// Gauss Rifle
actor GaussRifle : AOWWeapon 21049 {
    Weapon.BobSpeed 1.75
    Weapon.BobRangeX 0.2
    Weapon.BobRangeY 0.4
    Weapon.BobStyle Alpha
	Inventory.PickupMessage "You got the gauss rifle!"
	Obituary "$OB_GAUSS"
//	AttackSound "gauss/fire"
	Weapon.Selectionorder 2
	Weapon.Kickback 50
	Weapon.AmmoType "GaussRifleAmmo"
	Weapon.AmmoUse 1
	Weapon.AmmoGive 4
	Weapon.AmmoType2 "GaussRifleAmmo"
	Weapon.AmmoUse2 2
	Weapon.PreferredSkin "MarineRailgun"
	Weapon.UpSound "weapons/up/gauss"
	Decal "GaussScorch"
	Tag "Gauss Rifle"
	States {
	Spawn:
		GAUS X -1
		stop
    Select:
		TNT1 A 0 A_JumpIfInventory("IsBlue",1,"Select.Blue")
		GAUS A 1 offset (-90,100)
		GAUS A 1 offset (-80,89)
		GAUS A 1 offset (-70,79)
		GAUS A 1 offset (-60,70)
		GAUS A 1 offset (-50,62)
		GAUS A 1 offset (-40,55)
		GAUS A 1 offset (-30,49)
		GAUS A 1 offset (-20,44)
		GAUS A 1 offset (-15,40)
		GAUS A 1 offset (-10,37)
		GAUS A 1 offset (-5,34)
		GAUS A 1 offset (0,0)
		TNT1 A 0 A_TakeInventory("SelectAnimation",1)
		goto ready
	Select.Blue:
	    GAUB A 1 offset (-90,100)
		GAUB A 1 offset (-80,89)
		GAUB A 1 offset (-70,79)
		GAUB A 1 offset (-60,70)
		GAUB A 1 offset (-50,62)
		GAUB A 1 offset (-40,55)
		GAUB A 1 offset (-30,49)
		GAUB A 1 offset (-20,44)
		GAUB A 1 offset (-15,40)
		GAUB A 1 offset (-10,37)
		GAUB A 1 offset (-5,34)
		GAUB A 1 offset (0,0)
		TNT1 A 0 A_TakeInventory("SelectAnimation",1)
		goto ready
	Deselect:
		TNT1 A 0 A_TakeInventory("ActionFragGrenade",1)	
        TNT1 A 0 A_TakeInventory("ActionFlashbang",1)
        TNT1 A 0 A_TakeInventory("ActionRemoteC4",1)	
        TNT1 A 0 A_TakeInventory("ActionMeleeAttack",1)
		TNT1 A 0 A_TakeInventory("ActionReload",1)
		TNT1 A 0 A_JumpIfInventory("IsBlue",1,"DeselectBlue")
		GAUS A 1 offset (-4,34)
		GAUS A 1 offset (-8,40)
		GAUS A 1 offset (-16,49)
		GAUS A 1 offset (-24,62)
		GAUS A 1 offset (-32,79)
		GAUS A 1 offset (-40,100)
		TNT1 A 0 offset (-1, 33)
		TNT1 A 0 A_Lower
		wait
	DeselectBlue:
		GAUB A 1 offset (-4,34)
		GAUB A 1 offset (-8,40)
		GAUB A 1 offset (-16,49)
		GAUB A 1 offset (-24,62)
		GAUB A 1 offset (-32,79)
		GAUB A 1 offset (-40,100)
		TNT1 A 0 offset (-1, 33)
		TNT1 A 0 A_Lower
		wait
	Ready:
	    TNT1 A 0 A_JumpIfInventory("SelectAnimation",1,"Select")
	    TNT1 A 0 A_JumpIfInventory("IsBlue",1,"Ready.Blue")
		TNT1 A 0 A_JumpIfInventory("ActionFragGrenade",1,"UseFragGrenade")
		TNT1 A 0 A_JumpIfInventory("ActionFlashbang",1,"UseFlashbang")
		TNT1 A 0 A_JumpIfInventory("ActionRemoteC4",1,"UseRemoteC4")
		TNT1 A 0 A_JumpIfInventory("ActionMeleeAttack",1,"UseMeleeAttack")
		TNT1 A 0 A_TakeInventory("ActionReload",1)
		GAUS A 4 A_WeaponReady
		TNT1 A 0 A_JumpIfInventory("ActionFragGrenade",1,"UseFragGrenade")
		TNT1 A 0 A_JumpIfInventory("ActionFlashbang",1,"UseFlashbang")
		TNT1 A 0 A_JumpIfInventory("ActionRemoteC4",1,"UseRemoteC4")
		TNT1 A 0 A_JumpIfInventory("ActionMeleeAttack",1,"UseMeleeAttack")
		TNT1 A 0 A_TakeInventory("ActionReload",1)
		GAUS A 4 A_WeaponReady
		TNT1 A 0 A_JumpIfInventory("ActionFragGrenade",1,"UseFragGrenade")
		TNT1 A 0 A_JumpIfInventory("ActionFlashbang",1,"UseFlashbang")
		TNT1 A 0 A_JumpIfInventory("ActionRemoteC4",1,"UseRemoteC4")
		TNT1 A 0 A_JumpIfInventory("ActionMeleeAttack",1,"UseMeleeAttack")
		TNT1 A 0 A_TakeInventory("ActionReload",1)
		GAUS A 4 A_WeaponReady
		TNT1 A 0 A_JumpIfInventory("ActionFragGrenade",1,"UseFragGrenade")
		TNT1 A 0 A_JumpIfInventory("ActionFlashbang",1,"UseFlashbang")
		TNT1 A 0 A_JumpIfInventory("ActionRemoteC4",1,"UseRemoteC4")
		TNT1 A 0 A_JumpIfInventory("ActionMeleeAttack",1,"UseMeleeAttack")
		TNT1 A 0 A_TakeInventory("ActionReload",1)
		GAUS A 4 A_WeaponReady
		TNT1 A 0 A_JumpIfInventory("ActionFragGrenade",1,"UseFragGrenade")
		TNT1 A 0 A_JumpIfInventory("ActionFlashbang",1,"UseFlashbang")
		TNT1 A 0 A_JumpIfInventory("ActionRemoteC4",1,"UseRemoteC4")
		TNT1 A 0 A_JumpIfInventory("ActionMeleeAttack",1,"UseMeleeAttack")
		TNT1 A 0 A_TakeInventory("ActionReload",1)
		GAUS A 4 A_WeaponReady
		TNT1 A 0 A_JumpIfInventory("ActionFragGrenade",1,"UseFragGrenade")
		TNT1 A 0 A_JumpIfInventory("ActionFlashbang",1,"UseFlashbang")
		TNT1 A 0 A_JumpIfInventory("ActionRemoteC4",1,"UseRemoteC4")
		TNT1 A 0 A_JumpIfInventory("ActionMeleeAttack",1,"UseMeleeAttack")
		TNT1 A 0 A_TakeInventory("ActionReload",1)
		GAUS A 4 A_WeaponReady
		TNT1 A 0 A_JumpIfInventory("ActionFragGrenade",1,"UseFragGrenade")
		TNT1 A 0 A_JumpIfInventory("ActionFlashbang",1,"UseFlashbang")
		TNT1 A 0 A_JumpIfInventory("ActionRemoteC4",1,"UseRemoteC4")
		TNT1 A 0 A_JumpIfInventory("ActionMeleeAttack",1,"UseMeleeAttack")
		TNT1 A 0 A_TakeInventory("ActionReload",1)
		GAUS A 4 A_WeaponReady
	    TNT1 A 0 A_JumpIfInventory("ActionFragGrenade",1,"UseFragGrenade")
		TNT1 A 0 A_JumpIfInventory("ActionFlashbang",1,"UseFlashbang")
		TNT1 A 0 A_JumpIfInventory("ActionRemoteC4",1,"UseRemoteC4")
		TNT1 A 0 A_JumpIfInventory("ActionMeleeAttack",1,"UseMeleeAttack")
		TNT1 A 0 A_TakeInventory("ActionReload",1)
		GAUS ABCD 1 bright A_WeaponReady
		TNT1 A 0 A_JumpIfInventory("ActionFragGrenade",1,"UseFragGrenade")
		TNT1 A 0 A_JumpIfInventory("ActionFlashbang",1,"UseFlashbang")
		TNT1 A 0 A_JumpIfInventory("ActionRemoteC4",1,"UseRemoteC4")
		TNT1 A 0 A_JumpIfInventory("ActionMeleeAttack",1,"UseMeleeAttack")
		TNT1 A 0 A_TakeInventory("ActionReload",1)
		GAUS EFGH 1 bright A_WeaponReady
		loop
	Ready.Blue:
	    TNT1 A 0 A_JumpIfInventory("ActionFragGrenade",1,"UseFragGrenade")
		TNT1 A 0 A_JumpIfInventory("ActionFlashbang",1,"UseFlashbang")
		TNT1 A 0 A_JumpIfInventory("ActionRemoteC4",1,"UseRemoteC4")
		TNT1 A 0 A_JumpIfInventory("ActionMeleeAttack",1,"UseMeleeAttack")
		TNT1 A 0 A_TakeInventory("ActionReload",1)
		GAUB A 4 A_WeaponReady
		TNT1 A 0 A_JumpIfInventory("ActionFragGrenade",1,"UseFragGrenade")
		TNT1 A 0 A_JumpIfInventory("ActionFlashbang",1,"UseFlashbang")
		TNT1 A 0 A_JumpIfInventory("ActionRemoteC4",1,"UseRemoteC4")
		TNT1 A 0 A_JumpIfInventory("ActionMeleeAttack",1,"UseMeleeAttack")
		TNT1 A 0 A_TakeInventory("ActionReload",1)
		GAUB A 4 A_WeaponReady
		TNT1 A 0 A_JumpIfInventory("ActionFragGrenade",1,"UseFragGrenade")
		TNT1 A 0 A_JumpIfInventory("ActionFlashbang",1,"UseFlashbang")
		TNT1 A 0 A_JumpIfInventory("ActionRemoteC4",1,"UseRemoteC4")
		TNT1 A 0 A_JumpIfInventory("ActionMeleeAttack",1,"UseMeleeAttack")
		TNT1 A 0 A_TakeInventory("ActionReload",1)
		GAUB A 4 A_WeaponReady
		TNT1 A 0 A_JumpIfInventory("ActionFragGrenade",1,"UseFragGrenade")
		TNT1 A 0 A_JumpIfInventory("ActionFlashbang",1,"UseFlashbang")
		TNT1 A 0 A_JumpIfInventory("ActionRemoteC4",1,"UseRemoteC4")
		TNT1 A 0 A_JumpIfInventory("ActionMeleeAttack",1,"UseMeleeAttack")
		TNT1 A 0 A_TakeInventory("ActionReload",1)
		GAUB A 4 A_WeaponReady
		TNT1 A 0 A_JumpIfInventory("ActionFragGrenade",1,"UseFragGrenade")
		TNT1 A 0 A_JumpIfInventory("ActionFlashbang",1,"UseFlashbang")
		TNT1 A 0 A_JumpIfInventory("ActionRemoteC4",1,"UseRemoteC4")
		TNT1 A 0 A_JumpIfInventory("ActionMeleeAttack",1,"UseMeleeAttack")
		TNT1 A 0 A_TakeInventory("ActionReload",1)
		GAUB A 4 A_WeaponReady
		TNT1 A 0 A_JumpIfInventory("ActionFragGrenade",1,"UseFragGrenade")
		TNT1 A 0 A_JumpIfInventory("ActionFlashbang",1,"UseFlashbang")
		TNT1 A 0 A_JumpIfInventory("ActionRemoteC4",1,"UseRemoteC4")
		TNT1 A 0 A_JumpIfInventory("ActionMeleeAttack",1,"UseMeleeAttack")
		TNT1 A 0 A_TakeInventory("ActionReload",1)
		GAUB A 4 A_WeaponReady
		TNT1 A 0 A_JumpIfInventory("ActionFragGrenade",1,"UseFragGrenade")
		TNT1 A 0 A_JumpIfInventory("ActionFlashbang",1,"UseFlashbang")
		TNT1 A 0 A_JumpIfInventory("ActionRemoteC4",1,"UseRemoteC4")
		TNT1 A 0 A_JumpIfInventory("ActionMeleeAttack",1,"UseMeleeAttack")
		TNT1 A 0 A_TakeInventory("ActionReload",1)
		GAUB A 4 A_WeaponReady
		TNT1 A 0 A_JumpIfInventory("ActionFragGrenade",1,"UseFragGrenade")
		TNT1 A 0 A_JumpIfInventory("ActionFlashbang",1,"UseFlashbang")
		TNT1 A 0 A_JumpIfInventory("ActionRemoteC4",1,"UseRemoteC4")
		TNT1 A 0 A_JumpIfInventory("ActionMeleeAttack",1,"UseMeleeAttack")
		TNT1 A 0 A_TakeInventory("ActionReload",1)
		GAUB ABCD 1 bright A_WeaponReady
		TNT1 A 0 A_JumpIfInventory("ActionFragGrenade",1,"UseFragGrenade")
		TNT1 A 0 A_JumpIfInventory("ActionFlashbang",1,"UseFlashbang")
		TNT1 A 0 A_JumpIfInventory("ActionRemoteC4",1,"UseRemoteC4")
		TNT1 A 0 A_JumpIfInventory("ActionMeleeAttack",1,"UseMeleeAttack")
		TNT1 A 0 A_TakeInventory("ActionReload",1)
		GAUB EFGH 1 bright A_WeaponReady
		loop
	Fire:
		TNT1 A 0 A_JumpIfInventory ("IsInSpawnRoom", 1, "Ready")
		TNT1 A 0 A_JumpIfInventory ("InMenu", 1, "Ready")
		GAUS I 0 A_JumpIfInventory ("IsBlue", 1, "FireBlue")
		GAUS I 0 A_PlaySound("Gauss/Select",CHAN_AUTO)
		GAUS I 1
		GAUS IJKL 1 bright
		GAUS MN 1 bright A_Light1
		GAUS L 0 bright A_PlaySound("Gauss/Background",CHAN_AUTO,0.45)
		GAUS L 0 bright A_PlaySound("Gauss/Fire",CHAN_WEAPON,0.8)
		GAUS L 0 bright A_FireBullets (0, 0, 1, 0, "GaussPuff", 0)
		GAUS L 0 bright A_RailAttack (50, 3, 1, "FF 00 00", "99 00 00", 1, 0, "GaussPuff")
		GAUS L 0 Radius_Quake(2,random(9,13),0,1,0)
		GAUS N 1 bright offset(0, 33) A_Light1
		GAUS O 0 bright offset(1, 34) A_Light2
		GAUS O 1 bright A_ZoomFactor(0.989)
		GAUS O 0 bright offset(2, 36) A_Light2
		GAUS O 1 bright A_ZoomFactor(0.979)
		GAUS O 1 bright offset(4, 40) A_Light2
		GAUS A 0 A_Light0
		GAUS A 0 A_CheckReload
		GAUS A 1 offset(5, 41) A_ZoomFactor(0.972)
		TNT1 A 0 A_FireCustomMissile ("OverheatSmokeSpawner", 0, false, 8)
		GAUS A 1 offset(4, 40) A_ZoomFactor(0.978)
		TNT1 A 0 A_FireCustomMissile ("OverheatSmokeSpawner", 0, false, 8)
		GAUS A 1 offset(3, 38) A_ZoomFactor(0.98)
		TNT1 A 0 A_FireCustomMissile ("OverheatSmokeSpawner", 0, false, 8)
		GAUS A 1 offset(2, 36) A_ZoomFactor(0.985)
		TNT1 A 0 A_FireCustomMissile ("OverheatSmokeSpawner", 0, false, 8)
		GAUS A 1 offset(1, 34) A_ZoomFactor(0.991)
		TNT1 A 0 A_FireCustomMissile ("OverheatSmokeSpawner", 0, false, 8)
		GAUS A 1 offset(0, 33) A_ZoomFactor(1)
		TNT1 A 0 A_FireCustomMissile ("OverheatSmokeSpawner", 0, false, 8)
		TNT1 A 0 A_WeaponReady(WRF_NOBOB | WRF_NOFIRE)
		GAUS AAAAAA 1 A_JumpIfInventory("ActionMeleeAttack",1,"UseMeleeAttack")
		TNT1 A 0 A_WeaponReady(WRF_NOBOB | WRF_NOFIRE)
		GAUS BBCCDD 1 bright A_JumpIfInventory("ActionMeleeAttack",1,"UseMeleeAttack")
		TNT1 A 0 A_WeaponReady(WRF_NOBOB | WRF_NOFIRE)
		GAUS EEFGGH 1 bright A_JumpIfInventory("ActionMeleeAttack",1,"UseMeleeAttack")
		TNT1 A 0 A_WeaponReady(WRF_NOBOB | WRF_NOFIRE)
		GAUS A 3
		goto Ready
	FireBlue:
		GAUB I 0 A_PlaySound("Gauss/Select",CHAN_AUTO)
		GAUB I 1
		GAUB IJKL 1 bright
		GAUB MN 1 bright A_Light1
		GAUB L 0 bright A_PlaySound("Gauss/Background",CHAN_AUTO,0.45)
		GAUB L 0 bright A_PlaySound("Gauss/Fire",CHAN_WEAPON,0.8)
		GAUB L 0 bright A_FireBullets (0, 0, 1, 0, "GaussPuffBlue",0)
		GAUB L 0 bright A_RailAttack (50, 3, 1, "22 22 FF"," 00 30 99", 1, 0, "GaussPuffBlue")
		GAUB L 0 Radius_Quake(2,random(9,13),0,1,0)
		GAUB N 1 bright offset(0, 33) A_Light1
		GAUB O 0 bright offset(1, 34) A_Light2
		GAUB O 1 bright A_ZoomFactor(0.989)
		GAUB O 0 bright offset(2, 36) A_Light2
		GAUB O 1 bright A_ZoomFactor(0.979)
		GAUB O 1 bright offset(4, 40) A_Light2
		GAUB A 0 A_Light0
		GAUB A 0 A_CheckReload
		GAUB A 1 offset(5, 41) A_ZoomFactor(0.972)
		TNT1 A 0 A_FireCustomMissile ("OverheatSmokeSpawner", 0, false, 8)
		GAUB A 1 offset(4, 40) A_ZoomFactor(0.978)
		TNT1 A 0 A_FireCustomMissile ("OverheatSmokeSpawner", 0, false, 8)
		GAUB A 1 offset(3, 38) A_ZoomFactor(0.98)
		TNT1 A 0 A_FireCustomMissile ("OverheatSmokeSpawner", 0, false, 8)
		GAUB A 1 offset(2, 36) A_ZoomFactor(0.985)
		TNT1 A 0 A_FireCustomMissile ("OverheatSmokeSpawner", 0, false, 8)
		GAUB A 1 offset(1, 34) A_ZoomFactor(0.991)
		TNT1 A 0 A_FireCustomMissile ("OverheatSmokeSpawner", 0, false, 8)
		GAUB A 1 offset(0, 33) A_ZoomFactor(1)
		TNT1 A 0 A_FireCustomMissile ("OverheatSmokeSpawner", 0, false, 8)
		TNT1 A 0 A_WeaponReady(WRF_NOBOB | WRF_NOFIRE)
		GAUB AAAAAA 1 A_JumpIfInventory("ActionMeleeAttack",1,"UseMeleeAttack")
		TNT1 A 0 A_WeaponReady(WRF_NOBOB | WRF_NOFIRE)
		GAUB BBCCDD 1 bright A_JumpIfInventory("ActionMeleeAttack",1,"UseMeleeAttack")
		TNT1 A 0 A_WeaponReady(WRF_NOBOB | WRF_NOFIRE)
		GAUB EEFGGH 1 bright A_JumpIfInventory("ActionMeleeAttack",1,"UseMeleeAttack")
		TNT1 A 0 A_WeaponReady(WRF_NOBOB | WRF_NOFIRE)
		GAUB A 3
		goto Ready
	AltFire:
		TNT1 A 0 A_JumpIfInventory ("IsInSpawnRoom", 1, "Ready")
		TNT1 A 0 A_JumpIfInventory ("InMenu", 1, "Ready")
		GAUS I 0 A_PlayWeaponSound ("Gauss/Select")
		GAUS I 0 A_JumpIfInventory ("IsBlue", 1, "AltFire.Blue")
		GAUS I 0 bright A_PlaySound("Gauss/Select",CHAN_AUTO)
		GAUS IIJKKLMN 1 bright
		GAUS N 1 bright A_Light1
		GAUS L 0 bright A_PlaySound("Gauss/Background",CHAN_AUTO,0.8)
		GAUS L 0 bright A_PlaySound("Gauss/Fire",CHAN_WEAPON,0.75)
		GAUS M 0 bright A_FireBullets (0, 0, 1, 0, "AntiArmorPuff", 0)
		GAUS M 0 bright A_RailAttack (100, 3, 1, "AA 00 00", "FF FF FF", 1, 0, "AntiArmorPuff")
		GAUS M 0 bright Radius_Quake(3,random(9,13),0,1,0)
		GAUS O 1 bright offset(1, 34) A_Light1
		GAUS O 0 bright offset(2, 36) A_Light2
		GAUS O 1 bright A_ZoomFactor(0.98)
		GAUS O 0 bright offset(4, 40) A_Light2
		GAUS O 1 bright A_ZoomFactor(0.975)
		GAUS O 0 bright offset(8, 48) A_Light2
		GAUS O 1 bright A_ZoomFactor(0.972)
		GAUS A 0 A_Light0
		GAUS A 0 A_CheckReload
		GAUS A 1 offset(10, 52) A_ZoomFactor(0.97)
		TNT1 A 0 A_FireCustomMissile ("OverheatSmokeSpawner", 0, false, 8)
		GAUS A 1 offset(8, 48) A_ZoomFactor(0.976)
		TNT1 A 0 A_FireCustomMissile ("OverheatSmokeSpawner", 0, false, 8)
		GAUS A 1 offset(6, 44) A_ZoomFactor(0.984)
		TNT1 A 0 A_FireCustomMissile ("OverheatSmokeSpawner", 0, false, 8)
		GAUS A 1 offset(4, 40) A_ZoomFactor(0.99)
		TNT1 A 0 A_FireCustomMissile ("OverheatSmokeSpawner", 0, false, 8)
		GAUS A 1 offset(2, 36) A_ZoomFactor(0.995)
		TNT1 A 0 A_FireCustomMissile ("OverheatSmokeSpawner", 0, false, 8)
		GAUS A 1 offset(0, 33) A_ZoomFactor(1)
		TNT1 A 0 A_FireCustomMissile ("OverheatSmokeSpawner", 0, false, 8)
		TNT1 A 0 A_WeaponReady(WRF_NOBOB | WRF_NOFIRE)
		GAUS AAAA 2 A_JumpIfInventory("ActionMeleeAttack",1,"UseMeleeAttack")
		TNT1 A 0 A_WeaponReady(WRF_NOBOB | WRF_NOFIRE)
		GAUS ABCD 2 bright A_JumpIfInventory("ActionMeleeAttack",1,"UseMeleeAttack")
		TNT1 A 0 A_WeaponReady(WRF_NOBOB | WRF_NOFIRE)
		GAUS EFGH 2 bright A_JumpIfInventory("ActionMeleeAttack",1,"UseMeleeAttack")
		TNT1 A 0 A_WeaponReady(WRF_NOBOB | WRF_NOFIRE)
		GAUS A 4
		goto Ready
	AltFire.Blue:
		GAUB I 0 bright A_PlaySound("Gauss/Select",CHAN_AUTO)
		GAUB IIJKKLMN 1 bright
		GAUB N 1 bright A_Light1
		GAUB L 0 bright A_PlaySound("Gauss/Background",CHAN_AUTO,0.8)
		GAUB L 0 bright A_PlaySound("Gauss/Fire",CHAN_WEAPON,0.75)
		GAUB M 0 bright A_FireBullets (0, 0, 1, 0, "AntiArmorPuff", 0)
		GAUB M 0 bright A_RailAttack (100, 3, 1, "11 11 88", white, 1, 0, "AntiArmorPuff")
		GAUB M 0 bright Radius_Quake(3,random(9,13),0,1,0)
		GAUB O 1 bright offset(1, 34) A_Light1
		GAUB O 0 bright offset(2, 36) A_Light2
		GAUB O 1 bright A_ZoomFactor(0.98)
		GAUB O 0 bright offset(4, 40) A_Light2
		GAUB O 1 bright A_ZoomFactor(0.975)
		GAUB O 0 bright offset(8, 48) A_Light2
		GAUB O 1 bright A_ZoomFactor(0.972)
		GAUB A 0 A_Light0
		GAUB A 0 A_CheckReload
		GAUB A 1 offset(10, 52) A_ZoomFactor(0.97)
		TNT1 A 0 A_FireCustomMissile ("OverheatSmokeSpawner", 0, false, 8)
		GAUB A 1 offset(8, 48) A_ZoomFactor(0.976)
		TNT1 A 0 A_FireCustomMissile ("OverheatSmokeSpawner", 0, false, 8)
		GAUB A 1 offset(6, 44) A_ZoomFactor(0.984)
		TNT1 A 0 A_FireCustomMissile ("OverheatSmokeSpawner", 0, false, 8)
		GAUB A 1 offset(4, 40) A_ZoomFactor(0.99)
		TNT1 A 0 A_FireCustomMissile ("OverheatSmokeSpawner", 0, false, 8)
		GAUB A 1 offset(2, 36) A_ZoomFactor(0.995)
		TNT1 A 0 A_FireCustomMissile ("OverheatSmokeSpawner", 0, false, 8)
		GAUB A 1 offset(0, 33) A_ZoomFactor(1)
		TNT1 A 0 A_FireCustomMissile ("OverheatSmokeSpawner", 0, false, 8)
		TNT1 A 0 A_WeaponReady(WRF_NOBOB | WRF_NOFIRE)
		GAUB AAAA 2 A_JumpIfInventory("ActionMeleeAttack",1,"UseMeleeAttack")
		TNT1 A 0 A_WeaponReady(WRF_NOBOB | WRF_NOFIRE)
		GAUB ABCD 2 bright A_JumpIfInventory("ActionMeleeAttack",1,"UseMeleeAttack")
		TNT1 A 0 A_WeaponReady(WRF_NOBOB | WRF_NOFIRE)
		GAUB EFGH 2 bright A_JumpIfInventory("ActionMeleeAttack",1,"UseMeleeAttack")
		TNT1 A 0 A_WeaponReady(WRF_NOBOB | WRF_NOFIRE)
		GAUB A 4
		goto Ready
	}
}

actor GaussPuff : HHBulletPuff {
	-ALLOWPARTICLES
	+PUFFONACTORS
	DamageType "Energy"
	Translation "192:207=224:247"
	renderstyle Add
	alpha 0.75
	vspeed 0
	states {
	Spawn:
	Melee:
	Crash:
		VOLX ABCDEFEDCB 2 BRIGHT A_FadeOut(0.01)
		VOLX A 1 A_FadeOut
		wait
	}  
}

// [TT] Removed blank translation.
actor GaussPuffBlue : GaussPuff {
translation "168:191=192:213", "112:127=192:213"
}

actor AntiArmorPuff : ExplosionPuff {damagetype "AntiArmor"}