Actor "Wraithverge" : CWeapWraithverge// replaces CWeaponPiece1
{
	Weapon.KickBack 100
	Weapon.AmmoGive1 0
	Weapon.AmmoGive2 0
	Inventory.PickupSound "pickup/four"
	Inventory.PickupMessage "WRAITHVERGE"
	+UNDROPPABLE
	+WEAPON.ALT_AMMO_OPTIONAL
	Weapon.SelectionOrder 5
	Weapon.BobStyle InverseSmooth
	Weapon.BobSpeed 2.1
	Weapon.BobRangeY 0.4
	Weapon.BobRangeX 0.5
	States
	{
	Spawn:
		WVRG Z -1
		Stop
	Select:
		CHLY A 1 A_Raise
		TNT1 A 0 A_Raise
		Loop
	Deselect:
		CHLY A 1 A_Lower
		TNT1 A 0 A_Lower
		Loop
	Fire:
		CHLY B 1 bright offset(1,36)
		CHLY B 1 bright offset(-1,36)
		CHLY A 1 bright offset(1,34)
		CHLY A 1 bright offset(-1,34)
		CHLY B 1 bright offset(1,36)
		CHLY B 1 bright offset(-1,36)
		CHLY C 1 bright offset(1,34)
		CHLY B 1 bright offset(-1,34)
		CHLY A 1 bright offset(1,36)
		CHLY B 1 bright offset(-1,36)
		CHLY C 1 bright offset(1,35)
		CHLY C 1 bright offset(-1,35)
		CHLY D 1 bright offset(2,37)
		CHLY D 1 bright offset(-2,37)
		CHLY C 1 bright offset(2,35)
		CHLY C 1 bright offset(-2,35)
		CHLY D 1 bright offset(2,37)
		CHLY D 1 bright offset(-2,38)
		CHLY E 1 bright offset(2,35)
		CHLY D 1 bright offset(-2,35)
		CHLY C 1 bright offset(2,37)
		CHLY D 1 bright offset(-2,38)
		CHLY G 1 bright offset(0,40)
		CHLY F 4 bright offset(0,48) a_cholyattack
		CHLY GG 1 bright offset(0,40) a_cholypalette
		CHLY G 1 offset(0,36) a_cholypalette
		CHLY D 1 bright offset(0,48)
		CHLY C 1 bright offset(0,45)
		CHLY B 1 bright offset(0,43)
		CHLY A 1 offset(0,42)
		CHLY A 1 offset(0,41)
		CHLY A 1 offset(0,40)
		CHLY A 1 offset(0,35)
		goto ready
	AltFire:
		CHLY A 0 Bright A_JumpIfInventory("Mana1", 10, 1)
		Goto Ready
		CHLY A 0 Bright A_JumpIfInventory("Mana2", 10, 1)
		Goto Ready
		CHLY A 1 Bright Offset (0, 43)
		CHLY B 1 Bright Offset (0, 47)
		CHLY C 2 Bright Offset (0, 51)
		CHLY D 2 Bright Offset (0, 55)
		TNT1 A 0 A_PlaySound("weapons/wraithverge/fire", CHAN_WEAPON, 0.5, 0)
		CHLY E 2 Bright Offset (0, 59)
		CHLY F 0 Bright Offset (0, 66) A_SetBlend("Gray",0.35,8)
		CHLY F 0 Bright A_TakeInventory("Mana1", 10, TIF_NOTAKEINFINITE)
		CHLY F 0 Bright A_TakeInventory("Mana2", 10, TIF_NOTAKEINFINITE)
		CHLY F 0 Bright Offset (0, 66) A_FireCustomMissile("HolyWVSpell1",0,0,0,0)
		CHLY F 0 Bright Offset (0, 66) A_FireCustomMissile("HolyWVSpell2",0,0,0,0)
		CHLY F 0 Bright Offset (0, 66) A_FireCustomMissile("HolyWVSpell3",0,0,0,0)
		CHLY F 2 Bright Offset (0, 66) A_FireCustomMissile("HolyWVSpell4",0,0,0,0)
		CHLY D 0 bright offset(0,66) a_setpitch(pitch-4)
		CHLY D 1 Bright Offset(0,66) a_recoil(2)
		CHLY D 1 bright offset(0,65) a_setpitch(pitch+1)
		CHLY C 1 bright offset(0,63) a_setpitch(pitch+1)
		CHLY C 1 bright offset(0,62) a_setpitch(pitch+1)
		CHLY B 1 bright offset(0,61) a_setpitch(pitch+1)
		CHLY B 1 bright offset(0,60)
		CHLY A 1 offset(0,57)
		CHLY A 1 offset(0,55)
		CHLY A 1 offset(0,52)
		CHLY A 1 offset(0,50)
		CHLY A 1 offset(0,45)
		CHLY A 1 offset(0,40)
		CHLY A 1 offset(0,37)
		CHLY A 1 offset(0,35)
		CHLY A 1 offset(0,33)
		CHLY A 10
		Goto Ready
	}
}

Actor NewHolyMissile : HolyMissile Replaces HolyMissile
{
	Damage 0
	Damagetype "Holy"
	Renderstyle Add
	Alpha 1
	+MTHRUSPECIES +NODAMAGETHRUST
}

Actor NewHolySpirit : HolySpirit Replaces HolySpirit
{
	Renderstyle Add
	Alpha 1
	+MTHRUSPECIES +NODAMAGETHRUST
	+NODAMAGETHRUST
	Damage 0
	Damagetype "Holy"
	Radius 4
	Height 4
	Health 75
	States
	{
	Spawn:
		SPIR A 0
		SPIR A 0 A_CHolySeek
		SPIR A 1 A_Explode(ACS_NamedExecuteWithResult("WOC Player Scale", 1, INTELLECT, 0, WOCTARGET),4,0,0,4)
		SPIR A 1 A_Explode(ACS_NamedExecuteWithResult("WOC Player Scale", 1, INTELLECT, 0, WOCTARGET),4,0,0,4)
		SPIR A 0 A_CHolySeek
		SPIR A 1 A_Explode(ACS_NamedExecuteWithResult("WOC Player Scale", 1, INTELLECT, 0, WOCTARGET),4,0,0,4)
		SPIR A 1 A_Explode(ACS_NamedExecuteWithResult("WOC Player Scale", 1, INTELLECT, 0, WOCTARGET),4,0,0,4)
		SPIR B 0 A_CHolySeek
		SPIR B 1 A_Explode(ACS_NamedExecuteWithResult("WOC Player Scale", 1, INTELLECT, 0, WOCTARGET),4,0,0,4)
		SPIR B 1 A_Explode(ACS_NamedExecuteWithResult("WOC Player Scale", 1, INTELLECT, 0, WOCTARGET),4,0,0,4)
		SPIR B 0 A_CHolyCheckScream
		SPIR B 1 A_Explode(ACS_NamedExecuteWithResult("WOC Player Scale", 1, INTELLECT, 0, WOCTARGET),4,0,0,4)
		SPIR B 1 A_Explode(ACS_NamedExecuteWithResult("WOC Player Scale", 1, INTELLECT, 0, WOCTARGET),4,0,0,4)
		Loop
	Death:
		SPIR D 4
		SPIR E 4 A_Scream
		SPIR FGHI 4
		Stop
	}
}

Actor NewHolySpiritExplosionDamage
{
	Speed 0
	Height 4
	Radius 4
	Damage (0)
	+MISSILE
	+DONTBLAST
	+NOBLOCKMAP
	+NOGRAVITY
	+DONTSPLASH
	-TELESTOMP
	+NODAMAGETHRUST
	+PAINLESS
	+FORCERADIUSDMG
	Damagetype "Holy"
	States
	{
	Spawn:
		TNT1 A 0
		TNT1 A 1 A_Explode(ACS_NamedExecuteWithResult("WOC Player Scale", 1, INTELLECT, 0, WOCTARGET),4,0,0,4)
		Stop
	}
}

Actor NewHolyPuff : HolyPuff replaces HolyPuff
{
	Renderstyle Add
	Alpha 1
}

Actor NewHolyMissilePuff : HolyMissilePuff replaces HolyMissilePuff
{
	Renderstyle Add
	Alpha 1
}

Actor NewHolyTail : HolyTail replaces HolyTail
{
	Renderstyle Add
	Alpha 1
}

Actor NewHolyTailTrail : HolyTailTrail replaces HolyTailTrail
{
	Renderstyle Add
	Alpha 1
}

ACTOR HolyWVSpell1
{
    Speed 35
	Damage (ACS_NamedExecuteWithResult("WOC Player Scale", FRandom(15,30), INTELLECT, 0, WOCTARGET))
	Damagetype "Holy"
    Scale 0.35
    Radius 6
    Height 12
    RenderStyle Add
    Alpha 0.75
    PROJECTILE
    +SEEKERMISSILE
    +EXTREMEDEATH
    +DONTREFLECT
	+MTHRUSPECIES
	+FORCERADIUSDMG
    SeeSound "whiteballbsee"
    DeathSound "whiteballbdeth"
    States
    {
    Spawn:
		PSMM A 1 Bright A_SeekerMissile(25,10)
		TNT1 A 0 Bright A_BishopMissileWeave
		TNT1 A 0 A_CustomMissile("SLM2Trail",0,0,0)
		PSMM A 1 Bright A_SeekerMissile(25,10)
		TNT1 A 0 Bright A_BishopMissileWeave
		TNT1 A 0 A_CustomMissile("SLM2Trail",0,0,0)
		PSMM A 1 Bright A_SeekerMissile(25,10)
		TNT1 A 0 Bright A_BishopMissileWeave
		TNT1 A 0 A_CustomMissile("SLM2Trail",0,0,0)
		PSMM A 1 Bright A_SeekerMissile(25,10)
		TNT1 A 0 Bright A_BishopMissileWeave
		TNT1 A 0 A_CustomMissile("SLM2Trail",0,0,0)
		PSMM B 1 Bright A_SeekerMissile(25,10)
		TNT1 A 0 Bright A_BishopMissileWeave
		TNT1 A 0 A_CustomMissile("SLM2Trail",0,0,0)
		PSMM B 1 Bright A_SeekerMissile(25,10)
		TNT1 A 0 Bright A_BishopMissileWeave
		TNT1 A 0 A_CustomMissile("SLM2Trail",0,0,0)
		PSMM B 1 Bright A_SeekerMissile(25,10)
		TNT1 A 0 Bright A_BishopMissileWeave
		TNT1 A 0 A_CustomMissile("SLM2Trail",0,0,0)
		PSMM B 1 Bright A_SeekerMissile(25,10)
		TNT1 A 0 Bright A_BishopMissileWeave
		TNT1 A 0 A_CustomMissile("SLM2Trail",0,0,0)
		PSMM C 1 Bright A_SeekerMissile(25,10)
		TNT1 A 0 Bright A_BishopMissileWeave
		TNT1 A 0 A_CustomMissile("SLM2Trail",0,0,0)
		PSMM C 1 Bright A_SeekerMissile(25,10)
		TNT1 A 0 Bright A_BishopMissileWeave
		TNT1 A 0 A_CustomMissile("SLM2Trail",0,0,0)
		PSMM C 1 Bright A_SeekerMissile(25,10)
		TNT1 A 0 Bright A_BishopMissileWeave
		TNT1 A 0 A_CustomMissile("SLM2Trail",0,0,0)
		PSMM D 1 Bright A_SeekerMissile(25,10)
		TNT1 A 0 Bright A_BishopMissileWeave
		TNT1 A 0 A_CustomMissile("SLM2Trail",0,0,0)
		PSMM D 1 Bright A_SeekerMissile(25,10)
		TNT1 A 0 Bright A_BishopMissileWeave
		TNT1 A 0 A_CustomMissile("SLM2Trail",0,0,0)
		PSMM E 1 Bright A_SeekerMissile(25,10)
		TNT1 A 0 Bright A_BishopMissileWeave
		TNT1 A 0 A_CustomMissile("SLM2Trail",0,0,0)
		PSMM E 1 Bright A_SeekerMissile(25,10)
		TNT1 A 0 Bright A_BishopMissileWeave
		TNT1 A 0 A_CustomMissile("SLM2Trail",0,0,0)
		PSMM F 1 Bright A_SeekerMissile(25,10)
		TNT1 A 0 Bright A_BishopMissileWeave
		TNT1 A 0 A_CustomMissile("SLM2Trail",0,0,0)
		PSMM F 1 Bright A_SeekerMissile(25,10)
		TNT1 A 0 Bright A_BishopMissileWeave
		TNT1 A 0 A_CustomMissile("SLM2Trail",0,0,0)
		Goto Spawn+33
    Death:
		PSMM G 0 A_Explode(ACS_NamedExecuteWithResult("WOC Player Scale", 32, INTELLECT, 0, WOCTARGET),96,0)
		PSMM GGHHIIJJKKLLMM 2 Bright A_FadeOut(0.05)
		Stop
    }
}

ACTOR HolyWVSpell2 : HolyWVSpell1
{
    States
    {
    Spawn:
		TNT1 A 0 A_SeekerMissile(25,10)
		PSMM A 1 Bright
		TNT1 A 0 A_CustomMissile("SLM2Trail",0,0,0)
		TNT1 A 0 A_SeekerMissile(25,10)
		PSMM A 1 Bright
		TNT1 A 0 A_CustomMissile("SLM2Trail",0,0,0)
		TNT1 A 0 A_SeekerMissile(25,10)
		PSMM A 1 Bright
		TNT1 A 0 A_CustomMissile("SLM2Trail",0,0,0)
		TNT1 A 0 A_SeekerMissile(25,10)
		PSMM A 1 Bright
		TNT1 A 0 A_CustomMissile("SLM2Trail",0,0,0)
		TNT1 A 0 A_SeekerMissile(25,10)
		PSMM B 1 Bright
		TNT1 A 0 A_CustomMissile("SLM2Trail",0,0,0)
		TNT1 A 0 A_SeekerMissile(25,10)
		PSMM B 1 Bright
		TNT1 A 0 A_CustomMissile("SLM2Trail",0,0,0)
		TNT1 A 0 A_SeekerMissile(25,10)
		PSMM B 1 Bright
		TNT1 A 0 A_CustomMissile("SLM2Trail",0,0,0)
		TNT1 A 0 A_SeekerMissile(25,10)
		PSMM B 1 Bright
		TNT1 A 0 A_CustomMissile("SLM2Trail",0,0,0)
		TNT1 A 0 A_SeekerMissile(25,10)
		PSMM C 1 Bright
		TNT1 A 0 A_CustomMissile("SLM2Trail",0,0,0)
		TNT1 A 0 A_SeekerMissile(25,10)
		PSMM C 1 Bright
		TNT1 A 0 A_CustomMissile("SLM2Trail",0,0,0)
		TNT1 A 0 A_SeekerMissile(25,10)
		PSMM C 1 Bright
		TNT1 A 0 A_CustomMissile("SLM2Trail",0,0,0)
		TNT1 A 0 A_SeekerMissile(25,10)
		PSMM C 1 Bright
		TNT1 A 0 A_CustomMissile("SLM2Trail",0,0,0)
		TNT1 A 0 A_SeekerMissile(25,10)
		PSMM D 1 Bright
		TNT1 A 0 A_CustomMissile("SLM2Trail",0,0,0)
		TNT1 A 0 A_SeekerMissile(25,10)
		PSMM D 1 Bright
		TNT1 A 0 A_CustomMissile("SLM2Trail",0,0,0)
		TNT1 A 0 A_SeekerMissile(25,10)
		PSMM E 1 Bright
		TNT1 A 0 A_CustomMissile("SLM2Trail",0,0,0)
		TNT1 A 0 A_SeekerMissile(25,10)
		PSMM E 1 Bright
		TNT1 A 0 A_CustomMissile("SLM2Trail",0,0,0)
		TNT1 A 0 A_SeekerMissile(25,10)
		PSMM F 1 Bright A_BishopMissileWeave
		TNT1 A 0 A_CustomMissile("SLM2Trail",0,0,0)
		TNT1 A 0 A_SeekerMissile(25,10)
		PSMM F 1 Bright A_BishopMissileWeave
		TNT1 A 0 A_CustomMissile("SLM2Trail",0,0,0)
		TNT1 A 0 A_SeekerMissile(25,10)
		PSMM D 1 Bright A_BishopMissileWeave
		TNT1 A 0 A_CustomMissile("SLM2Trail",0,0,0)
		TNT1 A 0 A_SeekerMissile(25,10)
		PSMM D 1 Bright A_BishopMissileWeave
		TNT1 A 0 A_CustomMissile("SLM2Trail",0,0,0)
		TNT1 A 0 A_SeekerMissile(25,10)
		PSMM E 1 Bright A_BishopMissileWeave
		TNT1 A 0 A_CustomMissile("SLM2Trail",0,0,0)
		TNT1 A 0 A_SeekerMissile(25,10)
		PSMM E 1 Bright A_BishopMissileWeave
		TNT1 A 0 A_CustomMissile("SLM2Trail",0,0,0)
		Goto Spawn+48
    }
}

ACTOR HolyWVSpell3 : HolyWVSpell1
{
    States
    {
    Spawn:
		TNT1 A 0 A_SeekerMissile(25,10)
		PSMM A 1 Bright
		TNT1 A 0 A_CustomMissile("SLM2Trail",0,0,0)
		TNT1 A 0 A_SeekerMissile(25,10)
		PSMM A 1 Bright
		TNT1 A 0 A_CustomMissile("SLM2Trail",0,0,0)
		TNT1 A 0 A_SeekerMissile(25,10)
		PSMM A 1 Bright
		TNT1 A 0 A_CustomMissile("SLM2Trail",0,0,0)
		TNT1 A 0 A_SeekerMissile(25,10)
		PSMM A 1 Bright
		TNT1 A 0 A_CustomMissile("SLM2Trail",0,0,0)
		TNT1 A 0 A_SeekerMissile(25,10)
		PSMM B 1 Bright
		TNT1 A 0 A_CustomMissile("SLM2Trail",0,0,0)
		TNT1 A 0 A_SeekerMissile(25,10)
		PSMM B 1 Bright
		TNT1 A 0 A_CustomMissile("SLM2Trail",0,0,0)
		TNT1 A 0 A_SeekerMissile(25,10)
		PSMM B 1 Bright
		TNT1 A 0 A_CustomMissile("SLM2Trail",0,0,0)
		TNT1 A 0 A_SeekerMissile(25,10)
		PSMM B 1 Bright
		TNT1 A 0 A_CustomMissile("SLM2Trail",0,0,0)
		TNT1 A 0 A_SeekerMissile(25,10)
		PSMM C 1 Bright A_BishopMissileWeave
		TNT1 A 0 A_CustomMissile("SLM2Trail",0,0,0)
		TNT1 A 0 A_SeekerMissile(25,10)
		PSMM C 1 Bright A_BishopMissileWeave
		TNT1 A 0 A_CustomMissile("SLM2Trail",0,0,0)
		TNT1 A 0 A_SeekerMissile(25,10)
		PSMM C 1 Bright A_BishopMissileWeave
		TNT1 A 0 A_CustomMissile("SLM2Trail",0,0,0)
		TNT1 A 0 A_SeekerMissile(25,10)
		PSMM C 1 Bright A_BishopMissileWeave
		TNT1 A 0 A_CustomMissile("SLM2Trail",0,0,0)
		TNT1 A 0 A_SeekerMissile(25,10)
		PSMM D 1 Bright A_BishopMissileWeave
		TNT1 A 0 A_CustomMissile("SLM2Trail",0,0,0)
		TNT1 A 0 A_SeekerMissile(25,10)
		PSMM D 1 Bright A_BishopMissileWeave
		TNT1 A 0 A_CustomMissile("SLM2Trail",0,0,0)
		TNT1 A 0 A_SeekerMissile(25,10)
		PSMM E 1 Bright A_BishopMissileWeave
		TNT1 A 0 A_CustomMissile("SLM2Trail",0,0,0)
		TNT1 A 0 A_SeekerMissile(25,10)
		PSMM E 1 Bright A_BishopMissileWeave
		TNT1 A 0 A_CustomMissile("SLM2Trail",0,0,0)
		TNT1 A 0 A_SeekerMissile(25,10)
		PSMM F 1 Bright A_BishopMissileWeave
		TNT1 A 0 A_CustomMissile("SLM2Trail",0,0,0)
		TNT1 A 0 A_SeekerMissile(25,10)
		PSMM F 1 Bright A_BishopMissileWeave
		TNT1 A 0 A_CustomMissile("SLM2Trail",0,0,0)
		Goto Spawn+36
    }
}

ACTOR HolyWVSpell4 : HolyWVSpell1
{
    States
    {
    Spawn:
		TNT1 A 0 A_SeekerMissile(25,10)
		PSMM A 1 Bright
		TNT1 A 0 A_CustomMissile("SLM2Trail",0,0,0)
		TNT1 A 0 A_SeekerMissile(25,10)
		PSMM A 1 Bright
		TNT1 A 0 A_CustomMissile("SLM2Trail",0,0,0)
		TNT1 A 0 A_SeekerMissile(25,10)
		PSMM A 1 Bright
		TNT1 A 0 A_CustomMissile("SLM2Trail",0,0,0)
		TNT1 A 0 A_SeekerMissile(25,10)
		PSMM A 1 Bright
		TNT1 A 0 A_CustomMissile("SLM2Trail",0,0,0)
		TNT1 A 0 A_SeekerMissile(25,10)
		PSMM B 1 Bright
		TNT1 A 0 A_CustomMissile("SLM2Trail",0,0,0)
		TNT1 A 0 A_SeekerMissile(25,10)
		PSMM B 1 Bright
		TNT1 A 0 A_CustomMissile("SLM2Trail",0,0,0)
		TNT1 A 0 A_SeekerMissile(25,10)
		PSMM B 1 Bright
		TNT1 A 0 A_CustomMissile("SLM2Trail",0,0,0)
		TNT1 A 0 A_SeekerMissile(25,10)
		PSMM B 1 Bright
		TNT1 A 0 A_CustomMissile("SLM2Trail",0,0,0)
		TNT1 A 0 A_SeekerMissile(25,10)
		PSMM C 1 Bright
		TNT1 A 0 A_CustomMissile("SLM2Trail",0,0,0)
		TNT1 A 0 A_SeekerMissile(25,10)
		PSMM C 1 Bright
		TNT1 A 0 A_CustomMissile("SLM2Trail",0,0,0)
		TNT1 A 0 A_SeekerMissile(25,10)
		PSMM C 1 Bright
		TNT1 A 0 A_CustomMissile("SLM2Trail",0,0,0)
		TNT1 A 0 A_SeekerMissile(25,10)
		PSMM C 1 Bright
		TNT1 A 0 A_CustomMissile("SLM2Trail",0,0,0)
		TNT1 A 0 A_SeekerMissile(25,10)
		PSMM D 1 Bright
		TNT1 A 0 A_CustomMissile("SLM2Trail",0,0,0)
		TNT1 A 0 A_SeekerMissile(25,10)
		PSMM D 1 Bright
		TNT1 A 0 A_CustomMissile("SLM2Trail",0,0,0)
		TNT1 A 0 A_SeekerMissile(25,10)
		PSMM E 1 Bright
		TNT1 A 0 A_CustomMissile("SLM2Trail",0,0,0)
		TNT1 A 0 A_SeekerMissile(25,10)
		PSMM E 1 Bright
		TNT1 A 0 A_CustomMissile("SLM2Trail",0,0,0)
		TNT1 A 0 A_SeekerMissile(25,10)
		PSMM F 1 Bright
		TNT1 A 0 A_CustomMissile("SLM2Trail",0,0,0)
		TNT1 A 0 A_SeekerMissile(25,10)
		PSMM F 1 Bright
		TNT1 A 0 A_CustomMissile("SLM2Trail",0,0,0)
		TNT1 A 0 A_SeekerMissile(25,10)
		PSMM D 1 Bright
		TNT1 A 0 A_CustomMissile("SLM2Trail",0,0,0)
		TNT1 A 0 A_SeekerMissile(25,10)
		PSMM D 1 Bright
		TNT1 A 0 A_CustomMissile("SLM2Trail",0,0,0)
		TNT1 A 0 A_SeekerMissile(25,10)
		PSMM E 1 Bright
		TNT1 A 0 A_CustomMissile("SLM2Trail",0,0,0)
		TNT1 A 0 A_SeekerMissile(25,10)
		PSMM E 1 Bright
		TNT1 A 0 A_CustomMissile("SLM2Trail",0,0,0)
		TNT1 A 0 A_SeekerMissile(25,10)
		PSMM F 1 Bright
		TNT1 A 0 A_CustomMissile("SLM2Trail",0,0,0)
		TNT1 A 0 A_SeekerMissile(25,10)
		PSMM F 1 Bright
		TNT1 A 0 A_CustomMissile("SLM2Trail",0,0,0)
		TNT1 A 0 A_SeekerMissile(25,10)
		PSMM D 1 Bright A_BishopMissileWeave
		TNT1 A 0 A_CustomMissile("SLM2Trail",0,0,0)
		TNT1 A 0 A_SeekerMissile(25,10)
		PSMM D 1 Bright A_BishopMissileWeave
		TNT1 A 0 A_CustomMissile("SLM2Trail",0,0,0)
		TNT1 A 0 A_SeekerMissile(25,10)
		PSMM E 1 Bright A_BishopMissileWeave
		TNT1 A 0 A_CustomMissile("SLM2Trail",0,0,0)
		TNT1 A 0 A_SeekerMissile(25,10)
		PSMM E 1 Bright A_BishopMissileWeave
		TNT1 A 0 A_CustomMissile("SLM2Trail",0,0,0)
		TNT1 A 0 A_SeekerMissile(25,10)
		PSMM F 1 Bright A_BishopMissileWeave
		TNT1 A 0 A_CustomMissile("SLM2Trail",0,0,0)
		TNT1 A 0 A_SeekerMissile(25,10)
		PSMM F 1 Bright A_BishopMissileWeave
		TNT1 A 0 A_CustomMissile("SLM2Trail",0,0,0)
		Goto Spawn+72
    }
}

ACTOR SLM2Trail
{
    PROJECTILE
    +NOCLIP
	+CLIENTSIDEONLY +DONTBLAST
	+NOINTERACTION
    Damage 0
    RenderStyle Add
    Alpha 0.45
    Scale 0.9
    States
    {
    Spawn:
	TNT1 A 2
	PUF2 BDFHJLNPRTVXZ 1
	PUF3 B 1 A_FadeOut(0.2)
	Wait
    }
}