#include "Weapons/Melee.dec"
#include "Weapons/Pistol.dec"
#include "Weapons/Shotgun.dec"
#include "Weapons/SuperShotgun.dec"
#include "Weapons/Chaingun.dec"
#include "Weapons/RocketLauncher.dec"
#include "Weapons/GrenadeLauncher.dec"
#include "Weapons/PlasmaRifle.dec"
#include "Weapons/BFG.dec"
#include "Weapons/LightningGun.dec"
#include "Weapons/Railgun.dec"
#include "Pickups/Ammo.dec"
#include "Pickups/Armor.dec"
#include "Pickups/Health.dec"


//------------------------
//Player Class
//-----------------------

 ACTOR DoomerE : DoomPlayer Replaces DoomPlayer
  {
    Player.StartItem "PistolE"
	Player.StartItem "SwitchWaitGiver"
    Player.StartItem "FistE"
    Player.WeaponSlot 2, "PistolE"
    Player.StartItem "Clip", 50
	
	//Define Slots
	Player.WeaponSlot 1, FistE, ChainsawE
	Player.WeaponSlot 2, PistolE
	Player.WeaponSlot 3, ShotgunE, SuperShotgunE
	Player.WeaponSlot 4, ChaingunE
	Player.WeaponSlot 5, GrenadeLE, RocketLauncherE
	Player.WeaponSlot 6, PlasmaRifleE
	Player.WeaponSlot 7, BFGE
	Player.WeaponSlot 8, LGunE, Railgun
	+QUICKTORETALIATE
	DamageFactor "Knockout", 5.0
	DamageFactor "RocketJump", 0.0
	States
	{
	  Spawn:
	  TNT1 A 0 NODELAY ACS_NamedExecuteAlways("Track_Health", 0)
	  TNT1 A 0 ACS_NamedExecuteAlways("Track_Armor", 0)
	  Goto Spawn2
	  
	  Spawn2:
	  PLAY A -1
	  Loop
	  
	  Missile:
	  PLAY E 12
	  Goto Spawn2
	  
	  Pain:
	  PLAY G 4
	  PLAY G 4 A_Pain
	  Goto Spawn2
	  
	  Death:
	  TNT1 A 0 A_StopSound(6)
	  PLAY H 0 A_PlayerSkinCheck("AltSkinDeath")
	  Goto Death1
	  
	  XDeath:
	  TNT1 A 0 A_StopSound(6)
	  PLAY O 0 A_PlayerSkinCheck("AltSkinXDeath")
	  Goto XDeath1
	}
  }


//*****************
//Player Items
//*****************

 Actor HitSoundItem : CustomInventory
 {
  +Inventory.AUTOACTIVATE
  +Inventory.NOSCREENFLASH
  +Inventory.UNDROPPABLE
  +Inventory.UNTOSSABLE
  Inventory.MaxAmount 0
  Inventory.PickupMessage "testing"
  States
  {
    Spawn:
	TNT1 A -1
	Stop
	
	Use:
	TNT1 A 1 A_PlaySound("lghit", CHAN_ITEM)
	Stop
  }
 }


 ACTOR Timer_End : CustomInventory
 {
   +INVENTORY.ALWAYSPICKUP
   +INVENTORY.QUIET
   +INVENTORY.UNDROPPABLE
   -INVENTORY.INVBAR
   Inventory.MaxAmount 1
   States
   { 
     Use:
	 TNT1 A 0
	 Stop
   }
 }
 
 
 ACTOR Health_Item : CustomInventory
 {
   +INVENTORY.ALWAYSPICKUP
   +INVENTORY.QUIET
   +INVENTORY.UNDROPPABLE
   -INVENTORY.INVBAR
   Inventory.MaxAmount 200
   States
   { 
     Use:
	 TNT1 A 0
	 Stop
   }
 }
 
 
 ACTOR Armor_Item : CustomInventory
 {
   +INVENTORY.ALWAYSPICKUP
   +INVENTORY.QUIET
   +INVENTORY.UNDROPPABLE
   -INVENTORY.INVBAR
   Inventory.MaxAmount 200
   States
   { 
     Use:
	 TNT1 A 0
	 Stop
   }
 }


//********************
//Switch Wait
//********************
//Stop quickswitch if spawning

 ACTOR SwitchWait : Powerup
 {
   Inventory.MaxAmount 1
   Powerup.Duration -2
 }
 
 
 ACTOR SwitchWaitGiver : PowerupGiver
 {
   Inventory.MaxAmount 0
   Powerup.Type "SwitchWait"
   +INVENTORY.AUTOACTIVATE
 }


//===============
//Map Crap
//===============


ACTOR TechLanternBig 500
{
	Radius 10
	Height 80
	+SPAWNCEILING
	+NOGRAVITY
	States
	{
	Spawn:
		HLMP ABCD 6
		Loop
	}
}

ACTOR TechLanternSmall 501
{
	Radius 6
	Height 45
	+SPAWNCEILING
	+NOGRAVITY
	States
	{
	Spawn:
		HLMP EFGH 6
		Loop
	}
}

 ACTOR GreenOrb
 {
   +NOGRAVITY
   +NOBLOCKMAP
   +NOINTERACTION
   Radius 0
   Height 0
   Alpha 0.0
   RenderStyle Add
   Scale 0.2
   States
   {
     Spawn:
	 LRFX AAAAA 1 Bright A_FadeTo(0.5, 0.1)
	 LRFX A 26 Bright
	 Goto Fade
	 
	 Fade:
	 LRFX A 1 Bright A_FadeTo(0.1, 0.05, TRUE)
	 Loop
   }
 }
 
 ACTOR RedOrb : GreenOrb
 {
   States
   {
     Spawn:
	 LRFX BBBBB 1 Bright A_FadeTo(0.5, 0.1)
	 LRFX B 26 Bright
	 Goto Fade
	 
	 Fade:
	 LRFX B 1 Bright A_FadeTo(0.1, 0.05, TRUE)
	 Loop
   }
 }
 
 ACTOR BlueOrb : GreenOrb
 {
   States
   {
     Spawn:
	 LRFX CCCCC 1 Bright A_FadeTo(0.5, 0.1)
	 LRFX C 26 Bright
	 Goto Fade
	 
	 Fade:
	 LRFX C 1 Bright A_FadeTo(0.1, 0.05, TRUE)
	 Loop
   }
 }
 
 ACTOR WhiteOrb : GreenOrb
 {
   States
   {
     Spawn:
	 LRFX DDDDD 1 Bright A_FadeTo(0.5, 0.1)
	 LRFX D 26 Bright
	 Goto Fade
	 
	 Fade:
	 LRFX D 1 Bright A_FadeTo(0.1, 0.05, TRUE)
	 Loop
   }
 }
 
 ACTOR GoldOrb : GreenOrb
 {
   States
   {
     Spawn:
	 LRFX EEEEE 1 Bright A_FadeTo(0.5, 0.1)
	 LRFX E 26 Bright
	 Goto Fade
	 
	 Fade:
	 LRFX E 1 Bright A_FadeTo(0.1, 0.05, TRUE)
	 Loop
   }
 }
 
 ACTOR TeleGreenFX 901
 {
   +NOBLOCKMAP
   +NOINTERACTION
   +NOCLIP
   +CLIENTSIDEONLY
   Radius 0
   Height 0
   States
   {
     Spawn:
	 TNT1 A 0
	 TNT1 A 0 A_SpawnItemEx("GreenOrb", Args[0], 0, 0, 0, 0, 2, 0, 0, 0)
	 TNT1 A 0 A_SpawnItemEx("GreenOrb", Args[0], 0, 0, 0, 0, 2, 15, 0, 0)
	 TNT1 A 0 A_SpawnItemEx("GreenOrb", Args[0], 0, 0, 0, 0, 2, 30, 0, 0)
	 TNT1 A 0 A_SpawnItemEx("GreenOrb", Args[0], 0, 0, 0, 0, 2, 45, 0, 0)
	 TNT1 A 0 A_SpawnItemEx("GreenOrb", Args[0], 0, 0, 0, 0, 2, 60, 0, 0)
	 TNT1 A 0 A_SpawnItemEx("GreenOrb", Args[0], 0, 0, 0, 0, 2, 75, 0, 0)
	 TNT1 A 0 A_SpawnItemEx("GreenOrb", Args[0], 0, 0, 0, 0, 2, 90, 0, 0)
	 TNT1 A 0 A_SpawnItemEx("GreenOrb", Args[0], 0, 0, 0, 0, 2, 105, 0, 0)
	 TNT1 A 0 A_SpawnItemEx("GreenOrb", Args[0], 0, 0, 0, 0, 2, 120, 0, 0)
	 TNT1 A 0 A_SpawnItemEx("GreenOrb", Args[0], 0, 0, 0, 0, 2, 135, 0, 0)
	 TNT1 A 0 A_SpawnItemEx("GreenOrb", Args[0], 0, 0, 0, 0, 2, 150, 0, 0)
	 TNT1 A 0 A_SpawnItemEx("GreenOrb", Args[0], 0, 0, 0, 0, 2, 165, 0, 0)
	 TNT1 A 0 A_SpawnItemEx("GreenOrb", Args[0], 0, 0, 0, 0, 2, 180, 0, 0)
	 TNT1 A 0 A_SpawnItemEx("GreenOrb", Args[0], 0, 0, 0, 0, 2, 195, 0, 0)
	 TNT1 A 0 A_SpawnItemEx("GreenOrb", Args[0], 0, 0, 0, 0, 2, 210, 0, 0)
	 TNT1 A 0 A_SpawnItemEx("GreenOrb", Args[0], 0, 0, 0, 0, 2, 225, 0, 0)
	 TNT1 A 0 A_SpawnItemEx("GreenOrb", Args[0], 0, 0, 0, 0, 2, 240, 0, 0)
	 TNT1 A 0 A_SpawnItemEx("GreenOrb", Args[0], 0, 0, 0, 0, 2, 255, 0, 0)
	 TNT1 A 0 A_SpawnItemEx("GreenOrb", Args[0], 0, 0, 0, 0, 2, 270, 0, 0)
	 TNT1 A 0 A_SpawnItemEx("GreenOrb", Args[0], 0, 0, 0, 0, 2, 285, 0, 0)
	 TNT1 A 0 A_SpawnItemEx("GreenOrb", Args[0], 0, 0, 0, 0, 2, 300, 0, 0)
	 TNT1 A 0 A_SpawnItemEx("GreenOrb", Args[0], 0, 0, 0, 0, 2, 315, 0, 0)
	 TNT1 A 0 A_SpawnItemEx("GreenOrb", Args[0], 0, 0, 0, 0, 2, 330, 0, 0)
	 TNT1 A 0 A_SpawnItemEx("GreenOrb", Args[0], 0, 0, 0, 0, 2, 345, 0, 0)
	 TNT1 A 0 A_SpawnItemEx("GreenOrb", Args[0], 0, 0, 0, 0, 2, 360, 0, 0)
	 TNT1 A 15
	 Loop
   }
 }
 
 ACTOR TeleRedFX 902
 {
   States
   {
     Spawn:
	 TNT1 A 0
	 TNT1 A 0 A_SpawnItemEx("RedOrb", Args[0], 0, 0, 0, 0, 2, 0, 0, 0)
	 TNT1 A 0 A_SpawnItemEx("RedOrb", Args[0], 0, 0, 0, 0, 2, 15, 0, 0)
	 TNT1 A 0 A_SpawnItemEx("RedOrb", Args[0], 0, 0, 0, 0, 2, 30, 0, 0)
	 TNT1 A 0 A_SpawnItemEx("RedOrb", Args[0], 0, 0, 0, 0, 2, 45, 0, 0)
	 TNT1 A 0 A_SpawnItemEx("RedOrb", Args[0], 0, 0, 0, 0, 2, 60, 0, 0)
	 TNT1 A 0 A_SpawnItemEx("RedOrb", Args[0], 0, 0, 0, 0, 2, 75, 0, 0)
	 TNT1 A 0 A_SpawnItemEx("RedOrb", Args[0], 0, 0, 0, 0, 2, 90, 0, 0)
	 TNT1 A 0 A_SpawnItemEx("RedOrb", Args[0], 0, 0, 0, 0, 2, 105, 0, 0)
	 TNT1 A 0 A_SpawnItemEx("RedOrb", Args[0], 0, 0, 0, 0, 2, 120, 0, 0)
	 TNT1 A 0 A_SpawnItemEx("RedOrb", Args[0], 0, 0, 0, 0, 2, 135, 0, 0)
	 TNT1 A 0 A_SpawnItemEx("RedOrb", Args[0], 0, 0, 0, 0, 2, 150, 0, 0)
	 TNT1 A 0 A_SpawnItemEx("RedOrb", Args[0], 0, 0, 0, 0, 2, 165, 0, 0)
	 TNT1 A 0 A_SpawnItemEx("RedOrb", Args[0], 0, 0, 0, 0, 2, 180, 0, 0)
	 TNT1 A 0 A_SpawnItemEx("RedOrb", Args[0], 0, 0, 0, 0, 2, 195, 0, 0)
	 TNT1 A 0 A_SpawnItemEx("RedOrb", Args[0], 0, 0, 0, 0, 2, 210, 0, 0)
	 TNT1 A 0 A_SpawnItemEx("RedOrb", Args[0], 0, 0, 0, 0, 2, 225, 0, 0)
	 TNT1 A 0 A_SpawnItemEx("RedOrb", Args[0], 0, 0, 0, 0, 2, 240, 0, 0)
	 TNT1 A 0 A_SpawnItemEx("RedOrb", Args[0], 0, 0, 0, 0, 2, 255, 0, 0)
	 TNT1 A 0 A_SpawnItemEx("RedOrb", Args[0], 0, 0, 0, 0, 2, 270, 0, 0)
	 TNT1 A 0 A_SpawnItemEx("RedOrb", Args[0], 0, 0, 0, 0, 2, 285, 0, 0)
	 TNT1 A 0 A_SpawnItemEx("RedOrb", Args[0], 0, 0, 0, 0, 2, 300, 0, 0)
	 TNT1 A 0 A_SpawnItemEx("RedOrb", Args[0], 0, 0, 0, 0, 2, 315, 0, 0)
	 TNT1 A 0 A_SpawnItemEx("RedOrb", Args[0], 0, 0, 0, 0, 2, 330, 0, 0)
	 TNT1 A 0 A_SpawnItemEx("RedOrb", Args[0], 0, 0, 0, 0, 2, 345, 0, 0)
	 TNT1 A 0 A_SpawnItemEx("RedOrb", Args[0], 0, 0, 0, 0, 2, 360, 0, 0)
	 TNT1 A 15
	 Loop
   }
 }
 
 ACTOR TeleBlueFX 903
 {
   States
   {
     Spawn:
	 TNT1 A 0
	 TNT1 A 0 A_SpawnItemEx("BlueOrb", Args[0], 0, 0, 0, 0, 2, 0, 0, 0)
	 TNT1 A 0 A_SpawnItemEx("BlueOrb", Args[0], 0, 0, 0, 0, 2, 15, 0, 0)
	 TNT1 A 0 A_SpawnItemEx("BlueOrb", Args[0], 0, 0, 0, 0, 2, 30, 0, 0)
	 TNT1 A 0 A_SpawnItemEx("BlueOrb", Args[0], 0, 0, 0, 0, 2, 45, 0, 0)
	 TNT1 A 0 A_SpawnItemEx("BlueOrb", Args[0], 0, 0, 0, 0, 2, 60, 0, 0)
	 TNT1 A 0 A_SpawnItemEx("BlueOrb", Args[0], 0, 0, 0, 0, 2, 75, 0, 0)
	 TNT1 A 0 A_SpawnItemEx("BlueOrb", Args[0], 0, 0, 0, 0, 2, 90, 0, 0)
	 TNT1 A 0 A_SpawnItemEx("BlueOrb", Args[0], 0, 0, 0, 0, 2, 105, 0, 0)
	 TNT1 A 0 A_SpawnItemEx("BlueOrb", Args[0], 0, 0, 0, 0, 2, 120, 0, 0)
	 TNT1 A 0 A_SpawnItemEx("BlueOrb", Args[0], 0, 0, 0, 0, 2, 135, 0, 0)
	 TNT1 A 0 A_SpawnItemEx("BlueOrb", Args[0], 0, 0, 0, 0, 2, 150, 0, 0)
	 TNT1 A 0 A_SpawnItemEx("BlueOrb", Args[0], 0, 0, 0, 0, 2, 165, 0, 0)
	 TNT1 A 0 A_SpawnItemEx("BlueOrb", Args[0], 0, 0, 0, 0, 2, 180, 0, 0)
	 TNT1 A 0 A_SpawnItemEx("BlueOrb", Args[0], 0, 0, 0, 0, 2, 195, 0, 0)
	 TNT1 A 0 A_SpawnItemEx("BlueOrb", Args[0], 0, 0, 0, 0, 2, 210, 0, 0)
	 TNT1 A 0 A_SpawnItemEx("BlueOrb", Args[0], 0, 0, 0, 0, 2, 225, 0, 0)
	 TNT1 A 0 A_SpawnItemEx("BlueOrb", Args[0], 0, 0, 0, 0, 2, 240, 0, 0)
	 TNT1 A 0 A_SpawnItemEx("BlueOrb", Args[0], 0, 0, 0, 0, 2, 255, 0, 0)
	 TNT1 A 0 A_SpawnItemEx("BlueOrb", Args[0], 0, 0, 0, 0, 2, 270, 0, 0)
	 TNT1 A 0 A_SpawnItemEx("BlueOrb", Args[0], 0, 0, 0, 0, 2, 285, 0, 0)
	 TNT1 A 0 A_SpawnItemEx("BlueOrb", Args[0], 0, 0, 0, 0, 2, 300, 0, 0)
	 TNT1 A 0 A_SpawnItemEx("BlueOrb", Args[0], 0, 0, 0, 0, 2, 315, 0, 0)
	 TNT1 A 0 A_SpawnItemEx("BlueOrb", Args[0], 0, 0, 0, 0, 2, 330, 0, 0)
	 TNT1 A 0 A_SpawnItemEx("BlueOrb", Args[0], 0, 0, 0, 0, 2, 345, 0, 0)
	 TNT1 A 0 A_SpawnItemEx("BlueOrb", Args[0], 0, 0, 0, 0, 2, 360, 0, 0)
	 TNT1 A 15
	 Loop
   }
 }
 
 ACTOR TeleWhiteFX 904
 {
   States
   {
     Spawn:
	 TNT1 A 0
	 TNT1 A 0 A_SpawnItemEx("WhiteOrb", Args[0], 0, 0, 0, 0, 2, 0, 0, 0)
	 TNT1 A 0 A_SpawnItemEx("WhiteOrb", Args[0], 0, 0, 0, 0, 2, 15, 0, 0)
	 TNT1 A 0 A_SpawnItemEx("WhiteOrb", Args[0], 0, 0, 0, 0, 2, 30, 0, 0)
	 TNT1 A 0 A_SpawnItemEx("WhiteOrb", Args[0], 0, 0, 0, 0, 2, 45, 0, 0)
	 TNT1 A 0 A_SpawnItemEx("WhiteOrb", Args[0], 0, 0, 0, 0, 2, 60, 0, 0)
	 TNT1 A 0 A_SpawnItemEx("WhiteOrb", Args[0], 0, 0, 0, 0, 2, 75, 0, 0)
	 TNT1 A 0 A_SpawnItemEx("WhiteOrb", Args[0], 0, 0, 0, 0, 2, 90, 0, 0)
	 TNT1 A 0 A_SpawnItemEx("WhiteOrb", Args[0], 0, 0, 0, 0, 2, 105, 0, 0)
	 TNT1 A 0 A_SpawnItemEx("WhiteOrb", Args[0], 0, 0, 0, 0, 2, 120, 0, 0)
	 TNT1 A 0 A_SpawnItemEx("WhiteOrb", Args[0], 0, 0, 0, 0, 2, 135, 0, 0)
	 TNT1 A 0 A_SpawnItemEx("WhiteOrb", Args[0], 0, 0, 0, 0, 2, 150, 0, 0)
	 TNT1 A 0 A_SpawnItemEx("WhiteOrb", Args[0], 0, 0, 0, 0, 2, 165, 0, 0)
	 TNT1 A 0 A_SpawnItemEx("WhiteOrb", Args[0], 0, 0, 0, 0, 2, 180, 0, 0)
	 TNT1 A 0 A_SpawnItemEx("WhiteOrb", Args[0], 0, 0, 0, 0, 2, 195, 0, 0)
	 TNT1 A 0 A_SpawnItemEx("WhiteOrb", Args[0], 0, 0, 0, 0, 2, 210, 0, 0)
	 TNT1 A 0 A_SpawnItemEx("WhiteOrb", Args[0], 0, 0, 0, 0, 2, 225, 0, 0)
	 TNT1 A 0 A_SpawnItemEx("WhiteOrb", Args[0], 0, 0, 0, 0, 2, 240, 0, 0)
	 TNT1 A 0 A_SpawnItemEx("WhiteOrb", Args[0], 0, 0, 0, 0, 2, 255, 0, 0)
	 TNT1 A 0 A_SpawnItemEx("WhiteOrb", Args[0], 0, 0, 0, 0, 2, 270, 0, 0)
	 TNT1 A 0 A_SpawnItemEx("WhiteOrb", Args[0], 0, 0, 0, 0, 2, 285, 0, 0)
	 TNT1 A 0 A_SpawnItemEx("WhiteOrb", Args[0], 0, 0, 0, 0, 2, 300, 0, 0)
	 TNT1 A 0 A_SpawnItemEx("WhiteOrb", Args[0], 0, 0, 0, 0, 2, 315, 0, 0)
	 TNT1 A 0 A_SpawnItemEx("WhiteOrb", Args[0], 0, 0, 0, 0, 2, 330, 0, 0)
	 TNT1 A 0 A_SpawnItemEx("WhiteOrb", Args[0], 0, 0, 0, 0, 2, 345, 0, 0)
	 TNT1 A 0 A_SpawnItemEx("WhiteOrb", Args[0], 0, 0, 0, 0, 2, 360, 0, 0)
	 TNT1 A 15
	 Loop
   }
 }
 
 ACTOR TeleGoldFX 905
 {
   States
   {
     Spawn:
	 TNT1 A 0
	 TNT1 A 0 A_SpawnItemEx("GoldOrb", Args[0], 0, 0, 0, 0, 2, 0, 0, 0)
	 TNT1 A 0 A_SpawnItemEx("GoldOrb", Args[0], 0, 0, 0, 0, 2, 15, 0, 0)
	 TNT1 A 0 A_SpawnItemEx("GoldOrb", Args[0], 0, 0, 0, 0, 2, 30, 0, 0)
	 TNT1 A 0 A_SpawnItemEx("GoldOrb", Args[0], 0, 0, 0, 0, 2, 45, 0, 0)
	 TNT1 A 0 A_SpawnItemEx("GoldOrb", Args[0], 0, 0, 0, 0, 2, 60, 0, 0)
	 TNT1 A 0 A_SpawnItemEx("GoldOrb", Args[0], 0, 0, 0, 0, 2, 75, 0, 0)
	 TNT1 A 0 A_SpawnItemEx("GoldOrb", Args[0], 0, 0, 0, 0, 2, 90, 0, 0)
	 TNT1 A 0 A_SpawnItemEx("GoldOrb", Args[0], 0, 0, 0, 0, 2, 105, 0, 0)
	 TNT1 A 0 A_SpawnItemEx("GoldOrb", Args[0], 0, 0, 0, 0, 2, 120, 0, 0)
	 TNT1 A 0 A_SpawnItemEx("GoldOrb", Args[0], 0, 0, 0, 0, 2, 135, 0, 0)
	 TNT1 A 0 A_SpawnItemEx("GoldOrb", Args[0], 0, 0, 0, 0, 2, 150, 0, 0)
	 TNT1 A 0 A_SpawnItemEx("GoldOrb", Args[0], 0, 0, 0, 0, 2, 165, 0, 0)
	 TNT1 A 0 A_SpawnItemEx("GoldOrb", Args[0], 0, 0, 0, 0, 2, 180, 0, 0)
	 TNT1 A 0 A_SpawnItemEx("GoldOrb", Args[0], 0, 0, 0, 0, 2, 195, 0, 0)
	 TNT1 A 0 A_SpawnItemEx("GoldOrb", Args[0], 0, 0, 0, 0, 2, 210, 0, 0)
	 TNT1 A 0 A_SpawnItemEx("GoldOrb", Args[0], 0, 0, 0, 0, 2, 225, 0, 0)
	 TNT1 A 0 A_SpawnItemEx("GoldOrb", Args[0], 0, 0, 0, 0, 2, 240, 0, 0)
	 TNT1 A 0 A_SpawnItemEx("GoldOrb", Args[0], 0, 0, 0, 0, 2, 255, 0, 0)
	 TNT1 A 0 A_SpawnItemEx("GoldOrb", Args[0], 0, 0, 0, 0, 2, 270, 0, 0)
	 TNT1 A 0 A_SpawnItemEx("GoldOrb", Args[0], 0, 0, 0, 0, 2, 285, 0, 0)
	 TNT1 A 0 A_SpawnItemEx("GoldOrb", Args[0], 0, 0, 0, 0, 2, 300, 0, 0)
	 TNT1 A 0 A_SpawnItemEx("GoldOrb", Args[0], 0, 0, 0, 0, 2, 315, 0, 0)
	 TNT1 A 0 A_SpawnItemEx("GoldOrb", Args[0], 0, 0, 0, 0, 2, 330, 0, 0)
	 TNT1 A 0 A_SpawnItemEx("GoldOrb", Args[0], 0, 0, 0, 0, 2, 345, 0, 0)
	 TNT1 A 0 A_SpawnItemEx("GoldOrb", Args[0], 0, 0, 0, 0, 2, 360, 0, 0)
	 TNT1 A 15
	 Loop
   }
 }
 
 
Actor SmallColumnBase
{
	Radius 16
	Height 40
	+SOLID
}

Actor HeartBlackColumn			: SmallColumnBase 7156
{
	States
	{
	Spawn:
		COL3 OP 14
		Loop
	}
}

Actor HereticChandelier : Chandelier 16003
{
	Game Doom
	+spawnceiling
	States
	{
	Spawn:
    CHDL ABC 4 BRIGHT
    Loop
	}
}

ACTOR HexenDeadHanged1 30371
{
	Radius 16
	Height 64
	-SOLID
	+NOGRAVITY
	+SPAWNCEILING
	States
	{
	Spawn:
		CPS8 A -1
		Stop
	}
}

ACTOR NecrodomeRock2 30361
{
  //$Category Vegetation
  Radius 16
  Height 24
  -SOLID
  States
  {
  Spawn:
    NCRD D -1
    Stop
  }
}

Actor Grass03 1793
{
//$Category Vegetation
height 21
radius 21
-SOLID
Scale 0.7
states
	{
	Spawn:
	    GRSS C 1
		GRSS C -1
		Stop
	}
}
ACTOR HexenDeadHanged2 30372
{
	Radius 16
	Height 64
	-SOLID
	+NOGRAVITY
	+SPAWNCEILING
	States
	{
	Spawn:
		CPS9 A -1
		Stop
	}
}

ACTOR RedWallTorch 12501
{
  +NOBLOCKMAP
  +NOGRAVITY
  +FIXMAPTHINGPOS
  Radius 6.5
  States
  {
  Spawn:
    YWTR ABCD 4 Bright
    Loop
  }
}