#include "Actors/Arg.dec"
#include "Actors/Bob.dec"
#include "Actors/Gry.dec"
#include "Actors/Raz.dec"

ACTOR DFTree1 13340
{
  Radius 16
  Height 40
  +SOLID
  States
  {
  Spawn:
    DFTR A -1
    Stop
  }
}

ACTOR dbDeadTree1 13350
{
   Radius 13
   Height 160
  +SOLID
  States
  {
  Spawn:
    DTR1 A -1
    Stop
  }
}

ACTOR dbDeadTree2 13351
{
  Radius 13
  Height 160
  +SOLID
  States
  {
  Spawn:
    DTR2 A -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 Grass04 1794
{
//$Category Vegetation
height 21
radius 21
-SOLID
Scale 1.0
states
	{
	Spawn:
	    GRSS D 1
		GRSS D -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 ShortAzureTorchNeon 10552
{
  //$Category Light sources
  //$Title "Short Azure Torch"
  	Radius 16
	Height 37
	+SOLID
	+USESPECIAL
	States
	{
	Spawn:
		SMAT ABCD 4 BRIGHT
		Loop
	}
}

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

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

//=================================================

Actor HeartBlackColumn 7156
{
	Radius 16
	Height 40
	+SOLID
	States
	{
		Spawn:
		COL3 OP 14
		Loop
	}
}

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

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

ACTOR OrangeTorchNeon 10524
{
  //$Category Light sources
  //$Title "Tall Orange Torch"
  	Radius 6
	Height 45
	+SOLID
	+USESPECIAL
	States
	{
	Spawn:
		TORA ABCD 4 BRIGHT
		Loop
	}
}

ACTOR BlackTorchNeon 10525
{
  //$Category Light sources
  //$Title "Tall Black Torch"
    Radius 6
	Height 45
	+SOLID
	+USESPECIAL
	States
	{
	Spawn:
		TBLA ABCD 4 BRIGHT
		Loop
	}
}

ACTOR MagentaTorchNeon 10526
{
  //$Category Light sources
  //$Title "Tall Magenta Torch"
	Radius 16
	Height 68
	+SOLID
	+USESPECIAL
	States
	{
	Spawn:
		TVIO ABCD 4 BRIGHT
		Loop
	}
}

ACTOR ShortOrangeTorchNeon 10527
{
  //$Category Light sources
  //$Title "Short Orange Torch"
  	Radius 16
	Height 37
	+SOLID
	+USESPECIAL
	States
	{
	Spawn:
		SMOT ABCD 4 BRIGHT
		Loop
	}
}

ACTOR YellowTorchNeon 10534
{
  //$Category Light sources
  //$Title "Tall Yellow Torch"
	Radius 16
	Height 68
	+SOLID
	+USESPECIAL
	States
	{
	Spawn:
		TYEL ABCD 4 BRIGHT
		Loop
	}
}

ACTOR ChartreuseTorchNeon 10535
{
  //$Category Light sources
  //$Title "Tall Chartreuse Torch"
	Radius 16
	Height 68
	+SOLID
	+USESPECIAL
	States
	{
	Spawn:
		TCHA ABCD 4 BRIGHT
		Loop
	}
}

ACTOR SpringGreenTorchNeon 10536
{
  //$Category Light sources
  //$Title "Tall Spring Green Torch"
	Radius 16
	Height 68
	+SOLID
	+USESPECIAL
	States
	{
	Spawn:
		TTEA ABCD 4 BRIGHT
		Loop
	}
}

ACTOR ShortPurpleTorchNeon 10546
{
  //$Category Light sources
  //$Title "Short Purple Torch"
  	Radius 16
	Height 37
	+SOLID
	+USESPECIAL
	States
	{
	Spawn:
		SMUT ABCD 4 BRIGHT
		Loop
	}
}

ACTOR ShortPinkTorchNeon 10548
{
  //$Category Light sources
  //$Title "Short Pink Torch"
	Radius 16
	Height 37
	+SOLID
	+USESPECIAL
	States
	{
	Spawn:
		SMPT ABCD 4 BRIGHT
		Loop
	}
}

ACTOR ShortRed2TorchNeon 10550
{
  //$Category Light sources
  //$Title "Short Red2 Torch"
	Radius 16
	Height 37
	+SOLID
	+USESPECIAL
	States
	{
	Spawn:
		SMRD ABCD 4 BRIGHT
		Loop
	}
}

ACTOR AzureTorchNeon 10551
{
  //$Category Light sources
  //$Title "Tall Azure Torch"
	Radius 16
	Height 68
	+SOLID
	+USESPECIAL
	States
	{
	Spawn:
		TAZU ABCD 4 BRIGHT
		Loop
	}
}

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

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

ACTOR FancyCandle : Candlestick 16412
{
  +NOBLOCKMAP
  +NOGRAVITY
  +FIXMAPTHINGPOS
  Radius 16
  Height 16
  States
  {
  Spawn:
    R10_ ABCDE 4 Bright
    Loop
  }
}


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

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

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

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

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

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

Actor Comet
{
 Radius 12
 Height 12
 Speed 16
 Damage (50)
 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:
   TNT1 A 0 A_Explode((25), 128, 0, 0, 128)
   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 Rangle 27890
{
	Height 135
	Radius 32
	+Solid
	Scale .48
	States
	{
	  Spawn:
	  RANG A 4
	  RANG B 4
	  RANG C 64
	  Loop
	}
}

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

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