ACTOR Infernodemon1 26967
{
Monster
Health 4500
Height 100
Radius 50
Mass 10000
Speed 12
MaxStepHeight 32
MaxDropOffHeight 32
BloodColor "Orange"
PainChance 10
PainChance "Fire", 0
+BOSS
+MISSILEMORE
+MISSILEEVENMORE
+LOOKALLAROUND
+FLOORCLIP
+TELESTOMP
+DONTMORPH
+NOTARGET
+NOICEDEATH
+THRUSPECIES
Species "Cybers"
DamageFactor "Ice", 0.0
DamageFactor "Fire", 0.0
DamageFactor "FreezerBurn", 0.0
DamageFactor "BFGSplash", 0.25
DamageFactor "BFGSpray", 0.25
DamageFactor "Explosion", 0.0
DamageFactor "PlayerPyro", 0.0
DamageFactor "PDTPuff", 0.0
DamageFactor "Bullet", 0.78
DamageFactor "Railgun", 0.5
DamageFactor "BFG10K", 0.40
DamageFactor "PDTBFG", 0.20
DamageFactor "PDTBFGTracer", 0.20
DamageFactor "PlayerDevBall", 0.120
DamageFactor "PlayerDevBall2", 0.120
DamageFactor "PlayerDTBFGRailgunSlug", 0.120
DamageFactor "PlayerDevTracer", 0.120
DamageFactor "LegendaryPlayer", 0.3
DamageFactor "LegendaryGuru", 0.0
DamageFactor "LegendaryGuruPlayer", 0.3
DamageFactor 0.65
//No Infighting
DamageFactor "BeheComet", 0.0
DamageFactor "GeneralTracer", 0.0
DamageFactor "ZombieDemonTech", 0.0
DamageFactor "ZombieRocket", 0.0
DamageFactor "Legendary", 0.0
DamageFactor "LACGrenade", 0.0
DamageFactor "HFCyber", 0.0
DamageFactor "Cyber10K", 0.0
DropItem "UltraSphere", 256, 1
DropItem "DemonAmmoBox", 128, 200
DropItem "BigGas", 128, 200
SeeSound "Infdem/see"
PainSound "Infdem/pain"
DeathSound "Infdem/death"
ActiveSound "Infdem/active"
Obituary "%o was sent to burn in the fires of hell by an Inferno Demon."
Tag "\c[z4]Inferno Demon"
States
	{
	Spawn:
		RINF A 10 A_Look
		Loop
	See:
		RINF AAA 2 A_Chase
		RINF B 2 A_Chase
		RINF BBB 2 A_Chase
		TNT1 A 0 A_PlaySound("KoraxStep")
		RINF C 2 A_Chase
		RINF CCC 2 A_Chase
		RINF D 2 A_Chase
		RINF DDD 2 A_Chase
		TNT1 A 0 A_PlaySound("KoraxStep")
		RINF A 2 A_Chase
		Goto See
	Missile:
		TNT1 A 0
		TNT1 A 0 A_Jump(128, "FireBall","Seekers","Comets","LavaBall","Bomb")
		Goto See
	FireBall:
		RINF E 1 Bright A_FaceTarget
		TNT1 A 0 Bright A_CustomMissile("InfernoFireBalls",45,50,0,20)
		TNT1 A 0 Bright A_CustomMissile("InfernoFireBalls",70,50,0,20)
		TNT1 A 0 Bright A_CustomMissile("InfernoFireBalls",95,50,0,20)
		TNT1 A 0 Bright A_CustomMissile("InfernoFireBalls",45,-50,0,20)
		TNT1 A 0 Bright A_CustomMissile("InfernoFireBalls",70,-50,0,20)
		RINF F 7 Bright A_CustomMissile("InfernoFireBalls",95,-50,0,20)
		Goto see
	Seekers:
		RINF E 1 Bright A_FaceTarget
		TNT1 A 0 Bright A_CustomMissile("CyberSeekingComet",45,50,0,20)
		TNT1 A 0 Bright A_CustomMissile("CyberSeekingComet",70,50,0,20)
		TNT1 A 0 Bright A_CustomMissile("CyberSeekingComet",95,50,0,20)
		TNT1 A 0 Bright A_CustomMissile("CyberSeekingComet",45,-50,0,20)
		TNT1 A 0 Bright A_CustomMissile("CyberSeekingComet",70,-50,0,20)
		RINF F 7 Bright A_CustomMissile("CyberSeekingComet",95,-50,0,20)
		Goto see
	Comets:
		RINF E 1 Bright A_FaceTarget
		TNT1 A 0 Bright A_CustomMissile("IComet",45,50,0,20)
		TNT1 A 0 Bright A_CustomMissile("IComet",70,50,0,20)
		TNT1 A 0 Bright A_CustomMissile("IComet",95,50,0,20)
		TNT1 A 0 Bright A_CustomMissile("IComet",45,-50,0,20)
		TNT1 A 0 Bright A_CustomMissile("IComet",70,-50,0,20)
		RINF F 7 Bright A_CustomMissile("IComet",95,-50,0,20)
		Goto see
	LavaBall:
		RINF E 1 Bright A_FaceTarget
		TNT1 A 0 Bright A_CustomMissile("LavaBall",45,50,0,20)
		TNT1 A 0 Bright A_CustomMissile("LavaBall",70,50,0,20)
		TNT1 A 0 Bright A_CustomMissile("LavaBall",95,50,0,20)
		TNT1 A 0 Bright A_CustomMissile("LavaBall",45,-50,0,20)
		TNT1 A 0 Bright A_CustomMissile("LavaBall",70,-50,0,20)
		RINF F 7 Bright A_CustomMissile("LavaBall",95,-50,0,20)
		Goto see
	Combo:
		RINF E 1 Bright A_FaceTarget
		TNT1 A 0 Bright A_CustomMissile("InfernoFireBalls",45,50,0,20)
		TNT1 A 0 Bright A_CustomMissile("InfernoFireBalls",70,50,0,20)
		TNT1 A 0 Bright A_CustomMissile("InfernoFireBalls",95,50,0,20)
		TNT1 A 0 Bright A_CustomMissile("InfernoFireBalls",45,-50,0,20)
		TNT1 A 0 Bright A_CustomMissile("InfernoFireBalls",70,-50,0,20)
		RINF F 7 Bright A_CustomMissile("InfernoFireBalls",95,-50,0,20)
		RINF F 4 Bright
		RINF E 4 Bright A_FaceTarget
		TNT1 A 0 Bright A_CustomMissile("CyberSeekingComet",45,50,0,20)
		TNT1 A 0 Bright A_CustomMissile("CyberSeekingComet",70,50,0,20)
		TNT1 A 0 Bright A_CustomMissile("CyberSeekingComet",95,50,0,20)
		TNT1 A 0 Bright A_CustomMissile("CyberSeekingComet",45,-50,0,20)
		TNT1 A 0 Bright A_CustomMissile("CyberSeekingComet",70,-50,0,20)
		RINF F 7 Bright A_CustomMissile("CyberSeekingComet",95,-50,0,20)
		RINF F 4 Bright
		RINF E 4 Bright A_FaceTarget
		TNT1 A 0 Bright A_CustomMissile("IComet",45,50,0,20)
		TNT1 A 0 Bright A_CustomMissile("IComet",70,50,0,20)
		TNT1 A 0 Bright A_CustomMissile("IComet",95,50,0,20)
		TNT1 A 0 Bright A_CustomMissile("IComet",45,-50,0,20)
		TNT1 A 0 Bright A_CustomMissile("IComet",70,-50,0,20)
		RINF F 7 Bright A_CustomMissile("IComet",95,-50,0,20)
		RINF F 4 Bright
		RINF E 1 Bright A_FaceTarget
		TNT1 A 0 Bright A_CustomMissile("LavaBall",45,50,0,20)
		TNT1 A 0 Bright A_CustomMissile("LavaBall",70,50,0,20)
		TNT1 A 0 Bright A_CustomMissile("LavaBall",95,50,0,20)
		TNT1 A 0 Bright A_CustomMissile("LavaBall",45,-50,0,20)
		TNT1 A 0 Bright A_CustomMissile("LavaBall",70,-50,0,20)
		RINF F 7 Bright A_CustomMissile("LavaBall",95,-50,0,20)
		RINF F 4 Bright
		RINF E 1 Bright A_FaceTarget
		TNT1 A 0 Bright A_CustomMissile("LavaBall",45,50,0,20)
		TNT1 A 0 Bright A_CustomMissile("IComet",70,50,0,20)
		TNT1 A 0 Bright A_CustomMissile("CyberSeekingComet",95,50,0,20)
		TNT1 A 0 Bright A_CustomMissile("InfernoFireBalls",45,-50,0,20)
		TNT1 A 0 Bright A_CustomMissile("IComet",70,-50,0,20)
		RINF F 7 Bright A_CustomMissile("LavaBall",95,-50,0,20)
		RINF F 4 Bright
		Goto see
	Bomb:
		RINF A 2 Bright A_FaceTarget
		RINF H 15 Bright A_CustomMissile("Bomb",70,0,0,0,0)
		Goto see
	Pain:
		TNT1 A 0 A_Pain
		Goto See
	Death:
		RINF J 5
		RINF K 5 
		RINF L 5 A_Scream
		RINF MNOPQ 5
		RINF R 10
		RINF S 5 
		RINF T 5 A_NoBlocking
		RINF UV 5
		RINF W 5
		RINF W 63000 CanRaise
		Stop
	}
}

ACTOR Infernodemon2 : Infernodemon1 26969
{
Health 4000
Speed 10
SeeSound "Infdem2/see"
PainSound "Infdem/pain"
DeathSound "Infdem/death"
ActiveSound "Infdem2/active"
States
	{
	Spawn:
		RDIA A 10 A_Look
		Loop
	See:
		RDIA AAA 2 A_Chase
		RDIA B 2 A_Chase
		RDIA BBB 2 A_Chase
		TNT1 A 0 A_PlaySound("KoraxStep")
		RDIA C 2 A_Chase
		RDIA CCC 2 A_Chase
		RDIA D 2 A_Chase
		RDIA DDD 2 A_Chase
		TNT1 A 0 A_PlaySound("KoraxStep")
		RDIA A 2 A_Chase
		Goto See
	Missile:
		TNT1 A 0
		TNT1 A 0 A_Jump(128,"FireBall","Seekers","Stomp","Tracers","Glyph")
		Goto See
	FireBall:
		RDIA E 1 Bright A_FaceTarget
		TNT1 A 0 Bright A_CustomMissile("InfernoFireBalls",45,50,0,20)
		TNT1 A 0 Bright A_CustomMissile("InfernoFireBalls",70,50,0,20)
		TNT1 A 0 Bright A_CustomMissile("InfernoFireBalls",95,50,0,20)
		TNT1 A 0 Bright A_CustomMissile("InfernoFireBalls",45,-50,0,20)
		TNT1 A 0 Bright A_CustomMissile("InfernoFireBalls",70,-50,0,20)
		RDIA F 7 Bright A_CustomMissile("InfernoFireBalls",95,-50,0,20)
		Goto see
	Seekers:
		RDIA E 1 Bright A_FaceTarget
		TNT1 A 0 Bright A_CustomMissile("CyberSeekingComet",45,50,0,20)
		TNT1 A 0 Bright A_CustomMissile("CyberSeekingComet",70,50,0,20)
		TNT1 A 0 Bright A_CustomMissile("CyberSeekingComet",95,50,0,20)
		TNT1 A 0 Bright A_CustomMissile("CyberSeekingComet",45,-50,0,20)
		TNT1 A 0 Bright A_CustomMissile("CyberSeekingComet",70,-50,0,20)
		RDIA F 7 Bright A_CustomMissile("CyberSeekingComet",95,-50,0,20)
		Goto see
	Stomp:
		RDIA BBBBBBBBBBBBBBBBBBBB 1 Bright A_FaceTarget
		TNT1 A 0 Bright A_CustomMissile("InfernoDemonFireBeam",0,0,0,2,0)
		TNT1 A 0 Bright A_CustomMissile("InfernoDemonFireBeam",0,0,20,2,0)
		TNT1 A 0 Bright A_CustomMissile("InfernoDemonFireBeam",0,0,40,2,0)
		TNT1 A 0 Bright A_CustomMissile("InfernoDemonFireBeam",0,0,60,2,0)
		TNT1 A 0 Bright A_CustomMissile("InfernoDemonFireBeam",0,0,80,2,0)
		TNT1 A 0 Bright A_CustomMissile("InfernoDemonFireBeam",0,0,-20,2,0)
		TNT1 A 0 Bright A_CustomMissile("InfernoDemonFireBeam",0,0,-40,2,0)
		TNT1 A 0 Bright A_CustomMissile("InfernoDemonFireBeam",0,0,-60,2,0)
		TNT1 A 0 Bright A_CustomMissile("InfernoDemonFireBeam",0,0,-80,2,0)
		TNT1 A 0 Radius_Quake(20,35,0,40,0)
		RDIA C 20 Bright
		RDIA B 20 Bright A_FaceTarget
		TNT1 A 0 Bright A_CustomMissile("InfernoDemonFireBeam",0,0,0,2,0)
		TNT1 A 0 Bright A_CustomMissile("InfernoDemonFireBeam",0,0,20,2,0)
		TNT1 A 0 Bright A_CustomMissile("InfernoDemonFireBeam",0,0,40,2,0)
		TNT1 A 0 Bright A_CustomMissile("InfernoDemonFireBeam",0,0,60,2,0)
		TNT1 A 0 Bright A_CustomMissile("InfernoDemonFireBeam",0,0,80,2,0)
		TNT1 A 0 Bright A_CustomMissile("InfernoDemonFireBeam",0,0,-20,2,0)
		TNT1 A 0 Bright A_CustomMissile("InfernoDemonFireBeam",0,0,-40,2,0)
		TNT1 A 0 Bright A_CustomMissile("InfernoDemonFireBeam",0,0,-60,2,0)
		TNT1 A 0 Bright A_CustomMissile("InfernoDemonFireBeam",0,0,-80,2,0)
		TNT1 A 0 Radius_Quake(20,35,0,40,0)
		RDIA C 20 Bright
		Goto See
	Tracers:
		RDIA BBBBBBBBBBBBBBBBBBBB 1 Bright A_FaceTarget
		TNT1 A 0 A_Custommissile("HFCyberTracer",16,0,0)
		TNT1 A 0 A_Custommissile("HFCyberTracer",16,0,5)
		TNT1 A 0 A_Custommissile("HFCyberTracer",16,0,-5)
		TNT1 A 0 A_Custommissile("HFCyberTracer",16,0,10)
		TNT1 A 0 A_Custommissile("HFCyberTracer",16,0,-10)
		TNT1 A 0 A_Custommissile("HFCyberTracer",16,0,15)
		TNT1 A 0 A_Custommissile("HFCyberTracer",16,0,-15)
		TNT1 A 0 A_Custommissile("HFCyberTracer",16,0,20)
		TNT1 A 0 A_Custommissile("HFCyberTracer",16,0,-20)
		TNT1 A 0 A_Custommissile("HFCyberTracer",16,0,25)
		TNT1 A 0 A_Custommissile("HFCyberTracer",16,0,-25)
		TNT1 A 0 A_Custommissile("HFCyberTracer",16,0,30)
		TNT1 A 0 A_Custommissile("HFCyberTracer",16,0,-30)
		TNT1 A 0 Radius_Quake(20,35,0,40,0)
		TNT1 A 0 A_PlaySound("KoraxStep")
		RDIA C 20 Bright
		RDIA B 20 Bright A_FaceTarget
		TNT1 A 0 A_Custommissile("HellCyberFireSpawner2",16,0,0)
		TNT1 A 0 A_Custommissile("HellCyberFireSpawner2",16,0,5)
		TNT1 A 0 A_Custommissile("HellCyberFireSpawner2",16,0,-5)
		TNT1 A 0 A_Custommissile("HellCyberFireSpawner2",16,0,10)
		TNT1 A 0 A_Custommissile("HellCyberFireSpawner2",16,0,-10)
		TNT1 A 0 A_Custommissile("HellCyberFireSpawner2",16,0,15)
		TNT1 A 0 A_Custommissile("HellCyberFireSpawner2",16,0,-15)
		TNT1 A 0 A_Custommissile("HellCyberFireSpawner2",16,0,20)
		TNT1 A 0 A_Custommissile("HellCyberFireSpawner2",16,0,-20)
		TNT1 A 0 A_Custommissile("HellCyberFireSpawner2",16,0,25)
		TNT1 A 0 A_Custommissile("HellCyberFireSpawner2",16,0,-25)
		TNT1 A 0 A_Custommissile("HellCyberFireSpawner2",16,0,30)
		TNT1 A 0 A_Custommissile("HellCyberFireSpawner2",16,0,-30)
		TNT1 A 0 Radius_Quake(20,35,0,40,0)
		TNT1 A 0 A_PlaySound("KoraxStep")
		RDIA C 20 Bright
		Goto See
	Glyph:
		RDIA A 2 Bright A_FaceTarget
		RDIA I 15 Bright A_CustomMissile("FireGlyphLineSpawner1",32,0,0,0,0)
		Goto see
	Pain:
		RDIA A 0 A_Pain
		Goto See
	Death:
		RDIA J 5
		RDIA K 5
		RDIA L 5 A_Scream
		RDIA MNOPQ 5
		RDIA R 10
		RDIA S 5
		RDIA T 5 A_NoBlocking
		RDIA UV 5
		RDIA W 5
		RDIA W 63000 CanRaise
		Stop
	}
}

ACTOR InfernodemonFireBeam
{
PROJECTILE
Height 10
Radius 10
Speed 22
Renderstyle Add
Alpha 0.75
ReactionTime 100
Damage 10
-NOGRAVITY
+DONTSPLASH
+FLOORHUGGER
+EXTREMEDEATH
+SEEKERMISSILE
+DONTHURTSPECIES
+DONTHARMSPECIES
Species "Cybers"
DamageType "HFCyber"
ActiveSound "legfire/active"
DeathSound "cyberrail/impact"
States
	{
	Spawn:
		TNT1 A 0 Bright A_CountDown
		TNT1 A 0 Bright A_LoopActiveSound
		HK04 ABC 1 Bright A_SpawnItemEx("InfernodemonFireBeamTrail",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,0)
		TNT1 A 0 Bright A_SeekerMissile(14,0)
		Loop
	Death:
		TNT1 A 0 Bright
		TNT1 A 0 Bright A_Explode(32,64,0)
		TNT1 A 0 Bright A_SpawnItem("InfernodemonFireBeamExplode")
		HK04 ABC 4
		Stop
	}
}

ACTOR InfernodemonFireBeamTrail : BFG9500Trail
{
Scale 0.85
States
	{
	Spawn:
		TNT1 A 0 Bright
		TNT1 A 0 Bright A_JumpIf(ACS_ExecuteWithResult(304) == 1, "Toaster")
		TNT1 A 1 Bright
		HK04 ABC 1 A_FadeOut(0.09,1)
		Goto Spawn+3
	}
}

ACTOR InfernodemonFireBeamExplode
{
Speed 0
Scale 1.25
+NOGRAVITY
+NOBLOCKMAP
+NOTELEPORT
+FLOORHUGGER
+DONTHURTSPECIES
+DONTHARMSPECIES
Species "Cybers"
DamageType "HFCyber"
States
	{
	Spawn:
		TNT1 A 0 Bright
		TNT1 A 0 Bright A_Explode
		HK05 ABCDE 3 Bright
		Stop
	}
}

ACTOR InfernoFireballs
{
Projectile
Game Doom
Height 8
Radius 6
Speed 50
FastSpeed 60
Scale 1.0
RenderStyle Translucent
Alpha 1
Damage 35
+RANDOMIZE
+DONTREFLECT
+EXTREMEDEATH
+SEEKERMISSILE
Damagetype "HFCyber"
SeeSound "imp/attack"
DeathSound "comet/explosion"
States
	{
	Spawn:
		TNT1 A 1 Bright
		Goto Fly
	Fly:
		FRTB AB 1 Bright A_SpawnItemEx("HFCybFireballTrail",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,0)
		TNT1 A 0 Bright A_SeekerMissile(0,2)
		Loop
	Death:
		TNT1 A 0 Bright
		TNT1 A 0 Bright A_Explode(160,192,0)
		TNT1 A 0 Bright A_SpawnItemEx("LCABaseScorch",0,0,0,0,0,0,Random(0,359),SXF_CLIENTSIDE,0)
        TNT1 AAAAAA 0 Bright A_CustomMissile ("OrangeParticleSpawner",0,0,random(0,360),CMF_AIMDIRECTION,random(0,360))
	    EXPL A 0 Bright Radius_Quake(15,20,0,20,0)
		BEXP B 0 Bright A_Scream
        TNT1 A 0 Bright A_ALertMonsters
		Goto EndAnimation
	EndAnimation:
		TNT1 A 0 Bright A_SpawnItemEx("CyberSuperMeteor_m_Explosion",0,0,0,0,0,0,-1,SXF_SETMASTER,0)
		TNT1 AAAA 0 Bright A_SpawnItemEx("SuperMeteor_m_FX_Smoke",0,0,0,0.01 * Random(-125, 125),0.01 * Random(-125,125),0.01 * Random(25,245),0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,0)
		TNT1 A 10 Bright
		Stop
	}
}

Actor FireSpark
{
Speed 5
Gravity 0.5
Scale 0.1
Renderstyle Add
Bouncetype Hexen
Damage (0)
+MISSILE
+DROPOFF
-NOGRAVITY
+NOBLOCKMAP
+THRUACTORS
+DONTSPLASH
+NOTELEPORT
+HexenBounce
+BLOODLESSIMPACT
+ForceXYBillboard
+CLIENTSIDEONLY
States
	{
	Spawn:
		TNT1 A 0 Bright
		TNT1 A 0 Bright A_Jump(256,1,2,3,4,5,6)
		TNT1 AAAAA 1 Bright
	Spawn2:
		ORPA A 10 Bright
		ORPA A 1 Bright A_FadeOut(0.1,1)
		Goto Spawn2+1
	}
}

ACTOR Lavaball
{
PROJECTILE
Height 8
Radius 8
Speed 15
Scale 1.0
Renderstyle Add
ALPHA 0.95
DONTHURTSHOOTER
ExplosionDamage 32
ExplosionRadius 96
Damage 16
+SPECTRAL
DamageType "HFCyber"
SeeSound "comet/launch"
DeathSound "comet/explosion"
Obituary "%o was sent to burn in the fires of hell for an eternity."
States
	{
	Spawn: 
		LBBL AB 4 Bright A_SpawnItemEx("OrangeParticleSpawner",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_CLIENTSIDE)
		loop
	Death:
		TNT1 A 0 Bright
		TNT1 AAAAAAAA 0 Bright A_SpawnItemEx("FireSpark",random(-5,5),random(-5,5),random(0,10),random(-5,5),random(-5,5),random(0,20),random(90,270),SXF_CLIENTSIDE)
		LBBL C 5 Bright A_Explode
		LBBL DE 5 Bright
		Stop
	}
}

ACTOR StayFire
{
Speed 1
Scale 0.8
Renderstyle Add
ALPHA 0.67
+MISSILE
+NOCLIP
+DROPOFF
+SPECTRAL
+RANDOMIZE
+NOBLOCKMAP
+NOTELEPORT
+DONTSPLASH
+FLOORHUGGER
+CANBOUNCEWATER
States
	{
	Spawn:
		TNT1 A 0 Bright
		TNT1 A 8 Bright A_Wander
		FRTF A 3 Bright
		FRTF B 3 Bright A_Wander
		FRTF C 3 Bright A_Wander
		TNT1 A 0 Bright A_Wander
		TNT1 A 0 Bright A_Wander
		FRTF DEFGHIJKDEFGHIJKDEFGHIJKDEFGHIJK 3 Bright
		Stop
	}
}

ACTOR FireGlyphLineSpawner1 : FastProjectile
{
PROJECTILE
Height 32
Radius 0
Speed 500
RenderStyle None
Alpha 0.85
+SPECTRAL
SeeSound "weapons/diasht"
States
	{
	Spawn:
		TNT1 CD 2 Bright
		TNT1 EF 2 Bright
		loop
	Death:
		TNT1 A 0 Bright
		TNT1 A 0 Bright A_SpawnItemEx("StayFire",0,0,0,4,0,0,0,128)
		TNT1 A 0 Bright A_SpawnItemEx("StayFire",0,0,0,-4,0,0,0,128)
		TNT1 A 0 Bright A_SpawnItemEx("StayFire",0,0,0,0,4,0,0,128)
		TNT1 A 0 Bright A_SpawnItemEx("StayFire",0,0,0,0,-4,0,0,128)
		TNT1 A 0 Bright A_PlaySound("Glyph/Start")
		TNT1 A 0 Bright A_PlaySound("Glyph/Start")
		TNT1 A 0 Bright A_PlaySound("Glyph/Start")
		TNT1 A 0 Bright A_PlaySound("Glyph/Start")
		TNT1 A 0 Bright A_PlaySound("Glyph/Start")
		TNT1 A 35 Bright
		TNT1 A 0 Bright A_CustomMissile("FireGlyphLine10",0,0,0,2)
		TNT1 A 0 Bright A_CustomMissile("FireGlyphLine20",0,0,135,2)
		TNT1 A 0 Bright A_CustomMissile("FireGlyphLine30",0,0,-135,2)
		TNT1 A 0 Bright A_SpawnItem("LargeGlyphExplosion1",0,0,0)
		TNT1 A 1 Bright A_CustomMissile("SpiralFire1",10,5,15,2,0)
		Stop
	}
}

ACTOR FireGlyphLine10
{
PROJECTILE
Height 32
Radius 0
Speed 16
RenderStyle NONE
Alpha 0.85
+NOCLIP
+SPECTRAL
+FLOORHUGGER
+CLIENTSIDEONLY
SeeSound "weapons/diasht"
States
	{
	Spawn:
		TNT1 A 0 Bright
		TNT1 AAAAAAAAAAAAAAAA 1 Bright A_SpawnItemEx("StayFire",0,0,0,0,0,0,0,SXF_CLIENTSIDE,0)
		TNT1 A 1 Bright A_CustomMissile("FireGlyphLine40",0,0,-135,2)
		Stop
	}
}

ACTOR FireGlyphLine40
{
PROJECTILE
Radius 0
Height 32
Speed 16
RenderStyle NONE
Alpha 0.85
+NOCLIP
+SPECTRAL
+FLOORHUGGER
+CLIENTSIDEONLY
SeeSound "weapons/diasht"
States
	{
	Spawn:
		TNT1 A 0 Bright
		TNT1 AAAAAAAAAAAAAAAA 1 Bright A_SpawnItemEx("StayFire",0,0,0,0,0,0,0,SXF_CLIENTSIDE,0)
		TNT1 A 1 Bright A_SpawnItem("GlyphExplosion1",0,0,0)
		Stop
	}
}

ACTOR FireGlyphLine30
{
PROJECTILE
Radius 0
Height 32
Speed 16
RenderStyle NONE
Alpha 0.85
+NOCLIP
+SPECTRAL
+FLOORHUGGER
+CLIENTSIDEONLY
SeeSound "weapons/diasht"
States
	{
	Spawn:
		TNT1 A 0 Bright
		TNT1 AAAAAAAAAAAAAAAA 1 Bright A_SpawnItemEx("StayFire",0,0,0,0,0,0,0,SXF_CLIENTSIDE,0)
		TNT1 A 1 Bright A_CustomMissile("FireGlyphLine60",0,0,-135,2)
		Stop
	}
}

ACTOR FireGlyphLine60
{
PROJECTILE
Height 32
Radius 0
Speed 16
RenderStyle NONE
Alpha 0.85
+NOCLIP
+SPECTRAL
+FLOORHUGGER
+CLIENTSIDEONLY
SeeSound "weapons/diasht"
states
	{
	Spawn:
		TNT1 A 0 Bright
		TNT1 AAAAAAAAAAAAAAAA 1 Bright A_SpawnItemEx("StayFire",0,0,0,0,0,0,0,SXF_CLIENTSIDE,0)
		TNT1 A 1 Bright A_SpawnItem("GlyphExplosion1",0,0,0)
		stop
	}
}

ACTOR FireGlyphLine20
{
PROJECTILE
Height 32
Radius 0
Speed 16
RenderStyle NONE
Alpha 0.85
+NOCLIP
+SPECTRAL
+FLOORHUGGER
+CLIENTSIDEONLY
SeeSound "weapons/diasht"
States
	{
	Spawn:
		TNT1 A 0 Bright
		TNT1 AAAAAAAAAAAAAAAA 1 Bright A_SpawnItemEx("StayFire",0,0,0,0,0,0,0,SXF_CLIENTSIDE,0)
		TNT1 A 1 Bright A_CustomMissile("FireGlyphLine50",0,0,-135,2)
		Stop
	}
}

ACTOR FireGlyphLine50
{
PROJECTILE
Height 32
Radius 0
Speed 16
RenderStyle NONE
Alpha 0.85
+NOCLIP
+SPECTRAL
+FLOORHUGGER
+CLIENTSIDEONLY
SeeSound "weapons/diasht"
States
	{
	Spawn:
		TNT1 A 0 Bright
		TNT1 AAAAAAAAAAAAAAAA 1 Bright A_SpawnItemEx("StayFire",0,0,0,0,0,0,0,SXF_CLIENTSIDE,0)
		TNT1 A 1 Bright A_SpawnItem("GlyphExplosion1",0,0,0)
		Stop
	}
}

ACTOR GlyphExplosion1 
{
Height 56
Radius 8
Speed 0
Scale 0.5
+SPECTRAL
+NOBLOCKMAP
+NOTELEPORT
-CLIENTSIDEONLY
DamageType "HFCyber"
States
	{
	Spawn:
		TNT1 A 0 Bright
		NKXP B 1 Bright
		NKXP B 1 Bright A_PlaySound("pyro/explosion")
		NKXP C 1 Bright
		NKXP D 1 Bright A_Explode(50,128,0)
		TNT1 A 0 Bright A_Explode(50,128,0)
		TNT1 A 0 Bright A_Explode(50,128,0)
		TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_SpawnItemEx("FireSpark",random(-5,5),random(-5,5),random(0,32),random(-5,5),random(-5,5),random(0,20),random(0,360),SXF_CLIENTSIDE,0)
		NKXP E 3 Bright A_SpawnItemEx("FireSpark",random(-5,5),random(-5,5),random(0,32),random(-5,5),random(-5,5),random(0,20),random(0,360),SXF_CLIENTSIDE,0)
		NKXP FGHIJKLMNOPQRSTUV 3 Bright
		Stop
	}
}

ACTOR LargeGlyphExplosion1 
{
Height 56
Radius 8
+SPECTRAL
+NOBLOCKMAP
+NOTELEPORT
DamageType "HFCyber"
States
	{
	Spawn:
		TNT1 A 0 Bright
		NKXP B 1 Bright
		NKXP B 1 Bright A_PlaySound("pyro/explosion")
		NKXP C 1 Bright 
		NKXP D 1 Bright A_Explode(100,256,0)
		TNT1 A 0 Bright A_Explode(100,256,0)
		TNT1 A 0 Bright A_Explode(100,256,0)
		TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_SpawnItemEx("FireSpark", Random(-5,5), Random(-5,5), Random(0,96), Random(-5,5), Random(-5,5), Random(0,20), Random(0,360), 128)
		NKXP E 3 Bright A_SpawnItemEx("FireSpark", Random(-5,5), Random(-5,5), Random(0,96), Random(-5,5), Random(-5,5), Random(0,20), Random(0,360), 128)
		NKXP FGHIJKLMNOPQRSTUV 3 Bright
		Stop
    }
}

Actor SpiralFire1
{
PROJECTILE
Height 8
Radius 6
Speed 0
Damage (0)
Renderstyle Add
+RIPPER
+SPECTRAL
+RANDOMIZE
+DONTSPLASH
+BLOODLESSIMPACT
DamageType "HFCyber"
States
	{
	Spawn:
		TNT1 A 1 Bright
		RI01 A 1 Bright A_PlaySound("pyro/explosion")
		RI01 B 1 Bright A_SpawnItemEx("SpiralFire2",5,5,5,0,0,0,15,SXF_SETMASTER,0)
		RI01 CDEFGHIJKLM 2 Bright A_Explode(15,50,0)
		RI01 ABCDEFGHIJKLMNOP 2 Bright A_Explode(15,50,0)
		Stop
	}
}

Actor SpiralFire2
{
PROJECTILE
Radius 6
Height 8
Speed 0
Renderstyle Add
Damage (0)
+RIPPER
+SPECTRAL
+RANDOMIZE
+DONTSPLASH
+BLOODLESSIMPACT
DamageType "HFCyber"
States
	{
	Spawn:
		TNT1 A 1 Bright
		RI01 AB 1 Bright
		RI01 B 1 Bright A_SpawnItemEx("SpiralFire3",5,5,5,0,0,0,15,SXF_SETMASTER,0)
		RI01 CDEFGHIJKLM 2 Bright A_Explode(15,50,0)
		RI01 ABCDEFGHIJKLMNOP 2 Bright A_Explode(15,50,0)
		Stop
	}
}

Actor SpiralFire3
{
PROJECTILE
Height 8
Radius 6
Speed 0
Renderstyle Add
Damage (0)
+RIPPER
+SPECTRAL
+RANDOMIZE
+DONTSPLASH
+BLOODLESSIMPACT
DamageType "HFCyber"
States
	{
	Spawn:
		TNT1 A 1 Bright
		RI01 AB 1 Bright
		RI01 B 1 Bright A_SpawnItemEx("SpiralFire4",5,5,5,0,0,0,15,SXF_SETMASTER,0)
		RI01 CDEFGHIJKLM 2 Bright A_Explode(15,50,0)
		RI01 ABCDEFGHIJKLMNOP 2 Bright A_Explode(15,50,0)
		Stop
	}
}

Actor SpiralFire4
{
PROJECTILE
Height 8
Radius 6
Speed 0
Renderstyle Add
Damage (0)
+RIPPER
+RANDOMIZE
+DONTSPLASH
+BLOODLESSIMPACT
DamageType "HFCyber"
States
	{
	Spawn:
		TNT1 A 1 Bright
		RI01 AB 1 Bright
		RI01 B 1 Bright A_SpawnItemEx("SpiralFire5",5,5,5,0,0,0,15,SXF_SETMASTER,0)
		RI01 CDEFGHIJKLM 1 Bright A_Explode(15,50,0)
		RI01 ABCDEFGHIJKLMNOP 1 Bright A_Explode(15,50,0)
		Stop
	}
}

Actor SpiralFire5
{
PROJECTILE
Height 8
Radius 6
Speed 0
Renderstyle Add
Damage (0)
+RIPPER
+RANDOMIZE
+DONTSPLASH
+BLOODLESSIMPACT
DamageType "HFCyber"
States
{
	Spawn:
		TNT1 A 1 Bright
		RI01 AB 1 Bright
		RI01 B 1 Bright A_SpawnItemEx("SpiralFire6",5,5,5,0,0,0,15,SXF_SETMASTER,0)
		RI01 CDEFGHIJKLM 1 Bright A_Explode(15,50,0)
		RI01 ABCDEFGHIJKLMNOP 1 Bright A_Explode(15,50,0)
		Stop
	}
}

Actor SpiralFire6
{
PROJECTILE
Height 8
Radius 6
Speed 0
Renderstyle Add
Damage (0)
+RIPPER
+RANDOMIZE
+DONTSPLASH
+BLOODLESSIMPACT
DamageType "HFCyber"
States
	{
	Spawn:
		TNT1 A 1 Bright
		RI01 AB 1 Bright
		RI01 B 1 Bright A_SpawnItemEx("SpiralFire7",5,5,5,0,0,0,15,SXF_SETMASTER,0)
		RI01 CDEFGHIJKLM 1 Bright A_Explode(15,50,0)
		RI01 ABCDEFGHIJKLMNOP 1 Bright A_Explode(15,50,0)
		Stop
	}
}

Actor SpiralFire7
{
PROJECTILE
Height 8
Radius 6
Speed 0
Renderstyle Add
Damage (0)
+RIPPER
+RANDOMIZE
+DONTSPLASH
+BLOODLESSIMPACT
DamageType "HFCyber"
States
	{
	Spawn:
		TNT1 A 1 Bright
		RI01 AB 1 Bright
		RI01 B 1 Bright A_SpawnItemEx("SpiralFire8",5,5,5,0,0,0,15,SXF_SETMASTER,0)
		RI01 CDEFGHIJKLM 1 Bright A_Explode(15,50,0)
		RI01 ABCDEFGHIJKLMNOP 1 Bright A_Explode(15,50,0)
		Stop
	}
}

Actor SpiralFire8
{
PROJECTILE
Height 8
Radius 6
Speed 0
Renderstyle Add
Damage (0)
+RIPPER
+RANDOMIZE
+DONTSPLASH
+BLOODLESSIMPACT
DamageType "HFCyber"
States
	{
	Spawn:
		TNT1 A 1 Bright
		RI01 AB 1 Bright
		RI01 B 1 Bright A_SpawnItemEx("SpiralFire9",5,5,5,0,0,0,15,SXF_SETMASTER,0)
		RI01 CDEFGHIJKLM 1 Bright A_Explode(15,50,0)
		RI01 ABCDEFGHIJKLMNOP 1 Bright A_Explode(15,50,0)
		Stop
	}
}

Actor SpiralFire9
{
PROJECTILE
Height 8
Radius 6
Speed 1
Renderstyle Add
Damage (0)
+RIPPER
+RANDOMIZE
+DONTSPLASH
+BLOODLESSIMPACT
DamageType "HFCyber"
States
	{
	Spawn:
		TNT1 A 1 Bright
		RI01 AB 1 Bright
		RI01 B 1 Bright A_SpawnItemEx("SpiralFire10",5,5,5,0,0,0,15,SXF_SETMASTER,0)
		RI01 CDEFGHIJKLM 1 Bright A_Explode(15,50,0)
		RI01 ABCDEFGHIJKLMNOP 1 Bright A_Explode(15,50,0)
		Stop
	}
}

Actor SpiralFire10
{
PROJECTILE
Height 8
Radius 6
Speed 0
Renderstyle Add
Damage (0)
+RIPPER
+RANDOMIZE
+DONTSPLASH
+BLOODLESSIMPACT
DamageType "HFCyber"
States
	{
	Spawn:
		TNT1 A 1 Bright
		RI01 AB 1 Bright A_PlaySound("pyro/explosion")
		RI01 B 1 Bright A_SpawnItemEx("SpiralFire11",5,5,5,0,0,0,15,SXF_SETMASTER,0)
		RI01 CDEFGHIJKLM 1 Bright A_Explode(15,50,0)
		RI01 ABCDEFGHIJKLMNOP 1 Bright A_Explode(15,50,0)
		Stop
	}
}

Actor SpiralFire11
{
PROJECTILE
Height 8
Radius 6
Speed 0
Damage (0)
Renderstyle Add
+RIPPER
+SPECTRAL
+RANDOMIZE
+DONTSPLASH
+BLOODLESSIMPACT
DamageType "HFCyber"
States
	{
	Spawn:
		TNT1 A 1 Bright
		RI01 AB 1 Bright
		RI01 B 1 Bright A_SpawnItemEx("SpiralFire12",5,5,5,0,0,0,15,SXF_SETMASTER,0)
		RI01 CDEFGHIJKLM 1 Bright A_Explode(15,50,0)
		RI01 ABCDEFGHIJKLMNOP 1 Bright A_Explode(15,50,0)
		Stop
	}
}

Actor SpiralFire12
{
PROJECTILE
Height 8
Radius 6
Speed 0
Damage (0)
Renderstyle Add
+RIPPER
+SPECTRAL
+RANDOMIZE
+DONTSPLASH
+BLOODLESSIMPACT
DamageType "HFCyber"
States
	{
	Spawn:
		TNT1 A 1 Bright
		RI01 AB 1 Bright
		RI01 B 1 Bright A_SpawnItemEx("SpiralFire13",5,5,5,0,0,0,15,SXF_SETMASTER,0)
		RI01 CDEFGHIJKLM 1 Bright A_Explode(15,50,0)
		RI01 ABCDEFGHIJKLMNOP 1 Bright A_Explode(15,50,0)
		Stop
	}
}

Actor SpiralFire13
{
PROJECTILE
Height 8
Radius 6
Speed 0
Renderstyle Add
Damage (0)
+RIPPER
+SPECTRAL
+RANDOMIZE
+DONTSPLASH
+BLOODLESSIMPACT
DamageType "HFCyber"
States
	{
	Spawn:
		TNT1 A 1 Bright
		RI01 AB 1 Bright
		RI01 B 1 Bright A_SpawnItemEx("SpiralFire14",5,5,5,0,0,0,15,SXF_SETMASTER,0)
		RI01 CDEFGHIJKLM 1 Bright A_Explode(15,50,0)
		RI01 ABCDEFGHIJKLMNOP 1 Bright A_Explode(15,50,0)
		Stop
	}
}

Actor SpiralFire14
{
PROJECTILE
Height 8
Radius 6
Speed 0
Damage (0)
Renderstyle Add
+RIPPER
+SPECTRAL
+RANDOMIZE
+DONTSPLASH
+BLOODLESSIMPACT
DamageType "HFCyber"
States
	{
	Spawn:
		TNT1 A 1 Bright
		RI01 AB 1 Bright
		RI01 B 1 Bright A_SpawnItemEx("SpiralFire15",5,5,5,0,0,0,15,SXF_SETMASTER,0)
		RI01 CDEFGHIJKLM 1 Bright A_Explode(15,50,0)
		RI01 ABCDEFGHIJKLMNOP 1 Bright A_Explode(15,50,0)
		Stop
	}
}

Actor SpiralFire15
{
PROJECTILE
Height 8
Radius 6
Speed 0
Renderstyle Add
Damage (0)
+RIPPER
+SPECTRAL
+RANDOMIZE
+DONTSPLASH
+BLOODLESSIMPACT
DamageType "HFCyber"
States
	{
	Spawn:
		TNT1 A 1 Bright
		RI01 AB 1 Bright
		RI01 B 1 Bright A_SpawnItemEx("SpiralFire16",5,5,5,0,0,0,15,SXF_SETMASTER,0)
		RI01 CDEFGHIJKLM 1 Bright A_Explode(15,50,0)
		RI01 ABCDEFGHIJKLMNOP 1 Bright A_Explode(15,50,0)
		Stop
	}
}

actor SpiralFire16
{
PROJECTILE
Height 8
Radius 6
Speed 0
Renderstyle Add
Damage (0)
+RIPPER
+SPECTRAL
+RANDOMIZE
+DONTSPLASH
+BLOODLESSIMPACT
DamageType "HFCyber"
States
	{
	Spawn:
		TNT1 A 1 Bright
		RI01 AB 1 Bright
		RI01 B 1 Bright A_SpawnItemEx("SpiralFire17",5,5,5,0,0,0,15,SXF_SETMASTER,0)
		RI01 CDEFGHIJKLM 1 Bright A_Explode(15,50,0)
		RI01 ABCDEFGHIJKLMNOP 1 Bright A_Explode(15,50,0)
		Stop
	}
}

Actor SpiralFire17
{
PROJECTILE
Height 8
Radius 6
Speed 0
Renderstyle Add
Damage (0)
+RIPPER
+SPECTRAL
+RANDOMIZE
+DONTSPLASH
+BLOODLESSIMPACT
DamageType "HFCyber"
States
	{
	Spawn:
		TNT1 A 1 Bright
		RI01 AB 1 Bright
		RI01 B 1 Bright A_SpawnItemEx("SpiralFire18",5,5,5,0,0,0,15,SXF_SETMASTER,0)
		RI01 CDEFGHIJKLM 1 Bright A_Explode(15,50,0)
		RI01 ABCDEFGHIJKLMNOP 1 Bright A_Explode(15,50,0)
		Stop
	}
}

Actor SpiralFire18
{
PROJECTILE
Height 8
Radius 6
Speed 0
Renderstyle Add
Damage (0)
+RIPPER
+SPECTRAL
+RANDOMIZE
+DONTSPLASH
+BLOODLESSIMPACT
DamageType "HFCyber"
States
	{
	Spawn:
		TNT1 A 1 Bright
		RI01 AB 1 Bright A_PlaySound("pyro/explosion")
		RI01 B 1 Bright A_SpawnItemEx("SpiralFire19",5,5,5,0,0,0,15,SXF_SETMASTER,0)
		RI01 CDEFGHIJKLM 1 Bright A_Explode(15,50,0)
		RI01 ABCDEFGHIJKLMNOP 1 Bright A_Explode(15,50,0)
		Stop
	}
}

Actor SpiralFire19
{
PROJECTILE
Height 8
Radius 6
Speed 0
Renderstyle Add
Damage (0)
+RIPPER
+SPECTRAL
+RANDOMIZE
+DONTSPLASH
+BLOODLESSIMPACT
DamageType "HFCyber"
States
	{
	Spawn:
		TNT1 A 1 Bright
		RI01 AB 1 Bright
		RI01 B 1 Bright A_SpawnItemEx("SpiralFire20",5,5,5,0,0,0,15,SXF_SETMASTER,0)
		RI01 CDEFGHIJKLM 1 Bright A_Explode(15,50,0)
		RI01 ABCDEFGHIJKLMNOP 1 Bright A_Explode(15,50,0)
		Stop
	}
}

Actor SpiralFire20
{
PROJECTILE
Radius 6
Height 8
Speed 0
Damage (0)
Renderstyle Add
+RIPPER
+RANDOMIZE
+DONTSPLASH
+BLOODLESSIMPACT
DamageType "HFCyber"
States
	{
	Spawn:
		TNT1 A 1 Bright
		RI01 AB 1 Bright
		RI01 B 1 Bright A_SpawnItemEx("SpiralFire21",5,5,5,0,0,0,15,SXF_SETMASTER,0)
		RI01 CDEFGHIJKLM 1 Bright A_Explode(15,50,0)
		RI01 ABCDEFGHIJKLMNOP 1 Bright A_Explode(15,50,0)
		Stop
	}
}

Actor SpiralFire21
{
PROJECTILE
Height 8
Radius 6
Speed 0
Renderstyle Add
Damage (0)
+RIPPER
+RANDOMIZE
+DONTSPLASH
+BLOODLESSIMPACT
DamageType "HFCyber"
States
	{
	Spawn:
		TNT1 A 1 Bright
		RI01 AB 1 Bright
		RI01 B 1 Bright A_SpawnItemEx("SpiralFire22",5,5,5,0,0,0,15,SXF_SETMASTER,0)
		RI01 CDEFGHIJKLM 1 Bright A_Explode(15,50,0)
		RI01 ABCDEFGHIJKLMNOP 1 Bright A_Explode(15,50,0)
		Stop
	}
}

Actor SpiralFire22
{
PROJECTILE
Radius 6
Height 8
Speed 0
Renderstyle Add
Damage (0)
+RIPPER
+RANDOMIZE
+DONTSPLASH
+BLOODLESSIMPACT
DamageType "HFCyber"
States
	{
	Spawn:
		TNT1 A 1 Bright
		RI01 AB 1 Bright
		RI01 B 1 Bright A_SpawnItemEx("SpiralFire23",5,5,5,0,0,0,15,SXF_SETMASTER,0)
		RI01 CDEFGHIJKLM 1 Bright A_Explode(15,50,0)
		RI01 ABCDEFGHIJKLMNOP 1 Bright A_Explode(15,50,0)
		Stop
	}
}

Actor SpiralFire23
{
PROJECTILE
Height 8
Radius 6
Speed 0
Renderstyle Add
Damage (0)
+RIPPER
+RANDOMIZE
+DONTSPLASH
+BLOODLESSIMPACT
DamageType "HFCyber"
States
	{
	Spawn:
		TNT1 A 1 Bright
		RI01 AB 1 Bright
		RI01 B 1 Bright A_SpawnItemEx("SpiralFire24",5,5,5,0,0,0,15,SXF_SETMASTER,0)
		RI01 CDEFGHIJKLM 1 Bright A_Explode(15,50,0)
		RI01 ABCDEFGHIJKLMNOP 1 Bright A_Explode(15,50,0)
		Stop
	}
}

Actor SpiralFire24
{
PROJECTILE
Height 8
Radius 6
Speed 0
Renderstyle Add
Damage (0)
+RIPPER
+RANDOMIZE
+DONTSPLASH
+BLOODLESSIMPACT
DamageType "HFCyber"
States
	{
	Spawn:
		TNT1 A 1 Bright
		RI01 AB 1 Bright
		RI01 B 1 Bright A_SpawnItemEx("SpiralFire25",5,5,5,0,0,0,15,SXF_SETMASTER,0)
		RI01 CDEFGHIJKLM 1 Bright A_Explode(15,50,0)
		RI01 ABCDEFGHIJKLMNOP 1 Bright A_Explode(15,50,0)
		Stop
	}
}

Actor SpiralFire25
{
PROJECTILE
Height 8
Radius 6
Speed 0
Renderstyle Add
Damage (0)
+RIPPER
+RANDOMIZE
+DONTSPLASH
+BLOODLESSIMPACT
DamageType "HFCyber"
States
	{
	Spawn:
		TNT1 A 1 Bright
		RI01 AB 1 Bright
		RI01 B 1 Bright A_SpawnItemEx("SpiralFire26",5,5,5,0,0,0,15,SXF_SETMASTER,0)
		RI01 CDEFGHIJKLM 1 Bright A_Explode(15,50,0)
		RI01 ABCDEFGHIJKLMNOP 1 Bright A_Explode(15,50,0)
		Stop
	}
}

Actor SpiralFire26
{
PROJECTILE
Height 8
Radius 6
Speed 0
Renderstyle Add
Damage (0)
+RIPPER
+RANDOMIZE
+DONTSPLASH
+BLOODLESSIMPACT
DamageType "HFCyber"
States
	{
	Spawn:
		TNT1 A 1 Bright
		RI01 AB 1 Bright A_PlaySound("pyro/explosion")
		RI01 B 1 Bright A_SpawnItemEx("SpiralFire27",5,5,5,0,0,0,15,SXF_SETMASTER,0)
		RI01 CDEFGHIJKLM 1 Bright A_Explode(15,50,0)
		RI01 ABCDEFGHIJKLMNOP 1 Bright A_Explode(15,50,0)
		Stop
	}
}

Actor SpiralFire27
{
PROJECTILE
Height 8
Radius 6
Speed 0
Damage (0)
Renderstyle Add
+RIPPER
+RANDOMIZE
+DONTSPLASH
+BLOODLESSIMPACT
DamageType "HFCyber"
States
	{
	Spawn:
		TNT1 A 1 Bright
		RI01 AB 1 Bright
		RI01 B 1 Bright A_SpawnItemEx("SpiralFire28",5,5,5,0,0,0,15,SXF_SETMASTER,0)
		RI01 CDEFGHIJKLM 1 Bright A_Explode(15,50,0)
		RI01 ABCDEFGHIJKLMNOP 1 Bright A_Explode(15,50,0)
		Stop
	}
}

Actor SpiralFire28
{
PROJECTILE
Height 8
Radius 6
Speed 0
Damage (0)
Renderstyle Add
+RIPPER
+RANDOMIZE
+DONTSPLASH
+BLOODLESSIMPACT
DamageType "HFCyber"
States
	{
	Spawn:
		TNT1 A 1 Bright
		RI01 AB 1 Bright
		RI01 B 1 Bright A_SpawnItemEx("SpiralFire29",5,5,5,0,0,0,15,SXF_SETMASTER,0)
		RI01 CDEFGHIJKLM 1 Bright A_Explode(15,50,0)
		RI01 ABCDEFGHIJKLMNOP 1 Bright A_Explode(15,50,0)
		Stop
	}
}

Actor SpiralFire29
{
PROJECTILE
Height 8
Radius 6
Speed 0
Damage (0)
Renderstyle Add
+RIPPER
+RANDOMIZE
+DONTSPLASH
+BLOODLESSIMPACT
DamageType "HFCyber"
States
	{
	Spawn:
		TNT1 A 1 Bright
		RI01 AB 1 Bright
		RI01 B 1 Bright A_SpawnItemEx("SpiralFire30",5,5,5,0,0,0,15,SXF_SETMASTER,0)
		RI01 CDEFGHIJKLM 1 Bright A_Explode(15,50,0)
		RI01 ABCDEFGHIJKLMNOP 1 Bright A_Explode(15,50,0)
		Stop
  }
}

Actor SpiralFire30
{
PROJECTILE
Height 8
Radius 6
Speed 0
Damage (0)
Renderstyle Add
+RIPPER
+RANDOMIZE
+DONTSPLASH
+BLOODLESSIMPACT
DamageType "HFCyber"
States
	{
	Spawn:
		TNT1 A 1 Bright
		RI01 AB 1 Bright
		RI01 B 1 Bright A_SpawnItemEx("SpiralFire31",5,5,5,0,0,0,15,SXF_SETMASTER,0)
		RI01 CDEFGHIJKLM 1 Bright A_Explode(15,50,0)
		RI01 ABCDEFGHIJKLMNOP 1 Bright A_Explode(15,50,0)
		Stop
	}
}

Actor SpiralFire31
{
PROJECTILE
Height 8
Radius 6
Speed 0
Damage (0)
Renderstyle Add
+RIPPER
+RANDOMIZE
+DONTSPLASH
+BLOODLESSIMPACT
DamageType "HFCyber"
States
	{
	Spawn:
		TNT1 A 1 Bright
		RI01 AB 1 Bright
		RI01 B 1 Bright A_SpawnItemEx("SpiralFire32",5,5,5,0,0,0,15,SXF_SETMASTER,0)
		RI01 CDEFGHIJKLM 1 Bright A_Explode(15,50,0)
		RI01 ABCDEFGHIJKLMNOP 1 Bright A_Explode(15,50,0)
		Stop
	}
}

Actor SpiralFire32
{
PROJECTILE
Height 8
Radius 6
Speed 0
Damage (0)
Renderstyle Add
+RIPPER
+RANDOMIZE
+DONTSPLASH
+BLOODLESSIMPACT
DamageType "HFCyber"
States
	{
	Spawn:
		TNT1 A 1 Bright
		RI01 AB 1 Bright
		RI01 B 1 Bright A_SpawnItemEx("SpiralFire33",5,5,5,0,0,0,15,SXF_SETMASTER,0)
		RI01 CDEFGHIJKLM 1 Bright A_Explode(15,50,0)
		RI01 ABCDEFGHIJKLMNOP 1 Bright A_Explode(15,50,0)
		Stop
	}
}

Actor SpiralFire33
{
PROJECTILE
Height 8
Radius 6
Speed 0
Damage (0)
Renderstyle Add
+RIPPER
+RANDOMIZE
+DONTSPLASH
+BLOODLESSIMPACT
DamageType "HFCyber"
States
	{
	Spawn:
		TNT1 A 1 Bright
		RI01 AB 1 Bright
		RI01 B 1 Bright A_SpawnItemEx("SpiralFire34",5,5,5,0,0,0,15,SXF_SETMASTER,0)
		RI01 CDEFGHIJKLM 1 Bright A_Explode(15,50,0)
		RI01 ABCDEFGHIJKLMNOP 1 Bright A_Explode(15,50,0)
		Stop
	}
}

Actor SpiralFire34
{
PROJECTILE
Height 8
Radius 6
Speed 0
Damage (0)
Renderstyle Add
+RIPPER
+RANDOMIZE
+DONTSPLASH
+BLOODLESSIMPACT
DamageType "HFCyber"
States
	{
	Spawn:
		TNT1 A 1 Bright
		RI01 AB 1 Bright
		RI01 B 1 Bright A_SpawnItemEx("SpiralFire35",5,5,5,0,0,0,15,SXF_SETMASTER,0)
		RI01 CDEFGHIJKLM 1 Bright A_Explode(15,50,0)
		RI01 ABCDEFGHIJKLMNOP 1 Bright A_Explode(15,50,0)
		Stop
	}
}

Actor SpiralFire35
{
PROJECTILE
Height 8
Radius 6
Speed 0
Damage (0)
Renderstyle Add
+RIPPER
+RANDOMIZE
+DONTSPLASH
+BLOODLESSIMPACT
DamageType "HFCyber"
States
	{
	Spawn:
		TNT1 A 1 Bright
		RI01 AB 1 Bright A_PlaySound("pyro/explosion")
		RI01 B 1 Bright A_SpawnItemEx("SpiralFire36",5,5,5,0,0,0,15,SXF_SETMASTER,0)
		RI01 CDEFGHIJKLM 1 Bright A_Explode(15,50,0)
		RI01 ABCDEFGHIJKLMNOP 1 Bright A_Explode(15,50,0)
		Stop
	}
}

Actor SpiralFire36
{
PROJECTILE
Height 8
Radius 6
Speed 0
Damage (0)
Renderstyle Add
+RIPPER
+RANDOMIZE
+DONTSPLASH
+BLOODLESSIMPACT
DamageType "HFCyber"
States
	{
	Spawn:
		TNT1 A 1 Bright
		RI01 AB 1 Bright
		RI01 B 1 Bright A_SpawnItemEx("SpiralFire37",5,5,5,0,0,0,15,SXF_SETMASTER,0)
		RI01 CDEFGHIJKLM 1 Bright A_Explode(15,50,0)
		RI01 ABCDEFGHIJKLMNOP 1 Bright A_Explode(15,50,0)
		Stop
	}
}

Actor SpiralFire37
{
PROJECTILE
Height 8
Radius 6
Speed 0
Damage (0)
Renderstyle Add
+RIPPER
+RANDOMIZE
+DONTSPLASH
+BLOODLESSIMPACT
DamageType "HFCyber"
States
	{
	Spawn:
		TNT1 A 1 Bright
		RI01 AB 1 Bright
		RI01 B 1 Bright A_SpawnItemEx("SpiralFire38",5,5,5,0,0,0,15,SXF_SETMASTER,0)
		RI01 CDEFGHIJKLM 1 Bright A_Explode(15,50,0)
		RI01 ABCDEFGHIJKLMNOP 1 Bright A_Explode(15,50,0)
		Stop
	}
}

Actor SpiralFire38
{
PROJECTILE
Height 8
Radius 6
Speed 0
Damage (0)
Renderstyle Add
+RIPPER
+RANDOMIZE
+DONTSPLASH
+BLOODLESSIMPACT
DamageType "HFCyber"
States
	{
	Spawn:
		TNT1 A 1 Bright
		RI01 AB 1 Bright
		RI01 B 1 Bright A_SpawnItemEx("SpiralFire39",5,5,5,0,0,0,15,SXF_SETMASTER,0)
		RI01 CDEFGHIJKLM 1 Bright A_Explode(15,50,0)
		RI01 ABCDEFGHIJKLMNOP 1 Bright A_Explode(15,50,0)
		Stop
	}
}

Actor SpiralFire39
{
PROJECTILE
Height 8
Radius 6
Speed 0
Damage (0)
Renderstyle Add
+RIPPER
+RANDOMIZE
+DONTSPLASH
+BLOODLESSIMPACT
DamageType "HFCyber"
States
	{
	Spawn:
		TNT1 A 1 Bright
		RI01 AB 1 Bright
		RI01 B 1 Bright A_SpawnItemEx("SpiralFire40",5,5,5,0,0,0,15,SXF_SETMASTER,0)
		RI01 CDEFGHIJKLM 1 Bright A_Explode(15,50,0)
		RI01 ABCDEFGHIJKLMNOP 1 Bright A_Explode(15,50,0)
		Stop
	}
}

Actor SpiralFire40
{
PROJECTILE
Height 8
Radius 6
Speed 0
Damage (0)
Renderstyle Add
+RIPPER
+RANDOMIZE
+DONTSPLASH
+BLOODLESSIMPACT
DamageType "HFCyber"
States
	{
	Spawn:
		TNT1 A 1 Bright
		RI01 AB 1 Bright
		RI01 B 1 Bright A_SpawnItemEx("SpiralFire41",5,5,5,0,0,0,15,SXF_SETMASTER,0)
		RI01 CDEFGHIJKLM 1 Bright A_Explode(15,50,0)
		RI01 ABCDEFGHIJKLMNOP 1 Bright A_Explode(15,50,0)
		Stop
	}
}

Actor SpiralFire41
{
PROJECTILE
Height 8
Radius 6
Speed 0
Damage (0)
Renderstyle Add
+RIPPER
+RANDOMIZE
+DONTSPLASH
+BLOODLESSIMPACT
DamageType "HFCyber"
States
	{
	Spawn:
		TNT1 A 1 Bright
		RI01 AB 1 Bright
		RI01 B 1 Bright A_SpawnItemEx("SpiralFire42",5,5,5,0,0,0,15,SXF_SETMASTER,0)
		RI01 CDEFGHIJKLM 1 Bright A_Explode(15,50,0)
		RI01 ABCDEFGHIJKLMNOP 1 Bright A_Explode(15,50,0)
		Stop
	}
}

Actor SpiralFire42
{
PROJECTILE
Height 8
Radius 6
Speed 0
Damage (0)
Renderstyle Add
+RIPPER
+RANDOMIZE
+DONTSPLASH
+BLOODLESSIMPACT
DamageType "HFCyber"
States
	{
	Spawn:
		TNT1 A 1 Bright
		RI01 AB 1 Bright
		RI01 B 1 Bright A_SpawnItemEx("SpiralFire43",5,5,5,0,0,0,15,SXF_SETMASTER,0)
		RI01 CDEFGHIJKLM 1 Bright A_Explode(15,50,0)
		RI01 ABCDEFGHIJKLMNOP 1 Bright A_Explode(15,50,0)
		Stop
	}
}

Actor SpiralFire43
{
PROJECTILE
Height 8
Radius 6
Speed 0
Damage (0)
Renderstyle Add
+RIPPER
+RANDOMIZE
+DONTSPLASH
+BLOODLESSIMPACT
DamageType "HFCyber"
States
	{
	Spawn:
		TNT1 A 1 Bright
		RI01 AB 1 Bright
		RI01 B 1 Bright A_SpawnItemEx("SpiralFire44",5,5,5,0,0,0,15,SXF_SETMASTER,0)
		RI01 CDEFGHIJKLM 1 Bright A_Explode(15,50,0)
		RI01 ABCDEFGHIJKLMNOP 1 Bright A_Explode(15,50,0)
		Stop
	}
}

Actor SpiralFire44
{
PROJECTILE
Height 8
Radius 6
Speed 0
Renderstyle Add
Damage (0)
+RIPPER
+RANDOMIZE
+DONTSPLASH
+BLOODLESSIMPACT
DamageType "HFCyber"
States
	{
	Spawn:
		TNT1 A 1 Bright
		RI01 AB 1 Bright A_PlaySound("pyro/explosion")
		RI01 B 1 Bright A_SpawnItemEx("SpiralFire45",5,5,5,0,0,0,15,SXF_SETMASTER,0)
		RI01 CDEFGHIJKLM 1 Bright A_Explode(15,50,0)
		RI01 ABCDEFGHIJKLMNOP 1 Bright A_Explode(15,50,0)
		Stop
	}
}

Actor SpiralFire45
{
PROJECTILE
Height 8
Radius 6
Speed 0
Renderstyle Add
Damage (0)
+RIPPER
+RANDOMIZE
+DONTSPLASH
+BLOODLESSIMPACT
DamageType "HFCyber"
States
	{
	Spawn:
		TNT1 A 1 Bright
		RI01 AB 1 Bright
		RI01 B 1 Bright A_SpawnItemEx("SpiralFire46",5,5,5,0,0,0,15,SXF_SETMASTER,0)
		RI01 CDEFGHIJKLM 1 Bright A_Explode(15,50,0)
		RI01 ABCDEFGHIJKLMNOP 1 Bright A_Explode(15,50,0)
		Stop
	}
}

Actor SpiralFire46
{
PROJECTILE
Height 8
Radius 6
Speed 0
Renderstyle Add
Damage (0)
+RIPPER
+RANDOMIZE
+DONTSPLASH
+BLOODLESSIMPACT
DamageType "HFCyber"
States
	{
	Spawn:
		TNT1 A 1 Bright
		RI01 AB 1 Bright
		RI01 B 1 Bright A_SpawnItemEx("SpiralFire47",5,5,5,0,0,0,15,SXF_SETMASTER,0)
		RI01 CDEFGHIJKLM 1 Bright A_Explode(15,50,0)
		RI01 ABCDEFGHIJKLMNOP 1 Bright A_Explode(15,50,0)
		Stop
	}
}

Actor SpiralFire47
{
PROJECTILE
Height 8
Radius 6
Speed 0
Renderstyle Add
Damage (0)
+RIPPER
+RANDOMIZE
+DONTSPLASH
+BLOODLESSIMPACT
DamageType "HFCyber"
States
	{
	Spawn:
		TNT1 A 1 Bright
		RI01 AB 1 Bright
		RI01 B 1 Bright A_SpawnItemEx("SpiralFire48",5,5,5,0,0,0,15,SXF_SETMASTER,0)
		RI01 CDEFGHIJKLM 1 Bright A_Explode(15,50,0)
		RI01 ABCDEFGHIJKLMNOP 1 Bright A_Explode(15,50,0)
		Stop
	}
}

Actor SpiralFire48
{
PROJECTILE
Height 8
Radius 6
Speed 0
Renderstyle Add
Damage (0)
+RIPPER
+RANDOMIZE
+DONTSPLASH
+BLOODLESSIMPACT
DamageType "HFCyber"
States
	{
	Spawn:
		TNT1 A 1 Bright
		RI01 AB 1 Bright
		RI01 B 1 Bright A_SpawnItemEx("SpiralFire49",5,5,5,0,0,0,15,SXF_SETMASTER,0)
		RI01 CDEFGHIJKLM 1 bright A_Explode(15,50,0)
		RI01 ABCDEFGHIJKLMNOP 1 bright A_Explode(15,50,0)
		Stop
	}
}

Actor SpiralFire49
{
PROJECTILE
Height 8
Radius 6
Speed 0
Renderstyle Add
Damage (0)
+RIPPER
+RANDOMIZE
+DONTSPLASH
+BLOODLESSIMPACT
DamageType "HFCyber"
States
	{
	Spawn:
		TNT1 A 1 Bright
		RI01 AB 1 Bright
		RI01 B 1 Bright A_SpawnItemEx("SpiralFire50",5,5,5,0,0,0,15,SXF_CLIENTSIDE,0)
		RI01 CDEFGHIJKLM 1 Bright A_Explode(15,50,0)
		RI01 ABCDEFGHIJKLMNOP 1 Bright A_Explode(15,50,0)
		Stop
	}
}

Actor SpiralFire50
{
PROJECTILE
Height 8
Radius 6
Speed 0
Renderstyle Add
Damage (0)
+RIPPER
+RANDOMIZE
+DONTSPLASH
+BLOODLESSIMPACT
+CLIENTSIDEONLY
//DamageType "HFCyber"
States
	{
	Spawn:
		TNT1 A 0 Bright
		TNT1 A 1 Bright A_PlaySound("pyro/explosion")
		RI01 ABCDEFGHIJKLM 1 Bright 
		RI01 ABCDEFGHIJKLMNOP 1 Bright
		Stop
	}
}

ACTOR Bomb
{
PROJECTILE
Height 8
Radius 6
Speed 20
Scale 1.5
Renderstyle Add
Alpha 1.0
Decal "Scorch"
Damage 20
+FORCERADIUSDMG
+DONTHURTSPECIES
+DONTHARMSPECIES
Species "Cybers"
DamageType "HFCyber"
SeeSound "weapons/justfi"
DeathSound "weapons/firex3"
States
	{
	Spawn:
		CMRA ABCDEFGHIJ 1 Bright
		Loop
	Death:
		TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_SpawnItemEx("FireSpark",random(-5,5),random(-5,5),random(0,10),random(-5,5),random(-5,5),random(0,20),random(90,270),SXF_CLIENTSIDE,0)
		TNT1 A 0 A_CustomMissile("LavaBall",0,16,0,CMF_AIMDIRECTION,0)
		TNT1 A 0 A_CustomMissile("LavaBall",0,16,15,CMF_AIMDIRECTION,0)
		TNT1 A 0 A_CustomMissile("LavaBall",0,16,30,CMF_AIMDIRECTION,0)
		TNT1 A 0 A_CustomMissile("LavaBall",0,16,45,CMF_AIMDIRECTION,0)
		TNT1 A 0 A_CustomMissile("LavaBall",0,16,60,CMF_AIMDIRECTION,0)
		TNT1 A 0 A_CustomMissile("LavaBall",0,16,75,CMF_AIMDIRECTION,0)
		TNT1 A 0 A_CustomMissile("LavaBall",0,16,90,CMF_AIMDIRECTION,0)
		TNT1 A 0 A_CustomMissile("LavaBall",0,16,105,CMF_AIMDIRECTION,0)
		TNT1 A 0 A_CustomMissile("LavaBall",0,16,120,CMF_AIMDIRECTION,0)
		TNT1 A 0 A_CustomMissile("LavaBall",0,16,135,CMF_AIMDIRECTION,0)
		TNT1 A 0 A_CustomMissile("LavaBall",0,16,150,CMF_AIMDIRECTION,0)
		TNT1 A 0 A_CustomMissile("LavaBall",0,16,165,CMF_AIMDIRECTION,0)
		TNT1 A 0 A_CustomMissile("LavaBall",0,16,180,CMF_AIMDIRECTION,0)
		TNT1 A 0 A_CustomMissile("LavaBall",0,16,195,CMF_AIMDIRECTION,0)
		TNT1 A 0 A_CustomMissile("LavaBall",0,16,210,CMF_AIMDIRECTION,0)
		TNT1 A 0 A_CustomMissile("LavaBall",0,16,225,CMF_AIMDIRECTION,0)
		TNT1 A 0 A_CustomMissile("LavaBall",0,16,240,CMF_AIMDIRECTION,0)
		TNT1 A 0 A_CustomMissile("LavaBall",0,16,255,CMF_AIMDIRECTION,0)
		TNT1 A 0 A_CustomMissile("LavaBall",0,16,270,CMF_AIMDIRECTION,0)
		TNT1 A 0 A_CustomMissile("LavaBall",0,16,285,CMF_AIMDIRECTION,0)
		TNT1 A 0 A_CustomMissile("LavaBall",0,16,300,CMF_AIMDIRECTION,0)
		TNT1 A 0 A_CustomMissile("LavaBall",0,16,315,CMF_AIMDIRECTION,0)
		TNT1 A 0 A_CustomMissile("LavaBall",0,16,330,CMF_AIMDIRECTION,0)
		TNT1 A 0 A_CustomMissile("LavaBall",0,16,345,CMF_AIMDIRECTION,0)
		TNT1 A 0 A_CustomMissile("LavaBall",0,16,0,CMF_AIMDIRECTION,5)
		TNT1 A 0 A_CustomMissile("LavaBall",0,16,15,CMF_AIMDIRECTION,5)
		TNT1 A 0 A_CustomMissile("LavaBall",0,16,30,CMF_AIMDIRECTION,5)
		TNT1 A 0 A_CustomMissile("LavaBall",0,16,45,CMF_AIMDIRECTION,5)
		TNT1 A 0 A_CustomMissile("LavaBall",0,16,60,CMF_AIMDIRECTION,5)
		TNT1 A 0 A_CustomMissile("LavaBall",0,16,75,CMF_AIMDIRECTION,5)
		TNT1 A 0 A_CustomMissile("LavaBall",0,16,90,CMF_AIMDIRECTION,5)
		TNT1 A 0 A_CustomMissile("LavaBall",0,16,105,CMF_AIMDIRECTION,5)
		TNT1 A 0 A_CustomMissile("LavaBall",0,16,120,CMF_AIMDIRECTION,5)
		TNT1 A 0 A_CustomMissile("LavaBall",0,16,135,CMF_AIMDIRECTION,5)
		TNT1 A 0 A_CustomMissile("LavaBall",0,16,150,CMF_AIMDIRECTION,5)
		TNT1 A 0 A_CustomMissile("LavaBall",0,16,165,CMF_AIMDIRECTION,5)
		TNT1 A 0 A_CustomMissile("LavaBall",0,16,180,CMF_AIMDIRECTION,5)
		TNT1 A 0 A_CustomMissile("LavaBall",0,16,195,CMF_AIMDIRECTION,5)
		TNT1 A 0 A_CustomMissile("LavaBall",0,16,210,CMF_AIMDIRECTION,5)
		TNT1 A 0 A_CustomMissile("LavaBall",0,16,225,CMF_AIMDIRECTION,5)
		TNT1 A 0 A_CustomMissile("LavaBall",0,16,240,CMF_AIMDIRECTION,5)
		TNT1 A 0 A_CustomMissile("LavaBall",0,16,255,CMF_AIMDIRECTION,5)
		TNT1 A 0 A_CustomMissile("LavaBall",0,16,270,CMF_AIMDIRECTION,5)
		TNT1 A 0 A_CustomMissile("LavaBall",0,16,285,CMF_AIMDIRECTION,5)
		TNT1 A 0 A_CustomMissile("LavaBall",0,16,300,CMF_AIMDIRECTION,5)
		TNT1 A 0 A_CustomMissile("LavaBall",0,16,315,CMF_AIMDIRECTION,5)
		TNT1 A 0 A_CustomMissile("LavaBall",0,16,330,CMF_AIMDIRECTION,5)
		TNT1 A 0 A_CustomMissile("LavaBall",0,16,345,CMF_AIMDIRECTION,5)
		TNT1 A 0 A_CustomMissile("LavaBall",0,16,0,CMF_AIMDIRECTION,-5)
		TNT1 A 0 A_CustomMissile("LavaBall",0,16,15,CMF_AIMDIRECTION,-5)
		TNT1 A 0 A_CustomMissile("LavaBall",0,16,30,CMF_AIMDIRECTION,-5)
		TNT1 A 0 A_CustomMissile("LavaBall",0,16,45,CMF_AIMDIRECTION,-5)
		TNT1 A 0 A_CustomMissile("LavaBall",0,16,60,CMF_AIMDIRECTION,-5)
		TNT1 A 0 A_CustomMissile("LavaBall",0,16,75,CMF_AIMDIRECTION,-5)
		TNT1 A 0 A_CustomMissile("LavaBall",0,16,90,CMF_AIMDIRECTION,-5)
		TNT1 A 0 A_CustomMissile("LavaBall",0,16,105,CMF_AIMDIRECTION,-5)
		TNT1 A 0 A_CustomMissile("LavaBall",0,16,120,CMF_AIMDIRECTION,-5)
		TNT1 A 0 A_CustomMissile("LavaBall",0,16,135,CMF_AIMDIRECTION,-5)
		TNT1 A 0 A_CustomMissile("LavaBall",0,16,150,CMF_AIMDIRECTION,-5)
		TNT1 A 0 A_CustomMissile("LavaBall",0,16,165,CMF_AIMDIRECTION,-5)
		TNT1 A 0 A_CustomMissile("LavaBall",0,16,180,CMF_AIMDIRECTION,-5)
		TNT1 A 0 A_CustomMissile("LavaBall",0,16,195,CMF_AIMDIRECTION,-5)
		TNT1 A 0 A_CustomMissile("LavaBall",0,16,210,CMF_AIMDIRECTION,-5)
		TNT1 A 0 A_CustomMissile("LavaBall",0,16,225,CMF_AIMDIRECTION,-5)
		TNT1 A 0 A_CustomMissile("LavaBall",0,16,240,CMF_AIMDIRECTION,-5)
		TNT1 A 0 A_CustomMissile("LavaBall",0,16,255,CMF_AIMDIRECTION,-5)
		TNT1 A 0 A_CustomMissile("LavaBall",0,16,270,CMF_AIMDIRECTION,-5)
		TNT1 A 0 A_CustomMissile("LavaBall",0,16,285,CMF_AIMDIRECTION,-5)
		TNT1 A 0 A_CustomMissile("LavaBall",0,16,300,CMF_AIMDIRECTION,-5)
		TNT1 A 0 A_CustomMissile("LavaBall",0,16,315,CMF_AIMDIRECTION,-5)
		TNT1 A 0 A_CustomMissile("LavaBall",0,16,330,CMF_AIMDIRECTION,-5)
		TNT1 A 0 A_CustomMissile("LavaBall",0,16,345,CMF_AIMDIRECTION,-5)
		TNT1 A 0 A_CustomMissile("LavaBall",0,16,0,CMF_AIMDIRECTION,10)
		TNT1 A 0 A_CustomMissile("LavaBall",0,16,15,CMF_AIMDIRECTION,10)
		TNT1 A 0 A_CustomMissile("LavaBall",0,16,30,CMF_AIMDIRECTION,10)
		TNT1 A 0 A_CustomMissile("LavaBall",0,16,45,CMF_AIMDIRECTION,10)
		TNT1 A 0 A_CustomMissile("LavaBall",0,16,60,CMF_AIMDIRECTION,10)
		TNT1 A 0 A_CustomMissile("LavaBall",0,16,75,CMF_AIMDIRECTION,10)
		TNT1 A 0 A_CustomMissile("LavaBall",0,16,90,CMF_AIMDIRECTION,10)
		TNT1 A 0 A_CustomMissile("LavaBall",0,16,105,CMF_AIMDIRECTION,10)
		TNT1 A 0 A_CustomMissile("LavaBall",0,16,120,CMF_AIMDIRECTION,10)
		TNT1 A 0 A_CustomMissile("LavaBall",0,16,135,CMF_AIMDIRECTION,10)
		TNT1 A 0 A_CustomMissile("LavaBall",0,16,150,CMF_AIMDIRECTION,10)
		TNT1 A 0 A_CustomMissile("LavaBall",0,16,165,CMF_AIMDIRECTION,10)
		TNT1 A 0 A_CustomMissile("LavaBall",0,16,180,CMF_AIMDIRECTION,10)
		TNT1 A 0 A_CustomMissile("LavaBall",0,16,195,CMF_AIMDIRECTION,10)
		TNT1 A 0 A_CustomMissile("LavaBall",0,16,210,CMF_AIMDIRECTION,10)
		TNT1 A 0 A_CustomMissile("LavaBall",0,16,225,CMF_AIMDIRECTION,10)
		TNT1 A 0 A_CustomMissile("LavaBall",0,16,240,CMF_AIMDIRECTION,10)
		TNT1 A 0 A_CustomMissile("LavaBall",0,16,255,CMF_AIMDIRECTION,10)
		TNT1 A 0 A_CustomMissile("LavaBall",0,16,270,CMF_AIMDIRECTION,10)
		TNT1 A 0 A_CustomMissile("LavaBall",0,16,285,CMF_AIMDIRECTION,10)
		TNT1 A 0 A_CustomMissile("LavaBall",0,16,300,CMF_AIMDIRECTION,10)
		TNT1 A 0 A_CustomMissile("LavaBall",0,16,315,CMF_AIMDIRECTION,10)
		TNT1 A 0 A_CustomMissile("LavaBall",0,16,330,CMF_AIMDIRECTION,10)
		TNT1 A 0 A_CustomMissile("LavaBall",0,16,345,CMF_AIMDIRECTION,10)
		TNT1 A 0 A_CustomMissile("LavaBall",0,16,0,CMF_AIMDIRECTION,-10)
		TNT1 A 0 A_CustomMissile("LavaBall",0,16,15,CMF_AIMDIRECTION,-10)
		TNT1 A 0 A_CustomMissile("LavaBall",0,16,30,CMF_AIMDIRECTION,-10)
		TNT1 A 0 A_CustomMissile("LavaBall",0,16,45,CMF_AIMDIRECTION,-10)
		TNT1 A 0 A_CustomMissile("LavaBall",0,16,60,CMF_AIMDIRECTION,-10)
		TNT1 A 0 A_CustomMissile("LavaBall",0,16,75,CMF_AIMDIRECTION,-10)
		TNT1 A 0 A_CustomMissile("LavaBall",0,16,90,CMF_AIMDIRECTION,-10)
		TNT1 A 0 A_CustomMissile("LavaBall",0,16,105,CMF_AIMDIRECTION,-10)
		TNT1 A 0 A_CustomMissile("LavaBall",0,16,120,CMF_AIMDIRECTION,-10)
		TNT1 A 0 A_CustomMissile("LavaBall",0,16,135,CMF_AIMDIRECTION,-10)
		TNT1 A 0 A_CustomMissile("LavaBall",0,16,150,CMF_AIMDIRECTION,-10)
		TNT1 A 0 A_CustomMissile("LavaBall",0,16,165,CMF_AIMDIRECTION,-10)
		TNT1 A 0 A_CustomMissile("LavaBall",0,16,180,CMF_AIMDIRECTION,-10)
		TNT1 A 0 A_CustomMissile("LavaBall",0,16,195,CMF_AIMDIRECTION,-10)
		TNT1 A 0 A_CustomMissile("LavaBall",0,16,210,CMF_AIMDIRECTION,-10)
		TNT1 A 0 A_CustomMissile("LavaBall",0,16,225,CMF_AIMDIRECTION,-10)
		TNT1 A 0 A_CustomMissile("LavaBall",0,16,240,CMF_AIMDIRECTION,-10)
		TNT1 A 0 A_CustomMissile("LavaBall",0,16,255,CMF_AIMDIRECTION,-10)
		TNT1 A 0 A_CustomMissile("LavaBall",0,16,270,CMF_AIMDIRECTION,-10)
		TNT1 A 0 A_CustomMissile("LavaBall",0,16,285,CMF_AIMDIRECTION,-10)
		TNT1 A 0 A_CustomMissile("LavaBall",0,16,300,CMF_AIMDIRECTION,-10)
		TNT1 A 0 A_CustomMissile("LavaBall",0,16,315,CMF_AIMDIRECTION,-10)
		TNT1 A 0 A_CustomMissile("LavaBall",0,16,330,CMF_AIMDIRECTION,-10)
		TNT1 A 0 A_CustomMissile("LavaBall",0,16,345,CMF_AIMDIRECTION,-10)
		TNT1 A 0 A_CustomMissile("LavaBall",0,16,0,CMF_AIMDIRECTION,-15)
		TNT1 A 0 A_CustomMissile("LavaBall",0,16,15,CMF_AIMDIRECTION,15)
		TNT1 A 0 A_CustomMissile("LavaBall",0,16,30,CMF_AIMDIRECTION,15)
		TNT1 A 0 A_CustomMissile("LavaBall",0,16,45,CMF_AIMDIRECTION,15)
		TNT1 A 0 A_CustomMissile("LavaBall",0,16,60,CMF_AIMDIRECTION,15)
		TNT1 A 0 A_CustomMissile("LavaBall",0,16,75,CMF_AIMDIRECTION,15)
		TNT1 A 0 A_CustomMissile("LavaBall",0,16,90,CMF_AIMDIRECTION,15)
		TNT1 A 0 A_CustomMissile("LavaBall",0,16,105,CMF_AIMDIRECTION,15)
		TNT1 A 0 A_CustomMissile("LavaBall",0,16,120,CMF_AIMDIRECTION,15)
		TNT1 A 0 A_CustomMissile("LavaBall",0,16,135,CMF_AIMDIRECTION,15)
		TNT1 A 0 A_CustomMissile("LavaBall",0,16,150,CMF_AIMDIRECTION,15)
		TNT1 A 0 A_CustomMissile("LavaBall",0,16,165,CMF_AIMDIRECTION,15)
		TNT1 A 0 A_CustomMissile("LavaBall",0,16,180,CMF_AIMDIRECTION,15)
		TNT1 A 0 A_CustomMissile("LavaBall",0,16,195,CMF_AIMDIRECTION,15)
		TNT1 A 0 A_CustomMissile("LavaBall",0,16,210,CMF_AIMDIRECTION,15)
		TNT1 A 0 A_CustomMissile("LavaBall",0,16,225,CMF_AIMDIRECTION,15)
		TNT1 A 0 A_CustomMissile("LavaBall",0,16,240,CMF_AIMDIRECTION,15)
		TNT1 A 0 A_CustomMissile("LavaBall",0,16,255,CMF_AIMDIRECTION,15)
		TNT1 A 0 A_CustomMissile("LavaBall",0,16,270,CMF_AIMDIRECTION,15)
		TNT1 A 0 A_CustomMissile("LavaBall",0,16,285,CMF_AIMDIRECTION,15)
		TNT1 A 0 A_CustomMissile("LavaBall",0,16,300,CMF_AIMDIRECTION,15)
		TNT1 A 0 A_CustomMissile("LavaBall",0,16,315,CMF_AIMDIRECTION,15)
		TNT1 A 0 A_CustomMissile("LavaBall",0,16,330,CMF_AIMDIRECTION,15)
		TNT1 A 0 A_CustomMissile("LavaBall",0,16,345,CMF_AIMDIRECTION,15)
		TNT1 A 0 A_CustomMissile("LavaBall",0,16,0,CMF_AIMDIRECTION,-15)
		TNT1 A 0 A_CustomMissile("LavaBall",0,16,15,CMF_AIMDIRECTION,-15)
		TNT1 A 0 A_CustomMissile("LavaBall",0,16,30,CMF_AIMDIRECTION,-15)
		TNT1 A 0 A_CustomMissile("LavaBall",0,16,45,CMF_AIMDIRECTION,-15)
		TNT1 A 0 A_CustomMissile("LavaBall",0,16,60,CMF_AIMDIRECTION,-15)
		TNT1 A 0 A_CustomMissile("LavaBall",0,16,75,CMF_AIMDIRECTION,-15)
		TNT1 A 0 A_CustomMissile("LavaBall",0,16,90,CMF_AIMDIRECTION,-15)
		TNT1 A 0 A_CustomMissile("LavaBall",0,16,105,CMF_AIMDIRECTION,-15)
		TNT1 A 0 A_CustomMissile("LavaBall",0,16,120,CMF_AIMDIRECTION,-15)
		TNT1 A 0 A_CustomMissile("LavaBall",0,16,135,CMF_AIMDIRECTION,-15)
		TNT1 A 0 A_CustomMissile("LavaBall",0,16,150,CMF_AIMDIRECTION,-15)
		TNT1 A 0 A_CustomMissile("LavaBall",0,16,165,CMF_AIMDIRECTION,-15)
		TNT1 A 0 A_CustomMissile("LavaBall",0,16,180,CMF_AIMDIRECTION,-15)
		TNT1 A 0 A_CustomMissile("LavaBall",0,16,195,CMF_AIMDIRECTION,-15)
		TNT1 A 0 A_CustomMissile("LavaBall",0,16,210,CMF_AIMDIRECTION,-15)
		TNT1 A 0 A_CustomMissile("LavaBall",0,16,225,CMF_AIMDIRECTION,-15)
		TNT1 A 0 A_CustomMissile("LavaBall",0,16,240,CMF_AIMDIRECTION,-15)
		TNT1 A 0 A_CustomMissile("LavaBall",0,16,255,CMF_AIMDIRECTION,-15)
		TNT1 A 0 A_CustomMissile("LavaBall",0,16,270,CMF_AIMDIRECTION,-15)
		TNT1 A 0 A_CustomMissile("LavaBall",0,16,285,CMF_AIMDIRECTION,-15)
		TNT1 A 0 A_CustomMissile("LavaBall",0,16,300,CMF_AIMDIRECTION,-15)
		TNT1 A 0 A_CustomMissile("LavaBall",0,16,315,CMF_AIMDIRECTION,-15)
		TNT1 A 0 A_CustomMissile("LavaBall",0,16,330,CMF_AIMDIRECTION,-15)
		TNT1 A 0 A_CustomMissile("LavaBall",0,16,345,CMF_AIMDIRECTION,-15)
		TNT1 A 1
		Stop
	}
}

Actor IComet : Comet { Damagetype "Cyber10K" }