
Actor RLRELOAD : INVENTORY
{
inventory.maxamount 1
}

Actor RLAMMO : AMMO
{
inventory.maxamount 3
}

Actor RLAUNCHER : FIST1 
{
	Game Doom
	Weapon.SelectionOrder 1802
	Weapon.AmmoUse1 0
	Weapon.AmmoUse2 0
	Weapon.AmmoGive 0
	Weapon.AmmoType1 "NewRocketAmmo"
	Weapon.AmmoType2 "RLAMMO"
	Weapon.SlotNumber 5
	Obituary "$OB_MPPISTOL"
	Inventory.Pickupmessage "got a Rocket Launcher"
	+WEAPON.NOAUTOFIRE
	+WEAPON.NOALERT
	Tag "Rocket Launcher"
	States
	{
	
	Select:
	tnt1 a 0 a_zoomfactor(1)
	tnt1 a 0 A_TakeInventory("ZOOMED",1)
	tnt1 a 0 a_takeinventory("PUNCHIN",1)
	TNT1 A 0 A_Gunflash("CrossHair")
	tnt1 a 0 a_setpitch(pitch-0.02)
	tnt1 a 0 a_takeinventory("lanzalaputog",1)
	RLRA A 1 A_Raise
	loop

	
	Deselect:
	tnt1 a 0 a_zoomfactor(1)
	TNT1 A 0 A_TakeInventory("Recoil",3)
	tnt1 a 0 a_setpitch(pitch+0.02)
	TNT1 A 0 A_TAKEINVENTORY("RLRELOAD",1)
	RLRA A 1 A_Lower
	LOOP

		
		
		
	Ready:
		TNT1 A 0 A_TakeInventory("Recoil",1)
	TNT1 A 0 ACS_NamedExecuteAlways("SetPlayerSpeed",0,28)
	TNT1 A 0 A_JumpIfInventory("UsoBASE",1,"SosReDawnWacho")
	tnt1 a 0 A_JumpIfInventory("MakeARoll",1,"DawnForDaRoll")
	tnt1 a 0 a_jumpifinventory("RunCheckItem",1,"DawnForDaRoll")
	tnt1 a 0 a_jumpifinventory("lanzalaputog",1,"grenadetr")
	TNT1 A 0 A_JumpIfInventory("PUNCHIN",1,"ALASPINASWACHO")
	RLRA A 7 A_WeaponReady(WRF_ALLOWRELOAD|WRF_ALLOWZOOM)
	TNT1 A 0 ACS_NamedExecute("RCorrectorACS")
	LOOP

			
			
			
			
		
	ALASPINASWACHO:
	RLRA a 1 offset(-2,34)
	RLRA a 1 offset(-10,42)
	RLRA a 1 offset(-21,54)
	RLRA a 1 offset(-31,66)
	RLRA a 1 offset(-41,82)
	tnt1 a 2
	tmt1 a 0 offset(2,32)
	tnt1 a 0 a_takeinventory("PUNCHIN",1)
	tnt1 a 0 a_gunflash("Puchin")
	tnt1 aaaa 5
	RLRA a 1 offset(-10,69)
	RLRA a 1 offset(-8,66)
	RLRA a 1 offset(-6,48)
	RLRA a 1 offset(-4,42)
	RLRA a 1 offset(-2,36)
	RLRA a 1 offset(0,34)
	RLRA a 1 offset(0,33)
	RLRA a 1 offset(0,32)
	tnt1 a 0 a_takeinventory("PUNCHIN",1)
	TNT1 A 0 A_Gunflash("CrossHair")
	goto ready
			
			
			
	
	grenadetr:
	tnt1 a 0 a_takeinventory("lanzalaputog",1)
	TNT1 A 0 A_JumpIfInventory("GrenadeItem",1,1)
	Goto Ready
	TNT1 A 0 A_TakeInventory("GrenadeItem",1)
	RLRA a 1 offset(0,33)
	RLRA a 1 offset(0,34)
	RLRA a 1 offset(0,36)
	RLRA a 1 offset(0,42)
	RLRA a 1 offset(0,48)
	RLRA a 1 offset(0,54)
	RLRA a 1 offset(0,60)
	RLRA a 1 offset(0,66)
	RLRA a 1 offset(0,72)
	RLRA a 1 offset(0,82)
	tnt1 a 4
	tnt1 a 0 a_takeinventory("lanzalaputog",1)
	tmt1 a 0 offset(0,32)
	tnt1 a 0 a_gunflash("thorwgrenadewacho")
	tnt1 aaaaaa 8
	RLRA a 1 offset(0,69)
	RLRA a 1 offset(0,66)
	RLRA a 1 offset(0,48)
	RLRA a 1 offset(0,42)
	RLRA a 1 offset(0,36)
	RLRA a 1 offset(0,34)
	RLRA a 1 offset(0,33)
	RLRA a 1 offset(0,32)
		tnt1 a 0 a_takeinventory("lanzalaputog",1)
		TNT1 A 0 A_Gunflash("CrossHair")
	goto ready

DawnForDaRoll:
		RLRA a 1 offset(0,33)
		RLRA a 1 offset(0,34)
		RLRA a 1 offset(0,42)
		RLRA a 1 offset(0,48)
		RLRA a 1 offset(0,54)
		RLRA a 1 offset(0,66)
		RLRA a 1 offset(0,82)
		tnt1 a 0 a_jumpifinventory("RunCheckItem",1,"startrun")
		tnt1 a 0 a_jumpifinventory("MakeARoll",1,"RollingStones")
		Goto AltoLevanteTieneElGil
		
SosReDawnWacho:
		RLRA a 1 offset(0,33)
		RLRA a 1 offset(0,34)
		RLRA a 1 offset(0,36)
		RLRA a 1 offset(0,42)
		RLRA a 1 offset(0,48)
		RLRA a 1 offset(0,54)
		RLRA a 1 offset(0,60)
		RLRA a 1 offset(0,66)
		RLRA a 1 offset(0,72)
		RLRA a 1 offset(0,82)
	Goto ItemCheck
	
AltoLevanteTieneElGil:
		TNT1 A 0 ACS_NamedExecuteAlways("SetPlayerSpeed",0,40)
		RLRA a 1 offset(0,69)
		RLRA a 1 offset(0,66)
		RLRA a 1 offset(0,48)
		RLRA a 1 offset(0,42)
		RLRA a 1 offset(0,36)
		RLRA a 1 offset(0,34)
		RLRA a 1 offset(0,33)
		RLRA a 1 offset(0,32)
		tnt1 a 0 a_takeinventory("MakeARoll",1)
		TNT1 A 0 A_Gunflash("CrossHair")
	Goto Ready
			

	AltFire:
	TNT1 A 0 A_JumpIfInventory("RLRELOAD",1,"SELAMETE")
	GOTO READY
	
	
	Reload:
	TNT1 A 0 A_JUMPIFINVENTORY("RLAMMO",3,"READY")
	TNT1 A 0 A_JUMPIFINVENTORY("NewRocketAmmo",1,1)
	Goto Ready
	TNT1 A 0 A_GIVEINVENTORY("RLRELOAD",1)
	tnt1 a 0 A_GiveInventory("CrossHairUnt",10)
	RLRR AABBCDEFGH 1
	
	DDDS:
	RLRR HHHHHHHHH 1
	tnt1 a 0 A_playsound("MOVE",2,2.0)
	RLRR HHHHHHHHH 1
	TNT1 A 0 A_JumpIfInventory("NewRocketAmmo",1,1)
	GOTO SDDD
	TNT1 A 0 A_JUMPIFINVENTORY("RLAMMO",3,"SDDD")
	tnt1 a 0 A_playsound("SGCLICK",1,1.0)
	
	ESPERANDO:
	RLRR H 1 A_WEAPONREADY(WRF_NOBOB)
	LOOP
	
	SELAMETE:
	TNT1 A 0 A_JumpIfInventory("NewRocketAmmo",1,1)
	Goto SDDD
	TNT1 A 0 A_playsound("ROCEKTLOAD",1,1.0)
	RLRR IIJKKJI 1 A_GiveInventory("CrossHairUnt",1)
	TNT1 A 0 A_GIVEINVENTORY("RLAMMO",1)
	TNT1 A 0 A_TakeInventory("NewRocketAmmo",1)
	TNT1 A 0 A_JUMPIFINVENTORY("RLAMMO",3,"SDDD")
	GOTO DDDS
	
	SDDD:
	TNT1 A 0 A_TAKEINVENTORY("RLRELOAD",1)
	tnt1 a 0 A_TakeInventory("ZOOMED",1)
		tnt1 a 0 a_takeinventory("PUNCHIN",1)
		tnt1 a 0 a_takeinventory("MakeARoll",1)
		tnt1 a 0 a_takeinventory("lanzalaputog",1)
	RLRR HHGGFEDCBA 1
	GOTO READY
	
	
	Fire:
	TNT1 A 0 A_JUMPIFINVENTORY("RLRELOAD",1,"SDDD")
	TNT1 A 0 A_JUMPIFINVENTORY("RLAMMO",1,1)
	GOTO READY
	FRLA AB 2
Goto PresicionCheck

ContinueFire:
	FRLA C 1 
	TNT1 AAAAAAAAA 0 A_FireCustomMissile("ESMOUC", (FRandom(-7.3,7.3)), 0, 0, -7 , 0 ,(FRandom(-6.3,6.3)))
	FRLA C 1
	TNT1 A 0 A_TakeInventory("RLAmmo",1)
	TNT1 A 0 A_ZOOMFACTOR(0.80)
	TNT1 A 0 Radius_Quake(4,8,0,10,0)
	FRLA D 1
	TNT1 A 0 A_ZoomFactor(1.0)
	FRLA DDD 2
	TNT1 A 0 A_RECOIL(2)
	TNT1 A 0 A_SETPITCH(PITCH-0.08)
	FRLA D 1 A_SETPITCH(PITCH-0.07)
	FRLA D 1 A_SETPITCH(PITCH-0.05)
	FRLA D 1 A_SETPITCH(PITCH-0.05)
	FRLA D 1 A_SETPITCH(PITCH-0.04)
	FRLA E 1 A_SETPITCH(PITCH-0.02) 
	FRLA E 1 A_SETPITCH(PITCH-0.02) 
	FRLA E 1 A_SETPITCH(PITCH-0.01)
	tnt1 a 0 a_giveinventory("RCorrector",24)
	TNT1 A 0 A_ZOOMFACTOR(1)
	FRLA EFGH 1
	TNT1 A 0 A_playsound("ROCEKTLOAD",1,1.0)
	RLRA AAAA 3
	TNT1 A 0 A_playsound("SGCLICK",1,1.0)
	GOTO READY
	
	
	
PresicionCheck:
		tnt1 a 0 a_jumpifinventory("CrossHairUnt",9,"firer9")
		tnt1 a 0 a_jumpifinventory("CrossHairUnt",8,"firer8")
		tnt1 a 0 a_jumpifinventory("CrossHairUnt",7,"firer7")
		tnt1 a 0 a_jumpifinventory("CrossHairUnt",6,"firer6")
		tnt1 a 0 a_jumpifinventory("CrossHairUnt",5,"firer5")
		tnt1 a 0 a_jumpifinventory("CrossHairUnt",4,"firer4")
		tnt1 a 0 a_jumpifinventory("CrossHairUnt",3,"firer3")
		tnt1 a 0 a_jumpifinventory("CrossHairUnt",2,"firer2")
FireR0:
		TNT1 A 0 A_FIRECUSTOMMISSILE("ROCKET", (FRandom(-0.5,0.5)), 0, 0, 6 , 0 ,(FRandom(-0.5,0.5)))
		tnt1 a 0 A_GiveInventory("CrossHairUnt",14)
	Goto ContinueFire
FireR1:
		TNT1 A 0 A_FIRECUSTOMMISSILE("ROCKET", (FRandom(-1,1)), 0, 0, 6 , 0 ,(FRandom(-1,1)))
		tnt1 a 0 A_GiveInventory("CrossHairUnt",14)
	Goto ContinueFire
FireR2:
		TNT1 A 0 A_FIRECUSTOMMISSILE("ROCKET", (FRandom(-1.5,1.5)), 0, 0, 6 , 0 ,(FRandom(-1.5,1.5)))
		tnt1 a 0 A_GiveInventory("CrossHairUnt",14)
	Goto ContinueFire
FireR3:
		TNT1 A 0 A_FIRECUSTOMMISSILE("ROCKET", (FRandom(-0.5,0.5)), 0, 0, 6 , 0 ,(FRandom(-2,2)))
		tnt1 a 0 A_GiveInventory("CrossHairUnt",14)
	Goto ContinueFire
FireR4:
		TNT1 A 0 A_FIRECUSTOMMISSILE("ROCKET", (FRandom(-2.5,2.5)), 0, 0, 6 , 0 ,(FRandom(-2.5,2.5)))
		tnt1 a 0 A_GiveInventory("CrossHairUnt",14)
	Goto ContinueFire
FireR5:
		TNT1 A 0 A_FIRECUSTOMMISSILE("ROCKET", (FRandom(-3,3)), 0, 0, 6 , 0 ,(FRandom(-3,3)))
		tnt1 a 0 A_GiveInventory("CrossHairUnt",14)
	Goto ContinueFire
FireR6:
		TNT1 A 0 A_FIRECUSTOMMISSILE("ROCKET", (FRandom(-3.5,3.5)), 0, 0, 6 , 0 ,(FRandom(-3.5,3.5)))
		tnt1 a 0 A_GiveInventory("CrossHairUnt",14)
	Goto ContinueFire
FireR7:
		TNT1 A 0 A_FIRECUSTOMMISSILE("ROCKET", (FRandom(-4,4)), 0, 0, 6 , 0 ,(FRandom(-4,4)))
		tnt1 a 0 A_GiveInventory("CrossHairUnt",14)
	Goto ContinueFire
FireR8:
		TNT1 A 0 A_FIRECUSTOMMISSILE("ROCKET", (FRandom(-4.5,4.5)), 0, 0, 6 , 0 ,(FRandom(-4.5,4.5)))
		tnt1 a 0 A_GiveInventory("CrossHairUnt",14)
	Goto ContinueFire
FireR9:
		TNT1 A 0 A_FIRECUSTOMMISSILE("ROCKET", (FRandom(-5,5)), 0, 0, 6 , 0 ,(FRandom(-5,5)))
		tnt1 a 0 A_GiveInventory("CrossHairUnt",14)
	Goto ContinueFire
	
	
	
	
	
	
	
	
	
	
	
	
	
	
	
	
	
	
	
	
	
	CrossHair:		
		TNT1 A 0 A_JumpIfInventory("CrossHairUnt",16,"R30")
		TNT1 A 0 A_JumpIfInventory("CrossHairUnt",15,"R29")
		TNT1 A 0 A_JumpIfInventory("CrossHairUnt",14,"R28")
		TNT1 A 0 A_JumpIfInventory("CrossHairUnt",13,"R27")
		TNT1 A 0 A_JumpIfInventory("CrossHairUnt",12,"R26")
		TNT1 A 0 A_JumpIfInventory("CrossHairUnt",11,"R25")
		TNT1 A 0 A_JumpIfInventory("CrossHairUnt",10,"R24")
		TNT1 A 0 A_JumpIfInventory("CrossHairUnt",9,"R23")
		TNT1 A 0 A_JumpIfInventory("CrossHairUnt",8,"R22")
		TNT1 A 0 A_JumpIfInventory("CrossHairUnt",7,"R21")
		TNT1 A 0 A_JumpIfInventory("CrossHairUnt",6,"R20")
		TNT1 A 0 A_JumpIfInventory("CrossHairUnt",5,"R19")
		TNT1 A 0 A_JumpIfInventory("CrossHairUnt",4,"R18")
		TNT1 A 0 A_JumpIfInventory("CrossHairUnt",3,"R17")
		TNT1 A 0 A_JumpIfInventory("CrossHairUnt",2,"R16")
		TNT1 A 1 A_SetCrossHair(16)
		Loop
		
R30:
TNT1 AAAAA 1 A_SetCrossHair(30)
TNT1 A 0 A_TakeInventory("CrossHairUnt",1)
Goto CrossHair
R29:
TNT1 AAAAA 1 A_SetCrossHair(29)
TNT1 A 0 A_TakeInventory("CrossHairUnt",1)
Goto CrossHair
R28:
TNT1 AAAAA 1 A_SetCrossHair(28)
TNT1 A 0 A_TakeInventory("CrossHairUnt",1)
Goto CrossHair
R27:
TNT1 AAAAA 1 A_SetCrossHair(27)
TNT1 A 0 A_TakeInventory("CrossHairUnt",1)
Goto CrossHair
R26:
TNT1 AAAAA 1 A_SetCrossHair(26)
TNT1 A 0 A_TakeInventory("CrossHairUnt",1)
Goto CrossHair
R25:
TNT1 AAAAA 1 A_SetCrossHair(25)
TNT1 A 0 A_TakeInventory("CrossHairUnt",1)
Goto CrossHair
R24:
TNT1 AAAAA 1 A_SetCrossHair(24)
TNT1 A 0 A_TakeInventory("CrossHairUnt",1)
Goto CrossHair
R23:
TNT1 AAAAA 1 A_SetCrossHair(23)
TNT1 A 0 A_TakeInventory("CrossHairUnt",1)
Goto CrossHair
R22:
TNT1 AAAAA 1 A_SetCrossHair(22)
TNT1 A 0 A_TakeInventory("CrossHairUnt",1)
Goto CrossHair
R21:
TNT1 AAAA 1 A_SetCrossHair(21)
TNT1 A 0 A_TakeInventory("CrossHairUnt",1)
Goto CrossHair
R20:
TNT1 AAAA 1 A_SetCrossHair(20)
TNT1 A 0 A_TakeInventory("CrossHairUnt",1)
Goto CrossHair
R19:
TNT1 AAAA 1 A_SetCrossHair(19)
TNT1 A 0 A_TakeInventory("CrossHairUnt",1)
Goto CrossHair
R18:
TNT1 AAAA 1 A_SetCrossHair(18)
TNT1 A 0 A_TakeInventory("CrossHairUnt",1)
Goto CrossHair
R17:
TNT1 AAA 1 A_SetCrossHair(17)
TNT1 A 0 A_TakeInventory("CrossHairUnt",1)
Goto CrossHair
R16:
TNT1 AAA 1 A_SetCrossHair(16)
TNT1 A 0 A_TakeInventory("CrossHairUnt",1)
Goto CrossHair
R15:
TNT1 AAAA 1 A_SetCrossHair(15)
TNT1 A 0 A_TakeInventory("CrossHairUnt",1)
Goto CrossHair
R14:
TNT1 AAAAA 1 A_SetCrossHair(14)
TNT1 A 0 A_TakeInventory("CrossHairUnt",1)
Goto CrossHair
R13:
TNT1 AAAAA 1 A_SetCrossHair(13)
TNT1 A 0 A_TakeInventory("CrossHairUnt",1)
Goto CrossHair
R12:
TNT1 AAAAAA 1 A_SetCrossHair(12)
TNT1 A 0 A_TakeInventory("CrossHairUnt",1)
Goto CrossHair
R12:
TNT1 AAAAAA 1 A_SetCrossHair(11)
TNT1 A 0 A_TakeInventory("CrossHairUnt",1)
Goto CrossHair



 	Spawn:
			tnt1 a 1
			TNT1 A 0 A_SpawnItemEx("RocketLaunceherI",0,0,0,FRANDOM(2,4),0,5,FRANDOM(350,370),SXF_NOCHECKPOSITION)
			Stop
	
	}
}

ACTOR mina 
{
	Radius 8
	Height 8
	Speed 0
	Damage 13
	Mass 9999
	Health 3 
	scale 0.5
	Projectile
	-NOGRAVITY
	+THRUSPECIES
	+RANDOMIZE
	+DEHEXPLOSION
	+NOEXPLODEFLOOR
	+SHOOTABLE
	+bounceonwalls
	-NOBLOCKMAP
	Decal Scorch
	States
	{
	Spawn:
	mina bc 1
	prelup:
		MINA DD 35
		MINA EDED 4
	Loop
	
	XDeath:
	Death:
	tnt1 a 0 A_playsound("KnightFarEx",CHAN_AUTO,1.0,0,0.1)
	tnt1 a 0 A_playsound("world/barrelx",CHAN_AUTO,1.0)
	TNT1 A 0 A_SETSCALE(1)
	 TNT1 A 0 A_ChangeFlag ( "NoGravity", 1 )
		tnt1 a 0 a_explode(250,60,0,0,200)
		tnt1 a 0 A_Explode(100,256)
		TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile ("smojepuffLITE", 2, 0, random (0, 360), 2, random (0, 360))
		TNT1 AAAAAAAAAAAAAAAAA 0 A_CustomMissile ("BSBBASET2", 2, 0, random (0, 360), 2, random (0, 360))
		MISL BBBB 2 Bright A_SpawnItemEx("WeaponFireLight")
		MISL CC 3 Bright A_SpawnItemEx("WeaponFireLight")
		MISL DD 2 Bright
		Stop
	}
}



ACTOR MRocket : FastProjectile REPLACES ROCKET
{
	Game Doom
	SpawnID 127
	Radius 11
	Height 8
	Speed 85
	Damage 90
	GRAVITY 0.3
	scale 1.15
	Projectile
	-NOGRAVITY
	+EXTREMEDEATH
	+RANDOMIZE
	+DEHEXPLOSION
	+ROCKETTRAIL
	+EXPLODEONDEATH
	SeeSound "ROCKETREADY"
	Decal Scorch
	States
	{
	Spawn:
	DS:
		TNT1 A 0 A_ChangeVelocity(fRandom(-0.8,0.8),fRandom(-0.8,0.8),fRandom(-0.8,0.8))
		MISL A 4 Bright A_SpawnItemEx("BSBBASET4", (6 *momx)/-35.0, -(6 *momy)/-35.0, 2+(6 *momz)/-35.0, 0,0,0, 0, SXF_ABSOLUTEANGLE)
		tnt1 a 0 A_playsound("FLAME",2.0)
		TNT1 A 0 A_CustomMissile ("BSBBASET2", 2, 0, random (0, 360), 2, random (0, 360))
		TNT1 A 0 A_SpawnItemEx("BSBBASET2", (2 *momx)/-35.0, -(2 *momy)/-35.0, 2+(2 *momz)/-35.0, 0,0,0, 0, SXF_ABSOLUTEANGLE)
        TNT1 A 0 A_SpawnItemEx("BSBBASET3", (4 *momx)/-35.0, -(4 *momy)/-35.0, 2+(4 *momz)/-35.0, 0,0,0, 0, SXF_ABSOLUTEANGLE)
        TNT1 A 0 A_SpawnItemEx("BSBBASET4", (6 *momx)/-35.0, -(6 *momy)/-35.0, 2+(6 *momz)/-35.0, 0,0,0, 0, SXF_ABSOLUTEANGLE)
        TNT1 A 0 A_SpawnItemEx("BSBBASET5", (8 *momx)/-35.0, -(8 *momy)/-35.0, 2+(8 *momz)/-35.0, 0,0,0, 0, SXF_ABSOLUTEANGLE)
        TNT1 A 0 A_SpawnItemEx("BSBBASET6", (10*momx)/-35.0, -(10*momy)/-35.0, 2+(10*momz)/-35.0, 0,0,0, 0, SXF_ABSOLUTEANGLE)
        TNT1 A 0 A_SpawnItemEx("BSBBASET7", (12*momx)/-35.0, -(12*momy)/-35.0, 2+(12*momz)/-35.0, 0,0,0, 0, SXF_ABSOLUTEANGLE)
        TNT1 A 0 A_SpawnItemEx("BSBBASET8", (14*momx)/-35.0, -(14*momy)/-35.0, 2+(14*momz)/-35.0, 0,0,0, 0, SXF_ABSOLUTEANGLE)
        TNT1 A 0 A_SpawnItemEx("BSBBASET9", (16*momx)/-35.0, -(16*momy)/-35.0, 2+(16*momz)/-35.0, 0,0,0, 0, SXF_ABSOLUTEANGLE)
        TNT1 A 0 A_SpawnItemEx("BSBBASET10", (18*momx)/-35.0, -(18*momy)/-35.0, 2+(18*momz)/-35.0, 0,0,0, 0, SXF_ABSOLUTEANGLE)
        TNT1 A 0 A_SpawnItemEx("BSBBASET11", (20*momx)/-35.0, -(20*momy)/-35.0, 2+(20*momz)/-35.0, 0,0,0, 0, SXF_ABSOLUTEANGLE)
        TNT1 A 0 A_SpawnItemEx("BSBBASET12", (22*momx)/-35.0, -(22*momy)/-35.0, 2+(22*momz)/-35.0, 0,0,0, 0, SXF_ABSOLUTEANGLE)
		Loop
		
	Death:
	tnt1 a 0 A_playsound("SSGDOUBLEFIRE",CHAN_AUTO,1.0,0,0.4)
	tnt1 a 0 A_playsound("KnightFarEx",CHAN_AUTO,1.0,0,0.1)
	TNT1 A 0 A_SETSCALE(1)
	 TNT1 A 0 A_ChangeFlag ( "NoGravity", 1 )
		TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile ("AKTracer", 2, 0, random (0, 360), 2, random (0, 360))
		TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile ("smojepuffLITE", 2, 0, random (0, 360), 2, random (0, 360))
		TNT1 AAAAAAAAAAAAAAAAA 0 A_CustomMissile ("BSBBASET2", 2, 0, random (0, 360), 2, random (0, 360))
		MISL BBBB 2 Bright
		MISL CC 3 Bright 
		MISL DD 2 Bright
		Stop
	}
}


actor BSBBASET2: smojepuff {    Alpha 0.25 }
actor BSBBASET3: smojepuff {    Alpha 0.25 }
actor BSBBASET4: smojepuff {    Alpha 0.25 }
actor BSBBASET5: smojepuff {    Alpha 0.25 }
actor BSBBASET6: smojepuff {    Alpha 0.20 }
actor BSBBASET7: smojepuff {    Alpha 0.20 }
actor BSBBASET8: smojepuff {    Alpha 0.20 }
actor BSBBASET9: smojepuff {    Alpha 0.20 }
actor BSBBASET10: smojepuff {    Alpha 0.18 }
actor BSBBASET11: smojepuff {    Alpha 0.16 }
actor BSBBASET12: smojepuff {    Alpha 0.14 }
actor BSBBASET13: smojepuff {    Alpha 0.12 }
actor BSBBASET14: smojepuff {    Alpha 0.10 }
actor BSBBASET15: smojepuff {    Alpha 0.08 }
actor BSBBASET16: smojepuff {    Alpha 0.06 }
actor BSBBASET17: smojepuff {    Alpha 0.04 }
actor BSBBASET18: smojepuff {    Alpha 0.02 }