// DECORATIONS \\

ACTOR winter1 31000
{
	//$Category GVH:NS Map Decoration
	Radius 20
	Height 90
	+SOLID
	States
	{
	Spawn:
	  TRWN B -1
	  Stop
	}
}

ACTOR winter2 31001
{
	//$Category GVH:NS Map Decoration
	Radius 20
	Height 90
	+SOLID
	States
	{
	Spawn:
	  TRWN A -1
	  Stop
	}
}

ACTOR winterF 31007
{
  //$Category GVH:NS Map Decoration
  Radius 10
  Height 110
  +SOLID
  States
  {
  Spawn:
    WINT F -1
    Stop
  }
}

ACTOR winterG 31008
{
  //$Category GVH:NS Map Decoration
  Radius 25
  Height 120
  +SOLID
  States
  {
  Spawn:
    WINT G -1
    Stop
  }
}

ACTOR FlowerPot1 31009
{
	//$Category GVH:NS Map Decoration
	Radius 18
	Height 35
	Scale 0.75
	+SOLID
	States
	{
	Spawn:
	  POT1 A -1
	  Stop
	}
}

ACTOR FlowerPot2 31010
{
	//$Category GVH:NS Map Decoration
	Radius 18
	Height 35
	Scale 0.75
	+SOLID
	States
	{
	Spawn:
	  POT2 A -1
	  Stop
	}
}

ACTOR Guts1 31011
{
	//$Category GVH:NS Map Decoration
	Radius 20
	Height 20
	Scale 0.75
	States
	{
	Spawn:
	  GUT1 A -1
	  Stop
	}
}

ACTOR Guts2 31012
{
	//$Category GVH:NS Map Decoration
	Radius 20
	Height 20
	Scale 0.75
	States
	{
	Spawn:
	  GUT2 A -1
	  Stop
	}
}

ACTOR Guts3 31013
{
	//$Category GVH:NS Map Decoration
	Radius 20
	Height 20
	Scale 0.75
	States
	{
	Spawn:
	  GUT3 A -1
	  Stop
	}
}

ACTOR Guts4 31014
{
	//$Category GVH:NS Map Decoration
	Radius 20
	Height 20
	Scale 0.75
	States
	{
	Spawn:
	  GUT4 A -1
	  Stop
	}
}

ACTOR Statue1 31015
{
	//$Category GVH:NS Map Decoration
	Radius 20
	Height 90	
	+SOLID
	States
	{
	Spawn:
	  STT1 A -1
	  Stop
	}
}

ACTOR Statue2 31016
{
	//$Category GVH:NS Map Decoration
	Radius 20
	Height 90	
	+SOLID
	States
	{
	Spawn:
	  STT2 A -1
	  Stop
	}
}

ACTOR Lamp1 31017
{
	//$Category GVH:NS Map Decoration
	Radius 20
	Height 50	
	States
	{
	Spawn:
	  LAMP A -1
	  Stop
	}
}

ACTOR Lamp2 31018
{
	//$Category GVH:NS Map Decoration
	Radius 20
	Height 90	
	+SOLID
	States
	{
	Spawn:
	  LMP2 A -1
	  Stop
	}
}

ACTOR Cup 31019
{
	//$Category GVH:NS Map Decoration
	Radius 10
	Height 20
	Scale 0.75
	States
	{
	Spawn:
	  CUP1 A -1
	  Stop
	}
}

ACTOR Candelabra1 31020
{
	//$Category GVH:NS Map Decoration
	Radius 10
	Height 40
	Scale 0.75
	+SOLID
	States
	{
	Spawn:
	  CND1 ABCD 4
	  Loop
	}
}

ACTOR Candles1 31021
{
	//$Category GVH:NS Map Decoration
	Radius 10
	Height 40
	Scale 0.75
	States
	{
	Spawn:
	  CND2 ABCD 4
	  Loop
	}
}

ACTOR CeilingCandle 31022
{
	//$Category GVH:NS Map Decoration
	Radius 10
	Height 40
	Scale 1.0
	+NOGRAVITY
	States
	{
	Spawn:
	  CND3 ABC 4
	  Loop
	}
}

ACTOR SkullCandle 31023
{
	//$Category GVH:NS Map Decoration
	Radius 10
	Height 40
	Scale 0.55
	States
	{
	Spawn:
	  SKLC ABC 4
	  Loop
	}
}

//////////////
// GVHNS 03 //
//////////////
ACTOR OfficeLamp 31024
{
	Game Doom
	Radius 20
	Height 40
	Scale 0.75
	States
	{
	Spawn:
	  DECL A -1
	  Stop
	}
}

ACTOR SamuraiDecor 31025
{
	Game Doom
	Radius 20
	Height 40
	Scale 0.75
	States
	{
	Spawn:
	  DECM A -1
	  Stop
	}
}

ACTOR BuddhaStatue 31026
{
	Game Doom
	Radius 35
	Height 60
	Scale 0.65
	+SOLID
	States
	{
	Spawn:
	  BUDD A -1
	  Stop
	}
}

ACTOR WoodenDecor 31027
{
	Game Doom
	Radius 10
	Height 40
	Scale 0.75
	+NOGRAVITY
	States
	{
	Spawn:
	  DECW ABCB 6
	  Loop
	}
}

ACTOR BrickLamp 31028
{
	Game Doom
	Radius 25	
	Height 40
	Scale 0.75
	+SOLID
	States
	{
	Spawn:
	  BLMM ABCD 5
	  Loop
	}
}

ACTOR CeilingBowlFire 31029
{
	Game Doom
	Radius 25	
	Height 40
	Scale 0.75
	+NOGRAVITY
	States
	{
	Spawn:
	  FFDD ABCD 5
	  Loop
	}
}

/////////////
// GVHNS05 //
/////////////
Actor ZCorpseUpsideDown2 31035
{
	Radius 20
	Height 60
	+NOGRAVITY
	States
	{
	Spawn:
		UPSC B 140 A_SpawnItemEx("CorpseBloodDrip", 0, 0, 24, 0, 0, 0, 0, SXF_CLIENTSIDE, 192)
		Loop
	}
}

Actor ZCorpseUpsideDown4 31036
{
	Radius 20
	Height 60
	+NOGRAVITY
	States
	{
	Spawn:
		UPSC D -1
		Stop
	}
}

actor HangedBloodySkeleton 31030
{
    Radius 20
    Height 60
    +SPAWNCEILING
    +NOGRAVITY
    +SOLID
    States
    {
    Spawn:
       HSKL A 0 A_Jump(60,"DropBlood")
       HSKL A 50
       Loop
    DropBlood:
       HSKL A 1 A_SpawnItem("SkeletonBloodDrip")
       Goto Spawn
    }
}

actor SkeletonBloodDrip
{
    Radius 1
    Height 1
    Scale 0.75
    -NOGRAVITY
    States
    {
    Spawn:
       BDRP A 1 A_CheckFloor("Disappear")
       Loop
    Disappear:
       TNT1 A 1
       Stop
    }
}

Actor ZCorpseImpaled2 31031
{
	+SOLID
	Radius 8
	Height 100

	States
	{
	Spawn:
		CPSI B -1
		Stop
	}
}

Actor ZCorpseImpaled4 31032
{
	+SOLID
	Radius 8
	Height 100

	States
	{
	Spawn:
		CPSI D -1
		Stop
	}
}

Actor ZCorpseImpaled5 31033
{
	+SOLID
	Radius 8
	Height 100

	States
	{
	Spawn:
		CPSI E -1
		Stop
	}
}

ACTOR BonePile 31034
{
  Radius 24
  Height 24
  +SOLID
  States
  {
  Spawn:
    SBON A -1
    Stop
  }
}

/////////////
// GVHNS07 //
/////////////
ACTOR RoTTBrazier 31070
{
	Game Doom
	Radius 15
	Height 64
	Scale 0.75
	+SOLID
	States
	{
	Spawn:
	  ABRA ABCDEFGHIJKLMNO 4
	  Loop
	}
}

ACTOR RoTTBasin 31071
{
	Game Doom
	Radius 32
	Height 42
	Scale 0.75
	+SOLID
	States
	{
	Spawn:
	  BASI ABC 4
	  Loop
	}
}

ACTOR RoTTPlant 31072
{
	Game Doom
	Radius 22
	Height 30
	Scale 0.75
	+SOLID
	States
	{
	Spawn:
	  PLRN A -1
	  Stop
	}
}

ACTOR RoTTTree 31073
{
	Game Doom
	Radius 24
	Height 48
	Scale 0.75
	+SOLID
	States
	{
	Spawn:
	  RTRE A -1
	  Stop
	}
}

ACTOR RoTTUrn 31074
{
	Game Doom
	Radius 28
	Height 36
	Scale 0.75
	+SOLID
	States
	{
	Spawn:
	  RURN A -1
	  Stop
	}
}

ACTOR DoomStatue1 31200
{
	height 118
	radius 19
	+SOLID
	states
	{
	spawn:
		DSTT A -1
		Stop
	}
}

///////////
// GVH21 //
///////////
Actor FloatingSkullAir : FloatingSkull 16500
{
	+NOGRAVITY
}

// GVH 01
ACTOR Logfire 9900
{
	//$Category GVH:NS Map Decoration
	Decal		BarrelScorch
	Radius		4
	Height		6
	+NOBLOCKMAP
	States
	{
	Spawn:
	TNT1 A 0
	Goto Active
	Active:
		TNT1 A 2 A_SpawnItemEx("SmokeLarge2",0,0,18,0,0,2,0,160,0)
		TNT1 AAAAAAA 1 A_SpawnItemEx("Firey2",0,0,8,0,0,1,0,160,0)
		LOOP
	}
}

ACTOR SmokeLarge2 : BulletPuff
{
	Health		1
	RenderStyle Translucent
	Alpha		0
	Scale		.5
	States
	{
	Spawn:
		NULL A 0
		Goto See
	See:
		NULL A 0 A_Jump(192,1)
		Goto See+7
		NULL A 0
		NULL A 0 A_Jump(128,1)
		Goto See+11
		NULL A 0
		NULL A 0 A_Jump(64,1)
		Goto See+15
		NULL A 0
		NULL A 0
		Goto See+19
		//-----------------------
		SMOK A 12 A_SetTranslucent(.15,0)
		SMOK A 12 A_SetTranslucent(.35,0)
		SMOK A 12 A_SetTranslucent(.5,0)
		SMOK A 1 A_Fadeout(.02)
		Wait
		SMOK B 12 A_SetTranslucent(.15,0)
		SMOK B 12 A_SetTranslucent(.35,0)
		SMOK B 12 A_SetTranslucent(.5,0)
		SMOK B 1 A_Fadeout(.025)
		Wait
		SMOK C 12 A_SetTranslucent(.15,0)
		SMOK C 12 A_SetTranslucent(.35,0)
		SMOK C 12 A_SetTranslucent(.5,0)
		SMOK C 1 A_Fadeout(.03)
		Wait
		SMOK D 12 A_SetTranslucent(.15,0)
		SMOK D 12 A_SetTranslucent(.35,0)
		SMOK D 12 A_SetTranslucent(.5,0)
		SMOK D 1 A_Fadeout(.035)
		Wait
	}
}

ACTOR Firey2 : BulletPuff
{
	Health		1
	RenderStyle Add
	Alpha		0
	Scale		.3
	Obituary "%o burned to death"
	States
	{
	Spawn:
		NULL A 0
		NULL A 0 
		Goto See
	See:
		NULL A 0 A_Jump(170,1)
		Goto See+7
		NULL A 0
		NULL A 0 A_Jump(85,1)
		Goto See+11
		NULL A 0
		NULL A 0
		Goto See+15
		//-----------------------
		BFIR B 5 Bright //A_PlaySound("Barrel/Fire")
		BFIR A 5 Bright A_SetTranslucent(.4,1)
		BFIR A 5 Bright A_SetTranslucent(.8,1)
		BFIR A 1 Bright A_Fadeout(.06)
		Wait
		BFIR B 5 Bright //A_PlaySound("Barrel/Fire")
		BFIR B 5 Bright A_SetTranslucent(.4,1)
		BFIR B 5 Bright A_SetTranslucent(.8,1)
		BFIR B 1 Bright A_Fadeout(.08)
		Wait
		BFIR B 5 Bright //A_PlaySound("Barrel/Fire")
		BFIR C 5 Bright A_SetTranslucent(.4,1)
		BFIR C 5 Bright A_SetTranslucent(.8,1)
		BFIR C 1 Bright A_Fadeout(.10)
		Wait
	}
}

// GVH 05
// A snow flake
ACTOR SnowFlake 24600
{
	//$Category GVH:NS Map Decoration
	Radius 8
	Height 1
	Mass 5
	RenderStyle TRANSLUCENT
	Alpha 0.8
	Scale 0.3
	+NOGRAVITY // Greater fall speed control
	+NOBLOCKMAP
	+NOTELEPORT
	+INVULNERABLE
	+NONSHOOTABLE
	+DONTSPLASH
	+CORPSE
	States
	{
		Spawn:
			SNOW A 1
		WaggleChance:
			SNOW A 8 A_Jump(164,"Waggle")
			Loop
		Waggle:          
			SNOW A 8 A_CStaffMissileSlither
			Goto WaggleChance
		Crash:
			SNOW A 16
			Stop
	}
}


// Snow dropper 128x128
ACTOR SquareSnow 24602
{
	//$Category GVH:NS Map Decoration
	Radius 16
	Height 6
	RenderStyle NONE
	+ALLOWCLIENTSPAWN
	+NOGRAVITY
	+NOBLOCKMAP
	+NOLIFTDROP
	+NOTELEPORT
	+SPAWNCEILING
	+NOCLIP
	States
	{
		Spawn:
			TNT1 A 10 A_SpawnItemEx("SnowFlake",
				               random(0,128),
				               0,0,0,0,-0.7,random(0,360),
					       128) // client-side spawning flag
			Loop
	}
}

ACTOR SquareSnowBig : SquareSnow 24603
{
	//$Category GVH:NS Map Decoration
	States
	{
		Spawn:
			TNT1 A 8 A_SpawnItemEx("SnowFlake",
						random(0,256),
						0,0,0,0,-0.7,random(0,360),
						128)
			Loop
	}
}

ACTOR SquareSnowVeryBig : SquareSnow 24604
{
	//$Category GVH:NS Map Decoration
	States
	{
		Spawn:
			TNT1 A 6 A_SpawnItemEx("SnowFlake",
						random(0,324),
						random(0,324),
						0,0,0,-0.7,random(0,360),
						128)
			Loop
	}
}

// Snow dropper extremely big for skybox
ACTOR SquareSnowGigantic : SquareSnow 24605
{
	//$Category GVH:NS Map Decoration
	States
	{
		Spawn:
			TNT1 A 16 A_SpawnItemEx("SnowFlake",
						random(256,512),
						random(128,256),
						0,0,0,-0.7,random(0,360),
						128)
			Loop
	}
}

// GVH 08
actor VolumetricFogSprite 28641
{
	//$Category GVH:NS Map Decoration
	yscale 0.15
	renderstyle Add
	alpha 1.0
	+NOGRAVITY
	+FORCEXYBILLBOARD
	+ALLOWCLIENTSPAWN
	+NOINTERACTION
	states
	{
	Spawn:
	FOG2 A -1
	stop
	}
}

// GVH 11
actor TREE 10242
{
	//$Category GVH:NS Map Decoration
  height 210
  radius 10
  +SOLID
  states
  {
  Spawn:
    PALM A -1
    Stop
  }
}

ACTOR FireHydrant 10243
{
	//$Category GVH:NS Map Decoration
  Height 40
  Radius 16
  +SOLID
  States
  {
  Spawn:
    FRHD A -1
    Stop
  }
}

ACTOR TrashCan 10244
{
	//$Category GVH:NS Map Decoration
  Height 40
  Radius 16
  +SOLID
  States
  {
  Spawn:
    TRCN A -1
    Stop
  }
}

actor DukeShip
{
Height 5
PROJECTILE
spawnid 181
radius 5
+RIPPER
damage 200
Speed 50
scale 3.0
renderstyle translucent
alpha 1.0
States
{
Spawn:
DSHI A 4 A_SpawnItemEx("GrenadeExplosion",0,0,0,0,0,0,0,128,0)
loop
Death:
NKXP BCDEFGHIJKLMNOPQRSTUV 3 bright A_FadeOut(0.04)
Stop
}
}

actor DukeExplode
{
-SOLID
renderstyle translucent
alpha 1.0
+NOGRAVITY
-SOLID
+NOBLOCKMAP
obituary "%o is going to make those alien bastards pay for shooting up duke's ride."
radius 1
height 1
States
{
Spawn:
NKXP A 0
NKXP A 0 A_PlaySound("weapons/grenadeexplode")
NKXP A 0 A_Explode(8000, 128,0)
NKXP BCDEFGHIJKLMNOPQRSTUV 2 bright A_FadeOut(0.04)
Stop
}
}

// GVH 12 [New by Ivan]
ACTOR BarTable 31075
{
	Game Doom
	Radius 8
	Height 32
	XScale 0.75
	YScale 0.45
	+SOLID
	States
	{
	Spawn:
	  BTBL A -1
	  Stop
	}
}

actor Lantern 31097
{
  height 50
  radius 10
  +SPAWNCEILING
  +NOGRAVITY
  states
  {
  Spawn:
    LANT A 12 bright
    LANT B 9 bright
    LANT C 5 bright
    loop
  }
}

actor Torch 31098
{
  height 40
  radius 10
  +SOLID
  states
  {
  Spawn:
    TORC A 5 bright
    TORC B 5 bright
    TORC C 5 bright
    TORC D 5 bright
    loop
  }
}

actor DCandle 31099
{
  height 10
  radius 5
  states
  {
  Spawn:
    CNDL A 5 bright
    CNDL B 4 bright
    CNDL C 3 bright
    CNDL D 5 bright
    CNDL E 4 bright
    loop
  }
}

actor TallTree9 31101
{
  height 90
  radius 14
  +SOLID
  states
  {
  Spawn:
    TTRE A 5
    loop
  }
}

actor VineTree 31102
{
  height 50
  radius 15
  +SOLID
  states
  {
  Spawn:
    VTR1 A 5
    loop
  }
}

actor Bush 31103
{
  height 42
  radius 15
  +SOLID
  states
  {
  Spawn:
    BUS1 A 5
    loop
  }
}

actor MyDeadTree 31104
{
  height 45
  radius 15
  +SOLID
  states
  {
  Spawn:
    DTR3 A 5
    loop
  }
}

actor DPlant 31105
{
  height 10
  radius 5
  states
  {
  Spawn:
    PLAN A 5
    loop
  }
}

actor DCrap 31106
{
  height 10
  radius 5
  states
  {
  Spawn:
    CRAP A 5
    loop
  }
}

actor DaggerBarrel 31107
{
  height 32
  radius 13
  +SOLID
  states
  {
  Spawn:
    DBAR A 5
    loop
  }
}

actor ZombieCorpse 31108
{
  height 15
  radius 10
  states
  {
  Spawn:
    ZCOR A 5
    loop
  }
}

actor SnowParticle
{
  SpawnID 155
  Height 1
  Radius 1
  +NoBlockMap
  -Solid
  -NoGravity
  +Missile
  +ClientSideOnly
  Gravity 0.0175
  States
  {
  Spawn:
    SFS1 A 1
    Loop
  Death:
    SFS1 B 1 A_FadeOut(0.04)
    Loop
  }
}

ACTOR Toilet 31080
{
	Game Doom
	Radius 20
	Height 36
	Scale 0.75
	+SOLID
	States
	{
	Spawn:
	  TOIL A -1
	  Stop
	}
}

ACTOR DirectorChair 31081
{
	Game Doom
	Radius 28
	Height 40
	Scale 0.75
	+SOLID
	States
	{
	Spawn:
	  DCHA A -1
	  Stop
	}
}

ACTOR SpotLight 31082
{
	Game Doom
	Radius 20
	Height 72
	Scale 0.75
	+SOLID
	States
	{
	Spawn:
	  SPOT A -1
	  Stop
	}
}

ACTOR MovieCamera 31083
{
	Game Doom
	Radius 20
	Height 64
	Scale 0.75
	+SOLID
	States
	{
	Spawn:
	  CAME A -1
	  Stop
	}
}

ACTOR Microphone 31084
{
	Game Doom
	Radius 16
	Height 24
	Scale 0.75
	+SOLID
	States
	{
	Spawn:
	  MICR A -1
	  Stop
	}
}

ACTOR SushiPlate1 31085
{
	Game Doom
	Radius 12
	Height 16
	Scale 0.75
	+SOLID
	States
	{
	Spawn:
	  SUSH A -1
	  Stop
	}
}

ACTOR SushiPlate2 31086
{
	Game Doom
	Radius 12
	Height 16
	Scale 0.75
	+SOLID
	States
	{
	Spawn:
	  SLEG A -1
	  Stop
	}
}

ACTOR RandomBox 31087
{
	Game Doom
	Radius 12
	Height 12
	Scale 0.75
	+SOLID
	States
	{
	Spawn:
	  RBOX A -1
	  Stop
	}
}

ACTOR JunkBottle1 31088
{
	Game Doom
	Radius 12
	Height 12
	+SOLID
	States
	{
	Spawn:
	  JNK1 A -1
	  Stop
	}
}

ACTOR JunkBottle2 31089
{
	Game Doom
	Radius 8
	Height 18
	+SOLID
	States
	{
	Spawn:
	  JNK2 A -1
	  Stop
	}
}

ACTOR VodkaGlass 31090
{
	Game Doom
	Radius 16
	Height 16
	+SOLID
	States
	{
	Spawn:
	  VODK A -1
	  Stop
	}
}

ACTOR CeilingLampDuke 31091
{
	Game Doom
	Radius 24
	Height 32
	Scale 0.75
	+NOGRAVITY
	-SOLID
	+NOINTERACTION
	+SPAWNCEILING
	States
	{
	Spawn:
	  CLAP A -1
	  Stop
	}
}

ACTOR MyDukeHydrant 31092
{
	Game Doom
	Radius 12
	Height 12
	Scale 0.75
	+SOLID
	States
	{
	Spawn:
	  MYHD A -1
	  Stop
	}
}

ACTOR Tires 31093
{
	Game Doom
	Radius 16
	Height 18
	Scale 0.75
	+SOLID
	States
	{
	Spawn:
	  TIRE A -1
	  Stop
	}
}

ACTOR PlantInGlass 31094
{
	Game Doom
	Radius 24
	Height 56
	Scale 0.75
	+SOLID
	States
	{
	Spawn:
	  GTRE A -1
	  Stop
	}
}

ACTOR Donuts 31095
{
	Game Doom
	Radius 8
	Height 8
	Scale 0.75
	+SOLID
	States
	{
	Spawn:
	  DONU A -1
	  Stop
	}
}

ACTOR LotsofBooze 31096
{
	Game Doom
	Radius 22
	Height 28
	Scale 0.75
	+SOLID
	States
	{
	Spawn:
	  LDRI A -1
	  Stop
	}
}

ACTOR DukeCorpse 31109
{
	Game Doom
	Radius 16
	Height 16
	States
	{
	Spawn:
	  DUKE A -1
	  Stop
	}
}

actor sbook 12035
{
  states
  {
  Spawn:
    BUCH A -1
	stop
  }
}

actor schalk 12039
{
  states
  {
  Spawn:
    KRDE A -1
	stop
  }
}

actor sductape 12040
{
  states
  {
  Spawn:
    DUCT A -1
	stop
  }
}

actor steller 12041
{
  scale 0.05
  radius 5
  height 1
  mass 9999999
  +SOLID
  +NOGRAVITY
  states
  {
  Spawn:
    TELL A -1
	stop
  }
}

actor stopf 12042
{
  scale 0.07
  radius 5
  height 1
  mass 9999999
  +SOLID
  +NOGRAVITY
  states
  {
  Spawn:
    TOPF A -1
	stop
  }
}

actor tablezz1 12043
{
  radius 4
  height 30
  mass 999999999
  +SOLID
  +NOGRAVITY
  +SHOOTABLE
  +NOBLOOD
  States
  {
	  Spawn:
		TNT1 A -1
		stop
  }
}

actor tablezz2 12044
{
  radius 5
  height 6
  mass 999999999
  +SOLID
  +NOGRAVITY
  +SHOOTABLE
  +NOBLOOD
  States
  {
	  Spawn:
		TNT1 A -1
		stop
  }
}

actor HTLD2 : HangTLookingDown 12045
{
  -SOLID
}

actor BT2 : BloodyTwitch 12046
{
  -SOLID
}

actor Meat32 : Meat3 12047
{
  -SOLID
}

actor Meat52 : Meat5 12048
{
  -SOLID
}

actor tg1 12049
{
  radius 1
  height 40
  mass 999999999
  +SOLID
  States
  {
	  Spawn:
		TNT1 A -1
		stop
  } 
}

actor slipbob 12050
{
  States
  {
  Spawn:
    SLIP A -1
	stop
  }
}

actor sbecher 12051
{
  scale 0.27
  states
  {
  Spawn:
    BECH A -1
	stop
  }
}

actor spopcorn 12052
{
  states
  {
  Spawn:
    PPCO A -1
	stop
  }
}

Actor ShowBoobs : Inventory
{
	Inventory.Amount 1
	Inventory.MaxAmount 1
}

Actor Stripper1 31076
{
	Radius 16
	Height 56
	Scale 0.75
	+SOLID
	States
	{
	Spawn:
		STRP AAAABBBBCCCCDDDDEEEEDDDDCCCCBBBB 1 A_JumpIfInventory("Showboobs", 1, "ShowEm")
		Loop
	ShowEm:
		STRP A 1 A_PlaySound("KinkyLaugh", CHAN_VOICE)
		STRP FGHGHGHF 3 // Animation here
		STRP A 0 A_TakeInventory("ShowBoobs", 1)
		Goto Spawn
	}
}

ACTOR Stripper2 31077
{
	Game Doom
	Radius 16
	Height 56
	Scale 0.75
	+SOLID
	States
	{
	Spawn:
	  STR2 ABCDCB 4
	  Loop
	}
}

// GVH 13
//Blood Rain effects for Map01, borrowed NashGore base.

actor BloodRainSpawner 15050 	//Rain Object
{
	//$Category GVH:NS Map Decoration
   Radius 1
   Height 1
   Speed 0
   Damage 0
   Mass 1
   PROJECTILE
   +INVULNERABLE
   +NOGRAVITY
   +CLIENTSIDEONLY
   +NOCLIP
   States
   {
	Spawn:
      TNT1 A 8 A_Jump(128, 1)
      TNT1 A 8 A_SpawnItemEx("BloodRain",random(32, -32),random(32, -32),0,8,0,0,0,0,0)
      Loop
   }
}

actor BloodRain 15051
{
	//$Category GVH:NS Map Decoration
 scale 0.55
 health 1
 radius 8
 height 1
 mass 1
 renderstyle translucent
 alpha 1.0
 +CORPSE
 +NOTELEPORT
 +NOBLOCKMAP
 +CLIENTSIDEONLY
 states
 {
 Spawn:
  FBLD A 1 A_JumpIf(waterlevel > 1, "Remove")
  loop
 Crash:
  TNT1 A 1 A_SpawnItem("BloodRainSpot",0,0,0,1)
  stop
   Remove: // Anti-Lag - Removes blood in water.
      NULL A 0 
        stop
 }
}

actor BloodRainSpawner2 15052 	//Rain Object 2
{
	//$Category GVH:NS Map Decoration
   Radius 1
   Height 1
   Speed 0
   Damage 0
   Mass 1
   PROJECTILE
   +INVULNERABLE
   +NOGRAVITY
   +NOCLIP
   +CLIENTSIDEONLY
   States
   {
	Spawn:
      TNT1 A 16 A_Jump(128, 1)
	  TNT1 A 16 A_Jump(64, 1)
      TNT1 A 32 A_SpawnItemEx("BloodRain2",random(32, -32),random(32, -32),0,0,0,0,0,0,0)
      Loop
   }
}

actor BloodRain2 15053
{
	//$Category GVH:NS Map Decoration
 scale 0.55
 health 1
 radius 8
 height 1
 mass 1
 renderstyle translucent
 alpha 1.0
 +CORPSE
 +NOTELEPORT
 +NOBLOCKMAP
 +CLIENTSIDEONLY
 states
 {
 Spawn:
  FBLD A 1 A_JumpIf(waterlevel > 1, "Remove")
  loop
 Crash:
  TNT1 A 1 A_SpawnItem("BloodRainSpot2",0,0,0,1)
  stop
   Remove: // Anti-Lag - Removes blood in water.
      NULL A 0 
        stop
 }
}

actor BloodRainSpot
{
 radius 12
 height 2
 mass 1
  renderstyle translucent
 alpha 1.0
 +NOTELEPORT
 -NOBLOCKMAP
 +CLIENTSIDEONLY
 states
 {
 Spawn:
  BSPT A 50 A_JumpIf(waterlevel > 1, "Remove")
  stop
   Remove: // Anti-Lag - Removes blood in water.
      NULL A 0 
        stop
 }
}

actor BloodRainSpot2
{
 radius 12
 height 2
 mass 1
  renderstyle translucent
 alpha 1.0
 +NOTELEPORT
 -NOBLOCKMAP
 +CLIENTSIDEONLY
 states
 {
 Spawn:
  BSPT AAAAAAAA 50 A_JumpIf(waterlevel > 1, "Remove")
  BSPT AAAAAAAAAAAAAAAAAAAA 1 A_FadeOut(0.05)
  stop
   Remove: // Anti-Lag - Removes blood in water.
      NULL A 0 
        stop
 }
}

// GVH 16
ACTOR secondtree 28643
{
	//$Category GVH:NS Map Decoration
  Radius 16
  Height 56
  States
  {
  Spawn:
    GREN A -1
    loop
  }
}

ACTOR thirdtree 28644
{
	//$Category GVH:NS Map Decoration
  Radius 16
  Height 56
  States
  {
  Spawn:
    GREN B -1
    loop
  }
}

ACTOR Shtbagstree4 28642
{
	//$Category GVH:NS Map Decoration
  Radius 16
  Height 56
  States
  {
  Spawn:
    GREN C -1
    loop
  }
}

// GVH 19
//Aztec Map Lights and Fog
actor EerieRedLight 21000 //Special Glow for Aztec Eyes
{
	//$Category GVH:NS Map Decoration
   Radius 1
   Height 1
   Speed 0
   Damage 0
   Mass 1
   PROJECTILE
   +INVULNERABLE
   +NOCLIP
   +NOBLOCKMAP
   +CLIENTSIDEONLY
   States
   {
	Spawn:
      TNT1 A 1
      loop
   }
}

actor EerieRedLight2 21001 //Special Glow for Aztec Eyes
{
	//$Category GVH:NS Map Decoration
   Radius 1
   Height 1
   Speed 0
   Damage 0
   Mass 1
   PROJECTILE
   +INVULNERABLE
   +NOCLIP
   +NOBLOCKMAP
   +CLIENTSIDEONLY
   States
   {
	Spawn:
      TNT1 A 1
      loop
   }
}

// GVH 20
actor TallTree 10250
{
	//$Category GVH:NS Map Decoration
  height 144
  radius 32
  +SOLID
  states
  {
  Spawn:
    TREK A 5
    loop
  }
}

ACTOR RainSpawner 10251
{
	//$Category GVH:NS Map Decoration
	+Missile
	+NoClip
	+NoGravity
	+NoBlockMap
        +SPAWNCEILING
	+CLIENTSIDEONLY
	+NONETID
 	states
 	{
 	Spawn:
		TNT1 A 3 A_JumpIf(z >= ceilingz,1)
		TNT1 A 3 A_SpawnItemEx ("RainDropMap", random(0,-128), random(0,-128), 0, random(0,1), random(0,1), -random(1,5), random(0,255), 0) 
 		goto Spawn
	}

}

ACTOR HRainSpawner 10253
{
	//$Category GVH:NS Map Decoration
	+Missile
	+NoClip
	+NoGravity
	+NoBlockMap
        +SPAWNCEILING
 	states
 	{
 	Spawn:
		TNT1 A 3 A_JumpIf(z >= ceilingz,1)
		TNT1 A 3 A_SpawnItemEx ("RainDropMap", random(0,-32), random(0,-32), 0, random(0,1), random(0,1), -random(1,5), random(0,255), 0) 
 		goto Spawn
	}

}

//Simple rain drop
ACTOR RainDropMap 10252
{

	+NOBLOCKMAP 
	+DROPOFF 
	+MISSILE 
	+CLIENTSIDEONLY
	+NOTELEPORT
        +SPAWNCEILING
	+DontSplash
	xscale 0.25
	states
	{
	Spawn:
		RAIN A 1 A_JumpIf(waterlevel >= 1, "Death")
		Loop
	Death:
		TNT1 A 1
		Stop
	}

}

//Simple rain drop with sound
ACTOR RainDropS 10254
{

	+NOBLOCKMAP 
	+DROPOFF 
	+MISSILE 
	+CLIENTSIDEONLY
	+NOTELEPORT
        +SPAWNCEILING
	+DontSplash
	xscale 0.25
	states
	{
	Spawn:
		RAIN A 1 A_JumpIf(waterlevel >= 1, "Death")
		Loop
	Death:
		TNT1 A 1
		Stop
	}

}

// GVH 22
actor DeadTree 10249
{
	//$Category GVH:NS Map Decoration
  height 45
  radius 15
  +SOLID
  states
  {
  Spawn:
    DTR3 A 5
    loop
  }
}

actor FATASSTree 10245
{
	//$Category GVH:NS Map Decoration
  height 80
  radius 20
  +SOLID
  states
  {
  Spawn:
    BTR2 A 5
    loop
  }
}

// GVH 34
//====Spawners

Actor WhiteSparkSpawner : SwitchableDecoration 
{
  Height 8
  Radius 4
  +NoBlockMap
  +NoGravity
  +NoInteraction
  +ClientSideOnly
  +NoClip
  States
  {
  Spawn:
    TNT1 A 0
    TNT1 A 0 A_JumpIf(Args[2] > 0, "Inactive")
    TNT1 A 10 A_Jump(Args[1]/16, "Active")
    Loop
  Active:
    TNT1 A 0
    TNT1 A 0 A_PlaySound("World/Spark")
    TNT1 A 0 A_Jump(256, 1, 2, 3, 4, 5, 6)
    TNT1 A 1 A_SpawnItemEx("SparkFlare_W1", 0, 0, 0, 0, 0, 0, 0, 128)
    Goto SpawnSparks
    TNT1 A 1 A_SpawnItemEx("SparkFlare_W2", 0, 0, 0, 0, 0, 0, 0, 128)
    Goto SpawnSparks
    TNT1 A 1 A_SpawnItemEx("SparkFlare_W3", 0, 0, 0, 0, 0, 0, 0, 128)
    Goto SpawnSparks
    TNT1 A 1 A_SpawnItemEx("SparkFlare_W4", 0, 0, 0, 0, 0, 0, 0, 128)
    Goto SpawnSparks
    TNT1 A 1 A_SpawnItemEx("SparkFlare_W5", 0, 0, 0, 0, 0, 0, 0, 128)
    Goto SpawnSparks
    TNT1 A 1 A_SpawnItemEx("SparkFlare_W6", 0, 0, 0, 0, 0, 0, 0, 128)
    Goto SpawnSparks
  SpawnSparks:
    TNT1 A 0 A_JumpIf(Args[0] == 1, "SpawnDown")
    TNT1 A 0 A_JumpIf(Args[0] > 1, "SpawnSide")
    Goto SpawnUp
  SpawnUp:
    TNT1 AA 0 A_CustomMissile("Spark_W1", 0, 0, Random(0, 360), 2, Random(67, 113))
    TNT1 AA 0 A_CustomMissile("Spark_W2", 0, 0, Random(0, 360), 2, Random(67, 113))
    TNT1 AA 0 A_CustomMissile("Spark_W3", 0, 0, Random(0, 360), 2, Random(67, 113))
    TNT1 AA 0 A_CustomMissile("Spark_W4", 0, 0, Random(0, 360), 2, Random(67, 113))
    TNT1 AA 0 A_CustomMissile("Spark_W5", 0, 0, Random(0, 360), 2, Random(67, 113))
    TNT1 AA 0 A_CustomMissile("Spark_W6", 0, 0, Random(0, 360), 2, Random(67, 113))
    TNT1 AA 0 A_CustomMissile("Spark_W7", 0, 0, Random(0, 360), 2, Random(67, 113))
    TNT1 AA 0 A_CustomMissile("Spark_W8", 0, 0, Random(0, 360), 2, Random(67, 113))
    TNT1 AA 0 A_CustomMissile("Spark_W9", 0, 0, Random(0, 360), 2, Random(67, 113))
    TNT1 AA 0 A_CustomMissile("Spark_W10", 0, 0, Random(0, 360), 2, Random(67, 113))
    TNT1 AA 0 A_CustomMissile("Spark_W11", 0, 0, Random(0, 360), 2, Random(67, 113))
    TNT1 AA 0 A_CustomMissile("Spark_W12", 0, 0, Random(0, 360), 2, Random(67, 113))
    TNT1 AA 0 A_CustomMissile("Spark_W13", 0, 0, Random(0, 360), 2, Random(67, 113))
    TNT1 AA 0 A_CustomMissile("Spark_W14", 0, 0, Random(0, 360), 2, Random(67, 113))
    TNT1 AA 0 A_CustomMissile("Spark_W15", 0, 0, Random(0, 360), 2, Random(67, 113))
    TNT1 AA 0 A_CustomMissile("Spark_W16", 0, 0, Random(0, 360), 2, Random(67, 113))
    TNT1 A 1 A_JumpIf(Args[2] > 0, 1)
    Goto Spawn
    TNT1 A 1
    Goto Inactive
  SpawnDown:
    TNT1 AA 0 A_CustomMissile("Spark_W1", 0, 0, Random(0, 360), 2, Random (-67, -113))
    TNT1 AA 0 A_CustomMissile("Spark_W2", 0, 0, Random(0, 360), 2, Random (-67, -113))
    TNT1 AA 0 A_CustomMissile("Spark_W3", 0, 0, Random(0, 360), 2, Random (-67, -113))
    TNT1 AA 0 A_CustomMissile("Spark_W4", 0, 0, Random(0, 360), 2, Random (-67, -113))
    TNT1 AA 0 A_CustomMissile("Spark_W5", 0, 0, Random(0, 360), 2, Random (-67, -113))
    TNT1 AA 0 A_CustomMissile("Spark_W6", 0, 0, Random(0, 360), 2, Random (-67, -113))
    TNT1 AA 0 A_CustomMissile("Spark_W7", 0, 0, Random(0, 360), 2, Random (-67, -113))
    TNT1 AA 0 A_CustomMissile("Spark_W8", 0, 0, Random(0, 360), 2, Random (-67, -113))
    TNT1 AA 0 A_CustomMissile("Spark_W9", 0, 0, Random(0, 360), 2, Random (-67, -113))
    TNT1 AA 0 A_CustomMissile("Spark_W10", 0, 0, Random(0, 360), 2, Random (-67, -113))
    TNT1 AA 0 A_CustomMissile("Spark_W11", 0, 0, Random(0, 360), 2, Random (-67, -113))
    TNT1 AA 0 A_CustomMissile("Spark_W12", 0, 0, Random(0, 360), 2, Random (-67, -113))
    TNT1 AA 0 A_CustomMissile("Spark_W13", 0, 0, Random(0, 360), 2, Random (-67, -113))
    TNT1 AA 0 A_CustomMissile("Spark_W14", 0, 0, Random(0, 360), 2, Random (-67, -113))
    TNT1 AA 0 A_CustomMissile("Spark_W15", 0, 0, Random(0, 360), 2, Random (-67, -113))
    TNT1 AA 0 A_CustomMissile("Spark_W16", 0, 0, Random(0, 360), 2, Random (-67, -113))
    TNT1 A 1 A_JumpIf(Args[2] > 0, 1)
    Goto Spawn
    TNT1 A 1
    Goto Inactive
  SpawnSide:
    TNT1 AA 0 A_CustomMissile("Spark_W1", 0, 0, Random(-23, 23), 2, Random(157, 203))
    TNT1 AA 0 A_CustomMissile("Spark_W2", 0, 0, Random(-23, 23), 2, Random(157, 203))
    TNT1 AA 0 A_CustomMissile("Spark_W3", 0, 0, Random(-23, 23), 2, Random(157, 203))
    TNT1 AA 0 A_CustomMissile("Spark_W4", 0, 0, Random(-23, 23), 2, Random(157, 203))
    TNT1 AA 0 A_CustomMissile("Spark_W5", 0, 0, Random(-23, 23), 2, Random(157, 203))
    TNT1 AA 0 A_CustomMissile("Spark_W6", 0, 0, Random(-23, 23), 2, Random(157, 203))
    TNT1 AA 0 A_CustomMissile("Spark_W7", 0, 0, Random(-23, 23), 2, Random(157, 203))
    TNT1 AA 0 A_CustomMissile("Spark_W8", 0, 0, Random(-23, 23), 2, Random(157, 203))
    TNT1 AA 0 A_CustomMissile("Spark_W9", 0, 0, Random(-23, 23), 2, Random(157, 203))
    TNT1 AA 0 A_CustomMissile("Spark_W10", 0, 0, Random(-23, 23), 2, Random(157, 203))
    TNT1 AA 0 A_CustomMissile("Spark_W11", 0, 0, Random(-23, 23), 2, Random(157, 203))
    TNT1 AA 0 A_CustomMissile("Spark_W12", 0, 0, Random(-23, 23), 2, Random(157, 203))
    TNT1 AA 0 A_CustomMissile("Spark_W13", 0, 0, Random(-23, 23), 2, Random(157, 203))
    TNT1 AA 0 A_CustomMissile("Spark_W14", 0, 0, Random(-23, 23), 2, Random(157, 203))
    TNT1 AA 0 A_CustomMissile("Spark_W15", 0, 0, Random(-23, 23), 2, Random(157, 203))
    TNT1 AA 0 A_CustomMissile("Spark_W16", 0, 0, Random(-23, 23), 2, Random(157, 203))
    TNT1 A 1 A_JumpIf(Args[2] > 0, 1)
    Goto Spawn
    TNT1 A 1
    Goto Inactive
  Inactive:
    TNT1 A -1
    Loop
  }
}

/*
Actor RedSparkSpawner : SwitchableDecoration 
{
  Height 8
  Radius 4
  +NoBlockMap
  +NoGravity
  +NoInteraction
  +ClientSideOnly
  +NoClip
  States
  {
  Spawn:
    TNT1 A 0
    TNT1 A 0 A_JumpIf(Args[2] > 0, "Inactive")
    TNT1 A 10 A_Jump(Args[1]/16, "Active")
    Loop
  Active:
    TNT1 A 0
    TNT1 A 0 A_PlaySound("World/Spark")
    TNT1 A 0 A_Jump(256, 1, 2, 3, 4, 5, 6)
    TNT1 A 1 A_SpawnItemEx("SparkFlare_R1", 0, 0, 0, 0, 0, 0, 0, 128)
    Goto SpawnSparks
    TNT1 A 1 A_SpawnItemEx("SparkFlare_R2", 0, 0, 0, 0, 0, 0, 0, 128)
    Goto SpawnSparks
    TNT1 A 1 A_SpawnItemEx("SparkFlare_R3", 0, 0, 0, 0, 0, 0, 0, 128)
    Goto SpawnSparks
    TNT1 A 1 A_SpawnItemEx("SparkFlare_R4", 0, 0, 0, 0, 0, 0, 0, 128)
    Goto SpawnSparks
    TNT1 A 1 A_SpawnItemEx("SparkFlare_R5", 0, 0, 0, 0, 0, 0, 0, 128)
    Goto SpawnSparks
    TNT1 A 1 A_SpawnItemEx("SparkFlare_R6", 0, 0, 0, 0, 0, 0, 0, 128)
    Goto SpawnSparks
  SpawnSparks:
    TNT1 A 0 A_JumpIf(Args[0] == 1, "SpawnDown")
    TNT1 A 0 A_JumpIf(Args[0] > 1, "SpawnSide")
    Goto SpawnUp
  SpawnUp:
    TNT1 AA 0 A_CustomMissile("Spark_R1", 0, 0, Random(0, 360), 2, Random(67, 113))
    TNT1 AA 0 A_CustomMissile("Spark_R2", 0, 0, Random(0, 360), 2, Random(67, 113))
    TNT1 AA 0 A_CustomMissile("Spark_R3", 0, 0, Random(0, 360), 2, Random(67, 113))
    TNT1 AA 0 A_CustomMissile("Spark_R4", 0, 0, Random(0, 360), 2, Random(67, 113))
    TNT1 AA 0 A_CustomMissile("Spark_R5", 0, 0, Random(0, 360), 2, Random(67, 113))
    TNT1 AA 0 A_CustomMissile("Spark_R6", 0, 0, Random(0, 360), 2, Random(67, 113))
    TNT1 AA 0 A_CustomMissile("Spark_R7", 0, 0, Random(0, 360), 2, Random(67, 113))
    TNT1 AA 0 A_CustomMissile("Spark_R8", 0, 0, Random(0, 360), 2, Random(67, 113))
    TNT1 AA 0 A_CustomMissile("Spark_R9", 0, 0, Random(0, 360), 2, Random(67, 113))
    TNT1 AA 0 A_CustomMissile("Spark_R10", 0, 0, Random(0, 360), 2, Random(67, 113))
    TNT1 AA 0 A_CustomMissile("Spark_R11", 0, 0, Random(0, 360), 2, Random(67, 113))
    TNT1 AA 0 A_CustomMissile("Spark_R12", 0, 0, Random(0, 360), 2, Random(67, 113))
    TNT1 AA 0 A_CustomMissile("Spark_R13", 0, 0, Random(0, 360), 2, Random(67, 113))
    TNT1 AA 0 A_CustomMissile("Spark_R14", 0, 0, Random(0, 360), 2, Random(67, 113))
    TNT1 AA 0 A_CustomMissile("Spark_R15", 0, 0, Random(0, 360), 2, Random(67, 113))
    TNT1 AA 0 A_CustomMissile("Spark_R16", 0, 0, Random(0, 360), 2, Random(67, 113))
    TNT1 A 1 A_JumpIf(Args[2] > 0, 1)
    Goto Spawn
    TNT1 A 1
    Goto Inactive
  SpawnDown:
    TNT1 AA 0 A_CustomMissile("Spark_R1", 0, 0, Random(0, 360), 2, Random (-67, -113))
    TNT1 AA 0 A_CustomMissile("Spark_R2", 0, 0, Random(0, 360), 2, Random (-67, -113))
    TNT1 AA 0 A_CustomMissile("Spark_R3", 0, 0, Random(0, 360), 2, Random (-67, -113))
    TNT1 AA 0 A_CustomMissile("Spark_R4", 0, 0, Random(0, 360), 2, Random (-67, -113))
    TNT1 AA 0 A_CustomMissile("Spark_R5", 0, 0, Random(0, 360), 2, Random (-67, -113))
    TNT1 AA 0 A_CustomMissile("Spark_R6", 0, 0, Random(0, 360), 2, Random (-67, -113))
    TNT1 AA 0 A_CustomMissile("Spark_R7", 0, 0, Random(0, 360), 2, Random (-67, -113))
    TNT1 AA 0 A_CustomMissile("Spark_R8", 0, 0, Random(0, 360), 2, Random (-67, -113))
    TNT1 AA 0 A_CustomMissile("Spark_R9", 0, 0, Random(0, 360), 2, Random (-67, -113))
    TNT1 AA 0 A_CustomMissile("Spark_R10", 0, 0, Random(0, 360), 2, Random (-67, -113))
    TNT1 AA 0 A_CustomMissile("Spark_R11", 0, 0, Random(0, 360), 2, Random (-67, -113))
    TNT1 AA 0 A_CustomMissile("Spark_R12", 0, 0, Random(0, 360), 2, Random (-67, -113))
    TNT1 AA 0 A_CustomMissile("Spark_R13", 0, 0, Random(0, 360), 2, Random (-67, -113))
    TNT1 AA 0 A_CustomMissile("Spark_R14", 0, 0, Random(0, 360), 2, Random (-67, -113))
    TNT1 AA 0 A_CustomMissile("Spark_R15", 0, 0, Random(0, 360), 2, Random (-67, -113))
    TNT1 AA 0 A_CustomMissile("Spark_R16", 0, 0, Random(0, 360), 2, Random (-67, -113))
    TNT1 A 1 A_JumpIf(Args[2] > 0, 1)
    Goto Spawn
    TNT1 A 1
    Goto Inactive
  SpawnSide:
    TNT1 AA 0 A_CustomMissile("Spark_R1", 0, 0, Random(-23, 23), 2, Random(157, 203))
    TNT1 AA 0 A_CustomMissile("Spark_R2", 0, 0, Random(-23, 23), 2, Random(157, 203))
    TNT1 AA 0 A_CustomMissile("Spark_R3", 0, 0, Random(-23, 23), 2, Random(157, 203))
    TNT1 AA 0 A_CustomMissile("Spark_R4", 0, 0, Random(-23, 23), 2, Random(157, 203))
    TNT1 AA 0 A_CustomMissile("Spark_R5", 0, 0, Random(-23, 23), 2, Random(157, 203))
    TNT1 AA 0 A_CustomMissile("Spark_R6", 0, 0, Random(-23, 23), 2, Random(157, 203))
    TNT1 AA 0 A_CustomMissile("Spark_R7", 0, 0, Random(-23, 23), 2, Random(157, 203))
    TNT1 AA 0 A_CustomMissile("Spark_R8", 0, 0, Random(-23, 23), 2, Random(157, 203))
    TNT1 AA 0 A_CustomMissile("Spark_R9", 0, 0, Random(-23, 23), 2, Random(157, 203))
    TNT1 AA 0 A_CustomMissile("Spark_R10", 0, 0, Random(-23, 23), 2, Random(157, 203))
    TNT1 AA 0 A_CustomMissile("Spark_R11", 0, 0, Random(-23, 23), 2, Random(157, 203))
    TNT1 AA 0 A_CustomMissile("Spark_R12", 0, 0, Random(-23, 23), 2, Random(157, 203))
    TNT1 AA 0 A_CustomMissile("Spark_R13", 0, 0, Random(-23, 23), 2, Random(157, 203))
    TNT1 AA 0 A_CustomMissile("Spark_R14", 0, 0, Random(-23, 23), 2, Random(157, 203))
    TNT1 AA 0 A_CustomMissile("Spark_R15", 0, 0, Random(-23, 23), 2, Random(157, 203))
    TNT1 AA 0 A_CustomMissile("Spark_R16", 0, 0, Random(-23, 23), 2, Random(157, 203))
    TNT1 A 1 A_JumpIf(Args[2] > 0, 1)
    Goto Spawn
    TNT1 A 1
    Goto Inactive
  Inactive:
    TNT1 A -1
    Loop
  }
}
*/
Actor OrangeSparkSpawner 6666
{
	//$Category GVH:NS Map Decoration
  Height 8
  Radius 4
  +NoBlockMap
  +NoGravity
  +NoInteraction
  +ClientSideOnly
  +NoClip
  States
  {
  Spawn:
    TNT1 A 0
    TNT1 A 0 A_JumpIf(Args[2] > 0, "Inactive")
    TNT1 A 10 A_Jump(Args[1]/16, "Active")
    Loop
  Active:
    TNT1 A 0
    TNT1 A 0 A_PlaySound("World/Spark")
    TNT1 A 0 A_Jump(256, 1, 2, 3, 4, 5, 6)
    TNT1 A 1 A_SpawnItemEx("SparkFlare_O1", 0, 0, 0, 0, 0, 0, 0, 128)
    Goto SpawnSparks
    TNT1 A 1 A_SpawnItemEx("SparkFlare_O2", 0, 0, 0, 0, 0, 0, 0, 128)
    Goto SpawnSparks
    TNT1 A 1 A_SpawnItemEx("SparkFlare_O3", 0, 0, 0, 0, 0, 0, 0, 128)
    Goto SpawnSparks
    TNT1 A 1 A_SpawnItemEx("SparkFlare_O4", 0, 0, 0, 0, 0, 0, 0, 128)
    Goto SpawnSparks
    TNT1 A 1 A_SpawnItemEx("SparkFlare_O5", 0, 0, 0, 0, 0, 0, 0, 128)
    Goto SpawnSparks
    TNT1 A 1 A_SpawnItemEx("SparkFlare_O6", 0, 0, 0, 0, 0, 0, 0, 128)
    Goto SpawnSparks
  SpawnSparks:
    TNT1 A 0 A_JumpIf(Args[0] == 1, "SpawnDown")
    TNT1 A 0 A_JumpIf(Args[0] > 1, "SpawnSide")
    Goto SpawnUp
  SpawnUp:
    TNT1 AA 0 A_CustomMissile("Spark_O1", 0, 0, Random(0, 360), 2, Random(67, 113))
    TNT1 AA 0 A_CustomMissile("Spark_O2", 0, 0, Random(0, 360), 2, Random(67, 113))
    TNT1 AA 0 A_CustomMissile("Spark_O3", 0, 0, Random(0, 360), 2, Random(67, 113))
    TNT1 AA 0 A_CustomMissile("Spark_O4", 0, 0, Random(0, 360), 2, Random(67, 113))
    TNT1 AA 0 A_CustomMissile("Spark_O5", 0, 0, Random(0, 360), 2, Random(67, 113))
    TNT1 AA 0 A_CustomMissile("Spark_O6", 0, 0, Random(0, 360), 2, Random(67, 113))
    TNT1 AA 0 A_CustomMissile("Spark_O7", 0, 0, Random(0, 360), 2, Random(67, 113))
    TNT1 AA 0 A_CustomMissile("Spark_O8", 0, 0, Random(0, 360), 2, Random(67, 113))
    TNT1 AA 0 A_CustomMissile("Spark_O9", 0, 0, Random(0, 360), 2, Random(67, 113))
    TNT1 AA 0 A_CustomMissile("Spark_O10", 0, 0, Random(0, 360), 2, Random(67, 113))
    TNT1 AA 0 A_CustomMissile("Spark_O11", 0, 0, Random(0, 360), 2, Random(67, 113))
    TNT1 AA 0 A_CustomMissile("Spark_O12", 0, 0, Random(0, 360), 2, Random(67, 113))
    TNT1 AA 0 A_CustomMissile("Spark_O13", 0, 0, Random(0, 360), 2, Random(67, 113))
    TNT1 AA 0 A_CustomMissile("Spark_O14", 0, 0, Random(0, 360), 2, Random(67, 113))
    TNT1 AA 0 A_CustomMissile("Spark_O15", 0, 0, Random(0, 360), 2, Random(67, 113))
    TNT1 AA 0 A_CustomMissile("Spark_O16", 0, 0, Random(0, 360), 2, Random(67, 113))
    TNT1 A 1 A_JumpIf(Args[2] > 0, 1)
    Goto Spawn
    TNT1 A 1
    Goto Inactive
  SpawnDown:
    TNT1 AA 0 A_CustomMissile("Spark_O1", 0, 0, Random(0, 360), 2, Random (-67, -113))
    TNT1 AA 0 A_CustomMissile("Spark_O2", 0, 0, Random(0, 360), 2, Random (-67, -113))
    TNT1 AA 0 A_CustomMissile("Spark_O3", 0, 0, Random(0, 360), 2, Random (-67, -113))
    TNT1 AA 0 A_CustomMissile("Spark_O4", 0, 0, Random(0, 360), 2, Random (-67, -113))
    TNT1 AA 0 A_CustomMissile("Spark_O5", 0, 0, Random(0, 360), 2, Random (-67, -113))
    TNT1 AA 0 A_CustomMissile("Spark_O6", 0, 0, Random(0, 360), 2, Random (-67, -113))
    TNT1 AA 0 A_CustomMissile("Spark_O7", 0, 0, Random(0, 360), 2, Random (-67, -113))
    TNT1 AA 0 A_CustomMissile("Spark_O8", 0, 0, Random(0, 360), 2, Random (-67, -113))
    TNT1 AA 0 A_CustomMissile("Spark_O9", 0, 0, Random(0, 360), 2, Random (-67, -113))
    TNT1 AA 0 A_CustomMissile("Spark_O10", 0, 0, Random(0, 360), 2, Random (-67, -113))
    TNT1 AA 0 A_CustomMissile("Spark_O11", 0, 0, Random(0, 360), 2, Random (-67, -113))
    TNT1 AA 0 A_CustomMissile("Spark_O12", 0, 0, Random(0, 360), 2, Random (-67, -113))
    TNT1 AA 0 A_CustomMissile("Spark_O13", 0, 0, Random(0, 360), 2, Random (-67, -113))
    TNT1 AA 0 A_CustomMissile("Spark_O14", 0, 0, Random(0, 360), 2, Random (-67, -113))
    TNT1 AA 0 A_CustomMissile("Spark_O15", 0, 0, Random(0, 360), 2, Random (-67, -113))
    TNT1 AA 0 A_CustomMissile("Spark_O16", 0, 0, Random(0, 360), 2, Random (-67, -113))
    TNT1 A 1 A_JumpIf(Args[2] > 0, 1)
    Goto Spawn
    TNT1 A 1
    Goto Inactive
  SpawnSide:
    TNT1 AA 0 A_CustomMissile("Spark_O1", 0, 0, Random(-23, 23), 2, Random(157, 203))
    TNT1 AA 0 A_CustomMissile("Spark_O2", 0, 0, Random(-23, 23), 2, Random(157, 203))
    TNT1 AA 0 A_CustomMissile("Spark_O3", 0, 0, Random(-23, 23), 2, Random(157, 203))
    TNT1 AA 0 A_CustomMissile("Spark_O4", 0, 0, Random(-23, 23), 2, Random(157, 203))
    TNT1 AA 0 A_CustomMissile("Spark_O5", 0, 0, Random(-23, 23), 2, Random(157, 203))
    TNT1 AA 0 A_CustomMissile("Spark_O6", 0, 0, Random(-23, 23), 2, Random(157, 203))
    TNT1 AA 0 A_CustomMissile("Spark_O7", 0, 0, Random(-23, 23), 2, Random(157, 203))
    TNT1 AA 0 A_CustomMissile("Spark_O8", 0, 0, Random(-23, 23), 2, Random(157, 203))
    TNT1 AA 0 A_CustomMissile("Spark_O9", 0, 0, Random(-23, 23), 2, Random(157, 203))
    TNT1 AA 0 A_CustomMissile("Spark_O10", 0, 0, Random(-23, 23), 2, Random(157, 203))
    TNT1 AA 0 A_CustomMissile("Spark_O11", 0, 0, Random(-23, 23), 2, Random(157, 203))
    TNT1 AA 0 A_CustomMissile("Spark_O12", 0, 0, Random(-23, 23), 2, Random(157, 203))
    TNT1 AA 0 A_CustomMissile("Spark_O13", 0, 0, Random(-23, 23), 2, Random(157, 203))
    TNT1 AA 0 A_CustomMissile("Spark_O14", 0, 0, Random(-23, 23), 2, Random(157, 203))
    TNT1 AA 0 A_CustomMissile("Spark_O15", 0, 0, Random(-23, 23), 2, Random(157, 203))
    TNT1 AA 0 A_CustomMissile("Spark_O16", 0, 0, Random(-23, 23), 2, Random(157, 203))
    TNT1 A 1 A_JumpIf(Args[2] > 0, 1)
    Goto Spawn
    TNT1 A 1
    Goto Inactive
  Inactive:
    TNT1 A -1
    Loop
  }
}

Actor YellowSparkSpawner : SwitchableDecoration 
{
  Height 8
  Radius 4
  +NoBlockMap
  +NoGravity
  +NoInteraction
  +ClientSideOnly
  +NoClip
  States
  {
  Spawn:
    TNT1 A 0
    TNT1 A 0 A_JumpIf(Args[2] > 0, "Inactive")
    TNT1 A 10 A_Jump(Args[1]/16, "Active")
    Loop
  Active:
    TNT1 A 0
    TNT1 A 0 A_PlaySound("World/Spark")
    TNT1 A 0 A_Jump(256, 1, 2, 3, 4, 5, 6)
    TNT1 A 1 A_SpawnItemEx("SparkFlare_Y1", 0, 0, 0, 0, 0, 0, 0, 128)
    Goto SpawnSparks
    TNT1 A 1 A_SpawnItemEx("SparkFlare_Y2", 0, 0, 0, 0, 0, 0, 0, 128)
    Goto SpawnSparks
    TNT1 A 1 A_SpawnItemEx("SparkFlare_Y3", 0, 0, 0, 0, 0, 0, 0, 128)
    Goto SpawnSparks
    TNT1 A 1 A_SpawnItemEx("SparkFlare_Y4", 0, 0, 0, 0, 0, 0, 0, 128)
    Goto SpawnSparks
    TNT1 A 1 A_SpawnItemEx("SparkFlare_Y5", 0, 0, 0, 0, 0, 0, 0, 128)
    Goto SpawnSparks
    TNT1 A 1 A_SpawnItemEx("SparkFlare_Y6", 0, 0, 0, 0, 0, 0, 0, 128)
    Goto SpawnSparks
  SpawnSparks:
    TNT1 A 0 A_JumpIf(Args[0] == 1, "SpawnDown")
    TNT1 A 0 A_JumpIf(Args[0] > 1, "SpawnSide")
    Goto SpawnUp
  SpawnUp:
    TNT1 AA 0 A_CustomMissile("Spark_Y1", 0, 0, Random(0, 360), 2, Random(67, 113))
    TNT1 AA 0 A_CustomMissile("Spark_Y2", 0, 0, Random(0, 360), 2, Random(67, 113))
    TNT1 AA 0 A_CustomMissile("Spark_Y3", 0, 0, Random(0, 360), 2, Random(67, 113))
    TNT1 AA 0 A_CustomMissile("Spark_Y4", 0, 0, Random(0, 360), 2, Random(67, 113))
    TNT1 AA 0 A_CustomMissile("Spark_Y5", 0, 0, Random(0, 360), 2, Random(67, 113))
    TNT1 AA 0 A_CustomMissile("Spark_Y6", 0, 0, Random(0, 360), 2, Random(67, 113))
    TNT1 AA 0 A_CustomMissile("Spark_Y7", 0, 0, Random(0, 360), 2, Random(67, 113))
    TNT1 AA 0 A_CustomMissile("Spark_Y8", 0, 0, Random(0, 360), 2, Random(67, 113))
    TNT1 AA 0 A_CustomMissile("Spark_Y9", 0, 0, Random(0, 360), 2, Random(67, 113))
    TNT1 AA 0 A_CustomMissile("Spark_Y10", 0, 0, Random(0, 360), 2, Random(67, 113))
    TNT1 AA 0 A_CustomMissile("Spark_Y11", 0, 0, Random(0, 360), 2, Random(67, 113))
    TNT1 AA 0 A_CustomMissile("Spark_Y12", 0, 0, Random(0, 360), 2, Random(67, 113))
    TNT1 AA 0 A_CustomMissile("Spark_Y13", 0, 0, Random(0, 360), 2, Random(67, 113))
    TNT1 AA 0 A_CustomMissile("Spark_Y14", 0, 0, Random(0, 360), 2, Random(67, 113))
    TNT1 AA 0 A_CustomMissile("Spark_Y15", 0, 0, Random(0, 360), 2, Random(67, 113))
    TNT1 AA 0 A_CustomMissile("Spark_Y16", 0, 0, Random(0, 360), 2, Random(67, 113))
    TNT1 A 1 A_JumpIf(Args[2] > 0, 1)
    Goto Spawn
    TNT1 A 1
    Goto Inactive
  SpawnDown:
    TNT1 AA 0 A_CustomMissile("Spark_Y1", 0, 0, Random(0, 360), 2, Random (-67, -113))
    TNT1 AA 0 A_CustomMissile("Spark_Y2", 0, 0, Random(0, 360), 2, Random (-67, -113))
    TNT1 AA 0 A_CustomMissile("Spark_Y3", 0, 0, Random(0, 360), 2, Random (-67, -113))
    TNT1 AA 0 A_CustomMissile("Spark_Y4", 0, 0, Random(0, 360), 2, Random (-67, -113))
    TNT1 AA 0 A_CustomMissile("Spark_Y5", 0, 0, Random(0, 360), 2, Random (-67, -113))
    TNT1 AA 0 A_CustomMissile("Spark_Y6", 0, 0, Random(0, 360), 2, Random (-67, -113))
    TNT1 AA 0 A_CustomMissile("Spark_Y7", 0, 0, Random(0, 360), 2, Random (-67, -113))
    TNT1 AA 0 A_CustomMissile("Spark_Y8", 0, 0, Random(0, 360), 2, Random (-67, -113))
    TNT1 AA 0 A_CustomMissile("Spark_Y9", 0, 0, Random(0, 360), 2, Random (-67, -113))
    TNT1 AA 0 A_CustomMissile("Spark_Y10", 0, 0, Random(0, 360), 2, Random (-67, -113))
    TNT1 AA 0 A_CustomMissile("Spark_Y11", 0, 0, Random(0, 360), 2, Random (-67, -113))
    TNT1 AA 0 A_CustomMissile("Spark_Y12", 0, 0, Random(0, 360), 2, Random (-67, -113))
    TNT1 AA 0 A_CustomMissile("Spark_Y13", 0, 0, Random(0, 360), 2, Random (-67, -113))
    TNT1 AA 0 A_CustomMissile("Spark_Y14", 0, 0, Random(0, 360), 2, Random (-67, -113))
    TNT1 AA 0 A_CustomMissile("Spark_Y15", 0, 0, Random(0, 360), 2, Random (-67, -113))
    TNT1 AA 0 A_CustomMissile("Spark_Y16", 0, 0, Random(0, 360), 2, Random (-67, -113))
    TNT1 A 1 A_JumpIf(Args[2] > 0, 1)
    Goto Spawn
    TNT1 A 1
    Goto Inactive
  SpawnSide:
    TNT1 AA 0 A_CustomMissile("Spark_Y1", 0, 0, Random(-23, 23), 2, Random(157, 203))
    TNT1 AA 0 A_CustomMissile("Spark_Y2", 0, 0, Random(-23, 23), 2, Random(157, 203))
    TNT1 AA 0 A_CustomMissile("Spark_Y3", 0, 0, Random(-23, 23), 2, Random(157, 203))
    TNT1 AA 0 A_CustomMissile("Spark_Y4", 0, 0, Random(-23, 23), 2, Random(157, 203))
    TNT1 AA 0 A_CustomMissile("Spark_Y5", 0, 0, Random(-23, 23), 2, Random(157, 203))
    TNT1 AA 0 A_CustomMissile("Spark_Y6", 0, 0, Random(-23, 23), 2, Random(157, 203))
    TNT1 AA 0 A_CustomMissile("Spark_Y7", 0, 0, Random(-23, 23), 2, Random(157, 203))
    TNT1 AA 0 A_CustomMissile("Spark_Y8", 0, 0, Random(-23, 23), 2, Random(157, 203))
    TNT1 AA 0 A_CustomMissile("Spark_Y9", 0, 0, Random(-23, 23), 2, Random(157, 203))
    TNT1 AA 0 A_CustomMissile("Spark_Y10", 0, 0, Random(-23, 23), 2, Random(157, 203))
    TNT1 AA 0 A_CustomMissile("Spark_Y11", 0, 0, Random(-23, 23), 2, Random(157, 203))
    TNT1 AA 0 A_CustomMissile("Spark_Y12", 0, 0, Random(-23, 23), 2, Random(157, 203))
    TNT1 AA 0 A_CustomMissile("Spark_Y13", 0, 0, Random(-23, 23), 2, Random(157, 203))
    TNT1 AA 0 A_CustomMissile("Spark_Y14", 0, 0, Random(-23, 23), 2, Random(157, 203))
    TNT1 AA 0 A_CustomMissile("Spark_Y15", 0, 0, Random(-23, 23), 2, Random(157, 203))
    TNT1 AA 0 A_CustomMissile("Spark_Y16", 0, 0, Random(-23, 23), 2, Random(157, 203))
    TNT1 A 1 A_JumpIf(Args[2] > 0, 1)
    Goto Spawn
    TNT1 A 1
    Goto Inactive
  Inactive:
    TNT1 A -1
    Loop
  }
}

Actor GreenSparkSpawner : SwitchableDecoration 
{
  Height 8
  Radius 4
  +NoBlockMap
  +NoGravity
  +NoInteraction
  +ClientSideOnly
  +NoClip
  States
  {
  Spawn:
    TNT1 A 0
    TNT1 A 0 A_JumpIf(Args[2] > 0, "Inactive")
    TNT1 A 10 A_Jump(Args[1]/16, "Active")
    Loop
  Active:
    TNT1 A 0
    TNT1 A 0 A_PlaySound("World/Spark")
    TNT1 A 0 A_Jump(256, 1, 2, 3, 4, 5, 6)
    TNT1 A 1 A_SpawnItemEx("SparkFlare_G1", 0, 0, 0, 0, 0, 0, 0, 128)
    Goto SpawnSparks
    TNT1 A 1 A_SpawnItemEx("SparkFlare_G2", 0, 0, 0, 0, 0, 0, 0, 128)
    Goto SpawnSparks
    TNT1 A 1 A_SpawnItemEx("SparkFlare_G3", 0, 0, 0, 0, 0, 0, 0, 128)
    Goto SpawnSparks
    TNT1 A 1 A_SpawnItemEx("SparkFlare_G4", 0, 0, 0, 0, 0, 0, 0, 128)
    Goto SpawnSparks
    TNT1 A 1 A_SpawnItemEx("SparkFlare_G5", 0, 0, 0, 0, 0, 0, 0, 128)
    Goto SpawnSparks
    TNT1 A 1 A_SpawnItemEx("SparkFlare_G6", 0, 0, 0, 0, 0, 0, 0, 128)
    Goto SpawnSparks
  SpawnSparks:
    TNT1 A 0 A_JumpIf(Args[0] == 1, "SpawnDown")
    TNT1 A 0 A_JumpIf(Args[0] > 1, "SpawnSide")
    Goto SpawnUp
  SpawnUp:
    TNT1 AA 0 A_CustomMissile("Spark_G1", 0, 0, Random(0, 360), 2, Random(67, 113))
    TNT1 AA 0 A_CustomMissile("Spark_G2", 0, 0, Random(0, 360), 2, Random(67, 113))
    TNT1 AA 0 A_CustomMissile("Spark_G3", 0, 0, Random(0, 360), 2, Random(67, 113))
    TNT1 AA 0 A_CustomMissile("Spark_G4", 0, 0, Random(0, 360), 2, Random(67, 113))
    TNT1 AA 0 A_CustomMissile("Spark_G5", 0, 0, Random(0, 360), 2, Random(67, 113))
    TNT1 AA 0 A_CustomMissile("Spark_G6", 0, 0, Random(0, 360), 2, Random(67, 113))
    TNT1 AA 0 A_CustomMissile("Spark_G7", 0, 0, Random(0, 360), 2, Random(67, 113))
    TNT1 AA 0 A_CustomMissile("Spark_G8", 0, 0, Random(0, 360), 2, Random(67, 113))
    TNT1 AA 0 A_CustomMissile("Spark_G9", 0, 0, Random(0, 360), 2, Random(67, 113))
    TNT1 AA 0 A_CustomMissile("Spark_G10", 0, 0, Random(0, 360), 2, Random(67, 113))
    TNT1 AA 0 A_CustomMissile("Spark_G11", 0, 0, Random(0, 360), 2, Random(67, 113))
    TNT1 AA 0 A_CustomMissile("Spark_G12", 0, 0, Random(0, 360), 2, Random(67, 113))
    TNT1 AA 0 A_CustomMissile("Spark_G13", 0, 0, Random(0, 360), 2, Random(67, 113))
    TNT1 AA 0 A_CustomMissile("Spark_G14", 0, 0, Random(0, 360), 2, Random(67, 113))
    TNT1 AA 0 A_CustomMissile("Spark_G15", 0, 0, Random(0, 360), 2, Random(67, 113))
    TNT1 AA 0 A_CustomMissile("Spark_G16", 0, 0, Random(0, 360), 2, Random(67, 113))
    TNT1 A 1 A_JumpIf(Args[2] > 0, 1)
    Goto Spawn
    TNT1 A 1
    Goto Inactive
  SpawnDown:
    TNT1 AA 0 A_CustomMissile("Spark_G1", 0, 0, Random(0, 360), 2, Random (-67, -113))
    TNT1 AA 0 A_CustomMissile("Spark_G2", 0, 0, Random(0, 360), 2, Random (-67, -113))
    TNT1 AA 0 A_CustomMissile("Spark_G3", 0, 0, Random(0, 360), 2, Random (-67, -113))
    TNT1 AA 0 A_CustomMissile("Spark_G4", 0, 0, Random(0, 360), 2, Random (-67, -113))
    TNT1 AA 0 A_CustomMissile("Spark_G5", 0, 0, Random(0, 360), 2, Random (-67, -113))
    TNT1 AA 0 A_CustomMissile("Spark_G6", 0, 0, Random(0, 360), 2, Random (-67, -113))
    TNT1 AA 0 A_CustomMissile("Spark_G7", 0, 0, Random(0, 360), 2, Random (-67, -113))
    TNT1 AA 0 A_CustomMissile("Spark_G8", 0, 0, Random(0, 360), 2, Random (-67, -113))
    TNT1 AA 0 A_CustomMissile("Spark_G9", 0, 0, Random(0, 360), 2, Random (-67, -113))
    TNT1 AA 0 A_CustomMissile("Spark_G10", 0, 0, Random(0, 360), 2, Random (-67, -113))
    TNT1 AA 0 A_CustomMissile("Spark_G11", 0, 0, Random(0, 360), 2, Random (-67, -113))
    TNT1 AA 0 A_CustomMissile("Spark_G12", 0, 0, Random(0, 360), 2, Random (-67, -113))
    TNT1 AA 0 A_CustomMissile("Spark_G13", 0, 0, Random(0, 360), 2, Random (-67, -113))
    TNT1 AA 0 A_CustomMissile("Spark_G14", 0, 0, Random(0, 360), 2, Random (-67, -113))
    TNT1 AA 0 A_CustomMissile("Spark_G15", 0, 0, Random(0, 360), 2, Random (-67, -113))
    TNT1 AA 0 A_CustomMissile("Spark_G16", 0, 0, Random(0, 360), 2, Random (-67, -113))
    TNT1 A 1 A_JumpIf(Args[2] > 0, 1)
    Goto Spawn
    TNT1 A 1
    Goto Inactive
  SpawnSide:
    TNT1 AA 0 A_CustomMissile("Spark_G1", 0, 0, Random(-23, 23), 2, Random(157, 203))
    TNT1 AA 0 A_CustomMissile("Spark_G2", 0, 0, Random(-23, 23), 2, Random(157, 203))
    TNT1 AA 0 A_CustomMissile("Spark_G3", 0, 0, Random(-23, 23), 2, Random(157, 203))
    TNT1 AA 0 A_CustomMissile("Spark_G4", 0, 0, Random(-23, 23), 2, Random(157, 203))
    TNT1 AA 0 A_CustomMissile("Spark_G5", 0, 0, Random(-23, 23), 2, Random(157, 203))
    TNT1 AA 0 A_CustomMissile("Spark_G6", 0, 0, Random(-23, 23), 2, Random(157, 203))
    TNT1 AA 0 A_CustomMissile("Spark_G7", 0, 0, Random(-23, 23), 2, Random(157, 203))
    TNT1 AA 0 A_CustomMissile("Spark_G8", 0, 0, Random(-23, 23), 2, Random(157, 203))
    TNT1 AA 0 A_CustomMissile("Spark_G9", 0, 0, Random(-23, 23), 2, Random(157, 203))
    TNT1 AA 0 A_CustomMissile("Spark_G10", 0, 0, Random(-23, 23), 2, Random(157, 203))
    TNT1 AA 0 A_CustomMissile("Spark_G11", 0, 0, Random(-23, 23), 2, Random(157, 203))
    TNT1 AA 0 A_CustomMissile("Spark_G12", 0, 0, Random(-23, 23), 2, Random(157, 203))
    TNT1 AA 0 A_CustomMissile("Spark_G13", 0, 0, Random(-23, 23), 2, Random(157, 203))
    TNT1 AA 0 A_CustomMissile("Spark_G14", 0, 0, Random(-23, 23), 2, Random(157, 203))
    TNT1 AA 0 A_CustomMissile("Spark_G15", 0, 0, Random(-23, 23), 2, Random(157, 203))
    TNT1 AA 0 A_CustomMissile("Spark_G16", 0, 0, Random(-23, 23), 2, Random(157, 203))
    TNT1 A 1 A_JumpIf(Args[2] > 0, 1)
    Goto Spawn
    TNT1 A 1
    Goto Inactive
  Inactive:
    TNT1 A -1
    Loop
  }
}

Actor BlueSparkSpawner : SwitchableDecoration 
{
  Height 8
  Radius 4
  +NoBlockMap
  +NoGravity
  +NoInteraction
  +ClientSideOnly
  +NoClip
  States
  {
  Spawn:
    TNT1 A 0
    TNT1 A 0 A_JumpIf(Args[2] > 0, "Inactive")
    TNT1 A 10 A_Jump(Args[1]/16, "Active")
    Loop
  Active:
    TNT1 A 0
    TNT1 A 0 A_PlaySound("World/Spark")
    TNT1 A 0 A_Jump(256, 1, 2, 3, 4, 5, 6)
    TNT1 A 1 A_SpawnItemEx("SparkFlare_B1", 0, 0, 0, 0, 0, 0, 0, 128)
    Goto SpawnSparks
    TNT1 A 1 A_SpawnItemEx("SparkFlare_B2", 0, 0, 0, 0, 0, 0, 0, 128)
    Goto SpawnSparks
    TNT1 A 1 A_SpawnItemEx("SparkFlare_B3", 0, 0, 0, 0, 0, 0, 0, 128)
    Goto SpawnSparks
    TNT1 A 1 A_SpawnItemEx("SparkFlare_B4", 0, 0, 0, 0, 0, 0, 0, 128)
    Goto SpawnSparks
    TNT1 A 1 A_SpawnItemEx("SparkFlare_B5", 0, 0, 0, 0, 0, 0, 0, 128)
    Goto SpawnSparks
    TNT1 A 1 A_SpawnItemEx("SparkFlare_B6", 0, 0, 0, 0, 0, 0, 0, 128)
    Goto SpawnSparks
  SpawnSparks:
    TNT1 A 0 A_JumpIf(Args[0] == 1, "SpawnDown")
    TNT1 A 0 A_JumpIf(Args[0] > 1, "SpawnSide")
    Goto SpawnUp
  SpawnUp:
    TNT1 AA 0 A_CustomMissile("Spark_B1", 0, 0, Random(0, 360), 2, Random(67, 113))
    TNT1 AA 0 A_CustomMissile("Spark_B2", 0, 0, Random(0, 360), 2, Random(67, 113))
    TNT1 AA 0 A_CustomMissile("Spark_B3", 0, 0, Random(0, 360), 2, Random(67, 113))
    TNT1 AA 0 A_CustomMissile("Spark_B4", 0, 0, Random(0, 360), 2, Random(67, 113))
    TNT1 AA 0 A_CustomMissile("Spark_B5", 0, 0, Random(0, 360), 2, Random(67, 113))
    TNT1 AA 0 A_CustomMissile("Spark_B6", 0, 0, Random(0, 360), 2, Random(67, 113))
    TNT1 AA 0 A_CustomMissile("Spark_B7", 0, 0, Random(0, 360), 2, Random(67, 113))
    TNT1 AA 0 A_CustomMissile("Spark_B8", 0, 0, Random(0, 360), 2, Random(67, 113))
    TNT1 AA 0 A_CustomMissile("Spark_B9", 0, 0, Random(0, 360), 2, Random(67, 113))
    TNT1 AA 0 A_CustomMissile("Spark_B10", 0, 0, Random(0, 360), 2, Random(67, 113))
    TNT1 AA 0 A_CustomMissile("Spark_B11", 0, 0, Random(0, 360), 2, Random(67, 113))
    TNT1 AA 0 A_CustomMissile("Spark_B12", 0, 0, Random(0, 360), 2, Random(67, 113))
    TNT1 AA 0 A_CustomMissile("Spark_B13", 0, 0, Random(0, 360), 2, Random(67, 113))
    TNT1 AA 0 A_CustomMissile("Spark_B14", 0, 0, Random(0, 360), 2, Random(67, 113))
    TNT1 AA 0 A_CustomMissile("Spark_B15", 0, 0, Random(0, 360), 2, Random(67, 113))
    TNT1 AA 0 A_CustomMissile("Spark_B16", 0, 0, Random(0, 360), 2, Random(67, 113))
    TNT1 A 1 A_JumpIf(Args[2] > 0, 1)
    Goto Spawn
    TNT1 A 1
    Goto Inactive
  SpawnDown:
    TNT1 AA 0 A_CustomMissile("Spark_B1", 0, 0, Random(0, 360), 2, Random (-67, -113))
    TNT1 AA 0 A_CustomMissile("Spark_B2", 0, 0, Random(0, 360), 2, Random (-67, -113))
    TNT1 AA 0 A_CustomMissile("Spark_B3", 0, 0, Random(0, 360), 2, Random (-67, -113))
    TNT1 AA 0 A_CustomMissile("Spark_B4", 0, 0, Random(0, 360), 2, Random (-67, -113))
    TNT1 AA 0 A_CustomMissile("Spark_B5", 0, 0, Random(0, 360), 2, Random (-67, -113))
    TNT1 AA 0 A_CustomMissile("Spark_B6", 0, 0, Random(0, 360), 2, Random (-67, -113))
    TNT1 AA 0 A_CustomMissile("Spark_B7", 0, 0, Random(0, 360), 2, Random (-67, -113))
    TNT1 AA 0 A_CustomMissile("Spark_B8", 0, 0, Random(0, 360), 2, Random (-67, -113))
    TNT1 AA 0 A_CustomMissile("Spark_B9", 0, 0, Random(0, 360), 2, Random (-67, -113))
    TNT1 AA 0 A_CustomMissile("Spark_B10", 0, 0, Random(0, 360), 2, Random (-67, -113))
    TNT1 AA 0 A_CustomMissile("Spark_B11", 0, 0, Random(0, 360), 2, Random (-67, -113))
    TNT1 AA 0 A_CustomMissile("Spark_B12", 0, 0, Random(0, 360), 2, Random (-67, -113))
    TNT1 AA 0 A_CustomMissile("Spark_B13", 0, 0, Random(0, 360), 2, Random (-67, -113))
    TNT1 AA 0 A_CustomMissile("Spark_B14", 0, 0, Random(0, 360), 2, Random (-67, -113))
    TNT1 AA 0 A_CustomMissile("Spark_B15", 0, 0, Random(0, 360), 2, Random (-67, -113))
    TNT1 AA 0 A_CustomMissile("Spark_B16", 0, 0, Random(0, 360), 2, Random (-67, -113))
    TNT1 A 1 A_JumpIf(Args[2] > 0, 1)
    Goto Spawn
    TNT1 A 1
    Goto Inactive
  SpawnSide:
    TNT1 AA 0 A_CustomMissile("Spark_B1", 0, 0, Random(-23, 23), 2, Random(157, 203))
    TNT1 AA 0 A_CustomMissile("Spark_B2", 0, 0, Random(-23, 23), 2, Random(157, 203))
    TNT1 AA 0 A_CustomMissile("Spark_B3", 0, 0, Random(-23, 23), 2, Random(157, 203))
    TNT1 AA 0 A_CustomMissile("Spark_B4", 0, 0, Random(-23, 23), 2, Random(157, 203))
    TNT1 AA 0 A_CustomMissile("Spark_B5", 0, 0, Random(-23, 23), 2, Random(157, 203))
    TNT1 AA 0 A_CustomMissile("Spark_B6", 0, 0, Random(-23, 23), 2, Random(157, 203))
    TNT1 AA 0 A_CustomMissile("Spark_B7", 0, 0, Random(-23, 23), 2, Random(157, 203))
    TNT1 AA 0 A_CustomMissile("Spark_B8", 0, 0, Random(-23, 23), 2, Random(157, 203))
    TNT1 AA 0 A_CustomMissile("Spark_B9", 0, 0, Random(-23, 23), 2, Random(157, 203))
    TNT1 AA 0 A_CustomMissile("Spark_B10", 0, 0, Random(-23, 23), 2, Random(157, 203))
    TNT1 AA 0 A_CustomMissile("Spark_B11", 0, 0, Random(-23, 23), 2, Random(157, 203))
    TNT1 AA 0 A_CustomMissile("Spark_B12", 0, 0, Random(-23, 23), 2, Random(157, 203))
    TNT1 AA 0 A_CustomMissile("Spark_B13", 0, 0, Random(-23, 23), 2, Random(157, 203))
    TNT1 AA 0 A_CustomMissile("Spark_B14", 0, 0, Random(-23, 23), 2, Random(157, 203))
    TNT1 AA 0 A_CustomMissile("Spark_B15", 0, 0, Random(-23, 23), 2, Random(157, 203))
    TNT1 AA 0 A_CustomMissile("Spark_B16", 0, 0, Random(-23, 23), 2, Random(157, 203))
    TNT1 A 1 A_JumpIf(Args[2] > 0, 1)
    Goto Spawn
    TNT1 A 1
    Goto Inactive
  Inactive:
    TNT1 A -1
    Loop
  }
}

Actor PurpleSparkSpawner : SwitchableDecoration 
{
  Height 8
  Radius 4
  +NoBlockMap
  +NoGravity
  +NoInteraction
  +ClientSideOnly
  +NoClip
  States
  {
  Spawn:
    TNT1 A 0
    TNT1 A 0 A_JumpIf(Args[2] > 0, "Inactive")
    TNT1 A 10 A_Jump(Args[1]/16, "Active")
    Loop
  Active:
    TNT1 A 0
    TNT1 A 0 A_PlaySound("World/Spark")
    TNT1 A 0 A_Jump(256, 1, 2, 3, 4, 5, 6)
    TNT1 A 1 A_SpawnItemEx("SparkFlare_P1", 0, 0, 0, 0, 0, 0, 0, 128)
    Goto SpawnSparks
    TNT1 A 1 A_SpawnItemEx("SparkFlare_P2", 0, 0, 0, 0, 0, 0, 0, 128)
    Goto SpawnSparks
    TNT1 A 1 A_SpawnItemEx("SparkFlare_P3", 0, 0, 0, 0, 0, 0, 0, 128)
    Goto SpawnSparks
    TNT1 A 1 A_SpawnItemEx("SparkFlare_P4", 0, 0, 0, 0, 0, 0, 0, 128)
    Goto SpawnSparks
    TNT1 A 1 A_SpawnItemEx("SparkFlare_P5", 0, 0, 0, 0, 0, 0, 0, 128)
    Goto SpawnSparks
    TNT1 A 1 A_SpawnItemEx("SparkFlare_P6", 0, 0, 0, 0, 0, 0, 0, 128)
    Goto SpawnSparks
  SpawnSparks:
    TNT1 A 0 A_JumpIf(Args[0] == 1, "SpawnDown")
    TNT1 A 0 A_JumpIf(Args[0] > 1, "SpawnSide")
    Goto SpawnUp
  SpawnUp:
    TNT1 AA 0 A_CustomMissile("Spark_P1", 0, 0, Random(0, 360), 2, Random(67, 113))
    TNT1 AA 0 A_CustomMissile("Spark_P2", 0, 0, Random(0, 360), 2, Random(67, 113))
    TNT1 AA 0 A_CustomMissile("Spark_P3", 0, 0, Random(0, 360), 2, Random(67, 113))
    TNT1 AA 0 A_CustomMissile("Spark_P4", 0, 0, Random(0, 360), 2, Random(67, 113))
    TNT1 AA 0 A_CustomMissile("Spark_P5", 0, 0, Random(0, 360), 2, Random(67, 113))
    TNT1 AA 0 A_CustomMissile("Spark_P6", 0, 0, Random(0, 360), 2, Random(67, 113))
    TNT1 AA 0 A_CustomMissile("Spark_P7", 0, 0, Random(0, 360), 2, Random(67, 113))
    TNT1 AA 0 A_CustomMissile("Spark_P8", 0, 0, Random(0, 360), 2, Random(67, 113))
    TNT1 AA 0 A_CustomMissile("Spark_P9", 0, 0, Random(0, 360), 2, Random(67, 113))
    TNT1 AA 0 A_CustomMissile("Spark_P10", 0, 0, Random(0, 360), 2, Random(67, 113))
    TNT1 AA 0 A_CustomMissile("Spark_P11", 0, 0, Random(0, 360), 2, Random(67, 113))
    TNT1 AA 0 A_CustomMissile("Spark_P12", 0, 0, Random(0, 360), 2, Random(67, 113))
    TNT1 AA 0 A_CustomMissile("Spark_P13", 0, 0, Random(0, 360), 2, Random(67, 113))
    TNT1 AA 0 A_CustomMissile("Spark_P14", 0, 0, Random(0, 360), 2, Random(67, 113))
    TNT1 AA 0 A_CustomMissile("Spark_P15", 0, 0, Random(0, 360), 2, Random(67, 113))
    TNT1 AA 0 A_CustomMissile("Spark_P16", 0, 0, Random(0, 360), 2, Random(67, 113))
    TNT1 A 1 A_JumpIf(Args[2] > 0, 1)
    Goto Spawn
    TNT1 A 1
    Goto Inactive
  SpawnDown:
    TNT1 AA 0 A_CustomMissile("Spark_P1", 0, 0, Random(0, 360), 2, Random (-67, -113))
    TNT1 AA 0 A_CustomMissile("Spark_P2", 0, 0, Random(0, 360), 2, Random (-67, -113))
    TNT1 AA 0 A_CustomMissile("Spark_P3", 0, 0, Random(0, 360), 2, Random (-67, -113))
    TNT1 AA 0 A_CustomMissile("Spark_P4", 0, 0, Random(0, 360), 2, Random (-67, -113))
    TNT1 AA 0 A_CustomMissile("Spark_P5", 0, 0, Random(0, 360), 2, Random (-67, -113))
    TNT1 AA 0 A_CustomMissile("Spark_P6", 0, 0, Random(0, 360), 2, Random (-67, -113))
    TNT1 AA 0 A_CustomMissile("Spark_P7", 0, 0, Random(0, 360), 2, Random (-67, -113))
    TNT1 AA 0 A_CustomMissile("Spark_P8", 0, 0, Random(0, 360), 2, Random (-67, -113))
    TNT1 AA 0 A_CustomMissile("Spark_P9", 0, 0, Random(0, 360), 2, Random (-67, -113))
    TNT1 AA 0 A_CustomMissile("Spark_P10", 0, 0, Random(0, 360), 2, Random (-67, -113))
    TNT1 AA 0 A_CustomMissile("Spark_P11", 0, 0, Random(0, 360), 2, Random (-67, -113))
    TNT1 AA 0 A_CustomMissile("Spark_P12", 0, 0, Random(0, 360), 2, Random (-67, -113))
    TNT1 AA 0 A_CustomMissile("Spark_P13", 0, 0, Random(0, 360), 2, Random (-67, -113))
    TNT1 AA 0 A_CustomMissile("Spark_P14", 0, 0, Random(0, 360), 2, Random (-67, -113))
    TNT1 AA 0 A_CustomMissile("Spark_P15", 0, 0, Random(0, 360), 2, Random (-67, -113))
    TNT1 AA 0 A_CustomMissile("Spark_P16", 0, 0, Random(0, 360), 2, Random (-67, -113))
    TNT1 A 1 A_JumpIf(Args[2] > 0, 1)
    Goto Spawn
    TNT1 A 1
    Goto Inactive
  SpawnSide:
    TNT1 AA 0 A_CustomMissile("Spark_P1", 0, 0, Random(-23, 23), 2, Random(157, 203))
    TNT1 AA 0 A_CustomMissile("Spark_P2", 0, 0, Random(-23, 23), 2, Random(157, 203))
    TNT1 AA 0 A_CustomMissile("Spark_P3", 0, 0, Random(-23, 23), 2, Random(157, 203))
    TNT1 AA 0 A_CustomMissile("Spark_P4", 0, 0, Random(-23, 23), 2, Random(157, 203))
    TNT1 AA 0 A_CustomMissile("Spark_P5", 0, 0, Random(-23, 23), 2, Random(157, 203))
    TNT1 AA 0 A_CustomMissile("Spark_P6", 0, 0, Random(-23, 23), 2, Random(157, 203))
    TNT1 AA 0 A_CustomMissile("Spark_P7", 0, 0, Random(-23, 23), 2, Random(157, 203))
    TNT1 AA 0 A_CustomMissile("Spark_P8", 0, 0, Random(-23, 23), 2, Random(157, 203))
    TNT1 AA 0 A_CustomMissile("Spark_P9", 0, 0, Random(-23, 23), 2, Random(157, 203))
    TNT1 AA 0 A_CustomMissile("Spark_P10", 0, 0, Random(-23, 23), 2, Random(157, 203))
    TNT1 AA 0 A_CustomMissile("Spark_P11", 0, 0, Random(-23, 23), 2, Random(157, 203))
    TNT1 AA 0 A_CustomMissile("Spark_P12", 0, 0, Random(-23, 23), 2, Random(157, 203))
    TNT1 AA 0 A_CustomMissile("Spark_P13", 0, 0, Random(-23, 23), 2, Random(157, 203))
    TNT1 AA 0 A_CustomMissile("Spark_P14", 0, 0, Random(-23, 23), 2, Random(157, 203))
    TNT1 AA 0 A_CustomMissile("Spark_P15", 0, 0, Random(-23, 23), 2, Random(157, 203))
    TNT1 AA 0 A_CustomMissile("Spark_P16", 0, 0, Random(-23, 23), 2, Random(157, 203))
    TNT1 A 1 A_JumpIf(Args[2] > 0, 1)
    Goto Spawn
    TNT1 A 1
    Goto Inactive
  Inactive:
    TNT1 A -1
    Loop
  }
}

//Flares

Actor SparkFlare_W1
{
  Height 0
  Radius 0
  Mass 0
  +Missile
  +NoBlockMap
  +NoClip
  +NoGravity
  +NoInteraction
  +CLIENTSIDEONLY
  RenderStyle Add
  Scale 0.25
  States
  {
  Spawn:
    SPKW A 1 Bright A_FadeOut(0.1)
    Loop
  }
}

Actor SparkFlare_W2 : SparkFlare_W1 { States { Spawn: SPKW B 1 Bright A_FadeOut(0.1) Loop } }
Actor SparkFlare_W3 : SparkFlare_W1 { States { Spawn: SPKW C 1 Bright A_FadeOut(0.1) Loop } }
Actor SparkFlare_W4 : SparkFlare_W1 { States { Spawn: SPKW D 1 Bright A_FadeOut(0.1) Loop } }
Actor SparkFlare_W5 : SparkFlare_W1 { States { Spawn: SPKW E 1 Bright A_FadeOut(0.1) Loop } }
Actor SparkFlare_W6 : SparkFlare_W1 { States { Spawn: SPKW F 1 Bright A_FadeOut(0.1) Loop } }

Actor SparkFlare_R1 : SparkFlare_W1 { States { Spawn: SPKR A 1 Bright A_FadeOut (0.1) Loop } }
Actor SparkFlare_R2 : SparkFlare_W1 { States { Spawn: SPKR B 1 Bright A_FadeOut (0.1) Loop } }
Actor SparkFlare_R3 : SparkFlare_W1 { States { Spawn: SPKR C 1 Bright A_FadeOut (0.1) Loop } }
Actor SparkFlare_R4 : SparkFlare_W1 { States { Spawn: SPKR D 1 Bright A_FadeOut (0.1) Loop } }
Actor SparkFlare_R5 : SparkFlare_W1 { States { Spawn: SPKR E 1 Bright A_FadeOut (0.1) Loop } }
Actor SparkFlare_R6 : SparkFlare_W1 { States { Spawn: SPKR F 1 Bright A_FadeOut (0.1) Loop } }

Actor SparkFlare_O1 : SparkFlare_W1 { States { Spawn: SPKO A 1 Bright A_FadeOut (0.1) Loop } }
Actor SparkFlare_O2 : SparkFlare_W1 { States { Spawn: SPKO B 1 Bright A_FadeOut (0.1) Loop } }
Actor SparkFlare_O3 : SparkFlare_W1 { States { Spawn: SPKO C 1 Bright A_FadeOut (0.1) Loop } }
Actor SparkFlare_O4 : SparkFlare_W1 { States { Spawn: SPKO D 1 Bright A_FadeOut (0.1) Loop } }
Actor SparkFlare_O5 : SparkFlare_W1 { States { Spawn: SPKO E 1 Bright A_FadeOut (0.1) Loop } }
Actor SparkFlare_O6 : SparkFlare_W1 { States { Spawn: SPKO F 1 Bright A_FadeOut (0.1) Loop } }

Actor SparkFlare_Y1 : SparkFlare_W1 { States { Spawn: SPKY A 1 Bright A_FadeOut (0.1) Loop } }
Actor SparkFlare_Y2 : SparkFlare_W1 { States { Spawn: SPKY B 1 Bright A_FadeOut (0.1) Loop } }
Actor SparkFlare_Y3 : SparkFlare_W1 { States { Spawn: SPKY C 1 Bright A_FadeOut (0.1) Loop } }
Actor SparkFlare_Y4 : SparkFlare_W1 { States { Spawn: SPKY D 1 Bright A_FadeOut (0.1) Loop } }
Actor SparkFlare_Y5 : SparkFlare_W1 { States { Spawn: SPKY E 1 Bright A_FadeOut (0.1) Loop } }
Actor SparkFlare_Y6 : SparkFlare_W1 { States { Spawn: SPKY F 1 Bright A_FadeOut (0.1) Loop } }

Actor SparkFlare_G1 : SparkFlare_W1 { States { Spawn: SPKG A 1 Bright A_FadeOut(0.1) Loop } }
Actor SparkFlare_G2 : SparkFlare_W1 { States { Spawn: SPKG B 1 Bright A_FadeOut(0.1) Loop } }
Actor SparkFlare_G3 : SparkFlare_W1 { States { Spawn: SPKG C 1 Bright A_FadeOut(0.1) Loop } }
Actor SparkFlare_G4 : SparkFlare_W1 { States { Spawn: SPKG D 1 Bright A_FadeOut(0.1) Loop } }
Actor SparkFlare_G5 : SparkFlare_W1 { States { Spawn: SPKG E 1 Bright A_FadeOut(0.1) Loop } }
Actor SparkFlare_G6 : SparkFlare_W1 { States { Spawn: SPKG F 1 Bright A_FadeOut(0.1) Loop } }

Actor SparkFlare_B1 : SparkFlare_W1 { States { Spawn: SPKB A 1 Bright A_FadeOut(0.1) Loop } }
Actor SparkFlare_B2 : SparkFlare_W1 { States { Spawn: SPKB B 1 Bright A_FadeOut(0.1) Loop } }
Actor SparkFlare_B3 : SparkFlare_W1 { States { Spawn: SPKB C 1 Bright A_FadeOut(0.1) Loop } }
Actor SparkFlare_B4 : SparkFlare_W1 { States { Spawn: SPKB D 1 Bright A_FadeOut(0.1) Loop } }
Actor SparkFlare_B5 : SparkFlare_W1 { States { Spawn: SPKB E 1 Bright A_FadeOut(0.1) Loop } }
Actor SparkFlare_B6 : SparkFlare_W1 { States { Spawn: SPKB F 1 Bright A_FadeOut(0.1) Loop } }

Actor SparkFlare_P1 : SparkFlare_W1 { States { Spawn: SPKP A 1 bright A_FadeOut(0.1) Loop } }
Actor SparkFlare_P2 : SparkFlare_W1 { States { Spawn: SPKP B 1 bright A_FadeOut(0.1) Loop } }
Actor SparkFlare_P3 : SparkFlare_W1 { States { Spawn: SPKP C 1 bright A_FadeOut(0.1) Loop } }
Actor SparkFlare_P4 : SparkFlare_W1 { States { Spawn: SPKP D 1 bright A_FadeOut(0.1) Loop } }
Actor SparkFlare_P5 : SparkFlare_W1 { States { Spawn: SPKP E 1 bright A_FadeOut(0.1) Loop } }
Actor SparkFlare_P6 : SparkFlare_W1 { States { Spawn: SPKP F 1 bright A_FadeOut(0.1) Loop } }

//Sparks

Actor Spark_W1
{
  Height 1
  Radius 2
  Mass 0
  Speed 0.25
  +Missile
  +NoBlockMap
  +LowGravity
  +CLIENTSIDEONLY
  RenderStyle Add
  Scale 0.025
  States
  {
  Spawn:
    SPKW E 1 Bright
    Loop
  Death:
    SPKW E 1 Bright A_FadeOut(0.1)
    Loop
  }
}

Actor Spark_W2 : Spark_W1  { Speed 0.5  }
Actor Spark_W3 : Spark_W1  { Speed 0.75 }
Actor Spark_W4 : Spark_W1  { Speed 1.0  }
Actor Spark_W5 : Spark_W1  { Speed 1.25 }
Actor Spark_W6 : Spark_W1  { Speed 1.5  }
Actor Spark_W7 : Spark_W1  { Speed 1.75 }
Actor Spark_W8 : Spark_W1  { Speed 2.0  }
Actor Spark_W9 : Spark_W1  { Speed 2.25 }
Actor Spark_W10 : Spark_W1 { Speed 2.5  }
Actor Spark_W11 : Spark_W1 { Speed 2.75 }
Actor Spark_W12 : Spark_W1 { Speed 3.0  }
Actor Spark_W13 : Spark_W1 { Speed 3.25 }
Actor Spark_W14 : Spark_W1 { Speed 3.5  }
Actor Spark_W15 : Spark_W1 { Speed 3.75 }
Actor Spark_W16 : Spark_W1 { Speed 4.0  }

Actor Spark_R1 : Spark_W1
{
  States
  {
  Spawn:
    SPKR E 1 bright
    Loop
  Death:
    SPKR E 1 bright A_FadeOut (0.1)
    Loop
  }
}

Actor Spark_R2 : Spark_R1  { Speed 0.5  }
Actor Spark_R3 : Spark_R1  { Speed 0.75 }
Actor Spark_R4 : Spark_R1  { Speed 1.0  }
Actor Spark_R5 : Spark_R1  { Speed 1.25 }
Actor Spark_R6 : Spark_R1  { Speed 1.5  }
Actor Spark_R7 : Spark_R1  { Speed 1.75 }
Actor Spark_R8 : Spark_R1  { Speed 2.0  }
Actor Spark_R9 : Spark_R1  { Speed 2.25 }
Actor Spark_R10 : Spark_R1 { Speed 2.5  }
Actor Spark_R11 : Spark_R1 { Speed 2.75 }
Actor Spark_R12 : Spark_R1 { Speed 3.0  }
Actor Spark_R13 : Spark_R1 { Speed 3.25 }
Actor Spark_R14 : Spark_R1 { Speed 3.5  }
Actor Spark_R15 : Spark_R1 { Speed 3.75 }
Actor Spark_R16 : Spark_R1 { Speed 4.0  }

Actor Spark_O1 : Spark_W1
{
  States
  {
  Spawn:
    SPKO E 1 bright
    Loop
  Death:
    SPKO E 1 bright A_FadeOut(0.1)
    Loop
  }
}

Actor Spark_O2 : Spark_O1  { Speed 0.5  }
Actor Spark_O3 : Spark_O1  { Speed 0.75 }
Actor Spark_O4 : Spark_O1  { Speed 1.0  }
Actor Spark_O5 : Spark_O1  { Speed 1.25 }
Actor Spark_O6 : Spark_O1  { Speed 1.5  }
Actor Spark_O7 : Spark_O1  { Speed 1.75 }
Actor Spark_O8 : Spark_O1  { Speed 2.0  }
Actor Spark_O9 : Spark_O1  { Speed 2.25 }
Actor Spark_O10 : Spark_O1 { Speed 2.5  }
Actor Spark_O11 : Spark_O1 { Speed 2.75 }
Actor Spark_O12 : Spark_O1 { Speed 3.0  }
Actor Spark_O13 : Spark_O1 { Speed 3.25 }
Actor Spark_O14 : Spark_O1 { Speed 3.5  }
Actor Spark_O15 : Spark_O1 { Speed 3.75 }
Actor Spark_O16 : Spark_O1 { Speed 4.0  }

Actor Spark_Y1 : Spark_W1
{
  States
  {
  Spawn:
    SPKY E 1 bright
    Loop
  Death:
    SPKY E 1 bright A_FadeOut (0.1)
    Loop
  }
}

Actor Spark_Y2 : Spark_Y1  { Speed 0.5  }
Actor Spark_Y3 : Spark_Y1  { Speed 0.75 }
Actor Spark_Y4 : Spark_Y1  { Speed 1.0  }
Actor Spark_Y5 : Spark_Y1  { Speed 1.25 }
Actor Spark_Y6 : Spark_Y1  { Speed 1.5  }
Actor Spark_Y7 : Spark_Y1  { Speed 1.75 }
Actor Spark_Y8 : Spark_Y1  { Speed 2.0  }
Actor Spark_Y9 : Spark_Y1  { Speed 2.25 }
Actor Spark_Y10 : Spark_Y1 { Speed 2.5  }
Actor Spark_Y11 : Spark_Y1 { Speed 2.75 }
Actor Spark_Y12 : Spark_Y1 { Speed 3.0  }
Actor Spark_Y13 : Spark_Y1 { Speed 3.25 }
Actor Spark_Y14 : Spark_Y1 { Speed 3.5  }
Actor Spark_Y15 : Spark_Y1 { Speed 3.75 }
Actor Spark_Y16 : Spark_Y1 { Speed 4.0  }

Actor Spark_G1 : Spark_W1
{
  States
  {
  Spawn:
    SPKG E 1 Bright
    Loop
  Death:
    SPKG E 1 Bright A_FadeOut(0.1)
    Loop
  }
}

Actor Spark_G2 : Spark_G1  { Speed 0.5  }
Actor Spark_G3 : Spark_G1  { Speed 0.75 }
Actor Spark_G4 : Spark_G1  { Speed 1.0  }
Actor Spark_G5 : Spark_G1  { Speed 1.25 }
Actor Spark_G6 : Spark_G1  { Speed 1.5  }
Actor Spark_G7 : Spark_G1  { Speed 1.75 }
Actor Spark_G8 : Spark_G1  { Speed 2.0  }
Actor Spark_G9 : Spark_G1  { Speed 2.25 }
Actor Spark_G10 : Spark_G1 { Speed 2.5  }
Actor Spark_G11 : Spark_G1 { Speed 2.75 }
Actor Spark_G12 : Spark_G1 { Speed 3.0  }
Actor Spark_G13 : Spark_G1 { Speed 3.25 }
Actor Spark_G14 : Spark_G1 { Speed 3.5  }
Actor Spark_G15 : Spark_G1 { Speed 3.75 }
Actor Spark_G16 : Spark_G1 { Speed 4.0  }

Actor Spark_B1 : Spark_W1   
{ 
  States 
  { 
  Spawn: 
    SPKB E 1 Bright 
    Loop 
  Death: 
    SPKB E 1 Bright A_FadeOut(0.1) 
    Loop 
  } 
}

Actor Spark_B2 : Spark_B1  { Speed 0.5  }
Actor Spark_B3 : Spark_B1  { Speed 0.75 }
Actor Spark_B4 : Spark_B1  { Speed 1.0  }
Actor Spark_B5 : Spark_B1  { Speed 1.25 }
Actor Spark_B6 : Spark_B1  { Speed 1.5  }
Actor Spark_B7 : Spark_B1  { Speed 1.75 }
Actor Spark_B8 : Spark_B1  { Speed 2.0  }
Actor Spark_B9 : Spark_B1  { Speed 2.25 }
Actor Spark_B10 : Spark_B1 { Speed 2.5  }
Actor Spark_B11 : Spark_B1 { Speed 2.75 }
Actor Spark_B12 : Spark_B1 { Speed 3.0  }
Actor Spark_B13 : Spark_B1 { Speed 3.25 }
Actor Spark_B14 : Spark_B1 { Speed 3.5  }
Actor Spark_B15 : Spark_B1 { Speed 3.75 }
Actor Spark_B16 : Spark_B1 { Speed 4.0  }

Actor Spark_P1 : Spark_W1
{
  states
  {
  Spawn:
    SPKP E 1 Bright
    Loop
  Death:
    SPKP E 1 Bright A_FadeOut(0.1)
    Loop
  }
}

Actor Spark_P2 : Spark_P1  { Speed 0.5  }
Actor Spark_P3 : Spark_P1  { Speed 0.75 }
Actor Spark_P4 : Spark_P1  { Speed 1.0  }
Actor Spark_P5 : Spark_P1  { Speed 1.25 }
Actor Spark_P6 : Spark_P1  { Speed 1.5  }
Actor Spark_P7 : Spark_P1  { Speed 1.75 }
Actor Spark_P8 : Spark_P1  { Speed 2.0  }
Actor Spark_P9 : Spark_P1  { Speed 2.25 }
Actor Spark_P10 : Spark_P1 { Speed 2.5  }
Actor Spark_P11 : Spark_P1 { Speed 2.75 }
Actor Spark_P12 : Spark_P1 { Speed 3.0  }
Actor Spark_P13 : Spark_P1 { Speed 3.25 }
Actor Spark_P14 : Spark_P1 { Speed 3.5  }
Actor Spark_P15 : Spark_P1 { Speed 3.75 }
Actor Spark_P16 : Spark_P1 { Speed 4.0  }

Actor GvH23SteamSpawner 666
{
	//$Category GVH:NS Map Decoration
  Height 2
  Radius 1
  Mass 0
  +NoBlockMap
  +NoGravity
  +NoInteraction
  +ClientSideOnly
  States
  {
  Spawn:
  Active:
    TNT1 A 0
    TNT1 A 0 A_JumpIf(Args[0] == 1, "Down")
    TNT1 A 0 A_JumpIf(Args[0] > 1, "Forward")
    TNT1 A 0 A_JumpIf(Args[1] > 0, "UpBurst")
    TNT1 A 0 A_JumpIf(Args[3] > 0, 2)
    //TNT1 A 0 A_PlaySoundEx("Steam/Loop", "SoundSlot7", 1)
	TNT1 A 0 A_PlaySound ("Steam/Loop", 7, 0.5, 1, ATTN_NORM)
    TNT1 A 1 A_SpawnItemEx("SteamParticle", 0, 0, 1, (0.1)*Random(0, 4), 0, (0.1)*Random(35, 40), Random(0, 360), 128)
    Loop
  Down:
    TNT1 A 0 A_JumpIf(Args[1] > 0, "DownBurst")
    TNT1 A 0 A_JumpIf(Args[3] > 0, 2)
    //TNT1 A 0 A_PlaySoundEx("Steam/Loop", "SoundSlot7", 1)
	TNT1 A 0 A_PlaySound ("Steam/Loop", 7, 0.5, 1, ATTN_NORM)
    TNT1 A 1 A_SpawnItemEx("SteamParticle", 0, 0, 0, (0.1)*Random(0, 4), 0, (-0.1)*Random(35, 40), Random(0, 360), 128)
    Loop
  Forward:
    TNT1 A 0 A_JumpIf(Args[1] > 0, "ForwardBurst")
    TNT1 A 0 A_JumpIf(Args[3] > 0, 2)
    //TNT1 A 0 A_PlaySoundEx("Steam/Loop", "SoundSlot7", 1)
	TNT1 A 0 A_PlaySound ("Steam/Loop", 7, 0.5, 1, ATTN_NORM)
    TNT1 A 1 A_SpawnItemEx("SteamParticle", 0, 0, 0, (0.1)*Random(35, 40), 0, (0.1)*Random(-5, 5), Random(-8, 8), 128)
    Loop
  UpBurst:
    TNT1 A 1 A_Jump(Args[2]/16, 1)
    Loop
    TNT1 A 0 A_JumpIf(Args[3] > 0, 2)
    TNT1 A 0 A_PlaySoundEx("Steam/Fire", "SoundSlot7", 0)
    TNT1 AAAAAAAAAA 1 A_SpawnItemEx("SteamParticle", 0, 0, 1, (0.1)*Random(0, 4), 0, (0.1)*Random(35, 40), Random(0, 360), 128)
    TNT1 AAAAAAAAAA 1 A_SpawnItemEx("SteamParticle", 0, 0, 1, (0.1)*Random(0, 4), 0, (0.1)*Random(35, 40), Random(0, 360), 128)
    TNT1 AAAAAAAAAA 1 A_SpawnItemEx("SteamParticle", 0, 0, 1, (0.1)*Random(0, 4), 0, (0.1)*Random(35, 40), Random(0, 360), 128)
    Loop
  DownBurst:
    TNT1 A 1 A_Jump(Args[2]/16, 1)
    Loop
    TNT1 A 0 A_JumpIf(Args[3] > 0, 2)
    TNT1 A 0 A_PlaySoundEx("Steam/Fire", "SoundSlot7", 0)
    TNT1 AAAAAAAAAA 1 A_SpawnItemEx("SteamParticle", 0, 0, 0, (0.1)*Random(0, 4), 0, (-0.1)*Random(35, 40), Random(0, 360), 128)
    TNT1 AAAAAAAAAA 1 A_SpawnItemEx("SteamParticle", 0, 0, 0, (0.1)*Random(0, 4), 0, (-0.1)*Random(35, 40), Random(0, 360), 128)
    TNT1 AAAAAAAAAA 1 A_SpawnItemEx("SteamParticle", 0, 0, 0, (0.1)*Random(0, 4), 0, (-0.1)*Random(35, 40), Random(0, 360), 128)
    Loop
  ForwardBurst:
    TNT1 A 1 A_Jump(Args[2]/16, 1)
    Loop
    TNT1 A 0 A_JumpIf(Args[3] > 0, 2)
    TNT1 A 0 A_PlaySoundEx("Steam/Fire", "SoundSlot7", 0)
    TNT1 AAAAAAAAAA 1 A_SpawnItemEx("SteamParticle", 0, 0, 0, (0.1)*Random(35, 40), 0, (0.1)*Random(-5, 5), Random(-8, 8), 128)
    TNT1 AAAAAAAAAA 1 A_SpawnItemEx("SteamParticle", 0, 0, 0, (0.1)*Random(35, 40), 0, (0.1)*Random(-5, 5), Random(-8, 8), 128)
    TNT1 AAAAAAAAAA 1 A_SpawnItemEx("SteamParticle", 0, 0, 0, (0.1)*Random(35, 40), 0, (0.1)*Random(-5, 5), Random(-8, 8), 128)
    Loop
  Inactive:
    TNT1 A 1 A_StopSoundEx("SoundSlot7")
    TNT1 A 1
    Goto Inactive+1
  }
}

Actor SteamParticle
{
  Height 1
  Radius 1
  +Missile
  +NoGravity
  +NoBlockMap
  RenderStyle Add
  Scale 0.4
  Alpha 0.65
  States
  {
  Spawn:
    STEM A 2 A_SetTranslucent(0.6, 1)
    STEM B 2 A_SetTranslucent(0.55, 1)
    STEM C 2 A_SetTranslucent(0.5, 1)
    STEM D 2 A_SetTranslucent(0.45, 1)
    STEM E 2 A_SetTranslucent(0.4, 1)
    STEM F 2 A_SetTranslucent(0.35, 1)
    STEM G 2 A_SetTranslucent(0.3, 1)
    STEM H 2 A_SetTranslucent(0.25, 1)
    STEM I 2 A_SetTranslucent(0.2, 1)
    STEM J 2 A_SetTranslucent(0.15, 1)
    STEM K 2 A_SetTranslucent(0.1, 1)
    STEM L 2 A_SetTranslucent(0.05, 1)
    Stop
  }
}

// GVH 26
ACTOR SoundWater 256
{
	//$Category GVH:NS Map Decoration
  +NOBLOCKMAP
  +NOSECTOR
  +DONTSPLASH
  States
  {
  Spawn:
    TNT1 A 35 A_PlaySoundEx("Sounds/Waterfall", "SoundSlot6")
    Loop
  }
}

// GVH 28
Actor SteamSpawner : SwitchableDecoration 10000 //DoomEdNum Here
{
  Height 2
  Radius 1
  Mass 0
  +NoBlockMap
  +NoGravity
  +NoInteraction
  +ClientSideOnly
  States
  {
  Spawn:
  Active:
    TNT1 A 0
    TNT1 A 0 A_JumpIf(Args[0] == 1, "Down")
    TNT1 A 0 A_JumpIf(Args[0] > 1, "Forward")
    TNT1 A 0 A_JumpIf(Args[1] > 0, "UpBurst")
    TNT1 A 0 A_JumpIf(Args[3] > 0, 2)
    //TNT1 A 0 A_PlaySoundEx("Steam/Loop", "SoundSlot7", 1)
	TNT1 A 0 A_PlaySound ("Steam/Loop", 7, 0.5, 1, ATTN_NORM)
    TNT1 A 1 A_SpawnItemEx("SteamParticle", 0, 0, 1, (0.1)*Random(0, 4), 0, (0.1)*Random(35, 40), Random(0, 360), 128)
    Loop
  Down:
    TNT1 A 0 A_JumpIf(Args[1] > 0, "DownBurst")
    TNT1 A 0 A_JumpIf(Args[3] > 0, 2)
    //TNT1 A 0 A_PlaySoundEx("Steam/Loop", "SoundSlot7", 1)
	TNT1 A 0 A_PlaySound ("Steam/Loop", 7, 0.5, 1, ATTN_NORM)
    TNT1 A 1 A_SpawnItemEx("SteamParticle", 0, 0, 0, (0.1)*Random(0, 4), 0, (-0.1)*Random(35, 40), Random(0, 360), 128)
    Loop
  Forward:
    TNT1 A 0 A_JumpIf(Args[1] > 0, "ForwardBurst")
    TNT1 A 0 A_JumpIf(Args[3] > 0, 2)
    //TNT1 A 0 A_PlaySoundEx("Steam/Loop", "SoundSlot7", 1)
	TNT1 A 0 A_PlaySound ("Steam/Loop", 7, 0.5, 1, ATTN_NORM)
    TNT1 A 1 A_SpawnItemEx("SteamParticle", 0, 0, 0, (0.1)*Random(35, 40), 0, (0.1)*Random(-5, 5), Random(-8, 8), 128)
    Loop
  UpBurst:
    TNT1 A 1 A_Jump(Args[2]/16, 1)
    Loop
    TNT1 A 0 A_JumpIf(Args[3] > 0, 2)
    TNT1 A 0 A_PlaySoundEx("Steam/Fire", "SoundSlot7", 0)
    TNT1 AAAAAAAAAA 1 A_SpawnItemEx("SteamParticle", 0, 0, 1, (0.1)*Random(0, 4), 0, (0.1)*Random(35, 40), Random(0, 360), 128)
    TNT1 AAAAAAAAAA 1 A_SpawnItemEx("SteamParticle", 0, 0, 1, (0.1)*Random(0, 4), 0, (0.1)*Random(35, 40), Random(0, 360), 128)
    TNT1 AAAAAAAAAA 1 A_SpawnItemEx("SteamParticle", 0, 0, 1, (0.1)*Random(0, 4), 0, (0.1)*Random(35, 40), Random(0, 360), 128)
    Loop
  DownBurst:
    TNT1 A 1 A_Jump(Args[2]/16, 1)
    Loop
    TNT1 A 0 A_JumpIf(Args[3] > 0, 2)
    TNT1 A 0 A_PlaySoundEx("Steam/Fire", "SoundSlot7", 0)
    TNT1 AAAAAAAAAA 1 A_SpawnItemEx("SteamParticle", 0, 0, 0, (0.1)*Random(0, 4), 0, (-0.1)*Random(35, 40), Random(0, 360), 128)
    TNT1 AAAAAAAAAA 1 A_SpawnItemEx("SteamParticle", 0, 0, 0, (0.1)*Random(0, 4), 0, (-0.1)*Random(35, 40), Random(0, 360), 128)
    TNT1 AAAAAAAAAA 1 A_SpawnItemEx("SteamParticle", 0, 0, 0, (0.1)*Random(0, 4), 0, (-0.1)*Random(35, 40), Random(0, 360), 128)
    Loop
  ForwardBurst:
    TNT1 A 1 A_Jump(Args[2]/16, 1)
    Loop
    TNT1 A 0 A_JumpIf(Args[3] > 0, 2)
    TNT1 A 0 A_PlaySoundEx("Steam/Fire", "SoundSlot7", 0)
    TNT1 AAAAAAAAAA 1 A_SpawnItemEx("SteamParticle", 0, 0, 0, (0.1)*Random(35, 40), 0, (0.1)*Random(-5, 5), Random(-8, 8), 128)
    TNT1 AAAAAAAAAA 1 A_SpawnItemEx("SteamParticle", 0, 0, 0, (0.1)*Random(35, 40), 0, (0.1)*Random(-5, 5), Random(-8, 8), 128)
    TNT1 AAAAAAAAAA 1 A_SpawnItemEx("SteamParticle", 0, 0, 0, (0.1)*Random(35, 40), 0, (0.1)*Random(-5, 5), Random(-8, 8), 128)
    Loop
  Inactive:
    TNT1 A 1 A_StopSoundEx("SoundSlot7")
    TNT1 A 1
    Goto Inactive+1
  }
}

/*
Actor SteamParticle
{
  Height 1
  Radius 1
  +Missile
  +NoGravity
  +NoBlockMap
  RenderStyle Add
  Scale 0.4
  Alpha 0.65
  States
  {
  Spawn:
    STEM A 2 A_SetTranslucent(0.6, 1)
    STEM B 2 A_SetTranslucent(0.55, 1)
    STEM C 2 A_SetTranslucent(0.5, 1)
    STEM D 2 A_SetTranslucent(0.45, 1)
    STEM E 2 A_SetTranslucent(0.4, 1)
    STEM F 2 A_SetTranslucent(0.35, 1)
    STEM G 2 A_SetTranslucent(0.3, 1)
    STEM H 2 A_SetTranslucent(0.25, 1)
    STEM I 2 A_SetTranslucent(0.2, 1)
    STEM J 2 A_SetTranslucent(0.15, 1)
    STEM K 2 A_SetTranslucent(0.1, 1)
    STEM L 2 A_SetTranslucent(0.05, 1)
    Stop
  }
}
*/

ACTOR IceyStub 20001
{
	//$Category GVH:NS Map Decoration
	+SOLID
	Radius 20
	Height 26
	States
	{
		Spawn:
			ICS1 A -1
		Stop
	}
}

ACTOR IceyTree 20002
{
	//$Category GVH:NS Map Decoration
	Radius 32
	Height 96
	+SOLID
	States
	{
		Spawn:
			ICT1 A -1
		Stop
	}
}

// GVH 30
Actor ThanatosReaperStatueSmall 3202
{
	//$Category GVH:NS Map Decoration
	+SOLID
	Scale 0.6
	Alpha 0.74
	states
	{
	Spawn:
		THAN A -1
		Stop
	}
}

Actor HeresiarchStatue 3203
{
	//$Category GVH:NS Map Decoration
	+SOLID
	scale 0.9
	Translation "250:254=203:207", "160:167=176:183", "176:191=112:127", "13:15=253:254", "32:47=120:127", "224:231=176:183"
	states
	{
	Spawn:
		SORC F -1
		Stop
	}
}

Actor KoraxStatue 3204
{
	//$Category GVH:NS Map Decoration
	+SOLID
	scale 0.8
	Translation "0:12=242:247", "95:111=240:241", "32:47=162:167", "176:191=160:165"
	states
	{
	Spawn:
		KORX G -1
		Stop
	}
}


Actor Bushez 3205
{
	//$Category GVH:NS Map Decoration
	+NOINTERACTION
	-SOLID
	+CLIENTSIDEONLY
	Scale 1.0
	States
	{
	Spawn:
		LEAF A -1
		Stop
	}
}

Actor Bushez2 3206
{
	//$Category GVH:NS Map Decoration
	+NOINTERACTION
	-SOLID
	+CLIENTSIDEONLY
	Scale 0.25
	States
	{
	Spawn:
		LEAF B -1
		Stop
	}
}

// GVH 31
//Edit: Lots of steam ranting removed. :P

//Edit: found a workaround for this problem in TLMS!

//Modified - silent steam!
//Its named differently from the one used in GVHGB.
//Actors have been given slightly different names to not bug other things so much possibily.

Actor NonloudSteamSpawner : SwitchableDecoration 10030 //DoomEdNum Here
{
  Height 2
  Radius 1
  Mass 0
  +NoBlockMap
  +NoGravity
  +NoInteraction
  +ClientSideOnly
  States
  {
  Spawn:
  Active:
    TNT1 A 0
    TNT1 A 0 A_JumpIf(Args[0] == 1, "Down")
    TNT1 A 0 A_JumpIf(Args[0] > 1, "Forward")
    TNT1 A 0 A_JumpIf(Args[1] > 0, "UpBurst")
    TNT1 A 0 A_JumpIf(Args[3] > 0, 2)
    //TNT1 A 0 A_PlaySoundEx("Steam/Loop", "SoundSlot7", 1)
	TNT1 A 0 A_PlaySound ("", CHAN_AUTO, 0.5, 1, 1)
    TNT1 A 1 A_SpawnItemEx("31SteamParticle", 0, 0, 1, (0.1)*Random(0, 4), 0, (0.1)*Random(35, 40), Random(0, 360), 128)
    Loop
  Down:
    TNT1 A 0 A_JumpIf(Args[1] > 0, "DownBurst")
    TNT1 A 0 A_JumpIf(Args[3] > 0, 2)
    //TNT1 A 0 A_PlaySoundEx("Steam/Loop", "SoundSlot7", 1)
	TNT1 A 0 A_PlaySound ("", CHAN_AUTO, 0.5, 1, 1)
    TNT1 A 1 A_SpawnItemEx("31SteamParticle", 0, 0, 0, (0.1)*Random(0, 4), 0, (-0.1)*Random(35, 40), Random(0, 360), 128)
    Loop
  Forward:
    TNT1 A 0 A_JumpIf(Args[1] > 0, "ForwardBurst")
    TNT1 A 0 A_JumpIf(Args[3] > 0, 2)
    //TNT1 A 0 A_PlaySoundEx("Steam/Loop", "SoundSlot7", 1)
	TNT1 A 0 A_PlaySound ("", CHAN_AUTO, 0.5, 1, 1)
    TNT1 A 1 A_SpawnItemEx("31SteamParticle", 0, 0, 0, (0.1)*Random(35, 40), 0, (0.1)*Random(-5, 5), Random(-8, 8), 128)
    Loop
  UpBurst:
    TNT1 A 1 A_Jump(Args[2]/16, 1)
    Loop
    TNT1 A 0 A_JumpIf(Args[3] > 0, 2)
    //TNT1 A 0 A_PlaySoundEx("Steam/Fire", "SoundSlot7", 0)
	TNT1 A 0 A_PlaySound ("", CHAN_AUTO, 0.5, 1, 1)
    TNT1 AAAAAAAAAA 1 A_SpawnItemEx("31SteamParticle", 0, 0, 1, (0.1)*Random(0, 4), 0, (0.1)*Random(35, 40), Random(0, 360), 128)
    TNT1 AAAAAAAAAA 1 A_SpawnItemEx("31SteamParticle", 0, 0, 1, (0.1)*Random(0, 4), 0, (0.1)*Random(35, 40), Random(0, 360), 128)
    TNT1 AAAAAAAAAA 1 A_SpawnItemEx("31SteamParticle", 0, 0, 1, (0.1)*Random(0, 4), 0, (0.1)*Random(35, 40), Random(0, 360), 128)
    Loop
  DownBurst:
    TNT1 A 1 A_Jump(Args[2]/16, 1)
    Loop
    TNT1 A 0 A_JumpIf(Args[3] > 0, 2)
    //TNT1 A 0 A_PlaySoundEx("Steam/Fire", "SoundSlot7", 0)
	TNT1 A 0 A_PlaySound ("", CHAN_AUTO, 0.5, 1, 1)
    TNT1 AAAAAAAAAA 1 A_SpawnItemEx("31SteamParticle", 0, 0, 0, (0.1)*Random(0, 4), 0, (-0.1)*Random(35, 40), Random(0, 360), 128)
    TNT1 AAAAAAAAAA 1 A_SpawnItemEx("31SteamParticle", 0, 0, 0, (0.1)*Random(0, 4), 0, (-0.1)*Random(35, 40), Random(0, 360), 128)
    TNT1 AAAAAAAAAA 1 A_SpawnItemEx("31SteamParticle", 0, 0, 0, (0.1)*Random(0, 4), 0, (-0.1)*Random(35, 40), Random(0, 360), 128)
    Loop
  ForwardBurst:
    TNT1 A 1 A_Jump(Args[2]/16, 1)
    Loop
    TNT1 A 0 A_JumpIf(Args[3] > 0, 2)
    //TNT1 A 0 A_PlaySoundEx("Steam/Fire", "SoundSlot7", 0)
	TNT1 A 0 A_PlaySound ("", CHAN_AUTO, 0.5, 1, 1)
    TNT1 AAAAAAAAAA 1 A_SpawnItemEx("31SteamParticle", 0, 0, 0, (0.1)*Random(35, 40), 0, (0.1)*Random(-5, 5), Random(-8, 8), 128)
    TNT1 AAAAAAAAAA 1 A_SpawnItemEx("31SteamParticle", 0, 0, 0, (0.1)*Random(35, 40), 0, (0.1)*Random(-5, 5), Random(-8, 8), 128)
    TNT1 AAAAAAAAAA 1 A_SpawnItemEx("31SteamParticle", 0, 0, 0, (0.1)*Random(35, 40), 0, (0.1)*Random(-5, 5), Random(-8, 8), 128)
    Loop
  Inactive:
    //TNT1 A 1 A_StopSoundEx("SoundSlot7")
	TNT1 A 1 A_StopSound (CHAN_AUTO)
    TNT1 A 1
    Goto Inactive+1
  }
}

Actor 31SteamParticle
{
  Height 1
  Radius 1
  +Missile
  +NoGravity
  +NoBlockMap
  RenderStyle Add
  Scale 0.4
  Alpha 0.65
  States
  {
  Spawn:
    STEM A 2 A_SetTranslucent(0.6, 1)
    STEM B 2 A_SetTranslucent(0.55, 1)
    STEM C 2 A_SetTranslucent(0.5, 1)
    STEM D 2 A_SetTranslucent(0.45, 1)
    STEM E 2 A_SetTranslucent(0.4, 1)
    STEM F 2 A_SetTranslucent(0.35, 1)
    STEM G 2 A_SetTranslucent(0.3, 1)
    STEM H 2 A_SetTranslucent(0.25, 1)
    STEM I 2 A_SetTranslucent(0.2, 1)
    STEM J 2 A_SetTranslucent(0.15, 1)
    STEM K 2 A_SetTranslucent(0.1, 1)
    STEM L 2 A_SetTranslucent(0.05, 1)
    Stop
  }
}

//Original steam.
Actor 31SteamSpawner : SwitchableDecoration 13532 //DoomEdNum Here
{
	//$Category GVH:NS Map Decoration
  Height 2
  Radius 1
  Mass 0
  +NoBlockMap
  +NoGravity
  +NoInteraction
  +ClientSideOnly
  States
  {
  Spawn:
  Active:
    TNT1 A 0
    TNT1 A 0 A_JumpIf(Args[0] == 1, "Down")
    TNT1 A 0 A_JumpIf(Args[0] > 1, "Forward")
    TNT1 A 0 A_JumpIf(Args[1] > 0, "UpBurst")
    TNT1 A 0 A_JumpIf(Args[3] > 0, 2)
    //TNT1 A 0 A_PlaySoundEx("Steam/Loop", "SoundSlot7", 1)
	TNT1 A 0 A_PlaySound ("Steam/Loop", CHAN_AUTO, 0.6, 1, 1)
    TNT1 A 1 A_SpawnItemEx("31SteamParticle", 0, 0, 1, (0.1)*Random(0, 4), 0, (0.1)*Random(35, 40), Random(0, 360), 128)
    Loop
  Down:
    TNT1 A 0 A_JumpIf(Args[1] > 0, "DownBurst")
    TNT1 A 0 A_JumpIf(Args[3] > 0, 2)
    //TNT1 A 0 A_PlaySoundEx("Steam/Loop", "SoundSlot7", 1)
	TNT1 A 0 A_PlaySound ("Steam/Loop", CHAN_AUTO, 0.6, 1, 1)
    TNT1 A 1 A_SpawnItemEx("31SteamParticle", 0, 0, 0, (0.1)*Random(0, 4), 0, (-0.1)*Random(35, 40), Random(0, 360), 128)
    Loop
  Forward:
    TNT1 A 0 A_JumpIf(Args[1] > 0, "ForwardBurst")
    TNT1 A 0 A_JumpIf(Args[3] > 0, 2)
    //TNT1 A 0 A_PlaySoundEx("Steam/Loop", "SoundSlot7", 1)
	TNT1 A 0 A_PlaySound ("Steam/Loop", CHAN_AUTO, 0.6, 1, 1)
    TNT1 A 1 A_SpawnItemEx("31SteamParticle", 0, 0, 0, (0.1)*Random(35, 40), 0, (0.1)*Random(-5, 5), Random(-8, 8), 128)
    Loop
  UpBurst:
    TNT1 A 1 A_Jump(Args[2]/16, 1)
    Loop
    TNT1 A 0 A_JumpIf(Args[3] > 0, 2)
    //TNT1 A 0 A_PlaySoundEx("Steam/Fire", "SoundSlot7", 0)
	TNT1 A 0 A_PlaySound ("Steam/Fire", CHAN_AUTO, 0.6, 1, 1)
    TNT1 AAAAAAAAAA 1 A_SpawnItemEx("31SteamParticle", 0, 0, 1, (0.1)*Random(0, 4), 0, (0.1)*Random(35, 40), Random(0, 360), 128)
    TNT1 AAAAAAAAAA 1 A_SpawnItemEx("31SteamParticle", 0, 0, 1, (0.1)*Random(0, 4), 0, (0.1)*Random(35, 40), Random(0, 360), 128)
    TNT1 AAAAAAAAAA 1 A_SpawnItemEx("31SteamParticle", 0, 0, 1, (0.1)*Random(0, 4), 0, (0.1)*Random(35, 40), Random(0, 360), 128)
    Loop
  DownBurst:
    TNT1 A 1 A_Jump(Args[2]/16, 1)
    Loop
    TNT1 A 0 A_JumpIf(Args[3] > 0, 2)
    //TNT1 A 0 A_PlaySoundEx("Steam/Fire", "SoundSlot7", 0)
	TNT1 A 0 A_PlaySound ("Steam/Fire", CHAN_AUTO, 0.6, 1, 1)
    TNT1 AAAAAAAAAA 1 A_SpawnItemEx("31SteamParticle", 0, 0, 0, (0.1)*Random(0, 4), 0, (-0.1)*Random(35, 40), Random(0, 360), 128)
    TNT1 AAAAAAAAAA 1 A_SpawnItemEx("31SteamParticle", 0, 0, 0, (0.1)*Random(0, 4), 0, (-0.1)*Random(35, 40), Random(0, 360), 128)
    TNT1 AAAAAAAAAA 1 A_SpawnItemEx("31SteamParticle", 0, 0, 0, (0.1)*Random(0, 4), 0, (-0.1)*Random(35, 40), Random(0, 360), 128)
    Loop
  ForwardBurst:
    TNT1 A 1 A_Jump(Args[2]/16, 1)
    Loop
    TNT1 A 0 A_JumpIf(Args[3] > 0, 2)
    //TNT1 A 0 A_PlaySoundEx("Steam/Fire", "SoundSlot7", 0)
	TNT1 A 0 A_PlaySound ("Steam/Fire", CHAN_AUTO, 0.6, 1, 1)
    TNT1 AAAAAAAAAA 1 A_SpawnItemEx("31SteamParticle", 0, 0, 0, (0.1)*Random(35, 40), 0, (0.1)*Random(-5, 5), Random(-8, 8), 128)
    TNT1 AAAAAAAAAA 1 A_SpawnItemEx("31SteamParticle", 0, 0, 0, (0.1)*Random(35, 40), 0, (0.1)*Random(-5, 5), Random(-8, 8), 128)
    TNT1 AAAAAAAAAA 1 A_SpawnItemEx("31SteamParticle", 0, 0, 0, (0.1)*Random(35, 40), 0, (0.1)*Random(-5, 5), Random(-8, 8), 128)
    Loop
  Inactive:
    //TNT1 A 1 A_StopSoundEx("SoundSlot7")
	TNT1 A 1 A_StopSound (CHAN_AUTO)
    TNT1 A 1
    Goto Inactive+1
  }
}

//====Spawners

Actor LMWhiteSparkSpawner : SwitchableDecoration 10021
{
	//$Category GVH:NS Map Decoration
  Height 8
  Radius 4
  +NoBlockMap
  +NoGravity
  +NoInteraction
  +ClientSideOnly
  +NoClip
  States
  {
  Spawn:
    TNT1 A 0
    TNT1 A 0 A_JumpIf(Args[2] > 0, "Inactive")
    TNT1 A 10 A_Jump(Args[1]/16, "Active")
    Loop
  Active:
    TNT1 A 0
    TNT1 A 0 A_PlaySound("World/Spark")
    TNT1 A 0 A_Jump(256, 1, 2, 3, 4, 5, 6)
    TNT1 A 1 A_SpawnItemEx("LMSparkFlare_W1", 0, 0, 0, 0, 0, 0, 0, 128)
    Goto SpawnSparks
    TNT1 A 1 A_SpawnItemEx("LMSparkFlare_W2", 0, 0, 0, 0, 0, 0, 0, 128)
    Goto SpawnSparks
    TNT1 A 1 A_SpawnItemEx("LMSparkFlare_W3", 0, 0, 0, 0, 0, 0, 0, 128)
    Goto SpawnSparks
    TNT1 A 1 A_SpawnItemEx("LMSparkFlare_W4", 0, 0, 0, 0, 0, 0, 0, 128)
    Goto SpawnSparks
    TNT1 A 1 A_SpawnItemEx("LMSparkFlare_W5", 0, 0, 0, 0, 0, 0, 0, 128)
    Goto SpawnSparks
    TNT1 A 1 A_SpawnItemEx("LMSparkFlare_W6", 0, 0, 0, 0, 0, 0, 0, 128)
    Goto SpawnSparks
  SpawnSparks:
    TNT1 A 0 A_JumpIf(Args[0] == 1, "SpawnDown")
    TNT1 A 0 A_JumpIf(Args[0] > 1, "SpawnSide")
    Goto SpawnUp
  SpawnUp:
    TNT1 AA 0 A_CustomMissile("LMSpark_W1", 0, 0, Random(0, 360), 2, Random(67, 113))
    TNT1 AA 0 A_CustomMissile("LMSpark_W2", 0, 0, Random(0, 360), 2, Random(67, 113))
    TNT1 AA 0 A_CustomMissile("LMSpark_W3", 0, 0, Random(0, 360), 2, Random(67, 113))
    TNT1 AA 0 A_CustomMissile("LMSpark_W4", 0, 0, Random(0, 360), 2, Random(67, 113))
    TNT1 AA 0 A_CustomMissile("LMSpark_W5", 0, 0, Random(0, 360), 2, Random(67, 113))
    TNT1 AA 0 A_CustomMissile("LMSpark_W6", 0, 0, Random(0, 360), 2, Random(67, 113))
    TNT1 AA 0 A_CustomMissile("LMSpark_W7", 0, 0, Random(0, 360), 2, Random(67, 113))
    TNT1 AA 0 A_CustomMissile("LMSpark_W8", 0, 0, Random(0, 360), 2, Random(67, 113))
    TNT1 AA 0 A_CustomMissile("LMSpark_W9", 0, 0, Random(0, 360), 2, Random(67, 113))
    TNT1 AA 0 A_CustomMissile("LMSpark_W10", 0, 0, Random(0, 360), 2, Random(67, 113))
    TNT1 AA 0 A_CustomMissile("LMSpark_W11", 0, 0, Random(0, 360), 2, Random(67, 113))
    TNT1 AA 0 A_CustomMissile("LMSpark_W12", 0, 0, Random(0, 360), 2, Random(67, 113))
    TNT1 AA 0 A_CustomMissile("LMSpark_W13", 0, 0, Random(0, 360), 2, Random(67, 113))
    TNT1 AA 0 A_CustomMissile("LMSpark_W14", 0, 0, Random(0, 360), 2, Random(67, 113))
    TNT1 AA 0 A_CustomMissile("LMSpark_W15", 0, 0, Random(0, 360), 2, Random(67, 113))
    TNT1 AA 0 A_CustomMissile("LMSpark_W16", 0, 0, Random(0, 360), 2, Random(67, 113))
    TNT1 A 1 A_JumpIf(Args[2] > 0, 1)
    Goto Spawn
    TNT1 A 1
    Goto Inactive
  SpawnDown:
    TNT1 AA 0 A_CustomMissile("LMSpark_W1", 0, 0, Random(0, 360), 2, Random (-67, -113))
    TNT1 AA 0 A_CustomMissile("LMSpark_W2", 0, 0, Random(0, 360), 2, Random (-67, -113))
    TNT1 AA 0 A_CustomMissile("LMSpark_W3", 0, 0, Random(0, 360), 2, Random (-67, -113))
    TNT1 AA 0 A_CustomMissile("LMSpark_W4", 0, 0, Random(0, 360), 2, Random (-67, -113))
    TNT1 AA 0 A_CustomMissile("LMSpark_W5", 0, 0, Random(0, 360), 2, Random (-67, -113))
    TNT1 AA 0 A_CustomMissile("LMSpark_W6", 0, 0, Random(0, 360), 2, Random (-67, -113))
    TNT1 AA 0 A_CustomMissile("LMSpark_W7", 0, 0, Random(0, 360), 2, Random (-67, -113))
    TNT1 AA 0 A_CustomMissile("LMSpark_W8", 0, 0, Random(0, 360), 2, Random (-67, -113))
    TNT1 AA 0 A_CustomMissile("LMSpark_W9", 0, 0, Random(0, 360), 2, Random (-67, -113))
    TNT1 AA 0 A_CustomMissile("LMSpark_W10", 0, 0, Random(0, 360), 2, Random (-67, -113))
    TNT1 AA 0 A_CustomMissile("LMSpark_W11", 0, 0, Random(0, 360), 2, Random (-67, -113))
    TNT1 AA 0 A_CustomMissile("LMSpark_W12", 0, 0, Random(0, 360), 2, Random (-67, -113))
    TNT1 AA 0 A_CustomMissile("LMSpark_W13", 0, 0, Random(0, 360), 2, Random (-67, -113))
    TNT1 AA 0 A_CustomMissile("LMSpark_W14", 0, 0, Random(0, 360), 2, Random (-67, -113))
    TNT1 AA 0 A_CustomMissile("LMSpark_W15", 0, 0, Random(0, 360), 2, Random (-67, -113))
    TNT1 AA 0 A_CustomMissile("LMSpark_W16", 0, 0, Random(0, 360), 2, Random (-67, -113))
    TNT1 A 1 A_JumpIf(Args[2] > 0, 1)
    Goto Spawn
    TNT1 A 1
    Goto Inactive
  SpawnSide:
    TNT1 AA 0 A_CustomMissile("LMSpark_W1", 0, 0, Random(-23, 23), 2, Random(157, 203))
    TNT1 AA 0 A_CustomMissile("LMSpark_W2", 0, 0, Random(-23, 23), 2, Random(157, 203))
    TNT1 AA 0 A_CustomMissile("LMSpark_W3", 0, 0, Random(-23, 23), 2, Random(157, 203))
    TNT1 AA 0 A_CustomMissile("LMSpark_W4", 0, 0, Random(-23, 23), 2, Random(157, 203))
    TNT1 AA 0 A_CustomMissile("LMSpark_W5", 0, 0, Random(-23, 23), 2, Random(157, 203))
    TNT1 AA 0 A_CustomMissile("LMSpark_W6", 0, 0, Random(-23, 23), 2, Random(157, 203))
    TNT1 AA 0 A_CustomMissile("LMSpark_W7", 0, 0, Random(-23, 23), 2, Random(157, 203))
    TNT1 AA 0 A_CustomMissile("LMSpark_W8", 0, 0, Random(-23, 23), 2, Random(157, 203))
    TNT1 AA 0 A_CustomMissile("LMSpark_W9", 0, 0, Random(-23, 23), 2, Random(157, 203))
    TNT1 AA 0 A_CustomMissile("LMSpark_W10", 0, 0, Random(-23, 23), 2, Random(157, 203))
    TNT1 AA 0 A_CustomMissile("LMSpark_W11", 0, 0, Random(-23, 23), 2, Random(157, 203))
    TNT1 AA 0 A_CustomMissile("LMSpark_W12", 0, 0, Random(-23, 23), 2, Random(157, 203))
    TNT1 AA 0 A_CustomMissile("LMSpark_W13", 0, 0, Random(-23, 23), 2, Random(157, 203))
    TNT1 AA 0 A_CustomMissile("LMSpark_W14", 0, 0, Random(-23, 23), 2, Random(157, 203))
    TNT1 AA 0 A_CustomMissile("LMSpark_W15", 0, 0, Random(-23, 23), 2, Random(157, 203))
    TNT1 AA 0 A_CustomMissile("LMSpark_W16", 0, 0, Random(-23, 23), 2, Random(157, 203))
    TNT1 A 1 A_JumpIf(Args[2] > 0, 1)
    Goto Spawn
    TNT1 A 1
    Goto Inactive
  Inactive:
    TNT1 A -1
    Loop
  }
}

Actor RedSparkSpawner : SwitchableDecoration 10022
{
	//$Category GVH:NS Map Decoration
  Height 8
  Radius 4
  +NoBlockMap
  +NoGravity
  +NoInteraction
  +ClientSideOnly
  +NoClip
  States
  {
  Spawn:
    TNT1 A 0
    TNT1 A 0 A_JumpIf(Args[2] > 0, "Inactive")
    TNT1 A 10 A_Jump(Args[1]/16, "Active")
    Loop
  Active:
    TNT1 A 0
    TNT1 A 0 A_PlaySound("World/Spark")
    TNT1 A 0 A_Jump(256, 1, 2, 3, 4, 5, 6)
    TNT1 A 1 A_SpawnItemEx("SparkFlare_R1", 0, 0, 0, 0, 0, 0, 0, 128)
    Goto SpawnSparks
    TNT1 A 1 A_SpawnItemEx("LMSparkFlare_R2", 0, 0, 0, 0, 0, 0, 0, 128)
    Goto SpawnSparks
    TNT1 A 1 A_SpawnItemEx("LMSparkFlare_R3", 0, 0, 0, 0, 0, 0, 0, 128)
    Goto SpawnSparks
    TNT1 A 1 A_SpawnItemEx("LMSparkFlare_R4", 0, 0, 0, 0, 0, 0, 0, 128)
    Goto SpawnSparks
    TNT1 A 1 A_SpawnItemEx("LMSparkFlare_R5", 0, 0, 0, 0, 0, 0, 0, 128)
    Goto SpawnSparks
    TNT1 A 1 A_SpawnItemEx("LMSparkFlare_R6", 0, 0, 0, 0, 0, 0, 0, 128)
    Goto SpawnSparks
  SpawnSparks:
    TNT1 A 0 A_JumpIf(Args[0] == 1, "SpawnDown")
    TNT1 A 0 A_JumpIf(Args[0] > 1, "SpawnSide")
    Goto SpawnUp
  SpawnUp:
    TNT1 AA 0 A_CustomMissile("LMSpark_R1", 0, 0, Random(0, 360), 2, Random(67, 113))
    TNT1 AA 0 A_CustomMissile("LMSpark_R2", 0, 0, Random(0, 360), 2, Random(67, 113))
    TNT1 AA 0 A_CustomMissile("LMSpark_R3", 0, 0, Random(0, 360), 2, Random(67, 113))
    TNT1 AA 0 A_CustomMissile("LMSpark_R4", 0, 0, Random(0, 360), 2, Random(67, 113))
    TNT1 AA 0 A_CustomMissile("LMSpark_R5", 0, 0, Random(0, 360), 2, Random(67, 113))
    TNT1 AA 0 A_CustomMissile("LMSpark_R6", 0, 0, Random(0, 360), 2, Random(67, 113))
    TNT1 AA 0 A_CustomMissile("LMSpark_R7", 0, 0, Random(0, 360), 2, Random(67, 113))
    TNT1 AA 0 A_CustomMissile("LMSpark_R8", 0, 0, Random(0, 360), 2, Random(67, 113))
    TNT1 AA 0 A_CustomMissile("LMSpark_R9", 0, 0, Random(0, 360), 2, Random(67, 113))
    TNT1 AA 0 A_CustomMissile("LMSpark_R10", 0, 0, Random(0, 360), 2, Random(67, 113))
    TNT1 AA 0 A_CustomMissile("LMSpark_R11", 0, 0, Random(0, 360), 2, Random(67, 113))
    TNT1 AA 0 A_CustomMissile("LMSpark_R12", 0, 0, Random(0, 360), 2, Random(67, 113))
    TNT1 AA 0 A_CustomMissile("LMSpark_R13", 0, 0, Random(0, 360), 2, Random(67, 113))
    TNT1 AA 0 A_CustomMissile("LMSpark_R14", 0, 0, Random(0, 360), 2, Random(67, 113))
    TNT1 AA 0 A_CustomMissile("LMSpark_R15", 0, 0, Random(0, 360), 2, Random(67, 113))
    TNT1 AA 0 A_CustomMissile("LMSpark_R16", 0, 0, Random(0, 360), 2, Random(67, 113))
    TNT1 A 1 A_JumpIf(Args[2] > 0, 1)
    Goto Spawn
    TNT1 A 1
    Goto Inactive
  SpawnDown:
    TNT1 AA 0 A_CustomMissile("LMSpark_R1", 0, 0, Random(0, 360), 2, Random (-67, -113))
    TNT1 AA 0 A_CustomMissile("LMSpark_R2", 0, 0, Random(0, 360), 2, Random (-67, -113))
    TNT1 AA 0 A_CustomMissile("LMSpark_R3", 0, 0, Random(0, 360), 2, Random (-67, -113))
    TNT1 AA 0 A_CustomMissile("LMSpark_R4", 0, 0, Random(0, 360), 2, Random (-67, -113))
    TNT1 AA 0 A_CustomMissile("LMSpark_R5", 0, 0, Random(0, 360), 2, Random (-67, -113))
    TNT1 AA 0 A_CustomMissile("LMSpark_R6", 0, 0, Random(0, 360), 2, Random (-67, -113))
    TNT1 AA 0 A_CustomMissile("LMSpark_R7", 0, 0, Random(0, 360), 2, Random (-67, -113))
    TNT1 AA 0 A_CustomMissile("LMSpark_R8", 0, 0, Random(0, 360), 2, Random (-67, -113))
    TNT1 AA 0 A_CustomMissile("LMSpark_R9", 0, 0, Random(0, 360), 2, Random (-67, -113))
    TNT1 AA 0 A_CustomMissile("LMSpark_R10", 0, 0, Random(0, 360), 2, Random (-67, -113))
    TNT1 AA 0 A_CustomMissile("LMSpark_R11", 0, 0, Random(0, 360), 2, Random (-67, -113))
    TNT1 AA 0 A_CustomMissile("LMSpark_R12", 0, 0, Random(0, 360), 2, Random (-67, -113))
    TNT1 AA 0 A_CustomMissile("LMSpark_R13", 0, 0, Random(0, 360), 2, Random (-67, -113))
    TNT1 AA 0 A_CustomMissile("LMSpark_R14", 0, 0, Random(0, 360), 2, Random (-67, -113))
    TNT1 AA 0 A_CustomMissile("LMSpark_R15", 0, 0, Random(0, 360), 2, Random (-67, -113))
    TNT1 AA 0 A_CustomMissile("LMSpark_R16", 0, 0, Random(0, 360), 2, Random (-67, -113))
    TNT1 A 1 A_JumpIf(Args[2] > 0, 1)
    Goto Spawn
    TNT1 A 1
    Goto Inactive
  SpawnSide:
    TNT1 AA 0 A_CustomMissile("LMSpark_R1", 0, 0, Random(-23, 23), 2, Random(157, 203))
    TNT1 AA 0 A_CustomMissile("LMSpark_R2", 0, 0, Random(-23, 23), 2, Random(157, 203))
    TNT1 AA 0 A_CustomMissile("LMSpark_R3", 0, 0, Random(-23, 23), 2, Random(157, 203))
    TNT1 AA 0 A_CustomMissile("LMSpark_R4", 0, 0, Random(-23, 23), 2, Random(157, 203))
    TNT1 AA 0 A_CustomMissile("LMSpark_R5", 0, 0, Random(-23, 23), 2, Random(157, 203))
    TNT1 AA 0 A_CustomMissile("LMSpark_R6", 0, 0, Random(-23, 23), 2, Random(157, 203))
    TNT1 AA 0 A_CustomMissile("LMSpark_R7", 0, 0, Random(-23, 23), 2, Random(157, 203))
    TNT1 AA 0 A_CustomMissile("LMSpark_R8", 0, 0, Random(-23, 23), 2, Random(157, 203))
    TNT1 AA 0 A_CustomMissile("LMSpark_R9", 0, 0, Random(-23, 23), 2, Random(157, 203))
    TNT1 AA 0 A_CustomMissile("LMSpark_R10", 0, 0, Random(-23, 23), 2, Random(157, 203))
    TNT1 AA 0 A_CustomMissile("LMSpark_R11", 0, 0, Random(-23, 23), 2, Random(157, 203))
    TNT1 AA 0 A_CustomMissile("LMSpark_R12", 0, 0, Random(-23, 23), 2, Random(157, 203))
    TNT1 AA 0 A_CustomMissile("LMSpark_R13", 0, 0, Random(-23, 23), 2, Random(157, 203))
    TNT1 AA 0 A_CustomMissile("LMSpark_R14", 0, 0, Random(-23, 23), 2, Random(157, 203))
    TNT1 AA 0 A_CustomMissile("LMSpark_R15", 0, 0, Random(-23, 23), 2, Random(157, 203))
    TNT1 AA 0 A_CustomMissile("LMSpark_R16", 0, 0, Random(-23, 23), 2, Random(157, 203))
    TNT1 A 1 A_JumpIf(Args[2] > 0, 1)
    Goto Spawn
    TNT1 A 1
    Goto Inactive
  Inactive:
    TNT1 A -1
    Loop
  }
}

Actor LMOrangeSparkSpawner : SwitchableDecoration 10023
{
	//$Category GVH:NS Map Decoration
  Height 8
  Radius 4
  +NoBlockMap
  +NoGravity
  +NoInteraction
  +ClientSideOnly
  +NoClip
  States
  {
  Spawn:
    TNT1 A 0
    TNT1 A 0 A_JumpIf(Args[2] > 0, "Inactive")
    TNT1 A 10 A_Jump(Args[1]/16, "Active")
    Loop
  Active:
    TNT1 A 0
    TNT1 A 0 A_PlaySound("World/Spark")
    TNT1 A 0 A_Jump(256, 1, 2, 3, 4, 5, 6)
    TNT1 A 1 A_SpawnItemEx("LMSparkFlare_O1", 0, 0, 0, 0, 0, 0, 0, 128)
    Goto SpawnSparks
    TNT1 A 1 A_SpawnItemEx("LMSparkFlare_O2", 0, 0, 0, 0, 0, 0, 0, 128)
    Goto SpawnSparks
    TNT1 A 1 A_SpawnItemEx("LMSparkFlare_O3", 0, 0, 0, 0, 0, 0, 0, 128)
    Goto SpawnSparks
    TNT1 A 1 A_SpawnItemEx("LMSparkFlare_O4", 0, 0, 0, 0, 0, 0, 0, 128)
    Goto SpawnSparks
    TNT1 A 1 A_SpawnItemEx("LMSparkFlare_O5", 0, 0, 0, 0, 0, 0, 0, 128)
    Goto SpawnSparks
    TNT1 A 1 A_SpawnItemEx("LMSparkFlare_O6", 0, 0, 0, 0, 0, 0, 0, 128)
    Goto SpawnSparks
  SpawnSparks:
    TNT1 A 0 A_JumpIf(Args[0] == 1, "SpawnDown")
    TNT1 A 0 A_JumpIf(Args[0] > 1, "SpawnSide")
    Goto SpawnUp
  SpawnUp:
    TNT1 AA 0 A_CustomMissile("LMSpark_O1", 0, 0, Random(0, 360), 2, Random(67, 113))
    TNT1 AA 0 A_CustomMissile("LMSpark_O2", 0, 0, Random(0, 360), 2, Random(67, 113))
    TNT1 AA 0 A_CustomMissile("LMSpark_O3", 0, 0, Random(0, 360), 2, Random(67, 113))
    TNT1 AA 0 A_CustomMissile("LMSpark_O4", 0, 0, Random(0, 360), 2, Random(67, 113))
    TNT1 AA 0 A_CustomMissile("LMSpark_O5", 0, 0, Random(0, 360), 2, Random(67, 113))
    TNT1 AA 0 A_CustomMissile("LMSpark_O6", 0, 0, Random(0, 360), 2, Random(67, 113))
    TNT1 AA 0 A_CustomMissile("LMSpark_O7", 0, 0, Random(0, 360), 2, Random(67, 113))
    TNT1 AA 0 A_CustomMissile("LMSpark_O8", 0, 0, Random(0, 360), 2, Random(67, 113))
    TNT1 AA 0 A_CustomMissile("LMSpark_O9", 0, 0, Random(0, 360), 2, Random(67, 113))
    TNT1 AA 0 A_CustomMissile("LMSpark_O10", 0, 0, Random(0, 360), 2, Random(67, 113))
    TNT1 AA 0 A_CustomMissile("LMSpark_O11", 0, 0, Random(0, 360), 2, Random(67, 113))
    TNT1 AA 0 A_CustomMissile("LMSpark_O12", 0, 0, Random(0, 360), 2, Random(67, 113))
    TNT1 AA 0 A_CustomMissile("LMSpark_O13", 0, 0, Random(0, 360), 2, Random(67, 113))
    TNT1 AA 0 A_CustomMissile("LMSpark_O14", 0, 0, Random(0, 360), 2, Random(67, 113))
    TNT1 AA 0 A_CustomMissile("LMSpark_O15", 0, 0, Random(0, 360), 2, Random(67, 113))
    TNT1 AA 0 A_CustomMissile("LMSpark_O16", 0, 0, Random(0, 360), 2, Random(67, 113))
    TNT1 A 1 A_JumpIf(Args[2] > 0, 1)
    Goto Spawn
    TNT1 A 1
    Goto Inactive
  SpawnDown:
    TNT1 AA 0 A_CustomMissile("LMSpark_O1", 0, 0, Random(0, 360), 2, Random (-67, -113))
    TNT1 AA 0 A_CustomMissile("LMSpark_O2", 0, 0, Random(0, 360), 2, Random (-67, -113))
    TNT1 AA 0 A_CustomMissile("LMSpark_O3", 0, 0, Random(0, 360), 2, Random (-67, -113))
    TNT1 AA 0 A_CustomMissile("LMSpark_O4", 0, 0, Random(0, 360), 2, Random (-67, -113))
    TNT1 AA 0 A_CustomMissile("LMSpark_O5", 0, 0, Random(0, 360), 2, Random (-67, -113))
    TNT1 AA 0 A_CustomMissile("LMSpark_O6", 0, 0, Random(0, 360), 2, Random (-67, -113))
    TNT1 AA 0 A_CustomMissile("LMSpark_O7", 0, 0, Random(0, 360), 2, Random (-67, -113))
    TNT1 AA 0 A_CustomMissile("LMSpark_O8", 0, 0, Random(0, 360), 2, Random (-67, -113))
    TNT1 AA 0 A_CustomMissile("LMSpark_O9", 0, 0, Random(0, 360), 2, Random (-67, -113))
    TNT1 AA 0 A_CustomMissile("LMSpark_O10", 0, 0, Random(0, 360), 2, Random (-67, -113))
    TNT1 AA 0 A_CustomMissile("LMSpark_O11", 0, 0, Random(0, 360), 2, Random (-67, -113))
    TNT1 AA 0 A_CustomMissile("LMSpark_O12", 0, 0, Random(0, 360), 2, Random (-67, -113))
    TNT1 AA 0 A_CustomMissile("LMSpark_O13", 0, 0, Random(0, 360), 2, Random (-67, -113))
    TNT1 AA 0 A_CustomMissile("LMSpark_O14", 0, 0, Random(0, 360), 2, Random (-67, -113))
    TNT1 AA 0 A_CustomMissile("LMSpark_O15", 0, 0, Random(0, 360), 2, Random (-67, -113))
    TNT1 AA 0 A_CustomMissile("LMSpark_O16", 0, 0, Random(0, 360), 2, Random (-67, -113))
    TNT1 A 1 A_JumpIf(Args[2] > 0, 1)
    Goto Spawn
    TNT1 A 1
    Goto Inactive
  SpawnSide:
    TNT1 AA 0 A_CustomMissile("LMSpark_O1", 0, 0, Random(-23, 23), 2, Random(157, 203))
    TNT1 AA 0 A_CustomMissile("LMSpark_O2", 0, 0, Random(-23, 23), 2, Random(157, 203))
    TNT1 AA 0 A_CustomMissile("LMSpark_O3", 0, 0, Random(-23, 23), 2, Random(157, 203))
    TNT1 AA 0 A_CustomMissile("LMSpark_O4", 0, 0, Random(-23, 23), 2, Random(157, 203))
    TNT1 AA 0 A_CustomMissile("LMSpark_O5", 0, 0, Random(-23, 23), 2, Random(157, 203))
    TNT1 AA 0 A_CustomMissile("LMSpark_O6", 0, 0, Random(-23, 23), 2, Random(157, 203))
    TNT1 AA 0 A_CustomMissile("LMSpark_O7", 0, 0, Random(-23, 23), 2, Random(157, 203))
    TNT1 AA 0 A_CustomMissile("LMSpark_O8", 0, 0, Random(-23, 23), 2, Random(157, 203))
    TNT1 AA 0 A_CustomMissile("LMSpark_O9", 0, 0, Random(-23, 23), 2, Random(157, 203))
    TNT1 AA 0 A_CustomMissile("LMSpark_O10", 0, 0, Random(-23, 23), 2, Random(157, 203))
    TNT1 AA 0 A_CustomMissile("LMSpark_O11", 0, 0, Random(-23, 23), 2, Random(157, 203))
    TNT1 AA 0 A_CustomMissile("LMSpark_O12", 0, 0, Random(-23, 23), 2, Random(157, 203))
    TNT1 AA 0 A_CustomMissile("LMSpark_O13", 0, 0, Random(-23, 23), 2, Random(157, 203))
    TNT1 AA 0 A_CustomMissile("LMSpark_O14", 0, 0, Random(-23, 23), 2, Random(157, 203))
    TNT1 AA 0 A_CustomMissile("LMSpark_O15", 0, 0, Random(-23, 23), 2, Random(157, 203))
    TNT1 AA 0 A_CustomMissile("LMSpark_O16", 0, 0, Random(-23, 23), 2, Random(157, 203))
    TNT1 A 1 A_JumpIf(Args[2] > 0, 1)
    Goto Spawn
    TNT1 A 1
    Goto Inactive
  Inactive:
    TNT1 A -1
    Loop
  }
}

Actor LMYellowSparkSpawner : SwitchableDecoration 10024
{
	//$Category GVH:NS Map Decoration
  Height 8
  Radius 4
  +NoBlockMap
  +NoGravity
  +NoInteraction
  +ClientSideOnly
  +NoClip
  States
  {
  Spawn:
    TNT1 A 0
    TNT1 A 0 A_JumpIf(Args[2] > 0, "Inactive")
    TNT1 A 10 A_Jump(Args[1]/16, "Active")
    Loop
  Active:
    TNT1 A 0
    TNT1 A 0 A_PlaySound("World/Spark")
    TNT1 A 0 A_Jump(256, 1, 2, 3, 4, 5, 6)
    TNT1 A 1 A_SpawnItemEx("LMSparkFlare_Y1", 0, 0, 0, 0, 0, 0, 0, 128)
    Goto SpawnSparks
    TNT1 A 1 A_SpawnItemEx("LMSparkFlare_Y2", 0, 0, 0, 0, 0, 0, 0, 128)
    Goto SpawnSparks
    TNT1 A 1 A_SpawnItemEx("LMSparkFlare_Y3", 0, 0, 0, 0, 0, 0, 0, 128)
    Goto SpawnSparks
    TNT1 A 1 A_SpawnItemEx("LMSparkFlare_Y4", 0, 0, 0, 0, 0, 0, 0, 128)
    Goto SpawnSparks
    TNT1 A 1 A_SpawnItemEx("LMSparkFlare_Y5", 0, 0, 0, 0, 0, 0, 0, 128)
    Goto SpawnSparks
    TNT1 A 1 A_SpawnItemEx("LMSparkFlare_Y6", 0, 0, 0, 0, 0, 0, 0, 128)
    Goto SpawnSparks
  SpawnSparks:
    TNT1 A 0 A_JumpIf(Args[0] == 1, "SpawnDown")
    TNT1 A 0 A_JumpIf(Args[0] > 1, "SpawnSide")
    Goto SpawnUp
  SpawnUp:
    TNT1 AA 0 A_CustomMissile("LMSpark_Y1", 0, 0, Random(0, 360), 2, Random(67, 113))
    TNT1 AA 0 A_CustomMissile("LMSpark_Y2", 0, 0, Random(0, 360), 2, Random(67, 113))
    TNT1 AA 0 A_CustomMissile("LMSpark_Y3", 0, 0, Random(0, 360), 2, Random(67, 113))
    TNT1 AA 0 A_CustomMissile("LMSpark_Y4", 0, 0, Random(0, 360), 2, Random(67, 113))
    TNT1 AA 0 A_CustomMissile("LMSpark_Y5", 0, 0, Random(0, 360), 2, Random(67, 113))
    TNT1 AA 0 A_CustomMissile("LMSpark_Y6", 0, 0, Random(0, 360), 2, Random(67, 113))
    TNT1 AA 0 A_CustomMissile("LMSpark_Y7", 0, 0, Random(0, 360), 2, Random(67, 113))
    TNT1 AA 0 A_CustomMissile("LMSpark_Y8", 0, 0, Random(0, 360), 2, Random(67, 113))
    TNT1 AA 0 A_CustomMissile("LMSpark_Y9", 0, 0, Random(0, 360), 2, Random(67, 113))
    TNT1 AA 0 A_CustomMissile("LMSpark_Y10", 0, 0, Random(0, 360), 2, Random(67, 113))
    TNT1 AA 0 A_CustomMissile("LMSpark_Y11", 0, 0, Random(0, 360), 2, Random(67, 113))
    TNT1 AA 0 A_CustomMissile("LMSpark_Y12", 0, 0, Random(0, 360), 2, Random(67, 113))
    TNT1 AA 0 A_CustomMissile("LMSpark_Y13", 0, 0, Random(0, 360), 2, Random(67, 113))
    TNT1 AA 0 A_CustomMissile("LMSpark_Y14", 0, 0, Random(0, 360), 2, Random(67, 113))
    TNT1 AA 0 A_CustomMissile("LMSpark_Y15", 0, 0, Random(0, 360), 2, Random(67, 113))
    TNT1 AA 0 A_CustomMissile("LMSpark_Y16", 0, 0, Random(0, 360), 2, Random(67, 113))
    TNT1 A 1 A_JumpIf(Args[2] > 0, 1)
    Goto Spawn
    TNT1 A 1
    Goto Inactive
  SpawnDown:
    TNT1 AA 0 A_CustomMissile("LMSpark_Y1", 0, 0, Random(0, 360), 2, Random (-67, -113))
    TNT1 AA 0 A_CustomMissile("LMSpark_Y2", 0, 0, Random(0, 360), 2, Random (-67, -113))
    TNT1 AA 0 A_CustomMissile("LMSpark_Y3", 0, 0, Random(0, 360), 2, Random (-67, -113))
    TNT1 AA 0 A_CustomMissile("LMSpark_Y4", 0, 0, Random(0, 360), 2, Random (-67, -113))
    TNT1 AA 0 A_CustomMissile("LMSpark_Y5", 0, 0, Random(0, 360), 2, Random (-67, -113))
    TNT1 AA 0 A_CustomMissile("LMSpark_Y6", 0, 0, Random(0, 360), 2, Random (-67, -113))
    TNT1 AA 0 A_CustomMissile("LMSpark_Y7", 0, 0, Random(0, 360), 2, Random (-67, -113))
    TNT1 AA 0 A_CustomMissile("LMSpark_Y8", 0, 0, Random(0, 360), 2, Random (-67, -113))
    TNT1 AA 0 A_CustomMissile("LMSpark_Y9", 0, 0, Random(0, 360), 2, Random (-67, -113))
    TNT1 AA 0 A_CustomMissile("LMSpark_Y10", 0, 0, Random(0, 360), 2, Random (-67, -113))
    TNT1 AA 0 A_CustomMissile("LMSpark_Y11", 0, 0, Random(0, 360), 2, Random (-67, -113))
    TNT1 AA 0 A_CustomMissile("LMSpark_Y12", 0, 0, Random(0, 360), 2, Random (-67, -113))
    TNT1 AA 0 A_CustomMissile("LMSpark_Y13", 0, 0, Random(0, 360), 2, Random (-67, -113))
    TNT1 AA 0 A_CustomMissile("LMSpark_Y14", 0, 0, Random(0, 360), 2, Random (-67, -113))
    TNT1 AA 0 A_CustomMissile("LMSpark_Y15", 0, 0, Random(0, 360), 2, Random (-67, -113))
    TNT1 AA 0 A_CustomMissile("LMSpark_Y16", 0, 0, Random(0, 360), 2, Random (-67, -113))
    TNT1 A 1 A_JumpIf(Args[2] > 0, 1)
    Goto Spawn
    TNT1 A 1
    Goto Inactive
  SpawnSide:
    TNT1 AA 0 A_CustomMissile("LMSpark_Y1", 0, 0, Random(-23, 23), 2, Random(157, 203))
    TNT1 AA 0 A_CustomMissile("LMSpark_Y2", 0, 0, Random(-23, 23), 2, Random(157, 203))
    TNT1 AA 0 A_CustomMissile("LMSpark_Y3", 0, 0, Random(-23, 23), 2, Random(157, 203))
    TNT1 AA 0 A_CustomMissile("LMSpark_Y4", 0, 0, Random(-23, 23), 2, Random(157, 203))
    TNT1 AA 0 A_CustomMissile("LMSpark_Y5", 0, 0, Random(-23, 23), 2, Random(157, 203))
    TNT1 AA 0 A_CustomMissile("LMSpark_Y6", 0, 0, Random(-23, 23), 2, Random(157, 203))
    TNT1 AA 0 A_CustomMissile("LMSpark_Y7", 0, 0, Random(-23, 23), 2, Random(157, 203))
    TNT1 AA 0 A_CustomMissile("LMSpark_Y8", 0, 0, Random(-23, 23), 2, Random(157, 203))
    TNT1 AA 0 A_CustomMissile("LMSpark_Y9", 0, 0, Random(-23, 23), 2, Random(157, 203))
    TNT1 AA 0 A_CustomMissile("LMSpark_Y10", 0, 0, Random(-23, 23), 2, Random(157, 203))
    TNT1 AA 0 A_CustomMissile("LMSpark_Y11", 0, 0, Random(-23, 23), 2, Random(157, 203))
    TNT1 AA 0 A_CustomMissile("LMSpark_Y12", 0, 0, Random(-23, 23), 2, Random(157, 203))
    TNT1 AA 0 A_CustomMissile("LMSpark_Y13", 0, 0, Random(-23, 23), 2, Random(157, 203))
    TNT1 AA 0 A_CustomMissile("LMSpark_Y14", 0, 0, Random(-23, 23), 2, Random(157, 203))
    TNT1 AA 0 A_CustomMissile("LMSpark_Y15", 0, 0, Random(-23, 23), 2, Random(157, 203))
    TNT1 AA 0 A_CustomMissile("LMSpark_Y16", 0, 0, Random(-23, 23), 2, Random(157, 203))
    TNT1 A 1 A_JumpIf(Args[2] > 0, 1)
    Goto Spawn
    TNT1 A 1
    Goto Inactive
  Inactive:
    TNT1 A -1
    Loop
  }
}

Actor LMGreenSparkSpawner : SwitchableDecoration 10025
{
	//$Category GVH:NS Map Decoration
  Height 8
  Radius 4
  +NoBlockMap
  +NoGravity
  +NoInteraction
  +ClientSideOnly
  +NoClip
  States
  {
  Spawn:
    TNT1 A 0
    TNT1 A 0 A_JumpIf(Args[2] > 0, "Inactive")
    TNT1 A 10 A_Jump(Args[1]/16, "Active")
    Loop
  Active:
    TNT1 A 0
    TNT1 A 0 A_PlaySound("World/Spark")
    TNT1 A 0 A_Jump(256, 1, 2, 3, 4, 5, 6)
    TNT1 A 1 A_SpawnItemEx("LMSparkFlare_G1", 0, 0, 0, 0, 0, 0, 0, 128)
    Goto SpawnSparks
    TNT1 A 1 A_SpawnItemEx("LMSparkFlare_G2", 0, 0, 0, 0, 0, 0, 0, 128)
    Goto SpawnSparks
    TNT1 A 1 A_SpawnItemEx("LMSparkFlare_G3", 0, 0, 0, 0, 0, 0, 0, 128)
    Goto SpawnSparks
    TNT1 A 1 A_SpawnItemEx("LMSparkFlare_G4", 0, 0, 0, 0, 0, 0, 0, 128)
    Goto SpawnSparks
    TNT1 A 1 A_SpawnItemEx("LMSparkFlare_G5", 0, 0, 0, 0, 0, 0, 0, 128)
    Goto SpawnSparks
    TNT1 A 1 A_SpawnItemEx("LMSparkFlare_G6", 0, 0, 0, 0, 0, 0, 0, 128)
    Goto SpawnSparks
  SpawnSparks:
    TNT1 A 0 A_JumpIf(Args[0] == 1, "SpawnDown")
    TNT1 A 0 A_JumpIf(Args[0] > 1, "SpawnSide")
    Goto SpawnUp
  SpawnUp:
    TNT1 AA 0 A_CustomMissile("LMSpark_G1", 0, 0, Random(0, 360), 2, Random(67, 113))
    TNT1 AA 0 A_CustomMissile("LMSpark_G2", 0, 0, Random(0, 360), 2, Random(67, 113))
    TNT1 AA 0 A_CustomMissile("LMSpark_G3", 0, 0, Random(0, 360), 2, Random(67, 113))
    TNT1 AA 0 A_CustomMissile("LMSpark_G4", 0, 0, Random(0, 360), 2, Random(67, 113))
    TNT1 AA 0 A_CustomMissile("LMSpark_G5", 0, 0, Random(0, 360), 2, Random(67, 113))
    TNT1 AA 0 A_CustomMissile("LMSpark_G6", 0, 0, Random(0, 360), 2, Random(67, 113))
    TNT1 AA 0 A_CustomMissile("LMSpark_G7", 0, 0, Random(0, 360), 2, Random(67, 113))
    TNT1 AA 0 A_CustomMissile("LMSpark_G8", 0, 0, Random(0, 360), 2, Random(67, 113))
    TNT1 AA 0 A_CustomMissile("LMSpark_G9", 0, 0, Random(0, 360), 2, Random(67, 113))
    TNT1 AA 0 A_CustomMissile("LMSpark_G10", 0, 0, Random(0, 360), 2, Random(67, 113))
    TNT1 AA 0 A_CustomMissile("LMSpark_G11", 0, 0, Random(0, 360), 2, Random(67, 113))
    TNT1 AA 0 A_CustomMissile("LMSpark_G12", 0, 0, Random(0, 360), 2, Random(67, 113))
    TNT1 AA 0 A_CustomMissile("LMSpark_G13", 0, 0, Random(0, 360), 2, Random(67, 113))
    TNT1 AA 0 A_CustomMissile("LMSpark_G14", 0, 0, Random(0, 360), 2, Random(67, 113))
    TNT1 AA 0 A_CustomMissile("LMSpark_G15", 0, 0, Random(0, 360), 2, Random(67, 113))
    TNT1 AA 0 A_CustomMissile("LMSpark_G16", 0, 0, Random(0, 360), 2, Random(67, 113))
    TNT1 A 1 A_JumpIf(Args[2] > 0, 1)
    Goto Spawn
    TNT1 A 1
    Goto Inactive
  SpawnDown:
    TNT1 AA 0 A_CustomMissile("LMSpark_G1", 0, 0, Random(0, 360), 2, Random (-67, -113))
    TNT1 AA 0 A_CustomMissile("LMSpark_G2", 0, 0, Random(0, 360), 2, Random (-67, -113))
    TNT1 AA 0 A_CustomMissile("LMSpark_G3", 0, 0, Random(0, 360), 2, Random (-67, -113))
    TNT1 AA 0 A_CustomMissile("LMSpark_G4", 0, 0, Random(0, 360), 2, Random (-67, -113))
    TNT1 AA 0 A_CustomMissile("LMSpark_G5", 0, 0, Random(0, 360), 2, Random (-67, -113))
    TNT1 AA 0 A_CustomMissile("LMSpark_G6", 0, 0, Random(0, 360), 2, Random (-67, -113))
    TNT1 AA 0 A_CustomMissile("LMSpark_G7", 0, 0, Random(0, 360), 2, Random (-67, -113))
    TNT1 AA 0 A_CustomMissile("LMSpark_G8", 0, 0, Random(0, 360), 2, Random (-67, -113))
    TNT1 AA 0 A_CustomMissile("LMSpark_G9", 0, 0, Random(0, 360), 2, Random (-67, -113))
    TNT1 AA 0 A_CustomMissile("LMSpark_G10", 0, 0, Random(0, 360), 2, Random (-67, -113))
    TNT1 AA 0 A_CustomMissile("LMSpark_G11", 0, 0, Random(0, 360), 2, Random (-67, -113))
    TNT1 AA 0 A_CustomMissile("LMSpark_G12", 0, 0, Random(0, 360), 2, Random (-67, -113))
    TNT1 AA 0 A_CustomMissile("LMSpark_G13", 0, 0, Random(0, 360), 2, Random (-67, -113))
    TNT1 AA 0 A_CustomMissile("LMSpark_G14", 0, 0, Random(0, 360), 2, Random (-67, -113))
    TNT1 AA 0 A_CustomMissile("LMSpark_G15", 0, 0, Random(0, 360), 2, Random (-67, -113))
    TNT1 AA 0 A_CustomMissile("LMSpark_G16", 0, 0, Random(0, 360), 2, Random (-67, -113))
    TNT1 A 1 A_JumpIf(Args[2] > 0, 1)
    Goto Spawn
    TNT1 A 1
    Goto Inactive
  SpawnSide:
    TNT1 AA 0 A_CustomMissile("LMSpark_G1", 0, 0, Random(-23, 23), 2, Random(157, 203))
    TNT1 AA 0 A_CustomMissile("LMSpark_G2", 0, 0, Random(-23, 23), 2, Random(157, 203))
    TNT1 AA 0 A_CustomMissile("LMSpark_G3", 0, 0, Random(-23, 23), 2, Random(157, 203))
    TNT1 AA 0 A_CustomMissile("LMSpark_G4", 0, 0, Random(-23, 23), 2, Random(157, 203))
    TNT1 AA 0 A_CustomMissile("LMSpark_G5", 0, 0, Random(-23, 23), 2, Random(157, 203))
    TNT1 AA 0 A_CustomMissile("LMSpark_G6", 0, 0, Random(-23, 23), 2, Random(157, 203))
    TNT1 AA 0 A_CustomMissile("LMSpark_G7", 0, 0, Random(-23, 23), 2, Random(157, 203))
    TNT1 AA 0 A_CustomMissile("LMSpark_G8", 0, 0, Random(-23, 23), 2, Random(157, 203))
    TNT1 AA 0 A_CustomMissile("LMSpark_G9", 0, 0, Random(-23, 23), 2, Random(157, 203))
    TNT1 AA 0 A_CustomMissile("LMSpark_G10", 0, 0, Random(-23, 23), 2, Random(157, 203))
    TNT1 AA 0 A_CustomMissile("LMSpark_G11", 0, 0, Random(-23, 23), 2, Random(157, 203))
    TNT1 AA 0 A_CustomMissile("LMSpark_G12", 0, 0, Random(-23, 23), 2, Random(157, 203))
    TNT1 AA 0 A_CustomMissile("LMSpark_G13", 0, 0, Random(-23, 23), 2, Random(157, 203))
    TNT1 AA 0 A_CustomMissile("LMSpark_G14", 0, 0, Random(-23, 23), 2, Random(157, 203))
    TNT1 AA 0 A_CustomMissile("LMSpark_G15", 0, 0, Random(-23, 23), 2, Random(157, 203))
    TNT1 AA 0 A_CustomMissile("LMSpark_G16", 0, 0, Random(-23, 23), 2, Random(157, 203))
    TNT1 A 1 A_JumpIf(Args[2] > 0, 1)
    Goto Spawn
    TNT1 A 1
    Goto Inactive
  Inactive:
    TNT1 A -1
    Loop
  }
}

Actor LMBlueSparkSpawner : SwitchableDecoration 10026
{
	//$Category GVH:NS Map Decoration
  Height 8
  Radius 4
  +NoBlockMap
  +NoGravity
  +NoInteraction
  +ClientSideOnly
  +NoClip
  States
  {
  Spawn:
    TNT1 A 0
    TNT1 A 0 A_JumpIf(Args[2] > 0, "Inactive")
    TNT1 A 10 A_Jump(Args[1]/16, "Active")
    Loop
  Active:
    TNT1 A 0
    TNT1 A 0 A_PlaySound("World/Spark")
    TNT1 A 0 A_Jump(256, 1, 2, 3, 4, 5, 6)
    TNT1 A 1 A_SpawnItemEx("LMSparkFlare_B1", 0, 0, 0, 0, 0, 0, 0, 128)
    Goto SpawnSparks
    TNT1 A 1 A_SpawnItemEx("LMSparkFlare_B2", 0, 0, 0, 0, 0, 0, 0, 128)
    Goto SpawnSparks
    TNT1 A 1 A_SpawnItemEx("LMSparkFlare_B3", 0, 0, 0, 0, 0, 0, 0, 128)
    Goto SpawnSparks
    TNT1 A 1 A_SpawnItemEx("LMSparkFlare_B4", 0, 0, 0, 0, 0, 0, 0, 128)
    Goto SpawnSparks
    TNT1 A 1 A_SpawnItemEx("LMSparkFlare_B5", 0, 0, 0, 0, 0, 0, 0, 128)
    Goto SpawnSparks
    TNT1 A 1 A_SpawnItemEx("LMSparkFlare_B6", 0, 0, 0, 0, 0, 0, 0, 128)
    Goto SpawnSparks
  SpawnSparks:
    TNT1 A 0 A_JumpIf(Args[0] == 1, "SpawnDown")
    TNT1 A 0 A_JumpIf(Args[0] > 1, "SpawnSide")
    Goto SpawnUp
  SpawnUp:
    TNT1 AA 0 A_CustomMissile("LMSpark_B1", 0, 0, Random(0, 360), 2, Random(67, 113))
    TNT1 AA 0 A_CustomMissile("LMSpark_B2", 0, 0, Random(0, 360), 2, Random(67, 113))
    TNT1 AA 0 A_CustomMissile("LMSpark_B3", 0, 0, Random(0, 360), 2, Random(67, 113))
    TNT1 AA 0 A_CustomMissile("LMSpark_B4", 0, 0, Random(0, 360), 2, Random(67, 113))
    TNT1 AA 0 A_CustomMissile("LMSpark_B5", 0, 0, Random(0, 360), 2, Random(67, 113))
    TNT1 AA 0 A_CustomMissile("LMSpark_B6", 0, 0, Random(0, 360), 2, Random(67, 113))
    TNT1 AA 0 A_CustomMissile("LMSpark_B7", 0, 0, Random(0, 360), 2, Random(67, 113))
    TNT1 AA 0 A_CustomMissile("LMSpark_B8", 0, 0, Random(0, 360), 2, Random(67, 113))
    TNT1 AA 0 A_CustomMissile("LMSpark_B9", 0, 0, Random(0, 360), 2, Random(67, 113))
    TNT1 AA 0 A_CustomMissile("LMSpark_B10", 0, 0, Random(0, 360), 2, Random(67, 113))
    TNT1 AA 0 A_CustomMissile("LMSpark_B11", 0, 0, Random(0, 360), 2, Random(67, 113))
    TNT1 AA 0 A_CustomMissile("LMSpark_B12", 0, 0, Random(0, 360), 2, Random(67, 113))
    TNT1 AA 0 A_CustomMissile("LMSpark_B13", 0, 0, Random(0, 360), 2, Random(67, 113))
    TNT1 AA 0 A_CustomMissile("LMSpark_B14", 0, 0, Random(0, 360), 2, Random(67, 113))
    TNT1 AA 0 A_CustomMissile("LMSpark_B15", 0, 0, Random(0, 360), 2, Random(67, 113))
    TNT1 AA 0 A_CustomMissile("LMSpark_B16", 0, 0, Random(0, 360), 2, Random(67, 113))
    TNT1 A 1 A_JumpIf(Args[2] > 0, 1)
    Goto Spawn
    TNT1 A 1
    Goto Inactive
  SpawnDown:
    TNT1 AA 0 A_CustomMissile("LMSpark_B1", 0, 0, Random(0, 360), 2, Random (-67, -113))
    TNT1 AA 0 A_CustomMissile("LMSpark_B2", 0, 0, Random(0, 360), 2, Random (-67, -113))
    TNT1 AA 0 A_CustomMissile("LMSpark_B3", 0, 0, Random(0, 360), 2, Random (-67, -113))
    TNT1 AA 0 A_CustomMissile("LMSpark_B4", 0, 0, Random(0, 360), 2, Random (-67, -113))
    TNT1 AA 0 A_CustomMissile("LMSpark_B5", 0, 0, Random(0, 360), 2, Random (-67, -113))
    TNT1 AA 0 A_CustomMissile("LMSpark_B6", 0, 0, Random(0, 360), 2, Random (-67, -113))
    TNT1 AA 0 A_CustomMissile("LMSpark_B7", 0, 0, Random(0, 360), 2, Random (-67, -113))
    TNT1 AA 0 A_CustomMissile("LMSpark_B8", 0, 0, Random(0, 360), 2, Random (-67, -113))
    TNT1 AA 0 A_CustomMissile("LMSpark_B9", 0, 0, Random(0, 360), 2, Random (-67, -113))
    TNT1 AA 0 A_CustomMissile("LMSpark_B10", 0, 0, Random(0, 360), 2, Random (-67, -113))
    TNT1 AA 0 A_CustomMissile("LMSpark_B11", 0, 0, Random(0, 360), 2, Random (-67, -113))
    TNT1 AA 0 A_CustomMissile("LMSpark_B12", 0, 0, Random(0, 360), 2, Random (-67, -113))
    TNT1 AA 0 A_CustomMissile("LMSpark_B13", 0, 0, Random(0, 360), 2, Random (-67, -113))
    TNT1 AA 0 A_CustomMissile("LMSpark_B14", 0, 0, Random(0, 360), 2, Random (-67, -113))
    TNT1 AA 0 A_CustomMissile("LMSpark_B15", 0, 0, Random(0, 360), 2, Random (-67, -113))
    TNT1 AA 0 A_CustomMissile("LMSpark_B16", 0, 0, Random(0, 360), 2, Random (-67, -113))
    TNT1 A 1 A_JumpIf(Args[2] > 0, 1)
    Goto Spawn
    TNT1 A 1
    Goto Inactive
  SpawnSide:
    TNT1 AA 0 A_CustomMissile("LMSpark_B1", 0, 0, Random(-23, 23), 2, Random(157, 203))
    TNT1 AA 0 A_CustomMissile("LMSpark_B2", 0, 0, Random(-23, 23), 2, Random(157, 203))
    TNT1 AA 0 A_CustomMissile("LMSpark_B3", 0, 0, Random(-23, 23), 2, Random(157, 203))
    TNT1 AA 0 A_CustomMissile("LMSpark_B4", 0, 0, Random(-23, 23), 2, Random(157, 203))
    TNT1 AA 0 A_CustomMissile("LMSpark_B5", 0, 0, Random(-23, 23), 2, Random(157, 203))
    TNT1 AA 0 A_CustomMissile("LMSpark_B6", 0, 0, Random(-23, 23), 2, Random(157, 203))
    TNT1 AA 0 A_CustomMissile("LMSpark_B7", 0, 0, Random(-23, 23), 2, Random(157, 203))
    TNT1 AA 0 A_CustomMissile("LMSpark_B8", 0, 0, Random(-23, 23), 2, Random(157, 203))
    TNT1 AA 0 A_CustomMissile("LMSpark_B9", 0, 0, Random(-23, 23), 2, Random(157, 203))
    TNT1 AA 0 A_CustomMissile("LMSpark_B10", 0, 0, Random(-23, 23), 2, Random(157, 203))
    TNT1 AA 0 A_CustomMissile("LMSpark_B11", 0, 0, Random(-23, 23), 2, Random(157, 203))
    TNT1 AA 0 A_CustomMissile("LMSpark_B12", 0, 0, Random(-23, 23), 2, Random(157, 203))
    TNT1 AA 0 A_CustomMissile("LMSpark_B13", 0, 0, Random(-23, 23), 2, Random(157, 203))
    TNT1 AA 0 A_CustomMissile("LMSpark_B14", 0, 0, Random(-23, 23), 2, Random(157, 203))
    TNT1 AA 0 A_CustomMissile("LMSpark_B15", 0, 0, Random(-23, 23), 2, Random(157, 203))
    TNT1 AA 0 A_CustomMissile("LMSpark_B16", 0, 0, Random(-23, 23), 2, Random(157, 203))
    TNT1 A 1 A_JumpIf(Args[2] > 0, 1)
    Goto Spawn
    TNT1 A 1
    Goto Inactive
  Inactive:
    TNT1 A -1
    Loop
  }
}

Actor LMPurpleSparkSpawner : SwitchableDecoration 10027
{
	//$Category GVH:NS Map Decoration
  Height 8
  Radius 4
  +NoBlockMap
  +NoGravity
  +NoInteraction
  +ClientSideOnly
  +NoClip
  States
  {
  Spawn:
    TNT1 A 0
    TNT1 A 0 A_JumpIf(Args[2] > 0, "Inactive")
    TNT1 A 10 A_Jump(Args[1]/16, "Active")
    Loop
  Active:
    TNT1 A 0
    TNT1 A 0 A_PlaySound("World/Spark")
    TNT1 A 0 A_Jump(256, 1, 2, 3, 4, 5, 6)
    TNT1 A 1 A_SpawnItemEx("LMSparkFlare_P1", 0, 0, 0, 0, 0, 0, 0, 128)
    Goto SpawnSparks
    TNT1 A 1 A_SpawnItemEx("LMSparkFlare_P2", 0, 0, 0, 0, 0, 0, 0, 128)
    Goto SpawnSparks
    TNT1 A 1 A_SpawnItemEx("LMSparkFlare_P3", 0, 0, 0, 0, 0, 0, 0, 128)
    Goto SpawnSparks
    TNT1 A 1 A_SpawnItemEx("LMSparkFlare_P4", 0, 0, 0, 0, 0, 0, 0, 128)
    Goto SpawnSparks
    TNT1 A 1 A_SpawnItemEx("LMSparkFlare_P5", 0, 0, 0, 0, 0, 0, 0, 128)
    Goto SpawnSparks
    TNT1 A 1 A_SpawnItemEx("LMSparkFlare_P6", 0, 0, 0, 0, 0, 0, 0, 128)
    Goto SpawnSparks
  SpawnSparks:
    TNT1 A 0 A_JumpIf(Args[0] == 1, "SpawnDown")
    TNT1 A 0 A_JumpIf(Args[0] > 1, "SpawnSide")
    Goto SpawnUp
  SpawnUp:
    TNT1 AA 0 A_CustomMissile("LMSpark_P1", 0, 0, Random(0, 360), 2, Random(67, 113))
    TNT1 AA 0 A_CustomMissile("LMSpark_P2", 0, 0, Random(0, 360), 2, Random(67, 113))
    TNT1 AA 0 A_CustomMissile("LMSpark_P3", 0, 0, Random(0, 360), 2, Random(67, 113))
    TNT1 AA 0 A_CustomMissile("LMSpark_P4", 0, 0, Random(0, 360), 2, Random(67, 113))
    TNT1 AA 0 A_CustomMissile("LMSpark_P5", 0, 0, Random(0, 360), 2, Random(67, 113))
    TNT1 AA 0 A_CustomMissile("LMSpark_P6", 0, 0, Random(0, 360), 2, Random(67, 113))
    TNT1 AA 0 A_CustomMissile("LMSpark_P7", 0, 0, Random(0, 360), 2, Random(67, 113))
    TNT1 AA 0 A_CustomMissile("LMSpark_P8", 0, 0, Random(0, 360), 2, Random(67, 113))
    TNT1 AA 0 A_CustomMissile("LMSpark_P9", 0, 0, Random(0, 360), 2, Random(67, 113))
    TNT1 AA 0 A_CustomMissile("LMSpark_P10", 0, 0, Random(0, 360), 2, Random(67, 113))
    TNT1 AA 0 A_CustomMissile("LMSpark_P11", 0, 0, Random(0, 360), 2, Random(67, 113))
    TNT1 AA 0 A_CustomMissile("LMSpark_P12", 0, 0, Random(0, 360), 2, Random(67, 113))
    TNT1 AA 0 A_CustomMissile("LMSpark_P13", 0, 0, Random(0, 360), 2, Random(67, 113))
    TNT1 AA 0 A_CustomMissile("LMSpark_P14", 0, 0, Random(0, 360), 2, Random(67, 113))
    TNT1 AA 0 A_CustomMissile("LMSpark_P15", 0, 0, Random(0, 360), 2, Random(67, 113))
    TNT1 AA 0 A_CustomMissile("LMSpark_P16", 0, 0, Random(0, 360), 2, Random(67, 113))
    TNT1 A 1 A_JumpIf(Args[2] > 0, 1)
    Goto Spawn
    TNT1 A 1
    Goto Inactive
  SpawnDown:
    TNT1 AA 0 A_CustomMissile("LMSpark_P1", 0, 0, Random(0, 360), 2, Random (-67, -113))
    TNT1 AA 0 A_CustomMissile("LMSpark_P2", 0, 0, Random(0, 360), 2, Random (-67, -113))
    TNT1 AA 0 A_CustomMissile("LMSpark_P3", 0, 0, Random(0, 360), 2, Random (-67, -113))
    TNT1 AA 0 A_CustomMissile("LMSpark_P4", 0, 0, Random(0, 360), 2, Random (-67, -113))
    TNT1 AA 0 A_CustomMissile("LMSpark_P5", 0, 0, Random(0, 360), 2, Random (-67, -113))
    TNT1 AA 0 A_CustomMissile("LMSpark_P6", 0, 0, Random(0, 360), 2, Random (-67, -113))
    TNT1 AA 0 A_CustomMissile("LMSpark_P7", 0, 0, Random(0, 360), 2, Random (-67, -113))
    TNT1 AA 0 A_CustomMissile("LMSpark_P8", 0, 0, Random(0, 360), 2, Random (-67, -113))
    TNT1 AA 0 A_CustomMissile("LMSpark_P9", 0, 0, Random(0, 360), 2, Random (-67, -113))
    TNT1 AA 0 A_CustomMissile("LMSpark_P10", 0, 0, Random(0, 360), 2, Random (-67, -113))
    TNT1 AA 0 A_CustomMissile("LMSpark_P11", 0, 0, Random(0, 360), 2, Random (-67, -113))
    TNT1 AA 0 A_CustomMissile("LMSpark_P12", 0, 0, Random(0, 360), 2, Random (-67, -113))
    TNT1 AA 0 A_CustomMissile("LMSpark_P13", 0, 0, Random(0, 360), 2, Random (-67, -113))
    TNT1 AA 0 A_CustomMissile("LMSpark_P14", 0, 0, Random(0, 360), 2, Random (-67, -113))
    TNT1 AA 0 A_CustomMissile("LMSpark_P15", 0, 0, Random(0, 360), 2, Random (-67, -113))
    TNT1 AA 0 A_CustomMissile("LMSpark_P16", 0, 0, Random(0, 360), 2, Random (-67, -113))
    TNT1 A 1 A_JumpIf(Args[2] > 0, 1)
    Goto Spawn
    TNT1 A 1
    Goto Inactive
  SpawnSide:
    TNT1 AA 0 A_CustomMissile("LMSpark_P1", 0, 0, Random(-23, 23), 2, Random(157, 203))
    TNT1 AA 0 A_CustomMissile("LMSpark_P2", 0, 0, Random(-23, 23), 2, Random(157, 203))
    TNT1 AA 0 A_CustomMissile("LMSpark_P3", 0, 0, Random(-23, 23), 2, Random(157, 203))
    TNT1 AA 0 A_CustomMissile("LMSpark_P4", 0, 0, Random(-23, 23), 2, Random(157, 203))
    TNT1 AA 0 A_CustomMissile("LMSpark_P5", 0, 0, Random(-23, 23), 2, Random(157, 203))
    TNT1 AA 0 A_CustomMissile("LMSpark_P6", 0, 0, Random(-23, 23), 2, Random(157, 203))
    TNT1 AA 0 A_CustomMissile("LMSpark_P7", 0, 0, Random(-23, 23), 2, Random(157, 203))
    TNT1 AA 0 A_CustomMissile("LMSpark_P8", 0, 0, Random(-23, 23), 2, Random(157, 203))
    TNT1 AA 0 A_CustomMissile("LMSpark_P9", 0, 0, Random(-23, 23), 2, Random(157, 203))
    TNT1 AA 0 A_CustomMissile("LMSpark_P10", 0, 0, Random(-23, 23), 2, Random(157, 203))
    TNT1 AA 0 A_CustomMissile("LMSpark_P11", 0, 0, Random(-23, 23), 2, Random(157, 203))
    TNT1 AA 0 A_CustomMissile("LMSpark_P12", 0, 0, Random(-23, 23), 2, Random(157, 203))
    TNT1 AA 0 A_CustomMissile("LMSpark_P13", 0, 0, Random(-23, 23), 2, Random(157, 203))
    TNT1 AA 0 A_CustomMissile("LMSpark_P14", 0, 0, Random(-23, 23), 2, Random(157, 203))
    TNT1 AA 0 A_CustomMissile("LMSpark_P15", 0, 0, Random(-23, 23), 2, Random(157, 203))
    TNT1 AA 0 A_CustomMissile("LMSpark_P16", 0, 0, Random(-23, 23), 2, Random(157, 203))
    TNT1 A 1 A_JumpIf(Args[2] > 0, 1)
    Goto Spawn
    TNT1 A 1
    Goto Inactive
  Inactive:
    TNT1 A -1
    Loop
  }
}

//Flares

Actor LMSparkFlare_W1
{
  Height 0
  Radius 0
  Mass 0
  +Missile
  +NoBlockMap
  +NoClip
  +NoGravity
  +NoInteraction
  RenderStyle Add
  Scale 0.25
  States
  {
  Spawn:
    SPKW A 1 Bright A_FadeOut(0.1)
    Loop
  }
}

Actor LMSparkFlare_W2 : LMSparkFlare_W1 { States { Spawn: SPKW B 1 Bright A_FadeOut(0.1) Loop } }
Actor LMSparkFlare_W3 : LMSparkFlare_W1 { States { Spawn: SPKW C 1 Bright A_FadeOut(0.1) Loop } }
Actor LMSparkFlare_W4 : LMSparkFlare_W1 { States { Spawn: SPKW D 1 Bright A_FadeOut(0.1) Loop } }
Actor LMSparkFlare_W5 : LMSparkFlare_W1 { States { Spawn: SPKW E 1 Bright A_FadeOut(0.1) Loop } }
Actor LMSparkFlare_W6 : LMSparkFlare_W1 { States { Spawn: SPKW F 1 Bright A_FadeOut(0.1) Loop } }

Actor LMSparkFlare_R1 : LMSparkFlare_W1 { States { Spawn: SPKR A 1 Bright A_FadeOut (0.1) Loop } }
Actor LMSparkFlare_R2 : LMSparkFlare_W1 { States { Spawn: SPKR B 1 Bright A_FadeOut (0.1) Loop } }
Actor LMSparkFlare_R3 : LMSparkFlare_W1 { States { Spawn: SPKR C 1 Bright A_FadeOut (0.1) Loop } }
Actor LMSparkFlare_R4 : LMSparkFlare_W1 { States { Spawn: SPKR D 1 Bright A_FadeOut (0.1) Loop } }
Actor LMSparkFlare_R5 : LMSparkFlare_W1 { States { Spawn: SPKR E 1 Bright A_FadeOut (0.1) Loop } }
Actor LMSparkFlare_R6 : LMSparkFlare_W1 { States { Spawn: SPKR F 1 Bright A_FadeOut (0.1) Loop } }

Actor LMSparkFlare_O1 : LMSparkFlare_W1 { States { Spawn: SPKO A 1 Bright A_FadeOut (0.1) Loop } }
Actor LMSparkFlare_O2 : LMSparkFlare_W1 { States { Spawn: SPKO B 1 Bright A_FadeOut (0.1) Loop } }
Actor LMSparkFlare_O3 : LMSparkFlare_W1 { States { Spawn: SPKO C 1 Bright A_FadeOut (0.1) Loop } }
Actor LMSparkFlare_O4 : LMSparkFlare_W1 { States { Spawn: SPKO D 1 Bright A_FadeOut (0.1) Loop } }
Actor LMSparkFlare_O5 : LMSparkFlare_W1 { States { Spawn: SPKO E 1 Bright A_FadeOut (0.1) Loop } }
Actor LMSparkFlare_O6 : LMSparkFlare_W1 { States { Spawn: SPKO F 1 Bright A_FadeOut (0.1) Loop } }

Actor LMSparkFlare_Y1 : LMSparkFlare_W1 { States { Spawn: SPKY A 1 Bright A_FadeOut (0.1) Loop } }
Actor LMSparkFlare_Y2 : LMSparkFlare_W1 { States { Spawn: SPKY B 1 Bright A_FadeOut (0.1) Loop } }
Actor LMSparkFlare_Y3 : LMSparkFlare_W1 { States { Spawn: SPKY C 1 Bright A_FadeOut (0.1) Loop } }
Actor LMSparkFlare_Y4 : LMSparkFlare_W1 { States { Spawn: SPKY D 1 Bright A_FadeOut (0.1) Loop } }
Actor LMSparkFlare_Y5 : LMSparkFlare_W1 { States { Spawn: SPKY E 1 Bright A_FadeOut (0.1) Loop } }
Actor LMSparkFlare_Y6 : LMSparkFlare_W1 { States { Spawn: SPKY F 1 Bright A_FadeOut (0.1) Loop } }

Actor LMSparkFlare_G1 : LMSparkFlare_W1 { States { Spawn: SPKG A 1 Bright A_FadeOut(0.1) Loop } }
Actor LMSparkFlare_G2 : LMSparkFlare_W1 { States { Spawn: SPKG B 1 Bright A_FadeOut(0.1) Loop } }
Actor LMSparkFlare_G3 : LMSparkFlare_W1 { States { Spawn: SPKG C 1 Bright A_FadeOut(0.1) Loop } }
Actor LMSparkFlare_G4 : LMSparkFlare_W1 { States { Spawn: SPKG D 1 Bright A_FadeOut(0.1) Loop } }
Actor LMSparkFlare_G5 : LMSparkFlare_W1 { States { Spawn: SPKG E 1 Bright A_FadeOut(0.1) Loop } }
Actor LMSparkFlare_G6 : LMSparkFlare_W1 { States { Spawn: SPKG F 1 Bright A_FadeOut(0.1) Loop } }

Actor LMSparkFlare_B1 : LMSparkFlare_W1 { States { Spawn: SPKB A 1 Bright A_FadeOut(0.1) Loop } }
Actor LMSparkFlare_B2 : LMSparkFlare_W1 { States { Spawn: SPKB B 1 Bright A_FadeOut(0.1) Loop } }
Actor LMSparkFlare_B3 : LMSparkFlare_W1 { States { Spawn: SPKB C 1 Bright A_FadeOut(0.1) Loop } }
Actor LMSparkFlare_B4 : LMSparkFlare_W1 { States { Spawn: SPKB D 1 Bright A_FadeOut(0.1) Loop } }
Actor LMSparkFlare_B5 : LMSparkFlare_W1 { States { Spawn: SPKB E 1 Bright A_FadeOut(0.1) Loop } }
Actor LMSparkFlare_B6 : LMSparkFlare_W1 { States { Spawn: SPKB F 1 Bright A_FadeOut(0.1) Loop } }

Actor LMSparkFlare_P1 : LMSparkFlare_W1 { States { Spawn: SPKP A 1 bright A_FadeOut(0.1) Loop } }
Actor LMSparkFlare_P2 : LMSparkFlare_W1 { States { Spawn: SPKP B 1 bright A_FadeOut(0.1) Loop } }
Actor LMSparkFlare_P3 : LMSparkFlare_W1 { States { Spawn: SPKP C 1 bright A_FadeOut(0.1) Loop } }
Actor LMSparkFlare_P4 : LMSparkFlare_W1 { States { Spawn: SPKP D 1 bright A_FadeOut(0.1) Loop } }
Actor LMSparkFlare_P5 : LMSparkFlare_W1 { States { Spawn: SPKP E 1 bright A_FadeOut(0.1) Loop } }
Actor LMSparkFlare_P6 : LMSparkFlare_W1 { States { Spawn: SPKP F 1 bright A_FadeOut(0.1) Loop } }

//Sparks

Actor LMSpark_W1
{
  Height 1
  Radius 2
  Mass 0
  Speed 0.25
  +Missile
  +NoBlockMap
  +LowGravity
  RenderStyle Add
  Scale 0.025
  States
  {
  Spawn:
    SPKW E 1 Bright
    Loop
  Death:
    SPKW E 1 Bright A_FadeOut(0.1)
    Loop
  }
}

Actor LMSpark_W2 : LMSpark_W1  { Speed 0.5  }
Actor LMSpark_W3 : LMSpark_W1  { Speed 0.75 }
Actor LMSpark_W4 : LMSpark_W1  { Speed 1.0  }
Actor LMSpark_W5 : LMSpark_W1  { Speed 1.25 }
Actor LMSpark_W6 : LMSpark_W1  { Speed 1.5  }
Actor LMSpark_W7 : LMSpark_W1  { Speed 1.75 }
Actor LMSpark_W8 : LMSpark_W1  { Speed 2.0  }
Actor LMSpark_W9 : LMSpark_W1  { Speed 2.25 }
Actor LMSpark_W10 : LMSpark_W1 { Speed 2.5  }
Actor LMSpark_W11 : LMSpark_W1 { Speed 2.75 }
Actor LMSpark_W12 : LMSpark_W1 { Speed 3.0  }
Actor LMSpark_W13 : LMSpark_W1 { Speed 3.25 }
Actor LMSpark_W14 : LMSpark_W1 { Speed 3.5  }
Actor LMSpark_W15 : LMSpark_W1 { Speed 3.75 }
Actor LMSpark_W16 : LMSpark_W1 { Speed 4.0  }

Actor LMSpark_R1 : LMSpark_W1
{
  States
  {
  Spawn:
    SPKR E 1 bright
    Loop
  Death:
    SPKR E 1 bright A_FadeOut (0.1)
    Loop
  }
}

Actor LMSpark_R2 : LMSpark_R1  { Speed 0.5  }
Actor LMSpark_R3 : LMSpark_R1  { Speed 0.75 }
Actor LMSpark_R4 : LMSpark_R1  { Speed 1.0  }
Actor LMSpark_R5 : LMSpark_R1  { Speed 1.25 }
Actor LMSpark_R6 : LMSpark_R1  { Speed 1.5  }
Actor LMSpark_R7 : LMSpark_R1  { Speed 1.75 }
Actor LMSpark_R8 : LMSpark_R1  { Speed 2.0  }
Actor LMSpark_R9 : LMSpark_R1  { Speed 2.25 }
Actor LMSpark_R10 : LMSpark_R1 { Speed 2.5  }
Actor LMSpark_R11 : LMSpark_R1 { Speed 2.75 }
Actor LMSpark_R12 : LMSpark_R1 { Speed 3.0  }
Actor LMSpark_R13 : LMSpark_R1 { Speed 3.25 }
Actor LMSpark_R14 : LMSpark_R1 { Speed 3.5  }
Actor LMSpark_R15 : LMSpark_R1 { Speed 3.75 }
Actor LMSpark_R16 : LMSpark_R1 { Speed 4.0  }

Actor LMSpark_O1 : LMSpark_W1
{
  States
  {
  Spawn:
    SPKO E 1 bright
    Loop
  Death:
    SPKO E 1 bright A_FadeOut(0.1)
    Loop
  }
}

Actor LMSpark_O2 : LMSpark_O1  { Speed 0.5  }
Actor LMSpark_O3 : LMSpark_O1  { Speed 0.75 }
Actor LMSpark_O4 : LMSpark_O1  { Speed 1.0  }
Actor LMSpark_O5 : LMSpark_O1  { Speed 1.25 }
Actor LMSpark_O6 : LMSpark_O1  { Speed 1.5  }
Actor LMSpark_O7 : LMSpark_O1  { Speed 1.75 }
Actor LMSpark_O8 : LMSpark_O1  { Speed 2.0  }
Actor LMSpark_O9 : LMSpark_O1  { Speed 2.25 }
Actor LMSpark_O10 : LMSpark_O1 { Speed 2.5  }
Actor LMSpark_O11 : LMSpark_O1 { Speed 2.75 }
Actor LMSpark_O12 : LMSpark_O1 { Speed 3.0  }
Actor LMSpark_O13 : LMSpark_O1 { Speed 3.25 }
Actor LMSpark_O14 : LMSpark_O1 { Speed 3.5  }
Actor LMSpark_O15 : LMSpark_O1 { Speed 3.75 }
Actor LMSpark_O16 : LMSpark_O1 { Speed 4.0  }

Actor LMSpark_Y1 : LMSpark_W1
{
  States
  {
  Spawn:
    SPKY E 1 bright
    Loop
  Death:
    SPKY E 1 bright A_FadeOut (0.1)
    Loop
  }
}

Actor LMSpark_Y2 : LMSpark_Y1  { Speed 0.5  }
Actor LMSpark_Y3 : LMSpark_Y1  { Speed 0.75 }
Actor LMSpark_Y4 : LMSpark_Y1  { Speed 1.0  }
Actor LMSpark_Y5 : LMSpark_Y1  { Speed 1.25 }
Actor LMSpark_Y6 : LMSpark_Y1  { Speed 1.5  }
Actor LMSpark_Y7 : LMSpark_Y1  { Speed 1.75 }
Actor LMSpark_Y8 : LMSpark_Y1  { Speed 2.0  }
Actor LMSpark_Y9 : LMSpark_Y1  { Speed 2.25 }
Actor LMSpark_Y10 : LMSpark_Y1 { Speed 2.5  }
Actor LMSpark_Y11 : LMSpark_Y1 { Speed 2.75 }
Actor LMSpark_Y12 : LMSpark_Y1 { Speed 3.0  }
Actor LMSpark_Y13 : LMSpark_Y1 { Speed 3.25 }
Actor LMSpark_Y14 : LMSpark_Y1 { Speed 3.5  }
Actor LMSpark_Y15 : LMSpark_Y1 { Speed 3.75 }
Actor LMSpark_Y16 : LMSpark_Y1 { Speed 4.0  }

Actor LMSpark_G1 : LMSpark_W1
{
  States
  {
  Spawn:
    SPKG E 1 Bright
    Loop
  Death:
    SPKG E 1 Bright A_FadeOut(0.1)
    Loop
  }
}

Actor LMSpark_G2 : LMSpark_G1  { Speed 0.5  }
Actor LMSpark_G3 : LMSpark_G1  { Speed 0.75 }
Actor LMSpark_G4 : LMSpark_G1  { Speed 1.0  }
Actor LMSpark_G5 : LMSpark_G1  { Speed 1.25 }
Actor LMSpark_G6 : LMSpark_G1  { Speed 1.5  }
Actor LMSpark_G7 : LMSpark_G1  { Speed 1.75 }
Actor LMSpark_G8 : LMSpark_G1  { Speed 2.0  }
Actor LMSpark_G9 : LMSpark_G1  { Speed 2.25 }
Actor LMSpark_G10 : LMSpark_G1 { Speed 2.5  }
Actor LMSpark_G11 : LMSpark_G1 { Speed 2.75 }
Actor LMSpark_G12 : LMSpark_G1 { Speed 3.0  }
Actor LMSpark_G13 : LMSpark_G1 { Speed 3.25 }
Actor LMSpark_G14 : LMSpark_G1 { Speed 3.5  }
Actor LMSpark_G15 : LMSpark_G1 { Speed 3.75 }
Actor LMSpark_G16 : LMSpark_G1 { Speed 4.0  }

Actor LMSpark_B1 : LMSpark_W1   
{ 
  States 
  { 
  Spawn: 
    SPKB E 1 Bright 
    Loop 
  Death: 
    SPKB E 1 Bright A_FadeOut(0.1) 
    Loop 
  } 
}

Actor LMSpark_B2 : LMSpark_B1  { Speed 0.5  }
Actor LMSpark_B3 : LMSpark_B1  { Speed 0.75 }
Actor LMSpark_B4 : LMSpark_B1  { Speed 1.0  }
Actor LMSpark_B5 : LMSpark_B1  { Speed 1.25 }
Actor LMSpark_B6 : LMSpark_B1  { Speed 1.5  }
Actor LMSpark_B7 : LMSpark_B1  { Speed 1.75 }
Actor LMSpark_B8 : LMSpark_B1  { Speed 2.0  }
Actor LMSpark_B9 : LMSpark_B1  { Speed 2.25 }
Actor LMSpark_B10 : LMSpark_B1 { Speed 2.5  }
Actor LMSpark_B11 : LMSpark_B1 { Speed 2.75 }
Actor LMSpark_B12 : LMSpark_B1 { Speed 3.0  }
Actor LMSpark_B13 : LMSpark_B1 { Speed 3.25 }
Actor LMSpark_B14 : LMSpark_B1 { Speed 3.5  }
Actor LMSpark_B15 : LMSpark_B1 { Speed 3.75 }
Actor LMSpark_B16 : LMSpark_B1 { Speed 4.0  }

Actor LMSpark_P1 : LMSpark_W1
{
  states
  {
  Spawn:
    SPKP E 1 Bright
    Loop
  Death:
    SPKP E 1 Bright A_FadeOut(0.1)
    Loop
  }
}

Actor LMSpark_P2 : LMSpark_P1  { Speed 0.5  }
Actor LMSpark_P3 : LMSpark_P1  { Speed 0.75 }
Actor LMSpark_P4 : LMSpark_P1  { Speed 1.0  }
Actor LMSpark_P5 : LMSpark_P1  { Speed 1.25 }
Actor LMSpark_P6 : LMSpark_P1  { Speed 1.5  }
Actor LMSpark_P7 : LMSpark_P1  { Speed 1.75 }
Actor LMSpark_P8 : LMSpark_P1  { Speed 2.0  }
Actor LMSpark_P9 : LMSpark_P1  { Speed 2.25 }
Actor LMSpark_P10 : LMSpark_P1 { Speed 2.5  }
Actor LMSpark_P11 : LMSpark_P1 { Speed 2.75 }
Actor LMSpark_P12 : LMSpark_P1 { Speed 3.0  }
Actor LMSpark_P13 : LMSpark_P1 { Speed 3.25 }
Actor LMSpark_P14 : LMSpark_P1 { Speed 3.5  }
Actor LMSpark_P15 : LMSpark_P1 { Speed 3.75 }
Actor LMSpark_P16 : LMSpark_P1 { Speed 4.0  }

// GVH 36
Actor YellowLamp 13241
{
	//$Category GVH:NS Map Decoration
  +Solid
  Radius 8
  Height 52
  States
  {
  Spawn:
    YLMP A -1 Bright
    Loop
  }
}

Actor GreyLamp 13214
{
	//$Category GVH:NS Map Decoration
  +Solid
  Radius 8
  Height 52
  States
  {
  Spawn:
    GLMP A -1 Bright
    Loop
  }
}

Actor Chair 14354
{
	//$Category GVH:NS Map Decoration
  +FloorClip
  +Solid
  Height 30
  Radius 15
  States
  {
  Spawn:
    CHAI A -1
    Stop
  }
}

actor TrapAmmoDecoration 19102
{
	//$Category GVH:NS Map Decoration
  Mass 99999999
  +TELESTOMP
  states
  {
  Spawn:
    GBTD A -1
    stop
  }
}

actor SjasDecoration 19990
{
//$Category GVH:NS Map Decoration
	Mass 99999999
	scale 0.8
	gravity 0.0
	+NOINTERACTION
	+NOGRAVITY
	+FLOAT
	+SOLID
	states
	{
	Spawn:
	SJSD A 1 A_SetTranslucent (0.5, 0)
	loop
	}
}

actor CreeperDecoration 19991
{
	//$Category GVH:NS Map Decoration
	Mass 99999999
	height 18
	radius 13
	scale 0.4
	+SHADOW
	+NOINTERACTION
	+SOLID
	+FORCEXYBILLBOARD
	states
	{
	Spawn:
	CRED A 1
	loop
	}
}

actor CreeperunderwaterDecoration 19103
{
	//$Category GVH:NS Map Decoration
	Mass 99999999
	height 18
	radius 13
	scale 0.4
	+NOGRAVITY
	+FLOAT
	floatspeed 25
	+FLOATBOB
	+SHADOW
	//+NOINTERACTION
	//+SOLID
	+FORCEXYBILLBOARD
	states
	{
	Spawn:
	CRED A 25
	loop
	}
}

actor JitterskullDecoration 19992
{
	//$Category GVH:NS Map Decoration
	Mass 99999999
	scale 0.24
	+NOINTERACTION
	+FLOORHUGGER
	+SOLID
	states
	{
	Spawn:
	JSKD A 1
	loop
	}
}

actor ChokeDecoration 19993
{
	//$Category GVH:NS Map Decoration
	Mass 99999999
	scale 0.8
	+NOINTERACTION
	+SOLID
	states
	{
	Spawn:
	CHOD A 1
	Loop
	}
}

actor ChokeDecoration2 19995
{	
	//$Category GVH:NS Map Decoration
	Mass 99999999
	scale 0.8
	+NOINTERACTION
	+SOLID
	states
	{
	Spawn:
	CHDB A 1
	Loop
	}
}

actor FrostbiteDecoration 19994
{
	//$Category GVH:NS Map Decoration
	Mass 99999999
	scale 0.19//Originally 0.24
	+NOINTERACTION
	+SOLID
	states
	{
	Spawn:
	FROD A 1
	Loop
	}
}
//////////////////////////////////////

//And some decorative actors that look like Doom's items (they dont work though).
actor SuitDecoration 19996
{
	//$Category GVH:NS Map Decoration
	Mass 99999999
	Height 46
	+SOLID
	states
	{
	Spawn:
	SUIT A -1
	stop
	}
}

actor MedikitDecoration 19998
{
	//$Category GVH:NS Map Decoration
	Mass 99999999
	+SOLID
	states
	{
	Spawn:
	MEDI A -1
	stop
	}
}

actor BerserkthingyDecoration 19999
{
	//$Category GVH:NS Map Decoration
	Mass 99999999
	+SOLID
	states
	{
	Spawn:
	PSTR A -1
	stop
	}
}

actor AllmapDecoration 19100
{
	//$Category GVH:NS Map Decoration
	Mass 99999999
	+SOLID
	states
	{
	Spawn:
	PMAP ABCDCB 6
	Loop
	}
}

actor InfraredDecoration 19101
{
	//$Category GVH:NS Map Decoration
	Mass 99999999
	+SOLID
	states
	{
	Spawn:
	PVIS A 6
	PVIS B 6
	Loop
	}
}

//Steam and sparks (see credits in readme if you're curious here its from).
//Minor recent change: As was in GVHLM, it might be noisy in TLMS in here.
//Changed rather as an precaution, really.
//EDIT: IT DOESNT WORK. DECORATE SEEMS TO BE AS PERSISTENT AS AN DONKEY IN FAILING.
//It keeps resetting in TLMS. Blame skulltag while watching out for creepers if it does make noise.
//I cant fix it, if you can, go ahead!
//final edit: i've made a non-noisy version of the steam.

//It also has been slightly modified at the steam part and has been given Doombuilder numbers.
/*
Actor SilentSteamSpawner : SwitchableDecoration 10030 //DoomEdNum Here
{
  Height 2
  Radius 1
  Mass 0
  +NoBlockMap
  +NoGravity
  +NoInteraction
  +ClientSideOnly
  States
  {
  Spawn:
  Active:
    TNT1 A 0
    TNT1 A 0 A_JumpIf(Args[0] == 1, "Down")
    TNT1 A 0 A_JumpIf(Args[0] > 1, "Forward")
    TNT1 A 0 A_JumpIf(Args[1] > 0, "UpBurst")
    TNT1 A 0 A_JumpIf(Args[3] > 0, 2)
    //TNT1 A 0 A_PlaySoundEx("Steam/Loop", "SoundSlot7", 1)
	TNT1 A 0 A_PlaySound ("", CHAN_AUTO, 0.5, 1, 1)
    TNT1 A 1 A_SpawnItemEx("SteamParticle", 0, 0, 1, (0.1)*Random(0, 4), 0, (0.1)*Random(35, 40), Random(0, 360), 128)
    Loop
  Down:
    TNT1 A 0 A_JumpIf(Args[1] > 0, "DownBurst")
    TNT1 A 0 A_JumpIf(Args[3] > 0, 2)
    //TNT1 A 0 A_PlaySoundEx("Steam/Loop", "SoundSlot7", 1)
	TNT1 A 0 A_PlaySound ("", CHAN_AUTO, 0.5, 1, 1)
    TNT1 A 1 A_SpawnItemEx("SteamParticle", 0, 0, 0, (0.1)*Random(0, 4), 0, (-0.1)*Random(35, 40), Random(0, 360), 128)
    Loop
  Forward:
    TNT1 A 0 A_JumpIf(Args[1] > 0, "ForwardBurst")
    TNT1 A 0 A_JumpIf(Args[3] > 0, 2)
    //TNT1 A 0 A_PlaySoundEx("Steam/Loop", "SoundSlot7", 1)
	TNT1 A 0 A_PlaySound ("", CHAN_AUTO, 0.5, 1, 1)
    TNT1 A 1 A_SpawnItemEx("SteamParticle", 0, 0, 0, (0.1)*Random(35, 40), 0, (0.1)*Random(-5, 5), Random(-8, 8), 128)
    Loop
  UpBurst:
    TNT1 A 1 A_Jump(Args[2]/16, 1)
    Loop
    TNT1 A 0 A_JumpIf(Args[3] > 0, 2)
    //TNT1 A 0 A_PlaySoundEx("Steam/Fire", "SoundSlot7", 0)
	TNT1 A 0 A_PlaySound ("", CHAN_AUTO, 0.5, 1, 1)
    TNT1 AAAAAAAAAA 1 A_SpawnItemEx("SteamParticle", 0, 0, 1, (0.1)*Random(0, 4), 0, (0.1)*Random(35, 40), Random(0, 360), 128)
    TNT1 AAAAAAAAAA 1 A_SpawnItemEx("SteamParticle", 0, 0, 1, (0.1)*Random(0, 4), 0, (0.1)*Random(35, 40), Random(0, 360), 128)
    TNT1 AAAAAAAAAA 1 A_SpawnItemEx("SteamParticle", 0, 0, 1, (0.1)*Random(0, 4), 0, (0.1)*Random(35, 40), Random(0, 360), 128)
    Loop
  DownBurst:
    TNT1 A 1 A_Jump(Args[2]/16, 1)
    Loop
    TNT1 A 0 A_JumpIf(Args[3] > 0, 2)
    //TNT1 A 0 A_PlaySoundEx("Steam/Fire", "SoundSlot7", 0)
	TNT1 A 0 A_PlaySound ("", CHAN_AUTO, 0.5, 1, 1)
    TNT1 AAAAAAAAAA 1 A_SpawnItemEx("SteamParticle", 0, 0, 0, (0.1)*Random(0, 4), 0, (-0.1)*Random(35, 40), Random(0, 360), 128)
    TNT1 AAAAAAAAAA 1 A_SpawnItemEx("SteamParticle", 0, 0, 0, (0.1)*Random(0, 4), 0, (-0.1)*Random(35, 40), Random(0, 360), 128)
    TNT1 AAAAAAAAAA 1 A_SpawnItemEx("SteamParticle", 0, 0, 0, (0.1)*Random(0, 4), 0, (-0.1)*Random(35, 40), Random(0, 360), 128)
    Loop
  ForwardBurst:
    TNT1 A 1 A_Jump(Args[2]/16, 1)
    Loop
    TNT1 A 0 A_JumpIf(Args[3] > 0, 2)
    //TNT1 A 0 A_PlaySoundEx("Steam/Fire", "SoundSlot7", 0)
	TNT1 A 0 A_PlaySound ("", CHAN_AUTO, 0.5, 1, 1)
    TNT1 AAAAAAAAAA 1 A_SpawnItemEx("SteamParticle", 0, 0, 0, (0.1)*Random(35, 40), 0, (0.1)*Random(-5, 5), Random(-8, 8), 128)
    TNT1 AAAAAAAAAA 1 A_SpawnItemEx("SteamParticle", 0, 0, 0, (0.1)*Random(35, 40), 0, (0.1)*Random(-5, 5), Random(-8, 8), 128)
    TNT1 AAAAAAAAAA 1 A_SpawnItemEx("SteamParticle", 0, 0, 0, (0.1)*Random(35, 40), 0, (0.1)*Random(-5, 5), Random(-8, 8), 128)
    Loop
  Inactive:
    //TNT1 A 1 A_StopSoundEx("SoundSlot7")
	TNT1 A 1 A_StopSound (CHAN_AUTO)
    TNT1 A 1
    Goto Inactive+1
  }
}
*/
/*
Actor SteamParticletwo
{
  Height 1
  Radius 1
  +Missile
  +NoGravity
  +NoBlockMap
  RenderStyle Add
  Scale 0.4
  Alpha 0.65
  States
  {
  Spawn:
    STEM A 2 A_SetTranslucent(0.6, 1)
    STEM B 2 A_SetTranslucent(0.55, 1)
    STEM C 2 A_SetTranslucent(0.5, 1)
    STEM D 2 A_SetTranslucent(0.45, 1)
    STEM E 2 A_SetTranslucent(0.4, 1)
    STEM F 2 A_SetTranslucent(0.35, 1)
    STEM G 2 A_SetTranslucent(0.3, 1)
    STEM H 2 A_SetTranslucent(0.25, 1)
    STEM I 2 A_SetTranslucent(0.2, 1)
    STEM J 2 A_SetTranslucent(0.15, 1)
    STEM K 2 A_SetTranslucent(0.1, 1)
    STEM L 2 A_SetTranslucent(0.05, 1)
    Stop
  }
}
*/
////////////////Original steam////////////////////

Actor GvH38SteamSpawner : SwitchableDecoration 10031 //DoomEdNum Here
{
	//$Category GVH:NS Map Decoration
  Height 2
  Radius 1
  Mass 0
  +NoBlockMap
  +NoGravity
  +NoInteraction
  +ClientSideOnly
  States
  {
  Spawn:
  Active:
    TNT1 A 0
    TNT1 A 0 A_JumpIf(Args[0] == 1, "Down")
    TNT1 A 0 A_JumpIf(Args[0] > 1, "Forward")
    TNT1 A 0 A_JumpIf(Args[1] > 0, "UpBurst")
    TNT1 A 0 A_JumpIf(Args[3] > 0, 2)
    //TNT1 A 0 A_PlaySoundEx("Steam/Loop", "SoundSlot7", 1)
	TNT1 A 0 A_PlaySound ("Steam/Loop", CHAN_AUTO, 0.5, 1, 1)
    TNT1 A 1 A_SpawnItemEx("SteamParticle", 0, 0, 1, (0.1)*Random(0, 4), 0, (0.1)*Random(35, 40), Random(0, 360), 128)
    Loop
  Down:
    TNT1 A 0 A_JumpIf(Args[1] > 0, "DownBurst")
    TNT1 A 0 A_JumpIf(Args[3] > 0, 2)
    //TNT1 A 0 A_PlaySoundEx("Steam/Loop", "SoundSlot7", 1)
	TNT1 A 0 A_PlaySound ("Steam/Loop", CHAN_AUTO, 0.5, 1, 1)
    TNT1 A 1 A_SpawnItemEx("SteamParticle", 0, 0, 0, (0.1)*Random(0, 4), 0, (-0.1)*Random(35, 40), Random(0, 360), 128)
    Loop
  Forward:
    TNT1 A 0 A_JumpIf(Args[1] > 0, "ForwardBurst")
    TNT1 A 0 A_JumpIf(Args[3] > 0, 2)
    //TNT1 A 0 A_PlaySoundEx("Steam/Loop", "SoundSlot7", 1)
	TNT1 A 0 A_PlaySound ("Steam/Loop", CHAN_AUTO, 0.5, 1, 1)
    TNT1 A 1 A_SpawnItemEx("SteamParticle", 0, 0, 0, (0.1)*Random(35, 40), 0, (0.1)*Random(-5, 5), Random(-8, 8), 128)
    Loop
  UpBurst:
    TNT1 A 1 A_Jump(Args[2]/16, 1)
    Loop
    TNT1 A 0 A_JumpIf(Args[3] > 0, 2)
    //TNT1 A 0 A_PlaySoundEx("Steam/Fire", "SoundSlot7", 0)
	TNT1 A 0 A_PlaySound ("Steam/Fire", CHAN_AUTO, 0.5, 1, 1)
    TNT1 AAAAAAAAAA 1 A_SpawnItemEx("SteamParticle", 0, 0, 1, (0.1)*Random(0, 4), 0, (0.1)*Random(35, 40), Random(0, 360), 128)
    TNT1 AAAAAAAAAA 1 A_SpawnItemEx("SteamParticle", 0, 0, 1, (0.1)*Random(0, 4), 0, (0.1)*Random(35, 40), Random(0, 360), 128)
    TNT1 AAAAAAAAAA 1 A_SpawnItemEx("SteamParticle", 0, 0, 1, (0.1)*Random(0, 4), 0, (0.1)*Random(35, 40), Random(0, 360), 128)
    Loop
  DownBurst:
    TNT1 A 1 A_Jump(Args[2]/16, 1)
    Loop
    TNT1 A 0 A_JumpIf(Args[3] > 0, 2)
    //TNT1 A 0 A_PlaySoundEx("Steam/Fire", "SoundSlot7", 0)
	TNT1 A 0 A_PlaySound ("Steam/Fire", CHAN_AUTO, 0.5, 1, 1)
    TNT1 AAAAAAAAAA 1 A_SpawnItemEx("SteamParticle", 0, 0, 0, (0.1)*Random(0, 4), 0, (-0.1)*Random(35, 40), Random(0, 360), 128)
    TNT1 AAAAAAAAAA 1 A_SpawnItemEx("SteamParticle", 0, 0, 0, (0.1)*Random(0, 4), 0, (-0.1)*Random(35, 40), Random(0, 360), 128)
    TNT1 AAAAAAAAAA 1 A_SpawnItemEx("SteamParticle", 0, 0, 0, (0.1)*Random(0, 4), 0, (-0.1)*Random(35, 40), Random(0, 360), 128)
    Loop
  ForwardBurst:
    TNT1 A 1 A_Jump(Args[2]/16, 1)
    Loop
    TNT1 A 0 A_JumpIf(Args[3] > 0, 2)
    //TNT1 A 0 A_PlaySoundEx("Steam/Fire", "SoundSlot7", 0)
	TNT1 A 0 A_PlaySound ("Steam/Fire", CHAN_AUTO, 0.5, 1, 1)
    TNT1 AAAAAAAAAA 1 A_SpawnItemEx("SteamParticle", 0, 0, 0, (0.1)*Random(35, 40), 0, (0.1)*Random(-5, 5), Random(-8, 8), 128)
    TNT1 AAAAAAAAAA 1 A_SpawnItemEx("SteamParticle", 0, 0, 0, (0.1)*Random(35, 40), 0, (0.1)*Random(-5, 5), Random(-8, 8), 128)
    TNT1 AAAAAAAAAA 1 A_SpawnItemEx("SteamParticle", 0, 0, 0, (0.1)*Random(35, 40), 0, (0.1)*Random(-5, 5), Random(-8, 8), 128)
    Loop
  Inactive:
    //TNT1 A 1 A_StopSoundEx("SoundSlot7")
	TNT1 A 1 A_StopSound (CHAN_AUTO)
    TNT1 A 1
    Goto Inactive+1
  }
}

Actor SteamParticletwo
{
  Height 1
  Radius 1
  +Missile
  +NoGravity
  +NoBlockMap
  RenderStyle Add
  Scale 0.4
  Alpha 0.65
  States
  {
  Spawn:
    STEM A 2 A_SetTranslucent(0.6, 1)
    STEM B 2 A_SetTranslucent(0.55, 1)
    STEM C 2 A_SetTranslucent(0.5, 1)
    STEM D 2 A_SetTranslucent(0.45, 1)
    STEM E 2 A_SetTranslucent(0.4, 1)
    STEM F 2 A_SetTranslucent(0.35, 1)
    STEM G 2 A_SetTranslucent(0.3, 1)
    STEM H 2 A_SetTranslucent(0.25, 1)
    STEM I 2 A_SetTranslucent(0.2, 1)
    STEM J 2 A_SetTranslucent(0.15, 1)
    STEM K 2 A_SetTranslucent(0.1, 1)
    STEM L 2 A_SetTranslucent(0.05, 1)
    Stop
  }
}