Actor DebrisBase {
  Radius 5
  Height 5
  +NOBLOCKMAP
  +CLIENTSIDEONLY
  +FORCEXYBILLBOARD
  +DOOMBOUNCE //Bouncing doesn't work. o_O
  +BOUNCEONACTORS
  Renderstyle Normal
  Alpha 1
  Gravity 0.55
  Scale 0.5
  BounceFactor 0.75
  States {
	Spawn:
	DEBR A 0
	TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(909) >= 0, 1)
	Stop
	DEBR A 0 A_Jump(256,"Fast","Slow","Faster","Slower","Normal")
	Normal:
	DEBR A 210
	goto FadeOut
	FadeOut:
	DEBR A 1 A_FadeOut(0.04)
	Wait
	Fast:
	DEBR A 210 A_ScaleVelocity(1.18)
	goto FadeOut
	Faster:
	DEBR A 210 A_ScaleVelocity(1.33)
	goto FadeOut
	Slow:
	DEBR A 210 A_ScaleVelocity(0.8)
	goto FadeOut
	Slower:
	DEBR A 210 A_ScaleVelocity(0.666)
	goto FadeOut
	}
}

Actor DebrisBase2 : DebrisBase { Scale 0.666 BounceFactor 0.666 }
Actor DebrisBase3 : DebrisBase { Scale 1 BounceFactor 0.4 }

//Copypasta zone

Actor Debris2 : DebrisBase {
  States {
	Normal:
	DEBR B 210
	goto FadeOut
	FadeOut:
	DEBR B 1 A_FadeOut(0.04)
	Wait
	Fast:
	DEBR B 210 A_ScaleVelocity(1.18)
	goto FadeOut
	Faster:
	DEBR B 210 A_ScaleVelocity(1.33)
	goto FadeOut
	Slow:
	DEBR B 210 A_ScaleVelocity(0.8)
	goto FadeOut
	Slower:
	DEBR B 210 A_ScaleVelocity(0.666)
	goto FadeOut
	}
}

Actor Debris2b : Debris2 { Scale 0.666 BounceFactor 0.666 }
Actor Debris2c : Debris2 { Scale 1 BounceFactor 0.4 }

Actor Debris3 : DebrisBase {
  States {
	Normal:
	DEBR C 210
	goto FadeOut
	FadeOut:
	DEBR C 1 A_FadeOut(0.04)
	Wait
	Fast:
	DEBR C 210 A_ScaleVelocity(1.18)
	goto FadeOut
	Faster:
	DEBR C 210 A_ScaleVelocity(1.33)
	goto FadeOut
	Slow:
	DEBR C 210 A_ScaleVelocity(0.8)
	goto FadeOut
	Slower:
	DEBR C 210 A_ScaleVelocity(0.666)
	goto FadeOut
	}
}

Actor Debris3b : Debris3 { Scale 0.666 BounceFactor 0.666 }
Actor Debris3c : Debris3 { Scale 1 BounceFactor 0.4 }

Actor Debris4 : DebrisBase {
  States {
	Normal:
	DEBR D 210
	goto FadeOut
	FadeOut:
	DEBR D 1 A_FadeOut(0.04)
	Wait
	Fast:
	DEBR D 210 A_ScaleVelocity(1.18)
	goto FadeOut
	Faster:
	DEBR D 210 A_ScaleVelocity(1.33)
	goto FadeOut
	Slow:
	DEBR D 210 A_ScaleVelocity(0.8)
	goto FadeOut
	Slower:
	DEBR D 210 A_ScaleVelocity(0.666)
	goto FadeOut
	}
}

Actor Debris4b : Debris4 { Scale 0.666 BounceFactor 0.666 }
Actor Debris4c : Debris4 { Scale 1 BounceFactor 0.4 }

Actor Debris5 : DebrisBase {
  States {
	Normal:
	DEBR E 210
	goto FadeOut
	FadeOut:
	DEBR E 1 A_FadeOut(0.04)
	Wait
	Fast:
	DEBR E 210 A_ScaleVelocity(1.18)
	goto FadeOut
	Faster:
	DEBR E 210 A_ScaleVelocity(1.33)
	goto FadeOut
	Slow:
	DEBR E 210 A_ScaleVelocity(0.8)
	goto FadeOut
	Slower:
	DEBR E 210 A_ScaleVelocity(0.666)
	goto FadeOut
	}
}

Actor Debris5b : Debris5 { Scale 0.666 BounceFactor 0.666 }
Actor Debris5c : Debris5 { Scale 1 BounceFactor 0.4 }

Actor Debris6 : DebrisBase {
  States {
	Normal:
	DEBR F 210
	goto FadeOut
	FadeOut:
	DEBR F 1 A_FadeOut(0.04)
	Wait
	Fast:
	DEBR F 210 A_ScaleVelocity(1.18)
	goto FadeOut
	Faster:
	DEBR F 210 A_ScaleVelocity(1.33)
	goto FadeOut
	Slow:
	DEBR F 210 A_ScaleVelocity(0.8)
	goto FadeOut
	Slower:
	DEBR F 210 A_ScaleVelocity(0.666)
	goto FadeOut
	}
}

Actor Debris6b : Debris6 { Scale 0.666 BounceFactor 0.666 }
Actor Debris6c : Debris6 { Scale 1 BounceFactor 0.4 }

Actor Debris7 : DebrisBase {
  States {
	Normal:
	DEBR G 210
	goto FadeOut
	FadeOut:
	DEBR G 1 A_FadeOut(0.04)
	Wait
	Fast:
	DEBR G 210 A_ScaleVelocity(1.18)
	goto FadeOut
	Faster:
	DEBR G 210 A_ScaleVelocity(1.33)
	goto FadeOut
	Slow:
	DEBR G 210 A_ScaleVelocity(0.8)
	goto FadeOut
	Slower:
	DEBR G 210 A_ScaleVelocity(0.666)
	goto FadeOut
	}
}

Actor Debris7b : Debris7 { Scale 0.666 BounceFactor 0.666 }
Actor Debris7c : Debris7 { Scale 1 BounceFactor 0.4 }

Actor Debris8 : DebrisBase {
  States {
	Normal:
	DEBR H 210
	goto FadeOut
	FadeOut:
	DEBR H 1 A_FadeOut(0.04)
	Wait
	Fast:
	DEBR H 210 A_ScaleVelocity(1.18)
	goto FadeOut
	Faster:
	DEBR H 210 A_ScaleVelocity(1.33)
	goto FadeOut
	Slow:
	DEBR H 210 A_ScaleVelocity(0.8)
	goto FadeOut
	Slower:
	DEBR H 210 A_ScaleVelocity(0.666)
	goto FadeOut
	}
}

Actor Debris8b : Debris8 { Scale 0.666 BounceFactor 0.666 }
Actor Debris8c : Debris8 { Scale 1 BounceFactor 0.4 }

Actor Debris9 : DebrisBase {
  States {
	Normal:
	DEBR I 210
	goto FadeOut
	FadeOut:
	DEBR I 1 A_FadeOut(0.04)
	Wait
	Fast:
	DEBR I 210 A_ScaleVelocity(1.18)
	goto FadeOut
	Faster:
	DEBR I 210 A_ScaleVelocity(1.33)
	goto FadeOut
	Slow:
	DEBR I 210 A_ScaleVelocity(0.8)
	goto FadeOut
	Slower:
	DEBR I 210 A_ScaleVelocity(0.666)
	goto FadeOut
	}
}

Actor Debris9b : Debris9 { Scale 0.666 BounceFactor 0.666 }
Actor Debris9c : Debris9 { Scale 1 BounceFactor 0.4 }

Actor Debris10 : DebrisBase {
  States {
	Normal:
	DEBR J 210
	goto FadeOut
	FadeOut:
	DEBR J 1 A_FadeOut(0.04)
	Wait
	Fast:
	DEBR J 210 A_ScaleVelocity(1.18)
	goto FadeOut
	Faster:
	DEBR J 210 A_ScaleVelocity(1.33)
	goto FadeOut
	Slow:
	DEBR J 210 A_ScaleVelocity(0.8)
	goto FadeOut
	Slower:
	DEBR J 210 A_ScaleVelocity(0.666)
	goto FadeOut
	}
}

Actor Debris10b : Debris10 { Scale 0.666 BounceFactor 0.666 }
Actor Debris10c : Debris10 { Scale 1 BounceFactor 0.4 }

Actor Debris11 : DebrisBase {
  States {
	Normal:
	DEBR K 210
	goto FadeOut
	FadeOut:
	DEBR K 1 A_FadeOut(0.04)
	Wait
	Fast:
	DEBR K 210 A_ScaleVelocity(1.18)
	goto FadeOut
	Faster:
	DEBR K 210 A_ScaleVelocity(1.33)
	goto FadeOut
	Slow:
	DEBR K 210 A_ScaleVelocity(0.8)
	goto FadeOut
	Slower:
	DEBR K 210 A_ScaleVelocity(0.666)
	goto FadeOut
	}
}

Actor Debris11b : Debris11 { Scale 0.666 BounceFactor 0.6 }
Actor Debris11c : Debris11 { Scale 0.8 BounceFactor 0.4 }

Actor Debris12 : DebrisBase {
  States {
	Normal:
	DEBR L 210
	goto FadeOut
	FadeOut:
	DEBR L 1 A_FadeOut(0.04)
	Wait
	Fast:
	DEBR L 210 A_ScaleVelocity(1.18)
	goto FadeOut
	Faster:
	DEBR L 210 A_ScaleVelocity(1.33)
	goto FadeOut
	Slow:
	DEBR L 210 A_ScaleVelocity(0.8)
	goto FadeOut
	Slower:
	DEBR L 210 A_ScaleVelocity(0.666)
	goto FadeOut
	}
}

Actor Debris12b : Debris12 { Scale 0.666 BounceFactor 0.6 }
Actor Debris12c : Debris12 { Scale 0.8 BounceFactor 0.4 }

Actor Debris13 : DebrisBase {
  States {
	Normal:
	DEBR M 210
	goto FadeOut
	FadeOut:
	DEBR M 1 A_FadeOut(0.04)
	Wait
	Fast:
	DEBR M 210 A_ScaleVelocity(1.18)
	goto FadeOut
	Faster:
	DEBR M 210 A_ScaleVelocity(1.33)
	goto FadeOut
	Slow:
	DEBR M 210 A_ScaleVelocity(0.8)
	goto FadeOut
	Slower:
	DEBR M 210 A_ScaleVelocity(0.666)
	goto FadeOut
	}
}

Actor Debris13b : Debris13 { Scale 0.666 BounceFactor 0.6 }
Actor Debris13c : Debris13 { Scale 0.8 BounceFactor 0.4 }

// [Dusk] Cluster actors
Actor DebrisCluster {
	//+CLIENTSIDEONLY
	+NOINTERACTION
	States {
	Spawn:
		TNT1 A 0
		TNT1 A 0 A_CheckSight ("Clear")
		TNT1 AAAAAAAAAAAAAAAA 0 A_SpawnItemEx("DebrisSpawner",random(-8,8),random(-8,8),0,random(-7,7),random(-7,7),random(5,15),random(0,359),32,32)
		stop
	Clear:
		TNT1 A 0
		stop
	}
}

Actor DebrisClusterSmall : DebrisCluster {
	States {
	Spawn:
		TNT1 A 0
		TNT1 A 0 A_CheckSight ("Clear")
		TNT1 AAAAAAAAAAAA 0 A_SpawnItemEx("DebrisSpawner",random(-8,8),random(-8,8),0,random(-7,7),random(-7,7),random(5,15),random(0,359),32,40)
		stop
	}
}