//////////////////////////////////
// EXPLOSIONS					//
//////////////////////////////////

//////////////////////////////////////
ACTOR BarrelExplosion
{
	+FORCERADIUSDMG
	Damage 70
	States
	{
		Spawn:
			TNT1 A 0
			TNT1 A 0 A_PlaySound("world/barrelx", 1)
			TNT1 AA 0 A_CustomMissile("Exploding", 0,  0, random(0, 360), 2, random(-90, 90))
			TNT1 AA 0 A_CustomMissile("Exploding2", 0,  0, random(0, 360), 2, random(-90, 90))
			TNT1 A 0 A_CustomMissile("Shrapnel", 0,  0, random(0, 360), 2, random(0, 90))
			TNT1 A 0 Radius_Quake(2, 6, 0, 100, 0)
			TNT1 A 3
			TNT1 A 0 A_CustomMissile("Particle", 0,  0, random(0, 360), 2, random(0, 90))
			TNT1 A 6
		Stop
	}
}

//////////////////////////////////////
ACTOR Explosion
{
	-CLIENTSIDEONLY
	States
	{
		Spawn:
			TNT1 A 0
			TNT1 A 0 A_PlaySound("world/barrelx", 1)
			TNT1 AA 0 A_CustomMissile("Exploding", 0,  0, random(0, 360), 2, random(-90, 90))
			TNT1 AA 0 A_CustomMissile("Exploding2", 0,  0, random(0, 360), 2, random(-90, 90))
			TNT1 AAA 0 A_CustomMissile("Shrapnel", 0,  0, random(0, 360), 2, random(0, 90))
			TNT1 A 0 Radius_Quake(2, 6, 0, 100, 0)
			TNT1 A 3
			TNT1 AA 0 A_CustomMissile("Particle", 0,  0, random(0, 360), 2, random(0, 90))
			TNT1 A 6
		Stop
	}
}

//////////////////////////////////////
Actor Exploding
{
	Radius 1
	Height 1
	Speed 0
	+MISSILE
	+THRUACTORS
	-CLIENTSIDEONLY
	+NOGRAVITY
	States
{
	Spawn:
		RPGX BCDEFGHIJKLMNOPQRSTUV 1 BRIGHT
	Stop
	}
}

//////////////////////////////////////
Actor Exploding2
{
	Radius 1
	Height 1
	Speed 0
	+MISSILE
	+THRUACTORS
	-CLIENTSIDEONLY
	+NOGRAVITY
	States
{
	Spawn:
		XXPL ABCDEFGHIJKLMNOPQRSTUVXYZ 1 BRIGHT
	Stop
	}
}

//////////////////////////////////////
Actor HellstormBombExplode
{
	Radius 1
	Height 1
	Speed 0
	Scale 0.3
	Damage 50
	+EXTREMEDEATH
	+MISSILE
	+THRUACTORS
	DONTHURTSHOOTER
	-CLIENTSIDEONLY
	+NOGRAVITY
	States
{
	Spawn:
		XXPL ABCDEFGHIJKLMNOPQRSTUVXYZ 1 BRIGHT
	Stop
	}
}

//////////////////////////////////////
Actor Shrapnel: Explosion
{
	Speed 4
	Renderstyle Add
	States
{
	Spawn:
		SPKS ABCDEFG 1 BRIGHT
	Stop
	}
}

//////////////////////////////////////
Actor Particle: Explosion
{
	+NOGRAVITY
	+FLOAT
	Speed 0
	Scale 1.2
	States
{
	Spawn:
	SM7K ABCDEFGHIJKLMNOPQRSTUVWXYZ 2
	Stop
	}
}

//////////////////////////////////////
Actor Shockwave
{
	+NOGRAVITY
	+FLOAT
	Speed 0
	Scale 1.2
	States
{
	Spawn:
	SHOK ABCDEFGHIJKLMNOPQR 2 BRIGHT
	Stop
	}
}

//////////////////////////////////////
Actor BlueBallExplosion
{
	+NOGRAVITY
	+FLOAT
	Speed 0
	Scale 0.8
	RenderStyle Add
	States
{
	Spawn:
	FXPB ABCDEFGHIJKLM 1 BRIGHT
	Stop
	}
}

//////////////////////////////////////
Actor GreenBallExplosion
{
	+NOGRAVITY
	+FLOAT
	Speed 0
	Scale 0.8
	RenderStyle Add
	States
{
	Spawn:
	FXPG ABCDEFGHIJKLM 1 BRIGHT
	Stop
	}
}

//////////////////////////////////////
Actor BaronBallExplosion
{
	+NOGRAVITY
	+FLOAT
	Speed 0
	Scale 0.5
	RenderStyle Add
	States
{
	Spawn:
	FXPG ABCDEFGHIJKLM 1 BRIGHT
	Stop
	}
}

//////////////////////////////////////
ACTOR FlyingMetal1
{
	Scale 0.2
	Speed 15
	BounceCount 3
	+MISSILE
	+NOTELEPORT
	-SHOOTABLE
	+THRUACTORS
	-CLIENTSIDEONLY
	+BOUNCEONWALLS
	+BOUNCEONCEILINGS
	+MOVEWITHSECTOR
	-SOLID
	States
{
	Spawn:
		JNK1 ABCDEFGH 4
	Loop

	Death:
		JNK1 H 1
	Stop
	}
}

//////////////////////////////////////
ACTOR FlyingMetal2
{
	Scale 0.2
	Speed 15
	BounceCount 3
	+NOTELEPORT
	-SHOOTABLE
	+MISSILE
	-DONTSPLASH
	+THRUACTORS
	-CLIENTSIDEONLY
	+BOUNCEONWALLS
	+BOUNCEONCEILINGS
	+MOVEWITHSECTOR
	-SOLID
	States
{
	Spawn:
		JNK2 ABCDEFGH 4
	Loop

	Death:
		JNK2 H 1
	Stop
	}
}