ACTOR Plants1_DnD : Plants1 replaces Plants1
{
	+ISMONSTER
	-COUNTKILL
	States {
		spawn:
			TNT1 A 0 NoDelay ACS_NamedExecuteWithResult("DnD Setup Shootable")
		Goto Super::Spawn
	}
}

ACTOR Plants2_DnD : Plants2 replaces Plants2
{
	+ISMONSTER
	-COUNTKILL
	States {
		spawn:
			TNT1 A 0 NoDelay ACS_NamedExecuteWithResult("DnD Setup Shootable")
		Goto Super::Spawn
	}
}

ACTOR Plants3_DnD : Plants3 replaces Plants3
{
	+ISMONSTER
	-COUNTKILL
	States {
		spawn:
			TNT1 A 0 NoDelay ACS_NamedExecuteWithResult("DnD Setup Shootable")
		Goto Super::Spawn
	}
}

ACTOR Toilet_DnD : Toilet replaces Toilet
{
	+ISMONSTER
	-COUNTKILL
	States {
		spawn:
			TNT1 A 0 NoDelay ACS_NamedExecuteWithResult("DnD Setup Shootable")
		Goto Super::Spawn
	}
}

ACTOR Toilet2IdontKnowWhyWeNeedThis_DnD : Toilet2IdontKnowWhyWeNeedThis replaces Toilet2IdontKnowWhyWeNeedThis
{
	+ISMONSTER
	-COUNTKILL
	States {
		spawn:
			TNT1 A 0 NoDelay ACS_NamedExecuteWithResult("DnD Setup Shootable")
		Goto Super::Spawn
	}
}

ACTOR ToiletDamagePART1_DnD : ToiletDamagePART1 replaces ToiletDamagePART1
{
	+ISMONSTER
	-COUNTKILL
	States {
		spawn:
			TNT1 A 0 NoDelay ACS_NamedExecuteWithResult("DnD Setup Shootable")
		Goto Super::Spawn
	}
}



ACTOR ToiletDamagePART2_DnD : ToiletDamagePART2 replaces ToiletDamagePART2
{
	+ISMONSTER
	-COUNTKILL
	States {
		spawn:
			TNT1 A 0 NoDelay ACS_NamedExecuteWithResult("DnD Setup Shootable")
		Goto Super::Spawn
	}
}

ACTOR ExplosiveArea_DnD : ExplosiveArea replaces ExplosiveArea
{
	+ISMONSTER
	-COUNTKILL
	States {
		spawn:
			TNT1 A 0 NoDelay ACS_NamedExecuteWithResult("DnD Setup Shootable")
		Goto Super::Spawn
	}
}

ACTOR ExplosiveArea2_DnD : ExplosiveArea2 replaces ExplosiveArea2
{
	+ISMONSTER
	-COUNTKILL
	States {
		spawn:
			TNT1 A 0 NoDelay ACS_NamedExecuteWithResult("DnD Setup Shootable")
		Goto Super::Spawn
	}
}

ACTOR ExplosiveArea3_DnD : ExplosiveArea3 replaces ExplosiveArea3
{
	+ISMONSTER
	-COUNTKILL
	States {
		spawn:
			TNT1 A 0 NoDelay ACS_NamedExecuteWithResult("DnD Setup Shootable")
		Goto Super::Spawn
	}
}

ACTOR WallDestroySpawnRubble_DnD : WallDestroySpawnRubble replaces WallDestroySpawnRubble
{
	+ISMONSTER
	-COUNTKILL
	States {
		spawn:
			TNT1 A 0 NoDelay ACS_NamedExecuteWithResult("DnD Setup Shootable")
		Goto Super::Spawn
	}
}

ACTOR WallDestroySpawnWood_DnD : WallDestroySpawnWood replaces WallDestroySpawnWood
{
	+ISMONSTER
	-COUNTKILL
	States {
		spawn:
			TNT1 A 0 NoDelay ACS_NamedExecuteWithResult("DnD Setup Shootable")
		Goto Super::Spawn
	}
}

ACTOR WallDestroySpawnGlass_DnD : WallDestroySpawnGlass replaces WallDestroySpawnGlass
{
	+ISMONSTER
	-COUNTKILL
	States {
		spawn:
			TNT1 A 0 NoDelay ACS_NamedExecuteWithResult("DnD Setup Shootable")
		Goto Super::Spawn
	}
}

ACTOR VendingMachineDeathGlass_DnD : VendingMachineDeathGlass replaces VendingMachineDeathGlass
{
	+ISMONSTER
	-COUNTKILL
	States {
		spawn:
			TNT1 A 0 NoDelay ACS_NamedExecuteWithResult("DnD Setup Shootable")
		Goto Super::Spawn
	}
}

ACTOR VendingMachineDeathMetal_DnD : VendingMachineDeathMetal replaces VendingMachineDeathMetal
{
	+ISMONSTER
	-COUNTKILL
	States {
		spawn:
			TNT1 A 0 NoDelay ACS_NamedExecuteWithResult("DnD Setup Shootable")
		Goto Super::Spawn
	}
}

ACTOR WallDestroySpawnShrapnel_DnD : WallDestroySpawnShrapnel replaces WallDestroySpawnShrapnel
{
	+ISMONSTER
	-COUNTKILL
	States {
		spawn:
			TNT1 A 0 NoDelay ACS_NamedExecuteWithResult("DnD Setup Shootable")
		Goto Super::Spawn
	}
}

ACTOR WallDestroyMachinery_DnD : WallDestroyMachinery replaces WallDestroyMachinery
{
	+ISMONSTER
	-COUNTKILL
	States {
		spawn:
			TNT1 A 0 NoDelay ACS_NamedExecuteWithResult("DnD Setup Shootable")
		Goto Super::Spawn
	}
}

ACTOR WallDestroyer_DnD : WallDestroyer replaces WallDestroyer
{
	+ISMONSTER
	-COUNTKILL
	States {
		spawn:
			TNT1 A 0 NoDelay ACS_NamedExecuteWithResult("DnD Setup Shootable")
		Goto Super::Spawn
	}
}

ACTOR FireStinguisher_DnD : FireStinguisher replaces FireStinguisher
{
	+ISMONSTER
	-COUNTKILL
	States {
		spawn:
			TNT1 A 0 NoDelay ACS_NamedExecuteWithResult("DnD Setup Shootable")
		Goto Super::Spawn
	}
}

ACTOR FireStinguisher2_DnD : FireStinguisher2 replaces FireStinguisher2
{
	+ISMONSTER
	-COUNTKILL
	States {
		spawn:
			TNT1 A 0 NoDelay ACS_NamedExecuteWithResult("DnD Setup Shootable")
		Goto Super::Spawn
	}
}

ACTOR WaitingToExplode_DnD : WaitingToExplode replaces WaitingToExplode
{
	+ISMONSTER
	-COUNTKILL
	States {
		spawn:
			TNT1 A 0 NoDelay ACS_NamedExecuteWithResult("DnD Setup Shootable")
		Goto Super::Spawn
	}
}

ACTOR PlantVase823_DnD : PlantVase823 replaces PlantVase823
{
	+ISMONSTER
	-COUNTKILL
	States {
		spawn:
			TNT1 A 0 NoDelay ACS_NamedExecuteWithResult("DnD Setup Shootable")
		Goto Super::Spawn
	}
}

ACTOR PlantVase432_DnD : PlantVase432 replaces PlantVase432
{
	+ISMONSTER
	-COUNTKILL
	States {
		spawn:
			TNT1 A 0 NoDelay ACS_NamedExecuteWithResult("DnD Setup Shootable")
		Goto Super::Spawn
	}
}

ACTOR CeilFanOff_DnD : CeilFanOff replaces CeilFanOff
{
	+ISMONSTER
	-COUNTKILL
	States {
		spawn:
			TNT1 A 0 NoDelay ACS_NamedExecuteWithResult("DnD Setup Shootable")
		Goto Super::Spawn
	}
}

ACTOR ChairExecutive_DnD : ChairExecutive replaces ChairExecutive
{
	+ISMONSTER
	-COUNTKILL
	States {
		spawn:
			TNT1 A 0 NoDelay ACS_NamedExecuteWithResult("DnD Setup Shootable")
		Goto Super::Spawn
	}
}

ACTOR ChairWood_DnD : ChairWood replaces ChairWood
{
	+ISMONSTER
	-COUNTKILL
	States {
		spawn:
			TNT1 A 0 NoDelay ACS_NamedExecuteWithResult("DnD Setup Shootable")
		Goto Super::Spawn
	}
}

ACTOR ChairModern_DnD : ChairModern replaces ChairModern
{
	+ISMONSTER
	-COUNTKILL
	States {
		spawn:
			TNT1 A 0 NoDelay ACS_NamedExecuteWithResult("DnD Setup Shootable")
		Goto Super::Spawn
	}
}

ACTOR ChairMETAL_DnD : ChairMETAL replaces ChairMETAL
{
	+ISMONSTER
	-COUNTKILL
	States {
		spawn:
			TNT1 A 0 NoDelay ACS_NamedExecuteWithResult("DnD Setup Shootable")
		Goto Super::Spawn
	}
}

ACTOR WoodenBarrier_DnD : WoodenBarrier replaces WoodenBarrier
{
	+ISMONSTER
	-COUNTKILL
	States {
		spawn:
			TNT1 A 0 NoDelay ACS_NamedExecuteWithResult("DnD Setup Shootable")
		Goto Super::Spawn
	}
}

ACTOR WoodenBarrier2_DnD : WoodenBarrier2 replaces WoodenBarrier2
{
	+ISMONSTER
	-COUNTKILL
	States {
		spawn:
			TNT1 A 0 NoDelay ACS_NamedExecuteWithResult("DnD Setup Shootable")
		Goto Super::Spawn
	}
}

ACTOR GasBarrel_DnD : GasBarrel replaces GasBarrel
{
	+ISMONSTER
	-COUNTKILL
	States {
		spawn:
			TNT1 A 0 NoDelay ACS_NamedExecuteWithResult("DnD Setup Shootable")
		Goto Super::Spawn
	}
}

ACTOR LoveTrainSounds_DnD : LoveTrainSounds replaces LoveTrainSounds
{
	+ISMONSTER
	-COUNTKILL
	States {
		spawn:
			TNT1 A 0 NoDelay ACS_NamedExecuteWithResult("DnD Setup Shootable")
		Goto Super::Spawn
	}
}

ACTOR TorturedMarine21_DnD : TorturedMarine21 replaces TorturedMarine21
{
	+ISMONSTER
	-COUNTKILL
	States {
		spawn:
			TNT1 A 0 NoDelay ACS_NamedExecuteWithResult("DnD Setup Shootable")
		Goto Super::Spawn
	}
}

ACTOR TorturedMarine31_DnD : TorturedMarine31 replaces TorturedMarine31
{
	+ISMONSTER
	-COUNTKILL
	States {
		spawn:
			TNT1 A 0 NoDelay ACS_NamedExecuteWithResult("DnD Setup Shootable")
		Goto Super::Spawn
	}
}






