// --------------------------------------------------------------------------
//
// Incendiary/Molotov Radius damage
//
// --------------------------------------------------------------------------

ACTOR IncendiaryDamageRadius
{
	Game Doom
//	SpawnID 216
	Radius 8
	Height 8
	Speed 0
	Damage 0
	Projectile
    DamageType "Fire"
	-NOGRAVITY
	+RANDOMIZE
	+DEHEXPLOSION


+FORCERADIUSDMG
	//+GRENADETRAIL
	//+GHOST
//	+DOOMBOUNCE
	//+THRUSPECIES
//	BounceFactor 0.6
//WallBounceFactor 0.75
	ReactionTime 35
	Gravity 0.6
	SeeSound "DSEMPTY"
	//DeathSound "301/Explode"
	//BounceSound "301/Bounce"
	Obituary "$OB_GRENADE"
	DamageType Grenade
Scale 0.125
	States
	{
	Spawn:
		TNT1 A 0 Bright A_CountDown
		Goto Death
	Death:
		MISL B 0
		NULL AAAAA 7 A_Explode(17,128)//11.33
		NULL AAAAA 7 A_Explode(17,128)
		NULL AAAAA 7 A_Explode(17,128)
		NULL AAAAA 7 A_Explode(17,128)
		NULL AAAAA 7 A_Explode(17,128)
		NULL AAAAA 7 A_Explode(17,128)
		NULL AAAAA 7 A_Explode(17,128)
		Stop
	Grenade:
		TNT1 A 1000 A_Die
		Wait

	Detonate:
		MISL B 0 
		MISL B 0
		NULL AAAAA 7 A_Explode(17,128)
		NULL AAAAA 7 A_Explode(17,128)
		NULL AAAAA 7 A_Explode(17,128)
		NULL AAAAA 7 A_Explode(17,128)
		NULL AAAAA 7 A_Explode(17,128)
		NULL AAAAA 7 A_Explode(17,128)
		NULL AAAAA 7 A_Explode(17,128)

		Stop
	Mushroom:
		MISL B 0 A_Mushroom
		Goto Death

	}
}





ACTOR ICONDamageRadius
{
	Game Doom
//	SpawnID 216
//	tid 500
	Radius 8
	Height 8
	Speed 0
	Damage 0
	Projectile
    DamageType "IconDMG"
	-NOGRAVITY
	+RANDOMIZE
	+DEHEXPLOSION

//+spectral

+FORCERADIUSDMG
	ReactionTime 35
	Gravity 0.6
RenderStyle Normal
Alpha 1.0
	SeeSound "DSEMPTY"
	//DeathSound "301/Explode"
	//BounceSound "301/Bounce"
	Obituary "$OB_GRENADE"
	DamageType Grenade
Scale 0.125
	States
	{
	Spawn:
		TNT1 A 0 Bright A_CountDown
		Goto Death
	Death:
		MISL B 0
        W05Z A 0 A_StopSoundEx("soundslot7")
    W05Z AAAAA 35 bright A_PlaySoundEx("c4/beep1","soundslot7",1)
        W05Z A 0 A_StopSoundEx("soundslot7")
    W05Z AAAAA 35 bright A_PlaySoundEx("c4/beep2","soundslot7",1)
        W05Z A 0 A_StopSoundEx("soundslot7")
    W05Z AAAAA 35 bright A_PlaySoundEx("c4/beep3","soundslot7",1)
        W05Z A 0 A_StopSoundEx("soundslot7")
    W05Z AAAAA 35 bright A_PlaySoundEx("c4/beep4","soundslot7",1)
        W05Z A 0 A_StopSoundEx("soundslot7")
    W05Z AAAAA 35 bright A_PlaySoundEx("c4/beep5","soundslot7",1)
        W05Z A 0 A_StopSoundEx("soundslot7")

TNT1 A 0 A_PlaySound("C4/Explode")
    TNT1 B 0 A_SpawnItemEx("NewExplosionBomb",0,0,0,0,0,0,0,32)//A_SpawnItemEx("NewExplosionMediumBig",0,0,0,0,0,0,0,32)
		NULL AAAAA 0 A_Explode(512,1024)//11.33
		Stop
	Grenade:
		TNT1 A 1000 A_Die
		Wait

	Detonate:
		MISL B 0 
		MISL B 0
        W05Z A 0 A_StopSoundEx("soundslot7")
    W05Z AAAAA 35 bright A_PlaySoundEx("c4/beep1","soundslot7",1)
        W05Z A 0 A_StopSoundEx("soundslot7")
    W05Z AAAAA 35 bright A_PlaySoundEx("c4/beep2","soundslot7",1)
        W05Z A 0 A_StopSoundEx("soundslot7")
    W05Z AAAAA 35 bright A_PlaySoundEx("c4/beep3","soundslot7",1)
        W05Z A 0 A_StopSoundEx("soundslot7")
    W05Z AAAAA 35 bright A_PlaySoundEx("c4/beep4","soundslot7",1)
        W05Z A 0 A_StopSoundEx("soundslot7")
    W05Z AAAAA 35 bright A_PlaySoundEx("c4/beep5","soundslot7",1)
        W05Z A 0 A_StopSoundEx("soundslot7")
    TNT1 B 0 A_SpawnItemEx("NewExplosionBomb",0,0,0,0,0,0,0,32)//A_SpawnItemEx("NewExplosionMediumBig",0,0,0,0,0,0,0,32)
TNT1 A 0 A_PlaySound("C4/Explode")
		NULL AAAAA 0 A_Explode(512,1024)//11.33
		Stop
	Mushroom:
		MISL B 0 A_Mushroom
		Goto Death

	}
}


ACTOR ICONDamageRadiusOffset
{
	Game Doom
//	SpawnID 216
	Radius 8
	Height 8
	Speed 0
	Damage 0
	Projectile
    DamageType "IconDMG"
	-NOGRAVITY
	+RANDOMIZE
	+DEHEXPLOSION

//+spectral

+FORCERADIUSDMG
	ReactionTime 35
	Gravity 0.6
	SeeSound "DSEMPTY"
	//DeathSound "301/Explode"
	//BounceSound "301/Bounce"
	Obituary "$OB_GRENADE"
	DamageType Grenade
Scale 0.125
	States
	{
	Spawn:
		TNT1 A 0 Bright A_CountDown
		Goto Death
	Death:
		MISL B 0
TNT1 AAAAAAAAAAAAAAAAAAAAAAAAA 35
		NULL AAAAA 0 A_Explode(512,1024,0)//11.33
		Stop
	Grenade:
		TNT1 A 1000 A_Die
		Wait

	Detonate:
		MISL B 0 
		MISL B 0
TNT1 AAAAAAAAAAAAAAAAAAAAAAAAA 35
		NULL AAAAA 0 A_Explode(512,1024,0)//11.33
		Stop
	Mushroom:
		MISL B 0 A_Mushroom
		Goto Death

	}
}
