Actor UnderwaterExplosion
{
+NOCLIP
+NOGRAVITY
states
	{
	Spawn:
		 TNT1 A 1
		 TNT1 A 0 A_JumpIf(waterlevel < 1, "Stap")
		 
		TNT1 AAAAA 0 A_CustomMissile ("BUBULZ", 0, 0, random (0, 360), 2, random (0, 180))
		TNT1 AAAAA 0 A_CustomMissile ("WaterExplosionPressure", 0, 0, random (0, 360), 2, random (0, 360))
		TNT1 A 0 A_CustomMissile ("WaterExplosionPressure2", 0, 0, random (0, 360), 2, random (0, 360))
		TNT1 AAAAAAAAAA 0 A_CustomMissile ("EXPLOSIONBUBULZ", 0, 0, random (0, 360), 2, random (180, 360))
		Stop

		Stap:
			TNT1 A 0
			Stop		
	}
}


Actor SmallUnderwaterExplosion
{
+NOCLIP
+NOGRAVITY
states
	{
	Spawn:
		 TNT1 A 1
		 TNT1 A 0 A_JumpIf(waterlevel < 1, "Stap")
		 
		TNT1 AAAA 0 A_CustomMissile ("BUBULZ", 0, 0, random (0, 360), 2, random (0, 180))
		TNT1 AA 0 A_CustomMissile ("WaterExplosionPressure", 0, 0, random (0, 360), 2, random (0, 360))
		TNT1 A 0 A_CustomMissile ("WaterExplosionPressure2", 0, 0, random (0, 360), 2, random (0, 360))
		TNT1 AAAAAAAAA 0 A_CustomMissile ("EXPLOSIONBUBULZ", 0, 0, random (0, 360), 2, random (180, 360))
		Stop

	Stap:
		TNT1 A 0
		Stop		
	}
}




Actor UnderwaterHitPuff
{
+NOCLIP
+NOGRAVITY
states
	{
	Spawn:
		 TNT1 A 1
		 TNT1 A 0 A_JumpIf(waterlevel < 1, "Stap")
		 
		TNT1 A 0 A_CustomMissile ("WaterParticleXTinySpawner", 0, 0, random (0, 360), 2, random (60, 130))
		TNT1 A 0 A_CustomMissile ("BUBULZ", 0, 0, random (0, 360), 2, random (0, 180))
		TNT1 A 0 A_CustomMissile ("EXPLOSIONBUBULZ", 0, 0, random (0, 360), 2, random (180, 360))
		Stop

	Stap:
		TNT1 A 0
		Stop		
	}
}



Actor BlueParticleXSpawner: BloodParticleXSpawner
{
Translation "176:191=192:196"
states
	{
	Spawn:
		TNT1 AA 1 A_JumpIf(waterlevel < 1, "SurfaceSpawn")
		Stop
	
	SurfaceSpawn:
		TNT1 AAAAAAAAAAA 0 A_CustomMissile ("BlueLiquidParticleX", 0, 0, random (0, 360), 2, random (10, 40))
		TNT1 AAAAA 1 A_SpawnItem("SpawnBlueLiquidParticleX")
		Stop
	Death:
		Stop
	XDeath:
	TNT1 A 0
	Stop
	}
}


Actor SpawnBlueLiquidParticleX
{
+NOCLIP
+NOGRAVITY
+NOTELEPORT
states
	{
	Spawn:
        TNT1 AAA 0 A_CustomMissile ("BlueLiquidParticleX", 0, 0, random (0, 360), 2, random (10, 90))
		Stop
	}
}


Actor BlueLiquidParticleX: BloodLiquidParticleX
{
  Translation "176:191=192:196"
  RenderStyle Add
  Alpha 0.6
  //decal BloodWaterDecal
  States
  {
	  Spawn:
			MSBL ABCDEFG 2
			MSBL H 100
		Stop
 Death:
 TNT1 A 0
 TNT1 A 0 A_SetScale(1.9, 1.9)
 BSPL ABCDEFGH 2
 Stop
	
  }
}


Actor BUBULZ
{
  Height 0
  Radius 0
  Mass 0
  +Missile
  +NoBlockMap
  +NoGravity
  +FORCEXYBILLBOARD
  +CLIENTSIDEONLY
  +DOOMBOUNCE
  +NOTELEPORT
  +DontSplash
  RenderStyle Add
  Scale 0.5
  Speed 2
  
  States
  {
	  Spawn:
		  TNT1 A 0
		  TNT1 A 0 A_Jump(255, "Spawn1", "Spawn2")
	
	 Spawn1:
			TNT1 A 0 ThrustThingZ(0,2,0,1)
			BUBL AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 Bright A_JumpIf(waterlevel < 1, "Death")
			Stop
	 Spawn2:
		 TNT1 A 0 ThrustThingZ(0,2,0,1)
		 BUBL BBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBB 1 Bright A_JumpIf(waterlevel < 1, "Death")
			Loop
	 
	 Death:
	 TNT1 A 0
	 Stop
  }
}



Actor EXPLOSIONBUBULZ: BUBULZ
{
  Speed 10
  +NOTELEPORT
  States
  {
  Spawn:
  BUBL A 10 
  TNT1 A 0 A_Jump(255, "Spawn1", "Spawn2")
  Spawn1:
	
	BUBL A 1 BRIGHT A_JumpIf(waterlevel < 1, "Death")
	TNT1 A 0 ThrustThingZ(0,4,0,1)
	BUBL A 1 BRIGHT A_JumpIf(waterlevel < 1, "Death")
	TNT1 A 0 ThrustThingZ(0,4,0,1)
	BUBL A 1 BRIGHT A_JumpIf(waterlevel < 1, "Death")
	TNT1 A 0 ThrustThingZ(0,4,0,1)
	BUBL A 1 BRIGHT A_JumpIf(waterlevel < 1, "Death")
	TNT1 A 0 ThrustThingZ(0,4,0,1)
	BUBL A 1 BRIGHT A_JumpIf(waterlevel < 1, "Death")
	TNT1 A 0 ThrustThingZ(0,4,0,1)
	BUBL A 1 BRIGHT A_JumpIf(waterlevel < 1, "Death")
	TNT1 A 0 ThrustThingZ(0,4,0,1)
	BUBL A 1 BRIGHT A_JumpIf(waterlevel < 1, "Death")
	TNT1 A 0 ThrustThingZ(0,4,0,1)
	BUBL A 1 BRIGHT A_JumpIf(waterlevel < 1, "Death")
	TNT1 A 0 ThrustThingZ(0,4,0,1)
	BUBL A 1 BRIGHT A_JumpIf(waterlevel < 1, "Death")
	TNT1 A 0 ThrustThingZ(0,4,0,1)
	BUBL A 1 BRIGHT A_JumpIf(waterlevel < 1, "Death")
	TNT1 A 0 ThrustThingZ(0,4,0,1)
	BUBL A 1 BRIGHT A_JumpIf(waterlevel < 1, "Death")
	TNT1 A 0 ThrustThingZ(0,4,0,1)
	BUBL A 1 BRIGHT A_JumpIf(waterlevel < 1, "Death")
	TNT1 A 0 ThrustThingZ(0,4,0,1)
    BUBL AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 Bright A_JumpIf(waterlevel < 1, "Death")
    Stop
 Spawn2:
    BUBL B 1 BRIGHT A_JumpIf(waterlevel < 1, "Death")
	TNT1 A 0 ThrustThingZ(0,4,0,1)
	BUBL B 1 BRIGHT A_JumpIf(waterlevel < 1, "Death")
	TNT1 A 0 ThrustThingZ(0,4,0,1)
	BUBL B 1 BRIGHT A_JumpIf(waterlevel < 1, "Death")
	TNT1 A 0 ThrustThingZ(0,4,0,1)
	BUBL B 1 BRIGHT A_JumpIf(waterlevel < 1, "Death")
	TNT1 A 0 ThrustThingZ(0,4,0,1)
	BUBL B 1 BRIGHT A_JumpIf(waterlevel < 1, "Death")
	TNT1 A 0 ThrustThingZ(0,4,0,1)
	BUBL B 1 BRIGHT A_JumpIf(waterlevel < 1, "Death")
	TNT1 A 0 ThrustThingZ(0,4,0,1)
	BUBL B 1 BRIGHT A_JumpIf(waterlevel < 1, "Death")
	TNT1 A 0 ThrustThingZ(0,4,0,1)
	BUBL B 1 BRIGHT A_JumpIf(waterlevel < 1, "Death")
	TNT1 A 0 ThrustThingZ(0,4,0,1)
	BUBL B 1 BRIGHT A_JumpIf(waterlevel < 1, "Death")
	TNT1 A 0 ThrustThingZ(0,4,0,1)
	BUBL B 1 BRIGHT A_JumpIf(waterlevel < 1, "Death")
	TNT1 A 0 ThrustThingZ(0,4,0,1)
	BUBL B 1 BRIGHT A_JumpIf(waterlevel < 1, "Death")
	TNT1 A 0 ThrustThingZ(0,4,0,1)
	BUBL B 1 BRIGHT A_JumpIf(waterlevel < 1, "Death")
	TNT1 A 0 ThrustThingZ(0,4,0,1)
	BUBL B 1 BRIGHT A_JumpIf(waterlevel < 1, "Death")
	TNT1 A 0 ThrustThingZ(0,4,0,1)
	BUBL B 1 BRIGHT A_JumpIf(waterlevel < 1, "Death")
	TNT1 A 0 ThrustThingZ(0,4,0,1)
    BUBL BBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBB 1 Bright A_JumpIf(waterlevel < 1, "Death")
    Stop
 
 Death:
 TNT1 A 0
 Stop
  }
}








ACTOR WaterExplosionPressure
{
    Radius 0
    Height 0
	Alpha 1.0
	RenderStyle Add
	Scale 2.0
	Speed 2
    +NOBLOCKMAP
    +NOTELEPORT
    +DONTSPLASH
	+MISSILE
	+FORCEXYBILLBOARD
    +CLIENTSIDEONLY
	Damage 0
    +NOINTERACTION
	+NOTELEPORT
    States
    {
    Spawn:
        SMOK A 0
        Goto Death
	Death:
	    
		TNT1 A 0 A_JumpIf(waterlevel < 1, "Stap")
		SMOK BCDEEFGHI 3
		SMOK JKLMNOPQR 1
Stap:		
TNT1 A 0
Stop
    }
}


ACTOR WaterExplosionPressure2
{
    Radius 0
    Height 0
	Alpha 1.0
	RenderStyle Add
	Scale 4.0
	Speed 0
    +NOBLOCKMAP
    +NOTELEPORT
    +DONTSPLASH
	+MISSILE
	+FORCEXYBILLBOARD
    +CLIENTSIDEONLY
	Damage 0
    +NOINTERACTION
	+NOTELEPORT
    States
    {
    Spawn:
        SMOK A 0
        Goto Death
	Death:
	    
		TNT1 A 0 A_JumpIf(waterlevel < 1, "Stap")
		SMOK ABCDEFGHIJKLMNOPQR 1
Stap:		
TNT1 A 0
Stop
    }
}






Actor WaterParticleXTinySpawner: BlueParticleXSpawner
{
speed 20
states
	{
	Spawn:
	TNT1 AAAAA 1 A_JumpIf(waterlevel < 1, "SurfaceSpawn")
	Stop
	
	SurfaceSpawn:
	    TNT1 AAAAAAA 0 A_CustomMissile ("BlueLiquidParticleXSmall", 0, 0, random (0, 360), 2, random (0, 360))
		Stop
Death:
    Stop
XDeath:
TNT1 A 0
Stop
	}
}

Actor SpawnBlueLiquidParticleXSmall
{
+NOCLIP
+NOGRAVITY
+NOTELEPORT
states
	{
	Spawn:
        TNT1 AAAAAAA 0 A_CustomMissile ("BlueLiquidParticleXSmall", 0, 0, random (0, 360), 2, random (0, 360))
		Stop
	}
}



Actor BlueLiquidParticleXSmall
{
  Height 0
  Radius 0
  Mass 0
  +Missile
  +NoBlockMap
  -NoGravity
  +DoomBounce
  +FORCEXYBILLBOARD
  +THRUACTORS
  +CLIENTSIDEONLY
  +NOTELEPORT
  +DontSplash
  BounceFactor 0.1
  Gravity 0.5
  RenderStyle Add
  Scale 1.5
  Alpha 0.4
  //Speed 2
  Speed 7
  States
  {
  Spawn:
  TNT1 A 1 
  TNT1 A 0 A_ChangeFlag(DOOMBOUNCE, 0)
  TNT1 A 1
  Goto Stand
  Stand:
    LIQU ABCDDDDDDD 4
    Stop
 Death:
 TNT1 A 1
 TNT1 A 0
 Stop
	
  }
}










Actor WaterParticleX
{
  Radius 2
  Height 2
  +Missile  -NoGravity  +FORCEXYBILLBOARD
  +THRUACTORS  +CLIENTSIDEONLY
  +NOTELEPORT  +DontSplash
  decal watersplash
  BounceFactor 0.1
  Gravity 0.5
  RenderStyle Add
  Scale 1.0
  Alpha 0.5
  Translation "176:191=192:196"
  Speed 2
  States
  {
  Spawn:
	  TNT1 A 1 
	  TNT1 A 0 A_ChangeFlag(DOOMBOUNCE, 0)
	  TNT1 A 1
	  Goto Stand
 Stand:
    WSPH ABCDDDDDDDD 4
    Stop
 Death:
	 TNT1 A 0
	 TNT1 A 0 A_SetScale(0.6, 0.6)
	 BSPL ABCDEFGH 1
	 Stop
		
  }
}


Actor WaterParticleXFAster: WaterParticleX
{
  Speed 4
}


Actor WaterParticleXSuperFast: WaterParticleX
{
  Speed 6
  Scale 1.6
}

// -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
// =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

//********** Splashes **********

actor WaterSplashBase2
{
  Radius 1
  Height 1
  Mass 999999
  alpha .6
  Scale 1.6
  +NOGRAVITY
  +THRUACTORS
  +DONTSPLASH
  +CLIENTSIDEONLY
  States
  {
  Spawn:
	TNT1 FF 0 A_CustomMissile ("WaterParticleX", 2, random(-5,5), random (0, 360), 2, random (50, 90))
	TNT1 FF 0 A_CustomMissile ("WaterParticleXFaster", 2, random(-5,5), random (0, 360), 2, random (50, 90))
	TNT1 A 0 A_RadiusGive("IsOverWater", 64, RGF_OBJECTS, 1)
	
	TNT1 A 0 A_SpawnItem("WaterSplashWaves")
	TNT1 A 16
	TNT1 A 0 A_SpawnItem("WaterSplashWaves")
	TNT1 A 16 
	TNT1 A 0 A_SpawnItem("WaterSplashWaves")
    Stop
  }
}

Actor WaterSplashWaves
{
	+THRUACTORS
	+DONTSPLASH
	+CLIENTSIDEONLY
	Mass 0
	Scale 1.6
	States
		{
			Spawn:
				TNT1 A 0
				TNT1 A 0 ACS_NamedExecuteAlways("BDCheckWaterRipples", 0, 0, 0, 0)
				TNT1 A 3
				TNT1 A 0 A_JumpIfInventory("Clip2", 1, "Vanish")
				SPSH DE 4 A_SetScale(1.2, 1.8)
				SPSH FHI 4 
				TNT1 A 0 A_SetScale(1.6, 1.4)
				SPSH DEFHI 6 
				TNT1 A 0 A_SetScale(1.8, 0.8)
				SPSH DEFHI 8
				//TNT1 A 1 A_SetScale(2.8, 0.5)
				//SPSH DEFHI 16
				Stop
			
			Vanish:
				TNT1 A 0
				Stop
			}
}


actor WaterSplashBaseSmall
{
  Radius 1
  Height 1
  Mass 999999
  alpha .6
  Scale 0.7
  +DONTSPLASH
  +NOGRAVITY
  +THRUACTORS
  +CLIENTSIDEONLY
  States
  {
  Spawn:
    TNT1 FF 0 A_CustomMissile ("WaterParticleX", 12, 0, random (0, 360), 2, random (50, 140))
	TNT1 FF 0 A_CustomMissile ("WaterParticleXFaster", 12, 0, random (0, 360), 2, random (50, 140))
	TNT1 A 0 A_RadiusGive("IsOverWater", 64, RGF_OBJECTS, 1)
    TNT1 A 10
	TNT1 A 0 A_ChangeFLag("SHOOTABLE", 0)
	TNT1 A 0 A_NoBlocking
    Stop
  Death.CauseWaterSplash:
	tNT1 A 0 A_CustomMissile ("BlueParticleXSpawner", 0, 0, random (0, 360), 2, random (80, 110))
	//TNT1 A 0 A_SpawnItem("GiantWaterRicochet")
	TNT1 A 0 A_PlaySound("bigspl1")
	TNT1 A 0 A_NoBlocking
	TNT1 A 30
	Stop
  }
}





ACTOR ExplosionSplashSpawner 
{
  +THRUACTORS
  +VULNERABLE
  Radius 1
  Height 1
  Gravity 4
  Mass 99999
  Health 99999
  states
  {
  Spawn:
  Death:
    TNT1 A 0
	TNT1 A 0 ACS_NamedExecuteAlways("BDCheckFloorType3", 0, 0, 0, 0)//Check if is under grass/dirt
	TNT1 A 0 ThrustThingZ(0,-30,0,1)
	TNT1 A 3
	TNT1 A 0 A_CheckFloor("Spawn2")
	Stop
  Spawn2:
	TNT1 A 0
	TNT1 A 2
    TNT1 A 0 A_JumpIfInventory("IsOverWater", 1, "SpawnWater")
	TNT1 A 0 A_JumpIfInventory("IsOverSlime", 1, "SpawnSlime")
	TNT1 A 0 A_JumpIfInventory("IsOverNukage", 1, "SpawnNukage")
	TNT1 A 0 A_JumpIfInventory("IsOverBlood", 1, "SpawnBlood")
	TNT1 A 0 A_JumpIfInventory("IsOverLava", 1, "SpawnLava")
	TNT1 A 0 A_JumpIfInventory("IsOverGrass", 1, "SpawnGrass")
	TNT1 A 0 A_JumpIfInventory("IsOverDirt", 1, "SpawnGrass")
	TNT1 A 0 A_JumpIfInventory("IsOverSand", 1, "SpawnSand")
    Stop
	
  SpawnWater:
	TNT1 A 0
	TNT1 A 0 A_PlaySound("bigspl1")
	TNT1 AAAAAAAAA 0 A_CustomMissile ("WaterParticleXSuperFast", random (50, 60), 0, random (0, 360), 2, random (10, 90))
	TNT1 AAAAAAAAAAAAAAAA 0 A_CustomMissile ("BlueLiquidParticleX", random (0, 60), 0, random (0, 360), 2, random (30, 90))
	TNT1 A 20
	Stop
	
 SpawnSlime:	
	TNT1 A 0
	TNT1 A 0 A_PlaySound("bigspl1")
	TNT1 AAAAAAAAA 0 A_CustomMissile ("SlimeParticleXSuperFast", random (50, 60), 0, random (0, 360), 2, random (10, 90))
	TNT1 AAAAAAAAAAAAAAAA 0 A_CustomMissile ("BrownLiquidParticleX", random (0, 60), 0, random (0, 360), 2, random (30, 90))
	TNT1 A 20
	Stop	
	
 SpawnNukage:	
	TNT1 A 0
	TNT1 A 0 A_PlaySound("bigspl1")
	//tNT1 AAAAAAAAA 0 A_CustomMissile ("NukageParticleXSuperFast", random (50, 60), 0, random (0, 360), 2, random (10, 90))
	TNT1 AAAAAAAAAAAAAAAA 0 A_CustomMissile ("GreenLiquidParticleX", random (0, 60), 0, random (0, 360), 2, random (30, 90))
	TNT1 A 20
	Stop
	
	
  SpawnBlood:	
	TNT1 A 0
	TNT1 A 0 A_PlaySound("bigspl1")
	//TNT1 AAAAAAAAA 0 A_CustomMissile ("BloodParticleXSuperFast", random (50, 60), 0, random (0, 360), 2, random (10, 90))
	TNT1 AAAAAAAAAAAAAAAA 0 A_CustomMissile ("BloodLiquidParticleX", random (0, 60), 0, random (0, 360), 2, random (30, 90))
	TNT1 A 20
	Stop	
	
	
 SpawnLava:	
	TNT1 A 0
	TNT1 AAA 0 A_CustomMissile ("FlyingLava", 54, 0, random (0, 360), 2, random (20, 80))
	TNT1 AAA 0 A_CustomMissile ("FlyingLava2", 44, 0, random (0, 360), 2, random (20, 80))
	TNT1 AAAAAAAA 0 A_CustomMissile ("FlyingLava1b", 54, 0, random (0, 360), 2, random (30, 80))
	TNT1 AAAAAAAAA 0 A_CustomMissile ("FlyingLava2b", 44, 0, random (0, 360), 2, random (30, 80))
	EXPL AAAAAAAA 0 A_CustomMissile ("FlamethrowerFireParticles", 16, 0, random (0, 360), 2, random (0, 90))
	TNT1 A 0 A_SpawnItemEx("TinyBurningPiece", random (-15, 15), random (-15, 15))
	TNT1 A 0 A_SpawnItemEx("TinyBurningPiece2", random (-35, 35), random (-35, 35))
	TNT1 A 0 A_SpawnItemEx("TinyBurningPiece3", random (-45, 45), random (-45, 35))
	TNT1 AA 20 A_CustomMissile ("BigBlackSmoke", 10, 0, random (0, 360), 2, random (40, 160))
	TNT1 A 20
	Stop	
	
 
 SpawnGrass:
	TNT1 A 0
	TNT1 AAA 0 A_CustomMissile ("MudDust", 6, 0, random (0, 360), 2, random (70, 85))
	TNT1 A 0 A_CustomMissile ("MudDust", 6, 0, random (0, 360), 2, random (85, 90))
	TNT1 AAAA 0 A_CustomMissile ("MudDust", 4, 0, random (0, 360), 2, random (50, 55))
	TNT1 AAAAAA 0 A_CustomMissile ("DirtChunk1", 0, 0, random (0, 360), 2, random (30, 150))
	TNT1 AAAAAA 0 A_CustomMissile ("DirtChunk2", 0, 0, random (0, 360), 2, random (30, 150))
	TNT1 AA 0 A_CustomMissile ("BrownCloud", 20, 0, random (0, 360), 2, random (10, 90))
	TNT1 AAA 0 A_CustomMissile ("BrownCloud", 60, 0, random (0, 360), 2, random (40, 90))
    TNT1 A 0 A_PlaySound("BHITDIR1", 1)
	TNT1 A 0 A_PlaySound("BHITDIR2", 2)
	TNT1 A 0 A_PlaySound("BHITDIR3", 3)
	TNT1 A 0 A_PlaySound("BHITDIR4", 4)
	TNT1 A 0 A_PlaySound("BHITDIR5", 5)
	Stop
	
	
  SpawnSand:
	TNT1 A 0
	TNT1 AAAAAA 0 A_CustomMissile ("SandDust", 96, 0, random (0, 360), 2, random (60, 120))
	TNT1 AAAAAA 0 A_CustomMissile ("SandDust", 32, 0, random (0, 360), 2, random (30, 150))
	TNT1 AA 0 A_CustomMissile ("SandCloud", 62, 0, random (0, 360), 2, random (30, 90))
	TNT1 AAA 0 A_CustomMissile ("SandCloud", 0, 0, random (0, 360), 2, random (10, 20))
    TNT1 A 0 A_PlaySound("BHITDIR1", 1)
	TNT1 A 0 A_PlaySound("BHITDIR2", 2)
	TNT1 A 0 A_PlaySound("BHITDIR3", 3)
	TNT1 A 0 A_PlaySound("BHITDIR4", 4)
	TNT1 A 0 A_PlaySound("BHITDIR5", 5)
	Stop	
  }
}
