// Devastator 1000 (Demon Eclipse)

ACTOR Devastator1000 : IDMWeapon
{	
   Inventory.PickupSound "misc/w_pkup"
   Inventory.PickupMessage "Devastator 1000! (Slot 7)"
   //Weapon.PreferredSkin "DevastatorMarine"
   Tag "Devastator 1000"
   Obituary "%o received the devastating power of %k's Devastator 1000."
   Weapon.SelectionOrder 50
   Weapon.AmmoType "IDMCell"
   Weapon.AmmoGive 100
   Weapon.AmmoUse 100
   +WEAPON.EXPLOSIVE
   +WEAPON.BFG
   +WEAPON.NOLMS
   States
   {
   Spawn:
      WDEV A -1 Bright
      Loop
   Ready:
      DEVG A 2 A_WeaponReady
      Loop
   Deselect:
      DEVG A 1 A_Lower
	  TNT1 A 0 A_StopSound(CHAN_WEAPON)
      Loop
   Select:
	TNT1 A 0 A_PlaySound("weapons/wswitch",CHAN_WEAPON)
   Sloop:
      DEVG A 1 A_Raise
      Loop
   Fire:
      DEVG B 14 A_PlayWeaponSound("weapons/devchr")
      DEVG CDEF 14 Bright
      DEVG G 1 Bright A_PlayWeaponSound("weapons/devfch")
      DEVG G 3 Bright A_FireBullets(4,4,2,60,"DevPuff",0,64)
      DEVG H 4 Bright A_FireBullets(4,4,2,60,"DevPuff",0,64)
      DEVG I 4 Bright A_FireBullets(4,4,2,60,"DevPuff",0,64)
      DEVG G 4 Bright A_FireBullets(4,4,2,60,"DevPuff",0,64)
      DEVG H 4 Bright A_FireBullets(4,4,2,60,"DevPuff",0,64)
      DEVG I 4 Bright A_FireBullets(4,4,2,60,"DevPuff",0,64)
      DEVG J 4 Bright A_GunFlash
      DEVG J 1 Bright A_Playsound("weapons/devfir")
	  TNT1 A 0 A_JumpIfInventory("PowerIDMWeaponLevel2",1,"Level2")
	  TNT1 A 0 A_JumpIfInventory("PowerQuadDamage",1,"Quad")
      DEVG K 10 Bright A_FireCustomMissile ("DevastatorBall",0,1,0,0)
      DEVG L 7 Bright
      Goto Ready
   Quad:
	  TNT1 A 0 A_Playsound("misc/qdmg",CHAN_AUTO,1)
	  Goto Fire+16
   Level2:
      DEVG K 10 Bright A_FireCustomMissile ("BigDevastatorBall",0,1,0,0)
	  Goto Fire+17
   Flash:
      NULL A 5 A_Light1
      NULL A 10 A_Light2
      NULL A 7 A_Light1
      NULL A 5 A_Light0
      stop
   }
}

ACTOR DevastatorBall
{
   Radius 12
   Height 8
   Speed 60
   Damage 256
   PROJECTILE
   RENDERSTYLE ADD
   ALPHA 0.90
   Damagetype "RedPlasma"
   +EXTREMEDEATH
   +SKYEXPLODE
   -NOTELEPORT
   DeathSound "weapons/devexp"
   Obituary "%o received the devastating power of %k's Devastator 1000."
   SelfObituary "%o was on a suicide mission with %p Devastator 1000."
   States
   {
   Spawn:
      DBAL AB 2 Bright 
      DBAL A 2 Bright A_Explode (128,128,1)
      TNT1 AAA 0 A_CustomMissile("LiteShot",0,0,Random(0,360))
      DBAL B 2 Bright A_Explode (128,128,1)
      TNT1 AAA 0 A_CustomMissile("LiteShot",0,0,Random(0,360))
      Goto Spawn+2
   Death:
      DBAL C 6 Bright
      DBAL D 6 Bright A_Explode(320,256)
	  TNT1 AA 0 A_CustomMissile("DevastatorBall3",0,0,random(135,225),CMF_TRACKOWNER|CMF_AIMDIRECTION)
      TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile("DevastatorBall2",0,0,random(0,360),CMF_TRACKOWNER|CMF_AIMDIRECTION,random(-15,15))
      DBAL E 2 Bright
      TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile("DevastatorBall2",0,0,random(0,360),CMF_TRACKOWNER|CMF_AIMDIRECTION,random(-15,15))
      DBAL E 2 Bright
      TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile("DevastatorBall2",0,0,random(0,360),CMF_TRACKOWNER|CMF_AIMDIRECTION,random(-15,15))
      DBAL E 2 Bright
      TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile("DevastatorBall2",0,0,random(0,360),CMF_TRACKOWNER|CMF_AIMDIRECTION,random(-15,15))
      DBAL E 2 Bright
      TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile("DevastatorBall2",0,0,random(0,360),CMF_TRACKOWNER|CMF_AIMDIRECTION,random(-15,15))
      DBAL F 2 Bright
      TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile("DevastatorBall2",0,0,random(0,360),CMF_TRACKOWNER|CMF_AIMDIRECTION,random(-15,15))
      DBAL F 2 Bright
      TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile("DevastatorBall2",0,0,random(0,360),CMF_TRACKOWNER|CMF_AIMDIRECTION,random(-15,15))
      DBAL F 2 Bright
      TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile("DevastatorBall2",0,0,random(0,360),CMF_TRACKOWNER|CMF_AIMDIRECTION,random(-15,15))
      DBAL F 2 Bright
      TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile("DevastatorBall2",0,0,random(0,360),CMF_TRACKOWNER|CMF_AIMDIRECTION,random(-15,15))
      DBAL G 2 Bright
      TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile("DevastatorBall2",0,0,random(0,360),CMF_TRACKOWNER|CMF_AIMDIRECTION,random(-15,15))
      DBAL G 2 Bright A_Explode(320,256)
      TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile("DevastatorBall2",0,0,random(0,360),CMF_TRACKOWNER|CMF_AIMDIRECTION,random(-15,15))
      DBAL HI 6 Bright
      stop
   }
}

ACTOR DevastatorBall2 : FastProjectile
{
   Radius 8
   Height 8
   Speed 100
   Damage 100
   PROJECTILE
   ProjectileKickback 500
   RENDERSTYLE ADD
   ALPHA 0.90
   Damagetype "RedPlasma"
   +EXTREMEDEATH
   +SKYEXPLODE
   -NOTELEPORT
   SeeSound "weapons/devbal"
   DeathSound "weapons/devex2" 
   Obituary "%o received the devastating power of %k's Devastator 1000."
   SelfObituary "%o was on a suicide mission with %p Devastator 1000."
   States
   {
   Spawn:
      DBA2 AB 4 Bright
      Loop
   Death:
      DBA2 C 1 Bright
      DBA2 C 3 Bright A_Explode(128,64)
      DBA2 DE 4 Bright
      Stop
   }
}

ACTOR DevastatorBall3 : DevastatorBall
{
	States
	{
    Death:
      DBAL C 6 Bright
      DBAL D 6 Bright A_Explode(320,256)
	  TNT1 A 0 A_CustomMissile("DevastatorBall4",0,0,random(120,240),CMF_TRACKOWNER|CMF_AIMDIRECTION)
      TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile("DevastatorBall2",0,0,random(0,360),CMF_TRACKOWNER|CMF_AIMDIRECTION,random(-15,15))
      DBAL E 2 Bright
      TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile("DevastatorBall2",0,0,random(0,360),CMF_TRACKOWNER|CMF_AIMDIRECTION,random(-15,15))
      DBAL E 2 Bright
      TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile("DevastatorBall2",0,0,random(0,360),CMF_TRACKOWNER|CMF_AIMDIRECTION,random(-15,15))
      DBAL E 2 Bright
      TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile("DevastatorBall2",0,0,random(0,360),CMF_TRACKOWNER|CMF_AIMDIRECTION,random(-15,15))
      DBAL E 2 Bright
      TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile("DevastatorBall2",0,0,random(0,360),CMF_TRACKOWNER|CMF_AIMDIRECTION,random(-15,15))
      DBAL F 2 Bright
      TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile("DevastatorBall2",0,0,random(0,360),CMF_TRACKOWNER|CMF_AIMDIRECTION,random(-15,15))
      DBAL F 2 Bright
      TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile("DevastatorBall2",0,0,random(0,360),CMF_TRACKOWNER|CMF_AIMDIRECTION,random(-15,15))
      DBAL F 2 Bright
      TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile("DevastatorBall2",0,0,random(0,360),CMF_TRACKOWNER|CMF_AIMDIRECTION,random(-15,15))
      DBAL F 2 Bright
      TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile("DevastatorBall2",0,0,random(0,360),CMF_TRACKOWNER|CMF_AIMDIRECTION,random(-15,15))
      DBAL G 2 Bright
      TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile("DevastatorBall2",0,0,random(0,360),CMF_TRACKOWNER|CMF_AIMDIRECTION,random(-15,15))
      DBAL G 2 Bright A_Explode(320,256)
      TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile("DevastatorBall2",0,0,random(0,360),CMF_TRACKOWNER|CMF_AIMDIRECTION,random(-15,15))
      DBAL HI 6 Bright
      stop
   }
}

ACTOR DevastatorBall4 : DevastatorBall
{
	States
	{
    Death:
      DBAL C 6 Bright
      DBAL D 6 Bright A_Explode(320,256)
	  TNT1 AA 0 A_CustomMissile("DevastatorBall5",0,0,random(135,225),CMF_TRACKOWNER|CMF_AIMDIRECTION)
      TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile("DevastatorBall2",0,0,random(0,360),CMF_TRACKOWNER|CMF_AIMDIRECTION,random(-15,15))
      DBAL E 2 Bright
      TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile("DevastatorBall2",0,0,random(0,360),CMF_TRACKOWNER|CMF_AIMDIRECTION,random(-15,15))
      DBAL E 2 Bright
      TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile("DevastatorBall2",0,0,random(0,360),CMF_TRACKOWNER|CMF_AIMDIRECTION,random(-15,15))
      DBAL E 2 Bright
      TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile("DevastatorBall2",0,0,random(0,360),CMF_TRACKOWNER|CMF_AIMDIRECTION,random(-15,15))
      DBAL E 2 Bright
      TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile("DevastatorBall2",0,0,random(0,360),CMF_TRACKOWNER|CMF_AIMDIRECTION,random(-15,15))
      DBAL F 2 Bright
      TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile("DevastatorBall2",0,0,random(0,360),CMF_TRACKOWNER|CMF_AIMDIRECTION,random(-15,15))
      DBAL F 2 Bright
      TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile("DevastatorBall2",0,0,random(0,360),CMF_TRACKOWNER|CMF_AIMDIRECTION,random(-15,15))
      DBAL F 2 Bright
      TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile("DevastatorBall2",0,0,random(0,360),CMF_TRACKOWNER|CMF_AIMDIRECTION,random(-15,15))
      DBAL F 2 Bright
      TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile("DevastatorBall2",0,0,random(0,360),CMF_TRACKOWNER|CMF_AIMDIRECTION,random(-15,15))
      DBAL G 2 Bright
      TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile("DevastatorBall2",0,0,random(0,360),CMF_TRACKOWNER|CMF_AIMDIRECTION,random(-15,15))
      DBAL G 2 Bright A_Explode(320,256)
      TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile("DevastatorBall2",0,0,random(0,360),CMF_TRACKOWNER|CMF_AIMDIRECTION,random(-15,15))
      DBAL HI 6 Bright
      stop
   }
}

ACTOR DevastatorBall5 : DevastatorBall
{
	States
	{
    Death:
      DBAL C 9 Bright
      DBAL D 9 Bright A_Explode(320,256)
      TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile("DevastatorBall2",0,0,random(0,360),CMF_TRACKOWNER|CMF_AIMDIRECTION,random(-15,15))
      DBAL E 2 Bright
      TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile("DevastatorBall2",0,0,random(0,360),CMF_TRACKOWNER|CMF_AIMDIRECTION,random(-15,15))
      DBAL E 2 Bright
      TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile("DevastatorBall2",0,0,random(0,360),CMF_TRACKOWNER|CMF_AIMDIRECTION,random(-15,15))
      DBAL E 2 Bright
      TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile("DevastatorBall2",0,0,random(0,360),CMF_TRACKOWNER|CMF_AIMDIRECTION,random(-15,15))
      DBAL E 2 Bright
      TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile("DevastatorBall2",0,0,random(0,360),CMF_TRACKOWNER|CMF_AIMDIRECTION,random(-15,15))
      DBAL F 2 Bright
      TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile("DevastatorBall2",0,0,random(0,360),CMF_TRACKOWNER|CMF_AIMDIRECTION,random(-15,15))
      DBAL F 2 Bright
      TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile("DevastatorBall2",0,0,random(0,360),CMF_TRACKOWNER|CMF_AIMDIRECTION,random(-15,15))
      DBAL F 2 Bright
      TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile("DevastatorBall2",0,0,random(0,360),CMF_TRACKOWNER|CMF_AIMDIRECTION,random(-15,15))
      DBAL F 2 Bright
      TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile("DevastatorBall2",0,0,random(0,360),CMF_TRACKOWNER|CMF_AIMDIRECTION,random(-15,15))
      DBAL G 2 Bright
      TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile("DevastatorBall2",0,0,random(0,360),CMF_TRACKOWNER|CMF_AIMDIRECTION,random(-15,15))
      DBAL G 2 Bright A_Explode(320,256)
      TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile("DevastatorBall2",0,0,random(0,360),CMF_TRACKOWNER|CMF_AIMDIRECTION,random(-15,15))
      DBAL HI 6 Bright
      stop
   }
}

ACTOR LiteShot : FastProjectile
{
   Radius 8
   Height 12
   Speed 100
   Damage 200
   PROJECTILE
   RENDERSTYLE ADD
   ALPHA 0.85
   Damagetype "Lightning"
   +EXTREMEDEATH
   +SKYEXPLODE
   -NOTELEPORT
   SeeSound "weapons/devlit"
   DeathSound "weapons/devzap" 
   Obituary "%o received the devastating power of %k's Devastator 1000."
   SelfObituary "%o was on a suicide mission with %p Devastator 1000."
   States
   {
   Spawn:
      DLIT ABC 3 Bright A_SpawnItem ("LiteTrail",0,0,0)
      Loop
   Death:
      DLIT DEFGHIJKLMNO 1 Bright
      Stop
   }
}

ACTOR LiteTrail
{
   Radius 1
   Height 1
   PROJECTILE
   RENDERSTYLE ADD
   ALPHA 0.67
   +CLIENTSIDEONLY
   States
   {
   Spawn:
      DLIT ABC 3 Bright
      stop
   }
}

Actor DevPuff
{
   Radius 3
   Height 3
   RENDERSTYLE ADD
   ALPHA 0.75
   +ALWAYSPUFF
   +PUFFONACTORS
   +NOGRAVITY
   +CLIENTSIDEONLY
   DeathSound "weapons/buzz"
   States
   {
   Spawn:
      DLIT JKLJKLJKL 3 Bright
      stop
   Crash:
      NULL A 1 Bright
      stop
   }
}

ACTOR BigDevastatorBall : DevastatorBall
{
	Speed 15
	Damage 666
	Scale 2.0
	+RIPPER
	States
	{
	Spawn:
      DBAL AB 4 Bright
      TNT1 A 0 A_Jump(192,"BallSkip1")
      TNT1 A 0 A_CustomMissile("DevastatorBall5",0,0,Random(0,360))
	BallSkip1:
      DBAL A 4 Bright A_Explode(128,128,0)
      TNT1 A 0 A_Jump (160,"BallSkip2")
      TNT1 A 0 A_CustomMissile("DevastatorBall2",0,0,Random(0,360))
	BallSkip2:
      TNT1 A 0 A_CustomMissile("LiteShot",0,0,Random(0,360))
      TNT1 A 0 A_Jump(192,"Ballskip3")
      TNT1 A 0 A_CustomMissile("DevastatorBall5",0,0,Random(0,360))
	BallSkip3:
      DBAL B 4 Bright A_Explode(128,128,0)
      TNT1 A 0 A_Jump (160,"Ballskip4")
      TNT1 A 0 A_CustomMissile("DevastatorBall2",0,0,Random(0,360))
	BallSkip4:
      TNT1 A 0 A_CustomMissile("LiteShot",0,0,Random(0,360))
	  TNT1 A 0
      Goto Spawn+2
   Death:
      DBAL C 9 Bright A_Explode(320,256)
      DBAL D 9 Bright
      TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile("DevastatorBall2",0,0,random(0,360),CMF_TRACKOWNER|CMF_AIMDIRECTION,random(-15,15))
      DBAL E 2 Bright A_CustomMissile("DevastatorBall3",0,0,random(135,225),CMF_TRACKOWNER|CMF_AIMDIRECTION)
      TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile("DevastatorBall2",0,0,random(0,360),CMF_TRACKOWNER|CMF_AIMDIRECTION,random(-15,15))
      DBAL E 2 Bright
      TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile("DevastatorBall2",0,0,random(0,360),CMF_TRACKOWNER|CMF_AIMDIRECTION,random(-15,15))
      DBAL E 2 Bright
      TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile("DevastatorBall2",0,0,random(0,360),CMF_TRACKOWNER|CMF_AIMDIRECTION,random(-15,15))
      DBAL E 2 Bright
      TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile("DevastatorBall2",0,0,random(0,360),CMF_TRACKOWNER|CMF_AIMDIRECTION,random(-15,15))
      DBAL F 2 Bright A_CustomMissile("DevastatorBall3",0,0,random(135,225),CMF_TRACKOWNER|CMF_AIMDIRECTION)
      TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile("DevastatorBall2",0,0,random(0,360),CMF_TRACKOWNER|CMF_AIMDIRECTION,random(-15,15))
      DBAL F 2 Bright
      TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile("DevastatorBall2",0,0,random(0,360),CMF_TRACKOWNER|CMF_AIMDIRECTION,random(-15,15))
      DBAL F 2 Bright
      TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile("DevastatorBall2",0,0,random(0,360),CMF_TRACKOWNER|CMF_AIMDIRECTION,random(-15,15))
      DBAL F 2 Bright
      TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile("DevastatorBall2",0,0,random(0,360),CMF_TRACKOWNER|CMF_AIMDIRECTION,random(-15,15))
      DBAL G 2 Bright A_CustomMissile("DevastatorBall3",0,0,random(135,225),CMF_TRACKOWNER|CMF_AIMDIRECTION)
      TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile("DevastatorBall2",0,0,random(0,360),CMF_TRACKOWNER|CMF_AIMDIRECTION,random(-15,15))
      DBAL G 2 Bright
      TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile("DevastatorBall2",0,0,random(0,360),CMF_TRACKOWNER|CMF_AIMDIRECTION,random(-15,15))
      DBAL G 2 Bright
      TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile("DevastatorBall2",0,0,random(0,360),CMF_TRACKOWNER|CMF_AIMDIRECTION,random(-15,15))
      DBAL G 2 Bright A_Explode(320,256)
      TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile("DevastatorBall2",0,0,random(0,360),CMF_TRACKOWNER|CMF_AIMDIRECTION,random(-15,15))
      DBAL HI 6 Bright
      stop
	}
}