    Actor Immolator 
{

 //----------------------------COMPLEX DOOM COMPATIBILITY DROPS------------------------
  
  DropItem "WeaponUpgradeBox" 20

Health 669
Monster
Radius 20
Height 56
MaxDropOffHeight 142
+NODROPOFF
Speed 12
+BOSSDEATH
PainChance 50
MinMissileChance 88
Translation "112:127=80:111"
Species "BloodyHeavy"
+DONTHARMSPECIES
SeeSound "IncGrener/See"
ActiveSound "IncGrener/Active"
PainSound "IncGrener/Pain"
DeathSound "IncGrener/Death"
scale 1.15
Obituary "%o' felt the heat of the Immolator."
//+DROPOFF
  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)) 
	TNT1 A 0 A_SpawnItemEx ("HumanTrails", 0, 0, 0)
  Spawn2:	
	INFM I 10 A_Look
	loop
  STFU:
     TNT1 A 0
	 TNT1 A 0 ACS_NamedExecute ("STFUIncGrener")
	 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_Jump (170, "DodgeLeft", "DodgeRight", "DodgeLeftF", "DodgeLeftB", "DodgeRightF", "DodgeRightB")
	 INFM AABBCCDD 3 A_Chase
	 TNT1 A 0 A_Jump (89, "CheckSlamDunk", "CheckSlamDunkLeft", "CheckSlamDunkRight") 	
	Loop
   CheckSlamDunk:
	TNT1 A 0
	TNT1 A 0 A_JumpIfTargetInLos ("SlamDunk", 0, JLOSF_DEADNOJUMP)
	Goto SeeLoop
   CheckSlamDunkLeft:
	TNT1 A 0
	TNT1 A 0 A_JumpIfTargetInLos ("SlamDunkLeft", 0, JLOSF_DEADNOJUMP)
	Goto SeeLoop
   CheckSlamDunkRight:
	TNT1 A 0
	TNT1 A 0 A_JumpIfTargetInLos ("SlamDunkRight", 0, JLOSF_DEADNOJUMP)
	Goto SeeLoop 			
   MissileCheck:
	TNT1 A 0 A_JumpIfTargetInLos ("Missile", 0, JLOSF_DEADNOJUMP)
	Goto SeeLoop
   SlamDunk: 
		INFM AC 7 A_FaceTarget
		TNT1 A 0 A_PlaySound ("SLAMPACK")
		TNT1 A 0 ThrustThingZ (0, random (69,85), 0, 0)
		TNT1 A 0 A_CustomMissile ("JetFlameCloud", 69, 10, 180, CMF_AIMDIRECTION | CMF_OFFSETPITCH, -45)
		TNT1 A 0 A_SpawnItemEx("FlareSmoke",0,0,0,frandom(-0.5,0.5), frandom(-0.5,0.5),frandom(0.3,0.5),0,SXF_NOCHECKPOSITION) 
		INFM C 1 A_CustomMissile ("JetFlameCloud", 69, 10, 180, CMF_AIMDIRECTION | CMF_OFFSETPITCH, -45)
		TNT1 A 0 A_SpawnItemEx("FlareSmoke",0,0,0,frandom(-0.5,0.5), frandom(-0.5,0.5),frandom(0.3,0.5),0,SXF_NOCHECKPOSITION) 
		INFM C 1 A_CustomMissile ("JetFlameCloud", 69, 10, 180, CMF_AIMDIRECTION | CMF_OFFSETPITCH, -45)
		TNT1 A 0 A_SpawnItemEx("FlareSmoke",0,0,0,frandom(-0.5,0.5), frandom(-0.5,0.5),frandom(0.3,0.5),0,SXF_NOCHECKPOSITION) 
		INFM C 1 A_CustomMissile ("JetFlameCloud", 69, 10, 180, CMF_AIMDIRECTION | CMF_OFFSETPITCH, -45)
		TNT1 A 0 A_SpawnItemEx("FlareSmoke",0,0,0,frandom(-0.5,0.5), frandom(-0.5,0.5),frandom(0.3,0.5),0,SXF_NOCHECKPOSITION) 
		INFM C 1 A_CustomMissile ("JetFlameCloud", 69, 10, 180, CMF_AIMDIRECTION | CMF_OFFSETPITCH, -45)
		TNT1 A 0 A_SpawnItemEx("FlareSmoke",0,0,0,frandom(-0.5,0.5), frandom(-0.5,0.5),frandom(0.3,0.5),0,SXF_NOCHECKPOSITION) 
		INFM C 1 A_CustomMissile ("JetFlameCloud", 69, 10, 180, CMF_AIMDIRECTION | CMF_OFFSETPITCH, -45)
		
	
	    INFM C 8 A_Recoil (random (-25,-15))
	   Goto MidAir
  SlamDunkLeft: 
		INFM AC 17 A_FaceTarget
		TNT1 A 0 A_PlaySound ("SLAMPACK")
		TNT1 A 0 ThrustThingZ (0, random (69,85), 0, 0)
		TNT1 A 0 ThrustThing(angle*256/360+192, 1, 0, 0)
		TNT1 A 0 A_CustomMissile ("JetFlameCloud", 69, 10, 180, CMF_AIMDIRECTION | CMF_OFFSETPITCH, -45)
		TNT1 A 0 A_SpawnItemEx("FlareSmoke",0,0,0,frandom(-0.5,0.5), frandom(-0.5,0.5),frandom(0.3,0.5),0,SXF_NOCHECKPOSITION) 
		INFM C 1 A_CustomMissile ("JetFlameCloud", 69, 10, 180, CMF_AIMDIRECTION | CMF_OFFSETPITCH, -45)
		TNT1 A 0 A_SpawnItemEx("FlareSmoke",0,0,0,frandom(-0.5,0.5), frandom(-0.5,0.5),frandom(0.3,0.5),0,SXF_NOCHECKPOSITION) 
		INFM C 1 A_CustomMissile ("JetFlameCloud", 69, 10, 180, CMF_AIMDIRECTION | CMF_OFFSETPITCH, -45)
		TNT1 A 0 A_SpawnItemEx("FlareSmoke",0,0,0,frandom(-0.5,0.5), frandom(-0.5,0.5),frandom(0.3,0.5),0,SXF_NOCHECKPOSITION) 
		INFM C 1 A_CustomMissile ("JetFlameCloud", 69, 10, 180, CMF_AIMDIRECTION | CMF_OFFSETPITCH, -45)
		TNT1 A 0 A_SpawnItemEx("FlareSmoke",0,0,0,frandom(-0.5,0.5), frandom(-0.5,0.5),frandom(0.3,0.5),0,SXF_NOCHECKPOSITION) 
		INFM C 1 A_CustomMissile ("JetFlameCloud", 69, 10, 180, CMF_AIMDIRECTION | CMF_OFFSETPITCH, -45)
		TNT1 A 0 A_SpawnItemEx("FlareSmoke",0,0,0,frandom(-0.5,0.5), frandom(-0.5,0.5),frandom(0.3,0.5),0,SXF_NOCHECKPOSITION) 
		INFM C 1 A_CustomMissile ("JetFlameCloud", 69, 10, 180, CMF_AIMDIRECTION | CMF_OFFSETPITCH, -45)
		

	    INFM C 8 A_Recoil (random (-25,-15))
	   Goto MidAir	
  SlamDunkRight: 
		INFM AC 17 A_FaceTarget
		TNT1 A 0 A_PlaySound ("SLAMPACK")
		TNT1 A 0 ThrustThingZ (0, random (69,85), 0, 0)
		TNT1 A 0 ThrustThing(angle*256/360+64, 1, 0, 0)
		TNT1 A 0 A_CustomMissile ("JetFlameCloud", 69, 10, 180, CMF_AIMDIRECTION | CMF_OFFSETPITCH, -45)
		TNT1 A 0 A_SpawnItemEx("FlareSmoke",0,0,0,frandom(-0.5,0.5), frandom(-0.5,0.5),frandom(0.3,0.5),0,SXF_NOCHECKPOSITION) 
		INFM C 1 A_CustomMissile ("JetFlameCloud", 69, 10, 180, CMF_AIMDIRECTION | CMF_OFFSETPITCH, -45)
		TNT1 A 0 A_SpawnItemEx("FlareSmoke",0,0,0,frandom(-0.5,0.5), frandom(-0.5,0.5),frandom(0.3,0.5),0,SXF_NOCHECKPOSITION) 
		INFM C 1 A_CustomMissile ("JetFlameCloud", 69, 10, 180, CMF_AIMDIRECTION | CMF_OFFSETPITCH, -45)
		TNT1 A 0 A_SpawnItemEx("FlareSmoke",0,0,0,frandom(-0.5,0.5), frandom(-0.5,0.5),frandom(0.3,0.5),0,SXF_NOCHECKPOSITION) 
		INFM C 1 A_CustomMissile ("JetFlameCloud", 69, 10, 180, CMF_AIMDIRECTION | CMF_OFFSETPITCH, -45)
		TNT1 A 0 A_SpawnItemEx("FlareSmoke",0,0,0,frandom(-0.5,0.5), frandom(-0.5,0.5),frandom(0.3,0.5),0,SXF_NOCHECKPOSITION) 
		INFM C 1 A_CustomMissile ("JetFlameCloud", 69, 10, 180, CMF_AIMDIRECTION | CMF_OFFSETPITCH, -45)
		TNT1 A 0 A_SpawnItemEx("FlareSmoke",0,0,0,frandom(-0.5,0.5), frandom(-0.5,0.5),frandom(0.3,0.5),0,SXF_NOCHECKPOSITION) 
		INFM C 1 A_CustomMissile ("JetFlameCloud", 69, 10, 180, CMF_AIMDIRECTION | CMF_OFFSETPITCH, -45)
		

	    INFM C 8 A_Recoil (random (-25,-15))
	   Goto MidAir
  MidAir:
		TNT1 A 0
		TNT1 A 0 A_CheckFloor ("Slam")
		INFM C 1  
	    TNT1 A 0 A_Chase
	   Loop
  Slam:
		TNT1 A 0
		TNT1 A 0 A_PlaySound ("SLAMIM", CHAN_WEAPON)	
		TNT1 A 0 A_SpawnItemEx("FlareSmoke",0,0,0,frandom(-0.5,0.5), frandom(-0.5,0.5),frandom(0.3,0.5),0,SXF_NOCHECKPOSITION) 	
		TNT1 AAAAAAAAAA 0 A_CustomMissile ("JetFlameCloud", 1, 0, random (-180,180))
		TNT1 A 0 A_Explode ((30),136, 0)
		INFM C 7
		Goto SeeLoop						
  DodgeLeft:
        TNT1 A 0 A_FaceTarget
	    INFM AABBCCDD 2 ThrustThing(angle*256/360+192, 1, 0, 0)
		TNT1 A 0 A_Jump (120, "MissileCheck")
		TNT1 A 0 A_Jump (50, "DodgeRight")
		Goto SeeLoop+2
	DodgeLeftF:
	    TNT1 A 0 A_FaceTarget
	    TNT1 A 0 ThrustThingZ (0, 15, 0, 0)
	    TNT1 A 0 A_Recoil (random (-8,-3))
	    INFM AABBCCDD 2 ThrustThing(angle*256/360+192, 1, 0, 0)
		TNT1 A 0 A_Jump (120, "MissileCheck")
		Goto SeeLoop+2
    DodgeLeftB:
	    TNT1 A 0 A_FaceTarget
	    TNT1 A 0 ThrustThingZ (0, 15, 0, 0)
	    TNT1 A 0 A_Recoil (random (3,8))
	    INFM AABBCCDD 2 ThrustThing(angle*256/360+192, 1, 0, 0)
		TNT1 A 0 A_Jump (120, "MissileCheck")
		Goto SeeLoop+2
	DodgeRight:
	    TNT1 A 0 A_FaceTarget
	    INFM AABBCCDD 2 ThrustThing(angle*256/360+64, 1, 0, 0)
		TNT1 A 0 A_Jump (100, "MissileCheck")
		Goto SeeLoop+2
	DodgeRightF:
	    TNT1 A 0 A_FaceTarget
	    TNT1 A 0 ThrustThingZ (0, 15, 0, 0)
	    TNT1 A 0 A_Recoil ( random (-8,-3)) 
	    INFM AABBCCDD 2 ThrustThing(angle*256/360+64, 1, 0, 0)
		TNT1 A 0 A_Jump (100, "MissileCheck")
		Goto SeeLoop+2
	DodgeRightB:
	    TNT1 A 0 A_FaceTarget
	    TNT1 A 0 ThrustThingZ (0, 15, 0, 0)
	    TNT1 A 0 A_Recoil ( random (3,8)) 
	    INFM AABBCCDD 2 ThrustThing(angle*256/360+64, 1, 0, 0)
		TNT1 A 0 A_Jump (100, "MissileCheck")
		Goto SeeLoop+2			
    Missile:
		INFM F 7 A_FaceTarget
		TNT1 A 0 A_JumpIfCloser (400, "HotMelee")
		TNT1 A 0 A_JumpIfTargetInLos ("Pyrobomb", 0, JLOSF_CLOSENOJUMP | JLOSF_DEADNOJUMP, 1200, 401)
		TNT1 A 0 A_JumpIfTargetInLos ("TriRound", 0, JLOSF_CLOSENOJUMP | JLOSF_DEADNOJUMP, 0, 1201)
		Goto Seeloop
    HotMelee:
		INFM F 12 A_FaceTarget
		TNT1 A 0 A_PlaySound ("IMOML", CHAN_WEAPON)
		INFM G 5 BRIGHT A_CustomMissile ( "Peneflame", 32, 0)
		TNT1 A 0 A_JumpIfTargetInLos ("SeeLoop", 0, JLOSF_CLOSENOJUMP, 0, 401) 
		INFM F 7 A_MonsterRefire (40, "SeeLoop")
	   Loop
	Pyrobomb:
		INFM F 7 A_FaceTarget
		TNT1 A 0 A_PlaySound ("IMMOGRBL", CHAN_WEAPON)
		INFM G 3 Bright A_CustomMissile ("PyroBomb", 32, 0, random (-2,2), CMF_OFFSETPITCH, random (1,2)) 
	   Goto SeeLoop
	TriRound:
		INFM F 8 A_FaceTarget
		TNT1 A 0 A_Playsound ("FIRE3MG", CHAN_WEAPON)
		INFM G 1 BRIGHT A_CustomMissile ("ImmolatorTracer", 32, 0)
		INFM F 2 A_FaceTarget
		TNT1 A 0 A_Playsound ("FIRE3MG", CHAN_WEAPON)
		INFM G 1 BRIGHT A_CustomMissile ("ImmolatorTracer", 32, 0)
		INFM F 2 A_FaceTarget
		TNT1 A 0 A_Playsound ("FIRE3MG", CHAN_WEAPON)
		INFM G 1 BRIGHT A_CustomMissile ("ImmolatorTracer", 32, 0)
		INFM F 2 A_FaceTarget
	   Goto SeeLoop	
 Pain:
	INFM H 3
	INFM H 3 A_Pain
	Goto SeeLoop
 Death:
  XDeath:
    TNT1 A 0
    TNT1 A 0 A_SpawnItemEx ("VgavnonahCore", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
	TNT1 A 0 A_SpawnItemEx ("TinCanExplosion", 2, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
    PGIB A 3 A_XScream
	TNT1 A 0 A_SpawnItemEx ("LittleTinCanExplosion", 2, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)	
    PGIB B 3 A_NoBlocking
	TNT1 A 0 A_SpawnItemEx ("TinCanExplosion", 2, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
    PGIB CD 1
	TNT1 A 0 A_SpawnItemEx ("LittleTinCanExplosion", 2, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)	
    PGIB E -1
    Stop
Raise:
    TNT1 A 0 
	TNT1 A 0 A_SpawnItemEx ("NanoResEffect", 0, 0, 15, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
	PGIB EDCBA 3
   Goto See	
    }
}	



Actor Peneflame
	{
	 Radius 6
     Height 8
     Speed 45
     Scale 0.15
     FastSpeed 18
	 +THRUACTORS
	 -BLOODSPLATTER
	 +BLOODLESSIMPACT	
	 DamageType Fire 	
     Damage (7)
     Projectile
	 RenderStyle Add
	 SeeSound ""
	 DeathSound "FWOOSH"
	 States
		  {
		   Spawn:
			  TNT1 A 0
			  TNT1 A 0 A_SpawnItemEx ("IncJTBallTrail", 0, random (-5,-3), 0, random (-1,1), random (-1,1), random (-2,2), 180, SXF_NOCHECKPOSITION)
			  TNT1 A 0 A_Explode((10),40, 0 ,0,60)	
			  X064 B 1 Bright A_SpawnItemEx ("PeneflameTrail", 0, 0, 0, 0, 0, 0, 0)
			  TNT1 A 0 A_SpawnItemEx ("IncJTBallTrail", 0, random (-5,-3), 0, random (-1,1), random (-1,1), random (-2,2), 180, SXF_NOCHECKPOSITION)
			  TNT1 A 0 A_Explode((8),40, 0 ,0,60)
			  X064 C 1 Bright A_SpawnItemEx ("PeneflameTrail", 0, 0, 0, 0, 0, 0, 0)
		      TNT1 A 0 A_SpawnItemEx ("IncJTBallTrail", 0, random (-5,-3), 0, random (-1,1), random (-1,1), random (-2,2), 180, SXF_NOCHECKPOSITION)
			  TNT1 A 0 A_Explode((8),40, 0 ,0,60)
			  X064 D 1 Bright A_SpawnItemEx ("PeneflameTrail", 0, 0, 0, 0, 0, 0, 0)
			  TNT1 A 0 A_SpawnItemEx ("IncJTBallTrail", 0, random (-5,-3), 0, random (-1,1), random (-1,1), random (-2,2), 180, SXF_NOCHECKPOSITION)
			  TNT1 A 0 A_Explode((6),40, 0 ,0,60)	
			  X064 E 1 Bright A_SpawnItemEx ("PeneflameTrail", 0, 0, 0, 0, 0, 0, 0)
			  TNT1 A 0 A_SpawnItemEx ("IncJTBallTrail", 0, random (-5,-3), 0, random (-1,1), random (-1,1), random (-2,2), 180, SXF_NOCHECKPOSITION)
			  TNT1 A 0 A_Explode((6),40, 0 ,0,60)
			  X064 B 1 Bright A_SpawnItemEx ("PeneflameTrail", 0, 0, 0, 0, 0, 0, 0)
			  TNT1 A 0 A_SpawnItemEx ("IncJTBallTrail", 0, random (-5,-3), 0, random (-1,1), random (-1,1), random (-2,2), 180, SXF_NOCHECKPOSITION)
			  TNT1 A 0 A_Explode((5),40, 0 ,0,60)	
			  X064 C 1 Bright A_SpawnItemEx ("PeneflameTrail", 0, 0, 0, 0, 0, 0, 0)
			  TNT1 A 0 A_SpawnItemEx ("IncJTBallTrail", 0, random (-5,-3), 0, random (-1,1), random (-1,1), random (-2,2), 180, SXF_NOCHECKPOSITION)
			  TNT1 A 0 A_Explode((5),40, 0 ,0,60)	
			  X064 D 1 Bright A_SpawnItemEx ("PeneflameTrail", 0, 0, 0, 0, 0, 0, 0)
			  TNT1 A 0 A_SpawnItemEx ("IncJTBallTrail", 0, random (-5,-3), 0, random (-1,1), random (-1,1), random (-2,2), 180, SXF_NOCHECKPOSITION)
			  TNT1 A 0 A_Explode((5),40, 0 ,0,60)
			  X064 E 1 Bright A_SpawnItemEx ("PeneflameTrail", 0, 0, 0, 0, 0, 0, 0)
			Death:
			  TNT1 A 0
			  TNT1 A 0 A_SpawnItemEx ("PeneFlameExplosion", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)	
			  X064 E 1 Bright A_FadeOut (0.08)
			 Stop
			}
	}

	Actor PeneflameTrail
		{	
		 +NOINTERACTION
		 +CLIENTSIDEONLY
		 RenderStyle Add	
		 Scale 0.04
		  States
		  {
		   Spawn: 	
			  X064 BCDEBCDE 1 Bright 
			Death:
			  X064 E 1 Bright A_FadeOut (0.08)
			 Stop
			} 	
		 }

	Actor PeneFlameExplosion
		{
		 +NOINTERACTION
		 +CLIENTSIDEONLY
		 RenderStyle Normal	
		 Scale 0.7
	     States
			{
			Spawn:
		     DB54 ABCDEFGHIJKLMNOPQR 1 Bright
			Stop
			}
		}

	Actor PyroBomb
		{
		projectile
		+MISSILE
		Damagetype Fire  
		-NOGRAVITY
		-BLOODSPLATTER
		gravity 0.1
		radius 5
		height 5
		speed 30
		scale 0.15
		damage (30)
		Obituary "%o caught the hot potato"
	 States
		 {
		  Spawn:
			 TNT1 A 0
			 TNT1 A 0 	
			 //TNT1 A 0 A_SpawnItemEx ("IncJTBallTrail", 0, random (-5,-3), 0, random (-1,1), random (-1,1), random (-2,2), 180, SXF_NOCHECKPOSITION)
			 //BLHD E 1 BRIGHT
			 //TNT1 A 0 A_SpawnItemEx ("IncJTBallTrail", 0, random (-5,-3), 0, random (-1,1), random (-1,1), random (-2,2), 180, SXF_NOCHECKPOSITION)
			 //BLHD F 1 BRIGHT
			 //TNT1 A 0 A_SpawnItemEx ("IncJTBallTrail", 0, random (-5,-3), 0, random (-1,1), random (-1,1), random (-2,2), 180, SXF_NOCHECKPOSITION)
			 //BLHD G 1 BRIGHT
			 //TNT1 A 0 A_SpawnItemEx ("IncJTBallTrail", 0, random (-5,-3), 0, random (-1,1), random (-1,1), random (-2,2), 180, SXF_NOCHECKPOSITION)
			 //BLHD H 1 BRIGHT
			 //TNT1 A 0 A_SpawnItemEx ("IncJTBallTrail", 0, random (-5,-3), 0, random (-1,1), random (-1,1), random (-2,2), 180, SXF_NOCHECKPOSITION)
			 //BLHD I 1 BRIGHT
			 //TNT1 A 0 A_SpawnItemEx ("IncJTBallTrail", 0, random (-5,-3), 0, random (-1,1), random (-1,1), random (-2,2), 180, SXF_NOCHECKPOSITION)
			 //BLHD J 1 BRIGHT
			 //TNT1 A 0 A_SpawnItemEx ("IncJTBallTrail", 0, random (-5,-3), 0, random (-1,1), random (-1,1), random (-2,2), 180, SXF_NOCHECKPOSITION)
			 BLHD EFGH 1 Bright A_SpawnItemEx ("PyroBombTrail", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
			 BLHD IJKL 1 BRIGHT A_SpawnItemEx ("PyroBombTrail", 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((30),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 AAAAAAA 0 A_CustomMissile ("PyroBombFlame", 0, 0, random (-360,360), CMF_OFFSETPITCH | CMF_AIMDIRECTION, random (5, 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	 
		 }
		}
			
		
		

		Actor PyroBombFlame
			{
				//Projectile
				DamageType Fire
				//Damage (1)
				Radius 1
				Height 1
				RenderStyle Add
				Gravity 1.0
				//+Ripper
				-NOGRAVITY
				+NOBLOCKMAP
				+NOTELEPORT
				+DONTHARMSPECIES
				+NODAMAGETHRUST
				+DONTSPLASH
				+FLOORCLIP
				BounceCount 69
				BounceFactor 0
			    +THRUACTORS
				//+DOOMBOUNCE
				Reactiontime 10
				Speed 2
				States
				  {
				 Spawn:
					 TNT1 A 0	
					 TNT1 A 0 A_Playsound ("FIRESML", 6, 1.0, true)
					 TNT1 A 0 A_CustomMissile ("FlameSmoke", random(5, 10), 0, random (0, 360), CMF_AIMOFFSET, random (75, 175))  	
					 FLME A 1 BRIGHT A_SetScale(0.3)
					 FLME A 1 BRIGHT A_SetScale(0.4)
					 FLME B 1 BRIGHT A_SetScale(0.5)
					 FLME B 1 BRIGHT A_SetScale(0.6)
					 FLME C 1 BRIGHT A_SetScale(0.7)
					 FLME C 1 BRIGHT A_SetScale(0.8)
					 FLME D 1 BRIGHT A_SetScale(0.9)
					 FLME D 1 BRIGHT A_SetScale(1.0)
					 TNT1 A 0 A_Explode((3), 76, 0)
					 TNT1 A 0 A_Jump (100, 1)  	
					 TNT1 A 0 A_SetScale (-1.0, 1.0)
				 Spawn2:
					 TNT1 A 0  
					 TNT1 A 0 A_CustomMissile ("FlameSmoke", random(10, 15), 0, random (0, 360), CMF_AIMOFFSET, random (75, 175))
					 TNT1 A 0 A_Explode((5), 76, 0) 
					 FLME ABCDEFGHIJKLMN 1 Bright
					 TNT1 A 0 A_CountDown
					 //TNT1 A 0 A_GiveInventory ("FireCounter", 1)
					 //TNT1 A 0 A_JumpIfInventory ("FireCounter", 500, "Death")
					 Loop
				Death:
					TNT1 A 0 A_CustomMissile ("FlameSmoke", random(5, 10), 0, random (0, 360), CMF_AIMOFFSET, random (75, 175)) 	 
					FLME ABCDEFGHIJ 2 BRIGHT A_Explode((2), 16, 0)
					FLME K 1 BRIGHT A_SetScale(0.8)
					FLME K 1 BRIGHT A_FadeOut(0.2)
					TNT1 A 0 A_Explode((2), 8, 0)	
					FLME L 1 BRIGHT A_SetScale(0.4)
					FLME L 1 BRIGHT  A_FadeOut(0.3)
					TNT1 A 0 A_Explode((2), 8, 0)	
					FLME M 1 BRIGHT  A_SetScale(0.2)
					FLME M 1 BRIGHT  A_FadeOut(0.4)
					TNT1 A 0 A_Explode((2), 8, 0)	
					FLME N 1 BRIGHT  A_SetScale(0.1)
					FLME N 1 BRIGHT  A_FadeOut(0.5)
					TNT1 A 0 A_StopSound (6)
					Stop
					 }
			}			
		 	

			Actor SlamDunkFlameCloud  
			      {
			   +NOINTERACTION
			   +CLIENTSIDEONLY
			   +THRUACTORS	
			   Scale 1.0
			   Speed 2
			   RenderStyle Add
			      States
				       {
				        Spawn: 
						    FIR3 ABCDEFGHIJKLMNOP 1 BRIGHT
						  Stop	
					   }
				}

		
		Actor PyroBombTrail
		{
		 +NOINTERACTION
		 +CLIENTSIDEONLY
		 RenderStyle Normal	
		 Scale 0.1
	     States
			{
			Spawn:
		     DB54 ABCDEFGHIJKLMNOPQR 1 Bright
			Stop
			}
		}
		 	

		Actor ImmolatorTracerTrail
		{
		 +NOINTERACTION
		 +CLIENTSIDEONLY
		 RenderStyle Normal	
		 Scale 0.05
	     States
			{
			Spawn:
		     DB54 ABCDEFGHIJKLMNOPQR 1 Bright
			Stop
			}
		}

 Actor ImmolatorTracer 
	{
	Projectile
	Damage (8)
	+FORCEXYBILLBOARD
	+DONTSPLASH
	+BLOODSPLATTER
	+DONTHARMSPECIES 
	+NOEXTREMEDEATH
	DamageType Fire
	radius 2
	Species "BARON"
	height 2
	speed 20
	renderstyle Add
	alpha 0.9
	scale .32
	 States
     {
	  Spawn:
		TNT1 A 0
		TNT1 A 0 A_SpawnItemEx ("IncRoundFlare", 5, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
		TNT1 A 0 A_SpawnItemEx ("ImmolatorTracerTrail", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION) 
		TNT1 A 0 A_Explode ((6), 40)
	    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_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		
	 }
}	