/*
-------------------Fear Effects
*/

class fearIcon : Actor
{
	default
	{
		Height 32;
		Scale 0.5;
		+NOGRAVITY;
		+NOINTERACTION;
		RenderStyle "Translucent";
		Alpha 0.5;
	}
	override void Tick()
	{
		A_Warp(AAPTR_MASTER, 0, 0, master.Height+8);
		super.Tick();
	}
	
	states
	{
		Spawn:
			FICN A 2 Bright NoDelay;
			stop;
	}
}

class fearAuraFace : Actor
{
	default
	{
		Height 8;
		Scale 0.5;
		+NOGRAVITY;
		+NOINTERACTION;
		RenderStyle "Translucent";
	}
	states
	{
		Spawn:
			TNT1 A 1 NoDelay A_ChangeVelocity(random(-2, 2), random(-2, 2), random(3,6), CVF_REPLACE);
			TNT1 A 0 A_Jump(256, "opt1","opt2","opt3", "opt4");
		opt1:
			FEAR A 3 Bright A_FadeOut(0.1);
			TNT1 A 0 A_ScaleVelocity(0.95);
			Loop;
		opt2:
			FEAR B 3 Bright A_FadeOut(0.1);
			TNT1 A 0 A_ScaleVelocity(0.95);
			Loop;
		opt3:
			FEAR C 3 Bright A_FadeOut(0.1);
			TNT1 A 0 A_ScaleVelocity(0.95);
			Loop;
		opt4:
			FEAR D 3 Bright A_FadeOut(0.1);
			TNT1 A 0 A_ScaleVelocity(0.95);
			Loop;
	}
}

class syncIcon : Actor
{
	default
	{
		Height 32;
		Scale 0.5;
		+NOGRAVITY;
		+NOINTERACTION;
		RenderStyle "Translucent";
		Alpha 0.5;
	}
	override void Tick()
	{
		A_Warp(AAPTR_MASTER, 0, 0, master.Height+8);
		super.Tick();
	}
	
	states
	{
		Spawn:
			SYNC A 20 Bright NoDelay;
			stop;
	}
}

/*
-------------------Bullet Chips
*/