//SpreadRune actor replacements


////////
////
//Weakened projectiles for SpreadRune
////
////////

actor MagnetMissileSpread : MagnetMissile
{
damage (16)
}

actor DiveMissileSpread : DiveMissile replaces DiveMissile
{
damage (8)
}

actor HomingSniperSpread : HomingSniper
{
damage (12)
}

actor CopyVisionC : CopyVision replaces CopyVision
{
States
{
Spawn:
TNT1 A 0
TNT1 A 0 A_JumpIfInTargetInventory("RuneSpread",1,"SpawnSpread")
TNT1 A 0 A_PlaySoundEx("weapon/copyvision","weapon")
TNT1 A 0 ACS_ExecuteAlways(259,0,0)
COPY FGHI 2
Goto Shooting
SpawnSpread:
TNT1 A 0 A_GiveInventory("Once",1)
goto Spawn+2
Shooting:
COPY C 0 A_JumpIfInTargetInventory("CopyVisionRedirect",1,"Redirect")
COPY C 0 A_JumpIfInventory("Once",1,"ShootingSpread")
COPY C 0 A_CustomMissile("CopyShot",32,0,0,2,-pitch)
COPY CCCCCC 1 A_JumpIfInTargetInventory("CopyVisionRedirect",1,"Redirect")
COPY C 0 A_JumpIfInTargetInventory("IsDead",1,"Death")
COPY C 0 A_Countdown
Loop
ShootingSpread:
COPY C 0 A_CustomMissile("CopyShotSpread",32,0,0,2,-pitch)
goto Shooting+2
Redirect:
COPY CC 1 A_GiveToTarget("TargetMarker",1)
COPY C 0 ACS_ExecuteAlways(989,0,ACS_ExecuteWithResult(257)+100,32)
COPY C 0 A_TakeFromTarget("CopyVisionRedirect",9)
goto Shooting
}
}

actor CopyShotSpread : CopyShot
{
Damage (7)
}

actor HornetChaserSpread : HornetChaser
{
damage (10)
}

////////
////
//Explosions for SpreadRune
////
////////

actor FireShieldDamageC : FireShieldDamage replaces FireShieldDamage
{
States
{
Spawn:
TNT1 A 0
TNT1 A 0 A_JumpIfInTargetInventory("RuneSpread",1,"SpawnSpread")
TNT1 A 1 A_Explode(4,80,0,0,81)
stop 
SpawnSpread:
TNT1 AAA 0 A_Explode(4,80,0,0,81)
TNT1 A 1
stop 
}
}

actor SliderDamagerC : SliderDamager replaces SliderDamager
{
States
{
Spawn:
TNT1 A 0
TNT1 A 0 A_JumpIfInTargetInventory("RuneSpread",1,"SpawnSpread")
TNT1 A 1 A_Explode(16,80,0)
stop 
SpawnSpread:
TNT1 AAA 0 A_Explode(16,80,0)
TNT1 A 1
stop 
}
}

actor TopRadiusC : TopRadius replaces TopRadius
{
Radius 1
Height 1
States
{
Spawn:
TNT1 A 0
TNT1 A 0 A_JumpIfInTargetInventory("RuneSpread",1,"SpawnSpread")
TOPS A 2 A_Explode(35,90,0)
stop 
SpawnSpread:
TOPS AA 0 A_Explode(35,90,0)
TOPS A 2 A_Explode(35,90,0)
stop 
}
}

actor PharaohFX10C : PharaohFX10 replaces  PharaohFX10
{
States
{
Spawn:
TNT1 A 0
TNT1 A 0 A_JumpIfInTargetInventory("RuneSpread",1,"SpawnSpread")
PHAS K 2 A_Explode(5,64,0)
stop 
SpawnSpread:
PHAS KK 0 A_Explode(5,64,0)
PHAS K 2 A_Explode(5,64,0)
stop 
}
}

actor StarRadiusC : StarRadius replaces StarRadius
{
States
{
Spawn:
TNT1 A 0
TNT1 A 0 A_JumpIfInTargetInventory("RuneSpread",1,"SpawnSpread")
TNT1 A 1 A_Explode(14,128,0)
stop 
SpawnSpread:
TNT1 AA 0 A_Explode(14,128,0)
TNT1 A 1 A_Explode(14,128,0)
stop 
}
}


actor TenguDashC : TenguDash replaces TenguDash
{
States
{
Spawn:
TNT1 A 0
TNT1 A 0 A_JumpIfInTargetInventory("RuneSpread",1,"SpawnSpread")
SCLA HI 1 A_Explode(7,64,0)
SCLA J 0 A_Explode(7,64,0)
SCLA J 1 A_ScaleVelocity(0.5)
SCLA J 1 A_FadeOut(0.5)
stop
SpawnSpread:
SCLA HH 0 A_Explode(7,64,0)
SCLA H 1 A_Explode(7,64,0)
SCLA II 0 A_Explode(7,64,0)
SCLA I 1 A_Explode(7,64,0)
SCLA JJJ 0 A_Explode(7,64,0)
SCLA J 1 A_ScaleVelocity(0.5)
SCLA J 1 A_FadeOut(0.5)
stop
}
}

actor TenguSlash1C : TenguSlash1 replaces TenguSlash1
{
States
{
Spawn:
TBLA E 0
TNT1 A 0 A_JumpIfInTargetInventory("RuneSpread",1,"SpawnSpread")
TBLA EF 2 A_Explode(10,80,0)
stop
SpawnSpread:
TBLA EE 0 A_Explode(10,80,0)
TBLA E 2 A_Explode(10,80,0)
TBLA FF 0 A_Explode(10,80,0)
TBLA F 2 A_Explode(10,80,0)
stop
}
}

actor TenguSlash2C : TenguSlash2 replaces TenguSlash2
{
States
{
Spawn:
TBLA G 0
TNT1 A 0 A_JumpIfInTargetInventory("RuneSpread",1,"SpawnSpread")
TBLA GF 2 A_Explode(10,80,0)
stop
SpawnSpread:
TBLA GG 0 A_Explode(10,80,0)
TBLA G 2 A_Explode(10,80,0)
TBLA FF 0 A_Explode(10,80,0)
TBLA F 2 A_Explode(10,80,0)
stop
}
}