ACTOR Lexicon_UACU_WolfensteinSS : WolfensteinSS
{
	Health 2500
	Speed 14
	Radius 40
	Height 110
	PainChance 35
	Mass 600
	+JUSTHIT
	+JUSTATTACKED
	SeeSound "UACU/DSSSSIT"
	AttackSound "UACU/DSOOF"
	PainSound "demon/pain"
	DeathSound "UACU/DSSSDTH"
	ActiveSound ""
	Tag "$UACU_TAG_WOLFSS"
	Obituary "$UACU_OB_WOLFSS"
	States
	{
	Spawn:
		LX29 AB 10 A_Look
		Loop
	See:
		LX29 AABBCCDD 2 A_Chase
		loop
	Pain:
		LX29 H 3 
		LX29 H 3 A_Pain
		goto See
	Missile:
		LX29 EE 4 A_FaceTarget
		LX29 F 1 A_FatAttack1
		LX29 F 3 A_FatAttack2
		LX29 GG 4 
		goto See
	Death:
		LX29 I 5 
		LX29 J 5 A_Scream
		LX29 K 5 A_Fall
		LX29 LM 5 
		LX29 NOPQRSTU 5 
		LX29 V -1 
		stop
	XDeath:
		LX29 NOPQRSTU 5 
		LX29 V -1 
		stop
	Raise:
		LX29 MLKJI 5 
		goto See
	}
}

ACTOR Lexicon_UACU_BossBrain : BossBrain 
{
	Health 1250
	States
	{
	Spawn:
		LX30 A -1
		Stop
	Pain:
		LX30 B 36 A_BrainPain
		Goto Spawn
	Death:
		LX30 A 100 A_BrainScream
		LX30 AA 10
		LX30 A -1 A_BrainDie
		Stop
	}
}

ACTOR Lexicon_UACU_ShortBlueTorch : ShortBlueTorch
{
	Health 8000
	PainChance 255
	Mass 10000
	+SHOOTABLE
	States
	{
	Spawn:
		SMBT G 4 Bright A_Look
		goto Spawn
	See:
		SMBT H 4 Bright A_Chase
		SMBT G 4 Bright A_Look
		goto Spawn
	Pain:
		SMBT H 4 Bright A_Chase
		SMBT G 4 Bright A_Look
		goto Spawn
	Melee:
		SMBT I 4 Bright A_FaceTarget
		SMBT J 4 Bright A_TroopAttack
		goto Melee
	Missile:
		SMBT I 4 Bright A_FaceTarget
		SMBT J 4 Bright A_TroopAttack
		goto Melee
	}
}

ACTOR Lexicon_UACU_BloodyTwitch : BloodyTwitch
{
	States
	{
	Spawn:
		LX30 ABC 10 
		goto Spawn
	}
}

ACTOR Lexicon_UACU_NonsolidTwitch : NonsolidTwitch
{
	RenderStyle "Translucent"
	Alpha 0.5
	States
	{
	Spawn:
		LX30 DEF 10 
		goto Spawn
	}
}

ACTOR Lexicon_UACU_TallGreenColumn : TallGreenColumn
{
	States
	{
	Spawn:
		LX30 C -1
		Stop
	}
}

ACTOR Lexicon_UACU_RedCard : CustomInventory
{
	Inventory.PickupMessage "$GOTREDCARD"
	States
	{
	Spawn:
		LX28 Y 10
		LX28 Z 10 bright
		Loop
	Pickup:
		TNT1 A 0 ACS_NamedExecuteAlways("SharedKey_Pickup", 0, 0)
		Stop
	}
}

ACTOR Lexicon_UACU_YellowCard : CustomInventory
{
	Inventory.PickupMessage "$GOTYELWCARD"
	States
	{
	Spawn:
		LX28 "[" 10
		LX28 "\" 10 bright
		Loop
	Pickup:
		TNT1 A 0 ACS_NamedExecuteAlways("SharedKey_Pickup", 0, 1)
		Stop
	}
}

ACTOR Lexicon_UACU_BlueCard : CustomInventory
{
	Inventory.PickupMessage "$GOTBLUECARD"
	States
	{
	Spawn:
		LX28 W 10
		LX28 X 10 bright
		Loop
	Pickup:
		TNT1 A 0 ACS_NamedExecuteAlways("SharedKey_Pickup", 0, 2)
		Stop
	}
}

ACTOR Lexicon_UACU_Pistol : DoomWeapon
{
	Weapon.SelectionOrder 1900
	Weapon.AmmoUse 1
	Weapon.AmmoGive 20
	Weapon.AmmoType "Clip"
	Weapon.SlotNumber 2
	Obituary "$OB_MPPISTOL"
	+WEAPON.WIMPY_WEAPON
	+WEAPON.ALLOW_WITH_RESPAWN_INVUL
	+WEAPON.CHEATNOTWEAPON
	Inventory.Pickupmessage "$PICKUP_PISTOL_DROPPED"
	Tag "$TAG_PISTOL"
	Radius 20
	Height 16
	States
	{
	Ready:
		LX28 A 1 A_WeaponReady
		Loop
	Deselect:
		LX28 A 1 A_Lower
		Loop
	Select:
		LX28 A 1 A_Raise
		Loop
	Fire:
		LX28 A 4
		LX28 B 6 A_FirePistol
		LX28 C 4
		LX28 D 5 A_ReFire
		Goto Ready
	Flash:
		PISF A 7 Bright A_Light1
		Goto LightDone
		PISF A 7 Bright A_Light1
		Goto LightDone
 	Spawn:
		PIST A -1
		Stop
	}
}

ACTOR Lexicon_UACU_Chainsaw : Weapon
{
	Weapon.Kickback 0
	Weapon.SelectionOrder 2200
	Weapon.UpSound "weapons/sawup"
	Weapon.ReadySound "weapons/sawidle"
	Weapon.SlotNumber 1
	Weapon.SlotPriority 1
	Inventory.PickupMessage "$GOTCHAINSAW"
	Obituary "$OB_MPCHAINSAW"
	Tag "$TAG_CHAINSAW"
	+WEAPON.MELEEWEAPON		
	+WEAPON.ALLOW_WITH_RESPAWN_INVUL
	+WEAPON.CHEATNOTWEAPON
	States
	{
	Ready:
		LX28 IJ 4 A_WeaponReady
		Loop
	Deselect:
		LX28 I 1 A_Lower
		Loop
	Select:
		LX28 I 1 A_Raise
		Loop
	Fire:
		LX28 GH 4 A_Saw
		LX28 H 0 A_ReFire
		Goto Ready
	Spawn:
		CSAW A -1
		Stop
	}
}

ACTOR Lexicon_UACU_Shotgun : DoomWeapon
{
	Weapon.SelectionOrder 1300
	Weapon.AmmoUse 1
	Weapon.AmmoGive 8
	Weapon.AmmoType "Shell"
	Weapon.SlotNumber 3
	Weapon.SlotPriority 0
	Inventory.PickupMessage "$GOTSHOTGUN"
	Obituary "$OB_MPSHOTGUN"
	Tag "$TAG_SHOTGUN"
	+WEAPON.CHEATNOTWEAPON
	States
	{
	Ready:
		LX28 S 1 A_WeaponReady
		Loop
	Deselect:
		LX28 S 1 A_Lower
		Loop
	Select:
		LX28 S 1 A_Raise
		Loop
	Fire:
		LX28 S 3
		LX28 S 7 A_FireShotgun
		LX28 TU 5
		LX28 V 4
		LX28 UT 5
		LX28 S 3
		LX28 S 7 A_ReFire
		Goto Ready
	Flash:
		SHTF A 4 Bright A_Light1
		SHTF B 3 Bright A_Light2
		Goto LightDone
	Spawn:
		SHOT A -1
		Stop
	}
}

ACTOR Lexicon_UACU_SuperShotgun : DoomWeapon
{
	Weapon.SelectionOrder 400
	Weapon.AmmoUse 2
	Weapon.AmmoGive 8
	Weapon.AmmoType "Shell"
	Weapon.SlotNumber 3
	Weapon.SlotPriority 1
	Inventory.PickupMessage "$GOTSHOTGUN2"
	Obituary "$OB_MPSSHOTGUN"
	Tag "$TAG_SUPERSHOTGUN"
	+WEAPON.CHEATNOTWEAPON
	States
	{
	Ready:
		LX28 K 1 A_WeaponReady
		Loop
	Deselect:
		LX28 K 1 A_Lower
		Loop
	Select:
		LX28 K 1 A_Raise
		Loop
	Fire:
		LX28 K 3
		LX28 K 7 A_FireShotgun2
		LX28 L 7
		LX28 M 7 A_CheckReload
		LX28 N 7 A_OpenShotgun2
		LX28 O 7
		LX28 P 7 A_LoadShotgun2
		LX28 Q 6
		LX28 R 6 A_CloseShotgun2
		LX28 K 5 A_ReFire
		Goto Ready
	// unused states
		LX28 F 7
		LX28 K 3
		Goto Deselect
	Flash:
		SHT2 I 4 Bright A_Light1
		SHT2 J 3 Bright A_Light2
		Goto LightDone
	Spawn:
		SGN2 A -1
		Stop
	}
}

ACTOR Lexicon_UACU_PlasmaRifle : DoomWeapon
{
	Weapon.SelectionOrder 100
	Weapon.AmmoUse 1
	Weapon.AmmoGive 40
	Weapon.AmmoType "Cell"
	Weapon.SlotNumber 6
	Inventory.PickupMessage "$GOTPLASMA"
	Tag "$TAG_PLASMARIFLE"
	+WEAPON.CHEATNOTWEAPON
	States
	{
	Ready:
		PLSG A 1 A_WeaponReady
		Loop
	Deselect:
		PLSG A 1 A_Lower
		Loop
	Select:
		PLSG A 1 A_Raise
		Loop
	Fire:
		PLSG A 3 A_FirePlasma
		LX28 F 20 A_ReFire
		Goto Ready
	Flash:
		PLSF A 4 Bright A_Light1
		Goto LightDone
		PLSF B 4 Bright A_Light1
		Goto LightDone
	Spawn:
		PLAS A -1
		Stop
	}
}

ACTOR Lexicon_UACU_ShotgunGuy : ShotgunGuy { DropItem "Lexicon_UACU_Shotgun" }