// Imported from lor-zd1.4.pk3 and stripped unused content

//keep this incase if wads will use this format though I'm not sure if mappers are going to stick with mbf21 only or widely compatible to other source ports
/*****************************************************************************
 * Decorations
 ****************************************************************************/
//zandronum hates using Deh_Actors, otherwise I must of done something wrong with my code
actor LargeCorpsePile /*replaces Deh_Actor_166*/ 3101
{
    //$Category Decoration
    Radius 40
    Height 60
    +SOLID

    States
    {
    Spawn:
        POL7 A -1
        Stop
    }
}

actor HumanBBQ1 /*replaces Deh_Actor_167*/ 3102
{
    //$Category Decoration
    Radius 20
    Height 88
    +SOLID
	
    States
    {
    Spawn:
        HBBQ ABC 5 Bright
        Loop
    }
}

actor HumanBBQ2 :  HumanBBQ1 /*replaces Deh_Actor_168*/ 3103
{
    //$Category Decoration
    States
    {
    Spawn:
        HBB2 ABC 5 Bright
        Loop
    }
}

actor HangingBodyBothLegs /*replaces Deh_Actor_169*/ 3104
{
    //$Category Decoration
    Radius 16
    Height 80
    +NOGRAVITY
    +SPAWNCEILING

    States
    {
    Spawn:
        GOR6 A -1
        Stop
    }
}

actor HangingBodyBothLegsSolid : HangingBodyBothLegs /*replaces Deh_Actor_170*/ 3105
{
    //$Category Decoration
    +SOLID
}

actor HangingBodyCrucified /*replaces Deh_Actor_171*/ 3106
{
    //$Category Decoration
    Radius 16
    Height 64
    +NOGRAVITY
    +SPAWNCEILING

    States
    {
    Spawn:
        GOR7 A -1
        Stop
    }
}

actor HangingBodyCrucifiedSolid : HangingBodyCrucified /*replaces Deh_Actor_172*/ 3107
{
    //$Category Decoration
    +SOLID
}

actor HangingBodyArmsBound /*replaces Deh_Actor_173*/ 3108
{
    //$Category Decoration
    Radius 16
    Height 72
    +NOGRAVITY
    +SPAWNCEILING

    States
    {
    Spawn:
        GOR8 A -1
        Stop
    }
}

actor HangingBodyArmsBoundSolid : HangingBodyArmsBound /*replaces Deh_Actor_174*/ 3109
{
    //$Category Decoration
    +SOLID
}

actor HangingBaronOfHell /*replaces Deh_Actor_175*/ 3110
{
    //$Category Decoration
    Radius 16
    Height 80
    +NOGRAVITY
    +SPAWNCEILING

    States
    {
    Spawn:
        GORA A -1
        Stop
    }
}

actor HangingBaronOfHellSolid : HangingBaronOfHell /*replaces Deh_Actor_176*/ 3111
{
    //$Category Decoration
    +SOLID
}

actor HangingChainedBody /*replaces Deh_Actor_177*/ 3112
{
    //$Category Decoration
    Radius 16
    Height 84
    +NOGRAVITY
    +SPAWNCEILING

    States
    {
    Spawn:
        HDB7 A -1
        Stop
    }
}

actor HangingChainedBodySolid : HangingChainedBody /*replaces Deh_Actor_178*/ 3113
{
    //$Category Decoration
    +SOLID
}

actor HangingChainedTorso /*replaces Deh_Actor_179*/ 3114
{
    //$Category Decoration
    Radius 16
    Height 52
    +NOGRAVITY
    +SPAWNCEILING

    States
    {
    Spawn:
        HDB8 A -1
        Stop
    }
}

actor HangingChainedTorsoSolid : HangingChainedTorso /*replaces Deh_Actor_180*/ 3115
{
    //$Category Decoration
    +SOLID
}

actor SkullPoleTrio /*replaces Deh_Actor_181*/ 3116
{
    //$Category Decoration
	Radius 20
	Height 48
	+SOLID

    States
    {
    Spawn:
        POLA A -1
        Stop
    }
}

actor SkullGibs /*replaces Deh_Actor_182*/ 3117
{
    //$Category Decoration
	Radius 24
	Height 10
	+NOBLOCKMAP
	+MOVEWITHSECTOR

    States
    {
    Spawn:
        POB6 A -1
        Stop
    }
}


/*****************************************************************************
 * nature
 ****************************************************************************/
actor GrayStalagmite /*replaces Deh_Actor_165*/ 3100
{
    //$Category Obstacles
    Radius 16
    Height 40
	ProjectilePassHeight -16
    +SOLID

    States
    {
    Spawn:
        SMT2 A -1
        Stop
    }
}

actor BushShort /*replaces Deh_Actor_183*/ 3118
{
    //$Category Decoration
    Radius 12
    Height 20
    +SOLID

    States
    {
    Spawn:
        BSH1 A -1
        Stop
    }
}

actor BushShortBurned1 /*replaces Deh_Actor_184*/ 3119
{
    //$Category Decoration
    Radius 12
    Height 20

    States
    {
    Spawn:
        BSH1 B -1
        Stop
    }
}

actor BushShortBurned2 /*replaces Deh_Actor_185*/ 3120
{
    //$Category Decoration
    Radius 12
    Height 20
	
    States
    {
    Spawn:
        BSH1 C -1
        Stop
    }
}

actor BushTall /*replaces Deh_Actor_186*/ 3121
{
    //$Category Decoration
    Radius 12
    Height 60
    +SOLID

    States
    {
    Spawn:
        BSH2 A -1
        Stop
    }
}

actor BushTallBurned1 /*replaces Deh_Actor_187*/ 3122
{
    //$Category Decoration
    Radius 12
    Height 16

    States
    {
    Spawn:
        BSH2 B -1
        Stop
    }
}

actor BushTallBurned2 /*replaces Deh_Actor_188*/ 3123
{
    //$Category Decoration
    Radius 12
    Height 16

    States
    {
    Spawn:
        BSH2 C -1
        Stop
    }
}

actor CaveRockColumn /*replaces Deh_Actor_189*/ 3124
{
    //$Category Obstacles
    Radius 24
    Height 90
    +SOLID

    States
    {
    Spawn:
        STMI A -1
        Stop
    }
}

actor CaveStalagmiteLarge /*replaces Deh_Actor_190*/ 3125
{
    //$Category Obstacles
	Radius 16
	Height 90
	ProjectilePassHeight -16
    +SOLID

    States
    {
    Spawn:
        STG1 A -1
        Stop
    }
}

actor CaveStalagmiteMedium /*replaces Deh_Actor_191*/ 3126
{
    //$Category Obstacles
	Radius 16
	Height 68
	ProjectilePassHeight -16
    +SOLID

    States
    {
    Spawn:
        STG2 A -1
        Stop
    }
}

actor CaveStalagmiteSmall /*replaces Deh_Actor_192*/ 3127
{
    //$Category Obstacles
    Radius 8
    Height 40
    +SOLID

    States
    {
    Spawn:
        STG3 A -1
        Stop
    }
}

actor CaveStalactiteLarge /*replaces Deh_Actor_193*/ 3128
{
    //$Category Obstacles
    Radius 16
    Height 112
    +SPAWNCEILING
    +NOGRAVITY

    States
    {
    Spawn:
        STC1 A -1
        Stop
    }
}

actor CaveStalactiteLargeSolid : CaveStalactiteLarge /*replaces Deh_Actor_194*/ 3129
{
    //$Category Obstacles
    +SOLID
}

actor CaveStalactiteMedium /*replaces Deh_Actor_195*/ 3130
{
    //$Category Obstacles
    Radius 12
    Height 64
    +SPAWNCEILING
    +NOGRAVITY

    States
    {
    Spawn:
        STC2 A -1
        Stop
    }
}

actor CaveStalactiteMediumSolid : CaveStalactiteMedium /*replaces /*Deh_Actor_196*/ 3131
{
    //$Category Obstacles
    +SOLID
}

actor CaveStalactiteSmall /*replaces /*Deh_Actor_197*/ 3132
{
    //$Category Obstacles
    Radius 8
    Height 32
    +SPAWNCEILING
    +NOGRAVITY

    States
    {
    Spawn:
        STC3 A -1
        Stop
    }
}

actor CaveStalactiteSmallSolid : CaveStalactiteSmall /*replaces /*Deh_Actor_198*/ 3133
{
    //$Category Obstacles
    +SOLID
}

/*****************************************************************************
 * tech
 ****************************************************************************/

actor OfficeChair /*replaces /*Deh_Actor_199*/ 3134
{
    //$Category Obstacles
    Radius 12
    Height 28
    +SOLID

    States
    {
    Spawn:
        CHR1 A -1
        Stop
    }
}

actor OfficeLamp /*replaces /*Deh_Actor_200*/ 3135
{
    //$Category Light sources
    Radius 12
    Height 52
    Health 20
    Mass 65536
    DeathSound "sounds/lampbreak"
    +SOLID
    +SHOOTABLE
    +NOBLOOD

    States
    {
    Spawn:
        LAMP A -1 Bright
        Stop
    Death:
		LAMP B 3 Bright A_Scream
        LAMP B 3 Bright A_Fall
    DeathLoop:
        LAMP CD 5 Bright
        Loop
    }
}

actor CeilingLamp /*replaces Deh_Actor_203*/ 3137
{
    //$Category Light sources
    Radius 12
    Height 32
    +SPAWNCEILING
    +NOGRAVITY

    States
    {
    Spawn:
        TLP6 A -1 Bright
        Stop
    }
}

actor CandelabraShort /*replaces Deh_Actor_204*/ 3138
{
    //$Category Light sources
    Radius 16
    Height 20
    +SOLID

    States
    {
    Spawn:
        CBR2 A -1 Bright
        Stop
    }
}