ACTOR HQBazooka : HQWeapon
{
   +Ammo_CheckBoth
   Inventory.PickupMessage "\c[White][ \c[Green]LexCorp ZBR-084 \"Knock-Knock\" M.P.N.D.\c- \c[White]]"
   Tag "ZBR-084 \"Knock-Knock\""
   Weapon.SelectionOrder 1900
   Weapon.AmmoUse1 1
   Weapon.AmmoUse2 1
   Weapon.AmmoGive2 1
   Weapon.Kickback 4
   weapon.ammotype1 "BigRocketLoaded"
   weapon.ammotype2 "BigRocketAmmo"
   Weapon.SlotNumber 7
   Weapon.UpSound "BZKSEL"
   Inventory.PickupSound "BZKPKP"
   Scale 0.25
   +NOAUTOAIM
   +NOALERT
   +NOAUTOFIRE
   obituary "%o girlbossed the @#!? out of %k with the M.P.N.D."
   States
   {
  Spawn:
    BZKP A -1
    Stop
   Ready: 
     BZKO A 1 A_WeaponReady(WRF_ALLOWRELOAD|WRF_ALLOWZOOM|WRF_ALLOWUSER1|WRF_ALLOWUSER2)
      Loop
   Deselect:
      NULL A 0 A_JumpIf(CountInv("HQGrabbedBarrel") == 1,"ZeroFucksGiven")
      BZKO A 1 A_Lower(20)
      Loop
   Select:
      TNT1 A 1
      TNT1 A 0 A_JumpIfInventory("HQBazookaToken",1,"SelectNormal") 
      TNT1 A 0 A_Giveinventory("HarleyTalk",1)
	  TNT1 A 0 A_Giveinventory("HQBazookaToken",1)
      TNT1 A 0 A_Playsound("HQVBZK",CHAN_VOICE)
      Goto SelectNormal
  SelectNormal:
	  BZKO A 1 A_Raise(20)
      LOOP
   Fire:
    BZKO A 0 A_JumpIfInventory("AimbotNuke", 1, "AltShoot")
    BZKO A 0 A_JumpIfInventory("ActiveRockit", 1, "Ready")
    BZKO A 0 A_JumpIf(CountInv("BigRocketLoaded") == 0,"Reload")
	BZKO A 0 A_TakeInventory("AimbotNuke",99)
	BZKO A 0 A_PlayWeaponSound("BZOKFIR")
	BZKO A 0 A_AlertMonsters
    BZKF B 0 A_FireCustomMissile("BZShot1",frandom(0.0,0.0),1,8,3,0,frandom(-0.0,0.0))
	BZKF A 0 A_FireCustomMissile("HQNukeMuzzle",0,0,7,5,0,0)
	PMPO AAAAAA 0 A_FireCustomMissile("MuzzleSmoke",frandom(-9.0,9.5),0,7,3,FPF_NOAUTOAIM,frandom(-9.0,9.5))
	NULL A 0 A_ZoomFactor(0.875)
    NULL A 0 A_SetPitch(Pitch -2.1)
	MGNF B 0 A_Quake(12, 8, 0, 48576, "None")
	BZKF B 1 BRIGHT A_WeaponReady(WRF_NOPRIMARY|WRF_NOSECONDARY|WRF_NOSWITCH)
    BZKF C 5 BRIGHT A_WeaponReady(WRF_NOPRIMARY|WRF_NOSECONDARY|WRF_NOSWITCH)
	NULL A 0 A_ZoomFactor(0.975)
    BZKF D 4 A_WeaponReady(WRF_NOPRIMARY|WRF_NOSECONDARY|WRF_NOSWITCH)
	NULL A 0 A_ZoomFactor(1.000)
    BZKF E 3 A_WeaponReady(WRF_NOPRIMARY|WRF_NOSECONDARY|WRF_NOSWITCH)
	BZKF F 2 A_WeaponReady
	BZKO A 2
	BZKO A 0 A_Jump(70,"MetalTaunt")
	BZKO A 0 A_Refire
    Goto Ready
   AltFire:
    BZKO A 0 A_JumpIfInventory("AimbotNuke", 1, "AltFireRestNormal")
    BZKO A 0 A_JumpIfInventory("ActiveRockit", 1, "Ready")
    BZKO A 0 A_JumpIf(CountInv("BigRocketLoaded") == 0,"Reload")
    BZKA ABCD 2
	TNT1 A 0 ACS_NamedExecute("ScopeTrigger", 0)
	TNT1 A 5 A_GiveInventory("AimbotNuke", 1)
	AltHold:
	TNT1 A 0 ACS_NamedExecute("ScopeHold", 0)
	TNT1 A 1 A_WeaponReady(WRF_NOSWITCH)
	Loop
	AltShoot:
	BZKO A 0 A_PlayWeaponSound("BZOKFIR")
	BZKO A 0 A_TakeInventory("AimbotNuke",99)
	BZKO A 0 A_AlertMonsters
	BZKO A 0 A_TakeInventory("BigRocketLoaded", 1)
    BZKF B 0 A_FireCustomMissile("BZShot2",frandom(0.0,0.0),0,5,3,0,frandom(-0.0,0.0))
	BZKF A 0 A_FireCustomMissile("HQNukeMuzzle",0,0,7,9,0,0)
	PMPO AAAAAA 0 A_FireCustomMissile("MuzzleSmoke",frandom(-9.0,9.5),0,7,3,FPF_NOAUTOAIM,frandom(-9.0,9.5))
	NULL A 0 A_ZoomFactor(0.875)
    NULL A 0 A_SetPitch(Pitch -2.1)
	MGNF B 0 A_Quake(12, 8, 0, 48576, "None")
	Goto AltFireLoop
	AltFireLoop:
	BZKA D 5
    BZKO A 0 A_JumpIfInventory("ActiveRockit", 1, "AltFireLoop")
	Goto AltFireRest
	AltFireRest:
	NULL A 0 A_ZoomFactor(1.000)
	TNT1 A 0 ACS_NamedExecute("ScopeRelease", 0)
	BZKO A 0 A_TakeInventory("AimbotNuke",99)
    BZKA DCBA 2
	BZKO A 0 A_Jump(70,"MetalTaunt")
	BZKO A 0 A_Refire
    Goto Ready
	AltFireRestNormal:
	NULL A 0 A_ZoomFactor(1.000)
	TNT1 A 0 ACS_NamedExecute("ScopeRelease", 0)
	BZKO A 0 A_TakeInventory("AimbotNuke",99)
    BZKA DCBA 2
	Goto Ready
	MetalTaunt:
	BZKO A 3 A_WeaponReady(WRF_NOPRIMARY|WRF_NOSECONDARY|WRF_NOSWITCH)
	BZKT ABC 2 A_WeaponReady(WRF_NOPRIMARY|WRF_NOSECONDARY|WRF_NOSWITCH)
	BZKT DEFEDEFEDEF 2 A_WeaponReady(WRF_NOPRIMARY|WRF_NOSECONDARY|WRF_NOSWITCH)
	BZKT CBA 2 A_WeaponReady(WRF_NOPRIMARY|WRF_NOSECONDARY|WRF_NOSWITCH)
	BZKO A 1 A_WeaponReady(WRF_NOPRIMARY|WRF_NOSECONDARY|WRF_NOSWITCH)
	Goto Ready
     Reload:
  BZKO A 0 A_JumpIfInventory("BigRocketLoaded", 1, 2)
  BZKO A 0 A_JumpIfInventory("BigRocketAmmo", 1, "ReloadWork")
  BZKO A 1 A_WeaponReady
  Goto Inspect
	ReloadWork:
  UZCO A 0 A_PlaySoundEX("SLDSEL",CHAN_7)
  TNT1 A 0 A_GiveInventory("SheReloads",1)
  BZKR ABCDEFG 2
  BZKR H 6
  UZCO A 0 A_PlaySoundEX("BZOKOPN",CHAN_7)
  BZKR IJ 2
  LUGE B 0 A_FireCustomMissile("85mmCaseSpawn",345+random(-8,8),0,0,-15,0)
  BZKR K 10
  BZKR LM 2
  BZKR O 0 A_PlayWeaponSound("BZOKLOA")
  BZKR N 3
  BZKR O 5
  BZKR PQRST 2
  ReloadLoop:
  BZKR H 0 A_TakeInventory("BigRocketAmmo", 1)
  BZKR H 0 A_GiveInventory("BigRocketLoaded", 1)
  BZKR H 0 A_JumpIfInventory("BigRocketLoaded", 1, "ReloadFinish")
  BZKR H 0 A_JumpIfInventory("BigRocketAmmo", 1, "ReloadLoop")
  Goto ReloadFinish
  ReloadFinish:
  BZKR K 10
  UZCO A 0 A_PlaySoundEX("BZOKCLS",CHAN_7)
  BZKR JI 2
  UZCO A 0 A_PlayWeaponSound("SLDSEL")
  BZKR HGFEDCBA 2
  BZKO A 2
  TNT1 A 0 A_TakeInventory("SheReloads",99)
  Goto Ready
   Inspect:
   TNT1 A 0 A_GiveInventory("SheReloads",1)
   UZCO A 0 A_PlaySoundEX("SLDSEL",CHAN_7)
   BZKR ABCDEFG 2
   BZKR H 6
   UZCO A 0 A_PlaySoundEX("BZOKOPN",CHAN_7)
   BZKR IJ 2
   Goto InspectHold
  InspectHold:
   BZKR K 2 A_WeaponReady(WRF_NOPRIMARY|WRF_NOSECONDARY)
   NULL A 0 A_JumpIf(GetPlayerInput(INPUT_BUTTONS) & BT_RELOAD, "InspectHold")
  Goto InspectFinish
  InspectFinish:
   UZCO A 0 A_PlaySoundEX("BZOKCLS",CHAN_7)
   BZKR JI 2
   UZCO A 0 A_PlayWeaponSound("SLDSEL")
   BZKR HGFEDCBA 2
   BZKO A 2
   TNT1 A 0 A_TakeInventory("SheReloads",99)
  Goto Ready
  Flash:
    BZKF A 3 Bright A_Light1
    BZKF A 3 Bright A_Light0
    Goto LightDone
  Zoom:
   BZKZ AC 1
   TNT1 A 0 A_Overlay (-3, "QuickMelee")
   BZKZ D 8
   BZKZ CBA 2
   Goto Ready
  User1:
   MELE A 0 A_JumpIfInventory("ThrowableAmmo",1,1)
   Goto GrenadeDry
   BZKZ AC 1
   TNT1 A 0 A_Overlay (-3, "ThrowNao")
   BZKZ D 8
   BZKZ CBA 2
   Goto Ready
  User2:
   SOCH A 0 A_JumpIfInventory("StimAmmo",1,1)
   Goto StimDry
   SOCH A 0 A_JumpIfInventory("SpeedItem",1,2)
   SOCH A 0 A_JumpIfHealthLower(100, 1)
   Goto HealthFull
   BZKZ AC 1
   TNT1 A 0 A_Overlay (-3, "InjectorPlunge")
   BZKZ D 30
   BZKZ CBA 2
   Goto Ready
   GrenadeDry:
   BZKO A 1 ACS_NamedExecute("NoGrenades", 0)
   Goto Ready
   HealthFull:
   BZKO A 1 ACS_NamedExecute("FullHealth", 0)
   Goto Ready
   StimDry:
   BZKO A 1 ACS_NamedExecute("NoStims", 0)
   Goto Ready
  }
}

ACTOR BigRocketLoaded : Ammo
{
   +IGNORESKILL
   Inventory.Amount 0
   Inventory.MaxAmount 1
   Ammo.BackpackAmount 0
   Ammo.BackpackMaxAmount 1
}

ACTOR BZShot1
{
  Radius 5
  Height 5
  Speed 5
  Damage (10)
  DamageType "Fire"
  Projectile
  +RANDOMIZE
  +FORCEPAIN
  +EXTREMEDEATH
  +PIERCEARMOR
  +FORCERADIUSDMG
  Decal "DoomImpScorch"
  Scale 0.6
  States
  {  
  Spawn:
    TNT1 A 5 
    NUKR AAAAA 1 A_SpawnItemEx("BurningSmoke2",0,0.2*random(-10,10),0.2*random(-10,10),0,0,0,0,0,0)
    NUKR AAAAA 1 A_SpawnItemEx("BurningSmoke2",0,0.2*random(-10,10),0.2*random(-10,10),0,0,0,0,0,0)
    NUKR AAAAA 1 A_SpawnItemEx("BurningSmoke2",0,0.2*random(-10,10),0.2*random(-10,10),0,0,0,0,0,0)
    NUKR A 0 A_PlaySoundEx("ROKTFLY",CHAN_7,1)
    NUKR A 1 A_ScaleVelocity (5) 
    Goto Spawn2
  Spawn2:
    NUKR AA 1 bright { A_AlertMonsters(500); A_SpawnItemEx("BurningSmoke2",0,0.2*random(-10,10),0.2*random(-10,10),0,0,0,0,0,0); }
	loop
  Death:
    TNT1 A 0 A_SpawnItemEx("HQNukeFlash", 0, 0, 0, 0, 0, 0, 0, SXF_CLIENTSIDE)
 	TNT1 A 0 A_SpawnItemEx("HQNukeBlast",0,0,0,0,0,0,0)
	TNT1 A 0 A_StopSoundEX(7)
    NUKR A 0 A_StartSound("BZOKXPL",CHAN_7,CHANF_OVERLAP,1.0,ATTN_NORM)
	TNT1 D 1 BRIGHT { A_Explode(500,250); A_RadiusThrust(500, 450, RTF_AFFECTSOURCE|RTF_THRUSTZ); } 
	TNT1 AAAAAAA 0 A_spawnitemex("HQNukeExplode2",Frandom(-56,56),Frandom(-56,56),0)
    FLFR MMM 0 bright { A_FadeOut(0.05,1); A_CustomMissile ("HQNukeExplode2", 0, 0, random (0, 360), 2, random (-60, 60));}
    FLFR MMMM 0 bright { A_FadeOut(0.05,1); A_CustomMissile ("HQNukeExplode2", 0, 0, random (0, 360), 2, random (-80, 80));}
    FLFR MM 0 bright { A_FadeOut(0.05,1); A_CustomMissile ("HQNukeExplode2", 0, 0, random (0, 360), 2, random (-90, 90));}
    TNT1 AAAAAAAAAAAAAAAAAA 0 A_spawnitemex("HQNukeCloudGenerator",frandom(-4,4),frandom(-4,4),0,frandom(-.5,.5),frandom(-.5,.5),frandom(14,16))
    Stop
  }
}

ACTOR BZShot2 : GuidedProjectile
{
  Radius 5
  Height 5
  Speed 20
  Damage (10)
  DamageType "Fire"
  Projectile
  +RANDOMIZE
  +FORCEPAIN
  +EXTREMEDEATH
  +PIERCEARMOR
  +FORCERADIUSDMG
  -NOTELEPORT
  Decal "DoomImpScorch"
  Scale 0.5
  States
  { 
  Spawn:
    NUKR B 5 
    NUKR B 0 A_StartSound("ROKTFLY",CHAN_7,CHANF_LOOP,0.2)
    NUKR BBBBB 1 A_SpawnItemEx("BurningSmoke3",0,0.2*random(-10,10),0.2*random(-10,10),0,0,0,0,0,0)
    NUKR BBBBB 1 A_SpawnItemEx("BurningSmoke3",0,0.2*random(-10,10),0.2*random(-10,10),0,0,0,0,0,0)
    NUKR BBBBB 1 A_SpawnItemEx("BurningSmoke3",0,0.2*random(-10,10),0.2*random(-10,10),0,0,0,0,0,0)
    Goto Spawn2
  Spawn2:
 	NUKR A 0 A_SpawnItemEx("STXGlow3",0,0,10)
    NUKR BBBBBBBBBBBBBBBBBBBB 1 bright { A_AlertMonsters(500,AMF_TARGETEMITTER); A_SpawnItemEx("BurningSmoke3",0,0.2*random(-10,10),0.2*random(-10,10),0,0,0,0,0,0); }
	loop
  Death:
  Destroy:
    TNT1 A 0 A_SpawnItemEx("HQNukeFlash", 0, 0, 0, 0, 0, 0, 0, SXF_CLIENTSIDE)
 	TNT1 A 0 A_SpawnItemEx("HQNukeBlast",0,0,0,0,0,0,0)
	TNT1 A 0 A_StopSoundEX(7)
    NUKR A 0 A_StartSound("BZOKXPL",CHAN_7,CHANF_OVERLAP,1.0,ATTN_NORM)
	TNT1 D 1 BRIGHT { A_Explode(500,250); A_RadiusThrust(500, 450, RTF_AFFECTSOURCE|RTF_THRUSTZ); } 
	TNT1 AAAAAAA 0 A_spawnitemex("HQNukeExplode2",Frandom(-56,56),Frandom(-56,56),0)
    FLFR MMM 0 bright { A_FadeOut(0.05,1); A_CustomMissile ("HQNukeExplode2", 0, 0, random (0, 360), 2, random (-60, 60));}
    FLFR MMMM 0 bright { A_FadeOut(0.05,1); A_CustomMissile ("HQNukeExplode2", 0, 0, random (0, 360), 2, random (-80, 80));}
    FLFR MM 0 bright { A_FadeOut(0.05,1); A_CustomMissile ("HQNukeExplode2", 0, 0, random (0, 360), 2, random (-90, 90));}
    TNT1 AAAAAAAAAAAAAAAAAA 0 A_spawnitemex("HQNukeCloudGenerator",frandom(-4,4),frandom(-4,4),0,frandom(-.5,.5),frandom(-.5,.5),frandom(14,16))
    Stop
  }
}

ACTOR NuclearSmoke
{
  Speed 5
  Damage 2
  Projectile
  +NOGRAVITY
  +NOBLOCKMAP
  +FLOORCLIP
  +FORCEXYBILLBOARD
  +NOEXTREMEDEATH
  +DONTTHRUST
  +NODAMAGETHRUST
  +DONTSPLASH
  +THRUACTORS
  +PIERCEARMOR
  +FORCERADIUSDMG
  Radius 7
  Height 7
  ProjectileKickback 0
  Renderstyle Add
  Gravity 0.9
  Scale 2.5
  Alpha 0.1
  DamageType "Fire"
  Obituary "%o gave %k cancer."
	States
	{
    Spawn:
		NULL A 1 A_SetTranslucent(0.25)
		NUK3 BCDEFHIJKLMBCDEFHIJKLM 2 bright
		{
		A_SetRoll(Roll+frandom(-3, 3),SPF_INTERPOLATE); 
		A_SetScale(ScaleX + 0.05); 
		A_Explode(5, 250, 0, True, 10, 0, 250); 
		}
        NUK3 M 0 bright { A_CustomMissile ("NuclearSmoke2", 0, 0, random (0, 360), 2, random (-60, 60));}
		NUK3 BCDEFHIJKLMBCDEFHIJKLM 2 bright { A_SetScale(ScaleX + 0.05); A_FadeOut(0.01,1); }
		Stop
    }
}

ACTOR NuclearSmoke2 : NuclearSmoke
{
  Speed 3
  Scale 5.5
  +FLOORHUGGER
  +FLATSPRITE
	States
	{
    Spawn:
		NULL A 1 A_SetTranslucent(0.25)
		NULL A 1 A_CheckFloor("SpawnNow")
		Stop
	SpawnNow:
		NUK3 BCDEFHIJKLMBCDEFHIJKLM 2 bright
		{ 
		A_SetRoll(Roll+frandom(-3, 3),SPF_INTERPOLATE); 
		A_SetScale(ScaleX + 0.05); 
		A_Explode(5, 250, 0, True, 10, 0, 250);
		}
		NUK3 BCDEFHIJKLMBCDEFHIJKLM 2 bright { A_SetScale(ScaleX + 0.05); A_FadeOut(0.01,1); }
		Stop
    }
}

ACTOR HQNukeCloudGenerator
{
  +NOBLOCKMAP
  +NOCLIP
  +NOGRAVITY
  +NOBLOOD
  +RANDOMIZE
  +FORCEXYBILLBOARD
  RenderStyle Translucent
  Alpha 0.35
  Mass 5
  States
  {
  Spawn:
    TNT1 AAAAAA 1 A_spawnitemex("HQNukeExplode")
	TNT1 AAA 1 A_spawnitemex("HQNukeExplode",Frandom(-2,2),Frandom(-2,2),0)
	TNT1 AAA 1 A_spawnitemex("HQNukeExplode2",Frandom(-5,5),Frandom(-5,5),0)
	TNT1 A 0 A_stop
	TNT1 AAAAAAA 1 { A_spawnitemex("HQNukeExplode2",Frandom(-56,56),Frandom(-56,56),Frandom(-15,15)); A_Explode(600,250); }
	TNT1 A 0 A_CustomMissile("HQNukeSmoke",0,0,(random(0,360)),CMF_AIMDIRECTION)
	TNT1 AAAAAAA 1 { A_spawnitemex("HQNukeExplode2",Frandom(-76,96),Frandom(-76,96),Frandom(-17,17)); A_Explode(500,250); }
	TNT1 AAAAAAA 1 { A_spawnitemex("HQNukeExplode2",Frandom(-96,96),Frandom(-96,96),Frandom(-20,20)); A_Explode(700,150); }
    Stop
  }
}

ACTOR HQNukeBlast
{
  +NOGRAVITY
  +THRUACTORS
  var int user_theta;
  States
  {
  Spawn:
	TNT1 A 0 A_CustomMissile("HQNukeWave",0,0,user_theta,CMF_AIMDIRECTION)
	TNT1 A 0 A_SetUserVar("user_theta",user_theta+1)
	TNT1 A 0 A_JumpIf(user_theta==360,"XDeathEnd")
	Loop
	XDeathEnd:
    COWH JJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJ 5 { A_CustomMissile ("NuclearSmoke", 0, 0, random (0, 360), 2, random (-60, 60)); A_CustomMissile ("NuclearSmoke", 0, 0, random (0, 360), 2, random (-80, 80)); A_CustomMissile ("NuclearSmoke", 0, 0, random (0, 360), 2, random (-90, 90)); }
    COWH JJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJ 5 { A_CustomMissile ("NuclearSmoke", 0, 0, random (0, 360), 2, random (-60, 60)); A_CustomMissile ("NuclearSmoke", 0, 0, random (0, 360), 2, random (-80, 80)); A_CustomMissile ("NuclearSmoke", 0, 0, random (0, 360), 2, random (-90, 90)); }
    COWH JJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJ 5 { A_CustomMissile ("NuclearSmoke", 0, 0, random (0, 360), 2, random (-60, 60)); A_CustomMissile ("NuclearSmoke", 0, 0, random (0, 360), 2, random (-80, 80)); A_CustomMissile ("NuclearSmoke", 0, 0, random (0, 360), 2, random (-90, 90)); }
    COWH JJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJ 5 { A_CustomMissile ("NuclearSmoke", 0, 0, random (0, 360), 2, random (-60, 60)); A_CustomMissile ("NuclearSmoke", 0, 0, random (0, 360), 2, random (-80, 80)); A_CustomMissile ("NuclearSmoke", 0, 0, random (0, 360), 2, random (-90, 90)); }
    stop
  }
}

Actor HQNukeWave
{
  Radius 2
  Height 4
  Speed 10
  Damage 0
  +THRUACTORS
  +FORCEPAIN
  +DONTSPLASH
  +NOCLIP
  +NOBLOCKMAP
  +DONTSPLASH
  +DROPOFF
  -NoGravity
  PROJECTILE
  RenderStyle Add
  DamageType "Fire"
  Alpha  0.5
  Scale 1.3
  States
  {
  Spawn:
    NULL A 1 A_SetTranslucent(0.30)
	TNT1 AAAAAAAAAAAAA 1 A_Explode(15,5)
    SMKN A 1 A_ChangeFlag("SPRITEFLIP", random(0,1))
	SMKN BCDEFG 2 { A_SetScale(ScaleX * 1.05); A_Explode(100,25); A_Quake(13,12,0,3200,"none"); A_SetRoll(Roll+frandom(8,25),SPF_INTERPOLATE); }
	SMKN HIIJJKK 2 { A_FadeOut(0.01,1); A_Explode(15,15); A_Quake(13,12,0,3200,"none"); A_SetScale(ScaleX * 1.05); A_SetRoll(Roll+frandom(8,25),SPF_INTERPOLATE); }
	SMKN LLMMNN 2 { A_FadeOut(0.01,1); A_Explode(15,5); A_Quake(13,12,0,3200,"none"); A_SetScale(ScaleX * 1.05); A_SetRoll(Roll+frandom(8,25),SPF_INTERPOLATE); }
	TNT1 A 0
	Stop
  }
}

ACTOR AimbotNuke : QuinnBoolean { Inventory.MaxAmount 1 +IgnoreSkill }