///////////////////////////////
// HERETIC CROSSBOW ENHANCED //
///////////////////////////////

ACTOR CrossbowFX1~ : CrossbowFX1 replaces CrossbowFX1
{
  Game Heretic
  SpawnID 147
  Radius 11
  Height 8
  Speed 30
  Damage 10
  Projectile
  RenderStyle Add
  SeeSound "weapons/bowshoot"
  DeathSound "weapons/bowhit"
  States
  {
  Spawn:
    FX03 B 1 BRIGHT A_SpawnItem("Crossbowtrail")
    Loop
  Death:
    TNT1 A 0 A_SpawnItem("CrossbowFlash")
    FX03 HIJ 8 BRIGHT
    Stop
  }
}

ACTOR CrossBowTrail : DoomImpBall
{
	Seesound ""
	Deathsound ""
	+NOCLIP
	scale 0.6
	Speed 0
	Alpha 0.5
	States
	{
	Spawn:
		FX03 B 1 BRIGHT A_FadeOut(0.03)
		loop
	}
}

ACTOR CrossbowFX3~ : CrossbowFX3 replaces CrossbowFX3
{
  Game Heretic
  SpawnID 149
  Speed 20
  Damage 2
  SeeSound ""
  -NOBLOCKMAP
  +WINDTHRUST
  +THRUGHOST
  States
  {
  Spawn:
    FX03 A 1 BRIGHT A_SpawnItem("Crossbowtrail2")
    Loop
  Death:
	TNT1 A 0 A_SpawnItem("CrossbowFlash2") 
    FX03 CDE 8 BRIGHT
    Stop
  }
}
ACTOR CrossBowTrail2 : DoomImpBall
{
	Seesound ""
	Deathsound ""
	+NOCLIP
	scale 0.6
	Speed 0
	Alpha 0.5
	States
	{
	Spawn:
		FX03 A 1 BRIGHT A_FadeOut(0.04)
		loop
	}
}

ACTOR CrossbowFX2~ : CrossbowFX2 replaces CrossbowFX2
{
  Game Heretic
  SpawnID 148
  Speed 32
  Damage 6
  States
  {
  Spawn:
    FX03 B 0 A_SpawnItem("Crossbowtrail")
    FX03 B 1 BRIGHT A_SpawnItemEx("CrossbowFX4", random2[BoltSpark]()*0.015625, random2[BoltSpark]()*0.015625,
                                  0, 0,0,0,0,SXF_ABSOLUTEPOSITION, 50)
    Loop
	Death:
    TNT1 A 0 A_SpawnItem("CrossbowFlash")
    FX03 HIJ 8 BRIGHT
	stop
  }
}

ACTOR CrossbowFlash : Baseflare
{
   Scale 0.45
   alpha 1
   +DONTSPLASH
   +BRIGHT
   States
   {
   Spawn:
    GGZF A 5 BRIGHT
   Death:
	GGZF A 1 BRIGHT A_FadeOut
	Loop
   }
}

ACTOR CrossbowFlash2 : Baseflare
{
   Scale 0.25
   alpha 1
   +DONTSPLASH
   +BRIGHT
   States
   {
   Spawn:
    GGZF A 3 BRIGHT
   Death:
	GGZF A 1 BRIGHT A_FadeOut
	Loop
   }
}

