ACTOR "  Explosive Barrel  "
{
    Health 60
    Radius 9
	Height 38
	Mass 50000
    +SOLID
    +SHOOTABLE
    +NOBLOOD
    +ACTIVATEMCROSS
    +DONTGIB
    +NOICEDEATH
    Obituary "%o went boom."
	DamageFactor "Fire", 0.4
	DamageFactor "Radial", 0.0
	DamageFactor "Damage_Foot", 0.1
	DamageFactor "Damage_Shrinker", 0.0
    DamageFactor "Damage_Expander", 0.0	
	DamageFactor "LaserShot", 0.0
    Scale 0.65
    States
    {
    Spawn:
        TANL A -1
        Loop
    Death:
        TANL A 0 A_Jump(128,6,12,18,24)
		TANL A 1 
        TANL B 4 Bright
        TANL C 4 Bright
	    TNT1 A 0 A_PlaySound("Explosion/Sounds",12)
        TANL C 1 Bright A_SpawnItemEx("ExplosiveExplosion",0,0,0,0,0,0,0,0)
        Goto Respawn
		TANL A 1
        TANL B 5 Bright
        TANL C 5 Bright
	    TNT1 A 0 A_PlaySound("Explosion/Sounds",12)
        TANL C 1 Bright A_SpawnItemEx("ExplosiveExplosion",0,0,0,0,0,0,0,0)
        Goto Respawn
		TANL A 1
        TANL B 6 Bright
        TANL C 6 Bright
	    TNT1 A 0 A_PlaySound("Explosion/Sounds",12)
        TANL C 1 Bright A_SpawnItemEx("ExplosiveExplosion",0,0,0,0,0,0,0,0)
        Goto Respawn
		TANL A 2
        TANL B 7 Bright
        TANL C 7 Bright
	    TNT1 A 0 A_PlaySound("Explosion/Sounds",12)
        TANL C 1 Bright A_SpawnItemEx("ExplosiveExplosion",0,0,0,0,0,0,0,0)
        Goto Respawn
		TANL A 2
        TANL B 8 Bright
        TANL C 8 Bright
	    TNT1 A 0 A_PlaySound("Explosion/Sounds",12)
        TANL C 1 Bright A_SpawnItemEx("ExplosiveExplosion",0,0,0,0,0,0,0,0)
        Goto Respawn
	Respawn:
	    TNT1 A 1050 A_BarrelDestroy
		TNT1 A 5 A_Respawn
		Wait
        }
}

ACTOR "   Explosive Barrel   " : "  Explosive Barrel  "
{
    States
    {
    Spawn:
        TAN2 A -1
        Loop
    Death:
        TAN2 A 0 A_Jump(128,6,12,18,24)
		TAN2 A 1 
        TAN2 B 4 Bright
        TAN2 C 4 Bright
	    TNT1 A 0 A_PlaySound("Explosion/Sounds",12)
        TAN2 C 1 Bright A_SpawnItemEx("ExplosiveExplosion",0,0,0,0,0,0,0,0)
        Goto Respawn
		TAN2 A 1
        TAN2 B 5 Bright
        TAN2 C 5 Bright
	    TNT1 A 0 A_PlaySound("Explosion/Sounds",12)
        TAN2 C 1 Bright A_SpawnItemEx("ExplosiveExplosion",0,0,0,0,0,0,0,0)
        Goto Respawn
		TAN2 A 1
        TAN2 B 6 Bright
        TAN2 C 6 Bright
	    TNT1 A 0 A_PlaySound("Explosion/Sounds",12)
        TAN2 C 1 Bright A_SpawnItemEx("ExplosiveExplosion",0,0,0,0,0,0,0,0)
        Goto Respawn
		TAN2 A 2
        TAN2 B 7 Bright
        TAN2 C 7 Bright
	    TNT1 A 0 A_PlaySound("Explosion/Sounds",12)
        TAN2 C 1 Bright A_SpawnItemEx("ExplosiveExplosion",0,0,0,0,0,0,0,0)
        Goto Respawn
		TAN2 A 2
        TAN2 B 8 Bright
        TAN2 C 8 Bright
	    TNT1 A 0 A_PlaySound("Explosion/Sounds",12)
        TAN2 C 1 Bright A_SpawnItemEx("ExplosiveExplosion",0,0,0,0,0,0,0,0)
        Goto Respawn
	Respawn:
	    TNT1 A 1050 A_BarrelDestroy
		TNT1 A 5 A_Respawn
		Wait
        }
}

ACTOR "    Explosive Barrel    " 
{
    Health 75
    Radius 9
	Height 38
	Mass 50000
    +SOLID
    +SHOOTABLE
    +NOBLOOD
    +ACTIVATEMCROSS
    +DONTGIB
    +NOICEDEATH
    Obituary "%o went boom."
	DamageFactor "Radial", 0.0
	DamageFactor "Fire", 0.4
	DamageFactor "Damage_Foot", 0.1
	DamageFactor "Damage_Shrinker", 0.0
    DamageFactor "Damage_Expander", 0.0
	DamageFactor "LaserShot", 0.0
    Scale 0.65
    States
    {
    Spawn:
        BAR1 AB 5
        Loop
    Death:
	    BAR1 A 0 A_Jump(128,6,12,18,24)
        BAR1 AB 3
		BAR1 C 3 Bright
	    TNT1 A 0 A_PlaySound("Explosion/Sounds",12)
        BAR1 C 1 Bright A_SpawnItemEx("ExplosiveExplosion",0,0,0,0,0,0,0,0)
        Goto Respawn
		BAR1 AB 4
		BAR1 C 4 Bright
	    TNT1 A 0 A_PlaySound("Explosion/Sounds",12)
        BAR1 C 1 Bright A_SpawnItemEx("ExplosiveExplosion",0,0,0,0,0,0,0,0)
        Goto Respawn
		BAR1 AB 4
		BAR1 C 5 Bright
	    TNT1 A 0 A_PlaySound("Explosion/Sounds",12)
        BAR1 C 1 Bright A_SpawnItemEx("ExplosiveExplosion",0,0,0,0,0,0,0,0)
        Goto Respawn
		BAR1 AB 5
		BAR1 C 6 Bright
	    TNT1 A 0 A_PlaySound("Explosion/Sounds",12)
        BAR1 C 1 Bright A_SpawnItemEx("ExplosiveExplosion",0,0,0,0,0,0,0,0)
        Goto Respawn
		BAR1 AB 5
		BAR1 C 7 Bright
	    TNT1 A 0 A_PlaySound("Explosion/Sounds",12)
        BAR1 C 1 Bright A_SpawnItemEx("ExplosiveExplosion",0,0,0,0,0,0,0,0)
        Goto Respawn
	Respawn:
	    TNT1 A 1050 A_BarrelDestroy
		TNT1 A 5 A_Respawn
		Wait
        }
}

ACTOR "     Explosive Barrel     " : "    Explosive Barrel    " 
{
    States
    {
    Spawn:
        BAR2 AB 5
        Loop
    Death:
        BAR2 A 0 A_Jump(128,6,12,18,24)
        BAR2 AB 3
		BAR2 C 3 Bright
	    TNT1 A 0 A_PlaySound("Explosion/Sounds",12)
        BAR2 C 1 Bright A_SpawnItemEx("ExplosiveExplosion",0,0,0,0,0,0,0,0)
        Goto Respawn
		BAR2 AB 4
		BAR2 C 4 Bright
	    TNT1 A 0 A_PlaySound("Explosion/Sounds",12)
        BAR2 C 1 Bright A_SpawnItemEx("ExplosiveExplosion",0,0,0,0,0,0,0,0)
        Goto Respawn
		BAR2 AB 4
		BAR2 C 5 Bright
	    TNT1 A 0 A_PlaySound("Explosion/Sounds",12)
        BAR2 C 1 Bright A_SpawnItemEx("ExplosiveExplosion",0,0,0,0,0,0,0,0)
        Goto Respawn
		BAR2 AB 5
		BAR2 C 6 Bright
	    TNT1 A 0 A_PlaySound("Explosion/Sounds",12)
        BAR2 C 1 Bright A_SpawnItemEx("ExplosiveExplosion",0,0,0,0,0,0,0,0)
        Goto Respawn
		BAR2 AB 5
		BAR2 C 7 Bright
	    TNT1 A 0 A_PlaySound("Explosion/Sounds",12)
        BAR2 C 1 Bright A_SpawnItemEx("ExplosiveExplosion",0,0,0,0,0,0,0,0)
        Goto Respawn
	Respawn:
	    TNT1 A 1050 A_BarrelDestroy
		TNT1 A 5 A_Respawn
		Wait
        }
}

ACTOR ExplosiveExplosion
{
    Radius 1
    Height 1
    Speed 0
    Projectile
    Scale 1.0
    DamageType "Damage_Explosion"
	RenderStyle Add
    +NOCLIP  
	+FORCERADIUSDMG
    States
    {
    Spawn:
	    TNT1 A 0
		TNT1 A 0 A_PlaySound("Explosion/Sounds2",11)
		TNT1 A 0 Radius_Quake(2,54,0,15,0)
		TNT1 A 0 A_Explode(154,192,0)
        TNT1 A 0 A_Explode(154,192)
		TNT1 AAAAAAAAAA 0 A_CustomMissile("ExplosionFlame",10,0,Random(0,360),2,Random(0,360))
		TNT1 A 1 A_SpawnItemEx("DukeNukemExplosion",0,0,0,0,0,0,0,0)
        Stop
        }
}

ACTOR "Burning Barrel" : BurningBarrel Replaces BurningBarrel 31079
{
	//$Category DN3D Decoration
	Radius 14
	Height 32
	Scale 0.76
	+SOLID
	+USESPECIAL
	States
	{
	Spawn:
		FCN2 ABCD 3 Bright
		Loop
	    }
}

ACTOR "Explosive Barrel" : RandomSpawner 31080
{
    //$Category DN3D Decoration //Explosive Barrels
    DropItem "  Explosive Barrel  ", 256, 128
	DropItem "   Explosive Barrel   ", 256, 128
	Radius 9
	Height 38
	Scale 0.65
	Health 0x7FFFFFFF
    Mass 0x7FFFFFFF
    +NOBLOCKMAP
    +NOSECTOR
    +NOGRAVITY
    +NORADIUSDMG
    +NOINTERACTION
    +ISMONSTER
    +SHOOTABLE
    +BOSSDEATH
	States
    {    
    Spawn:
        BAR2 A 1
        Goto Death
	Death:
	    TNT1 A 1
		Stop
        }
}

ACTOR " Explosive Barrel " : RandomSpawner 31081
{
    //$Category DN3D Decoration //Explosive Barrels
	DropItem "    Explosive Barrel    ", 256, 128
    DropItem "     Explosive Barrel     ", 256, 128
	Radius 9
	Height 38
	Scale 0.65
    Health 0x7FFFFFFF
    Mass 0x7FFFFFFF
    +NOBLOCKMAP
    +NOSECTOR
    +NOGRAVITY
    +NORADIUSDMG
    +NOINTERACTION
    +ISMONSTER
    +SHOOTABLE
    +BOSSDEATH
	States
    {    
    Spawn:
        TANL A 1
        Goto Death
	Death:
	    TNT1 A 1
		Stop
        }
}

ACTOR "Open Egg" : RandomSpawner 31086
{
    //$Category DN3D Decoration //Breakable Props
    DropItem "Open Slimer Egg", 256, 128
	DropItem " Open Slimer Egg ", 256, 128
	Radius 20
    Height 30
	Scale 0.7
	Health 0x7FFFFFFF
    Mass 0x7FFFFFFF
    +NOBLOCKMAP
    +NOSECTOR
    +NOGRAVITY
    +NORADIUSDMG
    +NOINTERACTION
    +ISMONSTER
    +SHOOTABLE
    +BOSSDEATH
	States
    {    
    Spawn:
        SEGG D 1
        Goto Death
	Death:
	    TNT1 A 1
		Stop
        }
}

ACTOR "Death Egg" : RandomSpawner 31087
{
    //$Category DN3D Decoration //Breakable Props
    DropItem "Dead Slimer Egg", 256, 128
	DropItem " Dead Slimer Egg ", 256, 128
	Radius 20
    Height 30
	Scale 0.7
	Health 0x7FFFFFFF
    Mass 0x7FFFFFFF
    +NOBLOCKMAP
    +NOSECTOR
    +NOGRAVITY
    +NORADIUSDMG
    +NOINTERACTION
    +ISMONSTER
    +SHOOTABLE
    +BOSSDEATH
	States
    {    
    Spawn:
	    SEGG A 1
        Goto Death
	Death:
	    TNT1 A 1
		Stop
		}
}

ACTOR CorpesBase
{
    Radius 20
    Height 12
	Health 0x7FFFFFFF
    Mass 0x7FFFFFFF
    Scale 0.7
	DamageFactor "Damage_Foot", 0.0
	DamageFactor "Damage_Pistol", 0.0
    DamageFactor "Damage_DualPistol", 0.0
	DamageFactor "Damage_BlackTail", 0.0
    DamageFactor "Damage_DualBlackTail", 0.0
	DamageFactor "Damage_DesertEagle", 0.0
    DamageFactor "Damage_Shotgun", 0.0
	DamageFactor "Damage_SuperShotgun", 0.0
	DamageFactor "Damage_ExplosiveShotgun", 0.0
    DamageFactor "Damage_ChaingunCannon", 0.0
	DamageFactor "Damage_Minigun", 0.0
	DamageFactor "Damage_LMGBullet", 0.0
    DamageFactor "Damage_Explosion", 0.0
	DamageFactor "Damage_Shock", 0.0
	DamageFactor "Damage_BigShock", 0.0
	DamageFactor "Damage_Thunder", 0.0
	DamageFactor "Damage_BigThunder", 0.0
	DamageFactor "LaserExplosion", 0.0
    DamageFactor "Damage_Shrinker", 0.0
	DamageFactor "Damage_Expander", 0.0
	DamageFactor "Damage_Laser", 0.0
	DamageFactor "Damage_Railgun", 0.0
	DamageFactor "PigCopBullet", 0.0
	DamageFactor "LizardBullet", 0.0
	DamageFactor "AlienPoison", 0.0
	DamageFactor "Damage_Step", 0.0
	DamageFactor "Damage_Step", 0.0
    DamageFactor "Ice", 0.0
    DamageFactor "Fire", 0.0
	DamageFactor "Damage_Pulse", 0.0
	DamageFactor "Trip_Punch", 0.0
	DamageFactor "LaserShot", 0.0
	DamageFactor "Radial", 0.0
	DamageFactor "Normal", 0.0
	DamageFactor "Lava", 0.0
	DamageFactor "HellSmile", 0.0
	DamageFactor "Nukage", 0.0
	DamageFactor "Slime", 0.0
	Damagefactor "Annihilate", 0.0
    +NOTELEPORT
    +MOVEWITHSECTOR
    +CORPSE
	-SOLID
	+FLOORCLIP
	+THRUACTORS
    +GHOST
    +NORADIUSDMG
}

ACTOR "Marine Death 1" : CorpesBase 31133
{
    //$Category DN3D Decoration //Corpes
    Scale 1.0
	States
    {
    Spawn:
        PLAY N 0
		PLAY N 0 A_Jump(128,2)
        PLAY N -1 
        Stop
		PLA2 N 1 A_GiveInventory("Death2Check",1)
		PLA2 N -1  
        Stop
    Raise:
	    TNT1 A 0 
	    TNT1 A 0 A_UnSetShootable
		TNT1 A 0 A_ChangeFlag("COUNTKILL",0)
		TNT1 A 0 A_ChangeFlag("SOLID",0)
		PLAY N 0 A_JumpIfInventory("Death2Check",1,2)
		PLAY N 35
		Stop
		PLA2 N 0
	 	PLA2 N 35
		Stop
    }
}

ACTOR "Marine Death 2" : CorpesBase 31134
{
    //$Category DN3D Decoration //Corpes
    Scale 1.0
	States
    {
    Spawn:
        MADE A 0
		MADE A 0 A_Jump(128,2)
        MADE A -1 
        Stop
		MAD2 A 1 A_GiveInventory("Death2Check",1)
		MAD2 A -1  
        Stop
    Raise:
	    TNT1 A 0 
	    TNT1 A 0 A_UnSetShootable
		TNT1 A 0 A_ChangeFlag("COUNTKILL",0)
		TNT1 A 0 A_ChangeFlag("SOLID",0)
		MADE A 0 A_JumpIfInventory("Death2Check",1,2)
		MADE A 35
		Stop
		MAD2 A 0
	 	MAD2 A 35
		Stop
    }
}

ACTOR "Marine Death 3" : CorpesBase 31135
{
    //$Category DN3D Decoration //Corpes
    Scale 1.0
	States
    {
    Spawn:
        MADE B 0
		MADE B 0 A_Jump(128,2)
        MADE B -1 
        Stop
		MAD2 B 1 A_GiveInventory("Death2Check",1)
		MAD2 B -1  
        Stop
    Raise:
	    TNT1 A 0 
	    TNT1 A 0 A_UnSetShootable
		TNT1 A 0 A_ChangeFlag("COUNTKILL",0)
		TNT1 A 0 A_ChangeFlag("SOLID",0)
		MADE B 0 A_JumpIfInventory("Death2Check",1,2)
		MADE B 35
		Stop
		MAD2 B 0
	 	MAD2 B 35
		Stop
    }
}

ACTOR "Marine Death 4" : CorpesBase 31136
{
    //$Category DN3D Decoration //Corpes
    Scale 1.0
	States
    {
    Spawn:
        MADE C 0
		MADE C 0 A_Jump(128,2)
        MADE C -1 
        Stop
		MAD2 C 1 A_GiveInventory("Death2Check",1)
		MAD2 C -1  
        Stop
    Raise:
	    TNT1 A 0 
	    TNT1 A 0 A_UnSetShootable
		TNT1 A 0 A_ChangeFlag("COUNTKILL",0)
		TNT1 A 0 A_ChangeFlag("SOLID",0)
		MADE C 0 A_JumpIfInventory("Death2Check",1,2)
		MADE C 35
		Stop
		MAD2 C 0
	 	MAD2 C 35
		Stop
    }
}

ACTOR "Marine Death 5" : CorpesBase 31164
{
    //$Category DN3D Decoration //Corpes
    Scale 1.0
	States
    {
    Spawn:
        G9RR A 0
		G9RR A 0 A_Jump(128,2)
        G9RR A -1 
        Stop
		G9RR B 1 A_GiveInventory("Death2Check",1)
		G9RR B -1  
        Stop
    Raise:
	    TNT1 A 0 
	    TNT1 A 0 A_UnSetShootable
		TNT1 A 0 A_ChangeFlag("COUNTKILL",0)
		TNT1 A 0 A_ChangeFlag("SOLID",0)
		G9RR A 0 A_JumpIfInventory("Death2Check",1,2)
		G9RR A 35
		Stop
		G9RR B 0
	 	G9RR B 35
		Stop
    }
}

ACTOR "Marine Deaths" : RandomSpawner Replaces DeadMarine
{
    DropItem "Marine Death 1", 256, 128
	DropItem "Marine Death 2", 256, 128
	DropItem "Marine Death 3", 256, 128
	DropItem "Marine Death 4", 256, 128
	DropItem "Marine Death 5", 256, 128
	Radius 20
    Height 12
	Health 0x7FFFFFFF
    Mass 0x7FFFFFFF
    +NOBLOCKMAP
    +NOSECTOR
    +NOGRAVITY
    +NORADIUSDMG
    +NOINTERACTION
    +ISMONSTER
    +SHOOTABLE
    +BOSSDEATH
	States
    {    
    Spawn:
	    TNT1 A 1
		Stop
		}
}

ACTOR "Gibbed Marine 1" : CorpesBase 31137
{
    //$Category DN3D Decoration //Corpes
    Scale 1.0
	States
    {
    Spawn:
        G3RR A 0
		G3RR A 0 A_Jump(128,2)
        G3RR A -1 
        Stop
		G3RR B 1 A_GiveInventory("Death2Check",1)
		G3RR B -1  
        Stop
    Raise:
	    TNT1 A 0 
	    TNT1 A 0 A_UnSetShootable
		TNT1 A 0 A_ChangeFlag("COUNTKILL",0)
		TNT1 A 0 A_ChangeFlag("SOLID",0)
		G3RR A 0 A_JumpIfInventory("Death2Check",1,2)
		G3RR A 35
		Stop
		G3RR B 0
	 	G3RR B 35
		Stop
    }
}

ACTOR "Gibbed Marine 2" : CorpesBase 31138
{
    //$Category DN3D Decoration //Corpes
    Scale 1.0
	States
    {
    Spawn:
        G4RR A 0
		G4RR A 0 A_Jump(128,2)
        G4RR A -1 
        Stop
		G4RR B 1 A_GiveInventory("Death2Check",1)
		G4RR B -1  
        Stop
    Raise:
	    TNT1 A 0 
	    TNT1 A 0 A_UnSetShootable
		TNT1 A 0 A_ChangeFlag("COUNTKILL",0)
		TNT1 A 0 A_ChangeFlag("SOLID",0)
		G4RR A 0 A_JumpIfInventory("Death2Check",1,2)
		G4RR A 35
		Stop
		G4RR B 0
	 	G4RR B 35
		Stop
    }
}

ACTOR "Gibbed Marine 3" : CorpesBase 31139
{
    //$Category DN3D Decoration //Corpes
    Scale 1.0
	States
    {
    Spawn:
        PLAY W 0
		PLAY W 0 A_Jump(128,2)
        PLAY W -1 
        Stop
		PLA2 W 1 A_GiveInventory("Death2Check",1)
		PLA2 W -1  
        Stop
    Raise:
	    TNT1 A 0 
	    TNT1 A 0 A_UnSetShootable
		TNT1 A 0 A_ChangeFlag("COUNTKILL",0)
		TNT1 A 0 A_ChangeFlag("SOLID",0)
		PLAY W 0 A_JumpIfInventory("Death2Check",1,2)
		PLAY W 35
		Stop
		PLA2 W 0
	 	PLA2 W 35
		Stop
    }
}

ACTOR "Gibbed Marine" : RandomSpawner Replaces GibbedMarineExtra
{
    DropItem "Gibbed Marine 1", 256, 128
	DropItem "Gibbed Marine 2", 256, 128
	DropItem "Gibbed Marine 3", 256, 128
	Radius 20
    Height 12
	Health 0x7FFFFFFF
    Mass 0x7FFFFFFF
    +NOBLOCKMAP
    +NOSECTOR
    +NOGRAVITY
    +NORADIUSDMG
    +NOINTERACTION
    +ISMONSTER
    +SHOOTABLE
    +BOSSDEATH
	States
    {    
    Spawn:
	    TNT1 A 1
		Stop
		}
}

ACTOR "Gibbed 1" : CorpesBase 31140
{
    //$Category DN3D Decoration //Corpes
    Scale 1.0
	States
    {
    Spawn:
        G6RR A 0
		G6RR A 0 A_Jump(128,2)
        G6RR A -1 
        Stop
		G6RR B 1 A_GiveInventory("Death2Check",1)
		G6RR B -1  
        Stop
    Raise:
	    TNT1 A 0 
	    TNT1 A 0 A_UnSetShootable
		TNT1 A 0 A_ChangeFlag("COUNTKILL",0)
		TNT1 A 0 A_ChangeFlag("SOLID",0)
		G6RR A 0 A_JumpIfInventory("Death2Check",1,2)
		G6RR A 35
		Stop
		G6RR B 0
	 	G6RR B 35
		Stop
    }
}

ACTOR "Gibbed 2" : CorpesBase 31141
{
    //$Category DN3D Decoration //Corpes
    Scale 1.0
	States
    {
    Spawn:
        G5RR A 0
		G5RR A 0 A_Jump(128,2)
        G5RR A -1 
        Stop
		G5RR B 1 A_GiveInventory("Death2Check",1)
		G5RR B -1  
        Stop
    Raise:
	    TNT1 A 0 
	    TNT1 A 0 A_UnSetShootable
		TNT1 A 0 A_ChangeFlag("COUNTKILL",0)
		TNT1 A 0 A_ChangeFlag("SOLID",0)
		G5RR A 0 A_JumpIfInventory("Death2Check",1,2)
		G5RR A 35
		Stop
		G5RR B 0
	 	G5RR B 35
		Stop
    }
}

ACTOR "Gibbeds" : RandomSpawner Replaces ColonGibs
{
    DropItem "Gibbed 1", 256, 128
	DropItem "Gibbed 2", 256, 128
	Radius 20
    Height 12
	Health 0x7FFFFFFF
    Mass 0x7FFFFFFF
    +NOBLOCKMAP
    +NOSECTOR
    +NOGRAVITY
    +NORADIUSDMG
    +NOINTERACTION
    +ISMONSTER
    +SHOOTABLE
    +BOSSDEATH
	States
    {    
    Spawn:
	    TNT1 A 1
		Stop
		}
}

ACTOR "Small Blood Pool 1" : CorpesBase 31162
{
    //$Category DN3D Decoration //Corpes
    Scale 0.42
	States
    {
    Spawn:
        G2RR A 0 
		G2RR A 0 A_Jump(128,2)
        G2RR A -1 
        Stop
		G2RR B 1 A_GiveInventory("Death2Check",1)
		G2RR B -1  
        Stop
    Raise:
	    TNT1 A 0 
	    TNT1 A 0 A_UnSetShootable
		TNT1 A 0 A_ChangeFlag("COUNTKILL",0)
		TNT1 A 0 A_ChangeFlag("SOLID",0)
		G2RR A 0 A_JumpIfInventory("Death2Check",1,2)
		G2RR A 35
		Stop
		G2RR B 0
	 	G2RR B 35
		Stop
    }
}

ACTOR "Small Blood Pool 2" : CorpesBase 31161
{
    //$Category DN3D Decoration //Corpes
    Scale 0.42
	States
    {
    Spawn:
	    G2RG A 0 
		G2RG A 0 A_Jump(128,2)
        G2RG A -1 
        Stop
		G2RG B 1 A_GiveInventory("Death2Check",1)
		G2RG B -1  
        Stop
    Raise:
	    TNT1 A 0 
	    TNT1 A 0 A_UnSetShootable
		TNT1 A 0 A_ChangeFlag("COUNTKILL",0)
		TNT1 A 0 A_ChangeFlag("SOLID",0)
		G2RG A 0 A_JumpIfInventory("Death2Check",1,2)
		G2RG A 35
		Stop
		G2RG B 0
	 	G2RG B 35
		Stop
    }
}

ACTOR "Small Blood Pool" : RandomSpawner Replaces SmallBloodPool
{
    DropItem "Small Blood Pool 1", 256, 128
	DropItem "Small Blood Pool 2", 256, 128
	Radius 20
    Height 12
	Health 0x7FFFFFFF
    Mass 0x7FFFFFFF
    +NOBLOCKMAP
    +NOSECTOR
    +NOGRAVITY
    +NORADIUSDMG
    +NOINTERACTION
    +ISMONSTER
    +SHOOTABLE
    +BOSSDEATH
	States
    {    
    Spawn:
	    TNT1 A 1
		Stop
		}
}

ACTOR "Gibbed 3" : CorpesBase 31142
{
    //$Category DN3D Decoration //Corpes
    Scale 1.0
	States
    {
    Spawn:
        G7RR A 0
		G7RR A 0 A_Jump(128,2)
        G7RR A -1 
        Stop
		G7RR B 1 A_GiveInventory("Death2Check",1)
		G7RR B -1  
        Stop
    Raise:
	    TNT1 A 0 
	    TNT1 A 0 A_UnSetShootable
		TNT1 A 0 A_ChangeFlag("COUNTKILL",0)
		TNT1 A 0 A_ChangeFlag("SOLID",0)
		G7RR A 0 A_JumpIfInventory("Death2Check",1,2)
		G7RR A 35
		Stop
		G7RR B 0
	 	G7RR B 35
		Stop
    }
}

ACTOR "Gibbed 4" : CorpesBase 31143
{
    //$Category DN3D Decoration //Corpes
    Scale 1.0
	States
    {
    Spawn:
        G8RR A 0
		G8RR A 0 A_Jump(128,2)
        G8RR A -1 
        Stop
		G8RR B 1 A_GiveInventory("Death2Check",1)
		G8RR B -1  
        Stop
    Raise:
	    TNT1 A 0 
	    TNT1 A 0 A_UnSetShootable
		TNT1 A 0 A_ChangeFlag("COUNTKILL",0)
		TNT1 A 0 A_ChangeFlag("SOLID",0)
		G8RR A 0 A_JumpIfInventory("Death2Check",1,2)
		G8RR A 35
		Stop
		G8RR B 0
	 	G8RR B 35
		Stop
    }
}

ACTOR "Gibbeds 2" : RandomSpawner Replaces BrainStem
{
    DropItem "Gibbed 3", 256, 128
	DropItem "Gibbed 4", 256, 128
	Radius 20
    Height 12
	Health 0x7FFFFFFF
    Mass 0x7FFFFFFF
    +NOBLOCKMAP
    +NOSECTOR
    +NOGRAVITY
    +NORADIUSDMG
    +NOINTERACTION
    +ISMONSTER
    +SHOOTABLE
    +BOSSDEATH
	States
    {    
    Spawn:
	    TNT1 A 1
		Stop
		}
}

ACTOR "Assault Trooper Death" : CorpesBase 31144
{
    //$Category DN3D Decoration //Corpes
    States
    {
    Spawn:
        ASTR O 0
		ASTR O 0 A_Jump(128,2)
        ASTR O -1 
        Stop
		AST2 O 1 A_GiveInventory("Death2Check",1)
		AST2 O -1  
        Stop
    Raise:
	    TNT1 A 0 
	    TNT1 A 0 A_UnSetShootable
		TNT1 A 0 A_ChangeFlag("COUNTKILL",0)
		TNT1 A 0 A_ChangeFlag("SOLID",0)
		ASTR O 0 A_JumpIfInventory("Death2Check",1,2)
		ASTR O 35
		Stop
		AST2 O 0
	 	AST2 O 35
		Stop
    }
}

ACTOR "Assault Trooper Captain Death" : CorpesBase 31145
{
    //$Category DN3D Decoration //Corpes
    States
    {
    Spawn:
        ASCR O 0
		ASCR O 0 A_Jump(128,2)
        ASCR O -1 
        Stop
		ASC2 O 1 A_GiveInventory("Death2Check",1)
		ASC2 O -1  
        Stop
    Raise:
	    TNT1 A 0 
	    TNT1 A 0 A_UnSetShootable
		TNT1 A 0 A_ChangeFlag("COUNTKILL",0)
		TNT1 A 0 A_ChangeFlag("SOLID",0)
		ASCR O 0 A_JumpIfInventory("Death2Check",1,2)
		ASCR O 35
		Stop
		ASC2 O 0
	 	ASC2 O 35
		Stop
    }
}

ACTOR "Assault Trooper Visor Death" : CorpesBase 31146
{
    //$Category DN3D Decoration //Corpes 
    States
    {
    Spawn:
        ASVI O 0
		ASVI O 0 A_Jump(128,2)
        ASVI O -1 
        Stop
		ASV2 O 1 A_GiveInventory("Death2Check",1)
		ASV2 O -1  
        Stop
    Raise:
	    TNT1 A 0 
	    TNT1 A 0 A_UnSetShootable
		TNT1 A 0 A_ChangeFlag("COUNTKILL",0)
		TNT1 A 0 A_ChangeFlag("SOLID",0)
		ASVI O 0 A_JumpIfInventory("Death2Check",1,2)
		ASVI O 35
		Stop
		ASV2 O 0
	 	ASV2 O 35
		Stop
    }
}

ACTOR "Assault Trooper Cyborg Death" : CorpesBase 31147
{
    //$Category DN3D Decoration //Corpes
    States
    {
    Spawn:
        TRCY O 0
		TRCY O 0 A_Jump(128,2)
        TRCY O -1 
        Stop
		TRC2 O 1 A_GiveInventory("Death2Check",1)
		TRC2 O -1  
        Stop
    Raise:
	    TNT1 A 0 
	    TNT1 A 0 A_UnSetShootable
		TNT1 A 0 A_ChangeFlag("COUNTKILL",0)
		TNT1 A 0 A_ChangeFlag("SOLID",0)
		TRCY O 0 A_JumpIfInventory("Death2Check",1,2)
		TRCY O 35
		Stop
		TRC2 O 0
	 	TRC2 O 35
		Stop
    }
}

ACTOR "Assault Trooper General Death" : CorpesBase 31148
{
    //$Category DN3D Decoration //Corpes
    States
    {
    Spawn:
        ATMS O 0
		ATMS O 0 A_Jump(128,2)
        ATMS O -1 
        Stop
		ATM2 O 1 A_GiveInventory("Death2Check",1)
		ATM2 O -1  
        Stop
    Raise:
	    TNT1 A 0 
	    TNT1 A 0 A_UnSetShootable
		TNT1 A 0 A_ChangeFlag("COUNTKILL",0)
		TNT1 A 0 A_ChangeFlag("SOLID",0)
		ATMS O 0 A_JumpIfInventory("Death2Check",1,2)
		ATMS O 35
		Stop
		ATM2 O 0
	 	ATM2 O 35
		Stop
    }
}

ACTOR "Assault Trooper Elite Death" : CorpesBase 31149
{
    //$Category DN3D Decoration //Corpes
    States
    {
    Spawn:
        ASEL O 0
		ASEL O 0 A_Jump(128,2)
        ASEL O -1 
        Stop
		ASE2 O 1 A_GiveInventory("Death2Check",1)
		ASE2 O -1  
        Stop
    Raise:
	    TNT1 A 0 
	    TNT1 A 0 A_UnSetShootable
		TNT1 A 0 A_ChangeFlag("COUNTKILL",0)
		TNT1 A 0 A_ChangeFlag("SOLID",0)
		ASEL O 0 A_JumpIfInventory("Death2Check",1,2)
		ASEL O 35
		Stop
		ASE2 O 0
	 	ASE2 O 35
		Stop
    }
}

ACTOR " Assault Troopers Deaths " : RandomSpawner Replaces DeadZombieMan
{
    DropItem "Assault Trooper Death", 256, 128
	DropItem "Assault Trooper Captain Death", 256, 128
	DropItem "Assault Trooper Visor Death", 256, 86
	DropItem "Assault Trooper Cyborg Death", 256, 86
	DropItem "Assault Trooper General Death", 256, 64
	DropItem "Assault Trooper Elite Death", 256, 64
	Radius 20
    Height 12
	Scale 0.7
	Health 0x7FFFFFFF
    Mass 0x7FFFFFFF
    +NOBLOCKMAP
    +NOSECTOR
    +NOGRAVITY
    +NORADIUSDMG
    +NOINTERACTION
    +ISMONSTER
    +SHOOTABLE
    +BOSSDEATH
	States
    {    
    Spawn:
	    TNT1 A 1
		Stop
		}
}

ACTOR " Pig Cop Death " : CorpesBase 31150
{
    //$Category DN3D Decoration //Corpes
    States
    {
    Spawn:
        PIGC P 0
		PIGC P 0 A_Jump(128,2)
        PIGC P -1 
        Stop
		PIG2 P 1 A_GiveInventory("Death2Check",1)
		PIG2 P -1  
        Stop
    Raise:
	    TNT1 A 0 
	    TNT1 A 0 A_UnSetShootable
		TNT1 A 0 A_ChangeFlag("COUNTKILL",0)
		TNT1 A 0 A_ChangeFlag("SOLID",0)
		PIGC P 0 A_JumpIfInventory("Death2Check",1,2)
		PIGC P 35
		Stop
		PIG2 P 0
	 	PIG2 P 35
		Stop
    }
}

ACTOR "Pig Cop Death" : CorpesBase 31151
{
    //$Category DN3D Decoration //Corpes
    States
    {
    Spawn:
        DUPI L 0
		DUPI L 0 A_Jump(128,2)
        DUPI L -1 
        Stop
		DUP2 L 1 A_GiveInventory("Death2Check",1)
		DUP2 L -1  
        Stop
    Raise:
	    TNT1 A 0 
	    TNT1 A 0 A_UnSetShootable
		TNT1 A 0 A_ChangeFlag("COUNTKILL",0)
		TNT1 A 0 A_ChangeFlag("SOLID",0)
		DUPI L 0 A_JumpIfInventory("Death2Check",1,2)
		DUPI L 35
		Stop
		DUP2 L 0
	 	DUP2 L 35
		Stop
    }
}

ACTOR "Pig Sheriff Death" : CorpesBase 31152
{
    //$Category DN3D Decoration //Corpes
    States
    {
    Spawn:
        SHPI L 0
		SHPI L 0 A_Jump(128,2)
        SHPI L -1 
        Stop
		SHP2 L 1 A_GiveInventory("Death2Check",1)
		SHP2 L -1  
        Stop
    Raise:
	    TNT1 A 0 
	    TNT1 A 0 A_UnSetShootable
		TNT1 A 0 A_ChangeFlag("COUNTKILL",0)
		TNT1 A 0 A_ChangeFlag("SOLID",0)
		SHPI L 0 A_JumpIfInventory("Death2Check",1,2)
		SHPI L 35
		Stop
		SHP2 L 0
	 	SHP2 L 35
		Stop
    }
}

ACTOR "Pig Cop Captain Death" : CorpesBase 31153
{
    //$Category DN3D Decoration //Corpes
    States
    {
    Spawn:
        PCAP M 0
		PCAP M 0 A_Jump(128,2)
        PCAP M -1 
        Stop
		PCA2 M 1 A_GiveInventory("Death2Check",1)
		PCA2 M -1  
        Stop
    Raise:
	    TNT1 A 0 
	    TNT1 A 0 A_UnSetShootable
		TNT1 A 0 A_ChangeFlag("COUNTKILL",0)
		TNT1 A 0 A_ChangeFlag("SOLID",0)
		PCAP M 0 A_JumpIfInventory("Death2Check",1,2)
		PCAP M 35
		Stop
		PCA2 M 0
	 	PCA2 M 35
		Stop
    }
}

ACTOR "Riot Pig Cop Death" : CorpesBase 31154
{
    //$Category DN3D Decoration //Corpes
    States
    {
    Spawn:
        RIPI P 0
		RIPI P 0 A_Jump(128,2)
        RIPI P -1 
        Stop
		RIP2 P 1 A_GiveInventory("Death2Check",1)
		RIP2 P -1  
        Stop
    Raise:
	    TNT1 A 0 
	    TNT1 A 0 A_UnSetShootable
		TNT1 A 0 A_ChangeFlag("COUNTKILL",0)
		TNT1 A 0 A_ChangeFlag("SOLID",0)
		RIPI P 0 A_JumpIfInventory("Death2Check",1,2)
		RIPI P 35
		Stop
		RIP2 P 0
	 	RIP2 P 35
		Stop
    }
}

ACTOR "Pigs Deaths" : RandomSpawner Replaces DeadShotgunGuy
{
    DropItem " Pig Cop Death ", 256, 128
	DropItem "Pig Cop Death", 256, 128
	DropItem "Pig Sheriff Death", 256, 86
	DropItem "Pig Cop Captain Death", 256, 64
	DropItem "Riot Pig Cop Death", 256, 64
	Radius 20
    Height 12
	Scale 0.7
	Health 0x7FFFFFFF
    Mass 0x7FFFFFFF
    +NOBLOCKMAP
    +NOSECTOR
    +NOGRAVITY
    +NORADIUSDMG
    +NOINTERACTION
    +ISMONSTER
    +SHOOTABLE
    +BOSSDEATH
	States
    {    
    Spawn:
	    TNT1 A 1
		Stop
		}
}

ACTOR "Assault Troopers Deaths" : RandomSpawner Replaces DeadDoomImp
{
    DropItem "Assault Trooper Death", 256, 128
	DropItem "Assault Trooper Captain Death", 256, 128
	DropItem "Assault Trooper Visor Death", 256, 86
	DropItem "Assault Trooper Cyborg Death", 256, 86
	DropItem "Assault Trooper General Death", 256, 64
	DropItem "Assault Trooper Elite Death", 256, 64
	Radius 20
    Height 12
	Scale 0.7
	Health 0x7FFFFFFF
    Mass 0x7FFFFFFF
    +NOBLOCKMAP
    +NOSECTOR
    +NOGRAVITY
    +NORADIUSDMG
    +NOINTERACTION
    +ISMONSTER
    +SHOOTABLE
    +BOSSDEATH
	States
    {    
    Spawn:
	    TNT1 A 1
		Stop
		}
}

ACTOR "Mutant Pig Death" : CorpesBase 31155
{
    //$Category DN3D Decoration //Corpes
    States
    {
    Spawn:
        M2PI M 0
		M2PI M 0 A_Jump(128,2)
        M2PI M -1 
        Stop
		M2P2 M 1 A_GiveInventory("Death2Check",1)
		M2P2 M -1  
        Stop
    Raise:
	    TNT1 A 0 
	    TNT1 A 0 A_UnSetShootable
		TNT1 A 0 A_ChangeFlag("COUNTKILL",0)
		TNT1 A 0 A_ChangeFlag("SOLID",0)
		M2PI M 0 A_JumpIfInventory("Death2Check",1,2)
		M2PI M 35
		Stop
		M2P2 M 0
	 	M2P2 M 35
		Stop
    }
}

ACTOR "Boss Hog Death" : CorpesBase 31156
{
    //$Category DN3D Decoration //Corpes
    States
    {
    Spawn:
        MUPI L 0
		MUPI L 0 A_Jump(128,2)
        MUPI L -1 
        Stop
		MUP2 L 1 A_GiveInventory("Death2Check",1)
		MUP2 L -1  
        Stop
    Raise:
	    TNT1 A 0 
	    TNT1 A 0 A_UnSetShootable
		TNT1 A 0 A_ChangeFlag("COUNTKILL",0)
		TNT1 A 0 A_ChangeFlag("SOLID",0)
		MUPI L 0 A_JumpIfInventory("Death2Check",1,2)
		MUPI L 35
		Stop
		MUP2 L 0
	 	MUP2 L 35
		Stop
    }
}

ACTOR "Pig Mutants Deaths" : RandomSpawner Replaces DeadDemon
{
    DropItem "Mutant Pig Death", 256, 128
	DropItem "Boss Hog Death", 256, 128
	Radius 20
    Height 12
	Scale 0.7
	Health 0x7FFFFFFF
    Mass 0x7FFFFFFF
    +NOBLOCKMAP
    +NOSECTOR
    +NOGRAVITY
    +NORADIUSDMG
    +NOINTERACTION
    +ISMONSTER
    +SHOOTABLE
    +BOSSDEATH
	States
    {    
    Spawn:
	    TNT1 A 1
		Stop
		}
}

ACTOR "Octabrain Death" : CorpesBase 31157
{
    //$Category DN3D Decoration //Corpes
    States
    {
    Spawn:
        OCTA K 0
		OCTA K 0 A_Jump(128,2)
        OCTA K -1 
        Stop
		OCT2 K 1 A_GiveInventory("Death2Check",1)
		OCT2 K -1  
        Stop
    Raise:
	    TNT1 A 0 
	    TNT1 A 0 A_UnSetShootable
		TNT1 A 0 A_ChangeFlag("COUNTKILL",0)
		TNT1 A 0 A_ChangeFlag("SOLID",0)
		OCTA K 0 A_JumpIfInventory("Death2Check",1,2)
		OCTA K 35
		Stop
		OCT2 K 0
	 	OCT2 K 35
		Stop
    }
}

ACTOR "Octaqueen Death" : CorpesBase 31158
{
    //$Category DN3D Decoration //Corpes
    States
    {
    Spawn:
        OCQU K 0
		OCQU K 0 A_Jump(128,2)
        OCQU K -1 
        Stop
		OCQ2 K 1 A_GiveInventory("Death2Check",1)
		OCQ2 K -1  
        Stop
    Raise:
	    TNT1 A 0 
	    TNT1 A 0 A_UnSetShootable
		TNT1 A 0 A_ChangeFlag("COUNTKILL",0)
		TNT1 A 0 A_ChangeFlag("SOLID",0)
		OCQU K 0 A_JumpIfInventory("Death2Check",1,2)
		OCQU K 35
		Stop
		OCQ2 K 0
	 	OCQ2 K 35
		Stop
    }
}

ACTOR "Psychobrain Death" : CorpesBase 31159
{
    //$Category DN3D Decoration //Corpes
    States
    {
    Spawn:
        PSYC K 0
		PSYC K 0 A_Jump(128,2)
        PSYC K -1 
        Stop
		PSY2 K 1 A_GiveInventory("Death2Check",1)
		PSY2 K -1  
        Stop
    Raise:
	    TNT1 A 0 
	    TNT1 A 0 A_UnSetShootable
		TNT1 A 0 A_ChangeFlag("COUNTKILL",0)
		TNT1 A 0 A_ChangeFlag("SOLID",0)
		PSYC K 0 A_JumpIfInventory("Death2Check",1,2)
		PSYC K 35
		Stop
		PSY2 K 0
	 	PSY2 K 35
		Stop
    }
}

ACTOR "Poisonbrain Death" : CorpesBase 31160
{
    //$Category DN3D Decoration //Corpes
    States
    {
    Spawn:
        VEBR K 0
		VEBR K 0 A_Jump(128,2)
        VEBR K -1 
        Stop
		VEB2 K 1 A_GiveInventory("Death2Check",1)
		VEB2 K -1  
        Stop
    Raise:
	    TNT1 A 0 
	    TNT1 A 0 A_UnSetShootable
		TNT1 A 0 A_ChangeFlag("COUNTKILL",0)
		TNT1 A 0 A_ChangeFlag("SOLID",0)
		VEBR K 0 A_JumpIfInventory("Death2Check",1,2)
		VEBR K 35
		Stop
		VEB2 K 0
	 	VEB2 K 35
		Stop
    }
}

ACTOR "Octabrains Deaths" : RandomSpawner Replaces DeadCacodemon
{
    DropItem "Octabrain Death", 256, 128
	DropItem "Octaqueen Death", 256, 86
	DropItem "Psychobrain Death", 256, 64
	DropItem "Poisonbrain Death", 256, 32
	Radius 20
    Height 12
	Scale 0.7
	Health 0x7FFFFFFF
    Mass 0x7FFFFFFF
    +NOBLOCKMAP
    +NOSECTOR
    +NOGRAVITY
    +NORADIUSDMG
    +NOINTERACTION
    +ISMONSTER
    +SHOOTABLE
    +BOSSDEATH
	States
    {    
    Spawn:
	    TNT1 A 1
		Stop
		}
}

ACTOR "Egss Opens and Deaths" : RandomSpawner Replaces DeadLostSoul
{
    DropItem "Open Slimer Egg", 256, 128
	DropItem " Open Slimer Egg ", 256, 128
	DropItem "Dead Slimer Egg", 256, 128
	DropItem " Dead Slimer Egg ", 256, 128
}

ACTOR " Root " 31165
{
    //$Category DN3D Decoration
	Radius 16
    Height 84
    -SOLID
    +NOGRAVITY
    +SPAWNCEILING
    States
    {
    Spawn:
        ROOT A -1
        Stop
    }
}

ACTOR "Root Smooth" 31166
{
    //$Category DN3D Decoration
    Radius 16
    Height 84
    -SOLID
    +NOGRAVITY
    +SPAWNCEILING
    States
    {
    Spawn:
        ROOT B -1
        Stop
    }
}

ACTOR "Root Small" 31167
{
    //$Category DN3D Decoration
    Radius 16
    Height 48
    -SOLID
    +NOGRAVITY
    +SPAWNCEILING
    States
    {
    Spawn:
        ROOT C -1
        Stop
    }
}

ACTOR "Root Tiny" 31168
{
    //$Category DN3D Decoration
    Radius 16
    Height 24
    -SOLID
    +NOGRAVITY
    +SPAWNCEILING
    States
    {
    Spawn:
        ROOT D -1
        Stop
    }
}

ACTOR "Root Double" 31169
{
    //$Category DN3D Decoration
    Radius 16
    Height 48
    -SOLID
    +NOGRAVITY
    +SPAWNCEILING
    States
    {
    Spawn:
        ROOT E -1
        Stop
    }
}

ACTOR "Root Floor" 31170
{
    //$Category DN3D Decoration
    Radius 16
    Height 48
    -SOLID
    States
    {
    Spawn:
        ROOT F -1
        Stop
    }
}

ACTOR "Cactus" 31171
{
    //$Category DN3D Decoration //Vegetation
    Radius 20
    Height 108
	Scale 0.86
    +SOLID
    States
    {
    Spawn:
        GCAC A -1
        Stop
    }
}

ACTOR "Cactus Stump" 31172
{
    //$Category DN3D Decoration //Vegetation
    Radius 20
    Height 30
	Scale 0.86
    +SOLID
    States
    {
    Spawn:
        GCAC B -1
        Stop
    }
}

ACTOR "Radioactive Barrel" 31173
{
    //$Category DN3D Decoration //Breakable Props
    Radius 14
    Height 32
	Health 60
	Mass 50000
	Scale 0.76
	DeathSound "Object/Broken"
	+SOLID
    +SHOOTABLE
    +NOBLOOD
	+ACTIVATEMCROSS
    +DONTGIB
    +NOICEDEATH
	DamageFactor "Ice", 0.26
	DamageFactor "Fire", 0.26
	DamageFactor "Radial", 0.0
	DamageFactor "Damage_Shrinker", 0.0
    DamageFactor "Damage_Expander", 0.0
	DamageFactor "LaserShot", 0.0
    States
    {
    Spawn:
        GDBR A -1
        Stop
    Death:
		GDBR A 0 
		GDBR A 0 A_Scream
		GDBR AA 0 A_SpawnDebris("MetalGibs1")		
		GDBR AA 0 A_SpawnDebris("MetalGibs2")		
		GDBR AA 0 A_SpawnDebris("MetalGibs3")		
		GDBR AA 0 A_SpawnDebris("MetalGibs4")		
		GDBR AA 0 A_SpawnDebris("MetalGibs5")
        Stop
    }
}
	
ACTOR " Trash " 31177
{
    //$Category DN3D Decoration //Breakable Props
    Radius 14
    Height 32
	Health 315
	Mass 0x7FFFFFFF
	Scale 0.75
	DeathSound "Object/Broken"
	+SOLID
    +SHOOTABLE
    +NOBLOOD
	+ACTIVATEMCROSS
    +DONTGIB
    +NOICEDEATH
	DamageFactor "Ice", 0.26
	DamageFactor "Fire", 0.26
	DamageFactor "Damage_Foot", 0.1
	DamageFactor "Radial", 0.0
	DamageFactor "Damage_Shrinker", 0.0
    DamageFactor "Damage_Expander", 0.0
	DamageFactor "LaserShot", 0.0
	PainChance 256
    States
    {
    Spawn:
        TRSN A -1
        Stop
	Pain:
	    TRSN B 10
		Goto Spawn
	Death:
		TRSN A 0 
		TRSN A 0 A_Scream
		TRSN AA 0 A_SpawnDebris("MetalGibs1")		
		TRSN AA 0 A_SpawnDebris("MetalGibs2")		
		TRSN AA 0 A_SpawnDebris("MetalGibs3")		
		TRSN AA 0 A_SpawnDebris("MetalGibs4")		
		TRSN AA 0 A_SpawnDebris("MetalGibs5")
        Stop
    }
}

ACTOR "Chair 1" 31175
{
    //$Category DN3D Decoration //Breakable Props
    Radius 12
    Height 32
	Health 80
	Mass 50000
	DeathSound "Object/Broken"
	+SOLID
    +SHOOTABLE
    +NOBLOOD
	+ACTIVATEMCROSS
    +DONTGIB
    +NOICEDEATH
	DamageFactor "Ice", 0.26
	DamageFactor "Fire", 0.26
	DamageFactor "Damage_Foot", 0.05
	DamageFactor "Radial", 0.0
	DamageFactor "Damage_Shrinker", 0.0
    DamageFactor "Damage_Expander", 0.0
	DamageFactor "LaserShot", 0.0
	PainChance 256
    States
    {
    Spawn:
        CHA1 A -1
        Stop
	Pain:
	    CHA1 BCDEFGHIBCDEFGHIBCDEFGHI 2
		Goto Spawn
	Death:
		CHA1 A 0
		CHA1 A 0 A_Scream
		CHA1 AA 0 A_SpawnDebris("MetalGibs1")		
		CHA1 AA 0 A_SpawnDebris("MetalGibs2")		
		CHA1 AA 0 A_SpawnDebris("MetalGibs3")		
		CHA1 AA 0 A_SpawnDebris("MetalGibs4")		
		CHA1 AA 0 A_SpawnDebris("MetalGibs5")
        Stop
    }
}

ACTOR " Antena " 31176
{
    //$Category DN3D Decoration //Breakable Props
    Radius 32
    Height 110
	Health 520
	Mass 50000
	Scale 0.7
	DeathSound "Hurt/Tank"
	BloodType "DukeMechParticle" 
	+SOLID
    +SHOOTABLE
	+ACTIVATEMCROSS
    +DONTGIB
    +NOICEDEATH
	+NOBLOODDECALS
	DamageFactor "Ice", 0.26
	DamageFactor "Fire", 0.26
	DamageFactor "Damage_Foot", 0.1
	DamageFactor "Radial", 0.0
	DamageFactor "Damage_Shrinker", 0.0
    DamageFactor "Damage_Expander", 0.0
	DamageFactor "LaserShot", 0.0
    States
    {
    Spawn:
		ANT1 A 0
		ANT1 A 0 A_Jump(128,2)
		ANT1 A -1
        Stop
		ANT1 B -1
        Stop
	Death:
		ANT1 A 0 
		ANT1 A 0 A_Scream
		ANT1 A 0 A_SpawnItemEx("ExpanderExplosion",0,0,42,0,0,0,0,SXF_ABSOLUTEVELOCITY,0) 
		ANT1 AAAAAA 0 A_SpawnDebris("MetalGibs1")		
		ANT1 AAAAAA 0 A_SpawnDebris("MetalGibs2")		
		ANT1 AAAAAA 0 A_SpawnDebris("MetalGibs3")		
		ANT1 AAAAAA 0 A_SpawnDebris("MetalGibs4")		
		ANT1 AAAAAA 0 A_SpawnDebris("MetalGibs5")
        Stop
    }
}

ACTOR "Tree 1" 31178
{
    //$Category DN3D Decoration //Vegetation
    Height 220
    Radius 10
    +SOLID
    States
    {
    Spawn:
        PALM A -1
        Stop
    }
}

ACTOR "Tentacle Slimer Big" 31180
{
    //$Category DN3D Decoration
    Height 154
    Radius 17
    +SOLID
    States
    {
    Spawn:
        CRE1 A -1
        Stop
    }
}

ACTOR "Tentacle Slimer Medium" 31181
{
    //$Category DN3D Decoration
    Height 106
    Radius 12
	Scale 0.7
    +SOLID
    States
    {
    Spawn:
        CRE1 A -1
        Stop
    }
}

ACTOR "Tentacle Slimer Little" 31182
{
    //$Category DN3D Decoration
    Height 60
    Radius 7
	Scale 0.4
    +SOLID
    States
    {
    Spawn:
        CRE1 A -1
        Stop
    }
}

ACTOR "Plataform Slimer Big" 31183
{
    //$Category DN3D Decoration
    Height 22
    Radius 57
    +SOLID
    States
    {
    Spawn:
        CRE2 A -1
        Stop
    }
}

ACTOR "Plataform Slimer Medium" 31184
{
    //$Category DN3D Decoration
    Height 15
    Radius 30
	Scale 0.7
    +SOLID
    States
    {
    Spawn:
        CRE2 A -1
        Stop
    }
}

ACTOR "Plataform Slimer Little" 31185
{
    //$Category DN3D Decoration
    Height 8
    Radius 18
	Scale 0.4
    +SOLID
    States
    {
    Spawn:
        CRE2 A -1
        Stop
    }
}

ACTOR "Incubator Slimer Big" 31186
{
    //$Category DN3D Decoration
    Height 98
    Radius 28
    +SOLID
    States
    {
    Spawn:
        CRE3 A -1
        Stop
    }
}

ACTOR "Incubator Slimer Medium" 31187
{
    //$Category DN3D Decoration
    Height 66
    Radius 19
	Scale 0.7
    +SOLID
    States
    {
    Spawn:
        CRE3 A -1
        Stop
    }
}

ACTOR "Incubator Slimer Little" 31188
{
    //$Category DN3D Decoration
    Height 39
    Radius 14
	Scale 0.4
    +SOLID
    States
    {
    Spawn:
        CRE3 A -1
        Stop
    }
}

ACTOR "Woman 1" 31189
{
    //$Category DN3D Decoration //Breakable Props
    Radius 12
    Height 62
	Health 100
	Mass 0x7FFFFFFF
	Scale 0.4
	DeathSound "Gib/Explode"
	+SOLID
    +SHOOTABLE
	+ACTIVATEMCROSS
	+NOICEDEATH
	+NOGRAVITY
    +SPAWNCEILING
	DamageFactor "Fire", 0.7
	DamageFactor "Damage_Foot", 0.25
	DamageFactor "Radial", 0.0
	DamageFactor "Damage_Shrinker", 0.0
    DamageFactor "Damage_Expander", 0.4
	PainChance 256
    States
    {
    Spawn:
	    WOM1 A 0
		WOM1 A 0 A_Jump(128,3)
		WOM1 A 0 A_JumpIfInventory("Death2Check",1,3)
        WOM1 A -1 
        Stop
		WOM1 B 1 A_GiveInventory("Death2Check",1)
		WOM1 B -1  
        Stop
	Pain.LaserShot:
	    WOM1 A 0
		WOM1 A 0 A_SpawnItemEx("PainTripLaser",0,0,5)
		WOM1 A 0 HealThing(2)
		Goto Spawn+2
	Pain.Radial:
        WOM1 A 0
        WOM1 A 0 HealThing(2)
        Goto Spawn+2
	Death:
		WOM1 A 0 
        WOM1 A 0 A_Scream
		WOM1 A 0 A_PlaySound("Woman/Gib",5)
        WOM1 AA 0 A_SpawnDebris("DukeGibs1")
        WOM1 AA 0 A_SpawnDebris("DukeGibs2")
		WOM1 AA 0 A_SpawnDebris("DukeGibs3")
        WOM1 AA 0 A_SpawnDebris("DukeGibs4")
        WOM1 AA 0 A_SpawnDebris("DukeGibs5")		
        WOM1 AAAA 0 A_SpawnDebris("DukeGibs6")
        Stop
    }
}

ACTOR "Woman 2" 31190
{
    //$Category DN3D Decoration //Breakable Props
    Radius 18
    Height 31
	Health 100
	Mass 0x7FFFFFFF
	Scale 0.4
	DeathSound "Gib/Explode"
	+SOLID
    +SHOOTABLE
	+ACTIVATEMCROSS
	+NOICEDEATH
	DamageFactor "Fire", 0.7
	DamageFactor "Damage_Foot", 0.25
	DamageFactor "Radial", 0.0
	DamageFactor "Damage_Shrinker", 0.0
    DamageFactor "Damage_Expander", 0.4
	PainChance 256
    States
    {
    Spawn:
		WOM2 A 0
		WOM2 A 0 A_Jump(128,3)
		WOM2 A 0 A_JumpIfInventory("Death2Check",1,3)
        WOM2 A -1 
        Stop
		WOM2 B 1 A_GiveInventory("Death2Check",1)
		WOM2 B -1  
        Stop
	Pain.LaserShot:
	    WOM2 A 0
		WOM2 A 0 A_SpawnItemEx("PainTripLaser",0,0,5)
		WOM2 A 0 HealThing(2)
		Goto Spawn+2	
	Pain.Radial:
        WOM2 A 0
        WOM2 A 0 HealThing(2)
        Goto Spawn+2
	Death:
		WOM2 A 0 
        WOM2 A 0 A_Scream
		WOM2 A 0 A_PlaySound("Woman/Gib",5)
        WOM2 AA 0 A_SpawnDebris("DukeGibs1")
        WOM2 AA 0 A_SpawnDebris("DukeGibs2")
		WOM2 AA 0 A_SpawnDebris("DukeGibs3")
        WOM2 AA 0 A_SpawnDebris("DukeGibs4")
        WOM2 AA 0 A_SpawnDebris("DukeGibs5")		
        WOM2 AAAA 0 A_SpawnDebris("DukeGibs6")
        Stop
    }
}

ACTOR "Woman 3" 31254
{
    //$Category DN3D Decoration //Breakable Props
    Radius 11
    Height 62
	Health 100
	Mass 0x7FFFFFFF
	Scale 0.4
	DeathSound "Gib/Explode"
	+SOLID
    +SHOOTABLE
	+ACTIVATEMCROSS
	+NOICEDEATH
	DamageFactor "Fire", 0.7
	DamageFactor "Damage_Foot", 0.25
	DamageFactor "Radial", 0.0
	DamageFactor "Damage_Shrinker", 0.0
    DamageFactor "Damage_Expander", 0.4
	PainChance 256
    States
    {
    Spawn:
	    WOM3 A 0
		WOM3 A 0 A_Jump(128,3)
		WOM3 A 0 A_JumpIfInventory("Death2Check",1,3)
        WOM3 A -1 
        Stop
		WOM3 B 1 A_GiveInventory("Death2Check",1)
		WOM3 B -1  
        Stop
	Pain.LaserShot:
	    WOM3 A 0
		WOM3 A 0 A_SpawnItemEx("PainTripLaser",0,0,5)
		WOM3 A 0 HealThing(2)
		Goto Spawn+2
	Pain.Radial:
        WOM3 A 0
        WOM3 A 0 HealThing(2)
        Goto Spawn+2
	Death:
		WOM3 A 0 
        WOM3 A 0 A_Scream
		WOM3 A 0 A_PlaySound("Woman/Gib",5)
        WOM3 AA 0 A_SpawnDebris("DukeGibs1")
        WOM3 AA 0 A_SpawnDebris("DukeGibs2")
		WOM3 AA 0 A_SpawnDebris("DukeGibs3")
        WOM3 AA 0 A_SpawnDebris("DukeGibs4")
        WOM3 AA 0 A_SpawnDebris("DukeGibs5")		
        WOM3 AAAA 0 A_SpawnDebris("DukeGibs6")
        Stop
    }
}

ACTOR ShowBoobs : Inventory
{
	Inventory.Amount 1
	Inventory.MaxAmount 1
}

ACTOR AngleStripper : Inventory
{
	Inventory.Amount 1
	Inventory.MaxAmount 1
}

ACTOR "Stripper 1 Base" 
{	
    Radius 12
	Height 54
	Health 100
	Mass 0x7FFFFFFF
	Scale 0.6
	DeathSound "Gib/Explode"
	+SOLID
    +SHOOTABLE
	+ACTIVATEMCROSS
	+NOICEDEATH
	DamageFactor "Fire", 0.7
	DamageFactor "Damage_Foot", 0.25
	DamageFactor "Radial", 0.0
	DamageFactor "Damage_Shrinker", 0.0
    DamageFactor "Damage_Expander", 0.4
	PainChance 256
	States
	{
	Spawn:    
		STRP A 0 
		STRP A 0 Thing_ChangeTid(0,3000)
		STRP A 0 A_Jump(128,34)
		STRP A 0 A_JumpIfInventory("AngleStripper",1,9)
		STRP AAAABBBBCCCCDDDDEEEEDDDDCCCCBBBB 1 A_JumpIfInventory("Showboobs",1,"Boobs")
        Goto Spawn+4
		ST2P A 0 A_GiveInventory("AngleStripper",1)
		ST2P AAAABBBBCCCCDDDDEEEEDDDDCCCCBBBB 1 A_JumpIfInventory("Showboobs",1,"Boobs2")
        Goto Spawn+38
    Boobs:
		STRP F 16
		STRP GHGHGHGH 4 
		STRP F 16 
		STRP F 0 A_TakeInventory("ShowBoobs",1)
		Goto Spawn+4
	Boobs2:
		ST2P F 16
		ST2P GHGHGHGH 4 
		ST2P F 16 
		ST2P F 0 A_TakeInventory("ShowBoobs",1)
		Goto Spawn+38
	Pain.LaserShot:
	    STRP A 0
		STRP A 0 A_SpawnItemEx("PainTripLaser",0,0,5)
		STRP A 0 HealThing(2)
		Goto Spawn+3
	Pain.Radial:
        STRP A 0
        STRP A 0 HealThing(2)
        Goto Spawn+3
	Death:
		STRP A 0 
        STRP A 0 A_Scream
		STRP A 0 A_PlaySound("Woman/Gib",5)
        STRP AA 0 A_SpawnDebris("DukeGibs1")
        STRP AA 0 A_SpawnDebris("DukeGibs2")
		STRP AA 0 A_SpawnDebris("DukeGibs3")
        STRP AA 0 A_SpawnDebris("DukeGibs4")
        STRP AA 0 A_SpawnDebris("DukeGibs5")		
        STRP AAAA 0 A_SpawnDebris("DukeGibs6")
        Stop
	}
}

ACTOR "Stripper 1A" : "Stripper 1 Base" 
{	
}

ACTOR "Stripper 1B" : "Stripper 1 Base" 
{ 
    Translation "112:127=80:111"   
}   

ACTOR "Stripper 1C" : "Stripper 1 Base" 
{ 
    Translation "112:127=168:191"   
}   

ACTOR "Stripper 1D" : "Stripper 1 Base" 
{ 
    Translation "112:127=16:47"   
}   

ACTOR "Stripper 1E" : "Stripper 1 Base" 
{ 
    Translation "112:127=48:79"   
}   

ACTOR "Stripper 1F" : "Stripper 1 Base" 
{ 
    Translation "112:127=160:167"   
}   

ACTOR "Stripper 1G" : "Stripper 1 Base" 
{ 
    Translation "112:127=192:207"   
}   

ACTOR "Stripper" : RandomSpawner 31194
{
    //$Category DN3D Decoration //Breakable Props
    DropItem "Stripper 1A", 256, 128
	DropItem "Stripper 1B", 256, 128
	DropItem "Stripper 1C", 256, 128
	DropItem "Stripper 1D", 256, 128
	DropItem "Stripper 1E", 256, 128
	DropItem "Stripper 1F", 256, 128
	DropItem "Stripper 1G", 256, 128
	Radius 12
	Height 54
	Scale 0.6
	Health 0x7FFFFFFF
    Mass 0x7FFFFFFF
    +NOBLOCKMAP
    +NOSECTOR
    +NOGRAVITY
    +NORADIUSDMG
    +NOINTERACTION
    +ISMONSTER
    +SHOOTABLE
    +BOSSDEATH
	States
    {    
    Spawn:
        STRP A 1
        Goto Death
	Death:
	    TNT1 A 1
		Stop
        }
}

ACTOR "Stripper 2 Base" 
{
	Radius 12
	Height 54
	Health 100
	Mass 0x7FFFFFFF
	Scale 0.6
	DeathSound "Gib/Explode"
	+SOLID
    +SHOOTABLE
	+ACTIVATEMCROSS
	+NOICEDEATH
	DamageFactor "Fire", 0.7
	DamageFactor "Damage_Foot", 0.25
	DamageFactor "Radial", 0.0
	DamageFactor "Damage_Shrinker", 0.0
    DamageFactor "Damage_Expander", 0.4
	PainChance 256
	States
	{
	Spawn:
        STR2 A 0
	    STR2 A 0 Thing_ChangeTid(0,3000)
	    STR2 A 0 A_Jump(128,8)
		STR2 A 0 A_JumpIfInventory("AngleStripper",1,7)
	    STR2 ABCDCB 4
	    Goto Spawn+4
		ST22 A 0 A_GiveInventory("AngleStripper",1)
	    ST22 ABCDCB 4
	    Goto Spawn+11
	Pain.LaserShot:
	    STR2 A 0
		STR2 A 0 A_SpawnItemEx("PainTripLaser",0,0,5)
		STR2 A 0 HealThing(2)
		Goto Spawn+3
	Pain.Radial:
        STR2 A 0
        STR2 A 0 HealThing(2)
        Goto Spawn+3
	Death:
		STR2 A 0 
        STR2 A 0 A_Scream
		STR2 A 0 A_PlaySound("Woman/Gib",5)
        STR2 AA 0 A_SpawnDebris("DukeGibs1")
        STR2 AA 0 A_SpawnDebris("DukeGibs2")
		STR2 AA 0 A_SpawnDebris("DukeGibs3")
        STR2 AA 0 A_SpawnDebris("DukeGibs4")
        STR2 AA 0 A_SpawnDebris("DukeGibs5")		
        STR2 AAAA 0 A_SpawnDebris("DukeGibs6")
        Stop
	}
}

ACTOR "Stripper 2A" : "Stripper 2 Base" 
{	
}

ACTOR "Stripper 2B" : "Stripper 2 Base" 
{ 
    Translation "112:127=80:111"   
}   

ACTOR "Stripper 2C" : "Stripper 2 Base" 
{ 
    Translation "112:127=168:191"   
}   

ACTOR "Stripper 2D" : "Stripper 2 Base" 
{ 
    Translation "112:127=16:47"   
}   

ACTOR "Stripper 2E" : "Stripper 2 Base" 
{ 
    Translation "112:127=48:79"   
}   

ACTOR "Stripper 2F" : "Stripper 2 Base" 
{ 
    Translation "112:127=160:167"   
}   

ACTOR "Stripper 2G" : "Stripper 2 Base" 
{ 
    Translation "112:127=192:207"   
}   

ACTOR " Stripper " : RandomSpawner 31195
{
    //$Category DN3D Decoration //Breakable Props
    DropItem "Stripper 2A", 256, 128
	DropItem "Stripper 2B", 256, 128
	DropItem "Stripper 2C", 256, 128
	DropItem "Stripper 2D", 256, 128
	DropItem "Stripper 2E", 256, 128
	DropItem "Stripper 2F", 256, 128
	DropItem "Stripper 2G", 256, 128
	Radius 12
	Height 54
	Scale 0.6
	Health 0x7FFFFFFF
    Mass 0x7FFFFFFF
    +NOBLOCKMAP
    +NOSECTOR
    +NOGRAVITY
    +NORADIUSDMG
    +NOINTERACTION
    +ISMONSTER
    +SHOOTABLE
    +BOSSDEATH
	States
    {    
    Spawn:
        STR2 A 1
        Goto Death
	Death:
	    TNT1 A 1
		Stop
        }
}

ACTOR "Bar Table" 31196
{
    //$Category DN3D Decoration
	Radius 8
	Height 27
	XScale 0.75
	YScale 0.45
	+SOLID
	States
	{
	Spawn:
	    BTBL A -1
	    Stop
	}
}

ACTOR Glas1Shard 
{	
	Radius 4
    Height 4
    Speed 0
    Projectile
	+MISSILE
	-NOGRAVITY
	+MOVEWITHSECTOR
    +CLIENTSIDEONLY
	+CORPSE
    +NOTELEPORT
    +NOBLOCKMAP
	+THRUACTORS
    Gravity 0.5
    Health 1
    Scale 0.37
    States
    {
    Spawn:
        GL1P ABC 2
        Loop
	Crash:
    Death:
        TNT1 A 20 A_Gravity
	    TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_FadeOut(0.1)
        Stop
	}
}

ACTOR Glas2Shard : Glas1Shard 
{	
    States
    {
    Spawn:
        GL2P ABC 2
        Loop
	Crash:
    Death:
        TNT1 A 20 A_Gravity
	    TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_FadeOut(0.1)
        Stop
	}
}

ACTOR "Director Chair" 31198
{
    //$Category DN3D Decoration
	Radius 19
	Height 46
	Scale 0.75
	+SOLID
	States
	{
	Spawn:
	    DCHA A -1
	    Stop
	}
}

ACTOR "Spot Light" 31199
{
    //$Category DN3D Decoration //Light Sourcer
	Radius 17
	Height 72
	Scale 0.75
	+SOLID
	States
	{
	Spawn:
        SPOT A 0
		SPOT A 0 A_Jump(128,2)
		SPOT A -1 Bright
        Stop
		SPOT B -1 Bright
        Stop
	}
}

ACTOR "Movie Camera" 31200
{
    //$Category DN3D Decoration
	Radius 13
	Height 64
	Scale 0.75
	+SOLID
	States
	{
	Spawn:
        CAME A 0
		CAME A 0 A_Jump(128,2)
		CAME A -1
        Stop
		CAME B -1
        Stop
	}
}

ACTOR "Microphone" 31201
{
    //$Category DN3D Decoration
	Radius 5
	Height 50
	Scale 0.75
	+SOLID
	States
	{
	Spawn:
	    MICR A 0
		MICR A 0 A_Jump(128,2)
		MICR A -1
        Stop
		MICR B -1
        Stop
	}
}

ACTOR "Sushi Plate 1" 31202
{
    //$Category DN3D Decoration
	Radius 10
	Height 10
	Scale 0.75
	-SOLID
	States
	{
	Spawn:
	    SUSH A -1
	    Stop
	}
}

ACTOR "Sushi Plate 2" 31203
{
    //$Category DN3D Decoration
	Radius 10
	Height 10
	Scale 0.75
	-SOLID
	States
	{
	Spawn:
	    SLEG A -1
	    Stop
	}
}

ACTOR " Box " 31204
{
    //$Category DN3D Decoration
	Radius 8
	Height 8
	Scale 0.75
	-SOLID
	States
	{
	Spawn:
	    RBOX A -1
	    Stop
	}
}

ACTOR "Junk Bottle 1" 31205
{
    //$Category DN3D Decoration //Breakable Props
	Radius 8
	Height 8
	Health 10
	Mass 50000
	DeathSound "Glass/Destruido2"
	-SOLID
    +SHOOTABLE
    +NOBLOOD
	+ACTIVATEMCROSS
    +DONTGIB
    +NOICEDEATH
	DamageFactor "Ice", 0.26
	DamageFactor "Fire", 0.26
	DamageFactor "Radial", 0.0
	DamageFactor "Damage_Shrinker", 0.0
    DamageFactor "Damage_Expander", 0.0
	DamageFactor "LaserShot", 0.0
	States
	{
	Spawn:
	    JNK1 A 0
		JNK1 A 0 A_Jump(128,2)
		JNK1 A -1
        Stop
		JNK1 B -1
        Stop
	Death:
		JNK1 A 0 
		JNK1 A 0 A_Scream
		JNK1 AAAAAAAAAA 0 A_SpawnDebris("Glas2Shard")		
        Stop
	}
}

ACTOR "Junk Bottle 2" 31206
{
    //$Category DN3D Decoration //Breakable Props
	Radius 4
	Height 18
	Health 10
	Mass 50000
	Scale 0.85
	DeathSound "Glass/Destruido2"
	-SOLID
    +SHOOTABLE
    +NOBLOOD
	+ACTIVATEMCROSS
    +DONTGIB
    +NOICEDEATH
	DamageFactor "Ice", 0.26
	DamageFactor "Fire", 0.26
	DamageFactor "Radial", 0.0
	DamageFactor "Damage_Shrinker", 0.0
    DamageFactor "Damage_Expander", 0.0
	DamageFactor "LaserShot", 0.0
	States
	{
	Spawn:
	    JNK2 A 0
		JNK2 A 0 A_Jump(128,2)
		JNK2 A -1
        Stop
		JNK2 B -1
        Stop
	Death:
		JNK2 A 0 
		JNK2 A 0 A_Scream
		JNK2 AAAAAAAAAA 0 A_SpawnDebris("Glas2Shard")		
        Stop
	}
}

ACTOR "Vodka Glass" 31207
{
    //$Category DN3D Decoration //Breakable Props
	Radius 2
	Height 11
	Health 5
	Mass 50000
	Scale 0.58
	DeathSound "Glass/Destruido2"
	-SOLID
    +SHOOTABLE
    +NOBLOOD
	+ACTIVATEMCROSS
    +DONTGIB
    +NOICEDEATH
	DamageFactor "Ice", 0.26
	DamageFactor "Fire", 0.26
	DamageFactor "Radial", 0.0
	DamageFactor "Damage_Shrinker", 0.0
    DamageFactor "Damage_Expander", 0.0
	DamageFactor "LaserShot", 0.0
	States
	{
	Spawn:
	    VODK A -1
	    Stop
	Death:
		VODK A 0 
		VODK A 0 A_Scream
		VODK AAAAAAAA 0 A_SpawnDebris("Glas1Shard")		
        Stop
	}
}

ACTOR "Ceiling Lamp Duke" 31208
{
    //$Category DN3D Decoration //Light Sourcer
	Radius 16
	Height 27
	Scale 0.75
	+NOGRAVITY
	+SOLID
	+SPAWNCEILING
	States
	{
	Spawn:
	    CLAP A -1 Bright
	    Stop
	}
}

ACTOR "Tires" 31210
{
    //$Category DN3D Decoration
	Radius 16
	Height 18
	Scale 0.75
	+SOLID
	States
	{
	Spawn:
	    TIRE A -1
	    Stop
	}
}

ACTOR "Plant in Glass 1" 31211
{
    //$Category DN3D Decoration //Breakable Props
	Radius 12
	Height 27
	Health 10
	Mass 50000
	Scale 0.75
	DeathSound "Glass/Destruido"
	+SOLID
    +SHOOTABLE
    +NOBLOOD
	+ACTIVATEMCROSS
    +DONTGIB
    +NOICEDEATH
	DamageFactor "Ice", 0.26
	DamageFactor "Fire", 0.26
	DamageFactor "Radial", 0.0
	DamageFactor "Damage_Shrinker", 0.0
    DamageFactor "Damage_Expander", 0.0
	DamageFactor "LaserShot", 0.0
    States
    {
    Spawn:
        GTRE A -1
        Stop
    Death:
		GTRE A 0 
		GTRE A 0 A_Scream
		GTRE AAAAAAAAAAAAAAAAAAAAAA 0 A_SpawnDebris("Glas1Shard")		
        Stop
	}
}

ACTOR " Donuts " 31212
{
    //$Category DN3D Decoration
	Radius 12
	Height 12
	Scale 0.75
	+SOLID
	States
	{
	Spawn:
	    DONU A -1
	    Stop
	}
}

ACTOR "Lots of Booze" 31213
{
    //$Category DN3D Decoration //Breakable Props
	Radius 19
	Height 20
	Health 50
	Mass 50000
	Scale 0.86
	DeathSound "Object/Broken"
	+SOLID
    +SHOOTABLE
    +NOBLOOD
	+ACTIVATEMCROSS
    +DONTGIB
    +NOICEDEATH
	DamageFactor "Ice", 0.26
	DamageFactor "Fire", 0.26
	DamageFactor "Radial", 0.0
	DamageFactor "Damage_Shrinker", 0.0
    DamageFactor "Damage_Expander", 0.0
	DamageFactor "LaserShot", 0.0
	States
	{
	Spawn:
	    LDRI A -1
	    Stop
	Death:
		LDRI A 0 
		LDRI A 0 A_Scream
		ANT1 AA 0 A_SpawnDebris("MetalGibs1")		
		ANT1 AA 0 A_SpawnDebris("MetalGibs2")		
		ANT1 AA 0 A_SpawnDebris("MetalGibs3")		
		ANT1 AA 0 A_SpawnDebris("MetalGibs4")		
		ANT1 AA 0 A_SpawnDebris("MetalGibs5")
		LDRI AAAAAAAAAAAAAAAAAAAAAA 0 A_SpawnDebris("Glas1Shard")	
		LDRI AAAAAAAAAAAA 0 A_SpawnDebris("Glas2Shard")
        Stop
	}
}

ACTOR "Plant in Glass 2" 31214
{
    //$Category DN3D Decoration //Breakable Props
	Radius 10
	Height 29
	Health 10
	Mass 50000
	Scale 0.75
	DeathSound "Glass/Destruido"
	+SOLID
    +SHOOTABLE
    +NOBLOOD
	+ACTIVATEMCROSS
    +DONTGIB
    +NOICEDEATH
	DamageFactor "Ice", 0.26
	DamageFactor "Fire", 0.26
	DamageFactor "Radial", 0.0
	DamageFactor "Damage_Shrinker", 0.0
    DamageFactor "Damage_Expander", 0.0
	DamageFactor "LaserShot", 0.0
    States
    {
    Spawn:
        PLRN A -1
        Stop
    Death:
		PLRN A 0 
		PLRN A 0 A_Scream
		PLRN AAAAAAAAAAAAAAAAAAAAAA 0 A_SpawnDebris("Glas1Shard")		
        Stop
	}
}

ACTOR "Vodka Cup" 31215
{
    //$Category DN3D Decoration //Breakable Props
	Radius 2
	Height 11
	Health 5
	Mass 50000
	Scale 0.58
	DeathSound "Glass/Destruido2"
	-SOLID
    +SHOOTABLE
    +NOBLOOD
	+ACTIVATEMCROSS
    +DONTGIB
    +NOICEDEATH
	DamageFactor "Ice", 0.26
	DamageFactor "Fire", 0.26
	DamageFactor "Radial", 0.0
	DamageFactor "Damage_Shrinker", 0.0
    DamageFactor "Damage_Expander", 0.0
	DamageFactor "LaserShot", 0.0
	States
	{
	Spawn:
	    CUP1 A -1
	    Stop
	Death:
		CUP1 A 0 
		CUP1 A 0 A_Scream
		CUP1 AAAAAAAA 0 A_SpawnDebris("Glas1Shard")		
        Stop
	}
}

ACTOR "Chair 2" 31216
{
	//$Category DN3D Decoration
	Radius 12
    Height 29
	+SOLID
    States
    {
    Spawn:
	    CHA2 A -1
	    Stop
    }
}

ACTOR "Yellow Lamp" 31217
{
	//$Category DN3D Decoration //Light Sourcer
	Radius 8
    Height 53
	+SOLID
    States
    {
    Spawn:
	    YLMP A -1 Bright
	    Stop
    }
}

ACTOR "Grey Lamp" 31218
{
	//$Category DN3D Decoration //Light Sourcer
	Radius 8
    Height 49
	+SOLID
    States
    {
    Spawn:
	    GLMP A -1 Bright
	    Stop
    }
}

ACTOR " Little Lamp " 31219
{
	//$Category DN3D Decoration //Light Sourcer
	Radius 14
    Height 18
	Scale 0.65
	-SOLID
    States
    {
    Spawn:
	    DECL A 0
		DECL A 0 A_Jump(128,2)
		DECL A -1 Bright
        Stop
		DECL B -1 Bright
        Stop
    }
}

ACTOR "  Trash  " 31220
{
    //$Category DN3D Decoration //Breakable Props
    Radius 14
    Height 32
	Health 60
	Mass 50000
	Scale 0.81
	DeathSound "Object/Broken"
	+SOLID
    +SHOOTABLE
    +NOBLOOD
	+ACTIVATEMCROSS
    +DONTGIB
    +NOICEDEATH
	DamageFactor "Ice", 0.26
	DamageFactor "Fire", 0.26
	DamageFactor "Radial", 0.0
	DamageFactor "Damage_Shrinker", 0.0
    DamageFactor "Damage_Expander", 0.0
	DamageFactor "LaserShot", 0.0
    States
    {
    Spawn:
        UTRS A -1
        Stop
    Death:
		UTRS A 0 
		UTRS A 0 A_Scream
		UTRS AA 0 A_SpawnDebris("MetalGibs1")		
		UTRS AA 0 A_SpawnDebris("MetalGibs2")		
		UTRS AA 0 A_SpawnDebris("MetalGibs3")		
		UTRS AA 0 A_SpawnDebris("MetalGibs4")		
		UTRS AA 0 A_SpawnDebris("MetalGibs5")
        Stop
    }
}

ACTOR "Block Wood" 31221
{
    //$Category DN3D Decoration
	Radius 14
	Height 34
	Scale 0.7
	+SOLID
	States
	{
	Spawn:
		USGN A -1
        Stop
	}
}

ACTOR "Block Wood Fall" 31222
{
    //$Category DN3D Decoration
	Radius 14
	Height 17
	Scale 0.7
	+SOLID
	States
	{
	Spawn:
		USGN B -1
        Stop
	}
}

ACTOR "Fire Stinguisher" 31224
{
    //$Category DN3D Decoration //Explosive Barrels
    Health 50
    Height 22
    Radius 6
	Mass 50000
    +SOLID
    +SHOOTABLE
    +NOBLOOD
    +ACTIVATEMCROSS
    +DONTGIB
    +NOICEDEATH
	+NOGRAVITY
    Obituary "%o went boom."
	DamageFactor "Fire", 0.4
	DamageFactor "Radial", 0.0
	DamageFactor "Damage_Foot", 0.1
	DamageFactor "Damage_Shrinker", 0.0
    DamageFactor "Damage_Expander", 0.0	
	DamageFactor "LaserShot", 0.0
    Scale 0.6
    States
    {
    Spawn:
        UFEX A -1
        Loop
    Death:
	    UFEX A 0 
	    UFEX A 0 A_NoGravity
        UFEX A 0 A_Jump(128,6,12,18,24)
		UFEX A 1 
        UFEX A 1 
        UFEX A 1 
	    UFEX A 0 A_PlaySound("Explosion/Sounds",12)
        UFEX A 1 A_SpawnItemEx("ExplosiveExplosion",0,0,0,0,0,0,0,0)
        Goto Respawn
		UFEX A 1
        UFEX A 1 
        UFEX A 2 
	    UFEX A 0 A_PlaySound("Explosion/Sounds",12)
        UFEX A 1 A_SpawnItemEx("ExplosiveExplosion",0,0,0,0,0,0,0,0)
        Goto Respawn
		UFEX A 1
        UFEX A 2
        UFEX A 2 
	    UFEX A 0 A_PlaySound("Explosion/Sounds",12)
        UFEX A 1 A_SpawnItemEx("ExplosiveExplosion",0,0,0,0,0,0,0,0)
        Goto Respawn
		UFEX A 2
        UFEX A 2 
        UFEX A 2 
	    UFEX A 0 A_PlaySound("Explosion/Sounds",12)
        UFEX A 1 A_SpawnItemEx("ExplosiveExplosion",0,0,0,0,0,0,0,0)
        Goto Respawn
		UFEX A 3
        UFEX A 2 
        UFEX A 2 
	    UFEX A 0 A_PlaySound("Explosion/Sounds",12)
        UFEX A 1 A_SpawnItemEx("ExplosiveExplosion",0,0,0,0,0,0,0,0)
        Goto Respawn
	Respawn:
	    TNT1 A 1050 A_BarrelDestroy
		TNT1 A 5 A_Respawn
		Wait
        }
}

ACTOR "Hydrant Base" 
{
    //$Category DN3D Decoration //Breakable Props
	Health 195
    Radius 11
	Height 26	
	Mass 0x7ffffff
	DeathSound "Hydrant/Death"
    +SOLID
    +SHOOTABLE
    +NOBLOOD
    +ACTIVATEMCROSS
    +DONTGIB
    +NOICEDEATH
	+NOGRAVITY
	DamageFactor "Ice", 0.4
	DamageFactor "Fire", 0.4
	DamageFactor "Radial", 0.0
	DamageFactor "Damage_Foot", 0.1
	DamageFactor "Damage_Shrinker", 0.0
    DamageFactor "Damage_Expander", 0.0	
	DamageFactor "LaserShot", 0.0
	+SOLID
	States
	{
	Spawn:
	    MYHD A 0
		MYHD A 0 A_Jump(128,2)
		MYHD A -1
        Stop
		MYHD B -1
        Stop
	}
}

ACTOR "Hydrant with water" : "Hydrant Base" 31209
{
    //$Category DN3D Decoration //Breakable Props
    States
	{
	Spawn:
	    MYHD A 0
		MYHD A 0 A_Jump(128,2)
		MYHD A -1
        Stop
		MYHD B -1
        Stop
	Death:
	    MYDR B 3 A_Scream
	    MYDR CD 3
	    TNT1 A 0 A_PlaySound("Hydrant/Broken",7,FRandom(0.8,1.0),TRUE,ATTN_NORM)
	Broken:
	    MYDR EFGH 3
	    Loop
	}
}

ACTOR "Hydrant with Sewer" : "Hydrant Base" 31225
{
    //$Category DN3D Decoration //Breakable Props
    States
	{
	Spawn:
	    MYHD A 0
		MYHD A 0 A_Jump(128,2)
		MYHD A -1
        Stop
		MYHD B -1
        Stop
	Death:
	    MYDB B 3 A_Scream
	    MYDB CD 3
	    TNT1 A 0 A_PlaySound("Hydrant/Broken",7,FRandom(0.8,1.0),TRUE,ATTN_NORM)
	Broken:
	    MYDB EFGH 3
	    Loop
	}
}

ACTOR "Hydrant with Blood" : "Hydrant Base" 31226
{
    //$Category DN3D Decoration //Breakable Props
    States
	{
	Spawn:
	    MYHD A 0
		MYHD A 0 A_Jump(128,2)
		MYHD A -1
        Stop
		MYHD B -1
        Stop
	Death:
	    MYDS B 3 A_Scream
	    MYDS CD 3
	    TNT1 A 0 A_PlaySound("Hydrant/Broken",7,FRandom(0.8,1.0),TRUE,ATTN_NORM)
	Broken:
	    MYDS EFGH 3
	    Loop
	}
}

ACTOR "Hydrant with Nukage" : "Hydrant Base" 31227
{
    //$Category DN3D Decoration //Breakable Props
    States
	{
	Spawn:
	    MYHD A 0
		MYHD A 0 A_Jump(128,2)
		MYHD A -1
        Stop
		MYHD B -1
        Stop
	Death:
	    MYDG B 3 A_Scream
	    MYDG CD 3
	    TNT1 A 0 A_PlaySound("Hydrant/Broken",7,FRandom(0.8,1.0),TRUE,ATTN_NORM)
	Broken:
	    MYDG EFGH 3 A_SpawnItem("NukageHydraPoison",0,36,0,0)
	    Loop
	}
}

ACTOR NukageHydraPoison
{
	Radius 1
	Height 1
	Speed 1
	Damage (0)
	Projectile
	RenderStyle Add
	PoisonDamage 10
	DamageType "AlienPoison" 
	+THRUGHOST
	States
	{
	Spawn: 
        TNT1 A 0 
    Death:
	    TNT1 A 0 
		TNT1 A 1 A_Explode(8,56)
		Stop
        }
}

ACTOR "Broken Lamp" 31228
{
    //$Category DN3D Decoration //Light Sourcer
    Height 18
    Radius 8
	Scale 0.78
	-SOLID
    States
    {
    Spawn:
	    BLMP A 0
		BLMP A 0 A_Jump(128,2)
		BLMP A -1 Bright
        Stop
		BLMP B -1 Bright
        Stop
    }
}

ACTOR "Fountain Water Noisy" 31229
{
    //$Category DN3D Decoration
    Radius 12
    Height 12
    RenderStyle Translucent
    Alpha 0.75
    +NOBLOCKMAP
    +MOVEWITHSECTOR
    States
    {
    Spawn:
        WFOU ABCD 3 A_PlaySound("Fountain/Loop",CHAN_AUTO,1.0,1,2)
        Loop
    }
}

ACTOR "Fountain Sewer Noisy" 31230
{
    //$Category DN3D Decoration
    Radius 12
    Height 12
    RenderStyle Translucent
    Alpha 0.75
    +NOBLOCKMAP
    +MOVEWITHSECTOR
    States
    {
    Spawn:
        SFOU ABCD 3 A_PlaySound("Fountain/Loop",CHAN_AUTO,1.0,1,2)
        Loop
    }
}

ACTOR "Fountain Nukage Noisy" 31231
{
    //$Category DN3D Decoration
    Radius 12
    Height 12
    RenderStyle Translucent
    Alpha 0.75
    +NOBLOCKMAP
    +MOVEWITHSECTOR
    States
    {
    Spawn:
	    NFOU A 0 
	    NFOU A 0 A_PlaySound("Fountain/Loop",7,FRandom(0.8,1.0),TRUE,ATTN_NORM)
	See:
        NFOU ABCD 3 A_SpawnItem("NukageHydraPoison",0,36,0,0)
        Loop
    }
}

ACTOR "Fountain Blood Noisy" 31232
{
    //$Category DN3D Decoration
    Radius 12
    Height 12
    RenderStyle Translucent
    Alpha 0.75
    +NOBLOCKMAP
    +MOVEWITHSECTOR
    States
    {
    Spawn:
        BFOU ABCD 3 A_PlaySound("Fountain/Loop",CHAN_AUTO,1.0,1,2)
        Loop
    }
}

ACTOR "Marine Victim" 31233
{
    //$Category DN3D Decoration //Breakable Props
	Radius 13
    Height 30
	Health 100
	Mass 0x7FFFFFFF
	Scale 0.715
	DeathSound "Gib/Explode"
	+SOLID
    +SHOOTABLE
	+ACTIVATEMCROSS
	+NOICEDEATH
	+CORPSE
	DamageFactor "Ice", 0.7
	DamageFactor "Fire", 0.7
	DamageFactor "Damage_Foot", 0.4
	DamageFactor "Radial", 0.0
	DamageFactor "Damage_Shrinker", 0.0
    DamageFactor "Damage_Expander", 0.4
	PainChance 256
    States
    {
    Spawn:
        VCTM A 0
		VCTM A 0 A_Jump(128,3)
		VCTM A 0 A_JumpIfInventory("Death2Check",1,3)
        VCTM A -1 
        Stop
		VCTM B 1 A_GiveInventory("Death2Check",1)
		VCTM B -1  
        Stop
	Pain.LaserShot:
	    VCTM A 0
		VCTM A 0 A_SpawnItemEx("PainTripLaser",0,0,5)
		VCTM A 0 HealThing(2)
		Goto Spawn+2
	Pain.Radial:
        VCTM A 0
        VCTM A 0 HealThing(2)
        Goto Spawn+2
	Death:
		VCTM A 0 
        VCTM A 0 A_Scream
        VCTM AA 0 A_SpawnDebris("DukeGibs1")
        VCTM AA 0 A_SpawnDebris("DukeGibs2")
		VCTM AA 0 A_SpawnDebris("DukeGibs3")
        VCTM AA 0 A_SpawnDebris("DukeGibs4")
        VCTM AA 0 A_SpawnDebris("DukeGibs5")		
        VCTM AAAA 0 A_SpawnDebris("DukeGibs6")
        Stop
    Raise:
	    TNT1 A 0 
	    TNT1 A 0 A_UnSetShootable
		TNT1 A 0 A_ChangeFlag("COUNTKILL",0)
		TNT1 A 0 A_ChangeFlag("SOLID",0)
		VCTM A 0 A_JumpIfInventory("Death2Check",1,2)
		VCTM A 35
		Stop
		VCTM B 0
	 	VCTM B 35
		Stop
    }
}

ACTOR "Tomb 1" 31234
{
    //$Category DN3D Decoration
    Radius 15
    Height 68
    +SOLID
    States
    {
    Spawn:
	    NTO1 A 0
		NTO1 A 0 A_Jump(128,2)
        NTO1 A -1 
        Stop
		NTO1 B -1  
        Stop
    }
}

ACTOR "Tomb 2" 31235
{
    //$Category DN3D Decoration
    Radius 15
    Height 62
    +SOLID
    States
    {
    Spawn:
	    NTO2 A 0
		NTO2 A 0 A_Jump(128,2)
        NTO2 A -1 
        Stop
		NTO2 B -1  
        Stop
    }
}

ACTOR "Tomb 3" 31236
{
    //$Category DN3D Decoration
    Radius 15
    Height 48
    +SOLID
    States
    {
    Spawn:
	    NTO3 A 0
		NTO3 A 0 A_Jump(128,2)
        NTO3 A -1 
        Stop
		NTO3 B -1  
        Stop
    }
}

ACTOR "Tomb 4" 31237
{
    //$Category DN3D Decoration
    Radius 15
    Height 43
    +SOLID
    States
    {
    Spawn:
	    NTO4 A 0
		NTO4 A 0 A_Jump(128,2)
        NTO4 A -1 
        Stop
		NTO4 B -1  
        Stop
    }
}

ACTOR "Tomb 5" 31238
{
    //$Category DN3D Decoration
    Radius 12
    Height 35
    +SOLID
    States
    {
    Spawn:
	    NTO5 A 0
		NTO5 A 0 A_Jump(128,2)
        NTO5 A -1 
        Stop
		NTO5 B -1  
        Stop
    }
}

ACTOR "Sea Mine" 31239
{ 
    //$Category DN3D Decoration //Explosive Barrels
    Health 100
    Radius 24
    Height 34
	Mass 50000    
	Speed 0
	MeleeRange 30
    Obituary "%o was sunk."
	DamageFactor "Ice", 0.4
	DamageFactor "Fire", 0.4
	DamageFactor "Radial", 0.0
	DamageFactor "Damage_Foot", 0.1
	DamageFactor "Damage_Shrinker", 0.0
    DamageFactor "Damage_Expander", 0.0	
	DamageFactor "LaserShot", 0.0
    Scale 0.6
	+SOLID
    +SHOOTABLE
    +NOBLOOD
    +ACTIVATEMCROSS
    +DONTGIB
    +NOICEDEATH
	+NOGRAVITY
	+ISMONSTER
    +TOUCHY
    States
    {
    Spawn:
        SEAM E 0
	    SEAM E 1 A_SpawnItemEx("Mine Chain",0,0,0,0,0,-6,0,SXF_SETMASTER,0) 
		SEAM E 1 A_Jump(128,"Drift2")
	Drift:
        SEAM EEBBCCDDAA 3 A_Chase
        Loop 
	Drift2:
	    SEAM AABBCCDDEE 3 A_Chase
        Loop 
	Melee:
	Explode:
        SEAM A 0
        SEAM A 1 A_Die
        Goto Death
    Death:
	    SEAM A 0 
	    SEAM A 0 A_NoGravity
		SEAM A 0 A_RemoveChildren(1)
        SEAM A 0 A_Jump(128,6,12,18,24)
		SEAM A 1 
        SEAM A 1 
        SEAM A 1 A_RemoveChildren(1)
	    SEAM A 0 A_PlaySound("Explosion/Sounds",12)
        SEAM A 1 A_SpawnItemEx("ExplosiveExplosion",0,0,0,0,0,0,0,SXF_ABSOLUTEVELOCITY,0)
        Goto Respawn
		SEAM A 1
        SEAM A 1 
        SEAM A 2 A_RemoveChildren(1)
	    SEAM A 0 A_PlaySound("Explosion/Sounds",12)
        SEAM A 1 A_SpawnItemEx("ExplosiveExplosion",0,0,0,0,0,0,0,SXF_ABSOLUTEVELOCITY,0)
        Goto Respawn
		SEAM A 1
        SEAM A 2
        SEAM A 2 A_RemoveChildren(1)
	    SEAM A 0 A_PlaySound("Explosion/Sounds",12)
        SEAM A 1 A_SpawnItemEx("ExplosiveExplosion",0,0,0,0,0,0,0,SXF_ABSOLUTEVELOCITY,0)
        Goto Respawn
		SEAM A 2
        SEAM A 2 
        SEAM A 2 A_RemoveChildren(1)
	    SEAM A 0 A_PlaySound("Explosion/Sounds",12)
        SEAM A 1 A_SpawnItemEx("ExplosiveExplosion",0,0,0,0,0,0,0,SXF_ABSOLUTEVELOCITY,0)
        Goto Respawn
		SEAM A 3
        SEAM A 2 
        SEAM A 2 A_RemoveChildren(1)
	    SEAM A 0 A_PlaySound("Explosion/Sounds",12)
        SEAM A 1 A_SpawnItemEx("ExplosiveExplosion",0,0,0,0,0,0,0,SXF_ABSOLUTEVELOCITY,0)
        Goto Respawn
	Respawn:
	    TNT1 A 1050 A_BarrelDestroy
		TNT1 A 5 A_Respawn
		Wait
    }
}

ACTOR "Mine Chain"
{
    Radius 2
    Height 2
    Speed 6
    Damage 0
    Projectile
    States
    {
    Spawn:
        TNT1 A 1 A_SpawnItem("Mine Chain Link")
        Loop
    Death:
        TNT1 A 1
        Stop
    }
}

ACTOR "Mine Chain Link"
{
    Radius 2
    Height 2
    +ISMONSTER
    +NOGRAVITY
    States
    {
    Spawn:
        SCHN A 1
        Loop
    Death:
        TNT1 A 1
        Stop
    }
}

ACTOR "Big Head 1" 31247
{
    //$Category DN3D Decoration
    Radius 24
    Height 88
    +SOLID
    States
    {
    Spawn:
        EHE1 A 0
		EHE1 A 0 A_Jump(128,2)
        EHE1 A -1 
        Stop
		EHE1 B -1  
        Stop
    }
}

ACTOR "Big Head 2" 31240
{
    //$Category DN3D Decoration
    Radius 24
    Height 88
    +SOLID
    States
    {
    Spawn:
        EHE2 A 0
		EHE2 A 0 A_Jump(128,2)
        EHE2 A -1 
        Stop
		EHE2 B -1  
        Stop
    }
}

ACTOR "Big Head 3" 31241
{
    //$Category DN3D Decoration
    Radius 24
    Height 88
    +SOLID
    States
    {
    Spawn:
        EHE3 A 0
		EHE3 A 0 A_Jump(128,2)
        EHE3 A -1 
        Stop
		EHE3 B -1  
        Stop
    }
}

ACTOR "Big Head 4" 31242
{
    //$Category DN3D Decoration
    Radius 24
    Height 80
    +SOLID
    States
    {
    Spawn:
        EHE4 A 0
		EHE4 A 0 A_Jump(128,2)
        EHE4 A -1 
        Stop
		EHE4 B -1  
        Stop
    }
}

ACTOR "Big Head 5" 31243
{
    //$Category DN3D Decoration
    Radius 24
    Height 80
    +SOLID
    States
    {
    Spawn:
        EHE5 A 0
		EHE5 A 0 A_Jump(128,2)
        EHE5 A -1 
        Stop
		EHE5 B -1  
        Stop
    }
}

ACTOR "Strobe Light Blue" 31244
{
    //$Category DN3D Decoration //Light Sourcer
    Radius 16
    Height 16
    +NOGRAVITY
    +SPAWNCEILING
    States
    {
    Spawn:
        STRB A 0
        STRB A 0 A_SpawnItem("StrobeEmitterBlue")
    Spin:
        STRB DCBA 4 Bright
        Loop
    }
}

ACTOR "Strobe Light Green" 31245
{
    //$Category DN3D Decoration //Light Sourcer
    Radius 16
    Height 16
    +NOGRAVITY
    +SPAWNCEILING
    States
    {
    Spawn:
        STRG A 0
        STRG A 0 A_SpawnItem("StrobeEmitterGreen")
    Spin:
        STRG DCBA 4 Bright
        Loop
    }
}

ACTOR "Strobe Light Red" 31246
{
    //$Category DN3D Decoration //Light Sourcer
    Radius 16
    Height 16
    +NOGRAVITY
    +SPAWNCEILING
    States
    {
    Spawn:
        STRR A 0
        STRR A 0 A_SpawnItem("StrobeEmitterRed")
    Spin:
        STRR DCBA 4 Bright
        Loop
    }
}

ACTOR "Strobe Light Yellow" 31248
{
    //$Category DN3D Decoration //Light Sourcer
    Radius 16
    Height 16
    +NOGRAVITY
    +SPAWNCEILING
    States
    {
    Spawn:
        STRY A 0
        STRY A 0 A_SpawnItem("StrobeEmitterYellow")
    Spin:
        STRY DCBA 4 Bright
        Loop
    }
}

ACTOR StrobeEmitterBlue
{
    Radius 16
    Height 16
    +NOGRAVITY
    +SPAWNCEILING
    States
    {
    Spawn:
        TNT1 A 0
    Spin:
        TNT1 A 1
        TNT1 A 0 A_CustomMissile("StrobeRayBlue",0,0,0,2,-35)
        TNT1 A 0 A_CustomMissile("StrobeRayBlue",0,0,180,2,-35)
        TNT1 A 0 A_SetAngle(10+Angle)
        Loop
    }
}

ACTOR StrobeEmitterGreen
{
    Radius 16
    Height 16
    +NOGRAVITY
    +SPAWNCEILING
    States
    {
    Spawn:
        TNT1 A 0
    Spin:
        TNT1 A 1
        TNT1 A 0 A_CustomMissile("StrobeRayGreen",0,0,0,2,-35)
        TNT1 A 0 A_CustomMissile("StrobeRayGreen",0,0,180,2,-35)
        TNT1 A 0 A_SetAngle(10+Angle)
        Loop
    }
}

ACTOR StrobeEmitterRed
{
    Radius 16
    Height 16
    +NOGRAVITY
    +SPAWNCEILING
    States
    {
    Spawn:
        TNT1 A 0
    Spin:
        TNT1 A 1
        TNT1 A 0 A_CustomMissile("StrobeRayRed",0,0,0,2,-35)
        TNT1 A 0 A_CustomMissile("StrobeRayRed",0,0,180,2,-35)
        TNT1 A 0 A_SetAngle(10+Angle)
        Loop
    }
}

ACTOR StrobeEmitterYellow
{
    Radius 16
    Height 16
    +NOGRAVITY
    +SPAWNCEILING
    States
    {
    Spawn:
        TNT1 A 0
    Spin:
        TNT1 A 1
        TNT1 A 0 A_CustomMissile("StrobeRayYellow",0,0,0,2,-35)
        TNT1 A 0 A_CustomMissile("StrobeRayYellow",0,0,180,2,-35)
        TNT1 A 0 A_SetAngle(10+Angle)
        Loop
    }
}

ACTOR StrobeRayBlue
{
    Radius 2
    Height 2
    Speed 100
    Damage 0
    Renderstyle None
    Projectile
    -ACTIVATEIMPACT
    -ACTIVATEPCROSS
    +RIPPER
    +BLOODLESSIMPACT
    +PAINLESS
    +THRUACTORS
    States
    {
    Spawn:
        BAL1 A 8
        Loop
    Death:
        BAL1 C 2
        Stop
    }
}

ACTOR StrobeRayGreen : StrobeRayBlue
{
}

ACTOR StrobeRayRed : StrobeRayBlue
{
}

ACTOR StrobeRayYellow : StrobeRayBlue
{
}

ACTOR " Toilet " 31197
{
	//$Category DN3D Decoration //Breakable Props
	Radius 10
	Height 34
	Health 50
	Mass 50000
	DeathSound "Object/Broken"
	+SOLID
    +SHOOTABLE
    +NOBLOOD
	+ACTIVATEMCROSS
    +DONTGIB
    +NOICEDEATH
	DamageFactor "Ice", 0.26
	DamageFactor "Fire", 0.26
	DamageFactor "Radial", 0.0
	DamageFactor "Damage_Shrinker", 0.0
    DamageFactor "Damage_Expander", 0.0
	DamageFactor "LaserShot", 0.0
	States
	{
	Spawn:
	    T2IL A -1
	    Stop
	Death:
        T2IL A 1 A_Scream
        T2IL B 4
	    T2IL CDE 2
	    T2IL F 3
	    Goto Water
    Water:
        T2IF A 3 A_PlaySound("Fountain/Toilet",5)
	    T2IF BCDABCDABCDABCD 3
	    Loop
	}
}

ACTOR "Waste Bin" 31249
{
    //$Category DN3D Decoration
    Radius 12
    Height 31
	Scale 0.75
    +SOLID
    States
    {
    Spawn:
        WBI1 A 0
		WBI1 A 0 A_Jump(128,2)
        WBI1 A -1 
        Stop
		WBI1 B -1  
        Stop
    }
}
	
ACTOR "Waste Bin Filthy" 31250
{
    //$Category DN3D Decoration
    Radius 12
    Height 31
	Scale 0.75
    +SOLID
    States
    {
    Spawn:
        WBI2 A 0
		WBI2 A 0 A_Jump(128,2)
        WBI2 A -1 
        Stop
		WBI2 B -1  
        Stop
    }
}
	
ACTOR "Icon Of Duke Nukem 3D" 31114
{
    //$Category DN3D Tittle
	Radius 1
    Height 1
    Speed 0
    Damage 0
    Mass 10000000
    Health 100
	Alpha 0
	RenderStyle Add
	+GHOST
	+NOGRAVITY
    States
    {
    Spawn:
	    DKLO A 0
        PLAY F 140
        Goto Activate
    Activate:
        PLAY F 0 
        PLAY F 1 A_SpawnItemEx("LogoDukeNukem3D",0,0,-90,80,0,0)
		PLAY F 112
		PLAY F 1 A_SpawnItemEx("LogoDonRamon",0,276,-110,80,0,0)
        Stop
        }
}

ACTOR LogoDukeNukem3D
{
    Radius 6
    Height 6
    Speed 68
    Damage 999999999999999
    Projectile
	Scale 1.35
	DeathSound "Explosion/Sounds10"
    Obituary "%o was blown to pieces by %k's RPG."
    States
    {
    Spawn:
		DKLO A 0 A_PlaySound("World/DKAmb3",CHAN_BODY,1.0,True)
        DKLO A 1 Bright 
		Loop
    Death:
	    DKLO A 1 Bright A_StopSound(CHAN_BODY)
        TNT1 A 0 A_PlaySound("Explosion/Sounds2",5)
		TNT1 A 0 A_SpawnItemEx("Logo3DRadius",0,0,0,0,0,0,0,0)
        DKLO A -1 Bright
        Loop
        }
}

ACTOR Logo3DRadius
{
    Radius 1
    Height 1
    Speed 0
    +NOCLIP
    Projectile
    States
    {
    Spawn:
	    TNT1 A 0
		TNT1 A 100 Radius_Quake(128,74,0,128,0)
        Stop
        }
}

ACTOR LogoDonRamon
{
    Radius 6
    Height 6
    Speed 70
    Damage 999999999999999
    Projectile
	Scale 1.35
	DeathSound "Explosion/Sounds10"
    Obituary "%o was blown to pieces by %k's RPG."
    States
    {
    Spawn:
		DKLO B 0 A_PlaySound("World/DKAmb3",CHAN_BODY,1.0,True)
        DKLO B 1 Bright 
		Loop
    Death:
	    DKLO A 1 Bright A_StopSound(CHAN_BODY)
        TNT1 A 0 A_PlaySound("Explosion/Sounds2",5)
		TNT1 A 0 A_SpawnItemEx("LogoDonRamonRadius",0,0,0,0,0,0,0,0)
        DKLO B -1 Bright
        Loop
        }
}

ACTOR LogoDonRamonRadius
{
    Radius 1
    Height 1
    Speed 0
    +NOCLIP
    Projectile
    States
    {
    Spawn:
	    TNT1 A 0
		TNT1 A 60 Radius_Quake(10,48,0,128,0)
        Stop
        }
}