ACTOR RocketInAir REPLACES Rocket
{
	Game Doom
	SpawnID 127
	Radius 8
	Height 6
	Speed 28
	Damage 20
	DamageType Fire
	Projectile
	+RANDOMIZE
	+DEHEXPLOSION
	+ROCKETTRAIL
	+EXPLODEONDEATH
	SeeSound "weapons/rocklf"
	DeathSound "skeleton/death"
	Obituary "$OB_MPROCKET"
	States
	{
	Spawn:
		MISL A 1 Bright
		Loop
	Death:
		MISL E 4 Bright A_Explode
		MISL FGHIJ 5 Bright
		MISL K 4 Bright
		Stop
	}
}

ACTOR OverlordTracer REPLACES RevenantTracer
{
	Game Doom
	SpawnID 53
	Radius 11
	Height 8
	Speed 15
	Damage 20
	Projectile 
	+SEEKERMISSILE 
	+RANDOMIZE
	SeeSound "skeleton/attack"
	DeathSound "skeleton/death"
	RenderStyle Add
	States
	{
	Spawn:
		FATB A 1 BRIGHT A_Tracer
		Loop
	Death:
		FBXP A 8 BRIGHT
		FBXP B 6 BRIGHT
		FBXP C 4 BRIGHT
		Stop
	}
}

ACTOR OnionRing REPLACES PlasmaBall
{
	Game Doom
	SpawnID 51
	Radius 13
	Height 8
	Speed 30
	Damage 48
	Projectile
	+RANDOMIZE
	RenderStyle Add
	Alpha 0.75
	SeeSound "weapons/plasmaf"
	DeathSound "skeleton/sight"
	Obituary "$OB_MPPLASMARIFLE"
	States
	{
	Spawn:
		PLSS ABCD 2 Bright
		Loop
	Death:
		PLSS E 64 Bright
		Stop
	}
}

ACTOR BFGShot REPLACES BFGBall
{
	Game Doom
	SpawnID 128
	Radius 13
	Height 8
	Speed 30
	Damage 123
	Projectile
	+RANDOMIZE
	RenderStyle Add
	Alpha 0.75
	DeathSound "weapons/bfgx"
	Obituary "$OB_MPBFG_BOOM"
	States
	{
	Spawn:
		BFS1 AB 4 Bright
		Loop
	Death:
		BFE1 AB 8 Bright
		BFE1 C 0 Bright A_BFGSpray("BFGHit",40,30)
		BFE1 C 0 Bright A_FaceTarget
		BFE1 C 8 Bright A_BFGSpray("BFGHit")
		BFE1 DEF 8 Bright
		Stop
	}
}

ACTOR BFGHit REPLACES BFGExtra
{
	+NOBLOCKMAP
	+NOGRAVITY
	RenderStyle Add
	Alpha 0.75
	DeathSound "skeleton/active"
	States
	{
	Spawn:
		BFE2 A 1 Bright
		BFE2 A 1 Bright A_Scream
		BFE2 A 1 Bright A_Explode(256,2)
		Goto Death
	Death:
		BFE2 ABCD 8 Bright
		Stop
	}
}

ACTOR ArachFireball REPLACES ArachnotronPlasma
{
	Game Doom
	SpawnID 129
	Radius 13
	Height 8
	Speed 30
	Damage 123
	Projectile 
	+RANDOMIZE
	RenderStyle Add 
	Alpha 0.75
	SeeSound "baby/attack"
	DeathSound "weapons/bfgx"
	States
	{
	Spawn:
		BFS1 AB 4 BRIGHT
		Loop
	Death:
		BFE1 AB 8 Bright
		BFE1 C 0 Bright A_BFGSpray("BFGHit",40,30)
		BFE1 C 0 Bright A_FaceTarget
		BFE1 C 8 Bright A_BFGSpray("BFGHit")
		BFE1 DEF 8 Bright
		Stop
	}
}
