ACTOR boombarrel : actor replaces ExplosiveBarrel
{
	Health 20
	Radius 10
	Height 42
	+SOLID
	+SHOOTABLE
	+NOBLOOD
	+ACTIVATEMCROSS
	+DONTGIB
	+NOICEDEATH
	+OLDRADIUSDMG
	DeathSound "world/barrelx"
	Obituary "$OB_BARREL" // "%o went boom."
	States
	{
	Spawn:
		BAR1 AB 6
		Loop
	Death:
		BEXP A 3 Bright
		BEXP B 3 Bright A_Scream
		BEXP C 3 Bright
		BEXP D 3 Bright A_Explode
		TNT1 A 0 a_playsound ("monsters/bossexplode",0,1,0,0.8)
		TNT1 A 0 a_spawnitemex("barrelgib1",0,0,20,frandom(-10,10),frandom(-10,10),frandom(8,11),0,SXF_NOCHECKPOSITION)
		TNT1 A 0 a_spawnitemex("barrelgib2",0,0,20,frandom(-10,10),frandom(-10,10),frandom(8,11),0,SXF_NOCHECKPOSITION)
		TNT1 A 0 a_spawnitemex("barrelgib2",0,0,20,frandom(-10,10),frandom(-10,10),frandom(8,11),0,SXF_NOCHECKPOSITION)
		TNT1 A 0 a_spawnitemex("barrelgib3",0,0,20,frandom(-10,10),frandom(-10,10),frandom(8,11),0,SXF_NOCHECKPOSITION)
		TNT1 A 0 a_spawnitemex("barrelgib3",0,0,20,frandom(-10,10),frandom(-10,10),frandom(8,11),0,SXF_NOCHECKPOSITION)
		TNT1 A 0 a_spawnitemex("barrelgib4",0,0,20,frandom(-10,10),frandom(-10,10),frandom(8,11),0,SXF_NOCHECKPOSITION)
		TNT1 A 0 a_spawnitemex("barrelgib4",0,0,20,frandom(-10,10),frandom(-10,10),frandom(8,11),0,SXF_NOCHECKPOSITION)
		TNT1 A 1 a_spawnitemex ("monsterdie",0,0,35)
		TNT1 A 0 a_stop
		TNT1 A 1050 Bright A_BarrelDestroy
		TNT1 A 5 A_Respawn
		Wait
	}
}

actor barrelgib1
{
	projectile
	+thruactors
	-nogravity
	+clientsideonly
	Radius 4
	Height 5
	+bright
	states
	{
	spawn:
		EGB1 ABCD 1
		loop
	death:
		TNT1 A 1
		stop
	}
}

actor barrelgib2 : barrelgib1
{
	states
	{
	spawn:
		EGB2 ABCD 1
		loop
	}
}

actor barrelgib3 : barrelgib1
{
	states
	{
	spawn:
		EGB3 ABCD 1
		loop
	}
}

actor barrelgib4 : barrelgib1
{
	states
	{
	spawn:
		EGB4 ABCD 1
		loop
	}
}
