ACTOR smoothrevball : revenanttracer replaces revenanttracer
{
	decal revenantscorch
	states
	{
	Death:
    RBXP ABCDEF 2 Bright
    Stop
	}
}

ACTOR smoothfatshot : fatshot replaces fatshot
{
	decal scorch
	states
	{
	death: 
	expl a 3 bright
	expl bcdef 2 bright
	stop
	}
}

ACTOR smoothbooger : baronball replaces baronball
{
	speed 15
	decal baronscorch
	states
	{
	Spawn:
		TNT1 a 0 nodelay a_jumpif(callACS("pinkytoggle") ==0, "+2")
		TNT1 a 0 a_setspeed(20,AAPTR_DEFAULT)
		BAL7 AB 4 Bright
		Loop
	death:
		boog abcdefgi 2 bright
		stop
	}
}

ACTOR fastbooger : smoothbooger
{
speed 18
}

ACTOR smoothblueplasma : plasmaball replaces plasmaball
{
decal plasmascorch
states
	{
	spawn:
		TNT1 A 0
		TNT1 A 0 A_JumpIf(CallACS("PuffStyle")==1, "fancyspawn")
		BLPL abcd 2 bright
		loop
		
	fancyspawn:
		BLPL AABBCCDD 1 bright
		{
		a_spawnparticle(
		/*color*/66ccff, 
		/*flags*/ +SPF_FULLBRIGHT +SPF_RELATIVE, 
		/*lifetime*/random(9,12),
		/*size*/random(2,4), 
		/*angle*/ frandom(0,360), 
		/*xyz off*/ random(-1,1),random(-1,1),random(-1,1), 
		/*xyz vel*/ 0, 0, -1, 
		/*xyz accel*/ 0,0,0,
		/*start alpha*/ 1.0,
		/*fadestep*/ -1);
		
			a_spawnparticle(
		/*color*/1a8cff, 
		/*flags*/ +SPF_FULLBRIGHT +SPF_RELATIVE, 
		/*lifetime*/random(11,14),
		/*size*/random(2,4), 
		/*angle*/ frandom(0,360), 
		/*xyz off*/ random(-1,1),random(-1,1),random(-1,1), 
		/*xyz vel*/ 0, 0, -1, 
		/*xyz accel*/ 0,0,0,
		/*start alpha*/ 1.0,
		/*fadestep*/ -1);
		}
		loop
	death:
		TNT1 A 0 A_JumpIf(CallACS("PuffStyle")==0, "finish")
		TNT1 aaa 0 a_spawnitemex("BlueSparkle",0,0,0,random(-2,2),random(-2,2),random(-1,1),random(0,360))
		TNT1 aaaaaaaaaaaa 0 a_spawnitemex("BlueSparkle",0,0,0,random(3,5),random(-3,3),random(-3,2),random(0,360))
		TNT1 a 0 a_stopsound(6)		
		TNT1 aaaaaa 0 bright a_spawnparticle(
		/*color*/22a6ff, 
		/*flags*/ +SPF_FULLBRIGHT +SPF_RELATIVE, 
		/*lifetime*/random(14,19),
		/*size*/random(2,6), 
		/*angle*/ frandom(0,360), 
		/*xyz off*/ 0, 0, 0, 
		/*xyz vel*/ random(2,8), random(-3,3), random(-4,3), 
		/*xyz accel*/ 0, 0, 0,
		/*start alpha*/ 1.0,
		/*fadestep*/ -1)
		TNT1 aaaaa 0 a_spawnitemex("BlueEXparticles",0,0,0,random(-2,2),random(-2,2),random(-1,2),random(0,360))
		goto finish
	finish:
		PLSE ABCD 1 bright
		PLSE EFGHIJKLMN 2 Bright
		stop
	}
}

ACTOR smoothimpball : doomimpball replaces doomimpball
{
Game Doom
	SpawnID 10
	Radius 6
	Height 8
	Speed 10
	FastSpeed 20
	Damage 3
	Projectile
	+RANDOMIZE
	RenderStyle Add
	decal doomimpscorch
	Alpha 1
	SeeSound "imp/attack"
	DeathSound "imp/shotx"
	States
	{
	spawn:
		IBSP abc 2 bright
		BIMP abcdef 3 bright
		goto spawn+3
	
	death:
		BAl1 cde 3 bright
		BAL1 fghi 2 bright
		stop
	}
}

ACTOR fastimpball : smoothimpball
{
speed 15
}

ACTOR smoothbabyplas : arachnotronplasma replaces arachnotronplasma
{
decal doomimpscorch
states
	{
	spawn:
		TNT1 A 0 nodelay A_JumpIf(CallACS("PuffStyle")==1, "fancyspawn")
		BAPL abcd 2 bright
		loop
	fancyspawn:
		BAPL abcd 2 bright
		{
			a_spawnparticle(
		/*color*/green, 
		/*flags*/ +SPF_FULLBRIGHT +SPF_RELATIVE, 
		/*lifetime*/13,
		/*size*/random(2,4), 
		/*angle*/ frandom(0,360), 
		/*xyz off*/ random(-1,1),random(-1,1),random(-1,1), 
		/*xyz vel*/ 0, 0, -1, 
		/*xyz accel*/ 0,0,0,
		/*start alpha*/ 1.0,
		/*fadestep*/ -1);
		
			a_spawnparticle(
		/*color*/yellow, 
		/*flags*/ +SPF_FULLBRIGHT +SPF_RELATIVE, 
		/*lifetime*/16,
		/*size*/random(2,4), 
		/*angle*/ frandom(0,360), 
		/*xyz off*/ random(-1,1),random(-1,1),random(-1,1), 
		/*xyz vel*/ 0, 0, -1, 
		/*xyz accel*/ 0,0,0,
		/*start alpha*/ 1.0,
		/*fadestep*/ -1);
		}
		loop
	death:
		TNT1 A 0 A_JumpIf(CallACS("PuffStyle")==1, "fancydeath")
		GPLD abcefghijklm 2 bright
		stop
	fancydeath:
		tnt1 aaaaaaa 0 a_spawnitemex("GreenSparkle",0,0,0,random(3,5),random(-3,3),random(-3,3),random(0,360))
		GPLD abcd 1 bright a_spawnitemex("GreenSparkle",0,0,0,random(3,5),random(-3,3),random(-3,3),random(0,360))
		GPLD efghijklm 2 bright
		stop
	}
}

ACTOR smoothBFGball : BFGball replaces BFGball
{
decal BFGlightning
states
{
	spawn:
		TNT1 A 0
		TNT1 A 0 A_JumpIf(CallACS("PuffStyle")==1, "fancyspawn")
		FUCK abcd 2 bright
		loop
	fancyspawn:
		FUCK aabbccdd 1 bright A_SpawnItemEx("GreenSparkle", random(-40, 40), random(-40, 40), random(0, 30))
		loop
	death:
		TNT1 A 0 A_JumpIf(CallACS("PuffStyle")==1, "fancydeath")
		TNT1 A 0 A_JumpIf(CallACS("RumbleToggle")==0, "+3")
		expl d 0 a_quake (3,10,0,750,0)
		expl d 0 a_quake (1,25,0,1000,0)
	BFGB abcde 3 bright
	BFGB f 1 bright
	BFGB f 3 bright a_BFGspray
	BFGB ghijk 3 bright
	stop
	
	fancydeath:
		TNT1 A 0 A_JumpIf(CallACS("RumbleToggle")==0, "+3")
		expl d 0 a_quake (3,10,0,750,0)
		expl d 0 a_quake (1,25,0,1000,0)
	TNT1 aaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaa 0 a_spawnparticle(
			/*color*/yellow, 
			/*flags*/ +SPF_FULLBRIGHT +SPF_RELATIVE, 
			/*lifetime*/random(28,40),
			/*size*/random(4,7), 
			/*angle*/ frandom(0,360),
			/*xyz off*/ 0, 0, 0,		
			/*xyz vel*/ random(-6,6), random(-6,6), random(-3,6), 
			/*xyz accel*/ 0, 0, 0,
			/*start alpha*/ 1.0,
			/*fadestep*/ -1)
	TNT1 aaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaa 0 a_spawnparticle(
			/*color*/green, 
			/*flags*/ +SPF_FULLBRIGHT +SPF_RELATIVE, 
			/*lifetime*/random(18,35),
			/*size*/random(4,7), 
			/*angle*/ frandom(0,360),
			/*xyz off*/ 0, 0, 0,		
			/*xyz vel*/ random(-3,3), random(-3,3), random(-1,3), 
			/*xyz accel*/ 0, 0, 0,
			/*start alpha*/ 1.0,
			/*fadestep*/ -1)
	BFGB abc 3 bright A_SpawnItemEx("GreenGlimmer", random(-50, 50), random(-50, 50), random(-0, 40),random(-2,2),random(-2,2),random(-2,2))
	BFGB de 3 bright
	BFGB f 4 bright a_BFGspray
	BFGB gh 3 bright A_SpawnItemEx("GreenGlimmer", random(-60, 60), random(-60, 60), random(0, 20))
	BFGB ijk 3 bright
	TNT1 aaaaaa 3 A_SpawnItemEx("GreenSparkle", random(-70, 70), random(-70, 70), random(0, 50))
	stop
	}
}

ACTOR smoothBFGextra : BFGextra replaces BFGextra
{
states
	{
	spawn:
	BFEX ab 2 bright
	BFEX cd 2 bright A_SpawnItemEx("GreenGlimmer", random(-60, 60), random(-60, 60), random(0, 20))
	BFEX efghijklmno 2 bright
	stop
	}
}
	
ACTOR smoothcacoball : CacodemonBall replaces CacodemonBall
{
decal CacoScorch
states
	{
	spawn:
	CABA abcd 3 bright
	loop
	death:
	CABX a 4 bright
	CABX bcdef 3 bright
	stop
	}
}

ACTOR fastcacoball : smoothcacoball
{
	speed 16
}

ACTOR SmoothRocket Replaces Rocket
{
	Game Doom
	SpawnID 127
	Radius 11
	Height 8
	Speed 20
	Damage 20
	Projectile
	+RANDOMIZE
	-ROCKETTRAIL
	+EXTREMEDEATH
	decal scorch
	SeeSound "weapons/rocklf"
	DeathSound "weapons/rocklx"
	Obituary "$OB_MPROCKET"
	States
	{
	Spawn:
		MISL A 1 bright 
		TNT1 a 0 a_jumpif(CallACS("PuffStyle")==0, +2)
		TNT1 a 0 a_spawnitemex("smoothrockettrail",-8,random(-3,3),random(2,6),0,0,0)
		TNT1 a 0
		loop
		
	Death:
		TNT1 A 0 A_JumpIf(CallACS("RumbleToggle")==0, "+3")
		TNT1 A 0 a_quake (2,7,0,600,0)
		TNT1 A 0 a_quake (1,10,0,1000,0)

		TNT1 A 0 A_JumpIf(CallACS("PuffStyle")==0, "finish")		
		TNT1 aaaaaaaaaaaaaaaaaaaa 0 a_spawnitemex("ExplosionParticles",random(-1,1),random(-1,1),random(-1,1),random(-4,4),random(-4,4),random(0,6),random(0,360))

			//yellow particles
			TNT1 aaaaaaaaaaaaaaaaa 0 a_spawnparticle(
			/*color*/yellow, 
			/*flags*/ +SPF_FULLBRIGHT +SPF_RELATIVE, 
			/*lifetime*/random(10,18),
			/*size*/random(4,7), 
			/*angle*/ frandom(0,360),
			/*xyz off*/ random(-2,2), random(-2,2), random(-2,2), 
			/*xyz vel*/ random(4,8), random(4,8), random(-5,10), 
			/*xyz accel*/ 0, 0, 0,
			/*start alpha*/ 1.0,
			/*fadestep*/ -1)
		
			//orange particles
			TNT1 aaaaaaa 0 a_spawnparticle(
			/*color*/ffac00, 
			/*flags*/ +SPF_FULLBRIGHT +SPF_RELATIVE, 
			/*lifetime*/random(32,37),
			/*size*/random(5,7), 
			/*angle*/ frandom(0,360),
			/*xyz off*/ random(-2,2), random(-2,2), random(-2,2), 
			/*xyz vel*/ random(1,3), random(1,3), random(-2,4), 
			/*xyz accel*/ 0, 0, 0,
			/*start alpha*/ 1.0,
			/*fadestep*/ -1)
		
			//red particles
			TNT1 aaaaaaaaaaaaaaaaaaaaaaa 0 a_spawnparticle(
			/*color*/ff2f00, 
			/*flags*/ +SPF_FULLBRIGHT +SPF_RELATIVE, 
			/*lifetime*/65,
			/*size*/random(3,4), 
			/*angle*/ frandom(0,360),
			/*xyz off*/ random(-2,2), random(-2,2), random(-2,2), 
			/*xyz vel*/ random(1,2), random(1,2), random(0,1), 
			/*xyz accel*/ 0, 0, 0,
			/*start alpha*/ 0.8,
			/*fadestep*/ -1)
			goto finish
			
	Finish:
		expl A 5 Bright A_Explode
		expl BCDEF 3 Bright A_SpawnItemEx("SmoothSmoke", random(-40, 40), random(-40, 40), random(0, 30))
		TNT1 AAAA 0 A_SpawnItemEx("SmoothSmoke", random(-40, 40), random(-40, 40), random(0, 30))
		Stop
	}
}