//==============================================================================
// Lawine-6
//==============================================================================

ACTOR HDRocketLauncher : KriegslandMediumWeapon
{
	+WEAPON.NOAUTOFIRE
	+INVENTORY.UNDROPPABLE
	Weapon.SelectionOrder 100
	Weapon.AmmoUse 1
	Weapon.SlotNumber 5
	Weapon.AmmoGive 6
	Weapon.AmmoType "BOEX1"
	Inventory.Pickupmessage "You got the Lawine-6!"
	Inventory.PickupSound 	"weapons/generic/pickup2"
	Tag "Lawine-6"
	Scale 0.7
	States
	{
	Deselect:
		WP6G A 1 Offset(2, 34)
		WP6G A 1 Offset(7, 39)
		WP6G A 1 Offset(10, 47)
		WP6G A 1 Offset(22, 58)
		WP6G A 1 Offset(32, 69)
		WP6G A 1 Offset(54, 81)
		WP6G A 1 Offset(67, 100)
		WP6G A 1 A_Lower
		Wait 
	Ready:
		WP6G 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("IsCrossing",1,"Cross")
		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/select3",7)
		WP6G A 1 Offset(67, 100)
		WP6G A 1 Offset(54, 81)
		WP6G A 1 Offset(32, 69)
		WP6G A 1 Offset(22, 58)
		WP6G A 1 Offset(10, 47)
		WP6G A 1 Offset(7, 39)
		WP6G A 1 Offset(2, 34)
		WP6G A 1 A_Raise
		Wait
	Fire:	
		TNT1 A 0 A_JumpIfInventory("BOEX1",1,1)
		Goto Dryfire
		TNT1 A 0 A_Playsound("weapons/LW6/fire",7)
		TNT1 A 0 A_FireCustomMissile("BallGrenade",Random(2,-2),1,5,0,0,Random(2,-2))
		TNT1 A 0 A_AlertMonsters
		TNT1 A 0 A_Gunflash
		TNT1 AA 0 A_FireCustomMissile("GunSmokeSpawner",0,0,8,0,0,0)
		TNT1 A 0 A_Gunflash
		TNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)
		WP6F 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 -0.6)
		WP6F B 1 Offset(9,40)
		TNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)
		WP6F B 1 Offset(8,39)
		TNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)
		WP6F C 1 Offset(7,38)
		TNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)
		WP6F D 1 Offset(6,37)
		TNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)
		WP6F E 1 Offset(5,36)
		TNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)
		WP6F E 1 Offset(4,35)
		TNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)
		WP6G A 1 Offset(3,34)
		TNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)
		WP6G A 1 Offset(1,33)
		TNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)
		WP6G A 1 Offset(0,32)
		TNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)
		WP6G A 4 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)
		Goto Ready
	Dryfire:
		TNT1 A 0 A_Print("No ammo",1)
		Goto Ready
	Altfire:
		TNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)
		WP6G A 2 A_JumpIfInventory("HDRocketLauncherX2",1,"SelectAkimbo")
		TNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)
		Goto Ready
	SelectAkimbo:
		TNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)
		WP6G A 2 A_SelectWeapon("HDRocketLauncherX2")
		TNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)
		Goto Ready
	Cross:
		WP6G A 1
		TNT1 A 0 A_JumpIfInventory("HDFlareGun",1,"SelectCross")
		Goto Ready
	SelectCross:
		NULL A 0 A_GiveInventory("HDCrossAkimbo4",1)
		WP6G A 1 A_SelectWeapon("HDCrossAkimbo4")
		TNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)
		Goto Ready
	Kick:
		WP6G BC 1
		TNT1 A 2
		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 2
		WP6G CB 1
		Goto Ready
	IsSliding:
		TNT1 A 0 A_TakeInventory("SlidePlayer",1)
		TNT1 A 0 A_JumpIfInventory("CrouchPlayer",1,"Ready")
		WP6G BC 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
		Goto Ready
	Knife:
		WP6G BC 1
 		NULL A 0 Offset(-10,32)
		NULL A 3
		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 3
		WP6G CB 1
		Goto Ready
	Throwgrenade:
		TNT1 A 0 A_JumpIf(waterlevel>2,"Dryfire")
		TNT1 A 0 A_JumpIfInventory("BOGR1",1,1)
		Goto Dryfire
		WP6G BC 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)
		WP6G CB 1
		Goto Ready
	Flash:
		TNT1 A 7 Bright A_Light1
		Goto LightDone
		TNT1 A 7 Bright A_Light1
		Goto LightDone
 	Spawn:
		WP6P A -1
		Stop
	}
}

//==============================================================================
// Zwei Lawine-6
//==============================================================================

ACTOR FireRight6 : Inventory { Inventory.MaxAmount 1 }

ACTOR HDRocketLauncherX2 : KriegslandMediumWeapon
{
	+WEAPON.NOAUTOFIRE
	+INVENTORY.UNDROPPABLE
	Weapon.SelectionOrder 1100
	Weapon.SlotNumber 0
	Weapon.AmmoUse 1
	Weapon.AmmoGive 5
	Weapon.AmmoType "BOEX1"
	Inventory.Pickupmessage "You got the Lawine-6!"
	Inventory.PickupSound 	"weapons/generic/pickup2"
	Tag "Zwei Lawine-6"
	Scale 0.7
	States
	{
	Deselect:
		TNT1 A 0 A_Gunflash("LightDone")
		WP6R CBA 1
		TNT1 A 0 A_TakeInventory("FireRight",1)
		TNT1 A 1 A_Lower
		Wait 
	Ready:
		WP6R ABC 1
		TNT1 A 0 A_TakeInventory("StopDualWield", 1)
		TNT1 A 0 A_GunFlash
		Goto ReadyToFire
	ReadyToFire:
		TNT1 A 0 A_JumpIfInventory("FiredPrimary",1,"FireLeftGun")
		W6LG A 1 A_WeaponReady(WRF_ALLOWZOOM)
		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
	Fire:
		TNT1 A 0 A_JumpIfInventory("FiredPrimary",1,"FireLeftGun")
		W6LG A 1
		TNT1 A 0 A_JumpifInventory("IsKicking",1,"Kick")
		TNT1 A 0 A_JumpIfInventory("IsKnifing",1,"Knife")
		NULL A 0 A_JumpIfInventory("SlidePlayer",1,"IsSliding")
		TNT1 A 0 A_JumpifInventory("IsBombing",1,"ThrowGrenade")
		TNT1 A 0 A_JumpIfInventory("FiredPrimary",1,"FireLeftGun")
		Goto ReadyToFire
	Select:
		TNT1 A 0 A_Playsound("weapons/generic/select3",7)
		TNT1 A 1 Offset(67, 100)
		TNT1 A 0 A_Raise
		TNT1 A 1 Offset(54, 81)
		TNT1 A 0 A_Raise
		TNT1 A 1 Offset(32, 69)
		TNT1 A 0 A_Raise
		TNT1 A 1 Offset(22, 58)
		TNT1 A 0 A_Raise
		TNT1 A 1 Offset(10, 47)
		TNT1 A 0 A_Raise
		TNT1 A 1 Offset(7, 39)
		TNT1 A 0 A_Raise
		TNT1 A 1 Offset(2, 34)
		TNT1 A 0 A_Raise
		Wait
	FireLeftGun:
		TNT1 A 0 A_JumpIfInventory("BOEX1",1,1)
		Goto Dryfire
		TNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)
		TNT1 A 0 A_Playsound("weapons/LW6/fire",7)
		TNT1 A 0 A_FireCustomMissile("BallGrenade",Random(-2,2),1,-5,0,0,Random(2,-2))
		TNT1 A 0 A_AlertMonsters
		TNT1 AA 0 A_FireCustomMissile("GunSmokeSpawner",0,0,-10,0,0,0)
		TNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)
		W6LF 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 -0.9)
		W6LG B 1
		TNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)
		W6LG C 1
		TNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)
		W6LG D 1
		TNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)
		W6LG E 1
		TNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)
		W6LG F 1
		TNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)
		W6LG A 2
		TNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)
		W6LG A 10 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)
		W6LG AAA 0 A_JumpIfInventory("FiredPrimary",1,"FireLeftGun")
		Goto ReadyToFire
	FireRightGun:
		TNT1 A 0 A_JumpIfInventory("StopDualWield", 1, "LightDone")
		TNT1 A 0 A_GiveInventory("IsFiringSecondary", 1)
		TNT1 A 0
		TNT1 A 0 A_TakeInventory("FiredSecondary",1)
		TNT1 A 0 A_JumpIfInventory("BOEX1",1,1)
		Goto Dryfire
		TNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)
		TNT1 A 0 A_Playsound("weapons/LW6/fire",7)
		TNT1 A 0 A_FireCustomMissile("BallGrenade",Random(2,-2),1,5,0,0,Random(2,-2))
		TNT1 A 0 A_AlertMonsters
		TNT1 AA 0 A_FireCustomMissile("GunSmokeSpawner",0,0,10,0,0,0)
		TNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)
		W6RF 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 -0.9)
		W6RG B 1
		TNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)
		W6RG C 1
		TNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)
		W6RG D 1
		TNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)
		W6RG E 1
		TNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)
		W6RG F 1
		TNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)
		W6RG A 2
		TNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)
		W6RG A 10 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)
		TNT1 A 0 A_JumpIfInventory("StopDualWield", 1, "LightDone")
		TNT1 A 0 A_TakeInventory("IsFiringSecondary",1)
		TNT1 AAA 0 A_JumpIfInventory("FiredSecondary",1,"FireRightGun")
		Goto Flash
	Zoom:
		TNT1 A 0 A_Gunflash("LightDone")
		TNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)
		WP6B A 2 A_SelectWeapon("HDRocketLauncher")
		TNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)
		Goto ReadyToFire
	Dryfire:
		TNT1 A 0 A_Print("No ammo",1)
		TNT1 A 0 A_TakeInventory("IsFiringSecondary",1)
		TNT1 A 0 A_TakeInventory("FiredSecondary",1)
		WP6B A 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)
		TNT1 A 0 A_GunFlash
		Goto ReadyToFire
	Kick:
		TNT1 A 0 A_Gunflash("LightDone")
		WP6R CBA 1
		TNT1 A 2
		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 2
		WP6R ABC 1
		TNT1 A 0 A_Gunflash
		Goto ReadyToFire
	IsSliding:
		TNT1 A 0 A_Gunflash("LightDone")
		TNT1 A 0 A_TakeInventory("SlidePlayer",1)
		TNT1 A 0 A_JumpIfInventory("CrouchPlayer",1,"Ready")
		WP6R CBA 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
		Goto Ready
	Knife:
		TNT1 A 0 A_Gunflash("LightDone")
		WP6R CBA 1
 		NULL A 0 Offset(-10,32)
		NULL A 3
		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 3
		WP6R ABC 1
		TNT1 A 0 A_Gunflash
		Goto ReadyToFire
	Throwgrenade:
		TNT1 A 0 A_Gunflash("LightDone")
		WP6R CBA 1
		TNT1 A 2 Offset(-10,36)
		TNT1 A 0 A_JumpIf(waterlevel>2,"Dryfire")
		TNT1 A 0 A_JumpIfInventory("BOGR1",1,1)
		Goto Dryfire
		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(0,30)
		TNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)
		MND2 E 1 Offset(0,31)
		TNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)
		MND2 F 1 Offset(0,32)
		TNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)
		MND2 F 1 Offset(0,33)
		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 0
		TNT1 A 0 A_JumpIfInventory("StopDualWield", 1, "LightDone")
		W6RG A 1
		TNT1 A 0 A_JumpIfInventory("FiredSecondary", 1, "FireRightGun")
		Loop
	DontFlash:
		TNT1 A 1
		Goto Flash
 	Spawn:
		WP6P A -1
		Stop
	}
}

//==============================================================================
// Lawine-6 projectile
//==============================================================================

ACTOR BallGrenade
{
	Radius 4
	Height 4
	Speed 35
	Damage 0
	Projectile
	-NOGRAVITY
	-GRENADETRAIL
	+RANDOMIZE
	+DEHEXPLOSION
	+SHOOTABLE
	+SKYEXPLODE
	+CANBOUNCEWATER
	Obituary "You died."
	BounceType "Doom"
	BounceFactor 0.5
	WallBounceFactor 0.4
	DeathSound "weapons/LW6/explode"
	BounceSound "weapons/LW6/bounce"
	DamageType "Explode"
	Obituary "%k played some hot ball toss at %o."
	Var int user_lmine;
	Decal Scorch
	Gravity 0.85
	Scale 0.3
	States
	{
	Spawn:
		TNT1 A 0 A_JumpIf(waterlevel>2,"Waterdeath")
	    WP6E A 2 A_SpawnItemEx("GunSmokeSpawner",0,0,0,0,0,1,0,128)
		WP6E B 2 A_SpawnItemEx("GunSmokeSpawner",0,0,0,0,0,1,0,128)
		WP6E C 2 A_SpawnItemEx("GunSmokeSpawner",0,0,0,0,0,1,0,128)
		WP6E D 2 A_SpawnItemEx("GunSmokeSpawner",0,0,0,0,0,1,0,128)
		Loop
	Death: 
		TNT1 A 0 A_StopSound(6)
		TNT1 A 0 A_JumpIf(waterlevel>2,"Waterdeath")
		TNT1 A 1 A_Explode(156,156)
		TNT1 A 0 A_PlaySound("weapons/explosion/ear",5,1,0,1)
		TNT1 A 0 A_AlertMonsters
		TNT1 A 0 Radius_Quake (2, 36, 0, 15, 0)
		TNT1 A 0 A_NoBlocking
		TNT1 A 0 A_Scream
		TNT1 AAAAAAAAAAAAAAA 0 A_SpawnDebris("BulletSparks")
		TNT1 A 0 A_SetScale(1.36)
		TNT1 A 0 A_SetTranslucent(0.65,1)
	Blast:
		TNT1 A 0 A_CustomMissile("MineBlastVisual",0,0,user_lmine,CMF_AIMDIRECTION)
		TNT1 A 0 A_SetUserVar("user_lmine",user_lmine+1)
		TNT1 A 0 A_JumpIf(user_lmine==360,"EndBlast")
		Loop
	EndBlast:
		TNT1 A 0
		TNT1 A 0 A_SpawnItemEx("DetectFloorCrater",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)
		TNT1 A 0 A_SpawnItem("FirstOneExplosionSpawner")
		BLAM ABCDEFGHIJKLMNOP 2 BRIGHT
		Stop	
	WaterDeath:
		TNT1 A 1 A_SpawnItem("WaterSplashBase")
		Stop
	}
}
