# DooM Bullet, really just a glorified jetty bullet
# Speed was 130
Object MT_DOOMBULLET
Speed = 80*FRACUNIT
SpawnState = S_JETBULLET1
SpawnHealth = 1
DeathState = S_XPLD1
Radius = 4*FRACUNIT
Height = 8*FRACUNIT
Flags = MF_NOBLOCKMAP|MF_MISSILE|MF_NOGRAVITY

# DooM Rocket
# It splodes when it hits something
Object MT_DOOMROCKET
Speed = 40*FRACUNIT
SpawnState = S_DOOMROCKET1
SpawnHealth = 1
DeathState = S_DOOMSPLODE1
Radius = 4*FRACUNIT
Height = 8*FRACUNIT
Flags = MF_MISSILE|MF_NOGRAVITY

# Animation for DooM rocket
State S_DOOMROCKET1
SpriteName = SPR_DMIS
SpriteFrame = A
Next = S_DOOMROCKET2
Duration = 1
Var1 = 0
Var2 = 0

State S_DOOMROCKET2
SpriteName = SPR_DMIS
SpriteFrame = A
Next = S_DOOMROCKET1
Duration = 1
Var1 = 0
Var2 = 0

# Splode animation
# Frame 1
State S_DOOMSPLODE1
SpriteName = SPR_DMIS
SpriteFrame = B
Next = S_DOOMSPLODE2
Duration = 4
Var1 = 0
Var2 = 0

# Frame 2
State S_DOOMSPLODE2
SpriteName = SPR_DMIS
SpriteFrame = C
Next = S_DOOMSPLODE3
Duration = 4
Var1 = 0
Var2 = 0

# Frame Ka-BEWM
State S_DOOMSPLODE3
SpriteName = SPR_DMIS
SpriteFrame = D
Next = S_DOOMSPLODE4
Duration = 4
Var1 = 0
Var2 = 0

# Frame "only there so you can hear the rest of the sound"
State S_DOOMSPLODE4
SpriteName = SPR_NULL
Next = S_NULL
Duration = 15
Var1 = 0
Var2 = 0

State S_PLAY_DOOMSHOT
SpriteName = SPR_PLAY
SpriteFrame = SPR2_DOOM
Next = S_PLAY_WAIT
Duration = 3
Var1 = 0
Var2 = 0

# Rocket explode (destroys spikes)
Object MT_ROCKETSPIKECOL
SpawnState = S_ROCKETSPIKECOL
SpawnHealth = 1
DeathState = S_NULL
Height = 600*FRACUNIT
Radius = 300*FRACUNIT
Flags = MF_NOGRAVITY|MF_NOCLIPHEIGHT

State S_ROCKETSPIKECOL
SpriteName = SPR_PLAY
SpriteFrame = SPR2_STND
Duration = 1
Next = S_NULL
Var1 = 0
Var2 = 0

