actor ArchvileFire1 replaces ArchvileFire
{
  Game Doom
  SpawnID 98
  RenderStyle Add
  Alpha 1
  +NOBLOCKMAP
  +NOGRAVITY
  States
  {
  Spawn:
    FIRE A 2 bright A_StartFire
	null Aaaaa 1 A_CustomMissile("ArchFire1",0+random(-5,10),0,0+random(0,360),2,90+random(-45,45))
    FIRE B 0 bright A_Fire
	null Aaaaa 1 A_CustomMissile("ArchFire1",0+random(-5,10),0,0+random(0,360),2,90+random(-45,45))
    FIRE C 0 bright A_FireCrackle
	null Aaaaa 1 A_CustomMissile("ArchFire1",0+random(-5,10),0,0+random(0,360),2,90+random(-45,45))
    FIRE B 0 bright A_Fire
	null Aaaaa 1 A_CustomMissile("ArchFire1",0+random(-5,10),0,0+random(0,360),2,90+random(-45,45))
    FIRE E 0 bright A_FireCrackle
	null BBBBB 1 A_CustomMissile("ArchFire2",0+random(-5,10),0,0+random(0,360),2,90+random(-45,45))
    FIRE F 0 bright A_Fire
	null BBBBB 0 A_CustomMissile("ArchFire2",0+random(-5,10),0,0+random(0,360),2,90+random(-45,45))
	FIRE E 0 bright A_FireCrackle
	null BBBBB 1 A_CustomMissile("ArchFire2",0+random(-5,10),0,0+random(0,360),2,90+random(-45,45))
		FIRE E 0 bright A_FireCrackle
	null BBBBB 1 A_CustomMissile("ArchFire2",0+random(-5,10),0,0+random(0,360),2,90+random(-45,45))
		FIRE E 0 bright A_FireCrackle
	null BBBBB 1 A_CustomMissile("ArchFire2",0+random(-5,10),0,0+random(0,360),2,90+random(-45,45))
		FIRE E 0 bright A_FireCrackle
	null BBBBB 1 A_CustomMissile("ArchFire2",0+random(-5,10),0,0+random(0,360),2,90+random(-45,45))
		FIRE E 0 bright A_FireCrackle
	null BBBBB 1 A_CustomMissile("ArchFire2",0+random(-5,10),0,0+random(0,360),2,90+random(-45,45))
		FIRE E 0 bright A_FireCrackle
	null BBBBB 1 A_CustomMissile("ArchFire3",0+random(-5,10),0,0+random(0,360),2,90+random(-45,45))
		FIRE E 0 bright A_FireCrackle
	null CCCCCCCCCCCCCCCCC 0 A_CustomMissile("ArchFire3",0+random(-5,10),0,0+random(0,360),2,90+random(0,360))
	null CCCC 1 A_CustomMissile("ArchFire3",0+random(-5,10),0,0+random(0,360),2,90+random(0,360))
	null CCCCCCCCC 0 A_CustomMissile("ArchFireSmoke",0+random(-5,10),0,0+random(0,360),2,90+random(0,360))
		FIRE B 0 bright A_FireCrackle
	null Aaaaa 1 A_CustomMissile("ArchFire1",0+random(-5,10),0,0+random(0,360),2,90+random(-45,45))
		FIRE B 0 bright A_FireCrackle
    Stop
  }
}

actor ArchFire1
{
	Radius		1
	Height		1
   Renderstyle add
	Alpha		0.6
	Scale		0.5
    Speed 3
    PROJECTILE
    +DOOMBOUNCE
	States
	{
	Spawn:
		null A 0 A_Jump(128,6)
		null A 0 A_Jump(128,10)
		Fire a 1 BRIGHT A_SetTranslucent(.95,1)
		Fire b 1 BRIGHT A_SetTranslucent(.9,1)
		Fire c 1 BRIGHT A_SetTranslucent(.85,1)
		Fire b 1 BRIGHT A_SetTranslucent(.8,1)
		Fire E 1 BRIGHT A_SetTranslucent(.75,1)
		Fire F 1 BRIGHT A_SetTranslucent(.7,1)
		Fire G 1 BRIGHT A_SetTranslucent(.65,1)
		Fire H 1 BRIGHT A_SetTranslucent(.6,1)
		Fire I 1 BRIGHT A_SetTranslucent(.55,1)
		Fire J 1 BRIGHT A_SetTranslucent(.5,1)
		Fire K 1 BRIGHT A_SetTranslucent(.45,1)
		Fire L 1 BRIGHT A_SetTranslucent(.4,1)
		Fire M 1 BRIGHT A_SetTranslucent(.35,1)
		Fire N 1 BRIGHT A_SetTranslucent(.3,1)
		Fire O 1 BRIGHT A_SetTranslucent(.25,1)
		Fire P 1 BRIGHT A_SetTranslucent(.2,1)
		Fire Q 1 BRIGHT A_SetTranslucent(.15,1)
		Fire R 1 BRIGHT A_SetTranslucent(.1,1)
		Fire S 1 BRIGHT A_SetTranslucent(.09,1)
		Fire Y 1 BRIGHT A_SetTranslucent(.08,1)
		Fire U 1 BRIGHT A_SetTranslucent(.07,1)
		Fire V 1 BRIGHT A_SetTranslucent(.06,1)
		Fire W 1 BRIGHT A_SetTranslucent(.05,1)
		Fire X 1 BRIGHT A_SetTranslucent(.04,1)
		Fire Y 1 BRIGHT A_SetTranslucent(.03,1)
		Fire Z 1 BRIGHT A_SetTranslucent(.02,1)
		Stop
	}
}

actor ArchFire2
{
	Radius		1
	Height		1
   Renderstyle add
	Alpha		0.8
	Scale		0.7
    Speed 4
    PROJECTILE
    +DOOMBOUNCE
	States
	{
	Spawn:
		null A 0 A_Jump(128,6)
		null A 0 A_Jump(128,10)
		Fire a 1 BRIGHT A_SetTranslucent(.95,1)
		Fire b 1 BRIGHT A_SetTranslucent(.9,1)
		Fire c 1 BRIGHT A_SetTranslucent(.85,1)
		Fire b 1 BRIGHT A_SetTranslucent(.8,1)
		Fire E 1 BRIGHT A_SetTranslucent(.75,1)
		Fire F 1 BRIGHT A_SetTranslucent(.7,1)
		Fire G 1 BRIGHT A_SetTranslucent(.65,1)
		Fire H 1 BRIGHT A_SetTranslucent(.6,1)
		Fire I 1 BRIGHT A_SetTranslucent(.55,1)
		Fire J 1 BRIGHT A_SetTranslucent(.5,1)
		Fire K 1 BRIGHT A_SetTranslucent(.45,1)
		Fire L 1 BRIGHT A_SetTranslucent(.4,1)
		Fire M 1 BRIGHT A_SetTranslucent(.35,1)
		Fire N 1 BRIGHT A_SetTranslucent(.3,1)
		Fire O 1 BRIGHT A_SetTranslucent(.25,1)
		Fire P 1 BRIGHT A_SetTranslucent(.2,1)
		Fire Q 1 BRIGHT A_SetTranslucent(.15,1)
		Fire R 1 BRIGHT A_SetTranslucent(.1,1)
		Fire S 1 BRIGHT A_SetTranslucent(.09,1)
		Fire Y 1 BRIGHT A_SetTranslucent(.08,1)
		Fire U 1 BRIGHT A_SetTranslucent(.07,1)
		Fire V 1 BRIGHT A_SetTranslucent(.06,1)
		Fire W 1 BRIGHT A_SetTranslucent(.05,1)
		Fire X 1 BRIGHT A_SetTranslucent(.04,1)
		Fire Y 1 BRIGHT A_SetTranslucent(.03,1)
		Fire Z 1 BRIGHT A_SetTranslucent(.02,1)
		Stop
	}
}

actor ArchFire3
{
	Radius		1
	Height		1
   Renderstyle add
	Alpha		1
	Scale		0.6
    Speed       3
    PROJECTILE
    +DOOMBOUNCE
	States
	{
	Spawn:
		null A 0 A_Jump(128,3)
		Blst a 1 BRIGHT A_SetTranslucent(.95,1)
		Blst b 1 BRIGHT A_SetTranslucent(.9,1)
		Blst c 1 BRIGHT A_SetTranslucent(.85,1)
		Blst b 1 BRIGHT A_SetTranslucent(.8,1)
		Blst E 1 BRIGHT A_SetTranslucent(.75,1)
		Blst F 1 BRIGHT A_SetTranslucent(.7,1)
		Blst G 1 BRIGHT A_SetTranslucent(.65,1)
		Blst H 1 BRIGHT A_SetTranslucent(.6,1)
		Blst I 1 BRIGHT A_SetTranslucent(.55,1)
		Blst J 1 BRIGHT A_SetTranslucent(.5,1)
		Blst K 1 BRIGHT A_SetTranslucent(.45,1)
		Blst L 1 BRIGHT A_SetTranslucent(.4,1)
		Blst M 1 BRIGHT A_SetTranslucent(.35,1)
		Blst N 1 BRIGHT A_SetTranslucent(.3,1)
		Blst O 1 BRIGHT A_SetTranslucent(.25,1)
		Blst P 1 BRIGHT A_SetTranslucent(.2,1)
		Blst Q 1 BRIGHT A_SetTranslucent(.15,1)
		Blst R 1 BRIGHT A_SetTranslucent(.1,1)
		Blst S 1 BRIGHT A_SetTranslucent(.09,1)
		Blst Y 1 BRIGHT A_SetTranslucent(.08,1)
		Blst U 1 BRIGHT A_SetTranslucent(.07,1)
		Blst V 1 BRIGHT A_SetTranslucent(.06,1)
		Blst W 1 BRIGHT A_SetTranslucent(.05,1)
		Blst X 1 BRIGHT A_SetTranslucent(.04,1)
		Blst Y 1 BRIGHT A_SetTranslucent(.03,1)
		Blst Z 1 BRIGHT A_SetTranslucent(.02,1)
		Stop
	}
}

ACTOR ArchFireSmoke
{
	Radius		1
	Height		1
   Renderstyle Translucent
	Alpha		1
	Scale		0.8
        Speed 3
    PROJECTILE
         +NOCLIP
	States
	{
	Spawn:
		PUF2 A 1 A_SetTranslucent(.95,1)
		PUF2 B 1 A_SetTranslucent(.9,1)
		PUF2 C 1 A_SetTranslucent(.85,1)
		PUF2 D 1 A_SetTranslucent(.8,1)
        PUF2 E 1 A_SetTranslucent(.75,1)
        PUF2 F 1 A_SetTranslucent(.7,1)
		PUF2 G 1 A_SetTranslucent(.65,1)
		PUF2 H 1 A_SetTranslucent(.6,1)
		PUF2 I 1 A_SetTranslucent(.55,1)
		PUF2 J 1 A_SetTranslucent(.5,1)
		PUF2 K 1 A_SetTranslucent(.45,1)
		PUF2 L 1 A_SetTranslucent(.4,1)
		PUF2 M 1 A_SetTranslucent(.35,1)
        PUF2 N 1 A_SetTranslucent(.3,1)
        PUF2 O 1 A_SetTranslucent(.25,1)
		PUF2 P 1 A_SetTranslucent(.25,1)
		PUF2 Q 1 A_SetTranslucent(.2,1)
		PUF2 R 1 A_SetTranslucent(.2,1)
		PUF2 S 1 A_SetTranslucent(.2,1)
		PUF2 T 2 A_SetTranslucent(.15,1)
		PUF2 U 2 A_SetTranslucent(.15,1)
		PUF2 V 2 A_SetTranslucent(.15,1)
        PUF2 W 2 A_SetTranslucent(.1,1)
        PUF2 X 2 A_SetTranslucent(.1,1)
		PUF2 Y 2 A_SetTranslucent(.05,1)
		PUF2 Z 2 A_SetTranslucent(.04,1)
		PUF3 A 2 A_SetTranslucent(.03,1)
		PUF3 B 2 A_SetTranslucent(.02,1)
		PUF3 C 2 A_SetTranslucent(.01,1)
		Stop
	}
}
