// The Boiling[color name] actors and the Boiling[Color Name]dropper actors are done by hnsolo77
// The Spawners are modified from the EmperSpawner made by Tormentor667.
// The Sprites are actually taken from Super Mario Bros. 3, specifically they were lava tiles and not sprites... 
// yeah that did not stop me from finding parts i liked and modifing them somewhat to 'heavily', in quotes due
// to the fact that all the sprites are small so the 'heavy' is in fact, rather simplistic. like very.
// the sounds are from ZPack, AMB04 and 06 respectively since i cant remember who the credit goes too ATM...

// [Dusk] ... My god, this is messy!

actor BoilingOrangeSpawner 10770 // Lava Boiling without the bright sprites, for normal Non GLdefs Glowing flats.
{
	//$Category Effects
	tag "Bubble spawner (orange)"
+NoBlockMap +NOBLOCKMAP +NoInteraction +NoClip -Solid +CLIENTSIDEONLY
states
{
Spawn:
Active:
TNT1 A 0
TNT1 A 0 A_Jumpif(args[4], "NonTransparent")
TNT1 A 0 A_Jumpif(args[3], "NoSound")
TNT1 A 0 A_PlaySoundEx("SND_LAVA", "SoundSlot7", 1)
TNT1 A 0 A_JumpIf(Args[1], "Circle")
TNT1 A 2 A_SpawnItemEx ("TransparentBoilingOrangeDropper", random(-Args[0], Args[0]), random(-Args[0], Args[0]), 0, (0.1)*Random(1, 3), 0, (0.1)*Random(1, 10), random(0,360), 129, Args[2]) 
Loop
Circle:
TNT1 A 0
TNT1 A 2 A_SpawnItemEx ("TransparentBoilingOrangeDropper", random(-Args[0], Args[0]), 0, 0, (0.1)*Random(1, 3), 0, (0.1)*Random(1, 10), Random(0, 360), 129, Args[2]) 
Loop
NoSound:
TNT1 A 0
TNT1 A 0 A_JumpIf(Args[1], "NoSoundCircle")
TNT1 A 2 A_SpawnItemEx ("TransparentBoilingOrangeDropper", random(-Args[0], Args[0]), random(-Args[0], Args[0]), 0, (0.1)*Random(1, 3), 0, (0.1)*Random(1, 10), random(0,360), 129, Args[2]) 
Loop
NoSoundCircle:
TNT1 A 0
TNT1 A 2 A_SpawnItemEx ("TransparentBoilingOrangeDropper", random(-Args[0], Args[0]), 0, 0, (0.1)*Random(1, 3), 0, (0.1)*Random(1, 10), Random(0, 360), 129, Args[2]) 
Loop
NonTransparent:
TNT1 A 0
TNT1 A 0 A_Jumpif(args[3], "NonTransparentNoSound")
TNT1 A 0 A_PlaySoundEx("SND_LAVA", "SoundSlot7", 1)
TNT1 A 0 A_JumpIf(Args[1], "NonTransparentCircle")
TNT1 A 2 A_SpawnItemEx ("BoilingOrangeDropper", random(-Args[0], Args[0]), random(-Args[0], Args[0]), 0, (0.1)*Random(1, 3), 0, (0.1)*Random(1, 10), random(0,360), 129, Args[2]) 
Loop
NonTransparentCircle:
TNT1 A 0
TNT1 A 2 A_SpawnItemEx ("BoilingOrangeDropper", random(-Args[0], Args[0]), 0, 0, (0.1)*Random(1, 3), 0, (0.1)*Random(1, 10), Random(0, 360), 129, Args[2]) 
Loop
NonTransparentNoSound:
TNT1 A 0
TNT1 A 0 A_JumpIf(Args[1], "NonTransparentNoSoundCircle")
TNT1 A 2 A_SpawnItemEx ("BoilingOrangeDropper", random(-Args[0], Args[0]), random(-Args[0], Args[0]), 0, (0.1)*Random(1, 3), 0, (0.1)*Random(1, 10), random(0,360), 129, Args[2]) 
Loop
NonTransparentNoSoundCircle:
TNT1 A 0
TNT1 A 2 A_SpawnItemEx ("BoilingOrangeDropper", random(-Args[0], Args[0]), 0, 0, (0.1)*Random(1, 3), 0, (0.1)*Random(1, 10), Random(0, 360), 129, Args[2]) 
Loop
Inactive:
TNT1 A 1
Loop
}
}
actor BoilingOrangeDropper
{
+NoInteraction -Solid +CLIENTSIDEONLY +NOGRAVITY +NoBlockMap +NOCLIP
states
{
Spawn:
TNT1 A 0 A_Jump(256,"Drop1", "Drop2", "Drop3", "Drop4", "Drop5", "Drop6", "Drop7", "Drop8", "Drop9")
Drop1:
TNT1 A 0 A_SpawnItemEx("BoilingOrange1")
Goto onlikedonkeykong
Drop2:
TNT1 A 0 A_SpawnItemEx("BoilingOrange2")
Goto onlikedonkeykong
Drop3:
TNT1 A 0 A_SpawnItemEx("BoilingOrange3")
Goto onlikedonkeykong
Drop4:
TNT1 A 0 A_SpawnItemEx("BoilingOrange4")
Goto onlikedonkeykong
Drop5:
TNT1 A 0 A_SpawnItemEx("BoilingOrange5")
Goto onlikedonkeykong
Drop6:
TNT1 A 0 A_SpawnItemEx("BoilingOrange6")
Goto onlikedonkeykong
Drop7:
TNT1 A 0 A_SpawnItemEx("BoilingOrange7")
Goto onlikedonkeykong
Drop8:
TNT1 A 0 A_SpawnItemEx("BoilingOrange8")
Goto onlikedonkeykong
Drop9:
TNT1 A 0 A_SpawnItemEx("BoilingOrange9")
Goto onlikedonkeykong
onlikedonkeykong:
TNT1 A 1 A_FadeOut(1)
stop
}
}
actor BoilingOrange1
{
+NoBlockmap +NoInteraction -Solid +CLIENTSIDEONLY +NOGRAVITY +NOCLIP
states
{
  Spawn:
    TNT1 A 0
    TNT1 A 0 A_JumpIf(Waterlevel == 0, "Bubble")
    TNT1 A 0 A_JumpIf(Waterlevel > 0, "LiftState")
    Loop
  LiftState:
    TNT1 A 1 ThrustThingZ(0, 4, 0, 0)
    Goto Spawn
Bubble:
BOIL A 4
BOIL B 4
BOIL C 4
BOIL D 4
BOIL E 4
BOIL F 4
TNT1 A 1 A_FadeOut(1)
stop
}
}
actor BoilingOrange2 : BoilingOrange1
{
Scale 0.9
}
actor BoilingOrange3 : BoilingOrange1
{
Scale 0.8
}
actor BoilingOrange4 : BoilingOrange1
{
Scale 0.7
}
actor BoilingOrange5 : BoilingOrange1
{
Scale 0.6
}
actor BoilingOrange6 : BoilingOrange1
{
Scale 1.1
}
actor BoilingOrange7 : BoilingOrange1
{
Scale 1.2
}
actor BoilingOrange8 : BoilingOrange1
{
Scale 1.3
}
actor BoilingOrange9 : BoilingOrange1
{
Scale 1.4
}
actor TransparentBoilingOrangeDropper
{
+NoInteraction -Solid +CLIENTSIDEONLY +NOGRAVITY +NoBlockMap +NOCLIP
states
{
Spawn:
TNT1 A 0 A_Jump(256,"Drop1", "Drop2", "Drop3", "Drop4", "Drop5", "Drop6", "Drop7", "Drop8", "Drop9")
Drop1:
TNT1 A 0 A_SpawnItemEx("TransparentBoilingOrange1")
Goto FUCKFUCKITYFUCKFUCKFUCK
Drop2:
TNT1 A 0 A_SpawnItemEx("TransparentBoilingOrange2")
Goto FUCKFUCKITYFUCKFUCKFUCK
Drop3:
TNT1 A 0 A_SpawnItemEx("TransparentBoilingOrange3")
Goto FUCKFUCKITYFUCKFUCKFUCK
Drop4:
TNT1 A 0 A_SpawnItemEx("TransparentBoilingOrange4")
Goto FUCKFUCKITYFUCKFUCKFUCK
Drop5:
TNT1 A 0 A_SpawnItemEx("TransparentBoilingOrange5")
Goto FUCKFUCKITYFUCKFUCKFUCK
Drop6:
TNT1 A 0 A_SpawnItemEx("TransparentBoilingOrange6")
Goto FUCKFUCKITYFUCKFUCKFUCK
Drop7:
TNT1 A 0 A_SpawnItemEx("TransparentBoilingOrange7")
Goto FUCKFUCKITYFUCKFUCKFUCK
Drop8:
TNT1 A 0 A_SpawnItemEx("TransparentBoilingOrange8")
Goto FUCKFUCKITYFUCKFUCKFUCK
Drop9:
TNT1 A 0 A_SpawnItemEx("TransparentBoilingOrange9")
Goto FUCKFUCKITYFUCKFUCKFUCK
FUCKFUCKITYFUCKFUCKFUCK:
TNT1 A 1 A_FadeOut(1)
stop
}
}
actor TransparentBoilingOrange1
{
Renderstyle Translucent
alpha .5
+NoBlockmap +NoInteraction -Solid +CLIENTSIDEONLY +NOGRAVITY +NOCLIP
states
{
  Spawn:
    TNT1 A 0
    TNT1 A 0 A_JumpIf(Waterlevel == 0, "Bubble")
    TNT1 A 0 A_JumpIf(Waterlevel > 0, "LiftState")
    Loop
  LiftState:
    TNT1 A 1 ThrustThingZ(0, 4, 0, 0)
    Goto Spawn
Bubble:
BOIL A 4
BOIL B 4
BOIL C 4
BOIL D 4
BOIL E 4
BOIL F 4
TNT1 A 1 A_FadeOut(1)
stop
}
}
actor TransparentBoilingOrange2 : TransparentBoilingOrange1
{
Scale 0.9
}
actor TransparentBoilingOrange3 : TransparentBoilingOrange1
{
Scale 0.8
}
actor TransparentBoilingOrange4 : TransparentBoilingOrange1
{
Scale 0.7
}
actor TransparentBoilingOrange5 : TransparentBoilingOrange1
{
Scale 0.6
}
actor TransparentBoilingOrange6 : TransparentBoilingOrange1
{
Scale 1.1
}
actor TransparentBoilingOrange7 : TransparentBoilingOrange1
{
Scale 1.2
}
actor TransparentBoilingOrange8 : TransparentBoilingOrange1
{
Scale 1.3
}
actor TransparentBoilingOrange9 : TransparentBoilingOrange1
{
Scale 1.4
}
actor BoilingBlueSpawner 10771
{
	//$Category Effects
	tag "Bubble spawner (blue)"
+NoBlockMap +NoSector +NoInteraction +NoClip -Solid +CLIENTSIDEONLY +NOGRAVITY
states
{
Spawn:
Active:
TNT1 A 0
TNT1 A 0 A_JumpIf(args[4], "NonTransparent")
TNT1 A 0 A_Jumpif(args[3], "NoSound")
TNT1 A 0 A_PlaySoundEx("SND_BOIL", "SoundSlot7", 1)
TNT1 A 0 A_JumpIf(Args[1], "Circle")
TNT1 A 2 A_SpawnItemEx ("TransparentBoilingBlueDropper", random(-Args[0], Args[0]), random(-Args[0], Args[0]), 0, (0.1)*Random(1, 3), 0, (0.1)*Random(1, 10), random(0,360), 129, Args[2]) 
Loop
Circle:
TNT1 A 0
TNT1 A 2 A_SpawnItemEx ("TransparentBoilingBlueDropper", random(-Args[0], Args[0]), 0, 0, (0.1)*Random(1, 3), 0, (0.1)*Random(1, 10), Random(0, 360), 129, Args[2]) 
Loop
NoSound:
TNT1 A 0
TNT1 A 0 A_JumpIf(Args[1], "NoSoundCircle")
TNT1 A 2 A_SpawnItemEx ("TransparentBoilingBlueDropper", random(-Args[0], Args[0]), random(-Args[0], Args[0]), 0, (0.1)*Random(1, 3), 0, (0.1)*Random(1, 10), random(0,360), 129, Args[2]) 
Loop
NoSoundCircle:
TNT1 A 0
TNT1 A 2 A_SpawnItemEx ("TransparentBoilingBlueDropper", random(-Args[0], Args[0]), 0, 0, (0.1)*Random(1, 3), 0, (0.1)*Random(1, 10), Random(0, 360), 129, Args[2]) 
Loop
NonTransparent:
TNT1 A 0
TNT1 A 0 A_Jumpif(args[3], "NonTransparentNoSound")
TNT1 A 0 A_PlaySoundEx("SND_BOIL", "SoundSlot7", 1)
TNT1 A 0 A_JumpIf(Args[1], "NonTransparentCircle")
TNT1 A 2 A_SpawnItemEx ("BoilingBlueDropper", random(-Args[0], Args[0]), random(-Args[0], Args[0]), 0, (0.1)*Random(1, 3), 0, (0.1)*Random(1, 10), random(0,360), 129, Args[2]) 
Loop
NonTransparentCircle:
TNT1 A 0
TNT1 A 2 A_SpawnItemEx ("BoilingBlueDropper", random(-Args[0], Args[0]), 0, 0, (0.1)*Random(1, 3), 0, (0.1)*Random(1, 10), Random(0, 360), 129, Args[2]) 
Loop
NonTransparentNoSound:
TNT1 A 0
TNT1 A 0 A_JumpIf(Args[1], "NonTransparentNoSoundCircle")
TNT1 A 2 A_SpawnItemEx ("BoilingBlueDropper", random(-Args[0], Args[0]), random(-Args[0], Args[0]), 0, (0.1)*Random(1, 3), 0, (0.1)*Random(1, 10), random(0,360), 129, Args[2]) 
Loop
NonTransparentNoSoundCircle:
TNT1 A 0
TNT1 A 2 A_SpawnItemEx ("BoilingBlueDropper", random(-Args[0], Args[0]), 0, 0, (0.1)*Random(1, 3), 0, (0.1)*Random(1, 10), Random(0, 360), 129, Args[2]) 
Loop
Inactive:
TNT1 A 1
Loop
}
}
actor BoilingBlueDropper
{
+NoInteraction -Solid +CLIENTSIDEONLY +NOGRAVITY +NoBlockMap +NOCLIP
states
{
Spawn:
TNT1 A 0 A_Jump(256,"Drop1", "Drop2", "Drop3", "Drop4", "Drop5", "Drop6", "Drop7", "Drop8", "Drop9")
Drop1:
TNT1 A 0 A_SpawnItemEx("BoilingBlue1")
Goto SuperNintendo
Drop2:
TNT1 A 0 A_SpawnItemEx("BoilingBlue2")
Goto SuperNintendo
Drop3:
TNT1 A 0 A_SpawnItemEx("BoilingBlue3")
Goto SuperNintendo
Drop4:
TNT1 A 0 A_SpawnItemEx("BoilingBlue4")
Goto SuperNintendo
Drop5:
TNT1 A 0 A_SpawnItemEx("BoilingBlue5")
Goto SuperNintendo
Drop6:
TNT1 A 0 A_SpawnItemEx("BoilingBlue6")
Goto SuperNintendo
Drop7:
TNT1 A 0 A_SpawnItemEx("BoilingBlue7")
Goto SuperNintendo
Drop8:
TNT1 A 0 A_SpawnItemEx("BoilingBlue8")
Goto SuperNintendo
Drop9:
TNT1 A 0 A_SpawnItemEx("BoilingBlue9")
Goto SuperNintendo
SuperNintendo:
TNT1 A 1 A_FadeOut(1)
}
}
Actor BoilingBlue1
{
+NoBlockmap +NoInteraction -Solid +CLIENTSIDEONLY +NOGRAVITY +NOCLIP
states
{
  Spawn:
    TNT1 A 0
    TNT1 A 0 A_JumpIf(Waterlevel == 0, "Bubble")
    TNT1 A 0 A_JumpIf(Waterlevel > 0, "LiftState")
    Loop
  LiftState:
    TNT1 A 1 ThrustThingZ(0, 4, 0, 0)
    Goto Spawn
Bubble:
BOI2 a 2
BOI2 b 2
BOI2 c 2
BOI2 d 2
BOI2 e 2
BOI2 f 2
TNT1 A 1 A_FadeOut(1)
stop
}
}
actor BoilingBlue2 : BoilingBlue1
{
Scale 0.9
}
actor BoilingBlue3 : BoilingBlue1
{
Scale 0.8
}
actor BoilingBlue4 : BoilingBlue1
{
Scale 0.7
}
actor BoilingBlue5 : BoilingBlue1
{
Scale 0.6
}
actor BoilingBlue6 : BoilingBlue1
{
Scale 1.1
}
actor BoilingBlue7 : BoilingBlue1
{
Scale 1.2
}
actor BoilingBlue8 : BoilingBlue1
{
Scale 1.3
}
actor BoilingBlue9 : BoilingBlue1
{
Scale 1.4
}
actor TransparentBoilingBlueDropper
{
+NoInteraction -Solid +CLIENTSIDEONLY +NOGRAVITY +NoBlockMap +NOCLIP
states
{
Spawn:
TNT1 A 0 A_Jump(256,"Drop1", "Drop2", "Drop3", "Drop4", "Drop5", "Drop6", "Drop7", "Drop8", "Drop9")
Drop1:
TNT1 A 0 A_SpawnItemEx("TransparentBoilingBlue1")
Goto SegaSucksAss
Drop2:
TNT1 A 0 A_SpawnItemEx("TransparentBoilingBlue2")
Goto SegaSucksAss
Drop3:
TNT1 A 0 A_SpawnItemEx("TransparentBoilingBlue3")
Goto SegaSucksAss
Drop4:
TNT1 A 0 A_SpawnItemEx("TransparentBoilingBlue4")
Goto SegaSucksAss
Drop5:
TNT1 A 0 A_SpawnItemEx("TransparentBoilingBlue5")
Goto SegaSucksAss
Drop6:
TNT1 A 0 A_SpawnItemEx("TransparentBoilingBlue6")
Goto SegaSucksAss
Drop7:
TNT1 A 0 A_SpawnItemEx("TransparentBoilingBlue7")
Goto SegaSucksAss
Drop8:
TNT1 A 0 A_SpawnItemEx("TransparentBoilingBlue8")
Goto SegaSucksAss
Drop9:
TNT1 A 0 A_SpawnItemEx("TransparentBoilingBlue9")
Goto SegaSucksAss
SegaSucksAss:
TNT1 A 1 A_FadeOut(1)
stop
}
}
Actor TransparentBoilingBlue1
{
+NoBlockmap +NoInteraction -Solid +CLIENTSIDEONLY +NOGRAVITY +NOCLIP
Renderstyle Translucent
alpha .5
states
{
  Spawn:
    TNT1 A 0
    TNT1 A 0 A_JumpIf(Waterlevel == 0, "Bubble")
    TNT1 A 0 A_JumpIf(Waterlevel > 0, "LiftState")
    Loop
  LiftState:
    TNT1 A 1 ThrustThingZ(0, 4, 0, 0)
    Goto Spawn
Bubble:
BOI2 a 2
BOI2 b 2
BOI2 c 2
BOI2 d 2
BOI2 e 2
BOI2 f 2
TNT1 A 1 A_FadeOut(1)
stop
}
}
actor TransparentBoilingBlue2 : TransparentBoilingBlue1
{
Scale 0.9
}
actor TransparentBoilingBlue3 : TransparentBoilingBlue1
{
Scale 0.8
}
actor TransparentBoilingBlue4 : TransparentBoilingBlue1
{
Scale 0.7
}
actor TransparentBoilingBlue5 : TransparentBoilingBlue1
{
Scale 0.6
}
actor TransparentBoilingBlue6 : TransparentBoilingBlue1
{
Scale 1.1
}
actor TransparentBoilingBlue7 : TransparentBoilingBlue1
{
Scale 1.2
}
actor TransparentBoilingBlue8 : TransparentBoilingBlue1
{
Scale 1.3
}
actor TransparentBoilingBlue9 : TransparentBoilingBlue1
{
Scale 1.4
}

actor BoilingGreySpawner 10772
{
	//$Category Effects
	tag "Bubble spawner (grey)"
+NoBlockMap +NoSector +NoInteraction +NoClip -Solid +CLIENTSIDEONLY +NOGRAVITY
states
{
Spawn:
Active:
TNT1 A 0
TNT1 A 0 A_Jumpif(args[4], "NonTransparent")
TNT1 A 0 A_Jumpif(args[3], "NoSound")
TNT1 A 0 A_PlaySoundEx("SND_BOIL", "SoundSlot7", 1)
TNT1 A 0 A_JumpIf(Args[1], "Circle")
TNT1 A 2 A_SpawnItemEx ("TransparentBoilingGreyDropper", random(-Args[0], Args[0]), random(-Args[0], Args[0]), 0, (0.1)*Random(1, 3), 0, (0.1)*Random(1, 10), random(0,360), 129, Args[2]) 
Loop
Circle:
TNT1 A 0
TNT1 A 2 A_SpawnItemEx ("TransparentBoilingGreyDropper", random(-Args[0], Args[0]), 0, 0, (0.1)*Random(1, 3), 0, (0.1)*Random(1, 10), Random(0, 360), 129, Args[2]) 
Loop
NoSound:
TNT1 A 0
TNT1 A 0 A_JumpIf(Args[1], "NoSoundCircle")
TNT1 A 2 A_SpawnItemEx ("TransparentBoilingGreyDropper", random(-Args[0], Args[0]), random(-Args[0], Args[0]), 0, (0.1)*Random(1, 3), 0, (0.1)*Random(1, 10), random(0,360), 129, Args[2]) 
Loop
NoSoundCircle:
TNT1 A 0
TNT1 A 2 A_SpawnItemEx ("TransparentBoilingGreyDropper", random(-Args[0], Args[0]), 0, 0, (0.1)*Random(1, 3), 0, (0.1)*Random(1, 10), Random(0, 360), 129, Args[2]) 
Loop
NonTransparent:
TNT1 A 0
TNT1 A 0 A_Jumpif(args[3], "NonTransparentNoSound")
TNT1 A 0 A_PlaySoundEx("SND_BOIL", "SoundSlot7", 1)
TNT1 A 0 A_JumpIf(Args[1], "NonTransparentCircle")
TNT1 A 2 A_SpawnItemEx ("BoilingGreyDropper", random(-Args[0], Args[0]), random(-Args[0], Args[0]), 0, (0.1)*Random(1, 3), 0, (0.1)*Random(1, 10), random(0,360), 129, Args[2]) 
Loop
NonTransparentCircle:
TNT1 A 0
TNT1 A 2 A_SpawnItemEx ("BoilingGreyDropper", random(-Args[0], Args[0]), 0, 0, (0.1)*Random(1, 3), 0, (0.1)*Random(1, 10), Random(0, 360), 129, Args[2]) 
Loop
NonTransparentNoSound:
TNT1 A 0
TNT1 A 0 A_JumpIf(Args[1], "NonTransparentNoSoundCircle")
TNT1 A 2 A_SpawnItemEx ("BoilingGreyDropper", random(-Args[0], Args[0]), random(-Args[0], Args[0]), 0, (0.1)*Random(1, 3), 0, (0.1)*Random(1, 10), random(0,360), 129, Args[2]) 
Loop
NonTransparentNoSoundCircle:
TNT1 A 0
TNT1 A 2 A_SpawnItemEx ("BoilingGreyDropper", random(-Args[0], Args[0]), 0, 0, (0.1)*Random(1, 3), 0, (0.1)*Random(1, 10), Random(0, 360), 129, Args[2]) 
Loop
Inactive:
TNT1 A 1
Loop
}
}
actor BoilingGreyDropper
{
+NoInteraction -Solid +CLIENTSIDEONLY +NOGRAVITY +NoBlockMap +NOCLIP
states
{
Spawn:
TNT1 A 0 A_Jump(256,"Drop1", "Drop2", "Drop3", "Drop4", "Drop5", "Drop6", "Drop7", "Drop8", "Drop9")
Drop1:
TNT1 A 0 A_SpawnItemEx("BoilingGrey1")
Goto OMGTheyKilledKennyYouBastards
Drop2:
TNT1 A 0 A_SpawnItemEx("BoilingGrey2")
Goto OMGTheyKilledKennyYouBastards
Drop3:
TNT1 A 0 A_SpawnItemEx("BoilingGrey3")
Goto OMGTheyKilledKennyYouBastards
Drop4:
TNT1 A 0 A_SpawnItemEx("BoilingGrey4")
Goto OMGTheyKilledKennyYouBastards
Drop5:
TNT1 A 0 A_SpawnItemEx("BoilingGrey5")
Goto OMGTheyKilledKennyYouBastards
Drop6:
TNT1 A 0 A_SpawnItemEx("BoilingGrey6")
Goto OMGTheyKilledKennyYouBastards
Drop7:
TNT1 A 0 A_SpawnItemEx("BoilingGrey7")
Goto OMGTheyKilledKennyYouBastards
Drop8:
TNT1 A 0 A_SpawnItemEx("BoilingGrey8")
Goto OMGTheyKilledKennyYouBastards
Drop9:
TNT1 A 0 A_SpawnItemEx("BoilingGrey9")
Goto OMGTheyKilledKennyYouBastards
OMGTheyKilledKennyYouBastards:
TNT1 A 1 A_FadeOut(1)
stop
}
}
actor BoilingGrey1
{
+NoBlockmap +NoInteraction -Solid +CLIENTSIDEONLY +NOGRAVITY +NOCLIP
states
{
  Spawn:
    TNT1 A 0
    TNT1 A 0 A_JumpIf(Waterlevel == 0, "Bubble")
    TNT1 A 0 A_JumpIf(Waterlevel > 0, "LiftState")
    Loop
  LiftState:
    TNT1 A 1 ThrustThingZ(0, 4, 0, 0)
    Goto Spawn
Bubble:
BOI3 A 2
BOI3 B 2
BOI3 C 2
BOI3 D 2
BOI3 E 2
BOI3 F 2
TNT1 A 1 A_FadeOut(1)
stop
}
}
actor BoilingGrey2 : BoilingGrey1
{
Scale 0.9
}
actor BoilingGrey3 : BoilingGrey1
{
Scale 0.8
}
actor BoilingGrey4 : BoilingGrey1
{
Scale 0.7
}
actor BoilingGrey5 : BoilingGrey1
{
Scale 0.6
}
actor BoilingGrey6 : BoilingGrey1
{
Scale 1.1
}
actor BoilingGrey7 : BoilingGrey1
{
Scale 1.2
}
actor BoilingGrey8 : BoilingGrey1
{
Scale 1.3
}
actor BoilingGrey9 : BoilingGrey1
{
Scale 1.4
}
actor TransparentBoilingGreyDropper
{
+NoInteraction -Solid +CLIENTSIDEONLY +NOGRAVITY +NoBlockMap +NOCLIP
states
{
Spawn:
TNT1 A 0 A_Jump(256,"Drop1", "Drop2", "Drop3", "Drop4", "Drop5", "Drop6", "Drop7", "Drop8", "Drop9")
Drop1:
TNT1 A 0 A_SpawnItemEx("TransparentBoilingGrey1")
Goto IAMONECANSHORTOFASIXPACKWAHAHAHAHAHA
Drop2:
TNT1 A 0 A_SpawnItemEx("TransparentBoilingGrey2")
Goto IAMONECANSHORTOFASIXPACKWAHAHAHAHAHA
Drop3:
TNT1 A 0 A_SpawnItemEx("TransparentBoilingGrey3")
Goto IAMONECANSHORTOFASIXPACKWAHAHAHAHAHA
Drop4:
TNT1 A 0 A_SpawnItemEx("TransparentBoilingGrey4")
Goto IAMONECANSHORTOFASIXPACKWAHAHAHAHAHA
Drop5:
TNT1 A 0 A_SpawnItemEx("TransparentBoilingGrey5")
Goto IAMONECANSHORTOFASIXPACKWAHAHAHAHAHA
Drop6:
TNT1 A 0 A_SpawnItemEx("TransparentBoilingGrey6")
Goto IAMONECANSHORTOFASIXPACKWAHAHAHAHAHA
Drop7:
TNT1 A 0 A_SpawnItemEx("TransparentBoilingGrey7")
Goto IAMONECANSHORTOFASIXPACKWAHAHAHAHAHA
Drop8:
TNT1 A 0 A_SpawnItemEx("TransparentBoilingGrey8")
Goto IAMONECANSHORTOFASIXPACKWAHAHAHAHAHA
Drop9:
TNT1 A 0 A_SpawnItemEx("TransparentBoilingGrey9")
Goto IAMONECANSHORTOFASIXPACKWAHAHAHAHAHA
IAMONECANSHORTOFASIXPACKWAHAHAHAHAHA:
TNT1 A 1 A_FadeOut(1)
stop
}
}
actor TransparentBoilingGrey1
{
+NoBlockmap +NoInteraction -Solid +CLIENTSIDEONLY +NOGRAVITY +NOCLIP
Renderstyle Translucent
alpha .5
states
{
  Spawn:
    TNT1 A 0
    TNT1 A 0 A_JumpIf(Waterlevel == 0, "Bubble")
    TNT1 A 0 A_JumpIf(Waterlevel > 0, "LiftState")
    Loop
  LiftState:
    TNT1 A 1 ThrustThingZ(0, 4, 0, 0)
    Goto Spawn
Bubble:
BOI3 A 2
BOI3 B 2
BOI3 C 2
BOI3 D 2
BOI3 E 2
BOI3 F 2
TNT1 A 1 A_FadeOut(1)
stop
}
}
actor TransparentBoilingGrey2 : TransparentBoilingGrey1
{
Scale 0.9
}
actor TransparentBoilingGrey3 : TransparentBoilingGrey1
{
Scale 0.8
}
actor TransparentBoilingGrey4 : TransparentBoilingGrey1
{
Scale 0.7
}
actor TransparentBoilingGrey5 : TransparentBoilingGrey1
{
Scale 0.6
}
actor TransparentBoilingGrey6 : TransparentBoilingGrey1
{
Scale 1.1
}
actor TransparentBoilingGrey7 : TransparentBoilingGrey1
{
Scale 1.2
}
actor TransparentBoilingGrey8 : TransparentBoilingGrey1
{
Scale 1.3
}
actor TransparentBoilingGrey9 : TransparentBoilingGrey1
{
Scale 1.4
}

actor BoilingBrownSpawner 10773
{
	//$Category Effects
	tag "Bubble spawner (brown)"
+NoBlockMap +NoSector +NoInteraction +NoClip -Solid +CLIENTSIDEONLY +NOGRAVITY
states
{
Spawn:
Active:
TNT1 A 0
TNT1 A 0 A_Jumpif(args[4], "NonTransparent")
TNT1 A 0 A_Jumpif(args[3], "NoSound")
TNT1 A 0 A_PlaySoundEx("SND_BOIL", "SoundSlot7", 1)
TNT1 A 0 A_JumpIf(Args[1], "Circle")
TNT1 A 2 A_SpawnItemEx ("TransparentBoilingBrownDropper", random(-Args[0], Args[0]), random(-Args[0], Args[0]), 0, (0.1)*Random(1, 3), 0, (0.1)*Random(1, 10), random(0,360), 129, Args[2]) 
Loop
Circle:
TNT1 A 0
TNT1 A 2 A_SpawnItemEx ("TransparentBoilingBrownDropper", random(-Args[0], Args[0]), 0, 0, (0.1)*Random(1, 3), 0, (0.1)*Random(1, 10), Random(0, 360), 129, Args[2]) 
Loop
NoSound:
TNT1 A 0
TNT1 A 0 A_JumpIf(Args[1], "NoSoundCircle")
TNT1 A 2 A_SpawnItemEx ("TransparentBoilingBrownDropper", random(-Args[0], Args[0]), random(-Args[0], Args[0]), 0, (0.1)*Random(1, 3), 0, (0.1)*Random(1, 10), random(0,360), 129, Args[2]) 
Loop
NoSoundCircle:
TNT1 A 0
TNT1 A 2 A_SpawnItemEx ("TransparentBoilingBrownDropper", random(-Args[0], Args[0]), 0, 0, (0.1)*Random(1, 3), 0, (0.1)*Random(1, 10), Random(0, 360), 129, Args[2]) 
Loop
NonTransparent:
TNT1 A 0
TNT1 A 0 A_Jumpif(args[3], "NonTransparentNoSound")
TNT1 A 0 A_PlaySoundEx("SND_BOIL", "SoundSlot7", 1)
TNT1 A 0 A_JumpIf(Args[1], "NonTransparentCircle")
TNT1 A 2 A_SpawnItemEx ("BoilingBrownDropper", random(-Args[0], Args[0]), random(-Args[0], Args[0]), 0, (0.1)*Random(1, 3), 0, (0.1)*Random(1, 10), random(0,360), 129, Args[2]) 
Loop
NonTransparentCircle:
TNT1 A 0
TNT1 A 2 A_SpawnItemEx ("BoilingBrownDropper", random(-Args[0], Args[0]), 0, 0, (0.1)*Random(1, 3), 0, (0.1)*Random(1, 10), Random(0, 360), 129, Args[2]) 
Loop
NonTransparentNoSound:
TNT1 A 0
TNT1 A 0 A_JumpIf(Args[1], "NonTransparentNoSoundCircle")
TNT1 A 2 A_SpawnItemEx ("BoilingBrownDropper", random(-Args[0], Args[0]), random(-Args[0], Args[0]), 0, (0.1)*Random(1, 3), 0, (0.1)*Random(1, 10), random(0,360), 129, Args[2]) 
Loop
NonTransparentNoSoundCircle:
TNT1 A 0
TNT1 A 2 A_SpawnItemEx ("BoilingBrownDropper", random(-Args[0], Args[0]), 0, 0, (0.1)*Random(1, 3), 0, (0.1)*Random(1, 10), Random(0, 360), 129, Args[2]) 
Loop
Inactive:
TNT1 A 1
Loop
}
}
actor BoilingBrownDropper
{
+NoInteraction -Solid +CLIENTSIDEONLY +NOGRAVITY +NoBlockMap +NOCLIP
states
{
Spawn:
TNT1 A 0 A_Jump(256,"Drop1", "Drop2", "Drop3", "Drop4", "Drop5", "Drop6", "Drop7", "Drop8", "Drop9")
Drop1:
TNT1 A 0 A_SpawnItemEx("BoilingBrown1")
Goto VanHalenRules
Drop2:
TNT1 A 0 A_SpawnItemEx("BoilingBrown2")
Goto VanHalenRules
Drop3:
TNT1 A 0 A_SpawnItemEx("BoilingBrown3")
Goto VanHalenRules
Drop4:
TNT1 A 0 A_SpawnItemEx("BoilingBrown4")
Goto VanHalenRules
Drop5:
TNT1 A 0 A_SpawnItemEx("BoilingBrown5")
Goto VanHalenRules
Drop6:
TNT1 A 0 A_SpawnItemEx("BoilingBrown6")
Goto VanHalenRules
Drop7:
TNT1 A 0 A_SpawnItemEx("BoilingBrown7")
Goto VanHalenRules
Drop8:
TNT1 A 0 A_SpawnItemEx("BoilingBrown8")
Goto VanHalenRules
Drop9:
TNT1 A 0 A_SpawnItemEx("BoilingBrown9")
Goto VanHalenRules
VanHalenRules:
TNT1 A 1 A_FadeOut(1)
stop
}
}
Actor BoilingBrown1
{
+NoBlockmap +NoInteraction -Solid +CLIENTSIDEONLY +NOGRAVITY +NOCLIP
states
{
  Spawn:
    TNT1 A 0
    TNT1 A 0 A_JumpIf(Waterlevel == 0, "Bubble")
    TNT1 A 0 A_JumpIf(Waterlevel > 0, "LiftState")
    Loop
  LiftState:
    TNT1 A 1 ThrustThingZ(0, 4, 0, 0)
    Goto Spawn
Bubble:
BOI4 a 2
BOI4 b 2
BOI4 c 2
BOI4 d 2
BOI4 e 2
BOI4 f 2
TNT1 A 1 A_FadeOut(1)
stop
}
}
actor BoilingBrown2 : BoilingBrown1
{
Scale 0.9
}
actor BoilingBrown3 : BoilingBrown1
{
Scale 0.8
}
actor BoilingBrown4 : BoilingBrown1
{
Scale 0.7
}
actor BoilingBrown5 : BoilingBrown1
{
Scale 0.6
}
actor BoilingBrown6 : BoilingBrown1
{
Scale 1.1
}
actor BoilingBrown7 : BoilingBrown1
{
Scale 1.2
}
actor BoilingBrown8 : BoilingBrown1
{
Scale 1.3
}
actor BoilingBrown9 : BoilingBrown1
{
Scale 1.4
}
actor TransparentBoilingBrownDropper
{
+NoInteraction -Solid +CLIENTSIDEONLY +NOGRAVITY +NoBlockMap +NOCLIP
states
{
Spawn:
TNT1 A 0 A_Jump(256,"Drop1", "Drop2", "Drop3", "Drop4", "Drop5", "Drop6", "Drop7", "Drop8", "Drop9")
Drop1:
TNT1 A 0 A_SpawnItemEx("TransparentBoilingBrown1")
Goto TheOzzManRules
Drop2:
TNT1 A 0 A_SpawnItemEx("TransparentBoilingBrown2")
Goto TheOzzManRules
Drop3:
TNT1 A 0 A_SpawnItemEx("TransparentBoilingBrown3")
Goto TheOzzManRules
Drop4:
TNT1 A 0 A_SpawnItemEx("TransparentBoilingBrown4")
Goto TheOzzManRules
Drop5:
TNT1 A 0 A_SpawnItemEx("TransparentBoilingBrown5")
Goto TheOzzManRules
Drop6:
TNT1 A 0 A_SpawnItemEx("TransparentBoilingBrown6")
Goto TheOzzManRules
Drop7:
TNT1 A 0 A_SpawnItemEx("TransparentBoilingBrown7")
Goto TheOzzManRules
Drop8:
TNT1 A 0 A_SpawnItemEx("TransparentBoilingBrown8")
Goto TheOzzManRules
Drop9:
TNT1 A 0 A_SpawnItemEx("TransparentBoilingBrown9")
Goto TheOzzManRules
TheOzzManRules:
TNT1 A 1 A_FadeOut(1)
Stop
}
}
Actor TransparentBoilingBrown1
{
+NoBlockmap +NoInteraction -Solid +CLIENTSIDEONLY +NOGRAVITY +NOCLIP
Renderstyle Translucent
alpha .5
states
{
  Spawn:
    TNT1 A 0
    TNT1 A 0 A_JumpIf(Waterlevel == 0, "Bubble")
    TNT1 A 0 A_JumpIf(Waterlevel > 0, "LiftState")
    Loop
  LiftState:
    TNT1 A 1 ThrustThingZ(0, 4, 0, 0)
    Goto Spawn
Bubble:
BOI4 a 2
BOI4 b 2
BOI4 c 2
BOI4 d 2
BOI4 e 2
BOI4 f 2
TNT1 A 1 A_FadeOut(1)
stop
}
}
actor TransparentBoilingBrown2 : TransparentBoilingBrown1
{
Scale 0.9
}
actor TransparentBoilingBrown3 : TransparentBoilingBrown1
{
Scale 0.8
}
actor TransparentBoilingBrown4 : TransparentBoilingBrown1
{
Scale 0.7
}
actor TransparentBoilingBrown5 : TransparentBoilingBrown1
{
Scale 0.6
}
actor TransparentBoilingBrown6 : TransparentBoilingBrown1
{
Scale 1.1
}
actor TransparentBoilingBrown7 : TransparentBoilingBrown1
{
Scale 1.2
}
actor TransparentBoilingBrown8 : TransparentBoilingBrown1
{
Scale 1.3
}
actor TransparentBoilingBrown9 : TransparentBoilingBrown1
{
Scale 1.4
}

actor BoilingBlackSpawner 10774
{
	//$Category Effects
	tag "Bubble spawner (black)"
+NoBlockMap +NoSector +NoInteraction +NoClip -Solid +CLIENTSIDEONLY +NOGRAVITY
states
{
Spawn:
Active:
TNT1 A 0
TMTT A 0 A_Jumpif(args[4], "NonTransparent")
TNT1 A 0 A_Jumpif(args[3], "NoSound")
TNT1 A 0 A_PlaySoundEx("SND_BOIL", "SoundSlot7", 1)
TNT1 A 0 A_JumpIf(Args[1], "Circle")
TNT1 A 2 A_SpawnItemEx ("TransparentBoilingBlackDropper", random(-Args[0], Args[0]), random(-Args[0], Args[0]), 0, (0.1)*Random(1, 3), 0, (0.1)*Random(1, 10), random(0,360), 129, Args[2]) 
Loop
Circle:
TNT1 A 0
TNT1 A 2 A_SpawnItemEx ("TransparentBoilingBlackDropper", random(-Args[0], Args[0]), 0, 0, (0.1)*Random(1, 3), 0, (0.1)*Random(1, 10), Random(0, 360), 129, Args[2]) 
Loop
NoSound:
TNT1 A 0
TNT1 A 0 A_JumpIf(Args[1], "NoSoundCircle")
TNT1 A 2 A_SpawnItemEx ("TransparentBoilingBlackDropper", random(-Args[0], Args[0]), random(-Args[0], Args[0]), 0, (0.1)*Random(1, 3), 0, (0.1)*Random(1, 10), random(0,360), 129, Args[2]) 
Loop
NoSoundCircle:
TNT1 A 0
TNT1 A 2 A_SpawnItemEx ("TransparentBoilingBlackDropper", random(-Args[0], Args[0]), 0, 0, (0.1)*Random(1, 3), 0, (0.1)*Random(1, 10), Random(0, 360), 129, Args[2]) 
Loop
NonTransparent:
TNT1 A 0
TNT1 A 0 A_Jumpif(args[3], "NonTransparentNoSound")
TNT1 A 0 A_PlaySoundEx("SND_BOIL", "SoundSlot7", 1)
TNT1 A 0 A_JumpIf(Args[1], "NonTransparentCircle")
TNT1 A 2 A_SpawnItemEx ("BoilingBlackDropper", random(-Args[0], Args[0]), random(-Args[0], Args[0]), 0, (0.1)*Random(1, 3), 0, (0.1)*Random(1, 10), random(0,360), 129, Args[2]) 
Loop
NonTransparentCircle:
TNT1 A 0
TNT1 A 2 A_SpawnItemEx ("BoilingBlackDropper", random(-Args[0], Args[0]), 0, 0, (0.1)*Random(1, 3), 0, (0.1)*Random(1, 10), Random(0, 360), 129, Args[2]) 
Loop
NonTransparentNoSound:
TNT1 A 0
TNT1 A 0 A_JumpIf(Args[1], "NonTransparentNoSoundCircle")
TNT1 A 2 A_SpawnItemEx ("BoilingBlackDropper", random(-Args[0], Args[0]), random(-Args[0], Args[0]), 0, (0.1)*Random(1, 3), 0, (0.1)*Random(1, 10), random(0,360), 129, Args[2]) 
Loop
NonTransparentNoSoundCircle:
TNT1 A 0
TNT1 A 2 A_SpawnItemEx ("BoilingBlackDropper", random(-Args[0], Args[0]), 0, 0, (0.1)*Random(1, 3), 0, (0.1)*Random(1, 10), Random(0, 360), 129, Args[2]) 
Loop
Inactive:
TNT1 A 1
Loop
}
}
actor BoilingBlackDropper
{
+NoInteraction -Solid +CLIENTSIDEONLY +NOGRAVITY +NoBlockMap +NOCLIP
states
{
Spawn:
TNT1 A 0 A_Jump(256,"Drop1", "Drop2", "Drop3", "Drop4", "Drop5", "Drop6", "Drop7", "Drop8", "Drop9")
Drop1:
TNT1 A 0 A_SpawnItemEx("BoilingBlack1")
Goto SIRBELFINMAKEMEANOMMLETTE
Drop2:
TNT1 A 0 A_SpawnItemEx("BoilingBlack2")
Goto SIRBELFINMAKEMEANOMMLETTE
Drop3:
TNT1 A 0 A_SpawnItemEx("BoilingBlack3")
Goto SIRBELFINMAKEMEANOMMLETTE
Drop4:
TNT1 A 0 A_SpawnItemEx("BoilingBlack4")
Goto SIRBELFINMAKEMEANOMMLETTE
Drop5:
TNT1 A 0 A_SpawnItemEx("BoilingBlack5")
Goto SIRBELFINMAKEMEANOMMLETTE
Drop6:
TNT1 A 0 A_SpawnItemEx("BoilingBlack6")
Goto SIRBELFINMAKEMEANOMMLETTE
Drop7:
TNT1 A 0 A_SpawnItemEx("BoilingBlack7")
Goto SIRBELFINMAKEMEANOMMLETTE
Drop8:
TNT1 A 0 A_SpawnItemEx("BoilingBlack8")
Goto SIRBELFINMAKEMEANOMMLETTE
Drop9:
TNT1 A 0 A_SpawnItemEx("BoilingBlack9")
Goto SIRBELFINMAKEMEANOMMLETTE
SIRBELFINMAKEMEANOMMLETTE:
TNT1 A 1 A_FadeOut(1)
stop
}
}
actor BoilingBlack1
{
+NoBlockmap +NoInteraction -Solid +CLIENTSIDEONLY +NOGRAVITY +NOCLIP
states
{
  Spawn:
    TNT1 A 0
    TNT1 A 0 A_JumpIf(Waterlevel == 0, "Bubble")
    TNT1 A 0 A_JumpIf(Waterlevel > 0, "LiftState")
    Loop
  LiftState:
    TNT1 A 1 ThrustThingZ(0, 4, 0, 0)
    Goto Spawn
Bubble:
BOI5 a 2
BOI5 b 2
BOI5 C 2
BOI5 D 2
BOI5 E 2
BOI5 F 2
TNT1 A 1 A_FadeOut(1)
stop
}
}
actor BoilingBlack2 : BoilingBlack1
{
Scale 0.9
}
actor BoilingBlack3 : BoilingBlack1
{
Scale 0.8
}
actor BoilingBlack4 : BoilingBlack1
{
Scale 0.7
}
actor BoilingBlack5 : BoilingBlack1
{
Scale 0.6
}
actor BoilingBlack6 : BoilingBlack1
{
Scale 1.1
}
actor BoilingBlack7 : BoilingBlack1
{
Scale 1.2
}
actor BoilingBlack8 : BoilingBlack1
{
Scale 1.3
}
actor BoilingBlack9 : BoilingBlack1
{
Scale 1.4
}
actor TransparentBoilingBlackDropper
{
+NoInteraction -Solid +CLIENTSIDEONLY +NOGRAVITY +NoBlockMap +NOCLIP
states
{
Spawn:
TNT1 A 0 A_Jump(256,"Drop1", "Drop2", "Drop3", "Drop4", "Drop5", "Drop6", "Drop7", "Drop8", "Drop9")
Drop1:
TNT1 A 0 A_SpawnItemEx("TransparentBoilingBlack1")
Goto OhNoThereGoesTokyoGoGoGodzilla
Drop2:
TNT1 A 0 A_SpawnItemEx("TransparentBoilingBlack2")
Goto OhNoThereGoesTokyoGoGoGodzilla
Drop3:
TNT1 A 0 A_SpawnItemEx("TransparentBoilingBlack3")
Goto OhNoThereGoesTokyoGoGoGodzilla
Drop4:
TNT1 A 0 A_SpawnItemEx("TransparentBoilingBlack4")
Goto OhNoThereGoesTokyoGoGoGodzilla
Drop5:
TNT1 A 0 A_SpawnItemEx("TransparentBoilingBlack5")
Goto OhNoThereGoesTokyoGoGoGodzilla
Drop6:
TNT1 A 0 A_SpawnItemEx("TransparentBoilingBlack6")
Goto OhNoThereGoesTokyoGoGoGodzilla
Drop7:
TNT1 A 0 A_SpawnItemEx("TransparentBoilingBlack7")
Goto OhNoThereGoesTokyoGoGoGodzilla
Drop8:
TNT1 A 0 A_SpawnItemEx("TransparentBoilingBlack8")
Goto OhNoThereGoesTokyoGoGoGodzilla
Drop9:
TNT1 A 0 A_SpawnItemEx("TransparentBoilingBlack9")
Goto OhNoThereGoesTokyoGoGoGodzilla
OhNoThereGoesTokyoGoGoGodzilla:
TNT1 A 1 A_FadeOut(1)
stop
}
}
actor TransparentBoilingBlack1
{
+NoBlockmap +NoInteraction -Solid +CLIENTSIDEONLY +NOGRAVITY +NOCLIP
Renderstyle Translucent
alpha .5
States
{
  Spawn:
    TNT1 A 0
    TNT1 A 0 A_JumpIf(Waterlevel == 0, "Bubble")
    TNT1 A 0 A_JumpIf(Waterlevel > 0, "LiftState")
    Loop
  LiftState:
    TNT1 A 1 ThrustThingZ(0, 4, 0, 0)
    Goto Spawn
Bubble:
BOI5 a 2
BOI5 b 2
BOI5 C 2
BOI5 D 2
BOI5 E 2
BOI5 F 2
TNT1 A 1 A_FadeOut(1)
stop
}
}
actor TransparentBoilingBlack2 : TransparentBoilingBlack1
{
Scale 0.9
}
actor TransparentBoilingBlack3 : TransparentBoilingBlack1
{
Scale 0.8
}
actor TransparentBoilingBlack4 : TransparentBoilingBlack1
{
Scale 0.7
}
actor TransparentBoilingBlack5 : TransparentBoilingBlack1
{
Scale 0.6
}
actor TransparentBoilingBlack6 : TransparentBoilingBlack1
{
Scale 1.1
}
actor TransparentBoilingBlack7 : TransparentBoilingBlack1
{
Scale 1.2
}
actor TransparentBoilingBlack8 : TransparentBoilingBlack1
{
Scale 1.3
}
actor TransparentBoilingBlack9 : TransparentBoilingBlack1
{
Scale 1.4
}

actor BoilingRedSpawner 10775
{
	//$Category Effects
	tag "Bubble spawner (red)"
+NoBlockMap +NoSector +NoInteraction +NoClip -Solid +CLIENTSIDEONLY +NOGRAVITY
states
{
Spawn:
Active:
TNT1 A 0
TNT1 A 0 A_JUMPIF(args[4], "NonTransparent")
TNT1 A 0 A_Jumpif(args[3], "NoSound")
TNT1 A 0 A_PlaySoundEx("SND_BOIL", "SoundSlot7", 1)
TNT1 A 0 A_JumpIf(Args[1], "Circle")
TNT1 A 2 A_SpawnItemEx ("TransparentBoilingRedDropper", random(-Args[0], Args[0]), random(-Args[0], Args[0]), 0, (0.1)*Random(1, 3), 0, (0.1)*Random(1, 10), random(0,360), 129, Args[2]) 
Loop
Circle:
TNT1 A 0
TNT1 A 2 A_SpawnItemEx ("TransparentBoilingRedDropper", random(-Args[0], Args[0]), 0, 0, (0.1)*Random(1, 3), 0, (0.1)*Random(1, 10), Random(0, 360), 129, Args[2]) 
Loop
NoSound:
TNT1 A 0
TNT1 A 0 A_JumpIf(Args[1], "NoSoundCircle")
TNT1 A 2 A_SpawnItemEx ("TransparentBoilingRedDropper", random(-Args[0], Args[0]), random(-Args[0], Args[0]), 0, (0.1)*Random(1, 3), 0, (0.1)*Random(1, 10), random(0,360), 129, Args[2]) 
Loop
NoSoundCircle:
TNT1 A 0
TNT1 A 2 A_SpawnItemEx ("TransparentBoilingRedDropper", random(-Args[0], Args[0]), 0, 0, (0.1)*Random(1, 3), 0, (0.1)*Random(1, 10), Random(0, 360), 129, Args[2]) 
Loop
NonTransparent:
TNT1 A 0
TNT1 A 0 A_Jumpif(args[3], "NonTransparentNoSound")
TNT1 A 0 A_PlaySoundEx("SND_BOIL", "SoundSlot7", 1)
TNT1 A 0 A_JumpIf(Args[1], "NonTransparentCircle")
TNT1 A 2 A_SpawnItemEx ("BoilingRedDropper", random(-Args[0], Args[0]), random(-Args[0], Args[0]), 0, (0.1)*Random(1, 3), 0, (0.1)*Random(1, 10), random(0,360), 129, Args[2]) 
Loop
NonTransparentCircle:
TNT1 A 0
TNT1 A 2 A_SpawnItemEx ("BoilingRedDropper", random(-Args[0], Args[0]), 0, 0, (0.1)*Random(1, 3), 0, (0.1)*Random(1, 10), Random(0, 360), 129, Args[2]) 
Loop
NonTransparentNoSound:
TNT1 A 0
TNT1 A 0 A_JumpIf(Args[1], "NonTransparentNoSoundCircle")
TNT1 A 2 A_SpawnItemEx ("BoilingRedDropper", random(-Args[0], Args[0]), random(-Args[0], Args[0]), 0, (0.1)*Random(1, 3), 0, (0.1)*Random(1, 10), random(0,360), 129, Args[2]) 
Loop
NonTransparentNoSoundCircle:
TNT1 A 0
TNT1 A 2 A_SpawnItemEx ("BoilingRedDropper", random(-Args[0], Args[0]), 0, 0, (0.1)*Random(1, 3), 0, (0.1)*Random(1, 10), Random(0, 360), 129, Args[2]) 
Loop
Inactive:
TNT1 A 1
Loop
}
}
actor BoilingRedDropper
{
+NoInteraction -Solid +CLIENTSIDEONLY +NOGRAVITY +NoBlockMap +NOCLIP
states
{
Spawn:
TNT1 A 0 A_Jump(256,"Drop1", "Drop2", "Drop3", "Drop4", "Drop5", "Drop6", "Drop7", "Drop8", "Drop9")
Drop1:
TNT1 A 0 A_SpawnItemEx("BoilingRed1")
Goto ouerthvgjhquhcghurehqiucvvbiuevbojhboia
Drop2:
TNT1 A 0 A_SpawnItemEx("BoilingRed2")
Goto ouerthvgjhquhcghurehqiucvvbiuevbojhboia
Drop3:
TNT1 A 0 A_SpawnItemEx("BoilingRed3")
Goto ouerthvgjhquhcghurehqiucvvbiuevbojhboia
Drop4:
TNT1 A 0 A_SpawnItemEx("BoilingRed4")
Goto ouerthvgjhquhcghurehqiucvvbiuevbojhboia
Drop5:
TNT1 A 0 A_SpawnItemEx("BoilingRed5")
Goto ouerthvgjhquhcghurehqiucvvbiuevbojhboia
Drop6:
TNT1 A 0 A_SpawnItemEx("BoilingRed6")
Goto ouerthvgjhquhcghurehqiucvvbiuevbojhboia
Drop7:
TNT1 A 0 A_SpawnItemEx("BoilingRed7")
Goto ouerthvgjhquhcghurehqiucvvbiuevbojhboia
Drop8:
TNT1 A 0 A_SpawnItemEx("BoilingRed8")
Goto ouerthvgjhquhcghurehqiucvvbiuevbojhboia
Drop9:
TNT1 A 0 A_SpawnItemEx("BoilingRed9")
Goto ouerthvgjhquhcghurehqiucvvbiuevbojhboia
ouerthvgjhquhcghurehqiucvvbiuevbojhboia:
TNT1 A 1 A_FadeOut(1)
stop
}
}
Actor BoilingRed1
{
+NoBlockmap +NoInteraction -Solid +CLIENTSIDEONLY +NOGRAVITY +NOCLIP
states
{
  Spawn:
    TNT1 A 0
    TNT1 A 0 A_JumpIf(Waterlevel == 0, "Bubble")
    TNT1 A 0 A_JumpIf(Waterlevel > 0, "LiftState")
    Loop
  LiftState:
    TNT1 A 1 ThrustThingZ(0, 4, 0, 0)
    Goto Spawn
Bubble:
BOI6 a 2
BOI6 b 2
BOI6 c 2
BOI6 d 2
BOI6 e 2
BOI6 f 2
TNT1 A 1 A_FadeOut(1)
stop
}
}
actor BoilingRed2 : BoilingRed1
{
Scale 0.9
}
actor BoilingRed3 : BoilingRed1
{
Scale 0.8
}
actor BoilingRed4 : BoilingRed1
{
Scale 0.7
}
actor BoilingRed5 : BoilingRed1
{
Scale 0.6
}
actor BoilingRed6 : BoilingRed1
{
Scale 1.1
}
actor BoilingRed7 : BoilingRed1
{
Scale 1.2
}
actor BoilingRed8 : BoilingRed1
{
Scale 1.3
}
actor BoilingRed9 : BoilingRed1
{
Scale 1.4
}
actor TransparentBoilingRedDropper
{
+NoInteraction -Solid +CLIENTSIDEONLY +NOGRAVITY +NoBlockMap +NOCLIP
states
{
Spawn:
TNT1 A 0 A_Jump(256,"Drop1", "Drop2", "Drop3", "Drop4", "Drop5", "Drop6", "Drop7", "Drop8", "Drop9")
Drop1:
TNT1 A 0 A_SpawnItemEx("TransparentBoilingRed1")
Goto insertwittystatenamehere
Drop2:
TNT1 A 0 A_SpawnItemEx("TransparentBoilingRed2")
Goto insertwittystatenamehere
Drop3:
TNT1 A 0 A_SpawnItemEx("TransparentBoilingRed3")
Goto insertwittystatenamehere
Drop4:
TNT1 A 0 A_SpawnItemEx("TransparentBoilingRed4")
Goto insertwittystatenamehere
Drop5:
TNT1 A 0 A_SpawnItemEx("TransparentBoilingRed5")
Goto insertwittystatenamehere
Drop6:
TNT1 A 0 A_SpawnItemEx("TransparentBoilingRed6")
Goto insertwittystatenamehere
Drop7:
TNT1 A 0 A_SpawnItemEx("TransparentBoilingRed7")
Goto insertwittystatenamehere
Drop8:
TNT1 A 0 A_SpawnItemEx("TransparentBoilingRed8")
Goto insertwittystatenamehere
Drop9:
TNT1 A 0 A_SpawnItemEx("TransparentBoilingRed9")
Goto insertwittystatenamehere
insertwittystatenamehere:
TNT1 A 1 A_FadeOut(1)
stop
}
}
Actor TransparentBoilingRed1
{
+NoBlockmap +NoInteraction -Solid +CLIENTSIDEONLY +NOGRAVITY +NOCLIP
Renderstyle Translucent
alpha .5
states
{
  Spawn:
    TNT1 A 0
    TNT1 A 0 A_JumpIf(Waterlevel == 0, "Bubble")
    TNT1 A 0 A_JumpIf(Waterlevel > 0, "LiftState")
    Loop
  LiftState:
    TNT1 A 1 ThrustThingZ(0, 4, 0, 0)
    Goto Spawn
Bubble:
BOI6 a 2
BOI6 b 2
BOI6 c 2
BOI6 d 2
BOI6 e 2
BOI6 f 2
TNT1 A 1 A_FadeOut(1)
stop
}
}
actor TransparentBoilingRed2 : TransparentBoilingRed1
{
Scale 0.9
}
actor TransparentBoilingRed3 : TransparentBoilingRed1
{
Scale 0.8
}
actor TransparentBoilingRed4 : TransparentBoilingRed1
{
Scale 0.7
}
actor TransparentBoilingRed5 : TransparentBoilingRed1
{
Scale 0.6
}
actor TransparentBoilingRed6 : TransparentBoilingRed1
{
Scale 1.1
}
actor TransparentBoilingRed7 : TransparentBoilingRed1
{
Scale 1.2
}
actor TransparentBoilingRed8 : TransparentBoilingRed1
{
Scale 1.3
}
actor TransparentBoilingRed9 : TransparentBoilingRed1
{
Scale 1.4
}

actor BoilingGreenSpawner 10776
{
	//$Category Effects
	tag "Bubble spawner (green)"
+NoBlockMap +NoSector +NoInteraction +NoClip -Solid +CLIENTSIDEONLY +NOGRAVITY
states
{
Spawn:
Active:
TNT1 A 0
TNT1 A 0 A_Jumpif(args[4], "NonTransparent")
TNT1 A 0 A_Jumpif(args[3], "NoSound")
TNT1 A 0 A_PlaySoundEx("SND_BOIL", "SoundSlot7", 1)
TNT1 A 0 A_JumpIf(Args[1], "Circle")
TNT1 A 2 A_SpawnItemEx ("TransparentBoilingGreenDropper", random(-Args[0], Args[0]), random(-Args[0], Args[0]), 0, (0.1)*Random(1, 3), 0, (0.1)*Random(1, 10), random(0,360), 129, Args[2]) 
Loop
Circle:
TNT1 A 0
TNT1 A 2 A_SpawnItemEx ("TransparentBoilingGreenDropper", random(-Args[0], Args[0]), 0, 0, (0.1)*Random(1, 3), 0, (0.1)*Random(1, 10), Random(0, 360), 129, Args[2]) 
Loop
NoSound:
TNT1 A 0
TNT1 A 0 A_JumpIf(Args[1], "NoSoundCircle")
TNT1 A 2 A_SpawnItemEx ("TransparentBoilingGreenDropper", random(-Args[0], Args[0]), random(-Args[0], Args[0]), 0, (0.1)*Random(1, 3), 0, (0.1)*Random(1, 10), random(0,360), 129, Args[2]) 
Loop
NoSoundCircle:
TNT1 A 0
TNT1 A 2 A_SpawnItemEx ("TransparentBoilingGreenDropper", random(-Args[0], Args[0]), 0, 0, (0.1)*Random(1, 3), 0, (0.1)*Random(1, 10), Random(0, 360), 129, Args[2]) 
Loop
NonTransparent:
TNT1 A 0
TNT1 A 0 A_Jumpif(args[3], "NonTransparentNoSound")
TNT1 A 0 A_PlaySoundEx("SND_BOIL", "SoundSlot7", 1)
TNT1 A 0 A_JumpIf(Args[1], "NonTransparentCircle")
TNT1 A 2 A_SpawnItemEx ("BoilingGreenDropper", random(-Args[0], Args[0]), random(-Args[0], Args[0]), 0, (0.1)*Random(1, 3), 0, (0.1)*Random(1, 10), random(0,360), 129, Args[2]) 
Loop
NonTransparentCircle:
TNT1 A 0
TNT1 A 2 A_SpawnItemEx ("BoilingGreenDropper", random(-Args[0], Args[0]), 0, 0, (0.1)*Random(1, 3), 0, (0.1)*Random(1, 10), Random(0, 360), 129, Args[2]) 
Loop
NonTransparentNoSound:
TNT1 A 0
TNT1 A 0 A_JumpIf(Args[1], "NonTransparentNoSoundCircle")
TNT1 A 2 A_SpawnItemEx ("BoilingGreenDropper", random(-Args[0], Args[0]), random(-Args[0], Args[0]), 0, (0.1)*Random(1, 3), 0, (0.1)*Random(1, 10), random(0,360), 129, Args[2]) 
Loop
NonTransparentNoSoundCircle:
TNT1 A 0
TNT1 A 2 A_SpawnItemEx ("BoilingGreenDropper", random(-Args[0], Args[0]), 0, 0, (0.1)*Random(1, 3), 0, (0.1)*Random(1, 10), Random(0, 360), 129, Args[2]) 
Loop
Inactive:
TNT1 A 1
Loop
}
}
actor BoilingGreenDropper
{
+NoInteraction -Solid +CLIENTSIDEONLY +NOGRAVITY +NoBlockMap +NOCLIP
states
{
Spawn:
TNT1 A 0 A_Jump(256,"Drop1", "Drop2", "Drop3", "Drop4", "Drop5", "Drop6", "Drop7", "Drop8", "Drop9")
Drop1:
TNT1 A 0 A_SpawnItemEx("BoilingGreen1")
Goto andyetanotherpointlessstatename
Drop2:
TNT1 A 0 A_SpawnItemEx("BoilingGreen2")
Goto andyetanotherpointlessstatename
Drop3:
TNT1 A 0 A_SpawnItemEx("BoilingGreen3")
Goto andyetanotherpointlessstatename
Drop4:
TNT1 A 0 A_SpawnItemEx("BoilingGreen4")
Goto andyetanotherpointlessstatename
Drop5:
TNT1 A 0 A_SpawnItemEx("BoilingGreen5")
Goto andyetanotherpointlessstatename
Drop6:
TNT1 A 0 A_SpawnItemEx("BoilingGreen6")
Goto andyetanotherpointlessstatename
Drop7:
TNT1 A 0 A_SpawnItemEx("BoilingGreen7")
Goto andyetanotherpointlessstatename
Drop8:
TNT1 A 0 A_SpawnItemEx("BoilingGreen8")
Goto andyetanotherpointlessstatename
Drop9:
TNT1 A 0 A_SpawnItemEx("BoilingGreen9")
Goto andyetanotherpointlessstatename
andyetanotherpointlessstatename:
TNT1 A 1 A_FadeOut(1)
stop
}
}
actor BoilingGreen1
{
+NoBlockmap +NoInteraction -Solid +CLIENTSIDEONLY +NOGRAVITY +NOCLIP
states
{
  Spawn:
    TNT1 A 0
    TNT1 A 0 A_JumpIf(Waterlevel == 0, "Bubble")
    TNT1 A 0 A_JumpIf(Waterlevel > 0, "LiftState")
    Loop
  LiftState:
    TNT1 A 1 ThrustThingZ(0, 4, 0, 0)
    Goto Spawn
Bubble:
BOI7 A 2
BOI7 B 2
BOI7 C 2
BOI7 D 2
BOI7 E 2
BOI7 F 2
TNT1 A 1 A_FadeOut(1)
stop
}
}
actor BoilingGreen2 : BoilingGreen1
{
Scale 0.9
}
actor BoilingGreen3 : BoilingGreen1
{
Scale 0.8
}
actor BoilingGreen4 : BoilingGreen1
{
Scale 0.7
}
actor BoilingGreen5 : BoilingGreen1
{
Scale 0.6
}
actor BoilingGreen6 : BoilingGreen1
{
Scale 1.1
}
actor BoilingGreen7 : BoilingGreen1
{
Scale 1.2
}
actor BoilingGreen8 : BoilingGreen1
{
Scale 1.3
}
actor BoilingGreen9 : BoilingGreen1
{
Scale 1.4
}
actor TransparentBoilingGreenDropper
{
+NoInteraction -Solid +CLIENTSIDEONLY +NOGRAVITY +NoBlockMap +NOCLIP
states
{
Spawn:
TNT1 A 0 A_Jump(256,"Drop1", "Drop2", "Drop3", "Drop4", "Drop5", "Drop6", "Drop7", "Drop8", "Drop9")
Drop1:
TNT1 A 0 A_SpawnItemEx("TransparentBoilingGreen1")
Goto RelaxitsCranTime
Drop2:
TNT1 A 0 A_SpawnItemEx("TransparentBoilingGreen2")
Goto RelaxitsCranTime
Drop3:
TNT1 A 0 A_SpawnItemEx("TransparentBoilingGreen3")
Goto RelaxitsCranTime
Drop4:
TNT1 A 0 A_SpawnItemEx("TransparentBoilingGreen4")
Goto RelaxitsCranTime
Drop5:
TNT1 A 0 A_SpawnItemEx("TransparentBoilingGreen5")
Goto RelaxitsCranTime
Drop6:
TNT1 A 0 A_SpawnItemEx("TransparentBoilingGreen6")
Goto RelaxitsCranTime
Drop7:
TNT1 A 0 A_SpawnItemEx("TransparentBoilingGreen7")
Goto RelaxitsCranTime
Drop8:
TNT1 A 0 A_SpawnItemEx("TransparentBoilingGreen8")
Goto RelaxitsCranTime
Drop9:
TNT1 A 0 A_SpawnItemEx("TransparentBoilingGreen9")
Goto RelaxitsCranTime
RelaxitsCranTime:
TNT1 A 1 A_FadeOut(1)
Stop
}
}
actor TransparentBoilingGreen1
{
+NoBlockmap +NoInteraction -Solid +CLIENTSIDEONLY +NOGRAVITY +NOCLIP
Renderstyle Translucent
alpha .5
states
{
  Spawn:
    TNT1 A 0
    TNT1 A 0 A_JumpIf(Waterlevel == 0, "Bubble")
    TNT1 A 0 A_JumpIf(Waterlevel > 0, "LiftState")
    Loop
  LiftState:
    TNT1 A 1 ThrustThingZ(0, 4, 0, 0)
    Goto Spawn
Bubble:
BOI7 A 2
BOI7 B 2
BOI7 C 2
BOI7 D 2
BOI7 E 2
BOI7 F 2
TNT1 A 1 A_FadeOut(1)
stop
}
}
actor TransparentBoilingGreen2 : TransparentBoilingGreen1
{
Scale 0.9
}
actor TransparentBoilingGreen3 : TransparentBoilingGreen1
{
Scale 0.8
}
actor TransparentBoilingGreen4 : TransparentBoilingGreen1
{
Scale 0.7
}
actor TransparentBoilingGreen5 : TransparentBoilingGreen1
{
Scale 0.6
}
actor TransparentBoilingGreen6 : TransparentBoilingGreen1
{
Scale 1.1
}
actor TransparentBoilingGreen7 : TransparentBoilingGreen1
{
Scale 1.2
}
actor TransparentBoilingGreen8 : TransparentBoilingGreen1
{
Scale 1.3
}
actor TransparentBoilingGreen9 : TransparentBoilingGreen1
{
Scale 1.4
}

// Bonus! Bright Spawner for orange lava! for use with orange lava textures set to Glow with GLDEFS.
actor BoilingLavaSpawner 10777
{
	//$Category Effects
	tag "Bubble spawner (lava)"
+NoBlockMap +NoSector +NoInteraction +NoClip -Solid +CLIENTSIDEONLY +NOGRAVITY
states
{
Spawn:
Active:
TNT1 A 0 A_Jumpif(args[3], "NoSound")
TNT1 A 0 A_PlaySoundEx("SND_LAVA", "SoundSlot7", 1)
TNT1 A 0 A_JumpIf(Args[1], "Circle")
TNT1 A 2 A_SpawnItemEx ("BoilingLavaDropper", random(-Args[0], Args[0]), random(-Args[0], Args[0]), 0, (0.1)*Random(1, 3), 0, (0.1)*Random(1, 10), random(0,360), 129, Args[2]) 
Loop
Circle:
TNT1 A 0
TNT1 A 2 A_SpawnItemEx ("BoilingLavaDropper", random(-Args[0], Args[0]), 0, 0, (0.1)*Random(1, 3), 0, (0.1)*Random(1, 10), Random(0, 360), 129, Args[2]) 
Loop
NoSound:
TNT1 A 0
TNT1 A 0 A_JumpIf(Args[1], "NoSoundCircle")
TNT1 A 2 A_SpawnItemEx ("BoilingLavaDropper", random(-Args[0], Args[0]), random(-Args[0], Args[0]), 0, (0.1)*Random(1, 3), 0, (0.1)*Random(1, 10), random(0,360), 129, Args[2]) 
Loop
NoSoundCircle:
TNT1 A 0
TNT1 A 2 A_SpawnItemEx ("BoilingLavaDropper", random(-Args[0], Args[0]), 0, 0, (0.1)*Random(1, 3), 0, (0.1)*Random(1, 10), Random(0, 360), 129, Args[2]) 
Loop
Inactive:
TNT1 A 1
Loop
}
}
actor BoilingLavaDropper
{
+NoInteraction -Solid +CLIENTSIDEONLY +NOGRAVITY +NoBlockMap +NOCLIP
states
{
Spawn:
TNT1 A 0 A_Jump(256,"Drop1", "Drop2", "Drop3", "Drop4", "Drop5", "Drop6", "Drop7", "Drop8", "Drop9")
Drop1:
TNT1 A 0 A_SpawnItemEx("BoilingLava1")
Goto MeGrimlockBadass // if you have no idea who grimlock is, you fail.
Drop2:
TNT1 A 0 A_SpawnItemEx("BoilingLava2")
Goto MeGrimlockBadass
Drop3:
TNT1 A 0 A_SpawnItemEx("BoilingLava3")
Goto MeGrimlockBadass
Drop4:
TNT1 A 0 A_SpawnItemEx("BoilingLava4")
Goto MeGrimlockBadass
Drop5:
TNT1 A 0 A_SpawnItemEx("BoilingLava5")
Goto MeGrimlockBadass
Drop6:
TNT1 A 0 A_SpawnItemEx("BoilingLava6")
Goto MeGrimlockBadass
Drop7:
TNT1 A 0 A_SpawnItemEx("BoilingLava7")
Goto MeGrimlockBadass
Drop8:
TNT1 A 0 A_SpawnItemEx("BoilingLava8")
Goto MeGrimlockBadass
Drop9:
TNT1 A 0 A_SpawnItemEx("BoilingLava9")
Goto MeGrimlockBadass
MeGrimlockBadass:
TNT1 A 1 A_FadeOut(1)
Stop
}
}
actor BoilingLava1
{
+NoBlockmap +NoInteraction -Solid +CLIENTSIDEONLY +NOGRAVITY +NOCLIP
states
{
  Spawn:
    TNT1 A 0
    TNT1 A 0 A_JumpIf(Waterlevel == 0, "Bubble")
    TNT1 A 0 A_JumpIf(Waterlevel > 0, "LiftState")
    Loop
  LiftState:
    TNT1 A 1 ThrustThingZ(0, 4, 0, 0)
    Goto Spawn
Bubble:
BOIL A 4 BRIGHT
BOIL B 4 BRIGHT
BOIL C 4 BRIGHT
BOIL D 4 BRIGHT
BOIL E 4 BRIGHT
BOIL F 4 BRIGHT
TNT1 A 1 A_FadeOut(1)
stop
}
}
actor BoilingLava2 : BoilingLava1
{
Scale 0.9
}
actor BoilingLava3 : BoilingLava1
{
Scale 0.8
}
actor BoilingLava4 : BoilingLava1
{
Scale 0.7
}
actor BoilingLava5 : BoilingLava1
{
Scale 0.6
}
actor BoilingLava6 : BoilingLava1
{
Scale 1.1
}
actor BoilingLava7 : BoilingLava1
{
Scale 1.2
}
actor BoilingLava8 : BoilingLava1
{
Scale 1.3
}
actor BoilingLava9 : BoilingLava1
{
Scale 1.4
}
