Actor AnsLightGlow 800
{
	//$Category "AnstheRam"
	//$Title "Lightglow"
	//$Color 15
	Renderstyle "AddShaded"
	StencilColor "FFFFFF"
	Alpha 0
	+NOGRAVITY
	+NOINTERACTION
	+FORCEXYBILLBOARD
	States
	{
	Spawn:
		LGLW A 1 A_LookEx(0,0,2048,2048,360)
		Loop
	See:
		LGLW A 1 BRIGHT
		{
			Alpha = Min((GetDistance(true,AAPTR_TARGET)-128)/1400,0.2);
			ScaleX = Max((GetDistance(true,AAPTR_TARGET))/900,1);
			ScaleY = Max((GetDistance(true,AAPTR_TARGET))/900,1);
		}
		Loop
	}
}

Actor AnsLittleBubble
{
	RenderStyle "Translucent"
	Alpha 0.5
	+NOGRAVITY
	+NOINTERACTION
	+FORCEXYBILLBOARD
	States
	{
	Spawn:
		ABBL A 0 NoDelay
		{
			Stamina = z;
			A_Warp(AAPTR_DEFAULT,0,0,0,0,WARPF_TOFLOOR|WARPF_NOCHECKPOSITION);
			A_ChangeVelocity(0,0,random(1,4));
			Frame = random(0,2);
		}
	See:
		ABBL "#" 2
		{
			//A_LogFloat(z);
			//A_LogFloat(Stamina);
			if(z >= Stamina)
			{
				//A_PrintBold("AAAAAA");
				//A_Remove(AAPTR_DEFAULT); // WHY DOESN@T IT WORK
				SetStateLabel("Death");
			}
		}
		Loop
	Death:
		Stop
	}
}

Actor AnsBubbleSpawner 801
{
	//$Category "AnstheRam"
	//$Title "Bubble Spawner"
	//$Color 9
	//$Sprite ABBLC0
	+NOGRAVITY
	+NOINTERACTION
	States
	{
	Spawn:
		TNT1 A random(100,420)
		TNT1 A 0
		{
			for(Stamina = random(0,5); Stamina < 10; Stamina++)
			{
				A_SpawnItemEx("AnsLittleBubble", random(-32,32), random(-32,32), 0);
			}
		}
		Loop
	}
}

Actor AnsleytheRamsley 802
{
	//$Category "AnstheRam"
	//$Title "Ansley"
	//$Color 11
	+SOLID
	+SHOOTABLE
	Health 9999999
	Painchance 256
	+NOBLOOD
	+DONTTHRUST
	Height 64
	Radius 16
	Painsound "AnsHurt"
	States
	{
	Spawn:
		ANSE A -1
		Loop
	Pain:
		ANSE A 12
		{
			Health = 9999999;
			bYFLIP=true;
			A_Pain;
		}
		ANSE A 4
		{
			bYFLIP=false;
		}
		Goto Spawn
	}
}

Actor AnsleyTicketEgg 803
{
	//$Category "AnstheRam"
	//$Title "Easter Egg Ticket"
	//$Color 15
	+FLATSPRITE
	Scale 0.04
	+NOBLOCKMAP
	+XFLIP
	States
	{
	Spawn:
		ATKT A -1
		Stop
	}
}