
actor StructuralDamage
{
	+NOTARGET
Radius 32
Height 32
DamageType Structural
+NOGRAVITY +NOTELEPORT +NODAMAGETHRUST
+THRUGHOST +NORADIUSDMG +NOEXTREMEDEATH
-BLOODSPLATTER +BLOODLESSIMPACT 
PROJECTILE	+DEHEXPLOSION	+ACTIVATEMCROSS

States
{
Spawn:
TNT1 A 0
TNT1 A 0 A_Explode(80,42, 1, 0, 42)
Stop
 }
}

actor StructuralDamageLarge: StructuralDamage
{
States
{
Spawn:
TNT1 A 0
TNT1 A 0 A_Explode(100,320, 1, 0, 256)
Stop
 }
}



Actor ExplosiveArea 1437
{

height 1
radius 1
+SHOOTABLE
+NOBLOOD
+NOGRAVITY
+THRUACTORS
-SOLID
Mass 9999999
DamageFactor "Fire", 0.0
damagefactor "Shrapnel", 0.0 damagefactor "KillMe", 0.0 damagefactor "Taunt", 0.0 damagefactor "Avoid", 0.0
damagefactor "Trample", 0.0 damagefactor "Kick", 100.0 damagefactor "Structural", 100.0
damagefactor "ExplosiveImpact", 3.0 damagefactor "Shrapnel", 0.0 damagefactor "Stomp", 100.0
Health 40
Scale 0.5
states
	{
	Spawn:
	    TNT1 A 1
		TNT1 A -1
		Stop
	Death:
	    TNT1 A 1
		THRF A 0 A_SpawnItemEx ("Rocket",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)
		//TNT1 A 1
		THRF A 0 A_SpawnItemEx ("Detonator",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)
		TNT1 A 0
		THRF A 0 A_SpawnItemEx ("Detonator",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)
		Stop
	}
}

Actor ExplosiveArea2: ExplosiveArea 1438
{

height 96
radius 32
Health 200
}


Actor ExplosiveArea3: ExplosiveArea 1439
{

height 96
radius 32
Health 400
}


Actor WallDestroySpawnRubble: ExplosiveArea 5439
{

Health 30
states
	{
	Death:
	    TNT1 AAAA 0 A_CustomMissile ("StoneParticle2", 0, 0, random (0, 360), 2, random (10, 40))
		TNT1 AAAA 0 A_CustomMissile ("StoneParticle1", 0, 0, random (0, 360), 2, random (10, 40))
		TNT1 AAAA 0 A_CustomMissile ("StoneParticle3", 0, 0, random (0, 360), 2, random (10, 40))
		TNT1 AAAA 0 A_CustomMissile ("StoneParticle4", 0, 0, random (0, 360), 2, random (10, 40))
	    TNT1 AAAAAA 0 A_CustomMissile ("DestroyedBuildingSmoke", 0, 0, random (0, 360), 2, random (10, 40))
		TNT1 AAAAAA 0 A_CustomMissile ("DestroyedBuildingSmokeSpawner", 0, 0, random (0, 360), 2, random (10, 40))
		TNT1 A 0 A_PlaySound("ROCKFAL")
		TNT1 A 500
		Stop
	}
}



Actor WallDestroyHard: ExplosiveArea 15439
{

Health 500
states
	{
	Death:
	    TNT1 A 0
		TNT1 A 0 A_NoBlocking
		Stop
	}
}


Actor WallDestroySpawnWood: ExplosiveArea 5441
{
Health 200
states
	{
	Death:
	    TNT1 AAAAAAAAAAAA 0 A_CustomMissile ("DestroyedWoodHouseParticle3", 50, 0, random (0, 360), 2, random (20, 80))
		TNT1 AAAAAAAAAAAA 0 A_CustomMissile ("DestroyedWoodHouseParticle2", 50, 0, random (0, 360), 2, random (30, 80))
		TNT1 AAAAAAAAAAAA 0 A_CustomMissile ("DestroyedWoodHouseParticle1", 50, 0, random (0, 360), 2, random (30, 80))
	Death.Stomp:
			TNT1 A 0 A_PlaySound("WODBR3")
	Death.Structural:	
		TNT1 A 0 A_CustomMissile ("BrownCloud", 10, 0, random (0, 360), 2, random (10, 40))
		DEST A 0
		TNT1 A 0 A_SpawnItemEx("StructuralDamage", -30, 0, 10)
		TNT1 A 0 A_SpawnItemEx("StructuralDamage", 0, 0, 120)
		DEST A -1
		Stop
	}
}



Actor WallDestroySpawnGreenMetal: WallDestroySpawnWood 5442
{
Health 300
states
	{
	Death:
	    TNT1 AAAAAAAAAAAA 0 A_CustomMissile ("DestroyedGrenMetalParticle3", 50, 0, random (0, 360), 2, random (20, 80))
		TNT1 AAAAAAAAAAAA 0 A_CustomMissile ("DestroyedGrenMetalParticle2", 50, 0, random (0, 360), 2, random (30, 80))
		TNT1 AAAAAAAAAAAA 0 A_CustomMissile ("DestroyedGrenMetalParticle1", 50, 0, random (0, 360), 2, random (30, 80))
	Death.Stomp:
			TNT1 A 0 A_PlaySound("WODBR3")
	Death.Structural:	
		DEST A 0
		TNT1 A 0 A_SpawnItemEx("StructuralDamage", -30, 0, 10)
		TNT1 A 0 A_SpawnItemEx("StructuralDamage", 0, 0, 120)
		DEST A -1
		Stop
	}
}


Actor WallDestroySpawnGlass: ExplosiveArea 5440
{

Health 30
states
	{
	Death:
	    TNT1 AAA 0 A_CustomMissile ("SFXGlassParticle1", random (0, 40), random (-20, 20), random (0, 360), 2, random (30, 60))
		TNT1 AAA 0 A_CustomMissile ("SFXGlassParticle2", random (0, 40), random (-20, 20), random (0, 360), 2, random (30, 60))
		TNT1 AAA 0 A_CustomMissile ("SFXGlassParticle3", random (0, 40), random (-20, 20), random (0, 360), 2, random (30, 60))
		TNT1 AAAA 0 A_CustomMissile ("SFXGlassParticle4", random (0, 40), random (-20, 20), random (0, 360), 2, random (30, 60))
		TNT1 A 0 A_PlaySound("GLSFAL")
		TNT1 A 500
		Stop
	}
}



Actor DestroyableFence: ExplosiveArea 5443
{
Health 10
Height 1
Radius 64
states
	{
	Death:
		TNT1 AAAA 0 A_CustomMissile ("DestroyedWoodParticle", 20, 0, random (0, 360), 2, random (30, 80))
		TNT1 AAA 0 A_CustomMissile ("DestroyedWoodParticle", 50, 0, random (0, 360), 2, random (30, 80))
		TNT1 AAA 0 A_CustomMissile ("BrownCloudSmall", 0, 0, random (0, 360), 2, random (10, 40))
		Stop
	}
}



Actor HutCeiling1 12001
{
+SHOOTABLE
+SOLID
+NOBLOOD
+NOGRAVITY
+DONTFALL
+BRIGHT

Height 64
Radius 160
Scale 1.0
DeathHeight 0
Health 2000
Mass 9999999
DamageFactor "Structural", 4.0
DamageFactor "Fire", 6.0
DamageFactor "SHrapnel", 0.0
States
	{
	Spawn:
	PLAY A 1
	PLAY A -1 BRIGHT
	Stop
	
	Death:
	TNT1 A 0
	TNT1 A 0 A_NoBlocking
	TNT1 A 0 A_SpawnItem("DestroyedHut")
	PLAY AAAAA 1 A_SetScale(scalex, scaley-0.06)
	Stop

	Death.Flames:
	Death.Fire:
		"----" # 0
		"----" # 0 A_SpawnItemEx("HouseFireSmall", random(-4, 4), 0, random(6, 12))
		"----" # 0 A_SpawnItemEx("HouseFireSmall", -96, 0, random(-12, 12))
		"----" # 0 A_SpawnItemEx("HouseFireSmall", 96, 0, random(-12, 12))
		"----" # 0 A_SpawnItem("HutCeiling1Burning")
		Stop
}}


Actor HutCeiling1Burning: HutCeiling1
{
DamageFactor "Fire", 1.0
States
	{
	Death:
	Death.Fire:
	TNT1 A 0
	TNT1 A 0 A_NoBlocking
	TNT1 A 0 A_SpawnItem("DestroyedHut")
	TNT1 A 0 A_SpawnItem("HouseFire", 0, -100)
	PLAY AAAAA 1 A_SetScale(scalex, scaley-0.06)
	Stop
	}
}

Actor HutCeiling2: HutCeiling1 12002
{
Health 2500
}



Actor QuonsetCeiling: HutCeiling1 12003
{
Health 2500
States
	{
	Death:
	TNT1 A 0
	TNT1 A 0 A_NoBlocking
	TNT1 A 0 A_SpawnItem("DestroyedQuonset")
	PLAY AAAAA 1 A_SetScale(scalex, scaley-0.06)
	Stop
 }
}



Actor DestroyedHut
{
Obituary "%k got crushed under a colapsing building."
States
	{
		Spawn:
			TNT1 A 0
			DEST A 1 A_SpawnItem("StructuralDamageLarge")
			TNT1 A 0 A_PlaySound("WODBR4")
			DEST A 10
			DEST A -1
			Stop
	}
}




Actor DestroyedQuonset
{
Obituary "%k got crushed under a colapsing building."
States
	{
		Spawn:
			TNT1 A 0
			DEST A 1 A_SpawnItem("StructuralDamageLarge")
			TNT1 A 0 A_PlaySound("WODBR4")
			DEST A 10
			DEST A -1
			Stop
	}
}


Actor WatchTower 8314
{
+SHOOTABLE
+SOLID
+NOBLOOD
+DONTFALL
+ACTLIKEBRIDGE
Height 160
Radius 64
Scale 1.0
DeathHeight 0
Health 800
Mass 9999999
DamageFactor "Flames", 4.0
DamageFactor "Structural", 4.0
States
	{
	Spawn:
	PLAY A 1
	PLAY A -1 BRIGHT
	Stop
	
	Death:
	TNT1 A 0
	DEST A 0 A_SpawnItem("StructuralDamageLarge", 0, 160)
	TNT1 A 0 A_NoBlocking
	TNT1 A 0 A_SpawnItem("DestroyedHut")
	TNT1 AAAAAAAAAAAA 0 A_CustomMissile ("DestroyedWoodHouseParticle3", 150, 0, random (0, 360), 2, random (20, 80))
	TNT1 AAAAAAAAAAAA 0 A_CustomMissile ("DestroyedWoodHouseParticle2", 100, 0, random (0, 360), 2, random (30, 80))
	TNT1 AAAAAAAAAAAA 0 A_CustomMissile ("DestroyedWoodHouseParticle1", 50, 0, random (0, 360), 2, random (30, 80))
			TNT1 A 0 A_PlaySound("WODBR3")
	TNT1 A 0 A_CustomMissile ("BrownCloud", 10, 0, random (0, 360), 2, random (10, 40))
	PLAY AAAAAAAAAAAAAAAAAAA 1 A_SetScale(scalex, scaley-0.04)
	Stop
}}


Actor Sandbags: BasicActor 8309
{
Health 600
XScale 0.5
YScale 0.5
Height 30
Radius 24
+SHOOTABLE
+ACTLIKEBRIDGE
+NODECAL
DamageFactor "Flames", 0.0
DamageFactor "Fire", 0.0
Bloodtype "DirtBlood"
DamageFactor "ExplosiveImpact", 4.0
DamageFactor "Stomp", 4.0
DamageFactor "Structural", 4.0
states
	{
		Spawn:
			SAND A 1
			TNT1 A 0 A_GiveInventory("IsSandBag", 1)
			SAND 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 AA 0 A_CustomMissile ("BrownCloud", 20, 0, random (0, 360), 2, random (10, 90))
			SAND B -1
			Stop		
}}

Actor DirtBlood
{
+THRUACTORS
+CLIENTSIDEONLY
States
	{
		Spawn:
		SpawnBrick:
		TNT1 A 0
		TNT1 A 0 A_CustomMissile ("BrownCloudSmallLong", 0, 0, random (0, 360), 2, random (10, 150))
		TNT1 AAA 0 A_CustomMissile ("DirtRicochet", random (0, 2), 0, random (0, 360), 2, random (30, 90))
		Stop
}}



Actor SandbagSmall: Sandbags 8310
{
Health 600
XScale 0.5
YScale 0.4
Height 20
Radius 24	
+NOGRAVITY	

}



Actor DestroyedWood
{
Scale 0.5
States
	{
		Spawn:
			DEST A 1
			TNT1 A 0 A_PlaySound("WODBR1")
			DEST A -1
			Stop
	}
}


Actor Bridge1 3968
{
DamageFactor "Fire", 0.0
damagefactor "Shrapnel", 0.0 damagefactor "KillMe", 0.0 damagefactor "Taunt", 0.0 damagefactor "Avoid", 0.0
damagefactor "Trample", 0.0 damagefactor "Kick", 100.0 damagefactor "Structural", 100.0
damagefactor "ExplosiveImpact", 3.0 damagefactor "Shrapnel", 0.0
+SOLID
+NOGRAVITY
+ACTLIKEBRIDGE
+FRIENDLY
-COUNTKILL
+SHOOTABLE

Bloodtype "TreeBloodVietnam"
Radius 80
Height 16
Mass 999999
Health 500
	States
		{
		Spawn:
		PLAY A 1
		PLAY A -1
		Stop
		
		Death:
		TNT1 A 0
		TNT1 A 0 A_NoBlocking
	    TNT1 AAAAAAA 0 A_CustomMissile ("DestroyedWoodHouseParticle3", 0, 0, random (0, 360), 2, random (20, 80))
		TNT1 AAAAAAAA 0 A_CustomMissile ("DestroyedWoodHouseParticle2", 0, 0, random (0, 360), 2, random (30, 80))
		TNT1 AAAAAAAAAAAA 0 A_CustomMissile ("DestroyedWoodHouseParticle1", 10, 0, random (0, 360), 2, random (30, 80))
			TNT1 A 0 A_PlaySound("WODBR3")
		TNT1 A 0 A_CustomMissile ("BrownCloud", 10, 0, random (0, 360), 2, random (10, 40))
		DEST A 0
		TNT1 A 0 A_SpawnItemEx("StructuralDamage", 0, 0, 2)
		DEST A -1
		Stop
}}


Actor Bridge2: Bridge1 3969
{
Health 800
}