Actor G2_TechLamp : G2_BaseSolidLight replaces TechLamp
{
	Radius 16
	Height 80
	ProjectilePassHeight -16
	+SOLID
	States
	{
		On_Finish:
		Spawn_Client:
			TLMP A 0 bright A_StopSound(CHAN_6)
			TLMP A 0 bright A_PlaySound("Lights/Idle", CHAN_7, 1.0, true)
		Spawn_ClientLoop:
			TLMP ABCD 4 bright
			loop
		SpawnDistant_Client:
			TMLP A 0 bright A_StopSound(CHAN_6)
			TMLP A 0 bright A_StopSound(CHAN_7)
			Goto Spawn_ClientLoop

		Off_Client:
			TLMP A 0 A_StopSound(CHAN_7)
			TLMP A 0 A_PlaySound("Lights/Off", CHAN_6)
			TLMP ABC 1
			TLMP Z -1
			loop

		On_Client:
			TLMP ABCD 4 bright
			goto On_Finish

		Break_Client:
			TLMP A 0 A_StopSound(CHAN_7)
			TLMP A 0 A_PlaySound("Lights/Break", CHAN_6)
			TLMP AAZABZBZZCZZZZ 1
			TLMP Z -1
			loop

		Flicker_Client:
			TLMP A 0 A_StopSound(CHAN_7)
			TLMP A 0 A_PlaySound("Lights/Flickering", CHAN_6)
			TLMP ZABZCDZABZZBAZCBZAZDBZZCBZZACBZZZCABZAZDBZZBAZBZZCZABZZDBZZBABZBBZBZDABZCAZBDZBZBZCABZDBZCZBZABCZBDBZCBAZCZBZZZBDZC 1
			loop


		TurnOff_Client:
			TLMP Z -1
			loop
	}
}