//==============================================================================
// Ashes Episode Two Decorate
//==============================================================================
// Effects
//==============================================================================
#Include Actors/Effects/Effects.txt //Misc specials
//==============================================================================
// Weapons
//==============================================================================
#Include Actors/Weapons/Lantern.txt //Solar Lantern
#Include Actors/Weapons/Crowbar.txt //Cro-bar
#Include Actors/Weapons/PolicePistol.txt //9mm Autoloader
#Include Actors/Weapons/Shotgun.txt //Pump-action
#Include Actors/Weapons/HunterShotgun.txt //Hunter Shotgun
#Include Actors/Weapons/MBlaster.txt //Master Blaster
#Include Actors/Weapons/ModRifle.txt //Modular '63
#Include Actors/Weapons/XBOW.txt //Crossbow
#Include Actors/Weapons/PipeBomb.txt //Pipe Bombs
#Include Actors/Weapons/Thumper.txt //After 5 years of R&R, I'm ready for more action!
//==============================================================================
// Items
//==============================================================================
#Include Actors/Items/Ammo.txt //Ammunition pickups
#Include Actors/Items/Armor.txt //Armor pickups
#Include Actors/Items/Health.txt //Health pickups
#Include Actors/Items/Power.txt //Inventory and powerups
//==============================================================================
// Actors
//==============================================================================
#Include Actors/Player/Player.txt //The Good
#Include Actors/Spawners //The Sneed
#Include Actors/Props/props.txt //And The Ugly
//==============================================================================
Actor primefiretoggled: Inventory
{
   Inventory.MaxAmount 1
}
Actor Altfiretoggled: Inventory
{
   Inventory.MaxAmount 1
}
ACTOR Radiationcount : Inventory
{
    Inventory.Amount 1
    Inventory.MaxAmount 100
	Inventory.InterHubAmount 0
    -INVBAR
}
//This tracks all the RadiationCount entites in RN
//There's Very Low, Low, Medium, High and Very High
// Very Low - 1 rad per 4 seconds
// Low - 1 rad per 2 seconds
// Medium-Low - 1 Rad per second
// Medium-High - 2 Rad per second
// High - 5 Rad per second
// Very High - 10 Rad per second
// Extreme - 20 Rad per second

ACTOR RadiationVeryLow 1067
{
//$Category HazardActors
  Radius 64
  Height 64
  +NOTRIGGER
  +NOBLOCKMONST
  +NOBLOCKMAP
  +DONTSPLASH
  +NOCLIP
  +CANPASS
  RenderStyle None
  States
  {
  Spawn:
    TNT1 A 1
    Loop
  }
}

ACTOR RadiationLow : RadiationVeryLow 1068
{
//$Category HazardActors
  States
  {
  Spawn:
    TNT1 A 1
    Loop
  }
}

ACTOR RadiationMediumLow : RadiationVeryLow 1069
{
//$Category HazardActors
  States
  {
  Spawn:
    TNT1 A 1
    Loop
  }
}

ACTOR RadiationMediumHigh : RadiationVeryLow 1070
{
//$Category HazardActors
  States
  {
  Spawn:
    TNT1 A 1
    Loop
  }
}

ACTOR RadiationHigh : RadiationVeryLow 1071
{
//$Category HazardActors
  States
  {
  Spawn:
    TNT1 A 1
    Loop
  }
}

ACTOR RadiationVeryHigh : RadiationVeryLow 1072
{
//$Category HazardActors
  States
  {
  Spawn:
    TNT1 A 1
    Loop
  }
}

ACTOR RadiationExtreme : RadiationVeryLow 1073
{
//$Category HazardActors
  States
  {
  Spawn:
    TNT1 A 1
    Loop
  }
}
ACTOR AshesBlueCard : CustomInventory replaces Bluecard
{
  Inventory.PickupMessage "Got the blue employee card"
  Inventory.Icon "STKEYS0"
  scale 0.7
  States
  {
  Spawn:
    BKEY A 10
    BKEY A 10 Bright
    Loop
  Pickup:
	TNT1 A 1 A_GiveInventory("Bluecard",1)
	stop
  }
}
ACTOR AshesYellowCard : CustomInventory replaces Yellowcard
{
  Inventory.PickupMessage "Got the yellow security card"
  Inventory.Icon "STKEYS1"
  scale 0.7
  States
  {
  Spawn:
    YKEY A 10
    YKEY A 10 Bright
    Loop
  Pickup:
	TNT1 A 1 A_GiveInventory("Yellowcard",1)
	stop
  }
}
ACTOR AshesRedCard : CustomInventory replaces Redcard
{
  Inventory.PickupMessage "Got the red access card"
  Inventory.Icon "STKEYS2"
  scale 0.7
  States
  {
  Spawn:
    RKEY A 10
    RKEY A 10 Bright
    Loop
  Pickup:
	TNT1 A 1 A_GiveInventory("Redcard",1)
	stop
  }
}
ACTOR AshesSilverKey : CustomInventory replaces Blueskull
{
  Inventory.PickupMessage "Got the Silver Library Key"
  Inventory.Icon "STKEYS3"
  scale 0.8
  States
  {
  Spawn:
    BSKU A 10
    BSKU A 10 Bright
    Loop
  Pickup:
	TNT1 A 1 A_GiveInventory("BlueSkull",1)
	stop
  }
}
ACTOR AshesBronzeKey : CustomInventory replaces Redskull
{
  Inventory.PickupMessage "Got the Bronze maintenance Key"
  Inventory.Icon "STKEYS5"
  scale 0.8
  States
  {
  Spawn:
    RSKU A 10
    RSKU A 10 Bright
    Loop
  Pickup:
	TNT1 A 1 A_GiveInventory("RedSkull",1)
	stop
  }
}
ACTOR AshesGoldKey : CustomInventory replaces Yellowskull
{
  Inventory.PickupMessage "Got the Gold Gymnasium Key"
  Inventory.Icon "STKEYS4"
  scale 0.8
  States
  {
  Spawn:
    YSKU A 10
    YSKU A 10 Bright
    Loop
  Pickup:
	TNT1 A 1 A_GiveInventory("YellowSkull",1)
	stop
  }
}
ACTOR Dialogtoken1: Inventory  //Jimmy Chems 
{
    Inventory.Amount 1
    Inventory.MaxAmount 1
	Inventory.InterHubAmount 0
    -INVBAR
}
ACTOR Dialogtoken2: Dialogtoken1 //Farm Quest
{
}
ACTOR Dialogtoken3: Dialogtoken1 //SuppressorSold
{
}
ACTOR Dialogtoken4: Dialogtoken1 //BracketSold
{
}
ACTOR Dialogtoken5: Dialogtoken1 //
{
}
ACTOR Dialogtoken6: Dialogtoken1 //
{
}
ACTOR Dialogtoken7: Dialogtoken1 //
{
}
ACTOR Dialogtoken8: Dialogtoken1 //
{
}
ACTOR Dialogtoken9: Dialogtoken1 //
{
}
ACTOR Dialogtoken10: Dialogtoken1 //
{
}
ACTOR Dialogtoken11: Dialogtoken1 //
{
}
ACTOR Dialogtoken12: Dialogtoken1 //
{
}
ACTOR Dialogtoken13: Dialogtoken1 //
{
}
ACTOR Dialogtoken14: Dialogtoken1 //
{
}
ACTOR Dialogtoken15: Dialogtoken1 //
{
}
ACTOR Dialogtoken16: Dialogtoken1 //
{
}
ACTOR Dialogtoken17: Dialogtoken1 //
{
}
ACTOR Dialogtoken18: Dialogtoken1 //
{
}
ACTOR Dialogtoken19: Dialogtoken1 //
{
}
ACTOR Dialogtoken20: Dialogtoken1 //
{
}
ACTOR BarDrink : Stimpack
{
  Inventory.Amount 10
  Inventory.PickupMessage "Got a cool glass of water."
  Inventory.PickupSound "items/foodpickup"
  Inventory.MaxAmount 100
  +ALWAYSPICKUP
  scale 0.4
  States
  {
  Spawn:
    BON1 A -1
    Stop
  }
}
ACTOR BarFood : Stimpack
{
  Inventory.Amount 50
  Inventory.PickupMessage "Got some Food."
  Inventory.PickupSound "items/foodpickup"
  Inventory.MaxAmount 100
  scale 0.4
  +ALWAYSPICKUP
  States
  {
  Spawn:
    BON1 A -1
    Stop
  }
}
ACTOR BarPork : healthbonus
{
  Inventory.Amount 50
  Inventory.PickupMessage "Got some Food."
  Inventory.PickupSound "items/foodpickup"
  Inventory.MaxAmount 200
  scale 0.4
  +ALWAYSPICKUP
  States
  {
  Spawn:
    BON1 A -1
    Stop
  }
}
ACTOR DocHeal : custominventory
{
Inventory.PickupMessage "Got patched up!"
  States
  {
  Pickup:
     TNT1 A 0 HealThing(70)
     stop
  } 
}
ACTOR Chips : Ammo
{
 Inventory.Amount 1
 Inventory.MaxAmount 10000
 Ammo.BackPackMaxAmount 10000
 +IGNORESKILL
}
ACTOR TwentyChips : Chips
{
 Inventory.Amount 20
 +IGNORESKILL
}
ACTOR TwentyFiveChips : Chips
{
 Inventory.Amount 25
 +IGNORESKILL
}
ACTOR ThirtyChips : Chips
{
 Inventory.Amount 30
 +IGNORESKILL
}
ACTOR FortyChips : Chips
{
 Inventory.Amount 40
 +IGNORESKILL
}
ACTOR FortyFiveChips : Chips
{
 Inventory.Amount 45
 +IGNORESKILL
}
ACTOR FiddyChips : Chips
{
 Inventory.Amount 50
 +IGNORESKILL
}
ACTOR SixtyChips : Chips
{
 Inventory.Amount 60
 +IGNORESKILL
}
ACTOR EightyChips : Chips
{
 Inventory.Amount 80
 +IGNORESKILL
}
ACTOR NinetyChips : Chips
{
 Inventory.Amount 90
 +IGNORESKILL
}
ACTOR HundredChips : Chips
{
 Inventory.Amount 100
 +IGNORESKILL
}
ACTOR Onefiddychips : Chips
{
 Inventory.Amount 150
 +IGNORESKILL
}
ACTOR HundredEightyChips : Chips
{
 Inventory.Amount 180
 +IGNORESKILL
}
ACTOR twohundredchips : Chips
{
 Inventory.Amount 200
 +IGNORESKILL
}
ACTOR threehundredchips : Chips
{
 Inventory.Amount 300
 +IGNORESKILL
}
ACTOR CollGSoulCoin : Chips
{
 Inventory.Amount 100
 +IGNORESKILL
 Inventory.PickupSound "Collectible/Gsouls"
 Inventory.PickupMessage "Got a collectible! Finally, some money that's actually worth trading!"
  +COUNTITEM
 states
  {
  Spawn:
    COI2 A 15
	COI2 A 5 bright
    loop
  }
}
actor CrapJunk : RandomSpawner
{
    DropItem "JUNKtools"
    DropItem "JUNKspares"
    DropItem "JUNKgear"
    DropItem "JUNKnuts"
	DropItem "JUNKcable"
	DropItem "JUNKpipe"
}
actor JUNKtools : Chips 10492
{
  Inventory.Amount 5
  Inventory.PickupMessage "Got some junk."
  Inventory.PickupSound "items/capssmall"
  scale 0.4
  +COUNTITEM
  states
  {
  Spawn:
    SEL1 A 15
	SEL1 A 5 bright
    loop
  }
}
actor JUNKspares : JUNKtools 10493
{
  Inventory.Amount 5
  states
  {
  Spawn:
    SEL1 B 15
	SEL1 B 5 bright
	loop
  }
}
actor JUNKgear : JUNKtools 10494
{
  Inventory.Amount 5
  states
  {
  Spawn:
    SEL1 C 15
	SEL1 C 5 bright
	loop
  }
}
actor JUNKnuts : JUNKtools 10495
{
  Inventory.Amount 5
  states
  {
  Spawn:
    SEL1 D 15
	SEL1 D 5 bright
	loop
  }
}
actor JUNKcable : JUNKtools 10496
{
  Inventory.Amount 5
  states
  {
  Spawn:
    SEL1 E 15
	SEL1 E 5 bright
	loop
  }
}
actor JUNKpipe : JUNKtools 10497
{
  Inventory.Amount 5
  states
  {
  Spawn:
    SEL1 F 15
	SEL1 F 5 bright
	loop
  }
}

actor DawnBobble
{
  Height 16
  radius 10
  scale 0.18
  +SOLID
  +SHOOTABLE
  +CANPASS
  +DONTTHRUST
  +NOBLOOD
  States
  {
  Spawn:
    DAWB ABCDDDDCBAEFGHGFE 1
    Loop
  }
}

actor SprayCan 10498
{
  Health 10
  Speed 0
  Height 15
  scale 0.6
  BloodColor "#FF0000"
  +SOLID
  +SHOOTABLE
  +TELESTOMP
  +CANPASS
   deathsound "break/box"
  States
  {
  Spawn:
    SPRY A -1
    Loop
  Death:
    NULL A 0 A_Scream
	NULL A 0 A_NoBlocking
	NULL AAAAAAAAA 0 A_SpawnItemEX("blood", 0, 0, random (3, 5), random (-5, 5), random (-5, 5), random (1, 2), 0, 0, 30)
    NULL A 0 A_SpawnItemEx ("DebrisPiece1", 0, 0, random (3, 5), random (-5, 5), random (-5, 5), random (1, 2), 0, 0, 30)
    NULL A 0 A_SpawnItemEx ("DebrisPiece1", 0, 0, random (3, 5), random (-5, 5), random (-5, 5), random (1, 2), 0, 0, 30)
    NULL A 0 A_SpawnItemEx ("DebrisPiece1", 0, 0, random (3, 5), random (-5, 5), random (-5, 5), random (1, 2), 0, 0, 30)
    NULL A 0 A_SpawnItemEx ("DebrisPiece1", 0, 0, random (3, 5), random (-5, 5), random (-5, 5), random (1, 2), 0, 0, 30)
    Stop
  }
}
actor spraypaint
{
  Radius 2
  Height 2
  health 2
  Speed 70
  Damage 0
  BloodColor "#FF0000"
  decal BloodSplat
  DeathSound "imp/shotx"
  Projectile
  -NOGRAVITY
  States
  {
  Spawn:
    TNT1 A 1 A_SpawnItemEX("spraytrail", random(-2, 2), 0, random(-2, 2), 0, 0, 0, random(0, 360))
    loop
  Death:
    TNT1 A 4
    stop
  }
}
actor SprayTrail
{
  Radius 2
  Height 2
  scale 0.3
  renderstyle translucent
  alpha 0.4
  BloodColor "#FF0000"
  +NOINTERACTION
  States
  {
  Spawn:
    GBGO ABCD 3 A_FadeOut(0.2)
    stop
  }
  }
Actor WoodBarricade: actor 310
{
  Health 50
  Speed 15
  Height 48
  radius 32
  +SOLID
  +SHOOTABLE
  +NOBLOOD
  +DROPOFF
  +DONTTHRUST
  +TELESTOMP
  +CANPASS
  +NOGRAVITY
  damagefactor crowdamage, 2.0
  deathsound "break/wood"
  States
  {
  Spawn:
    TNT1 A -1
    Loop
  Death:
    NULL A 0 A_Scream
	NULL A 0 A_NoBlocking
    NULL A 0 A_SpawnItemEx ("wooddebris", 0, 0, random (3, 5), random (-5, 5), random (-5, 5), random (1, 2), 0, 0, 30)
    NULL A 0 A_SpawnItemEx ("wooddebris", 0, 0, random (3, 5), random (-5, 5), random (-5, 5), random (1, 2), 0, 0, 30)
    NULL A 0 A_SpawnItemEx ("wooddebris", 0, 0, random (3, 5), random (-5, 5), random (-5, 5), random (1, 2), 0, 0, 30)
    NULL A 0 A_SpawnItemEx ("wooddebris", 0, 0, random (3, 5), random (-5, 5), random (-5, 5), random (1, 2), 0, 0, 30)
    NULL A 0 A_SpawnItemEx ("wooddebris", 0, 0, random (3, 10), random (-5, 10), random (-10, 5), random (1, 2), 0, 0, 30)
	NULL A 0 A_SpawnItemEx ("wooddebris", 0, 0, random (3, 10), random (-5, 10), random (-10, 5), random (1, 2), 0, 0, 30)
    Stop
  }
}
Actor Woodbarricadecutscene: woodbarricade 317
{
  deathsound "break/wood"
  +NOGRAVITY
  States
  {
  Spawn:
    TNT1 A -1
    Loop
  Death:
    NULL A 0 A_Scream
	NULL A 0 A_NoBlocking
    NULL A 0 A_SpawnItemEx ("wooddebrisslow", 0, 0, random (3, 5), random (-5, 5), random (-5, 5), random (1, 2), 0, 0, 30)
    NULL A 0 A_SpawnItemEx ("wooddebrisslow", 0, 0, random (3, 5), random (-5, 5), random (-5, 5), random (1, 2), 0, 0, 30)
    NULL A 0 A_SpawnItemEx ("wooddebrisslow", 0, 0, random (3, 5), random (-5, 5), random (-5, 5), random (1, 2), 0, 0, 30)
    NULL A 0 A_SpawnItemEx ("wooddebrisslow", 0, 0, random (3, 5), random (-5, 5), random (-5, 5), random (1, 2), 0, 0, 30)
    NULL A 0 A_SpawnItemEx ("wooddebrisslow", 0, 0, random (3, 10), random (-5, 10), random (-10, 5), random (1, 2), 0, 0, 30)
	NULL A 0 A_SpawnItemEx ("wooddebrisslow", 0, 0, random (3, 10), random (-5, 10), random (-10, 5), random (1, 2), 0, 0, 30)
	NULL A 0 A_SpawnItemEx ("wooddebrisslow", 0, 0, random (3, 5), random (-5, 5), random (-5, 5), random (1, 2), 0, 0, 30)
	NULL A 0 A_SpawnItemEx ("wooddebrisslow", 0, 0, random (3, 10), random (-5, 10), random (-10, 5), random (1, 2), 0, 0, 30)
    NULL A 0 A_SpawnItemEx ("wooddebrisslow", 0, 0, random (3, 10), random (-5, 10), random (-10, 5), random (1, 2), 0, 0, 30)
    Stop
  }
}
ACTOR PROPDustFall 311
{
	Radius 16
	Height 42
	renderstyle add
	alpha 0.4
	-solid
    +Nogravity
	States
	{
	Spawn:
		DFAL ABCDEFGHIKJ 5
		DFAL KLMNOPPPPPPPPPP 5 A_fadeout(0.15)
		stop
	}
}
ACTOR WoodDebris : actor
{ 
    +MISSILE
	+DROPOFF
	+NOTELEPORT
	+FORCEXYBILLBOARD
	+GHOST
	+DONTSPLASH
	Mass 10
	Damage 0
	-NOBLOCKMAP
	-NOGRAVITY
	+Randomize
	Radius 3
	Height 3
	Speed 6
	bouncetype "doom"
	BounceFactor 0.5
	Scale .8
	Alpha 1.0
	States
	{
	Spawn:
		TNT1 A 0
		TNT1 A 0 Thing_ChangeTID(0,390)
		TNT1 A 0 A_Jump(256,1,2,3,4,5,6,7,8)
		WDB1 ABCDEFGHI 1 
		Goto Spawn+3
	Death:
		TNT1 A 0 
		TNT1 A 0 A_jump(256,"death1","death2","death3")
	Death1:
		WDB1 L 200
		TNT1 A 1
		Stop
	Death2:
		WDB1 J 200
		TNT1 A 1
		Stop
	Death3:
		WDB1 K 200
		TNT1 A 1
		Stop
	}
}
ACTOR WoodDebrisslow : wooddebris
{ 
	+NOBLOCKMAP
	Mass 5
	Damage 0
	+NOGRAVITY
	+Randomize
	Radius 3
	Height 3
	Speed 1
	bouncetype "doom"
	BounceFactor 0.5
	Scale .6
	Alpha 1.0
	States
	{
	Spawn:
		TNT1 A 0
		TNT1 A 0 Thing_ChangeTID(0,390)
		TNT1 A 0 A_Jump(256,1,2,3,4,5,6,7,8)
		WDB1 ABCDEFGHI 4 
		loop
	Death:
		TNT1 A 0 
		TNT1 A 0 A_jump(256,"death1","death2","death3")
	Death1:
		WDB1 L 200
		TNT1 A 1
		Stop
	Death2:
		WDB1 J 200
		TNT1 A 1
		Stop
	Death3:
		WDB1 K 200
		TNT1 A 1
		Stop
	}
}
Actor FootstepsWalker 
{
  speed 15
+NOBLOCKMAP
  +NOSECTOR
  +NOGRAVITY
  +DONTSPLASH
  +Floorhugger
  projectile
  damage 0
  states
  {
  spawn:
  TNT1 AAAAAAAAAAAA 20 a_playsound("footstep/default",CHAN_BODY)
  death:
  TNT1 A -1
  stop
}
}
Actor Footstepsrunner 
{
  speed 20
+NOBLOCKMAP
  +NOSECTOR
  +NOGRAVITY
  +DONTSPLASH
  +Floorhugger
  projectile
  damage 0
  states
  {
  spawn:
  TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAA 10 a_playsound("footstep/default",CHAN_BODY)
  death:
  TNT1 A -1
  stop
}
}
ACTOR PistolDropper:  RandomSpawner 361
{
 DropItem "PistolSpawn"
}
 actor RadRoach: actor 362
 {
  Obituary "%o was killed by a... RADROACH???"
  Health 1
  Radius 8
  Height 8
  Mass 1000
  Speed 8
  scale 0.4
  PainChance 256
  DeathSound "roach/squish"
  ActiveSound "roach/active"
  bloodcolor "tan"
  Monster
  +FLOORCLIP
  +FRIGHTENED
  +NOTARGET
  +CANTSEEK
  +CANNOTPUSH
  -CANUSEWALLS
  +THRUSPECIES
  +AMBUSH
  +LOOKALLAROUND
  -COUNTKILL
  +ISMONSTER
  +TOUCHY
  States
  {
  Spawn:
    ROCH A 4 A_Look
    loop
  See:
    ROCH AB 2 A_Chase
    loop
  Death:
  Xdeath:
    ROCH A 1 A_Scream
	ROCH A 1 A_NoBlocking
    ROCH C 20 
    ROCH C -1
    stop
  Raise:
    ROCH CBA 5
    goto See
  }
}
ACTOR Cutscenehidden: Inventory  //minigame health
{
    Inventory.Amount 1
    Inventory.MaxAmount 1
	Inventory.InterHubAmount 0
    -INVBAR
}
ACTOR PropGeneric
{
  Radius 20
  Height 16
  +NOBLOCKMAP
  States
	{
	Spawn:
		PLAY A -1
		Stop
	}
}
Actor Propminehat: PropGeneric 492
{
States
  {
  Spawn:
    MHLM A -1
    STOP
  }
}
Actor Proppickaxe: PropGeneric 493
{
States
  {
  Spawn:
    PAXE A -1
    STOP
  }
}
Actor WalkerCutscene: PropGeneric
{
States
  {
  Spawn:
    WLK2 ABC 4 bright
    loop
  }
}
ACTOR PropMotorcycleBroke: TallGreenColumn 336
{
    scale 0.9
	Radius 16
	Height 40
	ProjectilePassHeight -16
	+SOLID
	States
	{
	Spawn:
		BIK2 A -1
		Stop
	}
}
ACTOR PropMotorcycleBroke2: TallGreenColumn 360
{
    scale 0.9
	Radius 16
	Height 40
	ProjectilePassHeight -16
	+SOLID
	States
	{
	Spawn:
		BIK3 A -1
		Stop
	}
}
ACTOR PropMotorcycleBroke3: TallGreenColumn 363
{
    scale 0.9
	Radius 16
	Height 40
	ProjectilePassHeight -16
	+SOLID
	States
	{
	Spawn:
		BIK4 A -1
		Stop
	}
}
ACTOR PropRubbishBagEmpty: TallGreenColumn 337
{
	Health 20
  Speed 10
  Height 15
  +SOLID
  +SHOOTABLE
  +NOBLOOD
  +TELESTOMP
  +CANPASS
   deathsound "break/box"
  States
  {
  Spawn:
    RBAG A -1
    Loop
  Death:
    NULL A 0 A_Scream
	NULL A 0 A_NoBlocking
    NULL A 0 A_SpawnItemEx ("DebrisPiece1", 0, 0, random (3, 5), random (-5, 5), random (-5, 5), random (1, 2), 0, 0, 30)
    NULL A 0 A_SpawnItemEx ("DebrisPiece2", 0, 0, random (3, 5), random (-5, 5), random (-5, 5), random (1, 2), 0, 0, 30)
    NULL A 0 A_SpawnItemEx ("DebrisPiece2", 0, 0, random (3, 5), random (-5, 5), random (-5, 5), random (1, 2), 0, 0, 30)
    NULL A 0 A_SpawnItemEx ("DebrisPiece1", 0, 0, random (3, 5), random (-5, 5), random (-5, 5), random (1, 2), 0, 0, 30)
    Stop
  }
}
ACTOR PropExtinguisher 367
{
  Health 30
  Speed 10
  Height 16
  scale 1
  +SOLID
  +SHOOTABLE
  +NOBLOOD
  +TELESTOMP
  +CANPASS
   deathsound "weapons/explodedistant"
  States
  {
  Spawn:
    FEXT A -1
    Loop
  Death:
    FEXT A 0 a_playsound("explode/medium")
    FEXT B 4 A_Scream
	FEXT C 4 A_NoBlocking
    NULL A 0 A_SpawnItemEx ("DebrisPiece1", 0, 0, random (3, 5), random (-5, 5), random (-5, 5), random (1, 2), 0, 0, 30)
    NULL A 0 A_SpawnItemEx ("DebrisPiece2", 0, 0, random (3, 5), random (-5, 5), random (-5, 5), random (1, 2), 0, 0, 30)
    NULL A 0 A_SpawnItemEx ("DebrisPiece2", 0, 0, random (3, 5), random (-5, 5), random (-5, 5), random (1, 2), 0, 0, 30)
    NULL A 0 A_SpawnItemEx ("DebrisPiece1", 0, 0, random (3, 5), random (-5, 5), random (-5, 5), random (1, 2), 0, 0, 30)
	FEXT D 4 A_Explode(80,192)
	FEXT EFGHIJK 4
    Stop
  }
}
ACTOR PropRubbishBagJunk: PropRubbishBagEmpty 338
{
    DropItem "crapjunk"
}
Actor PropBricks1: PropGeneric 345
{
States
  {
  Spawn:
    BRIK A -1
    STOP
  }
}
Actor PropBricks2: PropGeneric 346
{
scale 1
States
  {
  Spawn:
    BRIC A -1
    STOP
  }
}
Actor PropBricks3: PropGeneric 347
{
scale 1
States
  {
  Spawn:
    BLOK A -1
    STOP
  }
}
Actor PropGrasstuft: PropGeneric 351
{
scale 1
States
  {
  Spawn:
    TUFT A -1
    STOP
  }
}
Actor PropSewerbush: PropGeneric 364
{
scale 1
States
  {
  Spawn:
    SCRB A -1
    STOP
  }
}
Actor PropBonePile: PropGeneric 365
{
scale 1
States
  {
  Spawn:
    BPIL A -1
    STOP
  }
}
Actor PropScrub: PropGeneric 366
{
scale .6
States
  {
  Spawn:
    SCRB B -1
    STOP
  }
}
Actor PropFungusAmungus: PropGeneric 382
{
scale 0.8
States
  {
  Spawn:
    FUNG A -1
    STOP
  }
}
Actor PropBarStool: PropGeneric 383
{
States
  {
  Spawn:
    STOL A -1
    STOP
  }
}
Actor PropElectricLamp: PropGeneric 386
{
States
  {
  Spawn:
    SLMP A 10
	SLMP A 0 A_Jump (240, 2)
	SLMP B 5
	SLMP A 5
    loop
  }
}
Actor PropCeilingLight: SwitchableDecoration 388
{
 Health 15
 Radius 20
  Height 32
  mass 10000000
  +SPAWNCEILING
  +NOGRAVITY
 +DONTFALL
  +NOBLOOD
States
  {
  active:
    LSHD B 1 bright 
  Spawn:
    LSHD B -1 bright
	stop
  Inactive:
    LSHD A -1 
	stop
  Death:
    LSHD C 0 A_NOBLOCKING
    LSHD C -1
	stop
  }
}
Actor PropCeilingLightunlit: PropCeilingLight 389
{
  States
  {
  Spawn:
    Goto Super::Inactive
  }
}
Actor PropCeilingLighttrashed: PropCeilingLight 390
{
  States
  {
  Spawn:
    Goto Super::death
  }
}
Actor PropArmoredLight: SwitchableDecoration 
{
 Radius 20
  Height 30
  mass 10000000
  +SPAWNCEILING
  +NOGRAVITY
 +DONTFALL
States
  {
  active:
    ALGT B 1 bright 
  Spawn:
    ALGT B -1 bright
	stop
  Inactive:
    ALGT A -1 
	stop
  }
}
Actor PropArmoredLightunlit: PropArmoredLight 
{
  States
  {
  Spawn:
    Goto Super::Inactive
  }
}
Actor PropEmergencyLight: SwitchableDecoration 
{
 Radius 20
  Height 30
  mass 10000000
  +SPAWNCEILING
  +NOGRAVITY
 +DONTFALL
States
  {
  active:
    ELGT B 1 bright 
  Spawn:
    ELGT B -1 bright
	stop
  Inactive:
    ELGT A -1 
	stop
  }
}
Actor PropEmergencyLightunlit: PropEmergencyLight 
{
  States
  {
  Spawn:
    Goto Super::Inactive
  }
}
Actor PropSirenLightCeiling: SwitchableDecoration
{
 Radius 8
  Height 16
  mass 10000000
  +SPAWNCEILING
  +NOGRAVITY
 +DONTFALL
  -SOLID
States
  {
  active:
    KLAX A 5 bright
  spawn:
    KLAX A 0 A_PlaySound ("strobelight", CHAN_item)
    KLAX ABCD 5 bright
	loop
  Inactive:
    KLAX A -1 
	stop
  }
}
Actor PropSirenLightFloor: SwitchableDecoration
{
 Radius 8
  Height 16
  mass 10000000
  -SOLID
States
  {
  active:
    KL2X A 0 A_PlaySound ("strobelight", CHAN_item)
    KL2X A 5 bright
  spawn:
    KL2X ABCD 5 bright
	loop
  Inactive:
    KL2X A -1 
	stop
  }
}
Actor PropSirenLightOrange: SwitchableDecoration
{
 Radius 8
  Height 16
  mass 10000000
  -SOLID
States
  {
  active:
    KL3X A 0 A_PlaySound ("strobelight", CHAN_item)
    KL3X A 5 bright
  spawn:
    KL3X ABCD 5 bright
	loop
  Inactive:
    KL3X A -1 
	stop
  }
}
ACTOR AshesBigTree1 500
{
	Radius 16
	Height 128
	+SOLID
	States
	{
	Spawn:
		TRE1 A -1
		Stop
	}
}
ACTOR AshesBigTree2 501
{
	Radius 16
	Height 128
	+SOLID
	States
	{
	Spawn:
		TRE2 A -1
		Stop
	}
}
ACTOR AshesBigTree3 502
{
	Radius 16
	Height 128
	+SOLID
	States
	{
	Spawn:
		TRE3 A -1
		Stop
	}
}
ACTOR AshesBigTree4 503
{
	Radius 16
	Height 128
	+SOLID
	States
	{
	Spawn:
		TRE4 A -1
		Stop
	}
}
ACTOR AshesBigTree5 504
{
	Radius 16
	Height 128
	+SOLID
	States
	{
	Spawn:
		TRE5 A -1
		Stop
	}
}
ACTOR AshesBigTree6 505
{
	Radius 16
	Height 128
	+SOLID
	States
	{
	Spawn:
		TRE6 A -1
		Stop
	}
}
ACTOR AshesBigTree7 506
{
	Radius 16
	Height 128
	+SOLID
	States
	{
	Spawn:
		TRE7 A -1
		Stop
	}
}
Actor PropMothra 490
{
 Radius 8
  Height 64
  mass 10000000
  +SPAWNCEILING
  +NOGRAVITY
 +DONTFALL
  -SOLID
States
  {
  spawn:
    M0th abcdefghijkl 3 
	m0th m 3 A_jump(96,"backward")
	loop
  backward:
    m0th amlkjihgfedc 3
	m0th b 3 A_jump(96,"spawn")
    loop
  }
}
ACTOR  propbiglight: Column replaces Column
{
	Radius 16
	Height 42
	ProjectilePassHeight -16
	+SOLID
	States
	{
	Spawn:
		COLU A -1
		stop
	}
}
ACTOR QuestChemicals : Inventory 300
{
    +NOTDMATCH
	+FLOORCLIP
    +COUNTITEM
	+INVENTORY.INVBAR
	scale 0.7
	Inventory.Interhubamount 1
	Inventory.MaxAmount 1
	Inventory.Icon "SCHMB0"
	Inventory.PickupMessage "Got the chemicals."
	Inventory.PickupSound "misc/p_pkup"
	Tag "A selection of mostly toxic chemicals"
	States
	{
	Spawn:
		SCHM A 15
		SCHM A 5 bright
        loop
	}
}
actor Corpse1 : DeadZombieMan 392
{
	Skip_Super
	DropItem None
	scale 0.7
	States
	{
	Spawn:
		CPS1 A -1
		Stop
	}
}
actor Corpse2 : Corpse1 393
{
    scale 1
	States
	{
	Spawn:
		CPS2 A -1
		Stop
	}
}
actor Corpse3 : corpse1 394
{
	States
	{
	Spawn:
		CPS3 A -1
		Stop
	}
}
actor Corpse4 : corpse1 395
{
	States
	{
	Spawn:
		CPS4 A -1
		Stop
	}
}
actor Corpse5 : corpse1 396
{
    scale 1
	States
	{
	Spawn:
		CPS5 A -1
		Stop
	}
}
actor Corpse6 : corpse1 397
{
	States
	{
	Spawn:
		CPS6 A -1
		Stop
	}
}
actor Corpse7 : DeadZombieMan 454
{
	Skip_Super
	DropItem None
	scale 0.9
	States
	{
	Spawn:
		GARD K -1
		Stop
	}
}
actor Corpse8 : corpse1 13109 //damnnnnnnnnnn
{
    scale 1
	States
	{
	Spawn:
		CPS7 A -1
		Stop
	}
}
actor DeadNewGuard1 : corpse1 320
{
    scale 1
	States
	{
	Spawn:
		DNG1 A -1
		Stop
	}
}
actor DeadNewGuard2 : corpse1 321
{
    scale 1
	States
	{
	Spawn:
		DNG2 A -1
		Stop
	}
}
actor DeadNewGuard3 : corpse1 322
{
    scale 1
	States
	{
	Spawn:
		DNG3 A -1
		Stop
	}
}
actor DeadNewGuard4 : corpse1 323
{
    scale 1
	States
	{
	Spawn:
		DNG4 A -1
		Stop
	}
}
actor Hangedman1: corpse1 376
{
  Radius 16
  Height 48
  scale 0.8
  +SOLID
  +NOGRAVITY
  +SPAWNCEILING
  States
  {
  Spawn:
    HANG A -1
    Stop
  }
}
actor Hangedbag: corpse1 
{
  Radius 16
  Height 90
  scale 0.8
  +SOLID
  +NOGRAVITY
  +SPAWNCEILING
  States
  {
  Spawn:
    HANG B -1
    Stop
  }
}
ACTOR PROPBurningDrum: BurningBarrel replaces BurningBarrel 
{
  Radius 15
  Height 30
  ProjectilePassHeight -16
  +SOLID
  scale 0.8
  States
  {
  Spawn:
    FCAN A 0 Bright
    FCAN A 0 Bright A_PlaySoundEx ("Amb/firecrackle", "SoundSlot5", 1, -1)
    //Fall through
  Bubble:
    FCAN ABCD 4 Bright
    Loop
  }
}
ACTOR PROPSpitroast: PropBurningDrum 477 
{
  Radius 15
  Height 32
  ProjectilePassHeight -16
  +SOLID
  States
  {
  Spawn:
    SPRS A 0
    SPRS A 0 A_PlaySoundEx ("Amb/firecrackle", "SoundSlot5", 1, -1)
    //Fall through
  Bubble:
    SPRS ABCD 4 
    Loop
  }
}
ACTOR PROPToilet: PropBiglight 357 //the ubiquitous duke toilet returns!
{
    Health 90
	Radius 5
	Height 32
	scale 0.8
	ProjectilePassHeight -16
	Mass 2000
	woundhealth 40
	+SOLID
	+SHOOTABLE
	+DONTTHRUST
	+NOBLOOD
	deathsound "break/bin"
	States
	{
	Spawn:
		TOIL A -1
		stop
	Wound:
    NULL A 0 A_SpawnItemEx ("DebrisPiece2", 0, 0, random (3, 5), random (-5, 5), random (-5, 5), random (1, 2), 0, 0, 30)
    NULL A 0 A_SpawnItemEx ("DebrisPiece2", 0, 0, random (3, 5), random (-5, 5), random (-5, 5), random (1, 2), 0, 0, 30)
	NULL A 0 A_SpawnItemEx ("DebrisPiece2", 0, 0, random (3, 5), random (-5, 5), random (-5, 5), random (1, 2), 0, 0, 30)
    NULL A 0 A_SpawnItemEx ("DebrisPiece2", 0, 0, random (3, 5), random (-5, 5), random (-5, 5), random (1, 2), 0, 0, 30)
	Woundloop:
	    TOIL B -1
		STOP
	Death:
	    ToIL C 1
    NULL A 0 A_Scream
	NULL A 0 A_NoBlocking
    NULL A 0 A_SpawnItemEx ("DebrisPiece2", 0, 0, random (3, 5), random (-5, 5), random (-5, 5), random (1, 2), 0, 0, 30)
    NULL A 0 A_SpawnItemEx ("DebrisPiece2", 0, 0, random (3, 5), random (-5, 5), random (-5, 5), random (1, 2), 0, 0, 30)
    NULL A 0 A_SpawnItemEx ("DebrisPiece2", 0, 0, random (3, 5), random (-5, 5), random (-5, 5), random (1, 2), 0, 0, 30)
    NULL A 0 A_SpawnItemEx ("DebrisPiece2", 0, 0, random (3, 5), random (-5, 5), random (-5, 5), random (1, 2), 0, 0, 30)
    NULL A 0 A_SpawnItemEx ("DebrisPiece2", 0, 0, random (3, 5), random (-5, 5), random (-5, 5), random (1, 2), 0, 0, 30)
	    Toil C -1
    Stop 
	}
}
ACTOR PROPHospitalDrip: PropBiglight 358 //
{
	Radius 6
	Height 96
	ProjectilePassHeight -16
	+SOLID
	States
	{
	Spawn:
		DDRP A -1
		stop
	}
}
ACTOR PropChairStanding 475
{
  Health 40
  Speed 10
  Height 32
  deathsound "break/bin"
  scale 1
  +SOLID
  +SHOOTABLE
  +NOBLOOD
  +DROPOFF
  +SLIDESONWALLS
  +PUSHABLE
  +TELESTOMP
  +CANPASS

  States
  {
  Spawn:
    CHAR A -1
    Loop
  Death:
     NULL A 0 A_Scream
	NULL A 0 A_NoBlocking
	CHAR B 2
    NULL A 0 A_SpawnItemEx ("DebrisPiece2", 0, 0, random (3, 5), random (-5, 5), random (-5, 5), random (1, 2), 0, 0, 30)
    NULL A 0 A_SpawnItemEx ("DebrisPiece2", 0, 0, random (3, 5), random (-5, 5), random (-5, 5), random (1, 2), 0, 0, 30)
	CHAR C 2
    NULL A 0 A_SpawnItemEx ("DebrisPiece2", 0, 0, random (3, 5), random (-5, 5), random (-5, 5), random (1, 2), 0, 0, 30)
    NULL A 0 A_SpawnItemEx ("DebrisPiece2", 0, 0, random (3, 5), random (-5, 5), random (-5, 5), random (1, 2), 0, 0, 30)
    NULL A 0 A_SpawnItemEx ("DebrisPiece2", 0, 0, random (3, 5), random (-5, 5), random (-5, 5), random (1, 2), 0, 0, 30)
	CHAR D -1
    loop
  }
}
ACTOR PropChairWalker: PropChairStanding
{
  States
  {
  Spawn:
    WCH1 A -1
    Loop
  Death:
     NULL A 0 A_Scream
	NULL A 0 A_NoBlocking
	CHAR B 2
    NULL A 0 A_SpawnItemEx ("DebrisPiece2", 0, 0, random (3, 5), random (-5, 5), random (-5, 5), random (1, 2), 0, 0, 30)
    NULL A 0 A_SpawnItemEx ("DebrisPiece2", 0, 0, random (3, 5), random (-5, 5), random (-5, 5), random (1, 2), 0, 0, 30)
	CHAR C 2
    NULL A 0 A_SpawnItemEx ("DebrisPiece2", 0, 0, random (3, 5), random (-5, 5), random (-5, 5), random (1, 2), 0, 0, 30)
    NULL A 0 A_SpawnItemEx ("DebrisPiece2", 0, 0, random (3, 5), random (-5, 5), random (-5, 5), random (1, 2), 0, 0, 30)
    NULL A 0 A_SpawnItemEx ("DebrisPiece2", 0, 0, random (3, 5), random (-5, 5), random (-5, 5), random (1, 2), 0, 0, 30)
	CHAR D -1
    loop
  }
}
Actor PropMonitor 378
{
  Health 30
  Speed 10
  Height 16
  radius 16
  scale 0.6
  +SOLID
  +SHOOTABLE
  +NOBLOOD
  +DROPOFF
  +DONTTHRUST
  +TELESTOMP
  +CANPASS
  deathsound "break/bin"
  States
  {
  Spawn:
    MNTR A -1
    Loop
  Death:
    NULL A 0 A_Scream
	NULL A 0 A_NoBlocking
    NULL A 0 A_SpawnItemEx ("DebrisPiece2", 0, 0, random (3, 5), random (-5, 5), random (-5, 5), random (1, 2), 0, 0, 30)
    NULL A 0 A_SpawnItemEx ("DebrisPiece2", 0, 0, random (3, 5), random (-5, 5), random (-5, 5), random (1, 2), 0, 0, 30)
    NULL A 0 A_SpawnItemEx ("DebrisPiece2", 0, 0, random (3, 5), random (-5, 5), random (-5, 5), random (1, 2), 0, 0, 30)
    NULL A 0 A_SpawnItemEx ("DebrisPiece2", 0, 0, random (3, 5), random (-5, 5), random (-5, 5), random (1, 2), 0, 0, 30)
    NULL A 0 A_SpawnItemEx ("DebrisPiece2", 0, 0, random (3, 5), random (-5, 5), random (-5, 5), random (1, 2), 0, 0, 30)
    Stop
  }
}
Actor PropMicrophoneStand 380
{
  Health 30
  Speed 10
  Height 56
  radius 8
  scale 0.8
  +SOLID
  +SHOOTABLE
  +NOBLOOD
  +DROPOFF
  +DONTTHRUST
  +TELESTOMP
  +CANPASS
  deathsound "break/bin"
  States
  {
  Spawn:
    MCRO A -1
    Loop
  Death:
    NULL A 0 A_Scream
	NULL A 0 A_NoBlocking
    NULL A 0 A_SpawnItemEx ("DebrisPiece2", 0, 0, random (3, 5), random (-5, 5), random (-5, 5), random (1, 2), 0, 0, 30)
    NULL A 0 A_SpawnItemEx ("DebrisPiece2", 0, 0, random (3, 5), random (-5, 5), random (-5, 5), random (1, 2), 0, 0, 30)
    NULL A 0 A_SpawnItemEx ("DebrisPiece2", 0, 0, random (3, 5), random (-5, 5), random (-5, 5), random (1, 2), 0, 0, 30)
    NULL A 0 A_SpawnItemEx ("DebrisPiece2", 0, 0, random (3, 5), random (-5, 5), random (-5, 5), random (1, 2), 0, 0, 30)
    NULL A 0 A_SpawnItemEx ("DebrisPiece2", 0, 0, random (3, 5), random (-5, 5), random (-5, 5), random (1, 2), 0, 0, 30)
    Stop
  }
}
Actor CONTCardboxEmpty 340
{
  Health 15
  Speed 10
  Height 15
  scale 0.7
  +SOLID
  +SHOOTABLE
  +NOBLOOD
  +TELESTOMP
  +CANPASS
   deathsound "break/box"
  States
  {
  Spawn:
    BOX1 A -1
    Loop
  Death:
    NULL A 0 A_Scream
	NULL A 0 A_NoBlocking
    NULL A 0 A_SpawnItemEx ("DebrisPiece1", 0, 0, random (3, 5), random (-5, 5), random (-5, 5), random (1, 2), 0, 0, 30)
    NULL A 0 A_SpawnItemEx ("DebrisPiece1", 0, 0, random (3, 5), random (-5, 5), random (-5, 5), random (1, 2), 0, 0, 30)
    NULL A 0 A_SpawnItemEx ("DebrisPiece1", 0, 0, random (3, 5), random (-5, 5), random (-5, 5), random (1, 2), 0, 0, 30)
    NULL A 0 A_SpawnItemEx ("DebrisPiece1", 0, 0, random (3, 5), random (-5, 5), random (-5, 5), random (1, 2), 0, 0, 30)
    Stop
  }
}
Actor CONTCardboxJunk: CONTCardBoxEmpty 341
{
   DropItem "crapjunk"
}
Actor CONTCardboxRoach: CONTCardBoxEmpty   342
{
   DropItem "Radroach"
}
Actor CONTCardboxAmmo: CONTCardBoxEmpty  343
{
   DropItem "NineMilAmmo"
}
Actor CONTGiftJunk: CONTCardBoxEmpty 467
{
   DropItem "crapjunk"
States
  {
  Spawn:
    PRS1 A -1
    Loop
  Death:
    NULL A 0 A_Scream
	NULL A 0 A_NoBlocking
    NULL A 0 A_SpawnItemEx ("DebrisPiece1", 0, 0, random (3, 5), random (-5, 5), random (-5, 5), random (1, 2), 0, 0, 30)
    NULL A 0 A_SpawnItemEx ("DebrisPiece1", 0, 0, random (3, 5), random (-5, 5), random (-5, 5), random (1, 2), 0, 0, 30)
    NULL A 0 A_SpawnItemEx ("DebrisPiece1", 0, 0, random (3, 5), random (-5, 5), random (-5, 5), random (1, 2), 0, 0, 30)
    NULL A 0 A_SpawnItemEx ("DebrisPiece1", 0, 0, random (3, 5), random (-5, 5), random (-5, 5), random (1, 2), 0, 0, 30)
    Stop
  }
}
Actor CONTGiftJunk2: CONTCardBoxEmpty 465
{
   DropItem "crapjunk"
States
  {
  Spawn:
    PRS2 A -1
    Loop
  Death:
    NULL A 0 A_Scream
	NULL A 0 A_NoBlocking
    NULL A 0 A_SpawnItemEx ("DebrisPiece1", 0, 0, random (3, 5), random (-5, 5), random (-5, 5), random (1, 2), 0, 0, 30)
    NULL A 0 A_SpawnItemEx ("DebrisPiece1", 0, 0, random (3, 5), random (-5, 5), random (-5, 5), random (1, 2), 0, 0, 30)
    NULL A 0 A_SpawnItemEx ("DebrisPiece1", 0, 0, random (3, 5), random (-5, 5), random (-5, 5), random (1, 2), 0, 0, 30)
    NULL A 0 A_SpawnItemEx ("DebrisPiece1", 0, 0, random (3, 5), random (-5, 5), random (-5, 5), random (1, 2), 0, 0, 30)
    Stop
  }
}
Actor CONTGiftammo: CONTCardBoxEmpty 466
{
   DropItem "NineMilAmmo"
States
  {
  Spawn:
    PRS1 A -1
    Loop
  Death:
    NULL A 0 A_Scream
	NULL A 0 A_NoBlocking
    NULL A 0 A_SpawnItemEx ("DebrisPiece1", 0, 0, random (3, 5), random (-5, 5), random (-5, 5), random (1, 2), 0, 0, 30)
    NULL A 0 A_SpawnItemEx ("DebrisPiece1", 0, 0, random (3, 5), random (-5, 5), random (-5, 5), random (1, 2), 0, 0, 30)
    NULL A 0 A_SpawnItemEx ("DebrisPiece1", 0, 0, random (3, 5), random (-5, 5), random (-5, 5), random (1, 2), 0, 0, 30)
    NULL A 0 A_SpawnItemEx ("DebrisPiece1", 0, 0, random (3, 5), random (-5, 5), random (-5, 5), random (1, 2), 0, 0, 30)
    Stop
  }
}
Actor PropBottlescrate1
{
  Health 30
  Speed 10
  Height 16
  radius 16
  scale 0.6
  +SOLID
  +SHOOTABLE
  +NOBLOOD
  +DROPOFF
  +DONTTHRUST
  +TELESTOMP
  +CANPASS
  deathsound "break/wood"
  States
  {
  Spawn:
    BCR1 A -1
    Loop
  Death:
    NULL A 0 A_Scream
	NULL A 0 A_NoBlocking
    NULL A 0 A_SpawnItemEx ("DebrisPiece2", 0, 0, random (3, 5), random (-5, 5), random (-5, 5), random (1, 2), 0, 0, 30)
    NULL A 0 A_SpawnItemEx ("DebrisPiece2", 0, 0, random (3, 5), random (-5, 5), random (-5, 5), random (1, 2), 0, 0, 30)
    NULL A 0 A_SpawnItemEx ("wooddebris", 0, 0, random (3, 5), random (-5, 5), random (-5, 5), random (1, 2), 0, 0, 30)
    NULL A 0 A_SpawnItemEx ("wooddebris", 0, 0, random (3, 5), random (-5, 5), random (-5, 5), random (1, 2), 0, 0, 30)
    NULL A 0 A_SpawnItemEx ("wooddebris", 0, 0, random (3, 5), random (-5, 5), random (-5, 5), random (1, 2), 0, 0, 30)
    NULL A 0 A_SpawnItemEx ("DebrisPiece2", 0, 0, random (3, 5), random (-5, 5), random (-5, 5), random (1, 2), 0, 0, 30)
    Stop
  }
}
Actor PropBottlescrate2: PropBottlescrate1
{
  States
  {
  Spawn:
    BCR2 A -1
    Loop
  Death:
    NULL A 0 A_Scream
	NULL A 0 A_NoBlocking
    NULL A 0 A_SpawnItemEx ("DebrisPiece2", 0, 0, random (3, 5), random (-5, 5), random (-5, 5), random (1, 2), 0, 0, 30)
     NULL A 0 A_SpawnItemEx ("wooddebris", 0, 0, random (3, 5), random (-5, 5), random (-5, 5), random (1, 2), 0, 0, 30)
    NULL A 0 A_SpawnItemEx ("wooddebris", 0, 0, random (3, 5), random (-5, 5), random (-5, 5), random (1, 2), 0, 0, 30)
    NULL A 0 A_SpawnItemEx ("wooddebris", 0, 0, random (3, 5), random (-5, 5), random (-5, 5), random (1, 2), 0, 0, 30)
    NULL A 0 A_SpawnItemEx ("DebrisPiece2", 0, 0, random (3, 5), random (-5, 5), random (-5, 5), random (1, 2), 0, 0, 30)
    Stop
  }
}
Actor PropBottlescrate3: PropBottlescrate1
{
  States
  {
  Spawn:
    BCR3 A -1
    Loop
  Death:
    NULL A 0 A_Scream
	NULL A 0 A_NoBlocking
     NULL A 0 A_SpawnItemEx ("wooddebris", 0, 0, random (3, 5), random (-5, 5), random (-5, 5), random (1, 2), 0, 0, 30)
    NULL A 0 A_SpawnItemEx ("wooddebris", 0, 0, random (3, 5), random (-5, 5), random (-5, 5), random (1, 2), 0, 0, 30)
    NULL A 0 A_SpawnItemEx ("wooddebris", 0, 0, random (3, 5), random (-5, 5), random (-5, 5), random (1, 2), 0, 0, 30)
    NULL A 0 A_SpawnItemEx ("DebrisPiece2", 0, 0, random (3, 5), random (-5, 5), random (-5, 5), random (1, 2), 0, 0, 30)
    NULL A 0 A_SpawnItemEx ("DebrisPiece2", 0, 0, random (3, 5), random (-5, 5), random (-5, 5), random (1, 2), 0, 0, 30)
    Stop
  }
}
Actor PropXmasTree: CONTCardBoxEmpty 468
{
Scale 1.0
States
  {
  Spawn:
    XTRE A -1
    Loop
  Death:
    NULL A 0 A_Scream
	NULL A 0 A_NoBlocking
    NULL A 0 A_SpawnItemEx ("DebrisPiece1", 0, 0, random (3, 5), random (-5, 5), random (-5, 5), random (1, 2), 0, 0, 30)
    NULL A 0 A_SpawnItemEx ("DebrisPiece1", 0, 0, random (3, 5), random (-5, 5), random (-5, 5), random (1, 2), 0, 0, 30)
    NULL A 0 A_SpawnItemEx ("DebrisPiece1", 0, 0, random (3, 5), random (-5, 5), random (-5, 5), random (1, 2), 0, 0, 30)
    NULL A 0 A_SpawnItemEx ("DebrisPiece1", 0, 0, random (3, 5), random (-5, 5), random (-5, 5), random (1, 2), 0, 0, 30)
    Stop
  }
}
Actor CONTTrashcanEmpty 348
{
  Health 30
  Speed 10
  Height 48
  +SOLID
  +SHOOTABLE
  +NOBLOOD
  +DROPOFF
  +DONTTHRUST
  +TELESTOMP
  +CANPASS
  deathsound "break/bin"
  States
  {
  Spawn:
    TRSC A -1
    Loop
  Death:
    NULL A 0 A_Scream
	NULL A 0 A_NoBlocking
    NULL A 0 A_SpawnItemEx ("DebrisPiece2", 0, 0, random (3, 5), random (-5, 5), random (-5, 5), random (1, 2), 0, 0, 30)
    NULL A 0 A_SpawnItemEx ("DebrisPiece2", 0, 0, random (3, 5), random (-5, 5), random (-5, 5), random (1, 2), 0, 0, 30)
    NULL A 0 A_SpawnItemEx ("DebrisPiece2", 0, 0, random (3, 5), random (-5, 5), random (-5, 5), random (1, 2), 0, 0, 30)
    NULL A 0 A_SpawnItemEx ("DebrisPiece2", 0, 0, random (3, 5), random (-5, 5), random (-5, 5), random (1, 2), 0, 0, 30)
    NULL A 0 A_SpawnItemEx ("DebrisPiece2", 0, 0, random (3, 5), random (-5, 5), random (-5, 5), random (1, 2), 0, 0, 30)
    Stop
  }
}
Actor CONTTrashcanShard: CONTTrashcanEmpty 349
{
  DropItem "armorbonus"
}
Actor CONTTrashcanRoaches: CONTTrashcanEmpty 350
{
  DropItem "Radroach", 30
  DropItem "Radroach", 40
  DropItem "Radroach"
}
ACTOR DebrisPiece1
{
    -NOBLOCKMAP
	-NOGRAVITY
	+Randomize
	gravity 0.5
	mass 10
	Radius 3
	Height 3
	Speed 10
	bouncetype "doom"
	BounceFactor 0.4
	Scale .5
  States
  {
  Spawn:
    DEB1 ABC 4
    DEB1 D 4 A_Jump (128, "DeathA")
    DEB1 ABC 4
    DEB1 D 4 A_Jump (128, "DeathB")
    Loop
  DeathA:
    DEB1 A 30 A_Jump (192, "DeathA2")
    DEB1 A 500
	DEB1 A 1 A_CheckSight(1)
	Wait
	TNT1 A 1
	Stop
  DeathB:
    DEB1 B 30 A_Jump (192, "DeathB2")
    DEB1 B 500
	DEB1 B 1 A_CheckSight(1)
	Wait
	TNT1 A 1
	Stop
  DeathA2:
    DEB1 C 500
	DEB1 C 1 A_CheckSight(1)
	Wait
	TNT1 A 1
	Stop
  DeathB2:
    DEB1 D 500
	DEB1 D 1 A_CheckSight(1)
	Wait
	TNT1 A 1
	Stop
  }
}
ACTOR DebrisPiece2 : DebrisPiece1
{
   translation 0
   States
  {
  Spawn:
    DEB2 ABC 4
    DEB2 D 4 A_Jump (128, "DeathA")
    DEB2 ABC 4
    DEB2 D 4 A_Jump (128, "DeathB")
    Loop
  DeathA:
    DEB2 A 30 A_Jump (192, "DeathA2")
    DEB2 A 500
	DEB2 A 1 A_CheckSight(1)
	Wait
	TNT1 A 1
	Stop
  DeathB:
    DEB2 B 30 A_Jump (192, "DeathB2")
    DEB2 B 500
	DEB2 B 1 A_CheckSight(1)
	Wait
	TNT1 A 1
	Stop
  DeathA2:
    DEB2 C 500
	DEB2 C 1 A_CheckSight(1)
	Wait
	TNT1 A 1
	Stop
  DeathB2:
    DEB2 D 500
	DEB2 D 1 A_CheckSight(1)
	Wait
	TNT1 A 1
	Stop
  }
}
ACTOR GlassDebrisLarge 
{
health 4
radius 4
height 4
mass 1
speed 45
scale 0.5
gravity 0.3
renderstyle translucent
alpha 0.7
+NOTELEPORT
+NOBLOCKMAP
states
	{
	Spawn:
	GLAS A 1
    GLAS A 4 A_Jump (128, "1")
    GLAS B 4 A_Jump (128, "1")
    GLAS C 4 
	 goto crash
	Crash:
	 "----" A 1 A_FadeOut(0.01)
    Wait
	}
}
actor RIGS: actor 429
 {
  Health 40
  PainChance 255
  Speed 0
  Radius 20
  Height 56
  Monster
  +NEVERTARGET
  -COUNTKILL
  +NOSPLASHALERT
  +FLOORCLIP
  +MISSILEMORE
  +MISSILEEVENMORE
  +NEVERRESPAWN
  +ISMONSTER
  +NODAMAGE
  MinMissileChance 150
  AttackSound "weapons/pistol"
  DeathSound "*death"
  PainSound "*pain50"
  Obituary "%o was shot for disturbing the peace."
  States
  {
   Spawn:
    RIGS A 30 A_turretlook
	RIGS A 1 A_jump(24,"fidget1")
	RIGS A 1 A_jump(24,"fidget2")
	RIGS A 1 A_jump(24,"fidget3")
    Loop
	Fidget1:
	RIGS ABCCCCCBA 5
	goto spawn
	Fidget2:
	RIGS ADEEEDA 5
	goto spawn
	Fidget3:
	RIGS AIJJJJIA 5
	goto spawn
   See:
    RIGS A 10 A_chase
    Loop
   Pain:
    RIGS V 1 A_ChangeFlag("FRIENDLY", FALSE)
    RIGS A 8 Fast A_Pain
    Goto See
   Death:
    RIGS A 4
    RIGS A 4 A_Scream
    RIGS A 4
    RIGS A 3
    RIGS A 3 A_NoBlocking
    RIGS A 3
    RIGS A -1
    Stop
	}
	}
actor ShadyTrader1: actor 430
 {
  Health 100000
  PainChance 255
  Speed 0
  Radius 20
  Height 56
  Monster
  scale 0.8
  +NEVERTARGET
  -COUNTKILL
  +NOSPLASHALERT
  +FLOORCLIP
  +MISSILEMORE
  +MISSILEEVENMORE
  +NEVERRESPAWN
  +ISMONSTER
  +NODAMAGE
  States
  {
   Spawn:
    TRD1 A 6 A_turretlook
    Loop
   See:
    TRD1 A 10 A_chase
    Loop
   greetings:
    TRD1 BGKLMLLMLMLLMLMLKGBA 5
    goto spawn
   Yes:
    TRD1 A 1 A_jump(96,"yes3")
	TRD1 A 0 A_jump(64,"yes2")
    TRD1 BGKLMLMLMLLKGFECBA 5
	goto spawn
   Yes2:
    TRD1 ABCDCDEFGFGEDCBB 5
	goto spawn
   Yes3:
    TRD1 ABCDEFGHGFDCBCA 5
	goto spawn
   Pain:
    TRD1 A 1 A_ChangeFlag("FRIENDLY", FALSE)
    TRD1 A 8 Fast A_Pain
    Goto See
	}
	}
actor ShadyTrader2: actor 470
 {
  Health 100000
  PainChance 255
  Speed 0
  Radius 20
  Height 56
  Monster
  +NEVERTARGET
  -COUNTKILL
  +NOSPLASHALERT
  +FLOORCLIP
  +MISSILEMORE
  +MISSILEEVENMORE
  +NEVERRESPAWN
  +ISMONSTER
  +NODAMAGE
  States
  {
   Spawn:
    TRD2 A 6 A_turretlook
    Loop
   See:
    TRD2 A 10 A_chase
    Loop
   greetings:
    TRD2 ABCBCACBABC 5
    goto spawn
   Yes:
    TRD2 A 1 A_jump(128,"yes2")
    TRD2 ABCBACABACACB 5
	goto spawn
   Yes2:
    TRD2 ABCBCBCCBACBAABA 5
	goto spawn
   Pain:
    TRD2 A 1 A_ChangeFlag("FRIENDLY", FALSE)
    TRD2 A 8 Fast A_Pain
    Goto See
	}
	}
actor ShadyDealer: actor 491
 {
  Health 100000
  PainChance 255
  Speed 0
  Radius 20
  Height 56
  Monster
  +NEVERTARGET
  -COUNTKILL
  +NOSPLASHALERT
  +FLOORCLIP
  +MISSILEMORE
  +MISSILEEVENMORE
  +NEVERRESPAWN
  +ISMONSTER
  +NODAMAGE
  States
  {
   Spawn:
    SHDY A 6 A_turretlook
    Loop
   See:
    SHDY A 10 A_chase
    Loop
   greetings:
    SHDY ABABBABABBAABABA 5
    goto spawn
   Yes:
    SHDY A 1 A_jump(128,"yes2")
	SHDY A 1 A_jump(128,"yes3")
    SHDY DDAEEABBABAAABA 5
	goto spawn
   Yes2:
    SHDY ABEFEFFEFEABA 5
	goto spawn
   Yes3:
    SHDY ABCDCDAFABABABA 5
	goto spawn
   Pain:
    SHDY A 1 A_ChangeFlag("FRIENDLY", FALSE)
    SHDY A 8 Fast A_Pain
    Goto See
	}
	}
actor Refugee1: actor 472
 {
  Health 100000
  PainChance 256
  Speed 0
  Radius 20
  Height 56
  Monster
  +NEVERTARGET
  -COUNTKILL
  +NOSPLASHALERT
  +FLOORCLIP
  +MISSILEMORE
  +MISSILEEVENMORE
  +NEVERRESPAWN
  +ISMONSTER
  +NODAMAGE
  States
  {
   Spawn:
    RFG1 A 6 A_turretlook
    Loop
   See:
    RFG1 A 10 A_chase
    Loop
   Pain:
    RFG1 A 1 A_ChangeFlag("FRIENDLY", FALSE)
    RFG1 A 8 Fast A_Pain
    Goto See
	}
	}
Actor Refugee2: refugee1 473
{
States
  {
   Spawn:
    RFG2 A 6 A_turretlook
    Loop
   See:
    RFG2 A 10 A_chase
    Loop
   Pain:
    RFG2 A 1 A_ChangeFlag("FRIENDLY", FALSE)
    RFG2 A 8 Fast A_Pain
    Goto See
	}
	}
Actor Refugee3: refugee1 474
{
States
  {
   Spawn:
    RFG3 A 6 A_turretlook
    Loop
   See:
    RFG3 A 10 A_chase
    Loop
   Pain:
    RFG3 A 1 A_ChangeFlag("FRIENDLY", FALSE)
    RFG3 A 8 Fast A_Pain
    Goto See
	}
	}
actor Beastmaster: actor
 {
  Health 100000
  PainChance 256
  Speed 0
  Radius 20
  Height 56
  Monster
  +NEVERTARGET
  -COUNTKILL
  +NOSPLASHALERT
  +FLOORCLIP
  +MISSILEMORE
  +MISSILEEVENMORE
  +NEVERRESPAWN
  +ISMONSTER
  +NODAMAGE
  States
  {
   Spawn:
    BMSR A 6 A_turretlook
    Loop
   See:
    BMSR A 10 A_chase
    Loop
   Pain:
    BMSR A 1 A_ChangeFlag("FRIENDLY", FALSE)
    BMSR A 8 Fast A_Pain
    Goto See
	}
	}
actor Rufus: actor 479
 {
  Health 100000
  PainChance 256
  Speed 0
  Radius 20
  Height 56
  Monster
  +NEVERTARGET
  -COUNTKILL
  +NOSPLASHALERT
  +FLOORCLIP
  +MISSILEMORE
  +MISSILEEVENMORE
  +NEVERRESPAWN
  +ISMONSTER
  +NODAMAGE
  States
  {
   Spawn:
    RUF1 A 6 A_turretlook
    Loop
	}
	}
actor Vic: actor
 {
  Health 100000
  PainChance 256
  Speed 0
  Radius 20
  Height 56
  Monster
  +NEVERTARGET
  -COUNTKILL
  +NOSPLASHALERT
  +FLOORCLIP
  +MISSILEMORE
  +MISSILEEVENMORE
  +NEVERRESPAWN
  +ISMONSTER
  +NODAMAGE
  States
  {
   Spawn:
    VIC1 A 6 A_turretlook
    Loop
	}
	}
actor Loser1: actor 416
 {
  Health 10000000
  PainChance 255
  Speed 6
  Radius 20
  Height 56
  Monster
  +NEVERTARGET
  -COUNTKILL
  +NOSPLASHALERT
  +FLOORCLIP
  +MISSILEMORE
  +MISSILEEVENMORE
  +NEVERRESPAWN
  +ISMONSTER
  +FRIGHTENED
  +NODAMAGE
  +DONTFOLLOWPLAYERS
  Obituary "%o was stabbed for disturbing the peace."
  States
  {
    Spawn:
    LOSR V 10 A_LOOK2
    Loop
    idle:
    LOSR AABB 4 A_Wander
	LOSR A 0 A_turretlook
	LOSR CCDD 4 A_Wander
	LOSR A 0 A_turretlook
    loop
   See:
    LOSR AABBCCDD 2 A_WANDER
    goto spawn
	Pain:
    LOSR V 5 A_ChangeFlag("FRIENDLY", FALSE)
	goto see
	greetings:
    LOSR V 10 a_look2
    loop
	}
	}
Actor Loser2: Loser1 417
{
 States
  {
   Spawn:
    LSR2 V 10 A_LOOK2
    Loop
    idle:
    LSR2 AABB 4 A_Wander
	LSR2 A 0 A_turretlook
	LSR2 CCDD 4 A_Wander
	LSR2 A 0 A_turretlook
    loop
   See:
    LSR2 AABBCCDD 2 A_WANDER
    goto spawn
	Pain:
    LSR2 V 5 A_ChangeFlag("FRIENDLY", FALSE)
	goto see
	greetings:
    LSR2 V 10 a_look2
    loop
	}
	}
Actor Loser3: Loser1
{
scale 0.9
 States
  {
   Spawn:
    FNPC E 10 A_LOOK2
    Loop
    idle:
    FNPC AABB 4 A_Wander
	LSR2 A 0 A_turretlook
	FNPC CCDD 4 A_Wander
	LSR2 A 0 A_turretlook
    loop
   See:
    FNPC AABBCCDD 2 A_WANDER
    goto spawn
	Pain:
    FNPC E 5 A_ChangeFlag("FRIENDLY", FALSE)
	goto see
	greetings:
    FNPC E 10 a_look2
    loop
	}
	}
actor TraderSitting1: actor 418
 {
  Health 10000000
  PainChance 255
  Speed 0
  Radius 20
  Height 56
  Monster
  +NEVERTARGET
  -COUNTKILL
  +NOSPLASHALERT
  +FLOORCLIP
  +MISSILEMORE
  +MISSILEEVENMORE
  +NEVERRESPAWN
  +ISMONSTER
  +NODAMAGE
  MinMissileChance 150
  Obituary "%o was shot for disturbing the peace."
  scale 0.8
  States
  {
   Spawn:
    SIT1 A 6 A_turretlook
    Loop
   See:
    SIT1 A 10 A_chase
    Loop
   PAIN:
    SIT1 A 5 A_ChangeFlag("FRIENDLY", FALSE)
	goto see
	}
	}
actor TraderSitting2: TraderSitting1 419
 {
  States
  {
   Spawn:
    SIT2 A 6 A_turretlook
    Loop
   See:
    SIT2 A 10 A_chase
    Loop
   PAIN:
    SIT2 A 5 A_ChangeFlag("FRIENDLY", FALSE)
	goto see
	}
	}
Actor Trash1: PropGeneric 444
{
scale 1.0
States
  {
  Spawn:
    TRSH A -1
    STOP
  }
}
Actor Trash2: PropGeneric 445
{
scale 0.6
States
  {
  Spawn:
    TRSH B -1
    STOP
  }
}
Actor Trash3: PropGeneric 446
{
scale 1.0
States
  {
  Spawn:
    TRSH C -1
    STOP
  }
}
Actor Trash4: PropGeneric 447
{
scale 1.0
States
  {
  Spawn:
    TRSH D -1
    STOP
  }
}
Actor Trash5: PropGeneric 448
{
scale 1.0
States
  {
  Spawn:
    TRSH E -1
    STOP
  }
}
Actor Trash6: PropGeneric 449
{
scale 1.0
States
  {
  Spawn:
    TRSH F -1
    STOP
  }
}
Actor Trash7: PropGeneric 450
{
scale 1.0
States
  {
  Spawn:
    TRSH G -1
    STOP
  }
}
Actor Trash8: PropGeneric 451
{
scale 1.0
States
  {
  Spawn:
    TRSH H -1
    STOP
  }
}
Actor PropBucketStanding 452
{
  Health 10
  Speed 10
  Height 16
  scale 0.8
  +SOLID
  +SHOOTABLE
  +NOBLOOD
  +DROPOFF
  +DONTTHRUST
  +TELESTOMP
  +CANPASS
  deathsound "break/bin"
  States
  {
  Spawn:
    BUK1 A -1
    Loop
  Death:
    NULL A 0 A_Scream
	NULL A 0 A_NoBlocking
    BUK1 BCD 4
	BUK1 E 0 A_alertmonsters(256)
	BUK1 E -1
    Stop
  }
}
actor PropbucketFallen : PropBucketStanding 453
{
	Skip_Super
	DropItem None
	States
	{
	Spawn:
		BUK1 E -1
		Stop
	}
}
ACTOR WorkBenchTalker : Actor 437
{
  Health 10000000
  PainChance 200
  Speed 0
  Radius 20
  Height 56
  Monster
  +NEVERTARGET
  -COUNTKILL
  +NOSPLASHALERT
  +FLOORCLIP
  +MISSILEMORE
  +MISSILEEVENMORE
  +NEVERRESPAWN
  +STANDSTILL
  +DONTTHRUST
  +INVULNERABLE
  States
	{
	Spawn:
	VICE A 15
	VICE A 5 bright
    loop
	}
}
ACTOR PropATHENA : SkullColumn 436
{
  +FLOORCLIP
  States
	{
	Spawn:
		ATNA A -1
		Stop
	}
}
actor CONSOLE01: actor 438
 {
 Health 10000000
  PainChance 200
  Speed 0
  Radius 20
  Height 56
  Monster
  +NEVERTARGET
  -COUNTKILL
  +NOSPLASHALERT
  +FLOORCLIP
  +MISSILEMORE
  +MISSILEEVENMORE
  +NEVERRESPAWN
  +STANDSTILL
  +DONTTHRUST
  +INVULNERABLE
  States
  {
   Spawn:
    TNT1 A 10 
    Loop
	}
	}
Actor CONSOLE02: CONSOLE01 330
{
}
Actor CONSOLE03: CONSOLE01 13108
{
}
Actor Chasetarget: CONSOLE01
{
-solid
radius 10
}
Actor BreakbleBottle1 398
{
  Health 5
  Height 8
  radius 8
  scale 0.8
  +SOLID
  +SHOOTABLE
  +NOBLOOD
  +TELESTOMP
  +CANPASS
   deathsound "break/glass"
  States
  {
  Spawn:
    BOTL A -1
    Loop
  Death:
    Death:
    NULL A 0 A_Scream
	NULL A 0 A_NoBlocking
    NULL A 0 A_SpawnItemEx ("DebrisPiece2", 0, 0, random (3, 5), random (-5, 5), random (-5, 5), random (1, 2), 0, 0, 30)
    NULL A 0 A_SpawnItemEx ("DebrisPiece2", 0, 0, random (3, 5), random (-5, 5), random (-5, 5), random (1, 2), 0, 0, 30)
    NULL A 0 A_SpawnItemEx ("DebrisPiece2", 0, 0, random (3, 5), random (-5, 5), random (-5, 5), random (1, 2), 0, 0, 30)
    NULL A 0 A_SpawnItemEx ("DebrisPiece2", 0, 0, random (3, 5), random (-5, 5), random (-5, 5), random (1, 2), 0, 0, 30)
    Stop
  }
}
Actor BreakbleBottle2: BreakbleBottle1 399
{
states
{
spawn:
   BOTL B -1
   loop
   }
   }
Actor BreakbleBottle3: BreakbleBottle1 400
{
states
{
spawn:
   BOTL C -1
   loop
   }
   }
Actor BreakbleBottle4: BreakbleBottle1 401
{
states
{
spawn:
   BOTL D -1
   loop
   }
   }
Actor BreakbleColaBottle: BreakbleBottle1 
{
states
{
spawn:
   CKB1 A -1
   loop
   }
   }
Actor PropBigCat 464
{
  Health 45
  Height 48
  radius 32
  scale 0.9
  +DONTTHRUST
  +SOLID
  +SHOOTABLE
  +NOBLOOD
  +TELESTOMP
  +CANPASS
   deathsound "break/box"
  States
  {
  Spawn:
    BCAT A -1
    Loop
  Death:
    Death:
    NULL A 0 A_Scream
	NULL A 0 A_NoBlocking
    NULL A 0 A_SpawnItemEx ("DebrisPiece2", 0, 0, random (3, 5), random (-5, 5), random (-5, 5), random (1, 2), 0, 0, 30)
    NULL A 0 A_SpawnItemEx ("DebrisPiece2", 0, 0, random (3, 5), random (-5, 5), random (-5, 5), random (1, 2), 0, 0, 30)
    NULL A 0 A_SpawnItemEx ("DebrisPiece2", 0, 0, random (3, 5), random (-5, 5), random (-5, 5), random (1, 2), 0, 0, 30)
    NULL A 0 A_SpawnItemEx ("DebrisPiece2", 0, 0, random (3, 5), random (-5, 5), random (-5, 5), random (1, 2), 0, 0, 30)
	NULL A 1
    STOP
  }
}
ACTOR GlassDebris
{
 spawnid 334
health 4
radius 4
height 4
mass 1
speed 45
scale 0.5
gravity 0.3
renderstyle translucent
alpha 0.7
+CORPSE
+NOTELEPORT
+NOBLOCKMAP
+RANDOMIZE
states
	{
	Spawn:
	 GLAS ABC 5
	 loop
	Crash:
	 GLAS C 20
	 stop
	}
}
Actor Glassspawner
{
    health 7
    Radius 16
	Height 64
	ProjectilePassHeight -16
	renderstyle add
	-SOLID
	States
	{
	Spawn:
    NULL A 0 A_SpawnItemEx ("glassdebris", 64, 0, random (3, 5), random (-5, 5), random (-5, 5), random (1, 2), 0, 0, 30)
    NULL A 0 A_SpawnItemEx ("glassdebris", 64, 0, random (3, 5), random (-5, 5), random (-5, 5), random (1, 2), 0, 0, 30)
    NULL A 0 A_SpawnItemEx ("glassdebris", 64, 0, random (3, 5), random (-5, 5), random (-5, 5), random (1, 2), 0, 0, 30)
    NULL A 0 A_SpawnItemEx ("glassdebris", 64, 0, random (3, 5), random (-5, 5), random (-5, 5), random (1, 2), 0, 0, 30)
	NULL A 0 A_SpawnItemEx ("glassdebris", 64, 0, random (3, 5), random (-5, 5), random (-5, 5), random (1, 2), 0, 0, 30)
	Stop
	}
	}
Actor DuckHuntTarget 
{
  Health 5
  Height 16
  radius 16
  mass 3000
  +SOLID
  +SHOOTABLE
  +NOBLOOD
  +TELESTOMP
  +CANPASS
  +DONTTHRUST
   deathsound "break/glass"
  States
  {
  Spawn:
    DKH1 A -1
    Loop
  Death:
    DKH1 B 3 A_Scream
	DKH1 C 3 A_NoBlocking
	DKH1 DE 3
	DKH1 F -1
    Stop
  }
}
Actor Lantern1: Hangedman1 405
{
  Radius 16
  Height 24
  scale 0.6
  -SOLID
  +NOGRAVITY
  +SPAWNCEILING
  States
  {
  Spawn:
    LMP1 A -1
    Stop
	}
}
Actor Lantern2: lantern1 406
{
  States
  {
  Spawn:
    LMP2 A -1
    Stop
	}
}
Actor PropBarBulb 407
{
  Radius 8
  Height 14
  scale 0.9
  -SOLID
  +NOGRAVITY
  +SPAWNCEILING
  States
  {
  Spawn:
    BULB A -1
    Stop
	}
}
Actor PropBarBulb2: PropBarBulb  408
{
  States
  {
  Spawn:
    BULB B -1
    Stop
	}
}
Actor PropBarBulb3: PropBarBulb  409
{
  States
  {
  Spawn:
    BULB C -1
    Stop
	}
}
Actor PropCandles1 420
{
 Radius 6
  Height 16
  -SOLID
  States
  {
  Spawn:
    CDL1 ABC 2
    loop
	}
}
Actor PropCandles2: PropCandles1 421
{
  States
  {
  Spawn:
    CDL2 ABC 3
    loop
	}
}
Actor PropCandles3: PropCandles1 422
{
  States
  {
  Spawn:
    CDL3 ABC 3
    loop
	}
}
Actor PropFirepit: PropCandles1 411
{
 Radius 8
  Height 8
  scale 0.6
  ProjectilePassHeight -16
  +SOLID
  DamageType Fire
  States
  {
  Spawn:
		  FPIT A 0 Bright
          FPIT A 0 Bright A_PlaySoundEx ("Amb/firecrackle", "SoundSlot5", 1, -1)
    //Fall through
    Crackle:
          FPIT ABCD 5 Bright 
          Loop
	}
}
Actor Elecspark: PropCandles1 13115
{
 Radius 8
  Height 8
  scale 0.8
  alpha 0.8
  ProjectilePassHeight -16
  -SOLID
  DamageType Electricity
  States
  {
 Spawn:
		TNT1 AAAAAAAAAA 5
		TNT1 A 1 A_jump(128,"Zap1")
	ZAP1:
	    SPKS A 4 bright A_playsound("flora/zap1", CHAN_VOICE)
		goto spawn
	ZAP2:
	    SPKS B 4 bright A_playsound("flora/zap1", CHAN_VOICE)
		goto spawn
}
}
Actor PropWaterDrops 410
{
-solid
+Nogravity
 Radius 20
 Height 23
 alpha 0.6
  States
  {
  Spawn:
    TNT1 A 2 a_jump(128,"looping")
	TNT1 A 2 a_jump(128,"looping")
	TNT1 A 2 a_jump(128,"looping")
	TNT1 A 2 a_jump(128,"looping")
  looping:
    RNDP BCDEFGHI 2
    goto spawn
  }
  }

ACTOR PROPLensFlare 402
{
	Radius 16
	Height 42
	renderstyle translucent
	alpha 0.3
	-solid
    +Nogravity
	+FORCEXYBILLBOARD
	States
	{
	Spawn:
		LENS A -1 //remember to add code for 16 times the God-rays
		stop
	}
}
ACTOR PROPEyesInTheDark
{
	Radius 16
	Height 42
	renderstyle add
	alpha 0.0
	-solid
    +Nogravity
	+FORCEXYBILLBOARD
	States
	{
	Spawn:
		E1TD A -1 
		stop
	Activate:
	    E1TD AAA 2 bright A_FadeIn(0.2)
		E1TD A 0 bright A_playsound("EYES/INTHEDARK",CHAN_VOICE)
		E1TD AAAAA 2 bright A_FadeIn(0.2)
		E1TD A 90 bright
		E1TD AAAAAAAAAA 2 bright A_FADEOUT
		EITD A 1
		stop
	}
}
ACTOR PropShoppingCart 423
{
  Radius 16
    Height 38
    Mass 500000
    MaxStepHeight 16
	scale 0.6
	health 70
 deathsound "break/bin"
    +PUSHABLE
    +NOBLOOD
    +SHOOTABLE
    +CANPASS
    +ACTLIKEBRIDGE
    +SOLID

  States
  {
  Spawn:
    TRO1 A 1
    goto pushing
  pushing:
    TRO1 A 8 A_LookEx(LOF_NOSOUNDCHECK, 0, 64, 0, 360) 
    loop
   See:
    TRO1 A 0 A_JumpIf((velx != 0 || vely != 0), "Moving")
    goto Spawn
  Moving:
     TRO1 A 35 A_PlaySound("special/shopcartmove", CHAN_AUTO)
     goto Spawn 
  Death:
     NULL A 0 A_Scream
	NULL A 0 A_NoBlocking
    NULL A 0 A_SpawnItemEx ("DebrisPiece2", 0, 0, random (3, 5), random (-5, 5), random (-5, 5), random (1, 2), 0, 0, 30)
    NULL A 0 A_SpawnItemEx ("DebrisPiece2", 0, 0, random (3, 5), random (-5, 5), random (-5, 5), random (1, 2), 0, 0, 30)
    NULL A 0 A_SpawnItemEx ("DebrisPiece2", 0, 0, random (3, 5), random (-5, 5), random (-5, 5), random (1, 2), 0, 0, 30)
    NULL A 0 A_SpawnItemEx ("DebrisPiece2", 0, 0, random (3, 5), random (-5, 5), random (-5, 5), random (1, 2), 0, 0, 30)
    NULL A 0 A_SpawnItemEx ("DebrisPiece2", 0, 0, random (3, 5), random (-5, 5), random (-5, 5), random (1, 2), 0, 0, 30)
    Stop
  }
}
Actor DustLauncher 440
{
Radius 20
Height 30
Mass 3000
+NOBLOCKMAP
+NODAMAGETHRUST
+BLOODLESSIMPACT
+NOSECTOR
+INVISIBLE
states
{
spawn:
TNT1 A 0
TNT1 A 50
TNT1 A 1 A_spawnitemex("Dustcloud", 0, 0, 0, 5, 0, 0, 0, SXF_TRANSFERPOINTERS)
TNT1 A 300
loop
}
}
Actor RJCinematicDustLauncher : SwitchableDecoration//launch a fast dust cloud on activation then goes inert
{
	Radius 20
	Height 30
	Mass 3000
	+NOINTERACTION
	+NOBLOCKMAP
	+NODAMAGETHRUST
	+BLOODLESSIMPACT
	+NOSECTOR
	+INVISIBLE
	
	states
	{
		Inactive:
		spawn:
			TNT1 A 1
			TNT1 A 20
			loop
		Active:
			TNT1 A 0
			TNT1 A 0 A_SpawnItemEx("Dustcloud",0,0,0,20,0,0,0,0,0,0)
			stop
		
	}
}
Actor DustCloud
{
  speed 5
  Radius 20
  Height 30
  friction 1.5
   Mass 0x7fffffff
  +NOGRAVITY
  +FLOORHUGGER
  +NOBLOCKMAP
  +DROPOFF
  +NODAMAGETHRUST
  +DONTSPLASH
  +BLOODLESSIMPACT
   RenderStyle add
  Alpha 0.2
  states
  {
  Spawn:
  TNT1 A 4
  DU5T ABCDEFGH 4
  death:
  DU5T IIJJJKKKLLLLLMMMMNNNNNOOOOO 2 A_fadeout(0.01)
   Stop
   }
   }
ACTOR SkullTrophy1 700
{
  Radius 8
  Height 64
  ProjectilePassHeight -16
  +SOLID
  States
  {
  Spawn:
    SKPL A -1
    Stop
  }
}
ACTOR SkullTrophy2: SkullTrophy1 701
{
 States
  {
  Spawn:
    SKPL B -1
    Stop
  }
}
ACTOR SkullTrophy3: SkullTrophy1 702
{
  States
  {
  Spawn:
    SKPL C -1
    Stop
  }
}
ACTOR SkullTrophy4: SkullTrophy1 703
{
  States
  {
  Spawn:
    SKPL D -1
    Stop
  }
}
ACTOR SkullTrophy5: SkullTrophy1 704
{
  States
  {
  Spawn:
    SKPL E -1
    Stop
  }
}
Actor RJCattails1 : PropGeneric
{
	xscale 0.5
	yscale 0.5
	States
	{
		Spawn:
			RJCT A -1
			Stop
	}
}

Actor RJCattails2 : PropGeneric
{
	xscale -0.5
	yscale 0.5
	States
	{
		Spawn:
			RJCT A -1
			Stop
	}
}

//replacment for the old RJTree actors
//Can get rid of sprites RJTRA0 - RJTRD0
ACTOR RJTree1
{
	+NOINTERACTION
	//Scale 2.0
	XScale 2.0
	YScale 2.0
	
	States
	{
		Spawn:
			RJTR E -1
			Stop
	}
}

ACTOR RJTree2 : RJTree1
{
	YScale 2.4
}

ACTOR RJTree3 : RJTree1
{
	XScale -2.0
}

ACTOR RJTree4 : RJTree1
{
	XScale -2.0
	YScale 2.4
}
ACTOR RJTree5 : RJTree1
{
	XScale 1.0
	YScale 1.0
}

Actor RJRainSpawner
{
	height 1
	radius 1

	+NOCLIP
	+NOINTERACTION
	+NOBLOCKMAP
	+NOGRAVITY
	
	states
	{
		spawn:
			TNT1 A 0
			TNT1 A 1 //A_Log("Spawner Tried")
			stop
	}

}

//was based on the rain resource from R667
Actor RJRainDrop
{
	+Missile
	+NoBlockMap
	+NoTeleport
	+NoGravity//since we assume the drop is already at its terminal velocity by the time it reaches you
	+DONTSPLASH
	Height 6
	Radius 2
	//Renderstyle Translucent
	//Alpha 0.9
	Scale 1
	//Xscale 1.0
	//Yscale 2.5
	States
	{
		Spawn:
			RNDR A 0
			//RNDR A 0 A_Log("Drop Tried")
			RNDR A 1 A_SetAngle(0)
			RNDR A 1 A_ChangeVelocity(3,0,-40, CVF_RELATIVE)
			Fall:
			RNDR A 60 A_JumpIf(WaterLevel > 0, "Death")//2 seconds, then terminate
			Goto SilentDeath
		Death:
			//RNDR A 0 
			RNDR A 3
			RNDR BCDEFGH 3 A_FadeOut(0.15)
			//Stop  - will this break?
		SilentDeath:
			TNT1 A 0
			Stop
	}
}

ACTOR FloraLiveCorn1 
{
	Radius 16
	Height 96
	ProjectilePassHeight -8
	+SOLID
	-SHOOTABLE
	+DONTTHRUST
	States
	{
	Spawn:
		CRN1 A -1
		stop
	}
}
ACTOR FloraLiveCorn2 
{
	Radius 16
	Height 96
	ProjectilePassHeight -8
	+SOLID
	-SHOOTABLE
	+DONTTHRUST
	States
	{
	Spawn:
		CRN2 A -1
		stop
	}
}
ACTOR FloraDyingCorn1 
{
	Radius 16
	Height 96
	ProjectilePassHeight -8
	+SOLID
	-SHOOTABLE
	+DONTTHRUST
	States
	{
	Spawn:
		CRN3 A -1
		stop
	}
}
ACTOR FloraDyingCorn2 
{
	Radius 16
	Height 96
	ProjectilePassHeight -8
	+SOLID
	-SHOOTABLE
	+DONTTHRUST
	States
	{
	Spawn:
		CRN4 A -1
		stop
	}
}
Actor PropLabBeaker1 
{
  Health 5
  Height 8
  radius 8
  scale 0.7
  +SOLID
  +SHOOTABLE
  +NOBLOOD
  +TELESTOMP
  +CANPASS
   deathsound "break/glass"
  States
  {
  Spawn:
    LAB1 A -1
    Loop
  Death:
    Death:
    NULL A 0 A_Scream
	NULL A 0 A_NoBlocking
    NULL A 0 A_SpawnItemEx ("DebrisPiece2", 0, 0, random (3, 5), random (-5, 5), random (-5, 5), random (1, 2), 0, 0, 30)
    NULL A 0 A_SpawnItemEx ("DebrisPiece2", 0, 0, random (3, 5), random (-5, 5), random (-5, 5), random (1, 2), 0, 0, 30)
    NULL A 0 A_SpawnItemEx ("DebrisPiece2", 0, 0, random (3, 5), random (-5, 5), random (-5, 5), random (1, 2), 0, 0, 30)
    NULL A 0 A_SpawnItemEx ("DebrisPiece2", 0, 0, random (3, 5), random (-5, 5), random (-5, 5), random (1, 2), 0, 0, 30)
    Stop
  }
}
Actor PropLabBeaker2 : PropLabBeaker1
{
  States
  {
  Spawn:
    LAB2 A -1
    Loop
  Death:
    Death:
    NULL A 0 A_Scream
	NULL A 0 A_NoBlocking
    NULL A 0 A_SpawnItemEx ("DebrisPiece2", 0, 0, random (3, 5), random (-5, 5), random (-5, 5), random (1, 2), 0, 0, 30)
    NULL A 0 A_SpawnItemEx ("DebrisPiece2", 0, 0, random (3, 5), random (-5, 5), random (-5, 5), random (1, 2), 0, 0, 30)
    NULL A 0 A_SpawnItemEx ("DebrisPiece2", 0, 0, random (3, 5), random (-5, 5), random (-5, 5), random (1, 2), 0, 0, 30)
    NULL A 0 A_SpawnItemEx ("DebrisPiece2", 0, 0, random (3, 5), random (-5, 5), random (-5, 5), random (1, 2), 0, 0, 30)
    Stop
  }
}
Actor PropLabPetri1 : PropLabBeaker1
{
  States
  {
  Spawn:
    LAB3 A -1
    Loop
  Death:
    Death:
    NULL A 0 A_Scream
	NULL A 0 A_NoBlocking
    NULL A 0 A_SpawnItemEx ("DebrisPiece2", 0, 0, random (3, 5), random (-5, 5), random (-5, 5), random (1, 2), 0, 0, 30)
    NULL A 0 A_SpawnItemEx ("DebrisPiece2", 0, 0, random (3, 5), random (-5, 5), random (-5, 5), random (1, 2), 0, 0, 30)
    NULL A 0 A_SpawnItemEx ("DebrisPiece2", 0, 0, random (3, 5), random (-5, 5), random (-5, 5), random (1, 2), 0, 0, 30)
    NULL A 0 A_SpawnItemEx ("DebrisPiece2", 0, 0, random (3, 5), random (-5, 5), random (-5, 5), random (1, 2), 0, 0, 30)
    Stop
  }
}
Actor PropLabPetri2 : PropLabBeaker1
{
  States
  {
  Spawn:
    LAB4 A -1
    Loop
  Death:
    Death:
    NULL A 0 A_Scream
	NULL A 0 A_NoBlocking
    NULL A 0 A_SpawnItemEx ("DebrisPiece2", 0, 0, random (3, 5), random (-5, 5), random (-5, 5), random (1, 2), 0, 0, 30)
    NULL A 0 A_SpawnItemEx ("DebrisPiece2", 0, 0, random (3, 5), random (-5, 5), random (-5, 5), random (1, 2), 0, 0, 30)
    NULL A 0 A_SpawnItemEx ("DebrisPiece2", 0, 0, random (3, 5), random (-5, 5), random (-5, 5), random (1, 2), 0, 0, 30)
    NULL A 0 A_SpawnItemEx ("DebrisPiece2", 0, 0, random (3, 5), random (-5, 5), random (-5, 5), random (1, 2), 0, 0, 30)
    Stop
  }
}
Actor PropLabTubes1 : PropLabBeaker1
{
  States
  {
  Spawn:
    LAB5 A -1
    Loop
  Death:
    Death:
    NULL A 0 A_Scream
	NULL A 0 A_NoBlocking
    NULL A 0 A_SpawnItemEx ("DebrisPiece2", 0, 0, random (3, 5), random (-5, 5), random (-5, 5), random (1, 2), 0, 0, 30)
    NULL A 0 A_SpawnItemEx ("DebrisPiece2", 0, 0, random (3, 5), random (-5, 5), random (-5, 5), random (1, 2), 0, 0, 30)
    NULL A 0 A_SpawnItemEx ("DebrisPiece2", 0, 0, random (3, 5), random (-5, 5), random (-5, 5), random (1, 2), 0, 0, 30)
    NULL A 0 A_SpawnItemEx ("DebrisPiece2", 0, 0, random (3, 5), random (-5, 5), random (-5, 5), random (1, 2), 0, 0, 30)
    Stop
  }
}
Actor PropLabTubes2 : PropLabBeaker1
{
  States
  {
  Spawn:
    LAB6 A -1
    Loop
  Death:
    Death:
    NULL A 0 A_Scream
	NULL A 0 A_NoBlocking
    NULL A 0 A_SpawnItemEx ("DebrisPiece2", 0, 0, random (3, 5), random (-5, 5), random (-5, 5), random (1, 2), 0, 0, 30)
    NULL A 0 A_SpawnItemEx ("DebrisPiece2", 0, 0, random (3, 5), random (-5, 5), random (-5, 5), random (1, 2), 0, 0, 30)
    NULL A 0 A_SpawnItemEx ("DebrisPiece2", 0, 0, random (3, 5), random (-5, 5), random (-5, 5), random (1, 2), 0, 0, 30)
    NULL A 0 A_SpawnItemEx ("DebrisPiece2", 0, 0, random (3, 5), random (-5, 5), random (-5, 5), random (1, 2), 0, 0, 30)
    Stop
  }
}
Actor PropLabMicroscope : PropLabBeaker1
{
scale 1.0
  deathsound "break/bin"
  States
  {
  Spawn:
    LAB7 A -1
    Loop
  Death:
    Death:
    NULL A 0 A_Scream
	NULL A 0 A_NoBlocking
    NULL A 0 A_SpawnItemEx ("DebrisPiece2", 0, 0, random (3, 5), random (-5, 5), random (-5, 5), random (1, 2), 0, 0, 30)
    NULL A 0 A_SpawnItemEx ("DebrisPiece2", 0, 0, random (3, 5), random (-5, 5), random (-5, 5), random (1, 2), 0, 0, 30)
    NULL A 0 A_SpawnItemEx ("DebrisPiece2", 0, 0, random (3, 5), random (-5, 5), random (-5, 5), random (1, 2), 0, 0, 30)
    NULL A 0 A_SpawnItemEx ("DebrisPiece2", 0, 0, random (3, 5), random (-5, 5), random (-5, 5), random (1, 2), 0, 0, 30)
    Stop
  }
}
Actor PropLabCactus1 : PropLabBeaker1
{
  States
  {
  Spawn:
    LAB8 A -1
    Loop
  Death:
    Death:
    NULL A 0 A_Scream
	NULL A 0 A_NoBlocking
    NULL A 0 A_SpawnItemEx ("DebrisPiece2", 0, 0, random (3, 5), random (-5, 5), random (-5, 5), random (1, 2), 0, 0, 30)
    NULL A 0 A_SpawnItemEx ("DebrisPiece2", 0, 0, random (3, 5), random (-5, 5), random (-5, 5), random (1, 2), 0, 0, 30)
    NULL A 0 A_SpawnItemEx ("DebrisPiece2", 0, 0, random (3, 5), random (-5, 5), random (-5, 5), random (1, 2), 0, 0, 30)
    NULL A 0 A_SpawnItemEx ("DebrisPiece2", 0, 0, random (3, 5), random (-5, 5), random (-5, 5), random (1, 2), 0, 0, 30)
    Stop
  }
}
Actor PropLabCactus2 : PropLabBeaker1
{
  States
  {
  Spawn:
    LAB9 A -1
    Loop
  Death:
    Death:
    NULL A 0 A_Scream
	NULL A 0 A_NoBlocking
    NULL A 0 A_SpawnItemEx ("DebrisPiece2", 0, 0, random (3, 5), random (-5, 5), random (-5, 5), random (1, 2), 0, 0, 30)
    NULL A 0 A_SpawnItemEx ("DebrisPiece2", 0, 0, random (3, 5), random (-5, 5), random (-5, 5), random (1, 2), 0, 0, 30)
    NULL A 0 A_SpawnItemEx ("DebrisPiece2", 0, 0, random (3, 5), random (-5, 5), random (-5, 5), random (1, 2), 0, 0, 30)
    NULL A 0 A_SpawnItemEx ("DebrisPiece2", 0, 0, random (3, 5), random (-5, 5), random (-5, 5), random (1, 2), 0, 0, 30)
    Stop
  }
}
Actor RJPlayerToken : Dialogtoken1{}


ACTOR HundredTwentyChips : Chips
{
 Inventory.Amount 120
 +IGNORESKILL
}

ACTOR CutsceneTracer : FastProjectile 13058 //special cutscene tracer to fuck with players
{   
    Damage (random(50,70))
	alpha 0.8
	Speed 150
	fastspeed 170
	Radius 2
	Height 2
	PROJECTILE
	renderstyle add
	+BLOODSPLATTER
	Scale 0.7
	MissileType ""
	MissileHeight 8
	Decal "BulletChip"
	DeathSound "Bullet/ricochet"
	spawnid 13058
	States
	{
	Spawn:
	    TNT1 A 0 NoDelay
		TRAC A 5 BRIGHT A_ChangeVelocity(velx*2, vely*2, velz*2, CVF_REPLACE)
		Loop
	Death:
		CPUF A 0 BRIGHT
	Crash:
	    CPUF A 0 A_JUMP(128, "ALTDEATH")
		CPUF AB 1 BRIGHT A_Scream
		CPUF C 2 BRIGHT 
		CPUF DE 2 BRIGHT
		Stop
	AltDeath:
	    PIN2 A 0 A_JUMP(128, "ALTDEATH")
		TNT1 A 0 A_SpawnItem("shotSmoke")
		PIN2 AB 1 BRIGHT A_Scream
		PIN2 C 2 BRIGHT 
		PIN2 DEFGH 2 BRIGHT
		Stop
	XDeath:
		TNT1 A 3 A_PlaySound("Bullet/Flesh")
		Stop
	}
}

Actor VarniThing1
{
scale 0.7
 Radius 6
  Height 16
  -SOLID
  States
  {
  Spawn:
    VTN1 A -1
    stop
	}
}
Actor VarniThing2
{
scale 0.6
 Radius 6
  Height 16
  -SOLID
  States
  {
  Spawn:
    VTN1 B -1
    stop
	}
}
Actor VarniThing3
{
scale 0.6
 Radius 6
  Height 16
  -SOLID
  States
  {
  Spawn:
    VTN1 C -1
    stop
	}
}
Actor VarniThing4
{
scale 0.5
 Radius 6
  Height 24
  +SPAWNCEILING
  +NOGRAVITY
  -SOLID
  States
  {
  Spawn:
    VTN1 D -1
    stop
	}
}
Actor VarniThing5: BreakbleBottle1
{
scale 0.5
states
{
spawn:
   VTN1 E -1
   stop
   }
   }
Actor VarniThing6: BreakbleBottle1
{
scale 0.5
states
{
spawn:
   VTN1 F -1
   stop
   }
   }
ACTOR Prop_Bush_1 15000 // Do not take this, because this is a test object
{		
		Radius 10
		Height 40
		+NOCLIP
		States
		{
		Spawn:
		        MDLA A -1
				Stop
		}
}

ACTOR Prop_Bush_2 15001
{		
		Radius 10
		Height 40
		+NOCLIP
		States
		{
		Spawn:
		        MDLA B -1
				Stop
		}
}

ACTOR Prop_DeadGrass_1 15002
{		
		Radius 10
		Height 40
		+NOCLIP
		States
		{
		Spawn:
		        MDLA C -1
				Stop
		}
}

ACTOR Prop_DeadGrass_2 15003
{		
		Radius 10
		Height 40
		+NOCLIP
		States
		{
		Spawn:
		        MDLA D -1
				Stop
		}
	}


