ACTOR RasputinFlameShell : FastProjectile
{
   Obituary "%o received a ''Skullfire'' grenade in da face, thanks to %k's ''Rasputin''."
   Radius 10
   Height 14
   Speed 100
   Damage 150
   Scale 0.9
   PROJECTILE
   +RANDOMIZE
   +THRUGHOST
   +EXPLODEONWATER
   +DONTBLAST
   MissileType "100MMTrailSpawner"
   Scale 0.8
   States
   {
   Spawn:
      RASC A 0
      RASC A 0 ThrustThingZ(0,30,0,1)
      RASC A 0 A_PlaySound("Weapons/PushkaLoop",5,1.0)
   Maocopter:
      RASC A 0 ThrustThingZ(0,random(-4,-6),0,1)
      RASC A 1 Bright
	  Loop
  Death:
    TNT1 A 0 A_PlaySound("Rasputin/Hit",5)
    TNT1 A 0 A_PlaySound("Firepillar/Hit",6)
    TNT1 A 0 A_SpawnItemEx("FirePillarBurner",0,0,0,0,0,0,0,SXF_TRANSFERPOINTERS,0)
    stop
   }
}

ACTOR FirePillarBurner
{
	+NOGRAVITY
	+NOINTERACTION
	ReactionTime 60
	States
	{
	Spawn:
	TNT1 AA 0 A_Countdown
	TNT1 AA 0 A_SpawnItemEx("FirePillarUpward",random(20,-20),random(20,-20),0,0,0,0,0,SXF_TRANSFERPOINTERS)
	TNT1 A 0 A_SpawnItemEx("Derpflame",random(20,-20),random(20,-20),6,frandom(30.0,25.0),0,0,frandom(0.0,360.0),SXF_TRANSFERPOINTERS)
	TNT1 A 1
	TNT1 A 0 A_Countdown
	TNT1 AA 0 A_SpawnItemEx("FirePillarUpward",random(20,-20),random(20,-20),0,0,0,0,0,SXF_TRANSFERPOINTERS)
	TNT1 A 1
	Loop
	Death:
	Stop
	}
}

ACTOR FirePillarUpward
{
	Damage 20
	Radius 16
	Height 12
	Projectile
	Renderstyle Add
	DamageType Fire
	+SKYEXPLODE
	+NODAMAGETHRUST
    Obituary "%o was toasted by %k's zip zop zoobity combustible blast."
	//ProjectileKickBack 0
	States
	{
	Spawn:
	TNT1 AA 0 ThrustThingZ(0,10,0,1)
	FPIL ABC 2 Bright A_SpawnItemEx("FirePillarTrail")
	Loop
	Death:
	TNT1 A 0 A_Explode(40,56,0)
	TNT1 A 0 A_PlaySound("Firepillar/Impact",0,0.9)
	TNT1 AAAAAA 0 A_SpawnItemEx("FirePillarEmber",random(10,-10),random(10,-10),frandom(0.0,10.0),frandom(1.0,15.0),frandom(1.0,15.0),frandom(-5.0,-10.0),frandom(0.0,360.0),SXF_TRANSFERPOINTERS)
	FPIL DEFG 3 Bright
	Stop
	}
}

ACTOR FirePillarTrail
{
	+NOINTERACTION
	+NOGRAVITY
	+CLIENTSIDEONLY
	Renderstyle Add
	States
	{
	Spawn:
	FPIL A 1 Bright A_FadeOut(0.05)
	FPIL A 0 //A_SetScale(ScaleX-0.05,ScaleY-0.05)
	FPIL B 1 Bright A_FadeOut(0.05)
	FPIL A 0 //A_SetScale(ScaleX-0.05,ScaleY-0.05)
	FPIL C 1 Bright A_FadeOut(0.05)
	FPIL A 0 //A_SetScale(ScaleX-0.05,ScaleY-0.05)
	Loop
	}
}

ACTOR FirePillarEmber
{
	Damage 12
	Radius 10
	Height 8
	Projectile
	DamageType Fire
	-NOGRAVITY
	Gravity 0.6
	Renderstyle Add
	+NODAMAGETHRUST
	States
	{
	Spawn:
	SNFX JK 2 Bright A_SpawnItemEx("FirePillarEmberTrail")
	Loop
	Death:
	TNT1 A 0 A_PlaySound("Skullfire/Hit",0,0.6)
	TNT1 A 0 A_Explode(15,32,0)
	SNFX LMNO 3 Bright
	Stop
	}
}

ACTOR FirePillarEmberTrail
{
	+NOINTERACTION
	+NOGRAVITY
	+CLIENTSIDEONLY
	Renderstyle Add
	States
	{
	Spawn:
	SNFX LLMMNNOO 1 Bright A_FadeOut(0.1)
	Stop
	}
}

Actor Derpflame : FastProjectile
{
  Speed 20
  Radius 13
  Height 6
  Damage 25
  Obituary "%o was blasted by %k's homing flame."
  DamageType Fire
  +DONTBLAST
  +MISSILE
  +STEPMISSILE
  +DROPOFF
  +NOEXPLODEFLOOR
  +FORCERADIUSDMG
  +BLOODLESSIMPACT
  +THRUGHOST
  +EXPLODEONWATER
  +FORCERADIUSDMG
  +SEEKERMISSILE
  Renderstyle Add
  Alpha 0.99
  MaxStepHeight 36
  Gravity 0.5
  //MissileType "DerpflameTrail"
  states
  {
  Spawn:
    TNT1 A 0
	TNT1 A 0 A_PlaySound("Torchglow/Wall",5,0.7,1)
  Looplet:
    //TNT1 A 0 A_SpawnItemEx("FirePillarEmber",random(10,-10),random(10,-10),0,frandom(5.0,10.0),frandom(5.0,10.0),frandom(5.0,15.0),frandom(0.0,360.0),SXF_TRANSFERPOINTERS)
    TNT1 A 0 A_Quake(3,2,0,164)
    GRND A 0 A_ChangeVelocity (frandom(-4, 4), frandom(-4, 4), frandom(-1.5, 1.5), 0)
	TNT1 A 0 A_SeekerMissile (3, 15, SMF_LOOK,80,10)
    //TNT1 A 0 A_SpawnItemEx("EarthflameTrail")
    TNT1 AA 1 A_SpawnItem("DerpFlameTrail")
    TNT1 A 0 A_Quake(3,2,0,164)
    GRND A 0 A_ChangeVelocity (frandom(-4, 4), frandom(-4, 4), frandom(-1.5, 1.5), 0)
	TNT1 A 0 A_SeekerMissile (3, 15, SMF_LOOK,80,10)
    //TNT1 A 0 A_SpawnItemEx("EarthflameTrail")
    TNT1 AA 1 A_SpawnItem("DerpFlameTrail")
    Loop
  Crash:
  Death:
    TNT1 A 0 A_Explode(100,92,0,0)
	TNT1 A 0 A_PlaySound("Firepillar/Impact")
	ERFL IJKLM 3 Bright
    stop
  }
}

ACTOR DerpflameTrail
{
  +NOINTERACTION
  +CLIENTSIDEONLY
  Renderstyle Add
  Alpha 0.9
  States
  {
  Spawn:
  ERFL AABBCCDDEEFFGGHH 1 Bright A_FadeOut(0.04)
  Stop
  }
}
