ACTOR RedTorch1 replaces RedTorch
{
  Game Doom
  Radius 1
  Height 68
  +SOLID
  +RANDOMIZE


  ActiveSound "Things/FIRE1"
  States
  {
  Spawn:
  	TRCH A 1 A_LoopActiveSound
    TRCH A 1 A_CustomMissile("TorchFireRed",60+random(-5,5),0,0+random(0,360),2+random(-5,5),90+random(-15,15))
	TRCH A 0 A_Jump(254,1)
    TRCH A 0 A_CustomMissile("TorchFireSpark",60+random(-5,5),0,0+random(0,360),2,90+random(-15,15))
	TRCH A 0 A_Jump(254,1)
    TRCH A 0 A_CustomMissile("SmokeX1",60+random(-5,5),0,0+random(0,360),2,90+random(-15,15))
	TRCH A 1 A_CustomMissile("TorchRedHalo",70+random(-5,0),0,0+random(0,360),2,90+random(-15,15))
    Loop
  }
}

ACTOR BlueTorch1 replaces BlueTorch
{
  Game Doom
  Radius 1
  Height 68
  +SOLID
  +RANDOMIZE


  ActiveSound "Things/FIRE1"
  States
  {
  Spawn:
  	TRCH A 0 A_LoopActiveSound
    TRCH A 1 A_CustomMissile("TorchFireBlue",60+random(-5,5),0,0+random(0,360),2+random(-5,5),90+random(-15,15))
	TRCH A 0 A_Jump(254,1)
    TRCH A 0 A_CustomMissile("TorchFireSpark",60+random(-5,5),0,0+random(0,360),2,90+random(-15,15))
	TRCH A 0 A_Jump(254,1)
    TRCH A 0 A_CustomMissile("SmokeX1",60+random(-5,5),0,0+random(0,360),2,90+random(-15,15))
	TRCH A 1 A_CustomMissile("TorchBlueHalo",70+random(-5,0),0,0+random(0,360),2,90+random(-15,15))
    Loop
  }
}

ACTOR GreenTorch1 replaces GreenTorch
{
  Game Doom
  Radius 1
  Height 68
  +SOLID
  +RANDOMIZE


  ActiveSound "Things/FIRE1"
  States
  {
  Spawn:
  	TRCH A 0 A_LoopActiveSound
    TRCH A 1 A_CustomMissile("TorchFireGreen",60+random(-5,5),0,0+random(0,360),2+random(-5,5),90+random(-15,15))
	TRCH A 0 A_Jump(254,1)
    TRCH A 0 A_CustomMissile("TorchFireSpark",60+random(-5,5),0,0+random(0,360),2,90+random(-15,15))
	TRCH A 0 A_Jump(254,1)
    TRCH A 0 A_CustomMissile("SmokeX1",60+random(-5,5),0,0+random(0,360),2,90+random(-15,15))
	TRCH A 1 A_CustomMissile("TorchGreenHalo",70+random(-5,0),0,0+random(0,360),2,90+random(-15,15))
    Loop
  }
}

////////////////////////////////

ACTOR ShortRedTorch1 replaces ShortRedTorch
{
  Game Doom
  Radius 1
  Height 37
  +SOLID
  +RANDOMIZE


  ActiveSound "Things/FIRE1"
  States
  {
  Spawn:
  	TRCH A 0 A_LoopActiveSound
    STCR A 1 A_CustomMissile("TorchFireRed",35+random(-5,5),0,0+random(0,360),2+random(-5,5),90+random(-15,15))
	null A 0 A_Jump(254,1)
    null A 0 A_CustomMissile("TorchFireSpark",35+random(-5,5),0,0+random(0,360),2,90+random(-15,15))
	null A 0 A_Jump(254,1)
    null A 0 A_CustomMissile("SmokeX1",35+random(-5,5),0,0+random(0,360),2,90+random(-15,15))
	STCR A 1 A_CustomMissile("TorchRedHalo",42+random(-5,0),0,0+random(0,360),2,90+random(-15,15))
    Loop
  }
}

ACTOR ShortGreenTorch1 replaces ShortGreenTorch
{
  Game Doom
  Radius 1
  Height 37
  +SOLID
  +RANDOMIZE


  ActiveSound "Things/FIRE1"
  States
  {
  Spawn:
  	TRCH A 0 A_LoopActiveSound
    STCR A 1 A_CustomMissile("TorchFireGreen",35+random(-5,5),0,0+random(0,360),2+random(-5,5),90+random(-15,15))
	STCR A 0 A_Jump(254,1)
    STCR A 0 A_CustomMissile("TorchFireSpark",35+random(-5,5),0,0+random(0,360),2,90+random(-15,15))
	STCR A 0 A_Jump(254,1)
    STCR A 0 A_CustomMissile("SmokeX1",35+random(-5,5),0,0+random(0,360),2,90+random(-15,15))
	STCR A 1 A_CustomMissile("TorchGreenHalo",42+random(-5,0),0,0+random(0,360),2,90+random(-15,15))
    Loop
  }
}

ACTOR ShortblueTorch1 replaces ShortblueTorch
{
  Game Doom
  Radius 1
  Height 37
  +SOLID
  +RANDOMIZE


  ActiveSound "Things/FIRE1"
  States
  {
  Spawn:
  	TRCH A 0 A_LoopActiveSound
    STCR A 1 A_CustomMissile("TorchFireBlue",35+random(-5,5),0,0+random(0,360),2+random(-5,5),90+random(-15,15))
	STCR A 0 A_Jump(254,1)
    STCR A 0 A_CustomMissile("TorchFireSpark",35+random(-5,5),0,0+random(0,360),2,90+random(-15,15))
	STCR A 0 A_Jump(254,1)
    STCR A 0 A_CustomMissile("SmokeX1",35+random(-5,5),0,0+random(0,360),2,90+random(-15,15))
	STCR A 1 A_CustomMissile("TorchBlueHalo",42+random(-5,0),0,0+random(0,360),2,90+random(-15,15))
    Loop
  }
}







//////////////////////////////////








actor TorchFireRed
{
	Radius		1
	Height		1
	Alpha		0.0
	Scale		0.075
    Speed 1.2
    Renderstyle Stencil
	StencilColor 255 150 50
    PROJECTILE
    +DOOMBOUNCE
+nointeraction
+noblockmap
+noclip
	States
	{
	Spawn:
tnt1 a 0 a_jump(256, "f1", "f2", "f3", "f4", "f5", "f6", "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(0.2)
		firX gggggggggggggggggggg 1 BRIGHT A_FadeOut(0.04)
		Stop
	}
}

actor TorchFireGreen
{
	Radius		1
	Height		1
	Alpha		0.0
	Scale		0.075
    Speed 1.2
    Renderstyle Stencil
	StencilColor 55 250 50
    PROJECTILE
    +DOOMBOUNCE
+nointeraction
+noblockmap
+noclip
	States
	{
	Spawn:
tnt1 a 0 a_jump(256, "f1", "f2", "f3", "f4", "f5", "f6", "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(0.2)
		firX gggggggggggggggggggg 1 BRIGHT A_FadeOut(0.04)
		Stop
	}
}

actor TorchFireBlue
{
	Radius		1
	Height		1
	Alpha		0
	Scale		0.075
    Speed 1.2
    Renderstyle Stencil
	StencilColor 56 50 250
    PROJECTILE
    +DOOMBOUNCE
+nointeraction
+noblockmap
+noclip
	States
	{
	Spawn:
tnt1 a 0 a_jump(256, "f1", "f2", "f3", "f4", "f5", "f6", "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
	}
}

////////////////////////////////


actor TorchRedHalo
{
	Radius		1
	Height		1
       Renderstyle Stencil
	StencilColor 200 100 20
	Alpha 0
	Scale		0.5
    Speed 0
    PROJECTILE
    +DOOMBOUNCE
+nointeraction
+noblockmap
+noclip
	States
	{
	Spawn:
		Corn ccccccccc 1 BRIGHT A_FadeIn(0.0175)
		Corn cccccccccccccccccccccccccccccccccccccccccccccccccccccc 1 BRIGHT A_FadeOut(0.01)
		Stop
	}
}

actor TorchBlueHalo
{
	Radius		1
	Height		1
       Renderstyle Stencil
	StencilColor 20 20 200
	Alpha 0
	Scale		0.5
    Speed 0
    PROJECTILE
    +DOOMBOUNCE
+nointeraction
+noblockmap
+noclip
	States
	{
	Spawn:
		Corn ccccccccc 1 BRIGHT A_FadeIn(0.0175)
		Corn cccccccccccccccccccccccccccccccccccccccccccccccccccccc 1 BRIGHT A_FadeOut(0.01)
		Stop
	}
}

actor TorchGreenHalo
{
	Radius		1
	Height		1
       Renderstyle Stencil
	StencilColor 20 200 20
	Alpha 0
	Scale		0.5
    Speed 0
    PROJECTILE
    +DOOMBOUNCE
+nointeraction
+noblockmap
+noclip
	States
	{
	Spawn:
		Corn ccccccccc 1 BRIGHT A_FadeIn(0.0175)
		Corn cccccccccccccccccccccccccccccccccccccccccccccccccccccc 1 BRIGHT A_FadeOut(0.01)
		Stop
	}
}

actor TorchFireSpark
{
	Radius		1
	Height		1
	Alpha		0
	Scale		0.01
    Speed 3
    Renderstyle add
    PROJECTILE
    +DOOMBOUNCE
+nointeraction
+noblockmap
+noclip
	States
	{
	Spawn:
		CORN DDDDDDDDDD 1 BRIGHT A_FadeIn(0.05)
		NULL A 0 A_ScaleVelocity(0.8)
		CORN DDDDDDDDDD 1 BRIGHT A_FadeOut(0.01)
		NULL A 0 A_ScaleVelocity(0.6)
		CORN DDDDDDDDDD 1 BRIGHT A_FadeOut(0.01)
		Stop
	}
}