ACTOR Blazingsphere : PowerupGiver replaces BlurSphere
{
  Inventory.PickupMessage "Blazingsphere!"
  Inventory.PickupSound "Blazingsphere/Pickup"
  Powerup.Type "Blazing"
  Powerup.Color Purple, 0.05
  Powerup.Duration -45
  Renderstyle Add
  +FLOATBOB
  +INVENTORY.AUTOACTIVATE
  +INVENTORY.ALWAYSPICKUP
  States
  {
  Spawn:
    TBCS A 0 A_SpawnItemEx("BlazingFade",0,0,0,0,0,0,0,SXF_CLIENTSIDE,0)
    TBCS AAAA 1 Bright A_SpawnItemEx("BlazingsphereParticle",frandom(10.0,-10.0),frandom(10.0,-10.0),35+frandom(10.0,-10.0),frandom(0.6,-0.6),frandom(0.6,-0.6),frandom(1.2,0.4),frandom(0.0,360.0),SXF_CLIENTSIDE,64)
	TBCS B 0 A_SpawnItemEx("BlazingFade",0,0,0,0,0,0,0,SXF_CLIENTSIDE,0)
    TBCS BBBB 1 Bright A_SpawnItemEx("BlazingsphereParticle",frandom(10.0,-10.0),frandom(10.0,-10.0),35+frandom(10.0,-10.0),frandom(0.6,-0.6),frandom(0.6,-0.6),frandom(1.2,0.4),frandom(0.0,360.0),SXF_CLIENTSIDE,64)
	TBCS A 0 A_SpawnItemEx("BlazingFade",0,0,0,0,0,0,0,SXF_CLIENTSIDE,0)
    TBCS CCCC 1 Bright A_SpawnItemEx("BlazingsphereParticle",frandom(10.0,-10.0),frandom(10.0,-10.0),35+frandom(10.0,-10.0),frandom(0.6,-0.6),frandom(0.6,-0.6),frandom(1.2,0.4),frandom(0.0,360.0),SXF_CLIENTSIDE,64)
	TBCS A 0 A_SpawnItemEx("BlazingFade",0,0,0,0,0,0,0,SXF_CLIENTSIDE,0)
    TBCS DDDD 1 Bright A_SpawnItemEx("BlazingsphereParticle",frandom(10.0,-10.0),frandom(10.0,-10.0),35+frandom(10.0,-10.0),frandom(0.6,-0.6),frandom(0.6,-0.6),frandom(1.2,0.4),frandom(0.0,360.0),SXF_CLIENTSIDE,64)
	TBCS E 0 A_SpawnItemEx("BlazingFade",0,0,0,0,0,0,0,SXF_CLIENTSIDE,0)
    TBCS EEEE 1 Bright A_SpawnItemEx("BlazingsphereParticle",frandom(10.0,-10.0),frandom(10.0,-10.0),35+frandom(10.0,-10.0),frandom(0.6,-0.6),frandom(0.6,-0.6),frandom(1.2,0.4),frandom(0.0,360.0),SXF_CLIENTSIDE,64)
	TBCS F 0 A_SpawnItemEx("BlazingFade",0,0,0,0,0,0,0,SXF_CLIENTSIDE,0)
    TBCS FFFF 1 Bright A_SpawnItemEx("BlazingsphereParticle",frandom(10.0,-10.0),frandom(10.0,-10.0),35+frandom(10.0,-10.0),frandom(0.6,-0.6),frandom(0.6,-0.6),frandom(1.2,0.4),frandom(0.0,360.0),SXF_CLIENTSIDE,64)
	TBCS E 0 A_SpawnItemEx("BlazingFade",0,0,0,0,0,0,0,SXF_CLIENTSIDE,0)
    TBCS EEEE 1 Bright A_SpawnItemEx("BlazingsphereParticle",frandom(10.0,-10.0),frandom(10.0,-10.0),35+frandom(10.0,-10.0),frandom(0.6,-0.6),frandom(0.6,-0.6),frandom(1.2,0.4),frandom(0.0,360.0),SXF_CLIENTSIDE,64)
	TBCS D 0 A_SpawnItemEx("BlazingFade",0,0,0,0,0,0,0,SXF_CLIENTSIDE,0)
    TBCS DDDD 1 Bright A_SpawnItemEx("BlazingsphereParticle",frandom(10.0,-10.0),frandom(10.0,-10.0),35+frandom(10.0,-10.0),frandom(0.6,-0.6),frandom(0.6,-0.6),frandom(1.2,0.4),frandom(0.0,360.0),SXF_CLIENTSIDE,64)
	TBCS C 0 A_SpawnItemEx("BlazingFade",0,0,0,0,0,0,0,SXF_CLIENTSIDE,0)
    TBCS CCCC 1 Bright A_SpawnItemEx("BlazingsphereParticle",frandom(10.0,-10.0),frandom(10.0,-10.0),35+frandom(10.0,-10.0),frandom(0.6,-0.6),frandom(0.6,-0.6),frandom(1.2,0.4),frandom(0.0,360.0),SXF_CLIENTSIDE,64)
	TBCS B 0 A_SpawnItemEx("BlazingFade",0,0,0,0,0,0,0,SXF_CLIENTSIDE,0)
    TBCS BBBB 1 Bright A_SpawnItemEx("BlazingsphereParticle",frandom(10.0,-10.0),frandom(10.0,-10.0),35+frandom(10.0,-10.0),frandom(0.6,-0.6),frandom(0.6,-0.6),frandom(1.2,0.4),frandom(0.0,360.0),SXF_CLIENTSIDE,64)
	Loop
  }
}

actor PowerBlazing : PowerSpeed
{	
	Inventory.Icon "SPMMODE0"
	Speed 1.0 //It's handled via script now.
}

ACTOR BlazingFade
{
  +NOGRAVITY
  +NOINTERACTION
  +NOTONAUTOMAP
  Renderstyle Add
  States
  {
  Spawn:
	TBCS C 1 A_FadeOut(0.12)
	TBCS C 0 A_SetScale(ScaleX+0.02,ScaleX)
	Loop
  }
}

ACTOR BlazingsphereParticle : ItemParticle
{
	States
	{
	Spawn:
	PPRT A 0
	SetScale:
	"####" "#" 0 A_SetScale(0.1)
	Main:
	"####" "#" 0 A_JumpIf(ScaleX <= 0,"NULL")
	"####" "#" 0 A_FadeOut(frandom(0.02,0.04))
	"####" "#" 0 A_ChangeVelocity(0,0,frandom(-0.1,0.15),CVF_RELATIVE)
	"####" "#" 1 Bright A_SetScale(ScaleX-frandom(-0.01,0.02))
	Loop
	}
}