actor UnderwaterBullettrail
{
  Radius 1
  Height 1
  Speed 0
  Damage 0
  Projectile
  -RANDOMIZE
  +NOCLIP
  RenderStyle Add
  Alpha 0.9
  scale 0.75
  States
  {
  Spawn:
    PLSE A 0
    PLSE A 0 Thing_ChangeTID (0, 1330) 
  Spawn2:
    PLSE AAAA 1 A_FadeOut(0.01)
	NULL A 0 A_JumpIf(waterlevel < 1, "WTF")
    PLSE BBBB 1 A_FadeOut(0.02)
	NULL A 0 A_JumpIf(waterlevel < 1, "WTF")
    PLSE CCCC 2 A_FadeOut(0.03)
	NULL A 0 A_JumpIf(waterlevel < 1, "WTF")
    PLSE DDDD 3 A_FadeOut(0.03)
	NULL A 0 A_JumpIf(waterlevel < 1, "WTF")
  Spawn3:
    PLSE E 1 A_FadeOut(0.01)
    Loop
  WTF:
	TNT1 A 0
	Stop
  }
}
actor MagnumTrail : UnderwaterBullettrail
{
  Alpha 0.33
  scale 0.2
  States
  {
  Spawn:
    PLSE A 0
    PLSE A 0 Thing_ChangeTID (0, 1330) 
  Spawn2:
    PLSE AABBCCDD 1 A_FadeOut(0.02)
  Spawn3:
    PLSE E 1 A_FadeOut(0.01)
    Loop
  WTF:
	TNT1 A 0
	Stop
  }
}


// -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
// =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

//********** Splashes **********

actor GreyWaterSplash : WaterSplash
{
  alpha .4
  States
  {
  Spawn:
    GSPH A 8
    GSPH B 8
    GSPH C 8
    GSPH D 8
    Stop
  Death:
    GSPH D 1
    Stop
  }
}

actor GreyWaterSplashBase
{
  Radius 1
  Height 1
  Mass 1
  alpha .6
  +NOCLIP
  States
  {
  Spawn:
    GSPH E 3
    GSPH F 3
    GSPH G 3
    GSPH H 3
    GSPH I 3
    GSPH J 3
    GSPH K 3
    Stop
  }
}

actor GreyWaterSplashBaseSmall
{
  Radius 1
  Height 1
  Mass 1
  alpha .6
  Scale 0.5
  +NOCLIP
  +DONTSPLASH
  +NOGRAVITY
  States
  {
  Spawn:
    GSPH E 3
    GSPH F 3 A_SpawnDebris("GreyWaterSplashDrop")
    GSPH G 3
    GSPH H 3
    GSPH I 3
    GSPH J 3
    GSPH K 3
    Stop
  }
}

ACTOR GreyWaterSplashDrop
{
	renderstyle add
	Radius 1
    Height 1
	alpha .5
	Health 5
	Mass 9
	Scale	.3
	projectile
	- nogravity
	+DONTSPLASH
	+CORPSE
        +EXPLODEONWATER
	States
	{
		GSPH A 7
		GSPH B 7
		GSPH C 7
		GSPH D 7
		GSPH A 7
		Stop
	}
}

actor WaterSplashBaseSmall
{
  Radius 1
  Height 1
  Mass 1
  alpha .6
  Scale 0.5
  +DONTSPLASH
  +NOGRAVITY
  +NOCLIP
  States
  {
  Spawn:
    SPSH E 3
    SPSH F 3 A_SpawnDebris("WaterSplashDrop")
    SPSH G 3
    SPSH H 3
    SPSH I 3
    SPSH J 3
    SPSH K 3
    Stop
  }
}

ACTOR WaterSplashDrop
{
	renderstyle add
	Radius 1
    Height 1
	alpha .5
	Health 5
	Mass 9
	Scale	.3
	projectile
	- nogravity
	+DONTSPLASH
	+CORPSE
        +EXPLODEONWATER
	States
	{
		SPSH A 6
		SPSH B 7
		SPSH C 7
		SPSH D 6
		SPSH A 7
		Stop
	}
}

actor BloodSplashBaseSmall
{
  Radius 1
  Height 1
  Mass 1
  alpha .6
  Scale 0.5
  +NOCLIP
  +DONTSPLASH
  +NOGRAVITY
  States
  {
  Spawn:
    BSPH E 3
    BSPH F 3 A_SpawnDebris("BloodSplashDrop")
    BSPH G 3
    BSPH H 3
    BSPH I 3
    BSPH J 3
    BSPH K 3
    Stop
  }
}

ACTOR BloodSplashDrop
{
	renderstyle add
	Radius 1
	Height 1
	alpha .5
	Health 5
	Mass 9
	Scale	.3
	projectile
	- nogravity
	+DONTSPLASH
	+CORPSE
        +EXPLODEONWATER
	States
	{
		BSPH A 7
		BSPH B 7
		BSPH C 7
		BSPH D 7
		BSPH A 7
		Stop
	}
}
