actor BulletPuffed : BulletPuff replaces BulletPuff
{
	RenderStyle Translucent
	Alpha 0.5
	Decal BulletChip
	+NOBLOCKMAP
	+NOGRAVITY
	+ALLOWPARTICLES
	+NOEXTREMEDEATH
	States
	{
	Spawn:
		PUFF A 1 Bright
		PUFF A 3 Bright A_SpawnDebris("BulletSpark")
		PUFF B 4
		// Intentional fall-through
	Melee:
		PUFF CD 4
		stop
  } 
}

ACTOR BulletSpark
{
	Health 4
	Radius 3
	Height 6
	Speed .1
	RenderStyle Add
	Alpha 1
	Scale .25
	Mass 0
	+missile
	//+doombounce
	+FLOORCLIP
	+DONTSPLASH
	+NOTELEPORT
	States
	{
		Spawn:
		SPRK A 1 A_JumpIf(waterlevel > 2, "UWSpawn")
		SPRK ABCDA 1 Bright A_SetTranslucent(.8,1)
		SPRK BCDABC 1 Bright A_SetTranslucent(.6,1)
		SPRK DABCDABC 1 Bright A_SetTranslucent(.4,1)
		SPRK DABCDABCDA 1 Bright A_SetTranslucent(.2,1)
		Stop
		UWSpawn:
		TNT1 AAAAA 0 A_SpawnItemEx("PlayerBubble",0,0,0,frandom(-2.0,2.0),frandom(-2.0,2.0),frandom(3.0,6.0),frandom(0.0,359.9),SXF_NOCHECKPOSITION)
		Goto Spawn+1
	}
}

ACTOR FistAttack: FastProjectile
{
	Radius 6
	Height 6
	DamageType FistFace
	Projectile 
	+FORCEXYBILLBOARD
	+NOEXTREMEDEATH
	+NORADIUSDMG
	RenderStyle Add
	Alpha 0.6
    Damage (random(1,2) * 15)
    Speed 32
	ProjectileKickback 150
	SeeSound "none"
	DeathSound "none"
	Decal "none"
	States
	{
		Spawn:
			TNT1 A 1
			TNT1 A 1 BRIGHT
			Stop
		Death:
			TNT1 A 3 A_PlaySound("smash")
			TNT1 A 3
			Stop
		Crash:
			TNT1 A 3 A_PlaySound("smash")
			TNT1 A 3
			Stop
	}
}

ACTOR BerserkFistAttack: FastProjectile
{
	Radius 6
	Height 6
	DamageType FistFace
	Projectile
	+FORCEXYBILLBOARD
	+NORADIUSDMG
	RenderStyle Add
	Alpha 0.6
    Damage (random(1,2) * 60)
    Speed 32
	SeeSound "none"
	DeathSound "none"
	Decal Crack
	ProjectileKickback 100
	States
	{
		Spawn:
			TNT1 A 1
			TNT1 A 1 BRIGHT
			Stop
		Death:
			TNT1 A 3 A_PlaySound("smash")
			TNT1 A 3
			Stop
		Crash:
			TNT1 A 3 A_PlaySound("smash")
			TNT1 A 3
			Stop
	}
}