actor BowserTorch 16211
{
+NOGRAVITY
+SOLID
+RANDOMIZE
+SHOOTABLE
+NODAMAGE
+CANTSEEK
//+FIXMAPTHINGPOS
Health 1
Mass 9999999999999//:l
PainChance 256
Scale 2.0
Height 28
Radius 20
damagefactor "PropBlower", 1.0
damagefactor "Soakify", 1.0
damagefactor "Ignition", 1.0
States
{
Spawn:
BOWT A 1
Goto SpawnCheck
SpawnCheck:
BOWT A 0 Thing_SetTranslation(0, 16211+args[0])
BOWT A 0 A_JumpIf(args[1]==1, "Spawn2")
BOWT A 0 A_JumpIf(args[1]==2, "Spawn3")
Goto SpawnLoop
Spawn2:
BOWT B 0
goto SpawnLoop
Spawn3:
BOWT C 0
goto SpawnLoop
SpawnLoop:
"----" A 0 A_SpawnItemEx("BowserTorchFX1", 0, 0, 26, 0, 0, 0, 0, SXF_TRANSFERTRANSLATION)
"----" A 10
loop

Pain.TopSpin://Gahahah
Pain.PropBlower:
Pain.Soakify:
"----" A 0 A_JumpIfInventory("Once", 1, "SpawnLoop2")
"----" A 0 ACS_ExecuteAlways(2, 0, 1)
"----" A 0 A_GiveInventory("Once", 1)
goto SpawnLoop2

Pain.Ignition:
"----" A 0 A_JumpIfInventory("Once", 1, "Ignite")
goto SpawnLoop
Ignite:
"----" A 0 ACS_ExecuteAlways(2, 0, -1)
"----" A 0 A_TakeInventory("Once", 1)
goto SpawnLoop

SpawnLoop2:
"----" A 1
wait
}
}

actor BowserTorchFX1 : GeminiTrail
{
-FORCEXYBILLBOARD
States
{
Spawn:
BFIR ABCD 3
stop
}
}