actor GMOTAbarrel : actor replaces explosivebarrel
{
	Game Doom
	SpawnID 125
	Health 20
	Radius 10
	Height 42
	mass 200
	+SOLID
	+SHOOTABLE
	+NOBLOOD
	+ACTIVATEMCROSS
	+DONTGIB
	+NOICEDEATH
	DeathSound "world/barrelx"
	damagetype "Barrel"
	health 100
	states
	{
	spawn:
		BAR1 AB 6
		Loop
	Death:
		BEXP A 5 Bright
		BEXP B 5 Bright A_Scream
		BEXP C 5 Bright
		BEXP D 5 Bright A_spawnitemex ("Barreldamage")
		BEXP C 0 radius_quake (3,20,0,80,0)
		TNT1 A 0 a_radiusthrust (2000,300,1)
		BEXP E 10 Bright
		TNT1 A 1050 Bright A_BarrelDestroy
		TNT1 A 5 A_Respawn
		Wait
	}
}		

actor barreldamage
{
	damagetype "Barrel"
	states
	{
	spawn:
		TNT1 A 0
		TNT1 A 1 A_Explode (450,120,1,1,20)
		stop
	}
}


actor GMOTAwarp : TeleportFog replaces TeleportFog
{
	Scale 2
	States
	{
	Spawn:
		HWRP ABCD 1 bright
		Stop
	}
}





/*Actor HookShot : FastProjectile
{
	MissileHeight 8
	MissileType "LoreShot2"
	Height 14
	Radius 10
	Projectile
	+HitTracer
	+forcepain
	MaxTargetRange 10
	MaxStepHeight 4
	Speed 40
	Damage (1)
	States
	{
		// The limited duration is intended to limit the range of the shot
		Spawn:
			LINK AAAAAAAAAA 2 A_PlaySound ("hookshot/loop", CHAN_BODY)
			Stop
		Crash:
			LINK A 0 A_PlaySound ("hookshot/hit/terrain")
			Goto RealDeath
		XDeath:
			LINK A 0 A_PlaySound ("hookshot/hit/flesh")
			Goto RealDeath
		RealDeath:
			CCLW A 0 ACS_NamedExecuteAlways("Hook_HitEnemy", 0, 0, 0, 0)
			LINK A 16
			Stop
		Death:
			CCLW A 0 A_PlaySound ("hookshot/hit/terrain")
			CCLW A 0 ACS_NamedExecuteAlways("Hook_HitWall", 0, 0, 0, 0)
			LINK A 16
			Stop
	}
}

Actor HookShooter : CustomInventory
{
	States
	{
		Pickup:
			TNT1 A 0 A_FireCustomMissile ("HookShot", 0, 0)
			Stop
	}
}*/