ACTOR Lexicon_EPC2_Column : Column
{
	States
	{
	Spawn:
		LX33 A -1 BRIGHT
		Stop
	}
}

ACTOR Lexicon_EPC2_DeadStick : DeadStick
{
	States
	{
	Spawn:
		LX33 B -1
		Stop
	}
}

ACTOR Lexicon_EPC2_HeadsOnAStick : HeadsOnAStick
{
	States
	{
	Spawn:
		LX33 C -1
		Stop
	}
}

ACTOR Lexicon_EPC2_HeadOnAStick : HeadOnAStick
{
	States
	{
	Spawn:
		LX33 D -1
		Stop
	}
}

ACTOR Lexicon_EPC2_ShortRedColumn : ShortRedColumn
{
	States
	{
	Spawn:
		LX33 E -1
		Stop
	}
}

ACTOR Lexicon_EPC2_TorchTree : TorchTree
{
	States
	{
	Spawn:
		LX33 F -1
		Stop
	}
}

ACTOR Lexicon_EPC2_BigTree : BigTree
{
	States
	{
	Spawn:
		LX33 G -1
		Stop
	}
}

ACTOR Lexicon_EPC2_Stalagtite : Stalagtite
{
	States
	{
	Spawn:
		LX33 H -1
		Stop
	}
}

ACTOR Lexicon_EPC2_Meat3 : Meat3
{
	States
	{
	Spawn:
		LX33 I -1
		Stop
	}
}

ACTOR Lexicon_EPC2_Meat4 : Meat4
{
	States
	{
	Spawn:
		LX33 J -1
		Stop
	}
}

ACTOR Lexicon_EPC2_Meat5 : Meat5
{
	States
	{
	Spawn:
		LX33 K -1
		Stop
	}
}

ACTOR Lexicon_EPC2_NonsolidMeat3 : Lexicon_EPC2_Meat3
{
	-SOLID
	Radius 20
}

ACTOR Lexicon_EPC2_NonsolidMeat4 : Lexicon_EPC2_Meat4
{
	-SOLID
	Radius 20
}

ACTOR Lexicon_EPC2_NonsolidMeat5 : Lexicon_EPC2_Meat5
{
	-SOLID
	Radius 20
}

ACTOR Lexicon_EPC2_TallGreenColumn : TallGreenColumn
{
	States
	{
	Spawn:
		LX33 L -1
		Stop
	}
}

ACTOR Lexicon_EPC2_ShortGreenColumn : ShortGreenColumn
{
	States
	{
	Spawn:
		LX33 M -1
		Stop
	}
}

ACTOR Lexicon_EPC2_TallRedColumn : TallRedColumn
{
	States
	{
	Spawn:
		LX33 N -1
		Stop
	}
}

ACTOR Lexicon_EPC2_SkullColumn : SkullColumn
{
	States
	{
	Spawn:
		LX33 O -1
		Stop
	}
}

ACTOR Lexicon_EPC2_BurningBarrel : BurningBarrel
{
	States
	{
	Spawn:
		LX33 PQR 4 BRIGHT
		Loop
	}
}

ACTOR Lexicon_EPC2_ExplosiveBarrel : ExplosiveBarrel
{
	States
	{
	Spawn:
		LX33 ST 6
		Loop
	Death:
		LX33 U 5 BRIGHT
		LX33 V 5 BRIGHT A_Scream
		LX33 W 5 BRIGHT
		LX33 X 5 BRIGHT A_Explode
		LX33 Y 10 BRIGHT
		TNT1 A 1050 BRIGHT A_BarrelDestroy
		TNT1 A 5 A_Respawn
		Wait
	}
}

ACTOR Lexicon_EPC2_RedTorch : RedTorch
{
	States
	{
	Spawn:
		LX34 ABCD 4 BRIGHT
		Loop
	}
}

ACTOR Lexicon_EPC2_ShortRedTorch : ShortRedTorch
{
	States
	{
	Spawn:
		LX34 QRST 4 BRIGHT
		Loop
	}
}

ACTOR Lexicon_EPC2_BlueTorch : BlueTorch
{
	States
	{
	Spawn:
		LX34 EFGH 4 BRIGHT
		Loop
	}
}

ACTOR Lexicon_EPC2_ShortBlueTorch : ShortBlueTorch
{
	States
	{
	Spawn:
		LX34 UVWX 4 BRIGHT
		Loop
	}
}

ACTOR Lexicon_EPC2_GreenTorch : GreenTorch
{
	States
	{
	Spawn:
		LX34 MNOP 4 BRIGHT
		Loop
	}
}

ACTOR Lexicon_EPC2_ShortGreenTorch : ShortGreenTorch
{
	States
	{
	Spawn:
		LX34 IJKL 4 BRIGHT
		Loop
	}
}

ACTOR Lexicon_EPC2_TechLamp : TechLamp
{
	States
	{
	Spawn:
		LX35 ABCD 4 BRIGHT
		Loop
	}
}

ACTOR Lexicon_EPC2_TechLamp2 : TechLamp2
{
	States
	{
	Spawn:
		LX35 EFGH 4 BRIGHT
		Loop
	}
}

ACTOR Lexicon_EPC2_TechPillar : TechPillar
{
	States
	{
	Spawn:
		LX34 Y -1
		Stop
	}
}

ACTOR Lexicon_EPC2_Allmap : Allmap
{
	Inventory.PickupSound "EPC2/DSGETPOW"
	States
	{
	Spawn:
		LX35 IJKLKJ 6 Bright
		Loop
	}
}

ACTOR Lexicon_EPC2_HealthBonus : HealthBonus
{
	Inventory.PickupSound "EPC2/DSITEMUP"
	States
	{
	Spawn:
		LX35 MNOPON 6
		Loop
	}
}

Actor Lexicon_EPC2_ArmorBonus : ArmorBonus
{
	Inventory.PickupSound "EPC2/DSITEMUP"
	States
	{
	Spawn:
		LX35 QRSTSR 6
		loop
	}
}

ACTOR Lexicon_EPC2_Stimpack : Stimpack
{
	Inventory.PickupSound "EPC2/DSITEMUP"
	States
	{
	Spawn:
		LX35 U -1
		Stop
	}
}

ACTOR Lexicon_EPC2_Medikit : Medikit
{
	Inventory.PickupSound "EPC2/DSITEMUP"
	States
	{
	Spawn:
		LX35 V -1
		Stop
	}
}

ACTOR Lexicon_EPC2_Clip : Clip
{
	Inventory.PickupSound "EPC2/DSITEMUP"
	States
	{
	Spawn:
		LX35 W -1
		Stop
	}
}

ACTOR Lexicon_EPC2_Cell : Cell
{
	Inventory.PickupSound "EPC2/DSITEMUP"
	States
	{
	Spawn:
		LX35 X -1
		Stop
	}
}

ACTOR Lexicon_EPC2_CellPack : Lexicon_EPC2_Cell
{
	Inventory.PickupSound "EPC2/DSITEMUP"
	States
	{
	Spawn:
		LX35 Y -1
		Stop
	}
}

ACTOR Lexicon_EPC2_Pistol : DoomWeapon
{
	Weapon.SelectionOrder 1900
	Weapon.AmmoUse 1
	Weapon.AmmoGive 20
	Weapon.AmmoType "Clip"
	Weapon.SlotNumber 2
	Obituary "$OB_MPPISTOL"
	+WEAPON.WIMPY_WEAPON
	+WEAPON.ALLOW_WITH_RESPAWN_INVUL
	+WEAPON.CHEATNOTWEAPON
	Inventory.Pickupmessage "$PICKUP_PISTOL_DROPPED"
	Tag "$TAG_PISTOL"
	Radius 20
	Height 16
	States
	{
	Ready:
		PISG A 1 A_WeaponReady
		Loop
	Deselect:
		PISG A 1 A_Lower
		Loop
	Select:
		PISG A 1 A_Raise
		Loop
	Fire:
		PISG A 4
		PISG B 0 A_FireBullets(5.6,0,1,5)
		PISG B 0 A_PlaySound("EPC2/DSPISTOL",CHAN_WEAPON)
		PISG B 6 A_GunFlash
		PISG C 4
		PISG B 5 A_ReFire
		Goto Ready
	Flash:
		PISF A 7 Bright A_Light1
		Goto LightDone
		PISF A 7 Bright A_Light1
		Goto LightDone
 	Spawn:
		PIST A -1
		Stop
	}
}

ACTOR Lexicon_EPC2_Chaingun : DoomWeapon
{
	Weapon.SelectionOrder 700
	Weapon.AmmoUse 1
	Weapon.AmmoGive 20
	Weapon.AmmoType "Clip"
	Weapon.SlotNumber 4
	+WEAPON.CHEATNOTWEAPON
	Inventory.PickupMessage "$GOTCHAINGUN"
	Obituary "$OB_MPCHAINGUN"
	Tag "$TAG_CHAINGUN"
	States
	{
	Ready:
		CHGG A 1 A_WeaponReady
		Loop
	Deselect:
		CHGG A 1 A_Lower
		Loop
	Select:
		CHGG A 1 A_Raise
		Loop
	Fire:
		CHGG A 0 A_FireBullets(5.6,0,1,5)
		CHGG A 0 A_PlaySound("EPC2/DSPISTOL",CHAN_WEAPON)
		CHGG A 4 A_GunFlash
		CHGG B 0 A_FireBullets(5.6,0,1,5)
		CHGG B 0 A_PlaySound("EPC2/DSPISTOL",CHAN_WEAPON)
		CHGG B 4 A_GunFlash("Flash2")
		CHGG B 0 A_ReFire
		Goto Ready
	Flash:
		CHGF A 5 Bright A_Light1
		Goto LightDone
	Flash2:
		CHGF B 5 Bright A_Light2
		Goto LightDone
	Spawn:
		MGUN A -1
		Stop
	}
}

ACTOR Lexicon_EPC2_RocketLauncher : DoomWeapon
{
	Weapon.SelectionOrder 2500
	Weapon.AmmoUse 1
	Weapon.AmmoGive 2
	Weapon.AmmoType "RocketAmmo"
	Weapon.SlotNumber 5
	+WEAPON.CHEATNOTWEAPON
	+WEAPON.NOAUTOFIRE
	Inventory.PickupMessage "$GOTLAUNCHER"
	Tag "$TAG_ROCKETLAUNCHER"
	States
	{
	Ready:
		LX36 B 1 A_WeaponReady
		Loop
	Deselect:
		LX36 B 1 A_Lower
		Loop
	Select:
		LX36 B 1 A_Raise
		Loop
	Fire:
		LX36 C 8 A_GunFlash
		LX36 C 12 A_FireMissile
		LX36 C 0 A_ReFire
		Goto Ready
	Flash:
		LX36 D 3 Bright A_Light1
		LX36 E 4 Bright
		LX36 FG 4 Bright A_Light2
		Goto LightDone
	Spawn:
		LX36 A -1
		Stop
	}
}

ACTOR Lexicon_EPC2_PlasmaRifle : DoomWeapon
{
	Weapon.SelectionOrder 100
	Weapon.AmmoUse 1
	Weapon.AmmoGive 40
	Weapon.AmmoType "Cell"
	Weapon.SlotNumber 6
	+WEAPON.CHEATNOTWEAPON
	Inventory.PickupMessage "$GOTPLASMA"
	Tag "$TAG_PLASMARIFLE"
	States
	{
	Ready:
		PLSG A 1 A_WeaponReady
		Loop
	Deselect:
		PLSG A 1 A_Lower
		Loop
	Select:
		PLSG A 1 A_Raise
		Loop
	Fire:
		TNT1 A 0 A_GunFlash("Flash",GFF_NOEXTCHANGE)
		PLSG A 3 A_FireCustomMissile("Lexicon_EPC2_PlasmaBall")
		PLSG B 20 A_ReFire
		Goto Ready
	Flash:
		TNT1 A 0 A_Light1
		PLSF A 4 Bright A_Jump(128,1)
		Goto LightDone
		PLSF B 4 Bright
		Goto LightDone
	Spawn:
		LX36 H -1
		Stop
	}
}

ACTOR Lexicon_EPC2_PlasmaBall : PlasmaBall { SeeSound "EPC2/DSPLASMA" }

ACTOR Lexicon_EPC2_DoomImp : DoomImp
{
	ActiveSound "EPC2/DSPOSACT"
	States
	{
	Spawn:
		LX37 AB 10 A_Look
		Loop
	See:
		LX37 AABBCCDD 3 A_Chase
		Loop
	Melee:
	Missile:
		LX37 EF 8 A_FaceTarget
		LX37 G 6 A_TroopAttack 
		Goto See
	Pain:
		LX37 H 2
		LX37 H 2 A_Pain
		Goto See
	Death:
		LX37 I 8
		LX37 J 8 A_Scream
		LX37 K 6
		LX37 L 6 A_NoBlocking
		LX37 M -1
		Stop
	XDeath:
		LX37 N 5
		LX37 O 5 A_XScream
		LX37 P 5
		LX37 Q 5 A_NoBlocking
		LX37 RST 5
		LX37 U -1
		Stop
	Raise:
		LX37 MLKJI 8
		Goto See
	}
}

ACTOR Lexicon_EPC2_Revenant : Revenant
{
	States
	{
	Spawn:
		LX38 AB 10 A_Look
		Loop
	See:
		LX38 AABBCCDDEEFF 2 A_Chase
		Loop
	Melee:
		LX38 G 1 A_FaceTarget
		LX38 G 6 A_SkelWhoosh
		LX38 H 6 A_FaceTarget
		LX38 I 6 A_SkelFist
		Goto See
	Missile:
		LX38 J 1 BRIGHT A_FaceTarget 
		LX38 J 9 BRIGHT A_FaceTarget
		LX38 K 10 A_SkelMissile
		LX38 K 10 A_FaceTarget
		Goto See
	Pain:
		LX38 L 5
		LX38 L 5 A_Pain
		Goto See
	Death:
		LX38 LM 7
		LX38 N 7 A_Scream
		LX38 O 7 A_NoBlocking
		LX38 P 7
		LX38 Q -1
		Stop
	Raise:
		LX38 Q 5
		LX38 PONML 5
		Goto See
	}
}

ACTOR Lexicon_EPC2_PainElemental : PainElemental
{
	States
	{
	Spawn:
		LX39 A 10 A_Look
		Loop
	See:
		LX39 AABBCC 3 A_Chase
		Loop
	Missile:
		LX39 D 5 A_FaceTarget
		LX39 E 5 A_FaceTarget
		LX39 F 4 BRIGHT A_FaceTarget
		LX39 F 1 BRIGHT A_PainAttack("Lexicon_EPC2_LostSoul")
		Goto See
	Pain:
		LX39 G 6
		LX39 G 6 A_Pain
		Goto See
	Death:
		LX39 H 8 BRIGHT
		LX39 I 8 BRIGHT A_Scream
		LX39 JK 8 BRIGHT
		LX39 L 8 BRIGHT A_PainDie("Lexicon_EPC2_LostSoul")
		LX39 M 8 BRIGHT
		Stop
	Raise:
		LX39 MLKJIH 8
		Goto See
	}
}

ACTOR Lexicon_EPC2_ChaingunGuy : ChaingunGuy
{
	SeeSound "EPC2/grunt/sight"
	ActiveSound "EPC2/DSPOSACT"
	DeathSound "EPC2/grunt/death"
	DropItem "Lexicon_EPC2_Chaingun"
	States
	{
	Spawn:
		LX40 AB 10 A_Look
		Loop
	See:
		LX40 AABBCCDD 3 A_Chase
		Loop
	Missile:
		LX40 E 10 A_FaceTarget
		LX40 FE 4 BRIGHT A_CPosAttack
		LX40 F 1 A_CPosRefire
		Goto Missile+1
	Pain:
		LX40 G 3
		LX40 G 3 A_Pain
		Goto See
	Death:
		LX40 H 5
		LX40 I 5 A_Scream
		LX40 J 5 A_NoBlocking
		LX40 KLM 5
		LX40 N -1
		Stop
	XDeath:
		LX40 O 5 
		LX40 P 5 A_XScream
		LX40 Q 5 A_NoBlocking
		LX40 RS 5
		LX40 T -1
		Stop
	Raise:
		LX40 N 5
		LX40 MLKJIH 5
		Goto See
	}
}

ACTOR Lexicon_EPC2_WolfensteinSS : WolfensteinSS
{
	SeeSound "EPC2/DSSSSIT" 
	ActiveSound "EPC2/DSPOSACT" 
	DeathSound "EPC2/DSSSDTH"
	DropItem "Lexicon_EPC2_Clip"
	States
	{
	Spawn:
		LX41 AB 10 A_Look
		Loop
	See:
		LX41 AABBCCDD 3 A_Chase
		Loop
	Missile:
		LX41 E 10 A_FaceTarget
		LX41 F 10 A_FaceTarget
		LX41 G 4 BRIGHT A_CPosAttack
		LX41 F 6 A_FaceTarget
		LX41 G 4 BRIGHT A_CPosAttack
		LX41 F 1 A_CPosRefire
		Goto Missile+1
	Pain:
		LX41 H 3
		LX41 H 3 A_Pain
		Goto See
	Death:
		LX41 I 5
		LX41 J 5 A_Scream
		LX41 K 5 A_NoBlocking
		LX41 L 5
		LX41 M -1
		Stop
	XDeath:
		LX41 N 5 
		LX41 O 5 A_XScream
		LX41 P 5 A_NoBlocking
		LX41 QRSTU 5
		LX41 V -1
		Stop
	Raise:
		LX41 M 5
		LX41 LKJI 5
		Goto See 
	}
}

ACTOR Lexicon_EPC2_Zombieman : Zombieman
{
	SeeSound "EPC2/grunt/sight"
	ActiveSound "EPC2/DSPOSACT"
	AttackSound "EPC2/DSPISTOL"
	DeathSound "EPC2/grunt/death"
	DropItem "Lexicon_EPC2_Clip"
	States
	{
	Missile:
		POSS E 10 A_FaceTarget
		POSS F 8 A_CustomBulletAttack(22.5, 0, 1, random(1,5) * 3, "BulletPuff", 0, CBAF_NORANDOM)
		POSS E 8
		goto See
	}
}

ACTOR Lexicon_EPC2_Arachnotron : Arachnotron
{
	States
	{
	Missile:
		BSPI A 20 Bright A_FaceTarget
		TNT1 A 0 A_FaceTarget
		BSPI G 4 Bright A_CustomMissile("Lexicon_EPC2_ArachnotronPlasma")
		BSPI H 4 Bright
		BSPI H 1 Bright A_SpidRefire
		Goto Missile+1
	}
}

ACTOR Lexicon_EPC2_ArachnotronPlasma : ArachnotronPlasma { SeeSound "EPC2/DSPLASMA" }

ACTOR Lexicon_EPC2_ShotgunGuy : ShotgunGuy { SeeSound "EPC2/grunt/sight" ActiveSound "EPC2/DSPOSACT" DeathSound "EPC2/grunt/death" }
ACTOR Lexicon_EPC2_LostSoul : LostSoul { AttackSound "EPC2/DSSKLATK" }
ACTOR Lexicon_EPC2_CommanderKeen : CommanderKeen { DeathSound "EPC2/DSKEENDT" }

Actor Lexicon_EPC2_BossEye : BossEye
{
	DropItem "LexiconActorSpawner49", 255, 50
	DropItem "Demon", 255, 40
	DropItem "Spectre", 255, 30
	DropItem "LexiconActorSpawner31", 255, 10
	DropItem "Cacodemon", 255, 30
	DropItem "Archvile", 255, 2
	DropItem "LexiconActorSpawner28", 255, 10
	DropItem "LexiconActorSpawner29", 255, 20
	DropItem "Fatso", 255, 30
	DropItem "HellKnight", 255, 24
	DropItem "BaronOfHell", 255, 10
}