ACTOR Plasma_Ball: FastProjectile Replaces PlasmaBall
{
	Radius 10
	Height 2
	Speed 60
	Damage 5
    DamageType Plasma
	Decal "SmallerScorch"
	Projectile
	+RANDOMIZE
	SeeSound "weapons/plasmaf"
	DeathSound "weapons/plasmax"
	Obituary "$OB_MPPLASMARIFLE"
	//+SHOOTABLE
	-NOBLOCKMAP
	+NOBLOOD
	+NORADIUSDMG
	+THRUSPECIES
	+MTHRUSPECIES
	+FORCEXYBILLBOARD
	Species "Marines"
	damagefactor "Blood", 0.0 damagefactor "BlueBlood", 0.0 damagefactor "GreenBlood", 0.0 damagefactor "Taunt", 0.0 damagefactor "KillMe", 0.0 damagefactor "Shrapnel", 0.0
	Health 5
	Scale 1.0
	
renderstyle ADD
alpha 0.90
Scale 0.10
	DeathSound "weapons/plasmax"
	//SeeSound "PLSM9"
	Obituary "$OB_MPPLASMARIFLE"
	States
	{
	DM:
		TNT1 A 0
		TNT1 A 0 A_ChangeFLag("THRUSPECIES", 0)
		TNT1 A 0 A_ChangeFLag("MTHRUSPECIES", 0)
		Goto Spawn1
	
	Spawn:
		TNT1 A 0
		TNT1 A 0 ACS_ExecuteAlways(719, 0, 0, 0, 0)//Check if Coop

	Spawn1:
        PBAL C 1 BRIGHT A_SpawnItem("PlasmaFlare",0,0)
		TNT1 A 0 A_CheckFloor("Death")
		Loop

Xdeath:
    //TNT1 A 0 A_SpawnItem ("PlasmaPuff", 0)
    //TNT1 A 0 A_SpawnItem ("RailPuff", 0)
	TNT1 A 0 A_CustomMissile ("BluePlasmaFire", 0, 0, random (0, 360), 2, random (0, 360))
	//TNT1 A 0 A_SpawnItem("BluePlasmaRife")
	TNT1 AAAAA 0 A_CustomMissile ("BluePlasmaParticle", 0, 0, random (0, 360), 2, random (0, 360))
    TNT1 B 1 ////A_Explode(6,50,0)
	TNT1 B 4
	TNT2 AA 9 A_CustomMissile ("PlasmaSmoke", 1, 0, random (0, 360), 2, random (0, 160))
		
		Stop

	Death:
    //TNT1 A 0 A_SpawnItem ("PlasmaPuff", 0)
    //TNT1 A 0 A_SpawnItem ("RailPuff", 0)
	TNT1 B 1 //A_Explode(6,50,1)
	TNT1 A 0 A_SpawnItemEx ("DetectFloorCraterSmall",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)
	TNT1 A 0 A_SpawnItemEx ("DetectCeilCraterSmall",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)
	TNT1 A 0 A_CustomMissile ("BluePlasmaFire", 0, 0, random (0, 360), 2, random (0, 360))
	TNT1 AAAAA 0 A_CustomMissile ("BluePlasmaParticle", 0, 0, random (0, 360), 2, random (0, 360))
		TNT1 B 4	
    TNT2 AAAAAAAAA 9 A_CustomMissile ("PlasmaSmoke", 1, 0, random (0, 360), 2, random (0, 160))
		Stop
	}
}


ACTOR PlasmaBall75: Plasma_Ball
{
	Damage 5
	SeeSound "PLSM9"
}
ACTOR PlasmaBall99: Plasma_Ball
{
	Damage 20
	SeeSound "PLSM9"
}