//Weather Effect (Raining comets) -- Adapted from TUNTT

Actor Comet
{
 Radius 12
 Height 12
 Speed 16
 Damage 5
 Scale .80
 PROJECTILE
 SeeSound "comet/launch"
 DeathSound "comet/explosion"
 Decal Scorch
 SpawnID 250
 MissileHeight 0
 Obituary "%o was first to gry."
 States
 {
  Spawn:
   COMT AAAABBBBCCCC 1 Bright A_SpawnItemEx("CometFire_Orange", Random(-2, 2),  Random(-2, 2),  Random(-2, 2), 0, 0, 0, 0, 128)
   Loop
  Death:
   COMT D 3 Bright A_CustomMissile("CometDeathGlow", 0, 0, 0)
   COMT E 3 Bright
   COMT E 0 A_CustomMissile("CometDeath", 0, 0, 0)
  Stop
 }
}

Actor CometSmall : Comet
{
 Speed 5
 SpawnID 251
 Scale 0.166
 Obituary "%o was first to gry."
 States
 {
  Spawn:
   COMT AAAABBBBCCCC 1 Bright A_SpawnItemEx("CometFire_Orange_B", Random(-2, 2),  Random(-2, 2),  Random(-2, 2), 0, 0, 0, 0, 128)
   Loop
  Death:
   COMT D 3 Bright A_CustomMissile("CometSmallDeathGlow", 0, 0, 0)
   COMT E 3 Bright 
   COMT E 0 A_CustomMissile("CometSmallDeath", 0, 0, 0)
  Stop
 }
}

//********************

actor CometTail
{
    PROJECTILE
    RENDERSTYLE ADD
    +NOCLIP
	+NOINTERACTION
    ALPHA 0.4
    States
    {
    Spawn:
        FRTB ABCDEFGHI 1 Bright
        Stop
    }
}

//********************

actor CometDeath
{
    PROJECTILE
    RENDERSTYLE ADD
    +NOCLIP
    ALPHA 0.7
    States
    {
    Spawn:
        COMT FGHI 3 Bright
        Stop
    }
}

actor CometDeathGlow : CometTail
{
    Scale 2.0
    Alpha 0.6
    States
    {
    Spawn:
        FRTB ABCDEFGHI 3 Bright
        Stop
    }
}

actor CometSmallDeath
{
    PROJECTILE
    RENDERSTYLE ADD
    +NOCLIP
    Scale 0.33
    ALPHA 0.7
    States
    {
    Spawn:
        COMT FGHI 3 Bright
        Stop
    }
}

actor CometSmallDeathGlow : CometTail
{
    Scale 0.66
    Alpha 0.6
    States
    {
    Spawn:
        FRTB ABCDEFGHI 3 Bright
        Stop
    }
}

//********************

actor Spawner_SkyboxComet : SwitchableDecoration 19020 //TUNTT Raining comets
{
    -SOLID
    +NOGRAVITY
    +CLIENTSIDEONLY
    +RANDOMIZE
    States
    {
    Spawn:
    Active:
        TNT1 A 0
	TNT1 A 35 A_SpawnItemEx("CometSmall", 0, 0, 0, random(2,3), 0, random(-1,-2), -90, 128, 240)
	Loop
    InActive:
        TNT1 A 0
        TNT1 A 1
        Loop
    }
}

actor Spawner_SkyComet : SwitchableDecoration 19021
{
    -SOLID
    +NOGRAVITY
    +CLIENTSIDEONLY
    +RANDOMIZE
    States
    {
    Spawn:
    Active:
    TNT1 A 0
	TNT1 A 35 A_SpawnItemEx("Comet", 0, 0, 0, random(10,14), 0, random(-8,-12), random(-75,-105), 128, 240)
	Loop
    InActive:
        TNT1 A 0
        TNT1 A 1
        Loop
    }
}

//********************

Actor GlobalBase
{
 +Missile
 +NOCLIP +NOBLOCKMAP +NoInteraction +CLIENTSIDEONLY
 Radius 0
 Height 0
 RenderStyle Add
 Alpha 1.0
 States
 {
  Spawn:
   TNT1 A 0
   Stop
 }
}

Actor CometFire_Orange : GlobalBase
{
 Scale 1.6
 States
 {
  Spawn:
  TNT1 A 0
  TNT1 A 0 ThrustThingZ(0, Random(2, 4), 0, 0)
  FORA AAABBCDEEEEEEEEEEEEEEEE 1 A_FadeOut(0.04)
  Stop
 }
}

Actor CometFire_Orange_B : GlobalBase
{
 Scale 0.5
 States
 {
  Spawn:
  TNT1 A 0
  TNT1 A 0 ThrustThingZ(0, Random(1, 2), 0, 0)
  FORA AAABBCDEEEEEEEEEEEEEEEE 1 A_FadeOut(0.04)
  Stop
 }
}

ACTOR FrozenBaronOfHell 17110
{
	Radius 24
	Height 64
	+SOLID
	States
	{
	Spawn:
		BOSS P -1
		Stop
	}
}

ACTOR FrozenArachnotron 17111
{
	Radius 20
	Height 64
	+SOLID
	States
	{
	Spawn:
		BSPI Q -1
		Stop
	}
}

ACTOR FrozenChaingunGuy 17112
{
	Radius 20
	Height 56
	+SOLID
	States
	{
	Spawn:
		CPOS U -1
		Stop
	}
}

ACTOR PrettyGoodSound 10801
{
  -SOLID
  DeathSound "Good/Sounds"
  States
  {
  Spawn:
    TNT1 A 1
    Goto Death
  See:
    TNT1 A 2 A_Chase
    Goto Death
  Death:
    TNT1 A 8
    TNT1 A 8 A_Scream
    TNT1 A 4
    TNT1 A 4 A_NoBlocking
    TNT1 A 4
    TNT1 A -1
    Stop
  }
}

ACTOR FrozenFatso 17113
{
	Radius 48
	Height 64
	+SOLID
	States
	{
	Spawn:
		FATT U -1
		Stop
	}
}

ACTOR FrozenCacodemon 17114
{
	Radius 31
	Height 56
	+SOLID
	+NOGRAVITY
	States
	{
	Spawn:
		HEAD O -1
		Stop
	}
}

ACTOR FrozenPainElemental 17115
{
	Radius 31
	Height 56
	+SOLID
	+NOGRAVITY
	States
	{
	Spawn:
		PAIN O -1
		Stop
	}
}

ACTOR FrozenZombieMan 17116
{
	Radius 20
	Height 56
	+SOLID
	States
	{
	Spawn:
		POSS [ -1
		Stop
	}
}

ACTOR FrozenShotgunGuy 17117
{
	Radius 20
	Height 56
	+SOLID
	States
	{
	Spawn:
		SARG O -1
		Stop
	}
}

ACTOR FrozenRevenant 17118
{
	Radius 20
	Height 56
	+SOLID
	States
	{
	Spawn:
		SKEL R -1
		Stop
	}
}

ACTOR FrozenLostSoul 17119
{
	Radius 16
	Height 32
	+SOLID
	+NOGRAVITY
	States
	{
	Spawn:
		SKUL L -1
		Stop
	}
}

//Green, Right-facing version
ACTOR DoomStatue1 17130
{
	//$Category Decoration
	height 134
	radius 19
	+SOLID
	states
	{
	spawn:
		DSTT A -1
		Stop
	}
}

//Green, Left-facing version
ACTOR DoomStatue2 17131
{
	//$Category Decoration
	height 134
	radius 19
	+SOLID
	states
	{
	spawn:
		DSTT B -1
		Stop
	}
}

//Red, Right-facing version
ACTOR DoomStatue3 17132
{
	//$Category Decoration
	height 134
	radius 19
	+SOLID
	states
	{
	spawn:
		DSTT C -1
		Stop
	}
}

//Red, Left-facing version
ACTOR DoomStatue4 17133
{
	//$Category Decoration
	height 134
	radius 19
	+SOLID
	states
	{
	spawn:
		DSTT D -1
		Stop
	}
}

//Gray, Right-facing version
ACTOR DoomStatue5 17134
{
	//$Category Decoration
	height 134
	radius 19
	+SOLID
	states
	{
	spawn:
		DSTT E -1
		Stop
	}
}

//Gray, Left-facing version
ACTOR DoomStatue6 17135
{
	//$Category Decoration
	height 134
	radius 19
	+SOLID
	states
	{
	spawn:
		DSTT F -1
		Stop
	}
}

//Bi-color, Right-facing version
ACTOR DoomStatue7 17136
{
	//$Category Decoration
	height 134
	radius 19
	+SOLID
	states
	{
	spawn:
		DSTT G -1
		Stop
	}
}

//Bi-color, Left-facing version
ACTOR DoomStatue8 17137
{
	//$Category Decoration
	height 134
	radius 19
	+SOLID
	states
	{
	spawn:
		DSTT H -1
		Stop
	}
}

//Black, Right-facing version
ACTOR DoomStatue9 17138
{
	//$Category Decoration
	height 134
	radius 19
	+SOLID
	states
	{
	spawn:
		DSTT I -1
		Stop
	}
}

//Black, Left-facing version
ACTOR DoomStatue10 17139
{
	//$Category Decoration
	height 134
	radius 19
	+SOLID
	states
	{
	spawn:
		DSTT J -1
		Stop
	}
}

//Deep Red, Right-facing version
ACTOR DoomStatue11 17140
{
	//$Category Decoration
	height 134
	radius 19
	+SOLID
	states
	{
	spawn:
		DSTT K -1
		Stop
	}
}

//Deep Red, Left-facing version
ACTOR DoomStatue12 17141
{
	//$Category Decoration
	height 134
	radius 19
	+SOLID
	states
	{
	spawn:
		DSTT L -1
		Stop
	}
}

//Orange, Right-facing version
ACTOR DoomStatue13 17142
{
	//$Category Decoration
	height 134
	radius 19
	+SOLID
	states
	{
	spawn:
		DSTT M -1
		Stop
	}
}

//Orange, Left-facing version
ACTOR DoomStatue14 17143
{
	//$Category Decoration
	height 134
	radius 19
	+SOLID
	states
	{
	spawn:
		DSTT N -1
		Stop
	}
}

//Mauve, Right-facing version
ACTOR DoomStatue15 17144
{
	//$Category Decoration
	height 134
	radius 19
	+SOLID
	states
	{
	spawn:
		DSTT O -1
		Stop
	}
}

//Mauve, Left-facing version
ACTOR DoomStatue16 17145
{
	//$Category Decoration
	height 134
	radius 19
	+SOLID
	states
	{
	spawn:
		DSTT P -1
		Stop
	}
}

//Blue, Right-facing version
ACTOR DoomStatue17 17146
{
	//$Category Decoration
	height 134
	radius 19
	+SOLID
	states
	{
	spawn:
		DSTT Q -1
		Stop
	}
}

//Blue, Left-facing version
ACTOR DoomStatue18 17147
{
	//$Category Decoration
	height 134
	radius 19
	+SOLID
	states
	{
	spawn:
		DSTT R -1
		Stop
	}
}

//Tan, Right-facing version
ACTOR DoomStatue19 17148
{
	//$Category Decoration
	height 134
	radius 19
	+SOLID
	states
	{
	spawn:
		DSTT S -1
		Stop
	}
}

//Tan, Left-facing version
ACTOR DoomStatue20 17149
{
	//$Category Decoration
	height 134
	radius 19
	+SOLID
	states
	{
	spawn:
		DSTT T -1
		Stop
	}
}

//Pink, Right-facing version
ACTOR DoomStatue21 17150
{
	//$Category Decoration
	height 134
	radius 19
	+SOLID
	states
	{
	spawn:
		DSTT U -1
		Stop
	}
}

//Pink, Left-facing version
ACTOR DoomStatue22 17151
{
	//$Category Decoration
	height 134
	radius 19
	+SOLID
	states
	{
	spawn:
		DSTT V -1
		Stop
	}
}

//Yellow, Right-facing version
ACTOR DoomStatue23 17152
{
	//$Category Decoration
	height 134
	radius 19
	+SOLID
	states
	{
	spawn:
		DSTT W -1
		Stop
	}
}

//Yellow, Left-facing version
ACTOR DoomStatue24 17153
{
	//$Category Decoration
	height 134
	radius 19
	+SOLID
	states
	{
	spawn:
		DSTT X -1
		Stop
	}
}
ACTOR NewStrifeWaterfallSplash 10701
{
  Radius 1
  Height 1
  +NOBLOCKMAP
  -SOLID
  ActiveSound "Strife/Waterfall"
  States
  {
  Spawn:
    SPLH ABCDEFG 4
    SPLH H 4 A_LoopActiveSound
    Loop
  }
}

ACTOR StrifeStreamSound 10702
{
  +NOBLOCKMAP
  ActiveSound "Strife/WaterAmbience"
  States
  {
  Spawn:
    TNT1 A 4 A_LoopActiveSound
    TNT1 AAAAAAA 4
    Loop
  }
}
ACTOR NewStrifeWaterSplashsilent 10703
{
  Radius 1
  Height 1
  +NOBLOCKMAP
  +NOGRAVITY
  -SOLID
  ActiveSound "Strife/Waterfall"
  States
  {
  Spawn:
    SPLH ABCDEFG 4
    Loop
  }
}

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

Actor Grass01 1791
{
//$Category Vegetation
height 21
radius 21
-SOLID
Scale 1.0
states
	{
	Spawn:
	    GRSS B 1
		GRSS B -1
		Stop
	}
}


Actor Grass02 1792
{
//$Category Vegetation
height 21
radius 21
-SOLID
Scale 0.8
states
	{
	Spawn:
	    GRSS A 1
		GRSS A -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 Grass04 1794
{
//$Category Vegetation
height 21
radius 21
-SOLID
Scale 1.0
states
	{
	Spawn:
	    GRSS D 1
		GRSS D -1
		Stop
	}
}

Actor Grass05 1795
{
//$Category Vegetation
height 21
radius 21
-SOLID
Scale 0.7
states
	{
	Spawn:
	    GRSS E 1
		GRSS E -1
		Stop
	}
}

ACTOR NecrodomeRock1 30360
{
  //$Category Vegetation
  Radius 16
  Height 24
  -SOLID
  States
  {
  Spawn:
    NCRD C -1
    Stop
  }
}

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

ACTOR NecrodomeRock3 30362
{
  //$Category Vegetation
  Radius 16
  Height 24
  -SOLID
  States
  {
  Spawn:
    NCRD E -1
    Stop
  }
}

ACTOR NecrodomeRock4 30363
{
  //$Category Vegetation
  Radius 16
  Height 24
  -SOLID
  States
  {
  Spawn:
    NCRD F -1
    Stop
  }
}

ACTOR NecrodomeRock5 30364
{
  //$Category Vegetation
  Radius 16
  Height 24
  -SOLID
  States
  {
  Spawn:
    NCRD G -1
    Stop
  }
}

ACTOR HexenMushroom1 30365
{
  //$Category Vegetation
  Radius 16
  Height 24
  -SOLID
  States
  {
  Spawn:
    MSH1 A -1
    Stop
  }
}

ACTOR HexenMushroom2 30366
{
  //$Category Vegetation
  Radius 16
  Height 24
  -SOLID
  States
  {
  Spawn:
    MSH2 A -1
    Stop
  }
}

ACTOR HexenMushroom3 30367
{
  //$Category Vegetation
  Radius 16
  Height 24
  -SOLID
  States
  {
  Spawn:
    MSH3 A -1
    Stop
  }
}

ACTOR HexenDeadLaid 30368
{
  Radius 16
  Height 24
  -SOLID
  States
  {
  Spawn:
    CPS5 A -1
    Stop
  }
}

ACTOR HexenDeadSitting1 30369
{
  Radius 16
  Height 24
  -SOLID
  States
  {
  Spawn:
    CPS6 A -1
    Stop
  }
}

ACTOR HexenDeadSitting2 30370
{
  Radius 16
  Height 24
  -SOLID
  States
  {
  Spawn:
    CPS7 A -1
    Stop
  }
}

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

ACTOR HexenDeadHanged2 30372
{
	Radius 16
	Height 64
	-SOLID
	+NOGRAVITY
	+SPAWNCEILING
	States
	{
	Spawn:
		CPS9 A -1
		Stop
	}
}

ACTOR BlueWallTorch 12500
{
  +NOBLOCKMAP
  +NOGRAVITY
  +FIXMAPTHINGPOS
  Radius 6.5
  States
  {
  Spawn:
    BWTR ABCD 4 Bright
    Loop
  }
}

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

ACTOR GreenWallTorch 12502
{
  +NOBLOCKMAP
  +NOGRAVITY
  +FIXMAPTHINGPOS
  Radius 6.5
  States
  {
  Spawn:
    GWTR ABCD 4 Bright
    Loop
  }
}

ACTOR KnightArmorProp 12550
{
  Radius 16
  Height 64
  Scale 1.25
  +SOLID
  States
  {
  Spawn:
    PRP7 A -1
    Stop
  }
}

ACTOR Snotfolus 17155
{
	Health 3069
	Radius 40
	Height 110
	Mass 1000
	Speed 16
	PainChance 10
	Monster
	+BOSS 
	+MISSILEMORE
	+FLOORCLIP
	+NORADIUSDMG
	+DONTMORPH
	+BOSSDEATH
	+DONTGIB
	+NOBLOODDECALS

	
	BloodColor "67 DF 5F"
	SeeSound "snot/sight"
	PainSound "snot/pain"
	DeathSound "snot/death"
	ActiveSound "snot/active"
	Obituary "%o was crushed by the obese Lord Snotfolus!"
	States
	{
	Spawn:
		SNOT AB 10 A_Look
		Loop
	See:
		SNOT A 3 A_Playsound("snot/hoof")
		SNOT ABBCC 3 A_Chase
		SNOT D 3 A_Playsound("snot/hoof")
		SNOT D 3 A_Chase
		SNOT D 3 A_Jump(200,"snotg")
		Loop
	Missile:
		SNOT E 12 A_FaceTarget
		SNOT F 3 A_CustomMissile("MaximusBall", 55)
		SNOT F 3 A_CustomMissile("MaximusBall", 55)
		SNOT F 3 A_CustomMissile("MaximusBall", 55)
		SNOT E 16 A_FaceTarget
		SNOT F 3 A_CustomMissile("MaximusBall", 55)
		SNOT F 3 A_CustomMissile("MaximusBall", 55)
		SNOT F 3 A_CustomMissile("MaximusBall", 55)
		SNOT E 20 A_FaceTarget
		SNOT F 3 A_CustomMissile("MaximusBall", 55)
		SNOT F 3 A_CustomMissile("MaximusBall", 55)
		SNOT F 3 A_CustomMissile("MaximusBall", 55)
		SNOT F 3 A_CustomMissile("MaximusBall", 55)
		SNOT F 3 A_CustomMissile("MaximusBall", 55)
		SNOT F 3 A_CustomMissile("MaximusBall", 55)
		SNOT F 3 A_CustomMissile("MaximusBall", 55)
		Goto See
	SNOTG:
		SNOT E 12 A_FaceTarget
		SNOT F 0 A_CustomMissile("MaximusBall", 55, 55, 45, -55)
		SNOT F 0 A_CustomMissile("MaximusBall", 55, 55, 98, 54)
		SNOT F 0 A_CustomMissile("MaximusBall", 55, 55, 11, 46)
		SNOT F 0 A_CustomMissile("MaximusBall", 55, 55, -41, -22)
		SNOT F 0 A_CustomMissile("MaximusBall", 55, 55, -88, -32)
		SNOT F 0 A_CustomMissile("MaximusBall", 55, 55, -69, 12)
		SNOT F 0 A_CustomMissile("MaximusBall", 55, 55, 69, -110)
		SNOT F 0 A_CustomMissile("MaximusBall", 55, 55, 49, 78)
		SNOT F 0 A_CustomMissile("MaximusBall", 55, 55, 25, 68)
		SNOT F 0 A_CustomMissile("MaximusBall", 55, 55, -8, -54)
		SNOT F 0 A_CustomMissile("MaximusBall", 55, 55, 1, 141)
		SNOT F 0 A_CustomMissile("MaximusBall", 55, 55, 101, 61)
		SNOT F 0 A_CustomMissile("MaximusBall", 55, 5, -114, 80)
		SNOT F 0 A_CustomMissile("MaximusBall", 55, 55, 39, -10)
		SNOT F 0 A_CustomMissile("MaximusBall", 55, 55, 99, -78)
		SNOT F 0 A_CustomMissile("MaximusBall", 55, 55, 164, -68)
		SNOT F 0 A_CustomMissile("MaximusBall", 55, 55, 8, 54)
		SNOT F 0 A_CustomMissile("MaximusBall", 55, 55, -69, 11)
		SNOT F 0 A_CustomMissile("MaximusBall", 55, 55, 12, 161)
		SNOT F 0 A_CustomMissile("MaximusBall", 55, 5, 14, 180)
		SNOT F 0 A_CustomMissile("MaximusBall", 55, 55, -150, 10)
		SNOT F 0 A_CustomMissile("MaximusBall", 55, 55, -151, -111)
		SNOT F 0 A_CustomMissile("MaximusBall", 55, 55, 164, -44)
		SNOT F 0 A_CustomMissile("MaximusBall", 55, 55, -14, 4)
		SNOT F 0 A_CustomMissile("MaximusBall", 55, 55, 2, 2)
		SNOT F 0 A_CustomMissile("MaximusBall", 55, 55, -2, -2)
		SNOT F 0 A_CustomMissile("MaximusBall", 55, 5, -11, 100)
		SNOT F 0 A_CustomMissile("MaximusBall", 55, 55, 0, 0)
		Goto See
	Pain:
		SNOT G 0 A_Pain
		SNOT G 10 Bright
		Goto See
	Death:
		SNOT H 10 Bright
		SNOT I 0 A_Scream
		SNOT I 10 Bright
		SNOT JKL 10 Bright
		SNOT M 0 A_NoBlocking
		SNOT M 10 Bright
		SNOT NO 10 Bright
		SNOT P 30 Bright
		SNOT P -1 A_BossDeath
		Stop
	}
}

ACTOR MaximusBall 17156
{

	Radius 4
	Height 14
	Speed 40
	FastSpeed 60
	Damage 30
	Projectile
	DamageType Flem 
	+RANDOMIZE
	SeeSound "baron/attack"
	DeathSound "baron/shotx"
	States
	{
	Spawn:
		BAL7 AB 4
		Loop
	Death:
		BAL7 CDE 6
		Stop
	}
}

ACTOR DandelionFlower 12369
{
  //$CATEGORY MinecraftMapStuff
  Radius 8
  Height 16
  Scale 2
  -SOLID
  +CLIENTSIDEONLY
  +NOTELEPORT
  +NOINTERACTION
  +FLOORCLIP
  States
  {
  Spawn:
    FLOD A -1
    Stop
  }
}

ACTOR OxeyeFlower 12371
{
  //$CATEGORY MinecraftMapStuff
  Radius 8
  Height 16
  Scale 2
  -SOLID
  +CLIENTSIDEONLY
  +NOTELEPORT
  +NOINTERACTION
  +FLOORCLIP
  States
  {
  Spawn:
    FLOO A -1
    Stop
  }
}

ACTOR RedFlower 12372
{
  //$CATEGORY MinecraftMapStuff
  Radius 8
  Height 16
  Scale 2
  -SOLID
  +CLIENTSIDEONLY
  +NOTELEPORT
  +NOINTERACTION
  +FLOORCLIP
  States
  {
  Spawn:
    FLOR A -1
    Stop
  }
}

ACTOR OrangeFlower 12373
{
  //$CATEGORY MinecraftMapStuff
  Radius 8
  Height 16
  Scale 2
  -SOLID
  +CLIENTSIDEONLY
  +NOTELEPORT
  +NOINTERACTION
  +FLOORCLIP
  States
  {
  Spawn:
    FLOT A -1
    Stop
  }
}

ACTOR WhiteMushroom 12377
{
  //$CATEGORY MinecraftMapStuff
  Radius 8
  Height 16
  Scale 2
  -SOLID
  +CLIENTSIDEONLY
  +NOTELEPORT
  +NOINTERACTION
  +FLOORCLIP
  States
  {
  Spawn:
    MUSW A -1
    Stop
  }
}

ACTOR RedMushroom 12378
{
  //$CATEGORY MinecraftMapStuff
  Radius 8
  Height 16
  Scale 2
  -SOLID
  +CLIENTSIDEONLY
  +NOTELEPORT
  +NOINTERACTION
  +FLOORCLIP
  States
  {
  Spawn:
    MUSR A -1
    Stop
  }
}

ACTOR BirchSapling 12380
{
  //$CATEGORY MinecraftMapStuff
  Radius 8
  Height 16
  Scale 2
  -SOLID
  +CLIENTSIDEONLY
  +NOTELEPORT
  +NOINTERACTION
  +FLOORCLIP
  States
  {
  Spawn:
    SAPB A -1
    Stop
  }
}

ACTOR OakSapling 12381
{
  //$CATEGORY MinecraftMapStuff
  Radius 8
  Height 16
  Scale 2
  -SOLID
  +CLIENTSIDEONLY
  +NOTELEPORT
  +NOINTERACTION
  +FLOORCLIP
  States
  {
  Spawn:
    SAPO A -1
    Stop
  }
}

ACTOR BlueFlower 12385
{
  //$CATEGORY MinecraftMapStuff
  Radius 8
  Height 16
  Scale 2
  -SOLID
  +CLIENTSIDEONLY
  +NOTELEPORT
  +NOINTERACTION
  +FLOORCLIP
  States
  {
  Spawn:
    FLOB A -1
    Stop
  }
}

ACTOR TallMinecraftGrass 12386
{
  //$CATEGORY MinecraftMapStuff
  Radius 8
  Height 16
  Scale 2
  -SOLID
  +CLIENTSIDEONLY
  +NOTELEPORT
  +NOINTERACTION
  +FLOORCLIP
  States
  {
  Spawn:
    TGRA A -1
    Stop
  }
}

ACTOR YellowMushroom 12388
{
  //$CATEGORY MinecraftMapStuff
  Radius 8
  Height 16
  Scale 2
  -SOLID
  +CLIENTSIDEONLY
  +NOTELEPORT
  +NOINTERACTION
  +FLOORCLIP
  States
  {
  Spawn:
    MUSY A -1
    Stop
  }
}

ACTOR CreeperStatue1 12390
{
  //$CATEGORY MinecraftMapStuff
  Radius 8
  Height 16
  Scale 2
  -SOLID
  +CLIENTSIDEONLY
  +NOTELEPORT
  +NOINTERACTION
  +FLOORCLIP
  States
  {
  Spawn:
    STAT A -1
    Stop
  }
}

ACTOR CreeperStatue2 12391
{
  //$CATEGORY MinecraftMapStuff
  Radius 8
  Height 16
  Scale 2
  -SOLID
  +CLIENTSIDEONLY
  +NOTELEPORT
  +NOINTERACTION
  +FLOORCLIP
  States
  {
  Spawn:
    STAT B -1
    Stop
  }
}

ACTOR CreeperStatue4 12393
{
  //$CATEGORY MinecraftMapStuff
  Radius 8
  Height 16
  Scale 2
  -SOLID
  +CLIENTSIDEONLY
  +NOTELEPORT
  +NOINTERACTION
  +FLOORCLIP
  States
  {
  Spawn:
    STAT D -1
    Stop
  }
}

ACTOR MinecraftTorch 12400
{
  //$CATEGORY MinecraftMapStuff
  Radius 8
  Height 16
  Scale 2
  -SOLID
  +CLIENTSIDEONLY
  +NOTELEPORT
  +FLOORCLIP
  States
  {
  Spawn:
    TORC A -1 Bright
    Stop
  }
}

ACTOR RedStoneTorchOff 12401
{
  //$CATEGORY MinecraftMapStuff
  Radius 8
  Height 16
  Scale 2
  -SOLID
  +CLIENTSIDEONLY
  +NOTELEPORT
  +FLOORCLIP
  States
  {
  Spawn:
    REDO A -1
    Stop
  }
}

ACTOR RedStoneTorchOn 12402
{
  //$CATEGORY MinecraftMapStuff
  Radius 8
  Height 16
  Scale 2
  -SOLID
  +CLIENTSIDEONLY
  +NOTELEPORT
  +FLOORCLIP
  States
  {
  Spawn:
    REDS A -1 Bright
    Stop
  }
}

ACTOR Cattail 12404
{
  //$CATEGORY MinecraftMapStuff
  Radius 8
  Height 16
  Scale 2
  -SOLID
  +CLIENTSIDEONLY
  +NOTELEPORT
  +NOINTERACTION
  +FLOORCLIP
  States
  {
  Spawn:
    CATS A -1
    Stop
  }
}

ACTOR CattailPatch 12405
{
  //$CATEGORY MinecraftMapStuff
  Radius 8
  Height 16
  Scale 2
  -SOLID
  +CLIENTSIDEONLY
  +NOTELEPORT
  +NOINTERACTION
  +FLOORCLIP
  States
  {
  Spawn:
    CATB A -1
    Stop
  }
}

ACTOR GrassPatch 12406
{
  //$CATEGORY MinecraftMapStuff
  Radius 8
  Height 16
  Scale 2
  -SOLID
  +CLIENTSIDEONLY
  +NOTELEPORT
  +NOINTERACTION
  +FLOORCLIP
  States
  {
  Spawn:
    GRAS A -1
    Stop
  }
}

ACTOR Kodama 12407
{
  //$CATEGORY MinecraftMapStuff
  Radius 8
  Height 16
  -SOLID
  +CLIENTSIDEONLY
  +NOTELEPORT
  +NOINTERACTION
  +FLOORCLIP
  States
  {
  Spawn:
    GHOS A -1 Bright
    Stop
  }
}

ACTOR SkullTorch 12408
{
  //$CATEGORY MinecraftMapStuff
  Radius 8
  Height 16
  Scale 2
  -SOLID
  +CLIENTSIDEONLY
  +NOTELEPORT
  +NOINTERACTION
  +FLOORCLIP
  States
  {
  Spawn:
    SKTO A -1 Bright
    Stop
  }
}

ACTOR RedstoneLightDummy 12409
{
  //$CATEGORY MinecraftMapStuff
  Radius 8
  Height 16
  Scale 2
  -SOLID
  +NOGRAVITY
  States
  {
  Spawn:
    LINV A -1 
    Stop
  }
}

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

ACTOR TechLanternBig 500
{
	Radius 10
	Height 80
	+SPAWNCEILING
	+NOGRAVITY
	States
	{
	Spawn:
		HLMP ABCD 6
		Loop
	}
}
ACTOR CarcassSittingMarine 14414
{
-Solid
Height 32
Radius 20
States
  {
  Spawn:
    SIT1 A -1
    Stop
  }
}

ACTOR CarcassSittingMaintenance 14415
{
-Solid
Height 32
Radius 20
States
  {
  Spawn:
    SIT2 A -1
    Stop
  }
}

ACTOR Poisonsphere : PowerupGiver 25213
{
	  //$Category "BrokenHeartsPowerdowns"
	  //$Title "Poisonsphere"
	  +COUNTITEM
	  +INVENTORY.AUTOACTIVATE
	  +INVENTORY.ALWAYSPICKUP
	  +INVENTORY.FANCYPICKUPSOUND
	  Inventory.MaxAmount 0
	  Powerup.Color "00 88 00", 0.1
	  Powerup.Duration -40
	  Powerup.Type "NoEffect"
	  States
	  {
	  Spawn:
		TNT1 A 1
		Loop
	  }
}

ACTOR Slowsphere : Poisonsphere 25214
{
  //$Category "BrokenHeartsPowerdowns"
  //$Title "Slowsphere"
  Powerup.Color "99 99 00", 0.1
  Powerup.Type "Slowsphere"
}

ACTOR Blindsphere : Poisonsphere 25215
{
  //$Category "BrokenHeartsPowerdowns"
  //$Title "Blindsphere"
  Powerup.Colormap 0.04, 0.04, 0.009, 0.0, 0.0, 0.0
}

ACTOR PowerSlowsphere : PowerSpeed
{
	Speed 0.5
}

ACTOR PowerNoEffect : PowerSpeed
{
	Speed 1.0
}

Actor SWDecor_01_Blue 30000 {
	Radius 12
	Height 64
	Scale 0.75
	+SOLID
	States {
		Spawn:
			SD01 A -1
		Stop
	}
}

Actor SWDecor_01_Red : SWDecor_01_Blue 30001 {
	States {
		Spawn:
			SD01 B -1
		Stop
	}
}

Actor SWDecor_01_Green : SWDecor_01_Blue 30002 {
	States {
		Spawn:
			SD01 C -1
		Stop
	}
}

Actor SWDecor_02 30003 {
	Radius 16
	Height 40
	Scale 0.75
	+SOLID
	States {
		Spawn:
			SD02 ABCD 5
		Loop
	}
}

Actor SWDecor_03 30004 {
	Game Doom
	Radius 25	
	Height 40
	Scale 0.75
	+NOGRAVITY
	States {
		Spawn:
			SD04 ABCD 5
		Loop
	}
}

Actor SWDecor_04 30005 {
	Radius 35
	Height 60
	Scale 0.65
	+SOLID
	States {
		Spawn:
			SD03 A -1
		Stop
	}
}

Actor CalebMeme 30006 {
	Scale 0.75
	Radius 12
	Height 56
	+SOLID
	States {
		Spawn:
			CALB I 10
			CALB G 8 A_PlaySound("Caleb/Sawedoff")
			CALB I 10
			CALB G 8 A_PlaySound("Caleb/Sawedoff")
			CALB I 10
			CALB I 5 A_SetAngle(angle - 180.0)
			CALB I 70 A_PlaySound("Caleb/Meme")
			CALB I 5 A_SetAngle(angle + 180.0)
		Loop
	}
}

Actor SWDecor_05 30007 {
	+SOLID
	+NOGRAVITY
	Scale 0.85
	Height 32
	Radius 10
	States {
		Spawn:
			TNT1 A 0
			TNT1 A 0 A_Jump(256, "1", "2", "3")
		1:
			SD06 A -1 Bright
		Stop
		2:
			SD06 B -1 Bright
		Stop
		3:
			SD06 C -1 Bright
		Stop
	}
}

Actor SWDecor_06 30008 {
	+SOLID
	+NOGRAVITY
	Scale 0.75
	Height 40
	Radius 12
	States {
		Spawn:
			SD06 D -1 Bright
		Stop
	}
}

Actor SWDecor_07 30009 {
	+SOLID
	+NOGRAVITY
	Scale 0.5
	Height 40
	Radius 16
	States {
		Spawn:
			SD06 E -1 Bright
		Stop
	}
}

Actor SWCar 30010 {
	MONSTER
	-COUNTKILL
	-SHOOTABLE
	+SOLID
	+INVULNERABLE
	Height 56
	Radius 20
	States {
		Spawn:
			TNT1 A 0
			TNT1 A 0 A_Jump(256, "A", "B", "C", "D", "E", "F")
		A:
			SD05 A 8 ThrustThing(angle * 256 / 360, 4, 0, 0)
		Loop
		B:
			SD05 B 8 ThrustThing(angle * 256 / 360, 4, 0, 0)
		Loop
		C:
			SD05 C 8 ThrustThing(angle * 256 / 360, 4, 0, 0)
		Loop
		D:
			SD05 D 8 ThrustThing(angle * 256 / 360, 4, 0, 0)
		Loop
		E:
			SD05 E 8 ThrustThing(angle * 256 / 360, 4, 0, 0)
		Loop
		F:
			SD05 F 8 ThrustThing(angle * 256 / 360, 4, 0, 0)
		Loop
	}
}

Actor SWCar_Dormant 30011 {
	+SOLID
	Height 56
	Radius 20
	States {
		Spawn:
			TNT1 A 0
			TNT1 A 0 A_Jump(256, "A", "B", "C", "D", "E", "F")
		A:
			SD05 A -1
		Stop
		B:
			SD05 B -1
		Stop
		C:
			SD05 C -1
		Stop
		D:
			SD05 D -1
		Stop
		E:
			SD05 E -1
		Stop
		F:
			SD05 F -1
		Stop
	}
}

ACTOR Dancer1 27902
{
	Height 64
	Radius 24
	+Solid
	scale .8
	States
	{
	  Spawn:
	  DANC A 4
	  DANC B 4
	  DANC C 4
	  DANC D 4
	  DANC E 4
	  DANC D 4
	  DANC C 4
	  DANC B 4
	  DANC A 4
	  Loop
	}
}

ACTOR Dancer2 27903
{
	Height 64
	Radius 24
	+Solid
	scale .8
	States
	{
	  Spawn:
	  DAN1 A 4
	  DAN1 B 4
	  DAN1 C 4
	  DAN1 D 4
	  DAN1 E 4
  	  DAN1 F 4
	  DAN1 E 4
	  DAN1 D 4
	  DAN1 C 4
	  DAN1 B 4
	  DAN1 A 4
	  Loop
	}
}

ACTOR Dancer3 27904
{
	Height 64
	Radius 24
	+Solid
	scale .8
	States
	{
	  Spawn:
	  DAN2 A 4
	  DAN2 B 4
	  Loop
	}
}

ACTOR Dancer4 27905
{
	Height 64
	Radius 24
	+Solid
	scale .8
	States
	{
	  Spawn:
	  DAN3 A 4
	  DAN3 B 4
	  DAN3 C 4
	  DAN3 D 4
	  DAN3 C 4
	  DAN3 B 4
	  DAN3 A 4
	  Loop
	}
}
ACTOR Whore 27906
{
	Height 64
	Radius 24
	+Solid
	scale .8
	States
	{
	  Spawn:
	  WHOR A 4
	  Loop
	}
}

ACTOR HellRoseDec 17264
{
	//$CATEGORY LivingProps
	height 56
    radius 32
    Scale 0.8
	+FLOORCLIP
	+SOLID
	ProjectilePassHeight -16
	States
	{
	Spawn:
		ROSE AAA 3 
		ROSE A 0 A_Jump(64,"Loop1","Loop2","Loop3")
		Loop
	Loop1:
		ROSE BBCCB 3 
		ROSE A 0 A_Jump(160,"Spawn")
		Loop
	Loop2:
		ROSE BBCCDDCB 3 
		ROSE A 0 A_Jump(160,"Spawn")
		Loop
	Loop3:
		ROSE BBCCDDEEDCB 3 
		ROSE A 0 A_Jump(160,"Spawn")
		Loop
	}
}

ACTOR OrganicGrowth 17265 
{
	//$CATEGORY LivingProps
    Radius 32
    Height 56
    +NOGRAVITY
    +SPAWNCEILING 
    +SOLID
    States
    {
    Spawn:
        HBLB ABCB 8 
        Loop
    }
} 

ACTOR AbyssHornet 17266
{
	//$CATEGORY LivingProps
	Speed 5
	Radius 16
	Height 64
	+NOGRAVITY
	+FLOAT
	+SPAWNFLOAT
	+FLOATBOB
	+SOLID
	States
	{
	Spawn:
	   HORN A 10
	See:
	   HORN A 4 A_Wander
	   Loop
	}
}

//Custom columns by Tormentor667 & ShadesMaster
Actor TallColumnBase
{
	Radius 16
	Height 128
	+SOLID
}

Actor SmallColumnBase
{
	Radius 16
	Height 40
	+SOLID
}

Actor FlutedBlackColumn			: TallColumnBase 7106
{
	States
	{
	Spawn:
		COL3 J -1
		Stop
	}
}

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

Actor BlackEvilEye : EvilEye 17267 //Edits by ChronoSeth
{
States
	{
		Spawn:
			BAYE ABCB 6 BRIGHT
			Loop
	}
}

ACTOR Korax_aeon : Korax
{
	Health 4000
	speed 20
	damage 500
	painchance 1
	radius 60
	height 88
	MaxStepHeight 32
	MaxDropOffHeight 32
	+TELESTOMP	
	+BOSS
	-NOTDMATCH
	-NOTARGETSWITCH
	+Missilemore
	+NEVERRESPAWN
	+QUICKTORETALIATE
	+DONTRIP	
	+Seekermissile
	States
	{
		Spawn:
			KORX A 5 A_Look
    		Loop
		See:
    KORX AAA 3 A_Chase
    KORX B 3 A_Chase
    KORX BBB 3 A_Chase
    KORX C 0 A_PlaySound("KoraxStep")
    KORX C 3 A_Chase
    KORX CCC 3 A_KoraxChase
    KORX D 3 A_Chase
    KORX DDD 3 A_Chase
    KORX A 0 A_PlaySound("KoraxStep")
    KORX A 3 A_Chase
    Loop
		Command:
			KORX E 1 Bright A_FaceTarget
			Goto Attack
		Attack:
			KORX E 4 Bright A_FaceTarget
			KORX F 8 Bright A_KoraxMissile
			KORX E 8 Bright
			Goto See	
		Death:
			KORX I 5
			KORX J 5 A_FaceTarget
			KORX K 5 A_Scream
			KORX LMNOP 5
			KORX Q 10
			KORX R 5 A_KoraxBonePop
			KORX S 5 A_NoBlocking
			KORX TU 5
			KORX V 30
			KORX V -1 A_KillMaster
			Stop
	}
}

ACTOR WraithFX1
{
  Speed 25
  Radius 24
  Height 6
  Mass 5
  Damage 50
  DamageType "Fire"
  Projectile
  +FLOORCLIP
  +Seekermissile 
  SeeSound "WraithMissileFire"
  DeathSound "WraithMissileExplode"



  States
  {
  Spawn:
    WRBL A 3 Bright
    WRBL B 3 Bright 
    WRBL C 3 Bright
    Loop
  Death:
    WRBL D 4 Bright
    WRBL E 4 Bright 
    WRBL F 4 Bright
    WRBL GH 3 Bright 
    WRBL I 3 Bright
    Stop
  }
}
ACTOR Demon1FX1
{
  Speed 30
  Radius 24
  Height 6
  Damage 50
  DamageType Fire
  Projectile
  +SPAWNSOUNDSOURCE
  +Seekermissile
  RenderStyle Add
  SeeSound "DemonMissileFire"
  DeathSound "DemonMissileExplode"
  States
  {
  Spawn:
    DMFX ABC 4 Bright
    Loop
  Death:
    DMFX DE 4 Bright
    DMFX FGH 3 Bright
    Stop
  }
}

ACTOR Demon2FX1
{
  Speed 30
  Radius 24
  Height 6
  Damage 50
  DamageType Fire
  Projectile
  +SPAWNSOUNDSOURCE
  RenderStyle Add
  SeeSound "DemonMissileFire"
  DeathSound "DemonMissileExplode"
  States
  {
  Spawn:
    D2FX ABCDEF 4 Bright
    Loop
  Death:
    D2FX GHIJ 4 Bright
    D2FX KL 3 Bright
    Stop
  }
}

ACTOR FireDemonMissile
{
  Health 1000
  ReactionTime 8
  Speed 25
  Radius 24
  Height 6
  Mass 5
  Damage 50
  DamageType "Fire"
  Projectile
  RenderStyle Add
  DeathSound "FireDemonMissileHit"
  States
  {
  Spawn:
    FDMB A 5 Bright
    Loop
  Death:
    FDMB BCDE 5 Bright
    Stop
  }
}

ACTOR CentaurFX
{
  Speed 40
  Damage 50
  Projectile
  +SPAWNSOUNDSOURCE
  RenderStyle Add
  SeeSound "CentaurLeaderAttack"
  DeathSound "CentaurMissileExplode"
  States
  {
  Spawn:
    CTFX A -1 Bright
    Stop
  Death:
    CTFX B 4 Bright
    CTFX C 3 Bright
    CTFX D 4 Bright
    CTFX E 3 Bright
    CTFX F 2 Bright
    Stop
  }
}

ACTOR SerpentFX
{
  Speed 30
  Radius 24
  Height 10
  Damage 50
  Projectile
  -ACTIVATEIMPACT
  -ACTIVATEPCROSS
  RenderStyle Add
  DeathSound "SerpentFXHit"
  States
  {
  Spawn:
    SSFX A 0
    SSFX A 3 Bright A_PlaySoundEx("SerpentFXContinuous", "Body", 1)
    SSFX BAB 3 Bright
    Goto Spawn+1
  Death:
    SSFX C 4 Bright A_StopSoundEx("Body")
    SSFX DEFGH 4 Bright
    Stop
  }
}