// Tech lamp --------------------------------------------------------------- ACTOR TechLamp { Radius 16 Height 80 ProjectilePassHeight -16 +SOLID States { Spawn: TLMP ABCD 4 BRIGHT Loop } } // Tech lamp 2 ------------------------------------------------------------- ACTOR TechLamp2 { Radius 16 Height 60 ProjectilePassHeight -16 +SOLID States { Spawn: TLP2 ABCD 4 BRIGHT Loop } } // Column ------------------------------------------------------------------ ACTOR Column { Radius 16 Height 48 ProjectilePassHeight -16 +SOLID States { Spawn: COLU A -1 BRIGHT Stop } } // Tall green column ------------------------------------------------------- ACTOR TallGreenColumn { Radius 16 Height 52 ProjectilePassHeight -16 +SOLID States { Spawn: COL1 A -1 Stop } } // Short green column ------------------------------------------------------ ACTOR ShortGreenColumn { Radius 16 Height 40 ProjectilePassHeight -16 +SOLID States { Spawn: COL2 A -1 Stop } } // Tall red column --------------------------------------------------------- ACTOR TallRedColumn { Radius 16 Height 52 ProjectilePassHeight -16 +SOLID States { Spawn: COL3 A -1 Stop } } // Short red column -------------------------------------------------------- ACTOR ShortRedColumn { Radius 16 Height 40 ProjectilePassHeight -16 +SOLID States { Spawn: COL4 A -1 Stop } } // Skull column ------------------------------------------------------------ ACTOR SkullColumn { Radius 16 Height 40 ProjectilePassHeight -16 +SOLID States { Spawn: COL6 A -1 Stop } } // Heart column ------------------------------------------------------------ ACTOR HeartColumn { Radius 16 Height 40 ProjectilePassHeight -16 +SOLID States { Spawn: COL5 AB 14 Loop } } // Evil eye ---------------------------------------------------------------- ACTOR EvilEye { Radius 16 Height 54 ProjectilePassHeight -16 +SOLID States { Spawn: CEYE ABCB 6 BRIGHT Loop } } // Floating skull ---------------------------------------------------------- ACTOR FloatingSkull { Radius 16 Height 26 ProjectilePassHeight -16 +SOLID States { Spawn: FSKU ABC 6 BRIGHT Loop } } // Torch tree -------------------------------------------------------------- ACTOR TorchTree { Radius 16 Height 56 ProjectilePassHeight -16 +SOLID States { Spawn: TRE1 A -1 Stop } } // Blue torch -------------------------------------------------------------- ACTOR BlueTorch { Radius 16 Height 68 ProjectilePassHeight -16 +SOLID States { Spawn: TBLU ABCD 4 BRIGHT Loop } } // Green torch ------------------------------------------------------------- ACTOR GreenTorch { Radius 16 Height 68 ProjectilePassHeight -16 +SOLID States { Spawn: TGRN ABCD 4 BRIGHT Loop } } // Red torch --------------------------------------------------------------- ACTOR RedTorch { Radius 16 Height 68 ProjectilePassHeight -16 +SOLID States { Spawn: TRED ABCD 4 BRIGHT Loop } } // Short blue torch -------------------------------------------------------- ACTOR ShortBlueTorch { Radius 16 Height 37 ProjectilePassHeight -16 +SOLID States { Spawn: SMBT ABCD 4 BRIGHT Loop } } // Short green torch ------------------------------------------------------- ACTOR ShortGreenTorch { Radius 16 Height 37 ProjectilePassHeight -16 +SOLID States { Spawn: SMGT ABCD 4 BRIGHT Loop } } // Short red torch --------------------------------------------------------- ACTOR ShortRedTorch { Radius 16 Height 37 ProjectilePassHeight -16 +SOLID States { Spawn: SMRT ABCD 4 BRIGHT Loop } } // Stalagtite -------------------------------------------------------------- ACTOR Stalagtite { Radius 16 Height 40 ProjectilePassHeight -16 +SOLID States { Spawn: SMIT A -1 Stop } } // Tech pillar ------------------------------------------------------------- ACTOR TechPillar { Radius 16 Height 128 ProjectilePassHeight -16 +SOLID States { Spawn: ELEC A -1 Stop } } // Candle stick ------------------------------------------------------------ ACTOR Candlestick { Radius 20 Height 14 ProjectilePassHeight -16 States { Spawn: CAND A -1 BRIGHT Stop } } // Candelabra -------------------------------------------------------------- ACTOR Candelabra { Radius 16 Height 60 ProjectilePassHeight -16 +SOLID States { Spawn: CBRA A -1 BRIGHT Stop } } // Bloody twitch ----------------------------------------------------------- ACTOR BloodyTwitch { Radius 16 Height 68 +SOLID +NOGRAVITY +SPAWNCEILING States { Spawn: GOR1 A 10 GOR1 B 15 GOR1 C 8 GOR1 B 6 Loop } } // Meat 2 ------------------------------------------------------------------ ACTOR Meat2 { Radius 16 Height 84 +SOLID +NOGRAVITY +SPAWNCEILING States { Spawn: GOR2 A -1 Stop } } // Meat 3 ------------------------------------------------------------------ ACTOR Meat3 { Radius 16 Height 84 +SOLID +NOGRAVITY +SPAWNCEILING States { Spawn: GOR3 A -1 Stop } } // Meat 4 ------------------------------------------------------------------ ACTOR Meat4 { Radius 16 Height 68 +SOLID +NOGRAVITY +SPAWNCEILING States { Spawn: GOR4 A -1 Stop } } // Meat 5 ------------------------------------------------------------------ ACTOR Meat5 { Radius 16 Height 52 +SOLID +NOGRAVITY +SPAWNCEILING States { Spawn: GOR5 A -1 Stop } } // Nonsolid meat ----------------------------------------------------------- ACTOR NonsolidMeat2 : Meat2 { -SOLID Radius 20 } ACTOR NonsolidMeat3 : Meat3 { -SOLID Radius 20 } ACTOR NonsolidMeat4 : Meat4 { -SOLID Radius 20 } ACTOR NonsolidMeat5 : Meat5 { -SOLID Radius 20 } // Nonsolid bloody twitch -------------------------------------------------- ACTOR NonsolidTwitch : BloodyTwitch { -SOLID Radius 20 } // Head on a stick --------------------------------------------------------- ACTOR HeadOnAStick { Radius 16 Height 56 ProjectilePassHeight -16 +SOLID States { Spawn: POL4 A -1 Stop } } // Heads (plural!) on a stick ---------------------------------------------- ACTOR HeadsOnAStick { Radius 16 Height 64 ProjectilePassHeight -16 +SOLID States { Spawn: POL2 A -1 Stop } } // Head candles ------------------------------------------------------------ ACTOR HeadCandles { Radius 16 Height 42 ProjectilePassHeight -16 +SOLID States { Spawn: POL3 AB 6 BRIGHT Loop } } // Dead on a stick --------------------------------------------------------- ACTOR DeadStick { Radius 16 Height 64 ProjectilePassHeight -16 +SOLID States { Spawn: POL1 A -1 Stop } } // Still alive on a stick -------------------------------------------------- ACTOR LiveStick { Radius 16 Height 64 ProjectilePassHeight -16 +SOLID States { Spawn: POL6 A 6 POL6 B 8 Loop } } // Big tree ---------------------------------------------------------------- ACTOR BigTree { Radius 32 Height 108 ProjectilePassHeight -16 +SOLID States { Spawn: TRE2 A -1 Stop } } // Burning barrel ---------------------------------------------------------- ACTOR BurningBarrel { Radius 16 Height 32 ProjectilePassHeight -16 +SOLID States { Spawn: FCAN ABC 4 BRIGHT Loop } } // Hanging with no guts ---------------------------------------------------- ACTOR HangNoGuts { Radius 16 Height 88 +SOLID +NOGRAVITY +SPAWNCEILING States { Spawn: HDB1 A -1 Stop } } // Hanging from bottom with no brain --------------------------------------- ACTOR HangBNoBrain { Radius 16 Height 88 +SOLID +NOGRAVITY +SPAWNCEILING States { Spawn: HDB2 A -1 Stop } } // Hanging from top, looking down ------------------------------------------ ACTOR HangTLookingDown { Radius 16 Height 64 +SOLID +NOGRAVITY +SPAWNCEILING States { Spawn: HDB3 A -1 Stop } } // Hanging from top, looking up -------------------------------------------- ACTOR HangTLookingUp { Radius 16 Height 64 +SOLID +NOGRAVITY +SPAWNCEILING States { Spawn: HDB5 A -1 Stop } } // Hanging from top, skully ------------------------------------------------ ACTOR HangTSkull { Radius 16 Height 64 +SOLID +NOGRAVITY +SPAWNCEILING States { Spawn: HDB4 A -1 Stop } } // Hanging from top without a brain ---------------------------------------- ACTOR HangTNoBrain { Radius 16 Height 64 +SOLID +NOGRAVITY +SPAWNCEILING States { Spawn: HDB6 A -1 Stop } } // Colon gibs -------------------------------------------------------------- ACTOR ColonGibs { Radius 20 Height 4 +NOBLOCKMAP +MOVEWITHSECTOR States { Spawn: POB1 A -1 Stop } } // Small pool o' blood ----------------------------------------------------- ACTOR SmallBloodPool { Radius 20 Height 1 +NOBLOCKMAP +MOVEWITHSECTOR States { Spawn: POB2 A -1 Stop } } // brain stem lying on the ground ------------------------------------------ ACTOR BrainStem { Radius 20 Height 4 +NOBLOCKMAP +MOVEWITHSECTOR States { Spawn: BRS1 A -1 Stop } } // Grey stalagmite (unused Doom sprite, definition taken from Skulltag ----- ACTOR Stalagmite { Radius 16 Height 48 +SOLID States { Spawn: SMT2 A -1 Stop } }