// this contains the base puffstate that is common to most of the puffs when they hit a wall
Actor NewBulletPuff : BulletPuff {
	+CLIENTSIDEONLY
	States {
		Spawn:
			PUFF AAAAA 0
			TNT1 A 0 A_SpawnDebris("SparkPuff", 1)
			TNT1 A 0 A_SpawnItemEx("WallHitSpark", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION | SXF_CLIENTSIDE)
			PUFF A 4 bright A_PlaySound("puff/ric")
			PUFF B 4
			PUFF CD 4
		stop
	}
}

Actor NoPuff {
	Species "Player"
	+CLIENTSIDEONLY
	+NOINTERACTION
	+THRUSPECIES
	States {
		Spawn:
			TNT1 A 1
		Stop
	}
}