ACTOR Lexicon_SDX7_WolfensteinSS : WolfensteinSS
{
	States
	{
	Spawn:
		LX16 UV 10 A_Look
		Loop
	See:
		LX16 UUVVWWXX 3 A_Chase
		Loop
	Missile:
		LX16 Y 10 A_FaceTarget
		LX16 Z 10 A_BspiAttack
		LX16 "[" 4 Bright A_FaceTarget
		LX16 Z 6 A_BspiAttack
		LX16 "[" 4 Bright A_FaceTarget
		LX16 Z 1 A_BspiAttack
		Goto Missile+1
	Pain:
		LX16 "\" 3
		LX16 "\" 3 A_Pain
		Goto See
	Death:
		LX16 "]" 5
		LX17 A 5 A_Scream
		LX17 B 5 A_NoBlocking
		LX17 C 5
		LX17 D -1
		Stop
	XDeath:
		LX17 E 5
		LX17 F 5 A_XScream
		LX17 G 5 A_NoBlocking
		LX17 HIJKL 5
		LX17 M -1
		Stop
	Raise:
		LX17 DCBA 5
		LX16 "]" 5
		Goto See 
	}
}

ACTOR Lexicon_SDX7_CommanderKeen : CommanderKeen
{
	Health 1000
	Speed 8
	Radius 20
	Height 64
	PainChance 30
	Mass 400
	-SPAWNCEILING
	+FLOAT
	SeeSound "baron/sight"
	PainSound "demon/pain"
	DeathSound "baron/death"
	ActiveSound "demon/active"
	Obituary "$SDX7_OB_AFRIT"
	Tag "$SDX7_TAG_AFRIT"
	States
	{
	Spawn:
		LX17 N 10 Bright A_Look
		Loop
	See:
		LX17 NOPQ 3 Bright A_Chase
		Loop
	Pain:
		LX17 U 8 Bright
		LX17 N 3 Bright A_Pain
		Goto See
	Missile:
		LX17 RS 6 Bright A_FaceTarget
		LX17 T 1 Bright A_FatAttack1
		LX17 T 1 Bright A_FatAttack2
		LX17 T 1 Bright A_FatAttack3
		LX17 T 1 Bright A_FaceTarget
		LX17 TT 1 Bright A_SkelMissile
		LX17 T 8 Bright A_SkelMissile
		Goto See
	Death:
		LX17 V 5 Bright
		LX17 W 5 Bright A_Scream
		LX17 X 5 Bright
		LX17 Y 5 Bright A_Fall
		LX17 Z 5 Bright
		LX17 "[\]" 5 Bright
		LX18 A 5 Bright
		LX18 B 6 Bright A_KeenDie
		Stop
	}
}

ACTOR Lexicon_SDX7_BossBrain : BossBrain
{
	States
	{
	Spawn:
		LX16 T -1
		Stop
	Pain:
		LX16 T 36 A_BrainPain
		Goto Spawn
	Death:
		LX16 T 100 A_BrainScream
		LX16 TT 10
		LX16 T -1 A_BrainDie
		Stop
	}
}

ACTOR Lexicon_SDX7_RedCard : CustomInventory
{
	Inventory.PickupMessage "$SDX7_MSG_REDCARD"
	States
	{
	Spawn:
		LX14 "]" 10
		LX15 A 10 bright
		Loop
	Pickup:
		TNT1 A 0 ACS_NamedExecuteAlways("SharedKey_Pickup", 0, 0)
		Stop
	}
}

ACTOR Lexicon_SDX7_BlueCard : CustomInventory
{
	Inventory.PickupMessage "$SDX7_MSG_BLUECARD"
	States
	{
	Spawn:
		LX14 W 10
		LX14 X 10 bright
		Loop
	Pickup:
		TNT1 A 0 ACS_NamedExecuteAlways("SharedKey_Pickup", 0, 2)
		Stop
	}
}

ACTOR Lexicon_SDX7_RedSkull : CustomInventory
{
	Inventory.PickupMessage "$SDX7_MSG_REDSKULL"
	States
	{
	Spawn:
		LX15 B 10
		LX15 C 10 bright
		Loop
	Pickup:
		TNT1 A 0 ACS_NamedExecuteAlways("SharedKey_Pickup", 0, 3)
		Stop
	}
}

ACTOR Lexicon_SDX7_YellowSkull : CustomInventory
{
	Inventory.PickupMessage "$GOTYELWSKUL"
	States
	{
	Spawn:
		LX14 "[" 10
		LX14 "\" 10 bright
		Loop
	Pickup:
		TNT1 A 0 ACS_NamedExecuteAlways("SharedKey_Pickup", 0, 4)
		Stop
	}
}

ACTOR Lexicon_SDX7_BlueSkull : CustomInventory
{
	Inventory.PickupMessage "$SDX7_MSG_BLUESKUL"
	States
	{
	Spawn:
		LX14 Y 10
		LX14 Z 10 bright
		Loop
	Pickup:
		TNT1 A 0 ACS_NamedExecuteAlways("SharedKey_Pickup", 0, 5)
		Stop
	}
}

ACTOR Lexicon_SDX7_HealthBonus : HealthBonus
{
	States
	{
	Spawn:
		LX15 DEFGFE 6
		Loop
	}
}

ACTOR Lexicon_SDX7_ArmorBonus : ArmorBonus
{
	States
	{
	Spawn:
		LX15 HIJKJI 6
		Loop
	}
}

ACTOR Lexicon_SDX7_Soulsphere : Soulsphere
{
	States
	{
	Spawn:
		LX15 LMNONM 6 Bright
		Loop
	}
}

ACTOR Lexicon_SDX7_BlueArmor : BlueArmor
{
	Inventory.Icon "LX15P0"
	States
	{
	Spawn:
		LX15 P 6
		LX15 Q 7 Bright
		Loop
	}
}

ACTOR Lexicon_SDX7_BlurSphere : BlurSphere
{
	States
	{
	Spawn:
		LX15 RSTU 6 Bright
		Loop
	}
}

ACTOR Lexicon_SDX7_Allmap : Allmap
{
	States
	{
	Spawn:
		PMAP AB 6 Bright
		LX15 V 6 Bright
		PMAP D 6 Bright
		LX15 V 6 Bright
		PMAP B 6 Bright
		Loop
	}
}

ACTOR Lexicon_SDX7_PlasmaRifle : PlasmaRifle
{
	Weapon.SlotNumber 6
	+WEAPON.CHEATNOTWEAPON
	States
	{
	Fire:
		TNT1 A 0 A_GunFlash("Flash",GFF_NOEXTCHANGE)
		PLSG A 3 A_FireCustomMissile("Lexicon_SDX7_PlasmaBall")
		PLSG B 20 A_ReFire
		Goto Ready
	Flash:
		TNT1 A 0 A_Light1
		LX14 N 4 Bright A_Jump(127,1)
		Goto LightDone
		LX14 O 4 Bright
		Goto LightDone
	}
}

ACTOR Lexicon_SDX7_PlasmaBall : PlasmaBall
{
	SeeSound "SDX7/DSPLASMA"
	States
	{
	Spawn:
		LX14 PQ 6 Bright
		Loop
	Death:
		LX14 RSTUV 4 Bright
		Stop
	}
}

ACTOR Lexicon_SDX7_TechLamp
{
	-SOLID
	+SPAWNCEILING
	+NOGRAVITY
	States
	{
	Spawn:
		LX16 NO 4 Bright
		Loop
	}
}

ACTOR Lexicon_SDX7_EvilEye : EvilEye
{
	Height 1
}

ACTOR Lexicon_SDX7_ShortBlueTorch : ShortBlueTorch
{
	States
	{
	Spawn:
		LX15 "[\]" 4 Bright
		LX16 A 4 Bright
		Loop
	}
}

ACTOR Lexicon_SDX7_BlueTorch : BlueTorch
{
	States
	{
	Spawn:
		LX16 BCDE 4 Bright
		Loop
	}
}

ACTOR Lexicon_SDX7_ShortGreenTorch : ShortGreenTorch
{
	States
	{
	Spawn:
		LX16 FGHI 4 Bright
		Loop
	}
}

ACTOR Lexicon_SDX7_GreenTorch
{
	-SOLID
	+SPAWNCEILING
	+NOGRAVITY
	States
	{
	Spawn:
		LX16 JKLM 4 Bright
		Loop
	}
}

ACTOR Lexicon_SDX7_TechLamp2 : TechLamp2
{
	States
	{
	Spawn:
		LX16 PQRS 4 Bright
		Loop
	}
}

ACTOR Lexicon_SDX7_HeadCandles : HeadCandles
{
	-SOLID
	States
	{
	Spawn:
		LX15 WX 6 Bright
		Loop
	}
}

ACTOR Lexicon_SDX7_LiveStick : LiveStick
{
	-SOLID
	States
	{
	Spawn:
		LX15 YZ 6 Bright
		Loop
	}
}

ACTOR Lexicon_SDX7_HangTLookingUp : HangTLookingUp
{
	-SOLID
}

ACTOR Lexicon_SDX7_HangTNoBrain : HangTNoBrain
{
	-SOLID
}

ACTOR Lexicon_SDX7_ColonGibs : ColonGibs
{
	-NOBLOCKMAP
}

ACTOR Lexicon_SDX7_SmallBloodPool : SmallBloodPool
{
	-NOBLOCKMAP
}
