ACTOR TraderDecor 29281
{
  Game Doom
  Radius 16
  Height 60
  +SOLID
  States
  {
  Spawn:
    TRAD A -1
    stop
  }
}

ACTOR SkullKey1 : Inventory 28371
{
Inventory.Maxamount 1
Inventory.PickupMessage "You found the King's Key!"
States
{
Spawn:
SKUK A -1
Stop
}
}

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

ACTOR Dead_Baby 20209
{
//$Category DrDoctor Stuff
 Game Doom
Radius 8
Height 14
scale .5
+NOGRAVITY
+SPAWNCEILING
  States
  {
  Spawn:
    BABI A -1 
    loop
  }
}

Actor Gardentree1 11341
{
//$Category Gothic Materials
  Radius 20
  Height 90
  +Solid 
  States
  {
  Spawn:
    PLAN A -1
    Stop
  }
}

Actor Gardentree2 11342
{
//$Category Gothic Materials
  Radius 20
  Height 90
  +Solid
  States
  {
  Spawn:
    PLAN B -1
    Stop
  }
}

Actor Gardenbush1 11343
{
//$Category Gothic Materials
  Radius 24
  Height 30
  +Solid
  States
  {
  Spawn:
    PLAN C -1
    Stop
  }
}

ACTOR ChestSkewered1 12540
{
//$Category Gothic Materials
  Radius 16
  Height 64
  +SOLID
  States
  {
  Spawn:
    POLC A -1
    Stop
  }
}

ACTOR ChestSkewered2 12541
{
//$Category Gothic Materials
  Radius 16
  Height 64
  +SOLID
  States
  {
  Spawn:
    POLC B -1
    Stop
  }
}

ACTOR ChestSkewered3 12542
{
//$Category Gothic Materials
  Radius 16
  Height 64
  +SOLID
  States
  {
  Spawn:
    POLC C -1
    Stop
  }
}

Actor Gardenbush2 11345
{
//$Category Gothic Materials
  Radius 16
  Height 30
  +Solid
  States
  {
  Spawn:
    PLAN D -1
    Stop
  }
}

Actor Gardenbush3 11346
{
//$Category Gothic Materials
  Radius 16
  Height 30
  +Solid
  States
  {
  Spawn:
    PLAN E -1
    Stop
  }
}


ACTOR burger1 11347
{
//$Category Gothic Materials
  mass 1
  Radius 4
  Height 6
  scale 0.6
  +SOLID
  States
  {
   Spawn:
    BRGR A -1
    loop
  }
}

ACTOR burger2 11348
{
//$Category Gothic Materials
  mass 1
  Radius 4
  Height 6
  scale 0.6
  +SOLID
  States
  {
   Spawn:
    BRGR B -1
    loop
  }
}

ACTOR burger3 11349
{
//$Category Gothic Materials
  mass 1
  Radius 4
  Height 8
  scale 0.6
  +SOLID
  States
  {
   Spawn:
    BRGR C -1
    loop
  }
}

ACTOR burger4 11350
{
//$Category Gothic Materials
  mass 1
  Radius 4
  Height 6
  scale 0.6
  +SOLID
  States
  {
   Spawn:
    BRGR D -1
    loop
  }
}


ACTOR fries1 11351
{
//$Category Gothic Materials
  mass 1
  Radius 3
  Height 7
  scale 0.6
  +SOLID
  States
  {
   Spawn:
    FRES A -1
    loop
  }
}

ACTOR fries2 11352
{
//$Category Gothic Materials
  mass 1
  Radius 3
  Height 6
  scale 0.6
  +SOLID
  States
  {
   Spawn:
    FRES B -1
    loop
  }
}

ACTOR drink 11353
{
//$Category Gothic Materials
  mass 1
  Radius 2
  Height 7
  scale 0.6
  +SOLID
  States
  {
   Spawn:
    DRNK A -1
    loop
  }
}

ACTOR bottle1 11354
{
//$Category Gothic Materials
  mass 1
  Radius 3
  Height 16
  scale 0.6
  +SOLID
  States
  {
   Spawn:
    BTTL A -1
    loop
  }
}

ACTOR bottle2 11355
{
//$Category Gothic Materials
  mass 1
  Radius 3
  Height 16
  scale 0.5
  +SOLID
  States
  {
   Spawn:
    BTTL B -1
    loop
  }
}

ACTOR glass 11356
{
//$Category Gothic Materials
  mass 1
  Radius 3
  Height 8
  scale 0.6
  +SOLID
  States
  {
   Spawn:
    GLSS A -1
    loop
  }
}

ACTOR donuts 11357
{
//$Category Gothic Materials
  mass 1
  Radius 5
  Height 5
  scale 0.3
  +SOLID
  States
  {
   Spawn:
    DNTS A -1
    loop
  }
}

ACTOR dbox 11358
{
//$Category Gothic Materials
  mass 1
  Radius 6
  Height 8
  +SOLID
  States
  {
   Spawn:
    DBOX A -1
    loop
  }
}

//Place the RainDropSpawner on your map, and use values set on the specials tab to modify it

//The first argument controls it's area. 128, for example makes it a 256x256 square or 256-radius circle (See fourth argument)
//The second argument controls it's frequency. The lower the number, the heavier the rainfall
//The third argument controls whether or not it plays it's ambient sound. 0 will play the sound, 1 will not
//The fourth argument controls the area type. 0 is a square, 1 is a circle


Actor RainSpawner  15921
{
  Radius 1
  Height 1
  +NoClip
  +ClientSideOnly
  +SpawnCeiling
  +NoGravity
  States
  {
  Spawn:
    TNT1 A 0
    TNT1 A 0 A_JumpIf(Args[2] > 0, "NoSound")
    TNT1 A 0 A_JumpIf(Args[3] > 0, "Circle")
    TNT1 A 0 A_PlaySoundEx("Ambient/Rain33", "SoundSlot9", 1)
    TNT1 A 1 A_SpawnItemEx("RainDrop", Random(-Args[0], Args[0]), Random(-Args[0], Args[0]), -2, 0, 0, 0, 0, 128, Args[1])
    TNT1 A 1 A_SpawnItemEx("RainDrop", Random(-Args[0]/2, Args[0]/2), Random(-Args[0]/2, Args[0]/2), -2, 0, 0, 0, 0, 128, Args[1])
    TNT1 A 1 A_SpawnItemEx("RainDrop", Random(-Args[0]/4, Args[0]/4), Random(-Args[0]/4, Args[0]/4), -2, 0, 0, 0, 0, 128, Args[1])
    Loop
  Circle:
    TNT1 A 2 A_SpawnItemEx("RainDrop", Random(-Args[0], Args[0]), 0, -2, 0, 0, 0, Random(0, 360), 128, Args[1])
  NoSound:
    TNT1 A 0 A_Jumpif(Args[3] > 0, "NoSoundCircle")
    TNT1 A 2 A_SpawnItemEx("RainDrop", Random(-Args[0], Args[0]), Random(-Args[0], Args[0]), -2, 0, 0, 0, 0, 128, Args[1])
    Loop
  NoSoundCircle:
    TNT1 A 2 A_SpawnItemEx("RainDrop", Random(-Args[0], Args[0]), 0, -2, 0, 0, 0, Random(0, 360), 128, Args[1])
    Loop
  }
}

Actor RainDrop
{
  +Missile
  +NoBlockMap
  -NoGravity
  +CLIENTSIDEONLY
  Height 2
  Radius 2
  Renderstyle Translucent
  Alpha 0.85
  Scale 1.1
  States
  {
  Spawn:
    RNDR A 1 A_JumpIf(WaterLevel > 0, "Death")
    Loop
  Death:
    RNDR B 0 A_SpawnItemEx("RainSplat",0,0,0)
    Stop
  }
}

Actor RainSplat
{
+CLIENTSIDEONLY
Renderstyle Translucent
Alpha 0.85
States
{
Spawn:
RNDR BCDEFGH 1 A_Fadeout(0.1)
Stop
}
}

Actor KnightDecor01 27650
{
//$Category Gothic Materials
 Game Doom
  Radius 16
  Height 68
  +SOLID
  States
  {
  Spawn:
    KNI1 A -1
    Stop
  }
}

Actor KnightDecor02 27651
{
//$Category Gothic Materials
 Game Doom
  Radius 16
  Height 68
  +SOLID
  States
  {
  Spawn:
    KNI1 B -1
    Stop
  }
}

Actor KnightDecor03 27652
{
//$Category Gothic Materials
 Game Doom
  Radius 16
  Height 68
  +SOLID
  States
  {
  Spawn:
    KNI1 C -1
    Stop
  }
}