actor DeathbringerArbalest : Weapon {
	Weapon.AmmoType1 "Mana1"
	Weapon.AmmoGive1 0
	Weapon.AmmoGive2 0
	Weapon.AmmoType2 "Mana2"
	Weapon.AmmoUse1 14
	Weapon.AmmoUse2 14
	Weapon.SelectionOrder 6
	+PRIMARY_USES_BOTH
	+ALT_AMMO_OPTIONAL
	+AMMO_OPTIONAL
	Weapon.KickBack 100
	+UNDROPPABLE
	Inventory.PickupMessage "DEATHBRINGER ARBALEST"
	Tag "Deathbringer Arbalest"
	Weapon.BobStyle InverseSmooth
	Weapon.BobSpeed 2.1
	Weapon.BobRangeY 0.4
	Weapon.BobRangeX 0.5
	States 
	{
	Spawn:
		HXBO J -1
		Stop
	Deselect:
		HXBO A 1 A_Lower
		TNT1 A 0 A_Lower
		Loop
	Select:
		HXBO A 1 A_Raise
		TNT1 A 0 A_Raise
		Loop
	Ready:
		HXBO A 0 A_JumpIfInventory("IsKicking",1,"Kicking")
		HXBO A 1 Bright A_WeaponReady
		HXBO A 0 A_JumpIfInventory("IsKicking",1,"Kicking")
		HXBO A 1 Bright A_WeaponReady
		HXBO A 0 A_JumpIfInventory("IsKicking",1,"Kicking")
		HXBO A 1 Bright A_WeaponReady
		HXBO B 0 A_JumpIfInventory("IsKicking",1,"Kicking")
		HXBO B 1 Bright A_WeaponReady
		HXBO B 0 A_JumpIfInventory("IsKicking",1,"Kicking")
		HXBO B 1 Bright A_WeaponReady
		HXBO B 0 A_JumpIfInventory("IsKicking",1,"Kicking")
		HXBO B 1 Bright A_WeaponReady
		HXBO C 0 A_JumpIfInventory("IsKicking",1,"Kicking")
		HXBO C 1 Bright A_WeaponReady
		HXBO C 0 A_JumpIfInventory("IsKicking",1,"Kicking")
		HXBO C 1 Bright A_WeaponReady
		HXBO C 0 A_JumpIfInventory("IsKicking",1,"Kicking")
		HXBO C 1 Bright A_WeaponReady
		HXBO D 0 A_JumpIfInventory("IsKicking",1,"Kicking")
		HXBO D 1 Bright A_WeaponReady
		HXBO D 0 A_JumpIfInventory("IsKicking",1,"Kicking")
		HXBO D 1 Bright A_WeaponReady
		HXBO D 0 A_JumpIfInventory("IsKicking",1,"Kicking")
		HXBO D 1 Bright A_WeaponReady
		HXBO C 0 A_JumpIfInventory("IsKicking",1,"Kicking")
		HXBO C 1 Bright A_WeaponReady
		HXBO C 0 A_JumpIfInventory("IsKicking",1,"Kicking")
		HXBO C 1 Bright A_WeaponReady
		HXBO C 0 A_JumpIfInventory("IsKicking",1,"Kicking")
		HXBO C 1 Bright A_WeaponReady
		HXBO B 0 A_JumpIfInventory("IsKicking",1,"Kicking")
		HXBO B 1 Bright A_WeaponReady
		HXBO B 0 A_JumpIfInventory("IsKicking",1,"Kicking")
		HXBO B 1 Bright A_WeaponReady
		HXBO B 0 A_JumpIfInventory("IsKicking",1,"Kicking")
		HXBO B 1 Bright A_WeaponReady
		Loop
	Fire:
		HXBO A 0 A_JumpIfInventory("Mana1", 5, 1)
		Goto Ready
		HXBO A 0 A_JumpIfInventory("Mana2", 5, 1)
		Goto Ready
		TNT1 A 0 A_TakeInventory ("DeathbringerArbalestPower", 100)
		HXBO A 1 Offset (0, 38)
		HXBO A 1 Offset (0, 42)
		HXBO A 1 Offset (0, 47)
		HXBO A 1 Offset (0, 55)
	Hold:
		HXBO A 1 A_GiveInventory ("DeathbringerArbalestPower", 5)
		HXBO A 1 A_ReFire
		// -----------------------
		HXBO A 0 A_GiveInventory("ShadowWalkAttackCheck")
		HXBO A 1 Offset (0, 50)
		HXBO A 1 Offset (0, 45)
		HXBO A 1 Offset (0, 40)
		HXBO A 0 Bright A_GunFlash
		HXBO A 0 Bright
		//HXBO A 0 Bright A_PlaySound ("weapons/DeathbringerArbalestshot")
		HXBO A 0 Bright A_PlaySound ("weapons/DeathbringerArbalestfire", CHAN_WEAPON)
		HXBO A 0 A_JumpIfInventory ("DeathbringerArbalestPower", 100, "Fire6")
		HXBO A 0 A_JumpIfInventory ("DeathbringerArbalestPower", 80, "Fire5")
		HXBO A 0 A_JumpIfInventory ("DeathbringerArbalestPower", 60, "Fire4")
		HXBO A 0 A_JumpIfInventory ("DeathbringerArbalestPower", 40, "Fire3")
		HXBO A 0 A_JumpIfInventory ("DeathbringerArbalestPower", 20, "Fire2")
	Fire1:
		HXBO A 0 A_JumpIfInventory("Mana1", 4, 1)
		Goto Ready
		HXBO A 0 A_JumpIfInventory("Mana2", 4, 1)
		Goto Ready
		HXBO A 0 A_FireCustomMissile ("HellbringerBolt1", 0, 0)
		HXBO A 0 Bright A_TakeInventory("Mana1", 4, TIF_NOTAKEINFINITE)
		HXBO A 0 Bright A_TakeInventory("Mana2", 4, TIF_NOTAKEINFINITE)
		goto FireEnd
	Fire2:
		HXBO A 0 A_JumpIfInventory("Mana1", 6, 1)
		Goto Fire1
		HXBO A 0 A_JumpIfInventory("Mana2", 6, 1)
		Goto Fire1
		HXBO A 0 A_FireCustomMissile ("HellbringerBolt2", 0, 0)
		HXBO A 0 Bright A_TakeInventory("Mana1", 6, TIF_NOTAKEINFINITE)
		HXBO A 0 Bright A_TakeInventory("Mana2", 6, TIF_NOTAKEINFINITE)
		goto FireEnd
	Fire3:
		HXBO A 0 A_JumpIfInventory("Mana1", 8, 1)
		Goto Fire2
		HXBO A 0 A_JumpIfInventory("Mana2", 8, 1)
		Goto Fire2
		HXBO A 0 A_FireCustomMissile ("HellbringerBolt3", 0, 0)
		HXBO A 0 Bright A_TakeInventory("Mana1", 8, TIF_NOTAKEINFINITE)
		HXBO A 0 Bright A_TakeInventory("Mana2", 8, TIF_NOTAKEINFINITE)
		goto FireEnd
	Fire4:
		HXBO A 0 A_JumpIfInventory("Mana1", 10, 1)
		Goto Fire3
		HXBO A 0 A_JumpIfInventory("Mana2", 10, 1)
		Goto Fire3
		HXBO A 0 A_FireCustomMissile ("HellbringerBolt4", 0, 0)
		HXBO A 0 Bright A_TakeInventory("Mana1", 10, TIF_NOTAKEINFINITE)
		HXBO A 0 Bright A_TakeInventory("Mana2", 10, TIF_NOTAKEINFINITE)
		goto FireEnd
	Fire5:
		HXBO A 0 A_JumpIfInventory("Mana1", 12, 1)
		Goto Fire4
		HXBO A 0 A_JumpIfInventory("Mana2", 12, 1)
		Goto Fire4
		HXBO A 0 A_FireCustomMissile ("HellbringerBolt5", 0, 0)
		HXBO A 0 Bright A_TakeInventory("Mana1", 12, TIF_NOTAKEINFINITE)
		HXBO A 0 Bright A_TakeInventory("Mana2", 12, TIF_NOTAKEINFINITE)
		goto FireEnd
	Fire6:
		HXBO A 0 A_JumpIfInventory("Mana1", 14, 1)
		Goto Fire5
		HXBO A 0 A_JumpIfInventory("Mana2", 14, 1)
		Goto Fire5
		HXBO A 0 A_FireCustomMissile ("HellbringerBolt6", 0, 0)
		HXBO A 0 Bright A_TakeInventory("Mana1", 14, TIF_NOTAKEINFINITE)
		HXBO A 0 Bright A_TakeInventory("Mana2", 14, TIF_NOTAKEINFINITE)
		goto FireEnd
	FireEnd:
		HXBO H 1 Bright Offset (0, 46) A_SetPitch(Pitch-2)
		HXBO H 1 Bright Offset (0, 49) A_SetPitch(Pitch+0.5)
		HXBO E 1 Bright Offset (0, 52) A_SetPitch(Pitch+0.5)
		HXBO E 1 Bright Offset (0, 55) A_SetPitch(Pitch+0.5)
		HXBO F 2 Bright Offset (0, 57) A_SetPitch(Pitch+0.5)
		HXBO G 2 Bright Offset (0, 57)
		HXBO G 1 Offset (0, 56)
		HXBO G 1 Offset (0, 55)
		HXBO G 1 Offset (0, 53)
		HXBO G 1 Offset (0, 52)
		HXBO G 1 Offset (0, 50)
		HXBO G 1 Offset (0, 49)
		HXBO G 1 Offset (0, 48)
		HXBO G 1 Offset (0, 47)
		HXBO H 1 Offset (0, 46) A_PlaySound ("weapons/DeathbringerArbalestreload")
		HXBO H 1 Offset (0, 45)
		HXBO I 1 Offset (0, 43)
		HXBO I 1 Offset (0, 41)
		HXBO D 1 Offset (0, 39)
		HXBO D 1 Offset (0, 38)
		HXBO D 1 Offset (0, 37)
		HXBO C 1 Offset (0, 36)
		HXBO C 1 Offset (0, 34)
		HXBO C 1 Offset (0, 33)
		HXBO BBB 1 Offset (0, 33) A_TakeInventory ("DeathbringerArbalestPower", 100)
		Goto Ready
	AltFire:
		HXBO A 0 A_JumpIfInventory("Mana1", 5, 1)
		Goto Ready
		HXBO A 0 A_JumpIfInventory("Mana2", 5, 1)
		Goto Ready
		TNT1 A 0 A_TakeInventory ("DeathbringerArbalestPower", 100)
		HXBO A 1 Offset (0, 38)
		HXBO A 1 Offset (0, 42)
		HXBO A 1 Offset (0, 47)
		HXBO A 1 Offset (0, 55)
	AltHold:
		HXBO A 1 A_GiveInventory ("DeathbringerArbalestPower", 5)
		HXBO A 1 A_ReFire
		// -----------------------
		HXBO A 0 A_GiveInventory("ShadowWalkAttackCheck")
		HXBO A 1 Offset (0, 50)
		HXBO A 1 Offset (0, 45)
		HXBO A 1 Offset (0, 40)
		HXBO A 0 Bright A_GunFlash
		HXBO A 0 Bright
		//HXBO A 0 Bright A_PlaySound ("weapons/DeathbringerArbalestshot")
		HXBO A 0 Bright A_PlaySound ("weapons/DeathbringerArbalestfire", CHAN_WEAPON)
		HXBO A 0 A_JumpIfInventory ("DeathbringerArbalestPower", 100, "AltFire6")
		HXBO A 0 A_JumpIfInventory ("DeathbringerArbalestPower", 80, "AltFire5")
		HXBO A 0 A_JumpIfInventory ("DeathbringerArbalestPower", 60, "AltFire4")
		HXBO A 0 A_JumpIfInventory ("DeathbringerArbalestPower", 40, "AltFire3")
		HXBO A 0 A_JumpIfInventory ("DeathbringerArbalestPower", 20, "AltFire2")
	Altfire1:
		HXBO A 0 A_JumpIfInventory("Mana1", 3, 1)
		Goto Ready
		HXBO A 0 A_JumpIfInventory("Mana2", 3, 1)
		Goto Ready
		HXBO A 0 A_FireCustomMissile ("HellbringerAltShot1", 0, 0)
		HXBO A 0 Bright A_TakeInventory("Mana1", 3, TIF_NOTAKEINFINITE)
		HXBO A 0 Bright A_TakeInventory("Mana2", 3, TIF_NOTAKEINFINITE)
		goto FireEnd
	AltFire2:
		HXBO A 0 A_JumpIfInventory("Mana1", 6, 1)
		Goto AltFire1
		HXBO A 0 A_JumpIfInventory("Mana2", 6, 1)
		Goto AltFire1
		HXBO A 0 A_FireCustomMissile ("HellbringerAltShot1", -4, 0)
		HXBO A 0 A_FireCustomMissile ("HellbringerAltShot1", 4, 0)
		HXBO A 0 A_FireCustomMissile ("HellbringerAltShot1", 0, 0)
		HXBO A 0 Bright A_TakeInventory("Mana1", 6, TIF_NOTAKEINFINITE)
		HXBO A 0 Bright A_TakeInventory("Mana2", 6, TIF_NOTAKEINFINITE)
		goto FireEnd
	AltFire3:
		HXBO A 0 A_JumpIfInventory("Mana1", 9, 1)
		Goto AltFire2
		HXBO A 0 A_JumpIfInventory("Mana2", 9, 1)
		Goto AltFire2
		HXBO A 0 A_FireCustomMissile ("HellbringerAltShot1", -4, 0)
		HXBO A 0 A_FireCustomMissile ("HellbringerAltShot1", 4, 0)
		HXBO A 0 A_FireCustomMissile ("HellbringerAltShot1", -8, 0)
		HXBO A 0 A_FireCustomMissile ("HellbringerAltShot1", 8, 0)
		HXBO A 0 A_FireCustomMissile ("HellbringerAltShot1", 0, 0)
		HXBO A 0 Bright A_TakeInventory("Mana1", 9, TIF_NOTAKEINFINITE)
		HXBO A 0 Bright A_TakeInventory("Mana2", 9, TIF_NOTAKEINFINITE)
		goto FireEnd
	AltFire4:
		HXBO A 0 A_JumpIfInventory("Mana1", 12, 1)
		Goto AltFire3
		HXBO A 0 A_JumpIfInventory("Mana2", 12, 1)
		Goto AltFire3
		HXBO A 0 A_FireCustomMissile ("HellbringerAltShot2", -4, 0)
		HXBO A 0 A_FireCustomMissile ("HellbringerAltShot2", 4, 0)
		HXBO A 0 A_FireCustomMissile ("HellbringerAltShot2", -8, 0)
		HXBO A 0 A_FireCustomMissile ("HellbringerAltShot2", 8, 0)
		HXBO A 0 A_FireCustomMissile ("HellbringerAltShot2", 0, 0)
		HXBO A 0 Bright A_TakeInventory("Mana1", 12, TIF_NOTAKEINFINITE)
		HXBO A 0 Bright A_TakeInventory("Mana2", 12, TIF_NOTAKEINFINITE)
		goto FireEnd
	AltFire5:
		HXBO A 0 A_JumpIfInventory("Mana1", 15, 1)
		Goto AltFire4
		HXBO A 0 A_JumpIfInventory("Mana2", 15, 1)
		Goto AltFire4
		HXBO A 0 A_FireCustomMissile ("HellbringerAltShot3", -4, 0)
		HXBO A 0 A_FireCustomMissile ("HellbringerAltShot3", 4, 0)
		HXBO A 0 A_FireCustomMissile ("HellbringerAltShot3", -8, 0)
		HXBO A 0 A_FireCustomMissile ("HellbringerAltShot3", 8, 0)
		HXBO A 0 A_FireCustomMissile ("HellbringerAltShot3", 0, 0)
		HXBO A 0 Bright A_TakeInventory("Mana1", 15, TIF_NOTAKEINFINITE)
		HXBO A 0 Bright A_TakeInventory("Mana2", 15, TIF_NOTAKEINFINITE)
		goto FireEnd
	AltFire6:
		HXBO A 0 A_JumpIfInventory("Mana1", 18, 1)
		Goto AltFire5
		HXBO A 0 A_JumpIfInventory("Mana2", 18, 1)
		Goto AltFire5
		HXBO A 0 A_FireCustomMissile ("HellbringerAltShot4", -4, 0)
		HXBO A 0 A_FireCustomMissile ("HellbringerAltShot4", 4, 0)
		HXBO A 0 A_FireCustomMissile ("HellbringerAltShot4", -8, 0)
		HXBO A 0 A_FireCustomMissile ("HellbringerAltShot4", 8, 0)
		HXBO A 0 A_FireCustomMissile ("HellbringerAltShot4", 0, 0)
		HXBO A 0 Bright A_TakeInventory("Mana1", 18, TIF_NOTAKEINFINITE)
		HXBO A 0 Bright A_TakeInventory("Mana2", 18, TIF_NOTAKEINFINITE)
		goto FireEnd
	Flash:
		TNT1 A 2 Bright A_Light1
		TNT1 A 2 Bright A_Light2
		TNT1 A 1 Bright A_Light1
		Goto LightDone
	Kicking:
		HXBO A 1 offset(-1,40)
		HXBO A 1 offset(-1,50)
		HXBO A 1 offset(-1,60)
		HXBO A 0 offset(-1,33)
		AKCK A 2
		AKCK B 2
		AKCK B 0 A_GiveInventory("ShadowWalkAttackCheck")
		AKCK C 3 A_FireBullets(0,0,1,ACS_NamedExecuteWithResult("WOC Player Scale", FRandom(20,35), STRENGTH, ABIL_KICK, ACTIVATOR), "KickPuff", FBF_NORANDOM, 96)
		AKCK D 4
		TNT1 A 6
		HXBO A 1 offset(-1,60)
		HXBO A 1 offset(-1,50)
		HXBO A 1 offset(-1,40)
		HXBO A 0 A_TakeInventory("IsKicking",2)
		Goto Ready
	}
}

actor HellbringerBoltBase  : FastProjectile  {
	PROJECTILE
	+DONTREFLECT
	+DONTBLAST
	+MTHRUSPECIES
	MissileHeight 8
	MissileType "HellBringerBoltFX"
	Radius 4
	Height 4
	Speed 75
	Damage 0
	RenderStyle Add
	//Alpha 0.9
	DeathSound "weapons/DeathbringerArbalesthit"
	Decal "PlasmaScorchLower"
	DamageType "Shadow"
	States {
	Spawn:
		TNT1 A 0
		BXPL A 0 Bright A_PlaySound("weapons/DeathbringerArbalestflyby", CHAN_BODY, 1.0, 1)
		goto Idle
	Idle:
		BXPL A 1 Bright
		loop
	Death:
		BXPL A 0 A_StopSound(CHAN_BODY)
		BXPL A 0 A_Explode (ACS_NamedExecuteWithResult("WOC Player Scale", health, AGILITY, 0, WOCTARGET), Health/2, 0) // Radius damage.
		BXPL ABCDEFGH 1 Bright
		BXPL IJKLM 1 Bright //A_FadeOut(0.1)
		Stop
	}
}

actor DeathbringerArbalestPower : Inventory {
	inventory.amount 0
	inventory.maxamount 100
}

actor HellbringerBolt1  : HellbringerBoltBase {
	Speed 42
	health 120
	//damage (ACS_NamedExecuteWithResult("WOC Player Scale", 60, AGILITY, 0, WOCTARGET))
}
actor HellbringerBolt2 : HellbringerBoltBase {
	Speed 67
	health 140
	//damage (ACS_NamedExecuteWithResult("WOC Player Scale", 70, AGILITY, 0, WOCTARGET))
}
actor HellbringerBolt3 : HellbringerBoltBase {
	Speed 92
	health 160
	//damage (ACS_NamedExecuteWithResult("WOC Player Scale", 80, AGILITY, 0, WOCTARGET))
}
actor HellbringerBolt4 : HellbringerBoltBase {
	Speed 117
	health 180
	//damage (ACS_NamedExecuteWithResult("WOC Player Scale", 90, AGILITY, 0, WOCTARGET))
}
actor HellbringerBolt5 : HellbringerBoltBase {
	Speed 142
	health 220
	//damage (ACS_NamedExecuteWithResult("WOC Player Scale", 110, AGILITY, 0, WOCTARGET))
}
actor HellbringerBolt6 : HellbringerBoltBase {
	Speed 192
	health 280
	//damage (ACS_NamedExecuteWithResult("WOC Player Scale", 140, AGILITY, 0, WOCTARGET))
}

actor HellbringerBoltFX {
	+CLIENTSIDEONLY
	+NOINTERACTION
	+DONTBLAST
	Radius 4
	Height 4
	Renderstyle Add
	//Alpha 0.5
	States {
	Spawn:
		BSHT AABBCDEFG 1 Bright //A_FadeOut(0.05)
		Stop
	}
}

ACTOR HellbringerAltShot1
{
	Radius 4
	Height 4
	Speed 50
	Damage (ACS_NamedExecuteWithResult("WOC Player Scale", FRandom(2,16), AGILITY, 0, WOCTARGET))
	PROJECTILE
	+RIPPER
	+NODAMAGETHRUST
	+BLOODLESSIMPACT
	+DONTBLAST
	+MTHRUSPECIES
	+DOOMBOUNCE
	-ALLOWBOUNCEONACTORS
	-BOUNCEONACTORS
	BounceFactor 1.0
	Damagetype "Shadow"
	DeathSound "weapons/glahit"
	States
	{
	Spawn:
		DXBT BBBBBBBB 1 Bright A_SpawnItemEx("HellbringerAltTrail1",0,0,0,0,0,0,0,128,0)
		//TNT1 A 0 A_SpawnItemEx("HellbringerAltShotB",0,0,0,25,random(-6,6),momz+random(-3,3),0,0,0)
		Stop
	Death:
		RFX1 L 0 Bright A_SetTranslucent(0.67,1)
		RFX1 LMNO 4 Bright
		stop
	}
}

actor HellbringerAltShot2 : HellbringerAltShot1 
{
	States
	{
	Spawn:
		DXBT BBBBBBBB 1 Bright A_SpawnItemEx("HellbringerAltTrail1",0,0,0,0,0,0,0,128,0)
		TNT1 AAAA 0 A_SpawnItemEx("HellbringerAltShotB",0,0,0,35,frandom(-3,3),momz+frandom(-1.5,1.5),0,0,0)
		stop
	Death:
		RFX1 L 0 Bright A_SetTranslucent(0.67,1)
		RFX1 LMNO 4 Bright
		stop
	}
}

actor HellbringerAltShot3 : HellbringerAltShot1 
{
	States
	{
	Spawn:
		DXBT BBBBBBBB 1 Bright A_SpawnItemEx("HellbringerAltTrail1",0,0,0,0,0,0,0,128,0)
		TNT1 AAAAAA 0 A_SpawnItemEx("HellbringerAltShotB",0,0,0,35,frandom(-3,3),momz+frandom(-1.5,1.5),0,0,0)
		stop
	Death:
		RFX1 L 0 Bright A_SetTranslucent(0.67,1)
		RFX1 LMNO 4 Bright
		stop
	}
}

actor HellbringerAltShot4 : HellbringerAltShot1 
{
	States
	{
	Spawn:
		DXBT BBBBBBBB 1 Bright A_SpawnItemEx("HellbringerAltTrail1",0,0,0,0,0,0,0,128,0)
		TNT1 AAAAAAAA 0 A_SpawnItemEx("HellbringerAltShotB",0,0,0,35,frandom(-3,3),momz+frandom(-1.5,1.5),0,0,0)
		stop
	Death:
		RFX1 L 0 Bright A_SetTranslucent(0.67,1)
		RFX1 LMNO 4 Bright
		stop
	}
}

ACTOR HellbringerAltShotB
{
	Radius 4
	Height 4
	Speed 35
	Damage (ACS_NamedExecuteWithResult("WOC Player Scale", FRandom(5,10), AGILITY, 0, WOCTARGET))
	PROJECTILE
	+RIPPER
	+NODAMAGETHRUST
	+BLOODLESSIMPACT
	+DONTBLAST
	+MTHRUSPECIES
	+DOOMBOUNCE
	+NOBOSSRIP
	-ALLOWBOUNCEONACTORS
	-BOUNCEONACTORS
	BounceCount 2
	BounceFactor 1.0
	Damagetype "Shadow"
	DeathSound "weapons/thornx"
	States
	{
	Spawn:
		RFX1 B 1 Bright A_SpawnItemEx("HellbringerAltTrail2",0,0,0,0,0,0,0,128,0)
		loop
	Death:
		RFX1 G 0 Bright A_SetTranslucent(0.67,1)
		RFX1 GHIJCDEF 3 Bright
		stop
	}
}

ACTOR HellbringerAltTrail1
{   
	Radius 0
	Height 1
	Damage 0
	Speed 0
	Scale 0.5
	PROJECTILE
	+CLIENTSIDEONLY
	+NOINTERACTION
	+DONTBLAST
	RENDERSTYLE ADD
	ALPHA 0.50
	States
	{
	Spawn:
		DXBT BCDEFGH 2 Bright
		Stop 
	}
}

ACTOR HellbringerAltTrail2
{   
	Radius 1
	Height 1
	RENDERSTYLE ADD
	ALPHA 0.50
	+NOGRAVITY
	+NOBLOCKMAP
	+CLIENTSIDEONLY
	+NOINTERACTION
	+DONTBLAST
	States
	{
	Spawn:
		RFX1 BCDEF 3 Bright
		Stop 
	}
}