ACTOR Lexicon_DSV2_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 "$DSV2_TAG_PISTOL"
	Radius 20
	Height 16
	States
	{
	Ready:
		LY02 Y 1 A_WeaponReady
		Loop
	Deselect:
		LY02 Y 1 A_Lower
		Loop
	Select:
		LY02 Y 1 A_Raise
		Loop
	Fire:
		LY02 Y 0
		LY02 Z 0 A_PlaySound("DSV2/DSPISTOL",CHAN_WEAPON)
		LY02 Z 0 A_FireBullets(5.6,0,1,5)
		LY02 Z 6 Bright A_GunFlash
		LY02 "[" 0 A_PlaySound("DSV2/DSPISTOL",CHAN_WEAPON)
		LY02 "[" 0 A_FireBullets(5.6,0,1,5)
		LY02 "[" 6 Bright A_GunFlash
		LY02 Y 5 A_ReFire
		goto Ready
	Flash:
		TNT1 A 6 Bright A_Light1
		TNT1 A 0 A_Light0
		stop
 	Spawn:
		PIST A -1
		Stop
	}
}

ACTOR Lexicon_DSV2_Chainsaw : Weapon
{
	Weapon.Kickback 0
	Weapon.SelectionOrder 2200
	Weapon.SlotNumber 1
	Weapon.UpSound "DSV2/DSSAWUP"
	Weapon.ReadySound "DSV2/DSSAWIDL"
	Inventory.PickupMessage "$DSV2_MSG_CHAINSAW"
	Obituary "$OB_MPCHAINSAW"
	Tag "$DSV2_TAG_CHAINSAW"
	+WEAPON.MELEEWEAPON		
	+WEAPON.ALLOW_WITH_RESPAWN_INVUL
	+WEAPON.CHEATNOTWEAPON
	States
	{
	Ready:
		LY02 WX 4 Bright A_WeaponReady
		goto Ready
	Deselect:
		LY02 W 1 Bright A_Lower
		goto Deselect
	Select:
		LY02 W 1 Bright A_Raise
		goto Select
	Fire:
		LY02 T 1 Bright A_Saw("DSV2/DSSAWFUL","DSV2/DSSAWHIT",2,"BulletPuff",SF_NOUSEAMMO)
		LY02 T 0 Bright A_Saw("DSV2/DSSAWFUL","DSV2/DSSAWHIT",2,"BulletPuff",SF_NOUSEAMMO)
		LY02 U 1 Bright A_Saw("DSV2/DSSAWFUL","DSV2/DSSAWHIT",2,"BulletPuff",SF_NOUSEAMMO)
		LY02 U 0 Bright A_Saw("DSV2/DSSAWFUL","DSV2/DSSAWHIT",2,"BulletPuff",SF_NOUSEAMMO)
		LY02 V 1 Bright A_Saw("DSV2/DSSAWFUL","DSV2/DSSAWHIT",2,"BulletPuff",SF_NOUSEAMMO)
		LY02 U 0 Bright A_ReFire
		goto Ready
	Spawn:
		LY02 S -1 Bright
		Stop
	}
}

ACTOR Lexicon_DSV2_Shotgun : DoomWeapon
{
	Weapon.SelectionOrder 1300
	Weapon.AmmoUse 1
	Weapon.AmmoGive 8
	Weapon.AmmoType "Shell"
	Weapon.SlotNumber 3
	Weapon.SlotPriority 0
	+WEAPON.CHEATNOTWEAPON
	Inventory.PickupMessage "$GOTSHOTGUN"
	Obituary "$OB_MPSHOTGUN"
	Tag "$TAG_SHOTGUN"
	States
	{
	Ready:
		SHTG A 1 A_WeaponReady
		Loop
	Deselect:
		SHTG A 1 A_Lower
		Loop
	Select:
		SHTG A 1 A_Raise
		Loop
	Fire:
		SHTG A 3
		SHTG A 0 A_FireBullets(5.6,0,7,5)
		SHTG A 0 A_PlaySound("DSV2/DSSHOTGN",CHAN_WEAPON)
		SHTG A 7 A_GunFlash
		SHTG BC 5
		SHTG D 4
		SHTG CB 5
		SHTG A 3
		SHTG A 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_DSV2_Chaingun : DoomWeapon
{
	Weapon.SelectionOrder 700
	Weapon.AmmoUse 1
	Weapon.AmmoGive 20
	Weapon.AmmoType "Clip"
	Weapon.SlotNumber 4
	+WEAPON.CHEATNOTWEAPON
	Inventory.PickupMessage "$GOTCHAINGUN"
	Obituary "$OB_MPCHAINGUN"
	Tag "$TAG_CHAINGUN"
	States
	{
	Ready:
		CHGG A 1 A_WeaponReady
		Loop
	Deselect:
		CHGG A 1 A_Lower
		Loop
	Select:
		CHGG A 1 A_Raise
		Loop
	Fire:
		CHGG A 0 A_FireBullets(5.6,0,1,5)
		CHGG A 0 A_PlaySound("DSV2/DSPISTOL",CHAN_WEAPON)
		CHGG A 4 A_GunFlash
		CHGG B 0 A_FireBullets(5.6,0,1,5)
		CHGG B 0 A_PlaySound("DSV2/DSPISTOL",CHAN_WEAPON)
		CHGG B 4 A_GunFlash("Flash2")
		CHGG B 0 A_ReFire
		Goto Ready
	Flash:
		CHGF A 5 Bright A_Light1
		Goto LightDone
	Flash2:
		CHGF B 5 Bright A_Light2
		Goto LightDone
	Spawn:
		MGUN A -1
		Stop
	}
}

ACTOR Lexicon_DSV2_DeadStick : DeadStick
{
	States
	{
	Spawn:
		LY00 H -1
		Stop
	}
}

ACTOR Lexicon_DSV2_LiveStick : LiveStick
{
	States
	{
	Spawn:
		TNT1 A -1
		Stop
	}
}

ACTOR Lexicon_DSV2_HeadOnAStick : HeadOnAStick
{
	Radius 48
	Height 256
	States
	{
	Spawn:
		LY00 I -1
		Stop
	}
}

ACTOR Lexicon_DSV2_ShortGreenColumn : ShortGreenColumn
{
	States
	{
	Spawn:
		LY00 "[" -1
		Stop
	}
}

ACTOR Lexicon_DSV2_TallRedColumn : TallRedColumn
{
	States
	{
	Spawn:
		LY00 "\" -1
		Stop
	}
}

ACTOR Lexicon_DSV2_ShortRedColumn : ShortRedColumn
{
	-SOLID
	States
	{
	Spawn:
		LY00 J -1
		Stop
	}
}

ACTOR Lexicon_DSV2_Candlestick : Candlestick
{
	Radius 6
	Height 32
	States
	{
	Spawn:
		LY00 K -1
		Stop
	}
}

ACTOR Lexicon_DSV2_Candelabra : Candelabra
{
	Radius 11
	Height 58
	States
	{
	Spawn:
		LY00 L -1
		Stop
	}
}

ACTOR Lexicon_DSV2_HeartColumn : HeartColumn
{
	States
	{
	Spawn:
		LY00 MN 14
		Loop
	}
}

ACTOR Lexicon_DSV2_SkullColumn : SkullColumn
{
	Height 128
	States
	{
	Spawn:
		LY00 O -1
		Stop
	}
}

ACTOR Lexicon_DSV2_EvilEye : EvilEye
{
	States
	{
	Spawn:
		LY00 PQRQ 6 BRIGHT
		Loop
	}
}

ACTOR Lexicon_DSV2_Stalagtite : Stalagtite
{
	Height 128
	States
	{
	Spawn:
		LY00 S -1
		Stop
	}
}

ACTOR Lexicon_DSV2_TechPillar : TechPillar
{
	States
	{
	Spawn:
		LY00 T -1
		Stop
	}
}

ACTOR Lexicon_DSV2_Meat5 : Meat5
{
	States
	{
	Spawn:
		LY00 U -1
		Stop
	}
}

ACTOR Lexicon_DSV2_BigTree : BigTree
{
	States
	{
	Spawn:
		LY00 V -1
		Stop
	}
}

Actor Lexicon_DSV2_BurningBarrel : BurningBarrel
{
	States
	{
	Spawn:
		LY00 WXY 4 BRIGHT
		Loop
	}
}

ACTOR Lexicon_DSV2_TechLamp : TechLamp
{
	Radius 4
	Height 192
	-SOLID
	States
	{
	Spawn:
		LY01 ABCD 4 BRIGHT
		Loop
	}
}

ACTOR Lexicon_DSV2_TechLamp2 : TechLamp2
{
	Radius 4
	Height 72
	-SOLID
	States
	{
	Spawn:
		LY01 EFGH 4 BRIGHT
		Loop
	}
}

ACTOR Lexicon_DSV2_Column : Column
{
	States
	{
	Spawn:
		LY00 Z -1
		Stop
	}
}

Actor Lexicon_DSV2_BossBrain : BossBrain
{
	States
	{
	Spawn:
		TNT1 A 10 A_Look
		goto Spawn
	See:
		TNT1 A 999 A_PlaySound("DSV2/DSBOSSIT", CHAN_VOICE, 1.0, 0, ATTN_NONE)
		stop
	Pain:
		TNT1 A 999 A_PlaySound("DSV2/DSBOSSIT", CHAN_VOICE, 1.0, 0, ATTN_NONE)
		stop
	}
}

Actor Lexicon_DSV2_BossEye : BossEye
{
	States
	{
	Spawn:
		LY02 C 3 Bright A_Chase
		LY02 DAB 3 Bright A_Chase
		goto Spawn
	See:
		LY02 DAB 3 Bright A_Chase
		LY02 C 3 Bright A_Chase
		goto See
	}
}

ACTOR Lexicon_DSV2_Zombieman : Zombieman  
{
	AttackSound "DSV2/DSPISTOL"
	States
	{
	Missile:
		POSS E 10 A_FaceTarget
		POSS F 8 A_CustomBulletAttack(22.5, 0, 1, random(1,5) * 3, "BulletPuff", 0, CBAF_NORANDOM)
		POSS E 8
		goto See
	}
}

ACTOR Lexicon_DSV2_ShotgunGuy : ShotgunGuy  { AttackSound "DSV2/DSSHOTGN" DropItem "Lexicon_DSV2_Shotgun" }
ACTOR Lexicon_DSV2_ChaingunGuy : ChaingunGuy  { AttackSound "DSV2/DSSHOTGN" DropItem "Lexicon_DSV2_Chaingun" }
ACTOR Lexicon_DSV2_SpiderMastermind : SpiderMastermind  { AttackSound "DSV2/DSSHOTGN" }

ACTOR Lexicon_DSV2_Cyberdemon : Cyberdemon 
{
	SeeSound "DSV2/DSCYBSIT"
	States
	{
	See:
		TNT1 A 0 A_PlaySound("DSV2/DSHOOF", CHAN_BODY)
		CYBR AABBCC 3 A_Chase
		CYBR D 3 A_Metal
		CYBR D 3 A_Chase
		Loop
	}
}

Actor Lexicon_DSV2_DeadLostSoul : DeadLostSoul
{
	Health 200
	Speed 12
	Height 64
	ReactionTime 5
	PainChance 5
	Mass 200
	+SOLID
	+SHOOTABLE
	+COUNTKILL
	SeeSound "DSV2/DSSSSIT"
	AttackSound "DSV2/DSBOSCUB"
	PainSound "grunt/pain"
	DeathSound "DSV2/DSSSDTH"
	Obituary "$DSV2_OB_WOLFSS"
	Tag "$DSV2_TAG_WOLFSS"
	States
	{
	Spawn:
		LY03 AB 10 A_Look
		goto Spawn
	See:
		LY03 AABBCCDD 3 A_Chase
		goto See
	Pain:
		LY03 H 3 
		LY03 H 3 A_Pain
		goto See
	Melee:
		LY03 E 4 A_FaceTarget
		LY03 F 4 Bright A_TroopAttack
		LY03 G 3 A_FaceTarget
		LY03 F 4 Bright A_TroopAttack
		LY03 G 3 A_FaceTarget
		LY03 F 4 Bright A_TroopAttack
		goto See
	Missile:
		LY03 E 4 A_FaceTarget
		LY03 F 4 Bright A_TroopAttack
		LY03 G 3 A_FaceTarget
		LY03 F 4 Bright A_TroopAttack
		LY03 G 3 A_FaceTarget
		LY03 F 4 Bright A_TroopAttack
		goto See
	Death:
		LY03 I 5 
		LY03 J 10 A_Scream
		LY03 K 10 A_Fall
		LY03 L 10 
		LY03 M -1 
		stop
	XDeath:
		LY03 N 5 
		LY03 O 5 A_XScream
		LY03 P 5 A_Fall
		LY03 QRSTU 5 
		LY03 V -1 
		stop
	Raise:
		LY03 MLKJI 5 
		goto See
	}
}

Actor Lexicon_DSV2_WolfensteinSS : WolfensteinSS
{
	SeeSound "DSV2/DSSSSIT"
	DeathSound "DSV2/DSSSDTH"
	Obituary "$DSV2_OB_WOLFSS"
	Tag "$DSV2_TAG_WOLFSS"
	States
	{
	Spawn:
		LY03 AB 10 A_Look
		goto Spawn
	See:
		LY03 AABBCCDD 3 A_Chase
		goto See
	Pain:
		LY03 H 3 
		LY03 H 3 A_Pain
		goto See
	Melee:
		LY03 E 4 A_FaceTarget
		LY03 F 4 Bright A_TroopAttack
		LY03 G 3 A_FaceTarget
		LY03 F 4 Bright A_TroopAttack
		LY03 G 3 A_FaceTarget
		LY03 F 4 Bright A_TroopAttack
		goto See
	Missile:
		LY03 E 4 A_FaceTarget
		LY03 F 4 Bright A_TroopAttack
		LY03 G 3 A_FaceTarget
		LY03 F 4 Bright A_TroopAttack
		LY03 G 3 A_FaceTarget
		LY03 F 4 Bright A_TroopAttack
		goto See
	Death:
		LY03 I 5 
		LY03 J 10 A_Scream
		LY03 K 10 A_Fall
		LY03 L 10 
		LY03 M -1 
		stop
	XDeath:
		LY03 N 5 
		LY03 O 5 A_XScream
		LY03 P 5 A_Fall
		LY03 QRSTU 5 
		LY03 V -1 
		stop
	Raise:
		LY03 MLKJI 5 
		goto See
	}
}

ACTOR Lexicon_DSV2_CommanderKeen : CommanderKeen
{
	Health 1500
	Speed 8
	Radius 20
	Height 64
	ReactionTime 5
	PainChance 30
	Mass 400
	-SPAWNCEILING
	+FLOAT
	SeeSound "DSV2/DSKEENPN"
	PainSound "DSV2/DSKEENDT"
	DeathSound "DSV2/DSBOSPIT"
	ActiveSound "DSV2/DSKEENDT"
	Obituary "$DSV2_OB_KEEN"
	Tag "$DSV2_TAG_KEEN"
	States
	{
	Spawn:
		LY02 A 10 Bright A_Look
		goto Spawn
	See:
		LY02 ABCD 3 Bright A_Chase
		goto See
	Pain:
		LY02 H 8 Bright 
		LY02 A 3 Bright A_Pain
		goto See
	Missile:
		LY02 EF 6 Bright A_FaceTarget
		LY02 G 1 Bright A_FatAttack1
		LY02 G 1 Bright A_FatAttack2
		LY02 G 1 Bright A_FatAttack3
		LY02 G 1 Bright A_FaceTarget
		LY02 GG 1 Bright A_SkelMissile
		LY02 G 8 Bright A_SkelMissile
		goto See
	Death:
		LY02 I 5 Bright 
		LY02 J 5 Bright A_Scream
		LY02 K 5 Bright 
		LY02 L 5 Bright A_Fall
		LY02 MNOPQ 5 Bright 
		LY02 R 5 Bright A_BossDeath
		LY02 R 1 Bright 
		stop
	}
}

ACTOR Lexicon_DSV2_Megasphere : Megasphere
{
	States
	{
	Spawn:
		LY01 UVWX 6 BRIGHT
		Loop
	}
}

ACTOR Lexicon_DSV2_Soulsphere : Soulsphere
{
	States
	{
	Spawn:
		LY01 MNOP 6 BRIGHT
		Loop
	}
}

ACTOR Lexicon_DSV2_InvulnerabilitySphere : InvulnerabilitySphere
{
	States
	{
	Spawn:
		LY01 IJKL 6 BRIGHT
		Loop
	}
}

ACTOR Lexicon_DSV2_BlurSphere : BlurSphere
{
	States
	{
	Spawn:
		LY01 QRST 6 BRIGHT
		Loop
	}
}