actor MissileGun : Weapon
{
	+weapon.ammo_optional
	Tag "Missile gun"
	+CHEATNOTWEAPON
	+noautoaim
	+noautofire
	weapon.slotnumber 2
	Weapon.SelectionOrder 10
	weapon.bobstyle alpha
	weapon.bobrangex 0.2
	weapon.bobrangey 0.4
	weapon.bobspeed 5
	Inventory.PickupMessage "You picked up your missile gun you dropped, somehow. You massive buffoon"
	states
	{
	spawn:
		BAL1 A 15
		BAL1 A 4 bright
		loop
	select:
        TNT1 AAAAAAAAAAAAAAAAAAAA 0 A_Raise
        TNT1 A 1 A_Raise
		loop
	deselect:
		MGUN CBA 1 
	backtobeam:
        TNT1 AAAAAAAAAAAAAAAAAAAA 0 A_Lower
		TNT1 A 1 a_lower
		loop
	Ready:
		MGUN ABCD 1
		goto realready
	realready:
		MGUN E 1 a_weaponready (WRF_ALLOWRELOAD|WRF_ALLOWZOOM)
		loop
	Fire:
		TNT1 A 0 
		TNT1 A 0 a_jumpifinventory ("flipping", 1, "sparkshot")
		TNT1 A 0 a_jumpifinventory ("ballarmed",1,"morphballthrow")
		MGUN E 1 a_jumpifinventory ("missileammo", 1, "missileshot")
		goto realready
	missileshot:
		TNT1 A 0
		MGUN LMNO 1
	skipload:
		TNT1 A 0 a_takeinventory ("missileammo", 1)
		TNT1 A 0 a_jumpifinventory ("missilemod", 1, "powermissileshot")
		TNT1 A 0 a_firebullets (0,0,1,0,"flickpuff")
		TNT1 A 0 a_playsound ("missiles/shoot",0)
		MGUN F 1 a_firecustommissile ("HunterMissile")
		goto missileend
	powermissileshot:
		TNT1 A 0
		TNT1 A 0 a_firebullets (0,0,1,0,"flickpuff")
		TNT1 A 0 a_playsound ("missiles/shoot",0)
		MGUN F 1 a_firecustommissile ("PowerMissile")
	missileend:	
		MGUN G 1 Offset(0,35) a_weaponready (WRF_NOFIRE|WRF_NOSWITCH|WRF_NOBOB)
		MGUN H 1 Offset(0,40) a_weaponready (WRF_NOFIRE|WRF_NOSWITCH|WRF_NOBOB)
		MGUN I 4 Offset(0,42) a_weaponready (WRF_NOFIRE|WRF_NOSWITCH|WRF_NOBOB)
		MGUN J 1 Offset(0,43) a_weaponready (WRF_NOFIRE|WRF_NOSWITCH|WRF_NOBOB)
		MGUN K 1 Offset(0,44) a_weaponready (WRF_NOSWITCH|WRF_NOBOB)
		MGUN K 1 Offset(0,38) a_weaponready (WRF_NOSWITCH|WRF_NOBOB|WRF_ALLOWRELOAD|WRF_ALLOWZOOM)
		MGUN L 1 Offset(0,36) a_weaponready (WRF_NOSWITCH|WRF_NOBOB|WRF_ALLOWRELOAD|WRF_ALLOWZOOM)
		MGUN D 1 Offset(0,34) a_weaponready (WRF_NOSWITCH|WRF_NOBOB|WRF_ALLOWRELOAD|WRF_ALLOWZOOM)
		TNT1 A 0 a_refire ("missileammocheck")
		MGUN E 1 Offset(0,32) a_weaponready (WRF_NOSWITCH|WRF_NOBOB|WRF_ALLOWRELOAD|WRF_ALLOWZOOM)
		goto realready
	missileammocheck:
		TNT1 A 0
		MGUN E 1 a_jumpifinventory ("missileammo", 1, "skipload")
		goto realready
	Reload:
		TNT1 A 0
		MGUN E 1 a_jumpifinventory ("bombstock", 1, "bombthrow")
		goto realready
	bombthrow:
		MTHR ABCDE 1
		TNT1 A 0 a_jumpifinventory ("bombmod", 1, "holdcheck")
		goto throwfinish
	holdcheck:
		TNT1 A 0
		MTHR E 1
		TNT1 A 0 a_jumpifinventory ("holdbombkey",1,"morphballcharge")
	Throwfinish:
		TNT1 A 0 
		TNT1 A 0 
		TNT1 A 0 a_jumpifinventory ("dragonfiremod",1, "firebomb")
		MTHR FG 2
		TNT1 A 0 a_takeinventory ("ballcharge",99)
		TNT1 A 0 a_takeinventory ("bombstock", 1)
		MTHR H 1 a_firecustommissile ("Morphbomb")
		MTHR IJK 2
		MTHR LMNOP 1
		MGUN E 1
		goto realready
	firebomb:
		MTHR FG 2
		TNT1 A 0 a_takeinventory ("ballcharge",99)
		TNT1 A 0 a_takeinventory ("bombstock", 1)
		TNT1 A 0 A_FireCustomMissile("ridleyfireball",-6)
		TNT1 A 0 A_FireCustomMissile("ridleyfireball",-3)
		TNT1 A 0 A_FireCustomMissile("ridleyfireball",0)
		TNT1 A 0 A_FireCustomMissile("ridleyfireball",3)
		TNT1 A 0 A_FireCustomMissile("ridleyfireball",6)
		TNT1 A 0 a_playsound ("zelda/candlefire",0)
		MTHR H 1 a_firecustommissile ("Morphbomb")
		MTHR IJK 2
		MTHR LMNOP 1
		MGUN E 1
		goto realready
	morphballcharge:
		TNT1 A 0
		TNT1 A 0 a_jumpifinventory ("ballcharge", 20, "bombammocheck")
		MTHR E 1 a_giveinventory ("ballcharge", 1)
		TNT1 A 0 a_jumpifinventory ("holdbombkey",1,"morphballcharge")
		goto throwfinish
	bombammocheck:
		TNT1 A 0
		MTHR E 1 a_jumpifinventory ("bombstock", 3, "morphballarm")
		TNT1 A 0 a_takeinventory ("ballcharge", 99)
		goto morphballcharge
	morphballarm:
		TNT1 A 0
		TNT1 A 0 a_giveinventory ("ballarmed", 1)
		TNT1 A 0 a_playsound ("bombs/morphball",0)
		MLTH AB 2 a_weaponready (WRF_NOSWITCH)
	ballready:
		MLTH B 1 a_weaponready (WRF_NOSWITCH|WRF_NOSECONDARY)
		loop
	Morphballthrow:
		MTHR FG 2
		TNT1 A 0 a_takeinventory ("ballarmed",99)
		TNT1 A 0 a_takeinventory ("ballcharge",99)
		TNT1 A 0 a_takeinventory ("Bombstock",99)
		MTHR H 1 a_firecustommissile ("morphball")
		MTHR IJK 2 a_takeinventory ("Bombstock",99)
		MTHR LMNOP 1 a_takeinventory ("Bombstock",99)
		MGUN E 1
		goto realready
	Altfire:
		TNT1 A 0
		TNT1 A 0 a_jumpifinventory ("flipping", 1, "sparkshot")
		TNT1 A 0 a_jumpifinventory ("plasmabeammod",1,"plasmaammocheck")
		MGUN E 1 a_weaponready (WRF_NOSWITCH|WRF_NOBOB)
		goto realready
	plasmaammocheck:
		TNT1 A 0
		MGUN E 1 a_jumpifinventory ("plasmaammo",1,"plasmabeamshot")
		goto realready
	plasmabeamshot:
		MGUN CBA 1
		TNT1 A 0 a_jumpifinventory ("spazermod", 1, "plasmaspazer")
		PGUN A 1 bright Offset(0,34) a_weaponready (WRF_NOSWITCH|WRF_NOBOB|WRF_NOSECONDARY)
		TNT1 A 0 a_playsound ("beams/plasmabeam",0)
		TNT1 A 0 a_takeinventory ("plasmaammo", 1)
		TNT1 A 0 a_firebullets (0,0,1,0,"flickpuff")
		PGUN B 1 a_firecustommissile ("plasmabeamspawner")
		PGUN B 1 bright Offset(0,42) a_weaponready (WRF_NOSWITCH|WRF_NOBOB|WRF_NOSECONDARY)
		PGUN C 2 bright Offset(0,50) a_weaponready (WRF_NOSWITCH|WRF_NOBOB|WRF_NOSECONDARY)
		PGUN D 2 bright Offset(0,51) a_weaponready (WRF_NOSWITCH|WRF_NOBOB|WRF_NOSECONDARY)
		PGUN E 1 Offset(0,52) a_weaponready (WRF_NOSWITCH|WRF_NOBOB|WRF_NOSECONDARY)
		PGUN E 1 Offset(0,50) a_weaponready (WRF_NOSWITCH|WRF_NOBOB|WRF_NOSECONDARY)
		PGUN E 1 Offset(0,48) a_weaponready (WRF_NOSWITCH|WRF_NOBOB|WRF_NOSECONDARY)
		PGUN E 1 Offset(0,40) a_weaponready (WRF_NOSWITCH|WRF_NOBOB|WRF_NOSECONDARY|WRF_ALLOWRELOAD|WRF_ALLOWZOOM)
		AGUN D 1 Offset(0,38) a_weaponready (WRF_NOSWITCH|WRF_NOBOB|WRF_NOSECONDARY|WRF_ALLOWRELOAD|WRF_ALLOWZOOM)
		AGUN D 1 Offset(0,34) a_weaponready (WRF_NOSWITCH|WRF_NOBOB|WRF_NOSECONDARY|WRF_ALLOWRELOAD|WRF_ALLOWZOOM)
		AGUN A 5 Offset(0,32) a_weaponready (WRF_NOSWITCH|WRF_NOBOB|WRF_NOSECONDARY|WRF_ALLOWRELOAD|WRF_ALLOWZOOM)
		TNT1 A 0 a_refire ("plasmaammocheck")
		goto ready
	plasmaspazer:
		TNT1 A 0
		PGUN A 1 bright Offset(0,34) a_weaponready (WRF_NOSWITCH|WRF_NOBOB|WRF_NOSECONDARY)
		TNT1 A 0 a_playsound ("beams/plasmabeam",0)
		TNT1 A 0 a_takeinventory ("plasmaammo", 1)
		PGUN B 0 a_firecustommissile ("plasmabeamspawner",-3)
		PGUN B 0 a_firecustommissile ("plasmabeamspawner",3)
		TNT1 A 0 a_firebullets (0,0,1,0,"flickpuff")
		PGUN B 1 bright a_firecustommissile ("plasmabeamspawner")
		PGUN B 1 bright Offset(0,42) a_weaponready (WRF_NOSWITCH|WRF_NOBOB|WRF_NOSECONDARY)
		PGUN C 2 bright Offset(0,50) a_weaponready (WRF_NOSWITCH|WRF_NOBOB|WRF_NOSECONDARY)
		PGUN D 2 bright Offset(0,51) a_weaponready (WRF_NOSWITCH|WRF_NOBOB|WRF_NOSECONDARY)
		PGUN E 1 Offset(0,52) a_weaponready (WRF_NOSWITCH|WRF_NOBOB|WRF_NOSECONDARY)
		PGUN E 1 Offset(0,50) a_weaponready (WRF_NOSWITCH|WRF_NOBOB|WRF_NOSECONDARY)
		PGUN E 1 Offset(0,48) a_weaponready (WRF_NOSWITCH|WRF_NOBOB|WRF_NOSECONDARY)
		PGUN E 1 Offset(0,40) a_weaponready (WRF_NOSWITCH|WRF_NOBOB|WRF_NOSECONDARY|WRF_ALLOWRELOAD|WRF_ALLOWZOOM)
		AGUN D 1 Offset(0,38) a_weaponready (WRF_NOSWITCH|WRF_NOBOB|WRF_NOSECONDARY|WRF_ALLOWRELOAD|WRF_ALLOWZOOM)
		AGUN D 1 Offset(0,34) a_weaponready (WRF_NOSWITCH|WRF_NOBOB|WRF_NOSECONDARY|WRF_ALLOWRELOAD|WRF_ALLOWZOOM)
		AGUN A 5 Offset(0,32) a_weaponready (WRF_NOSWITCH|WRF_NOBOB|WRF_NOSECONDARY|WRF_ALLOWRELOAD|WRF_ALLOWZOOM)
		TNT1 A 0 a_refire ("plasmaammocheck")
		goto ready		

	Zoom:
		TNT1 A 0
		MGUN E 1 a_jumpifinventory ("screwattackmod", 1, "chargecheck")
		goto realready
	chargecheck:
		TNT1 A 0
		MGUN E 1 a_jumpifinventory ("screwcharge", 1, "realready")
		goto screwattack
	screwattack:
		TNT1 A 0
		TNT1 A 0 a_checkfloor ("groundjump")
		MGUN CBA 1		
		SATK A 1
		SATK B 1
		SATK C 1
		SATK D 3
		TNT1 A 0 a_giveinventory ("flipping",1)
		SATK EFGHIJK 1 a_weaponready (WRF_NOSWITCH|WRF_NOBOB|WRF_NOSECONDARY)
	airjump:
		TNT1 A 0
		TNT1 A 0 a_giveinventory ("flipping",1)
		TNT1 A 0 a_giveinventory ("screwcharge", 6)
		TNT1 A 0 a_changeflag ("THRUACTORS", 1)
		TNT1 A 0 a_playsound ("player/screwattack",0)
		SATK L 1 bright a_recoil (-5)
		TNT1 A 0 a_firecustommissile ("screwattacker")
		SATK M 1 bright thrustthingz (0,80,0,0)
		TNT1 A 0 a_firecustommissile ("screwattacker")
		SATK N 1 bright a_recoil (-5)
		SATK O 1 bright thrustthingz (0,60,0,0)
		TNT1 A 0 a_firecustommissile ("screwattacker")
		SATK L 1 bright thrustthingz (0,40,0,0)
		TNT1 A 0 a_firecustommissile ("screwattacker")
		SATK M 1 bright thrustthingz (0,20,0,0)
		TNT1 A 0 a_firecustommissile ("screwattacker")
		SATK N 1 bright thrustthingz (0,15,0,0)
		TNT1 A 0 a_firecustommissile ("screwattacker")
		SATK O 1 bright thrustthingz (0,15,0,0)
		TNT1 A 0 a_firecustommissile ("screwattacker")
		SATK L 1 bright thrustthingz (0,10,0,0)
		TNT1 A 0 a_firecustommissile ("screwattacker")
		SATK M 1 bright thrustthingz (0,10,0,0)
		TNT1 A 0 a_firecustommissile ("screwattacker")
		SATK N 1 bright thrustthingz (0,10,0,0)
		TNT1 A 0 a_firecustommissile ("screwattacker")
		SATK O 1 bright thrustthingz (0,5,0,0)
		TNT1 A 0 a_firecustommissile ("screwattacker")
		SATK L 1 bright thrustthingz (0,5,0,0)
		TNT1 A 0 a_firecustommissile ("screwattacker")
		SATK M 1 bright thrustthingz (0,5,0,1)
		TNT1 A 0 a_firecustommissile ("screwattacker")
		SATK N 1 bright thrustthingz (0,5,0,1)
		TNT1 A 0 a_firecustommissile ("screwattacker")
	flight:
		TNT1 A 0 a_checkfloor ("jumpend")
		TNT1 A 0 a_firecustommissile ("screwattacker")
		SATK L 1 bright a_weaponready
		TNT1 A 0 a_firecustommissile ("screwattacker")
		TNT1 A 0 a_checkfloor ("jumpend")
		TNT1 A 0 a_checkfloor ("jumpend")
		TNT1 A 0 a_firecustommissile ("screwattacker")
		SATK M 1 bright a_weaponready
		TNT1 A 0 a_firecustommissile ("screwattacker")
		TNT1 A 0 a_checkfloor ("jumpend")
		TNT1 A 0 a_checkfloor ("jumpend")
		TNT1 A 0 a_firecustommissile ("screwattacker")
		SATK N 1 bright a_weaponready
		TNT1 A 0 a_firecustommissile ("screwattacker")
		TNT1 A 0 a_checkfloor ("jumpend")
		TNT1 A 0 a_checkfloor ("jumpend")
		TNT1 A 0 a_firecustommissile ("screwattacker")
		SATK O 1 bright a_weaponready
		TNT1 A 0 a_firecustommissile ("screwattacker")
		TNT1 A 0 a_checkfloor ("jumpend")
		loop
	groundjump:
		SATK A 1
		SATK B 1
		SATK C 1
		SATK D 1
		TNT1 A 0 a_giveinventory ("flipping",1)
		SATK EFGHIJK 1 a_weaponready (WRF_NOSWITCH|WRF_NOBOB|WRF_NOSECONDARY)
	liftoff:
		TNT1 A 0
		TNT1 A 0 a_giveinventory ("flipping",1)
		TNT1 A 0 a_giveinventory ("screwcharge", 6)
		TNT1 A 0 a_changeflag ("THRUACTORS", 1)
		TNT1 A 0 a_playsound ("player/screwattack",0)
		TNT1 A 0 a_firecustommissile ("screwattacker")
		SATK L 1 bright thrustthingz (0,60,0,0)
		TNT1 A 0 a_firecustommissile ("screwattacker")
		SATK M 1 bright thrustthingz (0,40,0,0)
		TNT1 A 0 a_firecustommissile ("screwattacker")
		SATK N 1 bright a_recoil (-10)
		TNT1 A 0 a_firecustommissile ("screwattacker")
		SATK O 1 bright thrustthingz (0,30,0,0)
		TNT1 A 0 a_firecustommissile ("screwattacker")
		SATK L 1 bright thrustthingz (0,20,0,0)
		TNT1 A 0 a_firecustommissile ("screwattacker")
		SATK M 1 bright a_recoil (-7)
		TNT1 A 0 a_firecustommissile ("screwattacker")
		SATK N 1 bright thrustthingz (0,5,0,0)
		TNT1 A 0 a_firecustommissile ("screwattacker")
		SATK O 1 thrustthingz (0,5,0,0)
		TNT1 A 0 a_firecustommissile ("screwattacker")
		SATK L 1 bright a_recoil (-5)
		TNT1 A 0 a_firecustommissile ("screwattacker")
		goto flight
	jumpend:
		TNT1 A 0
		TNT1 A 0 a_takeinventory ("flipping",99)
		TNT1 A 0 a_changeflag ("THRUACTORS", 0)
		TNT1 A 0 a_firecustommissile ("screwattacker")
		TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 a_spawnitemex("sparkbouncer",0,0,40,Frandom(-50,50),Frandom(-60,60),Frandom (-5,5))
		SATK K 2 
		SATK KIHFE 1 
		TNT1 A 0 A_radiusthrust (1800,300,0,300) 
		SATK CBA 2 
		AGUN A 1
		goto ready
	sparkshot:
		SATK K 1 bright
		TNT1 A 0 a_takeinventory ("flipping",99)
		TNT1 A 0 a_giveinventory ("screwcharge", 10)
		TNT1 A 0 a_changeflag ("THRUACTORS", 0)
		TNT1 A 0 a_playsound ("weapons/sparkshot",CHAN_WEAPON,1,0,0.8)
		TNT1 A 0 A_FireCustomMissile("bigspark",-12)
		TNT1 A 0 A_FireCustomMissile("bigspark",-9)
		TNT1 A 0 A_FireCustomMissile("bigspark",-6)
		TNT1 A 0 A_FireCustomMissile("bigspark",-3)
		TNT1 A 0 A_FireCustomMissile("bigspark",0)
		TNT1 A 0 A_FireCustomMissile("bigspark",3)
		TNT1 A 0 A_FireCustomMissile("bigspark",6)
		TNT1 A 0 A_FireCustomMissile("bigspark",9)
		TNT1 A 0 A_FireCustomMissile("bigspark",12)
		SATK K 1 bright Offset(0,36) a_giveinventory ("screwcharge", 10)
		SATK K 1 bright Offset(0,48) a_giveinventory ("screwcharge", 10)
		SATK K 1 bright Offset(0,50) a_giveinventory ("screwcharge", 10)
		SATK K 8 Offset(0,52) a_giveinventory ("screwcharge", 10)
		SATK K 1 Offset(0,46) a_giveinventory ("screwcharge", 10)
		SATK K 1 Offset(0,38) a_giveinventory ("screwcharge", 10)
		SATK K 1 Offset(0,34) a_giveinventory ("screwcharge", 10)
		SATK K 3 Offset(0,32) a_giveinventory ("screwcharge", 10)
		SATK KIHFE 1 a_giveinventory ("screwcharge", 10)
		SATK CBA 2 a_giveinventory ("screwcharge", 10)
		MGUN ABCD 1 a_giveinventory ("screwcharge", 10)
		MGUN E 1 a_giveinventory ("screwcharge", 10)
		goto realready
	}
}

actor HunterMissile
{
	PROJECTILE
	scale 1
	Damage (90)
	Speed 40
	Radius 8
	Height 8
	+bright
	+thruspecies
	species "player"
	States
	{
	Spawn:
		HMIS A 1
		loop
	Death:
		TNT1 A 0
		TNT1 A 0 a_explode (60,120)
		HMIS CDEDC 2 
		Stop
	}
}

actor powermissile : huntermissile
{
	damage (120)
	states
	{
	spawn:
		HMIS A 8
		TNT1 A 0 a_giveinventory ("missilepowerup", 1)
		HMIS A 1 a_spawnitemex ("missileignition")
		goto ignite
	ignite:
		HMIS B 2
		HMIS B 1 a_scalevelocity (1.10)
		loop
	death:
		TNT1 A 0
		TNT1 A 0 a_jumpifinventory ("missilepowerup", 1, "powerblast")
		TNT1 A 0 a_explode (60,120)
		HMIS CDEDC 2 
		Stop
	powerblast:
		TNT1 A 0
		TNT1 A 0 a_explode (90,150)
		TNT1 A 0 A_SpawnItemEx ("extrabang", frandom(-3,3),frandom(-20,20),frandom(-20,20), 0,0,0, 0, SXF_NOCHECKPOSITION)
		TNT1 A 0 A_SpawnItemEx ("extrabang", frandom(-3,3),frandom(-20,20),frandom(-20,20), 0,0,0, 0, SXF_NOCHECKPOSITION)
		TNT1 A 0 A_SpawnItemEx ("extrabang", frandom(-3,3),frandom(-20,20),frandom(-20,20), 0,0,0, 0, SXF_NOCHECKPOSITION)
		HMIS CDEDC 2 
		Stop	
	}
}


actor missileignition
{
	+NOINTERACTION
	+clientsideonly
	Radius 4
	Height 5
	scale 0.8
	+bright
	States
	{
	Spawn:
		MBOM C 2 
		MBOM D 2 
		MBOM E 2 
		stop
	}
}

actor extrabang 
{
	+NOINTERACTION
	scale 0.8
	Radius 4
	Height 5
	+bright
	states
	{
	spawn:
		TNT1 A 0
		TNT1 A 0 a_playsound ("bombs/explode",6)
		MBOM C 1 a_spawnitemex ("missileblast")
		MBOM C 2 
		TNT1 A 0 a_playsound ("bombs/explode",6)
		MBOM D 1 a_spawnitemex ("missileblast")
		MBOM D 2 
		TNT1 A 0 a_playsound ("bombs/explode",6)
		MBOM E 1 a_spawnitemex ("missileblast")
		MBOM E 2 
		stop
	}
}

actor missileblast
{
	projectile
    Radius 40
    Height 50
    Speed 0
	damage (4)
	+bloodlessimpact
	+noblood
	+RIPPER
	+NOBOSSRIP
	+DONTBLAST
	states
	{
	spawn:
		TNT1 A 1
		stop
	death:
		TNT1 A 0
		stop
	}
}



//Shamelessly taken from Contra Doom, hope you don't mind Beed28!
actor plasmabeamspawner
{
	PROJECTILE
	+NOINTERACTION
	Speed 1
	Radius 4
	Height 8
	Damage (0)
	RenderStyle None
	States
	{
	Spawn:
		TNT1 A 0
		TNT1 A 1 A_SpawnItemEx("plasmachain",0,0,0,momx*30,momy*30,momz*30,0,SXF_NOCHECKPOSITION|SXF_ABSOLUTEMOMENTUM)
		TNT1 A 1 A_SpawnItemEx("plasmachain",0,0,0,momx*30,momy*30,momz*30,0,SXF_NOCHECKPOSITION|SXF_ABSOLUTEMOMENTUM)
		TNT1 A 1 A_SpawnItemEx("plasmachain",0,0,0,momx*30,momy*30,momz*30,0,SXF_NOCHECKPOSITION|SXF_ABSOLUTEMOMENTUM)
		TNT1 A 1 A_SpawnItemEx("plasmachain",0,0,0,momx*30,momy*30,momz*30,0,SXF_NOCHECKPOSITION|SXF_ABSOLUTEMOMENTUM)
		Stop
	}
}

actor plasmachain : longbeam
{
	+thruactors
	damage (0)
	reactiontime 4
	scale 2
	states
	{
	spawn:
		PLBM A 2
		PLBM A 1 a_spawnitemex ("plasmadamager")
		PLBM B 2 
		PLBM B 1 a_spawnitemex ("plasmadamager")
		TNT1 A 0 a_countdown
		loop
	death:
		WVBM E 2
		WVBM F 2 a_spawnitemex ("plasmadamager")
		WVBM E 2
		stop
	}
}


actor plasmadamager
{
	projectile
    Radius 35
    Height 45
    Speed 0
	damage (25)
	+bloodlessimpact
	+noblood
	+RIPPER
    -SHOOTABLE
	+DONTBLAST
	states
	{
	spawn:
		TNT1 A 1
		stop
	death:
		TNT1 A 0
		stop
	}
}

//==========TOKENS=======

actor missilepowerup : inventory
{inventory.maxamount 1}
