1 /* toxic cloud explosion */
14 TNT1 A 1 A_JumpIf(waterlevel>1, "WaterDeath")
15 LEXP FE 1 Bright Light("ZanHugeExplosion")
16 TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_SpawnItemEx("MagicSparkRed", random(-5, 5), random(-5, 5), random(0, 5), random(-15, 15), random(-15, 15), random(0, 15), 0, SXF_NOCHECKPOSITION, 0);
17 TNT1 A 0 A_PlaySoundEx("Weapons/Explosion", "Auto", 0, 2);
19 LEXP ABCDEFGH 2 Bright
24 TNT1 AAAAAAAAAAAAAA 0 A_SpawnItemEx("UnderwaterBubble", 0, 0, 0, random(-2, 2), random(-2, 2), random(1, 2), 0, SXF_NOCHECKPOSITION, 0)
30 /* Crushbow Fire Bolt explosion */
31 ACTOR ExplosionLarge {
43 TNT1 A 1 A_JumpIf(waterlevel>1, "WaterDeath")
44 LEXP FE 1 Bright Light("ZanLargeExplosion")
45 TNT1 AAAAAAAAAAAAAAAAAAAA 0 A_SpawnItemEx("MagicSparkRed", random(-5, 5), random(-5, 5), random(0, 5), random(-15, 15), random(-15, 15), random(0, 15), 0, SXF_NOCHECKPOSITION, 0)
46 TNT1 A 0 A_PlaySoundEx("Weapons/Explosion", "Auto", 0, 1)
48 LEXP ABCDEFGH 2 Bright
53 TNT1 AAAAAAAAAAAAAA 0 A_SpawnItemEx("UnderwaterBubble", 0, 0, 0, random(-2, 2), random(-2, 2), random(1, 2), 0, SXF_NOCHECKPOSITION, 0)
59 /* Crushbow Impact Bolt explosion */
60 ACTOR ExplosionSmall {
72 TNT1 A 1 A_JumpIf(waterlevel>1, "WaterDeath")
73 LEXP FE 1 Bright Light("ZanSmallExplosion")
74 TNT1 AAAAA 0 A_SpawnItemEx("MagicSparkRed", random(-5, 5), random(-5, 5), random(0, 5), random(-5, 5), random(-5, 5), random(0, 5), 0, SXF_NOCHECKPOSITION, 0)
75 TNT1 A 0 A_PlaySoundEx("Weapons/ExplosionSmall", "Auto", 0, 1)
77 LEXP ABCDEFGH 2 Bright
82 TNT1 AAAAA 0 A_SpawnItemEx("UnderwaterBubble", 0, 0, 0, random(-2, 2), random(-2, 2), random(1, 2), 0, SXF_NOCHECKPOSITION, 0)
113 LSPA II 1 bright A_JumpIf(waterlevel>1, "WaterDeath")
127 // small flame spawned by Fragfire Gun flames
153 LFLA ABCDBACBDACABCDBACBDACABCDBACBDAC 4 bright A_JumpIf(waterlevel>1, "WaterDeath")
154 LFLA A 4 A_SpawnItemEx("SteamPuffTiny", 0, 0, 5)
158 TNT1 A 0 A_SpawnItemEx("SteamPuffTiny", 0, 0, 5)
164 // smaller flame spawned by Fragfire Gun flames
165 ACTOR FireTinyDie2 : FireTinyDie1 {
175 LFLA ABCDBACBDACABCDBACBDACABCDB 4 bright A_JumpIf(waterlevel>1, "WaterDeath")
176 LFLA A 4 A_SpawnItemEx("SteamPuffTiny", 0, 0, 5)
180 TNT1 A 0 A_SpawnItemEx("SteamPuffTiny", 0, 0, 5)
190 // smallest flame spawned by Fragfire Gun flames
191 ACTOR FireTinyDie3 :FireTinyDie1 {
201 LFLA ABCDBACBDACABCDBACBDAC 4 bright A_JumpIf(waterlevel>1, "WaterDeath")
202 LFLA A 4 A_SpawnItemEx("SteamPuffTiny", 0, 0, 5)
206 TNT1 A 0 A_SpawnItemEx("SteamPuffTiny", 0, 0, 5)
216 ACTOR MagicSparkCyanSmall {
248 ACTOR MagicSparkGreen {
265 LSPA I 1 bright A_JumpIf(waterlevel>1, "WaterDeath")
279 ACTOR MagicSparkPink {
296 LSPA I 1 bright A_JumpIf(waterlevel>1, "WaterDeath")
310 ACTOR MagicSparkYellow : MagicSparkCyanSmall {
312 StencilColor "Yellow"
318 LSPA J 2 A_SetRenderStyle(0.9, STYLE_TranslucentStencil)
319 LSPA J 2 A_SetRenderStyle(0.8, STYLE_TranslucentStencil)
320 LSPA J 2 A_SetRenderStyle(0.7, STYLE_TranslucentStencil)
321 LSPA J 2 A_SetRenderStyle(0.6, STYLE_TranslucentStencil)
322 LSPA J 2 A_SetRenderStyle(0.5, STYLE_TranslucentStencil)
323 LSPA J 2 A_SetRenderStyle(0.4, STYLE_TranslucentStencil)
324 LSPA J 2 A_SetRenderStyle(0.3, STYLE_TranslucentStencil)
325 LSPA J 2 A_SetRenderStyle(0.2, STYLE_TranslucentStencil)
326 LSPA J 2 A_SetRenderStyle(0.1, STYLE_TranslucentStencil)
332 ACTOR MagicSparkRed {
353 DeathSound "Interaction/Smother"
357 LSPA I 1 bright A_JumpIf(waterlevel>1, "WaterDeath")
394 LSPA AAAAAAAA 4 bright A_JumpIf(waterlevel>1, "WaterDeath")
408 ACTOR SteamPuffSmall /*10015*/ {
426 ACTOR SteamPuffTiny /*10013*/ {
445 // underwater bubble spawned by swimming, shooting underwater etc.
446 ACTOR UnderwaterBubble {
461 TNT1 AAAAAAAAAAAAAAAAAAAA 1 A_JumpIf(waterlevel==3, "BubbleSpawn")
465 CBUB AAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_JumpIf(waterlevel==1, "Death")