////////////////////////////
// SPARKLE SPAWNERS ////////
// for REALM667     ////////
// by Tormentor667  ////////
////////////////////////////


///////////////////////////////// HERETIC VARIANT /////////////////////////////////////////////

Actor BaseSparkle
{
	Radius 0
	Height 0
	RenderStyle Add
	Alpha 1.0
	Scale 0.1
	+Missile
	+NoGravity
	+NoBlockmap
	+NoInteraction
	-Solid
	States
	{
	Spawn:
		SKFX A 0 Bright
		SKFX A 1 Bright A_FadeOut(0.1)
		SKFX A 1 Bright A_SetScale(0.15)
		SKFX A 1 Bright A_FadeOut(0.1)
		SKFX A 1 Bright A_SetScale(0.2)
		SKFX A 1 Bright A_FadeOut(0.1)
		SKFX A 1 Bright A_SetScale(0.25)
		SKFX A 1 Bright A_FadeOut(0.1)
		SKFX A 1 Bright A_SetScale(0.3)
		SKFX A 1 Bright A_FadeOut(0.1)
		SKFX A 1 Bright A_SetScale(0.35)
		SKFX A 1 Bright A_FadeOut(0.1)
		SKFX A 1 Bright A_SetScale(0.4)
		SKFX A 1 Bright A_FadeOut(0.1)
		SKFX A 1 Bright A_SetScale(0.45)
		SKFX A 1 Bright A_FadeOut(0.1)
		SKFX A 1 Bright A_SetScale(0.5)
		SKFX A 1 Bright A_FadeOut(0.1)
		SKFX A 1 Bright A_SetScale(0.55)
		SKFX A 1 Bright A_FadeOut(0.1)
		stop
	}
}

actor GreenSparkleSpawner 501
{
	//$Category Stronghold_PowerUpPads
	+NoBlockMap
	+NoGravity
	+NoSector
	+NoInteraction
	+NoClip
	-Solid
	+CLIENTSIDEONLY
	states
	{
	Spawn:
	Active:
		TNT1 A 0
		TNT1 A 1 A_SpawnItemEx("BaseSparkle", random(-Args[1],Args[1]), random(-Args[1],Args[1]), random(0,2*Args[1]), 0, 0, 0, 0, 129, Args[2])
		loop
	Inactive:
		TNT1 A 1
		loop
	}
}

actor BlueSparkleSpawner: GreenSparkleSpawner 502
{
	translation "209:224=185:200"
}

actor WhiteSparkleSpawner: GreenSparkleSpawner 503
{
	translation "209:224=0:35"
}

actor RedSparkleSpawner: GreenSparkleSpawner 504
{
	translation "209:224=145:159"
}

actor OrangeSparkleSpawner: GreenSparkleSpawner 505
{
	translation "209:224=112:127"
}
