ACTOR BulletDebris
{
	+NOBLOCKMAP
	//+NOGRAVITY
	+ALLOWPARTICLES
	+RANDOMIZE
	+CLIENTSIDEONLY
	
	DamageType			MarineFire
	
	RenderStyle			Add
	Alpha				1
	Mass				5
	Scale				0.3
	
	States
	{
		Spawn:
			PUFF A 2 bright
			PUFF A 2
		Melee:
			PUFF A 2 A_FadeOut(0.2)
			goto Melee
	}
}

ACTOR BulletPuff_Standard
{
	+NOBLOCKMAP
	+NOGRAVITY
	+ALLOWPARTICLES
	+RANDOMIZE
	
	DamageType			MarineFire
	
	RenderStyle			Translucent
	Alpha				0.5
	VSpeed				1
	Mass				5
	
	States
	{
		Spawn:
			PUFF A 4 bright
			PUFF A 0 bright A_SpawnItemEx("BulletDebris", random(-2, 2), random(-2, 2), random(-2, 2), random(-5, 5), random(-5, 5), random(-5, 5))
			PUFF A 0 bright A_SpawnItemEx("BulletDebris", random(-2, 2), random(-2, 2), random(-2, 2), random(-5, 5), random(-5, 5), random(-5, 5))
			PUFF A 0 bright A_SpawnItemEx("BulletDebris", random(-2, 2), random(-2, 2), random(-2, 2), random(-5, 5), random(-5, 5), random(-5, 5))
			PUFF A 0 bright A_SpawnItemEx("BulletDebris", random(-2, 2), random(-2, 2), random(-2, 2), random(-5, 5), random(-5, 5), random(-5, 5))
			PUFF A 0 bright A_SpawnItemEx("BulletDebris", random(-2, 2), random(-2, 2), random(-2, 2), random(-5, 5), random(-5, 5), random(-5, 5))
			PUFF B 4 A_PlaySound("weapons/rico", CHAN_AUTO)//, 0.6, 0, 2)
		Melee:
			PUFF CD 4
			stop
	}
}

ACTOR BulletPuff_Explosive
{
	+NOBLOCKMAP
	+NOGRAVITY
	+ALLOWPARTICLES
	+RANDOMIZE
	+PUFFONACTORS
	
	DamageType			MarineFire
	
	RenderStyle			Translucent
	Alpha				0.66
	Scale				0.66
	VSpeed				1
	Mass				5
	
	States
	{
		Spawn:
			BAL1 CD 4 bright
		Melee:
			BAL1 E 4 bright
			stop
		Crash:
			BAL1 C 4 bright
			BAL1 D 4 bright A_SpawnItemEx("BulletPuff_ExplosiveRemains")
			BAL1 C 4 bright
			stop
	}
}

actor BulletPuff_ExplosiveRemains
{
  Game Doom
  SpawnID 51
  Radius 16
  Height 8
  Speed 25
  Damage 8
  RenderStyle Add
  Alpha 0.75
  scale 0.5
  SeeSound "x2/flamer"
  DeathSound "weapons/plasmax"
  Obituary "$OB_MPPLASMARIFLE"
  DamageType MarineFire
  +NODAMAGETHRUST
  
  explosiondamage 20
  explosionradius 64
  
  States
  {
  Spawn:
    FIRE ABCDEDCDEDCDEDEFGH 3 bright A_Explode
    stop
  }
}

// compad
ACTOR BulletPuff_Player
{
	+NOBLOCKMAP
	+NOGRAVITY
	+ALLOWPARTICLES
	+RANDOMIZE
	
	DamageType			MarineFire
	
	RenderStyle			Translucent
	Alpha				0.5
	VSpeed				1
	Mass				5
	
	States
	{
		Spawn:
			PUFF A 4 bright
			PUFF A 0 bright A_SpawnItemEx("BulletDebris", random(-2, 2), random(-2, 2), random(-2, 2), random(-5, 5), random(-5, 5), random(-5, 5))
			PUFF A 0 bright A_SpawnItemEx("BulletDebris", random(-2, 2), random(-2, 2), random(-2, 2), random(-5, 5), random(-5, 5), random(-5, 5))
			PUFF A 0 bright A_SpawnItemEx("BulletDebris", random(-2, 2), random(-2, 2), random(-2, 2), random(-5, 5), random(-5, 5), random(-5, 5))
			PUFF A 0 bright A_SpawnItemEx("BulletDebris", random(-2, 2), random(-2, 2), random(-2, 2), random(-5, 5), random(-5, 5), random(-5, 5))
			PUFF A 0 bright A_SpawnItemEx("BulletDebris", random(-2, 2), random(-2, 2), random(-2, 2), random(-5, 5), random(-5, 5), random(-5, 5))
			PUFF B 4 A_PlaySound("weapons/rico", CHAN_AUTO)//, 0.6, 0, 2)
		Melee:
			PUFF CD 4
			stop
	}
}