ACTOR Petrovec : DoomWeapon 
{
Inventory.PickupSound "misc/w_pkup"
Inventory.PickupMessage "You got the Petrovec"
Obituary "%o was took and melted by %k's Petrovec Melter"
Tag "Petrovec"
Weapon.UpSound "Petrovec/Up"
Weapon.SelectionOrder 2
Weapon.AmmoType "PetrovecClip"
Weapon.AmmoGive 0
Weapon.AmmoUse 1
Weapon.AmmoType2 "LDemonAmmo"
Weapon.AmmoGive2 30
Weapon.AmmoUse2 0
Weapon.Kickback 65
Weapon.SlotNumber 7
Weapon.BobStyle InverseSmooth
Weapon.BobSpeed 1.4
Weapon.BobRangeY 0.6
Weapon.BobRangeX 1.2
Scale 0.85
+AMMO_OPTIONAL
+ALT_AMMO_OPTIONAL
+NOALERT
States
{
   Spawn:
	68FG X -1
	Loop
   Ready:
	68FG Y 0 A_JumpIfInventory("LDemonAmmo",1,1)
	Goto EmptyReady
	68FU A 0 A_PlaySound("Petrovec/Start",5,1.0,1)
	68FG Z 2
	TNT1 A 0 A_GiveInventory("PetrovecClip",1)
	68FU ABC 2
	68FG A 0 A_PlaySound("Petrovec/Loop",5,1.0,1)
	68FG ABC 2
   ReadyMain:
	68FG Y 0 A_JumpIfInventory("TwasEmpty",1,"IsNewAmmoCheck")
	68FG Y 0 A_JumpIfInventory("LDemonAmmo",1,1)
	Goto EmptyReady
	TNT1 A 0 A_JumpIfInventory("HandGrenadeAction",1,"GrenadeCheck")
	TNT1 A 0 A_JumpIfInventory("MineAction",1,"MineCheck")
	68FG ABC 3 A_WeaponReady(WRF_ALLOWRELOAD)
	TNT1 A 0 A_GiveInventory("PetrovecClip",1)
	Loop
   EmptyReady:
	TNT1 A 0 A_JumpIfInventory("HandGrenadeAction",1,"GrenadeCheck")
	TNT1 A 0 A_JumpIfInventory("MineAction",1,"MineCheck")
	68FG Y 0 A_GiveInventory("TwasEmpty",1)
	68FG Y 3 A_WeaponReady(WRF_ALLOWRELOAD)
	Goto ReadyMain 
   IsNewAmmoCheck:
	68FG A 0 A_JumpIfInventory("LDemonAmmo",1,"Wheee")
	68FG A 0 A_TakeInventory("TwasEmpty",1)
	Goto ReadyMain
   Wheee:
	68FG A 0 A_TakeInventory("TwasEmpty",1)
	Goto Ready
   Deselect:
	68FU C 0 A_ZoomFactor(1)
	68FG Z 0 A_JumpIfInventory("LDemonAmmo",1,1)
	Goto DeselectNoAmmo
	68FU C 0 A_PlaySound("Petrovec/End",5)
	68FU C 0 A_PlayWeaponSound("weapons/weapondown")
	68FU C 1 A_Lower
	68FU C 0 A_Lower
	68FU B 1 A_Lower
	68FU B 0 A_Lower
	68FU A 1 A_Lower
	68FU A 0 A_Lower
	Goto Looplet
   DeselectNoAmmo:
	68FG Y 0 A_StopSoundEx("SoundSlot5")
	68FU C 0 A_PlayWeaponSound("weapons/weapondown")
	Goto Looplet
   Looplet:
	68FG Y 1 A_Lower
	68FG Y 0 A_Lower
	Loop
   Select:
	68FG Y 0 A_JumpIfInventory("LDemonAmmo",1,"Dorp")
	Goto Hnnng
   Dorp:
	68FG A 0 A_TakeInventory("TwasEmpty",1)
	68FU A 0 A_PlaySound("Petrovec/Start",5,1.0,1)
   Hnnng:
	68FG Y 1 A_Raise
	68FG Y 0 A_Raise
	Loop
   Fire:
	68FG Z 0 A_JumpIfInventory("LDemonAmmo",1,1)
	Goto Nope
	68FG Z 0 A_TakeInventory("LDemonAmmo",1,1)
	68FF A 0 A_StopSoundEx("SoundSlot5")
	68FF A 0 A_AlertMonsters
	68FF A 0 A_Recoil(3)
	68FF A 0 Radius_Quake(7,4,0,1,0)
	68FF A 0 A_GiveInventory("PetrovecTrigger",1)
	68FF A 0 A_PlaySound("Petrovec/Fire",1)
	68FF A 0 A_PlaySound("Petrovec/AddFire",6)
	68FF A 0 A_PlaySound("Petrovec/Ambient",5)
	68FF A 0 A_FireCustomMissile("PlayerEnergyBolt",frandom(0.5,-0.5),0,5,0,0,frandom(0.5,-0.5))
	68FF A 1 Bright //A_ZoomFactor(0.95)
	68FF B 1 Bright //A_ZoomFactor(0.955)
	68FF C 1 //A_ZoomFactor(0.95)
	68FF D 1 //A_ZoomFactor(0.96)
	68FF E 1 //A_ZoomFactor(0.97)
	68FG Z 0 A_ReFire
	68FG Z 0 A_TakeInventory("PetrovecTrigger",1)
	68FF F 1 //A_ZoomFactor(0.975)
	68FG Z 1 //A_ZoomFactor(0.985)
	68FG Z 1 //A_ZoomFactor(0.995)
	68FG Z 2 //A_ZoomFactor(1)
	Goto Ready
   AltFire:
	TNT1 A 0
	TNT1 A 0 A_JumpIfInventory("PetrovecClip",4,"AltFire2")
	Goto Nope3
   AltFire2:
	//68FF A 0 A_JumpIfInventory("PetrovecClip",1,1)
	//68FF A 0 A_TakeInventory("PetrovecClip",1,TIF_NOTAKEINFINITE)
	TNT1 A 0 A_TakeInventory("PetrovecClip",4)
	68FF A 0 A_StopSoundEx("SoundSlot5")
	68FF A 0 A_AlertMonsters
	68FF A 0 A_Recoil(3)
	68FF A 0 Radius_Quake(7,4,0,1,0)
	68FF A 0 A_SetBlend("Yellow",0.2,15)
	68FF A 0 A_GiveInventory("PetrovecTrigger",1)
	68FF A 0 A_PlaySound("Petrovec/AltFire",1)
	68FF A 0 A_PlaySound("Petrovec/Ambient",6)
	68FF A 0 A_PlaySound("Petrovec/AltFire",5)
	68FF A 0 A_FireCustomMissile("PlayerProtonBolt",frandom(0.5,-0.5),1,5,0,0,frandom(0.5,-0.5))
	68FF A 3 Bright //A_ZoomFactor(0.95) 
	68FF B 3 Bright //A_ZoomFactor(0.955)
	68FF C 3 //A_ZoomFactor(0.95)
	68FF D 3 //A_ZoomFactor(0.96)
	68FF E 3 //A_ZoomFactor(0.97)
	68FF F 3 //A_ZoomFactor(0.975)
	68FG Z 3 //A_ZoomFactor(0.985)
	68FG Z 0 A_ReFire
	68FG Z 0 A_TakeInventory("PetrovecTrigger",1)
	68FG Z 3 //A_ZoomFactor(0.995)
	68FG Z 3 //A_ZoomFactor(1)
	Goto Ready
	Empty:
	68FF A 10 A_PlayWeaponSound("weapons/click2")	
	Reload:
	TNT1 A 0 A_JumpIfInventory("PetrovecClip",20,2)
	TNT1 A 0 A_JumpIfInventory("LDemonAmmo",1,2)
	TNT1 A 0
   ReadyReload:
	TNT1 A 0 A_JumpIfInventory("LDemonAmmo",1,2)
	68FG Y 3 A_WeaponReady
	Goto ReadyMain
	68FG ABC 3 A_WeaponReady
	Goto ReadyMain
   ReloadMain:
	68FF A 0 A_JumpIfInventory("LDemonAmmo",1,"Unload")
	68FR ABCD 2
	68FR D 0 A_PlaySound("Petrovec/Out")
	68FR FKG 2
	68FR H 12
	68FR IJLMNO 1
   ReloadWorking:
	TNT1 A 0 A_TakeInventory("LDemonAmmo",2,TIF_NOTAKEINFINITE)
	TNT1 A 0 A_GiveInventory("PetrovecClip",1)
	TNT1 A 0 A_JumpIfInventory("PetrovecClip",0,2)
	TNT1 A 0 A_JumpIfInventory("LDemonAmmo",2,2)
	TNT1 A 0
	Goto ReloadFinish
	TNT1 A 0
	Goto ReloadWorking
   ReloadFinish:
	68FR S 0 A_PlaySound("Petrovec/In",6)
	68FR PQQRSTU 2
	68FG Z 6
	Goto Ready
   Unload:
	68FU C 0 A_PlaySound("Petrovec/End",5)
	68FU CBA 2
	68FG Z 8
	Goto ReloadMain+2
   Nope2:
	68FF A 0 A_JumpIfInventory("PetrovecTrigger",1,"DoctorNope")
	68FN A 0 A_JumpIfInventory("LDemonAmmo",1,1)
	Goto Nope
	68FG A 0 A_PlaySound("Petrovec/Nope")
	68FU C 0 A_PlaySound("Petrovec/End",5)
	68FU CBA 2
	68FG Z 8
	Goto Ready
   DoctorNope:
	TLGG A 0 A_TakeInventory("PetrovecTrigger",1)
	68FG A 0 A_PlaySound("Petrovec/Nope")
	68FG A 1 Offset(4,36)
	68FG A 1 Offset(2,34)
	68FG B 1 Offset(1,33)
	68FG B 1 Offset(0,32)
	68FG C 2
	68FG ABC 2
	Goto Ready
   Nope3:
	68FG A 0 A_PlaySound("Petrovec/Nope")
	68FG A 1 Offset(4,36)
	68FG A 1 Offset(2,34)
	68FG B 1 Offset(1,33)
	68FG B 1 Offset(0,32)
	68FG C 2
	68FG ABC 2
	Goto Ready
   Nope:
	68FN A 0 A_ZoomFactor(1)
	68FN A 0 A_JumpIfInventory("PetrovecTrigger",1,"NopeAfterFire")
	68FN A 0 A_PlaySound("Petrovec/Nope")
	68FN AB 2
	68FG Y 6
	Goto ReadyMain
   NopeAfterFire:
	68FU C 0 A_TakeInventory("PetrovecTrigger",1)
	68FU C 0 A_PlaySound("Petrovec/End",5)
	68FU CBA 2
	68FG Y 2
	Goto ReadyMain
   Flash:
	TNT1 A 2 Bright A_Light2
	TNT1 A 4 Bright A_Light1
	Goto LightDone
  GrenadeCheck:
	TNT1 A 0 A_JumpIfInventory("HandGrenadeAmmo",1,"GrenadeToss")
	TNT1 A 0 A_TakeInventory("HandGrenadeAction",1)
	Goto Ready
  GrenadeToss:
	TNT1 A 0 A_PlayWeaponSound("weapons/weapondown")
	68FG A 1 Offset(0,30)
	68FG A 1 Offset(0,40)
	68FG A 1 Offset(0,50)
	68FG A 1 Offset(0,60)
	68FG A 1 Offset(0,70)
	TNT1 A 4 Offset(0,32)
	HGRN ABCDEFGHI 1
	TNT1 A 0 A_PlayWeaponSound("weapons/hgrenadepin")
	HGRN JKLM 2
	TNT1 A 11
	TNT1 A 0 A_PlayWeaponSound("weapons/hgrenadethrow")
	TNT1 A 0 A_TakeInventory("HandGrenadeAmmo",1,TIF_NOTAKEINFINITE)
	HGRN N 1 A_FireCustomMissile("ThrownGrenade",0,0,0,0)
	HGRN OPQRS 1
	HGRN TU 2
	TNT1 A 6 A_TakeInventory("HandGrenadeAction",1)
	68FG A 1 Offset(0,70)
	68FG A 1 Offset(0,60)
	68FG A 1 Offset(0,50)
	68FG A 1 Offset(0,40)
	68FG A 1 Offset(0,32)
	Goto Ready
  MineCheck:
	TNT1 A 0 A_JumpIfInventory("MineAmmo",1,"MineToss")
	TNT1 A 0 A_TakeInventory("MineAction",1)
	Goto Ready
  MineToss:
	TNT1 A 0 A_PlayWeaponSound("weapons/weapondown")
	68FG A 1 Offset(0,30)
	68FG A 1 Offset(0,40)
	68FG A 1 Offset(0,50)
	68FG A 1 Offset(0,60)
	68FG A 1 Offset(0,70)
	TNT1 A 8 Offset(0,32)
	TNT1 A 0 A_PlayWeaponSound("weapons/hgrenadethrow")
	MINE ABCDEF 1
	TNT1 A 0 A_TakeInventory("MineAmmo",1,TIF_NOTAKEINFINITE)
	MINE G 1 A_FireCustomMissile("ThrownMine",0,0,0,0,false)
	MINE HI 1
	MINE JKLM 1
	TNT1 A 5 A_TakeInventory("MineAction",1)
	68FG A 1 Offset(0,70)
	68FG A 1 Offset(0,60)
	68FG A 1 Offset(0,50)
	68FG A 1 Offset(0,40)
	68FG A 1 Offset(0,32)
	Goto Ready
   }
}

Actor PlayerEnergyBolt
{
Radius 6
Height 16
Speed 300 //40
RenderStyle Add
Damage 20
Alpha 1
SeeSound "legbaby/bolt"
DeathSound "weapons/rocklx"
Decal "Scorch"
Projectile
DamageType "Player"
Species "Player"
+MTHRUSPECIES
+THRUSPECIES
States
{
  Spawn:
    CBR3 A 1 bright A_SpawnItemEx("LBSEnergyBoltTrail",0,0,2,0,0,0,0,128,0)
    loop
  Death:
    TNT1 AA 0 A_SpawnItemEx("BlueParticleSpawner", 0, 0, 0, 0, 0, 0, 0, 128)
    TNT1 AAA 0 A_CustomMissile("SmokeFX4", 0, 0, random(0,360), 2, random(0,360))
    CBR3 HIJKL 3 bright
    stop
  }
}

ACTOR PlayerProtonBolt
{
Radius 7
Height 3
Speed 20
Damage 4
PROJECTILE
+SEEKERMISSILE
+DONTBLAST
+BOUNCEONACTORS
+DONTBLAST
+FORCERADIUSDMG
+SKYEXPLODE
+DONTHURTSPECIES
+DONTHARMSPECIES
+THRUSPECIES
+NOTIMEFREEZE
+RIPPER
ReactionTime 120
BounceType Hexen
BounceFactor 1.0
WallBounceFactor 1.0
BounceSound "Petrovec/Bounce"
BounceCount 4
Renderstyle Add
DamageType "Player"
Species "Player"
Decal CacoScorch
var int user_delay;
Alpha 0.99
Scale 0.9
States
{
  Spawn:
    TNT1 A 0 A_JumpIf(user_delay >= 70,"Fly")
	TNT1 A 0 A_SetUserVar("user_delay",user_delay+1)
	TNT1 AA 0 A_SpawnItemEx("PetrovecBoltParticleTrail",frandom(3,-3),frandom(3,-3),frandom(3,-3))
	TNT1 A 0 A_SpawnItemEx("PetrovecBoltRingTrail",frandom(2,-2),frandom(2,-2),frandom(2,-2))
	TNT1 AA 0 A_SpawnItemEx("PetrovecBoltSmokeTrail",-4+random(4,-4),random(4,-4),random(4,-4))
	NPSB A 1 Bright
	Loop
  Fly:
	TNT1 A 0 A_PlaySound("Petrovec/Fly",5,1.0,1)
	NPSB A 0 A_Jump(255,"SpawnA","SpawnB","SpawnC","SpawnD","SpawnE","SpawnF","SpawnG","SpawnH","SpawnI","SpawnJ","SpawnK","SpawnL")
  SpawnA:
	TNT1 AA 0 A_SpawnItemEx("PetrovecBoltParticleTrail",frandom(3,-3),frandom(3,-3),frandom(3,-3))
	TNT1 A 0 A_SpawnItemEx("PetrovecBoltRingTrail",frandom(2,-2),frandom(2,-2),frandom(2,-2))
	TNT1 AA 0 A_SpawnItemEx("PetrovecBoltSmokeTrail",-4+random(4,-4),random(4,-4),random(4,-4))
	TNT1 A 0 A_SeekerMissile(5,10,SMF_LOOK|SMF_PRECISE,256,1)
	NPSB A 1 Bright A_CountDown
	Loop
  SpawnB:
	TNT1 AA 0 A_SpawnItemEx("PetrovecBoltParticleTrail",frandom(3,-3),frandom(3,-3),frandom(3,-3))
	TNT1 A 0 A_SpawnItemEx("PetrovecBoltRingTrail",frandom(2,-2),frandom(2,-2),frandom(2,-2))
	TNT1 AA 0 A_SpawnItemEx("PetrovecBoltSmokeTrail",-4+random(4,-4),random(4,-4),random(4,-4))
	TNT1 A 0 A_SeekerMissile(5,10,SMF_LOOK|SMF_PRECISE,256,1)
	NPSB B 1 Bright A_CountDown
	Loop
  SpawnC:
	TNT1 AA 0 A_SpawnItemEx("PetrovecBoltParticleTrail",frandom(3,-3),frandom(3,-3),frandom(3,-3))
	TNT1 A 0 A_SpawnItemEx("PetrovecBoltRingTrail",frandom(2,-2),frandom(2,-2),frandom(2,-2))
	TNT1 AA 0 A_SpawnItemEx("PetrovecBoltSmokeTrail",-4+random(4,-4),random(4,-4),random(4,-4))
	TNT1 A 0 A_SeekerMissile(5,10,SMF_LOOK|SMF_PRECISE,256,1)
	NPSB C 1 Bright A_CountDown
	Loop
  SpawnD:
	TNT1 AA 0 A_SpawnItemEx("PetrovecBoltParticleTrail",frandom(3,-3),frandom(3,-3),frandom(3,-3))
	TNT1 A 0 A_SpawnItemEx("PetrovecBoltRingTrail",frandom(2,-2),frandom(2,-2),frandom(2,-2))
	TNT1 AA 0 A_SpawnItemEx("PetrovecBoltSmokeTrail",-4+random(4,-4),random(4,-4),random(4,-4))
	TNT1 A 0 A_SeekerMissile(5,10,SMF_LOOK|SMF_PRECISE,256,1)
	NPSB D 1 Bright A_CountDown
	Loop
  SpawnE:
	TNT1 AA 0 A_SpawnItemEx("PetrovecBoltParticleTrail",frandom(3,-3),frandom(3,-3),frandom(3,-3))
	TNT1 A 0 A_SpawnItemEx("PetrovecBoltRingTrail",frandom(2,-2),frandom(2,-2),frandom(2,-2))
	TNT1 AA 0 A_SpawnItemEx("PetrovecBoltSmokeTrail",-4+random(4,-4),random(4,-4),random(4,-4))
	TNT1 A 0 A_SeekerMissile(5,10,SMF_LOOK|SMF_PRECISE,256,1)
	NPSB E 1 Bright A_CountDown
	Loop
  SpawnF:
	TNT1 AA 0 A_SpawnItemEx("PetrovecBoltParticleTrail",frandom(3,-3),frandom(3,-3),frandom(3,-3))
	TNT1 A 0 A_SpawnItemEx("PetrovecBoltRingTrail",frandom(2,-2),frandom(2,-2),frandom(2,-2))
	TNT1 AA 0 A_SpawnItemEx("PetrovecBoltSmokeTrail",-4+random(4,-4),random(4,-4),random(4,-4))
	TNT1 A 0 A_SeekerMissile(5,10,SMF_LOOK|SMF_PRECISE,256,1)
	NPSB F 1 Bright A_CountDown
	Loop
  SpawnG:
	TNT1 AA 0 A_SpawnItemEx("PetrovecBoltParticleTrail",frandom(3,-3),frandom(3,-3),frandom(3,-3))
	TNT1 A 0 A_SpawnItemEx("PetrovecBoltRingTrail",frandom(2,-2),frandom(2,-2),frandom(2,-2))
	TNT1 AA 0 A_SpawnItemEx("PetrovecBoltSmokeTrail",-4+random(4,-4),random(4,-4),random(4,-4))
	TNT1 A 0 A_SeekerMissile(5,10,SMF_LOOK|SMF_PRECISE,256,1)
	NPSB G 1 Bright A_CountDown
	Loop
  SpawnH:
	TNT1 AA 0 A_SpawnItemEx("PetrovecBoltParticleTrail",frandom(3,-3),frandom(3,-3),frandom(3,-3))
	TNT1 A 0 A_SpawnItemEx("PetrovecBoltRingTrail",frandom(2,-2),frandom(2,-2),frandom(2,-2))
	TNT1 AA 0 A_SpawnItemEx("PetrovecBoltSmokeTrail",-4+random(4,-4),random(4,-4),random(4,-4))
	TNT1 A 0 A_SeekerMissile(5,10,SMF_LOOK|SMF_PRECISE,256,1)
	NPSB H 1 Bright A_CountDown
	Loop
  SpawnI:
	TNT1 AA 0 A_SpawnItemEx("PetrovecBoltParticleTrail",frandom(3,-3),frandom(3,-3),frandom(3,-3))
	TNT1 A 0 A_SpawnItemEx("PetrovecBoltRingTrail",frandom(2,-2),frandom(2,-2),frandom(2,-2))
	TNT1 AA 0 A_SpawnItemEx("PetrovecBoltSmokeTrail",-4+random(4,-4),random(4,-4),random(4,-4))
	TNT1 A 0 A_SeekerMissile(5,10,SMF_LOOK|SMF_PRECISE,256,1)
	NPSB I 1 Bright A_CountDown
	Loop
  SpawnJ:
	TNT1 AA 0 A_SpawnItemEx("PetrovecBoltParticleTrail",frandom(3,-3),frandom(3,-3),frandom(3,-3))
	TNT1 A 0 A_SpawnItemEx("PetrovecBoltRingTrail",frandom(2,-2),frandom(2,-2),frandom(2,-2))
	TNT1 AA 0 A_SpawnItemEx("PetrovecBoltSmokeTrail",-4+random(4,-4),random(4,-4),random(4,-4))
	TNT1 A 0 A_SeekerMissile(5,10,SMF_LOOK|SMF_PRECISE,256,1)
	NPSB J 1 Bright A_CountDown
	Loop
  SpawnK:
	TNT1 AA 0 A_SpawnItemEx("PetrovecBoltParticleTrail",frandom(3,-3),frandom(3,-3),frandom(3,-3))
	TNT1 A 0 A_SpawnItemEx("PetrovecBoltRingTrail",frandom(2,-2),frandom(2,-2),frandom(2,-2))
	TNT1 AA 0 A_SpawnItemEx("PetrovecBoltSmokeTrail",-4+random(4,-4),random(4,-4),random(4,-4))
	TNT1 A 0 A_SeekerMissile(5,10,SMF_LOOK|SMF_PRECISE,256,1)
	NPSB K 1 Bright A_CountDown
	Loop
  SpawnL:
	TNT1 AA 0 A_SpawnItemEx("PetrovecBoltParticleTrail",frandom(3,-3),frandom(3,-3),frandom(3,-3))
	TNT1 A 0 A_SpawnItemEx("PetrovecBoltRingTrail",frandom(2,-2),frandom(2,-2),frandom(2,-2))
	TNT1 AA 0 A_SpawnItemEx("PetrovecBoltSmokeTrail",-4+random(4,-4),random(4,-4),random(4,-4))
	TNT1 A 0 A_SeekerMissile(5,10,SMF_LOOK|SMF_PRECISE,256,1)
	NPSB L 1 Bright A_CountDown
	Loop
  Death:
	TNT1 A 0
	TNT1 A 0 A_StopSound(5)
	TNT1 A 0 A_PlaySound("Petrovec/Hit")
	TNT1 A 0 A_PlaySoundEx("Petrovec/Explode","SoundSlot6")
	TNT1 A 0 A_Explode(175,128,0)
	TNT1 A 0 A_SpawnItemEx("PetrovecBoltRingExp")
	TNT1 AAAAAAAAAAAAAAA 0 A_SpawnItemEx("PetrovecBoltParticleExp",random(11,-11),frandom(11,-11),frandom(9,-9),frandom(1,2),frandom(1,2),frandom(2,-2),random(0,359))
	TNT1 AAAAAA 0 A_SpawnItemEx("PetrovecBoltExplode",random(19,-19),random(19,-19),random(12,-12),frandom(1,-1),frandom(1,-1),frandom(1,-1),random(0,359))
	TNT1 A 10
	TNT1 AAAAAAAAAAAA 0 A_SpawnItemEx("PetrovecBoltSmokeExp",random(12,-12),random(12,-12),random(7,-7),frandom(1,-1),frandom(1,-1),frandom(1,-1),random(0,359))
	Stop
	}
}

ACTOR PetrovecClip : Ammo
{
Inventory.MaxAmount 20
Ammo.BackpackAmount 0
Ammo.BackpackMaxAmount 20
Inventory.Icon "TNT1A0" //68FGX0
+IGNORESKILL
}

ACTOR PetrovecTrigger : Inventory
{
   Inventory.MaxAmount 1
}

ACTOR TwasEmpty : Inventory
{
   Inventory.MaxAmount 1
}