Actor Explota
{
    +FORCEXYBILLBOARD
    +BRIGHT
    +NOINTERACTION
    Scale 0.9
    Alpha 0.9
    Renderstyle "Add"
    States
    {
    Spawn:
        FTX1 A 0
        FTX1 A 0
		TNT1 A 0 A_Explode(0, 0, 1)
        VSBX AAABBBCCCDDDEEEFFF 1 A_FadeOut(0.05,1)
        Stop
    }
}

ACTOR Grenada
{
  Radius 4
  Height 4
  Speed 35
  Damage 50
  Projectile
  -NOGRAVITY
  +RANDOMIZE
  +DEHEXPLOSION
  Gravity 0.25
  Scale 0.6
  DeathSound "weapons/rocklx"
  Obituary "%o caught %k's boom-ball."
  DamageType Grenade
  Decal Scorch
  States
  {
  Spawn:
    VSB2 ABC 1 Bright
    Loop
  Death:
  TNT1 A 0 A_Explode(50, 150, 1)
    TNT1 AA 0 A_SpawnItemEx ("EXPLOTA",0,0,0,2,0,random(-2,2),random(0,359),SXF_CLIENTSIDE)
    TNT1 AAAAA 0 A_SpawnItemEx ("EXPLOTA",0,0,0,2,0,random(-3,3),random(0,359),SXF_CLIENTSIDE)
	STOP
  }
}

ACTOR CrashRLauncher : Weapon
{
  Weapon.SelectionOrder 2500
  Weapon.AmmoUse 1
  Weapon.AmmoGive 10
  Weapon.AmmoType "RocketAmmo"
  +WEAPON.NOAUTOFIRE
  Inventory.PickupMessage "Youve got The Rouge! Ahh i love the smell of napalm on a day!"
  Tag "Rouge Mortar Gun"
      Weapon.BobRangeX 0.2
	Weapon.BobRangeY 0.2
	Inventory.RestrictedTo "CrashClass"
  States
  {
  Ready:
    ROUG A 1 A_WeaponReady
    Loop
  Deselect:
    ROUG A 1 A_Lower
	TNT1 A 0 A_Lower
	TNT1 A 0 A_Lower
    Loop
  Select:
    ROUG A 1 A_Raise
	TNT1 A 0 A_Raise
	TNT1 A 0 A_Raise
    Loop
  Fire:
  TNT1 A 0 A_PLAYWEAPONSOUND("DSRLAUN2")
  ROUG D 0 A_GUNFLASH
  ROUG D 2 BRIGHT OFFSET(0,34) A_FIRECUSTOMMISSILE("GRENADA")
  ROUG E 2 BRIGHT OFFSET(0,35)
  ROUG F 2 BRIGHT OFFSET(0,36)
  ROUG G 2 BRIGHT OFFSET(0,37)
  ROUG H 2 BRIGHT OFFSET(0,38)
  ROUG C 1 OFFSET(0,37)
  ROUG C 1 OFFSET(0,36)
  ROUG B 1 OFFSET(0,35)
  ROUG B 1 OFFSET(0,34)
  ROUG A 1 OFFSET(0,33)
    Goto Ready
	 	  ALTFire:
    HEXH A 12 A_PlayWeaponSound ("ForceBarrier/On")
	HEXH A 0 bright A_PlaySound ("ForceBarrier/Pew")
  ALTHold:
    HEXH A 1 bright A_SpawnItemEx ("ShieldSpawner", 0, 96, 0, 0, 0, 0, -270, 32)
    HEXH A 0 bright A_PlaySoundEx ("ForceBarrier/Loop", "SoundSlot5", 1)
    HEXH AAAAAAA 1 bright A_SpawnItemEx ("ShieldSpawner", 0, 96, 0, 0, 0, 0, -270, 32)
    HEXH A 0 bright
    HEXH A 0 A_Refire
    HEXH A 0 A_StopSoundEx ("SoundSlot5")
    HEXH A 32 A_PlayWeaponSound ("ForceBarrier/Off")
    goto Ready
  Spawn:
    LAUN A -1
    Stop
  }
}