// emitters
ACTOR streakemitter_red 23001
{
	renderstyle none
	
	+NOCLIP
	+NOGRAVITY
	
	States
	{
		Spawn:
			STRK A 1
			STRK A 1 A_SpawnItemEx("streak_red", random(-32, 32), random(-32, 32), 0, 0, 0, 3, 0, SXF_CLIENTSIDE, 0)
			goto Spawn
	}
}

ACTOR streakemitter_green 23002
{
	renderstyle none
	
	+NOCLIP
	+NOGRAVITY
	
	States
	{
		Spawn:
			STRK B 1
			STRK B 1 A_SpawnItemEx("streak_green", random(-32, 32), random(-32, 32), 0, 0, 0, 3, 0, SXF_CLIENTSIDE, 0)
			goto Spawn
	}
}

ACTOR streakemitter_blue 23003
{
	renderstyle none
	
	+NOCLIP
	+NOGRAVITY
	
	States
	{
		Spawn:
			STRK C 1
			STRK C 1 A_SpawnItemEx("streak_blue", random(-32, 32), random(-32, 32), 0, 0, 0, 3, 0, SXF_CLIENTSIDE, 0)
			goto Spawn
	}
}

ACTOR streakemitter_soul 23004
{
	renderstyle none
	
	+NOCLIP
	+NOGRAVITY
	
	States
	{
		Spawn:
			STRK C 1
			STRK C 1 A_SpawnItemEx("streak_soul1", random(-32, 32), random(-32, 32), 0, 0, 0, 3, 0, SXF_CLIENTSIDE, 0)
			STRK C 1 A_SpawnItemEx("streak_soul2", random(-32, 32), random(-32, 32), 0, 0, 0, 3, 0, SXF_CLIENTSIDE, 0)
			STRK C 1 A_SpawnItemEx("streak_soul3", random(-32, 32), random(-32, 32), 0, 0, 0, 3, 0, SXF_CLIENTSIDE, 0)
			goto Spawn
	}
}

// particle actors
actor streak_red
{
	renderstyle add
	
	+FORCEYBILLBOARD
	+CLIENTSIDEONLY
	+NOINTERACTION
	
	States
	{
		Spawn:
			STRK A 1 bright A_FadeOut(0.02)
			goto Spawn
	}
}

actor streak_green
{
	renderstyle add
	
	+FORCEYBILLBOARD
	+CLIENTSIDEONLY
	+NOINTERACTION
	
	States
	{
		Spawn:
			STRK B 1 bright A_FadeOut(0.02)
			goto Spawn
	}
}

actor streak_blue
{
	renderstyle add
	
	+FORCEYBILLBOARD
	+CLIENTSIDEONLY
	+NOINTERACTION
	
	States
	{
		Spawn:
			STRK C 1 bright A_FadeOut(0.02) //shortened because it was hitting ceiling and doing odd effect
			goto Spawn
	}
}

actor streak_cfx
{
	renderstyle add
	scale 0.5
	
	+NOCLIP
	+NOGRAVITY
	+FORCEYBILLBOARD
	+CLIENTSIDEONLY
	
	States
	{
		Spawn:
			BLUP AB 3 bright A_FadeOut(0.03) //shortened because it was hitting ceiling and doing odd effect
			goto Spawn
	}
}

actor streak_soul1
{
	renderstyle add
	
	+FORCEYBILLBOARD
	+CLIENTSIDEONLY
	+NOINTERACTION
	
	States
	{
		Spawn:
			SOUL A 1 bright A_FadeOut(0.02) //shortened because it was hitting ceiling and doing odd effect
			loop
	}
}

actor streak_soul2
{
	renderstyle add
	
	+FORCEYBILLBOARD
	+CLIENTSIDEONLY
	+NOINTERACTION
	
	States
	{
		Spawn:
			SOUL B 1 bright A_FadeOut(0.02) //shortened because it was hitting ceiling and doing odd effect
			loop
	}
}

actor streak_soul3
{
	renderstyle add
	
	+FORCEYBILLBOARD
	+CLIENTSIDEONLY
	+NOINTERACTION
	
	States
	{
		Spawn:
			SOUL C 1 bright A_FadeOut(0.02) //shortened because it was hitting ceiling and doing odd effect
			loop
	}
}