actor BaronBall1 replaces BaronBall
{
  Game Doom
  SpawnID 10
  Radius 6
  Height 8
  Speed 10
  FastSpeed 20
  Damage 3
  Scale 0.3
  Projectile
  +RANDOMIZE
  RenderStyle Add
  Alpha 8
  SeeSound "imp/attack"
  DeathSound "imp/shotx"
  States
  {
  Spawn:
    CORN e 0 A_CustomMissile("BaronBallTrail",0,0,0,0,0)
    CORN e 0 A_CustomMissile("BaronBallSmoke",-9,0,0+random(0,360),0,0+random(0,360))
    CORN e 1 bright A_CustomMissile("BaronBallFire",-7,0,0+random(0,360),0,0+random(0,360))
	CORN eee 0 A_CustomMissile("BaronBallFire",-7,2,0+random(-360,360),2,0+random(-360,360))
    loop
  Death:
    CORN eeeeeeeeeee 1 bright A_CustomMissile("BaronBallFire",-7,2,0+random(-360,360),2,0+random(-360,360))
		CORN e 1 bright A_SetTranslucent(.9,1)
		CORN e 1 bright A_SetTranslucent(.8,1)
		CORN e 1 bright A_SetTranslucent(.7,1)
		CORN e 1 bright A_SetTranslucent(.6,1)
		CORN e 1 bright A_SetTranslucent(.5,1)
		CORN e 1 bright A_SetTranslucent(.4,1)
		CORN e 1 bright A_SetTranslucent(.3,1)
		CORN e 1 bright A_SetTranslucent(.2,1)
		CORN e 1 bright A_SetTranslucent(.1,1)
		CORN e 1 bright A_SetTranslucent(.08,1)
		CORN e 1 bright A_SetTranslucent(.06,1)
		CORN e 1 bright A_SetTranslucent(.04,1)
		CORN e 1 bright A_SetTranslucent(.02,1)
    stop
  }
}

ACTOR BaronBallSmoke
{
	Radius		1
	Height		1
   Renderstyle Translucent
   Alpha     0.54
	Alpha		1
	Scale		0.5
        Speed 1
    PROJECTILE
         +NOCLIP
	States
	{
	Spawn:
	    null a 7
		SMOK A 1 A_SetTranslucent(.9,1)
		SMOK A 1 A_SetTranslucent(.9,1)
		SMOK A 1 A_SetTranslucent(.9,1)
		SMOK A 1 A_SetTranslucent(.9,1)
		SMOK A 1 A_SetTranslucent(.9,1)
		SMOK A 1 A_SetTranslucent(.9,1)
		SMOK B 1 A_SetTranslucent(.8,1)
		SMOK B 1 A_SetTranslucent(.8,1)
		SMOK B 1 A_SetTranslucent(.8,1)
		SMOK B 1 A_SetTranslucent(.8,1)
		SMOK B 1 A_SetTranslucent(.8,1)
		SMOK B 1 A_SetTranslucent(.8,1)
		SMOK C 1 A_SetTranslucent(.5,1)
		SMOK C 1 A_SetTranslucent(.5,1)
		SMOK C 1 A_SetTranslucent(.5,1)
		SMOK D 1 A_SetTranslucent(.4,1)
		SMOK D 1 A_SetTranslucent(.4,1)
		SMOK D 1 A_SetTranslucent(.4,1)
		SMOK E 1 A_SetTranslucent(.3,1)
		SMOK E 1 A_SetTranslucent(.3,1)
		SMOK E 1 A_SetTranslucent(.3,1)
		SMOK d 1 A_SetTranslucent(.2,1)
		SMOK d 1 A_SetTranslucent(.2,1)
		SMOK d 1 A_SetTranslucent(.2,1)
		SMOK e 1 A_SetTranslucent(.1,1)
		SMOK e 1 A_SetTranslucent(.1,1)
		SMOK e 1 A_SetTranslucent(.1,1)
		Stop
	}
}

actor BaronBallFire
{
	Radius		1
	Height		1
	Alpha		0.0
	Scale		0.01
    Speed 1
    Renderstyle Stencil
	StencilColor 55 250 50
    PROJECTILE
    +DOOMBOUNCE
	States
	{
	Spawn:
		null a 0 a_jump(50,"F1")
        null a 0 a_jump(50,"F2")
		null a 0 a_jump(50,"F3")
		null a 0 a_jump(50,"F4")
        null a 0 a_jump(50,"F5")
		null a 0 a_jump(50,"F6")
		null a 0 a_jump(50,"F7")
       Goto Spawn
	F1:
		firX aaaa 1 BRIGHT A_FadeIn(0.2)
		firX aaaaaaaaaa 1 BRIGHT A_FadeOut(0.04)
		Stop
			F2:
		firX bbbb 1 BRIGHT A_FadeIn(0.2)
		firX bbbbbbbbbb 1 BRIGHT A_FadeOut(0.04)
		Stop
			F3:
		firX cccc 1 BRIGHT A_FadeIn(0.2)
		firX cccccccccccccccccccccccccccccc 1 BRIGHT A_FadeOut(0.04)
		Stop
			F4:
		firX dddd 1 BRIGHT A_FadeIn(0.2)
		firX dddddddddddddddddddddddddddddd 1 BRIGHT A_FadeOut(0.04)
		Stop
			F5:
		firX eeee 1 BRIGHT A_FadeIn(0.2)
		firX eeeeeeeeee 1 BRIGHT A_FadeOut(0.04)
		Stop
			F6:
		firX ffff 1 BRIGHT A_FadeIn(0.2)
		firX ffffffffffffffffffffffffffffff 1 BRIGHT A_FadeOut(0.04)
		Stop
			F7:
		firX gggg 1 BRIGHT A_FadeIn(0.2)
		firX gggggggggggggggggggggggggggggg 1 BRIGHT A_FadeOut(0.04)
		Stop
	}
}




actor BaronBallBlast
{
	Radius		1
	Height		1
   Renderstyle add
	Alpha		0.8
	Scale		0.4
    Speed 1.2
    PROJECTILE
    +DOOMBOUNCE
	States
	{
	Spawn:
		Firg abcdcb 1 BRIGHT A_FadeOut(0.04)
		Loop
	}
}


actor BaronBallTrail
{
	Radius		1
	Height		1
   Renderstyle Translucent
	Alpha		7
	Scale		0.2
    PROJECTILE
	States
	{
	Spawn:
		CORN e 1 bright A_SetTranslucent(.7,1)
		CORN e 1 bright A_SetTranslucent(.7,1)
		CORN e 1 bright A_SetTranslucent(.7,1)
		CORN e 1 bright A_SetTranslucent(.7,1)
		CORN e 1 bright A_SetTranslucent(.7,1)
		CORN e 1 bright A_SetTranslucent(.7,1)
		CORN e 1 bright A_SetTranslucent(.7,1)
		CORN e 1 bright A_SetTranslucent(.6,1)
		CORN e 1 bright A_SetTranslucent(.5,1)
		CORN e 1 bright A_SetTranslucent(.4,1)
		CORN e 1 bright A_SetTranslucent(.3,1)
		CORN e 1 bright A_SetTranslucent(.2,1)
		CORN e 1 bright A_SetTranslucent(.1,1)
		CORN e 1 bright A_SetTranslucent(.08,1)
		CORN e 1 bright A_SetTranslucent(.06,1)
		CORN e 1 bright A_SetTranslucent(.04,1)
		CORN e 1 bright A_SetTranslucent(.02,1)
		Stop
	}
}
