Actor "MortarLauncher" : AOWWeapon 21502
{
    Weapon.BobSpeed 1.75
    Weapon.BobRangeX 0.2
    Weapon.BobRangeY 0.4
    Weapon.BobStyle Alpha
	radius 20
	height 16
	Weapon.SlotNumber 5
	Weapon.SelectionOrder 12
	weapon.kickback 100
	obituary "%o was barraged by %k's mortar launcher."
	inventory.pickupmessage "You got the mortar launcher!"
	weapon.ammotype1 "MortarAmmo"
	weapon.ammouse1 1
	weapon.ammogive 8
	weapon.preferredskin "MarineMortar"
	Weapon.UpSound "BARLRELD"
	scale 0.8
	states
	{
		Spawn:
			HSTM A -1
			stop
		Ready:
			HSTM B 1 A_WeaponReady
			loop
		Deselect: 
			HSTM B 1 A_Lower
			loop
		Select:
			HSTM B 1 A_Raise
			loop
		Fire:
			TNT1 A 0 A_JumpIfInventory ("IsInSpawnRoom", 1, "Ready")
			TNT1 A 0 A_JumpIfInventory ("InMenu", 1, "Ready")
		FireGo:
			HSTM B 1 bright A_GunFlash
			HSTM B 0 bright a_firecustommissile("magnonade", frandom(-5.0, 5.0), 1, 0, 0, 0, frandom(0, 5.0))
			HSTM BBBB 0 bright a_firecustommissile("magnonade", frandom(-5.0, 5.0), 0, 0, 0, 0, frandom(0, 5.0))
			HSTM B 0 bright a_playsoundex("BARLFIRE", chan_auto)
			HSTM C 1 bright a_quake(2, 8, 0, 1)
			HSTM D 1 bright offset(0, 42) 
			HSTM E 1 bright offset(0, 51) 
			HSTM F 1 bright offset(0, 61) 
			HSTM B 1 offset(0, 70)
			HSTM B 1 offset(0, 70)
			HSTM B 1 offset(0, 70) 
			HSTM B 1 offset(0, 70) 
			HSTM B 1 offset(0, 70) 
			HSTM B 1 offset(0, 70)
			HSTM B 1 offset(0, 70)
			HSTM B 1 offset(0, 70)
			HSTM B 1 offset(0, 70)
			HSTM B 6 offset(0, 70)
			HSTM B 1 offset(0, 65)
			HSTM B 1 offset(0, 60)
			HSTM B 1 offset(0, 55)
			HSTM B 1 offset(0, 50)
			HSTM B 1 offset(0, 45)
			HSTM B 1 offset(0, 40)
			HSTM B 1 offset(0, 35)
			HSTM B 1 offset(0, 32)
			Goto Ready
		Flash:
			NULL A 3 bright A_Light1
			NULL A 3 bright A_Light2
			NULL A 0 bright A_Light0
			stop
	}
}


ACTOR magnonade
{
  Radius 8
  Height 6
  Speed 25
  Damage (10)
  Projectile
  -NOGRAVITY
  +BLOODLESSIMPACT
  +NOBLOOD
  Gravity 0.1
  Scale 0.75
  obituary "%o was barraged by %k's mortar launcher."
  decal "revanentscorch"
  deathsound "40mm/grenexplode"
  States
  {
  Spawn:
    HSBM A 1 Bright a_spawnitem("magnosmoke")
    Loop
  Death:
	TNT1 A 0 a_explode(15, 48)
	TNT1 A 1 a_spawnitem("magnodeath")
	Stop
  }
}

actor magnodeath
{
	+clientsideonly
	+nointeraction
	alpha 0.6
	scale 0.5
	states
	{
		spawn:
		death:
		MISL B 3 Bright
		MISL C 3 Bright
		MISL D 3 Bright
		stop
	}
}

ACTOR magnosmoke
{   
   Radius 0
   Height 1
   Speed 0
   PROJECTILE
   scale 0.5
   RENDERSTYLE Translucent
   ALPHA 0.45
   +CLIENTSIDEONLY
   States
   {
   Spawn:
      NULL A 2 bright
      SMK2 ABCDE 2 Bright a_fadeout(0.08)
      Stop 
   }
}
