actor SimpleSpring 27529 //Attack of the original the prop recolors. -D O N U T S T E E L- (tm)(c)(urmum)
{
height 1
radius 1
+CLIENTSIDEONLY
-SOLID
scale 2.5
+NOINTERACTION
+NOGRAVITY
States
{
Spawn:
SMSP A -1
stop
}
}

actor SimpleSmoke 27530
{
-SOLID
+CLIENTSIDEONLY
height 8
radius 8
scale 2.0
+RANDOMIZE
States
{
Spawn:
SSMO E 60
SSMO A 4
SSMO B 4
SSMO C 4
SSMO D 4
}
}

actor ZombieHeadPole1 27531
{
-SOLID
+CLIENTSIDEONLY
height 8
radius 8
scale 2.0
+RANDOMIZE
States
{
Spawn:
ZHP1 A 80
ZHP1 B 2
ZHP1 A 2
ZHP1 B 2
ZHP1 A 2
ZHP1 B 2
}
}

actor ZombieHeadPole2 27532
{
-SOLID
+CLIENTSIDEONLY
height 8
radius 8
scale 2.0
+RANDOMIZE
States
{
Spawn:
ZHP2 A 80
ZHP2 B 2
ZHP2 A 2
ZHP2 B 2
ZHP2 A 2
ZHP2 B 2
}
}

actor SimpleTorch1 27533 //suk dis torch, to-to-torch
{
-SOLID
+CLIENTSIDEONLY
height 8
radius 8
scale 2.0
+RANDOMIZE
States
{
Spawn:
STC1 A 6
STC1 B 6
STC1 C 6
STC1 D 6
}
}

actor SimpleTorch2 27534 //forreal though, it's the giant turtle boss's fire from MM7 on a stick. LOL
{
-SOLID
+CLIENTSIDEONLY
height 8
radius 8
scale 2.0
+RANDOMIZE
States
{
Spawn:
STC2 A 6
STC2 B 6
STC2 C 6
STC2 D 6
}
}

actor SimpleTorch3 27535 //mmm, t3h ph1r3
{
-SOLID
+CLIENTSIDEONLY
height 8
radius 8
scale 2.0
+RANDOMIZE
States
{
Spawn:
STC3 A 6
STC3 B 6
STC3 C 6
STC3 D 6
}
}


actor WarpPortalProp 24591
{
//$Category MM8BDM-Props
//$Sprite AMMOA0
renderstyle translucent
alpha 0.85
-SOLID
+NOGRAVITY
//+SOLID
+CLIENTSIDEONLY
height 5
radius 5
scale 2.5
states
{
	Spawn:
	TNT1 A 3 A_SpawnItemEx("WarpPortalFXSpawner",256,0,random(-128,128),0,0,0,random(-45,45))
	loop
}
}


actor WarpPortalFXSpawner
{
+NOINTERACTION
+NOGRAVITY
-SOLID
+CLIENTSIDEONLY
+MISSILE
renderstyle none
	States
	{
	Spawn:
	PLAY A 0
	PLAY A 0 A_FaceTarget
	PLAY A 8 A_CustomMissile("WarpPortalFX",0)
	stop
	}
}


actor WarpPortalFX
{
+NOINTERACTION
+NOGRAVITY
-SOLID
+MISSILE
//+NOBLOCKMAP
+CLIENTSIDEONLY
height 2
speed 1
radius 2
renderstyle add
alpha 0.1
scale 1.5
states
{
	Spawn:
	TNT1 A 0
	TNT1 A 0 A_Jump(256,"FX1","FX2","FX3")
	FX1:
	QBOP N 6 A_ChangeVelocity(velx/2,vely/2,velz/2,0)
	QBOP N 0 A_FadeIn(0.05)
	QBOP N 6 A_ChangeVelocity(velx/2,vely/2,velz/2,0)
	QBOP N 0 A_FadeIn(0.05)
	QBOP N 6 A_ChangeVelocity(velx/2,vely/2,velz/2,0)
	QBOP N 0 A_FadeIn(0.05)
	QBOP N 6 A_ChangeVelocity(velx/2,vely/2,velz/2,0)
	QBOP N 0 A_FadeIn(0.05)
	QBOP N 6 A_ChangeVelocity(velx/2,vely/2,velz/2,0)
	QBOP N 0 A_FadeIn(0.05)
	QBOP N 6 A_ChangeVelocity(velx/2,vely/2,velz/2,0)
	QBOP N 0 A_FadeIn(0.05)
	QBOP N 6 A_ChangeVelocity(velx/2,vely/2,velz/2,0)
	stop
	FX2:
	QBOP O 6 A_ChangeVelocity(velx/2,vely/2,velz/2,0)
	QBOP O 0 A_FadeIn(0.05)
	QBOP O 6 A_ChangeVelocity(velx/2,vely/2,velz/2,0)
	QBOP O 0 A_FadeIn(0.05)
	QBOP O 6 A_ChangeVelocity(velx/2,vely/2,velz/2,0)
	QBOP O 0 A_FadeIn(0.05)
	QBOP O 6 A_ChangeVelocity(velx/2,vely/2,velz/2,0)
	QBOP O 0 A_FadeIn(0.05)
	QBOP O 6 A_ChangeVelocity(velx/2,vely/2,velz/2,0)
	QBOP O 0 A_FadeIn(0.05)
	QBOP O 6 A_ChangeVelocity(velx/2,vely/2,velz/2,0)
	QBOP O 0 A_FadeIn(0.05)
	QBOP O 6 A_ChangeVelocity(velx/2,vely/2,velz/2,0)
	stop
	FX3:
	QBOP P 6 A_ChangeVelocity(velx/2,vely/2,velz/2,0)
	QBOP P 0 A_FadeIn(0.05)
	QBOP P 6 A_ChangeVelocity(velx/2,vely/2,velz/2,0)
	QBOP P 0 A_FadeIn(0.05)
	QBOP P 6 A_ChangeVelocity(velx/2,vely/2,velz/2,0)
	QBOP P 0 A_FadeIn(0.05)
	QBOP P 6 A_ChangeVelocity(velx/2,vely/2,velz/2,0)
	QBOP P 0 A_FadeIn(0.05)
	QBOP P 6 A_ChangeVelocity(velx/2,vely/2,velz/2,0)
	QBOP P 0 A_FadeIn(0.05)
	QBOP P 6 A_ChangeVelocity(velx/2,vely/2,velz/2,0)
	QBOP P 0 A_FadeIn(0.05)
	QBOP P 6 A_ChangeVelocity(velx/2,vely/2,velz/2,0)
	stop
}
}

