ACTOR FlameTrails
{
	Game Doom
	Radius 1
	Height 1
	Speed 3
	Damage 0 
    +NOBLOCKMAP
    +NOTELEPORT
    +DONTSPLASH
	+MISSILE
	+FORCEXYBILLBOARD
    +CLIENTSIDEONLY
    +NOINTERACTION
	+NOCLIP
	RenderStyle Add
    DamageType Flames
    Scale 0.5
	Alpha 1
	Gravity 0
	States
	{
    Spawn:
        TNT1 A 2
        FRPR ABCDEFGH 3 BRIGHT
        Stop
	}
}

ACTOR FlameTrails2: FlameTrails
{
    Scale 0.5
    Speed 1
	Alpha 1.0
	States
	{
    Spawn:
	    TNT1 A 2
        FX98 MNOPQ 1 BRIGHT
		TNT1 A 0
		//FX98 HIJKLMOPQ 1 BRIGHT
		//FX98 JKLMOPQ 1 BRIGHT
        Stop
	}
}

ACTOR GreenFlameTrails: FlameTrails
{
	States
	{
    Spawn:
	    TNT1 A 2
        FRPG CDEFGH 1 BRIGHT
        Stop
	}
}

ACTOR BlueFlameTrails: FlameTrails
{
	States
	{
    Spawn:
        TNT1 A 2
        FRPB CDEFGH 1 BRIGHT
        Stop
	}
}

ACTOR SmallFlameTrails: FlameTrails
{

    Scale 0.3
	States
	{
    Spawn:
        TNT1 A 2
        FRPR ABCDEFGH 3 BRIGHT
        Stop
		}
}

ACTOR SmallGreenFlameTrails: GreenFlameTrails
{

    Scale 0.3
}

ACTOR SmallBlueFlameTrails: BlueFlameTrails
{

    Scale 0.3
}

ACTOR TinyFlameTrails: FlameTrails
{

    Scale 0.1
}

ACTOR FireBallExplosion: FlameTrails
{
Scale 1.6
	States
	{
    Spawn:
        //FRFX KKKLLLMMMNNN 3 BRIGHT A_SpawnItem("RedFlareMedium",0,0)
        //FRFX OOOPP 3 BRIGHT

        FX98 ABCDEFGHIJKL 1 BRIGHT A_SpawnItem("YellowFlare",0,0)
        FX98 MNOPQ 1
        Stop
	}
}

ACTOR ExplosionFlames: FlameTrails
{
Scale 2.2
Speed 2
	States
	{
    Spawn:
        //FRFX DEFGHIJ 1 BRIGHT A_SpawnItem("RedFlare",0,0)
        //FRFX K 2 BRIGHT A_SpawnItem("RedFlare",0,0)
		//EXPL A 0 A_CustomMissile ("BigSmokes", 0, 0, random (0, 360), 2, random (0, 360))
		//EXPL A 0 A_CustomMissile ("ExplosionSmoke", 0, 0, random (0, 360), 2, random (0, 360))
        //FRFX LMMN 2 BRIGHT A_SpawnItem("RedFlare",0,0)
		//EXPL A 0 A_CustomMissile ("BigSmokes", 0, 0, random (0, 360), 2, random (0, 360))
        //FRFX OP 1 BRIGHT
		//EXPL A 0 A_CustomMissile ("BigSmokes", 0, 0, random (0, 360), 2, random (0, 360))

        EXPL AA 3 BRIGHT A_SpawnItem("RedFlare",0,0)
		//EXPL AAA 0 A_CustomMissile ("ExplosionSmoke", 0, 0, random (0, 360), 2, random (0, 360))
        EXPL BCDF 3 BRIGHT //A_SpawnItem("YellowFlare",0,0)
		EXPL AAA 0 A_CustomMissile ("ExplosionSmoke", 0, 0, random (0, 360), 2, random (0, 360))
        EXPL GHII 3 BRIGHT
		//EXPL AAA 0 A_CustomMissile ("ExplosionSmoke", 0, 0, random (0, 360), 2, random (0, 360))

        Stop
	}
}

ACTOR SmallExplosionFlames: ExplosionFlames
{
Scale 0.9
	States
	{
    Spawn:
        //FRFX DEFGHIJ 1 BRIGHT A_SpawnItem("RedFlare",0,0)
        //FRFX K 2 BRIGHT A_SpawnItem("RedFlare",0,0)
		//EXPL A 0 A_CustomMissile ("BigSmokes", 0, 0, random (0, 360), 2, random (0, 360))
		//EXPL A 0 A_CustomMissile ("ExplosionSmoke", 0, 0, random (0, 360), 2, random (0, 360))
        //FRFX LMMN 2 BRIGHT A_SpawnItem("RedFlare",0,0)
		//EXPL A 0 A_CustomMissile ("BigSmokes", 0, 0, random (0, 360), 2, random (0, 360))
        //FRFX OP 1 BRIGHT
		//EXPL A 0 A_CustomMissile ("BigSmokes", 0, 0, random (0, 360), 2, random (0, 360))

        EXPL AA 2 BRIGHT A_SpawnItem("RedFlare",0,0)
		//EXPL A 0 A_CustomMissile ("PlasmaSmoke", 0, 0, random (0, 360), 2, random (0, 360))
        EXPL BCDF 2 BRIGHT //A_SpawnItem("YellowFlare",0,0)
		
        EXPL GHII 2 BRIGHT

        Stop
	}
}

ACTOR MediumExplosionFlames: ExplosionFlames
{
Scale 1.3
	States
	{
    Spawn:
        //FRFX DEFGHIJ 1 BRIGHT A_SpawnItem("RedFlare",0,0)
        //FRFX K 2 BRIGHT A_SpawnItem("RedFlare",0,0)
		//EXPL A 0 A_CustomMissile ("BigSmokes", 0, 0, random (0, 360), 2, random (0, 360))
		//EXPL A 0 A_CustomMissile ("ExplosionSmoke", 0, 0, random (0, 360), 2, random (0, 360))
        //FRFX LMMN 2 BRIGHT A_SpawnItem("RedFlare",0,0)
		//EXPL A 0 A_CustomMissile ("BigSmokes", 0, 0, random (0, 360), 2, random (0, 360))
        //FRFX OP 1 BRIGHT
		//EXPL A 0 A_CustomMissile ("BigSmokes", 0, 0, random (0, 360), 2, random (0, 360))

        EXPL AA 2 BRIGHT A_SpawnItem("RedFlare",0,0)
		EXPL A 0 A_CustomMissile ("ExplosionSmoke", 0, 0, random (0, 360), 2, random (0, 360))
        EXPL BCDF 2 BRIGHT //A_SpawnItem("YellowFlare",0,0)
        EXPL GHII 2 BRIGHT

        Stop
	}
}


ACTOR GreenExplosionFlameTrail: ExplosionFlames
{
Scale 0.5
	States
	{
    Spawn:
	    TNT1 A 2
        EXPG CDEFG 1 BRIGHT
        Stop
	}
}

ACTOR MancubiFire
{
    Radius 1
    Height 1
	Alpha 0.3
	RenderStyle Translucent
	Scale 0.6
	Speed 2
	Gravity 0
    +NOBLOCKMAP
    +NOTELEPORT
    +DONTSPLASH
	+MISSILE
	+FORCEXYBILLBOARD
    +CLIENTSIDEONLY
    States
    {
    Spawn:
        TNT1 A 1
        Goto Death
	Death:
	    //MISL BBBBBBBBCCCCCCCCDDDDDDDDD 1 BRIGHT A_FadeOut(0.01)
        FX98 ABCDEFGHIJKL 2 BRIGHT A_SpawnItem("YellowFlare",0,0)
		EXPL A 0 A_CustomMissile ("ExplosionSmoke", 0, 0, random (0, 360), 2, random (0, 360))
        EXPL A 0 A_CustomMissile ("BigSmokes", 0, 0, random (0, 360), 2, random (0, 360))
        FX98 MNOPQ 2
		Stop
    }
}



ACTOR FastSmallFlameTrails
{
	Game Doom
	Radius 1
	Height 1
	Speed 3
	Damage 0 
    +NOBLOCKMAP
    +NOTELEPORT
    +DONTSPLASH
	+MISSILE
	+FORCEXYBILLBOARD
    +CLIENTSIDEONLY
    +NOINTERACTION
	RenderStyle Add
    DamageType Flames
    Scale 0.3
	Alpha 1
	Gravity 0
	States
	{
    Spawn:
        TNT1 A 2
        FRPR ABCDEFGH 1 BRIGHT
        Stop
	}
}


ACTOR ImBallGettingReady: FastSmallFlameTrails
{
    Scale 1.3
	States
	{
    Spawn:
        FRFX AB 1 BRIGHT
        Stop
	}
}

ACTOR ImBallGettingReady2: ImBallGettingReady
{
Speed 0
-FORCEXYBILLBOARD
Alpha 1.0
Renderstyle Add
    Scale 2.3
	States
	{
    Spawn:
        FRFX AB 3 BRIGHT
        Stop
	}
}



ACTOR BallGettingReadyBlue: ImBallGettingReady
{
Speed 0
-FORCEXYBILLBOARD
Alpha 1.0
Renderstyle Add
    Scale 1.6
	States
	{
    Spawn:
        FRPB JK 3 BRIGHT
        Stop
	}
}


ACTOR BallGettingReadyGreen: ImBallGettingReady
{
Speed 0
-FORCEXYBILLBOARD
Alpha 1.0
Renderstyle Add
    Scale 1.6
	States
	{
    Spawn:
        FRPG JK 3 BRIGHT
        Stop
	}
}

ACTOR ImBallGettingReady3: ImBallGettingReady
{
Speed 0
-FORCEXYBILLBOARD
Alpha 1.0
Renderstyle Add
    Scale 1.6
	States
	{
    Spawn:
        FRFX AB 3 BRIGHT
        Stop
	}
}

ACTOR RealFlameTrailsSmall
{
	Game Doom
	Radius 1
	Height 1
	Speed 4
	Damage 0 
    +NOBLOCKMAP
    +NOTELEPORT
    +DONTSPLASH
	+MISSILE
	+FORCEYBILLBOARD
    +CLIENTSIDEONLY
    +NOINTERACTION
	+NOCLIP
	RenderStyle Add
    DamageType Flames
    Scale 0.8
	Alpha 1.0
	Gravity 0
	States
	{
    Spawn:
	    TNT1 A 0
        FIR1 AABBCCDEFGHII 1 BRIGHT
	        //   FIR1 ABC 2 BRIGHT
       // FIR2 ABCDEF 2 BRIGHT
        Stop
	}
}


ACTOR RealFlameTrailsSmallLong: RealFlameTrailsSmall
{
    Scale 1.1
	States
	{
    Spawn:
	    TNT1 A 0
        //FIR1 AABBCCDEFGHII 1 BRIGHT
		        FIR1 ABC 2 BRIGHT
        FIR2 ABCDEF 2 BRIGHT
        Stop
	}
}


ACTOR RealFlameTrailsMedium: RealFlameTrailsSmall
{
    Scale 1.9
	Speed 2
	States
	{
    Spawn:
	    TNT1 A 0
        FIR1 AABBCCDEFGHII 2 BRIGHT
        Stop
	}
}





ACTOR RealFlameTrailsGreen: RealFlameTrailsSmall
{
	States
	{
    Spawn:
	    TNT1 A 0
        FIRG AABBCCDEFGHII 1 BRIGHT
        Stop
	}
}

ACTOR RealFlameTrailsBlue: RealFlameTrailsSmall
{
	States
	{
    Spawn:
	    TNT1 A 0
        FIRB AABBCCDEFGHII 1 BRIGHT
        Stop
	}
}



ACTOR CoolandNewFlameTrails3: FlameTrails
{
    Scale 0.6
	Speed 1
	States
	{
    Spawn:
        TNT1 A 2
        FIR2 ABCDEF 1 BRIGHT
        Stop
	}
}


ACTOR CoolandNewFlameTrails2: FlameTrails
{
    Scale 0.8
	States
	{
    Spawn:
        FIR1 ABC 2 BRIGHT
        FIR2 ABCDEF 2 BRIGHT
        Stop
	}
}


ACTOR CoolandNewFlameTrails: FlameTrails
{
    Scale 0.3
	Speed 1
	States
	{
    Spawn:
	    TNT1 A 2
        FIR3 JMP 1 BRIGHT
        Stop
	}
}

ACTOR CoolandNewFlameTrailsLong: FlameTrails
{
    Scale 0.6
	Speed 1
	States
	{
    Spawn:
	    //TNT1 A 2
        FIR3 BCDEFGHIJKLMNOP 1 BRIGHT
        Stop
	}
}

ACTOR CoolandNewFlameTrailsLongAlpha: CoolandNewFlameTrailsLong
{
Alpha 0.5
}

ACTOR FireballExplosionFlames: FlameTrails
{
    Scale 0.8
	Speed 1
	States
	{
    Spawn:
        FIR3 CDEFGHIJKLMNOP 1 BRIGHT
        Stop
	}
}

ACTOR FireballExplosionFlamesSmall: FlameTrails
{
    Scale 0.5
	Speed 1
	States
	{
    Spawn:
        FIR3 KLMNOP 1 BRIGHT
        Stop
	}
}


ACTOR FireballExplosionFlamesBig: FlameTrails
{
    Scale 1.6
	Speed 2
	States
	{
    Spawn:
        FIR3 CDEFGHIJKLMNOP 2 BRIGHT
		TNT1 A 0 A_CustomMissile("ExplosionSmoke", 15, 0, random (0, 360), 2, random (50, 130))
        Stop
	}
}


ACTOR FireballExplosionFlamesMedium: FlameTrails
{
    Scale 1.1
	Speed 4
	States
	{
    Spawn:
        FIR3 ABCDEFGHIJKLMNOP 1 BRIGHT
        Stop
	}
}


ACTOR RevenantProjectileTrails: FlameTrails
{

    Scale 0.3
	States
	{
    Spawn:
        TNT1 A 2
        FRPR BCDEFGH 1 BRIGHT
        Stop
		}
}







ACTOR MinimalFlameTrails
{
	Game Doom
	Radius 1
	Height 1
	Speed 4
	Damage 0 
    +NOBLOCKMAP
    +NOTELEPORT
    +DONTSPLASH
	+MISSILE
    +CLIENTSIDEONLY
    +NOINTERACTION
	+NOCLIP
	+FORCEXYBILLBOARD
	RenderStyle Add
    DamageType Flames
    Scale 0.4
	Alpha 1.0
	Gravity 0
	States
	{
    Spawn:
	    TNT1 A 0
        FIR1 FGGHHII 1 BRIGHT
	    Stop
	}
}













ACTOR 12SmallFireFocusSpawnerz: BarrelExplosionSmokeColumn
{
States
{
Spawn:
TNT1 A 1
TNT1 A 0 A_Jump(128, 4)
TNT1 A 0 A_SpawnItemEx("ExplosionSimpleSmokeColumn",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)
TNT1 A 0 A_SpawnItemEx("SmallFireFocus24",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)
TNT1 AAAA 0
Stop
}
}

ACTOR 100SmallFireFocusSpawnerz: BarrelExplosionSmokeColumn
{
States
{
Spawn:
TNT1 A 1
TNT1 A 0 A_SpawnItemEx("ExplosionSimpleSmokeColumn",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)
TNT1 A 0 A_SpawnItemEx("SmallFireFocus24",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)
Stop
}
}

ACTOR SmallFireFocus24: BarrelExplosionSmokeColumn
{
	Alpha 0.9
	RenderStyle Translucent
	Scale 0.6
	States
	{
	Spawn:
	FLME A 1 BRIGHT A_CustomMissile ("MinimalFlameTrails", 24, 0, random (0, 360), 2, random (70, 110))
	FLME BCD 1 BRIGHT A_SpawnItem("RedFlareSmall", 0, 15)
	FLME E 1 BRIGHT A_CustomMissile ("MinimalFlameTrails", 24, 0, random (0, 360), 2, random (70, 110))
	FLME FGH 1 BRIGHT A_SpawnItem("RedFlareSmall", 0, 15)
	FLME I 1 BRIGHT A_CustomMissile ("MinimalFlameTrails", 24, 0, random (0, 360), 2, random (60, 130))
	FLME JKL 1 BRIGHT A_SpawnItem("RedFlareSmall", 0, 15)
	FLME M 1 BRIGHT A_CustomMissile ("MinimalFlameTrails", 24, 0, random (0, 360), 2, random (60, 130))
	FLME N 1 BRIGHT A_SpawnItem("RedFlareSmall", 0, 15)
	FLME A 1 BRIGHT A_CustomMissile ("MinimalFlameTrails", 24, 0, random (0, 360), 2, random (70, 110))
	FLME BCD 1 BRIGHT A_SpawnItem("RedFlareSmall", 0, 15)
	FLME E 1 BRIGHT A_CustomMissile ("MinimalFlameTrails", 24, 0, random (0, 360), 2, random (70, 110))
	FLME FGH 1 BRIGHT A_SpawnItem("RedFlareSmall", 0, 15)
	FLME I 1 BRIGHT A_CustomMissile ("MinimalFlameTrails", 24, 0, random (0, 360), 2, random (60, 130))
	FLME JKL 1 BRIGHT A_SpawnItem("RedFlareSmall", 0, 15)
	FLME M 1 BRIGHT A_CustomMissile ("MinimalFlameTrails", 24, 0, random (0, 360), 2, random (60, 130))
	FLME N 1 BRIGHT A_SpawnItem("RedFlareSmall", 0, 15)
	FLME A 1 BRIGHT A_CustomMissile ("MinimalFlameTrails", 24, 0, random (0, 360), 2, random (70, 110))
	FLME BCD 1 BRIGHT A_SpawnItem("RedFlareSmall", 0, 15)
	FLME E 1 BRIGHT A_CustomMissile ("MinimalFlameTrails", 24, 0, random (0, 360), 2, random (70, 110))
	FLME FGH 1 BRIGHT A_SpawnItem("RedFlareSmall", 0, 15)
	FLME I 1 BRIGHT A_CustomMissile ("MinimalFlameTrails", 24, 0, random (0, 360), 2, random (60, 130))
	FLME JKL 1 BRIGHT A_SpawnItem("RedFlareSmall", 0, 15)
	FLME M 1 BRIGHT A_CustomMissile ("MinimalFlameTrails", 24, 0, random (0, 360), 2, random (60, 130))
	FLME N 1 BRIGHT A_SpawnItem("RedFlareSmall", 0, 15)
	FLME A 1 BRIGHT A_CustomMissile ("MinimalFlameTrails", 24, 0, random (0, 360), 2, random (70, 110))
	FLME BCD 1 BRIGHT A_SpawnItem("RedFlareSmall", 0, 15)
	FLME E 1 BRIGHT A_CustomMissile ("MinimalFlameTrails", 24, 0, random (0, 360), 2, random (70, 110))
	FLME FGH 1 BRIGHT A_SpawnItem("RedFlareSmall", 0, 15)
	FLME I 1 BRIGHT A_CustomMissile ("MinimalFlameTrails", 24, 0, random (0, 360), 2, random (60, 130))
	FLME JKL 1 BRIGHT A_SpawnItem("RedFlareSmall", 0, 15)
	FLME M 1 BRIGHT A_CustomMissile ("MinimalFlameTrails", 24, 0, random (0, 360), 2, random (60, 130))
	FLME N 1 BRIGHT A_SpawnItem("RedFlareSmall", 0, 15)
	FLME A 1 BRIGHT A_CustomMissile ("MinimalFlameTrails", 24, 0, random (0, 360), 2, random (70, 110))
	FLME BCD 1 BRIGHT A_SpawnItem("RedFlareSmall", 0, 15)
	FLME E 1 BRIGHT A_CustomMissile ("MinimalFlameTrails", 24, 0, random (0, 360), 2, random (70, 110))
	FLME FGH 1 BRIGHT A_SpawnItem("RedFlareSmall", 0, 15)
	FLME I 1 BRIGHT A_CustomMissile ("MinimalFlameTrails", 24, 0, random (0, 360), 2, random (60, 130))
	FLME JKL 1 BRIGHT A_SpawnItem("RedFlareSmall", 0, 15)
	FLME M 1 BRIGHT A_CustomMissile ("MinimalFlameTrails", 24, 0, random (0, 360), 2, random (60, 130))
	FLME N 1 BRIGHT A_SpawnItem("RedFlareSmall", 0, 15)
	FLME A 1 BRIGHT A_CustomMissile ("MinimalFlameTrails", 24, 0, random (0, 360), 2, random (70, 110))
	FLME BCD 1 BRIGHT A_SpawnItem("RedFlareSmall", 0, 15)
	FLME E 1 BRIGHT A_CustomMissile ("MinimalFlameTrails", 24, 0, random (0, 360), 2, random (70, 110))
	FLME FGH 1 BRIGHT A_SpawnItem("RedFlareSmall", 0, 15)
	FLME I 1 BRIGHT A_CustomMissile ("MinimalFlameTrails", 24, 0, random (0, 360), 2, random (60, 130))
	FLME JKL 1 BRIGHT A_SpawnItem("RedFlareSmall", 0, 15)
	FLME M 1 BRIGHT A_CustomMissile ("MinimalFlameTrails", 24, 0, random (0, 360), 2, random (60, 130))
	FLME N 1 BRIGHT A_SpawnItem("RedFlareSmall", 0, 15)
	FLME A 1 BRIGHT A_CustomMissile ("MinimalFlameTrails", 24, 0, random (0, 360), 2, random (70, 110))
	FLME BCD 1 BRIGHT A_SpawnItem("RedFlareSmall", 0, 15)
	FLME E 1 BRIGHT A_CustomMissile ("MinimalFlameTrails", 24, 0, random (0, 360), 2, random (70, 110))
	FLME FGH 1 BRIGHT A_SpawnItem("RedFlareSmall", 0, 15)
	FLME I 1 BRIGHT A_CustomMissile ("MinimalFlameTrails", 24, 0, random (0, 360), 2, random (60, 130))
	FLME JKL 1 BRIGHT A_SpawnItem("RedFlareSmall", 0, 15)
	FLME M 1 BRIGHT A_CustomMissile ("MinimalFlameTrails", 24, 0, random (0, 360), 2, random (60, 130))
	FLME N 1 BRIGHT A_SpawnItem("RedFlareSmall", 0, 15)
	FLME A 1 BRIGHT A_CustomMissile ("MinimalFlameTrails", 24, 0, random (0, 360), 2, random (70, 110))
	FLME BCD 1 BRIGHT A_SpawnItem("RedFlareSmall", 0, 15)
	FLME E 1 BRIGHT A_CustomMissile ("MinimalFlameTrails", 24, 0, random (0, 360), 2, random (70, 110))
	FLME FGH 1 BRIGHT A_SpawnItem("RedFlareSmall", 0, 15)
	FLME I 1 BRIGHT A_CustomMissile ("MinimalFlameTrails", 24, 0, random (0, 360), 2, random (60, 130))
	FLME JKL 1 BRIGHT A_SpawnItem("RedFlareSmall", 0, 15)
	FLME M 1 BRIGHT A_CustomMissile ("MinimalFlameTrails", 24, 0, random (0, 360), 2, random (60, 130))
	FLME N 1 BRIGHT A_SpawnItem("RedFlareSmall", 0, 15)
	FLME A 1 BRIGHT A_CustomMissile ("MinimalFlameTrails", 24, 0, random (0, 360), 2, random (70, 110))
	FLME BCD 1 BRIGHT A_SpawnItem("RedFlareSmall", 0, 15)
	FLME E 1 BRIGHT A_CustomMissile ("MinimalFlameTrails", 24, 0, random (0, 360), 2, random (70, 110))
	FLME FGH 1 BRIGHT A_SpawnItem("RedFlareSmall", 0, 15)
	FLME I 1 BRIGHT A_CustomMissile ("MinimalFlameTrails", 24, 0, random (0, 360), 2, random (60, 130))
	FLME JKL 1 BRIGHT A_SpawnItem("RedFlareSmall", 0, 15)
	FLME M 1 BRIGHT A_CustomMissile ("MinimalFlameTrails", 24, 0, random (0, 360), 2, random (60, 130))
	FLME N 1 BRIGHT A_SpawnItem("RedFlareSmall", 0, 15)
	FLME A 1 BRIGHT A_CustomMissile ("MinimalFlameTrails", 24, 0, random (0, 360), 2, random (70, 110))
	FLME BCD 1 BRIGHT A_SpawnItem("RedFlareSmall", 0, 15)
	FLME E 1 BRIGHT A_CustomMissile ("MinimalFlameTrails", 24, 0, random (0, 360), 2, random (70, 110))
	FLME FGH 1 BRIGHT A_SpawnItem("RedFlareSmall", 0, 15)
	FLME I 1 BRIGHT A_CustomMissile ("MinimalFlameTrails", 24, 0, random (0, 360), 2, random (60, 130))
	FLME JKL 1 BRIGHT A_SpawnItem("RedFlareSmall", 0, 15)
	FLME M 1 BRIGHT A_CustomMissile ("MinimalFlameTrails", 24, 0, random (0, 360), 2, random (60, 130))
	FLME N 1 BRIGHT A_SpawnItem("RedFlareSmall", 0, 15)
	FLME A 1 BRIGHT A_CustomMissile ("MinimalFlameTrails", 24, 0, random (0, 360), 2, random (70, 110))
	FLME BCD 1 BRIGHT A_SpawnItem("RedFlareSmall", 0, 15)
	FLME E 1 BRIGHT A_CustomMissile ("MinimalFlameTrails", 24, 0, random (0, 360), 2, random (70, 110))
	FLME FGH 1 BRIGHT A_SpawnItem("RedFlareSmall", 0, 15)
	FLME I 1 BRIGHT A_CustomMissile ("MinimalFlameTrails", 24, 0, random (0, 360), 2, random (60, 130))
	FLME JKL 1 BRIGHT A_SpawnItem("RedFlareSmall", 0, 15)
	FLME M 1 BRIGHT A_CustomMissile ("MinimalFlameTrails", 24, 0, random (0, 360), 2, random (60, 130))
	FLME N 1 BRIGHT A_SpawnItem("RedFlareSmall", 0, 15)
	FLME A 1 BRIGHT A_CustomMissile ("MinimalFlameTrails", 24, 0, random (0, 360), 2, random (70, 110))
	FLME BCD 1 BRIGHT A_SpawnItem("RedFlareSmall", 0, 15)
	FLME E 1 BRIGHT A_CustomMissile ("MinimalFlameTrails", 24, 0, random (0, 360), 2, random (70, 110))
	FLME FGH 1 BRIGHT A_SpawnItem("RedFlareSmall", 0, 15)
	FLME I 1 BRIGHT A_CustomMissile ("MinimalFlameTrails", 24, 0, random (0, 360), 2, random (60, 130))
	FLME JKL 1 BRIGHT A_SpawnItem("RedFlareSmall", 0, 15)
	FLME M 1 BRIGHT A_CustomMissile ("MinimalFlameTrails", 24, 0, random (0, 360), 2, random (60, 130))
	FLME N 1 BRIGHT A_SpawnItem("RedFlareSmall", 0, 15)
	FLME A 1 BRIGHT A_CustomMissile ("MinimalFlameTrails", 24, 0, random (0, 360), 2, random (70, 110))
	FLME BCD 1 BRIGHT A_SpawnItem("RedFlareSmall", 0, 15)
	FLME E 1 BRIGHT A_CustomMissile ("MinimalFlameTrails", 24, 0, random (0, 360), 2, random (70, 110))
	FLME FGH 1 BRIGHT A_SpawnItem("RedFlareSmall", 0, 15)
	FLME I 1 BRIGHT A_CustomMissile ("MinimalFlameTrails", 24, 0, random (0, 360), 2, random (60, 130))
	FLME JKL 1 BRIGHT A_SpawnItem("RedFlareSmall", 0, 15)
	FLME M 1 BRIGHT A_CustomMissile ("MinimalFlameTrails", 24, 0, random (0, 360), 2, random (60, 130))
	FLME N 1 BRIGHT A_SpawnItem("RedFlareSmall", 0, 15)
	FLME A 1 BRIGHT A_CustomMissile ("MinimalFlameTrails", 24, 0, random (0, 360), 2, random (70, 110))
	FLME BCD 1 BRIGHT A_SpawnItem("RedFlareSmall", 0, 15)
	FLME E 1 BRIGHT A_CustomMissile ("MinimalFlameTrails", 24, 0, random (0, 360), 2, random (70, 110))
	FLME FGH 1 BRIGHT A_SpawnItem("RedFlareSmall", 0, 15)
	FLME I 1 BRIGHT A_CustomMissile ("MinimalFlameTrails", 24, 0, random (0, 360), 2, random (60, 130))
	FLME JKL 1 BRIGHT A_SpawnItem("RedFlareSmall", 0, 15)
	FLME M 1 BRIGHT A_CustomMissile ("MinimalFlameTrails", 24, 0, random (0, 360), 2, random (60, 130))
	FLME N 1 BRIGHT A_SpawnItem("RedFlareSmall", 0, 15)
	TNT1 AAAAA 3 BRIGHT A_CustomMissile ("MinimalFlameTrails", 2, 0, random (0, 360), 2, random (60, 130))
	TNT1 AAA 8 BRIGHT A_CustomMissile ("MinimalFlameTrails", 2, 0, random (0, 360), 2, random (60, 130))
	Stop
    }
}
	