ACTOR HELLFIREAmmo : Ammo
{
	Game Doom
	Inventory.PickupMessage "$GOTHELLFIRE"
	Inventory.Amount 1
	Inventory.MaxAmount 6
	Ammo.BackpackAmount 0
	Ammo.BackpackMaxAmount 12
	inventory.pickupsound "GLVIALPK"
	Inventory.Icon "GASHA0"
	Scale 0.3
	damagefactor "Shrapnel", 0.0  damagefactor "Trample", 0.0  damagefactor "headkick", 0.0 damagefactor "use", 0.0 damagefactor "stealth", 0.0
	damagefactor "Head", 0.0	damagefactor "FriendBullet", 0.0    damagefactor "Taunt", 0.0    damagefactor "KillMe", 0.0
	damagefactor "CancelTeleportFog", 0.0	damagefactor "BHFTOnBarrel", 0.0	damagefactor "GibRemoving", 0.0
	damagefactor "SpawnMarine", 0.0	damagefactor "TeleportRemover", 0.0	damagefactor "MinorHead", 0.0 damagefactor "Telefrag", 0.0
	damagefactor "Decaptate", 0.0	damagefactor "MonsterKnocked", 0.0
	DamageFactor "CauseSplash", 0.0 DamageFactor "CauseObjectsToSplashSlime", 0.0 DamageFactor "CauseObjectsToSplashNukage", 0.0
	DamageFactor "CauseObjectsToSplashBlood", 0.0 DamageFactor "CauseObjectsToSplashLava", 0.0
	damagefactor "HelperMarineFatallity", 0.0	damagefactor "Leg", 0.0
	DamageFactor "KillMeBot", 0.0
	DamageFactor "beartrap", 1000.0
	DamageFactor "plasma", 10.0  DamageFactor "EXPLOSIVEIMPACT", 0.1
	tag"Hellfire Vial"
	HEALTH 15
	+SHOOTABLE
	+cannotpush
+actlikebridge
	+ROLLSPRITE
+ROLLCENTER
+FORCEXYBILLBOARD
	States
	{
	Spawn:
		TNT1 A 0
		TNT1 A 0 //A_SetRoll(randompick(0,90,180,270))
		Stay:
		HELF AABBCCBBCCBB 1 BRIGHT A_SpawnItemEX("RedFlareSmall",0,0,-5)
		loop
		
	Death:
	TNT1 A 0 A_SPAWNITEM("HELLFIREEXPLOSION")
	STOP
	}
}

ACTOR HELLFIREVIAL : BrutalWeapon
{
	Weapon.AmmoUse1 1
	Weapon.AmmoGive1 1
	Weapon.SelectionOrder 99998
	Weapon.AmmoType1 "hellfireammo"
	Obituary "%o was bbq'd by %k's hellfire vial."
    AttackSound "None"
    Inventory.PickupSound "AmmoAPIN"
	Inventory.Pickupmessage "$GOTHELLFIRE"
	+UNDROPPABLE
    +WEAPON.NOAUTOAIM
    +WEAPON.NOALERT
	+WEAPON.NOAUTOFIRE
	//+INVENTORY.UNDROPPABLE
    Scale 0.3
	States
	{
	
	SelectAnimation:
	Ready:
	    TNT1 A 0
		TNT1 A 0 A_JumpIfInventory("hellfireammo", 1, 1)
		Goto Novials
		HELS ABC 1 BRIGHT
		Goto Steady
	
	Ready3:
	Steady:
	TNT1 A 0 A_JumpIfInventory("ExecuteDownedEnemy", 1, "DoExecution")
		TNT1 A 0 A_JumpIfInventory("hellfireammo", 1, 1)
		Goto Novials
		HELS D 0 A_JumpIfInventory("Kicking",1,"DoKick")
		HELS D 0 BRIGHT A_JumpIf(GetPlayerInput(INPUT_BUTTONS) & BT_USE, "Useattackbright")
		HELS DEF 3 BRIGHT A_WeaponReadyLit
		Loop
	
	Novials:
		HELS F 0 A_JumpIf(GetPlayerInput(INPUT_BUTTONS) & BT_USE, "Useattackbright")
		TNT1 A 0 A_JumpIfInventory("Kicking",1,"DoKick")
		RIFG A 0 A_selectweapon("acidmistvial",SWF_SELECTPRIORITY)
		TNT1 A 1 A_WeaponReadyLit
		Goto Ready
	
	goingtoaction:
		TNT1 A 0 A_PlaySound("weapons/changing")
		HELS CBA 1
		TNT1 A 0 A_TakeInventory("StartDualWield", 1)
		TNT1 A 0 A_TakeInventory("readythrow", 1)
		TNT1 A 0 A_TakeInventory("throwtoken", 1)
		TNT1 A 0 A_TakeInventory("slashtoken", 1)
		TNT1 A 0 A_TakeInventory("flaretoken", 1)
		PIST F 0 A_TakeInventory("TossGrenade", 1)
		TNT1 A 0 A_JumpIfInventory("weargasmask", 1, "wearanimation")
		TNT1 A 0 A_JumpIfInventory("removegasmask", 1, "removeanimation")
		TNT1 A 0 A_JumpIfInventory("battledrugtoken",1,"drugshot")
		TNT1 A 0 A_JumpIfInventory("BANDAGETOKEN",1,"BANDAGE")
		goto repair
	
	Deselect:
		TNT1 A 0
		TNT1 A 0 A_Lower
		Wait
		
	Select: 
		TNT1 A 0 A_Overlay(-10,"FirstPersonLegsStand")
		TNT1 A 0 a_removelight(1)
		TNT1 A 0 A_removelight(2)	
		TNT1 A 0 SetPlayerProperty(0,0,2)
		TNT1 A 0 A_SetRoll(0)
		GRWG A 0 A_Raise
		Loop
	Fire:
	    HELF LMNO 1 BRIGHT
	Hold:
		HELF O 1 BRIGHT
		TNT1 A 0 A_REFIRE("HOLD")
		TNT1 A 4
		TNT1 A 0 A_PLaySound ("GRNTOSS")
		HELF P 2 BRIGHT
		TNT1 A 0 A_FireCustomMissile("HellfireVialYEET", random(-2,2), 1, 0, 0, 0, 0)
		VTHR ABCD 1
		VTHR EE 1 
		VTHR FFFF 1
		VTHR F 1 offset(0,34)
		VTHR F 1 offset(0,36)
		VTHR F 1 offset(0,38)
		VTHR F 1 offset(0,40)
		VTHR F 1 offset(0,42)
		VTHR F 1 offset(0,44)
		VTHR F 1 offset(0,46)
		VTHR F 1 offset(0,48)
		VTHR F 1 offset(0,50)
		TNT1 A 5
		Goto Ready	
		
 	Spawn:
		HELF AABBCCBBCCBB 1 BRIGHT
		loop
		
	CheckSprint:
		//HELS F 1 BRIGHT A_WeaponReady(WRF_NOFIRE)
		GRND F 0 A_JumpIfInventory("IsStandingStill", 1, "Ready3")
		GRND F 0 A_JumpIfInventory("IsTacticalClass", 1, "StartSprint")
		Goto STEADY
		
	StartSprint:
		HELS D 1 BRIGHT A_WeaponReady(WRF_NOFIRE)
		TNT1 A 0 A_JumpIfInventory("LARGESTAMINA", 1, 2)
		TNT1 A 0 A_JumpIfInventory("UsedStamina", 70, "Trip")
		TNT1 A 0 A_JumpIfInventory("UsedStamina", 1400, "Trip")
		
	Sprinting:	
		PISP A 0 offset(-9,32) 
		GRND F 0 offset(-9,32) A_JumpIfInventory("IsStandingStill", 1, "Ready3")
		TNT1 A 0 A_JumpIfInventory("LARGESTAMINA", 1, 2)
		TNT1 A 0 A_JumpIfInventory("UsedStamina", 100, "StopSprintTired")
		TNT1 A 0 A_JumpIfInventory("UsedStamina", 2000, "StopSprintTired")
		PLAY A 0 offset(-9,32) ACS_ExecuteAlways(852, 0, 0, 0, 0)//Makes player faster.
		GRND F 0 offset(-9,32) A_JumpIfInventory("Powerstrength2", 1, 2)
		GRND F 0 offset(-9,32) A_GiveInventory("usedstamina", 1)
		GRND F 0 offset(-9,32)
		HELS D 1 BRIGHT offset(-9,34) A_SetPitch(pitch -0.5)
		HELS E 1 BRIGHT offset(-6,36) A_SetPitch(pitch -0.5)
		HELS F 1 BRIGHT offset(-3,38) A_SetPitch(pitch -0.5)
		HELS D 1 BRIGHT offset(0,38) A_SetPitch(pitch -0.5)
		HELS E 1 BRIGHT offset(3,36) A_SetPitch(pitch -0.5)
		HELS F 1 BRIGHT offset(6,34) A_SetPitch(pitch -0.5)
		HELS D 1 BRIGHT offset(9,32) A_SetPitch(pitch -0.5)
		GRND F 0 offset(9,32) A_WeaponReady(WRF_NOBOB)
		GRND F 0 A_JumpIfInventory("Kicking",1,"DoKick")
        GRND F 0 A_JumpIfInventory("Taunting",1,"Taunt")
		GRND F 0 offset(-9,32) A_GiveInventory("UsedStamina", 3)
		GRND F 0 offset(9,33) A_SpawnItemEx("FootStep", 0, 0, 2, 0, 0, -4)
		HELS E 1 BRIGHT offset(9,34) A_SetPitch(pitch +0.5)
		HELS F 1  BRIGHT offset(6,36) A_SetPitch(pitch +0.5)
		HELS D 1 BRIGHT offset(3,38) A_SetPitch(pitch +0.5)
		HELS E 1 BRIGHT offset(0,38) A_SetPitch(pitch +0.5)
		HELS F 1 BRIGHT offset(-3,36) A_SetPitch(pitch +0.5)
		HELS D 1 BRIGHT offset(-6,34) A_SetPitch(pitch +0.5)
		HELS E 1 BRIGHT offset(-9,32) A_SetPitch(pitch +0.5)
		GRND F 0 offset(-9,32) A_WeaponReady(WRF_NOBOB)
		GRND F 0 offset(-9,32) A_JumpIfInventory("IsRunning", 1, "Sprinting")
		
		Goto StopSprint
	StopSprintTired:
		//HELS F 1 BRIGHT
		PLAY A 0 ACS_ExecuteAlways(853, 0, 0, 0, 0)//Makes player slower.
		GRND F 0 A_PlaySound("Tired", 2)
		HELS DEFDEF 1 BRIGHT 
		HELS DEFDEF 1 BRIGHT 
		HELS DEFDEF 1 BRIGHT 
		HELS DEFDEF 1 BRIGHT 
		HELS DEFDEF 1 BRIGHT
		Goto STEADY
	StopSprint:
		//HELS F 1 BRIGHT
		TNT1 A 0 A_JumpIfInventory("LARGESTAMINA", 1, 2)
		TNT1 A 0 A_JumpIfInventory("UsedStamina", 70, "StopSprintTired")
		TNT1 A 0 A_JumpIfInventory("UsedStamina", 1400, "StopSprintTired")
		PLAY A 0 ACS_ExecuteAlways(853, 0, 0, 0, 0)//Makes player slower.
		Goto STEADY	
	
	DoKICKVIAL:
		TNT1 A 0 A_JumpIfInventory("isdoomguy", 1, 4)
		TNT1 A 0 A_JumpIfInventory("LARGESTAMINA", 1, 2)
		TNT1 A 0 A_JumpifInventory("UsedStamina",95,4)
		TNT1 A 0 A_JumpifInventory("UsedStamina",1995,3)
		TNT1 A 0 A_overlay(3,"KICKVIAL")
		TNT1 A 0 a_Jump(256,"Dokick")
		goto Ready3
		TNT1 A 0 A_overlay(3,"KICKVIALtired")
		TNT1 A 0 a_Jump(256,"Dokick")
		goto Ready3	
	KICKVIAL:
		HELS LMN 1
		HELS N 12 
		HELS NML 1 
		TNT1 A 0 A_JumpIfInventory("isSliding", 1, 1)
		stop
		HELS L 10
		STOP
	KICKVIALtired:
		HELS LMN 2
		HELS N 37 
		HELS NML 2
		STOP	
		
	}
}


Actor HellfirevialRoll
{
	Radius 4
	Height 4
	Projectile
	Speed 5
    Damage (random (100, 100))
	Damagetype fire
    Gravity 0.7
	Scale 0.4
	Projectile
	+MISSILE
	+EXPLODEONWATER
	+SKYEXPLODE
	+BOUNCEONWALLS
	-NOTELEPORT
	+THRUSPECIES
	Species "Marines"
	BounceFactor 0.5
	WallBounceFactor 0.25
    Health 5
    SeeSound "GRNBNCE"
	DeathSound "none"
	Obituary "%o was BBQ'd by %k 's hellfire vial."
	+ROLLSPRITE
+ROLLCENTER
+FORCEXYBILLBOARD

	States
	{
	Spawn:
		TNT1 A 0 
		HELF ELMELMELMELM 3 BRIGHT
	Roll:
		HELF ELMELMELMELM 3 BRIGHT a_setspeed(speed-0.5)	
	Stay:
		HELF E 1
		loop
		
	Xdeath:
		TNT1 A 0 A_AlertMonsters(200)
	    HELF E 5 A_SpawnItemEX("RedFlareSmall",0,0,-5)
		TNT1 A 0 A_NoBlocking
		TNT1 A 0 A_SpawnItem("HellfireExplosion")
		EXPL ABCDEFGH 1
		TNT1 AA 0
		stop
		}
}
	

ACTOR Hellfirevialyeet
{
	Radius 4
	Height 4
	Projectile
	Speed 20
    Damage (random (100, 100))
	Damagetype fire
    Gravity 0.7
	Scale 0.4
	Projectile
	+MISSILE
    -NOGRAVITY
    -BLOODSPLATTER
	-EXTREMEDEATH
	+EXPLODEONWATER
	+SKYEXPLODE
	+BOUNCEONFLOORS
	+BOUNCEONWALLS
	+BOUNCEONCEILINGS
	-NOTELEPORT
	+THRUSPECIES
	Species "Marines"
	BounceFactor 0.5
	WallBounceFactor 0.25
    Health 5
    SeeSound "GRNBNCE"
	DeathSound "none"
	Obituary "%o was BBQ'd by %k 's hellfire vial."
	+ROLLSPRITE
+ROLLCENTER
+FORCEXYBILLBOARD

	States
	{
	Spawn:
		HELF DDEEGFGHIIJJKKDDEEGFGHIIJJKK 1 BRIGHT A_SpawnItemEX("RedFlareSmall",0,0,-5)

	Death:
		TNT1 A 0
		TNT1 A 0 A_AlertMonsters(200)
	    HELF JJJJJJJJJJJJJJJ 1 BRIGHT A_SpawnItemEX("RedFlareSmall",0,0,-5)
	
	Explode:
		TNT1 A 0 A_NoBlocking
		TNT1 A 0 A_SpawnItem("GlassExplosion")
		TNT1 A 0 A_SpawnItem("HellfireExplosion")
		EXPL ABCDEFGH 1
		TNT1 AA 0
		Stop
	}
}


actor HellfireExplosion
{
+NOBLOCKMAP
+MISSILE
+DONTSPLASH
Damagetype "Fire"
DeathSound "Explosion"
Height 32
States   
 {
    Spawn:
	TNT1 A 0

		TNT1 A 0
		TNT1 A 0 A_SpawnItemEx ("ExplosionSplashSpawner", 0, 0, -20)
        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 ("FIREEMBERSBIG",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 AAAA 0 A_CustomMissile ("MediumExplosionFlames", 0, 0, random (0, 360), 2, random (0, 360))
        EXPL AAAA 0 A_CustomMissile ("ExplosionSmokeFast22", 0, 0, random (0, 360), 2, random (0, 360))
		EXPL A 0 A_CustomMissile ("BigNeoSmoke", 0, 0, random (0, 360), 2, random (0, 360))
		//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 0 A_CustomMissile("flamethrowermissileproper",10,25,0,CMF_OFFSETPITCH,random(-10,-5))
		TNT1 A 0 A_CustomMissile("flamethrowermissileproper",10,25,-45,CMF_OFFSETPITCH,random(-10,-5))
		TNT1 A 0 A_CustomMissile("flamethrowermissileproper",10,25,-90,CMF_OFFSETPITCH,random(-10,-5))
		TNT1 A 0 A_CustomMissile("flamethrowermissileproper",10,25,45,CMF_OFFSETPITCH,random(-10,-5))
		TNT1 A 0 A_CustomMissile("flamethrowermissileproper",10,25,90,CMF_OFFSETPITCH,random(-10,-5))
		TNT1 A 0 A_CustomMissile("flamethrowermissileproper",10,25,-130,CMF_OFFSETPITCH,random(-10,-5))
		TNT1 A 0 A_CustomMissile("flamethrowermissileproper",10,25,130,CMF_OFFSETPITCH,random(-10,-5))
		TNT1 A 0 A_CustomMissile("flamethrowermissileproper",10,25,-20,CMF_OFFSETPITCH,random(-10,-5))
		TNT1 A 0 A_CustomMissile("flamethrowermissileproper",10,25,20,CMF_OFFSETPITCH,random(-10,-5))
		TNT1 A 0 A_CustomMissile("flamethrowermissileproper",10,25,-60,CMF_OFFSETPITCH,random(-10,-5))
		TNT1 A 0 A_CustomMissile("flamethrowermissileproper",10,25,60,CMF_OFFSETPITCH,random(-10,-5))
		TNT1 A 0 A_CustomMissile("flamethrowermissileproper",10,25,-160,CMF_OFFSETPITCH,random(-10,-5))
		TNT1 A 0 A_CustomMissile("flamethrowermissileproper",10,25,160,CMF_OFFSETPITCH,random(-10,-5))
		TNT1 A 0 A_CustomMissile("flamethrowermissileproper",10,25,180,CMF_OFFSETPITCH,random(-10,-5))
		TNT1 A 0 A_CustomMissile("flamethrowermissile",10,25,-160,CMF_OFFSETPITCH,180)
		TNT1 A 0 A_CustomMissile("flamethrowermissile",10,25,160,CMF_OFFSETPITCH,180)
		TNT1 A 0 A_CustomMissile("flamethrowermissile",10,25,180,CMF_OFFSETPITCH,180)
		TNT1 A 0 A_CustomMissile("Durableflame", random (-32, 0), random (-60, 60), random (-32, 32), 2, random (-32, 32))
		EXPL A 0 A_CustomMissile ("FlamethrowerFireParticles", 6, 0, random (0, 360), 2, random (10, 90))
		TNT1 A 0 A_CustomMissile("Durableflame", random (-32, 0), random (-32, 32), random (-32, 32), 2, random (-32, 32))
		EXPL A 0 A_CustomMissile ("FlamethrowerFireParticles", 6, 0, random (0, 360), 2, random (10, 90))
		TNT1 A 0 A_CustomMissile("Durableflame", random (-32, 0), random (-60, 60), random (-32, 32), 2, random (-32, 32))
		EXPL A 0 A_CustomMissile ("FlamethrowerFireParticles", 6, 0, random (0, 360), 2, random (10, 90))
		TNT1 A 0 A_CustomMissile("Durableflame", random (-32, 0), random (-32, 32), random (-32, 32), 2, random (-32, 32))
		EXPL A 0 A_CustomMissile ("FlamethrowerFireParticles", 6, 0, random (0, 360), 2, random (10, 90))
		EXPL AAA 0 A_CustomMissile ("BarrelKaboom", 0, 0, random (0, 360), 2, random (0, 360))
		TNT1 A 0 A_Explode(200, 150, 0,150,0,0,0,BulletPuff, fire)
		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 15
		TNT1 A 0 A_PlaySound("distantexp", 5)
		TNT1 AAAAA 4 A_CustomMissile ("HeavyExplosionSmoke", 2, 0, random (0, 360), 2, random (0, 360))
        Stop
		}
		}
		
////////////
///////////
////////////////   ACID MIST
//////////
///////////

ACTOR ACIDMISTAmmo : Ammo
{
	Game Doom
	Inventory.PickupMessage "$GOTACIDMIST"
	Inventory.Amount 1
	Inventory.MaxAmount 6
	Ammo.BackpackAmount 0
	Ammo.BackpackMaxAmount 12
	inventory.pickupsound "GLVIALPK"
	Inventory.Icon "GASAA0"
	damagefactor "Shrapnel", 0.0  damagefactor "Trample", 0.0  damagefactor "headkick", 0.0 damagefactor "use", 0.0 damagefactor "stealth", 0.0
	damagefactor "Head", 0.0	damagefactor "FriendBullet", 0.0    damagefactor "Taunt", 0.0    damagefactor "KillMe", 0.0
	damagefactor "CancelTeleportFog", 0.0	damagefactor "BHFTOnBarrel", 0.0	damagefactor "GibRemoving", 0.0
	damagefactor "SpawnMarine", 0.0	damagefactor "TeleportRemover", 0.0	damagefactor "MinorHead", 0.0 damagefactor "Telefrag", 0.0
	damagefactor "Decaptate", 0.0	damagefactor "MonsterKnocked", 0.0
	DamageFactor "CauseSplash", 0.0 DamageFactor "CauseObjectsToSplashSlime", 0.0 DamageFactor "CauseObjectsToSplashNukage", 0.0
	DamageFactor "CauseObjectsToSplashBlood", 0.0 DamageFactor "CauseObjectsToSplashLava", 0.0
	damagefactor "HelperMarineFatallity", 0.0	damagefactor "Leg", 0.0
	DamageFactor "KillMeBot", 0.0
	DamageFactor "beartrap", 1000.0
	DamageFactor "plasma", 10.0  DamageFactor "EXPLOSIVEIMPACT", 0.1
	tag"Acid Mist Vial"
	+SHOOTABLE
	+cannotpush
	+actlikebridge
	Scale 0.3
	HEALTH 15
	+ROLLSPRITE
+ROLLCENTER
+FORCEXYBILLBOARD
	States
	{
	Spawn:
		TNT1 A 0
	Stay:
		ACMI AAAAAAAAA 2 BRIGHT A_SpawnItem("GreenFlareSmall2",0,7)
		loop
		
	Death:
	TNT1 A 0 A_SPAWNITEM("ACIDMISTEXPLOSION")
	STOP
		
	}
}

ACTOR ACIDMISTVIAL : BrutalWeapon
{
	Weapon.AmmoUse1 1
	Weapon.AmmoGive1 1
	Weapon.SelectionOrder 99998
	Weapon.AmmoType1 "acidmistammo"
	Obituary "%o was bbq'd by %k's hellfire vial."
    AttackSound "None"
    Inventory.PickupSound "AmmoAPIN"
	Inventory.Pickupmessage "$GOTACIDMIST"
	+undroppable
    +WEAPON.NOAUTOAIM
    +WEAPON.NOALERT
	+WEAPON.NOAUTOFIRE
	//+INVENTORY.UNDROPPABLE
    Scale 0.3
	States
	{
	
	SelectAnimation:
	Ready:
	    TNT1 A 0
		TNT1 A 0 A_JumpIfInventory("acidmistammo", 1, 1)
		Goto Novials
		ACIS ABCD 1 BRIGHT
		Goto Steady
	
	Ready3:
	Steady:
	TNT1 A 0 A_JumpIfInventory("ExecuteDownedEnemy", 1, "DoExecution")
		TNT1 A 0 A_JumpIfInventory("acidmistammo", 1, 1)
		Goto Novials
		ACIS D 0 BRIGHT A_JumpIf(GetPlayerInput(INPUT_BUTTONS) & BT_USE, "Useattackbright")
		ACIS D 0 A_JumpIfInventory("Kicking",1,"DoKick")
		ACIS D 1 BRIGHT A_WeaponReadyLit
		Loop
	
	Novials:
		TNT1 A 1 A_WeaponReady
		RIFG A 0 A_selectweapon("clustergrenades",SWF_SELECTPRIORITY)
		TNT1 A 0 A_JumpIfInventory("weargasmask", 1, "goingtoaction")
		TNT1 A 0 A_JumpIfInventory("removegasmask", 1, "goingtoaction")
		TNT1 A 0 A_JumpIfInventory("battledrugtoken",1,"goingtoaction")
		TNT1 A 0 A_JumpIfInventory("BANDAGETOKEN",1,"goingtoaction")
		TNT1 A 0 A_Jumpifinventory("throwtoken",1, "Quickthrow")
		TNT1 A 0 A_Jumpifinventory("slashtoken",1, "Quickslash")
		TNT1 A 0 A_JumpIfInventory("flaretoken",1,"TossFlare")
		ACII A 0 A_JumpIf(GetPlayerInput(INPUT_BUTTONS) & BT_USE, "Useattackbright")
		TNT1 A 0 A_JumpIf(GetPlayerInput(INPUT_BUTTONS) & BT_USER3, "TOSSGRENADE")
		TNT1 A 0 A_JumpIfInventory("Kicking",1,"DoKick")
        TNT1 A 0 A_JumpIfInventory("Taunting",1,"Taunt")
		TNT1 A 0 A_JumpIfInventory("Salute1", 1, "Salute")
		TNT1 A 0 A_JumpIfInventory("Salute2", 1, "Salute")
		RIFG A 0 A_JumpIfInventory("IsRunning",1,"CheckSprint")
		Goto Ready
	
	Deselect:
		TNT1 A 0
		TNT1 A 0 A_Lower
		Wait
	
	goingtoaction:
		TNT1 A 0 A_PlaySound("weapons/changing")
		ACIS DCBA 1
		TNT1 A 0 A_TakeInventory("StartDualWield", 1)
		TNT1 A 0 A_TakeInventory("readythrow", 1)
		TNT1 A 0 A_JumpIfInventory("weargasmask", 1, "wearanimation")
		TNT1 A 0 A_JumpIfInventory("removegasmask", 1, "removeanimation")
		TNT1 A 0 A_JumpIfInventory("battledrugtoken",1,"drugshot")
		TNT1 A 0 A_JumpIfInventory("BANDAGETOKEN",1,"BANDAGE")
		goto repair
	
	Select: 
		TNT1 A 0  A_Overlay(-10,"FirstPersonLegsStand")
		TNT1 A 0 a_removelight(1)
		TNT1 A 0 A_removelight(2)	
		TNT1 A 0 SetPlayerProperty(0,0,2)
		TNT1 A 0 A_SetRoll(0)
		GRWG A 0 A_Raise
		Loop
	Fire:
	    ACIT ABCD 1	
	Hold:
		ACIT D 1
		TNT1 A 0 A_REFIRE("hold")
		TNT1 A 5
		TNT1 A 0 A_PLaySound ("GRNTOSS")
		ACIT E 2 BRIGHT
		TNT1 A 0 A_FireCustomMissile("AcidMistyeet", random(-2,2), 1, 0, 0, 0, 0)
		VTHR ABCD 1
		VTHR EE 1 
		VTHR FFFF 1
		VTHR F 1 offset(0,34)
		VTHR F 1 offset(0,36)
		VTHR F 1 offset(0,38)
		VTHR F 1 offset(0,40)
		VTHR F 1 offset(0,42)
		VTHR F 1 offset(0,44)
		VTHR F 1 offset(0,46)
		VTHR F 1 offset(0,48)
		VTHR F 1 offset(0,50)
		Goto Ready	
		
 	Spawn:
		ACMI A 1 BRIGHT
		loop
		
	CheckSprint:
		//ACIS D 1 BRIGHT A_WeaponReady(WRF_NOFIRE)
		GRND F 0 A_JumpIfInventory("IsStandingStill", 1, "Ready3")
		GRND F 0 A_JumpIfInventory("IsTacticalClass", 1, "StartSprint")
		Goto Steady
		
	StartSprint:
		ACIS D 1 BRIGHT A_WeaponReady(WRF_NOFIRE)
		TNT1 A 0 A_JumpIfInventory("LARGESTAMINA", 1, 2)
		TNT1 A 0 A_JumpIfInventory("UsedStamina", 70, "Trip")
		TNT1 A 0 A_JumpIfInventory("UsedStamina", 1400, "Trip")
		
	Sprinting:	
		PISP A 0 offset(-9,32) 
		GRND F 0 offset(-9,32) A_JumpIfInventory("IsStandingStill", 1, "Ready3")
		TNT1 A 0 A_JumpIfInventory("LARGESTAMINA", 1, 2)
		TNT1 A 0 A_JumpIfInventory("UsedStamina", 100, "StopSprintTired")
		TNT1 A 0 A_JumpIfInventory("UsedStamina", 2000, "StopSprintTired")
		PLAY A 0 offset(-9,32) ACS_ExecuteAlways(852, 0, 0, 0, 0)//Makes player faster.
		GRND F 0 offset(-9,32) A_JumpIfInventory("Powerstrength2", 1, 2)
		GRND F 0 offset(-9,32) A_GiveInventory("usedstamina", 1)
		GRND F 0 offset(-9,32)
		ACIS D 1 BRIGHT offset(-9,34) A_SetPitch(pitch -0.5)
		ACIS D 1 BRIGHT offset(-6,36) A_SetPitch(pitch -0.5)
		ACIS D 1 BRIGHT offset(-3,38) A_SetPitch(pitch -0.5)
		ACIS D 1 BRIGHT offset(0,38) A_SetPitch(pitch -0.5)
		ACIS D 1 BRIGHT offset(3,36) A_SetPitch(pitch -0.5)
		ACIS D 1 BRIGHT offset(6,34) A_SetPitch(pitch -0.5)
		ACIS D 1 BRIGHT offset(9,32) A_SetPitch(pitch -0.5)
		GRND F 0 offset(9,32) A_WeaponReady(WRF_NOBOB)
		GRND F 0 A_JumpIfInventory("Kicking",1,"DoKick")
        GRND F 0 A_JumpIfInventory("Taunting",1,"Taunt")
		GRND F 0 offset(-9,32) A_GiveInventory("UsedStamina", 3)
		GRND F 0 offset(9,33) A_SpawnItemEx("FootStep", 0, 0, 2, 0, 0, -4)
		ACIS D 1 BRIGHT offset(9,34) A_SetPitch(pitch +0.5)
		ACIS D 1 BRIGHT offset(6,36) A_SetPitch(pitch +0.5)
		ACIS D 1 BRIGHT offset(3,38) A_SetPitch(pitch +0.5)
		ACIS D 1 BRIGHT offset(0,38) A_SetPitch(pitch +0.5)
		ACIS D 1 BRIGHT offset(-3,36) A_SetPitch(pitch +0.5)
		ACIS D 1 BRIGHT offset(-6,34) A_SetPitch(pitch +0.5)
		ACIS D 1 BRIGHT offset(-9,32) A_SetPitch(pitch +0.5)
		GRND F 0 offset(-9,32) A_WeaponReady(WRF_NOBOB)
		GRND F 0 offset(-9,32) A_JumpIfInventory("IsRunning", 1, "Sprinting")
		
		Goto StopSprint
	StopSprintTired:
	//	ACIS D 1 BRIGHT
		PLAY A 0 ACS_ExecuteAlways(853, 0, 0, 0, 0)//Makes player slower.
		GRND F 0 A_PlaySound("Tired", 2)
		ACIS D 1 BRIGHT 
		ACIS D 1 BRIGHT
		ACIS D 1 BRIGHT 
		ACIS D 1 BRIGHT 
		ACIS D 1 BRIGHT 
		Goto STEADY
	StopSprint:
		//ACIS D 1 BRIGHT
		TNT1 A 0 A_JumpIfInventory("LARGESTAMINA", 1, 2)
		TNT1 A 0 A_JumpIfInventory("UsedStamina", 70, "StopSprintTired")
		TNT1 A 0 A_JumpIfInventory("UsedStamina", 1400, "StopSprintTired")
		PLAY A 0 ACS_ExecuteAlways(853, 0, 0, 0, 0)//Makes player slower.
		Goto STEADY
		
	DoKICKVIAL:
		TNT1 A 0 A_JumpIfInventory("LARGESTAMINA", 1, 2)
		TNT1 A 0 A_JumpifInventory("UsedStamina",95,4)
		TNT1 A 0 A_JumpifInventory("UsedStamina",1995,3)
		TNT1 A 0 A_overlay(3,"KICKVIAL")
		TNT1 A 0 a_Jump(256,"Dokick")
		goto Ready3
		TNT1 A 0 A_overlay(3,"KICKVIALtired")
		TNT1 A 0 a_Jump(256,"Dokick")
		goto Ready3	
	KICKVIAL:
		ACIT ABC 1
		ACIT C 12 
		ACIT ABC 1 
		TNT1 A 0 A_JumpIfInventory("isSliding", 1, 1)
		stop
		ACIT A 10
		STOP
	KICKVIALtired:
		ACIT ABC 2
		ACIT C 37 
		ACIT ABC 2
		STOP		
	}
}




ACTOR AcidMistyeet
{
	Radius 4
	Height 4
	Projectile
	Speed 20
    Damage (random (100, 100))
	Damagetype acid
    Gravity 0.7
	Scale 0.4
	Projectile
	+MISSILE
    -NOGRAVITY
    -BLOODSPLATTER
	-EXTREMEDEATH
	+EXPLODEONWATER
	+SKYEXPLODE
	+BOUNCEONFLOORS
	+BOUNCEONWALLS
	+BOUNCEONCEILINGS
	-NOTELEPORT
	+THRUSPECIES
	Species "Marines"
	BounceFactor 0.5
	WallBounceFactor 0.25
    Health 5
    SeeSound "GRNBNCE"
	DeathSound "GLASSEXP"
	Obituary "%o melted"
	+ROLLSPRITE
+ROLLCENTER
+FORCEXYBILLBOARD
	States
	{
	Spawn:
		ACIF ABCDEFGABCDEFGABCDEFG 2 BRIGHT Light("ARMORBONUS") A_SpawnItem("GreenFlareSmall2",0,7)

	Death:
		TNT1 A 0
		TNT1 A 0 A_SpawnItem("GlassExplosion")
		TNT1 A 1 A_SpawnItemex("AcidMistExplosion",0,0,6)
		TNT1 AAA 0 A_SpawnItemex("acidEMBERSBIG",0,0,0,0,0,0,RANDOM(0,360))
		TNT1 AAAAA 0 A_SpawnItemex("acidEMBERSBIG",random(0,35),random(0,35),0,0,0,0,random(0,360))
		TNT1 A 0 A_AlertMonsters(200)
	    HELF J 10 BRIGHT Light("ARMORBONUS") A_SpawnItem("GreenFlareSmall2",0,7)
	
		TNT1 A 0 A_NoBlocking
		EXPG ABCDEFG 1 BRIGHT
		TNT1 AA 0
		Stop
	}
}

ACTOR acidtimer : Inventory { Inventory.MaxAmount 50 }

actor AcidMistExplosion
{
+NOBLOCKMAP
+MISSILE
+DONTSPLASH
+invulnerable
Damagetype "Acid"
DeathSound "GLASSEXP"
Height 32
States   
 {
    Spawn:
	TNT1 A 0
		
        TNT1 AAAAAAAAA 0 A_CustomMissile ("Acidflare", 0, 0, random (0, 360), 2, random (0, 180))
        TNT1 AAAAAAAAAAAAAAAAAA 0 A_CustomMissile ("AcidFlare", 0, 0, random (0, 360), 2, random (0, 360))
		TNT1 AAAAAAAAA 0 A_CustomMissile ("AcidExplosion", 0, 0, random (0, 360), 2, random (0, 360))
        EXPL AAAA 0 A_CustomMissile ("ExplosionSmokeFast22", 0, 0, random (0, 360), 2, random (0, 360))
		EXPL A 0 A_CustomMissile ("acidsmoke", 0, 0, random (0, 360), 2, random (0, 360))
		EXPL AAA 0 A_CustomMissile ("AcidExplosion", 0, 0, random (0, 360), 2, random (0, 360))
		goto acidmist
	
		
		AcidMist:
		TNT1 A 0 A_CustomMissile("acidsmoke",10,25,0,CMF_OFFSETPITCH,random(-10,-5))
		TNT1 A 0 A_CustomMissile("acidsmoke",10,25,-45,CMF_OFFSETPITCH,random(-10,-5))
		TNT1 A 0 A_CustomMissile("acidsmoke",10,25,-90,CMF_OFFSETPITCH,random(-10,-5))
		TNT1 A 0 A_CustomMissile("acidsmoke",10,25,45,CMF_OFFSETPITCH,random(-10,-5))
		TNT1 A 0 A_CustomMissile("acidsmoke",10,25,90,CMF_OFFSETPITCH,random(-10,-5))
		TNT1 A 0 A_CustomMissile("acidsmoke",10,25,-130,CMF_OFFSETPITCH,random(-10,-5))
		TNT1 A 0 A_CustomMissile("acidsmoke",10,25,130,CMF_OFFSETPITCH,random(-10,-5))
		TNT1 A 0 A_CustomMissile("acidsmoke",10,25,-20,CMF_OFFSETPITCH,random(-10,-5))
		TNT1 A 0 A_CustomMissile("acidsmoke",10,25,20,CMF_OFFSETPITCH,random(-10,-5))
		TNT1 A 0 A_CustomMissile("acidsmoke",10,25,-60,CMF_OFFSETPITCH,random(-10,-5))
		TNT1 A 0 A_CustomMissile("acidsmoke",10,25,60,CMF_OFFSETPITCH,random(-10,-5))
		TNT1 A 0 A_CustomMissile("acidsmoke",10,25,-160,CMF_OFFSETPITCH,random(-10,-5))
		TNT1 A 0 A_CustomMissile("acidsmoke",10,25,160,CMF_OFFSETPITCH,random(-10,-5))
		TNT1 A 0 A_CustomMissile("acidsmoke",10,25,180,CMF_OFFSETPITCH,random(-10,-5))
		TNT1 A 0 A_CustomMissile("acidsmoke",10,25,-160,CMF_OFFSETPITCH,-180)
		TNT1 A 0 A_CustomMissile("acidsmoke",10,25,160,CMF_OFFSETPITCH,-180)
		TNT1 A 0 A_CustomMissile("acidsmoke",10,25,180,CMF_OFFSETPITCH,-180)
		///second layer
		TNT1 A 0 A_CustomMissile("acidsmoke",10,70,0,CMF_OFFSETPITCH,random(-10,-5))
		TNT1 A 0 A_CustomMissile("acidsmoke",10,70,-45,CMF_OFFSETPITCH,random(-10,-5))
		TNT1 A 0 A_CustomMissile("acidsmoke",10,70,-90,CMF_OFFSETPITCH,random(-10,-5))
		TNT1 A 0 A_CustomMissile("acidsmoke",10,70,45,CMF_OFFSETPITCH,random(-10,-5))
		TNT1 A 0 A_CustomMissile("acidsmoke",10,70,90,CMF_OFFSETPITCH,random(-10,-5))
		TNT1 A 0 A_CustomMissile("acidsmoke",10,70,-130,CMF_OFFSETPITCH,random(-10,-5))
		TNT1 A 0 A_CustomMissile("acidsmoke",10,70,130,CMF_OFFSETPITCH,random(-10,-5))
		TNT1 A 0 A_CustomMissile("acidsmoke",10,70,-20,CMF_OFFSETPITCH,random(-10,-5))
		TNT1 A 0 A_CustomMissile("acidsmoke",10,70,20,CMF_OFFSETPITCH,random(-10,-5))
		TNT1 A 0 A_CustomMissile("acidsmoke",10,70,-60,CMF_OFFSETPITCH,random(-10,-5))
		TNT1 A 0 A_CustomMissile("acidsmoke",10,70,60,CMF_OFFSETPITCH,random(-10,-5))
		TNT1 A 0 A_CustomMissile("acidsmoke",10,70,-160,CMF_OFFSETPITCH,random(-10,-5))
		TNT1 A 0 A_CustomMissile("acidsmoke",10,70,160,CMF_OFFSETPITCH,random(-10,-5))
		TNT1 A 0 A_CustomMissile("acidsmoke",10,70,180,CMF_OFFSETPITCH,random(-10,-5))
		TNT1 A 0 A_CustomMissile("acidsmoke",10,70,-160,CMF_OFFSETPITCH,-180)
		TNT1 A 0 A_CustomMissile("acidsmoke",10,70,160,CMF_OFFSETPITCH,-180)
		TNT1 A 0 A_CustomMissile("acidsmoke",10,70,180,CMF_OFFSETPITCH,-180)
		
		
		EXPL AAA 0 A_CustomMissile ("AcidExplosion", 0, 0, random (0, 360), 2, random (0, 360))
		TNT1 A 0 A_CustomMissile("acidflare", random (-32, 0), random (-60, 60), random (-32, 32), 2, random (-32, 32))
		TNT1 A 0 A_CustomMissile("acidflare", random (-32, 0), random (-32, 32), random (-32, 32), 2, random (-32, 32))
		TNT1 A 0 A_CustomMissile("acidflare", random (-32, 0), random (-60, 60), random (-32, 32), 2, random (-32, 32))
		TNT1 A 0 A_CustomMissile("acidflare", random (-32, 0), random (-32, 32), random (-32, 32), 2, random (-32, 32))
		TNT1 A 0 A_Explode(40, 300, XF_HURTSOURCE,300,0,0,0,"bulletpuff", "acid")
		TNT1 A 2
		TNT1 A 0 A_SpawnItemEx ("LiquidExplosionEffectSpawner",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)
		TNT1 A 15
		TNT1 AAAAA 4 A_CustomMissile ("HeavyExplosionSmoke", 2, 0, random (0, 360), 2, random (0, 360))
		TNT1 A 5
		TNT1 A 1 A_jump(256,"AcidMistcontinue")
		GOTO ACIDMISTcontinue
		
		Death:
		AcidMistcontinue:
		TNT1 A 0 A_Jumpifinventory("acidtimer", 50, "Disappear")
		TNT1 A 0 A_CustomMissile("acidsmoke",10,30,0,CMF_OFFSETPITCH,random(-10,-5))
		TNT1 A 0 A_CustomMissile("acidsmoke",10,30,-45,CMF_OFFSETPITCH,random(-10,-5))
		TNT1 A 0 A_CustomMissile("acidsmoke",10,30,-90,CMF_OFFSETPITCH,random(-10,-5))
		TNT1 A 0 A_CustomMissile("acidsmoke",10,30,45,CMF_OFFSETPITCH,random(-10,-5))
		TNT1 A 0 A_CustomMissile("acidsmoke",10,30,90,CMF_OFFSETPITCH,random(-10,-5))
		TNT1 A 0 A_CustomMissile("acidsmoke",10,30,-130,CMF_OFFSETPITCH,random(-10,-5))
		TNT1 A 0 A_CustomMissile("acidsmoke",10,30,130,CMF_OFFSETPITCH,random(-10,-5))
		TNT1 A 0 A_CustomMissile("acidsmoke",10,30,-20,CMF_OFFSETPITCH,random(-10,-5))
		TNT1 A 0 A_CustomMissile("acidsmoke",10,30,20,CMF_OFFSETPITCH,random(-10,-5))
		TNT1 A 0 A_CustomMissile("acidsmoke",10,30,-60,CMF_OFFSETPITCH,random(-10,-5))
		TNT1 A 0 A_CustomMissile("acidsmoke",10,30,60,CMF_OFFSETPITCH,random(-10,-5))
		TNT1 A 0 A_CustomMissile("acidsmoke",10,30,-160,CMF_OFFSETPITCH,random(-10,-5))
		TNT1 A 0 A_CustomMissile("acidsmoke",10,30,160,CMF_OFFSETPITCH,random(-10,-5))
		TNT1 A 0 A_CustomMissile("acidsmoke",10,30,180,CMF_OFFSETPITCH,random(-10,-5))
		TNT1 A 0 A_CustomMissile("acidsmoke",30,30,-160,CMF_OFFSETPITCH,-180)
		TNT1 A 0 A_CustomMissile("acidsmoke",30,30,160,CMF_OFFSETPITCH,-180)
		TNT1 A 0 A_CustomMissile("acidsmoke",30,30,180,CMF_OFFSETPITCH,-180)
		///second layer
		TNT1 A 0 A_CustomMissile("acidsmokeslow",30,120,-160,CMF_OFFSETPITCH,-180)
		TNT1 A 0 A_CustomMissile("acidsmokeslow",30,120,160,CMF_OFFSETPITCH,-180)
		TNT1 A 0 A_CustomMissile("acidsmokeslow",30,120,180,CMF_OFFSETPITCH,-180)
		TNT1 A 0 A_SpawnItemEx ("acidsmokeslow", 290, 0, 0,1,0,0,0)
		TNT1 A 0 A_SpawnItemEx ("acidsmokeslow", 290, 0, 0,1,0,0,-45)
		TNT1 A 0 A_SpawnItemEx ("acidsmokeslow", 290, 0, 0,1,0,0,-90)
		TNT1 A 0 A_SpawnItemEx ("acidsmokeslow", 290, 0, 0,1,0,0,45)
		TNT1 A 0 A_SpawnItemEx ("acidsmokeslow", 290, 0, 0,1,0,0,90)
		TNT1 A 0 A_SpawnItemEx ("acidsmokeslow", 290, 0, 0,1,0,0,-130)
		TNT1 A 0 A_SpawnItemEx ("acidsmokeslow", 290, 0, 0,1,0,0,130)
		TNT1 A 0 A_SpawnItemEx ("acidsmokeslow", 290, 0, 0,1,0,0,-60)
		TNT1 A 0 A_SpawnItemEx ("acidsmokeslow", 290, 0, 0,1,0,0,60)
		TNT1 A 0 A_SpawnItemEx ("acidsmokeslow", 290, 0, 0,1,0,0,-160)
		TNT1 A 0 A_SpawnItemEx ("acidsmokeslow", 290, 0, 0,1,0,0,160)
		TNT1 A 0 A_SpawnItemEx ("acidsmokeslow", 290, 0, 0,1,0,0,-180)
		TNT1 A 0 A_SpawnItemEx ("acidsmokeslow", 290, 0, 0,1,0,0,180)
		TNT1 A 0 A_SpawnItemEx ("acidsmokeslow", 290, 0, 0,1,0,0,10)
		TNT1 A 0 A_SpawnItemEx ("acidsmokeslow", 290, 0, 0,1,0,0,-170)
		
		
		EXPL AAA 0 A_CustomMissile ("AcidExplosion", 0, 0, random (0, 360), 2, random (0, 360))
		TNT1 A 0 A_CustomMissile("acidflare", random (-32, 0), random (-60, 60), random (-32, 32), 2, random (-32, 32))
		TNT1 A 0 A_CustomMissile("acidflare", random (-32, 0), random (-32, 32), random (-32, 32), 2, random (-32, 32))
		TNT1 A 0 A_CustomMissile("acidflare", random (-32, 0), random (-60, 60), random (-32, 32), 2, random (-32, 32))
		TNT1 A 0 A_CustomMissile("acidflare", random (-32, 0), random (-32, 32), random (-32, 32), 2, random (-32, 32))
		TNT1 A 0 A_Explode(10, 340,XF_HURTSOURCE, 1,300,0,0,"bulletpuff", "acid")
		TNT1 AAAAA 4 A_CustomMissile ("HeavyExplosionSmoke", 2, 0, random (0, 360), 2, random (0, 360))
		TNT1 A 1 A_Giveinventory("acidtimer",1)
        LOOP
		
		Disappear:
		TNT1 A 1 A_takeinventory("acidtimer",50)
		TNT1 A 1
		Stop
		}
		}
		
ACTOR AcidMistGL1 : Acidmistyeet
{
Speed 50
BounceFactor 0.1
}

ACTOR HellfireGL1 : Hellfirevialyeet
{
Speed 50
BounceFactor 0.1
}	