actor G2_FogSpawner 31220
{
	+CLIENTSIDEONLY
	+NOGRAVITY
	+NOBLOCKMAP
	States {
		Spawn3:
		TNT1 AAAAAAAAAA 1 A_SpawnItemEx("G2_Fog",0,0,random(0,2), random(1,64),random(-1,1),0,random(0,360))
		goto Spawn2
		Spawn:
		TNT1 A 0
		TNT1 A 0 Thing_ChangeTID(0,8001)
		Spawn2:
		TNT1 A 0
		TNT1 A 0 A_CheckSight("UnSee")
		TNT1 A 6 A_SpawnItemEx("G2_Fog",0,0,random(0,4), random(1,32),random(-3,3),0,random(0,360))
		loop
		UnSee:
		TNT1 A 10
		TNT1 AAAAAAA 1 A_CheckSight("UnSee")
		TNT1 A 5
		goto Spawn3
		Off:
		TNT1 A 1
		TNT1 A -1
		loop
	}
}

actor G2_Fog 
{
	renderstyle add
	alpha 0.025
	
	+CLIENTSIDEONLY
	+NOGRAVITY
	+THRUACTORS
	+NOBLOCKMAP
	+MISSILE
	+HEXENBOUNCE
	damage 0
	
	height 2
	radius 2
	
	xscale 0.58
	yscale 0.3
	States {
		Spawn:
			TNT1 A 10
			TNT1 A 0 A_Stop
			TNT1 A 0 A_Jump(255,"A","B","C")
			TNT1 A 55
		A:
			MFOG AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_FadeIn(0.0005)
			MFOG AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_FadeIn(0.0005)
			
		Aout:
			MFOG A 1 A_FadeOut(0.0005)
			loop
		B:
			MFOG BBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBB 1 A_FadeIn(0.0005)
			MFOG BBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBB 1 A_FadeIn(0.0005)
			
		Bout:
			MFOG B 1 A_FadeOut(0.0005)
			loop
		C:
			MFOG CCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCC 1 A_FadeIn(0.0005)
			MFOG CCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCC 1 A_FadeIn(0.0005)
			
		Cout:
			MFOG C 1 A_FadeOut(0.0005)
			loop
		
	}
}

actor G2_LargeFog : G2_Fog 32037
{
	xscale 2.25
	yscale 1.35
	alpha 0.12
	+FLOATBOB
	+FORCEXYBILLBOARD
	States {
		Spawn:
			MFOG ABC 0 A_Jump(256, "A", "B", "C")
		A:
			MFOG A -1
			loop
		B:
			MFOG B -1
			loop
		C:
			MFOG C -1
			loop
	}
}

/*
actor G2_Fog 
{
	renderstyle add
	alpha 0.025
	
	+CLIENTSIDEONLY
	+NOGRAVITY
	
	height 2
	radius 2
	
	xscale 2.1
	yscale 0.55
	
	//+FLOATBOB
	
	States {
		Spawn:
		TNT1 A 15
		TNT1 A 0 A_Stop
		TNT1 A 5
		RSMK A 0 //A_CheckSight("Stopping")
		RSMK A 0 A_Jump(50,"A")
		RSMK A 0 A_Jump(50,"B")
		RSMK A 0 A_Jump(50,"D")
		goto C
		A:
		RSMK AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_FadeIn(0.003)
		RSMK AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_FadeOut(0.003)
		stop
		B:
		RSMK BBBBBBBBBBBBBBBBBBBBBBBBBBBBB 1 A_FadeIn(0.003)
		RSMK BBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBB 1 A_FadeOut(0.003)
		stop
		C:
		RSMK CCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCC 1 A_FadeIn(0.003)
		RSMK CCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCC 1 A_FadeOut(0.003)
		stop
		D:
		RSMK DDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDD 1 A_FadeIn(0.003)
		RSMK DDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDD 1 A_FadeOut(0.003)
		stop
	}
}*/