ACTOR DetectFloorBullet
{
	 game Doom
	 scale 0.4
	 speed 0
	 health 1
	 radius 8
	 height 1
	 Gravity 0.9
	 damage 0
	 Renderstyle Translucent
	 Alpha 0.90
	DamageType Blood
   +MISSILE
   +CLIENTSIDEONLY
   +NOTELEPORT
   +NOBLOCKMAP
   +FORCEXYBILLBOARD
   +NODAMAGETHRUST
   +MOVEWITHSECTOR
   -DONTSPLASH
   +DOOMBOUNCE
   BounceFactor 0.01
    States
    {
     Spawn:
	 TNT1 A 0
	 TNT1 A 5
	 Stop
	 Death:
	 XXX1 A 2000
  Stop
    }
}

ACTOR DetectCeilBullet
{
	 game Doom
	 scale 0.4
	 speed 0
	 health 1
	 radius 1
	 height 1
	 Gravity 0.0
	 damage 0
	 Renderstyle Translucent
	 Alpha 0.90
	DamageType Blood
   +MISSILE
   +CLIENTSIDEONLY
   +NOTELEPORT
   +NOBLOCKMAP
   +FORCEXYBILLBOARD
   +NODAMAGETHRUST
   -DONTSPLASH
   +NOGRAVITY
    States
    {
     Spawn:
	 TNT1 A 0
	 TNT1 A 0 ThrustThingZ(0,35,0,1)
	 TNT1 A 2
	 Stop
	 Death:
	 XXX1 A 2000
  Stop
    }
}




ACTOR DetectFloorCraterNoSplashes
{
 game Doom
 scale 3.4
 speed 0
 health 1
 radius 8
 height 4
 Gravity 0.9
 damage 0
  Renderstyle Translucent
	Alpha 0.90
	DamageType Blood
   +MISSILE
   +CLIENTSIDEONLY
   +NOTELEPORT
   +NOBLOCKMAP
   +FORCEXYBILLBOARD
   +NODAMAGETHRUST
   +MOVEWITHSECTOR
   -DONTSPLASH
   +DOOMBOUNCE
   BounceFactor 0.01
    States
    {
     Spawn:
	 TNT1 A 0
	 TNT1 A 0 ThrustThingZ(0,-10,0,1)
	 TNT1 A 4
	 Stop
	 Death:
	 TNT1 A 1
	 XXX1 A 1000
  Stop
    }
}

ACTOR DetectFloorCrater
{
 game Doom
 scale 3.4
 speed 0
 health 1
 radius 8
 height 4
 Gravity 0.9
 damage 0
  Renderstyle Translucent
	Alpha 0.90
	DamageType Blood
   +MISSILE
   +CLIENTSIDEONLY
   +NOTELEPORT
   +NOBLOCKMAP
   +FORCEXYBILLBOARD
   +NODAMAGETHRUST
   +MOVEWITHSECTOR
   -DONTSPLASH
   +DOOMBOUNCE
   BounceFactor 0.01
    States
    {
     Spawn:
	 TNT1 A 0
	 TNT1 A 0 ThrustThingZ(0,-10,0,1)
	 TNT1 A 4
	 Stop
	 Death:
	 TNT1 A 1
	 TNT1 A 0 A_SpawnItem("12SmallFireFocusSpawnerz")
	 XXX1 A 2000
  Stop
    }
}


ACTOR DetectCeilCrater
{
 game Doom
 scale 3.4
 speed 0
 health 1
 radius 1
 height 1
 Gravity 0.0
 damage 0
  Renderstyle Translucent
	Alpha 0.90
	DamageType Blood
   +MISSILE
   +CLIENTSIDEONLY
   +NOTELEPORT
   +NOBLOCKMAP
   -FORCEXYBILLBOARD
   +NODAMAGETHRUST
   -DONTSPLASH
   +NOGRAVITY
    States
    {
     Spawn:
	 TNT1 A 0
	 TNT1 A 0 ThrustThingZ(0,35,0,1)
	 TNT1 A 2
	 Stop
	 Death:
	 XXX1 A 4004
	 XXX1 AAAAAAAAAA 1 A_FadeOut(0.05)
  Stop
    }
}


ACTOR DetectFloorCraterSmall
{
 game Doom
 scale 2.0
 speed 0
 health 1
 radius 8
 height 4
 Gravity 0.9
 damage 0
 Alpha 0.9
  Renderstyle Translucent
	Alpha 0.90
	DamageType Blood
   +MISSILE
   +CLIENTSIDEONLY
   +NOTELEPORT
   +NOBLOCKMAP
   +FORCEXYBILLBOARD
   +NODAMAGETHRUST
   +MOVEWITHSECTOR
   -DONTSPLASH
   +DOOMBOUNCE
   BounceFactor 0.01
    States
    {
     Spawn:
	 TNT1 A 0
	 TNT1 A 0 ThrustThingZ(0,-10,0,1)
	 TNT1 A 4
	 Stop
	 Death:
	 TNT1 A 1
	 XXX1 A 1000
  Stop
    }
}

ACTOR DetectCeilCraterSmall
{
 game Doom
 scale 2.0
 speed 0
 health 1
 radius 1
 height 1
 Gravity 0.0
 damage 0
  Renderstyle Translucent
	Alpha 0.90
	DamageType Blood
   +MISSILE
   +CLIENTSIDEONLY
   +NOTELEPORT
   +NOBLOCKMAP
   -FORCEXYBILLBOARD
   +NODAMAGETHRUST
   -DONTSPLASH
   +NOGRAVITY
    States
    {
     Spawn:
	 TNT1 A 0
	 TNT1 A 0 ThrustThingZ(0,35,0,1)
	  TNT1 A 0
	 TNT1 A 2
	 Stop
	 Death:
	 XXX1 A 1000
  Stop
    }
}

ACTOR PlasmaEmbers 
{
	scale 0.3
	+flatsprite
	+floorclip
	+NODAMAGETHRUST
	-nogravity
	RenderStyle translucent
	Alpha 0.9
	States
	{
	Spawn:
	TNT1 A 0 ThrustThingZ(0,50,1,1)
	TNT1 A 2 
	TNT1 A 0 A_CHECKFLOOR("APPEAR")
	STOP
	
	APPEAR:
		EMBS B 60  bright
		TNT1 A 0 A_FadeOut(0.1)
		EMBS B 20  
		TNT1 A 0 A_FadeIN(0.1)
		EMBS B 20 
		TNT1 A 0 A_FadeOut(0.1)
		EMBS B 20  
		TNT1 A 0 A_FadeIN(0.1)
		EMBS B 20 
		EMBS B 5  bright A_FadeOut(0.1)
		EMBS B 5  bright A_FadeOut(0.1)
		EMBS B 5  bright A_FadeOut(0.1)
		EMBS B 5  bright A_FadeOut(0.1)
		EMBS B 5  bright A_FadeOut(0.1)
		EMBS B 5  bright A_FadeOut(0.1)
		EMBS B 5  bright A_FadeOut(0.1)
		Stop
	}
}
ACTOR PlasmaEmbersBIG : PLASMAEMBERS
{SCALE 0.6}

ACTOR FireEmbers 
{
	scale 0.3
	+flatsprite
	+floorclip
	+NODAMAGETHRUST
	-nogravity
	RenderStyle translucent
	Alpha 0.9
	States
	{
	Spawn:
	TNT1 A 0 ThrustThingZ(0,50,1,1)
	TNT1 A 2 
	TNT1 A 0 A_CHECKFLOOR("APPEAR")
	STOP
	
	APPEAR:
		EMBS O 60  bright
		TNT1 A 0 A_FadeOut(0.1)
		EMBS O 20  
		TNT1 A 0 A_FadeIN(0.1)
		EMBS O 20 
		TNT1 A 0 A_FadeOut(0.1)
		EMBS O 20  
		TNT1 A 0 A_FadeIN(0.1)
		EMBS O 20 
		TNT1 A 0 A_FadeOut(0.1)
		EMBS O 20  
		TNT1 A 0 A_FadeIN(0.1)
		EMBS O 20 
		TNT1 A 0 A_FadeOut(0.1)
		EMBS O 20  
		TNT1 A 0 A_FadeIN(0.1)
		EMBS O 20 
		EMBS O 5  bright A_FadeOut(0.1)
		EMBS O 5  bright A_FadeOut(0.1)
		EMBS O 5  bright A_FadeOut(0.1)
		EMBS O 5  bright A_FadeOut(0.1)
		EMBS O 5  bright A_FadeOut(0.1)
		EMBS O 5  bright A_FadeOut(0.1)
		EMBS O 5  bright A_FadeOut(0.1)
		Stop
	}
}

ACTOR FIREEmbersBIG : FIREEMBERS
{SCALE 0.7}

ACTOR acidEmbers 
{
	scale 0.3
	+flatsprite
	+floorclip
	+NODAMAGETHRUST
	-shootable
	-vulnerable
	-nogravity
	RenderStyle translucent
	Alpha 0.9
	health 5000
	States
	{
	Spawn:
	TNT1 A 0 ThrustThingZ(0,50,1,1)
	TNT1 A 2 
	TNT1 A 0 A_CHECKFLOOR("APPEAR")
	STOP
	
	APPEAR:
		EMBS G 60  bright
		TNT1 A 0 A_FadeOut(0.1)
		EMBS G 20  
		TNT1 A 0 A_FadeIN(0.1)
		EMBS G 20 
		TNT1 A 0 A_FadeOut(0.1)
		EMBS G 20  
		TNT1 A 0 A_FadeIN(0.1)
		EMBS G 20 
		TNT1 A 0 A_FadeOut(0.1)
		EMBS G 20  
		TNT1 A 0 A_FadeIN(0.1)
		EMBS G 20 
		TNT1 A 0 A_FadeOut(0.1)
		EMBS G 20  
		TNT1 A 0 A_FadeIN(0.1)
		EMBS G 20 
		TNT1 A 0 A_FadeOut(0.1)
		EMBS G 20  
		TNT1 A 0 A_FadeIN(0.1)
		EMBS G 20 
		TNT1 A 0 A_FadeOut(0.1)
		EMBS G 20  
		TNT1 A 0 A_FadeIN(0.1)
		EMBS G 20 
		TNT1 A 0 A_FadeOut(0.1)
		EMBS G 20  
		TNT1 A 0 A_FadeIN(0.1)
		EMBS G 20 
		TNT1 A 0 A_FadeOut(0.1)
		EMBS G 20  
		TNT1 A 0 A_FadeIN(0.1)
		EMBS G 20 
		EMBS G 5  bright A_FadeOut(0.1)
		EMBS G 5  bright A_FadeOut(0.1)
		EMBS G 5  bright A_FadeOut(0.1)
		EMBS G 5  bright A_FadeOut(0.1)
		EMBS G 5  bright A_FadeOut(0.1)
		EMBS G 5  bright A_FadeOut(0.1)
		EMBS G 5  bright A_FadeOut(0.1)
		EMBS G -1
		Stop
	}
}
ACTOR ACIDEmbersBIG : ACIDEMBERS
{SCALE 0.7}

///// bonk
ACTOR FloorBonk
{
	scale 0.3
	+flatsprite
	+floorclip
	+NODAMAGETHRUST
	-nogravity
	RenderStyle translucent
	Alpha 0.9
	States
	{
	Spawn:
	TNT1 A 0 ThrustThingZ(0,50,1,1)
	TNT1 A 2 
	TNT1 A 0 A_CHECKFLOOR("APPEAR")
	STOP
	
	APPEAR:
	BONK A -1 
	Stop
	}
}