ACTOR FlameWall : Weapon 
{
	 Weapon.SlotNumber 7
     Weapon.UpSound "gen/wepswitch"
     Weapon.SelectionOrder 1001
     Inventory.PickupSound "gen/pickup"
     Inventory.Pickupmessage "You filched a flamewall!"
     Weapon.AmmoType "FWMissiles"
     Weapon.AmmoGive 5
     Weapon.AmmoUse 1
     XSCALE 0.75
	 YSCALE 0.68
     +NOAUTOAIM 
	 +IGNORESKILL
     Obituary "%o \cbis nice and crispy, thanks to\c- %k."

     States 
     { 
     Spawn: 
        PFWL A -1 
        Stop 
     Ready:
        FIRW A 1 A_WeaponReady 
        LOOP 
     Deselect: 
        FIRW A 1 A_Lower 
        LOOP 
     Select:
        FIRW A 1 A_Raise
        LOOP
       FIRE:
        FIRW A 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		TNT1 A 0 A_PlayWeaponSound("FireWall/Shoot")
        FIRW B 2 Bright A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		TNT1 A 0 A_JumpIfInventory("CoopModeOn", 1, "Coopfire")
		TNT1 A 0 A_FireCustomMissile("Fwall",0,1,0,-8)
		Continue:
        FIRW C 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
        FIRW D 2 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
        FIRW F 2 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
        FIRW C 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
        FIRW A 28 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
        FIRW A 0 a_refire
        Goto Ready
		Coopfire:
		TNT1 A 0 A_FireCustomMissile("CoopFwall",0,1,0,-8)
		Goto Continue
     } 
}

ACTOR Fwaller
{
	 PROJECTILE
//     +RANDOMIZE
	 +FLOORHUGGER
     Scale 0.6
     MaxStepHeight 16
     Damage 0
	 damagetype "RottFire"
	 Obituary "%o \cbis nice and crispy, thanks to\c- %k."
     speed 28
     States
     {
     Spawn:
		  TNT1 A 0
          TNT1 A 0 Bright A_CustomMissile("Fwalling", 0, 0, 0, 6, 0)
          TNT1 A 2
          TNT1 A 0 Bright A_CustomMissile("Fwalling", 0, 32, 0, 6, 0)
          TNT1 A 0 Bright A_CustomMissile("Fwalling", 0, -32, 0, 6, 0)
          TNT1 A 2
          TNT1 A 0 Bright A_CustomMissile("Fwalling", 0, 64, 0, 6, 0)
          TNT1 A 0 Bright A_CustomMissile("Fwalling", 0, -64, 0, 6, 0)
          TNT1 A 2
          TNT1 A 0 Bright A_CustomMissile("Fwalling", 0, 96, 0, 6, 0)
          TNT1 A 0 Bright A_CustomMissile("Fwalling", 0, -96, 0, 6, 0)
          TNT1 A 2
          TNT1 A 0 Bright A_CustomMissile("Fwalling", 0, 128, 0, 6, 0)
          TNT1 A 0 Bright A_CustomMissile("Fwalling", 0, -128, 0, 6, 0)
          TNT1 A 2
          TNT1 A 0 Bright A_CustomMissile("Fwalling", 0, 160, 0, 6, 0)
          TNT1 A 0 Bright A_CustomMissile("Fwalling", 0, -160, 0, 6, 0)
          TNT1 A 2
          TNT1 A 0 Bright A_CustomMissile("Fwalling", 0, 192, 0, 6, 0)
          TNT1 A 0 Bright A_CustomMissile("Fwalling", 0, -192, 0, 6, 0)
		  stop
     Crash:
	  stop
     Death:  
          stop
     }
}
  
actor Fwall
{
    Radius 11
    Height 6
    Speed 30
    Damage (150)
    Mass 5000
	Decal Scorch
    SCALE 0.50
    PROJECTILE
    +FOILINVUL
    +corpse
    damagetype "RottExplosion"
    DeathSound "god/bang"
	Obituary "%o \cbis nice and crispy, thanks to\c- %k."
    States
    {
    Spawn:
        FMIS A 4 Bright    
        FMIS A 2 Bright A_Gravity
    Loop
    crash:
		TNT1 A 0 A_PlaySound("FireWall/Burn")
		TNT1 A 0 A_CustomMissile("FWaller", 0, 0, 0, 6)
		EXPL A 1 a_explode(96,64)
		EXPL BCDEFGHIJKLMOPQRST 1 Bright         
    Stop
	
	DEATH:
	    TNT1 A 0 A_Stop
        TNT1 A 1 A_NOGRAVITY
		EXPL A 1 a_explode(96,64)
        EXPL BCDEFGHIJKLMOPQRST 1 Bright
	stop

	XDEATH:
	    TNT1 A 0 A_stop
        TNT1 A 1 A_NOGRAVITY
		EXPL A 1 a_explode(96,64)
        EXPL BCDEFGHIJKLMOPQRST 2 Bright
	stop
    }
}

Actor CoopFwall : Fwall
{
	Species "Player"
	+THRUSPECIES
}

ACTOR Fwalling
{
     PROJECTILE
     -DROPOFF
//     +RANDOMIZE
     +RIPPER
     +NOEXPLODEFLOOR
	 +FLOORHUGGER
	 +PUFFGETSOWNER
	 +THRUGHOST
	 -MOVEWITHSECTOR
     Scale 0.6
     MaxStepHeight 16
     Damage (600)
	 Radius 5
	 Height 12
     speed 28
     damagetype "RottFire"
	 Obituary "%o \cbis nice and crispy, thanks to\c- %k."
     RenderStyle Add
     Alpha 0.95
     DeathSound "god/bang"
     States
     {
     Spawn:
          FWAL A 4 Bright
          FWAL BCDEFGHIJKLM 2 Bright
          loop
          
     Death:  
        BOMB ABCDEFGHIJKLMOPQRST 2 Bright
        stop
     }
}