ACTOR TerminatorDemon
{ 
	//$Title "Terminator"
	//$Category XV117Monsters
	Health 1250
	Radius 24//43SpriteW(110%=47)
	Height 79//72SpriteH(110%=79)
	scale 1.1
	Mass 1030
	Speed 6
	PainChance 25
	Translation "16:47=48:79", "188:191=236:239", "64:79=160:167"
	MONSTER
	BloodType "CyberDemon_Blood", "CyberDemon_SawBlood", "CyberDemon_Blood"
	Obituary "%o was liquidated by a Terminator."
	+QUICKTORETALIATE
	+FLOORCLIP 
	+MISSILEMORE
	+MISSILEEVENMORE
	+DONTHURTSPECIES
	PainChance "Saw", 100
	PainChance "Cut", 100
	PainChance "Kick", 255 PainChance "Leg", 255
	PainChance "LowKick", 200 PainChance "HangingHook", 0
	damagefactor "TeleportRemover", 0.0
	PainChance "CallingTheBaronAFaggot", 255
	damagefactor "Avoid", 0.0
	damagefactor "SSG", 0.2
	PainChance "Explosive", 255
	damagefactor "DontCallTheBaron", 0.0
	DamageFactor "CauseSplash", 0.0 DamageFactor "CauseObjectsToSplashSlime", 0.0 DamageFactor "CauseObjectsToSplashNukage", 0.0
	DamageFactor "CauseObjectsToSplashBlood", 0.0 DamageFactor "CauseObjectsToSplashLava", 0.0
	damagefactor "Fatality", 3.0
	damagefactor "Blood", 0.0 damagefactor "BlueBlood", 0.0 damagefactor "GreenBlood", 0.0
	PainChance "Head", 120
	SeeSound "monster/termsit" 
	PainSound "monster/termpin" 
	DeathSound "monster/termdth"
	ActiveSound "Terminator/termact"
	//DropItem "DemonRuneMix", 16
DropItem "AutoGrenadeLauncher"	
Tag "Terminator"
	Species "BaronofHell"
	States 
   { 
   Spawn: 
       TERM AB 10 A_Look 
	   TNT1 A 0 A_TakeInventory("TMGAmmo", 16)
	   TNT1 A 0 A_GiveInventory("TMGAmmo", random(0,4))
       Loop 
   See:
       TNT1 A 0 A_Playsound("Terminator/terstepA")
       TERM AA 3 A_Chase
	   TERM BB 3 A_Chase
	   TNT1 A 0 A_Playsound("Terminator/terstepA")
	   TERM CC 3 A_Chase
	   TERM DD 3 A_Chase
       Loop 
	   
   Pain:
       TERM L 2 	
       TERM L 2 A_Pain
       Goto See
	   
   Missile:
		TNT1 A 0 A_Jump(96, "RTshot")
		
   Machinegun://Y=42 | X=-14
		TERM G 2 A_Facetarget
		TERM H 2 BRIGHT A_CustomMissile("OrangeLensFlareAlt", 46, -15, 0, 0)
		TNT1 A 0 A_CustomMissile("MonsterMinigunTracer", 46, -15, random(-4, 3), 0)
		TNT1 A 0 A_PlaySound("FARHMG", 6)
		TNT1 A 0 A_PlaySound("HMGFIRE", 1)
		TNT1 A 0 A_GiveInventory("TMGAmmo", 1)
		TNT1 A 0 A_JumpIfInventory("TMGAmmo", 16, "Cooldown")
		TNT1 A 0 A_CheckSight("see")
		Goto Machinegun
		
	RTshot://Y=39 | X=17
       TERM E 8 A_FaceTarget
	   TNT1 A 0 A_JumpIfCloser(152, "Machinegun")//avoid it's own splash damage
	   TNT1 A 0 A_Playsound("Terminator/tershotA")
	 
//  TERM F 8 Bright A_CustomMissile("CyberBalls",43,19,0,0)

 TERM F 8 Bright A_CustomMissile("AGLMissileMonster",43,19,0,0)

	   TERM E 8
	 Goto See 

	Cooldown:
		TNT1 A 0
		TNT1 A 0 A_TakeInventory("TMGAmmo", 8)
		Goto See

	  Death:
       TERM M 6 A_Scream 
	   TNT1 A 0 A_CustomMissile ("MuchBlood", 50, 0, random (0, 360), 2, random (70, 90))
		TNT1 A 0 A_CustomMissile ("MuchBlood", 50, 0, random (0, 360), 2, random (70, 90))
		TNT1 A 0 A_CustomMissile ("MuchBlood", 50, 0, random (0, 360), 2, random (70, 90))
		TNT1 AAA 0 A_CustomMissile ("BloodmistXXBig", 50, 0, random (0, 360), 2, random (70, 90))
	    TNT1 AAA 0 A_CustomMissile ("BloodmistXXBig", 40, 0, random (0, 360), 2, random (70, 90))
		TNT1 A 0 A_CustomMissile ("SuperGoreSPawner", 50, 0, random (0, 360), 2, random (0, 180))
		TNT1 A 0 A_CustomMissile ("UltraGoreSPawner", 40, 0, random (0, 360), 2, random (0, 180))
		TNT1 A 0 A_CustomMissile ("Brutal_LiquidBlood2", 40, 0, random (0, 360), 2, random (0, 180))
       TERM N 4 
       TERM OPQ 4 Bright 
	   TERM R 0 Bright A_FaceTarget
	   	  TNT1 AAAAAA 0 A_CustomMissile ("Xdeath1", 82, 0, random (0, 360), 2, random (0, 160))
		TNT1 AA 0 A_CustomMissile ("Brains2", 82, 0, random (0, 360), 2, random (0, 160))
		TNT1 AA 0 A_CustomMissile ("Brains3", 82, 0, random (0, 360), 2, random (0, 160))
		TNT1 AA 0 A_CustomMissile ("Brains4", 82, 0, random (0, 360), 2, random (0, 160))
		TNT1 AA 0 A_CustomMissile ("Brains5", 82, 0, random (0, 360), 2, random (0, 160))
		TNT1 AA 0 A_CustomMissile ("Brutal_LiquidBlood", 35, 0, random (0, 360), 2, random (0, 160))
		TNT1 AAAAA 0 A_CustomMissile ("Brutal_LiquidBlood", 35, 0, random (0, 360), 2, random (20, 90))
		TNT1 AAAAA 0 A_CustomMissile ("Brutal_LiquidBlood", 40, 0, random (0, 360), 2, random (70, 90))
		TNT1 AAAAA 0 A_CustomMissile ("Brutal_LiquidBlood", 45, 0, random (0, 360), 2, random (20, 90))
		 TNT1 A 0 A_CustomMissile ("Guts2", 24, 0, random (0, 360), 2, random (0, 160))
		 TNT1 A 0 A_CustomMissile ("Guts2", 24, 0, random (0, 360), 2, random (0, 160))
		 TNT1 A 0 A_SpawnItem ("Brutal_BloodSpot")
		TNT1 A 0 A_SpawnItem ("BarrelExplosion", 0, 20)
		TNT1 A 0 A_Playsound("Terminator/terstepA")
       TERM R 0 Bright A_SpawnItemEx("TerminatorDemonHead", 15, 0, 90, 10, 0, 0, -170, 128)
       TERM R 0 Bright A_SpawnItemEx("TerminatorDemonShoulder", 60, 0, 75, 8, 0, 0, -70, 128)
       TERM R 4 Bright A_SpawnItemEx("TerminatorDemonArm", 60, 0, 0, 3, 0, 0, -90, 128)
	   TNT1 AAA 0 A_CustomMissile ("Brutal_LiquidBlood", 50, 0, random (0, 360), 2, random (70, 90))
	    TNT1 AAAAA 0 A_CustomMissile ("Brutal_LiquidBlood3", 40, 0, random (0, 360), 2, random (70, 90))
		TNT1 AAAAA 0 A_CustomMissile ("Brutal_LiquidBlood", 50, 0, random (0, 360), 2, random (70, 90))
	    TNT1 AAAAA 0 A_CustomMissile ("Brutal_LiquidBlood3", 60, 0, random (0, 360), 2, random (70, 90))
		TNT1 AAAAA 0 A_CustomMissile ("BloodmistXXBig", 40, 0, random (0, 360), 2, random (70, 90))
		TNT1 AAAAA 0 A_CustomMissile ("BloodmistXXBig", 45, 0, random (0, 360), 2, random (20, 90))
		TNT1 A 0 A_SpawnItem ("GrowingBloodPool")
       TERM STUV 4 Bright
       TERM W 4 
       TERM X 6 A_Fall
       TERM Y 6
       TERM Z 1 
       TERM Z 5 
       TERM [ -1   
       Stop
   } 
}



ACTOR TerminatorArm
{
	Radius 12
	Height 15
	Speed 3
	Mass 1000
	scale 2.05
	+DOOMBOUNCE
      States
	{
	Spawn:
         TARM A 5
         TARM B 5 A_Fall 
         TARM CDE 5
         TARM F -1
         Stop
	}
}

ACTOR TerminatorDemonArm : TerminatorArm
{
	Translation "16:47=48:79", "188:191=236:239", "64:79=160:167"
	Scale 1.1
}

actor TerminatorHead
{
    Radius 6
    Height 8
    Speed 10
    Mass 1000
    +DOOMBOUNCE
    +DROPOFF
    +Missile
    scale 2.05
    
    States
    {
    Spawn:
    	THAD DEFGHABC 2
        loop
    Death:
    	THAD I -1
        loop
    }
}

actor TerminatorDemonHead : TerminatorHead
{
    Translation "16:47=48:79", "188:191=236:239", "64:79=160:167"
	Scale 1.1
}

actor TerminatorShoulder
{
    Radius 8
    Height 8
    Speed 8
    Mass 1000
    +DOOMBOUNCE
    +DROPOFF
    +Missile
    scale 2.05
    
    States
    {
    Spawn:
    	TSHO ABCDEFGH 2
        loop
    Death:
    	TSHO I -1
        loop
    }
}

actor TerminatorDemonShoulder : TerminatorShoulder
{
    Translation "16:47=48:79", "188:191=236:239", "64:79=160:167"
	Scale 1.1
}

ACTOR TerminatorBoss : TerminatorDemon
{ 
	//$Title "Terminator Boss"
	//$Category XV117Monsters
	Tag "Super Terminator"
	Health 5050
	Radius 40//43SpriteW(204%=88)
	Height 147//72SpriteH(204%=147)
	scale 2.04
	Mass 5070
	Speed 16
	translation "64:79=160:167"
	MaxStepHeight 24
	MaxDropOffHeight 32
	BloodType "CyberDemon_Blood", "CyberDemon_SawBlood", "CyberDemon_Blood"
	PainChance 20
	SeeSound "monster/termsit" 
	PainSound "monster/termpin" 
	DeathSound "monster/termdth"
	ActiveSound "Terminator/termact"
	painchance "kick", 255
	painchance "Fire", 60
	PainChance "Head", 40
	PainChance "KillMe", 64
	PainChance "Taunt", 255
	PainChance "Cut", 5
	Painchance "Fatality", 90
	damagefactor "HKFT", 0.05
	damagefactor "HKFT", 0.05
	damagefactor "Decaptate", 5.0
	damagefactor "Avoid", 0.0
	damagefactor "GibRemoving", 0.0
	damagefactor "TeleportRemover", 0.0
	DamageFactor "CauseSplash", 0.0 DamageFactor "CauseObjectsToSplashSlime", 0.0 DamageFactor "CauseObjectsToSplashNukage", 0.0
	DamageFactor "CauseObjectsToSplashBlood", 0.0 DamageFactor "CauseObjectsToSplashLava", 0.0
	damagefactor "Crush", 20.0
	damagefactor "Blood", 0.0 damagefactor "BlueBlood", 0.0 damagefactor "GreenBlood", 0.0
	DropItem "DemonStrengthRune", 32
	Species "CyberDemon"
	+NOICEDEATH
	+MISSILEMORE
	+MISSILEEVENMORE
    +DONTRIP
    +NORADIUSDMG
	+QUICKTORETALIATE
	+FLOORCLIP
	+BOSS
	+BOSSDEATH
	+DONTMORPH
	+DONTHARMSPECIES
	states
	{
	Spawn: 
       TERM AB 10 A_Look 
	   TNT1 A 0 A_TakeInventory("TMGAmmo", 32)
	   TNT1 A 0 A_GiveInventory("TMGAmmo", random(0,4))
	   TNT1 A 0 A_TakeInventory("TRAmmo", 3)
	   TNT1 A 0 A_GiveInventory("TRAmmo", random(0,1))
       Loop 
	   
	See:
       TNT1 A 0 A_Playsound("Terminator/terstepA")
       TERM AAAA 2 A_Chase
	   TERM BBBB 2 A_Chase
	   TNT1 A 0 A_Playsound("Terminator/terstepA")
	   TERM CCCC 2 A_Chase
	   TERM DDDD 2 A_Chase
       Loop  
	   
	Missile:
		TNT1 A 0 A_Jump(128, "RTshot")
		
	Machinegun://Y=42 | X=-14
		TERM G 2 A_Facetarget
		TERM H 2 BRIGHT A_CustomMissile("OrangeLensFlareAlt", 86, -29, 0, 0)
		TNT1 A 0 A_CustomMissile("MonsterMinigunTracer", 86, -29, random(-4, 3), 0)
		TNT1 A 0 A_PlaySound("FARHMG", 6)
		TNT1 A 0 A_PlaySound("HMGFIRE", 1)
		TNT1 A 0 A_GiveInventory("TMGAmmo", 1)
		TNT1 A 0 A_JumpIfInventory("TMGAmmo", 32, "Cooldown")
		TNT1 A 0 A_CheckSight("see")
		Goto Machinegun
		
	RTshot://Y=39 | X=17
		TERM E 5 A_FaceTarget
		TNT1 A 0 A_JumpIfCloser(168, "Machinegun")//avoid it's own splash damage
		TNT1 A 0 A_Playsound("Terminator/tershotA")
		TERM F 5 Bright A_CustomMissile("CyberBalls",80,35,0,0)
		TERM E 5
		TNT1 A 0 A_GiveInventory("TRAmmo", 1)
		TNT1 A 0 A_JumpIfInventory("TRAmmo", 3, "Cooldown")
		TNT1 A 0 A_CheckSight("see")
		Goto RTshot
		
	Cooldown:
		TNT1 A 0
		TNT1 A 0 A_TakeInventory("TMGAmmo", 32)
		TNT1 A 0 A_TakeInventory("TRAmmo", 3)
		Goto See
Fatality:		
	Death:
       TERM M 6 A_Scream 
	   TNT1 A 0 A_CustomMissile ("MuchBlood", 50, 0, random (0, 360), 2, random (70, 90))
		TNT1 A 0 A_CustomMissile ("MuchBlood", 50, 0, random (0, 360), 2, random (70, 90))
		TNT1 A 0 A_CustomMissile ("MuchBlood", 50, 0, random (0, 360), 2, random (70, 90))
		TNT1 AAA 0 A_CustomMissile ("BloodmistXXBig", 50, 0, random (0, 360), 2, random (70, 90))
	    TNT1 AAA 0 A_CustomMissile ("BloodmistXXBig", 40, 0, random (0, 360), 2, random (70, 90))
		TNT1 A 0 A_CustomMissile ("SuperGoreSPawner", 50, 0, random (0, 360), 2, random (0, 180))
		TNT1 A 0 A_CustomMissile ("UltraGoreSPawner", 40, 0, random (0, 360), 2, random (0, 180))
		TNT1 A 0 A_CustomMissile ("Brutal_LiquidBlood2", 40, 0, random (0, 360), 2, random (0, 180))
       TERM N 4 
       TERM OPQ 4 Bright 
	   TERM R 0 Bright A_FaceTarget
	   	  TNT1 AAAAAA 0 A_CustomMissile ("Xdeath1", 82, 0, random (0, 360), 2, random (0, 160))
		TNT1 AA 0 A_CustomMissile ("Brains2", 82, 0, random (0, 360), 2, random (0, 160))
		TNT1 AA 0 A_CustomMissile ("Brains3", 82, 0, random (0, 360), 2, random (0, 160))
		TNT1 AA 0 A_CustomMissile ("Brains4", 82, 0, random (0, 360), 2, random (0, 160))
		TNT1 AA 0 A_CustomMissile ("Brains5", 82, 0, random (0, 360), 2, random (0, 160))
		TNT1 AA 0 A_CustomMissile ("Brutal_LiquidBlood", 35, 0, random (0, 360), 2, random (0, 160))
		TNT1 AAAAA 0 A_CustomMissile ("Brutal_LiquidBlood", 35, 0, random (0, 360), 2, random (20, 90))
		TNT1 AAAAA 0 A_CustomMissile ("Brutal_LiquidBlood", 40, 0, random (0, 360), 2, random (70, 90))
		TNT1 AAAAA 0 A_CustomMissile ("Brutal_LiquidBlood", 45, 0, random (0, 360), 2, random (20, 90))
		 TNT1 A 0 A_CustomMissile ("Guts2", 24, 0, random (0, 360), 2, random (0, 160))
		 TNT1 A 0 A_CustomMissile ("Guts2", 24, 0, random (0, 360), 2, random (0, 160))
		 TNT1 A 0 A_SpawnItem ("Brutal_BloodSpot")
		TNT1 A 0 A_SpawnItem ("BarrelExplosion", 0, 20)
		TNT1 A 0 A_Playsound("Terminator/terstepA")
       TERM R 0 Bright A_SpawnItemEx("TerminatorHead", 15, 0, 90, 10, 0, 0, -170, 128)
       TERM R 0 Bright A_SpawnItemEx("TerminatorShoulder", 60, 0, 75, 8, 0, 0, -70, 128)
       TERM R 4 Bright A_SpawnItemEx("TerminatorArm", 60, 0, 0, 3, 0, 0, -90, 128)
	   TNT1 AAA 0 A_CustomMissile ("Brutal_LiquidBlood", 50, 0, random (0, 360), 2, random (70, 90))
	    TNT1 AAAAA 0 A_CustomMissile ("Brutal_LiquidBlood3", 40, 0, random (0, 360), 2, random (70, 90))
		TNT1 AAAAA 0 A_CustomMissile ("Brutal_LiquidBlood", 50, 0, random (0, 360), 2, random (70, 90))
	    TNT1 AAAAA 0 A_CustomMissile ("Brutal_LiquidBlood3", 60, 0, random (0, 360), 2, random (70, 90))
		TNT1 AAAAA 0 A_CustomMissile ("BloodmistXXBig", 40, 0, random (0, 360), 2, random (70, 90))
		TNT1 AAAAA 0 A_CustomMissile ("BloodmistXXBig", 45, 0, random (0, 360), 2, random (20, 90))
		TNT1 A 0 A_SpawnItem ("GrowingBloodPool")
       TERM STUV 4 Bright
       TERM W 4 
       TERM X 6 A_Fall
       TERM Y 6
       TERM Z 1 
       TERM Z 5 
       TERM [ -1   
       Stop
	}
}



ACTOR TMGAmmo: Ammo
{
     Inventory.MaxAmount 32
}

ACTOR TRAmmo: Ammo
{
     Inventory.MaxAmount 3
}



ACTOR AGLMissileMonster
{
	Radius 4
	Height 4
	Speed 50
	Damage 30
	+MISSILE
	+BLOODSPLATTER
	+SKYEXPLODE
	//+DOOMBOUNCE
	+EXPLODEONWATER
	+NOTELEPORT
	-BOUNCEONACTORS
	DamageType ExplosiveImpact
	Gravity 0.7
	Scale 0.6
	SeeSound "Weapons/GrenadeBounce"
	DeathSound "none"
	Obituary "%o was exploded by %k's grenade."
	States
	{
	Spawn:
		TNT1 A 0 A_JumpIf(waterlevel > 1,"SpawnUnderwater")
		GRNP AAAAAAAA 1 A_CustomMissile("AGLTrailMonster",2,0,random(160,210),2,random(-30,30))
		TNT1 A 0 A_GiveInventory("GrenadeTime",1)
		TNT1 A 0 A_JumpIfInventory("GrenadeTime",6,"Death")
		Loop
	SpawnUnderwater:
		GRNP AAAA 2
		TNT1 A 0 A_GiveInventory("GrenadeTime",1)
		TNT1 A 0 A_JumpIfInventory("GrenadeTime",6,"Death")
		Loop
	Death:
		TNT1 A 0 A_NoBlocking
		TNT1 A 0 A_SpawnItem("AGLMissileExplosionMonster")
		Stop
	}
}


ACTOR AGLMissileExplosionMonster
{
	Game Doom
	Speed 1
	Gravity 0.0
	BounceFactor 0.1
	WallBounceFactor 0.1
	Radius 1
	Height 1
	Damage 0
	+MISSILE
	+NOTELEPORT
	+NOBLOCKMAP
	+BLOODLESSIMPACT 
	+FORCEXYBILLBOARD
	+MOVEWITHSECTOR
	+DOOMBOUNCE
	+DONTSPLASH
	+THRUACTORS
	+THRUGHOST
	+GHOST
	//+NOBLOCKMAP
	//+NOGRAVITY
	//+MISSILE
	//+DoomBounce
	//BounceFactor 0.1
	//WallBounceFactor 0.1
	Damagetype ExplosiveImpact
	//DeathSound "Explosion"
	States
	{
	Spawn:
		TNT1 A 0
		TNT1 A 0 Radius_Quake(3,8,0,15,0)
		TNT1 A 1
		TNT1 A 0 A_CustomMissile("ExplosionSplashSpawner")
		TNT1 A 0 A_SpawnItemEx("DetectFloorCrater",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)
		TNT1 A 0 A_SpawnItemEx("DetectCeilCrater",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)
		TNT1 A 0 A_SpawnItemEx("UnderwaterExplosion",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)
		TNT1 A 0 A_SpawnItemEx("ExplosionFlareSpawner",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)
		TNT1 A 0 A_Scream
		TNT1 A 0 A_SpawnItem("ExplosionLight")
		TNT1 A 0 A_CustomMissile("MetalShardz1",5,0,random(0,360),2,random(0,360))
		TNT1 A 0 A_CustomMissile("MetalShardz2",5,0,random(0,360),2,random(0,360))
		TNT1 A 0 A_CustomMissile("MetalShardz3",5,0,random(0,360),2,random(0,360))
		TNT1 A 0 A_Explode(50,200)
		TNT1 AAAAAAAAA 0 A_CustomMissile("ExplosionParticleHeavy",0,0,random(0,360),2,random(0,180))
		TNT1 AAAAAAAAA 0 A_CustomMissile("ExplosionParticleHeavy",0,0,random(0,360),2,random(0,360))
		TNT1 AAAAAAAAA 0 A_CustomMissile("ExplosionParticleVeryFast",0,0,random(0,360),2,random(0,360))
		TNT1 AAAAA 0 A_CustomMissile("SmallExplosionFlames",0,0,random(0,360),2,random(0,360))
		TNT1 AAAAA 0 A_CustomMissile("ExplosionSmokeFast22",0,0,random(0,360),2,random(0,360))
		TNT1 A 0 A_AlertMonsters
		TNT1 A 0 A_SpawnItemEx("LiquidExplosionEffectSpawner",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)
		TNT1 A 0 A_PlaySound("FAREXPL",3)
		TNT1 AAAAA 4 A_CustomMissile("AGLMissileClusterMonster",2,0,random(0,360),2,random(0,60))
		TNT1 AAAAA 35
		Stop
	}
}

ACTOR AGLMissileClusterMonster
{
	Game Doom
	Speed 20
	Gravity 0.0
	BounceFactor 0.1
	WallBounceFactor 0.1
	Radius 1
	Height 1
	Damage 0
	+MISSILE
	+NOTELEPORT
	+NOBLOCKMAP
	+BLOODLESSIMPACT 
	+FORCEXYBILLBOARD
	+MOVEWITHSECTOR
	+DOOMBOUNCE
	+DONTSPLASH
	+THRUACTORS
	+THRUGHOST
	+GHOST
	States
	{
	Spawn:
		TNT1 A 0
		TNT1 A 0 A_ScaleVelocity(frandom(0.1,1.0))
		TNT1 A 2
		//TNT1 A 0 A_CustomMissile("DummyParticle",0,0,0,0,0)
		TNT1 A 0 A_Scream
		TNT1 AAAAA 0 A_CustomMissile("ExplosionParticleHeavy",0,0,random(0,360),2,random(0,180))
		TNT1 AAAAA 0 A_CustomMissile("ExplosionParticleHeavy",0,0,random(0,360),2,random(0,360))
		TNT1 AAAAA 0 A_CustomMissile("ExplosionParticleVeryFast",0,0,random(0,360),2,random(0,360))
		TNT1 AA 0 A_CustomMissile("TinyExplosionFlames",0,0,random(0,360),2,random(0,360))
		TNT1 AA 0 A_CustomMissile("ExplosionSmokeFast22",0,0,random(0,360),2,random(0,360))
		TNT1 A 7
		Stop
	}
}

ACTOR AGLTrailMonster : OldschoolRocketSmokeTrail2
{
	Scale 0.2
	Alpha 0.5
}
