ACTOR Shoque //added by Ozy from BDv20 - You forgot this ACTOR Zio! Damn you!
{
Game Doom
Radius 1
Height 1
Speed 2
Damage 0 
+NOBLOCKMAP
+NOTELEPORT
+DONTSPLASH
+MISSILE
+FORCEXYBILLBOARD
+CLIENTSIDEONLY
RenderStyle Add
Scale 0.7
Gravity 0
Alpha 0.5
States
	{
	Spawn:
	TNT1 A 1
	SHOQ ABCDEFG 1 BRIGHT
	Stop
	}
}

ACTOR ExplosionSmoke
{
Radius 0
Height 0
Alpha 0.2
RenderStyle Translucent
//Scale 0.4
Scale 0.8
Speed 2
+NOBLOCKMAP
+NOTELEPORT
+DONTSPLASH
+MISSILE
+FORCEXYBILLBOARD
+CLIENTSIDEONLY
Damage 0
+NOINTERACTION
States
	{
	Spawn:
	SMOK A 0
	Goto Death
	Death:
	SMOC ABCDEFGHIJKLMNOPQRSTUVWXYZ 4 A_FadeOut(0.01)
	SM7C AB 4 A_FadeOut(0.01)
	SMOC ABCDEFGHIJKLMNOPQRSTUVWXYZ 4 A_FadeOut(0.01)
	SM7C AB 4 A_FadeOut(0.01)
	//SMO2 AAAAABBBBBCCCCCDDDDDEEEEEFFFFFGGGGGHHHHHIIIIIJJJJJKKKKKLLLLMMMMNNNNOOOOPPPPPQQQQ 1 A_FadeOut(0.002)
	//SMK1 IIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIII 1 A_FadeOut(0.006)
	//PUF2 ABCDEFGHIJKLMNOPQRSTUVWXYZ 2 A_FadeOut(0.010)
	Stop
	}
}

ACTOR BigSmokes: ExplosionSmoke
{
Speed 1
Alpha 0.2
States
	{
	Spawn:
	SMOK A 1
	Goto Death
	Death:
	SMOC ABCDEFGHIJKLMNOPQRSTUVWXYZ 4 A_FadeOut(0.01)
	SM7C AB 4 A_FadeOut(0.01)
	SMOC ABCDEFGHIJKLMNOPQRSTUVWXYZ 4 A_FadeOut(0.01)
	SM7C AB 4 A_FadeOut(0.01)
	//SMOK EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE 2 A_FadeOut(0.002)
	//PUF2 ABCDEFGHIJKLMNOPQRSTUVWXYZ 2 A_FadeOut(0.010)
	Stop
	}
}

ACTOR SmallSmokers: BigSmokes
{
Scale 3.3
Speed 0
Alpha 0.11
-NOGRAVITY
-NOINTERACTION
Gravity 0.005
States
	{
	Spawn:
	PUF2 EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE 2 A_FadeOut(0.003)
	Goto Death
	Death:
	TNT1 A 0
	Stop
	}
}

ACTOR BigSmallSmokers: BigSmokes
{
Scale 0.6
Speed 0
Alpha 0.11
-NOGRAVITY
-NOINTERACTION
Gravity 0.005
States
	{
	Spawn:
	PUF2 EEFGHIJK 4 A_FadeOut(0.005)
	PUF2 LMNOPQRSTUVWXYZ 4 A_FadeOut(0.005)
	Goto Death
	Death:
	TNT1 A 0
	Stop
	}
}

ACTOR AltSmoke: ExplosionSmoke
{
+NOINTERACTION
+NOCLIP
Scale 0.8
States
	{
	Spawn:
	PUF2 A 1
	Goto Death
	Death:                                                          
	PUF2 ABCDEFGHIJKLMNOPQRSTUVWXYZ 2 A_FadeOut(0.010)
	Stop
	}
}

ACTOR ShinnySmoke: AltSmoke
{
Scale 2.0
Renderstyle Add
}

Actor PlasmaSmoke: AltSmoke
{
Alpha 0.15
Speed 1
+CLIENTSIDEONLY
Scale 0.4
States
	{
	Spawn:
	PUF2 D 1
	Goto Death
	Death:                                                          
	SMOC ABCDEFGHIJKLMNOPQRSTUVWXYZ 2 A_FadeOut(0.002)
	SM7C AB 2 A_FadeOut(0.002)
	SMOC ABCDEFGHIJKLMNOPQRSTUVWXYZ 2 A_FadeOut(0.002)
	SM7C AB 2 A_FadeOut(0.002)
	Stop
	}
}

ACTOR RocketSmokeTrail52: ExplosionSmoke
{
Speed 1
Alpha 0.2
Scale 0.13
States
	{
	Spawn:
	TNT1 A 2
	SMK1 IIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIII 1 A_FadeOut(0.005)
	}
}

Actor OldschoolRocketSmokeTrail1: AltSmoke
{
Alpha 0.6
Speed 1
+CLIENTSIDEONLY
Scale 1.5
States
	{
	Spawn:       
	TNT1 A 5
	PUFY CCCCCCCCCCCCCCCCCCCCCCCC 2 A_FadeOut(0.030)
	//PUFF AAAAAAAAAAAAAAAAAAAAAAAAAA 2 A_FadeOut(0.030)
	Stop
	}
}

Actor OldschoolRocketSmokeTrail2: AltSmoke
{
Alpha 0.4
Speed 1
+CLIENTSIDEONLY
Scale 0.3
States
	{
	Spawn:  
	TNT1 A 5
	SMK3 ABCDEFGHIJKLM 2
	Stop
	
	Stop
	}
}


Actor NeoSmoke: AltSmoke
{
Alpha 0.2
Speed 1
+CLIENTSIDEONLY
Scale 1.5
States
	{
	Spawn:
	TNT1 A 2
	Goto Death
	Death:                                                          
	PUF2 EEFGHIJK 2 A_FadeOut(0.010)
	TNT1 A 0 A_SpawnItem ("BigSmallSmokers")
	PUF2 LMNOPQRSTUVWXYZ 2 A_FadeOut(0.010)
	
	Stop
	}
}

Actor BigNeoSmoke
{
Radius 0
Height 0
Alpha 0.2
RenderStyle Translucent
Scale 0.8
//Scale 0.5
Speed 1
+NOBLOCKMAP
+NOTELEPORT
+DONTSPLASH
+MISSILE
+FORCEXYBILLBOARD
+CLIENTSIDEONLY
Damage 0
+NOINTERACTION
States
	{
	Spawn:
	SMOK A 1
	Goto Death
	Death:
	SMOC ABCDEFGHIJKLMNOPQRSTUVWXYZ 4 A_FadeOut(0.01)
	SM7C AB 4 A_FadeOut(0.01)
	SMOC ABCDEFGHIJKLMNOPQRSTUVWXYZ 4 A_FadeOut(0.01)
	SM7C AB 4 A_FadeOut(0.01)
	//SMOK AABBCCDDEEFFGGHHIIJJKKLLMMNNOOPPQQRRSSTT 2 A_FadeOut(0.005)
	//SMK1 IIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIII 1 A_FadeOut(0.005)
	//SMK1 AAAABBBCCCDDDEEEFFFGGGHHHIII 1 A_FadeOut(0.008)
	//PUF2 ABCDEFGHIJKLMNOPQRSTUVWXYZ 2 A_FadeOut(0.010)
	
	Stop
	}
}

Actor SmallSmoke: AltSmoke
{
+CLIENTSIDEONLY
Speed 1
Scale 1.5
}

Actor SmallSmoke15: ExplosionSmoke
{
RenderStyle Add
+CLIENTSIDEONLY
Speed 1
Alpha 0.6
Scale 0.5
States
	{
	Spawn:
	SMOK A 1
	Goto Death
	Death:
	SMOK AABBCCDDEEFFGGHHIIJJKKLLMMNNOOPPQQ 2 A_FadeOut(0.010)	
	Stop
	}
}

Actor LongSmallSmoke: AltSmoke
{
Speed 1
+CLIENTSIDEONLY
Scale 0.5
States
	{
	Spawn:
	PUF2 A 1
	Goto Death
	Death:                                                          
	PUF2 EFGHIJKLMNOPQRSTUVWXYZ 4 A_FadeOut(0.010)
	Stop
	}
}

Actor SmokingPiece
{
+MISSILE
+NOBLOCKMAP
+DROPOFF
+NOTELEPORT
+FORCEXYBILLBOARD
+NOTDMATCH
+GHOST
radius 1
height 1
mass 1
damage 0
+NOGRAVITY
speed 8
gravity 0.7
states
	{
	Spawn:
	TNT1 A 0
	TNT1 A 2
	Stop
	}
}

Actor ExplosionPieceTrail
{
Alpha 0.2
RenderStyle Translucent
Scale 0.7
Speed 1
+NOCLIP
+NOGRAVITY
+FORCEXYBILLBOARD
+CLIENTSIDEONLY
+RANDOMIZE
+CLIENTSIDEONLY
States
	{
	Spawn:
	NULL A 0
	Goto Death
	Death:
	SMOK ABCDEFGHIJKLMNOPQ 1
	Stop
	}
}

Actor SmokeTrail
{
Scale 0.4
Alpha 0.3
Speed 1
RenderStyle Translucent
+NOCLIP
+NOGRAVITY
+FORCEXYBILLBOARD
+CLIENTSIDEONLY
+RANDOMIZE
+CLIENTSIDEONLY
States
	{
	Spawn:
	NULL A 0
	Goto Death
	Death:
	TNT1 A 0 A_Jump(64,4)
	TNT1 A 0 A_Jump(128,4)
	TNT1 A 0 A_Jump(192,4)
	TNT1 A 0 A_Jump(255,4)
	SMOK ABCDEFGHIJKLMNOPQ 2 BRIGHT
	stop
	SMOK AABBCDDEEFFGGHHIIJJJKKLLMMNNOOPPQQ 2 BRIGHT
	stop
	SMOK ABCCDDEFFGHHIJJKKLMMNNOOPQ 2 BRIGHT
	stop
	SMOK AABCDEFFGGHIJKLMMNNOPQQ 2 BRIGHT
	stop
	
	Stop
	}
}

ACTOR SmokeTrail2
{
Radius 1
Height 1
Alpha 0.3
RenderStyle Translucent
Scale 0.8
Speed 1
Gravity 0
+NOBLOCKMAP
+NOTELEPORT
+MISSILE
+FORCEXYBILLBOARD
+RANDOMIZE
+CLIENTSIDEONLY
States
	{
	Spawn:
	NULL A 3
	Goto Death
	Death:
	TNT1 A 0 A_Jump(64,4)
	TNT1 A 0 A_Jump(128,4)
	TNT1 A 0 A_Jump(192,4)
	TNT1 A 0 A_Jump(255,4)
	SMOK ABCDEFGHIJKLMNOPQ 2 BRIGHT
	stop
	SMOK ABCDEFGHIJKLMNOPQ 2 BRIGHT
	stop
	SMOK ABCDEFGHIJKLMNOPQ 2 BRIGHT
	stop
	SMOK ABCDEFGHIJKLMNOPQ 2 BRIGHT
	stop

	Stop
	}
}

Actor RocketPropulsion
{
Alpha 1.0
RenderStyle Translucent
+NOCLIP
+NOGRAVITY
+FORCEXYBILLBOARD
+CLIENTSIDEONLY
+RANDOMIZE
Translation "48:71=100:111", "72:79=5:8"
States
	{
	Spawn:
	NULL A 3
	Goto Death
	Death:
	TNT1 A 0 A_CustomMissile ("SmokeTrail2", 0, 0, random (0, 360), 2, random (0, 160))
	stop
	}
}

Actor RocketPropulsion2
{
Scale 0.5
Alpha 0.5
Speed 1
RenderStyle Add
+NOCLIP
+NOGRAVITY
+FORCEXYBILLBOARD
+CLIENTSIDEONLY
+RANDOMIZE
+CLIENTSIDEONLY
States
	{
	Spawn:
	NULL A 0
	Goto Death
	Death:
	TNT1 A 3
	TNT1 A 0 A_Jump(64,4)
	TNT1 A 0 A_Jump(128,4)
	TNT1 A 0 A_Jump(192,4)
	TNT1 A 0 A_Jump(255,4)
	SMOK ABCDEFGHIJKLMNOPQ 2 BRIGHT
	stop
	SMOK AABBCDDEEFFGGHHIIJJJKKLLMMNNOOPPQQ 2 BRIGHT
	stop
	SMOK ABCCDDEFFGHHIJJKKLMMNNOOPQ 2 BRIGHT
	stop
	SMOK AABCDEFFGGHIJKLMMNNOPQQ 2 BRIGHT
	stop
	}
}

ACTOR RocketPropulsion3: RocketPropulsion2
{
Alpha 0.3
RenderStyle Translucent
}

Actor SmokeSpawner
{
Speed 20
+NOCLIP
States
	{
	Spawn:
	TNT1 A 1
	TNT1 A 0 Thing_ChangeTID(0,390)
	NULL AA 0 A_CustomMissile ("ShotSmoke", 0, 0, random (0, 360), 2, random (0, 180))
	Stop
	}
}

Actor SmokeSpawner11
{
Speed 25
+NOCLIP
States
	{
	Spawn:
	TNT1 A 1
	TNT1 A 0 Thing_ChangeTID(0,390)
	NULL A 0 A_CustomMissile ("ShotSmoke", 0, 0, random (0, 360), 2, random (0, 180))
	Stop
	}
}

ACTOR ShotSmoke
{
+NOGRAVITY
+NOBLOCKMAP
+FLOORCLIP
+FORCEXYBILLBOARD
+NOINTERACTION
+FORCEXYBILLBOARD
+MISSILE
Speed 1
RenderStyle Add
Alpha		0.06
+CLIENTSIDEONLY
Radius		0
Height		0
Scale		0.6
States
	{
	Spawn:
	NULL A 1
	SMOK AABBCCDDEEFFGGHHIIJJKK 1 A_FadeOut(0.001)
	Stop
	}
}

ACTOR TorchSmoke
{
+NOGRAVITY
+NOBLOCKMAP
+FLOORCLIP
+FORCEXYBILLBOARD
+NOINTERACTION
+FORCEXYBILLBOARD
+MISSILE
+GHOST
Speed 1
RenderStyle Translucent
Alpha		0.2
+CLIENTSIDEONLY
+NOCLIP
Radius		0
Height		0
Scale		1.2
States
	{
	Spawn:
	NULL A 1
	SMOK AAAAABBBBBCCCCCDDDDDEEEEEFFFFFGGGGGHHHHHIIIIIJJJJJKKKKK 1 A_FadeOut(0.005)
	Stop
	}
}

ACTOR QuickSmoke: ExplosionSmoke
{
Speed 1
Alpha 0.50
Scale 1.3
States
	{
	Spawn:
	PUFF ABCD 4
	Stop
	Death:
	TNT1 A 0
	Stop
	}
}

ACTOR EvilRedSmoke25
{
Radius 0
Height 0
Alpha 0.3
RenderStyle Translucent
Scale 2.5
Speed 1
Gravity 0
+NOBLOCKMAP
+NOTELEPORT
+DONTSPLASH
+MISSILE
+FORCEXYBILLBOARD
+CLIENTSIDEONLY
+NOINTERACTION
States
	{
	Spawn:
	BSP4 B 1
	Goto Death
	Death:
	BSP4 CCCCCDDDDDEEEEEFFFFFGGGGGHHHHHIIIIIJJJJJKKKKK 1 BRIGHT A_FadeOut(0.005)
	Stop
	}
}

ACTOR EvilRedSmokeSpawner
{
+NOBLOCKMAP
States
	{
	Spawn:
	TNT1 A 0 A_PlaySound ("redburn")
	TNT1 A 1 A_CustomMissile ("EvilRedSmoke25", 24, 0, random (0, 40), 2, random (0, 180))
	TNT1 A 1 A_CustomMissile ("Shoque", 24, 0, random (0, 40), 2, random (0, 180))
	TNT1 A 1 A_CustomMissile ("EvilRedSmoke25", 24, 0, random (0, 40), 2, random (0, 180))
	TNT1 A 1 A_CustomMissile ("Shoque", 24, 0, random (0, 40), 2, random (0, 180))
	TNT1 A 1 A_CustomMissile ("EvilRedSmoke25", 24, 0, random (0, 40), 2, random (0, 180))
	TNT1 A 1 A_CustomMissile ("Shoque", 24, 0, random (0, 40), 2, random (0, 180))
	TNT1 A 1 A_CustomMissile ("EvilRedSmoke25", 24, 0, random (0, 40), 2, random (0, 180))
	TNT1 A 1 A_CustomMissile ("Shoque", 24, 0, random (0, 40), 2, random (0, 180))
	TNT1 A 1 A_CustomMissile ("EvilRedSmoke25", 24, 0, random (0, 40), 2, random (0, 180))
	TNT1 A 1 A_CustomMissile ("Shoque", 24, 0, random (0, 40), 2, random (0, 180))
	TNT1 A 1 A_CustomMissile ("EvilRedSmoke25", 24, 0, random (0, 40), 2, random (0, 180))
	TNT1 A 1 A_CustomMissile ("Shoque", 24, 0, random (0, 40), 2, random (0, 180))
	TNT1 A 1 A_CustomMissile ("EvilRedSmoke25", 24, 0, random (0, 40), 2, random (0, 180))
	TNT1 A 1 A_CustomMissile ("Shoque", 24, 0, random (0, 40), 2, random (0, 180))
	TNT1 A 1 A_CustomMissile ("EvilRedSmoke25", 24, 0, random (0, 40), 2, random (0, 180))
	TNT1 A 1 A_CustomMissile ("Shoque", 24, 0, random (0, 40), 2, random (0, 180))
	TNT1 A 1 A_CustomMissile ("EvilRedSmoke25", 24, 0, random (0, 40), 2, random (0, 180))
	TNT1 A 1 A_CustomMissile ("Shoque", 24, 0, random (0, 40), 2, random (0, 180))
	TNT1 A 1 A_CustomMissile ("EvilRedSmoke25", 24, 0, random (0, 40), 2, random (0, 180))
	TNT1 A 1 A_CustomMissile ("Shoque", 24, 0, random (0, 40), 2, random (0, 180))
	TNT1 A 1 A_CustomMissile ("EvilRedSmoke25", 24, 0, random (0, 40), 2, random (0, 180))
	TNT1 A 1 A_CustomMissile ("Shoque", 24, 0, random (0, 40), 2, random (0, 180))
	TNT1 A 1 A_CustomMissile ("EvilRedSmoke25", 24, 0, random (0, 40), 2, random (0, 180))
	TNT1 A 1 A_CustomMissile ("Shoque", 24, 0, random (0, 40), 2, random (0, 180))
	TNT1 A 1 A_CustomMissile ("EvilRedSmoke25", 24, 0, random (0, 40), 2, random (0, 180))
	TNT1 A 1 A_CustomMissile ("Shoque", 24, 0, random (0, 40), 2, random (0, 180))
	TNT1 A 1 A_CustomMissile ("EvilRedSmoke25", 24, 0, random (0, 40), 2, random (0, 180))
	TNT1 A 1 A_CustomMissile ("Shoque", 24, 0, random (0, 40), 2, random (0, 180))
	TNT1 A 1 A_CustomMissile ("EvilRedSmoke25", 24, 0, random (0, 40), 2, random (0, 180))
	TNT1 A 1 A_CustomMissile ("Shoque", 24, 0, random (0, 40), 2, random (0, 180))
	TNT1 A 1 A_CustomMissile ("EvilRedSmoke25", 24, 0, random (0, 40), 2, random (0, 180))
	TNT1 A 1 A_CustomMissile ("Shoque", 24, 0, random (0, 40), 2, random (0, 180))
	TNT1 A 1 A_CustomMissile ("EvilRedSmoke25", 24, 0, random (0, 40), 2, random (0, 180))
	TNT1 A 1 A_CustomMissile ("Shoque", 24, 0, random (0, 40), 2, random (0, 180))
	TNT1 A 1 A_CustomMissile ("EvilRedSmoke25", 24, 0, random (0, 40), 2, random (0, 180))
	TNT1 A 1 A_CustomMissile ("Shoque", 24, 0, random (0, 40), 2, random (0, 180))
	TNT1 A 1 A_CustomMissile ("EvilRedSmoke25", 24, 0, random (0, 40), 2, random (0, 180))
	TNT1 A 1 A_CustomMissile ("Shoque", 24, 0, random (0, 40), 2, random (0, 180))
	Stop
	}
}

ACTOR TorchSmokeSpawner
{
Radius 8
Height 8
Speed 5
Mass 6
BounceFACTOR 0.5
+DOOMBOUNCE
Speed 0
+NOBLOCKMAP
+MISSILE
+NOTELEPORT
+DONTSPLASH
+MOVEWITHSECTOR
+NODAMAGETHRUST
+CLIENTSIDEONLY
States
	{
	Spawn:
	TNT1 A 0
	TTRB A 0 bright A_CustomMissile ("PlasmaSmoke", 0, 0, random (0, 360), 2, random (70, 110))
	stop
	}
}

ACTOR BarrelSmokeSpawner
{
Radius 8
Height 8
Speed 5
Mass 6
BounceFACTOR 0.5
+DOOMBOUNCE
+NOBLOCKMAP
+MISSILE
+NOTELEPORT
Speed 0
+DONTSPLASH
+MOVEWITHSECTOR
+NODAMAGETHRUST
+CLIENTSIDEONLY
States
	{
	Spawn:
	TNT1 A 0
	TNT1 A 0 A_Jump(200,2)
	TTRB A 0 bright A_CustomMissile ("TorchSmoke", 0, 0, random (0, 360), 2, random (70, 110))
	stop
	TNT1 A 0
	stop
	}
}

ACTOR GreenSmokeTrail
{
Radius 1
Height 1
Alpha 0.5
RenderStyle Translucent
Scale 0.2
Gravity 0
+NOBLOCKMAP
+NOTELEPORT
+DONTSPLASH
+MISSILE
+CLIENTSIDEONLY
+FORCEXYBILLBOARD
States
	{
	Spawn:
	TNT1 A 3
	Goto Death
	Death:
	ESMK ABCDEFGH 1
	Stop
	}
}

ACTOR GreenSmoke
{
Radius 1
Height 1
Alpha 0.5
RenderStyle Translucent
Scale 0.2
Gravity 0
Speed 2
+NOBLOCKMAP
+NOTELEPORT
+DONTSPLASH
+MISSILE
+CLIENTSIDEONLY
+FORCEXYBILLBOARD
States
	{
	Spawn:
	TNT1 A 3
	Goto Death
	Death:
	ESMK ABCDEFGH 5
	Stop
	}
}

ACTOR GreenSmokes
{
Radius 1
Height 1
Alpha 0.1
RenderStyle Translucent
Scale 0.4
Gravity 0
Speed 1
+NOBLOCKMAP
+NOTELEPORT
+DONTSPLASH
+MISSILE
+CLIENTSIDEONLY
+FORCEXYBILLBOARD
States
	{
	Spawn:
	ESMK ABCDEFGH 5 BRIGHT
	Stop
	}
}

ACTOR CyberStep
{
+NOBLOCKMAP
+NOGRAVITY
+NOTELEPORT
renderstyle translucent
alpha 0.75
Scale 0.5
states
	{
	Spawn:
	MNSM ABCDEFGHIJKLMNOPQ 1 bright
	stop
	}
}

Actor LostSoulOnHandFireSpawner
{
Speed 20
+NOCLIP
States
	{
	Spawn:
	TNT1 A 1
	TNT1 A 0 Thing_ChangeTID(0,390)
	//NULL AAA 0 A_CustomMissile ("SoulTrails", 0, 0, random (0, 360), 2, random (0, 180))
	Stop
	}
}

Actor LSOHK
{
Speed 20
+NOCLIP
States
	{
	Spawn:
	TNT1 A 1
	TNT1 A 0 A_PlaySound ("Skull/Death")
	EXPL AAAAAAAAAAAAAAAA 0 A_CustomMissile ("FlameTrails", 6, 0, random (0, 360), 2, random (0, 360))
	EXPL A 0 A_SpawnItemEx("ExplosionParticleSpawner", 0, 0, 0, 0, 0, 0, 0, 0)
	TNT1 AAA 0 A_CustomMissile ("LSpart1", 42, 0, random (0, 360), 2, random (0, 160))
	TNT1 A 0 A_CustomMissile ("LSpart3", 42, 0, random (0, 360), 2, random (0, 160))
	TNT1 AAAA 0 A_CustomMissile ("LSpart2", 42, 0, random (0, 360), 2, random (0, 160))
	TNT1 A 0
	Stop
	}
}