ACTOR Lexicon_SDX6_Arachnotron : Arachnotron
{
	States
	{
	Missile:
		BSPI A 20 Bright A_FaceTarget
		TNT1 A 0 A_FaceTarget
		BSPI G 4 Bright A_CustomMissile("Lexicon_SDX6_ArachnotronPlasma")
		BSPI H 4 Bright
		BSPI H 1 Bright A_SpidRefire
		Goto Missile+1
	}
}

ACTOR Lexicon_SDX6_ArachnotronPlasma : ArachnotronPlasma
{
	States
	{
	Spawn:
		LX02 NO 5 Bright
		Loop
	Death:
		LX02 M 5 Bright
		Goto Super::Death+1
	}
}

ACTOR Lexicon_SDX6_HellKnight : HellKnight
{
	States
	{
	Spawn:
		LX03 OP 10 A_Look
		Loop
	See:
		LX03 OOPPQQRR 3 A_Chase
		Loop
	Melee:
	Missile:
		LX03 ST 8 A_FaceTarget
		LX03 U 8 A_CustomComboAttack("Lexicon_SDX6_BaronBall", 32, 10 * random(1, 8), "baron/melee")
		Goto See
	Pain:
		LX03 V 2
		LX03 V 2 A_Pain
		Goto See
	Death:
		LX03 W 8
		LX03 X 8 A_Scream
		LX03 Y 8
		LX03 Z 8 A_NoBlocking
		LX03 "[\" 8
		LX03 "]" -1
		Stop
	Raise:
		LX03 "]\[" 8
		LX03 ZYXW 8
		Goto See
	}
}

ACTOR Lexicon_SDX6_BaronOfHell : BaronOfHell
{
	States
	{
	Spawn:
		LX05 AB 10 A_Look
		Loop
	See:
		LX05 AABBCCDD 3 A_Chase
		Loop
	Melee:
	Missile:
		LX05 EF 8 A_FaceTarget
		LX05 G 8 A_CustomComboAttack("Lexicon_SDX6_BaronBall", 32, 10 * random(1, 8), "baron/melee")
		Goto See
	Pain:
		LX05 H 2
		LX05 H 2 A_Pain
		Goto See
	Death:
		LX05 I 8
		LX05 J 8 A_Scream
		LX05 K 8
		LX05 L 8 A_NoBlocking
		LX05 MN 8
		LX05 O -1 A_BossDeath
		Stop
	Raise:
		LX05 ONMLKJI 8
		Goto See
	}
}

ACTOR Lexicon_SDX6_BaronBall : BaronBall
{
	States
	{
	Spawn:
		LX02 RS 4 Bright
		Loop
	Death:
		LX02 TUV 6 Bright
		Stop
	}
}

ACTOR Lexicon_SDX6_ExplosiveBarrel : ExplosiveBarrel
{
	States
	{
	Spawn:
		LX02 WX 6
		Loop
	Death:
		LX02 Y 5 Bright
		LX02 Z 5 Bright A_Scream
		Goto Super::Death+2
	}
}

ACTOR Lexicon_SDX6_ArmorBonus : ArmorBonus
{
	States
	{
	Spawn:
		BON2 A 6
		LX02 "[\]\[" 6
		Loop
	}
}

ACTOR Lexicon_SDX6_GreenArmor : GreenArmor
{
	Inventory.Icon "LX02P0"
	States
	{
	Spawn:
		LX02 P 6
		LX02 Q 7 Bright
		Loop
	}
}

ACTOR Lexicon_SDX6_InvulnerabilitySphere : InvulnerabilitySphere
{
	States
	{
	Spawn:
		LX03 BCDE 6 Bright
		Loop
	}
}

ACTOR Lexicon_SDX6_Allmap : Allmap
{
	States
	{
	Spawn:
		LX03 GHIJIH 6 Bright
		Loop
	}
}

ACTOR Lexicon_SDX6_Cell : Cell
{
	States
	{
	Spawn:
		LX03 A -1
		Stop
	}
}

ACTOR Lexicon_SDX6_DeadMarine : DeadMarine
{
	States
	{
	Spawn:
		LX03 F -1
		Stop
	}
}

ACTOR Lexicon_SDX6_ShortGreenTorch : ShortGreenTorch
{
	States
	{
	Spawn:
		LX03 KLMN 4 Bright
		Loop
	}
}