Actor BehemothCannon : Weapon
{
   Weapon.Kickback 300
   Weapon.AmmoUse 5
   Weapon.AmmoGive 100
   Weapon.PreferredSkin "BehemothCannon-Marine"  
   Weapon.SelectionOrder 7980
   Scale 0.95
   Weapon.AmmoType "DemonAmmo"   
   Weapon.AmmoUse2 5
   Weapon.AmmoType2 "DemonAmmo"    
   Inventory.PickupMessage "You pickup a Behemoth Cannon (Wait... WTF?!)"
   Inventory.PickupSound "cannon/pickup"
   Obituary "%o ate %k's Behemoth Cannon fireballs."
   Tag "Behemoth Cannon"
   Weapon.Upsound "cannon/up"
   +INVENTORY.UNDROPPABLE
   States
   {
	Spawn:
		FHMR H -1 
		Stop
	Ready:
		FHMR A 1 A_WeaponReady
		Loop
	Select:
		FHMR A 1 A_Raise
		Loop
	Deselect:	
		FHMR A 1 A_Lower
		Loop
	Fire:	
		FHMR D 3 Bright
		FHMR E 3 Bright A_PlaySound("cannon/fire", CHAN_WEAPON, 1.0, 0)
		FHMR F 3 Bright A_FireCustomMissile("BehemothCometPlayer")
		FHMR F 0 Bright A_FireCustomMissile("BehemothCometPlayer", -2)
		FHMR F 0 Bright A_FireCustomMissile("BehemothCometPlayer", 2)
		FHMR G 3 Bright
		FHMR C 5 Bright
		FHMR B 5 Bright
		FHMR A 5 Bright
		Goto Ready
	AltFire:	
		FHMR D 3
		FHMR E 3 A_PlaySound("cannon/fire", CHAN_WEAPON, 1.0, 0)
		FHMR F 0 A_FireCustomMissile("BehemothSeekingCometPlayer",-2)
		FHMR F 0 A_FireCustomMissile("BehemothSeekingCometPlayer",2)
		FHMR FG 3
		FHMR C 5
		FHMR B 5
		FHMR A 5
		Goto Ready		
	}
}	

ACTOR BehemothCometPlayer : Comet
{
	+THRUSPECIES
	Species "Player"
	Radius 8
	Decal "Scorch"
	Height 8
	DamageType "HellComet"
	Damage 35
	Scale 0.7
}

ACTOR BehemothSeekingCometPlayer : Comet
{
Scale 0.55
DamageType "HellComet"
Damage 35
MissileType ""
RenderStyle Add
Alpha 0.85
Species "Player"
Decal Scorch
+THRUSPECIES
+SEEKERMISSILE
+SCREENSEEKER
States
{
Spawn:
TNT1 A 0 A_SeekerMissile(15,15,SMF_LOOK)
BHTB AAAAA 1 Bright A_SpawnItemEx("BehemothSeekingTail", 0, 0, 0, 0, 0, 0, 0, 128)
TNT1 A 0 A_SeekerMissile(15,15,SMF_LOOK)
BHTB BBBBB 1 Bright A_SpawnItemEx("BehemothSeekingTail", 0, 0, 0, 0, 0, 0, 0, 128)
Loop
Death:
TNT1 A 0
TNT1 A 0 A_SpawnItemEx("OrangeParticleSpawner", 0, 0, 0, 0, 0, 0, 0, 128)
COMT D 3 Bright A_SpawnItemEx("CometDeathGlow",0,0,0,0,0,0,0,128,0)
COMT E 3 Bright A_SpawnItemEx("CometDeath",0,0,0,0,0,0,0,128,0)
Stop
}
}