class BabelBulletPuff : BulletPuff
{
	int user_loopCounter;
	default
	{
		Height 1;
		Radius 1;
		+NOBLOCKMAP;
		+NOGRAVITY;
		+ALLOWPARTICLES;
		+RANDOMIZE;
		RenderStyle "Translucent";
		Alpha 0.5;
		VSpeed 1;
		Mass 5;
	}
	string ricosound;
	override void BeginPlay()
	{
		ricosound = "puff/miss";
	}
	States
	{
	Spawn:
		PUFF A 4 Bright NoDelay
		{
			if(CVar.FindCVar("egr_bullet_ricochet_sound").GetInt())
			{
				A_PlaySound(ricosound, CHAN_AUTO);
			}
		}
		PUFF B 4;
		PUFF C 4;
		PUFF D 4;
		stop;
	Melee:
		PUFF C 4;
		PUFF D 4;
		Stop;
	}
}

//Used purely for determining autoaim direction
class AutoAimPuff : Actor
{
	default
	{
		+NOINTERACTION;
		+ALWAYSPUFF;
		+PUFFONACTORS;
		+PAINLESS;
		Height 0;
		Radius 0;
	}
	bool marked;
	override void BeginPlay()
	{
		marked = false;
	}
	states
	{
		Spawn:
		Melee:
		XDeath:
		Death:
		Crash:
			TNT1 A 1;
			stop;
	}
}
