ACTOR HoloBall
{
  RenderStyle None
  Radius 6
  Height 8
  Projectile
  Bloodtype None
  Damagetype HoloTracer
  +RIPPER
  +FORCEPAIN
  Speed 100
  +BLOODLESSIMPACT
  -BLOODSPLATTER
  Damage 0
  States
  {
  Spawn:
  Death:
    BAL1 E 6 Bright A_Explode(1, 1024)
    Stop
  }
}


ACTOR Hologram
{
  +FRIENDLY
  +NOBLOCKMAP
  Alpha .75
  SCALE 0.4
  Health 100000000
  Mass 1000000000
  Radius 1
  Height 4
  Speed 8
  Monster
  RenderStyle Translucent
  PainChance 200
  +FLOORCLIP
  Species "Player"
  States
  {

  Spawn:
    PLAY E 1 A_SetTranslucent(0.4, 0)
    PLAY E 1 A_SetScale(0.6, 0.6)
    PLAY E 1 A_SetTranslucent(0.6, 0)
    PLAY E 1 A_SetScale(0.7, 0.7)
    PLAY E 1 A_SetTranslucent(0.75, 0)
    PLAY E 1 A_SetScale(1, 1)
  Spawn2:
    PLAY E 1 A_Look
Loop
   Pain:
    Goto See
  See:
    play e 2 
   Missile:
    PLAY EEEEEEEEEEEEEEE 50 A_CustomMissile("Holoball",48,0)
    play e 1 BRIGHT
    play e 1
    holo A 1 BRIGHT
    holo A 1
    play e 1 BRIGHT
    play e 1
    holo A 1 BRIGHT
    holo A 1 
    PLAY EEEEE 50 A_CustomMissile("Holoball",48,0)
    play e 1 BRIGHT
    play e 1
    holo A 1 BRIGHT
    holo A 1
    play e 1 BRIGHT
    play e 1
    holo A 1 BRIGHT
    holo A 1 
    PLAY EEEEE 50 A_CustomMissile("Holoball",48,0)
    play e 1 BRIGHT
    play e 1 
    holo A 1 BRIGHT
    holo A 1
    play e 1 BRIGHT
    play e 1
    holo A 1 BRIGHT
    holo A 1 
    PLAY E 50 A_CustomMissile("Holoball",48,0)
    play e 1 BRIGHT
    play e 1 A_SetTranslucent(0.6, 0)
    holo A 1 BRIGHT
    holo A 1
    play e 1 BRIGHT
    play e 1
    holo A 1 BRIGHT
    holo A 1 
    PLAY E 50 A_CustomMissile("Holoball",48,0)
    play e 1 BRIGHT
    play e 1 A_SetTranslucent(0.5, 0)
    holo A 1 BRIGHT
    holo A 1
    play e 1 BRIGHT
    play e 1
    holo A 1 BRIGHT
    holo A 1 
    PLAY E 50 A_CustomMissile("Holoball",48,0)
    play e 1 BRIGHT
    play e 1 A_SetTranslucent(0.4, 0)
    holo A 1 BRIGHT
    holo A 1
    play e 1 BRIGHT
    play e 1
    holo A 1 BRIGHT
    holo A 1 
  Death:
    play e 1 BRIGHT
    play e 1
    holo A 1 BRIGHT
    holo A 1
    play e 1 BRIGHT
    play e 1
    holo A 1 BRIGHT
    holo A 1 
    TNT1 A 0 A_DIE
    TNT1 A -1
    Stop

  }
}

actor holodecoy : CustomInventory 
{
height 10
inventory.pickupmessage "hologram projector"
inventory.maxamount 1
inventory.icon holid0
inventory.pickupsound "misc/i_pkup"
inventory.usesound "items/holo"
+INVENTORY.INVBAR  
+FloatBob
states
  {
  Spawn:
    holi A 8 bright 
    holi B 8
    loop
  Use:
    TNT1 A 0 A_SpawnItem("hologram",70,0,0,0)
stop
  }
}


ACTOR hologram_old
{
  Radius 2
  Height 2
  Scale 1
  RenderStyle Translucent
  Alpha 0.75
  +NOBLOCKMAP
  States
  {
  Spawn:
    PLAY E 200
    play e 1 BRIGHT
    play e 1
    holo A 1 BRIGHT
    holo A 1
    play e 1 BRIGHT
    play e 20
    play e 1 BRIGHT
    play e 1
    holo A 1 BRIGHT
    holo A 1
    play e 1 BRIGHT
    play e 1
    holo A 1 BRIGHT
    holo A 1
    PLAY E 200
    play e 1 BRIGHT
    play e 1
    holo A 1 BRIGHT
    holo A 1
    play e 1 BRIGHT
    play e 20
    play e 1 BRIGHT
    play e 1
    holo A 1 BRIGHT
    holo A 1
    play e 1 BRIGHT
    play e 1
    holo A 1 BRIGHT
    holo A 1
    PLAY E 200
    play e 1 BRIGHT
    play e 1
    holo A 1 BRIGHT
    holo A 1
    play e 1 BRIGHT
    play e 20
    play e 1 BRIGHT
    play e 1
    holo A 1 BRIGHT
    holo A 1
    play e 1 BRIGHT
    play e 1
    holo A 1 BRIGHT
    holo A 1
    PLAY E 200
    play e 1 BRIGHT
    play e 1
    holo A 1 BRIGHT
    holo A 1
    play e 1 BRIGHT
    play e 20
    play e 1 BRIGHT
    play e 1
    holo A 1 BRIGHT
    holo A 1
    play e 1 BRIGHT
    play e 1
    holo A 1 BRIGHT
    holo A 1
    PLAY E 200
    play e 1 BRIGHT
    play e 1
    holo A 1 BRIGHT
    holo A 1
    play e 1 BRIGHT
    play e 20
    play e 1 BRIGHT
    play e 1
    holo A 1 BRIGHT
    holo A 1
    play e 1 BRIGHT
    play e 1
    holo A 1 BRIGHT
    holo A 1
    PLAY E 200
    play e 1 BRIGHT
    play e 1
    holo A 1 BRIGHT
    holo A 1
    play e 1 BRIGHT
    play e 20
    play e 1 BRIGHT
    play e 1
    holo A 1 BRIGHT
    holo A 1
    play e 1 BRIGHT
    play e 1
    holo A 1 BRIGHT
    holo A 1
    PLAY E 200
    play e 1 BRIGHT
    play e 1
    holo A 1 BRIGHT
    holo A 1
    play e 1 BRIGHT
    play e 20
    play e 1 BRIGHT
    play e 1
    holo A 1 BRIGHT
    holo A 1
    play e 1 BRIGHT
    play e 1
    holo A 1 BRIGHT
    holo A 1
        stop
  }
}

actor PLAYERHEAD
{
 game Doom
 health 1
 radius 8
 height 1
 mass 1
 GRAVITY 0.5
 +CORPSE
 +NOTELEPORT
 +NOBLOCKMAP
 states
 {
 Spawn:
  TNT1 A 0
  PLHD A 1 A_SpawnItem("NashGore_FlyingBloodTrail",0,0,0,1)
  PLHD A 1 
  PLHD A 1 A_SpawnItem("NashGore_FlyingBloodTrail",0,0,0,1)
  PLHD A 1
  PLHD B 1 A_SpawnItem("NashGore_FlyingBloodTrail",0,0,0,1)
  PLHD B 1
  PLHD B 1 A_SpawnItem("NashGore_FlyingBloodTrail",0,0,0,1)
  PLHD B 1
  PLHD C 1 A_SpawnItem("NashGore_FlyingBloodTrail",0,0,0,1)
  PLHD C 1
  PLHD C 1 A_SpawnItem("NashGore_FlyingBloodTrail",0,0,0,1)
  PLHD C 1
  PLHD D 1 A_SpawnItem("NashGore_FlyingBloodTrail",0,0,0,1)
  PLHD D 1
  PLHD D 1 A_SpawnItem("NashGore_FlyingBloodTrail",0,0,0,1)
  PLHD D 1
  loop
 Crash:
  PLHD E -1 
  stop
 }
}

Actor DoomKey : Key
{
	Radius 20
	Height 16
	+NOTDMATCH
}

// Blue key card ------------------------------------------------------------

Actor BlueCard : DoomKey 
{
	Game Doom
	SpawnID 85
	Inventory.Pickupmessage "$GOTBLUECARD"
	Inventory.Icon "STKEYS0"
Inventory.PickupSound "items/basekey"
	States
	{
	Spawn:
		BKEY AB 5 bright
		BKEY CD 5
		BKEY EF 5 bright
		BKEY GH 5
		BKEY IJ 5 bright
		BKEY KL 5
		loop
	}
}

// Yellow key card ----------------------------------------------------------

Actor YellowCard : DoomKey 
{
	Game Doom
	SpawnID 87
	Inventory.Pickupmessage "$GOTYELWCARD"
	Inventory.Icon "STKEYS1"
Inventory.PickupSound "items/basekey"
	States
	{
	Spawn:
		YKEY AB 5 bright
		YKEY CD 5
		YKEY EF 5 bright
		YKEY GH 5
		YKEY IJ 5 bright
		YKEY KL 5
		loop
	}
}

// Red key card -------------------------------------------------------------

Actor RedCard : DoomKey 
{
	Game Doom
	SpawnID 86
	Inventory.Pickupmessage "$GOTREDCARD"
	Inventory.Icon "STKEYS2"
Inventory.PickupSound "items/basekey"
	States
	{
	Spawn:
		RKEY AB 5 bright
		RKEY CD 5
		RKEY EF 5 bright
		RKEY GH 5
		RKEY IJ 5 bright
		RKEY KL 5
		loop
	}
}

// Blue skull key -----------------------------------------------------------

Actor BlueSkull : DoomKey 
{
	Game Doom
	SpawnID 90
	Inventory.Pickupmessage "$GOTBLUESKUL"
	Inventory.Icon "STKEYS3"
Inventory.PickupSound "items/skullkey"
	States
	{
		Spawn:
		BSKY AB 5 bright
		BSKY CD 5
		BSKY EF 5 bright
		BSKY GH 5
		loop
	}
}

// Yellow skull key ---------------------------------------------------------

Actor YellowSkull : DoomKey 
{
	Game Doom
	SpawnID 88
	Inventory.Pickupmessage "$GOTYELWSKUL"
	Inventory.Icon "STKEYS4"
Inventory.PickupSound "items/skullkey"
	States
	{
		Spawn:
		YSKY AB 5 bright
		YSKY CD 5
		YSKY EF 5 bright
		YSKY GH 5
		loop
	}
}

// Red skull key ------------------------------------------------------------

Actor RedSkull : DoomKey 
{
	Game Doom
	SpawnID 89
	Inventory.Pickupmessage "$GOTREDSKUL"
	Inventory.Icon "STKEYS5"
Inventory.PickupSound "items/skullkey"
	States
	{
	Spawn:
		RSKY AB 5 bright
		RSKY CD 5
		RSKY EF 5 bright
		RSKY GH 5
		loop
	}
}

actor SUITspawner : RandomSpawner replaces Radsuit
{
dropitem RadiSuit 
}


// Flight -------------------------------------------------------------------

actor Flyorb: PowerupGiver 
{
	Game Doom
	inventory.pickupmessage "Flight!"
	inventory.maxamount 0
	powerup.duration -60
	powerup.color "FF 00 FF", 0.1
	powerup.type Flight
	+COUNTITEM
	+INVENTORY.AUTOACTIVATE
	+INVENTORY.ALWAYSPICKUP
	States
	{
	Spawn:
		FLYT ABCD 6 Bright
		Loop
	}
}


// Invisibility -------------------------------------------------------------


actor blurspawner : RandomSpawner replaces BlurSphere
{
dropitem BlurSphere1
dropitem Haste
}

ACTOR BlurSphere1 : PowerupGiver 
{
	Game Doom
	SpawnID 135
	+COUNTITEM
	+VISIBILITYPULSE
	+INVENTORY.AUTOACTIVATE
	+INVENTORY.ALWAYSPICKUP
	+INVENTORY.BIGPOWERUP
	Inventory.MaxAmount 0
	Powerup.Type Invisibility
	RenderStyle Translucent
	Inventory.PickupMessage "$GOTINVIS"
	States
	{
	Spawn:
		PINS ABCD 6 Bright
		Loop
	}
}	


Actor Helmet : BasicArmorBonus
{
	Game Doom
	Radius 20
	Height 16
	scale 0.7
	Inventory.Pickupmessage "Picked up the Helmet."
	Inventory.Icon "HELMB0"
	Armor.Savepercent 33.335
	Armor.Saveamount 25
	Armor.Maxsaveamount 200
	+COUNTITEM
	+INVENTORY.ALWAYSPICKUP
Inventory.PickupSound "items/armour"
	States
	{
	Spawn:
		HELM B 6
		HELM B 7 Bright
		loop
	}
}

// Armor bonus --------------------------------------------------------------

Actor ArmorBonus : BasicArmorBonus 2015
{
	Game Doom
	SpawnID 22
	Radius 20
	Height 16
	Inventory.Pickupmessage "$GOTARMBONUS"
	Inventory.Icon "ARM1A0"
	Armor.Savepercent 33.33333
	Armor.Saveamount 1
	Armor.Maxsaveamount 200
	+COUNTITEM
	+INVENTORY.ALWAYSPICKUP
Inventory.PickupSound "items/armbon"
	States
	{
	Spawn:
		BON2 A 6
		TNT1 A 0 A_SPAWNITEM("BM_ARMORBONUS1",0,0,0,0)
		BON2 A 6
		TNT1 A 0 A_SPAWNITEM("BM_ARMORBONUS2",0,0,0,0)
		BON2 A 6
		TNT1 A 0 A_SPAWNITEM("BM_ARMORBONUS3",0,0,0,0)
		BON2 A 6
		TNT1 A 0 A_SPAWNITEM("BM_ARMORBONUS4",0,0,0,0)
		BON2 A 6
		TNT1 A 0 A_SPAWNITEM("BM_ARMORBONUS3",0,0,0,0)
		BON2 A 6
		TNT1 A 0 A_SPAWNITEM("BM_ARMORBONUS2",0,0,0,0)
		BON2 A 6
		TNT1 A 0 A_SPAWNITEM("BM_ARMORBONUS1",0,0,0,0)
		loop
	}
}
ACTOR BM_ARMORBONUS1
{
   +NOCLIP
   +NOGRAVITY
   +NOBLOCKMAP
   States
   {
   Spawn:
      BON2 B 7 BRIGHT
      Stop
   }
}

ACTOR BM_ARMORBONUS2
{
   +NOCLIP
   +NOGRAVITY
   +NOBLOCKMAP
   States
   {
   Spawn:
      BON2 C 7 BRIGHT
      Stop
   }
}
ACTOR BM_ARMORBONUS3
{
   +NOCLIP
   +NOGRAVITY
   +NOBLOCKMAP
   States
   {
   Spawn:
      BON2 D 7 BRIGHT
      Stop
   }
}

ACTOR BM_ARMORBONUS4
{
   +NOCLIP
   +NOGRAVITY
   +NOBLOCKMAP
   States
   {
   Spawn:
      BON2 E 7 BRIGHT
      Stop
   }
}

// Blue armor ---------------------------------------------------------------

Actor BlueArmor : BasicArmorPickup 2019
{
	Game Doom
	SpawnID 69
	Radius 20
	Height 16
	Inventory.Pickupmessage "$GOTMEGA"
	Inventory.Icon "ARM2A0"
	Armor.Savepercent 50
	Armor.Saveamount 200
Inventory.PickupSound "items/armour"
	States
	{
	Spawn:
		ARM2 A 6
		ARM2 B 7 bright
		loop
	}
}

actor Armorspawner : RandomSpawner replaces GreenArmor
{
dropitem GreenArmor2
dropitem BrownArmor
}

Actor GreenArmor2 : BasicArmorPickup 
{
	Game Doom
	Radius 20
	Height 16
	Inventory.Pickupmessage "$GOTARMOR"
	Inventory.Icon "ARM1A0"
	Armor.SavePercent 33.335
	Armor.SaveAmount 100
Inventory.PickupSound "items/armour"
	States
	{
	Spawn:
		ARM1 A 6
		ARM1 B 7 bright
		loop
	}
}

Actor BrownArmor : BasicArmorBonus
{
	Game Doom
	Radius 20
	Height 16
	Inventory.Pickupmessage "Picked up the light Armor."
	Inventory.Icon "ARM3A0"
	Armor.Savepercent 33.335
	Armor.Saveamount 50
	Armor.Maxsaveamount 200
	+COUNTITEM
	+INVENTORY.ALWAYSPICKUP
Inventory.PickupSound "items/armour"
	States
	{
	Spawn:
		ARM3 A 6
		ARM3 B 7 bright
		loop
	}
}

actor HEALTHspawner : RandomSpawner replaces HealthBonus
{
dropitem HealthBonus1
dropitem HealthBonus1
}

ACTOR HealthBonus1 : Health 
{
	Game Doom
	SpawnID 152
	+COUNTITEM
	+INVENTORY.ALWAYSPICKUP
	Inventory.Amount 1
	Inventory.MaxAmount 200
	Inventory.PickupMessage "$GOTHTHBONUS"
Inventory.PickupSound "items/hbon"
	States
	{
	Spawn:
		BON1 ABCDCB 6 A_SetTranslucent(0.8,0)
		Loop
	}
}

ACTOR HealthBonus2 : Health 
{
	Game Doom
	SpawnID 152
	+COUNTITEM
	+INVENTORY.ALWAYSPICKUP
	Inventory.Amount 1
	Inventory.MaxAmount 200
	Inventory.PickupMessage "$GOTHTHBONUS"
Inventory.PickupSound "items/hbon"	
States
	{
	Spawn:
		BON1 EFGHGF 6 A_SetTranslucent(0.8,0)
		Loop
	}
}

actor MEGAHEALTHspawner : RandomSpawner replaces Soulsphere
{
dropitem Soulsphere2
dropitem Megaberserk
dropitem Megahealth
dropitem Megahealth
dropitem Megahealth
}

ACTOR Soulsphere2 : Health 
{
	+COUNTITEM
	+INVENTORY.AUTOACTIVATE
	+INVENTORY.ALWAYSPICKUP
	+INVENTORY.FANCYPICKUPSOUND
	Inventory.Amount 200
	Inventory.MaxAmount 200
	Inventory.PickupMessage "$GOTSUPER"
	Inventory.PickupSound "misc/p_pkup"
	States
	{
	Spawn:
		SOUL ABCDCB 6 Bright
		Loop
	}
}

ACTOR megahealth : Health 
{
	+COUNTITEM
	+INVENTORY.AUTOACTIVATE
	+INVENTORY.ALWAYSPICKUP
	+INVENTORY.FANCYPICKUPSOUND
	Inventory.Amount 100
	Inventory.MaxAmount 200
	Inventory.PickupMessage "Megahealth!"
	Inventory.PickupSound "items/berzerk"
	States
	{
	Spawn:
		STIM D -1 
		Loop
	}
}

actor megaBerserk : CustomInventory 
{
  inventory.pickupmessage "mega-Berserk!"
+INVENTORY.AUTOACTIVATE
+INVENTORY.ALWAYSPICKUP
  Inventory.PickupSound "items/berzerk"
  +COUNTITEM
  states
  {
  Spawn:
    STIM E -1 bright
    stop
  Pickup:
		TNT1 A 0 A_GiveInventory("PowerStrength")
		TNT1 A 0 A_GiveInventory("Soulsphere2")
		TNT1 A 0 A_SelectWeapon("PerkFist")
	Stop
  }
}

actor endurance : UpgradeStamina
{
  Radius 20
  Scale 0.9
  Inventory.Amount 5 //this controls how much health boost you receive
  Inventory.MaxAmount 100 //this controls how high your health can get
  +COUNTITEM
  +INVENTORY.ALWAYSPICKUP
  Inventory.PickupMessage "Endurance!"
  inventory.pickupsound "items/berzerk"
  States
  {
  Spawn:
    STIM G -1
    loop
  }
}


///ITEMS for inventory///

actor Soulcube : PowerupGiver
{
	Game Doom
	inventory.pickupmessage "soulcube!"
  	Inventory.PickupSound "misc/i_pkup"
	inventory.maxamount 1
	powerup.duration -60
        Powerup.Color "white", 0.025
	inventory.icon IcubA0
	powerup.Type Drain 
  	inventory.usesound "misc/p_pkup"
	scale 0.75
	+floatbob
	States
	{
	Spawn:
		BOSF ABCD 4 bright
		loop
	}
}

actor Medkitdead
{
	Game Doom
	SpawnID 145
	States
	{
	Spawn:
		stim f -1
		Stop
	}
}

actor Medkit : HealthPickup replaces Medikit
{
  health 25
  inventory.maxamount 4
  inventory.icon "PMEDA0"
  inventory.pickupmessage "Picked up a medikit."
  inventory.usesound "items/medkit"
  inventory.pickupsound "misc/i_pkup"
  +COUNTITEM
  states
  {
  Spawn:
    MEDI A -1
    stop
  }
}

actor visorspawner : RandomSpawner replaces Infrared
{
dropitem Visor
dropitem flashlightspawner
}


Actor Flare : CustomInventory
{
  Radius 4
  Height 18
  +INVENTORY.INVBAR
  Inventory.MaxAmount 20
  Inventory.InterHubAmount 20
  Inventory.Icon "FLARE0"
  Inventory.PickupMessage "You picked up a flare."
  States
  {
  Spawn:
    FLAR D -1
    Stop
  Use:
    TNT1 A 1 A_SpawnItemEx ("ActiveFlare", 56, 0, 28, 0, 0, 0, 0, 1)
    Stop
  }
}

Actor ActiveFlare 
{
  Radius 22
  Height 11
  States
  {
  Spawn:
    FLAR A 0 Bright
    FLAR A 0 Bright A_PlaySound("Flare/Light")
    FLAR A 0 Bright A_PlaySoundEx("Flare/Loop", "SoundSlot7", 1, -1)
    FLAR A 2 Bright A_SpawnItem("FlareGlare",0,0,0,0)
    FLAR B 2 Bright A_SpawnItem("FlareGlare",0,0,0,0)
    Goto Spawn+3
  }
}

ACTOR FlareGlare
{
	+NOBLOCKMAP
	+NOCLIP
	+NOGRAVITY
	+DONTSPLASH
	+DONTBLAST
	renderstyle add
	Alpha 0.2
	States
	{
	Spawn:
		FLAR F 2 Bright
		Stop
	}
}


Actor FlareBox : CustomInventory
{
  Radius 28
  Height 16
  Inventory.PickupMessage "You picked up a box of flares."
  States
  {
  Spawn:
    FLAR C -1
    Stop
  Pickup:
    TNT1 A 1 A_GiveInventory ("Flare", 5)
    Stop
  }
}


actor Haste : PowerupGiver
{
	Game Doom
	inventory.pickupmessage "Haste!"
  	Inventory.PickupSound "misc/i_pkup"
	inventory.maxamount 2
	powerup.duration -60
        Powerup.Color "white", 0.025
	inventory.icon IpilA0
	powerup.Type Speed 
  	inventory.usesound "items/pills"
	States
	{
	Spawn:
		pils A -1
		Stop
	}
}

actor Visor : PowerupGiver 
{
  height 10
  Inventory.PickupSound "misc/i_pkup"
  inventory.pickupmessage "Light Amplification Visor"
  inventory.maxamount 2
  inventory.icon PPVIA0
  powerup.type "Lightamp"
  	inventory.usesound "items/visor"
  states
  {
	Spawn:
		TNT1 A 0 A_SPAWNITEM("BM_VISORGLOW",0,0,0,0)
		PVIS A 6 
		PVIS B 6
		Loop
	}
}

ACTOR BM_VISORGLOW
{
   +NOCLIP
   +NOGRAVITY
   +NOBLOCKMAP
   States
   {
   Spawn:
	PVIS C 6 BRIGHT
	PVIS D 6 BRIGHT
      Stop
   }
}

actor RadiSuit : PowerupGiver 
{
  spawnid 136
  height 46
  Inventory.PickupSound "misc/i_pkup"
  inventory.pickupmessage "Radiation Shielding Suit"
  inventory.maxamount 2
  inventory.icon PRADA0
  powerup.type "IronFeet"
  	inventory.usesound "items/radsuit"
  states
  {
  Spawn:
    SUIT A -1 
    stop
  }
}

actor mapdropper : RandomSpawner replaces Allmap
{
dropitem compmap
dropitem compmap  
dropitem FlareBox
dropitem FlareBox
dropitem nukepickup
}

actor compmap : CustomInventory 
{
height 10
inventory.pickupmessage "Computer Area Map"
inventory.maxamount 1
inventory.icon PPMAA0
inventory.pickupsound "misc/i_pkup"
	inventory.usesound "items/map"
+INVENTORY.INVBAR  
states
  {
  Spawn:
		TNT1 A 0 A_SPAWNITEM("BM_COMPMAP1",0,0,0,0)
 		PMAP A 3
		TNT1 A 0 A_SPAWNITEM("BM_COMPMAP1",0,0,0,0)
 		PMAP A 3
		TNT1 A 0 A_SPAWNITEM("BM_COMPMAP2",0,0,0,0)
 		PMAP B 3
		TNT1 A 0 A_SPAWNITEM("BM_COMPMAP2",0,0,0,0)
 		PMAP B 3
		TNT1 A 0 A_SPAWNITEM("BM_COMPMAP3",0,0,0,0)
 		PMAP C 3
		TNT1 A 0 A_SPAWNITEM("BM_COMPMAP3",0,0,0,0)
 		PMAP C 3
		TNT1 A 0 A_SPAWNITEM("BM_COMPMAP4",0,0,0,0)
 		PMAP D 3
		TNT1 A 0 A_SPAWNITEM("BM_COMPMAP4",0,0,0,0)
 		PMAP D 3
		TNT1 A 0 A_SPAWNITEM("BM_COMPMAP3",0,0,0,0)
 		PMAP C 3
		TNT1 A 0 A_SPAWNITEM("BM_COMPMAP3",0,0,0,0)
 		PMAP C 3
		TNT1 A 0 A_SPAWNITEM("BM_COMPMAP2",0,0,0,0)
 		PMAP B 3
		TNT1 A 0 A_SPAWNITEM("BM_COMPMAP2",0,0,0,0)
 		PMAP B 3
    loop
  Use:
    TNT1 A 0 A_GiveInventory("MapRevealer", 1)
  }
}

ACTOR BM_COMPMAP1
{
   +NOCLIP
   +NOGRAVITY
   +NOBLOCKMAP
   States
   {
   Spawn:
      PMAP E 4 BRIGHT
      Stop
   }
}

ACTOR BM_COMPMAP2
{
   +NOCLIP
   +NOGRAVITY
   +NOBLOCKMAP
   States
   {
   Spawn:
      PMAP F 4 BRIGHT
      Stop
   }
}

ACTOR BM_COMPMAP3
{
   +NOCLIP
   +NOGRAVITY
   +NOBLOCKMAP
   States
   {
   Spawn:
      PMAP G 4 BRIGHT
      Stop
   }
}

ACTOR BM_COMPMAP4
{
   +NOCLIP
   +NOGRAVITY
   +NOBLOCKMAP
   States
   {
   Spawn:
      PMAP H 4 BRIGHT
      Stop
   }
}

Actor Mapscan : CustomInventory 
{
  Inventory.Amount 1
  Inventory.PickupSound "misc/i_pkup"
  Inventory.DefMaxAmount 
  Inventory.PickupMessage "Map Scanner"
  Inventory.Icon scanE0
  +Inventory.InvBar
  +FloorClip
  States
  {
  Spawn:
    SCAN ABCD 6 BRIGHT
    Loop
  Use:
    TNT1 A 0 A_JumpIfInventory("compmap", 1, "Succeed")
    TNT1 A 0 A_Print("You need a computer map to use the scanner!")
    TNT1 A 0 A_GiveInventory("Mapscan", 1)
    Stop
  Succeed:
    TNT1 A 0 A_PlaySound("items/map")
    TNT1 A 0 A_TakeInventory("compmap", 1)
    TNT1 A 0 A_GiveInventory("MapRevealer", 1)
    TNT1 A 0 A_GiveInventory("Doomscanner", 1)
    Stop
  }
}

actor DoomScanner : PowerupGiver
{
  powerup.type "Scanner"
  +INVENTORY.AUTOACTIVATE
  states
  {
  Spawn:
    TNT1 A 1
    stop
  }
}

actor berzspawner : RandomSpawner replaces Berserk
{
dropitem BerserkPack
dropitem Regen
}

actor BerserkPack : CustomInventory 
{
  inventory.pickupmessage "Berserk!"
  inventory.maxamount 1
  inventory.icon PPSTA0
  Inventory.PickupSound "misc/i_pkup"
	inventory.usesound "items/berzerk"
  +COUNTITEM
+INVENTORY.INVBAR  
  states
  {
  Spawn:
    PSTR A -1 bright
    stop
  Use:
		TNT1 A 0 A_GiveInventory("PowerStrength")
		TNT1 A 0 HealThing(100, 0)
		TNT1 A 0 A_SelectWeapon("PerkFist")
	Stop
  }
}

actor Regen : PowerupGiver
{
	Game Doom
	inventory.pickupmessage "Regeneration!"
  	Inventory.PickupSound "misc/i_pkup"
	inventory.maxamount 2
	powerup.duration -120
        Powerup.Color "red", 0.1
	inventory.icon Stimc0
	powerup.Type Regeneration 
  	inventory.usesound "items/berzerk"
	States
	{
	Spawn:
		Stim B -1 bright
		Stop
	}
}

ACTOR Crucifix : PowerupGiver
{
	Game Doom
	inventory.pickupmessage "You got the crucifix!"
	inventory.maxamount 1
  	Inventory.PickupSound "misc/i_pkup"
	Inventory.Icon "CROSB0"
	powerup.Type Frightener
        Powerup.Color "white", 0.025
  	inventory.usesound "misc/p_pkup"
	States
	{
	Spawn:
		CROS A -1 Bright
		Stop
	}
}

Actor TechArmor : CustomInventory 
{
  Inventory.Amount 1
  Inventory.PickupSound "misc/i_pkup"
  Inventory.DefMaxAmount 
  Inventory.PickupMessage "Picked up the Energy-Armor!"
  Inventory.Icon ARM4B0
  +FloorClip
  States
  {
  Spawn:
    ARM4 A 6
    ARM4 A 7 BRIGHT
    Loop
  Use:
    TNT1 A 0 A_JumpIfInventory("Cell", 100, "Succeed")
    TNT1 A 0 A_Print("Not enough energy cells")
    TNT1 A 0 A_GiveInventory("TechArmor", 1)
    Stop
  Succeed:
    TNT1 A 0 A_PlaySound("items/armour")
    TNT1 A 0 A_TakeInventory("Cell", 100)
    TNT1 A 0 A_GiveInventory("TechArmorProtection", 100)
    Stop
  }
}

Actor TechArmorProtection : BasicArmorPickup
{
  Inventory.Icon "ARM4A0"
  Armor.SaveAmount 100
  Armor.SavePercent 100
  States
  {
  Spawn:
    TNT1 A 1
    Fail
  }
}


// Invulnerability Sphere ---------------------------------------------------

actor godmodespawner : RandomSpawner replaces InvulnerabilitySphere
{
dropitem godorb
dropitem godorb
dropitem soulcube
}

ACTOR godorb : PowerupGiver
{
	Game Doom
	+COUNTITEM
	+INVENTORY.AUTOACTIVATE
	+INVENTORY.ALWAYSPICKUP
	+INVENTORY.BIGPOWERUP
	Inventory.MaxAmount 0
	Powerup.Type Invulnerable
	Powerup.Color InverseMap
	Inventory.PickupMessage "$GOTINVUL"
	States
	{
	Spawn:
		PINV ABCD 6 Bright
		Loop
	}
}


// The barrel of green goop ------------------------------------------------

actor BARspawner : RandomSpawner replaces ExplosiveBarrel
{
dropitem EXBAR1
dropitem EXBAR2
dropitem EXBAR3
}

ACTOR EXBAR1 
{
	Game Doom
	Health 20
	Radius 10
	Height 34
	+PUSHABLE
	+SlidesOnWalls
	+SOLID
	+SHOOTABLE
	+NOBLOOD
	+ACTIVATEMCROSS
	+DONTGIB
	+NOICEDEATH
	+OLDRADIUSDMG
	-FLOORCLIP
	PainChance 200
	DeathSound "world/barrelx"
	Obituary "$OB_BARREL"
DamageFactor "slime", 0
DamageFactor "bouncer", 0
	States
	{
	Spawn:
		BAR1 a 1 A_SpawnItem("bm_barrela",0,0,0,0)
		BAR1 a 1 A_SpawnItem("bm_barrela",0,0,0,0)
		BAR1 a 1 A_SpawnItem("bm_barrela",0,0,0,0)
		BAR1 a 1 A_SpawnItem("bm_barrela",0,0,0,0)
		BAR1 a 1 A_SpawnItem("bm_barrela",0,0,0,0)
		BAR1 a 1 A_SpawnItem("bm_barrela",0,0,0,0)
		BAR1 b 1 A_SpawnItem("bm_barrelb",0,0,0,0)
		BAR1 b 1 A_SpawnItem("bm_barrelb",0,0,0,0)
		BAR1 b 1 A_SpawnItem("bm_barrelb",0,0,0,0)
		BAR1 b 1 A_SpawnItem("bm_barrelb",0,0,0,0)
		BAR1 b 1 A_SpawnItem("bm_barrelb",0,0,0,0)
		BAR1 b 1 A_SpawnItem("bm_barrelb",0,0,0,0)
		Loop
	pain:
		BAR1 a 1 A_SpawnItem("bm_barrela",0,0,0,0)
		BAR1 a 1 A_SpawnItem("bm_barrela",0,0,0,0)
		BAR1 a 1 A_SpawnItem("bm_barrela",0,0,0,0)
		BAR1 a 1 A_SpawnItem("bm_barrela",0,0,0,0)
		BAR1 a 1 A_SpawnItem("bm_barrela",0,0,0,0)
		BAR1 a 1 A_SpawnItem("bm_barrela",0,0,0,0)
		BAR5 a 0 A_SpawnItem("barrelshlosh",0,20,0,0)
		BAR1 b 1 A_SpawnItem("bm_barrelb",0,0,0,0)
		BAR1 b 1 A_SpawnItem("bm_barrelb",0,0,0,0)
		BAR1 b 1 A_SpawnItem("bm_barrelb",0,0,0,0)
		BAR1 b 1 A_SpawnItem("bm_barrelb",0,0,0,0)
		BAR1 b 1 A_SpawnItem("bm_barrelb",0,0,0,0)
		BAR1 b 1 A_SpawnItem("bm_barrelb",0,0,0,0)
	goto spawn
	pain.foot:
		BAR5 a 1 A_SpawnItem("bm_barrel",0,0,0,0)
		BAR5 a 1 A_SpawnItem("bm_barrel",0,0,0,0)
		BAR5 a 1 A_SpawnItem("bm_barrel",0,0,0,0)
		BAR5 a 1 A_SpawnItem("bm_barrel",0,0,0,0)
		BAR5 a 1 A_SpawnItem("bm_barrel",0,0,0,0)
		BAR5 a 1 A_SpawnItem("bm_barrel",0,0,0,0)
		BAR5 a 1 A_SpawnItem("bm_barrel",0,0,0,0)
		BAR5 a 1 A_SpawnItem("bm_barrel",0,0,0,0)
		BAR5 a 0 A_SpawnItem("barrelshlosh",0,20,0,0)
		BAR5 a 1 A_SpawnItem("bm_barrel",0,0,0,0)
		BAR5 a 1 A_SpawnItem("bm_barrel",0,0,0,0)
		BAR5 a 1 A_SpawnItem("bm_barrel",0,0,0,0)
		BAR5 a 1 A_SpawnItem("bm_barrel",0,0,0,0)
		BAR5 a 1 A_SpawnItem("bm_barrel",0,0,0,0)
		BAR5 a 1 A_SpawnItem("bm_barrel",0,0,0,0)
		BAR5 a 1 A_SpawnItem("bm_barrel",0,0,0,0)
		BAR5 a 1 A_SpawnItem("bm_barrel",0,0,0,0)
	goto spawn
	death.foot:
		BAR5 a 1 A_SpawnItem("bm_barrel",0,0,0,0)
		BAR5 a 1 A_SpawnItem("bm_barrel",0,0,0,0)
		BAR5 a 1 A_SpawnItem("bm_barrel",0,0,0,0)
		BAR5 a 1 A_SpawnItem("bm_barrel",0,0,0,0)
		BAR5 a 0 A_SpawnItem("barrelshlosh",0,20,0,0)
		BAR5 a 1 A_SpawnItem("bm_barrel",0,0,0,0)
		BAR5 a 1 A_SpawnItem("bm_barrel",0,0,0,0)
		BAR5 a 1 A_SpawnItem("bm_barrel",0,0,0,0)
		BAR5 a 1 A_SpawnItem("bm_barrel",0,0,0,0)
	goto Death
	Death:
		tnt1 A 0 A_Jump(128,"Death2")
		BEXP A 5 BRIGHT 
		BEXP B 5 BRIGHT A_Scream
		BEXP C 0 A_SpawnItem("BITZGenerator",0,0,0,0)
		BEXP C 0 A_SpawnItem("BITZGenerator",0,0,0,0)
		BEXP C 5 BRIGHT
		BEXP C 0 BRIGHT A_quake(1,12,0,300,"NO/SOUND") 
		BEXP D 0 A_SetTranslucent(0.6,0)
		BEXP D 0 A_SpawnItem("dustcloud",0,0,0,0)
		tnt1 a 0 A_SpawnItem("poisonfog1",0,0,0,0)
		BEXP D 5 BRIGHT A_Explode
		BEXP D 0 A_SpawnItem("BITZGenerator",0,0,0,0)
		BEXP E 10 BRIGHT 
		tnt1 a 0 A_SpawnItem("Nukage_pool",0,0,0,0)
		BEXP E 0 A_SpawnItem("BITZGenerator",0,0,0,0)
		BEXP E 1050 BRIGHT A_BarrelDestroy
		BEXP E 5 A_Respawn
		Wait
	Death2:
		BEXP A 5 BRIGHT A_setdamagetype("fire")
		BEXP B 5 BRIGHT A_Scream
		BEXP C 0 A_SpawnItem("BITZGenerator",0,0,0,0)
		BEXP C 0 A_SpawnItem("BITZGenerator",0,0,0,0)
		BEXP C 5 BRIGHT
		BEXP C 0 BRIGHT A_quake(1,12,0,300,"NO/SOUND") 
		BEXP D 0 A_SetTranslucent(0.6,0)
		BEXP D 0 A_SpawnItem("dustcloud",0,0,0,0)
		tnt1 a 0 A_SpawnItem("phoscloudspawner",0,0,0,0)
		BEXP D 5 BRIGHT A_Explode
		BEXP D 0 A_SpawnItem("BITZGenerator",0,0,0,0)
	        BEXP E 0 A_SpawnItem("BurningBarrelremains2",0,0,0,0) 
    		TNT1 A 0 A_SPAWNITEM("billowingsmoke3",0,0,0,0) 
		BEXP E 10 BRIGHT 
		BEXP E 0 A_SpawnItem("BITZGenerator",0,0,0,0)
		BEXP E 1050 BRIGHT A_BarrelDestroy
		BEXP E 5 A_Respawn
		Wait
	AltDeath:
		BAR1 A 5 A_PlaySound("misc/barburst")
		tnt1 a 0 A_SpawnItem("BITZGenerator",0,0,0,0)
		tnt1 a 0 A_SpawnItem("BITZGenerator",0,0,0,0)
		tnt1 a 0 A_SpawnItem("BITZGenerator",0,0,0,0)
		tnt1 a 0 A_SpawnItem("BITZGenerator",0,0,0,0)
		BAR4 G 6 
		tnt1 a 0 A_SpawnItem("barrelsludge",0,0,0,0)
		LMST OQSU 6 
		tnt1 a 1050 BRIGHT A_BarrelDestroy
		tnt1 a 5 A_Respawn
		Wait
	XDeath:
		BEXP A 0 A_Jump(128,"XDeath2")
		BEXP A 5 BRIGHT 
		BEXP B 5 BRIGHT A_Scream
		BEXP C 0 A_SpawnItem("BITZGenerator",0,0,0,0)
		BEXP C 0 A_SpawnItem("BITZGenerator",0,0,0,0)
		BEXP C 5 BRIGHT
		BEXP C 0 BRIGHT A_quake(1,12,0,300,"NO/SOUND") 
		BEXP D 0 A_SetTranslucent(0.6,0)
		BEXP D 0 A_SpawnItem("dustcloud",0,0,0,0)
		tnt1 a 0 A_SpawnItem("poisonfog1",0,0,0,0)
		BEXP D 5 BRIGHT A_Explode
		BEXP D 0 A_SpawnItem("BITZGenerator",0,0,0,0)
		BEXP E 10 BRIGHT 
		BEXP E 0 A_SpawnItem("BITZGenerator",0,0,0,0)
		BEXP E 1050 BRIGHT A_BarrelDestroy
		BEXP E 5 A_Respawn
		Wait
	XDeath2:
		MISL B 0 A_SpawnDebris("flyingbarrel")
		MISL B 5 BRIGHT A_Scream
		MISL C 5 BRIGHT
		MISL C 0 BRIGHT A_quake(1,12,0,300,"NO/SOUND") 
		MISL C 0 A_SetTranslucent(0.6,0)
		MISL D 0 A_SpawnItem("dustcloud",0,0,0,0)
		MISL D 5 BRIGHT A_Explode
		MISL D 1050 BRIGHT A_BarrelDestroy
		MISL D 5 A_Respawn
		Wait
	Ice:
		BAR1 A 5 A_PlaySound("misc/barburst")
		tnt1 a 0 A_SpawnItem("BITZGenerator",0,0,0,0)
		tnt1 a 0 A_SpawnItem("BITZGenerator",0,0,0,0)
		tnt1 a 0 A_SpawnItem("BITZGenerator",0,0,0,0)
		tnt1 a 0 A_SpawnItem("BITZGenerator",0,0,0,0)
		BAR4 I 6 
		BAR4 H 5 A_FreezeDeath
		BAR4 H 1 A_FreezeDeathChunks
		Wait
	}
}

ACTOR EXBAR2 
{
	Game Doom
	Health 20
	Radius 10
	Height 34
	+PUSHABLE
	+SlidesOnWalls
	+SOLID
	+SHOOTABLE
	+NOBLOOD
	+ACTIVATEMCROSS
	+DONTGIB
	+NOICEDEATH
	+OLDRADIUSDMG
	-FLOORCLIP
	PainChance 200
	DeathSound "world/barrelx"
	Obituary "$OB_BARREL"
DamageFactor "slime", 0
DamageFactor "bouncer", 0
	States
	{
	Spawn:
		BAR2 a 1 A_SpawnItem("bm_barrela",0,0,0,0)
		BAR2 a 1 A_SpawnItem("bm_barrela",0,0,0,0)
		BAR2 a 1 A_SpawnItem("bm_barrela",0,0,0,0)
		BAR2 a 1 A_SpawnItem("bm_barrela",0,0,0,0)
		BAR2 a 1 A_SpawnItem("bm_barrela",0,0,0,0)
		BAR2 a 1 A_SpawnItem("bm_barrela",0,0,0,0)
		BAR2 b 1 A_SpawnItem("bm_barrelb",0,0,0,0)
		BAR2 b 1 A_SpawnItem("bm_barrelb",0,0,0,0)
		BAR2 b 1 A_SpawnItem("bm_barrelb",0,0,0,0)
		BAR2 b 1 A_SpawnItem("bm_barrelb",0,0,0,0)
		BAR2 b 1 A_SpawnItem("bm_barrelb",0,0,0,0)
		BAR2 b 1 A_SpawnItem("bm_barrelb",0,0,0,0)
		Loop
	pain:
		BAR1 a 1 A_SpawnItem("bm_barrela",0,0,0,0)
		BAR1 a 1 A_SpawnItem("bm_barrela",0,0,0,0)
		BAR1 a 1 A_SpawnItem("bm_barrela",0,0,0,0)
		BAR1 a 1 A_SpawnItem("bm_barrela",0,0,0,0)
		BAR1 a 1 A_SpawnItem("bm_barrela",0,0,0,0)
		BAR1 a 1 A_SpawnItem("bm_barrela",0,0,0,0)
		BAR5 a 0 A_SpawnItem("barrelshlosh",0,20,0,0)
		BAR1 b 1 A_SpawnItem("bm_barrelb",0,0,0,0)
		BAR1 b 1 A_SpawnItem("bm_barrelb",0,0,0,0)
		BAR1 b 1 A_SpawnItem("bm_barrelb",0,0,0,0)
		BAR1 b 1 A_SpawnItem("bm_barrelb",0,0,0,0)
		BAR1 b 1 A_SpawnItem("bm_barrelb",0,0,0,0)
		BAR1 b 1 A_SpawnItem("bm_barrelb",0,0,0,0)
	goto spawn
	pain.foot:
		BAR5 a 1 A_SpawnItem("bm_barrel",0,0,0,0)
		BAR5 a 1 A_SpawnItem("bm_barrel",0,0,0,0)
		BAR5 a 1 A_SpawnItem("bm_barrel",0,0,0,0)
		BAR5 a 1 A_SpawnItem("bm_barrel",0,0,0,0)
		BAR5 a 1 A_SpawnItem("bm_barrel",0,0,0,0)
		BAR5 a 1 A_SpawnItem("bm_barrel",0,0,0,0)
		BAR5 a 1 A_SpawnItem("bm_barrel",0,0,0,0)
		BAR5 a 1 A_SpawnItem("bm_barrel",0,0,0,0)
		BAR5 a 0 A_SpawnItem("barrelshlosh",0,20,0,0)
		BAR5 a 1 A_SpawnItem("bm_barrel",0,0,0,0)
		BAR5 a 1 A_SpawnItem("bm_barrel",0,0,0,0)
		BAR5 a 1 A_SpawnItem("bm_barrel",0,0,0,0)
		BAR5 a 1 A_SpawnItem("bm_barrel",0,0,0,0)
		BAR5 a 1 A_SpawnItem("bm_barrel",0,0,0,0)
		BAR5 a 1 A_SpawnItem("bm_barrel",0,0,0,0)
		BAR5 a 1 A_SpawnItem("bm_barrel",0,0,0,0)
		BAR5 a 1 A_SpawnItem("bm_barrel",0,0,0,0)
	goto spawn
	death.foot:
		BAR5 a 1 A_SpawnItem("bm_barrel",0,0,0,0)
		BAR5 a 1 A_SpawnItem("bm_barrel",0,0,0,0)
		BAR5 a 1 A_SpawnItem("bm_barrel",0,0,0,0)
		BAR5 a 1 A_SpawnItem("bm_barrel",0,0,0,0)
		BAR5 a 0 A_SpawnItem("barrelshlosh",0,20,0,0)
		BAR5 a 1 A_SpawnItem("bm_barrel",0,0,0,0)
		BAR5 a 1 A_SpawnItem("bm_barrel",0,0,0,0)
		BAR5 a 1 A_SpawnItem("bm_barrel",0,0,0,0)
		BAR5 a 1 A_SpawnItem("bm_barrel",0,0,0,0)
	goto Death
	Death:
		tnt1 A 0 A_Jump(128,"Death2")
		BAR2 C 5 BRIGHT 
		BAR2 D 5 BRIGHT A_Scream
		BEXP C 0 A_SpawnItem("BITZGenerator",0,0,0,0)
		BEXP C 0 A_SpawnItem("BITZGenerator",0,0,0,0)
		BEXP C 5 BRIGHT
		BEXP C 0 BRIGHT A_quake(1,12,0,300,"NO/SOUND") 
		BEXP D 0 A_SetTranslucent(0.6,0)
		BEXP D 0 A_SpawnItem("dustcloud",0,0,0,0)
		tnt1 a 0 A_SpawnItem("poisonfog1",0,0,0,0)
		BEXP D 5 BRIGHT A_Explode
		BEXP D 0 A_SpawnItem("BITZGenerator",0,0,0,0)
		BEXP E 10 BRIGHT 
		tnt1 a 0 A_SpawnItem("Nukage_pool",0,0,0,0)
		BEXP E 0 A_SpawnItem("BITZGenerator",0,0,0,0)
		BEXP E 1050 BRIGHT A_BarrelDestroy
		BEXP E 5 A_Respawn
		Wait
	Death2:
		BAR2 C 5 BRIGHT A_setdamagetype("fire")
		BAR2 D 5 BRIGHT A_Scream
		BEXP C 0 A_SpawnItem("BITZGenerator",0,0,0,0)
		BEXP C 0 A_SpawnItem("BITZGenerator",0,0,0,0)
		BEXP C 5 BRIGHT
		BEXP C 0 BRIGHT A_quake(1,12,0,300,"NO/SOUND") 
		BEXP D 0 A_SetTranslucent(0.6,0)
		BEXP D 0 A_SpawnItem("dustcloud",0,0,0,0)
		tnt1 a 0 A_SpawnItem("phoscloudspawner",0,0,0,0)
		BEXP D 5 BRIGHT A_Explode
		BEXP D 0 A_SpawnItem("BITZGenerator",0,0,0,0)
	        BEXP E 0 A_SpawnItem("BurningBarrelremains2",0,0,0,0) 
    		TNT1 A 0 A_SPAWNITEM("billowingsmoke3",0,0,0,0) 
		BEXP E 10 BRIGHT 
		BEXP E 0 A_SpawnItem("BITZGenerator",0,0,0,0)
		BEXP E 1050 BRIGHT A_BarrelDestroy
		BEXP E 5 A_Respawn
		Wait
	AltDeath:
		BAR2 A 5 A_PlaySound("misc/barburst")
		tnt1 a 0 A_SpawnItem("BITZGenerator",0,0,0,0)
		tnt1 a 0 A_SpawnItem("BITZGenerator",0,0,0,0)
		tnt1 a 0 A_SpawnItem("BITZGenerator",0,0,0,0)
		tnt1 a 0 A_SpawnItem("BITZGenerator",0,0,0,0)
		BAR4 G 6 
		tnt1 a 0 A_SpawnItem("barrelsludge",0,0,0,0)
		LMST OQSU 6 
		tnt1 a 1050 BRIGHT A_BarrelDestroy
		tnt1 a 5 A_Respawn
		Wait
	XDeath:
		BAR2 A 0 A_Jump(128,"XDeath2")
		BAR2 C 5 BRIGHT 
		BAR2 D 5 BRIGHT A_Scream
		BEXP C 0 A_SpawnItem("BITZGenerator",0,0,0,0)
		BEXP C 0 A_SpawnItem("BITZGenerator",0,0,0,0)
		BEXP C 5 BRIGHT
		BEXP C 0 BRIGHT A_quake(1,12,0,300,"NO/SOUND") 
		BEXP D 0 A_SetTranslucent(0.6,0)
		BEXP D 0 A_SpawnItem("dustcloud",0,0,0,0)
		tnt1 a 0 A_SpawnItem("poisonfog1",0,0,0,0)
		BEXP D 5 BRIGHT A_Explode
		BEXP D 0 A_SpawnItem("BITZGenerator",0,0,0,0)
		BEXP E 10 BRIGHT 
		BEXP E 0 A_SpawnItem("BITZGenerator",0,0,0,0)
		BEXP E 1050 BRIGHT A_BarrelDestroy
		BEXP E 5 A_Respawn
		Wait
	XDeath2:
		MISL B 0 A_SpawnDebris("flyingbarrel")
		MISL B 5 BRIGHT A_Scream
		MISL C 5 BRIGHT
		MISL C 0 BRIGHT A_quake(1,12,0,300,"NO/SOUND") 
		MISL C 0 A_SetTranslucent(0.6,0)
		MISL D 0 A_SpawnItem("dustcloud",0,0,0,0)
		MISL D 5 BRIGHT A_Explode
		MISL D 1050 BRIGHT A_BarrelDestroy
		MISL D 5 A_Respawn
		Wait
	Ice:
		BAR1 A 5 A_PlaySound("misc/barburst")
		tnt1 a 0 A_SpawnItem("BITZGenerator",0,0,0,0)
		tnt1 a 0 A_SpawnItem("BITZGenerator",0,0,0,0)
		tnt1 a 0 A_SpawnItem("BITZGenerator",0,0,0,0)
		tnt1 a 0 A_SpawnItem("BITZGenerator",0,0,0,0)
		BAR4 I 6 
		BAR4 H 5 A_FreezeDeath
		BAR4 H 1 A_FreezeDeathChunks
		Wait
	}
}

ACTOR EXBAR3 
{
	Game Doom
	Health 20
	Radius 10
	Height 34
	+PUSHABLE
	+SlidesOnWalls
	+SOLID
	+SHOOTABLE
	+NOBLOOD
	+ACTIVATEMCROSS
	+DONTGIB
	+NOICEDEATH
	+OLDRADIUSDMG
	-FLOORCLIP
	PainChance 200
	DeathSound "world/barrelx"
	Obituary "$OB_BARREL"
DamageFactor "slime", 0
DamageFactor "bouncer", 0
	States
	{
	Spawn:
		BAR3 a 1 A_SpawnItem("bm_barrela",0,0,0,0)
		BAR3 a 1 A_SpawnItem("bm_barrela",0,0,0,0)
		BAR3 a 1 A_SpawnItem("bm_barrela",0,0,0,0)
		BAR3 a 1 A_SpawnItem("bm_barrela",0,0,0,0)
		BAR3 a 1 A_SpawnItem("bm_barrela",0,0,0,0)
		BAR3 a 1 A_SpawnItem("bm_barrela",0,0,0,0)
		BAR3 b 1 A_SpawnItem("bm_barrelb",0,0,0,0)
		BAR3 b 1 A_SpawnItem("bm_barrelb",0,0,0,0)
		BAR3 b 1 A_SpawnItem("bm_barrelb",0,0,0,0)
		BAR3 b 1 A_SpawnItem("bm_barrelb",0,0,0,0)
		BAR3 b 1 A_SpawnItem("bm_barrelb",0,0,0,0)
		BAR3 b 1 A_SpawnItem("bm_barrelb",0,0,0,0)
		Loop
	pain:
		BAR1 a 1 A_SpawnItem("bm_barrela",0,0,0,0)
		BAR1 a 1 A_SpawnItem("bm_barrela",0,0,0,0)
		BAR1 a 1 A_SpawnItem("bm_barrela",0,0,0,0)
		BAR1 a 1 A_SpawnItem("bm_barrela",0,0,0,0)
		BAR1 a 1 A_SpawnItem("bm_barrela",0,0,0,0)
		BAR1 a 1 A_SpawnItem("bm_barrela",0,0,0,0)
		BAR5 a 0 A_SpawnItem("barrelshlosh",0,20,0,0)
		BAR1 b 1 A_SpawnItem("bm_barrelb",0,0,0,0)
		BAR1 b 1 A_SpawnItem("bm_barrelb",0,0,0,0)
		BAR1 b 1 A_SpawnItem("bm_barrelb",0,0,0,0)
		BAR1 b 1 A_SpawnItem("bm_barrelb",0,0,0,0)
		BAR1 b 1 A_SpawnItem("bm_barrelb",0,0,0,0)
		BAR1 b 1 A_SpawnItem("bm_barrelb",0,0,0,0)
	goto spawn
	pain.foot:
		BAR5 a 1 A_SpawnItem("bm_barrel",0,0,0,0)
		BAR5 a 1 A_SpawnItem("bm_barrel",0,0,0,0)
		BAR5 a 1 A_SpawnItem("bm_barrel",0,0,0,0)
		BAR5 a 1 A_SpawnItem("bm_barrel",0,0,0,0)
		BAR5 a 1 A_SpawnItem("bm_barrel",0,0,0,0)
		BAR5 a 1 A_SpawnItem("bm_barrel",0,0,0,0)
		BAR5 a 1 A_SpawnItem("bm_barrel",0,0,0,0)
		BAR5 a 1 A_SpawnItem("bm_barrel",0,0,0,0)
		BAR5 a 0 A_SpawnItem("barrelshlosh",0,20,0,0)
		BAR5 a 1 A_SpawnItem("bm_barrel",0,0,0,0)
		BAR5 a 1 A_SpawnItem("bm_barrel",0,0,0,0)
		BAR5 a 1 A_SpawnItem("bm_barrel",0,0,0,0)
		BAR5 a 1 A_SpawnItem("bm_barrel",0,0,0,0)
		BAR5 a 1 A_SpawnItem("bm_barrel",0,0,0,0)
		BAR5 a 1 A_SpawnItem("bm_barrel",0,0,0,0)
		BAR5 a 1 A_SpawnItem("bm_barrel",0,0,0,0)
		BAR5 a 1 A_SpawnItem("bm_barrel",0,0,0,0)
	goto spawn
	death.foot:
		BAR5 a 1 A_SpawnItem("bm_barrel",0,0,0,0)
		BAR5 a 1 A_SpawnItem("bm_barrel",0,0,0,0)
		BAR5 a 1 A_SpawnItem("bm_barrel",0,0,0,0)
		BAR5 a 1 A_SpawnItem("bm_barrel",0,0,0,0)
		BAR5 a 0 A_SpawnItem("barrelshlosh",0,20,0,0)
		BAR5 a 1 A_SpawnItem("bm_barrel",0,0,0,0)
		BAR5 a 1 A_SpawnItem("bm_barrel",0,0,0,0)
		BAR5 a 1 A_SpawnItem("bm_barrel",0,0,0,0)
		BAR5 a 1 A_SpawnItem("bm_barrel",0,0,0,0)
	goto Death
	Death:
		tnt1 A 0 A_Jump(128,"Death2")
		BAR3 C 5 BRIGHT 
		BAR3 D 5 BRIGHT A_Scream
		BEXP C 0 A_SpawnItem("BITZGenerator",0,0,0,0)
		BEXP C 0 A_SpawnItem("BITZGenerator",0,0,0,0)
		BEXP C 5 BRIGHT
		BEXP C 0 BRIGHT A_quake(1,12,0,300,"NO/SOUND") 
		BEXP D 0 A_SetTranslucent(0.6,0)
		BEXP D 0 A_SpawnItem("dustcloud",0,0,0,0)
		tnt1 a 0 A_SpawnItem("poisonfog1",0,0,0,0)
		BEXP D 5 BRIGHT A_Explode
		BEXP D 0 A_SpawnItem("BITZGenerator",0,0,0,0)
		BEXP E 10 BRIGHT 
		tnt1 a 0 A_SpawnItem("Nukage_pool",0,0,0,0)
		BEXP E 0 A_SpawnItem("BITZGenerator",0,0,0,0)
		BEXP E 1050 BRIGHT A_BarrelDestroy
		BEXP E 5 A_Respawn
		Wait
	Death2:
		BAR3 C 5 BRIGHT A_setdamagetype("fire")
		BAR3 D 5 BRIGHT A_Scream
		BEXP C 0 A_SpawnItem("BITZGenerator",0,0,0,0)
		BEXP C 0 A_SpawnItem("BITZGenerator",0,0,0,0)
		BEXP C 5 BRIGHT
		BEXP C 0 BRIGHT A_quake(1,12,0,300,"NO/SOUND") 
		BEXP D 0 A_SetTranslucent(0.6,0)
		BEXP D 0 A_SpawnItem("dustcloud",0,0,0,0)
		tnt1 a 0 A_SpawnItem("phoscloudspawner",0,0,0,0)
		BEXP D 5 BRIGHT A_Explode
		BEXP D 0 A_SpawnItem("BITZGenerator",0,0,0,0)
	        BEXP E 0 A_SpawnItem("BurningBarrelremains2",0,0,0,0)
    		TNT1 A 0 A_SPAWNITEM("billowingsmoke3",0,0,0,0) 
		BEXP E 10 BRIGHT 
		BEXP E 0 A_SpawnItem("BITZGenerator",0,0,0,0)
		BEXP E 1050 BRIGHT A_BarrelDestroy
		BEXP E 5 A_Respawn
		Wait
	AltDeath:
		BAR3 A 5 A_PlaySound("misc/barburst")
		tnt1 a 0 A_SpawnItem("BITZGenerator",0,0,0,0)
		tnt1 a 0 A_SpawnItem("BITZGenerator",0,0,0,0)
		tnt1 a 0 A_SpawnItem("BITZGenerator",0,0,0,0)
		tnt1 a 0 A_SpawnItem("BITZGenerator",0,0,0,0)
		BAR4 G 6 
		tnt1 a 0 A_SpawnItem("barrelsludge",0,0,0,0)
		LMST OQSU 6 
		tnt1 a 1050 BRIGHT A_BarrelDestroy
		tnt1 a 5 A_Respawn
		Wait
	XDeath:
		BAR3 A 0 A_Jump(128,"XDeath2")
		BAR3 C 5 BRIGHT 
		BAR3 D 5 BRIGHT A_Scream
		BEXP C 0 A_SpawnItem("BITZGenerator",0,0,0,0)
		BEXP C 0 A_SpawnItem("BITZGenerator",0,0,0,0)
		BEXP C 5 BRIGHT
		BEXP C 0 BRIGHT A_quake(1,12,0,300,"NO/SOUND") 
		BEXP D 0 A_SetTranslucent(0.6,0)
		BEXP D 0 A_SpawnItem("dustcloud",0,0,0,0)
		tnt1 a 0 A_SpawnItem("poisonfog1",0,0,0,0)
		BEXP D 5 BRIGHT A_Explode
		BEXP D 0 A_SpawnItem("BITZGenerator",0,0,0,0)
		BEXP E 10 BRIGHT 
		BEXP E 0 A_SpawnItem("BITZGenerator",0,0,0,0)
		BEXP E 1050 BRIGHT A_BarrelDestroy
		BEXP E 5 A_Respawn
		Wait
	XDeath2:
		MISL B 0 A_SpawnDebris("flyingbarrel")
		MISL B 5 BRIGHT A_Scream
		MISL C 5 BRIGHT
		MISL C 0 BRIGHT A_quake(1,12,0,300,"NO/SOUND") 
		MISL C 0 A_SetTranslucent(0.6,0)
		MISL D 0 A_SpawnItem("dustcloud",0,0,0,0)
		MISL D 5 BRIGHT A_Explode
		MISL D 1050 BRIGHT A_BarrelDestroy
		MISL D 5 A_Respawn
		Wait
	Ice:
		BAR1 A 5 A_PlaySound("misc/barburst")
		tnt1 a 0 A_SpawnItem("BITZGenerator",0,0,0,0)
		tnt1 a 0 A_SpawnItem("BITZGenerator",0,0,0,0)
		tnt1 a 0 A_SpawnItem("BITZGenerator",0,0,0,0)
		tnt1 a 0 A_SpawnItem("BITZGenerator",0,0,0,0)
		BAR4 I 6 
		BAR4 H 5 A_FreezeDeath
		BAR4 H 1 A_FreezeDeathChunks
		Wait
	}
}

ACTOR BARRELSHLOSH
{
   +NOCLIP
   -NOGRAVITY
   +NOBLOCKMAP
   States
{
spawn:
	LMST O 0 A_playsound("bloodsplat")
	LMST OQSU 4
	STOP
	}
}

ACTOR poisonfog1
{
Game Doom
RenderStyle Translucent
Alpha 0.5
+FloatBob
States
{
Spawn:
tnt1 a 2 
        TNT1 A 0 A_CustomMissile("gasParticle",  0, 0, random(-180, 180), 2, random(-180, 180))
        TNT1 A 0 A_CustomMissile("gasParticle1", 0, 0, random(-180, 180), 2, random(-180, 180))
        TNT1 A 0 A_CustomMissile("gasParticle2", 0, 0, random(-180, 180), 2, random(-180, 180)) 
        TNT1 A 0 A_CustomMissile("gasParticle3", 0, 0, random(-180, 180), 2, random(-180, 180)) 
tnt1 a 2 
        TNT1 A 0 A_CustomMissile("gasParticle",  0, 0, random(-180, 180), 2, random(-180, 180))
        TNT1 A 0 A_CustomMissile("gasParticle1", 0, 0, random(-180, 180), 2, random(-180, 180))
        TNT1 A 0 A_CustomMissile("gasParticle2", 0, 0, random(-180, 180), 2, random(-180, 180)) 
       TNT1 A 0 A_CustomMissile("gasParticle3", 0, 0, random(-180, 180), 2, random(-180, 180)) 
tnt1 a 2 
        TNT1 A 0 A_CustomMissile("gasParticle",  0, 0, random(-180, 180), 2, random(-180, 180))
        TNT1 A 0 A_CustomMissile("gasParticle1", 0, 0, random(-180, 180), 2, random(-180, 180))
        TNT1 A 0 A_CustomMissile("gasParticle2", 0, 0, random(-180, 180), 2, random(-180, 180)) 
       TNT1 A 0 A_CustomMissile("gasParticle3", 0, 0, random(-180, 180), 2, random(-180, 180)) 
tnt1 a 2 
        TNT1 A 0 A_CustomMissile("gasParticle",  0, 0, random(-180, 180), 2, random(-180, 180))
        TNT1 A 0 A_CustomMissile("gasParticle1", 0, 0, random(-180, 180), 2, random(-180, 180))
        TNT1 A 0 A_CustomMissile("gasParticle2", 0, 0, random(-180, 180), 2, random(-180, 180)) 
       TNT1 A 0 A_CustomMissile("gasParticle3", 0, 0, random(-180, 180), 2, random(-180, 180)) 
tnt1 a 2 
        TNT1 A 0 A_CustomMissile("gasParticle",  0, 0, random(-180, 180), 2, random(-180, 180))
        TNT1 A 0 A_CustomMissile("gasParticle1", 0, 0, random(-180, 180), 2, random(-180, 180))
        TNT1 A 0 A_CustomMissile("gasParticle2", 0, 0, random(-180, 180), 2, random(-180, 180)) 
       TNT1 A 0 A_CustomMissile("gasParticle3", 0, 0, random(-180, 180), 2, random(-180, 180)) 
tnt1 a 2 
        TNT1 A 0 A_CustomMissile("gasParticle",  0, 0, random(-180, 180), 2, random(-180, 180))
        TNT1 A 0 A_CustomMissile("gasParticle1", 0, 0, random(-180, 180), 2, random(-180, 180))
        TNT1 A 0 A_CustomMissile("gasParticle2", 0, 0, random(-180, 180), 2, random(-180, 180)) 
       TNT1 A 0 A_CustomMissile("gasParticle3", 0, 0, random(-180, 180), 2, random(-180, 180)) 
tnt1 a 2 
        TNT1 A 0 A_CustomMissile("gasParticle",  0, 0, random(-180, 180), 2, random(-180, 180))
        TNT1 A 0 A_CustomMissile("gasParticle1", 0, 0, random(-180, 180), 2, random(-180, 180))
        TNT1 A 0 A_CustomMissile("gasParticle2", 0, 0, random(-180, 180), 2, random(-180, 180)) 
       TNT1 A 0 A_CustomMissile("gasParticle3", 0, 0, random(-180, 180), 2, random(-180, 180)) 
tnt1 a 2 
        TNT1 A 0 A_CustomMissile("gasParticle",  0, 0, random(-180, 180), 2, random(-180, 180))
        TNT1 A 0 A_CustomMissile("gasParticle1", 0, 0, random(-180, 180), 2, random(-180, 180))
        TNT1 A 0 A_CustomMissile("gasParticle2", 0, 0, random(-180, 180), 2, random(-180, 180)) 
       TNT1 A 0 A_CustomMissile("gasParticle3", 0, 0, random(-180, 180), 2, random(-180, 180)) 
stop
}
}

actor Nukage_pool
{
 game Doom
 radius 12
 height 2
 mass 1
 +NOTELEPORT
 -NOBLOCKMAP
+floorclip
-randomize
renderstyle normal
 states
 {
 Spawn:
tnt1 a 1 A_SetScale(0.2, 0.04)
npud A 2 A_SetScale(0.2, 0.04)
npud A 2 A_SetScale(0.4, 0.06)
npud A 2 A_SetScale(0.6, 0.08)
  TNT1 A 0 A_SetScale(0.8, 0.09)
npud abcabcabcabcabcabcabcabcabcabcabcabcabcabcabcabcab 8
  goto goaway
goaway:
npud A 2 A_SetScale(0.6, 0.08)
npud A 2 A_SetScale(0.4, 0.06)
npud A 2 A_SetScale(0.2, 0.04)
stop
 }
}


actor barrelsludge
{
	Radius 2
	Height 4
	+NOBLOCKMAP 
	+NOTELEPORT
	+CANNOTPUSH
	+NOBLOOD
	+NOICEDEATH
	+noextremedeath
	damagetype slime
	ExplosionDamage 64
	ExplosionRadius 128
states
{
spawn:
	BAR4 A 0 A_PlaySound("world/sludgegloop")
	BAR4 A 0 A_explode
	BAR4 ABC 6
	BAR4 D 6
	BAR4 D 0 A_SpawnItem("sludgepuddle",0,0,0,0)
	Stop
	}
}

actor sludgepuddle
{
	HEALTH 1
	radius 5
	height 2
	mass 999999999
	+floorclip
	+SHOOTABLE
	+NOBLOOD
	+touchy
	monster
	+noextremedeath
	damagetype slime
	ExplosionDamage 10
	ExplosionRadius 64
states
{
spawn:
	BAR4 EF 6
loop
DEATH:
	LMST O 0 A_playsound("gibs/gibpop")
	LMST O 6 A_explode
	LMST QSU 6
	STOP
	}
}

actor flyingbarrel
{
health 1
radius 8
height 8
mass 1
+corpse
+FLOORCLIP
+NOTELEPORT
GRAVITY 0.5
ExplosionDamage 4
ExplosionRadius 128
states
	{
	Spawn:
	 BEXP B 4 A_Spawnitem("flyingbarreltrail",0,0,0)
	 loop
	Crash:
	 BEXP C 0 A_PlayWeaponSound("world/barrelx")
	 BEXP C 0 A_SpawnItem("BITZGenerator",0,0,0,0)
	 BEXP C 0 A_SpawnItem("BITZGenerator",0,0,0,0)
	 BEXP C 0 A_quake(1,12,0,300,"NO/SOUND") 
		tnt1 a 0 A_SpawnItem("poisonfog1",0,0,0,0)
		BEXP c 4 BRIGHT 
	 BEXP D 0 A_SetTranslucent(0.6,0)
	 BEXP D 0 A_SpawnItem("dustcloud",0,0,0,0)
	 BEXP D 0 A_SpawnItem("BITZGenerator",0,0,0,0)
	 BEXP DE 4 bright
	 BEXP E 0 A_SpawnItem("BITZGenerator",0,0,0,0)
	 stop
	}
}



ACTOR flyingbarreltrail
{
   Radius 1
   Height 1
   PROJECTILE
   +NOCLIP
   Speed 0
   RENDERSTYLE TRANSLUCENT
   ALPHA 0.4
   States
   {
   Spawn:
      MISL BCDBCD 4 bright
      Stop
   }
}

ACTOR BM_BARREL
{
   +NOCLIP
   +NOGRAVITY
   +NOBLOCKMAP
   RENDERSTYLE add
   ALPHA 0.2
   States
   {
   Spawn:
	BAR5 b 2 BRIGHT
      Stop
   }
}

ACTOR BM_BARRELa
{
   +NOCLIP
   +NOGRAVITY
   +NOBLOCKMAP
   RENDERSTYLE add
   ALPHA 0.2
   States
   {
   Spawn:
	BAR5 c 2 BRIGHT
      Stop
   }
}

ACTOR BM_BARRELb
{
   +NOCLIP
   +NOGRAVITY
   +NOBLOCKMAP
   RENDERSTYLE add
   ALPHA 0.2
   States
   {
   Spawn:
	BAR5 d 2 BRIGHT
      Stop
   }
}




ACTOR BurningBarrel2 : ExplosiveBarrel replaces BurningBarrel
{
	Game Doom
	Health 40
	Radius 10
	Height 34
	DeathHeight 34
        Mass 0x7fffffff
	+SOLID
	+SHOOTABLE
	+NOBLOOD
	+NOICEDEATH
	ExplosionDamage 4
	ExplosionRadius 128
	DeathSound "world/barrelx"
DamageFactor "slime", 0
DamageFactor "bouncer", 0
	States
	{
	Spawn:
		TNT1 A 0 A_SPAWNITEM("billowingsmoke2",0,0,0,0)
		tnt1 a 0 A_SpawnItem("BM_BurningBarrelremains",0,20,0,0)
		TNT1 A 0 A_SPAWNITEM("BM_BARRELBURN",0,0,0,0)
		FCAN A 12 
		Loop
	Death:
		FCAN A 6 A_PlaySound("misc/barburst")
		FCAN v 0 A_SpawnItem("BITZGenerator",0,0,0,0)
		FCAN v 0 A_SpawnItem("BITZGenerator",0,0,0,0)
		FCAN v 0 A_SpawnItem("BITZGenerator",0,0,0,0)
		FCAN v 0 A_SpawnItem("BITZGenerator",0,0,0,0)
		FCAN v 0 A_SpawnItem("BITZGenerator",0,0,0,0)
		FCAN v 0 A_SpawnItem("BITZGenerator",0,0,0,0)
		FCAN v 0 A_SpawnItem("BITZGenerator",0,0,0,0)
		FCAN v 4
		FCAN U 4 A_SpawnItem("BurningBarrelremains",0,0,0,0) 
    		TNT1 A 0 A_SPAWNITEM("billowingsmoke",0,0,0,0)
		Stop
	}
}

ACTOR BM_BARRELBURN
{
   +NOCLIP
   +NOGRAVITY
   +NOBLOCKMAP
  RenderStyle Translucent
  Alpha 0.75
   States
   {
   Spawn:
	FCAN B 5 BRIGHT
	FCAN CD 4 BRIGHT
      Stop
   }
}

ACTOR BurningBarrelremains 
{
	Game Doom
	Health 40
	Radius 10
	Height 34
        Mass 0x7fffffff
	ProjectilePassHeight 0
	+SOLID
  RenderStyle Translucent
  Alpha 0.5
  SCALE 0.5
	States
	{
  Spawn:
		tnt1 a 0 A_SpawnItem("BM_BurningBarrelremains",0,0,0,0)
    FCAN I 2 BRIGHT A_SetTranslucent(0.4, 0)
    FCAN I 2 BRIGHT A_SetScale(0.6, 0.6)
    FCAN J 2 BRIGHT A_SetTranslucent(0.6, 0)
    FCAN J 2 BRIGHT A_SetScale(0.7, 0.7)
    FCAN K 2 BRIGHT A_SetTranslucent(0.75, 0)
    FCAN K 2 BRIGHT A_SetScale(1, 1)
GOTO SPAWNED
	SpawnED:
		tnt1 a 0 A_SpawnItem("BM_BurningBarrelremains",0,0,0,0)
		FCAN LMN 4 BRIGHT 
		Loop
	}
}

ACTOR BurningBarrelremains2 
{
	Game Doom
	Health 40
	Radius 10
	Height 34
        Mass 0x7fffffff
	ProjectilePassHeight 0
	-SOLID
  RenderStyle Translucent
  Alpha 0.2
  SCALE 0.5
	States
	{
  Spawn:
		tnt1 a 0 A_SpawnItem("BM_BurningBarrelremains",0,0,0,0)
    FCAN I 2 BRIGHT A_SetTranslucent(0.4, 0)
    FCAN I 2 BRIGHT A_SetScale(0.6, 0.6)
    FCAN J 2 BRIGHT A_SetTranslucent(0.6, 0)
    FCAN J 2 BRIGHT A_SetScale(0.7, 0.7)
    FCAN K 2 BRIGHT A_SetTranslucent(0.6, 0)
    FCAN K 2 BRIGHT A_SetScale(1, 1)
GOTO SPAWNED
	SpawnED:
		tnt1 a 0 A_SpawnItem("BM_BurningBarrelremains",0,0,0,0)
		FCAN IJK 4 BRIGHT
		tnt1 a 0 A_SpawnItem("BM_BurningBarrelremains",0,0,0,0)
		FCAN IJK 4 BRIGHT
		tnt1 a 0 A_SpawnItem("BM_BurningBarrelremains",0,0,0,0)
		FCAN IJK 4 BRIGHT
		tnt1 a 0 A_SpawnItem("BM_BurningBarrelremains",0,0,0,0)
		FCAN IJK 4 BRIGHT
		tnt1 a 0 A_SpawnItem("BM_BurningBarrelremains",0,0,0,0)
		FCAN IJK 4 BRIGHT
		tnt1 a 0 A_SpawnItem("BM_BurningBarrelremains",0,0,0,0)
		FCAN IJK 4 BRIGHT
		tnt1 a 0 A_SpawnItem("BM_BurningBarrelremains",0,0,0,0)
		FCAN IJK 4 BRIGHT
		tnt1 a 0 A_SpawnItem("BM_BurningBarrelremains",0,0,0,0)
		FCAN IJK 4 BRIGHT
		tnt1 a 0 A_SpawnItem("BM_BurningBarrelremains",0,0,0,0)
		FCAN IJK 4 BRIGHT
		tnt1 a 0 A_SpawnItem("BM_BurningBarrelremains",0,0,0,0)
		FCAN IJK 4 BRIGHT
		tnt1 a 0 A_SpawnItem("BM_BurningBarrelremains",0,0,0,0)
		FCAN IJK 4 BRIGHT
		tnt1 a 0 A_SpawnItem("BM_BurningBarrelremains",0,0,0,0)
		FCAN IJK 4 BRIGHT
		tnt1 a 0 A_SpawnItem("BM_BurningBarrelremains",0,0,0,0)
		FCAN IJK 4 BRIGHT
		tnt1 a 0 A_SpawnItem("BM_BurningBarrelremains",0,0,0,0)
		FCAN IJK 4 BRIGHT
		tnt1 a 0 A_SpawnItem("BM_BurningBarrelremains",0,0,0,0)
    FCAN I 4 BRIGHT A_SetTranslucent(0.6, 0)
    FCAN J 2 BRIGHT A_SetScale(0.7, 0.7)
    FCAN J 2 BRIGHT A_SetTranslucent(0.6, 0)
    FCAN K 2 BRIGHT A_SetScale(0.6, 0.6)
    FCAN K 2 BRIGHT A_SetTranslucent(0.4, 0)
	STOP
	}
}

ACTOR BM_BurningBarrelremains
{
	+NOBLOCKMAP
	+NOCLIP
	+NOGRAVITY
	+DONTSPLASH
	+DONTBLAST
	renderstyle translucent
	Alpha 0.1
	States
	{
	Spawn:
		POL3 F 5 Bright
		POL3 FF 4 Bright
		Stop
	}
}

ACTOR phoscloudspawner
{

States
	{
	spawn:
		tnt1 a 1 a_spawndebris("phoscloud")
		tnt1 a 1 a_spawndebris("phoscloud")
		tnt1 a 1 a_spawndebris("phoscloud")
		tnt1 a 1 a_spawndebris("phoscloud")
		tnt1 a 1 a_spawndebris("phoscloud")
		tnt1 a 1 a_spawndebris("phoscloud")
stop
}
}

ACTOR Phoscloud
{
	Health 4
	radius 3
	height 6
	speed .1
	RenderStyle ADD
	Alpha		1
	Scale		.5
	Mass		0
	+missile
	//+doombounce
	+FLOORCLIP
	+DONTSPLASH
	+NOTELEPORT
	States
	{
		fire a 1
		fire ABCDE 1  Bright A_SetTranslucent(.8,1)
		fire ABCDEF 1  Bright A_SetTranslucent(.6,1)
		fire aBCDEFGH 1  Bright A_SetTranslucent(.4,1)
		fire aBCDEFGHA 1 Bright A_SetTranslucent(.2,1)
		Stop
	}
}

ACTOR billowingsmoke 
{
	Game Doom
	Health 40
	Radius 10
	Height 34
        Mass 0x7fffffff
	ProjectilePassHeight 0
	-SOLID
  RenderStyle Translucent
  Alpha 0.1
  SCALE 0.5
	States
	{
  Spawn:
    FCAN o 2 A_SetTranslucent(0.2, 0)
    FCAN o 2 A_SetScale(0.6, 0.6)
    FCAN p 2 A_SetTranslucent(0.3, 0)
    FCAN p 2 A_SetScale(0.7, 0.7)
    FCAN q 2 A_SetTranslucent(0.3, 0)
    FCAN q 2 A_SetScale(1, 1)
GOTO SPAWNED
	SpawnED:
		FCAN opq 4 
		Loop
	}
}

ACTOR billowingsmoke2
{
	Game Doom
	Health 40
	Radius 10
	Height 34
        Mass 0x7fffffff
	ProjectilePassHeight 0
	-SOLID
  RenderStyle Translucent
  Alpha 0.3
	States
	{
  Spawn:
	FCAN r 5 
	FCAN st 4 
		stop
	}
}

ACTOR billowingsmoke3 
{
	Game Doom
	Health 40
	Radius 10
	Height 34
        Mass 0x7fffffff
	ProjectilePassHeight 0
	-SOLID
  RenderStyle Translucent
  Alpha 0.1
  SCALE 0.5
	States
	{
  Spawn:
    FCAN o 2 A_SetTranslucent(0.2, 0)
    FCAN o 2 A_SetScale(0.6, 0.6)
    FCAN p 2 A_SetTranslucent(0.3, 0)
    FCAN p 2 A_SetScale(0.7, 0.7)
    FCAN q 2 A_SetTranslucent(0.3, 0)
    FCAN q 2 A_SetScale(1, 1)
GOTO SPAWNED
	SpawnED:
		FCAN opq 4 
		FCAN opq 4 
		FCAN opq 4 
		FCAN opq 4 
		FCAN opq 4 
		FCAN opq 4 
		FCAN opq 4 
		FCAN opq 4 
		FCAN opq 4 
		FCAN opq 4 
		FCAN opq 4 
		FCAN opq 4 
		FCAN opq 4 
		FCAN opq 4 
    FCAN o 4 A_SetTranslucent(0.3, 0)
    FCAN p 2 A_SetScale(0.7, 0.7)
    FCAN p 2 A_SetTranslucent(0.3, 0)
    FCAN q 2 A_SetScale(0.6, 0.6)
    FCAN q 2 A_SetTranslucent(0.2, 0)
    FCAN o 2 A_SetScale(0.5, 0.5)
    FCAN p 2 A_SetScale(0.4, 0.4)
    FCAN q 2 A_SetScale(0.3, 0.3)
	STOP
	}
}

ACTOR dukecan 
{
	Game Doom
	Health 20
	Radius 10
	Height 34
	+PUSHABLE
	+SlidesOnWalls
	+SOLID
	+SHOOTABLE
	+NOBLOOD
	+ACTIVATEMCROSS
	+DONTGIB
	+NOICEDEATH
	+OLDRADIUSDMG
	+FLOORCLIP
	DeathSound "world/barrelx"
	Obituary "$OB_BARREL"
	scale 0.6
DamageFactor "slime", 0
DamageFactor "bouncer", 0
	States
	{
	Spawn:
		fext e 1
		Loop
	Death:
		fext e 5 BRIGHT 
		fext f 5 BRIGHT A_Scream
		fext f 0 A_SpawnItem("BITZGenerator",0,0,0,0)
		fext f 0 A_SpawnItem("BITZGenerator",0,0,0,0)
		fext g 5 BRIGHT
		fext g 0 BRIGHT A_quake(1,12,0,300,"NO/SOUND") 
		misl f 0 A_SetTranslucent(0.6,0)
		misl f 0 A_Setscale(1)
		misl f 0 A_SpawnItem("dustcloud",0,0,0,0)
		misl f 2 BRIGHT A_Explode
		misl f 0 A_SpawnItem("BITZGenerator",0,0,0,0)
		misl ghijklm 2 BRIGHT 
		tnt1 a 0 A_SpawnItem("BITZGenerator",0,0,0,0)
		tnt1 a 1050 BRIGHT A_BarrelDestroy
		tnt1 a 5 A_Respawn
		Wait
	}
}


ACTOR extinguisher
{
	Game Doom
	Health 20
	Radius 10
	Height 56
	DeathHeight 34
        Mass 0x7fffffff
	+SOLID
	+SHOOTABLE
	+NOBLOOD
	+NOICEDEATH
	ExplosionDamage 64
	ExplosionRadius 128
	DeathSound "world/barrelx"
	States
	{
	Spawn:
		FEXT A 1
		Loop
	Death:
		TNT1 A  0 A_SpawnItem("dustcloud",0,20,0,0)
		FEXT A 1 A_quake(1,12,0,300,"NO/SOUND") 
		TNT1 A  0 A_SpawnItem("FEXTCLOUD",0,30,0,0)
       TNT1 A 0 A_CustomMissile("FREEZEParticle",  25, 0, random(-180, 180), 2, random(-180, 180))
        TNT1 A 0 A_CustomMissile("FREEZEParticle1", 25, 0, random(-180, 180), 2, random(-180, 180))
        TNT1 A 0 A_CustomMissile("FREEZEParticle2", 25, 0, random(-180, 180), 2, random(-180, 180)) 
        TNT1 A 0 A_CustomMissile("FREEZEParticle",  25, 0, random(-180, 180), 2, random(-180, 180))
        TNT1 A 0 A_CustomMissile("FREEZEParticle1", 25, 0, random(-180, 180), 2, random(-180, 180))
        TNT1 A 0 A_CustomMissile("FREEZEParticle2", 25, 0, random(-180, 180), 2, random(-180, 180)) 
        TNT1 A 0 A_CustomMissile("FREEZEParticle",  25, 0, random(-180, 180), 2, random(-180, 180))
        TNT1 A 0 A_CustomMissile("FREEZEParticle1", 25, 0, random(-180, 180), 2, random(-180, 180))
        TNT1 A 0 A_CustomMissile("FREEZEParticle2", 25, 0, random(-180, 180), 2, random(-180, 180)) 
       TNT1 A 0 A_CustomMissile("FREEZEParticle",  25, 0, random(-180, 180), 2, random(-180, 180))
        TNT1 A 0 A_CustomMissile("FREEZEParticle1", 25, 0, random(-180, 180), 2, random(-180, 180))
        TNT1 A 0 A_CustomMissile("FREEZEParticle2", 25, 0, random(-180, 180), 2, random(-180, 180)) 
        TNT1 A 0 A_CustomMissile("FREEZEParticle",  25, 0, random(-180, 180), 2, random(-180, 180))
        TNT1 A 0 A_CustomMissile("FREEZEParticle1", 25, 0, random(-180, 180), 2, random(-180, 180))
        TNT1 A 0 A_CustomMissile("FREEZEParticle2", 25, 0, random(-180, 180), 2, random(-180, 180)) 
        TNT1 A 0 A_CustomMissile("FREEZEParticle",  25, 0, random(-180, 180), 2, random(-180, 180))
        TNT1 A 0 A_CustomMissile("FREEZEParticle1", 25, 0, random(-180, 180), 2, random(-180, 180))
        TNT1 A 0 A_CustomMissile("FREEZEParticle2", 25, 0, random(-180, 180), 2, random(-180, 180)) 
		FEXT A 1  A_Scream
       TNT1 A 0 A_CustomMissile("FREEZEParticle",  25, 0, random(-180, 180), 2, random(-180, 180))
        TNT1 A 0 A_CustomMissile("FREEZEParticle1", 25, 0, random(-180, 180), 2, random(-180, 180))
        TNT1 A 0 A_CustomMissile("FREEZEParticle2", 25, 0, random(-180, 180), 2, random(-180, 180)) 
        TNT1 A 0 A_CustomMissile("FREEZEParticle",  25, 0, random(-180, 180), 2, random(-180, 180))
        TNT1 A 0 A_CustomMissile("FREEZEParticle1", 25, 0, random(-180, 180), 2, random(-180, 180))
        TNT1 A 0 A_CustomMissile("FREEZEParticle2", 25, 0, random(-180, 180), 2, random(-180, 180)) 
        TNT1 A 0 A_CustomMissile("FREEZEParticle",  25, 0, random(-180, 180), 2, random(-180, 180))
        TNT1 A 0 A_CustomMissile("FREEZEParticle1", 25, 0, random(-180, 180), 2, random(-180, 180))
        TNT1 A 0 A_CustomMissile("FREEZEParticle2", 25, 0, random(-180, 180), 2, random(-180, 180)) 
		FEXT A 1 A_Explode
       TNT1 A 0 A_CustomMissile("FREEZEParticle",  25, 0, random(-180, 180), 2, random(-180, 180))
        TNT1 A 0 A_CustomMissile("FREEZEParticle1", 25, 0, random(-180, 180), 2, random(-180, 180))
        TNT1 A 0 A_CustomMissile("FREEZEParticle2", 25, 0, random(-180, 180), 2, random(-180, 180)) 
        TNT1 A 0 A_CustomMissile("FREEZEParticle",  25, 0, random(-180, 180), 2, random(-180, 180))
        TNT1 A 0 A_CustomMissile("FREEZEParticle1", 25, 0, random(-180, 180), 2, random(-180, 180))
        TNT1 A 0 A_CustomMissile("FREEZEParticle2", 25, 0, random(-180, 180), 2, random(-180, 180)) 
        TNT1 A 0 A_CustomMissile("FREEZEParticle",  25, 0, random(-180, 180), 2, random(-180, 180))
        TNT1 A 0 A_CustomMissile("FREEZEParticle1", 25, 0, random(-180, 180), 2, random(-180, 180))
        TNT1 A 0 A_CustomMissile("FREEZEParticle2", 25, 0, random(-180, 180), 2, random(-180, 180)) 
		FEXT A 0 A_SpawnItem("BITZGenerator",0,0,0,0)
       TNT1 A 0 A_CustomMissile("FREEZEParticle",  25, 0, random(-180, 180), 2, random(-180, 180))
        TNT1 A 0 A_CustomMissile("FREEZEParticle1", 25, 0, random(-180, 180), 2, random(-180, 180))
        TNT1 A 0 A_CustomMissile("FREEZEParticle2", 25, 0, random(-180, 180), 2, random(-180, 180)) 
        TNT1 A 0 A_CustomMissile("FREEZEParticle",  25, 0, random(-180, 180), 2, random(-180, 180))
        TNT1 A 0 A_CustomMissile("FREEZEParticle1", 25, 0, random(-180, 180), 2, random(-180, 180))
        TNT1 A 0 A_CustomMissile("FREEZEParticle2", 25, 0, random(-180, 180), 2, random(-180, 180)) 
        TNT1 A 0 A_CustomMissile("FREEZEParticle",  25, 0, random(-180, 180), 2, random(-180, 180))
        TNT1 A 0 A_CustomMissile("FREEZEParticle1", 25, 0, random(-180, 180), 2, random(-180, 180))
        TNT1 A 0 A_CustomMissile("FREEZEParticle2", 25, 0, random(-180, 180), 2, random(-180, 180)) 
		FEXT A 0 A_SpawnItem("BITZGenerator",0,0,0,0)
       TNT1 A 0 A_CustomMissile("FREEZEParticle",  25, 0, random(-180, 180), 2, random(-180, 180))
        TNT1 A 0 A_CustomMissile("FREEZEParticle1", 25, 0, random(-180, 180), 2, random(-180, 180))
        TNT1 A 0 A_CustomMissile("FREEZEParticle2", 25, 0, random(-180, 180), 2, random(-180, 180)) 
        TNT1 A 0 A_CustomMissile("FREEZEParticle",  25, 0, random(-180, 180), 2, random(-180, 180))
        TNT1 A 0 A_CustomMissile("FREEZEParticle1", 25, 0, random(-180, 180), 2, random(-180, 180))
        TNT1 A 0 A_CustomMissile("FREEZEParticle2", 25, 0, random(-180, 180), 2, random(-180, 180)) 
        TNT1 A 0 A_CustomMissile("FREEZEParticle",  25, 0, random(-180, 180), 2, random(-180, 180))
        TNT1 A 0 A_CustomMissile("FREEZEParticle1", 25, 0, random(-180, 180), 2, random(-180, 180))
        TNT1 A 0 A_CustomMissile("FREEZEParticle2", 25, 0, random(-180, 180), 2, random(-180, 180)) 
		FEXT D 0 A_SpawnItem("BITZGenerator",0,0,0,0)
		Stop
	}
}

ACTOR fextcloud
{
	Game Doom
	scale 0.8
	RenderStyle Translucent
	Alpha 0.15
	+ NOGRAVITY
	+DONTSPLASH
	States
	{
	Spawn:
		FEXT BCD 5 
	Stop
	}
}

actor FREEZEParticle
{
    Radius 0
    Height 0
    
    Speed 4
    
    +NOINTERACTION
    +CLIENTSIDEONLY
    +FORCEXYBILLBOARD
    
    Scale 0.1
    Renderstyle Add
    Alpha 0.7
    
    States
    {
      Spawn:
        RSMK A 0 bright
        RSMK A 1 A_Jump(255, "SpawnLoop")
        wait
        
      SpawnLoop:
        RSMK ABCDE 2 bright A_FadeOut(0.05)
        loop
    }
}

actor FREEZEParticle1
{
    Radius 0
    Height 0
    
    Speed 4
    
    +NOINTERACTION
    +CLIENTSIDEONLY
    +FORCEXYBILLBOARD
    
    Scale 0.4
    Renderstyle Add
    Alpha 0.7
    
    States
    {
      Spawn:
        RSMK A 0 bright
        RSMK A 1 A_Jump(255, "SpawnLoop")
        wait
        
      SpawnLoop:
        RSMK ABCDE 2 bright A_FadeOut(0.05)
        loop
    }
}

actor FREEZEParticle2
{
    Radius 0
    Height 0
    
    Speed 4
    
    +NOINTERACTION
    +CLIENTSIDEONLY
    +FORCEXYBILLBOARD
    
    Scale 0.2
    Renderstyle Add
    Alpha 0.7
    
    States
    {
      Spawn:
        RSMK A 0 bright
        RSMK A 1 A_Jump(255, "SpawnLoop")
        wait
        
      SpawnLoop:
        RSMK ABCDE 2 bright A_FadeOut(0.05)
        loop
    }
}

ACTOR dustcloud2
{
	Game Doom
	scale 0.8
	RenderStyle Translucent
	Alpha 0.4
	+ NOGRAVITY
	+DONTSPLASH
	States
	{
	Spawn:
		DUST ABCDEFG 3 
	Stop
	}
}

ACTOR dustcloud
{
	Game Doom
	scale 0.6
	RenderStyle Translucent
	Alpha 0.4
	+ NOGRAVITY
	+DONTSPLASH
	States
	{
	Spawn:
		MNSM ABCDEFGHIJKLMNOPQ 2 
	Stop
	}
}

actor BITZ0
{
speed 80
health 1
radius 8
height 8
mass 5
scale 0.5
PROJECTILE
- NOGRAVITY
+doombounce
gravity 0.5
bouncefactor 0.4
+CORPSE
+NOTELEPORT
states
	{
	Spawn:
	 BIT6 AB 2 A_Spawnitem("BITZsmoke",0,0,0)
	 loop
	Death:
	 TNT1 A 0 A_Jump(128, 2)
	 BIT6 c 800
	 stop
	 TNT1 A 0 A_Jump(128, 2)
	 BIT6 A 800
	stop
	 BIT6 B 800
	stop
	}
}

actor BITZGenerator
{ 
states 
	{ 
	Spawn: 
     TNT1 A 0 
     TNT1 A 1 A_SpawnDebris("BITZ0") 
     stop 
   } 
} 

actor BITZGenerator2
{ 
states 
	{ 
	Spawn: 
     TNT1 A 0 
     TNT1 A 0 A_Jump(128, 8) 
     TNT1 A 0 A_Jump(128, 4) 
     TNT1 A 0 A_Jump(128, 2) 
     TNT1 A 1 A_SpawnDebris("BITZ1") 
     stop 
	 TNT1 A 1 A_SpawnDebris("BITZ2") 
     stop 
     TNT1 A 0 A_Jump(128, 2) 
     TNT1 A 1 A_SpawnDebris("BITZ3") 
     stop 
     TNT1 A 1 A_SpawnDebris("BITZ4") 
     stop 
     TNT1 A 0 A_Jump(128, 4) 
     TNT1 A 0 A_Jump(128, 2) 
     TNT1 A 1 A_SpawnDebris("BITZ5") 
     stop 
     TNT1 A 1 A_SpawnDebris("BITZ6") 
     stop 
     TNT1 A 0 A_Jump(128, 2) 
     TNT1 A 1 A_SpawnDebris("BITZ7") 
     stop 
     TNT1 A 1 A_SpawnDebris("BITZ8") 
     stop 
   } 
} 

actor FIREBITGenerator 
{ 
states 
	{ 
	Spawn: 
     TNT1 A 0 
     TNT1 A 0 A_Jump(128, 8) 
     TNT1 A 0 A_Jump(128, 4) 
     TNT1 A 0 A_Jump(128, 2) 
     TNT1 A 1 A_SpawnDebris("BITZ9") 
     stop 
	 TNT1 A 1 A_SpawnDebris("BITZ9") 
     stop 
     TNT1 A 0 A_Jump(128, 2) 
     TNT1 A 1 A_SpawnDebris("BITZ9") 
     stop 
     TNT1 A 1 A_SpawnDebris("BITZ9") 
     stop 
     TNT1 A 0 A_Jump(128, 4) 
     TNT1 A 0 A_Jump(128, 2) 
     TNT1 A 1 A_SpawnDebris("BITZ9") 
     stop 
     TNT1 A 1 A_SpawnDebris("BITZ9") 
     stop 
     TNT1 A 0 A_Jump(128, 2) 
     TNT1 A 1 A_SpawnDebris("BITZ9") 
     stop 
     TNT1 A 1 A_SpawnDebris("BITZ9") 
     stop 
   } 
} 

ACTOR BITZSmoke
{
   Radius 1
   Height 1
   PROJECTILE
   +NOCLIP
   Scale 0.6
   Speed 0
   RENDERSTYLE TRANSLUCENT
   ALPHA 0.4
   States
   {
   Spawn:
      BITT BCDEBCDE 2 
      Stop
   }
}


actor BITZ1
{
speed 80
health 1
radius 8
height 8
mass 5
scale 0.8
PROJECTILE
- NOGRAVITY
+doombounce
gravity 0.5
bouncefactor 0.4
+CORPSE
+NOTELEPORT
states
	{
	Spawn:
	 BIT1 AB 2 A_Spawnitem("BITZsmoke",0,0,0)
	 loop
	Death:
	 BIT1 A 800
	 stop
	}
}

actor BITZ2
{
speed 80
health 1
radius 8
height 8
mass 5
scale 0.8
PROJECTILE
- NOGRAVITY
+doombounce
gravity 0.5
bouncefactor 0.4
+CORPSE
+NOTELEPORT
states
	{
	Spawn:
	 BIT2 AB 2 A_Spawnitem("BITZsmoke",0,0,0)
	 loop
	Death:
	 BIT2 A 800
	 stop
	}
}

actor BITZ3
{
speed 80
health 1
radius 8
height 8
mass 5
scale 0.8
PROJECTILE
- NOGRAVITY
+doombounce
gravity 0.5
bouncefactor 0.4
+CORPSE
+NOTELEPORT
states
	{
	Spawn:
	 BIT3 AB 2 A_Spawnitem("BITZsmoke",0,0,0)
	 loop
	Death:
	 BIT3 A 800
	 stop
	}
}

actor BITZ4
{
speed 80
health 1
radius 8
height 8
mass 5
scale 0.8
PROJECTILE
- NOGRAVITY
+doombounce
gravity 0.5
bouncefactor 0.4
+CORPSE
+NOTELEPORT
states
	{
	Spawn:
	 BIT4 AB 2 A_Spawnitem("BITZsmoke",0,0,0)
	 loop
	Death:
	 BIT4 A 800
	 stop
	}
}


actor BITZ5
{
speed 80
health 1
radius 8
height 8
mass 5
scale 0.8
PROJECTILE
- NOGRAVITY
+doombounce
gravity 0.5
bouncefactor 0.4
+CORPSE
+NOTELEPORT
states
	{
	Spawn:
	 BIT1 AB 2 A_Spawnitem("BITZsmoke",0,0,0)
	 loop
	Death:
	 BIT1 B 800
	 stop
	}
}

actor BITZ6
{
speed 80
health 1
radius 8
height 8
mass 5
scale 0.8
PROJECTILE
- NOGRAVITY
+doombounce
gravity 0.5
bouncefactor 0.4
+CORPSE
+NOTELEPORT
states
	{
	Spawn:
	 BIT2 AB 2 A_Spawnitem("BITZsmoke",0,0,0)
	 loop
	Death:
	 BIT2 B 800
	 stop
	}
}

actor BITZ7
{
speed 80
health 1
radius 8
height 8
mass 5
scale 0.8
PROJECTILE
- NOGRAVITY
+doombounce
gravity 0.5
bouncefactor 0.4
+CORPSE
+NOTELEPORT
states
	{
	Spawn:
	 BIT3 AB 2 A_Spawnitem("BITZsmoke",0,0,0)
	 loop
	Death:
	 BIT3 B 800
	 stop
	}
}

actor BITZ8
{
speed 80
health 1
radius 8
height 8
mass 5
scale 0.8
PROJECTILE
- NOGRAVITY
+doombounce
gravity 0.5
bouncefactor 0.4
+CORPSE
+NOTELEPORT
states
	{
	Spawn:
	 BIT4 AB 2 A_Spawnitem("BITZsmoke",0,0,0)
	 loop
	Death:
	 BIT4 B 800
	 stop
	}
}

actor BITZ9
{
speed 80
health 1
radius 8
height 8
mass 5
scale 0.8
PROJECTILE
- NOGRAVITY
+DONTSPLASH
gravity 0.5
+CORPSE
+NOTELEPORT
states
	{
	Spawn:
	 BIT5 AB 2 bright
	 loop
	Death:    
	 BIT5 ABABAB 6 Bright 
	 stop
	}
}


///BUSTABLE LIGHTS///

ACTOR BlueSpark
{
	Health 4
	radius 3
	height 6
	speed .1
	RenderStyle ADD
	Alpha		1
	Scale		.3
	Mass		0
	+missile
	//+doombounce
	+FLOORCLIP
	+DONTSPLASH
	+NOTELEPORT
	States
	{
		SPRK j 1
		SPRK klmjk 1  Bright A_SetTranslucent(.8,1)
		SPRK klmjkm 1  Bright A_SetTranslucent(.6,1)
		SPRK klmjkmjk 1  Bright A_SetTranslucent(.4,1)
		SPRK klmjkmjklm 1 Bright A_SetTranslucent(.2,1)
		Stop
	}
}

actor lampspark
{
	+NOCLIP
	+NOBLOCKMAP
	+NOGRAVITY
	renderstyle add
	alpha 0.5
        Scale 0.1
	States
	{
		Spawn:
		tnt1 A 0 Bright A_SpawnDebris("BulletSpark")
		tnt1 A 0 Bright A_SpawnDebris("BulletSpark")
		tnt1 A 0 Bright A_SpawnDebris("BulletSpark")
		tnt1 A 0 Bright A_SpawnDebris("BulletSpark")
		tnt1 A 0 Bright A_SpawnDebris("BulletSpark")
		tnt1 A 0 Bright A_SpawnDebris("BulletSpark")
		tnt1 A 0 Bright A_SpawnDebris("BulletSpark")
		tnt1 A 0 Bright A_SpawnDebris("BulletSpark")
		SPnK A 1 
		tnt1 A 0 Bright A_SpawnDebris("BulletSpark")
		tnt1 A 0 Bright A_SpawnDebris("BulletSpark")
		tnt1 A 0 Bright A_SpawnDebris("BulletSpark")
		tnt1 A 0 Bright A_SpawnDebris("BulletSpark")
		tnt1 A 0 Bright A_SpawnDebris("BulletSpark")
		tnt1 A 0 Bright A_SpawnDebris("BulletSpark")
		tnt1 A 0 Bright A_SpawnDebris("BulletSpark")
		tnt1 A 0 Bright A_SpawnDebris("BulletSpark")
		stop
	}
}

actor lampspark1
{
	+NOCLIP
	+NOBLOCKMAP
	+NOGRAVITY
	renderstyle add
	alpha 0.5
        Scale 0.1
	States
	{
		Spawn:
		tnt1 A 0 Bright A_SpawnDebris("BlueSpark")
		tnt1 A 0 Bright A_SpawnDebris("BlueSpark")
		tnt1 A 0 Bright A_SpawnDebris("BlueSpark")
		tnt1 A 0 Bright A_SpawnDebris("BlueSpark")
		tnt1 A 0 Bright A_SpawnDebris("BlueSpark")
		tnt1 A 0 Bright A_SpawnDebris("BlueSpark")
		tnt1 A 0 Bright A_SpawnDebris("BlueSpark")
		tnt1 A 0 Bright A_SpawnDebris("BlueSpark")
		SPnK A 1 
		tnt1 A 0 Bright A_SpawnDebris("BlueSpark")
		tnt1 A 0 Bright A_SpawnDebris("BlueSpark")
		tnt1 A 0 Bright A_SpawnDebris("BlueSpark")
		tnt1 A 0 Bright A_SpawnDebris("BlueSpark")
		tnt1 A 0 Bright A_SpawnDebris("BlueSpark")
		tnt1 A 0 Bright A_SpawnDebris("BlueSpark")
		tnt1 A 0 Bright A_SpawnDebris("BlueSpark")
		tnt1 A 0 Bright A_SpawnDebris("BlueSpark")
		stop
	}
}

ACTOR flare1
{
radius 1
height 1
   +NOCLIP
   +NOGRAVITY
   +NOBLOCKMAP
   RENDERSTYLE TRANSLUCENT
   ALPHA 0.2
   States
   {
   Spawn:
	FLR3 a 2 BRIGHT 
      Stop
   }
}

ACTOR flare2
{
radius 1
height 1
   +NOCLIP
   +NOGRAVITY
   +NOBLOCKMAP
   RENDERSTYLE TRANSLUCENT
   ALPHA 0.2
   States
   {
   Spawn:
	FLR4 a 2 BRIGHT 
      Stop
   }
}

ACTOR flare3
{
radius 1
height 1
   +NOCLIP
   +NOGRAVITY
   +NOBLOCKMAP
   RENDERSTYLE TRANSLUCENT
   ALPHA 0.1
   States
   {
   Spawn:
	FLR5 a 2 BRIGHT 
      Stop
   }
}

ACTOR glare
{
radius 1
height 1
   +NOCLIP
   +NOGRAVITY
   +NOBLOCKMAP
+noclip
   RENDERSTYLE TRANSLUCENT
   ALPHA 0.1
	scale 0.3
   States
   {
   Spawn:
	FLaR f 2 BRIGHT 
      Stop
   }
}

ACTOR Column 2028
{
  Game Doom
  Health 1
  Radius 16
  Height 48
  DeathHeight 48
  Mass 0x7fffffff
  DeathSound "misc/glass"
ProjectilePassHeight -16
  +SOLID
  +SHOOTABLE
  +NOBLOOD
  +NOICEDEATH
  States
  {
  Spawn:
    tnt1 A 0 BRIGHT A_Spawnitem("flare2",0,38,0,0)
    tnt1 A 0 BRIGHT A_Spawnitem("flare1",0,38,0,0)
    tnt1 A 0 BRIGHT A_Spawnitem("flare3",0,38,0,0)
    tnt1 A 0 BRIGHT A_Spawnitem("glare",20,50,0,0)
    COLU A 1 BRIGHT A_Spawnitem("BM_column",0,0,0,0)
    loop
  Death:
		tnt1 A 0 Bright A_Spawnitem("lampSpark", 0, 35, 0, 0)
    COLU b 5 A_Scream
    COLU b -1
    Stop
  }
}

ACTOR BM_column
{
   +NOCLIP
   +NOGRAVITY
   +NOBLOCKMAP
   RENDERSTYLE TRANSLUCENT
   ALPHA 0.1
   States
   {
   Spawn:
	colu c 2 BRIGHT 
      Stop
   }
}

ACTOR TechLamp 85
{
  Game Doom
  Health 1
  Radius 16
  Height 80
  DeathHeight 80
  Mass 0x7fffffff
  DeathSound "misc/glass"
ProjectilePassHeight -16
  +SOLID
  +SHOOTABLE
  +NOBLOOD
  +NOICEDEATH
  States
  {
	Spawn:
    tnt1 A 0 BRIGHT A_Spawnitem("flare2",0,66,0,0)
    tnt1 A 0 BRIGHT A_Spawnitem("flare1",0,66,0,0)
    tnt1 A 0 BRIGHT A_Spawnitem("flare3",0,66,0,0)
    tnt1 A 0 BRIGHT A_Spawnitem("glare",20,80,0,0)
 TLMP A 1 BRIGHT A_Spawnitem("BM_techlamp",0,0,0,0)
    tnt1 A 0 BRIGHT A_Spawnitem("flare2",0,66,0,0)
    tnt1 A 0 BRIGHT A_Spawnitem("flare1",0,66,0,0)
    tnt1 A 0 BRIGHT A_Spawnitem("flare3",0,66,0,0)
    tnt1 A 0 BRIGHT A_Spawnitem("glare",20,80,0,0)
 TLMP A 1 BRIGHT A_Spawnitem("BM_techlamp",0,0,0,0)
    tnt1 A 0 BRIGHT A_Spawnitem("flare2",0,66,0,0)
    tnt1 A 0 BRIGHT A_Spawnitem("flare1",0,66,0,0)
    tnt1 A 0 BRIGHT A_Spawnitem("flare3",0,66,0,0)
    tnt1 A 0 BRIGHT A_Spawnitem("glare",20,80,0,0)
 TLMP A 1 BRIGHT A_Spawnitem("BM_techlamp",0,0,0,0)
    tnt1 A 0 BRIGHT A_Spawnitem("flare2",0,66,0,0)
    tnt1 A 0 BRIGHT A_Spawnitem("flare1",0,66,0,0)
    tnt1 A 0 BRIGHT A_Spawnitem("flare3",0,66,0,0)
    tnt1 A 0 BRIGHT A_Spawnitem("glare",20,80,0,0)
 TLMP A 1 BRIGHT A_Spawnitem("BM_techlamp",0,0,0,0)
    tnt1 A 0 BRIGHT A_Spawnitem("flare2",0,66,0,0)
    tnt1 A 0 BRIGHT A_Spawnitem("flare1",0,66,0,0)
    tnt1 A 0 BRIGHT A_Spawnitem("flare3",0,66,0,0)
    tnt1 A 0 BRIGHT A_Spawnitem("glare",20,80,0,0)
 TLMP B 1 BRIGHT A_Spawnitem("BM_techlamp",0,0,0,0)
    tnt1 A 0 BRIGHT A_Spawnitem("flare2",0,66,0,0)
    tnt1 A 0 BRIGHT A_Spawnitem("flare1",0,66,0,0)
    tnt1 A 0 BRIGHT A_Spawnitem("flare3",0,66,0,0)
    tnt1 A 0 BRIGHT A_Spawnitem("glare",20,80,0,0)
 TLMP B 1 BRIGHT A_Spawnitem("BM_techlamp",0,0,0,0)
    tnt1 A 0 BRIGHT A_Spawnitem("flare2",0,66,0,0)
    tnt1 A 0 BRIGHT A_Spawnitem("flare1",0,66,0,0)
    tnt1 A 0 BRIGHT A_Spawnitem("flare3",0,66,0,0)
    tnt1 A 0 BRIGHT A_Spawnitem("glare",20,80,0,0)
 TLMP B 1 BRIGHT A_Spawnitem("BM_techlamp",0,0,0,0)
    tnt1 A 0 BRIGHT A_Spawnitem("flare2",0,66,0,0)
    tnt1 A 0 BRIGHT A_Spawnitem("flare1",0,66,0,0)
    tnt1 A 0 BRIGHT A_Spawnitem("flare3",0,66,0,0)
    tnt1 A 0 BRIGHT A_Spawnitem("glare",20,80,0,0)
 TLMP B 1 BRIGHT A_Spawnitem("BM_techlamp",0,0,0,0)
    tnt1 A 0 BRIGHT A_Spawnitem("flare2",0,66,0,0)
    tnt1 A 0 BRIGHT A_Spawnitem("flare1",0,66,0,0)
    tnt1 A 0 BRIGHT A_Spawnitem("flare3",0,66,0,0)
    tnt1 A 0 BRIGHT A_Spawnitem("glare",20,80,0,0)
 TLMP C 1 BRIGHT A_Spawnitem("BM_techlamp",0,0,0,0)
    tnt1 A 0 BRIGHT A_Spawnitem("flare2",0,66,0,0)
    tnt1 A 0 BRIGHT A_Spawnitem("flare1",0,66,0,0)
    tnt1 A 0 BRIGHT A_Spawnitem("flare3",0,66,0,0)
    tnt1 A 0 BRIGHT A_Spawnitem("glare",20,80,0,0)
 TLMP C 1 BRIGHT A_Spawnitem("BM_techlamp",0,0,0,0)
    tnt1 A 0 BRIGHT A_Spawnitem("flare2",0,66,0,0)
    tnt1 A 0 BRIGHT A_Spawnitem("flare1",0,66,0,0)
    tnt1 A 0 BRIGHT A_Spawnitem("flare3",0,66,0,0)
    tnt1 A 0 BRIGHT A_Spawnitem("glare",20,80,0,0)
 TLMP C 1 BRIGHT A_Spawnitem("BM_techlamp",0,0,0,0)
    tnt1 A 0 BRIGHT A_Spawnitem("flare2",0,66,0,0)
    tnt1 A 0 BRIGHT A_Spawnitem("flare1",0,66,0,0)
    tnt1 A 0 BRIGHT A_Spawnitem("flare3",0,66,0,0)
    tnt1 A 0 BRIGHT A_Spawnitem("glare",20,80,0,0)
 TLMP C 1 BRIGHT A_Spawnitem("BM_techlamp",0,0,0,0)
    tnt1 A 0 BRIGHT A_Spawnitem("flare2",0,66,0,0)
    tnt1 A 0 BRIGHT A_Spawnitem("flare1",0,66,0,0)
    tnt1 A 0 BRIGHT A_Spawnitem("flare3",0,66,0,0)
    tnt1 A 0 BRIGHT A_Spawnitem("glare",20,80,0,0)
 TLMP D 1 BRIGHT A_Spawnitem("BM_techlamp",0,0,0,0)
    tnt1 A 0 BRIGHT A_Spawnitem("flare2",0,66,0,0)
    tnt1 A 0 BRIGHT A_Spawnitem("flare1",0,66,0,0)
    tnt1 A 0 BRIGHT A_Spawnitem("flare3",0,66,0,0)
    tnt1 A 0 BRIGHT A_Spawnitem("glare",20,80,0,0)
 TLMP D 1 BRIGHT A_Spawnitem("BM_techlamp",0,0,0,0)
    tnt1 A 0 BRIGHT A_Spawnitem("flare2",0,66,0,0)
    tnt1 A 0 BRIGHT A_Spawnitem("flare1",0,66,0,0)
    tnt1 A 0 BRIGHT A_Spawnitem("flare3",0,66,0,0)
    tnt1 A 0 BRIGHT A_Spawnitem("glare",20,80,0,0)
 TLMP D 1 BRIGHT A_Spawnitem("BM_techlamp",0,0,0,0)
        tnt1 A 0 BRIGHT A_Spawnitem("flare2",0,66,0,0)
    tnt1 A 0 BRIGHT A_Spawnitem("flare1",0,66,0,0)
    tnt1 A 0 BRIGHT A_Spawnitem("flare3",0,66,0,0)
    tnt1 A 0 BRIGHT A_Spawnitem("glare",20,80,0,0)
 TLMP D 1 BRIGHT A_Spawnitem("BM_techlamp",0,0,0,0)
		Loop
  Death:
		tnt1 A 0 Bright A_Spawnitem("lampSpark1", 0, 70, 0, 0)
    TLMP E 5 A_Scream
    TLMP E -1
    Stop
  }
}

ACTOR BM_techlamp
{
   +NOCLIP
   +NOGRAVITY
   +NOBLOCKMAP
   RENDERSTYLE TRANSLUCENT
   ALPHA 0.1
   States
   {
   Spawn:
	tlmp F 2 BRIGHT
      Stop
   }
}

ACTOR TechLamp2 86
{
  Game Doom
  Health 1
  Radius 16
  Height 60
  DeathHeight 60
  Mass 0x7fffffff
  DeathSound "misc/glass"
ProjectilePassHeight -16
  +SOLID
  +SHOOTABLE
  +NOBLOOD
  +NOICEDEATH
  States
  {
	Spawn:
        tnt1 A 0 BRIGHT A_Spawnitem("flare2",0,50,0,0)
    tnt1 A 0 BRIGHT A_Spawnitem("flare1",0,50,0,0)
    tnt1 A 0 BRIGHT A_Spawnitem("flare3",0,50,0,0)
    tnt1 A 0 BRIGHT A_Spawnitem("glare",20,60,0,0)
 TLP2 A 1 BRIGHT A_Spawnitem("BM_techlamp2",0,0,0,0)
        tnt1 A 0 BRIGHT A_Spawnitem("flare2",0,50,0,0)
    tnt1 A 0 BRIGHT A_Spawnitem("flare1",0,50,0,0)
    tnt1 A 0 BRIGHT A_Spawnitem("flare3",0,50,0,0)
    tnt1 A 0 BRIGHT A_Spawnitem("glare",20,60,0,0)
 TLP2 A 1 BRIGHT A_Spawnitem("BM_techlamp2",0,0,0,0)
        tnt1 A 0 BRIGHT A_Spawnitem("flare2",0,50,0,0)
    tnt1 A 0 BRIGHT A_Spawnitem("flare1",0,50,0,0)
    tnt1 A 0 BRIGHT A_Spawnitem("flare3",0,50,0,0)
    tnt1 A 0 BRIGHT A_Spawnitem("glare",20,60,0,0)
 TLP2 A 1 BRIGHT A_Spawnitem("BM_techlamp2",0,0,0,0)
        tnt1 A 0 BRIGHT A_Spawnitem("flare2",0,50,0,0)
    tnt1 A 0 BRIGHT A_Spawnitem("flare1",0,50,0,0)
    tnt1 A 0 BRIGHT A_Spawnitem("flare3",0,50,0,0)
    tnt1 A 0 BRIGHT A_Spawnitem("glare",20,60,0,0)
 TLP2 A 1 BRIGHT A_Spawnitem("BM_techlamp2",0,0,0,0)
        tnt1 A 0 BRIGHT A_Spawnitem("flare2",0,50,0,0)
    tnt1 A 0 BRIGHT A_Spawnitem("flare1",0,50,0,0)
    tnt1 A 0 BRIGHT A_Spawnitem("flare3",0,50,0,0)
    tnt1 A 0 BRIGHT A_Spawnitem("glare",20,60,0,0)
 TLP2 B 1 BRIGHT A_Spawnitem("BM_techlamp2",0,0,0,0)
        tnt1 A 0 BRIGHT A_Spawnitem("flare2",0,50,0,0)
    tnt1 A 0 BRIGHT A_Spawnitem("flare1",0,50,0,0)
    tnt1 A 0 BRIGHT A_Spawnitem("flare3",0,50,0,0)
    tnt1 A 0 BRIGHT A_Spawnitem("glare",20,60,0,0)
 TLP2 B 1 BRIGHT A_Spawnitem("BM_techlamp2",0,0,0,0)
        tnt1 A 0 BRIGHT A_Spawnitem("flare2",0,50,0,0)
    tnt1 A 0 BRIGHT A_Spawnitem("flare1",0,50,0,0)
    tnt1 A 0 BRIGHT A_Spawnitem("flare3",0,50,0,0)
    tnt1 A 0 BRIGHT A_Spawnitem("glare",20,60,0,0)
 TLP2 B 1 BRIGHT A_Spawnitem("BM_techlamp2",0,0,0,0)
        tnt1 A 0 BRIGHT A_Spawnitem("flare2",0,50,0,0)
    tnt1 A 0 BRIGHT A_Spawnitem("flare1",0,50,0,0)
    tnt1 A 0 BRIGHT A_Spawnitem("flare3",0,50,0,0)
    tnt1 A 0 BRIGHT A_Spawnitem("glare",20,60,0,0)
 TLP2 B 1 BRIGHT A_Spawnitem("BM_techlamp2",0,0,0,0)
        tnt1 A 0 BRIGHT A_Spawnitem("flare2",0,50,0,0)
    tnt1 A 0 BRIGHT A_Spawnitem("flare1",0,50,0,0)
    tnt1 A 0 BRIGHT A_Spawnitem("flare3",0,50,0,0)
    tnt1 A 0 BRIGHT A_Spawnitem("glare",20,60,0,0)
 TLP2 C 1 BRIGHT A_Spawnitem("BM_techlamp2",0,0,0,0)
        tnt1 A 0 BRIGHT A_Spawnitem("flare2",0,50,0,0)
    tnt1 A 0 BRIGHT A_Spawnitem("flare1",0,50,0,0)
    tnt1 A 0 BRIGHT A_Spawnitem("flare3",0,50,0,0)
    tnt1 A 0 BRIGHT A_Spawnitem("glare",20,60,0,0)
 TLP2 C 1 BRIGHT A_Spawnitem("BM_techlamp2",0,0,0,0)
        tnt1 A 0 BRIGHT A_Spawnitem("flare2",0,50,0,0)
    tnt1 A 0 BRIGHT A_Spawnitem("flare1",0,50,0,0)
    tnt1 A 0 BRIGHT A_Spawnitem("flare3",0,50,0,0)
    tnt1 A 0 BRIGHT A_Spawnitem("glare",20,60,0,0)
 TLP2 C 1 BRIGHT A_Spawnitem("BM_techlamp2",0,0,0,0)
        tnt1 A 0 BRIGHT A_Spawnitem("flare2",0,50,0,0)
    tnt1 A 0 BRIGHT A_Spawnitem("flare1",0,50,0,0)
    tnt1 A 0 BRIGHT A_Spawnitem("flare3",0,50,0,0)
    tnt1 A 0 BRIGHT A_Spawnitem("glare",20,60,0,0)
 TLP2 C 1 BRIGHT A_Spawnitem("BM_techlamp2",0,0,0,0)
        tnt1 A 0 BRIGHT A_Spawnitem("flare2",0,50,0,0)
    tnt1 A 0 BRIGHT A_Spawnitem("flare1",0,50,0,0)
    tnt1 A 0 BRIGHT A_Spawnitem("flare3",0,50,0,0)
    tnt1 A 0 BRIGHT A_Spawnitem("glare",20,60,0,0)
 TLP2 C 1 BRIGHT A_Spawnitem("BM_techlamp2",0,0,0,0)
        tnt1 A 0 BRIGHT A_Spawnitem("flare2",0,50,0,0)
    tnt1 A 0 BRIGHT A_Spawnitem("flare1",0,50,0,0)
    tnt1 A 0 BRIGHT A_Spawnitem("flare3",0,50,0,0)
    tnt1 A 0 BRIGHT A_Spawnitem("glare",20,60,0,0)
 TLP2 D 1 BRIGHT A_Spawnitem("BM_techlamp2",0,0,0,0)
        tnt1 A 0 BRIGHT A_Spawnitem("flare2",0,50,0,0)
    tnt1 A 0 BRIGHT A_Spawnitem("flare1",0,50,0,0)
    tnt1 A 0 BRIGHT A_Spawnitem("flare3",0,50,0,0)
    tnt1 A 0 BRIGHT A_Spawnitem("glare",20,60,0,0)
 TLP2 D 1 BRIGHT A_Spawnitem("BM_techlamp2",0,0,0,0)
        tnt1 A 0 BRIGHT A_Spawnitem("flare2",0,50,0,0)
    tnt1 A 0 BRIGHT A_Spawnitem("flare1",0,50,0,0)
    tnt1 A 0 BRIGHT A_Spawnitem("flare3",0,50,0,0)
    tnt1 A 0 BRIGHT A_Spawnitem("glare",20,60,0,0)
 TLP2 D 1 BRIGHT A_Spawnitem("BM_techlamp2",0,0,0,0)
        tnt1 A 0 BRIGHT A_Spawnitem("flare2",0,50,0,0)
    tnt1 A 0 BRIGHT A_Spawnitem("flare1",0,50,0,0)
    tnt1 A 0 BRIGHT A_Spawnitem("flare3",0,50,0,0)
    tnt1 A 0 BRIGHT A_Spawnitem("glare",20,60,0,0)
 TLP2 D 1 BRIGHT A_Spawnitem("BM_techlamp2",0,0,0,0)
		Loop
  Death:
		tnt1 A 0 Bright A_Spawnitem("lampSpark1", 0, 50, 0, 0)
    TLP2 E 5 A_Scream
    TLP2 E -1
    Stop
  }
}

ACTOR BM_techlamp2
{
   +NOCLIP
   +NOGRAVITY
   +NOBLOCKMAP
   RENDERSTYLE TRANSLUCENT
   ALPHA 0.1
   States
   {
   Spawn:
	tlp2 f 2 BRIGHT
      Stop
   }
}

///dead guys///

Actor Body_Swarm
{
 +Missile
 +NoBlockmap
 +NoGravity
 +NoSector
 +Clientsideonly
 Radius 1
 Height 64
 States
 {
  Spawn:
   TNT1 A 0
   TNT1 A 0 A_Jump(256,"Playercorpse1","Playercorpse2","Playercorpse3","Playercorpse4")
   Loop
  Playercorpse1:
   TNT1 A 0 A_SpawnItemEX("DeadMarine1")
   Goto MakeSwarm
  Playercorpse2:
   TNT1 A 0 A_SpawnItemEX("DeadMarine2")
   Goto MakeSwarm
  Playercorpse3:
   TNT1 A 0 A_SpawnItemEX("DeadMarine3")
   Goto MakeSwarm
  Playercorpse4:
   TNT1 A 0 A_SpawnItemEX("DeadMarine5")
   Goto MakeSwarm
  MakeSwarm:
   TNT1 A 0 A_PlaySoundEX("SFX/Buzz","Body",1)
   TNT1 AAAAA 1 A_SpawnItemEx ("SwarmFly",frandom(-16,16),frandom(-16,16),frandom(-16,16))
   TNT1 A -1
   Stop
 }
}

ACTOR SwarmFly
{
Radius 1
Height 1
Speed 5
scale 0.5
PROJECTILE
+NOCLIP
+DONTSPLASH
ReactionTime 4
States
{
Spawn:
Spawn:
SFLY A 1 ThrustThingZ(0, random (-1, 1), random (1, 0), 1)	TNT1 A 0 A_ChangeVelocity(frandom(-2,2),frandom(-1,1),frandom(-2,2),1)
SFLY B 1 ThrustThingZ(0, random (-1, 1), random (1, 0), 1)	TNT1 A 0 A_ChangeVelocity(frandom(-1,1),frandom(-2,2),frandom(-1,1),1)
SFLY A 0 A_CountDown
SFLY C 1 ThrustThingZ(0, random (-1, 1), random (1, 0), 1)	TNT1 A 0 A_ChangeVelocity(frandom(-2,2),frandom(-1,1),frandom(-2,2),1)
SFLY B 1 ThrustThingZ(0, random (-1, 1), random (1, 0), 1)	TNT1 A 0 A_ChangeVelocity(frandom(-1,1),frandom(-2,2),frandom(-1,1),1)
SFLY A 0 A_CountDown
Loop
Death:
SFLY A 1 A_CustomMissile("SwarmFly",0,0,frandom(-20,20))
Stop
}
}

actor DEADspawner : RandomSpawner replaces DeadMarine 
{
dropitem body_swarm
}

actor DeadMarine1
{
   mass 999999999
   health 20
   +SHOOTABLE
   states
   {
    Spawn:
        PLAY N -1
	stop
    Death:
	PLAY N 0 A_SpawnItem("NashGore_Crushedsmall",0,0,0,0)
	PLAY N 0 A_SpawnItem("NashGore_GibGenerator",0,0,0,0)
	PLAY N 0 A_SpawnItem("NashGore_GibGenerator",0,0,0,0)
	stop
    Ice:
	        PLAY N 0 A_SpawnItem("frozen_CrushedSmall",0,0,0,0)
		PLAY N 0 A_FreezeDeathChunks
		stop
   }
}

actor DeadMarine2
{
   mass 999999999
   health 20
   +SHOOTABLE
   states
   {
    Spawn:
        GEEZ A -1
	stop
    Death:
	GEEZ A 0 A_SpawnItem("NashGore_Crushedsmall",0,0,0,0)
	GEEZ A 0 A_SpawnItem("NashGore_GibGenerator",0,0,0,0)
	GEEZ A 0 A_SpawnItem("NashGore_GibGenerator",0,0,0,0)
	stop
    Ice:
	        PLAY N 0 A_SpawnItem("frozen_CrushedSmall",0,0,0,0)
		PLAY N 0 A_FreezeDeathChunks
		stop
   }
}

actor DeadMarine3
{
	mass 999999999
   health 20
   +SHOOTABLE
   states
   {
    Spawn:
        GEEZ I -1
	stop
    Death:
	GEEZ I 0 A_SpawnItem("NashGore_Crushedsmall",0,0,0,0)
	GEEZ I 0 A_SpawnItem("NashGore_GibGenerator",0,0,0,0)
	GEEZ I 0 A_SpawnItem("NashGore_GibGenerator",0,0,0,0)
	stop
    Ice:
	        PLAY N 0 A_SpawnItem("frozen_CrushedSmall",0,0,0,0)
		PLAY N 0 A_FreezeDeathChunks
		stop
   }
}

actor DeadMarine4
{
   mass 999999999
   health 20
   +SHOOTABLE
   +FLOORCLIP
   states
   {
    Spawn:
        GEEZ P -1
	stop
    Death:
	GEEZ P 0 A_SpawnItem("NashGore_Crushedsmall",0,0,0,0)
	GEEZ P 0 A_SpawnItem("NashGore_GibGenerator",0,0,0,0)
	GEEZ P 0 A_SpawnItem("NashGore_GibGenerator",0,0,0,0)
	stop
    Ice:
	        PLAY N 0 A_SpawnItem("frozen_CrushedSmall",0,0,0,0)
		PLAY N 0 A_FreezeDeathChunks
		stop
   }
}

actor DeadMarine5
{
   mass 999999999
   health 20
   +SHOOTABLE
   states
   {
    Spawn:
        GEEZ R -1
	stop
    Death:
	GEEZ R 0 A_SpawnItem("NashGore_Crushedsmall",0,0,0,0)
	GEEZ R 0 A_SpawnItem("NashGore_GibGenerator",0,0,0,0)
	GEEZ R 0 A_SpawnItem("NashGore_GibGenerator",0,0,0,0)
	stop
    Ice:
	        PLAY N 0 A_SpawnItem("frozen_CrushedSmall",0,0,0,0)
		PLAY N 0 A_FreezeDeathChunks
		stop
   }
}
ACTOR Hangfromfeetmarine
{
	Game Doom
	Radius 16
	Height 88
   	mass 999999999
   	health 40
   	+SHOOTABLE
	+NOGRAVITY
	+SPAWNCEILING
	States
	{
	Spawn:
		GEEZ O -1
		Stop
	Death:
	GEEZ O 1 A_SpawnItem("NashGore_GibGenerator",0,0,0,0)
	GEEZ O 0 A_SpawnItem("NashGore_GibGenerator",0,0,0,0)
	GEEZ O 0 A_SpawnItem("NashGore_GibGenerator",0,0,0,0)
	GEEZ O 0 A_SpawnItem("NashGore_GibGenerator",0,0,0,0)	
	GEEZ O 0 A_SpawnItem("NashGore_GibGenerator",0,0,0,0)
	stop
    Ice:
		tnt1 a 0 A_FreezeDeathChunks
		stop
   }
}

ACTOR Hangmarinenoguts
{
	Game Doom
	Radius 16
	Height 64
   	mass 999999999
   	health 30
   	+SHOOTABLE
	+NOGRAVITY
	+SPAWNCEILING
	States
	{
	Spawn:
		GEEZ N -1
		Stop
	Death:
	GEEZ N 1 A_SpawnItem("NashGore_GibGenerator",0,0,0,0)
	GEEZ N 0 A_SpawnItem("NashGore_GibGenerator",0,0,0,0)
	GEEZ N 0 A_SpawnItem("NashGore_GibGenerator",0,0,0,0)
	stop
    Ice:
		tnt1 a 0 A_FreezeDeathChunks
		stop
   }
}



actor GibbedMarinespawner : RandomSpawner Replaces GibbedMarine
{
dropitem GibbedMarine_Swarm 
}

actor GibbedMarine2spawner : RandomSpawner Replaces GibbedMarineExtra
{
dropitem GibbedMarine_Swarm 
}

Actor GibbedMarine_Swarm 
{
 +Missile
 +NoBlockmap
 +NoGravity
 +NoSector
 +Clientsideonly
 Radius 1
 Height 64
 States
 {
  Spawn:
   TNT1 A 0
   TNT1 A 0 A_Jump(256,"gibbedPlayer1","gibbedPlayer2","gibbedPlayer3","gibbedPlayer4","gibbedPlayer5")
   Loop
  gibbedPlayer1:
   TNT1 A 0 A_SpawnItemEX("GibbedMarine1")
   Goto MakeSwarm
  gibbedPlayer2:
   TNT1 A 0 A_SpawnItemEX("GibbedMarine2")
   Goto MakeSwarm
  gibbedPlayer3:
   TNT1 A 0 A_SpawnItemEX("GibbedMarine3")
   Goto MakeSwarm
  gibbedPlayer4:
   TNT1 A 0 A_SpawnItemEX("GibbedMarine4")
   Goto MakeSwarm
  gibbedPlayer5:
   TNT1 A 0 A_SpawnItemEX("GibbedMarine5")
   Goto MakeSwarm
  MakeSwarm:
   TNT1 A 0 A_PlaySoundEX("SFX/Buzz","Body",1)
   TNT1 AAAAA 1 A_SpawnItemEx ("SwarmFly",frandom(-16,16),frandom(-16,16),frandom(-16,16))
   TNT1 A -1
   Stop
 }
}

actor GibbedMarine1
{
	Game Doom
	SpawnID 145
	States
	{
	Spawn:
		PLAY W -1
		Stop
	}
}

actor GibbedMarine2
{
   mass 999999999
   health 20
   +SHOOTABLE
   states
   {
    Spawn:
        GEEZ J -1
	stop
    Death:
	GEEZ J 0 A_SpawnItem("NashGore_Crushedsmall",0,0,0,0)
	GEEZ J 0 A_SpawnItem("NashGore_GibGenerator",0,0,0,0)
	GEEZ J 0 A_SpawnItem("NashGore_GibGenerator",0,0,0,0)
	stop
    Ice:
	GEEZ J 0 A_SpawnItem("frozen_CrushedSmall",0,0,0,0)
		tnt1 a 0 A_FreezeDeathChunks
		stop
   }
}

actor GibbedMarine3
{
   mass 999999999
   health 20
   +SHOOTABLE
   states
   {
    Spawn:
        GEEZ K -1
	stop
    Death:
	GEEZ K 0 A_SpawnItem("NashGore_Crushedsmall",0,0,0,0)
	stop
    Ice:
		tnt1 a 0 A_SpawnItem("frozen_CrushedSmall",0,0,0,0)
		tnt1 a 0 A_FreezeDeathChunks
		stop
   }
}

actor GibbedMarine4
{
	Game Doom
	SpawnID 145
	States
	{
	Spawn:
		geez l -1
		Stop
	}
}


actor GibbedMarine5
{
   mass 999999999
   health 20
   +SHOOTABLE
   states
   {
    Spawn:
        GEEZ M -1
	stop
    Death:
	GEEZ M 0 A_SpawnItem("NashGore_Crushedsmall",0,0,0,0)
	GEEZ M 0 A_SpawnItem("NashGore_GibGenerator",0,0,0,0)
	GEEZ M 0 A_SpawnItem("NashGore_GibGenerator",0,0,0,0)
	stop
    Ice:
		tnt1 a 0 A_SpawnItem("frozen_CrushedSmall",0,0,0,0)
		tnt1 a 0 A_FreezeDeathChunks
		stop
   }
}

ACTOR osjc_BloodyTwitch : BloodyTwitch replaces NashGore_BloodyTwitch
{
   mass 999999999
   health 40
   +SHOOTABLE
   states
   {
	Death:
	GOR1 B 1 A_SpawnItem("NashGore_GibGenerator",0,0,0,0)
	GOR1 B 0 A_SpawnItem("NashGore_GibGenerator",0,0,0,0)
	GOR1 B 0 A_SpawnItem("NashGore_GibGenerator",0,0,0,0)
	GOR1 B 0 A_SpawnItem("NashGore_GibGenerator",0,0,0,0)	
	GOR1 B 0 A_SpawnItem("NashGore_GibGenerator",0,0,0,0)
	stop
    Ice:
		tnt1 a 0 A_FreezeDeathChunks
		stop
   }
}

ACTOR OSJC_NonsolidTwitch : osjc_BloodyTwitch replaces NonsolidTwitch
{
   mass 999999999
   health 40
   -solid
   +SHOOTABLE
}


ACTOR OSJC_Meat2 : Meat2 replaces NashGore_Meat2
{
   mass 999999999
   health 40
   +SHOOTABLE
   states
   {
	Death:
	GOR2 A 1 A_SpawnItem("NashGore_GibGenerator",0,0,0,0)
	GOR2 A 0 A_SpawnItem("NashGore_GibGenerator",0,0,0,0)
	GOR2 A 0 A_SpawnItem("NashGore_GibGenerator",0,0,0,0)
	GOR2 A 0 A_SpawnItem("NashGore_GibGenerator",0,0,0,0)	
	GOR2 A 0 A_SpawnItem("NashGore_GibGenerator",0,0,0,0)
	stop
    Ice:
		tnt1 a 0 A_FreezeDeathChunks
		stop
   }
}

ACTOR OSJC_NonsolidMeat2 : OSJC_Meat2 replaces NashGore_NonsolidMeat2
{
   mass 999999999
   health 40
   -solid
   +SHOOTABLE
}


ACTOR OSJC_Meat3 : Meat3 replaces NashGore_Meat3
{
   mass 999999999
   health 40
   +SHOOTABLE
   states
   {
	Death:
	GOR3 A 1 A_SpawnItem("NashGore_GibGenerator",0,0,0,0)
	GOR3 A 0 A_SpawnItem("NashGore_GibGenerator",0,0,0,0)
	GOR3 A 0 A_SpawnItem("NashGore_GibGenerator",0,0,0,0)
	GOR3 A 0 A_SpawnItem("NashGore_GibGenerator",0,0,0,0)	
	GOR3 A 0 A_SpawnItem("NashGore_GibGenerator",0,0,0,0)
	stop
    Ice:
		tnt1 a 0 A_FreezeDeathChunks
		stop
   }
}

ACTOR OSJC_NonsolidMeat3 : OSJC_Meat3 replaces NashGore_NonsolidMeat3
{
   mass 999999999
   health 40
   -solid
   +SHOOTABLE
}

ACTOR osjc_Meat4 : Meat4 replaces NashGore_Meat4
{
   mass 999999999
   health 30
   +SHOOTABLE
   states
   {
	Death:
	GOR4 A 1 A_SpawnItem("NashGore_GibGenerator",0,0,0,0)
	GOR4 A 0 A_SpawnItem("NashGore_GibGenerator",0,0,0,0)
	GOR4 A 0 A_SpawnItem("NashGore_GibGenerator",0,0,0,0)
	stop
    Ice:
		tnt1 a 0 A_FreezeDeathChunks
		stop
   }
}

ACTOR OSJC_NonsolidMeat4 : OSJC_Meat4 replaces NashGore_NonsolidMeat4
{
   mass 999999999
   health 30
   -solid
   +SHOOTABLE
}


ACTOR osjc_Meat5 : Meat5 replaces NashGore_Meat5
{
   mass 999999999
   health 20
   +SHOOTABLE
   states
   {
	Death:
	GOR5 A 1 A_SpawnItem("NashGore_GibGenerator",0,0,0,0)
	GOR5 A 0 A_SpawnItem("NashGore_GibGenerator",0,0,0,0)
	stop
    Ice:
		tnt1 a 0 A_FreezeDeathChunks
		stop
   }
}

ACTOR OSJC_NonsolidMeat5 : OSJC_Meat5 replaces NashGore_NonsolidMeat5
{
   mass 999999999
   health 20
   -solid
   +SHOOTABLE
}

ACTOR osjc_DeadStick : DeadStick 
{
   mass 999999999
   health 40
   +SHOOTABLE
   states
   {
	Death:
	POL1 A 0 A_SpawnItem("DeadStickremains",0,0,0,0)
	POL1 A 1 A_SpawnItem("NashGore_GibGenerator",0,0,0,0)
	POL1 A 0 A_SpawnItem("NashGore_GibGenerator",0,0,0,0)
	POL1 A 0 A_SpawnItem("NashGore_GibGenerator",0,0,0,0)
	POL1 A 0 A_SpawnItem("NashGore_GibGenerator",0,0,0,0)	
	POL1 A 0 A_SpawnItem("NashGore_GibGenerator",0,0,0,0)
	stop
    Ice:
		tnt1 a 0 A_SpawnItem("DeadStickremains",0,0,0,0)
		tnt1 a 0 A_FreezeDeathChunks
		stop
   }
}

ACTOR DeadStickremains
{
	Game Doom
	Radius 16
	Height 64
	ProjectilePassHeight -16
	+SOLID
	States
	{
	Spawn:
		POL1 B -1
		Stop
	}
}

ACTOR osjc_DeadmarineStick : DeadStick 
{
   mass 999999999
   health 40
   +SHOOTABLE
   states
   {
	Spawn:
		GEEZ Q -1
		Stop

	Death:
	GEEZ Q 0 A_SpawnItem("DeadStickremains",0,0,0,0)
	GEEZ Q 1 A_SpawnItem("NashGore_GibGenerator",0,0,0,0)
	GEEZ Q 0 A_SpawnItem("NashGore_GibGenerator",0,0,0,0)
	GEEZ Q 0 A_SpawnItem("NashGore_GibGenerator",0,0,0,0)
	GEEZ Q 0 A_SpawnItem("NashGore_GibGenerator",0,0,0,0)	
	GEEZ Q 0 A_SpawnItem("NashGore_GibGenerator",0,0,0,0)
	stop
    Ice:
		tnt1 a 0 A_SpawnItem("DeadStickremains",0,0,0,0)
		tnt1 a 0 A_FreezeDeathChunks
		stop
   }
}

Actor deadstick_Swarm 
{
 +Missile
 +NoBlockmap
 +NoGravity
 +NoSector
 +Clientsideonly
 Radius 1
 Height 64
 States
 {
  Spawn:
   TNT1 A 0
   TNT1 A 0 A_Jump(256,"deadguy")
   Loop
  Deadguy:
   TNT1 A 0 A_SpawnItemEX("osjc_DeadStick")
   Goto MakeSwarm
  MakeSwarm:
   TNT1 A 0 A_PlaySoundEX("SFX/Buzz","Body",1)
   TNT1 AAAAA 1 A_SpawnItemEx ("SwarmFly",frandom(-16,16),frandom(-16,16),frandom(-16,16))
   TNT1 A -1
   Stop
 }
}

actor DEADstickspawner : RandomSpawner replaces NashGore_DeadStick
{
dropitem deadstick_Swarm 
}

ACTOR osjc_LiveStick : LiveStick 
{
   mass 999999999
   health 40
   +SHOOTABLE
   states
   {
	Death:
	POL6 A 0 A_SpawnItem("LiveStickremains",0,0,0,0)
	POL6 A 1 A_SpawnItem("NashGore_GibGenerator",0,0,0,0)
	POL6 A 0 A_SpawnItem("NashGore_GibGenerator",0,0,0,0)
	POL6 A 0 A_SpawnItem("NashGore_GibGenerator",0,0,0,0)
	POL6 A 0 A_SpawnItem("NashGore_GibGenerator",0,0,0,0)	
	POL6 A 0 A_SpawnItem("NashGore_GibGenerator",0,0,0,0)
	stop
    Ice:
		tnt1 a 0 A_SpawnItem("LiveStickremains",0,0,0,0)
		tnt1 a 0 A_FreezeDeathChunks
		stop
   }
}

ACTOR LiveStickremains
{
	Game Doom
	Radius 16
	Height 64
	ProjectilePassHeight -16
	+SOLID
	States
	{
	Spawn:
		POL6 C -1
		Stop
	}
}

Actor livestick_Swarm 
{
 +Missile
 +NoBlockmap
 +NoGravity
 +NoSector
 +Clientsideonly
 Radius 1
 Height 64
 States
 {
  Spawn:
   TNT1 A 0
   TNT1 A 0 A_Jump(256,"deadguy")
   Loop
  Deadguy:
   TNT1 A 0 A_SpawnItemEX("osjc_LiveStick")
   Goto MakeSwarm
  MakeSwarm:
   TNT1 A 0 A_PlaySoundEX("SFX/Buzz","Body",1)
   TNT1 AAAAA 1 A_SpawnItemEx ("SwarmFly",frandom(-16,16),frandom(-16,16),frandom(-16,16))
   TNT1 A -1
   Stop
 }
}

actor livestickspawner : RandomSpawner replaces NashGore_LiveStick
{
dropitem livestick_Swarm 
}

ACTOR OSJC_HangNoGuts : HangNoGuts replaces NashGore_HangNoGuts
{
   mass 999999999
   health 40
   +SHOOTABLE
   states
   {
	Death:
	HDB1 A 1 A_SpawnItem("NashGore_GibGenerator",0,0,0,0)
	HDB1 A 0 A_SpawnItem("NashGore_GibGenerator",0,0,0,0)
	HDB1 A 0 A_SpawnItem("NashGore_GibGenerator",0,0,0,0)
	HDB1 A 0 A_SpawnItem("NashGore_GibGenerator",0,0,0,0)	
	stop
    Ice:
		tnt1 a 0 A_FreezeDeathChunks
		stop
   }
}

ACTOR OSJC_HangBNoBrain : HangBNoBrain replaces NashGore_HangBNoBrain
{
   mass 999999999
   health 40
   +SHOOTABLE
   states
   {
	Death:
	HDB2 A 1 A_SpawnItem("NashGore_GibGenerator",0,0,0,0)
	HDB2 A 0 A_SpawnItem("NashGore_GibGenerator",0,0,0,0)
	HDB2 A 0 A_SpawnItem("NashGore_GibGenerator",0,0,0,0)
	HDB2 A 0 A_SpawnItem("NashGore_GibGenerator",0,0,0,0)
	stop
    Ice:
		tnt1 a 0 A_FreezeDeathChunks
		stop
   }
}


ACTOR OSJC_HangTLookingDown : HangTLookingDown replaces NashGore_HangTLookingDown
{
   mass 999999999
   health 30
   +SHOOTABLE
   states
   {
	Death:
	HDB3 A 1 A_SpawnItem("NashGore_GibGenerator",0,0,0,0)
	HDB3 A 0 A_SpawnItem("NashGore_GibGenerator",0,0,0,0)
	HDB3 A 0 A_SpawnItem("NashGore_GibGenerator",0,0,0,0)
	stop
    Ice:
		tnt1 a 0 A_FreezeDeathChunks
		stop
   }
}

ACTOR OSJC_HangTLookingUp : HangTLookingUp replaces NashGore_HangTLookingUp
{
   mass 999999999
   health 30
   +SHOOTABLE
   states
   {
	Death:
	HDB5 A 1 A_SpawnItem("NashGore_GibGenerator",0,0,0,0)
	HDB5 A 0 A_SpawnItem("NashGore_GibGenerator",0,0,0,0)
	HDB5 A 0 A_SpawnItem("NashGore_GibGenerator",0,0,0,0)
	stop
    Ice:
		tnt1 a 0 A_FreezeDeathChunks
		stop
   }
}

ACTOR OSJC_HangTSkull : HangTSkull replaces NashGore_HangTSkull
{
   mass 999999999
   health 30
   +SHOOTABLE
   states
   {
	Death:
	HDB4 A 1 A_SpawnItem("NashGore_GibGenerator",0,0,0,0)
	HDB4 A 0 A_SpawnItem("NashGore_GibGenerator",0,0,0,0)
	HDB4 A 0 A_SpawnItem("NashGore_GibGenerator",0,0,0,0)
	stop
    Ice:
		tnt1 a 0 A_FreezeDeathChunks
		stop
   }
}

ACTOR OSJC_HangTNoBrain : HangTNoBrain replaces NashGore_HangTNoBrain
{
   mass 999999999
   health 30
   +SHOOTABLE
   states
   {
	Death:
	HDB6 A 1 A_SpawnItem("NashGore_GibGenerator",0,0,0,0)
	HDB6 A 0 A_SpawnItem("NashGore_GibGenerator",0,0,0,0)
	HDB6 A 0 A_SpawnItem("NashGore_GibGenerator",0,0,0,0)
	stop
    Ice:
		tnt1 a 0 A_FreezeDeathChunks
		stop
   }
}

ACTOR HeadStick 
{
	Game Doom
	Radius 16
	Height 56
	ProjectilePassHeight -16
	+SOLID
	States
	{
	Spawn:
		POL4 B -1
		Stop
	}
}

ACTOR OSJCHeadOnAStick : HeadOnAStick 
{
	Game Doom
	Radius 16
	Height 56
	ProjectilePassHeight -16
	+SOLID
	+SHOOTABLE
	mass 999999999
   	health 20
	+SOLID
	States
	{
	Spawn:
		POL4 A 1
		Loop
	Death:
	POL4 A 1 A_SpawnItem("Headstick",0,0,0,0)
	stop
   }
}

Actor headstick_Swarm 
{
 +Missile
 +NoBlockmap
 +NoGravity
 +NoSector
 +Clientsideonly
 Radius 1
 Height 64
 States
 {
  Spawn:
   TNT1 A 0
   TNT1 A 0 A_Jump(256,"deadguy")
   Loop
  Deadguy:
   TNT1 A 0 A_SpawnItemEX("OSJCHeadOnAStick")
   Goto MakeSwarm
  MakeSwarm:
   TNT1 A 0 A_PlaySoundEX("SFX/Buzz","Body",1)
   TNT1 AAAAA 1 A_SpawnItemEx ("SwarmFly",frandom(-16,16),frandom(-16,16),frandom(-16,16))
   TNT1 A -1
   Stop
 }
}

actor headstickspawner : RandomSpawner Replaces HeadOnAStick
{
dropitem headstick_Swarm 
}

ACTOR OSJCHeadSOnAStick : HeadSOnAStick 
{
	Game Doom
	Radius 16
	Height 56
	ProjectilePassHeight -16
	+SOLID
	+SHOOTABLE
	mass 999999999
   	health 40
	ProjectilePassHeight -16
	+SOLID
	States
	{
	Spawn:
		POL2 A 1
		Loop
	Death:
	POL4 A 0 A_SpawnItem("OSJCHeadSOnAStick2",0,0,0,0)
	stop
    Ice:
		tnt1 A 0 A_SpawnItem("OSJCHeadSOnAStick2",0,0,0,0)
		tnt1 a 0 A_FreezeDeathChunks
		stop
   }
}

ACTOR OSJCHeadSOnAStick2 : HeadSOnAStick 
{
	Game Doom
	Radius 16
	Height 56
	ProjectilePassHeight -16
	+SOLID
	+SHOOTABLE
	mass 999999999
   	health 40
	ProjectilePassHeight -16
	+SOLID
	States
	{
	Spawn:
		POL4 C 1
		Loop
	Death:
	POL4 A 0 A_SpawnItem("Headstick",0,0,0,0)
	stop
    Ice:
		tnt1 A 0 A_SpawnItem("Headstick",0,0,0,0)
		tnt1 a 0 A_FreezeDeathChunks
		stop
   }
}

Actor headsonstick_Swarm 
{
 +Missile
 +NoBlockmap
 +NoGravity
 +NoSector
 +Clientsideonly
 Radius 1
 Height 64
 States
 {
  Spawn:
   TNT1 A 0
   TNT1 A 0 A_Jump(256,"deadguy")
   Loop
  Deadguy:
   TNT1 A 0 A_SpawnItemEX("OSJCHeadsOnAStick")
   Goto MakeSwarm
  MakeSwarm:
   TNT1 A 0 A_PlaySoundEX("SFX/Buzz","Body",1)
   TNT1 AAAAA 1 A_SpawnItemEx ("SwarmFly",frandom(-16,16),frandom(-16,16),frandom(-16,16))
   TNT1 A -1
   Stop
 }
}

actor headsonstickspawner : RandomSpawner Replaces HeadsOnAStick
{
dropitem headsonstick_Swarm 
}

ACTOR headcandleglow
{
	+NOBLOCKMAP
	+NOCLIP
	+NOGRAVITY
	+DONTSPLASH
	+DONTBLAST
	renderstyle translucent
	Alpha 0.1
	States
	{
	Spawn:
		POL3 F 7 Bright
		POL3 F 6 Bright
		Stop
	}
}

ACTOR osjc_HeadCandles : HeadCandles 
{
	Game Doom
	Radius 16
	Height 42
	ProjectilePassHeight -16
	+SOLID
	mass 999999999
   	health 30
   	+SHOOTABLE
	States
	{
	Spawn:
		POL3 A 0 A_SpawnItem("headcandleglow",0,0,0,0)
		POL3 AB 6 BRIGHT
		Loop
Death:
	POL3 A 0 A_SpawnItem("osjc_HeadCandles2",0,0,0,0)
	stop
    Ice:
		tnt1 A 0 A_SpawnItem("osjc_HeadCandles2",0,0,0,0)
		tnt1 a 0 A_FreezeDeathChunks
		stop
   }
}

ACTOR osjc_HeadCandles2 : HeadCandles 
{
	Game Doom
	Radius 16
	Height 42
	ProjectilePassHeight -16
	+SOLID
	mass 999999999
   	health 30
   	+SHOOTABLE
	States
	{
	Spawn:
		POL3 A 0 A_SpawnItem("headcandleglow",0,0,0,0)
		POL3 CD 6 BRIGHT
		Loop
Death:
	POL3 A 0 A_SpawnItem("HeadCandles3",0,0,0,0)
	stop
    Ice:
		tnt1 A 0 A_SpawnItem("osjc_HeadCandles3",0,0,0,0)
		tnt1 a 0 A_FreezeDeathChunks
		stop
   }
}


ACTOR HeadCandles3
{
	Game Doom
	Radius 16
	Height 42
	ProjectilePassHeight -16
	+SOLID
	States
	{
	Spawn:
		POL3 E -1
		STOP
	}
}

Actor headcandle_Swarm 
{
 +Missile
 +NoBlockmap
 +NoGravity
 +NoSector
 +Clientsideonly
 Radius 1
 Height 64
 States
 {
  Spawn:
   TNT1 A 0
   TNT1 A 0 A_Jump(256,"deadguy")
   Loop
  Deadguy:
   TNT1 A 0 A_SpawnItemEX("osjc_HeadCandles")
   Goto MakeSwarm
  MakeSwarm:
   TNT1 A 0 A_PlaySoundEX("SFX/Buzz","Body",1)
   TNT1 AAAAA 1 A_SpawnItemEx ("SwarmFly",frandom(-16,16),frandom(-16,16),frandom(-16,16))
   TNT1 A -1
   Stop
 }
}

actor headcandlespawner : RandomSpawner Replaces HeadCandles
{
dropitem headcandle_Swarm 
}

actor frozen_CrushedSmall
{
states
	{
	Spawn:
	 pice A 500
	 CRS1 A -1
	 loop
	}
}

/// bustable stone columns ///

ACTOR RedColumnremains
{
	Game Doom
	Radius 16
	Height 30
	ProjectilePassHeight 0
	+SOLID
	States
	{
	Spawn:
		COL3 D -1
		Stop
	}
}


ACTOR greenColumnremains
{
	Game Doom
	Radius 16
	Height 30
	ProjectilePassHeight 0
	+SOLID
	States
	{
	Spawn:
		COL1 D -1
		Stop
	}
}


ACTOR osjc_TallGreenColumn : TallGreenColumn replaces TallGreenColumn
{
	Game Doom
	Health 100
	Radius 16
	Height 52
	ProjectilePassHeight -16
        Mass 0x7fffffff
	+SOLID
	+SHOOTABLE
	+NOBLOOD
	States
	{
	Spawn:
		COL1 A -1
		Stop
	Death:
		TNT1 A 0 A_PlaySound("misc/crumble")
		COL1 B 7
		COL1 C 7
		COL1 D 0 A_SpawnItem("greenColumnremains",0,0,0,0)
		Stop
	}
}

ACTOR osjc_shortGreenColumn : shortGreenColumn replaces shortGreenColumn
{
	Game Doom
	Health 100
	Radius 16
	Height 40
	ProjectilePassHeight -16
        Mass 0x7fffffff
	+SOLID
	+SHOOTABLE
	+NOBLOOD
	States
	{
	Spawn:
		COL2 A -1
		Stop
	Death:
		TNT1 A 0 A_PlaySound("misc/crumble")
		COL1 B 7
		COL1 C 7
		COL1 D 0 A_SpawnItem("greenColumnremains",0,0,0,0)
		Stop
	}
}


ACTOR osjc_heartColumn : heartColumn replaces heartColumn
{
	Game Doom
	Health 100
	Radius 16
	ProjectilePassHeight -16
        Mass 0x7fffffff
	+SOLID
	+SHOOTABLE
	+NOBLOOD
	States
	{
	Spawn:
		COL5 AB 14
		Loop
	Death:
		TNT1 A 0 A_PlaySound("misc/crumble")
		COL1 B 7
		COL1 C 7
		COL1 D 0 A_SpawnItem("greenColumnremains",0,0,0,0)
		Stop
	}
}

ACTOR osjc_TallredColumn : TallredColumn replaces TallredColumn
{
	Game Doom
	Health 100
	Radius 16
	Height 52
	ProjectilePassHeight -16
        Mass 0x7fffffff
	+SOLID
	+SHOOTABLE
	+NOBLOOD
	States
	{
	Spawn:
		COL3 A -1
		Stop
	Death:
		TNT1 A 0 A_PlaySound("misc/crumble")
		COL3 B 7
		COL3 C 7
		COL3 D 0 A_SpawnItem("RedColumnremains",0,0,0,0)
		Stop
	}
}

ACTOR osjc_shortredColumn : shortredColumn replaces shortredColumn
{
	Game Doom
	Health 100
	Radius 16
	Height 40
	ProjectilePassHeight -16
        Mass 0x7fffffff
	+SOLID
	+SHOOTABLE
	+NOBLOOD
	States
	{
	Spawn:
		COL4 A -1
		Stop
	Death:
		TNT1 A 0 A_PlaySound("misc/crumble")
		COL3 B 7
		COL3 C 7
		COL3 D 0 A_SpawnItem("RedColumnremains",0,0,0,0)
		Stop
	}
}

ACTOR osjc_skullColumn : skullColumn replaces skullColumn
{
	Game Doom
	Health 100
	Radius 16
	Height 40
	ProjectilePassHeight -16
        Mass 0x7fffffff
	+SOLID
	+SHOOTABLE
	+NOBLOOD
	States
	{
	Spawn:
		COL6 A -1
		Stop
	Death:
		TNT1 A 0 A_PlaySound("misc/crumble")
		COL3 B 7
		COL3 C 7
		COL3 D 0 A_SpawnItem("RedColumnremains",0,0,0,0)
		Stop
	}
}

///fountains///


ACTOR FountainNukage 
{
  Radius 2
  Height 2
  Scale 0.75
  RenderStyle Translucent
  Alpha 0.75
  +NOBLOCKMAP
  +MOVEWITHSECTOR
  States
  {
  Spawn:
    NFOU ABCD 3
    Loop
  }
}

ACTOR FountainWater 
{
  Radius 2
  Height 2
  Scale 0.75
  RenderStyle Translucent
  Alpha 0.75
TRANSLATION "112:119=200:207", "120:127=240:247"
  +NOBLOCKMAP
  +MOVEWITHSECTOR
  States
  {
  Spawn:
    NFOU ABCD 3
    Loop
  }
}


ACTOR FountainBlood 
{
  Radius 2
  Height 2
  Scale 0.75
  RenderStyle Translucent
  Alpha 0.75
TRANSLATION "112:127=176:191"
  +NOBLOCKMAP
  +MOVEWITHSECTOR
  States
  {
  Spawn:
    NFOU ABCD 3
    Loop
  }
}

ACTOR Fountainmud
{
  Radius 2
  Height 2
  Scale 0.75
  RenderStyle Translucent
  Alpha 0.75
TRANSLATION "112:127=[107,71,39]:[23,15,7]"
  +NOBLOCKMAP
  +MOVEWITHSECTOR
  States
  {
  Spawn:
    NFOU ABCD 3
    Loop
  }
}


ACTOR Fountainlava 
{
  Radius 2
  Height 2
  Scale 0.75
  RenderStyle Translucent
  Alpha 0.75
  +NOBLOCKMAP
  +MOVEWITHSECTOR
  States
  {
  Spawn:
    LFOU ABCD 3
    Loop
  }
}


///splashes///

ACTOR WaterSplash
{
	Radius 2
	Height 4
	+NOBLOCKMAP 
	+MISSILE 
	+DROPOFF
	+NOTELEPORT
	+LOWGRAVITY
	+CANNOTPUSH
	+DONTSPLASH
	+DONTBLAST
	Alpha 0.6
	TRANSLATION "112:127=192:207"
	States
	{
	Spawn:
		NWAT AB 6
		NWAT C 6 A_SetTranslucent(0.5, 0)
		NWAT D 6 A_SetTranslucent(0.4, 0)
		NWAT D 6 A_SetTranslucent(0.3, 0)
		Stop
	Death:
		NWAT D 8 A_SetTranslucent(0.2, 0)
		Stop
	}
}


ACTOR WaterSplashBase
{
	+NOBLOCKMAP
	+NOCLIP
	+NOGRAVITY
	+DONTSPLASH
	+DONTBLAST
	TRANSLATION "112:119=200:207", "120:127=240:247"
	States
	{
	Spawn:
		NWAT A 0 A_SetTranslucent(0.6, 0)
		NWAT EFGHIJK 5 A_SetTranslucent(0.6, 0)
		Stop
	}
}

ACTOR Waterdivot
{
	+NOBLOCKMAP
	+NOCLIP
	+NOGRAVITY
	+DONTSPLASH
	+DONTBLAST
	scale 0.6
	TRANSLATION "112:119=200:207", "120:127=240:247"
	States
	{
	Spawn:
		DIV1 A 0 A_SetTranslucent(0.6, 0)
		DIV1 ABCDE 5 A_SetTranslucent(0.6, 0)
		Stop
	}
}

ACTOR NUKESplash
{
	+NOBLOCKMAP
	+NOCLIP
	+NOGRAVITY
	+DONTSPLASH
	States
	{
	Spawn:
		NLAV A 0 A_SetTranslucent(0.6, 0)
		NLAV ABCDEF 5 A_SetTranslucent(0.6, 0)
		Stop
	}
}

ACTOR NUKEdivot
{
	+NOBLOCKMAP
	+NOCLIP
	+NOGRAVITY
	+DONTSPLASH
	scale 0.6
	States
	{
	Spawn:
		DIV1 A 0 A_SetTranslucent(0.6, 0)
		DIV1 ABCDE 5 A_SetTranslucent(0.6, 0)
		Stop
	}
}

ACTOR LavaSplash
{
	+NOBLOCKMAP
	+NOCLIP
	+NOGRAVITY
	+DONTSPLASH
	+DONTBLAST
	Renderstyle Add
	TRANSLATION "112:122=160:165", "123:127=43:47"
	States
	{
	Spawn:
		NLAV ABCDEF 5 bright
		Stop
	}
}

ACTOR blooddivot
{
	+NOBLOCKMAP
	+NOCLIP
	+NOGRAVITY
	+DONTSPLASH
	TRANSLATION "112:127=176:191"
	scale 0.6
	States
	{
	Spawn:
		DIV1 A 0 A_SetTranslucent(0.6, 0)
		DIV1 ABCDE 5 A_SetTranslucent(0.6, 0)
		Stop
	}
}

ACTOR muddivot
{
	+NOBLOCKMAP
	+NOCLIP
	+NOGRAVITY
	+DONTSPLASH
	TRANSLATION "112:127=[107,71,39]:[23,15,7]"
	scale 0.6
	States
	{
	Spawn:
		DIV1 A 0 A_SetTranslucent(0.6, 0)
		DIV1 ABCDE 5 A_SetTranslucent(0.6, 0)
		Stop
	}
}

///trees///

actor treeSpawner : RandomSpawner replaces BigTree
{
dropitem Bigtree2
dropitem tree3
dropitem tree4
}


ACTOR BigTree2 
{
	Game Doom
	Radius 32
	Height 108
	ProjectilePassHeight -16
	+SOLID
	States
	{
	Spawn:
		tnt1 A 0 A_Jump(128,"spawned")
		tnt1 a 0 A_SpawnItemEx("GRASSSPAWNER")
	goto spawned
		spawned:
		TRE2 A -1
		Stop
	}
}

ACTOR Tree3 
{
	Game Doom
	Radius 32
	Height 108
	ProjectilePassHeight -16
	+SOLID
	States
	{
	Spawn:
		tnt1 A 0 A_Jump(128,"spawned")
		tnt1 a 0 A_SpawnItemEx("GRASSSPAWNER")
	goto spawned
		spawned:
		TRE3 A -1
		Stop
	}
}

ACTOR Tree4 
{
	Game Doom
	Radius 32
	Height 108
	ProjectilePassHeight -16
	+SOLID
	States
	{
	Spawn:
		tnt1 A 0 A_Jump(128,"spawned")
		tnt1 a 0 A_SpawnItemEx("GRASSSPAWNER")
	goto spawned
		spawned:
		TRE4 A -1
		Stop
	}
}

ACTOR TorchTree2 : TorchTree REPLACES TorchTree
{
	Game Doom
	Radius 16
	Height 56
	ProjectilePassHeight -16
	+SOLID
	States
	{
	Spawn:
		tnt1 A 0 A_Jump(128,"spawned")
		tnt1 a 0 A_SpawnItemEx("GRASSSPAWNER")
	goto spawned
		spawned:
		TRE1 A -1
		Stop
	}
}

ACTOR grass
{
   Radius 20
   Height 14
   +NOBLOCKMAP
   -solid
   States
   {
   Spawn:
	graz a -1 
      Stop
   }
}

ACTOR GRASSSPAWNER
{
	+NOBLOCKMAP
	+NOGRAVITY
	-randomize
	Mass 5
	States
	{
	Spawn:
		tnt1 a 1 	
		tnt1 a 2 A_SpawnItemEx("grassLAUNCHER")
		tnt1 A 0 A_Jump(32,"spawned")
		tnt1 a 2 A_SpawnItemEx("grassLAUNCHER")
		tnt1 A 0 A_Jump(32,"spawned")
		tnt1 a 2 A_SpawnItemEx("grassLAUNCHER")
	goto spawned
	spawned:
		tnt1 a 0
	Stop
	}
}


ACTOR GRASSLAUNCHER
{
	+NOBLOCKMAP
	+NOGRAVITY
	+ALLOWPARTICLES
	-RANDOMIZE
	RenderStyle normal
	scale 1
	Alpha 1
	VSpeed 1
	Mass 5
	States
	{
	Spawn:
		tnt1 A 1 
		tnt1 A 0 A_SpawnDebris("grassfly",0)
	stop
}
}

actor grassfly
{
 game Doom
 scale 1
 health 1
 radius 8
 height 1
 mass 1
 GRAVITY .8
 +CORPSE
 +NOTELEPORT
 +noBLOCKMAP
-floorclip
 states
 {
 Spawn:
  tnt1 a 10
  loop
 Crash:
  tnt1 A 6 
  TNT1 A 1 A_SpawnItem("grass",0,0,0,0)
stop
 }
}

ACTOR leppit
{
	+NOBLOCKMAP
	+NOGRAVITY
	-randomize
	Mass 5
	States
	{
	Spawn:
		tnt1 a 1 	
		tnt1 a 2 A_SpawnItemEx("grassLAUNCHER")
		tnt1 A 0 A_Jump(32,"spawned")
		tnt1 a 2 A_SpawnItemEx("grassLAUNCHER")
		tnt1 A 0 A_Jump(32,"spawned")
		tnt1 a 2 A_SpawnItemEx("grassLAUNCHER")
		tnt1 A 0 A_Jump(32,"spawned")
		tnt1 a 2 A_SpawnItemEx("grassLAUNCHER")
		tnt1 A 0 A_Jump(200,"spawned")	
		tnt1 a 2 A_SpawnItemEx("leppitlauncher")
	goto spawned
	spawned:
		tnt1 a 0
	Stop
	}
}


ACTOR leppitlauncher
{
	+NOBLOCKMAP
	+NOGRAVITY
	+ALLOWPARTICLES
	-RANDOMIZE
	RenderStyle normal
	scale 1
	Alpha 1
	VSpeed 1
	Mass 5
	States
	{
	Spawn:
		tnt1 A 1 
		tnt1 A 0 A_SpawnDebris("leppitfly",0)
	stop
}
}

actor leppitfly
{
 game Doom
 scale 1
 health 1
 radius 8
 height 1
 mass 1
 GRAVITY .8
 +CORPSE
 +NOTELEPORT
 +noBLOCKMAP
-floorclip
 states
 {
 Spawn:
  tnt1 a 10
  loop
 Crash:
  tnt1 A 6 
  TNT1 A 1 A_SpawnItem("rabbit",0,0,0,0)
stop
 }
}


actor rabbit : RandomSpawner 
{
dropitem rabbit1
dropitem rabbit2
}

ACTOR rabbit1
{
	Game Doom
	health 1
	Radius 16
	Height 10
	-solid
	+shootable
	scale 0.8
	States
	{
	Spawn:
		lep1 ababababcdcdcdababcdababcdcdcdba 8
		loop
death:
  TNT1 A 1 A_SpawnItem("NashGore_BloodSpot",0,0,0,1)
stop
	}
}

ACTOR rabbit2
{
	Game Doom
	health 1
	Radius 16
	Height 10
	-solid
	+shootable
	scale 0.8
	States
	{
	Spawn:
		lep2 ababababcdcdcdababcdababcdcdcdba 8
		loop
death:
  TNT1 A 1 A_SpawnItem("NashGore_BloodSpot",0,0,0,1)
stop
	}
}

ACTOR bush
{
   Radius 20
   Height 14
   +NOBLOCKMAP
   -solid
   States
   {
   Spawn:
	bush a -1 
      Stop
   }
}

//FLAMEY THINGIES///

// Short blue torch --------------------------------------------------------

ACTOR BM_SHORTTORCH_GLOW
{
   +NOCLIP
   +NOGRAVITY
   +NOBLOCKMAP
   RENDERSTYLE TRANSLUCENT
   ALPHA 0.1
   States
   {
   Spawn:
	FSTK B 5 BRIGHT
	FSTK CDE 4 BRIGHT
      Stop
   }
}

ACTOR BM_TORCH_GLOW
{
   +NOCLIP
   +NOGRAVITY
   +NOBLOCKMAP
   RENDERSTYLE TRANSLUCENT
   ALPHA 0.1
   States
   {
   Spawn:
	FSTD E 5 BRIGHT
	FSTD FGH 4 BRIGHT
      Stop
   }
}

ACTOR ShortBlueTorch 55
{
	Game Doom
	Radius 16
	Height 37
	ProjectilePassHeight -16
	+SOLID
	States
	{
	Spawn:
		TNT1 A 0 A_SPAWNITEM("BM_ShortBlueTorch",0,0,0,0)
		TNT1 A 0 A_SPAWNITEM("BM_ShortTorch_GLOW",0,0,0,0)
		FSTK A 16
		Loop
	}
}

ACTOR BM_ShortBlueTorch
{
   +NOCLIP
   +NOGRAVITY
   +NOBLOCKMAP
  RenderStyle Translucent
  Alpha 0.75
   States
   {
   Spawn:
	SMBT A 5 BRIGHT
	SMBT BCD 4 BRIGHT
      Stop
   }
}


// Short green torch -------------------------------------------------------

ACTOR ShortGreenTorch 56
{
	Game Doom
	Radius 16
	Height 37
	ProjectilePassHeight -16
	+SOLID
	States
	{
	Spawn:
		TNT1 A 0 A_SPAWNITEM("BM_ShortGreenTorch",0,0,0,0)
		TNT1 A 0 A_SPAWNITEM("BM_ShortTorch_GLOW",0,0,0,0)
		FSTK A 16
		Loop
	}
}

ACTOR BM_ShortGreenTorch
{
   +NOCLIP
   +NOGRAVITY
   +NOBLOCKMAP
  RenderStyle Translucent
  Alpha 0.75
   States
   {
   Spawn:
	SMGT A 5 BRIGHT
	SMGT BCD 4 BRIGHT
      Stop
   }
}

// Short red torch ---------------------------------------------------------

ACTOR ShortRedTorch 57
{
	Game Doom
	Radius 16
	Height 37
	ProjectilePassHeight -16
	+SOLID
	States
	{
	Spawn:
		TNT1 A 0 A_SPAWNITEM("BM_ShortRedTorch",0,0,0,0)
		TNT1 A 0 A_SPAWNITEM("BM_ShortTorch_GLOW",0,0,0,0)
		FSTK A 16
		Loop
	}
}


ACTOR BM_ShortRedTorch
{
   +NOCLIP
   +NOGRAVITY
   +NOBLOCKMAP
  RenderStyle Translucent
  Alpha 0.75
   States
   {
   Spawn:
	SMRT A 5 BRIGHT
	SMRT BCD 4 BRIGHT
      Stop
   }
}


// Blue torch --------------------------------------------------------------

ACTOR BlueTorch 44
{
	Game Doom
	Radius 16
	Height 68
	ProjectilePassHeight -16
	+SOLID
	States
	{
	Spawn:
		TNT1 A 0 A_SPAWNITEM("BM_BlueTorch",0,0,0,0)
		TNT1 A 0 A_SPAWNITEM("BM_Torch_GLOW",0,0,0,0)
		FSTD ABCD 4 
		Loop
	}
}

ACTOR BM_BlueTorch
{
   +NOCLIP
   +NOGRAVITY
   +NOBLOCKMAP
  RenderStyle Translucent
  Alpha 0.75
   States
   {
   Spawn:
	TBLU A 5 BRIGHT
	TBLU BCD 4 BRIGHT
      Stop
   }
}

// Green torch -------------------------------------------------------------

ACTOR GreenTorch 45
{
	Game Doom
	Radius 16
	Height 68
	ProjectilePassHeight -16
	+SOLID
	States
	{
	Spawn:
		TNT1 A 0 A_SPAWNITEM("BM_GreenTorch",0,0,0,0)
		TNT1 A 0 A_SPAWNITEM("BM_Torch_GLOW",0,0,0,0)
		FSTD ABCD 4 
		Loop
	}
}

ACTOR BM_GreenTorch
{
   +NOCLIP
   +NOGRAVITY
   +NOBLOCKMAP
  RenderStyle Translucent
  Alpha 0.75
   States
   {
   Spawn:
	TGRN A 5 BRIGHT
	TGRN BCD 4 BRIGHT
      Stop
   }
}

// Red torch ---------------------------------------------------------------

ACTOR RedTorch 46
{
	Game Doom
	Radius 16
	Height 68
	ProjectilePassHeight -16
	+SOLID
	States
	{
	Spawn:
		TNT1 A 0 A_SPAWNITEM("BM_REDTorch",0,0,0,0)
		TNT1 A 0 A_SPAWNITEM("BM_Torch_GLOW",0,0,0,0)
		FSTD ABCD 4 
		Loop
	}
}

ACTOR BM_RedTorch
{
   +NOCLIP
   +NOGRAVITY
   +NOBLOCKMAP
  RenderStyle Translucent
  Alpha 0.75
   States
   {
   Spawn:
	TRED A 5 BRIGHT
	TRED BCD 4 BRIGHT
      Stop
   }
}

////CANDLES////

ACTOR Candlestick2 : Candlestick REPLACES Candlestick
{
	Game Doom
	Radius 20
	Height 14
	ProjectilePassHeight -16
	States
	{
	Spawn:
		CAND A 1 A_SPAWNITEM("BM_CANDLE1",0,0,0,0)
		CAND A 0 A_SPAWNITEM("BM_CANDLE1a",0,0,0,0)
		LOOP
	}
}

ACTOR BM_CANDLE1
{
   +NOCLIP
   +NOGRAVITY
   +NOBLOCKMAP
   States
   {
   Spawn:
	CAND B 2 BRIGHT
      Stop
   }
}

ACTOR BM_CANDLE1a
{
   +NOCLIP
   +NOGRAVITY
   +NOBLOCKMAP
   RENDERSTYLE TRANSLUCENT
   ALPHA 0.1
   States
   {
   Spawn:
	CAND C 2 BRIGHT
      Stop
   }
}

ACTOR Candelabra2 : Candelabra REPLACES Candelabra
{
	Game Doom
	Radius 16
	Height 60
	ProjectilePassHeight -16
	+SOLID
	States
	{
	Spawn:
		CBRA A 1 A_SPAWNITEM("BM_CANDLE2",0,0,0,0)
		CBRA A 0 A_SPAWNITEM("BM_CANDLE2b",0,0,0,0)
		LOOP
	}
}

ACTOR BM_CANDLE2
{
   +NOCLIP
   +NOGRAVITY
   +NOBLOCKMAP
   States
   {
   Spawn:
	CBRA B 2 BRIGHT
      Stop
   }
}

ACTOR BM_CANDLE2b
{
   +NOCLIP
   +NOGRAVITY
   +NOBLOCKMAP
   RENDERSTYLE TRANSLUCENT
   ALPHA 0.1
   States
   {
   Spawn:
	CBRA C 2 BRIGHT
      Stop
   }
}

ACTOR EvilEye 41
{
	Game Doom
	Radius 16
	Height 54
	ProjectilePassHeight -16
	+SOLID
	States
	{
	Spawn:
		CEYE A 0 A_SPAWNITEM("BM_evileye",0,0,0,0)
		CEYE ABCB 6 BRIGHT
		Loop
	}
}

ACTOR BM_evileye
{
   +NOCLIP
   +NOGRAVITY
   +NOBLOCKMAP
   RENDERSTYLE TRANSLUCENT
   ALPHA 0.1
   States
   {
   Spawn:
	CEYE D 7 BRIGHT
	CEYE DDD 6 BRIGHT
      Stop
   }
}

ACTOR UACFLAG
{
	Game Doom
	Radius 16
	Height 68
	ProjectilePassHeight -16
	+SOLID
	States
	{
	Spawn:
		FLAG A -1 
		Stop
	}
}


