//Dusk damage chart (type: Dmg)
//SP: 500
//MP: 135

//Weapon projectile.
ACTOR Dusk_Rocket
{
	Game Doom
	SpawnID 127
	Radius 11
	Height 8
	Speed 35
	Damage 50
	Projectile
	+RANDOMIZE
	+DEHEXPLOSION
	+THRUGHOST//Added for testing purposes, it might be taken down on june's update.
	-ROCKETTRAIL
	+SEEKERMISSILE //Not actually used for anything other than checking radius.
	DamageType "RivetSP"
	SeeSound "riveter/fire"
	DeathSound "Projectile/explosive"
	Obituary "$RIVETR_OB"
Scale 0.35
	States
	{
	Spawn:
		RIVP A 1 Bright Light("OrangeSmallPoint1")
		Loop
	Xdeath:	//Direct hit
		TNT1 A 0 A_GiveToTarget("DamageDealtSoundItemHack",1)

	Death: //crashed somewhere and checks for splash
		TNT1 A 0 A_ChangeFlag("NOINTERACTION",1)
		TNT1 A 0 A_Stop
		TNT1 A 0 A_SeekerMissile(0,0,SMF_LOOK|SMF_CURSPEED,256)
		TNT1 A 0 A_JumpIfTargetInLOS("RadiusHit",360,JLOSF_PROJECTILE,180)
		TNT1 A 0 A_Jump(256,"DeathCont") //for virtual jump to inherited versions
		Goto DeathCont
		
		RadiusHit:	//splash damage beep
			TNT1 A 0 A_GiveToTarget("DamageDealtSoundItemHack",1)
			TNT1 A 0 A_Jump(256,"DeathCont") //for virtual jump to inherited versions
			Goto DeathCont
		
	DeathCont:
//	Death:
//		TNT1 A 0 A_SetScale(0.75)
//		MISL B 0 Bright A_Explode
		TNT1 A 0 A_Explode(50,128,1,0,18)	//max damage taken by self rocket (rocket jump) is 50
		TNT1 A 0 A_Explode(90,144,0,0,96)	//then another 34 extra damage for impacting a player + (16)dmg on the projectile =100dmg


		RIVP P 1 A_SpawnItemEx("Dusk_RocketExplodeVisualAir",0,0,0,0,0,0,0,32)
		Stop
	}
}


Actor Dusk_RocketExplodeVisualAir
{
//	SpawnID 201
	+NOINTERACTION
	Radius 2
	Height 2
	RenderStyle Add
	Alpha 1.0
	Scale 0.85
	States
	{
	Spawn:
		X09C AB 1 Bright Light("OrangeBigPoint3")
		X09C CD 1 Bright Light("OrangeMediumPoint2")
		X09C EF 1 Bright Light("OrangeSmallPoint2")
	SpawnContinue:
		X09C GHIJKLMN 1 Bright
		X09C OPQRSTUVWXYZ 1 Bright
		X09D ABCDEFGHIJKLMNOP 1 Bright
//		X09C OQSUWY 2 Bright
//		X09D ACEGIKMO 2 Bright
		Stop
	}
}






ACTOR Dusk_Rocket_Nerfed
{
	Game Doom
	SpawnID 127
	Radius 11
	Height 8
	Speed 35
	Damage 20
	Projectile
	+RANDOMIZE
	+DEHEXPLOSION
	+THRUGHOST//Added for testing purposes, it might be taken down on june's update.
	-ROCKETTRAIL
	+SEEKERMISSILE //Not actually used for anything other than checking radius.
	DamageType "RivetSP"
	SeeSound "riveter/fire"
	DeathSound "Projectile/explosive"
	Obituary "$RIVETR_OB"
Scale 0.35
	States
	{
	Spawn:
		RIVP A 1 Bright Light("OrangeSmallPoint1")
		Loop
	Xdeath:	//Direct hit
		TNT1 A 0 A_GiveToTarget("DamageDealtSoundItemHack",1)

	Death: //crashed somewhere and checks for splash
		TNT1 A 0 A_ChangeFlag("NOINTERACTION",1)
		TNT1 A 0 A_Stop
		TNT1 A 0 A_SeekerMissile(0,0,SMF_LOOK|SMF_CURSPEED,256)
		TNT1 A 0 A_JumpIfTargetInLOS("RadiusHit",360,JLOSF_PROJECTILE,180)
		TNT1 A 0 A_Jump(256,"DeathCont") //for virtual jump to inherited versions
		Goto DeathCont
		
		RadiusHit:	//splash damage beep
			TNT1 A 0 A_GiveToTarget("DamageDealtSoundItemHack",1)
			TNT1 A 0 A_Jump(256,"DeathCont") //for virtual jump to inherited versions
			Goto DeathCont
		
	DeathCont:
//	Death:
//		TNT1 A 0 A_SetScale(0.75)
//		MISL B 0 Bright A_Explode
		TNT1 A 0 A_Explode(50,128,1,0,18)	//max damage taken by self rocket (rocket jump) is 50
		TNT1 A 0 A_Explode(50,144,0,0,96)	//then another 34 extra damage for impacting a player + (16)dmg on the projectile =100dmg


		RIVP P 1 A_SpawnItemEx("Dusk_RocketExplodeVisualAir",0,0,0,0,0,0,0,32)
		Stop
	}
}
