// Fire Effects

Actor FireRise
{
+CLIENTSIDEONLY
+NOGRAVITY
+WINDTHRUST
+DONTSPLASH
+NOBLOCKMAP
+NOTARGET
+BRIGHT
-SOLID
RenderStyle Normal
height 1
radius 1
alpha 0.6
scale 1.0
damage 0
VSpeed 2
states
{
Spawn:
FIRE A 1 A_Jump(255, "One", "Two", "Three")
One:
FIRE A 3
FIRE BCDE 4
FIRE FGHI 4 A_FadeOut(0.1)
stop
Two:
FIRE ABCDE 3
FIRE FGHI 3 A_FadeOut(0.1)
stop
Three:
FIRE ABCDE 2
FIRE FGHI 2 A_FadeOut(0.1)
stop
}}

Actor FireRiseB
{
+CLIENTSIDEONLY
+NOCLIP
+NOTARGET
+NOGRAVITY
+DONTSPLASH
+BRIGHT
-SOLID
+NOBLOCKMAP
damage 0
height 1
radius 1
RenderStyle Normal
alpha 0.6
scale 1.0
VSpeed 2
states
{
Spawn:
FIRF A 1 A_Jump(255, "One", "Two", "Three")
One:
FIRF A 3
FIRF BCDE 4
FIRF FGHI 4 A_FadeOut(0.1)
stop
Two:
FIRF ABCDE 3
FIRF FGHI 3 A_FadeOut(0.1)
stop
Three:
FIRF ABCDE 2
FIRF FGHI 2 A_FadeOut(0.1)
stop
}}

Actor FireRise2B : FireRise
{
states
{
Spawn:
FIRG A 1 A_Jump(255, "One", "Two", "Three")
One:
FIRG A 3
FIRG BCDE 4
FIRG FGHI 4 A_FadeOut(0.1)
stop
Two:
FIRG ABCDE 3
FIRG FGHI 3 A_FadeOut(0.1)
stop
Three:
FIRG ABCDE 2
FIRG FGHI 2 A_FadeOut(0.1)
stop
}}

Actor FireRise2 : FireRise
{
states
{
Spawn:
FIRB A 1 A_Jump(255, "One", "Two", "Three")
One:
FIRB A 3
FIRB BCDE 4
FIRB FGHI 4 A_FadeOut(0.1)
stop
Two:
FIRB ABCDE 3
FIRB FGHI 3 A_FadeOut(0.1)
stop
Three:
FIRB ABCDE 2
FIRB FGHI 2 A_FadeOut(0.1)
stop
}}

Actor FireRise3B : FireRise
{
scale 0.96
states
{
Spawn:
FIRI A 1 A_Jump(255, "One", "Two", "Three")
One:
FIRI A 3
FIRI BCDE 4
FIRI FGHI 4 A_FadeOut(0.1)
stop
Two:
FIRI ABCDE 3
FIRI FGHI 3 A_FadeOut(0.1)
stop
Three:
FIRI ABCDE 2
FIRI FGHI 2 A_FadeOut(0.1)
stop
}}

Actor FireRise3 : FireRise
{
scale 0.96
states
{
Spawn:
FIRC A 1 A_Jump(255, "One", "Two", "Three")
One:
FIRC A 3
FIRC BCDE 4
FIRC FGHI 4 A_FadeOut(0.1)
stop
Two:
FIRC ABCDE 3
FIRC FGHI 3 A_FadeOut(0.1)
stop
Three:
FIRC ABCDE 2
FIRC FGHI 2 A_FadeOut(0.1)
stop
}}

Actor FireRise4 : FireRise
{
scale 0.68
alpha 0.2
states
{
Spawn:
Spawn:
FIRD H 1 A_Jump(255, "One", "Two", "Three")
One:
FIRD H 3 
FIRD HGF 4
FIRD E 4 A_FadeOut(0.1)
FIRD DCBA 4
stop
Two:
FIRD HGF 3
FIRD E 3 A_FadeOut(0.1)
FIRD EDCBA 3
stop
Three:
FIRD HGF 2
FIRD E 2 A_FadeOut(0.1)
FIRD DCBA 2
stop
}}

Actor FireRise5 : FireRise3 { scale 0.9 }
Actor FireRise6 : FireRise2 { scale 1.3 }
Actor FireRise7 : FireRise { scale 1.2 }
Actor FireRise8 : FireRise { scale 0.5 }
Actor FireRise9 : FireRise2 { scale 0.5 }
Actor FireRise5B : FireRise3B { scale 0.88 }
Actor FireRise6B : FireRise2B { scale 0.94 }
Actor FireRise7B : FireRiseB { scale 1.3 }
Actor FireRise8B : FireRiseB { scale 0.6 }
Actor FireRise9B : FireRise2B { scale 0.96 }

Actor SmokeRise
{
+NOTARGET
+CLIENTSIDEONLY
+NOCLIP
+NOGRAVITY
+DONTSPLASH
RenderStyle Translucent
scale 0.2
alpha 0.5
vspeed 4
states
{
Spawn:
FSMK A 1 A_Jump(256, "One", "Two", "Three")
One:
FSMK A 1
FSMK BCDEFGHIJKLM 2
stop
Two:
FSMK A 2
FSMK BCDEFGHIJKLM 3
stop
Three:
FSMK BCDEFGHIJKLM 1
stop
}}

Actor SmokeRise2 : SmokeRise { scale 0.1 }
Actor SmokeRise3 : SmokeRise { scale 0.05 }

Actor SmokeRiseB : SmokeRise
{
states
{
Spawn:
FSM2 A 1 A_Jump(256, "One", "Two", "Three")
One:
FSM2 A 1
FSM2 BCDEFGHIJKLM 2
stop
Two:
FSM2 A 2
FSM2 BCDEFGHIJKLM 3
stop
Three:
FSM2 BCDEFGHIJKLM 1
stop
stop
}}

Actor SmokeRise2B : SmokeRiseB { scale 0.08 }
Actor SmokeRise3B : SmokeRiseB { scale 0.02 }