Actor BD_ExplosionParticle2
{
  Height 1
  Radius 1
  Mass 0
  +Missile
  +NoBlockMap
  +NoGravity
  +DontSplash
  +FORCEXYBILLBOARD
  +CLIENTSIDEONLY
  +THRUACTORS
  +GHOST
  +THRUGHOST
  RenderStyle Add
  Scale 0.1
  States
  {
  Spawn:
    SPRX SSSSSSSS 1 BRIGHT
	SPRX SSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSS 1 Bright A_FadeOut(0.02)
    Stop
  }
}

ACTOR BD_ExplosionParticleHeavy
{
 game Doom
 speed 5
 radius 1
 height 1
 Gravity 0.5
  RenderStyle Add
  Scale 0.2
   +MISSILE
   +CLIENTSIDEONLY
   +NOTELEPORT
   +NOBLOCKMAP
   +BLOODLESSIMPACT 
   +FORCEXYBILLBOARD
  +FORCEXYBILLBOARD
  +CLIENTSIDEONLY
  +DOOMBOUNCE
    +DONTSPLASH
	 +THRUACTORS
  +THRUGHOST
   +GHOST
   Damage 0
  BounceFactor 0.01
  Mass 0
    States
    {
     Spawn:
       SPRX SSSSS 1 BRIGHT
	   SPRX SSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSS 1 Bright A_FadeOut(0.02)
        stop
     Death:
       Stop
    }
}

ACTOR BD_ExplosionParticleVeryFast: BD_ExplosionParticleHeavy
{
 game Doom
 speed 18
 Gravity 0.9
}


ACTOR BD_ExplosionParticleVerySlow: BD_ExplosionParticleHeavy
{
 game Doom
 Scale 0.05
 speed 3
 Gravity 0.2
 Scale 0.03
}


ACTOR ShrapnelParticle: BD_ExplosionParticleHeavy
{
 speed 20
 Gravity 0.0
 +NOGRAVITY
  Scale 1.0
   radius 10
 height 10
 -DOOMBOUNCE
 Damage 0
  alpha 1.0
    States
    {
     Spawn:
       SPKO BBBBBBBBBBBBBBBBBB 1 Bright A_FadeOut(0.05)
        stop
     Death:
	 TNT1 A 0
       Stop
    }
}






ACTOR ShrapnelParticle2: ShrapnelParticle
{
  Speed 20
}



Actor SuperExpensiveParticle: BD_ExplosionParticle2
{
  Scale 0.1
  Speed 2
  Gravity 0.1
  +DOOMBOUNCE
  +FASTER
  States
  {
  Spawn:
    SPRX SSSSSS 1 BRIGHT A_Recoil(1)
	TNT1 A 0 A_ChangeFLag("FASTER", 0)
	
 Spawn2:
    SPRX SSSS 1 BRIGHT A_SetAngle(random(angle-60, angle+60))
	TNT1 A 0 A_FadeOut(0.1)
	TNT1 A 0 A_Recoil(1)
	Loop
  }
}

Actor SuperExpensiveParticleSpawner
{
+THRUACTORS
States
{
	Spawn:
	TNT1 A 0
    TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile ("SuperExpensiveParticle", 2, 0, random (0, 360), 2, random (0, 360))
	Stop
	}
}


ACTOR ShotgunParticles
{
 game Doom
 speed 15
 radius 8
 height 1
 Gravity 0.6
  RenderStyle Add
  Scale 0.1
  Alpha 0.9
   +MISSILE
   +CLIENTSIDEONLY
   +NOTELEPORT
   +NOBLOCKMAP
   +BLOODLESSIMPACT 
   +FORCEXYBILLBOARD
  +FORCEXYBILLBOARD
  +CLIENTSIDEONLY
    +DONTSPLASH
   +GHOST
   +NOGRAVITY
   Damage 0
    States
    {
     Spawn:
	  TNT1 A 2
       SPKO BBBB 1 Bright A_FadeOut(0.02)
	   TNT1 A 0 A_ChangeFlag(NOGRAVITY, 0)
	   SPKO BBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBB 1 Bright A_FadeOut(0.04)
        stop
     Death:
       Stop
    }
}

ACTOR ShotgunParticles2 : ShotgunParticles
{
 speed 10
 Gravity 0.5
  Scale 0.1
  Alpha 0.9
}


ACTOR HitSpark: BD_ExplosionParticleHeavy
{
 speed 6
  Scale 0.04
 Gravity 1.0
   +NOCLIP
    States
    {
     Spawn:
       SPKO SSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSS 1 Bright A_FadeOut(0.07)
        stop
     Death:
       Stop
    }
}






Actor BD_ExplosionParticleSpawner
{
  +NoClip
  +NoBlockMap
  +NoGravity
  +Missile
  +FORCEXYBILLBOARD
  States
  {
  Spawn:
    TNT1 A 0
        TNT1 AAAAA 0 A_CustomMissile ("BD_ExplosionParticleHeavy", 0, 0, random (0, 360), 2, random (0, 180))
        TNT1 AAAAA 0 A_CustomMissile ("BD_ExplosionParticleHeavy", 0, 0, random (0, 180), 2, random (0, 180))
    TNT1 A 1
    Stop
  }
}

Actor BD_ExplosionParticle
{
  Height 0
  Radius 0
  Mass 0
  +Missile
  +NoBlockMap
  +NoGravity
  +DontSplash
  +FORCEXYBILLBOARD
  +CLIENTSIDEONLY
  RenderStyle Add
  Scale 0.8
  States
  {
  Spawn:
    SPKO B 1 Bright A_FadeOut(0.02)
    Loop
  }
}

Actor BD_ExplosionParticle5
{
  Height 0
  Radius 0
  Mass 0
  +Missile
  +NoBlockMap
  -NoGravity
  +LowGravity
  +DontSplash
  +DoomBounce
  +FORCEXYBILLBOARD
  BounceFactor 0.2
  RenderStyle Add
  Scale 0.8
  Speed 12
  States
  {
  Spawn:
  Death:
    SPKO B 2 Bright A_FadeOut(0.02)
    Loop
  }
}

Actor RocketParticle
{
  Height 0
  Radius 0
  Mass 0
  +Missile
  +NoBlockMap
  +NoGravity
  +DontSplash
  +FORCEXYBILLBOARD
  +CLIENTSIDEONLY
  RenderStyle Add
  Scale 0.8
  States
  {
  Spawn:
    SPKO B 1 Bright A_FadeOut(0.06)
    Loop
  }
}

Actor BluePlasmaParticleSpawner
{
  RenderStyle Add
  Alpha 0.95
  Scale 1.1
  +NoClip
  +NoBlockMap
  +NoGravity
  +Missile
  +FORCEXYBILLBOARD
  States
  {
  Spawn:
	TNT1 AA 0 A_CustomMissile ("BluePlasmaParticle", 0, 0, random (0, 360), 2, random (50, 130))
	//TNT1 AAA 0 A_CustomMissile ("BluePlasmaParticle", 0, 0, random (0, 360), 2, random (0, 360))
    TNT1 AA 0 A_CustomMissile ("PlasmaSmoke", 0, 0, random (0, 360), 2, random (0, 360))
    PBEX A 4 BRIGHT //A_SpawnItem("BlueFlare" ,0)
    TNT1 A 1
    Stop
  }
}

Actor PlasmaParticleSpawner: BluePlasmaParticleSpawner
{
  States
  {
  Spawn:
    TNT1 AAAA 0 A_SpawnItemEx("PlasmaParticle", 0, 0, 14, (0.1)*Random(10, 40), 0, (0.1)*Random(-40, 40), Random(0, 360), 128)
    TNT1 AAAA 0 A_CustomMissile ("PlasmaSmoke", 32, 0, random (0, 360), 2, random (0, 360))
    TNT1 A 1
    Stop
  }
}

Actor BluePlasmaParticle
{
  Height 0
  Radius 0
  Mass 0
  +Missile
  +NoBlockMap
  -NoGravity
  //+LowGravity
  +DontSplash
  +DoomBounce
  +FORCEXYBILLBOARD
  BounceFactor 0.2
  Gravity 0.8
  RenderStyle Add
  Scale 0.035
  //Speed 2
  Speed 12
  States
  {
  Spawn:
  Death:
    SPKB A 2 Bright A_FadeOut(0.04)
    Loop
  }
}


Actor RailgunTrailParticle : BluePlasmaParticle
{
  Gravity 0.0
  RenderStyle Add
  Scale 0.1
  Speed 1
  States
  {
  Spawn:
  Death:
    SPKB A 2 Bright A_FadeOut(0.04)
    Loop
  }
}

Actor BluePlasmaFire: BluePlasmaParticle
{

  +NoGravity
  -DOOMBOUNCE
  RenderStyle Add
  Scale 0.7
  Alpha 0.9
  Speed 0
  States
  {
  Spawn:
  Death:
    FIR4 ABCDEFGHIJKLMNOP 1 Bright A_FadeOut(0.04)
    Stop
  }
}

Actor BluePlasmaFireMove: BluePlasmaFire
{
  Speed 1
  Scale 0.3
}


Actor BluePlasmaFireMove2: BluePlasmaFire
{
  Speed 2
  Scale 0.6
}



Actor HotPlasmaGas: BluePlasmaParticle
{

  +NoGravity
  -DOOMBOUNCE
  -NOCLIP
  -NOBLOCKMAP
  Damage 1
  Damagetype Plasma
  RenderStyle Add
  Scale 0.1
  Alpha 0.9
  Speed 18
  Decal "Scorch"
  SeeSound "PLSTHRW"
  DeathSound "imp/shotx"
  Radius 8
  Height 8
  States
  {
  Spawn:
    FIR4 AAABB 1 BRIGHT
	FIR4 CDEFGH 1 BRIGHT A_CustomMissile ("BluePlasmaFireMove", 0, 0, 0, 2, random (-30, 30))
	FIR4 IJKL 1 BRIGHT A_CustomMissile ("BluePlasmaFireMove2", 0, 0, 0, 2, random (-60, 60))
	FIR4 MNOP 1 Bright A_CustomMissile ("BluePlasmaFireMove2", 0, 0, random (0, 360), 2, random (0, 360))
    Stop
Death:
    TNT1 A 0 A_Explode(5, 180, 0)
	FIR4 BCDEFGHIJKLMNOP 1 Bright A_CustomMissile ("BluePlasmaFireMove2", 0, 0, random (0, 360), 2, random (0, 360))
    Stop
  }
}


Actor BluePlasmaFireNonStatic: BluePlasmaFire
{
Speed 2
Alpha 0.5
}

Actor PlasmaParticleX
{
  Height 0
  Radius 0
  Mass 0
  +Missile
  +NoBlockMap
  -NoGravity
  +DontSplash
  +DoomBounce
  +FORCEXYBILLBOARD
  BounceFactor 0.1
  Gravity 0.4
  RenderStyle Add
  Scale 1.0
  //Speed 2
  Speed 2
  States
  {
  Spawn:
  SPKB A 1 Bright
  TNT1 A 0 A_ChangeFlag(DOOMBOUNCE, 0)
  Goto Stand
  Stand:
    SPKB B 2 Bright A_FadeOut(0.06)
    Loop
 Death:
 TNT1 A 1
 TNT1 A 0
 Stop
	
  }
}


Actor BigPlasmaParticleX: PlasmaParticleX
{
  Scale 2.0
  Speed 3
}

Actor PlasmaParticle: BluePlasmaParticle

{
  States
  {
  Spawn:
  Death:
    SPKG A 2 Bright A_FadeOut(0.02)
    Loop
  }
}



ACTOR BD_Rail_Puff: BulletPuff
{
  renderstyle Translucent
  alpha 0.9
  Scale 1.3
  +NOBLOCKMAP
  +NOGRAVITY
  +NOEXTREMEDEATH
  states
  {
  Spawn:
  Death:
  Xdeath:
  Melee:
    TNT1 A 0
    TNT1 AAAA 0 A_SpawnItemEx("BluePlasmaParticleSpawner", 0, 0, 0, 0, 0, 0, 0, 128)
	//EXPL AAAA 0 A_CustomMissile ("SmallSmoke", 0, 0, random (0, 360), 2, random (0, 360))
    TNT1 ABCDE 2 BRIGHT A_SpawnItem("BlueFlare" ,0)
    Stop
  }
}

ACTOR Short_Rail_Puff: BulletPuff
{
  renderstyle Translucent
  alpha 0.9
  Scale 1.6
  +NOBLOCKMAP
  +NOGRAVITY
  +NOEXTREMEDEATH
  +PUFFONACTORS
  Damagetype SSG
  states
  {
  Spawn:
    TNT1 A 0
    TNT1 AAA 0 A_SpawnItemEx("BluePlasmaParticleSpawner", 0, 0, 0, 0, 0, 0, 0, 128)
    PLSE ABCDE 5 BRIGHT A_SpawnItem("BlueFlareMedium",0,0)
    Stop
  }
}

ACTOR BD_Plasma_Puff: BulletPuff
{
  RenderStyle Add
  Alpha 0.95
  +NOBLOCKMAP
  +NOGRAVITY
  +CLIENTSIDEONLY
  Scale 1.1
  states
  {
  Spawn:
    PBEX A 0 BRIGHT// A_SpawnItem("BlueFlare",0,0)
		TNT1 AA 0 A_CustomMissile ("PlasmaParticleX", 12, 0, random (0, 360), 2, random (0, 360))
	TNT1 A 0 A_SpawnItemEx("BluePlasmaParticleSpawner", 0, 0, 0, 0, 0, 0, 0, 128)
	//EXPL AAAA 0 A_CustomMissile ("SmallSmoke", 0, 0, random (0, 360), 2, random (0, 360))
    PLSE ABCDE 2 BRIGHT A_SpawnItem("BlueFlare" ,0)
    stop
  }
}

ACTOR BD_Railgun_Puff: BulletPuff
{
  RenderStyle Add
  Alpha 0.95
  +NOBLOCKMAP
  +NOGRAVITY
  +CLIENTSIDEONLY
  Scale 1.1
  states
  {
  Spawn:
    PBEX A 0 BRIGHT// A_SpawnItem("BlueFlare",0,0)
		TNT1 AA 0 A_CustomMissile ("PlasmaParticleX", 12, 0, random (0, 360), 2, random (0, 360))
	TNT1 A 0 A_SpawnItemEx("BluePlasmaParticleSpawner", 0, 0, 0, 0, 0, 0, 0, 128)
	//EXPL AAAA 0 A_CustomMissile ("SmallSmoke", 0, 0, random (0, 360), 2, random (0, 360))
    PLSE ABCDE 2 BRIGHT A_SpawnItem("BlueFlare" ,0)
    stop
  }
}


ACTOR PlasmaFog
{
    Radius 1
    Height 1
	Alpha 0.7
	RenderStyle Add
	Speed 3
	Scale 0.5
	Gravity 0
    +NOBLOCKMAP
    +NOTELEPORT
    +DONTSPLASH
	+MISSILE
	+FORCEXYBILLBOARD
    +CLIENTSIDEONLY
    States
    {
    Spawn:
        BFOG ABCDEF 2 BRIGHT A_SpawnItem("GreenFlareMedium",0,0)
        Goto Death
	Death:
	    BFOG G 2 BRIGHT// A_SpawnItem("BlueFlareMedium",0,0)
		Stop
    }
}


ACTOR BarrelParticle
{
    Radius 8
    Height 8
    Scale 0.6
	Speed 7
	Mass 1
    gravity 0.5
	BounceFactor 0.6
	+DOOMBOUNCE
	+MISSILE
    +MOVEWITHSECTOR
    +CLIENTSIDEONLY
    +NOBLOCKMAP
    +NOTELEPORT
    States
    {
    Spawn:
	    TNT1 A 0 A_JumpIf(waterlevel > 1, "Death")
		TNT1 A 0 //A_SpawnItemEx("AltSmoke", 0, 0)
		BPRT ABCDEFGH 4
        Loop

	Death:
        BPRT GGGGGGGGGGGGG 20 //A_CustomMissile ("PlasmaSmoke", 1, 0, random (0, 360), 2, random (0, 160)) 
        Stop
    }
}


ACTOR Shrapnel: BarrelParticle
{
Scale 0.02
RenderStyle Add
Gravity 0.8
Speed 13
-DOOMBOUNCE
    States
    {
    Spawn:
	    TNT1 A 0 A_JumpIf(waterlevel > 1, "Death")
		LENY AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 2 A_SpawnItemEx("AltSmoke", 0, 0)
        Stop
    Death:
        TNT1 A 0
        Stop
    }
}

Actor GlassPart : BarrelParticle
{
bouncefactor 0.2
speed 8
seesound ""
renderstyle translucent
alpha 0.4
scale 0.2
translation "0:255=4:4"
states
	{
	Spawn:
		TNT1 A 0
		BPRT ABCDEFGH 2
		loop
   Death:
   	TNT1 A 0
   	TNT1 A 0 A_jump(255,"death1","death2","death3","death4","death5","death6")
Death1:
      BPRT A 1
	  BPRT A -1
	  Stop
Death2:
      BPRT C 1
      BPRT C -1
	  Stop
Death3:
      BPRT E 1
	  BPRT E -1
	  Stop
Death4:
      BPRT G 1
	  BPRT G -1
	  Stop
Death5:
      BPRT B 1
	  BPRT B -1
	  Stop
Death6:
      BPRT D 1
	  BPRT D -1
	  Stop
   }
}

Actor WoodParticle : BarrelParticle
{
Scale 1.5
+THRUACTORS
bouncefactor 0.5
speed 8
seesound ""
states
	{
	Spawn:
		TNT1 A 0
		WOOD ABCD 2
		loop
   Death:
   	TNT1 A 0
      WOOD B 300
	  WOOD BBBBB 1 A_FadeOut(0.2)
      Stop
   }
}

Actor WoodParticleSmall: WoodParticle
{
Scale 0.9
speed 6
}

Actor WoodParticleBig: WoodParticle
{
Scale 2.3
speed 11
}

Actor WoodParticleTIny: WoodParticle
{
Scale 0.6
speed 5
states
	{
   Death:
   	TNT1 A 0
      WOOD B 100
	  WOOD BBBBB 1 A_FadeOut(0.2)
      Stop
   }
}













ACTOR SparkX: BD_ExplosionParticleHeavy
{
 speed 10
 Gravity 0.8
 -NOGRAVITY
  Scale 0.05
   radius 1
 height 1
 +DOOMBOUNCE
 +GHOST
 BounceFactor 0.5
 Damage 0
  alpha 1.0
    States
    {
     Spawn:
       SPKO AAA 1 BRIGHT
	   SPKO AAAAAAA 1 Bright A_FadeOut(0.20)
        stop
     Death:
	 TNT1 A 0
       Stop
    }
}


ACTOR SparkXNoModel: SparkX
{
 Gravity 0.7
}




ACTOR HitSparkGroup: SparkXNoModel
{
  Scale 0.2
  States
    {
     Spawn:
	   SPKO M 2
       SPKO MMMMMMMM 2 Bright A_FadeOut(0.1)
        stop
     Death:
       Stop
    }
}







ACTOR MetalShard1: BarrelParticle
{
    Scale 0.2
	Speed 7
	Gravity 0.5
	BounceFactor 0.4
    States
    {
    Spawn:
	    TNT1 A 0 A_JumpIf(waterlevel > 1, "Death")
		JNK1 ABCDEFGH 3
        Loop

	Death:
        JNK1 H 200
        Stop
    }
}


ACTOR MetalShard2: MetalShard1
{
    States
    {
    Spawn:
	    TNT1 A 0 A_JumpIf(waterlevel > 1, "Death")
		JNK2 ABCDEFGH 3
        Loop

	Death:
        JNK2 H 200
        Stop
    }
}


ACTOR MetalShard3: MetalShard1
{
    States
    {
    Spawn:
	    TNT1 A 0 A_JumpIf(waterlevel > 1, "Death")
		JNK3 ABCDEFGH 3
        Loop

	Death:
        JNK3 H 200
        Stop
    }
}






ACTOR BD_MudDust
{
	Scale 1.0
	+noteleport
	+missile
	+forcexybillboard
    +CLIENTSIDEONLY
	+DOOMBOUNCE
	+THRUACTORS
	BounceFactor 0.01
    Speed 8
    Gravity 0.4
	height 1
	radius 1
	States
	{
	Spawn:
		DXRP A 1
		Loop
	Death:
	    DXRP B 300
		Stop
	}
}

ACTOR BD_MudDustSmall: BD_MudDust
{
    Speed 4
	Scale 0.5
    Gravity 0.4
}


ACTOR BD_MudDustFromTrail: BD_MudDustSmall
{
	+THRUACTORS
		States
	{
	Spawn:
		DXRP A 1
		Loop
	Death:
	    DXRP B 1
		Stop
	}
}


ACTOR BD_SandDust: BD_MudDust
{
	Scale 1.0
	BounceFactor 0.01
    Speed 8
    Gravity 0.4
	height 1
	radius 1
	States
	{
	Spawn:
		DXRP E 1
		Loop
	Death:
	    TNT1 A 0
		Stop
	}
}

ACTOR BD_SandDustSmall: BD_SandDust
{
    Speed 4
	Scale 0.5
    Gravity 0.4
}


ACTOR BrownCloud: BD_MudDust
{
	+NOGRAVITY
	+WINDTHRUST
	+THRUACTORS
	+NOINTERACTION
    Speed 1
	Renderstyle Translucent
	Alpha 0.6
	States
	{
	Spawn:
		DXRP C 40
		DXRP CCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCC 1 A_FadeOut(0.01)
		Stop
		
	}
}

Actor BrownCloudSmall: BrownCloud
{
Scale 0.5
Alpha 0.5
Speed 1
-NOGRAVITY
+THRUACTORS
Gravity 0.1
	States
	{
	Spawn:
		DXRP C 10
		DXRP CCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCC 1 A_FadeOut(0.01)
		Stop
		
	}
}


Actor BrownCloudShort: BrownCloudSmall
{
Scale 1.0
Alpha 0.25
Speed 2
}

Actor BrownCloudSmallLong: BrownCloud
{
Scale 0.5
Alpha 0.3
Speed 1
+NOGRAVITY
+THRUACTORS
Gravity 0.1
	States
	{
	Spawn:
		DXRP C 60
		DXRP CCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCC 1 A_FadeOut(0.01)
		Stop
		
	}
}


////

ACTOR SAndCloud: BD_MudDust
{
	+NOGRAVITY
	+WINDTHRUST
	+THRUACTORS
	+NOINTERACTION
    Speed 1
	Renderstyle Translucent
	Alpha 0.6
	Scale 0.5
	States
	{
	Spawn:
		DXRP D 40
	Death:	
		DXRP DDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDD 1 A_FadeOut(0.01)
		Stop
		
	}
}


ACTOR SAndCloudShort: SAndCloud
{
	Alpha 0.3
}

Actor SAndCloudSmall: SAndCloud
{
Scale 0.5
Alpha 0.5
Speed 1
-NOGRAVITY
+THRUACTORS
Gravity 0.1
	States
	{
	Spawn:
		DXRP D 10
		DXRP DDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDD 1 A_FadeOut(0.01)
		Stop
		
	}
}




Actor SAndCloudSmallLong: SAndCloud
{
Scale 0.5
Alpha 0.3
Speed 1
+NOGRAVITY
+THRUACTORS
Gravity 0.1
	States
	{
	Spawn:
		DXRP D 60
		DXRP DDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDD 1 A_FadeOut(0.01)
		Stop
		
	}
}




Actor SAndCloudFootstep:SAndCloudSmallLong
{
XScale 0.4
YScale 0.3
Alpha 0.1
Speed 1
	States
	{
	Spawn:
		DXRP DDDDDD 1 A_FadeIn(0.05)
		DXRP D 20
		DXRP DDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDD 1 A_FadeOut(0.02)
		Stop
		
	}
}


ACTOR WallChunk
{
	Scale 0.16
	+noteleport
	+missile
	+bounceonactors
	+doombounce
	+forcexybillboard
    +CLIENTSIDEONLY
    Speed 6
    Gravity 0.7
	bouncefactor 0.2
	height 1
	radius 1
	States
	{
	Spawn:
		TNT1 A 0
		TNT1 A 0 A_GiveInventory ("Timer", random(1,4))
	See:
		TNT1 A 0 A_JumpIfInventory("Timer",4,"See4")
		TNT1 A 0 A_JumpIfInventory("Timer",3,"See3")
		TNT1 A 0 A_JumpIfInventory("Timer",2,"See2")
	See1:
		DUST A 1
		loop
	See2:
		DUST B 1
		loop
	See3:
		DUST C 1
		loop
	See4:
		DUST D 1
		loop
	Death:
		TNT1 A 0 A_ChangeFlag ("missile",0)
		TNT1 A 0 A_ChangeFlag ("doombounce",0)
		TNT1 A 0 A_JumpIfInventory("Timer",4,"Death4")
		TNT1 A 0 A_JumpIfInventory("Timer",3,"Death3")
		TNT1 A 0 A_JumpIfInventory("Timer",2,"Death2")
	Death1:
		DUST A 100
		Stop
	Death2:
		DUST B 100
		Stop
	Death3:
		DUST C 100
		Stop
	Death4:
		DUST D 100
		Stop
	}
}
ACTOR TinyWallChunk : WallChunk
{
	Scale 0.12
}
ACTOR BigWallChunk : WallChunk
{
	Scale 0.3
}
ACTOR HugeWallChunk : WallChunk
{
	Scale 0.4
}


ACTOR DirtChunk1 : WallChunk
{
	Scale 0.6
	Speed 16
	BounceFactor 0.5
	Translation "128:151=74:79", "96:111=71:79"
}


ACTOR DirtChunk2 : WallChunk
{
	Scale 0.4
	Speed 12
	BounceFactor 0.3
	Translation "128:151=74:79", "96:111=71:79"
}




ACTOR DirtChunk3 : WallChunk
{
	Scale 0.2
	Speed 4
	BounceFactor 0.3
	Translation "128:151=74:79", "96:111=71:79"
}


ACTOR DirtChunk4 : WallChunk
{
	Scale 0.2
	Speed 8
	BounceFactor 0.3
	Translation "128:151=74:79", "96:111=71:79"
}



ACTOR LargeGlassParticle1: WallChunk
{
Renderstyle Add
Scale 0.6
Alpha 0.9
Speed 7
Mass 0
BounceFactor 0.5
	States
    {
    Spawn:
	GLSP ABCDEFGH 3
	Loop
	Death:
	GLSP C 1
	GLSP C -1
    Stop
    }
}

ACTOR LargeGlassParticle2: LargeGlassParticle1
{
XScale -0.8
BounceFactor 0.6
}

ACTOR LargeGlassParticle3: LargeGlassParticle1
{
XScale -0.3
YScale 0.3
BounceFactor 0.4
}


ACTOR LargeGlassParticle4: LargeGlassParticle1
{
Scale 0.4
BounceFactor 0.3
}




ACTOR BD_ExplosionParticles: BD_ExplosionParticle2
{
	Radius 1
	Height 1
	Alpha 1.0
	RenderStyle Add
	Scale 0.5
	Speed 6
	Gravity 0.7
	+BOUNCEONCEILINGS
	+BOUNCEONWALLS
	-SKYEXPLODE
	-NOGRAVITY
	States
    {
    Spawn: 
	SPKO M 1
	SPKO M 10 BRIGHT
	SPKO MMMMMMMMMMMMMM 5 BRIGHT A_FadeOut(0.1)
	Stop
    }
}


ACTOR BD_ExplosionParticles2: BD_ExplosionParticles
{	Scale 0.7
	Speed 6
}


ACTOR BD_ExplosionParticles3: BD_ExplosionParticles
{	Scale 0.7
	Speed 10
}


ACTOR BD_ExplosionParticles4: BD_ExplosionParticles
{	Scale 0.8
	Speed 14
}


ACTOR BD_ExplosionParticlesSmall: BD_ExplosionParticles
{	Scale 0.4
	Speed 4
}
