ACTOR PlayerTearProjectile
{
Projectile
Radius 4
Height 8
Speed 20
Scale 1.0
Renderstyle Add
Alpha 0.75
Damage 1024
+NOCLIP
+RIPPER
+FOILINVUL
+FORCERADIUSDMG
+NODAMAGETHRUST
+BLOODLESSIMPACT
+THRUACTORS
+THRUSPECIES
+MTHRUSPECIES
+DONTHARMSPECIES
Species "Player"
DamageType "PlayerTear"
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(0.05,1)
		TNT1 A 0 A_SetScale(ScaleX - 0.05, ScaleY - 0.05)
		TNT1 A 0 A_Explode(1024,384,0,false,192)
		STFX B 1 Bright A_FadeOut(0.05,1)
		TNT1 A 0 A_SetScale(ScaleX - 0.05, ScaleY - 0.05)
		TNT1 A 0 A_Explode(1024,384,0,false,192)
		STFX C 1 Bright A_FadeOut(0.045,1)
		TNT1 A 0 A_SetScale(ScaleX - 0.05, ScaleY - 0.05)
		TNT1 A 0 A_Explode(1024,384,0,false,192)
		STFX B 1 Bright A_FadeOut(0.035,1)
		TNT1 A 0 A_SetScale(ScaleX - 0.05, ScaleY - 0.05)
		TNT1 A 0 A_Explode(1024,384,0,false,192)
		STFX C 1 Bright A_FadeOut(0.025,1)
		TNT1 A 0 A_SetScale(ScaleX - 0.05, ScaleY - 0.05)
		TNT1 A 0 A_Explode(1024,384,0,false,192)
		STFX B 1 Bright A_FadeOut(0.015,1)
		TNT1 A 0 A_SetScale(ScaleX - 0.05, ScaleY - 0.05)
	Continuous:
		TNT1 A 0 A_Explode(512,384,0,false,192)
		STFX CBA 1 Bright A_FadeOut(0.065,1)
		TNT1 A 0 A_SetScale(ScaleX - 0.05, ScaleY - 0.05)
		Loop
	Death:
		TNT1 A 1
		Stop
	}
}

ACTOR PlayerSpawnTear
{
Height 1
Radius 1
Speed 0
Scale 1.0
Renderstyle Add
Alpha 0.75
+MISSILE
+NOCLIP
+NOGRAVITY
+NOBLOCKMAP
+NOTELEPORT 
+NODAMAGETHRUST
+BLOODLESSIMPACT
+FORCERADIUSDMG
+FOILINVUL
+NOINTERACTION
+THRUACTORS
+THRUSPECIES
+MTHRUSPECIES
+DONTHARMSPECIES
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|CMF_TRACKOWNER)
		STFX A 2 Bright A_FadeOut(0.05,1)
		TNT1 A 0 A_SetScale(ScaleX - 0.05, ScaleY - 0.05)
		TNT1 A 0 A_CustomMissile("PlayerTearProjectile",16,0,135,CMF_AIMDIRECTION|CMF_TRACKOWNER)
		STFX B 2 Bright A_FadeOut(0.05,1)
		TNT1 A 0 A_SetScale(ScaleX - 0.05, ScaleY - 0.05)
		TNT1 A 0 A_CustomMissile("PlayerTearProjectile",16,0,270,CMF_AIMDIRECTION|CMF_TRACKOWNER)
		STFX C 2 Bright A_FadeOut(0.045,1)
		TNT1 A 0 A_SetScale(ScaleX - 0.05, ScaleY - 0.05)
		TNT1 A 0 A_CustomMissile("PlayerTearProjectile",16,0,45,CMF_AIMDIRECTION|CMF_TRACKOWNER)
		STFX B 2 Bright A_FadeOut(0.035,1)
		TNT1 A 0 A_SetScale(ScaleX - 0.05, ScaleY - 0.05)
		TNT1 A 0 A_CustomMissile("PlayerTearProjectile",16,0,225,CMF_AIMDIRECTION|CMF_TRACKOWNER)
		STFX C 2 Bright A_FadeOut(0.025,1)
		TNT1 A 0 A_SetScale(ScaleX - 0.05, ScaleY - 0.05)
		TNT1 A 0 A_CustomMissile("PlayerTearProjectile",16,0,270,CMF_AIMDIRECTION|CMF_TRACKOWNER)
		STFX B 2 Bright A_FadeOut(0.015,1)
		TNT1 A 0 A_SetScale(ScaleX - 0.05, ScaleY - 0.05)
		TNT1 A 0 A_CustomMissile("PlayerTearProjectile",16,0,90,CMF_AIMDIRECTION|CMF_TRACKOWNER)
		STFX C 2 Bright A_FadeOut(0.015,1)
		TNT1 A 0 A_SetScale(ScaleX - 0.05, ScaleY - 0.05)
		TNT1 A 0 A_CustomMissile("PlayerTearProjectile",16,0,180,CMF_AIMDIRECTION|CMF_TRACKOWNER)
		STFX B 2 Bright A_FadeOut(0.015,1)
		TNT1 A 0 A_SetScale(ScaleX - 0.05, ScaleY - 0.05)
		TNT1 A 0 A_CustomMissile("PlayerTearProjectile",16,0,315,CMF_AIMDIRECTION|CMF_TRACKOWNER)
		STFX C 2 Bright A_FadeOut(0.015,1)
		TNT1 A 0 A_SetScale(ScaleX - 0.05, ScaleY - 0.05)
	Continuous:
		STFX BCD 2 Bright A_FadeOut(0.065,1)
		TNT1 A 0 A_SetScale(ScaleX - 0.05, ScaleY - 0.05)
		Loop
	Death:
		TNT1 A 1
		Stop
	}
}