class LargeSmoothColumn : Actor
{
	Default
	{
		//$Title "Large Smooth Column"
		//$Category "Obstacles/Columns"
        //$Arg0 Colour
        //$Arg0Type 11
        //$Arg0Enum {0 = "Black"; 1 = "Gray"; 2 = "Crimson"; 3 = "Green"; 4 = "Mixed"; 5 = "Ice"; 6 = "Sand";}
		Radius 16;
		Height 120;
		ProjectilePassHeight -16;
		+SOLID
	}
	
	States
	{
		Spawn:
            TSCL A 0 A_JumpIf (args[0] == 0,"Black");
            TSCL A 0 A_JumpIf (args[0] == 1,"Gray");
            TSCL A 0 A_JumpIf (args[0] == 2,"Crimson");
            TSCL A 0 A_JumpIf (args[0] == 3,"Green");
            TSCL A 0 A_JumpIf (args[0] == 4,"Mixed");
            TSCL A 0 A_JumpIf (args[0] == 5,"Ice");
            TSCL A 0 A_JumpIf (args[0] == 6,"Sand");
            Loop;
        Black:
            TSCL B -1;
        Gray:
            TSCL A -1;
        Crimson:
            TSCL R -1;
        Green:
            TSCL G -1;
        Mixed:
            TSCL M -1;
        Ice:
			TSCL I -1;
        Sand:
			TSCL S -1;
	}
}

class LargeCorinthianColumn : Actor
{
	Default
	{
		//$Title "Large Corinthian Column"
		//$Category "Obstacles/Columns"
        //$Arg0 Colour
        //$Arg0Type 11
        //$Arg0Enum {0 = "Black"; 1 = "Gray"; 2 = "Crimson"; 3 = "Green"; 4 = "Mixed"; 5 = "Ice"; 6 = "Sand";}
		Radius 16;
		Height 120;
		ProjectilePassHeight -16;
		+SOLID
	}
	
	States
	{
		Spawn:
            TCCL A 0 A_JumpIf (args[0] == 0,"Black");
            TCCL A 0 A_JumpIf (args[0] == 1,"Gray");
            TCCL A 0 A_JumpIf (args[0] == 2,"Crimson");
            TCCL A 0 A_JumpIf (args[0] == 3,"Green");
            TCCL A 0 A_JumpIf (args[0] == 4,"Mixed");
            TCCL A 0 A_JumpIf (args[0] == 5,"Ice");
            TCCL A 0 A_JumpIf (args[0] == 6,"Sand");
            Loop;
        Black:
            TCCL B -1;
        Gray:
            TCCL A -1;
        Crimson:
            TCCL R -1;
        Green:
            TCCL G -1;
        Mixed:
            TCCL M -1;
        Ice:
			TCCL I -1;
        Sand:
			TCCL S -1;
	}
}