Actor RedFlame
{
+NOINTERACTION
+NOGRAVITY
renderstyle Add
radius 5
height 5
scale 0.3
states
	{
	Spawn:
		RFLS ABCD 3 bright
		loop
	}
}
Actor SMRedFlame : Redflame
{
scale 0.2
states
	{
	Spawn:
		RFLS ABCD 3 bright
		loop
	}
}
Actor BlueFlame
{
+NOINTERACTION
+NOGRAVITY
renderstyle Add
radius 5
height 5
scale 0.3
states
	{
	Spawn:
		BFLS ABCD 3 bright
		loop
	}
}
Actor SMBlueFlame : Blueflame
{
scale 0.2
states
	{
	Spawn:
		BFLS ABCD 3 bright
		loop
	}
}
Actor GreenFlame
{
+NOINTERACTION
+NOGRAVITY
renderstyle Add
radius 5
height 5
scale 0.3
states
	{
	Spawn:
		GFLS ABCD 3 bright
		loop
	}
}
Actor SMGreenFlame : Greenflame
{
scale 0.2
states
	{
	Spawn:
		GFLS ABCD 3 bright
		loop
	}
}
Actor TallTorch_Red : RedTorch replaces RedTorch
{
height 70
radius 10
+LOOKALLAROUND
-SHOOTABLE
+INVULNERABLE
+NOBLOOD
+GHOST
+RANDOMIZE
Mass 10
scale .5
states
	{
	Vanilla:
		TNT1 A 0 A_NoBlocking
		TNT1 A 0 A_SpawnItem("RedTorchVanilla")
		Stop
		
	Spawn:
		TNT1 A 3 A_Playsound("BDFireplace2", 1, 1, 1)
		MARN A 0 ACS_ExecuteAlways(795, 0, 0, 0, 0)//Check if advanced decorations are disabled.
		TNT1 A 0 bright A_spawnitem("RedFlame",0,42)
		
	Stay:
		TNT1 A 0 A_checksight("Spawn2")
		//TNT1 A 0 A_Playsound("BDfireplace")
		//TNT1 A 0 bright A_CustomMissile ("RealFlameTrailsSmall", 58, 0, random (0, 360), 2, random (70, 110))
		//TNT1 A 0 A_CustomMissile ("ImBallGettingReady3", 59, 0, random (0, 140), 2, random (0, 160))
		//TRCH A 0 bright A_spawnitem("RedFlame",0,42)
		TRCH AAAAAA 2 bright A_spawnitem("RedFlare22",0,54)
		tnt1 a 0
		loop

   Spawn2:
        //TNT1 A 0 A_Playsound("BDfireplace")
		TTRB ABC 4
		Goto Stay

	}
}

Actor TallTorch_Blue : TallTorch_Red replaces BlueTorch
{
states
	{
	Vanilla:
		TNT1 A 0 A_NoBlocking
		TNT1 A 0 A_SpawnItem("BlueTorchVanilla")
		Stop
		
	Spawn:
		TRCH A 0// A_spawnitem("RedFlame",0,45)
		TNT1 A 3 A_Playsound("BDFireplace2", 1, 1, 1)
		MARN A 0 ACS_ExecuteAlways(795, 0, 0, 0, 0)//Check if advanced decorations are disabled.
		TNT1 A 0 bright A_spawnitem("BlueFlame",0,42)
		
	Stay:
        TNT1 A 0 A_CheckSight("Spawn2")
		//TNT1 A 0 A_Playsound("BDfireplace")
		//TNT1 A 0 bright A_CustomMissile ("RealFlameTrailsSmall", 58, 0, random (0, 360), 2, random (70, 110))
		//TNT1 A 0 A_CustomMissile ("ImBallGettingReady3", 59, 0, random (0, 140), 2, random (0, 160))
		//TRCH A 0 bright A_spawnitem("BlueFlame",0,42)
		TRCH AAAAAA 2 bright A_spawnitem("BlueFlare22",0,54)
		Loop

   Spawn2:
        //TNT1 A 0 A_Playsound("BDfireplace")
		TTBB ABC 4
		Goto Stay

	}
}

Actor TallTorch_Green : TallTorch_Red replaces GreenTorch
{
states
	{
	Vanilla:
		TNT1 A 0 A_NoBlocking
		TNT1 A 0 A_SpawnItem("GreenTorchVanilla")
		Stop
		
	Spawn:
		TRCH A 0// A_spawnitem("RedFlame",0,45)
		TNT1 A 3 A_Playsound("BDFireplace2", 1, 1, 1)
		MARN A 0 ACS_ExecuteAlways(795, 0, 0, 0, 0)//Check if advanced decorations are disabled.
		TNT1 A 0 bright A_spawnitem("GreenFlame",0,42)
		
	Stay:
        TNT1 A 0 A_CheckSight("Spawn2")
		//TNT1 A 0 A_Playsound("BDfireplace")
		//TNT1 A 0 bright A_CustomMissile ("RealFlameTrailsSmall", 58, 0, random (0, 360), 2, random (70, 110))
		//TNT1 A 0 A_CustomMissile ("ImBallGettingReady3", 59, 0, random (0, 140), 2, random (0, 160))
		//TRCH A 0 bright A_spawnitem("GreenFlame",0,42)
		TRCH AAAAAA 2 bright A_spawnitem("GreenFlare22",0,54)
		Loop

   Spawn2:
        //TNT1 A 0 A_Playsound("BDfireplace")
		TTGB ABC 4
		Goto Stay

	}
}

Actor ShortTorch_Blue : ShortBlueTorch replaces ShortBlueTorch
{
+LOOKALLAROUND
-SHOOTABLE
+INVULNERABLE
+NOBLOOD
+GHOST
+RANDOMIZE
Mass 900000
height 50
radius 8
scale .44
states
	{
	Vanilla:
		TNT1 A 0 A_NoBlocking
		TNT1 A 0 A_SpawnItem("ShortBlueTorchVanilla")
		Stop
		
	Spawn:
		TTRB A 0
		TNT1 A 3 A_Playsound("BDFireplace2", 1, 1, 1)
		MARN A 0 ACS_ExecuteAlways(795, 0, 0, 0, 0)//Check if advanced decorations are disabled.
		TNT1 A 0 bright A_spawnitem("SMBlueFlame",0,24)
		
	Stay:
        TNT1 A 0 A_CheckSight("Spawn2")
		//TNT1 A 0 A_Playsound("BDfireplace")
		//TNT1 A 0 bright A_CustomMissile ("RealFlameTrailsSmall", 58, 0, random (0, 360), 2, random (70, 110))
		//TNT1 A 0 A_CustomMissile ("ImBallGettingReady3", 59, 0, random (0, 140), 2, random (0, 160))
		//TRCH A 0 bright A_spawnitem("SMBlueFlame",0,24)
		TRCH BBBBBB 2 bright A_spawnitem("BlueFlare22",0,30)
		Loop

	Spawn2:
        //TNT1 A 0 A_Playsound("BDfireplace")
		TRCH B 4
		Goto Stay
	}
}

Actor ShortTorch_Red : ShortTorch_Blue replaces ShortRedTorch
{
states
	{
	Vanilla:
		TNT1 A 0 A_NoBlocking
		TNT1 A 0 A_SpawnItem("ShortRedTorchVanilla")
		Stop
		
	Spawn:
		TTRB A 0
		TNT1 A 3 A_Playsound("BDFireplace2", 1, 1, 1)
		MARN A 0 ACS_ExecuteAlways(795, 0, 0, 0, 0)//Check if advanced decorations are disabled.
		TNT1 A 0 bright A_spawnitem("SMRedFlame",0,24)
		
	Stay:
        TNT1 A 0 A_CheckSight("Spawn2")
		//TNT1 A 0 A_Playsound("BDfireplace")
		//TNT1 A 0 bright A_CustomMissile ("RealFlameTrailsSmall", 58, 0, random (0, 360), 2, random (70, 110))
		//TNT1 A 0 A_CustomMissile ("ImBallGettingReady3", 59, 0, random (0, 140), 2, random (0, 160))
		//TRCH A 0 bright A_spawnitem("SMRedFlame",0,24)
		TRCH BBBBBB 2 bright A_spawnitem("RedFlare22",0,30)
		Loop

	Spawn2:
        //TNT1 A 0 A_Playsound("BDfireplace")
		TRCH B 4
		Goto Stay
	}
}

Actor ShortTorch_Green : ShortTorch_Blue replaces ShortGreenTorch
{
states
	{
	Vanilla:
		TNT1 A 0 A_NoBlocking
		TNT1 A 0 A_SpawnItem("ShortGreenTorchVanilla")
		Stop
		
	Spawn:
		TTRB A 0
		TNT1 A 3 A_Playsound("BDFireplace2", 1, 1, 1)
		MARN A 0 ACS_ExecuteAlways(795, 0, 0, 0, 0)//Check if advanced decorations are disabled.
		TRCH A 0 bright A_spawnitem("SMGreenFlame",0,24)
		
	stay:
	TNT1 A 0 A_CheckSight("Spawn2")
		//TNT1 A 0 A_Playsound("BDfireplace")
		//TNT1 A 0 bright A_CustomMissile ("RealFlameTrailsSmall", 58, 0, random (0, 360), 2, random (70, 110))
		//TNT1 A 0 A_CustomMissile ("ImBallGettingReady3", 59, 0, random (0, 140), 2, random (0, 160))
		//TRCH A 0 bright A_spawnitem("SMGreenFlame",0,24)
		TRCH BBBBBB 2 bright A_spawnitem("GreenFlare22",0,30)
		Loop

	Spawn2:
        //TNT1 A 0 A_Playsound("BDfireplace")
		TRCH B 4
		Goto stay
	}
}


Actor Candelabra1 : Candelabra replaces Candelabra
{
+LOOKALLAROUND
+INVULNERABLE
+NOBLOOD
+FORCEYBILLBOARD
+GHOST
+RANDOMIZE
Mass 900000
scale 0.7
states
	{
	Vanilla:
		TNT1 A 0 A_NoBlocking
		TNT1 A 0 A_SpawnItem("CandelabraVanilla")
		Stop
		
	Spawn:
		TTRB A 0
		MARN A 0 ACS_ExecuteAlways(795, 0, 0, 0, 0)//Check if advanced decorations are disabled.
		TNT1 A 1
		
	Stay:
	    TNT1 A 0 A_CheckSight("Spawn2")
		//TNT1 A 0 bright A_SpawnItem("YellowFlare22",0,61)
		CBRA CC 1 bright
		//TNT1 A 0 bright A_SpawnItem("YellowFlare22",0,61)
		CBRA BC 1 bright
		//TNT1 A 0 bright A_SpawnItem("YellowFlare22",0,61)
		CBRA BC 1 bright
		//TNT1 A 0 bright A_SpawnItem("YellowFlare22",0,61)
		CBRA BB 1 bright
		Loop
	Spawn2:
	    CBRA C 7 bright
		Goto Stay
	}
}

Actor Candlestick1 : Candlestick replaces Candlestick
{
+LOOKALLAROUND
+RANDOMIZE
scale .7
states
	{
	Vanilla:
		TNT1 A 0 A_NoBlocking
		TNT1 A 0 A_SpawnItem("CandleVanilla")
		Stop
		
	Spawn:
		TTRB A 0
		MARN A 0 ACS_ExecuteAlways(795, 0, 0, 0, 0)//Check if advanced decorations are disabled.
		TNT1 A 1
		
	Stay:
	    TNT1 A 0 A_CheckSight("Spawn2")
		//TNT1 A 0 bright A_SpawnItem("YellowFlareSmall22Long",0,16)
		CAND CCCB 1 bright
		//TNT1 A 0 bright A_SpawnItem("YellowFlareSmall22Long",0,16)
		CAND BCBB 1 bright
		Loop
	Spawn2:
	    CAND C 5
		Goto Stay
	}
}

Actor BurningBarrel1 replaces BurningBarrel
{
+LOOKALLAROUND
+SHOOTABLE
+NOBLOOD
+GHOST
+NOTARGET
+FRIENDLY
-BOSS
+RANDOMIZE
Radius 16
+SOLID
height 40
scale 0.7
Health 30
DamageFactor "kick", 5.0
DamageFactor "SuperPunches", 5.0
Damagefactor "SuperKick", 5.0
Damagefactor "LowKick", 5.0
Damagefactor "ExtremePunches", 5.0
states
	{
	Vanilla:
		TNT1 A 0 A_NoBlocking
		TNT1 A 0 A_SpawnItem("BurningBarrelVanilla")
		Stop
		
	Spawn:
		TNT1 A 0 bright //A_CustomMissile ("RedFlame",random(18,24),random(-3,5), random (0, 360), 2, random (50, 130))
		TNT1 A 0 A_Playsound("BDFireplace", 1, 1, 1)
		MARN A 0 ACS_ExecuteAlways(795, 0, 0, 0, 0)//Check if advanced decorations are disabled.
		TNT1 A 1
		
	Stay:
		TNT1 A 0 A_CheckSight("Spawn2")
		TNT1 A 0 A_Playsound("props/redfire",1,0.3)
		BURB ABECDCEBF 1 bright A_SpawnItem("RedFlaremedium",0,random(32,34))
		loop

	Spawn2:
		BURB A 10
		Goto Stay
	
	Pain.Kick:
	Death.ExtremePunches:
	Death.Kick:
	Death.SuperKick:
	Death.LowKick:
	Death.SuperPunches:
	    TNT1 A 0 A_Pain
		TNT1 A 0 A_StopSound(1)
		TNT1 A 1 A_FaceTarget
		TNT1 A 0 A_NoBlocking
        TNT1 AAA 0 A_CustomMissile ("FlyingBurningFuel", 24, 0, random (150, 210), 2, random (0, 40))
		TNT1 AA 0 A_CustomMissile ("FlyingBurningFuel2", 24, 0, random (150, 210), 2, random (0, 40))
		TNT1 AA 0 A_CustomMissile ("FlyingBurningFuel3", 24, 0, random (150, 210), 2, random (0, 40))
        BARK DE 3
		BARK F -1
		Stop
		
	Death.Explosive:
		TNT1 A 0 A_NoBlocking
		TNT1 A 0 A_StopSound(1)
        TNT1 AAA 0 A_CustomMissile ("FlyingBurningFuel", 24, 0, random (0, 360), 2, random (30, 80))
		TNT1 AA 0 A_CustomMissile ("FlyingBurningFuel2", 24, 0, random (0, 360), 2, random (30, 80))
		TNT1 AA 0 A_CustomMissile ("FlyingBurningFuel3", 24, 0, random (0, 360), 2, random (30, 80))
		TNT1 A 0 A_SpawnItem ("BigRicoChet", 0, -15)
		TNT1 A 0 A_SpawnItemEx ("DetectFloorCrater",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)
	    TNT1 A 0 A_SpawnItemEx ("DetectCeilCrater",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)
		TNT1 A 0 A_SpawnItemEx ("ExplosionFlareSpawner",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)
        TNT1 A 0 A_SpawnItemEx ("BarrelExplosion",0,0,30,0,0,0,0,SXF_NOCHECKPOSITION,0)
		TNT1 A 0 A_SpawnItemEx ("BarrelKaboom",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)
		TNT1 AAAAAAA 0 A_CustomMissile ("ExplosionFlames", 0, 0, random (0, 360), 2, random (0, 360))
        TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile ("ExplosionParticleHeavy", 0, 0, random (0, 360), 2, random (0, 180))
        TNT1 AAAAAA 0 A_CustomMissile ("ExplosionParticleHeavy", 0, 0, random (0, 360), 2, random (0, 180))
		TNT1 AAA 0 A_CustomMissile ("BarrelShrapnel1", 25, 0, random (0, 360), 2, random (30, 160))
		TNT1 AAA 0 A_CustomMissile ("BarrelShrapnel2", 15, 0, random (0, 360), 2, random (30, 160))
		TNT1 AAA 0 A_CustomMissile ("BarrelShrapnel3", 5, 0, random (0, 360), 2, random (30, 160))
		TNT1 AAA 0 A_CustomMissile ("BarrelShrapnel4", 5, 0, random (0, 360), 2, random (30, 160))
		Stop
	   
	
	}
}


actor BurningBarrelDamage
{
	+NOTARGET
Radius 0
Height 0
DamageType Fire
+NOGRAVITY
+NOTELEPORT
+NODAMAGETHRUST
+THRUGHOST
+NORADIUSDMG
+NOEXTREMEDEATH
+FORCERADIUSDMG
-BLOODSPLATTER
+BLOODLESSIMPACT 
PROJECTILE
	+DEHEXPLOSION
	+ACTIVATEMCROSS
	+NOTARGET
States
{
Spawn:
TNT1 A 0
        TNT1 AA 5 A_Explode(10,5)
Stop
 }
}








Actor TorchFlare
{
+NOINTERACTION
+NOGRAVITY
+CLIENTSIDEONLY
+FORCEXYBILLBOARD
renderstyle Add
radius 1
height 1
alpha 0.4
}

Actor RedTF : TorchFlare
{
states
	{
	Spawn:
	Spawn:
		TNT1 A 0
		TNT1 A 0 A_Jump(128,2)
		FLAR A 2 bright
		stop
		TNT1 A 0
		FLAR B 2 bright
		stop
    Stop
	}
}









ACTOR RedTorchVanilla
{
	Game Doom
	Radius 16
	Height 68
	ProjectilePassHeight -16
	+SOLID
	States
	{
	Spawn:
		TRED ABCD 2 BRIGHT
		Loop
	}
}
ACTOR BlueTorchVanilla
{
	Game Doom
	Radius 16
	Height 68
	ProjectilePassHeight -16
	+SOLID
	States
	{
	Spawn:
		TBLU ABCD 2 BRIGHT
		Loop
	}
}


ACTOR GreenTorchVanilla
{
	Game Doom
	Radius 16
	Height 68
	ProjectilePassHeight -16
	+SOLID
	States
	{
	Spawn:
		TGRN ABCD 2 BRIGHT
		Loop
	}
}



ACTOR ShortBlueTorchVanilla
{
	Game Doom
	Radius 16
	Height 37
	ProjectilePassHeight -16
	+SOLID
	States
	{
	Spawn:
		SMBT ABCD 2 BRIGHT
		Loop
	}
}

ACTOR ShortRedTorchVanilla
{
	Game Doom
	Radius 16
	Height 37
	ProjectilePassHeight -16
	+SOLID
	States
	{
	Spawn:
		SMRT ABCD 2 BRIGHT
		Loop
	}
}


ACTOR ShortGreenTorchVanilla
{
	Game Doom
	Radius 16
	Height 37
	ProjectilePassHeight -16
	+SOLID
	States
	{
	Spawn:
		SMGT ABCD 2 BRIGHT
		Loop
	}
}

ACTOR CandelabraVanilla
{
	Game Doom
	Radius 16
	Height 60
	ProjectilePassHeight -16
	+SOLID
	States
	{
	Spawn:
		CBRA A -1 BRIGHT
		Stop
	}
}

ACTOR CandleVanilla
{
	Game Doom
	Radius 20
	Height 14
	ProjectilePassHeight -16
	States
	{
	Spawn:
		CAND A -1 BRIGHT
		Stop
	}
}


ACTOR BurningBarrelVanilla
{
	Game Doom
	SpawnID 149
	Radius 16
	Height 32
	ProjectilePassHeight -16
	+SOLID
	States
	{
	Spawn:
		FCAN ABC 2 BRIGHT
		Loop
	}
}