ACTOR Eidolon 27099
{
    Health 40000
    Radius 28
    Height 100
    Speed 10
    Scale 0.8
    PainChance 10
    MONSTER
    Mass 10000
    +BOSSDEATH
    +FLOORCLIP
    +BOSS
    +NORADIUSDMG
    +DONTMORPH
    // +NOFEAR
    // +NOTELEFRAG
    MeleeRange 128
    SeeSound "eidolon/growl"
    PainSound "eidolon/pain"
    DeathSound "eidolon/fakedeath"
    ActiveSound ""
    Obituary "%o fell before Eidolon."
    DamageFactor "Wormwood", 0.25
    PainChance "Drain", 40
    PainChance "Chaos", 255
    DamageFactor "ChaosExpl1", 0
    DamageFactor "ChaosExpl2", 0
	Tag "Eidolon"
	Species "Cyberdemon"

    States
    {
    Pain.DarkSyphon:
	NULL A 0 A_Jump(64,"Pain")
	NULL A 0 A_SpawnItemEx("DarkMana",0,0,0,0,0,0,0,32)
	Goto Pain
    Pain.RedSyphon:
	NULL A 0 A_Jump(105,"Pain")
	NULL A 0 A_SpawnItemEx("RedMana",0,0,0,0,0,0,0,32)
	Goto Pain
    Pain.GreenSyphon:
	NULL A 0 A_Jump(179,"Pain")
	NULL A 0 A_SpawnItemEx("GreenMana",0,0,0,0,0,0,0,32)
	Goto Pain
    Pain.BlueSyphon:
	NULL A 0 A_Jump(203,"Pain")
	NULL A 0 A_SpawnItemEx("BlueMana",0,0,0,0,0,0,0,32)
	Goto Pain
    Pain.Chaos:
	TNT1 A 0
	TNT1 A 0 A_CustomMissile("ChaosExpl1",0,0,0)
	TNT1 A 0 A_CustomMissile("ChaosExpl2",0,0,0)
	Goto See
    Pain.Drain:
	TNT1 A 0
	TNT1 A 0 A_SpawnItemEx("DrainGiver",0,0,0,0,0,0,0,32,0)
	Goto Pain
    Spawn:
	EIDI A 10 A_Look
	TNT1 A 0 ACS_ExecuteAlways(WOC_MONSTERSCRIPT, 0, 40000, 110, WOC_STAT|WOC_BOSS|WOC_MAXLEVEL)
	Loop
    See:
	EIDW ABCDEF 3 A_Chase
	NULL A 0 A_PlaySound("eidolon/stomp")
	EIDW GHIJKL 3 A_Chase
	NULL A 0 A_PlaySound("eidolon/stomp")
	Loop
    Melee:
	NULL A 0 A_Jump(128,1)
	Goto Missile
	EIDB ABCDEFGHIJK 3 A_FaceTarget
	NULL A 0 A_PlaySound("eidolon/flamebreathstart")
	EIDB L 1 A_CustomMissile("EidolonFireBreath",53,-5,0)
	NULL A 0 A_FaceTarget
	EIDB L 1 A_CustomMissile("EidolonFireBreath",53,-5,0)
	NULL A 0 A_FaceTarget
	EIDB L 1 A_CustomMissile("EidolonFireBreath",53,-5,0)
	NULL A 0 A_FaceTarget
	EIDB L 1 A_CustomMissile("EidolonFireBreath",53,-5,0)
	NULL A 0 A_FaceTarget
	EIDB L 1 A_CustomMissile("EidolonFireBreath",53,-5,0)
	NULL A 0 A_FaceTarget
	EIDB L 1 A_CustomMissile("EidolonFireBreath",53,-5,0)
	NULL A 0 A_FaceTarget
	EIDB L 1 A_CustomMissile("EidolonFireBreath",53,-5,0)
	NULL A 0 A_FaceTarget
	EIDB L 1 A_CustomMissile("EidolonFireBreath",53,-5,0)
	NULL A 0 A_FaceTarget
	EIDB L 1 A_CustomMissile("EidolonFireBreath",53,-5,0)
	NULL A 0 A_FaceTarget
	EIDB L 1 A_CustomMissile("EidolonFireBreath",53,-5,0)
	NULL A 0 A_FaceTarget
	EIDB L 1 A_CustomMissile("EidolonFireBreath",53,-5,0)	//10 more
	NULL A 0 A_FaceTarget
	EIDB L 1 A_CustomMissile("EidolonFireBreath",53,-5,0)
	NULL A 0 A_FaceTarget
	EIDB L 1 A_CustomMissile("EidolonFireBreath",53,-5,0)
	NULL A 0 A_FaceTarget
	EIDB L 1 A_CustomMissile("EidolonFireBreath",53,-5,0)
	NULL A 0 A_FaceTarget
	EIDB L 1 A_CustomMissile("EidolonFireBreath",53,-5,0)
	NULL A 0 A_FaceTarget
	EIDB L 1 A_CustomMissile("EidolonFireBreath",53,-5,0)
	NULL A 0 A_FaceTarget
	EIDB L 1 A_CustomMissile("EidolonFireBreath",53,-5,0)
	NULL A 0 A_FaceTarget
	EIDB L 1 A_CustomMissile("EidolonFireBreath",53,-5,0)
	NULL A 0 A_FaceTarget
	EIDB L 1 A_CustomMissile("EidolonFireBreath",53,-5,0)
	NULL A 0 A_FaceTarget
	EIDB L 1 A_CustomMissile("EidolonFireBreath",53,-5,0)
	NULL A 0 A_FaceTarget
	EIDB L 1 A_CustomMissile("EidolonFireBreath",53,-5,0)	//10 more
	NULL A 0 A_FaceTarget
	EIDB L 1 A_CustomMissile("EidolonFireBreath",53,-5,0)
	NULL A 0 A_FaceTarget
	EIDB L 1 A_CustomMissile("EidolonFireBreath",53,-5,0)
	NULL A 0 A_FaceTarget
	EIDB L 1 A_CustomMissile("EidolonFireBreath",53,-5,0)
	NULL A 0 A_FaceTarget
	EIDB L 1 A_CustomMissile("EidolonFireBreath",53,-5,0)
	NULL A 0 A_FaceTarget
	EIDB L 1 A_CustomMissile("EidolonFireBreath",53,-5,0)
	NULL A 0 A_FaceTarget
	EIDB L 1 A_CustomMissile("EidolonFireBreath",53,-5,0)
	NULL A 0 A_FaceTarget
	EIDB L 1 A_CustomMissile("EidolonFireBreath",53,-5,0)
	NULL A 0 A_FaceTarget
	EIDB L 1 A_CustomMissile("EidolonFireBreath",53,-5,0)
	NULL A 0 A_FaceTarget
	EIDB L 1 A_CustomMissile("EidolonFireBreath",53,-5,0)
	NULL A 0 A_FaceTarget
	EIDB L 1 A_CustomMissile("EidolonFireBreath",53,-5,0)	//10 more
	NULL A 0 A_FaceTarget
	EIDB L 1 A_CustomMissile("EidolonFireBreath",53,-5,0)
	NULL A 0 A_FaceTarget
	EIDB L 1 A_CustomMissile("EidolonFireBreath",53,-5,0)
	NULL A 0 A_FaceTarget
	EIDB L 1 A_CustomMissile("EidolonFireBreath",53,-5,0)
	NULL A 0 A_FaceTarget
	EIDB L 1 A_CustomMissile("EidolonFireBreath",53,-5,0)
	NULL A 0 A_FaceTarget
	EIDB L 1 A_CustomMissile("EidolonFireBreath",53,-5,0)
	NULL A 0 A_FaceTarget
	EIDB L 1 A_CustomMissile("EidolonFireBreath",53,-5,0)
	NULL A 0 A_FaceTarget
	EIDB L 1 A_CustomMissile("EidolonFireBreath",53,-5,0)
	NULL A 0 A_FaceTarget
	EIDB L 1 A_CustomMissile("EidolonFireBreath",53,-5,0)
	NULL A 0 A_FaceTarget
	EIDB L 1 A_CustomMissile("EidolonFireBreath",53,-5,0)
	NULL A 0 A_FaceTarget
	EIDB L 1 A_CustomMissile("EidolonFireBreath",53,-5,0)	//10 more
	NULL A 0 A_FaceTarget
	EIDB L 1 A_CustomMissile("EidolonFireBreath",53,-5,0)
	NULL A 0 A_FaceTarget
	EIDB L 1 A_CustomMissile("EidolonFireBreath",53,-5,0)
	NULL A 0 A_FaceTarget
	EIDB L 1 A_CustomMissile("EidolonFireBreath",53,-5,0)
	NULL A 0 A_FaceTarget
	EIDB L 1 A_CustomMissile("EidolonFireBreath",53,-5,0)
	NULL A 0 A_FaceTarget
	EIDB L 1 A_CustomMissile("EidolonFireBreath",53,-5,0)
	NULL A 0 A_FaceTarget
	EIDB L 1 A_CustomMissile("EidolonFireBreath",53,-5,0)
	NULL A 0 A_FaceTarget
	EIDB L 1 A_CustomMissile("EidolonFireBreath",53,-5,0)
	NULL A 0 A_FaceTarget
	EIDB L 1 A_CustomMissile("EidolonFireBreath",53,-5,0)
	NULL A 0 A_FaceTarget
	EIDB L 1 A_CustomMissile("EidolonFireBreath",53,-5,0)
	NULL A 0 A_FaceTarget
	EIDB L 1 A_CustomMissile("EidolonFireBreath",53,-5,0)	//10 more
	NULL A 0 A_FaceTarget
	EIDB L 1 A_CustomMissile("EidolonFireBreath",53,-5,0)
	NULL A 0 A_FaceTarget
	EIDB L 1 A_CustomMissile("EidolonFireBreath",53,-5,0)
	NULL A 0 A_FaceTarget
	EIDB L 1 A_CustomMissile("EidolonFireBreath",53,-5,0)
	NULL A 0 A_FaceTarget
	EIDB L 1 A_CustomMissile("EidolonFireBreath",53,-5,0)
	NULL A 0 A_FaceTarget
	EIDB L 1 A_CustomMissile("EidolonFireBreath",53,-5,0)
	NULL A 0 A_FaceTarget
	EIDB L 1 A_CustomMissile("EidolonFireBreath",53,-5,0)
	NULL A 0 A_FaceTarget
	EIDB L 1 A_CustomMissile("EidolonFireBreath",53,-5,0)
	NULL A 0 A_FaceTarget
	EIDB L 1 A_CustomMissile("EidolonFireBreath",53,-5,0)
	NULL A 0 A_FaceTarget
	EIDB L 1 A_CustomMissile("EidolonFireBreath",53,-5,0)
	NULL A 0 A_FaceTarget
	NULL A 0 A_PlaySound("eidolon/flamebreathend")
	EIDB NOPQRS 3
	Goto See
    Missile:
	NULL A 0 A_Jump(80,35)
	NULL A 0 A_PlaySound("eidolon/spell")			//FireBall attack
	EIDA ABCD 4 A_FaceTarget
	EIDA E 0 A_CustomMissile("EidolonFireBall",100,12,0)
	EIDA EE 5 A_FaceTarget
	EIDA E 0 A_CustomMissile("EidolonFireBall",100,12,0)
	EIDA EE 5 A_FaceTarget
	EIDA E 0 A_CustomMissile("EidolonFireBall",100,12,0)
	EIDA EE 5 A_FaceTarget
	EIDA E 0 A_CustomMissile("EidolonFireBall",100,12,0)
	EIDA EE 5 A_FaceTarget
	EIDA E 0 A_CustomMissile("EidolonFireBall",100,12,0)
	EIDA EE 5 A_FaceTarget
	EIDA E 0 A_CustomMissile("EidolonFireBall",100,12,0)
	EIDA EE 5 A_FaceTarget
	EIDA E 0 A_CustomMissile("EidolonFireBall",100,12,0)
	EIDA EE 5 A_FaceTarget
	EIDA E 0 A_CustomMissile("EidolonFireBall",100,12,0)
	EIDA EEE 5 A_FaceTarget
	EIDA DCBA 4 A_FaceTarget
	Goto See
	NULL A 0 A_Jump(80,14)
	EIDC ABC 4 A_FaceTarget						// Prison attack
	NULL A 0 A_PlaySound("castspell/fire")
	EIDC DE 4 A_FaceTarget
	NULL A 0 A_CustomMissile("EidolonWallSpawner",0,0,0)
	EIDC FEDCBA 4 A_FaceTarget
	Goto See
	EIDH AB 3								//Roar/Stomp attack
	NULL A 0 A_PlaySound("eidolon/roar")
	NULL AA 0 A_CustomMissile("FireRainLauncher",0,0,random(1,360))
	EIDH CDEFG 3 A_CustomMissile("FireRainLauncher",0,0,random(1,360))
	EIDH G 0 A_CustomMissile("stompsound",0,0,0)
	EIDH G 0 A_CustomMissile("FloorFire2",14,0,random(170,190))
	EIDH G 0 A_CustomMissile("FloorFire2",14,0,random(-125,-145))
	EIDH G 0 A_CustomMissile("FloorFire2",14,0,random(125,145))
	EIDH G 0 A_CustomMissile("FloorFire2",14,0,random(-80,-100))
	EIDH G 0 A_CustomMissile("FloorFire2",14,0,random(80,100))
	EIDH G 0 A_CustomMissile("FloorFire2",14,0,random(-35,-55))
	EIDH G 0 A_CustomMissile("FloorFire2",14,0,random(35,55))
	EIDH G 0 A_CustomMissile("FloorFire2",14,0,random(10,-10))
	EIDH HIJKLMNOPQRST 3 A_CustomMissile("FireRainLauncher",0,0,random(1,360))
	EIDI AAAA 10
	Goto See
    Pain:
	EIDP A 3
	EIDP A 3 A_Pain
	Goto See
    Ice:
	EIDP A 5 A_GenericFreezeDeath
	EIDP A 0 A_KillMaster
	EIDP A 1 A_FreezeDeathChunks
	Wait
    Death:
	EIDD A 4
	EIDD B 4 A_Scream
	EIDD C 4 A_NoBlocking
	EIDD DEFGHIJKLMNOPQRSTUVWXY 4
	EIDD Z -1 A_KillMaster
	Stop
    }
}
Actor EidolonWallSpawner
{
    Projectile
    Speed 50
    Damage 0
    Radius 1
    Height 1
    +SEEKERMISSILE
    +FLOORHUGGER
    +DONTREFLECT
    RenderStyle None
    States
    {
    Spawn:
	PLAY A 1 A_SeekerMissile(90,90)
	Loop
    Death:
	PLAY A 0 A_SpawnItemEx("EidolonWall",-80,0,0,0,0,0,0,40,0)
	PLAY A 0 A_SpawnItemEx("EidolonWall",80,0,0,0,0,0,0,40,0)
	PLAY A 0 A_SpawnItemEx("EidolonWall",0,80,0,0,0,0,0,40,0)
	PLAY A 0 A_SpawnItemEx("EidolonWall",0,-80,0,0,0,0,0,40,0)
	PLAY A 0 A_SpawnItemEx("EidolonWall",70,30,0,0,0,0,0,40,0)
	PLAY A 0 A_SpawnItemEx("EidolonWall",-70,30,0,0,0,0,0,40,0)
	PLAY A 0 A_SpawnItemEx("EidolonWall",70,-30,0,0,0,0,0,40,0)
	PLAY A 0 A_SpawnItemEx("EidolonWall",-70,-30,0,0,0,0,0,40,0)
	PLAY A 0 A_SpawnItemEx("EidolonWall",30,70,0,0,0,0,0,40,0)
	PLAY A 0 A_SpawnItemEx("EidolonWall",-30,70,0,0,0,0,0,40,0)
	PLAY A 0 A_SpawnItemEx("EidolonWall",30,-70,0,0,0,0,0,40,0)
	PLAY A 0 A_SpawnItemEx("EidolonWall",-30,-70,0,0,0,0,0,40,0)
	PLAY A 0 A_SpawnItemEx("EidolonWall",-55,55,0,0,0,0,0,40,0)
	PLAY A 0 A_SpawnItemEx("EidolonWall",55,55,0,0,0,0,0,40,0)
	PLAY A 0 A_SpawnItemEx("EidolonWall",-55,-55,0,0,0,0,0,40,0)
	PLAY A 0 A_SpawnItemEx("EidolonWall",55,-55,0,0,0,0,0,40,0)
	NULL A 1
	Stop
    }
}

Actor EidolonWallGenerator180
{
    Projectile
    Speed 110
    Damage 0
    +BLOODLESSIMPACT
    +RIPPER
    Radius 1
    Height 1
    +FLOORHUGGER
    RenderStyle None
    States
    {
    Spawn:
	PLAY A 1
	Goto Death
    Death:
	PLAY A 1 A_SpawnItem("EidolonWall")
	Stop
    }
}

Actor EidolonWallGenerator135 : EidolonWallGenerator180
{
    Speed 100
}

Actor EidolonWallGenerator90 : EidolonWallGenerator180
{
    Speed 97
}

Actor EidolonWallGenerator45 : EidolonWallGenerator180
{
    Speed 50
}


Actor EidolonWall
{
    Monster
    Health 200
    Mass 900000
    Speed 0
    Radius 8
    Height 70
	+NOBLOOD
    PainChance 0
    +FLOORHUGGER
    +NOICEDEATH
    -COUNTKILL
    DeathSound "CryptDemon/death"
    States
    {
    Spawn:
	ZSPT ABC 4
	ZSPT LLLLLLLLLL 3
	ZSPT LLLLLLLLLL 3
	ZSPT LLLLLLLLLL 3
	ZSPT LLLLLLLLLL 3
	ZSPT LLLLLLLLLL 3
	ZSPT LLLLLLLLLL 3
	ZSPT LLLLLLLLLL 3
	ZSPT LLLLLLLLLL 3
	ZSPT LLLLLLLLLL 3
	ZSPT LLLLLLLLLL 3
	ZSPT LLLLLLLLLL 3
	NULL A 0 A_Die
	Wait		
    Death:
	ZSPT P 4 A_Scream
	ZSPT QR 4
	NULL A 1 A_Fall
	Stop
    }
}

//----------------------------------------------
ACTOR EidolonFireBreath
{
    Radius 2
    Height 4
    Speed 16
    Damage 1
	TRANSLATION "0:50=128:145"
    PROJECTILE
    RENDERSTYLE ADD
    DamageType Fire
    ALPHA 0.67
    SeeSound "weapons/flamer"
    DeathSound "weapons/scorch"
    DONTHURTSHOOTER
    +THRUGHOST
    +DONTSPLASH
    States
    {
    Spawn:
	NULL A 2 Bright
	SPIR K 2 Bright A_Explode(10,16,0)
	SPIR D 0 Bright A_Lowgravity
	SPIR L 2 Bright A_Explode(10,32,0)
	SPIR M 2 Bright A_Explode(10,64,0)
	SPIR M 2 Bright A_Explode(10,96,0)
	SPIR N 2 Bright
	stop
    Death:
	SPIR X 2 Bright A_Explode(10,64,0)
	SPIR X 0 A_CustomMissile ("DropFireEidolon",0,0,0,0)
	SPIR X 2 Bright A_Explode(10,96,0)
	SPIR X 2 Bright
	stop
    }
}

ACTOR DropFireEidolon
{
    Radius 8
    Height 40
    PROJECTILE
    RENDERSTYLE ADD
    DamageType Fire
    ALPHA 0.90
    DONTHURTSHOOTER
    -NOGRAVITY
    +LOWGRAVITY
    +NOEXPLODEFLOOR
    +NODAMAGETHRUST
    +THRUGHOST
    +DONTSPLASH
    States
    {
    Spawn:
	FLME A 1 Bright A_Playsound("weapons/onfire")
	FLME A 1 Bright A_Explode(6,16)
	FLME BCDEFGHIJKLMN 2 Bright A_Explode(6,16)
	FLME A 1 Bright A_Playsound("weapons/onfire")
	FLME A 1 Bright A_Explode(6,32)
	FLME BCDEFGHIJKLMN 2 Bright A_Explode(6,16)
	FLME A 1 Bright A_Playsound("weapons/onfire")
	FLME A 1 Bright A_Explode(6,32)
	FLME BCDEFGHIJKLMN 2 Bright A_Explode(6,16)
	FLME A 1 Bright A_Playsound("weapons/onfire")
	FLME A 1 Bright A_Explode(6,32)
	FLME BCDEFGHIJKLMN 2 Bright A_Explode(6,16)
	FLME A 1 Bright A_Playsound("weapons/onfire")
	FLME A 1 Bright A_Explode(6,32)
	FLME BCDEFGHIJKLMN 2 Bright A_Explode(6,16)
	FLME A 0 A_Jump(192,1)
	loop
	NULL A 0
	goto death
    Death:
	NULL A 1 Bright
	stop
    }
}

//----------------------------------------------
Actor EidolonFireBall
{
    Projectile
    Speed 20
    Damage 10
    Radius 12
    Height 12
    Scale 0.3
    +SEEKERMISSILE
    SeeSound "ClericFlameFire"
    DeathSound "ClericFlameExplode"
    DamageType Fire
    RenderStyle Add
    States
    {
    Spawn:
        DUSS A 1 Bright A_CustomMissile("EidolonFireBallSmallTrail",0,0,0)
	DUSS A 1 A_SeekerMissile(3,3)
        Loop
    Death:
	NULL A 0 A_Explode(3,6,0)
	FAXE RSTUVWX 3 Bright
       HADE E 0 Bright A_CustomMissile("EIDBOOM",0,0,0,0)
	Stop
    }
}


Actor EidolonFireBallSmallTrail
{
    Projectile
    Speed 0
    +NOCLIP
    RenderStyle Add
    Alpha 0.4
    Scale 0.5
    States
    {
    Spawn:
	NULL A 2
	PROJ DEFGHI 2 Bright
	Stop
    }
}

//----------------------------------------------
actor FloorFire2
{
    Radius 8
    Height 6
    Speed 7
    Scale 0.7
    Damage 1
    Obituary "%o was incinerated by Eidolon's fire." 
    PROJECTILE
    +RIPPER
    +FLOORHUGGER
    RENDERSTYLE ADD
    States
    {
    Spawn:
        NULL A 0 Bright A_CustomMissile("FloorFireTrail2",0,random(15,-15),0)
        NULL A 2 Bright A_CustomMissile("FloorFireTrail2",0,random(15,-15),0)
        NULL G 0 A_Explode(72,72,0)
        NULL A 0 Bright A_CustomMissile("FloorFireTrail2",0,random(15,-15),0)
        NULL A 2 Bright A_CustomMissile("FloorFireTrail2",0,random(15,-15),0)
        NULL G 0 A_Explode(72,72,0)
        Loop
    Death:
        NULL A 1
        Stop
    }
}

actor FloorFireTrail2
{
    Radius 8
    Height 6
    Speed 0
    DontHurtShooter
    Damage 0
    PROJECTILE
    +FLOORHUGGER
    RENDERSTYLE ADD
    States
    {
    Spawn:
        FRTF ABCDEFGHIJKLMNO 2 Bright
        Stop
    }
}

Actor stompsound
{
    Projectile
    +Noclip
    Speed 0
    Damage 0
    SeeSound "eidolon/stomp"
    RenderStyle None
    States
    {
    Spawn:
	PLAY A 1
	Stop
    }
}



//----------------------------------------------
Actor FireRainLauncher
{
    Radius 20
    Projectile
    Speed 50
    Damage 0
    +RIPPER
    +BLOODLESSIMPACT
    +CEILINGHUGGER
    +SPAWNCEILING
    RenderStyle None
    States
    {
    Spawn:
	NULL AAA 3
	NULL AAAA 0 A_CustomMissile("FireRainShotMultiplier",0,0,random(1,360))
	Stop
    }
}	

Actor FireRainShotMultiplier
{
    Radius 20
    Projectile
    Speed 30
    Damage 0
    +RIPPER
    +BLOODLESSIMPACT
    +CEILINGHUGGER
    +SPAWNCEILING
    RenderStyle None
    States
    {
    Spawn:
	NULL AA 3
	NULL A 0 A_CustomMissile("FireRainShot",0,-16,0)
	Stop
    }
}	


Actor FireRainShot
{
    Projectile
    Speed 0
    Radius 16
    Height 16
    Damage 20
    -NOGRAVITY
    Scale 0.45
    SeeSound ""
    DeathSound ""
    States
    {
    Spawn:
	COMT ABC 2 A_CustomMissile("ArcherFireArrowTrail",0,0,0)
	Loop
    Death:
	NULL A 0 A_Explode(64,128)
	COMT D 3 Bright A_CustomMissile("EidPGlow", 0, 0, 0)
	COMT E 3 Bright 
	COMT E 0 A_CustomMissile("EidPDeth", 0, 0, 0)
	Stop
    }
}

actor EidPDeth
{
    PROJECTILE
    RENDERSTYLE ADD
    +NOCLIP
    Scale 0.45
    ALPHA 0.7
    States
    {
    Spawn:
        COMT FGHI 3 Bright
        Stop
    }
}


actor EidPGlow
{
    PROJECTILE
    RENDERSTYLE ADD
    +NOCLIP
    Scale 0.45
    ALPHA 0.6
    States
    {
    Spawn:
        FRTB ABCDEFGHI 3 Bright
        Stop
    }
}

