actor QuickBeam
{
PROJECTILE
Damage (255)
+RIPPER
damagetype "Beam"
SelfObituary "$OB_QUICKBEAM"
scale 2.5
+DONTBLAST
+FORCEXYBILLBOARD
+FOILINVUL
+DONTREFLECT
+THRUACTORS
+BRIGHT
radius 32
height 42
obituary "%k was not quick enough to avoid the beams."
Speed 32
States
{
Spawn:
QBEA A 0
QBEA A 1 A_ClearTarget
QBEA A 0 A_ChangeFlag("THRUACTORS", 0)
Beam:
QBEA A -1
loop
}
}

actor NoLagQuickBeam : QuickBeam
{
damage (0)
+FORCEXYBILLBOARD
+BLOODLESSIMPACT
+CLIENTSIDEONLY
//renderstyle none
States
{
Spawn:
QBEA A 10
loop
}
}

actor QuickBeamShooter 10507
{
//$Category MM8BDM-Interactive Props
//$Sprite AMMOA0
+NOGRAVITY
-SOLID
obituary "%k was not quick enough to avoid the beams."
States
{
Spawn:
TNT1 A 1 
loop
Fire:
TNT1 A 1
TNT1 A 0 A_CustomMissile("QuickBeam",0,0,0,2,0)
TNT1 AAAAAAAAA 1 A_CustomMissile("NoLagQuickBeam",0,0,0,2,0)
Goto Fire+1
}
}

actor HotHead 10532
{
//$Category MM8BDM-Props
-SOLID
+ALLOWCLIENTSPAWN
height 32
radius 48
scale 2.5
+RANDOMIZE
+BRIGHT
States
{
Spawn:
HOTH AB 9
loop
}
}