        Actor Molotow1 
		{
	    Projectile
		Height 12
		Scale 1.4
		Speed 20
		Gravity 0.5
		Reactiontime 88
		Obituary "%o is hot tonight" 
		Radius 5
		SeeSound "molly/burn"
		DeathSound "molly/crack"
		-NOGRAVITY
		Damage (2)
			States
				{
				 Spawn:
					TNT1 A 0
					TNT1 A 0 A_SpawnItemEx ("MollySmoke", 10, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION) 
					MOLO BCDEFGH 3 BRIGHT
				  Loop
				 Death:
					TNT1 A 0
					TNT1 A 0 A_SpawnItemEx ("MollyExplosion", 10, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
					TNT1 AAAAAA 0 A_CustomMissile ("MollyFlame", 0, random (-8,8), random (-360,360), CMF_OFFSETPITCH | CMF_AIMDIRECTION, random(5, 69)) 
				  Stop
				  }
			}
			

		 Actor Molotow2 
		{
	    Projectile
		Height 12
		Scale 0.3
		Speed 20
		Gravity 0.5
		SeeSound "molly/burn"
		DeathSound "molly/crack"	
		Reactiontime 145
		Obituary "%o is hot tonight" 
		Radius 5
		-NOGRAVITY
		Damage (1)
			States
				{
				 Spawn:
					TNT1 A 0
					TNT1 A 0 A_SpawnItemEx ("MollySmoke", 10, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION) 
					MOLT ABCDEFGH 3 BRIGHT
				  Loop
				 Death:
					TNT1 A 0
					TNT1 A 0 A_SpawnItemEx ("MollyExplosion", 10, 0, random (1,5), 0, 0, 0, 0, SXF_NOCHECKPOSITION)
					TNT1 AAAAAA 0 A_CustomMissile ("MollyFlameN", 0, random (-8,8), random (-360,360), CMF_OFFSETPITCH | CMF_AIMDIRECTION, random(5, 69)) 
					//TNT1 AAAAAA 0 A_SpawnItemEx ("MollyFlame2", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
				  Stop
				  }
			}


		Actor MollyExplosion
		      {
			   +NOINTERACTION
			   +CLIENTSIDEONLY
			   Scale 1.15	
			   RenderStyle Add
			      States
				       {
				        Spawn:
						    FIR3 ABCDEFGHIJKLMNOP 1 BRIGHT
						  Stop	
					   }
				}	  	 


			actor FlameSmoke
					{
					PROJECTILE
						+CLIENTSIDEONLY
						+NOINTERACTION	
						+MISSILE
						+THRUACTORS
						+DOOMBOUNCE
						Radius 1
						Height 1
						Scale 1.8
						Speed 0.69
						Renderstyle Translucent
						Alpha 0.21
						States
						{
						Spawn:  
							TNT1 A 0
							TNT1 A 0 A_Jump(128, 1)
							TNT1 A 0 A_SetScale(-1.2, 1.2)
							TNT1 A 0 ThrustThingZ (0, random (2,5), 0, 0)
							NSMK ABCDEFGHIJKLMNOPQR 4
							Stop
							}
					} 
				

			Actor MollySmoke : Flamesmoke
				{
				 Scale 0.3
				}


			Actor MollyFlame
			{
				//Projectile
				DamageType Fire
				//Damage (1)
				Radius 1
				Height 1
				RenderStyle Add
				Gravity 1.0
				//+Ripper
				-NOGRAVITY
				+NOBLOCKMAP
				+NOTELEPORT
				+NODAMAGETHRUST
				+DONTSPLASH
				+FLOORCLIP
				BounceCount 0
				BounceFactor 0
			    +THRUACTORS
				//+DOOMBOUNCE
				Reactiontime 15
				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 A_CustomMissile ("FlameSmoke", random(5, 10), 0, random (0, 360), CMF_AIMOFFSET, random (75, 175))
					 TNT1 A 0 A_Explode((3), 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 MollyFlameFake
			{
				Projectile
				DamageType Fire
				Damage (8)
				RenderStyle Add
				Gravity 1.0
				-NOGRAVITY
				Reactiontime 169
				Speed 4
				States
				  {
				 Spawn:
					 TNT1 A 0
					 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_Jump (100, 1)  	
					 TNT1 A 0 A_SetScale (-1.0, 1.0)
				 Spawn2:	 	 
					 FLME ABCDEFGHIJKLMN 1 Bright
					 Loop
				 Death:
					 TNT1 A 0 	
					 TNT1 A 0 A_Changeflag ("NOINTERACTION", true)
				 DeathLoop:
					 TNT1 A 0 A_GiveInventory ("FireCounter", 1) 
					 FLME ABCDEFGHIJKLMN 1 Bright
					 TNT1 A 0 A_JumpIfInventory ("FireCounter", 69, "Burnout")
					 Loop
				Burnout: 
					FLME ABCDEFGHIJ 2 BRIGHT
					FLME K 1 BRIGHT A_SetScale(0.8)
					FLME K 1 BRIGHT A_FadeOut(0.2)
					FLME L 1 BRIGHT A_SetScale(0.4)
					FLME L 1  A_FadeOut(0.3)
					FLME M 1  A_SetScale(0.2)
					FLME M 1  A_FadeOut(0.4)
					FLME N 1  A_SetScale(0.1)
					FLME N 1  A_FadeOut(0.5)
					TNT1 A 0 A_StopSound (6)
					Stop
					 }
			}



				


			Actor FireCounter : Inventory
				   {
					Inventory.Maxamount 1000
				   }



		   Actor BlackHandGrenade //(incendiary)
	 {
	    Projectile
		Height 12
		Scale 0.45
		Speed 20
		Gravity 0.5
		BounceCount 3
		BounceFactor 0.1
		Reactiontime 145
		WallBouncesound "GRNBNCE"
		Seesound "GRNBNCE"
		Bouncesound "GRNBNCE"
		DeathSound "GRNBNCE"
		Obituary "%o ate LEEMONCHIK" 
		+DOOMBOUNCE
		+CANBOUNCEWATER
		Radius 5
		-NOGRAVITY
		Damage (1)
		    States
			   {
			    Spawn:
				  TNT1 A 0
				  TNT1 A 0 A_GiveInventory ("Gtime", 1)
				  TNT1 A 0 A_JumpIfInventory ("Gtime", 15, "Kabeem")
				  GRN2 ABCDEFG 3
				 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((75),128, 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 AAAAAAAA 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 ("IGrenadeFlame", 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 IGrenadeFlame
			{
				//Projectile
				DamageType Fire
				//Damage (1)
				Radius 1
				Species "CrusaderPilot"
				Height 1
				RenderStyle Add
				Gravity 1.0
				//+Ripper
				-NOGRAVITY
				+NOBLOCKMAP
				+NOTELEPORT
				+DONTHARMSPECIES
				+NODAMAGETHRUST
				+DONTSPLASH
				+FLOORCLIP
				BounceCount 69
				BounceFactor 0
			    +THRUACTORS
				//+DOOMBOUNCE
				Reactiontime 69
				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
					 }
			}			

				Actor SmallExplosionFlameCloud  
			      {
			   +NOINTERACTION
			   +CLIENTSIDEONLY
			   +THRUACTORS	
			   Scale 0.4
			   Speed 0
			   RenderStyle Add
			      States
				       {
				        Spawn: 
						    FIR3 ABCDEFGHIJKLMNOP 1 BRIGHT
						  Stop	
					   }
				}

				Actor SparxBurst  
			      {
			   +NOINTERACTION
			   +CLIENTSIDEONLY
			   +THRUACTORS	
			   Scale 1.0
			   Speed 0
			   RenderStyle Add
			      States
				       {
				        Spawn: 
						    SPKS JKL 1 BRIGHT
							SPKS MNO 1 BRIGHT A_FadeOut (0.2)
						  Stop	
					   }
				}