ACTOR QD_Trace
{
	radius 2
	height 4
	alpha 0.48
	scale 0.32
	speed 0.2
  	renderstyle translucent
	Mass		0
	+NOGRAVITY
	States
	{   
		Spawn:
                SMKB ABCDEFGHIJKLM 3 a_fadeout(0.01)
                stop
	}
}

ACTOR QD_FlashSmoke : QD_Trace
{
	alpha 0.32
	scale 0.28
}

ACTOR QD_FireTrace
{
	radius 2
	height 4
	alpha 0.9
  	renderstyle add
	speed 0
	Scale		0.4
	Mass		0
	+NOGRAVITY
	States
	{   
		Spawn:
                FIRE ABCDEF 1 BRIGHT
                FIRE G 1 BRIGHT A_SpawnItemEx("QD_Trace", 0, 0, 0, 0, 0, 0, 128)
                FIRE HIJ 1 BRIGHT
                stop
	}
}

ACTOR QD_MF1Creator
{
	speed 22
	Scale		0.2
	Mass		0
	+NOGRAVITY
	+noclip
	States
	{   
		Spawn:
		PBOM A 1
		PBOM A 0 A_SpawnItemEx("QD_MuzzleFlash1", 0, 0, 0, 0, 0, 0, 128)
                stop
	}
}

ACTOR QD_MuzzleFlash1
{
	speed 0
	renderstyle add
	Scale		0.4
	Mass		0
	+NOGRAVITY
	+noclip
	States
	{   
		Spawn:
		SFLM DC 1 BRIGHT
		SFLM D 1 BRIGHT A_SpawnItemEx(QD_FlashSmoke, 0, 0, 0, 0, 0, 0, 128)
		stop
	}
}

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

ACTOR QD_SmgFlash1
{
	speed 0
	renderstyle add
	Scale		0.4
	Mass		0
	+NOGRAVITY
	+noclip
	States
	{   
		Spawn:
		SFLM D 1 BRIGHT
		SFLM A 0 A_CustomMissile("QD_SmgBulletSpawner",0,0,0,0,0)
		SFLM CD 1 BRIGHT A_SpawnItemEx(QD_FlashSmoke, 0, 0, 0, 0, 0, 0, 128)
		stop
	}
}

ACTOR QD_SmgBulletSpawner
{
	speed 0
	renderstyle add
	Speed 25
	Mass		0
	+NOGRAVITY
	+noclip
	States
	{   
		Spawn:
		Null A 1
		SFLM A 0 A_CustomMissile("Bullet1",0,0,0+random(-30,30),0,0+random(-30,30))
		stop
	}
}

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

ACTOR MF1Creator
{
	speed 22
	Scale		0.2
	Mass		0
	+NOGRAVITY
	+noclip
	States
	{   
		Spawn:
		PBOM A 1 A_CustomMissile("ChaingunCasingSpawner",0,0,0,0)
		PBOM A 0 A_SpawnItemEx("QD_MuzzleFlash1", 0, 0, 0, 0, 0, 0, 128)
                stop
	}
}

ACTOR MuzzleFlash1
{
	speed 0
	renderstyle add
	Scale		0.4
	Mass		0
	+NOGRAVITY
	+noclip
	States
	{   
		Spawn:
		SFLM D 1 BRIGHT
		SFLM CD 1 BRIGHT A_SpawnItemEx(QD_FlashSmoke, 0, 0, 0, 0, 0, 0, 128)
		stop
	}
}