

ACTOR ExplosionSmoke
{
    +NOBLOCKMAP
    +NOTELEPORT
    +DONTSPLASH
	+MISSILE
	+FORCEXYBILLBOARD
    +CLIENTSIDEONLY
    +NOINTERACTION
	+NOGRAVITY
	+DOOMBOUNCE
	+THRUACTORS
	Health 99999
	BounceFactor 0.5
	Radius 0
	Height 0
	Alpha 0.01
	RenderStyle Translucent
	Scale 1.2
	Speed 1
	Mass 0
    States
    {
    Spawn:
		TNT1 A 0
		TNT1 A 0 A_JumpIf(waterlevel > 1, "Stap")
		smk2 AAAAAA 2 A_FadeIn(0.05)
		smk2 AAAAAAAAAA 2
		smk2 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 2 A_FadeOut(0.01)
		Goto Death
	Death:
		TNT1 A 0
		Stop
	Stap:		
		TNT1 A 0
		Stop
    }
}


ACTOR ExplosionSmokeFast22: ExplosionSmoke
{
	Speed 2
	Scale 0.8
}

ACTOR ExplosionSmokeSmall22: ExplosionSmoke
{
	Scale 0.2
}

ACTOR HeavyExplosionSmoke: ExplosionSmoke
{
Speed 1
	States
    {
    Spawn:
	TNT1 A 0
	TNT1 A 0 A_JumpIf(waterlevel > 1, "Stap")
	smk2 AAAAAAAA 2 A_FadeIn(0.05)
	smk2 AAAAAAAAAAAAAAAAA 2
	smk2 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 2 A_FadeOut(0.01)
	Goto Death
	Death:
	    TNT1 A 0
    Stop
Stap:		
TNT1 A 0
Stop
    }

}




ACTOR FastExplosionSmoke: ExplosionSmoke
{
Speed 6
Alpha 0.15
States
    {
    Spawn:
        SMK3 B 50
		SMK3 CDEFGHIJKLM 1
        Goto Death
	Death:
	    TNT1 A 0
		Stop
}

}
ACTOR BigSmokes: ExplosionSmoke
{
    Speed 1
	Alpha 0.1
	Scale 1.5
    States
    {
    Spawn:
        SMOK A 0
        Goto Death
	Death:
		SMK3 B 100
		SMK3 CDEFGHIJKLM 1
		
Stop
    }
}



ACTOR GunFireSmoke: ExplosionSmoke
{
	Alpha 0.25
	Scale 0.2
	Renderstyle Add
  Speed 8
    States
    {
    Spawn:
        SMOK A 0
        Goto Death
	Death:
		TNT1 A 0
		TNT1 A 0 A_JUmp(256, "Death1", "Death2", "Death3", "Death4")
		
	Death1:	
		TNT1 A 0
		TNT1 A 0 A_CustomMissile("GunFireSmoke1", 7, 0, 180, 0, 0)
		Stop
		
	Death2:	
		TNT1 A 0
		TNT1 A 0 A_CustomMissile("GunFireSmoke2", 7, 0, 180, 0, 0)
		Stop
		
	Death3:	
		TNT1 A 0
		TNT1 A 0 A_CustomMissile("GunFireSmoke3", 7, 0, 180, 0, 0)
		Stop	
		
	Death4:	
		TNT1 A 0
		TNT1 A 0 A_CustomMissile("GunFireSmoke4", 7, 0, 180, 0, 0)
		Stop	
		
Stop
    }
}


ACTOR GunFireSmoke1: GunFireSmoke
{
	Alpha 0.3
	Scale 0.2
	Renderstyle Add
  Speed 8
    States
    {
    Spawn:
        SMOK A 0
        Goto Death
	Death:
		TNT1 A 0
		TNT1 A 0 A_Stop
		tnt1 a 0 a_rECOIL(-2)
		SMOK ABCDEFGHIJKLMNOPQ 1
		
Stop
    }
}

ACTOR GunFireSmoke2: GunFireSmoke1
{
	Scale -0.21
}

ACTOR GunFireSmoke3: GunFireSmoke1
{
	XScale -0.22
	YScale 0.22
}

ACTOR GunFireSmoke4: GunFireSmoke1
{
	XScale 0.2
	YScale -0.2
}

ACTOR SmallSmokers: BigSmokes
{
    Scale 3.3
    Speed 0
    Alpha 0.11
    -NOGRAVITY
    -NOINTERACTION
    Gravity 0.005
    States
    {
    Spawn:
        PUF2 EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE 2 A_FadeOut(0.003)
        Goto Death
	Death:
	    TNT1 A 0
	
Stop
}
}


ACTOR BigSmallSmokers: BigSmokes
{
    Scale 0.6
    Speed 0
    Alpha 0.11
    -NOGRAVITY
    -NOINTERACTION
    Gravity 0.005
    States
    {
    Spawn:
        PUF2 EEFGHIJK 4 A_FadeOut(0.005)
        PUF2 LMNOPQRSTUVWXYZ 4 A_FadeOut(0.005)
        Goto Death
	Death:
	    TNT1 A 0
	
Stop
}
}


ACTOR AltSmoke: ExplosionSmoke
{
+NOINTERACTION
+NOCLIP
Scale 0.8
States
    {
    Spawn:
        PUF2 A 1
        Goto Death
	Death:                                                          
        PUF2 ABCDEFGHIJKLMNOPQRSTUVWXYZ 2 A_FadeOut(0.010)
		
Stop
    }
}

ACTOR ShinnySmoke: AltSmoke
{
Scale 2.0
Renderstyle Add
}



Actor PlasmaSmoke: ExplosionSmoke
{
Speed 1
Scale 0.5
Alpha 0.1
States
{
Spawn:
	TNT1 A 0
	
	TNT1 A 0 A_JumpIf(waterlevel > 1, "Stap")
	SMK3 BB 2 A_FadeIn(0.1)
	SMK3 B 20
	TNT1 A 0 A_JumpIf(waterlevel > 1, "Stap")
	SMK3 CDEFGHIJKLM 3
	Goto Death
	}
}

Actor Vapor1: PlasmaSmoke
{
Renderstyle Add
}


Actor RocketSmokeTrail52Moving: ExplosionSmoke
{
Speed 1
Scale 0.3
Alpha 0.15
}

ACTOR RocketSmokeTrail52: ExplosionSmoke
{
Speed 1
Alpha 0.3
Scale 0.3
States
{
Spawn:
TNT1 A 2
//SMK1 IIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIII 1 A_FadeOut(0.005)
SMK3 B 20
SMK3 CDEFGHIJKLM 1
Stop
}
}

Actor OldschoolRocketSmokeTrail1: AltSmoke
{
	Alpha 0.6
Speed 1
+CLIENTSIDEONLY
Scale 1.5
States
    {
    Spawn:       
	    TNT1 A 3
        PUFY CCCCCCCCCCCCCCCCCCCCCCCC 2 A_FadeOut(0.050)
		//PUFF AAAAAAAAAAAAAAAAAAAAAAAAAA 2 A_FadeOut(0.030)
Stop
}
}


Actor OldschoolRocketSmokeTrail2: AltSmoke
{
	Alpha 0.7
Speed 1
+CLIENTSIDEONLY
Scale 0.2
States
    {
    Spawn:  
	    TNT1 A 2
        SMK3 BCDEFGHIJKKLLMMNN 2
		SMK3 NN 1 A_FadeOut(0.05)
		Stop
		
Stop
}
}


Actor OldschoolRocketSmokeTrail2Bigger: AltSmoke
{
	Alpha 0.7
Speed 1
+CLIENTSIDEONLY
Scale 0.4
States
    {
    Spawn:  
	    TNT1 A 0
        SMK3 BBBBBBCDEFGHIJKKLLMMN 2
		SMK3 NNNN 1 A_FadeOut(0.05)
		Stop
		
Stop
}
}

Actor OldschoolRocketSmokeTrailDarker: AltSmoke
{
	Alpha 0.6
Speed 1
+CLIENTSIDEONLY
Scale 0.2
States
    {
    Spawn:  
	    TNT1 A 2
        SMK6 BCDEFGHIJKKLLMMNNNNNN 1
		SMK6 NNNN 1 A_FadeOut(0.1)
		Stop
		
Stop
}
}


Actor NeoSmoke: AltSmoke
{
	Alpha 0.1
Speed 1
+CLIENTSIDEONLY
Scale 1.5
States
    {
    Spawn:
        TNT1 A 2
        Goto Death
	Death:                                                          
        PUF2 EEFGHIJK 2 A_FadeOut(0.010)
        TNT1 A 0 A_SpawnItem ("BigSmallSmokers")
        PUF2 LMNOPQRSTUVWXYZ 2 A_FadeOut(0.010)
		
Stop
}
}


Actor BigNeoSmoke: HeavyExplosionSmoke
{
	//Alpha 0.6
	Scale 1.4
	Alpha 0.2
	Speed 1
	States
	{
	Spawn:
	TNT1 A 0
	TNT1 A 0 A_JumpIf(waterlevel > 1, "Stap")
	smk2 A 40
	TNT1 A 0 A_JumpIf(waterlevel > 1, "Stap")
	smk2 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 2 A_FadeOut(0.002)
	Goto Death
	Death:
	    TNT1 A 0
    Stop
	Stap:		
	TNT1 A 0
	Stop
}
}


Actor HugeNeoSmoke: BigNeoSmoke
{
Alpha 0.5
Scale 2.5
States
	{
	Spawn:
	TNT1 A 0
	TNT1 A 0 A_JumpIf(waterlevel > 1, "Stap")
	smk2 A 5
	smk2 A 40
	TNT1 A 0 A_JumpIf(waterlevel > 1, "Stap")
	smk2 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 2 A_FadeOut(0.003)
	Goto Death
	}
}

Actor RidiculousNeoSmoke: BigNeoSmoke
{
Alpha 0.5
Scale 5.0
States
	{
	Spawn:
	TNT1 A 0
	TNT1 A 0 A_JumpIf(waterlevel > 1, "Stap")
	smk2 A 5
	smk2 A 40
	TNT1 A 0 A_JumpIf(waterlevel > 1, "Stap")
	smk2 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 2 A_FadeOut(0.003)
	Goto Death
	}
}

Actor SmallSmoke: AltSmoke
{
+CLIENTSIDEONLY
	Speed 1
Scale 1.5
}

Actor SmallSmoke15: ExplosionSmoke
{
RenderStyle Add
+CLIENTSIDEONLY
	Speed 1
Alpha 0.3
Scale 0.5
    States
    {
    Spawn:
        SMOK A 1
        Goto Death
	Death:
	    SMOK AABBCCDDEEFFGGHHIIJJKKLLMMNNOOPPQQ 2 A_FadeOut(0.010)	
Stop
    }
}

Actor LongSmallSmoke: AltSmoke
{
	
Speed 1
+CLIENTSIDEONLY
Scale 0.5
States
    {
    Spawn:
        PUF2 A 1
        Goto Death
	Death:                                                          
        PUF2 EFGHIJKLMNOPQRSTUVWXYZ 4 A_FadeOut(0.010)
		
Stop
}
}


ACTOR MeleeSmoke: ExplosionSmoke
{
Speed 1
Alpha 0.15
Scale 0.2
States
{
Spawn:
//SMK1 IIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIII 1 A_FadeOut(0.005)
SMK3 B 4
SMK3 CDEFGHIJKLM 2
Stop
}
}

Actor SmokingPiece
{
+MISSILE
+NOBLOCKMAP
+DROPOFF
+NOTELEPORT
+FORCEXYBILLBOARD
+NOTDMATCH
+GHOST
radius 1
height 1
mass 1
damage 0
+NOGRAVITY
speed 8
gravity 0.7
states
		{
		Spawn:
		TNT1 A 0
		TNT1 A 2
        Stop
		}
}

Actor ExplosionPieceTrail
{
	Alpha 0.2
	RenderStyle Translucent
	Scale 0.7
    Speed 1
    +NOCLIP
    +NOGRAVITY
	+FORCEXYBILLBOARD
    +CLIENTSIDEONLY
    +RANDOMIZE
    +CLIENTSIDEONLY
    States
    {
    Spawn:
	   NULL A 0
	   Goto Death
	Death:
      SMOK ABCDEFGHIJKLMNOPQ 1
      Stop
	}
}


Actor SmokeTrail
{
    Scale 0.4
    Alpha 0.3
    Speed 1
	RenderStyle Translucent
    +NOCLIP
    +NOGRAVITY
	+FORCEXYBILLBOARD
    +CLIENTSIDEONLY
    +RANDOMIZE
    +CLIENTSIDEONLY
    States
    {
    Spawn:
	   NULL A 0
	   Goto Death
	Death:
  TNT1 A 0 A_Jump(64,4)
  TNT1 A 0 A_Jump(128,4)
  TNT1 A 0 A_Jump(192,4)
  TNT1 A 0 A_Jump(255,4)
      SMOK ABCDEFGHIJKLMNOPQ 2 BRIGHT
      stop
      SMOK AABBCDDEEFFGGHHIIJJJKKLLMMNNOOPPQQ 2 BRIGHT
      stop
      SMOK ABCCDDEFFGHHIJJKKLMMNNOOPQ 2 BRIGHT
      stop
      SMOK AABCDEFFGGHIJKLMMNNOPQQ 2 BRIGHT
      stop

      Stop
	}
}

ACTOR SmokeTrail2
{
    Radius 1
    Height 1
	Alpha 0.3
	RenderStyle Translucent
	Scale 0.8
	Speed 1
	Gravity 0
    +NOBLOCKMAP
	+NOTELEPORT
	+MISSILE
	+FORCEXYBILLBOARD
    +RANDOMIZE
    +CLIENTSIDEONLY
    States
    {
    Spawn:
        NULL A 3
        Goto Death
Death:
  TNT1 A 0 A_Jump(64,4)
  TNT1 A 0 A_Jump(128,4)
  TNT1 A 0 A_Jump(192,4)
  TNT1 A 0 A_Jump(255,4)
      SMOK ABCDEFGHIJKLMNOPQ 2 BRIGHT
      stop
      SMOK ABCDEFGHIJKLMNOPQ 2 BRIGHT
      stop
      SMOK ABCDEFGHIJKLMNOPQ 2 BRIGHT
      stop
      SMOK ABCDEFGHIJKLMNOPQ 2 BRIGHT
      stop
    }
}

Actor RocketPropulsion
{
    Alpha 1.0
	RenderStyle Translucent
    +NOCLIP
    +NOGRAVITY
	+FORCEXYBILLBOARD
    +CLIENTSIDEONLY
    +RANDOMIZE
	Translation "48:71=100:111", "72:79=5:8"
    States
    {
    Spawn:
	   NULL A 3
	   Goto Death
	Death:
      TNT1 A 0 A_CustomMissile ("SmokeTrail2", 0, 0, random (0, 360), 2, random (0, 160))
      stop
	}
}


Actor RocketPropulsion2
{
    Scale 0.5
    Alpha 0.5
    Speed 1
	RenderStyle Add
    +NOCLIP
    +NOGRAVITY
	+FORCEXYBILLBOARD
    +CLIENTSIDEONLY
    +RANDOMIZE
    +CLIENTSIDEONLY
    States
    {
    Spawn:
	   NULL A 0
	   Goto Death
	Death:
      TNT1 A 3
  TNT1 A 0 A_Jump(64,4)
  TNT1 A 0 A_Jump(128,4)
  TNT1 A 0 A_Jump(192,4)
  TNT1 A 0 A_Jump(255,4)
      SMOK ABCDEFGHIJKLMNOPQ 2 BRIGHT
      stop
      SMOK AABBCDDEEFFGGHHIIJJJKKLLMMNNOOPPQQ 2 BRIGHT
      stop
      SMOK ABCCDDEFFGHHIJJKKLMMNNOOPQ 2 BRIGHT
      stop
      SMOK AABCDEFFGGHIJKLMMNNOPQQ 2 BRIGHT
      stop

      Stop
	}
}

ACTOR RocketPropulsion3: RocketPropulsion2
{
    Alpha 0.3
	RenderStyle Translucent
}







Actor SmokeSpawner
{
    Speed 20
    +NOCLIP
    States
    {
    Spawn:
      TNT1 A 0
      TNT1 A 0 Thing_ChangeTID(0,390)
 NULL AA 0 A_CustomMissile ("ShotSmoke", 0, 0, random (0, 360), 2, random (0, 180))
        Stop
    }
}

Actor SmokeSpawner11
{
    Speed 25
    +NOCLIP
    States
    {
    Spawn:
		TNT1 A 0
		NULL A 0 A_CustomMissile ("GunBarrelSmoke", -10, 0, 0, 2, 90)
        Stop
    }
}

ACTOR ShotSmoke
{
+NOGRAVITY
+NOBLOCKMAP
+FLOORCLIP
+FORCEXYBILLBOARD
+NOINTERACTION
+FORCEXYBILLBOARD
+MISSILE
Speed 1
RenderStyle Add
Alpha		0.06
+CLIENTSIDEONLY
Radius		0
Height		0
Scale		0.6

States
 {
    Spawn:
         NULL A 1
         SMOK AABBCCDDEEFFGGHHIIJJKK 1 A_FadeOut(0.001)
        Stop
    }
}



ACTOR CasingSmoke: Shotsmoke
{
Speed 1
RenderStyle Add
Alpha		0.4
Scale		0.07
States
 {
    Spawn:
         NULL A 1
         SMOK ABCDEFGHIJK 1 A_FadeOut(0.01)
        Stop
    }
}

ACTOR TorchSmoke
{
+NOGRAVITY
+NOBLOCKMAP
+FLOORCLIP
+FORCEXYBILLBOARD
+NOINTERACTION
+FORCEXYBILLBOARD
+MISSILE
+GHOST
Speed 1
	RenderStyle Translucent
Alpha		0.2
+CLIENTSIDEONLY
+NOCLIP
Radius		0
Height		0
Scale		1.2

States
 {
    Spawn:
         NULL A 1
	    SMOK AAAAABBBBBCCCCCDDDDDEEEEEFFFFFGGGGGHHHHHIIIIIJJJJJKKKKK 1 A_FadeOut(0.005)
        Stop
    }
}


ACTOR QuickSmoke: ExplosionSmoke
{
    Speed 1
	Alpha 0.50
	Scale 1.3
    States
    {
    Spawn:
        PUFF ABCD 4
        Stop
		Death:
		TNT1 A 0
		Stop
    }
}




ACTOR EvilRedSmoke25
{
    Radius 0
    Height 0
	Alpha 0.3
	RenderStyle Translucent
	Scale 2.5
	Speed 1
	Gravity 0
    +NOBLOCKMAP
    +NOTELEPORT
    +DONTSPLASH
	+MISSILE
	+FORCEXYBILLBOARD
    +CLIENTSIDEONLY
    +NOINTERACTION
    States
    {
    Spawn:
        BSP4 B 1
        Goto Death
	Death:
	    BSP4 CCCCCDDDDDEEEEEFFFFFGGGGGHHHHHIIIIIJJJJJKKKKK 1 BRIGHT A_FadeOut(0.005)
		Stop
    }
}


ACTOR EvilRedSmokeSpawner
{
    +NOBLOCKMAP
	States
	{
	Spawn:
	    TNT1 A 0 A_PlaySound ("redburn")
        TNT1 AAAAAAAAAAAAAAA 4 A_CustomMissile ("Shoque", 24, 0, random (0, 360), 2, random (0, 180))
		Stop

	}
}




ACTOR TorchSmokeSpawner
{
    Radius 8
    Height 8
    Speed 5
	Mass 6
	BounceFactor 0.5
	+DOOMBOUNCE
    Speed 0
    +NOBLOCKMAP
	+MISSILE
    +NOTELEPORT
    +DONTSPLASH
    +MOVEWITHSECTOR
    +NODAMAGETHRUST
    +CLIENTSIDEONLY
    States
    {
	Spawn:
		TNT1 A 0
		TTRB A 0 bright A_CustomMissile ("PlasmaSmoke", 0, 0, random (0, 360), 2, random (70, 110))
		stop
    }
}

ACTOR BarrelSmokeSpawner
{
    Radius 8
    Height 8
    Speed 5
	Mass 6
	BounceFactor 0.5
	+DOOMBOUNCE
    +NOBLOCKMAP
	+MISSILE
    +NOTELEPORT
    Speed 0
    +DONTSPLASH
    +MOVEWITHSECTOR
    +NODAMAGETHRUST
    +CLIENTSIDEONLY
    States
    {
	Spawn:
		TNT1 A 0
		TNT1 A 0 A_Jump(200,2)
		TTRB A 0 bright A_CustomMissile ("TorchSmoke", 0, 0, random (0, 360), 2, random (70, 110))
		stop
		TNT1 A 0
		stop
    }
}




ACTOR GreenSmokeTrail
{
    Radius 1
    Height 1
	Alpha 0.5
	RenderStyle Translucent
	Scale 0.2
	Gravity 0
    +NOBLOCKMAP
    +NOTELEPORT
    +DONTSPLASH
	+MISSILE
	+CLIENTSIDEONLY
	+FORCEXYBILLBOARD
    States
    {
    Spawn:
        TNT1 A 3
        Goto Death
	Death:
	    ESMK ABCDEFGH 1
		Stop
    }
}

ACTOR GreenSmoke
{
    Radius 1
    Height 1
	Alpha 0.5
	RenderStyle Translucent
	Scale 0.2
	Gravity 0
    Speed 2
    +NOBLOCKMAP
    +NOTELEPORT
    +DONTSPLASH
	+MISSILE
	+CLIENTSIDEONLY
	+FORCEXYBILLBOARD
    States
    {
    Spawn:
        TNT1 A 3
        Goto Death
	Death:
	    ESMK ABCDEFGH 5
		Stop
    }
}

ACTOR GreenSmokes
{
    Radius 1
    Height 1
	Alpha 0.1
	RenderStyle Translucent
	Scale 0.4
	Gravity 0
    Speed 1
    +NOBLOCKMAP
    +NOTELEPORT
    +DONTSPLASH
	+MISSILE
	+CLIENTSIDEONLY
	+FORCEXYBILLBOARD
    States
    {
    Spawn:
	    ESMK ABCDEFGH 5 BRIGHT
		Stop
    }
}



actor CyberStep
{
	+NOBLOCKMAP
	+NOGRAVITY
	+NOTELEPORT
	renderstyle translucent
	alpha 0.75
    Scale 0.5
	states
	{
		Spawn:
			MNSM ABCDEFGHIJKLMNOPQ 1 bright
			stop
	}
}

Actor LostSoulOnHandFireSpawner
{
    Speed 20
    +NOCLIP
    States
    {
    Spawn:
      TNT1 A 1
      TNT1 A 0 Thing_ChangeTID(0,390)
 NULL AAA 0 A_CustomMissile ("SoulTrails", 0, 0, random (0, 360), 2, random (0, 180))
        Stop
    }
}


Actor LSOHK
{
    Speed 20
    +NOCLIP
    States
    {
    Spawn:
      TNT1 A 1
      TNT1 A 0 A_PlaySound ("Skull/Death")
 	EXPL AAAAAAAAAAAAAAAA 0 A_CustomMissile ("FlameTrails", 6, 0, random (0, 360), 2, random (0, 360))
		EXPL A 0 A_SpawnItemEx("BD_ExplosionParticleSpawner", 0, 0, 0, 0, 0, 0, 0, 0)
    TNT1 AAA 0 A_CustomMissile ("LSpart1", 42, 0, random (0, 360), 2, random (0, 160))
    TNT1 A 0 A_CustomMissile ("LSpart3", 42, 0, random (0, 360), 2, random (0, 160))
    TNT1 AAAA 0 A_CustomMissile ("LSpart2", 42, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0
        Stop
    }
}










ACTOR BarrelExplosion_SmokeColumn
{
    Radius 0
    Height 0
	Alpha 0.7
	RenderStyle Translucent
	//Scale 0.4
	//Scale 0.8
	XScale 1.6
	YScale 0.8
    +NOBLOCKMAP
    +NOTELEPORT
    +DONTSPLASH
	+CLIENTSIDEONLY
	Damage 0
    States
    {
    Spawn:
	    SBX7 A 3 A_SetScale(0.8, 0.4)
		SBX7 B 3 A_SetScale(0.9, 0.5)
		SBX7 C 3 A_SetScale(1.0, 0.6)
		SBX7 D 3 A_SetScale(1.1, 0.7)
		SBX7 E 3 A_SetScale(1.6, 0.8)
	    TNT1 A 0 A_JumpIf(waterlevel > 1, "Stap")
		SBX7 ABCDEFG 3
		SBX7 ABCDEFGABCDEFGABCDEFGABCDEFGABCDEFGABCDEFGABCDEFGABCDEFGABCDEFGABCDEFGABCDEFGABCDEFGABCDEFGABCDEFGABCDEFGABCDEFG 3
		
		SBX7 ABCDEFG 3 A_SetScale(1.6, 0.8)
		SBX7 ABCDEFG 3 A_SetScale(1.1, 0.7)
		SBX7 ABCDEFG 3 A_SetScale(1.0, 0.6)
		SBX7 ABCDEFG 3 A_SetScale(0.6, 0.4)
		SBX7 ABCDEFG 3 A_SetScale(0.4, 0.2)
		Stop
Stap:		
TNT1 A 0
Stop
    }
}



ACTOR ExplosionSimple_SmokeColumn: BarrelExplosion_SmokeColumn
{
    Radius 0
    Height 0
	Alpha 0.4
	RenderStyle Translucent
	//Scale 0.4
	//Scale 0.8
	XScale 1.5
	YScale 0.6
}


ACTOR Micro_SmokeColumn: BarrelExplosion_SmokeColumn
{
    Radius 0
    Height 0
	Alpha 0.2
	RenderStyle Add
	XScale 0.2
	YScale 0.2
	States
    {
    Spawn:
		SBX7 ABCDEFGABCDEFGABCDEFGABCDEFGABCDEFGABCDEFGABCDEFGABCDEFG 3
		TNT1 A 0 A_SetScale(0.16, 0.16)
		SBX7 ABCDEFG 3 
		TNT1 A 0 A_SetScale(0.13, 0.13)
		SBX7 ABCDEFG 3 
		TNT1 A 0 A_SetScale(0.10, 0.10)
		SBX7 ABCDEFG 3 
		TNT1 A 0 A_SetScale(0.06, 0.06)
		SBX7 ABCDEFG 3
		Stop
		}
}

ACTOR ExplosionSimple_SmokeColumn2: ExplosionSimple_SmokeColumn
{
   +NOGRAVITY
}
	
	
	
ACTOR BigBlackSmoke
{
    +NOBLOCKMAP
    +NOTELEPORT
    +DONTSPLASH
	+MISSILE
	+FORCEXYBILLBOARD
    +CLIENTSIDEONLY
    +NOINTERACTION
	+NOGRAVITY
	+DOOMBOUNCE
	+THRUACTORS
	Health 99999
	BounceFactor 0.5
	Radius 1
	Height 1
	Alpha 1.0
	RenderStyle Translucent
	XScale 1.1
	YScale 1.4
	Speed 2
    States
    {
    Spawn:
	TNT1 A 0
	TNT1 A 0 A_FadeOut(0.9)
	SMK1 KKKKKKKK 2 A_FadeIn(0.04)
	TNT1 A 0 A_JumpIf(waterlevel > 1, "Stap")
	SMK1 K 35
	TNT1 A 0 A_JumpIf(waterlevel > 1, "Stap")
	SMK1 KKKKKKKKK 2 A_FadeOut(0.05)
	Goto Death
	Death:
	    TNT1 A 0
    Stop
Stap:		
TNT1 A 0
Stop
    }
}


ACTOR BigBlackSmokeLarger: BigBlackSmoke
{
	Scale 3.4
	Speed 1
	States
    {
    Spawn:
	TNT1 A 0
	TNT1 A 0 A_FadeOut(0.9)
	SMK1 KKKKKKKKKKKKK 2 A_FadeIn(0.04)
	TNT1 A 0 A_JumpIf(waterlevel > 1, "Stap")
	SMK1 K 125
	TNT1 A 0 A_JumpIf(waterlevel > 1, "Stap")
	SMK1 KKKKKKKKK 2 A_FadeOut(0.05)
	Goto Death
	Death:
	    TNT1 A 0
    Stop
Stap:		
TNT1 A 0
Stop
}
}

ACTOR BigBlackSmokePillar: BigBlackSmoke
{
	Scale 1.4
	Speed 1
	Alpha 0.5
    States
    {
    Spawn:
	SMK5 JIHGFEDCB 2
	SMK5 A 50
	Goto Death
	Death:
		SMK5 BCDEFGHIJ 4
	    TNT1 A 0
    Stop
	Stap:		
	TNT1 A 0
	Stop
    }
}


ACTOR BigBlackSmokePillar2: BigBlackSmokePillar
{
	XScale -1.8
	YScale 1.8
}


ACTOR BlackSmokePillarParticle: BigBlackSmoke
{
Scale 0.3
    States
    {
    Spawn:
	TNT1 A 0
	TNT1 A 5
	TNT1 A 0 A_FadeOut(0.9)
	SMK1 KKKKKKKKK 2 A_FadeIn(0.02)
	TNT1 A 0 A_JumpIf(waterlevel > 1, "Stap")
	SMK1 K 50
	TNT1 A 0 A_JumpIf(waterlevel > 1, "Stap")
	SMK1 KKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKK 2 A_FadeOut(0.01)
	Goto Death
	Death:
	    TNT1 A 0
    Stop
Stap:		
TNT1 A 0
Stop
    }
}

ACTOR MediumBlackSmoke: BigBlackSmoke
{
Scale 0.3
}



ACTOR GunBarrelSmoke: ExplosionSmoke
{
 
	Alpha 0.01
	RenderStyle Add
	XScale 0.12
	YScale 0.15
	Speed 1
    States
    {
    Spawn:
		TNT1 A 0
		TNT1 A 0 A_JumpIf(waterlevel > 1, "Stap")
		smk2 aaaaa 1 A_FadeIn(0.1)
		smk2 A 2
		smk2 AAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_FadeOut(0.04)
		Goto Death
	Death:
		TNT1 A 0
		Stop
	Stap:		
		TNT1 A 0
		Stop
    }
}