ACTOR DrawMaxHP : WDIToken {}

ACTOR MurdMaxHPDisplay : Ammo
{
    Inventory.MaxAmount 999
    +INVENTORY.UNDROPPABLE
    +INVENTORY.UNTOSSABLE
    -INVENTORY.INVBAR
	+INVENTORY.IGNORESKILL
}

/////////////////////////////////////

Actor BigKitTimer
{
	+NOINTERACTION     
	+CLIENTSIDEONLY    
	+FORCEXYBILLBOARD  
	Scale 0.5
	Alpha 1.0
	RenderStyle Translucent
	States
	{
	Spawn:
		TNT1 A 0 NODELAY A_JumpIf(ACS_NamedExecuteWithResult("WDIR_BigKitTimer_Check") == 0, "Nope")
	
		BK1N A 36 BRIGHT // 10
		BK1N B 36 BRIGHT// 9
		BK1N C 36 BRIGHT // 8
		BK1N D 36 BRIGHT // 7
		BK1N E 36 BRIGHT // 6
		BK1N F 36 BRIGHT // 5
		BK1N G 36 BRIGHT // 4
		BK1N H 36 BRIGHT // 3
		BK1N I 36 BRIGHT // 2
		BK1N J 36 BRIGHT // 1
		BK1N K 5
		FadeOut:
		BK1N K 1 A_FadeOut(0.05) 
		Loop
	 Nope:
		TNT1 A 0
		Stop
	}
}

Actor DroppedKit
{
	Mass 5000
	ReactionTime 11
	Gravity 0.8
	-SHOOTABLE -NOGRAVITY
	+DONTSPLASH
	+FORCEXYBILLBOARD
	States
	{
	Spawn:
		MEDI J 35
		MEDI A 0 A_PlaySound("Items/BigKitWarn")
		MEDI FFGHII 1
		MEDI J 3
		MEDI FFGHII 1
		MEDI J 20
		MEDI A 0 A_PlaySound("Items/BigKitWarn")
		MEDI FFGHII 1
		MEDI J 3
		MEDI FFGHII 1
		MEDI J 20
		MEDI A 0 A_PlaySound("Items/BigKitWarn")
		MEDI FFGHII 1
		MEDI J 3
		MEDI FFGHII 1
		MEDI J 20
		MEDI J 15
		MEDI A 0 A_PlaySound("Items/BigKitActivate")
		MEDI FGFGFGFGFGFGFGFGFGFGFGFGFGFGFGFGFGFG 1
		MEDI A 0 A_PlaySound("Items/BigKitOpen")
		TNT1 A 0 ThrustThingZ(0,14,0,0)
		MEDI BCD 4
		MEDI E 1 A_SpawnItemEx ("BigKitLight", 0, 0, 0, 0, 0, 0, 0, SXF_SETMASTER, 0)
		MEDI E 0 A_SpawnItemEx ("NewBigKitOrbit", 0, -110, 2, 0, 0, 0, 48, SXF_SETMASTER, 0)
		MEDI E 0 A_SpawnItemEx ("NewBigKitOrbit", 0, 110, 2, 0, 0, 0, 48, SXF_SETMASTER, 0)
		MEDI E 0 A_SpawnItemEx ("NewBigKitOrbit", 110, 0 , 2, 0, 0, 0, 48, SXF_SETMASTER, 0)
		MEDI E 0 A_SpawnItemEx ("NewBigKitOrbit", -110, 0, 2, 0, 0, 0, 48, SXF_SETMASTER, 0)
		
		MEDI E 0 A_SpawnItemEx ("BigKitTimer", 0, 0, 30, 0, 0, 0, 0, 0, 0)
		
		MEDI E 1
		goto HealItUp

	HealItUp:
		MEDI E 0 A_PlaySound ("Items/BigKitHum", CHAN_VOICE, 3.0, 1) 
		MEDI E 0 ACS_ExecuteAlways(752,0,0,0,0)
		TNT1 A 0 A_CountDown
		MEDI EEEEEEEEEEEEEEEEEE 2 A_SpawnItemEx("BigKitHealDeco",random(80,-80),random(80,-80),0,0,0,random(1,3),0,SXF_NOCHECKPOSITION)
		Loop

	Death:
		MEDI E 0 A_StopSound(CHAN_VOICE)
		MEDI E 0 A_RemoveChildren
		MEDI E 0 A_SpawnItemEx("BigKitFake", 0, 0, 0, 0, 0, 0, 0, 0, 0)
		stop
	}
}

///////////////////////////////////////

actor FakeStim : CustomInventory 10500
{
  //$Category WDI Murderer Stuff
  //$Sprite FTIMA0
  //$Title "Poison Stimpack"
  Tag "Fake Stimpack"
  inventory.pickupmessage "\cjPicked up a \c[V1]Rigged Stimpack."
  inventory.pickupsound ""
  Inventory.Icon "ARTIFTIM"
  Inventory.MaxAmount 3
  Inventory.RespawnTics 2275 // 65 Seconds
  +INVBAR
  +INVENTORY.UNDROPPABLE
  Radius 8
  Height 8
  +FORCEXYBILLBOARD
  states
  {
  Spawn:
    FSTM A -1
    stop  

Use:
    TNT1 A 0 A_FireCustomMissile("DeployingStimGas", 0, 0, 0, 0)
    TNT1 A 0 A_GiveInventory("FakeStimUsed", 1)
    stop
  }
}

actor AmmoSpawner : RandomSpawner 32060
{
  //$Category WDI Ammo
  //$Sprite TNT1A0
  //$Title "Ammo Spawner"
    DropItem "NewShell"
    DropItem "NewShell"
    DropItem "NewShell"
	DropItem "NewShell"
    DropItem "NewShell"
    DropItem "PistolClip"
    DropItem "PistolClip"
    DropItem "PistolClip"
	DropItem "SpareSawFuel"
	DropItem "ABigNothing"
	DropItem "ABigNothing"
}

actor AmmoSpawnerBSM : RandomSpawner 22781
{
  //$Category WDI Ammo
  //$Sprite TNT1A0
  //$Title "Ammo Spawner (BSM)"
    DropItem "NewShell"
    DropItem "NewShell"
    DropItem "NewShell"
    DropItem "PistolClip"
	DropItem "PistolClip"
    DropItem "M1Ammo"
	DropItem "M1Ammo"
	DropItem "SpareSawFuel"
	DropItem "ABigNothing"
	DropItem "ABigNothing"
}

actor TTubes 25623
{
  scale 0.25
  height 8
  radius 4
  states
  {
  Spawn:
  TPRB A -1
  Stop
  }
}

ACTOR BlueHoleMarker : MapMarker 25375
{
  +NOBLOCKMAP
  +NOGRAVITY
  +DONTSPLASH
  +INVISIBLE
  Scale 0.4
  States
  {
  Spawn:
    ACTI B -1
    Stop
  }
}

// Firefly by Bifurcator
Actor FireFly_Spawner 25322
{
  //$Category Forest_map_Only
  //$Sprite FRF2A0
  //$Title "Firefly Spawner"
  Radius 1
  Height 1
  +NoClip
  +NoGravity
  +ClientSideOnly
  States
  {
  Spawn:
	Goto Active
  Active:
    TNT1 A 5 A_SpawnItemEx("FireFly_Particle", Random(-Args[0],Args[0]), Random(-Args[0],Args[0]), Random(0,Args[1]), Random(Args[2],Args[3]), 0, FRandom(-Args[2], Args[2]), Random(-4, 4), 128, Args[4])
    Loop
  Inactive:
    TNT1 A 1
    Loop
  }
}
Actor FireFly_Particle
{
  +Missile
  +NoBlockmap
  +NoGravity
  +DONTSPLASH
  Radius 1
  Height 1
  RenderStyle Add
 
  Scale 0.04
  ReactionTime 250
  States
  {
  Spawn:
    FRF2 ABCB 3  Bright A_CountDown
    Loop
  Death:
    FRF2 ABCB 3  Bright A_FadeOut(0.06)
    Stop
  }
}

// WDI04
Actor LockerDoorSpecial 27893
{
	//$Category WDI Map Specials
	//$Sprite TNT1A0
	//$Title "Locker Door (WDI04)"

	Activation ThingSpec_ThingActs | THINGSPEC_ThingTargets
	Radius 18
	Height 80

	+USESPECIAL

	States
	{
		Spawn:
			TNT1 A -1
			Stop
	}
}

/////////////////////////////////////
//////BlackRayne studios Models//////
/////////////////////////////////////

Actor br_plaintruck 25317
{
 //$Category Forest_map_Only
 //$Title Military Truck (Model, Non-Solid)
	Radius 40
	Height 32
	States
	{
	Spawn:
		MDLC A -1
		stop
	}
}

/////////////////////////////////////

Actor RandomSnowyTreeOptimized 25267
{
    //$Category WDI Reloaded Stuff/Flora
	//$Sprite DTRWA0
	//$Title Snowy Tree (Optimized; Random Types; Random Scale)
	Radius 16
	Height 128	
	+ClientSideOnly
	+NOINTERACTION 
	+NOBLOCKMAP
	States
	{
	Spawn:
		DTRW A 1  A_Jump (256, "tre1", "tre2", "tre3", "tre4", "tre5", "tre6", "tre7", "tre8") 
		loop
	tre1: 
		DTRW A -1 A_SetScale(frandom(1.0, 2.0))
		stop
	tre2: 
		DTRW B -1 A_SetScale(frandom(1.0, 2.0))
		stop
	tre3: 
		DTRW C -1 A_SetScale(frandom(1.0, 2.0))
		stop
	tre4: 
		DTRW D -1 A_SetScale(frandom(1.0, 2.0))
		stop
	tre5: 
		DTRW E -1 A_SetScale(frandom(1.0, 2.0))
		stop
	tre6: 
		DTRW F -1 A_SetScale(frandom(1.0, 2.0))
		stop
	tre7: 
		DTRW G -1 A_SetScale(frandom(1.0, 2.0))
		stop
	tre8: 
		DTRW H -1 A_SetScale(frandom(1.0, 2.0))
		stop
	}
}

Actor RandomSnowyTree : RandomSnowyTreeOptimized 25269
{
    //$Category WDI Reloaded Stuff/Flora
	//$Sprite DTRWA0
	//$Title Snowy Tree ( Random Types; Random Scale)
	+SOLID
	+FORCEYBILLBOARD
	-ClientSideOnly 
	-NOINTERACTION 
	-NOBLOCKMAP
}
	

Actor RandomSnowyGrass 25268
{
    //$Category WDI Reloaded Stuff/Flora
	//$Sprite GRSNA0
	//$Title Snowy Grass (Random Types; Random Scale)
	Radius 8
	Height 8
    +ClientSideOnly
    +NOINTERACTION
	States
	{
	Spawn:
		GRSN A 1  A_Jump (256, "grs1", "grs2", "grs3", "grs4", "grs5", "grs6", "grs7", "grs8", "grs9", "grs10") 
		loop
	grs1: 
		GRSN A -1 A_SetScale(frandom(0.5, 1.0))
		stop
	grs2: 
		GRSN B -1 A_SetScale(frandom(0.5, 1.5))
		stop
	grs3: 
		GRSN C -1 A_SetScale(frandom(0.5, 1.0))
		stop
	grs4: 
		GRSN D -1 A_SetScale(frandom(0.5, 1.5))
		stop
	grs5: 
		GRSN E -1 A_SetScale(frandom(0.5, 1.0))
		stop
	grs6: 
		GRSN F -1 A_SetScale(frandom(0.5, 1.5))
		stop
	grs7: 
		GRSN G -1 A_SetScale(frandom(0.5, 1.5))
		stop
	grs8: 
		GRSN H -1 A_SetScale(frandom(0.5, 1.5))
		stop
	grs9: 
		GRSN I -1 A_SetScale(frandom(0.5, 1.5))
		stop
	grs10: 
		GRSN J -1 A_SetScale(frandom(0.5, 1.5))
		stop
	}
}




ACTOR WaterSplashGeneratorNormal : SwitchableDecoration
{
	+CLIENTSIDEONLY
	+DONTSPLASH
	+NOBLOCKMAP
	+NOCLIP
	+NOGRAVITY
	+NOINTERACTION
	States
	{
	Spawn:
	Active:
		TNT1 AAAAAAA 2 A_SpawnItemEx("WaterSplashSpawner")
	Inactive:
		TNT1 A -1
		Loop
	EndSpawn:
		TNT1 A 1
		Stop
	}
}

ACTOR WaterSplashSpawner : RandomSpawner
{
	DropItem "WaterSplashObject1"
	DropItem "WaterSplashObject2"
	DropItem "WaterSplashObject3"
	DropItem "WaterSplashObject4"
}

ACTOR WaterSplashObject1
{
	Mass 100
	Gravity 6.0
	Alpha 0.7
	Scale 0.3
	-NOGRAVITY
	+CLIENTSIDEONLY
	+NOINTERACTION
	States
	{
	Spawn:
		WTSA A 0 NODELAY
		"####" A 0 ThrustThingZ(0,random(4,8),0,0)
		"####" A 0 ThrustThing(random(0,255),random(0,1),0,0)
		"####" A 1 A_SetScale(ScaleX+0.01, ScaleY+0.01)
		"####" A 0 A_FadeOut(.025)
		Goto Spawn+3
	}
}

ACTOR WaterSplashObject2 : WaterSplashObject1 
{
	States
	{
		Spawn: 
			WTSB A 0 NODELAY
			Goto Super::Spawn+1
	}
}

ACTOR WaterSplashObject3 : WaterSplashObject1
{
	States
	{
		Spawn: 
			WTSB A 0 NODELAY
			Goto Super::Spawn+1
	}
}
ACTOR WaterSplashObject4 : WaterSplashObject1 
{
	States
	{
		Spawn: 
			WTSC A 0 NODELAY
			Goto Super::Spawn+1
	}
}

ACTOR WaterSplashCloud
{
	Mass 100
	Gravity 6.0
	Alpha 0.0
	Scale 0.7
	-NOGRAVITY
	+CLIENTSIDEONLY
	+NOINTERACTION
	States
	{
	Spawn:
		WTFG A 0 NODELAY
		"####" A 0 ThrustThingZ(0,random(1,4),0,0)
		"####" A 0 ThrustThing(random(0,255),random(0,1),0,0)
		"####" AAAAAAAAA 2 A_FadeIn(.03)
		"####" A 2 A_SetScale(ScaleX+0.01, ScaleY+0.01)
		"####" A 0 A_FadeOut(.03)
		Goto Spawn+12
	}
}

ACTOR WaterSplashGeneratorNormalLooping : WaterSplashGeneratorNormal 25763
{
	//$Category WDI Reloaded Stuff/Effects
	//$Title Waterfall Particle Spawner
	//$Color 12
	//$Sprite WTSAA0
	States
	{
	Spawn:
	    TNT1 A 0
	    TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("WDIR_WatFallParticlesSpawn") == 0, "Inactive")
	    TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("WDIR_WatFallParticlesSpawn") == 1, "WithoutFog")
	    TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("WDIR_WatFallParticlesSpawn") == 2, "Full")
	    stop
	WithoutFog:
	    TNT1 A 4 A_SpawnItemEx("WaterSplashSpawner")
		Loop
	Full:
		TNT1 A 4 A_SpawnItemEx("WaterSplashSpawner")
		TNT1 A 4 A_SpawnItemEx("WaterSplashCloud", random(-8,8), random(-8,8), random(0,16))
		Loop
	Inactive:
		TNT1 A -1
		stop
	}
}






ACTOR Flashbang : CustomInventory 25918
{
	//$Category WDI Murderer Stuff
	//$Sprite FBNGJ0
	//$Title "Flashbang"
    Tag "Flashbang"
	Radius 6
    Height 6
	Scale 0.4
    Inventory.MaxAmount 2
	Inventory.RespawnTics 10500
    Inventory.PickupMessage "\cjPicked up a \c[H4]Flashbang."
    Inventory.PickupFlash "PickupFlash"
    +INVBAR
    +FANCYPICKUPSOUND
    +INVENTORY.UNDROPPABLE
    +FORCEXYBILLBOARD
    Inventory.Icon "ARTIFBNG"
    States
    {
    Spawn:
        FBNG J 0 NODELAY ACS_NamedExecuteAlways("WDIR_CheckFlashbangCVAR", 0)
        FBNG J -1
        Stop
    Use:
	    TNT1 A 15 A_PlaySound("FLBNGNPI", CHAN_AUTO, 1.0, 0, 15.0)
        TNT1 A 0 A_FireCustomMissile("FlashbangProjectile", 0, 0, 0, 8, 0, 0)
		//TNT1 A 0 A_GiveInventory("FlashbangUsed", 1)  // not now. for 3.4.
        Stop
    }
}

ACTOR FlashbangBlindMarker
{
    Radius 1
    Height 1
	Scale 0.55
    +NOBLOCKMAP
    +NOGRAVITY
    +NOINTERACTION
    +CLIENTSIDEONLY
    States
    {
    Spawn:
        F1MK A -1 Bright
        Stop
    }
}

ACTOR FlashbangProjectile
{
    Radius 4
    Height 4
    Speed 26
    PROJECTILE
	Scale 0.5
	YScale 0.4
	Gravity 0.8
	-NOGRAVITY
    +NODAMAGETHRUST
    +NOBLOOD
    -BLOODSPLATTER
    +DONTSPLASH
    +FORCEXYBILLBOARD
    +SKYEXPLODE
    +EXPLODEONWATER
    +THRUACTORS
    BounceType Doom
    BounceFactor 0.5
    WallBounceFactor 0.5
    BounceSound "FLBNGNCO" 
    States
    {
    Spawn:
        FBNG A 0 NODELAY ACS_NamedExecuteAlways("WDIR_FlashbangTimer", 0)
    Idle:
        FBNG ABCDEFGH 2
        Loop
    Death:
        FBNG A 1
        Loop
    }
}

ACTOR FlashbangExplosion
{
    +NOBLOCKMAP
    +NOGRAVITY
    +FORCEXYBILLBOARD
    States
    {
    Spawn:
        TNT1 A 0 NODELAY A_PlaySound("FLBNGEXP", CHAN_WEAPON, 1.0, 0, 0.6)
        TNT1 A 5
        Stop
    }
}



Actor DeployedCamera
{
	Health 10
	Radius 16
	Height 16
	Mass 1000
	scale 0.2
	Obituary ""
	SeeSound ""
	ReactionTime 2500
	DamageFactor "Gas", 0.0
	CameraHeight 1
	-SOLID
	+SHOOTABLE
	+STRIFEDAMAGE
	+NOBLOOD
	+NOGRAVITY
	+FORCEXYBILLBOARD
	DeathSound "weapons/gundrop"
    States
{
	Spawn:
	CAM3 A 0
    CAM3 A 0 Thing_Destroy (1337)
	CAM3 A 72 Thing_ChangeTID(0, 1337)
	CAM3 A 1 //ACS_Execute(713, 0, 1, 0, 0)
	CAM3 A 1 ACS_NamedExecuteAlways("WDIR_ClientCamRotator", 0, 0, 0, 0)
    CAM3 A -1 A_PlaySound("weapons/noiseready")
	loop
	
	Death:
    CAM3 A 0 Acs_Execute(713, 0, 2, 0, 0)
	CAM3 A 0 A_NoBlocking 
	CAM3 A 0 A_Scream
	CAM3 A 0 A_ChangeFlag("NOGRAVITY",true)
	CAM3 A 0 //A_Takefromtarget("CameraOn", 1)
	CAM3 A 0 //A_Givetotarget("CameraCheck", 1)
	CAM3 A -1 A_SpawnItemEx ("SparkEffect", 0, 0, 2, 0, 0, 0, 0,SXF_SETMASTER, 0)
	stop
	
}
}

//////////////////////////////////////////////////////////////////////////////////




// WDI 26

Actor Netherdemon 30010 //This replaces the actor already in Reloaded
{
  //$Category WDI Creatures
  //$Sprite NTDMA0
  //$Title "Nether demon"
  +FLOORCLIP
  +FASTER
  +NOGRAVITY
  +FLOAT
  Health 166
  PainChance 180
  Speed 20
  Radius 18
  Height 59
  Mass 0x7fffffff
  scale .90
DamageFactor "Gas", 0.0
DamageFactor "FlareEffect", 0.0
meleedamage 3
meleerange 66
Monster
ActiveSound "NETHIDLE"
SeeSound "NETHIDLE"
AttackSound "NETHIDLE"
PainSound "NETHIDLE"
//  Obituary "%o was slain"
  States
  {
  Spawn:
    NTDM A 2 A_Look
	NTDM B 2 A_Look
	NTDM C 0 A_Look
	NTDM D 2 A_Look
	NTDM E 2 A_Look
    Loop
  See:
    NTDM A 1 A_Chase
	NTDM B 1 A_Chase
	NTDM C 0 A_Chase
	NTDM D 1 A_Chase
	NTDM E 1 A_Chase
   Loop
  Melee:
    NTDM F 5 A_FaceTarget
    NTDM F 1 A_MeleeAttack
	NTDM F 5 A_FaceTarget
	NTDM A 2 A_FaceTarget
   Goto See
  Pain:
    NTDM R 6 A_Pain
    Goto See
  Death:
    NTDM F 320 A_PlaySound("CVOICES")
    NTDM G 70 A_Scream
    NTDM H 2
	NTDM I 2
	NTDM J 2
	NTDM K 2
	NTDM L 2
	NTDM M 2 A_SpawnItemEx("Netheregg")
    NTDM N 2 A_NoBlocking
    Stop
  }
}

Actor NetherBug 32249
{
  //$Category WDI Creatures
  //$Sprite NTDMA0
  //$Title "Nether Bug"
  +FLOORCLIP
  +FASTER
  +NOGRAVITY
  +FLOAT
  Health 16
  PainChance 180
  Speed 22
  Radius 18
  Height 18
  Mass 0x7fffffff
  scale .90
DamageFactor "Gas", 0.0
DamageFactor "FlareEffect", 0.0
meleedamage 1
meleerange 66
Monster
ActiveSound "NETHIDLE"
SeeSound "NETHIDL2"
AttackSound "NETHIDL2"
PainSound "NETHIDLE"
//  Obituary "%o was slain"
  States
  {
  Spawn:
    NHBG A 1 A_Look
	NHBG B 1 A_Look
    Loop
  See:
    NHBG A 1 A_Chase
	NHBG B 1 A_Chase
   Loop
  Melee:
    NHBG A 5 A_FaceTarget
    NHBG B 1 A_MeleeAttack
	NHBG B 5 A_FaceTarget
	NHBG A 2 A_FaceTarget
   Goto See
  Pain:
    NHBG C 6 A_Pain
    Goto See
  Death:
    NHBG C 2 A_PlaySound("NETHIDL2")
    NHBG D 2 A_Scream
    NHBG E 2
    NHBG F 2 A_NoBlocking
    Stop
  }
}

actor Bombhitmarker6 32240
{
    Health 669
    Radius 1
    Height 2
    Mass 90
    -SOLID
    +SHOOTABLE
    +NOBLOOD
	+NOGRAVITY
	DamageFactor "Gas", 0.0
	DamageFactor "FlareEffect", 0.0
	DamageFactor "Burn", 0.0
	DamageFactor "bombstuff", 9.0
  States
  {
  Spawn:
    TNT1 A -1
    Loop
  Death:
  TNT1 A 0 ACS_ExecuteAlways(113,0,0,0,0) 
	stop
  }
}
actor Bombhitmarker7 32241
{
    Health 669
    Radius 1
    Height 2
    Mass 90
    -SOLID
    +SHOOTABLE
    +NOBLOOD
	+NOGRAVITY
	DamageFactor "Gas", 0.0
	DamageFactor "FlareEffect", 0.0
	DamageFactor "Burn", 0.0
	DamageFactor "bombstuff", 9.0
  States
  {
  Spawn:
    TNT1 A -1
    Loop
  Death:
  TNT1 A 0 ACS_ExecuteAlways(114,0,0,0,0) 
	stop
  }
}
actor Bombhitmarker8 32242
{
    Health 669
    Radius 1
    Height 2
    Mass 90
    -SOLID
    +SHOOTABLE
    +NOBLOOD
	+NOGRAVITY
	DamageFactor "Gas", 0.0
	DamageFactor "FlareEffect", 0.0
	DamageFactor "Burn", 0.0
	DamageFactor "bombstuff", 9.0
  States
  {
  Spawn:
    TNT1 A -1
    Loop
  Death:
  TNT1 A 0 ACS_ExecuteAlways(115,0,0,0,0) 
	stop
  }
}
actor Bombhitmarker9 32243
{
    Health 669
    Radius 1
    Height 2
    Mass 90
    -SOLID
    +SHOOTABLE
    +NOBLOOD
	+NOGRAVITY
	DamageFactor "Gas", 0.0
	DamageFactor "FlareEffect", 0.0
	DamageFactor "Burn", 0.0
	DamageFactor "bombstuff", 9.0
  States
  {
  Spawn:
    TNT1 A -1
    Loop
  Death:
  TNT1 A 0 ACS_ExecuteAlways(116,0,0,0,0) 
	stop
  }
}
actor Bombhitmarker10 32244
{
    Health 669
    Radius 1
    Height 2
    Mass 90
    -SOLID
    +SHOOTABLE
    +NOBLOOD
	+NOGRAVITY
	DamageFactor "Gas", 0.0
	DamageFactor "FlareEffect", 0.0
	DamageFactor "Burn", 0.0
	DamageFactor "bombstuff", 9.0
  States
  {
  Spawn:
    TNT1 A -1
    Loop
  Death:
  TNT1 A 0 ACS_ExecuteAlways(117,0,0,0,0) 
	stop
  }
}
actor Bombhitmarker11 32245
{
    Health 669
    Radius 1
    Height 2
    Mass 90
    -SOLID
    +SHOOTABLE
    +NOBLOOD
	+NOGRAVITY
	DamageFactor "Gas", 0.0
	DamageFactor "FlareEffect", 0.0
	DamageFactor "Burn", 0.0
	DamageFactor "bombstuff", 9.0
  States
  {
  Spawn:
    TNT1 A -1
    Loop
  Death:
  TNT1 A 0 ACS_ExecuteAlways(118,0,0,0,0) 
	stop
  }
}
actor Bombhitmarker12 32246
{
    Health 669
    Radius 1
    Height 2
    Mass 90
    -SOLID
    +SHOOTABLE
    +NOBLOOD
	+NOGRAVITY
	DamageFactor "Gas", 0.0
	DamageFactor "FlareEffect", 0.0
	DamageFactor "Burn", 0.0
	DamageFactor "bombstuff", 9.0
  States
  {
  Spawn:
    TNT1 A -1
    Loop
  Death:
  TNT1 A 0 ACS_ExecuteAlways(119,0,0,0,0) 
	stop
  }
}
actor Bombhitmarker13 32247
{
    Health 669
    Radius 1
    Height 2
    Mass 90
    -SOLID
    +SHOOTABLE
    +NOBLOOD
	+NOGRAVITY
	DamageFactor "Gas", 0.0
	DamageFactor "FlareEffect", 0.0
	DamageFactor "Burn", 0.0
	DamageFactor "bombstuff", 9.0
  States
  {
  Spawn:
    TNT1 A -1
    Loop
  Death:
  TNT1 A 0 ACS_ExecuteAlways(120,0,0,0,0) 
	stop
  }
}
actor Bombhitmarker14 32248
{
    Health 669
    Radius 1
    Height 2
    Mass 90
    -SOLID
    +SHOOTABLE
    +NOBLOOD
	+NOGRAVITY
	DamageFactor "Gas", 0.0
	DamageFactor "FlareEffect", 0.0
	DamageFactor "Burn", 0.0
	DamageFactor "bombstuff", 9.0
  States
  {
  Spawn:
    TNT1 A -1
    Loop
  Death:
  TNT1 A 0 ACS_ExecuteAlways(121,0,0,0,0) 
	stop
  }
}

actor ClientArrow 29017
{
  SpawnID 162
  RENDERSTYLE TRANSLUCENT
  Alpha 0.5
  Radius 1
  Height 1
  +NOGRAVITY
  +NOBLOCKMAP
  +NOLIFTDROP
  +NOTARGET
  +DONTMORPH
  +DONTSQUASH
  +NOTELEOTHER
  +FLOATBOB
  +NONSHOOTABLE
  //+CLIENTSIDEONLY
  States
  {
    Spawn:
      ARRY A 4 Bright
       Loop
  }
}

Actor CookingSteam 29018
{
  //$Category WDI Effects
  //$Sprite STEMA0
  //$Title "Cooking Steam"
	Height 2
	Radius 1
	Mass 0
	+NOBLOCKMAP +NOGRAVITY
	+NOINTERACTION
	States
	{
	Spawn:
		TNT1 A 37 A_SpawnItemEx("SteamParticle", 0, 0, 1, (0.1)*Random(0, 4), 0, (0.1)*Random(3, 7), Random(0, 360), 128)
		TNT1 A 47 A_SpawnItemEx("SteamParticle", 0, 0, 1, (0.1)*Random(0, 4), 0, (0.1)*Random(3, 7), Random(0, 360), 128)
		TNT1 A 43 A_SpawnItemEx("SteamParticle", 0, 0, 1, (0.1)*Random(0, 4), 0, (0.1)*Random(3, 7), Random(0, 360), 128)
		TNT1 A 40 A_SpawnItemEx("SteamParticle", 0, 0, 1, (0.1)*Random(0, 4), 0, (0.1)*Random(3, 7), Random(0, 360), 128)
		TNT1 A 45 A_SpawnItemEx("SteamParticle", 0, 0, 1, (0.1)*Random(0, 4), 0, (0.1)*Random(3, 7), Random(0, 360), 128)
		TNT1 A 27 A_SpawnItemEx("SteamParticle", 0, 0, 1, (0.1)*Random(0, 4), 0, (0.1)*Random(3, 7), Random(0, 360), 128)
		Loop
  }
}

Actor SizzlingForCooking
//$Category WDI26 Decorate/Sounds
{
-NOGRAVITY
reactiontime 999
states
{
spawn:
TNT1 A 0
TNT1 A 0 A_PlaySoundex ("Sizzling", CHAN_8, 5.0, 0) 
goto butloop

butloop:
TNT1 A 35	
TNT1 A 0 A_CountDown
loop

cutoff:
TNT1 AA 0 A_Stopsoundex("Voice")

Death:
TNT1 A 0 
stop
}
}

Actor SizzlingForCooking2
//$Category WDI26 Decorate/Sounds
{
-NOGRAVITY
reactiontime 999
states
{
spawn:
TNT1 A 0
TNT1 A 0 A_PlaySoundex ("Sizzling2", CHAN_9, 5.0, 0) 
goto butloop

butloop:
TNT1 A 35	
TNT1 A 0 A_CountDown
loop

cutoff:
TNT1 AA 0 A_Stopsoundex("Voice")

Death:
TNT1 A 0 
stop
}
}

/*actor Meat : SwitchableDecoration 32226
{
//$Category WDI26 Decorate
//$Title "WDI26 Meat (Goes in inventory)"
  mass 5000
  Radius 4
  Height 6
  scale 0.8
  Deathsound "MUCROT"
  -SOLID
  +FORCEXYBILLBOARD
  +USESPECIAL
  +SHOOTABLE +CANNOTPUSH +GHOST 
  +NOBLOOD
	Activation THINGSPEC_Activate | THINGSPEC_ThingTargets | THINGSPEC_NoDeathSpecial // THINGSPEC_Deactivate
  states
  {
  Spawn:
  FRUT A -1
  stop
  	Active:
	TNT1 A 0 A_JumpIfInTargetInventory("MeatInInventory",1,"Spawn") 
	TNT1 A 0 A_Scream
	TNT1 A 0 A_PlaySound("MUCROT")
	TNT1 A 0 A_GiveToTarget("MeatInInventory",1)
	TNT1 A 0 ACS_Execute(97,0,0,0,0)
	stop
//	FailPickup:
//    TNT1 A 0
//    Goto Spawn
  }
}*/

Actor MeatInInventory : ammo
{
Inventory.MaxAmount 1
}
Actor RawMeatInInventory : ammo
{
Inventory.MaxAmount 1
}
Actor CookedMeatInInventory : ammo
{
Inventory.MaxAmount 1
}
Actor BurntMeatInInventory : ammo
{
Inventory.MaxAmount 1
}
Actor FullofMeat : ammo
{
Inventory.MaxAmount 2
}

actor CookingMeat
{
  height 4
  radius 4
  scale 0.8
  states
  {
  Spawn:
  FRUT A 280
  MET2 A 4515
  MET3 A 2520
  MET4 A -1
  Stop
  }
}

/*ACTOR HotCookedMeat //: SwitchableDecoration
{
  mass 5000
  Radius 4
  Height 6
  scale 0.8
  //Deathsound "MUCROT"
  -SOLID
  +FORCEXYBILLBOARD
  +USESPECIAL
  +SHOOTABLE +CANNOTPUSH +GHOST
  +NOBLOOD
	Activation THINGSPEC_Activate | THINGSPEC_ThingTargets | THINGSPEC_NoDeathSpecial
  States
  {
   Spawn:
    MET3 A 2 A_SpawnItemEx("SteamParticle", 0, 0, 1, (0.1)*Random(0, 4), 0, (0.1)*Random(3, 7), Random(0, 360), 128)
	MET3 A 8 A_SpawnItemEx("SteamParticle", 0, 0, 1, (0.1)*Random(0, 4), 0, (0.1)*Random(3, 7), Random(0, 360), 128)
	MET3 A 14 A_SpawnItemEx("SteamParticle", 0, 0, 1, (0.1)*Random(0, 4), 0, (0.1)*Random(3, 7), Random(0, 360), 128)
	MET3 A 20 A_SpawnItemEx("SteamParticle", 0, 0, 1, (0.1)*Random(0, 4), 0, (0.1)*Random(3, 7), Random(0, 360), 128)
	MET3 A 26 A_SpawnItemEx("SteamParticle", 0, 0, 1, (0.1)*Random(0, 4), 0, (0.1)*Random(3, 7), Random(0, 360), 128)
	MET3 A 32 A_SpawnItemEx("SteamParticle", 0, 0, 1, (0.1)*Random(0, 4), 0, (0.1)*Random(3, 7), Random(0, 360), 128)
	MET3 A 40 A_SpawnItemEx("SteamParticle", 0, 0, 1, (0.1)*Random(0, 4), 0, (0.1)*Random(3, 7), Random(0, 360), 128)
	MET3 A 50 A_SpawnItemEx("SteamParticle", 0, 0, 1, (0.1)*Random(0, 4), 0, (0.1)*Random(3, 7), Random(0, 360), 128)
	MET3 A 60 A_SpawnItemEx("SteamParticle", 0, 0, 1, (0.1)*Random(0, 4), 0, (0.1)*Random(3, 7), Random(0, 360), 128)
	MET3 A 75 A_SpawnItemEx("SteamParticle", 0, 0, 1, (0.1)*Random(0, 4), 0, (0.1)*Random(3, 7), Random(0, 360), 128)
    MET3 A 28
	MET3 A 0 A_SpawnItemEx("CookedMeat")
	TNT1 A 0 A_Die
    Stop
	/*Active:
	TNT1 A 0 A_Scream
	TNT1 A 1 A_Print("It's still too hot, let it cool down!")
	goto Spawn
  }
}*/

ACTOR RawMeat : SwitchableDecoration
{
  mass 5000
  Radius 4
  Height 6
  scale 0.8
  Deathsound "MUCROT"
  -SOLID
  +FORCEXYBILLBOARD
  +USESPECIAL
  +SHOOTABLE +CANNOTPUSH +GHOST
  +NOBLOOD
	Activation THINGSPEC_Activate | THINGSPEC_ThingTargets | THINGSPEC_NoDeathSpecial
  States
  {
   Spawn:
    MET2 A -1
    loop
	Active:
	TNT1 A 0 A_Scream
	TNT1 A 0 A_PlaySound("MUCROT")
	TNT1 A 0 ACS_Execute(88,0,0,0,0)
	TNT1 A 0 A_Jump(256,"ok1","ok2","ok3","ok4","ok5")
	ok1:
	TNT1 A 1 A_Print("The meat is fucking raw!")
	TNT1 A 1 A_GiveToTarget("HealthBonus", 1)
	TNT1 A 1 A_GiveToTarget("FullofMeat", 1)
	stop
	ok2:
	TNT1 A 1 A_Print("Gordon Ramsay would beat the shit out of you if he saw this meat.")
	TNT1 A 1 A_GiveToTarget("HealthBonus", 1)
	TNT1 A 1 A_GiveToTarget("FullofMeat", 1)
	stop
	ok3:
	TNT1 A 1 A_Print("It's undercooked.")
	TNT1 A 1 A_GiveToTarget("HealthBonus", 1)
	TNT1 A 1 A_GiveToTarget("FullofMeat", 1)
	stop
	ok4:
	TNT1 A 0 A_Print("The meat isn't cooked thoroughly.")
	TNT1 A 1 A_GiveToTarget("HealthBonus", 1)
	TNT1 A 1 A_GiveToTarget("FullofMeat", 1)
	stop
	ok5:
	TNT1 A 0 A_Print("If the murderer doesn't kill you, this raw meat might.")
	TNT1 A 1 A_GiveToTarget("HealthBonus", 1)
	TNT1 A 1 A_GiveToTarget("FullofMeat", 1)
	stop
  }
}

ACTOR CookedMeat : SwitchableDecoration
{
  mass 5000
  Radius 4
  Height 6
  scale 0.8
  Deathsound "MUCROT"
  -SOLID
  +FORCEXYBILLBOARD
  +USESPECIAL
  +SHOOTABLE +CANNOTPUSH +GHOST
  +NOBLOOD
	Activation THINGSPEC_Activate | THINGSPEC_ThingTargets | THINGSPEC_NoDeathSpecial
  States
  {
   Spawn:
    MET3 A -1
    loop
	Active:
	TNT1 A 0 A_Scream
	TNT1 A 0 A_PlaySound("MUCROT")
	TNT1 A 0 ACS_Execute(88,0,0,0,0)
	TNT1 A 0 A_Jump(256,"ok1","ok2","ok3","ok4","ok5")
	ok1:
	TNT1 A 1 A_Print("There's nothing quite like meat in your mouth.")
	TNT1 A 1 A_GiveToTarget("HealthBonus", 10)
	TNT1 A 1 A_GiveToTarget("FullofMeat", 1)
	stop
	ok2:
	TNT1 A 1 A_Print("Gordon Ramsay would be envious of this meat.")
	TNT1 A 1 A_GiveToTarget("HealthBonus", 10)
	TNT1 A 1 A_GiveToTarget("FullofMeat", 1)
	stop
	ok3:
	TNT1 A 1 A_Print("Freshly made and cooked to perfection.")
	TNT1 A 1 A_GiveToTarget("HealthBonus", 10)
	TNT1 A 1 A_GiveToTarget("FullofMeat", 1)
	stop
	ok4:
	TNT1 A 0 A_Print("Crisp and juicy.")
	TNT1 A 1 A_GiveToTarget("HealthBonus", 10)
	TNT1 A 1 A_GiveToTarget("FullofMeat", 1)
	stop
	ok5:
	TNT1 A 0 A_Print("It tastes so good!")
	TNT1 A 1 A_GiveToTarget("HealthBonus", 10)
	TNT1 A 1 A_GiveToTarget("FullofMeat", 1)
	stop
  }
}

ACTOR BurntMeat : SwitchableDecoration
{
  mass 5000
  Radius 4
  Height 6
  scale 0.8
  Deathsound "MUCROT"
  -SOLID
  +FORCEXYBILLBOARD
  +USESPECIAL
  +SHOOTABLE +CANNOTPUSH +GHOST 
  +NOBLOOD
	Activation THINGSPEC_Activate | THINGSPEC_ThingTargets | THINGSPEC_NoDeathSpecial
  States
  {
   Spawn:
    MET4 A -1
    loop
	Active:
	TNT1 A 0 A_Scream
	TNT1 A 0 A_PlaySound("MUCROT")
	TNT1 A 0 ACS_Execute(88,0,0,0,0)
	TNT1 A 0 A_Jump(256,"ok1","ok2","ok3","ok4","ok5")
	ok1:
	TNT1 A 1 A_Print("This is charred garbage.")
	TNT1 A 1 A_GiveToTarget("HealthBonus", 2)
	TNT1 A 1 A_GiveToTarget("FullofMeat", 1)
	stop
	ok2:
	TNT1 A 1 A_Print("This tastes like crap.")
	TNT1 A 1 A_GiveToTarget("HealthBonus", 2)
	TNT1 A 1 A_GiveToTarget("FullofMeat", 1)
	stop
	ok3:
	TNT1 A 1 A_Print("Why are you eating this?")
	TNT1 A 1 A_GiveToTarget("HealthBonus", 2)
	TNT1 A 1 A_GiveToTarget("FullofMeat", 1)
	stop
	ok4:
	TNT1 A 0 A_Print("The meat is so black it might get shot by police.")
	TNT1 A 1 A_GiveToTarget("HealthBonus", 2)
	TNT1 A 1 A_GiveToTarget("FullofMeat", 1)
	stop
	ok5:
	TNT1 A 0 A_Print("Desperate times call for desperate eatin'.")
	TNT1 A 1 A_GiveToTarget("HealthBonus", 2)
	TNT1 A 1 A_GiveToTarget("FullofMeat", 1)
	stop
  }
}

/*actor Fish : SwitchableDecoration 32231
{
//$Category WDI26 Decorate
//$Title "WDI26 Fish (Goes in inventory)"
  mass 5000
  Radius 4
  Height 6
  scale 0.8
  Deathsound "MUCROT"
  -SOLID
  +FORCEXYBILLBOARD
  +USESPECIAL
  +SHOOTABLE +CANNOTPUSH +GHOST 
  +NOBLOOD
	Activation THINGSPEC_Activate | THINGSPEC_ThingTargets | THINGSPEC_NoDeathSpecial
  states
  {
  Spawn:
  FRUT F -1
  loop
  	Active:
	//TNT1 A 0 A_JumpIfInventory("FishInInventory",1,"FailPickup") 
	TNT1 A 0 A_Scream
	TNT1 A 0 A_PlaySound("MUCROT")
	TNT1 A 0 A_GiveToTarget("FishInInventory",1)
	TNT1 A 0 ACS_Execute(78,0,0,0,0)
	TNT1 A 0 A_Die
	stop
  }
}*/

Actor FishInInventory : ammo
{
Inventory.MaxAmount 1
}
Actor RawFishInInventory : ammo
{
Inventory.MaxAmount 1
}
Actor CookedFishInInventory : ammo
{
Inventory.MaxAmount 1
}
Actor BurntFishInInventory : ammo
{
Inventory.MaxAmount 1
}
Actor FullofFish : ammo
{
Inventory.MaxAmount 2
}

actor CookingFish
{
  height 4
  radius 4
  scale 0.8
  states
  {
  Spawn:
  FRUT F 210
  FII2 A 3685
  FII3 A 1830
  FII4 A -1
  Stop
  }
}

/*ACTOR HotCookedFish //: SwitchableDecoration
{
  mass 5000
  Radius 4
  Height 6
  scale 0.8
  //Deathsound "MUCROT"
  -SOLID
  +FORCEXYBILLBOARD
  +USESPECIAL
  +SHOOTABLE +CANNOTPUSH +GHOST
  +NOBLOOD
	Activation THINGSPEC_Activate | THINGSPEC_ThingTargets | THINGSPEC_NoDeathSpecial
  States
  {
   Spawn:
    FII3 A 2 A_SpawnItemEx("SteamParticle", 0, 0, 1, (0.1)*Random(0, 4), 0, (0.1)*Random(3, 7), Random(0, 360), 128)
	FII3 A 8 A_SpawnItemEx("SteamParticle", 0, 0, 1, (0.1)*Random(0, 4), 0, (0.1)*Random(3, 7), Random(0, 360), 128)
	FII3 A 14 A_SpawnItemEx("SteamParticle", 0, 0, 1, (0.1)*Random(0, 4), 0, (0.1)*Random(3, 7), Random(0, 360), 128)
	FII3 A 20 A_SpawnItemEx("SteamParticle", 0, 0, 1, (0.1)*Random(0, 4), 0, (0.1)*Random(3, 7), Random(0, 360), 128)
	FII3 A 26 A_SpawnItemEx("SteamParticle", 0, 0, 1, (0.1)*Random(0, 4), 0, (0.1)*Random(3, 7), Random(0, 360), 128)
	FII3 A 32 A_SpawnItemEx("SteamParticle", 0, 0, 1, (0.1)*Random(0, 4), 0, (0.1)*Random(3, 7), Random(0, 360), 128)
	FII3 A 40 A_SpawnItemEx("SteamParticle", 0, 0, 1, (0.1)*Random(0, 4), 0, (0.1)*Random(3, 7), Random(0, 360), 128)
	FII3 A 50 A_SpawnItemEx("SteamParticle", 0, 0, 1, (0.1)*Random(0, 4), 0, (0.1)*Random(3, 7), Random(0, 360), 128)
	FII3 A 60 A_SpawnItemEx("SteamParticle", 0, 0, 1, (0.1)*Random(0, 4), 0, (0.1)*Random(3, 7), Random(0, 360), 128)
	FII3 A 75 A_SpawnItemEx("SteamParticle", 0, 0, 1, (0.1)*Random(0, 4), 0, (0.1)*Random(3, 7), Random(0, 360), 128)
    FII3 A 28
	FII3 A 0 A_SpawnItemEx("CookedFish")
	TNT1 A 0 A_Die
    Stop
	/*Active:
	TNT1 A 0 A_Scream
	TNT1 A 1 A_Print("It's still too hot, let it cool down!")
	goto Spawn
  }
}*/

ACTOR RawFish : SwitchableDecoration
{
  mass 5000
  Radius 4
  Height 6
  scale 0.8
  Deathsound "MUCROT"
  -SOLID
  +FORCEXYBILLBOARD
  +USESPECIAL
  +SHOOTABLE +CANNOTPUSH +GHOST
  +NOBLOOD
	Activation THINGSPEC_Activate | THINGSPEC_ThingTargets | THINGSPEC_NoDeathSpecial
  States
  {
   Spawn:
    FII2 A -1
    loop
	Active:
	TNT1 A 0 A_Scream
	TNT1 A 0 A_PlaySound("MUCROT")
	TNT1 A 0 ACS_Execute(88,0,0,0,0)
	TNT1 A 0 A_Jump(256,"ok1","ok2","ok3","ok4","ok5")
	ok1:
	TNT1 A 1 A_Print("Is this thing still alive?")
	TNT1 A 1 A_GiveToTarget("HealthBonus", 1)
	TNT1 A 1 A_GiveToTarget("FullofFish", 1)
	stop
	ok2:
	TNT1 A 1 A_Print("Somehow this doesn't feel the same as sashimi.")
	TNT1 A 1 A_GiveToTarget("HealthBonus", 1)
	TNT1 A 1 A_GiveToTarget("FullofFish", 1)
	stop
	ok3:
	TNT1 A 1 A_Print("It's undercooked.")
	TNT1 A 1 A_GiveToTarget("HealthBonus", 1)
	TNT1 A 1 A_GiveToTarget("FullofFish", 1)
	stop
	ok4:
	TNT1 A 0 A_Print("The fish isn't cooked thoroughly.")
	TNT1 A 1 A_GiveToTarget("HealthBonus", 1)
	TNT1 A 1 A_GiveToTarget("FullofFish", 1)
	stop
	ok5:
	TNT1 A 0 A_Print("This fish is all slimey and floppy.")
	TNT1 A 1 A_GiveToTarget("HealthBonus", 1)
	TNT1 A 1 A_GiveToTarget("FullofFish", 1)
	stop
  }
}

ACTOR CookedFish : SwitchableDecoration
{
  mass 5000
  Radius 4
  Height 6
  scale 0.8
  Deathsound "MUCROT"
  -SOLID
  +FORCEXYBILLBOARD
  +USESPECIAL
  +SHOOTABLE +CANNOTPUSH +GHOST
  +NOBLOOD
	Activation THINGSPEC_Activate | THINGSPEC_ThingTargets | THINGSPEC_NoDeathSpecial
  States
  {
   Spawn:
    FII3 A -1
    loop
	Active:
	TNT1 A 0 A_Scream
	TNT1 A 0 A_PlaySound("MUCROT")
	TNT1 A 0 ACS_Execute(88,0,0,0,0)
	TNT1 A 0 A_Jump(256,"ok1","ok2","ok3","ok4","ok5")
	ok1:
	TNT1 A 1 A_Print("Seafood is the best.")
	TNT1 A 1 A_GiveToTarget("HealthBonus", 8)
	TNT1 A 1 A_GiveToTarget("FullofFish", 1)
	stop
	ok2:
	TNT1 A 1 A_Print("That's some seriously saucy seafood.")
	TNT1 A 1 A_GiveToTarget("HealthBonus", 8)
	TNT1 A 1 A_GiveToTarget("FullofFish", 1)
	stop
	ok3:
	TNT1 A 1 A_Print("Freshly made and cooked to perfection.")
	TNT1 A 1 A_GiveToTarget("HealthBonus", 8)
	TNT1 A 1 A_GiveToTarget("FullofFish", 1)
	stop
	ok4:
	TNT1 A 0 A_Print("Crisp and awesome.")
	TNT1 A 1 A_GiveToTarget("HealthBonus", 8)
	TNT1 A 1 A_GiveToTarget("FullofFish", 1)
	stop
	ok5:
	TNT1 A 0 A_Print("It tastes so good!")
	TNT1 A 1 A_GiveToTarget("HealthBonus", 8)
	TNT1 A 1 A_GiveToTarget("FullofFish", 1)
	stop
  }
}

ACTOR BurntFish : SwitchableDecoration
{
  mass 5000
  Radius 4
  Height 6
  scale 0.8
  Deathsound "MUCROT"
  -SOLID
  +FORCEXYBILLBOARD
  +USESPECIAL
  +SHOOTABLE +CANNOTPUSH +GHOST 
  +NOBLOOD
	Activation THINGSPEC_Activate | THINGSPEC_ThingTargets | THINGSPEC_NoDeathSpecial
  States
  {
   Spawn:
    FII4 A -1
    loop
	Active:
	TNT1 A 0 A_Scream
	TNT1 A 0 A_PlaySound("MUCROT")
	TNT1 A 0 ACS_Execute(88,0,0,0,0)
	TNT1 A 0 A_Jump(256,"ok1","ok2","ok3","ok4","ok5")
	ok1:
	TNT1 A 1 A_Print("This is an abomination.")
	TNT1 A 1 A_GiveToTarget("HealthBonus", 2)
	TNT1 A 1 A_GiveToTarget("FullofFish", 1)
	stop
	ok2:
	TNT1 A 1 A_Print("This fish deserved a better life than this.")
	TNT1 A 1 A_GiveToTarget("HealthBonus", 2)
	TNT1 A 1 A_GiveToTarget("FullofFish", 1)
	stop
	ok3:
	TNT1 A 1 A_Print("Aquaman is mad at you for this one.")
	TNT1 A 1 A_GiveToTarget("HealthBonus", 2)
	TNT1 A 1 A_GiveToTarget("FullofFish", 1)
	stop
	ok4:
	TNT1 A 0 A_Print("What is this crap?")
	TNT1 A 1 A_GiveToTarget("HealthBonus", 2)
	TNT1 A 1 A_GiveToTarget("FullofFish", 1)
	stop
	ok5:
	TNT1 A 0 A_Print("It's falling apart in your hands while you eat it.")
	TNT1 A 1 A_GiveToTarget("HealthBonus", 2)
	TNT1 A 1 A_GiveToTarget("FullofFish", 1)
	stop
  }
}

ACTOR Carrot : SwitchableDecoration 32228 // Updated for Reloaded
{
	//$Category WDI26 Decorate
	//$Sprite FRUTC0
	//$Title "Carrot"
  mass 5000
  Radius 4
  Height 6
  scale 0.8
  Deathsound "MUCROT"
  -SOLID
  +FORCEXYBILLBOARD
  +USESPECIAL
  +PUSHABLE +SHOOTABLE +CANNOTPUSH +GHOST PushFactor 0.1
  +NOBLOOD
	Activation THINGSPEC_Activate | THINGSPEC_ThingTargets | THINGSPEC_NoDeathSpecial
  States
  {
   Spawn:
   FRUT C 35 NODELAY
	FRUT C 0 A_SpawnItemEx("GoreFlies",0,0,random(2,20),0,0,0,0,SXF_CLIENTSIDE,246 ,7780)
	FRUT C 0 A_SpawnItemEx("Maggot",0,0,random(2,20),0,0,0,0,SXF_CLIENTSIDE,246 ,7780)
	FRUT C 0 A_SpawnItemEx("Worm",0,0,random(2,20),0,0,0,0,SXF_CLIENTSIDE,246 ,7780)
    FRUT C -1
    loop
	Active:
	TNT1 A 0 A_Scream
	TNT1 A 0 A_PlaySound("MUCROT")
	//TNT1 A 0 A_GiveToTarget("HealthBonus", 1)
	TNT1 A 0 A_Jump(256,"ok1","ok2","ok3","ok4","ok5")
	ok1:
	TNT1 A 1 A_Print("Why is it so bitter...?")
	stop
	ok2:
	TNT1 A 1 A_Print("It had to be rinsed first...")
	stop
	ok3:
	TNT1 A 1 A_Print("It's completely tasteless.")
	stop
	ok4:
	TNT1 A 0 A_Print("A little sweet and healthy!")
	TNT1 A 1 A_GiveToTarget("HealthBonus", 1)
	stop
	ok5:
	TNT1 A 0 A_Print("Hrum-hrum.")
	TNT1 A 1 A_GiveToTarget("HealthBonus", 1)
	stop
  }
}