actor WrathCaster : weapon
{
	Weapon.SelectionOrder 500
	Inventory.RestrictedTo "DoomSlayer"
	Tag "Wrath Caster"
	states
	{
	spawn:
		LAUN A 1
		loop
	select:
		TNT1 A 0
		TNT1 A 0 a_playsound ("doomslayer/rocketup")
	draw:
		WRCT A 1 a_raise
		TNT1 A 0 a_giveinventory ("UsingSlayerGun",1)
		TNT1 A 0 a_takeinventory ("berserkfists",99)
		WRCT AA 0 a_raise
		loop
	deselect:
		TNT1 A 0
		TNT1 A 0 a_jumpifhealthlower (1, "deadlower")
		TNT1 A 0 a_playsound ("doomslayer/holster",0)
	holster:
		TNT1 A 0
		WRCT A 1 a_lower
		TNT1 A 0 a_takeinventory ("UsingSlayerGun",99)
		WRCT AA 0 a_lower
		loop
	deadlower:
		TNT1 A 0
		TNT1 A 0
        TNT1 A 0 A_ClearRefire
		TNT1 AAAAAAAAAAAAA 0 a_lower
		TNT1 A 1 a_lower
		loop
	ready:
		TNT1 A 0 a_jumpifinventory ("raging",1,"ragestart")
		WRCT A 1 a_weaponready (WRF_ALLOWRELOAD|WRF_ALLOWZOOM)
		TNT1 A 0 a_jumpifinventory ("raging",1,"ragestart")
		loop
	Ragestart:
		TNT1 A 0
		TNT1 A 5 a_takeinventory ("raging",99)
		TNT1 A 0 A_giveinventory ("berserkfists",1)
		TNT1 A 0 A_Quake(2, 20, 0, 10,"silence")			
		TNT1 A 0 a_setinvulnerable
		RAGE ABCDDEE 2
		RAGE E 4
		TNT1 A 0 A_Quake(1, 18, 0, 10,"silence")			
		RAGE F 2
		TNT1 A 0 a_takeinventory ("UsingSlayerGun",99)
		TNT1 A 0 a_playsound ("doomslayer/channelsly",0,1,0,0.6)
		TNT1 A 0 A_SetBlend("99 15 15", 0.6, 60)
		TNT1 A 0 a_spawnitemex ("ragesplosion")
		TNT1 A 0 a_radiusthrust (12000,150,0,150)
		TNT1 A 0 a_giveinventory ("health",35)
		TNT1 A 0 a_alertmonsters
		TNT1 A 0 a_takeinventory ("zerkcharge",1)
		RAGE G 1 A_Quake(7, 55, 0, 10)	
		RAGE G 1 offset (3,37)
		RAGE G 1 offset (-2,30)
		RAGE G 1 offset (4,36)
		RAGE G 1 offset (-4,32)
		RAGE G 1 offset (3,35)
		RAGE G 1 offset (-5,28)
		RAGE G 1 offset (2,37)
		RAGE G 1 offset (-1,31)
		RAGE G 1 offset (2,35)
		RAGE G 1 offset (3,37)
		RAGE G 1 offset (-2,30)
		RAGE G 1 offset (4,36)
		RAGE G 1 offset (-4,32)
		RAGE G 1 offset (3,35)
		RAGE G 1 offset (-5,28)
		RAGE G 1 offset (2,37)
		RAGE G 1 offset (-1,31)
		RAGE G 1 offset (2,35)
		RAGE G 1 offset (3,37)
		RAGE G 1 offset (-2,30)
		RAGE G 1 offset (4,36)
		RAGE G 1 offset (-4,32)
		RAGE G 1 offset (3,35)
		RAGE G 1 offset (-5,28)
		RAGE G 1 offset (2,37)
		RAGE G 1 offset (-1,31)
		RAGE G 1 offset (2,35)
		RAGE G 1 offset (3,37)
		RAGE G 1 offset (-2,30)
		RAGE G 1 offset (4,36)
		RAGE G 1 offset (-4,32)
		RAGE G 1 offset (3,35)
		RAGE G 1 offset (-5,28)
		RAGE G 1 offset (2,37)
		RAGE G 1 offset (-1,31)
		RAGE G 1 offset (2,35)
		RAGE G 1 offset (0,32)
		RAGE G 2 
		RAGE HI 2
		TNT1 A 1 
		TNT1 A 0 a_unsetinvulnerable
		TNT1 A 0 A_giveinventory ("berserkfists",1)
		TNT1 A 1 a_selectweapon ("berserkfists")
		
		TNT1 A 0 
		TNT1 A 0 a_takeinventory ("sawglove",1)
		TNT1 A 0 a_takeinventory ("morningstar",1)
		TNT1 A 0 a_takeinventory ("Thunderbuss",1)
		TNT1 A 0 a_takeinventory ("Hydrarepeater",1)
		TNT1 A 0 a_takeinventory ("wrathcaster",1)
		TNT1 A 0 a_takeinventory ("infernorifle",1)
		TNT1 A 1 
		TNT1 A 0 a_takeinventory ("rend",1)
		TNT1 A 1
		goto deadlower
	fire:
		TNT1 A 0
		TNT1 A 0 a_jumpifinventory ("wrathrockets",1,"realfire")
		TNT1 A 0 a_playsound ("doomslayer/click",0)
		WRCT A 1 offset (0,35)
		WRCT A 1 offset (0,40)
		WRCT A 1 offset (0,42)
		WRCT A 1 offset (0,36)
		WRCT A 1 offset (0,32)
		WRCT A 3
		goto ready
	realfire:
		WRCT B 2 bright a_takeinventory ("WrathDet",99)
		WRCT B 1 bright a_takeinventory ("WrathDet",99)
		TNT1 A 0 A_Quake(1, 16, 0, 10) 
		TNT1 A 0 a_playsound ("doomslayer/wrathshot",CHAN_WEAPON)
		TNT1 A 0 a_firecustommissile ("wrathshot")
		TNT1 A 0 a_takeinventory ("wrathrockets",1)
		WRCT C 1 bright offset (0,40) a_weaponready (WRF_NOPRIMARY|WRF_NOBOB|WRF_ALLOWRELOAD|WRF_ALLOWZOOM)
		WRCT C 2 bright a_weaponready (WRF_NOPRIMARY|WRF_NOBOB|WRF_ALLOWRELOAD|WRF_ALLOWZOOM)
		WRCT D 1 bright offset (0,42) a_weaponready (WRF_NOPRIMARY|WRF_NOBOB|WRF_ALLOWRELOAD|WRF_ALLOWZOOM)
		WRCT D 2 bright a_weaponready (WRF_NOPRIMARY|WRF_NOBOB|WRF_ALLOWRELOAD|WRF_ALLOWZOOM)
		WRCT E 2 bright a_weaponready (WRF_NOPRIMARY|WRF_NOBOB|WRF_ALLOWRELOAD|WRF_ALLOWZOOM)
		WRCT F 2 a_weaponready (WRF_NOPRIMARY|WRF_NOBOB|WRF_ALLOWRELOAD|WRF_ALLOWZOOM)
		WRCT G 1 a_weaponready (WRF_NOPRIMARY|WRF_NOBOB|WRF_ALLOWRELOAD|WRF_ALLOWZOOM)
		WRCT A 1 a_weaponready (WRF_NOPRIMARY|WRF_NOBOB|WRF_ALLOWRELOAD|WRF_ALLOWZOOM)
		WRCT A 1 offset (0,35) a_weaponready (WRF_NOPRIMARY|WRF_NOBOB|WRF_ALLOWRELOAD|WRF_ALLOWZOOM)
		WRCT A 2 offset (0,32) a_weaponready (WRF_NOPRIMARY|WRF_NOBOB|WRF_ALLOWRELOAD|WRF_ALLOWZOOM)
		goto ready
	Altfire:
		WRCT A 1 a_giveinventory ("WrathDet",1)
		WRCT A 1 a_takeinventory ("WrathDet",99)
		TNT1 A 0 a_playsound ("doomslayer/wrathsummon",0)
		WRCT HIJ 2 bright a_weaponready (WRF_NOFIRE|WRF_NOBOB|WRF_ALLOWRELOAD|WRF_ALLOWZOOM)
		WRCT A 1 bright a_weaponready (WRF_NOFIRE|WRF_NOBOB|WRF_ALLOWRELOAD|WRF_ALLOWZOOM)
		WRCT KLMNOPQR 2 bright a_weaponready (WRF_NOSECONDARY|WRF_NOBOB|WRF_ALLOWRELOAD|WRF_ALLOWZOOM)
		goto ready
		
	Reload:
		"####" "#" 1 a_jumpifinventory ("SlayerBombCooldown",1, "quickpunch")
		TNT1 A 0 a_playsound ("doomslayer/zerkswing",0)
		DSUB AB 2
		TNT1 A 0 a_jumpifinventory ("Thunderbombcheck",1,"Thunderbomb")
		TNT1 A 0 a_jumpifinventory ("Firebombcheck",1,"Firebomb")
		TNT1 A 0 a_jumpifinventory ("Beambombcheck",1,"beambomb")
		DSUB C 1 a_firecustommissile ("spikebomb")
		TNT1 A 0 a_giveinventory ("SlayerBombCooldown",200)
		DSUB DEF 1
		TNT1 A 5 a_weaponready (WRF_ALLOWZOOM)
		WRCT STA 1 a_weaponready (WRF_ALLOWZOOM)
		goto ready
	quickpunch:
		TNT1 A 0
		TNT1 A 0 a_playsound ("doomslayer/zerkswing",0)
		BERS JK 2
		TNT1 A 0 a_playsound ("Doomslayer/unf",0)
		BERS L 2 a_firecustommissile ("quickpunch")
		BERS NO 1
		TNT1 A 5
		WRCT STA 1 a_weaponready 
		goto ready
	BeamBomb:
		TNT1 A 0
		TNT1 A 0 a_takeinventory ("bombammo",1)
		DSUB C 1 a_firecustommissile ("beambomb")
		TNT1 A 0 a_giveinventory ("SlayerBombCooldown",200)
		DSUB DEF 1
		TNT1 A 5 a_weaponready (WRF_ALLOWZOOM)
		WRCT STA 1 a_weaponready (WRF_ALLOWZOOM)
		goto ready
	FireBomb:
		TNT1 A 0
		TNT1 A 0 a_takeinventory ("bombammo",1)
		DSUB C 1 a_firecustommissile ("slayerfirebomb")
		TNT1 A 0 a_giveinventory ("SlayerBombCooldown",200)
		DSUB DEF 1
		TNT1 A 5 a_weaponready (WRF_ALLOWZOOM)
		WRCT STA 1 a_weaponready (WRF_ALLOWZOOM)
		goto ready
	ThunderBomb:
		TNT1 A 0
		TNT1 A 0 a_takeinventory ("bombammo",1)
		DSUB C 1 a_firecustommissile ("slayerThunderbomb")
		TNT1 A 0 a_giveinventory ("SlayerBombCooldown",200)
		DSUB DEF 1
		TNT1 A 5 a_weaponready (WRF_ALLOWZOOM)
		WRCT STA 1 a_weaponready (WRF_ALLOWZOOM)
		goto ready
		
		

	Zoom:
		"####" "#" 1 a_jumpifinventory ("SlayerDaggerCooldown",1, "quickpunch")
		TNT1 A 0 a_playsound ("doomslayer/zerkswing",0)
		DSUB AB 2
		TNT1 A 0 a_jumpifinventory ("FoodDaggercheck",1, "FoodDagger")
		TNT1 A 0 a_jumpifinventory ("AmmoDaggercheck",1, "AmmoDagger")
		TNT1 A 0 a_jumpifinventory ("SpreadDaggercheck",1, "SpreadDagger")
		TNT1 A 0 a_jumpifinventory ("GlassDaggercheck",1, "GlassDagger")
		DSUB C 1 a_firecustommissile ("draindagger")
		TNT1 A 0 a_giveinventory ("SlayerDaggerCooldown",200)
		DSUB DEF 1
		TNT1 A 5 a_weaponready (WRF_ALLOWRELOAD)
		WRCT STA 1 a_weaponready (WRF_ALLOWRELOAD)
		goto ready
	GlassDagger:
		TNT1 A 0
		TNT1 A 0 a_takeinventory ("daggerammo",1)
		DSUB C 1 a_firecustommissile ("Glassdagger")
		TNT1 A 0 a_giveinventory ("SlayerDaggerCooldown",200)
		DSUB DEF 1
		TNT1 A 5 a_weaponready (WRF_ALLOWRELOAD)
		WRCT STA 1 a_weaponready (WRF_ALLOWRELOAD)
		goto ready
	SpreadDagger:
		TNT1 A 0
		TNT1 A 0 a_takeinventory ("daggerammo",1)
		TNT1 A 0 a_firecustommissile ("SpreadDagger",-16)
		TNT1 A 0 a_firecustommissile ("SpreadDagger",-8)
		TNT1 A 0 a_firecustommissile ("SpreadDagger",-4)
		TNT1 A 0 a_firecustommissile ("SpreadDagger",4)
		TNT1 A 0 a_firecustommissile ("SpreadDagger",8)
		TNT1 A 0 a_firecustommissile ("SpreadDagger",16)
		DSUB C 1 a_firecustommissile ("Spreaddagger")
		TNT1 A 0 a_giveinventory ("SlayerDaggerCooldown",200)
		DSUB DEF 1
		TNT1 A 5 a_weaponready (WRF_ALLOWRELOAD)
		WRCT STA 1 a_weaponready (WRF_ALLOWRELOAD)
		goto ready
	AmmoDagger:
		TNT1 A 0
		TNT1 A 0 a_takeinventory ("daggerammo",1)
		DSUB C 1 a_firecustommissile ("Ammodagger")
		TNT1 A 0 a_giveinventory ("SlayerDaggerCooldown",200)
		DSUB DEF 1
		TNT1 A 5 a_weaponready (WRF_ALLOWRELOAD)
		WRCT STA 1 a_weaponready (WRF_ALLOWRELOAD)
		goto ready
	FoodDagger:
		TNT1 A 0
		TNT1 A 0 a_takeinventory ("daggerammo",1)
		DSUB C 1 a_firecustommissile ("Fooddagger")
		TNT1 A 0 a_giveinventory ("SlayerDaggerCooldown",200)
		DSUB DEF 1
		TNT1 A 5 a_weaponready (WRF_ALLOWRELOAD)
		WRCT STA 1 a_weaponready (WRF_ALLOWRELOAD)
		goto ready


	}
}

actor wrathshot
{
	Radius 11
	Height 8
	Speed 30
	+Thruspecies
	Species "friendly"
	Damage (300)
	damagetype "macebomb"
	Projectile
	+RANDOMIZE
	SeeSound "weapons/rocklf"
	obituary "%o got blasted by %k"
	States
	{
	spawn:
		TNT1 A 0
		TNT1 A 0 a_jumpifintargetinventory ("WrathDet",1,"WrathSpread")
		WRML A 1 bright
		TNT1 A 0 a_jumpifintargetinventory ("WrathDet",1,"WrathSpread")
		TNT1 A 0 A_SpawnItemEx("LavaLazerTrail",frandom(-2,2),frandom(-2,2),frandom(-2,2))
		TNT1 A 0 A_SpawnItemEx("LavaLazerSmoke",frandom(-4,4),frandom(-4,4),frandom(-4,4))
		TNT1 A 0 a_spawnitemex ("Missilefire",Frandom(-5,5),Frandom(-5,5),Frandom(-5,5),Frandom(-50,50)/20.0,Frandom(-50,50)/20.0,Frandom(-50,50)/20.0,0,160)
		loop
	death:
		TNT1 A 0
		TNT1 A 0 a_playsound ("doomslayer/wrathnormal",0)
		WRML B 4 bright a_explode (280,128,1,1)
		TNT1 A 0 Radius_Quake (2,6,0,10,0)
		TNT1 AAAAAAAAAAA 0 Bright A_SpawnItemEx("LavaLazerTrail",frandom(-21,21),frandom(-21,21),frandom(-21,21),frandom(-1,1),frandom(-1,1),frandom(0,1))
		TNT1 AAAAAAAAAAA 0 Bright A_SpawnItemEx("LavaLazerEmber2",frandom(-16,16),frandom(-16,16),frandom(-16,16),frandom(-1,1),frandom(-1,1),frandom(0,1))
		TNT1 AAAAAAAAAAA 0 Bright A_SpawnItemEx("LavaLazerSmoke2",frandom(-4,4),frandom(-4,4),frandom(-4,4),frandom(-1,1),frandom(-1,1),frandom(0,1))
		TNT1 AAAAAAAAAA 0 Bright A_SpawnItemEx("LavaLazerSmoke",frandom(-4,4),frandom(-4,4),frandom(-4,4),0,0,frandom(1,2))
		WRML C 3 bright
		WRML EFGH 2 bright
		stop
	Xdeath:
		TNT1 A 0
		TNT1 A 0 a_playsound ("doomslayer/wrathnormal",0)
		WRML B 1 bright a_jumpifintargetinventory ("unleasher",1,"givecharge")
		WRML B 3 bright a_explode (240,128,1,1)
		TNT1 A 0 Radius_Quake (2,6,0,10,0)
		TNT1 AAAAAAAAAAA 0 Bright A_SpawnItemEx("LavaLazerTrail",frandom(-21,21),frandom(-21,21),frandom(-21,21),frandom(-1,1),frandom(-1,1),frandom(0,1))
		TNT1 AAAAAAAAAAA 0 Bright A_SpawnItemEx("LavaLazerEmber2",frandom(-16,16),frandom(-16,16),frandom(-16,16),frandom(-1,1),frandom(-1,1),frandom(0,1))
		TNT1 AAAAAAAAAAA 0 Bright A_SpawnItemEx("LavaLazerSmoke2",frandom(-4,4),frandom(-4,4),frandom(-4,4),frandom(-1,1),frandom(-1,1),frandom(0,1))
		TNT1 AAAAAAAAAA 0 Bright A_SpawnItemEx("LavaLazerSmoke",frandom(-4,4),frandom(-4,4),frandom(-4,4),0,0,frandom(1,2))
		WRML C 3 bright
		WRML EFGH 2 bright
		stop
	givecharge:
		TNT1 A 0 a_playsound ("doomslayer/wrathnormal",0)
		WRML B 1 bright A_GiveInventory("zerkcharge",5, AAPTR_TARGET)
		WRML B 3 bright a_explode (240,128,1,1)
		TNT1 A 0 Radius_Quake (2,6,0,10,0)
		TNT1 AAAAAAAAAAA 0 Bright A_SpawnItemEx("LavaLazerTrail",frandom(-21,21),frandom(-21,21),frandom(-21,21),frandom(-1,1),frandom(-1,1),frandom(0,1))
		TNT1 AAAAAAAAAAA 0 Bright A_SpawnItemEx("LavaLazerEmber2",frandom(-16,16),frandom(-16,16),frandom(-16,16),frandom(-1,1),frandom(-1,1),frandom(0,1))
		TNT1 AAAAAAAAAAA 0 Bright A_SpawnItemEx("LavaLazerSmoke2",frandom(-4,4),frandom(-4,4),frandom(-4,4),frandom(-1,1),frandom(-1,1),frandom(0,1))
		TNT1 AAAAAAAAAA 0 Bright A_SpawnItemEx("LavaLazerSmoke",frandom(-4,4),frandom(-4,4),frandom(-4,4),0,0,frandom(1,2))
		WRML C 3 bright
		WRML EFGH 2 bright
		stop
	wrathspread:
		TNT1 A 0
		TNT1 A 0 a_stop
		TNT1 A 0 a_playsound ("doomslayer/wrathexplode",0)
		WRXP A 4 bright a_explode (100,100,1,1)
		TNT1 A 0 Radius_Quake (2,6,0,10,0)
		TNT1 A 0 a_spawnitemex ("skost",0,0,0,20,0,0,0,SXF_TRANSFERPOINTERS)
		TNT1 A 0 a_spawnitemex ("skost",0,0,0,20,0,0,45,SXF_TRANSFERPOINTERS)
		TNT1 A 0 a_spawnitemex ("skost",0,0,0,20,0,0,90,SXF_TRANSFERPOINTERS)
		TNT1 A 0 a_spawnitemex ("skost",0,0,0,20,0,0,135,SXF_TRANSFERPOINTERS)
		TNT1 A 0 a_spawnitemex ("skost",0,0,0,20,0,0,180,SXF_TRANSFERPOINTERS)
		TNT1 A 0 a_spawnitemex ("skost",0,0,0,20,0,0,225,SXF_TRANSFERPOINTERS)
		TNT1 A 0 a_spawnitemex ("skost",0,0,0,20,0,0,270,SXF_TRANSFERPOINTERS)
		TNT1 A 0 a_spawnitemex ("skost",0,0,0,20,0,0,315,SXF_TRANSFERPOINTERS)
		TNT1 A 0 a_spawnitemex ("skost",0,0,0,20,0,0,360,SXF_TRANSFERPOINTERS)
		WRXP B 3 bright
		WRXP CDEFG 2 bright
		stop
	}
}

ACTOR Missilefire
{
	radius 3
	height 6
	speed 10
	scale 0.20
	projectile
	-nogravity
	+nointeraction
	+FLOORCLIP
	+DONTSPLASH
	+thruactors
	+NOTELEPORT
	+clientsideonly
	States
	{
	spawn:	
		MFIR ABCDE 1 bright
		MFIR FGHI 1  Bright
		Stop
	}
}

//Do you see his dumb little ghost face? He is like a skull ghost!
//A skooooosstt. -Vulkan
actor skost
{
	Speed 20
	Radius 10
	Height 6
	Damage (40)
	Projectile
	+SEEKERMISSILE
	+FOILINVUL
	+SKYEXPLODE
	+NOEXPLODEFLOOR
	+bounceonwalls
	+bright
    +EXTREMEDEATH
	RenderStyle Translucent
	Alpha 0.4
	obituary "%o was clobbered by %k's Skosts."
	reactiontime 8
	states
	{
	spawn:
		TNT1 A 0
		SKOS A 1 a_spawnitemex ("skostTrail")
		SKOS A 1 A_SeekerMissile(60,90,SMF_PRECISE|SMF_LOOK,80)
		SKOS A 1 a_spawnitemex ("skostTrail")
		SKOS A 1 A_SeekerMissile(60,90,SMF_PRECISE|SMF_LOOK,80)
		SKOS A 1 a_spawnitemex ("skostTrail")
		SKOS A 1 A_SeekerMissile(60,90,SMF_PRECISE|SMF_LOOK,80)
		TNT1 A 0 a_countdown
		loop
	death:
		SKOS BCD 4
		SKOS E 1 a_fadeout (0.10)
		wait
	Xdeath:
		TNT1 A 0
		TNT1 A 0 a_jumpifintargetinventory ("unleasher",1,"givecharge")
		SKPN A 5 A_playsound ("skeleton/swing",0)
		SKPN B 3
		SKPN C 8 A_playsound ("skeleton/melee",0)
		SKPN C 6
		SKPN C 1 a_fadeout (0.05)
		wait
	givecharge:
		TNT1 A 0
		TNT1 A 0 A_GiveInventory("zerkcharge",1, AAPTR_TARGET)
		SKPN A 5 A_playsound ("skeleton/swing",0)
		SKPN B 3
		SKPN C 8 A_playsound ("skeleton/melee",0)
		SKPN C 6
		SKPN C 1 a_fadeout (0.05)
		wait		

	}
}

actor SkostTrail
{
	+NOINTERACTION
	+clientsideonly
	Radius 4
	Height 5
	Renderstyle add
	scale 1
	Alpha 0.85
	States
	{
	spawn:
		TNT1 A 0
		SKOS FGH 3
		SKOS I 1 a_fadeout (0.30)
		wait
	death:
		TNT1 A 0
		TNT1 A 1
		stop
	}
}











//Visual stuff and the token for detonation goes down here

ACTOR LavaLazerTrail
{
	+NOBLOCKMAP
	+NOGRAVITY
	+ALLOWPARTICLES
	+RANDOMIZE
	RenderStyle Add
	Alpha 0.5
	Scale 0.20
	+clientsideonly
	+NOTELEPORT
	Mass 5
	States
	{
	Spawn:
		LVLZ A 2 Bright A_FadeOut(0.1)
		LVLZ A 2 Bright A_FadeOut(0.1)
		LVLZ B 2 Bright A_FadeOut(0.1)
		LVLZ C 2 Bright A_FadeOut(0.1)
		LVLZ D 2 Bright A_FadeOut(0.1)
	fade:
		LVLZ D 2 Bright A_FadeOut(0.1)
		loop
	}
}

ACTOR LavaLazerEmber1
{
	+NOBLOCKMAP
	+NOGRAVITY
	+ALLOWPARTICLES
	+RANDOMIZE
	+NOTELEPORT
	RenderStyle Add
	Alpha 0.5
	Scale 0.1
	+clientsideonly
	Mass 5
	States
	{
	Spawn:
		LVLZ A 2 Bright A_FadeOut(0.04)
		LVLZ A 2 Bright A_FadeOut(0.1)
		LVLZ B 2 Bright A_FadeOut(0.1)
		LVLZ C 2 Bright A_FadeOut(0.1)
		LVLZ D 2 Bright A_FadeOut(0.1)
	fade:
		LVLZ D 2 Bright A_FadeOut(0.1)
		loop
	}
}

ACTOR LavaLazerEmber2
{
	+NOBLOCKMAP
	+ALLOWPARTICLES
	+RANDOMIZE
	+NOTELEPORT
	Gravity 0.2
	RenderStyle Add
	Alpha 0.5
	Scale 0.05
	Mass 5
	+clientsideonly
	States
	{
	Spawn:
		LVLZ A 35 Bright
		LVLZ AAAAAAAAAAAAAAAAA 2 Bright A_FadeOut(0.04)
		Stop
	}
}

actor LavaLazerEmber3 : LavaLazerEmber2
{
	states
	{
	spawn:
    LVLZ A 20 Bright
    LVLZ A 1 Bright A_FadeOut(0.10)
    wait
  }
}
		

actor LavaLazerSmoke
{
    Radius 1
    Height 1
	Scale 0.05
	Alpha 0.1
    Projectile
    +NOCLIP
	+NOTELEPORT
	+clientsideonly
    States
    {
	Spawn:
		TNT1 A 3
		SMOK ABCDEFGHIJKLMNOPQ 3 A_FadeIn(0.02)
		Stop
	}
}

actor LavaLazerSmoke2
{
    Radius 1
    Height 1
	Scale 0.10
	Alpha 0.6
    Projectile
	+clientsideonly
 	+NOTELEPORT
	+NOCLIP
    States
    {
	Spawn:
		TNT1 A 2
		SMOK ABCDEFGHIJKLMNOPQ 2 A_FadeOut(0.1)
		Stop
    }
}


actor wrathdet : inventory
{inventory.maxamount 1}
