
Actor DeadMans : RandomSpawner Replaces DeadMarine
{
	DropItem "DeadMarineI",50, 1
	DropItem "GibbedMarine",255, 1
	DropItem "DeadZombieMan",255, 3
	DropItem "DeadShotgunGuy",255, 3
	DropItem "DeadDoomImp",255, 1
}
	
Actor DeadMarineI : ItemBaseNew 
{
	-SOLID
	Mass 999
	Radius 13
	Scale 1
	States
	{
	Spawn:
		PLAY N 1
		Loop
	Active:
	    PLAY N 55 A_PlaySound("SEARCH")
		TNT1 A 0 A_NoBlocking
		TNT1 A 0 A_ChangeFLag("USESPECIAL", 0)
		tnt1 a 0 a_givetotarget("CrossHairUnt",4)
		POSH G 1 A_FaceTarget
		TNT1 A 0 A_playsound("MOVE")
		TNT1 A 0 A_SpawnItemEx("RandomMedic",0,0,0,FRandom(4,3),0,FRandom(0,3),Random(1,360),SXF_NOCHECKPOSITION)
		TNT1 A 0 A_SpawnItemEx("ArmorDrop",0,0,0,FRandom(2,3),0,FRandom(1,2),Random(1,360),SXF_NOCHECKPOSITION)
		TNT1 A 0 A_SpawnItemEx("HelmetDrop",0,0,0,FRandom(1,2),0,FRandom(1,2),FRANDOM(295,320),SXF_NOCHECKPOSITION)
		TNT1 A 0 A_SpawnItemEx("RandomLoot",0,0,0,FRandom(4,3),0,FRandom(0,3),Random(1,360),SXF_NOCHECKPOSITION)
		POSH G -1
		Stop
	}
}

Actor ArmorDrop : RandomSpawner
{
	DropItem "GreenArmorI", 255, 40
	DropItem "NADA", 255, 100
}

Actor HelmetDrop : RandomSpawner
{
	DropItem "ArmorBonusI", 255, 40
	DropItem "NADA", 255, 100
}

ACTOR DeadStickI Replaces DeadStick 
{
	Game Doom
	Radius 14
	Height 44
	ProjectilePassHeight -16
	+SOLID
	+USESPECIAL
	States
	{
	Spawn:
	TNT1 AA 0 A_SpawnItemEx("ZMBMDROP2",0,0,0,FRandom(4,3),0,FRandom(0,3),Random(1,360),SXF_NOCHECKPOSITION)
	Lup:
		POL1 A -1
		Stop
	}
}

Actor LiveStickI : ItemBaseNew Replaces LiveStick
{
	+SOLID
	+SHOOTABLE
	Mass 99999
	Radius 14
	Height 44
	Scale 1
	States
	{
	Spawn:
		POL6 ABABABABAB 8
		POL6 ABABABABAB 3
		Loop
	Death:
	Active:
		TNT1 A 0 A_ChangeFLag("USESPECIAL", 0)
		tnt1 a 0 a_givetotarget("CrossHairUnt",2)
		POL6 A 1
		TNT1 A 0 A_playsound("MOVE")
		TNT1 AAA 0 A_SpawnItemEx("RandomClip",0,0,0,FRandom(4,3),0,FRandom(0,3),Random(1,360),SXF_NOCHECKPOSITION)
		POL6 A -1
		Stop
	}
}
ACTOR BurningBarrelNHBOX : BurningBarrel Replaces BurningBarrel
{

	Radius 9
	Height 28
	Mass 300
	+SOLID
	+NOBLOOD
	+USESPECIAL
	+PUSHABLE
	+SHOOTABLE
	PushFactor 0.05
	States
	{
	Spawn:
		FCAN AABBCC 2 BRIGHT A_SpawnItemEx("YellowLG",0,0,40)
		Loop
	}
}

ACTOR ExplosiveBarrelNew : ItemBaseNew Replaces ExplosiveBarrel
{
	Health 20
	Radius 9
	Height 30
	ReactionTime 0
	Mass 160
	+SOLID
	+SHOOTABLE
	+USESPECIAL
	+NOBLOOD
	+PUSHABLE
	+ACTIVATEMCROSS
	+DONTGIB
	+NOICEDEATH
	+OLDRADIUSDMG
	PushFactor 0.15
	States
	{
Active:
		TNT1 A 0 A_FaceTarget
		TNT1 A 0 A_Recoil(-2)
		BAR1 AABBAABBAA 1 A_SpawnItemEx("VerdeCitoLG",0,0,35)
		BAR1 BBAABBAABB 1 A_SpawnItemEx("VerdeCitoLG",0,0,35)
		TNT1 A 0 A_SpawnItemEx("ExplosiveBarrelNew",0,0,0)
		stop
Spawn:
		BAR1 AAAAAAAAAAAABBBBBBBBBBBBB 1 A_SpawnItemEx("VerdeCitoLG",0,0,35)
		Loop
		
Death:
		BEXP A 4 
		BEXP B 6 BRIGHT 
		TNT1 aaaaaaaaaaa 0 A_CustomMissile ("smojepuff", 30, 0, random (0, 360), 2, random (0, 360))
		BEXP C 3 BRIGHT A_Scream
		tnt1 a 0 A_playsound("KnightFarEx",CHAN_AUTO,1.0,0,0.1)
		tnt1 a 0 A_playsound("world/barrelx",CHAN_AUTO,1.0)
		TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile ("AKTracer", 2, 0, random (0, 360), 2, random (0, 360))
		BEXP D 3 BRIGHT A_Explode
		BEXP E 3 BRIGHT
		TNT1 A 1050 BRIGHT A_BarrelDestroy
		TNT1 A 5 A_Respawn
	Wait
	}
}



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

Actor RandomLoot : RandomSpawner
{
	DropItem "Loot1",255 ,20
	DropItem "Loot2",255 ,20
	DropItem "Loot3",255 ,5
	DropItem "Loot4",255 ,20
	DropItem "Loot5",255 ,20
	DropItem "Loot6",255 ,20
	DropItem "Loot7",255 ,20
}


Actor Loot1 : Ammo
{
	+INVENTORY.ALWAYSPICKUP
	Inventory.Amount 1
	Inventory.MaxAmount 99
	Scale 0.4
	States
	{
	Spawn:
	TNT1 A 0
	TNT1 A 0 A_SpawnItemEx("FlareBoxI",0,0,0,FRandom(0,5),0,FRandom(0,5),Random(1,360))
	TNT1 A 0 A_SpawnItemEx("PISTOLI",0,0,0,FRandom(0,5),0,FRandom(0,5),Random(1,360))
	TNT1 A 0 A_SpawnItemEx("PistolClipl",0,0,0,FRandom(0,5),0,FRandom(0,5),Random(1,360))
	Stop
	}
}

Actor Loot2 : Ammo
{
	+INVENTORY.ALWAYSPICKUP
	Inventory.Amount 1
	Inventory.MaxAmount 99
	Scale 0.4
	States
	{
	Spawn:
	TNT1 A 0
	TNT1 A 0 A_SpawnItemEx("FlareBoxI",0,0,0,FRandom(0,5),0,FRandom(0,5),Random(1,360))
	TNT1 A 0 A_SpawnItemEx("MP5I",0,0,0,FRandom(0,5),0,FRandom(0,5),Random(1,360))
	TNT1 A 0 A_SpawnItemEx("MP5Clipl",0,0,0,FRandom(0,5),0,FRandom(0,5),Random(1,360))
	Stop
	}
}

Actor Loot3 : Ammo
{
	+INVENTORY.ALWAYSPICKUP
	Inventory.Amount 1
	Inventory.MaxAmount 99
	Scale 0.4
	States
	{
	Spawn:
	TNT1 A 0
	TNT1 A 0 A_SpawnItemEx("FlareBoxI",0,0,0,FRandom(0,5),0,FRandom(0,5),Random(1,360))
	TNT1 A 0 A_SpawnItemEx("RevolverI",0,0,0,FRandom(0,5),0,FRandom(0,5),Random(1,360))
	TNT1 AAA 0 A_SpawnItemEx("ClipHi",0,0,0,FRandom(0,5),0,FRandom(0,5),Random(1,360))
	TNT1 A 0 A_SpawnItemEx("MolotovCockI",0,0,0,FRandom(0,5),0,FRandom(0,5),Random(1,360))
	Stop
	}
}

Actor Loot4 : Ammo
{
	+INVENTORY.ALWAYSPICKUP
	Inventory.Amount 1
	Inventory.MaxAmount 99
	Scale 0.4
	States
	{
	Spawn:
	TNT1 A 0
	TNT1 A 0 A_SpawnItemEx("FlareBoxI",0,0,0,FRandom(0,5),0,FRandom(0,5),Random(1,360))
	TNT1 A 0 A_SpawnItemEx("AK47I",0,0,0,FRandom(0,5),0,FRandom(0,5),Random(1,360))
	TNT1 A 0 A_SpawnItemEx("AK47Clipl",0,0,0,FRandom(0,5),0,FRandom(0,5),Random(1,360))
	TNT1 A 0 A_SpawnItemEx("MolotovCockI",0,0,0,FRandom(0,5),0,FRandom(0,5),Random(1,360))
	Stop
	}
}

Actor Loot5 : Ammo
{
	+INVENTORY.ALWAYSPICKUP
	Inventory.Amount 1
	Inventory.MaxAmount 99
	Scale 0.4
	States
	{
	Spawn:
	TNT1 A 0
	TNT1 A 0 A_SpawnItemEx("FlareBoxI",0,0,0,FRandom(0,5),0,FRandom(0,5),Random(1,360))
	TNT1 A 0 A_SpawnItemEx("ShotgunI",0,0,0,FRandom(0,5),0,FRandom(0,5),Random(1,360))
	TNT1 AAA 0 A_SpawnItemEx("SHELLI",0,0,0,FRandom(0,5),0,FRandom(0,5),Random(1,360))
	Stop
	}
}

Actor Loot6 : Ammo
{
	+INVENTORY.ALWAYSPICKUP
	Inventory.Amount 1
	Inventory.MaxAmount 99
	Scale 0.4
	States
	{
	Spawn:
	TNT1 A 0
	TNT1 A 0 A_SpawnItemEx("FlareBoxI",0,0,0,FRandom(0,5),0,FRandom(0,5),Random(1,360))
	TNT1 A 0 A_SpawnItemEx("SSGI",0,0,0,FRandom(0,5),0,FRandom(0,5),Random(1,360))
	TNT1 AA 0 A_SpawnItemEx("SHELLI",0,0,0,FRandom(0,5),0,FRandom(0,5),Random(1,360))
	Stop
	}
}

Actor Loot7 : Ammo
{
	+INVENTORY.ALWAYSPICKUP
	Inventory.Amount 1
	Inventory.MaxAmount 99
	Scale 0.4
	States
	{
	Spawn:
	TNT1 A 0
	TNT1 A 0 A_SpawnItemEx("FlareBoxI",0,0,0,FRandom(0,5),0,FRandom(0,5),Random(1,360))
	TNT1 A 0 A_SpawnItemEx("ENFIELDI",0,0,0,FRandom(0,5),0,FRandom(0,5),Random(1,360))
	TNT1 AAA 0 A_SpawnItemEx("ClipHHi",0,0,0,FRandom(0,5),0,FRandom(0,5),Random(1,360))
	TNT1 A 0 A_SpawnItemEx("MolotovCockI",0,0,0,FRandom(0,5),0,FRandom(0,5),Random(1,360))
	Stop
	}
}














