
//==============================================================================
//============== SHOCK COMBOS GET THEIR OWN FILE BECAUSE HOLY SHIT =============
//==============================================================================


ACTOR BrutalPhoenixMissile2 : BrutalPhoenixMissile
{
	Speed 15
	Damage (random(23,33)+(CountInv("Stat_Magicalstrength",AAPTR_PLAYER1)))
	Height 10
	Radius 10
	MissileType ""
	//BloodType ""
	ReactionTime 125
	+SPECTRAL
	+SHOOTABLE
	-NONSHOOTABLE
	-NOBLOCKMAP
	+NOGRAVITY
	+DONTTHRUST
	
	States
	{
		Spawn:
			VFBL A 1 Bright A_SpawnItem("GoldWandFlare",0,0)
			TNT1 A 0 A_ScaleVelocity(0.97)
			TNT1 A 0 A_CheckProximity("GoldShockCombo","GoldWandTracer",50,1,CPXF_ANCESTOR)
			TNT1 A 0 A_CheckProximity("GreenShockCombo","EtherealCrossbowBolt",50,1,CPXF_ANCESTOR)
			TNT1 A 0 A_CheckProximity("RedShockCombo","BrutalHellstaffMissile",50,1,CPXF_ANCESTOR)
			TNT1 A 0 A_CheckProximity("BlueShockCombo","BlasterTracer",50,1,CPXF_ANCESTOR)
			TNT1 A 0 A_CheckProximity("OrangeShockCombo","BrutalFireMaceBall1",50,1,CPXF_ANCESTOR)
			TNT1 A 0 A_CheckProximity("PhoenixShockCombo","WimpyBrutalPhoenixMissile",75,1,CPXF_ANCESTOR)
			VFBL B 1 Bright A_SpawnItem("GoldWandFlare",0,0)
			TNT1 A 0 A_CheckProximity("GoldShockCombo","GoldWandTracer",50,1,CPXF_ANCESTOR)
			TNT1 A 0 A_CheckProximity("GreenShockCombo","EtherealCrossbowBolt",50,1,CPXF_ANCESTOR)
			TNT1 A 0 A_CheckProximity("RedShockCombo","BrutalHellstaffMissile",50,1,CPXF_ANCESTOR)
			TNT1 A 0 A_CheckProximity("BlueShockCombo","BlasterTracer",50,1,CPXF_ANCESTOR)
			TNT1 A 0 A_CheckProximity("OrangeShockCombo","BrutalFireMaceBall1",50,1,CPXF_ANCESTOR)
			TNT1 A 0 A_CheckProximity("PhoenixShockCombo","WimpyBrutalPhoenixMissile",75,1,CPXF_ANCESTOR)
			TNT1 A 0 A_Countdown
			Loop
		GoldShockCombo:
			TNT1 A 0 A_ChangeFlag(SHOOTABLE,FALSE)
			TNT1 A 0 A_ChangeFlag(THRUACTORS, TRUE)
			TNT1 A 0 A_SetSpeed(0)
			TNT1 A 0 A_ScaleVelocity(0)
			TNT1 A 0 A_PlaySound("DSBAREXP", 1)
			TNT1 A 0 A_SetScale(0.5)
			FX0G ABABA 2 
			{
				A_TakeInventory("GoldWandCharge",5,0,AAPTR_TARGET);
				A_TakeInventory("ClassicGoldWandAmmo",5,0,AAPTR_TARGET);
				A_TakeInventory("Mana",2,0,AAPTR_TARGET);
			}
			TNT1 A 0 A_SetScale(2)
			
			/*TNT1 A 0 A_SpawnProjectile("GoldWandBomb2",32,CMF_AIMDIRECTION ,30)
			TNT1 A 0 A_SpawnProjectile("GoldWandBomb2",32,CMF_AIMDIRECTION,-30)
			TNT1 A 0 A_SpawnProjectile("GoldWandBomb2",32,CMF_AIMDIRECTION,90)
			TNT1 A 0 A_SpawnProjectile("GoldWandBomb2",32,CMF_AIMDIRECTION,-90)
			TNT1 A 0 A_SpawnProjectile("GoldWandBomb2",32,CMF_AIMDIRECTION,150)
			TNT1 A 0 A_SpawnProjectile("GoldWandBomb2",32,CMF_AIMDIRECTION,-150)
			FX0G BA 5 Bright
			TNT1 A 0 A_SpawnProjectile("GoldWandBomb2",32,CMF_AIMDIRECTION,60)
			TNT1 A 0 A_SpawnProjectile("GoldWandBomb2",32,CMF_AIMDIRECTION,-60)
			TNT1 A 0 A_SpawnProjectile("GoldWandBomb2",32,CMF_AIMDIRECTION,120)
			TNT1 A 0 A_SpawnProjectile("GoldWandBomb2",32,CMF_AIMDIRECTION,-120)
			TNT1 A 0 A_SpawnProjectile("GoldWandBomb2",32,CMF_AIMDIRECTION,180)
			TNT1 A 0 A_SpawnProjectile("GoldWandBomb2",32,CMF_AIMDIRECTION,0)*/
			
			TNT1 A 0 A_SpawnProjectile("GoldWandBomb2",32,0,30,CMF_AIMDIRECTION ,-60)
			TNT1 A 0 A_SpawnProjectile("GoldWandBomb2",32,0,-30,CMF_AIMDIRECTION,-60)
			TNT1 A 0 A_SpawnProjectile("GoldWandBomb2",32,0,90,CMF_AIMDIRECTION,-60)
			TNT1 A 0 A_SpawnProjectile("GoldWandBomb2",32,0,-90,CMF_AIMDIRECTION,-60)
			TNT1 A 0 A_SpawnProjectile("GoldWandBomb2",32,0,150,CMF_AIMDIRECTION,-60)
			TNT1 A 0 A_SpawnProjectile("GoldWandBomb2",32,0,-150,CMF_AIMDIRECTION,-60)
			FX0G BABA 5 Bright
			TNT1 A 0 A_SpawnProjectile("GoldWandBomb2",32,0,60,CMF_AIMDIRECTION ,-60)
			TNT1 A 0 A_SpawnProjectile("GoldWandBomb2",32,0,-60,CMF_AIMDIRECTION ,-60)
			TNT1 A 0 A_SpawnProjectile("GoldWandBomb2",32,0,120,CMF_AIMDIRECTION ,-60)
			TNT1 A 0 A_SpawnProjectile("GoldWandBomb2",32,0,-120,CMF_AIMDIRECTION ,-60)
			TNT1 A 0 A_SpawnProjectile("GoldWandBomb2",32,0,180,CMF_AIMDIRECTION ,-60)
			TNT1 A 0 A_SpawnProjectile("GoldWandBomb2",32,0,0,CMF_AIMDIRECTION ,-60)
			
			TNT1 AAAAAAA 0 A_CustomMissile ("HDBallBoom", 3, 0, random (0, 360), 2, random (0, 360))
			TNT1 A 0 A_SetScale(2)
			TNT1 A 0 A_FadeTo(0.4,0.4)
			TNT1 A 0 A_Explode(90, 220, XF_HURTSOURCE)
			TNT1 A 0 A_Explode(60, 330, 0)
			TNT1 A 0 A_SpawnItemEx ("ExplosionFlareSpawner",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)
			TNT1 A 0 A_PlaySound("DSBAREXP", 1)
			//TNT1 A 0 Radius_Quake (4, 15, 0, 12, 0)
			TNT1 A 0 A_QuakeEx (3,3,3,36,0,540,"world/quake",QF_SCALEDOWN,0,0,0,220)
			TNT1 AAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile ("ExplosionParticle1", 3, 0, random (0, 360), 2, random (0, 360))
			//FX0G CDEFGH 6 A_CustomMissile ("PlasmaSmoke", 1, 0, random (0, 360), 2, random (0, 160))
			FX0G CDEFGH 6 A_FadeIn(0.1)
			Stop
			
		GreenShockCombo:
			TNT1 A 0 A_ChangeFlag(SHOOTABLE,FALSE)
			TNT1 A 0 A_ChangeFlag(FLOATBOB,TRUE)
			TNT1 A 0 A_ChangeFlag(THRUACTORS, TRUE)
			TNT1 A 0 A_SetSpeed(0)
			TNT1 A 0 A_ScaleVelocity(0)
			TNT1 A 0 A_PlaySound("LITCRASH", 0)
			TNT1 A 0 A_SetScale(0.7)
			TNT1 A 0 A_TakeInventory("Mana",1,0,AAPTR_TARGET)
			FX0E ABA 1 Bright 
			{
				//A_TakeInventory("Mana",1,0,AAPTR_TARGET);
				//A_TakeInventory("BrutalCrossbowAmmo",1,0,AAPTR_TARGET);
				//A_TakeInventory("ClassicCrossbowAmmo",1,0,AAPTR_TARGET);
			}
			FX0E BA 1 Bright A_TakeInventory("Mana",1,0,AAPTR_TARGET)
			TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_SpawnProjectile ("EtherealCrossbowBoltC",0,0,frandom(200,160),CMF_TRACKOWNER | CMF_SAVEPITCH | CMF_OFFSETPITCH , frandom(180,185))
			FX0E CCCCCCCDDDDDDDEEEEEEEFFFFFFFGGGGGGG 1 A_CheckProximity("GreenShockCombo","EtherealCrossbowBolt",50,1,CPXF_ANCESTOR)
			FX0E GGGGGGGFFFFFFFEEEEEEEDDDDDDDCCCCCCC 1 A_CheckProximity("GreenShockCombo","EtherealCrossbowBolt",50,1,CPXF_ANCESTOR)
			FX0E CCCCCCCDDDDDDDEEEEEEEFFFFFFFGGGGGGG 1 A_CheckProximity("GreenShockCombo","EtherealCrossbowBolt",50,1,CPXF_ANCESTOR)
			FX0E GGGGGGGFFFFFFFEEEEEEEDDDDDDDCCCCCCC 1 A_CheckProximity("GreenShockCombo","EtherealCrossbowBolt",50,1,CPXF_ANCESTOR)
			FX0E CCCCCCCDDDDDDDEEEEEEEFFFFFFFGGGGGGG 1 A_CheckProximity("GreenShockCombo","EtherealCrossbowBolt",50,1,CPXF_ANCESTOR)
			FX0E GGGGGGGFFFFFFFEEEEEEEDDDDDDDCCCCCCC 1 A_CheckProximity("GreenShockCombo","EtherealCrossbowBolt",50,1,CPXF_ANCESTOR)
			TNT1 A 0 A_FadeTo(0.4,0.4)
			TNT1 A 0 A_Explode(90, 220, XF_HURTSOURCE)
			TNT1 A 0 A_Explode(60, 330, 0)
			TNT1 A 0 A_SpawnItemEx ("ExplosionFlareSpawner",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)
			TNT1 A 0 A_PlaySound("DSBAREXP", 1)
			//TNT1 A 0 Radius_Quake (5, 5, 0, 12, 0)
			TNT1 A 0 A_QuakeEx (4,4,4,36,0,540,"world/quake",QF_SCALEDOWN,0,0,0,220)
			TNT1 AAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile ("ExplosionParticle1", 3, 0, random (0, 360), 2, random (0, 360))
			FX0E DEFGH 6 A_FadeIn(0.1)
			Stop
			
		BlueShockCombo:
			TNT1 A 0 A_ChangeFlag(SHOOTABLE,FALSE)
			TNT1 A 0 A_ChangeFlag(FLOATBOB,TRUE)
			TNT1 A 0 A_ChangeFlag(THRUACTORS, TRUE)
			TNT1 A 0 A_SetSpeed(0)
			TNT1 A 0 A_ScaleVelocity(0)
			TNT1 A 0 A_PlaySound("LITCRASH", 0)
			TNT1 A 0 A_SetScale(0.7)
			FX0B ABABABABAB 1 Bright 
				{
					A_TakeInventory("Mana",1,0,AAPTR_TARGET);
					A_TakeInventory("BrutalBlasterCharge",5,0,AAPTR_TARGET);
					A_TakeInventory("ClassicBlasterAmmo",5,0,AAPTR_TARGET);
				}
			TNT1 A 0 A_SetScale(2)
			TNT1 A 0 A_QuakeEx (1,1,1,72,0,540,"world/quake",QF_SCALEUP,0,0,0,220)
			TNT1 A 0 A_SpawnProjectile("BlasterTracer2",0,0,frandom(0,359),CMF_ABSOLUTEPITCH,frandom(0,359))
			FX0B HHHH 4 
				{
					A_CustomMissile ("BlueShockwaveSmall", 1, 0, random (0, 360), 2, random (0, 160));
					A_SpawnProjectile("BlasterTracer2",0,0,frandom(0,359),CMF_ABSOLUTEPITCH,frandom(0,359));
					A_FadeOut(0.1);
					
				}
			FX0B HHHHHH 4 
				{
					A_CustomMissile ("BlueShockwaveSmall", 1, 0, random (0, 360), 2, random (0, 160));
					A_SpawnProjectile("BlasterTracer2",0,0,frandom(0,359),CMF_ABSOLUTEPITCH,frandom(0,359));

				}
			FX0B GGGG 4 
				{
					A_CustomMissile ("BlueShockwaveSmall", 1, 0, random (0, 360), 2, random (0, 160));
					A_SpawnProjectile("BlasterTracer2",0,0,frandom(0,359),CMF_ABSOLUTEPITCH,frandom(0,359));
					A_FadeIn(0.1);

				}
			FX0B GGGG 4 
				{
					A_CustomMissile ("BlueShockwaveSmall", 1, 0, random (0, 360), 2, random (0, 160));
					A_SpawnProjectile("BlasterTracer2",0,0,frandom(0,359),CMF_ABSOLUTEPITCH,frandom(0,359));

				}
			TNT1 A 0 A_QuakeEx (2,2,2,54,0,540,"world/quake",0,0,0,0,220)
			FX0B FFFF 3 
				{
					A_CustomMissile ("BlueShockwaveSmall", 1, 0, random (0, 360), 2, random (0, 160));
					A_SpawnProjectile("BlasterTracer2",0,0,frandom(0,359),CMF_ABSOLUTEPITCH,frandom(0,359));
					A_SpawnProjectile("BlasterTracer2",0,0,frandom(0,359),CMF_ABSOLUTEPITCH,frandom(0,359));
					A_FadeOut(0.1);
				}
			FX0B FFFFFF 3 
				{
					A_CustomMissile ("BlueShockwaveSmall", 1, 0, random (0, 360), 2, random (0, 160));
					A_SpawnProjectile("BlasterTracer2",0,0,frandom(0,359),CMF_ABSOLUTEPITCH,frandom(0,359));
					A_SpawnProjectile("BlasterTracer2",0,0,frandom(0,359),CMF_ABSOLUTEPITCH,frandom(0,359));
				}
			FX0B EEEE 3 
				{
					A_CustomMissile ("BlueShockwaveSmall", 1, 0, random (0, 360), 2, random (0, 160));
					A_SpawnProjectile("BlasterTracer2",0,0,frandom(0,359),CMF_ABSOLUTEPITCH,frandom(0,359));
					A_SpawnProjectile("BlasterTracer2",0,0,frandom(0,359),CMF_ABSOLUTEPITCH,frandom(0,359));
					A_FadeIn(0.1);
				}
			FX0B EEEE 3 
				{
					A_CustomMissile ("BlueShockwaveSmall", 1, 0, random (0, 360), 2, random (0, 160));
					A_SpawnProjectile("BlasterTracer2",0,0,frandom(0,359),CMF_ABSOLUTEPITCH,frandom(0,359));
					A_SpawnProjectile("BlasterTracer2",0,0,frandom(0,359),CMF_ABSOLUTEPITCH,frandom(0,359));
				}
			TNT1 A 0 A_QuakeEx (2,2,2,36,0,540,"world/quake",0,0,0,0,220)
			FX0B DDD 2 
				{
					A_CustomMissile ("BlueShockwaveSmall", 1, 0, random (0, 360), 2, random (0, 160));
					A_SpawnProjectile("BlasterTracer2",0,0,frandom(0,359),CMF_ABSOLUTEPITCH,frandom(0,359));
					A_SpawnProjectile("BlasterTracer2",0,0,frandom(0,359),CMF_ABSOLUTEPITCH,frandom(0,359));
					A_SpawnProjectile("BlasterTracer2",0,0,frandom(0,359),CMF_ABSOLUTEPITCH,frandom(0,359));
					A_FadeOut(0.1);
				}
			FX0B DDDDDDD 2 
				{
					A_CustomMissile ("BlueShockwaveSmall", 1, 0, random (0, 360), 2, random (0, 160));
					A_SpawnProjectile("BlasterTracer2",0,0,frandom(0,359),CMF_ABSOLUTEPITCH,frandom(0,359));
					A_SpawnProjectile("BlasterTracer2",0,0,frandom(0,359),CMF_ABSOLUTEPITCH,frandom(0,359));
					A_SpawnProjectile("BlasterTracer2",0,0,frandom(0,359),CMF_ABSOLUTEPITCH,frandom(0,359));
				}
			FX0B CCC 2 
				{
					A_CustomMissile ("BlueShockwaveSmall", 1, 0, random (0, 360), 2, random (0, 160));
					A_SpawnProjectile("BlasterTracer2",0,0,frandom(0,359),CMF_ABSOLUTEPITCH,frandom(0,359));
					A_SpawnProjectile("BlasterTracer2",0,0,frandom(0,359),CMF_ABSOLUTEPITCH,frandom(0,359));
					A_SpawnProjectile("BlasterTracer2",0,0,frandom(0,359),CMF_ABSOLUTEPITCH,frandom(0,359));
					A_FadeIn(0.1);
				}
			FX0B CCCC 2 
				{
					A_CustomMissile ("BlueShockwaveSmall", 1, 0, random (0, 360), 2, random (0, 160));
					A_SpawnProjectile("BlasterTracer2",0,0,frandom(0,359),CMF_ABSOLUTEPITCH,frandom(0,359));
					A_SpawnProjectile("BlasterTracer2",0,0,frandom(0,359),CMF_ABSOLUTEPITCH,frandom(0,359));
					A_SpawnProjectile("BlasterTracer2",0,0,frandom(0,359),CMF_ABSOLUTEPITCH,frandom(0,359));
				}
			TNT1 A 0 A_QuakeEx (3,3,3,18,0,540,"world/quake",0,0,0,0,220)
			FX0B CC 1 
				{
					A_CustomMissile ("BlueShockwaveSmall", 1, 0, random (0, 360), 2, random (0, 160));
					A_SpawnProjectile("BlasterTracer2",0,0,frandom(0,359),CMF_ABSOLUTEPITCH,frandom(0,359));
					A_SpawnProjectile("BlasterTracer2",0,0,frandom(0,359),CMF_ABSOLUTEPITCH,frandom(0,359));
					A_SpawnProjectile("BlasterTracer2",0,0,frandom(0,359),CMF_ABSOLUTEPITCH,frandom(0,359));
					A_SpawnProjectile("BlasterTracer2",0,0,frandom(0,359),CMF_ABSOLUTEPITCH,frandom(0,359));
					A_FadeOut(0.1);
				}
			FX0B CCCCCCCC 1 
				{
					A_CustomMissile ("BlueShockwaveSmall", 1, 0, random (0, 360), 2, random (0, 160));
					A_SpawnProjectile("BlasterTracer2",0,0,frandom(0,359),CMF_ABSOLUTEPITCH,frandom(0,359));
					A_SpawnProjectile("BlasterTracer2",0,0,frandom(0,359),CMF_ABSOLUTEPITCH,frandom(0,359));
					A_SpawnProjectile("BlasterTracer2",0,0,frandom(0,359),CMF_ABSOLUTEPITCH,frandom(0,359));
					A_SpawnProjectile("BlasterTracer2",0,0,frandom(0,359),CMF_ABSOLUTEPITCH,frandom(0,359));
				}
			FX0B CC 1 
				{
					A_CustomMissile ("BlueShockwaveSmall", 1, 0, random (0, 360), 2, random (0, 160));
					A_SpawnProjectile("BlasterTracer2",0,0,frandom(0,359),CMF_ABSOLUTEPITCH,frandom(0,359));
					A_SpawnProjectile("BlasterTracer2",0,0,frandom(0,359),CMF_ABSOLUTEPITCH,frandom(0,359));
					A_SpawnProjectile("BlasterTracer2",0,0,frandom(0,359),CMF_ABSOLUTEPITCH,frandom(0,359));
					A_SpawnProjectile("BlasterTracer2",0,0,frandom(0,359),CMF_ABSOLUTEPITCH,frandom(0,359));
					A_FadeIn(0.1);
				}
			FX0B CCCCCCCC 1 
				{
					A_CustomMissile ("BlueShockwaveSmall", 1, 0, random (0, 360), 2, random (0, 160));
					A_SpawnProjectile("BlasterTracer2",0,0,frandom(0,359),CMF_ABSOLUTEPITCH,frandom(0,359));
					A_SpawnProjectile("BlasterTracer2",0,0,frandom(0,359),CMF_ABSOLUTEPITCH,frandom(0,359));
					A_SpawnProjectile("BlasterTracer2",0,0,frandom(0,359),CMF_ABSOLUTEPITCH,frandom(0,359));
					A_SpawnProjectile("BlasterTracer2",0,0,frandom(0,359),CMF_ABSOLUTEPITCH,frandom(0,359));
				}
			TNT1 AAAAAAAAAAAAAAA 0 A_CustomMissile ("BlueShockwave", 3, 0, random (0, 360), 2, random (0, 360))
			TNT1 A 0 A_FadeTo(0.4,0.4)
			TNT1 A 0 A_Explode(90, 220, XF_HURTSOURCE)
			TNT1 A 0 A_Explode(60, 330, 0)
			TNT1 A 0 A_SpawnItemEx ("ExplosionFlareSpawner",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)
			TNT1 A 0 A_PlaySound("DSBAREXP", 1)
			//TNT1 A 0 Radius_Quake (5, 5, 0, 12, 0)
			TNT1 A 0 A_QuakeEx (4,4,4,36,0,540,"world/quake",QF_SCALEDOWN,0,0,0,220)
			TNT1 AAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile ("ExplosionParticle1", 3, 0, random (0, 360), 2, random (0, 360))
			//FX0B CDEFGH 6 A_CustomMissile ("BlueShockwave", 1, 0, random (0, 360), 2, random (0, 160))
			FX0B DEFGH 6 A_FadeIn(0.1)
			Stop
			
		RedShockCombo:
			TNT1 A 0 A_ChangeFlag(SHOOTABLE,FALSE)
			TNT1 A 0 A_ChangeFlag(FLOATBOB,TRUE)
			TNT1 A 0 A_ChangeFlag(THRUACTORS, TRUE)
			TNT1 A 0 A_SetSpeed(0)
			TNT1 A 0 A_ScaleVelocity(0)
			TNT1 A 0 A_PlaySound("DSBAREXP", 1)
			TNT1 A 0 A_SetScale(0.7)
			FX0R ACACA 2
			{
				A_TakeInventory("SkullRodCharge",6,0,AAPTR_TARGET);
				A_TakeInventory("ClassicSkullRodAmmo",6,0,AAPTR_TARGET);
				A_TakeInventory("Mana",2,0,AAPTR_TARGET);
			}
			TNT1 A 0 A_SetScale(2)
			FX0R HGEFD 2
			TNT1 A 0 A_SpawnProjectile("BrutalHellstaffMissile2",0,0,90,CMF_AIMDIRECTION,random(-1,1))
			TNT1 A 0 A_SpawnProjectile("BrutalHellstaffMissile2",0,0,-90,CMF_AIMDIRECTION,random(-1,1))
			FX0R D 6 A_FadeOut(0.1)
			TNT1 A 0 A_SpawnProjectile("BrutalHellstaffMissile2",0,0,113,CMF_AIMDIRECTION,random(-1,1))
			TNT1 A 0 A_SpawnProjectile("BrutalHellstaffMissile2",0,0,-68,CMF_AIMDIRECTION,random(-1,1))
			FX0R D 6 A_FadeOut(0.1)
			TNT1 A 0 A_SpawnProjectile("BrutalHellstaffMissile2",0,0,135,CMF_AIMDIRECTION,random(-1,1))
			TNT1 A 0 A_SpawnProjectile("BrutalHellstaffMissile2",0,0,-45,CMF_AIMDIRECTION,random(-1,1))
			FX0R D 6 A_FadeOut(0.1)
			TNT1 A 0 A_SpawnProjectile("BrutalHellstaffMissile2",0,0,158,CMF_AIMDIRECTION,random(-1,1))
			TNT1 A 0 A_SpawnProjectile("BrutalHellstaffMissile2",0,0,-23,CMF_AIMDIRECTION,random(-1,1))
			FX0R D 6 A_FadeOut(0.1)
			TNT1 A 0 A_SpawnProjectile("BrutalHellstaffMissile2",0,0,180,CMF_AIMDIRECTION,random(-1,1))
			TNT1 A 0 A_SpawnProjectile("BrutalHellstaffMissile2",0,0,0,CMF_AIMDIRECTION,random(-1,1))
			FX0R D 6 A_FadeIn(0.1)
			TNT1 A 0 A_SpawnProjectile("BrutalHellstaffMissile2",0,0,-158,CMF_AIMDIRECTION,random(-1,1))
			TNT1 A 0 A_SpawnProjectile("BrutalHellstaffMissile2",0,0,23,CMF_AIMDIRECTION,random(-1,1))
			FX0R D 6 A_FadeIn(0.1)
			TNT1 A 0 A_SpawnProjectile("BrutalHellstaffMissile2",0,0,-135,CMF_AIMDIRECTION,random(-1,1))
			TNT1 A 0 A_SpawnProjectile("BrutalHellstaffMissile2",0,0,45,CMF_AIMDIRECTION,random(-1,1))
			FX0R D 6 A_FadeIn(0.1)
			TNT1 A 0 A_SpawnProjectile("BrutalHellstaffMissile2",0,0,-113,CMF_AIMDIRECTION,random(-1,1))
			TNT1 A 0 A_SpawnProjectile("BrutalHellstaffMissile2",0,0,68,CMF_AIMDIRECTION,random(-1,1))
			FX0R D 6 A_FadeIn(0.1)
			TNT1 A 0 A_SpawnProjectile("BrutalHellstaffMissile2",0,0,-90,CMF_AIMDIRECTION,random(-1,1))
			TNT1 A 0 A_SpawnProjectile("BrutalHellstaffMissile2",0,0,90,CMF_AIMDIRECTION,random(-1,1))
			FX0R D 6
			TNT1 A 0 A_SpawnProjectile("BrutalHellstaffMissile2",0,0,0,CMF_AIMDIRECTION,random(-1,1))
			TNT1 A 0 A_SpawnProjectile("BrutalHellstaffMissile2",0,0,180,CMF_AIMDIRECTION,random(-1,1))
			FX0R D 4 A_FadeOut(0.2)
			TNT1 A 0 A_SpawnProjectile("BrutalHellstaffMissile2",0,0,23,CMF_AIMDIRECTION,random(-1,1))
			TNT1 A 0 A_SpawnProjectile("BrutalHellstaffMissile2",0,0,-158,CMF_AIMDIRECTION,random(-1,1))
			FX0R D 4 A_FadeOut(0.2)
			TNT1 A 0 A_SpawnProjectile("BrutalHellstaffMissile2",0,0,45,CMF_AIMDIRECTION,random(-1,1))
			TNT1 A 0 A_SpawnProjectile("BrutalHellstaffMissile2",0,0,-135,CMF_AIMDIRECTION,random(-1,1))
			FX0R D 4 A_FadeOut(0.2)
			TNT1 A 0 A_SpawnProjectile("BrutalHellstaffMissile2",0,0,68,CMF_AIMDIRECTION,random(-1,1))
			TNT1 A 0 A_SpawnProjectile("BrutalHellstaffMissile2",0,0,-113,CMF_AIMDIRECTION,random(-1,1))
			FX0R D 4 A_FadeOut(0.2)
			TNT1 A 0 A_SpawnProjectile("BrutalHellstaffMissile2",0,0,90,CMF_AIMDIRECTION,random(-1,1))
			TNT1 A 0 A_SpawnProjectile("BrutalHellstaffMissile2",0,0,-90,CMF_AIMDIRECTION,random(-1,1))
			FX0R D 4 A_FadeIn(0.2)
			TNT1 A 0 A_SpawnProjectile("BrutalHellstaffMissile2",0,0,113,CMF_AIMDIRECTION,random(-1,1))
			TNT1 A 0 A_SpawnProjectile("BrutalHellstaffMissile2",0,0,-68,CMF_AIMDIRECTION,random(-1,1))
			FX0R D 4 A_FadeIn(0.2)
			TNT1 A 0 A_SpawnProjectile("BrutalHellstaffMissile2",0,0,135,CMF_AIMDIRECTION,random(-1,1))
			TNT1 A 0 A_SpawnProjectile("BrutalHellstaffMissile2",0,0,-45,CMF_AIMDIRECTION,random(-1,1))
			FX0R D 4 A_FadeIn(0.2)
			TNT1 A 0 A_SpawnProjectile("BrutalHellstaffMissile2",0,0,158,CMF_AIMDIRECTION,random(-1,1))
			TNT1 A 0 A_SpawnProjectile("BrutalHellstaffMissile2",0,0,-23,CMF_AIMDIRECTION,random(-1,1))
			FX0R D 4 A_FadeIn(0.2)
			TNT1 A 0 A_SpawnProjectile("BrutalHellstaffMissile2",0,0,180,CMF_AIMDIRECTION,random(-1,1))
			TNT1 A 0 A_SpawnProjectile("BrutalHellstaffMissile2",0,0,0,CMF_AIMDIRECTION,random(-1,1))
			FX0R D 2 
			TNT1 A 0 A_SpawnProjectile("BrutalHellstaffMissile2",0,0,0,CMF_AIMDIRECTION,random(-1,1))
			TNT1 A 0 A_SpawnProjectile("BrutalHellstaffMissile2",0,0,180,CMF_AIMDIRECTION,random(-1,1))
			FX0R D 2 A_FadeOut(0.2)
			TNT1 A 0 A_SpawnProjectile("BrutalHellstaffMissile2",0,0,23,CMF_AIMDIRECTION,random(-1,1))
			TNT1 A 0 A_SpawnProjectile("BrutalHellstaffMissile2",0,0,-158,CMF_AIMDIRECTION,random(-1,1))
			FX0R D 2 A_FadeOut(0.2)
			TNT1 A 0 A_SpawnProjectile("BrutalHellstaffMissile2",0,0,45,CMF_AIMDIRECTION,random(-1,1))
			TNT1 A 0 A_SpawnProjectile("BrutalHellstaffMissile2",0,0,-135,CMF_AIMDIRECTION,random(-1,1))
			FX0R D 2 A_FadeOut(0.2)
			TNT1 A 0 A_SpawnProjectile("BrutalHellstaffMissile2",0,0,68,CMF_AIMDIRECTION,random(-1,1))
			TNT1 A 0 A_SpawnProjectile("BrutalHellstaffMissile2",0,0,-113,CMF_AIMDIRECTION,random(-1,1))
			FX0R D 2 A_FadeOut(0.2)
			TNT1 A 0 A_SpawnProjectile("BrutalHellstaffMissile2",0,0,90,CMF_AIMDIRECTION,random(-1,1))
			TNT1 A 0 A_SpawnProjectile("BrutalHellstaffMissile2",0,0,-90,CMF_AIMDIRECTION,random(-1,1))
			FX0R D 2 A_FadeIn(0.2)
			TNT1 A 0 A_SpawnProjectile("BrutalHellstaffMissile2",0,0,113,CMF_AIMDIRECTION,random(-1,1))
			TNT1 A 0 A_SpawnProjectile("BrutalHellstaffMissile2",0,0,-68,CMF_AIMDIRECTION,random(-1,1))
			FX0R D 2 A_FadeIn(0.2)
			TNT1 A 0 A_SpawnProjectile("BrutalHellstaffMissile2",0,0,135,CMF_AIMDIRECTION,random(-1,1))
			TNT1 A 0 A_SpawnProjectile("BrutalHellstaffMissile2",0,0,-45,CMF_AIMDIRECTION,random(-1,1))
			FX0R D 2 A_FadeIn(0.2)
			TNT1 A 0 A_SpawnProjectile("BrutalHellstaffMissile2",0,0,158,CMF_AIMDIRECTION,random(-1,1))
			TNT1 A 0 A_SpawnProjectile("BrutalHellstaffMissile2",0,0,-23,CMF_AIMDIRECTION,random(-1,1))
			FX0R D 2 A_FadeIn(0.2)
			TNT1 A 0 A_SpawnProjectile("BrutalHellstaffMissile2",0,0,180,CMF_AIMDIRECTION,random(-1,1))
			TNT1 A 0 A_SpawnProjectile("BrutalHellstaffMissile2",0,0,0,CMF_AIMDIRECTION,random(-1,1))
			FX0R D 2
			TNT1 A 0 A_SpawnProjectile("BrutalHellstaffMissile2",0,0,0,CMF_AIMDIRECTION,random(-1,1))
			TNT1 A 0 A_SpawnProjectile("BrutalHellstaffMissile2",0,0,180,CMF_AIMDIRECTION,random(-1,1))
			FX0R D 1 A_FadeOut(0.2)
			TNT1 A 0 A_SpawnProjectile("BrutalHellstaffMissile2",0,0,23,CMF_AIMDIRECTION,random(-1,1))
			TNT1 A 0 A_SpawnProjectile("BrutalHellstaffMissile2",0,0,-158,CMF_AIMDIRECTION,random(-1,1))
			FX0R D 1 A_FadeOut(0.2)
			TNT1 A 0 A_SpawnProjectile("BrutalHellstaffMissile2",0,0,45,CMF_AIMDIRECTION,random(-1,1))
			TNT1 A 0 A_SpawnProjectile("BrutalHellstaffMissile2",0,0,-135,CMF_AIMDIRECTION,random(-1,1))
			FX0R D 1 A_FadeOut(0.2)
			TNT1 A 0 A_SpawnProjectile("BrutalHellstaffMissile2",0,0,68,CMF_AIMDIRECTION,random(-1,1))
			TNT1 A 0 A_SpawnProjectile("BrutalHellstaffMissile2",0,0,-113,CMF_AIMDIRECTION,random(-1,1))
			FX0R D 1 A_FadeOut(0.2)
			TNT1 A 0 A_SpawnProjectile("BrutalHellstaffMissile2",0,0,90,CMF_AIMDIRECTION,random(-1,1))
			TNT1 A 0 A_SpawnProjectile("BrutalHellstaffMissile2",0,0,-90,CMF_AIMDIRECTION,random(-1,1))
			FX0R D 1 A_FadeIn(0.2)
			TNT1 A 0 A_SpawnProjectile("BrutalHellstaffMissile2",0,0,113,CMF_AIMDIRECTION,random(-1,1))
			TNT1 A 0 A_SpawnProjectile("BrutalHellstaffMissile2",0,0,-68,CMF_AIMDIRECTION,random(-1,1))
			FX0R D 1 A_FadeIn(0.2)
			TNT1 A 0 A_SpawnProjectile("BrutalHellstaffMissile2",0,0,135,CMF_AIMDIRECTION,random(-1,1))
			TNT1 A 0 A_SpawnProjectile("BrutalHellstaffMissile2",0,0,-45,CMF_AIMDIRECTION,random(-1,1))
			FX0R D 1 A_FadeIn(0.2)
			TNT1 A 0 A_SpawnProjectile("BrutalHellstaffMissile2",0,0,158,CMF_AIMDIRECTION,random(-1,1))
			TNT1 A 0 A_SpawnProjectile("BrutalHellstaffMissile2",0,0,-23,CMF_AIMDIRECTION,random(-1,1))
			FX0R D 1 A_FadeIn(0.2)
			TNT1 A 0 A_SpawnProjectile("BrutalHellstaffMissile2",0,0,180,CMF_AIMDIRECTION,random(-1,1))
			TNT1 A 0 A_SpawnProjectile("BrutalHellstaffMissile2",0,0,0,CMF_AIMDIRECTION,random(-1,1))
			FX0R D 1
			TNT1 A 0 A_SpawnProjectile("BrutalHellstaffMissile2",0,0,0,CMF_AIMDIRECTION,random(-1,1))
			TNT1 A 0 A_SpawnProjectile("BrutalHellstaffMissile2",0,0,180,CMF_AIMDIRECTION,random(-1,1))
			FX0R D 1 A_FadeOut(0.2)
			TNT1 A 0 A_SpawnProjectile("BrutalHellstaffMissile2",0,0,23,CMF_AIMDIRECTION,random(-1,1))
			TNT1 A 0 A_SpawnProjectile("BrutalHellstaffMissile2",0,0,-158,CMF_AIMDIRECTION,random(-1,1))
			FX0R D 1 A_FadeOut(0.2)
			TNT1 A 0 A_SpawnProjectile("BrutalHellstaffMissile2",0,0,45,CMF_AIMDIRECTION,random(-1,1))
			TNT1 A 0 A_SpawnProjectile("BrutalHellstaffMissile2",0,0,-135,CMF_AIMDIRECTION,random(-1,1))
			FX0R D 1 A_FadeOut(0.2)
			TNT1 A 0 A_SpawnProjectile("BrutalHellstaffMissile2",0,0,68,CMF_AIMDIRECTION,random(-1,1))
			TNT1 A 0 A_SpawnProjectile("BrutalHellstaffMissile2",0,0,-113,CMF_AIMDIRECTION,random(-1,1))
			FX0R D 1 A_FadeOut(0.2)
			TNT1 A 0 A_SpawnProjectile("BrutalHellstaffMissile2",0,0,90,CMF_AIMDIRECTION,random(-1,1))
			TNT1 A 0 A_SpawnProjectile("BrutalHellstaffMissile2",0,0,-90,CMF_AIMDIRECTION,random(-1,1))
			FX0R D 1 A_FadeIn(0.2)
			TNT1 A 0 A_SpawnProjectile("BrutalHellstaffMissile2",0,0,113,CMF_AIMDIRECTION,random(-1,1))
			TNT1 A 0 A_SpawnProjectile("BrutalHellstaffMissile2",0,0,-68,CMF_AIMDIRECTION,random(-1,1))
			FX0R D 1 A_FadeIn(0.2)
			TNT1 A 0 A_SpawnProjectile("BrutalHellstaffMissile2",0,0,135,CMF_AIMDIRECTION,random(-1,1))
			TNT1 A 0 A_SpawnProjectile("BrutalHellstaffMissile2",0,0,-45,CMF_AIMDIRECTION,random(-1,1))
			FX0R D 1 A_FadeIn(0.2)
			TNT1 A 0 A_SpawnProjectile("BrutalHellstaffMissile2",0,0,158,CMF_AIMDIRECTION,random(-1,1))
			TNT1 A 0 A_SpawnProjectile("BrutalHellstaffMissile2",0,0,-23,CMF_AIMDIRECTION,random(-1,1))
			FX0R D 1 A_FadeIn(0.2)
			TNT1 A 0 A_SpawnProjectile("BrutalHellstaffMissile2",0,0,180,CMF_AIMDIRECTION,random(-1,1))
			TNT1 A 0 A_SpawnProjectile("BrutalHellstaffMissile2",0,0,0,CMF_AIMDIRECTION,random(-1,1))
			FX0R D 1
			TNT1 A 0 A_SpawnProjectile("BrutalHellstaffMissile2",0,0,0,CMF_AIMDIRECTION,random(-1,1))
			TNT1 A 0 A_SpawnProjectile("BrutalHellstaffMissile2",0,0,180,CMF_AIMDIRECTION,random(-1,1))
			FX0R D 1 A_FadeOut(0.2)
			TNT1 A 0 A_SpawnProjectile("BrutalHellstaffMissile2",0,0,23,CMF_AIMDIRECTION,random(-1,1))
			TNT1 A 0 A_SpawnProjectile("BrutalHellstaffMissile2",0,0,-158,CMF_AIMDIRECTION,random(-1,1))
			FX0R D 1 A_FadeOut(0.2)
			TNT1 A 0 A_SpawnProjectile("BrutalHellstaffMissile2",0,0,45,CMF_AIMDIRECTION,random(-1,1))
			TNT1 A 0 A_SpawnProjectile("BrutalHellstaffMissile2",0,0,-135,CMF_AIMDIRECTION,random(-1,1))
			FX0R D 1 A_FadeOut(0.2)
			TNT1 A 0 A_SpawnProjectile("BrutalHellstaffMissile2",0,0,68,CMF_AIMDIRECTION,random(-1,1))
			TNT1 A 0 A_SpawnProjectile("BrutalHellstaffMissile2",0,0,-113,CMF_AIMDIRECTION,random(-1,1))
			FX0R D 1 A_FadeOut(0.2)
			TNT1 A 0 A_SpawnProjectile("BrutalHellstaffMissile2",0,0,90,CMF_AIMDIRECTION,random(-1,1))
			TNT1 A 0 A_SpawnProjectile("BrutalHellstaffMissile2",0,0,-90,CMF_AIMDIRECTION,random(-1,1))
			FX0R D 1 A_FadeIn(0.2)
			TNT1 A 0 A_SpawnProjectile("BrutalHellstaffMissile2",0,0,113,CMF_AIMDIRECTION,random(-1,1))
			TNT1 A 0 A_SpawnProjectile("BrutalHellstaffMissile2",0,0,-68,CMF_AIMDIRECTION,random(-1,1))
			FX0R D 1 A_FadeIn(0.2)
			TNT1 A 0 A_SpawnProjectile("BrutalHellstaffMissile2",0,0,135,CMF_AIMDIRECTION,random(-1,1))
			TNT1 A 0 A_SpawnProjectile("BrutalHellstaffMissile2",0,0,-45,CMF_AIMDIRECTION,random(-1,1))
			FX0R D 1 A_FadeIn(0.2)
			TNT1 A 0 A_SpawnProjectile("BrutalHellstaffMissile2",0,0,158,CMF_AIMDIRECTION,random(-1,1))
			TNT1 A 0 A_SpawnProjectile("BrutalHellstaffMissile2",0,0,-23,CMF_AIMDIRECTION,random(-1,1))
			FX0R D 1 A_FadeIn(0.2)
			TNT1 A 0 A_SpawnProjectile("BrutalHellstaffMissile2",0,0,180,CMF_AIMDIRECTION,random(-1,1))
			TNT1 A 0 A_SpawnProjectile("BrutalHellstaffMissile2",0,0,0,CMF_AIMDIRECTION,random(-1,1))
			FX0R D 1
			TNT1 AAAAAAA 0 A_CustomMissile ("HDBallBoom", 3, 0, random (0, 360), 2, random (0, 360))
			TNT1 A 0 A_FadeTo(0.4,0.4)
			TNT1 A 0 A_Explode(90, 220, XF_HURTSOURCE)
			TNT1 A 0 A_Explode(60, 330, 0)
			TNT1 A 0 A_SpawnItemEx ("ExplosionFlareSpawner",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)
			TNT1 A 0 A_PlaySound("DSBAREXP", 1)
			//TNT1 A 0 Radius_Quake (4, 15, 0, 12, 0)
			TNT1 A 0 A_QuakeEx (3,3,3,36,0,540,"world/quake",QF_SCALEDOWN,0,0,0,220)
			TNT1 AAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile ("ExplosionParticle1", 3, 0, random (0, 360), 2, random (0, 360))
			FX0R DEFGH 6 A_FadeIn(0.1)
			Stop
			
		PhoenixShockCombo:
			TNT1 A 0 A_ChangeFlag(SHOOTABLE,FALSE)
			//TNT1 A 0 A_ChangeFlag(FLOATBOB,TRUE)
			TNT1 A 0 A_ChangeFlag(THRUACTORS, TRUE)
			TNT1 A 0 A_SetSpeed(0)
			TNT1 A 0 A_ScaleVelocity(0)
			TNT1 A 0 A_PlaySound("LITCRASH", 0)
			TNT1 A 0 A_SetScale(scalex + 1.0, scaley + 1.0)
			TNT1 A 0 A_TakeInventory("Mana",1,0,AAPTR_TARGET)
			VFBL AAAAB 1 Bright 
			VFBL BBBAAAABBBB 1 Bright
			VFBL AAAABBBBAAAABBBBAAAABBBBAAAABBBB 1 A_CheckProximity("PhoenixShockCombo2","WimpyBrutalPhoenixMissile",50,1,CPXF_ANCESTOR)
			VFBL AAAABBBBAAAABBBBAAAABBBBAAAABBBB 1 A_CheckProximity("PhoenixShockCombo2","WimpyBrutalPhoenixMissile",50,1,CPXF_ANCESTOR)
			VFBL AAAABBBBAAAABBBBAAAABBBBAAAABBBB 1 A_CheckProximity("PhoenixShockCombo2","WimpyBrutalPhoenixMissile",50,1,CPXF_ANCESTOR)
			VFBL AAAABBBBAAAABBBBAAAABBBBAAAABBBB 1 A_CheckProximity("PhoenixShockCombo2","WimpyBrutalPhoenixMissile",50,1,CPXF_ANCESTOR)
			VFBL AAAABBBBAAAABBBBAAAABBBBAAAABBBB 1 A_CheckProximity("PhoenixShockCombo2","WimpyBrutalPhoenixMissile",50,1,CPXF_ANCESTOR)
			TNT1 A 0 A_ChangeFlag(SPECTRAL, FALSE)
			TNT1 A 0 A_Explode(90, 220, XF_HURTSOURCE, TRUE,220)
			TNT1 A 0 A_Explode(60, 330,0)
			TNT1 A 0 A_RadiusThrust(350,330,RTF_NOIMPACTDAMAGE)
			TNT1 A 0 A_RadiusThrust(25,330,RTF_NOIMPACTDAMAGE | RTF_THRUSTZ)
			TNT1 A 0 A_PlaySound("DSBAREXP", 1)
			FXPR CDEFGH 2 Bright
			TNT1 A 0 A_SpawnItemEx ("ExplosionFlareSpawner",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)
			TNT1 AAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile ("ExplosionParticle1", 3, 0, random (0, 360), 2, random (0, 360))
			Stop
		PhoenixShockCombo2:
			TNT1 A 0 A_PlaySound("LITCRASH", 0)
			TNT1 A 0 A_SetScale(scalex + 1.0, scaley + 1.0)
			TNT1 A 0 A_TakeInventory("Mana",1,0,AAPTR_TARGET)
			VFBL AAAAB 1 Bright 
			VFBL BBBAAAABBBB 1 Bright
			VFBL AAAABBBBAAAABBBBAAAABBBBAAAABBBB 1 A_CheckProximity("PhoenixShockCombo3","WimpyBrutalPhoenixMissile",50,1,CPXF_ANCESTOR)
			VFBL AAAABBBBAAAABBBBAAAABBBBAAAABBBB 1 A_CheckProximity("PhoenixShockCombo3","WimpyBrutalPhoenixMissile",50,1,CPXF_ANCESTOR)
			VFBL AAAABBBBAAAABBBBAAAABBBBAAAABBBB 1 A_CheckProximity("PhoenixShockCombo3","WimpyBrutalPhoenixMissile",50,1,CPXF_ANCESTOR)
			VFBL AAAABBBBAAAABBBBAAAABBBBAAAABBBB 1 A_CheckProximity("PhoenixShockCombo3","WimpyBrutalPhoenixMissile",50,1,CPXF_ANCESTOR)
			TNT1 A 0 A_ChangeFlag(SPECTRAL, FALSE)
			TNT1 A 0 A_Explode(180, 300, XF_HURTSOURCE)
			TNT1 A 0 A_Explode(120, 400)
			TNT1 A 0 A_RadiusThrust(400,400,RTF_NOIMPACTDAMAGE)
			TNT1 A 0 A_RadiusThrust(30,400,RTF_NOIMPACTDAMAGE | RTF_THRUSTZ)
			TNT1 A 0 A_PlaySound("DSBAREXP", 1)
			FXPR CDEFGH 2 Bright //A_Quake(2,20,0,440)
			TNT1 A 0 A_SpawnItemEx ("ExplosionFlareSpawner",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)
			TNT1 AAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile ("ExplosionParticle1", 3, 0, random (0, 360), 2, random (0, 360))
			Stop
		PhoenixShockCombo3:
			TNT1 A 0 A_PlaySound("LITCRASH", 0)
			TNT1 A 0 A_SetScale(scalex + 1.0, scaley + 1.0)
			TNT1 A 0 A_TakeInventory("Mana",1,0,AAPTR_TARGET)
			VFBL AAAAB 1 Bright 
			TNT1 A 0 A_ChangeFlag(SPECTRAL, FALSE)
			VFBL BBBAAAABBBB 1 Bright
			VFBL AAAABBBBAAAABBBBAAAABBBBAAAABBBB 1 A_CheckProximity("PhoenixShockCombo4","WimpyBrutalPhoenixMissile",50,1,CPXF_ANCESTOR)
			VFBL AAAABBBBAAAABBBBAAAABBBBAAAABBBB 1 A_CheckProximity("PhoenixShockCombo4","WimpyBrutalPhoenixMissile",50,1,CPXF_ANCESTOR)
			VFBL AAAABBBBAAAABBBBAAAABBBBAAAABBBB 1 A_CheckProximity("PhoenixShockCombo4","WimpyBrutalPhoenixMissile",50,1,CPXF_ANCESTOR)
			TNT1 A 0 A_Explode(270, 350, XF_HURTSOURCE)
			TNT1 A 0 A_Explode(180, 450)
			TNT1 A 0 A_RadiusThrust(450,450,RTF_NOIMPACTDAMAGE)
			TNT1 A 0 A_RadiusThrust(35,450,RTF_NOIMPACTDAMAGE | RTF_THRUSTZ)
			TNT1 A 0 A_PlaySound("DSBAREXP", 1)
			FXPR CDEFGH 2 Bright //A_Quake(3,20,0,550)
			TNT1 A 0 A_SpawnItemEx ("ExplosionFlareSpawner",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)
			TNT1 AAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile ("ExplosionParticle1", 3, 0, random (0, 360), 2, random (0, 360))
			Stop
		PhoenixShockCombo4:
			TNT1 A 0 A_PlaySound("LITCRASH", 0)
			TNT1 A 0 A_SetScale(scalex + 1.0, scaley + 1.0)
			VFBL AAAAB 1 Bright 
			TNT1 A 0 A_TakeInventory("Mana",1,0,AAPTR_TARGET)
			VFBL AAAAB 1 Bright 
			TNT1 A 0 A_ChangeFlag(SPECTRAL, FALSE)
			VFBL BBBAAAABBBB 1 Bright
			TNT1 A 0 A_Explode(360, 400, XF_NOTMISSILE,TRUE)
			TNT1 A 0 A_Explode(240, 500, 0,TRUE)
			TNT1 A 0 A_RadiusThrust(500,500,RTF_NOIMPACTDAMAGE)
			TNT1 A 0 A_RadiusThrust(40,500,RTF_NOIMPACTDAMAGE | RTF_THRUSTZ)
			TNT1 A 0 A_PlaySound("DSBAREXP", 1)
			FXPR CDEFGH 2 Bright //A_Quake(4,20,0,660)
			TNT1 A 0 A_SpawnItemEx ("ExplosionFlareSpawner",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)
			TNT1 AAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile ("ExplosionParticle1", 3, 0, random (0, 360), 2, random (0, 360))
			Stop
			
		OrangeShockCombo:
			TNT1 A 0 A_ChangeFlag(SOLID, TRUE)
			TNT1 A 0 A_ChangeFlag(SHOOTABLE,FALSE)
			TNT1 A 0 A_ChangeFlag(THRUACTORS, TRUE)
			TNT1 A 0 A_SetSpeed(0)
			TNT1 A 0 A_ScaleVelocity(0)
			TNT1 A 0 A_PlaySound("DSBAREXP", 1)
			TNT1 A 0 A_SetScale(0.7)
			FX0M ABABA 2
			{
				A_TakeInventory("MaceCharge",8,0,AAPTR_TARGET);
				A_TakeInventory("ClassicMaceAmmo",8,0,AAPTR_TARGET);
				A_TakeInventory("Mana",2,0,AAPTR_TARGET);
			}
			TNT1 A 0 A_ChangeFlag(SOLID, FALSE)
			TNT1 A 0 A_SetScale(2)
			FX0M HHGGFFEEDDCC 2 A_SpawnProjectile("BrutalFireMaceBallC",0,0,frandom(0,359),CMF_ABSOLUTEPITCH,frandom(0,359))
			FX0M CCDDEEFFGGHH 2 A_SpawnProjectile("BrutalFireMaceBallC",0,0,frandom(0,359),CMF_ABSOLUTEPITCH,frandom(0,359))
			FX0M HHGGFFEEDDCC 2 A_SpawnProjectile("BrutalFireMaceBallC",0,0,frandom(0,359),CMF_ABSOLUTEPITCH,frandom(0,359))
			FX0M CCDDEEFFGGHH 2 A_SpawnProjectile("BrutalFireMaceBallC",0,0,frandom(0,359),CMF_ABSOLUTEPITCH,frandom(0,359))
			FX0M HHGGFFEEDDCC 2 A_SpawnProjectile("BrutalFireMaceBallC",0,0,frandom(0,359),CMF_ABSOLUTEPITCH,frandom(0,359))
			FX0M CCDDEEFFGGHH 2 A_SpawnProjectile("BrutalFireMaceBallC",0,0,frandom(0,359),CMF_ABSOLUTEPITCH,frandom(0,359))
			FX0M HHGGFFEEDDCC 2 A_SpawnProjectile("BrutalFireMaceBallC",0,0,frandom(0,359),CMF_ABSOLUTEPITCH,frandom(0,359))
			TNT1 A 0 A_FadeTo(0.4,0.4)
			TNT1 A 0 A_Explode(90, 220, XF_HURTSOURCE)
			TNT1 A 0 A_Explode(60, 330, 0)
			FXPR CDEFGH 6 Bright
			TNT1 A 0 A_SpawnItemEx ("ExplosionFlareSpawner",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)
			TNT1 A 0 A_PlaySound("DSBAREXP", 1)
			//TNT1 A 0 Radius_Quake (5, 5, 0, 12, 0)
			TNT1 A 0 A_QuakeEx (4,4,4,36,0,540,"world/quake",QF_SCALEDOWN,0,0,0,220)
			TNT1 AAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile ("ExplosionParticle1", 3, 0, random (0, 360), 2, random (0, 360))
			FX0M CDEFGH 4 A_FadeIn(0.1)
			Stop	 
		Death:
			TNT1 AAAAAAA 0 A_CustomMissile ("HDBallBoom", 3, 0, random (0, 360), 2, random (0, 360))
			TNT1 A 0 A_Explode(90, 220, XF_HURTSOURCE)
			TNT1 A 0 A_Explode(60, 330, 0)
			FXPR CDEFGH 6 Bright
			TNT1 A 0 A_SpawnItemEx ("ExplosionFlareSpawner",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)
			TNT1 A 0 A_PlaySound("DSBAREXP", 1)
			//TNT1 A 0 Radius_Quake (4, 15, 0, 12, 0)
			TNT1 A 0 A_QuakeEx (3,3,3,36,0,540,"world/quake",QF_SCALEDOWN,0,0,0,220)
			TNT1 AAAA 0 A_CustomMissile ("PlasmaSmoke", 3, 0, random (0, 360), 2, random (0, 360))
			TNT1 AAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile ("ExplosionParticle1", 3, 0, random (0, 360), 2, random (0, 360))
			TNT1 A 0 A_SetScale(1.0,1.0)
			FXPR CDEFGH 6 A_CustomMissile ("PlasmaSmoke", 1, 0, random (0, 360), 2, random (0, 160))
			Stop
	}
}
