// Base block

ACTOR Block_Collider {
	Health 0x7FFFFFFF
	Mass 0x7FFFFFFF
	Radius 12
	Height 24

	+SOLID
	//+SHOOTABLE
	+NOBLOOD
	//+CANPASS
	//+INVULNERABLE
	+NOGRAVITY
	
	//PainChance "BlockRemoval", 256
	//DamageFactor 0

	States {
		Spawn:
			TNT1 A -1
			Stop
		Pain.BlockRemoval:
		Death:
			TNT1 A 1 A_NoBlocking
			Stop
	}
}

// Fallingsand

ACTOR FallingSand : Block_Collider {
	+CANPASS
	-NOGRAVITY
}

// Slab

ACTOR Slab : Block_Collider {
	Height 12
}

// Stairs

ACTOR DummyStairs {
	Height 12
	Radius 6
	Health 0x7FFFFFFF
	Mass 0x7FFFFFFF
	+SOLID
	//+CANPASS
	+ISMONSTER
	//+SHOOTABLE
	+NOGRAVITY
	
	//DamageFactor 0

	States {
		Spawn:
			TNT1 A -1
			Stop
		Pain.BlockRemoval:
			TNT1 A 0 A_RemoveMaster
	}
}

ACTOR Stairs : Block_Collider {
	Height 12

	+ISMONSTER
	States {
		Spawn:
			TNT1 A 1
			//TNT1 A 1 A_SetSolid
			TNT1 A 1 A_SpawnItemEx("DummyStairs",0,-6,12,0,0,0,0,SXF_SETMASTER|SXF_NOCHECKPOSITION,0)
			TNT1 A -1
			Stop
		Pain.BlockRemoval:
		Death:
			TNT1 A 1 A_RemoveChildren(TRUE)
			TNT1 A 1 A_NoBlocking
			Stop
	}
}

// Block model

ACTOR Block_Model {
	Health 0x7FFFFFFF
	Mass 0x7FFFFFFF
	Radius 12
	Height 24

	+CLIENTSIDEONLY
	+NOINTERACTION

	States {
		Spawn:
			TNT1 A -1
			Stop
		BlockFar:
			TNT1 A -1
			Stop
		Block3D:
			OPEN G -1
			Stop
		Pain.BlockRemoval:
		Death:
			Stop
	}
}

// Glass

ACTOR Block_Glass : Block_Model {
	RenderStyle "Translucent"
	Alpha .25
}

// Misc

Actor DataHolder
{
	Radius 1
	Height 1
	
	+NOINTERACTION
	
	States
	{
	Spawn:
		TNT1 A -1
		Stop
	}
}

Actor B_Point
{
	Radius 1
	Height 1
	
	+CLIENTSIDEONLY
	+SOLID
	
	States
	{
	Spawn:
		TNT1 A -1
		Stop
	}
}