//======================
//====WARDING SHIELD====
//======================

actor shieldblocker
{
	projectile
	+noblood
	+shootable
	+notimefreeze
	+ripper
	+bloodlessimpact
	+thruspecies
	+notargetswitch
	+NORADIUSDMG
	-bloodsplatter
	-noblockmap
	painchance 255
	species "friendly"
	radius 24
	height 32
	speed 40
	mass 88000
	damage (0)
	states
	{
	spawn:
		TNT1 AAAA 1
		goto blockend
	blockend:
		TNT1 A 0 a_radiusthrust (900,16,RTF_NOIMPACTDAMAGE)
		stop
	death:
		TNT1 A 0
		TNT1 A 1
		stop
	pain:
		TNT1 A 0 a_playsound ("subweapons/shieldblock",0)
		TNT1 A 0 Radius_Quake (1,8,0,20,0)
		TNT1 A 1
		stop
	}
}

//shield smash

actor shieldsmash
{
	+notimefreeze
	+forcepain
	+shootable
	+thruspecies
	-noblockmap
	projectile
	radius 18
	height 16
	speed 40
	species "friendly"
	mass 88000
	damage (1)
	states
	{
	spawn:
		TNT1 AAA 1 
		stop
	death:
		TNT1 A 0 
		stop
	xdeath:
		TNT1 A 0 A_RadiusThrust(680000,180,0)
		TNT1 A 0 a_playsound ("subweapons/shieldsmash")
		stop
	}
}

actor thrownshield
{
	+notimefreeze
	+skyexplode
	+shootable
	+noblood
	+bloodlessimpact
	+thruspecies
	+invulnerable
	+reflective
	+deflect
	+bright
	+forcepain
	projectile
	+FORCEXYBILLBOARD	
	+hexenbounce
	-noblockmap
	species "friendly"
	bouncecount 5
	radius 20
	height 16
	damage (200)
	speed 30
	mass 100000
	projectilekickback 800
	//seesound "gauntlet/boltbounce"
	states
	{
	spawn:
		TNT1 A 0
        TNT1 A 0 A_PlaySound("subweapons/boomerangthrow", CHAN_VOICE)
		TNT1 A 0 A_playsound ("subweapons/boomerangflystart",0)
		SHRF ABCD 1 a_spawnitem ("shieldtrail")
		SHRF ABCD 2 a_spawnitem ("shieldtrail")
		TNT1 A 0 a_scalevelocity (0.50)
		SHRF ABCD 2 a_spawnitem ("shieldtrail")
		TNT1 A 0 a_stopsound (6)
		TNT1 A 1 a_custommissile ("Returnshield",0,0,0,0)
		//TNT1 A 1 a_spawnitemex ("returnshield",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
		stop
	xdeath:	
		TNT1 A 0 a_stop
		TNT1 A 0 a_stopsound (6)
		TNT1 A 0 a_changeflag ("nogravity", 1)
		TNT1 A 0 a_playsound ("subweapons/hit")
		TNT1 A 1 a_custommissile ("Returnshield",0,0,0,0)
		//TNT1 A 0 a_spawnitemex ("returnshield",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
		SWHT ABC 3 bright
		stop
	death:
		TNT1 A 0 a_stop
		TNT1 A 0 a_stopsound (6)
		TNT1 A 0 a_playsound ("subweapons/miss")
		TNT1 A 1 a_custommissile ("Returnshield",0,0,0,0)
		//TNT1 A 0 a_spawnitemex ("returnshield",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
		SWMS ABC 3 bright
		stop
	}
}

actor Returnshield : Thrownshield
{
    -noblockmap
    -SOLID
    +NOCLIP
    +notimefreeze
    speed 30
    reactiontime 3
	damage (30)
	seesound "silence"
    states
    {
    Spawn:
		TNT1 A 0 A_FaceTarget
		TNT1 A 0 A_JumpIfCloser(40,"Catch")
		TNT1 A 0 a_playsound ("subweapons/boomerangloop",6,1,1)		
		SHRF A 2 A_Explode (5, 36, 0)
		TNT1 A 0 A_FaceTarget
		TNT1 A 0 A_JumpIfCloser(40,"Catch")
		SHRF B 2 A_Explode (5, 36, 0)
		TNT1 A 0 A_FaceTarget
		TNT1 A 0 A_JumpIfCloser(40,"Catch")
		SHRF C 2 A_Explode (5, 36, 0)
		TNT1 A 0 A_FaceTarget
		TNT1 A 0 A_JumpIfCloser(40,"Catch")
		SHRF D 2 A_Explode (5, 36, 0)
		TNT1 A 0 A_Countdown
		TNT1 A 1 a_custommissile ("Returnshield",0,0,0,0)
		stop
    catch:
		TNT1 A 0
        TNT1 A 0 A_GiveToTarget ("subweaponammo", 1)
        TNT1 A 1 a_playsound ("subweapons/boomerangcatch")
        stop
    death:
        TNT1 A 0
        GNSD A 0 a_custommissile ("Returnshield",0,0,0,0)
        GNSD A 1
        stop
    }
}


actor POWthrownshield : thrownshield
{
	damage (50)
	states
	{
	spawn:
		TNT1 A 0
        TNT1 A 0 A_PlaySound("subweapons/boomerangthrow", CHAN_VOICE)
		TNT1 A 0 a_playsound ("subweapons/boomerangloop",0,1,1)		
		SHRF ABCD 1 a_spawnitem ("shieldtrail")
		SHRF ABCD 2 a_spawnitem ("shieldtrail")
		SHRF ABCD 3 a_spawnitem ("shieldtrail")
		TNT1 A 0 a_changeflag ("nogravity", 0)
		TNT1 A 0 a_playsound ("subweapons/boomerangloop",6,1,1)		
		goto fallloop
	fallloop:
		TNT1 A 0 a_spawnitem ("shieldtrail")
		SHRF ABCD 2 A_JumpIf(floorz == z, "death")
		loop
	xdeath:	
		TNT1 A 0 a_stop
		TNT1 A 0 a_stopsound (6)
		TNT1 A 0 a_changeflag ("nogravity", 1)
		TNT1 A 0 a_playsound ("subweapons/hit")
		TNT1 A 0 a_giveinventory ("blastradius",1)
		SBSH BBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBB 0 A_SpawnItemEx("shieldsplash",0,0,0,0,20,0,frandom(0.0,359.9),SXF_NOCHECKPOSITION)		
		SBSH BBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBB 0 A_SpawnItemEx("shieldsplash",0,0,0,0,20,0,frandom(0.0,359.9),SXF_NOCHECKPOSITION)						
		SWHT ABC 3 bright
		stop
	death:
		TNT1 A 0 a_stop
		TNT1 A 0 a_stopsound (6)
		TNT1 A 0 a_changeflag ("nogravity", 1)
		TNT1 A 0 a_playsound ("subweapons/miss")
		SWMS ABC 3 bright
		stop
	}
}

actor shieldtrail
{
	alpha 0.60
	renderstyle add
	projectile
	+clientsideonly
	+FORCEXYBILLBOARD	
	+DONTBLAST
	+noclip
	Xscale 0.8
	Yscale 0.8
	states
	{
	spawn:
		SHRF ABCD 1 
		SHRF ABCD 1  		
		stop
	}
}

//++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
//++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

//=================
//=====HATCHET=====
//=================

actor hatchet
{
	+notimefreeze
	+BLOODSPLATTER
	projectile
	+doombounce
	+bright
	-nogravity
	+FORCEXYBILLBOARD	
	+LOOKALLAROUND
	+thruspecies
	species "friendly"
	seesound "cannon/lilclang"
	Gravity 0.40
	BounceCount 3
	BounceFactor 1.20  
	Radius 14
	scale 0.80
	Damage (200)
	Speed 25
	states
	{
	spawn:
		TNT1 A 0
		TNT1 A 0 A_PlaySound("silence", CHAN_VOICE)
	flying:
		HATC ABCDEF 2
		loop
	death:
		TNT1 A 0 a_changeflag ("nogravity", 1)
		TNT1 A 0 a_playsound ("subweapons/miss")
		SWMS ABC 3 bright
		stop
	Crash:
		TNT1 A 0 a_changeflag ("nogravity", 1)
		TNT1 A 0 a_playsound ("subweapons/miss")
		SWMS ABC 3 bright
		stop
	xdeath:
		TNT1 A 0 a_changeflag ("nogravity", 1)
		TNT1 A 0 a_playsound ("subweapons/hit")
		SWHT ABC 3 bright
		stop
	}
}


//++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
//++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

//===================
//=======LANCE=======
//===================

actor lance
{
    +notimefreeze
	+BLOODSPLATTER
	+FORCEXYBILLBOARD	
	+thruspecies
	+bright
	species "friendly"
	Radius 11
	Height 8
	Speed 30
	gravity 0.40
	Damage (180)
	Projectile
	states
	{
	spawn: 
		LNCE A 1
		loop
	death:
		TNT1 A 0 a_playsound ("subweapons/miss")
		SWMS ABC 3 bright
		stop
	Crash:
		TNT1 A 0 a_playsound ("subweapons/miss")
		SWMS ABC 3 bright
		stop
	xdeath:
		TNT1 A 0 a_playsound ("subweapons/hit")
		SWHT ABC 3 bright
		stop
	}
}


//++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
//++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

//===================
//======DAGGER=======
//===================

actor dagger
{
    +notimefreeze
	+BLOODSPLATTER
	+FORCEXYBILLBOARD	
	+thruspecies
	species "friendly"
	Radius 11
	Height 8
	Speed 60
	Damage (60)
	Projectile
	states
	{
	spawn: 
		DGGR AAAAAAAAA 2
		DGGR A 1 a_changeflag ("nogravity",0)
		goto falling
	falling:
		DGGR A 1 
		loop
	death:
		TNT1 A 0
		TNT1 A 0 a_changeflag ("nogravity",1)
		TNT1 A 0 a_playsound ("subweapons/miss")
		SWMS ABC 3 bright
		stop
	Crash:
		TNT1 A 0
		TNT1 A 0 a_changeflag ("nogravity",1)
		TNT1 A 0 a_playsound ("subweapons/miss")
		SWMS ABC 3 bright
		stop
	xdeath:
		TNT1 A 0
		TNT1 A 0 a_changeflag ("nogravity",1)
		TNT1 A 0 a_playsound ("subweapons/hit")
		SWHT ABC 3 bright
		stop
	}
}

//++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
//++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

//========================
//========BOOMERANG=======
//========================

actor boomerang
{
	+notimefreeze
	+skyexplode
	projectile
	+thruspecies
	species "friendly"
	+FORCEXYBILLBOARD
	+hexenbounce
	radius 12
	height 10
	damage (100)
	speed 30
	Projectilekickback 1200
	bouncecount 4
	bouncefactor 1.1
	states
	{
	spawn:
		TNT1 A 0
		TNT1 A 0
        TNT1 A 0 A_PlaySound("subweapons/boomerangthrow", CHAN_VOICE)
		TNT1 A 0 A_playsound ("subweapons/boomerangflystart",0)
		BMRG ABCDEF 1 bright 
		BMRG ABCDEF 1 bright 
		BMRG ABCDEF 1 bright 
		TNT1 A 0 a_scalevelocity (0.50)
		BMRG ABCDEF 1 bright
		BMRG ABCDEF 1 bright 
		BMRG ABCDEF 1 bright 
		TNT1 A 0 a_stop
		goto flyback
	flyback:
		TNT1 A 0		
		TNT1 A 0 a_stopsound (8)
		TNT1 A 0 a_facetarget
		TNT1 A 0 a_custommissile ("boomerangflyback",0,0,0,CMF_TRACKOWNER)
		TNT1 A 1
		stop	
	death:
		TNT1 A 0		
		TNT1 A 0 a_stopsound (8)
		TNT1 A 0 a_playsound ("subweapons/miss")
		TNT1 A 0 a_facetarget
		SWMS ABC 3 bright
		stop
	xdeath:	
		TNT1 A 0 a_stop
		TNT1 A 0 a_stopsound (8)
		TNT1 A 0 a_changeflag ("nogravity", 1)
		TNT1 A 0 a_playsound ("subweapons/hit")
		TNT1 A 1 a_custommissile ("BoomerangFlyback",0,0,0,CMF_TRACKOWNER)
		//TNT1 A 0 a_spawnitemex ("returnshield",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
		SWHT ABC 3 bright
		stop
	crash:
		TNT1 A 0
		TNT1 A 0		
		TNT1 A 0 a_stopsound (8)
		TNT1 A 0 a_playsound ("subweapons/miss")
		TNT1 A 0 a_facetarget
		TNT1 A 0 a_custommissile ("boomerangflyback",0,0,0,CMF_TRACKOWNER)
		SWMS ABC 3 bright
		stop
	catch:
		TNT1 A 0
        TNT1 A 0 A_GiveToTarget ("subweaponammo", 1)
		TNT1 A 0 a_stopsound (8)
        TNT1 A 1 a_playsound ("subweapons/boomerangcatch")
		stop
	}
}

actor boomerangflyback : boomerang
{
    -SOLID
    +NOCLIP
    +notimefreeze
	speed 50
	reactiontime 3
	states
	{
	spawn:
		TNT1 A 0
		TNT1 A 0 a_playsound ("subweapons/boomerangloop",8,1,1)	
		BMRG F 1 bright A_JumpIfCloser (50,"catch")
		TNT1 A 0 a_spawnitemex ("BoomerangDamage",0,0,0,0,0,0,0,0,120)
		TNT1 A 0 A_FaceTarget
		BMRG E 1 bright A_JumpIfCloser (50,"catch")
		TNT1 A 0 a_spawnitemex ("BoomerangDamage",0,0,0,0,0,0,0,0,120)
		TNT1 A 0 A_FaceTarget
		BMRG D 1 bright A_JumpIfCloser (50,"catch")
		TNT1 A 0 a_spawnitemex ("BoomerangDamage",0,0,0,0,0,0,0,0,120)
		TNT1 A 0 A_FaceTarget
		BMRG C 1 bright A_JumpIfCloser (50,"catch")
		TNT1 A 0 a_spawnitemex ("BoomerangDamage",0,0,0,0,0,0,0,0,120)
		TNT1 A 0 A_FaceTarget
		BMRG B 1 bright A_JumpIfCloser (50,"catch")
		TNT1 A 0 a_spawnitemex ("BoomerangDamage",0,0,0,0,0,0,0,0,120)
		TNT1 A 0 A_FaceTarget
		BMRG A 1 bright A_JumpIfCloser (50,"catch")
		TNT1 A 0 a_spawnitemex ("BoomerangDamage",0,0,0,0,0,0,0,0,120)
		TNT1 A 0 A_FaceTarget
		TNT1 A 0 A_countdown
		TNT1 A 1 a_custommissile ("boomerangflyback",0,0,0,CMF_TRACKOWNER)
		stop
	death:
		TNT1 A 0		
		TNT1 A 0 a_stopsound (8)
		TNT1 A 0 a_custommissile ("boomerangflyback",0,0,0,CMF_TRACKOWNER)
		TNT1 A 1
		stop
	crash:
		TNT1 A 0
		TNT1 A 0		
		TNT1 A 0 a_stopsound (8)
		TNT1 A 0 a_custommissile ("boomerangflyback",0,0,0,CMF_TRACKOWNER)
		TNT1 A 1
		stop
	}
}


actor BoomerangDamage
{
	projectile
    Radius 30
    Height 45
	scale 1
    Speed 0
	damage (40)
	+thruspecies
	species "friendly"
	+DONTBLAST
	states
	{
	spawn:
		TNT1 A 0
		TNT1 A 1
		stop
	death:
		TNT1 A 1
		stop
	Xdeath:
		TNT1 A 0
		TNT1 A 0 a_playsound ("subweapons/hit")
		SWHT ABC 3 bright
		stop
		
	}
}


//++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
//++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

//=========================
//======SHATTER BOMB=======
//=========================

actor ShatterBomb
{
	+notimefreeze
	projectile
	+bloodlessimpact
	+bright
	damage (100)
	speed 35
	+thruspecies
	species "friendly"
	+FORCEXYBILLBOARD
	-NOGRAVITY
	seesound "bomberknight/throw"
	DeathSound "Subweapons/shatterbomb"
	radius 10
	height 12
	scale 1
	Gravity 1.2
	states
	{
	spawn:
		TNT1 A 0
		TNT1 A 0 thrustthingz (0,18,0,1)
		QBOM ABCD 1
		QBOM ABCD 1
		QBOM ABCD 2
		goto falling
	falling:
		QBOM A 1
		loop
	death:
		TNT1 A 0
		TNT1 A 0 
		TNT1 A 0 a_changeflag ("NOGRAVITY",1)
		TNT1 AAA 0 a_spawnitemex ("rippershard",0,0,frandom(2,5),random(-35,35),random(-30,30),frandom(4,8)) 
		TNT1 AAAAA 0 a_spawnitemex ("standardshard",0,0,frandom(2,5),random(-45,35),random(-25,35),frandom(3,6)) 
		TNT1 A 0 Radius_Quake (2,6,0,10,0)
		TNT1 A 0 a_explode (35,120,0,0,60)
		TNT1 A 0 a_explode (5,120,1,0,60)
		REVS FGHIJK 2
		stop
	}
}

actor rippershard
{
	seesound "gibs/icefragment"
	projectile
	-NOGRAVITY
	+thruactors
	damage (40)
	scale 1.50
	gravity 1.2
	+hexenbounce
	Bouncecount 4
	bouncefactor 1.10
	+bright
	renderstyle add
	alpha 0.80
	states
	{
	Spawn:
		TNT1 A 0
		TNT1 A 0 a_jumpifinventory ("rippertimer",25, "normalmodestart")
		ICFG A 1 a_spawnitemex ("shardtrail1")
		TNT1 A 0 a_spawnitemex ("sharddamage")
		ICFG B 1 a_spawnitemex ("shardtrail2")
		TNT1 A 0 a_spawnitemex ("sharddamage")
		ICFG C 1 a_spawnitemex ("shardtrail3")
		TNT1 A 0 a_spawnitemex ("sharddamage")
		ICFG D 1 a_spawnitemex ("shardtrail4")
		TNT1 A 0 a_spawnitemex ("sharddamage")
		ICFG E 1 a_spawnitemex ("shardtrail5")
		TNT1 A 0 a_spawnitemex ("sharddamage")
		ICFG F 1 a_spawnitemex ("shardtrail6")
		TNT1 A 0 a_spawnitemex ("sharddamage")
		ICFG G 1 a_spawnitemex ("shardtrail7")
		TNT1 A 0 a_spawnitemex ("sharddamage")
		ICFG H 1 a_spawnitemex ("shardtrail8")
		TNT1 A 0 a_spawnitemex ("sharddamage")
		TNT1 A 0 a_giveinventory ("rippertimer", 1)
		loop
	Normalmodestart:
		ICFG A 1 a_changeflag ("THRUACTORS",0)
	Normalmode:
		ICFG ABCDEFGH 1
		loop
	death:
		TNT1 A 0
		TNT1 A 1
		stop
	Xdeath:
		TNT1 A 0
		TNT1 A 0 a_playsound ("subweapons/hit")
		TNT1 A 0 a_changeflag ("NOGRAVITY", 1)
		SWHT ABC 3 bright
		stop		
	}
}

actor standardshard : rippershard
{
	states
	{
	spawn:
		ICFG A 2
		TNT1 A 0 a_changeflag ("THRUACTORS", 0)
	flight:
		ICFG ABCDEFGH 1
		loop
	}
}

actor shardtrail1
{
	alpha 0.50
	projectile
	+clientsideonly
	+dontblast
	+noclip
	+bright
	scale 0.8
	states
	{
	spawn:
		TNT1 A 0
		TNT1 A 3
		ICFG A 4
		stop
	}
}

actor shardtrail2 : shardtrail1
{
	states
	{
	spawn:
		TNT1 A 0
		TNT1 A 3
		ICFG B 4
		stop
	}
}

actor shardtrail3 : shardtrail1
{
	states
	{
	spawn:
		TNT1 A 0
		TNT1 A 3
		ICFG C 4
		stop
	}
}

actor shardtrail4 : shardtrail1
{
	states
	{
	spawn:
		TNT1 A 0
		TNT1 A 3
		ICFG D 4
		stop
	}
}

actor shardtrail5 : shardtrail1
{
	states
	{
	spawn:
		TNT1 A 0
		TNT1 A 3
		ICFG E 4
		stop
	}
}

actor shardtrail6 : shardtrail1
{
	states
	{
	spawn:
		TNT1 A 0
		TNT1 A 3
		ICFG F 4
		stop
	}
}

actor shardtrail7 : shardtrail1
{
	states
	{
	spawn:
		TNT1 A 0
		TNT1 A 3
		ICFG G 4
		stop
	}
}

actor shardtrail8 : shardtrail1
{
	states
	{
	spawn:
		TNT1 A 0
		TNT1 A 3
		ICFG H 4
		stop
	}
}

actor ShardDamage
{
	projectile
    Radius 30
    Height 45
	scale 1
    Speed 0
	damage (12)
	+DONTBLAST
	states
	{
	spawn:
		TNT1 A 1
		stop
	death:
		TNT1 A 0
		stop
	Xdeath:
		TNT1 A 0
		TNT1 A 0 a_playsound ("subweapons/hit")
		SWHT ABC 3 bright
		stop
		
	}
}

actor rippertimer : inventory
{inventory.maxamount 25}




//++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
//++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

//=========================
//=========TORCH-==========
//=========================

actor torch
{
	+notimefreeze
	projectile
	+bloodlessimpact
	-nogravity
	damage (250)
	speed 35
	+thruspecies
	species "friendly"
	+FORCEXYBILLBOARD
	seesound "subweapons/torchthrow"
	radius 20
	height 16
	scale 1.5
	states
	{
	spawn:
		TRCH AB 3 Bright
		loop
	crash:
		TNT1 A 0 a_playsound ("subweapons/miss")
		TNT1 A 0 a_changeflag ("nogravity", 1)
		SWMS ABC 3 bright
		stop
	death:
		TNT1 A 0 A_JumpIf(floorz == z, "torchburst")
		TNT1 A 0 a_playsound ("subweapons/miss")
		TNT1 A 0 a_changeflag ("nogravity", 1)
		TNT1 AAA 0 a_spawnitemex ("bluefireball",0,0,frandom(2,5),random(-15,21),random(-10,10),frandom(3,6)) 
		SWMS ABC 3 bright
		stop
	xdeath:
		TNT1 A 0 a_playsound ("subweapons/hit")
		TNT1 A 0 a_changeflag ("nogravity", 1)
		TNT1 A 0 a_playsound ("subweapons/superfireburst",0)
		TNT1 AA 0 a_spawnitemex ("bluefireball",0,0,frandom(2,5),random(-15,21),random(-10,10),frandom(3,6)) 
		TNT1 AAA 0 a_spawndebris ("missiledebris1")
		TNT1 A 0 a_spawnitemex ("quicktorchfire",0,0,2,random(-3,3),random(-4,5),0,0,0,0)
		TNT1 A 0 a_spawnitemex ("quicktorchfire",0,0,2,random(-4,2),random(-1,6),0,0,0,0)
		TNT1 A 0 a_spawnitemex ("quicktorchfire",0,0,2,random(-6,1),random(-3,3),0,0,0,0)
		SWHT ABC 3 bright
		stop
	Torchburst:
		TNT1 A 0
		TNT1 A 1 a_spawnitemex ("torchfire",0,0,5,8,0,0,0,0,0)
		stop
	}
}



actor torchfire
{
	+notimefreeze
	projectile
	+bloodlessimpact
	+ripper
	+floorhugger
	+bounceonwalls
	+painless
	+thruspecies
	species "friendly"
	-nogravity
	damage (10)
	speed 20
	radius 30
	height 16
	scale 1.5
	states
	{
	spawn: 
		TFRE ABCD 3 bright a_playsound ("subweapons/torch",6,1,1)
		TNT1 A 0 a_spawnitemex ("risingflame",0,0,0,0,0,5,0,0,0)
		TNT1 A 1
		TFRE ABCD 3 bright
		TNT1 A 0 a_spawnitemex ("risingflame",0,0,0,0,0,5,0,0,0)
		TNT1 AA 0 a_spawnitemex ("bluefireball",0,0,frandom(2,5),random(-10,10),random(-10,10),frandom(5,8))
		TNT1 A 1
		TFRE ABCD 3 bright
		TNT1 A 0 a_spawnitemex ("risingflame",0,0,0,0,0,5,0,0,0)
		TNT1 AA 0 a_spawnitemex ("bluefireball",0,0,frandom(2,5),random(-10,10),random(-10,10),frandom(5,8)) 
		TNT1 A 1
		TFRE ABCD 3 bright
		TNT1 A 0 a_spawnitemex ("risingflame",0,0,0,0,0,5,0,0,0)
		TNT1 AA 0 a_spawnitemex ("bluefireball",0,0,frandom(2,5),random(-10,10),random(-10,10),frandom(5,8)) 
		TNT1 A 1
		TFRE ABCD 3 bright
		TNT1 A 0 a_spawnitemex ("risingflame",0,0,0,0,0,5,0,0,0)
		TNT1 AA 0 a_spawnitemex ("bluefireball",0,0,frandom(2,5),random(-10,10),random(-10,10),frandom(5,8)) 
		TNT1 A 1
		TFRE ABCD 3 bright
		TNT1 A 0 a_spawnitemex ("risingflame",0,0,0,0,0,5,0,0,0)
		TNT1 AA 0 a_spawnitemex ("bluefireball",0,0,frandom(2,5),random(-10,10),random(-10,10),frandom(5,8)) 
		TNT1 A 1
		TFRE ABCD 3 bright
		TNT1 A 0 a_spawnitemex ("risingflame",0,0,0,0,0,5,0,0,0)
		TNT1 AA 0 a_spawnitemex ("bluefireball",0,0,frandom(2,5),random(-10,10),random(-10,10),frandom(5,8)) 
		TNT1 A 1
		TFRE ABCD 3 bright
		TNT1 A 0 a_spawnitemex ("risingflame",0,0,0,0,0,5,0,0,0)
		TNT1 AA 0 a_spawnitemex ("bluefireball",0,0,frandom(2,5),random(-10,10),random(-10,10),frandom(5,8)) 
		TNT1 A 1
		TNT1 A 1 a_stopsound (6)
		stop
	death:
		TNT1 A 0
		TNT1 A 1
		stop
	}
}

actor quicktorchfire
{
	damage (7)
	scale 0.8
	states
	{
	spawn: 
		TFRE ABCD 2 bright a_playsound ("subweapons/torch",6,1,1)
		TNT1 A 0 a_spawnitemex ("quickrisingflame",0,0,0,0,0,5,0,0,0)
		TNT1 A 1
		TFRE ABCD 2 bright
		TNT1 A 0 a_spawnitemex ("quickrisingflame",0,0,0,0,0,5,0,0,0)
		TNT1 A 1
		TFRE ABCD 2 bright
		TNT1 A 0 a_spawnitemex ("quickrisingflame",0,0,0,0,0,5,0,0,0)
		TNT1 A 1
		TFRE ABCD 2 bright
		TNT1 A 0 a_spawnitemex ("quickrisingflame",0,0,0,0,0,5,0,0,0)
		TNT1 A 1
		TFRE ABCD 2 bright
		TNT1 A 0 a_spawnitemex ("quickrisingflame",0,0,0,0,0,5,0,0,0)
		TNT1 A 1
		TNT1 A 1 a_stopsound (6)
		stop
	}
}


actor risingflame
{
	+notimefreeze
	+thruspecies
	species "friendly"
	projectile
	+bloodlessimpact
	+ripper
	+nobossrip
	damage (8)
	speed 0
	radius 30
	height 30
	scale 1.5
	states
	{
	spawn:
		TFRE E 12 bright
		TNT1 A 0 a_scalevelocity (0)
		TFRE FGH 4 bright
		stop
	death:
		TNT1 A 0
		stop
	}
}

actor quickrisingflame : risingflame
{
	damage (5)
	scale 0.8
	states
	{
	spawn:
		TFRE E 8 bright
		TNT1 A 0 a_scalevelocity (0)
		TFRE FGH 4 bright
		stop
	}
}
actor bluefireball : torch
{
	+hexenbounce
	bouncecount 4
	damage (15)
	gravity 1.20
	bouncefactor 1
	scale 1
	reactiontime 8
	states
	{
	spawn:
		BFBL AA 1 bright 
		BFBL BB 1 bright
		BFBL CC	1 bright 
		BFBL DD 1 bright
		TNT1 A 0 a_countdown
		loop
	death:
		TNT1 AAAAAAA 0 a_spawndebris ("missiledebris1")
		TNT1 A 0 a_playsound ("subweapons/superfireburst",0)
		TNT1 A 0 a_spawnitemex ("quicktorchfire",0,0,2,random(-3,3),random(-4,5),0,0,0,0)
		TNT1 A 0 a_spawnitemex ("quicktorchfire",0,0,2,random(-6,1),random(-3,3),0,0,0,0)
		TNT1 A 0 a_spawnitemex ("quicktorchfire",0,0,2,random(-6,1),random(-3,3),0,0,0,0)
		stop
	xdeath:
		TNT1 A 0 a_playsound ("subweapons/hit")
		TNT1 A 0 a_changeflag ("nogravity", 1)
		TNT1 A 0 a_playsound ("subweapons/superfireburst",0)
		TNT1 AA 0 a_spawndebris ("missiledebris1")
		TNT1 A 0 a_spawnitemex ("quicktorchfire",0,0,2,random(-3,3),random(-4,5),0,0,0,0)
		TNT1 A 0 a_spawnitemex ("quicktorchfire",0,0,2,random(-6,1),random(-3,3),0,0,0,0)
		SWHT ABC 3 bright
		stop
	}
}


actor firetrail
{
	projectile
	+clientsideonly
	+nointeraction
	-nogravity
	states
	{
	spawn:
		TFRE ABCDFEGH 3 bright
		stop
	death:
		TNT1 A 0 
		stop
	}
}


actor flamepillar : risingflame
{
	scale 1
	damage (12)
	states
	{
	spawn:
		BFRE FG 6 bright
		TNT1 A 0 a_scalevelocity (0)
		BFRE HIJK 4 bright
		stop
	death:
		TNT1 A 0
		stop
	}
}

//++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
//++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

//=======================
//=====TRINE VOLGUE======
//=======================

actor Spreadarrow
{
    +notimefreeze
	+BLOODSPLATTER
	+FORCEXYBILLBOARD	
	+thruspecies
	+bright
	species "friendly"
	Radius 11
	Height 8
	Speed 60
	Damage (30)
	Projectile
	states
	{
	spawn: 
		VARW A 1
		loop
	death:
		TNT1 A 0
		TNT1 A 0 a_playsound ("subweapons/miss")
		SWMS ABC 3 bright
		stop
	Crash:
		TNT1 A 0
		TNT1 A 0 a_playsound ("subweapons/miss")
		SWMS ABC 3 bright
		stop
	xdeath:
		TNT1 A 0
		TNT1 A 0 a_playsound ("subweapons/hit")
		SWHT ABC 3 bright
		stop
	}
}

actor TwoArrow : SpreadArrow
{
	damage (50)
	scale 2
}

actor bigarrow : spreadarrow
{
	damage (130)
	states
	{	
	spawn: 
		VARW B 1
		loop
	}
}



//++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
//++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

//=======================
//========HAMMER=========
//=======================

actor crashhammer
{
	Radius 8
	Height 10
	Speed 40
	Scale 1
	+FORCEXYBILLBOARD	
	+LOOKALLAROUND
	+MISSILE
	+DROPOFF
	+CANBOUNCEWATER
	+forceradiusdmg
	+hexenbounce
	-bounceonfloors
	+thruactors
	+DONTBLAST
	+floorclip
	+thruspecies
	+bright
	species "friendly"
	seesound "subweapons/earthshakerbounce"
	bouncecount 8
	WallBounceFactor 1.5
	damage (0)
	BounceFactor 0.25
	States
	{
	Spawn:
		TNT1 A 0 
		TNT1 A 0 A_PlaySound("silence", CHAN_VOICE)
	flying:
		TNT1 A 0 a_playsound ("subitems/hammerspin", 0)
		GSHM A 1 a_spawnitem ("hammertrail1")
		TNT1 A 0 a_spawnitemex ("hammerdamage")
		GSHM B 1 a_spawnitem ("hammertrail2")
		TNT1 A 0 a_spawnitemex ("hammerdamage")
		GSHM C 1 a_spawnitem ("hammertrail3")
		TNT1 A 0 a_spawnitemex ("hammerdamage")
		GSHM D 1 a_spawnitem ("hammertrail4")
		TNT1 A 0 a_spawnitemex ("hammerdamage")
		GSHM E 1 a_spawnitem ("hammertrail5")
		TNT1 A 0 a_spawnitemex ("hammerdamage")
		GSHM F 1 a_spawnitem ("hammertrail6")
		TNT1 A 0 a_spawnitemex ("hammerdamage")
		GSHM G 1 a_spawnitem ("hammertrail7")
		TNT1 A 0 a_spawnitemex ("hammerdamage")
		GSHM H 1 a_spawnitem ("hammertrail8")
		TNT1 A 0 a_spawnitemex ("hammerdamage")
		Loop
	/*flying:
		TNT1 A 0 a_playsound ("subitems/hammerspin", 0)
		GSHM ABCDEFGH 1
		Loop*/
	Death:
		TNT1 A 0
		TNT1 A 0 a_playsound ("subweapons/rollingbombexp",0)
		TNT1 A 0 Radius_Quake(3,10,0,20,0)
		TNT1 A 0 a_explode (350, 300, 0, 0, 200)
		TNT1 A 0 a_giveinventory ("blastradius",1)
	waveeffect:	
		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)
	endwave:
		HIDL A 100
		HWRP ABCD 1 bright
		Stop
	Xdeath:
		TNT1 A 0 a_playsound ("subweapons/shieldsmash",0)
		TNT1 A 0 Radius_Quake(2,10,0,32,0)
		HIDL A 100
		HWRP ABCD 1 bright
		Stop	
	} 
}

actor hammerdamage
{
	projectile
	+notimefreeze
	+thruspecies
	-noblockmap
	painchance 255
	species "friendly"
	radius 35
	height 32
	speed 40
	damage (40)
	states
	{
	spawn:
		TNT1 A 2
		stop
	death:
		TNT1 A 0
		TNT1 A 1
		stop
	Xdeath:
        TNT1 A 1
		TNT1 A 0 Radius_Quake (1,5,0,10,0)
		TNT1 A 0 a_playsound ("subweapons/jabhit",0)
		TNT1 A 0 A_SpawnItemEx ("macehitFX", frandom(-3,3),frandom(-10,10),frandom(-10,10), 0,0,0, 0, SXF_NOCHECKPOSITION)
		TNT1 A 0 a_radiusthrust (500,80,0,80)
		TNT1 A 5
		stop
	}
}

actor powhammer : crashhammer
{
	damage (30)
	+dontblast
	Speed 10
	bouncefactor 0.50
	states
	{
	spawn:
		TNT1 A 0 
		TNT1 A 0 A_PlaySound("silence", CHAN_VOICE)
		TNT1 A 0 thrustthingz (0,50,0,0)
		goto flying
	Death:
		TNT1 A 0
		TNT1 A 0 a_playsound ("subweapons/rollingbombexp",0)
		TNT1 A 0 Radius_Quake(2,6,0,20,0)
		TNT1 A 0 a_explode (130, 280, 0, 0, 280)
		TNT1 AA 0 A_SpawnItemEx("GemBoulder",0,0,0,random(-30,30),random(-30,30),random(3,9),random(0,359),32)
		TNT1 AAAAA 0 A_SpawnItemEx("EGemRockSmall",0,0,3,random(-3,3),random(-3,3),random(2,4),random(0,359),32)
		goto endwave
	}
}

actor judgementhammer : crashhammer
{
	+skyexplode
	bouncefactor 1
	+bounceonfloors
	+thruactors
	bouncecount 80
	states
	{
	spawn:
		TNT1 A 0 
		TNT1 A 0 A_PlaySound("silence", CHAN_VOICE)
	flying:
		TNT1 A 0 a_playsound ("subitems/hammerspin", 0)
		GSHM ABCDEFGH 1 a_spawnitemex ("hammerstriker")
		TNT1 A 0
		TNT1 A 0 a_playsound ("subitems/hammerspin", 0)
		GSH2 ABCDEFGH 1 a_spawnitemex ("hammerstriker")
		TNT1 A 0 a_playsound ("subitems/hammerspin", 0)
		GSH3 ABCDEFGH 1 a_spawnitemex ("hammerstriker")
		TNT1 A 0 a_playsound ("subitems/hammerspin", 0)
		GSH4 ABCDEFGH 1 a_spawnitemex ("hammerstriker")
		TNT1 A 0 a_playsound ("subitems/hammerspin", 0)
		TNT1 A 0 a_stop
		GSH5 ABCDEFGH 1 thrustthingz (0,80,0,0)
		TNT1 A 0 a_playsound ("subitems/hammerspin", 0)
		TNT1 A 0 a_spawnitemex ("thrownfinaljudgement",0,0,20)
		stop
	death:
		HWRP ABCD 1 bright
		TNT1 A 0 a_spawnitemex ("thrownfinaljudgement",0,0,100)
		stop
	}
}

actor hammerstriker 
{
	projectile
	+notimefreeze
	+bloodlessimpact
	+thruspecies
	-noblockmap
	species "friendly"
	radius 60
	height 42
	speed 40
	damage (90)
	projectilekickback 500
	scale 6
	states
	{
	spawn:
		TNT1 A 3
		stop
	death:
		TNT1 A 0
		TNT1 A 1
		stop
	xdeath:
        TNT1 A 0
        TNT1 A 1
		TNT1 A 0 a_playsound ("subweapons/haymakerhit",0)
		TNT1 A 0 Radius_Quake (3,8,0,10,0)
		TNT1 A 0 A_SpawnItemEx ("macehitFX", frandom(-6,6),frandom(-20,20),frandom(-20,20), 0,0,0, 0, SXF_NOCHECKPOSITION)
		TNT1 A 0 a_radiusthrust (400,120,0,120)
		TNT1 A 10
		stop
	}
}


actor judgementcaller
{
	PROJECTILE
	+THRUACTORS
	+floorhugger
	speed 20
	radius 10
	height 10
	+thruspecies
	+DONTBLAST
	species "friendly"
	reactiontime 7
	states
	{
	spawn:
		TNT1 A 0
		TNT1 A 3
		TNT1 A 0 a_spawnitemex ("finaljudgement",100,0,200)
		TNT1 A 0 a_countdown
		loop
	death:
		TNT1 A 1 a_stop
		stop
	}
}


actor finaljudgement
{
	Translation "192:207=96:111"
	renderstyle add
	alpha 0.90
	scale 2
    Radius 7
    Height 6
    Speed 0
    PROJECTILE
	+THRUACTORS
	+NOCLIP
	+DONTSPLASH
	+BRIGHT
	+DONTBLAST
	+thruspecies
	species "friendly"
	ReactionTime 1
    States
	{
	spawn:
		TNT1 A 0 a_countdown
		GSHM ABCDEFGH 1 thrustthingz (0,30,1,1)
		Loop
	death:
		TNT1 A 0
		TNT1 A 0
		TNT1 A 0 a_playsound ("subweapons/grandhammer",0)
		TNT1 A 0 a_explode (150, 120, 0, 0, 120)
		TNT1 A 0 Radius_Quake (5,20,0,50,0)
		TNT1 A 0 A_Radiusthrust (80,200,0,100)
		HIDL A 40
		HWRP ABCD 1 bright
		stop
	}
}

actor thrownfinaljudgement : finaljudgement
{
	scale 5
	+bounceonceilings
	-noclip
	alpha 1
	renderstyle normal
	states
	{
	spawn:
		GSHM ABCDEFGH 1 thrustthingz (0,30,1,1)
		Loop
	xdeath:
	death:
		TNT1 A 0
		TNT1 A 0
		TNT1 A 0 a_playsound ("subweapons/grandhammer",0)
		TNT1 A 0 a_explode (600, 120, 0, 0, 120)
		TNT1 A 0 Radius_Quake (5,20,0,50,0)
		TNT1 A 0 A_CustomMissile("powhammer", 20,0, 0, CMF_AIMDIRECTION)
		TNT1 A 0 A_CustomMissile("powhammer", 20,0, 45, CMF_AIMDIRECTION)
		TNT1 A 0 A_CustomMissile("powhammer", 20,0, 90, CMF_AIMDIRECTION)
		TNT1 A 0 A_CustomMissile("powhammer", 20,0, 135, CMF_AIMDIRECTION)
		TNT1 A 0 A_CustomMissile("powhammer", 20,0, 180, CMF_AIMDIRECTION)
		TNT1 A 0 A_CustomMissile("powhammer", 20,0, 225, CMF_AIMDIRECTION)
		TNT1 A 0 A_CustomMissile("powhammer", 20,0, 270, CMF_AIMDIRECTION)
		TNT1 A 0 A_CustomMissile("powhammer", 20,0, 315, CMF_AIMDIRECTION)
		TNT1 A 0 A_CustomMissile("powhammer", 20,0, 360, CMF_AIMDIRECTION)
		HIDL A 40
		HWRP ABCD 1 bright
		stop
	}
}

actor hammertrail1
{
	alpha 0.80
	projectile
	+clientsideonly
	+dontblast
	+noclip
	+bright
	scale 0.8
	states
	{
	spawn:
		GSHM A 1 a_fadeout (0.08)
		loop
	}
}

actor hammertrail2 : hammertrail1
{
	states
	{
	spawn:
		GSHM B 1 a_fadeout (0.08)
		loop
	}
}
actor hammertrail3 : hammertrail1
{
	states
	{
	spawn:
		GSHM C 1 a_fadeout (0.08)
		loop
	}
}

actor hammertrail4 : hammertrail1
{
	states
	{
	spawn:
		GSHM D 1 a_fadeout (0.08)
		loop
	}
}

actor hammertrail5 : hammertrail1
{
	states
	{
	spawn:
		GSHM E 1 a_fadeout (0.08)
		loop
	}
}

actor hammertrail6 : hammertrail1
{
	states
	{
	spawn:
		GSHM F 1 a_fadeout (0.08)
		loop
	}
}

actor hammertrail7 : hammertrail1
{
	states
	{
	spawn:
		GSHM G 1 a_fadeout (0.08)
		loop
	}
}

actor hammertrail8 : hammertrail1
{
	states
	{
	spawn:
		GSHM H 1 a_fadeout (0.08)
		loop
	}
}
	
actor grandhammerattack : crashhammer
{
	speed 0
	+thruactors
	damage (0)
	gravity 20.0
	states
	{
	Spawn:
		TNT1 A 1
		Loop
	Death:
		TNT1 A 0 a_playsound ("subweapons/grandhammer",0)
		TNT1 A 0 a_playsound ("subweapons/rollingbombexp",0)
		TNT1 A 0 Radius_Quake(3,20,0,32,0)
		TNT1 A 0 a_explode (200, 200, 0, 0, 200)
		TNT1 A 0 a_giveinventory ("blastradius",1)
	waveeffect:
		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)
	endwave:
		TNT1 AAAAAAAAAAAAAAAA 0 A_SpawnItemEx("GemBoulder",0,0,0,random(-20,20),random(-20,20),random(3,9),random(0,359),32)
		TNT1 A 30
		Stop
	} 
}
	
actor hammerwaveeffect
{
   Speed 10
   Radius 8
   Height 5
   RenderStyle Add
   Alpha 0.4
   Scale 0.5
   PROJECTILE
   +BRIGHT
   +THRUACTORS
   +MOVEWITHSECTOR
   +clientsideonly
   +DONTBLAST
   States
   {
   Spawn:
      SWFX AAAAAAAA 1
      SWFX BCDE 2 
      TNT1 A 0 A_SetTranslucent(0.1)
	  SWFX F 1 
   Death:
      TNT1 A 0
      Stop
   }
}


ACTOR GemBoulder
{
   Damage (50)
   Speed 10
   Radius 10
   Height 6
   Gravity 0.7	
   Scale 0.6
   PROJECTILE
   -NOGRAVITY
   +DROPOFF	
   +CANBOUNCEWATER
   +DONTBLAST
   +thruspecies
   species "friendly"
   SeeSound "subweapons/stonebounce"
   DeathSound "subweapons/stonebreak"
   +hexenbounce
   BounceCount 4 
   BounceFactor 1.2
   ReactionTime 14
   States
   {
   Spawn:   
	  TNT1 A 0 
	  TNT1 A 0 A_PlaySound("silence", CHAN_VOICE)
   flying:   
	  EBLD ABCD 2
	  TNT1 A 0 A_CountDown
      Loop
   Death:
	  TNT1 AA 0 A_SpawnItemEx("EGemRock",0,0,3,random(-1,1),random(-1,1),random(2,4),random(0,359),32)
	  TNT1 AAAA 0 A_SpawnItemEx("EGemRockSmall",0,0,3,random(-1,1),random(-1,1),random(2,4),random(0,359),32)
      Stop
   }
}

ACTOR EGemRock
{
   Damage 3
   Speed 12
   Radius 6
   Height 3
   Scale 0.5
   Gravity 0.6
   PROJECTILE
   -NOGRAVITY
   +DONTBLAST
   +thruspecies
   species "friendly"
   DeathSound "STNBRK"
   States
   {
   Spawn:
      ESTN A 1	  
	  Loop
   Death:
      ESTN B 3
      TNT1 AAA 0 A_SpawnItemEx("EGemRockSmall",0,0,3,random(-1,1),random(-1,1),random(2,4),random(0,359),32)
      Stop
   }
}

ACTOR EGemRockSmall
{
   Speed 8
   Radius 2
   Height 2
   Scale 0.2
   Gravity 0.6
   PROJECTILE
   -NOGRAVITY
   +DONTBLAST
   +thruspecies
   species "friendly"
   States
   {
   Spawn:
      ESTN C 1	  
	  Loop
   Death:
      TNT1 A 0
      Stop
   }
}

