/// IDM.pk3 decorate/world.txt by Kaapeli47

/// World ///

DamageType Falling
{
	Factor 5.0
	ReplaceFactor
}

ACTOR IDMExplosiveBarrel : ExplosiveBarrel replaces ExplosiveBarrel
{
  Health 5
  Radius 10
  Height 42
  +SOLID
  +SHOOTABLE
  +NOBLOOD
  +ACTIVATEMCROSS
  +DONTGIB
  +NOICEDEATH
  +OLDRADIUSDMG
  DeathSound "world/barrelx"
  Obituary "%o was blown up by %k."
  States
  {
  Spawn:
    BAR1 AB 6
    Loop
  Death:
    BEXP A 5 Bright
    BEXP B 5 Bright A_Scream
    BEXP C 5 Bright A_Explode(random(250,750),160)
    BEXP D 5 Bright A_Explode(random(500,1500),192,0,0,192)
    BEXP E 10 Bright A_Explode(random(125,375),160,0,0,160)
    TNT1 A 1050 Bright A_BarrelDestroy
    TNT1 A 5 A_Respawn
    Wait
  }
}

ACTOR IDMBulletPuff : BulletPuff
{
  +NOBLOCKMAP
  +NOGRAVITY
  +ALLOWPARTICLES
  +RANDOMIZE
  +PUFFONACTORS
  +SKYEXPLODE
  AttackSound "misc/ricochet"
  Seesound "misc/bullethit"
  RenderStyle Translucent
  DamageType "Bullet"
  Alpha 0.7
  VSpeed 0
  States
  {
  Spawn:
  See:
    PUFF A 3 Bright
    PUFF BCD 2
	Stop
  XDeath:
	TNT1 A 1 A_SpawnItemEx("BloodSplatter",0,0,0,random(0,2.5),random(0,2.5),random(0,2.5),random(0,360))
	Stop
  }
}

ACTOR RailPuff
{
  +NOBLOCKMAP
  +NOGRAVITY
  +ALWAYSPUFF
  +ALLOWPARTICLES
  +RANDOMIZE
  RenderStyle Translucent
  Alpha 1
  States
  {
  Spawn:
	RPUF A 0
    RPUF A 3 A_Playsound("weapons/railhit")
    RPUF B 3
    Stop
  }
}


/// Teleport & spawn effects

ACTOR IDMTeleportFog : TeleportFog replaces TeleportFog
{
  +NOBLOCKMAP
  +NOTELEPORT
  +NOGRAVITY
  RenderStyle Add
  States
  {
  Spawn:
    TFOG ABCDEFGHIJ 4 Bright
    Stop
  }
}

ACTOR IDMItemFog : ItemFog replaces ItemFog
{
  +NOBLOCKMAP
  +NOGRAVITY
  States
  {
  Spawn:
    IFOG ABCDE 5 Bright
    Stop
  }
}
