ACTOR ChimeraMeltSmoke{
	+NOGRAVITY
	RenderStyle "Add"
	Scale 0.025
	Translation "0:255=%[0.0,0.0,0.0]:[0.0,2.0,0.0]"
	States{
	Spawn:
		SMK1 ABCDEFGHIJKLMNOPQ 1 BRIGHT 
		Stop}}
actor general_smoke1{
	radius 4
	height 4
	scale 1
	alpha 1
	renderstyle "Translucent"
	+NOTELEPORT
	+FLOORCLIP
	+NOGRAVITY
	+FORCEXYBILLBOARD
	+NOINTERACTION
	states{
	spawn:
		TNT1 A 0 NoDelay A_Jump(256,1,2,3,4,5,6,7,8,9,10,11,12,13,14,1,5,16,17,18,19,20,21,22,23,24)
		SMK5 A 0 A_Jump(256,24)
		SMK5 B 0 A_Jump(256,23)
		SMK5 C 0 A_Jump(256,22)
		SMK5 D 0 A_Jump(256,21)
		SMK5 E 0 A_Jump(256,20)
		SMK5 F 0 A_Jump(256,19)
		SMK5 G 0 A_Jump(256,18)
		SMK5 H 0 A_Jump(256,17)
		SMK5 I 0 A_Jump(256,16)
		SMK5 J 0 A_Jump(256,15)
		SMK5 K 0 A_Jump(256,14)
		SMK5 L 0 A_Jump(256,13)
		SMK5 M 0 A_Jump(256,12)
		SMK5 N 0 A_Jump(256,11)
		SMK5 O 0 A_Jump(256,10)
		SMK5 P 0 A_Jump(256,9)
		SMK5 Q 0 A_Jump(256,8)
		SMK5 R 0 A_Jump(256,7)
		SMK5 S 0 A_Jump(256,6)
		SMK5 T 0 A_Jump(256,5)
		SMK5 U 0 A_Jump(256,4)
		SMK5 V 0 A_Jump(256,3)
		SMK5 W 0 A_Jump(256,2)
		SMK5 X 0
		"####" "#" 3 {A_ScaleVelocity(0.9);
			A_FadeOut(0.05);}
		Wait}}
//powerpunch smokes
actor powpunch_smoke:general_smoke1{scale 0.3 alpha 1.0 renderstyle "Add"}
actor powpunch_smoke2:general_smoke1{scale 0.4 alpha 1.0 renderstyle "Add"}
actor powpunch_smoke3:general_smoke1{scale 0.5 alpha 1.0 renderstyle "Add"}
//frag smokes
actor frag_boomsmoke:general_smoke1{scale 0.58 alpha 0.65 renderstyle "Translucent"}
actor frag_boomsmoke2:general_smoke1{scale 0.68 alpha 0.85 renderstyle "Translucent"}
actor f_bfireSpark-smoke:general_smoke1{
	scale 0.22
	alpha 0.7
	renderstyle "Translucent"
	states{
	spawn:
		TNT1 A 3
		goto Super::Spawn}}
actor powfrag_smoke:general_smoke1{scale 0.1 alpha 0.8 renderstyle "Add"}
actor powfragMAX_smoke:general_smoke1{scale 0.15 renderstyle "Add" alpha 0.9}
actor sgauss_casing_smoke:general_smoke1{scale 0.06 renderstyle "Add" alpha 0.8}
//autocannon smokes
actor cslugboom_smoke:general_smoke1{scale 0.5 alpha 0.66 renderstyle "Translucent"}
//gauss rifle smokes
actor gpuff_smoke:general_smoke1{scale 0.3 alpha 1.0 renderstyle "Add"}
//melee
actor punch_impact{
	DamageType MeleeAttack
	Obituary "%o was punched by %k."
	+NOGRAVITY
	+NOBLOCKMAP
	+FLOORCLIP
	+NOTELEPORT
	+PUFFONACTORS
	+NOEXTREMEDEATH
	+NOINTERACTION
	States{
	Spawn:
		TNT1 A 0 NoDelay A_PlaySound("sfx/punchwall")
		Stop
	xdeath:
		TNT1 A 0 A_PlaySound("sfx/fleshhit")
		Stop}}
actor chargepunch_impact:punch_impact{DamageType ChargeMeleeAttack}
actor meleepuff:punch_impact{
	Obituary "%o got beat down by %k."
	States{
	Spawn:
		TNT1 A 0 NoDelay A_PlaySound("sfx/hitwall")
		Stop
	xdeath:
		TNT1 A 0 A_PlaySound("sfx/fleshhit")
		Stop}}
/////////////////////////////////////////////////////////////////////////////////////////////
actor pistb_puff{
	Radius 1
	Height 1
	Alpha 1
	DamageType pistol_bullet
	RenderStyle "Add"
	Scale 0.14
	+NOGRAVITY
	+NOBLOCKMAP
	+FLOORCLIP
	+NOTELEPORT
	+FORCEXYBILLBOARD
	+NOEXTREMEDEATH
	+NOINTERACTION
	States{
	Spawn:
		TNT1 A 0 NoDelay A_PlaySound("sfx/bulletric")
		TNT1 A 0 A_Jump(256,1,3,5,7)
		IPF2 AB 1 bright  
		goto PuffSparks
		IPF2 CD 1 bright  
		goto PuffSparks
		IPF2 EF 1 bright  
		goto PuffSparks
		IPF2 GH 1 bright  
	PuffSparks:
		TNT1 AAAAAA 0 A_SpawnItemEx("puffSpark",0,0,0,random(-3,3),random(-3,3),random(-3,3),random(1,360),0) 
		TNT1 A 1 A_SpawnItemEx("puffSmoke",0,0,0,0,0,1,0,0) 
		stop}}
actor puffSpark{
	radius 1
	height 1
	speed  5
	damage 0
	RenderStyle "Add"
	Alpha 1
	Scale 0.02
	Mass 0
	+MISSILE
	+FLOORCLIP
	+DONTSPLASH
	+NOTELEPORT
	+FORCEXYBILLBOARD
	+NOGRAVITY
	BounceType "doom"
	BounceFactor 0.2
	States{
	spawn:			
		SPRK A 2 bright A_FadeOut(0.25)
		loop}}
actor puffSmoke{
	radius 1
	height 1
	alpha 1
	scale 0.12
	renderstyle "Add"
	+NOGRAVITY
	+NOTELEPORT
	+FORCEXYBILLBOARD
	+NOINTERACTION
	states{
	spawn:
		SMK3 ABCDEFGHIJKLM 1
		stop}}
actor puffSmoke2:puffSmoke{scale 0.16}
actor arb_puff:pistb_puff{
	DamageType arifle_bullet
	Scale 0.12
	States{
	PuffSparks:
		TNT1 AAAA 0 A_SpawnItemEx("puffSpark",0,0,0,random(-3,3),random(-3,3),random(0,8),random(1,360),0) 
		TNT1 A 1 A_SpawnItemEx("puffSmoke",0,0,0,0,0,0,0,0) 
		stop}}
actor ashot_puff:pistb_puff{
	DamageType ashot_buck
	Scale 0.08
	States{
	PuffSparks:
		TNT1 AAA 0 A_SpawnItemEx("puffSpark",0,0,0,random(-3,3),random(-3,3),random(0,8),random(1,360),0) 
		TNT1 A 1 A_SpawnItemEx("puffSmoke",0,0,0,0,0,0,0,0) 
		stop}}
//////////////////////////
actor gun_heatsteam_spawner{
	radius 1
	height 1
	speed 15
	PROJECTILE
	+NOCLIP
	+NOINTERACTION
	states{
	spawn:
		TNT1 A 1
	death:
		TNT1 A 0 A_SpawnItemEx("gun_heatsteam",0,0,0,random(3,4),random(-1,1),2,0,SXF_TRANSFERPITCH)
		stop}}
actor crifle_heatsteam_spawner:gun_heatsteam_spawner{
	states{
	spawn:
		TNT1 A 1
	death:
		TNT1 A 0 A_SpawnItemEx("crifle_heatsteam",0,0,0,random(3,4),random(-2,2),2,0,SXF_TRANSFERPITCH)
		stop}}
actor gun_heatsteam{
	radius 3
	height 3
	scale 0.5
	renderstyle "Add"
	alpha 0.4
	damage 0
	speed 0
	+RIPPER
	+NOTELEPORT
	+NOGRAVITY
	+FORCEXYBILLBOARD
	states{
	spawn:
		SMK7 ABCDEFGHIJKLMNOPQ 1 bright A_Explode(2,4,0,0)
		SMK7 R 1 bright {A_FadeOut(0.1);
			A_Explode(1,4,0,0);}
		Wait}}
actor crifle_heatsteam:gun_heatsteam{Translation "0:255=%[0.0,0.0,0.0]:[0.2,1.0,0.0]"}