Actor Lexicon_ETDM_Zombieman : Zombieman
{
	SeeSound "ETDM/grunt/sight"
}

Actor Lexicon_ETDM_ShotgunGuy : ShotgunGuy
{
	SeeSound "ETDM/grunt/sight"
}

Actor Lexicon_ETDM_ChaingunGuy : ChaingunGuy
{
	SeeSound "ETDM/grunt/sight"
}

Actor Lexicon_ETDM_WolfensteinSS : WolfensteinSS
{
	SeeSound "ETDM/DSBOSDTH"
}

Actor Lexicon_ETDM_DoomImp : DoomImp
{
	States
	{
	Spawn:
		LX61 AB 10 A_Look
		Loop
	See:
		LX61 AABBCCDD 3 A_Chase
		Loop
	Melee:
	Missile:
		LX61 EF 8 A_FaceTarget
		LX61 G 6 A_CustomComboAttack("Lexicon_ETDM_DoomImpBall", 32, 3 * random(1, 8), "imp/melee")
		Goto See
	Pain:
		LX61 H 2
		LX61 H 2 A_Pain
		Goto See
	Death:
		LX61 I 8
		LX61 J 8 A_Scream
		LX61 K 6
		LX61 L 6 A_NoBlocking
		LX61 M -1
		Stop
	XDeath:
		LX61 N 5
		LX61 O 5 A_XScream
		LX61 P 5
		LX61 Q 5 A_NoBlocking
		LX61 RST 5
		LX61 U -1
		Stop
	Raise:
		LX61 MLKJI 8
		Goto See
	}
}

Actor Lexicon_ETDM_DoomImpBall : DoomImpBall
{
	States
	{
	Spawn:
		LX62 QR 4 BRIGHT
		Loop
	Death:
		LX62 STU 6 BRIGHT
		Stop
	}
}

Actor Lexicon_ETDM_RocketLauncher : DoomWeapon
{
	Weapon.SelectionOrder 2500
	Weapon.AmmoUse 1
	Weapon.AmmoGive 2
	Weapon.AmmoType "RocketAmmo"
	Weapon.SlotNumber 5
	+WEAPON.NOAUTOFIRE
	+WEAPON.CHEATNOTWEAPON
	Inventory.PickupMessage "$GOTLAUNCHER"
	Tag "$TAG_ROCKETLAUNCHER"
	States
	{
	Ready:
		MISG A 1 A_WeaponReady
		Loop
	Deselect:
		MISG A 1 A_Lower
		Loop
	Select:
		MISG A 1 A_Raise
		Loop
	Fire:
		MISG B 8 A_GunFlash
		MISG B 12 A_FireCustomMissile("Lexicon_ETDM_Rocket")
		MISG B 0 A_ReFire
		Goto Ready
	Flash:
		MISF A 3 Bright A_Light1
		MISF B 4 Bright
		MISF CD 4 Bright A_Light2
		Goto LightDone
	Spawn:
		LAUN A -1
		Stop
	}
}

Actor Lexicon_ETDM_Rocket : Rocket
{
	SeeSound "ETDM/DSRLAUNC"
	States
	{
	Spawn:
		MISL A 1 Bright
		Loop
	}
}

Actor Lexicon_ETDM_Cyberdemon : Cyberdemon
{
	States
	{
	Missile:
		CYBR E 6 A_FaceTarget
		CYBR F 12 A_CustomMissile("Lexicon_ETDM_Rocket")
		CYBR E 12 A_FaceTarget
		CYBR F 12 A_CustomMissile("Lexicon_ETDM_Rocket")
		CYBR E 12 A_FaceTarget
		CYBR F 12 A_CustomMissile("Lexicon_ETDM_Rocket")
		Goto See
	}
}

Actor Lexicon_ETDM_BossBrain : BossBrain
{
	DeathSound "ETDM/DSBOSDTH"
	States
	{
	Death:
		BBRN A 0 A_BrainScream
		BBRN A 100 A_PlaySound("ETDM/DSBOSDTH", CHAN_VOICE, 1.0, 0, ATTN_NONE)
		BBRN AA 10
		BBRN A -1 A_BrainDie
		Stop
	}
}

Actor Lexicon_ETDM_HeadOnAStick : HeadOnAStick
{
	States
	{
	Spawn:
		LX61 W -1
		Stop
	}
}

Actor Lexicon_ETDM_HeadsOnAStick : HeadsOnAStick
{
	States
	{
	Spawn:
		LX61 V -1
		Stop
	}
}

Actor Lexicon_ETDM_TallGreenColumn : TallGreenColumn
{
	States
	{
	Spawn:
		LX61 X -1
		Stop
	}
}

Actor Lexicon_ETDM_ShortGreenColumn : ShortGreenColumn
{
	States
	{
	Spawn:
		LX61 Y -1
		Stop
	}
}

Actor Lexicon_ETDM_TallRedColumn : TallRedColumn
{
	States
	{
	Spawn:
		LX61 Z -1
		Stop
	}
}

Actor Lexicon_ETDM_ShortRedColumn : ShortRedColumn
{
	States
	{
	Spawn:
		LX61 "[" -1
		Stop
	}
}

Actor Lexicon_ETDM_SkullColumn : SkullColumn
{
	States
	{
	Spawn:
		LX61 "]" -1
		Stop
	}
}

Actor Lexicon_ETDM_TorchTree : TorchTree
{
	States
	{
	Spawn:
		LX62 A -1
		Stop
	}
}

Actor Lexicon_ETDM_Stalagtite : Stalagtite
{
	States
	{
	Spawn:
		LX62 B -1
		Stop
	}
}

Actor Lexicon_ETDM_BloodyTwitch : BloodyTwitch
{
	States
	{
	Spawn:
		LX62 D 10 BRIGHT
		LX62 E 15 BRIGHT
		LX62 F 8 BRIGHT
		LX62 E 6 BRIGHT
		Loop
	}
}

Actor Lexicon_ETDM_NonsolidTwitch : Lexicon_ETDM_BloodyTwitch { -SOLID }

Actor Lexicon_ETDM_Meat2 : Meat2
{
	States
	{
	Spawn:
		LX62 G -1
		Stop
	}
}

Actor Lexicon_ETDM_NonsolidMeat2 : Lexicon_ETDM_Meat2 { -SOLID }

Actor Lexicon_ETDM_Meat5 : Meat5
{
	States
	{
	Spawn:
		LX62 H -1
		Stop
	}
}

Actor Lexicon_ETDM_NonsolidMeat5 : Lexicon_ETDM_Meat5 { -SOLID }

Actor Lexicon_ETDM_BigTree : BigTree
{
	States
	{
	Spawn:
		LX62 C -1
		Stop
	}
}

Actor Lexicon_ETDM_TechLamp : TechLamp
{
	States
	{
	Spawn:
		LX62 IJKL 4 BRIGHT
		Loop
	}
}

Actor Lexicon_ETDM_TechLamp2 : TechLamp2
{
	States
	{
	Spawn:
		LX62 MNOP 4 BRIGHT
		Loop
	}
}