ACTOR SSTEcho
{
   Radius 1
   Height 1
   +NOBLOCKMAP
   +NOCLIP
  +DONTSPLASH
   +ALLOWCLIENTSPAWN
   +CLIENTSIDEONLY
   +NOTIMEFREEZE
}

ACTOR barrelecho : SSTEcho
{
   States
   {
   Spawn:
      NULL A 0
      NULL A 1 A_PlaySound("echo/explosion")
      Stop
   }
}

ACTOR rocketecho : SSTEcho
{
   States
   {
   Spawn:
      NULL A 0
      //NULL A 0 A_JumpIf(((ceilingz - floorz) > 176),"big")
      NULL A 1 A_PlaySound ("echo/rocketx")
      Stop
   Big:
      NULL A 1 A_PlaySound ("echo2/rocketx")
      Stop
   }
}

ACTOR chaingunecho : SSTEcho
{
   States
   {
   Spawn:
      NULL A 0
      //NULL A 0 A_JumpIf(((ceilingz - floorz) > 176),"big")
      NULL A 1 A_PlaySound ("echo/chaingun",CHAN_AUTO)
      Stop
   Big:
      NULL A 1 A_PlaySound ("echo2/chaingun")
      Stop
   }
}
ACTOR pistolecho : SSTEcho
{
   States
   {
   Spawn:
      NULL A 0
      //NULL A 0 A_JumpIf(((ceilingz - floorz) > 176),"big")
      NULL A 1 A_PlaySound ("echo/pistol",CHAN_AUTO)
      Stop
   Big:
      NULL A 1 A_PlaySound ("echo2/pistol")
      Stop
   }
}
ACTOR shotgunecho : SSTEcho
{
   States
   {
   Spawn:
      NULL A 0
      //NULL A 0 A_JumpIf(((ceilingz - floorz) > 176),"big")
      NULL A 1 A_PlaySound ("echo/shotgun",CHAN_AUTO)
      Stop
   Big:
      NULL A 1 A_PlaySound ("echo2/shotgun")
      Stop
   }
}
ACTOR ssgecho : SSTEcho
{
   States
   {
   Spawn:
      NULL A 0
      //NULL A 0 A_JumpIf(((ceilingz - floorz) > 176),"big")
      NULL A 1 A_PlaySound ("echo/ssg",CHAN_AUTO)
      Stop
   Big:
      NULL A 1 A_PlaySound ("echo2/ssg")
      Stop
   }
}
ACTOR ssgsingleecho : SSTEcho
{
   States
   {
   Spawn:
      NULL A 0
      //NULL A 0 A_JumpIf(((ceilingz - floorz) > 176),"big")
      NULL A 1 A_PlaySound ("echo/ssgsingle")
      //NULL A 1 A_PlaySound ("echo/shotgun",CHAN_AUTO)
      Stop
   Big:
      NULL A 1 A_PlaySound ("echo2/ssgsingle")
      Stop
   }
}
ACTOR plasmaecho : SSTEcho
{
   States
   {
   Spawn:
      NULL A 0
      NULL A 0 A_JumpIf(((ceilingz - floorz) > 176),"big")
      NULL A 1 A_PlaySound ("echo/plasma",CHAN_AUTO)
      Stop
   Big:
      NULL A 1 A_PlaySound ("echo2/plasma",CHAN_AUTO)
      Stop
   }
}
ACTOR minigunecho : SSTEcho
{
   States
   {
   Spawn:
      NULL A 0
      NULL A 0 A_JumpIf(((ceilingz - floorz) > 176),"big")
      NULL A 1 A_PlaySound ("echo/minigun",CHAN_AUTO)
      Stop
   Big:
      NULL A 1 A_PlaySound ("echo2/minigun",CHAN_AUTO)
      Stop
   }
}

ACTOR teleportecho : SSTEcho
{
   States
   {
   Spawn:
      NULL A 0
      NULL A 1 A_PlaySound ("echo/teleport",CHAN_AUTO)
      Stop
   }
}
ACTOR deathecho : SSTEcho
{
   States
   {
   Spawn:
      NULL A 0
      NULL A 1 A_PlaySound ("echo/playerdeath",CHAN_AUTO)
      Stop
   }
}