//Everything that can explode and hurt people goes here.


ACTOR Rocket2 Replaces Rocket
{
	Radius 4
	Height 2
	Projectile
	Speed 20
    Damage 20
	DamageType Explosive
    MeleeDamage 0
    Gravity 0.00
	Scale 0.7
    Decal "Scorch"
    -NOGRAVITY
    +EXTREMEDEATH
    +BLOODSPLATTER 
	SeeSound "weapons/rocklf"
	DeathSound "Explosion"
	Obituary "$OB_MPROCKET"
	States
	{
	
	Spawn:
		TNT1 A 0

	Spawn1:
	    MISL A 1 Bright 
		TNT1 A 0 A_JumpIf(waterlevel > 1, "SpawnUnderwater")
		TNT1 A 0 A_SpawnItem("RocketFlare",-20,0)
		//TNT1 A 0 A_CustomMissile ("RocketSmokeTrail52", 2, 0, random (70, 110), 2, random (0, 360))
		//TNT1 A 0 A_SpawnItem ("RocketSmokeTrail52")
		
		//TNT1 A 0 A_CustomMissile ("RocketSmokeTrail52Moving", 2, 0, random (160, 210), 2, random (-30, 30))
		//TNT1 A 0 A_SpawnItem ("RocketSmokeTrail52")
		TNT1 A 0 A_SpawnItem ("OldschoolRocketSmokeTrail2")
		TNT1 A 0 A_CustomMissile ("OldschoolRocketSmokeTrail2", 2, 0, random (160, 210), 2, random (-30, 30))
		Loop
	
	SpawnUnderwater:
	    TNT1 A 0 A_ChangeFlag("NOGRAVITY", 0)
		TNT1 A 0 A_SpawnItem("RocketFlare",-20,0)
	    TNT1 A 0 A_CustomMissile ("BUBULZ", 0, 0, random (0, 360), 2, random (0, 180))
	    Goto Spawn1
	
	Death:
        EXPL A 0 Radius_Quake (3, 8, 0, 15, 0)//(intensity, duration, damrad, tremrad, tid)
		TNT1 A 0 A_CustomMissile("BigRicoChet")
        TNT1 A 0 A_SpawnItemEx ("DetectFloorCrater",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)
	    TNT1 A 0 A_SpawnItemEx ("DetectCeilCrater",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)
	    TNT1 A 0 A_SpawnItemEx ("UnderwaterExplosion",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)
        TNT1 A 0 A_SpawnItemEx ("ExplosionFlareSpawner",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)
        TNT1 AAAAAAAAA 0 A_CustomMissile ("ExplosionParticleHeavy", 0, 0, random (0, 360), 2, random (0, 180))
        TNT1 AAAAAAAAAAAAAAAAAA 0 A_CustomMissile ("ExplosionParticleHeavy", 0, 0, random (0, 360), 2, random (0, 360))
		TNT1 AAAAAAAAA 0 A_CustomMissile ("ExplosionParticleVeryFast", 0, 0, random (0, 360), 2, random (0, 360))
        TNT1 AAAAA 0 A_CustomMissile ("MediumExplosionFlames", 0, 0, random (0, 360), 2, random (0, 360))
        EXPL AAAAA 0 A_CustomMissile ("ExplosionSmokeFast22", 0, 0, random (0, 360), 2, random (0, 360))
		TNT1 A 0 A_SpawnItemEx ("RocketExplosion",0,0,13,0,0,0,0,SXF_NOCHECKPOSITION,0)
		//TNT1 A 0 A_SpawnItemEx ("RocketPenetrator",cos(-pitch)*42,0,0+(sin(pitch)*42),cos(-pitch)*40,0,sin(pitch)*40,0,SXF_TRANSFERPITCH)
		//TNT1 AA 0 A_SpawnItem("SuperExpensiveParticleSpawner")
		TNT1 A 2
		TNT1 A 0 A_SpawnItemEx ("LiquidExplosionEffectSpawner",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)
		TNT1 A 0 A_PlaySound("FAREXPL", 3)
		TNT1 A 20
		//TNT1 AAAAAAAAAAAAA 3 A_CustomMissile ("HeavyExplosionSmoke", 2, 0, random (0, 360), 2, random (0, 360))
		Stop
	}
}

actor RocketExplosion
{
+MISSILE
Radius 2
Height 2
Damagetype ExplosiveImpact
States    {
    Spawn:
	Goto Death
	Death:
	TNT1 A 0
	TNT1 A 0 A_SpawnItem("WhiteShockwave")
	TNT1 A 3
	TNT1 A 0 A_Explode(120,150)
        Stop}}