ACTOR smoothrevball : revenanttracer replaces revenanttracer
{
	decal revenantscorch
	states
	{
	Death:
    RBXP A 2 Bright
    RBXP B 2 Bright
    RBXP C 2 Bright
	RBXP D 2 Bright
	RBXP E 2 bright
	RBXP F 2 bright
    Stop
	}
}

ACTOR smoothfatshot : fatshot replaces fatshot
{
	decal scorch
	states
	{
	death: 
	expl a 3 bright
	expl b 2 bright
	expl c 2 bright
	expl d 2 bright
	expl e 2 bright
	expl f 2 bright
	stop
	}
}

ACTOR smoothbooger : baronball replaces baronball
{
	decal baronscorch
	states
	{
	death:
	boog abcdefgi 2 bright
	stop
	}
}

ACTOR smoothblueplasma : plasmaball replaces plasmaball
{
decal doomimpscorch
states
	{
	spawn:
		TNT1 A 0
		TNT1 A 0 A_JumpIf(CallACS("Sparkletoggle")==1, "fancyspawn")
		BLPL abcdabcd 2 bright
		loop
	fancyspawn:
		TNT1 A 0
		BLPL a 2 bright A_SpawnItemEx("BlueSparkle", random(-20, 20), random(-20, 20), random(0, 20))
		BLPL b 2 bright
		BLPL c 2 bright A_SpawnItemEx("BlueSparkle", random(-20, 20), random(-20, 20), random(0, 20))
		BLPL d 2 bright
		loop
	death:
		SPLS abcdefghijkl 2 bright
		stop
	}
}

ACTOR smoothimpball : doomimpball replaces doomimpball
{
Game Doom
	SpawnID 10
	Radius 6
	Height 8
	Speed 10
	FastSpeed 20
	Damage 3
	Projectile
	+RANDOMIZE
	RenderStyle Add
	decal doomimpscorch
	Alpha 1
	SeeSound "imp/attack"
	DeathSound "imp/shotx"
	States
	{
	spawn:
	BIMP abcdef 2 bright
	loop
	death:
	IPRD abcdefgh 2 bright
	stop
	}
}

ACTOR smoothbabyplas : arachnotronplasma replaces arachnotronplasma
{
decal doomimpscorch
states
	{
	spawn:
		TNT1 A 0
		TNT1 A 0 A_JumpIf(CallACS("Sparkletoggle")==2, "fancyspawn")
		BAPL abcdefgh 2 bright
		loop
	fancyspawn:
		TNT1 A 0
		BAPL a 2 bright A_SpawnItemEx("GreenSparkle", random(-20, 20), random(-20, 20), random(0, 20))
		BAPL b 2 bright
		BAPL c 2 bright A_SpawnItemEx("GreenSparkle", random(-20, 20), random(-20, 20), random(0, 20))
		BAPL d 2 bright
		BAPL e 2 bright A_SpawnItemEx("GreenSparkle", random(-20, 20), random(-20, 20), random(0, 20))
		BAPL f 2 bright
		BAPL g 2 bright A_SpawnItemEx("GreenSparkle", random(-20, 20), random(-20, 20), random(0, 20))
		BAPL h 2 bright
		loop
	death:
	GPLD abcefghijklm 2 bright
	stop
	}
}

ACTOR smoothBFGball : BFGball replaces BFGball
{
decal BFGlightning
states
{
	spawn:
	TNT1 A 0
	TNT1 A 0 A_JumpIf(CallACS("Sparkletoggle")==1, "fancyspawn")
	FUCK abcd 2 bright
	loop
	fancyspawn:
	TNT1 A 0
	FUCK abcd 2 bright A_SpawnItemEx("GreenSparkle", random(-40, 40), random(-40, 40), random(0, 30))
	loop
	death:
	TNT1 A 0 A_JumpIf(CallACS("RumbleToggle")==1, "QuakeDeath")
	BFGB abcde 2 bright
	BFGB f 1 bright
	BFGB f 3 bright a_BFGspray
	BFGB ghijk 3 bright
	stop
	quakedeath:
	expl d 0 a_quake (3,10,0,750,0)
	expl d 0 a_quake (1,25,0,1000,0)
	BFGB abcde 2 bright
	BFGB f 1 bright
	BFGB f 3 bright a_BFGspray
	BFGB ghijk 3 bright
	stop
	}
}

ACTOR smoothBFGextra : BFGextra replaces BFGextra
{
states
	{
	spawn:
	BFEX abcdefghijklmno 2 bright
	stop
	}
}
	
ACTOR smoothcacoball : CacodemonBall replaces CacodemonBall
{
decal CacoScorch
states
	{
	spawn:
	CABA abcd 2 bright
	loop
	death:
	CABX a 4 bright
	CABX bcdef 2 bright
	stop
	}
}

ACTOR SmoothRocket Replaces Rocket
{
	Game Doom
	SpawnID 127
	Radius 11
	Height 8
	Speed 20
	Damage 20
	Projectile
	+RANDOMIZE
	+ROCKETTRAIL
	+EXTREMEDEATH
	decal scorch
	SeeSound "weapons/rocklf"
	DeathSound "weapons/rocklx"
	Obituary "$OB_MPROCKET"
	States
	{
	Spawn:
		MISL A 1 Bright
		Loop
	Death:
		TNT1 A 0 A_JumpIf(CallACS("DukeToggle")==1, "dukedeath")
		TNT1 A 0 A_JumpIf(CallACS("RumbleToggle")==1, "QuakeDeath")
		expl A 5 Bright A_Explode
		expl BCDEF 3 Bright A_SpawnItemEx("RocketSmokeTrail", random(-40, 40), random(-40, 40), random(0, 30))
		TNT1 AAAA 0 A_SpawnItemEx("RocketSmokeTrail", random(-40, 40), random(-40, 40), random(0, 30))
		Stop
	QuakeDeath:
		TNT1 A 0 A_JumpIf(CallACS("DukeToggle")==1, "dukedeath")
		expl A 5 Bright A_Explode
		expl d 0 a_quake (3,10,0,750,0)
		expl d 0 a_quake (1,25,0,1000,0)
		expl BCDEF 3 Bright A_SpawnItemEx("RocketSmokeTrail", random(-40, 40), random(-40, 40), random(0, 30))
		TNT1 AAAA 0 A_SpawnItemEx("RocketSmokeTrail", random(-40, 40), random(-40, 40), random(0, 30))
		Stop
	DukeDeath:
		TNT1 A 0 A_JumpIf(CallACS("RumbleToggle")==1, "quakedukedeath")
		rexp o 2 Bright A_Explode
		rexp ABCDEFGHIJKL 2 Bright
		rexp M 2 A_SpawnItemEx("RocketSmokeTrail", random(-40, 40), random(-40, 40), random(0, 30))
		rexp N 2 A_SpawnItemEx("RocketSmokeTrail", random(-40, 40), random(-40, 40), random(0, 30))
		TNT1 AAAA 0 A_SpawnItemEx("RocketSmokeTrail", random(-40, 40), random(-40, 40), random(0, 30))
		Stop
	QuakeDukeDeath:
		rexp o 2 Bright A_Explode
		expl d 0 a_quake (3,10,0,750,0)
		expl d 0 a_quake (1,25,0,1000,0)
		rexp ABCDEFGHIJKL 2 Bright
		rexp M 2 A_SpawnItemEx("RocketSmokeTrail", random(-40, 40), random(-40, 40), random(0, 30))
		rexp N 2 A_SpawnItemEx("RocketSmokeTrail", random(-40, 40), random(-40, 40), random(0, 30))
		TNT1 AAAA 0 A_SpawnItemEx("RocketSmokeTrail", random(-40, 40), random(-40, 40), random(0, 30))
		Stop
	}
}