actor NoFlash
{
  RenderStyle None
  States
  {
  Spawn:
    TNT1 A 15
    Stop
  }
}

actor TeleportFog2 : TeleportFog replaces TeleportFog
{
  RenderStyle Add
  +FORCEXYBILLBOARD
  Alpha 0.9
  Scale 0.9
  States
  {
  Spawn:
    TFOG A 0 BRIGHT
    TFOG AAAAAAAAAAAAAAAAAAAA 0 BRIGHT A_SpawnItemEx("ImpactSparkBGreen", random(-4,4), random(-4,4), random(8,40), random(-2,2), random(-2,2), random(-2,2), 0, 128, 12)
    TFOG AAAAAAAAAAAAAAAAAAAA 0 BRIGHT A_SpawnItemEx("ImpactSpark2BGreen", random(-4,4), random(-4,4), random(8,40), random(-1,1), random(-1,1), random(-1,1), 0, 128, 12)
    TFOG A 3 BRIGHT
    TFOG BABCDEFGHIJ 3 BRIGHT A_FadeOut(0.075)
    Stop
  }
}

actor ItemFog2 : ItemFog replaces ItemFog
{
  RenderStyle Add
  +FORCEXYBILLBOARD
  Alpha 0.9
  Scale 0.9
  States
  {
  Spawn:
    IFOG A 0 BRIGHT
    IFOG AAAAAAAAAA 0 BRIGHT A_SpawnItemEx("ImpactSparkBlue", random(-3,3), random(-3,3), random(7,19), random(-2,2), random(-2,2), random(-2,2), 0, 128, 16)
    IFOG AAAAAAAAAA 0 BRIGHT A_SpawnItemEx("ImpactSpark2Blue", random(-3,3), random(-3,3), random(7,19), random(-1,1), random(-1,1), random(-1,1), 0, 128, 16)
    IFOG A 3 BRIGHT
    IFOG BABCDE 3 BRIGHT A_FadeOut(0.13)
    Stop
  }
}

actor FireFlare
{
  RenderStyle Add
  Alpha 0.5
  Scale 0.3//0.5//0.6
  +NOCLIP
  +FORCEXYBILLBOARD
  +CLIENTSIDEONLY
  +NOINTERACTION
  States
  {
  Spawn:
    FLMC A 0 BRIGHT
    FLMC A 0 BRIGHT A_Jump(127,"Spawn2")
    FLMC A 1 BRIGHT
    FLMC A 1 BRIGHT A_FadeIn(0.425)
    FLMC BCDEFGHA 2 BRIGHT A_FadeOut(0.15)
    goto Spawn+4
  Spawn2:
    FLMC E 1 BRIGHT
    FLMC E 1 BRIGHT A_FadeIn(0.425)
    FLMC FGHABCDE 2 BRIGHT A_FadeOut(0.12)
    goto Spawn2+2
  }
}
actor FireFlare2 : FireFlare
{
  Alpha 0.25
  Scale 0.36
  States
  {
  Spawn:
    FLMC A 0 BRIGHT
    FLMC A 0 BRIGHT A_Jump(127,"Spawn2")
    FLMC A 1 BRIGHT
    FLMC A 1 BRIGHT A_FadeIn(0.22)
    FLMC BCDEFGHA 2 BRIGHT A_FadeOut(0.06)
    goto Spawn+4
  Spawn2:
    FLMC E 1 BRIGHT
    FLMC E 1 BRIGHT A_FadeIn(0.22)
    FLMC FGHABCDE 2 BRIGHT A_FadeOut(0.06)
    goto Spawn2+2
  }
}
actor FireFlareBig : FireFlare
{
  Scale 0.42//0.7
}
actor FireFlareAlt : FireFlare2
{
  Alpha 0.4
  Scale 0.3
  -FORCEXYBILLBOARD
  States
  {
  Spawn:
    FLMC A 0 BRIGHT
    FLMC A 0 BRIGHT A_Jump(127,"Spawn2")
    FLMC A 2 BRIGHT
    FLMC B 2 BRIGHT A_FadeIn(0.37)
    FLMC CDEFGHAB 2 BRIGHT A_FadeOut(0.07)
    goto Spawn+4
  Spawn2:
    FLMC E 2 BRIGHT
    FLMC F 2 BRIGHT A_FadeIn(0.37)
    FLMC GHABCDEF 2 BRIGHT A_FadeOut(0.07)
    goto Spawn2+2
  }
}
actor TorchFlareR : FireFlareAlt
{
  Scale 0.2
  Alpha 0.47
  Translation "0:255=%[0,0,0]:[1,0.2,0.1]"
}
actor TorchFlareG : TorchFlareR
{
  Alpha 0.4
  Translation "0:255=%[0,0,0]:[0.1,1,0.2]"
}
actor TorchFlareB : TorchFlareR
{
  Alpha 0.54
  Translation "0:255=%[0,0,0]:[0.1,0.2,1]"
}

actor explosivebarrel_2 : explosivebarrel replaces explosivebarrel
{
  Health 40
  Height 38
  //-OLDRADIUSDMG
  //Mass 80//
  DamageType "BarrelBoom"
  DamageFactor "RGABullet", 1.15
  DamageFactor "Rifle", 1.23
  DamageFactor "Sniper", 1.3
  DamageFactor "LMG", 1.4
  DamageFactor "BigPistol", 1.45
  DamageFactor "Cyber", 1.5
  DamageFactor "Explosion", 1.3
  DamageFactor "Stun", 0.6
  DamageFactor "Stun2", 0.6
  DamageFactor "Stun3", 0.6
  DamageFactor "ScriptedMarine", 0.6
  DamageFactor "BarrelBoom", 2//.05
  DamageFactor "Revive", 0.0
  DamageFactor "Step", 0.0
  Tag "Explosive Barrel"
  States
  {
  Spawn:
    BAR1 AB 6 light("BARRELRGA")
    Loop
  Death:
    BEXP A 5 light("BARRELRGA")
    BEXP B 5 BRIGHT light("BARRELRGA")
    BEXP C 5 BRIGHT light("ROCKET_X1")
    TNT1 A 0 A_Explode(128,128)//128,132
    TNT1 AAAAAAAAAA 0 A_SpawnItemEx("ImpactSpark2", random(-32,32), random(-32,32), random(4,52), random(-4,4), random(-4,4), random(-2,3), 0, 128, 0)
    TNT1 A 15 A_SpawnItemEx("ExplosionMain2",0,0,20)
    TNT1 A 1050 A_BarrelDestroy
    TNT1 A 5 A_Respawn
    Wait
  }
}

actor burningbarrel_2 : burningbarrel replaces burningbarrel
{
  ProjectilePassHeight 1
  +RANDOMIZE
  +ALLOWCLIENTSPAWN
  +GHOST
  States
  {
  Spawn:
    FCAN D 4 BRIGHT
  Idle1:
    FCAN D 4 BRIGHT light("FIREBARRELRGA") ACS_NamedExecuteAlways("RefCli",0,2,1,1)
  Cont1:
    FCAN D 0 BRIGHT A_SpawnItemEx("FireFlareAlt", 0, 0, 26, frandom(-0.6,0.6), frandom(-0.6,0.6), frandom(0.4,1.2), 0, 128, 0)
    FCAN DD 0 BRIGHT A_SpawnItemEx("ImpactSpark3", 0, 0, 26, random(-2,2), random(-2,2), random(3,5), random(0,359), 128, 231)
    FCAN D 4 BRIGHT light("FIREBARRELRGA")
    FCAN E 0 BRIGHT A_SpawnItemEx("FireFlareAlt", 0, 0, 26, frandom(-0.6,0.6), frandom(-0.6,0.6), frandom(0.4,1.2), 0, 128, 0)
    FCAN EE 0 BRIGHT A_SpawnItemEx("ImpactSpark3", 0, 0, 26, random(-2,2), random(-2,2), random(3,5), random(0,359), 128, 231)
    FCAN E 4 BRIGHT light("FIREBARRELRGA")
    FCAN F 0 BRIGHT A_SpawnItemEx("FireFlareAlt", 0, 0, 26, frandom(-0.6,0.6), frandom(-0.6,0.6), frandom(0.4,1.2), 0, 128, 0)
    FCAN FF 0 BRIGHT A_SpawnItemEx("ImpactSpark3", 0, 0, 26, random(-2,2), random(-2,2), random(3,5), random(0,359), 128, 231)
    FCAN F 4 BRIGHT light("FIREBARRELRGA")
    FCAN D 0 BRIGHT A_SpawnItemEx("FireFlareAlt", 0, 0, 26, frandom(-0.6,0.6), frandom(-0.6,0.6), frandom(0.4,1.2), 0, 128, 0)
    FCAN DD 0 BRIGHT A_SpawnItemEx("ImpactSpark3", 0, 0, 26, random(-2,2), random(-2,2), random(3,5), random(0,359), 128, 231)
    FCAN D 4 BRIGHT light("FIREBARRELRGA")
    FCAN E 0 BRIGHT A_SpawnItemEx("FireFlareAlt", 0, 0, 26, frandom(-0.6,0.6), frandom(-0.6,0.6), frandom(0.4,1.2), 0, 128, 0)
    FCAN EE 0 BRIGHT A_SpawnItemEx("ImpactSpark3", 0, 0, 26, random(-2,2), random(-2,2), random(3,5), random(0,359), 128, 231)
    FCAN E 4 BRIGHT light("FIREBARRELRGA")
    FCAN F 0 BRIGHT A_SpawnItemEx("FireFlareAlt", 0, 0, 26, frandom(-0.6,0.6), frandom(-0.6,0.6), frandom(0.4,1.2), 0, 128, 0)
    FCAN FF 0 BRIGHT A_SpawnItemEx("ImpactSpark3", 0, 0, 26, random(-2,2), random(-2,2), random(3,5), random(0,359), 128, 231)
	Goto Idle1
  Stay:
    FCAN ABC 4 BRIGHT
	Goto Idle1
  Idle2:
    FCAN C 4 BRIGHT ACS_NamedExecuteAlways("RefCli",0,1,0,0)
  Cont2:
    FCAN ABCABCABCABCABCABCABCABCABCABC 4 BRIGHT
    FCAN ABCABCABCABCABCABCABCABCABCAB 4 BRIGHT
	Goto Idle2
  Sleep:
    FCAN D -1
	Stop
  }
}

actor RGABurnt
{
  RenderStyle None
  +NOCLIP
  +FORCEXYBILLBOARD
  +CLIENTSIDEONLY
  +NOINTERACTION
  States
  {
  Spawn:
    TNT1 A 0
    TNT1 A 0 A_Jump(96,2)
    TNT1 A 0 A_PlaySound("dragon/fire3")
	TNT1 A 0 A_Jump(84,2,3)
    TNT1 AAAAAA 1 A_SpawnItemEx("FireFlare", random(-2,2), random(-2,2), random(2,8), random(-1,1), random(-1,1), random(1,2), 0, 128, 48)
	TNT1 A 0 A_Jump(128,2,2,3)
    TNT1 AAAAAA 2 A_SpawnItemEx("FireFlare", random(-2,2), random(-2,2), random(2,8), random(-1,1), random(-1,1), random(1,2), 0, 128, 56)
	TNT1 A 0 A_Jump(256,2,1,1,2,2,3)
    TNT1 AAAAAA 3 A_SpawnItemEx("FireFlare", random(-2,2), random(-2,2), random(2,8), random(-1,1), random(-1,1), random(1,2), 0, 128, 64)
    TNT1 A 0 A_Jump(168,2)
    TNT1 A 0 A_PlaySound("dragon/fire3")
	TNT1 A 0 A_Jump(256,2,2,1,2,2,3)
    TNT1 AAAAAA 4 A_SpawnItemEx("FireFlare", random(-2,2), random(-2,2), random(2,8), random(-1,1), random(-1,1), random(1,2), 0, 128, 72)
	TNT1 A 0 A_Jump(256,2,2,1,3,2,3)
    TNT1 AAAAAA 5 A_SpawnItemEx("FireFlare", random(-2,2), random(-2,2), random(2,8), random(-1,1), random(-1,1), random(1,2), 0, 128, 80)
    TNT1 A 0 A_Jump(192,2)
    TNT1 A 0 A_PlaySound("dragon/fire3")
	TNT1 A 0 A_Jump(256,2,2,1,3,3,3)
    TNT1 AAAAAA 6 A_SpawnItemEx("FireFlare", random(-2,2), random(-2,2), random(2,8), random(-1,1), random(-1,1), random(1,2), 0, 128, 88)
	TNT1 A 0 A_Jump(256,2,2,1,3,3,4)
    TNT1 AAAAAA 7 A_SpawnItemEx("FireFlare", random(-2,2), random(-2,2), random(2,8), random(-1,1), random(-1,1), random(1,2), 0, 128, 96)
	TNT1 A 0 A_Jump(128,2,2,3)
    TNT1 AAAAA 8 A_SpawnItemEx("FireFlare", random(-2,2), random(-2,2), random(2,8), random(-1,1), random(-1,1), random(1,2), 0, 128, 104)
    stop
  }
}

actor DeadMarine_REF : DeadMarine
{
  States
  {
  Spawn:
    PLAY N 0
    PLAY N 0 A_Jump(88,2)
    PLAY N -1
    Stop
    LAST F -1
    Stop
  }
}
actor DeadMarine2_REF : DeadMarine_REF
{
  Translation 1
}
actor DeadMarine3_REF : DeadMarine_REF
{
  Translation 2
}
actor DeadMarine4_REF : DeadMarine_REF
{
  Translation "112:127=96:111"
}
actor DeadMarine5_REF : DeadMarine_REF
{
  Translation "112:127=80:111"
}
actor DeadMarine6_REF : DeadMarine_REF
{
  Translation "112:127=128:143"
}
actor DeadMarine7_REF : DeadMarine_REF
{
  Translation "112:119=200:207", "120:127=240:247"
}
actor DeadMarine8_REF : DeadMarine_REF
{
  Translation "112:127=16:47"
}

actor RGARedTorch : RedTorch replaces RedTorch
{
  +GHOST
  +RANDOMIZE
  +ALLOWCLIENTSPAWN
  States
  {
  Spawn:
    TGRN E 4 BRIGHT 
  Idle1:
    TGRN E 4 BRIGHT light("RGABRTORCH") ACS_NamedExecuteAlways("RefCli",0,2,1,1)
  Cont1:
    TGRN F 4 BRIGHT light("RGABRTORCH") A_SpawnItemEx("TorchFlareR", 0, 0, 50, frandom(-0.3,0.3), frandom(-0.3,0.3), frandom(0.6,1.2), 0, 128, 0)
    TGRN G 4 BRIGHT light("RGABRTORCH") A_SpawnItemEx("TorchFlareR", 0, 0, 50, frandom(-0.3,0.3), frandom(-0.3,0.3), frandom(0.6,1.2), 0, 128, 0)
    TGRN H 4 BRIGHT light("RGABRTORCH") A_SpawnItemEx("TorchFlareR", 0, 0, 50, frandom(-0.3,0.3), frandom(-0.3,0.3), frandom(0.6,1.2), 0, 128, 0)
    TGRN E 4 BRIGHT light("RGABRTORCH") A_SpawnItemEx("TorchFlareR", 0, 0, 50, frandom(-0.3,0.3), frandom(-0.3,0.3), frandom(0.6,1.2), 0, 128, 0)
    TGRN F 4 BRIGHT light("RGABRTORCH") A_SpawnItemEx("TorchFlareR", 0, 0, 50, frandom(-0.3,0.3), frandom(-0.3,0.3), frandom(0.6,1.2), 0, 128, 0)
    TGRN G 4 BRIGHT light("RGABRTORCH") A_SpawnItemEx("TorchFlareR", 0, 0, 50, frandom(-0.3,0.3), frandom(-0.3,0.3), frandom(0.6,1.2), 0, 128, 0)
    TGRN H 4 BRIGHT light("RGABRTORCH") A_SpawnItemEx("TorchFlareR", 0, 0, 50, frandom(-0.3,0.3), frandom(-0.3,0.3), frandom(0.6,1.2), 0, 128, 0)
    TGRN E 0 BRIGHT light("RGABRTORCH") A_SpawnItemEx("TorchFlareR", 0, 0, 50, frandom(-0.3,0.3), frandom(-0.3,0.3), frandom(0.6,1.2), 0, 128, 0)
    Goto Idle1
  Stay:
    TRED ABCD 4 BRIGHT
    Goto Idle1
  Idle2:
    TRED D 4 BRIGHT ACS_NamedExecuteAlways("RefCli",0,1,0,0)
  Cont2:
    TRED ABCDABCDABCDABCDABCDABCDABCDABCD 4 BRIGHT
    TRED ABCDABCDABCDABCDABCDABCDABCDABC 4 BRIGHT
	goto Idle2
  Sleep:
    TGRN E -1
	Stop
  }
}
actor RGAGreenTorch : RGARedTorch replaces GreenTorch
{
  States
  {
  Spawn:
    TGRN E 4 BRIGHT 
  Idle1:
    TGRN E 4 BRIGHT light("RGABGTORCH") ACS_NamedExecuteAlways("RefCli",0,2,1,1)
  Cont1:
    TGRN F 4 BRIGHT light("RGABGTORCH") A_SpawnItemEx("TorchFlareG", 0, 0, 50, frandom(-0.3,0.3), frandom(-0.3,0.3), frandom(0.6,1.2), 0, 128, 0)
    TGRN G 4 BRIGHT light("RGABGTORCH") A_SpawnItemEx("TorchFlareG", 0, 0, 50, frandom(-0.3,0.3), frandom(-0.3,0.3), frandom(0.6,1.2), 0, 128, 0)
    TGRN H 4 BRIGHT light("RGABGTORCH") A_SpawnItemEx("TorchFlareG", 0, 0, 50, frandom(-0.3,0.3), frandom(-0.3,0.3), frandom(0.6,1.2), 0, 128, 0)
    TGRN E 4 BRIGHT light("RGABGTORCH") A_SpawnItemEx("TorchFlareG", 0, 0, 50, frandom(-0.3,0.3), frandom(-0.3,0.3), frandom(0.6,1.2), 0, 128, 0)
    TGRN F 4 BRIGHT light("RGABGTORCH") A_SpawnItemEx("TorchFlareG", 0, 0, 50, frandom(-0.3,0.3), frandom(-0.3,0.3), frandom(0.6,1.2), 0, 128, 0)
    TGRN G 4 BRIGHT light("RGABGTORCH") A_SpawnItemEx("TorchFlareG", 0, 0, 50, frandom(-0.3,0.3), frandom(-0.3,0.3), frandom(0.6,1.2), 0, 128, 0)
    TGRN H 4 BRIGHT light("RGABGTORCH") A_SpawnItemEx("TorchFlareG", 0, 0, 50, frandom(-0.3,0.3), frandom(-0.3,0.3), frandom(0.6,1.2), 0, 128, 0)
    TGRN E 0 BRIGHT light("RGABGTORCH") A_SpawnItemEx("TorchFlareG", 0, 0, 50, frandom(-0.3,0.3), frandom(-0.3,0.3), frandom(0.6,1.2), 0, 128, 0)
    Goto Idle1
  Stay:
    TGRN ABCD 4 BRIGHT
    Goto Idle1
  Idle2:
    TGRN D 4 BRIGHT ACS_NamedExecuteAlways("RefCli",0,1,0,0)
  Cont2:
    TGRN ABCDABCDABCDABCDABCDABCDABCDABCD 4 BRIGHT
    TGRN ABCDABCDABCDABCDABCDABCDABCDABC 4 BRIGHT
	goto Idle2
  Sleep:
    TGRN E -1
	Stop
  }
}
actor RGABlueTorch : RGARedTorch replaces BlueTorch
{
  States
  {
  Spawn:
    TGRN E 4 BRIGHT 
  Idle1:
    TGRN E 4 BRIGHT light("RGABBTORCH") ACS_NamedExecuteAlways("RefCli",0,2,1,1)
  Cont1:
    TGRN F 4 BRIGHT light("RGABBTORCH") A_SpawnItemEx("TorchFlareB", 0, 0, 50, frandom(-0.27,0.27), frandom(-0.27,0.27), frandom(0.55,1.1), 0, 128, 0)
    TGRN G 4 BRIGHT light("RGABBTORCH") A_SpawnItemEx("TorchFlareB", 0, 0, 50, frandom(-0.27,0.27), frandom(-0.27,0.27), frandom(0.55,1.1), 0, 128, 0)
    TGRN H 4 BRIGHT light("RGABBTORCH") A_SpawnItemEx("TorchFlareB", 0, 0, 50, frandom(-0.27,0.27), frandom(-0.27,0.27), frandom(0.55,1.1), 0, 128, 0)
    TGRN E 4 BRIGHT light("RGABBTORCH") A_SpawnItemEx("TorchFlareB", 0, 0, 50, frandom(-0.27,0.27), frandom(-0.27,0.27), frandom(0.55,1.1), 0, 128, 0)
    TGRN F 4 BRIGHT light("RGABBTORCH") A_SpawnItemEx("TorchFlareB", 0, 0, 50, frandom(-0.27,0.27), frandom(-0.27,0.27), frandom(0.55,1.1), 0, 128, 0)
    TGRN G 4 BRIGHT light("RGABBTORCH") A_SpawnItemEx("TorchFlareB", 0, 0, 50, frandom(-0.27,0.27), frandom(-0.27,0.27), frandom(0.55,1.1), 0, 128, 0)
    TGRN H 4 BRIGHT light("RGABBTORCH") A_SpawnItemEx("TorchFlareB", 0, 0, 50, frandom(-0.27,0.27), frandom(-0.27,0.27), frandom(0.55,1.1), 0, 128, 0)
    TGRN E 0 BRIGHT light("RGABBTORCH") A_SpawnItemEx("TorchFlareB", 0, 0, 50, frandom(-0.27,0.27), frandom(-0.27,0.27), frandom(0.55,1.1), 0, 128, 0)
    Goto Idle1
  Stay:
    TBLU ABCD 4 BRIGHT
    Goto Idle1
  Idle2:
    TBLU D 4 BRIGHT ACS_NamedExecuteAlways("RefCli",0,1,0,0)
  Cont2:
    TBLU ABCDABCDABCDABCDABCDABCDABCDABCD 4 BRIGHT
    TBLU ABCDABCDABCDABCDABCDABCDABCDABC 4 BRIGHT
	goto Idle2
  Sleep:
    TGRN E -1
	Stop
  }
}

actor RGAShortRedTorch : ShortRedTorch replaces ShortRedTorch
{
  ProjectilePassHeight 1
  +RANDOMIZE
  +ALLOWCLIENTSPAWN
  +GHOST
  States
  {
  Spawn:
    SMGT X 4 BRIGHT 
  Idle1:
    SMGT X 4 BRIGHT light("RGASRTORCH") ACS_NamedExecuteAlways("RefCli",0,2,1,1)
  Cont1:
    SMGT X 4 BRIGHT light("RGASRTORCH") A_SpawnItemEx("TorchFlareR", 0, 0, 26, frandom(-0.3,0.3), frandom(-0.3,0.3), frandom(0.6,1.2), 0, 128, 0)
    SMGT X 4 BRIGHT light("RGASRTORCH") A_SpawnItemEx("TorchFlareR", 0, 0, 26, frandom(-0.3,0.3), frandom(-0.3,0.3), frandom(0.6,1.2), 0, 128, 0)
    SMGT X 4 BRIGHT light("RGASRTORCH") A_SpawnItemEx("TorchFlareR", 0, 0, 26, frandom(-0.3,0.3), frandom(-0.3,0.3), frandom(0.6,1.2), 0, 128, 0)
    SMGT X 4 BRIGHT light("RGASRTORCH") A_SpawnItemEx("TorchFlareR", 0, 0, 26, frandom(-0.3,0.3), frandom(-0.3,0.3), frandom(0.6,1.2), 0, 128, 0)
    SMGT X 4 BRIGHT light("RGASRTORCH") A_SpawnItemEx("TorchFlareR", 0, 0, 26, frandom(-0.3,0.3), frandom(-0.3,0.3), frandom(0.6,1.2), 0, 128, 0)
    SMGT X 4 BRIGHT light("RGASRTORCH") A_SpawnItemEx("TorchFlareR", 0, 0, 26, frandom(-0.3,0.3), frandom(-0.3,0.3), frandom(0.6,1.2), 0, 128, 0)
    SMGT X 4 BRIGHT light("RGASRTORCH") A_SpawnItemEx("TorchFlareR", 0, 0, 26, frandom(-0.3,0.3), frandom(-0.3,0.3), frandom(0.6,1.2), 0, 128, 0)
    SMGT X 0 BRIGHT light("RGASRTORCH") A_SpawnItemEx("TorchFlareR", 0, 0, 26, frandom(-0.3,0.3), frandom(-0.3,0.3), frandom(0.6,1.2), 0, 128, 0)
    Goto Idle1
  Stay:
    SMRT ABCD 4 BRIGHT
    Goto Idle1
  Idle2:
    SMRT D 4 BRIGHT ACS_NamedExecuteAlways("RefCli",0,1,0,0)
  Cont2:
    SMRT ABCDABCDABCDABCDABCDABCDABCDABCD 4 BRIGHT
    SMRT ABCDABCDABCDABCDABCDABCDABCDABC 4 BRIGHT
	goto Idle2
  Sleep:
    SMGT X -1
	Stop
  }
}
actor RGAShortGreenTorch : RGAShortRedTorch replaces ShortGreenTorch
{
  States
  {
  Spawn:
    SMGT X 4 BRIGHT 
  Idle1:
    SMGT X 4 BRIGHT light("RGASGTORCH") ACS_NamedExecuteAlways("RefCli",0,2,1,1)
  Cont1:
    SMGT X 4 BRIGHT light("RGASGTORCH") A_SpawnItemEx("TorchFlareG", 0, 0, 26, frandom(-0.3,0.3), frandom(-0.3,0.3), frandom(0.6,1.2), 0, 128, 0)
    SMGT X 4 BRIGHT light("RGASGTORCH") A_SpawnItemEx("TorchFlareG", 0, 0, 26, frandom(-0.3,0.3), frandom(-0.3,0.3), frandom(0.6,1.2), 0, 128, 0)
    SMGT X 4 BRIGHT light("RGASGTORCH") A_SpawnItemEx("TorchFlareG", 0, 0, 26, frandom(-0.3,0.3), frandom(-0.3,0.3), frandom(0.6,1.2), 0, 128, 0)
    SMGT X 4 BRIGHT light("RGASGTORCH") A_SpawnItemEx("TorchFlareG", 0, 0, 26, frandom(-0.3,0.3), frandom(-0.3,0.3), frandom(0.6,1.2), 0, 128, 0)
    SMGT X 4 BRIGHT light("RGASGTORCH") A_SpawnItemEx("TorchFlareG", 0, 0, 26, frandom(-0.3,0.3), frandom(-0.3,0.3), frandom(0.6,1.2), 0, 128, 0)
    SMGT X 4 BRIGHT light("RGASGTORCH") A_SpawnItemEx("TorchFlareG", 0, 0, 26, frandom(-0.3,0.3), frandom(-0.3,0.3), frandom(0.6,1.2), 0, 128, 0)
    SMGT X 4 BRIGHT light("RGASGTORCH") A_SpawnItemEx("TorchFlareG", 0, 0, 26, frandom(-0.3,0.3), frandom(-0.3,0.3), frandom(0.6,1.2), 0, 128, 0)
    SMGT X 0 BRIGHT light("RGASGTORCH") A_SpawnItemEx("TorchFlareG", 0, 0, 26, frandom(-0.3,0.3), frandom(-0.3,0.3), frandom(0.6,1.2), 0, 128, 0)
    Goto Idle1
  Stay:
    SMGT ABCD 4 BRIGHT
    Goto Idle1
  Idle2:
    SMGT D 4 BRIGHT ACS_NamedExecuteAlways("RefCli",0,1,0,0)
  Cont2:
    SMGT ABCDABCDABCDABCDABCDABCDABCDABCD 4 BRIGHT
    SMGT ABCDABCDABCDABCDABCDABCDABCDABC 4 BRIGHT
	goto Idle2
  Sleep:
    SMGT X -1
	Stop
  }
}
actor RGAShortBlueTorch : RGAShortRedTorch replaces ShortBlueTorch
{
  States
  {
  Spawn:
    SMGT X 4 BRIGHT 
  Idle1:
    SMGT X 4 BRIGHT light("RGASBTORCH") ACS_NamedExecuteAlways("RefCli",0,2,1,1)
  Cont1:
    SMGT X 4 BRIGHT light("RGASBTORCH") A_SpawnItemEx("TorchFlareB", 0, 0, 26, frandom(-0.27,0.27), frandom(-0.27,0.27), frandom(0.55,1.1), 0, 128, 0)
    SMGT X 4 BRIGHT light("RGASBTORCH") A_SpawnItemEx("TorchFlareB", 0, 0, 26, frandom(-0.27,0.27), frandom(-0.27,0.27), frandom(0.55,1.1), 0, 128, 0)
    SMGT X 4 BRIGHT light("RGASBTORCH") A_SpawnItemEx("TorchFlareB", 0, 0, 26, frandom(-0.27,0.27), frandom(-0.27,0.27), frandom(0.55,1.1), 0, 128, 0)
    SMGT X 4 BRIGHT light("RGASBTORCH") A_SpawnItemEx("TorchFlareB", 0, 0, 26, frandom(-0.27,0.27), frandom(-0.27,0.27), frandom(0.55,1.1), 0, 128, 0)
    SMGT X 4 BRIGHT light("RGASBTORCH") A_SpawnItemEx("TorchFlareB", 0, 0, 26, frandom(-0.27,0.27), frandom(-0.27,0.27), frandom(0.55,1.1), 0, 128, 0)
    SMGT X 4 BRIGHT light("RGASBTORCH") A_SpawnItemEx("TorchFlareB", 0, 0, 26, frandom(-0.27,0.27), frandom(-0.27,0.27), frandom(0.55,1.1), 0, 128, 0)
    SMGT X 4 BRIGHT light("RGASBTORCH") A_SpawnItemEx("TorchFlareB", 0, 0, 26, frandom(-0.27,0.27), frandom(-0.27,0.27), frandom(0.55,1.1), 0, 128, 0)
    SMGT X 0 BRIGHT light("RGASBTORCH") A_SpawnItemEx("TorchFlareB", 0, 0, 26, frandom(-0.27,0.27), frandom(-0.27,0.27), frandom(0.55,1.1), 0, 128, 0)
    Goto Idle1
  Stay:
    SMBT ABCD 4 BRIGHT
    Goto Idle1
  Idle2:
    SMBT D 4 BRIGHT ACS_NamedExecuteAlways("RefCli",0,1,0,0)
  Cont2:
    SMBT ABCDABCDABCDABCDABCDABCDABCDABCD 4 BRIGHT
    SMBT ABCDABCDABCDABCDABCDABCDABCDABC 4 BRIGHT
	goto Idle2
  Sleep:
    SMGT X -1
	Stop
  }
}

//The rest of these are just copies of original Doom decorate with the +GHOST flag added

ACTOR RGAColumn : Column replaces Column
{
  Radius 16
  Height 48
  ProjectilePassHeight -16
  +SOLID
  +GHOST
  States
  {
  Spawn:
    COLU A -1 Bright
    Stop
  }
}

ACTOR RGABurningBarrel : BurningBarrel replaces BurningBarrel
{
  Radius 16
  Height 32
  ProjectilePassHeight -16
  +SOLID
  +GHOST
  States
  {
  Spawn:
    FCAN ABC 4 Bright
    Loop
  }
}

ACTOR RGATechLamp : TechLamp replaces TechLamp
{
  Radius 16
  Height 80
  ProjectilePassHeight -16
  +SOLID
  +GHOST
  States
  {
  Spawn:
    TLMP ABCD 4 Bright
    Loop
  }
}

ACTOR RGATechLamp2 : TechLamp2 replaces TechLamp2
{
  Radius 16
  Height 60
  ProjectilePassHeight -16
  +SOLID
  +GHOST
  States
  {
  Spawn:
    TLP2 ABCD 4 Bright
    Loop
  }
}

ACTOR RGATechPillar : TechPillar replaces TechPillar
{
  Radius 16
  Height 128
  ProjectilePassHeight -16
  +SOLID
  +GHOST
  States
  {
  Spawn:
    ELEC A -1
    Stop
  }
}

ACTOR RGABigTree : BigTree replaces BigTree
{
  Radius 32
  Height 108
  ProjectilePassHeight -16
  +SOLID
  +GHOST
  States
  {
  Spawn:
    TRE2 A -1
    Stop
  }
}

ACTOR RGACandelabra : Candelabra replaces Candelabra
{
  Radius 16
  Height 60
  ProjectilePassHeight -16
  +SOLID
  +GHOST
  States
  {
  Spawn:
    CBRA A -1 Bright
    Stop
  }
}

ACTOR RGAEvilEye : EvilEye replaces EvilEye
{
  Radius 16
  Height 54
  ProjectilePassHeight -16
  +SOLID
  +GHOST
  States
  {
  Spawn:
    CEYE ABCB 6 Bright
    Loop
  }
}

ACTOR RGAFloatingSkull : FloatingSkull replaces FloatingSkull
{
  Radius 16
  Height 26
  ProjectilePassHeight -16
  +SOLID
  +GHOST
  States
  {
  Spawn:
    FSKU ABC 6 Bright
    Loop
  }
}

ACTOR RGAHeadCandles : HeadCandles replaces HeadCandles
{
  Radius 16
  Height 42
  ProjectilePassHeight -16
  +SOLID
  +GHOST
  States
  {
  Spawn:
    POL3 AB 6 Bright
    Loop
  }
}

ACTOR RGAHeadOnAStick : HeadOnAStick replaces HeadOnAStick
{
  Radius 16
  Height 56
  ProjectilePassHeight -16
  +SOLID
  +GHOST
  States
  {
  Spawn:
    POL4 A -1
    Stop
  }
}

ACTOR RGAHeadsOnAStick : HeadsOnAStick replaces HeadsOnAStick
{
  Radius 16
  Height 64
  ProjectilePassHeight -16
  +SOLID
  +GHOST
  States
  {
  Spawn:
    POL2 A -1
    Stop
  }
}

ACTOR RGAHeartColumn : HeartColumn replaces HeartColumn
{
  Radius 16
  Height 40
  ProjectilePassHeight -16
  +SOLID
  +GHOST
  States
  {
  Spawn:
    COL5 AB 14
    Loop
  }
}

ACTOR RGAShortGreenColumn : ShortGreenColumn replaces ShortGreenColumn
{
  Radius 16
  Height 40
  ProjectilePassHeight -16
  +SOLID
  +GHOST
  States
  {
  Spawn:
    COL2 A -1
    Stop
  }
}

ACTOR RGAShortRedColumn : ShortRedColumn replaces ShortRedColumn
{
  Radius 16
  Height 40
  ProjectilePassHeight -16
  +SOLID
  +GHOST
  States
  {
  Spawn:
    COL4 A -1
    Stop
  }
}

ACTOR RGASkullColumn : SkullColumn replaces SkullColumn
{
  Radius 16
  Height 40
  ProjectilePassHeight -16
  +SOLID
  +GHOST
  States
  {
  Spawn:
    COL6 A -1
    Stop
  }
}

ACTOR RGAStalagtite : Stalagtite replaces Stalagtite
{
  Radius 16
  Height 40
  ProjectilePassHeight -16
  +SOLID
  +GHOST
  States
  {
  Spawn:
    SMIT A -1
    Stop
  }
}

ACTOR RGATallGreenColumn : TallGreenColumn replaces TallGreenColumn
{
  Radius 16
  Height 52
  ProjectilePassHeight -16
  +SOLID
  +GHOST
  States
  {
  Spawn:
    COL1 A -1
    Stop
  }
}

ACTOR RGATallRedColumn : TallRedColumn replaces TallRedColumn
{
  Radius 16
  Height 52
  ProjectilePassHeight -16
  +SOLID
  +GHOST
  States
  {
  Spawn:
    COL3 A -1
    Stop
  }
}

ACTOR RGATorchTree : TorchTree replaces TorchTree
{
  Radius 16
  Height 56
  ProjectilePassHeight -16
  +SOLID
  +GHOST
  States
  {
  Spawn:
    TRE1 A -1
    Stop
  }
}

ACTOR RGABloodyTwitch : BloodyTwitch replaces BloodyTwitch
{
  Radius 16
  Height 68
  +SOLID
  +NOGRAVITY
  +SPAWNCEILING
  +GHOST
  States
  {
  Spawn:
    GOR1 A 10
    GOR1 B 15
    GOR1 C 8
    GOR1 B 6
    Loop
  }
}

ACTOR RGADeadStick : DeadStick replaces DeadStick
{
  Radius 16
  Height 64
  ProjectilePassHeight -16
  +SOLID
  +GHOST
  States
  {
  Spawn:
    POL1 A -1
    Stop
  }
}

ACTOR RGAHangBNoBrain : HangBNoBrain replaces HangBNoBrain
{
  Radius 16
  Height 88
  +SOLID
  +NOGRAVITY
  +SPAWNCEILING
  +GHOST
  States
  {
  Spawn:
    HDB2 A -1
    Stop
  }
}

ACTOR RGAHangNoGuts : HangNoGuts replaces HangNoGuts
{
  Radius 16
  Height 88
  +SOLID
  +NOGRAVITY
  +SPAWNCEILING
  +GHOST
  States
  {
  Spawn:
    HDB1 A -1
    Stop
  }
}

ACTOR RGAHangTLookingDown : HangTLookingDown replaces HangTLookingDown
{
  Radius 16
  Height 64
  +SOLID
  +NOGRAVITY
  +SPAWNCEILING
  +GHOST
  States
  {
  Spawn:
    HDB3 A -1
    Stop
  }
}

ACTOR RGAHangTLookingUp : HangTLookingUp replaces HangTLookingUp
{
  Radius 16
  Height 64
  +SOLID
  +NOGRAVITY
  +SPAWNCEILING
  +GHOST
  States
  {
  Spawn:
    HDB5 A -1
    Stop
  }
}

ACTOR RGAHangTNoBrain : HangTNoBrain replaces HangTNoBrain
{
  Radius 16
  Height 64
  +SOLID
  +NOGRAVITY
  +SPAWNCEILING
  +GHOST
  States
  {
  Spawn:
    HDB6 A -1
    Stop
  }
}

ACTOR RGAHangTSkull : HangTSkull replaces HangTSkull
{
  Radius 16
  Height 64
  +SOLID
  +NOGRAVITY
  +SPAWNCEILING
  +GHOST
  States
  {
  Spawn:
    HDB4 A -1
    Stop
  }
}

ACTOR RGALiveStick : LiveStick replaces LiveStick
{
  Radius 16
  Height 64
  ProjectilePassHeight -16
  +SOLID
  +GHOST
  States
  {
  Spawn:
    POL6 A 6
    POL6 B 8
    Loop
  }
}

ACTOR RGAMeat2 : Meat2 replaces Meat2
{
  Radius 16
  Height 84
  +SOLID
  +NOGRAVITY
  +SPAWNCEILING
  +GHOST
  States
  {
  Spawn:
    GOR2 A -1
    Stop
  }
}

ACTOR RGAMeat4 : Meat4 replaces Meat4
{
  Radius 16
  Height 68
  +SOLID
  +NOGRAVITY
  +SPAWNCEILING
  +GHOST
  States
  {
  Spawn:
    GOR4 A -1
    Stop
  }
}

ACTOR RGAMeat5 : Meat5 replaces Meat5
{
  Radius 16
  Height 52
  +SOLID
  +NOGRAVITY
  +SPAWNCEILING
  +GHOST
  States
  {
  Spawn:
    GOR5 A -1
    Stop
  }
}

ACTOR RGAMeat3 : Meat3 replaces Meat3
{
  Radius 16
  Height 84
  +SOLID
  +NOGRAVITY
  +SPAWNCEILING
  +GHOST
  States
  {
  Spawn:
    GOR3 A -1
    Stop
  }
}

/*
ACTOR BurningBarrel
{
  Radius 16
  Height 32
  ProjectilePassHeight -16
  +SOLID
  States
  {
  Spawn:
    FCAN ABC 4 Bright
    Loop
  }
}
ACTOR TechLamp
{
  Radius 16
  Height 80
  ProjectilePassHeight -16
  +SOLID
  States
  {
  Spawn:
    TLMP ABCD 4 Bright
    Loop
  }
}
ACTOR TechLamp2
{
  Radius 16
  Height 60
  ProjectilePassHeight -16
  +SOLID
  States
  {
  Spawn:
    TLP2 ABCD 4 Bright
    Loop
  }
}
ACTOR TechPillar
{
  Radius 16
  Height 128
  ProjectilePassHeight -16
  +SOLID
  States
  {
  Spawn:
    ELEC A -1
    Stop
  }
}
ACTOR BigTree
{
  Radius 32
  Height 108
  ProjectilePassHeight -16
  +SOLID
  States
  {
  Spawn:
    TRE2 A -1
    Stop
  }
}
ACTOR Candelabra
{
  Radius 16
  Height 60
  ProjectilePassHeight -16
  +SOLID
  States
  {
  Spawn:
    CBRA A -1 Bright
    Stop
  }
}
ACTOR EvilEye
{
  Radius 16
  Height 54
  ProjectilePassHeight -16
  +SOLID
  States
  {
  Spawn:
    CEYE ABCB 6 Bright
    Loop
  }
}
ACTOR FloatingSkull
{
  Radius 16
  Height 26
  ProjectilePassHeight -16
  +SOLID
  States
  {
  Spawn:
    FSKU ABC 6 Bright
    Loop
  }
}
ACTOR HeadCandles
{
  Radius 16
  Height 42
  ProjectilePassHeight -16
  +SOLID
  States
  {
  Spawn:
    POL3 AB 6 Bright
    Loop
  }
}
ACTOR HeadOnAStick
{
  Radius 16
  Height 56
  ProjectilePassHeight -16
  +SOLID
  States
  {
  Spawn:
    POL4 A -1
    Stop
  }
}
ACTOR HeadsOnAStick
{
  Radius 16
  Height 64
  ProjectilePassHeight -16
  +SOLID
  States
  {
  Spawn:
    POL2 A -1
    Stop
  }
}
ACTOR HeartColumn
{
  Radius 16
  Height 40
  ProjectilePassHeight -16
  +SOLID
  States
  {
  Spawn:
    COL5 AB 14
    Loop
  }
}
ACTOR ShortGreenColumn
{
  Radius 16
  Height 40
  ProjectilePassHeight -16
  +SOLID
  States
  {
  Spawn:
    COL2 A -1
    Stop
  }
}
ACTOR ShortRedColumn
{
  Radius 16
  Height 40
  ProjectilePassHeight -16
  +SOLID
  States
  {
  Spawn:
    COL4 A -1
    Stop
  }
}
ACTOR SkullColumn
{
  Radius 16
  Height 40
  ProjectilePassHeight -16
  +SOLID
  States
  {
  Spawn:
    COL6 A -1
    Stop
  }
}
ACTOR Stalagtite
{
  Radius 16
  Height 40
  ProjectilePassHeight -16
  +SOLID
  States
  {
  Spawn:
    SMIT A -1
    Stop
  }
}
ACTOR TallGreenColumn
{
  Radius 16
  Height 52
  ProjectilePassHeight -16
  +SOLID
  States
  {
  Spawn:
    COL1 A -1
    Stop
  }
}
ACTOR TallRedColumn
{
  Radius 16
  Height 52
  ProjectilePassHeight -16
  +SOLID
  States
  {
  Spawn:
    COL3 A -1
    Stop
  }
}
ACTOR TorchTree
{
  Radius 16
  Height 56
  ProjectilePassHeight -16
  +SOLID
  States
  {
  Spawn:
    TRE1 A -1
    Stop
  }
}
ACTOR BloodyTwitch
{
  Radius 16
  Height 68
  +SOLID
  +NOGRAVITY
  +SPAWNCEILING
  States
  {
  Spawn:
    GOR1 A 10
    GOR1 B 15
    GOR1 C 8
    GOR1 B 6
    Loop
  }
}
ACTOR DeadStick
{
  Radius 16
  Height 64
  ProjectilePassHeight -16
  +SOLID
  States
  {
  Spawn:
    POL1 A -1
    Stop
  }
}
ACTOR HangBNoBrain
{
  Radius 16
  Height 88
  +SOLID
  +NOGRAVITY
  +SPAWNCEILING
  States
  {
  Spawn:
    HDB2 A -1
    Stop
  }
}
ACTOR HangNoGuts
{
  Radius 16
  Height 88
  +SOLID
  +NOGRAVITY
  +SPAWNCEILING
  States
  {
  Spawn:
    HDB1 A -1
    Stop
  }
}
ACTOR HangTLookingDown
{
  Radius 16
  Height 64
  +SOLID
  +NOGRAVITY
  +SPAWNCEILING
  States
  {
  Spawn:
    HDB3 A -1
    Stop
  }
}
ACTOR HangTLookingUp
{
  Radius 16
  Height 64
  +SOLID
  +NOGRAVITY
  +SPAWNCEILING
  States
  {
  Spawn:
    HDB5 A -1
    Stop
  }
}
ACTOR HangTNoBrain
{
  Radius 16
  Height 64
  +SOLID
  +NOGRAVITY
  +SPAWNCEILING
  States
  {
  Spawn:
    HDB6 A -1
    Stop
  }
}
ACTOR HangTSkull
{
  Radius 16
  Height 64
  +SOLID
  +NOGRAVITY
  +SPAWNCEILING
  States
  {
  Spawn:
    HDB4 A -1
    Stop
  }
}
ACTOR LiveStick
{
  Radius 16
  Height 64
  ProjectilePassHeight -16
  +SOLID
  States
  {
  Spawn:
    POL6 A 6
    POL6 B 8
    Loop
  }
}
ACTOR Meat2
{
  Radius 16
  Height 84
  +SOLID
  +NOGRAVITY
  +SPAWNCEILING
  States
  {
  Spawn:
    GOR2 A -1
    Stop
  }
}
ACTOR Meat4
{
  Radius 16
  Height 68
  +SOLID
  +NOGRAVITY
  +SPAWNCEILING
  States
  {
  Spawn:
    GOR4 A -1
    Stop
  }
}
ACTOR Meat5
{
  Radius 16
  Height 52
  +SOLID
  +NOGRAVITY
  +SPAWNCEILING
  States
  {
  Spawn:
    GOR5 A -1
    Stop
  }
}
ACTOR Meat3
{
  Radius 16
  Height 84
  +SOLID
  +NOGRAVITY
  +SPAWNCEILING
  States
  {
  Spawn:
    GOR3 A -1
    Stop
  }
}*/