//Daisy by Sergeant_Mark_IV
//Sprites by Skulltag Team

ACTOR FriendDaisy : Actor
{
	Scale 0.8
	Health 1000000
	Radius 16
	Height 16
	Mass 400
	MaxTargetRange 1000
	Speed 4
	FastSpeed 20
	PainChance 250
	Species "Marines"
	MONSTER
	-SHOOTABLE
	+INVULNERABLE
	+NODAMAGE
	+QUICKTORETALIATE
	+LOOKALLAROUND
	+PUSHABLE
	+SLIDESONWALLS
	+FLOORCLIP
	-FASTER
	+MTHRUSPECIES
	+THRUSPECIES
	+DONTHURTSPECIES 
	+NOBLOCKMONST 
	+USESPECIAL
	-CANNOTPUSH
	-COUNTKILL
	+THRUACTORS
	Damagetype "Eat"
	Activation THINGSPEC_Activate
	Damage 6
	MaxStepHeight 48
	MaxDropOffHeight 48
	MeleeDamage 4
	States
 {
 

	Spawn:
		 DASY A 1
		 TNT1 A 0 A_GiveInventory("TargetIsAMarine")//Stops multiple sentries from firing at each other.
		 DASY A 1 A_Look
		 Loop
		 
	
	ForgetTarget:
		TNT1 A 0 A_ClearTarget
		Goto See
		
		
		
	Idle:	
	See:
		TNT1 A 0
		TNT1 A 0 A_ChangeFlag("NODROPOFF", 0)	
		TNT1 A 0 A_ChangeFLag("FRIENDLY", 1)
		TNT1 A 0 A_JumpIfInTargetInventory("TargetIsAMarine", 1, "FollowPLayer")//
		
		
		
		TNT1 A 0 A_ChangeFlag("MISSILEMORE", 1)
		TNT1 A 0 A_ChangeFlag("MISSILEEVENMORE", 1)
		TNT1 A 0 A_Recoil(-1)
		
		TNT1 A 0 A_JumpIfInTargetInventory("TargetIsAMarine", 1, "FollowPLayer")//
		DASY AA 1 A_Chase
		TNT1 A 0 A_ChangeFlag("FASTER", 0)
		TNT1 A 0 A_Recoil(-1)
		TNT1 A 0 A_JumpIfInTargetInventory("TargetIsAMarine", 1, "FollowPLayer")//
		TNT1 A 0 A_JumpIfInTargetInventory("IsPlayer", 1, "FollowPLayer")//
		DASY BB 1 A_Chase
		NULL A 0 
		TNT1 A 0 A_Recoil(-1)
		TNT1 A 0 A_JumpIfInTargetInventory("TargetIsAMarine", 1, "FollowPLayer")//
		DASY BB 1 A_Chase
		TNT1 A 0 A_ChangeFLag("FRIENDLY", 0)
		TNT1 A 0 A_Recoil(-1)
		TNT1 A 0 A_JumpIfInTargetInventory("TargetIsAMarine", 1, "FollowPLayer")//
		DASY CC 1 A_Chase
		NULL A 0 
		TNT1 A 0 A_ChangeFLag("FRIENDLY", 1)
		TNT1 A 0 A_Recoil(-1)
		TNT1 A 0 A_JumpIfInTargetInventory("TargetIsAMarine", 1, "FollowPLayer")//
		DASY CC 1 A_Chase
		TNT1 A 0 A_Recoil(-1)
		TNT1 A 0 A_JumpIfInTargetInventory("TargetIsAMarine", 1, "FollowPLayer")//
		DASY DD 1 A_Chase
		
		TNT1 A 0 A_Recoil(-1)
		TNT1 A 0 A_JumpIfInTargetInventory("TargetIsAMarine", 1, "FollowPLayer")//
		DASY DD 1 A_Chase
		TNT1 A 0 A_Recoil(-1)
		
		DASY A 2
		
		TNT1 A 0 A_CheckSight("ForgetTarget")
		TNT1 A 0 A_JumpIfInTargetInventory("TargetIsAMarine", 1, "FollowPLayer")//
		TNT1 A 0 A_CheckSight("FollowPLayer")
		TNT1 A 0 A_ChangeFLag("FRIENDLY", 0)
		TNT1 A 0 A_ChangeFlag("SHOOTABLE", 0)
		
		DASY AA 1 A_Chase
		NULL A 0 
		TNT1 A 0 A_Recoil(-1)
		TNT1 A 0 A_JumpIfCloser(200, "Waits")
		TNT1 A 0 A_CheckSight("CheckIfPlayerSee")
		
		DASY BB 1 A_Chase
		TNT1 A 0 A_Recoil(-1)
		TNT1 A 0 A_JumpIfInTargetInventory("IsPlayer", 1, "FollowPlayer")
		TNT1 A 0 A_JumpIfCloser(200, "Waits")
		TNT1 A 0 A_CheckSight("CheckIfPlayerSee")
		
		DASY CC 1 A_Chase
		NULL A 0 
		TNT1 A 0 A_Recoil(-1)
		TNT1 A 0 A_JumpIfInTargetInventory("IsPlayer", 1, "FollowPlayer")
		TNT1 A 0 A_JumpIfCloser(200, "Waits")
		TNT1 A 0 A_CheckSight("CheckIfPlayerSee")
		
		DASY DD 1 A_Chase
		TNT1 A 0 A_Recoil(-1)
		
		TNT1 A 0 A_JumpIfInTargetInventory("IsPlayer", 1, "FollowPlayer")
		TNT1 A 0 A_JumpIfCloser(200, "Waits")
		TNT1 A 0 A_CheckSight("CheckIfPlayerSee")
		
		
		TNT1 A 0 A_JumpIfCloser(200, "Waits")
		TNT1 A 0 A_JumpIfInTargetInventory("IsPlayer", 1, "FollowPlayer")
		Goto See
		
		
		
	FollowPlayer:
	    TNT1 A 0 A_ChangeFlag("FRIENDLY", 0)
		TNT1 A 0 A_ChangeFlag("FASTER", 1)
		TNT1 A 0 A_ChangeFlag("SHOOTABLE", 0)
	    TNT1 A 0 A_JumpIfCloser(150, "Waits")
		TNT1 A 0 A_ChangeFlag("MISSILEMORE", 0)
		TNT1 A 0 A_ChangeFlag("MISSILEEVENMORE", 0)
		DASY A 1 A_Chase
		
		TNT1 A 0 A_Recoil(-1)
		DASY BB 1 A_Chase
		TNT1 A 0 A_CheckSight("CheckIfPlayerSee")
		NULL A 0 
		DASY BB 1 A_Chase
		DASY CC 1 A_Chase
		NULL A 0 
		DASY CC 1 A_Chase
		DASY DD 1 A_Chase
		DASY DD 1 A_Chase
		
		DASY A 4
		TNT1 A 0 A_CheckSight("CheckIfPlayerSee")
		TNT1 A 0 A_Recoil(-1)
		
		DASY A 2
		
		DASY AA 1 A_Chase
		TNT1 A 0 A_Recoil(-1)
		NULL A 0 
		DASY BB 1 A_Chase
		TNT1 A 0 A_Recoil(-1)
		DASY BB 1 A_Chase
		NULL A 0 
		TNT1 A 0 A_Recoil(-1)
		DASY CC 1 A_Chase
		TNT1 A 0 A_CheckSight("CheckIfPlayerSee")
		TNT1 A 0 A_Recoil(-1)
		DASY CC 1 A_Chase
		
		TNT1 A 0 A_Recoil(-1)
		DASY DD 1 A_Chase
		TNT1 A 0 A_Recoil(-1)
		DASY DD 1 A_Chase
		NULL A 0 
		TNT1 A 0 A_Recoil(-1)
		
		TNT1 A 0 A_ChangeFlag("FRIENDLY", 1)
		TNT1 A 0 A_JumpIfTargetInLOS("See")
		TNT1 A 0 A_ChangeFlag("FRIENDLY", 0)
		
		
		TNT1 A 0 A_CheckSight("CheckIfPlayerSee")
		Loop
	
	CheckRangeToWait:
		TNT1 A 0
		TNT1 A 0 A_JumpIfCloser(150, "Waits")
		Goto FollowPLayer
	
	CheckIfPlayerSee:
		TNT1 A 0
		DASY AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_FastChase
		TNT1 A 0 A_ChangeFlag("SHOOTABLE", 0)
		TNT1 A 0 A_ChangeFLag("FRIENDLY", 0)
		////TNT1 A 0 Thing_Hate(94, 0, 0)
		TNT1 A 0 A_JumpIfCloser(1000, 2)
		Goto Pathfind
		TNT1 AAA 0
		Goto FollowPlayer
	
	
	
	Pathfind:
		TNT1 A 0
		TNT1 A 0 A_ChangeFLag("FRIENDLY", 0)
		TNT1 A 0 A_JumpIFInTargetInventory("IsPLayer", 1, 1)
		Goto FollowPLayer
		//TNT1 A 1 A_Chase("", "")
		TNT1 A 0 A_ChangeFlag("SHOOTABLE", 0)
		TNT1 A 0 A_ChangeFlag("NOBLOCKMAP", 1)
		TNT1 A 0 A_ChangeFlag("NOCLIP", 1)
		TNT1 A 0 A_ChangeFlag("SOLID", 0)
		TNT1 A 0 A_Noblocking
		TNT1 A 0 A_SpawnItemEx ("DaisyPathfinder",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)
		Stop
	
	BecomeEnemy23:
		DASY A 1
		TNT1 A 0 A_ClearTarget
		TNT1 A 0 A_ChangeFlag("SHOOTABLE", 0)
		TNT1 A 0 A_ChangeFLag("FRIENDLY", 0)
		Goto FollowPlayer
	
	Waits:
		DASY A 1
		TNT1 A 0 A_JumpIfInTargetInventory("IsPlayer", 1, 2)
		TNT1 A 0 A_ClearTarget
		Goto See
		TNT1 A 0 A_ChangeFlag("FRIENDLY", 0)
		TNT1 A 0 A_ChangeFlag("MISSILEMORE", 1)
		TNT1 A 0 A_ChangeFlag("MISSILEEVENMORE", 1)
		TNT1 A 0 A_ChangeFlag("SHOOTABLE", 0)
		TNT1 A 0 A_ChangeFlag("SOLID", 0)
		TNT1 A 0 A_JumpIfInTargetInventory("TargetIsAMarine", 1, "BecomeEnemy23")
		TNT1 A 0 A_Jump(32, "Waits2")
		TNT1 A 0 A_Jump(32, "Waits3")
		
		DASY A 4 A_Stop
		DASY A 4 A_Stop
		TNT1 A 0 A_Stop
		TNT1 A 0 A_CheckSight("FollowPlayer")
		TNT1 A 0 A_ChangeFLag("FRIENDLY", 1)
		TNT1 A 0 A_ClearTarget
		
		TNT1 A 0 A_ChangeFlag("SHOOTABLE", 0)
		DASY A 0 A_Look
		TNT1 A 0 A_ChangeFLag("FRIENDLY", 0)
		TNT1 A 0 A_ChangeFlag("SHOOTABLE", 0)
		DASY A 1 A_LookEx(0, 0, 0, 0, 0, "FollowPlayer")
		TNT1 A 0 A_CheckSIght("FollowPlayer")
		TNT1 A 0 A_ChangeFlag("SHOOTABLE", 0)
		TNT1 A 0 A_JumpIfCloser(200, "Waits")
		Goto FollowPlayer
	
	Waits2:
		TNT1 A 0 A_SetAngle(random(90, -90) + angle)
		DASY A 6 A_Stop
		TNT1 A 0 //A_PlaySound("MRNWT", 2)
		DASY A 6 A_Stop
		TNT1 A 0 A_CheckSight("FollowPlayer")
		TNT1 A 0 A_ChangeFLag("FRIENDLY", 1)
		TNT1 A 0 A_ClearTarget
		
		TNT1 A 0 A_ChangeFlag("SHOOTABLE", 0)
		DASY A 0 A_Look
		TNT1 A 0 A_ChangeFLag("FRIENDLY", 0)
		TNT1 A 0 A_ChangeFlag("SHOOTABLE", 0)
		DASY A 1 A_LookEx(0, 0, 0, 0, 0, "FollowPlayer")
		TNT1 A 0 A_CheckSIght("FollowPlayer")
		TNT1 A 0 A_ChangeFlag("SHOOTABLE", 0)
		TNT1 A 0 A_JumpIfCloser(300, "Waits")
		Goto FollowPLayer
	
	Waits3:
		TNT1 A 0
		//TNT1 A 0 A_JumpIfInTargetInventory("Clip2", 40, 3)
		//Goto GiveAmmo
		TNT1 AAA 0
		TNT1 A 0 A_SetAngle(random(90, -90) + angle)
		DASY A 4 A_Stop
		TNT1 A 0 //A_PlaySound("MRNWC", 2)
		DASY A 4 A_Stop
		TNT1 A 0 A_CheckSight("FollowPlayer")
		TNT1 A 0 A_ChangeFLag("FRIENDLY", 1)
		TNT1 A 0 A_ClearTarget
		
		TNT1 A 0 A_ChangeFlag("SHOOTABLE", 0)
		DASY A 0 A_Look
		TNT1 A 0 A_ChangeFLag("FRIENDLY", 0)
		TNT1 A 0 A_ChangeFlag("SHOOTABLE", 0)
		DASY A 1 A_LookEx(0, 0, 0, 0, 0, "FollowPlayer")
		TNT1 A 0 A_CheckSIght("FollowPlayer")
		TNT1 A 0 A_ChangeFlag("SHOOTABLE", 0)
		TNT1 A 0 A_JumpIfCloser(300, "Waits")
		Goto FollowPLayer
		
	//Disabled
	GiveAmmo:
		TNT1 A 0
		MR7S A 10 A_FaceTarget
		TNT1 A 0 //A_PlaySound("MRNGI1")
		MR8S CD 15
		TNT1 A 0 A_GiveToTarget("Clip2", 50)
		//TNT1 A 0 A_SpawnItemEx("Stimpack", 40, 0)
		Goto Waits	

	Missile:
        TNT1 A 0
        TNT1 A 0 A_ChangeFlag("NODROPOFF", 1)
		TNT1 A 0 A_JumpIfInTargetInventory("TargetIsACyberdemon", 1, "CheckRetreat") // Brutal Doom-friendly realistic AI.
		TNT1 A 0 A_JumpIfInTargetInventory("TargetIsAMastermind", 1, "CheckRetreat")//...
		TNT1 A 0 A_JumpIfInTargetInventory("TargetIsABaronOfHell", 1, "CheckRetreat")//...
		TNT1 A 0 A_JumpIfInTargetInventory("TargetIsAMancubus", 1, "CheckRetreat")//...
		TNT1 A 0 A_JumpIfInTargetInventory("TargetIsAMarine", 1, "FollowPlayer")////Never remove this one!
		TNT1 A 0 A_JumpIfInTargetInventory("IsPlayer", 1, "CheckRangeToWait")
		TNT1 A 0 A_ChangeFlag("SHOOTABLE", 0)
		TNT1 A 0 A_ChangeFlag("SOLID", 0)
		
		TNT1 A 0 A_JumpIfCloser(200, "ActualFireState")

		TNT1 A 0 A_FaceTarget
		DASY A 1  A_Recoil(-1)
		DASY A 0 A_Chase ("","")
		DASY A 1 A_Chase ("","")
		DASY B 0 A_Chase ("","")
		DASY B 1 A_Chase ("","")
		DASY C 0 A_Chase ("","")
		DASY C 1 A_Chase ("","")
		DASY D 0 A_Chase ("","")
		DASY D 1 A_Chase
		DASY A 0 A_Chase ("","")
		DASY A 1 A_Chase ("","")
		DASY B 0 A_Chase ("","")
		DASY B 1 A_Chase ("","")
		DASY C 0 A_Chase ("","")
		DASY C 1 A_Chase ("","")
		DASY D 0 A_Chase ("","")
		DASY D 1 A_Chase
		TNT1 A 0 A_JumpIfInTargetInventory("IsPlayer", 1, "CheckRangeToWait")
		Goto See
		
	ActualFireState:

		DASY B 3 A_FaceTarget
		TNT1 A 0 A_Recoil(-6)
		TNT1 A 0 THrustThingZ(0, 35, 0, 1)
		TNT1 A 0 A_PlaySound("DASYBIT", 3)
		DASY CCDD 3 A_MeleeAttack
		Goto See
 
	CheckRetreat:
		TNT1 A 0
		TNT1 A 0 A_JumpIfCloser(300, "Retreat")
		Goto ActualFireState
	
	Retreat:
		TNT1 A 0
		
		
		DASY A 2 A_Recoil(4)
		TNT1 A 0 A_FaceTarget
		NULL A 0 
		DASY B 2 A_Recoil(4)
		TNT1 A 0 A_FaceTarget
		NULL A 0 
		DASY C 2 A_Recoil(4)
		TNT1 A 0 A_FaceTarget
		
		DASY D 2 A_Recoil(4)
		TNT1 A 0 A_FaceTarget
		Goto ActualFireState
		

	Pain:
		DASY A 2
		DASY A 2 A_Pain
		Goto See + 1
  	
	Active:
		TNT1 A 0
		TNT1 A 0 A_CustomMissile ("OrderTitle2", 10, 0, 0, 2, 90)
		DASY A 10 A_FaceTarget
		TNT1 A 0 A_ChangeFLag("FRIENDLY", 0)
		TNT1 A 0 A_ChangeFlag("NOBLOCKMAP", 1)
		TNT1 A 0 A_ChangeFlag("USESPECIAL", 0)
		TNT1 A 0 A_SpawnItemEx ("FriendDaisy_Guarding",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)
		TNT1 A 1
		TNT1 A -1
		Stop
	
	Death:
		TNT1 A 0
		TNT1 A 0 A_ChangeFlag("USESPECIAL", 0) //Always add this line on every death animation, to prevent the player from resurrecting the actor by pressing use.
		TNT1 A 0 A_PlaySound("misc/xdeath", 3)
		DASY I 4 A_NoBlocking
		DASY JKLM 4
		DASY M -1
		Stop
 }
}



ACTOR FriendDaisy_Guarding : FriendDaisy
{
	Speed 0
	FastSpeed 0
	+FRIENDLY
	Mass 500
	States
 {
 

	Spawn:
		 TNT1 A 0
		 TNT1 A 0 A_GiveInventory("TargetIsAMarine", 1)
		 DASY A 4
		 TNT1 A 0 A_ChangeFLag("FRIENDLY", 1)
		 TNT1 A 0 A_GiveInventory("TargetIsAMarine")//Stops multiple sentries from firing at each other.
		 DASY A 4 A_Look
		 Loop
		 
	
	
	See:
		TNT1 A 0
		TNT1 A 0 A_ClearTarget
		DASY AAAAAAAA 2 A_Chase
		TNT1 A 0 A_FaceTarget
		Loop

	See2:	
		DASY AA 2
		TNT1 A 0 A_ClearTarget
		Goto See
		
		Missile:
        TNT1 A 0
        TNT1 A 0 A_ChangeFlag("NODROPOFF", 1)
		TNT1 A 0 A_JumpIfInTargetInventory("TargetIsACyberdemon", 1, "CheckRetreat") // Brutal Doom-friendly realistic AI.
		TNT1 A 0 A_JumpIfInTargetInventory("TargetIsAMastermind", 1, "CheckRetreat")//...
		TNT1 A 0 A_JumpIfInTargetInventory("TargetIsABaronOfHell", 1, "CheckRetreat")//...
		TNT1 A 0 A_JumpIfInTargetInventory("TargetIsAMancubus", 1, "CheckRetreat")//...
		TNT1 A 0 A_JumpIfInTargetInventory("TargetIsAMarine", 1, "FollowPlayer")////Never remove this one!
		TNT1 A 0 A_JumpIfInTargetInventory("IsPlayer", 1, "CheckRangeToWait")
		TNT1 A 0 A_ChangeFlag("SHOOTABLE", 1)
		TNT1 A 0 A_ChangeFlag("SOLID", 1)
		
		TNT1 A 0 A_JumpIfCloser(200, "ActualFireState")

		TNT1 A 0 A_FaceTarget
		DASY A 1  A_Recoil(-3)
		DASY A 0 A_Chase ("","")
		DASY A 1 A_Chase ("","")
		DASY B 0 A_Chase ("","")
		DASY B 1 A_Chase ("","")
		DASY C 0 A_Chase ("","")
		DASY C 1 A_Chase ("","")
		DASY D 0 A_Chase ("","")
		DASY A 1  A_Recoil(-3)
		DASY A 0 A_Chase ("","")
		DASY A 1 A_Chase ("","")
		DASY B 0 A_Chase ("","")
		DASY B 1 A_Chase ("","")
		DASY C 0 A_Chase ("","")
		DASY C 1 A_Chase ("","")
		DASY D 0 A_Chase ("","")
		DASY D 1 A_Chase
		TNT1 A 0 A_JumpIfInTargetInventory("IsPlayer", 1, "CheckRangeToWait")
		Goto See
		
	ActualFireState:

		DASY F 3 A_FaceTarget
		TNT1 A 0 A_Recoil(-6)
		TNT1 A 0 THrustThingZ(0, 35, 0, 1)
		TNT1 A 0 A_PlaySound("DASYBIT", 3)
		DASY EEFF 3 A_MeleeAttack
		Goto See
 
	CheckRetreat:
		TNT1 A 0
		TNT1 A 0 A_JumpIfCloser(300, "Retreat")
		Goto ActualFireState
	
	Retreat:
		TNT1 A 0
		
		
		DASY A 2 A_Recoil(4)
		TNT1 A 0 A_FaceTarget
		NULL A 0 
		DASY B 2 A_Recoil(4)
		TNT1 A 0 A_FaceTarget
		NULL A 0 
		DASY C 2 A_Recoil(4)
		TNT1 A 0 A_FaceTarget
		
		DASY D 2 A_Recoil(4)
		TNT1 A 0 A_FaceTarget
		Goto ActualFireState
		

	Pain:
		DASY A 2
		DASY A 2 A_Pain
		Goto See + 1
  	

	Death:
		TNT1 A 0
		TNT1 A 0 A_ChangeFlag("USESPECIAL", 0) //Always add this line on every death animation, to prevent the player from resurrecting the actor by pressing use.
		DASY HI 4 A_NoBlocking
		DASY JKLM 4
		DASY N -1
		Stop
  	
	Active:
		TNT1 A 0
		TNT1 A 0 A_CustomMissile ("OrderTitle1", 10, 0, 0, 2, 90)
		DASY A 10 A_FaceTarget
		TNT1 A 0 A_ChangeFLag("FRIENDLY", 0)
		TNT1 A 0 A_ChangeFlag("NOBLOCKMAP", 1)
		TNT1 A 0 A_ChangeFlag("USESPECIAL", 0)
		TNT1 A 0 A_SpawnItemEx ("FriendDaisy",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)
		TNT1 A 1
		TNT1 A -1
		Stop
 }
}













ACTOR DaisyPathfinder
{
	Radius 32
	Height 56
	Speed 20
	Health 4000
	PainChance 255
	MaxTargetRange 150
	Monster
	damagefactor "SpawnMarine", 99999.0
	MaxDropOffHeight 1200
	MaxStepHeight 1200
	-COUNTKILL
	+NOTARGET
	+THRUACTORS
	+MISSILEMORE
	+MISSILEEVENMORE
	+FASTER
    +DONTSPLASH
	+SHOOTABLE
	-FRIENDLY
	+NOCLIP
	+LOOKALLAROUND
	+NOINFIGHTING
	States
	{
	Spawn:
	Pain:
    See:
		TNT1 A 0 A_ChangeFlag("FRIENDLY", 0)
		//TNT1 A 0 Thing_ChangeTID(0,98)
		//TNT1 A 0 Thing_Hate(98, 0, 0)
		TNT1 A 0
		TNT1 A 0 A_GiveInventory("TargetIsAMarine", 1)
		TNT1 AAAAA 1 A_Chase
		//TNT1 A 0 Thing_Hate(98, 0, 0)
		TNT1 A 0
		TNT1 A 0 A_GiveInventory("TargetIsAMarine", 1)
		TNT1 A 0 A_FaceTarget
		Loop
	//Missile:
	TNT1 A 2
	TNT1 A 0 A_SpawnItem("MarineSpawnChecker")	
	TNT1 A 5
	Goto See
	Death:
	Missile:
	    TNT1 A 0
		TNT1 A 1 A_FaceTarget
	    TNT1 A 0 A_Recoil(-6)
		TNT1 A 4
		TNT1 A 0 A_Scream
		TNT1 A 0 A_NoBlocking
		TNT1 A 0 A_SpawnItemEx("FriendDaisy",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)
		TNT1 A 0 A_SpawnItem("TeleportFog")
		Stop
	}
}