
Actor OccultToken : Inventory { Inventory.MaxAmount 1 }
Actor OccultDarkMatterToken : Inventory { Inventory.MaxAmount 1 }
Actor OccultDarkMatterToken2 : Inventory { Inventory.MaxAmount 1 }











ACTOR PlayerDarkMatterBall
{
	Radius 10
	Height 10
    Speed 32
    Damage 30
    Scale 0.5
	Projectile
	SeeSound "comet/launch"
	DeathSound "comet/explosion"
    +EXTREMEDEATH
    RenderStyle Translucent
    Alpha 0.625
    States
    {
    Spawn:
	DMGB AA 0 Bright A_SpawnItemEx("DarkMatterSpark2",0,0,0,random(-1,1),random(-1,1),random(-1,1),0,32,0)
	DMGB A 1 Bright A_SpawnItemEx("DarkMatterSpark2",0,0,0,random(-1,1),random(-1,1),random(-1,1),0,32,0)
	DMGB AA 0 Bright A_SpawnItemEx("DarkMatterSpark2",0,0,0,random(-1,1),random(-1,1),random(-1,1),0,32,0)
	DMGB A 1 Bright A_SpawnItemEx("DarkMatterSpark2",0,0,0,random(-1,1),random(-1,1),random(-1,1),0,32,0)
	DMGB AA 0 Bright A_SpawnItemEx("DarkMatterSpark2",0,0,0,random(-1,1),random(-1,1),random(-1,1),0,32,0)
	DMGB A 1 Bright A_SpawnItemEx("DarkMatterSpark2",0,0,0,random(-1,1),random(-1,1),random(-1,1),0,32,0)
	DMGB BB 0 Bright A_SpawnItemEx("DarkMatterSpark2",0,0,0,random(-1,1),random(-1,1),random(-1,1),0,32,0)
	DMGB B 1 Bright A_SpawnItemEx("DarkMatterSpark2",0,0,0,random(-1,1),random(-1,1),random(-1,1),0,32,0)
	DMGB BB 0 Bright A_SpawnItemEx("DarkMatterSpark2",0,0,0,random(-1,1),random(-1,1),random(-1,1),0,32,0)
	DMGB B 1 Bright A_SpawnItemEx("DarkMatterSpark2",0,0,0,random(-1,1),random(-1,1),random(-1,1),0,32,0)
	DMGB BB 0 Bright A_SpawnItemEx("DarkMatterSpark2",0,0,0,random(-1,1),random(-1,1),random(-1,1),0,32,0)
	DMGB B 1 Bright A_SpawnItemEx("DarkMatterSpark2",0,0,0,random(-1,1),random(-1,1),random(-1,1),0,32,0)
	DMGB CC 0 Bright A_SpawnItemEx("DarkMatterSpark2",0,0,0,random(-1,1),random(-1,1),random(-1,1),0,32,0)
	DMGB C 1 Bright A_SpawnItemEx("DarkMatterSpark2",0,0,0,random(-1,1),random(-1,1),random(-1,1),0,32,0)
	DMGB CC 0 Bright A_SpawnItemEx("DarkMatterSpark2",0,0,0,random(-1,1),random(-1,1),random(-1,1),0,32,0)
	DMGB C 1 Bright A_SpawnItemEx("DarkMatterSpark2",0,0,0,random(-1,1),random(-1,1),random(-1,1),0,32,0)
	DMGB CC 0 Bright A_SpawnItemEx("DarkMatterSpark2",0,0,0,random(-1,1),random(-1,1),random(-1,1),0,32,0)
	DMGB C 1 Bright A_SpawnItemEx("DarkMatterSpark2",0,0,0,random(-1,1),random(-1,1),random(-1,1),0,32,0)
	GoTo Spawn+1
    Death:
	TNT1 A 0
	TNT1 A 0 A_Playsound("PainLord/Explode1",7)
	TNT1 AAAA 0 A_SpawnItemEx("Debris",0,0,Random(20,40),Random(4,-4),Random(4,-4),Random(4,8),0,128)
	TNT1 AAA 0 A_CustomMissile("BlueKaboom", 0, 0, random(0,360), 2, random(0,360))	
	TNT1 AAA 0 A_CustomMissile("SmokeFX2", 0, 0, random(0,360), 2, random(0,360))
	TNT1 A 0 A_SpawnItemEx("PainLordDeathExplosionSpawner2",0,0,0,0,0,0,0,32)
	TNT1 A 0 A_SpawnItemEx("ShadowVaporSpawner2Player",0,0,0,0,0,0,0,32)
	TNT1 A 0 A_Explode(400,200)
	TNT1 A 15 Radius_Quake(5,15,0,20,0)
	Stop
	}
}

ACTOR ShadowVaporSpawner2Player
{
+NOINTERACTION
RenderStyle none
States
{
Spawn:
	NULL A 0
	NULL AAAAAAAAAAAAAAAAAAAAAAAAA 0 A_SpawnItemEx("ShadowVapor2Player",0,0,0,random(4,-4),random(4,-4),random(4,-4),random(0,359),32)
	PLAY A 2
	PLAY BCDEF 4
	Stop
}
}

ACTOR ShadowVapor2Player
{
PROJECTILE
+RIPPER
+RANDOMIZE
Damagetype "Player"
Damage (1)
Speed 0
Radius 2
Height 2
renderstyle Translucent
Scale 0.65
Alpha 0.4
+DOOMBOUNCE
+BLOODLESSIMPACT
States
{
Spawn:
	VPXS MNOPQRSTUVWXYZ 1 Bright A_FadeOut(0.018)
	VPXS ABC 2 A_FadeOut(0.018)
	Stop
}
}