ACTOR PillProjectile
{
   Radius 6
   Height 9
   Speed 60
   Damage 20
   Scale 1
   Gravity 1
   DeathSound "Weapons/BustExplo"
   BounceSound "Weapons/Pill/Bounce"
   Obituary "%k meant to do no harm, but %o just called to be served with explosive medicine."
   PROJECTILE
   BounceFactor 1.0
   BounceCount 6
   +THRUGHOST
   +DONTSPLASH
   +SEEKERMISSILE
   +SCREENSEEKER
   //+BOUNCEONWALLS
   +BOUNCEONFLOORS
   +BOUNCEONCEILINGS
   -NOGRAVITY
   +USEBOUNCESTATE
   +CANBOUNCEWATER
   Var Int User_VelZ;
   States
   {
   Spawn:
      PILL A 0
	  PILL A 0 A_ScaleVelocity(frandom(0.6,1.2))
	  PILL A 0 ThrustThingZ(0, random(8,16), 0, 1)
   Looplet:
	  PILL A 0 A_Jump(128,"Randomize2")
	  PILL A 0 A_Jump(256,1,2,3,4,5,6,7)
   Loopterator:
      PILL ABCDEFGH 1
      Loop
   Randomize2:
   	  PILL A 0 A_Jump(256,1,2,3,4,5,6,7)
   Loopterator2:
      PILL HGFEDCBA 1
	  Loop
   Bounce.Floor:
	  "####" "#" 0 A_SetUserVar("User_VelZ", VelZ)
      "####" "#" 0 A_SeekerMissile(90,90,SMF_LOOK|SMF_PRECISE,256,8)
	  "####" "#" 0 A_ChangeVelocity(VelX, VelY, User_VelZ, CVF_REPLACE)
	  Goto Looplet
   Death:
      TNT1 A 0 A_JumpIfInTargetInventory("NukerUpgrade",1,"NukerDeath")
      TNT1 A 0 A_StopSound(5)
      TNT1 A 0 A_Explode(50,100)
      TNT1 A 0 A_SpawnItemEx("MissileExplode",0,0,0,0,0,0,0,128,0)
      TNT1 BCD 5
      stop
   NukerDeath:
      TNT1 A 0 A_StopSound(5)
      TNT1 A 0 A_Explode(100,150)
      TNT1 A 1 A_SpawnItemEx("NukerMissileExplode",0,0,0,0,0,0,0,128,0)
      TNT1 BCD 5
      stop
   }
}

ACTOR PillProjectile2 : PillProjectile //Guide-bounces only once, and isn't as lethal on impact
{
   Damage 25
   Var Int User_Bounce;
   States
   {
   Bounce.Floor:
	  "####" "#" 0 A_JumpIf(User_Bounce == 1, 5)
	  "####" "#" 0 A_SetUserVar("User_Bounce", 1)
	  "####" "#" 0 A_SetUserVar("User_VelZ", VelZ)
      "####" "#" 0 A_SeekerMissile(90,90,SMF_LOOK|SMF_PRECISE,256,8)
	  "####" "#" 0 A_ChangeVelocity(VelX, VelY, User_VelZ, CVF_REPLACE)
	  "####" "#" 0
	  Goto Looplet
   Death:
      TNT1 A 0 A_JumpIfInTargetInventory("NukerUpgrade",1,"NukerDeath")
      TNT1 A 0 A_StopSound(5)
      TNT1 A 0 A_Explode(50,100,0)
      TNT1 A 0 A_SpawnItemEx("MissileExplode",0,0,0,0,0,0,0,128,0)
      TNT1 BCD 5
      stop
   NukerDeath:
      TNT1 A 0 A_StopSound(5)
      TNT1 A 0 A_Explode(100,150,0)
      TNT1 A 1 A_SpawnItemEx("NukerMissileExplode",0,0,0,0,0,0,0,128,0)
      TNT1 BCD 5
      stop
   }
}

ACTOR Mediblast1
{
   Radius 9
   Height 13
   Speed 60
   Damage 40
   Scale 1
   Gravity 0.75
   DeathSound "Weapons/PushkaExp"
   Obituary "'Ze healing hurts' - %o got medicine'd right in the everything by %k."
   PROJECTILE
   +THRUGHOST
   +DONTSPLASH
   +SKYEXPLODE
   -NOGRAVITY
   Var Int User_PillCount;
   States
   {
   Spawn:
      MEDP A 0
	  MEDP A 0 ThrustThingZ(0, 14, 0, 1)
   Looplet:
      MEDP A 1 A_SpawnItemEx("MedikitTrailA",0,0,0,0,0,0,0,SXF_CLIENTSIDE,0)
      MEDP B 1 A_SpawnItemEx("MedikitTrailB",0,0,0,0,0,0,0,SXF_CLIENTSIDE,0)
      MEDP C 1 A_SpawnItemEx("MedikitTrailC",0,0,0,0,0,0,0,SXF_CLIENTSIDE,0)
      MEDP D 1 A_SpawnItemEx("MedikitTrailD",0,0,0,0,0,0,0,SXF_CLIENTSIDE,0)
      MEDP E 1 A_SpawnItemEx("MedikitTrailE",0,0,0,0,0,0,0,SXF_CLIENTSIDE,0)
      MEDP F 1 A_SpawnItemEx("MedikitTrailF",0,0,0,0,0,0,0,SXF_CLIENTSIDE,0)
      MEDP G 1 A_SpawnItemEx("MedikitTrailG",0,0,0,0,0,0,0,SXF_CLIENTSIDE,0)
      MEDP H 1 A_SpawnItemEx("MedikitTrailH",0,0,0,0,0,0,0,SXF_CLIENTSIDE,0)
      Loop
   Death:
      TNT1 A 0 A_SetUserVar("User_PillCount",100)
   DeathLooplet:
      TNT1 A 0 A_SetUserVar("User_PillCount", User_PillCount - 1)
      TNT1 A 0 A_SpawnItemEx("PillProjectile2",0,0,0,frandom(30.0,15.0),frandom(20.0,10.0),frandom(10.0,-10.0),frandom(360.0,0.0),SXF_TRANSFERPOINTERS,0)
      TNT1 A 0 A_JumpIf(User_PillCount <= 0, 1)
      Loop
      TNT1 A 0 A_JumpIfInTargetInventory("NukerUpgrade",1,"NukerDeath")
      TNT1 A 0 A_SpawnItemEx("PushkaExplode",0,0,0,0,0,0,0,SXF_TRANSFERPOINTERS,0)
      TNT1 A 0 A_Explode(100,256)
      TNT1 BCD 6
      stop
   NukerDeath:
      TNT1 A 0 A_SpawnItemEx("NukerPushkaExplode",0,0,0,0,0,0,0,SXF_TRANSFERPOINTERS,0)
      TNT1 A 0 A_Explode(200,384)
      TNT1 BCD 6
      stop
   }
}

ACTOR Mediblast2 : Mediblast1
{
   Speed 70
   Damage 60
   Scale 1.2
   States
   {
   Spawn:
      MEDP A 0
	  MEDP A 0 ThrustThingZ(0, 14, 0, 1)
   Looplet:
      TNT1 AAA 0 A_SpawnItemEx("PillProjectile2",0,0,0,frandom(30.0,15.0),frandom(20.0,10.0),frandom(10.0,-10.0),frandom(360.0,0.0),SXF_TRANSFERPOINTERS,0)
      MEDP A 1 A_SpawnItemEx("MedikitTrailA",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_TRANSFERSCALE,0)
      TNT1 AAA 0 A_SpawnItemEx("PillProjectile2",0,0,0,frandom(30.0,15.0),frandom(20.0,10.0),frandom(10.0,-10.0),frandom(360.0,0.0),SXF_TRANSFERPOINTERS,0)
      MEDP B 1 A_SpawnItemEx("MedikitTrailB",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_TRANSFERSCALE,0)
      TNT1 AAA 0 A_SpawnItemEx("PillProjectile2",0,0,0,frandom(30.0,15.0),frandom(20.0,10.0),frandom(10.0,-10.0),frandom(360.0,0.0),SXF_TRANSFERPOINTERS,0)
      MEDP C 1 A_SpawnItemEx("MedikitTrailC",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_TRANSFERSCALE,0)
      TNT1 AAA 0 A_SpawnItemEx("PillProjectile2",0,0,0,frandom(30.0,15.0),frandom(20.0,10.0),frandom(10.0,-10.0),frandom(360.0,0.0),SXF_TRANSFERPOINTERS,0)
      MEDP D 1 A_SpawnItemEx("MedikitTrailD",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_TRANSFERSCALE,0)
      TNT1 AAA 0 A_SpawnItemEx("PillProjectile2",0,0,0,frandom(30.0,15.0),frandom(20.0,10.0),frandom(10.0,-10.0),frandom(360.0,0.0),SXF_TRANSFERPOINTERS,0)
      MEDP E 1 A_SpawnItemEx("MedikitTrailE",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_TRANSFERSCALE,0)
      TNT1 AAA 0 A_SpawnItemEx("PillProjectile2",0,0,0,frandom(30.0,15.0),frandom(20.0,10.0),frandom(10.0,-10.0),frandom(360.0,0.0),SXF_TRANSFERPOINTERS,0)
      MEDP F 1 A_SpawnItemEx("MedikitTrailF",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_TRANSFERSCALE,0)
      TNT1 AAA 0 A_SpawnItemEx("PillProjectile2",0,0,0,frandom(30.0,15.0),frandom(20.0,10.0),frandom(10.0,-10.0),frandom(360.0,0.0),SXF_TRANSFERPOINTERS,0)
      MEDP G 1 A_SpawnItemEx("MedikitTrailG",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_TRANSFERSCALE,0)
      TNT1 AAA 0 A_SpawnItemEx("PillProjectile2",0,0,0,frandom(30.0,15.0),frandom(20.0,10.0),frandom(10.0,-10.0),frandom(360.0,0.0),SXF_TRANSFERPOINTERS,0)
      MEDP H 1 A_SpawnItemEx("MedikitTrailH",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_TRANSFERSCALE,0)
      Loop
   Death:
      TNT1 A 0 A_SetUserVar("User_PillCount",125)
   DeathLooplet:
      TNT1 A 0 A_SetUserVar("User_PillCount", User_PillCount - 1)
      TNT1 A 0 A_SpawnItemEx("PillProjectile2",0,0,0,frandom(30.0,15.0),frandom(20.0,10.0),frandom(10.0,-10.0),frandom(360.0,0.0),SXF_TRANSFERPOINTERS,0)
      TNT1 A 0 A_JumpIf(User_PillCount <= 0, 1)
      Loop
      TNT1 A 0 A_JumpIfInTargetInventory("NukerUpgrade",1,"NukerDeath")
      TNT1 A 0 A_SpawnItemEx("PushkaExplode",0,0,0,0,0,0,0,SXF_TRANSFERPOINTERS,0)
      TNT1 A 0 A_Explode(100,256,0)
      TNT1 BCD 6
      stop
   NukerDeath:
      TNT1 A 0 A_SpawnItemEx("NukerPushkaExplode",0,0,0,0,0,0,0,SXF_TRANSFERPOINTERS,0)
      TNT1 A 0 A_Explode(200,384,0)
      TNT1 BCD 6
      stop
   }
}

ACTOR Mediblast3 : Mediblast2
{
   Speed 80
   Damage 80
   Scale 1.4
   States
   {
   Death:
      TNT1 A 0 A_SetUserVar("User_PillCount",150)
   DeathLooplet:
      TNT1 A 0 A_SetUserVar("User_PillCount", User_PillCount - 1)
      TNT1 A 0 A_SpawnItemEx("PillProjectile2",0,0,0,frandom(30.0,15.0),frandom(20.0,10.0),frandom(10.0,-10.0),frandom(360.0,0.0),SXF_TRANSFERPOINTERS,0)
      TNT1 A 0 A_JumpIf(User_PillCount <= 0, "StageTwo")
      Loop
   StageTwo:
      TNT1 A 0 A_SetUserVar("User_PillCount",20)
   DeathLooplet2:
      TNT1 A 0 A_SetUserVar("User_PillCount", User_PillCount - 1)
      TNT1 A 0 A_SpawnItemEx("Medibomb",0,0,0,frandom(10.0,5.0),frandom(20.0,10.0),frandom(20.0,10.0),frandom(360.0,0.0),SXF_TRANSFERPOINTERS,0)
      TNT1 A 0 A_JumpIf(User_PillCount <= 0, 1)
      Loop
      TNT1 A 0 A_JumpIfInTargetInventory("NukerUpgrade",1,"NukerDeath")
      TNT1 A 0 A_SpawnItemEx("PushkaExplode",0,0,0,0,0,0,0,SXF_TRANSFERPOINTERS,0)
      TNT1 A 0 A_Explode(100,256)
      TNT1 BCD 6
      stop
   NukerDeath:
      TNT1 A 0 A_SpawnItemEx("NukerPushkaExplode",0,0,0,0,0,0,0,SXF_TRANSFERPOINTERS,0)
      TNT1 A 0 A_Explode(200,384)
      TNT1 BCD 6
      stop
   }
}

ACTOR Mediblast4 : Mediblast2
{
   Speed 90
   Damage 100
   Scale 1.6
   States
   {
   Spawn:
      MEDP A 0
	  MEDP A 0 ThrustThingZ(0, 14, 0, 1)
   Looplet:
      TNT1 AAAA 0 A_SpawnItemEx("PillProjectile2",0,0,0,frandom(30.0,15.0),frandom(20.0,10.0),frandom(10.0,-10.0),frandom(360.0,0.0),SXF_TRANSFERPOINTERS,0)
	  //TNT1 A 0 A_SpawnItemEx("Medibomb",0,0,0,frandom(20.0,10.0),frandom(15.0,5.0),frandom(15.0,-10.0),frandom(360.0,0.0),SXF_TRANSFERPOINTERS,0)
      MEDP A 1 A_SpawnItemEx("MedikitTrailA",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_TRANSFERSCALE,0)
     
	  TNT1 AAAA 0 A_SpawnItemEx("PillProjectile2",0,0,0,frandom(30.0,15.0),frandom(20.0,10.0),frandom(10.0,-10.0),frandom(360.0,0.0),SXF_TRANSFERPOINTERS,0)
	  //TNT1 A 0 A_SpawnItemEx("Medibomb",0,0,0,frandom(20.0,10.0),frandom(15.0,5.0),frandom(15.0,-10.0),frandom(360.0,0.0),SXF_TRANSFERPOINTERS,0)
	  MEDP B 1 A_SpawnItemEx("MedikitTrailB",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_TRANSFERSCALE,0)
      
	  TNT1 AAAA 0 A_SpawnItemEx("PillProjectile2",0,0,0,frandom(30.0,15.0),frandom(20.0,10.0),frandom(10.0,-10.0),frandom(360.0,0.0),SXF_TRANSFERPOINTERS,0)
	  //TNT1 A 0 A_SpawnItemEx("Medibomb",0,0,0,frandom(20.0,10.0),frandom(15.0,5.0),frandom(15.0,-10.0),frandom(360.0,0.0),SXF_TRANSFERPOINTERS,0)
	  MEDP C 1 A_SpawnItemEx("MedikitTrailC",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_TRANSFERSCALE,0)
      
	  TNT1 AAAA 0 A_SpawnItemEx("PillProjectile2",0,0,0,frandom(30.0,15.0),frandom(20.0,10.0),frandom(10.0,-10.0),frandom(360.0,0.0),SXF_TRANSFERPOINTERS,0)
	  //TNT1 A 0 A_SpawnItemEx("Medibomb",0,0,0,frandom(20.0,10.0),frandom(15.0,5.0),frandom(15.0,-10.0),frandom(360.0,0.0),SXF_TRANSFERPOINTERS,0)
	  MEDP D 1 A_SpawnItemEx("MedikitTrailD",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_TRANSFERSCALE,0)
      
	  TNT1 AAAA 0 A_SpawnItemEx("PillProjectile2",0,0,0,frandom(30.0,15.0),frandom(20.0,10.0),frandom(10.0,-10.0),frandom(360.0,0.0),SXF_TRANSFERPOINTERS,0)
      //TNT1 A 0 A_SpawnItemEx("Medibomb",0,0,0,frandom(20.0,10.0),frandom(15.0,5.0),frandom(15.0,-10.0),frandom(360.0,0.0),SXF_TRANSFERPOINTERS,0)
	  MEDP E 1 A_SpawnItemEx("MedikitTrailE",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_TRANSFERSCALE,0)
      
	  TNT1 AAAA 0 A_SpawnItemEx("PillProjectile2",0,0,0,frandom(30.0,15.0),frandom(20.0,10.0),frandom(10.0,-10.0),frandom(360.0,0.0),SXF_TRANSFERPOINTERS,0)
      //TNT1 A 0 A_SpawnItemEx("Medibomb",0,0,0,frandom(20.0,10.0),frandom(15.0,5.0),frandom(15.0,-10.0),frandom(360.0,0.0),SXF_TRANSFERPOINTERS,0)
	  MEDP F 1 A_SpawnItemEx("MedikitTrailF",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_TRANSFERSCALE,0)
      
	  TNT1 AAAA 0 A_SpawnItemEx("PillProjectile2",0,0,0,frandom(30.0,15.0),frandom(20.0,10.0),frandom(10.0,-10.0),frandom(360.0,0.0),SXF_TRANSFERPOINTERS,0)
      //TNT1 A 0 A_SpawnItemEx("Medibomb",0,0,0,frandom(20.0,10.0),frandom(15.0,5.0),frandom(15.0,-10.0),frandom(360.0,0.0),SXF_TRANSFERPOINTERS,0)
	  MEDP G 1 A_SpawnItemEx("MedikitTrailG",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_TRANSFERSCALE,0)
      
	  TNT1 AAAA 0 A_SpawnItemEx("PillProjectile2",0,0,0,frandom(30.0,15.0),frandom(20.0,10.0),frandom(10.0,-10.0),frandom(360.0,0.0),SXF_TRANSFERPOINTERS,0)
      //TNT1 A 0 A_SpawnItemEx("Medibomb",0,0,0,frandom(20.0,10.0),frandom(15.0,5.0),frandom(15.0,-10.0),frandom(360.0,0.0),SXF_TRANSFERPOINTERS,0)
	  MEDP H 1 A_SpawnItemEx("MedikitTrailH",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_TRANSFERSCALE,0)
      Loop
   Death:
      TNT1 A 0 A_SetUserVar("User_PillCount",175)
   DeathLooplet:
      TNT1 A 0 A_SetUserVar("User_PillCount", User_PillCount - 1)
      TNT1 A 0 A_SpawnItemEx("PillProjectile2",0,0,0,frandom(30.0,15.0),frandom(20.0,10.0),frandom(10.0,-10.0),frandom(360.0,0.0),SXF_TRANSFERPOINTERS,0)
      TNT1 A 0 A_JumpIf(User_PillCount <= 0, "StageTwo")
      Loop
   StageTwo:
      TNT1 A 0 A_SetUserVar("User_PillCount",30)
   DeathLooplet2:
      TNT1 A 0 A_SetUserVar("User_PillCount", User_PillCount - 1)
      TNT1 A 0 A_SpawnItemEx("HomingMedibomb",0,0,0,frandom(10.0,5.0),frandom(20.0,10.0),frandom(20.0,10.0),frandom(360.0,0.0),SXF_TRANSFERPOINTERS,0)
      TNT1 A 0 A_JumpIf(User_PillCount <= 0, 1)
      Loop
      TNT1 A 0 A_JumpIfInTargetInventory("NukerUpgrade",1,"NukerDeath")
      TNT1 A 0 A_SpawnItemEx("PushkaExplode",0,0,0,0,0,0,0,SXF_TRANSFERPOINTERS,0)
      TNT1 A 0 A_Explode(100,256,0)
      TNT1 BCD 6
      stop
   NukerDeath:
      TNT1 A 0 A_SpawnItemEx("NukerPushkaExplode",0,0,0,0,0,0,0,SXF_TRANSFERPOINTERS,0)
      TNT1 A 0 A_Explode(200,384,0)
      TNT1 BCD 6
      stop
   }
}

ACTOR Medibomb
{
   Radius 9
   Height 13
   Speed 20
   Damage 30
   Scale 1
   Gravity 0.75
   DeathSound "Weapons/PushkaExp"
   Obituary "'Ze healing hurts' - %o got medicine'd right in the everything by %k."
   PROJECTILE
   BounceFactor 0.75
   BounceCount 5
   +THRUGHOST
   +SKYEXPLODE
   -NOGRAVITY
   +BOUNCEONWALLS
   +BOUNCEONFLOORS
   +BOUNCEONCEILINGS
   +BOUNCEONACTORS
   +USEBOUNCESTATE
   +CANBOUNCEWATER
   +FORCERADIUSDMG
   Var Int User_PillCount;
   States
   {
   Spawn:
      MEDP ABCDEFGH 1
      Loop
   Bounce:
	  TNT1 A 0 A_PlaySound("Weapons/PushkaExp",5,1.0)
      TNT1 A 0 A_SpawnItemEx("KitBlastGLDEF",0,0,0,0,0,0,0,SXF_TRANSFERPOINTERS,0)
      TNT1 A 0 A_JumpIfInTargetInventory("NukerUpgrade",1,"NukerDeath")
      TNT1 A 0 A_SpawnItemEx("PushkaExplode",0,0,0,0,0,0,0,SXF_TRANSFERPOINTERS,0)
      TNT1 A 0 A_Explode(150,192,0)
      Goto Spawn
   Death:
      TNT1 A 0 A_SpawnItemEx("MedibombPickup",0,0,0,0,0,0,0,SXF_TRANSFERPOINTERS,0)
      TNT1 A 0 A_JumpIfInTargetInventory("NukerUpgrade",1,"NukerDeath")
      TNT1 A 0 A_SpawnItemEx("PushkaExplode",0,0,0,0,0,0,0,SXF_TRANSFERPOINTERS,0)
      TNT1 A 0 A_Explode(150,192)
      TNT1 BCD 6
      stop
   NukerDeath:
      TNT1 A 0 A_SpawnItemEx("NukerPushkaExplode",0,0,0,0,0,0,0,SXF_TRANSFERPOINTERS,0)
      TNT1 A 0 A_Explode(300,256)
      TNT1 BCD 6
      stop
   }
}

ACTOR HomingMedibomb : Medibomb
{
   Speed 50
   +SEEKERMISSILE
   var int User_Delay;
   var int User_Lifespan;
   States
   {
   Spawn:
      TNT1 A 0 NoDelay A_SetUserVar("User_Delay",random(1,3))
      TNT1 A 0 A_SetUserVar("User_Lifespan",random(10,13))
   Looplet:
      TNT1 A 0 A_JumpIf(User_Delay <= 0, "HomingLooplet")
      TNT1 A 0 A_SetUserVar("User_Delay", User_Delay - 1)
      MEDP ABCDEFGH 1
      Loop
   HomingLooplet:
      TNT1 A 0 A_JumpIf(User_Lifespan <= 0, "Death")
      TNT1 A 0 A_SetUserVar("User_Lifespan", User_Lifespan - 1)
      MEDP ABCDEFGH 1 A_SeekerMissile(10,10,SMF_LOOK|SMF_PRECISE|SMF_CURSPEED,256,10) //A_SetAngle(Angle + 45)
      Loop
   Bounce:
	  TNT1 A 0 A_PlaySound("Weapons/PushkaExp",5,1.0)
      TNT1 A 0 A_SpawnItemEx("KitBlastGLDEF",0,0,0,0,0,0,0,SXF_TRANSFERPOINTERS,0)
      TNT1 A 0 A_JumpIfInTargetInventory("NukerUpgrade",1,"NukerDeath")
      TNT1 A 0 A_SpawnItemEx("PushkaExplode",0,0,0,0,0,0,0,SXF_TRANSFERPOINTERS,0)
      TNT1 A 0 A_Explode(150,192,0)
      Goto Spawn
   Death:
      TNT1 A 0 A_SpawnItemEx("MedibombPickup",0,0,0,0,0,0,0,SXF_TRANSFERPOINTERS,0)
      TNT1 A 0 A_JumpIfInTargetInventory("NukerUpgrade",1,"NukerDeath")
      TNT1 A 0 A_SpawnItemEx("PushkaExplode",0,0,0,0,0,0,0,SXF_TRANSFERPOINTERS,0)
      TNT1 A 0 A_Explode(150,192)
      TNT1 BCD 6
      stop
   NukerDeath:
      TNT1 A 0 A_SpawnItemEx("NukerPushkaExplode",0,0,0,0,0,0,0,SXF_TRANSFERPOINTERS,0)
      TNT1 A 0 A_Explode(300,256)
      TNT1 BCD 6
      stop
   }
}

/*
actor MediTurret
{
  Pbituary "%o was overhealed by a medikit, however weird that sounds."
  Radius 9
  Height 13
  Mass 1000000
  Speed 0
  MaxTargetRange 2048
  MONSTER
  +FLOORCLIP
  +FRIENDLY
  +NOBLOOD
  +CANPASS
  +LOOKALLAROUND
  +NEVERRESPAWN
  +STANDSTILL
  +INVULNERABLE
  +NODAMAGE
  //+MISSILEMORE
  //+MISSILEEVENMORE
  states
  {
  Spawn:
    MEDI A 0 A_JumpIfInventory("PillBurnCounter",100,"Death")
    MEDI A 0 A_GiveInventory("PillBurnCounter",1)
    MEDI A 5 A_Look
    loop
  See:
	//so if there is a target that it can't reach, it will
	//change it's mind after a second and look for another one.
    MEDI A 0 A_JumpIfInventory("PillChaseCounter",35,"ForgetIt")
    MEDI A 0 A_GiveInventory("PillChaseCounter",1)
    MEDI A 1 A_Chase
    loop
  ForgetIt:
    MEDI A 0 A_TakeInventory("PillChaseCounter",99)
    MEDI A 0 A_ClearTarget
	Goto Spawn
  Missile:
    MEDI A 0 A_JumpIfInventory("PillBurnCounter",100,"Death")
    MEDI A 0 A_TakeInventory("PillChaseCounter",99)
    MEDI A 0 A_FaceTarget
    MEDI A 0 A_GiveInventory("PillBurnCounter",1)
    MEDI A 0 A_PlaySound("Weapons/PowerOverwhelmingAddLoop",5,0.8,1)
    MEDI A 0 A_AlertMonsters
    MEDI A 1 A_CustomMissile("PillProjectile2", 6) 
	MEDI A 0 A_MonsterRefire (50,"Endo") 
    goto Missile
  Endo:
	MEDI A 0 A_PlaySound("Weapons/Colonel/End1",5,0.8)
	MEDI A 5
	Goto Spawn
  Death:
  }
}

ACTOR PillBurnCounter : Inventory { Inventory.MaxAmount 999 }
ACTOR PillChaseCounter : Inventory { Inventory.MaxAmount 99 }
*/

ACTOR KitBlastGLDEF
{
	+NOINTERACTION
	+CLIENTSIDEONLY
	States
	{
	Spawn:
	TNT1 BCD 6
	Stop
	}
}

ACTOR MedibombPickup : Health
{
   Inventory.PickupSound "Louie/Orgasm"
   Inventory.PickupMessage "Picked up ye olde medikit, stuffed with peelz!"
   Inventory.Amount 25
   Inventory.MaxAmount 999999
   States
   {
   Spawn:
    MEDI A -1 //700
    MEDI A 1 A_FadeOut(0.1)
    Wait
   }
}

//At least I won't have to define this crap again...
ACTOR MedikitTrailA
{
	+NOINTERACTION
	+CLIENTSIDEONLY
	States
	{
	Spawn:
		MEDP A 1 NoDelay A_FadeOut(0.1)
		Loop
	}
}

ACTOR MedikitTrailB : MedikitTrailA
{
	States
	{
	Spawn:
		MEDP B 1 NoDelay A_FadeOut(0.1)
		Loop
	}
}

ACTOR MedikitTrailC : MedikitTrailA
{
	States
	{
	Spawn:
		MEDP C 1 NoDelay A_FadeOut(0.1)
		Loop
	}
}

ACTOR MedikitTrailD : MedikitTrailA
{
	States
	{
	Spawn:
		MEDP D 1 NoDelay A_FadeOut(0.1)
		Loop
	}
}

ACTOR MedikitTrailE : MedikitTrailA
{
	States
	{
	Spawn:
		MEDP E 1 NoDelay A_FadeOut(0.1)
		Loop
	}
}

ACTOR MedikitTrailF : MedikitTrailA
{
	States
	{
	Spawn:
		MEDP F 1 NoDelay A_FadeOut(0.1)
		Loop
	}
}

ACTOR MedikitTrailG : MedikitTrailA
{
	States
	{
	Spawn:
		MEDP G 1 NoDelay A_FadeOut(0.1)
		Loop
	}
}

ACTOR MedikitTrailH : MedikitTrailA
{
	States
	{
	Spawn:
		MEDP H 1 NoDelay A_FadeOut(0.1)
		Loop
	}
}