actor HarmonyPlayer : PlayerPawn
{
	scale 0.30
	speed 1
	health 100
	radius 16
	height 56
	mass 100
	painchance 255
	player.colorrange 112, 127
	player.displayname "Harmony"
	player.startitem "NeutronGun"
	player.startitem "HandGrenades"
	player.startitem "MinigunAmmo", 8
	player.weaponslot 1, HandGrenades
	player.weaponslot 2, NeutronGun
	player.weaponslot 3, Compensator
	player.weaponslot 4, Minigun
	player.weaponslot 5, GrenadeLauncher
	player.weaponslot 6, EntrophyThrower
	player.weaponslot 7, HandGrenades
	states
	{
		Spawn:
			PLAY A -1
			loop
		See:
			PLAY ABCD 4
			loop
		Pain:
			PLAY G 4
			PLAY G 4 A_Pain
			goto Spawn
		Missile:
			PLAY E 12 
			goto Spawn
		Melee:
			PLAY F 6 bright
			goto Missile
		Death:
			PLAY H 10
			PLAY I 10 A_PlayerScream
			PLAY J 10 A_NoBlocking
			PLAY KLM 10
			PLAY N -1
			stop
		XDeath:
			SPOS M 5
			SPOS N 5 A_XScream
			SPOS O 5 A_Fall
			SPOS PQRST 5
			SPOS U -1
			stop
	}
}

actor Beastling replaces ZombieMan
{
	scale .30
	health 150
	speed 12
	radius 30
	height 56
	reactiontime 8
	painchance 180
	mass 400
	dropitem "Flies" 256
	seesound "demon/sight"
	attacksound "demon/melee"
	painsound "demon/pain"
	deathsound "demon/death"
	activesound "demon/active"
	MONSTER
	+FLOORCLIP
	states
	{
		Spawn:
			SARG AB 10 A_Look
			loop
		See:
			SARG AABBCCDD 2 Fast A_Chase
			loop
		Pain:
			SARG H 2 Fast
			SARG H 2 Fast A_Pain
			goto See
		Melee:
			SARG EF 8 Fast A_FaceTarget
			SARG G 8 Fast A_SargAttack
			goto See
		Missile:
			SARG E 10 A_FaceTarget
			SARG F 4 A_SkullAttack
			SARG EF 4
			loop
		Death:
			SARG I 8
			SARG J 8 A_Scream
			SARG K 4
			SARG L 4 A_Fall
			SARG M 4
			SARG N -1
			stop
		Raise:
			SARG NMLKJI 5
			Goto See			
	}
}

actor Follower replaces ShotgunGuy
{
	scale .33
	health 60
	radius 20
	height 56
	mass 75
	speed 8
	painchance 170
	seesound "shotgun/sight"
	painsound "shotguy/pain"
	deathsound "shotguy/death"
	activesound "shotguy/active"
	dropitem "Compensator" 256
	MONSTER
	+FLOORCLIP
	states
	{
		Spawn:
			SPOS AB 10 A_Look
			loop
		See:
			SPOS AABBCCDD 3 A_Chase
			loop
		Pain:
			SPOS G 3
			SPOS G 3 A_Pain
			goto See
		Missile:
			SPOS E 10 A_FaceTarget
			SPOS F 10 bright A_SPosAttack
			SPOS E 10
			goto See
		Death:
			SPOS H 7
			SPOS I 7 A_Scream
			SPOS J 6 A_Fall
			SPOS KL 5
			VILE Z -1
			stop
		XDeath:
			SPOS M 5
			SPOS N 5 A_XScream
			SPOS O 5 A_Fall
			SPOS PQRST 5
			SPOS U -1
			stop
		Raise:
			stop
	}
}

actor FallingFollower replaces Archvile
{
	scale .30
	health 60
	speed 8
	radius 20
	height 56
	reactiontime 8
	painchance 170
	mass 100
	MaxTargetRange 896
	seesound "shotguy/sight"
	attacksound "shotguy/attack"
	painsound "shotguy/pain"
	deathsound "shotguy/raise"
	activesound "shotgun/active"
	MONSTER
	+FLOORCLIP
	+NOTARGET
	+QUICKTORETALIATE
	states
	{
		Spawn:
			FCAN A 10 A_Look
			loop
		See:
			FCAN B 2 A_Chase
			FCAN B 1 A_Chase
			FCAN C 2 A_Chase
			FCAN C 1 A_Chase
			BON1 A 2 A_Chase
			BON1 A 1 A_Chase
			BON1 B 2 A_Chase
			BON1 B 2 A_Chase
			BON1 CC 6 A_Chase
			BON1 D 2 A_Chase
			BON1 D 6 A_Chase
		See2:
			SPOS AABBCCDD 3 A_Chase
			loop
		Pain:
			SPOS G 3
			SPOS G 3 A_Pain
			goto See2
		Missile:
			SPOS E 10 A_FaceTarget
			SPOS F 10 bright A_SPosAttack
			SPOS E 10
			goto See2
		Death:
			VILE R 5 A_Scream
			VILE S 5 A_Fall
			VILE TUVWX 5
			VILE Y -1
			stop
		XDeath:
			SPOS M 5
			SPOS N 5 A_XScream
			SPOS O 5 A_Fall
			SPOS PQRST 5
			SPOS U -1
			stop
		Raise:
			SPOS LKJIH 5
			goto See2
	}
}

actor WalkingCentaur replaces Revenant
{
	scale 0.30
	health 300
	speed 10
	radius 20
	height 56
	reactiontime 8
	painchance 100
	mass 500
	seesound "skeleton/sight"
	painsound "cyber/hoof"
	deathsound "skeleton/death"
	MONSTER
	+FLOORCLIP
	+LONGMELEERANGE
	+MISSILEMORE
	states
	{
		Spawn:
			CYBR AB 10 A_Look
			loop
		See:
			CYBR AABBCCDD 3 A_Chase
			loop
		Pain:
			CYBR G 10 A_Pain
			goto See
		Missile:
		Melee:
			SKEL G 10 A_FaceTarget
			SKEL H 10 bright A_FaceTarget
			SKEL I 10 bright A_SkelMissile
			SKEL G 10 A_FaceTarget
			goto See
		Death:
			CYBR H 5
			CYBR I 5 A_Scream
			CYBR JKL 5
			CYBR M -1 A_Fall
			stop
	}
}

actor GuidedChaos replaces RevenantTracer
{
	scale 0.30
	radius 11
	height 8
	speed 10
	damage 10
	deathsound "skeleton/active"
	PROJECTILE
	+SEEKERMISSILE 
	+RANDOMIZE
	seesound "skeleton/attack"
	renderstyle Add
	states
	{
		Spawn:
			FATB AB 2 bright A_Tracer
			loop
		Death:
			FBXP A 8 bright
			FBXP B 6 bright
			FBXP C 4 bright
			stop
	}
}

actor WhiteSpark replaces RevenantTracerSmoke
{
	renderstyle Translucent
	alpha 0.5
	+NOBLOCKMAP
	states
	{
		Spawn:
			TRE1 A 300 bright
			stop
	}
}

actor Obstacle1 replaces Fatso
{
	health 600
	speed 8
	radius 48
	height 64
	painchance 80
	mass 1000
	MONSTER
	+SHOOTABLE
	+FLOORCLIP
	-COUNTKILL
	states
	{
		Spawn:
			HEAD A 1 A_Look
			loop
		See:
		Death:
			HEAD H 8 A_Scream
			HEAD IJ 8
			HEAD K 8 A_Fall
			HEAD L -1
			stop
	}
}

actor Soldier replaces ChaingunGuy
{
	scale 0.30
	health 150
	speed 8
	radius 20
	height 56
	reactiontime 8
	painchance 170
	mass 100
	seesound "imp/sight"
	painsound "vile/pain"
	attacksound "chainguy/attack"
	deathsound "chainguy/death"
	activesound "chainguy/active"
	dropitem "Minigun" 256
	MONSTER
	+FLOORCLIP
	states
	{
		Spawn:
			CPOS AB 10 A_Look
			loop
		See:
			CPOS AABBCCDD 3 A_Chase
			loop
		Missile:
			CPOS E 10 A_FaceTarget
			CPOS FE 4 bright A_CPosAttack
			CPOS F 1 A_CPosRefire
			goto Missile+1
		Pain:
			CPOS G 3
			CPOS G 3 A_Pain
			goto See
		Death:
			CPOS H 5
			CPOS I 5 A_Scream
			CPOS J 5 A_Fall
			CPOS K 5
			CPOS L -1
			stop
		XDeath:
			SPOS M 5
			SPOS N 5 A_XScream
			SPOS O 5 A_Fall
			SPOS PQRST 5
			SPOS U -1
			stop
		Raise:
			CPOS NMLKJIH 5
			goto See
	}
}

// Probably unused
actor Unknown1 replaces DoomImp
{
	health 60
	speed 8
	radius 20
	height 56
	reactiontime 8
	painchance 200
	mass 100
	seesound "imp/sight"
	painsound "imp/pain"
	deathsound "imp/death"
	MONSTER
	+FLOORCLIP
	states
	{
		Spawn:
			TROO AB 10 A_Look
			loop
		See:
			TROO AABBCC 3 A_Chase
			loop
		Pain:
			TROO G 1 bright
			loop
		Melee:
		Missile:
			TROO E 8 A_FaceTarget
			TROO F 8 A_SargAttack
		See2:
			BOSS AABBCCDD 3 A_Chase
			loop
		Death:
			TROO I 8
			TROO J 8 A_Scream
			TROO K 6
			TROO L 6 A_Fall
			TROO M -1
			stop
		XDeath:
			TROO N 5
			TROO O 5 A_XScream
			TROO P 5
			TROO Q 5 A_Fall
			TROO RST 5
			TROO U -1
			stop
		Raise:
			TROO ML 8
			TROO KJI 6
			goto See
	}
}

actor Unknown2 replaces Demon
{
	health 1000
	speed 10
	radius 30
	height 56
	reactiontime 0
	painchance 180
	mass 400
	seesound "weapons/sawfull"
	states
	{
		Spawn:
			HEAD A 1 A_Look
			loop
		See:
		Death:
			HEAD H 8 A_Scream
			HEAD IJ 8
			HEAD K 8 A_Fall
			HEAD L -1
			stop
	}
}

actor Critter replaces BaronOfHell
{
	scale 0.33
	health 40
	speed 12
	radius 24
	height 22
	reactiontime 8
	painchance 50
	mass 1000
	seesound "baron/sight"
	painsound "baron/pain"
	deathsound "baron/death"
	MONSTER
	-SOLID
	-COUNTKILL
	states
	{
		Spawn:
			BOSS AB 10 A_Look
			loop
		See:
			BOSS AABBCCDD 3 A_Chase
			loop
		Pain:
			BOSS I 0 A_Die
		Death:
			BOSS I 8
			BOSS J 8 A_Scream
			BOSS K 8
			BOSS L 8 A_Fall
			BOSS M -1 A_BossDeath
			stop
		Raise:
			BOSS ONMLKJI 8
			goto See
	}
}

actor Mine replaces LostSoul
{
	scale 0.30
	health 30
	speed 0
	radius 16
	height 8
	damage 3
	painchance 256
	mass 100
	MONSTER
	-SOLID
	+NOICEDEATH
	+DONTFALL
	-COUNTKILL
	+NOBLOOD
	states
	{
		Spawn:
			PAIN A 10 A_Look
			loop
		See:
			PAIN AABB 3 A_Chase
			loop
		Melee:
			BAL2 D 0 A_Die
		Death:
			BAL2 D 0 bright A_StartSound("weapons/sshotc")
			MISL B 8 bright A_Explode
			MISL C 6 bright
			MISL D 4 bright
			BAL2 D 4 bright
			BAL2 E 4 bright
			stop
	}
}

actor Echida replaces SpiderMastermind
{
	scale 0.33
	health 5000
	speed 12
	radius 128
	height 110
	reactiontime 8
	painchance 40
	mass 1000
	seesound "spider/sight"
	attacksound "grunt/attack"
	painsound "skull/melee"
	deathsound "spider/death"
	activesound "spider/active"
	MONSTER
	+BOSS
	+FLOORCLIP
	+NORADIUSDMG
	+DONTMORPH
	+MISSILEMORE
	states
	{
		Spawn:
			SPID AB 10 A_Look
			loop
		See:
			SPID AABB 3 A_Chase
			SPID C 3 A_Metal
			SPID C 3 A_Chase
			loop
		Missile:
			POSS A 10 A_FaceTarget
			POSS B 10 bright A_SkelMissile
			POSS B 10 bright A_FaceTarget
			POSS C 10 A_FaceTarget
			POSS D 10 bright A_SkelMissile
			POSS D 10 bright A_FaceTarget
			SPID A 20 bright A_FaceTarget
			SPID GH 4 bright A_SPosAttack
			SPID H 1 bright A_SpidRefire
			goto Missile+7
		Death:
			SPID J 20 A_Scream
			SPID K 10 A_Fall
			SPID LMNOPQR 10
			SPID S 30
			SPID S -1 A_KeenDie
			stop
	}
}

actor WalkingPhage replaces Arachnotron
{
	scale 0.30
	health 500
	speed 12
	radius 48
	height 64
	reactiontime 8
	painchance 128
	mass 600
	seesound "baby/sight"
	painsound "spider/pain"
	MONSTER
	+FLOORCLIP
	states
	{
		Spawn:
			SSWV AB 10 A_Look
			loop
		See:
			SSWV AAABBCC 3 A_Chase
			loop
		Pain:
			BOSS G 8 A_Pain
			goto See
		Missile:
			BOSS E 20 A_FaceTarget
			BOSS F 4 bright A_BspiAttack
			BOSS F 4 bright
			BOSS F 1 A_SpidRefire
			goto Missile+1
		Death:
			SSWV N 7
			SSWV O 7 A_StartSound("weapons/sshotl")
			SSWV P 6 A_Fall
			SSWV QR 5
			SSWV S -1
			stop
	}
}

actor WalkingPredator replaces Cyberdemon
{
	scale 0.30
	health 3000
	speed 16
	radius 40
	height 110
	reactiontime 8
	painchance 20
	mass 1000
	seesound "cyber/sight"
	painsound "skull/melee"
	deathsound "cyber/death"
	activesound "cyber/active"
	MONSTER
	+BOSS
	+FLOORCLIP
	+NORADIUSDMG
	+DONTMORPH
	+MISSILEMORE
	states
	{
		Spawn:
			TROO AB 10 A_Look
			loop
		See:
			TROO AABBCC 3 A_Chase
			loop
		Pain:
			TROO D 3 A_Pain
			goto See
		Missile:
			CYBR E 6 A_FaceTarget
			CYBR F 12 bright A_PainAttack
			CYBR E 12 A_FaceTarget
			CYBR F 12 bright A_CyberAttack
			CYBR E 12 A_FaceTarget
			CYBR F 12 bright A_CyberAttack
			goto See
		Death:
			SKEL M 7
			SKEL N 7 A_Scream
			SKEL O 7 A_Fall
			SKEL P 7
			SKEL Q -1
	}
}

actor Unknown3 replaces PainElemental
{
	health 400
	speed 8
	radius 31
	height 56
	reactiontime 8
	painchance 128
	mass 400
	seesound "pain/sight"
	painsound "pain/pain"
	deathsound "pain/death"
	activesound "pain/active"
	MONSTER
	states
	{
		Spawn:
			PAIN A 10 A_Look
			loop
		See:
			PAIN AABB 3 A_Chase
			loop
		Missile:
			PAIN DE 5 A_FaceTarget
			PAIN F 5 bright A_FaceTarget
			PAIN F 5 bright A_PainAttack
			goto See
		Death:
			PAIN H 8 bright
			PAIN I 8 bright A_Scream
			PAIN JK 8 bright
			PAIN L 8 bright A_PainDie
			PAIN M 8 bright
			stop
		Raise:
			PAIN MLKJIH 8
			goto See
	}
}

actor WalkingPhage2 replaces WolfensteinSS
{
	scale 0.30
	health 50
	speed 8
	radius 20
	height 56
	reactiontime 8
	painchance 170
	mass 100
	seesound "wolfss/sight"
	painsound "wolfss/pain"
	deathsound "wolfss/death"
	activesound "wolfss/active"
	MONSTER
	states
	{
		Spawn:
			SSWV AB 10 A_Look
			loop
		See:
			SSWV AABBCC 3 A_Chase
			loop
		Pain:
			SSWV H 3
			SSWV H 3 A_Pain
			goto See
		Missile:
			SSWV EF 10 A_FaceTarget
			SSWV G 4 bright A_CPosAttack
			SSWV F 6 A_FaceTarget
			SSWV G 4 bright A_CPosAttack
			SSWV F 1 A_CPosRefire
			goto Missile+1
		Death:
			SSWV I 5
			SSWV J 5 A_Scream
			SSWV K 5 A_Fall
			SSWV L 5
			SSWV M -1
			stop
		XDeath:
			SSWV N 7
			SSWV O 7 A_StartSound("weapons/sshotl")
			SSWV P 6 A_Fall
			SSWV QR 5
			SSWV S -1
			stop
		Raise:
			SSWV MLKJI 5
			goto See
	}
}

actor Unknown4 replaces BossEye
{
	health 1000
	speed 0
	radius 20
	height 32
	mass 100
	+NOBLOCKMAP
	+NOSECTOR
	states
	{
		Spawn:
			SSWV A 10 A_Look
			loop
		See:
			SSWV A 181 A_BrainAwake
			SSWV A 150 A_BrainSpit
			wait
	}
}

actor SecurityBeams replaces SpawnShot
{
	scale 0.30
	health 1000
	speed 40
	radius 6
	height 32
	damage 3
	mass 100
	seesound "weapons/plasmaf"
	deathsound "weapons/plasmax"
	+NOGRAVITY
	+NOCLIP
	-ACTIVATEPCROSS
	PROJECTILE
	states
	{
		Spawn:
			MISL A 1 bright
			loop
		Death:
			PLSE A 6 bright
			PLSE BCD 4 bright
			stop
	}
}

actor RedBarrel replaces ExplosiveBarrel
{
	scale 0.30
	health 20
	radius 10
	height 42
	mass 100
	+SOLID
	+SHOOTABLE
	+NOBLOOD
	+ACTIVATEMCROSS
	+DONTGIB
	+NOICEDEATH
	+OLDRADIUSDMG
	states
	{
		Spawn:
			BAR1 AB 6
			loop
		Death:
			BAL2 D 0 bright A_StartSound("weapons/sshotc")
			MISL B 8 bright A_Explode
			MISL C 6 bright
			MISL D 4 bright
			BAL2 D 4 bright
			BAL2 E 4 bright
			stop
	}
}

actor GrenadeExplosion replaces CacodemonBall
{
	scale 0.33
	health 100
	speed 8
	radius 6
	height 8
	damage 2
	mass 100
	seesound "caco/attack"
	deathsound "caco/shotx"
	PROJECTILE
	-NOGRAVITY
	states
	{
		Spawn:
			BAL2 AB 4 bright
			loop
		Death:
			BAL2 C 100 bright
			stop
	}
}

actor Neutron replaces Rocket
{
	scale 0.30
	health 1000
	speed 30
	radius 11
	height 8
	damage 20
	seesound "weapons/rocklf"
	deathsound "weapons/rocklx"
	PROJECTILE
	states
	{
		Spawn:
			PLSS AB 6 bright
			loop
		Death:
			MISL B 8 bright A_Explode
			MISL C 6 bright
			MISL D 4 bright
			BAL2 D 4 bright
			BAL2 E 4 bright
			stop
	}
}

actor HarmonyGrenade replaces PlasmaBall
{
	scale 0.30
	health 1000
	speed 40
	radius 13
	height 8
	damage 5
	mass 100
	seesound "weapons/plasmaf"
	PROJECTILE
	states
	{
		Spawn:
			MISL A 1 bright
			loop
		Death:
			PLSE A 6 bright
			PLSE BCD 4 bright
			stop
	}
}

actor TimeBomb replaces BFGBall
{
	scale 0.30
	health 1000
	speed 25
	radius 13
	height 8
	damage 100
	reactiontime 1
	mass 100
	deathsound "weapons/rocklx"
	PROJECTILE
	-NOGRAVITY
	states
	{
		Spawn:
			PLSS AB 6 bright
			loop
		Death:
			MISL B 8 bright A_Explode
			MISL C 6 bright
			MISL D 4 bright
			BAL2 D 4 bright
			BAL2 E 4 bright
			stop
	}
}

actor PhageNeutron replaces ArachnotronPlasma
{
	scale 0.30
	health 1000
	speed 40
	radius 13
	height 8
	damage 5
	mass 100
	seesound "weapons/plasmaf"
	PROJECTILE
	states
	{
		Spawn:
			TROO G 1 bright
			loop
		Death:
			APBX A 6 bright
			APBX BCD 4 bright
			stop
	}
}

actor HarmonyPuff : BulletPuff replaces BulletPuff
{
	scale 0.30
}

actor Idem : Blood replaces Blood
{
	scale 0.30
}

actor RedAmazoneArmor : GreenArmor replaces GreenArmor
{
	scale 0.30
	states
	{
		Spawn:
			ARM1 A -1
			stop
	}
}

actor NDFArmor : BlueArmor replaces BlueArmor
{
	scale 0.30
	states
	{
		Spawn:
			ARM2 A -1
			stop
	}
}

actor GreenKeycard : Key replaces BlueCard
{
	scale 0.30
	radius 20
	height 16
	inventory.pickupmessage "$GOTBLUECARD"
	inventory.icon "STKEYS0"
	+NOTDMATCH
	states
	{
		Spawn:
			BKEY A 6 bright
			TLMP A 6 bright
			BKEY B 6 bright
			TLMP B 6 bright
			loop
	}
}

actor PurpleKeycard : Key replaces RedCard
{
	scale 0.30
	radius 20
	height 16
	inventory.pickupmessage "$GOTREDCARD"
	inventory.icon "STKEYS2"
	+NOTDMATCH
	states
	{
		Spawn:
			RKEY A 6 bright
			TLP2 C 6 bright
			RKEY B 6 bright
			TLP2 D 6 bright
			loop
	}
}

actor YellowKeycard : Key replaces YellowCard
{
	scale 0.30
	radius 20
	height 16
	inventory.pickupmessage "$GOTYELWCARD"
	inventory.icon "STKEYS1"
	+NOTDMATCH
	states
	{
		Spawn:
			YKEY A 6 bright
			TLP2 A 6 bright
			YKEY B 6 bright
			TLP2 B 6 bright
			loop
	}
}

actor YellowPPKey : Key replaces YellowSkull
{
	scale 0.30
	radius 20
	height 16
	inventory.pickupmessage "$GOTYELWSKUL"
	inventory.icon "STKEYS4"
	states
	{
		Spawn:
			YSKU A 6 bright
			TBLU A 6 bright
			YSKU B 6 bright
			TBLU B 6 bright
			loop
	}
}

actor PurplePPKey : Key replaces RedSkull
{
	scale 0.30
	radius 20
	height 16
	inventory.pickupmessage "$GOTREDSKUL"
	inventory.icon "STKEYS5"
	states
	{
		Spawn:
			RSKU A 6 bright
			TBLU C 6 bright
			RSKU B 6 bright
			TBLU D 6 bright
			loop
	}
}

actor GreenPPKey : Key replaces BlueSkull
{
	scale 0.30
	radius 20
	height 16
	inventory.pickupmessage "$GOTBLUESKUL"
	inventory.icon "STKEYS3"
	states
	{
		Spawn:
			BSKU A 6 bright
			TLMP C 6 bright
			BSKU B 6 bright
			TLMP D 6 bright
			loop
	}
}

actor HealingMushroom : Stimpack replaces Stimpack
{
	scale 0.30
}

actor Medkit : Medikit replaces Medikit
{
	scale 0.30
}

actor BigHealingMushroom : Soulsphere replaces Soulsphere
{
	scale 0.30
}

actor ComputerMap : Allmap replaces Allmap
{
	scale 0.30
}

// This is no longer used for ammo.
actor Flies replaces Clip
{
	scale 0.30
	states
	{
		Spawn:
			CEYE A 200
		Idle:
			CEYE BC 4
			COL5 A 4
			loop
	}
}

actor MinigunAmmo : Ammo replaces ClipBox
{
	scale 0.30
	inventory.pickupmessage "$GOTCLIPBOX"
	inventory.amount 40
	inventory.maxamount 200
	inventory.icon "AMMOICON"
	ammo.backpackamount 8
	ammo.backpackmaxamount 400
	states
	{
		Spawn:
			AMMO A -1
			stop
	}
}

actor TimeBombAmmo : Ammo replaces RocketAmmo
{
	scale 0.30
	inventory.pickupmessage "$GOTROCKET"
	inventory.amount 1
	inventory.maxamount 24
	inventory.icon "ROCKICON"
	ammo.backpackamount 1
	ammo.backpackmaxamount 48
	states
	{
		Spawn:
			ROCK A -1
			stop
	}
}

actor BeltWithGrenades : TimeBombAmmo replaces RocketBox
{
	scale 0.30
	inventory.pickupmessage "$GOTROCKBOX"
	inventory.amount 5
	states
	{
		Spawn:
			BROK A -1
			stop
	}
}

actor ChaosBarsAmmo : Ammo replaces Cell
{
	inventory.pickupmessage "$GOTCELL"
	inventory.amount 20
	inventory.maxamount 240
	inventory.icon "CELPICON"
	ammo.backpackamount 20
	ammo.backpackmaxamount 480
	states
	{
		Spawn:
			CELL A -1
			stop
	}
}

actor ChoasBars : ChaosBarsAmmo replaces CellPack
{
	scale 0.30
	inventory.pickupmessage "$GOTCELLBOX"
	inventory.amount 100
	states
	{
		Spawn:
			CELP A -1
			stop
	}
}

actor Shells : Ammo replaces Shell
{
	scale 0.30
	inventory.pickupmessage "$GOTSHELLS"
	inventory.amount 2
	inventory.maxamount 24
	inventory.icon "SBOXICON"
	ammo.backpackamount 2
	ammo.backpackmaxamount 48
	states
	{
		Spawn:
			SHEL A -1
			stop
	}
}

actor BoxOfShells : Shells replaces ShellBox
{
	scale 0.30
	inventory.pickupmessage "$GOTSHELLBOX"
	inventory.amount 10
	states
	{
		Spawn:
			SBOX A -1
			stop
	}
}

actor HarmonyBackpack : Backpack replaces Backpack
{
	scale 0.30
}

actor TimeBombWeapon : Weapon replaces BFG9000
{
	scale 0.30
	weapon.kickback 100
	weapon.selectionorder 2800
	weapon.ammouse 1
	weapon.ammogive 2
	weapon.ammotype "TimeBombAmmo"
	inventory.pickupmessage "$GOTBFG9000"
	inventory.icon "BFUGA0"
	+WEAPON.NOAUTOFIRE
	+WEAPON.NOAUTOAIM
	states
	{
		Select:
			BFGG A 1 A_Raise
			loop
		Deselect:
			BFGG A 1 A_Lower
			loop
		Ready:
			BFGG A 1 A_WeaponReady
			loop
		Fire:
			SHT2 A 3
			SHT2 A 7 A_CheckReload
			SHT2 B 1 A_BFGSound
			SHT2 B 7
			SHT2 C 6
			SHT2 D 7 A_FireBFG
			SHT2 E 7
			SHT2 F 7 A_Light0
			SHT2 H 6 A_Light0
			SHT2 A 5 A_Refire
			goto Ready
		Flash:
			BFGF A 11 bright A_Light1
			BFGF B 6 bright A_Light2
			SHTG E 0 A_Light0
			stop
		Spawn:
			BFUG A -1
			stop
	}
}
// The player should start with the hand grenades weapon, but no ammo.
// TimeBombWeapon is used as the pickup which should only be picked up once 
// in multi player.
actor HandGrenades : TimeBombWeapon
{
	weapon.ammogive 0
}

actor Minigun : Weapon replaces Chaingun
{
	scale 0.30
	weapon.selectionorder 700
	weapon.ammouse 1
	weapon.ammogive 16
	weapon.ammotype "MinigunAmmo"
	inventory.pickupmessage "$GOTCHAINGUN"
	inventory.icon "MGUNA0"
	Obituary "$OB_MPCHAINGUN"
	states
	{
		Select:
			CHGG A 1 A_Raise
			loop
		Deselect:
			CHGG A 1 A_Lower
			loop
		Ready:
			CHGG A 1 A_WeaponReady
			loop
		Fire:
			PUNG A 4 bright A_FirePistol
			PUNG A 0 bright A_FirePistol
			SAWG A 4 bright A_FirePistol
			SAWG A 0 bright A_FirePistol
			PUNG A 4 bright A_FirePistol
			PUNG A 0 bright A_FirePistol
			SAWG A 4 bright A_FirePistol
			SAWG A 0 bright A_FirePistol
			CHGG AB 2 A_Refire
			CHGG AB 4 A_Refire
			goto Ready
		Flash:
			CHGF A 5 bright A_Light1
			Goto LightDone
			CHGF B 5 bright A_Light1
			Goto LightDone
		Spawn:
			MGUN A -1
			stop
	}
}

actor GrenadeLauncher : Weapon replaces RocketLauncher
{
	scale 0.30
	weapon.selectionorder 2500
	weapon.ammouse 1
	weapon.ammogive 2
	weapon.ammotype "TimeBombAmmo"
	inventory.pickupmessage "$GOTLAUNCHER"
	inventory.icon "LAUNA0"
	+WEAPON.NOAUTOFIRE
	states
	{
		Select:
			MISG A 1 A_Raise
			loop
		Deselect:
			MISG A 1 A_Lower
			loop
		Ready:
			MISG A 1 A_WeaponReady
			loop
		Fire:
			MISG B 8 A_GunFlash
			MISG B 26 A_FireMissile
			MISG B 1 A_Refire
			goto Ready
		Flash:
			MISF A 6 bright A_Light1
			PUNG B 6 bright A_Light2
			MISF B 8 bright
			MISF CD 8 bright A_Light2
			SHTG E 0 A_Light0
			stop
		Spawn:
			LAUN A -1
			stop
	}
}

actor EntrophyThrower : Weapon replaces PlasmaRifle
{
	scale 0.30
	weapon.selectionorder 100
	weapon.ammouse 1
	weapon.ammogive 40
	weapon.ammotype "ChaosBarsAmmo"
	inventory.pickupmessage "$GOTPLASMA"
	inventory.icon "PLASA0"
	states
	{
		Select:
			PLSG A 1 A_Raise
			loop
		Deselect:
			PLSG A 1 A_Lower
			loop
		Ready:
			PLSG A 1 A_WeaponReady
			loop
		Fire:
			PLSG A 3 A_FirePlasma
			PLSG B 15 A_Refire
			goto Ready
		LightDone:
			SHTG E 0 A_Light0
			stop
		Flash:
			PLSF A 4 bright A_Light1
			goto LightDone
			PLSF A 4 bright A_Light1
			goto LightDone
		Spawn:
			PLAS A -1
			stop
	}
}

actor Compensator : Weapon replaces Shotgun
{
	scale 0.30
	weapon.selectionorder 1300
	weapon.ammouse 1
	weapon.ammogive 4
	weapon.ammotype "Shells"
	inventory.pickupmessage "$GOTSHOTGUN"
	inventory.icon "SHOTA0"
	obituary "$OB_MPSHOTGUN"
	states
	{
		Select:
			SHTG A 1 A_Raise
			loop
		Deselect:
			SHTG A 1 A_Lower
			loop
		Ready:
			SHTG A 1 A_WeaponReady
			loop
		Fire:
			SHTG A 3
			SHTG A 7 A_FireShotgun
			SHTG BC 5
			SHTG D 4
			SHTG C 0 A_OpenShotgun2
			SHTG CB 5
			SHTG A 3
			SHTG A 7 A_Refire
			goto Ready
		Flash:
			SHTF A 4 bright A_Light1
			SHTF B 3 bright A_Light2
			SHTG E 0 A_Light0
			stop
		Spawn:
			SHOT A -1
			stop
	}
}

actor NeutronGun : Weapon
{
	weapon.selectionorder 1900
	obituary "$OB_MPPISTOL"
	+WEAPON.WIMPY_WEAPON
	states
	{
		Select:
			PISG A 1 A_Raise
			loop
		Deselect:
			PISG A 1 A_Lower
			loop
		Ready:
			PISG A 1 A_WeaponReady
			loop
		Fire:
			PISG A 4
			PISG B 15 A_FirePlasma
			PISG C 6
			PISG B 6 A_Refire
			goto Ready
		Flash:
			PISF A 7 bright A_Light1
			SHTG E 0 A_Light0
			stop
	}
}

actor LaserLamp : Column replaces Column
{
	scale 0.30
}

actor BigMushroom : TallGreenColumn replaces TallGreenColumn
{
	scale 0.30
}

actor TruckPipe : ShortGreenColumn replaces ShortGreenColumn
{
	scale 0.30
}

actor AbductedAmira : TallRedColumn replaces TallRedColumn
{
	scale 0.33
}

actor ArtySphereWithHeads : ShortRedColumn replaces ShortRedColumn
{
	scale 0.30
}

actor LoopingExplosion : HeartColumn replaces HeartColumn
{
	scale 0.33
	states
	{
		Spawn:
			MISL B 8 bright
			MISL C 6 bright
			MISL D 4 bright
			BAL2 DE 4 bright
			CEYE A 14 bright
			loop
	}
}

actor DrippingWater : FloatingSkull replaces FloatingSkull
{
	-SOLID
	states
	{
		Spawn:
			FSKU ABC 6
			COL5 B 6
			loop
	}
}

// I have a feeling this actor isn't used anymore
actor DeadBeastlingWithFlies : BlueTorch replaces BlueTorch
{
	scale 0.30
	states
	{
		Spawn:
			TBLU A 6 bright
			YSKU B 6 bright
			TBLU B 6 bright
			YSKU A 6 bright
			loop
	}
}

actor Dopefish : GreenTorch replaces GreenTorch
{
	scale 0.50
	states
	{
		Spawn:
			TGRN ABCD 8
			loop
	}
}

actor GreenWaterSplash : RedTorch replaces RedTorch
{
	-SOLID
	states
	{
		Spawn:
			TRED ABCD 4
			loop
	}
}

actor Fire : ShortBlueTorch replaces ShortBlueTorch
{
	scale 0.30
}

actor CeilingSpark : ShortGreenTorch replaces ShortGreenTorch
{
	height 16
	+SPAWNCEILING
	+NOGRAVITY
	-SOLID
}

actor Firebox : ShortRedTorch replaces ShortRedTorch
{
	scale 0.30
	states
	{
		Spawn:
			SMRT ABCD 4
			loop
	}
}

actor Unknown5 : Stalagtite replaces Stalagtite
{
	radius 8
}

actor TallLamp : TechPillar replaces TechPillar
{
	scale 0.30
}

actor WhiteCandle : Candlestick replaces Candlestick
{
	scale 0.30
	states
	{
		Spawn:
			CAND A 8 bright
			CBRA A 8 bright
			loop
	}
}

actor WhiteCandle2 : Candelabra replaces Candelabra
{
	+SHOOTABLE
	states
	{
		Spawn:
			CBRA A 8 bright
			CAND A 8 bright
			loop
	}
}

actor NeutronbeamBlocker replaces Meat3
{
	health 9900
	mass 9000
	radius 16
	height 84
	+SHOOTABLE
	+NOBLOOD
	states
	{
		Spawn:
			GOR3 A -1
			stop
	}
}

actor HangingFire : BloodyTwitch replaces BloodyTwitch
{
	states
	{
		Spawn:
			GOR1 ABCB 4
			loop
	}
}

actor HangingFire2 : HangingFire replaces NonsolidTwitch
{
	scale 0.30
	-SOLID
}

actor DeadAmazone replaces DeadMarine
{
	scale 0.30
	states
	{
		Spawn:
			ARM2 B -1
			stop
	}
}

actor DeadBeastling : Beastling replaces DeadDemon
{
	skip_super
	scale 0.30
	states
	{
		Spawn:
			goto Super::Death+4
	}
}

actor DeadFollower : DeadShotgunGuy replaces DeadShotgunGuy
{
	scale 0.30
	states
	{
		Spawn:
			ARM1 B -1
			stop
	}
}

actor Tentacle : HeadsOnAStick replaces HeadsOnAStick
{
	scale 0.30
}

actor SilverRocket : HeadOnAStick replaces HeadOnAStick
{
	scale 0.30
	states
	{
		Spawn:
			SMT2 A -1
			stop
	}
}

actor SilverRocketLaunched : HeadCandles replaces HeadCandles
{
	scale 0.30
}

actor ShootableCrate : LiveStick replaces LiveStick
{
	scale 0.30
}

actor LargeTree : BigTree replaces BigTree
{
	scale 0.30
}

actor HangingChain : HangNoGuts replaces HangNoGuts
{
	-SOLID
}

actor StoredMiniguns : HangBNoBrain replaces HangBNoBrain
{
	scale 0.30
	-NOGRAVITY
	-SPAWNCEILING
}

actor StoredShotguns : HangTLookingDown replaces HangTLookingDown
{
	scale 0.30
	-NOGRAVITY
	-SPAWNCEILING
}

actor Unknown6 replaces HangTSkull
{
	speed 12
	radius 16
	height 64
	mass 100
	reactiontime 0
	+FLOAT
	+SPAWNCEILING
	states
	{
		Spawn:
			HEAD A 1 A_Look
			loop
		See:
			SPOS AABBCCDD 3 A_Chase
			loop
	}
}

actor CrateExplosion replaces ColonGibs
{
	scale 0.33
	speed 0
	radius 20
	height 16
	reactiontime 0
	mass 100
	seesound "weapons/rocklx"
	states
	{
		Spawn:
			HEAD A 1 A_Look
			loop
		See:
			MISL B 8 bright A_Explode
			MISL C 6 bright
			MISL D 4 bright
			BAL2 D 4 bright
			BAL2 E 4 bright
			stop
	}
}

actor HangingLight : BrainStem replaces BrainStem
{
	scale 0.25
	+SPAWNCEILING
	+NOGRAVITY
}
