ACTOR ExplosionSmoke
{
    +NOBLOCKMAP
    +NOTELEPORT
    +DONTSPLASH
	+MISSILE
	+FORCEXYBILLBOARD
    +CLIENTSIDEONLY
    +NOINTERACTION
	+NOGRAVITY
	+DOOMBOUNCE
	+THRUACTORS
	BounceFactor 0.5
	Radius 0
	Height 0
	Alpha 0.2
	RenderStyle Translucent
	Scale 0.9
	Speed 2
    States
    {
    Spawn:
	TNT1 A 0
	TNT1 A 0 A_JumpIf(waterlevel > 1, "Stap")
	SMO2 A 20
	TNT1 A 0 A_JumpIf(waterlevel > 1, "Stap")
	SMO2 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 2 A_FadeOut(0.01)
	Goto Death
	Death:
	    TNT1 A 0
    Stop
Stap:		
TNT1 A 0
Stop
    }
}


ACTOR ExplosionSmokeFast22: ExplosionSmoke
{
	Speed 4
	Scale 0.5
}

ACTOR ExplosionSmokeSmall22: ExplosionSmoke
{
	Scale 0.2
}

ACTOR HeavyExplosionSmoke: ExplosionSmoke
{
Speed 1
	States
    {
    Spawn:
	SMO2 A 80
	TNT1 A 0 A_JumpIf(waterlevel > 1, "Stap")
	SMO2 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 2 A_FadeOut(0.01)
	Goto Death
	Death:
	    TNT1 A 0
    Stop
Stap:		
TNT1 A 0
Stop
    }

}




ACTOR FastExplosionSmoke: ExplosionSmoke
{
Speed 6
Alpha 0.3
States
    {
    Spawn:
        SMK3 B 50
		SMK3 CDEFGHIJKLM 1
        Goto Death
	Death:
	    TNT1 A 0
		Stop
}

}
ACTOR BigSmokes: ExplosionSmoke
{
    Speed 1
	Alpha 0.2
	Scale 1.5
    States
    {
    Spawn:
        SMOK A 0
        Goto Death
	Death:
	    //SMOC ABCDEFGHIJKLMNOPQRSTUVWXYZ 4 A_FadeOut(0.01)
		//SM7C AB 4 A_FadeOut(0.01)
		//SMOC ABCDEFGHIJKLMNOPQRSTUVWXYZ 4 A_FadeOut(0.01)
		//SM7C AB 4 A_FadeOut(0.01)
	    //SMOK EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE 2 A_FadeOut(0.002)
        //PUF2 ABCDEFGHIJKLMNOPQRSTUVWXYZ 2 A_FadeOut(0.010)
		SMK3 B 100
		SMK3 CDEFGHIJKLM 1
		
Stop
    }
}

ACTOR SmallSmokers: BigSmokes
{
    Scale 3.3
    Speed 0
    Alpha 0.11
    -NOGRAVITY
    -NOINTERACTION
    Gravity 0.005
    States
    {
    Spawn:
        PUF2 EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE 2 A_FadeOut(0.003)
        Goto Death
	Death:
	    TNT1 A 0
	
Stop
}
}


ACTOR BigSmallSmokers: BigSmokes
{
    Scale 0.6
    Speed 0
    Alpha 0.11
    -NOGRAVITY
    -NOINTERACTION
    Gravity 0.005
    States
    {
    Spawn:
        PUF2 EEFGHIJK 4 A_FadeOut(0.005)
        PUF2 LMNOPQRSTUVWXYZ 4 A_FadeOut(0.005)
        Goto Death
	Death:
	    TNT1 A 0
	
Stop
}
}


ACTOR AltSmoke: ExplosionSmoke
{
+NOINTERACTION
+NOCLIP
Scale 0.8
States
    {
    Spawn:
        PUF2 A 1
        Goto Death
	Death:                                                          
        PUF2 ABCDEFGHIJKLMNOPQRSTUVWXYZ 2 A_FadeOut(0.010)
		
Stop
    }
}

ACTOR ShinnySmoke: AltSmoke
{
Scale 2.0
Renderstyle Add
}



Actor PlasmaSmoke: ExplosionSmoke
{
Speed 1
Scale 0.5
Alpha 0.1
}

Actor RocketSmokeTrail52Moving: ExplosionSmoke
{
Speed 1
Scale 0.3
Alpha 0.15
}

ACTOR RocketSmokeTrail52: ExplosionSmoke
{
Speed 1
Alpha 0.3
Scale 0.3
States
{
Spawn:
TNT1 A 2
//SMK1 IIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIII 1 A_FadeOut(0.005)
SMK3 B 20
SMK3 CDEFGHIJKLM 1
Stop
}
}

Actor OldschoolRocketSmokeTrail1: AltSmoke
{
	Alpha 0.6
Speed 1
+CLIENTSIDEONLY
Scale 1.5
States
    {
    Spawn:       
	    TNT1 A 5
        PUFY CCCCCCCCCCCCCCCCCCCCCCCC 2 A_FadeOut(0.030)
		//PUFF AAAAAAAAAAAAAAAAAAAAAAAAAA 2 A_FadeOut(0.030)
Stop
}
}


Actor OldschoolRocketSmokeTrail2: AltSmoke
{
	Alpha 0.4
Speed 1
+CLIENTSIDEONLY
Scale 0.3
States
    {
    Spawn:  
	    TNT1 A 5
        SMK3 ABCDEFGHIJKLM 2
		Stop
		
Stop
}
}


Actor NeoSmoke: AltSmoke
{
	Alpha 0.2
Speed 1
+CLIENTSIDEONLY
Scale 1.5
States
    {
    Spawn:
        TNT1 A 2
        Goto Death
	Death:                                                          
        PUF2 EEFGHIJK 2 A_FadeOut(0.010)
        TNT1 A 0 A_SpawnItem ("BigSmallSmokers")
        PUF2 LMNOPQRSTUVWXYZ 2 A_FadeOut(0.010)
		
Stop
}
}


Actor BigNeoSmoke: HeavyExplosionSmoke
{
	//Alpha 0.6
	Scale 1.4
	Alpha 0.12
	States
	{
	Spawn:
	TNT1 A 0
	TNT1 A 0 A_JumpIf(waterlevel > 1, "Stap")
	SMO2 A 40
	TNT1 A 0 A_JumpIf(waterlevel > 1, "Stap")
	SMO2 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 2 A_FadeOut(0.002)
	Goto Death
	Death:
	    TNT1 A 0
    Stop
Stap:		
TNT1 A 0
Stop
}
}

Actor SmallSmoke: AltSmoke
{
+CLIENTSIDEONLY
	Speed 1
Scale 1.5
}

Actor SmallSmoke15: ExplosionSmoke
{
RenderStyle Add
+CLIENTSIDEONLY
	Speed 1
Alpha 0.6
Scale 0.5
    States
    {
    Spawn:
        SMOK A 1
        Goto Death
	Death:
	    SMOK AABBCCDDEEFFGGHHIIJJKKLLMMNNOOPPQQ 2 A_FadeOut(0.010)	
Stop
    }
}

Actor LongSmallSmoke: AltSmoke
{
	
Speed 1
+CLIENTSIDEONLY
Scale 0.5
States
    {
    Spawn:
        PUF2 A 1
        Goto Death
	Death:                                                          
        PUF2 EFGHIJKLMNOPQRSTUVWXYZ 4 A_FadeOut(0.010)
		
Stop
}
}

Actor SmokingPiece
{
+MISSILE
+NOBLOCKMAP
+DROPOFF
+NOTELEPORT
+FORCEXYBILLBOARD
+NOTDMATCH
+GHOST
radius 1
height 1
mass 1
damage 0
+NOGRAVITY
speed 8
gravity 0.7
states
		{
		Spawn:
		TNT1 A 0
		TNT1 A 2
        Stop
		}
}

Actor ExplosionPieceTrail
{
	Alpha 0.2
	RenderStyle Translucent
	Scale 0.7
    Speed 1
    +NOCLIP
    +NOGRAVITY
	+FORCEXYBILLBOARD
    +CLIENTSIDEONLY
    +RANDOMIZE
    +CLIENTSIDEONLY
    States
    {
    Spawn:
	   NULL A 0
	   Goto Death
	Death:
      SMOK ABCDEFGHIJKLMNOPQ 1
      Stop
	}
}


Actor SmokeTrail
{
    Scale 0.4
    Alpha 0.3
    Speed 1
	RenderStyle Translucent
    +NOCLIP
    +NOGRAVITY
	+FORCEXYBILLBOARD
    +CLIENTSIDEONLY
    +RANDOMIZE
    +CLIENTSIDEONLY
    States
    {
    Spawn:
	   NULL A 0
	   Goto Death
	Death:
  TNT1 A 0 A_Jump(64,4)
  TNT1 A 0 A_Jump(128,4)
  TNT1 A 0 A_Jump(192,4)
  TNT1 A 0 A_Jump(255,4)
      SMOK ABCDEFGHIJKLMNOPQ 2 BRIGHT
      stop
      SMOK AABBCDDEEFFGGHHIIJJJKKLLMMNNOOPPQQ 2 BRIGHT
      stop
      SMOK ABCCDDEFFGHHIJJKKLMMNNOOPQ 2 BRIGHT
      stop
      SMOK AABCDEFFGGHIJKLMMNNOPQQ 2 BRIGHT
      stop

      Stop
	}
}

ACTOR SmokeTrail2
{
    Radius 1
    Height 1
	Alpha 0.3
	RenderStyle Translucent
	Scale 0.8
	Speed 1
	Gravity 0
    +NOBLOCKMAP
	+NOTELEPORT
	+MISSILE
	+FORCEXYBILLBOARD
    +RANDOMIZE
    +CLIENTSIDEONLY
    States
    {
    Spawn:
        NULL A 3
        Goto Death
Death:
  TNT1 A 0 A_Jump(64,4)
  TNT1 A 0 A_Jump(128,4)
  TNT1 A 0 A_Jump(192,4)
  TNT1 A 0 A_Jump(255,4)
      SMOK ABCDEFGHIJKLMNOPQ 2 BRIGHT
      stop
      SMOK ABCDEFGHIJKLMNOPQ 2 BRIGHT
      stop
      SMOK ABCDEFGHIJKLMNOPQ 2 BRIGHT
      stop
      SMOK ABCDEFGHIJKLMNOPQ 2 BRIGHT
      stop
    }
}

Actor RocketPropulsion
{
    Alpha 1.0
	RenderStyle Translucent
    +NOCLIP
    +NOGRAVITY
	+FORCEXYBILLBOARD
    +CLIENTSIDEONLY
    +RANDOMIZE
	Translation "48:71=100:111", "72:79=5:8"
    States
    {
    Spawn:
	   NULL A 3
	   Goto Death
	Death:
      TNT1 A 0 A_CustomMissile ("SmokeTrail2", 0, 0, random (0, 360), 2, random (0, 160))
      stop
	}
}


Actor RocketPropulsion2
{
    Scale 0.5
    Alpha 0.5
    Speed 1
	RenderStyle Add
    +NOCLIP
    +NOGRAVITY
	+FORCEXYBILLBOARD
    +CLIENTSIDEONLY
    +RANDOMIZE
    +CLIENTSIDEONLY
    States
    {
    Spawn:
	   NULL A 0
	   Goto Death
	Death:
      TNT1 A 3
  TNT1 A 0 A_Jump(64,4)
  TNT1 A 0 A_Jump(128,4)
  TNT1 A 0 A_Jump(192,4)
  TNT1 A 0 A_Jump(255,4)
      SMOK ABCDEFGHIJKLMNOPQ 2 BRIGHT
      stop
      SMOK AABBCDDEEFFGGHHIIJJJKKLLMMNNOOPPQQ 2 BRIGHT
      stop
      SMOK ABCCDDEFFGHHIJJKKLMMNNOOPQ 2 BRIGHT
      stop
      SMOK AABCDEFFGGHIJKLMMNNOPQQ 2 BRIGHT
      stop

      Stop
	}
}

ACTOR RocketPropulsion3: RocketPropulsion2
{
    Alpha 0.3
	RenderStyle Translucent
}







Actor SmokeSpawner
{
    Speed 20
    +NOCLIP
    States
    {
    Spawn:
      TNT1 A 1
      TNT1 A 0 Thing_ChangeTID(0,390)
 NULL AA 0 A_CustomMissile ("ShotSmoke", 0, 0, random (0, 360), 2, random (0, 180))
        Stop
    }
}

Actor SmokeSpawner11
{
    Speed 25
    +NOCLIP
    States
    {
    Spawn:
      TNT1 A 1
      TNT1 A 0 Thing_ChangeTID(0,390)
 NULL A 0 A_CustomMissile ("ShotSmoke", 0, 0, random (0, 360), 2, random (0, 180))
        Stop
    }
}

ACTOR ShotSmoke
{
+NOGRAVITY
+NOBLOCKMAP
+FLOORCLIP
+FORCEXYBILLBOARD
+NOINTERACTION
+FORCEXYBILLBOARD
+MISSILE
Speed 1
RenderStyle Add
Alpha		0.06
+CLIENTSIDEONLY
Radius		0
Height		0
Scale		0.6

States
 {
    Spawn:
         NULL A 1
         SMOK AABBCCDDEEFFGGHHIIJJKK 1 A_FadeOut(0.001)
        Stop
    }
}

ACTOR TorchSmoke
{
+NOGRAVITY
+NOBLOCKMAP
+FLOORCLIP
+FORCEXYBILLBOARD
+NOINTERACTION
+FORCEXYBILLBOARD
+MISSILE
+GHOST
Speed 1
	RenderStyle Translucent
Alpha		0.2
+CLIENTSIDEONLY
+NOCLIP
Radius		0
Height		0
Scale		1.2

States
 {
    Spawn:
         NULL A 1
	    SMOK AAAAABBBBBCCCCCDDDDDEEEEEFFFFFGGGGGHHHHHIIIIIJJJJJKKKKK 1 A_FadeOut(0.005)
        Stop
    }
}


ACTOR QuickSmoke: ExplosionSmoke
{
    Speed 1
	Alpha 0.50
	Scale 1.3
    States
    {
    Spawn:
        PUFF ABCD 4
        Stop
		Death:
		TNT1 A 0
		Stop
    }
}




ACTOR EvilRedSmoke25
{
    Radius 0
    Height 0
	Alpha 0.3
	RenderStyle Translucent
	Scale 2.5
	Speed 1
	Gravity 0
    +NOBLOCKMAP
    +NOTELEPORT
    +DONTSPLASH
	+MISSILE
	+FORCEXYBILLBOARD
    +CLIENTSIDEONLY
    +NOINTERACTION
    States
    {
    Spawn:
        BSP4 B 1
        Goto Death
	Death:
	    BSP4 CCCCCDDDDDEEEEEFFFFFGGGGGHHHHHIIIIIJJJJJKKKKK 1 BRIGHT A_FadeOut(0.005)
		Stop
    }
}


ACTOR EvilRedSmokeSpawner
{
    +NOBLOCKMAP
	States
	{
	Spawn:
	    TNT1 A 0 A_PlaySound ("redburn")
        TNT1 AAAAAAAAAAAAAAA 4 A_CustomMissile ("Shoque", 24, 0, random (0, 360), 2, random (0, 180))
		Stop

	}
}




ACTOR TorchSmokeSpawner
{
    Radius 8
    Height 8
    Speed 5
	Mass 6
	BounceFactor 0.5
	+DOOMBOUNCE
    Speed 0
    +NOBLOCKMAP
	+MISSILE
    +NOTELEPORT
    +DONTSPLASH
    +MOVEWITHSECTOR
    +NODAMAGETHRUST
    +CLIENTSIDEONLY
    States
    {
	Spawn:
		TNT1 A 0
		TTRB A 0 bright A_CustomMissile ("PlasmaSmoke", 0, 0, random (0, 360), 2, random (70, 110))
		stop
    }
}

ACTOR BarrelSmokeSpawner
{
    Radius 8
    Height 8
    Speed 5
	Mass 6
	BounceFactor 0.5
	+DOOMBOUNCE
    +NOBLOCKMAP
	+MISSILE
    +NOTELEPORT
    Speed 0
    +DONTSPLASH
    +MOVEWITHSECTOR
    +NODAMAGETHRUST
    +CLIENTSIDEONLY
    States
    {
	Spawn:
		TNT1 A 0
		TNT1 A 0 A_Jump(200,2)
		TTRB A 0 bright A_CustomMissile ("TorchSmoke", 0, 0, random (0, 360), 2, random (70, 110))
		stop
		TNT1 A 0
		stop
    }
}




ACTOR GreenSmokeTrail
{
    Radius 1
    Height 1
	Alpha 0.5
	RenderStyle Translucent
	Scale 0.2
	Gravity 0
    +NOBLOCKMAP
    +NOTELEPORT
    +DONTSPLASH
	+MISSILE
	+CLIENTSIDEONLY
	+FORCEXYBILLBOARD
    States
    {
    Spawn:
        TNT1 A 3
        Goto Death
	Death:
	    ESMK ABCDEFGH 1
		Stop
    }
}

ACTOR GreenSmoke
{
    Radius 1
    Height 1
	Alpha 0.5
	RenderStyle Translucent
	Scale 0.2
	Gravity 0
    Speed 2
    +NOBLOCKMAP
    +NOTELEPORT
    +DONTSPLASH
	+MISSILE
	+CLIENTSIDEONLY
	+FORCEXYBILLBOARD
    States
    {
    Spawn:
        TNT1 A 3
        Goto Death
	Death:
	    ESMK ABCDEFGH 5
		Stop
    }
}

ACTOR GreenSmokes
{
    Radius 1
    Height 1
	Alpha 0.1
	RenderStyle Translucent
	Scale 0.4
	Gravity 0
    Speed 1
    +NOBLOCKMAP
    +NOTELEPORT
    +DONTSPLASH
	+MISSILE
	+CLIENTSIDEONLY
	+FORCEXYBILLBOARD
    States
    {
    Spawn:
	    ESMK ABCDEFGH 5 BRIGHT
		Stop
    }
}



actor CyberStep
{
	+NOBLOCKMAP
	+NOGRAVITY
	+NOTELEPORT
	renderstyle translucent
	alpha 0.75
    Scale 0.5
	states
	{
		Spawn:
			MNSM ABCDEFGHIJKLMNOPQ 1 bright
			stop
	}
}

Actor LostSoulOnHandFireSpawner
{
    Speed 20
    +NOCLIP
    States
    {
    Spawn:
      TNT1 A 1
      TNT1 A 0 Thing_ChangeTID(0,390)
 NULL AAA 0 A_CustomMissile ("SoulTrails", 0, 0, random (0, 360), 2, random (0, 180))
        Stop
    }
}


Actor LSOHK
{
    Speed 20
    +NOCLIP
    States
    {
    Spawn:
      TNT1 A 1
      TNT1 A 0 A_PlaySound ("Skull/Death")
 	EXPL AAAAAAAAAAAAAAAA 0 A_CustomMissile ("FlameTrails", 6, 0, random (0, 360), 2, random (0, 360))
		EXPL A 0 A_SpawnItemEx("ExplosionParticleSpawner", 0, 0, 0, 0, 0, 0, 0, 0)
    TNT1 AAA 0 A_CustomMissile ("LSpart1", 42, 0, random (0, 360), 2, random (0, 160))
    TNT1 A 0 A_CustomMissile ("LSpart3", 42, 0, random (0, 360), 2, random (0, 160))
    TNT1 AAAA 0 A_CustomMissile ("LSpart2", 42, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0
        Stop
    }
}










ACTOR BarrelExplosionSmokeColumn
{
    Radius 0
    Height 0
	Alpha 0.4
	RenderStyle Translucent
	//Scale 0.4
	//Scale 0.8
	XScale 1.4
    +NOBLOCKMAP
    +NOTELEPORT
    +DONTSPLASH
	Damage 0
    States
    {
    Spawn:
	    SB17 E 4
	    TNT1 A 0 A_JumpIf(waterlevel > 1, "Stap")
		SB17 ABCDABCDABCDABCDABCDABCDABCDABCDABCDABCDABCDABCDABCDABCDABCDABCDABCDABCDABCDABCDABCDABCDABCDABCDABCDABCDABCDABCDABCDABCDABCDABCDABCDABCDABCDABCDABCDABCDABCDABCD 5
		SB17 E 4
		Stop
Stap:		
TNT1 A 0
Stop
    }
}



ACTOR ExplosionSimpleSmokeColumn: BarrelExplosionSmokeColumn
{
    Radius 0
    Height 0
	Alpha 0.4
	RenderStyle Translucent
	//Scale 0.4
	//Scale 0.8
	XScale 1.5
	YScale 0.6
}


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:
	TNT1 A 0 A_Jump(168, "Spawn1", "Spawn2", "Spawn3")
	FLME ABCDEFGHIJKLMNABCDEFGHIJKLMNABCDEFGHIJKLMN 1 BRIGHT
	FLME ABCDEFGHIJKLMNABCDEFGHIJKLMNABCDEFGHIJKLMN 1 BRIGHT
	FLME ABCDEFGHIJKLMNABCDEFGHIJKLMNABCDEFGHIJKLMN 1 BRIGHT
	FLME ABCDEFGHIJKLMNABCDEFGHIJKLMNABCDEFGHIJKLMN 1 BRIGHT
	FLME ABCDEFGHIJKLMNABCDEFGHIJKLMNABCDEFGHIJKLMN 1 BRIGHT
	FLME ABCDEFGHIJKLMNABCDEFGHIJKLMNABCDEFGHIJKLMN 1 BRIGHT
	FLME ABCDEFGHIJKLMNABCDEFGHIJKLMNABCDEFGHIJKLMN 1 BRIGHT
	FLME ABCDEFGHIJKLMNABCDEFGHIJKLMNABCDEFGHIJKLMN 1 BRIGHT
	FLME ABCDEFGHIJKLMNABCDEFGHIJKLMNABCDEFGHIJKLMN 1 BRIGHT
	FLME ABCDEFGHIJKLMNABCDEFGHIJKLMNABCDEFGHIJKLMN 1 BRIGHT
	FLME ABCDEFGHIJKLMNABCDEFGHIJKLMNABCDEFGHIJKLMN 1 BRIGHT
	FLME ABCDEFGHIJKLMNABCDEFGHIJKLMNABCDEFGHIJKLMN 1 BRIGHT
	FIR1 ABCDEFGHI 1 BRIGHT
	Stop
	
	Spawn1:
	FLME ABCDEFGHIJKLMNABCDEFGHIJKLMNABCDEFGHIJKLMN 1 BRIGHT
	FLME ABCDEFGHIJKLMNABCDEFGHIJKLMNABCDEFGHIJKLMN 1 BRIGHT
	FLME ABCDEFGHIJKLMNABCDEFGHIJKLMNABCDEFGHIJKLMN 1 BRIGHT
	FLME ABCDEFGHIJKLMNABCDEFGHIJKLMNABCDEFGHIJKLMN 1 BRIGHT
	FLME ABCDEFGHIJKLMNABCDEFGHIJKLMNABCDEFGHIJKLMN 1 BRIGHT
	FLME ABCDEFGHIJKLMNABCDEFGHIJKLMNABCDEFGHIJKLMN 1 BRIGHT
	FLME ABCDEFGHIJKLMNABCDEFGHIJKLMNABCDEFGHIJKLMN 1 BRIGHT
	FLME ABCDEFGHIJKLMNABCDEFGHIJKLMNABCDEFGHIJKLMN 1 BRIGHT
	FLME ABCDEFGHIJKLMNABCDEFGHIJKLMNABCDEFGHIJKLMN 1 BRIGHT
	FIR1 ABCDEFGHI 1 BRIGHT
	Stop
	
	
	Spawn2:
	FLME ABCDEFGHIJKLMNABCDEFGHIJKLMNABCDEFGHIJKLMN 1 BRIGHT
	FLME ABCDEFGHIJKLMNABCDEFGHIJKLMNABCDEFGHIJKLMN 1 BRIGHT
	FLME ABCDEFGHIJKLMNABCDEFGHIJKLMNABCDEFGHIJKLMN 1 BRIGHT
	FLME ABCDEFGHIJKLMNABCDEFGHIJKLMNABCDEFGHIJKLMN 1 BRIGHT
	FLME ABCDEFGHIJKLMNABCDEFGHIJKLMNABCDEFGHIJKLMN 1 BRIGHT
	FLME ABCDEFGHIJKLMNABCDEFGHIJKLMNABCDEFGHIJKLMN 1 BRIGHT
	FIR1 ABCDEFGHI 1 BRIGHT
	Stop
	
	
	Spawn3:
	FLME ABCDEFGHIJKLMNABCDEFGHIJKLMNABCDEFGHIJKLMN 1 BRIGHT
	FLME ABCDEFGHIJKLMNABCDEFGHIJKLMNABCDEFGHIJKLMN 1 BRIGHT
	FLME ABCDEFGHIJKLMNABCDEFGHIJKLMNABCDEFGHIJKLMN 1 BRIGHT
	FLME ABCDEFGHIJKLMNABCDEFGHIJKLMNABCDEFGHIJKLMN 1 BRIGHT
	FLME ABCDEFGHIJKLMNABCDEFGHIJKLMNABCDEFGHIJKLMN 1 BRIGHT
	FLME ABCDEFGHIJKLMNABCDEFGHIJKLMNABCDEFGHIJKLMN 1 BRIGHT
	FLME ABCDEFGHIJKLMNABCDEFGHIJKLMNABCDEFGHIJKLMN 1 BRIGHT
	FLME ABCDEFGHIJKLMNABCDEFGHIJKLMNABCDEFGHIJKLMN 1 BRIGHT
	FLME ABCDEFGHIJKLMNABCDEFGHIJKLMNABCDEFGHIJKLMN 1 BRIGHT
	FLME ABCDEFGHIJKLMNABCDEFGHIJKLMNABCDEFGHIJKLMN 1 BRIGHT
	FLME ABCDEFGHIJKLMNABCDEFGHIJKLMNABCDEFGHIJKLMN 1 BRIGHT
	FLME ABCDEFGHIJKLMNABCDEFGHIJKLMNABCDEFGHIJKLMN 1 BRIGHT
	FLME ABCDEFGHIJKLMNABCDEFGHIJKLMNABCDEFGHIJKLMN 1 BRIGHT
	FLME ABCDEFGHIJKLMNABCDEFGHIJKLMNABCDEFGHIJKLMN 1 BRIGHT
	FLME ABCDEFGHIJKLMNABCDEFGHIJKLMNABCDEFGHIJKLMN 1 BRIGHT
	FLME ABCDEFGHIJKLMNABCDEFGHIJKLMNABCDEFGHIJKLMN 1 BRIGHT
	FLME ABCDEFGHIJKLMNABCDEFGHIJKLMNABCDEFGHIJKLMN 1 BRIGHT
	FLME ABCDEFGHIJKLMNABCDEFGHIJKLMNABCDEFGHIJKLMN 1 BRIGHT
	FIR1 ABCDEFGHI 1 BRIGHT
	Stop
    }
}
	
	
