ACTOR LogFire 9900
{    
    //$Category "Ghouls vs Humans Decoration"
    //$Title Log Fire
	Radius 4
	Height 6
	+NOBLOCKMAP
    States
	{
	Spawn:
	    TNT1 A 0
	    TNT1 A 0 A_PlaySoundEx("FireSpawn2","Body", 1)
	    Goto Active
	Active:
		TNT1 A 1 A_SpawnItemEx("MapsFireSFX2",0,0,18,0,0,2,0,160,0)
		Loop
    }
}

ACTOR MapsFireSFX2
{
    +CLIENTSIDEONLY
    +NOCLIP
    +NOBLOCKMAP
    +NOGRAVITY
    +NOSECTOR
    +NOINTERACTION
    +DONTSPLASH
    States
    {
    Spawn:
        TNT1 A 0
        TNT1 A 0 
		TNT1 A 0 A_SpawnItemEx("SmallFlame2",0,0,0,0,0,0,0,128)
        TNT1 A 0 A_Jump(216,2)
        TNT1 A 1 A_SpawnItemEx("GFlame1A2",0,0,0,0,0,0,0,128)
        Goto Death
        TNT1 A 0 A_Jump(176,2)
        TNT1 A 1 A_SpawnItemEx("GFlame1B2",0,0,0,0,0,0,0,128)
        Goto Death
        TNT1 A 0 A_Jump(136,2)
        TNT1 A 1 A_SpawnItemEx("GFlame2A2",0,0,0,0,0,0,0,128)
        Goto Death
        TNT1 A 0 A_Jump(96,2)
        TNT1 A 1 A_SpawnItemEx("GFlame2B2",0,0,0,0,0,0,0,128)
        Goto Death
        TNT1 A 0 A_Jump(56,2)
        TNT1 A 1 A_SpawnItemEx("GFlame3A2",0,0,0,0,0,0,0,128)
        Goto Death
        TNT1 A 1 A_SpawnItemEx("GFlame3B2",0,0,0,0,0,0,0,128)
        Goto Death
    Death:
        TNT1 A 1
        Stop
    }
}

ACTOR SmallFlame2
{
    +CLIENTSIDEONLY
    +NOCLIP
    +NOBLOCKMAP
    +NOGRAVITY
    +NOINTERACTION 
    States
    {
    Spawn:
        TNT1 A 1
        Stop
    }
}

ACTOR GFlame1A2
{
    Height 2
    Radius 1
    Alpha 0.8
    Scale 0.35
    RenderStyle Add
    +MISSILE
	+NOGRAVITY
    +NOBLOCKMAP
    +NOINTERACTION
    +FORCEXYBILLBOARD
    +CLIENTSIDEONLY
    States
    {
    Spawn:
        TNT1 A 0
        TNT1 A 0 ThrustThingZ(0,Random(8,16),0,0)
        TNT1 A 0 ThrustThing(Random(0,255),Random(0,1),0,0)
        FLM1 ABCDE 2 Bright
        FLM1 F 1 Bright A_SetTranslucent(0.75, 1)
        FLM1 F 1 Bright A_SetTranslucent(0.7, 1)
        FLM1 G 1 Bright A_SetTranslucent(0.65, 1)
        FLM1 G 1 Bright A_SetTranslucent(0.6, 1)
        FLM1 H 1 Bright A_SetTranslucent(0.55, 1)
        FLM1 H 1 Bright A_SetTranslucent(0.5, 1)
        FLM1 I 1 Bright A_SetTranslucent(0.45, 1)
        FLM1 I 1 Bright A_SetTranslucent(0.4, 1)
        FLM1 J 1 Bright A_SetTranslucent(0.35, 1)
        FLM1 J 1 Bright A_SetTranslucent(0.3, 1)
        FLM1 K 1 Bright A_SetTranslucent(0.25, 1)
        FLM1 K 1 Bright A_SetTranslucent(0.2, 1)
        FLM1 L 1 Bright A_SetTranslucent(0.15, 1)
        FLM1 L 1 Bright A_SetTranslucent(0.1, 1)
        Stop
    }
}

ACTOR GFlame1B2 : GFlame1A2
{
    States
    {
    Spawn:
        TNT1 A 0
        TNT1 A 0 ThrustThingZ(0,Random(8,16),0,0)
        TNT1 A 0 ThrustThing(Random(0,255),Random(0,1),0,0)
        FLM2 ABCDE 2 Bright
        FLM2 F 1 Bright A_SetTranslucent(0.75,1)
        FLM2 F 1 Bright A_SetTranslucent(0.7,1)
        FLM2 G 1 Bright A_SetTranslucent(0.65,1)
        FLM2 G 1 Bright A_SetTranslucent(0.6,1)
        FLM2 H 1 Bright A_SetTranslucent(0.55,1)
        FLM2 H 1 Bright A_SetTranslucent(0.5,1)
        FLM2 I 1 Bright A_SetTranslucent(0.45,1)
        FLM2 I 1 Bright A_SetTranslucent(0.4,1)
        FLM2 J 1 Bright A_SetTranslucent(0.35,1)
        FLM2 J 1 Bright A_SetTranslucent(0.3,1)
        FLM2 K 1 Bright A_SetTranslucent(0.25,1)
        FLM2 K 1 Bright A_SetTranslucent(0.2,1)
   		FLM2 L 1 Bright A_SetTranslucent(0.15,1)
        FLM2 L 1 Bright A_SetTranslucent(0.1,1)
        Stop
    }
}

ACTOR GFlame2A2 : GFlame1A2
{
    States
    {
    Spawn:
        TNT1 A 0
        TNT1 A 0 ThrustThingZ(0,Random(8,16),0,0)
        TNT1 A 0 ThrustThing(Random(0,255),Random(0,1),0,0)
        FLM3 ABCDE 2 Bright
        FLM3 F 1 Bright A_SetTranslucent(0.75,1)
        FLM3 F 1 Bright A_SetTranslucent(0.7,1)
        FLM3 G 1 Bright A_SetTranslucent(0.65,1)
        FLM3 G 1 Bright A_SetTranslucent(0.6,1)
        FLM3 H 1 Bright A_SetTranslucent(0.55,1)
        FLM3 H 1 Bright A_SetTranslucent(0.5,1)
        FLM3 I 1 Bright A_SetTranslucent(0.45,1)
        FLM3 I 1 Bright A_SetTranslucent(0.4,1)
        FLM3 J 1 Bright A_SetTranslucent(0.35,1)
        FLM3 J 1 Bright A_SetTranslucent(0.3,1)
        FLM3 K 1 Bright A_SetTranslucent(0.25,1)
        FLM3 K 1 Bright A_SetTranslucent(0.2,1)
        FLM3 L 1 Bright A_SetTranslucent(0.15,1)
        FLM3 L 1 Bright A_SetTranslucent(0.1,1)
        Stop
    }
}

ACTOR GFlame2B2 : GFlame1A2
{
    States
    {
    Spawn:
        TNT1 A 0
        TNT1 A 0 ThrustThingZ(0,Random(8,16),0,0)
        TNT1 A 0 ThrustThing(Random(0,255),Random(0,1),0,0)
        FLM4 ABCDE 2 Bright
        FLM4 F 1 Bright A_SetTranslucent(0.75,1)
        FLM4 F 1 Bright A_SetTranslucent(0.7,1)
        FLM4 G 1 Bright A_SetTranslucent(0.65,1)
        FLM4 G 1 Bright A_SetTranslucent(0.6,1)
        FLM4 H 1 Bright A_SetTranslucent(0.55,1)
        FLM4 H 1 Bright A_SetTranslucent(0.5,1)
        FLM4 I 1 Bright A_SetTranslucent(0.45,1)
        FLM4 I 1 Bright A_SetTranslucent(0.4,1)
        FLM4 J 1 Bright A_SetTranslucent(0.35,1)
        FLM4 J 1 Bright A_SetTranslucent(0.3,1)
        FLM4 K 1 Bright A_SetTranslucent(0.25,1)
        FLM4 K 1 Bright A_SetTranslucent(0.2,1)
        FLM4 L 1 Bright A_SetTranslucent(0.15,1)
        FLM4 L 1 Bright A_SetTranslucent(0.1,1)
        Stop
    }
}

ACTOR GFlame3A2 : GFlame1A2
{
    States
    {
    Spawn:
        TNT1 A 0
        TNT1 A 0 ThrustThingZ(0,Random(8,16),0,0)
        TNT1 A 0 ThrustThing(Random(0,255),Random(0,1),0,0)
        FLM5 ABCDE 2 Bright
        FLM5 F 1 Bright A_SetTranslucent(0.75,1)
        FLM5 F 1 Bright A_SetTranslucent(0.7,1)
        FLM5 G 1 Bright A_SetTranslucent(0.65,1)
        FLM5 G 1 Bright A_SetTranslucent(0.6,1)
        FLM5 H 1 Bright A_SetTranslucent(0.55,1)
        FLM5 H 1 Bright A_SetTranslucent(0.5,1)
        FLM5 I 1 Bright A_SetTranslucent(0.45,1)
        FLM5 I 1 Bright A_SetTranslucent(0.4,1)
        FLM5 J 1 Bright A_SetTranslucent(0.35,1)
        FLM5 J 1 Bright A_SetTranslucent(0.3,1)
        FLM5 K 1 Bright A_SetTranslucent(0.25,1)
        FLM5 K 1 Bright A_SetTranslucent(0.2,1)
        FLM5 L 1 Bright A_SetTranslucent(0.15,1)
        FLM5 L 1 Bright A_SetTranslucent(0.1,1)
        Stop
    }
}

ACTOR GFlame3B2 : GFlame1A2
{
    States
    {
    Spawn:
        TNT1 A 0
        TNT1 A 0 ThrustThingZ(0,Random(8,16),0,0)
        TNT1 A 0 ThrustThing(Random(0,255),Random(0,1),0,0)
        FLM6 ABCDE 2 Bright
        FLM6 F 1 Bright A_SetTranslucent(0.75,1)
        FLM6 F 1 Bright A_SetTranslucent(0.7,1)
        FLM6 G 1 Bright A_SetTranslucent(0.65,1)
        FLM6 G 1 Bright A_SetTranslucent(0.6,1)
        FLM6 H 1 Bright A_SetTranslucent(0.55,1)
        FLM6 H 1 Bright A_SetTranslucent(0.5,1)
        FLM6 I 1 Bright A_SetTranslucent(0.45,1)
        FLM6 I 1 Bright A_SetTranslucent(0.4,1)
        FLM6 J 1 Bright A_SetTranslucent(0.35,1)
        FLM6 J 1 Bright A_SetTranslucent(0.3,1)
        FLM6 K 1 Bright A_SetTranslucent(0.25,1)
        FLM6 K 1 Bright A_SetTranslucent(0.2,1)
        FLM6 L 1 Bright A_SetTranslucent(0.15,1)
        FLM6 L 1 Bright A_SetTranslucent(0.1,1)
        Stop
    }
}