Actor Player_DeathMarker : MapMarker
{
    Scale 0.04
    -SOLID
    +NOINTERACTION
    +NOBLOCKMAP
    States
    {
    Spawn:
        TNT1 A 0
        TNT1 A 0 ACS_NamedExecuteAlways("WDIR_DeathMarkerVisiblity", 0)
    Invisible:
        TNT1 A -1 
        Stop
    Visible:
        DSKL A -1
        Stop
    }
}

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

ACTOR MarkTripShotgun : WDIToken { Inventory.MaxAmount 3 }

ACTOR MarkBertholite  : WDIToken { Inventory.MaxAmount 6 }
ACTOR MarkFakeStim    : WDIToken { Inventory.MaxAmount 6 }

ACTOR GiveMarkBertholite : CustomInventory { +INVENTORY.AUTOACTIVATE +INVENTORY.ALWAYSPICKUP States { Pickup: TNT1 A 0 A_GiveInventory("MarkBertholite", 20) Stop } }
ACTOR GiveMarkFakeStim : CustomInventory { +INVENTORY.AUTOACTIVATE +INVENTORY.ALWAYSPICKUP States { Pickup: TNT1 A 0 A_GiveInventory("MarkFakeStim", 20) Stop } }

ACTOR MarkFireExt     : WDIToken { Inventory.MaxAmount 3 }
ACTOR MarkFire        : WDIToken { Inventory.MaxAmount 6 }
ACTOR MarkSledgehammer: WDIToken { Inventory.MaxAmount 3 }
ACTOR MarkTNT         : WDIToken { Inventory.MaxAmount 3 }

ACTOR ChlorineCloud //Lol Hexen cloud.
{
	Radius 10
	Height 12
	DamageType "Gas"
	PoisonDamage 3
	Mass 0x7fffffff
	ReactionTime 120
	BounceFactor 0.15
	MaxStepHeight 64
	Gravity 0.0001
	BounceType "Hexen"
	BounceFactor 0.4
	WallBounceFactor 0.15
	RenderStyle Add
	Alpha 0.2
	+CANNOTPUSH +CANBLAST
	+NOEXPLODEFLOOR +DONTSPLASH
	+DROPOFF +NOBLOCKMAP
	+NODAMAGETHRUST +BLOODLESSIMPACT
	+SLIDESONWALLS +FORCEXYBILLBOARD
	Speed 2
	States
	{
	Spawn:
		PSBG D 1 NODELAY
		PSBG DEFH 4
		PSBG H 0 A_RadiusGive("GiveMarkBertholite", 140, RGF_PLAYERS | RGF_NOSIGHT)
		PSBG H 1 A_Explode(4, 128)
		Goto Float
	Float:
		PSBG H 0 A_RadiusGive("GiveMarkBertholite", 140, RGF_PLAYERS | RGF_NOSIGHT)
		PSBG HH 18 A_Explode(4, 128)
		PSBG H 0 A_Countdown	
		loop
	Death:
		PSBG H 1 A_FadeOut(0.001)
		loop
  }
}

ACTOR ChlorineCloudMini : ChlorineCloud
{
    Reactiontime 45
    DamageType "Gas"
    States
    {
    Spawn:
        PSBG D 1 NODELAY
        PSBG DEFH 4
        PSBG H 0 A_RadiusGive("GiveMarkFakeStim", 140, RGF_PLAYERS | RGF_NOSIGHT)
        PSBG H 1 A_Explode(4, 128)
        Goto Float
    Float:
        PSBG H 0 A_RadiusGive("GiveMarkFakeStim", 140, RGF_PLAYERS | RGF_NOSIGHT)
        PSBG HH 18 A_Explode(4, 128)
        PSBG H 0 A_Countdown	
        loop
    }
}

actor StimGas
{
PROJECTILE
-NOGRAVITY
+NODAMAGETHRUST
Obituary ""
DamageType "Gas"
+FORCEXYBILLBOARD
states
{
Spawn:
	FTIM A 0
	//lol fall through!
Death:
	FTIM A 0 A_PlaySound("Weapons/Aw_FFS")
	FTIM A 0 A_RadiusGive("GiveMarkFakeStim", 70, RGF_PLAYERS | RGF_NOSIGHT)
	FTIM A 1 A_Explode(20, 40)
	FTIM BCBCBCBCBCBCBCBC 2
	FTIM CCCCCCCCCCCCCCC 2 A_SpawnItemEx ("ChlorineCloudMini", 0, 0, 0, random(-6.0,6.0), random(-6.0,6.0), 0, random(0, 360), SXF_ABSOLUTEMOMENTUM|SXF_ABSOLUTEANGLE|SXF_NOCHECKPOSITION, 0)
	
Deathloop: //Because state offsets didn't work for whatever reason
	FTIM C 350
	FTIM C 1 A_JumpIf(CallACS("CheckPerma") == 1,"Deathloop")
	FTIM C 1 A_FadeOut(0.01)
	loop
} 
}

Actor TripShotgunPuff : DefaultPuff
{
DamageType "ShotgunTrap"
Decal "BulletChip"
activesound "none"
attacksound "Bullet/Ricochet"
seesound "Bullet/Hit"
vspeed 0
+FORCEXYBILLBOARD
+PUFFONACTORS
	renderstyle Add
	alpha 1.0
	Scale 0.1
	+BRIGHT
  states
  {
Crash:
  Spawn:
    TNT1 A 0
	BPUF A 1 A_SpawnItemEx ("RicoChet",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)
	BPUF D 1 A_SetScale(0.16,0.16)
  Melee:
    TNT1 A 0 A_RadiusGive("MarkTripShotgun", 64, RGF_PLAYERS | RGF_NOSIGHT)
	TNT1 A 1
	stop
  xdeath:
	TNT1 A 0
    TNT1 A 0 A_RadiusGive("MarkTripShotgun", 64, RGF_PLAYERS | RGF_NOSIGHT)
	TNT1 A 0 A_PlaySound("Bullet/Hit")
	stop
}
}

actor FireExtMissile
{
  Scale 0.3
  Radius 3
  Height 3
  Speed 20
  DamageType "FireExt"
  Damage (Random(1,1))
  Projectile
  RenderStyle add
  decal FireExtDecal
 // Alpha 0.70
  +CANNOTPUSH
  +BLOODLESSIMPACT
  +NODAMAGETHRUST
  +RANDOMIZE
  +DONTSPLASH
  +FORCEXYBILLBOARD
  States
  {
  Spawn:
    FIEX I 0 
    FIEX IIJJ 1 A_FadeOut(0.08)
	FIEX K 0 A_SetScale(0.4)
	FIEX KKLL 1 A_FadeOut(0.08)
	FIEX M 0 A_SetScale(0.5)
	FIEX MN 1 A_FadeOut(0.08)
    Stop
  Death:
	FIEX M 0
	FIEX M 0 A_RadiusGive("MarkFireExt", 64, RGF_PLAYERS | RGF_NOSIGHT)
	FIEX M 0 A_explode(1,16,0,0,16)
	TNT1 MMMM 0 A_CustomMissile("FireExtSmoke", random(-5,5), random(-5,5), random (0, 360), 2, random (75, -75))
	FIEX M 0 A_CheckFloor("DeathFloor")
    TNT1 A 1
    stop
	DeathFloor:
	FIEX M 0
	FIEX M 0 A_SpawnItem("SprayFloorDecalWhite", 0, 1)
	stop
  }
}

Actor ThrownMolly
{
	Radius 6
	Height 4
	Speed 25
	Damage 0
	Scale 0.45
	DamageType "Friendlythrown"
	Projectile
	-NOGRAVITY
	-BOUNCEONACTORS
	-BLOODSPLATTER
	-EXPLODEONWATER
	+NOBLOOD
	+SKYEXPLODE
	SeeSound "Molly/Flame"
	DeathSound "Molly/Burst"
	Obituary ""
	Gravity 0.85
	+FORCEXYBILLBOARD
	+SKYEXPLODE
	decal "Scorch"
	States
	{
	Spawn:
		MOPP ABCDEFGHIJKLMNOP 2 Bright
		Loop
	Death:
		TNT1 A 0 A_JumpIf(waterlevel >= 2, "InWater")
		TNT1 A 0 A_RadiusGive("MarkFire", 90, RGF_PLAYERS | RGF_NOSIGHT)
		TNT1 A 0 A_Explode(10, 64, 1)
		TNT1 AAAAAAAAAA 0 A_CustomMissile("MollyShard",1,0,random(0,360), 2, random(5, 45))
		TNT1 AAAAA 0 A_CustomMissile("MollyFireSpawn2",1,0,random(0,360), 2, random(30, 70))
		TNT1 A 1 A_SpawnItemEx("MollyGroundScorchHuge", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
		TNT1 A 1 A_SpawnItemEx("MollyFireDecorativeBig", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
		TNT1 AAAAAAAAAA 2 A_CustomMissile("MollyFireSpawn",1,0,random(0,360), 2, random(5, 30))
		TNT1 AAAAA 1 A_CustomMissile("MollyFireSpawn3",1,0,random(0,360), 2, random(5, 30))
		Stop
	InWater:
		TNT1 A 1
		Stop
}}

Actor MollyFire
{
  Radius 3
  Height 4
	Speed 0
  Damage 0
  Scale 0.7
  Alpha 0.0
  Gravity 1.5
  ReactionTime 60 // About 1 minute 
  Renderstyle Add
  ActiveSound "molly/burn"
  DamageType "Burn"
	-Solid
	-Shootable
	-NOGRAVITY
	+DONTSPLASH
	+BloodLessImpact
	-BLOODSPLATTER
	+RIPPER
	+NOBLOOD
	+NODAMAGETHRUST
	+BRIGHT
	+FORCEXYBILLBOARD
	+VULNERABLE
	   +ISMONSTER
   -COUNTKILL
	DamageFactor "FireExt", 10
	DamageFactor "bombstuff", 0
	DamageFactor "Burn", 0
	DamageFactor "Gas", 0
//	DamageFactor 0.0
	Health 25
  States
  {
  Spawn:
    TNT1 A 0 
    TNT1 A 0 A_JumpIf(waterlevel >= 2, "InWater")
    TNT1 A 0 A_PlaySound("molly/burn", CHAN_VOICE, 1.0, 1)
	TNT1 A 0 A_SpawnItemEx("MollyGroundScorch", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
	TNT1 A 0 A_SpawnItemEx("RealisticFireSparks",0,0,34,0,0,0,0,SXF_NOCHECKPOSITION|SXF_TRANSFERSCALE|SXF_SETMASTER)
  NF4R ABCDEFGHIJK 1 A_FadeIn(0.1)
  NF4R LMNOPQ 1
    Goto Ignited
	
    Ignited:
    TNT1 A 0 A_JumpIf(waterlevel >= 2, "InWater")
    TNT1 A 0 A_PlaySound("molly/burn", CHAN_VOICE, 1.0, 1)
	NULL A 0 Bright A_RadiusGive("MarkFire", 130, RGF_PLAYERS | RGF_NOSIGHT)
	NULL A 0 Bright A_Explode(2, 100, 1)
	NF4R ABC 1
	NULL A 0 Bright A_Explode(2, 100, 1)
	NF4R DEF 1
	NULL A 0 Bright A_Explode(2, 100, 1)
	NF4R GHI 1
	NULL A 0 Bright A_Explode(2, 100, 1)
	NF4R JKL 1
	NULL A 0 Bright A_Explode(2, 100, 1)
	NF4R MNO 1
	NULL A 0 Bright A_Explode(2, 100, 1)
	NF4R PQ 1
	NULL A 0 Bright A_Explode(2, 100, 1)
	NF4R ABC 1
	NULL A 0 Bright A_Explode(2, 100, 1)
	NF4R DEF 1
	NULL A 0 Bright A_Explode(2, 100, 1)
	NF4R GHI 1
	NULL A 0 Bright A_Explode(2, 100, 1)
	NF4R JKL 1
	NULL A 0 Bright A_Explode(2, 100, 1)
	NF4R MNO 1
	NULL A 0 Bright A_Explode(2, 100, 1)
	NF4R PQ 1
    TNT1 A 0 A_CountDown
    Loop

  Death: 
    TNT1 A 0 A_StopSound(CHAN_AUTO)
	NF4R ABCDEFGHIJ 1 Bright
	NF4R KLMNOPQ 1 Bright A_FadeOut(0.05)
	NF4R RSTUV 1 Bright A_FadeOut(0.05)
	TNT1 A 0 A_RemoveChildren(TRUE)
    Stop

Death.FireExt: 
    TNT1 A 0 A_StopSound(CHAN_AUTO)
	TNT1 A 0 A_PlaySound("MOLOEXTI")
	//NF4R ABCDEFGHIJ 1
	NF4R RSTUV 1 Bright A_FadeOut(0.10)
	TNT1 A 0 A_RemoveChildren(TRUE)
    Stop


  InWater:
    TNT1 A 1
    Stop
  }
}

Actor MollyDamageArea: MollyFire
{
//+NOGRAVITY
	States
	{
	Spawn:
	TNT1 A 0 NODELAY A_PlaySound("molly/burn", CHAN_VOICE, 1.0, 1)
	TNT1 A 0 A_RadiusGive("MarkFire", 130, RGF_PLAYERS | RGF_NOSIGHT)
	TNT1 AAAAAAAAAAA 3 Bright A_Explode(2, 100, 1)
    TNT1 A 0 A_CountDown
    Loop
	Death:
    TNT1 A 1 A_StopSound(CHAN_AUTO)
    Stop
	}
}

Actor FireDecorativeNew 20900
{
  Height 6
  Radius 2
  +BRIGHT
  Renderstyle Add
  scale 0.5
  +NOGRAVITY
  +BLOODLESSIMPACT
  Alpha 1.0
  DamageType "Fire"
  Obituary "%o burned himself on decorative fire. Well, if you insist."
  +NOINTERACTION
  +NOCLIP
  +RANDOMIZE
  +FORCEYBILLBOARD
  +DONTSPLASH
RenderStyle add
  //$Category WDI Effects
  //$Sprite FFLGF0
  //$Title "Fire Decoration"
  States
  {
  Spawn:
	TNT1 A 0 NODELAY A_SetScale(frandom(0.4,0.6))
	TNT1 A 0 A_Jump(128,2)
	TNT1 A 0 A_SetScale(-scalex,scaley)
	TNT1 A 0 A_SpawnItemEx("RealisticFireSparks",0,0,23,0,0,0,0,SXF_NOCHECKPOSITION|SXF_TRANSFERSCALE, 0, 9500)
    Stay:
    TNT1 A 0 A_PlaySoundEx("DSTORCH2", "SoundSlot6", 1)
	NF4R ABCDEFGHIJKLMNOPQ 1 BRIGHT
	FFLG F 0 A_SpawnItemEx("FireDecorativeSmoke",random(-2,2),random(-2,2),random(12,14),frandom(-0.3,0.3),frandom(-0.3,0.3),frandom(0.8,1.2),random(0,90),SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,90)
	TNT1 A 0 A_RadiusGive("MarkFire", 32, RGF_PLAYERS | RGF_NOSIGHT)
	TNT1 A 0 A_Explode(2,8,0,0,8)
	loop
	}
}

Actor FireDecorativeLargeNew : FireDecorativeNew 20901
{
  scale 0.8
  States
  {
  Spawn:
	TNT1 A 0 NODELAY A_SetScale(frandom(0.7,0.9))
	TNT1 A 0 A_Jump(128,2)
	TNT1 A 0 A_SetScale(-scalex,scaley)
	TNT1 A 0 A_SpawnItemEx("RealisticFireSparks",0,0,23,0,0,0,0,SXF_NOCHECKPOSITION|SXF_TRANSFERSCALE, 0, 9500)
    Stay:
    TNT1 A 0 A_PlaySoundEx("DSTORCH2", "SoundSlot6", 1)
	FFLG F 0 A_SpawnItemEx("FireDecorativeSmoke",random(-2,2),random(-2,2),random(12,14),frandom(-0.3,0.3),frandom(-0.3,0.3),frandom(0.8,1.2),random(0,90),SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,90)
	NF4R ABCDEFGHIJKLMNOPQ 1 BRIGHT
	TNT1 A 0 A_RadiusGive("MarkFire", 48, RGF_PLAYERS | RGF_NOSIGHT)
	TNT1 A 0 A_Explode(2,16,0,0,16)
	loop
  }
}

ACTOR SledgePUFF: BaseMeleePuff
{ 
   AttackSound "weapons/SledgeHit"
   SeeSound "weapons/SledgeHit"
   +EXTREMEDEATH
   Decal "MeleeCrack"
   DamageType "friendlymelee"
   States
   {
   Spawn:
   Crash:
   Melee:
       TNT1 A 0 A_RadiusGive("MarkSledgehammer", 64, RGF_PLAYERS | RGF_NOSIGHT)
       TNT1 A 1
       Stop
   }
}

ACTOR SledgePUFF2: BaseMeleePuff
{ 
   AttackSound ""
   SeeSound ""
   +EXTREMEDEATH
   Decal "MeleeCrack"
 States
   {
   Spawn:
   Crash:
   Melee:
       TNT1 A 0 A_RadiusGive("MarkSledgehammer", 64, RGF_PLAYERS | RGF_NOSIGHT)
       TNT1 A 1
       Stop
   }
}

Actor SledgeFloorAttack
{
	Projectile
	Radius 1
	Height 2
	+ripper
	Damage (0)
	Speed 22
	Damagetype "friendlymelee"
	Renderstyle none
	States
	{
	Spawn:
	CELL A 1 NODELAY
	stop
	Death:
	TNT1 A 0 A_CheckFloor("DeathFloor")
	TNT1 AAAA 0 A_CustomMissile ("MeleeSmoke", 0, 0, random (160, -160), 2, random (0, 360))
	stop
	DeathFloor:
	TNT1 A 0 A_SpawnItemEX("SledgeRadiusSmoke",0,0,0)
	TNT1 A 0 A_Quake(2,6,0,52,"none")
	TNT1 A 0 A_RadiusGive("MarkSledgehammer", 64, RGF_PLAYERS | RGF_NOSIGHT)
	TNT1 A 8 A_Explode(19,40,0,0,20) // damage nerfed from 30 to 19 so max damage murd can get is 45 instead of 60.
	stop  
	}
}

ACTOR WDI18bombexplosion
{
  DamageType "bombstuff"
  Damage 999
  Scale 4.0
  Projectile
  -NOGRAVITY
  +RANDOMIZE
  +DEHEXPLOSION
  +GRENADETRAIL
  States
  {
  Spawn:
    goto death
  Death:
    TNT1 A 0 A_RadiusGive("MarkTNT", 850, RGF_PLAYERS | RGF_NOSIGHT)
    EXP2 CDEFGH 3 Bright A_Explode(125,850)
    EXP2 IJKLMN 3 Bright
    Stop
  }
}

actor TankBoom
{
	  DamageType "bombstuff"
  //Radius 256
  //Height 256
  Damage 999
  Scale 4.0
  Projectile
  -NOGRAVITY
  +RANDOMIZE
  +DEHEXPLOSION
  +GRENADETRAIL
    States
    {
    Spawn:
        TNT1 A 0
       // "####" AAAAA 1 A_Explode(666,768,0)
	   TNT1 A 0 A_RadiusGive("MarkTNT", 1048, RGF_PLAYERS | RGF_NOSIGHT)
	   TNT1 AAAAAA 5 A_Explode(400,820)
	   TNT1 AAAAA 5 A_Explode(400,1048)
	//   TNT1 AAAAAAA 5 A_Explode(200,256,0)
        Stop
    }
}

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

Actor GasCanister
{
    Radius 12
    Height 12
    Mass 10
    Speed 25
    DamageType "Gas"
    PROJECTILE
    -NOGRAVITY
    +NODAMAGETHRUST
    +NOBLOOD
    -BLOODSPLATTER
    Renderstyle translucent
    Alpha 0.7
    +DONTSPLASH
    +FORCEXYBILLBOARD
    +SKYEXPLODE
    +EXPLODEONWATER
    +THRUACTORS
    BounceType Hexen
    BounceFactor 0.3
    WallBounceFactor 0.2
    
    ReactionTime 18
    
    DeathSound "weapons/Gasbreak"
    
    States
    {
    Spawn:
        TNT1 A 0 A_JumpIf(z - floorz < 2, "OnFloor")
        PTBR A 2 A_CountDown    
        TNT1 A 0 A_JumpIf(z - floorz < 2, "OnFloor")
        PTBR B 2 A_CountDown     
        TNT1 A 0 A_JumpIf(z - floorz < 2, "OnFloor")
        PTBR C 2 A_CountDown  
        TNT1 A 0 A_JumpIf(z - floorz < 2, "OnFloor")
        PTBR D 2 A_CountDown
        TNT1 A 0 A_JumpIf(z - floorz < 2, "OnFloor")
        PTBR E 2 A_CountDown    
        Loop  
    OnFloor:
        PSBG A 1 A_CountDown
        Loop   
    Death:
        PSBG A 0 A_Scream
        TNT1 AAAAAAAAAAAAAAAAAAAAA 0 A_SpawnItemEx("NewGlassShard", random(-4, 4), random(-4, 4), random(1, 6), random(-16, 16), random(-16, 16), random(-4, 16), random(0, 360), SXF_ABSOLUTEMOMENTUM|SXF_ABSOLUTEANGLE|SXF_NOCHECKPOSITION, 0)
        TNT1 A 0 ThrustThingZ(0,8,0,0)
        PSBG BC 3 A_Explode(10,312)
        TNT1 AAAAAAAAAA 0 A_SpawnItemEx ("ChlorineCloud", 0, 0, 0, random(-4.0,4.0), random(-4.0,4.0), random(-0.6, 1.0), random(0, 360), SXF_ABSOLUTEMOMENTUM|SXF_ABSOLUTEANGLE|SXF_NOCHECKPOSITION, 0)    
        TNT1 AAAAAAAAAA 0 A_SpawnItemEx ("ChlorineCloud", 0, 0, 0, random(-6.0,6.0), random(-6.0,6.0), random(-1.5, 2.5), random(0, 360), SXF_ABSOLUTEMOMENTUM|SXF_ABSOLUTEANGLE|SXF_NOCHECKPOSITION, 0)
        TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_SpawnItemEx ("ChlorineCloud", 0, 0, 0, random(-15.0,15.0), random(-15.0,15.0), random(-5.0, 5.0), random(0, 360), SXF_ABSOLUTEMOMENTUM|SXF_ABSOLUTEANGLE|SXF_NOCHECKPOSITION, 0)
        TNT1 A 1 A_PlaySound("GasCan/Hiss",0)
        stop    
    }   
}

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
  }
}