//Mig nie luj, poleci w chuj!

actor MiGMissile : FastProjectile
{
  Radius 10
  Height 15
  MissileHeight 15
  Speed 200
  Damage 7
  PROJECTILE
  Obituary "%o faced %k's MiG barrage."
  +NOGRAVITY
  +RIPPER
  +BLOODLESSIMPACT
  Scale 0.7
  States
  {
  Spawn:
	TNT1 A 0 NoDelay A_PlaySound("Torchglow/Fly",5,0.7,1)
	TNT1 A 0 A_ScaleVelocity(frandom(0.9,1.1))
  Looplet:
	TNT1 A 0 A_ChangeVelocity(0, frandom(-0.5, 0.5), frandom(-0.5, 0.5), CVF_RELATIVE)
	TNT1 A 0 A_JumpIf(CallACS("SmokeChoker"),2)
	TNT1 A 0 A_SpawnItemEx("ComradeTrail",-23+frandom(1.0,-1.0),5+frandom(1.0,-1.0),1.0,-1.0,frandom(-0.5,-1.5),0,0,0,SXF_CLIENTSIDE,80)
	TNT1 A 0 A_SpawnItemEx("TorchglowTrail",-23+frandom(1.0,-1.0),5+frandom(1.0,-1.0),1.0,-1.0,frandom(-0.5,-1.5),0,0,0,SXF_CLIENTSIDE,80)
	TNT1 A 0 A_JumpIf(CallACS("SmokeChoker"),2)
	TNT1 A 0 A_SpawnItemEx("ComradeTrail",-23+frandom(1.0,-1.0),-5+frandom(1.0,-1.0),1.0,-1.0,frandom(-0.5,-1.5),0,0,0,SXF_CLIENTSIDE,80)
	TNT1 A 0 A_SpawnItemEx("TorchglowTrail",-23+frandom(1.0,-1.0),-5+frandom(1.0,-1.0),1.0,-1.0,frandom(-0.5,-1.5),0,0,0,SXF_CLIENTSIDE,80)
	MIGP A 1 Bright A_SpawnItemEx("MiGBomb",0,0,0,frandom(1.0,8.0),0,frandom(0.0,-1.5),frandom(0.0,360.0),SXF_TRANSFERPOINTERS,172)
	Loop
  Death:
	TNT1 A 0 A_PlaySound("Weapons/BustExplo",5)
	TNT1 A 0 A_JumpIfInTargetInventory("NukerUpgrade",1,"NukerDeath")
	TNT1 A 0 A_Explode(50,128,0)
	TNT1 A 0 A_SpawnItemEx("MissileExplode",0,0,0,0,0,0,0,SXF_CLIENTSIDE,0)
	TNT1 BCD 5
	stop
  NukerDeath:
	TNT1 A 0 A_Explode(100,192,0)
	TNT1 A 1 A_SpawnItemEx("NukerMissileExplode",0,0,0,0,0,0,0,SXF_CLIENTSIDE,0)
	TNT1 BCD 5
	stop
  }
}

//Szybki luj, mig'nie w chuj.

ACTOR MiGBomb//: FastProjectile
{
	Radius 7
	Height 10
	Speed 20
	Damage 20
	PROJECTILE
	Scale 1
	Obituary "%o was obliterated by %k's carpet bombing."
	//MissileType "LibraTrailSpawner"
	//MissileHeight 10
	+THRUGHOST
	-NOGRAVITY
	+FORCERADIUSDMG
	Gravity 1.0
	States
	{
	Spawn:
	TNT1 A 0 NoDelay A_PlaySound("Weapons/LibraFly",5,0.7)
	Looplet:
  	/*SMOK A 0 A_SpawnItemEx("LibraBulletTrail",0,0,0,0,0,0,0,SXF_CLIENTSIDE,20)
 	SMOK A 0 A_SpawnItemEx("LibraSmokeTrail",0,0,0,0,0,0,0,SXF_CLIENTSIDE,20)*/
	//TNT1 A 0 ThrustThingZ(0,random(-10,-20),0,1)
	ROCQ A 1 Bright
	Loop
   Death:
      TNT1 A 0 A_PlaySound("Weapons/BustExplo",5)
      TNT1 A 0 A_JumpIfInTargetInventory("NukerUpgrade",1,"NukerDeath")
      TNT1 A 0 A_Explode(70,128,0)
      TNT1 A 0 A_SpawnItemEx("MissileExplode",0,0,0,0,0,0,0,SXF_CLIENTSIDE,0)
      TNT1 BCD 5
      stop
   NukerDeath:
      TNT1 A 0 A_Explode(140,192,0)
      TNT1 A 1 A_SpawnItemEx("NukerMissileExplode",0,0,0,0,0,0,0,SXF_CLIENTSIDE,0)
      TNT1 BCD 5
      stop
	}
}

/*
actor ObliteratorBullet : FastProjectile
{
  Radius 6
  Height 8
  Speed 250
  Damage 5
  Projectile
  +RANDOMIZE
  +RIPPER
  +THRUGHOST
  +EXPLODEONWATER
  RenderStyle Add
  Alpha 0.99
  Scale 0.1
  DeathSound "Weapons/LarpaExp"
  MissileType "ObliteratorBulletTrailer"
  States
  {
  Spawn:
    TNT1 AA 0 ThrustThingZ(0,random(15,10),0,1)
  Looplet:
    TNT1 A 0 A_ChangeVelocity (frandom(-2.15, 2.15), frandom(-2.15, 2.15), frandom(-1.75, 1.75), 0)
    10BA A 1 Bright //ThrustThingZ(0,random(-5,-6),0,1)
    loop
  Death:
    TNT1 A 0 A_JumpIfInTargetInventory("NukerUpgrade",1,"NukerDeath")
    TNT1 A 0 A_Explode(20,64,0)
    TNT1 A 0 A_SpawnItemEx("PelletExplode",0,0,0,0,0,0,0,128,0)
    TNT1 BCD 4
    stop
  NukerDeath:
    TNT1 A 0 A_Explode(40,96,0)
    TNT1 A 0 A_SpawnItemEx("NukerPelletExplode",0,0,0,0,0,0,0,128,0)
    TNT1 BCD 4
    stop
  }
}

ACTOR ObliteratorBulletTrailer
{
	+NOINTERACTION
	+NOGRAVITY
	States
	{
	Spawn:
	TNT1 A 0
	TNT1 A 0 //A_SpawnItemEx("ObliteratorBulletTrail",-0.1*random(15,5),0.1*random(15,5),7,0.01*random(15,10),0.01*random(15,10),0.01*random(15,10),Random(0,360),128,0)
	TNT1 A 1 A_SpawnItemEx("OverpowerTrail",-0.1*random(15,5),0.1*random(15,5),7,0.01*random(15,10),0.01*random(15,10),0.01*random(15,10),Random(0,360),128,0)
	Stop
	}
}

actor ObliteratorBulletTrail
{
  +NOINTERACTION
  +NOGRAVITY
  Renderstyle Add
  Alpha 0.8
  Scale 0.1
  States
  {
  Spawn:
    10BA AA 1 A_FadeOut(0.2)
    loop
  }
}
*/