     actor FlamethrowerBaldBastard : GenericHumanScum
{
  scale 1.0
  obituary "%o got roasted by the extremistically careless person with flamethrower who doesn't know about fire safety"
  health 100
  radius 15
  height 54
  mass 100
  speed 11
  Translation "112:127=4:8", "192:207=240:247", "80:95=96:111"	
  Species "Spectre"
  +DOHARMSPECIES
  painchance 185
  SeeSound "FatBald/see"
  PainSound "FatBald/pain"
  DeathSound "FatBald/Death"
  ActiveSound "FatBald/Active" 
  Tag "Flamethrower bald bastard"
  MONSTER
  +FLOORCLIP
  states
  {
  Spawn:
    TNT1 A 0
	TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("STFUCheck") == 1, "STFU")
	TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult ("VanJumpCheck") == 1, "VanJump")
	TNT1 A 0 A_SetScale (scaleX+frandom(-0.02, 0.02), scaleY+frandom(-0.08,0.08))
	TNT1 A 0 A_SpawnItemEx ("HumanTrails", 0, 0, 0)
	TNT1 A 0 A_SpawnItemEx ("BydloWRITER", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION, 50)
  Spawn2:
    EP3A T 10 A_Look
    loop
  STFU:
     TNT1 A 0
	 TNT1 A 0 ACS_NamedExecute ("STFUFatBald")
	 Goto Spawn+2
	VanJump:
	 TNT1 A 0
	 TNT1 A 0  NODELAY ACS_NamedExecuteAlways ("VanillaHeights")
	Goto Spawn+3 
  See:
     "####" A random(1,5)
	 TNT1 A 0 A_Jump (70, "DodgeLeft", "DodgeRight", "DodgeLeftF", "DodgeRightF")
	 TNT1 A 0 A_Jump (180, "MissileCheck")		
  SeeLoop:
	TNT1 A 0
	TNT1 A 0 A_StopSound (CHAN_WEAPON)
	TNT1 A 0 A_Jump (199, "DodgeLeft", "DodgeRight", "DodgeLeftF", "DodgeRightF")
    EP3A AABBCCDD 3 A_Chase
    loop
  DodgeLeft:
        TNT1 A 0 A_FaceTarget
	    EP3A AABBCCDD 2 ThrustThing(angle*256/360+192, 1, 0, 0)
		TNT1 A 0 A_Jump (228, "MissileCheck")
		TNT1 A 0 A_Jump (50, "DodgeRight")
		Goto SeeLoop+1
	DodgeLeftF:
	    TNT1 A 0 A_FaceTarget
	    TNT1 A 0 ThrustThingZ (0, 15, 0, 0)
	    TNT1 A 0 A_Recoil (random (-8,-3))
	    EP3A AABBCCDD 2 ThrustThing(angle*256/360+192, 1, 0, 0)
		TNT1 A 0 A_Jump (228, "MissileCheck")
		Goto SeeLoop+1
	DodgeRight:
	    TNT1 A 0 A_FaceTarget
	    EP3A AABBCCDD 2 ThrustThing(angle*256/360+64, 1, 0, 0)
		TNT1 A 0 A_Jump (228, "MissileCheck")
		Goto SeeLoop+1
	DodgeRightF:
	    TNT1 A 0 A_FaceTarget
	    TNT1 A 0 ThrustThingZ (0, 15, 0, 0)
	    TNT1 A 0 A_Recoil ( random (-8,-3)) 
	    EP3A AABBCCDD 2 ThrustThing(angle*256/360+64, 1, 0, 0)
		TNT1 A 0 A_Jump (228, "MissileCheck")
		Goto SeeLoop+1
  MissileCheck:
    TNT1 A 0 A_JumpIfTargetInLos ("Missile", 0, JLOSF_DEADNOJUMP)
	Goto SeeLoop		
  Missile:
    TNT1 A 0
	TNT1 A 0 A_JumpIfCloser (275, "BBQ")
	Goto SeeLoop
  BBQ:
	TNT1 A 0
	TNT1 A 0 A_JumpIfInventory ("ShotCounter", 60, "Reload") 	
	EP3A EF 2 BRIGHT A_FaceTarget
	TNT1 A 0 A_Playsound ("FLMSTRT")
	TNT1 A 0 A_PlaySound ("FLMSTRM", 1, 1.0, true)	
	EP3A F 6 BRIGHT
  BBQLoop:
	TNT1 A 0
	EP3A F 1 BRIGHT A_FaceTarget
	TNT1 A 0 A_JumpIfInventory ("ShotCounter", 60, "Reload")
	TNT1 A 0 A_CustomMissile ("FakeFlameCloud", 38, 9, random(-1,1))
	EP3A G 1 BRIGHT A_CustomMissile ("ExperimentFlameCloud", 38, 9, random (-1,1))
	TNT1 A 0 A_CustomMissile ("FakeFlameCloud", 38, 9, random(-1,1))
	TNT1 A 0 A_GiveInventory ("ShotCounter", 1)
	TNT1 A 0 A_JumpIfTargetInLos ("SeeLoop", 1, JLOSF_CLOSENOJUMP, 0, 280)
	EP3A F 1 BRIGHT A_SpidRefire
	Loop
  Reload:
	EP3A F 9
	EP3A FE 12 A_TakeInventory ("ShotCounter", 60)
	EP3A EF 9
	Goto SeeLoop	
  Pain:
	TNT1 A 0
	TNT1 A 0 A_StopSound (1)
    EP3A A 3
    EP3A A 3 A_Pain
    goto SeeLoop
  Death:
	TNT1 A 0
	TNT1 A 0 A_StopSound (1)
  	TNT1 A 0 A_Jump(90, "FireFail")
    EP3A I 5  A_Scream
    EP3A J 5
    EP3A K 5 A_NoBlocking
    EP3A L 5
    EP3A M 5
	EP3A N 5 A_Playsound ("FallingBodyLight", CHAN_BODY)
	EP3A O -1
    stop
  FireFail:
	EPBR AAA 7 Bright A_SpawnItemEx ("FakeFlameCloud", 3, 0, 38)
	TNT1 A 0 A_PlaySound ("FWOOSH")
	TNT1 A 0 A_SpawnItemEx ("LittleExplosionFlameCloud", 3, 0, 38) 
	EPBR BB 7 BRIGHT
   Goto Death.Fire  	
  //Death.WEAK:
    EP3A N 5
    EP3A O 5 A_PlaySound("Baddy/pain")
    EP3A P 5 A_NoBlocking
    EP3A Q 5
    EP3A R -1
    stop
  XDeath:
    TNT1 A 0
	TNT1 A 0 A_StopSound (1)
    TNT1 A 0 A_SpawnItemEx ("VgavnonahCore", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
    EP3A P 5
    EP3A Q 5 A_XScream
    EP3A R 5 A_NoBlocking
    EP3A SUV 5
    PGIB E -1
    Stop
  Raise:
    TNT1 A 0 
    TNT1 A 0 A_SpawnItemEx ("NanoResEffect", 0, 0, 15, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
	EP3A ONMLKJI 5
   Goto See	
  //Suren:
    MOS1 A 5 A_PlaySound("Baddy/Surren")
    MOS1 B 5 
    MOS1 C 5 A_NoBlocking
    MOS1 C 5 A_SpawnItem("Mook1wimp",0,0)
    stop
  Idle:
    EP3A AA 4 A_Wander
    EP3A A 0 A_Look
    EP3A BB 4 A_Wander
    EP3A A 0 A_Look
    EP3A CC 4 A_Wander
    EP3A A 0 A_Look
    EP3A DD 4 A_Wander
    EP3A A 0 A_Look
    loop
  }
}



	  Actor FlameCloud
      {
	      Radius 6
          Height 6
		  Speed 14
		  Scale 0.2
		  FastSpeed 1
		  +BLOODLESSIMPACT	
		  +RIPPER 	
		  Damage (1)
		  Projectile	
		  RenderStyle Add
		  SeeSound ""
		  DeathSound ""
		  States
		  {
		  Spawn:
			 	
			FIR3 A 1 BRIGHT A_SetScale (0.21, 0.21)
			TNT1 A 0 A_ChangeVelocity (velx-1, 0, 0, CVF_REPLACE | CVF_RELATIVE)
			FIR3 B 1 BRIGHT A_SetScale (0.22, 0.22)
			TNT1 A 0 A_ChangeVelocity (velx-1, 0, 0, CVF_REPLACE | CVF_RELATIVE)
			FIR3 C 1 BRIGHT A_SetScale (0.23, 0.23)
			TNT1 A 0 A_ChangeVelocity (velx-1, 0, 0, CVF_REPLACE | CVF_RELATIVE)
            FIR3 D 1 BRIGHT A_SetScale (0.24, 0.24)
			TNT1 A 0 A_ChangeVelocity (velx-1, 0, 0, CVF_REPLACE | CVF_RELATIVE)
			FIR3 E 1 BRIGHT A_SetScale (0.25, 0.25)
			TNT1 A 0 A_ChangeVelocity (velx-1, 0, 0, CVF_REPLACE | CVF_RELATIVE)
			FIR3 F 1 BRIGHT A_SetScale (0.26, 0.26)
			TNT1 A 0 A_ChangeVelocity (velx-1, 0, 0, CVF_REPLACE | CVF_RELATIVE)
			FIR3 GG 1 BRIGHT A_SetScale (0.27, 0.27)
			TNT1 A 0 A_ChangeVelocity (velx-1, 0, 0, CVF_REPLACE | CVF_RELATIVE)
			FIR3 H 1 BRIGHT A_SetScale (0.28, 0.28)
			TNT1 A 0 A_ChangeVelocity (velx-1, 0, 0, CVF_REPLACE | CVF_RELATIVE)
			FIR3 I 1 BRIGHT A_SetScale (0.29, 0.29)
			TNT1 A 0 A_ChangeVelocity (velx-1, 0, 0, CVF_REPLACE | CVF_RELATIVE)
			FIR3 J 1 BRIGHT A_SetScale (0.3, 0.3)
			TNT1 A 0 A_ChangeVelocity (velx-1, 0, 0, CVF_REPLACE | CVF_RELATIVE)
			FIR3 K 1 BRIGHT A_SetScale (0.31, 0.31)
			TNT1 A 0 A_ChangeVelocity (velx-1, 0, 0, CVF_REPLACE | CVF_RELATIVE)
			FIR3 L 1 BRIGHT A_SetScale (0.32, 0.32)
			TNT1 A 0 A_ChangeVelocity (velx-1, 0, 0, CVF_REPLACE | CVF_RELATIVE)
			FIR3 M 1 BRIGHT A_SetScale (0.33, 0.33)
			TNT1 A 0 A_ChangeVelocity (velx-1, 0, 0, CVF_REPLACE | CVF_RELATIVE)
			FIR3 N 1 BRIGHT A_SetScale (0.34, 0.34)
			TNT1 A 0 A_ChangeVelocity (velx-1, 0, 0, CVF_REPLACE | CVF_RELATIVE)
			FIR3 O 1 BRIGHT A_SetScale (0.35, 0.35)
			TNT1 A 0 A_ChangeVelocity (velx-1, 0, 0, CVF_REPLACE | CVF_RELATIVE)	
			FIR3 P 1 BRIGHT A_SetScale (0.36, 0.36)
			TNT1 A 0 A_FadeOut (0.4)
 		   Stop
		  Death:
			TNT1 A 1	
			Stop
			  }
           }

		Actor FakeFlameCloud
		      {
			   //+NOINTERACTION
			   //+CLIENTSIDEONLY
			   Scale 0.19
			   +THRUACTORS
			   Speed 13
			   Projectile	
			   RenderStyle Add
			      States
				       {
				        Spawn:
							FIR3 A 1 BRIGHT A_SetScale (0.21, 0.21)
							FIR3 B 1 BRIGHT A_SetScale (0.25, 0.25)	
							FIR3 C 1 BRIGHT A_SetScale (0.3, 0.3)
							FIR3 D 1 BRIGHT A_SetScale (0.33, 0.33)
							FIR3 E 1 BRIGHT A_SetScale (0.36, 0.36)
							FIR3 F 1 BRIGHT A_SetScale (0.37, 0.37)
							FIR3 G 1 BRIGHT A_SetScale (0.38, 0.38)
							FIR3 H 1 BRIGHT A_SetScale (0.39, 0.39)
							FIR3 I 1 BRIGHT A_SetScale (0.40, 0.40)
							FIR3 J 1 BRIGHT A_SetScale (0.41, 0.41)
							FIR3 K 1 BRIGHT A_SetScale (0.42, 0.42)
							FIR3 L 1 BRIGHT A_SetScale (0.43, 0.43)
							FIR3 M 1 BRIGHT A_SetScale (0.44, 0.44)
							FIR3 N 1 BRIGHT A_SetScale (0.58, 0.58)
							FIR3 O 1 BRIGHT A_SetScale (0.69, 0.69)
							FIR3 P 1 BRIGHT A_SetScale (0.89, 0.89) 
						    //FIR3 ABCDEFGHIJKLMNOP 1 BRIGHT
						  Stop	
					   }
				}

   	Actor FakeFlameCloud2 : FakeFlameCloud
			{
			 Speed 1
			 +NOINTERACTION
			 +CLIENTSIDEONLY
			 Scale 0.19
			 +THRUACTORS
			 Projectile	
			 RenderStyle Add	
				  States
					   {
						Spawn:	
							FIR3 F 1 BRIGHT A_SetScale (0.37, 0.37)
							FIR3 G 1 BRIGHT A_SetScale (0.38, 0.38)
							FIR3 H 1 BRIGHT A_SetScale (0.39, 0.39)
							FIR3 I 1 BRIGHT A_SetScale (0.40, 0.40)
							FIR3 J 1 BRIGHT A_SetScale (0.41, 0.41)
							FIR3 K 1 BRIGHT A_SetScale (0.42, 0.42)
							FIR3 L 1 BRIGHT A_SetScale (0.43, 0.43)
							FIR3 M 1 BRIGHT A_SetScale (0.44, 0.44)
							FIR3 N 1 BRIGHT A_SetScale (0.58, 0.58)
							FIR3 O 1 BRIGHT A_SetScale (0.69, 0.69)
							FIR3 P 1 BRIGHT A_SetScale (0.89, 0.89)
						 Stop	
					   }
			}
	Actor FakeFlameCloud3 : FakeFlameCloud
			{
			 Speed 11
			}
	Actor FakeFlameCloud4 : FakeFlameCloud
			{
			 Speed 10
			}
	Actor FakeFlameCloud5 : FakeFlameCloud
			{
			 Speed 9
			}				

	Actor EXPFlameCloud
		      {
		  Radius 6
          Height 6
		  Speed 14
		  DamageType Fire	
		  Scale 0.21
		  FastSpeed 14
		  +THRUACTORS
		  +BLOODLESSIMPACT		
		  Projectile	
		  RenderStyle Add
		  //SeeSound "FLMCLOU"
		  DeathSound ""
			      States
				       {
				        Spawn:
							TNT1 A 0
							TNT1 A 0 A_PlaySound ("FLMCLOU", 3, 1.0, true)
							TNT1 A 0 A_Explode ((3),64, 0)
							FIR3 A 1 BRIGHT A_SetScale (0.21, 0.21)
							//TNT1 A 0 A_CustomMissile ("FakeFlameCloud2", 0, 0, random(-180,180), CMF_AIMDIRECTION | CMF_OFFSETPITCH, random (-180,180))
							FIR3 B 1 BRIGHT A_SetScale (0.25, 0.25)	
							FIR3 C 1 BRIGHT A_SetScale (0.3, 0.3)
							TNT1 A 0 A_Explode ((3),64, 0)
							FIR3 D 1 BRIGHT A_SetScale (0.33, 0.33)
							FIR3 E 1 BRIGHT A_SetScale (0.36, 0.36)
							FIR3 F 1 BRIGHT A_SetScale (0.37, 0.37)
							TNT1 A 0 A_Explode ((3),64, 0)
							FIR3 G 1 BRIGHT A_SetScale (0.38, 0.38)
							FIR3 H 1 BRIGHT A_SetScale (0.39, 0.39)
							FIR3 I 1 BRIGHT A_SetScale (0.40, 0.40)
							TNT1 A 0 A_Explode ((3),64, 0)
							FIR3 J 1 BRIGHT A_SetScale (0.41, 0.41)
							FIR3 K 1 BRIGHT A_SetScale (0.42, 0.42)
							FIR3 L 1 BRIGHT A_SetScale (0.43, 0.43)
							TNT1 A 0 A_Explode ((3),64, 0)
							FIR3 M 1 BRIGHT A_SetScale (0.44, 0.44)
							FIR3 N 1 BRIGHT A_SetScale (0.58, 0.58)
							FIR3 O 1 BRIGHT A_SetScale (0.69, 0.69)
							TNT1 A 0 A_Explode ((3),64, 0)
							FIR3 P 1 BRIGHT A_SetScale (0.89, 0.89)
							TNT1 A 0 A_StopSound (3)	
							//FIR3 A 1 BRIGHT //A_CustomMissile ("AssSmoke2", 0, 0, random (-360,360))
							//FIR3 B 1 BRIGHT //A_CustomMissile ("FakeFlameCloud", 0, 0, 0, CMF_AIMDIRECTION) 
							//FIR3 C 1 BRIGHT  
							//FIR3 D 1 BRIGHT //A_CustomMissile ("AssSmoke2", 0, 0, random (-360,360))
							//FIR3 E 1 BRIGHT //A_CustomMissile ("FakeFlameCloud", 0, 0, 0, CMF_AIMDIRECTION) 
							//FIR3 F 1 BRIGHT  
							//FIR3 G 1 BRIGHT //A_CustomMissile ("AssSmoke2", 0, 0, random (-360,360))
							//FIR3 H 1 BRIGHT //A_CustomMissile ("FakeFlameCloud", 0, 0, 0, CMF_AIMDIRECTION) 
							//FIR3 I 1 BRIGHT  
							//FIR3 J 1 BRIGHT //A_CustomMissile ("AssSmoke2", 0, 0, random (-360,360))
							//FIR3 K 1 BRIGHT //A_CustomMissile ("FakeFlameCloud", 0, 0, 0, CMF_AIMDIRECTION)  
							//FIR3 L 1 BRIGHT  
							//FIR3 M 1 BRIGHT //A_CustomMissile ("AssSmoke2", 0, 0, random (-360,360))
							//FIR3 NOP 1 BRIGHT 
							//TNT1 AAAA 0 A_CustomMissile ("AssSmoke2", 0, 0, random (-360,360))
							//FIR3 ABCDEFGHIJKLMNOP 1 BRIGHT 
						    //FIR3 IJKLMNOP 1 BRIGHT
						  Stop	
					   }
				}	     			
							
	
			Actor LittleExplosionFlameCloud  
			      {
			   +NOINTERACTION
			   +CLIENTSIDEONLY
			   +THRUACTORS	
			   Scale 1.0
			   Speed 2
			   RenderStyle Add
			      States
				       {
				        Spawn: 
						    FIR3 ABCDEFGHIJKLMNOP 2 BRIGHT
						  Stop	
					   }
				}
 
 
			
			
			Actor ExperimentFlameCloud
		      {
		  Radius 6
          Height 6
		  Speed 14
		  DamageType Fire	
		  Scale 0.21
		  FastSpeed 14
		  +THRUACTORS
		  +BLOODLESSIMPACT		
		  Projectile	
		  RenderStyle Add
		  //SeeSound "FLMCLOU"
		  DeathSound ""
			      States
				       {
				        Spawn:
							TNT1 A 0
							TNT1 A 0 A_PlaySound ("FLMCLOU", 3, 1.0, true)
							TNT1 A 0 A_Explode ((3),64, 0)
							FIR3 A 1 BRIGHT A_SetScale (0.21, 0.21)
							TNT1 A 0 A_CustomMissile ("FakeFlameCloud2", 0, 0, random(-180,180), CMF_AIMDIRECTION | CMF_OFFSETPITCH, random (-180,180))
							FIR3 B 1 BRIGHT A_SetScale (0.25, 0.25)	
							FIR3 C 1 BRIGHT A_SetScale (0.3, 0.3)
							TNT1 A 0 A_Explode ((3),64, 0)
							FIR3 D 1 BRIGHT A_SetScale (0.33, 0.33)
							TNT1 A 0 A_CustomMissile ("FakeFlameCloud2", 0, 0, random(-180,180), CMF_AIMDIRECTION | CMF_OFFSETPITCH, random (-180,180))
							FIR3 E 1 BRIGHT A_SetScale (0.36, 0.36)
							FIR3 F 1 BRIGHT A_SetScale (0.37, 0.37)
							TNT1 A 0 A_CustomMissile ("FakeFlameCloud2", 0, 0, random(-180,180), CMF_AIMDIRECTION | CMF_OFFSETPITCH, random (-180,180))
							TNT1 A 0 A_Explode ((3),64, 0)
							FIR3 G 1 BRIGHT A_SetScale (0.38, 0.38)
							TNT1 A 0 A_CustomMissile ("FakeFlameCloud2", 0, 0, random(-180,180), CMF_AIMDIRECTION | CMF_OFFSETPITCH, random (-180,180))
							FIR3 H 1 BRIGHT A_SetScale (0.39, 0.39)
							FIR3 I 1 BRIGHT A_SetScale (0.40, 0.40)
							TNT1 A 0 A_CustomMissile ("FakeFlameCloud2", 0, 0, random(-180,180), CMF_AIMDIRECTION | CMF_OFFSETPITCH, random (-180,180))
							TNT1 A 0 A_Explode ((3),64, 0)
							FIR3 J 1 BRIGHT A_SetScale (0.41, 0.41)
							TNT1 A 0 A_CustomMissile ("FakeFlameCloud2", 0, 0, random(-180,180), CMF_AIMDIRECTION | CMF_OFFSETPITCH, random (-180,180))
							FIR3 K 1 BRIGHT A_SetScale (0.42, 0.42)
							FIR3 L 1 BRIGHT A_SetScale (0.43, 0.43)
							TNT1 A 0 A_CustomMissile ("FakeFlameCloud2", 0, 0, random(-180,180), CMF_AIMDIRECTION | CMF_OFFSETPITCH, random (-180,180))
							TNT1 A 0 A_Explode ((3),64, 0)
							FIR3 M 1 BRIGHT A_SetScale (0.44, 0.44)
							TNT1 A 0 A_CustomMissile ("FakeFlameCloud2", 0, 0, random(-180,180), CMF_AIMDIRECTION | CMF_OFFSETPITCH, random (-180,180))
							FIR3 N 1 BRIGHT A_SetScale (0.58, 0.58)
							FIR3 O 1 BRIGHT A_SetScale (0.69, 0.69)
							TNT1 A 0 A_CustomMissile ("FakeFlameCloud2", 0, 0, random(-180,180), CMF_AIMDIRECTION | CMF_OFFSETPITCH, random (-180,180))
							TNT1 A 0 A_Explode ((3),64, 0)
							FIR3 P 1 BRIGHT A_SetScale (0.89, 0.89)
							TNT1 A 0 A_CustomMissile ("FakeFlameCloud2", 0, 0, random(-180,180), CMF_AIMDIRECTION | CMF_OFFSETPITCH, random (-180,180))
							TNT1 A 0 A_StopSound (3)	
						  Stop	
					   }
				}
				
				
				Actor ExperimentFlameCloud2
		      {
		  Radius 6
          Height 6
		  Speed 14
		  DamageType Fire	
		  Scale 0.21
		  FastSpeed 14
		  +THRUACTORS
		  +BLOODLESSIMPACT		
		  Projectile	
		  RenderStyle Add
		  //SeeSound "FLMCLOU"
		  DeathSound ""
			      States
				       {
				        Spawn:
							TNT1 A 0
							TNT1 A 0 A_PlaySound ("FLMCLOU", 3, 1.0, true)
							TNT1 A 0 A_Explode ((3),64, 0)
							TNT1 A 0 A_SpawnItemEx ("AFakeFlameCloud", -8, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
							FIR3 A 1 BRIGHT A_SetScale (0.21, 0.21)
							TNT1 A 0 A_SpawnItemEx ("BFakeFlameCloud", -6, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
							FIR3 B 1 BRIGHT A_SetScale (0.25, 0.25)
							TNT1 A 0 A_SpawnItemEx ("CFakeFlameCloud", -6, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
							FIR3 C 1 BRIGHT A_SetScale (0.3, 0.3)
							TNT1 A 0 A_SpawnItemEx ("DFakeFlameCloud", -6, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
							TNT1 A 0 A_Explode ((3),64, 0)
							FIR3 D 1 BRIGHT A_SetScale (0.33, 0.33)
							TNT1 A 0 A_SpawnItemEx ("EFakeFlameCloud", -6, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
							FIR3 E 1 BRIGHT A_SetScale (0.36, 0.36)
							TNT1 A 0 A_SpawnItemEx ("FFakeFlameCloud", -6, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
							FIR3 F 1 BRIGHT A_SetScale (0.37, 0.37)
							TNT1 A 0 A_SpawnItemEx ("GFakeFlameCloud", -6, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
							TNT1 A 0 A_Explode ((3),64, 0)
							FIR3 G 1 BRIGHT A_SetScale (0.38, 0.38)
							TNT1 A 0 A_SpawnItemEx ("HFakeFlameCloud", -6, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
							FIR3 H 1 BRIGHT A_SetScale (0.39, 0.39)
							TNT1 A 0 A_SpawnItemEx ("IFakeFlameCloud", -6, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
							FIR3 I 1 BRIGHT A_SetScale (0.40, 0.40)
							TNT1 A 0 A_SpawnItemEx ("JFakeFlameCloud", -6, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
							TNT1 A 0 A_Explode ((3),64, 0)
							FIR3 J 1 BRIGHT A_SetScale (0.41, 0.41)
							TNT1 A 0 A_SpawnItemEx ("KFakeFlameCloud", -6, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
							FIR3 K 1 BRIGHT A_SetScale (0.42, 0.42)
							TNT1 A 0 A_SpawnItemEx ("LFakeFlameCloud", -6, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
							FIR3 L 1 BRIGHT A_SetScale (0.43, 0.43)
							TNT1 A 0 A_SpawnItemEx ("MFakeFlameCloud", -6, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
							TNT1 A 0 A_Explode ((3),64, 0)
							FIR3 M 1 BRIGHT A_SetScale (0.44, 0.44)
							TNT1 A 0 A_SpawnItemEx ("NFakeFlameCloud", -6, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
							FIR3 N 1 BRIGHT A_SetScale (0.58, 0.58)
							TNT1 A 0 A_SpawnItemEx ("OFakeFlameCloud", -6, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
							FIR3 O 1 BRIGHT A_SetScale (0.69, 0.69)
							TNT1 A 0 A_SpawnItemEx ("PFakeFlameCloud", -6, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
							TNT1 A 0 A_Explode ((3),64, 0)
							FIR3 P 1 BRIGHT A_SetScale (0.89, 0.89)
							TNT1 A 0 A_StopSound (3)	
							//FIR3 A 1 BRIGHT //A_CustomMissile ("AssSmoke2", 0, 0, random (-360,360))
							//FIR3 B 1 BRIGHT //A_CustomMissile ("FakeFlameCloud", 0, 0, 0, CMF_AIMDIRECTION) 
							//FIR3 C 1 BRIGHT  
							//FIR3 D 1 BRIGHT //A_CustomMissile ("AssSmoke2", 0, 0, random (-360,360))
							//FIR3 E 1 BRIGHT //A_CustomMissile ("FakeFlameCloud", 0, 0, 0, CMF_AIMDIRECTION) 
							//FIR3 F 1 BRIGHT  
							//FIR3 G 1 BRIGHT //A_CustomMissile ("AssSmoke2", 0, 0, random (-360,360))
							//FIR3 H 1 BRIGHT //A_CustomMissile ("FakeFlameCloud", 0, 0, 0, CMF_AIMDIRECTION) 
							//FIR3 I 1 BRIGHT  
							//FIR3 J 1 BRIGHT //A_CustomMissile ("AssSmoke2", 0, 0, random (-360,360))
							//FIR3 K 1 BRIGHT //A_CustomMissile ("FakeFlameCloud", 0, 0, 0, CMF_AIMDIRECTION)  
							//FIR3 L 1 BRIGHT  
							//FIR3 M 1 BRIGHT //A_CustomMissile ("AssSmoke2", 0, 0, random (-360,360))
							//FIR3 NOP 1 BRIGHT 
							//TNT1 AAAA 0 A_CustomMissile ("AssSmoke2", 0, 0, random (-360,360))
							//FIR3 ABCDEFGHIJKLMNOP 1 BRIGHT 
						    //FIR3 IJKLMNOP 1 BRIGHT
						  Stop	
					   }
				}
				
		  Actor AFakeFlameCloud 
			{
			 Speed 0
			 +NOINTERACTION
			 +CLIENTSIDEONLY
			 Scale 0.21
			 +THRUACTORS
			
			 RenderStyle Add	
				  States
					   {
						Spawn:
						FIR3 A 6 BRIGHT
						Stop
					   }
			}
			
			
			Actor BFakeFlameCloud 
			{
			 Speed 0
			 +NOINTERACTION
			 +CLIENTSIDEONLY
			 Scale 0.25
			 +THRUACTORS
			 
			 RenderStyle Add	
				  States
					   {
						Spawn:
						FIR3 B 6 BRIGHT
						Stop
					   }
			}	
			
			
			Actor CFakeFlameCloud
			{
			 Speed 0
			 +NOINTERACTION
			 +CLIENTSIDEONLY
			 Scale 0.3
			 +THRUACTORS
			 RenderStyle Add	
				  States
					   {
						Spawn:
						FIR3 C 6 BRIGHT
						Stop
					   }
			}	
			
			
			Actor DFakeFlameCloud
			 {
			 Speed 0
			 +NOINTERACTION
			 +CLIENTSIDEONLY
			 Scale 0.33
			 +THRUACTORS
			 RenderStyle Add	
				  States
					   {
						Spawn:
						FIR3 D 6 BRIGHT
						Stop
					   }
			}	
			
			
			Actor EFakeFlameCloud 
			{
			 Speed 0
			 +NOINTERACTION
			 +CLIENTSIDEONLY
			 Scale 0.36
			 +THRUACTORS
			 RenderStyle Add	
				  States
					   {
						Spawn:
						FIR3 E 6 BRIGHT
						Stop
					   }
			}
			
			
			Actor FFakeFlameCloud 
			{
			 Speed 0
			 +NOINTERACTION
			 +CLIENTSIDEONLY
			 Scale 0.37
			 +THRUACTORS
			 RenderStyle Add	
				  States
					   {
						Spawn:
						FIR3 F 6 BRIGHT
						Stop
					   }
			}
			
			
			
			Actor GFakeFlameCloud 
			{
			 Speed 0
			 +NOINTERACTION
			 +CLIENTSIDEONLY
			 Scale 0.38
			 +THRUACTORS
			 RenderStyle Add	
				  States
					   {
						Spawn:
						FIR3 G 6 BRIGHT
						Stop
					   }
			}	
			
			
			Actor HFakeFlameCloud 
			{
			 Speed 0
			 +NOINTERACTION
			 +CLIENTSIDEONLY
			 Scale 0.39
			 +THRUACTORS
			 RenderStyle Add	
				  States
					   {
						Spawn:
						FIR3 H 6 BRIGHT
						Stop
					   }
			}	
			
			
			
			Actor IFakeFlameCloud 
			{
			 Speed 0
			 +NOINTERACTION
			 +CLIENTSIDEONLY
			 Scale 0.40
			 +THRUACTORS
			 RenderStyle Add	
				  States
					   {
						Spawn:
						FIR3 I 6 BRIGHT
						Stop
					   }
			}
			
			
			Actor JFakeFlameCloud 
			{
			 Speed 0
			 +NOINTERACTION
			 +CLIENTSIDEONLY
			 Scale 0.41
			 +THRUACTORS
			 RenderStyle Add	
				  States
					   {
						Spawn:
						FIR3 J 6 BRIGHT
						Stop
					   }
			}
			
			
			
			Actor KFakeFlameCloud 
			{
			 Speed 0
			 +NOINTERACTION
			 +CLIENTSIDEONLY
			 Scale 0.42
			 +THRUACTORS
			 RenderStyle Add	
				  States
					   {
						Spawn:
						FIR3 K 6 BRIGHT
						Stop
					   }
			}	
			
			
			
			Actor LFakeFlameCloud 
			{
			 Speed 0
			 +NOINTERACTION
			 +CLIENTSIDEONLY
			 Scale 0.43
			 +THRUACTORS
			 RenderStyle Add	
				  States
					   {
						Spawn:
						FIR3 L 6 BRIGHT
						Stop
					   }
			}
			
			
			
			Actor MFakeFlameCloud 
			{
			 Speed 0
			 +NOINTERACTION
			 +CLIENTSIDEONLY
			 Scale 0.44
			 +THRUACTORS
			 RenderStyle Add	
				  States
					   {
						Spawn:
						FIR3 M 6 BRIGHT
						Stop
					   }
			}
			
			
			
			
			Actor NFakeFlameCloud 
			{
			 Speed 0
			 +NOINTERACTION
			 +CLIENTSIDEONLY
			 Scale 0.58
			 +THRUACTORS
			 RenderStyle Add	
				  States
					   {
						Spawn:
						FIR3 N 6 BRIGHT
						Stop
					   }
			}	
			
			
			
			Actor OFakeFlameCloud 
			{
			 Speed 0
			 +NOINTERACTION
			 +CLIENTSIDEONLY
			 Scale 0.69
			 +THRUACTORS
			 RenderStyle Add	
				  States
					   {
						Spawn:
						FIR3 O 6 BRIGHT
						Stop
					   }
			}	
			
			
			
			Actor PFakeFlameCloud 
			{
			 Speed 0
			 +NOINTERACTION
			 +CLIENTSIDEONLY
			 Scale 0.69
			 +THRUACTORS
			 RenderStyle Add	
				  States
					   {
						Spawn:
						FIR3 P 6 BRIGHT
						Stop
					   }
			}	