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

ACTOR Lexicon_VLNT_ArachnotronPlasma : ArachnotronPlasma { SeeSound "VLNT/DSPLASMA" }

ACTOR Lexicon_VLNT_BossBrain : BossBrain
{
	Health 5
	States
	{
	Pain:
		BBRN B 1
		BBRN A -1
		Stop
	Death:
		BBRN A 3
		BBRN A -1 A_BrainDie
		Stop
	}
}

ACTOR Lexicon_VLNT_BossEye : BossEye
{
	DropItem "DoomImp" 255 50
	DropItem "Demon" 255 40
	DropItem "Cacodemon" 255 30
	DropItem "Fatso" 255 30
	DropItem "Spectre" 255 30
	DropItem "HellKnight" 255 24
	DropItem "LexiconActorSpawner1" 255 20
	DropItem "BaronOfHell" 255 10
	DropItem "PainElemental" 255 10
	DropItem "Revenant" 255 10
	DropItem "Archvile" 255  2
}

ACTOR Lexicon_VLNT_PlasmaRifle : PlasmaRifle
{
	Weapon.SlotNumber 6
	+WEAPON.CHEATNOTWEAPON
	States
	{
	Fire:
		TNT1 A 0 A_GunFlash("Flash",GFF_NOEXTCHANGE)
		PLSG A 3 A_FireCustomMissile("Lexicon_VLNT_PlasmaBall")
		PLSG B 20 A_ReFire
		Goto Ready
	Flash:
		TNT1 A 0 A_Light1
		PLSF A 4 Bright A_Jump(128,1)
		Goto LightDone
		PLSF B 4 Bright
		Goto LightDone
	}
}

ACTOR Lexicon_VLNT_PlasmaBall : PlasmaBall { SeeSound "VLNT/DSPLASMA" }

ACTOR Lexicon_VLNT_TallGreenColumn : TallGreenColumn
{
	States
	{
	Spawn:
		LX50 "\" -1
		Stop
	}
}

ACTOR Lexicon_VLNT_TallRedColumn : TallRedColumn
{
	States
	{
	Spawn:
		LX50 "]" -1
		Stop
	}
}

ACTOR Lexicon_VLNT_ShortRedColumn : ShortRedColumn
{
	States
	{
	Spawn:
		LX50 Y -1
		Stop
	}
}

ACTOR Lexicon_VLNT_SkullColumn : SkullColumn
{
	States
	{
	Spawn:
		LX50 "[" -1
		Stop
	}
}

ACTOR Lexicon_VLNT_Stalagtite : Stalagtite
{
	States
	{
	Spawn:
		LX50 Z -1
		Stop
	}
}
