actor Wanderer
{
	+NOGRAVITY
	+FORCEXYBILLBOARD
	+FLOAT
	+LOOKALLAROUND
	meleerange 100
	+NOBLOCKMAP
	speed 0
	renderstyle translucent
	alpha 1.0
	height 20
	radius 15
	States
	{
		Spawn:
		WAND A 0
		WAND A 0 Thing_ChangeTID(0,7501)
		WAND A 1 bright A_Look
		loop
		See:
		WAND A 1 bright
		WAND A 0 bright A_SpawnItemEx("WandererFX2",30,0,random(-15,15),0,0,0,random(0,359),SXF_CLIENTSIDE)
		WAND A 0 bright A_Chase
		WAND A 1 bright A_SpawnItemEx("WandererFX",0,0,0,random(-1,1),0,random(-1,1),random(0,359),SXF_CLIENTSIDE)
		WAND A 0 bright A_Chase
		loop
		Melee:
		WAND A 0
		WAND AAA 0 A_SpawnItemEx("WandererFX2",30,0,random(-15,15),0,0,0,random(0,359),SXF_CLIENTSIDE)
		WAND AAAAAA 0 bright A_SpawnItemEx("WandererFX",0,0,0,random(-5,5),0,random(-5,5),random(0,359),SXF_CLIENTSIDE)
		WAND A 0 A_GiveToTarget("G2_TheNightSoul",1)
		WAND A 0 A_PlaySoundEx("wanderer","Body",0,0)
		WAND A 0 A_SpawnItemEx("WandererFX3")
		FadeOut:
		WAND A 0
		WAND A 0 bright A_SpawnItemEx("WandererFX",0,0,0,random(-5,5),0,random(-5,5),random(0,359),SXF_CLIENTSIDE)
		WAND A 1 bright A_FadeOut(0.05)
		loop
	}
}

actor WandererFX
{
	renderstyle translucent
	alpha 0.05
	+NOGRAVITY
	+FORCEXYBILLBOARD
	+CLIENTSIDEONLY
	+NOINTERACTION
	States
	{
		Spawn:
		WAND AAAAAAAAAA 2 bright A_FadeIn(0.05)
		WAND AAAAAAAAAA 1 bright A_FadeOut(0.05)
		stop
	}
}

actor WandererFX2 : WandererFX
{
	renderstyle add
	scale 0.03
	States
	{
		Spawn:
		WANF AAAAAAAA 1 bright A_FadeIn(0.1)
		WANF AAAAAAAA 1 bright A_FadeOut(0.1)
		stop
	}
}

actor WandererFX3 : WandererFX
{
	scale 0.35
	States
	{
		Spawn:
		WANF BBBBBBBB 1 bright A_FadeIn(0.1)
		WANF BBBBBBBB 1 bright A_FadeOut(0.1)
		stop
	}
}