Actor SteamSpawner : SwitchableDecoration 10009 //DoomEdNum Here
{//$Category HPack_SpecialEffects
  Height 2
  Radius 1
  Mass 0
  +NOBLOCKMAP
  +NOGRAVITY
  +NOINTERACTION
  +CLIENTSIDEONLY
  States
  {
  Spawn:
  Active:
    TNT1 A 0
    TNT1 A 0 A_JumpIf(Args[0] == 1, "Down")
    TNT1 A 0 A_JumpIf(Args[0] > 1, "Forward")
    TNT1 A 0 A_JumpIf(Args[1] > 0, "UpBurst")
    TNT1 A 0 A_JumpIf(Args[3] > 0, 2)
    TNT1 A 0 A_PlaySoundEx("Steam/Loop", "SoundSlot7", 1)
    TNT1 A 1 A_SpawnItemEx("SteamParticle", 0, 0, 1, (0.1)*Random(0, 4), 0, (0.1)*Random(35, 40), Random(0, 360), 128)
    Loop
  Down:
    TNT1 A 0 A_JumpIf(Args[1] > 0, "DownBurst")
    TNT1 A 0 A_JumpIf(Args[3] > 0, 2)
    TNT1 A 0 A_PlaySoundEx("Steam/Loop", "SoundSlot7", 1)
    TNT1 A 1 A_SpawnItemEx("SteamParticle", 0, 0, 0, (0.1)*Random(0, 4), 0, (-0.1)*Random(35, 40), Random(0, 360), 128)
    Loop
  Forward:
    TNT1 A 0 A_JumpIf(Args[1] > 0, "ForwardBurst")
    TNT1 A 0 A_JumpIf(Args[3] > 0, 2)
    TNT1 A 0 A_PlaySoundEx("Steam/Loop", "SoundSlot7", 1)
    TNT1 A 1 A_SpawnItemEx("SteamParticle", 0, 0, 0, (0.1)*Random(35, 40), 0, (0.1)*Random(-5, 5), Random(-8, 8), 128)
    Loop
  UpBurst:
    TNT1 A 1 A_Jump(Args[2]/16, 1)
    Loop
    TNT1 A 0 A_JumpIf(Args[3] > 0, 2)
    TNT1 A 0 A_PlaySoundEx("Steam/Fire", "SoundSlot7", 0)
    TNT1 AAAAAAAAAA 1 A_SpawnItemEx("SteamParticle", 0, 0, 1, (0.1)*Random(0, 4), 0, (0.1)*Random(35, 40), Random(0, 360), 128)
    TNT1 AAAAAAAAAA 1 A_SpawnItemEx("SteamParticle", 0, 0, 1, (0.1)*Random(0, 4), 0, (0.1)*Random(35, 40), Random(0, 360), 128)
    TNT1 AAAAAAAAAA 1 A_SpawnItemEx("SteamParticle", 0, 0, 1, (0.1)*Random(0, 4), 0, (0.1)*Random(35, 40), Random(0, 360), 128)
    Loop
  DownBurst:
    TNT1 A 1 A_Jump(Args[2]/16, 1)
    Loop
    TNT1 A 0 A_JumpIf(Args[3] > 0, 2)
    TNT1 A 0 A_PlaySoundEx("Steam/Fire", "SoundSlot7", 0)
    TNT1 AAAAAAAAAA 1 A_SpawnItemEx("SteamParticle", 0, 0, 0, (0.1)*Random(0, 4), 0, (-0.1)*Random(35, 40), Random(0, 360), 128)
    TNT1 AAAAAAAAAA 1 A_SpawnItemEx("SteamParticle", 0, 0, 0, (0.1)*Random(0, 4), 0, (-0.1)*Random(35, 40), Random(0, 360), 128)
    TNT1 AAAAAAAAAA 1 A_SpawnItemEx("SteamParticle", 0, 0, 0, (0.1)*Random(0, 4), 0, (-0.1)*Random(35, 40), Random(0, 360), 128)
    Loop
  ForwardBurst:
    TNT1 A 1 A_Jump(Args[2]/16, 1)
    Loop
    TNT1 A 0 A_JumpIf(Args[3] > 0, 2)
    TNT1 A 0 A_PlaySoundEx("Steam/Fire", "SoundSlot7", 0)
    TNT1 AAAAAAAAAA 1 A_SpawnItemEx("SteamParticle", 0, 0, 0, (0.1)*Random(35, 40), 0, (0.1)*Random(-5, 5), Random(-8, 8), 128)
    TNT1 AAAAAAAAAA 1 A_SpawnItemEx("SteamParticle", 0, 0, 0, (0.1)*Random(35, 40), 0, (0.1)*Random(-5, 5), Random(-8, 8), 128)
    TNT1 AAAAAAAAAA 1 A_SpawnItemEx("SteamParticle", 0, 0, 0, (0.1)*Random(35, 40), 0, (0.1)*Random(-5, 5), Random(-8, 8), 128)
    Loop
  Inactive:
    TNT1 A 1 A_StopSoundEx("SoundSlot7")
    TNT1 A 1
    Goto Inactive+1
  }
}

Actor SteamParticle
{
  Height 1
  Radius 1
  +Missile
  +NOGRAVITY
  +NOBLOCKMAP
  +DONTSPLASH
  RenderStyle Add
  Scale 0.4
  Alpha 0.65
  States
  {
  Spawn:
    STEM A 2 A_SetTranslucent(0.6, 1)
    STEM B 2 A_SetTranslucent(0.55, 1)
    STEM C 2 A_SetTranslucent(0.5, 1)
    STEM D 2 A_SetTranslucent(0.45, 1)
    STEM E 2 A_SetTranslucent(0.4, 1)
    STEM F 2 A_SetTranslucent(0.35, 1)
    STEM G 2 A_SetTranslucent(0.3, 1)
    STEM H 2 A_SetTranslucent(0.25, 1)
    STEM I 2 A_SetTranslucent(0.2, 1)
    STEM J 2 A_SetTranslucent(0.15, 1)
    STEM K 2 A_SetTranslucent(0.1, 1)
    STEM L 2 A_SetTranslucent(0.05, 1)
    Stop
  }
}
