Actor HealthBonusPurple : HealthBonus 3500
{
	States
	{
	Spawn:
	ABON ABC 6
	ABON D 6 BRIGHT
	ABON CB 6
	Loop
	}
}

Actor ArmorBonusPurple : ArmorBonus 3501
{
	States
	{
	Spawn:
	BON2 ABC 6
	BON2 D 6 BRIGHT
	BON2 CB 6
	Loop
	}

}

ACTOR Pulveriser : Chaingun 3502
{
   Weapon.SlotNumber 4
   Inventory.PickupMessage "You got the Pulversier"
   States
   {
   Ready:
     PULV A 1 A_WeaponReady
     Loop
   Deselect:
     PULV A 1 A_Lower
     Loop
   Select:
     PULV A 1 A_Raise
     Loop
   Fire:
     PULV AB 2 A_FireCGun
     PULV B 0 A_ReFire
     Goto Ready
   Flash:
     PULV C 3 Bright A_Light1
     Goto LightDone
     PULV D 3 Bright A_Light1
     Goto LightDone
   Spawn:
     PULV E -1
     Stop
   }
}


ACTOR DarkTeeth : DoomWeapon 3503
{
  Inventory.PickupMessage "Dark Teeth Pierce Your Flesh"
  Weapon.SelectionOrder 2200
  Weapon.AmmoGive1 20
  Weapon.AmmoType "Clip"
  Weapon.AmmoUse 1
  Weapon.SlotNumber 1
  //Weapon.MinSelectionAmmo1 0
  Weapon.KickBack 0
  AttackSound "arsinikk/teeth-fire"
  Weapon.UpSound "arsinikk/teeth-raise"
  
  States
  {
  Ready:
	TETH A 1 A_WeaponReady
	Loop
  Select:
	TETH A 2 A_Raise
	Loop
  Deselect:
	TETH A 1 A_Lower
	Loop
  Fire:
	  TETH A 3
	  TETH B 0 BRIGHT A_FireBullets(5.6, 0, 7, 5)
	  TETH B 0 BRIGHT A_GunFlash
	  TETH B 0 BRIGHT A_CheckReload
	  TETH B 0 BRIGHT A_FireBullets(5.6, 0, 7, 5)
	  TETH B 0 BRIGHT A_GunFlash
	  TETH B 0 BRIGHT A_CheckReload
	  TETH B 0 BRIGHT A_FireBullets(5.6, 0, 7, 5)
	  TETH B 0 BRIGHT A_GunFlash
	  TETH B 0 BRIGHT A_CheckReload
	  TETH B 0 BRIGHT A_FireBullets(5.6, 0, 7, 5)
	  TETH B 0 BRIGHT A_GunFlash
	  TETH B 0 BRIGHT A_CheckReload
	  TETH B 0 BRIGHT A_FireBullets(5.6, 0, 7, 5)
	  TETH B 0 BRIGHT A_GunFlash
	  TETH B 0 BRIGHT A_CheckReload
	  TETH B 0 BRIGHT A_FireBullets(5.6, 0, 1, 5, "BulletPuff")
	  TETH B 0 BRIGHT A_CheckReload
	  TETH B 0 BRIGHT A_FireBullets(5.6, 0, 1, 5, "BulletPuff")
	  TETH B 0 BRIGHT A_CheckReload
	  TETH B 0 BRIGHT A_FireBullets(5.6, 0, 1, 5, "BulletPuff")
	  TETH B 0 BRIGHT A_CheckReload
	  TETH B 0 BRIGHT A_FireBullets(5.6, 0, 1, 5, "BulletPuff")
	  TETH B 0 BRIGHT A_CheckReload
	  TETH B 0 BRIGHT A_FireBullets(5.6, 0, 1, 5, "BulletPuff")
	  TETH B 0 BRIGHT A_CheckReload
	  TETH B 0 BRIGHT A_FireBullets(5.6, 0, 1, 5, "BulletPuff")
	  TETH B 0 BRIGHT A_CheckReload
	  TETH B 0 BRIGHT A_FireBullets(5.6, 0, 1, 5, "BulletPuff")
	  TETH B 0 BRIGHT A_CheckReload
	  TETH B 0 BRIGHT A_FireBullets(5.6, 0, 1, 5, "BulletPuff")
	  TETH B 0 BRIGHT A_CheckReload
	  TETH B 0 BRIGHT A_FireBullets(5.6, 0, 1, 5, "BulletPuff")
	  TETH B 0 BRIGHT A_CheckReload
	  TETH B 0 BRIGHT A_FireBullets(5.6, 0, 1, 5, "BulletPuff")
	  TETH B 0 BRIGHT A_CheckReload
	  TETH B 0 BRIGHT A_FireBullets(5.6, 0, 1, 5, "BulletPuff")
	  TETH B 0 BRIGHT A_CheckReload
	  TETH B 0 BRIGHT A_FireBullets(5.6, 0, 1, 5, "BulletPuff")
	  TETH B 0 BRIGHT A_CheckReload
	  TETH B 0 BRIGHT A_FireBullets(5.6, 0, 1, 5, "BulletPuff")
	  TETH B 0 BRIGHT A_CheckReload
	  TETH B 0 BRIGHT A_FireBullets(5.6, 0, 1, 5, "BulletPuff")
	  TETH B 0 BRIGHT A_CheckReload
	  TETH B 0 BRIGHT A_FireBullets(5.6, 0, 1, 5, "BulletPuff")
	  TETH B 0 BRIGHT A_CheckReload
	  TETH A 10
	  TETH C 10 A_CheckReload
	  TETH D 10 A_StartSound("arsinikk/teeth-load", CHAN_WEAPON)
	  TETH E 10
	  TETH F 10 A_StartSound("arsinikk/teeth-load", CHAN_WEAPON)
	  Goto Ready
  Flash:
	  TETH B 5 BRIGHT A_Light1
	  TNT1 A 1 A_Light0
	  Goto LightDone
  Spawn:
	  TETH G 6
	  TETH H 6
	  TETH I 6
	  TETH J 6
	  Loop
  }
}

ACTOR DarkShadow 3504
{
  Health 100
  PainChance 180
  Speed 12
  Radius 20
  Height 56
  Mass 400
  Monster
  +FLOORCLIP
  SeeSound "arsinikk/shadow-wake"
  PainSound "arsinikk/shadow-pain"
  DeathSound "arsinikk/shadow-death"
  ActiveSound "arsinikk/shadow-active"
  Obituary "%o was slain by a shadow."
  States
  {
  Spawn:
    ARSS AB 10 A_Look
    Loop
  See:
    ARSS AABBCCDD 2 Fast A_Chase
    Loop
  Melee:
    ARSS E 0 Fast A_FaceTarget
	ARSS E 0 A_StartSound("arsinikk/shadow-swing", CHAN_WEAPON)
	ARSS E 4 Fast A_FaceTarget
	ARSS F 4 Fast A_FaceTarget
	ARSS E 4 A_CustomMeleeAttack(random(1, 10) * 6, "arsinikk/shadow-hit")
    Goto See
  Pain:
    ARSS H 2 Fast
    ARSS H 2 Fast A_Pain
    Goto See
  Death:
    ARSS I 8
    ARSS J 8 A_Scream
    ARSS K 4
    ARSS L 4 A_NoBlocking
    ARSS M 4
    ARSS N -1
    Stop
  Raise:
    ARSS N 5
    ARSS MLKJI 5
    Goto See
  }
}

ACTOR BloodSucker 3505
{
  Health 130
  PainChance 180
  Speed 15
  Radius 20
  Height 56
  Mass 400
  Damage 6
  Monster
  +FLOORCLIP
  SeeSound "arsinikk/sucker-wake"
  PainSound "arsinikk/sucker-pain"
  DeathSound "arsinikk/sucker-death"
  ActiveSound "arsinikk/sucker-active"
  Obituary "%o was spooked by a bloodsucker."
  States
  {
  Spawn:
    BSKR AB 10 A_Look
    Loop
  See:
    BSKR AABBCCDD 2 A_Chase
    Loop
  Melee:
    BSKR E 10 A_FaceTarget
	BSKR F 8 A_SkullAttack
	BSKR G 4
    Goto Melee+1
  Pain:
    BSKR H 2
    BSKR H 2 A_Pain
    Goto Melee
  Death:
    BSKR I 8
    BSKR J 8 A_Scream
    BSKR K 4
    BSKR L 4 A_NoBlocking
    BSKR M 4
    BSKR N -1
    Stop
  Raise:
    BSKR N 5
    BSKR MLKJI 5
    Goto See
  }
}

ACTOR MachineGunner 3506
{
  Health 70
  Radius 20
  Height 56
  Mass 100
  Speed 8
  PainChance 170
  Monster
  +FLOORCLIP
  SeeSound "shotguy/sight"
  PainSound "shotguy/pain"
  DeathSound "shotguy/death"
  ActiveSound "shotguy/active"
  AttackSound "chainguy/attack"
  Obituary "%o was shredded by a machinegunner."
  Dropitem "Clip"
  States
  {
  Spawn:
    GUNR AB 10 A_Look
    Loop
  See:
    GUNR AABBCCDD 3 A_Chase
    Loop
  Missile:
    GUNR E 5 A_FaceTarget
    GUNR FE 5 Bright A_CPosAttack
    GUNR F 1 A_CPosRefire
    Goto Missile+1
  Pain:
    GUNR G 3
    GUNR G 3 A_Pain
    Goto See
  Death:
    GUNR H 5
    GUNR I 5 A_Scream
    GUNR J 5 A_NoBlocking
    GUNR K 5
    GUNR L -1
    Stop
  XDeath:
    GUNR O 5 
    POSS P 5 A_XScream
    POSS Q 5 A_NoBlocking
    POSS RST 5
    POSS U -1
    Stop
  Raise:
    GUNR L 5
    GUNR KJIH 5
    Goto See
  }
}

Actor Rain_Spawner 3507
{	
	Radius 16
	Height 16
	Mass 100
	
	+SPAWNCEILING
	+NOBLOCKMAP
	+NOGRAVITY
	
	States
	{
	Spawn:
		TNT1 A 0 A_SpawnItemEX("Rain_SFX", 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0)
		Goto Check
	Check:
		TNT1 A 1
		TNT1 A 1 A_CheckRange(2048, "Delay", true)
		TNT1 A 0 A_SpawnItemEX("Rain_SFX", 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0)
		Goto Rain
	Delay:
		TNT1 A 35
		Goto Check
	Rain:
		TNT1 A 0 A_SpawnItemEX("Rain_SFX", 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0)
		TNT1 A 0 A_Jump(26, "Rain1")
		TNT1 A 0 A_Jump(26, "Rain2")
		TNT1 A 0 A_Jump(26, "Rain3")
		TNT1 A 0 A_Jump(26, "Rain4")
		TNT1 A 0 A_Jump(26, "Rain5")
		TNT1 A 0 A_Jump(26, "Rain6")
		TNT1 A 0 A_Jump(26, "Rain7")
		TNT1 A 0 A_Jump(26, "Rain8")
		TNT1 A 0 A_Jump(26, "Rain9")
		TNT1 A 0 A_Jump(26, "Rain10")
		TNT1 A 0 A_Jump(26, "Rain11")
		TNT1 A 0 A_Jump(26, "Rain12")
		TNT1 A 0 A_Jump(26, "Rain13")
		TNT1 A 0 A_Jump(26, "Rain14")
		TNT1 A 0 A_Jump(26, "Rain15")
		TNT1 A 0 A_Jump(26, "Rain16")
		goto Check
	Rain1:
		TNT1 A 0 A_Turn(90)
		TNT1 A 1 A_SpawnItemEx("Raindrop", 16.0, 0.0,  0.0, 0.0, 0.0,   -42.8)
		TNT1 A 9 A_SpawnItemEx("Raindrop", 112.0, -48.0, 0.0, 0.0, 0.0,  -42.2)
		TNT1 A 7 A_SpawnItemEx("Raindrop", -48.0, 0.0,  0.0, 0.0, 0.0,   -42.8)
		TNT1 A 4 A_SpawnItemEx("Raindrop", 96.0, 0.0,  0.0, 0.0, 0.0,   -42.8)
		TNT1 A 2 A_SpawnItemEx("Raindrop", -112.0, 16.0, 0.0, 0.0, 0.0,   -43.0)
		TNT1 A 7 A_SpawnItemEx("Raindrop", 48.0, -64.0, 0.0, 0.0, 0.0,  -42.0)
		TNT1 A 4 A_SpawnItemEx("Raindrop", -64.0, 0.0,  0.0, 0.0, 0.0,   -42.8)
		TNT1 A 9 A_SpawnItemEx("Raindrop", 80.0, -112.0, 0.0, 0.0, 0.0, -41.6)
		TNT1 A 3 A_SpawnItemEx("Raindrop", 96.0, -64.0, 0.0, 0.0, 0.0,  -42.0)
		TNT1 A 1 A_SpawnItemEx("Raindrop", 16.0, -48.0, 0.0, 0.0, 0.0,  -42.2)
		TNT1 A 5 A_SpawnItemEx("Raindrop", -96.0, -96.0, 0.0, 0.0, 0.0,  -41.8)
		TNT1 A 6 A_SpawnItemEx("Raindrop", 128.0, -80.0, 0.0, 0.0, 0.0,  -42.0)
		TNT1 A 2 A_SpawnItemEx("Raindrop", -80.0, 16.0, 0.0, 0.0, 0.0,   -43.0)
		TNT1 A 5 A_SpawnItemEx("Raindrop", 80.0, -16.0, 0.0, 0.0, 0.0,  -42.6)
		TNT1 A 2 A_SpawnItemEx("Raindrop", 96.0, -48.0, 0.0, 0.0, 0.0,  -42.2)
		TNT1 A 9 A_SpawnItemEx("Raindrop", -32.0, -32.0, 0.0, 0.0, 0.0,  -42.4)
		Goto Check
	Rain2:
		TNT1 A 1 A_Turn(90)	
		TNT1 A 1 A_SpawnItemEx("Raindrop", -32.0, 64.0, 0.0, 0.0, 0.0,   -43.6)
		TNT1 A 9 A_SpawnItemEx("Raindrop", 48.0, 80.0, 0.0, 0.0, 0.0,   -43.8)
		TNT1 A 7 A_SpawnItemEx("Raindrop", 0.0, 48.0, 0.0, 0.0, 0.0,   -43.4)
		TNT1 A 4 A_SpawnItemEx("Raindrop", 80.0, -32.0, 0.0, 0.0, 0.0,  -42.4)
		TNT1 A 2 A_SpawnItemEx("Raindrop", 16.0, 48.0, 0.0, 0.0, 0.0,   -23.4)
		TNT1 A 7 A_SpawnItemEx("Raindrop", -16.0, -16.0, 0.0, 0.0, 0.0,  -22.6)
		TNT1 A 4 A_SpawnItemEx("Raindrop", -16.0, 16.0, 0.0, 0.0, 0.0,   -23.0)
		TNT1 A 9 A_SpawnItemEx("Raindrop", -64.0, 112.0, 0.0, 0.0, 0.0,  -23.4)
		TNT1 A 3 A_SpawnItemEx("Raindrop", 80.0, 0.0,  0.0, 0.0, 0.0,   -22.8)
		TNT1 A 1 A_SpawnItemEx("Raindrop", -96.0, 112.0, 0.0, 0.0, 0.0,  -23.4)
		TNT1 A 5 A_SpawnItemEx("Raindrop", 0.0, 80.0, 0.0, 0.0, 0.0,   -23.8)
		TNT1 A 6 A_SpawnItemEx("Raindrop", -32.0, 0.0,  0.0, 0.0, 0.0,   -22.8)
		TNT1 A 2 A_SpawnItemEx("Raindrop", -96.0, -64.0, 0.0, 0.0, 0.0,  -22.0)
		TNT1 A 5 A_SpawnItemEx("Raindrop", 112.0, 112.0, 0.0, 0.0, 0.0,  -23.4)
		TNT1 A 2 A_SpawnItemEx("Raindrop", 96.0, 112.0, 0.0, 0.0, 0.0,  -23.4)
		TNT1 A 9 A_SpawnItemEx("Raindrop", 32.0, 96.0, 0.0, 0.0, 0.0,   -23.2)
		Goto Check
	Rain3:
		TNT1 A 2 A_Turn(90)	
		TNT1 A 1 A_SpawnItemEx("Raindrop", -112.0, 48.0, 0.0, 0.0, 0.0,   -23.4)
		TNT1 A 9 A_SpawnItemEx("Raindrop", -16.0, 64.0, 0.0, 0.0, 0.0,   -23.6)
		TNT1 A 7 A_SpawnItemEx("Raindrop", -80.0, 112.0, 0.0, 0.0, 0.0,  -23.4)
		TNT1 A 4 A_SpawnItemEx("Raindrop", -64.0, -112.0, 0.0, 0.0, 0.0, -41.6)
		TNT1 A 2 A_SpawnItemEx("Raindrop", -48.0, 16.0, 0.0, 0.0, 0.0,   -23.0)
		TNT1 A 7 A_SpawnItemEx("Raindrop", 112.0, 48.0, 0.0, 0.0, 0.0,   -23.4)
		TNT1 A 4 A_SpawnItemEx("Raindrop", -48.0, -32.0, 0.0, 0.0, 0.0,  -22.4)
		TNT1 A 9 A_SpawnItemEx("Raindrop", -48.0, -16.0, 0.0, 0.0, 0.0,  -22.6)
		TNT1 A 3 A_SpawnItemEx("Raindrop", 16.0, 64.0, 0.0, 0.0, 0.0,   -23.6)
		TNT1 A 1 A_SpawnItemEx("Raindrop", -16.0, 96.0, 0.0, 0.0, 0.0,   -23.2)
		TNT1 A 5 A_SpawnItemEx("Raindrop", -32.0, 112.0, 0.0, 0.0, 0.0,  -23.4)
		TNT1 A 6 A_SpawnItemEx("Raindrop", 16.0, 16.0, 0.0, 0.0, 0.0,   -23.0)
		TNT1 A 2 A_SpawnItemEx("Raindrop", 32.0, -16.0, 0.0, 0.0, 0.0,  -22.6)
		TNT1 A 5 A_SpawnItemEx("Raindrop", 16.0, 32.0, 0.0, 0.0, 0.0,   -23.2)
		TNT1 A 2 A_SpawnItemEx("Raindrop", -64.0, -64.0, 0.0, 0.0, 0.0,  -22.0)
		TNT1 A 9 A_SpawnItemEx("Raindrop", -112.0, 112.0, 0.0, 0.0, 0.0,  -23.4)
		Goto Check
	Rain4:
		TNT1 A 3 A_Turn(90)	
		TNT1 A 1 A_SpawnItemEx("Raindrop", -64.0, -80.0, 0.0, 0.0, 0.0,  -22.0)
		TNT1 A 9 A_SpawnItemEx("Raindrop", -48.0, 64.0, 0.0, 0.0, 0.0,   -23.6)
		TNT1 A 7 A_SpawnItemEx("Raindrop", -16.0, 32.0, 0.0, 0.0, 0.0,   -23.2)
		TNT1 A 4 A_SpawnItemEx("Raindrop", -48.0, -48.0, 0.0, 0.0, 0.0,  -22.2)
		TNT1 A 2 A_SpawnItemEx("Raindrop", -96.0, -112.0, 0.0, 0.0, 0.0, -41.6)
		TNT1 A 7 A_SpawnItemEx("Raindrop", 48.0, -16.0, 0.0, 0.0, 0.0,  -22.6)
		TNT1 A 4 A_SpawnItemEx("Raindrop", 48.0, 32.0, 0.0, 0.0, 0.0,   -23.2)
		TNT1 A 9 A_SpawnItemEx("Raindrop", -96.0, -48.0, 0.0, 0.0, 0.0,  -22.2)
		TNT1 A 3 A_SpawnItemEx("Raindrop", 64.0, 80.0, 0.0, 0.0, 0.0,   -23.8)
		TNT1 A 1 A_SpawnItemEx("Raindrop", 128.0, 0.0,  0.0, 0.0, 0.0,   -22.8)
		TNT1 A 5 A_SpawnItemEx("Raindrop", -32.0, -16.0, 0.0, 0.0, 0.0,  -22.6)
		TNT1 A 6 A_SpawnItemEx("Raindrop", 64.0, -96.0, 0.0, 0.0, 0.0,  -21.8)
		TNT1 A 2 A_SpawnItemEx("Raindrop", 64.0, -80.0, 0.0, 0.0, 0.0,  -22.0)
		TNT1 A 5 A_SpawnItemEx("Raindrop", 32.0, 80.0, 0.0, 0.0, 0.0,   -23.8)
		TNT1 A 2 A_SpawnItemEx("Raindrop", 0.0, 0.0,  0.0, 0.0, 0.0,   -22.8)
		TNT1 A 9 A_SpawnItemEx("Raindrop", 112.0, -16.0, 0.0, 0.0, 0.0,  -22.6)
		Goto Check
	Rain5:
		TNT1 A 4 A_Turn(90)	
		TNT1 A 1 A_SpawnItemEx("Raindrop", 48.0, -48.0, 0.0, 0.0, 0.0,  -22.2)
		TNT1 A 9 A_SpawnItemEx("Raindrop", 0.0, -64.0, 0.0, 0.0, 0.0,  -22.0)
		TNT1 A 7 A_SpawnItemEx("Raindrop", 96.0, -96.0, 0.0, 0.0, 0.0,  -21.8)
		TNT1 A 4 A_SpawnItemEx("Raindrop", 96.0, 128.0, 0.0, 0.0, 0.0,  -23.6)
		TNT1 A 2 A_SpawnItemEx("Raindrop", -32.0, 16.0, 0.0, 0.0, 0.0,   -23.0)
		TNT1 A 7 A_SpawnItemEx("Raindrop", 96.0, -80.0, 0.0, 0.0, 0.0,  -22.0)
		TNT1 A 4 A_SpawnItemEx("Raindrop", -80.0, 48.0, 0.0, 0.0, 0.0,   -23.4)
		TNT1 A 9 A_SpawnItemEx("Raindrop", -64.0, 96.0, 0.0, 0.0, 0.0,   -23.2)
		TNT1 A 3 A_SpawnItemEx("Raindrop", 0.0, -32.0, 0.0, 0.0, 0.0,  -22.4)
		TNT1 A 1 A_SpawnItemEx("Raindrop", -16.0, 48.0, 0.0, 0.0, 0.0,   -23.4)
		TNT1 A 5 A_SpawnItemEx("Raindrop", 112.0, -80.0, 0.0, 0.0, 0.0,  -22.0)
		TNT1 A 6 A_SpawnItemEx("Raindrop", 48.0, 64.0, 0.0, 0.0, 0.0,   -23.6)
		TNT1 A 2 A_SpawnItemEx("Raindrop", -96.0, 0.0,  0.0, 0.0, 0.0,   -22.8)
		TNT1 A 5 A_SpawnItemEx("Raindrop", -48.0, 48.0, 0.0, 0.0, 0.0,   -23.4)
		TNT1 A 2 A_SpawnItemEx("Raindrop", 112.0, 32.0, 0.0, 0.0, 0.0,   -23.2)
		TNT1 A 9 A_SpawnItemEx("Raindrop", 112.0, 16.0, 0.0, 0.0, 0.0,   -23.0)
		Goto Check
	Rain6:
		TNT1 A 5 A_Turn(90)	
		TNT1 A 1 A_SpawnItemEx("Raindrop", 0.0, -80.0, 0.0, 0.0, 0.0,  -22.0)
		TNT1 A 9 A_SpawnItemEx("Raindrop", 48.0, -32.0, 0.0, 0.0, 0.0,  -22.4)
		TNT1 A 7 A_SpawnItemEx("Raindrop", 80.0, 48.0, 0.0, 0.0, 0.0,   -23.4)
		TNT1 A 4 A_SpawnItemEx("Raindrop", -80.0, 128.0, 0.0, 0.0, 0.0,  -23.6)
		TNT1 A 2 A_SpawnItemEx("Raindrop", -80.0, 80.0, 0.0, 0.0, 0.0,   -23.8)
		TNT1 A 7 A_SpawnItemEx("Raindrop", 16.0, -96.0, 0.0, 0.0, 0.0,  -21.8)
		TNT1 A 4 A_SpawnItemEx("Raindrop", 128.0, -32.0, 0.0, 0.0, 0.0,  -22.4)
		TNT1 A 9 A_SpawnItemEx("Raindrop", 0.0, -16.0, 0.0, 0.0, 0.0,  -22.6)
		TNT1 A 3 A_SpawnItemEx("Raindrop", -16.0, -96.0, 0.0, 0.0, 0.0,  -21.8)
		TNT1 A 1 A_SpawnItemEx("Raindrop", -80.0, 0.0,  0.0, 0.0, 0.0,   -22.8)
		TNT1 A 5 A_SpawnItemEx("Raindrop", 64.0, -112.0, 0.0, 0.0, 0.0, -41.6)
		TNT1 A 6 A_SpawnItemEx("Raindrop", -112.0, -96.0, 0.0, 0.0, 0.0,  -21.8)
		TNT1 A 2 A_SpawnItemEx("Raindrop", 112.0, 64.0, 0.0, 0.0, 0.0,   -23.6)
		TNT1 A 5 A_SpawnItemEx("Raindrop", -32.0, -48.0, 0.0, 0.0, 0.0,  -22.2)
		TNT1 A 2 A_SpawnItemEx("Raindrop", 128.0, -96.0, 0.0, 0.0, 0.0,  -21.8)
		TNT1 A 9 A_SpawnItemEx("Raindrop", 32.0, 64.0, 0.0, 0.0, 0.0,   -23.6)
		Goto Check
	Rain7:
		TNT1 A 6 A_Turn(90)	
		TNT1 A 1 A_SpawnItemEx("Raindrop", -48.0, 80.0, 0.0, 0.0, 0.0,   -23.8)
		TNT1 A 9 A_SpawnItemEx("Raindrop", 112.0, 0.0,  0.0, 0.0, 0.0,   -22.8)
		TNT1 A 7 A_SpawnItemEx("Raindrop", -32.0, -64.0, 0.0, 0.0, 0.0,  -22.0)
		TNT1 A 4 A_SpawnItemEx("Raindrop", -80.0, 64.0, 0.0, 0.0, 0.0,   -23.6)
		TNT1 A 2 A_SpawnItemEx("Raindrop", 64.0, 112.0, 0.0, 0.0, 0.0,  -23.4)
		TNT1 A 7 A_SpawnItemEx("Raindrop", -48.0, -112.0, 0.0, 0.0, 0.0, -41.6)
		TNT1 A 4 A_SpawnItemEx("Raindrop", 80.0, 64.0, 0.0, 0.0, 0.0,   -23.6)
		TNT1 A 9 A_SpawnItemEx("Raindrop", -16.0, 0.0,  0.0, 0.0, 0.0,   -22.8)
		TNT1 A 3 A_SpawnItemEx("Raindrop", 80.0, 16.0, 0.0, 0.0, 0.0,   -23.0)
		TNT1 A 1 A_SpawnItemEx("Raindrop", -16.0, -112.0, 0.0, 0.0, 0.0, -41.6)
		TNT1 A 5 A_SpawnItemEx("Raindrop", -96.0, -32.0, 0.0, 0.0, 0.0,  -22.4)
		TNT1 A 6 A_SpawnItemEx("Raindrop", 48.0, 128.0, 0.0, 0.0, 0.0,  -23.6)
		TNT1 A 2 A_SpawnItemEx("Raindrop", -112.0, -48.0, 0.0, 0.0, 0.0,  -22.2)
		TNT1 A 5 A_SpawnItemEx("Raindrop", 96.0, 48.0, 0.0, 0.0, 0.0,   -23.4)
		TNT1 A 2 A_SpawnItemEx("Raindrop", -32.0, 48.0, 0.0, 0.0, 0.0,   -23.4)
		TNT1 A 9 A_SpawnItemEx("Raindrop", -80.0, -96.0, 0.0, 0.0, 0.0,  -21.8)
		Goto Check
	Rain8:
		TNT1 A 7 A_Turn(90)	
		TNT1 A 1 A_SpawnItemEx("Raindrop", -64.0, 48.0, 0.0, 0.0, 0.0,   -23.4)
		TNT1 A 9 A_SpawnItemEx("Raindrop", 16.0, 128.0, 0.0, 0.0, 0.0,  -23.6)
		TNT1 A 7 A_SpawnItemEx("Raindrop", 112.0, -96.0, 0.0, 0.0, 0.0,  -21.8)
		TNT1 A 4 A_SpawnItemEx("Raindrop", 32.0, 0.0,  0.0, 0.0, 0.0,   -22.8)
		TNT1 A 2 A_SpawnItemEx("Raindrop", 80.0, 128.0, 0.0, 0.0, 0.0,  -23.6)
		TNT1 A 7 A_SpawnItemEx("Raindrop", -32.0, -112.0, 0.0, 0.0, 0.0, -41.6)
		TNT1 A 4 A_SpawnItemEx("Raindrop", 48.0, 48.0, 0.0, 0.0, 0.0,   -23.4)
		TNT1 A 9 A_SpawnItemEx("Raindrop", 96.0, 32.0, 0.0, 0.0, 0.0,   -23.2)
		TNT1 A 3 A_SpawnItemEx("Raindrop", -96.0, 128.0, 0.0, 0.0, 0.0,  -23.6)
		TNT1 A 1 A_SpawnItemEx("Raindrop", 128.0, -16.0, 0.0, 0.0, 0.0,  -22.6)
		TNT1 A 5 A_SpawnItemEx("Raindrop", 80.0, -64.0, 0.0, 0.0, 0.0,  -22.0)
		TNT1 A 6 A_SpawnItemEx("Raindrop", 80.0, 112.0, 0.0, 0.0, 0.0,  -23.4)
		TNT1 A 2 A_SpawnItemEx("Raindrop", -64.0, -32.0, 0.0, 0.0, 0.0,  -22.4)
		TNT1 A 5 A_SpawnItemEx("Raindrop", 0.0, 112.0, 0.0, 0.0, 0.0,  -23.4)
		TNT1 A 2 A_SpawnItemEx("Raindrop", 32.0, 128.0, 0.0, 0.0, 0.0,  -23.6)
		TNT1 A 9 A_SpawnItemEx("Raindrop", 112.0, -64.0, 0.0, 0.0, 0.0,  -22.0)
		Goto Check
	Rain9:
		TNT1 A 8 A_Turn(90)	
		TNT1 A 1 A_SpawnItemEx("Raindrop", -64.0, -16.0, 0.0, 0.0, 0.0,  -22.6)
		TNT1 A 9 A_SpawnItemEx("Raindrop", 64.0, 96.0, 0.0, 0.0, 0.0,   -23.2)
		TNT1 A 7 A_SpawnItemEx("Raindrop", 96.0, 16.0, 0.0, 0.0, 0.0,   -23.0)
		TNT1 A 4 A_SpawnItemEx("Raindrop", -32.0, -96.0, 0.0, 0.0, 0.0,  -21.8)
		TNT1 A 2 A_SpawnItemEx("Raindrop", 128.0, -64.0, 0.0, 0.0, 0.0,  -22.0)
		TNT1 A 7 A_SpawnItemEx("Raindrop", -112.0, 0.0,  0.0, 0.0, 0.0,   -22.8)
		TNT1 A 4 A_SpawnItemEx("Raindrop", -96.0, 48.0, 0.0, 0.0, 0.0,   -23.4)
		TNT1 A 9 A_SpawnItemEx("Raindrop", 16.0, 112.0, 0.0, 0.0, 0.0,  -23.4)
		TNT1 A 3 A_SpawnItemEx("Raindrop", -80.0, -16.0, 0.0, 0.0, 0.0,  -22.6)
		TNT1 A 1 A_SpawnItemEx("Raindrop", -96.0, -16.0, 0.0, 0.0, 0.0,  -22.6)
		TNT1 A 5 A_SpawnItemEx("Raindrop", -32.0, 128.0, 0.0, 0.0, 0.0,  -23.6)
		TNT1 A 6 A_SpawnItemEx("Raindrop", 128.0, 96.0, 0.0, 0.0, 0.0,   -23.2)
		TNT1 A 2 A_SpawnItemEx("Raindrop", 0.0, -48.0, 0.0, 0.0, 0.0,  -22.2)
		TNT1 A 5 A_SpawnItemEx("Raindrop", 16.0, 80.0, 0.0, 0.0, 0.0,   -23.8)
		TNT1 A 2 A_SpawnItemEx("Raindrop", 48.0, 96.0, 0.0, 0.0, 0.0,   -23.2)
		TNT1 A 9 A_SpawnItemEx("Raindrop", 128.0, 32.0, 0.0, 0.0, 0.0,   -23.2)
		Goto Check
	Rain10:
		TNT1 A 9 A_Turn(90)	
		TNT1 A 1 A_SpawnItemEx("Raindrop", 32.0, -112.0, 0.0, 0.0, 0.0, -41.6)
		TNT1 A 9 A_SpawnItemEx("Raindrop", -96.0, 64.0, 0.0, 0.0, 0.0,   -23.6)
		TNT1 A 7 A_SpawnItemEx("Raindrop", 64.0, -16.0, 0.0, 0.0, 0.0,  -22.6)
		TNT1 A 4 A_SpawnItemEx("Raindrop", -48.0, -64.0, 0.0, 0.0, 0.0,  -22.0)
		TNT1 A 2 A_SpawnItemEx("Raindrop", 64.0, -64.0, 0.0, 0.0, 0.0,  -22.0)
		TNT1 A 7 A_SpawnItemEx("Raindrop", -16.0, 128.0, 0.0, 0.0, 0.0,  -23.6)
		TNT1 A 4 A_SpawnItemEx("Raindrop", 96.0, 64.0, 0.0, 0.0, 0.0,   -23.6)
		TNT1 A 9 A_SpawnItemEx("Raindrop", 0.0, 128.0, 0.0, 0.0, 0.0,  -23.6)
		TNT1 A 3 A_SpawnItemEx("Raindrop", 80.0, -80.0, 0.0, 0.0, 0.0,  -22.0)
		TNT1 A 1 A_SpawnItemEx("Raindrop", 128.0, 16.0, 0.0, 0.0, 0.0,   -23.0)
		TNT1 A 5 A_SpawnItemEx("Raindrop", -64.0, -96.0, 0.0, 0.0, 0.0,  -21.8)
		TNT1 A 6 A_SpawnItemEx("Raindrop", 96.0, -112.0, 0.0, 0.0, 0.0, -41.6)
		TNT1 A 2 A_SpawnItemEx("Raindrop", 128.0, -112.0, 0.0, 0.0, 0.0, -41.6)
		TNT1 A 5 A_SpawnItemEx("Raindrop", 64.0, -48.0, 0.0, 0.0, 0.0,  -22.2)
		TNT1 A 2 A_SpawnItemEx("Raindrop", 16.0, -64.0, 0.0, 0.0, 0.0,  -22.0)
		TNT1 A 9 A_SpawnItemEx("Raindrop", -48.0, 128.0, 0.0, 0.0, 0.0,  -23.6)
		Goto Check
	Rain11:
		TNT1 A 10 A_Turn(90)	
		TNT1 A 1 A_SpawnItemEx("Raindrop", -16.0, -48.0, 0.0, 0.0, 0.0,  -22.2)
		TNT1 A 9 A_SpawnItemEx("Raindrop", 32.0, 16.0, 0.0, 0.0, 0.0,   -23.0)
		TNT1 A 7 A_SpawnItemEx("Raindrop", -16.0, -32.0, 0.0, 0.0, 0.0,  -22.4)
		TNT1 A 4 A_SpawnItemEx("Raindrop", -80.0, -80.0, 0.0, 0.0, 0.0,  -22.0)
		TNT1 A 2 A_SpawnItemEx("Raindrop", 128.0, 112.0, 0.0, 0.0, 0.0,  -23.4)
		TNT1 A 7 A_SpawnItemEx("Raindrop", -112.0, -16.0, 0.0, 0.0, 0.0,  -22.6)
		TNT1 A 4 A_SpawnItemEx("Raindrop", 64.0, 0.0,  0.0, 0.0, 0.0,   -22.8)
		TNT1 A 9 A_SpawnItemEx("Raindrop", 112.0, 96.0, 0.0, 0.0, 0.0,   -23.2)
		TNT1 A 3 A_SpawnItemEx("Raindrop", 16.0, -16.0, 0.0, 0.0, 0.0,  -22.6)
		TNT1 A 1 A_SpawnItemEx("Raindrop", 80.0, -48.0, 0.0, 0.0, 0.0,  -22.2)
		TNT1 A 5 A_SpawnItemEx("Raindrop", -64.0, 32.0, 0.0, 0.0, 0.0,   -23.2)
		TNT1 A 6 A_SpawnItemEx("Raindrop", 32.0, -48.0, 0.0, 0.0, 0.0,  -22.2)
		TNT1 A 2 A_SpawnItemEx("Raindrop", -48.0, 112.0, 0.0, 0.0, 0.0,  -23.4)
		TNT1 A 5 A_SpawnItemEx("Raindrop", -96.0, 96.0, 0.0, 0.0, 0.0,   -23.2)
		TNT1 A 2 A_SpawnItemEx("Raindrop", 0.0, 96.0, 0.0, 0.0, 0.0,   -23.2)
		TNT1 A 9 A_SpawnItemEx("Raindrop", -32.0, -80.0, 0.0, 0.0, 0.0,  -22.0)
		Goto Check
	Rain12:
		TNT1 A 11 A_Turn(90)	
		TNT1 A 1 A_SpawnItemEx("Raindrop", -64.0, -48.0, 0.0, 0.0, 0.0,  -22.2)
		TNT1 A 9 A_SpawnItemEx("Raindrop", -64.0, 128.0, 0.0, 0.0, 0.0,  -23.6)
		TNT1 A 7 A_SpawnItemEx("Raindrop", -112.0, -80.0, 0.0, 0.0, 0.0,  -22.0)
		TNT1 A 4 A_SpawnItemEx("Raindrop", -64.0, 16.0, 0.0, 0.0, 0.0,   -23.0)
		TNT1 A 2 A_SpawnItemEx("Raindrop", -32.0, 80.0, 0.0, 0.0, 0.0,   -23.8)
		TNT1 A 7 A_SpawnItemEx("Raindrop", -48.0, -80.0, 0.0, 0.0, 0.0,  -22.0)
		TNT1 A 4 A_SpawnItemEx("Raindrop", -112.0, -112.0, 0.0, 0.0, 0.0, -41.6)
		TNT1 A 9 A_SpawnItemEx("Raindrop", -112.0, 32.0, 0.0, 0.0, 0.0,   -23.2)
		TNT1 A 3 A_SpawnItemEx("Raindrop", 80.0, -96.0, 0.0, 0.0, 0.0,  -21.8)
		TNT1 A 1 A_SpawnItemEx("Raindrop", 0.0, 32.0, 0.0, 0.0, 0.0,   -23.2)
		TNT1 A 5 A_SpawnItemEx("Raindrop", -96.0, 80.0, 0.0, 0.0, 0.0,   -23.8)
		TNT1 A 6 A_SpawnItemEx("Raindrop", -80.0, 96.0, 0.0, 0.0, 0.0,   -23.2)
		TNT1 A 2 A_SpawnItemEx("Raindrop", -48.0, 96.0, 0.0, 0.0, 0.0,   -23.2)
		TNT1 A 5 A_SpawnItemEx("Raindrop", 128.0, 80.0, 0.0, 0.0, 0.0,   -23.8)
		TNT1 A 2 A_SpawnItemEx("Raindrop", 96.0, -16.0, 0.0, 0.0, 0.0,  -22.6)
		TNT1 A 9 A_SpawnItemEx("Raindrop", -32.0, 32.0, 0.0, 0.0, 0.0,   -23.2)
		Goto Check
	Rain13:
		TNT1 A 12 A_Turn(90)	
		TNT1 A 1 A_SpawnItemEx("Raindrop", 112.0, -32.0, 0.0, 0.0, 0.0,  -22.4)
		TNT1 A 9 A_SpawnItemEx("Raindrop", 16.0, -32.0, 0.0, 0.0, 0.0,  -22.4)
		TNT1 A 7 A_SpawnItemEx("Raindrop", 32.0, -32.0, 0.0, 0.0, 0.0,  -22.4)
		TNT1 A 4 A_SpawnItemEx("Raindrop", -48.0, -96.0, 0.0, 0.0, 0.0,  -21.8)
		TNT1 A 2 A_SpawnItemEx("Raindrop", 16.0, 96.0, 0.0, 0.0, 0.0,   -23.2)
		TNT1 A 7 A_SpawnItemEx("Raindrop", -16.0, -80.0, 0.0, 0.0, 0.0,  -22.0)
		TNT1 A 4 A_SpawnItemEx("Raindrop", 128.0, 128.0, 0.0, 0.0, 0.0,  -23.6)
		TNT1 A 9 A_SpawnItemEx("Raindrop", 64.0, 48.0, 0.0, 0.0, 0.0,   -23.4)
		TNT1 A 3 A_SpawnItemEx("Raindrop", 0.0, -112.0, 0.0, 0.0, 0.0, -41.6)
		TNT1 A 1 A_SpawnItemEx("Raindrop", -112.0, 80.0, 0.0, 0.0, 0.0,   -23.8)
		TNT1 A 5 A_SpawnItemEx("Raindrop", 96.0, 80.0, 0.0, 0.0, 0.0,   -23.8)
		TNT1 A 6 A_SpawnItemEx("Raindrop", -96.0, 32.0, 0.0, 0.0, 0.0,   -23.2)
		TNT1 A 2 A_SpawnItemEx("Raindrop", -80.0, -112.0, 0.0, 0.0, 0.0, -41.6)
		TNT1 A 5 A_SpawnItemEx("Raindrop", 128.0, 64.0, 0.0, 0.0, 0.0,   -23.6)
		TNT1 A 2 A_SpawnItemEx("Raindrop", 48.0, -112.0, 0.0, 0.0, 0.0, -41.6)
		TNT1 A 9 A_SpawnItemEx("Raindrop", 96.0, 96.0, 0.0, 0.0, 0.0,   -23.2)
		Goto Check
	Rain14:
		TNT1 A 13 A_Turn(90)	
		TNT1 A 1 A_SpawnItemEx("Raindrop", -48.0, 32.0, 0.0, 0.0, 0.0,   -23.2)
		TNT1 A 9 A_SpawnItemEx("Raindrop", 32.0, -80.0, 0.0, 0.0, 0.0,  -22.0)
		TNT1 A 7 A_SpawnItemEx("Raindrop", 80.0, 80.0, 0.0, 0.0, 0.0,   -23.8)
		TNT1 A 4 A_SpawnItemEx("Raindrop", 80.0, 32.0, 0.0, 0.0, 0.0,   -23.2)
		TNT1 A 2 A_SpawnItemEx("Raindrop", 16.0, -80.0, 0.0, 0.0, 0.0,  -22.0)
		TNT1 A 7 A_SpawnItemEx("Raindrop", -112.0, 64.0, 0.0, 0.0, 0.0,   -23.6)
		TNT1 A 4 A_SpawnItemEx("Raindrop", 0.0, 16.0, 0.0, 0.0, 0.0,   -23.0)
		TNT1 A 9 A_SpawnItemEx("Raindrop", -80.0, 32.0, 0.0, 0.0, 0.0,   -23.2)
		TNT1 A 3 A_SpawnItemEx("Raindrop", -64.0, 64.0, 0.0, 0.0, 0.0,   -23.6)
		TNT1 A 1 A_SpawnItemEx("Raindrop", 112.0, 80.0, 0.0, 0.0, 0.0,   -23.8)
		TNT1 A 5 A_SpawnItemEx("Raindrop", 128.0, 48.0, 0.0, 0.0, 0.0,   -23.4)
		TNT1 A 6 A_SpawnItemEx("Raindrop", 0.0, -96.0, 0.0, 0.0, 0.0,  -21.8)
		TNT1 A 2 A_SpawnItemEx("Raindrop", -112.0, -64.0, 0.0, 0.0, 0.0,  -22.0)
		TNT1 A 5 A_SpawnItemEx("Raindrop", 32.0, 48.0, 0.0, 0.0, 0.0,   -23.4)
		TNT1 A 2 A_SpawnItemEx("Raindrop", 16.0, -112.0, 0.0, 0.0, 0.0, -41.6)
		TNT1 A 9 A_SpawnItemEx("Raindrop", -96.0, 16.0, 0.0, 0.0, 0.0,   -23.0)
		Goto Check
	Rain15:
		TNT1 A 14 A_Turn(90)	
		TNT1 A 1 A_SpawnItemEx("Raindrop", 48.0, 16.0, 0.0, 0.0, 0.0,   -23.0)
		TNT1 A 9 A_SpawnItemEx("Raindrop", -64.0, 80.0, 0.0, 0.0, 0.0,   -23.8)
		TNT1 A 7 A_SpawnItemEx("Raindrop", 64.0, 16.0, 0.0, 0.0, 0.0,   -23.0)
		TNT1 A 4 A_SpawnItemEx("Raindrop", 64.0, 32.0, 0.0, 0.0, 0.0,   -23.2)
		TNT1 A 2 A_SpawnItemEx("Raindrop", 0.0, 64.0, 0.0, 0.0, 0.0,   -23.6)
		TNT1 A 7 A_SpawnItemEx("Raindrop", -32.0, 96.0, 0.0, 0.0, 0.0,   -23.2)
		TNT1 A 4 A_SpawnItemEx("Raindrop", -112.0, 96.0, 0.0, 0.0, 0.0,   -23.2)
		TNT1 A 9 A_SpawnItemEx("Raindrop", 128.0, -48.0, 0.0, 0.0, 0.0,  -22.2)
		TNT1 A 3 A_SpawnItemEx("Raindrop", 32.0, -96.0, 0.0, 0.0, 0.0,  -21.8)
		TNT1 A 1 A_SpawnItemEx("Raindrop", -96.0, -80.0, 0.0, 0.0, 0.0,  -22.0)
		TNT1 A 5 A_SpawnItemEx("Raindrop", 48.0, -80.0, 0.0, 0.0, 0.0,  -22.0)
		TNT1 A 6 A_SpawnItemEx("Raindrop", 80.0, 96.0, 0.0, 0.0, 0.0,   -23.2)
		TNT1 A 2 A_SpawnItemEx("Raindrop", -80.0, -32.0, 0.0, 0.0, 0.0,  -22.4)
		TNT1 A 5 A_SpawnItemEx("Raindrop", -16.0, -64.0, 0.0, 0.0, 0.0,  -22.0)
		TNT1 A 2 A_SpawnItemEx("Raindrop", 32.0, 32.0, 0.0, 0.0, 0.0,   -23.2)
		TNT1 A 9 A_SpawnItemEx("Raindrop", 32.0, 112.0, 0.0, 0.0, 0.0,  -23.4)
		Goto Check
	Rain16:
		TNT1 A 5 A_Turn(90)	
		TNT1 A 1 A_SpawnItemEx("Raindrop", -112.0, -32.0, 0.0, 0.0, 0.0,  -22.4)
		TNT1 A 9 A_SpawnItemEx("Raindrop", -16.0, 112.0, 0.0, 0.0, 0.0,  -23.4)
		TNT1 A 7 A_SpawnItemEx("Raindrop", 96.0, -32.0, 0.0, 0.0, 0.0,  -22.4)
		TNT1 A 4 A_SpawnItemEx("Raindrop", 112.0, -112.0, 0.0, 0.0, 0.0, -41.6)
		TNT1 A 2 A_SpawnItemEx("Raindrop", -80.0, -48.0, 0.0, 0.0, 0.0,  -22.2)
		TNT1 A 7 A_SpawnItemEx("Raindrop", 32.0, -64.0, 0.0, 0.0, 0.0,  -22.0)
		TNT1 A 4 A_SpawnItemEx("Raindrop", 48.0, -96.0, 0.0, 0.0, 0.0,  -21.8)
		TNT1 A 9 A_SpawnItemEx("Raindrop", 64.0, 128.0, 0.0, 0.0, 0.0,  -23.6)
		TNT1 A 3 A_SpawnItemEx("Raindrop", 64.0, -32.0, 0.0, 0.0, 0.0,  -22.4)
		TNT1 A 1 A_SpawnItemEx("Raindrop", -80.0, -64.0, 0.0, 0.0, 0.0,  -22.0)
		TNT1 A 5 A_SpawnItemEx("Raindrop", 64.0, 64.0, 0.0, 0.0, 0.0,   -23.6)
		TNT1 A 6 A_SpawnItemEx("Raindrop", 112.0, 128.0, 0.0, 0.0, 0.0,  -23.6)
		TNT1 A 2 A_SpawnItemEx("Raindrop", -16.0, 80.0, 0.0, 0.0, 0.0,   -23.8)
		TNT1 A 5 A_SpawnItemEx("Raindrop", 48.0, 112.0, 0.0, 0.0, 0.0,  -23.4)
		TNT1 A 2 A_SpawnItemEx("Raindrop", -112.0, 128.0, 0.0, 0.0, 0.0,  -23.6)
		TNT1 A 9 A_SpawnItemEx("Raindrop", 48.0, 0.0,  0.0, 0.0, 0.0,   -22.8)
		Goto Check
	}
}

Actor Rain_SFX 3509
{	
	Radius 16
	Height 16
	Mass 100
	
	+SPAWNCEILING
	+NOBLOCKMAP
	+NOGRAVITY
	
	States
	{
	Spawn:
		TNT1 A 1
		TNT1 A 1 A_CheckRange(2048, "Delay", true)
		Goto RainSFX
	Delay:
		TNT1 A 35
		Goto Spawn
	RainSFX:
		TNT1 A 30 A_StartSound("arsinikk/rain-sfx", CHAN_5)
		goto Spawn
	}
}

Actor Raindrop 3508
{
	
	Radius 0
	Height 0
	
	+NOBLOCKMAP
	+NOGRAVITY
	+MISSILE
	-SOLID
	+TOUCHY
	RenderStyle Add
	
	States
	{
	Spawn:
		RAIN AB 2
		Loop
	Death:
		RAIN CDEFGHI 1
		Stop
	}
}

ACTOR DevilImp : DoomImp 3510
{
  States
  {
  Spawn:
    ADEV AB 10 A_Look
    Loop
  See:
    ADEV AABBCCDD 3 A_Chase
    Loop
  Melee:
  Missile:
    ADEV EF 8 A_FaceTarget
    ADEV G 6 A_CustomComboAttack("DevilImpBall", 32, 3 * random(1, 8), "imp/melee")
    Goto See
  Pain:
    ADEV H 2
    ADEV H 2 A_Pain
    Goto See
  Death:
    ADEV I 8
    ADEV J 8 A_Scream
    ADEV K 6
    ADEV L 6 A_NoBlocking
    ADEV M -1
    Stop
  XDeath:
    ADEV N 5
    ADEV O 5 A_XScream
    ADEV P 5
    ADEV Q 5 A_NoBlocking
    ADEV RST 5
    ADEV U -1
    Stop
  Raise:
    ADEV ML 8
    ADEV KJI 6
    Goto See
  }
}

ACTOR DevilImpBall : DoomImpBall 3511
{
  RenderStyle Add
  Alpha 1
  States
  {
  Spawn:
    BL69 AB 4 Bright
    Loop
  Death:
    BL69 CDE 6 Bright
    Stop
  }
}

ACTOR PurpleMedikit : Medikit 3512
{
  States
  {
  Spawn:
    AMED A -1
    Stop
  }
}

ACTOR PurpleStimpack : Stimpack 3513
{
  States
  {
  Spawn:
    ASTM A -1
    Stop
  }
}

ACTOR PurpleBerserk : Berserk 3514
{
  States
  {
  Spawn:
    ABER A -1
    Stop
  Pickup:
    TNT1 A 0 A_GiveInventory("PowerStrength")
    TNT1 A 0 HealThing(100, 0)
    TNT1 A 0 A_SelectWeapon("Fist")
    Stop
  }
}

ACTOR PurpleSoulsphere : Soulsphere 3515
{
  States
  {
  Spawn:
    ASOL ABCDCB 6 Bright
    Loop
  }
}
