actor spell_aa_fireball : CustomInventory
{
	+INVENTORY.ALWAYSPICKUP
	states
	{
	spawn:
		TNT1 a -1
		stop
	Pickup:
		TNT1 A 1 A_FireCustomMissile("AA_FireBall",0,1,0,0) 
		stop
	}
	

}

actor spell_aa_push : CustomInventory
{
	+INVENTORY.ALWAYSPICKUP
	states
	{
	spawn:
		TNT1 a -1
		stop
	Pickup:
		TNT1 A 1 A_FireCustomMissile("AA_Push",0,1,0,0) 
		stop
	}
	

}

actor spell_aa_magmis : CustomInventory
{
	+INVENTORY.ALWAYSPICKUP
	states
	{
	spawn:
		TNT1 a -1
		stop
	Pickup:
		TNT1 A 1 A_FireCustomMissile("AA_MagMis",0,1,0,0) 
		stop
	}
	

}

actor AA_FireBall
{
    Radius 16
    Height 32
    Speed 20
    Damage 10
    PROJECTILE
    +BRIGHT
    SeeSound "spell/fireball"
    DeathSound "spell/fballexp"
    States
    {
    Spawn:
        FBAL ABCDEFGH 3  
        Loop
    Death:  
    	FBAL I 3 A_Explode(64,96)
	FBAL IIIIIIIIIIIIII 0 A_SpawnItemex ("aa_fballfx1",0, 0, 0, random(3.0,5.0),random(3.0,5.0),random(0.0,10.0),random(0.0,360.0), SXF_ABSOLUTEANGLE , 0)
	FBAL I 0 A_SpawnItemex ("aa_fballfx2")
        FBAL JKLMNOP 3
        Stop
    }
}

actor aa_fballfx1
{
	+Bright
	+RANDOMIZE
	states
		{
		spawn:
		FIRE ABCDEFABCDEFABCDEFGHI 3
		stop
		}


}

actor aa_fballfx2
{
	renderstyle add
	+Bright
	+RANDOMIZE
	states
		{
		spawn:
		FIRE JKLMNOPQ 3
		stop
		}


}

actor AA_Push
{
    Radius 11
    Height 8
    Speed 20
    Damage 10
    PROJECTILE
    +BRIGHT
    DeathSound ""
    States
    {
    Spawn:
        PUSH ABCD 3  
        Loop
    Death:  
    	EXPL A 3 A_BLAST(0,255,64,40.0,"blasteffect",0)
        EXPL BCDEFGHI 2
        Stop
    }
}

actor AA_MagMis
{
    Radius 11
    Height 8
    scale 0.75
    Speed 20
    Damage 10
    PROJECTILE
    +BRIGHT
    DeathSound ""
    States
    {
    Spawn:
        MMIS ABCDEFGH 3  
        Loop
    Death:  
    	EXPL A 3 A_explode(12,32)
        EXPL BCDEFGHI 3
        Stop
    }
}