///////////////////////////////
// HERETIC SKULLROD ENHANCED //
///////////////////////////////

ACTOR HornRodFX1~ : HornRodFX1 replaces HornRodFX1
{
	Game Heretic
	SpawnID 160
	Radius 12
	Height 8
	Speed 22
	Damage 3
	Projectile
	+WINDTHRUST
	-NOBLOCKMAP
	RenderStyle Add
	SeeSound "weapons/hornrodshoot"
	DeathSound "weapons/hornrodhit"
	States
	{
	Spawn:
		FX00 AB 6 BRIGHT A_SpawnItem("HornTrail")
		Loop 
	Death:
		TNT1 A 0 A_SpawnItem("HornFlash")
		TNT1 A 0 A_SpawnItem("HornFlash")
		TNT1 A 0 A_SpawnItem("HornFlashPartDeux")
		TNT1 A 0 A_SpawnItem("HornFlashPartDeux")
		FX00 HI 5 BRIGHT
		FX00 JK 4 BRIGHT
		FX00 LM 3 BRIGHT
		Stop
	}
}

ACTOR HornTrail : DoomImpBall
{
	Seesound ""
	Deathsound ""
	+NOCLIP
	scale 0.6
	Speed 0
	Alpha 0.5
	States
	{
	Spawn:
		FX00 A 1 BRIGHT A_FadeOut(0.03)
		loop
	}
}

ACTOR HornFlash : Baseflare
{
   Scale 0.6
   alpha 1
   +BRIGHT
   States
   {
   Spawn:
   	GLIT C 3 BRIGHT
   Fade:
	GLIT C 1 BRIGHT A_FadeOut
	Loop
   }
}

ACTOR HornFlashPartDeux : Baseflare
{
   Scale 0.315
   alpha 1 
   +BRIGHT
   States
   {
   Spawn:
	WFLR A 2 BRIGHT
   Fade:
	WFLR A 1 BRIGHT A_FadeOut
	Loop
   }
}

ACTOR HornRodFX2~ : HornRodFX2 replaces HornRodFX2
{

  States
  {
  Spawn:
    TNT1 A 0 
	FX00 CCCC 0 BRIGHT A_SpawnItemEx("HornRodFX2Trail", Random(-7, 7), Random(-7, 7), Random(0, 9), Random(1, 3), 0, (0.1)*Random(-10, 10), Random(-20, 20), 128)
    FX00 C 3 BRIGHT
	FX00 CCCCC 0 BRIGHT A_SpawnItemEx("HornRodFX2Trail", Random(-7, 7), Random(-7, 7), Random(0, 9), Random(1, 3), 0, (0.1)*Random(-10, 10), Random(-20, 20), 128)
    FX00 D 3 BRIGHT A_SeekerMissile(10, 30)
	FX00 CCCCC 0 BRIGHT A_SpawnItemEx("HornRodFX2Trail", Random(-7, 7), Random(-7, 7), Random(0, 9), Random(1, 3), 0, (0.1)*Random(-10, 10), Random(-20, 20), 128)
    FX00 E 3 BRIGHT
	FX00 CCCC 0 BRIGHT A_SpawnItemEx("HornRodFX2Trail", Random(-7, 7), Random(-7, 7), Random(0, 9), Random(1, 3), 0, (0.1)*Random(-10, 10), Random(-20, 20), 128)
    FX00 F 3 BRIGHT A_SeekerMissile(10, 30)
    Loop
  Death:
    TNT1 A 0 A_SpawnItem("HornFlash2")
	TNT1 A 0 A_SpawnItem("HornFlash2")
	TNT1 A 0 A_SpawnItem("HornFlashPartDeux")
	TNT1 A 0 A_SpawnItem("HornFlashPartDeux")
    FX00 H 5 BRIGHT A_AddPlayerRain
    FX00 I 5 BRIGHT
    FX00 J 4 BRIGHT
    FX00 KLM 3 BRIGHT
    FX00 G 1 A_HideInCeiling
    FX00 G 1 A_SkullRodStorm
    Wait
  }
}

Actor HornRodFX2Trail
{
  Height 0
  Radius 0
  Mass 0
  +MISSILE
  +NOBLOCKMAP
  +NOGRAVITY
  +DONTSPLASH
  RenderStyle Add
  Scale 0.025
  States
  {
  Spawn:
    GLIT C 2 Bright A_FadeOut(0.08)
    Loop
  }
}

ACTOR HornFlash2 : Baseflare
{
   Scale 0.6
   alpha 1
   +BRIGHT
   States
   {
   Spawn:
	GLIT C 4 BRIGHT
   Fade:
	GLIT C 1 BRIGHT A_FadeOut
	Loop
   }
}