ACTOR PlayerTearProjectile
{
+NOGRAVITY
+NODAMAGETHRUST
+MTHRUSPECIES
+THRUSPECIES
+THRUACTORS
+NOBLOCKMAP
+NOCLIP
+NOTELEPORT 
+FORCERADIUSDMG
+DONTHARMSPECIES
+BLOODLESSIMPACT
+FOILINVUL
+RIPPER
Scale 2.0
Alpha 0.75
Renderstyle Add
Projectile
Radius 4
Height 8
Speed 20
Damage 1024
DamageType "PlayerTear"
Species "Player"
Obituary "%o was caught in %k's tear."

States {
  Spawn:
	TNT1 A 0
	TNT1 A 0 A_Explode(1024, 384, 0, false, 192)
	STFX A 1 Bright A_FadeOut(0.05)
	TNT1 A 0 A_Explode(1024, 384, 0, false, 192)
	STFX B 1 Bright A_FadeOut(0.05)
	TNT1 A 0 A_Explode(1024, 384, 0, false, 192)
	STFX C 1 Bright A_FadeOut(0.045)
	TNT1 A 0 A_Explode(1024, 384, 0, false, 192)
	STFX B 1 Bright A_FadeOut(0.035)
	TNT1 A 0 A_Explode(1024, 384, 0, false, 192)
	STFX C 1 Bright A_FadeOut(0.025)
	TNT1 A 0 A_Explode(1024, 384, 0, false, 192)
	STFX B 1 Bright A_FadeOut(0.015)
  Continuous:
	TNT1 A 0 A_Explode(512, 384, 0, false, 192)
	STFX CB 1 Bright A_FadeOut(0.065)
	Loop
  Death:
	TNT1 A 1
	Stop
}
}


ACTOR PlayerSpawnTear
{
+NOGRAVITY
+NOINTERACTION
+NODAMAGETHRUST
+MTHRUSPECIES
+THRUSPECIES
+THRUACTORS
+NOBLOCKMAP
+NOCLIP
+NOTELEPORT 
+FORCERADIUSDMG
+DONTHARMSPECIES
+BLOODLESSIMPACT
+FOILINVUL
Scale 2.0
Alpha 0.75
Renderstyle Add
Species "Player"
DamageType "PlayerTear"
Obituary "%o was erased by %k's tear."

States {
	Spawn:
		TNT1 A 0
		TNT1 A 0 A_Explode(4096, 448, 0, false, 192)
		TNT1 A 0 A_PlaySound("Player/Spawn")
		TNT1 A 0 A_CustomMissile("PlayerTearProjectile", 16, 0, 0, CMF_AIMDIRECTION)
		STFX A 1 Bright A_FadeOut(0.05)
		TNT1 A 0 A_CustomMissile("PlayerTearProjectile", 16, 0, 135, CMF_AIMDIRECTION)
		STFX B 1 Bright A_FadeOut(0.05)
		TNT1 A 0 A_CustomMissile("PlayerTearProjectile", 16, 0, 270, CMF_AIMDIRECTION)
		STFX C 1 Bright A_FadeOut(0.045)
		TNT1 A 0 A_CustomMissile("PlayerTearProjectile", 16, 0, 90, CMF_AIMDIRECTION)
		STFX B 1 Bright A_FadeOut(0.035)
		TNT1 A 0 A_CustomMissile("PlayerTearProjectile", 16, 0, 225, CMF_AIMDIRECTION)
		STFX C 1 Bright A_FadeOut(0.025)
		TNT1 A 0 A_CustomMissile("PlayerTearProjectile", 16, 0, 270, CMF_AIMDIRECTION)
		STFX B 1 Bright A_FadeOut(0.015)
		TNT1 A 0 A_CustomMissile("PlayerTearProjectile", 16, 0, 90, CMF_AIMDIRECTION)
		STFX C 1 Bright A_FadeOut(0.015)
		TNT1 A 0 A_CustomMissile("PlayerTearProjectile", 16, 0, 180, CMF_AIMDIRECTION)
		STFX B 1 Bright A_FadeOut(0.015)
		TNT1 A 0 A_CustomMissile("PlayerTearProjectile", 16, 0, 315, CMF_AIMDIRECTION)
		STFX C 1 Bright A_FadeOut(0.015)
	Continuous:
		STFX BC 1 Bright A_FadeOut(0.065)
		Loop
	Death:
	    TNT1 A 1
		Stop
}
}

