// Temp Small Flame -------------------------------------------------------- class FlameSmallTemp : Actor { Default { +NOTELEPORT RenderStyle "Add"; } States { Spawn: FFSM AB 3 Bright; FFSM C 2 Bright A_CountdownArg(0); FFSM C 2 Bright; FFSM D 3 Bright; FFSM E 3 Bright A_CountdownArg(0); Loop; } } // Temp Large Flame --------------------------------------------------------- class FlameLargeTemp : Actor { Default { +NOTELEPORT RenderStyle "Add"; } States { Spawn: FFLG A 4 Bright; FFLG B 4 Bright A_CountdownArg(0); FFLG C 4 Bright; FFLG D 4 Bright A_CountdownArg(0); FFLG E 4 Bright; FFLG F 4 Bright A_CountdownArg(0); FFLG G 4 Bright; FFLG H 4 Bright A_CountdownArg(0); FFLG I 4 Bright; FFLG J 4 Bright A_CountdownArg(0); FFLG K 4 Bright; FFLG L 4 Bright A_CountdownArg(0); FFLG M 4 Bright; FFLG N 4 Bright A_CountdownArg(0); FFLG O 4 Bright; FFLG P 4 Bright A_CountdownArg(0); Goto Spawn+4; } } // Small Flame -------------------------------------------------------------- class FlameSmall : SwitchableDecoration { Default { +NOTELEPORT +INVISIBLE Radius 15; RenderStyle "Add"; } States { Active: FFSM A 0 Bright A_PlaySound("Ignite"); Spawn: FFSM A 3 Bright; FFSM A 3 Bright A_UnHideThing; FFSM ABCDE 3 Bright; Goto Spawn+2; Inactive: FFSM A 2; FFSM B 2 A_HideThing; FFSM C 200; Wait; } } class FlameSmall2 : FlameSmall { } // Large Flame -------------------------------------------------------------- class FlameLarge : SwitchableDecoration { Default { +NOTELEPORT +INVISIBLE Radius 15; RenderStyle "Add"; } States { Active: FFLG A 0 Bright A_PlaySound("Ignite"); Spawn: FFLG A 2 Bright; FFLG A 2 Bright A_UnHideThing; FFLG ABCDEFGHIJKLMNOP 4 Bright; Goto Spawn+6; Inactive: FFLG DCB 2; FFLG A 2 A_HideThing; FFLG A 200; Wait; } } class FlameLarge2 : FlameLarge { }