Class HTail : Actor
{
	Default
	{
	+NOBLOCKMAP
	+NOGRAVITY
	+NOINTERACTION
	}
}

Class WeedCloud : Actor
{
  Default
  {
    renderstyle "translucent";
    alpha 0.7;
    radius 0;
    height 0;
    +NoGravity
    +NoBlockMap
    +NoLiftDrop
    +DontSquash
    +NoTeleOther
    +NonShootable
  }

  States
  {
  Spawn:
    DRFT A 0 NoDelay A_Jump(256, "Spawn1", "Spawn2", "Spawn3");
  Spawn1:
    DRFT ABCDE 3 A_FadeOut(0.05);
    Loop;
  Spawn2:
    DRFT FGHIJ 3 A_FadeOut(0.05);
    Loop;
  Spawn3:
    DRFT KLMNO 3 A_FadeOut(0.05);
    Loop;
  }
}

Class Thingyjunk : Actor //Need to fix the robo-gibs
{
	Default
	{
	+NoClip;
	+NOBLOCKMAP;
	+NOINTERACTION;
    +ClientSideOnly;
	}
	States
	{
	Spawn:
		TNT1 A 1 A_SpawnProjectile("JunkieA",5,7,random(-18,18), 2, random(-0,10));
		TNT1 A 1 A_SpawnProjectile("JunkieASmall",10,3,random(-25,25), 2, random(0,10));
		TNT1 A 1 A_SpawnProjectile("JunkieB",12,1,random(-6,6), 2, random(0,12));
		TNT1 A 1 A_SpawnProjectile("JunkieBSmall",9,25,random(-47,47), 2, random(5,96));
		TNT1 A 1 A_SpawnProjectile("JunkieC",4,15,random(-1,1), 2, random(-6,8));
		TNT1 A 1 A_SpawnProjectile("JunkieCSmall",8,0,random(-86,86), 2, random(-13,78));
		TNT1 A 1 A_SpawnProjectile("JunkieD",16,-78,random(-35,35), 2, random(13,14));
		TNT1 A 1 A_SpawnProjectile("JunkieDSmall",25,25,random(-195,195), 2, random(34,-10));
		TNT1 A 1 A_SpawnProjectile("JunkieE",1,14,random(-74,74), 2, random(-5,69));
		TNT1 A 1 A_SpawnProjectile("JunkieESmall",28,0,random(-200,200), 2, random(-2,7));
		TNT1 A 1 A_SpawnProjectile("JunkieF",46,0,random(-51,51), 2, random(1,8));
		TNT1 A 1 A_SpawnProjectile("JunkieFSmall",82,0,random(-64,64), 2, random(-15,45));
		TNT1 AAAAAA 1 A_FadeOut(0.01);
		TNT1 A 1;
		Stop;
	}
}

Class JunkieA : Actor
{
	Default
	{
	Speed 3;
	Mass 5;
	Radius 1;
	Height 1;
	Projectile;
	-NOGRAVITY
    +DROPOFF
    +ClientSideOnly
	}
	States
	{
	Spawn:
		VCNK A -1;
		loop;
	Death:
		VCNK A 0 A_NoBlocking();
		VCNK AAAAAA 3 A_FadeOut(0.0);
		Stop;
	}
}

Class JunkieB : JunkieA
{
	States
	{
	Spawn:
		VCNK B -1;
		loop;
	Death:
		VCNK B 0 A_NoBlocking();
		VCNK BBBBBB 3 A_FadeOut(0.0);
		Stop;
	}
}

Class JunkieC : JunkieA
{
	States
	{
	Spawn:
		VCNK C -1;
		loop;
	Death:
		VCNK C 0 A_NoBlocking();
		VCNK CCCCCC 3 A_FadeOut(0.0);
		Stop;
	}
}

Class JunkieD : JunkieA
{
	States
	{
	Spawn:
		VCNK D -1;
		loop;
	Death:
		VCNK D 0 A_NoBlocking();
		VCNK DDDDDD 3 A_FadeOut(0.0);
		Stop;
	}
}

Class JunkieE : JunkieA
{
	States
	{
	Spawn:
		VCNK E -1;
		loop;
	Death:
		VCNK E 0 A_NoBlocking();
		VCNK EEEEEE 3 A_FadeOut(0.0);
		Stop;
	}
}

Class JunkieF : JunkieA
{
	States
	{
	Spawn:
		VCNK F -1;
		loop;
	Death:
		VCNK F 0 A_NoBlocking();
		VCNK FFFFFF 3 A_FadeOut(0.0);
		Stop;
	}
}

Class JunkieASmall : JunkieA
{
	Default
	{
	Scale 0.5;
	}
}

Class JunkieBSmall : JunkieB
{
	Default
	{
	Scale 0.5;
	}
}

Class JunkieCSmall : JunkieC
{
	Default
	{
	Scale 0.5;
	}
}

Class JunkieDSmall : JunkieD
{
	Default
	{
	Scale 0.5;
	}
}

Class JunkieESmall : JunkieE
{
	Default
	{
	Scale 0.5;
	}
}

Class JunkieFSmall : JunkieF
{
	Default
	{
	Scale 0.5;
	}
}

class Bloonxplode : Actor //There's no sounds for more facility to me.
{
	Default
	{
	-Solid;
	+NOBLOCKMAP;
	+NOINTERACTION;
	+NOTELEPORT;
	+NOGRAVITY;
	+CLIENTSIDEONLY;
	Projectile;
	}
	States
	{
	Spawn:
		BBOM A 1;
		BBOM B 1;
		BBOM C 1;
		BBOM D 1;
		BBOM E 1;
		BBOM F 1;
		BBOM G 1;
		BBOM H 1;
		BBOM I 1;
		BBOM J 1;
		BBOM K 1;
		BBOM M 1;
		BBOM N 1;
		BBOM O 1;
		stop;
	}
}

class FuegoMan : Actor
{
	Default
	{
	Health 5;
	height 10;
	radius 10;
	Mass 13;
	Scale 0.4;
	Gravity 0.9;
	+FLOORCLIP;
	}
	States
	{
	Spawn:
		BEWM A 6 Bright;
		BEWM BCDE 5 Bright;
		Stop;
	}
}

class DieDeath : Actor
{
	Default
	{
	Radius 1;
	Height 1;
	Scale 1.5;
	Projectile;
	+EXPLODEONWATER;
	+NOCLIP;
	+DEHEXPLOSION;
	+NOGRAVITY;
	+NOICEDEATH;
	Decal "BigScorch";
	DamageType "Fire";
	}
	States
	{
	Spawn:
		EXP1 A 2 BRIGHT A_Explode();
		EXP1 B 2 BRIGHT A_Quake(3,10,0,8,0);
		EXP1 C 2 BRIGHT;
		EXP1 DEFGHIJKLMN 2 BRIGHT;
		Stop;
	}
}

Class FUEDefeatExplotien : Actor
{
	Default
	{
	+NOBLOCKMAP;
	+NOCLIP;
	+NOINTERACTION;
	+NOTELEPORT;
	+NOGRAVITY;
	RenderStyle "Add";
	}
	States
	{
	Spawn:
		KCAN B 1 ;
		KCAN B 2 Bright A_PlaySound("weapens/rocklx");
		KCAN CD 4 Bright;
		Stop;
	}
}

Class BloonPop : Actor
{
	Default
	{
	-Solid;
	+NOBLOCKMAP;
	+NOINTERACTION;
	+NOBLOOD;
	}
	States
	{
	Spawn:
		TNT1 A 1 A_Jump (256, "See1", "See2", "See3", "See4", "See5", "See6", "See7", "See8");
		Loop;
	See1:
		BPOP A 1;
		Stop;
	See2:
		BPOP B 1;
		Stop;
	See3:
		BPOP C 1;
		Stop;
	See4:
		BPOP D 1;
		Stop;
	See5:
		BPOP E 1;
		Stop;
	See6:
		BPOP F 1;
		Stop;
	See7:
		BPOP G 1;
		Stop;
	See8:
		BPOP H 1;
		Stop;
	}
}

Class EnfoPartA : Actor
{
	Default
	{
	health 3;
	height 10;
	radius 10;
	gravity 0.6;
	mass 13;
	-SHOOTABLE;
	-SOLID;
	translation "48:79=[59,59,59]:[218,218,218]", "160:167=[207,209,205]:[0,206,0]", "249:249=112:112", "128:143=[59,59,59]:[218,218,218]", "0:2=[0,0,0]:[255,255,255]", "144:151=[59,59,59]:[218,218,218]", "208:223=[59,59,59]:[218,218,218]", "168:191=[0,230,0]:[0,32,157]";
	}
	states
	{
	Spawn:
		ENFP A 44;
		ENFP A 1 A_Jump(100,"Spawn");
		ENFP A 0 A_PlaySound("Yes/WeirdFuck");
		ENFP A 1 A_SetScale(0.9,1.1);
		ENFP A 1 A_FadeOut(0.1);
		ENFP A 1 A_SetScale(0.8,1.2);
		ENFP A 1 A_FadeOut(0.1);
		ENFP A 1 A_SetScale(0.7,1.3);
		ENFP A 1 A_FadeOut(0.1);
		ENFP A 1 A_SetScale(0.6,1.4);
		ENFP A 1 A_FadeOut(0.1);
		ENFP A 1 A_SetScale(0.5,1.5);
		ENFP A 1 A_FadeOut(0.1);
		ENFP A 1 A_SetScale(0.4,1.6);
		ENFP A 1 A_FadeOut(0.1);
		ENFP A 1 A_SetScale(0.3,1.7);
		ENFP A 1 A_FadeOut(0.1);
		ENFP A 1 A_SetScale(0.2,1.8);
		ENFP A 1 A_FadeOut(0.1);
		ENFP A 1 A_SetScale(0.1,1.9);
		ENFP A 1 A_FadeOut(0.1);
		ENFP A 1 A_SetScale(0.0,2.0);
		ENFP A 1 A_FadeOut(0.1);
		ENFP A 1 A_SetScale(-0.1,2.1);
		ENFP A 1 A_FadeOut(0.1);
		ENFP A 1 A_SetScale(-0.2,2.2);
		ENFP A 1 A_FadeOut(0.1);
		Wait;
	}
}
	
Class EnfoPartB : EnfoPartA
{
	Default
	{
	health 1;
	gravity 0.7;
	-SHOOTABLE;
	-SOLID;
	translation "48:79=[59,59,59]:[218,218,218]", "160:167=[207,209,205]:[0,206,0]", "249:249=112:112", "128:143=[59,59,59]:[218,218,218]", "0:2=[0,0,0]:[255,255,255]", "144:151=[59,59,59]:[218,218,218]", "208:223=[59,59,59]:[218,218,218]", "168:191=[0,230,0]:[0,32,157]";
	}
	states
	{
	Spawn:
		ENFP B 46;
		ENFP B 1 A_Jump(100,"Spawn");
		ENFP B 0 A_PlaySound("Yes/WeirdFuck");
		ENFP B 1 A_SetScale(0.9,1.1);
		ENFP B 1 A_FadeOut(0.1);
		ENFP B 1 A_SetScale(0.8,1.2);
		ENFP B 1 A_FadeOut(0.1);
		ENFP B 1 A_SetScale(0.7,1.3);
		ENFP B 1 A_FadeOut(0.1);
		ENFP B 1 A_SetScale(0.6,1.4);
		ENFP B 1 A_FadeOut(0.1);
		ENFP B 1 A_SetScale(0.5,1.5);
		ENFP B 1 A_FadeOut(0.1);
		ENFP B 1 A_SetScale(0.4,1.6);
		ENFP B 1 A_FadeOut(0.1);
		ENFP B 1 A_SetScale(0.3,1.7);
		ENFP B 1 A_FadeOut(0.1);
		ENFP B 1 A_SetScale(0.2,1.8);
		ENFP B 1 A_FadeOut(0.1);
		ENFP B 1 A_SetScale(0.1,1.9);
		ENFP B 1 A_FadeOut(0.1);
		ENFP B 1 A_SetScale(0.0,2.0);
		ENFP B 1 A_FadeOut(0.1);
		ENFP B 1 A_SetScale(-0.1,2.1);
		ENFP B 1 A_FadeOut(0.1);
		ENFP B 1 A_SetScale(-0.2,2.2);
		ENFP B 1 A_FadeOut(0.1);
		Wait;
	}
}

Class EnfoPartC : EnfoPartB
{
	Default
	{
	health 1;
	gravity 0.4;
	-SHOOTABLE;
	-SOLID;
	translation "48:79=[59,59,59]:[218,218,218]", "160:167=[207,209,205]:[0,206,0]", "249:249=112:112", "128:143=[59,59,59]:[218,218,218]", "0:2=[0,0,0]:[255,255,255]", "144:151=[59,59,59]:[218,218,218]", "208:223=[59,59,59]:[218,218,218]", "168:191=[0,230,0]:[0,32,157]";
	}
	states
	{
	Spawn:
		ENFP C 42;
		ENFP C 1 A_Jump(100,"Spawn");
		ENFP C 0 A_PlaySound("Yes/WeirdFuck");
		ENFP C 1 A_SetScale(0.9,1.1);
		ENFP C 1 A_FadeOut(0.1);
		ENFP C 1 A_SetScale(0.8,1.2);
		ENFP C 1 A_FadeOut(0.1);
		ENFP C 1 A_SetScale(0.7,1.3);
		ENFP C 1 A_FadeOut(0.1);
		ENFP C 1 A_SetScale(0.6,1.4);
		ENFP C 1 A_FadeOut(0.1);
		ENFP C 1 A_SetScale(0.5,1.5);
		ENFP C 1 A_FadeOut(0.1);
		ENFP C 1 A_SetScale(0.4,1.6);
		ENFP C 1 A_FadeOut(0.1);
		ENFP C 1 A_SetScale(0.3,1.7);
		ENFP C 1 A_FadeOut(0.1);
		ENFP C 1 A_SetScale(0.2,1.8);
		ENFP C 1 A_FadeOut(0.1);
		ENFP C 1 A_SetScale(0.1,1.9);
		ENFP C 1 A_FadeOut(0.1);
		ENFP C 1 A_SetScale(0.0,2.0);
		ENFP C 1 A_FadeOut(0.1);
		ENFP C 1 A_SetScale(-0.1,2.1);
		ENFP C 1 A_FadeOut(0.1);
		ENFP C 1 A_SetScale(-0.2,2.2);
		ENFP C 1 A_FadeOut(0.1);
		Wait;
	}
}

Class EnfoPartD : EnfoPartC
{
	Default
	{
	health 1;
	gravity 0.5;
	-SHOOTABLE;
	-SOLID;
	translation "48:79=[59,59,59]:[218,218,218]", "160:167=[207,209,205]:[0,206,0]", "249:249=112:112", "128:143=[59,59,59]:[218,218,218]", "0:2=[0,0,0]:[255,255,255]", "144:151=[59,59,59]:[218,218,218]", "208:223=[59,59,59]:[218,218,218]", "168:191=[0,230,0]:[0,32,157]";
	}
	states
	{
	Spawn:
		ENFP D 40;
		ENFP D 1 A_Jump(100,"Spawn");
		ENFP D 0 A_PlaySound("Yes/WeirdFuck");
		ENFP D 1 A_SetScale(0.9,1.1);
		ENFP D 1 A_FadeOut(0.1);
		ENFP D 1 A_SetScale(0.8,1.2);
		ENFP D 1 A_FadeOut(0.1);
		ENFP D 1 A_SetScale(0.7,1.3);
		ENFP D 1 A_FadeOut(0.1);
		ENFP D 1 A_SetScale(0.6,1.4);
		ENFP D 1 A_FadeOut(0.1);
		ENFP D 1 A_SetScale(0.5,1.5);
		ENFP D 1 A_FadeOut(0.1);
		ENFP D 1 A_SetScale(0.4,1.6);
		ENFP D 1 A_FadeOut(0.1);
		ENFP D 1 A_SetScale(0.3,1.7);
		ENFP D 1 A_FadeOut(0.1);
		ENFP D 1 A_SetScale(0.2,1.8);
		ENFP D 1 A_FadeOut(0.1);
		ENFP D 1 A_SetScale(0.1,1.9);
		ENFP D 1 A_FadeOut(0.1);
		ENFP D 1 A_SetScale(0.0,2.0);
		ENFP D 1 A_FadeOut(0.1);
		ENFP D 1 A_SetScale(-0.1,2.1);
		ENFP D 1 A_FadeOut(0.1);
		ENFP D 1 A_SetScale(-0.2,2.2);
		ENFP D 1 A_FadeOut(0.1);
		Wait;
	}
}

Class EnfoPartE : EnfoPartD
{
	Default
	{
	health 1;
	-SHOOTABLE;
	-SOLID;
	translation "48:79=[59,59,59]:[218,218,218]", "160:167=[207,209,205]:[0,206,0]", "249:249=112:112", "128:143=[59,59,59]:[218,218,218]", "0:2=[0,0,0]:[255,255,255]", "144:151=[59,59,59]:[218,218,218]", "208:223=[59,59,59]:[218,218,218]", "168:191=[0,230,0]:[0,32,157]";
	}
	states
	{
	Spawn:
		ENFP E 40;
		ENFP E 1 A_Jump(100,"Spawn");
		ENFP E 0 A_PlaySound("Yes/WeirdFuck");
		ENFP E 1 A_SetScale(0.9,1.1);
		ENFP E 1 A_FadeOut(0.1);
		ENFP E 1 A_SetScale(0.8,1.2);
		ENFP E 1 A_FadeOut(0.1);
		ENFP E 1 A_SetScale(0.7,1.3);
		ENFP E 1 A_FadeOut(0.1);
		ENFP E 1 A_SetScale(0.6,1.4);
		ENFP E 1 A_FadeOut(0.1);
		ENFP E 1 A_SetScale(0.5,1.5);
		ENFP E 1 A_FadeOut(0.1);
		ENFP E 1 A_SetScale(0.4,1.6);
		ENFP E 1 A_FadeOut(0.1);
		ENFP E 1 A_SetScale(0.3,1.7);
		ENFP E 1 A_FadeOut(0.1);
		ENFP E 1 A_SetScale(0.2,1.8);
		ENFP E 1 A_FadeOut(0.1);
		ENFP E 1 A_SetScale(0.1,1.9);
		ENFP E 1 A_FadeOut(0.1);
		ENFP E 1 A_SetScale(0.0,2.0);
		ENFP E 1 A_FadeOut(0.1);
		ENFP E 1 A_SetScale(-0.1,2.1);
		ENFP E 1 A_FadeOut(0.1);
		ENFP E 1 A_SetScale(-0.2,2.2);
		ENFP E 1 A_FadeOut(0.1);
		Wait;
	}
}

Class EnfoPartF : EnfoPartE
{
	Default
	{
	health 1;
	-SHOOTABLE;
	-SOLID;
	translation "48:79=[59,59,59]:[218,218,218]", "160:167=[207,209,205]:[0,206,0]", "249:249=112:112", "128:143=[59,59,59]:[218,218,218]", "0:2=[0,0,0]:[255,255,255]", "144:151=[59,59,59]:[218,218,218]", "208:223=[59,59,59]:[218,218,218]", "168:191=[0,230,0]:[0,32,157]";
	}
	states
	{
	Spawn:
		ENFP F 40;
		ENFP F 1 A_Jump(100,"Spawn");
		ENFP F 0 A_PlaySound("Yes/WeirdFuck");
		ENFP F 1 A_SetScale(0.9,1.1);
		ENFP F 1 A_FadeOut(0.1);
		ENFP F 1 A_SetScale(0.8,1.2);
		ENFP F 1 A_FadeOut(0.1);
		ENFP F 1 A_SetScale(0.7,1.3);
		ENFP F 1 A_FadeOut(0.1);
		ENFP F 1 A_SetScale(0.6,1.4);
		ENFP F 1 A_FadeOut(0.1);
		ENFP F 1 A_SetScale(0.5,1.5);
		ENFP F 1 A_FadeOut(0.1);
		ENFP F 1 A_SetScale(0.4,1.6);
		ENFP F 1 A_FadeOut(0.1);
		ENFP F 1 A_SetScale(0.3,1.7);
		ENFP F 1 A_FadeOut(0.1);
		ENFP F 1 A_SetScale(0.2,1.8);
		ENFP F 1 A_FadeOut(0.1);
		ENFP F 1 A_SetScale(0.1,1.9);
		ENFP F 1 A_FadeOut(0.1);
		ENFP F 1 A_SetScale(0.0,2.0);
		ENFP F 1 A_FadeOut(0.1);
		ENFP F 1 A_SetScale(-0.1,2.1);
		ENFP F 1 A_FadeOut(0.1);
		ENFP F 1 A_SetScale(-0.2,2.2);
		ENFP F 1 A_FadeOut(0.1);
		Wait;
	}
}

Class EnfoPartG : EnfoPartF
{
	Default
	{
	health 1;
	-SHOOTABLE;
	-SOLID;
	translation "48:79=[59,59,59]:[218,218,218]", "160:167=[207,209,205]:[0,206,0]", "249:249=112:112", "128:143=[59,59,59]:[218,218,218]", "0:2=[0,0,0]:[255,255,255]", "144:151=[59,59,59]:[218,218,218]", "208:223=[59,59,59]:[218,218,218]", "168:191=[0,230,0]:[0,32,157]";
	}
	states
	{
	Spawn:
		ENFP G 40;
		ENFP G 1 A_Jump(100,"Spawn");
		ENFP G 0 A_PlaySound("Yes/WeirdFuck");
		ENFP G 1 A_SetScale(0.9,1.1);
		ENFP G 1 A_FadeOut(0.1);
		ENFP G 1 A_SetScale(0.8,1.2);
		ENFP G 1 A_FadeOut(0.1);
		ENFP G 1 A_SetScale(0.7,1.3);
		ENFP G 1 A_FadeOut(0.1);
		ENFP G 1 A_SetScale(0.6,1.4);
		ENFP G 1 A_FadeOut(0.1);
		ENFP G 1 A_SetScale(0.5,1.5);
		ENFP G 1 A_FadeOut(0.1);
		ENFP G 1 A_SetScale(0.4,1.6);
		ENFP G 1 A_FadeOut(0.1);
		ENFP G 1 A_SetScale(0.3,1.7);
		ENFP G 1 A_FadeOut(0.1);
		ENFP G 1 A_SetScale(0.2,1.8);
		ENFP G 1 A_FadeOut(0.1);
		ENFP G 1 A_SetScale(0.1,1.9);
		ENFP G 1 A_FadeOut(0.1);
		ENFP G 1 A_SetScale(0.0,2.0);
		ENFP G 1 A_FadeOut(0.1);
		ENFP G 1 A_SetScale(-0.1,2.1);
		ENFP G 1 A_FadeOut(0.1);
		ENFP G 1 A_SetScale(-0.2,2.2);
		ENFP G 1 A_FadeOut(0.1);
		Wait;
	}
}

class BetterthanMechaSkytbh : Actor  //Witch is not a high bar to be honest
{
	Default
	{
	YScale 1.3;
	XScale 1;
	+NOINTERACTION;
	Alpha 0.6;
	Translation "80:111=%[0.00,0.00,0.00]:[0.97,1.76,2.55]", "16:47=192:207", "120:127=112:112", "195:198=%[0.00,0.00,0.00]:[0.77,2.14,1.50]";
	}
	States
	{
	Spawn:
		GSPN AAAAAAAAAA 1 bright A_FadeOut(0.075);
		Stop;
	}
}

Class BuballoTailA : Actor
{
	Default
	{
	+THRUACTORS;
	Radius 15;
	Height 15;
	Speed 0;
	Damage 0;
	Projectile;
	Renderstyle "Translucent";
	Alpha 1.0;
	Scale 1;
	}
	States
	{
	Spawn:
		DOTG A 0;
		DOTG A 0 A_Jump(256, "tit1", "tit2", "tit3");
	tit1:
		DOTG A 0 BRIGHT;
		Goto Fade;
	tit2:
		DOTG B 0 BRIGHT;
		Goto Fade;
	tit3:
		DOTG C 0 BRIGHT;
		Goto Fade;
	Fade:
		"----" BABCBABCBABCBABCBABCBABCBABC 1 BRIGHT A_FadeOut(0.04);
		Stop;
	Death:
		TNT1 A 1 BRIGHT;
		Stop;
	}
}

Class BuballoTailB : BuballoTailA
{
	Default
	{
	Scale 1.1;
	Renderstyle "Add";
	}
	States
	{
	Spawn:
		MTOP A 0;
		MTOP A 0 A_Jump(256, "tit1", "tit2", "tit3", "tit4");
	tit1:
		MTOP A 0 BRIGHT;
		Goto Fade;
	tit2:
		MTOP B 0 BRIGHT;
		Goto Fade;
	tit3:
		MTOP C 0 BRIGHT;
		Goto Fade;
	tit4:
		MTOP D 0 BRIGHT;
		Goto Fade;
	Fade:
		"----" ABCDABCDABCDABCDABCDABCDABCD 1 BRIGHT A_FadeOut(0.05);
		Stop;
	}
}

Class GusanoRojoTail : HTail
{
	Default
	{
	RenderStyle "Translucent";
	Alpha 0.8;
	}
	States
	{
	Spawn:
		WOLS AB 1 bright A_FadeOut(0.33,1);
		loop;
	}
}

Class SasoSignTail : Actor
{
	Default
	{
	+NOBLOCKMAP
	+NOGRAVITY
	+NOINTERACTION
	Scale 0.6;
	RenderStyle "Translucent";
	Alpha 0.85;
	}
	States
	{
	Spawn:
		SV20 AAAAAAAA 1 bright A_FadeOut(0.1,1);
		Stop;
	}
}