ACTOR FireCauldron
{
	//$Title Fire Cauldron Black
	//$Category Obstacles/FireCauldron
	//$NotAngled
	//$IsDecoration
	//$Arg0 Spit Fireballs
	//$Arg0Default 0
	//$Arg0Type 11
	//$Arg0Enum falsetrue

	Radius 28
	Height 28
	+SOLID
  
		States
		{
			Spawn:
				LAVC A 0 Bright NoDelay A_PlaySoundEx ("FireCauldron/Loop", "SoundSlot5", 1, -1)
				LAVC A 0 Bright A_SpawnItem ("CoalSparkSpawner")
				LAVC A 0 Bright A_JumpIf(args[0] == 1, "Spitter")
				//Fall through
			Spawn2:
				LAVC ABCB 6 Bright
				Loop
			Spitter:
				LAVC ABCB 6 Bright A_SpawnItemEx ("BowlBall", 0, 0, 28, 1, 0, random (1, 3), random (0, 360), 0, 232)
				Loop
		}
}

ACTOR CoalSparkSpawner
{
	+NOINTERACTION
	
		States
		{
		Spawn:
			TNT1 A 6 A_SpawnItemEx ("CoalSpark", random(0, 24), 0, 0, 0, 0, 1, random(0, 360), 0, 172)
			TNT1 A 0 A_Warp (AAPTR_TARGET, 0, 0, 32)
			Loop
		}
}

ACTOR CoalSpark
{
	Scale 0.2
	RenderStyle Add

	+CLIENTSIDEONLY
	+NOINTERACTION
	+BRIGHT

		States
		{
		Spawn:
			PUF2 D 2 A_SetAngle (random (0, 360)) 
			PUF2 E 2 A_Recoil (0.3)
			FX10 B 0 A_FadeOut (0.1)
			Loop
		}
}

ACTOR BowlBall : VolcanoTBlast
{
	States
	{
		Spawn:
			VTFB A 0 Bright NoDelay A_PlaySound ("FireCauldron/Fireball")
		Spawn2:
			VTFB AB 4 Bright
			Loop
	}
}

actor CrimsonBanner
{
	+SOLID
	radius 8
	height 132
	
	states
	{
	spawn:
		BNR2 A -1
		Stop
	}
}

actor VioletBanner : CrimsonBanner
{
	states
	{
	spawn:
		BNR2 B -1
		Stop
	}
}

actor GreenBanner : CrimsonBanner
{
	states
	{
	spawn:
		BNR2 C -1
		Stop
	}
}

actor BlueBanner : CrimsonBanner
{
	states
	{
	spawn:
		BNR2 D -1
		Stop
	}
}

ACTOR XPurpleTorch 30000
{
 //$Category XLights
  Radius 16
  Height 68
  +SOLID
  States
  {
  Spawn:
    TPUR A 0
	TPUR A 0 A_PlaySound("SmallFire", 0, 3.0, TRUE, 4.0)
    TPUR ABCDEFGHIJKLMNOPQRSTUVWXYZ 1 Bright
    Loop
  }
}

ACTOR XRedTorch : RedTorch 30001
{
  //$Category XLights
  Radius 16
  Height 68
  +SOLID
  States
  {
  Spawn:
    TRED E 0
	TRED E 0 A_PlaySound("SmallFire", 0, 3.0, TRUE, 4.0)
    TRED EFGHIJKLMNOPQRSTUVWXYZ 1 Bright
    Loop
  }
}

ACTOR XBlueTorch : BlueTorch 30002
{
  //$Category XLights
  Radius 16
  Height 68
  +SOLID
  States
  {
  Spawn:
    TBLU E 0
	TBLU E 0 A_PlaySound("SmallFire", 0, 3.0, TRUE, 4.0)
    TBLU EFGHIJKLMNOPQRSTUVWXYZ 1 Bright
    Loop
  }
}

ACTOR XGreenTorch : GreenTorch 30003
{
  //$Category XLights
  Radius 16
  Height 68
  +SOLID
  States
  {
  Spawn:
    TGRN E 0
	TGRN E 0 A_PlaySound("SmallFire", 0, 3.0, TRUE, 4.0)
    TGRN EFGHIJKLMNOPQRSTUVWXYZ 1 Bright
    Loop
  }
}

ACTOR XTallBrazier 30005
{
	//$Category XLights
	Game Doom
	Radius 10
	Height 64
	+SOLID
	Scale 0.7
	States
	{
	Spawn:
	TBR1 A 0
	TBR1 A 0 A_PlaySound("SmallFire", 0, 3.0, TRUE, 4.0)
	TBR1 ABCDEFGHIJKLMNOPQRST 1 Bright
	Loop
	}
}

ACTOR XShortBrazier 30007
{
	//$Category XLights
	Game Doom
	Radius 10
	Height 48
	+SOLID
	Scale 0.7
	States
	{
	Spawn:
	LBR1 A 0
	LBR1 A 0 A_PlaySound("SmallFire", 0, 3.0, TRUE, 4.0)
	LBR1 ABCDEFGHIJKLMNOPQRST 1 Bright
	Loop
	}
}

ACTOR XCandles 30008
{
	//$Category XLights
	Scale 0.2
	Game Doom
	+NOBLOCKMAP
	+NOGRAVITY
	+FIXMAPTHINGPOS
	Height 10
	Radius 2
	States
	{
	Spawn:
	XCAN ABCDEFGHIJ 1 Bright
	Loop
	}
}

ACTOR XFlamingSkull 30010
{
  //$Category XLights
  Radius 10
  Height 32
  +SOLID
  States
  {
  Spawn:
    XFLS ABCDEFGHIJKLMNOPQRST 1 Bright
    Loop
  }
}

ACTOR XTallBrazier2 : XTallBrazier 30011
{
	//$Category XLights
	States
	{
	Spawn:
	TBR2 A 0
	TBR2 A 0 A_PlaySound("SmallFire", 0, 3.0, TRUE, 4.0)
	TBR2 ABCDEFGHIJKLMNOPQRST 1 Bright
	Loop
	}
}

ACTOR XShortBrazier2 : XShortBrazier 30012
{
	//$Category XLights
	States
	{
	Spawn:
	LBR2 A 0
	LBR2 A 0 A_PlaySound("SmallFire", 0, 3.0, TRUE, 4.0)
	LBR2 ABCDEFGHIJKLMNOPQRST 1 Bright
	Loop
	}
}

ACTOR XFireBarrel : BurningBarrel 30013
{
//$Category XLights
States
{
Spawn:
	FICA T 0
	FICA T 0 A_PlaySound("SmallFire", 0, 3.0, TRUE, 4.0)
	FICA TSRQPONMLKJIHGFEDCBA 1 Bright
	Loop
}
}

Actor XFlame 30014
{
//$Category XLights
Radius 15
Height 64
Damage 1
RenderStyle Add
Alpha 0.75
-SOLID
+BRIGHT
+RIPPER
States
{
Spawn:
	XFSM A 0
	XFSM A 0 A_PlaySound("SmallFire", 0, 3.0, TRUE, 4.0)
	XFSM ABCDEFGHIJKLMNOPQRST 2 Bright
	Loop
}
}