Actor AllaExplosion
{
 RenderStyle Add
 Projectile
 +NOGRAVITY
 Obituary "%o shouldn't hug with member of the moderate opposition."
 Scale 1.0
 States
      {
	   Spawn:
	     TNT1 A 0
	    Death:
	    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((35),128, 0 ,0,40)
		TNT1 AAAAA 0 A_CustomMissile ("AllaExplosionFlame", 0, 0, random (0, 360), 2, random (0, 360))
		TNT1 AAAAAAAAA 0 A_CustomMissile ("AllaBoomSmoke", 0, 0, random (0, 360), 2, random (0, 360))
		TNT1 A 0 A_SpawnItemEx("AllaShockwave",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 LSDExplosion
{
 RenderStyle Add
 Projectile
 +NOGRAVITY
 Obituary "%o's mind was blown up by the logical chains of the average LSD fan."
 Scale 1.0
 States
      {
	   Spawn:
	     TNT1 A 0
	    Death:
	    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((25),128, 0 ,0,40)
		TNT1 AAAAA 0 A_CustomMissile ("AllaExplosionFlame", 0, 0, random (0, 360), 2, random (0, 360))
		TNT1 AAAAAAAAA 0 A_CustomMissile ("AllaBoomSmoke", 0, 0, random (0, 360), 2, random (0, 360))
		TNT1 A 0 A_SpawnItemEx("AllaShockwave",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
		TNT1 A 1 Radius_Quake (2,4,0,7,0)
		TNT1 A 20		  
        Stop
		}
}	  


Actor CybieExplosion
{
 RenderStyle Add
 +NOGRAVITY
 Scale 2.0
 States
      {
	   Spawn:
	      TNT1 A 0
	      TNT1 A 0 A_PlaySound ("ALABOOM")
	      X003 ABC 1 Bright 
          X003 D 8 Bright A_Explode ((75),168)
	      X003 EFGHIJKLMNOPQRSTUVWXYZ 1 Bright  		  
        Stop
		}
}


Actor ReichMechExplosion
     {
	  +NOINTERACTION
	  +NOGRAVITY
      Scale 1.0
	  Projectile
	  States
	       {
		   Spawn: 
		    TNT1 A 1
TNT1 A 0 A_PlaySound("misc/boom",0)
TNT1 A 0 A_PlaySound("misc/distanceboom",6,1.0,0,0)
TNT1 AAAAA 0 A_CustomMissile ("ReichRocketExplosionFlame", 0, 0, random (0, 360), 2, random (0, 360))
TNT1 AAA 0 A_CustomMissile ("CSMiniMissileBoomSmoke", 0, 0, random (0, 360), 2, random (0, 360))
TNT1 A 0 A_SpawnItemEx("ReichRocketShockwave",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 FlakExplosion
          {
		   RenderStyle Add
		   +NOINTERACTION
		   +CLIENTSIDEONLY
		   Scale 0.50
		   Projectile
		    States
			     {
				 Spawn:
				  TNT1 A 0
				  TNT1 A 0 A_PlaySound("misc/boom",0)
				  TNT1 AAA 0 A_SpawnItemEx ("CSMiniMissileBoomSmoke", random (-10,10), random (-10,10), random (10,32), random (0,2), random(0,2), random(0,2))	
                  EXPL AABBCCDDEEFFGGHH 1 Bright
				  Stop
				 
				 }
				 
}				 


  Actor LittleTinCanExplosion
          {
		   +NOINTERACTION
		   +CLIENTSIDEONLY
		   RenderStyle Add
		   Projectile
		    States
			     {
				 Spawn:
				  TNT1 A 0
				  TNT1 A 0 A_PlaySound("misc/boom",0)
				  TNT1 AAAAAA 0 A_SpawnItemEx ("CSMiniMissileBoomSmoke", random (-10,10), random (-10,10), random (10,32), random (0,2), random(0,2), random(0,2))	 
                  EXPL AABBCCDDEEFFGGHH 1 Bright
				  Stop
				 
				 }
				 
}				 



	Actor JetPackerExplosion
          {
		   +NOINTERACTION
		   +CLIENTSIDEONLY
		   RenderStyle Add
		   Projectile
		    States
			     {
				 Spawn:
				  TNT1 A 0
				  TNT1 A 0 A_PlaySound("misc/boom",0)	 
                  EXPL AABBCCDDEEFFGGHH 1 Bright
				  Stop
				 
				 }
				 
}		

  Actor TinCanExplosion
                  {
				   +NOINTERACTION
				   +CLIENTSIDEONLY
		   RenderStyle Add
		   Scale 1.35
		   Projectile
		    States
			     {
				 Spawn:
				  TNT1 A 0 
				  TNT1 A 0 A_PlaySound("misc/boom",0)
				  TNT1 AAAAAA 0 A_SpawnItemEx ("CSMiniMissileBoomSmoke", random (-10,10), random (-10,10), random (10,32), random (0,2), random(0,2), random(0,2))	 
                  X003 ABCDEFGHIJKLMNOPQRSTUVWXYZ 1 Bright
				  Stop
				 
				 }
				 
}				    


  Actor BigTinCanExplosion
          {
		   +NOINTERACTION
		   +CLIENTSIDEONLY
		   RenderStyle Add
		   Scale 2.88
		   Projectile
		    States
			     {
				 Spawn:
				  TNT1 A 0
				  TNT1 AAAAAA 0 A_SpawnItemEx ("CSMiniMissileBoomSmoke", random (-10,10), random (-10,10), random (10,32), random (0,2), random(0,2), random(0,2)) 
				  TNT1 A 0 A_PlaySound("BIGBOOM",0)
                  X003 ABCDEFGHIJKLMNOPQRSTUVWXYZ 1 Bright
				  Stop
				 
				 }
				 
}				    



  Actor TacticoolJetPackerExplosion
      {
	   +NOINTERACTION
	   +CLIENTSIDEONLY 	
	   RenderStyle Add
	   Projectile
	        States
			    {
				Spawn:
				 TNT1 A 0
				 TNT1 A 0 A_PlaySound("misc/boom",5)
				 TNT1 A 0 A_PlaySound("misc/distanceboom",6,1.0,0,0)
				 TNT1 AAAAA 0 A_CustomMissile ("CSMiniMissileExplosionFlame", 0, 0, random (0, 360), 2, random (0, 360))
				 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 20
				Stop
				}
				
	  }			