
Actor 64ExplosiveBarrel : ExplosiveBarrel Replaces ExplosiveBarrel
{
	Scale 0.8
	Health 20
	+EXTREMEDEATH
	States
	{
	Death:
	BEXP ABC 3 BRIGHT
	TNT1 A 0 A_NOBlocking
	TNT1 A 0 A_Scream
		TNT1 A 0 A_SpawnItem("64BarrelExplosion")
		TNT1 A 2
		TNT1 A 0 A_Explode(100, 200)
		TNT1 A 0 A_SpawnItemEx("BarrelExplosionSmokeColumn", random (-10, 10), random(-10, 10), 20)
		TNT1 A 0 A_SpawnItem("BarrelExplosionSmokeColumn")
		TNT1 A 0 A_SpawnItemEx ("LiquidExplosionEffectSpawner",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)
		TNT1 A 0 bright A_CustomMissile ("LongFlameParticle1", random (0, 8), 0, random (0, 360), 2, random (80, 100))
		TNT1 A 0 bright A_SpawnItemEx ("LongFlameParticleSpark", random (-16, 16), random (-16, 16), random (2, 8), 0, 0, 2)
		TNT1 A 3
		TNT1 A 0 bright A_CustomMissile ("LongFlameParticle2", random (0, 8), 0, random (0, 360), 2, random (80, 100))
		TNT1 A 3
		TNT1 A 0 bright A_CustomMissile ("LongFlameParticle2", random (0, 8), 0, random (0, 360), 2, random (80, 100))
		TNT1 A 3
		TNT1 A 0 bright A_CustomMissile ("LongFlameParticle1", random (0, 8), 0, random (0, 360), 2, random (80, 100))
		TNT1 A 0 bright A_SpawnItemEx ("LongFlameParticleSpark", random (-16, 16), random (-16, 16), random (2, 8), 0, 0, 2)
		TNT1 A 3
		TNT1 A 0 bright A_CustomMissile ("LongFlameParticle2", random (0, 8), 0, random (0, 360), 2, random (80, 100))
		TNT1 A 3
		TNT1 A 0 bright A_CustomMissile ("LongFlameParticle2", random (0, 8), 0, random (0, 360), 2, random (80, 100))
		TNT1 A 3
		TNT1 A 0 bright A_CustomMissile ("LongFlameParticle1", random (0, 8), 0, random (0, 360), 2, random (80, 100))
		TNT1 A 0 bright A_SpawnItemEx ("LongFlameParticleSpark", random (-16, 16), random (-16, 16), random (2, 8), 0, 0, 2)
		TNT1 A 3
		TNT1 A 0 bright A_CustomMissile ("LongFlameParticle2", random (0, 8), 0, random (0, 360), 2, random (80, 100))
		TNT1 A 3
		TNT1 A 0 bright A_CustomMissile ("LongFlameParticle2", random (0, 8), 0, random (0, 360), 2, random (80, 100))
		TNT1 A 3
		TNT1 A 0 bright A_CustomMissile ("LongFlameParticle1", random (0, 8), 0, random (0, 360), 2, random (80, 100))
		TNT1 A 0 bright A_SpawnItemEx ("LongFlameParticleSpark", random (-16, 16), random (-16, 16), random (2, 8), 0, 0, 2)
		TNT1 A 3
		TNT1 A 0 bright A_CustomMissile ("LongFlameParticle2", random (0, 8), 0, random (0, 360), 2, random (80, 100))
		TNT1 A 3
		TNT1 A 0 bright A_CustomMissile ("LongFlameParticle2", random (0, 8), 0, random (0, 360), 2, random (80, 100))
		TNT1 A 3
		TNT1 A 0 bright A_CustomMissile ("LongFlameParticle1", random (0, 8), 0, random (0, 360), 2, random (80, 100))
		TNT1 A 0 bright A_SpawnItemEx ("LongFlameParticleSpark", random (-16, 16), random (-16, 16), random (2, 8), 0, 0, 2)
		TNT1 A 3
		TNT1 A 0 bright A_CustomMissile ("LongFlameParticle2", random (0, 8), 0, random (0, 360), 2, random (80, 100))
		TNT1 A 3
		TNT1 A 0 bright A_CustomMissile ("LongFlameParticle2", random (0, 8), 0, random (0, 360), 2, random (80, 100))
		TNT1 A 3
		TNT1 A 0 bright A_CustomMissile ("LongFlameParticle1", random (0, 8), 0, random (0, 360), 2, random (80, 100))
		TNT1 A 0 bright A_SpawnItemEx ("LongFlameParticleSpark", random (-16, 16), random (-16, 16), random (2, 8), 0, 0, 2)
		TNT1 A 3
		TNT1 A 0 bright A_CustomMissile ("LongFlameParticle2", random (0, 8), 0, random (0, 360), 2, random (80, 100))
		TNT1 A 3
		TNT1 A 0 bright A_CustomMissile ("LongFlameParticle2", random (0, 8), 0, random (0, 360), 2, random (80, 100))
		TNT1 A 3
    stop
	}
}

Actor 64BarrelExplosion 9934
{
  Renderstyle Translucent
  Alpha 0.6
  damage 0
  scale 0.75
  PROJECTILE
  +RANDOMIZE
  states
  {
  Spawn:
    TNT1 A 1
	TNT1 A 0 A_Explode(10, 200)
    TNT1 AAAAAAAAA 0 A_CustomMissile ("ExplosionParticleHeavy", 0, 0, random (0, 360), 2, random (0, 180))
        TNT1 AAAAAAAAAAAAAAAAAA 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 AAAAAAAAAA 0 A_CustomMissile ("64ExplosionFireBase", 40, 0, random (0, 360), 2, random (0, 360))
		TNT1 AAAAAAAAAA 0 A_CustomMissile ("BarrelExplosionFire", 0, 0, random (0, 360), 2, random (10, 40))
		TNT1 AAAAAA 0 A_CustomMissile ("BarrelExplosionFireLargeSpawn", 0, 0, random (0, 360), 2, random (10, 40))
        EXPL AAAAA 0 A_CustomMissile ("ExplosionSmokeFast22", 0, 0, random (0, 360), 2, random (0, 360))
		TNT1 A 0 A_SPawnItem("ExplosionAirDisplacementEffect")
		
		TNT1 A 0 A_playSound("EXPLO3", 1)
		TNT1 A 0 A_Stop
		TNT1 A 0 Radius_Quake(2, 8, 0, 12, 0)
		TNT1 A 100
    stop
  }
}









actor 64BossExplosion 9910
{
  Renderstyle translucent
  alpha 0.6
  damage 0
  scale 0.75
  PROJECTILE
  +RANDOMIZE
  states
  {
  Spawn:
     TNT1 A 1
        TNT1 AA 0 A_CustomMissile ("ExplosionParticleHeavy", 0, 0, random (0, 360), 2, random (0, 180))
        TNT1 AA 0 A_CustomMissile ("ExplosionParticleHeavy", 0, 0, random (0, 360), 2, random (0, 360))
		TNT1 AA 0 A_CustomMissile ("ExplosionParticleVeryFast", 0, 0, random (0, 360), 2, random (0, 360))
        TNT1 A 0 A_CustomMissile ("64ExplosionFireBase", 20, 0, random (0, 360), 2, random (0, 360))
		TNT1 AAA 0 A_CustomMissile ("BarrelExplosionFire", 20, 0, random (0, 360), 2, random (10, 40))
		//TNT1 A 0 A_CustomMissile ("BarrelExplosionFireLargeSpawn", 0, 0, random (0, 360), 2, random (10, 40))
        EXPL A 0 A_CustomMissile ("ExplosionSmokeFast22", 0, 0, random (0, 360), 2, random (0, 360))
		TNT1 A 0 A_playSound("EXPLO3", 2)
		TNT1 A 0 A_CustomMissile ("BloodmistBig", 45, 0, random (0, 360), 2, random (10, 90))
		TNT1 A 0 A_Stop
		TNT1 A 0 Radius_Quake(2, 8, 0, 12, 0)
		TNT1 A 100
    stop
  }
}
