actor BurnerSpike 11685
{
//$Category MM8BDM-Interactive Props
//$Sprite BRNSA0
+DONTBLAST
-NOGRAVITY
+THRUGHOST
Height 16
Radius 16
scale 2.5
states
{
Spawn:
TNT1 A 0 
TNT1 A 1 A_SpawnItemEx("SpikeDamager")
goto Graphic
Graphic:
BRNS A -1
stop
}
}

actor BurnerBush 11686
{
//$Category MM8BDM-Props
+CLIENTSIDEONLY
+NOINTERACTION
+NOGRAVITY
-SOLID
scale 2.5
States
{
Spawn:
BBSH A -1
stop
}
}

actor BigTelly
{
PROJECTILE
+ACTIVATEMCROSS
+RIPPER
+DONTBLAST
+THRUACTORS
Damage 0
height 64
radius 32
scale 2.5
States
{
Spawn:
BRNT AA 0 A_ChangeVelocity(10,0,0,CVF_RELATIVE|CVF_REPLACE)
BRNT ABCDEFGH 3
loop
Drop:
BRNT A 0 A_SpawnItemEx("BigTellyBomb")
goto Spawn
Death:
TNT1 A 0
stop
}
}

actor BigTellyBomb
{
PROJECTILE
+RIPPER
-NOGRAVITY
+THRUGHOST
+DONTREFLECT
+DONTBLAST
Radius 6
Height 7
scale 2.5
damage (0)
speed 0
States
{
Spawn:
BRNT I 1 
loop
Death:
BRNT I 0 A_CustomMissile("BurnWaveSpawner",0, 0, Random(-15, 15), 2, 0)
BRNT I 0 A_CustomMissile("BurnWaveSpawner",0, 0, Random(75, 105), 2, 0)
BRNT I 0 A_CustomMissile("BurnWaveSpawner",0, 0, Random(165, 195), 2, 0)
BRNT I 0 A_CustomMissile("BurnWaveSpawner",0, 0, Random(-75, -105), 2, 0)
BRNT I 0 A_Explode(50, 128, 0)
TNT1 A 35 A_SpawnItemEx("ExplosionEffect2")
stop
}
}

actor BurnWaveSpawner
{
PROJECTILE
+RIPPER
+DONTREFLECT
+THRUGHOST
+ACTIVATEMCROSS
+FLOORHUGGER
Radius 5
Height 10
scale 2.5
speed 16
damage 0
damagetype "BurnWave"
SelfObituary "$OB_BURNWAVE"
maxstepheight 33
-NOGRAVITY
+DONTBLAST
+NOBLOOD
painchance 0
reactiontime 15
renderstyle none
States
{
Spawn:
SWHE A 0
SWHE A 0 A_ClearTarget
SWHE A 0 A_GiveInventory("IsTellyFire", 1)
SWHE A 0 A_CustomMissile("BurnWaveSpawner2",0, 0, 90, 2, 0)
SWHE A 0 A_CustomMissile("BurnWaveSpawner2",0, 0, 270, 2, 0)
SWHE A 4
SWHE F 0 A_CountDown
Goto Spawn+2
Death:
TNT1 A 0 
stop
}
}

actor BurnWaveSpawner2 : BurnWaveSpawner
{
ReactionTime 2
States
{
Spawn:
SWHE A 0
SWHE A 0 A_GiveInventory("IsTellyFire", 1)
SWHE ABCDEF 2 A_SpawnItemEx("BurnWave", 0, 0, 0, Random(-5, 5),Random(-5, 5))
SWHE F 0 A_CountDown
Goto Spawn+2
Death:
TNT1 A 0 
stop
}
}

actor BurnWave : BurnWaveSpawner
{
-FLOORHUGGER
-RIPPER
+BRIGHT
Damage(40)
seesound "weapon/firestorm"
scale 2.5
renderstyle add
States
{
Spawn:
BRNF A 0
BRNF A 0 A_PlaySoundEx("weapon/firestorm", "weapon")
BRNF AB 2 
Goto Death
Death:
FLMB A 0 A_SpawnItemEx("BurnWaveFading",0,0,0,0,0,0,0,SXF_CLIENTSIDE)
stop
}
}

actor BurnWaveFading : BurnWave
{
+NOINTERACTION
+CLIENTSIDEONLY
States
{
Spawn:
BRNF AB 2 A_FadeOut(0.05)
Loop
}
}

actor IsTellyFire : Once {}

//Unused?
actor BurnGrass : BurnWave
{
//renderstyle add
+FLOORHUGGER
+BRIGHT
//Damage(255)
seesound "weapon/firestorm"
reactiontime 10
scale 2.5
renderstyle translucent
States
{
Spawn:
BRNF A 0
BRNF A 0 //A_PlaySoundEx("weapon/atomicfire", "weapon")
BRNF ABCDEFGH 2
BRNF A 0 A_Countdown
loop
Death:
FLMB A 0
stop
}
}