Actor Lexicon_TMR1_TallGreenColumn : TallGreenColumn
{
	States
	{
	Spawn:
		LX59 A -1
		Stop
	}
}

Actor Lexicon_TMR1_ShortGreenColumn : ShortGreenColumn
{
	States
	{
	Spawn:
		LX59 B -1
		Stop
	}
}

Actor Lexicon_TMR1_TallRedColumn : TallRedColumn
{
	States
	{
	Spawn:
		LX59 C -1
		Stop
	}
}

Actor Lexicon_TMR1_ShortRedColumn : ShortRedColumn
{
	States
	{
	Spawn:
		LX59 D -1
		Stop
	}
}

Actor Lexicon_TMR1_SkullColumn : SkullColumn
{
	States
	{
	Spawn:
		LX59 E -1
		Stop
	}
}

Actor Lexicon_TMR1_Stalagtite : Stalagtite
{
	States
	{
	Spawn:
		LX59 F -1
		Stop
	}
}

Actor Lexicon_TMR1_CommanderKeen : CommanderKeen
{
	Radius 28
	-SPAWNCEILING
	-NOGRAVITY
	+NOBLOOD
	PainSound "TMR1/DSKEENPN"
	DeathSound "TMR1/DSKEENDT"
	States
	{
	Spawn:
		LX59 G 6 Bright 
	Spawn2:
		LX59 GHIJKLM 6 Bright 
		loop
	Pain:
		LX59 A 0 A_Pain
		goto Spawn2
	Death:
		LX59 N 6 Bright A_Scream
		LX59 OP 6 Bright 
		LX59 Q 6 
		LX59 R 6 A_KeenDie
		LX59 S -1 
		stop
	}
}

Actor Lexicon_TMR1_WolfensteinSS
{
	MONSTER
	-COUNTKILL
	Health 1
	Radius 16
	Height 16
	States
	{
	Spawn:
		TNT1 A 1
		Loop
	Death:
		//TNT1 A 1 A_KillTarget
		TNT1 A 0 A_BrainDie
		Stop
	}
}

Actor Lexicon_TMR1_BossBrain : BossBrain
{
	DeathSound "TMR1/DSBOSDTH"
	States
	{
	Death:
		BBRN A 0 A_BrainScream
		BBRN A 100 A_PlaySound("TMR1/DSBOSDTH", CHAN_VOICE, 1.0, 0, ATTN_NONE)
		BBRN AA 10
		BBRN A -1 A_BrainDie
		Stop
	}
}

Actor Lexicon_TMR1_BossEye : BossEye
{
	States
	{
	See:
		SSWV A 181 A_PlaySound("TMR1/DSBOSSIT", CHAN_VOICE, 1.0, 0, ATTN_NONE)
		SSWV A 150 A_BrainSpit("Lexicon_TMR1_SpawnShot")
		Wait
	}
}

ACTOR Lexicon_TMR1_SpawnShot : SpawnShot { SeeSound "TMR1/DSBOSPIT" }