      Actor CartelShotgunSpook  : GenericHumanScum      
	  {
  Health 190
  Radius 20
  Height 56
  Mass 100
  Speed 12
  PainChance 150
  Monster
  MinMissileChance 88
  +NODROPOFF
  MaxDropOffHeight 69
  Species "Reva"
  +DONTHARMSPECIES
  +FLOORCLIP
  Translation "112:114=102:104", "115:115=3:3", "116:122=105:111", "123:126=5:8", "127:127=0:0"
  SeeSound "Cartel/See"
  PainSound "GTS/pain"
  DeathSound "GTS/Death"
  ActiveSound "Cartel/Active"
  Tag "Cartel Spook Shotgunner"
  Obituary "%o was too afraid of the Cartel Spook Shotgunner and his tactical shotgun"
  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(-0.04,0.04))
	TNT1 A 0 A_SpawnItemEx ("HumanTrails", 0, 0, 0)
	TNT1 A 0 A_SpawnItemEx ("CartelWRITER", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION, 69)
  Spawn2:
    CRDS A 10 A_Look
    Loop
  STFU:
     TNT1 A 0
	 TNT1 A 0 ACS_NamedExecute ("STFUCartel")
	 Goto Spawn+2
  VanJump:
	 TNT1 A 0
	 TNT1 A 0  NODELAY ACS_NamedExecuteAlways ("VanillaHeights")
	Goto Spawn+3	 
  See:
   "####" A random(1,5)
	 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 ("ShotgunShotCounter", 10, "Reload")
	TNT1 A 0 A_Jump (199, "DodgeLeft", "DodgeRight", "DodgeLeftF", "DodgeLeftB", "DodgeRightF", "DodgeRightB")
    CRDS AABBCCDD 3 A_Chase
    Loop
  CheckReload:
    TNT1 A 0 A_Jump (150, "CheckReload2")
 	Goto SeeLoop+1
  CheckReload2:
    TNT1 A 0 A_JumpIfInventory ("ShotgunShotCounter", 10, "Reload")
	Goto SeeLoop+1
  DodgeLeft:
        TNT1 A 0 A_FaceTarget
	    CRDS 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))
	    CRDS 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))
	    CRDS 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
	    CRDS 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)) 
	    CRDS 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)) 
	    CRDS AABBCCDD 2 ThrustThing(angle*256/360+64, 1, 0, 0)
		TNT1 A 0 A_Jump (228, "MissileCheck")
		Goto SeeLoop+1
	FallBackSlight:
 	    CRDS AABB 2 A_Recoil (2)
		CRDS B 2 
		CRDS CCDD 2 A_Recoil (2)
		CRDS D 1
		CRDS AABB 2 A_Recoil (1)
		CRDS B 2 
		CRDS CCDD 2 A_Recoil (1)
	   Goto MissileCheck
	Evade:
	   TNT1 A 0
	   TNT1 A 0 A_Jump (125, "EvadeLeft")
	   TNT1 A 0 A_FaceTarget
	   TNT1 A 0 ThrustThingZ (0, 15, 0, 0)
	   CRDS AABBCCDD 2 ThrustThing(angle*256/360+64, 1, 0, 0)
	   TNT1 A 0 A_Jump (150, "SeeLoop")
	  Goto FallBackSlight
	 EvadeLeft:
	   TNT1 A 0 A_FaceTarget
	   TNT1 A 0 ThrustThingZ (0, 15, 0, 0)
	   CRDS AABBCCDD 2 ThrustThing(angle*256/360+192, 1, 0, 0)
	   TNT1 A 0 A_Jump (150, "SeeLoop")
	  Goto FallBackSlight
  MissileCheck:
	TNT1 A 0 A_JumpIfInventory ("GrenadeCoolDown", 1, 2)
    TNT1 A 0 A_Jump (150, "GranataCheck")
    TNT1 A 0 A_JumpIfTargetInLos ("Missile", 30, JLOSF_DEADNOJUMP)
	Goto SeeLoop	
  Missile:
    TNT1 A 0 A_JumpIfInventory ("ShotgunShoTCounter", 10, "Reload") 
    CRDS E 12 A_FaceTarget
	TNT1 A 0 A_JumpIfTargetInLos ("CloseQuarters", 0, JLOSF_DEADNOJUMP, 350)
	TNT1 A 0 A_JumpIfTargetInLos ("LongRange", 0, JLOSF_CLOSENOJUMP | JLOSF_DEADNOJUMP, 0, 700)
	TNT1 A 0 A_PlaySound ("GRNTOSS", CHAN_WEAPON)
	CRDS E 8 A_CustomMissile ("CartelSpookIncGrenade", 42, 0, random (-3,3), CMF_OFFSETPITCH, random (10, 16))
	CRDS DE 7 A_FaceTarget
	CRDS E 9 A_FaceTarget
	TNT1 A 0 A_PlaySound ("BSHFR")
	TNT1 A 0 A_PlaySound ("BSHFRF", 6, 0.5, 0)
	TNT1 AAAAAAAA 0 A_CustomMissile ("ShotgunTracer", 32, 9, random (-4,4))
	TNT1 A 0 A_GiveInventory ("ShotgunShotCounter", 1)
	TNT1 A 0 A_JumpIfInventory ("ShotgunShotCounter", 10, "Reload")
	CRDS F 4 BRIGHT A_FaceTarget
	CRDS E 9 A_FaceTarget
	TNT1 A 0 A_PlaySound ("BSHFR")
	TNT1 A 0 A_PlaySound ("BSHFRF", 6, 0.5, 0)
	TNT1 AAAAAAAA 0 A_CustomMissile ("ShotgunTracer", 32, 9, random (-4,4))
	TNT1 A 0 A_GiveInventory ("ShotgunShotCounter", 1)
	TNT1 A 0 A_JumpIfInventory ("ShotgunShotCounter", 10, "Reload")
	CRDS F 4 BRIGHT A_FaceTarget
	TNT1 A 0 A_JumpIfInventory ("GrenadeCoolDown", 1, 2)
    TNT1 A 0 A_Jump (255, "GranataCheck")
   Goto SeeLoop 
  CloseQuarters:
    CRDS E 2 A_FaceTarget
	TNT1 A 0 A_PlaySound ("BSHFR")
	TNT1 A 0 A_PlaySound ("BSHFRF", 6, 0.5, 0)
	TNT1 AAAAAAAA 0 A_CustomMissile ("ShotgunTracer", 32, 9, random (-4,4))
	TNT1 A 0 A_GiveInventory ("ShotgunShotCounter", 1)
	TNT1 A 0 A_JumpIfInventory ("ShotgunShotCounter", 10, "Reload")
	CRDS F 4 BRIGHT A_FaceTarget
  CQLoop:	
	CRDS E 10 A_FaceTarget
	TNT1 A 0 A_PlaySound ("BSHFR")
	TNT1 A 0 A_PlaySound ("BSHFRF", 6, 0.5, 0)
	TNT1 AAAAAAAA 0 A_CustomMissile ("ShotgunTracer", 32, 9, random (-4,4))
	TNT1 A 0 A_GiveInventory ("ShotgunShotCounter", 1)
	TNT1 A 0 A_JumpIfInventory ("ShotgunShotCounter", 10, "Reload")
	CRDS F 4 BRIGHT A_FaceTarget
	TNT1 A 0 A_JumpIfInTargetLos ("Evade", 5)
	CRDS E 10 A_FaceTarget
	TNT1 A 0 A_PlaySound ("BSHFR")
	TNT1 A 0 A_PlaySound ("BSHFRF", 6, 0.5, 0)
	TNT1 AAAAAAAA 0 A_CustomMissile ("ShotgunTracer", 32, 9, random (-4,4))
	TNT1 A 0 A_GiveInventory ("ShotgunShotCounter", 1)
	TNT1 A 0 A_JumpIfInventory ("ShotgunShotCounter", 10, "Reload")
	CRDS F 4 BRIGHT A_FaceTarget
	TNT1 A 0 A_MonsterRefire (40, "SeeLoop")
   Loop
  LongRange:
    CRDS E 16 A_FaceTarget
	TNT1 A 0 A_PlaySound ("BSHFR")
	TNT1 A 0 A_PlaySound ("BSHFRF", 6, 0.5, 0)
	TNT1 A 0 A_CustomMissile ("ClusterShotgunSlug", 32, 9)
	TNT1 A 0 A_GiveInventory ("ShotgunShotCounter", 1)
	TNT1 A 0 A_JumpIfInventory ("ShotgunShotCounter", 10, "Reload")
	CRDS F 4 BRIGHT A_FaceTarget
   Goto SeeLoop 	
  GranataCheck:
	TNT1 A 0 
    TNT1 A 0 A_JumpIfTargetInLos ("Granata", 0, JLOSF_CLOSENOJUMP | JLOSF_DEADNOJUMP, 700, 350)
	Goto MissileCheck+2
  Granata:
    //TNT1 A 0 A_Print ("Granata")
    CRDS D 10 A_FaceTarget
	TNT1 A 0 A_PlaySound ("GRNTOSS", CHAN_WEAPON)
	CRDS E 8 A_CustomMissile ("GreenHandGrenade", 42, 0, random (-3,3), CMF_OFFSETPITCH, random (10, 16))
	TNT1 A 0 A_GiveInventory ("GrenadeCoolDown", 1)
	Goto SeeLoop			  
  Reload:
    CRDS DE 6 A_PlaySound ("SHOTLOD")
	CRDS DE 6 A_PlaySound ("SHOTLOD")
	CRDS DE 6 A_PlaySound ("SHOTLOD")
	CRDS DE 6 A_PlaySound ("SHOTLOD")
	CRDS DE 6 A_PlaySound ("SHOTLOD")
	CRDS DE 6 A_PlaySound ("SHOTLOD")
	TNT1 A 0 A_TakeInventory ("ShotgunShotCounter", 10)
	CRDS DE 6 A_PlaySound ("SHOTLOD")
	CRDS DE 6 A_PlaySound ("SHOTLOD")
	CRDS DE 6 A_PlaySound ("SHOTLOD")
	CRDS DE 6 A_PlaySound ("SHOTLOD")
	CRDS E 7 A_PlaySound ("SHOTPUMP")
	Goto SeeLoop
  Pain:
    CRDS H 3
    CRDS H 3 A_Pain
    Goto SeeLoop
  Death:
    CRDS I 5 A_NoBlocking
    CRDS J 5 A_Scream
    CRDS K 5 
    CRDS L 4 A_Playsound ("FallingBodyGear", CHAN_BODY)
    CRDS M -1
    Stop
  XDeath:
	CRDS N 3 A_SpawnItemEx ("VgavnonahCore", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
    CRDS O 5 A_NoBlocking 
	CRDS P 5 A_XScream
	CRDS Q 5 
	CRDS RSTU 3
	CRDS V -1
	Stop
  Raise:
    TNT1 A 0 
	TNT1 A 0 A_SpawnItemEx ("NanoResEffect", 0, 0, 15, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
    CRDS L 5
    CRDS KJIH 5
    Goto See
     }

}



		
	   
	   
	  Actor ClusterShotgunSlug 
	{
	Projectile
	Damage (12)
	+FORCEXYBILLBOARD
	+DONTSPLASH
	+BLOODSPLATTER
	+DOHARMSPECIES 
	+NOEXTREMEDEATH
	radius 2
	height 2
	speed 30
	ReactionTime 40
	renderstyle Add
	alpha 0.9
	scale .28
	 States
		 {
		  Spawn:
			TNT1 A 0
			TNT1 A 0 A_CountDown
			TRAC A 1 Bright A_PlaySound ("Bullet/Fly", 0, 1.0, true)
			Loop
		  Death:
			TNT1 A 0 A_PlaySound("MINIEX",0)
			//TNT1 A 0 A_PlaySound("misc/distanceboom",6,1.0,0,0)
			TNT1 AAAAAAAA 0 Bright A_CustomMissile ("ShotgunTracer",0,0,random(-4,4),CMF_AIMDIRECTION | CMF_OFFSETPITCH | CMF_SAVEPITCH,frandom(-4.0,4.0))
			TNT1 A 0 A_Explode((8),88,0 ,0,40)
			TNT1 AAAAA 0 A_CustomMissile ("ShotgunExplosionFlame", 0, 0, random (0, 360), 2, random (0, 360))
			TNT1 A 0 A_SpawnItemEx ("IncShotgunSparxExplosion", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
			TNT1 A 0 A_CustomMissile ("ShotgunBoomSmoke", 0, 0, random (0, 360), 2, random (0, 360))
			TNT1 A 0 A_SpawnItemEx("ShotgunShockwave",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
			TNT1 A 1 Radius_Quake (2,4,0,7,0)
			TNT1 A 20
			Stop
		  XDeath:
			TNT1 A 0 A_PlaySound("MINIEX",0)
			TNT1 A 0 A_PlaySound("misc/distanceboom",6,1.0,0,0)
			TNT1 A 0 A_Explode((15),50,0 ,0,40)
			TNT1 AAAAA 0 A_CustomMissile ("ShotgunExplosionFlame", 0, 0, random (0, 360), 2, random (0, 360))
			TNT1 A 0 A_SpawnItemEx ("IncShotgunSparxExplosion", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
			TNT1 A 0 A_CustomMissile ("ShotgunBoomSmoke", 0, 0, random (0, 360), 2, random (0, 360))
			TNT1 A 0 A_SpawnItemEx("ShotgunShockwave",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
			TNT1 A 1 Radius_Quake (2,4,0,7,0)
			TNT1 A 20
			Stop
		 }
	}  
	   
	    
		
	

	
	
	
	
	  Actor CartelSpookIncGrenade //(incendiary)
	 {
	    Projectile
		Height 12
		Scale 0.45
		Speed 20
		Species "Reva"
		Gravity 0.5
		BounceCount 3
		BounceFactor 0.1
		Reactiontime 145
		WallBouncesound "GRNBNCE"
		Seesound "GRNBNCE"
		Bouncesound "GRNBNCE"
		DeathSound "GRNBNCE"
		Obituary "%o ate LEEMONCHIK" 
		+DOOMBOUNCE
		+DONTHARMSPECIES
		+CANBOUNCEWATER
		Radius 5
		-NOGRAVITY
		Damage (1)
		    States
			   {
			    Spawn:
				  GRN2 ABCDEFG 3 Bright
				 Loop
				Death:
				    TNT1 A 0
				    TNT1 A 0 A_GiveInventory ("Gtime", 1) 
				    TNT1 A 0 A_JumpIfInventory ("Gtime", 5, "Kabeem")
					GRN2 H 3 
				  Loop
				Kabeem:
				    TNT1 A 0 
					TNT1 A 0 A_PlaySound("misc/boom",0)
					TNT1 A 0 A_PlaySound("misc/distanceboom",6,1.0,0,0)
					TNT1 A 0 A_Explode((40),75, 0 ,0,60)
					TNT1 AAAAA 0 A_CustomMissile ("HandGrenadeExplosionFlame", 0, 0, random (0, 360), 2, random (0, 360))
					TNT1 A 0 A_SpawnItemEx ("MollyExplosion", 10, 0, 2, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
					TNT1 AAA 0 A_SpawnItemEx ("SparxBurst", random( 5,10), random( 5,10), random( 5,10), 0, 0, 0, 0, SXF_NOCHECKPOSITION)
					TNT1 AAAAAA 0 A_CustomMissile ("LittleExplosionFlameCloud", random (1,6), random (-5,5), random (0, 360), 2, random (0, 360))
					TNT1 AAAAAAAA 0 A_CustomMissile ("CartelSpookIGrenadeFlame", 0, 0, random (-360,360), CMF_OFFSETPITCH | CMF_AIMDIRECTION, random (5, 69))  
					TNT1 AAAA 0 A_CustomMissile ("HandGrenadeBoomSmoke", 0, 0, random (0, 360), 2, random (0, 360))
					TNT1 A 0 A_SpawnItemEx("HandGrenadeShockwave",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
					TNT1 A 1 Radius_Quake (2,4,0,7,0)
					TNT1 A 0 A_StopSound (7)
					TNT1 A 20
				   Stop	
				
				}
		}







			Actor CartelSpookIGrenadeFlame
			{
				//Projectile
				DamageType Fire
				//Damage (1)
				Radius 1
				Species "Reva"
				Height 1
				RenderStyle Add
				Gravity 1.0
				//+Ripper
				-NOGRAVITY
				+NOBLOCKMAP
				+NOTELEPORT
				+DONTHARMSPECIES
				+NODAMAGETHRUST
				+DONTSPLASH
				+FLOORCLIP
				BounceCount 69
				BounceFactor 0
			    +THRUACTORS
				//+DOOMBOUNCE
				Reactiontime 50
				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)
					 TNT1 A 0 A_Jump (185, "Spawn3", "Spawn4", "Spawn5", "Spawn6", "Spawn7", "Spawn8")
				 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
					 Loop
				 Spawn3:
					 TNT1 A 0
					 TNT1 A 0 A_CustomMissile ("FlameSmoke", random(5, 10), 0, random (0, 360), CMF_OFFSETPITCH, random (75, 175))
					 TNT1 A 0 A_Explode((5), 76, 0) 
					 FLME BCDEFGHIJKLMNA 1 Bright
					 TNT1 A 0 A_CountDown
					 Loop
				Spawn4:
					 TNT1 A 0
					 TNT1 A 0 A_CustomMissile ("FlameSmoke", random(5, 10), 0, random (0, 360), CMF_OFFSETPITCH, random (75, 175))
					 TNT1 A 0 A_Explode((5), 76, 0) 
					 FLME CDEFGHIJKLMNAB 1 Bright
					 TNT1 A 0 A_CountDown
					 Loop
			    Spawn5:
					 TNT1 A 0
					 TNT1 A 0 A_CustomMissile ("FlameSmoke", random(5, 10), 0, random (0, 360), CMF_OFFSETPITCH, random (75, 175))
					 TNT1 A 0 A_Explode((5), 76, 0) 
					 FLME DEFGHIJKLMNABC 1 Bright
					 TNT1 A 0 A_CountDown	
					 Loop
				Spawn6:
					 TNT1 A 0
					 TNT1 A 0 A_CustomMissile ("FlameSmoke", random(5, 10), 0, random (0, 360), CMF_OFFSETPITCH, random (75, 175))
					 TNT1 A 0 A_Explode((5), 76, 0) 
					 FLME EFGHIJKLMNABCD 1 Bright
					 TNT1 A 0 A_CountDown
					 Loop
				Spawn7:
					 TNT1 A 0
					 TNT1 A 0 A_CustomMissile ("FlameSmoke", random(5, 10), 0, random (0, 360), CMF_OFFSETPITCH, random (75, 175))
					 TNT1 A 0 A_Explode((5), 76, 0) 
					 FLME FGHIJKLMNABCDE 1 Bright
					 TNT1 A 0 A_CountDown
					 Loop
				Spawn8:
					 TNT1 A 0
					 TNT1 A 0 A_CustomMissile ("FlameSmoke", random(5, 10), 0, random (0, 360), CMF_OFFSETPITCH, random (75, 175))
					 TNT1 A 0 A_Explode((5), 76, 0) 
					 FLME GHIJKLMNABCDEF 1 Bright
					 TNT1 A 0 A_CountDown
					 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
					 }
			}
		