     actor NaziclassicFlamethrower : GenericHumanScum
{
  scale 1.0
  obituary "%o couldn't endure the heated political argument with the far-right-winged man wielding flamethrower"
  health 148
  radius 15
  height 54
  mass 100
  speed 11	
  Species "Spectre"
  +DOHARMSPECIES
  painchance 185
  SeeSound "NaziClassicFlamethrower/see"
  PainSound "NaziClassicFlamethrower/pain"
  DeathSound "NaziClassicFlamethrower/Death"
  ActiveSound "NaziClassicFlamethrower/Active" 
  Tag "Flammenwerfer Nazi"
  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))
	TNT1 A 0 A_SpawnItemEx ("HumanTrails", 0, 0, 0)
	TNT1 A 0 A_SpawnItemEx ("SiegWRITER", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION, 50)
  Spawn2:
    NFLG A 10 A_Look
    loop
  STFU:
     TNT1 A 0
	 TNT1 A 0 ACS_NamedExecute ("STFUNaziClassicFlamethrower")
	 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", "DodgeRightF")
	 TNT1 A 0 A_Jump (180, "MissileCheck")		
  SeeLoop:
	TNT1 A 0 A_CheckSight ("CheckReload")
	TNT1 A 0 A_StopSound (CHAN_WEAPON)
	TNT1 A 0 A_Jump (199, "DodgeLeft", "DodgeRight", "DodgeLeftF", "DodgeRightF")
    NFLG AABBCCDD 3 A_Chase
    loop
  CheckReload:
    TNT1 A 0 A_Jump (150, "CheckReload2")
 	Goto SeeLoop+1
  CheckReload2:
    TNT1 A 0 A_JumpIfInventory ("ShotCounter", 30, "Reload")
	Goto SeeLoop+1	
  DodgeLeft:
        TNT1 A 0 A_FaceTarget
	    NFLG 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))
	    NFLG 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
	    NFLG 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)) 
	    NFLG AABBCCDD 2 ThrustThing(angle*256/360+64, 1, 0, 0)
		TNT1 A 0 A_Jump (228, "MissileCheck")
		Goto SeeLoop+1
  MissileCheck:
    TNT1 A 0 A_JumpIfTargetInLos ("Missile", 0, JLOSF_DEADNOJUMP)
	Goto SeeLoop		
  Missile:
    TNT1 A 0
	TNT1 A 0 A_JumpIfCloser (310, "BBQ")
	Goto SeeLoop
  BBQ:
	TNT1 A 0
	TNT1 A 0 A_JumpIfInventory ("ShotCounter", 30, "Reload") 	
	NFLG EF 2 BRIGHT A_FaceTarget
	TNT1 A 0 A_Playsound ("FLMSTRT")
	TNT1 A 0 A_PlaySound ("FLMSTRM", 1, 1.0, true)	
	NFLG F 6 BRIGHT
  BBQLoop:
	TNT1 A 0
	NFLG G 1 BRIGHT A_FaceTarget
	TNT1 A 0 A_JumpIfInventory ("ShotCounter", 30, "Reload")
	TNT1 A 0 A_CustomMissile ("FakeFlameCloud", 38, 9, random(-1,1))
	NFLG H 1 BRIGHT A_CustomMissile ("ClassicFlamethrowerFlameCloud", 38, 9, random (-1,1))
	TNT1 A 0 A_CustomMissile ("FakeFlameCloud", 38, 9, random(-1,1))
	TNT1 A 0 A_GiveInventory ("ShotCounter", 1)
	TNT1 A 0 A_JumpIfTargetInLos ("SeeLoop", 1, JLOSF_CLOSENOJUMP, 0, 325)
	NFLG G 1 BRIGHT A_SpidRefire
	Loop
  Reload:
	NFLG F 9
	NFLG FE 12 A_TakeInventory ("ShotCounter", 30)
	NFLG EF 9
	Goto SeeLoop	
  Pain:
	TNT1 A 0
	TNT1 A 0 A_StopSound (1)
    NFLG I 3
    NFLG I 3 A_Pain
    goto SeeLoop
  Death:
	TNT1 A 0
	TNT1 A 0 A_StopSound (1)
  	TNT1 A 0 A_Jump(90, "FireFail")
    NFLG I 5  A_Scream
    NFLG J 5
    NFLG K 5 A_NoBlocking
    NFLG L 5 A_Playsound ("FallingBodyGear", CHAN_BODY)
    NFLG M -1
    stop
  FireFail:
	NFLG III 7 Bright A_SpawnItemEx ("FakeFlameCloud", 3, 0, 38)
	TNT1 A 0 A_Jump (148, "Feuerwerk")
	TNT1 A 0 A_PlaySound ("FWOOSH")
	TNT1 A 0 A_SpawnItemEx ("LittleExplosionFlameCloud", 3, 0, 38) 
	NFLG II 7 BRIGHT
   Goto Death.Fire
  Feuerwerk:
    TNT1 A 0
    TNT1 A 0 ThrustThingZ (0, random (40,48), 0, 0)
    NFLG I 1 BRIGHT A_CustomMissile ("JetFlameCloud", 69, 10, 180, CMF_AIMDIRECTION | CMF_OFFSETPITCH, -45)
	TNT1 A 0 A_Jump (188, 2)
	TNT1 A 0 A_Playsound ("MEINLIEB", CHAN_VOICE)
	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)
	NFLG I 1 BRIGHT A_CustomMissile ("JetFlameCloud", 69, 10, 180, CMF_AIMDIRECTION | CMF_OFFSETPITCH, -45)
	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)
	NFLG I 1 BRIGHT A_CustomMissile ("JetFlameCloud", 69, 10, 180, CMF_AIMDIRECTION | CMF_OFFSETPITCH, -45)
	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)
	NFLG I 1 BRIGHT A_CustomMissile ("JetFlameCloud", 69, 10, 180, CMF_AIMDIRECTION | CMF_OFFSETPITCH, -45)
	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)
	NFLG I 1 BRIGHT A_CustomMissile ("JetFlameCloud", 69, 10, 180, CMF_AIMDIRECTION | CMF_OFFSETPITCH, -45)
	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)
	NFLG I 1 BRIGHT A_CustomMissile ("JetFlameCloud", 69, 10, 180, CMF_AIMDIRECTION | CMF_OFFSETPITCH, -45)
	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)
	NFLG I 1 BRIGHT A_CustomMissile ("JetFlameCloud", 69, 10, 180, CMF_AIMDIRECTION | CMF_OFFSETPITCH, -45)
	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)
	NFLG I 1 BRIGHT A_CustomMissile ("JetFlameCloud", 69, 10, 180, CMF_AIMDIRECTION | CMF_OFFSETPITCH, -45)
	TNT1 A 0 A_StopSound (1)
	NFLG I 1 BRIGHT A_CustomMissile ("JetFlameCloud", 69, 10, 180, CMF_AIMDIRECTION | CMF_OFFSETPITCH, -45)
	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)
	NFLG I 1 BRIGHT A_CustomMissile ("JetFlameCloud", 69, 10, 180, CMF_AIMDIRECTION | CMF_OFFSETPITCH, -45)
	TNT1 A 0 A_PlaySound ("FWOOSH", 0, 1.0, false, 0.88)
	TNT1 A 0 A_SpawnItemEx ("NaziFlameThrowerExplosion", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
    TNT1 A 0 A_SpawnItemEx ("VgavnonahCore", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
    PGIB A 5
    PGIB B 5 A_XScream
    PGIB C 5 A_NoBlocking
    PGIB D 5
    PGIB E -1
    Stop
  XDeath:
    TNT1 A 0
	TNT1 A 0 A_StopSound (1)
    TNT1 A 0 A_SpawnItemEx ("VgavnonahCore", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
    PGIB A 5
    PGIB B 5 A_XScream
    PGIB C 5 A_NoBlocking
    PGIB D 5
    PGIB E -1
    Stop
  Raise:
    TNT1 A 0 
    TNT1 A 0 A_SpawnItemEx ("NanoResEffect", 0, 0, 15, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
	NFLG MLKJI 5
   Goto See	
  Idle:
    NFLG AA 4 A_Wander
    NFLG A 0 A_Look
    NFLG BB 4 A_Wander
    NFLG A 0 A_Look
    NFLG CC 4 A_Wander
    NFLG A 0 A_Look
    NFLG DD 4 A_Wander
    NFLG A 0 A_Look
    loop
  }
}



	  
 
 
			
			
			Actor ClassicFlamethrowerFlameCloud
		      {
		  Radius 6
          Height 6
		  Speed 14
		  DamageType Fire	
		  Scale 0.21
		  FastSpeed 14
		  +THRUACTORS
		  +BLOODLESSIMPACT		
		  Projectile	
		  RenderStyle Add
		  //SeeSound "FLMCLOU"
		  DeathSound ""
			      States
				       {
				        Spawn:
							TNT1 A 0
							TNT1 A 0 A_PlaySound ("FLMCLOU", 3, 1.0, true)
							TNT1 A 0 A_Explode ((3),64, 0)
							FIR3 A 1 BRIGHT A_SetScale (0.21, 0.21)
							TNT1 A 0 A_CustomMissile ("FakeFlameCloud2", 0, 0, random(-180,180), CMF_AIMDIRECTION | CMF_OFFSETPITCH, random (-180,180))
							FIR3 B 1 BRIGHT A_SetScale (0.25, 0.25)	
							FIR3 C 1 BRIGHT A_SetScale (0.3, 0.3)
							TNT1 A 0 A_Explode ((3),64, 0)
							FIR3 D 1 BRIGHT A_SetScale (0.33, 0.33)
							TNT1 A 0 A_CustomMissile ("FakeFlameCloud2", 0, 0, random(-180,180), CMF_AIMDIRECTION | CMF_OFFSETPITCH, random (-180,180))
							FIR3 E 1 BRIGHT A_SetScale (0.36, 0.36)
							FIR3 F 1 BRIGHT A_SetScale (0.37, 0.37)
							TNT1 A 0 A_CustomMissile ("FakeFlameCloud2", 0, 0, random(-180,180), CMF_AIMDIRECTION | CMF_OFFSETPITCH, random (-180,180))
							TNT1 A 0 A_Explode ((3),64, 0)
							FIR3 G 1 BRIGHT A_SetScale (0.38, 0.38)
							TNT1 A 0 A_CustomMissile ("FakeFlameCloud2", 0, 0, random(-180,180), CMF_AIMDIRECTION | CMF_OFFSETPITCH, random (-180,180))
							TNT1 A 0 A_Explode ((3),64, 0)
							FIR3 H 1 BRIGHT A_SetScale (0.39, 0.39)
							TNT1 A 0 A_CustomMissile ("FakeFlameCloud2", 0, 0, random(-180,180), CMF_AIMDIRECTION | CMF_OFFSETPITCH, random (-180,180))
							TNT1 A 0 A_Explode ((3),64, 0)
							FIR3 H 1 BRIGHT A_SetScale (0.40, 0.40)
							TNT1 A 0 A_CustomMissile ("FakeFlameCloud2", 0, 0, random(-180,180), CMF_AIMDIRECTION | CMF_OFFSETPITCH, random (-180,180))
							TNT1 A 0 A_Explode ((3),64, 0)
							FIR3 H 1 BRIGHT A_SetScale (0.40, 0.40)
							TNT1 A 0 A_CustomMissile ("FakeFlameCloud2", 0, 0, random(-180,180), CMF_AIMDIRECTION | CMF_OFFSETPITCH, random (-180,180))
							TNT1 A 0 A_Explode ((3),64, 0)
							FIR3 H 1 BRIGHT A_SetScale (0.40, 0.40)
							TNT1 A 0 A_CustomMissile ("FakeFlameCloud2", 0, 0, random(-180,180), CMF_AIMDIRECTION | CMF_OFFSETPITCH, random (-180,180))
							TNT1 A 0 A_Explode ((3),64, 0)
							FIR3 H 1 BRIGHT A_SetScale (0.40, 0.40)
							TNT1 A 0 A_CustomMissile ("FakeFlameCloud2", 0, 0, random(-180,180), CMF_AIMDIRECTION | CMF_OFFSETPITCH, random (-180,180))
							FIR3 H 1 BRIGHT A_SetScale (0.40, 0.40)
							TNT1 A 0 A_CustomMissile ("FakeFlameCloud2", 0, 0, random(-180,180), CMF_AIMDIRECTION | CMF_OFFSETPITCH, random (-180,180))
							TNT1 A 0 A_Explode ((3),64, 0)
							FIR3 H 1 BRIGHT A_SetScale (0.40, 0.40)
							TNT1 A 0 A_CustomMissile ("FakeFlameCloud2", 0, 0, random(-180,180), CMF_AIMDIRECTION | CMF_OFFSETPITCH, random (-180,180))
							TNT1 A 0 A_Explode ((3),64, 0)
							FIR3 H 1 BRIGHT A_SetScale (0.40, 0.40)
							TNT1 A 0 A_CustomMissile ("FakeFlameCloud2", 0, 0, random(-180,180), CMF_AIMDIRECTION | CMF_OFFSETPITCH, random (-180,180))
							TNT1 A 0 A_Explode ((3),64, 0)
							FIR3 H 1 BRIGHT A_SetScale (0.40, 0.40)
							TNT1 A 0 A_CustomMissile ("FakeFlameCloud2", 0, 0, random(-180,180), CMF_AIMDIRECTION | CMF_OFFSETPITCH, random (-180,180))
							TNT1 A 0 A_Explode ((3),64, 0)
							FIR3 H 1 BRIGHT A_SetScale (0.40, 0.40)
							TNT1 A 0 A_CustomMissile ("FakeFlameCloud2", 0, 0, random(-180,180), CMF_AIMDIRECTION | CMF_OFFSETPITCH, random (-180,180))
							TNT1 A 0 A_Explode ((3),64, 0)
							FIR3 H 1 BRIGHT A_SetScale (0.40, 0.40)
							TNT1 A 0 A_CustomMissile ("FakeFlameCloud2", 0, 0, random(-180,180), CMF_AIMDIRECTION | CMF_OFFSETPITCH, random (-180,180))
							TNT1 A 0 A_Explode ((3),64, 0)
							FIR3 H 1 BRIGHT A_SetScale (0.40, 0.40)
							TNT1 A 0 A_CustomMissile ("FakeFlameCloud2", 0, 0, random(-180,180), CMF_AIMDIRECTION | CMF_OFFSETPITCH, random (-180,180))
							TNT1 A 0 A_Explode ((3),64, 0)
							FIR3 H 1 BRIGHT A_SetScale (0.40, 0.40)
							TNT1 A 0 A_CustomMissile ("FakeFlameCloud2", 0, 0, random(-180,180), CMF_AIMDIRECTION | CMF_OFFSETPITCH, random (-180,180))
							FIR3 H 1 BRIGHT A_SetScale (0.40, 0.40)
							TNT1 A 0 A_CustomMissile ("FakeFlameCloud2", 0, 0, random(-180,180), CMF_AIMDIRECTION | CMF_OFFSETPITCH, random (-180,180))
							TNT1 A 0 A_Explode ((3),64, 0)
							FIR3 H 1 BRIGHT A_SetScale (0.40, 0.40)
							TNT1 A 0 A_CustomMissile ("FakeFlameCloud2", 0, 0, random(-180,180), CMF_AIMDIRECTION | CMF_OFFSETPITCH, random (-180,180))
							TNT1 A 0 A_Explode ((3),64, 0)
							FIR3 H 1 BRIGHT A_SetScale (0.40, 0.40)
							TNT1 A 0 A_CustomMissile ("FakeFlameCloud2", 0, 0, random(-180,180), CMF_AIMDIRECTION | CMF_OFFSETPITCH, random (-180,180))
							TNT1 A 0 A_Explode ((3),64, 0)
							FIR3 H 1 BRIGHT A_SetScale (0.40, 0.40)
							TNT1 A 0 A_CustomMissile ("FakeFlameCloud2", 0, 0, random(-180,180), CMF_AIMDIRECTION | CMF_OFFSETPITCH, random (-180,180))
							TNT1 A 0 A_Explode ((3),64, 0)
							FIR3 I 1 BRIGHT A_SetScale (0.40, 0.40)
							TNT1 A 0 A_CustomMissile ("FakeFlameCloud2", 0, 0, random(-180,180), CMF_AIMDIRECTION | CMF_OFFSETPITCH, random (-180,180))
							TNT1 A 0 A_Explode ((3),64, 0)
							FIR3 I 1 BRIGHT A_SetScale (0.40, 0.40)
							TNT1 A 0 A_CustomMissile ("FakeFlameCloud2", 0, 0, random(-180,180), CMF_AIMDIRECTION | CMF_OFFSETPITCH, random (-180,180))
							TNT1 A 0 A_Explode ((3),64, 0)
							FIR3 I 1 BRIGHT A_SetScale (0.40, 0.40)
							TNT1 A 0 A_CustomMissile ("FakeFlameCloud2", 0, 0, random(-180,180), CMF_AIMDIRECTION | CMF_OFFSETPITCH, random (-180,180))
							TNT1 A 0 A_Explode ((3),64, 0)
							FIR3 I 1 BRIGHT A_SetScale (0.40, 0.40)
							TNT1 A 0 A_CustomMissile ("FakeFlameCloud2", 0, 0, random(-180,180), CMF_AIMDIRECTION | CMF_OFFSETPITCH, random (-180,180))
							TNT1 A 0 A_Explode ((3),64, 0)
							FIR3 J 1 BRIGHT A_SetScale (0.41, 0.41)
							TNT1 A 0 A_CustomMissile ("FakeFlameCloud2", 0, 0, random(-180,180), CMF_AIMDIRECTION | CMF_OFFSETPITCH, random (-180,180))
							FIR3 K 1 BRIGHT A_SetScale (0.42, 0.42)
							FIR3 L 1 BRIGHT A_SetScale (0.43, 0.43)
							TNT1 A 0 A_CustomMissile ("FakeFlameCloud2", 0, 0, random(-180,180), CMF_AIMDIRECTION | CMF_OFFSETPITCH, random (-180,180))
							TNT1 A 0 A_Explode ((3),64, 0)
							FIR3 M 1 BRIGHT A_SetScale (0.44, 0.44)
							TNT1 A 0 A_CustomMissile ("FakeFlameCloud2", 0, 0, random(-180,180), CMF_AIMDIRECTION | CMF_OFFSETPITCH, random (-180,180))
							FIR3 N 1 BRIGHT A_SetScale (0.58, 0.58)
							TNT1 A 0 A_CustomMissile ("FakeFlameCloud2", 0, 0, random(-180,180), CMF_AIMDIRECTION | CMF_OFFSETPITCH, random (15,180))
							FIR3 O 1 BRIGHT A_SetScale (0.69, 0.69)
							TNT1 A 0 A_CustomMissile ("FakeFlameCloud2", 0, 0, random(-180,180), CMF_AIMDIRECTION | CMF_OFFSETPITCH, random (15,90))
							TNT1 A 0 A_Explode ((3),64, 0)
							FIR3 P 1 BRIGHT A_SetScale (0.89, 0.89)
							TNT1 A 0 A_CustomMissile ("FakeFlameCloud2", 0, 0, random(-180,180), CMF_AIMDIRECTION | CMF_OFFSETPITCH, random (15,180))
							FIR3 P 1 BRIGHT A_SetScale (0.89, 0.89) 
							//TNT1 A 0 A_SpawnItemEx ("NaziClassicFlamethrowerFlame", 0, 0, random (2,4), 0, 0, 0, 0, SXF_NOCHECKPOSITION)
							TNT1 A 0 A_CustomMissile ("FakeFlameCloud2", 0, 0, random(-180,180), CMF_AIMDIRECTION | CMF_OFFSETPITCH, random (15,90))
							TNT1 A 0 A_StopSound (3)
							TNT1 A 0
						  Death:
						    XDeath:
							Crash:
							FIR3 P 1 BRIGHT A_SetScale (0.89, 0.89)
							TNT1 A 0 A_CustomMissile ("FakeFlameCloud2", 0, 0, random(-180,180), CMF_AIMDIRECTION | CMF_OFFSETPITCH, random (15,180))
							TNT1 A 0 A_Explode ((3),64, 0)
							TNT1 A 0 A_SpawnItemEx ("NaziClassicFlamethrowerFlame", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
						   Stop
							
					   }
				}
				
				
				
				Actor NaziClassicFlamethrowerFlame
			{
				//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 4
				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 NaziFlameThrowerExplosion  
			      {
			   +NOINTERACTION
			   +CLIENTSIDEONLY
			   +THRUACTORS	
			   Scale 1.0
			   Speed 4
			   RenderStyle Add
			      States
				       {
				        Spawn: 
						    REXP ABCDEFGHIJKLMNOPQRS 1 Bright
						  Stop	
					   }
				}	
				