Actor TallTorch_Red : RedTorch replaces RedTorch
{
height 85
radius 2
+LOOKALLAROUND
-SHOOTABLE
+INVULNERABLE
+NOBLOOD
+GHOST
+RANDOMIZE
Mass 900000
scale .5
states
	{
	Spawn:
		TTRB A 0
		TNT1 A 0 A_SPawnItem("TallTOrch_RedFlames")
		TNT1 A 1 A_SPawnItem("TallTOrch_RedCore")
		
	Stay:
		TTRB AAA 10 A_CustomMissile ("TorchBall", 59, 0, random (0, 140), 2, random (0, 160))
		TTRB A 0 A_CustomMissile ("RealisticFireSparks1", 70, 0, random (0, 140), 2, random (0, 160))
		Loop
	}
}


Actor TallTorch_RedFlames : TallTorch_Red
{
XScale 1.0
YScale 1.2
Renderstyle Add
Alpha 0.9
+CLIENTSIDEONLY
+THRUACTORS
states
	{
	Spawn:
		TRKR ABCDEFGHIJKL 1 BRIGHT
		Loop
		
	}
}

Actor TallTorch_RedCOre : TallTorch_RedFlames
{
XScale 0.5
YScale 0.3
states
	{
	Spawn:
		TRKR MN 1 BRIGHT
		Loop
		
	}
}



Actor ShortTorch_Red : Talltorch_Red replaces ShortRedTorch
{
states
	{
	Vanilla:
		TNT1 A 0 A_NoBlocking
		TNT1 A 0 A_SpawnItem("ShortRedTorchVanilla")
		Stop

	Spawn:
		TTRB A 0
		
		TNT1 A 0 A_Playsound("BDFireplace2", 1, 1, 1)
		TNT1 A 0 A_SpawnItemEx("EvidenceCheckerGreenTorch", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
		MARN A 0 ACS_NamedExecuteAlways("BDCheckDecorations", 0, 0, 0, 0)//Check if advanced decorations are disabled.
		TNT1 A 1
		TNT1 A 0 A_SPawnItem("ShortTOrch_RedFlames")
		TNT1 A 1 A_SPawnItem("ShortTOrch_RedCore")
		
	Stay:
		STRB AAA 10 A_CustomMissile ("TorchBall", 25, 0, random (0, 140), 2, random (0, 160))
		STRB A 0 A_CustomMissile ("RealisticFireSparks1", 40, 0, random (0, 140), 2, random (0, 160))
		Loop
	}
}


Actor ShortTorch_RedFlames : TallTorch_Red
{
XScale 1.0
YScale 1.2
Renderstyle Add
Alpha 0.9
+CLIENTSIDEONLY
+THRUACTORS
states
	{
	Spawn:
		SRKR ABCDEFGHIJKL 1 BRIGHT
		Loop
		
	}
}

Actor ShortTorch_RedCOre : TallTorch_RedFlames
{
XScale 0.5
YScale 0.3
states
	{
	Spawn:
		SRKR MN 1 BRIGHT
		Loop
		
	}
}



Actor Candelabra1 : Candelabra replaces Candelabra
{
+LOOKALLAROUND
+INVULNERABLE
+NOBLOOD
+FORCEYBILLBOARD
+GHOST
+RANDOMIZE
+NOTARGET
+SHOOTABLE
+INVULNERABLE
Mass 900000
scale 0.7
states
	{
		
	Spawn:
	    CBRA BCDE 1
		Loop
	}
}

Actor Candlestick1 : Candlestick replaces Candlestick
{
+RANDOMIZE
scale .7
states
	{
	Spawn:
		CAND C 1
		TNT1 A 0 A_SpawnItemEx("CandleStick1Flare", 0, 0, 20)
	Stay:
		CAND C 25 bright
		TNT1 A 0 A_Jump(128, "Stay2")
		
	Stay1:
		CAND CBCBCB 2 BRIGHT
		CAND C 12 BRIGHT
		CAND CBCB 2 BRIGHT
		Loop
		
	Stay2:
		CAND CBCBCB 2 BRIGHT
		CAND C 25 BRIGHT
		CAND CBCB 2 BRIGHT
		Loop
	}
}

Actor Candlestick1Flare : Candlestick
{
XScale 0.2
YScale 0.09
Renderstyle Add
Alpha 0.8
states
	{
	Spawn:
		FSO1 AB 1
		Loop
		
	}
}

Actor BurningBarrelTopFIre : TallTorch_RedFlames
{
XScale 0.6
YScale 0.6
Alpha 1.0
Radius 0
Height 0
+NOGRAVITY
states
	{
	Spawn:
		NF4R ABCDEFGHIJKLMNOPQ 1 BRIGHT
		Stop
		
	}
}

Actor BurningBarrel1 replaces BurningBarrel
{
+LOOKALLAROUND
+SHOOTABLE
+NOBLOOD
+GHOST
+NOTARGET
+FRIENDLY
-BOSS
+RANDOMIZE
Radius 16
+SOLID
height 40
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:
		BURB A 0
		TNT1 A 0 A_Playsound("BDFireplace", 1, 1, 1)
	Stay:
		TTRB A 0 A_CustomMissile ("RealisticFireSparks1", 44, 0, random (0, 140), 2, random (0, 160))
		TNT1 A 0 bright A_CustomMissile ("BurningBarrelTopFIre", 28, 0, random (40, 180), 2, random (50, 130))
		BURB ABCBABCB 2
		Loop

	Spawn2:
		BURB A 10
		Goto Stay
	
	}
}

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
	}
}