ACTOR SSTRedTorch : redtorch replaces redtorch
{
  activesound "props/redfire"
  //activesound "props/torchfire"
  -RANDOMIZE
  Game Doom
  Radius 16
  Height 68
  +SOLID
  States
  {
  Spawn:
    TNT1 A 0
	TNT1 A 0 A_SetAngle(random(-180,180))
    TNT1 A 0 A_Jump(256, 1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16)
  Prawn:
    TNT1 A 0
    HEAD H 0 A_JumpIf(waterlevel > 1, "Underwater")
    TRED A 0 bright A_LoopActiveSound
    TRED AAAABBBBCCCCDDDD 1 bright A_SpawnItemEx("RedEmbers", 0,0,68, 0,0,0, 0, 160)
    Loop
  Underwater:
    SPRT A 0 A_StopSound
  	TNT1 AAAAA 0 A_SpawnItemEx ("UnderwaterSteam", 0,0,68, random(-1,1),random(-3,3),random(0,2), 0, 160, 64)  
	TNT1 A 0 A_Playsound("flesh/fry",CHAN_5)
    TNT1 A 0
  UnderwaterLoop:
    SPRT A 1
	Loop
  }
}
ACTOR SSTShortRedTorch : ShortRedTorch replaces ShortRedTorch
{
  activesound "props/redfire"
  //activesound "props/torchfire"
  -RANDOMIZE
  Game Doom
  Radius 16
  Height 37
  +SOLID
  States
  {
  Spawn:
    TNT1 A 0
	TNT1 A 0 A_SetAngle(random(-180,180))
    TNT1 A 0 A_Jump(256, 1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16)
  Prawn:
    TNT1 A 0
    HEAD H 0 A_JumpIf(waterlevel > 1, "Underwater")
    SMRT A 0 bright A_LoopActiveSound
    SMRT AAAABBBBCCCCDDDD 1 bright A_SpawnItemEx("RedEmbers", 0,0,37, 0,0,0, 0, 160)
    Loop
  Underwater:
    SPRT A 0 A_StopSound
  	TNT1 AAAAA 0 A_SpawnItemEx ("UnderwaterSteam", 0,0,37, random(-1,1),random(-3,3),random(0,2), 0, 160, 64)  
	TNT1 A 0 A_Playsound("flesh/fry",CHAN_5)
    TNT1 A 0
  UnderwaterLoop:
    SPRT B 1
	Loop
  }
}

ACTOR SSTGreenTorch : greentorch replaces greentorch
{
  activesound "props/greenfire"
  //activesound "props/torchfire"
  -RANDOMIZE
  Game Doom
  Radius 16
  Height 68
  +SOLID
  States
  {
  Spawn:
    TNT1 A 0
	TNT1 A 0 A_SetAngle(random(-180,180))
    TNT1 A 0 A_Jump(256, 1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16)
  Prawn:
    TNT1 A 0
    HEAD H 0 A_JumpIf(waterlevel > 1, "Underwater")
    SMRT A 0 bright A_LoopActiveSound
    TGRN AAAABBBBCCCCDDDD 1 bright A_SpawnItemEx("GreenEmbers", 0, 0, 68, 0, 0, 0, 0, 160)
    Loop
  Underwater:
    SPRT A 0 A_StopSound
  	TNT1 AAAAA 0 A_SpawnItemEx ("UnderwaterSteam", 0,0,68, random(-1,1),random(-3,3),random(0,2), 0, 160, 64)  
	TNT1 A 0 A_Playsound("flesh/fry",CHAN_5)
    TNT1 A 0
  UnderwaterLoop:
    SPRT A 1
	Loop
  }
}
ACTOR SSTShortGreenTorch : shortgreentorch replaces shortgreentorch
{
  activesound "props/greenfire"
  //activesound "props/torchfire"
  -RANDOMIZE
  Game Doom
  Radius 16
  Height 37
  +SOLID
  States
  {
  Spawn:
    TNT1 A 0
	TNT1 A 0 A_SetAngle(random(-180,180))
    TNT1 A 0 A_Jump(256, 1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16)
  Prawn:
    TNT1 A 0
    HEAD H 0 A_JumpIf(waterlevel > 1, "Underwater")
    SMRT A 0 bright A_LoopActiveSound
    SMGT AAAABBBBCCCCDDDD 1 bright A_SpawnItemEx("GreenEmbers", 0, 0, 37, 0, 0, 0, 0, 160)
    Loop
  Underwater:
    SPRT A 0 A_StopSound
  	TNT1 AAAAA 0 A_SpawnItemEx ("UnderwaterSteam", 0,0,37, random(-1,1),random(-3,3),random(0,2), 0, 160, 64)  
	TNT1 A 0 A_Playsound("flesh/fry",CHAN_5)
    TNT1 A 0
  UnderwaterLoop:
    SPRT B 1
	Loop
  }
}

ACTOR SSTBlueTorch : bluetorch replaces bluetorch
{
  activesound "props/bluefire"
  //activesound "props/torchfire"
  -RANDOMIZE
  Game Doom
  Radius 16
  Height 68
  +SOLID
  States
  {
  Spawn:
    TNT1 A 0
	TNT1 A 0 A_SetAngle(random(-180,180))
    TNT1 A 0 A_Jump(256, 1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16)
  Prawn:
    TNT1 A 0
    HEAD H 0 A_JumpIf(waterlevel > 1, "Underwater")
    SMRT A 0 bright A_LoopActiveSound
    TBLU AAAABBBBCCCCDDDD 1 bright A_SpawnItemEx("BlueEmbers", 0, 0, 68, 0, 0, 0, 0, 160)
    Loop
  Underwater:
    SPRT A 0 A_StopSound
  	TNT1 AAAAA 0 A_SpawnItemEx ("UnderwaterSteam", 0,0,68, random(-1,1),random(-3,3),random(0,2), 0, 160, 64)  
	TNT1 A 0 A_Playsound("flesh/fry",CHAN_5)
    TNT1 A 0
  UnderwaterLoop:
    SPRT A 1
	Loop
  }
}
ACTOR SSTShortBlueTorch : ShortBlueTorch replaces ShortBlueTorch
{
  activesound "props/bluefire"
  //activesound "props/torchfire"
  -RANDOMIZE
  Game Doom
  Radius 16
  Height 37
  +SOLID
  States
  {
  Spawn:
    TNT1 A 0
	TNT1 A 0 A_SetAngle(random(-180,180))
    TNT1 A 0 A_Jump(256, 1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16)
  Prawn:
    TNT1 A 0
    HEAD H 0 A_JumpIf(waterlevel > 1, "Underwater")
    SMRT A 0 bright A_LoopActiveSound
    SMBT AAAABBBBCCCCDDDD 1 bright A_SpawnItemEx("BlueEmbers", 0, 0, 37, 0, 0, 0, 0, 160)
    Loop
  Underwater:
    SPRT A 0 A_StopSound
  	TNT1 AAAAA 0 A_SpawnItemEx ("UnderwaterSteam", 0,0,37, random(-1,1),random(-3,3),random(0,2), 0, 160, 64)  
	TNT1 A 0 A_Playsound("flesh/fry",CHAN_5)
    TNT1 A 0
  UnderwaterLoop:
    SPRT B 1
	Loop
  }
}

ACTOR SSTYellowTorch : Yellowtorch replaces Yellowtorch
{
  activesound "props/greenfire"
  //activesound "props/torchfire"
  -RANDOMIZE
  Radius 16
  Height 68
  +SOLID
  States
  {
  Spawn:
    TNT1 A 0
	TNT1 A 0 A_SetAngle(random(-180,180))
    TNT1 A 0 A_Jump(256, 1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16)
  Prawn:
    TNT1 A 0
    HEAD H 0 A_JumpIf(waterlevel > 1, "Underwater")
    SMRT A 0 bright A_LoopActiveSound
    TYEL AAAABBBBCCCCDDDD 1 bright A_SpawnItemEx("YellowEmbers", 0, 0, 68, 0, 0, 0, 0, 160)
    Loop
  Underwater:
    SPRT A 0 A_StopSound
  	TNT1 AAAAA 0 A_SpawnItemEx ("UnderwaterSteam", 0,0,68, random(-1,1),random(-3,3),random(0,2), 0, 160, 64)  
	TNT1 A 0 A_Playsound("flesh/fry",CHAN_5)
    TNT1 A 0
  UnderwaterLoop:
    SPRT A 1
	Loop
  }
}
ACTOR SSTShortYellowTorch : ShortYellowTorch replaces ShortYellowTorch
{
  activesound "props/greenfire"
  //activesound "props/torchfire"
  -RANDOMIZE
  Radius 16
  Height 37
  +SOLID
  States
  {
  Spawn:
    TNT1 A 0
	TNT1 A 0 A_SetAngle(random(-180,180))
    TNT1 A 0 A_Jump(256, 1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16)
  Prawn:
    TNT1 A 0
    HEAD H 0 A_JumpIf(waterlevel > 1, "Underwater")
    SMRT A 0 bright A_LoopActiveSound
    SMYT AAAABBBBCCCCDDDD 1 bright A_SpawnItemEx("YellowEmbers", 0, 0, 37, 0, 0, 0, 0, 160)
    Loop
  Underwater:
    SPRT A 0 A_StopSound
  	TNT1 AAAAA 0 A_SpawnItemEx ("UnderwaterSteam", 0,0,37, random(-1,1),random(-3,3),random(0,2), 0, 160, 64)  
	TNT1 A 0 A_Playsound("flesh/fry",CHAN_5)
    TNT1 A 0
  UnderwaterLoop:
    SPRT B 1
	Loop
  }
}

ACTOR SSTWhiteTorch : Whitetorch replaces Whitetorch
{
  activesound "props/bluefire"
  //activesound "props/torchfire"
  -RANDOMIZE
  Radius 16
  Height 68
  +SOLID
  States
  {
  Spawn:
    TNT1 A 0
	TNT1 A 0 A_SetAngle(random(-180,180))
    TNT1 A 0 A_Jump(256, 1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16)
  Prawn:
    TNT1 A 0
    HEAD H 0 A_JumpIf(waterlevel > 1, "Underwater")
    SMRT A 0 bright A_LoopActiveSound
    TWHI AAAABBBBCCCCDDDD 1 bright A_SpawnItemEx("WhiteEmbers", 0, 0, 68, 0, 0, 0, 0, 160)
    Loop
  Underwater:
    SPRT A 0 A_StopSound
  	TNT1 AAAAA 0 A_SpawnItemEx ("UnderwaterSteam", 0,0,68, random(-1,1),random(-3,3),random(0,2), 0, 160, 64)  
	TNT1 A 0 A_Playsound("flesh/fry",CHAN_5)
    TNT1 A 0
  UnderwaterLoop:
    SPRT A 1
	Loop
  }
}
ACTOR SSTShortWhiteTorch : ShortWhiteTorch replaces ShortWhiteTorch
{
  activesound "props/bluefire"
  //activesound "props/torchfire"
  -RANDOMIZE
  Radius 16
  Height 37
  +SOLID
  States
  {
  Spawn:
    TNT1 A 0
	TNT1 A 0 A_SetAngle(random(-180,180))
    TNT1 A 0 A_Jump(256, 1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16)
  Prawn:
    TNT1 A 0
    HEAD H 0 A_JumpIf(waterlevel > 1, "Underwater")
    SMRT A 0 bright A_LoopActiveSound
    SMWT AAAABBBBCCCCDDDD 1 bright A_SpawnItemEx("WhiteEmbers", 0, 0, 37, 0, 0, 0, 0, 160)
    Loop
  Underwater:
    SPRT A 0 A_StopSound
  	TNT1 AAAAA 0 A_SpawnItemEx ("UnderwaterSteam", 0,0,37, random(-1,1),random(-3,3),random(0,2), 0, 160, 64)  
	TNT1 A 0 A_Playsound("flesh/fry",CHAN_5)
    TNT1 A 0
  UnderwaterLoop:
    SPRT B 1
	Loop
  }
}

ACTOR SSTBurningBarrel : burningbarrel replaces BurningBarrel
{
  activesound "props/barrelfire"
  +RANDOMIZE
  Game Doom
  SpawnID 149
  Radius 16
  Height 32
  mass 140
  pushfactor 0.4
  +SOLID
  +PUSHABLE
  -NOBLOCKMONST
	+NoTeleport
	//+DONTTHRUST
  States
  {
  Spawn:
    FCAN A 0 BRIGHT
	TNT1 A 0 A_SetAngle(random(-180,180))
    HEAD H 0 A_JumpIf(waterlevel > 1, "Underwater")
    FCAN A 0 BRIGHT A_LoopActiveSound
    SPRT A 0 A_CheckSight("Spawn2") 
    FCAN A 2 BRIGHT A_CustomMissile ("TorchSmoke", 32, random(-12, 12), random(-180,180), 2,random(80, 90))
    FCAN A 2 BRIGHT A_SpawnItemEx("imonfire", random(-5,-5),Random(-5,5),random(41, 42), 0, 0, random(8,22)*0.1, 0, 160,72)
    FCAN B 2 BRIGHT A_CustomMissile ("TorchSmoke", 32, random(-12, 12), random(-180,180), 2,random(80, 90))
    FCAN B 2 BRIGHT A_SpawnItemEx("imonfire", random(-5,-5),Random(-5,5),random(41, 42), 0, 0, random(8,22)*0.1, 0, 160,76)
    FCAN C 2 BRIGHT A_CustomMissile ("TorchSmoke", 32, random(-12, 12), random(-180,180), 2,random(80, 90))
    FCAN C 2 BRIGHT A_SpawnItemEx("imonfire", random(-4,-4),Random(-4,4),random(39, 42), 0, 0, random(10,30)*0.1, 0, 160,56)
    Loop
  Spawn2:
    FCAN ABC 4 BRIGHT
    Goto Spawn
  Underwater:
    SPRT A 0 A_StopSound
  	TNT1 AAAAA 0 A_SpawnItemEx ("UnderwaterSteam", 0,0,32, random(-1,1),random(-3,3),random(0,2), 0, 160, 64)  
	TNT1 A 0 A_Playsound("flesh/fry",CHAN_5)
    TNT1 A 0
  UnderwaterLoop:
    SPRT C 1
	Loop
  }
}
ACTOR greenembers
{   
	radius 1
	height 1
	Speed 0
	//+float
	//+floatbob
	+CLIENTSIDEONLY
	//+NOINTERACTION
	+NOGRAVITY
	+NOCLIP
	+NOBLOCKMAP
	-SOLID
	States
	{
	Spawn:
    SPRT A 0
    //SPRT A 0 A_ChangeFlag (floatbob, 1) 
    SPRT A 0 A_CheckSight("Spawn2") 
    SPRT A 0 A_Jump(64, "SpawnSmoke")
    SPRT A 0 A_Jump(8, "Spawn2")
		NULL A 1
		NULL A 0 A_CustomMissile ("greendrop", 0, random(-8, 8), random(-180,180), 2,random(70, 90))
		stop
	Spawn2:
		NULL A 1
		stop
	SpawnSmoke:
		NULL A 1
		NULL A 0 A_CustomMissile ("TorchSmoke", 0, random(-8, 8), random(-180,180), 2,random(70, 90))
		stop
	}
}

ACTOR greendrop
{   
	radius 1
	height 1
	renderstyle add
	alpha 0.8
	scale 0.7
	translation "80:95 = 112:127"
	Speed 2
	+Missile
	+NoTeleport
	+NOBLOCKMAP
	+RIPPER
	-SOLID
	+DONTSPLASH
	+BLOODLESSIMPACT
	+FORCEXYBILLBOARD
	//+doombounce
 +Painless
	gravity 0.02
	
	States
	{
	Spawn:
    	STAR A 0
    	STAR A 0 Thing_ChangeTID (0, 1330) 
    	STAR A 0 A_Jump(64,"Death") 
	Fawn:
		STAR A 3 BRIGHT A_FadeOut (0.01)
    	STAR A 0 A_CheckSight("Death") 
    	STAR A 0 A_Jump(16,"Death") 
		loop
	Death:
		TNT1 A 0 A_ChangeVelocity(velx*random(-1,1),vely*random(-1,1), velz, CVF_REPLACE)
    	STAR A 1 A_FadeOut(0.02)
		LOOP
	}
}  

ACTOR blueembers
{   
	radius 1
	height 1
	Speed 0
	//+float
	//+floatbob
	+CLIENTSIDEONLY
	//+NOINTERACTION
	+NOGRAVITY
	+NOCLIP
	+NOBLOCKMAP
	-SOLID
	States
	{
	Spawn:
    SPRT A 0
    //SPRT A 0 A_ChangeFlag (floatbob, 1) 
    SPRT A 0 A_CheckSight("Spawn2")
    SPRT A 0 A_Jump(64, "SpawnSmoke")
    SPRT A 0 A_Jump(8, "Spawn2")
		NULL A 1
		NULL A 0 A_CustomMissile ("bluedrop", 0, random(-8, 8), random(-180,180), 2,random(70, 90))
		stop
	Spawn2:
		NULL A 1
		stop
	SpawnSmoke:
		NULL A 1
		NULL A 0 A_CustomMissile ("TorchSmoke", 0, random(-8, 8), random(-180,180), 2,random(70, 90))
		stop
	}
}

ACTOR bluedrop
{   
	radius 1
	height 1
	renderstyle add
	alpha 0.8
	scale 0.7//.45
	translation "80:95 = 192:207"
	Speed 2
	+Missile
	+NoTeleport
	+NOBLOCKMAP
	+RIPPER
	+BLOODLESSIMPACT
	-SOLID
	+DONTSPLASH
	+FORCEXYBILLBOARD
	//+doombounce
 +Painless
	gravity 0.02
	
	States
	{
	Spawn:
    	STAR A 0
    	STAR A 0 Thing_ChangeTID (0, 1330) 
    	STAR A 0 A_Jump(64,"Death") 
	Fawn:
		STAR A 3 BRIGHT A_FadeOut (0.01)
    	STAR A 0 A_CheckSight("Death") 
    	STAR A 0 A_Jump(16,"Death") 
		loop
	Death:
		TNT1 A 0 A_ChangeVelocity(velx*random(-1,1),vely*random(-1,1), velz, CVF_REPLACE)
    	STAR A 1 A_FadeOut(0.02)
		LOOP
	}
}  

ACTOR redembers
{   
	radius 1
	height 1
	Speed 0
	//+float
	//+floatbob
	+CLIENTSIDEONLY
	//+NOINTERACTION
	+NOGRAVITY
	+NOCLIP
	+NOBLOCKMAP
	-SOLID
	States
	{
	Spawn:
    SPRT A 0
    //SPRT A 0 A_ChangeFlag (floatbob, 1) 
    SPRT A 0 A_CheckSight("Spawn2")
    SPRT A 0 A_Jump(64, "SpawnSmoke")
    SPRT A 0 A_Jump(8, "Spawn2")
		NULL A 1
		NULL A 0 A_CustomMissile ("reddrop", 0, random(-8, 8), random(-180,180), 2,random(70, 90))
		stop
	Spawn2:
		NULL A 1
		stop
	SpawnSmoke:
		NULL A 1
		NULL A 0 A_CustomMissile ("TorchSmoke", 0, random(-8, 8), random(-180,180), 2,random(70, 90))
		stop
	}
}

ACTOR reddrop
{   
	radius 1
	height 1
	renderstyle add
	alpha 0.8
	scale 0.7
	translation "80:95 = 176:191"
	Speed 2
	+BLOODLESSIMPACT
	+Missile
	+NoTeleport
	+NOBLOCKMAP
	+RIPPER
	-SOLID
	+DONTSPLASH
	+FORCEXYBILLBOARD
	//+doombounce
 +Painless
	gravity 0.02
	
	States
	{
	Spawn:
    	STAR A 0
    	STAR A 0 Thing_ChangeTID (0, 1330) 
    	STAR A 0 A_Jump(64,"Death") 
	Fawn:
		STAR A 3 BRIGHT A_FadeOut (0.01)
    	STAR A 0 A_CheckSight("Death") 
    	STAR A 0 A_Jump(16,"Death") 
		loop
	Death:
		TNT1 A 0 A_ChangeVelocity(velx*random(-1,1),vely*random(-1,1), velz, CVF_REPLACE)
    	STAR A 1 A_FadeOut(0.02)
		LOOP
	}
}  

ACTOR yellowembers
{   
	radius 1
	height 1
	Speed 0
	//+float
	//+floatbob
	+CLIENTSIDEONLY
	//+NOINTERACTION
	+NOGRAVITY
	+NOCLIP
	+NOBLOCKMAP
	-SOLID
	States
	{
	Spawn:
    SPRT A 0
    //SPRT A 0 A_ChangeFlag (floatbob, 1) 
    SPRT A 0 A_CheckSight("Spawn2")
    SPRT A 0 A_Jump(64, "SpawnSmoke")
    SPRT A 0 A_Jump(8, "Spawn2")
		NULL A 1
		NULL A 0 A_CustomMissile ("yellowdrop", 0, random(-8, 8), random(-180,180), 2,random(70, 90))
		stop
	Spawn2:
		NULL A 1
		stop
	SpawnSmoke:
		NULL A 1
		NULL A 0 A_CustomMissile ("TorchSmoke", 0, random(-8, 8), random(-180,180), 2,random(70, 90))
		stop
	}
}
ACTOR yellowdrop
{   
	radius 1
	height 1
	renderstyle add
	alpha 0.8
	scale 0.7
	translation "80:95 = 229:231"
	Speed 2
	+BLOODLESSIMPACT
	+Missile
	+NoTeleport
	+NOBLOCKMAP
	+RIPPER
	-SOLID
	+DONTSPLASH
	+FORCEXYBILLBOARD
	//+doombounce
 +Painless
	gravity 0.02
	
	States
	{
	Spawn:
    	STAR A 0
    	STAR A 0 Thing_ChangeTID (0, 1330) 
    	STAR A 0 A_Jump(64,"Death") 
	Fawn:
		STAR A 3 BRIGHT A_FadeOut (0.01)
    	STAR A 0 A_CheckSight("Death") 
    	STAR A 0 A_Jump(16,"Death") 
		loop
	Death:
		TNT1 A 0 A_ChangeVelocity(velx*random(-1,1),vely*random(-1,1), velz, CVF_REPLACE)
    	STAR A 1 A_FadeOut(0.02)
		LOOP
	}
}  
ACTOR whiteembers
{   
	radius 1
	height 1
	Speed 0
	//+float
	//+floatbob
	+CLIENTSIDEONLY
	//+NOINTERACTION
	+NOGRAVITY
	+NOCLIP
	+NOBLOCKMAP
	-SOLID
	States
	{
	Spawn:
    SPRT A 0
    //SPRT A 0 A_ChangeFlag (floatbob, 1) 
    SPRT A 0 A_CheckSight("Spawn2")
    SPRT A 0 A_Jump(64, "SpawnSmoke")
    SPRT A 0 A_Jump(8, "Spawn2")
		NULL A 1
		NULL A 0 A_CustomMissile ("whitedrop", 0, random(-8, 8), random(-180,180), 2,random(70, 90))
		stop
	Spawn2:
		NULL A 1
		stop
	SpawnSmoke:
		NULL A 1
		NULL A 0 A_CustomMissile ("TorchSmoke", 0, random(-8, 8), random(-180,180), 2,random(70, 90))
		stop
	}
}
ACTOR whitedrop
{   
	radius 1
	height 1
	renderstyle add
	alpha 0.8
	scale 0.7
	Speed 2
	+BLOODLESSIMPACT
	+Missile
	+NoTeleport
	+NOBLOCKMAP
	+RIPPER
	-SOLID
	+DONTSPLASH
	+FORCEXYBILLBOARD
	//+doombounce
 +Painless
	gravity 0.02
	
	States
	{
	Spawn:
    	STAR A 0
    	STAR A 0 Thing_ChangeTID (0, 1330) 
    	STAR A 0 A_Jump(64,"Death") 
	Fawn:
		STAR A 3 BRIGHT A_FadeOut (0.01)
    	STAR A 0 A_CheckSight("Death") 
    	STAR A 0 A_Jump(16,"Death") 
		loop
	Death:
		TNT1 A 0 A_ChangeVelocity(velx*random(-1,1),vely*random(-1,1), velz, CVF_REPLACE)
    	STAR A 1 A_FadeOut(0.02)
		LOOP
	}
}  
ACTOR SSTCandlestick : Candlestick replaces Candlestick
{
  Game Doom
  Radius 20
  Height 12
  States
  {
  Spawn:
	CAND A 0
	CAND A 0 A_CheckSight("Spawn2")
	CAND A 3 bright
    CAND A 0 A_SpawnItemEx("candlesmokespawner", 0, 0, 13, 0, 0, 0, 0, 160)
    Loop
  Spawn2:
	CAND A 1 bright
	goto spawn
  }
}
 
ACTOR SSTBlueCandlestick : BlueCandlestick replaces BlueCandlestick
{
  Game Doom
  Radius 20
  Height 12
  States
  {
  Spawn:
	CANB A 0
	CANB A 0 A_CheckSight("Spawn2")
	CANB A 3 bright
    CANB A 0 A_SpawnItemEx("candlesmokespawner", 0, 0, 13, 0, 0, 0, 0, 160)
    Loop
  Spawn2:
	CANB A 1 bright
	goto spawn
  }
} 
ACTOR SSTRedCandlestick : RedCandlestick replaces RedCandlestick
{
  Game Doom
  Radius 20
  Height 12
  States
  {
  Spawn:
	CANR A 0
	CANR A 0 A_CheckSight("Spawn2")
	CANR A 3 bright
    CANR A 0 A_SpawnItemEx("candlesmokespawner", 0, 0, 13, 0, 0, 0, 0, 160)
    Loop
  Spawn2:
	CANR A 1 bright
	goto spawn
  }
}
Actor SSTCandelabra : Candelabra replaces Candelabra
{
	height 56
	states
	{
	Spawn:
		CBRA A 0
    	CAND A 0 A_SpawnItemEx("SSTCandelabra2", 0, 0, 0, 0, 0, 0, 0, 160)
		CBRA A -1 BRIGHT
		stop
	Spawn2:
		CBRA A 1 bright
		goto spawn
	}
}

Actor SSTCandelabra2 : Candelabra
{
	Renderstyle NONE
	+noblockmap
	-solid
	-shootable
	//-friendly
	//+NOCLIP
	+CLIENTSIDEONLY
	gravity 1
	height 56
	speed 0
	mass 99999
	states
	{
	Spawn:
		CBRA A 0
		CBRA A 0 A_CheckSight("Spawn2")
		CBRA A 0
		CBRA AAA 1 BRIGHT //A_Chase
    CAND A 0 A_SpawnItemEx("candlesmokespawner", 0, -10, 56, 0, 0, 0, 0, 160)
    CAND A 0 A_SpawnItemEx("candlesmokespawner", 0, 0, 59, 0, 0, 0, 0, 160)
    CAND A 0 A_SpawnItemEx("candlesmokespawner", 0, 10, 56, 0, 0, 0, 0, 160)
		LOOP
	Spawn2:
		CBRA A 1
		goto spawn
	}
}

ACTOR candlesmokespawner
{   
	radius 1
	height 1
	Speed 0
	//+float
	//+floatbob
	+CLIENTSIDEONLY
	//+NOINTERACTION
	+NOGRAVITY
	+NOCLIP
	+NOBLOCKMAP
	-SOLID
	States
	{
	Spawn:
    SPRT A 0
    SPRT A 0 A_CheckSight("Spawn2")
    SPRT A 0 A_Jump(8, "Spawn2")
		NULL A 1
    	CAND A 0 A_CustomMissile("CandleSmoke",0,0,random(0,360),2,random(80,100))
		stop
	Spawn2:
		NULL A 1
		stop
	}
}

ACTOR TorchSmoke
{
	radius 1
	height 1
	Damage 0
	renderstyle add
	alpha 0.3
	scale 0.5//0.4
	Speed 1
	+BLOODLESSIMPACT
	+Missile
	+NoTeleport
	+NOBLOCKMAP
	+RIPPER
	-SOLID
	+CLIENTSIDEONLY
	+NOINTERACTION
	//+doombounce
 +Painless
	gravity 0
   States
   {
   Spawn:
    	TNT1 A 0
    	TNT1 A 0 Thing_ChangeTID (0, 1330) 
      SPRT A 0 A_Jump(127, "Spawn2")
      PUF2 ABCDEFGHIJKLMNOPQRSTUVWXYZ 2 A_FadeOut(0.01)
      PUF3 ABC 2 A_FadeOut(0.01)
      Stop
   Spawn2:
      PUF2 ABCDEFGHIJKLMNOPQRSTUVWXYZ 3 A_FadeOut(0.01)
      PUF3 ABC 3 A_FadeOut(0.01)
      Stop
   }
}


ACTOR CandleSmoke
{
	radius 1
	height 1
	Damage 0
	renderstyle add
	alpha 0.3
	xscale 0.2
	yscale 0.3
	Speed 0.5
	+BLOODLESSIMPACT
	+Missile
	+NoTeleport
	+NOBLOCKMAP
	+RIPPER
	-SOLID
 +Painless
	+NOINTERACTION
	//+doombounce
	gravity 0
   States
   {
   Spawn:
    TNT1 A 0
    	TNT1 A 0 Thing_ChangeTID (0, 1330) 
    TNT1 A 0 A_JumpIf(waterlevel > 1, "Underwater")
      SPRT A 0 A_Jump(127, "Spawn2")
      PUF2 ABCDEFGHIJKLMNOPQRSTUVWXYZ 1 A_FadeOut(0.01)
      PUF3 ABC 1 A_FadeOut(0.01)
      Stop
   Spawn2:
      PUF2 ABCDEFGHIJKLMNOPQRSTUVWXYZ 2 BRIGHT A_FadeOut(0.01)
      PUF3 ABC 2 BRIGHT A_FadeOut(0.01)
      Stop
   Underwater:
      TNT1 AA 0
	  Stop
   }
}
