//==============================================================================
// Maschinengewehr 1992 / MG-92 (Name obviously based on the MG-42)
//==============================================================================
// Small backstory: 'Lurdinha' is the nickname the Brazilian FEB soldiers
// gave to the MG42, based on a dressmaker girl, wife of a former soldier,
// and the fact the MG42 in action looked like a Sewing machine.
//
// Other fonts state that it was compared to the way she (the girl) never
// stopped talking, although that's only rumors.
//
// A COBRA VAI FUMAR, CARALHO!
//==============================================================================

ACTOR HDLurdinha : KriegslandHeavyWeapon
{
	+INVENTORY.UNDROPPABLE
	Weapon.SelectionOrder 1000
	Weapon.AmmoUse 1
	Weapon.SlotNumber 7
	Weapon.AmmoGive 60
	Weapon.AmmoType "BOCE1"
	Inventory.Pickupmessage "You got the Maschinengewehr 1992!"
	Inventory.PickupSound 	"weapons/generic/pickup3"
	Tag "MG-92"
	Scale 0.7
	States
	{
	Deselect:
		TNT1 A 0 A_StopSound(7)
		TNT1 A 0 A_StopSound(6)
		TNT1 A 0 A_StopSound(5)
		WPKG A 1 Offset(2, 34)
		WPKG B 1 Offset(7, 39)
		WPKG C 1 Offset(10, 47)
		WPKG D 1 Offset(22, 58)
		WPKG E 1 Offset(32, 69)
		WPKG F 1 Offset(54, 81)
		WPKG G 1 Offset(67, 100)
		WPKG F 1 A_Lower
		Wait 
	Ready:
		WPKG A 1 A_WeaponReady
		TNT1 A 0 A_JumpifInventory("IsBombing",1,"ThrowGrenade")
		NULL A 0 A_JumpIfInventory("SlidePlayer",1,"IsSliding")
		TNT1 A 0 A_JumpIfInventory("IsKnifing",1,"Knife")
		TNT1 A 0 A_JumpifInventory("IsKicking",1,"Kick")
		Loop
	Select:
		TNT1 A 0 A_Playsound("weapons/generic/select4",7)
		WPKG A 1 Offset(67, 100)
		WPKG B 1 Offset(54, 81)
		WPKG C 1 Offset(32, 69)
		WPKG D 1 Offset(22, 58)
		WPKG E 1 Offset(10, 47)
		WPKG F 1 Offset(7, 39)
		WPKG G 1 Offset(2, 34)
		WPKG A 1 A_Raise
		Wait
	Fire:	
		TNT1 A 0 A_JumpIfInventory("BOCE1",1,1)
		Goto Dryfire
		TNT1 A 0 A_Playsound("weapons/M92/start",7)
		TNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)
		WPKG A 2 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)
		WPKG B 2 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)
		WPKG C 2 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)
		WPKG D 2 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)
		WPKG E 2 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)
		WPKG F 2 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)
		WPKG G 2 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)
		TNT1 A 0 A_PlaySound("weapons/M92/idle",6,1,1)
		TNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)
		//fire begins
	RealFire:
		TNT1 A 0 A_PlaySound("weapons/M92/fire",5,1,1)
		TNT1 A 0 A_FireCustomMissile("MGLaser",frandom(-3,3),1,4,0,0,3)
		TNT1 A 0 A_AlertMonsters
		TNT1 A 0 Radius_Quake(2, 2, 0, 1, 0)
		TNT1 A 0 A_Gunflash
		TNT1 A 0 A_FireCustomMissile("GunSmokeSpawner",0,0,8,0,0,0)
		TNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)
		WPKF A 1 BRIGHT
		TNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)
		TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("RecoilToggle")==0,2)
		TNT1 A 0 A_SetPitch(pitch -0.45)
		TNT1 A 0 A_JumpIfInventory("BOCE1",1,1)
		Goto Dryfire
		TNT1 A 0 A_FireCustomMissile("MGLaser",frandom(-3,3),1,4,0,0,3)
		TNT1 A 0 A_AlertMonsters
		TNT1 A 0 Radius_Quake(2, 2, 0, 1, 0)
		TNT1 A 0 A_Gunflash
		TNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)
		WPKF B 1 BRIGHT
		TNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)
		TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("RecoilToggle")==0,2)
		TNT1 A 0 A_SetPitch(pitch -0.45)
		TNT1 A 0 A_JumpIfInventory("BOCE1",1,1)
		Goto Dryfire
		TNT1 A 0 A_FireCustomMissile("MGLaser",frandom(-3,3),1,4,0,0,3)
		TNT1 A 0 A_AlertMonsters
		TNT1 A 0 Radius_Quake(2, 2, 0, 1, 0)
		TNT1 A 0 A_Gunflash
		TNT1 A 0 A_FireCustomMissile("GunSmokeSpawner",0,0,8,0,0,0)
		TNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)
		WPKF C 1 BRIGHT
		TNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)
		TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("RecoilToggle")==0,2)
		TNT1 A 0 A_SetPitch(pitch -0.45)
		TNT1 A 0 A_JumpIfInventory("BOCE1",1,1)
		Goto Dryfire
		TNT1 A 0 A_FireCustomMissile("MGLaser",frandom(-3,3),1,4,0,0,3)
		TNT1 A 0 A_AlertMonsters
		TNT1 A 0 Radius_Quake(2, 2, 0, 1, 0)
		TNT1 A 0 A_Gunflash
		TNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)
		WPKF D 1 BRIGHT
		TNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)
		TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("RecoilToggle")==0,2)
		TNT1 A 0 A_SetPitch(pitch -0.45)
		TNT1 A 0 A_ReFire("RealFire")
		//if you release the trigger, it starts here
		TNT1 A 0 A_Playsound("weapons/M92/fireend",5)
		TNT1 A 0 A_StopSound(6)
		TNT1 A 0 A_PlaySound("weapons/M92/stop",7)
		TNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)
		WPKG A 1 A_WeaponReady //in case you want some more.
		TNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)
		WPKG B 1 A_WeaponReady
		TNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)
		WPKG C 1 A_WeaponReady
		TNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)
		WPKG D 1 A_WeaponReady
		TNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)
		WPKG E 1 A_WeaponReady
		TNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)
		WPKG F 1 A_WeaponReady
		TNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)
		WPKG G 1 A_WeaponReady
		TNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)
		//End of spin one
		WPKG A 1 A_WeaponReady
		TNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)
		WPKG B 1 A_WeaponReady
		TNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)
		WPKG C 1 A_WeaponReady
		TNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)
		WPKG D 1 A_WeaponReady
		TNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)
		WPKG E 1 A_WeaponReady
		TNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)
		WPKG F 1 A_WeaponReady
		TNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)
		WPKG G 1 A_WeaponReady
		TNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)
		//End of spin two
		WPKG A 1 A_WeaponReady
		TNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)
		WPKG B 1 A_WeaponReady
		TNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)
		WPKG C 1 A_WeaponReady
		TNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)
		WPKG D 1 A_WeaponReady
		TNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)
		WPKG E 1 A_WeaponReady
		TNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)
		WPKG F 1 A_WeaponReady
		TNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)
		WPKG G 1 A_WeaponReady
		TNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)
		//End of spin three
		WPKG A 2 A_WeaponReady
		TNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)
		WPKG B 2 A_WeaponReady
		TNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)
		WPKG C 2 A_WeaponReady
		TNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)
		WPKG D 2 A_WeaponReady
		TNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)
		WPKG E 2 A_WeaponReady
		TNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)
		WPKG F 2 A_WeaponReady
		TNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)
		WPKG G 2 A_WeaponReady
		TNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)
		//End of spin four. *Click*
		Goto Ready
	Dryfire:
		TNT1 A 0 A_StopSound(5)
		TNT1 A 0 A_StopSound(6)
		TNT1 A 0 A_PlaySound("weapons/M92/stop",7)
		TNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)
		WPKG A 1 A_WeaponReady(WRF_NoFire)
		TNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)
		WPKG B 1 A_WeaponReady(WRF_NoFire)
		TNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)
		WPKG C 1 A_WeaponReady(WRF_NoFire)
		TNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)
		WPKG D 1 A_WeaponReady(WRF_NoFire)
		TNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)
		WPKG E 1 A_WeaponReady(WRF_NoFire)
		TNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)
		WPKG F 1 A_WeaponReady(WRF_NoFire)
		TNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)
		WPKG G 1 A_WeaponReady(WRF_NoFire)
		TNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)
		//End of spin one
		WPKG A 1 A_WeaponReady(WRF_NoFire)
		TNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)
		WPKG B 1 A_WeaponReady(WRF_NoFire)
		TNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)
		WPKG C 1 A_WeaponReady(WRF_NoFire)
		TNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)
		WPKG D 1 A_WeaponReady(WRF_NoFire)
		TNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)
		WPKG E 1 A_WeaponReady(WRF_NoFire)
		TNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)
		WPKG F 1 A_WeaponReady(WRF_NoFire)
		TNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)
		WPKG G 1 A_WeaponReady(WRF_NoFire)
		TNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)
		//End of spin two
		WPKG A 1 A_WeaponReady(WRF_NoFire)
		TNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)
		WPKG B 1 A_WeaponReady(WRF_NoFire)
		TNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)
		WPKG C 1 A_WeaponReady(WRF_NoFire)
		TNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)
		WPKG D 1 A_WeaponReady(WRF_NoFire)
		TNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)
		WPKG E 1 A_WeaponReady(WRF_NoFire)
		TNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)
		WPKG F 1 A_WeaponReady(WRF_NoFire)
		TNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)
		WPKG G 1 A_WeaponReady(WRF_NoFire)
		TNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)
		//End of spin three
		WPKG A 2 A_WeaponReady(WRF_NoFire)
		TNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)
		WPKG B 2 A_WeaponReady(WRF_NoFire)
		TNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)
		WPKG C 2 A_WeaponReady(WRF_NoFire)
		TNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)
		WPKG D 2 A_WeaponReady(WRF_NoFire)
		TNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)
		WPKG E 2 A_WeaponReady(WRF_NoFire)
		TNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)
		WPKG F 2 A_WeaponReady(WRF_NoFire)
		TNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)
		WPKG G 2 A_WeaponReady(WRF_NoFire)
		TNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)
		//End of spin four. *Click*
	ActuallyStopped:
		WPKG A 1 A_Print("No ammo",1)
		TNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)
		TNT1 A 0 A_StopSound(5)
		TNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)
		TNT1 A 0 A_StopSound(6)
		TNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)
		TNT1 A 0 A_StopSound(7)
		TNT1 A 0 A_ReFire("ActuallyStopped")
		Goto Ready
	Kick:
		WPKT AB 1
		TNT1 A 3
		KICF A 1 Offset(-10,32)
		KICF CE 1
		KICF FG 1 A_Recoil(-1)
		TNT1 A 0 A_Jump(128,2)
		TNT1 A 0 A_PlaySound("FKPlayer/Grunt")
		KICF H 5 A_CustomPunch(6,0,0,"FightPuff") 
		KICF IGFEDC 1 
		KICF BA 1 A_Recoil(+0.5)
		TNT1 A 3
		WPKT BA 1
		Goto Ready
	IsSliding:
		TNT1 A 0 A_TakeInventory("SlidePlayer",1)
		TNT1 A 0 A_JumpIfInventory("CrouchPlayer",1,"Ready")
		WPKT AB 1
		TNT1 A 0 A_PlaySound("FKPlayer/slide/start",4)
		TNT1 A 0 A_PlaySound("FKPlayer/slide/loop",5,0.5,TRUE)
		TNT1 A 0 A_SetPitch(pitch+0.8)
		SLDK ABCDEF 2
		TNT1 A 0 A_SetPitch(pitch-0.8)
		SLDK G 6 A_FireCustomMissile("KickAttack",0,0,0,0)
		TNT1 A 0 A_StopSound(5)
		TNT1 A 0 A_PlaySound("FKPlayer/slide/end",6)
		SLDK HI 2
		WPKT BA 1
		Goto Ready
	Knife:
		WPKT AB 1
 		NULL A 0 Offset(-10,32)
		NULL A 5
		WP1L AB 1
		NULL A 0 A_Jump(86,2)
		NULL A 0 A_PlaySound("FKPlayer/Grunt")
		WP1L C 1 A_CustomPunch(8,0,0,"KnifePuff")
		WP1L DEF 1
		NULL A 5
		WPKT BA 1
		Goto Ready
	Throwgrenade:
		TNT1 A 0 A_JumpIf(waterlevel>2,"Dryfire")
		TNT1 A 0 A_JumpIfInventory("BOGR1",1,1)
		Goto Dryfire
		WPKT AB 1
		TNT1 A 0 A_StopSound(1)
		TNT1 A 0 Offset(-20,32)
		TNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)
		MND2 A 1 Offset(0,28)
		TNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)
		MND2 B 1 Offset(0,24)
		TNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)
		MND2 C 1 Offset(0,23)
		TNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)
		MND2 D 1 Offset(0,26) A_PlaySound("weapons/SHG/throw")
		TNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)
		MND2 D 1 Offset(0,28)
		TNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)
		TNT1 A 0 A_SpawnItemEx("RealGrenade",0,1,24,cos(pitch)*40,0,sin(-pitch)*40,3,SXF_TRANSFERPITCH|SXF_NOCHECKPOSITION)
		TNT1 A 0 A_TakeInventory("BOGR1",1)
		MND2 E 1 Offset(-3,30)
		TNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)
		MND2 E 1 Offset(-6,31)
		TNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)
		MND2 F 1 Offset(-9,32)
		TNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)
		MND2 F 1 Offset(-12,33)
		TNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)
		TNT1 A 0 A_TakeInventory("GetOnWithIt", 100)
		TNT1 A 0 A_JumpIfNoAmmo("Dryfire")
		TNT1 A 7 Offset (75, 152)
		TNT1 A 1 Offset (6, 42)
		Goto Ready
	Flash:
		TNT1 A 2 Bright A_Light1
		Goto LightDone
		TNT1 A 2 Bright A_Light1
		Goto LightDone
 	Spawn:
		WPKP A -1
		Stop
	}
}

//==============================================================================
// Lurdinha projectile actors
//==============================================================================

ACTOR MGLaser
{
	+NOGRAVITY
	+RANDOMIZE
	PROJECTILE
	Radius 4
	Height 4
	SeeSound ""
	DeathSound "weapons/plasma/death"
	RenderStyle Add
	DamageType "Plas"
	Alpha 0.5
	Scale 0.4
	Speed 100
	Decal "DoomImpScorch"
	Obituary "%o was tainted by %k's MG92!"
	Damage (Random(15,25)) //was 10,15
	States
	{
	Spawn:
		TNT1 A 0
		LAZR A 1 BRIGHT
		NULL A 0 A_SpawnItem("MGShadow",0,0,0)
		Loop
	Death:
		TNT1 A 0 A_SetScale(0.1)
		UNMD A 3 A_SpawnItem("GunSmokeSpawner")
		UNMD BCDFG 3 BRIGHT
		Stop
	}
}

ACTOR MGShadow
{
	+NOGRAVITY
	PROJECTILE
	Height 2
	Radius 2
	RenderStyle Add
	Alpha 1.0
	Scale 0.1
	Speed 30
	States
	{
	Spawn:
		TNT1 A 0 A_SetScale(0.01)
		WPJB A 1 BRIGHT
	Death:
		WPJB A 5 A_Fadeout(0.7)
		Stop
	}
}