawn:
		SRKR ABCDEFGHIJKL 1 BRIGHT
		Loop
	}
}

Actor ShortTorch_RedCOre : ShortTorch_RedFlames
{
XScale 0.5
YScale 0.35
states
	{
	Spawn:
		SRKR MN 1 BRIGHT
		Loop
	}
}

ACTOR ShortTorchBall: TorchBall
{
	States
	{
    Spawn:
		SRKR OP 2 BRIGHT
        Loop
	}
}

Actor ShortTorch_Green : ShortTorch_Blue replaces ShortGreenTorch
{
states
	{
	Vanilla:
		TNT1 A 2 A_ChangeFlag("NOINTERACTION", 1)
		TNT1 A 0 A_SpawnItem("ShortGreenTorchVanilla")
		TNT1 A 2 Thing_Remove(0)
		Stop

	Spawn:
		TTRB A 0
		TNT1 A 0 A_Playsound("BDFireplace2", 1, 1, 1)
		TNT1 A 0 A_SpawnItemEx("EvidenceCheckerGreenTorch", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
		TNT1 A 2 ACS_NamedExecuteAlways("BDCheckDecorations", 0, 0, 0, 0)//Check if advanced decorations are disabled.
		TNT1 A 2
		TNT1 A 0 A_SPawnItem("ShortTOrch_GreenFlames")
		TNT1 A 0 A_SpawnItem("ShortTOrch_GreenCore")
		TNT1 A 2 A_SpawnItem("ShortTorchBallGreen")
		Goto Stay

	Stay:
		STRB A 30 A_CustomMissile("RealisticFireSparks1Green", 25, 0, random (0, 140), 2, random (0, 160))
		Loop
	}
}

Actor ShortTorch_GreenFlames : ShortTorch_Red
{
XScale 0.9
YScale 1.2
Radius 2
Height 4
Renderstyle Add
Alpha 0.9
+CLIENTSIDEONLY
+NONETID
+THRUACTORS
states
	{
	Spawn:
		SRKG ABCDEFGHIJKL 1 BRIGHT
		Loop
	}
}

Actor ShortTorch_GreenCOre : ShortTorch_RedFlames
{
XScale 0.5
YScale 0.35
states
	{
	Spawn:
		SRKG MN 1 BRIGHT
		Loop
	}
}

ACTOR ShortTorchBallGreen: TorchBall
{
	States
	{
    Spawn:
		SRKG OP 2 BRIGHT
        Loop
	}
}

Actor Candelabra1 Replaces Candelabra
{
	Game Doom
	Radius 16
	Height 60
	ProjectilePassHeight -16
	+SOLID
	+USESPECIAL
	+SHOOTABLE
	+NOBLOOD
	+NOTARGET
	+INVULNERABLE
	Scale 0.7
	Mass 65535
	states
	{
	Vanilla:
		CBRA AA 14
		TNT1 A 0 A_JumpIfInventory("MarkForDeletion", 1, "Disappear")
		TNT1 A 2 A_ChangeFlag("NOINTERACTION", 1)
		TNT1 A 0 A_SpawnItem("CandelabraVanilla")
		TNT1 A 2 Thing_Remove(0)
		Stop

	Spawn:
		CBRA A 0
		CBRA A 0 ACS_NamedExecuteAlways("BDCheckDecorations", 0, 0, 0, 0)//Check if advanced decorations are disabled.
		CBRA AA 14
		TNT1 A 0 A_JumpIfInventory("MarkForDeletion", 1, "Disappear")
		CBRA A 2
	Stay:
	    CBRA BCDE 1
		Loop
	Disappear:
		TNT1 A 2 Thing_Remove(0)
		Stop
	}
}

Actor Candlestick1 : Candlestick replaces Candlestick
{
scale 0.7
states
	{
	Vanilla:
		TNT1 A 2 A_ChangeFlag("NOINTERACTION", 1)
		TNT1 A 0 A_SpawnItem("CandleVanilla")
		TNT1 A 2 Thing_Remove(0)
		Stop

	Spawn:
		TTRB A 0
		TNT1 A 2 ACS_NamedExecuteAlways("BDCheckDecorations", 0, 0, 0, 0)//Check if advanced decorations are disabled.
		CAND C 2

	Spawn1:
		CAND C 1
		TNT1 A 1 A_SpawnItemEx("CandleStick1Flare", 0, 0, 20)
	Stay:
		CAND C 25 bright
		TNT1 A 0 A_Jump(128, "Stay2")

	Stay1:
		CAND CBCBCB 2 BRIGHT
		CAND C 12 BRIGHT
		CAND CBCB 2 BRIGHT
		Loop

	Stay2:
		CAND CBCBCB 2 BRIGHT
		CAND C 25 BRIGHT
		CAND CBCB 2 BRIGHT
		Loop
	}
}

Actor Candlestick1Flare : Candlestick
{
XScale 0.2
YScale 0.09
Renderstyle Add
Alpha 0.8
states
	{
	Spawn:
		FSO1 AB 1
		Loop

	}
}

Actor BurningBarrelTopFIre : TallTorch_RedFlames
{
	XScale 0.6
	YScale 0.6
	Alpha 1.0
	Renderstyle Add
	states
	{
	Spawn:
		BURF ABCDEFGHIJKLMNOPQABCDEFGHIJKLMNOPQ 1 BRIGHT
		Stop
	}
}

Actor BurningBarrel1 replaces BurningBarrel
{
	+SOLID
	+USESPECIAL
	+SHOOTABLE
	+NOBLOOD
	+NOTARGET
	+FRIENDLY
	Radius 16
	height 40
	Health 30
	DamageFactor "kick", 5.0
	DamageFactor "SuperPunches", 5.0
	Damagefactor "SuperKick", 5.0
	Damagefactor "Slide", 5.0
	Damagefactor "ExtremePunches", 5.0
	states
	{
	Vanilla:
		TNT1 A 2 A_ChangeFlag("NOINTERACTION", 1)
		TNT1 A 0 A_SpawnItem("BurningBarrelVanilla")
		TNT1 A 2 Thing_Remove(0)
		Stop

	Spawn:
		BURB A 0
		TNT1 A 0 A_Playsound("BDFireplace", 1, 1, 1)
		TNT1 A 0 A_SpawnItemEx("HumanBBQ", 0, 0, 40)
		TNT1 A 0 A_SpawnItemEx("HumanBBQ", 0, 0, 44)
		TNT1 A 0 A_SpawnItemEx("HumanBBQ", 0, 0, 48)
		TNT1 A 0 A_SpawnItemEx("HumanBBQ", 0, 0, 52)
		TNT1 A 0 A_SpawnItemEx("HumanBBQ", 0, 0, 56)
		TNT1 A 0 A_SpawnItemEx("HumanBBQ", 0, 0, 60)
		TNT1 A 0 A_SpawnItemEx("HumanBBQ", 0, 0, 64)
		TNT1 A 0 A_SpawnItemEx("HumanBBQ", 0, 0, 68)
		TNT1 A 0 A_SpawnItemEx("HumanBBQ", 0, 0, 72)
		TNT1 A 0 A_SpawnItemEx("HumanBBQ", 0, 0, 76)
		TNT1 A 2 ACS_NamedExecuteAlways("BDCheckDecorations", 0, 0, 0, 0)//Check if advanced decorations are disabled.
		TNT1 A 2

	Stay:
		TNT1 A 0 A_SpawnItem("BurningBarrelTopFire")
		BURB A 2 A_CustomMissile("RealisticFireSparks1", 44, 0, random (0, 140), 2, random (0, 160))
		BURB BCBABCBABCBABC 2
		Loop

	Death.ExtremePunches:
	Death.Kick:
	Death.SuperKick:
	Death.LowKick:
	Death.SuperPunches:
		TNT1 A 0 A_NoBlocking
		TNT1 A 0 A_StopSound(1)
		TNT1 A 1 A_FaceTarget
        TNT1 AAA 0 A_CustomMissile("FlyingBurningFuel", 24, 0, random (150, 210), 2, random (0, 40))
		TNT1 AA 0 A_CustomMissile("FlyingBurningFuel2", 24, 0, random (150, 210), 2, random (0, 40))
		TNT1 AA 0 A_CustomMissile("FlyingBurningFuel3", 24, 0, random (150, 210), 2, random (0, 40))
        BARK DE 3
		BARK F -1
		Stop

	Death.Explosive:
	Death.ExplosiveImpact:
	Death.SSG:
	Death.Desintegrate:
		TNT1 A 0 A_NoBlocking
		TNT1 A 0 A_StopSound(1)
        TNT1 AAA 0 A_CustomMissile ("FlyingBurningFuel", 24, 0, random (0, 360), 2, random (30, 80))
		TNT1 AA 0 A_CustomMissile ("FlyingBurningFuel2", 24, 0, random (0, 360), 2, random (30, 80))
		TNT1 AA 0 A_CustomMissile ("FlyingBurningFuel3", 24, 0, random (0, 360), 2, random (30, 80))
		TNT1 A 0 A_SpawnItemEx ("ExplosionSplashSpawner", 0, 0, 0)
		TNT1 A 0 A_SpawnItemEx ("DetectFloorCrater",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)
	    TNT1 A 0 A_SpawnItemEx ("DetectCeilCrater",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)
		TNT1 A 0 A_SpawnItemEx ("ExplosionFlareSpawner",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)
        TNT1 A 0 A_SpawnItemEx ("BarrelExplosion",0,0,30,0,0,0,0,SXF_NOCHECKPOSITION,0)
		TNT1 A 0 A_SpawnItemEx ("BarrelKaboom",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)
		TNT1 AAAAAAA 0 A_CustomMissile ("ExplosionFlames", 0, 0, random (0, 360), 2, random (0, 360))
        TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile ("ExplosionParticleHeavy", 0, 0, random (0, 360), 2, random (0, 180))
        TNT1 AAAAAA 0 A_CustomMissile ("ExplosionParticleHeavy", 0, 0, random (0, 360), 2, random (0, 180))
		TNT1 AAA 0 A_CustomMissile ("BarrelShrapnel1", 25, 0, random (0, 360), 2, random (30, 160))
		TNT1 AAA 0 A_CustomMissile ("BarrelShrapnel2", 15, 0, random (0, 360), 2, random (30, 160))
		TNT1 AAA 0 A_CustomMissile ("BarrelShrapnel3", 5, 0, random (0, 360), 2, random (30, 160))
		TNT1 AAA 0 A_CustomMissile ("BarrelShrapnel4", 5, 0, random (0, 360), 2, random (30, 160))
		Stop
	}
}

actor BurningBarrelDamage
{
	+NOTARGET
	Radius 0
	Height 0
	DamageType Fire
	+NOGRAVITY
	+NOTELEPORT
	+NODAMAGETHRUST
	+THRUGHOST
	+NORADIUSDMG
	+NOEXTREMEDEATH
	+FORCERADIUSDMG
	-BLOODSPLATTER
	+BLOODLESSIMPACT
	PROJECTILE
	+DEHEXPLOSION
	+ACTIVATEMCROSS
	+NOTARGET
	States
	{
		Spawn:
		TNT1 A 0
		TNT1 AA 5 A_Explode(10,5)
		Stop
	}
}

Actor TorchFlare
{
	+NOINTERACTION
	+NOGRAVITY
	+CLIENTSIDEONLY
	+FORCEXYBILLBOARD
	renderstyle Add
	radius 1
	height 1
	alpha 0.4
}

Actor RedTF : TorchFlare
{
states
	{
	Spawn:
	Spawn:
		TNT1 A 0
		TNT1 A 0 A_Jump(128,2)
		FLAR A 2 bright
		stop
		TNT1 A 0
		FLAR B 2 bright
		stop
	}
}

ACTOR RedTorchVanilla
{
	Game Doom
	Radius 16
	Height 68
	ProjectilePassHeight -16
	+SOLID
	States
	{
	Spawn:
		TRED ABCD 2 BRIGHT
		Loop
	}
}

ACTOR BlueTorchVanilla
{
	Game Doom
	Radius 16
	Height 68
	ProjectilePassHeight -16
	+SOLID
	States
	{
	Spawn:
		TBLU ABCD 2 BRIGHT
		Loop
	}
}

ACTOR GreenTorchVanilla
{
	Game Doom
	Radius 16
	Height 68
	ProjectilePassHeight -16
	+SOLID
	States
	{
	Spawn:
		TGRN ABCD 2 BRIGHT
		Loop
	}
}

ACTOR ShortBlueTorchVanilla
{
	Game Doom
	Radius 16
	Height 37
	ProjectilePassHeight -16
	+SOLID
	States
	{
	Spawn:
		SMBT ABCD 2 BRIGHT
		Loop
	}
}

ACTOR ShortRedTorchVanilla
{
	Game Doom
	Radius 16
	Height 37
	ProjectilePassHeight -16
	+SOLID
	States
	{
	Spawn:
		SMRT ABCD 2 BRIGHT
		Loop
	}
}

ACTOR ShortGreenTorchVanilla
{
	Game Doom
	Radius 16
	Height 37
	ProjectilePassHeight -16
	+SOLID
	States
	{
	Spawn:
		SMGT ABCD 2 BRIGHT
		Loop
	}
}

ACTOR CandelabraVanilla
{
	Game Doom
	Radius 16
	Height 60
	ProjectilePassHeight -16
	+SOLID
	States
	{
	Spawn:
		CBRA A -1 BRIGHT
		Stop
	}
}

ACTOR CandleVanilla
{
	Game Doom
	Radius 20
	Height 14
	ProjectilePassHeight -16
	States
	{
	Spawn:
		CAND A -1 BRIGHT
		Stop
	}
}

ACTOR BurningBarrelVanilla
{
	Game Doom
	SpawnID 149
	Radius 16
	Height 32
	ProjectilePassHeight -16
	+SOLID
	States
	{
	Spawn:
		FCAN ABC 2 BRIGHT
		Loop
	}
}

actor HumanBBQ
{
	+NOTARGET
	Radius 10
	Height 10
	DamageType HumanBBQPROJECTILE
	+NOGRAVITY +NOTELEPORT +NODAMAGETHRUST
	+THRUGHOST +NORADIUSDMG +NOEXTREMEDEATH
	-BLOODSPLATTER +BLOODLESSIMPACT
	+DEHEXPLOSION +ACTIVATEMCROSS
	+NOPAIN
	States
	{
		Spawn:
		TNT1 A 0
		TNT1 A 0 A_Explode(3,5)
		TNT1 A 0 A_NoBLocking
		Stop
	}
}

Actor BurningPillarTopFIre : BurningBarrelTopFIre
{
	states
	{
	Spawn:
		COLF ABCDEFGHIJKLMNOPQABCDEFGHIJKLMNOPQ 1 BRIGHT
		Stop
	}
}

Actor BDECBurningPillar
{
+NOBLOOD
+GHOST
+NOTARGET
+RANDOMIZE
Radius 16
+SOLID
height 40
+INVULNERABLE
states
	{
	Spawn:
		TNT1 A 0 A_Playsound("BDFireplace", 1, 1, 1)
		COL4 A 4 BRIGHT
	Stay:
		TNT1 A 0 A_SpawnItem("BurningPillarTopFIre")
		COL4 A 1 BRIGHT A_CustomMissile("RealisticFireSparks1", 64, 0, random (0, 140), 2, random (0, 160))
		COL4 A 31 BRIGHT
		Loop
	}
}

ACTOR BDECTorch
{
	Radius 0
	Height 0
	+NOCLIP
	Scale 0.7
    +NOGRAVITY
	+FLOAT
	States
	{
	Spawn:
		TNT1 A 0
		TNT1 A 0 ThrustThingZ(0, 32, 0, 1)
		TNT1 A 2
		TNT1 A 0 A_Stop
	Live:
		TORC A 2 BRIGHT
		TNT1 A 0 A_SpawnItem("FireballFlare", 0, 30)
		TORC B 2 BRIGHT
		TNT1 A 0 A_SpawnItem("FireballFlare", 0, 30)
		TORC C 2 BRIGHT
		TNT1 A 0 A_SpawnItem("FireballFlare", 0, 30)
		TORC D 2 BRIGHT
		TNT1 A 0 A_SpawnItem("FireballFlare", 0, 30)
		Loop
	}
}