Actor RubbleMedium_DnD : RubbleMedium replaces RubbleMedium {
	-SHOOTABLE
	-SOLID
}

Actor RubbleLarge_DnD : RubbleLarge replaces RubbleLarge {
	-SHOOTABLE
	-SOLID
}

Actor SignBusStop_DnD : SignBusStop replaces SignBusStop {
	-CLIENTSIDEONLY
}

Actor SignStop_DnD : SignStop replaces SignStop {
	-CLIENTSIDEONLY
}

Actor ImpBreakingWindow_DnD : ImpBreakingWindow replaces ImpBreakingWindow
{
//$Category SpecialFX
Health 15000
states
	{
	Death:
		TNT1 A 1
	Retry:
		TNT1 A 3 A_CheckSight("NotYet")
		TNT1 A 1 A_Explode(500, 50)
		//TNT1 AAA 0 A_CustomMissile ("SFXGlassParticle1", random (0, 40), random (-20, 20), random (0, 360), 2, random (30, 60))
		//TNT1 AAA 0 A_CustomMissile ("SFXGlassParticle2", random (0, 40), random (-20, 20), random (0, 360), 2, random (30, 60))
		//TNT1 AAA 0 A_CustomMissile ("SFXGlassParticle3", random (0, 40), random (-20, 20), random (0, 360), 2, random (30, 60))
		//TNT1 AAA 0 A_CustomMissile ("SFXGlassParticle4", random (0, 40), random (-20, 20), random (0, 360), 2, random (30, 60))
		TNT1 A 0 A_PlaySound("GLSFAL")
		TNT1 A 0 A_CustomMissile("ImpJumpingFromWindow_DnD", 0, 0, 0, 2)
		TNT1 A 100
		Stop
	    
	NotYet:
		TNT1 A 10
		Goto Retry
	}
}

ACTOR ImpJumpingFromWindow_DnD : ImpJumpingFromWindow replaces ImpJumpingFromWindow
{
	States
	{
		XDeath:	
		Death:
		TROT ED 3
		TNT1 A 0 A_NoBlocking
		TNT1 A 0 A_Scream
		TNT1 A 0 A_SpawnItemEx ("DoomImp2") // dnd version of imp
		Stop

	}
}