Actor Telefrog Replaces TeleportFog
{
+CLIENTSIDEONLY
}

Actor BasicActor
{
	+SOLID
	+NOTAUTOAIMED
	Radius 12
	Height 12
	Mass 9999999
}


Actor Box 1305
{
+SOLID
+NOTAUTOAIMED
Radius 12
Height 12
states
	{
	Spawn:
	    UBOX A 1
		UBOX A -1
		Stop
	}
}

ACTOR LightPosts 2222
{
	Radius 10
	Height 150
	Health 99999
	Mass 10000000
	+SOLID
	+NOBLOOD
	+SHOOTABLE
	+NOTAUTOAIMED
	States
	{
	Spawn:
		PSTE A 1
		PSTE A -1
		Stop
	}
}









ACTOR LightPosts2 1222
{
	Radius 12
	Height 70
	Health 99999
	Mass 10000000
	Scale 1.6
	+SOLID
	+NOBLOOD
	+SHOOTABLE
	+NOTAUTOAIMED
	States
	{
	Spawn:
		PSTE C 1
		PSTE C -1
		Stop
	}
}



ACTOR LightPosts3 1223 //3D model
{
	Radius 6
	Height 90
	Health 500
	Mass 10000000
	Scale 1.6
	+SOLID
	+NOBLOOD
	+SHOOTABLE
	+NOTAUTOAIMED
	DamageFactor "Stomp", 999.9
	States
	{
	Spawn:
		PSTE B 1
		PSTE B 60
		TNT1 AAAA 0 A_SpawnItemEx("LightFlies", 0, 180, random(150, 180))
		TNT1 A 0 A_SpawnItemEx("LightPostShaft", 0, 180, 200)
		Loop
	Death.Stomp:
		TNT1 A 0
		TNT1 A 0 A_FaceTarget
		TNT1 A 0 A_SetAngle(angle-180)
	Death:
		TNT1 A 0
		TNT1 A 0 A_PlaySound("POSTFAL", 1)
		TNT1 A 0 A_NoBlocking
		PSTE FGHIJ 3
		PSTE J -1
		Stop
	}
}


ACTOR LightPostsOff: LightPosts3 2221// 3D model, turned off
{
	States
	{
	Spawn:
		PSTE B 1
		PSTE B -1
		Stop
	}
}





ACTOR LightPostShaft
{

	XScale 1.6
	YScale 2.0
	Renderstyle Add
	Alpha 0.15
	+NOTONAUTOMAP
	+NOINTERACTION
	States
	{
	Spawn:
		LITS Y 1 BRIGHT
		LITS Y 61 BRIGHT
		Stop
	}
}


Actor LightFlies
{
+NOTONAUTOMAP
+NOINTERACTION
States
	{
	Spawn:
	TNT1 A 0
	TNT1 A 0 A_Jump(255, "Spawn1", "Spawn2", "Spawn3", "Spawn4", "Spawn5", "Spawn6", "Spawn7", "Spawn8")
	
	Spawn1:
		TNT1 A 0
		TNT1 A 0 A_SetScale(2.3, 2.0)
		Goto Live
		
	Spawn2:
		TNT1 A 4
		TNT1 A 0 A_SetScale(2.2, 2.2)
		Goto Live
		
	Spawn3:
		TNT1 A 7
		TNT1 A 0 A_SetScale(2.0, 1.6)
		Goto Live	
		
	Spawn4:
		TNT1 A 11
		TNT1 A 0 A_SetScale(2.0, 2.2)
		Goto Live
		
	
	Spawn5:
		TNT1 A 16
		TNT1 A 0 A_SetScale(-2.2, 2.0)
		Goto Live
		
	Spawn6:
		TNT1 A 24
		TNT1 A 0 A_SetScale(-2.2, 1.6)
		Goto Live
		
		
	Spawn7:
		TNT1 A 0
		TNT1 A 0 A_SetScale(-2.0, 2.0)
		Goto Live
		
	
	Spawn8:
		TNT1 A 20
		TNT1 A 0 A_SetScale(-2.2, 1.8)
		Goto Live
		
	Live:
		GRMT ABCDEFGHIJKLMNOPQRSTUWVXYZABCDEFGHIJKLMNOPQRSTUWVXYZ 1
		Stop
		
	Live2:
		GRMT ABCDEFGHIJKLMNOPQRSTUWVXYZABCDEFGHIJKLMNOPQRSTUWVXYZ 1
		Stop	
		
	Death:
	TNT1 A 0
	TNT1 A 0 A_NoBlocking
	Stop
}
}





ACTOR LeafParticle
{
Speed 4
Gravity 0.1
+MISSILE
+THRUACTORS
+CLIENTSIDEONLY
+DOOMBOUNCE
BounceFactor 0.1
    States
    {
    Spawn:
	    TNT1 A 0 A_JumpIf(waterlevel > 1, "Splash")
        XST2 ABACA 10
        Loop
    Death:

       XST2 A 100
        Stop
    Splash:
        XST2 A 100
        Stop
    }
}


ACTOR LeafParticle2
{
Speed 4
Gravity 0.1
+MISSILE
+THRUACTORS
+CLIENTSIDEONLY
+DOOMBOUNCE
BounceFactor 0.1
    States
    {
    Spawn:
	    TNT1 A 0 A_JumpIf(waterlevel > 1, "Splash")
        LEVP ABCB 10
        Loop
    Death:

       LEVR A 100
        Stop
    Splash:
        LEVR A 100
        Stop
    }
}



ACTOR WaterDriping 2225
{
	Height 1
	+NOBLOCKMAP +SPAWNCEILING +NOGRAVITY +FLOAT
	States
	{
	Spawn:
		CDRP A 20
		CDRP BC 4
		TNT1 A 0 A_SpawnItem("BrutalWaterDropOnFloor")
		TNT1 D 4
		Loop
	}
}

ACTOR BrutalWaterDropOnFloor
{
	+NOBLOCKMAP
	+MISSILE
	Speed 0
	Gravity 1.0
	-NOGRAVITY
	Radius 1
	Height 1
	Mass 1
	ActiveSound "world/waterdrips"
	States
	{
	Spawn:
	DRIP H 25
	Stop
	Death:
	    DRIP A 1 //A_PlaySound("DSWDRIP")
		DRIP BCDEFGH 1
		TNT1 A 0
		Stop
	}
}


ACTOR Toilet: SwitchableDecoration 2226
{
	+SOLID
	+SHOOTABLE
	+NOBLOOD
	+USESPECIAL
	MONSTER
	-COUNTKILL
	+NOTAUTOAIMED
	+FRIENDLY
	Activation THINGSPEC_Switch | THINGSPEC_ThingTargets | THINGSPEC_NoDeathSpecial
	Mass 999999
	Radius 12
	Height 32
	Health 20
	Scale 0.7
	States
	{
	Spawn:
		TOIL A 1
		TOIL A -1
		Stop
	Death:	
		TOIL A 1
		TNT1 A 0 A_ChangeFLag("USESPECIAL", 0)
		TNT1 A 0 A_NoBlocking
	    TNT1 AAAAAAAA 0 A_CustomMissile ("ToiletPiece1", 15, 0, random (0, 360), 2, random (30, 160))
		TNT1 AAAAAAAA 0 A_CustomMissile ("ToiletPiece2", 15, 0, random (0, 360), 2, random (30, 160))
		TNT1 AAAAA 0 A_CustomMissile ("ToiletPiece3", 15, 0, random (0, 360), 2, random (30, 160))
		TNT1 AAAAA 0 A_CustomMissile ("ToiletPiece4", 15, 0, random (0, 360), 2, random (30, 160))
		TNT1 AAAAAAAAA 0 A_SpawnItem("SmokeSpawner11", 0, 25)
		TNT1 A 0 A_SpawnItem("BrutalWaterFountain")
		Stop
	Active:
	    TOIL B 1
		TNT1 A 0 A_ChangeFLag("USESPECIAL", 0)
		TNT1 A 0 A_PlaySound("FLUSH")
		TOIL B 30
		TOIL A 100
		TNT1 A 0 A_ChangeFLag("USESPECIAL", 1)
		Goto Spawn
	Inactive:
		TOIL B 1
		TNT1 A 0 A_ChangeFLag("USESPECIAL", 0)
		TNT1 A 0 A_PlaySound("FLUSH")
		TOIL B 30
		TOIL A 100
		TNT1 A 0 A_ChangeFLag("USESPECIAL", 1)
		Goto Spawn		
	}
}


ACTOR EdayWaterParticle
{
 Gravity 0.9
 +MISSILE
 +THRUACTORS
 -NOGRAVITY
 +CLIENTSIDEONLY
 +BOUNCEONWALLS
 Speed 9
 Scale 1.3
 Alpha 0.7
 Mass 0
 Radius 4
 Height 4
 Renderstyle Add
 States
 {
 Spawn:
 W3PH AABBCCDDDDDDDDDDD 2
 Stop
 Death:
 TNT1 A 0
 TNT1 A 0 A_Stop
 W3PH HIJKLMNOP 2
 Stop
 }
}


ACTOR EdayWaterShowerParticle : EdayWaterParticle
{
 Scale 1.0
 States
 {
 Spawn:
 WPR1 BCDDDDDDDDDDDDDDDDDDDDDDDD 1
 Stop
 }
}




ACTOR EdaySmallWaterParticle : EdayWaterParticle
{
 Scale 0.3
 Speed 2
 Gravity 0.2
 Radius 1
 Height 1
}


ACTOR BrutalWaterFountain
{
	+NOBLOCKMAP
	Radius 4
	Height 4
	Scale 0.7
	Alpha 0.9
	-FRIENDLY
	Renderstyle Add
	States
	{
	Spawn:
		TNT1 A 1
		TNT1 A 0 A_SpawnItem("AmbientSoundWaterFall2InsideCavern")
		Goto Spawn1
	Spawn1:
		CEFE ABCABCABC 2 A_CustomMissile ("EdayWaterParticle", 52, 0, random (0, 360), 2, random (65, 90))
		CEFE ABCABCABC 2 A_CustomMissile ("EdayWaterParticle", 52, 0, random (0, 360), 2, random (65, 90))
		TNT1 A 0 A_SpawnItemEx("WaterActivation",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)
		Loop
	}
}



ACTOR ToiletPiece1
{
 Gravity 0.8
 Projectile
 +DOOMBOUNCE
 +THRUACTORS
 -NOGRAVITY
 +MISSILE
 +CLIENTSIDEONLY
 BounceFactor 0.3
 Speed 11
 Scale 1
 Mass 0
 Radius 4
 Height 4
 States
 {
 Spawn:
 TOIL D 6
 Loop
 Death:
 TOIL D 1
 TOIL D -1
 Stop
 }
}


ACTOR ToiletPiece2: ToiletPiece1
{
 BounceFactor 0.1
 Scale 0.6
}


ACTOR ToiletPiece3: ToiletPiece1
{
 BounceFactor 0.1
 Scale 0.3
}



ACTOR ToiletPiece4: ToiletPiece1
{
 States
 {
 Spawn:
 TOIL EFGH 5
 Loop
 Death:
 TOIL E 5
 TOIL E -1
 Stop
}
}




ACTOR Lamp1: BasicActor 2227
{
	Height 12
	Radius 12
	Health 5
	+SHOOTABLE +NOBLOOD
	+NOGRAVITY +DONTFALL
	+NOTAUTOAIMED
	States
	{
	Spawn:
		CAGE A 25 BRIGHT A_SpawnItemEx("OrangeLensFlareLamp", 0, 0, -7)
		Loop
	Death:
		CAGE B 1
		CABE B -1
		Stop
	}
}


ACTOR Lamp2: SwitchableDecoration 2230
{
	Height 64
	Radius 12
	Health 5
	+SHOOTABLE +NOBLOOD
	+NOGRAVITY +DONTFALL
	+NOTAUTOAIMED -THRUACTORS
	+SOLID
	ACtivation THINGSPEC_Switch 
	States
	{
	Spawn:
		LITC A 1
		LITC A 1
		wait

	Active:
		LITC A 1
		LITC A 1 A_JumpIfInventory ("Clip", 1, "TurnOff")
		TNT1 A 0 A_GiveInventory("Clip", 1)
	Lit:
		LITC B 25 BRIGHT A_SpawnItemEx("WhiteLensFlareLamp", 0, 0, 0)
		Wait
			
	TurnOff:
		LITC A 1
		TNT1 A 0 A_TakeInventory("Clip", 1)
	Rest:
		LITC A 1
		Wait
	Death:
		TNT1 A 0
		TNT1 A 0 A_NoBlocking
		Stop
	}
}



ACTOR LightSwitch: SwitchableDecoration 2231
{
Radius 8
Height 16
+Shootable
+NOBLOOD
Health 10
+USESPECIAL
+NOGRAVITY
ACtivation THINGSPEC_Switch | THINGSPEC_NoDeathSpecial
	States
	{
	Spawn:
		SWIT B 1
		wait
	Active:
		SWIT A 1
		Wait
	Inactive:
		SWIT B 1
		Wait
	}
}




ACTOR FlagAmerican: BasicActor 2232
{
Radius 8
Height 16
+Shootable
+NOBLOOD
Health 10
+NOGRAVITY
	States
	{
	Spawn:
		SWIT A 1
		Loop
	Death:
		TNT1 A 0
		TNT1 A 0 A_NoBlocking
		Stop
	}
}

ACTOR FlagVietnam: FlagAmerican 2233{Game Doom}
ACTOR FlagBlackPower: FlagAmerican 2234{Game Doom}
ACTOR FlagConfederate: FlagAmerican 2235{Game Doom}


Actor RubbleSmall 1331
{
+FORCEXYBILLBOARD
Mass 999999
Scale 1.0
Radius 24
Height 16
states
	{
	Spawn:
	TNT1 A 0
	TNT1 A 0 A_Jump(255, "Type1", "Type2")
	Goto Type1
	
	Type1:
	    RUBL A 1
		RUBL A -1
		Stop
		
	Type2:
	    RUBL B 1
		RUBL B -1
		Stop
	}
}

Actor RubbleMedium: RubbleSmall 1332
{
+SOLID
+SHOOTABLE
+NOBLOOD
Radius 32
Height 32
Scale 1.0
states
	{
	Spawn:
	    RUBL C 1
		RUBL C -1
		Stop
	}
}


Actor RubbleLarge: RubbleMedium 1333
{
Radius 64
Height 56
Scale 1.3
states
	{
	Spawn:
	    RUBL D 1
		RUBL D -1
		Stop
	}
}



ACTOR TabbleLight 1539
{
	
	Radius 16
	Height 16
	Health 10
	Mass 200
	DeathSound "world/glassbreak"
	+SOLID
	+NOBLOOD
	+PUSHABLE
	+SHOOTABLE
	States
	{
	Spawn:
		LECM A -1
		Stop
	Death:
	    NULL A 0 A_Scream
		NULL AAAAAA 0 A_CustomMissile ("SFXGlassParticle1", 32, 0, random (0, 360), 2, random (0, 360))
		LECM BCD 5
		LECM D -1
    stop
	}
}

ACTOR FlowerPot: TabbleLight 1443
{
Scale 0.5
	
	States
	{
	Spawn:
		FLWR A -1
		Stop
	Death:
	    NULL A 0 A_Scream
		TNT1 AAAA 0 A_CustomMissile ("SFXBrownPieceParticle", 20, 0, random (0, 360), 2, random (40, 80))
		TNT1 AA 0 A_CustomMissile ("SFXFlowerpot1Part1", 20, 0, random (0, 360), 2, random (40, 80))
		TNT1 A 0 A_CustomMissile ("SFXFlowerpot1Part2", 20, 0, random (0, 360), 2, random (40, 80))
		TNT1 A 0 A_CustomMissile ("SFXFlowerpot1Part3", 20, 0, random (0, 360), 2, random (40, 80))
		TNT1 A 0
    stop
	}
}





Actor Trashcan1: FlowerPot 1312
{
Radius 8
Height 16
Scale 0.6
Deathsound "METDIE"
Mass 200
Health 50
+PUSHABLE
states
	{
	Spawn:
	    UTRS A 1
		UTRS A -1
		Stop
		
	Death:	
	    TNT1 A 0
		TNT1 A 0 A_Stop
		TNT1 A 0 A_CustomMissile ("SFXGarbageParticle1", 10, 0, random (0, 360), 2, random (10, 40))
		TNT1 A 0 A_CustomMissile ("SFXGarbageParticle2", 10, 0, random (0, 360), 2, random (10, 40))
		TNT1 A 0 A_CustomMissile ("SFXGarbageParticle3", 10, 0, random (0, 360), 2, random (10, 40))
		TNT1 A 0 A_CustomMissile ("SFXGarbageParticle5", 10, 0, random (0, 360), 2, random (10, 40))
		TNT1 A 0 A_CustomMissile ("SFXGarbageParticle6", 0, 0, random (0, 360), 2, random (10, 40))
		TNT1 A 0 A_CustomMissile ("SFXShrapnelParticle2", 30, 0, random (0, 360), 2, random (30, 60))
		TNT1 A 0 A_CustomMissile ("SFXShrapnelParticle1", 30, 0, random (0, 360), 2, random (30, 60))
		TNT1 A 0 A_CustomMissile ("SFXShrapnelParticle3", 30, 0, random (0, 360), 2, random (30, 60))
		TNT1 A 0 A_CustomMissile ("SFXShrapnelParticle4", 30, 0, random (0, 360), 2, random (30, 60))
		UTRD A 1 A_Scream
		UTRD A -1
		Stop
	}
}



Actor TrashBag: Trashcan1 1315
{
Radius 12
Height 16
Deathsound "DSBRK2"
Scale 0.4
states
	{
	Spawn:
	    UTRS C 1
		UTRS C -1
		Stop
	
	Death:	
	    TNT1 A 0
		TNT1 A 0 A_Stop
		TNT1 A 0 A_CustomMissile ("SFXGarbageParticle1", 10, 0, random (0, 360), 2, random (10, 40))
		TNT1 A 0 A_CustomMissile ("SFXGarbageParticle2", 10, 0, random (0, 360), 2, random (10, 40))
		TNT1 A 0 A_CustomMissile ("SFXGarbageParticle3", 10, 0, random (0, 360), 2, random (10, 40))
		TNT1 A 0 A_CustomMissile ("SFXGarbageParticle5", 10, 0, random (0, 360), 2, random (10, 40))
		TNT1 A 0 A_CustomMissile ("SFXGarbageParticle6", 0, 0, random (0, 360), 2, random (10, 40))
		UTRD C 1 A_Scream
		UTRD C -1
		Stop
	}
}


Actor FirePitsOfHell 1276
{
height 32
radius 32
+NOCLIP
+NOBLOCKMAP
+LOOKALLAROUND
Renderstyle Translucent
Scale 1.5
states
	{
	Spawn:
	    F1RE A 1
		TNT1 A 0 A_SpawnItemEx("HumanBBQ", 0, 0, 40)
		TNT1 A 0 A_Jump(255, "Spawn1", "Spawn2", "Spawn3", "Spawn4")
	    TNT1 A 0
        TNT1 A 0 A_Playsound("props/redfire")
		
	Spawn1:
		FIRE A 1
		TNT1 A 0 A_SpawnItem("SuperRealisticFireSparksT1", 0, 140)
		Goto Stay
		
	Spawn2:
		FIRE A 1
		TNT1 A 0 A_SpawnItem("SuperRealisticFireSparksT2", 0, 140)
		Goto Stay
		
	Spawn3:
		FIRE A 1
		TNT1 A 0 A_SpawnItem("SuperRealisticFireSparksT3", 0, 140)
		Goto Stay
		
	Spawn4:
		FIRE A 1
		TNT1 A 0 A_SpawnItem("SuperRealisticFireSparksT4", 0, 140)
		Goto Stay	
		
	Stay:	
  		F1RE ABCDEFGH 1 bright
		F2RE ABCDEFGH 1 bright
		Loop
	}
}


ACTOR SuperRealisticFireSparksT1
{
Speed 0
-FORCEYBILLBOARD
+CLIENTSIDEONLY
+THRUACTORS
+NOGRAVITY
+FLOAT
Alpha 1.0
Renderstyle Add
    YScale 2.0
	XScale -2.0
	States
	{
    Spawn:
        XPFN ABCDEFGHIJKLMNOPQRSTUVWXYZ 1 BRIGHT
		XPFM ABCDEFG 1 BRIGHT
        Loop
	}
}

ACTOR SuperRealisticFireSparksT2: SuperRealisticFireSparksT1
{
    YScale 2.0
	XScale 3.0
}

ACTOR SuperRealisticFireSparksT3: SuperRealisticFireSparksT1
{
    YScale 2.0
	XScale -2.0
}


ACTOR SuperRealisticFireSparksT4: SuperRealisticFireSparksT1
{
    YScale 3.0
	XScale 2.5
}


Actor Detonator
{
height 64
radius 64
+SOLID
+SHOOTABLE
+NOBLOOD
+NOGRAVITY
mass 999999
Health 99999
Scale 0.8
states
	{
	Spawn:
	    TNT1 A 4
		Stop
}
}

Actor PlantVase823 1454
{
height 32
radius 14
+NOBLOOD
+SHOOTABLE
+SOLID
DamageFactor "Alarm", 0.0
damagefactor "Blood", 0.0 damagefactor "BlueBlood", 0.0 damagefactor "GreenBlood", 0.0    damagefactor "Avoid", 0.0 
damagefactor "Shrapnel", 0.0	damagefactor "KillMe", 0.0
Health 5
Mass 999999
Scale 1.0
states
	{
	Spawn:
	    VAS7 A 1
		VAS7 A -1
		Stop
	Death:
	    TNT1 A 0
		TNT1 A 0 A_PlaySound("DSBOTTLE")
		TNT1 AAAAA 0 A_CustomMissile ("VasePlantParticles", 20, 0, random (0, 360), 2, random (40, 80))
		TNT1 AAAAAAAAAA 0 A_CustomMissile ("VasePieceParticles", 20, 0, random (0, 360), 2, random (40, 80))
		TNT1 AAAAAAAAAAAAAAAAAAA 0 A_CustomMissile ("VaseDirtParticles", 20, 0, random (0, 360), 2, random (40, 90))
		TNT1 A 10
		Stop
	}
}



Actor PlantVase432: PlantVase823 1854
{
states
	{
	Spawn:
	    VAS7 B 1
		VAS7 B -1
		Stop
	}
}


ACTOR VaseDirtParticles
{
	Radius 2
	Height 2
	Speed 9
	Scale 0.5
	Projectile
	+RANDOMIZE
	+MISSILE
	Gravity 0.8
	-NOGRAVITY
	States
	{
	Spawn:
		DIRT A 10
		Loop
	Death:
		TNT1 A 0
		Stop
	}
}


ACTOR VasePieceParticles: VaseDirtParticles
{
	Scale 1.3
	States
	{
	Spawn:
		DIRT BCDE 2
		Loop
	Death:
	    DIRT E 0
		Stop
	}
}


ACTOR VasePlantParticles: VaseDirtParticles
{
Gravity 0.3
+DOOMBOUNCE
	Scale 1.0
	States
	{
	Spawn:
		DIRT FGHI 5
		Loop
	
	Death:
	    DIRT H 5
		Loop
	}
}




Actor CeilLamp1: Box 1316
{
Radius 8
Height 32
+NOGRAVITY
+NOCLIP
Scale 0.25
states
	{
	Spawn:
	    ULGT A 1 BRIGHT
		TNT1 AA 0 A_SpawnItemEx("WorldWhiteFlareSmallLamp", 0, 0, 2)
		TNT1 A 0 A_SpawnItemEx("SmallTunnelLightsSpawned", 0, 0, 2)
		ULGT A -1 BRIGHT
		Stop
	}
}

Actor CeilLamp2: CeilLamp1 1317
{
Radius 8
Height 32
states
	{
	Spawn:
	    ULGT D 1
		TNT1 A 0 A_SpawnItemEx("TopLight1Orange", 0, 0, 5)
	    ULGT D -1 BRIGHT
		Stop
	}
}

Actor CeilLamp3: Box 1726
{
Radius 8
Height 24
+NOGRAVITY
+NOCLIP
+SPAWNCEILING
Scale 0.25
states
	{
	Spawn:
	    ULGT C 1 BRIGHT
		TNT1 A 0 A_SpawnItemEx("WorldWhiteFlareSmallLamp", 0, 0, 10)
		ULGT C -1 BRIGHT
		Stop
	}
}


ACTOR SmokePillar 3276
{
	Radius 12
	Height 12
	+NOINTERACTION
	Renderstyle Translucent
	Alpha 0.6
	States
	{
	Spawn:
		SMK8 I 1
	
	Live:
		TNT1 A 80
		TNT1 A 0 A_CustomMissile ("SmokePillarParticle", 24, 0, random (0, 360), 2, random (80, 90))
		Loop
	}
}

ACTOR SmokePillarParticle
{
    +CLIENTSIDEONLY
	+THRUACTORS
	+MISSILE
	Renderstyle Translucent
	Alpha 0.1
	+SKYEXPLODE
	+NOGRAVITY
	+FORCEXYBILLBOARD
	Radius 4
	Height 4
	Speed 1
	Scale 2.2
    States
    {
    Spawn:
	TNT1 A 0
	SMK8 II 2 A_FadeIn(0.4)
	SMK8 I 100
	Death:
	SMK8 IIIIIIIIIIIIIIIII 2 A_FadeOut(0.04)
	Stop
    }
}



ACTOR TopLight1Red 8892
{
Radius 4
Height 1
XScale 0.5
YScale 1.0
+SPAWNCEILING
+NOGRAVITY
+FORCEYBILLBOARD
+CLIENTSIDEONLY
+NOINTERACTION

Renderstyle Add
Alpha 0.2
States
{
 Spawn:
 LTRD A 1 BRIGHT
 TNT1 A 0 A_SpawnItemEx("WorldRedFlare", 0, 0, -2)
 LTRD A -1 BRIGHT
 Stop
}
}

ACTOR FloorLight1Red 7892
{
Radius 4
Height 1
XScale 0.5
YScale -1.0
+CLIENTSIDEONLY
+NOINTERACTION
+FORCEYBILLBOARD

Renderstyle Add
Alpha 0.2
States
{
 Spawn:
 LTRD A 1 BRIGHT
 TNT1 A 0 A_SpawnItemEx("WorldRedFlare", 0, 0, 0)
 LTRD A -1 BRIGHT
 Stop
}
}


ACTOR WorldRedFlare: TopLight1Red
{
Alpha 0.4
+FORCEXYBILLBOARD
-FORCEYBILLBOARD
XScale 0.4
YScale 0.2
States
{
 Spawn:
 LEYS R 1 BRIGHT
 LEYS R -1 BRIGHT
 Stop
}
}

ACTOR TopLight1Green: TopLight1Red 8893
{
States
{
 Spawn:
 LTRD B 1 BRIGHT
 TNT1 A 0 A_SpawnItemEx("WorldGreenFlare", 0, 0, -2)
 LTRD B -1 BRIGHT
 Stop
}
}

ACTOR WorldGreenFlare: WorldRedFlare
{
States
{
 Spawn:
 LEYS G 1 BRIGHT
 LEYS G -1 BRIGHT
 Stop
}
}

ACTOR TopLight1White: TopLight1Red 8894
{
Alpha 0.2
States
{
 Spawn:
 LTRD C 1 BRIGHT
 TNT1 A 0 A_SpawnItemEx("WorldWhiteFlare", 0, 0, -2)
 LTRD C -1 BRIGHT
 Stop
}
}

ACTOR WorldWhiteFlare: WorldRedFlare
{
States
{
 Spawn:
 LENZ A 1 BRIGHT
 LENZ A -1 BRIGHT
 Stop
}
}


ACTOR WorldWhiteFlareLarge: WorldRedFlare
{
XScale 1.7
YScale 0.8
Alpha 0.6
States
{
 Spawn:
 LENZ A 1 BRIGHT
 LENZ A -1 BRIGHT
 Stop
}
}


ACTOR WorldWhiteFlareLargeSmaller: WorldRedFlare
{
XScale 1.2
YScale 0.3
Alpha 0.5
States
{
 Spawn:
 LENZ A 1 BRIGHT
 LENZ A -1 BRIGHT
 Stop
}
}


ACTOR WorldWhiteFlareSmallLamp: WorldRedFlare
{
XScale 0.9
YScale 0.15
Alpha 0.6
hEIGHT 1
rADIUS 1
States
{
 Spawn:
 LENZ A 1 BRIGHT
 LENZ A -1 BRIGHT
 Stop
}
}


ACTOR WorldWhiteFlareCagedLamp: WorldRedFlare
{
XScale 0.7
YScale 0.17
Alpha 0.6
hEIGHT 1
rADIUS 1
States
{
 Spawn:
 LENZ A 1 BRIGHT
 LENZ A -1 BRIGHT
 Stop
}
}

ACTOR WorldWhiteFlareVeryLarge: WorldWhiteFlareLarge
{
XScale 5.4
YScale 3.6
Alpha 1.0
+FLOATBOB
+FORCEXYBILLBOARD
States
{
 Spawn:
 LENZ A 1 BRIGHT
 LENZ A -1 BRIGHT
 Stop
}
}




ACTOR TopLight1WhiteLarge: TopLight1Red 8694
{
Alpha 0.25
Scale 1.2
States
{
 Spawn:
 LTRD C 1 BRIGHT
 TNT1 A 0 A_SpawnItemEx("WorldWhiteFlareLargeSmaller", 0, 0, -6)
 LTRD C -1 BRIGHT
 Stop
}
}


ACTOR TopLight1Yellow: TopLight1Red 8895
{
States
{
 Spawn:
 Spawn:
 LTRD D 1 BRIGHT
 TNT1 A 0 A_SpawnItemEx("WorldYellowFlare", 0, 0, -2)
 LTRD D -1 BRIGHT
 Stop
}
}

ACTOR WorldYellowFlare: WorldRedFlare
{
States
{
 Spawn:
 LEYS Y 1 BRIGHT
 LEYS Y -1 BRIGHT
 Stop
}
}

ACTOR TopLight1Blue: TopLight1Red 8896
{
States
{
 Spawn:
 Spawn:
 LTRD E 1 BRIGHT
 TNT1 A 0 A_SpawnItemEx("WorldBlueFlare", 0, 0, -2)
 LTRD E -1 BRIGHT
 Stop
}
}

ACTOR WorldBlueFlare: WorldRedFlare
{
States
{
 Spawn:
 LEYS B 1 BRIGHT
 LEYS B -1 BRIGHT
 Stop
}
}

ACTOR LowerLight1White: TopLight1Red 8897
{
-SPAWNCEILING
-NOGRAVITY
States
{
 Spawn:
 LTRD F 5 BRIGHT
 LTRD F -1 BRIGHT
 Stop
}
}

ACTOR TopLight1Orange: TopLight1Red 8898
{
States
{
 Spawn:
 Spawn:
 LTRD G 1 BRIGHT
 TNT1 A 0 A_SpawnItemEx("WorldOrangeFlare", 0, 0, -2)
 LTRD G -1 BRIGHT
 Stop
}
}


ACTOR WorldOrangeFlare: WorldRedFlare
{
States
{
 Spawn:
 LEYS O 1 BRIGHT
 LEYS O -1 BRIGHT
 Stop
}
}

ACTOR TunnelLights 3826
{

	+NOGRAVITY
	+NOCLIP
	+SPAWNCEILING
	Radius 8
	Height 1
	XScale 1.4
	YScale 2.0
	Renderstyle Add
	Alpha 0.22
	States
	{
	Spawn:
		LITS Y 1 BRIGHT
		TNT1 A 0 A_SpawnItemEx("WorldWhiteFlareLarge", 0, 0, -6)
		//TNT1 A 0 A_SpawnItem("LiteGround")
		LITS Y -1 BRIGHT
		Stop
	}
}


ACTOR SmallTunnelLightsSpawned: TunnelLights
{
	XScale 1.0
	YScale 1.5
		States
	{
	Spawn:
		LITS Y 1 BRIGHT
		LITS Y -1 BRIGHT
		Stop
	}
}



Actor LightsUnderwaterSpawner 4828
{
Radius 4
Height 4
+NOGRAVITY
States
	{
	Spawn:
		LITS Y 1 BRIGHT
		TNT1 A 1 A_SpawnItemEx("LightsUnderWater", 0, 0, 32)
		//TNT1 A 1 A_SpawnItemEx("WorldWhiteFlareVeryLarge", 0, 0, 32)
		TNT1 A 0
		Stop
	}
}

ACTOR CeilFanOn 588
{
	Game Doom
	Radius 16
	Height 40
	+SOLID
	+NOGRAVITY
	+SPAWNCEILING
	Scale 0.8
	States
	{
	Spawn:
		CEFA ABC 3
		Loop
	}
}


ACTOR CeilFanOff: CeilFanOn 589
{
+SHOOTABLE
+NOBLOOD
PainChance 255
Health 999999
Mass 9999999
	States
	{
	Spawn:
		CEFA A 1
		CEFA A -1
		Stop
	Pain:
		CEFA ABC 1
		CEFA ABCAABBCCAABBBCCCC 2
		Goto Spawn
	}
}


ACTOR AmericanFlag: LightPosts 4796
{
	
	Radius 4
	Height 64
	Scale 0.6
	States
	{
	Spawn:
		FLAG M 1
		FLAG M -1
		Stop
	}
}




ACTOR Shower: SwitchableDecoration 4899
{
	
	Radius 4
	Height 80
	+USESPECIAL
	MONSTER
	-SHOOTABLE
	-COUNTKILL
	+THRUACTORS
	Speed 0
	Activation THINGSPEC_Switch | THINGSPEC_ThingTargets | THINGSPEC_NoDeathSpecial
	Scale 2.0
	States
	{
	Spawn:
		SHOW A 1
		SHOW A -1
		Stop
	Active:
	    TNT1 A 0
		TNT1 A 0 A_PlaySound("WAFALL1", 2, 1, 1)
		TNT1 A 0 A_SpawnItemEx("WaterActivation",10,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)
		SHOW AAAAAAAAAAAAAAAAAAAAAA 2 A_CustomMissile ("EdayWaterShowerParticle", 80, 0, random (0, 360), 2, random (265, 275))
		Loop
	Inactive:
		SHOW A 1
		TNT1 A 0 A_StopSound(2)
		SHOW A -1
		Goto Spawn	
	}
}


ACTOR FaucetWater: SwitchableDecoration 4898
{
	Radius 12
	Height 12
	+USESPECIAL
	MONSTER
	-SHOOTABLE
	-COUNTKILL
	+THRUACTORS
	Speed 0
	Activation THINGSPEC_Switch | THINGSPEC_ThingTargets | THINGSPEC_NoDeathSpecial
	Scale 2.0
	States
	{
	Spawn:
		TNT1 A 1
		TNT1 A -1
		Stop
	Active:
	    TNT1 A 0
		TNT1 A 0 A_PlaySound("WAFALL1", 2, 1, 1)
		TNT1 A 0 A_SpawnItemEx("WaterActivation",20,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)
		TNT1 AAAAAAAAAAAAAAAAAAAAAA 2 A_CustomMissile ("EdaySmallWaterParticle", 5, 0, random (-1, 1), 2, random (300, 310))
		Loop
	Inactive:
		TNT1 A 1
		TNT1 A 0 A_StopSound(2)
		TNT1 A -1
		Goto Spawn	
	}
}

ACTOR WaterActivation//: SwitchableDecoration
{
	
	Radius 24
	Height 64
	MONSTER
	-SHOOTABLE
	-COUNTKILL
	+THRUACTORS
	Speed 0
	MaxTargetRange 150
	//Activation THINGSPEC_ThingTargets | THINGSPEC_NoDeathSpecial
	Scale 0.6
	States
	{
	Spawn:
	    TNT1 A 1
		TNT1 A 0 A_ChangeFlag("FRIENDLY", 0)
		TNT1 A 30
		TNT1 A 0 A_JumpIfInTargetLOS("Active", 30, JLOSF_DEADNOJUMP, 50)
		//TNT1 A 0 A_JumpIFCloser(50, "CheckActivation")
		TNT1 A 0 A_NoBlocking
		TNT1 A 0 A_Scream
		Stop
	Active:
		TNT1 A 1 A_NoBlocking
		TNT1 A 0 A_Scream
		TNT1 A 1
		TNT1 A 0 A_PlaySound("SLURPING", 1)
		TNT1 A 0 A_Print("You drink some water", 1)
		TNT1 A 0 A_GiveToTarget("Health", 1)
		TNT1 A 100
		Stop
	}
}


ACTOR HealthDrinkingWater : Health
{
	Game Doom
	-COUNTITEM
	+INVENTORY.ALWAYSPICKUP
	Inventory.Amount 1
	Inventory.MaxAmount 100
	Inventory.PickupMessage "You drink some water"
	States
	{
	Spawn:
		TNT1 A 1
		TNT1 A 10
		Stop
	}
}

ACTOR Cup: LightPosts 4800
{
	
	Radius 2
	Height 2
	Scale 0.6
	States
	{
	Spawn:
		CUPB A 1
		CUPB A -1
		Stop
	}
}


Actor SFXRainSpawner256 4543
{
  Radius 32
  Height 4
  +NoClip
  +SpawnCeiling
  +NoGravity
  	
  States
  {
  Spawn:
    TNT1 A 1
    TNT1 A 0 A_PlaySoundEx("AMBRAIN", "SoundSlot7", 1)
    TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_SpawnItemEx("RainDrop", Random(-1024, 1024), 0, -2, 0, 0, 0, Random(0, 360), 128, 1)
	TNT1 A -1
    Stop
  }
}

Actor RainDrop
{
  +CLIENTSIDEONLY
  Speed 0
  Height 2
  Radius 2
  Renderstyle Translucent
  Alpha 0.9
  Scale 1.0
  Mass 0
  States
  {
  Spawn:
    RNDA ACEGIKMOQSUWY 1
	RNDR ACEG 1
    Loop
  }
}





Actor SnowSpawner512 7544
{
  Radius 4
  Height 1
  +NoClip
  +SpawnCeiling
  +NoGravity
  	
  States
  {
  Spawn:
    TNT1 A 1
	TNT1 A 0 ThrustThingZ(0,955,0,1)
	Goto Spawn2
	
 Spawn2:
	TNT1 A 6
    TNT1 A 1 A_SpawnItemEx("SnowParticle", Random(-256, 256), 0, -2, 0, 0, 0, Random(0, 360), 128, 1)
    Loop
  }
}



Actor SnowParticle
{
	Radius 1
	Height 1
	Damage 0
	RenderStyle Translucent
	Alpha 0
	Scale 0.6
	Mass 0
	Gravity 0.05
	+MISSILE 
	+NOBLOCKMAP
	-NOGRAVITY
	States
	{
	Spawn:
		TNT1 A 0
		SNOW AAAAAAAAA 2 A_FadeIn(0.1)
	Spawn2:	
		SNOW A 3
		Loop
		Death:
		SNOW A 1 A_FadeOut(0.05)
		Loop
	}
}



Actor ChairExecutive: PlantVase823 3454
{
Health 100
Scale 1.2
Height 40
-NOPAIN
PainChance 255

states
	{
	Spawn:
	    EXC2 A 1
		EXC2 A -1
		Stop
	Pain:
		EXC1 ABCDEFGH 2
		EXC1 ABCDEFFGGHHH 2
		GOto Spawn
	Death:
	    EXC3 A 1
		TNT1 AA 0 A_CustomMissile ("SFXShrapnelParticle1", random (0, 40), random (-20, 20), random (0, 360), 2, random (30, 60))
		TNT1 AA 0 A_CustomMissile ("SFXShrapnelParticle2", random (0, 40), random (-20, 20), random (0, 360), 2, random (30, 60))
		TNT1 AA 0 A_CustomMissile ("SFXShrapnelParticle3", random (0, 40), random (-20, 20), random (0, 360), 2, random (30, 60))
		TNT1 AA 0 A_CustomMissile ("SFXShrapnelParticle4", random (0, 40), random (-20, 20), random (0, 360), 2, random (30, 60))
		TNT1 A 0 A_PlaySound("DSBRK2")
		EXC3 A -1
		Stop
	}
}





Actor ChairWood: PlantVase823 3455
{
Health 50
Scale 1.0
Height 32
+PUSHABLE
Mass 200

states
	{
	Spawn:
	    CHR1 A 1
		CHR1 A -1
		Stop
	Death:
		TNT1 AA 0 A_CustomMissile ("DestroyedWoodParticle", 10, 0, random (0, 360), 2, random (30, 80))
		TNT1 A 0 A_CustomMissile ("DestroyedWoodParticle", 20, 0, random (0, 360), 2, random (30, 80))
		TNT1 AAA 0 A_CustomMissile ("BrownCloudSmall", 10, 0, random (0, 360), 2, random (10, 40))
		TNT1 A 0 A_SpawnItem("DestroyedWood")
		Stop
	}
}



Actor TableWood: ChairWood 3556
{
Health 100
Height 50
Height 30
Mass 6000
states
	{
	Spawn:
	    TABL A 1
		TNT1 A 0 A_giveinventory("issandbag", 1)
		TABL A -1
		Stop
	}
}


Actor Bed1: ChairWood 3557
{
Health 100
Height 16
Radius 32
Mass 12000
Scale 0.3
states
	{
	Spawn:
	    BEDR A 1
		BEDR A -1
		Stop
	}
}



Actor Tent1: ChairWood 3558
{
Health 100
Height 16
Radius 32
Mass 12000
Scale 0.3
states
	{
	Spawn:
	    TENT A 1
		TENT A -1
		Stop
	}
}



Actor QuonsetWindow: ChairWood 3559
{
Health 100
Height 1
Radius 1
+NOGRAVITY

Mass 0x7FFFFFFF
Scale 1.0
states
	{
	Spawn:
	    PLAY A 1
		PLAY A -1
		Stop
	}
}



Actor Cupboard: ChairWood 3960
{
Health 200
Height 64
Radius 32
Mass 12000
Scale 0.8
states
	{
	Spawn:
	    UBOX A 1
		UBOX A -1
		Stop
	}
}



Actor MilitaryCrate: ChairWood 3961
{
Health 100
Height 32
Radius 32
Mass 9999999
Scale 1.0
states
	{
	Spawn:
	    UBOX A 1
		UBOX A -1
		Stop
	}
}


Actor TableSquare: TableWood 3963
{
Health 200
Height 24
Radius 32
}

Actor HangingClothes: ChairWood 3964
{
Health 100
Height 1
Radius 1
+NOGRAVITY

Mass 12000
Scale 1.0
states
	{
	Spawn:
	    PLAY A 1
		PLAY A -1
		Stop
	}
}



Actor ChickenHut: ChairWood 3965
{
Health 300
Height 64
Radius 42
Mass 9999999
Scale 0.3
states
	{
	Spawn:
	    BEDR A 1
		BEDR A -1
		Stop
	}
}


Actor HutFront: ChairWood 3966
{
Health 100
Height 8
Radius 64
+NOGRAVITY

+THRUACTORS
-PUSHABLE
Mass 9999999
DamageFactor Structural, 999.0
Scale 1.0
states
	{
	Spawn:
	    PLAY A 1
		PLAY A -1
		Stop
	}
}



Actor FoxHole: HutFront 3967
{
Health 800
Height 16
Radius 128
+NOGRAVITY
DamageFactor "Flames", 0.0
DamageFactor "Fire", 0.0
-THRUACTORS
-PUSHABLE
Scale 1.0
states
	{
	Spawn:
	    PLAY A 1
		PLAY A -1
		Stop

	Death:
			TNT1 A 0 A_NoBlocking
			TNT1 A 0 A_SetANgle(random(0, 360))
			TNT1 AAAA 0 A_CustomMissile ("MudDust", 16, 0, random (0, 360), 2, random (30, 60))
			TNT1 AAAAAA 0 A_CustomMissile ("DirtChunk1", 0, 0, random (0, 360), 2, random (30, 60))
			TNT1 AAAAAA 0 A_CustomMissile ("DirtChunk2", 0, 0, random (0, 360), 2, random (30, 60))
			TNT1 AAA 0 A_CustomMissile ("BrownCloud", 20, 0, random (0, 360), 2, random (10, 90))
			SAND B -1
			Stop		
	}
}



Actor Futton: Tent1 3970
{
Height 4
Radius 32
states
	{
	Spawn:
	    FUTT A 1
		FUTT A -1
		Stop
	}
}

Actor ChairModern: ChairWood 3456
{
states
	{
	Spawn:
	    CHR2 A 1
		CHR2 A -1
		Stop
	Death:
		TNT1 AA 0 A_CustomMissile ("SFXShrapnelParticle2", 30, 0, random (0, 360), 2, random (30, 60))
		TNT1 AA 0 A_CustomMissile ("SFXShrapnelParticle1", 30, 0, random (0, 360), 2, random (30, 60))
		TNT1 AA 0 A_CustomMissile ("SFXShrapnelParticle3", 30, 0, random (0, 360), 2, random (30, 60))
		TNT1 AA 0 A_CustomMissile ("SFXShrapnelParticle4", 30, 0, random (0, 360), 2, random (30, 60))
		TNT1 A 0 A_PlaySound("DSBRK2")
		TNT1 A 0
		Stop
	}
}



Actor ChairMETAL: ChairWood 3458
{
states
	{
	Spawn:
	    CHR5 A 1
		CHR5 A -1
		Stop
	Death:
		TNT1 AA 0 A_CustomMissile ("SFXShrapnelParticle2", 30, 0, random (0, 360), 2, random (30, 60))
		TNT1 AA 0 A_CustomMissile ("SFXShrapnelParticle1", 30, 0, random (0, 360), 2, random (30, 60))
		TNT1 AA 0 A_CustomMissile ("SFXShrapnelParticle3", 30, 0, random (0, 360), 2, random (30, 60))
		TNT1 AA 0 A_CustomMissile ("SFXShrapnelParticle4", 30, 0, random (0, 360), 2, random (30, 60))
		TNT1 A 0 A_PlaySound("DSBRK2")
		TNT1 A 0
		Stop
	}
}


Actor RubbleSuspendLarge: RubbleMedium 8311
{
Radius 24
Height 56
Scale 2.0
+NOGRAVITY

+FLOAT
states
	{
	Spawn:
	    RUBL D 1
		RUBL D -1
		Stop
	}
}


Actor RubbleSuspendSmall: RubbleSuspendLarge 8312
{
Scale 2.0
}



Actor BloodPOst: Box 1483
{
Scale 0.8
states
	{
	Spawn:
	    BLPO A 1
		BLPO A -1
		Stop
	}
}



Actor BenchPub: Box 8569
{
XScale 0.6
YScale 0.4
Height 32
Radius 4

states
	{
	Spawn:
	    BENC A 1
		BENC A -1
		Stop
	}
}



Actor BarbedWire: BasicActor 8570
{
Health 600
Height 30
Radius 32
+SHOOTABLE
+ACTLIKEBRIDGE
+NOBLOOD
+THRUACTORS
+NEVERTARGET
+FRIENDLY
+NOTARGET
+GHOST
+THRUGHOST
Obituary "%k got entangled on barbed wire."
DamageFactor "ExplosiveImpact", 1.0
DamageFactor "Stomp", 40.0
states
	{
		Spawn:
			BARB A 1
			TNT1 A 0 A_CheckSight("NoSight")
			TNT1 A 0 A_CustomMissile("BarbedWireDamage", 8, 50, 0, 2)
			TNT1 A 0 A_CustomMissile("BarbedWireDamage", 8, -50, 0, 2)
			TNT1 A 0 A_CustomMissile("BarbedWireDamage", 8, 0, 0, 2)
			BARB A 10
			Loop
		NoSight:
			BARB A 50
			Goto Spawn
		Death:
			TNT1 A 0 A_NoBlocking
			TNT1 A 0 A_SetScale(1.0, 0.2)
			BARB A -1
			Stop		
}}



actor BarbedWireDamage
{
Projectile
+MISSILE
Speed 1
Radius 32
Height 48
DamageType BarbedWire
States
{
Spawn:
TNT1 A 0
TNT1 A 20
Stop
Death:
XDeath:
TNT1 A 0
TNT1 A 0 A_Explode(4,32)
Stop
 }
}


Actor TripbombSpawn35 8571
{
	States
		{
		Spawn:
		CLAY Y 1
		TNT1 A 0 A_Jump(128, "spawned")
		Stop
		Spawned:
		TNT1 A 0
		TNT1 A 0 A_SpawnItem("TripBomb")
		Stop
}}

Actor TripBomb: BasicActor
{
Health 1
Height 12
Radius 1
MONSTER
+FRIENDLY
+SHOOTABLE
+NOBLOOD
DamageFactor "Tripwire", 40.0
Obituary "%k tripped on a bomb."
Scale 0.9
states
	{
		Spawn:
			CLAY Y 10
			CLAY Y 0 A_CustomMissile("TripwireLine", 12, 0, 0, 2) 
		Live:
			CLAY Y 1
			CLAY Y -1
			Loop
		Death:
			TNT1 A 0 A_NoBlocking
			TNT1 A 0 A_Explode(100, 400)
			TNT1 A 0 A_SpawnItem("SpawnedExplosion", 0, 10)
			Stop		
}}


actor TripwireLine
{
Projectile
+MISSILE
+THRUACTORS
Speed 22
Radius 1
Height 1
Damagetype Tripwire
States
{
Spawn:
TNT1 A 0
TNT1 AAAAAAAAAA 1 A_SpawnItem("Tripwire")
Death:
TNT1 A 0
Stop
 }
}

actor Tripwire
{
+SHOOTABLE
+NOBLOOD
+NOGRAVITY

+PUSHABLE
+SOLID
+TOUCHY
+FRIENDLY
+GHOST
+THRUGHOST
Obituary "%k tripped on a bomb."
Health 1
Radius 1
Height 16
Mass 10
States
{
	Spawn:
	CLAY W 1 A_JumpIf(momx != 0, "Death")
	CLAY W 1 A_JumpIf(momy != 0, "Death")
	Loop

	Death:
	TNT1 A 0
	TNT1 A 0 A_Explode(3, 64)
	Stop
 }
}



Actor Pot1: BasicActor 3560
{
+SHOOTABLE
+NOBLOOD
+PUSHABLE
Health 10
Radius 12
Height 32
Scale 1.0
States
	{
		Spawn:
		POT1 A 1
		"----" # 0 A_Jump(192, "Spawn1", "Spawn2", "Spawn3", "Spawn4", "Spawn5", "Spawn6", "Spawn7", "Spawn8")
		Goto Live
	
	Spawn1:
		"----" # 0
		"----" # 0 A_SetScale(0.9, 1.0)
		Goto Live
		
	Spawn2:
		"----" # 0
		"----" # 0 A_SetScale(0.9, 0.9)
		Goto Live
		
	Spawn3:
		"----" # 0
		"----" # 0 A_SetScale(0.8, 0.8)
		Goto Live	
		
	Spawn4:
		"----" # 0
		"----" # 0 A_SetScale(0.9, 1.1)
		Goto Live
		
	
	Spawn5:
		"----" # 0
		"----" # 0 A_SetScale(-0.8, 0.8)
		Goto Live
		
	Spawn6:
		"----" # 0
		"----" # 0 A_SetScale(-1.0, 1.0)
		Goto Live
		
	Spawn7:
		"----" # 0
		"----" # 0 A_SetScale(-1.2, 1.2)
		Goto Live	
		
	Spawn8:
		"----" # 0
		"----" # 0 A_SetScale(-1.0, 0.8)
		Goto Live

	Live:
		"----" # 0
		"----" # -1
		Stop

		
	Death:
		POT1 A 0
		TNT1 AA 0 A_CustomMissile ("BrownCloudSmallLong", 10, 0, random (0, 360), 2, random (10, 150))
		TNT1 AA 0 A_SpawnItem("DirtRicochet", 0, 10)
		POT1 A 0
		Stop
}}


Actor Pot2: Pot1 3561
{
States
	{
		Spawn:
		POT2 A 1
		"----" # 0 A_Jump(192, "Spawn1", "Spawn2", "Spawn3", "Spawn4", "Spawn5", "Spawn6", "Spawn7", "Spawn8")
		Goto Live
	
}}



Actor Pot3: Pot1 3562
{
States
	{
		Spawn:
		POT3 A 1
		"----" # 0 A_Jump(192, "Spawn1", "Spawn2", "Spawn3", "Spawn4", "Spawn5", "Spawn6", "Spawn7", "Spawn8")
		Goto Live
	
}}


Actor AAGun 3563
{
Health 500
Height 64
Radius 32
MONSTER
+FRIENDLY
+NOBLOOD
Mass 12000
Scale 1.0
states
	{
	Spawn:
	    PLAY A 1
		PLAY A -1
		Stop
	Death:
		TNT1 A 0
		TNT1 A 0 A_SpawnItem("ArtilleryExplosionSFX")
		TNT1 A 0 A_NoBlocking
		Stop
	}
}



Actor SignalFlare 3564
{
+THRUACTORS
scale 0.7
Radius 4
Height 4
states
	{
	Spawn:
		IFLR ABCABCABC 1 BRIGHT A_SpawnItemEx("RedFlare", 0, 0, 12)
		TNT1 A 0 A_CustomMissile ("SignalFlareSmokeTrail", 8, 0, 0, 2, random (60, 70))
		IFLR ABCABCABC 1 BRIGHT A_SpawnItemEx("RedFlare", 0, 0, 12)
		TNT1 A 0 A_CustomMissile ("SignalFlareSmokeTrail", 8, 0, 0, 2, random (60, 70))
		IFLR ABCABCABC 1 BRIGHT A_SpawnItemEx("RedFlare", 0, 0, 12)
		TNT1 A 0 A_CustomMissile ("SignalFlareSmokeTrail", 8, 0, 0, 2, random (60, 70))
		IFLR ABCABCABC 1 BRIGHT A_SpawnItemEx("RedFlare", 0, 0, 12)
		TNT1 A 0 A_CustomMissile ("SignalFlareSmokeTrail", 8, 0, 0, 2, random (60, 70))
		TNT1 A 0 A_CustomMissile ("SignalFlareSmokeTrail2", 8, 0, 0, 2, random (60, 70))
		Loop
	}
}




Actor TreeCluster1 3565
{
+THRUACTORS
+NOBLOCKMAP
+CLIENTSIDEONLY
+NOGRAVITY
scale 1.3

Radius 128
Height 64
states
	{
	Spawn:
		TREC A 1
		"----" # 0 A_Jump(192, "Spawn1", "Spawn2", "Spawn3", "Spawn4", "Spawn5", "Spawn6", "Spawn7", "Spawn8")
		Goto Live
	
	Spawn1:
		"----" # 0 A_SetAngle(random(0, 360))
		"----" # 0 A_SetScale(1.2, 1.4)
		Goto Live
		
	Spawn2:
		"----" # 0 A_SetAngle(random(0, 360))
		"----" # 0 A_SetScale(0.8, 1.1)
		Goto Live
		
	Spawn3:
		"----" # 0 A_SetAngle(random(0, 360))
		"----" # 0 A_SetScale(1.1, 0.9)
		Goto Live	
		
	Spawn4:
		"----" # 0 A_SetAngle(random(0, 360))
		"----" # 0 A_SetScale(0.9, 0.8)
		Goto Live
		
	
	Spawn5:
		"----" # 0 A_SetAngle(random(0, 360))
		"----" # 0 A_SetScale(-1.1, 1.3)
		Goto Live
		
	Spawn6:
		"----" # 0 A_SetAngle(random(0, 360))
		"----" # 0 A_SetScale(-0.8, 0.8)
		Goto Live
		
	Spawn7:
		"----" # 0 A_SetAngle(random(0, 360))
		"----" # 0 A_SetScale(-1.1, 0.9)
		Goto Live	
		
	Spawn8:
		"----" # 0 A_SetAngle(random(0, 360))
		"----" # 0 A_SetScale(-0.9, 0.7)
		Goto Live
		
	Live:
		"----" # 0
		//"----" # 0 A_Jump(192, 2)
		//"----" # 0 A_PlaySound("JNGAMB2", 1, 1, 1)
		//"----" # 1
		"----" # 1
		"----" # -1
		Stop
	}
}



ACTOR PowerLinePost 3566
{
	Radius 10
	Height 150
	Health 600
	Mass 9999999
	+SOLID
	+NOBLOOD
	+SHOOTABLE
	+NOTAUTOAIMED
	Scale 2.0
	States
	{
	Spawn:
		PSTE A 1
		PSTE A -1
		Stop
	Death:
		TNT1 A 0
		TNT1 A 0 A_NoBlocking
		Stop
	}
}



ACTOR PowerLine1 3567
{
	Radius 32
	Height 12
	Health 300
	Mass 9999999
	Scale 2.0
	+SOLID
	+NOBLOOD
	+SHOOTABLE
	+NOTAUTOAIMED
	+NOGRAVITY
	
	States
	{
	Spawn:
		TNT0 A 1
		TNT0 A -1
		Stop
	Death:
		TNT0 A 1
		TNT0 A 1 A_NoBlocking
		TNT0 AAAAAAAAA 1 A_SetScale(scalex, scaley-0.2)
		TNT0 A -1
		Stop
	}
}

ACTOR PowerLineRelay: PowerLinePost 3570
{
	States
	{
	Spawn:
		TNT0 A 1
		TNT0 A -1
		Stop
	Death:
		TNT0 A 1
		TNT0 A 1 A_NoBlocking
		TNT0 A -1
		Stop
	}
}

ACTOR PowerLine1Short 3568
{
	Radius 32
	Height 12
	Health 300
	Mass 9999999
	Scale 2.0
	+SOLID
	+NOBLOOD
	+SHOOTABLE
	+NOTAUTOAIMED
	+NOGRAVITY
	States
	{
	Spawn:
		TNT0 A 1
		TNT0 A -1
		Stop
	Death:
		TNT0 A 1
		TNT0 A 1 A_NoBlocking
		TNT0 AAAAAAAAA 1 A_SetScale(scalex, scaley-0.2)
		TNT0 A -1
		Stop
	}
}



ACTOR PowerLinedESTROYER 3569
{
	Radius 32
	Height 12
	Health 300
	Mass 9999999
	Scale 2.0
	+SOLID
	+NOBLOOD
	+SHOOTABLE
	+NOTAUTOAIMED
	+NOGRAVITY
	States
	{
	Spawn:
		TNT0 A 1
		TNT0 A -1
		Stop
	Death:
		TNT0 A 1
		TNT0 A 1 A_NoBlocking
		TNT0 A 1 A_Explode(600, 200)
		TNT0 A -1
		Stop
	}
}



Actor Barrel1 3572
{
Health 100
Radius 12
Height 32
MONSTER
+FRIENDLY
+SHOOTABLE
+NOBLOODDECALS
+SLIDESONWALLS
mass 1000
DamageFactor "ExplosiveImpact", 10.0
BloodType "TankBlood", "TankBlood", "TankBlood"
States
	{
		Spawn:
		TNT0 A 1
		TNT0 A -1
		Stop
		
		Death.ExplosiveImpact:
		TNT1 A 0
		TNT1 A 0 A_ChangeVelocity(velx, vely, 0)
		TNT1 A 0
		TNT1 A 0 A_ChangeFlag("THRUACTORS", 1)
		TNT1 A 0 A_NoBlocking
		TNT1 A 0 ThrustThingZ(0, 40, 0, 1)
		TNT1 A 2
		TNT1 A 0 A_ChangeVelocity(velx/2, vely/2, velz*2)
		TNT1 A 0 A_SpawnItemEx("FlyingBarrel1", 0, 0, 15, velx/2, -vely/2, velz, angle)
		Stop


		Death.Stomp:
		TNT1 A 0
		TNT1 A 0 A_ChangeFlag("THRUACTORS", 1)
		TNT1 A 0 A_NoBlocking
		TNT1 A 0 A_FaceTarget
		TNT1 A 0 ThrustThingZ(0, 50, 0, 1)
		TNT1 A 0 A_Recoil(5)
		TNT1 A 2
		TNT1 A 0 A_SpawnItemEx("FlyingBarrel1", 0, 0, 15, velx*2, vely*2, velz, angle)
		Stop

		Death.Kick2:
		TNT1 A 0
		TNT1 A 0 A_ChangeFlag("THRUACTORS", 1)
		TNT1 A 0 A_NoBlocking
		TNT1 A 0 ThrustThingZ(0, 5, 0, 0)
		TNT1 A 2
		TNT1 A 0 A_SpawnItemEx("FlyingBarrel1", 0, 0, 15, velx, vely, velz, angle)
		Stop
}}

Actor FlyingBarrel1
{
Radius 8
Height 12
+MISSILE
+DOOMBOUNCE
+USEBOUNCESTATE
+THRUACTORS
BounceCount 3
BounceFactor 0.4
WallBounceFactor 0.2
Speed 8
Damage 10
Damagetype "Kick"
States
	{
	Spawn:
		TNT0 A 1
		TNT0 A 0 A_ChangeFlag("THRUACTORS", 0)
		TNT0 A -1
		Stop
	Bounce:
		TNT0 A 1
		TNT1 A 0 A_Explode(64, 64)
		Goto FlySlower
	FlySlower:
		TNT0 B 1
		TNT0 B -1
		Stop
	Death:
		TNT1 A 0
		TNT1 A 0 A_Explode(128, 96)
		TNT1 A 0 A_SpawnItemEx("Barrel1Down",0,0,0,momx,0,0,angle,SXF_NOCHECKPOSITION,0)
		Stop
	XDeath:
		TNT1 A 0
		TNT1 A 0 A_Explode(100, 64)
		TNT1 A 0 A_CustomMissile("FlyingBarrel1", 0, 0, 180, 2, 32)
		Stop
}}

Actor Barrel1Down: Barrel1 3571
{
Radius 20
Height 20
States
	{
		Spawn:
		TNT0 A 1
		TNT0 A -1
		Stop
		
		Death.Kick:
		TNT1 A 0
		TNT1 A 0 A_NoBlocking
		TNT1 A 0 ThrustThingZ(0, 8, 0, 1)
		TNT1 A 0 A_SpawnItemEx("Barrel1Down",0,0,0,velx,vely,velz,angle,SXF_NOCHECKPOSITION,0)
		Stop

		Death.Stomp:
		TNT1 A 0
		TNT1 A 0 A_NoBlocking
		TNT0 AAAA 0 A_SetScale(scalex, scaley-0.2)
		TNT0 A -1
		Stop

		Death.ExplosiveImpact:
		TNT1 A 0
		TNT1 A 0 A_ChangeVelocity(velx, vely, 0)
		TNT1 A 0 A_ChangeFlag("THRUACTORS", 1)
		TNT1 A 0 A_NoBlocking
		TNT1 A 0 ThrustThingZ(0, 70, 0, 0)
		TNT1 A 2
		TNT1 A 0 A_SpawnItemEx("FlyingBarrel1", 0, 0, 15, velx/2, -vely/2, velz, angle)
		Stop
}}







Actor HueyDecoBase 3573
{
Radius 32
Height 1
States
	{
		Spawn:
		HUEY AB 1
		Loop
}}


Actor DecHueySpawner 3574
{
+NOGRAVITY
MONSTER
-COUNTKILL
+FRIENDLY
+DONTFALL
+THRUACTORS
Health 9999
States
	{
		Spawn:
		TNT1 A 35
		TNT1 A 0 A_JumpIfInventory("Clip", 1, "Launch")
		Loop

		Launch:
		TNT1 A 0
		TNT1 A 0 A_CustomMissile("DecHueyFlying", 0, 0, 0, 2, 0)
		TNT1 A 0 A_takeinventory("Clip", 100)
		Goto Spawn
}}

Actor DecHueyRandomSpawner: DecHueySpawner 3575
{
States
	{
		Spawn:
		TNT1 A 35
		TNT1 A 700
		TNT1 A 0 A_Jump(128, "Spawn")
		TNT1 A 0 A_CustomMissile("DecHueyFlying", 0, 0, 0, 2, 0)
		Goto Spawn
}}

Actor DecF5RandomSpawner: DecHueySpawner 3576
{
States
	{
		Spawn:
		TNT1 A 35
		TNT1 A 900
		TNT1 A 0 A_Jump(128, "Spawn")
		TNT1 A 0 A_PlaySound("F4")
		TNT1 A 0 A_CustomMissile("F4Flying", 0, 0, 0, 2, 0)
		Goto Spawn
}}

ACTOR DecHueyFlying
{
  Radius 2
  Height 2
  Speed 6
  Projectile
  Scale 0.15
  States
  {
  Spawn:
	TNT1 A 0
	TNT1 A 0 A_PlaySound("HUEY1")
 Looping:
    HUEY ABC 1
    Loop
  Death:
    TNT1 A 0
    Stop
  }
}



Actor Basin: ChairWood 3578
{
+SHOOTABLE
Bloodtype "TreeBloodVietnam"
Health 50
Radius 24
Height 16
Scale 0.7
States
	{
		Spawn:
		BASI A 1
		BASI A -1
		Stop
}}


Actor Campfire 3579
{
+CLIENTSIDEONLY
States
	{
		Spawn:
		FIPT ABCD 2
		Loop
}}

