

ACTOR D4Machinegun : DoomWeapon
{
	Weapon.SelectionOrder 1300
	Weapon.AmmoUse1 1
	Weapon.AmmoGive1 0
	Weapon.AmmoType1 "Clip2"
	Weapon.AmmoUse2 0
	Weapon.AmmoGive2 0
	Weapon.AmmoType1 "Clip2"
	Weapon.AmmoType2 "MachinegunUpgrade"
	Inventory.PickupMessage "You got the Machinegun!"
	Obituary "$OB_MPMachinegun"
	+WEAPON.NOAUTOFIRE
	+WEAPON.NOAUTOAIM
	Tag "$TAG_Machinegun"
	States
	{
	Ready:
		MAGG A 1 A_WeaponReady
		TNT1 A 0 A_JumpIfInventory("D4AltMode",1,"Ready4")
		TNT1 A 0 A_JumpIfInventory("MachinegunUpgrade",1,"Ready3")
		TNT1 A 0 A_JumpIfInventory("IsUpgradingWeapons",1,"UpgradeWeapons")
		TNT1 A 0 A_JumpIfInventory("Kicking",1,"DoKick")
        TNT1 A 0 A_JumpIfInventory("Taunting",1,"Taunt")
        TNT1 A 0 A_JumpIfInventory("Reloading",1,"ChangeAltMode")
		TNT1 A 0 A_JumpIfInventory("Salute1", 1, "Salute")
		TNT1 A 0 A_JumpIfInventory("Salute2", 1, "Salute")
		TNT1 A 0 A_JumpIfInventory("TossGrenade",1,"TossGrenade")
		Loop
		
	Ready2:
		MAGS A 1 A_WeaponReady
		TNT1 A 0 A_JumpIfInventory("IsUpgradingWeapons",1,"UpgradeWeapons")
		TNT1 A 0 A_JumpIfInventory("Kicking",1,"DoKick")
        TNT1 A 0 A_JumpIfInventory("Taunting",1,"Taunt")
        TNT1 A 0 A_JumpIfInventory("Reloading",1,"ChangeAltMode")
		TNT1 A 0 A_JumpIfInventory("Salute1", 1, "Salute")
		TNT1 A 0 A_JumpIfInventory("Salute2", 1, "Salute")
		TNT1 A 0 A_JumpIfInventory("TossGrenade",1,"TossGrenade")
		Loop
		
	Ready3:
		M2GG A 1 A_WeaponReady
		TNT1 A 0 A_JumpIfInventory("IsUpgradingWeapons",1,"UpgradeWeapons")
		TNT1 A 0 A_JumpIfInventory("Kicking",1,"DoKick")
        TNT1 A 0 A_JumpIfInventory("Taunting",1,"Taunt")
        TNT1 A 0 A_JumpIfInventory("Reloading",1,"ChangeAltMode")
		TNT1 A 0 A_JumpIfInventory("Salute1", 1, "Salute")
		TNT1 A 0 A_JumpIfInventory("Salute2", 1, "Salute")
		TNT1 A 0 A_JumpIfInventory("TossGrenade",1,"TossGrenade")
		Loop
		
	Ready4:
		M3GG A 1 A_WeaponReady
		TNT1 A 0 A_JumpIfInventory("IsUpgradingWeapons",1,"UpgradeWeapons")
		TNT1 A 0 A_JumpIfInventory("Kicking",1,"DoKick")
        TNT1 A 0 A_JumpIfInventory("Taunting",1,"Taunt")
        TNT1 A 0 A_JumpIfInventory("Reloading",1,"ChangeAltMode")
		TNT1 A 0 A_JumpIfInventory("Salute1", 1, "Salute")
		TNT1 A 0 A_JumpIfInventory("Salute2", 1, "Salute")
		TNT1 A 0 A_JumpIfInventory("TossGrenade",1,"TossGrenade")
		Loop	
		
	Steady:	
		TNT1 A 0
		TNT1 A 5
		TNT1 A 0 A_JumpIfInventory("GoFatality", 1, "Steady")
		Goto Select2
		
	ChangeAltMode:
		TNT1 A 0
		TNT1 A 0 A_TakeInventory("Reloading", 1)
		TNT1 A 0 A_JumpIfInventory("D4AltMode", 1, "ChangeAltMode2")
		M2GG A 1
		TNT1 A 0 A_JumpIfInventory("MachinegunUpgrade", 1, 1)
		Goto NoUpgrades
		M2GG A 1
		TNT1 A 0 A_JumpIfInventory("MachinegunUpgrade", 2, 1)
		Goto NoUpgrades2
		M2GG A 1
		TNT1 A 0 A_Takeinventory("Zoomed",1)
        TNT1 A 0 A_ZoomFactor(1.0)
		TNT1 A 0 A_Takeinventory("ADSmode",1)
		TNT1 A 0 A_JumpIfInventory("D4AltMode", 1, "ChangeAltMode2")
		TNT1 A 0 A_GiveInventory("D4AltMode", 1)
		TNT1 A 0 A_Print("Micro missiles mode selected.", 2)
		M2GL CBA 1
		TNT1 A 4
		M3GL ABC 1
		Goto Ready4
		
	ChangeAltMode2:	
		M3GG A 1
		TNT1 A 0 A_TakeInventory("D4AltMode", 1)
		TNT1 A 0 A_Print("Tactical Scope Mode Selected.", 2)
		M3GL CBA 1
		TNT1 A 4
		M2GL ABC 1
		Goto Ready3
		
		
		
		
	Deselect:
		MAGL CBA 0
		TNT1 A 0 A_ZoomFactor(1.0)
		TNT1 A 0 A_Takeinventory("Reloading",1)
		TNT1 A 0 A_Takeinventory("ADSmode",1)
		TNT1 A 0 A_Takeinventory("Zoomed",1)
		TNT1 A 0 A_TakeInventory("IsD4Weapon", 1)
		TNT1 A 0 A_TakeInventory("D4MachinegunSelected", 1)
		TNT1 A 0 A_TakeInventory("D4AltMode", 1)
		MAGG AAAAAAAAAAAA 0 A_Lower
		TNT1 A 1 A_Lower
		Loop
	Select:
		TNT1 A 1 A_Raise
		TNT1 A 0 A_TakeInventory("IsFiringSecondary",1)
		TNT1 A 0 A_TakeInventory("FiredSecondary",1)
		TNT1 A 0 A_TakeInventory("IsFiringPrimary",1)
		TNT1 A 0 A_TakeInventory("FiredPrimary",1)
		TNT1 A 0 A_GiveInventory("StopDualWield", 1)
		TNT1 A 0 A_Takeinventory("FistsSelected",1)
		TNT1 A 0 A_Takeinventory("Reloading",1)
		TNT1 A 0 A_Takeinventory("Kicking",1)
		TNT1 A 0 A_Takeinventory("TossGrenade",1)
		TNT1 A 0 A_Takeinventory("HasPlasmaWeapon",1)
		TNT1 A 0 A_JumpIfInventory("D4AltMode",1,"Select4")
		TNT1 A 0 A_JumpIfInventory("MachinegunUpgrade",1,"Select3")
		MAGG AAAAAAAAA 0 A_Raise
		Select2:
		TNT1 A 0 A_JumpIfInventory("D4AltMode",1,"Select44")
		TNT1 A 0 A_JumpIfInventory("MachinegunUpgrade",1,"Select33")
		MAGL ABC 1
		TNT1 A 0 A_GiveInventory("D4MachinegunSelected", 1)
		TNT1 A 0 A_GiveInventory("IsD4Weapon", 1)
		Goto Ready
		
	Select3:
		TNT1 A 1 A_Raise
		M2GG AAAAAAAAA 0 A_Raise
		Select33:
		M2GL ABC 1
		TNT1 A 0 A_GiveInventory("D4MachinegunSelected", 1)
		TNT1 A 0 A_GiveInventory("IsD4Weapon", 1)
		Goto Ready3	
	
	Select4:
		TNT1 A 1 A_Raise
		M3GG AAAAAAAAA 0 A_Raise
		Select44:
		M3GL ABC 1
		TNT1 A 0 A_GiveInventory("D4MachinegunSelected", 1)
		TNT1 A 0 A_GiveInventory("IsD4Weapon", 1)
		Goto Ready4	
		
	Fire:
		TNT1 A 0
		TNT1 A 0 A_JumpIfInventory("Zoomed",1,"Fire2")
		TNT1 A 0 A_JumpIfInventory("D4AltMode",1,"Fire4")
		TNT1 A 0 A_JumpIfInventory("MachinegunUpgrade",1,"Fire3")
		TNT1 A 0 A_FireCustomMissile("Tracer", random(-2,2),0,12,-6,0,random(-1,1))
		TNT1 A 0 A_FireCustomMissile("RifleCaseSpawn",5,0,6,-14)
		TNT1 A 0 A_FireBullets (2.0, 2.0, 1, 10, "MachinegunBulletPuff")
		TNT1 A 0 A_PlaySound("HARFIR", 1)
		MAGF A 1 BRIGHT A_SetPitch(-1.0 + pitch)
		MAGF B 1
		MAGF C 1 A_SetPitch(0.5 + pitch)
		MAGG A 1 A_SetPitch(0.5 + pitch)
		TNT1 A 0 A_Refire
		MAGG A 5 A_WeaponReady
		Goto Ready
	
	Fire3:
		TNT1 A 0
		TNT1 A 0 A_FireCustomMissile("Tracer", random(-2,2),0,12,-6,0,random(-1,1))
		TNT1 A 0 A_FireCustomMissile("RifleCaseSpawn",5,0,6,-14)
		TNT1 A 0 A_FireBullets (2.0, 2.0, 1, 10, "MachinegunBulletPuff")
		TNT1 A 0 A_PlaySound("HARFIR", 1)
		M2GF A 1 BRIGHT A_SetPitch(-1.0 + pitch)
		M2GF B 1
		M2GF C 1 A_SetPitch(0.5 + pitch)
		M2GG A 1 A_SetPitch(0.5 + pitch)
		TNT1 A 0 A_Refire
		M2GG A 5 A_WeaponReady
		Goto Ready3
		
	Fire4:
		TNT1 A 0
		TNT1 A 0 A_FireCustomMissile("Tracer", random(-2,2),0,12,-6,0,random(-1,1))
		TNT1 A 0 A_FireCustomMissile("RifleCaseSpawn",5,0,6,-14)
		TNT1 A 0 A_FireBullets (2.0, 2.0, 1, 10, "MachinegunBulletPuff")
		TNT1 A 0 A_PlaySound("HARFIR", 1)
		M3GF A 1 BRIGHT A_SetPitch(-1.0 + pitch)
		M3GF B 1
		M3GF C 1 A_SetPitch(0.5 + pitch)
		M3GG A 1 A_SetPitch(0.5 + pitch)
		TNT1 A 0 A_Refire
		M3GG A 5 A_WeaponReady
		Goto Ready4	
		
	Fire2:
		TNT1 A 0 A_FireCustomMissile("Tracer", 0,0,0,-6,0,0)
		TNT1 A 0 A_FireBullets (0.0, 0.0, 1, 10, "MachinegunBulletPuff")
		TNT1 A 0 A_FireCustomMissile("RifleCaseSpawn",5,0,6,-14)
		TNT1 A 0 A_PlaySound("HARFIR", 1)
		MAGS A 1 BRIGHT A_SetPitch(-1.0 + pitch)
		MAGS B 1
		MAGS C 1 A_SetPitch(0.5 + pitch)
		MAGS A 1 A_SetPitch(0.5 + pitch)
		TNT1 A 0 A_Refire
		MAGS A 5 A_WeaponReady
		Goto Ready2	
		
	AltFire:
		TNT1 A 0
		TNT1 A 0 A_JumpIfInventory("MachinegunUpgrade", 1, 1)
		Goto NoUpgrades
		TNT1 A 0 A_JumpIfInventory("D4AltMode", 1, "AltFire2")
		TNT1 A 0 A_JumpIfInventory("Clip2", 3, 1)
		Goto NoAmmo
		
		TNT1 A 0 A_JumpIfInventory("Zoomed",1,"NoAim")
		TNT1 A 0 A_Giveinventory("Zoomed",1)
		TNT1 A 0 A_Giveinventory("GoSpecial",1)
        TNT1 A 0 A_ZoomFactor(2.0)
		TNT1 A 0 A_Giveinventory("ADSmode",1)
        MAGA ABCD 1
        Goto Ready2
      NoAim:
        MAGA DCBA 1
		TNT1 A 0 A_Takeinventory("Zoomed",1)
        TNT1 A 0 A_ZoomFactor(1.0)
		TNT1 A 0 A_Takeinventory("ADSmode",1)
        Goto Ready3
		MAGG A 5 A_WeaponReady
		Goto Ready3
		
	AltFire2:
		TNT1 A 0
		TNT1 A 0 A_JumpIfInventory("Clip2", 12, 1)
		Goto NoAmmo
		
		TNT1 A 0 A_PlaySound("MICROOPN", 1)
		M3GA ABCDEF 1
		TNT1 A 0 A_PlaySound("MICREADY", 4)
		M3GA FFFFF 1
		
		TNT1 A 0 A_PlaySound("MICRO1", 1)
		TNT1 A 0 A_TakeInventory("Clip2", 2)
		TNT1 A 0 A_FireCustomMissile("MachinegunRocket", random(-2,2),0,9,-6,0,random(-1,1))
		M3GA G 2 BRIGHT A_SetPitch(-2.0 + pitch)
		M3GA H 1
		M3GA HH 1 A_SetPitch(1.0 + pitch)
		
		TNT1 A 0 A_PlaySound("MICRO2", 3)
		TNT1 A 0 A_TakeInventory("Clip2", 2)
		TNT1 A 0 A_FireCustomMissile("MachinegunRocket", random(-2,2),0,9,-6,0,random(-1,1))
		M3GA I 2 BRIGHT A_SetPitch(-2.0 + pitch)
		M3GA J 1
		M3GA JJ 1 A_SetPitch(1.0 + pitch)
		
		TNT1 A 0 A_PlaySound("MICRO1", 1)
		TNT1 A 0 A_TakeInventory("Clip2", 2)
		TNT1 A 0 A_FireCustomMissile("MachinegunRocket", random(-2,2),0,9,-6,0,random(-1,1))
		M3GA K 2 BRIGHT A_SetPitch(-2.0 + pitch)
		M3GA L 1
		M3GA LL 1 A_SetPitch(1.0 + pitch)
		
		TNT1 A 0 A_PlaySound("MICRO2", 3)
		TNT1 A 0 A_TakeInventory("Clip2", 2)
		TNT1 A 0 A_FireCustomMissile("MachinegunRocket", random(-2,2),0,9,-6,0,random(-1,1))
		M3GA M 2 BRIGHT A_SetPitch(-2.0 + pitch)
		M3GA N 1
		M3GA NN 1 A_SetPitch(1.0 + pitch)
		
		TNT1 A 0 A_PlaySound("MICRO1", 1)
		TNT1 A 0 A_TakeInventory("Clip2", 2)
		TNT1 A 0 A_FireCustomMissile("MachinegunRocket", random(-2,2),0,9,-6,0,random(-1,1))
		M3GA O 2 BRIGHT A_SetPitch(-2.0 + pitch)
		M3GA P 1
		M3GA PP 1 A_SetPitch(1.0 + pitch)
		
		TNT1 A 0 A_PlaySound("MICRO2", 3)
		TNT1 A 0 A_TakeInventory("Clip2", 2)
		TNT1 A 0 A_FireCustomMissile("MachinegunRocket", random(-2,2),0,9,-6,0,random(-1,1))
		M3GA Q 2 BRIGHT A_SetPitch(-2.0 + pitch)
		M3GA R 1
		M3GA RR 1 A_SetPitch(1.0 + pitch)
		
		TNT1 A 0 A_PlaySound("MICROEND", 4)
		M3GA EEDCBA 1
		Goto Ready4	
		
	Spawn:
		D4W4 A 1
		TNT1 A 0 A_SpawnItemEx("Machinegunonthefloordroped", 0, 0, 0, velx, vely, velz, angle, SXF_ABSOLUTEANGLE | SXF_ABSOLUTEVELOCITY)
		Stop
		
	DoKick:
		TNT1 A 0
		TNT1 A 0 A_Takeinventory("Zoomed",1)
        TNT1 A 0 A_ZoomFactor(1.0)
		TNT1 A 0 A_Takeinventory("ADSmode",1)
		NULL A 0 A_JumpIf (momZ > 0, "AirKick")
		NULL A 0 A_JumpIf (momZ < 0, "AirKick")
		RIFF A 0 A_FireCustomMissile("KickAttackDetectDowned", 0, 0, 0, 0)
        TNT1 A 0 A_jumpifinventory("PowerStrength",1,"BerserkerKick")
		TNT1 A 0 A_PlaySound("KICK")
		TNT1 A 0 SetPlayerProperty(0,1,0)
		KICK BCD 1
		RIFF A 0 A_FireCustomMissile("KickAttack", 0, 0, 0, -7)
        KICK H 5
		KICK A 0 A_Takeinventory("Kicking",1)
		KICK I 1
		KICK GFEDCBA 1 
		TNT1 A 0 SetPlayerProperty(0,0,0)
		TNT1 A 0 A_JumpIfInventory("GoFatality", 1, "Steady")
		Goto Select2
    BerserkerKick:
		TNT1 A 0 A_PlaySound("KICK")
		TNT1 A 0 SetPlayerProperty(0,1,0)
		KICK BCD 1
        RIFF A 0 A_FireCustomMissile("SuperKickAttack", 0, 0, 0, -7)
        KICK H 5
		KICK A 0 A_Takeinventory("Kicking",1)
		KICK I 1
		KICK GFEDCBA 1 
		TNT1 A 0 SetPlayerProperty(0,0,0)
		TNT1 A 0 A_JumpIfInventory("GoFatality", 1, "Steady")
		Goto Select2
	
	AirKick:
	    TNT1 A 0 A_jumpifinventory("PowerStrength",1,"SuperAirKick")
		TNT1 A 0 A_PlaySound("KICK")
		TNT1 A 0 A_Recoil (-6)
		KICK JKLMN 1
        RIFF A 0 A_FireCustomMissile("AirKickAttack", 0, 0, 0, -31)
        KICK O 3
		KICK A 0 A_Takeinventory("Kicking",1)
		KICK PQRST 2
		TNT1 A 0 A_JumpIfInventory("GoFatality", 1, "Steady")
		Goto Select2
		
	SuperAirKick:
		TNT1 A 0 A_PlaySound("KICK")
		TNT1 A 0 A_Recoil (-6)
		KICK JKLMN 1
        RIFF A 0 A_FireCustomMissile("SuperAirKickAttack", 0, 0, 0, -31)
        KICK O 3
		KICK A 0 A_Takeinventory("Kicking",1)
		KICK PQRST 2
		TNT1 A 0 A_JumpIfInventory("GoFatality", 1, "Steady")
		Goto Select2

    Taunt:
        TNT1 A 0 A_Takeinventory("Zoomed",1)
        TNT1 A 0 A_ZoomFactor(1.0)
		FUCK A 1
		TNT1 A 0 BRIGHT A_FireCustomMissile("Taunter", 0, 0, -1, 0)
		TNT1 A 0 BRIGHT A_FireCustomMissile("Taunter", -9, 0, -1, 0)
		TNT1 A 0 BRIGHT A_FireCustomMissile("Taunter", 9, 0, -1, 0)
        FUCK B 1 A_PlaySound("FUCK", 2)
        FUCK CD 1 A_AlertMonsters
		FUCK E 15 A_Takeinventory("Taunting",1)
        FUCK DCBA 1
		Goto Select2
	Salute:
		TNT1 A 0 A_ZoomFactor(1.0)
		TNT1 A 0 A_Takeinventory("Reloading",1)
		TNT1 A 0 A_Takeinventory("ADSmode",1)
		TNT1 A 0 A_Takeinventory("Zoomed",1)
	    TNT1 A 0 SetPlayerProperty(0,1,0)
		TNT1 A 0 A_ALertMonsters
		SALU ABCDEDCDEDCDEDCBA 4
		TNT1 A 0 A_TakeInventory("Salute1",1)
		TNT1 A 0 A_TakeInventory("Salute2",1)
		TNT1 A 0 SetPlayerProperty(0,0,0)
		Goto Select2
	TossGrenade:	
		TNT1 A 0
		TNT1 A 0 A_ZoomFactor(1.0)
		TNT1 A 0 A_Takeinventory("Reloading",1)
		TNT1 A 0 A_Takeinventory("ADSmode",1)
		TNT1 A 0 A_Takeinventory("Zoomed",1)
		TNT1 A 0 A_TakeInventory("TossGrenade", 1)
		TNT1 A 0 A_JumpIfInventory("GrenadeAmmo", 1, 1)
		Goto NoGrenade
		GRTH ABCD 1
		TNT1 A 0 A_GiveInventory("FiredGrenade", 1)
		TNT1 A 0 A_PLaySound ("GRNPIN")
		GRTH EEFG 1
		TNT1 A 0 A_PLaySound ("GRNTOSS")
		GRTH HI 1
		TNT1 A 0 A_TakeInventory("GrenadeAmmo", 1)
		TNT1 A 0 A_FireCustomMissile("HandGrenade", random(-2,2), 0, 0, 0, 0, 0)
	    TNT1 A 0 A_TakeInventory("FiredGrenade", 1)
		GRTH JKLM 1
		TNT1 A 1 
		TNT1 A 0 A_TakeInventory("TossGrenade", 1)
		Goto Select2
	NoGrenade:
		TNT1 A 0
		TNT1 A 0 A_ZoomFactor(1.0)
		TNT1 A 0 A_Takeinventory("Reloading",1)
		TNT1 A 0 A_Takeinventory("ADSmode",1)
		TNT1 A 0 A_Takeinventory("Zoomed",1)
		TNT1 A 0 A_Print("No Grenades Left.", 2)
		Goto Ready	
	NoUpgrades:
		TNT1 A 0
		TNT1 A 0 A_ZoomFactor(1.0)
		TNT1 A 0 A_Takeinventory("Reloading",1)
		TNT1 A 0 A_Takeinventory("ADSmode",1)
		TNT1 A 0 A_Takeinventory("Zoomed",1)
		TNT1 A 0 A_Print("You have no upgrades for this weapon.", 2)
		Goto Ready
	NoUpgrades2:
		TNT1 A 0
		TNT1 A 0 A_ZoomFactor(1.0)
		TNT1 A 0 A_Takeinventory("Reloading",1)
		TNT1 A 0 A_Takeinventory("ADSmode",1)
		TNT1 A 0 A_Takeinventory("Zoomed",1)
		TNT1 A 0 A_Print("You don't have a level 2 upgrade for this weapon.", 2)
		Goto Ready	
	NoAmmo:
		TNT1 A 0
		TNT1 A 0 A_ZoomFactor(1.0)
		TNT1 A 0 A_Takeinventory("Reloading",1)
		TNT1 A 0 A_Takeinventory("ADSmode",1)
		TNT1 A 0 A_Takeinventory("Zoomed",1)
		TNT1 A 0 A_Print("You don't have enough ammo to use this weapon's alt fire.", 2)
		Goto Ready	
	UpgradeWeapons:
		TNT1 A 0 
		TNT1 A 0 A_ZoomFactor(1.0)
		TNT1 A 0 A_Takeinventory("Reloading",1)
		TNT1 A 0 A_Takeinventory("ADSmode",1)
		TNT1 A 0 A_Takeinventory("Zoomed",1)
		TNT1 A 0 A_TakeInventory("IsUpgradingWeapons", 1)
		NULL A 0 SetPlayerProperty(0,1,4)
		PK4P ABCDEFGH 2
		TNT1 A 6
		PUN3 ABCDE 1
        TNT1 A 0 A_PlaySound("weapons/gswing")
		PUN3 F 1
		RIFF AA 0 A_FireCustomMissile("PickD4UpgradeAttack", 0, 0, 0, -9)
		PUN3 GHI 1
		PUN3 JK 1
		NULL A 0 SetPlayerProperty(0,0,4)
		TNT1 A 12
		TNT1 A 0 A_JumpIfInventory("Taunting",1,"Taunt")
		Goto Select2	
	}
}









ACTOR MachinegunRocket: RevenantBalls
{
	Radius 8
	Height 8
	Damage 12
	Scale 0.5
	Speed 45
	-NOEXTREMEDEATH
	-GHOST
	-THRUGHOST
	+SEEKERMISSILE
	Damagetype "ExplosiveImpact"
	Species "Marines"
	States
	{
	Spawn:
	    MISL A 1 Bright 
		TNT1 A 0 A_SpawnItem("RedFlareSmall",-20,0)
		TNT1 A 0 A_CustomMissile ("MeleeSmoke", 2, 0, random (160, 210), 2, random (-30, 30))
		TNT1 A 0 ThrustThingZ(0,random(-3, 2),0,1)
		MISL A 1 Bright 
		TNT1 A 0 A_SpawnItem("RedFlareSmall",-20,0)
		TNT1 A 0 A_CustomMissile ("MeleeSmoke", 2, 0, random (160, 210), 2, random (-30, 30))
		MISL A 1 Bright 
		TNT1 A 0 A_SpawnItem("RedFlareSmall",-20,0)
		TNT1 A 0 A_CustomMissile ("MeleeSmoke", 2, 0, random (160, 210), 2, random (-30, 30))
		TNT1 A 0 ThrustThingZ(0,random(-3, 2),0,1)
		MISL A 1 Bright 
		TNT1 A 0 A_SpawnItem("RedFlareSmall",-20,0)
		TNT1 A 0 A_CustomMissile ("MeleeSmoke", 2, 0, random (160, 210), 2, random (-30, 30))
		TNT1 A 0 ThrustThing(angle*256/360+64,random(-1, 1),1, 0)
		Loop
	}
}