//===========================================================================
//
//  Metal Gib
//
//===========================================================================

ACTOR MetalGibs1
{
    Radius 4
    Height 4
    Speed 0
    Projectile
	+MISSILE
	-NOGRAVITY
	+MOVEWITHSECTOR
    +CLIENTSIDEONLY
	+CORPSE
    +NOTELEPORT
    +NOBLOCKMAP
	+THRUACTORS
    Gravity 0.5
    Health 1
    Scale 0.7
    States
    {
    Spawn:
        DMD1 ABCDEFGHI 2
        Loop
	Crash:
    Death:
        DMD1 C 20 A_Gravity
	    DMD1 CCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCC 1 A_FadeOut(0.1)
        Stop
    }
}

ACTOR MetalGibs2 : MetalGibs1
{
    States
    {
    Spawn:
        DMD2 ABCDEFGH 2
        Loop
	Crash:
    Death:
        DMD2 F 20 A_Gravity
	    DMD2 FFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFF 1 A_FadeOut(0.1)
        Stop
    }
}

ACTOR MetalGibs3 : MetalGibs1
{
    States
    {
    Spawn:
        DMD3 ABCD 2
        Loop
	Crash:
    Death:
        DMD3 D 20 A_Gravity
	    DMD3 DDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDD 1 A_FadeOut(0.1)
        Stop
    }
}

ACTOR MetalGibs4 : MetalGibs1
{
    States
    {
    Spawn:
        DMD4 ABCD 2
        Loop
	Crash:
    Death:
        DMD4 C 20 A_Gravity
	    DMD4 CCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCC 1 A_FadeOut(0.1)
        Stop
    }
}

ACTOR MetalGibs5 : MetalGibs1
{
    States
    {
    Spawn:
        DMD5 ABC 2
        Loop
	Crash:
    Death:
        DMD5 B 20 A_Gravity
	    DMD5 BBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBB 1 A_FadeOut(0.1)
        Stop
    }
}

ACTOR DukeMechParticle
{
    Radius 1
    Height 1
    Speed 0
    Projectile
	+MISSILE
	-NOGRAVITY
	+MOVEWITHSECTOR
    +CLIENTSIDEONLY
	+CORPSE
    +NOTELEPORT
    +NOBLOCKMAP
	+THRUACTORS
    Gravity 0.5
    Health 1
    Scale 0.7
    States
    {
    Spawn:
	    TNT1 A 0
        TNT1 A 1 A_Jump(255,"Metal1","Metal2","Metal3","Metal4","Metal5")
        Goto Metal1
    Metal1:
	    TNT1 A 0
	    TNT1 A 0 A_PlaySound("Sound/MetalPuff")
	    TNT1 A 1 A_SpawnItemEx("RicochetSpark",0)
		TNT1 A 1 A_SpawnDebris("MetalBGibs1")	
        Stop
    Metal2:
	    TNT1 A 0
        TNT1 A 0 A_PlaySound("Sound/MetalPuff")
	    TNT1 A 1 A_SpawnItemEx("RicochetSpark2",0)
		TNT1 A 1 A_SpawnDebris("MetalBGibs2")	
        Stop
    Metal3:
	    TNT1 A 0
        TNT1 A 0 A_PlaySound("Sound/MetalPuff")
	    TNT1 A 1 A_SpawnItemEx("RicochetSpark2",0)
		TNT1 A 1 A_SpawnDebris("MetalBGibs3")	
        Stop
    Metal4:
	    TNT1 A 0
        TNT1 A 0 A_PlaySound("Sound/MetalPuff")
	    TNT1 A 1 A_SpawnItemEx("RicochetSpark",0)
		TNT1 A 1 A_SpawnDebris("MetalBGibs4")	
        Stop
	Metal5:
	    TNT1 A 0
        TNT1 A 0 A_PlaySound("Sound/MetalPuff")
	    TNT1 A 1 A_SpawnItemEx("RicochetSpark2",0)
		TNT1 A 1 A_SpawnDebris("MetalBGibs5")	
        Stop
    }
}

ACTOR MetalBGibs1 : MetalGibs1
{
    Gravity 0.68
	Scale 0.4
	States
    {
    Spawn:
        DMD1 ABCDEFGHI 2
        Loop
	Crash:
    Death:
        DMD1 C 20 A_Gravity
	    DMD1 CCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCC 1 A_FadeOut(0.1)
        Stop
    }
}

ACTOR MetalBGibs2 : MetalBGibs1
{
    States
    {
    Spawn:
        DMD2 ABCDEFGH 2
        Loop
	Crash:
    Death:
        DMD2 F 20 A_Gravity
	    DMD2 FFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFF 1 A_FadeOut(0.1)
        Stop
    }
}

ACTOR MetalBGibs3 : MetalBGibs1
{
    States
    {
    Spawn:
        DMD3 ABCD 2
        Loop
	Crash:
    Death:
        DMD3 D 20 A_Gravity
	    DMD3 DDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDD 1 A_FadeOut(0.1)
        Stop
    }
}

ACTOR MetalBGibs4 : MetalBGibs1
{
    States
    {
    Spawn:
        DMD4 ABCD 2
        Loop
	Crash:
    Death:
        DMD4 C 20 A_Gravity
	    DMD4 CCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCC 1 A_FadeOut(0.1)
        Stop
    }
}

ACTOR MetalBGibs5 : MetalBGibs1
{
    States
    {
    Spawn:
        DMD5 ABC 2
        Loop
	Crash:
    Death:
        DMD5 B 20 A_Gravity
	    DMD5 BBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBB 1 A_FadeOut(0.1)
        Stop
    }
}