//Sprite From Skulltag
actor DarkImpBall : DoomImpBall // [RT] Inherits from DoomImpBall for convenience.
{
  game Doom
  spawnid 218
  Speed 20
  damage 3 // [RT] I think this is right, change if neccesary.
  states
  {
  Spawn:
    BAL4 AB 4 bright
    loop
  Death:
    BAL4 CDE 6 bright
    stop
  }
}

//Sprite From Doom 64 Skulltag Stuff
actor 64DarkImpBall : DarkImpBall Replaces DarkImpBall
{
	Speed 13
	FastSpeed 23
	Renderstyle Normal
	Alpha 0.75
  states
  {
  Spawn:
    BAL4 ABC 4 bright
    loop
  Death:
    BAL4 DEFGHI 1 bright
    stop
  }
}

//Sprite From Skulltag
ACTOR HectShot : FatShot
{
   Speed 22
   Damage 12
   States
   {
   Spawn:
      HECF AB 4 BRIGHT
      Loop
   Death:
      HECF C 8 BRIGHT
      HECF D 6 BRIGHT
      HECF E 4 BRIGHT
      Stop
   }
}

//Sprite From Doom 64 Skulltag Stuff
actor 64HectShot : HectShot Replaces HectShot
{
	Radius 12
	Height 24
	RenderStyle Normal
  States
  {
  Spawn:
    HECF ABC 3 bright
    loop
  Death:
    HECF D 6 bright
    HECF E 3 bright A_FadeOut (0.1667)
    HECF F 3 bright A_FadeOut (0.1667)
    HECF GHI 3 bright A_SetTranslucent (0.1667)
    stop
  }
}

//Sprite From Skulltag
ACTOR CacolanternBall
{
	SpawnID 219
	Radius 6
	Height 8
	Speed 20
	Damage 5
	Projectile
	+RANDOMIZE
	RenderStyle Add
	SeeSound "caco/attack"
	DeathSound "caco/shotx"
	States
	{
	Spawn:
		BAL8 AB 4 BRIGHT
		Loop
	Death:
		BAL8 CDE 6 BRIGHT
		Stop
	}
}

//Sprite From Doom 64 Skulltag Stuff
actor 64CacolanternBall : CacolanternBall Replaces CacolanternBall
{
  renderstyle normal
  States
  {
  Spawn:
    BAL6 ABC 4 bright
    loop
  Death:
    BAL6 D 5 bright
    BAL6 E 3 bright A_FadeOut (0.142857)
    BAL6 F 3 bright A_FadeOut (0.142857)
    BAL6 GHIJ 3 bright A_FadeOut (0.142857)
    stop
  }
}

//Sprite From Skulltag
ACTOR AbaddonBall
{
	SpawnID 221
	Radius 6
	Height 8
	Speed 20
	Damage 10
	Projectile
	+RANDOMIZE
	RenderStyle Add
	SeeSound "caco/attack"
	DeathSound "caco/shotx"
	States
	{
	Spawn:
		BAL3 AB 4 BRIGHT
		Loop
	Death:
		BAL3 CDE 6 BRIGHT
		Stop
	}
}

//Sprite From Doom 64 Skulltag Stuff
actor 64AbaddonBall : AbaddonBall Replaces AbaddonBall
{
  renderstyle normal
  States
  {
  Spawn:
    BAL5 ABC 4 bright
    loop
  Death:
    BAL5 D 5 bright
    BAL5 E 3 bright A_FadeOut (0.142857)
    BAL5 F 3 bright A_FadeOut (0.142857)
    BAL5 GHIJ 3 bright A_FadeOut (0.142857)
    stop
  }
}

//Sprite From Skulltag
ACTOR BelphegorBall : BaronBall
{
	SpawnID 222
	Speed 20
}

//Sprite From Doom 64 Skulltag Stuff
actor 64BelphegorBall : BelphegorBall Replaces BelphegorBall
{
  renderstyle normal
  states
  {
  Spawn:
	BAL7 AB 4 BRIGHT
	Loop
  Death:
    BAL7 C 5 bright
    BAL7 D 3 bright A_FadeOut (0.1667)
    BAL7 EFGH 3 bright A_FadeOut (0.1667)
    stop
  }
}

//Sprite From Doom 64 Skulltag Stuff
actor 64Grenade : Grenade Replaces Grenade
{
  Decal "Scorch"
  Renderstyle normal
  -DEHEXPLOSION
  -GRENADETRAIL
  +NODAMAGETHRUST
  states
  {
  Spawn:
    SGRN AA 2 bright A_CustomMissile ("64RocketSmokeTrail",0,0,0,2,0)
    loop
  Death:
    MISL B 0 bright
    MISL B 8 bright A_Explode
    MISL C 6 bright A_FadeOut (0.2)
    MISL D 3 bright A_FadeOut (0.2)
    MISL EF 3 bright A_FadeOut (0.2)
    stop
  Detonate:
    MISL B 4 A_Scream
    MISL C 6 A_Detonate
    MISL DEF 10
    stop
  Mushroom:
    MISL B 8 A_Mushroom
    Goto Death+2
  }
}

//Sprite From Skulltag
ACTOR BFG10kShot
{
	SpawnID 217
	Radius 11
	Height 8
	Speed 20
	Damage 160
	DamageType BFG10k
	+NOBLOCKMAP
	+NOGRAVITY
	+ACTIVATEIMPACT
	+ACTIVATEPCROSS
	+NOTELEPORT 
	+PUFFONACTORS
	+PUFFGETSOWNER
	+FORCERADIUSDMG
	Renderstyle Add
	Alpha 0.75
	SeeSound "weapons/bfg10kx"
	AttackSound "weapons/bfg10kx"
	Obituary "$OB_BFG10K"
	States
	{
	Spawn:
		BFE1 A 0 bright
		BFE1 A 3 bright A_Detonate
		BFE1 BCDEF 3 bright
		Stop
	}
}

//Sprite From Doom 64 Skulltag Stuff
actor 64BFG10kShot : BFG10kShot replaces BFG10kShot
{
  renderstyle Normal
  Decal "BFGLightning"
  States
  {
  Spawn:
    BFE1 A 0 Bright
    BFE1 A 3 Bright A_Detonate
    BFE1 BCDEF 3 bright A_FadeOut (0.142857)
    stop
  }
}

//Sprite From Doom 64 Skulltag Stuff
actor 64UnravellerBall : 64CacolanternBall
{
  Scale 0.5
  renderstyle normal
  States
  {
  Spawn:
    BAL6 ABC 4 bright
    loop
  Death:
    BAL6 D 5 bright
    BAL6 E 3 bright A_FadeOut (0.142857)
    BAL6 F 3 bright A_FadeOut (0.142857)
    BAL6 GHIJ 3 bright A_FadeOut (0.142857)
    stop
  }
}

//Sprite From Doom 64 - Unabsolved
ACTOR 64Baronjavelin
{
 
  Radius 6
  Height 16
  Speed 25

damagetype "baron"
  Damage 10//14
  Projectile
  +RANDOMIZE
  +RIPPER
  RenderStyle translucent
  Alpha 1
  -nogravity
  +lowgravity
  -BLOODLESSIMPACT
  +BLOODSPLATTER
  SeeSound "brawler/attack"
  DeathSound "weapons/rocklx"//"baron/shotx"
  Decal "BaronScorch"
  States
  {
  Spawn:
    JAVE B 1 Bright
    JAVE BAC 7 Bright
    JAVE CCC 10
    goto death
  Death:
			MISL B 0 BRIGHT
			MISL B 8 BRIGHT A_Explode(2.50, 60) // DEFAULT RADIUS IS 128
			MISL C 6 BRIGHT A_FadeOut(0.20)
			MISL D 3 BRIGHT A_FadeOut(0.20)
			MISL EF 3 BRIGHT A_FadeOut(0.20)
    Stop
  }
}

//Sprite From Doom 64 - Unabsolved
actor 64Baronjavelinammo : Inventory
{
Inventory.MaxAmount 999
+INVENTORY.UNDROPPABLE
}

//Sprite From Doom 64 - Unabsolved
ACTOR 64Blunderboreball
{  
  Speed 25
  Damage 8//16
  Projectile
  +RANDOMIZE
  +extremedeath
  RenderStyle normal//translucent
  Alpha 1.0//0.75
  SeeSound "imp/attack"
  DeathSound "weapons/rocklx"
  damagetype "fatso"
  States
  {
  Spawn:
    HAME AABBCCDDEEFFGGHH 2 Bright
    Loop
  Death:
			MISL B 0 BRIGHT
			MISL B 8 BRIGHT A_Explode(2.50, 60) // DEFAULT RADIUS IS 128
			MISL C 6 BRIGHT A_FadeOut(0.20)
			MISL D 3 BRIGHT A_FadeOut(0.20)
			MISL EF 3 BRIGHT A_FadeOut(0.20)
    Stop
  }
}

//Sprite From Doom 64 - Unabsolved
ACTOR 64BruiserBall
{
	Radius 16
	Height 16
	Speed 18
	Damage 16
	Projectile
	+RANDOMIZE
	RenderStyle "ADD"
	Alpha 0.9
	SeeSound "imp/attack"
	DeathSound "imp/shotx"
    DamageType "Baron"
	Decal Scorch
	States
	{
	Spawn: 
		BQ64 ABC 2 BRIGHT
		Loop
	Death:
		TNT1 A 0
		TNT1 A 0
		BQ64 DEFG 3 Bright
		Stop
	}
}

//Sprite From Doom 64 - Unabsolved
ACTOR 64BruiserBall2
{
	Radius 8
	Height 8
	Speed 10
	Damage 4
	Projectile
	+RANDOMIZE
	RenderStyle "ADD"
	Alpha 0.9
	SeeSound "imp/attack"
	DeathSound "imp/shotx"
	Decal BaronScorch
	States
	{
	Spawn: 
		BP64 A 3 BRIGHT
		Loop
	Death:
		BP64 B 0
		BP64 BCDE 3 Bright
		Stop
	}
}

//Sprite From Doom 64 - Unabsolved
ACTOR 64BruiserFireSpawner
{
  Radius 8
  Height 8
  Speed 12
  Damage 0
  Obituary "%o couldn't hide from a bruiser."
  +RIPPER
  +FLOORHUGGER
  +BLOODLESSIMPACT
  Projectile
  MissileType 64BruiserFire
  States
  {
  Spawn: 
    TNT1 A 3 Bright A_MissileAttack
    TNT1 A 3
    TNT1 A 3
    Loop
  Death:	
    TNT1 A 6
    Stop
  }
}

//Sprite From Doom 64 - Unabsolved
actor 64BruiserBallTrail
{
    Radius 1
    Height 1
    Speed 0
    PROJECTILE
    RENDERSTYLE ADD
    ALPHA 0.70
    +NOCLIP
    States
    {
    Spawn:
     	BQ64 DEFG 4 Bright
     	Stop       
    }
}

//Sprite From Doom 64 - Unabsolved
Actor 64BruiserFire
{
  Radius 1
  Height 1
  Speed 0
  Damage 20
  Projectile
  RenderStyle Add
  Alpha 0.9
  +NoClip
  +FloorHugger
  SeeSound "weapons/rocklx"
  States
  {
  Spawn:
    BS64 BC 3 Bright
    BS64 D 3 Bright A_Explode(48,128,0)
    BS64 EFGHIJKLM 3 Bright
    Stop       
   }
}

ACTOR RaidenLaser : FastProjectile
{
	Game Doom
	Radius 2
	Height 4
	Speed 220
	Damage 15
	RenderStyle Add
	Alpha 1
	SeeSound "Null"
	DeathSound "Null"
	Obituary "%o was electrocuted by %k."
	PROJECTILE
	+RANDOMIZE
	
	States
	{
		Spawn:
			TNT1 A 1
			TNT1 A 0 A_SpawnItemEx("RaidenLaserTrail", (3*velx)/-35.0,  -(3*vely)/-35.0,  2+(3*velz)/-35.0,  0,0,0, 0, SXF_ABSOLUTEANGLE)
			TNT1 A 0 A_SpawnItemEx("RaidenLaserTrail", (3.5*velx)/-35.0,  -(3.5*vely)/-35.0,  2+(3.5*velz)/-35.0,  0,0,0, 0, SXF_ABSOLUTEANGLE)
			
			TNT1 A 0 A_SpawnItemEx("RaidenLaserTrail", (4*velx)/-35.0,  -(4*vely)/-35.0,  2+(4*velz)/-35.0,  0,0,0, 0, SXF_ABSOLUTEANGLE)
			TNT1 A 0 A_SpawnItemEx("RaidenLaserTrail", (4.5*velx)/-35.0,  -(4.5*vely)/-35.0,  2+(4.5*velz)/-35.0,  0,0,0, 0, SXF_ABSOLUTEANGLE)
			
			TNT1 A 0 A_SpawnItemEx("RaidenLaserTrail", (5*velx)/-35.0,  -(5*vely)/-35.0,  2+(5*velz)/-35.0,  0,0,0, 0, SXF_ABSOLUTEANGLE)
			TNT1 A 0 A_SpawnItemEx("RaidenLaserTrail", (5.5*velx)/-35.0,  -(5.5*vely)/-35.0,  2+(5.5*velz)/-35.0,  0,0,0, 0, SXF_ABSOLUTEANGLE)
			
			TNT1 A 0 A_SpawnItemEx("RaidenLaserTrail", (6*velx)/-35.0,  -(6*vely)/-35.0,  2+(6*velz)/-35.0,  0,0,0, 0, SXF_ABSOLUTEANGLE)
			TNT1 A 0 A_SpawnItemEx("RaidenLaserTrail", (6.5*velx)/-35.0,  -(6.5*vely)/-35.0,  2+(6.5*velz)/-35.0,  0,0,0, 0, SXF_ABSOLUTEANGLE)
			
			TNT1 A 0 A_SpawnItemEx("RaidenLaserTrail", (7*velx)/-35.0,  -(7*vely)/-35.0,  2+(7*velz)/-35.0,  0,0,0, 0, SXF_ABSOLUTEANGLE)
			TNT1 A 0 A_SpawnItemEx("RaidenLaserTrail", (7.5*velx)/-35.0,  -(7.5*vely)/-35.0,  2+(7.5*velz)/-35.0,  0,0,0, 0, SXF_ABSOLUTEANGLE)
			
			TNT1 A 0 A_SpawnItemEx("RaidenLaserTrail", (8*velx)/-35.0,  -(8*vely)/-35.0,  2+(8*velz)/-35.0,  0,0,0, 0, SXF_ABSOLUTEANGLE)
			TNT1 A 0 A_SpawnItemEx("RaidenLaserTrail", (8.5*velx)/-35.0,  -(8.5*vely)/-35.0,  2+(8.5*velz)/-35.0,  0,0,0, 0, SXF_ABSOLUTEANGLE)
			
			TNT1 A 0 A_SpawnItemEx("RaidenLaserTrail", (9*velx)/-35.0,  -(9*vely)/-35.0,  2+(9*velz)/-35.0,  0,0,0, 0, SXF_ABSOLUTEANGLE)
			TNT1 A 0 A_SpawnItemEx("RaidenLaserTrail", (9.5*velx)/-35.0,  -(9.5*vely)/-35.0,  2+(9.5*velz)/-35.0,  0,0,0, 0, SXF_ABSOLUTEANGLE)
			
			TNT1 A 0 A_SpawnItemEx("RaidenLaserTrail", (10*velx)/-35.0, -(10*vely)/-35.0, 2+(10*velz)/-35.0, 0,0,0, 0, SXF_ABSOLUTEANGLE)
			TNT1 A 0 A_SpawnItemEx("RaidenLaserTrail", (10.5*velx)/-35.0, -(10.5*vely)/-35.0, 2+(10.5*velz)/-35.0, 0,0,0, 0, SXF_ABSOLUTEANGLE)
			
			TNT1 A 0 A_SpawnItemEx("RaidenLaserTrail", (11*velx)/-35.0, -(11*vely)/-35.0, 2+(11*velz)/-35.0, 0,0,0, 0, SXF_ABSOLUTEANGLE)
			TNT1 A 0 A_SpawnItemEx("RaidenLaserTrail", (11.5*velx)/-35.0, -(11.5*vely)/-35.0, 2+(11.5*velz)/-35.0, 0,0,0, 0, SXF_ABSOLUTEANGLE)
			
			TNT1 A 0 A_SpawnItemEx("RaidenLaserTrail", (12*velx)/-35.0, -(12*vely)/-35.0, 2+(12*velz)/-35.0, 0,0,0, 0, SXF_ABSOLUTEANGLE)
			TNT1 A 0 A_SpawnItemEx("RaidenLaserTrail", (12.5*velx)/-35.0, -(12.5*vely)/-35.0, 2+(12.5*velz)/-35.0, 0,0,0, 0, SXF_ABSOLUTEANGLE)
			
			TNT1 A 0 A_SpawnItemEx("RaidenLaserTrail", (13*velx)/-35.0, -(13*vely)/-35.0, 2+(13*velz)/-35.0, 0,0,0, 0, SXF_ABSOLUTEANGLE)
			TNT1 A 0 A_SpawnItemEx("RaidenLaserTrail", (13.5*velx)/-35.0, -(13.5*vely)/-35.0, 2+(13.5*velz)/-35.0, 0,0,0, 0, SXF_ABSOLUTEANGLE)
			
			TNT1 A 0 A_SpawnItemEx("RaidenLaserTrail", (14*velx)/-35.0, -(14*vely)/-35.0, 2+(14*velz)/-35.0, 0,0,0, 0, SXF_ABSOLUTEANGLE)
			TNT1 A 0 A_SpawnItemEx("RaidenLaserTrail", (14.5*velx)/-35.0, -(14.5*vely)/-35.0, 2+(14.5*velz)/-35.0, 0,0,0, 0, SXF_ABSOLUTEANGLE)
			
			TNT1 A 0 A_SpawnItemEx("RaidenLaserTrail", (15*velx)/-35.0, -(15*vely)/-35.0, 2+(15*velz)/-35.0, 0,0,0, 0, SXF_ABSOLUTEANGLE)
			TNT1 A 0 A_SpawnItemEx("RaidenLaserTrail", (15.5*velx)/-35.0, -(15.5*vely)/-35.0, 2+(15.5*velz)/-35.0, 0,0,0, 0, SXF_ABSOLUTEANGLE)
			
			TNT1 A 0 A_SpawnItemEx("RaidenLaserTrail", (16*velx)/-35.0, -(16*vely)/-35.0, 2+(16*velz)/-35.0, 0,0,0, 0, SXF_ABSOLUTEANGLE)
			TNT1 A 0 A_SpawnItemEx("RaidenLaserTrail", (16.5*velx)/-35.0, -(16.5*vely)/-35.0, 2+(16.5*velz)/-35.0, 0,0,0, 0, SXF_ABSOLUTEANGLE)
			
			TNT1 A 0 A_SpawnItemEx("RaidenLaserTrail", (17*velx)/-35.0, -(17*vely)/-35.0, 2+(17*velz)/-35.0, 0,0,0, 0, SXF_ABSOLUTEANGLE)
			TNT1 A 0 A_SpawnItemEx("RaidenLaserTrail", (17.5*velx)/-35.0, -(17.5*vely)/-35.0, 2+(17.5*velz)/-35.0, 0,0,0, 0, SXF_ABSOLUTEANGLE)
			
			TNT1 A 0 A_SpawnItemEx("RaidenLaserTrail", (18*velx)/-35.0, -(18*vely)/-35.0, 2+(18*velz)/-35.0, 0,0,0, 0, SXF_ABSOLUTEANGLE)
			TNT1 A 0 A_SpawnItemEx("RaidenLaserTrail", (18.5*velx)/-35.0, -(18.5*vely)/-35.0, 2+(18.5*velz)/-35.0, 0,0,0, 0, SXF_ABSOLUTEANGLE)
			
			TNT1 A 0 A_SpawnItemEx("RaidenLaserTrail", (19*velx)/-35.0, -(19*vely)/-35.0, 2+(19*velz)/-35.0, 0,0,0, 0, SXF_ABSOLUTEANGLE)
			TNT1 A 0 A_SpawnItemEx("RaidenLaserTrail", (19.5*velx)/-35.0, -(19.5*vely)/-35.0, 2+(19.5*velz)/-35.0, 0,0,0, 0, SXF_ABSOLUTEANGLE)
			
			TNT1 A 0 A_SpawnItemEx("RaidenLaserTrail", (20*velx)/-35.0, -(20*vely)/-35.0, 2+(20*velz)/-35.0, 0,0,0, 0, SXF_ABSOLUTEANGLE)
			TNT1 A 0 A_SpawnItemEx("RaidenLaserTrail", (20.5*velx)/-35.0, -(20.5*vely)/-35.0, 2+(20.5*velz)/-35.0, 0,0,0, 0, SXF_ABSOLUTEANGLE)
			
			TNT1 A 0 A_SpawnItemEx("RaidenLaserTrail", (21*velx)/-35.0, -(21*vely)/-35.0, 2+(21*velz)/-35.0, 0,0,0, 0, SXF_ABSOLUTEANGLE)
			TNT1 A 0 A_SpawnItemEx("RaidenLaserTrail", (21.5*velx)/-35.0, -(21.5*vely)/-35.0, 2+(21.5*velz)/-35.0, 0,0,0, 0, SXF_ABSOLUTEANGLE)
			
			TNT1 A 0 A_SpawnItemEx("RaidenLaserTrail", (22*velx)/-35.0, -(22*vely)/-35.0, 2+(22*velz)/-35.0, 0,0,0, 0, SXF_ABSOLUTEANGLE)
			TNT1 A 0 A_SpawnItemEx("RaidenLaserTrail", (22.5*velx)/-35.0, -(22.5*vely)/-35.0, 2+(22.5*velz)/-35.0, 0,0,0, 0, SXF_ABSOLUTEANGLE)
			
			TNT1 A 0 A_SpawnItemEx("RaidenLaserTrail", (23*velx)/-35.0, -(23*vely)/-35.0, 2+(23*velz)/-35.0, 0,0,0, 0, SXF_ABSOLUTEANGLE)
			TNT1 A 0 A_SpawnItemEx("RaidenLaserTrail", (23.5*velx)/-35.0, -(23.5*vely)/-35.0, 2+(23.5*velz)/-35.0, 0,0,0, 0, SXF_ABSOLUTEANGLE)
			
			TNT1 A 0 A_SpawnItemEx("RaidenLaserTrail", (24*velx)/-35.0, -(24*vely)/-35.0, 2+(24*velz)/-35.0, 0,0,0, 0, SXF_ABSOLUTEANGLE)
			TNT1 A 0 A_SpawnItemEx("RaidenLaserTrail", (24.5*velx)/-35.0, -(24.5*vely)/-35.0, 2+(24.5*velz)/-35.0, 0,0,0, 0, SXF_ABSOLUTEANGLE)
			
			TNT1 A 0 A_SpawnItemEx("RaidenLaserTrail", (25*velx)/-35.0, -(25*vely)/-35.0, 2+(25*velz)/-35.0, 0,0,0, 0, SXF_ABSOLUTEANGLE)
			TNT1 A 0 A_SpawnItemEx("RaidenLaserTrail", (25.5*velx)/-35.0, -(25.5*vely)/-35.0, 2+(25.5*velz)/-35.0, 0,0,0, 0, SXF_ABSOLUTEANGLE)
			
			TNT1 A 0 A_SpawnItemEx("RaidenLaserTrail", (26*velx)/-35.0, -(26*vely)/-35.0, 2+(26*velz)/-35.0, 0,0,0, 0, SXF_ABSOLUTEANGLE)
			TNT1 A 0 A_SpawnItemEx("RaidenLaserTrail", (26.5*velx)/-35.0, -(26.5*vely)/-35.0, 2+(26.5*velz)/-35.0, 0,0,0, 0, SXF_ABSOLUTEANGLE)
			
			TNT1 A 0 A_SpawnItemEx("RaidenLaserTrail", (27*velx)/-35.0, -(27*vely)/-35.0, 2+(27*velz)/-35.0, 0,0,0, 0, SXF_ABSOLUTEANGLE)
			TNT1 A 0 A_SpawnItemEx("RaidenLaserTrail", (27.5*velx)/-35.0, -(27.5*vely)/-35.0, 2+(27.5*velz)/-35.0, 0,0,0, 0, SXF_ABSOLUTEANGLE)
			
			TNT1 A 0 A_SpawnItemEx("RaidenLaserTrail", (28*velx)/-35.0, -(28*vely)/-35.0, 2+(28*velz)/-35.0, 0,0,0, 0, SXF_ABSOLUTEANGLE)
			TNT1 A 0 A_SpawnItemEx("RaidenLaserTrail", (28.5*velx)/-35.0, -(28.5*vely)/-35.0, 2+(28.5*velz)/-35.0, 0,0,0, 0, SXF_ABSOLUTEANGLE)
			
			TNT1 A 0 A_SpawnItemEx("RaidenLaserTrail", (29*velx)/-35.0, -(29*vely)/-35.0, 2+(29*velz)/-35.0, 0,0,0, 0, SXF_ABSOLUTEANGLE)
			TNT1 A 0 A_SpawnItemEx("RaidenLaserTrail", (29.5*velx)/-35.0, -(29.5*vely)/-35.0, 2+(29.5*velz)/-35.0, 0,0,0, 0, SXF_ABSOLUTEANGLE)
			
			TNT1 A 0 A_SpawnItemEx("RaidenLaserTrail", (30*velx)/-35.0, -(30*vely)/-35.0, 2+(30*velz)/-35.0, 0,0,0, 0, SXF_ABSOLUTEANGLE)
			TNT1 A 0 A_SpawnItemEx("RaidenLaserTrail", (30.5*velx)/-35.0, -(30.5*vely)/-35.0, 2+(30.5*velz)/-35.0, 0,0,0, 0, SXF_ABSOLUTEANGLE)
			
			TNT1 A 0 A_SpawnItemEx("RaidenLaserTrail", (31*velx)/-35.0, -(31*vely)/-35.0, 2+(31*velz)/-35.0, 0,0,0, 0, SXF_ABSOLUTEANGLE)
			TNT1 A 0 A_SpawnItemEx("RaidenLaserTrail", (31.5*velx)/-35.0, -(31.5*vely)/-35.0, 2+(31.5*velz)/-35.0, 0,0,0, 0, SXF_ABSOLUTEANGLE)
			
			TNT1 A 0 A_SpawnItemEx("RaidenLaserTrail", (32*velx)/-35.0, -(32*vely)/-35.0, 2+(32*velz)/-35.0, 0,0,0, 0, SXF_ABSOLUTEANGLE)
			TNT1 A 0 A_SpawnItemEx("RaidenLaserTrail", (32.5*velx)/-35.0, -(32.5*vely)/-35.0, 2+(32.5*velz)/-35.0, 0,0,0, 0, SXF_ABSOLUTEANGLE)
			
			TNT1 A 0 A_SpawnItemEx("RaidenLaserTrail", (33*velx)/-35.0, -(33*vely)/-35.0, 2+(33*velz)/-35.0, 0,0,0, 0, SXF_ABSOLUTEANGLE)
			TNT1 A 0 A_SpawnItemEx("RaidenLaserTrail", (33.5*velx)/-35.0, -(33.5*vely)/-35.0, 2+(33.5*velz)/-35.0, 0,0,0, 0, SXF_ABSOLUTEANGLE)
			
			TNT1 A 0 A_SpawnItemEx("RaidenLaserTrail", (34*velx)/-35.0, -(34*vely)/-35.0, 2+(34*velz)/-35.0, 0,0,0, 0, SXF_ABSOLUTEANGLE)
			TNT1 A 0 A_SpawnItemEx("RaidenLaserTrail", (34.5*velx)/-35.0, -(34.5*vely)/-35.0, 2+(34.5*velz)/-35.0, 0,0,0, 0, SXF_ABSOLUTEANGLE)
			
			TNT1 A 0 A_SpawnItemEx("RaidenLaserTrail", (35*velx)/-35.0, -(35*vely)/-35.0, 2+(35*velz)/-35.0, 0,0,0, 0, SXF_ABSOLUTEANGLE)
			TNT1 A 0 A_SpawnItemEx("RaidenLaserTrail", (35.5*velx)/-35.0, -(35.5*vely)/-35.0, 2+(35.5*velz)/-35.0, 0,0,0, 0, SXF_ABSOLUTEANGLE)
			
			TNT1 A 0 A_SpawnItemEx("RaidenLaserTrail", (36*velx)/-35.0, -(36*vely)/-35.0, 2+(36*velz)/-35.0, 0,0,0, 0, SXF_ABSOLUTEANGLE)
			TNT1 A 0 A_SpawnItemEx("RaidenLaserTrail", (36.5*velx)/-35.0, -(36.5*vely)/-35.0, 2+(36.5*velz)/-35.0, 0,0,0, 0, SXF_ABSOLUTEANGLE)
			
			TNT1 A 0 A_SpawnItemEx("RaidenLaserTrail", (37*velx)/-35.0, -(37*vely)/-35.0, 2+(37*velz)/-35.0, 0,0,0, 0, SXF_ABSOLUTEANGLE)
			TNT1 A 0 A_SpawnItemEx("RaidenLaserTrail", (37.5*velx)/-35.0, -(37.5*vely)/-35.0, 2+(37.5*velz)/-35.0, 0,0,0, 0, SXF_ABSOLUTEANGLE)
			Loop
		Death:
			L2UF AB 2 BRIGHT A_FadeOut(0.10)
			Loop
	}
}

ACTOR RaidenLaserTrail : FastProjectile
{
	Game Doom
	Radius 2
	Height 4
	Scale 0.50
	Alpha 1
	Speed 0
	Damage 0
	RenderStyle Add
	SeeSound "Null"
	DeathSound "Null"
	PROJECTILE
	+RANDOMIZE
	
	States
	{
		Spawn:
			L2UF C 5 BRIGHT
			Stop
		Death:
			L2UF ABC 1 BRIGHT
			Stop
	}
}

//Sprite From Doom 64 - Unabsolved
ACTOR 64Baronatarmsmeleeball
{
 
  Radius 6
  Height 16
  Speed 20
  scale 0.75
  Damage 4//5
  Projectile
  +RANDOMIZE
damagetype "baron"
  PoisonDamage 14//16
  RenderStyle add//translucent
  Alpha 1
  SeeSound "baron/attack"
  DeathSound "baron/shotx"
  Decal "BaronScorch"
  States
  {
  Spawn:
    BAL7 ABAB 2 Bright
    BAL7 A 2 a_settranslucent(0.75)
    BAL7 B 2 a_settranslucent(0.5)
    BAL7 A 2 a_settranslucent(0.25)
    stop
  Death:
    BAL7 CDE 6 Bright
    Stop
  }
}

//Sprite From Doom 64 - Unabsolved
ACTOR 64Baronatarmsmissileball
{

  Radius 6
  Height 16
  Speed 35
 scale 0.6
damagetype "baron"
  Damage 8
  PoisonDamage 3
  Projectile
  -BLOODLESSIMPACT
  +BLOODSPLATTER
  +RANDOMIZE
  +seekermissile
  +forceradiusdmg
  RenderStyle translucent//Add
  Alpha 1
  SeeSound "baron/attack"
  DeathSound "baron/shotx"
  Decal "BaronScorch"
  States
  {
  Spawn:
    
    ARBO A 4 Bright A_SeekerMissile (10,25)
    ARBO A 0
    ARBO B 4 Bright A_SeekerMissile (10,25)
    ARBO B 0
    Loop
  Death:
    ARBO AAAAA 0
    BAL7 C 0 Bright a_explode(32,48, 0)
    BAL7 CDE 4 Bright 
    Stop
  }
}

//Sprite From Doom 64 - Unabsolved
ACTOR 64Baronatarmsmissileball2
{

  Radius 8
  Height 20
  Speed 40
 scale 0.6
damagetype "baron"
  Damage 4
  PoisonDamage 7//10
  Projectile
  +RANDOMIZE
  +forceradiusdmg
  RenderStyle translucent//Add
  Alpha 1
  SeeSound "baron/attack"
  DeathSound "baron/shotx"
  Decal "BaronScorch"
  States
  {
  Spawn:
    
    ARBO CD 3 BRIGHT
    Loop
  Death:
      
    LBAL A 3 a_explode(8,64,0)
    LBAL BC 3
    LBAL D 3 a_explode(8,64,0)
    LBAL EF 3
    LBAL G 3 a_explode(8,64,0)
    LBAL HG 3 
    LBAL F 3 a_explode(8,64,0)
    LBAL ED 3
    LBAL C 3 a_explode(8,64,0)
    LBAL BA 3
   
   
   
    Stop
  }
}

Actor swordtoken : CustomInventory 
{
  Inventory.Amount 1
  Inventory.PickupSound "misc/p_pkup"
  Inventory.DefMaxAmount
  Inventory.PickupMessage "error..."
  Inventory.Icon BOSSB1
  -Inventory.InvBar
  +FloorClip
  States
  {
  Spawn:
    BOSS A -1
    Loop
  Use:
    BOSS A 10 A_giveinventory("health",1)
   stop

    Stop
  
  }
}

Actor meleetoken : swordtoken   {}

ACTOR 64TracerMissile2
{
	Speed 12
	Damage 9
	RenderStyle Normal
	Alpha 1
	SeeSound "tracer/sight"
	DeathSound "Null"
	Obituary "$OB_TRACER"
	HitObituary "$OB_TRACER"
	PROJECTILE
	+SEEKERMISSILE
	
	States
	{
		Spawn:
			TRC2 A 2 BRIGHT A_SeekerMissile(5, 15)
			TRC2 B 2 BRIGHT A_SeekerMissile(5, 15)
			Loop
		Death:
			TRC2 C 0 BRIGHT A_PlaySound("tracer/shotx", CHAN_AUTO, 1, 0, ATTN_NORM)
			TRC2 C 5 BRIGHT
			TRC2 D 3 BRIGHT A_FadeOut(0.20)
			TRC2 EFGHI 3 BRIGHT A_FadeOut(0.20)
			Stop
		XDeath:
			TRC2 C 0 BRIGHT A_PlaySound("tracer/shotx", CHAN_AUTO, 1, 0, ATTN_NORM)
			TRC2 C 5 BRIGHT
			TRC2 D 3 BRIGHT A_FadeOut(0.20)
			TRC2 EFGHI 3 BRIGHT A_FadeOut(0.20)
			Stop
	}
}

actor 64BaronLordBall : 64BaronBall
{
  Speed 18
  renderstyle normal
  states
  {
  Spawn:
	BAL8 AB 4 BRIGHT
	Loop
  Death:
    BAL8 C 5 bright
    BAL8 D 3 bright A_FadeOut (0.1667)
    BAL8 EFGH 3 bright A_FadeOut (0.1667)
    stop
  }
}

Actor 64DarkCyberGhostA
{   
  Radius 2
  Height 2
  Speed 0
  Scale 1.1
  Projectile
  RenderStyle Translucent
  Alpha 0.6
  States
  {
  Spawn:
    TNT1 A 3
    DCYB A 3 A_FadeOut(0.10)
    Goto Spawn+1
  }
}

Actor 64DarkCyberGhostB : 64DarkCyberGhostA
{   
  States
  {
  Spawn:
    TNT1 A 3
    DCYB B 3 A_FadeOut(0.10)
    Goto Spawn+1
  }
}

Actor 64DarkCyberGhostC : 64DarkCyberGhostA
{   
  States
  {
  Spawn:
    TNT1 A 3
    DCYB C 3 A_FadeOut(0.10)
    Goto Spawn+1
  }
}

Actor 64DarkCyberGhostD : 64DarkCyberGhostA
{   
  States
  {
  Spawn:
    TNT1 A 3
    DCYB D 3 A_FadeOut(0.10)
    Goto Spawn+1
  }
}

ACTOR 64ThamuzPlasmaBall : 64PlasmaBall
{
	Speed 28
	Damage 15
	States
	{
		Spawn:
			TLSS AABBAABBAABB 1 BRIGHT A_SpawnItemEx("64ThamuzPlasmaTrail", 0, 0, 0, 0, 0, 0, 0, 0)
			Loop
		Death:
			TLSE ABC 3 BRIGHT
			TLSE DEF 2 BRIGHT
			Stop
	}
}

ACTOR 64ClassicThamuzPlasmaBall : 64ThamuzPlasmaBall
{
	States
	{
		Spawn:
			TLSS AB 6 BRIGHT
			Loop
	}
}

ACTOR 64ThamuzPlasmaTrail : RocketSmokeTrail
{
	RenderStyle Add
	Alpha 0.75
	VSpeed 1
	+NOGRAVITY
	+NOBLOCKMAP
	+NOCLIP
	
	States
	{
		Spawn:
			TLSE FFFFFF 1 BRIGHT A_FadeOut(0.10)
			Loop
	}
}

actor 64SnakedemonBall : 64BaronBall
{
  Speed 18
  renderstyle normal
  states
  {
  Spawn:
	BAL9 AB 4 BRIGHT
	Loop
  Death:
    BAL9 C 5 bright
    BAL9 D 3 bright A_FadeOut (0.1667)
    BAL9 EFGH 3 bright A_FadeOut (0.1667)
    stop
  }
}

ACTOR 64FeatherBall : RevenantTracer
{
	RenderStyle Normal
	Speed 13
	Damage 8
	
	States
	{
		Spawn:
			TRC2 A 0 BRIGHT A_CustomMissile("64FeatherBallTrail", 0, 0, 0, 2, 0)
			TRC2 A 2 BRIGHT A_SeekerMissile(5, 15)
			TRC2 B 0 BRIGHT A_CustomMissile("64FeatherBallTrail", 0, 0, 0, 2, 0)
			TRC2 B 2 BRIGHT A_SeekerMissile(5, 15)
			Loop
		Death:
			TRC2 C 5 BRIGHT
			TRC2 D 3 BRIGHT A_FadeOut(0.20)
			TRC2 EFGH 3 BRIGHT A_FadeOut(0.20)
			Stop
	}
}

ACTOR 64FeatherBallTrail : RocketSmokeTrail
{
	RenderStyle Translucent
	Alpha 0.50
	VSpeed 1
	
	States
	{
		Spawn:
			PUF4 ABCDE 2 BRIGHT
			Stop
	}
}

ACTOR 64FeatherFire
{
	Game Doom
	Height 8
	Radius 6
	Damage 9
	Speed 13
	RenderStyle Translucent
	Alpha 0.50
	DamageType "Vertigo"
	SeeSound "skeleton/attack"
	DeathSound "Null"
	PROJECTILE
	+RANDOMIZE
	+NODAMAGETHRUST
	+FLOORHUGGER
	
	States
	{
		Spawn:
			FIR2 ABCDE 4 BRIGHT A_CustomMissile("64FeatherFireTrail", 0, 0, 0, 2, 0)
			Loop
		Death:
			FIR2 E 0 BRIGHT
			Stop
	}
}

ACTOR 64FeatherFireTrail
{
	Game Doom
	Height 8
	Radius 6
	Speed 0
	Damage 0
	RenderStyle Translucent
	Alpha 0.60
	+NOGRAVITY
	
	States
	{
		Spawn:
			FIR2 ABCDE 4 BRIGHT A_FadeOut(0.20)
			Loop
	}
}