ACTOR SteamSpawner : SwitchableDecoration 10000 
{    
    //$Category "Ghouls vs Humans Decoration"
    //$Title Steam 3
    Height 2
    Radius 1
    Mass 0
    +NOBLOCKMAP
    +NOGRAVITY
    +NOINTERACTION
    +CLIENTSIDEONLY
    States
    {
    Spawn:
    Active:
        TNT1 A 0
        TNT1 A 0 A_JumpIf(Args[0]==1,"Down")
        TNT1 A 0 A_JumpIf(Args[0]>1,"Forward")
        TNT1 A 0 A_JumpIf(Args[1]>0,"UpBurst")
        TNT1 A 0 A_JumpIf(Args[3]>0,2)
	    TNT1 A 0 A_PlaySound("Steam/Loop",7,0.5,1,ATTN_NORM)
        TNT1 A 1 A_SpawnItemEx("SteamParticle",0,0,1,(0.1)*Random(0,4),0,(0.1)*Random(35,40),Random(0,360),128)
        Loop
    Down:
        TNT1 A 0 A_JumpIf(Args[1]>0,"DownBurst")
        TNT1 A 0 A_JumpIf(Args[3]>0,2)
	    TNT1 A 0 A_PlaySound ("Steam/Loop",7,0.5,1,ATTN_NORM)
        TNT1 A 1 A_SpawnItemEx("SteamParticle",0,0,0,(0.1)*Random(0,4),0,(-0.1)*Random(35,40),Random(0,360),128)
        Loop
    Forward:
        TNT1 A 0 A_JumpIf(Args[1]>0,"ForwardBurst")
        TNT1 A 0 A_JumpIf(Args[3]>0,2)
	    TNT1 A 0 A_PlaySound("Steam/Loop",7,0.5,1,ATTN_NORM)
        TNT1 A 1 A_SpawnItemEx("SteamParticle",0,0,0,(0.1)*Random(35,40),0,(0.1)*Random(-5,5),Random(-8,8),128)
        Loop
    UpBurst:
        TNT1 A 1 A_Jump(Args[2]/16,1)
        Loop
        TNT1 A 0 A_JumpIf(Args[3]>0,2)
        TNT1 A 0 A_PlaySoundEx("Steam/Fire","SoundSlot7",0)
        TNT1 AAAAAAAAAA 1 A_SpawnItemEx("SteamParticle",0,0,1,(0.1)*Random(0,4),0,(0.1)*Random(35,40),Random(0,360),128)
        TNT1 AAAAAAAAAA 1 A_SpawnItemEx("SteamParticle",0,0,1,(0.1)*Random(0,4),0,(0.1)*Random(35,40),Random(0,360),128)
        TNT1 AAAAAAAAAA 1 A_SpawnItemEx("SteamParticle",0,0,1,(0.1)*Random(0,4),0,(0.1)*Random(35,40),Random(0,360),128)
        Loop
    DownBurst:
        TNT1 A 1 A_Jump(Args[2]/16,1)
        Loop
        TNT1 A 0 A_JumpIf(Args[3]>0,2)
        TNT1 A 0 A_PlaySoundEx("Steam/Fire","SoundSlot7",0)
        TNT1 AAAAAAAAAA 1 A_SpawnItemEx("SteamParticle",0,0,0,(0.1)*Random(0,4),0,(-0.1)*Random(35,40),Random(0,360),128)
        TNT1 AAAAAAAAAA 1 A_SpawnItemEx("SteamParticle",0,0,0,(0.1)*Random(0,4),0,(-0.1)*Random(35,40),Random(0,360),128)
        TNT1 AAAAAAAAAA 1 A_SpawnItemEx("SteamParticle",0,0,0,(0.1)*Random(0,4),0,(-0.1)*Random(35,40),Random(0,360),128)
        Loop
    ForwardBurst:
        TNT1 A 1 A_Jump(Args[2]/16,1)
        Loop
        TNT1 A 0 A_JumpIf(Args[3]>0,2)
        TNT1 A 0 A_PlaySoundEx("Steam/Fire","SoundSlot7",0)
        TNT1 AAAAAAAAAA 1 A_SpawnItemEx("SteamParticle",0,0,0,(0.1)*Random(35,40),0,(0.1)*Random(-5,5),Random(-8,8),128)
        TNT1 AAAAAAAAAA 1 A_SpawnItemEx("SteamParticle",0,0,0,(0.1)*Random(35,40),0,(0.1)*Random(-5,5),Random(-8,8),128)
        TNT1 AAAAAAAAAA 1 A_SpawnItemEx("SteamParticle",0,0,0,(0.1)*Random(35,40),0,(0.1)*Random(-5,5),Random(-8,8),128)
        Loop
    Inactive:
        TNT1 A 1 A_StopSoundEx("SoundSlot7")
        TNT1 A 1
        Goto Inactive+1
    }
}

ACTOR IceyStub 20001
{    
    //$Category "Ghouls vs Humans Decoration"
    //$Title Stone with Snow
	Radius 20
	Height 26
	Mass 0x7FFFFFFF
	+SOLID
    +NODAMAGE
    +SHOOTABLE
    +NOBLOOD
	States
	{
	Spawn:
	    ICS1 A -1
		Stop
	}
}

ACTOR IceyTree 20002
{    
    //$Category "Ghouls vs Humans Decoration"
    //$Title Tree 8
    Radius 32
	Height 96
    Mass 0x7FFFFFFF
    +NODAMAGE
    +SHOOTABLE
    +NOBLOOD
	+SOLID
	States
	{
	Spawn:
        ICT1 A -1
		Stop
	}
}