Actor WolfGuard:Zombie_Man 7000
{
//$Category BW Enemies(Direct Spawner)
//$Title Brown Guard
sTATES
{
	See:
TNT1 A 0 A_TakeInventory("CanStealthKilled",1)
WBRN AAAAAA 1 A_Chase
TNT1 A 0 A_SpawnItem("HeadshotTarget4", 0, 38,0) 
WBRN BBBBBB 1 A_Chase
TNT1 A 0 A_SpawnItem("HeadshotTarget4", 0, 38,0)
WBRN CCCCC 1 A_CHASE
TNT1 A 0 A_SpawnItem("HeadshotTarget4", 0, 38,0)
WBRN DDDDDD 1 A_Chase
Loop
}
}

Actor BlueSS:Nazi 7001
{
//$Category BW Enemies(Direct Spawner)
//$Title Blue SS
sTATES
{
    See:
		TNT1 A 0 A_TakeInventory("CanStealthKilled",1)
		NAZI AA 1 A_Chase
		TNT1 A 0 A_SpawnItem("HeadshotTarget4", 0, 40,0)
		NAZI AA 2 A_Chase
		TNT1 A 0 A_SpawnItem("HeadshotTarget4", 0, 40,0)
		NAZI BB 2 A_Chase
		TNT1 B 0 A_SpawnItem("HeadshotTarget4", 0, 40,0)
		NAZI BB 2 A_Chase
		TNT1 B 0 A_SpawnItem("HeadshotTarget4", 0, 40,0)
		NAZI CC 2 A_Chase
		TNT1 C 0 A_SpawnItem("HeadshotTarget4", 0, 40,0)
		NAZI CC 2 A_Chase
		TNT1 C 0 A_SpawnItem("HeadshotTarget4", 0, 40,0)
		NAZI BB 2 A_Chase
		TNT1 B 0 A_SpawnItem("HeadshotTarget4", 0, 40,0)
		NAZI BB 2 A_Chase
		TNT1 B 0 A_SpawnItem("HeadshotTarget4", 0, 40,0)
		Goto See
		}
}

Actor WaffenSS:Panzergrenadier 7002
{
//$Category BW Enemies(Direct Spawner)
//$Title Waffen SS
sTATES
{
    See:
	    TNT1 A 0
		PAZI AA 1 A_Chase
		TNT1 A 0 A_SpawnItem("HeadshotTarget4", 0, 40,0)
		PAZI AA 2 A_Chase
		TNT1 A 0 A_SpawnItem("HeadshotTarget4", 0, 40,0)
		PAZI BB 2 A_Chase
		TNT1 B 0 A_SpawnItem("HeadshotTarget4", 0, 40,0)
		PAZI BB 2 A_Chase
		TNT1 B 0 A_SpawnItem("HeadshotTarget4", 0, 40,0)
		PAZI CC 2 A_Chase
		TNT1 C 0 A_SpawnItem("HeadshotTarget4", 0, 40,0)
		PAZI CC 2 A_Chase
		TNT1 C 0 A_SpawnItem("HeadshotTarget4", 0, 40,0)
		TNT1 B 0 A_SpawnItem("HeadshotTarget4", 0, 40,0)
		PAZI BB 2 A_Chase
		TNT1 B 0 A_SpawnItem("HeadshotTarget4", 0, 40,0)
		PAZI BB 2 A_Chase
		TNT1 B 0 A_SpawnItem("HeadshotTarget4", 0, 40,0)
		Goto See
		}
}

Actor LugerOfficer:ShotgunGuy1 7003
{
//$Category BW Enemies(Direct Spawner)
//$Title Officer
}

Actor mp40officer:NAZIOFFICER 7004
{
//$Category BW Enemies(Direct Spawner)
//$Title Officer with MP40
}

Actor GuardRifleMan:Rifle_man 7005
{
//$Category BW Enemies(Direct Spawner)
//$Title RifleMan
}

///Enemies////
Actor EasyRifleMan:Rifle_Man
{
States
{
Rifle:
TNT1 A 0 A_GiveInventory("RIFLEManAmmo", 1)
TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 40,0)
ROSS E 6 A_FaceTarget
TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 40,0)
ROSS E 6 A_FaceTarget
TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 40,0)
TNT1 AA 0 A_CustomMissile("OrangeLensFlareAlt", 34, 10, 15, 0)
TNT1 A 0 A_CustomMissile("SmokeSpawner", 34, 10, 15, 0)
TNT1 A 0 A_PlaySound("weapons/kar98")
ROSS F 5 BRIGHT A_CustomMissile("RIFLEMANTRACER", 38, 0, random(-3, 3), 1)
TNT1 A 0 A_AlertMonsters
TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 40,0)
ROSS E 6 A_FaceTarget
TNT1 A 0 A_PlaySound("QUAKER", 3)
TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 40,0)
RIDL A 5 A_FaceTarget
TNT1 A 0 A_SpawnItem ("RifleCaseSpawn", 0, 30,0)
TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 40,0)
RIDL A 5 A_FaceTarget
TNT1 A 0 A_JumpIfInventory("RIFLEManAmmo", 5, "Reload")
Goto See

SpecialAttack:
TNT1 A 0 A_JumpIfInventory("RifleManGrenadeCounter",1,"Rifle")
 TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 40,0)	
TNT1 A 0 A_playSound("Pick/granate")
RIDL BBBBBB 3 A_FaceTarget
TNT1 A 0 A_PLaySound ("Launch/granate")
RIDL C 1 A_CustomMissile("SmokeGrenade",28,0,0,2,10)
RIDL CC 2 A_FaceTarget
TNT1 A 0 A_GIveInventory("RifleManGrenadeCounter",1)
Goto Rifle

HeadShotMissile:
Goto Rifle
}
}


Actor EasyNazi:Nazi
{
States
{
Melee:
Goto missile2
}
}


Actor EasyWaffenSS:Panzergrenadier
{
States
{
Melee:
Goto missile3
}
}


Actor EasyRegularOfficer:ShotGunGuy1 
{
States
{
Missile:
Goto Luger
}
}



////////////////////////

Actor DefaultRandomInventory:Inventory
{
Inventory.MaxAmount 1 
}


Actor BrownGuardSpawner: Zombieman 7006
{
//$Category BW Enemies Spawners
//$Title BrownGuard Spawner
DropItem ""
States
{
Spawn:
WBRN E 1 
TNT1 A 0 ACS_ExecuteAlways(204,0,0,0,0)
TNT1 A 1 
Goto NormalDrop

NormalDrop:
TNT1 A 0 A_NoBlocking
TNT1 A 0 A_ChangeFlag("THRUACTORS", 1)
TNT1 A 0 A_ChangeFlag("COUNTKILL", 0)
TNT1 A 0 A_SpawnItemEx ("Zombie_Man",0,0,0,0,0,0,0)
Stop

Explode:
TNT1 A 0 A_NoBlocking
TNT1 A 0 A_ChangeFlag("THRUACTORS", 1)
TNT1 A 0 A_ChangeFlag("COUNTKILL", 0)
TNT1 A 0 A_SpawnItemEx("SAReplacer",0,0,0,0,0,0,0)
Stop 

InsaneSpawn:
TNT1 A 0 A_NoBlocking
TNT1 A 0 A_ChangeFlag("THRUACTORS", 1)
TNT1 A 0 A_ChangeFlag("COUNTKILL", 0)
TNT1 A 0 A_SpawnItemEx("InsaneEnemySpawner",0,0,0,0,0,0,0)
Stop
}}

Actor BrownGuardPatrolerSpawner: Zombieman 7007
{
//$Category BW Enemies Spawners
//$Title BrownGuard Patrol Spawner
DropItem ""
States
{
Spawn:
WBRN E 1 
TNT1 A 0 ACS_ExecuteAlways(204,0,0,0,0)
TNT1 A 1 
Goto NormalDrop

NormalDrop:
TNT1 A 0 A_NoBlocking
TNT1 A 0 A_ChangeFlag("THRUACTORS", 1)
TNT1 A 0 A_ChangeFlag("COUNTKILL", 0)
TNT1 A 0 A_SpawnItemEx ("SA_PATROL",0,0,0,0,0,0,0)
Stop

Explode:
TNT1 A 0 A_NoBlocking
TNT1 A 0 A_ChangeFlag("THRUACTORS", 1)
TNT1 A 0 A_ChangeFlag("COUNTKILL", 0)
TNT1 A 0 A_SpawnItemEx("SAReplacer",0,0,0,0,0,0,0)
Stop 

InsaneSpawn:
TNT1 A 0 A_NoBlocking
TNT1 A 0 A_ChangeFlag("THRUACTORS", 1)
TNT1 A 0 A_ChangeFlag("COUNTKILL", 0)
TNT1 A 0 A_SpawnItemEx("InsaneEnemySpawner",0,0,0,0,0,0,0)
Stop
}}

Actor BlueSSSpawner: Zombieman 7008
{
//$Category BW Enemies Spawners
//$Title Blue SS Spawner
DropItem ""
States
{
Spawn:
SSAL A 1 
TNT1 A 0 ACS_ExecuteAlways(204,0,0,0,0)
TNT1 A 1 
Goto NormalDrop

NormalDrop:
TNT1 A 0 A_NoBlocking
TNT1 A 0 A_ChangeFlag("THRUACTORS", 1)
TNT1 A 0 A_ChangeFlag("COUNTKILL", 0)
TNT1 A 0 A_SpawnItemEx ("Nazi",0,0,0,0,0,0,0)
Stop

Explode:
TNT1 A 0 A_NoBlocking
TNT1 A 0 A_ChangeFlag("THRUACTORS", 1)
TNT1 A 0 A_ChangeFlag("COUNTKILL", 0)
TNT1 A 0 A_SpawnItemEx("NaziReplacer",0,0,0,0,0,0,0)
Stop 

InsaneSpawn:
TNT1 A 0 A_NoBlocking
TNT1 A 0 A_ChangeFlag("THRUACTORS", 1)
TNT1 A 0 A_ChangeFlag("COUNTKILL", 0)
TNT1 A 0 A_SpawnItemEx("InsaneEnemySpawner",0,0,0,0,0,0,0)
Stop
}}

Actor BlueSSSpawnerPatroler: Zombieman 7009
{
//$Category BW Enemies Spawners
//$Title Blue SS Patrol Spawner
DropItem ""
States
{
Spawn:
SSAL A 1 
TNT1 A 0 ACS_ExecuteAlways(204,0,0,0,0)
TNT1 A 1 
Goto NormalDrop

NormalDrop:
TNT1 A 0 A_NoBlocking
TNT1 A 0 A_ChangeFlag("THRUACTORS", 1)
TNT1 A 0 A_ChangeFlag("COUNTKILL", 0)
TNT1 A 0 A_SpawnItemEx ("Nazi_PATROL",0,0,0,0,0,0,0)
Stop

Explode:
TNT1 A 0 A_NoBlocking
TNT1 A 0 A_ChangeFlag("THRUACTORS", 1)
TNT1 A 0 A_ChangeFlag("COUNTKILL", 0)
TNT1 A 0 A_SpawnItemEx("NaziReplacer",0,0,0,0,0,0,0)
Stop 

InsaneSpawn:
TNT1 A 0 A_NoBlocking
TNT1 A 0 A_ChangeFlag("THRUACTORS", 1)
TNT1 A 0 A_ChangeFlag("COUNTKILL", 0)
TNT1 A 0 A_SpawnItemEx("InsaneEnemySpawner",0,0,0,0,0,0,0)
Stop
}}

Actor WaffenSSSpawner: Zombieman 7010
{
//$Category BW Enemies Spawners
//$Title Waffen SS Spawner
DropItem ""
States
{
Spawn:
WAAF A 1 
TNT1 A 0 ACS_ExecuteAlways(204,0,0,0,0)
TNT1 A 1 
Goto NormalDrop

NormalDrop:
TNT1 A 0 A_NoBlocking
TNT1 A 0 A_ChangeFlag("THRUACTORS", 1)
TNT1 A 0 A_ChangeFlag("COUNTKILL", 0)
TNT1 A 0 A_SpawnItemEx ("Panzergrenadier",0,0,0,0,0,0,0)
Stop

Explode:
TNT1 A 0 A_NoBlocking
TNT1 A 0 A_ChangeFlag("THRUACTORS", 1)
TNT1 A 0 A_ChangeFlag("COUNTKILL", 0)
TNT1 A 0 A_SpawnItemEx("NaziReplacer",0,0,0,0,0,0,0)
Stop 

InsaneSpawn:
TNT1 A 0 A_NoBlocking
TNT1 A 0 A_ChangeFlag("THRUACTORS", 1)
TNT1 A 0 A_ChangeFlag("COUNTKILL", 0)
TNT1 A 0 A_SpawnItemEx("InsaneEnemySpawner",0,0,0,0,0,0,0)
Stop
}}

Actor WaffenSSSpawnerPatrol: Zombieman 7011
{
//$Category BW Enemies Spawners
//$Title WaffenSS Patrol Spawner
DropItem ""
States
{
Spawn:
WAAF A 1 
TNT1 A 0 ACS_ExecuteAlways(204,0,0,0,0)
TNT1 A 1 
Goto NormalDrop

NormalDrop:
TNT1 A 0 A_NoBlocking
TNT1 A 0 A_ChangeFlag("THRUACTORS", 1)
TNT1 A 0 A_ChangeFlag("COUNTKILL", 0)
TNT1 A 0 A_SpawnItemEx ("PAN_PATROL",0,0,0,0,0,0,0)
Stop

Explode:
TNT1 A 0 A_NoBlocking
TNT1 A 0 A_ChangeFlag("THRUACTORS", 1)
TNT1 A 0 A_ChangeFlag("COUNTKILL", 0)
TNT1 A 0 A_SpawnItemEx("NaziReplacer",0,0,0,0,0,0,0)
Stop 

InsaneSpawn:
TNT1 A 0 A_NoBlocking
TNT1 A 0 A_ChangeFlag("THRUACTORS", 1)
TNT1 A 0 A_ChangeFlag("COUNTKILL", 0)
TNT1 A 0 A_SpawnItemEx("InsaneEnemySpawner",0,0,0,0,0,0,0)
Stop
}}

Actor OfficerSpawner: Zombieman 7012
{
//$Category BW Enemies Spawners
//$Title Officer Spawner
DropItem ""
States
{
Spawn:
WWHT Z 1
TNT1 A 0 ACS_ExecuteAlways(204,0,0,0,0)
TNT1 A 1 
Goto NormalDrop

NormalDrop:
TNT1 A 0 A_NoBlocking
TNT1 A 0 A_ChangeFlag("THRUACTORS", 1)
TNT1 A 0 A_ChangeFlag("COUNTKILL", 0)
TNT1 A 0 A_SpawnItemEx ("ShotgunGuy1",0,0,0,0,0,0,0)
Stop

Explode:
TNT1 A 0 A_NoBlocking
TNT1 A 0 A_ChangeFlag("THRUACTORS", 1)
TNT1 A 0 A_ChangeFlag("COUNTKILL", 0)
TNT1 A 0 A_SpawnItemEx("OfficerReplacer",0,0,0,0,0,0,0)
Stop 

InsaneSpawn:
TNT1 A 0 A_NoBlocking
TNT1 A 0 A_ChangeFlag("THRUACTORS", 1)
TNT1 A 0 A_ChangeFlag("COUNTKILL", 0)
TNT1 A 0 A_SpawnItemEx("InsaneEnemySpawner",0,0,0,0,0,0,0)
Stop
}}

Actor OfficerPatrolSpawner: Zombieman 7013
{
//$Category BW Enemies Spawners
//$Title Officer Patrol Spawner
DropItem ""
States
{
Spawn:
WWHT Z 1
TNT1 A 0 ACS_ExecuteAlways(204,0,0,0,0)
TNT1 A 1 
Goto NormalDrop

NormalDrop:
TNT1 A 0 A_NoBlocking
TNT1 A 0 A_ChangeFlag("THRUACTORS", 1)
TNT1 A 0 A_ChangeFlag("COUNTKILL", 0)
TNT1 A 0 A_SpawnItemEx ("OFF_PATROL",0,0,0,0,0,0,0)
Stop

Explode:
TNT1 A 0 A_NoBlocking
TNT1 A 0 A_ChangeFlag("THRUACTORS", 1)
TNT1 A 0 A_ChangeFlag("COUNTKILL", 0)
TNT1 A 0 A_SpawnItemEx("OfficerReplacer",0,0,0,0,0,0,0)
Stop 

InsaneSpawn:
TNT1 A 0 A_NoBlocking
TNT1 A 0 A_ChangeFlag("THRUACTORS", 1)
TNT1 A 0 A_ChangeFlag("COUNTKILL", 0)
TNT1 A 0 A_SpawnItemEx("InsaneEnemySpawner",0,0,0,0,0,0,0)
Stop
}}

Actor OfficerMP40Spawner: Zombieman 7014
{
//$Category BW Enemies Spawners
//$Title Officer MP40 Spawner
DropItem ""
States
{
Spawn:
MOAL A 1
TNT1 A 0 ACS_ExecuteAlways(204,0,0,0,0)
TNT1 A 1 
Goto NormalDrop

NormalDrop:
TNT1 A 0 A_NoBlocking
TNT1 A 0 A_ChangeFlag("THRUACTORS", 1)
TNT1 A 0 A_ChangeFlag("COUNTKILL", 0)
TNT1 A 0 A_SpawnItemEx ("NAZIOFFICER",0,0,0,0,0,0,0)
Stop

Explode:
TNT1 A 0 A_NoBlocking
TNT1 A 0 A_ChangeFlag("THRUACTORS", 1)
TNT1 A 0 A_ChangeFlag("COUNTKILL", 0)
TNT1 A 0 A_SpawnItemEx("OfficerReplacer",0,0,0,0,0,0,0)
Stop 

InsaneSpawn:
TNT1 A 0 A_NoBlocking
TNT1 A 0 A_ChangeFlag("THRUACTORS", 1)
TNT1 A 0 A_ChangeFlag("COUNTKILL", 0)
TNT1 A 0 A_SpawnItemEx("InsaneEnemySpawner",0,0,0,0,0,0,0)
Stop
}}

Actor OfficerMP40PatrolSpawner: Zombieman 7015
{
//$Category BW Enemies Spawners
//$Title Officer MP40 Patrol Spawner
DropItem ""
States
{
Spawn:
MOAL A 1
TNT1 A 0 ACS_ExecuteAlways(204,0,0,0,0)
TNT1 A 1 
Goto NormalDrop

NormalDrop:
TNT1 A 0 A_NoBlocking
TNT1 A 0 A_ChangeFlag("THRUACTORS", 1)
TNT1 A 0 A_ChangeFlag("COUNTKILL", 0)
TNT1 A 0 A_SpawnItemEx ("NAZMP40_PATROL",0,0,0,0,0,0,0)
Stop

Explode:
TNT1 A 0 A_NoBlocking
TNT1 A 0 A_ChangeFlag("THRUACTORS", 1)
TNT1 A 0 A_ChangeFlag("COUNTKILL", 0)
TNT1 A 0 A_SpawnItemEx("OfficerReplacer",0,0,0,0,0,0,0)
Stop 

InsaneSpawn:
TNT1 A 0 A_NoBlocking
TNT1 A 0 A_ChangeFlag("THRUACTORS", 1)
TNT1 A 0 A_ChangeFlag("COUNTKILL", 0)
TNT1 A 0 A_SpawnItemEx("InsaneEnemySpawner",0,0,0,0,0,0,0)
Stop
}}

Actor RifleManSpawner: Zombieman 7016
{
//$Category BW Enemies Spawners
//$Title Rifleman Spawner
DropItem ""
States
{
Spawn:
RIDL A 1 
TNT1 A 0 ACS_ExecuteAlways(204,0,0,0,0)
TNT1 A 1 
Goto NormalDrop

NormalDrop:
TNT1 A 0 A_NoBlocking
TNT1 A 0 A_ChangeFlag("THRUACTORS", 1)
TNT1 A 0 A_ChangeFlag("COUNTKILL", 0)
TNT1 A 0 A_SpawnItemEx ("Rifle_man",0,0,0,0,0,0,0)
Stop

Explode:
TNT1 A 0 A_NoBlocking
TNT1 A 0 A_ChangeFlag("THRUACTORS", 1)
TNT1 A 0 A_ChangeFlag("COUNTKILL", 0)
TNT1 A 0 A_SpawnItemEx("SAReplacer",0,0,0,0,0,0,0)
Stop 

InsaneSpawn:
TNT1 A 0 A_NoBlocking
TNT1 A 0 A_ChangeFlag("THRUACTORS", 1)
TNT1 A 0 A_ChangeFlag("COUNTKILL", 0)
TNT1 A 0 A_SpawnItemEx("InsaneEnemySpawner",0,0,0,0,0,0,0)
Stop
}}

Actor RifleManPatrolSpawner: Zombieman 7017
{
//$Category BW Enemies Spawners
//$Title Rifleman Patrol Spawner
DropItem ""
States
{
Spawn:
RIDL A 1 
TNT1 A 0 ACS_ExecuteAlways(204,0,0,0,0)
TNT1 A 1 
Goto NormalDrop

NormalDrop:
TNT1 A 0 A_NoBlocking
TNT1 A 0 A_ChangeFlag("THRUACTORS", 1)
TNT1 A 0 A_ChangeFlag("COUNTKILL", 0)
TNT1 A 0 A_SpawnItemEx ("RIFLE_PATROL",0,0,0,0,0,0,0)
Stop

Explode:
TNT1 A 0 A_NoBlocking
TNT1 A 0 A_ChangeFlag("THRUACTORS", 1)
TNT1 A 0 A_ChangeFlag("COUNTKILL", 0)
TNT1 A 0 A_SpawnItemEx("SAReplacer",0,0,0,0,0,0,0)
Stop 

InsaneSpawn:
TNT1 A 0 A_NoBlocking
TNT1 A 0 A_ChangeFlag("THRUACTORS", 1)
TNT1 A 0 A_ChangeFlag("COUNTKILL", 0)
TNT1 A 0 A_SpawnItemEx("InsaneEnemySpawner",0,0,0,0,0,0,0)
Stop
}}


Actor EasyRifleManSpawner: Zombieman 7018
{
//$Category BW Enemies Spawners
//$Title Easy Rifleman Spawner
DropItem ""
States
{
Spawn:
RIDL A 1 
TNT1 A 0 ACS_ExecuteAlways(204,0,0,0,0)
TNT1 A 1 
Goto NormalDrop

NormalDrop:
TNT1 A 0 A_NoBlocking
TNT1 A 0 A_ChangeFlag("THRUACTORS", 1)
TNT1 A 0 A_ChangeFlag("COUNTKILL", 0)
TNT1 A 0 A_SpawnItemEx ("EasyRifleMan",0,0,0,0,0,0,0)
Stop

Explode:
TNT1 A 0 A_NoBlocking
TNT1 A 0 A_ChangeFlag("THRUACTORS", 1)
TNT1 A 0 A_ChangeFlag("COUNTKILL", 0)
TNT1 A 0 A_SpawnItemEx("EasySAReplacer",0,0,0,0,0,0,0)
Stop 

InsaneSpawn:
TNT1 A 0 A_NoBlocking
TNT1 A 0 A_ChangeFlag("THRUACTORS", 1)
TNT1 A 0 A_ChangeFlag("COUNTKILL", 0)
TNT1 A 0 A_SpawnItemEx("EasyInsaneEnemySpawner",0,0,0,0,0,0,0)
Stop
}}

Actor EasyBrownGuardSpawner:Zombieman 7045
{
//$Category BW Enemies Spawners
//$Title Easy BrownGuard Spawner
DropItem ""
States
{
Spawn:
WBRN E 1 
TNT1 A 0 ACS_ExecuteAlways(204,0,0,0,0)
TNT1 A 1 
Goto NormalDrop

NormalDrop:
TNT1 A 0 A_NoBlocking
TNT1 A 0 A_ChangeFlag("THRUACTORS", 1)
TNT1 A 0 A_ChangeFlag("COUNTKILL", 0)
TNT1 A 0 A_SpawnItemEx ("Zombie_Man",0,0,0,0,0,0,0)
Stop

Explode:
TNT1 A 0 A_NoBlocking
TNT1 A 0 A_ChangeFlag("THRUACTORS", 1)
TNT1 A 0 A_ChangeFlag("COUNTKILL", 0)
TNT1 A 0 A_SpawnItemEx("EasySAReplacer",0,0,0,0,0,0,0)
Stop 

InsaneSpawn:
TNT1 A 0 A_NoBlocking
TNT1 A 0 A_ChangeFlag("THRUACTORS", 1)
TNT1 A 0 A_ChangeFlag("COUNTKILL", 0)
TNT1 A 0 A_SpawnItemEx("EasyInsaneEnemySpawner",0,0,0,0,0,0,0)
Stop
}}

Actor EasyBlueSSSpawner: Zombieman 7019
{
//$Category BW Enemies Spawners
//$Title Easy Blue SS Spawner
DropItem ""
States
{
Spawn:
SSAL A 1 
TNT1 A 0 ACS_ExecuteAlways(204,0,0,0,0)
TNT1 A 1 
Goto NormalDrop

NormalDrop:
TNT1 A 0 A_NoBlocking
TNT1 A 0 A_ChangeFlag("THRUACTORS", 1)
TNT1 A 0 A_ChangeFlag("COUNTKILL", 0)
TNT1 A 0 A_SpawnItemEx ("EasyNazi",0,0,0,0,0,0,0)
Stop

Explode:
TNT1 A 0 A_NoBlocking
TNT1 A 0 A_ChangeFlag("THRUACTORS", 1)
TNT1 A 0 A_ChangeFlag("COUNTKILL", 0)
TNT1 A 0 A_SpawnItemEx("EasyNaziReplacer",0,0,0,0,0,0,0)
Stop 

InsaneSpawn:
TNT1 A 0 A_NoBlocking
TNT1 A 0 A_ChangeFlag("THRUACTORS", 1)
TNT1 A 0 A_ChangeFlag("COUNTKILL", 0)
TNT1 A 0 A_SpawnItemEx("EasyInsaneEnemySpawner",0,0,0,0,0,0,0)
Stop
}}


Actor EasyWaffenSSSpawner: Zombieman 7020
{
//$Category BW Enemies Spawners
//$Title Easy Waffen SS Spawner
DropItem ""
States
{
Spawn:
WAAF A 1 
TNT1 A 0 ACS_ExecuteAlways(204,0,0,0,0)
TNT1 A 1 
Goto NormalDrop

NormalDrop:
TNT1 A 0 A_NoBlocking
TNT1 A 0 A_ChangeFlag("THRUACTORS", 1)
TNT1 A 0 A_ChangeFlag("COUNTKILL", 0)
TNT1 A 0 A_SpawnItemEx ("EasyWaffenSS",0,0,0,0,0,0,0)
Stop

Explode:
TNT1 A 0 A_NoBlocking
TNT1 A 0 A_ChangeFlag("THRUACTORS", 1)
TNT1 A 0 A_ChangeFlag("COUNTKILL", 0)
TNT1 A 0 A_SpawnItemEx("EasyNaziReplacer",0,0,0,0,0,0,0)
Stop 

InsaneSpawn:
TNT1 A 0 A_NoBlocking
TNT1 A 0 A_ChangeFlag("THRUACTORS", 1)
TNT1 A 0 A_ChangeFlag("COUNTKILL", 0)
TNT1 A 0 A_SpawnItemEx("EasyInsaneEnemySpawner",0,0,0,0,0,0,0)
Stop
}}


Actor EasyOfficerMP40Spawner: Zombieman 7046
{
//$Category BW Enemies Spawners
//$Title Easy Officer MP40  Spawner
DropItem ""
States
{
Spawn:
MOAL A 1
TNT1 A 0 ACS_ExecuteAlways(204,0,0,0,0)
TNT1 A 1 
Goto NormalDrop

NormalDrop:
TNT1 A 0 A_NoBlocking
TNT1 A 0 A_ChangeFlag("THRUACTORS", 1)
TNT1 A 0 A_ChangeFlag("COUNTKILL", 0)
TNT1 A 0 A_SpawnItemEx ("NAZIOFFICER",0,0,0,0,0,0,0)
Stop

Explode:
TNT1 A 0 A_NoBlocking
TNT1 A 0 A_ChangeFlag("THRUACTORS", 1)
TNT1 A 0 A_ChangeFlag("COUNTKILL", 0)
TNT1 A 0 A_SpawnItemEx("EasyOfficerReplacer",0,0,0,0,0,0,0)
Stop 

InsaneSpawn:
TNT1 A 0 A_NoBlocking
TNT1 A 0 A_ChangeFlag("THRUACTORS", 1)
TNT1 A 0 A_ChangeFlag("COUNTKILL", 0)
TNT1 A 0 A_SpawnItemEx("EasyInsaneEnemySpawner",0,0,0,0,0,0,0)
Stop
}}


Actor EasyOfficerSpawner: Zombieman 7021
{
//$Category BW Enemies Spawners
//$Title Easy OfficerSpawner
DropItem ""
States
{
Spawn:
WWHT Z 1
TNT1 A 0 ACS_ExecuteAlways(204,0,0,0,0)
TNT1 A 1 
Goto NormalDrop

NormalDrop:
TNT1 A 0 A_NoBlocking
TNT1 A 0 A_ChangeFlag("THRUACTORS", 1)
TNT1 A 0 A_ChangeFlag("COUNTKILL", 0)
TNT1 A 0 A_SpawnItemEx ("EasyRegularOfficer",0,0,0,0,0,0,0)
Stop

Explode:
TNT1 A 0 A_NoBlocking
TNT1 A 0 A_ChangeFlag("THRUACTORS", 1)
TNT1 A 0 A_ChangeFlag("COUNTKILL", 0)
TNT1 A 0 A_SpawnItemEx("EasyOfficerReplacer",0,0,0,0,0,0,0)
Stop 

InsaneSpawn:
TNT1 A 0 A_NoBlocking
TNT1 A 0 A_ChangeFlag("THRUACTORS", 1)
TNT1 A 0 A_ChangeFlag("COUNTKILL", 0)
TNT1 A 0 A_SpawnItemEx("EasyInsaneEnemySpawner",0,0,0,0,0,0,0)
Stop
}}

Actor WoodenBarrleNormal:Bariledelegnaccio 7022
{
//$Category Wooden Barrels
//$Title Normal Wooden Barrel
States
{
Spawn:
TNT1 A 1 
TNT1 A 0 ACS_ExecuteAlways(205,0,0,0,0)
TNT1 A 1 
Goto NormalDrop

NormalDrop:
COL4 A 2 
Loop

Explode:
TNT1 A 0 A_NoBlocking
TNT1 A 0 A_ChangeFlag("THRUACTORS", 1)
TNT1 A 0 A_ChangeFlag("COUNTKILL", 0)
TNT1 A 0 A_SpawnItemEx("Bariledelegnaccio",0,0,0,0,0,0,0)
Stop 

Death:
TNT1 A 0 A_PlaySound("Wood/death")
TNT1 A 0 A_SpawnItem("BrownWoodSmoke")
TNT1 AAAAAAAAAAAAAAAAAAA 0 A_CustomMissile ("WoodParticle", 35, 0, random (0, 360), 2, random (0, 160))
TNT1 A 0 A_SpawnItem("BARILEMORTO")
Stop
}
}

Actor WoodenBarrelMP40:Bariledelegnaccio 7023
{
//$Category Wooden Barrels
//$Title MP40 Wooden Barrel
States 
{
Spawn:
TNT1 A 1 
TNT1 A 0 ACS_ExecuteAlways(205,0,0,0,0)
TNT1 A 1 
Goto NormalDrop

NormalDrop:
COL4 A 2 
Loop

Explode:
TNT1 A 0 A_NoBlocking
TNT1 A 0 A_ChangeFlag("THRUACTORS", 1)
TNT1 A 0 A_ChangeFlag("COUNTKILL", 0)
TNT1 A 0 A_SpawnItemEx("Bariledelegnaccio",0,0,0,0,0,0,0)
Stop 
Death:
TNT1 A 0 A_SpawnItem("SecretWeapon_MP40")
TNT1 A 0 A_PlaySound("Wood/death")
TNT1 A 0 A_SpawnItem("BrownWoodSmoke")
TNT1 AAAAAAAAAAAAAAAAAAA 0 A_CustomMissile ("WoodParticle", 35, 0, random (0, 360), 2, random (0, 160))
TNT1 A 0 A_SpawnItem("BARILEMORTO")
Stop
}
}

Actor WoodenBarrelFood:Bariledelegnaccio 7024
{
//$Category Wooden Barrels
//$Title Food Wooden Barrel
States 
{
Spawn:
TNT1 A 1 
TNT1 A 0 ACS_ExecuteAlways(205,0,0,0,0)
TNT1 A 1 
Goto NormalDrop

NormalDrop:
COL4 A 2 
Loop

Explode:
TNT1 A 0 A_NoBlocking
TNT1 A 0 A_ChangeFlag("THRUACTORS", 1)
TNT1 A 0 A_ChangeFlag("COUNTKILL", 0)
TNT1 A 0 A_SpawnItemEx("Bariledelegnaccio",0,0,0,0,0,0,0)
Stop 
Death:
TNT1 A 0 A_SpawnItem("Stimpack2")
TNT1 A 0 A_PlaySound("Wood/death")
TNT1 A 0 A_SpawnItem("BrownWoodSmoke")
TNT1 AAAAAAAAAAAAAAAAAAA 0 A_CustomMissile ("WoodParticle", 35, 0, random (0, 360), 2, random (0, 160))
TNT1 A 0 A_SpawnItem("BARILEMORTO")
Stop
}
}

Actor WoodenBarrelGrenade:Bariledelegnaccio 7025
{
//$Category Wooden Barrels
//$Title Grenade Wooden Barrel
States 
{
Spawn:
TNT1 A 1 
TNT1 A 0 ACS_ExecuteAlways(205,0,0,0,0)
TNT1 A 1 
Goto NormalDrop

NormalDrop:
COL4 A 2 
Loop

Explode:
TNT1 A 0 A_NoBlocking
TNT1 A 0 A_ChangeFlag("THRUACTORS", 1)
TNT1 A 0 A_ChangeFlag("COUNTKILL", 0)
TNT1 A 0 A_SpawnItemEx("Bariledelegnaccio",0,0,0,0,0,0,0)
Stop 

Death:
TNT1 A 0 A_SpawnItem("LandedGrenade")
TNT1 A 0 A_PlaySound("Wood/death")
TNT1 A 0 A_SpawnItem("BrownWoodSmoke")
TNT1 AAAAAAAAAAAAAAAAAAA 0 A_CustomMissile ("WoodParticle", 35, 0, random (0, 360), 2, random (0, 160))
TNT1 A 0 A_SpawnItem("BARILEMORTO")
Stop
}
}


Actor RegularKnightSpawner: Zombieman 7026
{
//$Category Knights
//$Title Normal Knight 
DropItem ""
States
{
Spawn:
TNT1 A 1 
TNT1 A 0 ACS_ExecuteAlways(206,0,0,0,0)
TNT1 A 1 
Goto NormalDrop

NormalDrop:
TNT1 A 0 A_NoBlocking
TNT1 A 0 A_ChangeFlag("THRUACTORS", 1)
TNT1 A 0 A_ChangeFlag("COUNTKILL", 0)
TNT1 A 0 A_SpawnItemEx ("Cavaliere",0,0,0,0,0,0,0)
Stop

Explode:
TNT1 A 0 A_NoBlocking
TNT1 A 0 A_ChangeFlag("THRUACTORS", 1)
TNT1 A 0 A_ChangeFlag("COUNTKILL", 0)
TNT1 A 0 A_SpawnItemEx("CavaliereSpawner",0,0,0,0,0,0,0)
Stop 

}}


Actor KaimikazeKnightSpawner: Zombieman 7027
{
//$Category Knights
//$Title Kamikaze Knight 
DropItem ""
States
{
Spawn:
TNT1 A 1 
TNT1 A 0 ACS_ExecuteAlways(206,0,0,0,0)
TNT1 A 1 
Goto NormalDrop

NormalDrop:
TNT1 A 0 A_NoBlocking
TNT1 A 0 A_ChangeFlag("THRUACTORS", 1)
TNT1 A 0 A_ChangeFlag("COUNTKILL", 0)
TNT1 A 0 A_SpawnItemEx ("KamikazeKnight",0,0,0,0,0,0,0)
Stop

Explode:
TNT1 A 0 A_NoBlocking
TNT1 A 0 A_ChangeFlag("THRUACTORS", 1)
TNT1 A 0 A_ChangeFlag("COUNTKILL", 0)
TNT1 A 0 A_SpawnItemEx("CavaliereSpawner",0,0,0,0,0,0,0)
Stop 

}}


///AmmoSpawners//////

Actor WolfClipSpawner: Zombieman 7028
{
//$Category Ammo
//$Title 9mm Clip 
DropItem ""
States
{
Spawn:
WCLI A 1 
TNT1 A 0 ACS_ExecuteAlways(207,0,0,0,0)
TNT1 A 1 
Goto NormalDrop

NormalDrop:
TNT1 A 0 A_NoBlocking
TNT1 A 0 A_ChangeFlag("THRUACTORS", 1)
TNT1 A 0 A_ChangeFlag("COUNTKILL", 0)
TNT1 A 0 A_SpawnItemEx ("WolfClip",0,0,0,0,0,0,0)
Stop

Explode:
TNT1 A 0 A_NoBlocking
TNT1 A 0 A_ChangeFlag("THRUACTORS", 1)
TNT1 A 0 A_ChangeFlag("COUNTKILL", 0)
TNT1 A 0 A_SpawnItemEx("ClipReplacer",0,0,0,0,0,0,0)
Stop 

UsaTooSpawn:
TNT1 A 0 A_NoBlocking
TNT1 A 0 A_ChangeFlag("THRUACTORS", 1)
TNT1 A 0 A_ChangeFlag("COUNTKILL", 0)
TNT1 A 0 A_SpawnItemEx("GermanUsaAmmo",0,0,0,0,0,0,0)
Stop

}}

Actor STG44ClipSpawner: Zombieman 7029
{
//$Category Ammo
//$Title Stg44 mag
DropItem ""
States
{
Spawn:
KARM A 1 
TNT1 A 0 ACS_ExecuteAlways(207,0,0,0,0)
TNT1 A 1 
Goto NormalDrop

NormalDrop:
TNT1 A 0 A_NoBlocking
TNT1 A 0 A_ChangeFlag("THRUACTORS", 1)
TNT1 A 0 A_ChangeFlag("COUNTKILL", 0)
TNT1 A 0 A_SpawnItemEx ("KARClip",0,0,0,0,0,0,0)
Stop

Explode:
TNT1 A 0 A_NoBlocking
TNT1 A 0 A_ChangeFlag("THRUACTORS", 1)
TNT1 A 0 A_ChangeFlag("COUNTKILL", 0)
TNT1 A 0 A_SpawnItemEx("ClipReplacer",0,0,0,0,0,0,0)
Stop 

UsaTooSpawn:
TNT1 A 0 A_NoBlocking
TNT1 A 0 A_ChangeFlag("THRUACTORS", 1)
TNT1 A 0 A_ChangeFlag("COUNTKILL", 0)
TNT1 A 0 A_SpawnItemEx("GermanUsaAmmo",0,0,0,0,0,0,0)
Stop

}}

Actor MG42ClipSpawner: Zombieman 7030
{
//$Category Ammo
//$Title Mg42 Mag
DropItem ""
States
{
Spawn:
42MM A 1 
TNT1 A 0 ACS_ExecuteAlways(207,0,0,0,0)
TNT1 A 1 
Goto NormalDrop

NormalDrop:
TNT1 A 0 A_NoBlocking
TNT1 A 0 A_ChangeFlag("THRUACTORS", 1)
TNT1 A 0 A_ChangeFlag("COUNTKILL", 0)
TNT1 A 0 A_SpawnItemEx ("MGAmmoReserve",0,0,0,0,0,0,0)
Stop

Explode:
TNT1 A 0 A_NoBlocking
TNT1 A 0 A_ChangeFlag("THRUACTORS", 1)
TNT1 A 0 A_ChangeFlag("COUNTKILL", 0)
TNT1 A 0 A_SpawnItemEx("ClipReplacer",0,0,0,0,0,0,0)
Stop 

UsaTooSpawn:
TNT1 A 0 A_NoBlocking
TNT1 A 0 A_ChangeFlag("THRUACTORS", 1)
TNT1 A 0 A_ChangeFlag("COUNTKILL", 0)
TNT1 A 0 A_SpawnItemEx("GermanUsaAmmo",0,0,0,0,0,0,0)
Stop

}}


Actor K98ClipSpawner: Zombieman 7031
{
//$Category Ammo
//$Title Kar98 Mag
DropItem ""
States
{
Spawn:
MAUS B 1 
TNT1 A 0 ACS_ExecuteAlways(207,0,0,0,0)
TNT1 A 1 
Goto NormalDrop

NormalDrop:
TNT1 A 0 A_NoBlocking
TNT1 A 0 A_ChangeFlag("THRUACTORS", 1)
TNT1 A 0 A_ChangeFlag("COUNTKILL", 0)
TNT1 A 0 A_SpawnItemEx ("MauserClip",0,0,0,0,0,0,0)
Stop

Explode:
TNT1 A 0 A_NoBlocking
TNT1 A 0 A_ChangeFlag("THRUACTORS", 1)
TNT1 A 0 A_ChangeFlag("COUNTKILL", 0)
TNT1 A 0 A_SpawnItemEx("ClipReplacer",0,0,0,0,0,0,0)
Stop 

UsaTooSpawn:
TNT1 A 0 A_NoBlocking
TNT1 A 0 A_ChangeFlag("THRUACTORS", 1)
TNT1 A 0 A_ChangeFlag("COUNTKILL", 0)
TNT1 A 0 A_SpawnItemEx("GermanUsaAmmo",0,0,0,0,0,0,0)
Stop

}}

//Weapons spawners////

Actor AnOtherMP40Spawner: Zombieman 7032
{
//$Category BW Weapons
//$Title Mp40 
DropItem ""
States
{
Spawn:
MP40 I 1 
TNT1 A 0 ACS_ExecuteAlways(208,0,0,0,0)
TNT1 A 1 
Goto NormalDrop

NormalDrop:
TNT1 A 0 A_NoBlocking
TNT1 A 0 A_ChangeFlag("THRUACTORS", 1)
TNT1 A 0 A_ChangeFlag("COUNTKILL", 0)
TNT1 A 0 A_SpawnItemEx ("MP40Spawner",0,0,0,0,0,0,0)
Stop
Explode:
TNT1 A 0 A_NoBlocking
TNT1 A 0 A_ChangeFlag("THRUACTORS", 1)
TNT1 A 0 A_ChangeFlag("COUNTKILL", 0)
TNT1 A 0 A_SpawnItemEx("GermanWeaponReplacer",0,0,0,0,0,0,0)
Stop 

UsaTooSpawn:
TNT1 A 0 A_NoBlocking
TNT1 A 0 A_ChangeFlag("THRUACTORS", 1)
TNT1 A 0 A_ChangeFlag("COUNTKILL", 0)
TNT1 A 0 A_SpawnItemEx("GermanAndUsaWeaponReplacer",0,0,0,0,0,0,0)
Stop 

}}

Actor STGGSpawner: Zombieman 7033
{
//$Category BW Weapons
//$Title STG44
DropItem ""
States
{
Spawn:
STGI A 1 
TNT1 A 0 ACS_ExecuteAlways(208,0,0,0,0)
TNT1 A 1 
Goto NormalDrop

NormalDrop:
TNT1 A 0 A_NoBlocking
TNT1 A 0 A_ChangeFlag("THRUACTORS", 1)
TNT1 A 0 A_ChangeFlag("COUNTKILL", 0)
TNT1 A 0 A_SpawnItemEx ("STG44",0,0,0,0,0,0,0)
Stop
Explode:
TNT1 A 0 A_NoBlocking
TNT1 A 0 A_ChangeFlag("THRUACTORS", 1)
TNT1 A 0 A_ChangeFlag("COUNTKILL", 0)
TNT1 A 0 A_SpawnItemEx("GermanWeaponReplacer",0,0,0,0,0,0,0)
Stop 

UsaTooSpawn:
TNT1 A 0 A_NoBlocking
TNT1 A 0 A_ChangeFlag("THRUACTORS", 1)
TNT1 A 0 A_ChangeFlag("COUNTKILL", 0)
TNT1 A 0 A_SpawnItemEx("GermanAndUsaWeaponReplacer",0,0,0,0,0,0,0)
Stop 

}}

Actor MG42Spawner: Zombieman 7034
{
//$Category BW Weapons
//$Title MG42
DropItem ""
States
{
Spawn:
MGPK A 1 
TNT1 A 0 ACS_ExecuteAlways(208,0,0,0,0)
TNT1 A 1 
Goto NormalDrop

NormalDrop:
TNT1 A 0 A_NoBlocking
TNT1 A 0 A_ChangeFlag("THRUACTORS", 1)
TNT1 A 0 A_ChangeFlag("COUNTKILL", 0)
TNT1 A 0 A_SpawnItemEx ("MG42",0,0,0,0,0,0,0)
Stop
Explode:
TNT1 A 0 A_NoBlocking
TNT1 A 0 A_ChangeFlag("THRUACTORS", 1)
TNT1 A 0 A_ChangeFlag("COUNTKILL", 0)
TNT1 A 0 A_SpawnItemEx("GermanWeaponReplacer",0,0,0,0,0,0,0)
Stop 

UsaTooSpawn:
TNT1 A 0 A_NoBlocking
TNT1 A 0 A_ChangeFlag("THRUACTORS", 1)
TNT1 A 0 A_ChangeFlag("COUNTKILL", 0)
TNT1 A 0 A_SpawnItemEx("GermanAndUsaWeaponReplacer",0,0,0,0,0,0,0)
Stop 

}}


Actor Kar98Spawner: Zombieman 7035
{
//$Category BW Weapons
//$Title Kar98
DropItem ""
States
{
Spawn:
KARP A 1 
TNT1 A 0 ACS_ExecuteAlways(208,0,0,0,0)
TNT1 A 1 
Goto NormalDrop

NormalDrop:
TNT1 A 0 A_NoBlocking
TNT1 A 0 A_ChangeFlag("THRUACTORS", 1)
TNT1 A 0 A_ChangeFlag("COUNTKILL", 0)
TNT1 A 0 A_SpawnItemEx ("Karabine98",0,0,0,0,0,0,0)
Stop
Explode:
TNT1 A 0 A_NoBlocking
TNT1 A 0 A_ChangeFlag("THRUACTORS", 1)
TNT1 A 0 A_ChangeFlag("COUNTKILL", 0)
TNT1 A 0 A_SpawnItemEx("GermanWeaponReplacer",0,0,0,0,0,0,0)
Stop 

UsaTooSpawn:
TNT1 A 0 A_NoBlocking
TNT1 A 0 A_ChangeFlag("THRUACTORS", 1)
TNT1 A 0 A_ChangeFlag("COUNTKILL", 0)
TNT1 A 0 A_SpawnItemEx("GermanAndUsaWeaponReplacer",0,0,0,0,0,0,0)
Stop 

}}


//
/*Actor HealingBasin : Health Replaces SkullColumn 
{ 
Radius 16
Height 30
Mass 9999999
+SHOOTABLE
+NOBLOOD
+INVULNERABLE
+SOLID
inventory.pickupmessage "You drank from a pit!"
Inventory.PickupSound ""
inventory.amount 50
inventory.maxamount 100
+NEVERRESPAWN
states
	{
	Spawn:
	TNT1 A 0 A_PlaySound("WAT1")
	COL6 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 3
	Loop 
	HoldAndDestroy: 
	TNT1 A 0 A_NoBlocking
	COL6 A 1  A_SpawnItemex("POZZODEMERDA")
	TNT1 A 0 A_PlaySound("brown/sight")
	stop
	}
}
//
*/



Actor HealingBasin1 : Health 7036
{ 
//$Category BW Basins
//$Title Easy Basin
Radius 16
Height 30
Mass 9999999
+SHOOTABLE
+NOBLOOD
+INVULNERABLE
+SOLID
inventory.pickupmessage "You drank from a pit!"
Inventory.PickupSound ""
inventory.amount 100
inventory.maxamount 100
states
	{
	Spawn:
	TNT1 A 0 A_PlaySound("WAT1")
	COL6 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 3
	Loop 
	HoldAndDestroy: 
	TNT1 A 0 A_NoBlocking
	COL6 A 1  A_SpawnItemex("POZZODEMERDA")
	TNT1 A 0 A_PlaySound("brown/sight")
    Stop
	}
}

//
/*Actor HealingBasinNewTest:SwitchableDecoration
{
Radius 16
Height 30
Mass 9999999
+Shootable
+NoBlood
+Invulnerable
+Solid
+BUMPSPECIAL
Activation THINGSPEC_Default
States
{
Spawn:
TNT1 A 0 A_PlaySound("WAT1")
COL6 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 3
Loop 

Active:
TNT1 A 0 A_NoBlocking
TNT1 A 0 A_GiveToTarget("Medikit2",4)
COL6 A 1  A_SpawnItemex("POZZODEMERDA")
TNT1 A 0 A_PlaySound("brown/sight")
stop

Inactive:
TNT1 A 0 A_PlaySound("WAT1")
COL6 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 3
Loop 

}
}
//
*/

Actor HealingBasin2 : Health 7037
{ 
//$Category BW Basins
//$Title Normal Basin
Radius 16
Height 30
Mass 9999999
+SHOOTABLE
+NOBLOOD
+INVULNERABLE
+SOLID
inventory.pickupmessage "You drank from a pit!"
Inventory.PickupSound ""
inventory.amount 75
inventory.maxamount 100
//inventory.neverrespawn
states
	{
	Spawn:
	TNT1 A 0 A_PlaySound("WAT1")
	COL6 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 3
	Loop 
	HoldAndDestroy: 
	TNT1 A 0 A_NoBlocking
	COL6 A 1  A_SpawnItemex("POZZODEMERDA")
	TNT1 A 0 A_PlaySound("brown/sight")
	stop
	}
}

Actor HealingBasin3 : Health 7038
{ 
//$Category BW Basins
//$Title Hard Basin
Radius 16
Height 30
Mass 9999999
+SHOOTABLE
+NOBLOOD
+INVULNERABLE
+SOLID
inventory.pickupmessage "You drank from a pit!"
Inventory.PickupSound ""
inventory.amount 50
inventory.maxamount 100
//inventory.neverrespawn
states
	{
	Spawn:
	TNT1 A 0 A_PlaySound("WAT1")
	COL6 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 3
	Loop 
	HoldAndDestroy: 
	TNT1 A 0 A_NoBlocking
	COL6 A 1  A_SpawnItemex("POZZODEMERDA")
	TNT1 A 0 A_PlaySound("brown/sight")
	stop
	}
}



Actor HealingBasin4 : Health 7039
{ 
//$Category BW Basins
//$Title Death incarnate Basin
Radius 16
Height 30
Mass 9999999
+SHOOTABLE
+NOBLOOD
+INVULNERABLE
+SOLID
inventory.pickupmessage "You drank from a pit!"
Inventory.PickupSound ""
inventory.amount 25
inventory.maxamount 100
//inventory.neverrespawn
states
	{
	Spawn:
	TNT1 A 0 A_PlaySound("WAT1")
	COL6 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 3
	Loop 
	HoldAndDestroy: 
	TNT1 A 0 A_NoBlocking
	COL6 A 1  A_SpawnItemex("POZZODEMERDA")
	TNT1 A 0 A_PlaySound("brown/sight")
	stop
	}
}

Actor Pozzaccio:Pozzodemerda 7040
{
//$Category BW Basins
//$Title Empty Basin
}

//Ripped from the current "In pause" classic redux alt project.

Actor GreyLamp 7041
{
//$Category BW Light sources
//$Title Grey Lamp(On)
DAMAGEFACTOR "Blood", 0.0 DAMAGEFACTOR "BlueBlood", 0.0 DAMAGEFACTOR "GreenBlood", 0.0
Radius 19
Height 10 
Mass 99999999
-SOLID
+NOGRAVITY
+NoBlood
+SHOOTABLE
+DontFall
Health 15 ///This lamp have health because is breakable.Is useful break things?No,but is cool. 
States
{
Spawn:

GLOC Z 2  A_SpawnItem("LensFlarealt",0,2,-1)////On the "Flares.txt" File
Loop

Death:
EHI2 A 1 
TNT1 A 0 A_SpawnItem("Spark_UpOnce",0,1)///On the "Sparks.txt" file
TNT1 A 0 A_PlaySound ("DSBOTTLE")
TNT1 AAAAAAAAAA 0 A_CustomMissile("GlassPart",16,random(-3,3),random(0,360),2,random(40,70))///On the "Particles.txt" file
EHI2 A -1 
Stop
}
}


Actor BWCandelabra 7042
{
//$Category BW Light sources
//$Title Candelabra
DAMAGEFACTOR "Blood", 0.0 DAMAGEFACTOR "BlueBlood", 0.0 DAMAGEFACTOR "GreenBlood", 0.0
Radius 26
Height 19 
Mass 99999999
-SOLID
+NOGRAVITY
+NoBlood
+SHOOTABLE
+DontFall
Health 15 
States
{
Spawn:
YCAN a 2 A_SpawnItem("YellowFlare22",0,13)
 TNT1 A 0 A_SpawnItem("YellowLongFlare",0,13)
Loop
Death:
YCAN B 1
TNT1 A 0 A_SpawnItem("FallingCandelabra")
TNT1 A 0 A_SpawnItem("Spark_UpOnce",0,13)
YCAN D -1
stop
}
}




Actor FallingCandelabra 7043
{
//$Category BW Light sources
//$Title Falling Candelabra
Radius 26
Height 19
Mass 99999
+Solid
States
{

Spawn:
YCAN B 1 A_CheckFloor("Landed")
TNT1 A 0 A_SpawnItem("CandelabraDamage")
Loop

Landed:
TNT1 A 0 A_NoBlocking
TNT1 A 0 A_SpawnItem("DeadCandelabra")
Stop

}
}

Actor CandelabraDamage//No number because is useless put it directly in the map
{
Radius 26
Speed 5
Damage 5
DamageType Candelabroencapo
Projectile
-Nogravity
+Missile
+Noteleport
+ClientSideOnly
+MoveWithSector
+NoExtremeDeath
+NoDamageThrust
Gravity 40
Mass 1000
States
{
Spawn:
TNT1 A 2
STOP

Death:
TNT1 A 0 
STOP 

Crash:
TNT1 A 0 
Stop
}
}


Actor DeadCandelabra 7044
{
//$Category BW Light sources
//$Title Candelabra(Dead)
Radius 25
Height 11
ProjectilePassHeight -16
-SOLID
States
{
Spawn:
YCAN C 1
TNT1 A 0 A_PlaySound ("DSBOTTLE")
YCAN C -1  
Stop
}
}

Actor GABBIA Replaces Meat3 51
{
Game Doom
Radius 16
Height 54
DAMAGEFACTOR "Blood", 0.0 DAMAGEFACTOR "BlueBlood", 0.0 DAMAGEFACTOR "GreenBlood", 0.0
+LOOKALLAROUND
mass 99999
+SHOOTABLE
+NOBLOOD
+SOLID
+NoGravity
health 15
deathheight 38
+FORCEYBILLBOARD
Mass 900000
states
	{
	Spawn:
	SUIN E 2 //Che cazzo è successo al frame di prima?
	Loop
	Death:
	TNT1 A 0 A_PlaySound("SCHELETRO/morte")
	GAB1 AAAABBBBCCCCDDDD 1
	GAB1 D -1 A_NoBlocking
	stop
	}
}

Actor Gabbiaccia 7050
{
Radius 16
Height 54
DAMAGEFACTOR "Blood", 0.0 DAMAGEFACTOR "BlueBlood", 0.0 DAMAGEFACTOR "GreenBlood", 0.0
+LOOKALLAROUND
mass 99999
+SHOOTABLE
+NOBLOOD
+SOLID
+NoGravity
health 15
deathheight 38
+FORCEYBILLBOARD
states
	{
	Spawn:
	SUIN E 2 //Che cazzo è successo al frame di prima?
	Loop
	Death:
	TNT1 A 0 A_PlaySound("SCHELETRO/morte")
	GAB1 AAAABBBBCCCCDDDD 1
	GAB1 D -1 A_NoBlocking
	stop
	}
}

Actor GABBIACONSCHELETRino  7051
{
Radius 16
Height 54
DAMAGEFACTOR "Blood", 0.0 DAMAGEFACTOR "BlueBlood", 0.0 DAMAGEFACTOR "GreenBlood", 0.0
+LOOKALLAROUND
mass 99999
+SHOOTABLE
+NOBLOOD
+SOLID
+NoGravity
health 15
deathheight 38
states
	{
	Spawn:
	HDB3 A 2 
	Loop
	Death:
	TNT1 A 0 A_PlaySound("SCHELETRO/morte")
	TNT1 AAA 0 A_CustomMissile ("RevenantDust", 5, 0, random (0, 360), 2, random (0, 360))
	TNT1 AAAA 0 A_CustomMissile ("RevenantDust2", 5, 0, random (0, 360), 2, random (0, 360))
	TNT1 A 0 A_CustomMissile ("XDeathRevenantHead", 5, 0, random (0, 360), 2, random (0, 160))
	TNT1 AA 0 A_CustomMissile ("RevenantBones", 5, 0, random (0, 360), 2, random (30, 150))
	TNT1 AAA 0 A_CustomMissile ("RevenantBonesFast", 5, 0, random (0, 360), 2, random (30, 150))
	TNT1 AAA 0 A_CustomMissile ("RevenantPiece", 5, 0, random (0, 360), 2, random (30, 150))                
	GAB1 AAAABBBBCCCCDDDD 1
	GAB1 D -1 A_NoBlocking
	stop
	}
}




Actor GABBIACONSCHELETRO Replaces HangTLookingDown 
{
Game Doom
Radius 16
Height 54
DAMAGEFACTOR "Blood", 0.0 DAMAGEFACTOR "BlueBlood", 0.0 DAMAGEFACTOR "GreenBlood", 0.0
+LOOKALLAROUND
mass 99999
+SHOOTABLE
+NOBLOOD
+SOLID
+NoGravity
health 15
deathheight 38
+FORCEYBILLBOARD
Mass 900000
states
	{
	Spawn:
	HDB3 A 2 
	Loop
	Death:
	TNT1 A 0 A_PlaySound("SCHELETRO/morte")
	TNT1 AAA 0 A_CustomMissile ("RevenantDust", 5, 0, random (0, 360), 2, random (0, 360))
	TNT1 AAAA 0 A_CustomMissile ("RevenantDust2", 5, 0, random (0, 360), 2, random (0, 360))
	TNT1 A 0 A_CustomMissile ("XDeathRevenantHead", 5, 0, random (0, 360), 2, random (0, 160))
	TNT1 AA 0 A_CustomMissile ("RevenantBones", 5, 0, random (0, 360), 2, random (30, 150))
	TNT1 AAA 0 A_CustomMissile ("RevenantBonesFast", 5, 0, random (0, 360), 2, random (30, 150))
	TNT1 AAA 0 A_CustomMissile ("RevenantPiece", 5, 0, random (0, 360), 2, random (30, 150))                
	GAB1 AAAABBBBCCCCDDDD 1
	GAB1 D -1 A_NoBlocking
	stop
	}
}




Actor Alarm 7052 
{
Game Doom
SpawnId 32
Radius 16
Height 54
-Solid 
+NOGRAVITY
Projectile
Speed 0 
Monster
-CountKill
States
{
Spawn:
TNT1 A 1 
TNT1 A 1 A_AlertMonsters//(0,AMF_TARGETNONPLAYER)
TNT1 A 0 A_PlaySoundEx("Alarm",1,True)
tnt1 a 1 
Loop



}
}

Actor SCHELETROPORACCIO2 7053
{
Game Doom
Radius 16
Height 64
DAMAGEFACTOR "Blood", 0.0 DAMAGEFACTOR "BlueBlood", 0.0 DAMAGEFACTOR "GreenBlood", 0.0
+LOOKALLAROUND
mass 99999
+SHOOTABLE
+NOBLOOD
+SOLID
+Nogravity
health 50
deathheight 38
+FORCEYBILLBOARD
Mass 900000
states
	{
	Spawn:
	HDB4 A 2 
	Loop
	Death:
	TNT1 A 0 A_PlaySound("SCHELETRO/morte")
	TNT1 AAA 0 A_CustomMissile ("RevenantDust", 5, 0, random (0, 360), 2, random (0, 360))
	TNT1 AAAA 0 A_CustomMissile ("RevenantDust2", 5, 0, random (0, 360), 2, random (0, 360))
	TNT1 A 0 A_CustomMissile ("XDeathRevenantHead", 5, 0, random (0, 360), 2, random (0, 160))
	TNT1 AA 0 A_CustomMissile ("RevenantBones", 5, 0, random (0, 360), 2, random (30, 150))
	TNT1 AAA 0 A_CustomMissile ("RevenantBonesFast", 5, 0, random (0, 360), 2, random (30, 150))
	TNT1 AAA 0 A_CustomMissile ("RevenantPiece", 5, 0, random (0, 360), 2, random (30, 150))                
	SKPO B -1 A_NoBlocking
	stop
	}
}

Actor ShittyPony 7054
{
Radius 8
Height 8
-Solid
Projectilepassheight -16
States
{
Spawn:
TNT1 A 0 A_SpawnItem ("BigBloodSpot")
PONY A -1
Stop
}
}

Actor BJYeah 7055
{
Radius 8 
Height 8 
SpawnId 125
-Solid
ProjectilePassHeight .16
States
{
Spawn:
BJVT A 1 
Goto Move

Move:
TNT1 A 0 A_Recoil(-5)
BJVT AB 4
TNT1 A 0 A_Recoil(-5)
BJVT CD 4
TNT1 A 0 A_Recoil(-5)
BJVT AB 4
TNT1 A 0 A_Recoil(-5)
BJVT CD 4
TNT1 A 0 A_Recoil(-5)
BJVT AB 4
TNT1 A 0 A_Recoil(-5)
BJVT CD 4
Goto Yeah

Yeah:
BJVT EF 5
tnt1 a 0 a_playsound("ohyeah")
BJVT GH 6
BJVT HHHHHHHHHHHHHHH 600
Stop
}
}


Actor EasyDogSpawner: Zombieman 
{
DropItem ""
States
{
Spawn:
WWHT Z 1
TNT1 A 0 ACS_ExecuteAlways(212,0,0,0,0)
TNT1 A 1 
Goto NormalDrop

NormalDrop:
TNT1 A 0 A_NoBlocking
TNT1 A 0 A_ChangeFlag("THRUACTORS", 1)
TNT1 A 0 A_ChangeFlag("COUNTKILL", 0)
TNT1 A 0 A_SpawnItemEx ("EasyDog",0,0,0,0,0,0,0)
Stop

Explode:
TNT1 A 0 A_NoBlocking
TNT1 A 0 A_ChangeFlag("THRUACTORS", 1)
TNT1 A 0 A_ChangeFlag("COUNTKILL", 0)
TNT1 A 0 A_SpawnItemEx("Bw_Kamikaze",0,0,0,0,0,0,0)
Stop 

}}

Actor DogSpawner: Zombieman 
{
DropItem ""
States
{
Spawn:
WWHT Z 1
TNT1 A 0 ACS_ExecuteAlways(212,0,0,0,0)
TNT1 A 1 
Goto NormalDrop

NormalDrop:
TNT1 A 0 A_NoBlocking
TNT1 A 0 A_ChangeFlag("THRUACTORS", 1)
TNT1 A 0 A_ChangeFlag("COUNTKILL", 0)
TNT1 A 0 A_SpawnItemEx ("Dog",0,0,0,0,0,0,0)
Stop

Explode:
TNT1 A 0 A_NoBlocking
TNT1 A 0 A_ChangeFlag("THRUACTORS", 1)
TNT1 A 0 A_ChangeFlag("COUNTKILL", 0)
TNT1 A 0 A_SpawnItemEx("Bw_Kamikaze",0,0,0,0,0,0,0)
Stop 

}}
