Actor Ash
{
+CLIENTSIDEONLY
-NOGRAVITY
renderstyle Translucent
alpha 1.0
height 2
radius 2
gravity 3.0
scale 0.4
reactiontime 240
states
{
Spawn:
ASHH A 0
ASHH A 1 A_JumpIf(ceilingz - z < 24.0, "Inverse")
ASHH A 1 A_JumpIf(z - floorz > 24.0, "Die")
ASHH A 1 A_Jump(255, "A", "B", "C")
Inverse:
ASHH A 0 A_ChangeFlag("NOGRAVITY", 1)
ASHH A 0 ThrustThingZ(0, 80, 0, 0)
ASHH A 1 A_Jump(255, "A", "B", "C")
A:
ASHH A 35 A_Countdown
loop
B:
ASHH B 35 A_Countdown
loop
C:
ASHH C 35 A_Countdown
loop
Death:
ASHH A 3 A_FadeOut(0.01)
loop
stop
Die:
ASHH A 0
stop
}}

Actor Scorch_M
{
+CLIENTSIDEONLY
-NOGRAVITY
renderstyle Shaded
alpha 0.9
height 2
radius 2
gravity 3.0
scale 0.5
reactiontime 360
states
{
Spawn:
SCRC A 0
SCRC A 1 A_JumpIf(ceilingz - z < 24.0, "Inverse")
SCRC A 1 A_JumpIf(z - floorz > 24.0, "Die")
goto A
Inverse:
SCRC A 0 A_ChangeFlag("NOGRAVITY", 1)
SCRC A 0 ThrustThingZ(0, 80, 0, 0)
A:
SCRC A 35 A_Countdown
loop
Death:
SCRC A 3 A_FadeOut(0.01)
loop
Die:
SCRC A 0
stop
}}

Actor Scorch_S : Scorch_M {}
Actor Scorch_XS : Scorch_M {}
Actor Scorch_L : Scorch_M {}
Actor Scorch_XL : Scorch_M {}