//Decorative Items.

ACTOR GlassBlood
{
	Game Doom
	+NOBLOCKMAP
	+MOVEWITHSECTOR 
	+NOGRAVITY
	+RANDOMIZE
	Scale 0.4
	Mass 0
	States
	{
	Spawn:
	Melee:
		TNT1 A 0
		EXPL AAA 0 A_CustomMissile ("FlyingGlass1", 1, 0, random (0, 360), 2, random (0, 90))
		EXPL AA 0 A_CustomMissile ("FlyingGlass2", 1, 0, random (0, 360), 2, random (0, 90))
		EXPL AAA 0 A_CustomMissile ("FlyingGlass3", 1, 0, random (0, 360), 2, random (0, 90))
		EXPL AA 0 A_CustomMissile ("FlyingGlass4", 1, 0, random (0, 360), 2, random (0, 90))
		Stop
	}
}

Actor FlyingGlass1
{
  Height 2
  Radius 2
  Mass 0
  Alpha 0.7
  +Missile
  +NoBlockMap
  +DontSplash
  +MOVEWITHSECTOR 
  +FORCEXYBILLBOARD
  +CLIENTSIDEONLY
  +THRUACTORS
  BounceFactor 0.01
  Decal "BloodSplat"
  Gravity 0.95
  Speed 5
  Scale 0.4
  States
  {
  Spawn:
    GSHA A 2
	GSHA A -1
    Stop
 Death:
    TNT1 A 0
	TNT1 A 0 A_CheckFloor("StayOnGround")
	TNT1 A 2
	Stop
	
 StayOnGround:
    GSHA A 1
	GSHA A 2000
	GSHA A -1
	Stop
  }
}

Actor FlyingGlass2
{
  Height 2
  Radius 2
  Mass 0
  Alpha 0.7
  +Missile
  +NoBlockMap
  +DontSplash
  +MOVEWITHSECTOR 
  +FORCEXYBILLBOARD
  +CLIENTSIDEONLY
  +THRUACTORS
  BounceFactor 0.01
  Decal "BloodSplat"
  Gravity 0.95
  Speed 5
  Scale 0.4
  States
  {
  Spawn:
    GSHB A 2
	GSHB A -1
    Stop
 Death:
    TNT1 A 0
	TNT1 A 0 A_CheckFloor("StayOnGround")
	TNT1 A 2
	Stop
	
 StayOnGround:
    GSHB A 1
	GSHB A 2000
	GSHB A -1
	Stop
  }
}

Actor FlyingGlass3
{
  Height 2
  Radius 2
  Mass 0
  Alpha 0.7
  +Missile
  +NoBlockMap
  +DontSplash
  +MOVEWITHSECTOR 
  +FORCEXYBILLBOARD
  +CLIENTSIDEONLY
  +THRUACTORS
  BounceFactor 0.01
  Decal "BloodSplat"
  Gravity 0.95
  Speed 5
  Scale 0.4
  States
  {
  Spawn:
    GSHA C 2
	GSHA C -1
    Stop
 Death:
    TNT1 A 0
	TNT1 A 0 A_CheckFloor("StayOnGround")
	TNT1 A 2
	Stop
	
 StayOnGround:
    GSHA C 1
	GSHA C 2000
	GSHA C -1
	Stop
  }
}

Actor FlyingGlass4
{
  Height 2
  Radius 2
  Mass 0
  Alpha 0.7
  +Missile
  +NoBlockMap
  +DontSplash
  +MOVEWITHSECTOR 
  +FORCEXYBILLBOARD
  +CLIENTSIDEONLY
  +THRUACTORS
  BounceFactor 0.01
  Decal "BloodSplat"
  Gravity 0.95
  Speed 5
  Scale 0.4
  States
  {
  Spawn:
    GSHA D 2
	GSHA D -1
    Stop
 Death:
    TNT1 A 0
	TNT1 A 0 A_CheckFloor("StayOnGround")
	TNT1 A 2
	Stop
	
 StayOnGround:
    GSHA D 1
	GSHA D 2000
	GSHA D -1
	Stop
  }
}

ACTOR GlassShardspawner
{
game Doom
speed 11
health 1
radius 17
height 1
Gravity 0.9
Decal None
 +NOTELEPORT
 +NOBLOCKMAP
 +THRUACTORS
 +INVISIBLE
Mass 1
    States
    {
     Spawn:
    NONO AA 9 A_Wander
		EXPL AAA 0 A_CustomMissile ("FlyingGlass1", 1, 0, random (0, 360), 2, random (0, 90))
		EXPL AA 0 A_CustomMissile ("FlyingGlass2", 1, 0, random (0, 360), 2, random (0, 90))
		EXPL AAA 0 A_CustomMissile ("FlyingGlass3", 1, 0, random (0, 360), 2, random (0, 90))
		EXPL AA 0 A_CustomMissile ("FlyingGlass4", 1, 0, random (0, 360), 2, random (0, 90))
    NONO A 0 
		EXPL AAA 0 A_CustomMissile ("FlyingGlass1", 1, 0, random (0, 360), 2, random (0, 90))
		EXPL AA 0 A_CustomMissile ("FlyingGlass2", 1, 0, random (0, 360), 2, random (0, 90))
		EXPL AAA 0 A_CustomMissile ("FlyingGlass3", 1, 0, random (0, 360), 2, random (0, 90))
		EXPL AA 0 A_CustomMissile ("FlyingGlass4", 1, 0, random (0, 360), 2, random (0, 90))
    NONO AA 9 A_Wander
		EXPL AAA 0 A_CustomMissile ("FlyingGlass1", 1, 0, random (0, 360), 2, random (0, 90))
		EXPL AA 0 A_CustomMissile ("FlyingGlass2", 1, 0, random (0, 360), 2, random (0, 90))
		EXPL AAA 0 A_CustomMissile ("FlyingGlass3", 1, 0, random (0, 360), 2, random (0, 90))
		EXPL AA 0 A_CustomMissile ("FlyingGlass4", 1, 0, random (0, 360), 2, random (0, 90))
    NONO A 0 
    NONO AA 9 A_Wander
		EXPL AAA 0 A_CustomMissile ("FlyingGlass1", 1, 0, random (0, 360), 2, random (0, 90))
		EXPL AA 0 A_CustomMissile ("FlyingGlass2", 1, 0, random (0, 360), 2, random (0, 90))
		EXPL AAA 0 A_CustomMissile ("FlyingGlass3", 1, 0, random (0, 360), 2, random (0, 90))
		EXPL AA 0 A_CustomMissile ("FlyingGlass4", 1, 0, random (0, 360), 2, random (0, 90))
    NONO A 0 
    NONO AA 9 A_Wander
		EXPL AAA 0 A_CustomMissile ("FlyingGlass1", 1, 0, random (0, 360), 2, random (0, 90))
		EXPL AA 0 A_CustomMissile ("FlyingGlass2", 1, 0, random (0, 360), 2, random (0, 90))
		EXPL AAA 0 A_CustomMissile ("FlyingGlass3", 1, 0, random (0, 360), 2, random (0, 90))
		EXPL AA 0 A_CustomMissile ("FlyingGlass4", 1, 0, random (0, 360), 2, random (0, 90))
    NONO A 0 
	NONO AA 9 A_Wander
		EXPL AAA 0 A_CustomMissile ("FlyingGlass1", 1, 0, random (0, 360), 2, random (0, 90))
		EXPL AA 0 A_CustomMissile ("FlyingGlass2", 1, 0, random (0, 360), 2, random (0, 90))
		EXPL AAA 0 A_CustomMissile ("FlyingGlass3", 1, 0, random (0, 360), 2, random (0, 90))
		EXPL AA 0 A_CustomMissile ("FlyingGlass4", 1, 0, random (0, 360), 2, random (0, 90))
    NONO A 0 
		EXPL AAA 0 A_CustomMissile ("FlyingGlass1", 1, 0, random (0, 360), 2, random (0, 90))
		EXPL AA 0 A_CustomMissile ("FlyingGlass2", 1, 0, random (0, 360), 2, random (0, 90))
		EXPL AAA 0 A_CustomMissile ("FlyingGlass3", 1, 0, random (0, 360), 2, random (0, 90))
		EXPL AA 0 A_CustomMissile ("FlyingGlass4", 1, 0, random (0, 360), 2, random (0, 90))
    NONO AA 9 A_Wander
		EXPL AAA 0 A_CustomMissile ("FlyingGlass1", 1, 0, random (0, 360), 2, random (0, 90))
		EXPL AA 0 A_CustomMissile ("FlyingGlass2", 1, 0, random (0, 360), 2, random (0, 90))
		EXPL AAA 0 A_CustomMissile ("FlyingGlass3", 1, 0, random (0, 360), 2, random (0, 90))
		EXPL AA 0 A_CustomMissile ("FlyingGlass4", 1, 0, random (0, 360), 2, random (0, 90))
    NONO A 0 
    NONO AA 9 A_Wander
		EXPL AAA 0 A_CustomMissile ("FlyingGlass1", 1, 0, random (0, 360), 2, random (0, 90))
		EXPL AA 0 A_CustomMissile ("FlyingGlass2", 1, 0, random (0, 360), 2, random (0, 90))
		EXPL AAA 0 A_CustomMissile ("FlyingGlass3", 1, 0, random (0, 360), 2, random (0, 90))
		EXPL AA 0 A_CustomMissile ("FlyingGlass4", 1, 0, random (0, 360), 2, random (0, 90))
    NONO A 0 
    goto Death

     Death:
	TNT1 A 0
		EXPL AAA 0 A_CustomMissile ("FlyingGlass1", 1, 0, random (0, 360), 2, random (0, 90))
		EXPL AA 0 A_CustomMissile ("FlyingGlass2", 1, 0, random (0, 360), 2, random (0, 90))
		EXPL AAA 0 A_CustomMissile ("FlyingGlass3", 1, 0, random (0, 360), 2, random (0, 90))
		EXPL AA 0 A_CustomMissile ("FlyingGlass4", 1, 0, random (0, 360), 2, random (0, 90))
  Stop
    }
}