actor M445Assist
{
PROJECTILE
-EXTREMEDEATH
+SEEKERMISSILE
+SCREENSEEKER
+HEXENBOUNCE
+BOUNCEONACTORS
+SKYEXPLODE
damagetype "M445"
Obituary "$OB_M445"
BounceFactor 1.0
WallBounceFactor 1.0
Damage (4)
radius 16
height 16
Speed 18
scale 2.5
ReactionTime 425//525
States
{
Spawn:
TNT1 AA 0 A_GiveInventory("ProjectileCode")
TNT1 A 0 A_GiveInventory("LimitFlag", 1, AAPTR_TARGET)
M445 AAAABBBBAAAABBBBAAAABBBB 1 A_CountDown
TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("core_targetexists",0) == 0,"Death")
Goto Tracking

Tracking:
M445 A 1 A_SeekerMissile(2,20,SMF_LOOK|SMF_PRECISE,256,10) TNT1 A 0 A_CountDown
M445 A 1 A_SeekerMissile(2,20,SMF_LOOK|SMF_PRECISE,256,10) TNT1 A 0 A_CountDown
M445 A 1 A_SeekerMissile(2,20,SMF_LOOK|SMF_PRECISE,256,10) TNT1 A 0 A_CountDown
M445 A 1 A_SeekerMissile(2,20,SMF_LOOK|SMF_PRECISE,256,10) TNT1 A 0 A_CountDown
M445 B 1 A_SeekerMissile(2,20,SMF_LOOK|SMF_PRECISE,256,10) TNT1 A 0 A_CountDown
M445 B 1 A_SeekerMissile(2,20,SMF_LOOK|SMF_PRECISE,256,10) TNT1 A 0 A_CountDown
M445 B 1 A_SeekerMissile(2,20,SMF_LOOK|SMF_PRECISE,256,10) TNT1 A 0 A_CountDown
M445 B 1 A_SeekerMissile(2,20,SMF_LOOK|SMF_PRECISE,256,10) TNT1 A 0 A_CountDown
TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("core_targetexists",0) == 0,"Death")
loop

Death:
TNT1 A 0 A_SpawnItemEx("GenericAssistDeath", 0, 0, 26)
TNT1 A 0 A_TakeInventory("LimitFlag", 1, 0, AAPTR_MASTER)
stop
}
}

Actor M445Protect : PowerProtection
{
	Powerup.Duration 15
	DamageFactor "M445", 0.0
}