//Version check for HEM
Actor "randommons_custom-v1.3.5" {+NOINTERACTION}
//====================================
#include "Actors/Monsters/ToxicLord.txt"
#include "Actors/Monsters/HellFireCyber.txt"
#include "Actors/Monsters/ToxicImp.txt"
#include "Actors/Monsters/Widowmaker.txt"
#include "Actors/Monsters/RMExplosiveMinigunner.txt"
#include "Actors/Monsters/Afrit.txt"
#include "Actors/Weapons/PyroCannon.txt"
#include "Actors/Monsters/BabyDarkDemolisher.txt"
#include "Actors/Monsters/DTechSpider.txt"
#include "Actors/Monsters/CacoLich.txt"
#include "Actors/Monsters/PhaseLS.txt"
#include "Actors/Monsters/PElemental.txt"
#include "Actors/Monsters/BFGMastermind.txt"
#include "Actors/Monsters/CerebralCommander.txt"
#include "Actors/Weapons/BarbatosCannon.txt"
#include "Actors/Monsters/NewBarbatos.txt"
#include "Actors/Monsters/KinderSurpriseBehemoth.txt"
#include "Actors/Monsters/Kamikase.txt"
#include "Actors/Monsters/HomingRocketZombie.txt"
#include "Actors/Monsters/CryoDemon.txt"
#include "Actors/Monsters/HellArchon.txt"
#include "Actors/Monsters/HellFireBaron.txt"
#include "Actors/Weapons/DTShotgun.txt"
#include "Actors/Monsters/DTTrooper.txt"
#include "Actors/Monsters/BFGFatty.txt"
#include "Actors/Monsters/CorruptedAnnihilator.txt"
#include "Actors/Monsters/DemonTechShotgunner.txt"
#include "Actors/Monsters/Abaddon.txt"
#include "Actors/Monsters/PistolZombie.txt"
#include "Actors/Monsters/ProtoDestroyer.txt"
#include "Actors/Monsters/CryoImp.txt"
#include "Actors/Monsters/PyroImp.txt"
#include "Actors/Monsters/ExtraNazis.txt"
#include "Actors/Monsters/ChaingunDemon.txt"
#include "Actors/Monsters/Terminator.txt"
#include "Actors/Monsters/ImpLord.txt"
#Include "Actors/Monsters/PhaseWarlord.txt"
#include "Actors/Weapons/BHGenerator.txt"
#Include "Actors/Monsters/StoneDemon.txt"
#include "Actors/Monsters/GeneralRoasterock.txt"
#include "Actors/Monsters/Infernodemons.txt"
#include "Actors/Monsters/ColdNightmare.txt"
#include "Actors/Monsters/DementedTerminator.txt"
#include "Actors/Monsters/FacelessSpectre.txt"
#include "Actors/Monsters/PhaseNightmare.txt"
#include "Actors/Monsters/BabyBFGMastermind.txt"
#include "Actors/Monsters/UndeadKnight.txt"
#include "Actors/Weapons/FlameSword.txt"
#include "Actors/Weapons/SuperChaingun.txt"
#include "Actors/Weapons/CommanderDevastator.txt"
#include "Actors/Items/RMItems.dec"
#include "Actors/Items/HellFired.txt"
#include "Actors/Player/RMPlayer.txt"
#include "Actors/Spawner/RMSpawner.txt"

ACTOR PlayerRailPuff2 : BulletPuff replaces PlayerRailPuff
{
+NODAMAGETHRUST
+THRUSPECIES
DamageType "PlayerRailGun"
States
	{
	Spawn:
		TNT1 A 0 Bright
		TNT1 A 1 Bright A_SpawnItem("RailgunImpactEffect")
		Stop
	}
}

ACTOR PlayerRailPuffGreen2 : BulletPuff replaces PlayerRailPuffGreen
{
+NODAMAGETHRUST
+THRUSPECIES
Damagetype "PlayerRailPuffGreen"
States
	{
	Spawn:
		TNT1 A 0 Bright
		TNT1 A 1 Bright A_SpawnItem("RailgunImpactEffectGreen")
		Stop
	}
}

ACTOR DukeWalkFire
{
Height 5
Radius 10
Speed 0
Scale 1.4
RenderStyle Add
Alpha 0.75
+MISSILE
+DROPOFF
+NOBLOCKMAP
+THRUACTORS
+DONTSPLASH
+NOTELEPORT
+RANDOMIZE
+CLIENTSIDEONLY
+NONETID
States
	{
	Spawn:
		TNT1 A 0 Bright
		TNT1 A 0 Bright A_JumpIf(ACS_ExecuteWithResult(304) == 1, "Toaster")
		TNT1 A 10 Bright
		GRGF ABC 3 Bright
		TNT1 A 0 Bright A_Jump(191,3)
		TNT1 A 0 Bright A_CustomMissile("DukeWalkFire",0,24,0)
		TNT1 A 0 Bright A_CustomMissile("DukeWalkFire",0,-24,0)
		GRGF DEFGHIJKLMNO 3 Bright
		Stop
	Toaster:
		TNT1 A 1 Bright
		Stop
	}
}