ACTOR UACHolo1 20101
{	
    //$Category "Super Demon Decoration"
    //$Title Hologram UAC 1
    Scale 0.5
    Renderstyle add
    +NOGRAVITY
    States
    {
    Spawn:
	    UAC1 A 2 Bright A_SpawnItemEx("PlasmaSpawner",Random(-16,16),Random(-16,16),Random(-4,-12),0,0,Random(6,8),0,SXF_NOCHECKPOSITION)
	    Loop
    }
}

ACTOR UACHolo2 : UACHolo1 20102
{	
    //$Category "Super Demon Decoration"
    //$Title Hologram UAC 2
    States
    {
    Spawn:
	    UAC1 B 2 Bright A_SpawnItemEx("PlasmaSpawner",Random(-22,22),Random(-22,22),Random(-4,-12),0,0,Random(6,8),0,SXF_NOCHECKPOSITION)
	    Loop
    }
}

ACTOR UACHolo3 : UACHolo1 20103
{	
    //$Category "Super Demon Decoration"
    //$Title Hologram UAC 3
    States
    {
    Spawn:
	    UAC2 A 2 Bright A_SpawnItemEx("PlasmaSpawner2",Random(-16,16),Random(-16,16),Random(-4,-12),0,0,Random(6,8),0,SXF_NOCHECKPOSITION)
	    Loop
    }
}

ACTOR UACHolo4 : UACHolo1 20104
{	
    //$Category "Super Demon Decoration"
    //$Title Hologram UAC 4
    States
    {
    Spawn:
	    UAC2 B 2 Bright A_SpawnItemEx("PlasmaSpawner2",Random(-22,22),Random(-22,22),Random(-4,-12),0,0,Random(6,8),0,SXF_NOCHECKPOSITION)
	    Loop
    }
}

ACTOR UACHolo5 : UACHolo1 20105
{	
    //$Category "Super Demon Decoration"
    //$Title Hologram UAC 5
    States
    {
    Spawn:
	    UAC3 A 2 Bright A_SpawnItemEx("PlasmaSpawner3",Random(-16,16),Random(-16,16),Random(-4,-12),0,0,Random(6,8),0,SXF_NOCHECKPOSITION)
	    Loop
    }
}

ACTOR UACHolo6 : UACHolo1 20106
{	
    //$Category "Super Demon Decoration"
    //$Title Hologram UAC 6
    States
    {
    Spawn:
	    UAC3 B 2 Bright A_SpawnItemEx("PlasmaSpawner3",Random(-22,22),Random(-22,22),Random(-4,-12),0,0,Random(6,8),0,SXF_NOCHECKPOSITION)
	    Loop
    }
}

ACTOR PlasmaSpawner
{
    Alpha 0.75
    RenderStyle Add
    +NOGRAVITY
    +DONTSPLASH
    +NOCLIP
    -SOLID
    Projectile
    States
    {
    Spawn:
        PLEM AAAAAAAAAAAAAAAA 1 Bright A_FadeOut(0.09) 
        Stop
    Death:
        TNT1 A 1
        Stop
    }
}

ACTOR PlasmaSpawner2 : PlasmaSpawner
{
    States
    {
    Spawn:
        PLEM BBBBBBBBBBBBBBBB 1 Bright A_FadeOut(0.09) 
        Stop
    Death:
        TNT1 A 1
        Stop
    }
}

ACTOR PlasmaSpawner3 : PlasmaSpawner
{
    States
    {
    Spawn:
        PLEM CCCCCCCCCCCCCCCC 1 Bright A_FadeOut(0.09) 
        Stop
    Death:
        TNT1 A 1
        Stop
    }
}

ACTOR Chair2 20107
{    
    //$Category "Super Demon Decoration"
    //$Title Chair (Pushable)
    Radius 12
    Height 29
	+PUSHABLE
	+SOLID
    States
    {
    Spawn:
	    CHAI A -1
	    Stop
    }
}

ACTOR TankCreature 20108
{    
    //$Category "Super Demon Decoration"
    //$Title Tank Creature
	Radius 16
	Height 70
	+SOLID
	States
	{
	Spawn:
		CIAT ABCDEDCB 5
		Loop
	}
}

ACTOR TankNotCreature : TankCreature 20109
{    
    //$Category "Super Demon Decoration"
    //$Title Tank Empty
	States
	{
	Spawn:
		CIAT F -1
		Loop
	}
}

ACTOR TankBroken : TankCreature 20110
{    
    //$Category "Super Demon Decoration"
    //$Title Tank Broken
	States
	{
	Spawn:
		CIAT G -1
		Loop
	}
}

ACTOR HPipe1 20111
{    
    //$Category "Super Demon Decoration"
    //$Title Pipe 1
    Radius 16
    Height 128
    +SOLID
    States
    {
    Spawn:
        PIP1 A -1
        Stop
    }
}

ACTOR HPipe2 20112
{    
    //$Category "Super Demon Decoration"
    //$Title Pipe 2
    Radius 16
    Height 128
    +SOLID
    States
    {
    Spawn:
        PIP2 A -1
        Stop
    }
}

ACTOR HPipe3 20113
{    
    //$Category "Super Demon Decoration"
    //$Title Pipe 3
    Radius 16
    Height 128
    +SOLID
    States
    {
    Spawn:
        PIP3 A -1
        Stop
    }
}

ACTOR HPipe4 20114
{    
    //$Category "Super Demon Decoration"
    //$Title Pipe 4
    Radius 16
    Height 128
    +SOLID
    States
    {
    Spawn:
        PIP4 A -1
        Stop
    }
}

ACTOR HPipe5 20115
{    
    //$Category "Super Demon Decoration"
    //$Title Pipe 5
    Radius 16
    Height 128
    +SOLID
    States
    {
    Spawn:
        PIP5 A -1
        Stop
    }
}

ACTOR RadioactiveCorpse1 20116
{    
    //$Category "Super Demon Decoration"
    //$Title Radioactive Corpse 1
    Radius 4
    Height 1
    States
    {
    Spawn:
        ZOCR A -1 Bright
        Stop
    }
}

ACTOR RadioactiveCorpse2 20117
{    
    //$Category "Super Demon Decoration"
    //$Title Radioactive Corpse 2
    Radius 4
    Height 1
    States
    {
    Spawn:
        ZOCR B -1 Bright
        Stop
    }
}

ACTOR RadioactiveCorpse3 20118
{    
    //$Category "Super Demon Decoration"
    //$Title Radioactive Corpse 3
    Radius 4
    Height 1
    States
    {
    Spawn:
        ZOCR C -1 Bright
        Stop
    }
}

ACTOR RadioactiveCorpse4 20119
{    
    //$Category "Super Demon Decoration"
    //$Title Radioactive Corpse 4
    Radius 4
    Height 1
    States
    {
    Spawn:
        ZOCR D -1 Bright
        Stop
    }
}
ACTOR WhiteSparkSpawner : SwitchableDecoration 
{    
    //$Category "Super Demon Decoration"
    //$Title White Spark
    Height 8
    Radius 4
    +NOBLOCKMAP
    +NOGRAVITY
    +NOINTERACTION
    +CLIENTSIDEONLY
    +NOCLIP
    States
    {
    Spawn:
        TNT1 A 0
        TNT1 A 0 A_JumpIf(Args[2]> 0,"Inactive")
        TNT1 A 10 A_Jump(Args[1]/16,"Active")
        Loop
    Active:
        TNT1 A 0
        TNT1 A 0 A_PlaySound("World/Spark")
        TNT1 A 0 A_Jump(256,1,2,3,4,5,6)
        TNT1 A 1 A_SpawnItemEx("SparkFlare_W1",0,0,0,0,0,0,0,128)
        Goto SpawnSparks
        TNT1 A 1 A_SpawnItemEx("SparkFlare_W2",0,0,0,0,0,0,0,128)
        Goto SpawnSparks
        TNT1 A 1 A_SpawnItemEx("SparkFlare_W3",0,0,0,0,0,0,0,128)
        Goto SpawnSparks
        TNT1 A 1 A_SpawnItemEx("SparkFlare_W4",0,0,0,0,0,0,0,128)
        Goto SpawnSparks
        TNT1 A 1 A_SpawnItemEx("SparkFlare_W5",0,0,0,0,0,0,0,128)
        Goto SpawnSparks
        TNT1 A 1 A_SpawnItemEx("SparkFlare_W6",0,0,0,0,0,0,0,128)
        Goto SpawnSparks
    SpawnSparks:
        TNT1 A 0 A_JumpIf(Args[0]==1,"SpawnDown")
        TNT1 A 0 A_JumpIf(Args[0]>1,"SpawnSide")
        Goto SpawnUp
    SpawnUp:
        TNT1 AA 0 A_CustomMissile("Spark_W1",0,0,Random(0,360),2,Random(67,113))
        TNT1 AA 0 A_CustomMissile("Spark_W2",0,0,Random(0,360),2,Random(67,113))
        TNT1 AA 0 A_CustomMissile("Spark_W3",0,0,Random(0,360),2,Random(67,113))
        TNT1 AA 0 A_CustomMissile("Spark_W4",0,0,Random(0,360),2,Random(67,113))
        TNT1 AA 0 A_CustomMissile("Spark_W5",0,0,Random(0,360),2,Random(67,113))
        TNT1 AA 0 A_CustomMissile("Spark_W6",0,0,Random(0,360),2,Random(67,113))
        TNT1 AA 0 A_CustomMissile("Spark_W7",0,0,Random(0,360),2,Random(67,113))
        TNT1 AA 0 A_CustomMissile("Spark_W8",0,0,Random(0,360),2,Random(67,113))
        TNT1 AA 0 A_CustomMissile("Spark_W9",0,0,Random(0,360),2,Random(67,113))
        TNT1 AA 0 A_CustomMissile("Spark_W10",0,0,Random(0,360),2,Random(67,113))
        TNT1 AA 0 A_CustomMissile("Spark_W11",0,0,Random(0,360),2,Random(67,113))
        TNT1 AA 0 A_CustomMissile("Spark_W12",0,0,Random(0,360),2,Random(67,113))
        TNT1 AA 0 A_CustomMissile("Spark_W13",0,0,Random(0,360),2,Random(67,113))
        TNT1 AA 0 A_CustomMissile("Spark_W14",0,0,Random(0,360),2,Random(67,113))
        TNT1 AA 0 A_CustomMissile("Spark_W15",0,0,Random(0,360),2,Random(67,113))
        TNT1 AA 0 A_CustomMissile("Spark_W16",0,0,Random(0,360),2,Random(67,113))
        TNT1 A 1 A_JumpIf(Args[2]>0,1)
        Goto Spawn
        TNT1 A 1
        Goto Inactive
    SpawnDown:
        TNT1 AA 0 A_CustomMissile("Spark_W1",0,0,Random(0,360),2,Random(-67,-113))
        TNT1 AA 0 A_CustomMissile("Spark_W2",0,0,Random(0,360),2,Random(-67,-113))
        TNT1 AA 0 A_CustomMissile("Spark_W3",0,0,Random(0,360),2,Random(-67,-113))
        TNT1 AA 0 A_CustomMissile("Spark_W4",0,0,Random(0,360),2,Random(-67,-113))
        TNT1 AA 0 A_CustomMissile("Spark_W5",0,0,Random(0,360),2,Random(-67,-113))
        TNT1 AA 0 A_CustomMissile("Spark_W6",0,0,Random(0,360),2,Random(-67,-113))
        TNT1 AA 0 A_CustomMissile("Spark_W7",0,0,Random(0,360),2,Random(-67,-113))
        TNT1 AA 0 A_CustomMissile("Spark_W8",0,0,Random(0,360),2,Random(-67,-113))
        TNT1 AA 0 A_CustomMissile("Spark_W9",0,0,Random(0,360),2,Random(-67,-113))
        TNT1 AA 0 A_CustomMissile("Spark_W10",0,0,Random(0,360),2,Random(-67,-113))
        TNT1 AA 0 A_CustomMissile("Spark_W11",0,0,Random(0,360),2,Random(-67,-113))
        TNT1 AA 0 A_CustomMissile("Spark_W12",0,0,Random(0,360),2,Random(-67,-113))
        TNT1 AA 0 A_CustomMissile("Spark_W13",0,0,Random(0,360),2,Random(-67,-113))
        TNT1 AA 0 A_CustomMissile("Spark_W14",0,0,Random(0,360),2,Random(-67,-113))
        TNT1 AA 0 A_CustomMissile("Spark_W15",0,0,Random(0,360),2,Random(-67,-113))
        TNT1 AA 0 A_CustomMissile("Spark_W16",0,0,Random(0,360),2,Random(-67,-113))
        TNT1 A 1 A_JumpIf(Args[2]>0,1)
        Goto Spawn
        TNT1 A 1
        Goto Inactive
    SpawnSide:
        TNT1 AA 0 A_CustomMissile("Spark_W1",0,0,Random(-23,23),2,Random(157,203))
        TNT1 AA 0 A_CustomMissile("Spark_W2",0,0,Random(-23,23),2,Random(157,203))
        TNT1 AA 0 A_CustomMissile("Spark_W3",0,0,Random(-23,23),2,Random(157,203))
        TNT1 AA 0 A_CustomMissile("Spark_W4",0,0,Random(-23,23),2,Random(157,203))
        TNT1 AA 0 A_CustomMissile("Spark_W5",0,0,Random(-23,23),2,Random(157,203))
        TNT1 AA 0 A_CustomMissile("Spark_W6",0,0,Random(-23,23),2,Random(157,203))
        TNT1 AA 0 A_CustomMissile("Spark_W7",0,0,Random(-23,23),2,Random(157,203))
        TNT1 AA 0 A_CustomMissile("Spark_W8",0,0,Random(-23,23),2,Random(157,203))
        TNT1 AA 0 A_CustomMissile("Spark_W9",0,0,Random(-23,23),2,Random(157,203))
        TNT1 AA 0 A_CustomMissile("Spark_W10",0,0,Random(-23,23),2,Random(157,203))
        TNT1 AA 0 A_CustomMissile("Spark_W11",0,0,Random(-23,23),2,Random(157,203))
        TNT1 AA 0 A_CustomMissile("Spark_W12",0,0,Random(-23,23),2,Random(157,203))
        TNT1 AA 0 A_CustomMissile("Spark_W13",0,0,Random(-23,23),2,Random(157,203))
        TNT1 AA 0 A_CustomMissile("Spark_W14",0,0,Random(-23,23),2,Random(157,203))
        TNT1 AA 0 A_CustomMissile("Spark_W15",0,0,Random(-23,23),2,Random(157,203))
        TNT1 AA 0 A_CustomMissile("Spark_W16",0,0,Random(-23,23),2,Random(157,203))
        TNT1 A 1 A_JumpIf(Args[2]>0,1)
        Goto Spawn
        TNT1 A 1
        Goto Inactive
    Inactive:
        TNT1 A -1
        Loop
    }
}

ACTOR OrangeSparkSpawner 20131
{    
    //$Category "Super Demon Decoration"
    //$Title Orange Spark
    Height 8
    Radius 4
    +NOBLOCKMAP
    +NOGRAVITY
    +NOINTERACTION
    +CLIENTSIDEONLY
    +NOCLIP
    States
    {
    Spawn:
        TNT1 A 0
        TNT1 A 0 A_JumpIf(Args[2]>0,"Inactive")
        TNT1 A 10 A_Jump(Args[1]/16,"Active")
        Loop
    Active:
        TNT1 A 0
        TNT1 A 0 A_PlaySound("World/Spark")
        TNT1 A 0 A_Jump(256,1,2,3,4,5,6)
        TNT1 A 1 A_SpawnItemEx("SparkFlare_O1",0,0,0,0,0,0,0,128)
        Goto SpawnSparks
        TNT1 A 1 A_SpawnItemEx("SparkFlare_O2",0,0,0,0,0,0,0,128)
        Goto SpawnSparks
        TNT1 A 1 A_SpawnItemEx("SparkFlare_O3",0,0,0,0,0,0,0,128)
        Goto SpawnSparks
        TNT1 A 1 A_SpawnItemEx("SparkFlare_O4",0,0,0,0,0,0,0,128)
        Goto SpawnSparks
        TNT1 A 1 A_SpawnItemEx("SparkFlare_O5",0,0,0,0,0,0,0,128)
        Goto SpawnSparks
        TNT1 A 1 A_SpawnItemEx("SparkFlare_O6",0,0,0,0,0,0,0,128)
        Goto SpawnSparks
    SpawnSparks:
        TNT1 A 0 A_JumpIf(Args[0]==1,"SpawnDown")
        TNT1 A 0 A_JumpIf(Args[0]>1,"SpawnSide")
        Goto SpawnUp
    SpawnUp:
        TNT1 AA 0 A_CustomMissile("Spark_O1",0,0,Random(0,360),2,Random(67,113))
        TNT1 AA 0 A_CustomMissile("Spark_O2",0,0,Random(0,360),2,Random(67,113))
        TNT1 AA 0 A_CustomMissile("Spark_O3",0,0,Random(0,360),2,Random(67,113))
        TNT1 AA 0 A_CustomMissile("Spark_O4",0,0,Random(0,360),2,Random(67,113))
        TNT1 AA 0 A_CustomMissile("Spark_O5",0,0,Random(0,360),2,Random(67,113))
        TNT1 AA 0 A_CustomMissile("Spark_O6",0,0,Random(0,360),2,Random(67,113))
        TNT1 AA 0 A_CustomMissile("Spark_O7",0,0,Random(0,360),2,Random(67,113))
        TNT1 AA 0 A_CustomMissile("Spark_O8",0,0,Random(0,360),2,Random(67,113))
        TNT1 AA 0 A_CustomMissile("Spark_O9",0,0,Random(0,360),2,Random(67,113))
        TNT1 AA 0 A_CustomMissile("Spark_O10",0,0,Random(0,360),2,Random(67,113))
        TNT1 AA 0 A_CustomMissile("Spark_O11",0,0,Random(0,360),2,Random(67,113))
        TNT1 AA 0 A_CustomMissile("Spark_O12",0,0,Random(0,360),2,Random(67,113))
        TNT1 AA 0 A_CustomMissile("Spark_O13",0,0,Random(0,360),2,Random(67,113))
        TNT1 AA 0 A_CustomMissile("Spark_O14",0,0,Random(0,360),2,Random(67,113))
        TNT1 AA 0 A_CustomMissile("Spark_O15",0,0,Random(0,360),2,Random(67,113))
        TNT1 AA 0 A_CustomMissile("Spark_O16",0,0,Random(0,360),2,Random(67,113))
        TNT1 A 1 A_JumpIf(Args[2]>0,1)
        Goto Spawn
        TNT1 A 1
        Goto Inactive
    SpawnDown:
        TNT1 AA 0 A_CustomMissile("Spark_O1",0,0,Random(0,360),2,Random(-67,-113))
        TNT1 AA 0 A_CustomMissile("Spark_O2",0,0,Random(0,360),2,Random(-67,-113))
        TNT1 AA 0 A_CustomMissile("Spark_O3",0,0,Random(0,360),2,Random(-67,-113))
        TNT1 AA 0 A_CustomMissile("Spark_O4",0,0,Random(0,360),2,Random(-67,-113))
        TNT1 AA 0 A_CustomMissile("Spark_O5",0,0,Random(0,360),2,Random(-67,-113))
        TNT1 AA 0 A_CustomMissile("Spark_O6",0,0,Random(0,360),2,Random(-67,-113))
        TNT1 AA 0 A_CustomMissile("Spark_O7",0,0,Random(0,360),2,Random(-67,-113))
        TNT1 AA 0 A_CustomMissile("Spark_O8",0,0,Random(0,360),2,Random(-67,-113))
        TNT1 AA 0 A_CustomMissile("Spark_O9",0,0,Random(0,360),2,Random(-67,-113))
        TNT1 AA 0 A_CustomMissile("Spark_O10",0,0,Random(0,360),2,Random(-67,-113))
        TNT1 AA 0 A_CustomMissile("Spark_O11",0,0,Random(0,360),2,Random(-67,-113))
        TNT1 AA 0 A_CustomMissile("Spark_O12",0,0,Random(0,360),2,Random(-67,-113))
        TNT1 AA 0 A_CustomMissile("Spark_O13",0,0,Random(0,360),2,Random(-67,-113))
        TNT1 AA 0 A_CustomMissile("Spark_O14",0,0,Random(0,360),2,Random(-67,-113))
        TNT1 AA 0 A_CustomMissile("Spark_O15",0,0,Random(0,360),2,Random(-67,-113))
        TNT1 AA 0 A_CustomMissile("Spark_O16",0,0,Random(0,360),2,Random(-67,-113))
        TNT1 A 1 A_JumpIf(Args[2]>0,1)
        Goto Spawn
        TNT1 A 1
        Goto Inactive
    SpawnSide:
        TNT1 AA 0 A_CustomMissile("Spark_O1",0,0,Random(-23,23),2,Random(157,203))
        TNT1 AA 0 A_CustomMissile("Spark_O2",0,0,Random(-23,23),2,Random(157,203))
        TNT1 AA 0 A_CustomMissile("Spark_O3",0,0,Random(-23,23),2,Random(157,203))
        TNT1 AA 0 A_CustomMissile("Spark_O4",0,0,Random(-23,23),2,Random(157,203))
        TNT1 AA 0 A_CustomMissile("Spark_O5",0,0,Random(-23,23),2,Random(157,203))
        TNT1 AA 0 A_CustomMissile("Spark_O6",0,0,Random(-23,23),2,Random(157,203))
        TNT1 AA 0 A_CustomMissile("Spark_O7",0,0,Random(-23,23),2,Random(157,203))
        TNT1 AA 0 A_CustomMissile("Spark_O8",0,0,Random(-23,23),2,Random(157,203))
        TNT1 AA 0 A_CustomMissile("Spark_O9",0,0,Random(-23,23),2,Random(157,203))
        TNT1 AA 0 A_CustomMissile("Spark_O10",0,0,Random(-23,23),2,Random(157,203))
        TNT1 AA 0 A_CustomMissile("Spark_O11",0,0,Random(-23,23),2,Random(157,203))
        TNT1 AA 0 A_CustomMissile("Spark_O12",0,0,Random(-23,23),2,Random(157,203))
        TNT1 AA 0 A_CustomMissile("Spark_O13",0,0,Random(-23,23),2,Random(157,203))
        TNT1 AA 0 A_CustomMissile("Spark_O14",0,0,Random(-23,23),2,Random(157,203))
        TNT1 AA 0 A_CustomMissile("Spark_O15",0,0,Random(-23,23),2,Random(157,203))
        TNT1 AA 0 A_CustomMissile("Spark_O16",0,0,Random(-23,23),2,Random(157,203))
        TNT1 A 1 A_JumpIf(Args[2]>0,1)
        Goto Spawn
        TNT1 A 1
        Goto Inactive
    Inactive:
        TNT1 A -1
        Loop
    }
}

ACTOR YellowSparkSpawner : SwitchableDecoration 
{    
    //$Category "Super Demon Decoration"
    //$Title Yellow Spark
    Height 8
    Radius 4
    +NOBLOCKMAP
    +NOGRAVITY
    +NOINTERACTION
    +CLIENTSIDEONLY
    +NOCLIP
    States
    {
    Spawn:
        TNT1 A 0
        TNT1 A 0 A_JumpIf(Args[2]>0,"Inactive")
        TNT1 A 10 A_Jump(Args[1]/16,"Active")
        Loop
    Active:
        TNT1 A 0
        TNT1 A 0 A_PlaySound("World/Spark")
        TNT1 A 0 A_Jump(256,1,2,3,4,5,6)
        TNT1 A 1 A_SpawnItemEx("SparkFlare_Y1",0,0,0,0,0,0,0,128)
        Goto SpawnSparks
        TNT1 A 1 A_SpawnItemEx("SparkFlare_Y2",0,0,0,0,0,0,0,128)
        Goto SpawnSparks
        TNT1 A 1 A_SpawnItemEx("SparkFlare_Y3",0,0,0,0,0,0,0,128)
        Goto SpawnSparks
        TNT1 A 1 A_SpawnItemEx("SparkFlare_Y4",0,0,0,0,0,0,0,128)
        Goto SpawnSparks
        TNT1 A 1 A_SpawnItemEx("SparkFlare_Y5",0,0,0,0,0,0,0,128)
        Goto SpawnSparks
        TNT1 A 1 A_SpawnItemEx("SparkFlare_Y6",0,0,0,0,0,0,0,128)
        Goto SpawnSparks
    SpawnSparks:
        TNT1 A 0 A_JumpIf(Args[0]==1,"SpawnDown")
        TNT1 A 0 A_JumpIf(Args[0]>1,"SpawnSide")
        Goto SpawnUp
    SpawnUp:
        TNT1 AA 0 A_CustomMissile("Spark_Y1",0,0,Random(0,360),2,Random(67,113))
        TNT1 AA 0 A_CustomMissile("Spark_Y2",0,0,Random(0,360),2,Random(67,113))
        TNT1 AA 0 A_CustomMissile("Spark_Y3",0,0,Random(0,360),2,Random(67,113))
        TNT1 AA 0 A_CustomMissile("Spark_Y4",0,0,Random(0,360),2,Random(67,113))
        TNT1 AA 0 A_CustomMissile("Spark_Y5",0,0,Random(0,360),2,Random(67,113))
        TNT1 AA 0 A_CustomMissile("Spark_Y6",0,0,Random(0,360),2,Random(67,113))
        TNT1 AA 0 A_CustomMissile("Spark_Y7",0,0,Random(0,360),2,Random(67,113))
        TNT1 AA 0 A_CustomMissile("Spark_Y8",0,0,Random(0,360),2,Random(67,113))
        TNT1 AA 0 A_CustomMissile("Spark_Y9",0,0,Random(0,360),2,Random(67,113))
        TNT1 AA 0 A_CustomMissile("Spark_Y10",0,0,Random(0,360),2,Random(67,113))
        TNT1 AA 0 A_CustomMissile("Spark_Y11",0,0,Random(0,360),2,Random(67,113))
        TNT1 AA 0 A_CustomMissile("Spark_Y12",0,0,Random(0,360),2,Random(67,113))
        TNT1 AA 0 A_CustomMissile("Spark_Y13",0,0,Random(0,360),2,Random(67,113))
        TNT1 AA 0 A_CustomMissile("Spark_Y14",0,0,Random(0,360),2,Random(67,113))
        TNT1 AA 0 A_CustomMissile("Spark_Y15",0,0,Random(0,360),2,Random(67,113))
        TNT1 AA 0 A_CustomMissile("Spark_Y16",0,0,Random(0,360),2,Random(67,113))
        TNT1 A 1 A_JumpIf(Args[2]>0,1)
        Goto Spawn
        TNT1 A 1
        Goto Inactive
    SpawnDown:
        TNT1 AA 0 A_CustomMissile("Spark_Y1",0,0,Random(0,360),2,Random(-67,-113))
        TNT1 AA 0 A_CustomMissile("Spark_Y2",0,0,Random(0,360),2,Random(-67,-113))
        TNT1 AA 0 A_CustomMissile("Spark_Y3",0,0,Random(0,360),2,Random(-67,-113))
        TNT1 AA 0 A_CustomMissile("Spark_Y4",0,0,Random(0,360),2,Random(-67,-113))
        TNT1 AA 0 A_CustomMissile("Spark_Y5",0,0,Random(0,360),2,Random(-67,-113))
        TNT1 AA 0 A_CustomMissile("Spark_Y6",0,0,Random(0,360),2,Random(-67,-113))
        TNT1 AA 0 A_CustomMissile("Spark_Y7",0,0,Random(0,360),2,Random(-67,-113))
        TNT1 AA 0 A_CustomMissile("Spark_Y8",0,0,Random(0,360),2,Random(-67,-113))
        TNT1 AA 0 A_CustomMissile("Spark_Y9",0,0,Random(0,360),2,Random(-67,-113))
        TNT1 AA 0 A_CustomMissile("Spark_Y10",0,0,Random(0,360),2,Random(-67,-113))
        TNT1 AA 0 A_CustomMissile("Spark_Y11",0,0,Random(0,360),2,Random(-67,-113))
        TNT1 AA 0 A_CustomMissile("Spark_Y12",0,0,Random(0,360),2,Random(-67,-113))
        TNT1 AA 0 A_CustomMissile("Spark_Y13",0,0,Random(0,360),2,Random(-67,-113))
        TNT1 AA 0 A_CustomMissile("Spark_Y14",0,0,Random(0,360),2,Random(-67,-113))
        TNT1 AA 0 A_CustomMissile("Spark_Y15",0,0,Random(0,360),2,Random(-67,-113))
        TNT1 AA 0 A_CustomMissile("Spark_Y16",0,0,Random(0,360),2,Random(-67,-113))
        TNT1 A 1 A_JumpIf(Args[2]>0,1)
        Goto Spawn
        TNT1 A 1
        Goto Inactive
    SpawnSide:
        TNT1 AA 0 A_CustomMissile("Spark_Y1",0,0,Random(-23,23),2,Random(157,203))
        TNT1 AA 0 A_CustomMissile("Spark_Y2",0,0,Random(-23,23),2,Random(157,203))
        TNT1 AA 0 A_CustomMissile("Spark_Y3",0,0,Random(-23,23),2,Random(157,203))
        TNT1 AA 0 A_CustomMissile("Spark_Y4",0,0,Random(-23,23),2,Random(157,203))
        TNT1 AA 0 A_CustomMissile("Spark_Y5",0,0,Random(-23,23),2,Random(157,203))
        TNT1 AA 0 A_CustomMissile("Spark_Y6",0,0,Random(-23,23),2,Random(157,203))
        TNT1 AA 0 A_CustomMissile("Spark_Y7",0,0,Random(-23,23),2,Random(157,203))
        TNT1 AA 0 A_CustomMissile("Spark_Y8",0,0,Random(-23,23),2,Random(157,203))
        TNT1 AA 0 A_CustomMissile("Spark_Y9",0,0,Random(-23,23),2,Random(157,203))
        TNT1 AA 0 A_CustomMissile("Spark_Y10",0,0,Random(-23,23),2,Random(157,203))
        TNT1 AA 0 A_CustomMissile("Spark_Y11",0,0,Random(-23,23),2,Random(157,203))
        TNT1 AA 0 A_CustomMissile("Spark_Y12",0,0,Random(-23,23),2,Random(157,203))
        TNT1 AA 0 A_CustomMissile("Spark_Y13",0,0,Random(-23,23),2,Random(157,203))
        TNT1 AA 0 A_CustomMissile("Spark_Y14",0,0,Random(-23,23),2,Random(157,203))
        TNT1 AA 0 A_CustomMissile("Spark_Y15",0,0,Random(-23,23),2,Random(157,203))
        TNT1 AA 0 A_CustomMissile("Spark_Y16",0,0,Random(-23,23),2,Random(157,203))
        TNT1 A 1 A_JumpIf(Args[2]>0,1)
        Goto Spawn
        TNT1 A 1
        Goto Inactive
    Inactive:
        TNT1 A -1
        Loop
    }
}

ACTOR GreenSparkSpawner : SwitchableDecoration 
{    
    //$Category "Super Demon Decoration"
    //$Title Green Spark
    Height 8
    Radius 4
    +NOBLOCKMAP
    +NOGRAVITY
    +NOINTERACTION
    +CLIENTSIDEONLY
    +NOCLIP
    States
    {
    Spawn:
        TNT1 A 0
        TNT1 A 0 A_JumpIf(Args[2]>0,"Inactive")
        TNT1 A 10 A_Jump(Args[1]/16,"Active")
        Loop
    Active:
        TNT1 A 0
        TNT1 A 0 A_PlaySound("World/Spark")
        TNT1 A 0 A_Jump(256,1,2,3,4,5,6)
        TNT1 A 1 A_SpawnItemEx("SparkFlare_G1",0,0,0,0,0,0,0,128)
        Goto SpawnSparks
        TNT1 A 1 A_SpawnItemEx("SparkFlare_G2",0,0,0,0,0,0,0,128)
        Goto SpawnSparks
        TNT1 A 1 A_SpawnItemEx("SparkFlare_G3",0,0,0,0,0,0,0,128)
        Goto SpawnSparks
        TNT1 A 1 A_SpawnItemEx("SparkFlare_G4",0,0,0,0,0,0,0,128)
        Goto SpawnSparks
        TNT1 A 1 A_SpawnItemEx("SparkFlare_G5",0,0,0,0,0,0,0,128)
        Goto SpawnSparks
        TNT1 A 1 A_SpawnItemEx("SparkFlare_G6",0,0,0,0,0,0,0,128)
        Goto SpawnSparks
    SpawnSparks:
        TNT1 A 0 A_JumpIf(Args[0]==1,"SpawnDown")
        TNT1 A 0 A_JumpIf(Args[0]>1,"SpawnSide")
        Goto SpawnUp
    SpawnUp:
        TNT1 AA 0 A_CustomMissile("Spark_G1",0,0,Random(0,360),2,Random(67,113))
        TNT1 AA 0 A_CustomMissile("Spark_G2",0,0,Random(0,360),2,Random(67,113))
        TNT1 AA 0 A_CustomMissile("Spark_G3",0,0,Random(0,360),2,Random(67,113))
        TNT1 AA 0 A_CustomMissile("Spark_G4",0,0,Random(0,360),2,Random(67,113))
        TNT1 AA 0 A_CustomMissile("Spark_G5",0,0,Random(0,360),2,Random(67,113))
        TNT1 AA 0 A_CustomMissile("Spark_G6",0,0,Random(0,360),2,Random(67,113))
        TNT1 AA 0 A_CustomMissile("Spark_G7",0,0,Random(0,360),2,Random(67,113))
        TNT1 AA 0 A_CustomMissile("Spark_G8",0,0,Random(0,360),2,Random(67,113))
        TNT1 AA 0 A_CustomMissile("Spark_G9",0,0,Random(0,360),2,Random(67,113))
        TNT1 AA 0 A_CustomMissile("Spark_G10",0,0,Random(0,360),2,Random(67,113))
        TNT1 AA 0 A_CustomMissile("Spark_G11",0,0,Random(0,360),2,Random(67,113))
        TNT1 AA 0 A_CustomMissile("Spark_G12",0,0,Random(0,360),2,Random(67,113))
        TNT1 AA 0 A_CustomMissile("Spark_G13",0,0,Random(0,360),2,Random(67,113))
        TNT1 AA 0 A_CustomMissile("Spark_G14",0,0,Random(0,360),2,Random(67,113))
        TNT1 AA 0 A_CustomMissile("Spark_G15",0,0,Random(0,360),2,Random(67,113))
        TNT1 AA 0 A_CustomMissile("Spark_G16",0,0,Random(0,360),2,Random(67,113))
        TNT1 A 1 A_JumpIf(Args[2]>0,1)
        Goto Spawn
        TNT1 A 1
        Goto Inactive
    SpawnDown:
        TNT1 AA 0 A_CustomMissile("Spark_G1",0,0,Random(0,360),2,Random(-67,-113))
        TNT1 AA 0 A_CustomMissile("Spark_G2",0,0,Random(0,360),2,Random(-67,-113))
        TNT1 AA 0 A_CustomMissile("Spark_G3",0,0,Random(0,360),2,Random(-67,-113))
        TNT1 AA 0 A_CustomMissile("Spark_G4",0,0,Random(0,360),2,Random(-67,-113))
        TNT1 AA 0 A_CustomMissile("Spark_G5",0,0,Random(0,360),2,Random(-67,-113))
        TNT1 AA 0 A_CustomMissile("Spark_G6",0,0,Random(0,360),2,Random(-67,-113))
        TNT1 AA 0 A_CustomMissile("Spark_G7",0,0,Random(0,360),2,Random(-67,-113))
        TNT1 AA 0 A_CustomMissile("Spark_G8",0,0,Random(0,360),2,Random(-67,-113))
        TNT1 AA 0 A_CustomMissile("Spark_G9",0,0,Random(0,360),2,Random(-67,-113))
        TNT1 AA 0 A_CustomMissile("Spark_G10",0,0,Random(0,360),2,Random(-67,-113))
        TNT1 AA 0 A_CustomMissile("Spark_G11",0,0,Random(0,360),2,Random(-67,-113))
        TNT1 AA 0 A_CustomMissile("Spark_G12",0,0,Random(0,360),2,Random(-67,-113))
        TNT1 AA 0 A_CustomMissile("Spark_G13",0,0,Random(0,360),2,Random(-67,-113))
        TNT1 AA 0 A_CustomMissile("Spark_G14",0,0,Random(0,360),2,Random(-67,-113))
        TNT1 AA 0 A_CustomMissile("Spark_G15",0,0,Random(0,360),2,Random(-67,-113))
        TNT1 AA 0 A_CustomMissile("Spark_G16",0,0,Random(0,360),2,Random(-67,-113))
        TNT1 A 1 A_JumpIf(Args[2]>0,1)
        Goto Spawn
        TNT1 A 1
        Goto Inactive
    SpawnSide:
        TNT1 AA 0 A_CustomMissile("Spark_G1",0,0,Random(-23,23),2,Random(157,203))
        TNT1 AA 0 A_CustomMissile("Spark_G2",0,0,Random(-23,23),2,Random(157,203))
        TNT1 AA 0 A_CustomMissile("Spark_G3",0,0,Random(-23,23),2,Random(157,203))
        TNT1 AA 0 A_CustomMissile("Spark_G4",0,0,Random(-23,23),2,Random(157,203))
        TNT1 AA 0 A_CustomMissile("Spark_G5",0,0,Random(-23,23),2,Random(157,203))
        TNT1 AA 0 A_CustomMissile("Spark_G6",0,0,Random(-23,23),2,Random(157,203))
        TNT1 AA 0 A_CustomMissile("Spark_G7",0,0,Random(-23,23),2,Random(157,203))
        TNT1 AA 0 A_CustomMissile("Spark_G8",0,0,Random(-23,23),2,Random(157,203))
        TNT1 AA 0 A_CustomMissile("Spark_G9",0,0,Random(-23,23),2,Random(157,203))
        TNT1 AA 0 A_CustomMissile("Spark_G10",0,0,Random(-23,23),2,Random(157,203))
        TNT1 AA 0 A_CustomMissile("Spark_G11",0,0,Random(-23,23),2,Random(157,203))
        TNT1 AA 0 A_CustomMissile("Spark_G12",0,0,Random(-23,23),2,Random(157,203))
        TNT1 AA 0 A_CustomMissile("Spark_G13",0,0,Random(-23,23),2,Random(157,203))
        TNT1 AA 0 A_CustomMissile("Spark_G14",0,0,Random(-23,23),2,Random(157,203))
        TNT1 AA 0 A_CustomMissile("Spark_G15",0,0,Random(-23,23),2,Random(157,203))
        TNT1 AA 0 A_CustomMissile("Spark_G16",0,0,Random(-23,23),2,Random(157,203))
        TNT1 A 1 A_JumpIf(Args[2]>0,1)
        Goto Spawn
        TNT1 A 1
        Goto Inactive
    Inactive:
        TNT1 A -1
        Loop
    }
}

ACTOR BlueSparkSpawner : SwitchableDecoration 
{    
    //$Category "Super Demon Decoration"
    //$Title Blue Spark
    Height 8
    Radius 4
    +NOBLOCKMAP
    +NOGRAVITY
    +NOINTERACTION
    +CLIENTSIDEONLY
    +NOCLIP
    States
    {
    Spawn:
        TNT1 A 0
        TNT1 A 0 A_JumpIf(Args[2]>0,"Inactive")
        TNT1 A 10 A_Jump(Args[1]/16,"Active")
        Loop
    Active:
        TNT1 A 0
        TNT1 A 0 A_PlaySound("World/Spark")
        TNT1 A 0 A_Jump(256,1,2,3,4,5,6)
        TNT1 A 1 A_SpawnItemEx("SparkFlare_B1",0,0,0,0,0,0,0,128)
        Goto SpawnSparks
        TNT1 A 1 A_SpawnItemEx("SparkFlare_B2",0,0,0,0,0,0,0,128)
        Goto SpawnSparks
        TNT1 A 1 A_SpawnItemEx("SparkFlare_B3",0,0,0,0,0,0,0,128)
        Goto SpawnSparks
        TNT1 A 1 A_SpawnItemEx("SparkFlare_B4",0,0,0,0,0,0,0,128)
        Goto SpawnSparks
        TNT1 A 1 A_SpawnItemEx("SparkFlare_B5",0,0,0,0,0,0,0,128)
        Goto SpawnSparks
        TNT1 A 1 A_SpawnItemEx("SparkFlare_B6",0,0,0,0,0,0,0,128)
        Goto SpawnSparks
    SpawnSparks:
        TNT1 A 0 A_JumpIf(Args[0]==1,"SpawnDown")
        TNT1 A 0 A_JumpIf(Args[0]>1,"SpawnSide")
        Goto SpawnUp
    SpawnUp:
        TNT1 AA 0 A_CustomMissile("Spark_B1",0,0,Random(0,360),2,Random(67,113))
        TNT1 AA 0 A_CustomMissile("Spark_B2",0,0,Random(0,360),2,Random(67,113))
        TNT1 AA 0 A_CustomMissile("Spark_B3",0,0,Random(0,360),2,Random(67,113))
        TNT1 AA 0 A_CustomMissile("Spark_B4",0,0,Random(0,360),2,Random(67,113))
        TNT1 AA 0 A_CustomMissile("Spark_B5",0,0,Random(0,360),2,Random(67,113))
        TNT1 AA 0 A_CustomMissile("Spark_B6",0,0,Random(0,360),2,Random(67,113))
        TNT1 AA 0 A_CustomMissile("Spark_B7",0,0,Random(0,360),2,Random(67,113))
        TNT1 AA 0 A_CustomMissile("Spark_B8",0,0,Random(0,360),2,Random(67,113))
        TNT1 AA 0 A_CustomMissile("Spark_B9",0,0,Random(0,360),2,Random(67,113))
        TNT1 AA 0 A_CustomMissile("Spark_B10",0,0,Random(0,360),2,Random(67,113))
        TNT1 AA 0 A_CustomMissile("Spark_B11",0,0,Random(0,360),2,Random(67,113))
        TNT1 AA 0 A_CustomMissile("Spark_B12",0,0,Random(0,360),2,Random(67,113))
        TNT1 AA 0 A_CustomMissile("Spark_B13",0,0,Random(0,360),2,Random(67,113))
        TNT1 AA 0 A_CustomMissile("Spark_B14",0,0,Random(0,360),2,Random(67,113))
        TNT1 AA 0 A_CustomMissile("Spark_B15",0,0,Random(0,360),2,Random(67,113))
        TNT1 AA 0 A_CustomMissile("Spark_B16",0,0,Random(0,360),2,Random(67,113))
        TNT1 A 1 A_JumpIf(Args[2]>0,1)
        Goto Spawn
        TNT1 A 1
        Goto Inactive
    SpawnDown:
        TNT1 AA 0 A_CustomMissile("Spark_B1",0,0,Random(0,360),2,Random(-67,-113))
        TNT1 AA 0 A_CustomMissile("Spark_B2",0,0,Random(0,360),2,Random(-67,-113))
        TNT1 AA 0 A_CustomMissile("Spark_B3",0,0,Random(0,360),2,Random(-67,-113))
        TNT1 AA 0 A_CustomMissile("Spark_B4",0,0,Random(0,360),2,Random(-67,-113))
        TNT1 AA 0 A_CustomMissile("Spark_B5",0,0,Random(0,360),2,Random(-67,-113))
        TNT1 AA 0 A_CustomMissile("Spark_B6",0,0,Random(0,360),2,Random(-67,-113))
        TNT1 AA 0 A_CustomMissile("Spark_B7",0,0,Random(0,360),2,Random(-67,-113))
        TNT1 AA 0 A_CustomMissile("Spark_B8",0,0,Random(0,360),2,Random(-67,-113))
        TNT1 AA 0 A_CustomMissile("Spark_B9",0,0,Random(0,360),2,Random(-67,-113))
        TNT1 AA 0 A_CustomMissile("Spark_B10",0,0,Random(0,360),2,Random(-67,-113))
        TNT1 AA 0 A_CustomMissile("Spark_B11",0,0,Random(0,360),2,Random(-67,-113))
        TNT1 AA 0 A_CustomMissile("Spark_B12",0,0,Random(0,360),2,Random(-67,-113))
        TNT1 AA 0 A_CustomMissile("Spark_B13",0,0,Random(0,360),2,Random(-67,-113))
        TNT1 AA 0 A_CustomMissile("Spark_B14",0,0,Random(0,360),2,Random(-67,-113))
        TNT1 AA 0 A_CustomMissile("Spark_B15",0,0,Random(0,360),2,Random(-67,-113))
        TNT1 AA 0 A_CustomMissile("Spark_B16",0,0,Random(0,360),2,Random(-67,-113))
        TNT1 A 1 A_JumpIf(Args[2]>0,1)
        Goto Spawn
        TNT1 A 1
        Goto Inactive
    SpawnSide:
        TNT1 AA 0 A_CustomMissile("Spark_B1",0,0,Random(-23,23),2,Random(157,203))
        TNT1 AA 0 A_CustomMissile("Spark_B2",0,0,Random(-23,23),2,Random(157,203))
        TNT1 AA 0 A_CustomMissile("Spark_B3",0,0,Random(-23,23),2,Random(157,203))
        TNT1 AA 0 A_CustomMissile("Spark_B4",0,0,Random(-23,23),2,Random(157,203))
        TNT1 AA 0 A_CustomMissile("Spark_B5",0,0,Random(-23,23),2,Random(157,203))
        TNT1 AA 0 A_CustomMissile("Spark_B6",0,0,Random(-23,23),2,Random(157,203))
        TNT1 AA 0 A_CustomMissile("Spark_B7",0,0,Random(-23,23),2,Random(157,203))
        TNT1 AA 0 A_CustomMissile("Spark_B8",0,0,Random(-23,23),2,Random(157,203))
        TNT1 AA 0 A_CustomMissile("Spark_B9",0,0,Random(-23,23),2,Random(157,203))
        TNT1 AA 0 A_CustomMissile("Spark_B10",0,0,Random(-23,23),2,Random(157,203))
        TNT1 AA 0 A_CustomMissile("Spark_B11",0,0,Random(-23,23),2,Random(157,203))
        TNT1 AA 0 A_CustomMissile("Spark_B12",0,0,Random(-23,23),2,Random(157,203))
        TNT1 AA 0 A_CustomMissile("Spark_B13",0,0,Random(-23,23),2,Random(157,203))
        TNT1 AA 0 A_CustomMissile("Spark_B14",0,0,Random(-23,23),2,Random(157,203))
        TNT1 AA 0 A_CustomMissile("Spark_B15",0,0,Random(-23,23),2,Random(157,203))
        TNT1 AA 0 A_CustomMissile("Spark_B16",0,0,Random(-23,23),2,Random(157,203))
        TNT1 A 1 A_JumpIf(Args[2]>0,1)
        Goto Spawn
        TNT1 A 1
        Goto Inactive
    Inactive:
        TNT1 A -1
        Loop
    }
}

ACTOR PurpleSparkSpawner : SwitchableDecoration 
{    
    //$Category "Super Demon Decoration"
    //$Title Purple Spark
    Height 8
    Radius 4
    +NOBLOCKMAP
    +NOGRAVITY
    +NOINTERACTION
    +CLIENTSIDEONLY
    +NOCLIP
    States
    {
    Spawn:
        TNT1 A 0
        TNT1 A 0 A_JumpIf(Args[2]>0,"Inactive")
        TNT1 A 10 A_Jump(Args[1]/16,"Active")
        Loop
    Active:
        TNT1 A 0
        TNT1 A 0 A_PlaySound("World/Spark")
        TNT1 A 0 A_Jump(256,1,2,3,4,5,6)
        TNT1 A 1 A_SpawnItemEx("SparkFlare_P1",0,0,0,0,0,0,0,128)
        Goto SpawnSparks
        TNT1 A 1 A_SpawnItemEx("SparkFlare_P2",0,0,0,0,0,0,0,128)
        Goto SpawnSparks
        TNT1 A 1 A_SpawnItemEx("SparkFlare_P3",0,0,0,0,0,0,0,128)
        Goto SpawnSparks
        TNT1 A 1 A_SpawnItemEx("SparkFlare_P4",0,0,0,0,0,0,0,128)
        Goto SpawnSparks
        TNT1 A 1 A_SpawnItemEx("SparkFlare_P5",0,0,0,0,0,0,0,128)
        Goto SpawnSparks
        TNT1 A 1 A_SpawnItemEx("SparkFlare_P6",0,0,0,0,0,0,0,128)
        Goto SpawnSparks
    SpawnSparks:
        TNT1 A 0 A_JumpIf(Args[0]==1,"SpawnDown")
        TNT1 A 0 A_JumpIf(Args[0]>1,"SpawnSide")
        Goto SpawnUp
    SpawnUp:
        TNT1 AA 0 A_CustomMissile("Spark_P1",0,0,Random(0,360),2,Random(67,113))
        TNT1 AA 0 A_CustomMissile("Spark_P2",0,0,Random(0,360),2,Random(67,113))
        TNT1 AA 0 A_CustomMissile("Spark_P3",0,0,Random(0,360),2,Random(67,113))
        TNT1 AA 0 A_CustomMissile("Spark_P4",0,0,Random(0,360),2,Random(67,113))
        TNT1 AA 0 A_CustomMissile("Spark_P5",0,0,Random(0,360),2,Random(67,113))
        TNT1 AA 0 A_CustomMissile("Spark_P6",0,0,Random(0,360),2,Random(67,113))
        TNT1 AA 0 A_CustomMissile("Spark_P7",0,0,Random(0,360),2,Random(67,113))
        TNT1 AA 0 A_CustomMissile("Spark_P8",0,0,Random(0,360),2,Random(67,113))
        TNT1 AA 0 A_CustomMissile("Spark_P9",0,0,Random(0,360),2,Random(67,113))
        TNT1 AA 0 A_CustomMissile("Spark_P10",0,0,Random(0,360),2,Random(67,113))
        TNT1 AA 0 A_CustomMissile("Spark_P11",0,0,Random(0,360),2,Random(67,113))
        TNT1 AA 0 A_CustomMissile("Spark_P12",0,0,Random(0,360),2,Random(67,113))
        TNT1 AA 0 A_CustomMissile("Spark_P13",0,0,Random(0,360),2,Random(67,113))
        TNT1 AA 0 A_CustomMissile("Spark_P14",0,0,Random(0,360),2,Random(67,113))
        TNT1 AA 0 A_CustomMissile("Spark_P15",0,0,Random(0,360),2,Random(67,113))
        TNT1 AA 0 A_CustomMissile("Spark_P16",0,0,Random(0,360),2,Random(67,113))
        TNT1 A 1 A_JumpIf(Args[2]>0,1)
        Goto Spawn
        TNT1 A 1
        Goto Inactive
    SpawnDown:
        TNT1 AA 0 A_CustomMissile("Spark_P1",0,0,Random(0,360),2,Random(-67,-113))
        TNT1 AA 0 A_CustomMissile("Spark_P2",0,0,Random(0,360),2,Random(-67,-113))
        TNT1 AA 0 A_CustomMissile("Spark_P3",0,0,Random(0,360),2,Random(-67,-113))
        TNT1 AA 0 A_CustomMissile("Spark_P4",0,0,Random(0,360),2,Random(-67,-113))
        TNT1 AA 0 A_CustomMissile("Spark_P5",0,0,Random(0,360),2,Random(-67,-113))
        TNT1 AA 0 A_CustomMissile("Spark_P6",0,0,Random(0,360),2,Random(-67,-113))
        TNT1 AA 0 A_CustomMissile("Spark_P7",0,0,Random(0,360),2,Random(-67,-113))
        TNT1 AA 0 A_CustomMissile("Spark_P8",0,0,Random(0,360),2,Random(-67,-113))
        TNT1 AA 0 A_CustomMissile("Spark_P9",0,0,Random(0,360),2,Random(-67,-113))
        TNT1 AA 0 A_CustomMissile("Spark_P10",0,0,Random(0,360),2,Random(-67,-113))
        TNT1 AA 0 A_CustomMissile("Spark_P11",0,0,Random(0,360),2,Random(-67,-113))
        TNT1 AA 0 A_CustomMissile("Spark_P12",0,0,Random(0,360),2,Random(-67,-113))
        TNT1 AA 0 A_CustomMissile("Spark_P13",0,0,Random(0,360),2,Random(-67,-113))
        TNT1 AA 0 A_CustomMissile("Spark_P14",0,0,Random(0,360),2,Random(-67,-113))
        TNT1 AA 0 A_CustomMissile("Spark_P15",0,0,Random(0,360),2,Random(-67,-113))
        TNT1 AA 0 A_CustomMissile("Spark_P16",0,0,Random(0,360),2,Random(-67,-113))
        TNT1 A 1 A_JumpIf(Args[2]>0,1)
        Goto Spawn
        TNT1 A 1
        Goto Inactive
    SpawnSide:
        TNT1 AA 0 A_CustomMissile("Spark_P1",0,0,Random(-23,23),2,Random(157,203))
        TNT1 AA 0 A_CustomMissile("Spark_P2",0,0,Random(-23,23),2,Random(157,203))
        TNT1 AA 0 A_CustomMissile("Spark_P3",0,0,Random(-23,23),2,Random(157,203))
        TNT1 AA 0 A_CustomMissile("Spark_P4",0,0,Random(-23,23),2,Random(157,203))
        TNT1 AA 0 A_CustomMissile("Spark_P5",0,0,Random(-23,23),2,Random(157,203))
        TNT1 AA 0 A_CustomMissile("Spark_P6",0,0,Random(-23,23),2,Random(157,203))
        TNT1 AA 0 A_CustomMissile("Spark_P7",0,0,Random(-23,23),2,Random(157,203))
        TNT1 AA 0 A_CustomMissile("Spark_P8",0,0,Random(-23,23),2,Random(157,203))
        TNT1 AA 0 A_CustomMissile("Spark_P9",0,0,Random(-23,23),2,Random(157,203))
        TNT1 AA 0 A_CustomMissile("Spark_P10",0,0,Random(-23,23),2,Random(157,203))
        TNT1 AA 0 A_CustomMissile("Spark_P11",0,0,Random(-23,23),2,Random(157,203))
        TNT1 AA 0 A_CustomMissile("Spark_P12",0,0,Random(-23,23),2,Random(157,203))
        TNT1 AA 0 A_CustomMissile("Spark_P13",0,0,Random(-23,23),2,Random(157,203))
        TNT1 AA 0 A_CustomMissile("Spark_P14",0,0,Random(-23,23),2,Random(157,203))
        TNT1 AA 0 A_CustomMissile("Spark_P15",0,0,Random(-23,23),2,Random(157,203))
        TNT1 AA 0 A_CustomMissile("Spark_P16",0,0,Random(-23,23),2,Random(157,203))
        TNT1 A 1 A_JumpIf(Args[2]>0,1)
        Goto Spawn
        TNT1 A 1
        Goto Inactive
    Inactive:
        TNT1 A -1
        Loop
    }
}

ACTOR SparkFlare_W1
{
    Height 0
    Radius 0
    Mass 0
    +MISSILE
    +NOBLOCKMAP
    +NOCLIP
    +NOGRAVITY
    +NOINTERACTION
    +CLIENTSIDEONLY
    RenderStyle Add
    Scale 0.25
    States
    {
    Spawn:
        SPKW A 1 Bright A_FadeOut(0.1)
        Loop
    }
}

ACTOR SparkFlare_W2 : SparkFlare_W1 { States { Spawn: SPKW B 1 Bright A_FadeOut(0.1) Loop } }
ACTOR SparkFlare_W3 : SparkFlare_W1 { States { Spawn: SPKW C 1 Bright A_FadeOut(0.1) Loop } }
ACTOR SparkFlare_W4 : SparkFlare_W1 { States { Spawn: SPKW D 1 Bright A_FadeOut(0.1) Loop } }
ACTOR SparkFlare_W5 : SparkFlare_W1 { States { Spawn: SPKW E 1 Bright A_FadeOut(0.1) Loop } }
ACTOR SparkFlare_W6 : SparkFlare_W1 { States { Spawn: SPKW F 1 Bright A_FadeOut(0.1) Loop } }

ACTOR SparkFlare_R1 : SparkFlare_W1 { States { Spawn: SPKR A 1 Bright A_FadeOut (0.1) Loop } }
ACTOR SparkFlare_R2 : SparkFlare_W1 { States { Spawn: SPKR B 1 Bright A_FadeOut (0.1) Loop } }
ACTOR SparkFlare_R3 : SparkFlare_W1 { States { Spawn: SPKR C 1 Bright A_FadeOut (0.1) Loop } }
ACTOR SparkFlare_R4 : SparkFlare_W1 { States { Spawn: SPKR D 1 Bright A_FadeOut (0.1) Loop } }
ACTOR SparkFlare_R5 : SparkFlare_W1 { States { Spawn: SPKR E 1 Bright A_FadeOut (0.1) Loop } }
ACTOR SparkFlare_R6 : SparkFlare_W1 { States { Spawn: SPKR F 1 Bright A_FadeOut (0.1) Loop } }

ACTOR SparkFlare_O1 : SparkFlare_W1 { States { Spawn: SPKO A 1 Bright A_FadeOut (0.1) Loop } }
ACTOR SparkFlare_O2 : SparkFlare_W1 { States { Spawn: SPKO B 1 Bright A_FadeOut (0.1) Loop } }
ACTOR SparkFlare_O3 : SparkFlare_W1 { States { Spawn: SPKO C 1 Bright A_FadeOut (0.1) Loop } }
ACTOR SparkFlare_O4 : SparkFlare_W1 { States { Spawn: SPKO D 1 Bright A_FadeOut (0.1) Loop } }
ACTOR SparkFlare_O5 : SparkFlare_W1 { States { Spawn: SPKO E 1 Bright A_FadeOut (0.1) Loop } }
ACTOR SparkFlare_O6 : SparkFlare_W1 { States { Spawn: SPKO F 1 Bright A_FadeOut (0.1) Loop } }

ACTOR SparkFlare_Y1 : SparkFlare_W1 { States { Spawn: SPKY A 1 Bright A_FadeOut (0.1) Loop } }
ACTOR SparkFlare_Y2 : SparkFlare_W1 { States { Spawn: SPKY B 1 Bright A_FadeOut (0.1) Loop } }
ACTOR SparkFlare_Y3 : SparkFlare_W1 { States { Spawn: SPKY C 1 Bright A_FadeOut (0.1) Loop } }
ACTOR SparkFlare_Y4 : SparkFlare_W1 { States { Spawn: SPKY D 1 Bright A_FadeOut (0.1) Loop } }
ACTOR SparkFlare_Y5 : SparkFlare_W1 { States { Spawn: SPKY E 1 Bright A_FadeOut (0.1) Loop } }
ACTOR SparkFlare_Y6 : SparkFlare_W1 { States { Spawn: SPKY F 1 Bright A_FadeOut (0.1) Loop } }

ACTOR SparkFlare_G1 : SparkFlare_W1 { States { Spawn: SPKG A 1 Bright A_FadeOut(0.1) Loop } }
ACTOR SparkFlare_G2 : SparkFlare_W1 { States { Spawn: SPKG B 1 Bright A_FadeOut(0.1) Loop } }
ACTOR SparkFlare_G3 : SparkFlare_W1 { States { Spawn: SPKG C 1 Bright A_FadeOut(0.1) Loop } }
ACTOR SparkFlare_G4 : SparkFlare_W1 { States { Spawn: SPKG D 1 Bright A_FadeOut(0.1) Loop } }
ACTOR SparkFlare_G5 : SparkFlare_W1 { States { Spawn: SPKG E 1 Bright A_FadeOut(0.1) Loop } }
ACTOR SparkFlare_G6 : SparkFlare_W1 { States { Spawn: SPKG F 1 Bright A_FadeOut(0.1) Loop } }

ACTOR SparkFlare_B1 : SparkFlare_W1 { States { Spawn: SPKB A 1 Bright A_FadeOut(0.1) Loop } }
ACTOR SparkFlare_B2 : SparkFlare_W1 { States { Spawn: SPKB B 1 Bright A_FadeOut(0.1) Loop } }
ACTOR SparkFlare_B3 : SparkFlare_W1 { States { Spawn: SPKB C 1 Bright A_FadeOut(0.1) Loop } }
ACTOR SparkFlare_B4 : SparkFlare_W1 { States { Spawn: SPKB D 1 Bright A_FadeOut(0.1) Loop } }
ACTOR SparkFlare_B5 : SparkFlare_W1 { States { Spawn: SPKB E 1 Bright A_FadeOut(0.1) Loop } }
ACTOR SparkFlare_B6 : SparkFlare_W1 { States { Spawn: SPKB F 1 Bright A_FadeOut(0.1) Loop } }

ACTOR SparkFlare_P1 : SparkFlare_W1 { States { Spawn: SPKP A 1 bright A_FadeOut(0.1) Loop } }
ACTOR SparkFlare_P2 : SparkFlare_W1 { States { Spawn: SPKP B 1 bright A_FadeOut(0.1) Loop } }
ACTOR SparkFlare_P3 : SparkFlare_W1 { States { Spawn: SPKP C 1 bright A_FadeOut(0.1) Loop } }
ACTOR SparkFlare_P4 : SparkFlare_W1 { States { Spawn: SPKP D 1 bright A_FadeOut(0.1) Loop } }
ACTOR SparkFlare_P5 : SparkFlare_W1 { States { Spawn: SPKP E 1 bright A_FadeOut(0.1) Loop } }
ACTOR SparkFlare_P6 : SparkFlare_W1 { States { Spawn: SPKP F 1 bright A_FadeOut(0.1) Loop } }

ACTOR Spark_W1
{
    Height 1
    Radius 2
    Mass 0
    Speed 0.25
    +MISSILE
    +NOBLOCKMAP
    +LOWGRAVITY
    +CLIENTSIDEONLY
    RenderStyle Add
    Scale 0.025
    States
    {
    Spawn:
        SPKW E 1 Bright
        Loop
    Death:
        SPKW E 1 Bright A_FadeOut(0.1)
        Loop
    }
}

ACTOR Spark_W2 : Spark_W1  { Speed 0.5  }
ACTOR Spark_W3 : Spark_W1  { Speed 0.75 }
ACTOR Spark_W4 : Spark_W1  { Speed 1.0  }
ACTOR Spark_W5 : Spark_W1  { Speed 1.25 }
ACTOR Spark_W6 : Spark_W1  { Speed 1.5  }
ACTOR Spark_W7 : Spark_W1  { Speed 1.75 }
ACTOR Spark_W8 : Spark_W1  { Speed 2.0  }
ACTOR Spark_W9 : Spark_W1  { Speed 2.25 }
ACTOR Spark_W10 : Spark_W1 { Speed 2.5  }
ACTOR Spark_W11 : Spark_W1 { Speed 2.75 }
ACTOR Spark_W12 : Spark_W1 { Speed 3.0  }
ACTOR Spark_W13 : Spark_W1 { Speed 3.25 }
ACTOR Spark_W14 : Spark_W1 { Speed 3.5  }
ACTOR Spark_W15 : Spark_W1 { Speed 3.75 }
ACTOR Spark_W16 : Spark_W1 { Speed 4.0  }

ACTOR Spark_R1 : Spark_W1
{
    States
    {
    Spawn:
        SPKR E 1 Bright
        Loop
    Death:
        SPKR E 1 Bright A_FadeOut (0.1)
        Loop
    }
}

ACTOR Spark_R2 : Spark_R1  { Speed 0.5  }
ACTOR Spark_R3 : Spark_R1  { Speed 0.75 }
ACTOR Spark_R4 : Spark_R1  { Speed 1.0  }
ACTOR Spark_R5 : Spark_R1  { Speed 1.25 }
ACTOR Spark_R6 : Spark_R1  { Speed 1.5  }
ACTOR Spark_R7 : Spark_R1  { Speed 1.75 }
ACTOR Spark_R8 : Spark_R1  { Speed 2.0  }
ACTOR Spark_R9 : Spark_R1  { Speed 2.25 }
ACTOR Spark_R10 : Spark_R1 { Speed 2.5  }
ACTOR Spark_R11 : Spark_R1 { Speed 2.75 }
ACTOR Spark_R12 : Spark_R1 { Speed 3.0  }
ACTOR Spark_R13 : Spark_R1 { Speed 3.25 }
ACTOR Spark_R14 : Spark_R1 { Speed 3.5  }
ACTOR Spark_R15 : Spark_R1 { Speed 3.75 }
ACTOR Spark_R16 : Spark_R1 { Speed 4.0  }

ACTOR Spark_O1 : Spark_W1
{
    States
    {
    Spawn:
        SPKO E 1 Bright
        Loop
    Death:
        SPKO E 1 Bright A_FadeOut(0.1)
        Loop
    }
}

ACTOR Spark_O2 : Spark_O1  { Speed 0.5  }
ACTOR Spark_O3 : Spark_O1  { Speed 0.75 }
ACTOR Spark_O4 : Spark_O1  { Speed 1.0  }
ACTOR Spark_O5 : Spark_O1  { Speed 1.25 }
ACTOR Spark_O6 : Spark_O1  { Speed 1.5  }
ACTOR Spark_O7 : Spark_O1  { Speed 1.75 }
ACTOR Spark_O8 : Spark_O1  { Speed 2.0  }
ACTOR Spark_O9 : Spark_O1  { Speed 2.25 }
ACTOR Spark_O10 : Spark_O1 { Speed 2.5  }
ACTOR Spark_O11 : Spark_O1 { Speed 2.75 }
ACTOR Spark_O12 : Spark_O1 { Speed 3.0  }
ACTOR Spark_O13 : Spark_O1 { Speed 3.25 }
ACTOR Spark_O14 : Spark_O1 { Speed 3.5  }
ACTOR Spark_O15 : Spark_O1 { Speed 3.75 }
ACTOR Spark_O16 : Spark_O1 { Speed 4.0  }

ACTOR Spark_Y1 : Spark_W1
{
    States
    {
    Spawn:
        SPKY E 1 Bright
        Loop
    Death:
        SPKY E 1 Bright A_FadeOut (0.1)
        Loop
    }
}

ACTOR Spark_Y2 : Spark_Y1  { Speed 0.5  }
ACTOR Spark_Y3 : Spark_Y1  { Speed 0.75 }
ACTOR Spark_Y4 : Spark_Y1  { Speed 1.0  }
ACTOR Spark_Y5 : Spark_Y1  { Speed 1.25 }
ACTOR Spark_Y6 : Spark_Y1  { Speed 1.5  }
ACTOR Spark_Y7 : Spark_Y1  { Speed 1.75 }
ACTOR Spark_Y8 : Spark_Y1  { Speed 2.0  }
ACTOR Spark_Y9 : Spark_Y1  { Speed 2.25 }
ACTOR Spark_Y10 : Spark_Y1 { Speed 2.5  }
ACTOR Spark_Y11 : Spark_Y1 { Speed 2.75 }
ACTOR Spark_Y12 : Spark_Y1 { Speed 3.0  }
ACTOR Spark_Y13 : Spark_Y1 { Speed 3.25 }
ACTOR Spark_Y14 : Spark_Y1 { Speed 3.5  }
ACTOR Spark_Y15 : Spark_Y1 { Speed 3.75 }
ACTOR Spark_Y16 : Spark_Y1 { Speed 4.0  }

ACTOR Spark_G1 : Spark_W1
{
    States
    {
    Spawn:
        SPKG E 1 Bright
        Loop
    Death:
        SPKG E 1 Bright A_FadeOut(0.1)
        Loop
    }
}

ACTOR Spark_G2 : Spark_G1  { Speed 0.5  }
ACTOR Spark_G3 : Spark_G1  { Speed 0.75 }
ACTOR Spark_G4 : Spark_G1  { Speed 1.0  }
ACTOR Spark_G5 : Spark_G1  { Speed 1.25 }
ACTOR Spark_G6 : Spark_G1  { Speed 1.5  }
ACTOR Spark_G7 : Spark_G1  { Speed 1.75 }
ACTOR Spark_G8 : Spark_G1  { Speed 2.0  }
ACTOR Spark_G9 : Spark_G1  { Speed 2.25 }
ACTOR Spark_G10 : Spark_G1 { Speed 2.5  }
ACTOR Spark_G11 : Spark_G1 { Speed 2.75 }
ACTOR Spark_G12 : Spark_G1 { Speed 3.0  }
ACTOR Spark_G13 : Spark_G1 { Speed 3.25 }
ACTOR Spark_G14 : Spark_G1 { Speed 3.5  }
ACTOR Spark_G15 : Spark_G1 { Speed 3.75 }
ACTOR Spark_G16 : Spark_G1 { Speed 4.0  }

ACTOR Spark_B1 : Spark_W1   
{ 
    States 
    { 
    Spawn: 
        SPKB E 1 Bright 
        Loop 
    Death: 
        SPKB E 1 Bright A_FadeOut(0.1) 
        Loop 
    } 
}

ACTOR Spark_B2 : Spark_B1  { Speed 0.5  }
ACTOR Spark_B3 : Spark_B1  { Speed 0.75 }
ACTOR Spark_B4 : Spark_B1  { Speed 1.0  }
ACTOR Spark_B5 : Spark_B1  { Speed 1.25 }
ACTOR Spark_B6 : Spark_B1  { Speed 1.5  }
ACTOR Spark_B7 : Spark_B1  { Speed 1.75 }
ACTOR Spark_B8 : Spark_B1  { Speed 2.0  }
ACTOR Spark_B9 : Spark_B1  { Speed 2.25 }
ACTOR Spark_B10 : Spark_B1 { Speed 2.5  }
ACTOR Spark_B11 : Spark_B1 { Speed 2.75 }
ACTOR Spark_B12 : Spark_B1 { Speed 3.0  }
ACTOR Spark_B13 : Spark_B1 { Speed 3.25 }
ACTOR Spark_B14 : Spark_B1 { Speed 3.5  }
ACTOR Spark_B15 : Spark_B1 { Speed 3.75 }
ACTOR Spark_B16 : Spark_B1 { Speed 4.0  }

ACTOR Spark_P1 : Spark_W1
{
    States
    {
    Spawn:
        SPKP E 1 Bright
        Loop
    Death:
        SPKP E 1 Bright A_FadeOut(0.1)
        Loop
    }
}

ACTOR Spark_P2 : Spark_P1  { Speed 0.5  }
ACTOR Spark_P3 : Spark_P1  { Speed 0.75 }
ACTOR Spark_P4 : Spark_P1  { Speed 1.0  }
ACTOR Spark_P5 : Spark_P1  { Speed 1.25 }
ACTOR Spark_P6 : Spark_P1  { Speed 1.5  }
ACTOR Spark_P7 : Spark_P1  { Speed 1.75 }
ACTOR Spark_P8 : Spark_P1  { Speed 2.0  }
ACTOR Spark_P9 : Spark_P1  { Speed 2.25 }
ACTOR Spark_P10 : Spark_P1 { Speed 2.5  }
ACTOR Spark_P11 : Spark_P1 { Speed 2.75 }
ACTOR Spark_P12 : Spark_P1 { Speed 3.0  }
ACTOR Spark_P13 : Spark_P1 { Speed 3.25 }
ACTOR Spark_P14 : Spark_P1 { Speed 3.5  }
ACTOR Spark_P15 : Spark_P1 { Speed 3.75 }
ACTOR Spark_P16 : Spark_P1 { Speed 4.0  }

ACTOR SteamSpawner4 20132
{    
    //$Category "Super Demon Decoration"
    //$Title Steam 4
    Height 2
    Radius 1
    Mass 0
    +NOBLOCKMAP
    +NOGRAVITY
    +NOINTERACTION
    +CLIENTSIDEONLY
    States
    {
    Spawn:
    Active:
        TNT1 A 0
        TNT1 A 0 A_JumpIf(Args[0]==1,"Down")
        TNT1 A 0 A_JumpIf(Args[0]>1,"Forward")
        TNT1 A 0 A_JumpIf(Args[1]>0,"UpBurst")
        TNT1 A 0 A_JumpIf(Args[3]>0,2)
	    TNT1 A 0 A_PlaySound("Steam/Loop",7,0.5,1,ATTN_NORM)
        TNT1 A 1 A_SpawnItemEx("SteamParticle",0,0,1,(0.1)*Random(0,4),0,(0.1)*Random(35,40),Random(0,360),128)
        Loop
    Down:
        TNT1 A 0 A_JumpIf(Args[1]>0,"DownBurst")
        TNT1 A 0 A_JumpIf(Args[3]>0,2)
	    TNT1 A 0 A_PlaySound("Steam/Loop",7,0.5,1,ATTN_NORM)
        TNT1 A 1 A_SpawnItemEx("SteamParticle",0,0,0,(0.1)*Random(0,4),0,(-0.1)*Random(35,40),Random(0,360),128)
        Loop
    Forward:
        TNT1 A 0 A_JumpIf(Args[1]>0,"ForwardBurst")
        TNT1 A 0 A_JumpIf(Args[3]>0,2)
	    TNT1 A 0 A_PlaySound("Steam/Loop",7,0.5,1,ATTN_NORM)
        TNT1 A 1 A_SpawnItemEx("SteamParticle",0,0,0,(0.1)*Random(35,40),0,(0.1)*Random(-5,5),Random(-8,8),128)
        Loop
    UpBurst:
        TNT1 A 1 A_Jump(Args[2]/16,1)
        Loop
        TNT1 A 0 A_JumpIf(Args[3]>0,2)
        TNT1 A 0 A_PlaySoundEx("Steam/Fire","SoundSlot7",0)
        TNT1 AAAAAAAAAA 1 A_SpawnItemEx("SteamParticle",0,0,1,(0.1)*Random(0,4),0,(0.1)*Random(35,40),Random(0,360),128)
        TNT1 AAAAAAAAAA 1 A_SpawnItemEx("SteamParticle",0,0,1,(0.1)*Random(0,4),0,(0.1)*Random(35,40),Random(0,360),128)
        TNT1 AAAAAAAAAA 1 A_SpawnItemEx("SteamParticle",0,0,1,(0.1)*Random(0,4),0,(0.1)*Random(35,40),Random(0,360),128)
        Loop
    DownBurst:
        TNT1 A 1 A_Jump(Args[2]/16,1)
        Loop
        TNT1 A 0 A_JumpIf(Args[3]>0,2)
        TNT1 A 0 A_PlaySoundEx("Steam/Fire","SoundSlot7",0)
        TNT1 AAAAAAAAAA 1 A_SpawnItemEx("SteamParticle",0,0,0,(0.1)*Random(0,4),0,(-0.1)*Random(35,40),Random(0,360),128)
        TNT1 AAAAAAAAAA 1 A_SpawnItemEx("SteamParticle",0,0,0,(0.1)*Random(0,4),0,(-0.1)*Random(35,40),Random(0,360),128)
        TNT1 AAAAAAAAAA 1 A_SpawnItemEx("SteamParticle",0,0,0,(0.1)*Random(0,4),0,(-0.1)*Random(35,40),Random(0,360),128)
        Loop
    ForwardBurst:
        TNT1 A 1 A_Jump(Args[2]/16, 1)
        Loop
        TNT1 A 0 A_JumpIf(Args[3]>0,2)
        TNT1 A 0 A_PlaySoundEx("Steam/Fire","SoundSlot7",0)
        TNT1 AAAAAAAAAA 1 A_SpawnItemEx("SteamParticle",0,0,0,(0.1)*Random(35,40),0,(0.1)*Random(-5,5),Random(-8,8),128)
        TNT1 AAAAAAAAAA 1 A_SpawnItemEx("SteamParticle",0,0,0,(0.1)*Random(35,40),0,(0.1)*Random(-5,5),Random(-8,8),128)
        TNT1 AAAAAAAAAA 1 A_SpawnItemEx("SteamParticle",0,0,0,(0.1)*Random(35,40),0,(0.1)*Random(-5,5),Random(-8,8),128)
        Loop
    Inactive:
        TNT1 A 1 A_StopSoundEx("SoundSlot7")
        TNT1 A 1
        Goto Inactive+1
    }
}

ACTOR SteamParticle
{
    Height 1
    Radius 1
    +MISSILE
    +NOGRAVITY
    +NOBLOCKMAP
    RenderStyle Add
    Scale 0.4
    Alpha 0.65
    States
    {
    Spawn:
        STEM A 2 A_SetTranslucent(0.6, 1)
        STEM B 2 A_SetTranslucent(0.55, 1)
        STEM C 2 A_SetTranslucent(0.5, 1)
        STEM D 2 A_SetTranslucent(0.45, 1)
        STEM E 2 A_SetTranslucent(0.4, 1)
        STEM F 2 A_SetTranslucent(0.35, 1)
        STEM G 2 A_SetTranslucent(0.3, 1)
        STEM H 2 A_SetTranslucent(0.25, 1)
        STEM I 2 A_SetTranslucent(0.2, 1)
        STEM J 2 A_SetTranslucent(0.15, 1)
        STEM K 2 A_SetTranslucent(0.1, 1)
        STEM L 2 A_SetTranslucent(0.05, 1)
        Stop
    }
}

ACTOR SteamSpawner : SwitchableDecoration 10031
{    
    //$Category "Super Demon Decoration"
    //$Title Steam
    Height 2
    Radius 1
    Mass 0
    +NOBLOCKMAP
    +NOGRAVITY
    +NOINTERACTION
    +CLIENTSIDEONLY
    States
    {
    Spawn:
    Active:
        TNT1 A 0
        TNT1 A 0 A_JumpIf(Args[0]==1,"Down")
        TNT1 A 0 A_JumpIf(Args[0]>1,"Forward")
        TNT1 A 0 A_JumpIf(Args[1]>0,"UpBurst")
        TNT1 A 0 A_JumpIf(Args[3]>0,2)
	    TNT1 A 0 A_PlaySound("Steam/Loop",CHAN_AUTO,0.5,1,1)
        TNT1 A 1 A_SpawnItemEx("SteamParticle",0,0,1,(0.1)*Random(0,4),0,(0.1)*Random(35,40),Random(0,360),128)
        Loop
    Down:
        TNT1 A 0 A_JumpIf(Args[1]>0,"DownBurst")
        TNT1 A 0 A_JumpIf(Args[3]>0,2)
	    TNT1 A 0 A_PlaySound ("Steam/Loop",CHAN_AUTO,0.5,1,1)
        TNT1 A 1 A_SpawnItemEx("SteamParticle",0,0,0,(0.1)*Random(0,4),0,(-0.1)*Random(35,40),Random(0,360),128)
        Loop
    Forward:
        TNT1 A 0 A_JumpIf(Args[1]>0,"ForwardBurst")
        TNT1 A 0 A_JumpIf(Args[3]>0,2)
	    TNT1 A 0 A_PlaySound ("Steam/Loop",CHAN_AUTO,0.5,1,1)
        TNT1 A 1 A_SpawnItemEx("SteamParticle",0,0,0,(0.1)*Random(35,40),0,(0.1)*Random(-5,5),Random(-8,8),128)
        Loop
    UpBurst:
        TNT1 A 1 A_Jump(Args[2]/16,1)
        Loop
        TNT1 A 0 A_JumpIf(Args[3]>0,2)
	    TNT1 A 0 A_PlaySound ("Steam/Fire",CHAN_AUTO,0.5,1,1)
        TNT1 AAAAAAAAAA 1 A_SpawnItemEx("SteamParticle", 0, 0, 1, (0.1)*Random(0, 4), 0, (0.1)*Random(35, 40), Random(0, 360), 128)
        TNT1 AAAAAAAAAA 1 A_SpawnItemEx("SteamParticle", 0, 0, 1, (0.1)*Random(0, 4), 0, (0.1)*Random(35, 40), Random(0, 360), 128)
        TNT1 AAAAAAAAAA 1 A_SpawnItemEx("SteamParticle", 0, 0, 1, (0.1)*Random(0, 4), 0, (0.1)*Random(35, 40), Random(0, 360), 128)
        Loop
    DownBurst:
        TNT1 A 1 A_Jump(Args[2]/16,1)
        Loop
        TNT1 A 0 A_JumpIf(Args[3]>0,2)
	    TNT1 A 0 A_PlaySound("Steam/Fire",CHAN_AUTO,0.5,1,1)
        TNT1 AAAAAAAAAA 1 A_SpawnItemEx("SteamParticle",0,0,0,(0.1)*Random(0,4),0,(-0.1)*Random(35,40),Random(0,360),128)
        TNT1 AAAAAAAAAA 1 A_SpawnItemEx("SteamParticle",0,0,0,(0.1)*Random(0,4),0,(-0.1)*Random(35,40),Random(0,360),128)
        TNT1 AAAAAAAAAA 1 A_SpawnItemEx("SteamParticle",0,0,0,(0.1)*Random(0,4),0,(-0.1)*Random(35,40),Random(0,360),128)
        Loop
    ForwardBurst:
        TNT1 A 1 A_Jump(Args[2]/16,1)
        Loop
        TNT1 A 0 A_JumpIf(Args[3]>0,2)
	    TNT1 A 0 A_PlaySound("Steam/Fire",CHAN_AUTO,0.5,1,1)
        TNT1 AAAAAAAAAA 1 A_SpawnItemEx("SteamParticle",0,0,0,(0.1)*Random(35,40),0,(0.1)*Random(-5,5),Random(-8,8),128)
        TNT1 AAAAAAAAAA 1 A_SpawnItemEx("SteamParticle",0,0,0,(0.1)*Random(35,40),0,(0.1)*Random(-5,5),Random(-8,8),128)
        TNT1 AAAAAAAAAA 1 A_SpawnItemEx("SteamParticle",0,0,0,(0.1)*Random(35,40),0,(0.1)*Random(-5,5),Random(-8,8),128)
        Loop
    Inactive:
	    TNT1 A 1 A_StopSound(CHAN_AUTO)
        TNT1 A 1
        Goto Inactive+1
    }
}

ACTOR 37SummonSpark : SwitchableDecoration 13531
{    
    //$Category "Super Demon Decoration"
    //$Title Spark
    Height 8
    Radius 4
    +NOBLOCKMAP
    +NOGRAVITY
    +NOINTERACTION
    +CLIENTSIDEONLY
    +NOCLIP
    States
    {
    Spawn:
        TNT1 A 0
        TNT1 A 0
        TNT1 A 0 A_PlaySound("World/Spark")
        TNT1 A 0 A_Jump(256,1,2,3,4,5,6)
        TNT1 A 1 A_SpawnItemEx("LMSparkFlare_O1",0,0,0,0,0,0,0,128)
        Goto SpawnSparks
        TNT1 A 1 A_SpawnItemEx("LMSparkFlare_O2",0,0,0,0,0,0,0,128)
        Goto SpawnSparks
        TNT1 A 1 A_SpawnItemEx("LMSparkFlare_O3",0,0,0,0,0,0,0,128)
        Goto SpawnSparks
        TNT1 A 1 A_SpawnItemEx("LMSparkFlare_O4",0,0,0,0,0,0,0,128)
        Goto SpawnSparks
        TNT1 A 1 A_SpawnItemEx("LMSparkFlare_O5",0,0,0,0,0,0,0,128)
        Goto SpawnSparks
        TNT1 A 1 A_SpawnItemEx("LMSparkFlare_O6",0,0,0,0,0,0,0,128)
        Goto SpawnSparks
    SpawnSparks:
        TNT1 A 0
        Goto SpawnSide
    SpawnSide:
        TNT1 AA 0 A_CustomMissile("LMSpark_O1",0,0,Random(-23,23),2,Random(157,203))
        TNT1 AA 0 A_CustomMissile("LMSpark_O2",0,0,Random(-23,23),2,Random(157,203))
        TNT1 AA 0 A_CustomMissile("LMSpark_O3",0,0,Random(-23,23),2,Random(157,203))
        TNT1 AA 0 A_CustomMissile("LMSpark_O4",0,0,Random(-23,23),2,Random(157,203))
        TNT1 AA 0 A_CustomMissile("LMSpark_O5",0,0,Random(-23,23),2,Random(157,203))
        TNT1 AA 0 A_CustomMissile("LMSpark_O6",0,0,Random(-23,23),2,Random(157,203))
        TNT1 AA 0 A_CustomMissile("LMSpark_O7",0,0,Random(-23,23),2,Random(157,203))
        TNT1 AA 0 A_CustomMissile("LMSpark_O8",0,0,Random(-23,23),2,Random(157,203))
        TNT1 AA 0 A_CustomMissile("LMSpark_O9",0,0,Random(-23,23),2,Random(157,203))
        TNT1 AA 0 A_CustomMissile("LMSpark_O10",0,0,Random(-23,23),2,Random(157,203))
        TNT1 AA 0 A_CustomMissile("LMSpark_O11",0,0,Random(-23,23),2,Random(157,203))
        TNT1 AA 0 A_CustomMissile("LMSpark_O12",0,0,Random(-23,23),2,Random(157,203))
        TNT1 AA 0 A_CustomMissile("LMSpark_O13",0,0,Random(-23,23),2,Random(157,203))
        TNT1 AA 0 A_CustomMissile("LMSpark_O14",0,0,Random(-23,23),2,Random(157,203))
        TNT1 AA 0 A_CustomMissile("LMSpark_O15",0,0,Random(-23,23),2,Random(157,203))
        TNT1 AA 0 A_CustomMissile("LMSpark_O16",0,0,Random(-23,23),2,Random(157,203))
	    Stop
    }
}

ACTOR NonLoudSteamSpawner : SwitchableDecoration 10030 
{    
    //$Category "Super Demon Decoration"
    //$Title Steam (Non Loud)
    Height 2
    Radius 1
    Mass 0
    +NOBLOCKMAP
    +NOGRAVITY
    +NOINTERACTION
    +CLIENTSIDEONLY
    States
    {
    Spawn:
    Active:
        TNT1 A 0
        TNT1 A 0 A_JumpIf(Args[0]==1,"Down")
        TNT1 A 0 A_JumpIf(Args[0]>1,"Forward")
        TNT1 A 0 A_JumpIf(Args[1]>0,"UpBurst")
        TNT1 A 0 A_JumpIf(Args[3]>0,2)
	    TNT1 A 0 A_PlaySound("",CHAN_AUTO,0.5,1,1)
        TNT1 A 1 A_SpawnItemEx("31SteamParticle",0,0,1,(0.1)*Random(0,4),0,(0.1)*Random(35,40),Random(0,360),128)
        Loop
    Down:
        TNT1 A 0 A_JumpIf(Args[1]>0,"DownBurst")
        TNT1 A 0 A_JumpIf(Args[3]>0,2)
	    TNT1 A 0 A_PlaySound ("", CHAN_AUTO,0.5,1,1)
        TNT1 A 1 A_SpawnItemEx("31SteamParticle",0,0,0,(0.1)*Random(0,4),0,(-0.1)*Random(35,40),Random(0,360),128)
        Loop
    Forward:
        TNT1 A 0 A_JumpIf(Args[1]>0,"ForwardBurst")
        TNT1 A 0 A_JumpIf(Args[3]>0,2)
	    TNT1 A 0 A_PlaySound ("",CHAN_AUTO,0.5,1,1)
        TNT1 A 1 A_SpawnItemEx("31SteamParticle",0,0,0,(0.1)*Random(35,40),0,(0.1)*Random(-5,5),Random(-8,8),128)
        Loop
    UpBurst:
        TNT1 A 1 A_Jump(Args[2]/16,1)
        Loop
        TNT1 A 0 A_JumpIf(Args[3]>0,2)
	    TNT1 A 0 A_PlaySound ("",CHAN_AUTO,0.5,1,1)
        TNT1 AAAAAAAAAA 1 A_SpawnItemEx("31SteamParticle",0,0,1,(0.1)*Random(0,4),0,(0.1)*Random(35,40),Random(0,360),128)
        TNT1 AAAAAAAAAA 1 A_SpawnItemEx("31SteamParticle",0,0,1,(0.1)*Random(0,4),0,(0.1)*Random(35,40),Random(0,360),128)
        TNT1 AAAAAAAAAA 1 A_SpawnItemEx("31SteamParticle",0,0,1,(0.1)*Random(0,4),0,(0.1)*Random(35,40),Random(0,360),128)
        Loop
    DownBurst:
        TNT1 A 1 A_Jump(Args[2]/16,1)
        Loop
        TNT1 A 0 A_JumpIf(Args[3]>0,2)
	    TNT1 A 0 A_PlaySound("",CHAN_AUTO,0.5,1,1)
        TNT1 AAAAAAAAAA 1 A_SpawnItemEx("31SteamParticle",0,0,0,(0.1)*Random(0,4),0,(-0.1)*Random(35,40),Random(0,360),128)
        TNT1 AAAAAAAAAA 1 A_SpawnItemEx("31SteamParticle",0,0,0,(0.1)*Random(0,4),0,(-0.1)*Random(35,40),Random(0,360),128)
        TNT1 AAAAAAAAAA 1 A_SpawnItemEx("31SteamParticle",0,0,0,(0.1)*Random(0,4),0,(-0.1)*Random(35,40),Random(0,360),128)
        Loop
    ForwardBurst:
        TNT1 A 1 A_Jump(Args[2]/16,1)
        Loop
        TNT1 A 0 A_JumpIf(Args[3]>0,2)
	    TNT1 A 0 A_PlaySound("",CHAN_AUTO,0.5,1,1)
        TNT1 AAAAAAAAAA 1 A_SpawnItemEx("31SteamParticle",0,0,0,(0.1)*Random(35,40),0,(0.1)*Random(-5,5),Random(-8,8),128)
        TNT1 AAAAAAAAAA 1 A_SpawnItemEx("31SteamParticle",0,0,0,(0.1)*Random(35,40),0,(0.1)*Random(-5,5),Random(-8,8),128)
        TNT1 AAAAAAAAAA 1 A_SpawnItemEx("31SteamParticle",0,0,0,(0.1)*Random(35,40),0,(0.1)*Random(-5,5),Random(-8,8),128)
        Loop
    Inactive:
	    TNT1 A 1 A_StopSound(CHAN_AUTO)
        TNT1 A 1
        Goto Inactive+1
    }
}

ACTOR 31SteamParticle
{
    Height 1
    Radius 1
    +MISSILE
    +NOGRAVITY
    +NOBLOCKMAP
    RenderStyle Add
    Scale 0.4
    Alpha 0.65
    States
    {
    Spawn:
        STEM A 2 A_SetTranslucent(0.6,1)
        STEM B 2 A_SetTranslucent(0.55,1)
        STEM C 2 A_SetTranslucent(0.5,1)
        STEM D 2 A_SetTranslucent(0.45,1)
        STEM E 2 A_SetTranslucent(0.4,1)
        STEM F 2 A_SetTranslucent(0.35,1)
        STEM G 2 A_SetTranslucent(0.3,1)
        STEM H 2 A_SetTranslucent(0.25,1)
        STEM I 2 A_SetTranslucent(0.2,1)
        STEM J 2 A_SetTranslucent(0.15,1)
        STEM K 2 A_SetTranslucent(0.1,1)
        STEM L 2 A_SetTranslucent(0.05,1)
        Stop
    }
}

ACTOR 31SteamSpawner : SwitchableDecoration 13532 
{    
    //$Category "Super Demon Decoration"
    //$Title Steam 2
    Height 2
    Radius 1
    Mass 0
    +NOBLOCKMAP
    +NOGRAVITY
    +NOINTERACTION
    +CLIENTSIDEONLY
    States
    {
    Spawn:
    Active:
        TNT1 A 0
        TNT1 A 0 A_JumpIf(Args[0]==1,"Down")
        TNT1 A 0 A_JumpIf(Args[0]>1,"Forward")
        TNT1 A 0 A_JumpIf(Args[1]>0,"UpBurst")
        TNT1 A 0 A_JumpIf(Args[3]>0,2)
	    TNT1 A 0 A_PlaySound("Steam/Loop",CHAN_AUTO,0.6,1,1)
        TNT1 A 1 A_SpawnItemEx("31SteamParticle",0,0,1,(0.1)*Random(0,4),0,(0.1)*Random(35,40),Random(0,360),128)
        Loop
    Down:
        TNT1 A 0 A_JumpIf(Args[1]>0,"DownBurst")
        TNT1 A 0 A_JumpIf(Args[3]>0,2)
	    TNT1 A 0 A_PlaySound("Steam/Loop",CHAN_AUTO,0.6,1,1)
        TNT1 A 1 A_SpawnItemEx("31SteamParticle",0,0,0,(0.1)*Random(0,4),0,(-0.1)*Random(35,40),Random(0,360),128)
        Loop
    Forward:
        TNT1 A 0 A_JumpIf(Args[1]>0,"ForwardBurst")
        TNT1 A 0 A_JumpIf(Args[3]>0,2)
	    TNT1 A 0 A_PlaySound("Steam/Loop",CHAN_AUTO,0.6,1,1)
        TNT1 A 1 A_SpawnItemEx("31SteamParticle",0,0,0,(0.1)*Random(35,40),0,(0.1)*Random(-5,5),Random(-8,8),128)
        Loop
    UpBurst:
        TNT1 A 1 A_Jump(Args[2]/16,1)
        Loop
        TNT1 A 0 A_JumpIf(Args[3]>0,2)
	    TNT1 A 0 A_PlaySound("Steam/Fire",CHAN_AUTO,0.6,1,1)
        TNT1 AAAAAAAAAA 1 A_SpawnItemEx("31SteamParticle",0,0,1,(0.1)*Random(0,4),0,(0.1)*Random(35,40),Random(0,360),128)
        TNT1 AAAAAAAAAA 1 A_SpawnItemEx("31SteamParticle",0,0,1,(0.1)*Random(0,4),0,(0.1)*Random(35,40),Random(0,360),128)
        TNT1 AAAAAAAAAA 1 A_SpawnItemEx("31SteamParticle",0,0,1,(0.1)*Random(0,4),0,(0.1)*Random(35,40),Random(0,360),128)
        Loop
    DownBurst:
        TNT1 A 1 A_Jump(Args[2]/16,1)
        Loop
        TNT1 A 0 A_JumpIf(Args[3]>0,2)
	    TNT1 A 0 A_PlaySound("Steam/Fire",CHAN_AUTO,0.6,1,1)
        TNT1 AAAAAAAAAA 1 A_SpawnItemEx("31SteamParticle",0,0,0,(0.1)*Random(0,4),0,(-0.1)*Random(35,40),Random(0,360),128)
        TNT1 AAAAAAAAAA 1 A_SpawnItemEx("31SteamParticle",0,0,0,(0.1)*Random(0,4),0,(-0.1)*Random(35,40),Random(0,360),128)
        TNT1 AAAAAAAAAA 1 A_SpawnItemEx("31SteamParticle",0,0,0,(0.1)*Random(0,4),0,(-0.1)*Random(35,40),Random(0,360),128)
        Loop
    ForwardBurst:
        TNT1 A 1 A_Jump(Args[2]/16,1)
        Loop
        TNT1 A 0 A_JumpIf(Args[3]>0,2)
	    TNT1 A 0 A_PlaySound("Steam/Fire",CHAN_AUTO,0.6,1,1)
        TNT1 AAAAAAAAAA 1 A_SpawnItemEx("31SteamParticle",0,0,0,(0.1)*Random(35,40),0,(0.1)*Random(-5,5),Random(-8,8),128)
        TNT1 AAAAAAAAAA 1 A_SpawnItemEx("31SteamParticle",0,0,0,(0.1)*Random(35,40),0,(0.1)*Random(-5,5),Random(-8,8),128)
        TNT1 AAAAAAAAAA 1 A_SpawnItemEx("31SteamParticle",0,0,0,(0.1)*Random(35,40),0,(0.1)*Random(-5,5),Random(-8,8),128)
        Loop
    Inactive:
	    TNT1 A 1 A_StopSound(CHAN_AUTO)
        TNT1 A 1
        Goto Inactive+1
    }
}

ACTOR LMWhiteSparkSpawner : SwitchableDecoration 10021
{    
    //$Category "Super Demon Decoration"
    //$Title White Spark 2
    Height 8
    Radius 4
    +NOBLOCKMAP
    +NOGRAVITY
    +NOINTERACTION
    +CLIENTSIDEONLY
    +NOCLIP
    States
    {
    Spawn:
        TNT1 A 0
        TNT1 A 0 A_JumpIf(Args[2]>0,"Inactive")
        TNT1 A 10 A_Jump(Args[1]/16,"Active")
        Loop
    Active:
        TNT1 A 0
        TNT1 A 0 A_PlaySound("World/Spark")
        TNT1 A 0 A_Jump(256,1,2,3,4,5,6)
        TNT1 A 1 A_SpawnItemEx("LMSparkFlare_W1",0,0,0,0,0,0,0,128)
        Goto SpawnSparks
        TNT1 A 1 A_SpawnItemEx("LMSparkFlare_W2",0,0,0,0,0,0,0,128)
        Goto SpawnSparks
        TNT1 A 1 A_SpawnItemEx("LMSparkFlare_W3",0,0,0,0,0,0,0,128)
        Goto SpawnSparks
        TNT1 A 1 A_SpawnItemEx("LMSparkFlare_W4",0,0,0,0,0,0,0,128)
        Goto SpawnSparks
        TNT1 A 1 A_SpawnItemEx("LMSparkFlare_W5",0,0,0,0,0,0,0,128)
        Goto SpawnSparks
        TNT1 A 1 A_SpawnItemEx("LMSparkFlare_W6",0,0,0,0,0,0,0,128)
        Goto SpawnSparks
    SpawnSparks:
        TNT1 A 0 A_JumpIf(Args[0]==1,"SpawnDown")
        TNT1 A 0 A_JumpIf(Args[0]>1,"SpawnSide")
        Goto SpawnUp
    SpawnUp:
        TNT1 AA 0 A_CustomMissile("LMSpark_W1",0,0,Random(0,360),2,Random(67,113))
        TNT1 AA 0 A_CustomMissile("LMSpark_W2",0,0,Random(0,360),2,Random(67,113))
        TNT1 AA 0 A_CustomMissile("LMSpark_W3",0,0,Random(0,360),2,Random(67,113))
        TNT1 AA 0 A_CustomMissile("LMSpark_W4",0,0,Random(0,360),2,Random(67,113))
        TNT1 AA 0 A_CustomMissile("LMSpark_W5",0,0,Random(0,360),2,Random(67,113))
        TNT1 AA 0 A_CustomMissile("LMSpark_W6",0,0,Random(0,360),2,Random(67,113))
        TNT1 AA 0 A_CustomMissile("LMSpark_W7",0,0,Random(0,360),2,Random(67,113))
        TNT1 AA 0 A_CustomMissile("LMSpark_W8",0,0,Random(0,360),2,Random(67,113))
        TNT1 AA 0 A_CustomMissile("LMSpark_W9",0,0,Random(0,360),2,Random(67,113))
        TNT1 AA 0 A_CustomMissile("LMSpark_W10",0,0,Random(0,360),2,Random(67,113))
        TNT1 AA 0 A_CustomMissile("LMSpark_W11",0,0,Random(0,360),2,Random(67,113))
        TNT1 AA 0 A_CustomMissile("LMSpark_W12",0,0,Random(0,360),2,Random(67,113))
        TNT1 AA 0 A_CustomMissile("LMSpark_W13",0,0,Random(0,360),2,Random(67,113))
        TNT1 AA 0 A_CustomMissile("LMSpark_W14",0,0,Random(0,360),2,Random(67,113))
        TNT1 AA 0 A_CustomMissile("LMSpark_W15",0,0,Random(0,360),2,Random(67,113))
        TNT1 AA 0 A_CustomMissile("LMSpark_W16",0,0,Random(0,360),2,Random(67,113))
        TNT1 A 1 A_JumpIf(Args[2]>0,1)
        Goto Spawn
        TNT1 A 1
        Goto Inactive
    SpawnDown:
        TNT1 AA 0 A_CustomMissile("LMSpark_W1",0,0,Random(0,360),2,Random(-67,-113))
        TNT1 AA 0 A_CustomMissile("LMSpark_W2",0,0,Random(0,360),2,Random(-67,-113))
        TNT1 AA 0 A_CustomMissile("LMSpark_W3",0,0,Random(0,360),2,Random(-67,-113))
        TNT1 AA 0 A_CustomMissile("LMSpark_W4",0,0,Random(0,360),2,Random(-67,-113))
        TNT1 AA 0 A_CustomMissile("LMSpark_W5",0,0,Random(0,360),2,Random(-67,-113))
        TNT1 AA 0 A_CustomMissile("LMSpark_W6",0,0,Random(0,360),2,Random(-67,-113))
        TNT1 AA 0 A_CustomMissile("LMSpark_W7",0,0,Random(0,360),2,Random(-67,-113))
        TNT1 AA 0 A_CustomMissile("LMSpark_W8",0,0,Random(0,360),2,Random(-67,-113))
        TNT1 AA 0 A_CustomMissile("LMSpark_W9",0,0,Random(0,360),2,Random(-67,-113))
        TNT1 AA 0 A_CustomMissile("LMSpark_W10",0,0,Random(0,360),2,Random(-67,-113))
        TNT1 AA 0 A_CustomMissile("LMSpark_W11",0,0,Random(0,360),2,Random(-67,-113))
        TNT1 AA 0 A_CustomMissile("LMSpark_W12",0,0,Random(0,360),2,Random(-67,-113))
        TNT1 AA 0 A_CustomMissile("LMSpark_W13",0,0,Random(0,360),2,Random(-67,-113))
        TNT1 AA 0 A_CustomMissile("LMSpark_W14",0,0,Random(0,360),2,Random(-67,-113))
        TNT1 AA 0 A_CustomMissile("LMSpark_W15",0,0,Random(0,360),2,Random(-67,-113))
        TNT1 AA 0 A_CustomMissile("LMSpark_W16",0,0,Random(0,360),2,Random(-67,-113))
        TNT1 A 1 A_JumpIf(Args[2]>0,1)
        Goto Spawn
        TNT1 A 1
        Goto Inactive
    SpawnSide:
        TNT1 AA 0 A_CustomMissile("LMSpark_W1",0,0,Random(-23,23),2,Random(157,203))
        TNT1 AA 0 A_CustomMissile("LMSpark_W2",0,0,Random(-23,23),2,Random(157,203))
        TNT1 AA 0 A_CustomMissile("LMSpark_W3",0,0,Random(-23,23),2,Random(157,203))
        TNT1 AA 0 A_CustomMissile("LMSpark_W4",0,0,Random(-23,23),2,Random(157,203))
        TNT1 AA 0 A_CustomMissile("LMSpark_W5",0,0,Random(-23,23),2,Random(157,203))
        TNT1 AA 0 A_CustomMissile("LMSpark_W6",0,0,Random(-23,23),2,Random(157,203))
        TNT1 AA 0 A_CustomMissile("LMSpark_W7",0,0,Random(-23,23),2,Random(157,203))
        TNT1 AA 0 A_CustomMissile("LMSpark_W8",0,0,Random(-23,23),2,Random(157,203))
        TNT1 AA 0 A_CustomMissile("LMSpark_W9",0,0,Random(-23,23),2,Random(157,203))
        TNT1 AA 0 A_CustomMissile("LMSpark_W10",0,0,Random(-23,23),2,Random(157,203))
        TNT1 AA 0 A_CustomMissile("LMSpark_W11",0,0,Random(-23,23),2,Random(157,203))
        TNT1 AA 0 A_CustomMissile("LMSpark_W12",0,0,Random(-23,23),2,Random(157,203))
        TNT1 AA 0 A_CustomMissile("LMSpark_W13",0,0,Random(-23,23),2,Random(157,203))
        TNT1 AA 0 A_CustomMissile("LMSpark_W14",0,0,Random(-23,23),2,Random(157,203))
        TNT1 AA 0 A_CustomMissile("LMSpark_W15",0,0,Random(-23,23),2,Random(157,203))
        TNT1 AA 0 A_CustomMissile("LMSpark_W16",0,0,Random(-23,23),2,Random(157,203))
        TNT1 A 1 A_JumpIf(Args[2]>0,1)
        Goto Spawn
        TNT1 A 1
        Goto Inactive
    Inactive:
        TNT1 A -1
        Loop
    }
}

ACTOR RedSparkSpawner : SwitchableDecoration 10022
{    
    //$Category "Super Demon Decoration"
    //$Title Red Spark 2
    Height 8
    Radius 4
    +NOBLOCKMAP
    +NOGRAVITY
    +NOINTERACTION
    +CLIENTSIDEONLY
    +NOCLIP
    States
    {
    Spawn:
        TNT1 A 0
        TNT1 A 0 A_JumpIf(Args[2]>0,"Inactive")
        TNT1 A 10 A_Jump(Args[1]/16,"Active")
        Loop
    Active:
        TNT1 A 0
        TNT1 A 0 A_PlaySound("World/Spark")
        TNT1 A 0 A_Jump(256,1,2,3,4,5,6)
        TNT1 A 1 A_SpawnItemEx("SparkFlare_R1",0,0,0,0,0,0,0,128)
        Goto SpawnSparks
        TNT1 A 1 A_SpawnItemEx("LMSparkFlare_R2",0,0,0,0,0,0,0,128)
        Goto SpawnSparks
        TNT1 A 1 A_SpawnItemEx("LMSparkFlare_R3",0,0,0,0,0,0,0,128)
        Goto SpawnSparks
        TNT1 A 1 A_SpawnItemEx("LMSparkFlare_R4",0,0,0,0,0,0,0,128)
        Goto SpawnSparks
        TNT1 A 1 A_SpawnItemEx("LMSparkFlare_R5",0,0,0,0,0,0,0,128)
        Goto SpawnSparks
        TNT1 A 1 A_SpawnItemEx("LMSparkFlare_R6",0,0,0,0,0,0,0,128)
        Goto SpawnSparks
    SpawnSparks:
        TNT1 A 0 A_JumpIf(Args[0]==1,"SpawnDown")
        TNT1 A 0 A_JumpIf(Args[0]>1,"SpawnSide")
        Goto SpawnUp
    SpawnUp:
        TNT1 AA 0 A_CustomMissile("LMSpark_R1",0,0,Random(0,360),2,Random(67,113))
        TNT1 AA 0 A_CustomMissile("LMSpark_R2",0,0,Random(0,360),2,Random(67,113))
        TNT1 AA 0 A_CustomMissile("LMSpark_R3",0,0,Random(0,360),2,Random(67,113))
        TNT1 AA 0 A_CustomMissile("LMSpark_R4",0,0,Random(0,360),2,Random(67,113))
        TNT1 AA 0 A_CustomMissile("LMSpark_R5",0,0,Random(0,360),2,Random(67,113))
        TNT1 AA 0 A_CustomMissile("LMSpark_R6",0,0,Random(0,360),2,Random(67,113))
        TNT1 AA 0 A_CustomMissile("LMSpark_R7",0,0,Random(0,360),2,Random(67,113))
        TNT1 AA 0 A_CustomMissile("LMSpark_R8",0,0,Random(0,360),2,Random(67,113))
        TNT1 AA 0 A_CustomMissile("LMSpark_R9",0,0,Random(0,360),2,Random(67,113))
        TNT1 AA 0 A_CustomMissile("LMSpark_R10",0,0,Random(0,360),2,Random(67,113))
        TNT1 AA 0 A_CustomMissile("LMSpark_R11",0,0,Random(0,360),2,Random(67,113))
        TNT1 AA 0 A_CustomMissile("LMSpark_R12",0,0,Random(0,360),2,Random(67,113))
        TNT1 AA 0 A_CustomMissile("LMSpark_R13",0,0,Random(0,360),2,Random(67,113))
        TNT1 AA 0 A_CustomMissile("LMSpark_R14",0,0,Random(0,360),2,Random(67,113))
        TNT1 AA 0 A_CustomMissile("LMSpark_R15",0,0,Random(0,360),2,Random(67,113))
        TNT1 AA 0 A_CustomMissile("LMSpark_R16",0,0,Random(0,360),2,Random(67,113))
        TNT1 A 1 A_JumpIf(Args[2]>0,1)
        Goto Spawn
        TNT1 A 1
        Goto Inactive
    SpawnDown:
        TNT1 AA 0 A_CustomMissile("LMSpark_R1",0,0,Random(0,360),2,Random(-67,-113))
        TNT1 AA 0 A_CustomMissile("LMSpark_R2",0,0,Random(0,360),2,Random(-67,-113))
        TNT1 AA 0 A_CustomMissile("LMSpark_R3",0,0,Random(0,360),2,Random(-67,-113))
        TNT1 AA 0 A_CustomMissile("LMSpark_R4",0,0,Random(0,360),2,Random(-67,-113))
        TNT1 AA 0 A_CustomMissile("LMSpark_R5",0,0,Random(0,360),2,Random(-67,-113))
        TNT1 AA 0 A_CustomMissile("LMSpark_R6",0,0,Random(0,360),2,Random(-67,-113))
        TNT1 AA 0 A_CustomMissile("LMSpark_R7",0,0,Random(0,360),2,Random(-67,-113))
        TNT1 AA 0 A_CustomMissile("LMSpark_R8",0,0,Random(0,360),2,Random(-67,-113))
        TNT1 AA 0 A_CustomMissile("LMSpark_R9",0,0,Random(0,360),2,Random(-67,-113))
        TNT1 AA 0 A_CustomMissile("LMSpark_R10",0,0,Random(0,360),2,Random(-67,-113))
        TNT1 AA 0 A_CustomMissile("LMSpark_R11",0,0,Random(0,360),2,Random(-67,-113))
        TNT1 AA 0 A_CustomMissile("LMSpark_R12",0,0,Random(0,360),2,Random(-67,-113))
        TNT1 AA 0 A_CustomMissile("LMSpark_R13",0,0,Random(0,360),2,Random(-67,-113))
        TNT1 AA 0 A_CustomMissile("LMSpark_R14",0,0,Random(0,360),2,Random(-67,-113))
        TNT1 AA 0 A_CustomMissile("LMSpark_R15",0,0,Random(0,360),2,Random(-67,-113))
        TNT1 AA 0 A_CustomMissile("LMSpark_R16",0,0,Random(0,360),2,Random(-67,-113))
        TNT1 A 1 A_JumpIf(Args[2]>0,1)
        Goto Spawn
        TNT1 A 1
        Goto Inactive
    SpawnSide:
        TNT1 AA 0 A_CustomMissile("LMSpark_R1",0,0,Random(-23,23),2,Random(157,203))
        TNT1 AA 0 A_CustomMissile("LMSpark_R2",0,0,Random(-23,23),2,Random(157,203))
        TNT1 AA 0 A_CustomMissile("LMSpark_R3",0,0,Random(-23,23),2,Random(157,203))
        TNT1 AA 0 A_CustomMissile("LMSpark_R4",0,0,Random(-23,23),2,Random(157,203))
        TNT1 AA 0 A_CustomMissile("LMSpark_R5",0,0,Random(-23,23),2,Random(157,203))
        TNT1 AA 0 A_CustomMissile("LMSpark_R6",0,0,Random(-23,23),2,Random(157,203))
        TNT1 AA 0 A_CustomMissile("LMSpark_R7",0,0,Random(-23,23),2,Random(157,203))
        TNT1 AA 0 A_CustomMissile("LMSpark_R8",0,0,Random(-23,23),2,Random(157,203))
        TNT1 AA 0 A_CustomMissile("LMSpark_R9",0,0,Random(-23,23),2,Random(157,203))
        TNT1 AA 0 A_CustomMissile("LMSpark_R10",0,0,Random(-23,23),2,Random(157,203))
        TNT1 AA 0 A_CustomMissile("LMSpark_R11",0,0,Random(-23,23),2,Random(157,203))
        TNT1 AA 0 A_CustomMissile("LMSpark_R12",0,0,Random(-23,23),2,Random(157,203))
        TNT1 AA 0 A_CustomMissile("LMSpark_R13",0,0,Random(-23,23),2,Random(157,203))
        TNT1 AA 0 A_CustomMissile("LMSpark_R14",0,0,Random(-23,23),2,Random(157,203))
        TNT1 AA 0 A_CustomMissile("LMSpark_R15",0,0,Random(-23,23),2,Random(157,203))
        TNT1 AA 0 A_CustomMissile("LMSpark_R16",0,0,Random(-23,23),2,Random(157,203))
        TNT1 A 1 A_JumpIf(Args[2]>0,1)
        Goto Spawn
        TNT1 A 1
        Goto Inactive
    Inactive:
        TNT1 A -1
        Loop
    }
}

ACTOR LMOrangeSparkSpawner : SwitchableDecoration 10023
{    
    //$Category "Super Demon Decoration"
    //$Title Orange Spark 2
    Height 8
    Radius 4
    +NOBLOCKMAP
    +NOGRAVITY
    +NOINTERACTION
    +CLIENTSIDEONLY
    +NOCLIP
    States
    {
    Spawn:
        TNT1 A 0
        TNT1 A 0 A_JumpIf(Args[2]>0,"Inactive")
        TNT1 A 10 A_Jump(Args[1]/16,"Active")
        Loop
    Active:
        TNT1 A 0
        TNT1 A 0 A_PlaySound("World/Spark")
        TNT1 A 0 A_Jump(256,1,2,3,4,5,6)
        TNT1 A 1 A_SpawnItemEx("LMSparkFlare_O1",0,0,0,0,0,0,0,128)
        Goto SpawnSparks
        TNT1 A 1 A_SpawnItemEx("LMSparkFlare_O2",0,0,0,0,0,0,0,128)
        Goto SpawnSparks
        TNT1 A 1 A_SpawnItemEx("LMSparkFlare_O3",0,0,0,0,0,0,0,128)
        Goto SpawnSparks
        TNT1 A 1 A_SpawnItemEx("LMSparkFlare_O4",0,0,0,0,0,0,0,128)
        Goto SpawnSparks
        TNT1 A 1 A_SpawnItemEx("LMSparkFlare_O5",0,0,0,0,0,0,0,128)
        Goto SpawnSparks
        TNT1 A 1 A_SpawnItemEx("LMSparkFlare_O6",0,0,0,0,0,0,0,128)
        Goto SpawnSparks
    SpawnSparks:
        TNT1 A 0 A_JumpIf(Args[0]==1,"SpawnDown")
        TNT1 A 0 A_JumpIf(Args[0]>1,"SpawnSide")
        Goto SpawnUp
    SpawnUp:
        TNT1 AA 0 A_CustomMissile("LMSpark_O1",0,0,Random(0,360),2,Random(67,113))
        TNT1 AA 0 A_CustomMissile("LMSpark_O2",0,0,Random(0,360),2,Random(67,113))
        TNT1 AA 0 A_CustomMissile("LMSpark_O3",0,0,Random(0,360),2,Random(67,113))
        TNT1 AA 0 A_CustomMissile("LMSpark_O4",0,0,Random(0,360),2,Random(67,113))
        TNT1 AA 0 A_CustomMissile("LMSpark_O5",0,0,Random(0,360),2,Random(67,113))
        TNT1 AA 0 A_CustomMissile("LMSpark_O6",0,0,Random(0,360),2,Random(67,113))
        TNT1 AA 0 A_CustomMissile("LMSpark_O7",0,0,Random(0,360),2,Random(67,113))
        TNT1 AA 0 A_CustomMissile("LMSpark_O8",0,0,Random(0,360),2,Random(67,113))
        TNT1 AA 0 A_CustomMissile("LMSpark_O9",0,0,Random(0,360),2,Random(67,113))
        TNT1 AA 0 A_CustomMissile("LMSpark_O10",0,0,Random(0,360),2,Random(67,113))
        TNT1 AA 0 A_CustomMissile("LMSpark_O11",0,0,Random(0,360),2,Random(67,113))
        TNT1 AA 0 A_CustomMissile("LMSpark_O12",0,0,Random(0,360),2,Random(67,113))
        TNT1 AA 0 A_CustomMissile("LMSpark_O13",0,0,Random(0,360),2,Random(67,113))
        TNT1 AA 0 A_CustomMissile("LMSpark_O14",0,0,Random(0,360),2,Random(67,113))
        TNT1 AA 0 A_CustomMissile("LMSpark_O15",0,0,Random(0,360),2,Random(67,113))
        TNT1 AA 0 A_CustomMissile("LMSpark_O16",0,0,Random(0,360),2,Random(67,113))
        TNT1 A 1 A_JumpIf(Args[2]>0,1)
        Goto Spawn
        TNT1 A 1
        Goto Inactive
    SpawnDown:
        TNT1 AA 0 A_CustomMissile("LMSpark_O1",0,0,Random(0,360),2,Random(-67,-113))
        TNT1 AA 0 A_CustomMissile("LMSpark_O2",0,0,Random(0,360),2,Random(-67,-113))
        TNT1 AA 0 A_CustomMissile("LMSpark_O3",0,0,Random(0,360),2,Random(-67,-113))
        TNT1 AA 0 A_CustomMissile("LMSpark_O4",0,0,Random(0,360),2,Random(-67,-113))
        TNT1 AA 0 A_CustomMissile("LMSpark_O5",0,0,Random(0,360),2,Random(-67,-113))
        TNT1 AA 0 A_CustomMissile("LMSpark_O6",0,0,Random(0,360),2,Random(-67,-113))
        TNT1 AA 0 A_CustomMissile("LMSpark_O7",0,0,Random(0,360),2,Random(-67,-113))
        TNT1 AA 0 A_CustomMissile("LMSpark_O8",0,0,Random(0,360),2,Random(-67,-113))
        TNT1 AA 0 A_CustomMissile("LMSpark_O9",0,0,Random(0,360),2,Random(-67,-113))
        TNT1 AA 0 A_CustomMissile("LMSpark_O10",0,0,Random(0,360),2,Random(-67,-113))
        TNT1 AA 0 A_CustomMissile("LMSpark_O11",0,0,Random(0,360),2,Random(-67,-113))
        TNT1 AA 0 A_CustomMissile("LMSpark_O12",0,0,Random(0,360),2,Random(-67,-113))
        TNT1 AA 0 A_CustomMissile("LMSpark_O13",0,0,Random(0,360),2,Random(-67,-113))
        TNT1 AA 0 A_CustomMissile("LMSpark_O14",0,0,Random(0,360),2,Random(-67,-113))
        TNT1 AA 0 A_CustomMissile("LMSpark_O15",0,0,Random(0,360),2,Random(-67,-113))
        TNT1 AA 0 A_CustomMissile("LMSpark_O16",0,0,Random(0,360),2,Random(-67,-113))
        TNT1 A 1 A_JumpIf(Args[2]>0,1)
        Goto Spawn
        TNT1 A 1
        Goto Inactive
    SpawnSide:
        TNT1 AA 0 A_CustomMissile("LMSpark_O1",0,0,Random(-23,23),2,Random(157,203))
        TNT1 AA 0 A_CustomMissile("LMSpark_O2",0,0,Random(-23,23),2,Random(157,203))
        TNT1 AA 0 A_CustomMissile("LMSpark_O3",0,0,Random(-23,23),2,Random(157,203))
        TNT1 AA 0 A_CustomMissile("LMSpark_O4",0,0,Random(-23,23),2,Random(157,203))
        TNT1 AA 0 A_CustomMissile("LMSpark_O5",0,0,Random(-23,23),2,Random(157,203))
        TNT1 AA 0 A_CustomMissile("LMSpark_O6",0,0,Random(-23,23),2,Random(157,203))
        TNT1 AA 0 A_CustomMissile("LMSpark_O7",0,0,Random(-23,23),2,Random(157,203))
        TNT1 AA 0 A_CustomMissile("LMSpark_O8",0,0,Random(-23,23),2,Random(157,203))
        TNT1 AA 0 A_CustomMissile("LMSpark_O9",0,0,Random(-23,23),2,Random(157,203))
        TNT1 AA 0 A_CustomMissile("LMSpark_O10",0,0,Random(-23,23),2,Random(157,203))
        TNT1 AA 0 A_CustomMissile("LMSpark_O11",0,0,Random(-23,23),2,Random(157,203))
        TNT1 AA 0 A_CustomMissile("LMSpark_O12",0,0,Random(-23,23),2,Random(157,203))
        TNT1 AA 0 A_CustomMissile("LMSpark_O13",0,0,Random(-23,23),2,Random(157,203))
        TNT1 AA 0 A_CustomMissile("LMSpark_O14",0,0,Random(-23,23),2,Random(157,203))
        TNT1 AA 0 A_CustomMissile("LMSpark_O15",0,0,Random(-23,23),2,Random(157,203))
        TNT1 AA 0 A_CustomMissile("LMSpark_O16",0,0,Random(-23,23),2,Random(157,203))
        TNT1 A 1 A_JumpIf(Args[2]>0,1)
        Goto Spawn
        TNT1 A 1
        Goto Inactive
    Inactive:
        TNT1 A -1
        Loop
    }
}

ACTOR LMYellowSparkSpawner : SwitchableDecoration 10024
{    
    //$Category "Super Demon Decoration"
    //$Title Yellow Spark 2
    Height 8
    Radius 4
    +NOBLOCKMAP
    +NOGRAVITY
    +NOINTERACTION
    +CLIENTSIDEONLY
    +NOCLIP
    States
    {
    Spawn:
        TNT1 A 0
        TNT1 A 0 A_JumpIf(Args[2]>0,"Inactive")
        TNT1 A 10 A_Jump(Args[1]/16,"Active")
        Loop
    Active:
        TNT1 A 0
        TNT1 A 0 A_PlaySound("World/Spark")
        TNT1 A 0 A_Jump(256,1,2,3,4,5,6)
        TNT1 A 1 A_SpawnItemEx("LMSparkFlare_Y1",0,0,0,0,0,0,0,128)
        Goto SpawnSparks
        TNT1 A 1 A_SpawnItemEx("LMSparkFlare_Y2",0,0,0,0,0,0,0,128)
        Goto SpawnSparks
        TNT1 A 1 A_SpawnItemEx("LMSparkFlare_Y3",0,0,0,0,0,0,0,128)
        Goto SpawnSparks
        TNT1 A 1 A_SpawnItemEx("LMSparkFlare_Y4",0,0,0,0,0,0,0,128)
        Goto SpawnSparks
        TNT1 A 1 A_SpawnItemEx("LMSparkFlare_Y5",0,0,0,0,0,0,0,128)
        Goto SpawnSparks
        TNT1 A 1 A_SpawnItemEx("LMSparkFlare_Y6",0,0,0,0,0,0,0,128)
        Goto SpawnSparks
    SpawnSparks:
        TNT1 A 0 A_JumpIf(Args[0]==1,"SpawnDown")
        TNT1 A 0 A_JumpIf(Args[0]>1,"SpawnSide")
        Goto SpawnUp
    SpawnUp:
        TNT1 AA 0 A_CustomMissile("LMSpark_Y1",0,0,Random(0,360),2,Random(67,113))
        TNT1 AA 0 A_CustomMissile("LMSpark_Y2",0,0,Random(0,360),2,Random(67,113))
        TNT1 AA 0 A_CustomMissile("LMSpark_Y3",0,0,Random(0,360),2,Random(67,113))
        TNT1 AA 0 A_CustomMissile("LMSpark_Y4",0,0,Random(0,360),2,Random(67,113))
        TNT1 AA 0 A_CustomMissile("LMSpark_Y5",0,0,Random(0,360),2,Random(67,113))
        TNT1 AA 0 A_CustomMissile("LMSpark_Y6",0,0,Random(0,360),2,Random(67,113))
        TNT1 AA 0 A_CustomMissile("LMSpark_Y7",0,0,Random(0,360),2,Random(67,113))
        TNT1 AA 0 A_CustomMissile("LMSpark_Y8",0,0,Random(0,360),2,Random(67,113))
        TNT1 AA 0 A_CustomMissile("LMSpark_Y9",0,0,Random(0,360),2,Random(67,113))
        TNT1 AA 0 A_CustomMissile("LMSpark_Y10",0,0,Random(0,360),2,Random(67,113))
        TNT1 AA 0 A_CustomMissile("LMSpark_Y11",0,0,Random(0,360),2,Random(67,113))
        TNT1 AA 0 A_CustomMissile("LMSpark_Y12",0,0,Random(0,360),2,Random(67,113))
        TNT1 AA 0 A_CustomMissile("LMSpark_Y13",0,0,Random(0,360),2,Random(67,113))
        TNT1 AA 0 A_CustomMissile("LMSpark_Y14",0,0,Random(0,360),2,Random(67,113))
        TNT1 AA 0 A_CustomMissile("LMSpark_Y15",0,0,Random(0,360),2,Random(67,113))
        TNT1 AA 0 A_CustomMissile("LMSpark_Y16",0,0,Random(0,360),2,Random(67,113))
        TNT1 A 1 A_JumpIf(Args[2]>0,1)
        Goto Spawn
        TNT1 A 1
        Goto Inactive
    SpawnDown:
        TNT1 AA 0 A_CustomMissile("LMSpark_Y1",0,0,Random(0,360),2,Random(-67,-113))
        TNT1 AA 0 A_CustomMissile("LMSpark_Y2",0,0,Random(0,360),2,Random(-67,-113))
        TNT1 AA 0 A_CustomMissile("LMSpark_Y3",0,0,Random(0,360),2,Random(-67,-113))
        TNT1 AA 0 A_CustomMissile("LMSpark_Y4",0,0,Random(0,360),2,Random(-67,-113))
        TNT1 AA 0 A_CustomMissile("LMSpark_Y5",0,0,Random(0,360),2,Random(-67,-113))
        TNT1 AA 0 A_CustomMissile("LMSpark_Y6",0,0,Random(0,360),2,Random(-67,-113))
        TNT1 AA 0 A_CustomMissile("LMSpark_Y7",0,0,Random(0,360),2,Random(-67,-113))
        TNT1 AA 0 A_CustomMissile("LMSpark_Y8",0,0,Random(0,360),2,Random(-67,-113))
        TNT1 AA 0 A_CustomMissile("LMSpark_Y9",0,0,Random(0,360),2,Random(-67,-113))
        TNT1 AA 0 A_CustomMissile("LMSpark_Y10",0,0,Random(0,360),2,Random(-67,-113))
        TNT1 AA 0 A_CustomMissile("LMSpark_Y11",0,0,Random(0,360),2,Random(-67,-113))
        TNT1 AA 0 A_CustomMissile("LMSpark_Y12",0,0,Random(0,360),2,Random(-67,-113))
        TNT1 AA 0 A_CustomMissile("LMSpark_Y13",0,0,Random(0,360),2,Random(-67,-113))
        TNT1 AA 0 A_CustomMissile("LMSpark_Y14",0,0,Random(0,360),2,Random(-67,-113))
        TNT1 AA 0 A_CustomMissile("LMSpark_Y15",0,0,Random(0,360),2,Random(-67,-113))
        TNT1 AA 0 A_CustomMissile("LMSpark_Y16",0,0,Random(0,360),2,Random(-67,-113))
        TNT1 A 1 A_JumpIf(Args[2]>0,1)
        Goto Spawn
        TNT1 A 1
        Goto Inactive
    SpawnSide:
        TNT1 AA 0 A_CustomMissile("LMSpark_Y1",0,0,Random(-23,23),2,Random(157,203))
        TNT1 AA 0 A_CustomMissile("LMSpark_Y2",0,0,Random(-23,23),2,Random(157,203))
        TNT1 AA 0 A_CustomMissile("LMSpark_Y3",0,0,Random(-23,23),2,Random(157,203))
        TNT1 AA 0 A_CustomMissile("LMSpark_Y4",0,0,Random(-23,23),2,Random(157,203))
        TNT1 AA 0 A_CustomMissile("LMSpark_Y5",0,0,Random(-23,23),2,Random(157,203))
        TNT1 AA 0 A_CustomMissile("LMSpark_Y6",0,0,Random(-23,23),2,Random(157,203))
        TNT1 AA 0 A_CustomMissile("LMSpark_Y7",0,0,Random(-23,23),2,Random(157,203))
        TNT1 AA 0 A_CustomMissile("LMSpark_Y8",0,0,Random(-23,23),2,Random(157,203))
        TNT1 AA 0 A_CustomMissile("LMSpark_Y9",0,0,Random(-23,23),2,Random(157,203))
        TNT1 AA 0 A_CustomMissile("LMSpark_Y10",0,0,Random(-23,23),2,Random(157,203))
        TNT1 AA 0 A_CustomMissile("LMSpark_Y11",0,0,Random(-23,23),2,Random(157,203))
        TNT1 AA 0 A_CustomMissile("LMSpark_Y12",0,0,Random(-23,23),2,Random(157,203))
        TNT1 AA 0 A_CustomMissile("LMSpark_Y13",0,0,Random(-23,23),2,Random(157,203))
        TNT1 AA 0 A_CustomMissile("LMSpark_Y14",0,0,Random(-23,23),2,Random(157,203))
        TNT1 AA 0 A_CustomMissile("LMSpark_Y15",0,0,Random(-23,23),2,Random(157,203))
        TNT1 AA 0 A_CustomMissile("LMSpark_Y16",0,0,Random(-23,23),2,Random(157,203))
        TNT1 A 1 A_JumpIf(Args[2]>0,1)
        Goto Spawn
        TNT1 A 1
        Goto Inactive
    Inactive:
        TNT1 A -1
        Loop
    }
}

ACTOR LMGreenSparkSpawner : SwitchableDecoration 10025
{    
    //$Category "Super Demon Decoration"
    //$Title Green Spark 2
    Height 8
    Radius 4
    +NOBLOCKMAP
    +NOGRAVITY
    +NOINTERACTION
    +CLIENTSIDEONLY
    +NOCLIP
    States
    {
    Spawn:
        TNT1 A 0
        TNT1 A 0 A_JumpIf(Args[2]>0,"Inactive")
        TNT1 A 10 A_Jump(Args[1]/16,"Active")
        Loop
    Active:
        TNT1 A 0
        TNT1 A 0 A_PlaySound("World/Spark")
        TNT1 A 0 A_Jump(256,1,2,3,4,5,6)
        TNT1 A 1 A_SpawnItemEx("LMSparkFlare_G1",0,0,0,0,0,0,0,128)
        Goto SpawnSparks
        TNT1 A 1 A_SpawnItemEx("LMSparkFlare_G2",0,0,0,0,0,0,0,128)
        Goto SpawnSparks
        TNT1 A 1 A_SpawnItemEx("LMSparkFlare_G3",0,0,0,0,0,0,0,128)
        Goto SpawnSparks
        TNT1 A 1 A_SpawnItemEx("LMSparkFlare_G4",0,0,0,0,0,0,0,128)
        Goto SpawnSparks
        TNT1 A 1 A_SpawnItemEx("LMSparkFlare_G5",0,0,0,0,0,0,0,128)
        Goto SpawnSparks
        TNT1 A 1 A_SpawnItemEx("LMSparkFlare_G6",0,0,0,0,0,0,0,128)
        Goto SpawnSparks
    SpawnSparks:
        TNT1 A 0 A_JumpIf(Args[0]==1,"SpawnDown")
        TNT1 A 0 A_JumpIf(Args[0]>1,"SpawnSide")
        Goto SpawnUp
    SpawnUp:
        TNT1 AA 0 A_CustomMissile("LMSpark_G1",0,0,Random(0,360),2,Random(67,113))
        TNT1 AA 0 A_CustomMissile("LMSpark_G2",0,0,Random(0,360),2,Random(67,113))
        TNT1 AA 0 A_CustomMissile("LMSpark_G3",0,0,Random(0,360),2,Random(67,113))
        TNT1 AA 0 A_CustomMissile("LMSpark_G4",0,0,Random(0,360),2,Random(67,113))
        TNT1 AA 0 A_CustomMissile("LMSpark_G5",0,0,Random(0,360),2,Random(67,113))
        TNT1 AA 0 A_CustomMissile("LMSpark_G6",0,0,Random(0,360),2,Random(67,113))
        TNT1 AA 0 A_CustomMissile("LMSpark_G7",0,0,Random(0,360),2,Random(67,113))
        TNT1 AA 0 A_CustomMissile("LMSpark_G8",0,0,Random(0,360),2,Random(67,113))
        TNT1 AA 0 A_CustomMissile("LMSpark_G9",0,0,Random(0,360),2,Random(67,113))
        TNT1 AA 0 A_CustomMissile("LMSpark_G10",0,0,Random(0,360),2,Random(67,113))
        TNT1 AA 0 A_CustomMissile("LMSpark_G11",0,0,Random(0,360),2,Random(67,113))
        TNT1 AA 0 A_CustomMissile("LMSpark_G12",0,0,Random(0,360),2,Random(67,113))
        TNT1 AA 0 A_CustomMissile("LMSpark_G13",0,0,Random(0,360),2,Random(67,113))
        TNT1 AA 0 A_CustomMissile("LMSpark_G14",0,0,Random(0,360),2,Random(67,113))
        TNT1 AA 0 A_CustomMissile("LMSpark_G15",0,0,Random(0,360),2,Random(67,113))
        TNT1 AA 0 A_CustomMissile("LMSpark_G16",0,0,Random(0,360),2,Random(67,113))
        TNT1 A 1 A_JumpIf(Args[2]>0,1)
        Goto Spawn
        TNT1 A 1
        Goto Inactive
    SpawnDown:
        TNT1 AA 0 A_CustomMissile("LMSpark_G1",0,0,Random(0,360),2,Random(-67,-113))
        TNT1 AA 0 A_CustomMissile("LMSpark_G2",0,0,Random(0,360),2,Random(-67,-113))
        TNT1 AA 0 A_CustomMissile("LMSpark_G3",0,0,Random(0,360),2,Random(-67,-113))
        TNT1 AA 0 A_CustomMissile("LMSpark_G4",0,0,Random(0,360),2,Random(-67,-113))
        TNT1 AA 0 A_CustomMissile("LMSpark_G5",0,0,Random(0,360),2,Random(-67,-113))
        TNT1 AA 0 A_CustomMissile("LMSpark_G6",0,0,Random(0,360),2,Random(-67,-113))
        TNT1 AA 0 A_CustomMissile("LMSpark_G7",0,0,Random(0,360),2,Random(-67,-113))
        TNT1 AA 0 A_CustomMissile("LMSpark_G8",0,0,Random(0,360),2,Random(-67,-113))
        TNT1 AA 0 A_CustomMissile("LMSpark_G9",0,0,Random(0,360),2,Random(-67,-113))
        TNT1 AA 0 A_CustomMissile("LMSpark_G10",0,0,Random(0,360),2,Random(-67,-113))
        TNT1 AA 0 A_CustomMissile("LMSpark_G11",0,0,Random(0,360),2,Random(-67,-113))
        TNT1 AA 0 A_CustomMissile("LMSpark_G12",0,0,Random(0,360),2,Random(-67,-113))
        TNT1 AA 0 A_CustomMissile("LMSpark_G13",0,0,Random(0,360),2,Random(-67,-113))
        TNT1 AA 0 A_CustomMissile("LMSpark_G14",0,0,Random(0,360),2,Random(-67,-113))
        TNT1 AA 0 A_CustomMissile("LMSpark_G15",0,0,Random(0,360),2,Random(-67,-113))
        TNT1 AA 0 A_CustomMissile("LMSpark_G16",0,0,Random(0,360),2,Random(-67,-113))
        TNT1 A 1 A_JumpIf(Args[2]>0,1)
        Goto Spawn
        TNT1 A 1
        Goto Inactive
    SpawnSide:
        TNT1 AA 0 A_CustomMissile("LMSpark_G1",0,0,Random(-23,23),2,Random(157,203))
        TNT1 AA 0 A_CustomMissile("LMSpark_G2",0,0,Random(-23,23),2,Random(157,203))
        TNT1 AA 0 A_CustomMissile("LMSpark_G3",0,0,Random(-23,23),2,Random(157,203))
        TNT1 AA 0 A_CustomMissile("LMSpark_G4",0,0,Random(-23,23),2,Random(157,203))
        TNT1 AA 0 A_CustomMissile("LMSpark_G5",0,0,Random(-23,23),2,Random(157,203))
        TNT1 AA 0 A_CustomMissile("LMSpark_G6",0,0,Random(-23,23),2,Random(157,203))
        TNT1 AA 0 A_CustomMissile("LMSpark_G7",0,0,Random(-23,23),2,Random(157,203))
        TNT1 AA 0 A_CustomMissile("LMSpark_G8",0,0,Random(-23,23),2,Random(157,203))
        TNT1 AA 0 A_CustomMissile("LMSpark_G9",0,0,Random(-23,23),2,Random(157,203))
        TNT1 AA 0 A_CustomMissile("LMSpark_G10",0,0,Random(-23,23),2,Random(157,203))
        TNT1 AA 0 A_CustomMissile("LMSpark_G11",0,0,Random(-23,23),2,Random(157,203))
        TNT1 AA 0 A_CustomMissile("LMSpark_G12",0,0,Random(-23,23),2,Random(157,203))
        TNT1 AA 0 A_CustomMissile("LMSpark_G13",0,0,Random(-23,23),2,Random(157,203))
        TNT1 AA 0 A_CustomMissile("LMSpark_G14",0,0,Random(-23,23),2,Random(157,203))
        TNT1 AA 0 A_CustomMissile("LMSpark_G15",0,0,Random(-23,23),2,Random(157,203))
        TNT1 AA 0 A_CustomMissile("LMSpark_G16",0,0,Random(-23,23),2,Random(157,203))
        TNT1 A 1 A_JumpIf(Args[2]>0,1)
        Goto Spawn
        TNT1 A 1
        Goto Inactive
    Inactive:
        TNT1 A -1
        Loop
    }
}

ACTOR LMBlueSparkSpawner : SwitchableDecoration 10026
{    
    //$Category "Super Demon Decoration"
    //$Title Blue Spark 2
    Height 8
    Radius 4
    +NOBLOCKMAP
    +NOGRAVITY
    +NOINTERACTION
    +CLIENTSIDEONLY
    +NOCLIP
    States
    {
    Spawn:
        TNT1 A 0
        TNT1 A 0 A_JumpIf(Args[2]>0,"Inactive")
        TNT1 A 10 A_Jump(Args[1]/16,"Active")
        Loop
    Active:
        TNT1 A 0
        TNT1 A 0 A_PlaySound("World/Spark")
        TNT1 A 0 A_Jump(256,1,2,3,4,5,6)
        TNT1 A 1 A_SpawnItemEx("LMSparkFlare_B1",0,0,0,0,0,0,0,128)
        Goto SpawnSparks
        TNT1 A 1 A_SpawnItemEx("LMSparkFlare_B2",0,0,0,0,0,0,0,128)
        Goto SpawnSparks
        TNT1 A 1 A_SpawnItemEx("LMSparkFlare_B3",0,0,0,0,0,0,0,128)
        Goto SpawnSparks
        TNT1 A 1 A_SpawnItemEx("LMSparkFlare_B4",0,0,0,0,0,0,0,128)
        Goto SpawnSparks
        TNT1 A 1 A_SpawnItemEx("LMSparkFlare_B5",0,0,0,0,0,0,0,128)
        Goto SpawnSparks
        TNT1 A 1 A_SpawnItemEx("LMSparkFlare_B6",0,0,0,0,0,0,0,128)
        Goto SpawnSparks
    SpawnSparks:
        TNT1 A 0 A_JumpIf(Args[0]==1,"SpawnDown")
        TNT1 A 0 A_JumpIf(Args[0]>1,"SpawnSide")
        Goto SpawnUp
    SpawnUp:
        TNT1 AA 0 A_CustomMissile("LMSpark_B1",0,0,Random(0,360),2,Random(67,113))
        TNT1 AA 0 A_CustomMissile("LMSpark_B2",0,0,Random(0,360),2,Random(67,113))
        TNT1 AA 0 A_CustomMissile("LMSpark_B3",0,0,Random(0,360),2,Random(67,113))
        TNT1 AA 0 A_CustomMissile("LMSpark_B4",0,0,Random(0,360),2,Random(67,113))
        TNT1 AA 0 A_CustomMissile("LMSpark_B5",0,0,Random(0,360),2,Random(67,113))
        TNT1 AA 0 A_CustomMissile("LMSpark_B6",0,0,Random(0,360),2,Random(67,113))
        TNT1 AA 0 A_CustomMissile("LMSpark_B7",0,0,Random(0,360),2,Random(67,113))
        TNT1 AA 0 A_CustomMissile("LMSpark_B8",0,0,Random(0,360),2,Random(67,113))
        TNT1 AA 0 A_CustomMissile("LMSpark_B9",0,0,Random(0,360),2,Random(67,113))
        TNT1 AA 0 A_CustomMissile("LMSpark_B10",0,0,Random(0,360),2,Random(67,113))
        TNT1 AA 0 A_CustomMissile("LMSpark_B11",0,0,Random(0,360),2,Random(67,113))
        TNT1 AA 0 A_CustomMissile("LMSpark_B12",0,0,Random(0,360),2,Random(67,113))
        TNT1 AA 0 A_CustomMissile("LMSpark_B13",0,0,Random(0,360),2,Random(67,113))
        TNT1 AA 0 A_CustomMissile("LMSpark_B14",0,0,Random(0,360),2,Random(67,113))
        TNT1 AA 0 A_CustomMissile("LMSpark_B15",0,0,Random(0,360),2,Random(67,113))
        TNT1 AA 0 A_CustomMissile("LMSpark_B16",0,0,Random(0,360),2,Random(67,113))
        TNT1 A 1 A_JumpIf(Args[2]>0,1)
        Goto Spawn
        TNT1 A 1
        Goto Inactive
    SpawnDown:
        TNT1 AA 0 A_CustomMissile("LMSpark_B1",0,0,Random(0,360),2,Random(-67,-113))
        TNT1 AA 0 A_CustomMissile("LMSpark_B2",0,0,Random(0,360),2,Random(-67,-113))
        TNT1 AA 0 A_CustomMissile("LMSpark_B3",0,0,Random(0,360),2,Random(-67,-113))
        TNT1 AA 0 A_CustomMissile("LMSpark_B4",0,0,Random(0,360),2,Random(-67,-113))
        TNT1 AA 0 A_CustomMissile("LMSpark_B5",0,0,Random(0,360),2,Random(-67,-113))
        TNT1 AA 0 A_CustomMissile("LMSpark_B6",0,0,Random(0,360),2,Random(-67,-113))
        TNT1 AA 0 A_CustomMissile("LMSpark_B7",0,0,Random(0,360),2,Random(-67,-113))
        TNT1 AA 0 A_CustomMissile("LMSpark_B8",0,0,Random(0,360),2,Random(-67,-113))
        TNT1 AA 0 A_CustomMissile("LMSpark_B9",0,0,Random(0,360),2,Random(-67,-113))
        TNT1 AA 0 A_CustomMissile("LMSpark_B10",0,0,Random(0,360),2,Random(-67,-113))
        TNT1 AA 0 A_CustomMissile("LMSpark_B11",0,0,Random(0,360),2,Random(-67,-113))
        TNT1 AA 0 A_CustomMissile("LMSpark_B12",0,0,Random(0,360),2,Random(-67,-113))
        TNT1 AA 0 A_CustomMissile("LMSpark_B13",0,0,Random(0,360),2,Random(-67,-113))
        TNT1 AA 0 A_CustomMissile("LMSpark_B14",0,0,Random(0,360),2,Random(-67,-113))
        TNT1 AA 0 A_CustomMissile("LMSpark_B15",0,0,Random(0,360),2,Random(-67,-113))
        TNT1 AA 0 A_CustomMissile("LMSpark_B16",0,0,Random(0,360),2,Random(-67,-113))
        TNT1 A 1 A_JumpIf(Args[2]>0,1)
        Goto Spawn
       TNT1 A 1
        Goto Inactive
    SpawnSide:
        TNT1 AA 0 A_CustomMissile("LMSpark_B1",0,0,Random(-23,23),2,Random(157,203))
        TNT1 AA 0 A_CustomMissile("LMSpark_B2",0,0,Random(-23,23),2,Random(157,203))
        TNT1 AA 0 A_CustomMissile("LMSpark_B3",0,0,Random(-23,23),2,Random(157,203))
        TNT1 AA 0 A_CustomMissile("LMSpark_B4",0,0,Random(-23,23),2,Random(157,203))
        TNT1 AA 0 A_CustomMissile("LMSpark_B5",0,0,Random(-23,23),2,Random(157,203))
        TNT1 AA 0 A_CustomMissile("LMSpark_B6",0,0,Random(-23,23),2,Random(157,203))
        TNT1 AA 0 A_CustomMissile("LMSpark_B7",0,0,Random(-23,23),2,Random(157,203))
        TNT1 AA 0 A_CustomMissile("LMSpark_B8",0,0,Random(-23,23),2,Random(157,203))
        TNT1 AA 0 A_CustomMissile("LMSpark_B9",0,0,Random(-23,23),2,Random(157,203))
        TNT1 AA 0 A_CustomMissile("LMSpark_B10",0,0,Random(-23,23),2,Random(157,203))
        TNT1 AA 0 A_CustomMissile("LMSpark_B11",0,0,Random(-23,23),2,Random(157,203))
        TNT1 AA 0 A_CustomMissile("LMSpark_B12",0,0,Random(-23,23),2,Random(157,203))
        TNT1 AA 0 A_CustomMissile("LMSpark_B13",0,0,Random(-23,23),2,Random(157,203))
        TNT1 AA 0 A_CustomMissile("LMSpark_B14",0,0,Random(-23,23),2,Random(157,203))
        TNT1 AA 0 A_CustomMissile("LMSpark_B15",0,0,Random(-23,23),2,Random(157,203))
        TNT1 AA 0 A_CustomMissile("LMSpark_B16",0,0,Random(-23,23),2,Random(157,203))
        TNT1 A 1 A_JumpIf(Args[2]>0,1)
        Goto Spawn
        TNT1 A 1
        Goto Inactive
    Inactive:
        TNT1 A -1
        Loop
    }
}

ACTOR LMPurpleSparkSpawner : SwitchableDecoration 10027
{    
    //$Category "Super Demon Decoration"
    //$Title Purple Spark 2
    Height 8
    Radius 4
    +NOBLOCKMAP
    +NOGRAVITY
    +NOINTERACTION
    +CLIENTSIDEONLY
    +NOCLIP
    States
    {
    Spawn:
        TNT1 A 0
        TNT1 A 0 A_JumpIf(Args[2]>0,"Inactive")
        TNT1 A 10 A_Jump(Args[1]/16,"Active")
        Loop
    Active:
        TNT1 A 0
        TNT1 A 0 A_PlaySound("World/Spark")
        TNT1 A 0 A_Jump(256,1,2,3,4,5,6)
        TNT1 A 1 A_SpawnItemEx("LMSparkFlare_P1",0,0,0,0,0,0,0,128)
        Goto SpawnSparks
        TNT1 A 1 A_SpawnItemEx("LMSparkFlare_P2",0,0,0,0,0,0,0,128)
        Goto SpawnSparks
        TNT1 A 1 A_SpawnItemEx("LMSparkFlare_P3",0,0,0,0,0,0,0,128)
        Goto SpawnSparks
        TNT1 A 1 A_SpawnItemEx("LMSparkFlare_P4",0,0,0,0,0,0,0,128)
        Goto SpawnSparks
        TNT1 A 1 A_SpawnItemEx("LMSparkFlare_P5",0,0,0,0,0,0,0,128)
        Goto SpawnSparks
        TNT1 A 1 A_SpawnItemEx("LMSparkFlare_P6",0,0,0,0,0,0,0,128)
        Goto SpawnSparks
    SpawnSparks:
        TNT1 A 0 A_JumpIf(Args[0]==1,"SpawnDown")
        TNT1 A 0 A_JumpIf(Args[0]>1,"SpawnSide")
        Goto SpawnUp
    SpawnUp:
        TNT1 AA 0 A_CustomMissile("LMSpark_P1",0,0,Random(0,360),2,Random(67,113))
        TNT1 AA 0 A_CustomMissile("LMSpark_P2",0,0,Random(0,360),2,Random(67,113))
        TNT1 AA 0 A_CustomMissile("LMSpark_P3",0,0,Random(0,360),2,Random(67,113))
        TNT1 AA 0 A_CustomMissile("LMSpark_P4",0,0,Random(0,360),2,Random(67,113))
        TNT1 AA 0 A_CustomMissile("LMSpark_P5",0,0,Random(0,360),2,Random(67,113))
        TNT1 AA 0 A_CustomMissile("LMSpark_P6",0,0,Random(0,360),2,Random(67,113))
        TNT1 AA 0 A_CustomMissile("LMSpark_P7",0,0,Random(0,360),2,Random(67,113))
        TNT1 AA 0 A_CustomMissile("LMSpark_P8",0,0,Random(0,360),2,Random(67,113))
        TNT1 AA 0 A_CustomMissile("LMSpark_P9",0,0,Random(0,360),2,Random(67,113))
        TNT1 AA 0 A_CustomMissile("LMSpark_P10",0,0,Random(0,360),2,Random(67,113))
        TNT1 AA 0 A_CustomMissile("LMSpark_P11",0,0,Random(0,360),2,Random(67,113))
        TNT1 AA 0 A_CustomMissile("LMSpark_P12",0,0,Random(0,360),2,Random(67,113))
        TNT1 AA 0 A_CustomMissile("LMSpark_P13",0,0,Random(0,360),2,Random(67,113))
        TNT1 AA 0 A_CustomMissile("LMSpark_P14",0,0,Random(0,360),2,Random(67,113))
        TNT1 AA 0 A_CustomMissile("LMSpark_P15",0,0,Random(0,360),2,Random(67,113))
        TNT1 AA 0 A_CustomMissile("LMSpark_P16",0,0,Random(0,360),2,Random(67,113))
        TNT1 A 1 A_JumpIf(Args[2]>0,1)
        Goto Spawn
        TNT1 A 1
        Goto Inactive
    SpawnDown:
        TNT1 AA 0 A_CustomMissile("LMSpark_P1",0,0,Random(0,360),2,Random(-67,-113))
        TNT1 AA 0 A_CustomMissile("LMSpark_P2",0,0,Random(0,360),2,Random(-67,-113))
        TNT1 AA 0 A_CustomMissile("LMSpark_P3",0,0,Random(0,360),2,Random(-67,-113))
        TNT1 AA 0 A_CustomMissile("LMSpark_P4",0,0,Random(0,360),2,Random(-67,-113))
        TNT1 AA 0 A_CustomMissile("LMSpark_P5",0,0,Random(0,360),2,Random(-67,-113))
        TNT1 AA 0 A_CustomMissile("LMSpark_P6",0,0,Random(0,360),2,Random(-67,-113))
        TNT1 AA 0 A_CustomMissile("LMSpark_P7",0,0,Random(0,360),2,Random(-67,-113))
        TNT1 AA 0 A_CustomMissile("LMSpark_P8",0,0,Random(0,360),2,Random(-67,-113))
        TNT1 AA 0 A_CustomMissile("LMSpark_P9",0,0,Random(0,360),2,Random(-67,-113))
        TNT1 AA 0 A_CustomMissile("LMSpark_P10",0,0,Random(0,360),2,Random(-67,-113))
        TNT1 AA 0 A_CustomMissile("LMSpark_P11",0,0,Random(0,360),2,Random(-67,-113))
        TNT1 AA 0 A_CustomMissile("LMSpark_P12",0,0,Random(0,360),2,Random(-67,-113))
        TNT1 AA 0 A_CustomMissile("LMSpark_P13",0,0,Random(0,360),2,Random(-67,-113))
        TNT1 AA 0 A_CustomMissile("LMSpark_P14",0,0,Random(0,360),2,Random(-67,-113))
        TNT1 AA 0 A_CustomMissile("LMSpark_P15",0,0,Random(0,360),2,Random(-67,-113))
        TNT1 AA 0 A_CustomMissile("LMSpark_P16",0,0,Random(0,360),2,Random(-67,-113))
        TNT1 A 1 A_JumpIf(Args[2]>0,1)
        Goto Spawn
        TNT1 A 1
        Goto Inactive
    SpawnSide:
        TNT1 AA 0 A_CustomMissile("LMSpark_P1",0,0,Random(-23,23),2,Random(157,203))
        TNT1 AA 0 A_CustomMissile("LMSpark_P2",0,0,Random(-23,23),2,Random(157,203))
        TNT1 AA 0 A_CustomMissile("LMSpark_P3",0,0,Random(-23,23),2,Random(157,203))
        TNT1 AA 0 A_CustomMissile("LMSpark_P4",0,0,Random(-23,23),2,Random(157,203))
        TNT1 AA 0 A_CustomMissile("LMSpark_P5",0,0,Random(-23,23),2,Random(157,203))
        TNT1 AA 0 A_CustomMissile("LMSpark_P6",0,0,Random(-23,23),2,Random(157,203))
        TNT1 AA 0 A_CustomMissile("LMSpark_P7",0,0,Random(-23,23),2,Random(157,203))
        TNT1 AA 0 A_CustomMissile("LMSpark_P8",0,0,Random(-23,23),2,Random(157,203))
        TNT1 AA 0 A_CustomMissile("LMSpark_P9",0,0,Random(-23,23),2,Random(157,203))
        TNT1 AA 0 A_CustomMissile("LMSpark_P10",0,0,Random(-23,23),2,Random(157,203))
        TNT1 AA 0 A_CustomMissile("LMSpark_P11",0,0,Random(-23,23),2,Random(157,203))
        TNT1 AA 0 A_CustomMissile("LMSpark_P12",0,0,Random(-23,23),2,Random(157,203))
        TNT1 AA 0 A_CustomMissile("LMSpark_P13",0,0,Random(-23,23),2,Random(157,203))
        TNT1 AA 0 A_CustomMissile("LMSpark_P14",0,0,Random(-23,23),2,Random(157,203))
        TNT1 AA 0 A_CustomMissile("LMSpark_P15",0,0,Random(-23,23),2,Random(157,203))
        TNT1 AA 0 A_CustomMissile("LMSpark_P16",0,0,Random(-23,23),2,Random(157,203))
        TNT1 A 1 A_JumpIf(Args[2]>0,1)
        Goto Spawn
        TNT1 A 1
        Goto Inactive
    Inactive:
        TNT1 A -1
        Loop
    }
}

ACTOR LMSparkFlare_W1
{
    Height 0
    Radius 0
    Mass 0
    Scale 0.25
    RenderStyle Add
    +MISSILE
    +NOBLOCKMAP
    +NOCLIP
    +NOGRAVITY
    +NOINTERACTION
	States
    {
    Spawn:
        SPKW A 1 Bright A_FadeOut(0.1)
        Loop
    }
}

ACTOR LMSparkFlare_W2 : LMSparkFlare_W1 { States { Spawn: SPKW B 1 Bright A_FadeOut(0.1) Loop } }
ACTOR LMSparkFlare_W3 : LMSparkFlare_W1 { States { Spawn: SPKW C 1 Bright A_FadeOut(0.1) Loop } }
ACTOR LMSparkFlare_W4 : LMSparkFlare_W1 { States { Spawn: SPKW D 1 Bright A_FadeOut(0.1) Loop } }
ACTOR LMSparkFlare_W5 : LMSparkFlare_W1 { States { Spawn: SPKW E 1 Bright A_FadeOut(0.1) Loop } }
ACTOR LMSparkFlare_W6 : LMSparkFlare_W1 { States { Spawn: SPKW F 1 Bright A_FadeOut(0.1) Loop } }

ACTOR LMSparkFlare_R1 : LMSparkFlare_W1 { States { Spawn: SPKR A 1 Bright A_FadeOut(0.1) Loop } }
ACTOR LMSparkFlare_R2 : LMSparkFlare_W1 { States { Spawn: SPKR B 1 Bright A_FadeOut(0.1) Loop } }
ACTOR LMSparkFlare_R3 : LMSparkFlare_W1 { States { Spawn: SPKR C 1 Bright A_FadeOut(0.1) Loop } }
ACTOR LMSparkFlare_R4 : LMSparkFlare_W1 { States { Spawn: SPKR D 1 Bright A_FadeOut(0.1) Loop } }
ACTOR LMSparkFlare_R5 : LMSparkFlare_W1 { States { Spawn: SPKR E 1 Bright A_FadeOut(0.1) Loop } }
ACTOR LMSparkFlare_R6 : LMSparkFlare_W1 { States { Spawn: SPKR F 1 Bright A_FadeOut(0.1) Loop } }

ACTOR LMSparkFlare_O1 : LMSparkFlare_W1 { States { Spawn: SPKO A 1 Bright A_FadeOut(0.1) Loop } }
ACTOR LMSparkFlare_O2 : LMSparkFlare_W1 { States { Spawn: SPKO B 1 Bright A_FadeOut(0.1) Loop } }
ACTOR LMSparkFlare_O3 : LMSparkFlare_W1 { States { Spawn: SPKO C 1 Bright A_FadeOut(0.1) Loop } }
ACTOR LMSparkFlare_O4 : LMSparkFlare_W1 { States { Spawn: SPKO D 1 Bright A_FadeOut(0.1) Loop } }
ACTOR LMSparkFlare_O5 : LMSparkFlare_W1 { States { Spawn: SPKO E 1 Bright A_FadeOut(0.1) Loop } }
ACTOR LMSparkFlare_O6 : LMSparkFlare_W1 { States { Spawn: SPKO F 1 Bright A_FadeOut(0.1) Loop } }

ACTOR LMSparkFlare_Y1 : LMSparkFlare_W1 { States { Spawn: SPKY A 1 Bright A_FadeOut(0.1) Loop } }
ACTOR LMSparkFlare_Y2 : LMSparkFlare_W1 { States { Spawn: SPKY B 1 Bright A_FadeOut(0.1) Loop } }
ACTOR LMSparkFlare_Y3 : LMSparkFlare_W1 { States { Spawn: SPKY C 1 Bright A_FadeOut(0.1) Loop } }
ACTOR LMSparkFlare_Y4 : LMSparkFlare_W1 { States { Spawn: SPKY D 1 Bright A_FadeOut(0.1) Loop } }
ACTOR LMSparkFlare_Y5 : LMSparkFlare_W1 { States { Spawn: SPKY E 1 Bright A_FadeOut(0.1) Loop } }
ACTOR LMSparkFlare_Y6 : LMSparkFlare_W1 { States { Spawn: SPKY F 1 Bright A_FadeOut(0.1) Loop } }

ACTOR LMSparkFlare_G1 : LMSparkFlare_W1 { States { Spawn: SPKG A 1 Bright A_FadeOut(0.1) Loop } }
ACTOR LMSparkFlare_G2 : LMSparkFlare_W1 { States { Spawn: SPKG B 1 Bright A_FadeOut(0.1) Loop } }
ACTOR LMSparkFlare_G3 : LMSparkFlare_W1 { States { Spawn: SPKG C 1 Bright A_FadeOut(0.1) Loop } }
ACTOR LMSparkFlare_G4 : LMSparkFlare_W1 { States { Spawn: SPKG D 1 Bright A_FadeOut(0.1) Loop } }
ACTOR LMSparkFlare_G5 : LMSparkFlare_W1 { States { Spawn: SPKG E 1 Bright A_FadeOut(0.1) Loop } }
ACTOR LMSparkFlare_G6 : LMSparkFlare_W1 { States { Spawn: SPKG F 1 Bright A_FadeOut(0.1) Loop } }

ACTOR LMSparkFlare_B1 : LMSparkFlare_W1 { States { Spawn: SPKB A 1 Bright A_FadeOut(0.1) Loop } }
ACTOR LMSparkFlare_B2 : LMSparkFlare_W1 { States { Spawn: SPKB B 1 Bright A_FadeOut(0.1) Loop } }
ACTOR LMSparkFlare_B3 : LMSparkFlare_W1 { States { Spawn: SPKB C 1 Bright A_FadeOut(0.1) Loop } }
ACTOR LMSparkFlare_B4 : LMSparkFlare_W1 { States { Spawn: SPKB D 1 Bright A_FadeOut(0.1) Loop } }
ACTOR LMSparkFlare_B5 : LMSparkFlare_W1 { States { Spawn: SPKB E 1 Bright A_FadeOut(0.1) Loop } }
ACTOR LMSparkFlare_B6 : LMSparkFlare_W1 { States { Spawn: SPKB F 1 Bright A_FadeOut(0.1) Loop } }

ACTOR LMSparkFlare_P1 : LMSparkFlare_W1 { States { Spawn: SPKP A 1 Bright A_FadeOut(0.1) Loop } }
ACTOR LMSparkFlare_P2 : LMSparkFlare_W1 { States { Spawn: SPKP B 1 Bright A_FadeOut(0.1) Loop } }
ACTOR LMSparkFlare_P3 : LMSparkFlare_W1 { States { Spawn: SPKP C 1 Bright A_FadeOut(0.1) Loop } }
ACTOR LMSparkFlare_P4 : LMSparkFlare_W1 { States { Spawn: SPKP D 1 Bright A_FadeOut(0.1) Loop } }
ACTOR LMSparkFlare_P5 : LMSparkFlare_W1 { States { Spawn: SPKP E 1 Bright A_FadeOut(0.1) Loop } }
ACTOR LMSparkFlare_P6 : LMSparkFlare_W1 { States { Spawn: SPKP F 1 Bright A_FadeOut(0.1) Loop } }

ACTOR LMSpark_W1
{
    Height 1
    Radius 2
    Mass 0
    Speed 0.25
    Scale 0.025
    RenderStyle Add
    +MISSILE
    +NOBLOCKMAP
    +LOWGRAVITY
    States
    {
    Spawn:
        SPKW E 1 Bright
        Loop
    Death:
        SPKW E 1 Bright A_FadeOut(0.1)
        Loop
    }
}

ACTOR LMSpark_W2 : LMSpark_W1  { Speed 0.5  }
ACTOR LMSpark_W3 : LMSpark_W1  { Speed 0.75 }
ACTOR LMSpark_W4 : LMSpark_W1  { Speed 1.0  }
ACTOR LMSpark_W5 : LMSpark_W1  { Speed 1.25 }
ACTOR LMSpark_W6 : LMSpark_W1  { Speed 1.5  }
ACTOR LMSpark_W7 : LMSpark_W1  { Speed 1.75 }
ACTOR LMSpark_W8 : LMSpark_W1  { Speed 2.0  }
ACTOR LMSpark_W9 : LMSpark_W1  { Speed 2.25 }
ACTOR LMSpark_W10 : LMSpark_W1 { Speed 2.5  }
ACTOR LMSpark_W11 : LMSpark_W1 { Speed 2.75 }
ACTOR LMSpark_W12 : LMSpark_W1 { Speed 3.0  }
ACTOR LMSpark_W13 : LMSpark_W1 { Speed 3.25 }
ACTOR LMSpark_W14 : LMSpark_W1 { Speed 3.5  }
ACTOR LMSpark_W15 : LMSpark_W1 { Speed 3.75 }
ACTOR LMSpark_W16 : LMSpark_W1 { Speed 4.0  }

ACTOR LMSpark_R1 : LMSpark_W1
{
    States
    {
    Spawn:
        SPKR E 1 bright
        Loop
    Death:
        SPKR E 1 bright A_FadeOut(0.1)
        Loop
    }
}

ACTOR LMSpark_R2 : LMSpark_R1  { Speed 0.5  }
ACTOR LMSpark_R3 : LMSpark_R1  { Speed 0.75 }
ACTOR LMSpark_R4 : LMSpark_R1  { Speed 1.0  }
ACTOR LMSpark_R5 : LMSpark_R1  { Speed 1.25 }
ACTOR LMSpark_R6 : LMSpark_R1  { Speed 1.5  }
ACTOR LMSpark_R7 : LMSpark_R1  { Speed 1.75 }
ACTOR LMSpark_R8 : LMSpark_R1  { Speed 2.0  }
ACTOR LMSpark_R9 : LMSpark_R1  { Speed 2.25 }
ACTOR LMSpark_R10 : LMSpark_R1 { Speed 2.5  }
ACTOR LMSpark_R11 : LMSpark_R1 { Speed 2.75 }
ACTOR LMSpark_R12 : LMSpark_R1 { Speed 3.0  }
ACTOR LMSpark_R13 : LMSpark_R1 { Speed 3.25 }
ACTOR LMSpark_R14 : LMSpark_R1 { Speed 3.5  }
ACTOR LMSpark_R15 : LMSpark_R1 { Speed 3.75 }
ACTOR LMSpark_R16 : LMSpark_R1 { Speed 4.0  }

ACTOR LMSpark_O1 : LMSpark_W1
{
    States
    {
    Spawn:
        SPKO E 1 bright
        Loop
    Death:
        SPKO E 1 bright A_FadeOut(0.1)
        Loop
    }
}

ACTOR LMSpark_O2 : LMSpark_O1  { Speed 0.5  }
ACTOR LMSpark_O3 : LMSpark_O1  { Speed 0.75 }
ACTOR LMSpark_O4 : LMSpark_O1  { Speed 1.0  }
ACTOR LMSpark_O5 : LMSpark_O1  { Speed 1.25 }
ACTOR LMSpark_O6 : LMSpark_O1  { Speed 1.5  }
ACTOR LMSpark_O7 : LMSpark_O1  { Speed 1.75 }
ACTOR LMSpark_O8 : LMSpark_O1  { Speed 2.0  }
ACTOR LMSpark_O9 : LMSpark_O1  { Speed 2.25 }
ACTOR LMSpark_O10 : LMSpark_O1 { Speed 2.5  }
ACTOR LMSpark_O11 : LMSpark_O1 { Speed 2.75 }
ACTOR LMSpark_O12 : LMSpark_O1 { Speed 3.0  }
ACTOR LMSpark_O13 : LMSpark_O1 { Speed 3.25 }
ACTOR LMSpark_O14 : LMSpark_O1 { Speed 3.5  }
ACTOR LMSpark_O15 : LMSpark_O1 { Speed 3.75 }
ACTOR LMSpark_O16 : LMSpark_O1 { Speed 4.0  }

ACTOR LMSpark_Y1 : LMSpark_W1
{
    States
    {
    Spawn:
        SPKY E 1 bright
        Loop
    Death:
        SPKY E 1 bright A_FadeOut(0.1)
        Loop
    }
}

ACTOR LMSpark_Y2 : LMSpark_Y1  { Speed 0.5  }
ACTOR LMSpark_Y3 : LMSpark_Y1  { Speed 0.75 }
ACTOR LMSpark_Y4 : LMSpark_Y1  { Speed 1.0  }
ACTOR LMSpark_Y5 : LMSpark_Y1  { Speed 1.25 }
ACTOR LMSpark_Y6 : LMSpark_Y1  { Speed 1.5  }
ACTOR LMSpark_Y7 : LMSpark_Y1  { Speed 1.75 }
ACTOR LMSpark_Y8 : LMSpark_Y1  { Speed 2.0  }
ACTOR LMSpark_Y9 : LMSpark_Y1  { Speed 2.25 }
ACTOR LMSpark_Y10 : LMSpark_Y1 { Speed 2.5  }
ACTOR LMSpark_Y11 : LMSpark_Y1 { Speed 2.75 }
ACTOR LMSpark_Y12 : LMSpark_Y1 { Speed 3.0  }
ACTOR LMSpark_Y13 : LMSpark_Y1 { Speed 3.25 }
ACTOR LMSpark_Y14 : LMSpark_Y1 { Speed 3.5  }
ACTOR LMSpark_Y15 : LMSpark_Y1 { Speed 3.75 }
ACTOR LMSpark_Y16 : LMSpark_Y1 { Speed 4.0  }

ACTOR LMSpark_G1 : LMSpark_W1
{
    States
    {
    Spawn:
        SPKG E 1 Bright
        Loop
    Death:
        SPKG E 1 Bright A_FadeOut(0.1)
        Loop
    }
}

ACTOR LMSpark_G2 : LMSpark_G1  { Speed 0.5  }
ACTOR LMSpark_G3 : LMSpark_G1  { Speed 0.75 }
ACTOR LMSpark_G4 : LMSpark_G1  { Speed 1.0  }
ACTOR LMSpark_G5 : LMSpark_G1  { Speed 1.25 }
ACTOR LMSpark_G6 : LMSpark_G1  { Speed 1.5  }
ACTOR LMSpark_G7 : LMSpark_G1  { Speed 1.75 }
ACTOR LMSpark_G8 : LMSpark_G1  { Speed 2.0  }
ACTOR LMSpark_G9 : LMSpark_G1  { Speed 2.25 }
ACTOR LMSpark_G10 : LMSpark_G1 { Speed 2.5  }
ACTOR LMSpark_G11 : LMSpark_G1 { Speed 2.75 }
ACTOR LMSpark_G12 : LMSpark_G1 { Speed 3.0  }
ACTOR LMSpark_G13 : LMSpark_G1 { Speed 3.25 }
ACTOR LMSpark_G14 : LMSpark_G1 { Speed 3.5  }
ACTOR LMSpark_G15 : LMSpark_G1 { Speed 3.75 }
ACTOR LMSpark_G16 : LMSpark_G1 { Speed 4.0  }

ACTOR LMSpark_B1 : LMSpark_W1   
{ 
    States 
    { 
    Spawn: 
        SPKB E 1 Bright 
        Loop 
    Death: 
        SPKB E 1 Bright A_FadeOut(0.1) 
        Loop 
    } 
}

ACTOR LMSpark_B2 : LMSpark_B1  { Speed 0.5  }
ACTOR LMSpark_B3 : LMSpark_B1  { Speed 0.75 }
ACTOR LMSpark_B4 : LMSpark_B1  { Speed 1.0  }
ACTOR LMSpark_B5 : LMSpark_B1  { Speed 1.25 }
ACTOR LMSpark_B6 : LMSpark_B1  { Speed 1.5  }
ACTOR LMSpark_B7 : LMSpark_B1  { Speed 1.75 }
ACTOR LMSpark_B8 : LMSpark_B1  { Speed 2.0  }
ACTOR LMSpark_B9 : LMSpark_B1  { Speed 2.25 }
ACTOR LMSpark_B10 : LMSpark_B1 { Speed 2.5  }
ACTOR LMSpark_B11 : LMSpark_B1 { Speed 2.75 }
ACTOR LMSpark_B12 : LMSpark_B1 { Speed 3.0  }
ACTOR LMSpark_B13 : LMSpark_B1 { Speed 3.25 }
ACTOR LMSpark_B14 : LMSpark_B1 { Speed 3.5  }
ACTOR LMSpark_B15 : LMSpark_B1 { Speed 3.75 }
ACTOR LMSpark_B16 : LMSpark_B1 { Speed 4.0  }

ACTOR LMSpark_P1 : LMSpark_W1
{
    States
    {
    Spawn:
        SPKP E 1 Bright
        Loop
    Death:
        SPKP E 1 Bright A_FadeOut(0.1)
        Loop
    }
}

ACTOR LMSpark_P2 : LMSpark_P1  { Speed 0.5  }
ACTOR LMSpark_P3 : LMSpark_P1  { Speed 0.75 }
ACTOR LMSpark_P4 : LMSpark_P1  { Speed 1.0  }
ACTOR LMSpark_P5 : LMSpark_P1  { Speed 1.25 }
ACTOR LMSpark_P6 : LMSpark_P1  { Speed 1.5  }
ACTOR LMSpark_P7 : LMSpark_P1  { Speed 1.75 }
ACTOR LMSpark_P8 : LMSpark_P1  { Speed 2.0  }
ACTOR LMSpark_P9 : LMSpark_P1  { Speed 2.25 }
ACTOR LMSpark_P10 : LMSpark_P1 { Speed 2.5  }
ACTOR LMSpark_P11 : LMSpark_P1 { Speed 2.75 }
ACTOR LMSpark_P12 : LMSpark_P1 { Speed 3.0  }
ACTOR LMSpark_P13 : LMSpark_P1 { Speed 3.25 }
ACTOR LMSpark_P14 : LMSpark_P1 { Speed 3.5  }
ACTOR LMSpark_P15 : LMSpark_P1 { Speed 3.75 }
ACTOR LMSpark_P16 : LMSpark_P1 { Speed 4.0  }

ACTOR VolumetricFogSprite 28641
{    
    //$Category "Super Demon Decoration"
    //$Title Volumetric Fog
    YScale 0.15
    Alpha 1.0
    RenderStyle Add
    +NOGRAVITY
    +FORCEXYBILLBOARD
    +ALLOWCLIENTSPAWN
    +NOINTERACTION
    States
	{
	Spawn:
	    FOG2 A -1
	    Stop
    }
}

ACTOR TREE 10242
{    
    //$Category "Super Demon Decoration"
    //$Title Tree 1
    Height 210
    Radius 10
    +SOLID
    States
    {
    Spawn:
        PALM A -1
        Stop
    }
}

ACTOR FireHydrant 10243
{    
    //$Category "Super Demon Decoration"
    //$Title Fire Hydrant
    Height 40
    Radius 16
    +SOLID
    States
    {
    Spawn:
        FRHD A -1
        Stop
    }
}

ACTOR TrashCan 10244
{    
    //$Category "Super Demon Decoration"
    //$Title Trashcan
    Height 40
    Radius 16
    +SOLID
    States
    {
    Spawn:
        TRCN A -1
        Stop
    }
}

ACTOR BarTable 31075
{
    //$Category "Super Demon Decoration"
    //$Title Bar Table
	Radius 8
	Height 32
	XScale 0.75
	YScale 0.45
	+SOLID
	States
	{
	Spawn:
	    BTBL A -1
	    Stop
	}
}

ACTOR Guts1 31011
{
    //$Category "Super Demon Decoration"
    //$Title Leg
	Radius 20
	Height 20
	Scale 0.75
	States
	{
	Spawn:
	    GUT1 A -1
	    Stop
	}
}

ACTOR Guts2 31012
{
    //$Category "Super Demon Decoration"
    //$Title Head
	Radius 20
	Height 20
	Scale 0.75
	States
	{
	Spawn:
	    GUT2 A -1
	    Stop
	}
}

ACTOR TentacleSlimer 31013
{
    //$Category "Super Demon Decoration"
    //$Title Tentacle Slimer
    Health 0x7FFFFFFF
	Mass 0x7FFFFFFF
	Height 64
    Radius 26
	BloodColor "AA D1 5C" 
    +SOLID
	+SHOOTABLE
    States
    {
    Spawn:
        CRE1 B 0
        CRE1 B 0 A_Jump(256,"Spawn1","Spawn2")
        Stop
	Spawn1:
        CRE1 B -1
        Stop
	Spawn2:
        TNT1 A 1
        Stop
    }
}
