////////////////////////////////
// HERETIC GAUNTLETS ENHANCED //
////////////////////////////////

ACTOR GauntletPuff1~ : GauntletPuff1 replaces GauntletPuff1
{
	+NOBLOCKMAP
	+NOGRAVITY
	+PUFFONACTORS
	+DONTSPLASH
	RenderStyle Translucent
	Alpha 0.6
	VSpeed 0.8
	States
	{
	Spawn:
	    TNT1 A 0
        TNT1 A 0 A_SpawnItem("GauntletFlashGreen",0,1)
		//TNT1 A 0 A_SpawnItem("GauntletFlashGreen",0,1)
		TNT1 AAA 0 A_SpawnItemEx("SparkPieceWhite", 0, 0, 0, (0.1)*Random(10, 40), 0, (0.1)*Random(-40, 40), Random(0, 360), 128)
		PUF1 ABCD 4 BRIGHT
		Stop
	}
}

ACTOR GauntletPuff2~ : GauntletPuff2 replaces GauntletPuff2
{
	States
	{
	Spawn:
	    TNT1 A 0
	    TNT1 A 0 A_SpawnItem("GauntletFlashRed",0,1)
		TNT1 A 0 A_SpawnItem("GauntletFlashRed",0,1)
		TNT1 AAA 0 A_SpawnItemEx("SparkPieceWhite", 0, 0, 0, (0.1)*Random(10, 40), 0, (0.1)*Random(-40, 40), Random(0, 360), 128)
		PUF1 EFGH 4 BRIGHT
		Stop
	}
}

ACTOR GauntletFlashGreen : Baseflare
{
   Scale 0.2
   alpha 0.6
   +DONTSPLASH
   States
   {
   Spawn:
	GGZF A 3 BRIGHT
   Death:
	GGZF A 1 BRIGHT A_FadeOut
	Loop
   }
}

ACTOR GauntletFlashRed : Baseflare
{
   Scale 0.4
   alpha 0.6
   +DONTSPLASH
   States
   {
   Spawn:
	GLIT C 3 BRIGHT
   Death:
	GLIT C 1 BRIGHT A_FadeOut
	Loop
   }
}

Actor SparkpieceWhite
{
  Height 0
  Radius 0
  Mass 0
  +Missile
  +NoBlockMap
  +DontSplash
  +NoInteraction
  RenderStyle Add
  Scale 0.015
  States
  {
  Spawn:
  Death:
    WFLR A 2 Bright A_FadeOut(0.2)
    Loop
  }
}