//===========================================================================
//
// Blackwood Arms 240 "Zeke" Shotgun
//
// by Scroton! I wrote the base weapon but he pretty much did everything else.
// Thanks man!
// Sprites by Scuba Steve, Snarboo, and Marty Kirra
//
//===========================================================================

ACTOR MelZekeShotgun : Weapon
{
	Weapon.Kickback 400
	Weapon.AmmoType	"ShotgunMag"
	Weapon.AmmoGive	0
	Weapon.AmmoUse	1
	Weapon.AmmoType2 "TSPShells"
	Weapon.AmmoGive2 0
	Weapon.AmmoUse2	0
	//Weapon.BobStyle Alpha
	//Weapon.BobSpeed 2.0
	//Weapon.BobRangeY 0.3
	//Weapon.BobRangeX 0.4
	Inventory.PickupMessage "[Blackwood Arms 240 Zeke] [Class: Shotgun, Slot 3]"
	Obituary "%o went head to head with %k's shotgun. It went as well as you'd expect."
	+NOAUTOFIRE
	+Weapon.AMMO_OPTIONAL
	+NOEXTREMEDEATH
	+WEAPON.NoAlert
	+UNDROPPABLE
	Tag "Blackwood Arms 240 Zeke"
	States
	{
	Spawn:
	  STGP A -1
	  Stop
	Ready:
      TNT1 A 0 A_TakeInventory("ShotgunLoading", 9)
	  TNT1 A 0 A_TakeInventory("AltFirePressed", 1)
	  TNT1 A 0 A_JumpIfInventory("MeleePressed",1,"SPMeleeShotgun")
	  TNT1 A 0 A_JumpIfInventory("DropShellsActor",1,"DropCurrentShellsCheck")
	  TNT1 A 0 A_JumpIfInventory("Reloading",1,"Reload")
      STGG A 1 A_WeaponReady
      Loop
	Deselect:
      TNT1 A 0 A_PlaySoundEX("zekeshotgun/down", "SoundSlot5")
	  STGD ABCDE 1
	  TNT1 A 3 
	DeselectLoop:
      TNT1 A 0 A_TakeInventory("DropShellsActor", 1)
	  TNT1 A 1 A_Lower
      Loop
	Select:
      TNT1 A 0 A_TakeInventory("MeleeSelected", 1)
	  TNT1 A 0 A_TakeInventory("919Selected", 1)
	  TNT1 A 0 A_TakeInventory("DahliaSelected", 1)
	  TNT1 A 0 A_TakeInventory("AmmoBoxSelected", 1)
	  TNT1 A 0 A_TakeInventory("ToolBoxSelected", 1)
	  TNT1 A 0 A_TakeInventory("MP40Selected", 1)
	  TNT1 A 0 A_GiveInventory("ZekeSelected", 1)
	  TNT1 A 0 A_JumpIfInventory("ComboCooldown", 1, "QuickSelect")
      TNT1 A 3 A_PlaySoundEX("zekeshotgun/up", "SoundSlot5")
	  STGU ABCD 1
	  STGR DCBA 1
	  STGC D 1
	  STGG A 2
	SelectLoop:	  
	  TNT1 A 0 A_TakeInventory("DropShellsActor", 1)
	  STGG A 1 A_Raise
      Loop
	QuickSelect:
      TNT1 A 0 A_TakeInventory("ComboCooldown", 99)
      TNT1 A 1 A_PlaySoundEX("zekeshotgun/up", "SoundSlot5")
	  STGU IHGFE 1
	  Goto SelectLoop
	Pickup1:
	  TNT1 A 0 A_GiveInventory("BuckshotShell", 1)
	  Stop
	Fire:
      TNT1 A 0 A_TakeInventory("AltFirePressed", 1)
	  STGG A 0 A_JumpIfInventory("ShotgunLoading", 1, "MidReloadFire")
	  STGG A 0 A_JumpIfNoAmmo("Empty")
      STGG A 0 A_JumpIfInventory("ShotgunNeedsPump", 1, "FastPump")
      //STGG A 0 A_JumpIfInventory("BuckshotShellSelected", 1, "BuckshotShot")
      //STGG A 0 A_JumpIfInventory("HellFireShellSelected", 1, "HellFireShot")
	  //STGG A 0 A_JumpIfInventory("ElectricShellSelected", 1, "ElectricShot")
	  //STGG A 0 A_JumpIfInventory("PoisonShellSelected", 1, "PoisonShot")
      STGG A 0 A_JumpIfInventory("BuckshotLoaded", 1, "BuckshotShot")
      STGG A 0 A_JumpIfInventory("HellFireLoaded", 1, "HellFireShot")
	  STGG A 0 A_JumpIfInventory("ElectricLoaded", 1, "ElectricShot")
	  STGG A 0 A_JumpIfInventory("PoisonLoaded", 1, "PoisonShot")
	  Goto Ready
	Hold:
      STGG A 0 A_JumpIfInventory("ShotgunLoading", 1, "MidReloadFire")
	  STGG A 0 A_JumpIfNoAmmo("Empty")
      STGG A 0 A_JumpIfInventory("ShotgunNeedsPump", 1, "Pump")
      //STGG A 0 A_JumpIfInventory("BuckshotShellSelected", 1, "BuckshotShot")
      //STGG A 0 A_JumpIfInventory("HellFireShellSelected", 1, "HellFireShot")
	  //STGG A 0 A_JumpIfInventory("ElectricShellSelected", 1, "ElectricShot")
	  //STGG A 0 A_JumpIfInventory("PoisonShellSelected", 1, "PoisonShot")
      STGG A 0 A_JumpIfInventory("BuckshotLoaded", 1, "BuckshotShot")
      STGG A 0 A_JumpIfInventory("HellFireLoaded", 1, "HellFireShot")
	  STGG A 0 A_JumpIfInventory("ElectricLoaded", 1, "ElectricShot")
	  STGG A 0 A_JumpIfInventory("PoisonLoaded", 1, "PoisonShot")
	  Goto Ready
	BuckshotShot:
	  STGG A 0 A_AlertMonsters
	  STGG A 0 A_PlaySound("zekeshotgun/fire",0)
	  STGF A 0 A_Light2
	  STGF A 0 A_JumpIfInventory("GameIsCoop", 1, "BuckshotShotCoop")
	  Goto BuckshotShotDM
	BuckshotShotCoop:
	  TNT1 AAAAAAAAA 0 A_FireCustomMissile("CoopBullet",(random(-270, 270)/100.00), 0, 0, 1, 0,(random(-270, 270)/100.00))
      STGF A 1 BRIGHT A_FireCustomMissile("CoopBullet",(random(-270, 270)/100.00), 1, 0, 1, 0,(random(-270, 270)/100.00))
	  Goto BuckshotShotFinish
	BuckshotShotDM:
	  STGF A 1 BRIGHT A_FireBullets(2.7,2.7,10,5,"919mBulletPuff",FBF_USEAMMO)
	  Goto BuckshotShotFinish
	BuckshotShotFinish:
	  STGF B 1 BRIGHT A_Light1
	  STGF A 0 A_SetPitch(pitch - 1.0)
	  STGG B 1 A_Light0
	  STGG CDEEDCB 1 
	  STGG A 0 A_GiveInventory("ShotgunNeedsPump", 1)
	  STGG A 0 A_Refire
	  STGG AAAAA 1 A_WeaponReady(WRF_NOBOB)
	  Goto Pump
	ElectricShot:
	  STGG A 0 A_AlertMonsters
	  STGG A 0 A_PlaySound("zekeshotgun/elfire",0)
	  STGF A 0 A_Light2
	  STGF A 0 A_JumpIfInventory("GameIsCoop", 1, "ElectricShotCoop")
	  Goto ElectricShotDM
	ElectricShotCoop:
	  //TNT1 AAAAAAAAA 0 A_FireCustomMissile("ShockPelletCoop",(random(-500, 500)/100.00), 0, 0, 1, 0,(random(-500, 500)/100.00))
      //STGF A 1 BRIGHT A_FireCustomMissile("ShockPelletCoop",(random(-500, 500)/100.00), 1, 0, 1, 0,(random(-500, 500)/100.00))
	  STGF A 1 BRIGHT A_FireBullets (5,5,10,4,"ShockPelletCoopPuff") 
	  Goto ElectricShotFinish
	ElectricShotDM:
	  //TNT1 AAAAAAAAA 0 A_FireCustomMissile("ShockPellet",(random(-500, 500)/100.00), 0, 0, 1, 0,(random(-500, 500)/100.00))
      //STGF A 1 BRIGHT A_FireCustomMissile("ShockPellet",(random(-500, 500)/100.00), 1, 0, 1, 0,(random(-500, 500)/100.00))
	  STGF A 1 BRIGHT A_FireBullets (5,5,10,4,"ShockPelletPuff") 
	  Goto ElectricShotFinish
	ElectricShotFinish:
	  STGF B 1 BRIGHT A_Light1
	  STGF A 0 A_SetPitch(pitch - 1.0)
	  STGG B 1 A_Light0
	  STGG CDEEEDCB 1 
	  STGG A 0 A_GiveInventory("ShotgunNeedsPump", 1)
	  STGG A 0 A_Refire
	  STGG AAAAA 1 A_WeaponReady(WRF_NOBOB)
	  Goto Pump
	HellFireShot:
	  STGG A 0 A_AlertMonsters
	  STGG A 0 A_PlaySound("zekeshotgun/hefire",0)
	  STGF A 0 A_Light2
	  STGG A 0 A_TakeInventory("ShotgunMag", 1)
	  STGG A 0 A_TakeInventory("MakeHellFireBurst",99)
	  STGF A 0 A_JumpIfInventory("GameIsCoop", 1, "HellFireShotCoop")
	  Goto HellFireShotDM
	HellFireShotCoop:
	  //STGF A 1 BRIGHT A_FireCustomMissile("HellFirePelletCoop",(random(-120, 120)/100.00), 0)
	  STGF A 1 BRIGHT A_SpawnItemEx ("HellFirePelletCoop",0,0,32,cos(-pitch)*40,0,sin(-pitch)*40,(random(-120, 120)/100.00),SXF_TRANSFERPITCH|SXF_NOCHECKPOSITION||SXF_SETMASTER)
	  Goto HellFireShotFinish
	HellFireShotDM:
	  STGF A 1 BRIGHT A_SpawnItemEx ("HellFirePellet",0,0,32,cos(-pitch)*40,0,sin(-pitch)*40,(random(-120, 120)/100.00),SXF_TRANSFERPITCH|SXF_NOCHECKPOSITION||SXF_SETMASTER)
	  //STGF A 1 BRIGHT A_FireCustomMissile("HellFirePellet",(random(-120, 120)/100.00), 0)
	  Goto HellFireShotFinish
	HellFireShotFinish:
	  STGG A 0 A_TakeInventory("MakeHellFireBurst",99)
	  STGF B 1 BRIGHT A_Light1
	  STGF A 0 A_SetPitch(pitch - 1.0)
	  STGG B 1 A_Light0
	  STGG CDEEEDCB 1 
	  STGG A 0 A_GiveInventory("ShotgunNeedsPump", 1)
	  STGG A 0 A_Refire
	  STGG AAAAA 1 A_WeaponReady(WRF_NOBOB)
	  Goto Pump
    PoisonShot:
	  STGG A 0 A_AlertMonsters
	  STGG A 0 A_PlaySound("zekeshotgun/pofire",0)
	  STGF A 0 A_Light2
	  STGF A 0 A_JumpIfInventory("GameIsCoop", 1, "PoisonShotCoop")
	  Goto PoisonShotDM
	PoisonShotCoop:
	  TNT1 AAAAA 0 A_FireCustomMissile("PoisonPelletCoop",(random(-120, 120)/100.00), 0, 0, 1, 0,(random(-120, 120)/100.00))
	  STGF A 1 BRIGHT A_FireCustomMissile("PoisonPelletCoop",(random(-120, 120)/100.00), 1, 0, 1, 0,(random(-120, 120)/100.00))
	  Goto PoisonShotFinish
	PoisonShotDM:
	  TNT1 AAAAA 0 A_FireCustomMissile("PoisonPellet",(random(-120, 120)/100.00), 0, 0, 1, 0,(random(-120, 120)/100.00))
	  STGF A 1 BRIGHT A_FireCustomMissile("PoisonPellet",(random(-120, 120)/100.00), 1, 0, 1, 0,(random(-120, 120)/100.00))
	  Goto PoisonShotFinish
	PoisonShotFinish:
	  STGF B 1 BRIGHT A_Light1
	  STGF A 0 A_SetPitch(pitch - 1.0)
	  STGG B 1 A_Light0
	  STGG CDEEEDCB 1 
	  STGG A 0 A_GiveInventory("ShotgunNeedsPump", 1)
	  STGG A 0 A_Refire
	  STGG AAAAA 1 A_WeaponReady(WRF_NOBOB)
	  Goto Pump
	MidReloadFire:
	  STGR DCBA 1
	  STGC D 1
	  STGG A 1
	  STGG A 0 A_TakeInventory("ShotgunLoading",9)
	  STGG A 0 A_PlaySoundEX("zekeshotgun/pump","SoundSlot5")
	  STGG A 0 A_TakeInventory("ShotgunNeedsPump",1)
	  STGC ABBCCBBAAA 1
	  STGG A 0 A_JumpIfInventory("BuckshotShellSelected", 1, "BuckshotShot")
      STGG A 0 A_JumpIfInventory("HellFireShellSelected", 1, "HellFireShot")
	  STGG A 0 A_JumpIfInventory("ElectricShellSelected", 1, "ElectricShot")
	  STGG A 0 A_JumpIfInventory("PoisonShellSelected", 1, "PoisonShot")
	  Goto BuckshotShot
	AltFire:
	  TNT1 A 0 A_JumpIfInventory("AltFirePressed", 1, "AltFire2")
	  TNT1 A 0 A_GiveInventory("AltFirePressed", 1)
	  TNT1 A 0 ACS_ExecuteAlways(857,0,1) //"[Altfire Again To Cycle Through Ammo Types]"
	  STGG A 35 A_WeaponReady(WRF_NOBOB)
	  TNT1 A 0 A_TakeInventory("AltFirePressed", 1)
	  Goto Ready
	AltFire2:
	  TNT1 A 0 A_JumpIfInventory("BuckshotShellSelected", 1, "AltFireBuckshot")
	  TNT1 A 0 A_JumpIfInventory("ElectricShellSelected", 1, "AltFireElectric")
	  TNT1 A 0 A_JumpIfInventory("HellFireShellSelected", 1, "AltFireHellFire")
	  TNT1 A 0 A_JumpIfInventory("PoisonShellSelected", 1, "AltFirePoison")
	  TNT1 A 0 A_JumpIfInventory("BuckshotShell", 1, "AltFireBuckshot")
	  TNT1 A 0 A_JumpIfInventory("ElectricShell", 1, "AltFireElectric")
	  TNT1 A 0 A_JumpIfInventory("HellFireShell", 1, "AltFireHellFire")
	  TNT1 A 0 A_JumpIfInventory("PoisonShell", 1, "AltFirePoison")
	  Goto Ready
	AltFireBuckshot:
	  TNT1 A 0 A_JumpIfInventory("ElectricShell", 1, "AltFireElectricSelect")
	  TNT1 A 0 A_JumpIfInventory("HellFireShell", 1, "AltFireHellFireSelect")
	  TNT1 A 0 A_JumpIfInventory("PoisonShell", 1, "AltFirePoisonSelect")
	  Goto SwitchFail
	AltFireElectric:
	  TNT1 A 0 A_JumpIfInventory("HellFireShell", 1, "AltFireHellFireSelect")
	  TNT1 A 0 A_JumpIfInventory("PoisonShell", 1, "AltFirePoisonSelect")
	  TNT1 A 0 A_JumpIfInventory("BuckShotShell", 1, "AltFireBuckshotSelect")
	  Goto SwitchFail
	AltFireHellFire:
	  TNT1 A 0 A_JumpIfInventory("PoisonShell", 1, "AltFirePoisonSelect")
	  TNT1 A 0 A_JumpIfInventory("BuckShotShell", 1, "AltFireBuckshotSelect")
	  TNT1 A 0 A_JumpIfInventory("ElectricShell", 1, "AltFireElectricSelect")
	  Goto SwitchFail
	AltFirePoison:
	  TNT1 A 0 A_JumpIfInventory("BuckShotShell", 1, "AltFireBuckshotSelect")
	  TNT1 A 0 A_JumpIfInventory("ElectricShell", 1, "AltFireElectricSelect")
	  TNT1 A 0 A_JumpIfInventory("HellFireShell", 1, "AltFireHellFireSelect")
	  Goto SwitchFail
	SwitchFail:
	  STGG A 15 ACS_ExecuteAlways(857,0,2) //"[No Alternate Shell Ammo]"
	  TNT1 A 0 A_TakeInventory("AltFirePressed", 1)
	  Goto Ready 
	AltFireBuckshotSelect:
	  TNT1 A 0
	  TNT1 A 0 A_TakeInventory("ElectricShellSelected", 1)
	  TNT1 A 0 A_TakeInventory("HellFireShellSelected", 1)
	  TNT1 A 0 A_TakeInventory("PoisonShellSelected", 1)
	  TNT1 A 0 A_TakeInventory("ElectricShellSelected", 1)
	  TNT1 A 0 A_TakeInventory("HellFireShellSelected", 1)
	  TNT1 A 0 A_TakeInventory("PoisonShellSelected", 1)
	  
	  STGG A 1 A_TakeInventory("ElectricShellSelected", 1)
	  STGG A 1 A_TakeInventory("HellFireShellSelected", 1)
	  STGG A 1 A_TakeInventory("PoisonShellSelected", 1)
	  
	  TNT1 A 0 A_GiveInventory("BuckshotShellSelected", 1)
	  STGG A 1 A_GiveInventory("BuckshotShellSelected", 1)
	  Goto AltFireSelectionFinal
	AltFireElectricSelect:
	  TNT1 A 0
	  TNT1 A 0 A_TakeInventory("BuckshotShellSelected", 1)
	  TNT1 A 0 A_TakeInventory("HellFireShellSelected", 1)
	  TNT1 A 0 A_TakeInventory("PoisonShellSelected", 1)
	  TNT1 A 0 A_TakeInventory("BuckshotShellSelected", 1)
	  TNT1 A 0 A_TakeInventory("HellFireShellSelected", 1)
	  TNT1 A 0 A_TakeInventory("PoisonShellSelected", 1)
	  
	  STGG A 1 A_TakeInventory("BuckshotShellSelected", 1)
	  STGG A 1 A_TakeInventory("HellFireShellSelected", 1)
	  STGG A 1 A_TakeInventory("PoisonShellSelected", 1)
	  
	  TNT1 A 0 A_GiveInventory("ElectricShellSelected", 1)
	  STGG A 1 A_GiveInventory("ElectricShellSelected", 1)
	  Goto AltFireSelectionFinal
	AltFireHellFireSelect:
	  TNT1 A 0
	  TNT1 A 0 A_TakeInventory("BuckshotShellSelected", 1)
	  TNT1 A 0 A_TakeInventory("ElectricShellSelected", 1)
	  TNT1 A 0 A_TakeInventory("PoisonShellSelected", 1)
	  TNT1 A 0 A_TakeInventory("BuckshotShellSelected", 1)
	  TNT1 A 0 A_TakeInventory("ElectricShellSelected", 1)
	  TNT1 A 0 A_TakeInventory("PoisonShellSelected", 1)
	  
	  STGG A 1 A_TakeInventory("BuckshotShellSelected", 1)
	  STGG A 1 A_TakeInventory("ElectricShellSelected", 1)
	  STGG A 1 A_TakeInventory("PoisonShellSelected", 1)
	  
	  TNT1 A 0 A_GiveInventory("HellFireShellSelected", 1)
	  STGG A 1 A_GiveInventory("HellFireShellSelected", 1)
	  Goto AltFireSelectionFinal
	AltFirePoisonSelect:
	  TNT1 A 0
	  TNT1 A 0 A_TakeInventory("BuckshotShellSelected", 1)
	  TNT1 A 0 A_TakeInventory("ElectricShellSelected", 1)
	  TNT1 A 0 A_TakeInventory("HellFireShellSelected", 1)
	  TNT1 A 0 A_TakeInventory("BuckshotShellSelected", 1)
	  TNT1 A 0 A_TakeInventory("ElectricShellSelected", 1)
	  TNT1 A 0 A_TakeInventory("HellFireShellSelected", 1)
	  
	  STGG A 1 A_TakeInventory("BuckshotShellSelected", 1)
	  STGG A 1 A_TakeInventory("ElectricShellSelected", 1)
	  STGG A 1 A_TakeInventory("HellFireShellSelected", 1)
	  
	  TNT1 A 0 A_GiveInventory("PoisonShellSelected", 1)
	  STGG A 1 A_GiveInventory("PoisonShellSelected", 1)
	  Goto AltFireSelectionFinal
	AltFireSelectionFinal:  
	  TNT1 A 0 A_GunFlash
	  STGG A 25 A_WeaponReady(WRF_NOBOB|WRF_NOPRIMARY)
	  TNT1 A 0 A_TakeInventory("AltFirePressed", 1)
	  TNT1 A 0 A_JumpIfInventory("BuckshotShellSelected", 1, "SwitchAmmoBuckshot")
	  TNT1 A 0 A_JumpIfInventory("ElectricShellSelected", 1, "SwitchAmmoElectric")
	  TNT1 A 0 A_JumpIfInventory("HellFireShellSelected", 1, "SwitchAmmoHellFire")
	  TNT1 A 0 A_JumpIfInventory("PoisonShellSelected", 1, "SwitchAmmoPoison")
	  Goto Ready
	SwitchAmmoBuckshot:
	  TNT1 A 0 A_JumpIfInventory("BuckshotLoaded", 1, "Ready")
	  TNT1 A 0 A_JumpIfInventory("ShotgunMag", 1, "SwitchAmmo")
	  TNT1 A 0 A_TakeInventory("BuckshotLoaded", 1)
	  TNT1 A 0 A_TakeInventory("ElectricLoaded", 1)
	  TNT1 A 0 A_TakeInventory("HellFireLoaded", 1)
	  TNT1 A 0 A_TakeInventory("PoisonLoaded", 1)
	  Goto UnLoadFinish //Ready
	SwitchAmmoElectric:
	  TNT1 A 0 A_JumpIfInventory("ElectricLoaded", 1, "Ready")
	  TNT1 A 0 A_JumpIfInventory("ShotgunMag", 1, "SwitchAmmo")
	  TNT1 A 0 A_TakeInventory("BuckshotLoaded", 1)
	  TNT1 A 0 A_TakeInventory("ElectricLoaded", 1)
	  TNT1 A 0 A_TakeInventory("HellFireLoaded", 1)
	  TNT1 A 0 A_TakeInventory("PoisonLoaded", 1)
	  Goto UnLoadFinish //Ready
	SwitchAmmoHellFire:
	  TNT1 A 0 A_JumpIfInventory("HellFireLoaded", 1, "Ready")
	  TNT1 A 0 A_JumpIfInventory("ShotgunMag", 1, "SwitchAmmo")
	  TNT1 A 0 A_TakeInventory("BuckshotLoaded", 1)
	  TNT1 A 0 A_TakeInventory("ElectricLoaded", 1)
	  TNT1 A 0 A_TakeInventory("HellFireLoaded", 1)
	  TNT1 A 0 A_TakeInventory("PoisonLoaded", 1)
	  Goto UnLoadFinish //Ready
	SwitchAmmoPoison:
	  TNT1 A 0 A_JumpIfInventory("PoisonLoaded", 1, "Ready")
	  TNT1 A 0 A_JumpIfInventory("ShotgunMag", 1, "SwitchAmmo")
	  TNT1 A 0 A_TakeInventory("BuckshotLoaded", 1)
	  TNT1 A 0 A_TakeInventory("ElectricLoaded", 1)
	  TNT1 A 0 A_TakeInventory("HellFireLoaded", 1)
	  TNT1 A 0 A_TakeInventory("PoisonLoaded", 1)
	  Goto UnLoadFinish //Ready
	SwitchAmmo:
	  STGG A 0 A_PlaySoundEX("zekeshotgun/unload1", "SoundSlot5")
	  STGC ABCKL 1
	  STGC L 1 Offset(0,45)
	  STGC L 1 Offset(0,58)
	  STGC L 1 Offset(0,71)
	  STGC L 4 Offset(0,85)
	  TNT1 A 0 A_JumpIfInventory("BuckshotLoaded", 1, "UnLoadBuckshot")
	  TNT1 A 0 A_JumpIfInventory("ElectricLoaded", 1, "UnLoadElectric")
	  TNT1 A 0 A_JumpIfInventory("HellFireLoaded", 1, "UnLoadHellFire")
	  TNT1 A 0 A_JumpIfInventory("PoisonLoaded", 1, "UnLoadPoison")
	  Goto UnLoadBuckshot
	UnLoadBuckshot:
	  TNT1 A 0 A_JumpIfInventory("TSPShells", 0, "UnLoadFullBuckshot")
	  STGC L 1 Offset(0,85)
	  STGR L 0 A_TakeInventory("ShotgunMag",1)
	  STGR L 0 A_GiveInventory("TSPShells",1)
	  STGR L 0 A_GiveInventory("BuckShotShell",1)
	  STGR L 0 A_JumpIfInventory("ShotgunMag",1,"UnLoadBuckshot")
	  Goto UnLoadFinish
	UnLoadElectric:
	  TNT1 A 0 A_JumpIfInventory("TSPShells", 0, "UnLoadFullElectric")
	  STGC L 1 Offset(0,85)
	  STGR L 0 A_TakeInventory("ShotgunMag",1)
	  STGR L 0 A_GiveInventory("TSPShells",1)
	  STGR L 0 A_GiveInventory("ElectricShell",1)
	  STGR L 0 A_JumpIfInventory("ShotgunMag",1,"UnLoadElectric")
	  Goto UnLoadFinish
	UnLoadHellFire:
	  TNT1 A 0 A_JumpIfInventory("TSPShells", 0, "UnLoadFullHellFire")
	  STGC L 1 Offset(0,85)
	  STGR L 0 A_TakeInventory("ShotgunMag",1)
	  STGR L 0 A_GiveInventory("TSPShells",1)
	  STGR L 0 A_GiveInventory("HellFireShell",1)
	  STGR L 0 A_JumpIfInventory("ShotgunMag",1,"UnLoadHellFire")
	  Goto UnLoadFinish
	UnLoadPoison:
	  TNT1 A 0 A_JumpIfInventory("TSPShells", 0, "UnLoadFullPoison")
	  STGC L 1 Offset(0,85)
	  STGC L 0 A_TakeInventory("ShotgunMag",1)
	  STGR L 0 A_GiveInventory("TSPShells",1)
	  STGR L 0 A_GiveInventory("PoisonShell",1)
	  STGR L 0 A_JumpIfInventory("ShotgunMag",1,"UnLoadPoison")
	  Goto UnLoadFinish
	UnLoadFullBuckshot:
	  STGC L 1 Offset(0,85)
	  STGR L 0 A_TakeInventory("ShotgunMag",1)
	  STGR L 0 A_SpawnItemEx("BuckshotShellThrown",0,0,30,random(2,8),0,0,random(-22.5,22.5))
	  STGR L 0 A_JumpIfInventory("ShotgunMag",1,"UnLoadBuckshot")
	  Goto UnLoadFinish
	UnLoadFullElectric:
	  STGC L 1 Offset(0,85)
	  STGR L 0 A_TakeInventory("ShotgunMag",1)
	  STGR L 0 A_SpawnItemEx("ElectricShellThrown",0,0,30,random(2,8),0,0,random(-22.5,22.5))
	  STGR L 0 A_JumpIfInventory("ShotgunMag",1,"UnLoadElectric")
	  Goto UnLoadFinish
	UnLoadFullHellFire:
	  STGC L 1 Offset(0,85)
	  STGR L 0 A_TakeInventory("ShotgunMag",1)
	  STGR L 0 A_SpawnItemEx("HellFireShellThrown",0,0,30,random(2,8),0,0,random(-22.5,22.5))
	  STGR L 0 A_JumpIfInventory("ShotgunMag",1,"UnLoadHellFire")
	  Goto UnLoadFinish
	UnLoadFullPoison:
	  STGC L 1 Offset(0,85)
	  STGR L 0 A_TakeInventory("ShotgunMag",1)
	  STGR L 0 A_SpawnItemEx("PoisonShellThrown",0,0,30,random(2,8),0,0,random(-22.5,22.5))
	  STGR L 0 A_JumpIfInventory("ShotgunMag",1,"UnLoadPoison")
	  Goto UnLoadFinish
	UnLoadFinish:
	  TNT1 A 0 A_TakeInventory("BuckshotLoaded", 1)
	  TNT1 A 0 A_TakeInventory("ElectricLoaded", 1)
	  TNT1 A 0 A_TakeInventory("HellFireLoaded", 1)
	  TNT1 A 0 A_TakeInventory("PoisonLoaded", 1)
	  STGC L 1 Offset(0,85)
	  TNT1 A 0 A_TakeInventory("BuckshotLoaded", 1)
	  TNT1 A 0 A_TakeInventory("ElectricLoaded", 1)
	  TNT1 A 0 A_TakeInventory("HellFireLoaded", 1)
	  TNT1 A 0 A_TakeInventory("PoisonLoaded", 1)
	  STGC L 1 Offset(0,71)
	  TNT1 A 0 A_TakeInventory("BuckshotLoaded", 1)
	  TNT1 A 0 A_TakeInventory("ElectricLoaded", 1)
	  TNT1 A 0 A_TakeInventory("HellFireLoaded", 1)
	  TNT1 A 0 A_TakeInventory("PoisonLoaded", 1)
	  STGC L 1 Offset(0,58)
	  TNT1 A 0 A_TakeInventory("BuckshotLoaded", 1)
	  TNT1 A 0 A_TakeInventory("ElectricLoaded", 1)
	  TNT1 A 0 A_TakeInventory("HellFireLoaded", 1)
	  TNT1 A 0 A_TakeInventory("PoisonLoaded", 1)
	  STGC L 1 Offset(0,45)
	  TNT1 A 0 A_TakeInventory("BuckshotLoaded", 1)
	  TNT1 A 0 A_TakeInventory("ElectricLoaded", 1)
	  TNT1 A 0 A_TakeInventory("HellFireLoaded", 1)
	  TNT1 A 0 A_TakeInventory("PoisonLoaded", 1)
	  STGC L 1 Offset(0,32)
	  TNT1 A 0 A_TakeInventory("BuckshotLoaded", 1)
	  TNT1 A 0 A_TakeInventory("ElectricLoaded", 1)
	  TNT1 A 0 A_TakeInventory("HellFireLoaded", 1)
	  TNT1 A 0 A_TakeInventory("PoisonLoaded", 1)
	  STGG A 0 A_PlaySoundEX("zekeshotgun/unload2", "SoundSlot5")
	  STGC KCBA 1
	  TNT1 A 0 A_JumpIfInventory("BuckshotShellSelected", 1, "ReloadBuckshotStart")
	  TNT1 A 0 A_JumpIfInventory("ElectricShellSelected", 1, "ReloadElectricStart")
	  TNT1 A 0 A_JumpIfInventory("HellFireShellSelected", 1, "ReloadHellFireStart")
	  TNT1 A 0 A_JumpIfInventory("PoisonShellSelected", 1, "ReloadPoisonStart")
	  Goto Ready
	UnLoadFinishSlow: //Replace UnLoadFinish with this if you want reloading after unloading to take an additional keypress, will also make the gun swung down and then back up again though which looks stupid IMO
	  TNT1 A 0 A_TakeInventory("BuckshotLoaded", 1)
	  TNT1 A 0 A_TakeInventory("ElectricLoaded", 1)
	  TNT1 A 0 A_TakeInventory("HellFireLoaded", 1)
	  TNT1 A 0 A_TakeInventory("PoisonLoaded", 1)
	  STGR CBA 1
	  STGC D 1
	  STGC D 0 A_TakeInventory("ShotgunNeedsPump",1)
	  TNT1 A 0 A_TakeInventory("BuckshotLoaded", 1)
	  TNT1 A 0 A_TakeInventory("ElectricLoaded", 1)
	  TNT1 A 0 A_TakeInventory("HellFireLoaded", 1)
	  TNT1 A 0 A_TakeInventory("PoisonLoaded", 1)
	  Goto Ready
	DropCurrentShellsCheck:
	  TNT1 A 0 A_TakeInventory("DropShellsActor", 1)
	  TNT1 A 0 A_JumpIfInventory("ShotgunMag",1, "DropCurrentShells")
	  TNT1 A 0 A_JumpIfInventory("TSPShells",1, "DropCurrentShells2StartAnim")
	  Goto Ready
	DropCurrentShells:
	  STGG A 0 A_PlaySoundEX("zekeshotgun/unload1", "SoundSlot5")
	  TNT1 A 0 A_TakeInventory("DropShellsActor", 1)
	  STGC ABCKL 1
	  STGC L 1 Offset(0,45)
	  STGC L 1 Offset(0,58)
	  STGC L 1 Offset(0,71)
	  STGC L 4 Offset(0,85)
	  TNT1 A 0 A_JumpIfInventory("BuckshotLoaded", 1, "DropBuckshot")
	  TNT1 A 0 A_JumpIfInventory("ElectricLoaded", 1, "DropElectric")
	  TNT1 A 0 A_JumpIfInventory("HellFireLoaded", 1, "DropHellFire")
	  TNT1 A 0 A_JumpIfInventory("PoisonLoaded", 1, "DropPoison")
	  Goto DropBuckshot
	DropBuckshot:
	  STGC L 1 Offset(0,85)
	  STGR L 0 A_TakeInventory("ShotgunMag",1)
	  STGR L 0 A_SpawnItemEx("BuckshotShellDropped",0,0,30,random(8,12),0,0,random(-22.5,22.5))
	  STGR L 0 A_JumpIfInventory("ShotgunMag",1,"DropBuckshot")
	  STGR L 0 A_JumpIfInventory("BuckshotShell",1,"DropCurrentShells2")
	  Goto DropCurrentShellsFinish
	DropElectric:
	  STGC L 1 Offset(0,85)
	  STGR L 0 A_TakeInventory("ShotgunMag",1)
	  STGR L 0 A_SpawnItemEx("ElectricShellDropped",0,0,30,random(8,12),0,0,random(-22.5,22.5))
	  STGR L 0 A_JumpIfInventory("ShotgunMag",1,"DropElectric")
	  STGR L 0 A_JumpIfInventory("ElectricShell",1,"DropCurrentShells2")
	  Goto DropCurrentShellsFinish
	DropHellFire:
	  STGC L 1 Offset(0,85)
	  STGR L 0 A_TakeInventory("ShotgunMag",1)
	  STGR L 0 A_SpawnItemEx("HellFireShellDropped",0,0,30,random(8,12),0,0,random(-22.5,22.5))
	  STGR L 0 A_JumpIfInventory("ShotgunMag",1,"DropHellFire")
	  STGR L 0 A_JumpIfInventory("HellFireShell",1,"DropCurrentShells2")
	  Goto DropCurrentShellsFinish
	DropPoison:
	  STGC L 1 Offset(0,85)
	  STGR L 0 A_TakeInventory("ShotgunMag",1)
	  STGR L 0 A_SpawnItemEx("PoisonShellDropped",0,0,30,random(8,12),0,0,random(-22.5,22.5))
	  STGR L 0 A_JumpIfInventory("ShotgunMag",1,"DropPoison")
	  STGR L 0 A_JumpIfInventory("PoisonShell",1,"DropCurrentShells2")
	  Goto DropCurrentShellsFinish
	DropCurrentShells2StartAnim:
	  STGG A 0 A_PlaySoundEX("zekeshotgun/unload1", "SoundSlot5")
	  TNT1 A 0 A_TakeInventory("DropShellsActor", 1)
	  STGC ABCKL 1
	  STGC L 1 Offset(0,45)
	  STGC L 1 Offset(0,58)
	  STGC L 1 Offset(0,71)
	  STGC L 4 Offset(0,85)
	  TNT1 A 0 A_JumpIfInventory("BuckshotLoaded", 1, "DropBuckshot2Check")
	  TNT1 A 0 A_JumpIfInventory("ElectricLoaded", 1, "DropElectric2Check")
	  TNT1 A 0 A_JumpIfInventory("HellFireLoaded", 1, "DropHellFire2Check")
	  TNT1 A 0 A_JumpIfInventory("PoisonLoaded", 1, "DropPoison2Check")
	  Goto DropCurrentShells2AmmoDecide
  	DropCurrentShells2AmmoDecide:
	  TNT1 A 0 A_JumpIfInventory("BuckshotShell", 1, "DropBuckshot2")
	  TNT1 A 0 A_JumpIfInventory("ElectricShell", 1, "DropElectric2")
	  TNT1 A 0 A_JumpIfInventory("HellFireShell", 1, "DropHellFire2")
	  TNT1 A 0 A_JumpIfInventory("PoisonShell", 1, "DropPoison2")
	  Goto DropBuckshot2
	DropCurrentShells2:
	  TNT1 A 0 A_JumpIfInventory("BuckshotLoaded", 1, "DropBuckshot2")
	  TNT1 A 0 A_JumpIfInventory("ElectricLoaded", 1, "DropElectric2")
	  TNT1 A 0 A_JumpIfInventory("HellFireLoaded", 1, "DropHellFire2")
	  TNT1 A 0 A_JumpIfInventory("PoisonLoaded", 1, "DropPoison2")
	  Goto DropBuckshot2
	DropBuckshot2Check:
	  STGR L 0 A_JumpIfInventory("BuckshotShell",1,"DropBuckshot2")
	  Goto DropCurrentShells2AmmoDecide
	DropBuckshot2:
	  STGC L 1 Offset(0,85)
	  STGR L 0 A_TakeInventory("BuckshotShell",1)
	  STGR L 0 A_TakeInventory("TSPShells",1)
	  STGR L 0 A_SpawnItemEx("BuckshotShellDropped",0,0,30,random(8,12),0,0,random(-22.5,22.5))
	  STGR L 0 A_JumpIfInventory("BuckshotShell",1,"DropBuckshot2")
	  Goto DropCurrentShellsFinish
	DropElectric2Check:
	  STGR L 0 A_JumpIfInventory("ElectricShell",1,"DropElectric2")
	  Goto DropCurrentShells2AmmoDecide
	DropElectric2:
	  STGC L 1 Offset(0,85)
	  STGR L 0 A_TakeInventory("ElectricShell",1)
	  STGR L 0 A_TakeInventory("TSPShells",1)
	  STGR L 0 A_SpawnItemEx("ElectricShellDropped",0,0,30,random(8,12),0,0,random(-22.5,22.5))
	  STGR L 0 A_JumpIfInventory("ElectricShell",1,"DropElectric2")
	  Goto DropCurrentShellsFinish
	DropHellFire2Check:
	  STGR L 0 A_JumpIfInventory("HellFireShell",1,"DropHellFire2")
	  Goto DropCurrentShells2AmmoDecide
	DropHellFire2:
	  STGC L 1 Offset(0,85)
	  STGR L 0 A_TakeInventory("HellFireShell",1)
	  STGR L 0 A_TakeInventory("TSPShells",1)
	  STGR L 0 A_SpawnItemEx("HellFireShellDropped",0,0,30,random(8,12),0,0,random(-22.5,22.5))
	  STGR L 0 A_JumpIfInventory("HellFireShell",1,"DropHellFire2")
	  Goto DropCurrentShellsFinish
	DropPoison2Check:
	  STGR L 0 A_JumpIfInventory("PoisonShell",1,"DropPoison2")
	  Goto DropCurrentShells2AmmoDecide
	DropPoison2:
	  STGC L 1 Offset(0,85)
	  STGR L 0 A_TakeInventory("PoisonShell",1)
	  STGR L 0 A_TakeInventory("TSPShells",1)
	  STGR L 0 A_SpawnItemEx("PoisonShellDropped",0,0,30,random(8,12),0,0,random(-22.5,22.5))
	  STGR L 0 A_JumpIfInventory("PoisonShell",1,"DropPoison2")
	  Goto DropCurrentShellsFinish
	DropCurrentShellsFinish:
	  TNT1 A 0 A_TakeInventory("BuckshotLoaded", 1)
	  TNT1 A 0 A_TakeInventory("ElectricLoaded", 1)
	  TNT1 A 0 A_TakeInventory("HellFireLoaded", 1)
	  TNT1 A 0 A_TakeInventory("PoisonLoaded", 1)
	  TNT1 A 0 A_TakeInventory("BuckshotShellSelected", 1)
	  TNT1 A 0 A_TakeInventory("ElectricShellSelected", 1)
	  TNT1 A 0 A_TakeInventory("HellFireShellSelected", 1)
	  TNT1 A 0 A_TakeInventory("PoisonShellSelected", 1)
	  STGC L 1 Offset(0,85)
	  TNT1 A 0 A_TakeInventory("BuckshotLoaded", 1)
	  TNT1 A 0 A_TakeInventory("ElectricLoaded", 1)
	  TNT1 A 0 A_TakeInventory("HellFireLoaded", 1)
	  TNT1 A 0 A_TakeInventory("PoisonLoaded", 1)
	  TNT1 A 0 A_TakeInventory("BuckshotShellSelected", 1)
	  TNT1 A 0 A_TakeInventory("ElectricShellSelected", 1)
	  TNT1 A 0 A_TakeInventory("HellFireShellSelected", 1)
	  TNT1 A 0 A_TakeInventory("PoisonShellSelected", 1)
	  STGC L 1 Offset(0,71)
	  TNT1 A 0 A_TakeInventory("BuckshotLoaded", 1)
	  TNT1 A 0 A_TakeInventory("ElectricLoaded", 1)
	  TNT1 A 0 A_TakeInventory("HellFireLoaded", 1)
	  TNT1 A 0 A_TakeInventory("PoisonLoaded", 1)
	  TNT1 A 0 A_TakeInventory("BuckshotShellSelected", 1)
	  TNT1 A 0 A_TakeInventory("ElectricShellSelected", 1)
	  TNT1 A 0 A_TakeInventory("HellFireShellSelected", 1)
	  TNT1 A 0 A_TakeInventory("PoisonShellSelected", 1)
	  STGC L 1 Offset(0,58)
	  TNT1 A 0 A_TakeInventory("BuckshotLoaded", 1)
	  TNT1 A 0 A_TakeInventory("ElectricLoaded", 1)
	  TNT1 A 0 A_TakeInventory("HellFireLoaded", 1)
	  TNT1 A 0 A_TakeInventory("PoisonLoaded", 1)
	  TNT1 A 0 A_TakeInventory("BuckshotShellSelected", 1)
	  TNT1 A 0 A_TakeInventory("ElectricShellSelected", 1)
	  TNT1 A 0 A_TakeInventory("HellFireShellSelected", 1)
	  TNT1 A 0 A_TakeInventory("PoisonShellSelected", 1)
	  STGC L 1 Offset(0,45)
	  STGC L 1
	  TNT1 A 0 A_TakeInventory("DropShellsActor", 1)
	  STGG A 0 A_PlaySoundEX("zekeshotgun/unload2", "SoundSlot5")
	  STGC KCBA 1
	  Goto Ready
	Pump:
	  STGG A 0 A_JumpIfNoAmmo("Reload")
	  STGG A 0 A_Jump(125,"Pump2")
	  STGG A 0 A_TakeInventory("ShotgunNeedsPump",1)
	  STGG A 0 A_PlaySoundEX("zekeshotgun/pump", "SoundSlot5")
	  STGC AABBCCKKLLKKCBBAA 1
	  STGG A 0 A_ReFire
	  Goto Ready
    Pump2:
	  STGG A 0 A_TakeInventory("ShotgunNeedsPump",1)
	  STGG A 0 A_PlaySoundEX("zekeshotgun/pump", "SoundSlot5")
	  STGC DDEFGGHIJJIHGGFED 1
	  STGG D 0 A_ReFire
	  Goto Ready
	FastPump:
	  STGG A 0 A_TakeInventory("ShotgunNeedsPump",1)
	  STGG A 0 A_PlaySoundEX("zekeshotgun/pump", "SoundSlot5")
	  STGC ABCKLKCBA 1
	  Goto Ready
    Empty:
	  STGG A 5 A_PlaySound("919m/dry",0)
	  Goto Reload
	Reload:
      TNT1 A 0 A_TakeInventory("Reloading",9)
	  STGG A 0 A_JumpIfInventory("ShotgunMag",8,"Ready")
	  STGG A 0 A_JumpIfInventory("TSPShells",1,"ReloadCheck")
	  STGG A 0 A_JumpIfInventory("ShotgunMag",1,"Ready")
	  Goto Ready
	ReloadCheck:
      TNT1 A 0 A_JumpIfInventory("BuckshotShellSelected", 1, "ReloadBuckshotCheck")
	  TNT1 A 0 A_JumpIfInventory("ElectricShellSelected", 1, "ReloadElectricCheck")
	  TNT1 A 0 A_JumpIfInventory("HellFireShellSelected", 1, "ReloadHellFireCheck")
	  TNT1 A 0 A_JumpIfInventory("PoisonShellSelected", 1, "ReloadPoisonCheck")
	  Goto ReloadBuckShotCheck
	ReloadBuckshotCheck:
      TNT1 A 0 A_JumpIfInventory("BuckshotShell", 1, "ReloadStart")
	  TNT1 A 0 A_JumpIfInventory("ShotgunMag",1,"Ready")
	  Goto ReloadOutOfCurrentAmmo
	ReloadElectricCheck:
      TNT1 A 0 A_JumpIfInventory("ElectricShell", 1, "ReloadStart")
	  TNT1 A 0 A_JumpIfInventory("ShotgunMag",1,"Ready")
	  Goto ReloadOutOfCurrentAmmo
	ReloadHellFireCheck:
      TNT1 A 0 A_JumpIfInventory("HellFireShell", 1, "ReloadStart")
	  TNT1 A 0 A_JumpIfInventory("ShotgunMag",1,"Ready")
	  Goto ReloadOutOfCurrentAmmo
	ReloadPoisonCheck:
      TNT1 A 0 A_JumpIfInventory("PoisonShell", 1, "ReloadStart")
	  TNT1 A 0 A_JumpIfInventory("ShotgunMag",1,"Ready")
	  Goto ReloadOutOfCurrentAmmo
	ReloadOutOfCurrentAmmo:
	  TNT1 A 0 A_JumpIfInventory("BuckshotShell", 1, "ReloadBuckshotStartOutOfCurrentAmmo")
	  TNT1 A 0 A_JumpIfInventory("ElectricShell", 1, "ReloadElectricStartOutOfCurrentAmmo")
	  TNT1 A 0 A_JumpIfInventory("HellFireShell", 1, "ReloadHellFireStartOutOfCurrentAmmo")
	  TNT1 A 0 A_JumpIfInventory("PoisonShell", 1, "ReloadPoisonStartOutOfCurrentAmmo")
	  TNT1 A 0 A_JumpIfInventory("ShotgunMag",1,"Ready")
	  TNT1 A 0 A_JumpIfInventory("TSPShells", 1, "ReloadBuckshotStartOutOfCurrentAmmo")
	  Goto Ready
	ReloadBuckshotStartOutOfCurrentAmmo:
	  TNT1 A 0 ACS_ExecuteAlways(857,0,3)
	  Goto ReloadBuckshotStart
	ReloadElectricStartOutOfCurrentAmmo:
	  TNT1 A 0 ACS_ExecuteAlways(857,0,4)
	  Goto ReloadElectricStart
	ReloadHellFireStartOutOfCurrentAmmo:
	  TNT1 A 0 ACS_ExecuteAlways(857,0,5)
	  Goto ReloadHellFireStart
	ReloadPoisonStartOutOfCurrentAmmo:
	  TNT1 A 0 ACS_ExecuteAlways(857,0,6)
	  Goto ReloadPoisonStart
	ReloadStart:
	  TNT1 A 0 A_JumpIfInventory("BuckshotShellSelected", 1, "ReloadBuckshotStart")
	  TNT1 A 0 A_JumpIfInventory("ElectricShellSelected", 1, "ReloadElectricStart")
	  TNT1 A 0 A_JumpIfInventory("HellFireShellSelected", 1, "ReloadHellFireStart")
	  TNT1 A 0 A_JumpIfInventory("PoisonShellSelected", 1, "ReloadPoisonStart")
	  Goto ReloadBuckshotStart
	ReloadBuckshotStart:
      STGC D 1
	  STGR ABCD 1
	  Goto EmptyReloadBuckshot
	ReloadBuckshot:
	  //TNT1 A 0 A_TakeInventory("BuckshotShellSelected", 1)
	  TNT1 A 0 A_TakeInventory("ElectricShellSelected", 1)
	  TNT1 A 0 A_TakeInventory("HellFireShellSelected", 1)
	  TNT1 A 0 A_TakeInventory("PoisonShellSelected", 1)
	  //TNT1 A 0 A_TakeInventory("BuckshotLoaded", 1)
	  TNT1 A 0 A_TakeInventory("ElectricLoaded", 1)
	  TNT1 A 0 A_TakeInventory("HellFireLoaded", 1)
	  TNT1 A 0 A_TakeInventory("PoisonLoaded", 1)
	  TNT1 A 0 A_GiveInventory("ShotgunLoading", 1)  
	  TNT1 A 0 A_GiveInventory("BuckshotShellSelected", 1)
	  TNT1 A 0 A_GiveInventory("BuckshotLoaded", 1)
	  STGR D 2 A_WeaponReady(WRF_NOBOB|WRF_NOSECONDARY)
	  STGR D 0 A_PlaySound("zekeshotgun/load",0)
	  STGR D 0 A_TakeInventory("TSPShells",1)
	  STGR D 0 A_TakeInventory("BuckshotShell",1)
	  STGR D 0 A_GiveInventory("ShotgunMag",1)

	  STGR P 1 A_GiveInventory("BuckshotLoaded", 1)
	  STGR Q 1 A_TakeInventory("HellFireLoaded", 1)
	  STGR G 1 A_TakeInventory("PoisonLoaded", 1)
	  STGR H 1 A_TakeInventory("ElectricLoaded", 1)
	  
	  TNT1 A 0 A_TakeInventory("ElectricShellSelected", 1)
	  TNT1 A 0 A_TakeInventory("HellFireShellSelected", 1)
	  TNT1 A 0 A_TakeInventory("PoisonShellSelected", 1)
	  TNT1 A 0 A_TakeInventory("ElectricLoaded", 1)
	  TNT1 A 0 A_TakeInventory("HellFireLoaded", 1)
	  TNT1 A 0 A_TakeInventory("PoisonLoaded", 1)
	  
	  STGR H 1 A_GiveInventory("BuckshotShellSelected", 1)
	  STGR I 1 A_GiveInventory("BuckshotLoaded", 1)
	  STGR J 1 A_GiveInventory("BuckshotShellSelected", 1)
	  
	  STGR K 1 A_WeaponReady(WRF_NOBOB|WRF_NOSECONDARY)
      STGR K 0 A_JumpIfInventory("ShotgunMag",8,"ReloadFinish")
	  STGR K 0 A_JumpIfInventory("BuckshotShell",1,"ReloadBuckshot")
	  Goto ReloadFinish
	ReloadElectricStart:
      STGC D 1
	  STGR ABCD 1
	  Goto EmptyReloadElectric
	ReloadElectric:
	  TNT1 A 0 A_TakeInventory("BuckshotShellSelected", 1)
	  //TNT1 A 0 A_TakeInventory("ElectricShellSelected", 1)
	  TNT1 A 0 A_TakeInventory("HellFireShellSelected", 1)
	  TNT1 A 0 A_TakeInventory("PoisonShellSelected", 1)
	  TNT1 A 0 A_TakeInventory("BuckshotLoaded", 1)
	  //TNT1 A 0 A_TakeInventory("ElectricLoaded", 1)
	  TNT1 A 0 A_TakeInventory("HellFireLoaded", 1)
	  TNT1 A 0 A_TakeInventory("PoisonLoaded", 1)
	  TNT1 A 0 A_GiveInventory("ShotgunLoading", 1)
	  TNT1 A 0 A_GiveInventory("ElectricShellSelected", 1)
	  TNT1 A 0 A_GiveInventory("ElectricLoaded", 1)
	  STGR D 2 A_WeaponReady(WRF_NOBOB|WRF_NOSECONDARY)
	  STGR D 0 A_PlaySound("zekeshotgun/load",0)
	  STGR D 0 A_TakeInventory("TSPShells",1)
	  STGR D 0 A_TakeInventory("ElectricShell",1)
	  STGR D 0 A_GiveInventory("ShotgunMag",1)

	  STGR E 1 A_GiveInventory("ElectricLoaded", 1)
	  STGR F 1 A_TakeInventory("HellFireLoaded", 1)
	  STGR G 1 A_TakeInventory("PoisonLoaded", 1)
	  STGR H 1 A_TakeInventory("BuckshotLoaded", 1)
	  
	  TNT1 A 0 A_TakeInventory("BuckshotShellSelected", 1)
	  TNT1 A 0 A_TakeInventory("HellFireShellSelected", 1)
	  TNT1 A 0 A_TakeInventory("PoisonShellSelected", 1)
	  TNT1 A 0 A_TakeInventory("BuckshotLoaded", 1)
	  TNT1 A 0 A_TakeInventory("HellFireLoaded", 1)
	  TNT1 A 0 A_TakeInventory("PoisonLoaded", 1)
	  
	  STGR H 1 A_GiveInventory("ElectricShellSelected", 1)
	  STGR I 1 A_GiveInventory("ElectricLoaded", 1)
	  STGR J 1 A_GiveInventory("ElectricShellSelected", 1)

	  STGR K 1 A_WeaponReady(WRF_NOBOB|WRF_NOSECONDARY)
      STGR K 0 A_JumpIfInventory("ShotgunMag",8,"ReloadFinish")
	  STGR K 0 A_JumpIfInventory("ElectricShell",1,"ReloadElectric")
	  Goto ReloadFinish
	ReloadHellFireStart:
      STGC D 1
	  STGR ABCD 1
	  Goto EmptyReloadHellFire
	ReloadHellFire:
	  TNT1 A 0 A_TakeInventory("BuckshotShellSelected", 1)
	  TNT1 A 0 A_TakeInventory("ElectricShellSelected", 1)
	  //TNT1 A 0 A_TakeInventory("HellFireShellSelected", 1)
	  TNT1 A 0 A_TakeInventory("PoisonShellSelected", 1)
	  TNT1 A 0 A_TakeInventory("BuckshotLoaded", 1)
	  TNT1 A 0 A_TakeInventory("ElectricLoaded", 1)
	  //TNT1 A 0 A_TakeInventory("HellFireLoaded", 1)
	  TNT1 A 0 A_TakeInventory("PoisonLoaded", 1)
	  TNT1 A 0 A_GiveInventory("ShotgunLoading", 1)  
	  TNT1 A 0 A_GiveInventory("HellFireShellSelected", 1)
	  TNT1 A 0 A_GiveInventory("HellFireLoaded", 1)
	  STGR D 2 A_WeaponReady(WRF_NOBOB|WRF_NOSECONDARY)
	  STGR D 0 A_PlaySound("zekeshotgun/load",0)
	  STGR D 0 A_TakeInventory("TSPShells",1)
	  STGR D 0 A_TakeInventory("HellFireShell",1)
	  STGR D 0 A_GiveInventory("ShotgunMag",1)

	  STGR N 1 A_GiveInventory("HellFireLoaded", 1)
	  STGR O 1 A_TakeInventory("BuckshotLoaded", 1)
	  STGR G 1 A_TakeInventory("PoisonLoaded", 1)
	  STGR H 1 A_TakeInventory("ElectricLoaded", 1)
	  
	  TNT1 A 0 A_TakeInventory("BuckshotShellSelected", 1)
	  TNT1 A 0 A_TakeInventory("ElectricShellSelected", 1)
	  TNT1 A 0 A_TakeInventory("PoisonShellSelected", 1)
	  TNT1 A 0 A_TakeInventory("BuckshotLoaded", 1)
	  TNT1 A 0 A_TakeInventory("ElectricLoaded", 1)
	  TNT1 A 0 A_TakeInventory("PoisonLoaded", 1)
	  
	  STGR H 1 A_GiveInventory("HellFireShellSelected", 1)
	  STGR I 1 A_GiveInventory("HellFireLoaded", 1)
	  STGR J 1 A_GiveInventory("HellFireShellSelected", 1)
	  
	  STGR K 1 A_WeaponReady(WRF_NOBOB|WRF_NOSECONDARY)
      STGR K 0 A_JumpIfInventory("ShotgunMag",8,"ReloadFinish")
	  STGR K 0 A_JumpIfInventory("HellFireShell",1,"ReloadHellFire")
	  Goto ReloadFinish
	ReloadPoisonStart:
      STGC D 1
	  STGR ABCD 1
	  Goto EmptyReloadPoison
	ReloadPoison:
	  TNT1 A 0 A_TakeInventory("BuckshotShellSelected", 1)
	  TNT1 A 0 A_TakeInventory("ElectricShellSelected", 1)
	  TNT1 A 0 A_TakeInventory("HellFireShellSelected", 1)
	  //TNT1 A 0 A_TakeInventory("PoisonShellSelected", 1)
	  TNT1 A 0 A_TakeInventory("BuckshotLoaded", 1)
	  TNT1 A 0 A_TakeInventory("ElectricLoaded", 1)
	  TNT1 A 0 A_TakeInventory("HellFireLoaded", 1)
	  //TNT1 A 0 A_TakeInventory("PoisonLoaded", 1)
	  TNT1 A 0 A_GiveInventory("ShotgunLoading", 1)
	  TNT1 A 0 A_GiveInventory("PoisonShellSelected", 1)
	  TNT1 A 0 A_GiveInventory("PoisonLoaded", 1)
	  STGR D 2 A_WeaponReady(WRF_NOBOB|WRF_NOSECONDARY)
	  STGR D 0 A_PlaySound("zekeshotgun/load",0)
	  STGR D 0 A_TakeInventory("TSPShells",1)
	  STGR D 0 A_TakeInventory("PoisonShell",1)
	  STGR D 0 A_GiveInventory("ShotgunMag",1)

	  STGR L 1 A_GiveInventory("PoisonLoaded", 1)
	  STGR M 1 A_TakeInventory("HellFireLoaded", 1)
	  STGR G 1 A_TakeInventory("BuckshotLoaded", 1)
	  STGR H 1 A_TakeInventory("ElectricLoaded", 1)
	  
	  TNT1 A 0 A_TakeInventory("BuckshotShellSelected", 1)
	  TNT1 A 0 A_TakeInventory("ElectricShellSelected", 1)
	  TNT1 A 0 A_TakeInventory("HellFireShellSelected", 1)
	  TNT1 A 0 A_TakeInventory("BuckshotLoaded", 1)
	  TNT1 A 0 A_TakeInventory("ElectricLoaded", 1)
	  TNT1 A 0 A_TakeInventory("HellFireLoaded", 1)
	  
	  STGR H 1 A_GiveInventory("PoisonShellSelected", 1)
	  STGR I 1 A_GiveInventory("PoisonLoaded", 1)
	  STGR J 1 A_GiveInventory("PoisonShellSelected", 1)
	  
	  STGR K 1 A_WeaponReady(WRF_NOBOB|WRF_NOSECONDARY)
      STGR K 0 A_JumpIfInventory("ShotgunMag",8,"ReloadFinish")
	  STGR K 0 A_JumpIfInventory("PoisonShell",1,"ReloadPoison")
	  Goto ReloadFinish
	EmptyReloadBuckshot:
	  TNT1 A 0 A_JumpIfInventory("ShotgunMag",1,"ReloadBuckshot")
	  TNT1 A 0 A_TakeInventory("BuckshotShellSelected", 1)
	  TNT1 A 0 A_TakeInventory("ElectricShellSelected", 1)
	  TNT1 A 0 A_TakeInventory("HellFireShellSelected", 1)
	  TNT1 A 0 A_TakeInventory("PoisonShellSelected", 1)
	  TNT1 A 0 A_TakeInventory("BuckshotLoaded", 1)
	  TNT1 A 0 A_TakeInventory("ElectricLoaded", 1)
	  TNT1 A 0 A_TakeInventory("HellFireLoaded", 1)
	  TNT1 A 0 A_TakeInventory("PoisonLoaded", 1)
	  TNT1 A 0 A_GiveInventory("ShotgunLoading", 1)  
	  TNT1 A 0 A_GiveInventory("BuckshotShellSelected", 1)
	  TNT1 A 0 A_GiveInventory("BuckshotLoaded", 1)
	  STGR D 2
	  STGR D 0 A_PlaySound("zekeshotgun/load",0)
	  STGR D 0 A_TakeInventory("TSPShells",1)
	  STGR D 0 A_TakeInventory("BuckshotShell",1)
	  STGR D 0 A_GiveInventory("ShotgunMag",1)
	  STGR PQGHHIJ 1
	  STGR K 1 A_WeaponReady(WRF_NOBOB|WRF_NOSECONDARY)
      STGR K 0 A_JumpIfInventory("ShotgunMag",8,"ReloadFinish")
	  STGR K 0 A_JumpIfInventory("BuckshotShell",1,"ReloadBuckshot")
	  Goto ReloadFinish
	EmptyReloadElectric:
	  TNT1 A 0 A_JumpIfInventory("ShotgunMag",1,"ReloadElectric")
	  TNT1 A 0 A_TakeInventory("BuckshotShellSelected", 1)
	  TNT1 A 0 A_TakeInventory("ElectricShellSelected", 1)
	  TNT1 A 0 A_TakeInventory("HellFireShellSelected", 1)
	  TNT1 A 0 A_TakeInventory("PoisonShellSelected", 1)
	  TNT1 A 0 A_TakeInventory("BuckshotLoaded", 1)
	  TNT1 A 0 A_TakeInventory("ElectricLoaded", 1)
	  TNT1 A 0 A_TakeInventory("HellFireLoaded", 1)
	  TNT1 A 0 A_TakeInventory("PoisonLoaded", 1)
	  TNT1 A 0 A_GiveInventory("ShotgunLoading", 1)
	  TNT1 A 0 A_GiveInventory("ElectricShellSelected", 1)
	  TNT1 A 0 A_GiveInventory("ElectricLoaded", 1)
	  STGR D 2
	  STGR D 0 A_PlaySound("zekeshotgun/load",0)
	  STGR D 0 A_TakeInventory("TSPShells",1)
	  STGR D 0 A_TakeInventory("ElectricShell",1)
	  STGR D 0 A_GiveInventory("ShotgunMag",1)
	  STGR EFGHHIJ 1
	  STGR K 1 A_WeaponReady(WRF_NOBOB|WRF_NOSECONDARY)
      STGR K 0 A_JumpIfInventory("ShotgunMag",8,"ReloadFinish")
	  STGR K 0 A_JumpIfInventory("ElectricShell",1,"ReloadElectric")
	  Goto ReloadFinish
	EmptyReloadHellFire:
	  TNT1 A 0 A_JumpIfInventory("ShotgunMag",1,"ReloadHellFire")
	  TNT1 A 0 A_TakeInventory("BuckshotShellSelected", 1)
	  TNT1 A 0 A_TakeInventory("ElectricShellSelected", 1)
	  TNT1 A 0 A_TakeInventory("HellFireShellSelected", 1)
	  TNT1 A 0 A_TakeInventory("PoisonShellSelected", 1)
	  TNT1 A 0 A_TakeInventory("BuckshotLoaded", 1)
	  TNT1 A 0 A_TakeInventory("ElectricLoaded", 1)
	  TNT1 A 0 A_TakeInventory("HellFireLoaded", 1)
	  TNT1 A 0 A_TakeInventory("PoisonLoaded", 1)
	  TNT1 A 0 A_GiveInventory("ShotgunLoading", 1)  
	  TNT1 A 0 A_GiveInventory("HellFireShellSelected", 1)
	  TNT1 A 0 A_GiveInventory("HellFireLoaded", 1)
	  STGR D 2
	  STGR D 0 A_PlaySound("zekeshotgun/load",0)
	  STGR D 0 A_TakeInventory("TSPShells",1)
	  STGR D 0 A_TakeInventory("HellFireShell",1)
	  STGR D 0 A_GiveInventory("ShotgunMag",1)
	  STGR NOGHHIJ 1
	  STGR K 1 A_WeaponReady(WRF_NOBOB|WRF_NOSECONDARY)
      STGR K 0 A_JumpIfInventory("ShotgunMag",8,"ReloadFinish")
	  STGR K 0 A_JumpIfInventory("HellFireShell",1,"ReloadHellFire")
	  Goto ReloadFinish
	EmptyReloadPoison:
	  TNT1 A 0 A_JumpIfInventory("ShotgunMag",1,"ReloadPoison")
	  TNT1 A 0 A_TakeInventory("BuckshotShellSelected", 1)
	  TNT1 A 0 A_TakeInventory("ElectricShellSelected", 1)
	  TNT1 A 0 A_TakeInventory("HellFireShellSelected", 1)
	  TNT1 A 0 A_TakeInventory("PoisonShellSelected", 1)
	  TNT1 A 0 A_TakeInventory("BuckshotLoaded", 1)
	  TNT1 A 0 A_TakeInventory("ElectricLoaded", 1)
	  TNT1 A 0 A_TakeInventory("HellFireLoaded", 1)
	  TNT1 A 0 A_TakeInventory("PoisonLoaded", 1)
	  TNT1 A 0 A_GiveInventory("ShotgunLoading", 1)
	  TNT1 A 0 A_GiveInventory("PoisonShellSelected", 1)
	  TNT1 A 0 A_GiveInventory("PoisonLoaded", 1)
	  STGR D 2
	  STGR D 0 A_PlaySound("zekeshotgun/load",0)
	  STGR D 0 A_TakeInventory("TSPShells",1)
	  STGR D 0 A_TakeInventory("PoisonShell",1)
	  STGR D 0 A_GiveInventory("ShotgunMag",1)
	  STGR LMGHHIJ 1
	  STGR K 1 A_WeaponReady(WRF_NOBOB|WRF_NOSECONDARY)
      STGR K 0 A_JumpIfInventory("ShotgunMag",8,"ReloadFinish")
	  STGR K 0 A_JumpIfInventory("PoisonShell",1,"ReloadPoison")
	  Goto ReloadFinish
	ReloadFinish:
	  STGR DCBA 1
	  STGC D 1
	  STGG A 1
	  STGG A 0 A_TakeInventory("ShotgunLoading",9)
	  STGG A 0 A_PlaySoundEX("zekeshotgun/pump","SoundSlot5")
	  STGG A 0 A_TakeInventory("ShotgunNeedsPump",1)
	  STGC ABBCCBBAA 1
	  STGC A 1 A_ReFire
	  Goto Ready
	AltFlash:
	  TNT1 A 0
	  TNT1 A 0
	  TNT1 A 0 A_JumpIfInventory("BuckshotShellSelected", 1, "AltFlashBuckshot")
	  TNT1 A 0 A_JumpIfInventory("ElectricShellSelected", 1, "AltFlashElectric")
	  TNT1 A 0 A_JumpIfInventory("HellFireShellSelected", 1, "AltFlashHellFire")
	  TNT1 A 0 A_JumpIfInventory("PoisonShellSelected", 1, "AltFlashPoison")
	  Stop
	AltFlashBuckshot:
	  TNT1 A 25 ACS_ExecuteAlways(857,0,7) //"[Buckshot Shells Selected]"
	  Stop
	AltFlashElectric:
	  TNT1 A 25 ACS_ExecuteAlways(857,0,8) //"[Shock Shells Selected]"
	  Stop
	AltFlashHellFire:
	  TNT1 A 25 ACS_ExecuteAlways(857,0,9) //"[HellFire Shells Selected]"
	  Stop
	AltFlashPoison:
	  TNT1 A 25 ACS_ExecuteAlways(857,0,10) //"[Poison Shells Selected]"
	  Stop
	SPMeleeShotgun:
	  STGG A 1
	  STGM ABBCC 1
	  TNT1 A 0 A_PlaySound("strongmelee/miss", 5)
	  TNT1 A 0 A_PlaySound("*melee", 6)
	  STGM DEF 1
	  ML1F D 0 A_JumpIfInventory("PowerStrength",1,"SPMeleeBerserk")
	  STGM G 1 A_CustomPunch(8,0,0,"StrongMeleePuff",90)
	  Goto SPMeleeA
	SPMeleeBerserk:
	  STGM G 1 A_CustomPunch(16,0,0,"StrongMeleePuff",90)
	  Goto SPMeleeA
	SPMeleeA: 
	  STGM FEDCCBA 1
	  STGG A 2
	  Goto Ready
   }
}

ACTOR ShotgunMag : Ammo
{
	+IGNORESKILL
	Inventory.MaxAmount 8
}

ACTOR ShotgunPump : Inventory
{
	Inventory.MaxAmount 1
	+UNDROPPABLE
}

ACTOR MakeHellFireBurst : Inventory
{
	Inventory.MaxAmount 1
	+UNDROPPABLE
}

ACTOR ShotgunLoading : ShotgunPump {}
ACTOR ShotgunNeedsPump : ShotgunPump {}

ACTOR AltFirePressed : ShotgunPump {}
ACTOR BuckshotShellSelected : ShotgunPump {}
ACTOR ElectricShellSelected : ShotgunPump {}
ACTOR HellFireShellSelected : ShotgunPump {}
ACTOR PoisonShellSelected : ShotgunPump {}

ACTOR BuckshotLoaded : ShotgunPump {}
ACTOR ElectricLoaded : ShotgunPump {}
ACTOR HellFireLoaded : ShotgunPump {}
ACTOR PoisonLoaded : ShotgunPump {}

ACTOR PlayingPickupSound : ShotgunPump {}

ACTOR PistolJustPickedUp : ShotgunPump {}
ACTOR ShotgunJustPickedUp : ShotgunPump {}
ACTOR DahliaJustPickedUp : ShotgunPump {}
ACTOR AmmoBoxJustPickedUp : ShotgunPump {}
ACTOR ToolBoxJustPickedUp : ShotgunPump {}

ACTOR TSPShells : Ammo
{
	Inventory.Amount 4
	Inventory.MaxAmount 48
	Ammo.BackpackAmount 0
	Ammo.BackpackMaxAmount 96
	Ammo.DropAmount 4
	Inventory.Icon "TSPSHUD"
	Inventory.PickupSound "zekeshotgun/load"
	+IGNORESKILL
	States
	{
	Spawn:
        BCKS A -1
		Stop
	}
}

ACTOR BuckShotShell : Ammo
{
	Inventory.Amount 1
	Inventory.MaxAmount 48
	Ammo.BackpackAmount 0
	Ammo.BackpackMaxAmount 96
	Ammo.DropAmount 4
	Inventory.Icon "SHELA0"
	Inventory.PickupSound "zekeshotgun/load"
	+IGNORESKILL
	States
	{
	Spawn:
      BCKS A -1
	  Stop
	}
}

ACTOR ElectricShell : Ammo
{
	Inventory.Amount 1
	Inventory.MaxAmount 48
	Ammo.BackpackAmount 0
	Ammo.BackpackMaxAmount 96
	Ammo.DropAmount 4
	Inventory.Icon "SHELA0"
	Inventory.PickupSound "zekeshotgun/load"
	+IGNORESKILL
	States
	{
	Spawn:
      BCKS A -1
	  Stop
	}
}

ACTOR HellFireShell : Ammo
{
	Inventory.Amount 1
	Inventory.MaxAmount 48
	Ammo.BackpackAmount 0
	Ammo.BackpackMaxAmount 96
	Ammo.DropAmount 4
	Inventory.Icon "SHELA0"
	Inventory.PickupSound "zekeshotgun/load"
	+IGNORESKILL
	States
	{
	Spawn:
      BCKS A -1
	  Stop
	}
}

ACTOR PoisonShell : Ammo
{
	Inventory.Amount 1
	Inventory.MaxAmount 48
	Ammo.BackpackAmount 0
	Ammo.BackpackMaxAmount 96
	Ammo.DropAmount 4
	Inventory.Icon "SHELA0"
	Inventory.PickupSound "zekeshotgun/load"
	+IGNORESKILL
	States
	{
	Spawn:
      BCKS A -1
	  Stop
	}
}

ACTOR ShellSpawner replaces Shell
{
	States
	{
	Spawn:
		TNT1 A 0
		TNT1 A 1
		TNT1 A 1
		TNT1 A 1 A_Jump(26,"PoisonShellSpawn")
	    TNT1 A 1 A_Jump(43,"HellFireShellSpawn")
		TNT1 A 1 A_Jump(85,"ElectricShellSpawn")
		Goto BuckshotShellSpawn
	BuckshotShellSpawn:
		TNT1 A 0 A_SpawnItemEx("BuckshotShellPickup",-6,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
		TNT1 A 0 A_SpawnItemEx("BuckshotShellPickup",-2,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
		TNT1 A 0 A_SpawnItemEx("BuckshotShellPickup",2,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
		TNT1 A 0 A_SpawnItemEx("BuckshotShellPickup",6,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
		Stop
	ElectricShellSpawn:
		TNT1 A 0 A_SpawnItemEx("ElectricShellPickup",-6,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
		TNT1 A 0 A_SpawnItemEx("ElectricShellPickup",-2,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
		TNT1 A 0 A_SpawnItemEx("ElectricShellPickup",2,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
		TNT1 A 0 A_SpawnItemEx("ElectricShellPickup",6,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
		Stop
	HellFireShellSpawn:
		TNT1 A 0 A_SpawnItemEx("HellFireShellPickup",-6,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
		TNT1 A 0 A_SpawnItemEx("HellFireShellPickup",-2,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
		TNT1 A 0 A_SpawnItemEx("HellFireShellPickup",2,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
		TNT1 A 0 A_SpawnItemEx("HellFireShellPickup",6,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
		Stop
	PoisonShellSpawn:
		TNT1 A 0 A_SpawnItemEx("PoisonShellPickup",-6,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
		TNT1 A 0 A_SpawnItemEx("PoisonShellPickup",-2,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
		TNT1 A 0 A_SpawnItemEx("PoisonShellPickup",2,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
		TNT1 A 0 A_SpawnItemEx("PoisonShellPickup",6,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
		Stop
	}
}

ACTOR ShellBoxSpawnerUNUSED //replaces ShellBox
{
	States
	{
	Spawn:
		TNT1 A 0
		TNT1 A 1
		TNT1 A 1 A_Jump(26,"PoisonShellSpawn")
	    TNT1 A 1 A_Jump(43,"HellFireShellSpawn")
		TNT1 A 1 A_Jump(85,"ElectricShellSpawn")
		Goto BuckshotShellSpawn
	BuckshotShellSpawn:
		TNT1 A 0 A_SpawnItemEx("BuckshotShellPickup",-6,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
		TNT1 A 0 A_SpawnItemEx("BuckshotShellPickup",-2,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
		TNT1 A 0 A_SpawnItemEx("BuckshotShellPickup",2,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
		TNT1 A 0 A_SpawnItemEx("BuckshotShellPickup",6,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
		TNT1 A 0 A_SpawnItemEx("BuckshotShellPickup",-6,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
		TNT1 A 0 A_SpawnItemEx("BuckshotShellPickup",-2,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
		TNT1 A 0 A_SpawnItemEx("BuckshotShellPickup",2,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
		TNT1 A 0 A_SpawnItemEx("BuckshotShellPickup",6,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
		TNT1 A 0 A_SpawnItemEx("BuckShotShellPickup",-6,3,0,0,0,0,0,SXF_NOCHECKPOSITION)
		TNT1 A 0 A_SpawnItemEx("BuckShotShellPickup",-2,3,0,0,0,0,0,SXF_NOCHECKPOSITION)
		TNT1 A 0 A_SpawnItemEx("BuckShotShellPickup",2,3,0,0,0,0,0,SXF_NOCHECKPOSITION)
		TNT1 A 0 A_SpawnItemEx("BuckShotShellPickup",6,3,0,0,0,0,0,SXF_NOCHECKPOSITION)
		TNT1 A 0 A_SpawnItemEx("BuckShotShellPickup",-6,-3,0,0,0,0,0,SXF_NOCHECKPOSITION)
		TNT1 A 0 A_SpawnItemEx("BuckShotShellPickup",-2,-3,0,0,0,0,0,SXF_NOCHECKPOSITION)
		TNT1 A 0 A_SpawnItemEx("BuckShotShellPickup",2,-3,0,0,0,0,0,SXF_NOCHECKPOSITION)
		TNT1 A 0 A_SpawnItemEx("BuckShotShellPickup",6,-3,0,0,0,0,0,SXF_NOCHECKPOSITION)
		Stop
	ElectricShellSpawn:
		TNT1 A 0 A_SpawnItemEx("ElectricShellPickup",-6,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
		TNT1 A 0 A_SpawnItemEx("ElectricShellPickup",-2,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
		TNT1 A 0 A_SpawnItemEx("ElectricShellPickup",2,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
		TNT1 A 0 A_SpawnItemEx("ElectricShellPickup",6,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
		TNT1 A 0 A_SpawnItemEx("ElectricShellPickup",-6,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
		TNT1 A 0 A_SpawnItemEx("ElectricShellPickup",-2,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
		TNT1 A 0 A_SpawnItemEx("ElectricShellPickup",2,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
		TNT1 A 0 A_SpawnItemEx("ElectricShellPickup",6,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
		TNT1 A 0 A_SpawnItemEx("ElectricShellPickup",-6,3,0,0,0,0,0,SXF_NOCHECKPOSITION)
		TNT1 A 0 A_SpawnItemEx("ElectricShellPickup",-2,3,0,0,0,0,0,SXF_NOCHECKPOSITION)
		TNT1 A 0 A_SpawnItemEx("ElectricShellPickup",2,3,0,0,0,0,0,SXF_NOCHECKPOSITION)
		TNT1 A 0 A_SpawnItemEx("ElectricShellPickup",6,3,0,0,0,0,0,SXF_NOCHECKPOSITION)
		TNT1 A 0 A_SpawnItemEx("ElectricShellPickup",-6,-3,0,0,0,0,0,SXF_NOCHECKPOSITION)
		TNT1 A 0 A_SpawnItemEx("ElectricShellPickup",-2,-3,0,0,0,0,0,SXF_NOCHECKPOSITION)
		TNT1 A 0 A_SpawnItemEx("ElectricShellPickup",2,-3,0,0,0,0,0,SXF_NOCHECKPOSITION)
		TNT1 A 0 A_SpawnItemEx("ElectricShellPickup",6,-3,0,0,0,0,0,SXF_NOCHECKPOSITION)
		Stop
	HellFireShellSpawn:
		TNT1 A 0 A_SpawnItemEx("HellFireShellPickup",-6,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
		TNT1 A 0 A_SpawnItemEx("HellFireShellPickup",-2,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
		TNT1 A 0 A_SpawnItemEx("HellFireShellPickup",2,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
		TNT1 A 0 A_SpawnItemEx("HellFireShellPickup",6,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
		TNT1 A 0 A_SpawnItemEx("HellFireShellPickup",-6,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
		TNT1 A 0 A_SpawnItemEx("HellFireShellPickup",-2,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
		TNT1 A 0 A_SpawnItemEx("HellFireShellPickup",2,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
		TNT1 A 0 A_SpawnItemEx("HellFireShellPickup",6,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
		TNT1 A 0 A_SpawnItemEx("HellFireShellPickup",-6,3,0,0,0,0,0,SXF_NOCHECKPOSITION)
		TNT1 A 0 A_SpawnItemEx("HellFireShellPickup",-2,3,0,0,0,0,0,SXF_NOCHECKPOSITION)
		TNT1 A 0 A_SpawnItemEx("HellFireShellPickup",2,3,0,0,0,0,0,SXF_NOCHECKPOSITION)
		TNT1 A 0 A_SpawnItemEx("HellFireShellPickup",6,3,0,0,0,0,0,SXF_NOCHECKPOSITION)
		TNT1 A 0 A_SpawnItemEx("HellFireShellPickup",-6,-3,0,0,0,0,0,SXF_NOCHECKPOSITION)
		TNT1 A 0 A_SpawnItemEx("HellFireShellPickup",-2,-3,0,0,0,0,0,SXF_NOCHECKPOSITION)
		TNT1 A 0 A_SpawnItemEx("HellFireShellPickup",2,-3,0,0,0,0,0,SXF_NOCHECKPOSITION)
		TNT1 A 0 A_SpawnItemEx("HellFireShellPickup",6,-3,0,0,0,0,0,SXF_NOCHECKPOSITION)
		Stop
	PoisonShellSpawn:
		TNT1 A 0 A_SpawnItemEx("PoisonShellPickup",-6,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
		TNT1 A 0 A_SpawnItemEx("PoisonShellPickup",-2,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
		TNT1 A 0 A_SpawnItemEx("PoisonShellPickup",2,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
		TNT1 A 0 A_SpawnItemEx("PoisonShellPickup",6,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
		TNT1 A 0 A_SpawnItemEx("PoisonShellPickup",-6,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
		TNT1 A 0 A_SpawnItemEx("PoisonShellPickup",-2,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
		TNT1 A 0 A_SpawnItemEx("PoisonShellPickup",2,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
		TNT1 A 0 A_SpawnItemEx("PoisonShellPickup",6,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
		TNT1 A 0 A_SpawnItemEx("PoisonShellPickup",-6,3,0,0,0,0,0,SXF_NOCHECKPOSITION)
		TNT1 A 0 A_SpawnItemEx("PoisonShellPickup",-2,3,0,0,0,0,0,SXF_NOCHECKPOSITION)
		TNT1 A 0 A_SpawnItemEx("PoisonShellPickup",2,3,0,0,0,0,0,SXF_NOCHECKPOSITION)
		TNT1 A 0 A_SpawnItemEx("PoisonShellPickup",6,3,0,0,0,0,0,SXF_NOCHECKPOSITION)
		TNT1 A 0 A_SpawnItemEx("PoisonShellPickup",-6,-3,0,0,0,0,0,SXF_NOCHECKPOSITION)
		TNT1 A 0 A_SpawnItemEx("PoisonShellPickup",-2,-3,0,0,0,0,0,SXF_NOCHECKPOSITION)
		TNT1 A 0 A_SpawnItemEx("PoisonShellPickup",2,-3,0,0,0,0,0,SXF_NOCHECKPOSITION)
		TNT1 A 0 A_SpawnItemEx("PoisonShellPickup",6,-3,0,0,0,0,0,SXF_NOCHECKPOSITION)
		Stop
	}
}

ACTOR ShellBoxSpawner replaces ShellBox
{
	States
	{
	Spawn:
		TNT1 A 0
		TNT1 A 1
		TNT1 A 1
		TNT1 A 1 A_Jump(26,"PoisonShellSpawn")
	    TNT1 A 1 A_Jump(43,"HellFireShellSpawn")
		TNT1 A 1 A_Jump(85,"ElectricShellSpawn")
		Goto BuckshotShellSpawn
	BuckshotShellSpawn:
		TNT1 A 0 A_SpawnItemEx("BuckshotShellPickup",-6,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
		TNT1 A 0 A_SpawnItemEx("BuckshotShellPickup",-2,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
		TNT1 A 0 A_SpawnItemEx("BuckshotShellPickup",2,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
		TNT1 A 0 A_SpawnItemEx("BuckshotShellPickup",6,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
		TNT1 A 0 A_SpawnItemEx("BuckshotShellPickup",-6,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
		TNT1 A 0 A_SpawnItemEx("BuckshotShellPickup",-2,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
		TNT1 A 0 A_SpawnItemEx("BuckshotShellPickup",2,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
		TNT1 A 0 A_SpawnItemEx("BuckshotShellPickup",6,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
		Goto Spawn2
	ElectricShellSpawn:
		TNT1 A 0 A_SpawnItemEx("ElectricShellPickup",-6,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
		TNT1 A 0 A_SpawnItemEx("ElectricShellPickup",-2,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
		TNT1 A 0 A_SpawnItemEx("ElectricShellPickup",2,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
		TNT1 A 0 A_SpawnItemEx("ElectricShellPickup",6,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
		TNT1 A 0 A_SpawnItemEx("ElectricShellPickup",-6,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
		TNT1 A 0 A_SpawnItemEx("ElectricShellPickup",-2,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
		TNT1 A 0 A_SpawnItemEx("ElectricShellPickup",2,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
		TNT1 A 0 A_SpawnItemEx("ElectricShellPickup",6,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
		Goto Spawn2
	HellFireShellSpawn:
		TNT1 A 0 A_SpawnItemEx("HellFireShellPickup",-6,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
		TNT1 A 0 A_SpawnItemEx("HellFireShellPickup",-2,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
		TNT1 A 0 A_SpawnItemEx("HellFireShellPickup",2,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
		TNT1 A 0 A_SpawnItemEx("HellFireShellPickup",6,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
		TNT1 A 0 A_SpawnItemEx("HellFireShellPickup",-6,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
		TNT1 A 0 A_SpawnItemEx("HellFireShellPickup",-2,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
		TNT1 A 0 A_SpawnItemEx("HellFireShellPickup",2,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
		TNT1 A 0 A_SpawnItemEx("HellFireShellPickup",6,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
		Goto Spawn2
	PoisonShellSpawn:
		TNT1 A 0 A_SpawnItemEx("PoisonShellPickup",-6,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
		TNT1 A 0 A_SpawnItemEx("PoisonShellPickup",-2,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
		TNT1 A 0 A_SpawnItemEx("PoisonShellPickup",2,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
		TNT1 A 0 A_SpawnItemEx("PoisonShellPickup",6,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
		TNT1 A 0 A_SpawnItemEx("PoisonShellPickup",-6,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
		TNT1 A 0 A_SpawnItemEx("PoisonShellPickup",-2,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
		TNT1 A 0 A_SpawnItemEx("PoisonShellPickup",2,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
		TNT1 A 0 A_SpawnItemEx("PoisonShellPickup",6,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
		Goto Spawn2
	Spawn2:
		TNT1 A 0
		TNT1 A 1
		TNT1 A 1
		TNT1 A 1 A_Jump(26,"PoisonShellSpawn2")
	    TNT1 A 1 A_Jump(43,"HellFireShellSpawn2")
		TNT1 A 1 A_Jump(85,"ElectricShellSpawn2")
		Goto BuckshotShellSpawn2
	BuckshotShellSpawn2:
		TNT1 A 0 A_SpawnItemEx("BuckshotShellPickup",-6,-3,0,0,0,0,0,SXF_NOCHECKPOSITION)
		TNT1 A 0 A_SpawnItemEx("BuckshotShellPickup",-2,-3,0,0,0,0,0,SXF_NOCHECKPOSITION)
		TNT1 A 0 A_SpawnItemEx("BuckshotShellPickup",2,-3,0,0,0,0,0,SXF_NOCHECKPOSITION)
		TNT1 A 0 A_SpawnItemEx("BuckshotShellPickup",6,-3,0,0,0,0,0,SXF_NOCHECKPOSITION)
		Goto Spawn3
	ElectricShellSpawn2:
		TNT1 A 0 A_SpawnItemEx("ElectricShellPickup",-6,-3,0,0,0,0,0,SXF_NOCHECKPOSITION)
		TNT1 A 0 A_SpawnItemEx("ElectricShellPickup",-2,-3,0,0,0,0,0,SXF_NOCHECKPOSITION)
		TNT1 A 0 A_SpawnItemEx("ElectricShellPickup",2,-3,0,0,0,0,0,SXF_NOCHECKPOSITION)
		TNT1 A 0 A_SpawnItemEx("ElectricShellPickup",6,-3,0,0,0,0,0,SXF_NOCHECKPOSITION)
		Goto Spawn3
	HellFireShellSpawn2:
		TNT1 A 0 A_SpawnItemEx("HellFireShellPickup",-6,-3,0,0,0,0,0,SXF_NOCHECKPOSITION)
		TNT1 A 0 A_SpawnItemEx("HellFireShellPickup",-2,-3,0,0,0,0,0,SXF_NOCHECKPOSITION)
		TNT1 A 0 A_SpawnItemEx("HellFireShellPickup",2,-3,0,0,0,0,0,SXF_NOCHECKPOSITION)
		TNT1 A 0 A_SpawnItemEx("HellFireShellPickup",6,-3,0,0,0,0,0,SXF_NOCHECKPOSITION)
		Goto Spawn3
	PoisonShellSpawn2:
		TNT1 A 0 A_SpawnItemEx("PoisonShellPickup",-6,-3,0,0,0,0,0,SXF_NOCHECKPOSITION)
		TNT1 A 0 A_SpawnItemEx("PoisonShellPickup",-2,-3,0,0,0,0,0,SXF_NOCHECKPOSITION)
		TNT1 A 0 A_SpawnItemEx("PoisonShellPickup",2,-3,0,0,0,0,0,SXF_NOCHECKPOSITION)
		TNT1 A 0 A_SpawnItemEx("PoisonShellPickup",6,-3,0,0,0,0,0,SXF_NOCHECKPOSITION)
		Goto Spawn3
	Spawn3:
		TNT1 A 0
		TNT1 A 1
		TNT1 A 1
		TNT1 A 1 A_Jump(26,"PoisonShellSpawn3")
	    TNT1 A 1 A_Jump(43,"HellFireShellSpawn3")
		TNT1 A 1 A_Jump(85,"ElectricShellSpawn3")
		Goto BuckshotShellSpawn3
	BuckshotShellSpawn3:
		TNT1 A 0 A_SpawnItemEx("BuckshotShellPickup",-6,3,0,0,0,0,0,SXF_NOCHECKPOSITION)
		TNT1 A 0 A_SpawnItemEx("BuckshotShellPickup",-2,3,0,0,0,0,0,SXF_NOCHECKPOSITION)
		TNT1 A 0 A_SpawnItemEx("BuckshotShellPickup",2,3,0,0,0,0,0,SXF_NOCHECKPOSITION)
		TNT1 A 0 A_SpawnItemEx("BuckshotShellPickup",6,3,0,0,0,0,0,SXF_NOCHECKPOSITION)
		Stop
	ElectricShellSpawn3:
		TNT1 A 0 A_SpawnItemEx("ElectricShellPickup",-6,3,0,0,0,0,0,SXF_NOCHECKPOSITION)
		TNT1 A 0 A_SpawnItemEx("ElectricShellPickup",-2,3,0,0,0,0,0,SXF_NOCHECKPOSITION)
		TNT1 A 0 A_SpawnItemEx("ElectricShellPickup",2,3,0,0,0,0,0,SXF_NOCHECKPOSITION)
		TNT1 A 0 A_SpawnItemEx("ElectricShellPickup",6,3,0,0,0,0,0,SXF_NOCHECKPOSITION)
		Stop
	HellFireShellSpawn3:
		TNT1 A 0 A_SpawnItemEx("HellFireShellPickup",-6,3,0,0,0,0,0,SXF_NOCHECKPOSITION)
		TNT1 A 0 A_SpawnItemEx("HellFireShellPickup",-2,3,0,0,0,0,0,SXF_NOCHECKPOSITION)
		TNT1 A 0 A_SpawnItemEx("HellFireShellPickup",2,3,0,0,0,0,0,SXF_NOCHECKPOSITION)
		TNT1 A 0 A_SpawnItemEx("HellFireShellPickup",6,3,0,0,0,0,0,SXF_NOCHECKPOSITION)
		Stop
	PoisonShellSpawn3:
		TNT1 A 0 A_SpawnItemEx("PoisonShellPickup",-6,3,0,0,0,0,0,SXF_NOCHECKPOSITION)
		TNT1 A 0 A_SpawnItemEx("PoisonShellPickup",-2,3,0,0,0,0,0,SXF_NOCHECKPOSITION)
		TNT1 A 0 A_SpawnItemEx("PoisonShellPickup",2,3,0,0,0,0,0,SXF_NOCHECKPOSITION)
		TNT1 A 0 A_SpawnItemEx("PoisonShellPickup",6,3,0,0,0,0,0,SXF_NOCHECKPOSITION)
		Stop
	}
}


ACTOR BuckshotShellPickup : CustomInventory
{
    Inventory.PickupMessage "Picked up a buckshot shell."
	Inventory.Amount 1
	+INVENTORY.AUTOACTIVATE
	Radius 24
	States
	{
	Spawn:
      2SHL A -1
	  Stop
	Pickup:
	  TNT1 A 0 A_JumpIfInventory("TSPShells", 0, "PickupFail")
	  TNT1 A 0 A_GiveInventory("TSPShells", 1)
	  TNT1 A 0 A_GiveInventory("BuckShotShell", 1)
	  Stop
    PickupFail:
      2SHL A 1
      Fail
	}
}

ACTOR ElectricShellPickup : CustomInventory
{
    Inventory.PickupMessage "Picked up a shock shell."
	Inventory.Amount 1
	+INVENTORY.AUTOACTIVATE
	Radius 24
	States
	{
	Spawn:
      1SHL A -1
	  Stop
	Pickup:
	  TNT1 A 0 A_JumpIfInventory("TSPShells", 0, "PickupFail")
	  TNT1 A 0 A_GiveInventory("TSPShells", 1)
	  TNT1 A 0 A_GiveInventory("ElectricShell", 1)
	  Stop
    PickupFail:
      1SHL A 1
      Fail
	}
}

ACTOR HellFireShellPickup : CustomInventory
{
    Inventory.PickupMessage "Picked up a hellfire shell."
	Inventory.Amount 1
	+INVENTORY.AUTOACTIVATE
	Radius 24
	States
	{
	Spawn:
      4SHL A -1
	  Stop
	Pickup:
	  TNT1 A 0 A_JumpIfInventory("TSPShells", 0, "PickupFail")
	  TNT1 A 0 A_GiveInventory("TSPShells", 1)
	  TNT1 A 0 A_GiveInventory("HellFireShell", 1)
	  Stop
    PickupFail:
      4SHL A 1
      Fail
	}
}

ACTOR PoisonShellPickup : CustomInventory
{
    Inventory.PickupMessage "Picked up a poison shell."
	Inventory.Amount 1
	+INVENTORY.AUTOACTIVATE
	Radius 24
	States
	{
	Spawn:
      3SHL A -1
	  Stop
	Pickup:
	  TNT1 A 0 A_JumpIfInventory("TSPShells", 0, "PickupFail")
	  TNT1 A 0 A_GiveInventory("TSPShells", 1)
	  TNT1 A 0 A_GiveInventory("PoisonShell", 1)
	  Stop
    PickupFail:
      3SHL A 1
      Fail
	}
}

ACTOR BuckshotShellThrown : CustomInventory
{
    Inventory.PickupMessage "Picked up a buckshot shell."
	Inventory.Amount 1
	+INVENTORY.AUTOACTIVATE
	+CORPSE
	States
	{
	Spawn:
      2SHL ABCDEFGH 2
	  Loop
	Crash:
	  TNT1 A 0 A_Jump(85,"Crash2")
	  TNT1 A 0 A_Jump(128,"Crash3")
	  TNT1 A 0 A_Jump(128,"Crash4")
	  2SHL A -1
	  Stop
    Crash2:
	  2SHL C -1
	  Stop
	Crash3:
	  2SHL G -1
	  Stop
	Crash4:
	  2SHL E -1
	  Stop
	Pickup:
	  TNT1 A 0 A_JumpIfInventory("TSPShells", 0, "PickupFail")
	  TNT1 A 0 A_GiveInventory("TSPShells", 1)
	  TNT1 A 0 A_GiveInventory("BuckshotShell", 1)
	  Stop
    PickupFail:
      2SHL A 1
      Fail
	}
}

ACTOR ElectricShellThrown : CustomInventory
{
    Inventory.PickupMessage "Picked up a shock shell."
	Inventory.Amount 1
	+INVENTORY.AUTOACTIVATE
	+CORPSE
	States
	{
	Spawn:
      1SHL ABCDEFGH 2
	  Loop
	Crash:
	  TNT1 A 0 A_Jump(85,"Crash2")
	  TNT1 A 0 A_Jump(128,"Crash3")
	  TNT1 A 0 A_Jump(128,"Crash4")
	  1SHL A -1
	  Stop
    Crash2:
	  1SHL C -1
	  Stop
	Crash3:
	  1SHL G -1
	  Stop
	Crash4:
	  1SHL E -1
	  Stop
    Pickup:
	  TNT1 A 0 A_JumpIfInventory("TSPShells", 0, "PickupFail")
	  TNT1 A 0 A_GiveInventory("TSPShells", 1)
	  TNT1 A 0 A_GiveInventory("ElectricShell", 1)
	  Stop
    PickupFail:
      1SHL A 1
      Fail
	}
}

ACTOR HellFireShellThrown : CustomInventory
{
    Inventory.PickupMessage "Picked up a hellfire shell."
	Inventory.Amount 1
	+INVENTORY.AUTOACTIVATE
	+CORPSE
	States
	{
	Spawn:
      4SHL ABCDEFGH 2
	  Loop
	Crash:
	  TNT1 A 0 A_Jump(85,"Crash2")
	  TNT1 A 0 A_Jump(128,"Crash3")
	  TNT1 A 0 A_Jump(128,"Crash4")
	  4SHL A -1
	  Stop
    Crash2:
	  4SHL C -1
	  Stop
	Crash3:
	  4SHL G -1
	  Stop
	Crash4:
	  4SHL E -1
	  Stop
    Pickup:
	  TNT1 A 0 A_JumpIfInventory("TSPShells", 0, "PickupFail")
	  TNT1 A 0 A_GiveInventory("TSPShells", 1)
	  TNT1 A 0 A_GiveInventory("HellFireShell", 1)
	  Stop
    PickupFail:
      4SHL A 1
      Fail
	}
}

ACTOR PoisonShellThrown : CustomInventory
{
    Inventory.PickupMessage "Picked up a poison shell."
	Inventory.Amount 1
	+INVENTORY.AUTOACTIVATE
	+CORPSE
	States
	{
	Spawn:
      3SHL ABCDEFGH 2
	  Loop
	Crash:
	  TNT1 A 0 A_Jump(85,"Crash2")
	  TNT1 A 0 A_Jump(128,"Crash3")
	  TNT1 A 0 A_Jump(128,"Crash4")
	  3SHL A -1
	  Stop
    Crash2:
	  3SHL C -1
	  Stop
	Crash3:
	  3SHL G -1
	  Stop
	Crash4:
	  3SHL E -1
	  Stop
	Pickup:
	  TNT1 A 0 A_JumpIfInventory("TSPShells", 0, "PickupFail")
	  TNT1 A 0 A_GiveInventory("TSPShells", 1)
	  TNT1 A 0 A_GiveInventory("PoisonShell", 1)
	  Stop
    PickupFail:
      3SHL A 1
      Fail
	}
}

ACTOR BuckshotShellDropped : CustomInventory
{
    +THRUACTORS
	+CORPSE
	States
	{
	Spawn:
      2SHL ABCDEFGH 2
	  Loop
	Crash:
	  TNT1 A 0 A_Jump(85,"Crash2")
	  TNT1 A 0 A_Jump(128,"Crash3")
	  TNT1 A 0 A_Jump(128,"Crash4")
	  2SHL A 35
	  TNT1 A 0 A_SpawnItemEx("BuckshotShellDroppedA",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
	  Stop
    Crash2:
	  2SHL C 35
	  TNT1 A 0 A_SpawnItemEx("BuckshotShellDroppedB",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
	  Stop
	Crash3:
	  2SHL G 35
	  TNT1 A 0 A_SpawnItemEx("BuckshotShellDroppedC",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
	  Stop
	Crash4:
	  2SHL E 35
	  TNT1 A 0 A_SpawnItemEx("BuckshotShellDroppedD",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
	  Stop
	}
}

ACTOR BuckshotShellDroppedA : CustomInventory
{
    Inventory.PickupMessage "Picked up a buckshot shell."
	Inventory.Amount 1
	+INVENTORY.AUTOACTIVATE
	+CORPSE
	States
	{
	Spawn:
	  2SHL A -1
	  Loop
	Pickup:
	  TNT1 A 0 A_JumpIfInventory("TSPShells", 0, "PickupFail")
	  TNT1 A 0 A_GiveInventory("TSPShells", 1)
	  TNT1 A 0 A_GiveInventory("BuckshotShell", 1)
	  Stop
    PickupFail:
      2SHL A 1
      Fail
	}
}

ACTOR BuckshotShellDroppedB : BuckshotShellDroppedA
{
	States
	{
	Spawn:
	  2SHL C -1
	  Loop
	}
}

ACTOR BuckshotShellDroppedC : BuckshotShellDroppedA
{
	States
	{
	Spawn:
	  2SHL G -1
	  Loop
	}
}

ACTOR BuckshotShellDroppedD : BuckshotShellDroppedA
{
	States
	{
	Spawn:
	  2SHL E -1
	  Loop
	}
}

ACTOR ElectricShellDropped : CustomInventory
{
    +THRUACTORS
	+CORPSE
	States
	{
	Spawn:
      1SHL ABCDEFGH 2
	  Loop
	Crash:
	  TNT1 A 0 A_Jump(85,"Crash2")
	  TNT1 A 0 A_Jump(128,"Crash3")
	  TNT1 A 0 A_Jump(128,"Crash4")
	  1SHL A 35
	  TNT1 A 0 A_SpawnItemEx("ElectricShellDroppedA",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
	  Stop
    Crash2:
	  1SHL C 35
	  TNT1 A 0 A_SpawnItemEx("ElectricShellDroppedB",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
	  Stop
	Crash3:
	  1SHL G 35
	  TNT1 A 0 A_SpawnItemEx("ElectricShellDroppedC",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
	  Stop
	Crash4:
	  1SHL E 35
	  TNT1 A 0 A_SpawnItemEx("ElectricShellDroppedD",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
	  Stop
	}
}

ACTOR ElectricShellDroppedA : CustomInventory
{
    Inventory.PickupMessage "Picked up a shock shell."
	Inventory.Amount 1
	+INVENTORY.AUTOACTIVATE
	+CORPSE
	States
	{
	Spawn:
      1SHL A 1
	  Loop
    Pickup:
	  TNT1 A 0 A_JumpIfInventory("TSPShells", 0, "PickupFail")
	  TNT1 A 0 A_GiveInventory("TSPShells", 1)
	  TNT1 A 0 A_GiveInventory("ElectricShell", 1)
	  Stop
    PickupFail:
      1SHL A 1
      Fail
	}
}

ACTOR ElectricShellDroppedB : ElectricShellDroppedA
{
	States
	{
	Spawn:
      1SHL C 1
	  Loop
	}
}

ACTOR ElectricShellDroppedC : ElectricShellDroppedA
{
	States
	{
	Spawn:
      1SHL G 1
	  Loop
	}
}

ACTOR ElectricShellDroppedD : ElectricShellDroppedA
{
	States
	{
	Spawn:
      1SHL E 1
	  Loop
	}
}

ACTOR HellFireShellDropped : CustomInventory
{
    +THRUACTORS
	+CORPSE
	States
	{
	Spawn:
      4SHL ABCDEFGH 2
	  Loop
	Crash:
	  TNT1 A 0 A_Jump(85,"Crash2")
	  TNT1 A 0 A_Jump(128,"Crash3")
	  TNT1 A 0 A_Jump(128,"Crash4")
	  4SHL A 35
	  TNT1 A 0 A_SpawnItemEx("HellFireShellDroppedA",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
	  Stop
    Crash2:
	  4SHL C 35
	  TNT1 A 0 A_SpawnItemEx("HellFireShellDroppedB",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
	  Stop
	Crash3:
	  4SHL G 35
	  TNT1 A 0 A_SpawnItemEx("HellFireShellDroppedC",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
	  Stop
	Crash4:
	  4SHL E 35
	  TNT1 A 0 A_SpawnItemEx("HellFireShellDroppedD",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
	  Stop
	}
}

ACTOR HellFireShellDroppedA : CustomInventory
{
    Inventory.PickupMessage "Picked up a hellfire shell."
	Inventory.Amount 1
	+INVENTORY.AUTOACTIVATE
	+CORPSE
	States
	{
	Spawn:
	  4SHL A 1
	  Loop
    Pickup:
	  TNT1 A 0 A_JumpIfInventory("TSPShells", 0, "PickupFail")
	  TNT1 A 0 A_GiveInventory("TSPShells", 1)
	  TNT1 A 0 A_GiveInventory("HellFireShell", 1)
	  Stop
    PickupFail:
      4SHL A 1
      Fail
	}
}

ACTOR HellFireShellDroppedB : HellFireShellDroppedA
{
	States
	{
	Spawn:
	  4SHL C 1
	  Loop
	}
}

ACTOR HellFireShellDroppedC : HellFireShellDroppedA
{
	States
	{
	Spawn:
	  4SHL G 1
	  Loop
	}
}

ACTOR HellFireShellDroppedD : HellFireShellDroppedA
{
	States
	{
	Spawn:
	  4SHL E 1
	  Loop
	}
}

ACTOR PoisonShellDropped : CustomInventory
{
    +THRUACTORS
	+CORPSE
	States
	{
	Spawn:
      3SHL ABCDEFGH 2
	  Loop
	Crash:
	  TNT1 A 0 A_Jump(85,"Crash2")
	  TNT1 A 0 A_Jump(128,"Crash3")
	  TNT1 A 0 A_Jump(128,"Crash4")
	  3SHL A 35
	  TNT1 A 0 A_SpawnItemEx("PoisonShellDroppedA",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
	  Stop
    Crash2:
	  3SHL C 35
	  TNT1 A 0 A_SpawnItemEx("PoisonShellDroppedB",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
	  Stop
	Crash3:
	  3SHL G 35
	  TNT1 A 0 A_SpawnItemEx("PoisonShellDroppedC",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
	  Stop
	Crash4:
	  3SHL E 35
	  TNT1 A 0 A_SpawnItemEx("PoisonShellDroppedD",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
	  Stop
	}
}

ACTOR PoisonShellDroppedA : CustomInventory
{
    Inventory.PickupMessage "Picked up a poison shell."
	Inventory.Amount 1
	+INVENTORY.AUTOACTIVATE
	+CORPSE
	States
	{
	Spawn:
	  3SHL A 1
	  Loop
	Pickup:
	  TNT1 A 0 A_JumpIfInventory("TSPShells", 0, "PickupFail")
	  TNT1 A 0 A_GiveInventory("TSPShells", 1)
	  TNT1 A 0 A_GiveInventory("PoisonShell", 1)
	  Stop
    PickupFail:
      3SHL A 1
      Fail
	}
}

ACTOR PoisonShellDroppedB : PoisonShellDroppedA
{
	States
	{
	Spawn:
	  3SHL C 1
	  Loop
	}
}

ACTOR PoisonShellDroppedC : PoisonShellDroppedA
{
	States
	{
	Spawn:
	  3SHL G 1
	  Loop
	}
}


ACTOR PoisonShellDroppedD : PoisonShellDroppedA
{
	States
	{
	Spawn:
	  3SHL E 1
	  Loop
	}
}

ACTOR ShotgunSpawner //Unused
{
	DropItem PoisonShellThrown 60
	DropItem HellFireShellThrown 70
	DropItem HellFireShellThrown 70
	DropItem ElectricShellThrown 100
	DropItem ElectricShellThrown 100
	DropItem BuckshotShellThrown 255
	DropItem BuckshotShellThrown 255
	DropItem BuckshotShellThrown 255
	DropItem BuckshotShellThrown 255
	DropItem BuckshotShellThrown 255
	States
	{
	Spawn:
		TNT1 A 0
		TNT1 A 1
		TNT1 A 0 A_SpawnItemEx("ShotgunPickupNotDropped",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
		TNT1 A 1 A_NoBlocking
		Stop
	}
}

ACTOR ShotgunOrDahliaSpawner : RandomSpawner replaces Shotgun
{
	DropItem "ShotgunPickupNotDropped" 255 60
	DropItem "CrossbowPickup" 255 40
}

ACTOR ShotgunPickup : CustomInventory
{
    Inventory.PickupMessage "[Blackwood Arms 240 Zeke] [Class: Shotgun, Slot 3]"
	Inventory.PickupSound "misc/w_pkup"
	+INVENTORY.AUTOACTIVATE
	States
	{
	Spawn:
      STGP A -1
	  Stop
	Pickup:
	  TNT1 A 0 A_JumpIfInventory("IsMel",1,"MelPickup")
	  TNT1 A 0 A_JumpIfInventory("IsVexler",1,"MelPickup")
	  Fail
	VexlerPickup:
	  TNT1 A 0 A_JumpIfInventory("MelZekeShotgun", 1, "ShellCheck")
	  TNT1 A 0 A_JumpIfInventory("TSPShells", 0, "GiveVexlerShotgunFullShells")
	  TNT1 A 0 A_GiveInventory("MelZekeShotgun", 1)
	  TNT1 A 0 A_GiveInventory("TSPShells", 1)
	  TNT1 A 0 A_GiveInventory("BuckShotShell", 1)
	  TNT1 A 0 A_GiveInventory("ShotgunJustPickedUp", 1)
	  TNT1 A 1 ACS_ExecuteAlways(859)
	  Stop
	MelPickup:
	  TNT1 A 0 A_JumpIfInventory("MelZekeShotgun", 1, "ShellCheck")
	  TNT1 A 0 A_JumpIfInventory("TSPShells", 0, "GiveMelShotgunFullShells")
	  TNT1 A 0 A_GiveInventory("MelZekeShotgun", 1)
	  TNT1 A 0 A_GiveInventory("TSPShells", 1)
	  TNT1 A 0 A_GiveInventory("BuckShotShell", 1)
	  TNT1 A 0 A_GiveInventory("ShotgunJustPickedUp", 1)
	  TNT1 A 1 ACS_ExecuteAlways(859)
	  Stop
    GiveMelShotgunFullShells:
	  TNT1 A 0 A_GiveInventory("MelZekeShotgun", 1)
	  TNT1 A 0 A_GiveInventory("ShotgunJustPickedUp", 1)
	  TNT1 A 1 ACS_ExecuteAlways(859)
	  Stop
    GiveVexlerShotgunFullShells:
	  TNT1 A 0 A_GiveInventory("MelZekeShotgun", 1)
	  TNT1 A 0 A_GiveInventory("ShotgunJustPickedUp", 1)
	  TNT1 A 1 ACS_ExecuteAlways(859)
	  Stop
	ShellCheck:
      TNT1 A 0 A_JumpIfInventory("TSPShells", 0, "PickupFail")
	  TNT1 A 0 A_GiveInventory("TSPShells", 1)
	  TNT1 A 0 A_GiveInventory("BuckShotShell", 1)
	  Stop
	PickupFail:
      STGP A 1
      Fail
	}
}

ACTOR ShotgunPickupNotDropped : CustomInventory
{
    Inventory.PickupMessage "[Blackwood Arms 240 Zeke] [Class: Shotgun, Slot 3]"
	Inventory.PickupSound "misc/w_pkup"
	+INVENTORY.AUTOACTIVATE
	States
	{
	Spawn:
      STGP A -1
	  Stop
	Pickup:
	  TNT1 A 0 A_JumpIfInventory("IsMel",1,"MelPickup")
	  TNT1 A 0 A_JumpIfInventory("IsVexler",1,"MelPickup")
	  Fail
	VexlerPickup:
	  TNT1 A 0 A_JumpIfInventory("MelZekeShotgun", 1, "ShellCheck")
	  TNT1 A 0 A_JumpIfInventory("TSPShells", 0, "GiveVexlerShotgunFullShells")
	  TNT1 A 0 A_GiveInventory("MelZekeShotgun", 1)
	  TNT1 A 0 A_GiveInventory("TSPShells", 1)
	  TNT1 A 0 A_GiveInventory("BuckShotShell", 1)
	  TNT1 A 0 A_GiveInventory("ShotgunJustPickedUp", 1)
	  TNT1 A 0 ACS_ExecuteAlways(859)
	  Goto ShellPickup1
	MelPickup:
	  TNT1 A 0 A_JumpIfInventory("MelZekeShotgun", 1, "ShellCheck")
	  TNT1 A 0 A_JumpIfInventory("TSPShells", 0, "GiveMelShotgunFullShells")
	  TNT1 A 0 A_GiveInventory("MelZekeShotgun", 1)
	  TNT1 A 0 A_GiveInventory("TSPShells", 1)
	  TNT1 A 0 A_GiveInventory("BuckShotShell", 1)
	  TNT1 A 0 A_GiveInventory("ShotgunJustPickedUp", 1)
	  TNT1 A 0 ACS_ExecuteAlways(859)
	  Goto ShellPickup1
    GiveMelShotgunFullShells:
	  TNT1 A 0 A_GiveInventory("MelZekeShotgun", 1)
	  TNT1 A 0 A_GiveInventory("ShotgunJustPickedUp", 1)
	  TNT1 A 0 ACS_ExecuteAlways(859)
	  TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(860,1) >= 1,"PretendPickupFail")
	  TNT1 A 1 
	  Stop
    GiveVexlerShotgunFullShells:
	  TNT1 A 0 A_GiveInventory("MelZekeShotgun", 1)
	  TNT1 A 0 A_GiveInventory("ShotgunJustPickedUp", 1)
	  TNT1 A 0 ACS_ExecuteAlways(859)
	  TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(860,1) >= 1,"PretendPickupFail")
	  TNT1 A 1 
	  Stop
	ShellCheck:
      TNT1 A 1 A_JumpIf(ACS_ExecuteWithResult(860,1) >= 1,"PickupFail")
	  TNT1 A 0 A_JumpIfInventory("TSPShells", 0, "PickupFail")
	  TNT1 A 0 A_GiveInventory("TSPShells", 1)
	  TNT1 A 0 A_GiveInventory("BuckShotShell", 1)
	  Goto ShellPickup1
	ShellPickup1:
	  TNT1 A 0 A_JumpIfInventory("TSPShells", 0, "PickupFailCheck")
	  TNT1 A 0 A_GiveInventory("TSPShells", 1)
	  TNT1 A 0 A_GiveInventory("BuckShotShell", 1)
	  Goto ShellPickup2
	ShellPickup2:
	  TNT1 A 0 A_JumpIfInventory("TSPShells", 0, "PickupFailCheck")
	  TNT1 A 0 A_GiveInventory("TSPShells", 1)
	  TNT1 A 0 A_GiveInventory("BuckShotShell", 1)
	  Goto ShellPickup3
	ShellPickup3:
	  TNT1 A 0 A_JumpIfInventory("TSPShells", 0, "PickupFailCheck")
	  TNT1 A 0 A_GiveInventory("TSPShells", 1)
	  TNT1 A 0 A_GiveInventory("BuckShotShell", 1)
	  Goto ShellPickup4
	ShellPickup4:
	  TNT1 A 0 A_JumpIfInventory("TSPShells", 0, "PickupFailCheck")
	  TNT1 A 0 A_GiveInventory("TSPShells", 1)
	  TNT1 A 0 A_GiveInventory("BuckShotShell", 1)
	  Goto ShellPickup5
	ShellPickup5:
	  TNT1 A 0 A_JumpIfInventory("TSPShells", 0, "PickupFailCheck")
	  TNT1 A 0 A_GiveInventory("TSPShells", 1)
	  TNT1 A 0 A_GiveInventory("BuckShotShell", 1)
	  Goto ShellPickup6
	ShellPickup6:
	  TNT1 A 0 A_JumpIfInventory("TSPShells", 0, "PickupFailCheck")
	  TNT1 A 0 A_GiveInventory("TSPShells", 1)
	  TNT1 A 0 A_GiveInventory("BuckShotShell", 1)
	  Goto ShellPickup7
	ShellPickup7:
	  TNT1 A 0 A_JumpIfInventory("TSPShells", 0, "PickupFailCheck")
	  TNT1 A 0 A_GiveInventory("TSPShells", 1)
	  TNT1 A 0 A_GiveInventory("BuckShotShell", 1)
	  TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(860,1) >= 1,"PretendPickupFail")
	  TNT1 A 1 
	  Stop
	PickupFailCheck:
      TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(860,1) >= 1,"PretendPickupFail")
	  STGP A 1
      Stop
	PretendPickupFail:
	  TNT1 A 0 ACS_ExecuteAlways(857,0,14)
      DCBP A 1
      Fail
	PickupFail:
      STGP A 1
      Fail
	}
}
	
ACTOR DropBuckshotShellSpawner // This guy makes all the shotgun guys' drops nice and neat, not in use currently since you said you wanted single shells
{
	+CORPSE
	States
	{
	Spawn:
		BCKS A 1
		Loop
	Crash:
		BCKS A 6
		TNT1 A 0 A_SpawnItemEx("BuckshotShellPickup",-6,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
		TNT1 A 0 A_SpawnItemEx("BuckshotShellPickup",-2,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
		TNT1 A 0 A_SpawnItemEx("BuckshotShellPickup",2,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
		TNT1 A 0 A_SpawnItemEx("BuckshotShellPickup",6,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
		Stop
	}
}

ACTOR MessyShellSpawner
{
	States
	{
	Spawn:
		TNT1 A 0
		TNT1 A 1
		TNT1 A 1
		TNT1 A 1 A_Jump(26,"PoisonShellSpawn")
	    TNT1 A 1 A_Jump(43,"HellFireShellSpawn")
		TNT1 A 1 A_Jump(85,"ElectricShellSpawn")
		Goto BuckshotShellSpawn
	BuckshotShellSpawn:
		TNT1 A 0 A_SpawnItemEx("MessyBuckshotShellSpawner",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
		Stop
	ElectricShellSpawn:
		TNT1 A 0 A_SpawnItemEx("MessyElectricShellSpawner",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
		Stop
	HellFireShellSpawn:
		TNT1 A 0 A_SpawnItemEx("MessyHellFireShellSpawner",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
		Stop
	PoisonShellSpawn:
		TNT1 A 0 A_SpawnItemEx("MessyPoisonShellSpawner",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
		Stop
	}
}

ACTOR MessyBuckshotShellSpawner
{
	DropItem BuckshotShellThrown 255
	DropItem BuckshotShellThrown 255
	DropItem BuckshotShellThrown 255
	DropItem BuckshotShellThrown 255
	States
	{
	Spawn:
		TNT1 A 0
		TNT1 A 1
		TNT1 A 1 A_NoBlocking
		Stop
	}
}

ACTOR MessyHellFireShellSpawner
{
	DropItem HellFireShellThrown 255
	DropItem HellFireShellThrown 255
	DropItem HellFireShellThrown 255
	DropItem HellFireShellThrown 255
	States
	{
	Spawn:
		TNT1 A 0
		TNT1 A 1
		TNT1 A 1 A_NoBlocking
		Stop
	}
}

ACTOR MessyElectricShellSpawner
{
	DropItem ElectricShellThrown 255
	DropItem ElectricShellThrown 255
	DropItem ElectricShellThrown 255
	DropItem ElectricShellThrown 255
	States
	{
	Spawn:
		TNT1 A 0
		TNT1 A 1
		TNT1 A 1 A_NoBlocking
		Stop
	}
}

ACTOR MessyPoisonShellSpawner
{
	DropItem PoisonShellThrown 255
	DropItem PoisonShellThrown 255
	DropItem PoisonShellThrown 255
	DropItem PoisonShellThrown 255
	States
	{
	Spawn:
		TNT1 A 0
		TNT1 A 1
		TNT1 A 1 A_NoBlocking
		Stop
	}
}

/////Coop Bullet Actor

actor CoopBullet : FastProjectile
{
  Damage (Random(1, 3)*5)
  Radius 2
  Height 2
  Speed 320
  Projectile
  Renderstyle "Normal"
  Species "Player"
  +BLOODSPLATTER
  +THRUSPECIES
  +NOTIMEFREEZE
  +NOEXTREMEDEATH
  Alpha 1.0
  Decal Bulletchip
  States
  {
  Spawn:
    TNT1 A 1
    Loop
  Death:
    TNT1 A 1 A_SpawnItem("BulletPuff")
    Stop
  XDeath:
    TNT1 A 1
    Stop
  }
}

/////Shock Shell Actors

ACTOR ShockCanDie : ShotgunPump {}
ACTOR ShockArcDie : ShotgunPump {}


ACTOR ShockPelletPuff
{
  +NOBLOCKMAP
  +NOGRAVITY
  -ALLOWPARTICLES
  +PUFFONACTORS
  +NODAMAGETHRUST
  Scale 0.1
  Decal ShockScorchPirate
  States
  {
  Spawn:
	TNT1 A 0
	TNT1 A 0
	TNT1 A 0
	TNT1 A 0
	TNT1 A 0
	TNT1 A 0
	PLSE B 1 Bright
	PLSE C 1 Bright
	PLSE D 1 Bright
	PLSE E 1 Bright
	TNT1 A 0 A_ClearTarget
	TNT1 A 0 A_PlaySound("Weapons/ShockShell",0)
	TNT1 A 0 A_SpawnItemEx("ShockScatter",0,0,0,random(-1,1),random(-1,1),random(-1,1),random(-180, 180),SXF_NOCHECKPOSITION)
	TNT1 A 0 A_SpawnItemEx("ShockScatter",0,0,0,random(-1,1),random(-1,1),random(-1,1),random(-180, 180),SXF_NOCHECKPOSITION)
	TNT1 A 0 A_SpawnItemEx("ShockScatter",0,0,0,random(-1,1),random(-1,1),random(-1,1),random(-180, 180),SXF_NOCHECKPOSITION)
	TNT1 A 0 A_SpawnItemEx("ShockScatter",0,0,0,random(-1,1),random(-1,1),random(-1,1),random(-180, 180),SXF_NOCHECKPOSITION)
	TNT1 A 0 A_SpawnItemEx("ShockScatter",0,0,0,random(-1,1),random(-1,1),random(-1,1),random(-180, 180),SXF_NOCHECKPOSITION)
	TNT1 A 0 A_SpawnItemEx("ShockScatter",0,0,0,random(-1,1),random(-1,1),random(-1,1),random(-180, 180),SXF_NOCHECKPOSITION)
	TNT1 A 0 A_SpawnItemEx("ShockScatter",0,0,0,random(-1,1),random(-1,1),random(-1,1),random(-180, 180),SXF_NOCHECKPOSITION)
	//TNT1 A 0 A_SpawnItemEx("ShockScatter",0,0,0,random(-1,1),random(-1,1),random(-1,1),random(-180, 180),SXF_NOCHECKPOSITION)
	TNT1 A 2
	stop
  }
}

ACTOR ShockPelletCoopPuff
{
  +NOBLOCKMAP
  +NOGRAVITY
  -ALLOWPARTICLES
  +PUFFONACTORS
  +NODAMAGETHRUST
  Scale 0.1
  Decal ShockScorchPirate
  States
  {
  Spawn:
	TNT1 A 0
	TNT1 A 0
	TNT1 A 0
	TNT1 A 0
	TNT1 A 0
	TNT1 A 0
	PLSE B 1 Bright
	PLSE C 1 Bright
	PLSE D 1 Bright
	PLSE E 1 Bright
	TNT1 A 0 A_ClearTarget
	TNT1 A 0 A_PlaySound("Weapons/ShockShell",0)
	TNT1 A 0 A_SpawnItemEx("ShockScatterCoop",0,0,0,random(-1,1),random(-1,1),random(-1,1),random(-180, 180),SXF_NOCHECKPOSITION)
	TNT1 A 0 A_SpawnItemEx("ShockScatterCoop",0,0,0,random(-1,1),random(-1,1),random(-1,1),random(-180, 180),SXF_NOCHECKPOSITION)
	TNT1 A 0 A_SpawnItemEx("ShockScatterCoop",0,0,0,random(-1,1),random(-1,1),random(-1,1),random(-180, 180),SXF_NOCHECKPOSITION)
	TNT1 A 0 A_SpawnItemEx("ShockScatterCoop",0,0,0,random(-1,1),random(-1,1),random(-1,1),random(-180, 180),SXF_NOCHECKPOSITION)
	TNT1 A 0 A_SpawnItemEx("ShockScatterCoop",0,0,0,random(-1,1),random(-1,1),random(-1,1),random(-180, 180),SXF_NOCHECKPOSITION)
	TNT1 A 0 A_SpawnItemEx("ShockScatterCoop",0,0,0,random(-1,1),random(-1,1),random(-1,1),random(-180, 180),SXF_NOCHECKPOSITION)
	TNT1 A 0 A_SpawnItemEx("ShockScatterCoop",0,0,0,random(-1,1),random(-1,1),random(-1,1),random(-180, 180),SXF_NOCHECKPOSITION)
	//TNT1 A 0 A_SpawnItemEx("ShockScatterCoop",0,0,0,random(-1,1),random(-1,1),random(-1,1),random(-180, 180),SXF_NOCHECKPOSITION)
	TNT1 A 2
	stop
  }
}

actor ShockPellet : FastProjectile
{
  Damage 4
  Radius 2
  Height 2
  Speed 320
  Projectile
  Scale 0.1
  Renderstyle "Normal"
  +BLOODSPLATTER
  +NOTIMEFREEZE
  +NODAMAGETHRUST
  +RANDOMIZE
  Alpha 1.0
  Decal ShockScorchPirate
  States
  {
  Spawn:
	TNT1 A 1
	loop
  Death:
	TNT1 A 0
	PLSE B 1 Bright
	PLSE C 1 Bright
	PLSE D 1 Bright
	PLSE E 1 Bright
	TNT1 A 0 A_ClearTarget
	TNT1 A 0 A_PlaySound("Weapons/ShockShell",0)
	TNT1 A 0 A_SpawnItemEx("ShockScatter",0,0,0,random(-1,1),random(-1,1),random(-1,1),random(-180, 180),SXF_NOCHECKPOSITION)
	TNT1 A 0 A_SpawnItemEx("ShockScatter",0,0,0,random(-1,1),random(-1,1),random(-1,1),random(-180, 180),SXF_NOCHECKPOSITION)
	TNT1 A 0 A_SpawnItemEx("ShockScatter",0,0,0,random(-1,1),random(-1,1),random(-1,1),random(-180, 180),SXF_NOCHECKPOSITION)
	TNT1 A 0 A_SpawnItemEx("ShockScatter",0,0,0,random(-1,1),random(-1,1),random(-1,1),random(-180, 180),SXF_NOCHECKPOSITION)
	TNT1 A 0 A_SpawnItemEx("ShockScatter",0,0,0,random(-1,1),random(-1,1),random(-1,1),random(-180, 180),SXF_NOCHECKPOSITION)
	TNT1 A 0 A_SpawnItemEx("ShockScatter",0,0,0,random(-1,1),random(-1,1),random(-1,1),random(-180, 180),SXF_NOCHECKPOSITION)
	TNT1 A 0 A_SpawnItemEx("ShockScatter",0,0,0,random(-1,1),random(-1,1),random(-1,1),random(-180, 180),SXF_NOCHECKPOSITION)
	//TNT1 A 0 A_SpawnItemEx("ShockScatter",0,0,0,random(-1,1),random(-1,1),random(-1,1),random(-180, 180),SXF_NOCHECKPOSITION)
	TNT1 A 2
	stop
  XDeath:
	TNT1 A 0
	PLSE B 1 Bright
	PLSE C 1 Bright
	PLSE D 1 Bright
	PLSE E 1 Bright
	TNT1 A 0 A_ClearTarget
	TNT1 A 0 A_PlaySound("Weapons/ShockShell",0)
	TNT1 A 0 A_SpawnItemEx("ShockScatter",0,0,0,random(-1,1),random(-1,1),random(-1,1),random(-180, 180),SXF_NOCHECKPOSITION)
	TNT1 A 0 A_SpawnItemEx("ShockScatter",0,0,0,random(-1,1),random(-1,1),random(-1,1),random(-180, 180),SXF_NOCHECKPOSITION)
	TNT1 A 0 A_SpawnItemEx("ShockScatter",0,0,0,random(-1,1),random(-1,1),random(-1,1),random(-180, 180),SXF_NOCHECKPOSITION)
	TNT1 A 0 A_SpawnItemEx("ShockScatter",0,0,0,random(-1,1),random(-1,1),random(-1,1),random(-180, 180),SXF_NOCHECKPOSITION)
	TNT1 A 0 A_SpawnItemEx("ShockScatter",0,0,0,random(-1,1),random(-1,1),random(-1,1),random(-180, 180),SXF_NOCHECKPOSITION)
	TNT1 A 0 A_SpawnItemEx("ShockScatter",0,0,0,random(-1,1),random(-1,1),random(-1,1),random(-180, 180),SXF_NOCHECKPOSITION)
	TNT1 A 0 A_SpawnItemEx("ShockScatter",0,0,0,random(-1,1),random(-1,1),random(-1,1),random(-180, 180),SXF_NOCHECKPOSITION)
	//TNT1 A 0 A_SpawnItemEx("ShockScatter",0,0,0,random(-1,1),random(-1,1),random(-1,1),random(-180, 180),SXF_NOCHECKPOSITION)
	TNT1 A 2
	stop
    }
}

actor ShockPelletCoop : FastProjectile
{
  Species "Player"
  +THRUSPECIES
  States
  {
  Death:
	TNT1 A 0
	PLSE B 1 Bright
	PLSE C 1 Bright
	PLSE D 1 Bright
	PLSE E 1 Bright
	TNT1 A 0 A_ClearTarget
	TNT1 A 0 A_PlaySound("Weapons/ShockShell",0)
	TNT1 A 0 A_SpawnItemEx("ShockScatterCoop",0,0,0,random(-1,1),random(-1,1),random(-1,1),random(-180, 180),SXF_NOCHECKPOSITION)
	TNT1 A 0 A_SpawnItemEx("ShockScatterCoop",0,0,0,random(-1,1),random(-1,1),random(-1,1),random(-180, 180),SXF_NOCHECKPOSITION)
	TNT1 A 0 A_SpawnItemEx("ShockScatterCoop",0,0,0,random(-1,1),random(-1,1),random(-1,1),random(-180, 180),SXF_NOCHECKPOSITION)
	TNT1 A 0 A_SpawnItemEx("ShockScatterCoop",0,0,0,random(-1,1),random(-1,1),random(-1,1),random(-180, 180),SXF_NOCHECKPOSITION)
	TNT1 A 0 A_SpawnItemEx("ShockScatterCoop",0,0,0,random(-1,1),random(-1,1),random(-1,1),random(-180, 180),SXF_NOCHECKPOSITION)
	TNT1 A 0 A_SpawnItemEx("ShockScatterCoop",0,0,0,random(-1,1),random(-1,1),random(-1,1),random(-180, 180),SXF_NOCHECKPOSITION)
	TNT1 A 0 A_SpawnItemEx("ShockScatterCoop",0,0,0,random(-1,1),random(-1,1),random(-1,1),random(-180, 180),SXF_NOCHECKPOSITION)
	//TNT1 A 0 A_SpawnItemEx("ShockScatterCoop",0,0,0,random(-1,1),random(-1,1),random(-1,1),random(-180, 180),SXF_NOCHECKPOSITION)
	TNT1 A 2
	stop
  XDeath:
	TNT1 A 0
	PLSE B 1 Bright
	PLSE C 1 Bright
	PLSE D 1 Bright
	PLSE E 1 Bright
	TNT1 A 0 A_ClearTarget
	TNT1 A 0 A_PlaySound("Weapons/ShockShell",0)
	TNT1 A 0 A_SpawnItemEx("ShockScatterCoop",0,0,0,random(-1,1),random(-1,1),random(-1,1),random(-180, 180),SXF_NOCHECKPOSITION)
	TNT1 A 0 A_SpawnItemEx("ShockScatterCoop",0,0,0,random(-1,1),random(-1,1),random(-1,1),random(-180, 180),SXF_NOCHECKPOSITION)
	TNT1 A 0 A_SpawnItemEx("ShockScatterCoop",0,0,0,random(-1,1),random(-1,1),random(-1,1),random(-180, 180),SXF_NOCHECKPOSITION)
	TNT1 A 0 A_SpawnItemEx("ShockScatterCoop",0,0,0,random(-1,1),random(-1,1),random(-1,1),random(-180, 180),SXF_NOCHECKPOSITION)
	TNT1 A 0 A_SpawnItemEx("ShockScatterCoop",0,0,0,random(-1,1),random(-1,1),random(-1,1),random(-180, 180),SXF_NOCHECKPOSITION)
	TNT1 A 0 A_SpawnItemEx("ShockScatterCoop",0,0,0,random(-1,1),random(-1,1),random(-1,1),random(-180, 180),SXF_NOCHECKPOSITION)
	TNT1 A 0 A_SpawnItemEx("ShockScatterCoop",0,0,0,random(-1,1),random(-1,1),random(-1,1),random(-180, 180),SXF_NOCHECKPOSITION)
	//TNT1 A 0 A_SpawnItemEx("ShockScatterCoop",0,0,0,random(-1,1),random(-1,1),random(-1,1),random(-180, 180),SXF_NOCHECKPOSITION)
	TNT1 A 2
	stop
    }
}

actor ShockScatter
{
  Damage (0)
  Radius 2
  Height 2
  Speed 0
  Scale 0.4
  Renderstyle  "Normal"
  Alpha 1.0
  Decal Bulletchip
  +MISSILE
  -BLOODSPLATTER
  +BLOODLESSIMPACT
  +NOTIMEFREEZE
  -RANDOMIZE
  +NODAMAGETHRUST
  +ISMONSTER
  +THRUACTORS
  +NOBLOCKMAP
  +NOGRAVITY
  +DROPOFF
  +NOTELEPORT 
  States
  {
  Spawn:
	TNT1 A 0
	TNT1 A 0
	TNT1 A 0 A_SpawnItemEx("ShockScatterArcEnd",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_SETMASTER)

	TNT1 A 0 A_ChangeVelocity (random(-1,1), random(-1,1), random(-1,1), 0)
	TNT1 A 0 A_ScaleVelocity(0.9)
	TNT1 A 1 A_SpawnItemEx("ShockScatterArc",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_SETMASTER)
	TNT1 A 0 A_ChangeVelocity (random(-1,1), random(-1,1), random(-1,1), 0)
	TNT1 A 0 A_ScaleVelocity(0.9)
	TNT1 A 1 A_SpawnItemEx("ShockScatterArcDummy",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_SETMASTER)
	TNT1 A 0 A_ChangeVelocity (random(-1,1), random(-1,1), random(-1,1), 0)
	TNT1 A 0 A_ScaleVelocity(0.9)
	
	TNT1 A 0 A_GiveInventory("ShockCanDie",1)
	
	TNT1 A 1 A_SpawnItemEx("ShockScatterArc",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_SETMASTER)
	TNT1 A 0 A_ChangeVelocity (random(-1,1), random(-1,1), random(-1,1), 0)
	TNT1 A 0 A_ScaleVelocity(0.9)
	TNT1 A 1 A_SpawnItemEx("ShockScatterArcDummy",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_SETMASTER)
	TNT1 A 0 A_ChangeVelocity (random(-1,1), random(-1,1), random(-1,1), 0)
	TNT1 A 0 A_ScaleVelocity(0.9)
	TNT1 A 1 A_SpawnItemEx("ShockScatterArc",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_SETMASTER)

	TNT1 A 0 A_ChangeVelocity (random(-1,1), random(-1,1), random(-1,1), 0)
	TNT1 A 0 A_ScaleVelocity(0.9)
	TNT1 A 1 A_SpawnItemEx("ShockScatterArcDummy",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_SETMASTER)
	TNT1 A 0 A_ChangeVelocity (random(-1,1), random(-1,1), random(-1,1), 0)
	TNT1 A 0 A_ScaleVelocity(0.9)
	TNT1 A 1 A_SpawnItemEx("ShockScatterArc",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_SETMASTER)
	TNT1 A 0 A_ChangeVelocity (random(-1,1), random(-1,1), random(-1,1), 0)
	TNT1 A 0 A_ScaleVelocity(0.9)
	TNT1 A 1 A_SpawnItemEx("ShockScatterArcDummy",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_SETMASTER)
	TNT1 A 0 A_ChangeVelocity (random(-1,1), random(-1,1), random(-1,1), 0)
	TNT1 A 0 A_ScaleVelocity(0.9)
	TNT1 A 1 A_SpawnItemEx("ShockScatterArc",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_SETMASTER)
	TNT1 A 0 A_ChangeVelocity (random(-1,1), random(-1,1), random(-1,1), 0)
	TNT1 A 0 A_ScaleVelocity(0.9)
	TNT1 A 1 A_SpawnItemEx("ShockScatterArcDummy",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_SETMASTER)

	TNT1 A 0 A_ChangeVelocity (random(-1,1), random(-1,1), random(-1,1), 0)
	TNT1 A 0 A_ScaleVelocity(0.9)
	TNT1 A 1 A_SpawnItemEx("ShockScatterArc",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_SETMASTER)
	TNT1 A 0 A_ChangeVelocity (random(-1,1), random(-1,1), random(-1,1), 0)
	TNT1 A 0 A_ScaleVelocity(0.9)
	TNT1 A 1 A_SpawnItemEx("ShockScatterArcDummy",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_SETMASTER)
	TNT1 A 0 A_ChangeVelocity (random(-1,1), random(-1,1), random(-1,1), 0)
	TNT1 A 0 A_ScaleVelocity(0.9)
	TNT1 A 1 A_SpawnItemEx("ShockScatterArc",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_SETMASTER)
	TNT1 A 0 A_ChangeVelocity (random(-1,1), random(-1,1), random(-1,1), 0)
	TNT1 A 0 A_ScaleVelocity(0.9)
	TNT1 A 1 A_SpawnItemEx("ShockScatterArcDummy",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_SETMASTER)
	TNT1 A 0 A_ChangeVelocity (random(-1,1), random(-1,1), random(-1,1), 0)
	TNT1 A 0 A_ScaleVelocity(0.9)
	TNT1 A 1 A_SpawnItemEx("ShockScatterArc",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_SETMASTER)

	TNT1 A 0 A_ChangeVelocity (random(-1,1), random(-1,1), random(-1,1), 0)
	TNT1 A 0 A_ScaleVelocity(0.9)
	TNT1 A 1 A_SpawnItemEx("ShockScatterArcDummy",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_SETMASTER)
	TNT1 A 0 A_ChangeVelocity (random(-1,1), random(-1,1), random(-1,1), 0)
	TNT1 A 0 A_ScaleVelocity(0.9)
	TNT1 A 1 A_SpawnItemEx("ShockScatterArc",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_SETMASTER)
	TNT1 A 0 A_ChangeVelocity (random(-1,1), random(-1,1), random(-1,1), 0)
	TNT1 A 0 A_ScaleVelocity(0.9)
	TNT1 A 1 A_SpawnItemEx("ShockScatterArcDummy",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_SETMASTER)
	TNT1 A 0 A_ChangeVelocity (random(-1,1), random(-1,1), random(-1,1), 0)
	TNT1 A 0 A_ScaleVelocity(0.9)
	TNT1 A 1 A_SpawnItemEx("ShockScatterArc",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_SETMASTER)
	TNT1 A 0 A_ChangeVelocity (random(-1,1), random(-1,1), random(-1,1), 0)
	TNT1 A 0 A_ScaleVelocity(0.9)
	TNT1 A 1 A_SpawnItemEx("ShockScatterArcDummy",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_SETMASTER)

	TNT1 A 0 A_ChangeVelocity (random(-1,1), random(-1,1), random(-1,1), 0)
	TNT1 A 0 A_ScaleVelocity(0.9)
	TNT1 A 1 A_SpawnItemEx("ShockScatterArc",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_SETMASTER)
	TNT1 A 0 A_ChangeVelocity (random(-1,1), random(-1,1), random(-1,1), 0)
	TNT1 A 0 A_ScaleVelocity(0.9)
	TNT1 A 1 A_SpawnItemEx("ShockScatterArcDummy",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_SETMASTER)
	TNT1 A 0 A_ChangeVelocity (random(-1,1), random(-1,1), random(-1,1), 0)
	TNT1 A 0 A_ScaleVelocity(0.9)
	TNT1 A 1 A_SpawnItemEx("ShockScatterArc",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_SETMASTER)
	TNT1 A 0 A_ChangeVelocity (random(-1,1), random(-1,1), random(-1,1), 0)
	TNT1 A 0 A_ScaleVelocity(0.9)
	TNT1 A 1 A_SpawnItemEx("ShockScatterArcDummy",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_SETMASTER)
	TNT1 A 0 A_ChangeVelocity (random(-1,1), random(-1,1), random(-1,1), 0)
	TNT1 A 0 A_ScaleVelocity(0.9)
	TNT1 A 1 A_SpawnItemEx("ShockScatterArc",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_SETMASTER)

	TNT1 A 0 A_ChangeVelocity (random(-1,1), random(-1,1), random(-1,1), 0)
	TNT1 A 0 A_ScaleVelocity(0.9)
	TNT1 A 1 A_SpawnItemEx("ShockScatterArcDummy",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_SETMASTER)
	TNT1 A 0 A_ChangeVelocity (random(-1,1), random(-1,1), random(-1,1), 0)
	TNT1 A 0 A_ScaleVelocity(0.9)
	TNT1 A 1 A_SpawnItemEx("ShockScatterArc",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_SETMASTER)
	TNT1 A 0 A_ChangeVelocity (random(-1,1), random(-1,1), random(-1,1), 0)
	TNT1 A 0 A_ScaleVelocity(0.9)
	TNT1 A 1 A_SpawnItemEx("ShockScatterArcDummy",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_SETMASTER)
	TNT1 A 0 A_ChangeVelocity (random(-1,1), random(-1,1), random(-1,1), 0)
	TNT1 A 0 A_ScaleVelocity(0.9)
	TNT1 A 1 A_SpawnItemEx("ShockScatterArc",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_SETMASTER)
	TNT1 A 0 A_ChangeVelocity (random(-1,1), random(-1,1), random(-1,1), 0)
	TNT1 A 0 A_ScaleVelocity(0.9)
	TNT1 A 1 A_SpawnItemEx("ShockScatterArcDummy",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_SETMASTER)

	TNT1 A 0 A_ChangeVelocity (random(-1,1), random(-1,1), random(-1,1), 0)
	TNT1 A 0 A_ScaleVelocity(0.9)
	TNT1 A 1 A_SpawnItemEx("ShockScatterArc",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_SETMASTER)
	TNT1 A 0 A_ChangeVelocity (random(-1,1), random(-1,1), random(-1,1), 0)
	TNT1 A 0 A_ScaleVelocity(0.9)
	TNT1 A 1 A_SpawnItemEx("ShockScatterArcDummy",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_SETMASTER)
	TNT1 A 0 A_ChangeVelocity (random(-1,1), random(-1,1), random(-1,1), 0)
	TNT1 A 0 A_ScaleVelocity(0.9)
	TNT1 A 1 A_SpawnItemEx("ShockScatterArc",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_SETMASTER)
	TNT1 A 0 A_ChangeVelocity (random(-1,1), random(-1,1), random(-1,1), 0)
	TNT1 A 0 A_ScaleVelocity(0.9)
	TNT1 A 1 A_SpawnItemEx("ShockScatterArcDummy",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_SETMASTER)
	TNT1 A 0 A_ChangeVelocity (random(-1,1), random(-1,1), random(-1,1), 0)
	TNT1 A 0 A_ScaleVelocity(0.9)
	TNT1 A 1 A_SpawnItemEx("ShockScatterArc",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_SETMASTER)
	Stop
  Death:
	TNT1 A 0
	TNT1 A 0 A_JumpIfInventory("ShockCanDie",1,"Die")
	TNT1 A 1
	Stop
  Die:
	TNT1 A 0
	TNT1 A 0 A_GiveInventory("ShockArcDie",1)
	TNT1 A 0 A_PlaySound("Weapons/ShockArc",0)
	PLSE BCDE 1 Bright //Light("ShockShellArcLight")
	TNT1 A 3
	Stop
    }
}

actor ShockScatterCoop : ShockScatter
{
  States
  {
  Spawn:
	TNT1 A 0
	TNT1 A 0
	TNT1 A 0 A_SpawnItemEx("ShockScatterArcEnd",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_SETMASTER)

	TNT1 A 0 A_ChangeVelocity (random(-1,1), random(-1,1), random(-1,1), 0)
	TNT1 A 0 A_ScaleVelocity(0.9)
	TNT1 A 1 A_SpawnItemEx("ShockScatterArcCoop",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_SETMASTER)
	TNT1 A 0 A_ChangeVelocity (random(-1,1), random(-1,1), random(-1,1), 0)
	TNT1 A 0 A_ScaleVelocity(0.9)
	TNT1 A 1 A_SpawnItemEx("ShockScatterArcDummy",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_SETMASTER)
	TNT1 A 0 A_ChangeVelocity (random(-1,1), random(-1,1), random(-1,1), 0)
	TNT1 A 0 A_ScaleVelocity(0.9)
	
	TNT1 A 0 A_GiveInventory("ShockCanDie",1)
	
	TNT1 A 1 A_SpawnItemEx("ShockScatterArcCoop",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_SETMASTER)
	TNT1 A 0 A_ChangeVelocity (random(-1,1), random(-1,1), random(-1,1), 0)
	TNT1 A 0 A_ScaleVelocity(0.9)
	TNT1 A 1 A_SpawnItemEx("ShockScatterArcDummy",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_SETMASTER)
	TNT1 A 0 A_ChangeVelocity (random(-1,1), random(-1,1), random(-1,1), 0)
	TNT1 A 0 A_ScaleVelocity(0.9)
	TNT1 A 1 A_SpawnItemEx("ShockScatterArcCoop",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_SETMASTER)

	TNT1 A 0 A_ChangeVelocity (random(-1,1), random(-1,1), random(-1,1), 0)
	TNT1 A 0 A_ScaleVelocity(0.9)
	TNT1 A 1 A_SpawnItemEx("ShockScatterArcDummy",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_SETMASTER)
	TNT1 A 0 A_ChangeVelocity (random(-1,1), random(-1,1), random(-1,1), 0)
	TNT1 A 0 A_ScaleVelocity(0.9)
	TNT1 A 1 A_SpawnItemEx("ShockScatterArcCoop",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_SETMASTER)
	TNT1 A 0 A_ChangeVelocity (random(-1,1), random(-1,1), random(-1,1), 0)
	TNT1 A 0 A_ScaleVelocity(0.9)
	TNT1 A 1 A_SpawnItemEx("ShockScatterArcDummy",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_SETMASTER)
	TNT1 A 0 A_ChangeVelocity (random(-1,1), random(-1,1), random(-1,1), 0)
	TNT1 A 0 A_ScaleVelocity(0.9)
	TNT1 A 1 A_SpawnItemEx("ShockScatterArcCoop",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_SETMASTER)
	TNT1 A 0 A_ChangeVelocity (random(-1,1), random(-1,1), random(-1,1), 0)
	TNT1 A 0 A_ScaleVelocity(0.9)
	TNT1 A 1 A_SpawnItemEx("ShockScatterArcDummy",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_SETMASTER)

	TNT1 A 0 A_ChangeVelocity (random(-1,1), random(-1,1), random(-1,1), 0)
	TNT1 A 0 A_ScaleVelocity(0.9)
	TNT1 A 1 A_SpawnItemEx("ShockScatterArcCoop",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_SETMASTER)
	TNT1 A 0 A_ChangeVelocity (random(-1,1), random(-1,1), random(-1,1), 0)
	TNT1 A 0 A_ScaleVelocity(0.9)
	TNT1 A 1 A_SpawnItemEx("ShockScatterArcDummy",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_SETMASTER)
	TNT1 A 0 A_ChangeVelocity (random(-1,1), random(-1,1), random(-1,1), 0)
	TNT1 A 0 A_ScaleVelocity(0.9)
	TNT1 A 1 A_SpawnItemEx("ShockScatterArcCoop",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_SETMASTER)
	TNT1 A 0 A_ChangeVelocity (random(-1,1), random(-1,1), random(-1,1), 0)
	TNT1 A 0 A_ScaleVelocity(0.9)
	TNT1 A 1 A_SpawnItemEx("ShockScatterArcDummy",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_SETMASTER)
	TNT1 A 0 A_ChangeVelocity (random(-1,1), random(-1,1), random(-1,1), 0)
	TNT1 A 0 A_ScaleVelocity(0.9)
	TNT1 A 1 A_SpawnItemEx("ShockScatterArcCoop",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_SETMASTER)

	TNT1 A 0 A_ChangeVelocity (random(-1,1), random(-1,1), random(-1,1), 0)
	TNT1 A 0 A_ScaleVelocity(0.9)
	TNT1 A 1 A_SpawnItemEx("ShockScatterArcDummy",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_SETMASTER)
	TNT1 A 0 A_ChangeVelocity (random(-1,1), random(-1,1), random(-1,1), 0)
	TNT1 A 0 A_ScaleVelocity(0.9)
	TNT1 A 1 A_SpawnItemEx("ShockScatterArcCoop",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_SETMASTER)
	TNT1 A 0 A_ChangeVelocity (random(-1,1), random(-1,1), random(-1,1), 0)
	TNT1 A 0 A_ScaleVelocity(0.9)
	TNT1 A 1 A_SpawnItemEx("ShockScatterArcDummy",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_SETMASTER)
	TNT1 A 0 A_ChangeVelocity (random(-1,1), random(-1,1), random(-1,1), 0)
	TNT1 A 0 A_ScaleVelocity(0.9)
	TNT1 A 1 A_SpawnItemEx("ShockScatterArcCoop",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_SETMASTER)
	TNT1 A 0 A_ChangeVelocity (random(-1,1), random(-1,1), random(-1,1), 0)
	TNT1 A 0 A_ScaleVelocity(0.9)
	TNT1 A 1 A_SpawnItemEx("ShockScatterArcDummy",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_SETMASTER)

	TNT1 A 0 A_ChangeVelocity (random(-1,1), random(-1,1), random(-1,1), 0)
	TNT1 A 0 A_ScaleVelocity(0.9)
	TNT1 A 1 A_SpawnItemEx("ShockScatterArcCoop",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_SETMASTER)
	TNT1 A 0 A_ChangeVelocity (random(-1,1), random(-1,1), random(-1,1), 0)
	TNT1 A 0 A_ScaleVelocity(0.9)
	TNT1 A 1 A_SpawnItemEx("ShockScatterArcDummy",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_SETMASTER)
	TNT1 A 0 A_ChangeVelocity (random(-1,1), random(-1,1), random(-1,1), 0)
	TNT1 A 0 A_ScaleVelocity(0.9)
	TNT1 A 1 A_SpawnItemEx("ShockScatterArcCoop",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_SETMASTER)
	TNT1 A 0 A_ChangeVelocity (random(-1,1), random(-1,1), random(-1,1), 0)
	TNT1 A 0 A_ScaleVelocity(0.9)
	TNT1 A 1 A_SpawnItemEx("ShockScatterArcDummy",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_SETMASTER)
	TNT1 A 0 A_ChangeVelocity (random(-1,1), random(-1,1), random(-1,1), 0)
	TNT1 A 0 A_ScaleVelocity(0.9)
	TNT1 A 1 A_SpawnItemEx("ShockScatterArcCoop",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_SETMASTER)

	TNT1 A 0 A_ChangeVelocity (random(-1,1), random(-1,1), random(-1,1), 0)
	TNT1 A 0 A_ScaleVelocity(0.9)
	TNT1 A 1 A_SpawnItemEx("ShockScatterArcDummy",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_SETMASTER)
	TNT1 A 0 A_ChangeVelocity (random(-1,1), random(-1,1), random(-1,1), 0)
	TNT1 A 0 A_ScaleVelocity(0.9)
	TNT1 A 1 A_SpawnItemEx("ShockScatterArcCoop",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_SETMASTER)
	TNT1 A 0 A_ChangeVelocity (random(-1,1), random(-1,1), random(-1,1), 0)
	TNT1 A 0 A_ScaleVelocity(0.9)
	TNT1 A 1 A_SpawnItemEx("ShockScatterArcDummy",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_SETMASTER)
	TNT1 A 0 A_ChangeVelocity (random(-1,1), random(-1,1), random(-1,1), 0)
	TNT1 A 0 A_ScaleVelocity(0.9)
	TNT1 A 1 A_SpawnItemEx("ShockScatterArcCoop",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_SETMASTER)
	TNT1 A 0 A_ChangeVelocity (random(-1,1), random(-1,1), random(-1,1), 0)
	TNT1 A 0 A_ScaleVelocity(0.9)
	TNT1 A 1 A_SpawnItemEx("ShockScatterArcDummy",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_SETMASTER)

	TNT1 A 0 A_ChangeVelocity (random(-1,1), random(-1,1), random(-1,1), 0)
	TNT1 A 0 A_ScaleVelocity(0.9)
	TNT1 A 1 A_SpawnItemEx("ShockScatterArcCoop",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_SETMASTER)
	TNT1 A 0 A_ChangeVelocity (random(-1,1), random(-1,1), random(-1,1), 0)
	TNT1 A 0 A_ScaleVelocity(0.9)
	TNT1 A 1 A_SpawnItemEx("ShockScatterArcDummy",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_SETMASTER)
	TNT1 A 0 A_ChangeVelocity (random(-1,1), random(-1,1), random(-1,1), 0)
	TNT1 A 0 A_ScaleVelocity(0.9)
	TNT1 A 1 A_SpawnItemEx("ShockScatterArcCoop",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_SETMASTER)
	TNT1 A 0 A_ChangeVelocity (random(-1,1), random(-1,1), random(-1,1), 0)
	TNT1 A 0 A_ScaleVelocity(0.9)
	TNT1 A 1 A_SpawnItemEx("ShockScatterArcDummy",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_SETMASTER)
	TNT1 A 0 A_ChangeVelocity (random(-1,1), random(-1,1), random(-1,1), 0)
	TNT1 A 0 A_ScaleVelocity(0.9)
	TNT1 A 1 A_SpawnItemEx("ShockScatterArcCoop",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_SETMASTER)
	Stop
    }
}

actor ShockScatterArc
{
  Damage (2)
  Radius 3
  Height 3
  Speed 0
  Scale 0.7
  Decal Bulletchip
  Projectile
  Alpha 0.75
  Renderstyle "Add"
  -BLOODSPLATTER
  +BLOODLESSIMPACT
  +NOTIMEFREEZE
  +NOCLIP
  +NOBLOCKMAP
  +NOGRAVITY
  //+FORCEPAIN
  -RANDOMIZE
  States
  {
  Spawn:
	TNT1 A 0
	TNT1 A 0
	TNT1 A 1 A_JumpIfInTargetInventory("ShockArcDie",1,"Die")
	TNT1 A 1 A_JumpIfInTargetInventory("ShockArcDie",1,"Die")
	TNT1 AAA 1 A_JumpIfInTargetInventory("ShockArcDie",1,"Die")
	TNT1 AAAAAAAAAA 1 A_JumpIfInTargetInventory("ShockArcDie",1,"Die")
	TNT1 AAAAAAAAAA 1 A_JumpIfInTargetInventory("ShockArcDie",1,"Die")
	TNT1 AAAAAAAAAA 1 A_JumpIfInTargetInventory("ShockArcDie",1,"Die")
	TNT1 AAAAAAAAAA 1 A_JumpIfInTargetInventory("ShockArcDie",1,"Die")
	Stop
  Die:
	SARC A 0
	SARC A 0 
	//SARC A 0 A_Jump("Die2",127)
	SARC A 0 A_ChangeFlag("NOCLIP", 0)
	SARC A 0 A_ChangeFlag("RIPPER", 1)
	SARC A 2 Bright //Light("ShockShellArcLight")
	Stop
  Die2:
	SARC A 0
	SARC A 0 
	SARC A 1 Bright
	SARC A 0 A_ChangeFlag("NOCLIP", 0)
	SARC A 0 A_ChangeFlag("RIPPER", 1)
	SARC A 1 Bright
	Stop
  Death:
	PUFF A 0
	TNT1 A 1
	Stop
    }
}

actor ShockScatterArcCoop : ShockScatterArc
{
  DamageType "Player"
}

actor ShockScatterArcDummy
{
  Damage 0
  Radius 1
  Height 1
  Speed 0
  Scale 0.7
  Decal Bulletchip
  Projectile
  Alpha 0.75
  Renderstyle "Add"
  -BLOODSPLATTER
  +BLOODLESSIMPACT
  +NOTIMEFREEZE
  +NOCLIP
  +THRUACTORS
  +NOBLOCKMAP
  +NOGRAVITY
  //+CLIENTSIDEONLY
  +NOINTERACTION
  //+FORCEPAIN
  -RANDOMIZE
  States
  {
  Spawn:
	TNT1 A 0
	TNT1 A 0
	TNT1 A 1 A_JumpIfInTargetInventory("ShockArcDie",1,"Die")
	TNT1 A 1 A_JumpIfInTargetInventory("ShockArcDie",1,"Die")
	TNT1 AAA 1 A_JumpIfInTargetInventory("ShockArcDie",1,"Die")
	TNT1 AAAAAAAAAA 1 A_JumpIfInTargetInventory("ShockArcDie",1,"Die")
	TNT1 AAAAAAAAAA 1 A_JumpIfInTargetInventory("ShockArcDie",1,"Die")
	TNT1 AAAAAAAAAA 1 A_JumpIfInTargetInventory("ShockArcDie",1,"Die")
	TNT1 AAAAAAAAAA 1 A_JumpIfInTargetInventory("ShockArcDie",1,"Die")
	Stop
  Die:
	SARC A 0
	SARC A 0 
	//SARC A 0 A_Jump("Die2",127)
	//SARC A 0 A_ChangeFlag("NOCLIP", 0)
	//SARC A 0 A_ChangeFlag("RIPPER", 1)
	SARC A 2 Bright //Light("ShockShellArcLight")
	Stop
  Die2:
	SARC A 0
	SARC A 0 
	SARC A 1 Bright
	//SARC A 0 A_ChangeFlag("NOCLIP", 0)
	//SARC A 0 A_ChangeFlag("RIPPER", 1)
	SARC A 1 Bright
	Stop
  Death:
	TNT1 A 0
	Stop
    }
}

actor ShockScatterArcEnd : ShockScatterArcDummy
{
  Scale 0.4
  Renderstyle  "Normal"
  Alpha 1.0
  Decal Bulletchip
  States
  {
  Die:
	SARC A 0
	SARC A 0 
	SARC A 0 A_ChangeFlag("NOCLIP", 0)
	SARC A 0 A_ChangeFlag("RIPPER", 1)
	PLSE BCDE 1 Bright //Light("ShockShellArcLight")
	Stop
    }
}

/////Poison Shell Actors

actor PoisonPellet
{
  Damage 2
  Radius 4
  Height 4
  Speed 60
  Projectile
  Scale 0.3
  Renderstyle "Normal"
  BounceType "Hexen"
  Mass 250
  Gravity 0.3
  BounceFactor 0.35
  WallBounceFactor 0.35
  -NOGRAVITY
  +NOTIMEFREEZE
  +NODAMAGETHRUST
  //+ALLOWBOUNCEONACTORS
  +BOUNCEONACTORS
  //+USEBOUNCESTATE
  //BounceSound "none" //gotta add one
  Alpha 1.0
  Decal None
  States
  {
  Spawn:
	SPSN A 0
	SPSN A 12
	Goto StartGas
  StartGas:
	TNT1 A 0 A_ChangeVelocity(random(-2,5),random(-4,4),0,CVF_RELATIVE)
	TNT1 A 0 A_GiveInventory("ShockArcDie",1)
	SPSN B 0 A_PlaySound("Weapons/PoisonShell",0)
	SPSN B 4 Bright //Light("PoisonShellLight")
	Goto BounceDone
  ActorBounce:
	SPSN B 0 A_Jump(255,"ActorBounce1","ActorBounce2","ActorBounce3")
	Goto ActorBounce1
  ActorBounce1:
	TNT1 A 0 A_ChangeVelocity(random(-2,2),random(-2,2),random(0,5),CVF_RELATIVE)
	TNT1 A 0 A_JumpIfInventory("ShockArcDie",1,"BounceDone")
	Goto StartGas
  ActorBounce2:
	TNT1 A 0 A_ChangeVelocity(random(-3,3),random(-3,3),random(0,6),CVF_RELATIVE)
	TNT1 A 0 A_JumpIfInventory("ShockArcDie",1,"BounceDone")
	Goto StartGas
  ActorBounce3:
	TNT1 A 0 A_ChangeVelocity(random(-4,4),random(-4,4),random(0,7),CVF_RELATIVE)
	TNT1 A 0 A_JumpIfInventory("ShockArcDie",1,"BounceDone")
	Goto StartGas
  BounceDoneCheck:
	TNT1 A 0 A_JumpIfInventory("ShockArcDie",1,"BounceDone")
	Goto BounceDone
  BounceDone:
	SPSN CC 0 Bright A_SpawnItemEx("GasTrail",random(-3,3),random(-3,3),random(-3,3),random(-1,1),random(-1,1),random(-1,1),0,SXF_NOCHECKPOSITION)
	SPSN C 1 Bright A_SpawnItemEx("GasTrail2",random(-3,3),random(-3,3),random(-3,3),random(-1,1),random(-1,1),random(-1,1),0,SXF_NOCHECKPOSITION)
	SPSN CC 0 Bright A_SpawnItemEx("GasTrail",random(-3,3),random(-3,3),random(-3,3),random(-1,1),random(-1,1),random(-1,1),0,SXF_NOCHECKPOSITION)
	SPSN C 1 Bright A_SpawnItemEx("GasTrail2",random(-3,3),random(-3,3),random(-3,3),random(-1,1),random(-1,1),random(-1,1),0,SXF_NOCHECKPOSITION)
	SPSN CC 0 Bright A_SpawnItemEx("GasTrail",random(-3,3),random(-3,3),random(-3,3),random(-1,1),random(-1,1),random(-1,1),0,SXF_NOCHECKPOSITION)
	SPSN C 1 Bright A_SpawnItemEx("GasTrail2",random(-3,3),random(-3,3),random(-3,3),random(-1,1),random(-1,1),random(-1,1),0,SXF_NOCHECKPOSITION)
	SPSN CC 0 Bright A_SpawnItemEx("GasTrail",random(-3,3),random(-3,3),random(-3,3),random(-1,1),random(-1,1),random(-1,1),0,SXF_NOCHECKPOSITION)
	SPSN C 1 Bright A_SpawnItemEx("GasTrail2",random(-3,3),random(-3,3),random(-3,3),random(-1,1),random(-1,1),random(-1,1),0,SXF_NOCHECKPOSITION)	
	SPSN BB 0 Bright A_SpawnItemEx("GasTrail",random(-3,3),random(-3,3),random(-3,3),random(-1,1),random(-1,1),random(-1,1),0,SXF_NOCHECKPOSITION)//Light("PoisonShellLight")
	SPSN B 1 Bright A_SpawnItemEx("GasTrail2",random(-3,3),random(-3,3),random(-3,3),random(-1,1),random(-1,1),random(-1,1),0,SXF_NOCHECKPOSITION)//Light("PoisonShellLight")
	SPSN BB 0 Bright A_SpawnItemEx("GasTrail",random(-3,3),random(-3,3),random(-3,3),random(-1,1),random(-1,1),random(-1,1),0,SXF_NOCHECKPOSITION)//Light("PoisonShellLight")
	SPSN B 1 Bright A_SpawnItemEx("GasTrail2",random(-3,3),random(-3,3),random(-3,3),random(-1,1),random(-1,1),random(-1,1),0,SXF_NOCHECKPOSITION)//Light("PoisonShellLight")
	SPSN BB 0 Bright A_SpawnItemEx("GasTrail",random(-3,3),random(-3,3),random(-3,3),random(-1,1),random(-1,1),random(-1,1),0,SXF_NOCHECKPOSITION)//Light("PoisonShellLight")
	SPSN B 1 Bright A_SpawnItemEx("GasTrail2",random(-3,3),random(-3,3),random(-3,3),random(-1,1),random(-1,1),random(-1,1),0,SXF_NOCHECKPOSITION)//Light("PoisonShellLight")
	SPSN BB 0 Bright A_SpawnItemEx("GasTrail",random(-3,3),random(-3,3),random(-3,3),random(-1,1),random(-1,1),random(-1,1),0,SXF_NOCHECKPOSITION)//Light("PoisonShellLight")
	SPSN B 1 Bright A_SpawnItemEx("GasTrail2",random(-3,3),random(-3,3),random(-3,3),random(-1,1),random(-1,1),random(-1,1),0,SXF_NOCHECKPOSITION)//Light("PoisonShellLight")
	
	SPSN B 0 Bright A_JumpIf(momx>0.5,"BounceDone")
	SPSN B 0 Bright A_JumpIf(momy>0.5,"BounceDone")
	SPSN B 0 Bright A_JumpIf(momz>0.5,"BounceDone")
	SPSN B 0 Bright A_JumpIf(momx<-0.5,"BounceDone")
	SPSN B 0 Bright A_JumpIf(momy<-0.5,"BounceDone")
	SPSN B 0 Bright A_JumpIf(momz<-0.5,"BounceDone")
	Goto Crash
  Death:
    Goto BounceDoneCheck
  XDeath:
    Goto ActorBounce
  Crash:
	SPSN B 4 Bright //Light("PoisonShellLight")
	SPSN C 4 Bright A_SpawnItemEx("GasCloud",random(-10,10),random(-10,10),random(0,24),random(-1,1),random(-1,1),0,random(-180, 180),SXF_NOCHECKPOSITION)
	SPSN B 4 Bright //Light("PoisonShellLight")
	SPSN C 4 Bright A_SpawnItemEx("GasCloud",random(-10,10),random(-10,10),random(0,24),random(-1,1),random(-1,1),0,random(-180, 180),SXF_NOCHECKPOSITION)
	SPSN B 4 Bright //Light("PoisonShellLight")
	SPSN C 4 Bright A_SpawnItemEx("GasCloud",random(-10,10),random(-10,10),random(0,24),random(-1,1),random(-1,1),0,random(-180, 180),SXF_NOCHECKPOSITION)
	Goto CrashDone
  CrashDone:
	SPSN B 4 Bright //Light("PoisonShellLight")
	SPSN C 4 Bright
	SPSN B 4 Bright //Light("PoisonShellLight")
	SPSN C 4 Bright
	SPSN B 4 Bright //Light("PoisonShellLight")
	SPSN C 4 Bright
	SPSN B 4 Bright //Light("PoisonShellLight")
	SPSN C 4 Bright
	SPSN B 4 Bright //Light("PoisonShellLight")
	SPSN C 4 Bright
	SPSN B 4 Bright //Light("PoisonShellLight")
	SPSN C 4 Bright
	SPSN B 4 Bright //Light("PoisonShellLight")
	SPSN C 4 Bright
	SPSN B 4 Bright //Light("PoisonShellLight")
	SPSN C 4 Bright
	Goto CrashDone2
  CrashDone2:
	SPSN D 0 A_SpawnItemEx("SpentPoisonPellet",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
	Stop
    }
}

actor PoisonPelletCoop : PoisonPellet //was using inheritance but it was fucking up so fuck it
{
  Species "Player"
  +THRUSPECIES
  Damage 2
  Radius 4
  Height 4
  Speed 60
  Projectile
  Scale 0.3
  Renderstyle "Normal"
  BounceType "Hexen"
  Mass 250
  Gravity 0.3
  BounceFactor 0.35
  WallBounceFactor 0.35
  -NOGRAVITY
  +NOTIMEFREEZE
  +NODAMAGETHRUST
  //+ALLOWBOUNCEONACTORS
  +BOUNCEONACTORS
  //+USEBOUNCESTATE
  //BounceSound "none" //gotta add one
  Alpha 1.0
  Decal None
  States
  {
  Spawn:
	SPSN A 0
	SPSN A 12
	Goto StartGas
  StartGas:
	TNT1 A 0 A_ChangeVelocity(random(-2,5),random(-4,4),0,CVF_RELATIVE)
	TNT1 A 0 A_GiveInventory("ShockArcDie",1)
	SPSN B 0 A_PlaySound("Weapons/PoisonShell",0)
	SPSN B 4 Bright //Light("PoisonShellLight")
	Goto BounceDone
  ActorBounce:
	SPSN B 0 A_Jump(255,"ActorBounce1","ActorBounce2","ActorBounce3")
	Goto ActorBounce1
  ActorBounce1:
	TNT1 A 0 A_ChangeVelocity(random(-2,2),random(-2,2),random(0,5),CVF_RELATIVE)
	TNT1 A 0 A_JumpIfInventory("ShockArcDie",1,"BounceDone")
	Goto StartGas
  ActorBounce2:
	TNT1 A 0 A_ChangeVelocity(random(-3,3),random(-3,3),random(0,6),CVF_RELATIVE)
	TNT1 A 0 A_JumpIfInventory("ShockArcDie",1,"BounceDone")
	Goto StartGas
  ActorBounce3:
	TNT1 A 0 A_ChangeVelocity(random(-4,4),random(-4,4),random(0,7),CVF_RELATIVE)
	TNT1 A 0 A_JumpIfInventory("ShockArcDie",1,"BounceDone")
	Goto StartGas
  BounceDoneCheck:
	TNT1 A 0 A_JumpIfInventory("ShockArcDie",1,"BounceDone")
	Goto BounceDone
  BounceDone:
	SPSN CC 0 Bright A_SpawnItemEx("GasTrail",random(-3,3),random(-3,3),random(-3,3),random(-1,1),random(-1,1),random(-1,1),0,SXF_NOCHECKPOSITION)
	SPSN C 1 Bright A_SpawnItemEx("GasTrail2",random(-3,3),random(-3,3),random(-3,3),random(-1,1),random(-1,1),random(-1,1),0,SXF_NOCHECKPOSITION)
	SPSN CC 0 Bright A_SpawnItemEx("GasTrail",random(-3,3),random(-3,3),random(-3,3),random(-1,1),random(-1,1),random(-1,1),0,SXF_NOCHECKPOSITION)
	SPSN C 1 Bright A_SpawnItemEx("GasTrail2",random(-3,3),random(-3,3),random(-3,3),random(-1,1),random(-1,1),random(-1,1),0,SXF_NOCHECKPOSITION)
	SPSN CC 0 Bright A_SpawnItemEx("GasTrail",random(-3,3),random(-3,3),random(-3,3),random(-1,1),random(-1,1),random(-1,1),0,SXF_NOCHECKPOSITION)
	SPSN C 1 Bright A_SpawnItemEx("GasTrail2",random(-3,3),random(-3,3),random(-3,3),random(-1,1),random(-1,1),random(-1,1),0,SXF_NOCHECKPOSITION)
	SPSN CC 0 Bright A_SpawnItemEx("GasTrail",random(-3,3),random(-3,3),random(-3,3),random(-1,1),random(-1,1),random(-1,1),0,SXF_NOCHECKPOSITION)
	SPSN C 1 Bright A_SpawnItemEx("GasTrail2",random(-3,3),random(-3,3),random(-3,3),random(-1,1),random(-1,1),random(-1,1),0,SXF_NOCHECKPOSITION)	
	SPSN BB 0 Bright A_SpawnItemEx("GasTrail",random(-3,3),random(-3,3),random(-3,3),random(-1,1),random(-1,1),random(-1,1),0,SXF_NOCHECKPOSITION)//Light("PoisonShellLight")
	SPSN B 1 Bright A_SpawnItemEx("GasTrail2",random(-3,3),random(-3,3),random(-3,3),random(-1,1),random(-1,1),random(-1,1),0,SXF_NOCHECKPOSITION)//Light("PoisonShellLight")
	SPSN BB 0 Bright A_SpawnItemEx("GasTrail",random(-3,3),random(-3,3),random(-3,3),random(-1,1),random(-1,1),random(-1,1),0,SXF_NOCHECKPOSITION)//Light("PoisonShellLight")
	SPSN B 1 Bright A_SpawnItemEx("GasTrail2",random(-3,3),random(-3,3),random(-3,3),random(-1,1),random(-1,1),random(-1,1),0,SXF_NOCHECKPOSITION)//Light("PoisonShellLight")
	SPSN BB 0 Bright A_SpawnItemEx("GasTrail",random(-3,3),random(-3,3),random(-3,3),random(-1,1),random(-1,1),random(-1,1),0,SXF_NOCHECKPOSITION)//Light("PoisonShellLight")
	SPSN B 1 Bright A_SpawnItemEx("GasTrail2",random(-3,3),random(-3,3),random(-3,3),random(-1,1),random(-1,1),random(-1,1),0,SXF_NOCHECKPOSITION)//Light("PoisonShellLight")
	SPSN BB 0 Bright A_SpawnItemEx("GasTrail",random(-3,3),random(-3,3),random(-3,3),random(-1,1),random(-1,1),random(-1,1),0,SXF_NOCHECKPOSITION)//Light("PoisonShellLight")
	SPSN B 1 Bright A_SpawnItemEx("GasTrail2",random(-3,3),random(-3,3),random(-3,3),random(-1,1),random(-1,1),random(-1,1),0,SXF_NOCHECKPOSITION)//Light("PoisonShellLight")
	
	SPSN B 0 Bright A_JumpIf(momx>0.5,"BounceDone")
	SPSN B 0 Bright A_JumpIf(momy>0.5,"BounceDone")
	SPSN B 0 Bright A_JumpIf(momz>0.5,"BounceDone")
	SPSN B 0 Bright A_JumpIf(momx<-0.5,"BounceDone")
	SPSN B 0 Bright A_JumpIf(momy<-0.5,"BounceDone")
	SPSN B 0 Bright A_JumpIf(momz<-0.5,"BounceDone")
	Goto Crash
  Death:
    Goto BounceDoneCheck
  XDeath:
    Goto ActorBounce
  Crash:
	SPSN B 4 Bright //Light("PoisonShellLight")
	SPSN C 4 Bright A_SpawnItemEx("GasCloudCoop",random(-10,10),random(-10,10),random(0,24),random(-1,1),random(-1,1),0,random(-180, 180),SXF_NOCHECKPOSITION)
	SPSN B 4 Bright //Light("PoisonShellLight")
    SPSN D 0 A_SpawnItemEx("CoopPoisonHack",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
	SPSN C 4 Bright A_SpawnItemEx("GasCloudCoop",random(-10,10),random(-10,10),random(0,24),random(-1,1),random(-1,1),0,random(-180, 180),SXF_NOCHECKPOSITION)
	SPSN B 4 Bright //Light("PoisonShellLight")
	SPSN C 4 Bright A_SpawnItemEx("GasCloudCoop",random(-10,10),random(-10,10),random(0,24),random(-1,1),random(-1,1),0,random(-180, 180),SXF_NOCHECKPOSITION)
	Goto CrashDone
  CrashDone:
	SPSN B 4 Bright //Light("PoisonShellLight")
	SPSN C 4 Bright
	SPSN B 4 Bright //Light("PoisonShellLight")
	SPSN C 4 Bright
	SPSN B 4 Bright //Light("PoisonShellLight")
	SPSN C 4 Bright
	SPSN B 4 Bright //Light("PoisonShellLight")
	SPSN C 4 Bright
	SPSN B 4 Bright //Light("PoisonShellLight")
	SPSN C 4 Bright
	SPSN B 4 Bright //Light("PoisonShellLight")
	SPSN C 4 Bright
	SPSN B 4 Bright //Light("PoisonShellLight")
	SPSN C 4 Bright
	SPSN B 4 Bright //Light("PoisonShellLight")
	SPSN C 4 Bright
	Goto CrashDone2
  CrashDone2:
	SPSN D 0 A_SpawnItemEx("SpentPoisonPellet",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
	Stop
    }
}

ACTOR SpentPoisonPellet
{
  +THRUACTORS
  +NOCLIP
  +CLIENTSIDEONLY
  Radius 4
  Height 4
  Mass 1000
  Scale 0.3
  States
  {
  Spawn:
    SPSN D 0
	SPSN D 4
	SPSN D 0 A_ChangeFlag("MOVEWITHSECTOR",1)
	SPSN D 0 A_ChangeFlag("NOINTERACTION",1)
    Goto Spawn2
  Spawn2:
	SPSN D 4
	Loop
  }
}


//DamageType GasShellDamage
//{
//   Factor 1.0 //52
//}

//DamageType GasTrailDamage
//{
//   Factor 0
//   ReplaceFactor
//}

ACTOR Cloud2 : ShotgunPump {}
ACTOR Cloud3 : ShotgunPump {}
ACTOR Cloud4 : ShotgunPump {}
ACTOR Cloud5 : ShotgunPump {}
ACTOR Cloud6 : ShotgunPump {}
ACTOR Cloud7 : ShotgunPump {}
ACTOR Cloud8 : ShotgunPump {}
ACTOR Cloud9 : ShotgunPump {}
ACTOR Cloud10 : ShotgunPump {}
ACTOR Cloud11 : ShotgunPump {}
ACTOR Cloud12 : ShotgunPump {}
ACTOR Cloud13 : ShotgunPump {}

ACTOR Poisonbagcheckitem : Inventory
{
	Inventory.MaxAmount 20
	+UNDROPPABLE
}

ACTOR GasCloud //: PoisonCloud
{
  +NOBLOCKMONST
  +THRUACTORS
  +NOBLOCKMAP
  +NOTELEPORT
  -DROPOFF
  -NOGRAVITY
  -SOLID
  +BRIGHT
  //-BLOCKEDBYSOLIDACTORS
  RenderStyle "Add"
  Alpha 0.1
  //Scale 0.1
  DamageType "GasShellDamage"
  States
  {
  Spawn:
    TNT1 A 0 
	TNT1 A 0 
	TNT1 A 0 A_ScaleVelocity(0.3)
	TNT1 A 1 A_Jump(170,"SpawnA","SpawnB")
	TNT1 A 0 A_Explode(1,80)
	S3B1 D 2 A_Explode(1,80)
	TNT1 A 0 A_Explode(1,80)
	S2B1 D 2 A_Explode(1,80)
	TNT1 A 0 A_Explode(1,80)
	S1B1 D 2 A_Explode(1,80)
	//TNT1 A 0 A_SetScale(0.2)
	TNT1 A 0 A_FadeIn(0.1)
	TNT1 A 0 A_Explode(1,80)
	SPB2 E 2 A_Explode(1,80)
	TNT1 A 0 A_Explode(1,80)
	1SB2 E 2 A_Explode(1,80)
	TNT1 A 0 A_Explode(1,80)
	2SB2 E 2 A_Explode(1,80)
	//TNT1 A 0 A_SetScale(0.3)
	TNT1 A 0 A_FadeIn(0.1)
	TNT1 A 0 A_Explode(1,80)
	3SB3 F 2 A_Explode(1,80)
	TNT1 A 0 A_Explode(1,80)
	2SB3 F 2 A_Explode(1,80)
	TNT1 A 0 A_Explode(1,80)
	1SB3 F 2 A_Explode(1,80)
	//TNT1 A 0 A_SetScale(0.4)
	TNT1 A 0 A_FadeIn(0.1)
	TNT1 A 0 A_Explode(1,80)
	SPB4 H 2 A_Explode(1,80)
	TNT1 A 0 A_Explode(1,80)
	S1B4 H 2 A_Explode(1,80)
	TNT1 A 0 A_Explode(1,80)
	S2B4 H 2 A_Explode(1,80)
	//TNT1 A 0 A_SetScale(0.5)
	TNT1 A 0 A_FadeIn(0.1)
	TNT1 A 0 A_Explode(1,80)
	S3B5 I 2 A_Explode(1,80)
	TNT1 A 0 A_Explode(1,80)
	S2B5 I 2 A_Explode(1,80)
	TNT1 A 0 A_Explode(1,80)
	S1B5 I 2 A_Explode(1,80)
	//TNT1 A 0 A_SetScale(0.6)
	TNT1 A 0 A_FadeIn(0.1)
	TNT1 A 0 A_Explode(1,80)
	SPB6 H 2 A_Explode(1,80)
	TNT1 A 0 A_Explode(1,80)
	1SB6 H 2 A_Explode(1,80)
	TNT1 A 0 A_Explode(1,80)
	2SB6 H 2 A_Explode(1,80)
	TNT1 A 0 A_Explode(1,80)
	//TNT1 A 0 A_SetScale(0.7)
	3SB7 F 2 A_Explode(1,80)
	TNT1 A 0 A_Explode(1,80)
	2SB7 F 2 A_Explode(1,80)
	TNT1 A 0 A_Explode(1,80)
	1SB7 F 2 A_Explode(1,80)
	TNT1 A 0 A_Explode(1,80)
	//TNT1 A 0 A_SetScale(0.8)
	SPB8 E 2 A_Explode(1,80)
	TNT1 A 0 A_Explode(1,80)
	S1B8 E 2 A_Explode(1,80)
	TNT1 A 0 A_Explode(1,80)
	S2B8 E 2 A_Explode(1,80)
	TNT1 A 0 A_Explode(1,80)
	//TNT1 A 0 A_SetScale(0.9)
	S3B9 F 2 A_Explode(1,80)
	TNT1 A 0 A_Explode(1,80)
	S2B9 F 2 A_Explode(1,80)
	TNT1 A 0 A_Explode(1,80)
	S1B9 F 2 A_Explode(1,80)
	TNT1 A 0 A_Explode(1,80)
	//TNT1 A 0 A_SetScale(1.0)
	SPBG H 2 A_Explode(1,80)
	TNT1 A 0 A_Explode(1,80)
	1SBG H 2 A_Explode(1,80)
	TNT1 A 0 A_Explode(1,80)
	2SBG H 2 A_Explode(1,80)
	TNT1 A 0 A_Explode(1,80)
	3SBG I 2 A_Explode(1,80)
	TNT1 A 0 A_Explode(1,80)
	2SBG I 2 A_Explode(1,80)
	TNT1 A 0 A_Explode(1,80)
	1SBG I 2 A_Explode(1,80)
	TNT1 A 0 A_Explode(1,80)
	SPBG H 2 A_Explode(1,80)
	TNT1 A 0 A_Explode(1,80)
	S1BG H 2 A_Explode(1,80)
	TNT1 A 0 A_Explode(1,80)
	S2BG H 2 A_Explode(1,80)
	TNT1 A 0 A_Explode(1,80)
	S3BG F 2 A_Explode(1,80)
	TNT1 A 0 A_Explode(1,80)
	S2BG F 2 A_Explode(1,80)
	TNT1 A 0 A_Explode(1,80)
	S1BG F 2 A_Explode(1,80)
	TNT1 A 0 A_Explode(1,80)
	/////
	SPBG E 2 A_Explode(1,80)
	TNT1 A 0 A_Explode(1,80)
	1SBG E 2 A_Explode(1,80)
	TNT1 A 0 A_Explode(1,80)
	2SBG E 2 A_Explode(1,80)
	TNT1 A 0 A_Explode(1,80)
	3SBG F 2 A_Explode(1,80)
	TNT1 A 0 A_Explode(1,80)
	2SBG F 2 A_Explode(1,80)
	TNT1 A 0 A_Explode(1,80)
	1SBG F 2 A_Explode(1,80)
	TNT1 A 0 A_Explode(1,80)
	SPBG H 2 A_Explode(1,80)
	TNT1 A 0 A_Explode(1,80)
	S1BG H 2 A_Explode(1,80)
	TNT1 A 0 A_Explode(1,80)
	S2BG H 2 A_Explode(1,80)
	TNT1 A 0 A_Explode(1,80)
	S3BG I 2 A_Explode(1,80)
	TNT1 A 0 A_Explode(1,80)
	S2BG I 2 A_Explode(1,80)
	TNT1 A 0 A_Explode(1,80)
	S1BG I 2 A_Explode(1,80)
	TNT1 A 0 A_Explode(1,80)
	/////
	SPBG H 2 A_Explode(1,80)
	TNT1 A 0 A_Explode(1,80)
	1SBG H 2 A_Explode(1,80)
	TNT1 A 0 A_Explode(1,80)
	2SBG H 2 A_Explode(1,80)
	TNT1 A 0 A_Explode(1,80)
	3SBG F 2 A_Explode(1,80)
	TNT1 A 0 A_Explode(1,80)
	2SBG F 2 A_Explode(1,80)
	TNT1 A 0 A_Explode(1,80)
	1SBG F 2 A_Explode(1,80)
	TNT1 A 0 A_Explode(1,80)
	SPBG E 2 A_Explode(1,80)
	TNT1 A 0 A_Explode(1,80)
	S1BG E 2 A_Explode(1,80)
	TNT1 A 0 A_Explode(1,80)
	S2BG E 2 A_Explode(1,80)
	TNT1 A 0 A_Explode(1,80)
	S3BG F 2 A_Explode(1,80)
	TNT1 A 0 A_Explode(1,80)
	S2BG F 2 A_Explode(1,80)
	TNT1 A 0 A_Explode(1,80)
	S1BG F 2 A_Explode(1,80)
	TNT1 A 0 A_Explode(1,80)
	Goto Spawn4
	
  SpawnA:
    TNT1 A 0 A_Explode(1,80)
	3SB1 F 2 A_Explode(1,80)
	TNT1 A 0 A_Explode(1,80)
	2SB1 F 2 A_Explode(1,80)
	TNT1 A 0 A_Explode(1,80)
	1SB1 F 2 A_Explode(1,80)
	TNT1 A 0 A_Explode(1,80)
	//TNT1 A 0 A_SetScale(0.2)
	TNT1 A 0 A_FadeIn(0.1)
	SPB2 H 2 A_Explode(1,80)
	TNT1 A 0 A_Explode(1,80)
	S1B2 H 2 A_Explode(1,80)
	TNT1 A 0 A_Explode(1,80)
	S2B2 H 2 A_Explode(1,80)
	TNT1 A 0 A_Explode(1,80)
	//TNT1 A 0 A_SetScale(0.3)
	TNT1 A 0 A_FadeIn(0.1)
	S3B3 I 2 A_Explode(1,80)
	TNT1 A 0 A_Explode(1,80)
	S2B3 I 2 A_Explode(1,80)
	TNT1 A 0 A_Explode(1,80)
	S1B3 I 2 A_Explode(1,80)
	TNT1 A 0 A_Explode(1,80)
	//TNT1 A 0 A_SetScale(0.4)
	TNT1 A 0 A_FadeIn(0.1)
	SPB4 H 2 A_Explode(1,80)
	TNT1 A 0 A_Explode(1,80)
	1SB4 H 2 A_Explode(1,80)
	TNT1 A 0 A_Explode(1,80)
	2SB4 H 2 A_Explode(1,80)
	TNT1 A 0 A_Explode(1,80)
	//TNT1 A 0 A_SetScale(0.5)
	TNT1 A 0 A_FadeIn(0.1)
	3SB5 F 2 A_Explode(1,80)
	TNT1 A 0 A_Explode(1,80)
	2SB5 F 2 A_Explode(1,80)
	TNT1 A 0 A_Explode(1,80)
	1SB5 F 2 A_Explode(1,80)
	TNT1 A 0 A_Explode(1,80)
	//TNT1 A 0 A_SetScale(0.6)
	TNT1 A 0 A_FadeIn(0.1)
	SPB6 E 2 A_Explode(1,80)
	TNT1 A 0 A_Explode(1,80)
	S1B6 E 2 A_Explode(1,80)
	TNT1 A 0 A_Explode(1,80)
	S2B6 E 2 A_Explode(1,80)
	TNT1 A 0 A_Explode(1,80)
	//TNT1 A 0 A_SetScale(0.7)
	S3B7 F 2 A_Explode(1,80)
	TNT1 A 0 A_Explode(1,80)
	S2B7 F 2 A_Explode(1,80)
	TNT1 A 0 A_Explode(1,80)
	S1B7 F 2 A_Explode(1,80)
	TNT1 A 0 A_Explode(1,80)
	//TNT1 A 0 A_SetScale(0.8)
	SPB8 H 2 A_Explode(1,80)
	TNT1 A 0 A_Explode(1,80)
	1SB8 H 2 A_Explode(1,80)
	TNT1 A 0 A_Explode(1,80)
	2SB8 H 2 A_Explode(1,80)
	TNT1 A 0 A_Explode(1,80)
	//TNT1 A 0 A_SetScale(0.9)
	3SB9 I 2 A_Explode(1,80)
	TNT1 A 0 A_Explode(1,80)
	2SB9 I 2 A_Explode(1,80)
	TNT1 A 0 A_Explode(1,80)
	1SB9 I 2 A_Explode(1,80)
	TNT1 A 0 A_Explode(1,80)
	//TNT1 A 0 A_SetScale(1.0)
	SPBG H 2 A_Explode(1,80)
	TNT1 A 0 A_Explode(1,80)
	S1BG H 2 A_Explode(1,80)
	TNT1 A 0 A_Explode(1,80)
	S2BG H 2 A_Explode(1,80)
	TNT1 A 0 A_Explode(1,80)
	S3BG F 2 A_Explode(1,80)
	TNT1 A 0 A_Explode(1,80)
	S2BG F 2 A_Explode(1,80)
	TNT1 A 0 A_Explode(1,80)
	S1BG F 2 A_Explode(1,80)
	TNT1 A 0 A_Explode(1,80)
	SPBG E 2 A_Explode(1,80)
	TNT1 A 0 A_Explode(1,80)
	1SBG E 2 A_Explode(1,80)
	TNT1 A 0 A_Explode(1,80)
	3SBG E 2 A_Explode(1,80)
	TNT1 A 0 A_Explode(1,80)
	3SBG F 2 A_Explode(1,80)
	TNT1 A 0 A_Explode(1,80)
	2SBG F 2 A_Explode(1,80)
	TNT1 A 0 A_Explode(1,80)
	1SBG F 2 A_Explode(1,80)
	TNT1 A 0 A_Explode(1,80)
	/////
	SPBG H 2 A_Explode(1,80)
	TNT1 A 0 A_Explode(1,80)
	S1BG H 2 A_Explode(1,80)
	TNT1 A 0 A_Explode(1,80)
	S2BG H 2 A_Explode(1,80)
	TNT1 A 0 A_Explode(1,80)
	S3BG I 2 A_Explode(1,80)
	TNT1 A 0 A_Explode(1,80)
	S2BG I 2 A_Explode(1,80)
	TNT1 A 0 A_Explode(1,80)
	S1BG I 2 A_Explode(1,80)
	TNT1 A 0 A_Explode(1,80)
	SPBG H 2 A_Explode(1,80)
	TNT1 A 0 A_Explode(1,80)
	1SBG H 2 A_Explode(1,80)
	TNT1 A 0 A_Explode(1,80)
	2SBG H 2 A_Explode(1,80)
	TNT1 A 0 A_Explode(1,80)
	3SBG F 2 A_Explode(1,80)
	TNT1 A 0 A_Explode(1,80)
	2SBG F 2 A_Explode(1,80)
	TNT1 A 0 A_Explode(1,80)
	1SBG F 2 A_Explode(1,80)
	TNT1 A 0 A_Explode(1,80)
	/////
	SPBG E 2 A_Explode(1,80)
	TNT1 A 0 A_Explode(1,80)
	S1BG E 2 A_Explode(1,80)
	TNT1 A 0 A_Explode(1,80)
	S2BG E 2 A_Explode(1,80)
	TNT1 A 0 A_Explode(1,80)
	S3BG F 2 A_Explode(1,80)
	TNT1 A 0 A_Explode(1,80)
	S2BG F 2 A_Explode(1,80)
	TNT1 A 0 A_Explode(1,80)
	S1BG F 2 A_Explode(1,80)
	TNT1 A 0 A_Explode(1,80)
	SPBG H 2 A_Explode(1,80)
	TNT1 A 0 A_Explode(1,80)
	1SBG H 2 A_Explode(1,80)
	TNT1 A 0 A_Explode(1,80)
	2SBG H 2 A_Explode(1,80)
	TNT1 A 0 A_Explode(1,80)
	3SBG I 2 A_Explode(1,80)
	TNT1 A 0 A_Explode(1,80)
	2SBG I 2 A_Explode(1,80)
	TNT1 A 0 A_Explode(1,80)
	1SBG I 2 A_Explode(1,80)
	TNT1 A 0 A_Explode(1,80)
	Goto Spawn6
	
  SpawnB:
    TNT1 A 0 A_Explode(1,80)
	SPB1 H 2 A_Explode(1,80)
	TNT1 A 0 A_Explode(1,80)
	S1B1 H 2 A_Explode(1,80)
	TNT1 A 0 A_Explode(1,80)
	S2B1 H 2 A_Explode(1,80)
	TNT1 A 0 A_Explode(1,80)
	//TNT1 A 0 A_SetScale(0.2)
	TNT1 A 0 A_FadeIn(0.1)
	S3B2 I 2 A_Explode(1,80)
	TNT1 A 0 A_Explode(1,80)
	S2B2 I 2 A_Explode(1,80)
	TNT1 A 0 A_Explode(1,80)
	S1B2 I 2 A_Explode(1,80)
	TNT1 A 0 A_Explode(1,80)
	//TNT1 A 0 A_SetScale(0.3)
	TNT1 A 0 A_FadeIn(0.1)
	SPB3 H 2 A_Explode(1,80)
	TNT1 A 0 A_Explode(1,80)
	1SB3 H 2 A_Explode(1,80)
	TNT1 A 0 A_Explode(1,80)
	2SB3 H 2 A_Explode(1,80)
	TNT1 A 0 A_Explode(1,80)
	//TNT1 A 0 A_SetScale(0.4)
	TNT1 A 0 A_FadeIn(0.1)
	3SB4 F 2 A_Explode(1,80)
	TNT1 A 0 A_Explode(1,80)
	2SB4 F 2 A_Explode(1,80)
	TNT1 A 0 A_Explode(1,80)
	1SB4 F 2 A_Explode(1,80)
	TNT1 A 0 A_Explode(1,80)
	//TNT1 A 0 A_SetScale(0.5)
	TNT1 A 0 A_FadeIn(0.1)
	SPB5 E 2 A_Explode(1,80)
	TNT1 A 0 A_Explode(1,80)
	S1B5 E 2 A_Explode(1,80)
	TNT1 A 0 A_Explode(1,80)
	S2B5 E 2 A_Explode(1,80)
	TNT1 A 0 A_Explode(1,80)
	//TNT1 A 0 A_SetScale(0.6)
	TNT1 A 0 A_FadeIn(0.1)
	S3B6 F 2 A_Explode(1,80)
	TNT1 A 0 A_Explode(1,80)
	S2B6 F 2 A_Explode(1,80)
	TNT1 A 0 A_Explode(1,80)
	S1B6 F 2 A_Explode(1,80)
	TNT1 A 0 A_Explode(1,80)
	//TNT1 A 0 A_SetScale(0.7)
	SPB7 H 2 A_Explode(1,80)
	TNT1 A 0 A_Explode(1,80)
	1SB7 H 2 A_Explode(1,80)
	TNT1 A 0 A_Explode(1,80)
	2SB7 H 2 A_Explode(1,80)
	TNT1 A 0 A_Explode(1,80)
	//TNT1 A 0 A_SetScale(0.8)
	TNT1 A 0 A_Explode(1,80)
	3SB8 I 2 A_Explode(1,80)
	TNT1 A 0 A_Explode(1,80)
	2SB8 I 2 A_Explode(1,80)
	TNT1 A 0 A_Explode(1,80)
	1SB8 I 2 A_Explode(1,80)
	TNT1 A 0 A_Explode(1,80)
	//TNT1 A 0 A_SetScale(0.9)
	SPB9 H 2 A_Explode(1,80)
	TNT1 A 0 A_Explode(1,80)
	S1B9 H 2 A_Explode(1,80)
	TNT1 A 0 A_Explode(1,80)
	S2B9 H 2 A_Explode(1,80)
	TNT1 A 0 A_Explode(1,80)
	//TNT1 A 0 A_SetScale(1.0)
	S3BG F 2 A_Explode(1,80)
	TNT1 A 0 A_Explode(1,80)
	S2BG F 2 A_Explode(1,80)
	TNT1 A 0 A_Explode(1,80)
	S1BG F 2 A_Explode(1,80)
	TNT1 A 0 A_Explode(1,80)
	SPBG E 2 A_Explode(1,80)
	TNT1 A 0 A_Explode(1,80)
	1SBG E 2 A_Explode(1,80)
	TNT1 A 0 A_Explode(1,80)
	2SBG E 2 A_Explode(1,80)
	TNT1 A 0 A_Explode(1,80)
	3SBG F 2 A_Explode(1,80)
	TNT1 A 0 A_Explode(1,80)
	2SBG F 2 A_Explode(1,80)
	TNT1 A 0 A_Explode(1,80)
	1SBG F 2 A_Explode(1,80)
	TNT1 A 0 A_Explode(1,80)
	SPBG H 2 A_Explode(1,80)
	TNT1 A 0 A_Explode(1,80)
	S1BG H 2 A_Explode(1,80)
	TNT1 A 0 A_Explode(1,80)
	S2BG H 2 A_Explode(1,80)
	TNT1 A 0 A_Explode(1,80)
	/////
	S3BG I 2 A_Explode(1,80)
	TNT1 A 0 A_Explode(1,80)
	S2BG I 2 A_Explode(1,80)
	TNT1 A 0 A_Explode(1,80)
	S1BG I 2 A_Explode(1,80)
	TNT1 A 0 A_Explode(1,80)
	SPBG H 2 A_Explode(1,80)
	TNT1 A 0 A_Explode(1,80)
	1SBG H 2 A_Explode(1,80)
	TNT1 A 0 A_Explode(1,80)
	2SBG H 2 A_Explode(1,80)
	TNT1 A 0 A_Explode(1,80)
	3SBG F 2 A_Explode(1,80)
	TNT1 A 0 A_Explode(1,80)
	2SBG F 2 A_Explode(1,80)
	TNT1 A 0 A_Explode(1,80)
	1SBG F 2 A_Explode(1,80)
	TNT1 A 0 A_Explode(1,80)
	SPBG E 2 A_Explode(1,80)
	TNT1 A 0 A_Explode(1,80)
	S1BG E 2 A_Explode(1,80)
	TNT1 A 0 A_Explode(1,80)
	S2BG E 2 A_Explode(1,80)
	TNT1 A 0 A_Explode(1,80)
	/////
	S3BG F 2 A_Explode(1,80)
	TNT1 A 0 A_Explode(1,80)
	S2BG F 2 A_Explode(1,80)
	TNT1 A 0 A_Explode(1,80)
	S1BG F 2 A_Explode(1,80)
	TNT1 A 0 A_Explode(1,80)
	SPBG H 2 A_Explode(1,80)
	TNT1 A 0 A_Explode(1,80)
	1SBG H 2 A_Explode(1,80)
	TNT1 A 0 A_Explode(1,80)
	2SBG H 2 A_Explode(1,80)
	TNT1 A 0 A_Explode(1,80)
	3SBG I 2 A_Explode(1,80)
	TNT1 A 0 A_Explode(1,80)
	2SBG I 2 A_Explode(1,80)
	TNT1 A 0 A_Explode(1,80)
	1SBG I 2 A_Explode(1,80)
	TNT1 A 0 A_Explode(1,80)
	SPBG H 2 A_Explode(1,80)
	TNT1 A 0 A_Explode(1,80)
	S1BG H 2 A_Explode(1,80)
	TNT1 A 0 A_Explode(1,80)
	S2BG H 2 A_Explode(1,80)
	TNT1 A 0 A_Explode(1,80)
	Goto Spawn7
	
  Spawn2:
    TNT1 A 0 A_TakeInventory("Cloud13",1)
	TNT1 A 0 A_GiveInventory("Cloud2",1)
	TNT1 A 0 A_Explode(1,80)
	SPBG E 2 A_Explode(1,80)
	TNT1 A 0 A_Explode(1,80)
	S1BG E 2 A_Explode(1,80)
	TNT1 A 0 A_Explode(1,80)
	S2BG E 2 A_Explode(1,80)
	SPBG E 0 A_Jump(90,"Spawn3")
	TNT1 A 0 A_GiveInventory("Poisonbagcheckitem",1)
	SPBG E 0 A_JumpIfInventory("Poisonbagcheckitem",20,"Death")
	Goto Spawn3
  Spawn3:
	TNT1 A 0 A_TakeInventory("Cloud2",1)
	TNT1 A 0 A_GiveInventory("Cloud3",1)
	TNT1 A 0 A_Explode(1,80)
	S3BG F 2 A_Explode(1,80)
	TNT1 A 0 A_Explode(1,80)
	S2BG F 2 A_Explode(1,80)
	TNT1 A 0 A_Explode(1,80)
	S1BG F 2 A_Explode(1,80)
	SPBG F 0 A_Jump(90,"Spawn4")
	TNT1 A 0 A_GiveInventory("Poisonbagcheckitem",1)
	SPBG E 0 A_JumpIfInventory("Poisonbagcheckitem",20,"Death")
	Goto Spawn4
  Spawn4:
	TNT1 A 0 A_TakeInventory("Cloud3",1)
	TNT1 A 0 A_GiveInventory("Cloud4",1)
	TNT1 A 0 A_Explode(1,80)
	SPBG H 2 A_Explode(1,80)
	TNT1 A 0 A_Explode(1,80)
	1SBG H 2 A_Explode(1,80)
	TNT1 A 0 A_Explode(1,80)
	2SBG H 2 A_Explode(1,80)
	SPBG H 0 A_Jump(90,"Spawn5")
	TNT1 A 0 A_GiveInventory("Poisonbagcheckitem",1)
	SPBG E 0 A_JumpIfInventory("Poisonbagcheckitem",20,"Death")
	Goto Spawn5
  Spawn5:
	TNT1 A 0 A_TakeInventory("Cloud4",1)
	TNT1 A 0 A_GiveInventory("Cloud5",1)
	TNT1 A 0 A_Explode(1,80)
	3SBG I 2 A_Explode(1,80)
	TNT1 A 0 A_Explode(1,80)
	2SBG I 2 A_Explode(1,80)
	TNT1 A 0 A_Explode(1,80)
	1SBG I 2 A_Explode(1,80)
	SPBG I 0 A_Jump(90,"Spawn6")
	TNT1 A 0 A_GiveInventory("Poisonbagcheckitem",1)
	SPBG E 0 A_JumpIfInventory("Poisonbagcheckitem",20,"Death")
	Goto Spawn6
  Spawn6:
	TNT1 A 0 A_TakeInventory("Cloud5",1)
	TNT1 A 0 A_GiveInventory("Cloud6",1)
	TNT1 A 0 A_Explode(1,80)
	SPBG H 2 A_Explode(1,80)
	TNT1 A 0 A_Explode(1,80)
	S1BG H 2 A_Explode(1,80)
	TNT1 A 0 A_Explode(1,80)
	S2BG H 2 A_Explode(1,80)
	SPBG H 0 A_Jump(90,"Spawn7")
	TNT1 A 0 A_GiveInventory("Poisonbagcheckitem",1)
	SPBG E 0 A_JumpIfInventory("Poisonbagcheckitem",20,"Death")
	Goto Spawn7
  Spawn7:
	TNT1 A 0 A_TakeInventory("Cloud6",1)
	TNT1 A 0 A_GiveInventory("Cloud7",1)
	TNT1 A 0 A_Explode(1,80)
	S3BG F 2 A_Explode(1,80)
	TNT1 A 0 A_Explode(1,80)
	S2BG F 2 A_Explode(1,80)
	TNT1 A 0 A_Explode(1,80)
	S1BG F 2 A_Explode(1,80)
	SPBG F 0 A_Jump(90,"Spawn8")
	TNT1 A 0 A_GiveInventory("Poisonbagcheckitem",1)
	SPBG E 0 A_JumpIfInventory("Poisonbagcheckitem",20,"Death")
	Goto Spawn8
  Spawn8:
	TNT1 A 0 A_TakeInventory("Cloud7",1)
	TNT1 A 0 A_GiveInventory("Cloud8",1)
	TNT1 A 0 A_Explode(1,80)
	SPBG E 2 A_Explode(1,80)
	TNT1 A 0 A_Explode(1,80)
	1SBG E 2 A_Explode(1,80)
	TNT1 A 0 A_Explode(1,80)
	2SBG E 2 A_Explode(1,80)
	SPBG F 0 A_Jump(90,"Spawn9")
	TNT1 A 0 A_GiveInventory("Poisonbagcheckitem",1)
	SPBG E 0 A_JumpIfInventory("Poisonbagcheckitem",20,"Death")
	Goto Spawn9
  Spawn9:
	TNT1 A 0 A_TakeInventory("Cloud8",1)
	TNT1 A 0 A_GiveInventory("Cloud9",1)
	TNT1 A 0 A_Explode(1,80)
	3SBG F 2 A_Explode(1,80)
	TNT1 A 0 A_Explode(1,80)
	2SBG F 2 A_Explode(1,80)
	TNT1 A 0 A_Explode(1,80)
	1SBG F 2 A_Explode(1,80)
	SPBG F 0 A_Jump(90,"Spawn10")
	TNT1 A 0 A_GiveInventory("Poisonbagcheckitem",1)
	SPBG E 0 A_JumpIfInventory("Poisonbagcheckitem",20,"Death")
	Goto Spawn10
  Spawn10:
	TNT1 A 0 A_TakeInventory("Cloud9",1)
	TNT1 A 0 A_GiveInventory("Cloud10",1)
	TNT1 A 0 A_Explode(1,80)
	SPBG H 2 A_Explode(1,80)
	TNT1 A 0 A_Explode(1,80)
	S1BG H 2 A_Explode(1,80)
	TNT1 A 0 A_Explode(1,80)
	S2BG H 2 A_Explode(1,80)
	SPBG F 0 A_Jump(90,"Spawn11")
	TNT1 A 0 A_GiveInventory("Poisonbagcheckitem",1)
	SPBG E 0 A_JumpIfInventory("Poisonbagcheckitem",20,"Death")
	Goto Spawn11
  Spawn11:
	TNT1 A 0 A_TakeInventory("Cloud10",1)
	TNT1 A 0 A_GiveInventory("Cloud11",1)
	TNT1 A 0 A_Explode(1,80)
	S3BG I 2 A_Explode(1,80)
	TNT1 A 0 A_Explode(1,80)
	S2BG I 2 A_Explode(1,80)
	TNT1 A 0 A_Explode(1,80)
	S1BG I 2 A_Explode(1,80)
	SPBG F 0 A_Jump(90,"Spawn12")
	TNT1 A 0 A_GiveInventory("Poisonbagcheckitem",1)
	SPBG E 0 A_JumpIfInventory("Poisonbagcheckitem",20,"Death")
	Goto Spawn12
  Spawn12:
	TNT1 A 0 A_TakeInventory("Cloud11",1)
	TNT1 A 0 A_GiveInventory("Cloud12",1)
	TNT1 A 0 A_Explode(1,80)
	SPBG H 2 A_Explode(1,80)
	TNT1 A 0 A_Explode(1,80)
	1SBG H 2 A_Explode(1,80)
	TNT1 A 0 A_Explode(1,80)
	2SBG H 2 A_Explode(1,80)
	SPBG F 0 A_Jump(90,"Spawn13")
	TNT1 A 0 A_GiveInventory("Poisonbagcheckitem",1)
	SPBG E 0 A_JumpIfInventory("Poisonbagcheckitem",20,"Death")
	Goto Spawn13
  Spawn13:
	TNT1 A 0 A_TakeInventory("Cloud12",1)
	TNT1 A 0 A_GiveInventory("Cloud13",1)
	TNT1 A 0 A_Explode(1,80)
	3SBG F 2 A_Explode(1,80)
	TNT1 A 0 A_Explode(1,80)
	2SBG F 2 A_Explode(1,80)
	TNT1 A 0 A_Explode(1,80)
	1SBG F 2 A_Explode(1,80)
	SPBG F 0 A_Jump(90,"Spawn2")
	TNT1 A 0 A_GiveInventory("Poisonbagcheckitem",1)
	SPBG E 0 A_JumpIfInventory("Poisonbagcheckitem",20,"Death")
	Goto Spawn2
  Death:
	TNT1 A 0
	TNT1 A 0 A_JumpIfInventory("Cloud2",1,"Death3")
	TNT1 A 0 A_JumpIfInventory("Cloud3",1,"Death4")
	TNT1 A 0 A_JumpIfInventory("Cloud4",1,"Death5")
	TNT1 A 0 A_JumpIfInventory("Cloud5",1,"Death6")
	TNT1 A 0 A_JumpIfInventory("Cloud6",1,"Death7")
	TNT1 A 0 A_JumpIfInventory("Cloud7",1,"Death8")
	TNT1 A 0 A_JumpIfInventory("Cloud8",1,"Death9")
	TNT1 A 0 A_JumpIfInventory("Cloud9",1,"Death10")
	TNT1 A 0 A_JumpIfInventory("Cloud10",1,"Death11")
	TNT1 A 0 A_JumpIfInventory("Cloud11",1,"Death12")
	TNT1 A 0 A_JumpIfInventory("Cloud12",1,"Death13")
	TNT1 A 0 A_JumpIfInventory("Cloud13",1,"Death2")
	Goto Death2
  Death2:
    TNT1 A 0 A_FadeOut(0.01)
	TNT1 A 0 A_Explode(1,80)
	SPBG E 2 A_Explode(1,80)
	TNT1 A 0 A_FadeOut(0.01)
	TNT1 A 0 A_Explode(1,80)
	S1BG E 2 A_Explode(1,80)
	TNT1 A 0 A_FadeOut(0.01)
	TNT1 A 0 A_Explode(1,80)
	S2BG E 2 A_Explode(1,80)
	Goto Death3
  Death3:
	TNT1 A 0 A_FadeOut(0.01)
	TNT1 A 0 A_Explode(1,80)
	S3BG F 2 A_Explode(1,80)
	TNT1 A 0 A_FadeOut(0.01)
	TNT1 A 0 A_Explode(1,80)
	S2BG F 2 A_Explode(1,80)
	TNT1 A 0 A_FadeOut(0.01)
	TNT1 A 0 A_Explode(1,80)
	S1BG F 2 A_Explode(1,80)
	Goto Death4
  Death4:
	TNT1 A 0 A_FadeOut(0.01)
	TNT1 A 0 A_Explode(1,80)
	SPBG H 2 A_Explode(1,80)
	TNT1 A 0 A_FadeOut(0.01)
	TNT1 A 0 A_Explode(1,80)
	1SBG H 2 A_Explode(1,80)
	TNT1 A 0 A_FadeOut(0.01)
	TNT1 A 0 A_Explode(1,80)
	2SBG H 2 A_Explode(1,80)
	Goto Death5
  Death5:
	TNT1 A 0 A_FadeOut(0.01)
	TNT1 A 0 A_Explode(1,80)
	3SBG I 2 A_Explode(1,80)
	TNT1 A 0 A_FadeOut(0.01)
	TNT1 A 0 A_Explode(1,80)
	2SBG I 2 A_Explode(1,80)
	TNT1 A 0 A_FadeOut(0.01)
	TNT1 A 0 A_Explode(1,80)
	1SBG I 2 A_Explode(1,80)
	Goto Death6
  Death6:
	TNT1 A 0 A_FadeOut(0.01)
	TNT1 A 0 A_Explode(1,80)
	SPBG H 2 A_Explode(1,80)
	TNT1 A 0 A_FadeOut(0.01)
	TNT1 A 0 A_Explode(1,80)
	S1BG H 2 A_Explode(1,80)
	TNT1 A 0 A_FadeOut(0.01)
	TNT1 A 0 A_Explode(1,80)
	S2BG H 2 A_Explode(1,80)
	Goto Death7
  Death7:
	TNT1 A 0 A_FadeOut(0.01)
	TNT1 A 0 A_Explode(1,80)
	S3BG F 2 A_Explode(1,80)
	TNT1 A 0 A_FadeOut(0.01)
	TNT1 A 0 A_Explode(1,80)
	S2BG F 2 A_Explode(1,80)
	TNT1 A 0 A_FadeOut(0.01)
	TNT1 A 0 A_Explode(1,80)
	S1BG F 2 A_Explode(1,80)
	Goto Death8
  Death8:
	TNT1 A 0 A_FadeOut(0.01)
	TNT1 A 0 A_Explode(1,80)
	SPBG E 2 A_Explode(1,80)
	TNT1 A 0 A_FadeOut(0.01)
	TNT1 A 0 A_Explode(1,80)
	1SBG E 2 A_Explode(1,80)
	TNT1 A 0 A_FadeOut(0.01)
	TNT1 A 0 A_Explode(1,80)
	2SBG E 2 A_Explode(1,80)
	Goto Death9
  Death9:
	TNT1 A 0 A_FadeOut(0.01)
	TNT1 A 0 A_Explode(1,80)
	3SBG F 2 A_Explode(1,80)
	TNT1 A 0 A_FadeOut(0.01)
	TNT1 A 0 A_Explode(1,80)
	2SBG F 2 A_Explode(1,80)
	TNT1 A 0 A_FadeOut(0.01)
	TNT1 A 0 A_Explode(1,80)
	1SBG F 2 A_Explode(1,80)
	Goto Death10
  Death10:
	TNT1 A 0 A_FadeOut(0.01)
	TNT1 A 0 A_Explode(1,80)
	SPBG H 2 A_Explode(1,80)
	TNT1 A 0 A_FadeOut(0.01)
	TNT1 A 0 A_Explode(1,80)
	S1BG H 2 A_Explode(1,80)
	TNT1 A 0 A_FadeOut(0.01)
	TNT1 A 0 A_Explode(1,80)
	S2BG H 2 A_Explode(1,80)
	Goto Death11
  Death11:
	TNT1 A 0 A_FadeOut(0.01)
	TNT1 A 0 A_Explode(1,80)
	S3BG I 2 A_Explode(1,80)
	TNT1 A 0 A_FadeOut(0.01)
	TNT1 A 0 A_Explode(1,80)
	S2BG I 2 A_Explode(1,80)
	TNT1 A 0 A_FadeOut(0.01)
	TNT1 A 0 A_Explode(1,80)
	S1BG I 2 A_Explode(1,80)
	Goto Death12
  Death12:
	TNT1 A 0 A_FadeOut(0.01)
	TNT1 A 0 A_Explode(1,80)
	SPBG H 2 A_Explode(1,80)
	TNT1 A 0 A_FadeOut(0.01)
	TNT1 A 0 A_Explode(1,80)
	1SBG H 2 A_Explode(1,80)
	TNT1 A 0 A_FadeOut(0.01)
	TNT1 A 0 A_Explode(1,80)
	2SBG H 2 A_Explode(1,80)
	Goto Death13
  Death13:
	TNT1 A 0 A_FadeOut(0.01)
	TNT1 A 0 A_Explode(1,80)
	3SBG F 2 A_Explode(1,80)
	TNT1 A 0 A_FadeOut(0.01)
	TNT1 A 0 A_Explode(1,80)
	2SBG F 2 A_Explode(1,80)
	TNT1 A 0 A_FadeOut(0.01)
	TNT1 A 0 A_Explode(1,80)
	1SBG F 2 A_Explode(1,80)
	Goto Death2
  }
}

ACTOR GasCloudCoop //: PoisonCloud
{
  +NOBLOCKMONST
  +THRUACTORS
  +NOBLOCKMAP
  +NOTELEPORT
  -DROPOFF
  -NOGRAVITY
  -SOLID
  +BRIGHT
  //-BLOCKEDBYSOLIDACTORS
  RenderStyle "Add"
  Alpha 0.1
  //Scale 0.1
  DamageType "GasShellDamagePlayer"
  States
  {
  Spawn:
    TNT1 A 0 
	TNT1 A 0 
	TNT1 A 0 A_ScaleVelocity(0.3)
	TNT1 A 1 A_Jump(170,"SpawnA","SpawnB")
	//TNT1 A 0 A_Explode(1,80)
	S3B1 D 2 //A_Explode(1,80)
	//TNT1 A 0 A_Explode(1,80)
	S2B1 D 2 //A_Explode(1,80)
	//TNT1 A 0 A_Explode(1,80)
	S1B1 D 2 //A_Explode(1,80)
	//TNT1 A 0 A_SetScale(0.2)
	TNT1 A 0 A_FadeIn(0.1)
	//TNT1 A 0 A_Explode(1,80)
	SPB2 E 2 //A_Explode(1,80)
	//TNT1 A 0 A_Explode(1,80)
	1SB2 E 2 //A_Explode(1,80)
	//TNT1 A 0 A_Explode(1,80)
	2SB2 E 2 //A_Explode(1,80)
	//TNT1 A 0 A_SetScale(0.3)
	TNT1 A 0 A_FadeIn(0.1)
	//TNT1 A 0 A_Explode(1,80)
	3SB3 F 2 //A_Explode(1,80)
	//TNT1 A 0 A_Explode(1,80)
	2SB3 F 2 //A_Explode(1,80)
	//TNT1 A 0 A_Explode(1,80)
	1SB3 F 2 //A_Explode(1,80)
	//TNT1 A 0 A_SetScale(0.4)
	TNT1 A 0 A_FadeIn(0.1)
	//TNT1 A 0 A_Explode(1,80)
	SPB4 H 2 //A_Explode(1,80)
	//TNT1 A 0 A_Explode(1,80)
	S1B4 H 2 //A_Explode(1,80)
	//TNT1 A 0 A_Explode(1,80)
	S2B4 H 2 //A_Explode(1,80)
	//TNT1 A 0 A_SetScale(0.5)
	TNT1 A 0 A_FadeIn(0.1)
	//TNT1 A 0 A_Explode(1,80)
	S3B5 I 2 //A_Explode(1,80)
	//TNT1 A 0 A_Explode(1,80)
	S2B5 I 2 //A_Explode(1,80)
	//TNT1 A 0 A_Explode(1,80)
	S1B5 I 2 //A_Explode(1,80)
	//TNT1 A 0 A_SetScale(0.6)
	TNT1 A 0 A_FadeIn(0.1)
	//TNT1 A 0 A_Explode(1,80)
	SPB6 H 2 //A_Explode(1,80)
	//TNT1 A 0 A_Explode(1,80)
	1SB6 H 2 //A_Explode(1,80)
	//TNT1 A 0 A_Explode(1,80)
	2SB6 H 2 //A_Explode(1,80)
	//TNT1 A 0 A_Explode(1,80)
	//TNT1 A 0 A_SetScale(0.7)
	3SB7 F 2 //A_Explode(1,80)
	//TNT1 A 0 A_Explode(1,80)
	2SB7 F 2 //A_Explode(1,80)
	//TNT1 A 0 A_Explode(1,80)
	1SB7 F 2 //A_Explode(1,80)
	//TNT1 A 0 A_Explode(1,80)
	//TNT1 A 0 A_SetScale(0.8)
	SPB8 E 2 //A_Explode(1,80)
	//TNT1 A 0 A_Explode(1,80)
	S1B8 E 2 //A_Explode(1,80)
	//TNT1 A 0 A_Explode(1,80)
	S2B8 E 2 //A_Explode(1,80)
	//TNT1 A 0 A_Explode(1,80)
	//TNT1 A 0 A_SetScale(0.9)
	S3B9 F 2 //A_Explode(1,80)
	//TNT1 A 0 A_Explode(1,80)
	S2B9 F 2 //A_Explode(1,80)
	//TNT1 A 0 A_Explode(1,80)
	S1B9 F 2 //A_Explode(1,80)
	//TNT1 A 0 A_Explode(1,80)
	//TNT1 A 0 A_SetScale(1.0)
	SPBG H 2 //A_Explode(1,80)
	//TNT1 A 0 A_Explode(1,80)
	1SBG H 2 //A_Explode(1,80)
	//TNT1 A 0 A_Explode(1,80)
	2SBG H 2 //A_Explode(1,80)
	//TNT1 A 0 A_Explode(1,80)
	3SBG I 2 //A_Explode(1,80)
	//TNT1 A 0 A_Explode(1,80)
	2SBG I 2 //A_Explode(1,80)
	//TNT1 A 0 A_Explode(1,80)
	1SBG I 2 //A_Explode(1,80)
	//TNT1 A 0 A_Explode(1,80)
	SPBG H 2 //A_Explode(1,80)
	//TNT1 A 0 A_Explode(1,80)
	S1BG H 2 //A_Explode(1,80)
	//TNT1 A 0 A_Explode(1,80)
	S2BG H 2 //A_Explode(1,80)
	//TNT1 A 0 A_Explode(1,80)
	S3BG F 2 //A_Explode(1,80)
	//TNT1 A 0 A_Explode(1,80)
	S2BG F 2 //A_Explode(1,80)
	//TNT1 A 0 A_Explode(1,80)
	S1BG F 2 //A_Explode(1,80)
	//TNT1 A 0 A_Explode(1,80)
	/////
	SPBG E 2 //A_Explode(1,80)
	//TNT1 A 0 A_Explode(1,80)
	1SBG E 2 //A_Explode(1,80)
	//TNT1 A 0 A_Explode(1,80)
	2SBG E 2 //A_Explode(1,80)
	//TNT1 A 0 A_Explode(1,80)
	3SBG F 2 //A_Explode(1,80)
	//TNT1 A 0 A_Explode(1,80)
	2SBG F 2 //A_Explode(1,80)
	//TNT1 A 0 A_Explode(1,80)
	1SBG F 2 //A_Explode(1,80)
	//TNT1 A 0 A_Explode(1,80)
	SPBG H 2 //A_Explode(1,80)
	//TNT1 A 0 A_Explode(1,80)
	S1BG H 2 //A_Explode(1,80)
	//TNT1 A 0 A_Explode(1,80)
	S2BG H 2 //A_Explode(1,80)
	//TNT1 A 0 A_Explode(1,80)
	S3BG I 2 //A_Explode(1,80)
	//TNT1 A 0 A_Explode(1,80)
	S2BG I 2 //A_Explode(1,80)
	//TNT1 A 0 A_Explode(1,80)
	S1BG I 2 //A_Explode(1,80)
	//TNT1 A 0 A_Explode(1,80)
	/////
	SPBG H 2 //A_Explode(1,80)
	//TNT1 A 0 A_Explode(1,80)
	1SBG H 2 //A_Explode(1,80)
	//TNT1 A 0 A_Explode(1,80)
	2SBG H 2 //A_Explode(1,80)
	//TNT1 A 0 A_Explode(1,80)
	3SBG F 2 //A_Explode(1,80)
	//TNT1 A 0 A_Explode(1,80)
	2SBG F 2 //A_Explode(1,80)
	//TNT1 A 0 A_Explode(1,80)
	1SBG F 2 //A_Explode(1,80)
	//TNT1 A 0 A_Explode(1,80)
	SPBG E 2 //A_Explode(1,80)
	//TNT1 A 0 A_Explode(1,80)
	S1BG E 2 //A_Explode(1,80)
	//TNT1 A 0 A_Explode(1,80)
	S2BG E 2 //A_Explode(1,80)
	//TNT1 A 0 A_Explode(1,80)
	S3BG F 2 //A_Explode(1,80)
	//TNT1 A 0 A_Explode(1,80)
	S2BG F 2 //A_Explode(1,80)
	//TNT1 A 0 A_Explode(1,80)
	S1BG F 2 //A_Explode(1,80)
	//TNT1 A 0 A_Explode(1,80)
	Goto Spawn4
	
  SpawnA:
    //TNT1 A 0 A_Explode(1,80)
	3SB1 F 2 //A_Explode(1,80)
	//TNT1 A 0 A_Explode(1,80)
	2SB1 F 2 //A_Explode(1,80)
	//TNT1 A 0 A_Explode(1,80)
	1SB1 F 2 //A_Explode(1,80)
	//TNT1 A 0 A_Explode(1,80)
	//TNT1 A 0 A_SetScale(0.2)
	TNT1 A 0 A_FadeIn(0.1)
	SPB2 H 2 //A_Explode(1,80)
	//TNT1 A 0 A_Explode(1,80)
	S1B2 H 2 //A_Explode(1,80)
	//TNT1 A 0 A_Explode(1,80)
	S2B2 H 2 //A_Explode(1,80)
	//TNT1 A 0 A_Explode(1,80)
	//TNT1 A 0 A_SetScale(0.3)
	TNT1 A 0 A_FadeIn(0.1)
	S3B3 I 2 //A_Explode(1,80)
	//TNT1 A 0 A_Explode(1,80)
	S2B3 I 2 //A_Explode(1,80)
	//TNT1 A 0 A_Explode(1,80)
	S1B3 I 2 //A_Explode(1,80)
	//TNT1 A 0 A_Explode(1,80)
	//TNT1 A 0 A_SetScale(0.4)
	TNT1 A 0 A_FadeIn(0.1)
	SPB4 H 2 //A_Explode(1,80)
	//TNT1 A 0 A_Explode(1,80)
	1SB4 H 2 //A_Explode(1,80)
	//TNT1 A 0 A_Explode(1,80)
	2SB4 H 2 //A_Explode(1,80)
	//TNT1 A 0 A_Explode(1,80)
	//TNT1 A 0 A_SetScale(0.5)
	TNT1 A 0 A_FadeIn(0.1)
	3SB5 F 2 //A_Explode(1,80)
	//TNT1 A 0 A_Explode(1,80)
	2SB5 F 2 //A_Explode(1,80)
	//TNT1 A 0 A_Explode(1,80)
	1SB5 F 2 //A_Explode(1,80)
	//TNT1 A 0 A_Explode(1,80)
	//TNT1 A 0 A_SetScale(0.6)
	TNT1 A 0 A_FadeIn(0.1)
	SPB6 E 2 //A_Explode(1,80)
	//TNT1 A 0 A_Explode(1,80)
	S1B6 E 2 //A_Explode(1,80)
	//TNT1 A 0 A_Explode(1,80)
	S2B6 E 2 //A_Explode(1,80)
	//TNT1 A 0 A_Explode(1,80)
	//TNT1 A 0 A_SetScale(0.7)
	S3B7 F 2 //A_Explode(1,80)
	//TNT1 A 0 A_Explode(1,80)
	S2B7 F 2 //A_Explode(1,80)
	//TNT1 A 0 A_Explode(1,80)
	S1B7 F 2 //A_Explode(1,80)
	//TNT1 A 0 A_Explode(1,80)
	//TNT1 A 0 A_SetScale(0.8)
	SPB8 H 2 //A_Explode(1,80)
	//TNT1 A 0 A_Explode(1,80)
	1SB8 H 2 //A_Explode(1,80)
	//TNT1 A 0 A_Explode(1,80)
	2SB8 H 2 //A_Explode(1,80)
	//TNT1 A 0 A_Explode(1,80)
	//TNT1 A 0 A_SetScale(0.9)
	3SB9 I 2 //A_Explode(1,80)
	//TNT1 A 0 A_Explode(1,80)
	2SB9 I 2 //A_Explode(1,80)
	//TNT1 A 0 A_Explode(1,80)
	1SB9 I 2 //A_Explode(1,80)
	//TNT1 A 0 A_Explode(1,80)
	//TNT1 A 0 A_SetScale(1.0)
	SPBG H 2 //A_Explode(1,80)
	//TNT1 A 0 A_Explode(1,80)
	S1BG H 2 //A_Explode(1,80)
	//TNT1 A 0 A_Explode(1,80)
	S2BG H 2 //A_Explode(1,80)
	//TNT1 A 0 A_Explode(1,80)
	S3BG F 2 //A_Explode(1,80)
	//TNT1 A 0 A_Explode(1,80)
	S2BG F 2 //A_Explode(1,80)
	//TNT1 A 0 A_Explode(1,80)
	S1BG F 2 //A_Explode(1,80)
	//TNT1 A 0 A_Explode(1,80)
	SPBG E 2 //A_Explode(1,80)
	//TNT1 A 0 A_Explode(1,80)
	1SBG E 2 //A_Explode(1,80)
	//TNT1 A 0 A_Explode(1,80)
	3SBG E 2 //A_Explode(1,80)
	//TNT1 A 0 A_Explode(1,80)
	3SBG F 2 //A_Explode(1,80)
	//TNT1 A 0 A_Explode(1,80)
	2SBG F 2 //A_Explode(1,80)
	//TNT1 A 0 A_Explode(1,80)
	1SBG F 2 //A_Explode(1,80)
	//TNT1 A 0 A_Explode(1,80)
	/////
	SPBG H 2 //A_Explode(1,80)
	//TNT1 A 0 A_Explode(1,80)
	S1BG H 2 //A_Explode(1,80)
	//TNT1 A 0 A_Explode(1,80)
	S2BG H 2 //A_Explode(1,80)
	//TNT1 A 0 A_Explode(1,80)
	S3BG I 2 //A_Explode(1,80)
	//TNT1 A 0 A_Explode(1,80)
	S2BG I 2 //A_Explode(1,80)
	//TNT1 A 0 A_Explode(1,80)
	S1BG I 2 //A_Explode(1,80)
	//TNT1 A 0 A_Explode(1,80)
	SPBG H 2 //A_Explode(1,80)
	//TNT1 A 0 A_Explode(1,80)
	1SBG H 2 //A_Explode(1,80)
	//TNT1 A 0 A_Explode(1,80)
	2SBG H 2 //A_Explode(1,80)
	//TNT1 A 0 A_Explode(1,80)
	3SBG F 2 //A_Explode(1,80)
	//TNT1 A 0 A_Explode(1,80)
	2SBG F 2 //A_Explode(1,80)
	//TNT1 A 0 A_Explode(1,80)
	1SBG F 2 //A_Explode(1,80)
	//TNT1 A 0 A_Explode(1,80)
	/////
	SPBG E 2 //A_Explode(1,80)
	//TNT1 A 0 A_Explode(1,80)
	S1BG E 2 //A_Explode(1,80)
	//TNT1 A 0 A_Explode(1,80)
	S2BG E 2 //A_Explode(1,80)
	//TNT1 A 0 A_Explode(1,80)
	S3BG F 2 //A_Explode(1,80)
	//TNT1 A 0 A_Explode(1,80)
	S2BG F 2 //A_Explode(1,80)
	//TNT1 A 0 A_Explode(1,80)
	S1BG F 2 //A_Explode(1,80)
	//TNT1 A 0 A_Explode(1,80)
	SPBG H 2 //A_Explode(1,80)
	//TNT1 A 0 A_Explode(1,80)
	1SBG H 2 //A_Explode(1,80)
	//TNT1 A 0 A_Explode(1,80)
	2SBG H 2 //A_Explode(1,80)
	//TNT1 A 0 A_Explode(1,80)
	3SBG I 2 //A_Explode(1,80)
	//TNT1 A 0 A_Explode(1,80)
	2SBG I 2 //A_Explode(1,80)
	//TNT1 A 0 A_Explode(1,80)
	1SBG I 2 //A_Explode(1,80)
	//TNT1 A 0 A_Explode(1,80)
	Goto Spawn6
	
  SpawnB:
    //TNT1 A 0 A_Explode(1,80)
	SPB1 H 2 //A_Explode(1,80)
	//TNT1 A 0 A_Explode(1,80)
	S1B1 H 2 //A_Explode(1,80)
	//TNT1 A 0 A_Explode(1,80)
	S2B1 H 2 //A_Explode(1,80)
	//TNT1 A 0 A_Explode(1,80)
	//TNT1 A 0 A_SetScale(0.2)
	TNT1 A 0 A_FadeIn(0.1)
	S3B2 I 2 //A_Explode(1,80)
	//TNT1 A 0 A_Explode(1,80)
	S2B2 I 2 //A_Explode(1,80)
	//TNT1 A 0 A_Explode(1,80)
	S1B2 I 2 //A_Explode(1,80)
	//TNT1 A 0 A_Explode(1,80)
	//TNT1 A 0 A_SetScale(0.3)
	TNT1 A 0 A_FadeIn(0.1)
	SPB3 H 2 //A_Explode(1,80)
	//TNT1 A 0 A_Explode(1,80)
	1SB3 H 2 //A_Explode(1,80)
	//TNT1 A 0 A_Explode(1,80)
	2SB3 H 2 //A_Explode(1,80)
	//TNT1 A 0 A_Explode(1,80)
	//TNT1 A 0 A_SetScale(0.4)
	TNT1 A 0 A_FadeIn(0.1)
	3SB4 F 2 //A_Explode(1,80)
	//TNT1 A 0 A_Explode(1,80)
	2SB4 F 2 //A_Explode(1,80)
	//TNT1 A 0 A_Explode(1,80)
	1SB4 F 2 //A_Explode(1,80)
	//TNT1 A 0 A_Explode(1,80)
	//TNT1 A 0 A_SetScale(0.5)
	TNT1 A 0 A_FadeIn(0.1)
	SPB5 E 2 //A_Explode(1,80)
	//TNT1 A 0 A_Explode(1,80)
	S1B5 E 2 //A_Explode(1,80)
	//TNT1 A 0 A_Explode(1,80)
	S2B5 E 2 //A_Explode(1,80)
	//TNT1 A 0 A_Explode(1,80)
	//TNT1 A 0 A_SetScale(0.6)
	TNT1 A 0 A_FadeIn(0.1)
	S3B6 F 2 //A_Explode(1,80)
	//TNT1 A 0 A_Explode(1,80)
	S2B6 F 2 //A_Explode(1,80)
	//TNT1 A 0 A_Explode(1,80)
	S1B6 F 2 //A_Explode(1,80)
	//TNT1 A 0 A_Explode(1,80)
	//TNT1 A 0 A_SetScale(0.7)
	SPB7 H 2 //A_Explode(1,80)
	//TNT1 A 0 A_Explode(1,80)
	1SB7 H 2 //A_Explode(1,80)
	//TNT1 A 0 A_Explode(1,80)
	2SB7 H 2 //A_Explode(1,80)
	//TNT1 A 0 A_Explode(1,80)
	//TNT1 A 0 A_SetScale(0.8)
	//TNT1 A 0 A_Explode(1,80)
	3SB8 I 2 //A_Explode(1,80)
	//TNT1 A 0 A_Explode(1,80)
	2SB8 I 2 //A_Explode(1,80)
	//TNT1 A 0 A_Explode(1,80)
	1SB8 I 2 //A_Explode(1,80)
	//TNT1 A 0 A_Explode(1,80)
	//TNT1 A 0 A_SetScale(0.9)
	SPB9 H 2 //A_Explode(1,80)
	//TNT1 A 0 A_Explode(1,80)
	S1B9 H 2 //A_Explode(1,80)
	//TNT1 A 0 A_Explode(1,80)
	S2B9 H 2 //A_Explode(1,80)
	//TNT1 A 0 A_Explode(1,80)
	//TNT1 A 0 A_SetScale(1.0)
	S3BG F 2 //A_Explode(1,80)
	//TNT1 A 0 A_Explode(1,80)
	S2BG F 2 //A_Explode(1,80)
	//TNT1 A 0 A_Explode(1,80)
	S1BG F 2 //A_Explode(1,80)
	//TNT1 A 0 A_Explode(1,80)
	SPBG E 2 //A_Explode(1,80)
	//TNT1 A 0 A_Explode(1,80)
	1SBG E 2 //A_Explode(1,80)
	//TNT1 A 0 A_Explode(1,80)
	2SBG E 2 //A_Explode(1,80)
	//TNT1 A 0 A_Explode(1,80)
	3SBG F 2 //A_Explode(1,80)
	//TNT1 A 0 A_Explode(1,80)
	2SBG F 2 //A_Explode(1,80)
	//TNT1 A 0 A_Explode(1,80)
	1SBG F 2 //A_Explode(1,80)
	//TNT1 A 0 A_Explode(1,80)
	SPBG H 2 //A_Explode(1,80)
	//TNT1 A 0 A_Explode(1,80)
	S1BG H 2 //A_Explode(1,80)
	//TNT1 A 0 A_Explode(1,80)
	S2BG H 2 //A_Explode(1,80)
	//TNT1 A 0 A_Explode(1,80)
	/////
	S3BG I 2 //A_Explode(1,80)
	//TNT1 A 0 A_Explode(1,80)
	S2BG I 2 //A_Explode(1,80)
	//TNT1 A 0 A_Explode(1,80)
	S1BG I 2 //A_Explode(1,80)
	//TNT1 A 0 A_Explode(1,80)
	SPBG H 2 //A_Explode(1,80)
	//TNT1 A 0 A_Explode(1,80)
	1SBG H 2 //A_Explode(1,80)
	//TNT1 A 0 A_Explode(1,80)
	2SBG H 2 //A_Explode(1,80)
	//TNT1 A 0 A_Explode(1,80)
	3SBG F 2 //A_Explode(1,80)
	//TNT1 A 0 A_Explode(1,80)
	2SBG F 2 //A_Explode(1,80)
	//TNT1 A 0 A_Explode(1,80)
	1SBG F 2 //A_Explode(1,80)
	//TNT1 A 0 A_Explode(1,80)
	SPBG E 2 //A_Explode(1,80)
	//TNT1 A 0 A_Explode(1,80)
	S1BG E 2 //A_Explode(1,80)
	//TNT1 A 0 A_Explode(1,80)
	S2BG E 2 //A_Explode(1,80)
	//TNT1 A 0 A_Explode(1,80)
	/////
	S3BG F 2 //A_Explode(1,80)
	//TNT1 A 0 A_Explode(1,80)
	S2BG F 2 //A_Explode(1,80)
	//TNT1 A 0 A_Explode(1,80)
	S1BG F 2 //A_Explode(1,80)
	//TNT1 A 0 A_Explode(1,80)
	SPBG H 2 //A_Explode(1,80)
	//TNT1 A 0 A_Explode(1,80)
	1SBG H 2 //A_Explode(1,80)
	//TNT1 A 0 A_Explode(1,80)
	2SBG H 2 //A_Explode(1,80)
	//TNT1 A 0 A_Explode(1,80)
	3SBG I 2 //A_Explode(1,80)
	//TNT1 A 0 A_Explode(1,80)
	2SBG I 2 //A_Explode(1,80)
	//TNT1 A 0 A_Explode(1,80)
	1SBG I 2 //A_Explode(1,80)
	//TNT1 A 0 A_Explode(1,80)
	SPBG H 2 //A_Explode(1,80)
	//TNT1 A 0 A_Explode(1,80)
	S1BG H 2 //A_Explode(1,80)
	//TNT1 A 0 A_Explode(1,80)
	S2BG H 2 //A_Explode(1,80)
	//TNT1 A 0 A_Explode(1,80)
	Goto Spawn7
	
  Spawn2:
    TNT1 A 0 A_TakeInventory("Cloud13",1)
	TNT1 A 0 A_GiveInventory("Cloud2",1)
	//TNT1 A 0 A_Explode(1,80)
	SPBG E 2 //A_Explode(1,80)
	//TNT1 A 0 A_Explode(1,80)
	S1BG E 2 //A_Explode(1,80)
	//TNT1 A 0 A_Explode(1,80)
	S2BG E 2 //A_Explode(1,80)
	SPBG E 0 A_Jump(90,"Spawn3")
	TNT1 A 0 A_GiveInventory("Poisonbagcheckitem",1)
	SPBG E 0 A_JumpIfInventory("Poisonbagcheckitem",20,"Death")
	Goto Spawn3
  Spawn3:
	TNT1 A 0 A_TakeInventory("Cloud2",1)
	TNT1 A 0 A_GiveInventory("Cloud3",1)
	//TNT1 A 0 A_Explode(1,80)
	S3BG F 2 //A_Explode(1,80)
	//TNT1 A 0 A_Explode(1,80)
	S2BG F 2 //A_Explode(1,80)
	//TNT1 A 0 A_Explode(1,80)
	S1BG F 2 //A_Explode(1,80)
	SPBG F 0 A_Jump(90,"Spawn4")
	TNT1 A 0 A_GiveInventory("Poisonbagcheckitem",1)
	SPBG E 0 A_JumpIfInventory("Poisonbagcheckitem",20,"Death")
	Goto Spawn4
  Spawn4:
	TNT1 A 0 A_TakeInventory("Cloud3",1)
	TNT1 A 0 A_GiveInventory("Cloud4",1)
	//TNT1 A 0 A_Explode(1,80)
	SPBG H 2 //A_Explode(1,80)
	//TNT1 A 0 A_Explode(1,80)
	1SBG H 2 //A_Explode(1,80)
	//TNT1 A 0 A_Explode(1,80)
	2SBG H 2 //A_Explode(1,80)
	SPBG H 0 A_Jump(90,"Spawn5")
	TNT1 A 0 A_GiveInventory("Poisonbagcheckitem",1)
	SPBG E 0 A_JumpIfInventory("Poisonbagcheckitem",20,"Death")
	Goto Spawn5
  Spawn5:
	TNT1 A 0 A_TakeInventory("Cloud4",1)
	TNT1 A 0 A_GiveInventory("Cloud5",1)
	//TNT1 A 0 A_Explode(1,80)
	3SBG I 2 //A_Explode(1,80)
	//TNT1 A 0 A_Explode(1,80)
	2SBG I 2 //A_Explode(1,80)
	//TNT1 A 0 A_Explode(1,80)
	1SBG I 2 //A_Explode(1,80)
	SPBG I 0 A_Jump(90,"Spawn6")
	TNT1 A 0 A_GiveInventory("Poisonbagcheckitem",1)
	SPBG E 0 A_JumpIfInventory("Poisonbagcheckitem",20,"Death")
	Goto Spawn6
  Spawn6:
	TNT1 A 0 A_TakeInventory("Cloud5",1)
	TNT1 A 0 A_GiveInventory("Cloud6",1)
	//TNT1 A 0 A_Explode(1,80)
	SPBG H 2 //A_Explode(1,80)
	//TNT1 A 0 A_Explode(1,80)
	S1BG H 2 //A_Explode(1,80)
	//TNT1 A 0 A_Explode(1,80)
	S2BG H 2 //A_Explode(1,80)
	SPBG H 0 A_Jump(90,"Spawn7")
	TNT1 A 0 A_GiveInventory("Poisonbagcheckitem",1)
	SPBG E 0 A_JumpIfInventory("Poisonbagcheckitem",20,"Death")
	Goto Spawn7
  Spawn7:
	TNT1 A 0 A_TakeInventory("Cloud6",1)
	TNT1 A 0 A_GiveInventory("Cloud7",1)
	//TNT1 A 0 A_Explode(1,80)
	S3BG F 2 //A_Explode(1,80)
	//TNT1 A 0 A_Explode(1,80)
	S2BG F 2 //A_Explode(1,80)
	//TNT1 A 0 A_Explode(1,80)
	S1BG F 2 //A_Explode(1,80)
	SPBG F 0 A_Jump(90,"Spawn8")
	TNT1 A 0 A_GiveInventory("Poisonbagcheckitem",1)
	SPBG E 0 A_JumpIfInventory("Poisonbagcheckitem",20,"Death")
	Goto Spawn8
  Spawn8:
	TNT1 A 0 A_TakeInventory("Cloud7",1)
	TNT1 A 0 A_GiveInventory("Cloud8",1)
	//TNT1 A 0 A_Explode(1,80)
	SPBG E 2 //A_Explode(1,80)
	//TNT1 A 0 A_Explode(1,80)
	1SBG E 2 //A_Explode(1,80)
	//TNT1 A 0 A_Explode(1,80)
	2SBG E 2 //A_Explode(1,80)
	SPBG F 0 A_Jump(90,"Spawn9")
	TNT1 A 0 A_GiveInventory("Poisonbagcheckitem",1)
	SPBG E 0 A_JumpIfInventory("Poisonbagcheckitem",20,"Death")
	Goto Spawn9
  Spawn9:
	TNT1 A 0 A_TakeInventory("Cloud8",1)
	TNT1 A 0 A_GiveInventory("Cloud9",1)
	//TNT1 A 0 A_Explode(1,80)
	3SBG F 2 //A_Explode(1,80)
	//TNT1 A 0 A_Explode(1,80)
	2SBG F 2 //A_Explode(1,80)
	//TNT1 A 0 A_Explode(1,80)
	1SBG F 2 //A_Explode(1,80)
	SPBG F 0 A_Jump(90,"Spawn10")
	TNT1 A 0 A_GiveInventory("Poisonbagcheckitem",1)
	SPBG E 0 A_JumpIfInventory("Poisonbagcheckitem",20,"Death")
	Goto Spawn10
  Spawn10:
	TNT1 A 0 A_TakeInventory("Cloud9",1)
	TNT1 A 0 A_GiveInventory("Cloud10",1)
	//TNT1 A 0 A_Explode(1,80)
	SPBG H 2 //A_Explode(1,80)
	//TNT1 A 0 A_Explode(1,80)
	S1BG H 2 //A_Explode(1,80)
	//TNT1 A 0 A_Explode(1,80)
	S2BG H 2 //A_Explode(1,80)
	SPBG F 0 A_Jump(90,"Spawn11")
	TNT1 A 0 A_GiveInventory("Poisonbagcheckitem",1)
	SPBG E 0 A_JumpIfInventory("Poisonbagcheckitem",20,"Death")
	Goto Spawn11
  Spawn11:
	TNT1 A 0 A_TakeInventory("Cloud10",1)
	TNT1 A 0 A_GiveInventory("Cloud11",1)
	//TNT1 A 0 A_Explode(1,80)
	S3BG I 2 //A_Explode(1,80)
	//TNT1 A 0 A_Explode(1,80)
	S2BG I 2 //A_Explode(1,80)
	//TNT1 A 0 A_Explode(1,80)
	S1BG I 2 //A_Explode(1,80)
	SPBG F 0 A_Jump(90,"Spawn12")
	TNT1 A 0 A_GiveInventory("Poisonbagcheckitem",1)
	SPBG E 0 A_JumpIfInventory("Poisonbagcheckitem",20,"Death")
	Goto Spawn12
  Spawn12:
	TNT1 A 0 A_TakeInventory("Cloud11",1)
	TNT1 A 0 A_GiveInventory("Cloud12",1)
	//TNT1 A 0 A_Explode(1,80)
	SPBG H 2 //A_Explode(1,80)
	//TNT1 A 0 A_Explode(1,80)
	1SBG H 2 //A_Explode(1,80)
	//TNT1 A 0 A_Explode(1,80)
	2SBG H 2 //A_Explode(1,80)
	SPBG F 0 A_Jump(90,"Spawn13")
	TNT1 A 0 A_GiveInventory("Poisonbagcheckitem",1)
	SPBG E 0 A_JumpIfInventory("Poisonbagcheckitem",20,"Death")
	Goto Spawn13
  Spawn13:
	TNT1 A 0 A_TakeInventory("Cloud12",1)
	TNT1 A 0 A_GiveInventory("Cloud13",1)
	//TNT1 A 0 A_Explode(1,80)
	3SBG F 2 //A_Explode(1,80)
	//TNT1 A 0 A_Explode(1,80)
	2SBG F 2 //A_Explode(1,80)
	//TNT1 A 0 A_Explode(1,80)
	1SBG F 2 //A_Explode(1,80)
	SPBG F 0 A_Jump(90,"Spawn2")
	TNT1 A 0 A_GiveInventory("Poisonbagcheckitem",1)
	SPBG E 0 A_JumpIfInventory("Poisonbagcheckitem",20,"Death")
	Goto Spawn2
  Death:
	TNT1 A 0
	TNT1 A 0 A_JumpIfInventory("Cloud2",1,"Death3")
	TNT1 A 0 A_JumpIfInventory("Cloud3",1,"Death4")
	TNT1 A 0 A_JumpIfInventory("Cloud4",1,"Death5")
	TNT1 A 0 A_JumpIfInventory("Cloud5",1,"Death6")
	TNT1 A 0 A_JumpIfInventory("Cloud6",1,"Death7")
	TNT1 A 0 A_JumpIfInventory("Cloud7",1,"Death8")
	TNT1 A 0 A_JumpIfInventory("Cloud8",1,"Death9")
	TNT1 A 0 A_JumpIfInventory("Cloud9",1,"Death10")
	TNT1 A 0 A_JumpIfInventory("Cloud10",1,"Death11")
	TNT1 A 0 A_JumpIfInventory("Cloud11",1,"Death12")
	TNT1 A 0 A_JumpIfInventory("Cloud12",1,"Death13")
	TNT1 A 0 A_JumpIfInventory("Cloud13",1,"Death2")
	Goto Death2
  Death2:
    TNT1 A 0 A_FadeOut(0.01)
	//TNT1 A 0 A_Explode(1,80)
	SPBG E 2 //A_Explode(1,80)
	TNT1 A 0 A_FadeOut(0.01)
	//TNT1 A 0 A_Explode(1,80)
	S1BG E 2 //A_Explode(1,80)
	TNT1 A 0 A_FadeOut(0.01)
	//TNT1 A 0 A_Explode(1,80)
	S2BG E 2 //A_Explode(1,80)
	Goto Death3
  Death3:
	TNT1 A 0 A_FadeOut(0.01)
	//TNT1 A 0 A_Explode(1,80)
	S3BG F 2 //A_Explode(1,80)
	TNT1 A 0 A_FadeOut(0.01)
	//TNT1 A 0 A_Explode(1,80)
	S2BG F 2 //A_Explode(1,80)
	TNT1 A 0 A_FadeOut(0.01)
	//TNT1 A 0 A_Explode(1,80)
	S1BG F 2 //A_Explode(1,80)
	Goto Death4
  Death4:
	TNT1 A 0 A_FadeOut(0.01)
	//TNT1 A 0 A_Explode(1,80)
	SPBG H 2 //A_Explode(1,80)
	TNT1 A 0 A_FadeOut(0.01)
	//TNT1 A 0 A_Explode(1,80)
	1SBG H 2 //A_Explode(1,80)
	TNT1 A 0 A_FadeOut(0.01)
	//TNT1 A 0 A_Explode(1,80)
	2SBG H 2 //A_Explode(1,80)
	Goto Death5
  Death5:
	TNT1 A 0 A_FadeOut(0.01)
	//TNT1 A 0 A_Explode(1,80)
	3SBG I 2 //A_Explode(1,80)
	TNT1 A 0 A_FadeOut(0.01)
	//TNT1 A 0 A_Explode(1,80)
	2SBG I 2 //A_Explode(1,80)
	TNT1 A 0 A_FadeOut(0.01)
	//TNT1 A 0 A_Explode(1,80)
	1SBG I 2 //A_Explode(1,80)
	Goto Death6
  Death6:
	TNT1 A 0 A_FadeOut(0.01)
	//TNT1 A 0 A_Explode(1,80)
	SPBG H 2 //A_Explode(1,80)
	TNT1 A 0 A_FadeOut(0.01)
	//TNT1 A 0 A_Explode(1,80)
	S1BG H 2 //A_Explode(1,80)
	TNT1 A 0 A_FadeOut(0.01)
	//TNT1 A 0 A_Explode(1,80)
	S2BG H 2 //A_Explode(1,80)
	Goto Death7
  Death7:
	TNT1 A 0 A_FadeOut(0.01)
	//TNT1 A 0 A_Explode(1,80)
	S3BG F 2 //A_Explode(1,80)
	TNT1 A 0 A_FadeOut(0.01)
	//TNT1 A 0 A_Explode(1,80)
	S2BG F 2 //A_Explode(1,80)
	TNT1 A 0 A_FadeOut(0.01)
	//TNT1 A 0 A_Explode(1,80)
	S1BG F 2 //A_Explode(1,80)
	Goto Death8
  Death8:
	TNT1 A 0 A_FadeOut(0.01)
	//TNT1 A 0 A_Explode(1,80)
	SPBG E 2 //A_Explode(1,80)
	TNT1 A 0 A_FadeOut(0.01)
	//TNT1 A 0 A_Explode(1,80)
	1SBG E 2 //A_Explode(1,80)
	TNT1 A 0 A_FadeOut(0.01)
	//TNT1 A 0 A_Explode(1,80)
	2SBG E 2 //A_Explode(1,80)
	Goto Death9
  Death9:
	TNT1 A 0 A_FadeOut(0.01)
	//TNT1 A 0 A_Explode(1,80)
	3SBG F 2 //A_Explode(1,80)
	TNT1 A 0 A_FadeOut(0.01)
	//TNT1 A 0 A_Explode(1,80)
	2SBG F 2 //A_Explode(1,80)
	TNT1 A 0 A_FadeOut(0.01)
	//TNT1 A 0 A_Explode(1,80)
	1SBG F 2 //A_Explode(1,80)
	Goto Death10
  Death10:
	TNT1 A 0 A_FadeOut(0.01)
	//TNT1 A 0 A_Explode(1,80)
	SPBG H 2 //A_Explode(1,80)
	TNT1 A 0 A_FadeOut(0.01)
	//TNT1 A 0 A_Explode(1,80)
	S1BG H 2 //A_Explode(1,80)
	TNT1 A 0 A_FadeOut(0.01)
	//TNT1 A 0 A_Explode(1,80)
	S2BG H 2 //A_Explode(1,80)
	Goto Death11
  Death11:
	TNT1 A 0 A_FadeOut(0.01)
	//TNT1 A 0 A_Explode(1,80)
	S3BG I 2 //A_Explode(1,80)
	TNT1 A 0 A_FadeOut(0.01)
	//TNT1 A 0 A_Explode(1,80)
	S2BG I 2 //A_Explode(1,80)
	TNT1 A 0 A_FadeOut(0.01)
	//TNT1 A 0 A_Explode(1,80)
	S1BG I 2 //A_Explode(1,80)
	Goto Death12
  Death12:
	TNT1 A 0 A_FadeOut(0.01)
	//TNT1 A 0 A_Explode(1,80)
	SPBG H 2 //A_Explode(1,80)
	TNT1 A 0 A_FadeOut(0.01)
	//TNT1 A 0 A_Explode(1,80)
	1SBG H 2 //A_Explode(1,80)
	TNT1 A 0 A_FadeOut(0.01)
	//TNT1 A 0 A_Explode(1,80)
	2SBG H 2 //A_Explode(1,80)
	Goto Death13
  Death13:
	TNT1 A 0 A_FadeOut(0.01)
	//TNT1 A 0 A_Explode(1,80)
	3SBG F 2 //A_Explode(1,80)
	TNT1 A 0 A_FadeOut(0.01)
	//TNT1 A 0 A_Explode(1,80)
	2SBG F 2 //A_Explode(1,80)
	TNT1 A 0 A_FadeOut(0.01)
	//TNT1 A 0 A_Explode(1,80)
	1SBG F 2 //A_Explode(1,80)
	Goto Death2
  }
}

ACTOR CoopPoisonHack3
{
  +THRUACTORS
  +NOCLIP
  +NODAMAGETHRUST
  Radius 4
  Height 4
  Mass 1000
  States
  {
  Spawn:
    TNT1 A 0
	TNT1 A 0
	TNT1 A 0
	TNT1 A 0
	TNT1 A 0
	TNT1 A 0 A_Explode(2,100)
	TNT1 A 0 A_Explode(2,100)
	TNT1 A 0 A_Explode(2,100)
	TNT1 A 0 A_Explode(2,100)
	TNT1 A 0 A_Explode(2,100)
	TNT1 A 0 A_Explode(2,100)
	TNT1 A 0 A_Explode(2,100)
	TNT1 A 0 A_Explode(2,100)
	TNT1 A 0 A_Explode(2,100)
	TNT1 A 0 A_Explode(2,100)
	TNT1 A 0 A_Explode(2,100)
	TNT1 A 0 A_Explode(2,100)
	TNT1 A 0 A_Explode(2,100)
	TNT1 A 0 A_Explode(2,100)
	TNT1 A 0 A_Explode(2,100)
	TNT1 A 0 A_Explode(2,100)
	TNT1 A 0 A_Explode(2,100)
	TNT1 A 0 A_Explode(2,100)
	TNT1 A 0 A_Explode(2,100)
	TNT1 A 0 A_Explode(2,100)
	TNT1 A 0 A_Explode(2,100)
	TNT1 A 0 A_Explode(2,100)
	TNT1 A 0 A_Explode(2,100)
	TNT1 A 0 A_Explode(2,100)
	TNT1 A 0 A_Explode(2,100)
	TNT1 A 0 A_Explode(2,100)
	TNT1 A 0 A_Explode(2,100)
	TNT1 A 0 A_Explode(2,100)
	TNT1 A 0 A_Explode(2,100)
	TNT1 A 0 A_Explode(2,100)
	TNT1 A 0 A_Explode(2,100)
	TNT1 A 0 A_Explode(2,100)
	TNT1 A 0 A_Explode(2,100)
	TNT1 A 0 A_Explode(2,100)
	TNT1 A 0 A_Explode(2,100)
	TNT1 A 0 A_Explode(2,100)
	//TNT1 A 288
	TNT1 A 0 A_Explode(2,100)
	TNT1 A 0 A_Explode(2,100)
	TNT1 A 0 A_Explode(2,100)
	TNT1 A 0 A_Explode(2,100)
	TNT1 A 0 A_Explode(2,100)
	TNT1 A 0 A_Explode(2,100)
	TNT1 A 0 A_Explode(2,100)
	TNT1 A 0 A_Explode(2,100)
	TNT1 A 0 A_Explode(2,100)
	TNT1 A 0 A_Explode(2,100)
	TNT1 A 0 A_Explode(2,100)
	TNT1 A 0 A_Explode(2,100)
	TNT1 A 0 A_Explode(2,100)
	TNT1 A 0 A_Explode(2,100)
	TNT1 A 0 A_Explode(2,100)
	TNT1 A 0 A_Explode(2,100)
	TNT1 A 0 A_Explode(2,100)
	TNT1 A 0 A_Explode(2,100)
	TNT1 A 0 A_Explode(2,100)
	TNT1 A 0 A_Explode(2,100)
	TNT1 A 0 A_Explode(2,100)
	TNT1 A 0 A_Explode(2,100)
	TNT1 A 0 A_Explode(2,100)
	TNT1 A 0 A_Explode(2,100)
	TNT1 A 0 A_Explode(2,100)
	TNT1 A 0 A_Explode(2,100)
	TNT1 A 0 A_Explode(2,100)
	TNT1 A 0 A_Explode(2,100)
	TNT1 A 0 A_Explode(2,100)
	TNT1 A 0 A_Explode(2,100)
	TNT1 A 0 A_Explode(2,100)
	TNT1 A 0 A_Explode(2,100)
	TNT1 A 0 A_Explode(2,100)
	TNT1 A 0 A_Explode(2,100)
	TNT1 A 0 A_Explode(2,100)
	TNT1 A 0 A_Explode(2,100)
	//TNT1 A 36
	TNT1 A 0 A_Explode(2,100)
	TNT1 A 0 A_Explode(2,100)
	TNT1 A 0 A_Explode(2,100)
	TNT1 A 0 A_Explode(2,100)
	TNT1 A 0 A_Explode(2,100)
	TNT1 A 0 A_Explode(2,100)
	TNT1 A 0 A_Explode(2,100)
	TNT1 A 0 A_Explode(2,100)
	TNT1 A 0 A_Explode(2,100)
	TNT1 A 0 A_Explode(2,100)
	TNT1 A 0 A_Explode(2,100)
	TNT1 A 0 A_Explode(2,100)
	TNT1 A 0 A_Explode(2,100)
	TNT1 A 0 A_Explode(2,100)
	TNT1 A 0 A_Explode(2,100)
	TNT1 A 0 A_Explode(2,100)
	TNT1 A 0 A_Explode(2,100)
	TNT1 A 0 A_Explode(2,100)
	TNT1 A 0 A_Explode(2,100)
	TNT1 A 0 A_Explode(2,100)
	TNT1 A 0 A_Explode(2,100)
	TNT1 A 0 A_Explode(2,100)
	TNT1 A 0 A_Explode(2,100)
	TNT1 A 0 A_Explode(2,100)
	TNT1 A 0 A_Explode(2,100)
	TNT1 A 0 A_Explode(2,100)
	TNT1 A 0 A_Explode(2,100)
	TNT1 A 0 A_Explode(2,100)
	TNT1 A 0 A_Explode(2,100)
	TNT1 A 0 A_Explode(2,100)
	TNT1 A 0 A_Explode(2,100)
	TNT1 A 0 A_Explode(2,100)
	TNT1 A 0 A_Explode(2,100)
	TNT1 A 0 A_Explode(2,100)
	TNT1 A 0 A_Explode(2,100)
	TNT1 A 0 A_Explode(2,100)
	//TNT1 A 288
	TNT1 A 0 A_Explode(2,100)
	TNT1 A 0 A_Explode(2,100)
	TNT1 A 0 A_Explode(2,100)
	TNT1 A 0 A_Explode(2,100)
	TNT1 A 0 A_Explode(2,100)
	TNT1 A 0 A_Explode(2,100)
	TNT1 A 0 A_Explode(2,100)
	TNT1 A 0 A_Explode(2,100)
	TNT1 A 0 A_Explode(2,100)
	TNT1 A 0 A_Explode(2,100)
	TNT1 A 0 A_Explode(2,100)
	TNT1 A 0 A_Explode(2,100)
	TNT1 A 0 A_Explode(2,100)
	TNT1 A 0 A_Explode(2,100)
	TNT1 A 0 A_Explode(2,100)
	TNT1 A 0 A_Explode(2,100)
	TNT1 A 0 A_Explode(2,100)
	TNT1 A 0 A_Explode(2,100)
	TNT1 A 0 A_Explode(2,100)
	TNT1 A 0 A_Explode(2,100)
	TNT1 A 0 A_Explode(2,100)
	TNT1 A 0 A_Explode(2,100)
	TNT1 A 0 A_Explode(2,100)
	TNT1 A 0 A_Explode(2,100)
	TNT1 A 0 A_Explode(2,100)
	TNT1 A 0 A_Explode(2,100)
	TNT1 A 0 A_Explode(2,100)
	TNT1 A 0 A_Explode(2,100)
	TNT1 A 0 A_Explode(2,100)
	TNT1 A 0 A_Explode(2,100)
	TNT1 A 0 A_Explode(2,100)
	TNT1 A 0 A_Explode(2,100)
	TNT1 A 0 A_Explode(2,100)
	TNT1 A 0 A_Explode(2,100)
	TNT1 A 0 A_Explode(2,100)
	TNT1 A 0 A_Explode(2,100)
	//TNT1 A 36
	TNT1 A 0 A_Explode(2,100)
	TNT1 A 0 A_Explode(2,100)
	TNT1 A 0 A_Explode(2,100)
	TNT1 A 0 A_Explode(2,100)
	TNT1 A 0 A_Explode(2,100)
	TNT1 A 0 A_Explode(2,100)
	TNT1 A 0 A_Explode(2,100)
	TNT1 A 0 A_Explode(2,100)
	TNT1 A 0 A_Explode(2,100)
	TNT1 A 0 A_Explode(2,100)
	TNT1 A 0 A_Explode(2,100)
	TNT1 A 0 A_Explode(2,100)
	TNT1 A 0 A_Explode(2,100)
	TNT1 A 0 A_Explode(2,100)
	TNT1 A 0 A_Explode(2,100)
	TNT1 A 0 A_Explode(2,100)
	TNT1 A 0 A_Explode(2,100)
	TNT1 A 0 A_Explode(2,100)
	TNT1 A 0 A_Explode(2,100)
	TNT1 A 0 A_Explode(2,100)
	TNT1 A 0 A_Explode(2,100)
	TNT1 A 0 A_Explode(2,100)
	TNT1 A 0 A_Explode(2,100)
	TNT1 A 0 A_Explode(2,100)
	TNT1 A 0 A_Explode(2,100)
	TNT1 A 0 A_Explode(2,100)
	TNT1 A 0 A_Explode(2,100)
	TNT1 A 0 A_Explode(2,100)
	TNT1 A 0 A_Explode(2,100)
	TNT1 A 0 A_Explode(2,100)
	TNT1 A 0 A_Explode(2,100)
	TNT1 A 0 A_Explode(2,100)
	TNT1 A 0 A_Explode(2,100)
	TNT1 A 0 A_Explode(2,100)
	TNT1 A 0 A_Explode(2,100)
	TNT1 A 0 A_Explode(2,100)
	//TNT1 A 288
	TNT1 A 0 A_Explode(2,100)
	TNT1 A 0 A_Explode(2,100)
	TNT1 A 0 A_Explode(2,100)
	TNT1 A 0 A_Explode(2,100)
	TNT1 A 0 A_Explode(2,100)
	TNT1 A 0 A_Explode(2,100)
	TNT1 A 0 A_Explode(2,100)
	TNT1 A 0 A_Explode(2,100)
	TNT1 A 0 A_Explode(2,100)
	TNT1 A 0 A_Explode(2,100)
	TNT1 A 0 A_Explode(2,100)
	TNT1 A 0 A_Explode(2,100)
	TNT1 A 0 A_Explode(2,100)
	TNT1 A 0 A_Explode(2,100)
	TNT1 A 0 A_Explode(2,100)
	TNT1 A 0 A_Explode(2,100)
	TNT1 A 0 A_Explode(2,100)
	TNT1 A 0 A_Explode(2,100)
	TNT1 A 0 A_Explode(2,100)
	TNT1 A 0 A_Explode(2,100)
	TNT1 A 0 A_Explode(2,100)
	TNT1 A 0 A_Explode(2,100)
	TNT1 A 0 A_Explode(2,100)
	TNT1 A 0 A_Explode(2,100)
	TNT1 A 0 A_Explode(2,100)
	TNT1 A 0 A_Explode(2,100)
	TNT1 A 0 A_Explode(2,100)
	TNT1 A 0 A_Explode(2,100)
	TNT1 A 0 A_Explode(2,100)
	TNT1 A 0 A_Explode(2,100)
	TNT1 A 0 A_Explode(2,100)
	TNT1 A 0 A_Explode(2,100)
	TNT1 A 0 A_Explode(2,100)
	TNT1 A 0 A_Explode(2,100)
	TNT1 A 0 A_Explode(2,100)
	TNT1 A 0 A_Explode(2,100)
	//TNT1 A 36
	TNT1 A 0 A_Explode(2,100)
	TNT1 A 0 A_Explode(2,100)
	TNT1 A 0 A_Explode(2,100)
	TNT1 A 0 A_Explode(2,100)
	TNT1 A 0 A_Explode(2,100)
	TNT1 A 0 A_Explode(2,100)
	TNT1 A 0 A_Explode(2,100)
	TNT1 A 0 A_Explode(2,100)
	TNT1 A 0 A_Explode(2,100)
	TNT1 A 0 A_Explode(2,100)
	TNT1 A 0 A_Explode(2,100)
	TNT1 A 0 A_Explode(2,100)
	TNT1 A 0 A_Explode(2,100)
	TNT1 A 0 A_Explode(2,100)
	TNT1 A 0 A_Explode(2,100)
	TNT1 A 0 A_Explode(2,100)
	TNT1 A 0 A_Explode(2,100)
	TNT1 A 0 A_Explode(2,100)
	TNT1 A 0 A_Explode(2,100)
	TNT1 A 0 A_Explode(2,100)
	TNT1 A 0 A_Explode(2,100)
	TNT1 A 0 A_Explode(2,100)
	TNT1 A 0 A_Explode(2,100)
	TNT1 A 0 A_Explode(2,100)
	TNT1 A 0 A_Explode(2,100)
	TNT1 A 0 A_Explode(2,100)
	TNT1 A 0 A_Explode(2,100)
	TNT1 A 0 A_Explode(2,100)
	TNT1 A 0 A_Explode(2,100)
	TNT1 A 0 A_Explode(2,100)
	TNT1 A 0 A_Explode(2,100)
	TNT1 A 0 A_Explode(2,100)
	TNT1 A 0 A_Explode(2,100)
	TNT1 A 0 A_Explode(2,100)
	TNT1 A 0 A_Explode(2,100)
	TNT1 A 0 A_Explode(2,100)
	TNT1 A 288
	TNT1 A 0 A_Explode(2,100)
	TNT1 A 0 A_Explode(2,100)
	TNT1 A 0 A_Explode(2,100)
	TNT1 A 0 A_Explode(2,100)
	TNT1 A 0 A_Explode(2,100)
	TNT1 A 0 A_Explode(2,100)
	TNT1 A 0 A_Explode(2,100)
	TNT1 A 0 A_Explode(2,100)
	TNT1 A 0 A_Explode(2,100)
	TNT1 A 0 A_Explode(2,100)
	TNT1 A 0 A_Explode(2,100)
	TNT1 A 0 A_Explode(2,100)
	TNT1 A 0 A_Explode(2,100)
	TNT1 A 0 A_Explode(2,100)
	TNT1 A 0 A_Explode(2,100)
	TNT1 A 0 A_Explode(2,100)
	TNT1 A 0 A_Explode(2,100)
	TNT1 A 0 A_Explode(2,100)
	TNT1 A 0 A_Explode(2,100)
	TNT1 A 0 A_Explode(2,100)
	TNT1 A 0 A_Explode(2,100)
	TNT1 A 0 A_Explode(2,100)
	TNT1 A 0 A_Explode(2,100)
	TNT1 A 0 A_Explode(2,100)
	TNT1 A 0 A_Explode(2,100)
	TNT1 A 0 A_Explode(2,100)
	TNT1 A 0 A_Explode(2,100)
	TNT1 A 0 A_Explode(2,100)
	TNT1 A 0 A_Explode(2,100)
	TNT1 A 0 A_Explode(2,100)
	TNT1 A 0 A_Explode(2,100)
	TNT1 A 0 A_Explode(2,100)
	TNT1 A 0 A_Explode(2,100)
	TNT1 A 0 A_Explode(2,100)
	TNT1 A 0 A_Explode(2,100)
	TNT1 A 0 A_Explode(2,100)
	//TNT1 A 36
	TNT1 A 0 A_Explode(2,100)
	TNT1 A 0 A_Explode(2,100)
	TNT1 A 0 A_Explode(2,100)
	TNT1 A 0 A_Explode(2,100)
	TNT1 A 0 A_Explode(2,100)
	TNT1 A 0 A_Explode(2,100)
	TNT1 A 0 A_Explode(2,100)
	TNT1 A 0 A_Explode(2,100)
	TNT1 A 0 A_Explode(2,100)
	TNT1 A 0 A_Explode(2,100)
	TNT1 A 0 A_Explode(2,100)
	TNT1 A 0 A_Explode(2,100)
	TNT1 A 0 A_Explode(2,100)
	TNT1 A 0 A_Explode(2,100)
	TNT1 A 0 A_Explode(2,100)
	TNT1 A 0 A_Explode(2,100)
	TNT1 A 0 A_Explode(2,100)
	TNT1 A 0 A_Explode(2,100)
	TNT1 A 0 A_Explode(2,100)
	TNT1 A 0 A_Explode(2,100)
	TNT1 A 0 A_Explode(2,100)
	TNT1 A 0 A_Explode(2,100)
	TNT1 A 0 A_Explode(2,100)
	TNT1 A 0 A_Explode(2,100)
	TNT1 A 0 A_Explode(2,100)
	TNT1 A 0 A_Explode(2,100)
	TNT1 A 0 A_Explode(2,100)
	TNT1 A 0 A_Explode(2,100)
	TNT1 A 0 A_Explode(2,100)
	TNT1 A 0 A_Explode(2,100)
	TNT1 A 0 A_Explode(2,100)
	TNT1 A 0 A_Explode(2,100)
	TNT1 A 0 A_Explode(2,100)
	TNT1 A 0 A_Explode(2,100)
	TNT1 A 0 A_Explode(2,100)
	TNT1 A 0 A_Explode(2,100)
	//TNT1 A 288
	TNT1 A 0 A_Explode(2,100)
	TNT1 A 0 A_Explode(2,100)
	TNT1 A 0 A_Explode(2,100)
	TNT1 A 0 A_Explode(2,100)
	TNT1 A 0 A_Explode(2,100)
	TNT1 A 0 A_Explode(2,100)
	TNT1 A 0 A_Explode(2,100)
	TNT1 A 0 A_Explode(2,100)
	TNT1 A 0 A_Explode(2,100)
	TNT1 A 0 A_Explode(2,100)
	TNT1 A 0 A_Explode(2,100)
	TNT1 A 0 A_Explode(2,100)
	TNT1 A 0 A_Explode(2,100)
	TNT1 A 0 A_Explode(2,100)
	TNT1 A 0 A_Explode(2,100)
	TNT1 A 0 A_Explode(2,100)
	TNT1 A 0 A_Explode(2,100)
	TNT1 A 0 A_Explode(2,100)
	TNT1 A 0 A_Explode(2,100)
	TNT1 A 0 A_Explode(2,100)
	TNT1 A 0 A_Explode(2,100)
	TNT1 A 0 A_Explode(2,100)
	TNT1 A 0 A_Explode(2,100)
	TNT1 A 0 A_Explode(2,100)
	TNT1 A 0 A_Explode(2,100)
	TNT1 A 0 A_Explode(2,100)
	TNT1 A 0 A_Explode(2,100)
	TNT1 A 0 A_Explode(2,100)
	TNT1 A 0 A_Explode(2,100)
	TNT1 A 0 A_Explode(2,100)
	TNT1 A 0 A_Explode(2,100)
	TNT1 A 0 A_Explode(2,100)
	TNT1 A 0 A_Explode(2,100)
	TNT1 A 0 A_Explode(2,100)
	TNT1 A 0 A_Explode(2,100)
	TNT1 A 0 A_Explode(2,100)
	//TNT1 A 36
	TNT1 A 0 A_Explode(2,100)
	TNT1 A 0 A_Explode(2,100)
	TNT1 A 0 A_Explode(2,100)
	TNT1 A 0 A_Explode(2,100)
	TNT1 A 0 A_Explode(2,100)
	TNT1 A 0 A_Explode(2,100)
	TNT1 A 0 A_Explode(2,100)
	TNT1 A 0 A_Explode(2,100)
	TNT1 A 0 A_Explode(2,100)
	TNT1 A 0 A_Explode(2,100)
	TNT1 A 0 A_Explode(2,100)
	TNT1 A 0 A_Explode(2,100)
	TNT1 A 0 A_Explode(2,100)
	TNT1 A 0 A_Explode(2,100)
	TNT1 A 0 A_Explode(2,100)
	TNT1 A 0 A_Explode(2,100)
	TNT1 A 0 A_Explode(2,100)
	TNT1 A 0 A_Explode(2,100)
	TNT1 A 0 A_Explode(2,100)
	TNT1 A 0 A_Explode(2,100)
	TNT1 A 0 A_Explode(2,100)
	TNT1 A 0 A_Explode(2,100)
	TNT1 A 0 A_Explode(2,100)
	TNT1 A 0 A_Explode(2,100)
	TNT1 A 0 A_Explode(2,100)
	TNT1 A 0 A_Explode(2,100)
	TNT1 A 0 A_Explode(2,100)
	TNT1 A 0 A_Explode(2,100)
	TNT1 A 0 A_Explode(2,100)
	TNT1 A 0 A_Explode(2,100)
	TNT1 A 0 A_Explode(2,100)
	TNT1 A 0 A_Explode(2,100)
	TNT1 A 0 A_Explode(2,100)
	TNT1 A 0 A_Explode(2,100)
	TNT1 A 0 A_Explode(2,100)
	TNT1 A 0 A_Explode(2,100)
	//TNT1 A 288
	TNT1 A 0 A_Explode(2,100)
	TNT1 A 0 A_Explode(2,100)
	TNT1 A 0 A_Explode(2,100)
	TNT1 A 0 A_Explode(2,100)
	TNT1 A 0 A_Explode(2,100)
	TNT1 A 0 A_Explode(2,100)
	TNT1 A 0 A_Explode(2,100)
	TNT1 A 0 A_Explode(2,100)
	TNT1 A 0 A_Explode(2,100)
	TNT1 A 0 A_Explode(2,100)
	TNT1 A 0 A_Explode(2,100)
	TNT1 A 0 A_Explode(2,100)
	TNT1 A 0 A_Explode(2,100)
	TNT1 A 0 A_Explode(2,100)
	TNT1 A 0 A_Explode(2,100)
	TNT1 A 0 A_Explode(2,100)
	TNT1 A 0 A_Explode(2,100)
	TNT1 A 0 A_Explode(2,100)
	TNT1 A 0 A_Explode(2,100)
	TNT1 A 0 A_Explode(2,100)
	TNT1 A 0 A_Explode(2,100)
	TNT1 A 0 A_Explode(2,100)
	TNT1 A 0 A_Explode(2,100)
	TNT1 A 0 A_Explode(2,100)
	TNT1 A 0 A_Explode(2,100)
	TNT1 A 0 A_Explode(2,100)
	TNT1 A 0 A_Explode(2,100)
	TNT1 A 0 A_Explode(2,100)
	TNT1 A 0 A_Explode(2,100)
	TNT1 A 0 A_Explode(2,100)
	TNT1 A 0 A_Explode(2,100)
	TNT1 A 0 A_Explode(2,100)
	TNT1 A 0 A_Explode(2,100)
	TNT1 A 0 A_Explode(2,100)
	TNT1 A 0 A_Explode(2,100)
	TNT1 A 0 A_Explode(2,100)
	//TNT1 A 36
	TNT1 A 0 A_Explode(2,100)
	TNT1 A 0 A_Explode(2,100)
	TNT1 A 0 A_Explode(2,100)
	TNT1 A 0 A_Explode(2,100)
	TNT1 A 0 A_Explode(2,100)
	TNT1 A 0 A_Explode(2,100)
	TNT1 A 0 A_Explode(2,100)
	TNT1 A 0 A_Explode(2,100)
	TNT1 A 0 A_Explode(2,100)
	TNT1 A 0 A_Explode(2,100)
	TNT1 A 0 A_Explode(2,100)
	TNT1 A 0 A_Explode(2,100)
	TNT1 A 0 A_Explode(2,100)
	TNT1 A 0 A_Explode(2,100)
	TNT1 A 0 A_Explode(2,100)
	TNT1 A 0 A_Explode(2,100)
	TNT1 A 0 A_Explode(2,100)
	TNT1 A 0 A_Explode(2,100)
	TNT1 A 0 A_Explode(2,100)
	TNT1 A 0 A_Explode(2,100)
	TNT1 A 0 A_Explode(2,100)
	TNT1 A 0 A_Explode(2,100)
	TNT1 A 0 A_Explode(2,100)
	TNT1 A 0 A_Explode(2,100)
	TNT1 A 0 A_Explode(2,100)
	TNT1 A 0 A_Explode(2,100)
	TNT1 A 0 A_Explode(2,100)
	TNT1 A 0 A_Explode(2,100)
	TNT1 A 0 A_Explode(2,100)
	TNT1 A 0 A_Explode(2,100)
	TNT1 A 0 A_Explode(2,100)
	TNT1 A 0 A_Explode(2,100)
	TNT1 A 0 A_Explode(2,100)
	TNT1 A 0 A_Explode(2,100)
	TNT1 A 0 A_Explode(2,100)
	TNT1 A 0 A_Explode(2,100)
	//TNT1 A 288
	TNT1 A 0 A_Explode(2,100)
	TNT1 A 0 A_Explode(2,100)
	TNT1 A 0 A_Explode(2,100)
	TNT1 A 0 A_Explode(2,100)
	TNT1 A 0 A_Explode(2,100)
	TNT1 A 0 A_Explode(2,100)
	TNT1 A 0 A_Explode(2,100)
	TNT1 A 0 A_Explode(2,100)
	TNT1 A 0 A_Explode(2,100)
	TNT1 A 0 A_Explode(2,100)
	TNT1 A 0 A_Explode(2,100)
	TNT1 A 0 A_Explode(2,100)
	TNT1 A 0 A_Explode(2,100)
	TNT1 A 0 A_Explode(2,100)
	TNT1 A 0 A_Explode(2,100)
	TNT1 A 0 A_Explode(2,100)
	TNT1 A 0 A_Explode(2,100)
	TNT1 A 0 A_Explode(2,100)
	TNT1 A 0 A_Explode(2,100)
	TNT1 A 0 A_Explode(2,100)
	TNT1 A 0 A_Explode(2,100)
	TNT1 A 0 A_Explode(2,100)
	TNT1 A 0 A_Explode(2,100)
	TNT1 A 0 A_Explode(2,100)
	TNT1 A 0 A_Explode(2,100)
	TNT1 A 0 A_Explode(2,100)
	TNT1 A 0 A_Explode(2,100)
	TNT1 A 0 A_Explode(2,100)
	TNT1 A 0 A_Explode(2,100)
	TNT1 A 0 A_Explode(2,100)
	TNT1 A 0 A_Explode(2,100)
	TNT1 A 0 A_Explode(2,100)
	TNT1 A 0 A_Explode(2,100)
	TNT1 A 0 A_Explode(2,100)
	TNT1 A 0 A_Explode(2,100)
	TNT1 A 0 A_Explode(2,100)
	//TNT1 A 36
	TNT1 A 0 A_Explode(2,100)
	TNT1 A 0 A_Explode(2,100)
	TNT1 A 0 A_Explode(2,100)
	TNT1 A 0 A_Explode(2,100)
	TNT1 A 0 A_Explode(2,100)
	TNT1 A 0 A_Explode(2,100)
	TNT1 A 0 A_Explode(2,100)
	TNT1 A 0 A_Explode(2,100)
	TNT1 A 0 A_Explode(2,100)
	TNT1 A 0 A_Explode(2,100)
	TNT1 A 0 A_Explode(2,100)
	TNT1 A 0 A_Explode(2,100)
	TNT1 A 0 A_Explode(2,100)
	TNT1 A 0 A_Explode(2,100)
	TNT1 A 0 A_Explode(2,100)
	TNT1 A 0 A_Explode(2,100)
	TNT1 A 0 A_Explode(2,100)
	TNT1 A 0 A_Explode(2,100)
	TNT1 A 0 A_Explode(2,100)
	TNT1 A 0 A_Explode(2,100)
	TNT1 A 0 A_Explode(2,100)
	TNT1 A 0 A_Explode(2,100)
	TNT1 A 0 A_Explode(2,100)
	TNT1 A 0 A_Explode(2,100)
	TNT1 A 0 A_Explode(2,100)
	TNT1 A 0 A_Explode(2,100)
	TNT1 A 0 A_Explode(2,100)
	TNT1 A 0 A_Explode(2,100)
	TNT1 A 0 A_Explode(2,100)
	TNT1 A 0 A_Explode(2,100)
	TNT1 A 0 A_Explode(2,100)
	TNT1 A 0 A_Explode(2,100)
	TNT1 A 0 A_Explode(2,100)
	TNT1 A 0 A_Explode(2,100)
	TNT1 A 0 A_Explode(2,100)
	TNT1 A 0 A_Explode(2,100)
	TNT1 A 288
    Stop
  }
}

ACTOR CoopPoisonHack
{
  +THRUACTORS
  +NOCLIP
  Radius 4
  Height 4
  Mass 1000
  DamageType "GasShellDamagePlayer"
  States
  {
  Spawn:
    TNT1 A 0
	TNT1 A 0
	TNT1 A 0
	TNT1 A 0
	TNT1 A 0
	TNT1 A 0 A_Explode(2,110)
	TNT1 A 0 A_Explode(2,110)
	TNT1 A 0 A_Explode(2,110)
	TNT1 A 0 A_Explode(2,110)
	TNT1 A 0 A_Explode(2,110)
	TNT1 A 0 A_Explode(2,110)
	TNT1 A 0 A_Explode(2,110)
	TNT1 A 0 A_Explode(2,110)
	TNT1 A 0 A_Explode(2,110)
	TNT1 A 0 A_Explode(2,110)
	TNT1 A 0 A_Explode(2,110)
	TNT1 A 0 A_Explode(2,110)
	TNT1 A 0 A_Explode(2,110)
	TNT1 A 0 A_Explode(2,110)
	TNT1 A 0 A_Explode(2,110)
	TNT1 A 0 A_Explode(2,110)
	TNT1 A 0 A_Explode(2,110)
	TNT1 A 0 A_Explode(2,110)
	//TNT1 A _18
	TNT1 A 0 A_Explode(2,110)
	TNT1 A 0 A_Explode(2,110)
	TNT1 A 0 A_Explode(2,110)
	TNT1 A 0 A_Explode(2,110)
	TNT1 A 0 A_Explode(2,110)
	TNT1 A 0 A_Explode(2,110)
	TNT1 A 0 A_Explode(2,110)
	TNT1 A 0 A_Explode(2,110)
	TNT1 A 0 A_Explode(2,110)
	TNT1 A 0 A_Explode(2,110)
	TNT1 A 0 A_Explode(2,110)
	TNT1 A 0 A_Explode(2,110)
	TNT1 A 0 A_Explode(2,110)
	TNT1 A 0 A_Explode(2,110)
	TNT1 A 0 A_Explode(2,110)
	TNT1 A 0 A_Explode(2,110)
	TNT1 A 0 A_Explode(2,110)
	TNT1 A 0 A_Explode(2,110)
	TNT1 A 36
	TNT1 A 0 A_Explode(2,110)
	TNT1 A 0 A_Explode(2,110)
	TNT1 A 0 A_Explode(2,110)
	TNT1 A 0 A_Explode(2,110)
	TNT1 A 0 A_Explode(2,110)
	TNT1 A 0 A_Explode(2,110)
	TNT1 A 0 A_Explode(2,110)
	TNT1 A 0 A_Explode(2,110)
	TNT1 A 0 A_Explode(2,110)
	TNT1 A 0 A_Explode(2,110)
	TNT1 A 0 A_Explode(2,110)
	TNT1 A 0 A_Explode(2,110)
	TNT1 A 0 A_Explode(2,110)
	TNT1 A 0 A_Explode(2,110)
	TNT1 A 0 A_Explode(2,110)
	TNT1 A 0 A_Explode(2,110)
	TNT1 A 0 A_Explode(2,110)
	TNT1 A 0 A_Explode(2,110)
	//TNT1 A _18
	TNT1 A 0 A_Explode(2,110)
	TNT1 A 0 A_Explode(2,110)
	TNT1 A 0 A_Explode(2,110)
	TNT1 A 0 A_Explode(2,110)
	TNT1 A 0 A_Explode(2,110)
	TNT1 A 0 A_Explode(2,110)
	TNT1 A 0 A_Explode(2,110)
	TNT1 A 0 A_Explode(2,110)
	TNT1 A 0 A_Explode(2,110)
	TNT1 A 0 A_Explode(2,110)
	TNT1 A 0 A_Explode(2,110)
	TNT1 A 0 A_Explode(2,110)
	TNT1 A 0 A_Explode(2,110)
	TNT1 A 0 A_Explode(2,110)
	TNT1 A 0 A_Explode(2,110)
	TNT1 A 0 A_Explode(2,110)
	TNT1 A 0 A_Explode(2,110)
	TNT1 A 0 A_Explode(2,110)
	//TNT1 A _18
	TNT1 A 0 A_Explode(2,110)
	TNT1 A 0 A_Explode(2,110)
	TNT1 A 0 A_Explode(2,110)
	TNT1 A 0 A_Explode(2,110)
	TNT1 A 0 A_Explode(2,110)
	TNT1 A 0 A_Explode(2,110)
	TNT1 A 0 A_Explode(2,110)
	TNT1 A 0 A_Explode(2,110)
	TNT1 A 0 A_Explode(2,110)
	TNT1 A 0 A_Explode(2,110)
	TNT1 A 0 A_Explode(2,110)
	TNT1 A 0 A_Explode(2,110)
	TNT1 A 0 A_Explode(2,110)
	TNT1 A 0 A_Explode(2,110)
	TNT1 A 0 A_Explode(2,110)
	TNT1 A 0 A_Explode(2,110)
	TNT1 A 0 A_Explode(2,110)
	TNT1 A 0 A_Explode(2,110)
	//NT1 A 18
	TNT1 A 0 A_Explode(2,110)
	TNT1 A 0 A_Explode(2,110)
	TNT1 A 0 A_Explode(2,110)
	TNT1 A 0 A_Explode(2,110)
	TNT1 A 0 A_Explode(2,110)
	TNT1 A 0 A_Explode(2,110)
	TNT1 A 0 A_Explode(2,110)
	TNT1 A 0 A_Explode(2,110)
	TNT1 A 0 A_Explode(2,110)
	TNT1 A 0 A_Explode(2,110)
	TNT1 A 0 A_Explode(2,110)
	TNT1 A 0 A_Explode(2,110)
	TNT1 A 0 A_Explode(2,110)
	TNT1 A 0 A_Explode(2,110)
	TNT1 A 0 A_Explode(2,110)
	TNT1 A 0 A_Explode(2,110)
	TNT1 A 0 A_Explode(2,110)
	TNT1 A 0 A_Explode(2,110)
	TNT1 A 72
	TNT1 A 0 A_Explode(2,110)
	TNT1 A 0 A_Explode(2,110)
	TNT1 A 0 A_Explode(2,110)
	TNT1 A 0 A_Explode(2,110)
	TNT1 A 0 A_Explode(2,110)
	TNT1 A 0 A_Explode(2,110)
	TNT1 A 0 A_Explode(2,110)
	TNT1 A 0 A_Explode(2,110)
	TNT1 A 0 A_Explode(2,110)
	TNT1 A 0 A_Explode(2,110)
	TNT1 A 0 A_Explode(2,110)
	TNT1 A 0 A_Explode(2,110)
	TNT1 A 0 A_Explode(2,110)
	TNT1 A 0 A_Explode(2,110)
	TNT1 A 0 A_Explode(2,110)
	TNT1 A 0 A_Explode(2,110)
	TNT1 A 0 A_Explode(2,110)
	TNT1 A 0 A_Explode(2,110)
	//TNT1 A _18
	TNT1 A 0 A_Explode(2,110)
	TNT1 A 0 A_Explode(2,110)
	TNT1 A 0 A_Explode(2,110)
	TNT1 A 0 A_Explode(2,110)
	TNT1 A 0 A_Explode(2,110)
	TNT1 A 0 A_Explode(2,110)
	TNT1 A 0 A_Explode(2,110)
	TNT1 A 0 A_Explode(2,110)
	TNT1 A 0 A_Explode(2,110)
	TNT1 A 0 A_Explode(2,110)
	TNT1 A 0 A_Explode(2,110)
	TNT1 A 0 A_Explode(2,110)
	TNT1 A 0 A_Explode(2,110)
	TNT1 A 0 A_Explode(2,110)
	TNT1 A 0 A_Explode(2,110)
	TNT1 A 0 A_Explode(2,110)
	TNT1 A 0 A_Explode(2,110)
	TNT1 A 0 A_Explode(2,110)
	//TNT1 A _18
	TNT1 A 0 A_Explode(2,110)
	TNT1 A 0 A_Explode(2,110)
	TNT1 A 0 A_Explode(2,110)
	TNT1 A 0 A_Explode(2,110)
	TNT1 A 0 A_Explode(2,110)
	TNT1 A 0 A_Explode(2,110)
	TNT1 A 0 A_Explode(2,110)
	TNT1 A 0 A_Explode(2,110)
	TNT1 A 0 A_Explode(2,110)
	TNT1 A 0 A_Explode(2,110)
	TNT1 A 0 A_Explode(2,110)
	TNT1 A 0 A_Explode(2,110)
	TNT1 A 0 A_Explode(2,110)
	TNT1 A 0 A_Explode(2,110)
	TNT1 A 0 A_Explode(2,110)
	TNT1 A 0 A_Explode(2,110)
	TNT1 A 0 A_Explode(2,110)
	TNT1 A 0 A_Explode(2,110)
	//TNT1 A _18
	TNT1 A 0 A_Explode(2,110)
	TNT1 A 0 A_Explode(2,110)
	TNT1 A 0 A_Explode(2,110)
	TNT1 A 0 A_Explode(2,110)
	TNT1 A 0 A_Explode(2,110)
	TNT1 A 0 A_Explode(2,110)
	TNT1 A 0 A_Explode(2,110)
	TNT1 A 0 A_Explode(2,110)
	TNT1 A 0 A_Explode(2,110)
	TNT1 A 0 A_Explode(2,110)
	TNT1 A 0 A_Explode(2,110)
	TNT1 A 0 A_Explode(2,110)
	TNT1 A 0 A_Explode(2,110)
	TNT1 A 0 A_Explode(2,110)
	TNT1 A 0 A_Explode(2,110)
	TNT1 A 0 A_Explode(2,110)
	TNT1 A 0 A_Explode(2,110)
	TNT1 A 0 A_Explode(2,110)
	TNT1 A 72
	TNT1 A 0 A_Explode(2,110)
	TNT1 A 0 A_Explode(2,110)
	TNT1 A 0 A_Explode(2,110)
	TNT1 A 0 A_Explode(2,110)
	TNT1 A 0 A_Explode(2,110)
	TNT1 A 0 A_Explode(2,110)
	TNT1 A 0 A_Explode(2,110)
	TNT1 A 0 A_Explode(2,110)
	TNT1 A 0 A_Explode(2,110)
	TNT1 A 0 A_Explode(2,110)
	TNT1 A 0 A_Explode(2,110)
	TNT1 A 0 A_Explode(2,110)
	TNT1 A 0 A_Explode(2,110)
	TNT1 A 0 A_Explode(2,110)
	TNT1 A 0 A_Explode(2,110)
	TNT1 A 0 A_Explode(2,110)
	TNT1 A 0 A_Explode(2,110)
	TNT1 A 0 A_Explode(2,110)
	//TNT1 A _18
	TNT1 A 0 A_Explode(2,110)
	TNT1 A 0 A_Explode(2,110)
	TNT1 A 0 A_Explode(2,110)
	TNT1 A 0 A_Explode(2,110)
	TNT1 A 0 A_Explode(2,110)
	TNT1 A 0 A_Explode(2,110)
	TNT1 A 0 A_Explode(2,110)
	TNT1 A 0 A_Explode(2,110)
	TNT1 A 0 A_Explode(2,110)
	TNT1 A 0 A_Explode(2,110)
	TNT1 A 0 A_Explode(2,110)
	TNT1 A 0 A_Explode(2,110)
	TNT1 A 0 A_Explode(2,110)
	TNT1 A 0 A_Explode(2,110)
	TNT1 A 0 A_Explode(2,110)
	TNT1 A 0 A_Explode(2,110)
	TNT1 A 0 A_Explode(2,110)
	TNT1 A 0 A_Explode(2,110)
	//TNT1 A _18
	TNT1 A 0 A_Explode(2,110)
	TNT1 A 0 A_Explode(2,110)
	TNT1 A 0 A_Explode(2,110)
	TNT1 A 0 A_Explode(2,110)
	TNT1 A 0 A_Explode(2,110)
	TNT1 A 0 A_Explode(2,110)
	TNT1 A 0 A_Explode(2,110)
	TNT1 A 0 A_Explode(2,110)
	TNT1 A 0 A_Explode(2,110)
	TNT1 A 0 A_Explode(2,110)
	TNT1 A 0 A_Explode(2,110)
	TNT1 A 0 A_Explode(2,110)
	TNT1 A 0 A_Explode(2,110)
	TNT1 A 0 A_Explode(2,110)
	TNT1 A 0 A_Explode(2,110)
	TNT1 A 0 A_Explode(2,110)
	TNT1 A 0 A_Explode(2,110)
	TNT1 A 0 A_Explode(2,110)
	//TNT1 A _18
	TNT1 A 0 A_Explode(2,110)
	TNT1 A 0 A_Explode(2,110)
	TNT1 A 0 A_Explode(2,110)
	TNT1 A 0 A_Explode(2,110)
	TNT1 A 0 A_Explode(2,110)
	TNT1 A 0 A_Explode(2,110)
	TNT1 A 0 A_Explode(2,110)
	TNT1 A 0 A_Explode(2,110)
	TNT1 A 0 A_Explode(2,110)
	TNT1 A 0 A_Explode(2,110)
	TNT1 A 0 A_Explode(2,110)
	TNT1 A 0 A_Explode(2,110)
	TNT1 A 0 A_Explode(2,110)
	TNT1 A 0 A_Explode(2,110)
	TNT1 A 0 A_Explode(2,110)
	TNT1 A 0 A_Explode(2,110)
	TNT1 A 0 A_Explode(2,110)
	TNT1 A 0 A_Explode(2,110)
	TNT1 A 72
	TNT1 A 0 A_Explode(2,110)
	TNT1 A 0 A_Explode(2,110)
	TNT1 A 0 A_Explode(2,110)
	TNT1 A 0 A_Explode(2,110)
	TNT1 A 0 A_Explode(2,110)
	TNT1 A 0 A_Explode(2,110)
	TNT1 A 0 A_Explode(2,110)
	TNT1 A 0 A_Explode(2,110)
	TNT1 A 0 A_Explode(2,110)
	TNT1 A 0 A_Explode(2,110)
	TNT1 A 0 A_Explode(2,110)
	TNT1 A 0 A_Explode(2,110)
	TNT1 A 0 A_Explode(2,110)
	TNT1 A 0 A_Explode(2,110)
	TNT1 A 0 A_Explode(2,110)
	TNT1 A 0 A_Explode(2,110)
	TNT1 A 0 A_Explode(2,110)
	TNT1 A 0 A_Explode(2,110)
	//TNT1 A _18
	TNT1 A 0 A_Explode(2,110)
	TNT1 A 0 A_Explode(2,110)
	TNT1 A 0 A_Explode(2,110)
	TNT1 A 0 A_Explode(2,110)
	TNT1 A 0 A_Explode(2,110)
	TNT1 A 0 A_Explode(2,110)
	TNT1 A 0 A_Explode(2,110)
	TNT1 A 0 A_Explode(2,110)
	TNT1 A 0 A_Explode(2,110)
	TNT1 A 0 A_Explode(2,110)
	TNT1 A 0 A_Explode(2,110)
	TNT1 A 0 A_Explode(2,110)
	TNT1 A 0 A_Explode(2,110)
	TNT1 A 0 A_Explode(2,110)
	TNT1 A 0 A_Explode(2,110)
	TNT1 A 0 A_Explode(2,110)
	TNT1 A 0 A_Explode(2,110)
	TNT1 A 0 A_Explode(2,110)
	//TNT1 A _18
	TNT1 A 0 A_Explode(2,110)
	TNT1 A 0 A_Explode(2,110)
	TNT1 A 0 A_Explode(2,110)
	TNT1 A 0 A_Explode(2,110)
	TNT1 A 0 A_Explode(2,110)
	TNT1 A 0 A_Explode(2,110)
	TNT1 A 0 A_Explode(2,110)
	TNT1 A 0 A_Explode(2,110)
	TNT1 A 0 A_Explode(2,110)
	TNT1 A 0 A_Explode(2,110)
	TNT1 A 0 A_Explode(2,110)
	TNT1 A 0 A_Explode(2,110)
	TNT1 A 0 A_Explode(2,110)
	TNT1 A 0 A_Explode(2,110)
	TNT1 A 0 A_Explode(2,110)
	TNT1 A 0 A_Explode(2,110)
	TNT1 A 0 A_Explode(2,110)
	TNT1 A 0 A_Explode(2,110)
	//TNT1 A _18
	TNT1 A 0 A_Explode(2,110)
	TNT1 A 0 A_Explode(2,110)
	TNT1 A 0 A_Explode(2,110)
	TNT1 A 0 A_Explode(2,110)
	TNT1 A 0 A_Explode(2,110)
	TNT1 A 0 A_Explode(2,110)
	TNT1 A 0 A_Explode(2,110)
	TNT1 A 0 A_Explode(2,110)
	TNT1 A 0 A_Explode(2,110)
	TNT1 A 0 A_Explode(2,110)
	TNT1 A 0 A_Explode(2,110)
	TNT1 A 0 A_Explode(2,110)
	TNT1 A 0 A_Explode(2,110)
	TNT1 A 0 A_Explode(2,110)
	TNT1 A 0 A_Explode(2,110)
	TNT1 A 0 A_Explode(2,110)
	TNT1 A 0 A_Explode(2,110)
	TNT1 A 0 A_Explode(2,110)
	TNT1 A 72
	TNT1 A 0 A_Explode(2,110)
	TNT1 A 0 A_Explode(2,110)
	TNT1 A 0 A_Explode(2,110)
	TNT1 A 0 A_Explode(2,110)
	TNT1 A 0 A_Explode(2,110)
	TNT1 A 0 A_Explode(2,110)
	TNT1 A 0 A_Explode(2,110)
	TNT1 A 0 A_Explode(2,110)
	TNT1 A 0 A_Explode(2,110)
	TNT1 A 0 A_Explode(2,110)
	TNT1 A 0 A_Explode(2,110)
	TNT1 A 0 A_Explode(2,110)
	TNT1 A 0 A_Explode(2,110)
	TNT1 A 0 A_Explode(2,110)
	TNT1 A 0 A_Explode(2,110)
	TNT1 A 0 A_Explode(2,110)
	TNT1 A 0 A_Explode(2,110)
	TNT1 A 0 A_Explode(2,110)
	//TNT1 A _18
	TNT1 A 0 A_Explode(2,110)
	TNT1 A 0 A_Explode(2,110)
	TNT1 A 0 A_Explode(2,110)
	TNT1 A 0 A_Explode(2,110)
	TNT1 A 0 A_Explode(2,110)
	TNT1 A 0 A_Explode(2,110)
	TNT1 A 0 A_Explode(2,110)
	TNT1 A 0 A_Explode(2,110)
	TNT1 A 0 A_Explode(2,110)
	TNT1 A 0 A_Explode(2,110)
	TNT1 A 0 A_Explode(2,110)
	TNT1 A 0 A_Explode(2,110)
	TNT1 A 0 A_Explode(2,110)
	TNT1 A 0 A_Explode(2,110)
	TNT1 A 0 A_Explode(2,110)
	TNT1 A 0 A_Explode(2,110)
	TNT1 A 0 A_Explode(2,110)
	TNT1 A 0 A_Explode(2,110)
	//TNT1 A _18
	TNT1 A 0 A_Explode(2,110)
	TNT1 A 0 A_Explode(2,110)
	TNT1 A 0 A_Explode(2,110)
	TNT1 A 0 A_Explode(2,110)
	TNT1 A 0 A_Explode(2,110)
	TNT1 A 0 A_Explode(2,110)
	TNT1 A 0 A_Explode(2,110)
	TNT1 A 0 A_Explode(2,110)
	TNT1 A 0 A_Explode(2,110)
	TNT1 A 0 A_Explode(2,110)
	TNT1 A 0 A_Explode(2,110)
	TNT1 A 0 A_Explode(2,110)
	TNT1 A 0 A_Explode(2,110)
	TNT1 A 0 A_Explode(2,110)
	TNT1 A 0 A_Explode(2,110)
	TNT1 A 0 A_Explode(2,110)
	TNT1 A 0 A_Explode(2,110)
	TNT1 A 0 A_Explode(2,110)
	//TNT1 A _18
	TNT1 A 0 A_Explode(2,110)
	TNT1 A 0 A_Explode(2,110)
	TNT1 A 0 A_Explode(2,110)
	TNT1 A 0 A_Explode(2,110)
	TNT1 A 0 A_Explode(2,110)
	TNT1 A 0 A_Explode(2,110)
	TNT1 A 0 A_Explode(2,110)
	TNT1 A 0 A_Explode(2,110)
	TNT1 A 0 A_Explode(2,110)
	TNT1 A 0 A_Explode(2,110)
	TNT1 A 0 A_Explode(2,110)
	TNT1 A 0 A_Explode(2,110)
	TNT1 A 0 A_Explode(2,110)
	TNT1 A 0 A_Explode(2,110)
	TNT1 A 0 A_Explode(2,110)
	TNT1 A 0 A_Explode(2,110)
	TNT1 A 0 A_Explode(2,110)
	TNT1 A 0 A_Explode(2,110)
	TNT1 A 72
	TNT1 A 0 A_Explode(2,110)
	TNT1 A 0 A_Explode(2,110)
	TNT1 A 0 A_Explode(2,110)
	TNT1 A 0 A_Explode(2,110)
	TNT1 A 0 A_Explode(2,110)
	TNT1 A 0 A_Explode(2,110)
	TNT1 A 0 A_Explode(2,110)
	TNT1 A 0 A_Explode(2,110)
	TNT1 A 0 A_Explode(2,110)
	TNT1 A 0 A_Explode(2,110)
	TNT1 A 0 A_Explode(2,110)
	TNT1 A 0 A_Explode(2,110)
	TNT1 A 0 A_Explode(2,110)
	TNT1 A 0 A_Explode(2,110)
	TNT1 A 0 A_Explode(2,110)
	TNT1 A 0 A_Explode(2,110)
	TNT1 A 0 A_Explode(2,110)
	TNT1 A 0 A_Explode(2,110)
	//TNT1 A _18
	TNT1 A 0 A_Explode(2,110)
	TNT1 A 0 A_Explode(2,110)
	TNT1 A 0 A_Explode(2,110)
	TNT1 A 0 A_Explode(2,110)
	TNT1 A 0 A_Explode(2,110)
	TNT1 A 0 A_Explode(2,110)
	TNT1 A 0 A_Explode(2,110)
	TNT1 A 0 A_Explode(2,110)
	TNT1 A 0 A_Explode(2,110)
	TNT1 A 0 A_Explode(2,110)
	TNT1 A 0 A_Explode(2,110)
	TNT1 A 0 A_Explode(2,110)
	TNT1 A 0 A_Explode(2,110)
	TNT1 A 0 A_Explode(2,110)
	TNT1 A 0 A_Explode(2,110)
	TNT1 A 0 A_Explode(2,110)
	TNT1 A 0 A_Explode(2,110)
	TNT1 A 0 A_Explode(2,110)
	//TNT1 A _18
	TNT1 A 0 A_Explode(2,110)
	TNT1 A 0 A_Explode(2,110)
	TNT1 A 0 A_Explode(2,110)
	TNT1 A 0 A_Explode(2,110)
	TNT1 A 0 A_Explode(2,110)
	TNT1 A 0 A_Explode(2,110)
	TNT1 A 0 A_Explode(2,110)
	TNT1 A 0 A_Explode(2,110)
	TNT1 A 0 A_Explode(2,110)
	TNT1 A 0 A_Explode(2,110)
	TNT1 A 0 A_Explode(2,110)
	TNT1 A 0 A_Explode(2,110)
	TNT1 A 0 A_Explode(2,110)
	TNT1 A 0 A_Explode(2,110)
	TNT1 A 0 A_Explode(2,110)
	TNT1 A 0 A_Explode(2,110)
	TNT1 A 0 A_Explode(2,110)
	TNT1 A 0 A_Explode(2,110)
	//TNT1 A _18
	TNT1 A 0 A_Explode(2,110)
	TNT1 A 0 A_Explode(2,110)
	TNT1 A 0 A_Explode(2,110)
	TNT1 A 0 A_Explode(2,110)
	TNT1 A 0 A_Explode(2,110)
	TNT1 A 0 A_Explode(2,110)
	TNT1 A 0 A_Explode(2,110)
	TNT1 A 0 A_Explode(2,110)
	TNT1 A 0 A_Explode(2,110)
	TNT1 A 0 A_Explode(2,110)
	TNT1 A 0 A_Explode(2,110)
	TNT1 A 0 A_Explode(2,110)
	TNT1 A 0 A_Explode(2,110)
	TNT1 A 0 A_Explode(2,110)
	TNT1 A 0 A_Explode(2,110)
	TNT1 A 0 A_Explode(2,110)
	TNT1 A 0 A_Explode(2,110)
	TNT1 A 0 A_Explode(2,110)
	TNT1 A 72
	TNT1 A 0 A_Explode(2,110)
	TNT1 A 0 A_Explode(2,110)
	TNT1 A 0 A_Explode(2,110)
	TNT1 A 0 A_Explode(2,110)
	TNT1 A 0 A_Explode(2,110)
	TNT1 A 0 A_Explode(2,110)
	TNT1 A 0 A_Explode(2,110)
	TNT1 A 0 A_Explode(2,110)
	TNT1 A 0 A_Explode(2,110)
	TNT1 A 0 A_Explode(2,110)
	TNT1 A 0 A_Explode(2,110)
	TNT1 A 0 A_Explode(2,110)
	TNT1 A 0 A_Explode(2,110)
	TNT1 A 0 A_Explode(2,110)
	TNT1 A 0 A_Explode(2,110)
	TNT1 A 0 A_Explode(2,110)
	TNT1 A 0 A_Explode(2,110)
	TNT1 A 0 A_Explode(2,110)
	//TNT1 A _18
	TNT1 A 0 A_Explode(2,110)
	TNT1 A 0 A_Explode(2,110)
	TNT1 A 0 A_Explode(2,110)
	TNT1 A 0 A_Explode(2,110)
	TNT1 A 0 A_Explode(2,110)
	TNT1 A 0 A_Explode(2,110)
	TNT1 A 0 A_Explode(2,110)
	TNT1 A 0 A_Explode(2,110)
	TNT1 A 0 A_Explode(2,110)
	TNT1 A 0 A_Explode(2,110)
	TNT1 A 0 A_Explode(2,110)
	TNT1 A 0 A_Explode(2,110)
	TNT1 A 0 A_Explode(2,110)
	TNT1 A 0 A_Explode(2,110)
	TNT1 A 0 A_Explode(2,110)
	TNT1 A 0 A_Explode(2,110)
	TNT1 A 0 A_Explode(2,110)
	TNT1 A 0 A_Explode(2,110)
	//TNT1 A _18
	TNT1 A 0 A_Explode(2,110)
	TNT1 A 0 A_Explode(2,110)
	TNT1 A 0 A_Explode(2,110)
	TNT1 A 0 A_Explode(2,110)
	TNT1 A 0 A_Explode(2,110)
	TNT1 A 0 A_Explode(2,110)
	TNT1 A 0 A_Explode(2,110)
	TNT1 A 0 A_Explode(2,110)
	TNT1 A 0 A_Explode(2,110)
	TNT1 A 0 A_Explode(2,110)
	TNT1 A 0 A_Explode(2,110)
	TNT1 A 0 A_Explode(2,110)
	TNT1 A 0 A_Explode(2,110)
	TNT1 A 0 A_Explode(2,110)
	TNT1 A 0 A_Explode(2,110)
	TNT1 A 0 A_Explode(2,110)
	TNT1 A 0 A_Explode(2,110)
	TNT1 A 0 A_Explode(2,110)
	//TNT1 A _18
	TNT1 A 0 A_Explode(2,110)
	TNT1 A 0 A_Explode(2,110)
	TNT1 A 0 A_Explode(2,110)
	TNT1 A 0 A_Explode(2,110)
	TNT1 A 0 A_Explode(2,110)
	TNT1 A 0 A_Explode(2,110)
	TNT1 A 0 A_Explode(2,110)
	TNT1 A 0 A_Explode(2,110)
	TNT1 A 0 A_Explode(2,110)
	TNT1 A 0 A_Explode(2,110)
	TNT1 A 0 A_Explode(2,110)
	TNT1 A 0 A_Explode(2,110)
	TNT1 A 0 A_Explode(2,110)
	TNT1 A 0 A_Explode(2,110)
	TNT1 A 0 A_Explode(2,110)
	TNT1 A 0 A_Explode(2,110)
	TNT1 A 0 A_Explode(2,110)
	TNT1 A 0 A_Explode(2,110)
	TNT1 A 72
    Stop
  }
}

ACTOR GasTrail
{
  Radius 8
  Height 12
  Mass 1
  Scale 0.28
  RenderStyle "Add"
  Alpha 0.2
  Gravity 0.005
  //-BLOCKEDBYSOLIDACTORS
  +CLIENTSIDEONLY
  +THRUACTORS
  +NOBLOCKMAP
  +NOBLOCKMONST
  +DROPOFF
  +CORPSE
  +BRIGHT
  -VISIBILITYPULSE
  -NOGRAVITY
  -SOLID
  //+FLOATBOB
  States
  {
  Spawn:
    TNT1 A 0 
	TNT1 A 0 
	TNT1 A 0
	TNT1 A 0
	TNT1 A 0 ACS_ExecuteWithResult(857,12)
	//TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(857,11) == 1,"Toaster1")
	//TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(857,11) >= 2,"Toaster2")
	Goto SpawnAfterScript
  Toaster1:
    Goto SpawnAfterScript
  Toaster2:
    TNT1 A 0
    Stop
  SpawnAfterScript:
	TNT1 A 0 A_ScaleVelocity(0.03)
	TNT1 A 0 A_Jump(256,"SpawnA","SpawnB","SpawnC")
	Goto SpawnA
  SpawnA:
	S3BG H 2
	S2BG H 2
	S1BG H 2
	Goto SpawnB
  SpawnB:
	SPBG I 2
	1SBG I 2
	2SBG I 2
	Goto SpawnC
  SpawnC:
    3SBG D 1
	2SBG D 1
    1SBG D 1
    
	SPBG E 2 
	S1BG E 2
	S2BG E 2
	
	S3BG F 2
	S2BG F 2
	S1BG F 2
	
	SPBG H 2
	1SBG H 2
	2SBG H 2
	
	3SBG I 2
	2SBG I 2
	1SBG I 2

	SPBG E 2 
	S1BG E 2
	S2BG E 2
	
	S3BG F 2
	S2BG F 2
	S1BG F 2
	
	SPBG H 2
	1SBG H 2
	2SBG H 2
	
	3SBG I 2
	2SBG I 2
	1SBG I 2

	SPBG E 2 
	S1BG E 2
	S2BG E 2
	
	S3BG F 2
	S2BG F 2
	S1BG F 2
	
	SPBG H 2
	1SBG H 2
	2SBG H 2
	
	3SBG I 2
	2SBG I 2
	1SBG I 2

	SPBG A 0 A_ChangeFlag("NOGRAVITY", 0)

	SPBG E 2 
	S1BG E 2
	S2BG E 2
	
	S3BG F 2
	S2BG F 2
	S1BG F 2
	
	SPBG H 2
	1SBG H 2
	2SBG H 2
	
	3SBG I 2
	2SBG I 2
	1SBG I 2

	SPBG E 2 
	S1BG E 2
	S2BG E 2
	
	S3BG F 2
	S2BG F 2
	S1BG F 2
	
	SPBG H 2
	1SBG H 2
	2SBG H 2
	
	3SBG I 2
	2SBG I 2
	1SBG I 2
	Goto Spawn2
  Spawn2:
	SPBG E 2 
	S1BG E 2
	S2BG E 2
	TNT1 A 0 A_Jump(90,"Spawn3")
	TNT1 A 0 A_GiveInventory("Poisonbagcheckitem",1)
	TNT1 A 0 A_JumpIfInventory("Poisonbagcheckitem",20,"Death")
	Goto Spawn3
  Spawn3:
	S3BG F 2
	S2BG F 2
	S1BG F 2
	TNT1 A 0 A_Jump(90,"Spawn4")
	TNT1 A 0 A_GiveInventory("Poisonbagcheckitem",1)
	TNT1 A 0 A_JumpIfInventory("Poisonbagcheckitem",20,"Death")
	Goto Spawn4
  Spawn4:
	SPBG H 2
	1SBG H 2
	2SBG H 2
	TNT1 A 0 A_Jump(90,"Spawn5")
	TNT1 A 0 A_GiveInventory("Poisonbagcheckitem",1)
	TNT1 A 0 A_JumpIfInventory("Poisonbagcheckitem",20,"Death")
	Goto Spawn5
  Spawn5:
	3SBG I 2
	2SBG I 2
	1SBG I 2
	TNT1 A 0 A_Jump(90,"Spawn2")
	TNT1 A 0 A_GiveInventory("Poisonbagcheckitem",1)
	TNT1 A 0 A_JumpIfInventory("Poisonbagcheckitem",20,"Death")
	Goto Spawn2
  Death:
	SPBG EEEFFFGGGHHHII 2 A_FadeOut(0.01)
    SPBG EEEFFFGGGHHHII 2 A_FadeOut(0.01)
	SPBG EEEFFFGGGHHHII 2 A_FadeOut(0.01)
	SPBG EEEFFFGGGHHHII 2 A_FadeOut(0.01)
	SPBG IIIHHHGGGFFFEEEDDD 2 A_FadeOut(0.01)
	SPBG IIIHHHGGGFFFEEEDDD 2 A_FadeOut(0.01)
	SPBG IIIHHHGGGFFFEEEDDD 2 A_FadeOut(0.01)
    Stop
  Crash:
	TNT1 A 0 
	TNT1 A 0 A_ChangeVelocity (random(-1,1), random(-1,1),0,CVF_RELATIVE)
	TNT1 A 0 A_ScaleVelocity(0.6)
	SPBG EEEFFFGGGHHHIII 2 A_FadeOut(0.01)
	SPBG HHHGGGFFFEEEDDD 2 A_FadeOut(0.01)
	SPBG EEEFFFGGGHHHIII 2 A_FadeOut(0.01)
	SPBG HHHGGGFFFEEEDDD 2 A_FadeOut(0.01)
	SPBG EEEFFFGGGHHHIII 2 A_FadeOut(0.01)
	SPBG HHHGGGFFFEEEDDD 2 A_FadeOut(0.01)
	SPBG EEEFFFGGGHHHIII 2 A_FadeOut(0.01)
	SPBG HHHGGGFFFEEEDDD 2 A_FadeOut(0.01)
    Stop
  }
}

ACTOR GasTrail2 : GasTrail
{
  States
  {
  Toaster1:
    TNT1 A 0
	Stop
  }
}

/////HellFire Shell Actors

ACTOR OnlyDieOnce : ShotgunPump {}

ACTOR SmokeTrail : GasTrail
{
  Radius 8
  Height 12
  Mass 1
  Scale 0.1
  RenderStyle "Add"
  Alpha 0.6
  Gravity 0.005
  //-BLOCKEDBYSOLIDACTORS
  +CLIENTSIDEONLY
  -VISIBILITYPULSE
  -NOGRAVITY
  +CORPSE
  +BRIGHT
  States
  {
  Spawn:
    TNT1 A 0 
	TNT1 A 0 
	TNT1 A 0
	TNT1 A 0
	TNT1 A 0 ACS_ExecuteWithResult(857,12)
	//TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(857,11) == 1,"Toaster1")
	//TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(857,11) >= 2,"Toaster2")
	Goto SpawnAfterScript
  Toaster1:
    Goto SpawnAfterScript
  Toaster2:
    TNT1 A 0
    Stop
  SpawnAfterScript:
    HLFC ABCB 2 A_FadeOut(0.05)
    Loop
  Crash:
	Stop
  }
}

ACTOR SmokeTrailA : SmokeTrail
{
  States
  {
  Toaster1:
    TNT1 A 0
	Stop
  }
}

ACTOR SmokeTrail2
{
  +NOBLOCKMAP
  -NOGRAVITY
  +SHADOW
  +NOTELEPORT
  +CANNOTPUSH
  +NODAMAGETHRUST
  +CLIENTSIDEONLY
  Mass 1
  Gravity 0.01
  RenderStyle "Add"
  Scale 0.05
  Alpha 0.9
  States
  {
  Spawn:
    TNT1 A 0 
	TNT1 A 0 
	TNT1 A 0
	TNT1 A 0
	TNT1 A 0 ACS_ExecuteWithResult(857,12)
	//TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(857,11) == 1,"Toaster1")
	//TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(857,11) >= 2,"Toaster2")
	Goto SpawnAfterScript
  Toaster1:
    Goto SpawnAfterScript
  Toaster2:
    TNT1 A 0
    Stop
  SpawnAfterScript:
    SMK2 ABCEFGHIJKLMNOPQR 2  Bright A_FadeOut(0.1) //0.03
    Loop
  }
}

ACTOR SmokeTrail2A : SmokeTrail2
{
  States
  {
  Toaster1:
    TNT1 A 0
	Stop
  }
}

ACTOR WussySmokeTrail : SmokeTrail
{
  Scale 0.04
}

ACTOR WussySmokeTrailA : WussySmokeTrail
{
  States
  {
  Toaster1:
    TNT1 A 0
	Stop
  }
}

ACTOR SmokeTrail3
{
  +NOBLOCKMAP
  -NOGRAVITY
  +SHADOW
  +NOTELEPORT
  +CANNOTPUSH
  +NODAMAGETHRUST
  +RANDOMIZE
  +CLIENTSIDEONLY
  Mass 1
  Gravity 0.01
  RenderStyle "Add"
  //Scale 0.3
  Alpha 0.1
  States
  {
  Spawn:
    TNT1 A 0 
	TNT1 A 0 
	TNT1 A 0
	TNT1 A 0
	TNT1 A 0 ACS_ExecuteWithResult(857,12)
	//TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(857,11) == 1,"Toaster1")
	//TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(857,11) >= 2,"Toaster2")
	Goto SpawnAfterScript
  Toaster1:
    Goto SpawnAfterScript
  Toaster2:
    TNT1 A 0
    Stop
  SpawnAfterScript:
	HFT3 A 1 A_FadeOut(0.05)
	//TNT1 A 0 A_SetScale(0.35)
	HF35 A 1 A_FadeOut(0.05)
	//TNT1 A 0 A_SetScale(0.4)
	HFT4 B 1 A_FadeOut(0.05)
	//TNT1 A 0 A_SetScale(0.45)
	HF45 B 1 A_FadeOut(0.05)
	//TNT1 A 0 A_SetScale(0.5)
	HFT5 A 1 A_FadeOut(0.05)
	//TNT1 A 0 A_SetScale(0.55)
	HF55 A 1 A_FadeOut(0.05)
	//TNT1 A 0 A_SetScale(0.6)
	HFT6 B 1 A_FadeOut(0.05)
	//TNT1 A 0 A_SetScale(0.65)
	HF65 B 1 A_FadeOut(0.05)
	//TNT1 A 0 A_SetScale(0.7)
	Goto Spawn2
  Spawn2:
    HFT7 AB 2 A_FadeOut(0.05)
    Loop
  }
}

ACTOR SmokeTrail3A : SmokeTrail3
{
  States
  {
  Toaster1:
    TNT1 A 0
	Stop
  }
}

actor HellFirePellet //: FastProjectile
{
  -NOGRAVITY
  +NODAMAGETHRUST
  +BRIGHT
  Damage 30
  Radius 4
  Height 4
  Speed 40
  Projectile
  Scale 1.0
  Renderstyle "Normal"
  Mass 150
  Gravity 0.3
  //MissileType "SmokeTrail3"
  //MissileHeight 8
  Alpha 1.0
  Decal "DoomImpScorch"
  DropItem"WussyHellFireBurstPellet" 255
  DropItem"WussyHellFireBurstPellet" 255
  DropItem"WussyHellFireBurstPellet" 255
  DropItem"WussyHellFireBurstPellet" 255
  DropItem"WussyHellFireBurstPellet" 127
  DropItem"WussyHellFireBurstPellet" 127
  DropItem"WussyHellFireBurstPellet" 127
  DropItem"WussyHellFireBurstPellet" 40
  DropItem"WussyHellFireBurstPellet" 40
  DropItem"WussyHellFireBurstPellet" 40
  DropItem"WussyHellFireBurstPellet" 40
  States
  {
  Spawn:
	FX12 A 0
	FX12 A 0
	FX12 A 0
	FX12 A 0
	
	TNT1 A 0 A_JumpIfInTargetInventory("MakeHellFireBurst",1,"RainingMen")
	FX12 BBB 0 A_SpawnItemEx("SmokeTrail",random(-33,-39),random(-4,4),random(-4,4),0,0,0,0,SXF_NOCHECKPOSITION)
	FX12 BBB 0 A_SpawnItemEx("SmokeTrail",random(-27,-33),random(-4,4),random(-4,4),0,0,0,0,SXF_NOCHECKPOSITION)
	FX12 BBB 0 A_SpawnItemEx("SmokeTrail",random(-21,-27),random(-3,3),random(-3,3),0,0,0,0,SXF_NOCHECKPOSITION)
	FX12 BBB 0 A_SpawnItemEx("SmokeTrail",random(-15,-21),random(-3,3),random(-3,3),0,0,0,0,SXF_NOCHECKPOSITION)
	FX12 BBB 0 A_SpawnItemEx("SmokeTrail",random(-9,-15),random(-2,2),random(-2,2),0,0,0,0,SXF_NOCHECKPOSITION)
	FX12 BBB 0 A_SpawnItemEx("SmokeTrail",random(-3,-9),random(-2,2),random(-2,2),0,0,0,0,SXF_NOCHECKPOSITION)
	FX12 BBB 0 A_SpawnItemEx("SmokeTrail",random(-2,2),random(-3,3),random(-2,2),0,0,0,Random(-180,180),SXF_NOCHECKPOSITION)
	FX12 BB 0 A_SpawnItemEx("SmokeTrailA",random(-33,-39),random(-4,4),random(-4,4),0,0,0,0,SXF_NOCHECKPOSITION)
	FX12 BB 0 A_SpawnItemEx("SmokeTrailA",random(-27,-33),random(-4,4),random(-4,4),0,0,0,0,SXF_NOCHECKPOSITION)
	FX12 BB 0 A_SpawnItemEx("SmokeTrailA",random(-21,-27),random(-3,3),random(-3,3),0,0,0,0,SXF_NOCHECKPOSITION)
	FX12 BB 0 A_SpawnItemEx("SmokeTrailA",random(-15,-21),random(-3,3),random(-3,3),0,0,0,0,SXF_NOCHECKPOSITION)
	FX12 BB 0 A_SpawnItemEx("SmokeTrailA",random(-9,-15),random(-2,2),random(-2,2),0,0,0,0,SXF_NOCHECKPOSITION)
	FX12 BB 0 A_SpawnItemEx("SmokeTrailA",random(-3,-9),random(-2,2),random(-2,2),0,0,0,0,SXF_NOCHECKPOSITION)
	FX12 BB 0 A_SpawnItemEx("SmokeTrailA",random(-2,2),random(-3,3),random(-2,2),0,0,0,Random(-180,180),SXF_NOCHECKPOSITION)
	FX12 BBBB 0 A_SpawnItemEx("SmokeTrail2",random(-2,-11),random(-3,3),random(-3,3),random(-1,1),random(-1,1),random(-1,1),Random(-180,180),SXF_NOCHECKPOSITION)
	FX12 BBB 0 A_SpawnItemEx("SmokeTrail2A",random(-2,-11),random(-3,3),random(-3,3),random(-1,1),random(-1,1),random(-1,1),Random(-180,180),SXF_NOCHECKPOSITION)
	FX12 B 0 A_SpawnItemEx("SmokeTrail",random(-6,6),random(-2,2),random(-2,2),0,0,0,Random(-180,180),SXF_NOCHECKPOSITION)
	FX12 B 1 A_JumpIfInTargetInventory("MakeHellFireBurst",1,"RainingMen") //Light("HellFireShellLight")
	
	TNT1 A 0 A_JumpIfInTargetInventory("MakeHellFireBurst",1,"RainingMen")
	FX12 AAA 0 A_SpawnItemEx("SmokeTrail",random(-33,-39),random(-4,4),random(-4,4),0,0,0,0,SXF_NOCHECKPOSITION)
	FX12 AAA 0 A_SpawnItemEx("SmokeTrail",random(-27,-33),random(-4,4),random(-4,4),0,0,0,0,SXF_NOCHECKPOSITION)
	FX12 AAA 0 A_SpawnItemEx("SmokeTrail",random(-21,-27),random(-3,3),random(-3,3),0,0,0,0,SXF_NOCHECKPOSITION)
	FX12 AAA 0 A_SpawnItemEx("SmokeTrail",random(-15,-21),random(-3,3),random(-3,3),0,0,0,0,SXF_NOCHECKPOSITION)
	FX12 AAA 0 A_SpawnItemEx("SmokeTrail",random(-9,-15),random(-2,2),random(-2,2),0,0,0,0,SXF_NOCHECKPOSITION)
	FX12 AAA 0 A_SpawnItemEx("SmokeTrail",random(-3,-9),random(-2,2),random(-2,2),0,0,0,0,SXF_NOCHECKPOSITION)
	FX12 AAA 0 A_SpawnItemEx("SmokeTrail",random(-2,2),random(-3,3),random(-2,2),0,0,0,Random(-180,180),SXF_NOCHECKPOSITION)
	FX12 AA 0 A_SpawnItemEx("SmokeTrailA",random(-33,-39),random(-4,4),random(-4,4),0,0,0,0,SXF_NOCHECKPOSITION)
	FX12 AA 0 A_SpawnItemEx("SmokeTrailA",random(-27,-33),random(-4,4),random(-4,4),0,0,0,0,SXF_NOCHECKPOSITION)
	FX12 AA 0 A_SpawnItemEx("SmokeTrailA",random(-21,-27),random(-3,3),random(-3,3),0,0,0,0,SXF_NOCHECKPOSITION)
	FX12 AA 0 A_SpawnItemEx("SmokeTrailA",random(-15,-21),random(-3,3),random(-3,3),0,0,0,0,SXF_NOCHECKPOSITION)
	FX12 AA 0 A_SpawnItemEx("SmokeTrailA",random(-9,-15),random(-2,2),random(-2,2),0,0,0,0,SXF_NOCHECKPOSITION)
	FX12 AA 0 A_SpawnItemEx("SmokeTrailA",random(-3,-9),random(-2,2),random(-2,2),0,0,0,0,SXF_NOCHECKPOSITION)
	FX12 AA 0 A_SpawnItemEx("SmokeTrailA",random(-2,2),random(-3,3),random(-2,2),0,0,0,Random(-180,180),SXF_NOCHECKPOSITION)
	FX12 AAAA 0 A_SpawnItemEx("SmokeTrail2",random(-2,-11),random(-3,3),random(-3,3),random(-1,1),random(-1,1),random(-1,1),Random(-180,180),SXF_NOCHECKPOSITION)
	FX12 AAA 0 A_SpawnItemEx("SmokeTrail2A",random(-2,-11),random(-3,3),random(-3,3),random(-1,1),random(-1,1),random(-1,1),Random(-180,180),SXF_NOCHECKPOSITION)
	FX12 A 0 A_SpawnItemEx("SmokeTrail",random(-6,6),random(-2,2),random(-2,2),0,0,0,Random(-180,180),SXF_NOCHECKPOSITION)
	FX12 A 1 A_JumpIfInTargetInventory("MakeHellFireBurst",1,"RainingMen") //Light("HellFireShellLight")

	Loop
	
  Death:
	TNT1 A 0
	TNT1 A 0 A_JumpIfInventory("OnlyDieOnce",1,"Death2")
	TNT1 A 0 A_PlaySound("imp/shotx",0)
	TNT1 A 1 A_NoBlocking
	stop
  XDeath:
	TNT1 A 0
	TNT1 A 0 A_JumpIfInventory("OnlyDieOnce",1,"Death2")
	TNT1 A 0 A_PlaySound("imp/shotx",0)
	TNT1 A 1 A_NoBlocking
	stop
  Death2:
	TNT1 A 0 
	TNT1 A 0 A_TakeInventory("OnlyDieOnce",9)
	TNT1 A 1
	stop
  RainingMen:
	FX12 A 0
	FX12 A 0 A_TakeFromTarget("MakeHellFireBurst",1)
	
	FX12 AAA 0 A_SpawnItemEx("SmokeTrail",random(-33,-39),random(-4,4),random(-4,4),0,0,0,0,SXF_NOCHECKPOSITION)
	FX12 AAA 0 A_SpawnItemEx("SmokeTrail",random(-27,-33),random(-4,4),random(-4,4),0,0,0,0,SXF_NOCHECKPOSITION)
	FX12 AAA 0 A_SpawnItemEx("SmokeTrail",random(-21,-27),random(-3,3),random(-3,3),0,0,0,0,SXF_NOCHECKPOSITION)
	FX12 AAA 0 A_SpawnItemEx("SmokeTrail",random(-15,-21),random(-3,3),random(-3,3),0,0,0,0,SXF_NOCHECKPOSITION)
	FX12 AAA 0 A_SpawnItemEx("SmokeTrail",random(-9,-15),random(-2,2),random(-2,2),0,0,0,0,SXF_NOCHECKPOSITION)
	FX12 AAA 0 A_SpawnItemEx("SmokeTrail",random(-3,-9),random(-2,2),random(-2,2),0,0,0,0,SXF_NOCHECKPOSITION)
	FX12 AAA 0 A_SpawnItemEx("SmokeTrail",random(-2,2),random(-3,3),random(-2,2),0,0,0,Random(-180,180),SXF_NOCHECKPOSITION)
	FX12 AA 0 A_SpawnItemEx("SmokeTrailA",random(-33,-39),random(-4,4),random(-4,4),0,0,0,0,SXF_NOCHECKPOSITION)
	FX12 AA 0 A_SpawnItemEx("SmokeTrailA",random(-27,-33),random(-4,4),random(-4,4),0,0,0,0,SXF_NOCHECKPOSITION)
	FX12 AA 0 A_SpawnItemEx("SmokeTrailA",random(-21,-27),random(-3,3),random(-3,3),0,0,0,0,SXF_NOCHECKPOSITION)
	FX12 AA 0 A_SpawnItemEx("SmokeTrailA",random(-15,-21),random(-3,3),random(-3,3),0,0,0,0,SXF_NOCHECKPOSITION)
	FX12 AA 0 A_SpawnItemEx("SmokeTrailA",random(-9,-15),random(-2,2),random(-2,2),0,0,0,0,SXF_NOCHECKPOSITION)
	FX12 AA 0 A_SpawnItemEx("SmokeTrailA",random(-3,-9),random(-2,2),random(-2,2),0,0,0,0,SXF_NOCHECKPOSITION)
	FX12 AA 0 A_SpawnItemEx("SmokeTrailA",random(-2,2),random(-3,3),random(-2,2),0,0,0,Random(-180,180),SXF_NOCHECKPOSITION)
	FX12 AAAA 0 A_SpawnItemEx("SmokeTrail2",random(-2,-11),random(-3,3),random(-3,3),random(-1,1),random(-1,1),random(-1,1),Random(-180,180),SXF_NOCHECKPOSITION)
	FX12 AAA 0 A_SpawnItemEx("SmokeTrail2A",random(-2,-11),random(-3,3),random(-3,3),random(-1,1),random(-1,1),random(-1,1),Random(-180,180),SXF_NOCHECKPOSITION)
	
	FX12 A 0 A_SpawnItemEx("SmokeTrail",random(-6,6),random(-2,2),random(-2,2),0,0,0,Random(-180,180),SXF_NOCHECKPOSITION)

	TNT1 A 0 A_PlaySound("Weapons/HellShell",0)
	FX12 A 0 A_ClearTarget
	FX12 AAAAAAA 0 A_SpawnItemEx("HellFireBurstPellet",0,0,0,cos(-pitch)*15,0,sin(-pitch-Random(0,-6))*15,Random(-30,30),SXF_TRANSFERPITCH)
	FX12 AAAAAAA 0 A_SpawnItemEx("HellFireBurstPellet",0,0,0,cos(-pitch)*15,0,sin(-pitch-Random(0,8))*15,Random(-30,30),SXF_TRANSFERPITCH)
	FX12 A 0 A_GiveInventory("OnlyDieOnce",1)
	FX12 A 0 A_TakeFromTarget("MakeHellFireBurst",9)
	FX12 A 1 A_SpawnItemEx("HellFireBurstPellet",0,0,0,cos(-pitch)*15,0,sin(-pitch-Random(8,-4))*15,Random(-30,30),SXF_TRANSFERPITCH) //Light("HellFireShellLight") 
	FX12 A 0 A_TakeInventory("OnlyDieOnce",9)
	Stop
	}
}

actor HellFirePelletCoop : HellFirePellet
{
  DamageType "Player"
  Species "Player"
  +THRUSPECIES
  States
  {
  RainingMen:
	FX12 A 0
	FX12 A 0 A_TakeFromTarget("MakeHellFireBurst",1)
	
	FX12 AAA 0 A_SpawnItemEx("SmokeTrail",random(-33,-39),random(-4,4),random(-4,4),0,0,0,0,SXF_NOCHECKPOSITION)
	FX12 AAA 0 A_SpawnItemEx("SmokeTrail",random(-27,-33),random(-4,4),random(-4,4),0,0,0,0,SXF_NOCHECKPOSITION)
	FX12 AAA 0 A_SpawnItemEx("SmokeTrail",random(-21,-27),random(-3,3),random(-3,3),0,0,0,0,SXF_NOCHECKPOSITION)
	FX12 AAA 0 A_SpawnItemEx("SmokeTrail",random(-15,-21),random(-3,3),random(-3,3),0,0,0,0,SXF_NOCHECKPOSITION)
	FX12 AAA 0 A_SpawnItemEx("SmokeTrail",random(-9,-15),random(-2,2),random(-2,2),0,0,0,0,SXF_NOCHECKPOSITION)
	FX12 AAA 0 A_SpawnItemEx("SmokeTrail",random(-3,-9),random(-2,2),random(-2,2),0,0,0,0,SXF_NOCHECKPOSITION)
	FX12 AAA 0 A_SpawnItemEx("SmokeTrail",random(-2,2),random(-3,3),random(-2,2),0,0,0,Random(-180,180),SXF_NOCHECKPOSITION)
	FX12 AA 0 A_SpawnItemEx("SmokeTrailA",random(-33,-39),random(-4,4),random(-4,4),0,0,0,0,SXF_NOCHECKPOSITION)
	FX12 AA 0 A_SpawnItemEx("SmokeTrailA",random(-27,-33),random(-4,4),random(-4,4),0,0,0,0,SXF_NOCHECKPOSITION)
	FX12 AA 0 A_SpawnItemEx("SmokeTrailA",random(-21,-27),random(-3,3),random(-3,3),0,0,0,0,SXF_NOCHECKPOSITION)
	FX12 AA 0 A_SpawnItemEx("SmokeTrailA",random(-15,-21),random(-3,3),random(-3,3),0,0,0,0,SXF_NOCHECKPOSITION)
	FX12 AA 0 A_SpawnItemEx("SmokeTrailA",random(-9,-15),random(-2,2),random(-2,2),0,0,0,0,SXF_NOCHECKPOSITION)
	FX12 AA 0 A_SpawnItemEx("SmokeTrailA",random(-3,-9),random(-2,2),random(-2,2),0,0,0,0,SXF_NOCHECKPOSITION)
	FX12 AA 0 A_SpawnItemEx("SmokeTrailA",random(-2,2),random(-3,3),random(-2,2),0,0,0,Random(-180,180),SXF_NOCHECKPOSITION)
	FX12 AAAA 0 A_SpawnItemEx("SmokeTrail2",random(-2,-11),random(-3,3),random(-3,3),random(-1,1),random(-1,1),random(-1,1),Random(-180,180),SXF_NOCHECKPOSITION)
	FX12 AAA 0 A_SpawnItemEx("SmokeTrail2A",random(-2,-11),random(-3,3),random(-3,3),random(-1,1),random(-1,1),random(-1,1),Random(-180,180),SXF_NOCHECKPOSITION)
	
	FX12 A 0 A_SpawnItemEx("SmokeTrail",random(-6,6),random(-2,2),random(-2,2),0,0,0,Random(-180,180),SXF_NOCHECKPOSITION)

	TNT1 A 0 A_PlaySound("Weapons/HellShell",0)
	FX12 A 0 A_ClearTarget
	FX12 AAAAAAA 0 A_SpawnItemEx("HellFireBurstPelletCoop",0,0,0,cos(-pitch)*15,0,sin(-pitch-Random(0,-6))*15,Random(-30,30),SXF_TRANSFERPITCH)
	FX12 AAAAAAA 0 A_SpawnItemEx("HellFireBurstPelletCoop",0,0,0,cos(-pitch)*15,0,sin(-pitch-Random(0,8))*15,Random(-30,30),SXF_TRANSFERPITCH)
	FX12 A 0 A_GiveInventory("OnlyDieOnce",1)
	FX12 A 0 A_TakeFromTarget("MakeHellFireBurst",9)
	FX12 A 1 A_SpawnItemEx("HellFireBurstPellet",0,0,0,cos(-pitch)*15,0,sin(-pitch-Random(8,-4))*15,Random(-30,30),SXF_TRANSFERPITCH) //Light("HellFireShellLight") 
	FX12 A 0 A_TakeInventory("OnlyDieOnce",9)
	Stop
	}
}

actor HellFireBurstPellet
{
  Damage 4
  Radius 8
  Height 16
  Speed 40
  Projectile
  //Scale 0.3
  Renderstyle "Normal"
  Mass 150
  Gravity 0.3
  BounceType "Hexen"
  BounceFactor 0.3
  WallBounceFactor 0.2
  +BRIGHT
  +RIPPER
  -NOGRAVITY
  +NODAMAGETHRUST
  //+USEBOUNCESTATE
  //BounceSound "none" add one?
  Alpha 1.0
  Decal "DoomImpScorch"
  States
  {
  Spawn:
	TNT1 A 0
	TNT1 A 0 A_SpawnItemEx("SmokeTrail",random(-9,-15),random(-2,2),random(-2,2),0,0,0,0,SXF_NOCHECKPOSITION)
	TNT1 A 0 A_SpawnItemEx("SmokeTrailA",random(-9,-15),random(-2,2),random(-2,2),0,0,0,0,SXF_NOCHECKPOSITION)
	TNT1 A 0 A_SpawnItemEx("SmokeTrail",random(-3,-9),random(-2,2),random(-2,2),0,0,0,0,SXF_NOCHECKPOSITION)
	TNT1 A 0 A_SpawnItemEx("SmokeTrailA",random(-3,-9),random(-2,2),random(-2,2),0,0,0,0,SXF_NOCHECKPOSITION)
	TNT1 A 0 A_SpawnItemEx("SmokeTrail",random(-2,2),random(-3,3),random(-2,2),0,0,0,Random(-180,180),SXF_NOCHECKPOSITION)
	TNT1 A 0 A_SpawnItemEx("SmokeTrailA",random(-2,2),random(-3,3),random(-2,2),0,0,0,Random(-180,180),SXF_NOCHECKPOSITION)
	TNT1 A 0 A_SpawnItemEx("SmokeTrail2",random(-2,-11),random(-3,3),random(-3,3),random(-1,1),random(-1,1),random(-1,1),Random(-180,180),SXF_NOCHECKPOSITION)
	TNT1 A 0 A_SpawnItemEx("SmokeTrail2A",random(-2,-11),random(-3,3),random(-3,3),random(-1,1),random(-1,1),random(-1,1),Random(-180,180),SXF_NOCHECKPOSITION)
	SM30 A 1 A_SpawnItemEx("SmokeTrail",random(-6,0),random(-2,2),random(-2,2),0,0,0,Random(-180,180),SXF_NOCHECKPOSITION)//Light("SmallHellFireShellLight") 
	TNT1 A 0 A_SpawnItemEx("SmokeTrail",random(-9,-15),random(-2,2),random(-2,2),0,0,0,0,SXF_NOCHECKPOSITION)
	TNT1 A 0 A_SpawnItemEx("SmokeTrailA",random(-9,-15),random(-2,2),random(-2,2),0,0,0,0,SXF_NOCHECKPOSITION)
	TNT1 A 0 A_SpawnItemEx("SmokeTrail",random(-3,-9),random(-2,2),random(-2,2),0,0,0,0,SXF_NOCHECKPOSITION)
	TNT1 A 0 A_SpawnItemEx("SmokeTrailA",random(-3,-9),random(-2,2),random(-2,2),0,0,0,0,SXF_NOCHECKPOSITION)
	TNT1 A 0 A_SpawnItemEx("SmokeTrail",random(-2,2),random(-3,3),random(-2,2),0,0,0,Random(-180,180),SXF_NOCHECKPOSITION)
	TNT1 A 0 A_SpawnItemEx("SmokeTrailA",random(-2,2),random(-3,3),random(-2,2),0,0,0,Random(-180,180),SXF_NOCHECKPOSITION)
	TNT1 A 0 A_SpawnItemEx("SmokeTrail2",random(-2,-11),random(-3,3),random(-3,3),random(-1,1),random(-1,1),random(-1,1),Random(-180,180),SXF_NOCHECKPOSITION)
	TNT1 A 0 A_SpawnItemEx("SmokeTrail2A",random(-2,-11),random(-3,3),random(-3,3),random(-1,1),random(-1,1),random(-1,1),Random(-180,180),SXF_NOCHECKPOSITION)
	SM30 B 1 A_SpawnItemEx("SmokeTrail",random(-6,0),random(-2,2),random(-2,2),0,0,0,Random(-180,180),SXF_NOCHECKPOSITION)//Light("SmallHellFireShellLight") 
	SMK2 B 0 A_JumpIf(momx>0.5,"Spawn")
	SMK2 B 0 A_JumpIf(momy>0.5,"Spawn")
	SMK2 B 0 A_JumpIf(momz>0.5,"Spawn")
	SMK2 B 0 A_JumpIf(momx<-0.5,"Spawn")
	SMK2 B 0 A_JumpIf(momy<-0.5,"Spawn")
	SMK2 B 0 A_JumpIf(momz<-0.5,"Spawn")
	Goto Sizzle
  //Bounce:
	//TNT1 A 0 A_ChangeVelocity(random(-2,5),random(-4,4),0,CVF_RELATIVE)
	//SPSN B 0 A_ChangeFlag("CORPSE",1)
	//SPSN B 0 A_ChangeFlag("RIPPER",0)
	//Goto Spawn
  //Death:
	//Goto Crash
  Sizzle://Crash:
	TNT1 A 0
	SPSN B 0 A_ChangeFlag("RIPPER",0)
	TNT1 A 0 A_PlaySound("Weapons/HellShell2",0)
	TNT1 A 0 A_Jump(170,"Crash2","Crash3")
	TNT1 A 0 A_SpawnItemEx("SmokeTrail",random(-2,2),random(-2,2),0,0,0,1,Random(-180,180),SXF_NOCHECKPOSITION)
	TNT1 A 0 A_SpawnItemEx("SmokeTrailA",random(-2,2),random(-2,2),0,0,0,1,Random(-180,180),SXF_NOCHECKPOSITION)
    SM25 A 1 //A_SetScale(0.25)//Light("SmallHellFireShellLight") 
	TNT1 A 0 A_SpawnItemEx("SmokeTrail",random(-2,2),random(-2,2),0,0,0,1,Random(-180,180),SXF_NOCHECKPOSITION)
	TNT1 A 0 A_SpawnItemEx("SmokeTrailA",random(-2,2),random(-2,2),0,0,0,1,Random(-180,180),SXF_NOCHECKPOSITION)
    SM25 A 1 //Light("SmallHellFireShellLight") 
	TNT1 A 0 A_SpawnItemEx("SmokeTrail",random(-2,2),random(-2,2),0,0,0,1,Random(-180,180),SXF_NOCHECKPOSITION)
	TNT1 A 0 A_SpawnItemEx("SmokeTrailA",random(-2,2),random(-2,2),0,0,0,1,Random(-180,180),SXF_NOCHECKPOSITION)
    SM25 B 1 //Light("SmallHellFireShellLight") 
	TNT1 A 0 A_SpawnItemEx("SmokeTrail",random(-2,2),random(-2,2),0,0,0,1,Random(-180,180),SXF_NOCHECKPOSITION)
	TNT1 A 0 A_SpawnItemEx("SmokeTrailA",random(-2,2),random(-2,2),0,0,0,1,Random(-180,180),SXF_NOCHECKPOSITION)
    SM25 A 1 //Light("SmallHellFireShellLight") 
	TNT1 A 0 A_SpawnItemEx("SmokeTrail",random(-2,2),random(-2,2),0,0,0,1,Random(-180,180),SXF_NOCHECKPOSITION)
	TNT1 A 0 A_SpawnItemEx("SmokeTrailA",random(-2,2),random(-2,2),0,0,0,1,Random(-180,180),SXF_NOCHECKPOSITION)
    SM20 A 1 //A_SetScale(0.2) //Light("SmallHellFireShellLight") 
	TNT1 A 0 A_SpawnItemEx("SmokeTrail",random(-2,2),random(-2,2),0,0,0,1,Random(-180,180),SXF_NOCHECKPOSITION)
	TNT1 A 0 A_SpawnItemEx("SmokeTrailA",random(-2,2),random(-2,2),0,0,0,1,Random(-180,180),SXF_NOCHECKPOSITION)
    SM20 A 1 //Light("SmallHellFireShellLight") 
	TNT1 A 0 A_SpawnItemEx("SmokeTrail",random(-2,2),random(-2,2),0,0,0,1,Random(-180,180),SXF_NOCHECKPOSITION)
	TNT1 A 0 A_SpawnItemEx("SmokeTrailA",random(-2,2),random(-2,2),0,0,0,1,Random(-180,180),SXF_NOCHECKPOSITION)
    SM20 B 1 //Light("SmallHellFireShellLight")
	TNT1 A 0 A_SpawnItemEx("SmokeTrail",random(-2,2),random(-2,2),0,0,0,1,Random(-180,180),SXF_NOCHECKPOSITION)
	TNT1 A 0 A_SpawnItemEx("SmokeTrailA",random(-2,2),random(-2,2),0,0,0,1,Random(-180,180),SXF_NOCHECKPOSITION)
    SM20 A 1 //Light("SmallHellFireShellLight")
	TNT1 A 0 A_SpawnItemEx("SmokeTrail",random(-2,2),random(-2,2),0,0,0,1,Random(-180,180),SXF_NOCHECKPOSITION)
	TNT1 A 0 A_SpawnItemEx("SmokeTrailA",random(-2,2),random(-2,2),0,0,0,1,Random(-180,180),SXF_NOCHECKPOSITION)
    SM15 A 1 //A_SetScale(0.15)//Light("SmallHellFireShellLight") 
	TNT1 A 0 A_SpawnItemEx("SmokeTrail",random(-2,2),random(-2,2),0,0,0,1,Random(-180,180),SXF_NOCHECKPOSITION)
	TNT1 A 0 A_SpawnItemEx("SmokeTrailA",random(-2,2),random(-2,2),0,0,0,1,Random(-180,180),SXF_NOCHECKPOSITION)
    SM15 A 1 //Light("SmallHellFireShellLight")
	TNT1 A 0 A_SpawnItemEx("SmokeTrail",random(-2,2),random(-2,2),0,0,0,1,Random(-180,180),SXF_NOCHECKPOSITION)
	TNT1 A 0 A_SpawnItemEx("SmokeTrailA",random(-2,2),random(-2,2),0,0,0,1,Random(-180,180),SXF_NOCHECKPOSITION)
    SM15 B 1 //Light("SmallHellFireShellLight")
	TNT1 A 0 A_SpawnItemEx("SmokeTrail",random(-2,2),random(-2,2),0,0,0,1,Random(-180,180),SXF_NOCHECKPOSITION)
	TNT1 A 0 A_SpawnItemEx("SmokeTrailA",random(-2,2),random(-2,2),0,0,0,1,Random(-180,180),SXF_NOCHECKPOSITION)
    SM15 A 1 //Light("SmallHellFireShellLight")
	TNT1 A 0 A_SpawnItemEx("SmokeTrail",random(-2,2),random(-2,2),0,0,0,1,Random(-180,180),SXF_NOCHECKPOSITION)
	TNT1 A 0 A_SpawnItemEx("SmokeTrailA",random(-2,2),random(-2,2),0,0,0,1,Random(-180,180),SXF_NOCHECKPOSITION)
    SM10 A 1 //A_SetScale(0.1)//Light("SmallHellFireShellLight") 
	TNT1 A 0 A_SpawnItemEx("SmokeTrail",random(-2,2),random(-2,2),0,0,0,1,Random(-180,180),SXF_NOCHECKPOSITION)
	TNT1 A 0 A_SpawnItemEx("SmokeTrailA",random(-2,2),random(-2,2),0,0,0,1,Random(-180,180),SXF_NOCHECKPOSITION)
    SM10 A 1 //Light("SmallHellFireShellLight")
	TNT1 A 0 A_SpawnItemEx("SmokeTrail",random(-2,2),random(-2,2),0,0,0,1,Random(-180,180),SXF_NOCHECKPOSITION)
	TNT1 A 0 A_SpawnItemEx("SmokeTrailA",random(-2,2),random(-2,2),0,0,0,1,Random(-180,180),SXF_NOCHECKPOSITION)
    SM10 B 1 //Light("SmallHellFireShellLight")
	TNT1 A 0 A_SpawnItemEx("SmokeTrail",random(-2,2),random(-2,2),0,0,0,1,Random(-180,180),SXF_NOCHECKPOSITION)
	TNT1 A 0 A_SpawnItemEx("SmokeTrailA",random(-2,2),random(-2,2),0,0,0,1,Random(-180,180),SXF_NOCHECKPOSITION)
    SM10 A 1 //Light("SmallHellFireShellLight")
	TNT1 A 0 A_SpawnItemEx("SmokeTrail",random(-2,2),random(-2,2),0,0,0,1,Random(-180,180),SXF_NOCHECKPOSITION)
	TNT1 A 0 A_SpawnItemEx("SmokeTrailA",random(-2,2),random(-2,2),0,0,0,1,Random(-180,180),SXF_NOCHECKPOSITION)
    SM05 A 1 //A_SetScale(0.05)//Light("SmallHellFireShellLight") 
	TNT1 A 0 A_SpawnItemEx("SmokeTrail",random(-2,2),random(-2,2),0,0,0,1,Random(-180,180),SXF_NOCHECKPOSITION)
	TNT1 A 0 A_SpawnItemEx("SmokeTrailA",random(-2,2),random(-2,2),0,0,0,1,Random(-180,180),SXF_NOCHECKPOSITION)
    SM05 A 1 //Light("SmallHellFireShellLight")
	TNT1 A 0 A_SpawnItemEx("SmokeTrail",random(-2,2),random(-2,2),0,0,0,1,Random(-180,180),SXF_NOCHECKPOSITION)
	TNT1 A 0 A_SpawnItemEx("SmokeTrailA",random(-2,2),random(-2,2),0,0,0,1,Random(-180,180),SXF_NOCHECKPOSITION)
    SM05 B 1 //Light("SmallHellFireShellLight")
	TNT1 A 0 A_SpawnItemEx("SmokeTrail",random(-2,2),random(-2,2),0,0,0,1,Random(-180,180),SXF_NOCHECKPOSITION)
	TNT1 A 0 A_SpawnItemEx("SmokeTrailA",random(-2,2),random(-2,2),0,0,0,1,Random(-180,180),SXF_NOCHECKPOSITION)
    SM05 A 1 //Light("SmallHellFireShellLight")
	TNT1 A 0 A_SpawnItemEx("SmokeTrail",random(-2,2),random(-2,2),0,0,0,1,Random(-180,180),SXF_NOCHECKPOSITION)
	TNT1 A 0 A_SpawnItemEx("SmokeTrailA",random(-2,2),random(-2,2),0,0,0,1,Random(-180,180),SXF_NOCHECKPOSITION)
    SM00 A 1 //A_SetScale(0.00001)//Light("SmallHellFireShellLight") 
	TNT1 A 0 A_SpawnItemEx("SmokeTrail",random(-2,2),random(-2,2),0,0,0,1,Random(-180,180),SXF_NOCHECKPOSITION)
	TNT1 A 0 A_SpawnItemEx("SmokeTrailA",random(-2,2),random(-2,2),0,0,0,1,Random(-180,180),SXF_NOCHECKPOSITION)
    SM00 B 1 //Light("SmallHellFireShellLight")
	TNT1 A 0 A_SpawnItemEx("SmokeTrail",random(-2,2),random(-2,2),0,0,0,1,Random(-180,180),SXF_NOCHECKPOSITION)
	TNT1 A 0 A_SpawnItemEx("SmokeTrailA",random(-2,2),random(-2,2),0,0,0,1,Random(-180,180),SXF_NOCHECKPOSITION)
    SM00 A 1 //Light("SmallHellFireShellLight")
	TNT1 A 0 A_SpawnItemEx("SmokeTrail",random(-2,2),random(-2,2),0,0,0,1,Random(-180,180),SXF_NOCHECKPOSITION)
	TNT1 A 0 A_SpawnItemEx("SmokeTrailA",random(-2,2),random(-2,2),0,0,0,1,Random(-180,180),SXF_NOCHECKPOSITION)
    SM00 B 1 //Light("SmallHellFireShellLight")
	Stop
  Crash2:
	TNT1 A 0 A_SpawnItemEx("SmokeTrail",random(-2,2),random(-2,2),0,0,0,1,Random(-180,180),SXF_NOCHECKPOSITION)
	TNT1 A 0 A_SpawnItemEx("SmokeTrailA",random(-2,2),random(-2,2),0,0,0,1,Random(-180,180),SXF_NOCHECKPOSITION)
    SM25 A 1 //A_SetScale(0.25)//Light("SmallHellFireShellLight") 
	TNT1 A 0 A_SpawnItemEx("SmokeTrail",random(-2,2),random(-2,2),0,0,0,1,Random(-180,180),SXF_NOCHECKPOSITION)
	TNT1 A 0 A_SpawnItemEx("SmokeTrailA",random(-2,2),random(-2,2),0,0,0,1,Random(-180,180),SXF_NOCHECKPOSITION)
    SM25 A 1 //Light("SmallHellFireShellLight")
	TNT1 A 0 A_SpawnItemEx("SmokeTrail",random(-2,2),random(-2,2),0,0,0,1,Random(-180,180),SXF_NOCHECKPOSITION)
	TNT1 A 0 A_SpawnItemEx("SmokeTrailA",random(-2,2),random(-2,2),0,0,0,1,Random(-180,180),SXF_NOCHECKPOSITION)
    SM25 B 1 //Light("SmallHellFireShellLight")
	TNT1 A 0 A_SpawnItemEx("SmokeTrail",random(-2,2),random(-2,2),0,0,0,1,Random(-180,180),SXF_NOCHECKPOSITION)
	TNT1 A 0 A_SpawnItemEx("SmokeTrailA",random(-2,2),random(-2,2),0,0,0,1,Random(-180,180),SXF_NOCHECKPOSITION)
    SM20 A 1 //A_SetScale(0.2)//Light("SmallHellFireShellLight") 
	TNT1 A 0 A_SpawnItemEx("SmokeTrail",random(-2,2),random(-2,2),0,0,0,1,Random(-180,180),SXF_NOCHECKPOSITION)
	TNT1 A 0 A_SpawnItemEx("SmokeTrailA",random(-2,2),random(-2,2),0,0,0,1,Random(-180,180),SXF_NOCHECKPOSITION)
    SM20 A 1 //Light("SmallHellFireShellLight")
	TNT1 A 0 A_SpawnItemEx("SmokeTrail",random(-2,2),random(-2,2),0,0,0,1,Random(-180,180),SXF_NOCHECKPOSITION)
	TNT1 A 0 A_SpawnItemEx("SmokeTrailA",random(-2,2),random(-2,2),0,0,0,1,Random(-180,180),SXF_NOCHECKPOSITION)
    SM15 A 1 //A_SetScale(0.15)//Light("SmallHellFireShellLight") 
	TNT1 A 0 A_SpawnItemEx("SmokeTrail",random(-2,2),random(-2,2),0,0,0,1,Random(-180,180),SXF_NOCHECKPOSITION)
	TNT1 A 0 A_SpawnItemEx("SmokeTrailA",random(-2,2),random(-2,2),0,0,0,1,Random(-180,180),SXF_NOCHECKPOSITION)
    SM15 A 1 //Light("SmallHellFireShellLight")
	TNT1 A 0 A_SpawnItemEx("SmokeTrail",random(-2,2),random(-2,2),0,0,0,1,Random(-180,180),SXF_NOCHECKPOSITION)
	TNT1 A 0 A_SpawnItemEx("SmokeTrailA",random(-2,2),random(-2,2),0,0,0,1,Random(-180,180),SXF_NOCHECKPOSITION)
    SM15 B 1 //Light("SmallHellFireShellLight")
	TNT1 A 0 A_SpawnItemEx("SmokeTrail",random(-2,2),random(-2,2),0,0,0,1,Random(-180,180),SXF_NOCHECKPOSITION)
	TNT1 A 0 A_SpawnItemEx("SmokeTrailA",random(-2,2),random(-2,2),0,0,0,1,Random(-180,180),SXF_NOCHECKPOSITION)
    SM10 A 1 //A_SetScale(0.1)//Light("SmallHellFireShellLight") 
	TNT1 A 0 A_SpawnItemEx("SmokeTrail",random(-2,2),random(-2,2),0,0,0,1,Random(-180,180),SXF_NOCHECKPOSITION)
	TNT1 A 0 A_SpawnItemEx("SmokeTrailA",random(-2,2),random(-2,2),0,0,0,1,Random(-180,180),SXF_NOCHECKPOSITION)
    SM10 A 1 //Light("SmallHellFireShellLight")
	TNT1 A 0 A_SpawnItemEx("SmokeTrail",random(-2,2),random(-2,2),0,0,0,1,Random(-180,180),SXF_NOCHECKPOSITION)
	TNT1 A 0 A_SpawnItemEx("SmokeTrailA",random(-2,2),random(-2,2),0,0,0,1,Random(-180,180),SXF_NOCHECKPOSITION)
    SM05 A 1 //A_SetScale(0.05)//Light("SmallHellFireShellLight") 
	TNT1 A 0 A_SpawnItemEx("SmokeTrail",random(-2,2),random(-2,2),0,0,0,1,Random(-180,180),SXF_NOCHECKPOSITION)
	TNT1 A 0 A_SpawnItemEx("SmokeTrailA",random(-2,2),random(-2,2),0,0,0,1,Random(-180,180),SXF_NOCHECKPOSITION)
    SM05 A 1 //Light("SmallHellFireShellLight")
	TNT1 A 0 A_SpawnItemEx("SmokeTrail",random(-2,2),random(-2,2),0,0,0,1,Random(-180,180),SXF_NOCHECKPOSITION)
	TNT1 A 0 A_SpawnItemEx("SmokeTrailA",random(-2,2),random(-2,2),0,0,0,1,Random(-180,180),SXF_NOCHECKPOSITION)
    SM05 B 1 //Light("SmallHellFireShellLight")
	TNT1 A 0 A_SpawnItemEx("SmokeTrail",random(-2,2),random(-2,2),0,0,0,1,Random(-180,180),SXF_NOCHECKPOSITION)
	TNT1 A 0 A_SpawnItemEx("SmokeTrailA",random(-2,2),random(-2,2),0,0,0,1,Random(-180,180),SXF_NOCHECKPOSITION)
    SM00 A 1 //A_SetScale(0.00001)//Light("SmallHellFireShellLight") 
	TNT1 A 0 A_SpawnItemEx("SmokeTrail",random(-2,2),random(-2,2),0,0,0,1,Random(-180,180),SXF_NOCHECKPOSITION)
	TNT1 A 0 A_SpawnItemEx("SmokeTrailA",random(-2,2),random(-2,2),0,0,0,1,Random(-180,180),SXF_NOCHECKPOSITION)
    SM00 B 1 //Light("SmallHellFireShellLight")
	Stop
  Crash3:
	TNT1 A 0 A_SpawnItemEx("SmokeTrail",random(-2,2),random(-2,2),0,0,0,1,Random(-180,180),SXF_NOCHECKPOSITION)
	TNT1 A 0 A_SpawnItemEx("SmokeTrailA",random(-2,2),random(-2,2),0,0,0,1,Random(-180,180),SXF_NOCHECKPOSITION)
    SM25 A 1 //A_SetScale(0.25)//Light("SmallHellFireShellLight") 
	TNT1 A 0 A_SpawnItemEx("SmokeTrail",random(-2,2),random(-2,2),0,0,0,1,Random(-180,180),SXF_NOCHECKPOSITION)
	TNT1 A 0 A_SpawnItemEx("SmokeTrailA",random(-2,2),random(-2,2),0,0,0,1,Random(-180,180),SXF_NOCHECKPOSITION)
    SM20 B 1 //A_SetScale(0.2)//Light("SmallHellFireShellLight") 
	TNT1 A 0 A_SpawnItemEx("SmokeTrail",random(-2,2),random(-2,2),0,0,0,1,Random(-180,180),SXF_NOCHECKPOSITION)
	TNT1 A 0 A_SpawnItemEx("SmokeTrailA",random(-2,2),random(-2,2),0,0,0,1,Random(-180,180),SXF_NOCHECKPOSITION)
    SM15 A 1 //A_SetScale(0.15)//Light("SmallHellFireShellLight") 
	TNT1 A 0 A_SpawnItemEx("SmokeTrail",random(-2,2),random(-2,2),0,0,0,1,Random(-180,180),SXF_NOCHECKPOSITION)
	TNT1 A 0 A_SpawnItemEx("SmokeTrailA",random(-2,2),random(-2,2),0,0,0,1,Random(-180,180),SXF_NOCHECKPOSITION)
    SM10 B 1 //A_SetScale(0.1)//Light("SmallHellFireShellLight") 
	TNT1 A 0 A_SpawnItemEx("SmokeTrail",random(-2,2),random(-2,2),0,0,0,1,Random(-180,180),SXF_NOCHECKPOSITION)
	TNT1 A 0 A_SpawnItemEx("SmokeTrailA",random(-2,2),random(-2,2),0,0,0,1,Random(-180,180),SXF_NOCHECKPOSITION)
    SM05 B 1 //A_SetScale(0.05)//Light("SmallHellFireShellLight") 
	TNT1 A 0 A_SpawnItemEx("SmokeTrail",random(-2,2),random(-2,2),0,0,0,1,Random(-180,180),SXF_NOCHECKPOSITION)
	TNT1 A 0 A_SpawnItemEx("SmokeTrailA",random(-2,2),random(-2,2),0,0,0,1,Random(-180,180),SXF_NOCHECKPOSITION)
    SM00 A 1 //A_SetScale(0.00001)//Light("SmallHellFireShellLight") 
	Stop
  }
}

actor HellFireBurstPelletCoop : HellFireBurstPellet
{
  DamageType "Player"
  Species "Player"
  +THRUSPECIES
}

actor WussyHellFireBurstPellet : HellFireBurstPellet
{
  Damage (4)
  -RIPPER
  +THRUACTORS
  Mass 700
  Gravity 0.6
  Decal None
  States
  {
  Spawn:
	TNT1 A 0
	TNT1 AA 0 A_SpawnItemEx("WussySmokeTrailA",random(-2,2),random(-2,2),random(-2,2),0,0,0,Random(-180,180),SXF_NOCHECKPOSITION)
	TNT1 A 0 A_SpawnItemEx("WussySmokeTrail",random(-2,2),random(-2,2),random(-2,2),0,0,0,Random(-180,180),SXF_NOCHECKPOSITION)
	PUFF A 1 A_SpawnItemEx("WussySmokeTrail",random(-6,0),random(-2,2),random(-2,2),0,0,0,Random(-180,180),SXF_NOCHECKPOSITION) //Light("TinyHellFireShellLight")
	TNT1 AA 0 A_SpawnItemEx("WussySmokeTrailA",random(-2,2),random(-2,2),random(-2,2),0,0,0,Random(-180,180),SXF_NOCHECKPOSITION)
	TNT1 A 0 A_SpawnItemEx("WussySmokeTrail",random(-2,2),random(-2,2),random(-2,2),0,0,0,Random(-180,180),SXF_NOCHECKPOSITION)
	PUFF B 1 A_SpawnItemEx("WussySmokeTrail",random(-2,2),random(-2,2),random(-2,2),0,0,0,Random(-180,180),SXF_NOCHECKPOSITION) //Light("TinyHellFireShellLight")
	TNT1 AA 0 A_SpawnItemEx("WussySmokeTrailA",random(-2,2),random(-2,2),random(-2,2),0,0,0,Random(-180,180),SXF_NOCHECKPOSITION)
	TNT1 A 0 A_SpawnItemEx("WussySmokeTrail",random(-2,2),random(-2,2),random(-2,2),0,0,0,Random(-180,180),SXF_NOCHECKPOSITION)
	PUFF A 1 A_SpawnItemEx("WussySmokeTrail",random(-2,2),random(-2,2),random(-2,2),0,0,0,Random(-180,180),SXF_NOCHECKPOSITION) //Light("TinyHellFireShellLight")
	TNT1 A 0 A_ChangeFlag("THRUACTORS",0)
	TNT1 AA 0 A_SpawnItemEx("WussySmokeTrailA",random(-2,2),random(-2,2),random(-2,2),0,0,0,Random(-180,180),SXF_NOCHECKPOSITION)
	TNT1 A 0 A_SpawnItemEx("WussySmokeTrail",random(-2,2),random(-2,2),random(-2,2),0,0,0,Random(-180,180),SXF_NOCHECKPOSITION)
	PUFF B 1 A_SpawnItemEx("WussySmokeTrail",random(-2,2),random(-2,2),random(-2,2),0,0,0,Random(-180,180),SXF_NOCHECKPOSITION) //Light("TinyHellFireShellLight") 
	PUFF B 0 A_JumpIf(momx>0.5,"Spawn")
	PUFF B 0 A_JumpIf(momy>0.5,"Spawn")
	PUFF B 0 A_JumpIf(momz>0.5,"Spawn")
	PUFF B 0 A_JumpIf(momx<-0.5,"Spawn")
	PUFF B 0 A_JumpIf(momy<-0.5,"Spawn")
	PUFF B 0 A_JumpIf(momz<-0.5,"Spawn")
	Goto Sizzle
  //Bounce:
	//TNT1 A 0 A_ChangeVelocity(random(-2,5),random(-4,4),0,CVF_RELATIVE)
	//SPSN B 0 A_ChangeFlag("CORPSE",1)
	//Goto Spawn
  //Death:
	//Goto Crash
  Sizzle://Crash:
	TNT1 A 0 A_PlaySound("Weapons/HellShell7",0)
	TNT1 A 1
	Stop
  }
}

actor WussyHellFireBurstPelletCoop : WussyHellFireBurstPellet
{
  DamageType "Player"
  Species "Player"
  +THRUSPECIES
}