ACTOR BurningBarrel1 replaces BurningBarrel
{
  Game Doom
  SpawnID 149
  Radius 16
  Height 32
  +SOLID
  SeeSound "Things/FireLoop"
  States
  {
  Spawn:
	FCAN A 1 A_CustomMissile("BBarrelFire",25+random(0,3),0,0+random(0,360),2+random(-5,5),90+random(-15,15))
    null A 0 A_CustomMissile("BBarrelFire",25+random(0,3),0,0+random(0,360),2,90+random(-15,15))
	null A 0 A_Jump(254,1)
    null A 0 A_CustomMissile("TorchFireSpark",25+random(-3,3),0,0+random(0,360),2,90+random(-15,15))
	null A 0 A_Jump(254,1)
    null A 0 A_CustomMissile("SmokeX1",25+random(0,6),0,0+random(0,360),2,90+random(-15,15))
	FCAN A 1 A_CustomMissile("BBarrelHalo",25+random(-5,0),0,0+random(0,360),2,90+random(-15,15))
    null A 0 A_CustomMissile("BBarrelFire",25+random(0,3),0,0+random(0,360),2,90+random(-15,15))
	
	
    Loop
  }
}

actor BBarrelHalo
{
	Radius		1
	Height		1
       Renderstyle Stencil
	StencilColor 200 125 25
	Alpha 0
	Scale		0.5
    Speed 0
    PROJECTILE
    +DOOMBOUNCE
	States
	{
	Spawn:
		Corn ccccccccc 1 BRIGHT A_FadeIn(0.02)
		Corn cccccccccccccccccccccccccccccccccccccccccccccccccccccc 1 BRIGHT A_FadeOut(0.01)
		Stop
	}
}

actor BBarrelFire
{
	Radius		1
	Height		1
	Alpha		0.0
	Scale		0.075
    Speed 1.5
    Renderstyle Stencil
	StencilColor 255 155 50
    PROJECTILE
    +DOOMBOUNCE
	States
	{
	Spawn:
		null a 0 a_jump(10,"F1")
        null a 0 a_jump(11,"F2")
		null a 0 a_jump(12,"F3")
		null a 0 a_jump(13,"F4")
        null a 0 a_jump(14,"F5")
		null a 0 a_jump(15,"F6")
		null a 0 a_jump(16,"F7")
       Goto Spawn
	F1:
		firX aaaa 1 BRIGHT A_FadeIn(0.2)
		firX aaaaaaaaaaaaaaaaaaaa 1 BRIGHT A_FadeOut(0.04)
		Stop
			F2:
		firX bbbb 1 BRIGHT A_FadeIn(0.2)
		firX bbbbbbbbbbbbbbbbbbbb 1 BRIGHT A_FadeOut(0.04)
		Stop
			F3:
		firX cccc 1 BRIGHT A_FadeIn(0.2)
		firX cccccccccccccccccccc 1 BRIGHT A_FadeOut(0.04)
		Stop
			F4:
		firX dddd 1 BRIGHT A_FadeIn(0.2)
		firX dddddddddddddddddddd 1 BRIGHT A_FadeOut(0.04)
		Stop
			F5:
		firX eeee 1 BRIGHT A_FadeIn(0.2)
		firX eeeeeeeeeeeeeeeeeeee 1 BRIGHT A_FadeOut(0.04)
		Stop
			F6:
		firX ffff 1 BRIGHT A_FadeIn(0.2)
		firX ffffffffffffffffffff 1 BRIGHT A_FadeOut(0.04)
		Stop
			F7:
		firX gggg 1 BRIGHT A_FadeIn(0.02)
		firX gggggggggggggggggggg 1 BRIGHT A_FadeOut(0.04)
		Stop
	}
}

