ACTOR TrapAmmoDecoration 19102
{
    //$Category "Ghouls vs Humans Decoration"
    //$Title Ghost Trap
    Mass 0x7FFFFFFF
    +TELESTOMP
    States
    {
    Spawn:
        GBTD A -1
        Stop
    }
}

ACTOR SjasDecoration 19990
{
    //$Category "Ghouls vs Humans Decoration"
    //$Title Sjas
    Mass 0x7FFFFFFF
    Scale 0.8
    Gravity 0.0
    +NOINTERACTION
    +NOGRAVITY
    +FLOAT
    +SOLID
    States
    {
    Spawn:
        SJSD A 1 A_SetTranslucent(0.5,0)
        Loop
    }
}

ACTOR CreeperDecoration 19991
{    
    //$Category "Ghouls vs Humans Decoration"
    //$Title Creeper
    Mass 0x7FFFFFFF
    Height 18
    Radius 13
	Scale 0.4
    +SHADOW
    +NOINTERACTION
    +SOLID
    +FORCEXYBILLBOARD
    States
    {
    Spawn:
        CRED A 1
        Loop
    }
}

ACTOR CreeperUnderWaterDecoration 19103
{    
    //$Category "Ghouls vs Humans Decoration"
    //$Title Creeper Float
    Mass 0x7FFFFFFF
    Height 18
    Radius 13
	FloatSpeed 25
	Scale 0.4
    +NOGRAVITY
    +FLOAT
    +FLOATBOB
    +SHADOW
    +FORCEXYBILLBOARD
    States
    {
    Spawn:
        CRED A 25
        Loop
    }
}

ACTOR JitterskullDecoration 19992
{    
    //$Category "Ghouls vs Humans Decoration"
    //$Title JitterSkull
    Mass 0x7FFFFFFF
    Scale 0.12
    +NOINTERACTION
    +FLOORHUGGER
    +SOLID
    States
    {
    Spawn:
        JSKD A 1
        Loop
    }
}

ACTOR ChokeDecoration 19993
{    
    //$Category "Ghouls vs Humans Decoration"
    //$Title Choke 1
    Mass 0x7FFFFFFF
    Scale 0.8
    +NOINTERACTION
    +SOLID
    States
    {
    Spawn:
        CHOD A 1
        Loop
    }
}

ACTOR ChokeDecoration2 19995
{    
    //$Category "Ghouls vs Humans Decoration"
    //$Title Choke 2
    Mass 0x7FFFFFFF
    Scale 0.8
    +NOINTERACTION
    +SOLID
    States
    {
    Spawn:
        CHDB A 1
        Loop
    }
}

ACTOR FrostbiteDecoration 19994
{    
    //$Category "Ghouls vs Humans Decoration"
    //$Title Frostbite
    Mass 0x7FFFFFFF
    Scale 0.19
    +NOINTERACTION
    +SOLID
    States
    {
    Spawn:
        FROD A 1
        Loop
    }
}

ACTOR SuitDecoration 19996
{    
    //$Category "Ghouls vs Humans Decoration"
    //$Title Radio Suit
    Mass 0x7FFFFFFF
    Height 46
    +SOLID
    States
    {
    Spawn:
        SUIT A -1
        Stop
    }
}

ACTOR MedikitDecoration 19998
{    
    //$Category "Ghouls vs Humans Decoration"
    //$Title Medikit
    Mass 0x7FFFFFFF
    +SOLID
    States
    {
    Spawn:
        MEDI A -1
        Stop
    }
}

ACTOR BerserkthingyDecoration 19999
{    
    //$Category "Ghouls vs Humans Decoration"
    //$Title Berserk
    Mass 0x7FFFFFFF
    +SOLID
    States
    {
    Spawn:
        PSTR A -1
        Stop
    }
}

ACTOR AllMapDecoration 19100
{    
    //$Category "Ghouls vs Humans Decoration"
    //$Title Computerized Map
    Mass 0x7FFFFFFF
    +SOLID
    States
    {
    Spawn:
        PMAP ABCDCB 6
        Loop
    }
}

ACTOR InfraredDecoration 19101
{    
    //$Category "Ghouls vs Humans Decoration"
    //$Title Infrared
    Mass 0x7FFFFFFF
    +SOLID
    States
    {
    Spawn:
        PVIS A 6
        PVIS B 6
        Loop
    }
}

ACTOR GvH38SteamSpawner : SwitchableDecoration 10031
{    
    //$Category "Ghouls vs Humans Decoration"
    //$Title Steam
    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",CHAN_AUTO,0.5,1,1)
        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",CHAN_AUTO,0.5,1,1)
        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",CHAN_AUTO,0.5,1,1)
        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_PlaySound ("Steam/Fire",CHAN_AUTO,0.5,1,1)
        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_PlaySound("Steam/Fire",CHAN_AUTO,0.5,1,1)
        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_PlaySound("Steam/Fire",CHAN_AUTO,0.5,1,1)
        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_StopSound(CHAN_AUTO)
        TNT1 A 1
        Goto Inactive+1
    }
}

ACTOR SteamParticletwo
{
    Height 1
    Radius 1
    Scale 0.4
    Alpha 0.65
    RenderStyle Add
    +MISSILE
    +NOGRAVITY
    +NOBLOCKMAP
    States
    {
    Spawn:
        STEM A 2 A_SetTranslucent(0.6,1)
        STEM B 2 A_SetTranslucent(0.55,1)
        STEM C 2 A_SetTranslucent(0.5,1)
        STEM D 2 A_SetTranslucent(0.45,1)
        STEM E 2 A_SetTranslucent(0.4,1)
        STEM F 2 A_SetTranslucent(0.35,1)
        STEM G 2 A_SetTranslucent(0.3,1)
        STEM H 2 A_SetTranslucent(0.25,1)
        STEM I 2 A_SetTranslucent(0.2,1)
        STEM J 2 A_SetTranslucent(0.15,1)
        STEM K 2 A_SetTranslucent(0.1,1)
        STEM L 2 A_SetTranslucent(0.05,1)
        Stop
    }
}