     Actor TacticalIncinerator 
       {
	   
  //----------------------------COMPLEX DOOM COMPATIBILITY DROPS------------------------
  
  DropItem "WeaponUpgradeBox" 120
 
  scale 1.0
  obituary "%o was fried by the Tactical Incinerator"
  health 333
  radius 15
  height 54
  MaxDropOffHeight 69
  +NODROPOFF
  MinMissileChance 88
  mass 100
  speed 14
  Species "Arch"
  +DONTHARMSPECIES
  painchance 20
  SeeSound "TactIncinerator/See"
  PainSound "TactIncinerator/pain"
  DeathSound "TactIncinerator/Death"
  ActiveSound "TactIncinerator/Active"
  Translation "112:114=102:104", "115:115=3:3", "116:122=105:111", "123:126=5:8", "127:127=0:0"	
  Tag "Tactical Incinerator"
  MONSTER
  +FLOORCLIP
  States
       {
  Spawn:
	TNT1 A 0
	TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("STFUCheck") == 1, "STFU")
	TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult ("VanJumpCheck") == 1, "VanJump")
	TNT1 A 0 A_SetScale (scaleX+frandom(-0.02, 0.02), scaleY+frandom(-0.08,0.08))	
   Spawn2:	
    MER3 S 10 A_Look
    loop
  STFU:
     TNT1 A 0
	 TNT1 A 0 ACS_NamedExecute ("STFUTactIncinerator")
	 Goto Spawn+2
  VanJump:
	TNT1 A 0
	TNT1 A 0  NODELAY ACS_NamedExecuteAlways ("VanillaHeights")
    Goto Spawn+3	 
  See:
  //  "####" A random(1,4)
    TNT1 A 0 A_Jump (70, "DodgeLeft", "DodgeRight", "DodgeLeftF", "DodgeLeftB", "DodgeRightF", "DodgeRightB")
	TNT1 A 0 A_Jump (180, "MissileCheck")
  SeeLoop:
    TNT1 A 0 A_CheckSight ("CheckReload")
    TNT1 A 0 A_JumpIfInventory ("AKShotCounter", 15, "Reload")
	TNT1 A 0 A_Jump (199, "DodgeLeft", "DodgeRight", "DodgeLeftF", "DodgeLeftB", "DodgeRightF", "DodgeRightB")
    MER3 AABBCCDD 2 A_Chase
    loop
  CheckReload:
    TNT1 A 0 A_Jump (150, "CheckReload2")
 	Goto SeeLoop+1
  CheckReload2:
    TNT1 A 0 A_JumpIfInventory ("AKShotCounter", 15, "Reload")
	Goto SeeLoop+1
  DodgeLeft:
        TNT1 A 0 A_FaceTarget
	    MER3 AABBCCDD 2 ThrustThing(angle*256/360+192, 1, 0, 0)
		TNT1 A 0 A_Jump (228, "MissileCheck")
		TNT1 A 0 A_Jump (50, "DodgeRight")
		Goto SeeLoop+1
	DodgeLeftF:
	    TNT1 A 0 A_FaceTarget
	    TNT1 A 0 ThrustThingZ (0, 15, 0, 0)
	    TNT1 A 0 A_Recoil (random (-8,-3))
	    MER3 AABBCCDD 2 ThrustThing(angle*256/360+192, 1, 0, 0)
		TNT1 A 0 A_Jump (228, "MissileCheck")
		Goto SeeLoop+1
    DodgeLeftB:
	    TNT1 A 0 A_FaceTarget
	    TNT1 A 0 ThrustThingZ (0, 15, 0, 0)
	    TNT1 A 0 A_Recoil (random (3,8))
	    MER3 AABBCCDD 2 ThrustThing(angle*256/360+192, 1, 0, 0)
		TNT1 A 0 A_Jump (228, "MissileCheck")
		Goto SeeLoop+1
	DodgeRight:
	    TNT1 A 0 A_FaceTarget
	    MER3 AABBCCDD 2 ThrustThing(angle*256/360+64, 1, 0, 0)
		TNT1 A 0 A_Jump (228, "MissileCheck")
		Goto SeeLoop+1
	DodgeRightF:
	    TNT1 A 0 A_FaceTarget
	    TNT1 A 0 ThrustThingZ (0, 15, 0, 0)
	    TNT1 A 0 A_Recoil ( random (-8,-3)) 
	    MER3 AABBCCDD 2 ThrustThing(angle*256/360+64, 1, 0, 0)
		TNT1 A 0 A_Jump (228, "MissileCheck")
		Goto SeeLoop+1
	DodgeRightB:
	    TNT1 A 0 A_FaceTarget
	    TNT1 A 0 ThrustThingZ (0, 15, 0, 0)
	    TNT1 A 0 A_Recoil ( random (3,8)) 
	    MER3 AABBCCDD 2 ThrustThing(angle*256/360+64, 1, 0, 0)
		TNT1 A 0 A_Jump (228, "MissileCheck")
		Goto SeeLoop+1
  DodgeCheck:
		TNT1 A 0
		TNT1 A 0 A_Jump (199, "DodgeLeft", "DodgeRight", "DodgeLeftF", "DodgeLeftB", "DodgeRightF", "DodgeRightB")
  MissileCheck:
    TNT1 A 0 A_Jump (100, "CheckGrenade") 
    TNT1 A 0 A_JumpIfTargetInLos ("Missile", 0, JLOSF_DEADNOJUMP)
	Goto SeeLoop
  DodgeCheck2:
		MER3 AAABBBCCCDDDAAABBBCCCDDDAAABBBCCCDDDAAABBBCCCDDDAAABBBCCCDDD 1 A_Wander
		TNT1 A 0
		TNT1 A 0 A_Jump (199, "DodgeLeft", "DodgeRight", "DodgeLeftF", "DodgeLeftB", "DodgeRightF", "DodgeRightB")	
  CheckRetreatToAmbush:
	TNT1 A 0
	TNT1 A 0 A_JumpIfInTargetLos ("RetreatToAmbush", 3, JLOSF_DEADNOJUMP | JLOSF_CLOSENOJUMP, 1200, 341)
	Goto MissileCheck
  RetreatToAmbush:
	TNT1 A 0
	TNT1 A 0 A_ChangeFlag ("FRIGHTENED", true)
	MER3 AAABBBCCCDDD 1 A_Wander
	TNT1 A 0 A_JumpIfCloser (400, "GetOff")
	TNT1 A 0 A_CheckSight ("Ambush")
   Loop
  GetOff:
    TNT1 A 0
	TNT1 A 0 A_ChangeFlag ("FRIGHTENED", false)
   Goto MissileCheck
  Ambush:
	TNT1 A 0
	TNT1 A 0
	MER3 E 10 A_JumpIfTargetInLos ("Ambushed", 30, JLOSF_DEADNOJUMP)
	TNT1 A 0 A_Jump (10, "SeeLoop")
   Loop
  Ambushed:
    TNT1 A 0 
	TNT1 A 0 A_ChangeFlag ("FRIGHTENED", false)
	MER3 E 4 A_FaceTarget
   Goto MissileCheck
  CheckingDodgeMove:
    TNT1 A 0
	TNT1 A 0 A_Jump (125, "FallBack")
  MoveOut:
	MER3 AAABBBCCCDDDAAABBBCCCDDDAAABBBCCCDDDAAABBBCCCDDDAAABBBCCCDDDAAABBBCCCDDDAAABBBCCCDDDAAABBBCCCDDDAAABBBCCCDDDAAABBBCCCDDDAAABBBCCCDDDAAABBBCCCDDD 1 A_Wander
	Goto MissileCheck
  FallBack:
    TNT1 A 0 A_ChangeFlag ("FRIGHTENED", true)
    MER3 AAABBBCCCDDDAAABBBCCCDDDAAABBBCCCDDDAAABBBCCCDDDAAABBBCCCDDDAAABBBCCCDDDAAABBBCCCDDDAAABBBCCCDDDAAABBBCCCDDDAAABBBCCCDDDAAABBBCCCDDDAAABBBCCCDDD 1 A_Chase ("", "")
	TNT1 A 0 A_ChangeFlag ("FRIGHTENED", false)
	Goto MissileCheck
  CheckRetreat:
	TNT1 A 0
	TNT1 A 0 A_JumpIfinTargetLos ("FallBack", 10, JLOSF_DEADNOJUMP | JLOSF_CLOSENOJUMP, 0, 800)
	Goto SeeLoop
  CheckGrenade:
    TNT1 A 0
    TNT1 A 0 A_JumpIfTargetInLos ("Grenade40mm", 15, JLOSF_DEADNOJUMP | JLOSF_CLOSENOJUMP, 1200, 400)
	TNT1 A 0 A_JumpIfTargetInLos ("SuppressGrenade", 15, JLOSF_DEADNOJUMP | JLOSF_CLOSENOJUMP, 1699, 1201)
	TNT1 A 0 A_JumpIfTargetInLos ("LongGrenade", 15, JLOSF_DEADNOJUMP | JLOSF_CLOSENOJUMP, 0, 1700)
   Goto MissileCheck+1 	
  Missile:
	MER3 E 10 A_FaceTarget
	TNT1 A 0 A_JumpIfCloser (340, "RapidFire")
	TNT1 A 0 A_JumpIfTargetInLos ("MiddleFire", 0, JLOSF_CLOSENOJUMP | JLOSF_DEADNOJUMP, 1200, 341)
	TNT1 A 0 A_JumpIfTargetInLos ("Tactical", 0, JLOSF_CLOSENOJUMP | JLOSF_DEADNOJUMP, 0, 1200)
	Goto SeeLoop+1
  RapidFire:
	MER3 E 2 A_FaceTarget
	TNT1 A 0 A_PlaySound ("NPCWHLMG")
	TNT1 A 0 A_PlaySound ("TACRIFFF", 6, 0.5, 0)
	MER3 F 1 BRIGHT A_CustomMissile ("TactIncTracer",44,9,random (-6,6))
	TNT1 A 0 A_GiveInventory ("AKShotCounter", 1)
	TNT1 A 0 A_JumpIfInventory ("AKShotCounter", 15, "Reload")
	MER3 E 2 A_FaceTarget
	TNT1 A 0 A_PlaySound ("NPCWHLMG")
	TNT1 A 0 A_PlaySound ("TACRIFFF", 6, 0.5, 0)
	MER3 F 1 BRIGHT A_CustomMissile ("TactIncTracer",44,9,random (-6,6))
	TNT1 A 0 A_GiveInventory ("AKShotCounter", 1)
	TNT1 A 0 A_JumpIfInventory ("AKShotCounter", 15, "Reload")
	MER3 E 2 A_FaceTarget
	TNT1 A 0 A_PlaySound ("NPCWHLMG")
	TNT1 A 0 A_PlaySound ("TACRIFFF", 6, 0.5, 0)
	MER3 F 1 BRIGHT A_CustomMissile ("TactIncTracer",44,9,random (-6,6))
	TNT1 A 0 A_GiveInventory ("AKShotCounter", 1)
	TNT1 A 0 A_JumpIfInventory ("AKShotCounter", 15, "Reload")
	MER3 E 2 A_FaceTarget
	TNT1 A 0 A_PlaySound ("NPCWHLMG")
	TNT1 A 0 A_PlaySound ("TACRIFFF", 6, 0.5, 0)
	MER3 F 1 BRIGHT A_CustomMissile ("TactIncTracer",44,9,random (-6,6))
	TNT1 A 0 A_GiveInventory ("AKShotCounter", 1)
	TNT1 A 0 A_JumpIfInventory ("AKShotCounter", 15, "Reload")
	TNT1 A 0 A_JumpIfInTargetLos ("DodgeCheck2", 0, JLOSF_DEADNOJUMP)
    MER3 E 2 A_MonsterRefire (40, "SeeLoop")
   Loop
  MiddleFire:
    MER3 E 1 A_FaceTarget
	TNT1 A 0 A_Jump (40, "CoverFire")
  MiddleFireLoop:
    MER3 E 2 A_FaceTarget
	TNT1 A 0 A_PlaySound ("NPCWHLMG")
	TNT1 A 0 A_PlaySound ("TACRIFFF", 6, 0.5, 0)
	MER3 F 1 BRIGHT A_CustomMissile ("TactIncTracer",44,9,random (-1,1))
	TNT1 A 0 A_GiveInventory ("AKShotCounter", 1)
	TNT1 A 0 A_JumpIfInventory ("AKShotCounter", 15, "Reload")
	TNT1 A 0 A_Jump (5, "CheckRetreatToAmbush")
	TNT1 A 0 A_Jump (25,"CheckGrenade")
	MER3 E 2 A_FaceTarget
	TNT1 A 0 A_PlaySound ("NPCWHLMG")
	TNT1 A 0 A_PlaySound ("TACRIFFF", 6, 0.5, 0)
	MER3 F 1 BRIGHT A_CustomMissile ("TactIncTracer",44,9, 0)
	TNT1 A 0 A_GiveInventory ("AKShotCounter", 1)
	TNT1 A 0 A_JumpIfInventory ("AKShotCounter", 15, "Reload")
	TNT1 A 0 A_MonsterRefire (40, "SeeLoop")
   Loop
     Coverfire:
		MER3 E 2 A_FaceTarget
		TNT1 A 0 A_PlaySound ("NPCWHLMG")
		TNT1 A 0 A_PlaySound ("TACRIFFF", 6, 0.5, 0)
		MER3 F 1 BRIGHT A_CustomMissile ("TactIncTracer",44,9,random (-8,-6))
		TNT1 A 0 A_GiveInventory ("AKShotCounter", 1)
		TNT1 A 0 A_JumpIfInventory ("AKShotCounter", 15, "Reload")
		TNT1 A 0 A_Jump (10,"CheckGrenade")
		MER3 E 2 A_FaceTarget
		TNT1 A 0 A_PlaySound ("NPCWHLMG")
		TNT1 A 0 A_PlaySound ("TACRIFFF", 6, 0.5, 0)
		MER3 F 1 BRIGHT A_CustomMissile ("TactIncTracer",44,9,random (-4,-2))
		TNT1 A 0 A_GiveInventory ("AKShotCounter", 1)
		TNT1 A 0 A_JumpIfInventory ("AKShotCounter", 15, "Reload")
		TNT1 A 0 A_Jump (10,"CheckGrenade")
		MER3 E 2 A_FaceTarget
		TNT1 A 0 A_PlaySound ("NPCWHLMG")
		TNT1 A 0 A_PlaySound ("TACRIFFF", 6, 0.5, 0)
		MER3 F 1 BRIGHT A_CustomMissile ("TactIncTracer",44,9,random (-1,1))
		TNT1 A 0 A_GiveInventory ("AKShotCounter", 1)
		TNT1 A 0 A_JumpIfInventory ("AKShotCounter", 15, "Reload")
		TNT1 A 0 A_Jump (10,"CheckGrenade")
		MER3 E 2 A_FaceTarget
		TNT1 A 0 A_PlaySound ("NPCWHLMG")
		TNT1 A 0 A_PlaySound ("TACRIFFF", 6, 0.5, 0)
		MER3 F 1 BRIGHT A_CustomMissile ("TactIncTracer",44,9,random (2,4))
		TNT1 A 0 A_GiveInventory ("AKShotCounter", 1)
		TNT1 A 0 A_JumpIfInventory ("AKShotCounter", 15, "Reload")
		TNT1 A 0 A_Jump (5, "CheckRetreatToAmbush")
		TNT1 A 0 A_Jump (10,"CheckGrenade")
		MER3 E 2 A_FaceTarget
		TNT1 A 0 A_PlaySound ("NPCWHLMG")
		TNT1 A 0 A_PlaySound ("TACRIFFF", 6, 0.5, 0)
		MER3 F 1 BRIGHT A_CustomMissile ("TactIncTracer",44,9,random (6,8))
		TNT1 A 0 A_GiveInventory ("AKShotCounter", 1)
		TNT1 A 0 A_JumpIfInventory ("AKShotCounter", 15, "Reload")
		TNT1 A 0 
		TNT1 A 0 A_Jump (10,"CheckGrenade")
		TNT1 A 0 A_MonsterRefire (40, "SeeLoop")
	   Loop	
  Tactical:
	MER3 E 5 A_FaceTarget
	TNT1 A 0 A_PlaySound ("NPCWHLMG")
	TNT1 A 0 A_PlaySound ("TACRIFFF", 6, 0.5, 0)
	MER3 F 1 BRIGHT A_CustomMissile ("TactIncTracer",44,9,random (-1,1))
	TNT1 A 0 A_GiveInventory ("AKShotCounter", 1)
	TNT1 A 0 A_JumpIfInventory ("AKShotCounter", 15, "Reload")
	MER3 E 2 A_FaceTarget
	TNT1 A 0 A_PlaySound ("NPCWHLMG")
	TNT1 A 0 A_PlaySound ("TACRIFFF", 6, 0.5, 0)
	MER3 F 1 BRIGHT A_CustomMissile ("TactIncTracer",44,9, 0)
	TNT1 A 0 A_GiveInventory ("AKShotCounter", 1)
	TNT1 A 0 A_JumpIfInventory ("AKShotCounter", 15, "Reload")
	TNT1 A 0 A_JumpifInTargetLos ("CheckingDodgeMove", 0, JLOSF_DEADNOJUMP)
	TNT1 A 0 A_MonsterRefire (40, "SeeLoop")
   Loop
  Grenade40mm:
    MER3 W 15 A_FaceTarget
	TNT1 A 0 A_PlaySound ("SOVIUBGL", CHAN_WEAPON)
	MER3 X 3 BRIGHT A_CustomMissile ("IncendiaryGrenade40mm", 32, 9, random (-1,1), CMF_OFFSETPITCH, random (1,2))
	Goto SeeLoop
  SuppressGrenade:
	MER3 W 15 A_FaceTarget
	TNT1 A 0 A_PlaySound ("SOVIUBGL", CHAN_WEAPON)
	MER3 X 3 BRIGHT A_CustomMissile ("IncendiaryGrenade40mm", 32, 9, random (-3,3), CMF_OFFSETPITCH, random (3,5))
	Goto Seeloop
  LongGrenade:
	MER3 W 30 A_FaceTarget
	TNT1 A 0 A_PlaySound ("SOVIUBGL", CHAN_WEAPON)
	MER3 X 3 BRIGHT A_CustomMissile ("IncendiaryGrenade40mm", 32, 9, random (-4,4), CMF_OFFSETPITCH, random (6,15))
	goto SeeLoop 
  Reload:
    MER3 E 27 A_Playsound ("HRIFOUT")
	TNT1 A 0 A_TakeInventory ("AKShotCounter", 15)
	MER3 D 38 A_Playsound ("HRIFIN")
	MER3 E 16
	Goto SeeLoop+1 
  Pain:
    TNT1 A 0
	TNT1 A 0 A_ChangeFlag ("FRIGHTENED", false)
    MER3 H 3
    MER3 H 3 A_Pain
	TNT1 A 0 A_Jump (45, "CheckRetreat")
    goto SeeLoop
  Death:
  	//TNT1 A 0 A_Jump(20, "Suren")
    MER3 I 5 A_Scream
    MER3 J 5
    MER3 K 5 A_NoBlocking
    MER3 K 5
	MER3 L 5 A_Playsound ("FallingBodyGear", CHAN_BODY)
    MER3 M -1
    stop
  XDeath:
    TNT1 A 0
    TNT1 A 0 A_SpawnItemEx ("VgavnonahCore", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
    MER3 U 5 A_XScream
    MER3 V 5 
    PGIB A 5 A_NoBlocking
    PGIB BCD 5
    PGIB E -1
    Stop
  Raise:
    TNT1 A 0 
    TNT1 A 0 A_SpawnItemEx ("NanoResEffect", 0, 0, 15, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
	MER3 MLKJI 5
   Goto See	
  Idle:
    MER3 AA 4 A_Wander
    MER3 A 0 A_Look
    MER3 BB 4 A_Wander
    MER3 A 0 A_Look
    MER3 CC 4 A_Wander
    MER3 A 0 A_Look
    MER3 DD 4 A_Wander
    MER3 A 0 A_Look
    loop
  }
	   
	   
	   }

	Actor TactIncTracer 
	{
	Projectile
	Damage (5)
	+FORCEXYBILLBOARD
	+DONTSPLASH
	+BLOODSPLATTER
	+DONTHARMSPECIES 
	+NOEXTREMEDEATH
	DamageType Fire
	radius 2
	Species "Arch"
	height 2
	speed 20
	renderstyle Add
	alpha 0.9
	scale .15
	 States
     {
	  Spawn:
		TNT1 A 0
		TNT1 A 0 A_SpawnItemEx ("IncACFlare", 5, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
		TNT1 A 0 A_SpawnItemEx ("InceTracerTrail", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION) 
		TNT1 A 0 A_Explode ((2), 20)
	    TRAC A 1 Bright A_PlaySound ("Bullet/Fly", 0, 1.0, true)
		Loop
	  Death:
		TNT1 A 0
		TNT1 A 0 A_StopSound (0)
		TNT1 A 0 A_Playsound ("FWOOSH")
	    TNT1 A 0 A_Playsound ("Bullet/Impact")
		TNT1 A 0 A_Jump (100, "D2")
		TNT1 A 0 A_SpawnItemEx ("IncShotgunExplosion", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
		TNT1 A 0 A_SpawnItemEx ("IncShotgunFlame", 0, 0, 0, 0, 0, 0, 0)
		TNT1 A 0 A_SpawnItemEx ("IncShotgunSparxExplosion", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
		FX57 CDEFGHI 1 BRIGHT
		Stop
	  D2:
		TNT1 A 0	
		TNT1 A 0
		TNT1 A 0 A_SpawnItemEx ("IncShotgunExplosion", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
		TNT1 A 0 A_SpawnItemEx ("IncShotgunFlame", 0, 0, 0, 0, 0, 0, 0)
		TNT1 A 0 A_SpawnItemEx ("IncShotgunSparxExplosion", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)	
	    FX58 CDEFGHI 1 BRIGHT
		Stop
	  XDeath:
		TNT1 A 0
		TNT1 A 0 A_StopSound (0)
		TNT1 A 0 A_Playsound ("FWOOSH")
		TNT1 A 0 A_SpawnItemEx ("IncShotgunExplosion", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
		TNT1 A 0 A_SpawnItemEx ("IncShotgunFlame", 0, 0, 0, 0, 0, 0, 0)
		TNT1 A 0 A_SpawnItemEx ("IncShotgunSparxExplosion", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
		TNT1 A 1
		Stop		
	 }
}


		Actor InceTracerTrail
		{
		 +NOINTERACTION
		 +CLIENTSIDEONLY
		 RenderStyle Normal	
		 Scale 0.003
	     States
			{
			Spawn:
		     EXN1 B 5 Bright
			Stop
			}
		}

		Actor TactIncGrenade40mm
	   {
		 projectile
		+MISSILE
		-NOGRAVITY
		+BLOODSPLATTER
		DamageType Fire
		gravity 0.1
		radius 5
		height 5
		speed 30
		scale 0.32
		damage (25)
		Obituary "%o was blown up by 40mm grenade"
		states
			{
			 Spawn:
				 NGLP C 3 A_SpawnItemEx("CSMiniMissileTrail",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
				Loop
			 Death:
				 TNT1 A 0
				 TNT1 A 0 A_PlaySound("misc/boom",5)
				 TNT1 A 0 A_PlaySound("misc/distanceboom",6,1.0,0,0)
				 TNT1 A 0 A_Explode((35),100, 0 ,0,60)
				 TNT1 AAAAA 0 A_CustomMissile ("CSMiniMissileExplosionFlame", 0, 0, random (0, 360), 2, random (0, 360))
				 TNT1 AAAAAA 0 A_CustomMissile ("LittleExplosionFlameCloud", random (1,6), random (-5,5), random (0, 360), 2, random (0, 360))
				 TNT1 A 0 A_SpawnItemEx ("RedPBKabeem", 0,0,0,0,0,0)
				 TNT1 A 0 A_SpawnItemEx("SparxExplosion",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
				 TNT1 AA 0 A_CustomMissile ("IGLFlame", 0, 0, random (-360,360), CMF_OFFSETPITCH | CMF_AIMDIRECTION, random (5, 69))  	
				 TNT1 AAAA 0 A_CustomMissile ("SmallPyroRedCluster", 0, 0, random (-360,360), CMF_OFFSETPITCH | CMF_AIMDIRECTION, random (25, 69)) 
				 TNT1 AAA 0 A_CustomMissile ("CSMiniMissileBoomSmoke", 0, 0, random (0, 360), 2, random (0, 360))
				 TNT1 A 0 A_SpawnItemEx("CSMiniMissileShockwave",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
				 TNT1 A 1 Radius_Quake (2,4,0,7,0)
				 TNT1 A 2
	stop
		 }
	   
	}
	
			