ACTOR Lexicon_MY17_RedCard : HealthBonus
{
	+INVENTORY.NEVERRESPAWN
	Inventory.PickupMessage "$MY17_MSG_REDCOIN"
	States
	{
	Spawn:
		LX02 I 10
		LX02 J 10 Bright
		Loop
	}
}

ACTOR Lexicon_MY17_Cyberdemon : Cyberdemon
{
	States
	{
	Missile:
		CYBR E 6 A_FaceTarget
		CYBR F 12 A_CustomMissile("Lexicon_MY17_Rocket")
		CYBR E 12 A_FaceTarget
		CYBR F 12 A_CustomMissile("Lexicon_MY17_Rocket")
		CYBR E 12 A_FaceTarget
		CYBR F 12 A_CustomMissile("Lexicon_MY17_Rocket")
		Goto See
	}
}

ACTOR Lexicon_MY17_DeadStick : DeadStick
{
	States
	{
	Spawn:
		LX09 I -1
		Stop
	}
}

ACTOR Lexicon_MY17_LiveStick : LiveStick
{
	States
	{
	Spawn:
		LX09 J 6
		LX09 K 8
		Loop
	}
}

ACTOR Lexicon_MY17_HeadOnAStick : HeadOnAStick
{
	States
	{
	Spawn:
		LX09 L -1
		Stop
	}
}

ACTOR Lexicon_MY17_HeadsOnAStick : HeadsOnAStick
{
	States
	{
	Spawn:
		LX09 M -1
		Stop
	}
}

ACTOR Lexicon_MY17_TallGreenColumn : TallGreenColumn
{
	States
	{
	Spawn:
		LX09 N -1
		Stop
	}
}

ACTOR Lexicon_MY17_ShortGreenColumn : ShortGreenColumn
{
	States
	{
	Spawn:
		LX09 O -1
		Stop
	}
}

ACTOR Lexicon_MY17_TallRedColumn : TallRedColumn
{
	States
	{
	Spawn:
		LX09 P -1
		Stop
	}
}

ACTOR Lexicon_MY17_ShortRedColumn : ShortRedColumn
{
	States
	{
	Spawn:
		LX09 Q -1
		Stop
	}
}

ACTOR Lexicon_MY17_HeartColumn : HeartColumn
{
	States
	{
	Spawn:
		LX09 RS 14
		Loop
	}
}

ACTOR Lexicon_MY17_SkullColumn : SkullColumn
{
	States
	{
	Spawn:
		LX09 T -1
		Stop
	}
}

Actor Lexicon_MY17_RedSkull : CustomInventory
{
	Inventory.PickupMessage "$MY17_MSG_REDSKULL"
	Inventory.PickupSound "MY17/DSITEMUP"
	States
	{
	Spawn:
		LX10 T 10
		LX10 U 10 bright
		Loop
	Pickup:
		TNT1 A 0 ACS_NamedExecuteAlways("SharedKey_Pickup", 0, 3)
		Stop
	}
}

Actor Lexicon_MY17_YellowSkull : CustomInventory
{
	Inventory.PickupMessage "$MY17_MSG_YELWSKUL"
	Inventory.PickupSound "MY17/DSITEMUP"
	States
	{
	Spawn:
		LX10 V 10
		LX10 W 10 bright
		Loop
	Pickup:
		TNT1 A 0 ACS_NamedExecuteAlways("SharedKey_Pickup", 0, 4)
		Stop
	}
}

Actor Lexicon_MY17_BlueSkull : CustomInventory
{
	Inventory.PickupMessage "$MY17_MSG_BLUESKUL"
	Inventory.PickupSound "MY17/DSITEMUP"
	States
	{
	Spawn:
		LX10 R 10
		LX10 S 10 bright
		Loop
	Pickup:
		TNT1 A 0 ACS_NamedExecuteAlways("SharedKey_Pickup", 0, 5)
		Stop
	}
}

ACTOR Lexicon_MY17_EvilEye : EvilEye
{
	States
	{
	Spawn:
		LX09 UVWV 6 BRIGHT
		Loop
	}
}

ACTOR Lexicon_MY17_TorchTree : TorchTree
{
	States
	{
	Spawn:
		LX09 X -1
		Stop
	}
}

ACTOR Lexicon_MY17_RedTorch : RedTorch
{
	States
	{
	Spawn:
		LX10 ABCD 4 BRIGHT
		Loop
	}
}

ACTOR Lexicon_MY17_Stalagtite : Stalagtite
{
	States
	{
	Spawn:
		LX10 E -1
		Stop
	}
}

ACTOR Lexicon_MY17_TechPillar : TechPillar
{
	States
	{
	Spawn:
		LX10 F -1
		Stop
	}
}

ACTOR Lexicon_MY17_BloodyTwitch : BloodyTwitch
{
	States
	{
	Spawn:
		LX10 G 10
		LX10 H 15
		LX10 I 8
		LX10 H 6
		Loop
	}
}

ACTOR Lexicon_MY17_BigTree : BigTree
{
	States
	{
	Spawn:
		LX10 X -1
		Stop
	}
}

ACTOR Lexicon_MY17_ShortRedTorch : ShortRedTorch
{
	States
	{
	Spawn:
		LX10 JKLM 4 BRIGHT
		Loop
	}
}

ACTOR Lexicon_MY17_NonsolidTwitch : Lexicon_MY17_BloodyTwitch
{
	-SOLID
	Radius 20
}

ACTOR Lexicon_MY17_Arachnotron : Arachnotron
{
	States
	{
	Missile:
		BSPI A 20 Bright A_FaceTarget
		TNT1 A 0 A_FaceTarget
		BSPI G 4 Bright A_CustomMissile("Lexicon_MY17_ArachnotronPlasma")
		BSPI H 4 Bright
		BSPI H 1 Bright A_SpidRefire
		Goto Missile+1
	}
}

ACTOR Lexicon_MY17_ArachnotronPlasma : ArachnotronPlasma
{
	States
	{
	Spawn:
		LX07 MN 5 Bright
		Loop
	Death:
		LX07 OPQRS 5 Bright
		Stop
	}
}

ACTOR Lexicon_MY17_CommanderKeen : CommanderKeen
{
	Health 8000
	Speed 16
	Radius 48
	Height 96
	PainChance 20
	Mass 1000
	-SPAWNCEILING
	-NOGRAVITY
	-COUNTKILL
	SeeSound "MY17/DSSSSIT"
	AttackSound "MY17/DSKEENDT"
	PainSound "MY17/DSKEENPN"
	DeathSound "MY17/DSSSDTH"
	Obituary "$MY17_OB_BOWSER"
	Tag "$MY17_TAG_BOWSER"
	States
	{
	Spawn:
		LX01 A 10 A_Look
		Loop
	See:
		LX01 ABCDEFGH 3 A_Chase
		Loop
	Pain:
		LX01 Q 8 A_Pain
		LX01 ABCDEFGH 3 A_Chase
		Goto See
	Melee:
		LX01 L 6 A_SkelWhoosh
		LX01 MN 6 A_FaceTarget
		LX01 O 0 A_SkelFist
		LX01 P 6 A_SkelFist
		Goto Missile
	Missile:
		LX01 IJ 6 A_FaceTarget
		LX01 K 6 Bright A_FatAttack1
		LX01 K 6 Bright A_FatAttack2
		LX01 K 6 Bright A_FatAttack3
		LX01 K 1 A_SpidRefire
		Loop
	Death:
		LX01 RSTUV 8
		LX01 W 8 A_KeenDie
		LX01 X -1
		Stop
	}
}

ACTOR Lexicon_MY17_ColonGibs : ColonGibs
{
	-NOBLOCKMAP
	States
	{
	Spawn:
		LX02 K -1
		Stop
	}
}

ACTOR Lexicon_MY17_SmallBloodPool : SmallBloodPool
{
	-NOBLOCKMAP
}

ACTOR Lexicon_MY17_BrainStem : BrainStem
{
	-NOBLOCKMAP
	States
	{
	Spawn:
		LX02 L -1
		Stop
	}
}

ACTOR Lexicon_MY17_Megasphere : Megasphere
{
	Inventory.PickupMessage "$MY17_MSG_MSPHERE"
	Inventory.PickupSound "MY17/DSGETPOW"
	States
	{
	Spawn:
		LX10 NOPQ 6 BRIGHT
		Loop
	}
}

ACTOR Lexicon_MY17_WolfensteinSS : WolfensteinSS
{
	Health 999999
	Speed 25
	Radius 30
	Height 64
	PainChance 0
	Mass 300
	+NOBLOOD
	-COUNTKILL
	SeeSound ""
	PainSound ""
	DeathSound ""
	ActiveSound ""
	States
	{
	Spawn:
		LX02 A 1 A_Look
		Loop
	See:
		LX02 ABCDEFGH 2 A_Chase
		Loop
	Pain:
		TROO A -1
		Stop
	Melee:
		LX02 A 0 A_SkelFist
		LX02 A 1 A_SkelFist
		LX02 ABCDEFGH 2 A_Chase
		Goto See
	Missile:
		TROO A -1
		Stop
	Death:
	XDeath:
		LX02 A 10 Bright A_PainAttack
		Loop
	Raise:
		TROO A -1
		Stop
	}
}

ACTOR Lexicon_MY17_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_MY17_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_MY17_Rocket : Rocket
{
	SeeSound "MY17/DSRLAUNC"
	States
	{
	Spawn:
		LX07 A 1 Bright
		Loop
	}
}

ACTOR Lexicon_MY17_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:
		LX07 B 1 A_WeaponReady
		Loop
	Deselect:
		LX07 B 1 A_Lower
		Loop
	Select:
		LX07 B 1 A_Raise
		Loop
	Fire:
		TNT1 A 0 A_GunFlash("Flash",GFF_NOEXTCHANGE)
		LX07 B 3 A_FireCustomMissile("Lexicon_MY17_PlasmaBall")
		LX07 C 20 A_ReFire
		Goto Ready
	Flash:
		TNT1 A 0 A_Light1
		LX07 D 4 Bright A_Jump(128,1)
		Goto LightDone
		LX07 E 4 Bright
		Goto LightDone
	Spawn:
		PLAS A -1
		Stop
	}
}

ACTOR Lexicon_MY17_PlasmaBall : PlasmaBall
{
	SeeSound "MY17/DSPLASMA"
	States
	{
	Spawn:
		LX07 FG 6 Bright
		Loop
	Death:
		LX07 HIJKL 4 Bright
		Stop
	}
}

ACTOR Lexicon_MY17_RocketAmmo : RocketAmmo
{
	Inventory.PickupSound "MY17/DSITEMUP"
	States
	{
	Spawn:
		LX07 Y -1
		Stop
	}
}

ACTOR Lexicon_MY17_Soulsphere : Soulsphere
{
	Inventory.PickupMessage "$MY17_MSG_SUPER"
	Inventory.PickupSound "MY17/DSGETPOW"
	States
	{
	Spawn:
		LX08 IJKLKJ 6 Bright
		Loop
	}
}

Actor Lexicon_MY17_HealthBonus : HealthBonus
{
	Inventory.PickupMessage "$MY17_MSG_HTHBONUS"
	Inventory.PickupSound "MY17/DSITEMUP"
	States
	{
	Spawn:
		LX09 ABCDCB 6
		Loop
	}
}

Actor Lexicon_MY17_ArmorBonus : ArmorBonus
{
	Inventory.PickupMessage "$MY17_MSG_ARMBONUS"
	Inventory.PickupSound "MY17/DSITEMUP"
	States
	{
	Spawn:
		LX09 EFGHGF 6
		Loop
	}
}

Actor Lexicon_MY17_GreenArmor : GreenArmor
{
	Inventory.PickupSound "MY17/DSITEMUP"
	States
	{
	Spawn:
		LX08 X 6
		LX08 Y 7 bright
		Loop
	}
}

Actor Lexicon_MY17_BlueArmor : BlueArmor
{
	Inventory.PickupSound "MY17/DSITEMUP"
	States
	{
	Spawn:
		LX08 V 6
		LX08 W 7 bright
		Loop
	}
}

ACTOR Lexicon_MY17_InvulnerabilitySphere : InvulnerabilitySphere
{
	Inventory.PickupSound "MY17/DSGETPOW"
	States
	{
	Spawn:
		LX08 RSTU 6 Bright
		Loop
	}
}

ACTOR Lexicon_MY17_Berserk : Berserk
{
	Inventory.PickupSound "MY17/DSGETPOW"
	States
	{
	Spawn:
		LX08 Q -1
		Stop
	}
}

ACTOR Lexicon_MY17_BlurSphere : BlurSphere
{
	Inventory.PickupSound "MY17/DSGETPOW"
	States
	{
	Spawn:
		LX08 MNOP 6 Bright
		Loop
	}
}

ACTOR Lexicon_MY17_RadSuit : RadSuit
{
	Inventory.PickupSound "MY17/DSGETPOW"
	States
	{
	Spawn:
		LX08 H -1 Bright
		Stop
	}
}

ACTOR Lexicon_MY17_ExplosiveBarrel : ExplosiveBarrel
{
	States
	{
	Spawn:
		LX08 AB 6
		Loop
	Death:
		LX08 C 5 BRIGHT
		LX08 D 5 BRIGHT A_Scream
		LX08 E 5 BRIGHT
		LX08 F 5 BRIGHT A_Explode
		LX08 G 10 BRIGHT
		Goto Super::Death+5
	}
}

ACTOR Lexicon_MY17_DoomImp : DoomImp
{
	States
	{
	Melee:
	Missile:
		TROO EF 8 A_FaceTarget
		TROO G 6 A_CustomComboAttack("Lexicon_MY17_DoomImpBall", 32, 3 * random(1, 8), "imp/melee")
		Goto See
	}
}

ACTOR Lexicon_MY17_DoomImpBall : DoomImpBall
{
	States
	{
	Spawn:
		LX07 TU 4 BRIGHT
		Loop
	Death:
		LX07 VWX 6 BRIGHT
		Stop
	}
}