actor particlesmasher : weapon replaces supershotgun
{
	Weapon.SelectionOrder 40
	Weapon.AmmoUse 10
	weapon.ammouse2 1
	Weapon.AmmoGive 70
	Weapon.AmmoType1 "Cell"
	Weapon.AmmoType2 "Cell"
	Weapon.SlotNumber 3
	+WEAPON.NOALERT
	+weapon.ammo_optional
	+WEAPON.ALT_AMMO_OPTIONAL
	Inventory.PickupMessage "You got the Particle Smasher!"
	Obituary "%k vaporized %o."
	Tag "Particle Smasher"
	states
	{
	ready:
		PSRD A 1 a_weaponready
		TNT1 A 0 a_jumpifinventory ("gunready", 1, "realready")
		loop
	realready:
		PSID ABCD 3 a_weaponready
		loop
	Deselect:
		TNT1 A 0
		TNT1 A 0 a_jumpifhealthlower (1, "deadlower")
		TNT1 A 0 a_playsound ("particlesmasher/holster",0)
	holster:
		TNT1 A 0
		PSRD A 1 a_lower
		TNT1 A 0 a_takeinventory ("secretaction", 99)
		TNT1 AA 0 a_lower
		loop
	deadlower:
		TNT1 A 0
		TNT1 A 0
		TNT1 AAAAAAAAAAAAA 0 a_lower
		TNT1 A 1 a_lower
		wait	
	select:
		TNT1 A 0
		TNT1 A 0 a_playsound ("particlesmasher/draw",0)
	draw:
		TNT1 A 0
		PSID AAAA 0 a_raise
		PSRD A 1 a_raise
		loop
	fire:
		TNT1 A 0 
		TNT1 A 0 a_jumpifinventory ("gunready", 1, "realfire")
		TNT1 A 0 a_jumpifinventory ("cell", 10, "pump")
		TNT1 A 0 a_takeinventory ("gunready", 99)
		PSRD A 1 offset (0,35)
		PSRD A 1 offset (0,40) a_playsound ("buster/dryfire",0)
		PSRD A 1 offset (0,45) a_playsound ("particlesmasher/ach",0)
		PSRD A 1 offset (0,40)
		PSRD A 1 offset (0,35)
		PSRD A 5
		goto ready
	realfire:
		PSID A 2
		PSPM A 2 bright a_takeinventory ("gunready", 99)
		TNT1 A 0 a_playsound ("particlesmasher/fire",0)
		TNT1 A 0 a_alertmonsters
		TNT1 A 0 A_Quake(1, 5, 0, 5)
		PSPM B 1 bright A_FireCustomMissile("IonBall", Frandom(-3,3),1,0,0,0,Frandom(-3,3))
		PSPM AAAAAAAAAAA 0 A_FireCustomMissile("IonBall", Frandom(-3,3),0,0,0,0,Frandom(-3,3))
		PSPM C 2 bright
		PSRD A 2
		TNT1 A 0 a_jumpifinventory ("cell", 10, "pump")
		goto ready
	altfire:
		TNT1 A 0
		TNT1 A 0 a_jumpifinventory ("gunready", 1, "firstcheck")
		TNT1 A 0 a_jumpifinventory ("cell", 40, "pump")
		goto ach
	firstcheck:	
		TNT1 A 0 
		TNT1 A 0 a_jumpifinventory ("cell", 40, "smashershot")
		goto ach
	ach:
		TNT1 A 0
		TNT1 A 0 a_takeinventory ("gunready", 99)
		PSRD A 1 offset (0,35)
		PSRD A 1 offset (0,40) a_playsound ("buster/dryfire",0)
		PSRD A 1 offset (0,45) a_playsound ("particlesmasher/ach",0)
		PSRD A 1 offset (0,40)
		PSRD A 1 offset (0,35)
		PSRD A 5
		goto ready
	smashershot:
		TNT1 A 0
		PSID ABCD 1 bright
		TNT1 A 0 a_takeinventory ("gunready", 99)
		TNT1 A 0 a_alertmonsters
		TNT1 A 0 a_playsound ("particlesmasher/altfire",0)
		TNT1 A 0 A_Quake(2, 5, 0, 5)
		TNT1 A 0 a_takeinventory ("cell", 40)
		PSSN A 1 bright
		PSSN B 1 bright A_FireCustomMissile("ParticleSmash",0,0)
		PSSN C 1 bright
		PSSN DE 2 bright
		PSRD A 6
		TNT1 A 0 a_playsound ("particlesmasher/steamvent",0)
		TNT1 A 0 a_firecustommissile ("smashersmokespawner",0,0,0,0,0,0)
		PSRD A 1
		TNT1 A 0 a_firecustommissile ("smashersmokespawner",0,0,0,0,0,0)
		PSRD A 1
		TNT1 A 0 a_firecustommissile ("smashersmokespawner",0,0,0,0,0,0)
		PSRD A 1
		TNT1 A 0 a_firecustommissile ("smashersmokespawner",0,0,0,0,0,0)
		PSRD A 1
		TNT1 A 0 a_firecustommissile ("smashersmokespawner",0,0,0,0,0,0)
		PSRD A 1
		TNT1 A 0 a_firecustommissile ("smashersmokespawner",0,0,0,0,0,0)
		PSRD A 1
		TNT1 A 0 a_firecustommissile ("smashersmokespawner",0,0,0,0,0,0)
		PSRD A 1
		TNT1 A 0 a_firecustommissile ("smashersmokespawner",0,0,0,0,0,0)
		PSRD A 1
		TNT1 A 0 a_firecustommissile ("smashersmokespawner",0,0,0,0,0,0)
		PSRD A 1
		TNT1 A 0 a_firecustommissile ("smashersmokespawner",0,0,0,0,0,0)
		PSRD A 1
		TNT1 A 0 a_firecustommissile ("smashersmokespawner",0,0,0,0,0,0)
		PSRD A 1
		TNT1 A 0 a_firecustommissile ("smashersmokespawner",0,0,0,0,0,0)
		PSRD A 1
		TNT1 A 0 a_firecustommissile ("smashersmokespawner",0,0,0,0,0,0)
		PSRD A 1
		TNT1 A 0 a_firecustommissile ("smashersmokespawner",0,0,0,0,0,0)
		PSRD A 1
		TNT1 A 0 a_firecustommissile ("smashersmokespawner",0,0,0,0,0,0)
		PSRD A 1
		TNT1 A 0 a_firecustommissile ("smashersmokespawner",0,0,0,0,0,0)
		PSRD A 1
		TNT1 A 0 a_jumpifinventory ("cell", 10, "pump")
		goto ready
	pump:
		PSRD A 2
		PSRD BCDEF 3	
		TNT1 A 0 a_playsound ("particlesmasher/pump",0)
		PSRD GHIJ 2
		TNT1 A 0 a_playsound ("particlesmasher/slide",0)		
		PSRD KLMNOP 3
		PSID A 1 a_giveinventory ("gunready", 1)
		goto realready
	spawn:
		ISPP A -1
		stop
	}
}

Actor IonBall
{
  Radius 13
  Height 8
  Speed 55
  Damage 8
  Projectile
  +thruspecies
  species "player"
  +bright
  alpha 0.60
  Scale 0.35
  Decal RailScorchLower
  DeathSound "fuzzy/pdeath"
  States
  {
	Spawn:
		IONB A 1 Bright
		IONB A 0 a_spawnitem ("IonTrail")
		Loop
	Death:
		IONB BCDEFGHIJKL 2 Bright
		stop
	Xdeath:
		TNT1 A 0 a_jumpifintargetinventory ("daibatana", 1, "givecharge")
		TNT1 A 0
		IONB BCDEFGHIJKL 2 Bright
		stop
	givecharge:
		TNT1 A 0
		TNT1 A 0
		TNT1 A 0 a_jump (40, "nothing")
		TNT1 A 0 a_giveinventory ("batcharge", 2, AAPTR_TARGET)
		IONB BCDEFGHIJKL 2 Bright
		stop
	nothing:
		TNT1 A 0
		TNT1 A 5 
		stop
	}
}

actor IonTrail : Ionball
{
	RenderStyle Add
	+nointeraction
	+clientsideonly
	+bright
	scale 0.35
	alpha 0.50
	states
	{
	spawn:
		IONB A 5 bright
		stop
	death:
		TNT1 A 0
		stop
	}
}

actor SmashTrail : IonTrail
{
	scale 1
}

actor particlesmash : fastprojectile
{
    Damage 25
    Radius 15
    Height 15
    Speed 80
    Projectile
    Renderstyle "Normal"
    Species "Player"
	missiletype "SmashTrail"
    missileheight 5
    deathsound "particlesmasher/explode"
	scale 1
    Decal BFGScorch
	+BLOODSPLATTER
    +THRUGHOST
	+bright
    +THRUSPECIES
    +NOTIMEFREEZE
    +NOEXTREMEDEATH
	deathsound "particlesmasher/bigbeamhit"
	states
	{
	spawn:
		TNT1 A 2
		loop
    Death:
        TNT1 A 0
        TNT1 A 0
		TNT1 A 0 radius_quake (3,10,0,20,0)
		TNT1 A 0 A_JumpIf(floorz == z, "beampillarstart")
		TNT1 A 0 A_checkceiling ("firescatter")
		TNT1 AAAAAAAAAAAAAAAAAAA 0 a_spawnitemex("IonBall",0,0,0,Frandom(-50,50),Frandom(-50,50),Frandom (-5,5))
		BBEA ABCDEF 2 Bright
        stop
    beampillarstart:
		TNT1 A 0
		TNT1 A 1 a_spawnitemex ("beampillar",0,0,5,35,0,0,0,0,0)
		stop
	firescatter:
		TNT1 A 0
		TNT1 AAAAAAAAAAAAAAAAA 0 a_spawnitemex ("plasmafire",Frandom (-30,30),Frandom (-30,30),-20,Frandom (-10,10),Frandom (-10,10))
		IONB BCDEFGHIJKL 2 Bright
		stop
	XDeath:
        TNT1 A 0
		TNT1 A 0 a_playsound ("particlesmasher/directcharge",0)
		BBEA ABCDEF 2 a_radiusthrust (-600,200,0,200)
		BWEF AB 6 a_radiusthrust (-600,200,0,200)
		BWEF BA 6 a_radiusthrust (-600,200,0,200)
		TNT1 A 0 a_playsound ("particlesmasher/directpreboom", 2)
		BWEF AB 4 a_radiusthrust (-600,200,0,200)
		BWEF BA 4 a_radiusthrust (-600,200,0,200)
		BWEF AB 2 a_radiusthrust (-600,200,0,200)
		BWEF BA 2 
		TNT1 A 0 a_spawnitemex ("particlering")
		PFE2 BA 2
		PULS ABCDEFGH 1
		TNT1 A 0 a_playsound ("particlesmasher/directexplosion",2)
		TNT1 A 0 a_explode (250,350,1)
		TNT1 A 0 radius_quake (6,50,0,55,0)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 1, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 2, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 3, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 4, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 5, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 6, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 7, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 8, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 9, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 10, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 11, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 12, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 13, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 14, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 15, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 16, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 17, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 18, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 19, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 20, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 21, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 22, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 23, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 24, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 25, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 26, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 27, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 28, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 29, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 30, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 31, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 32, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 33, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 34, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 35, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 36, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 37, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 38, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 39, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 40, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 41, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 42, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 43, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 44, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 45, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 46, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 47, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 48, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 49, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 50, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 51, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 52, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 53, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 54, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 55, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 56, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 57, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 58, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 59, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 60, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 61, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 62, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 63, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 64, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 65, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 66, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 67, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 68, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 69, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 70, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 71, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 72, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 73, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 74, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 75, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 76, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 77, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 78, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 79, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 80, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 81, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 82, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 83, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 84, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 85, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 86, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 87, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 88, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 89, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 90, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 91, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 92, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 93, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 94, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 95, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 96, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 97, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 98, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 99, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 100, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 101, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 102, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 103, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 104, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 105, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 106, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 107, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 108, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 109, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 110, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 111, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 112, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 113, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 114, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 115, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 116, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 117, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 118, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 119, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 120, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 121, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 122, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 123, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 124, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 125, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 126, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 127, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 128, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 129, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 130, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 131, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 132, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 133, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 134, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 135, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 136, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 137, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 138, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 139, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 140, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 141, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 142, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 143, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 144, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 145, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 146, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 147, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 148, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 149, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 150, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 151, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 152, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 153, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 154, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 155, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 156, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 157, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 158, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 159, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 160, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 161, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 162, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 163, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 164, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 165, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 166, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 167, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 168, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 169, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 170, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 171, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 172, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 173, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 174, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 175, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 176, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 177, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 178, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 179, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 180, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 181, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 182, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 183, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 184, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 185, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 186, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 187, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 188, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 189, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 190, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 191, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 192, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 193, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 194, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 195, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 196, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 197, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 198, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 199, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 200, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 201, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 202, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 203, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 204, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 205, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 206, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 207, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 208, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 209, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 210, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 211, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 212, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 213, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 214, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 215, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 216, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 217, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 218, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 219, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 220, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 221, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 222, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 223, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 224, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 225, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 226, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 227, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 228, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 229, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 230, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 231, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 232, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 233, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 234, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 235, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 236, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 237, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 238, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 239, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 240, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 241, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 242, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 243, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 244, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 245, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 246, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 247, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 248, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 249, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 250, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 251, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 252, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 253, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 254, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 255, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 256, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 257, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 258, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 259, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 260, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 261, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 262, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 263, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 264, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 265, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 266, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 267, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 268, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 269, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 270, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 271, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 272, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 273, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 274, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 275, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 276, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 277, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 278, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 279, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 280, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 281, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 282, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 283, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 284, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 285, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 286, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 287, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 288, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 289, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 290, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 291, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 292, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 293, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 294, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 295, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 296, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 297, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 298, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 299, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 300, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 301, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 302, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 303, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 304, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 305, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 306, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 307, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 308, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 309, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 310, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 311, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 312, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 313, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 314, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 315, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 316, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 317, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 318, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 319, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 320, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 321, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 322, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 323, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 324, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 325, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 326, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 327, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 328, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 329, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 330, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 331, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 332, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 333, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 334, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 335, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 336, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 337, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 338, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 339, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 340, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 341, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 342, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 343, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 344, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 345, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 346, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 347, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 348, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 349, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 350, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 351, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 352, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 353, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 354, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 355, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 356, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 357, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 358, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 359, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("hammerwaveeffect", 0,0, 360, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 a_spawnitemex ("POWbreakage",Frandom(-16,16),Frandom(-16,16),Frandom(-10,10),Frandom(-200,200)/20.0,Frandom(-200,200)/20.0,Frandom(-200,200)/20.0,0,160)
		PULS I 2
		PULS J 2
		PULS KLMNOPQRS 2
		stop
    }
}


actor POWbreakage
{
	radius 3
	height 6
	speed 10
	scale 1
	projectile
	+FLOORCLIP
	+DONTSPLASH
	+thruactors
	+NOTELEPORT
	+clientsideonly
	states
	{
	spawn:
		PTL2 AAAAAAA 1  Bright 
		PTL2 AAAAAAA 1 Bright 
		TNT1 AAA 1  Bright 
		PTL2 AAAA 1 Bright 
		TNT1 AA 1  Bright 
		PTL2 AA 1 Bright 
		TNT1 A 1  Bright 
		PTL2 A 1 Bright 
		TNT1 A 1  Bright 
		PTL2 A 1 Bright 
		Stop
	}
}


actor hammerwaveeffect
{
   Speed 20
   Radius 8
   Height 5
   RenderStyle Add
   Alpha 0.4
   Xscale 3
   YScale 0.5
   PROJECTILE
   +BRIGHT
   +THRUACTORS
   +MOVEWITHSECTOR
   +clientsideonly
   +DONTBLAST
   States
   {
   Spawn:
      SWFX AAAAAAAA 2
      SWFX BCDE 2 
      TNT1 A 0 A_SetTranslucent(0.1)
	  SWFX F 1 
   Death:
      TNT1 A 0
      Stop
   }
}


actor particlering
{
	RenderStyle Add
	+nointeraction
	+clientsideonly
	+dontblast
	+bright
	scale 2
	alpha 0.50
	states
	{
	spawn:
		PSMH CBA 2
		goto death
	death:
		TNT1 A 1
		stop
	}
}

ACTOR smashersmokespawner
{
	projectile
	RenderStyle Translucent
	speed 20
	-SOLID
	+NOBLOCKMAP
	+NOGRAVITY
	+NOCLIP
	+DONTSPLASH
	+NOTELEPORT
	+clientsideonly
	States
	{
	Spawn:
        TNT1 A 0
        TNT1 A 1
        TNT1 AA 0 A_SpawnItemEx("smashersmoke",frandom(-0.1,0.1),frandom(-0.1,0.1),frandom(-1.5,-1.5),frandom(0.5,5),frandom(-0.5,0.5),frandom(-0.5,0.5),0,32)
        TNT1 A 1 A_SpawnItemEx("smashersmoke",frandom(-0.1,0.1),frandom(-0.1,0.1),frandom(-1.5,-1.5),frandom(0.5,5),frandom(-0.5,0.5),frandom(-0.5,0.5),0,32)
        TNT1 AA 0 A_SpawnItemEx("smashersmoke",frandom(-0.1,0.1),frandom(-0.1,0.1),frandom(-1.5,-1.5),frandom(0.5,5),frandom(-0.5,0.5),frandom(-0.5,0.5),0,32)
        TNT1 A 1 A_SpawnItemEx("smashersmoke",frandom(-0.1,0.1),frandom(-0.1,0.1),frandom(-1.5,-1.5),frandom(0.5,5),frandom(-0.5,0.5),frandom(-0.5,0.5),0,32)
		Stop
	}
}

actor Smashersmoke
{
    Radius 1
    Height 1
	Scale 0.10
	renderstyle add
	Alpha 0.80
    Projectile
	+clientsideonly
    +NOCLIP
    States
    {
   Spawn:
      TNT1 A 2
      SMOK ABCDEFGHIJKLMNOPQ 2 A_FadeOut(0.1)
      Stop
    }
}

actor plasmafire
{
	+notimefreeze
	projectile
	+bloodlessimpact
	+ripper
	+bright
	-nogravity
	damage (10)
	speed 20
	+thruspecies
	species "Player"
	+FORCEXYBILLBOARD
	renderstyle add
	alpha 0.80
	radius 20
	height 16
	scale 1.5
	states
	{
	spawn:
		PFIR ABC 2
		loop
	death:
		TNT1 A 0 a_spawnitemex ("floorfire")
		stop
	}
}

actor floorfire
{
	+notimefreeze
	projectile
	+bloodlessimpact
	+ripper
	+bright
	+forceradiusdmg
	+hexenbounce
	+floorhugger
	-nogravity
	renderstyle add
	alpha 0.80
	damage (0)
	speed 0
	+thruspecies
	species "Player"
	+FORCEXYBILLBOARD
	radius 20
	height 16
	reactiontime 20
	scale 1.5
	states
	{
	spawn:
		PFIR D 3
		TNT1 A 0 a_explode (5, 35,0)
		PFIR E 3 
		TNT1 A 0 a_explode (5, 35,0)
		PFIR F 3
		TNT1 A 0 a_explode (5, 35,0)
		TNT1 A 0 a_countdown
		loop
	death:
		TNT1 A 0
		stop
	}
}

actor beampillar
{
	Radius 20
	Height 40
	Speed 45
	Damage (4)
	Projectile
	+thruspecies
	+floorhugger
	+bright
	+shootable
	+noblockmap
	+ripper
	+reflective
	species "player"
	alpha 0.60
	Scale 1.5
	Decal RailScorchLower
	states
	{
	spawn:
		TNT1 A 0
		TNT1 A 0 a_playsound ("particlesmasher/wallrumble", 6,1,1,0.7)
		TNT1 A 0 a_spawnitemex ("wallparticle", Frandom(-20,20),Frandom(-20,20))
		PWAL AB 2 a_giveinventory ("blastradius",1)
		TNT1 A 0 a_spawnitemex ("wallparticle", Frandom(-20,20),Frandom(-20,20))
		TNT1 A 0 radius_quake (2,6,0,15,0)
		TNT1 A 0 a_spawnitemex ("wallparticle", Frandom(-20,20),Frandom(-20,20))
		PWAL CD 2 a_giveinventory ("blastradius",1)
		TNT1 A 0 a_spawnitemex ("wallparticle", Frandom(-20,20),Frandom(-20,20))
		TNT1 A 0 radius_quake (2,6,0,15,0)
		TNT1 A 0 a_spawnitemex ("wallparticle", Frandom(-20,20),Frandom(-20,20))
		TNT1 A 0 a_spawnitemex ("walltrail")
		PWAL EF 1 a_giveinventory ("blastradius",1)
		TNT1 A 0 a_spawnitemex ("walltrail")
		TNT1 A 0 a_spawnitemex ("wallparticle", Frandom(-20,20),Frandom(-20,20))
	sliding:	
		TNT1 A 0
		TNT1 A 0 a_jumpifinventory ("walltimer", 8, "shrink")
		TNT1 A 0 a_spawnitemex ("walltrail")
		PWAL F 1 a_giveinventory ("blastradius",1)
		TNT1 A 0 a_spawnitemex ("wallparticle", Frandom(-20,20),Frandom(-20,20))
		TNT1 A 0 radius_quake (2,6,0,15,0)
		TNT1 A 0 a_giveinventory ("walltimer", 1)
		loop
	shrink:
		TNT1 A 0 
		TNT1 A 0 a_spawnitemex ("wallparticle", Frandom(-20,20),Frandom(-20,20))
		TNT1 A 0 a_spawnitemex ("walltrail")
		PWAL FE 2 a_giveinventory ("blastradius",1)
		TNT1 A 0 a_spawnitemex ("wallparticle", Frandom(-20,20),Frandom(-20,20))
		TNT1 A 0 radius_quake (2,6,0,15,0)
		TNT1 A 0 a_spawnitemex ("wallparticle", Frandom(-20,20),Frandom(-20,20))
		PWAL DC 2 a_giveinventory ("blastradius",1)
		TNT1 A 0 a_spawnitemex ("wallparticle", Frandom(-20,20),Frandom(-20,20))
		TNT1 A 0 radius_quake (2,6,0,15,0)
		TNT1 A 0 a_spawnitemex ("wallparticle", Frandom(-20,20),Frandom(-20,20))
		PWAL BA 1
		TNT1 A 0 a_spawnitemex ("wallparticle", Frandom(-20,20),Frandom(-20,20))
		stop
	death:
		TNT1 A 0
		TNT1 A 0 a_stopsound (6)
		TNT1 A 0 a_spawnitemex ("pillardeatheffect",0,0,40)
		stop
	}
}

actor walltrail 
{
	RenderStyle Add
	+nointeraction
	+clientsideonly
	+dontblast
	+bright
	scale 1
	alpha 0.50
	states
	{
	spawn:
		PWAL FEDCBA 2
		goto death
	death:
		TNT1 A 0 
		stop
	}
}


actor wallparticle
{
	RenderStyle Add
	+nointeraction
	+clientsideonly
	+dontblast
	+bright
	scale 1
	alpha 0.80
	states
	{
	spawn:
		BWEF ABCDEF 2
		goto death
	death:
		TNT1 A 0 
		stop
	}
}
	

actor pillardeatheffect
{
	RenderStyle Add
	+nointeraction
	+clientsideonly
	+bright
	scale 1
	alpha 0.80
	states
	{
	spawn:
		PFE1 ABCDEF 2 Bright
		goto death
	death:
		TNT1 A 1
		stop
	}
}


actor blastradius : artiblastradius
{
+inventory.autoactivate
}

actor gunready : inventory
{inventory.maxamount 1}
		
actor walltimer : inventory
{inventory.maxamount 20}