ACTOR Infernodemon1 26967
{
  Health 4500
  Speed 12
  Radius 50
  Height 100
  Mass 10000
  Monster
  PainChance 10
  +MISSILEMORE
  +MISSILEEVENMORE
  +LOOKALLAROUND
  +BOSS
  +FLOORCLIP
  +TELESTOMP
  +DONTMORPH
  +NOTARGET
  +NOICEDEATH
  +THRUSPECIES
  Species "Cybers"
  DamageFactor "PlayerFireSword", 0.1
  DamageFactor "BeheComet", 0.0
  DamageFactor "Ice", 0.0
  DamageFactor "FreezerBurn", 0.0
  DamageFactor 0.65
  DamageFactor "BFGSplash", 0.25
  DamageFactor "BFGSpray", 0.25
  DamageFactor "Explosion", 0.0
  DamageFactor "PlayerPyro", 0.0
  DamageFactor "PDTPuff", 0.0
  DamageFactor "Bullet", 0.78
  DamageFactor "ZombieDemonTech", 0.0
  DamageFactor "ZombieRocket", 0.0
  DamageFactor "Railgun", 0.5
  DamageFactor "GeneralTracer", 0.0
  DamageFactor "BFG10K", 0.40
  DamageFactor "PDTBFG", 0.20
  DamageFactor "PDTBFGTracer", 0.20
  DamageFactor "PlayerDevBall", 0.120
  DamageFactor "PlayerDevBall2", 0.120
  DamageFactor "PlayerDTBFGRailgunSlug", 0.120
  DamageFactor "PlayerDevTracer", 0.120
  DamageFactor "Legendary", 0.0
  DamageFactor "LegendaryPlayer", 0.3
  DamageFactor "LegendaryGuru", 0.0
  DamageFactor "LegendaryGuruPlayer", 0.3
  DamageFactor "LACGrenade", 0.0
  DamageFactor "HFCyber", 0.0
  DamageFactor "Cyber10K", 0.0
  DropItem "UltraSphere" 256 1
  DropItem "DemonAmmoBox" 128 200
  DropItem "BigGas" 128 200
  MaxStepHeight 32
  MaxDropOffHeight 32
  SeeSound "Infdem/see"
  PainSound "Infdem/pain"
  DeathSound "Infdem/death"
  ActiveSound "Infdem/active"
  BloodColor "Orange"
  Obituary "%o was sent to burn in the fires of hell by an Inferno Demon."
  Tag "\c[z4]Inferno Demon"

  States
  {
  Spawn:
    RINF A 5 A_Look
    Loop
  See:
    RINF AAA 2 A_Chase
    RINF B 2 A_Chase
    RINF BBB 2 A_Chase
    RINF C 0 A_PlaySound("KoraxStep")
    RINF C 2 A_Chase
    RINF CCC 2 A_Chase
    RINF D 2 A_Chase
    RINF DDD 2 A_Chase
    RINF A 0 A_PlaySound("KoraxStep")
    RINF A 2 A_Chase
    Goto See
  Missile:
  TNT1 A 0
  TNT1 A 0 A_Jump(128, "FireBall","Seekers","Comets","LavaBall","Bomb")
  Goto See
  FireBall:
  	RINF E 1 Bright A_FaceTarget
	RINF F 0 Bright A_CustomMissile("InfernoFireBalls",45,50,0,20)
	RINF F 0 Bright A_CustomMissile("InfernoFireBalls",70,50,0,20)
	RINF F 0 Bright A_CustomMissile("InfernoFireBalls",95,50,0,20)
	RINF F 0 Bright A_CustomMissile("InfernoFireBalls",45,-50,0,20)
	RINF F 0 Bright A_CustomMissile("InfernoFireBalls",70,-50,0,20)
	RINF F 7 Bright A_CustomMissile("InfernoFireBalls",95,-50,0,20)
	Goto see
  Seekers:
  	RINF E 1 Bright A_FaceTarget
	RINF F 0 Bright A_CustomMissile("CyberSeekingComet",45,50,0,20)
	RINF F 0 Bright A_CustomMissile("CyberSeekingComet",70,50,0,20)
	RINF F 0 Bright A_CustomMissile("CyberSeekingComet",95,50,0,20)
	RINF F 0 Bright A_CustomMissile("CyberSeekingComet",45,-50,0,20)
	RINF F 0 Bright A_CustomMissile("CyberSeekingComet",70,-50,0,20)
	RINF F 7 Bright A_CustomMissile("CyberSeekingComet",95,-50,0,20)
	Goto see
  Comets:
    RINF E 1 Bright A_FaceTarget
	RINF F 0 Bright A_CustomMissile("IComet",45,50,0,20)
	RINF F 0 Bright A_CustomMissile("IComet",70,50,0,20)
	RINF F 0 Bright A_CustomMissile("IComet",95,50,0,20)
	RINF F 0 Bright A_CustomMissile("IComet",45,-50,0,20)
	RINF F 0 Bright A_CustomMissile("IComet",70,-50,0,20)
	RINF F 7 Bright A_CustomMissile("IComet",95,-50,0,20)
	Goto see
  LavaBall:
    RINF E 1 Bright A_FaceTarget
	RINF F 0 Bright A_CustomMissile("LavaBall",45,50,0,20)
	RINF F 0 Bright A_CustomMissile("LavaBall",70,50,0,20)
	RINF F 0 Bright A_CustomMissile("LavaBall",95,50,0,20)
	RINF F 0 Bright A_CustomMissile("LavaBall",45,-50,0,20)
	RINF F 0 Bright A_CustomMissile("LavaBall",70,-50,0,20)
	RINF F 7 Bright A_CustomMissile("LavaBall",95,-50,0,20)
	Goto see
   Combo:
	RINF E 1 Bright A_FaceTarget
	RINF F 0 Bright A_CustomMissile("InfernoFireBalls",45,50,0,20)
	RINF F 0 Bright A_CustomMissile("InfernoFireBalls",70,50,0,20)
	RINF F 0 Bright A_CustomMissile("InfernoFireBalls",95,50,0,20)
	RINF F 0 Bright A_CustomMissile("InfernoFireBalls",45,-50,0,20)
	RINF F 0 Bright A_CustomMissile("InfernoFireBalls",70,-50,0,20)
	RINF F 7 Bright A_CustomMissile("InfernoFireBalls",95,-50,0,20)
    RINF F 4 Bright
	RINF E 4 Bright A_FaceTarget
	RINF F 0 Bright A_CustomMissile("CyberSeekingComet",45,50,0,20)
	RINF F 0 Bright A_CustomMissile("CyberSeekingComet",70,50,0,20)
	RINF F 0 Bright A_CustomMissile("CyberSeekingComet",95,50,0,20)
	RINF F 0 Bright A_CustomMissile("CyberSeekingComet",45,-50,0,20)
	RINF F 0 Bright A_CustomMissile("CyberSeekingComet",70,-50,0,20)
	RINF F 7 Bright A_CustomMissile("CyberSeekingComet",95,-50,0,20)
    RINF F 4 Bright
    RINF E 4 Bright A_FaceTarget
	RINF F 0 Bright A_CustomMissile("IComet",45,50,0,20)
	RINF F 0 Bright A_CustomMissile("IComet",70,50,0,20)
	RINF F 0 Bright A_CustomMissile("IComet",95,50,0,20)
	RINF F 0 Bright A_CustomMissile("IComet",45,-50,0,20)
	RINF F 0 Bright A_CustomMissile("IComet",70,-50,0,20)
	RINF F 7 Bright A_CustomMissile("IComet",95,-50,0,20)
	RINF F 4 Bright
	RINF E 1 Bright A_FaceTarget
	RINF F 0 Bright A_CustomMissile("LavaBall",45,50,0,20)
	RINF F 0 Bright A_CustomMissile("LavaBall",70,50,0,20)
	RINF F 0 Bright A_CustomMissile("LavaBall",95,50,0,20)
	RINF F 0 Bright A_CustomMissile("LavaBall",45,-50,0,20)
	RINF F 0 Bright A_CustomMissile("LavaBall",70,-50,0,20)
	RINF F 7 Bright A_CustomMissile("LavaBall",95,-50,0,20)
	RINF F 4 Bright
	RINF E 1 Bright A_FaceTarget
	RINF F 0 Bright A_CustomMissile("LavaBall",45,50,0,20)
	RINF F 0 Bright A_CustomMissile("IComet",70,50,0,20)
	RINF F 0 Bright A_CustomMissile("CyberSeekingComet",95,50,0,20)
	RINF F 0 Bright A_CustomMissile("InfernoFireBalls",45,-50,0,20)
	RINF F 0 Bright A_CustomMissile("IComet",70,-50,0,20)
	RINF F 7 Bright A_CustomMissile("LavaBall",95,-50,0,20)
    RINF F 4 Bright
	goto see
	Bomb:
	RINF A 2 Bright A_FaceTarget
    RINF H 15 Bright A_CustomMissile("Bomb",70,0,0,0,0)
	Goto see
  Pain:
    RINF A 0 A_Pain
	Goto See
  Death:
    RINF J 5
    RINF K 5 
    RINF L 5 A_Scream
    RINF MNOPQ 5
    RINF R 10
    RINF S 5 
    RINF T 5 A_NoBlocking
    RINF UV 5
	RINF W 5
	RINF W -1
    Stop
  }
}

ACTOR Infernodemon2 : Infernodemon1 26969
{
  Health 4000
  Speed 10
  SeeSound "Infdem2/see"
  PainSound "Infdem/pain"
  DeathSound "Infdem/death"
  ActiveSound "Infdem2/active"
  States
  {
  Spawn:
    RDIA A 5 A_Look
    Loop
  See:
    RDIA AAA 2 A_Chase
    RDIA B 2 A_Chase
    RDIA BBB 2 A_Chase
    RDIA C 0 A_PlaySound("KoraxStep")
    RDIA C 2 A_Chase
    RDIA CCC 2 A_Chase
    RDIA D 2 A_Chase
    RDIA DDD 2 A_Chase
    RDIA A 0 A_PlaySound("KoraxStep")
    RDIA A 2 A_Chase
    Goto See
  Missile:
  TNT1 A 0
  TNT1 A 0 A_Jump(128, "FireBall","Seekers","Stomp","Tracers","Glyph")
  Goto See
  FireBall:
  	RDIA E 1 Bright A_FaceTarget
	RDIA F 0 Bright A_CustomMissile("InfernoFireBalls",45,50,0,20)
	RDIA F 0 Bright A_CustomMissile("InfernoFireBalls",70,50,0,20)
	RDIA F 0 Bright A_CustomMissile("InfernoFireBalls",95,50,0,20)
	RDIA F 0 Bright A_CustomMissile("InfernoFireBalls",45,-50,0,20)
	RDIA F 0 Bright A_CustomMissile("InfernoFireBalls",70,-50,0,20)
	RDIA F 7 Bright A_CustomMissile("InfernoFireBalls",95,-50,0,20)
	Goto see
  Seekers:
  	RDIA E 1 Bright A_FaceTarget
	RDIA F 0 Bright A_CustomMissile("CyberSeekingComet",45,50,0,20)
	RDIA F 0 Bright A_CustomMissile("CyberSeekingComet",70,50,0,20)
	RDIA F 0 Bright A_CustomMissile("CyberSeekingComet",95,50,0,20)
	RDIA F 0 Bright A_CustomMissile("CyberSeekingComet",45,-50,0,20)
	RDIA F 0 Bright A_CustomMissile("CyberSeekingComet",70,-50,0,20)
	RDIA F 7 Bright A_CustomMissile("CyberSeekingComet",95,-50,0,20)
	Goto see
  Stomp:
	RDIA B 20 Bright A_FaceTarget
	RDIA B 0 Bright A_CustomMissile("InfernoDemonFireBeam",0,0,0,2,0)
	RDIA B 0 Bright A_CustomMissile("InfernoDemonFireBeam",0,0,20,2,0)
	RDIA B 0 Bright A_CustomMissile("InfernoDemonFireBeam",0,0,40,2,0)
	RDIA B 0 Bright A_CustomMissile("InfernoDemonFireBeam",0,0,60,2,0)
	RDIA B 0 Bright A_CustomMissile("InfernoDemonFireBeam",0,0,80,2,0)
	RDIA B 0 Bright A_CustomMissile("InfernoDemonFireBeam",0,0,-20,2,0)
	RDIA B 0 Bright A_CustomMissile("InfernoDemonFireBeam",0,0,-40,2,0)
	RDIA B 0 Bright A_CustomMissile("InfernoDemonFireBeam",0,0,-60,2,0)
	RDIA B 0 Bright A_CustomMissile("InfernoDemonFireBeam",0,0,-80,2,0)
	RDIA C 0 Radius_Quake(20,35,0,40,0)
    RDIA C 20 Bright
	RDIA B 20 Bright A_FaceTarget
	RDIA B 0 Bright A_CustomMissile("InfernoDemonFireBeam",0,0,0,2,0)
	RDIA B 0 Bright A_CustomMissile("InfernoDemonFireBeam",0,0,20,2,0)
	RDIA B 0 Bright A_CustomMissile("InfernoDemonFireBeam",0,0,40,2,0)
	RDIA B 0 Bright A_CustomMissile("InfernoDemonFireBeam",0,0,60,2,0)
	RDIA B 0 Bright A_CustomMissile("InfernoDemonFireBeam",0,0,80,2,0)
	RDIA B 0 Bright A_CustomMissile("InfernoDemonFireBeam",0,0,-20,2,0)
	RDIA B 0 Bright A_CustomMissile("InfernoDemonFireBeam",0,0,-40,2,0)
	RDIA B 0 Bright A_CustomMissile("InfernoDemonFireBeam",0,0,-60,2,0)
	RDIA B 0 Bright A_CustomMissile("InfernoDemonFireBeam",0,0,-80,2,0)
	RDIA C 0 Radius_Quake(20,35,0,40,0)
    RDIA C 20 Bright
    Goto See
   Tracers:
	RDIA B 20 Bright A_FaceTarget
	RDIA B 0 A_Custommissile("HFCyberTracer",16,0,0)
	RDIA B 0 A_Custommissile("HFCyberTracer",16,0,5)
	RDIA B 0 A_Custommissile("HFCyberTracer",16,0,-5)
	RDIA B 0 A_Custommissile("HFCyberTracer",16,0,10)
	RDIA B 0 A_Custommissile("HFCyberTracer",16,0,-10)
	RDIA B 0 A_Custommissile("HFCyberTracer",16,0,15)
	RDIA B 0 A_Custommissile("HFCyberTracer",16,0,-15)
	RDIA B 0 A_Custommissile("HFCyberTracer",16,0,20)
	RDIA B 0 A_Custommissile("HFCyberTracer",16,0,-20)
	RDIA B 0 A_Custommissile("HFCyberTracer",16,0,25)
	RDIA B 0 A_Custommissile("HFCyberTracer",16,0,-25)
	RDIA B 0 A_Custommissile("HFCyberTracer",16,0,30)
	RDIA B 0 A_Custommissile("HFCyberTracer",16,0,-30)
	RDIA C 0 Radius_Quake(20,35,0,40,0)
	RDIA A 0 A_PlaySound("KoraxStep")
    RDIA C 20 Bright
	RDIA B 20 Bright A_FaceTarget
	RDIA B 0 A_Custommissile("HellCyberFireSpawner2",16,0,0)
	RDIA B 0 A_Custommissile("HellCyberFireSpawner2",16,0,5)
	RDIA B 0 A_Custommissile("HellCyberFireSpawner2",16,0,-5)
	RDIA B 0 A_Custommissile("HellCyberFireSpawner2",16,0,10)
	RDIA B 0 A_Custommissile("HellCyberFireSpawner2",16,0,-10)
	RDIA B 0 A_Custommissile("HellCyberFireSpawner2",16,0,15)
	RDIA B 0 A_Custommissile("HellCyberFireSpawner2",16,0,-15)
	RDIA B 0 A_Custommissile("HellCyberFireSpawner2",16,0,20)
	RDIA B 0 A_Custommissile("HellCyberFireSpawner2",16,0,-20)
	RDIA B 0 A_Custommissile("HellCyberFireSpawner2",16,0,25)
	RDIA B 0 A_Custommissile("HellCyberFireSpawner2",16,0,-25)
	RDIA B 0 A_Custommissile("HellCyberFireSpawner2",16,0,30)
	RDIA B 0 A_Custommissile("HellCyberFireSpawner2",16,0,-30)
	RDIA C 0 Radius_Quake(20,35,0,40,0)
	RDIA A 0 A_PlaySound("KoraxStep")
    RDIA C 20 Bright
    Goto See
	Glyph:
	RDIA A 2 Bright A_FaceTarget
    RDIA I 15 Bright A_CustomMissile("FireGlyphLineSpawner1",32,0,0,0,0)
	Goto see
  Pain:
    RDIA A 0 A_Pain
	Goto See
  Death:
    RDIA J 5
    RDIA K 5 
    RDIA L 5 A_Scream
    RDIA MNOPQ 5
    RDIA R 10
    RDIA S 5 
    RDIA T 5 A_NoBlocking
    RDIA UV 5
	RDIA W 5
	RDIA W -1
    Stop
  }
}


ACTOR InfernodemonFireBeam
{
Height 10
Radius 10
PROJECTILE
+DROPOFF
-NoGravity
+FLOORHUGGER
+SeekerMissile
+EXTREMEDEATH
+DONTHURTSPECIES
+DONTSPLASH
Speed 22
RenderStyle Add
Alpha 0.75
Damage 10
DamageType "HFCyber"
ActiveSound "legfire/active"
DeathSound "cyberrail/impact"
Species "Cybers"
ReactionTime 100
States
{
Spawn:
HK04 A 0 
HK04 A 0 A_LoopActiveSound
HK04 A 0 A_CountDown
HK04 ABC 1 BRIGHT A_SpawnItemEx("InfernodemonFireBeamTrail",0,0,0,0,0,0,0,128,0)
HK04 A 0 A_SeekerMissile(14,0)
Goto Spawn+1
Death:
HK04 A 0 A_Explode(32,64,0)
HK04 A 0 A_SpawnItem("InfernodemonFireBeamExplode")
HK04 ABC 4
Stop
}
}

ACTOR InfernodemonFireBeamTrail : BFG9500Trail
{
Scale 0.85
States
{
Spawn:
    TNT1 A 0
    TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1, "Toaster")
	TNT1 A 1
    HK04 ABC 1 A_FadeOut(0.09)
    Goto Spawn+3
    }
}

ACTOR InfernodemonFireBeamExplode
{
+DONTHURTSPECIES
+NoGravity
+FloorHugger
Species "Cybers"
DamageType "HFCyber"
Speed 0
Scale 1.25
States
{
Spawn:
HK05 A 0 A_Explode
HK05 ABCDE 3 BRIGHT
Stop
}
}

ACTOR InfernoFireballs
{
	Game Doom
	Radius 6
	Height 8
	Speed 50
	FastSpeed 60
	Damage 35
	Projectile
	+RANDOMIZE
	+DONTREFLECT
	+SeekerMissile
	+ExtremeDeath
	Damagetype "HFCyber"
	RenderStyle Translucent
	Alpha 1
	Scale 1.0
    SeeSound "imp/attack"
    DeathSound "comet/explosion"
	States
	{
	Spawn:
	TNT1 A 1
	Goto Fly
	Fly:
		FRTB AB 1 BRIGHT A_SpawnItem("HFCybFireballTrail")
		TNT1 A 0 A_SeekerMissile(0,2)
		Loop
	Death:
		TNT1 A 0 A_Explode(160, 192)//Damage, Radius
		TNT1 A 0 A_SpawnItemEx("LCABaseScorch", 0, 0, 0, 0, 0, 0, Random(0,359))
        TNT1 AAAAAA 0 A_CustomMissile ("OrangeParticleSpawner", 0, 0, random (0, 360), 2, random (0, 180))
	    EXPL A 0 Radius_Quake(15,20,0,20,0)
		BEXP B 0 BRIGHT A_Scream
        TNT1 A 0 A_ALertMonsters
		Goto EndAnimation
		EndAnimation:
		TNT1 A 0 A_SpawnItemEx("CyberSuperMeteor_m_Explosion", 0, 0, 0, 0, 0, 0, -1, SXF_NOCHECKPOSITION)//A_CustomMissile("Meteor_m_Explosion",0+Random(5,80),0+Random(35,-35),0+Random(0,370))
		TNT1 AAAA 0 A_SpawnItemEx("SuperMeteor_m_FX_Smoke", 0, 0, 0, 0.01 * Random(-125, 125), 0.01 * Random(-125, 125), 0.01 * Random(25, 245), 0, 128, 0)
		Stop
	}
}


Actor FireSpark
{
 Projectile
 Speed 5
 Scale 0.1
 Gravity 0.5
 +HexenBounce +ForceXYBillboard -NoGravity +NoTeleport +DontSplash +clientsideonly
 +NOCLIP 
 RenderStyle Add
 States
 {
  Spawn:
   ORPA A 10 Bright
   ORPA A 1 Bright A_FadeOut
   Wait
 }
}


ACTOR Lavaball
{
   Radius 8
   Height 8
   Speed 15
   Damage 16
   DamageType "HFCyber"
   Obituary "%o was sent to burn in the fires of hell for an eternity."
   SpawnID 250
   Scale 1.0
   PROJECTILE
   RENDERSTYLE ADD
   ALPHA 0.95
   +SPECTRAL
   SeeSound "comet/launch"
   DeathSound "comet/explosion"
   ExplosionDamage 32
   ExplosionRadius 96
   DONTHURTSHOOTER
   States
   {
   Spawn: 
      LBBL AB 4 Bright A_SpawnItemEx("OrangeParticleSpawner",0,0,0,0,0,0,0,128)
      loop
   Death:
      NULL EEEEEEEE 0 A_SpawnItemEx("FireSpark", Random(-5,5), Random(-5,5), Random(0,10), Random(-5,5), Random(-5,5), Random(0,20), Random(90,270), 128)
      LBBL C 5 Bright A_Explode
      LBBL DE 5 Bright
      stop
   }
}

ACTOR StayFire
{
     +NOCLIP
     +MISSILE
     +DROPOFF
     +RANDOMIZE
	 +CANBOUNCEWATER
	 +DONTSPLASH
	 +SPECTRAL
	 +FLOORHUGGER
     Scale 0.8
     Speed 1
     RENDERSTYLE ADD
     ALPHA 0.67
     States
     {
     Spawn:
          NULL A 8 A_Wander
          FRTF A 3 Bright
	      FRTF B 3 Bright A_Wander
	      FRTF C 3 Bright A_Wander
	      FRTF C 0 A_Wander
          FRTF C 0 A_Wander
          FRTF DEFGHIJKDEFGHIJKDEFGHIJKDEFGHIJK 3 Bright
          Stop
     }
}


ACTOR FireGlyphLineSpawner1
{
	Radius 0
	Height 32
	Speed 500
        RenderStyle NONE
		+SPECTRAL
	Alpha 0.85
	PROJECTILE
        SeeSound "weapons/diasht"
	states
	{
	Spawn:
		TNT1 CD 2 Bright
	  TNT1 EF 2 Bright
      loop
	Death:
	       NULL A 0 A_SpawnItemEx("StayFire",0,0,0,4,0,0,0,128)
		   NULL A 0 A_SpawnItemEx("StayFire",0,0,0,-4,0,0,0,128)
		   NULL A 0 A_SpawnItemEx("StayFire",0,0,0,0,4,0,0,128)
		   NULL A 0 A_SpawnItemEx("StayFire",0,0,0,0,-4,0,0,128)
		   NULL A 0 A_PlaySound("Glyph/Start")
		   NULL A 0 A_PlaySound("Glyph/Start")
		   NULL A 0 A_PlaySound("Glyph/Start")
		   NULL A 0 A_PlaySound("Glyph/Start")
		   NULL A 0 A_PlaySound("Glyph/Start")
		   NULL A 35
	       NULL A 0 A_CustomMissile("FireGlyphLine10",0,0,0,2)
           NULL A 0 A_CustomMissile("FireGlyphLine20",0,0,135,2)
		   NULL A 0 A_CustomMissile("FireGlyphLine30",0,0,-135,2)
		   NULL A 0 A_SpawnItem("LargeGlyphExplosion1",0,0,0)
		   NULL A 0 A_CustomMissile("SpiralFire1",10,5,15,2,0)
		stop
	}
}

ACTOR FireGlyphLine10
{
	Radius 0
	Height 32
	Speed 16
        RenderStyle NONE
	Alpha 0.85
	PROJECTILE
        +FLOORHUGGER
        +NOCLIP
		+SPECTRAL
		  +clientsideonly
        SeeSound "weapons/diasht"
	states
	{
	Spawn:
           NULL EEEEEEEEEEEEEEEE 1 A_SpawnItemEx("StayFire",0,0,0,0,0,0,0,128)
           NULL A 0 A_CustomMissile("FireGlyphLine40",0,0,-135,2)
	   stop
	}
}

ACTOR FireGlyphLine40
{
	Radius 0
	Height 32
	Speed 16
        RenderStyle NONE
	Alpha 0.85
	PROJECTILE
        +FLOORHUGGER
        +NOCLIP
	    +clientsideonly
        SeeSound "weapons/diasht"
	states
	{
	Spawn:
           NULL EEEEEEEEEEEEEEEE 1 A_SpawnItemEx("StayFire",0,0,0,0,0,0,0,128)
		   NULL A 1 A_SpawnItem("GlyphExplosion1",0,0,0)
	   stop
	}
}

ACTOR FireGlyphLine30
{
	Radius 0
	Height 32
	Speed 16
        RenderStyle NONE
	Alpha 0.85
	PROJECTILE
        +FLOORHUGGER
        +NOCLIP
	    +clientsideonly
        SeeSound "weapons/diasht"
	states
	{
	Spawn:
           NULL EEEEEEEEEEEEEEEE 1 A_SpawnItemEx("StayFire",0,0,0,0,0,0,0,128)
           NULL A 0 A_CustomMissile("FireGlyphLine60",0,0,-135,2)
	   stop
	}
}

ACTOR FireGlyphLine60
{
	Radius 0
	Height 32
	Speed 16
        RenderStyle NONE
	Alpha 0.85
	PROJECTILE
        +FLOORHUGGER
        +NOCLIP
	    +clientsideonly
        SeeSound "weapons/diasht"
	states
	{
	Spawn:
           NULL EEEEEEEEEEEEEEEE 1 A_SpawnItemEx("StayFire",0,0,0,0,0,0,0,128)
		   NULL A 1 A_SpawnItem("GlyphExplosion1",0,0,0)
	   stop
	}
}

ACTOR FireGlyphLine20
{
	Radius 0
	Height 32
	Speed 16
        RenderStyle NONE
	Alpha 0.85
	PROJECTILE
        +FLOORHUGGER
        +NOCLIP
		+clientsideonly
        SeeSound "weapons/diasht"
	states
	{
	Spawn:
           NULL EEEEEEEEEEEEEEEE 1 A_SpawnItemEx("StayFire",0,0,0,0,0,0,0,128)
           NULL A 0 A_CustomMissile("FireGlyphLine50",0,0,-135,2)
	   stop
	}
}

ACTOR FireGlyphLine50
{
	Radius 0
	Height 32
	Speed 16
        RenderStyle NONE
	Alpha 0.85
	PROJECTILE
        +FLOORHUGGER
        +NOCLIP
	    +clientsideonly
        SeeSound "weapons/diasht"
	states
	{
	Spawn:
           NULL EEEEEEEEEEEEEEEE 1 A_SpawnItemEx("StayFire",0,0,0,0,0,0,0,128)
		   NULL A 1 A_SpawnItem("GlyphExplosion1",0,0,0)
	   stop
	}
}

ACTOR GlyphExplosion1 
{
    Radius 8
    Height 56
	Scale 0.5
	+SPECTRAL
    Speed 0
	DamageType "HFCyber"
    States
    {
    Spawn:
        NKXP B 1 BRIGHT
        NKXP B 1 BRIGHT A_PlaySound("pyro/explosion")
        NKXP C 1 BRIGHT
        NKXP D 1 BRIGHT A_Explode(50,128,0)
        NKXP D 0 BRIGHT A_Explode(50,128,0)
		NKXP D 0 BRIGHT A_Explode(50,128,0)
		TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_SpawnItemEx("FireSpark", Random(-5,5), Random(-5,5), Random(0,32), Random(-5,5), Random(-5,5), Random(0,20), Random(0,360), 128)
		NKXP E 3 BRIGHT A_SpawnItemEx("FireSpark", Random(-5,5), Random(-5,5), Random(0,32), Random(-5,5), Random(-5,5), Random(0,20), Random(0,360), 128)
        NKXP FGHIJKLMNOPQRSTUV 3 BRIGHT
        Stop
    }
}

ACTOR LargeGlyphExplosion1 
{
    Radius 8
    Height 56
	+SPECTRAL
	DamageType "HFCyber"
    States
    {
    Spawn:
	    NKXP B 1 BRIGHT
        NKXP B 1 BRIGHT A_PlaySound("pyro/explosion")
        NKXP C 1 BRIGHT 
        NKXP D 1 BRIGHT A_Explode(100,256,0)
	    NKXP D 0 BRIGHT A_Explode(100,256,0)
		NKXP D 0 BRIGHT A_Explode(100,256,0)
		TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_SpawnItemEx("FireSpark", Random(-5,5), Random(-5,5), Random(0,96), Random(-5,5), Random(-5,5), Random(0,20), Random(0,360), 128)
        NKXP E 3 BRIGHT A_SpawnItemEx("FireSpark", Random(-5,5), Random(-5,5), Random(0,96), Random(-5,5), Random(-5,5), Random(0,20), Random(0,360), 128)
		NKXP FGHIJKLMNOPQRSTUV 3 BRIGHT
        Stop
    }
}

actor SpiralFire1
{
  radius 6
  height 8
  speed 0
  damage 0
  renderstyle Add
  +NOBLOCKMAP
  +NOGRAVITY
  +MISSILE
  +RIPPER
  +BLOODLESSIMPACT
  +SPECTRAL
  PROJECTILE
  +NOTELEPORT
  +DONTSPLASH
  +RANDOMIZE
  DamageType "HFCyber"
  states
  {
  Spawn:
    NULL A 1
    RI01 A 1 bright A_PlaySound("pyro/explosion")
	RI01 B 1 A_SpawnItemEx("SpiralFire2",5,5,5,0,0,0,15,128)
	RI01 CDEFGHIJKLM 2 bright A_Explode(15,50,0)
	RI01 ABCDEFGHIJKLMNOP 2 bright A_Explode(15,50,0)
    stop
  }
}

actor SpiralFire2
{
  radius 6
  height 8
  speed 0
  damage 0
  renderstyle Add
  +NOBLOCKMAP
  +NOGRAVITY
  +MISSILE
  +RIPPER
  +BLOODLESSIMPACT
  PROJECTILE
  +NOTELEPORT
  +DONTSPLASH
  +SPECTRAL
  +RANDOMIZE
    DamageType "HFCyber"
  states
  {
  Spawn:
  NULL A 1
    RI01 AB 1 bright
	RI01 B 1 A_SpawnItemEx("SpiralFire3",5,5,5,0,0,0,15,128)
	RI01 CDEFGHIJKLM 2 bright A_Explode(15,50,0)
	RI01 ABCDEFGHIJKLMNOP 2 bright A_Explode(15,50,0)
    stop
  }
}

actor SpiralFire3
{
  radius 6
  height 8
  speed 0
  damage 0
  renderstyle Add
  +NOBLOCKMAP
  +NOGRAVITY
  +MISSILE
  +RIPPER
  +BLOODLESSIMPACT
  +SPECTRAL
  PROJECTILE
  +NOTELEPORT
  +DONTSPLASH
  +RANDOMIZE
    DamageType "HFCyber"
  states
  {
  Spawn:
  NULL A 1
    RI01 AB 1 bright
	RI01 B 1 A_SpawnItemEx("SpiralFire4",5,5,5,0,0,0,15,128)
	RI01 CDEFGHIJKLM 2 bright A_Explode(15,50,0)
	RI01 ABCDEFGHIJKLMNOP 2 bright A_Explode(15,50,0)
    stop
  }
}

actor SpiralFire4
{
  radius 6
  height 8
  speed 0
  damage 0
  renderstyle Add
  +NOBLOCKMAP
  +NOGRAVITY
  +MISSILE
  +RIPPER
  +BLOODLESSIMPACT
  PROJECTILE
  +NOTELEPORT
  +DONTSPLASH
  +RANDOMIZE
    DamageType "HFCyber"
  states
  {
  Spawn:
  NULL A 1
    RI01 AB 1 bright
	RI01 B 1 A_SpawnItemEx("SpiralFire5",5,5,5,0,0,0,15,128)
	RI01 CDEFGHIJKLM 1 bright A_Explode(15,50,0)
	RI01 ABCDEFGHIJKLMNOP 1 bright A_Explode(15,50,0)
    stop
  }
}

actor SpiralFire5
{
  radius 6
  height 8
  speed 0
  damage 0
  renderstyle Add
  +NOBLOCKMAP
  +NOGRAVITY
  +MISSILE
  +RIPPER
  +BLOODLESSIMPACT
  PROJECTILE
  +NOTELEPORT
  +DONTSPLASH
  +RANDOMIZE
    DamageType "HFCyber"
  states
  {
  Spawn:
  NULL A 1
    RI01 AB 1 bright
	RI01 B 1 A_SpawnItemEx("SpiralFire6",5,5,5,0,0,0,15,128)
	RI01 CDEFGHIJKLM 1 bright A_Explode(15,50,0)
	RI01 ABCDEFGHIJKLMNOP 1 bright A_Explode(15,50,0)
    stop
  }
}

actor SpiralFire6
{
  radius 6
  height 8
  speed 0
  damage 0
  renderstyle Add
  +NOBLOCKMAP
  +NOGRAVITY
  +MISSILE
  +RIPPER
  +BLOODLESSIMPACT
  PROJECTILE
  +NOTELEPORT
  +DONTSPLASH
  +RANDOMIZE
    DamageType "HFCyber"
  states
  {
  Spawn:
  NULL A 1
    RI01 AB 1 bright
	RI01 B 1 A_SpawnItemEx("SpiralFire7",5,5,5,0,0,0,15,128)
	RI01 CDEFGHIJKLM 1 bright A_Explode(15,50,0)
	RI01 ABCDEFGHIJKLMNOP 1 bright A_Explode(15,50,0)
    stop
  }
}

actor SpiralFire7
{
  radius 6
  height 8
  speed 0
  damage 0
  renderstyle Add
  +NOBLOCKMAP
  +NOGRAVITY
  +MISSILE
  +RIPPER
  +BLOODLESSIMPACT
  PROJECTILE
  +NOTELEPORT
  +DONTSPLASH
  +RANDOMIZE
    DamageType "HFCyber"
  states
  {
  Spawn:
  NULL A 1
    RI01 AB 1 bright
	RI01 B 1 A_SpawnItemEx("SpiralFire8",5,5,5,0,0,0,15,128)
	RI01 CDEFGHIJKLM 1 bright A_Explode(15,50,0)
	RI01 ABCDEFGHIJKLMNOP 1 bright A_Explode(15,50,0)
    stop
  }
}

actor SpiralFire8
{
  radius 6
  height 8
  speed 0
  damage 0
  renderstyle Add
  +NOBLOCKMAP
  +NOGRAVITY
  +MISSILE
  +RIPPER
  +BLOODLESSIMPACT
  PROJECTILE
  +NOTELEPORT
  +DONTSPLASH
  +RANDOMIZE
    DamageType "HFCyber"
  states
  {
  Spawn:
  NULL A 1
    RI01 AB 1 bright
	RI01 B 1 A_SpawnItemEx("SpiralFire9",5,5,5,0,0,0,15,128)
	RI01 CDEFGHIJKLM 1 bright A_Explode(15,50,0)
	RI01 ABCDEFGHIJKLMNOP 1 bright A_Explode(15,50,0)
    stop
  }
}

actor SpiralFire9
{
  radius 6
  height 8
  speed 1
  damage 0
  renderstyle Add
  +NOBLOCKMAP
  +NOGRAVITY
  +MISSILE
  +RIPPER
  +BLOODLESSIMPACT
  PROJECTILE
  +NOTELEPORT
  +DONTSPLASH
  +RANDOMIZE
    DamageType "HFCyber"
  states
  {
  Spawn:
  NULL A 1
    RI01 AB 1 bright
	RI01 B 1 A_SpawnItemEx("SpiralFire10",5,5,5,0,0,0,15,128)
	RI01 CDEFGHIJKLM 1 bright A_Explode(15,50,0)
	RI01 ABCDEFGHIJKLMNOP 1 bright A_Explode(15,50,0)
    stop
  }
}

actor SpiralFire10
{
  radius 6
  height 8
  speed 0
  damage 0
  renderstyle Add
  +NOBLOCKMAP
  +NOGRAVITY
  +MISSILE
  +RIPPER
  +BLOODLESSIMPACT
  +NOTELEPORT
  PROJECTILE
  +DONTSPLASH
  +RANDOMIZE
    DamageType "HFCyber"
  states
  {
  Spawn:
    NULL A 1
    RI01 AB 1 bright A_PlaySound("pyro/explosion")
	RI01 B 1 A_SpawnItemEx("SpiralFire11",5,5,5,0,0,0,15,128)
	RI01 CDEFGHIJKLM 1 bright A_Explode(15,50,0)
	RI01 ABCDEFGHIJKLMNOP 1 bright A_Explode(15,50,0)
    stop
  }
}

actor SpiralFire11
{
  radius 6
  height 8
  speed 0
  damage 0
  renderstyle Add
  +NOBLOCKMAP
  +NOGRAVITY
  +MISSILE
  +RIPPER
  +SPECTRAL
  +BLOODLESSIMPACT
  PROJECTILE
  +NOTELEPORT
  +DONTSPLASH
  +RANDOMIZE
    DamageType "HFCyber"
  states
  {
  Spawn:
    NULL A 1
    RI01 AB 1 bright
	RI01 B 1 A_SpawnItemEx("SpiralFire12",5,5,5,0,0,0,15,128)
	RI01 CDEFGHIJKLM 1 bright A_Explode(15,50,0)
	RI01 ABCDEFGHIJKLMNOP 1 bright A_Explode(15,50,0)
    stop
  }
}

actor SpiralFire12
{
  radius 6
  height 8
  speed 0
  damage 0
  renderstyle Add
  +NOBLOCKMAP
  +NOGRAVITY
  +MISSILE
  +RIPPER
  +BLOODLESSIMPACT
  +SPECTRAL
  PROJECTILE
  +NOTELEPORT
  +DONTSPLASH
  +RANDOMIZE
    DamageType "HFCyber"
  states
  {
  Spawn:
    NULL A 1
    RI01 AB 1 bright
	RI01 B 1 A_SpawnItemEx("SpiralFire13",5,5,5,0,0,0,15,128)
	RI01 CDEFGHIJKLM 1 bright A_Explode(15,50,0)
	RI01 ABCDEFGHIJKLMNOP 1 bright A_Explode(15,50,0)
    stop
  }
}

actor SpiralFire13
{
  radius 6
  height 8
  speed 0
  damage 0
  renderstyle Add
  +NOBLOCKMAP
  +NOGRAVITY
  +MISSILE
  +RIPPER
  +SPECTRAL
  +BLOODLESSIMPACT
  PROJECTILE
  +NOTELEPORT
  +DONTSPLASH
  +RANDOMIZE
    DamageType "HFCyber"
  states
  {
  Spawn:
    NULL A 1
    RI01 AB 1 bright
	RI01 B 1 A_SpawnItemEx("SpiralFire14",5,5,5,0,0,0,15,128)
	RI01 CDEFGHIJKLM 1 bright A_Explode(15,50,0)
	RI01 ABCDEFGHIJKLMNOP 1 bright A_Explode(15,50,0)
    stop
  }
}

actor SpiralFire14
{
  radius 6
  height 8
  speed 0
  damage 0
  renderstyle Add
  +NOBLOCKMAP
  +NOGRAVITY
  +MISSILE
  +RIPPER
  +BLOODLESSIMPACT
  PROJECTILE
  +SPECTRAL
  +NOTELEPORT
  +DONTSPLASH
  +RANDOMIZE
    DamageType "HFCyber"
  states
  {
  Spawn:
    NULL A 1
    RI01 AB 1 bright
	RI01 B 1 A_SpawnItemEx("SpiralFire15",5,5,5,0,0,0,15,128)
	RI01 CDEFGHIJKLM 1 bright A_Explode(15,50,0)
	RI01 ABCDEFGHIJKLMNOP 1 bright A_Explode(15,50,0)
    stop
  }
}

actor SpiralFire15
{
  radius 6
  height 8
  speed 0
  damage 0
  renderstyle Add
  +NOBLOCKMAP
  +NOGRAVITY
  +MISSILE
  +RIPPER
  +SPECTRAL
  +BLOODLESSIMPACT
  PROJECTILE
  +NOTELEPORT
  +DONTSPLASH
  +RANDOMIZE
    DamageType "HFCyber"
  states
  {
  Spawn:
    NULL A 1
    RI01 AB 1 bright
	RI01 B 1 A_SpawnItemEx("SpiralFire16",5,5,5,0,0,0,15,128)
	RI01 CDEFGHIJKLM 1 bright A_Explode(15,50,0)
	RI01 ABCDEFGHIJKLMNOP 1 bright A_Explode(15,50,0)
    stop
  }
}

actor SpiralFire16
{
  radius 6
  height 8
  speed 0
  damage 0
  renderstyle Add
  +NOBLOCKMAP
  +NOGRAVITY
  +MISSILE
  +RIPPER
  +SPECTRAL
  +BLOODLESSIMPACT
  PROJECTILE
  +NOTELEPORT
  +DONTSPLASH
  +RANDOMIZE
    DamageType "HFCyber"
  states
  {
  Spawn:
    NULL A 1
    RI01 AB 1 bright
	RI01 B 1 A_SpawnItemEx("SpiralFire17",5,5,5,0,0,0,15,128)
	RI01 CDEFGHIJKLM 1 bright A_Explode(15,50,0)
	RI01 ABCDEFGHIJKLMNOP 1 bright A_Explode(15,50,0)
    stop
  }
}

actor SpiralFire17
{
  radius 6
  height 8
  speed 0
  damage 0
  renderstyle Add
  +NOBLOCKMAP
  +NOGRAVITY
  +MISSILE
  +RIPPER
  +BLOODLESSIMPACT
  +SPECTRAL
  PROJECTILE
  +NOTELEPORT
  +DONTSPLASH
  +RANDOMIZE
    DamageType "HFCyber"
  states
  {
  Spawn:
    NULL A 1
    RI01 AB 1 bright
	RI01 B 1 A_SpawnItemEx("SpiralFire18",5,5,5,0,0,0,15,128)
	RI01 CDEFGHIJKLM 1 bright A_Explode(15,50,0)
	RI01 ABCDEFGHIJKLMNOP 1 bright A_Explode(15,50,0)
    stop
  }
}

actor SpiralFire18
{
  radius 6
  height 8
  speed 0
  damage 0
  renderstyle Add
  +NOBLOCKMAP
  +NOGRAVITY
  +MISSILE
  +SPECTRAL
  +RIPPER
  +BLOODLESSIMPACT
  PROJECTILE
  +NOTELEPORT
  +DONTSPLASH
  +RANDOMIZE
    DamageType "HFCyber"
  states
  {
  Spawn:
    NULL A 1
    RI01 AB 1 bright A_PlaySound("pyro/explosion")
	RI01 B 1 A_SpawnItemEx("SpiralFire19",5,5,5,0,0,0,15,128)
	RI01 CDEFGHIJKLM 1 bright A_Explode(15,50,0)
	RI01 ABCDEFGHIJKLMNOP 1 bright A_Explode(15,50,0)
    stop
  }
}

actor SpiralFire19
{
  radius 6
  height 8
  speed 0
  damage 0
  renderstyle Add
  +NOBLOCKMAP
  +NOGRAVITY
  +MISSILE
  +RIPPER
  +BLOODLESSIMPACT
  PROJECTILE
  +NOTELEPORT
  +SPECTRAL
  +DONTSPLASH
  +RANDOMIZE
    DamageType "HFCyber"
  states
  {
  Spawn:
    NULL A 1
    RI01 AB 1 bright
	RI01 B 1 A_SpawnItemEx("SpiralFire20",5,5,5,0,0,0,15,128)
	RI01 CDEFGHIJKLM 1 bright A_Explode(15,50,0)
	RI01 ABCDEFGHIJKLMNOP 1 bright A_Explode(15,50,0)
    stop
  }
}

actor SpiralFire20
{
  radius 6
  height 8
  speed 0
  damage 0
  renderstyle Add
  +NOBLOCKMAP
  +NOGRAVITY
  +MISSILE
  +RIPPER
  +BLOODLESSIMPACT
  PROJECTILE
  +NOTELEPORT
  +DONTSPLASH
  +RANDOMIZE
    DamageType "HFCyber"
  states
  {
  Spawn:
    NULL A 1
    RI01 AB 1 bright
	RI01 B 1 A_SpawnItemEx("SpiralFire21",5,5,5,0,0,0,15,128)
	RI01 CDEFGHIJKLM 1 bright A_Explode(15,50,0)
	RI01 ABCDEFGHIJKLMNOP 1 bright A_Explode(15,50,0)
    stop
  }
}

actor SpiralFire21
{
  radius 6
  height 8
  speed 0
  damage 0
  renderstyle Add
  +NOBLOCKMAP
  +NOGRAVITY
  +MISSILE
  +RIPPER
  +BLOODLESSIMPACT
  PROJECTILE
  +NOTELEPORT
  +DONTSPLASH
  +RANDOMIZE
    DamageType "HFCyber"
  states
  {
  Spawn:
    NULL A 1
    RI01 AB 1 bright
	RI01 B 1 A_SpawnItemEx("SpiralFire22",5,5,5,0,0,0,15,128)
	RI01 CDEFGHIJKLM 1 bright A_Explode(15,50,0)
	RI01 ABCDEFGHIJKLMNOP 1 bright A_Explode(15,50,0)
    stop
  }
}

actor SpiralFire22
{
  radius 6
  height 8
  speed 0
  damage 0
  renderstyle Add
  +NOBLOCKMAP
  +NOGRAVITY
  +MISSILE
  +RIPPER
  +BLOODLESSIMPACT
  PROJECTILE
  +NOTELEPORT
  +DONTSPLASH
  +RANDOMIZE
    DamageType "HFCyber"
  states
  {
  Spawn:
    NULL A 1
    RI01 AB 1 bright
	RI01 B 1 A_SpawnItemEx("SpiralFire23",5,5,5,0,0,0,15,128)
	RI01 CDEFGHIJKLM 1 bright A_Explode(15,50,0)
	RI01 ABCDEFGHIJKLMNOP 1 bright A_Explode(15,50,0)
    stop
  }
}

actor SpiralFire23
{
  radius 6
  height 8
  speed 0
  damage 0
  renderstyle Add
  +NOBLOCKMAP
  +NOGRAVITY
  +MISSILE
  +RIPPER
  +BLOODLESSIMPACT
  PROJECTILE
  +NOTELEPORT
  +DONTSPLASH
  +RANDOMIZE
    DamageType "HFCyber"
  states
  {
  Spawn:
    NULL A 1
    RI01 AB 1 bright
	RI01 B 1 A_SpawnItemEx("SpiralFire24",5,5,5,0,0,0,15,128)
	RI01 CDEFGHIJKLM 1 bright A_Explode(15,50,0)
	RI01 ABCDEFGHIJKLMNOP 1 bright A_Explode(15,50,0)
    stop
  }
}

actor SpiralFire24
{
  radius 6
  height 8
  speed 0
  damage 0
  renderstyle Add
  +NOBLOCKMAP
  +NOGRAVITY
  +MISSILE
  +RIPPER
  +BLOODLESSIMPACT
  PROJECTILE
  +NOTELEPORT
  +DONTSPLASH
  +RANDOMIZE
    DamageType "HFCyber"
  states
  {
  Spawn:
    NULL A 1
    RI01 AB 1 bright
	RI01 B 1 A_SpawnItemEx("SpiralFire25",5,5,5,0,0,0,15,128)
	RI01 CDEFGHIJKLM 1 bright A_Explode(15,50,0)
	RI01 ABCDEFGHIJKLMNOP 1 bright A_Explode(15,50,0)
    stop
  }
}

actor SpiralFire25
{
  radius 6
  height 8
  speed 0
  damage 0
  renderstyle Add
  +NOBLOCKMAP
  +NOGRAVITY
  +MISSILE
  +RIPPER
  +BLOODLESSIMPACT
  PROJECTILE
  +NOTELEPORT
  +DONTSPLASH
  +RANDOMIZE
    DamageType "HFCyber"
  states
  {
  Spawn:
    NULL A 1
    RI01 AB 1 bright
	RI01 B 1 A_SpawnItemEx("SpiralFire26",5,5,5,0,0,0,15,128)
	RI01 CDEFGHIJKLM 1 bright A_Explode(15,50,0)
	RI01 ABCDEFGHIJKLMNOP 1 bright A_Explode(15,50,0)
    stop
  }
}

actor SpiralFire26
{
  radius 6
  height 8
  speed 0
  damage 0
  renderstyle Add
  +NOBLOCKMAP
  +NOGRAVITY
  +MISSILE
  +RIPPER
  +BLOODLESSIMPACT
  PROJECTILE
  +NOTELEPORT
  +DONTSPLASH
  +RANDOMIZE
    DamageType "HFCyber"
  states
  {
  Spawn:
    NULL A 1
    RI01 AB 1 bright A_PlaySound("pyro/explosion")
	RI01 B 1 A_SpawnItemEx("SpiralFire27",5,5,5,0,0,0,15,128)
	RI01 CDEFGHIJKLM 1 bright A_Explode(15,50,0)
	RI01 ABCDEFGHIJKLMNOP 1 bright A_Explode(15,50,0)
    stop
  }
}

actor SpiralFire27
{
  radius 6
  height 8
  speed 0
  damage 0
  renderstyle Add
  +NOBLOCKMAP
  +NOGRAVITY
  +MISSILE
  +RIPPER
  +BLOODLESSIMPACT
  PROJECTILE
  +NOTELEPORT
  +DONTSPLASH
  +RANDOMIZE
    DamageType "HFCyber"
  states
  {
  Spawn:
    NULL A 1
    RI01 AB 1 bright
	RI01 B 1 A_SpawnItemEx("SpiralFire28",5,5,5,0,0,0,15,128)
	RI01 CDEFGHIJKLM 1 bright A_Explode(15,50,0)
	RI01 ABCDEFGHIJKLMNOP 1 bright A_Explode(15,50,0)
    stop
  }
}

actor SpiralFire28
{
  radius 6
  height 8
  speed 0
  damage 0
  renderstyle Add
  +NOBLOCKMAP
  +NOGRAVITY
  +MISSILE
  +RIPPER
  +BLOODLESSIMPACT
  PROJECTILE
  +NOTELEPORT
  +DONTSPLASH
  +RANDOMIZE
    DamageType "HFCyber"
  states
  {
  Spawn:
    NULL A 1
    RI01 AB 1 bright
	RI01 B 1 A_SpawnItemEx("SpiralFire29",5,5,5,0,0,0,15,128)
	RI01 CDEFGHIJKLM 1 bright A_Explode(15,50,0)
	RI01 ABCDEFGHIJKLMNOP 1 bright A_Explode(15,50,0)
    stop
  }
}

actor SpiralFire29
{
  radius 6
  height 8
  speed 0
  damage 0
  renderstyle Add
  +NOBLOCKMAP
  +NOGRAVITY
  +MISSILE
  +RIPPER
  +BLOODLESSIMPACT
  PROJECTILE
  +NOTELEPORT
  +DONTSPLASH
  +RANDOMIZE
    DamageType "HFCyber"
  states
  {
  Spawn:
    NULL A 1
    RI01 AB 1 bright
	RI01 B 1 A_SpawnItemEx("SpiralFire30",5,5,5,0,0,0,15,128)
	RI01 CDEFGHIJKLM 1 bright A_Explode(15,50,0)
	RI01 ABCDEFGHIJKLMNOP 1 bright A_Explode(15,50,0)
    stop
  }
}

actor SpiralFire30
{
  radius 6
  height 8
  speed 0
  damage 0
  renderstyle Add
  +NOBLOCKMAP
  +NOGRAVITY
  +MISSILE
  +RIPPER
  +BLOODLESSIMPACT
  PROJECTILE
  +NOTELEPORT
  +DONTSPLASH
  +RANDOMIZE
    DamageType "HFCyber"
  states
  {
  Spawn:
    NULL A 1
    RI01 AB 1 bright
	RI01 B 1 A_SpawnItemEx("SpiralFire31",5,5,5,0,0,0,15,128)
	RI01 CDEFGHIJKLM 1 bright A_Explode(15,50,0)
	RI01 ABCDEFGHIJKLMNOP 1 bright A_Explode(15,50,0)
    stop
  }
}

actor SpiralFire31
{
  radius 6
  height 8
  speed 0
  damage 0
  renderstyle Add
  +NOBLOCKMAP
  +NOGRAVITY
  +MISSILE
  +RIPPER
  +BLOODLESSIMPACT
  PROJECTILE
  +NOTELEPORT
  +DONTSPLASH
  +RANDOMIZE
    DamageType "HFCyber"
  states
  {
  Spawn:
    NULL A 1
    RI01 AB 1 bright
	RI01 B 1 A_SpawnItemEx("SpiralFire32",5,5,5,0,0,0,15,128)
	RI01 CDEFGHIJKLM 1 bright A_Explode(15,50,0)
	RI01 ABCDEFGHIJKLMNOP 1 bright A_Explode(15,50,0)
    stop
  }
}

actor SpiralFire32
{
  radius 6
  height 8
  speed 0
  damage 0
  renderstyle Add
  +NOBLOCKMAP
  +NOGRAVITY
  +MISSILE
  +RIPPER
  +BLOODLESSIMPACT
  PROJECTILE
  +NOTELEPORT
  +DONTSPLASH
  +RANDOMIZE
    DamageType "HFCyber"
  states
  {
  Spawn:
    NULL A 1
    RI01 AB 1 bright
	RI01 B 1 A_SpawnItemEx("SpiralFire33",5,5,5,0,0,0,15,128)
	RI01 CDEFGHIJKLM 1 bright A_Explode(15,50,0)
	RI01 ABCDEFGHIJKLMNOP 1 bright A_Explode(15,50,0)
    stop
  }
}

actor SpiralFire33
{
  radius 6
  height 8
  speed 0
  damage 0
  renderstyle Add
  +NOBLOCKMAP
  +NOGRAVITY
  +MISSILE
  +RIPPER
  +BLOODLESSIMPACT
  PROJECTILE
  +NOTELEPORT
  +DONTSPLASH
  +RANDOMIZE
    DamageType "HFCyber"
  states
  {
  Spawn:
    NULL A 1
    RI01 AB 1 bright
	RI01 B 1 A_SpawnItemEx("SpiralFire34",5,5,5,0,0,0,15,128)
	RI01 CDEFGHIJKLM 1 bright A_Explode(15,50,0)
	RI01 ABCDEFGHIJKLMNOP 1 bright A_Explode(15,50,0)
    stop
  }
}

actor SpiralFire34
{
  radius 6
  height 8
  speed 0
  damage 0
  renderstyle Add
  +NOBLOCKMAP
  +NOGRAVITY
  +MISSILE
  +RIPPER
  +BLOODLESSIMPACT
  PROJECTILE
  +NOTELEPORT
  +DONTSPLASH
  +RANDOMIZE
    DamageType "HFCyber"
  states
  {
  Spawn:
    NULL A 1
    RI01 AB 1 bright
	RI01 B 1 A_SpawnItemEx("SpiralFire35",5,5,5,0,0,0,15,128)
	RI01 CDEFGHIJKLM 1 bright A_Explode(15,50,0)
	RI01 ABCDEFGHIJKLMNOP 1 bright A_Explode(15,50,0)
    stop
  }
}

actor SpiralFire35
{
  radius 6
  height 8
  speed 0
  damage 0
  renderstyle Add
  +NOBLOCKMAP
  +NOGRAVITY
  +MISSILE
  +RIPPER
  +BLOODLESSIMPACT
  PROJECTILE
  +NOTELEPORT
  +DONTSPLASH
  +RANDOMIZE
    DamageType "HFCyber"
  states
  {
  Spawn:
    NULL A 1
    RI01 AB 1 bright A_PlaySound("pyro/explosion")
	RI01 B 1 A_SpawnItemEx("SpiralFire36",5,5,5,0,0,0,15,128)
	RI01 CDEFGHIJKLM 1 bright A_Explode(15,50,0)
	RI01 ABCDEFGHIJKLMNOP 1 bright A_Explode(15,50,0)
    stop
  }
}

actor SpiralFire36
{
  radius 6
  height 8
  speed 0
  damage 0
  renderstyle Add
  +NOBLOCKMAP
  +NOGRAVITY
  +MISSILE
  +RIPPER
  +BLOODLESSIMPACT
  PROJECTILE
  +NOTELEPORT
  +DONTSPLASH
  +RANDOMIZE
    DamageType "HFCyber"
  states
  {
  Spawn:
    NULL A 1
    RI01 AB 1 bright
	RI01 B 1 A_SpawnItemEx("SpiralFire37",5,5,5,0,0,0,15,128)
	RI01 CDEFGHIJKLM 1 bright A_Explode(15,50,0)
	RI01 ABCDEFGHIJKLMNOP 1 bright A_Explode(15,50,0)
    stop
  }
}

actor SpiralFire37
{
  radius 6
  height 8
  speed 0
  damage 0
  renderstyle Add
  +NOBLOCKMAP
  +NOGRAVITY
  +MISSILE
  +RIPPER
  +BLOODLESSIMPACT
  PROJECTILE
  +NOTELEPORT
  +DONTSPLASH
  +RANDOMIZE
    DamageType "HFCyber"
  states
  {
  Spawn:
    NULL A 1
    RI01 AB 1 bright
	RI01 B 1 A_SpawnItemEx("SpiralFire38",5,5,5,0,0,0,15,128)
	RI01 CDEFGHIJKLM 1 bright A_Explode(15,50,0)
	RI01 ABCDEFGHIJKLMNOP 1 bright A_Explode(15,50,0)
    stop
  }
}

actor SpiralFire38
{
  radius 6
  height 8
  speed 0
  damage 0
  renderstyle Add
  +NOBLOCKMAP
  +NOGRAVITY
  +MISSILE
  +RIPPER
  +BLOODLESSIMPACT
  PROJECTILE
  +NOTELEPORT
  +DONTSPLASH
  +RANDOMIZE
    DamageType "HFCyber"
  states
  {
  Spawn:
    NULL A 1
    RI01 AB 1 bright
	RI01 B 1 A_SpawnItemEx("SpiralFire39",5,5,5,0,0,0,15,128)
	RI01 CDEFGHIJKLM 1 bright A_Explode(15,50,0)
	RI01 ABCDEFGHIJKLMNOP 1 bright A_Explode(15,50,0)
    stop
  }
}

actor SpiralFire39
{
  radius 6
  height 8
  speed 0
  damage 0
  renderstyle Add
  +NOBLOCKMAP
  +NOGRAVITY
  +MISSILE
  +RIPPER
  +BLOODLESSIMPACT
  PROJECTILE
  +NOTELEPORT
  +DONTSPLASH
  +RANDOMIZE
    DamageType "HFCyber"
  states
  {
  Spawn:
    NULL A 1
    RI01 AB 1 bright
	RI01 B 1 A_SpawnItemEx("SpiralFire40",5,5,5,0,0,0,15,128)
	RI01 CDEFGHIJKLM 1 bright A_Explode(15,50,0)
	RI01 ABCDEFGHIJKLMNOP 1 bright A_Explode(15,50,0)
    stop
  }
}

actor SpiralFire40
{
  radius 6
  height 8
  speed 0
  damage 0
  renderstyle Add
  +NOBLOCKMAP
  +NOGRAVITY
  +MISSILE
  +RIPPER
  +BLOODLESSIMPACT
  PROJECTILE
  +NOTELEPORT
  +DONTSPLASH
  +RANDOMIZE
    DamageType "HFCyber"
  states
  {
  Spawn:
    NULL A 1
    RI01 AB 1 bright
	RI01 B 1 A_SpawnItemEx("SpiralFire41",5,5,5,0,0,0,15,128)
	RI01 CDEFGHIJKLM 1 bright A_Explode(15,50,0)
	RI01 ABCDEFGHIJKLMNOP 1 bright A_Explode(15,50,0)
    stop
  }
}

actor SpiralFire41
{
  radius 6
  height 8
  speed 0
  damage 0
  renderstyle Add
  +NOBLOCKMAP
  +NOGRAVITY
  +MISSILE
  +RIPPER
  +BLOODLESSIMPACT
  PROJECTILE
  +NOTELEPORT
  +DONTSPLASH
  +RANDOMIZE
    DamageType "HFCyber"
  states
  {
  Spawn:
    NULL A 1
    RI01 AB 1 bright
	RI01 B 1 A_SpawnItemEx("SpiralFire42",5,5,5,0,0,0,15,128)
	RI01 CDEFGHIJKLM 1 bright A_Explode(15,50,0)
	RI01 ABCDEFGHIJKLMNOP 1 bright A_Explode(15,50,0)
    stop
  }
}

actor SpiralFire42
{
  radius 6
  height 8
  speed 0
  damage 0
  renderstyle Add
  +NOBLOCKMAP
  +NOGRAVITY
  +MISSILE
  +RIPPER
  +BLOODLESSIMPACT
  PROJECTILE
  +NOTELEPORT
  +DONTSPLASH
  +RANDOMIZE
    DamageType "HFCyber"
  states
  {
  Spawn:
    NULL A 1
    RI01 AB 1 bright
	RI01 B 1 A_SpawnItemEx("SpiralFire43",5,5,5,0,0,0,15,128)
	RI01 CDEFGHIJKLM 1 bright A_Explode(15,50,0)
	RI01 ABCDEFGHIJKLMNOP 1 bright A_Explode(15,50,0)
    stop
  }
}

actor SpiralFire43
{
  radius 6
  height 8
  speed 0
  damage 0
  renderstyle Add
  +NOBLOCKMAP
  +NOGRAVITY
  +MISSILE
  +RIPPER
  +BLOODLESSIMPACT
  PROJECTILE
  +NOTELEPORT
  +DONTSPLASH
  +RANDOMIZE
    DamageType "HFCyber"
  states
  {
  Spawn:
    NULL A 1
    RI01 AB 1 bright
	RI01 B 1 A_SpawnItemEx("SpiralFire44",5,5,5,0,0,0,15,128)
	RI01 CDEFGHIJKLM 1 bright A_Explode(15,50,0)
	RI01 ABCDEFGHIJKLMNOP 1 bright A_Explode(15,50,0)
    stop
  }
}

actor SpiralFire44
{
  radius 6
  height 8
  speed 0
  damage 0
  renderstyle Add
  +NOBLOCKMAP
  +NOGRAVITY
  +MISSILE
  +RIPPER
  +BLOODLESSIMPACT
  PROJECTILE
  +NOTELEPORT
  +DONTSPLASH
  +RANDOMIZE
    DamageType "HFCyber"
  states
  {
  Spawn:
    NULL A 1
    RI01 AB 1 bright A_PlaySound("pyro/explosion")
	RI01 B 1 A_SpawnItemEx("SpiralFire45",5,5,5,0,0,0,15,128)
	RI01 CDEFGHIJKLM 1 bright A_Explode(15,50,0)
	RI01 ABCDEFGHIJKLMNOP 1 bright A_Explode(15,50,0)
    stop
  }
}

actor SpiralFire45
{
  radius 6
  height 8
  speed 0
  damage 0
  renderstyle Add
  +NOBLOCKMAP
  +NOGRAVITY
  +MISSILE
  +RIPPER
  +BLOODLESSIMPACT
  PROJECTILE
  +NOTELEPORT
  +DONTSPLASH
  +RANDOMIZE
    DamageType "HFCyber"
  states
  {
  Spawn:
    NULL A 1
    RI01 AB 1 bright
	RI01 B 1 A_SpawnItemEx("SpiralFire46",5,5,5,0,0,0,15,128)
	RI01 CDEFGHIJKLM 1 bright A_Explode(15,50,0)
	RI01 ABCDEFGHIJKLMNOP 1 bright A_Explode(15,50,0)
    stop
  }
}

actor SpiralFire46
{
  radius 6
  height 8
  speed 0
  damage 0
  renderstyle Add
  +NOBLOCKMAP
  +NOGRAVITY
  +MISSILE
  PROJECTILE
  +NOTELEPORT
  +DONTSPLASH
  +RIPPER
  +BLOODLESSIMPACT
  +RANDOMIZE
    DamageType "HFCyber"
  states
  {
  Spawn:
    NULL A 1
    RI01 AB 1 bright
	RI01 B 1 A_SpawnItemEx("SpiralFire47",5,5,5,0,0,0,15,128)
	RI01 CDEFGHIJKLM 1 bright A_Explode(15,50,0)
	RI01 ABCDEFGHIJKLMNOP 1 bright A_Explode(15,50,0)
    stop
  }
}

actor SpiralFire47
{
  radius 6
  height 8
  speed 0
  damage 0
  renderstyle Add
  +NOBLOCKMAP
  +NOGRAVITY
  +MISSILE
  PROJECTILE
  +NOTELEPORT
  +DONTSPLASH
  +RIPPER
  +BLOODLESSIMPACT
  +RANDOMIZE
    DamageType "HFCyber"
  states
  {
  Spawn:
    NULL A 1
    RI01 AB 1 bright
	RI01 B 1 A_SpawnItemEx("SpiralFire48",5,5,5,0,0,0,15,128)
	RI01 CDEFGHIJKLM 1 bright A_Explode(15,50,0)
	RI01 ABCDEFGHIJKLMNOP 1 bright A_Explode(15,50,0)
    stop
  }
}

actor SpiralFire48
{
  radius 6
  height 8
  speed 0
  damage 0
  renderstyle Add
  +NOBLOCKMAP
  +NOGRAVITY
  +MISSILE
  PROJECTILE
  +NOTELEPORT
  +RIPPER
  +BLOODLESSIMPACT
  +DONTSPLASH
  +RANDOMIZE
    DamageType "HFCyber"
  states
  {
  Spawn:
    NULL A 1
    RI01 AB 1 bright
	RI01 B 1 A_SpawnItemEx("SpiralFire49",5,5,5,0,0,0,15,128)
	RI01 CDEFGHIJKLM 1 bright A_Explode(15,50,0)
	RI01 ABCDEFGHIJKLMNOP 1 bright A_Explode(15,50,0)
    stop
  }
}

actor SpiralFire49
{
  radius 6
  height 8
  speed 0
  damage 0
  renderstyle Add
  +NOBLOCKMAP
  +NOGRAVITY
  +MISSILE
  PROJECTILE
  +RIPPER
  +BLOODLESSIMPACT
  +NOTELEPORT
  +DONTSPLASH
  +RANDOMIZE
    DamageType "HFCyber"
  states
  {
  Spawn:
    NULL A 1
    RI01 AB 1 bright
	RI01 B 1 A_SpawnItemEx("SpiralFire50",5,5,5,0,0,0,15,128)
	RI01 CDEFGHIJKLM 1 bright A_Explode(15,50,0)
	RI01 ABCDEFGHIJKLMNOP 1 bright A_Explode(15,50,0)
    stop
  }
}

actor SpiralFire50
{
  radius 6
  height 8
  speed 0
  damage 0
  renderstyle Add
  +NOBLOCKMAP
  +NOGRAVITY
  +MISSILE
  +RIPPER
  +BLOODLESSIMPACT
  PROJECTILE
  +NOTELEPORT
  +DONTSPLASH
  +RANDOMIZE
    DamageType "HFCyber"
  states
  {
  Spawn:
    NULL A 1 A_PlaySound("pyro/explosion")
    RI01 ABCDEFGHIJKLM 1 bright 
	RI01 ABCDEFGHIJKLMNOP 1 bright
    stop
  }
}

ACTOR Bomb
{
   Radius 6
   Height 8
   Speed 20
   PROJECTILE
   SeeSound "weapons/justfi"
   DeathSound "weapons/firex3"
   RenderStyle Add
   Damage 20
   DamageType "HFCyber"
   Scale 1.5
   Alpha 1.0
   Decal Scorch
   Species "Cybers"
   +FORCERADIUSDMG
   +DONTHURTSPECIES
  states
  {
  Spawn:
	  CMRA ABCDEFGHIJ 1 bright
	  Loop
  Death:
	NULL EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE 0 A_SpawnItemEx("FireSpark", Random(-5,5), Random(-5,5), Random(0,10), Random(-5,5), Random(-5,5), Random(0,20), Random(90,270), 128)
	TNT1 A 0 A_CustomMissile("LavaBall",0,16,0,2,0)
	TNT1 A 0 A_CustomMissile("LavaBall",0,16,15,2,0)
	TNT1 A 0 A_CustomMissile("LavaBall",0,16,30,2,0)
	TNT1 A 0 A_CustomMissile("LavaBall",0,16,45,2,0)
	TNT1 A 0 A_CustomMissile("LavaBall",0,16,60,2,0)
	TNT1 A 0 A_CustomMissile("LavaBall",0,16,75,2,0)
	TNT1 A 0 A_CustomMissile("LavaBall",0,16,90,2,0)
	TNT1 A 0 A_CustomMissile("LavaBall",0,16,105,2,0)
	TNT1 A 0 A_CustomMissile("LavaBall",0,16,120,2,0)
	TNT1 A 0 A_CustomMissile("LavaBall",0,16,135,2,0)
	TNT1 A 0 A_CustomMissile("LavaBall",0,16,150,2,0)
	TNT1 A 0 A_CustomMissile("LavaBall",0,16,165,2,0)
	TNT1 A 0 A_CustomMissile("LavaBall",0,16,180,2,0)
	TNT1 A 0 A_CustomMissile("LavaBall",0,16,195,2,0)
	TNT1 A 0 A_CustomMissile("LavaBall",0,16,210,2,0)
	TNT1 A 0 A_CustomMissile("LavaBall",0,16,225,2,0)
	TNT1 A 0 A_CustomMissile("LavaBall",0,16,240,2,0)
	TNT1 A 0 A_CustomMissile("LavaBall",0,16,255,2,0)
	TNT1 A 0 A_CustomMissile("LavaBall",0,16,270,2,0)
	TNT1 A 0 A_CustomMissile("LavaBall",0,16,285,2,0)
	TNT1 A 0 A_CustomMissile("LavaBall",0,16,300,2,0)
	TNT1 A 0 A_CustomMissile("LavaBall",0,16,315,2,0)
	TNT1 A 0 A_CustomMissile("LavaBall",0,16,330,2,0)
	TNT1 A 0 A_CustomMissile("LavaBall",0,16,345,2,0)
	TNT1 A 0 A_CustomMissile("LavaBall",0,16,0,2,5)
	TNT1 A 0 A_CustomMissile("LavaBall",0,16,15,2,5)
	TNT1 A 0 A_CustomMissile("LavaBall",0,16,30,2,5)
	TNT1 A 0 A_CustomMissile("LavaBall",0,16,45,2,5)
	TNT1 A 0 A_CustomMissile("LavaBall",0,16,60,2,5)
	TNT1 A 0 A_CustomMissile("LavaBall",0,16,75,2,5)
	TNT1 A 0 A_CustomMissile("LavaBall",0,16,90,2,5)
	TNT1 A 0 A_CustomMissile("LavaBall",0,16,105,2,5)
	TNT1 A 0 A_CustomMissile("LavaBall",0,16,120,2,5)
	TNT1 A 0 A_CustomMissile("LavaBall",0,16,135,2,5)
	TNT1 A 0 A_CustomMissile("LavaBall",0,16,150,2,5)
	TNT1 A 0 A_CustomMissile("LavaBall",0,16,165,2,5)
	TNT1 A 0 A_CustomMissile("LavaBall",0,16,180,2,5)
	TNT1 A 0 A_CustomMissile("LavaBall",0,16,195,2,5)
	TNT1 A 0 A_CustomMissile("LavaBall",0,16,210,2,5)
	TNT1 A 0 A_CustomMissile("LavaBall",0,16,225,2,5)
	TNT1 A 0 A_CustomMissile("LavaBall",0,16,240,2,5)
	TNT1 A 0 A_CustomMissile("LavaBall",0,16,255,2,5)
	TNT1 A 0 A_CustomMissile("LavaBall",0,16,270,2,5)
	TNT1 A 0 A_CustomMissile("LavaBall",0,16,285,2,5)
	TNT1 A 0 A_CustomMissile("LavaBall",0,16,300,2,5)
	TNT1 A 0 A_CustomMissile("LavaBall",0,16,315,2,5)
	TNT1 A 0 A_CustomMissile("LavaBall",0,16,330,2,5)
	TNT1 A 0 A_CustomMissile("LavaBall",0,16,345,2,5)
	TNT1 A 0 A_CustomMissile("LavaBall",0,16,0,2,-5)
	TNT1 A 0 A_CustomMissile("LavaBall",0,16,15,2,-5)
	TNT1 A 0 A_CustomMissile("LavaBall",0,16,30,2,-5)
	TNT1 A 0 A_CustomMissile("LavaBall",0,16,45,2,-5)
	TNT1 A 0 A_CustomMissile("LavaBall",0,16,60,2,-5)
	TNT1 A 0 A_CustomMissile("LavaBall",0,16,75,2,-5)
	TNT1 A 0 A_CustomMissile("LavaBall",0,16,90,2,-5)
	TNT1 A 0 A_CustomMissile("LavaBall",0,16,105,2,-5)
	TNT1 A 0 A_CustomMissile("LavaBall",0,16,120,2,-5)
	TNT1 A 0 A_CustomMissile("LavaBall",0,16,135,2,-5)
	TNT1 A 0 A_CustomMissile("LavaBall",0,16,150,2,-5)
	TNT1 A 0 A_CustomMissile("LavaBall",0,16,165,2,-5)
	TNT1 A 0 A_CustomMissile("LavaBall",0,16,180,2,-5)
	TNT1 A 0 A_CustomMissile("LavaBall",0,16,195,2,-5)
	TNT1 A 0 A_CustomMissile("LavaBall",0,16,210,2,-5)
	TNT1 A 0 A_CustomMissile("LavaBall",0,16,225,2,-5)
	TNT1 A 0 A_CustomMissile("LavaBall",0,16,240,2,-5)
	TNT1 A 0 A_CustomMissile("LavaBall",0,16,255,2,-5)
	TNT1 A 0 A_CustomMissile("LavaBall",0,16,270,2,-5)
	TNT1 A 0 A_CustomMissile("LavaBall",0,16,285,2,-5)
	TNT1 A 0 A_CustomMissile("LavaBall",0,16,300,2,-5)
	TNT1 A 0 A_CustomMissile("LavaBall",0,16,315,2,-5)
	TNT1 A 0 A_CustomMissile("LavaBall",0,16,330,2,-5)
	TNT1 A 0 A_CustomMissile("LavaBall",0,16,345,2,-5)
	TNT1 A 0 A_CustomMissile("LavaBall",0,16,0,2,10)
	TNT1 A 0 A_CustomMissile("LavaBall",0,16,15,2,10)
	TNT1 A 0 A_CustomMissile("LavaBall",0,16,30,2,10)
	TNT1 A 0 A_CustomMissile("LavaBall",0,16,45,2,10)
	TNT1 A 0 A_CustomMissile("LavaBall",0,16,60,2,10)
	TNT1 A 0 A_CustomMissile("LavaBall",0,16,75,2,10)
	TNT1 A 0 A_CustomMissile("LavaBall",0,16,90,2,10)
	TNT1 A 0 A_CustomMissile("LavaBall",0,16,105,2,10)
	TNT1 A 0 A_CustomMissile("LavaBall",0,16,120,2,10)
	TNT1 A 0 A_CustomMissile("LavaBall",0,16,135,2,10)
	TNT1 A 0 A_CustomMissile("LavaBall",0,16,150,2,10)
	TNT1 A 0 A_CustomMissile("LavaBall",0,16,165,2,10)
	TNT1 A 0 A_CustomMissile("LavaBall",0,16,180,2,10)
	TNT1 A 0 A_CustomMissile("LavaBall",0,16,195,2,10)
	TNT1 A 0 A_CustomMissile("LavaBall",0,16,210,2,10)
	TNT1 A 0 A_CustomMissile("LavaBall",0,16,225,2,10)
	TNT1 A 0 A_CustomMissile("LavaBall",0,16,240,2,10)
	TNT1 A 0 A_CustomMissile("LavaBall",0,16,255,2,10)
	TNT1 A 0 A_CustomMissile("LavaBall",0,16,270,2,10)
	TNT1 A 0 A_CustomMissile("LavaBall",0,16,285,2,10)
	TNT1 A 0 A_CustomMissile("LavaBall",0,16,300,2,10)
	TNT1 A 0 A_CustomMissile("LavaBall",0,16,315,2,10)
	TNT1 A 0 A_CustomMissile("LavaBall",0,16,330,2,10)
	TNT1 A 0 A_CustomMissile("LavaBall",0,16,345,2,10)
	TNT1 A 0 A_CustomMissile("LavaBall",0,16,0,2,-10)
	TNT1 A 0 A_CustomMissile("LavaBall",0,16,15,2,-10)
	TNT1 A 0 A_CustomMissile("LavaBall",0,16,30,2,-10)
	TNT1 A 0 A_CustomMissile("LavaBall",0,16,45,2,-10)
	TNT1 A 0 A_CustomMissile("LavaBall",0,16,60,2,-10)
	TNT1 A 0 A_CustomMissile("LavaBall",0,16,75,2,-10)
	TNT1 A 0 A_CustomMissile("LavaBall",0,16,90,2,-10)
	TNT1 A 0 A_CustomMissile("LavaBall",0,16,105,2,-10)
	TNT1 A 0 A_CustomMissile("LavaBall",0,16,120,2,-10)
	TNT1 A 0 A_CustomMissile("LavaBall",0,16,135,2,-10)
	TNT1 A 0 A_CustomMissile("LavaBall",0,16,150,2,-10)
	TNT1 A 0 A_CustomMissile("LavaBall",0,16,165,2,-10)
	TNT1 A 0 A_CustomMissile("LavaBall",0,16,180,2,-10)
	TNT1 A 0 A_CustomMissile("LavaBall",0,16,195,2,-10)
	TNT1 A 0 A_CustomMissile("LavaBall",0,16,210,2,-10)
	TNT1 A 0 A_CustomMissile("LavaBall",0,16,225,2,-10)
	TNT1 A 0 A_CustomMissile("LavaBall",0,16,240,2,-10)
	TNT1 A 0 A_CustomMissile("LavaBall",0,16,255,2,-10)
	TNT1 A 0 A_CustomMissile("LavaBall",0,16,270,2,-10)
	TNT1 A 0 A_CustomMissile("LavaBall",0,16,285,2,-10)
	TNT1 A 0 A_CustomMissile("LavaBall",0,16,300,2,-10)
	TNT1 A 0 A_CustomMissile("LavaBall",0,16,315,2,-10)
	TNT1 A 0 A_CustomMissile("LavaBall",0,16,330,2,-10)
	TNT1 A 0 A_CustomMissile("LavaBall",0,16,345,2,-10)
	TNT1 A 0 A_CustomMissile("LavaBall",0,16,0,2,-15)
	TNT1 A 0 A_CustomMissile("LavaBall",0,16,15,2,15)
	TNT1 A 0 A_CustomMissile("LavaBall",0,16,30,2,15)
	TNT1 A 0 A_CustomMissile("LavaBall",0,16,45,2,15)
	TNT1 A 0 A_CustomMissile("LavaBall",0,16,60,2,15)
	TNT1 A 0 A_CustomMissile("LavaBall",0,16,75,2,15)
	TNT1 A 0 A_CustomMissile("LavaBall",0,16,90,2,15)
	TNT1 A 0 A_CustomMissile("LavaBall",0,16,105,2,15)
	TNT1 A 0 A_CustomMissile("LavaBall",0,16,120,2,15)
	TNT1 A 0 A_CustomMissile("LavaBall",0,16,135,2,15)
	TNT1 A 0 A_CustomMissile("LavaBall",0,16,150,2,15)
	TNT1 A 0 A_CustomMissile("LavaBall",0,16,165,2,15)
	TNT1 A 0 A_CustomMissile("LavaBall",0,16,180,2,15)
	TNT1 A 0 A_CustomMissile("LavaBall",0,16,195,2,15)
	TNT1 A 0 A_CustomMissile("LavaBall",0,16,210,2,15)
	TNT1 A 0 A_CustomMissile("LavaBall",0,16,225,2,15)
	TNT1 A 0 A_CustomMissile("LavaBall",0,16,240,2,15)
	TNT1 A 0 A_CustomMissile("LavaBall",0,16,255,2,15)
	TNT1 A 0 A_CustomMissile("LavaBall",0,16,270,2,15)
	TNT1 A 0 A_CustomMissile("LavaBall",0,16,285,2,15)
	TNT1 A 0 A_CustomMissile("LavaBall",0,16,300,2,15)
	TNT1 A 0 A_CustomMissile("LavaBall",0,16,315,2,15)
	TNT1 A 0 A_CustomMissile("LavaBall",0,16,330,2,15)
	TNT1 A 0 A_CustomMissile("LavaBall",0,16,345,2,15)
	TNT1 A 0 A_CustomMissile("LavaBall",0,16,0,2,-15)
	TNT1 A 0 A_CustomMissile("LavaBall",0,16,15,2,-15)
	TNT1 A 0 A_CustomMissile("LavaBall",0,16,30,2,-15)
	TNT1 A 0 A_CustomMissile("LavaBall",0,16,45,2,-15)
	TNT1 A 0 A_CustomMissile("LavaBall",0,16,60,2,-15)
	TNT1 A 0 A_CustomMissile("LavaBall",0,16,75,2,-15)
	TNT1 A 0 A_CustomMissile("LavaBall",0,16,90,2,-15)
	TNT1 A 0 A_CustomMissile("LavaBall",0,16,105,2,-15)
	TNT1 A 0 A_CustomMissile("LavaBall",0,16,120,2,-15)
	TNT1 A 0 A_CustomMissile("LavaBall",0,16,135,2,-15)
	TNT1 A 0 A_CustomMissile("LavaBall",0,16,150,2,-15)
	TNT1 A 0 A_CustomMissile("LavaBall",0,16,165,2,-15)
	TNT1 A 0 A_CustomMissile("LavaBall",0,16,180,2,-15)
	TNT1 A 0 A_CustomMissile("LavaBall",0,16,195,2,-15)
	TNT1 A 0 A_CustomMissile("LavaBall",0,16,210,2,-15)
	TNT1 A 0 A_CustomMissile("LavaBall",0,16,225,2,-15)
	TNT1 A 0 A_CustomMissile("LavaBall",0,16,240,2,-15)
	TNT1 A 0 A_CustomMissile("LavaBall",0,16,255,2,-15)
	TNT1 A 0 A_CustomMissile("LavaBall",0,16,270,2,-15)
	TNT1 A 0 A_CustomMissile("LavaBall",0,16,285,2,-15)
	TNT1 A 0 A_CustomMissile("LavaBall",0,16,300,2,-15)
	TNT1 A 0 A_CustomMissile("LavaBall",0,16,315,2,-15)
	TNT1 A 0 A_CustomMissile("LavaBall",0,16,330,2,-15)
	TNT1 A 0 A_CustomMissile("LavaBall",0,16,345,2,-15)
	stop
  }
}

Actor IComet : Comet{Damagetype "Cyber10K"}