ACTOR Lexicon_HLTP_ShortRedColumn : ShortRedColumn
{
	States
	{
	Spawn:
		LX42 A -1
		Stop
	}
}

ACTOR Lexicon_HLTP_SkullColumn : SkullColumn
{
	States
	{
	Spawn:
		LX42 B -1
		Stop
	}
}

ACTOR Lexicon_HLTP_TechPillar : TechPillar
{
	States
	{
	Spawn:
		LX42 C -1
		Stop
	}
}

ACTOR Lexicon_HLTP_Meat2 : Meat2
{
	States
	{
	Spawn:
		LX42 D -1
		Stop
	}
}

ACTOR Lexicon_HLTP_Meat3 : Meat3
{
	States
	{
	Spawn:
		LX42 E -1
		Stop
	}
}

ACTOR Lexicon_HLTP_Meat4 : Meat4
{
	States
	{
	Spawn:
		LX42 F -1
		Stop
	}
}

ACTOR Lexicon_HLTP_NonsolidMeat2 : Lexicon_HLTP_Meat2
{
	-SOLID
	Radius 20
}

ACTOR Lexicon_HLTP_NonsolidMeat3 : Lexicon_HLTP_Meat3
{
	-SOLID
	Radius 20
}

ACTOR Lexicon_HLTP_NonsolidMeat4 : Lexicon_HLTP_Meat4
{
	-SOLID
	Radius 20
}

ACTOR Lexicon_HLTP_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:
		LX42 J 1 A_WeaponReady
		Loop
	Deselect:
		LX42 J 1 A_Lower
		Loop
	Select:
		LX42 J 1 A_Raise
		Loop
	Fire:
		LX42 K 8 A_GunFlash
		LX42 K 12 A_FireMissile
		LX42 K 0 A_ReFire
		Goto Ready
	Flash:
		LX42 L 3 Bright A_Light1
		LX42 M 4 Bright
		LX42 NO 4 Bright A_Light2
		Goto LightDone
	Spawn:
		LX42 I -1
		Stop
	}
}

ACTOR Lexicon_HLTP_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:
		LX42 Q 1 A_WeaponReady
		Loop
	Deselect:
		LX42 Q 1 A_Lower
		Loop
	Select:
		LX42 Q 1 A_Raise
		Loop
	Fire:
		TNT1 A 0 A_GunFlash("Flash",GFF_NOEXTCHANGE)
		LX42 Q 3 A_FireCustomMissile("Lexicon_HLTP_PlasmaBall")
		LX42 R 20 A_ReFire
		Goto Ready
	Flash:
		TNT1 A 0 A_Light1
		LX42 S 4 Bright A_Jump(128,1)
		Goto LightDone
		LX42 T 4 Bright
		Goto LightDone
	Spawn:
		LX42 P -1
		Stop
	}
}

ACTOR Lexicon_HLTP_PlasmaBall : PlasmaBall 
{ 
	States
	{
	Spawn:
		PLSS AB 6 Bright
		Loop
	Death:
		LX42 UVWX 4 Bright
		PLSE E 4 Bright
		Stop
	}
}

ACTOR Lexicon_HLTP_BFG9000 : DoomWeapon
{
	Height 20
	Weapon.SelectionOrder 2800
	Weapon.AmmoUse 40
	Weapon.AmmoGive 40
	Weapon.AmmoType "Cell"
	Weapon.SlotNumber 7
	+WEAPON.NOAUTOFIRE
	+WEAPON.NOLMS
	+WEAPON.CHEATNOTWEAPON
	Inventory.PickupMessage "$GOTBFG9000"
	Tag "$TAG_BFG9000"
	States
	{
	Ready:
		LX43 B 1 A_WeaponReady
		Loop
	Deselect:
		LX43 B 1 A_Lower
		Loop
	Select:
		LX43 B 1 A_Raise
		Loop
	Fire:
		LX43 B 20 A_BFGsound
		LX43 C 10 A_GunFlash
		LX43 C 10 A_FireCustomMissile("Lexicon_HLTP_BFGBall",0,false)
		LX43 C 20 A_ReFire
		Goto Ready
	FireNoAutoAim:
		LX43 C 10 A_SpawnItemEx("Lexicon_HLTP_BFGBall",0,0,32,25)
		LX43 C 20 A_ReFire
		Goto Ready
	Flash:
		LX43 D 11 Bright A_Light1
		LX43 E 6 Bright A_Light2
		Goto LightDone
	Spawn:
		LX43 A -1
		Stop
	OldFire:
		LX43 B 10 A_BFGsound
		LX43 CCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCC 1 A_FireOldBFG
		LX43 C 0 A_Light0
		LX43 C 20 A_ReFire
		Goto Ready
	}
}

ACTOR Lexicon_HLTP_BFGBall : BFGBall
{
	States
	{
	Spawn:
		LX43 FG 4 Bright
		Loop
	Death:
		LX43 HI 8 Bright
		LX43 J 8 Bright A_BFGSpray("Lexicon_HLTP_BFGExtra")
		LX43 KLM 8 Bright
		Stop
	}
}

ACTOR Lexicon_HLTP_BFGExtra : BFGExtra
{
	States
	{
	Spawn:
		LX43 NOPQ 8 Bright
		Stop
	}
}

Actor Lexicon_HLTP_WolfensteinSS : WolfensteinSS
{
	DeathSound "HLTP/DSSSDTH"
}

Actor Lexicon_HLTP_BossEye : BossEye
{
	DropItem "LexiconActorSpawner20", 255, 50
	DropItem "LexiconActorSpawner21", 255, 40
	DropItem "LexiconActorSpawner7", 255, 30
	DropItem "LexiconActorSpawner12", 255, 10
	DropItem "LexiconActorSpawner22", 255, 30
	DropItem "Archvile", 255, 2
	DropItem "Revenant", 255, 10
	DropItem "Arachnotron", 255, 20
	DropItem "LexiconActorSpawner11", 255, 30
	DropItem "HellKnight", 255, 24
	DropItem "BaronOfHell", 255, 10
	States
	{
	See:
		SSWV A 181 A_PlaySound("HLTP/DSBOSSIT", CHAN_VOICE, 1.0, 0, ATTN_NONE)
		SSWV A 150 A_BrainSpit
		Wait
	}
}

ACTOR Lexicon_HLTP_BossBrain : BossBrain
{
	PainSound "HLTP/DSBOSPN"
	DeathSound "HLTP/DSBOSDTH"
	States
	{
	BrainExplode:
		MISL BC 10 Bright
		MISL D 10 A_BrainExplode
		Stop
	Spawn:
		LX42 G -1
		Stop
	Pain:
		LX42 H 36 A_BrainPain
		Goto Spawn
	Death:
		LX42 G 0 A_BrainScream
		LX42 G 100 A_PlaySound("HLTP/DSBOSDTH", CHAN_VOICE, 1.0, 0, ATTN_NONE)
		LX42 GG 10
		LX42 G -1 A_BrainDie
		Stop
	}
}

Actor Lexicon_HLTP_CommanderKeen : CommanderKeen
{
	+NOBLOOD
	PainSound "HLTP/DSKEENPN"
	DeathSound "HLTP/DSKEENDT"
	States
	{
	Spawn:
		LX46 L -1
		Stop
	Death:
		LX46 LM 6
		LX46 N 6 A_Scream
		LX46 OPQRS 6
		LX46 T 6 A_NoBlocking
		LX46 U 6
		LX46 V 6 A_KeenDie
		LX46 W -1
		Stop
	Pain:
		LX46 X 4
		LX46 X 8 A_Pain
		Goto Spawn
	}
}

ACTOR Lexicon_HLTP_Demon : Demon
{
	SeeSound "HLTP/DSSGTSIT"
	ActiveSound "HLTP/DSDMACT"
	AttackSound "HLTP/DSSGTATK"
	DeathSound "HLTP/DSSGTDTH"
	+NOBLOOD
	States
	{
	Spawn:
		LX44 AB 10 A_Look
		Loop
	See:
		LX44 AABBCCDD 2 Fast A_Chase
		Loop
	Melee:
		LX44 EF 8 Fast A_FaceTarget
		LX44 G 8 Fast A_SargAttack
		Goto See
	Pain:
		LX44 H 2 Fast
		LX44 H 2 Fast A_Pain
		Goto See
	Death:
		LX44 I 8
		LX44 J 8 A_Scream
		LX44 K 4
		LX44 L 4 A_NoBlocking
		LX44 M 4
		LX44 N -1
		Stop
	Raise:
		LX44 N 5
		LX44 MLKJI 5
		Goto See
	}
}

ACTOR Lexicon_HLTP_Spectre : Lexicon_HLTP_Demon
{
	+SHADOW
	RenderStyle OptFuzzy
	Alpha 0.5
	SeeSound "HLTP/DSSGTSIT"
	AttackSound "HLTP/DSSGTATK"
	PainSound "spectre/pain"
	DeathSound "HLTP/DSSGTDTH"
	ActiveSound "HLTP/DSDMACT"
	HitObituary "$OB_SPECTREHIT"
}

ACTOR Lexicon_HLTP_DoomImp : DoomImp
{
	SeeSound "HLTP/imp/sight"
	ActiveSound "HLTP/DSBGACT"
	DeathSound "HLTP/imp/death"
	Bloodcolor "Yellow"
	States
	{
	Spawn:
		LX45 AB 10 A_Look
		Loop
	See:
		LX45 AABBCCDD 3 A_Chase
		Loop
	Melee:
	Missile:
		LX45 EF 8 A_FaceTarget
		LX45 G 6 A_TroopAttack 
		Goto See
	Pain:
		LX45 H 2
		LX45 H 2 A_Pain
		Goto See
	Death:
		LX45 I 8
		LX45 J 8 A_Scream
		LX45 K 6
		LX45 L 6 A_NoBlocking
		LX45 M -1
		Stop
	XDeath:
		LX45 N 5
		LX45 O 5 A_XScream
		LX45 P 5
		LX45 Q 5 A_NoBlocking
		LX45 RST 5
		LX45 U -1
		Stop
	Raise:
		LX45 MLKJI 8
		Goto See
	}
}

ACTOR Lexicon_HLTP_LostSoul : LostSoul
{
	ActiveSound "HLTP/DSDMACT"
	AttackSound "HLTP/DSSKLATK"
	+NOBLOOD
	States
	{
	Spawn:
		LX46 AB 10 BRIGHT A_Look
		Loop
	See:
		LX46 AB 6 BRIGHT A_Chase
		Loop
	Missile:
		LX46 C 10 BRIGHT A_FaceTarget
		LX46 D 4 BRIGHT A_SkullAttack
		LX46 CD 4 BRIGHT
		Goto Missile+2
	Pain:
		LX46 E 3 BRIGHT
		LX46 E 3 BRIGHT A_Pain
		Goto See
	Death:
		LX46 F 6 BRIGHT
		LX46 G 6 BRIGHT A_Scream
		LX46 H 6 BRIGHT
		LX46 I 6 BRIGHT A_NoBlocking
		LX46 J 6
		LX46 K 6
		Stop
	}
}

ACTOR Lexicon_HLTP_Cacodemon : Cacodemon
{
	SeeSound "HLTP/DSCACSIT"
	ActiveSound "HLTP/DSDMACT"
	DeathSound "HLTP/DSCACDTH"
	+NOBLOOD
	States
	{
	Spawn:
		LX47 A 10 A_Look
		Loop
	See:
		LX47 A 3 A_Chase
		Loop
	Missile:
		LX47 B 5 A_FaceTarget
		LX47 C 5 A_FaceTarget
		LX47 D 5 BRIGHT A_HeadAttack
		Goto See
	Pain:
		LX47 E 3
		LX47 E 3 A_Pain
		LX47 F 6
		Goto See
	Death:
		LX47 G 8 A_NoBlocking
		LX47 H 8 A_Scream
		LX47 I 8
		LX47 J 8
		LX47 K 8
		LX47 L -1 A_SetFloorClip
		Stop
	Raise:
		LX47 L 8 A_UnSetFloorClip
		LX47 KJIHG 8
		Goto See
	}
}

ACTOR Lexicon_HLTP_PainElemental : PainElemental
{
	SeeSound "HLTP/DSPESIT"
	ActiveSound "HLTP/DSDMACT"
	PainSound "HLTP/DSPEPAIN"
	DeathSound "HLTP/DSPEDTH"
	+NOBLOOD
	States
	{
	Spawn:
		LX48 A 10 A_Look
		Loop
	See:
		LX48 AABBCC 3 A_Chase
		Loop
	Missile:
		LX48 D 5 A_FaceTarget
		LX48 E 5 A_FaceTarget
		LX48 F 4 BRIGHT A_FaceTarget
		LX48 F 1 BRIGHT A_PainAttack("Lexicon_HLTP_LostSoul")
		Goto See
	Pain:
		LX48 G 6
		LX48 G 6 A_Pain
		Goto See
	Death:
		LX48 H 8 BRIGHT
		LX48 I 8 BRIGHT A_Scream
		LX48 JK 8 BRIGHT
		LX48 L 8 BRIGHT A_PainDie("Lexicon_HLTP_LostSoul")
		LX48 M 8 BRIGHT
		Stop
	Raise:
		LX48 MLKJIH 8
		Goto See
	}
}

ACTOR Lexicon_HLTP_Fatso : Fatso
{
	SeeSound "HLTP/DSMANSIT"
	PainSound "HLTP/DSMNPAIN"
	AttackSound "HLTP/DSMANATK"
	DeathSound "HLTP/DSMANDTH"
	+NOBLOOD
	States
	{
	Spawn:
		LX49 AB 15 A_Look
		Loop
	See:
		LX49 AABBCCDDEEFF 4 A_Chase
		Loop
	Missile:
		LX49 G 20 A_FatRaise
		LX49 H 10 BRIGHT A_FatAttack1
		LX49 IG 5
		LX49 H 10 BRIGHT A_FatAttack2
		LX49 IG 5
		LX49 H 10 BRIGHT A_FatAttack3
		LX49 IG 5
		Goto See
	Pain:
		LX49 J 3
		LX49 J 3 A_Pain
		Goto See
    Death:
		LX49 K 6
		LX49 L 6 A_Scream
		LX49 M 6 A_NoBlocking
		LX49 NOPQRS 6
		LX49 T -1 A_BossDeath    
		Stop
	 Raise:
		LX49 R 5
		LX49 QPONMLK 5
		Goto See
	}
}