ACTOR "Supercharged Demon Tech BFG10K" : Weapon 18492
{
//$Category Weapons/BFG20K
//$Sprite SFUGA0
//$Title "Supercharged Demon Tech BFG10K"
+WEAPON.POWERED_UP
Weapon.SisterWeapon "Demon Tech BFG 10K"
Height 20
Weapon.SelectionOrder 2787
Weapon.AmmoUse 100
Weapon.AmmoGive 200
Weapon.AmmoType "DemonAmmo"
Weapon.AmmoType2 "DemonAmmo"
Scale 0.85
Weapon.PreferredSkin "DemonTechBFG10K-Marine"
Inventory.PickupSound "weapons/dtech10kpickup"
Inventory.PickupMessage "Supercharged Demon Tech BFG10K"
Obituary "%o had no chance against %k's Supercharged Demon Tech BFG10K."
Tag "Supercharged Demon Tech BFG10K"
States
{
Select:   
	TNT1 A 0 A_JumpIfNoAmmo("Select2")
    TNT1 A 0 A_PlayWeaponSound("weapons/dtech10kpickup")
    SBFI A 1 A_Raise
    Goto Select+2
Select2:   
    TNT1 A 0 A_PlayWeaponSound("weapons/dtech10kpickup")
    SBFE A 1 A_Raise
    Goto Select2+1	
Deselect:
	TNT1 A 0 A_TakeInventory("HandGrenadeAction",1)
	TNT1 A 0 A_TakeInventory("MineAction",1)
	TNT1 A 0 A_TakeInventory("RailgunAction",1)
	TNT1 A 0 A_JumpIfNoAmmo("Deselect2")
	TNT1 A 0 A_PlayWeaponSound("weapons/weapondown")
	SBFI A 1 A_Lower
    Goto Deselect+5
Deselect2:
	TNT1 A 0 A_PlayWeaponSound("weapons/weapondown")
	SBFE A 1 A_Lower
    Goto Deselect2+1	
Ready:
    TNT1 A 0 A_JumpIfNoAmmo("Ready2")
	TNT1 A 0 A_PlayWeaponSound("weapons/dtech10kidle")
    SBFI AAAABBBBCCCCBBBB 1 A_WeaponReady
    Loop
Ready2:
    TNT1 A 0 A_JumpIfInventory("DemonAmmo",125,"Ready")
	SBFE A 1 A_WeaponReady
	Loop
Fire:
	TNT1 A 0 A_Light1
    TNT1 A 0 A_PlayWeaponSound("Cardinal/9k")
	SBFG C 2 Bright Radius_Quake(1,2,0,1,0)
    SBFG DE 2 Bright Radius_Quake(2,2,0,1,0)
    SBFG FGH 2 Bright Radius_Quake(4,2,0,1,0)
	SBFG IJK 1 Bright Radius_Quake(6,3,0,1,0)
	SBFG L 10 Bright Radius_Quake(8,3,0,1,0)
	TNT1 A 0 A_Light2
    TNT1 A 0 A_GunFlash	
	SBFG M 2 Bright Radius_Quake(10,4,0,1,0)
	TNT1 A 0 A_Recoil(15)	
	TNT1 A 0 Radius_Quake(12,6,0,1,0)
	SBFG N 2 Bright A_FireCustomMissile("SuperchargedDTBFG10KBall",0,1,0,0)	
	SBFG OP 1 Bright
	TNT1 A 0 A_Light0
	SBFG QRST 2 Bright
	TNT1 A 0 Radius_Quake(3,10,0,1,0)
	TNT1 A 0 A_PlaySound("weapons/dtech10ksteam")
	SBFE AAAAAAAAAAAA 1 A_FireCustomMissile("DTech10KSteam",-58+Random(-4,4),0,0,0)
	SBFE A 15
	TNT1 A 0 A_JumpIfInventory("DemonAmmo",125,1)
	Goto Ready2
	SBFE A 40 A_PlayWeaponSound("weapons/dtech10kcharge")
	SBFE A 8 A_PlayWeaponSound("weapons/plasmacellin")
	Goto Ready
Spawn:
    SFUG A -1
    Stop   
    }
}

actor DTBFGSuperChargeUpgrade : CustomInventory
{
+COUNTITEM
//+inventory.undroppable
//+inventory.persistentpower
//+inventory.hubpower
Scale 0.9
Inventory.Icon "RBUPA0"
Inventory.Amount 1
inventory.pickupsound "weapons/dtech10kpickup"
inventory.pickupmessage "Your Demon Tech BFG10K is now Super-Charged!"
	states
	{
	spawn:
    RBUP ABCDCB 2 bright
	Loop
	PickUp:
	TNT1 A 0 A_GiveInventory("PowerSuperCharge",1)
	Stop
  }
}

actor PowerSuperCharge : PowerWeaponLevel2
{
	Powerup.Duration 0x7FFFFFFD
	+inventory.undroppable	
	+inventory.persistentpower
	+inventory.hubpower
}


ACTOR "Demon Tech BFG 10K" :  "Demon Tech BFG10K" replaces "Demon Tech BFG10K" 19356
{
Weapon.SisterWeapon "Supercharged Demon Tech BFG10K"
Tag "Demon Tech BFG10K"
}

ACTOR SuperchargedDTBFG10KBall
{
projectile
Radius 20
Height 30
Damage (1250)
Speed 25
Scale 0.65
RENDERSTYLE Translucent
Alpha 0.95
DamageType "PDTBFG"
+FORCERADIUSDMG
+THRUSPECIES
Species "Player"
Obituary "%o had no chance against %k's Supercharged Demon Tech BFG10K."
DeathSound ""
Decal BFG9500Lightning
States
{
Spawn:
    TNT1 A 0
	TNT1 A 0 A_Jump(128,"DTBFGSFX")
    TNT1 A 0 A_AlertMonsters
    TNT1 A 0 A_PlaySoundEx("weapons/dtech10kball","Voice",1)
    TNT1 A 0 A_SpawnItemEx("ProjectileTrailParticleRed",Random(-12,12),Random(-12,12),Random(12,22),Random(-2,2),Random(-2,2),Random(-2,2),Random(-20,20),128)
    SGS1 A 1 Bright A_SpawnItemEx("SuperPlayerDTBFGProjectileAttack",0,0,0,0,0,0,0,SXF_SETMASTER)
    TNT1 A 0 A_SpawnItemEx("ProjectileTrailParticleRed",Random(-12,12),Random(-12,12),Random(12,22),Random(-2,2),Random(-2,2),Random(-2,2),Random(-20,20),128)
    SGS1 B 1 Bright A_SpawnItemEx("SuperPlayerDTBFGProjectileAttack",0,0,0,0,0,0,0,SXF_SETMASTER)
    TNT1 A 0 A_SpawnItemEx("ProjectileTrailParticleRed",Random(-12,12),Random(-12,12),Random(12,22),Random(-2,2),Random(-2,2),Random(-2,2),Random(-20,20),128)
    SGS1 A 1 Bright A_SpawnItemEx("SuperPlayerDTBFGProjectileAttack",0,0,0,0,0,0,0,SXF_SETMASTER)
    TNT1 A 0 A_SpawnItemEx("ProjectileTrailParticleRed",Random(-12,12),Random(-12,12),Random(12,22),Random(-2,2),Random(-2,2),Random(-2,2),Random(-20,20),128)
    SGS1 B 1 Bright A_SpawnItemEx("SuperPlayerDTBFGProjectileAttack",0,0,0,0,0,0,0,SXF_SETMASTER)
    Loop
DTBFGSFX:
    TNT1 A 0 A_AlertMonsters
    TNT1 A 0 A_PlaySoundEx("weapons/dtech10kball","Voice",1)
	TNT1 A 0 A_SpawnItemEx("DevastatorLightningRed",Random(6,-6),Random(6,-6),Random(16,8),0,0,0,0,128)
    TNT1 A 0 A_SpawnItemEx("ProjectileTrailParticleRed",Random(-12,12),Random(-12,12),Random(12,22),Random(-2,2),Random(-2,2),Random(-2,2),Random(-20,20),128)
    SGS1 A 1 Bright A_SpawnItemEx("SuperPlayerDTBFGProjectileAttack",0,0,0,0,0,0,0,SXF_SETMASTER)
	TNT1 A 0 A_SpawnItemEx("DevastatorLightningRed2",Random(6,-6),Random(6,-6),Random(16,8),0,0,0,0,128)
    TNT1 A 0 A_SpawnItemEx("ProjectileTrailParticleRed",Random(-12,12),Random(-12,12),Random(12,22),Random(-2,2),Random(-2,2),Random(-2,2),Random(-20,20),128)
    SGS1 B 1 Bright A_SpawnItemEx("SuperPlayerDTBFGProjectileAttack",0,0,0,0,0,0,0,SXF_SETMASTER)
	TNT1 A 0 A_SpawnItemEx("DevastatorLightningRed",Random(6,-6),Random(6,-6),Random(16,8),0,0,0,0,128)
    TNT1 A 0 A_SpawnItemEx("ProjectileTrailParticleRed",Random(-12,12),Random(-12,12),Random(12,22),Random(-2,2),Random(-2,2),Random(-2,2),Random(-20,20),128)
    SGS1 C 1 Bright A_SpawnItemEx("SuperPlayerDTBFGProjectileAttack",0,0,0,0,0,0,0,SXF_SETMASTER)
	TNT1 A 0 A_SpawnItemEx("DevastatorLightningRed2",Random(6,-6),Random(6,-6),Random(16,8),0,0,0,0,128)
    TNT1 A 0 A_SpawnItemEx("ProjectileTrailParticleRed",Random(-12,12),Random(-12,12),Random(12,22),Random(-2,2),Random(-2,2),Random(-2,2),Random(-20,20),128)
    SGS1 D 1 Bright A_SpawnItemEx("SuperPlayerDTBFGProjectileAttack",0,0,0,0,0,0,0,SXF_SETMASTER)
    Goto Spawn
Death:
    TNT1 A 0
	TNT1 A 0 A_SetTranslucent(0.75,1)
	TNT1 A 0 Radius_Quake(5,60,0,10,0)
	TNT1 A 0 Bright 
	TNT1 AA 0 Bright A_CustomMissile("DTBFG10KTracerHuman",0,0,0,CMF_TRACKOWNER)
	TNT1 AA 0 Bright A_CustomMissile("DTBFG10KTracerHuman",0,0,10,CMF_TRACKOWNER)
	TNT1 AA 0 Bright A_CustomMissile("DTBFG10KTracerHuman",0,0,20,CMF_TRACKOWNER)
	TNT1 AA 0 Bright A_CustomMissile("DTBFG10KTracerHuman",0,0,30,CMF_TRACKOWNER)
	TNT1 AA 0 Bright A_CustomMissile("DTBFG10KTracerHuman",0,0,40,CMF_TRACKOWNER)
	TNT1 AA 0 Bright A_CustomMissile("DTBFG10KTracerHuman",0,0,50,CMF_TRACKOWNER)
	TNT1 AA 0 Bright A_CustomMissile("DTBFG10KTracerHuman",0,0,60,CMF_TRACKOWNER)
	TNT1 AA 0 Bright A_CustomMissile("DTBFG10KTracerHuman",0,0,70,CMF_TRACKOWNER)
	TNT1 AA 0 Bright A_CustomMissile("DTBFG10KTracerHuman",0,0,80,CMF_TRACKOWNER)
	TNT1 AA 0 Bright A_CustomMissile("DTBFG10KTracerHuman",0,0,90,CMF_TRACKOWNER)
	TNT1 AA 0 Bright A_CustomMissile("DTBFG10KTracerHuman",0,0,100,CMF_TRACKOWNER)
	TNT1 AA 0 Bright A_CustomMissile("DTBFG10KTracerHuman",0,0,110,CMF_TRACKOWNER)
	TNT1 AA 0 Bright A_CustomMissile("DTBFG10KTracerHuman",0,0,120,CMF_TRACKOWNER)
	TNT1 AA 0 Bright A_CustomMissile("DTBFG10KTracerHuman",0,0,130,CMF_TRACKOWNER)
	TNT1 AA 0 Bright A_CustomMissile("DTBFG10KTracerHuman",0,0,140,CMF_TRACKOWNER)
	TNT1 AA 0 Bright A_CustomMissile("DTBFG10KTracerHuman",0,0,150,CMF_TRACKOWNER)
	TNT1 AA 0 Bright A_CustomMissile("DTBFG10KTracerHuman",0,0,160,CMF_TRACKOWNER)
	TNT1 AA 0 Bright A_CustomMissile("DTBFG10KTracerHuman",0,0,170,CMF_TRACKOWNER)
	TNT1 AA 0 Bright A_CustomMissile("DTBFG10KTracerHuman",0,0,180,CMF_TRACKOWNER)
	TNT1 AA 0 Bright A_CustomMissile("DTBFG10KTracerHuman",0,0,190,CMF_TRACKOWNER)
	TNT1 AA 0 Bright A_CustomMissile("DTBFG10KTracerHuman",0,0,200,CMF_TRACKOWNER)
	TNT1 AA 0 Bright A_CustomMissile("DTBFG10KTracerHuman",0,0,210,CMF_TRACKOWNER)
	TNT1 AA 0 Bright A_CustomMissile("DTBFG10KTracerHuman",0,0,220,CMF_TRACKOWNER)
	TNT1 AA 0 Bright A_CustomMissile("DTBFG10KTracerHuman",0,0,230,CMF_TRACKOWNER)
	TNT1 AA 0 Bright A_CustomMissile("DTBFG10KTracerHuman",0,0,240,CMF_TRACKOWNER)
	TNT1 AA 0 Bright A_CustomMissile("DTBFG10KTracerHuman",0,0,250,CMF_TRACKOWNER)
	TNT1 AA 0 Bright A_CustomMissile("DTBFG10KTracerHuman",0,0,260,CMF_TRACKOWNER)
	TNT1 AA 0 Bright A_CustomMissile("DTBFG10KTracerHuman",0,0,270,CMF_TRACKOWNER)
	TNT1 AA 0 Bright A_CustomMissile("DTBFG10KTracerHuman",0,0,280,CMF_TRACKOWNER)
	TNT1 AA 0 Bright A_CustomMissile("DTBFG10KTracerHuman",0,0,290,CMF_TRACKOWNER)
	TNT1 AA 0 Bright A_CustomMissile("DTBFG10KTracerHuman",0,0,300,CMF_TRACKOWNER)
	TNT1 AA 0 Bright A_CustomMissile("DTBFG10KTracerHuman",0,0,310,CMF_TRACKOWNER)
	TNT1 AA 0 Bright A_CustomMissile("DTBFG10KTracerHuman",0,0,320,CMF_TRACKOWNER)
	TNT1 AA 0 Bright A_CustomMissile("DTBFG10KTracerHuman",0,0,330,CMF_TRACKOWNER)
	TNT1 AA 0 Bright A_CustomMissile("DTBFG10KTracerHuman",0,0,340,CMF_TRACKOWNER)
	TNT1 AA 0 Bright A_CustomMissile("DTBFG10KTracerHuman",0,0,350,CMF_TRACKOWNER)
	TNT1 A 0 A_SpawnItemEx("DevastatorLightningRed", 0, 0, 15, 0, 0, 0, 0, 128)	
	SGS1 ABCD 6 Bright A_SpawnItemEx("DevastatorShockWave", 0, 0, 15, 0, 0, 0, 0, 128)
	TNT1 A 0 A_Explode(480,240)
	TNT1 A 0 A_StopSoundEx("Voice")
	TNT1 A 0 Radius_Quake(15,20,0,20,0)
	TNT1 A 0 A_PlaySound("weapons/dtech10kexplode")
	TNT1 A 0 A_SpawnItemEx("DevastatorShockWave2", 0, 0, 15, 0, 0, 0, 0, 128)
    TNT1 A 20 Bright A_SpawnItem("SuperchargedPlayerDTBFGEx",0,-10)
    Stop    
    }
}

ACTOR SuperchargedPlayerDTBFGEx
{
RenderStyle Add
Alpha 0.85
+CLIENTSIDEONLY
+NOGRAVITY
States
{
Spawn:
SGE1 AAAAAABBBBBBCCCCCCDDDDDD 1 Bright A_CustomMissile("Kaboom9", 0, 0, random(0,360), 2, random(0,360))
SGE1 EF 6 Bright
Stop
}
}

ACTOR SuperPlayerDTBFGProjectileAttack
{
PROJECTILE
+LOOKALLAROUND
+ISMONSTER
+QUICKTORETALIATE
+NOTARGET
+FRIENDLY
+NOCLIP
Obituary "%o had no chance against %k's Supercharged Demon Tech BFG10K."
MissileType "PlayerDTBFGRailgunSlug"
States
{
Spawn:
    TNT1 A 0
	TNT1 AAAAA 1 A_Look
	Stop
See:
    TNT1 A 0
	TNT1 A 1 A_JumpIfCloser(1250,"Attack")
	Stop
Attack:
    TNT1 A 0
	TNT1 A 0 A_FaceTarget
	TNT1 A 0 A_MissileAttack
	TNT1 A 1 A_CustomRailgun(-1,0,NONE,"Green",1,1,2)
	Goto Death	
Death:
	TNT1 A 1
	Stop
	}
}

ACTOR "BFG 9500" : BFG9500 replaces BFG9500
{
Tag "BFG 9500"
Weapon.AmmoUse "40"
Weapon.AmmoType "NewCell"
States
	{
	Spawn:
		BF95 A -1
		Loop
	Ready:
		TNT1 A 0 a_JumpIfInventory("BFGSuperChargeUpgrade", 1, "SCready")
		BFGG A 1 A_WeaponReady
		Loop
	SCready:
		OFGG A 1 A_WeaponReady
		Loop
	SCReady2:
		OFGG A 1 A_WeaponReady
		TNT1 A 0 A_JumpIfInventory("NewCell",40,"SCReady")
	Select:
		TNT1 A 0 a_JumpIfInventory("BFGSuperChargeUpgrade", 1, "SCselect")
		TNT1 A 0 A_PlayWeaponSound("weapons/bfgpickup")
	SelectLoop:
		BFGG A 1 A_Raise
		Loop
	SCSelect:
		TNT1 A 0 A_PlayWeaponSound("weapons/SCBFGSelect")
	SCSelectLoop:
		OFGG A 1 A_Raise
		Loop
	Deselect:
		TNT1 A 0
		TNT1 A 0 A_TakeInventory("HandGrenadeAction",1)
		TNT1 A 0 A_TakeInventory("MineAction",1)
		TNT1 A 0 A_TakeInventory("RailgunAction",1)
		TNT1 A 0 A_PlayWeaponSound("weapons/weapondown")
		TNT1 A 0 a_jumpifinventory("BFGSuperChargeUpgrade", 1, "SCdeselect")
	DeselectLoop:
		BFGG A 1 A_Lower
		Loop
	SCDeselect:
		TNT1 A 0 
	SCDeselectLoop:
		OFGG A 1 A_Lower
		Loop
	Fire:
		TNT1 A 0 A_JumpIfInventory("BFGSuperChargeUpgrade",1,"SCFire")
		TNT1 A 0 A_Light1
		BFGG A 2 Bright A_PlaySound("weapons/bfgf",CHAN_WEAPON)
		BFGC ABCDE 2 Bright Radius_Quake(2,2,0,1,0)
		BFGC FGHI 1 Bright Radius_Quake(3,2,0,1,0)
		BFGC FGHIF 1 Bright Radius_Quake(4,2,0,1,0)
		BFGC GH 1 Bright Radius_Quake(6,2,0,1,0)
		TNT1 A 0 A_Light2
		TNT1 A 0 A_GunFlash
		TNT1 A 0 Radius_Quake(12,4,0,1,0)
		DBFF A 4 Bright A_FireBFG
		DBFF B 3 Bright
		TNT1 A 0 A_Light0
		BFGR ABCD 1
		BFGR EFG 2
		BFGG A 20 A_ReFire
		Goto Ready
	SCFire:
		TNT1 A 0 A_JumpIfNoAmmo("SCready2")
		TNT1 A 0 A_Light1
		OFGG A 2 Bright A_PlaySound("weapons/bfgf",CHAN_WEAPON)
		OFGC ABCDE 2 Bright Radius_Quake(2,2,0,1,0)
		OFGC FGHI 1 Bright Radius_Quake(3,2,0,1,0)
		OFGC FGHIF 1 Bright Radius_Quake(4,2,0,1,0)
		OFGC GH 1 Bright Radius_Quake(6,2,0,1,0)
		TNT1 A 0 A_Light2
		TNT1 A 0 A_GunFlash
		TNT1 A 0 Radius_Quake(12,4,0,1,0)
		TNT1 A 0 A_TakeInventory("NewCell",40,TIF_NOTAKEINFINITE)
		OBFF A 4 Bright A_FireCustomMissile("SuperchargedBFG9500Ball",0,0)
		OBFF B 3 Bright
		TNT1 A 0 A_Light0
		OFGR ABCD 1
		OFGR EFG 2
		OFGG A 20 A_ReFire("SCFire")
		Goto Ready
	AltFire:
		TNT1 A 0 A_JumpIfInventory("BFGSuperChargeUpgrade",1,2)
		OFGG A 1 A_WeaponReady(WRF_NOFIRE)
		Goto Ready
		TNT1 A 0 A_JumpIfInventory("NewCell",100,2)
		OFGG A 1 A_WeaponReady(WRF_NOFIRE)
		Goto Ready
		TNT1 A 0 A_Light1
		OFGG A 2 Bright A_PlaySound("weapons/bfgf",CHAN_WEAPON)
		OFGC ABCDE 2 Bright Radius_Quake(2,2,0,1,0)
		OFGC FGHI 1 Bright Radius_Quake(3,2,0,1,0)
		OFGC FGHIF 1 Bright Radius_Quake(4,2,0,1,0)
		OFGC GH 1 Bright Radius_Quake(6,2,0,1,0)
		TNT1 A 0 A_Light2
		TNT1 A 0 A_GunFlash
		TNT1 A 0 Radius_Quake(12,4,0,1,0)
		TNT1 A 0 A_TakeInventory("NewCell",100,TIF_NOTAKEINFINITE)
		TNT1 AAA 0 A_FireCustomMissile("SuperchargedBFG9500Ball",0,0)
		OBFF A 4 Bright
		OBFF B 3 Bright
		TNT1 A 0 A_Light0
		OFGR ABCD 1
		OFGR EFG 2
		OFGG A 20 A_ReFire
		Goto Ready
	Flash:
		TNT1 A 0
		Stop
	}
}
Actor BFGSuperChargeUpgrade : Inventory Replaces BfgUpgrade
{
+COUNTITEM
+INVENTORY.UNDROPPABLE
+INVENTORY.HUBPOWER
+INVENTORY.PERSISTENTPOWER
Scale 0.75
Inventory.Amount 1
Inventory.MaxAmount 1
Inventory.Pickupsound "upgrade/pickup"
Inventory.Pickupmessage "Your BFG9500 is now SuperCharged!"
Tag "Bfg Upgrade"
States
	{
	Spawn:
		RBUP ABCDCB 3
		Loop
	}
}

ACTOR SuperchargedBFG9500Ball : BFG9500Ball
{
+THRUSPECIES
+MTHRUSPECIES
Species "Player"
DamageType "BFGSplash"
Obituary "%o was obliterated by %k's BFG9500 ball."
Damage (800)
Speed 40
Scale 1.1
DeathSound "BFG9K/Explode"
States
{
Spawn:
    OFS3 A 1 Bright A_SpawnItemEx("SuperPlayerDTBFGProjectileAttack",0,0,0,0,0,0,0,SXF_SETMASTER)
    OFS3 AABBB 1 Bright A_SpawnItemEx("LCABFGTrailParticleBlue",Random(-12,12),Random(-12,12),Random(-12,12),Random(-2,2),Random(-2,2),Random(-2,2),Random(-20,20),128)
    Loop
Death:
	TNT1 A 0
	TNT1 A 0 A_SpawnItemEx("SuperchargedBFGShockwave2", 0, 0, 0, 0, 0, 0, 0, 128)
    TNT1 AAAAAA 0 A_CustomMissile("KaboomBlue6", 0, 0, random(0,360), 2, random(0,360))
    OFE3 AB 4 Bright A_SpawnItemEx("LCABFGTrailParticleBlue", 0, 0, 0, 0, 0, 0, 0, 128)
    OFE3 C 4 Bright A_BFGSpray("SuperChargedSpray",60)
    OFE3 DEF 4 Bright
    Stop    
    }
}

ACTOR SuperchargedBFGShockwave : DTech10KShockwave 
{
Scale 0.9
States
{
Spawn:
TNT1 A 0
TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1, "Toaster")
OHOG ABCDEFGHIJKLMNOPQR 1 Bright A_FadeOut(0.04)
Stop
}
}

ACTOR SuperchargedBFGShockwave2 : DTech10KShockwave 
{
Scale 1.1
States
{
Spawn:
TNT1 A 0
TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1, "Toaster")
OHOG ABCDEFGHIJKLMNOPQR 2 Bright A_FadeOut(0.04)
Stop
}
}


ACTOR SuperChargedSpray
{
+NOBLOCKMAP
+NOGRAVITY
+ACTIVATEPCROSS
+ACTIVATEIMPACT
+NOTELEPORT
+DROPOFF
+EXTREMEDEATH
DamageType "BFGSpray"
RENDERSTYLE ADD
Radius 1
Height 1
Damage 0
Speed 0
States
{
Spawn:
   TNT1 A 0
   OFE2 A 6 Bright A_SpawnItemEx("GreenParticleSpawnerDT", 0, 0, 0, 0, 0, 0, 0, 128)
   OFE2 BCD 6 Bright 
   Stop
   }
}