
ACTOR FlameCannon : Weapon
{
	Height 20
	Weapon.SelectionOrder 5550
	Weapon.AmmoUse 0
	Weapon.AmmoGive 50
	Weapon.AmmoType "Gas"
    Inventory.PickupSound "BFGREADY"
     +WEAPON.NOAUTOAIM
	Inventory.PickupMessage "You got the Mancubus Flame Cannon (Slot 9)"
	States
	{
	Steady:
	TNT1 A 1
	Goto Ready
	Ready:
	    TNT1 A 0
        TNT1 A 0 A_PlaySound("BFGREADY")
        TNT1 AAA 0
		TNT1 A 0 A_JumpIfInventory("GoFatality", 1, "Steady")
        TNT1 A 0 A_JumpIfInventory("Kicking",1,"DoKick")
        TNT1 A 0 A_JumpIfInventory("Taunting",1,"Taunt")
		TNT1 A 0 A_JumpIfInventory("Salute1", 1, "Salute")
		TNT1 A 0 A_JumpIfInventory("Salute2", 1, "Salute")
		TNT1 A 0 A_JumpIfInventory("TossGrenade",1,"TossGrenade")
		FLMG A 1 A_WeaponReady
		Goto Ready+6
		
	DryFire:
	    FLMG A 10 A_PlaySound("weapons/empty")
		Goto Ready+6
	
	Deselect:
	    TNT1 A 0 A_StopSound(CHAN_WEAPON)
		TNT1 A 0 A_TakeInventory("TossGrenade", 1)
		FLMG A 1 A_Lower
		Loop
	Select:
		TNT1 A 0 A_Takeinventory("FistsSelected",1)
	TNT1 A 0 A_Takeinventory("SawSelected",1)
	TNT1 A 0 A_Takeinventory("ShotgunSelected",1)
	TNT1 A 0 A_Takeinventory("SSGSelected",1)
	TNT1 A 0 A_Takeinventory("MinigunSelected",1)
	TNT1 A 0 A_Takeinventory("PlasmaGunSelected",1)
	TNT1 A 0 A_Takeinventory("RocketLauncherSelected",1)
    TNT1 A 0 A_Takeinventory("GrenadeLauncherSelected",1)
	TNT1 A 0 A_Takeinventory("BFGSelected",1)
	TNT1 A 0 A_Takeinventory("BFG10kSelected",1)
	TNT1 A 0 A_Takeinventory("RailGunSelected",1)
	TNT1 A 0 A_Takeinventory("SubMachineGunSelected",1)
	TNT1 A 0 A_Takeinventory("RevenantLauncherSelected",1)
	TNT1 A 0 A_Takeinventory("LostSoulSelected",1)
	TNT1 A 0 A_Giveinventory("FlameCannonSelected",1)
	TNT1 A 0 A_Takeinventory("HasBarrel",1)
	TNT1 A 0 A_TakeInventory("TossGrenade", 1)
	
		FLMG A 1 A_Raise
		wait
    Spawn:
        MANA H 1
        Loop
	AltFire:
	    FLMG A 0
        TNT1 A 0 A_JumpIfInventory("Gas", 15, "Fireball")
		TNT1 A 0 A_StopSound(CHAN_WEAPON)
		Goto DryFire
		
	Fireball:	
        FLMF A 1 BRIGHT A_FireCustomMissile("BigFireBallWithGravity", 0, 1, 0, 0)
		TNT1 A 0 A_SetPitch(-4.0 + pitch)
		TNT1 A 0 A_TakeInventory("Gas", 15)
		TNT1 A 0 A_FireCustomMissile("ShakeYourAssDouble", 0, 0, 0, 0)
        FLMF BC 1 BRIGHT 
        FLMF CD 1 A_SetPitch(+2.0 + pitch)
		FLMG A 10
		Goto Ready+2
	
  Fire:
        FLMG A 0
        TNT1 A 0 A_JumpIfInventory("Gas", 4, "Flamethrower")
		TNT1 A 0 A_StopSound(CHAN_WEAPON)
		Goto DryFire
		
	Flamethrower:
        TNT1 A 0 BRIGHT A_FireCustomMissile("FlamethrowerMissile", 0, 1, 0, 0)
		TNT1 A 0 A_PlaySound("FLAMER", CHAN_WEAPON, 1, 1)
		TNT1 A 0 A_TakeInventory("Gas", 4)
		FLMF F 1 BRIGHT A_SetAngle(random(1, -1) + angle)
		FLMF G 1 BRIGHT A_SetPitch(random(1, -1) + pitch)
		FLMF F 1 BRIGHT A_SetAngle(random(1, -1) + angle)
		TNT1 A 0 A_ReFire
		TNT1 A 0 A_PlaySound("FLAMSTOP", CHAN_WEAPON)
		Goto Ready+6

	
    

	

	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 Ready+6
    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 Ready+6
	
	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 Ready+6
		
	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 Ready+6

    Taunt:
        TNT1 A 0 A_Takeinventory("Zoomed",1)
        TNT1 A 0 A_ZoomFactor(1.0)
		FUCK K 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 L 1 A_PlaySound("FUCK", 2)
        FUCK MN 1 A_AlertMonsters
		FUCK O 15 A_Takeinventory("Taunting",1)
        FUCK NMLK 1
		Goto Ready+8
	Salute:
	    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 Ready
	TossGrenade:	
		TNT1 A 0
		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 Ready	
	NoGrenade:
		TNT1 A 0
		TNT1 A 0 A_Print("No Grenades Left.")
		Goto Ready+8			
	}
}

ACTOR BigFireBallWithGravity: BigFireBall
{
Damage 14
Gravity 0.2
+NOGRAVITY
Speed 30
States
{
	Death:
	TNT1 A 0
    TNT1 A 0 A_Explode (90, 150)
	Goto ExplosionEffect
}
}


ACTOR Gas : Ammo
{
   Inventory.Amount 500
   Inventory.MaxAmount 999
   Ammo.BackpackAmount 500
   Ammo.BackpackMaxAmount 999
   Inventory.Icon "GSLNA0"
   Inventory.PickupMessage "You got Gasoline."
}



ACTOR Flames
{
	Radius 6
	Height 8
	Speed 30
	Damage 1
	Projectile 
	+RANDOMIZE
	+FORCEXYBILLBOARD
    +RIPPER
    +BLOODLESSIMPACT 
	RenderStyle Add
    DamageType Flames
    Scale 2.0
	Alpha 1
	SeeSound "fatso/attack"
	DeathSound "fatso/shotx"
    Decal "BigScorch"
	States
	{
    Spawn:
        TNT1 C 6
        Goto See
	See:
        TNT1 A 0 A_Explode (15, 40)
        FRFX C 2 BRIGHT A_SpawnItem("RedFlareMedium",0,0)
        TNT1 A 0 A_Explode (15, 40)
        FRFX C 2 BRIGHT A_SpawnItem("RedFlareMedium",0,0)
        TNT1 A 0 A_Explode (15, 40)
	    EXPL AA 0 A_CustomMissile ("ExplosionSmoke", 32, 0, random (0, 360), 2, random (0, 360))
        TNT1 A 0 A_Explode (15, 40)
        FRFX FGHIJKLMNOPG 2 BRIGHT A_SpawnItem("RedFlareMedium",0,0)
		Goto Death
	Death:
	    EXPL AA 0 A_CustomMissile ("ExplosionSmoke", 32, 0, random (0, 360), 2, random (0, 360))
	    TNT1 A 0 A_SpawnItem("RedFlareMedium",0,0)
		Stop
	}
}






ACTOR HellishMissileLauncher : Weapon
{
	Height 20
	Weapon.SelectionOrder 6800
	Weapon.AmmoUse1 1
	Weapon.AmmoGive 4
	Weapon.AmmoType1 "MiniHellRocketAmmo"
    Inventory.PickupSound "BFGREADY"
    //+WEAPON.NOAUTOAIM
	Inventory.PickupMessage "You got the Revenant's Hellish Missile Launcher (Slot 8)"
	States
	{
	Steady:
	TNT1 A 1
	Goto Ready
	Ready:
	    TNT1 A 0
		TNT1 A 0 A_JumpIfInventory("GoFatality", 1, "Steady")
        TNT1 A 0 A_PlaySound("BFGREADY")
        TNT1 AAA 0
        TNT1 A 0 A_JumpIfInventory("Kicking",1,"DoKick")
        TNT1 A 0 A_JumpIfInventory("Taunting",1,"Taunt")
		TNT1 A 0 A_JumpIfInventory("Salute1", 1, "Salute")
		TNT1 A 0 A_JumpIfInventory("Salute2", 1, "Salute")
		TNT1 A 0 A_JumpIfInventory("TossGrenade",1,"TossGrenade")
		RVCG A 4 A_WeaponReady
		Goto Ready+6
	Deselect:
		RVCG A 1 A_Lower
		TNT1 A 0 A_TakeInventory("TossGrenade", 1)
		Loop
	Select:
		TNT1 A 0 A_Takeinventory("FistsSelected",1)
	TNT1 A 0 A_Takeinventory("SawSelected",1)
	TNT1 A 0 A_Takeinventory("ShotgunSelected",1)
	TNT1 A 0 A_Takeinventory("SSGSelected",1)
	TNT1 A 0 A_Takeinventory("MinigunSelected",1)
	TNT1 A 0 A_Takeinventory("PlasmaGunSelected",1)
	TNT1 A 0 A_Takeinventory("RocketLauncherSelected",1)
    TNT1 A 0 A_Takeinventory("GrenadeLauncherSelected",1)
	TNT1 A 0 A_Takeinventory("BFGSelected",1)
	TNT1 A 0 A_Takeinventory("BFG10kSelected",1)
	TNT1 A 0 A_Takeinventory("RailGunSelected",1)
	TNT1 A 0 A_Takeinventory("SubMachineGunSelected",1)
	TNT1 A 0 A_Giveinventory("RevenantLauncherSelected",1)
	TNT1 A 0 A_Takeinventory("LostSoulSelected",1)
	TNT1 A 0 A_Takeinventory("FlameCannonSelected",1)
	TNT1 A 0 A_Takeinventory("HasBarrel",1)
	TNT1 A 0 A_TakeInventory("TossGrenade", 1)
		RVCG A 1 A_Raise
		wait
    Spawn:
        FATB D 1
        Loop
		
	Fire:
	    TNT1 A 0
		
		TNT1 A 0 A_JumpIfTargetInLOS("OpenFire", 0, 0, 12000)
		RVCG J 1
	    Goto Ready+6
	    
		
	OpenFire:
	
	    TNT1 A 0
		//TNT1 A 0 A_TakeInventory("MiniHellRocketAmmo", 1)
		TNT1 A 0 A_JumpIfInventory("RevenantRocketFire1823", 1, "OpenFire2")
	    TNT1 A 0 BRIGHT A_FireCustomMissile("Alerter", 0, 0, -1, 0)
        RVCG B 2 BRIGHT A_FireCustomMissile("RevenantBalls66", random(4,-4), 1, -10, 0)
		TNT1 A 0 A_FireCustomMissile("ShakeYourAss", 0, 0, 0, 0)
		RVCG CDE 2
		RVCG A 4
		TNT1 A 0 A_GiveInventory("RevenantRocketFire1823", 1)
		Goto Ready+6
		
	OpenFire2:
	    //TNT1 A 0 BRIGHT A_FireCustomMissile("Alerter")
	    RVCG F 2 BRIGHT A_FireCustomMissile("RevenantBalls66", random(4,-4), 1, 10, 0)
		TNT1 A 0 A_FireCustomMissile("ShakeYourAss", 0, 0, 0, 0)
		RVCG GHI 2
		RVCG A 4
		TNT1 A 0 A_TakeInventory("RevenantRocketFire1823", 1)
		Goto Ready+6
	
		
	
   

	

	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 Ready+6
    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 Ready+6
	
	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 Ready+6
		
	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 Ready+6

    Taunt:
        TNT1 A 0 A_Takeinventory("Zoomed",1)
        TNT1 A 0 A_ZoomFactor(1.0)
		FUCK K 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 L 1 A_PlaySound("FUCK", 2)
        FUCK MN 1 A_AlertMonsters
		FUCK O 15 A_Takeinventory("Taunting",1)
        FUCK NMLK 1
		Goto Ready+8
	Salute:
	    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 Ready
	TossGrenade:	
		TNT1 A 0
		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 Ready	
	NoGrenade:
		TNT1 A 0
		TNT1 A 0 A_Print("No Grenades Left.")
		Goto Ready+8			
	}
}

ACTOR RevenantBalls66: RevenantBalls
{
	Damage 10
	Speed 20
	States
	{
	Spawn:
	TNT1 A 0
	TNT1 A 0 ThrustThingZ(0,random(20, 0),0,1)
	Goto Spawn1
	}
}

ACTOR RevenantMissileFriendAttackSummon
{
    Radius 1
    Height 1
    Speed 0
	Mass 999999999999999999
    Health 1
    gravity 0.5
	Decal BloodSuper
	+NOCLIP
	MONSTER
	+FRIENDLY
	+LOOKALLAROUND
	-SHOOTABLE
	+MISSILEMORE
	+MISSILEEVENMORE
    States
    {
    Spawn:
	    TNT1 A 0 A_Look
	    TNT1 AAA 0 A_Chase
	    TNT1 AAAAAA 1 A_Chase
		Stop
	Missile:	
		TNT1 A 1 A_FaceTarget
		TNT1 A 0 A_CustomMissile("RevenantBalls66")
        Stop
    }
}


ACTOR MiniHellRocketAmmo : Ammo
{
   Inventory.Amount 0
   Inventory.MaxAmount 50
   Ammo.BackpackAmount 0
   Ammo.BackpackMaxAmount 100
}

Actor RevenantRocketFire1823 : Inventory
{
inventory.maxamount 1
}












ACTOR HitlersBuzzsaw : DoomWeapon
{
	Game Doom
	Weapon.SelectionOrder 1
	Weapon.AmmoUse 1
	Weapon.AmmoGive 600
	Weapon.AmmoType "BuzzsawAmmo"
	Inventory.PickupMessage "You got the Super Secret Weapon: Hitler's Buzzsaw"
	Obituary "%o was cut in half by %k's MG42"
	+WEAPON.CHEATNOTWEAPON
	+WEAPON.NOAUTOAIM
	Scale 0.4
	States
	{
	Ready:
		HBUS A 1 A_WeaponReady
		Loop
	Deselect:
		HBUS A 1 A_Lower
		Loop
	Select:
		HBUS A 1 A_Raise
		Loop
	Fire:
		TNT1 A 0 BRIGHT A_FireBullets (1, 1, 1, 25, "ExtremeBulletPuff2")
		TNT1 A 0 A_FireCustomMissile("ShakeYourAss", 0, 0, 0, 0)
        TNT1 A 0 A_FireCustomMissile("Tracer", random(-1,1), 0, -1, -12, 0, random(-1,1))
		TNT1 A 0 A_PlaySound("MP40", 1)
		TNT1 A 0 A_FireCustomMissile("SmokeSpawner",0,0,0,5)
		TNT1 A 0 A_FireCustomMissile("YellowFlareSpawn",-5,0,0,0)
		TNT1 A 0 A_FireCustomMissile("RifleCaseSpawn",5,0,6,-6)
		TNT1 A 0 A_SetPitch(-1.0 + pitch)
		HBUS B 1 BRIGHT 
		PKCG A 0 A_SetPitch(0.6 + pitch)
		TNT1 A 0 A_SetAngle(random(2, -2) + angle)
		HBUS A 1 A_SpawnItemEx("PlayerMuzzle1",30,5,30)
		
		TNT1 A 0 BRIGHT A_FireBullets (1, 1, 1, 25, "ExtremeBulletPuff")
        TNT1 A 0 A_FireCustomMissile("Tracer", random(-1,1), 0, -1, -12, 0, random(-1,1))
		TNT1 A 0 A_PlaySound("MP40", 1)
		TNT1 A 0 A_FireCustomMissile("SmokeSpawner",0,0,0,5)
		TNT1 A 0 A_FireCustomMissile("YellowFlareSpawn",-5,0,0,0)
		TNT1 A 0 A_FireCustomMissile("RifleCaseSpawn",5,0,6,-6)
		TNT1 A 0 A_SetPitch(-1.0 + pitch)
		HBUS C 1 BRIGHT 
		PKCG A 0 A_SetPitch(0.6 + pitch)
		TNT1 A 0 A_SetAngle(random(2, -2) + angle)
		HBUS A 1 A_SpawnItemEx("PlayerMuzzle1",30,5,30)
		Goto Ready
	Spawn:
		HBUS D -1
		Stop
	}
}

ACTOR BuzzSawAmmo : Ammo
{
   Inventory.Amount 0
   Inventory.MaxAmount 600
   Ammo.BackpackAmount 20
   Ammo.BackpackMaxAmount 600
}
