actor NapalmDebris
{
  health 5
  radius 1
  height 1
  Speed 10
  Scale 0.2
  PROJECTILE
  +NOBLOCKMAP
  +DONTSPLASH
  +RANDOMIZE
  -NOGRAVITY
  -SOLID
  //+CANPASS
  +WINDTHRUST
  //RENDERSTYLE ADD
  states
  {
  Spawn:
    FSPK A 0 bright A_Jump(192,3,4,6,8)
    FSPK A 10 bright
    FSPK A 200 bright A_LowGravity
    stop
    FSPK B 10 bright
    FSPK B 200 bright A_LowGravity
    stop
    FSPK C 10 bright
    FSPK C 200 bright A_LowGravity
    stop
    FSPK D 10 bright
    FSPK D 200 bright A_LowGravity
    stop
    FSPK E 10 bright
    FSPK E 200 bright A_LowGravity
    stop
  Death:
    FSPK A 1
    stop
  }
}

actor Flaregun : Weapon
{
  Scale 0.8
  obituary "%o was cooked by %k's Flare Gun."
  radius 20
  height 16
  attacksound "weapons/shotgf"
  inventory.pickupsound "misc/w_pkup"
  inventory.pickupmessage "You got the Flare Gun!"
  weapon.selectionorder 230
  weapon.kickback 30
  weapon.ammotype "Flares"
  weapon.ammouse 1
  attacksound "dsFLRFIR"
  weapon.ammogive 9
  states
  {
  Ready:
    FLAR A 1 A_WeaponReady
    loop
  Deselect: 
    FLAR A 1 A_Lower
	NULL AA 0 A_LOWER
    loop
  Select:
    FLAR A 1 A_Raise
	NULL AA 0 A_RAISE
    loop
  Fire:
    FFIR A 2 A_GunFlash
    FLAR A 0 Bright
    FLAR A 0 Bright A_PlayWeaponsound ("dsFLRFIR")
    FFIR B 2 Bright A_FireCustomMissile("FlareFire",0,1,9,0)
    FFIR C 2 bright
    FLAR BCD 2
	FLAR EFG 2
    FLAR A 1
    goto Ready
  Spawn:
    FGRN A -1
    stop
  }
}

ACTOR FlareFire
{
   Radius 3
   Height 4
   Speed 45
   Scale 0.5
   Damage 0
   -SOLID
   PROJECTILE
   +SEEKERMISSILE
   +ROCKETTRAIL    
   +DONTSPLASH
   -EXTREMEDEATH
   DONTHURTSHOOTER
   explosionradius 32
   explosiondamage 45
   damagetype Fire
   DeathSound "DSRXPLOD"
   activesound "dsFLRAIR"
   States
   {
   Spawn:
      FAIR A 0 Bright A_LoopActiveSound
      FAIR ABC 1 Bright A_SeekerMissile(80,20)
      FAIR AAA 0 A_CustomMissile("Flaretrail",0,0,random(0,360),2,random(-90,90))
      Loop
   Death:
   FAIR A 0 A_Explode
   	  FAIR A 1 Bright
	  NULL AAAAAAAAAAAAAAAAAAAAAAAAA 0 A_SpawnItemEx("Flaretrail",0,0,10,random(-4,4),random(-4,4),random(-4,4),random(1,360))
	  NULL AAAAAAAAAAAAAAAAAAAAAAAAA 0 A_SpawnItemEx("Flaretrail",0,0,10,random(-4,4),random(-4,4),random(-4,4),random(1,360))
	  NULL AAAAAAAAAAAAAAAAAAAAAAAAA 0 A_SpawnItemEx("Flaretrail",0,0,10,random(-4,4),random(-4,4),random(-4,4),random(1,360))
      stop
	  XDeath:
   FAIR A 0 A_Explode
   	  FAIR A 1 Bright
      NULL AAAAAAAAAAAAAAAAAAAAAAAAA 0 A_SpawnItemEx("Flaretrail",0,0,10,random(-4,4),random(-4,4),random(-4,4),random(1,360))
	  NULL AAAAAAAAAAAAAAAAAAAAAAAAA 0 A_SpawnItemEx("Flaretrail",0,0,10,random(-4,4),random(-4,4),random(-4,4),random(1,360))
	  NULL AAAAAAAAAAAAAAAAAAAAAAAAA 0 A_SpawnItemEx("Flaretrail",0,0,10,random(-4,4),random(-4,4),random(-4,4),random(1,360))
      stop
   }
}



actor Flaretrail : NapalmDebris
{  
  Scale 0.1
  translation "176:191=32:47","208:223=16:31"
}
ACTOR Flares : Ammo
{
	+INVENTORY.IGNORESKILL
   Radius 10
   Inventory.Amount 6
   Inventory.MaxAmount 100
   Ammo.BackpackAmount 12
   Scale 0.7
   RenderStyle Translucent
   Ammo.BackpackMaxAmount 100
   Inventory.PickupMessage "Picked up A Box of flares."
   Inventory.Icon "FGRDA0"
   States
   {
   Spawn:
      FGRD A 3
      Loop
   }
}