#include "decorate/HealthDrop.QCD"

ACTOR ThreeEyedFish
{
  Scale .25
  Radius 16
  Height 32
  -SOLID
  +FLOATBOB
  States
  {
  Spawn:
    TEYE A -1
    Stop
  }
}

//torches
ACTOR NeonBaseTallTorch
{
	Game Doom
	Game Heretic
	Game Hexen
	Radius 16
	Height 68
	+SOLID
	+USESPECIAL
	States
	{
	Spawn:
		TWHI ABCD 4 BRIGHT
		Loop
	}
}

ACTOR NeonBaseShortTorch
{
  //$Category Light sources
  //$Title "Short White Torch"
	Game Doom
	Game Heretic
	Game Hexen
	Radius 16
	Height 37
	+SOLID
	+USESPECIAL
	States
	{
	Spawn:
		SMWT ABCD 4 BRIGHT
		Loop
	}
}

ACTOR Red2TorchNeon : NeonBaseTallTorch 10549
{
  //$Category Light sources
  //$Title "Tall Red2 Torch"
	States
	{
	Spawn:
		TRD2 ABCD 4 BRIGHT
		Loop
	}
}

ACTOR OrangeTorchNeon : NeonBaseTallTorch 10524
{
  //$Category Light sources
  //$Title "Tall Orange Torch"
	States
	{
	Spawn:
		TORA ABCD 4 BRIGHT
		Loop
	}
}

ACTOR YellowTorchNeon : NeonBaseTallTorch 5152
{
  //$Category Light sources
  //$Title "Tall Yellow Torch"
	States
	{
	Spawn:
		TYEL ABCD 4 BRIGHT
		Loop
	}
}

ACTOR ChartreuseTorchNeon : NeonBaseTallTorch 10535
{
  //$Category Light sources
  //$Title "Tall Chartreuse Torch"
	States
	{
	Spawn:
		TCHA ABCD 4 BRIGHT
		Loop
	}
}

ACTOR SpringGreenTorchNeon : NeonBaseTallTorch 10536
{
  //$Category Light sources
  //$Title "Tall Spring Green Torch"
	States
	{
	Spawn:
		TTEA ABCD 4 BRIGHT
		Loop
	}
}

ACTOR CyanTorchNeon : NeonBaseTallTorch 10537
{
  //$Category Light sources
  //$Title "Tall Cyan Torch"
	States
	{
	Spawn:
		TCYA ABCD 4 BRIGHT
		Loop
	}
}

ACTOR AzureTorchNeon : NeonBaseTallTorch 10551
{
  //$Category Light sources
  //$Title "Tall Azure Torch"
	States
	{
	Spawn:
		TAZU ABCD 4 BRIGHT
		Loop
	}
}

ACTOR IndigoTorchNeon : NeonBaseTallTorch 10538
{
  //$Category Light sources
  //$Title "Tall Indigo Torch"
	States
	{
	Spawn:
		TIND ABCD 4 BRIGHT
		Loop
	}
}

ACTOR PurpleTorchNeon : NeonBaseTallTorch 10539
{
  //$Category Light sources
  //$Title "Tall Purple Torch"
	States
	{
	Spawn:
		TPUR ABCD 4 BRIGHT
		Loop
	}
}

ACTOR MagentaTorchNeon : NeonBaseTallTorch 10526
{
  //$Category Light sources
  //$Title "Tall Magenta Torch"
	States
	{
	Spawn:
		TVIO ABCD 4 BRIGHT
		Loop
	}
}

ACTOR RoseTorchNeon : NeonBaseTallTorch 10540
{
  //$Category Light sources
  //$Title "Tall Rose Torch"
	States
	{
	Spawn:
		TFUC ABCD 4 BRIGHT
		Loop
	}
}

ACTOR PinkTorchNeon : NeonBaseTallTorch 10541
{
  //$Category Light sources
  //$Title "Tall Pink Torch"
	States
	{
	Spawn:
		TPIN ABCD 4 BRIGHT
		Loop
	}
}

ACTOR WhiteTorchNeon : NeonBaseTallTorch 5150
{
  //$Category Light sources
  //$Title "Tall White Torch"
	States
	{
	Spawn:
		TWHI ABCD 4 BRIGHT
		Loop
	}
}

ACTOR BlackTorchNeon : NeonBaseTallTorch 10525
{
  //$Category Light sources
  //$Title "Tall Black Torch"
	States
	{
	Spawn:
		TBLA ABCD 4 BRIGHT
		Loop
	}
}

//short torches
ACTOR ShortRed2TorchNeon : NeonBaseShortTorch 10550
{
  //$Category Light sources
  //$Title "Short Red2 Torch"
	States
	{
	Spawn:
		SMRD ABCD 4 BRIGHT
		Loop
	}
}

ACTOR ShortOrangeTorchNeon : NeonBaseShortTorch 10527
{
  //$Category Light sources
  //$Title "Short Orange Torch"
	States
	{
	Spawn:
		SMOT ABCD 4 BRIGHT
		Loop
	}
}

ACTOR ShortYellowTorchNeon : NeonBaseShortTorch 5153
{
  //$Category Light sources
  //$Title "Short Yellow Torch"
	States
	{
	Spawn:
		SMYT ABCD 4 BRIGHT
		Loop
	}
}

ACTOR ShortChartreuseTorchNeon : NeonBaseShortTorch 10542
{
  //$Category Light sources
  //$Title "Short Chartreuse Torch"
	States
	{
	Spawn:
		SMHT ABCD 4 BRIGHT
		Loop
	}
}

ACTOR ShortSpringGreenTorchNeon : NeonBaseShortTorch 10543
{
  //$Category Light sources
  //$Title "Short Spring Green Torch"
	States
	{
	Spawn:
		SMTT ABCD 4 BRIGHT
		Loop
	}
}

ACTOR ShortCyanTorchNeon : NeonBaseShortTorch 10544
{
  //$Category Light sources
  //$Title "Short Cyan Torch"
	States
	{
	Spawn:
		SMCT ABCD 4 BRIGHT
		Loop
	}
}

ACTOR ShortAzureTorchNeon : NeonBaseShortTorch 10552
{
  //$Category Light sources
  //$Title "Short Azure Torch"
	States
	{
	Spawn:
		SMAT ABCD 4 BRIGHT
		Loop
	}
}

//'SMIT' is taken by a doom decoration
ACTOR ShortIndigoTorchNeon : NeonBaseShortTorch 10545
{
  //$Category Light sources
  //$Title "Short Indigo Torch"
	States
	{
	Spawn:
		SMIO ABCD 4 BRIGHT
		Loop
	}
}

ACTOR ShortPurpleTorchNeon : NeonBaseShortTorch 10546
{
  //$Category Light sources
  //$Title "Short Purple Torch"
	States
	{
	Spawn:
		SMUT ABCD 4 BRIGHT
		Loop
	}
}

ACTOR ShortRoseTorchNeon : NeonBaseShortTorch 10547
{
  //$Category Light sources
  //$Title "Short Rose Torch"
	States
	{
	Spawn:
		SMFT ABCD 4 BRIGHT
		Loop
	}
}

ACTOR ShortPinkTorchNeon : NeonBaseShortTorch 10548
{
  //$Category Light sources
  //$Title "Short Pink Torch"
	States
	{
	Spawn:
		SMPT ABCD 4 BRIGHT
		Loop
	}
}

ACTOR ShortMagentaTorchNeon : NeonBaseShortTorch 10529
{
  //$Category Light sources
  //$Title "Short Magenta Torch"
	States
	{
	Spawn:
		SMVT ABCD 4 BRIGHT
		Loop
	}
}

ACTOR ShortWhiteTorchNeon : NeonBaseShortTorch 5151
{
  //$Category Light sources
  //$Title "Short White Torch"
	States
	{
	Spawn:
		SMWT ABCD 4 BRIGHT
		Loop
	}
}

ACTOR ShortBlackTorchNeon : NeonBaseShortTorch 10528
{
  //$Category Light sources
  //$Title "Short Black Torch"
	States
	{
	Spawn:
		SMLT ABCD 4 BRIGHT
		Loop
	}
}

Actor TorchTestHelperNeon //for testing
{
+NOINTERACTION
+NOBLOCKMAP
+NOGRAVITY
States
{
Spawn:
TNT1 A 0 A_PlaySound("")
TNT1 A 0 A_SpawnItemEx("RedTorch",0,0,0)
TNT1 A 0 A_SpawnItemEx("Red2TorchNeon",50,0,0)
TNT1 A 0 A_SpawnItemEx("OrangeTorchNeon",100,0,0)
TNT1 A 0 A_SpawnItemEx("YellowTorchNeon",150,0,0)
TNT1 A 0 A_SpawnItemEx("ChartreuseTorchNeon",200,0,0)
TNT1 A 0 A_SpawnItemEx("GreenTorch",250,0,0)
TNT1 A 0 A_SpawnItemEx("SpringGreenTorchNeon",300,0,0)
TNT1 A 0 A_SpawnItemEx("CyanTorchNeon",350,0,0)
TNT1 A 0 A_SpawnItemEx("BlueTorch",400,0,0)
TNT1 A 0 A_SpawnItemEx("IndigoTorchNeon",450,0,0)
TNT1 A 0 A_SpawnItemEx("PurpleTorchNeon",500,0,0)
TNT1 A 0 A_SpawnItemEx("MagentaTorchNeon",550,0,0)
TNT1 A 0 A_SpawnItemEx("RoseTorchNeon",600,0,0)
TNT1 A 0 A_SpawnItemEx("PinkTorchNeon",650,0,0)
TNT1 A 0 A_SpawnItemEx("WhiteTorchNeon",700,0,0)
TNT1 A 0 A_SpawnItemEx("BlackTorchNeon",750,0,0)
TNT1 A 0 A_SpawnItemEx("ShortRedTorch",0,0,0)
TNT1 A 0 A_SpawnItemEx("ShortRed2TorchNeon",50,0,0)
TNT1 A 0 A_SpawnItemEx("ShortOrangeTorchNeon",100,0,0)
TNT1 A 0 A_SpawnItemEx("ShortYellowTorchNeon",150,0,0)
TNT1 A 0 A_SpawnItemEx("ShortChartreuseTorchNeon",200,0,0)
TNT1 A 0 A_SpawnItemEx("ShortGreenTorch",250,0,0)
TNT1 A 0 A_SpawnItemEx("ShortSpringGreenTorchNeon",300,0,0)
TNT1 A 0 A_SpawnItemEx("ShortCyanTorchNeon",350,0,0)
TNT1 A 0 A_SpawnItemEx("ShortBlueTorch",400,0,0)
TNT1 A 0 A_SpawnItemEx("ShortIndigoTorchNeon",450,0,0)
TNT1 A 0 A_SpawnItemEx("ShortPurpleTorchNeon",500,0,0)
TNT1 A 0 A_SpawnItemEx("ShortMagentaTorchNeon",550,0,0)
TNT1 A 0 A_SpawnItemEx("ShortRoseTorchNeon",600,0,0)
TNT1 A 0 A_SpawnItemEx("ShortPinkTorchNeon",650,0,0)
TNT1 A 0 A_SpawnItemEx("ShortWhiteTorchNeon",700,0,0)
TNT1 A 0 A_SpawnItemEx("ShortBlackTorchNeon",750,0,0)
Stop
}
}
Actor NEONHiJump : PowerupGiver
{
Powerup.Type HighJump
Powerup.Duration 0x7FFFFFFF
-INVENTORY.INVBAR
+INVENTORY.AUTOACTIVATE
+INVENTORY.ALWAYSPICKUP
}

ACTOR FancyCandle : Candlestick 16412
{
  +NOBLOCKMAP
  +NOGRAVITY
  +FIXMAPTHINGPOS
  Radius 16
  Height 16
  States
  {
  Spawn:
    R10_ ABCDE 4 Bright
    Loop
  }
}

ACTOR PlantPot7 : Stalagtite 16413
{
  -SOLID
  States
  {
  Spawn:
    R11_ A -1
    Stop
  }
}

ACTOR Cactuar 16473
{
	var int user_Active;
	
	Monster
	Health 30
	Radius 12
	Height 24
	DeathHeight 0
	Mass 10
	Speed 16
	PainChance 256
	SeeSound "CactuarActive"
	DeathSound "CactuarDeath"
	+FLOORCLIP
	+NORADIUSDMG
	+DONTGIB
	+FRIGHTENED
	+DROPOFF
	+NOTAUTOAIMED
	+NODAMAGE
	States
	{
	Spawn:
		CACT A 1
		CACT A 1 ACS_NamedExecuteWithResult("QCDE_RemoveIfNoBfg")
		CACT A 0 A_JumpIf(user_Active == 0, "Dormant_")
		CACT Z 2 A_LookEx(0, 0, 0, 0, 360, "Alert")
		Loop
	Dormant_:
		CACT Z 2 A_LookEx(LOF_NOSIGHTCHECK | LOF_NOSOUNDCHECK, 0, 0, 0, 0, "Alert")
		Loop
	See:
		CACT A 0 A_JumpIf(user_Active == 0, "Alert")
		CACT AAAAAABBBBBB 1 A_Chase
		CACT AAAAAABBBBBB 1 A_Chase
		CACT AAAAAABBBBBB 1 A_Chase
		CACT B 0 A_Jump(64, 3)
		CACT B 0 A_PlaySound("CactuarStep")
		CACT B 0 A_Jump(256, 2)
		CACT B 0 A_PlaySound("CactuarActive")
		CACT B 0 A_Jump(64, "Taunt")
		CACT B 0 A_Jump(20, "TeleportAway")
		Loop
	Taunt:
		CACT C 0 A_PlaySound("CactuarActive")
		CACT CDEFGHIJKLMNOP 1
		CACT P 0 A_Jump(128, "See")
		CACT C 0 A_PlaySound("CactuarActive")
		CACT CDEFGHIJKLMNOP 1
		goto See
	Alert:
		CACT P 0 A_ChangeFlag("NOTAUTOAIMED", FALSE)
		CACT P 0 A_ChangeFlag("INVULNERABLE", TRUE)
		CACT C 0 A_PlaySound("CactuarActive")
		CACT CDEFGHIJKLMNOP 1 BRIGHT
		CACT CDEFGHIJKLMNOP 1 BRIGHT
		CACT P 0 A_ChangeFlag("NODAMAGE", FALSE)
		CACT P 0 A_ChangeFlag("INVULNERABLE", FALSE)
		CACT Z 0 A_SetUserVar("user_Active", 1)
		Goto TeleportAway
	Pain:
		CACT A 0 A_JumpIf(user_Active == 0, "Alert")
		goto See
	TeleportAway:
		CACT A 0 A_Teleport("Taunt", "CactuarSpot", "TeleportFog", 0, 128)
		goto Taunt
	Death:
		CACT A 4 A_Scream
		CACT AAAAAAAAAA 4 A_FadeOut(0.1)
		TNT1 A 0 A_Jump(256, 1, 2, 3, 4, 5, 6, 7, 8)
		TNT1 A 0 A_DropItem("QCMegaHealthDrop")
		Stop
		TNT1 A 0 A_DropItem("QCBFG")
		Stop
		TNT1 A 0 A_DropItem("BigHourGlass")
		Stop
		TNT1 A 0 A_DropItem("QCMedikit")
		Stop
		TNT1 A 0 A_DropItem("QCBigArmorGiverDrop")
		Stop
		TNT1 A 0 A_DropItem("QCAllAmmo")
		Stop
		TNT1 A 0 A_DropItem("QCInfin")
		Stop
		TNT1 A 0 A_DropItem("QCMegaMegaDrop")
		Stop
	}
}

ACTOR CactuarSpot : SpecialSpot 16474
{
	+INVISIBLE
}
ACTOR RedWallTorch 12501
{
  +NOBLOCKMAP
  +NOGRAVITY
  +FIXMAPTHINGPOS
  Radius 6.5
  States
  {
  Spawn:
    YWTR ABCD 4 Bright
    Loop
  }
}

ACTOR GreenWallTorch 12502
{
  +NOBLOCKMAP
  +NOGRAVITY
  +FIXMAPTHINGPOS
  Radius 6.5
  States
  {
  Spawn:
    GWTR ABCD 4 Bright
    Loop
  }
}
ACTOR HexenDeadSitting1 30369
{
  Radius 16
  Height 24
  -SOLID
  States
  {
  Spawn:
    CPS6 A -1
    Stop
  }
}
Actor SWDecor_03 30004 {
	Game Doom
	Radius 25	
	Height 40
	Scale 0.75
	+NOGRAVITY
	States {
		Spawn:
			SD04 ABCD 5
		Loop
	}
}
ACTOR NewStrifeWaterfallSplash 10701
{
  Radius 1
  Height 1
  +NOBLOCKMAP
  -SOLID
  ActiveSound "Strife/Waterfall"
  States
  {
  Spawn:
    SPLH ABCDEFG 4
    SPLH H 4 A_LoopActiveSound
    Loop
  }
}

ACTOR StrifeStreamSound 10702
{
  +NOBLOCKMAP
  ActiveSound "Strife/WaterAmbience"
  States
  {
  Spawn:
    TNT1 A 4 A_LoopActiveSound
    TNT1 AAAAAAA 4
    Loop
  }
}
ACTOR NewStrifeWaterSplashsilent 10703
{
  Radius 1
  Height 1
  +NOBLOCKMAP
  +NOGRAVITY
  -SOLID
  ActiveSound "Strife/Waterfall"
  States
  {
  Spawn:
    SPLH ABCDEFG 4
    Loop
  }
}

Actor ChandelierFire 19301
{
	Radius 4
	Height 8
	XScale 0.333333
	YScale 0.333333
	-SOLID
	States
		{
		Spawn:
			CFIR ABC 3 Bright
			Loop
		}
}


Actor NorseTorch 19302
{
	Radius 4
	Height 20
	XScale 0.666667
	YScale 0.666667
	-SOLID
	+NOGRAVITY
	States
		{
		Spawn:
			NTOR ABC 3 Bright
			Loop
		}
}


Actor NorseGateWarpFX 19303
{
	Radius 8
	Height 16
	XScale 0.5
	YScale 0.5
	-SOLID
	+NOGRAVITY
	States
		{
		Spawn:
			NRSF ABCDEFGH 3 Bright
			Loop
		}
}

Actor WarpAmbientSound 19304
{
  +NOBLOCKMAP
  ActiveSound "Norse/WarpAmbience"
  States
  {
  Spawn:
    TNT1 A 1 A_LoopActiveSound
    TNT1 AAAAAA 4
    Loop
  }
}

ACTOR BigStar 16272
{
  +NOBLOCKMAP
  +NOGRAVITY
  +FIXMAPTHINGPOS
  +SOLID
  Radius 6.5
  Height 6.5
  States
    {
  Spawn:
    STAB A -1
  
   Stop
  }
}

ACTOR MediumStar 16273
{
  +NOBLOCKMAP
  +NOGRAVITY
  +FIXMAPTHINGPOS
  +SOLID
  Radius 3
  Height 3
  States
    {
  Spawn:
    STAM A -1
  
   Stop
  }
}

ACTOR SmallStar 16274
{
  +NOBLOCKMAP
  +NOGRAVITY
  +FIXMAPTHINGPOS
  +SOLID
  Radius 1.5
  Height 1.5
  States
    {
  Spawn:
    STAS A -1
  
   Stop
  }
}

Actor CyanGravityParticle
{
  Radius 1
  Height 1
  Scale .3333
  -SOLID
  +NOGRAVITY
  +NOBLOCKMAP
  +ALLOWPARTICLES
  +RANDOMIZE
  +BRIGHT
  RenderStyle Translucent
  Alpha 0.85
  VSpeed 2
  Mass 5
  States
  {
  Spawn:
    TNT1 A 0 NoDelay A_ChangeVelocity(8,-8,5)
    CGRV ABC 3
    TNT1 A 0 A_ChangeVelocity(8,-8,5)
    CGRV D 3
    Stop
  }
}

Actor PurpleGravityParticle
{
  Radius 1
  Height 1
  Scale .3333
  -SOLID
  +NOGRAVITY
  +NOBLOCKMAP
  +ALLOWPARTICLES
  +RANDOMIZE
  +BRIGHT
  RenderStyle Translucent
  Alpha 0.85
  VSpeed 2
  Mass 5
  States
  {
  Spawn:
    TNT1 A 0 NoDelay A_ChangeVelocity(0,2,8)
    PGRV AB 3
    TNT1 A 0 A_ChangeVelocity(0,2,8)
    PGRV CD 3
    Stop
  }
}

Actor DominionJumpPadAmbientSFX 19310
{
	Radius 1
	Height 1
	-SOLID
	+NOGRAVITY
	ActiveSound "Dominion/JumpAmbient"
	States
	{
	Spawn:
		TNT1 A 1 A_LoopActiveSound
		TNT1 A 1
		Loop
	}
}

Actor DominionJumpPadSFX 19309
{
	Radius 1
	Height 1
	-SOLID
	+NOGRAVITY
	ActiveSound "Dominion/Jump"
	DeathSound "Dominion/Jump"
	States
	{
	Spawn:
		TNT1 A 0 A_ActiveSound
		Goto Death
	
	Death:
		TNT1 A 10 A_Scream
		TNT1 A 10
		TNT1 A 10
		Stop
	}
}

Actor RadioNoise 19308
{
	-SOLID
	+NOGRAVITY
	ActiveSound "Radio/Noise"
	States
	{
	Spawn:
		TNT1 A 1 A_LoopActiveSound
		TNT1 A 1
		Loop
	}
}

Actor RadioFX1 19305
{
	-SOLID
	+NOGRAVITY
	ActiveSound "Radio/Com1"
	States
	{
	Spawn:
		TNT1 A 1 A_ActiveSound
		TNT1 A 2099
		Loop
	}
}

Actor RadioFX2 19306
{
	-SOLID
	+NOGRAVITY
	ActiveSound "Radio/Com2"
	States
	{
	Spawn:
		TNT1 A 1 A_LoopActiveSound
		TNT1 A 1
		Loop
	}
}

Actor RadioFX3 19307
{
	-SOLID
	+NOGRAVITY
	ActiveSound "Radio/Com3"
	States
	{
	Spawn:
		TNT1 A 1 A_LoopActiveSound
		TNT1 A 1
		Loop
	}
}
ACTOR Rage 509
{
	Radius 32
	Height 64
	scale .70
	+solid
	+movewithsector
	States
	{
	Spawn:
		Rage A -1
		Loop
	}
}
ACTOR DFTree1 13340
{
  Radius 16
  Height 40
  +SOLID
  States
  {
  Spawn:
    DFTR A -1
    Stop
  }
}

ACTOR DFTree2 13338
{
  Radius 16
  Height 40
  +SOLID
  States
  {
  Spawn:
    DFTR B -1
    Stop
  }
}

ACTOR DFTree3 13339
{
  Radius 16
  Height 40
  +SOLID
  States
  {
  Spawn:
    DFTR C -1
    Stop
  }
}

ACTOR Dancer1 27902
{
	Height 64
	Radius 24
	+Solid
	scale .8
	States
	{
	  Spawn:
	  DANC A 4
	  DANC B 4
	  DANC C 4
	  DANC D 4
	  DANC E 4
	  DANC D 4
	  DANC C 4
	  DANC B 4
	  DANC A 4
	  Loop
	}
}

ACTOR Dancer2 27903
{
	Height 64
	Radius 24
	+Solid
	scale .8
	States
	{
	  Spawn:
	  DAN1 A 4
	  DAN1 B 4
	  DAN1 C 4
	  DAN1 D 4
	  DAN1 E 4
  	  DAN1 F 4
	  DAN1 E 4
	  DAN1 D 4
	  DAN1 C 4
	  DAN1 B 4
	  DAN1 A 4
	  Loop
	}
}

ACTOR Dancer3 27904
{
	Height 64
	Radius 24
	+Solid
	scale .8
	States
	{
	  Spawn:
	  DAN2 A 4
	  DAN2 B 4
	  Loop
	}
}

ACTOR Dancer4 27905
{
	Height 64
	Radius 24
	+Solid
	scale .8
	States
	{
	  Spawn:
	  DAN3 A 4
	  DAN3 B 4
	  DAN3 C 4
	  DAN3 D 4
	  DAN3 C 4
	  DAN3 B 4
	  DAN3 A 4
	  Loop
	}
}
ACTOR Whore 27906
{
	Height 64
	Radius 24
	+Solid
	scale .8
	States
	{
	  Spawn:
	  WHOR A 4
	  Loop
	}
}

ACTOR TechLanternSmall 501
{
	Radius 6
	Height 45
	+SPAWNCEILING
	+NOGRAVITY
	States
	{
	Spawn:
		HLMP EFGH 6
		Loop
	}
}

/*Actor PredatorSphere : CustomInventory replaces BlurSphere
{
	+COUNTITEM
	+VISIBILITYPULSE
	+INVENTORY.AUTOACTIVATE
	+INVENTORY.ALWAYSPICKUP
	Inventory.PickupMessage "Neon Hunter" // "Predator Sphere"

	States
	{
	Spawn:
		PINS ABCD 6 Bright
		Loop
	Pickup:
		TNT1 A 0 A_GiveInventory("PowerPredatorSpeed")
		TNT1 A 0 A_GiveInventory("Railgun")
		TNT1 A 0 A_GiveInventory("GrenadeLE")
		TNT1 A 0 A_GiveInventory("LGunE")
		TNT1 A 0 A_GiveInventory("ChainsawE")
		TNT1 A 0 A_TakeInventory("Cell", 999)
		TNT1 A 0 A_TakeInventory("RocketAmmo", 999)
		TNT1 A 0 A_TakeInventory("Shell", 999)
		TNT1 A 0 A_TakeInventory("Clip", 999)
		TNT1 A 0 A_TakeInventory("ShotgunE")
		TNT1 A 0 A_TakeInventory("SuperShotgunE", 999)
		TNT1 A 0 A_TakeInventory("ChaingunE")
		TNT1 A 0 A_TakeInventory("RocketLauncherE")
		TNT1 A 0 A_TakeInventory("PlasmaRifleE")
		TNT1 A 0 A_TakeInventory("BFGE")
		TNT1 A 0 A_TakeInventory("BasicArmor")
		TNT1 A 0 A_GiveInventory("PowerPredatorInvisibility")
		TNT1 A 0 A_GiveInventory("BlueGiver", 1)
		TNT1 A 0 A_GiveInventory("SoulSphere", 4)
		Stop
	}
}*/

Actor PowerPredatorSpeed : PowerSpeed
{
	Speed 1.2
	Powerup.Duration -40
}
Actor PowerPredatorInvisibility : PowerInvisibility
{
	RenderStyle Translucent
	Powerup.Duration -40
}

 ACTOR GreenOrb
 {
   +NOGRAVITY
   +NOBLOCKMAP
   +NOINTERACTION
   Radius 0
   Height 0
   Alpha 0.0
   RenderStyle Add
   Scale 0.2
   States
   {
     Spawn:
	 LRFX AAAAA 1 Bright A_FadeTo(0.5, 0.1)
	 LRFX A 26 Bright
	 Goto Fade
	 
	 Fade:
	 LRFX A 1 Bright A_FadeTo(0.1, 0.05, TRUE)
	 Loop
   }
 }
 
 ACTOR RedOrb : GreenOrb
 {
   States
   {
     Spawn:
	 LRFX BBBBB 1 Bright A_FadeTo(0.5, 0.1)
	 LRFX B 26 Bright
	 Goto Fade
	 
	 Fade:
	 LRFX B 1 Bright A_FadeTo(0.1, 0.05, TRUE)
	 Loop
   }
 }
 
 ACTOR BlueOrb : GreenOrb
 {
   States
   {
     Spawn:
	 LRFX CCCCC 1 Bright A_FadeTo(0.5, 0.1)
	 LRFX C 26 Bright
	 Goto Fade
	 
	 Fade:
	 LRFX C 1 Bright A_FadeTo(0.1, 0.05, TRUE)
	 Loop
   }
 }
 
 ACTOR WhiteOrb : GreenOrb
 {
   States
   {
     Spawn:
	 LRFX DDDDD 1 Bright A_FadeTo(0.5, 0.1)
	 LRFX D 26 Bright
	 Goto Fade
	 
	 Fade:
	 LRFX D 1 Bright A_FadeTo(0.1, 0.05, TRUE)
	 Loop
   }
 }
 
 ACTOR GoldOrb : GreenOrb
 {
   States
   {
     Spawn:
	 LRFX EEEEE 1 Bright A_FadeTo(0.5, 0.1)
	 LRFX E 26 Bright
	 Goto Fade
	 
	 Fade:
	 LRFX E 1 Bright A_FadeTo(0.1, 0.05, TRUE)
	 Loop
   }
 }

 ACTOR TeleGreenFX 901
 {
   +NOBLOCKMAP
   +NOINTERACTION
   +NOCLIP
   +CLIENTSIDEONLY
   Radius 0
   Height 0
   States
   {
     Spawn:
	 TNT1 A 0
	 TNT1 A 0 A_SpawnItemEx("GreenOrb", Args[0], 0, 0, 0, 0, 2, 0, 0, 0)
	 TNT1 A 0 A_SpawnItemEx("GreenOrb", Args[0], 0, 0, 0, 0, 2, 15, 0, 0)
	 TNT1 A 0 A_SpawnItemEx("GreenOrb", Args[0], 0, 0, 0, 0, 2, 30, 0, 0)
	 TNT1 A 0 A_SpawnItemEx("GreenOrb", Args[0], 0, 0, 0, 0, 2, 45, 0, 0)
	 TNT1 A 0 A_SpawnItemEx("GreenOrb", Args[0], 0, 0, 0, 0, 2, 60, 0, 0)
	 TNT1 A 0 A_SpawnItemEx("GreenOrb", Args[0], 0, 0, 0, 0, 2, 75, 0, 0)
	 TNT1 A 0 A_SpawnItemEx("GreenOrb", Args[0], 0, 0, 0, 0, 2, 90, 0, 0)
	 TNT1 A 0 A_SpawnItemEx("GreenOrb", Args[0], 0, 0, 0, 0, 2, 105, 0, 0)
	 TNT1 A 0 A_SpawnItemEx("GreenOrb", Args[0], 0, 0, 0, 0, 2, 120, 0, 0)
	 TNT1 A 0 A_SpawnItemEx("GreenOrb", Args[0], 0, 0, 0, 0, 2, 135, 0, 0)
	 TNT1 A 0 A_SpawnItemEx("GreenOrb", Args[0], 0, 0, 0, 0, 2, 150, 0, 0)
	 TNT1 A 0 A_SpawnItemEx("GreenOrb", Args[0], 0, 0, 0, 0, 2, 165, 0, 0)
	 TNT1 A 0 A_SpawnItemEx("GreenOrb", Args[0], 0, 0, 0, 0, 2, 180, 0, 0)
	 TNT1 A 0 A_SpawnItemEx("GreenOrb", Args[0], 0, 0, 0, 0, 2, 195, 0, 0)
	 TNT1 A 0 A_SpawnItemEx("GreenOrb", Args[0], 0, 0, 0, 0, 2, 210, 0, 0)
	 TNT1 A 0 A_SpawnItemEx("GreenOrb", Args[0], 0, 0, 0, 0, 2, 225, 0, 0)
	 TNT1 A 0 A_SpawnItemEx("GreenOrb", Args[0], 0, 0, 0, 0, 2, 240, 0, 0)
	 TNT1 A 0 A_SpawnItemEx("GreenOrb", Args[0], 0, 0, 0, 0, 2, 255, 0, 0)
	 TNT1 A 0 A_SpawnItemEx("GreenOrb", Args[0], 0, 0, 0, 0, 2, 270, 0, 0)
	 TNT1 A 0 A_SpawnItemEx("GreenOrb", Args[0], 0, 0, 0, 0, 2, 285, 0, 0)
	 TNT1 A 0 A_SpawnItemEx("GreenOrb", Args[0], 0, 0, 0, 0, 2, 300, 0, 0)
	 TNT1 A 0 A_SpawnItemEx("GreenOrb", Args[0], 0, 0, 0, 0, 2, 315, 0, 0)
	 TNT1 A 0 A_SpawnItemEx("GreenOrb", Args[0], 0, 0, 0, 0, 2, 330, 0, 0)
	 TNT1 A 0 A_SpawnItemEx("GreenOrb", Args[0], 0, 0, 0, 0, 2, 345, 0, 0)
	 TNT1 A 0 A_SpawnItemEx("GreenOrb", Args[0], 0, 0, 0, 0, 2, 360, 0, 0)
	 TNT1 A 15
	 Loop
   }
 }
 
 ACTOR TeleRedFX 902
 {
   States
   {
     Spawn:
	 TNT1 A 0
	 TNT1 A 0 A_SpawnItemEx("RedOrb", Args[0], 0, 0, 0, 0, 2, 0, 0, 0)
	 TNT1 A 0 A_SpawnItemEx("RedOrb", Args[0], 0, 0, 0, 0, 2, 15, 0, 0)
	 TNT1 A 0 A_SpawnItemEx("RedOrb", Args[0], 0, 0, 0, 0, 2, 30, 0, 0)
	 TNT1 A 0 A_SpawnItemEx("RedOrb", Args[0], 0, 0, 0, 0, 2, 45, 0, 0)
	 TNT1 A 0 A_SpawnItemEx("RedOrb", Args[0], 0, 0, 0, 0, 2, 60, 0, 0)
	 TNT1 A 0 A_SpawnItemEx("RedOrb", Args[0], 0, 0, 0, 0, 2, 75, 0, 0)
	 TNT1 A 0 A_SpawnItemEx("RedOrb", Args[0], 0, 0, 0, 0, 2, 90, 0, 0)
	 TNT1 A 0 A_SpawnItemEx("RedOrb", Args[0], 0, 0, 0, 0, 2, 105, 0, 0)
	 TNT1 A 0 A_SpawnItemEx("RedOrb", Args[0], 0, 0, 0, 0, 2, 120, 0, 0)
	 TNT1 A 0 A_SpawnItemEx("RedOrb", Args[0], 0, 0, 0, 0, 2, 135, 0, 0)
	 TNT1 A 0 A_SpawnItemEx("RedOrb", Args[0], 0, 0, 0, 0, 2, 150, 0, 0)
	 TNT1 A 0 A_SpawnItemEx("RedOrb", Args[0], 0, 0, 0, 0, 2, 165, 0, 0)
	 TNT1 A 0 A_SpawnItemEx("RedOrb", Args[0], 0, 0, 0, 0, 2, 180, 0, 0)
	 TNT1 A 0 A_SpawnItemEx("RedOrb", Args[0], 0, 0, 0, 0, 2, 195, 0, 0)
	 TNT1 A 0 A_SpawnItemEx("RedOrb", Args[0], 0, 0, 0, 0, 2, 210, 0, 0)
	 TNT1 A 0 A_SpawnItemEx("RedOrb", Args[0], 0, 0, 0, 0, 2, 225, 0, 0)
	 TNT1 A 0 A_SpawnItemEx("RedOrb", Args[0], 0, 0, 0, 0, 2, 240, 0, 0)
	 TNT1 A 0 A_SpawnItemEx("RedOrb", Args[0], 0, 0, 0, 0, 2, 255, 0, 0)
	 TNT1 A 0 A_SpawnItemEx("RedOrb", Args[0], 0, 0, 0, 0, 2, 270, 0, 0)
	 TNT1 A 0 A_SpawnItemEx("RedOrb", Args[0], 0, 0, 0, 0, 2, 285, 0, 0)
	 TNT1 A 0 A_SpawnItemEx("RedOrb", Args[0], 0, 0, 0, 0, 2, 300, 0, 0)
	 TNT1 A 0 A_SpawnItemEx("RedOrb", Args[0], 0, 0, 0, 0, 2, 315, 0, 0)
	 TNT1 A 0 A_SpawnItemEx("RedOrb", Args[0], 0, 0, 0, 0, 2, 330, 0, 0)
	 TNT1 A 0 A_SpawnItemEx("RedOrb", Args[0], 0, 0, 0, 0, 2, 345, 0, 0)
	 TNT1 A 0 A_SpawnItemEx("RedOrb", Args[0], 0, 0, 0, 0, 2, 360, 0, 0)
	 TNT1 A 15
	 Loop
   }
 }
 
 ACTOR TeleBlueFX 903
 {
   States
   {
     Spawn:
	 TNT1 A 0
	 TNT1 A 0 A_SpawnItemEx("BlueOrb", Args[0], 0, 0, 0, 0, 2, 0, 0, 0)
	 TNT1 A 0 A_SpawnItemEx("BlueOrb", Args[0], 0, 0, 0, 0, 2, 15, 0, 0)
	 TNT1 A 0 A_SpawnItemEx("BlueOrb", Args[0], 0, 0, 0, 0, 2, 30, 0, 0)
	 TNT1 A 0 A_SpawnItemEx("BlueOrb", Args[0], 0, 0, 0, 0, 2, 45, 0, 0)
	 TNT1 A 0 A_SpawnItemEx("BlueOrb", Args[0], 0, 0, 0, 0, 2, 60, 0, 0)
	 TNT1 A 0 A_SpawnItemEx("BlueOrb", Args[0], 0, 0, 0, 0, 2, 75, 0, 0)
	 TNT1 A 0 A_SpawnItemEx("BlueOrb", Args[0], 0, 0, 0, 0, 2, 90, 0, 0)
	 TNT1 A 0 A_SpawnItemEx("BlueOrb", Args[0], 0, 0, 0, 0, 2, 105, 0, 0)
	 TNT1 A 0 A_SpawnItemEx("BlueOrb", Args[0], 0, 0, 0, 0, 2, 120, 0, 0)
	 TNT1 A 0 A_SpawnItemEx("BlueOrb", Args[0], 0, 0, 0, 0, 2, 135, 0, 0)
	 TNT1 A 0 A_SpawnItemEx("BlueOrb", Args[0], 0, 0, 0, 0, 2, 150, 0, 0)
	 TNT1 A 0 A_SpawnItemEx("BlueOrb", Args[0], 0, 0, 0, 0, 2, 165, 0, 0)
	 TNT1 A 0 A_SpawnItemEx("BlueOrb", Args[0], 0, 0, 0, 0, 2, 180, 0, 0)
	 TNT1 A 0 A_SpawnItemEx("BlueOrb", Args[0], 0, 0, 0, 0, 2, 195, 0, 0)
	 TNT1 A 0 A_SpawnItemEx("BlueOrb", Args[0], 0, 0, 0, 0, 2, 210, 0, 0)
	 TNT1 A 0 A_SpawnItemEx("BlueOrb", Args[0], 0, 0, 0, 0, 2, 225, 0, 0)
	 TNT1 A 0 A_SpawnItemEx("BlueOrb", Args[0], 0, 0, 0, 0, 2, 240, 0, 0)
	 TNT1 A 0 A_SpawnItemEx("BlueOrb", Args[0], 0, 0, 0, 0, 2, 255, 0, 0)
	 TNT1 A 0 A_SpawnItemEx("BlueOrb", Args[0], 0, 0, 0, 0, 2, 270, 0, 0)
	 TNT1 A 0 A_SpawnItemEx("BlueOrb", Args[0], 0, 0, 0, 0, 2, 285, 0, 0)
	 TNT1 A 0 A_SpawnItemEx("BlueOrb", Args[0], 0, 0, 0, 0, 2, 300, 0, 0)
	 TNT1 A 0 A_SpawnItemEx("BlueOrb", Args[0], 0, 0, 0, 0, 2, 315, 0, 0)
	 TNT1 A 0 A_SpawnItemEx("BlueOrb", Args[0], 0, 0, 0, 0, 2, 330, 0, 0)
	 TNT1 A 0 A_SpawnItemEx("BlueOrb", Args[0], 0, 0, 0, 0, 2, 345, 0, 0)
	 TNT1 A 0 A_SpawnItemEx("BlueOrb", Args[0], 0, 0, 0, 0, 2, 360, 0, 0)
	 TNT1 A 15
	 Loop
   }
 }
 
 ACTOR TeleWhiteFX 904
 {
   States
   {
     Spawn:
	 TNT1 A 0
	 TNT1 A 0 A_SpawnItemEx("WhiteOrb", Args[0], 0, 0, 0, 0, 2, 0, 0, 0)
	 TNT1 A 0 A_SpawnItemEx("WhiteOrb", Args[0], 0, 0, 0, 0, 2, 15, 0, 0)
	 TNT1 A 0 A_SpawnItemEx("WhiteOrb", Args[0], 0, 0, 0, 0, 2, 30, 0, 0)
	 TNT1 A 0 A_SpawnItemEx("WhiteOrb", Args[0], 0, 0, 0, 0, 2, 45, 0, 0)
	 TNT1 A 0 A_SpawnItemEx("WhiteOrb", Args[0], 0, 0, 0, 0, 2, 60, 0, 0)
	 TNT1 A 0 A_SpawnItemEx("WhiteOrb", Args[0], 0, 0, 0, 0, 2, 75, 0, 0)
	 TNT1 A 0 A_SpawnItemEx("WhiteOrb", Args[0], 0, 0, 0, 0, 2, 90, 0, 0)
	 TNT1 A 0 A_SpawnItemEx("WhiteOrb", Args[0], 0, 0, 0, 0, 2, 105, 0, 0)
	 TNT1 A 0 A_SpawnItemEx("WhiteOrb", Args[0], 0, 0, 0, 0, 2, 120, 0, 0)
	 TNT1 A 0 A_SpawnItemEx("WhiteOrb", Args[0], 0, 0, 0, 0, 2, 135, 0, 0)
	 TNT1 A 0 A_SpawnItemEx("WhiteOrb", Args[0], 0, 0, 0, 0, 2, 150, 0, 0)
	 TNT1 A 0 A_SpawnItemEx("WhiteOrb", Args[0], 0, 0, 0, 0, 2, 165, 0, 0)
	 TNT1 A 0 A_SpawnItemEx("WhiteOrb", Args[0], 0, 0, 0, 0, 2, 180, 0, 0)
	 TNT1 A 0 A_SpawnItemEx("WhiteOrb", Args[0], 0, 0, 0, 0, 2, 195, 0, 0)
	 TNT1 A 0 A_SpawnItemEx("WhiteOrb", Args[0], 0, 0, 0, 0, 2, 210, 0, 0)
	 TNT1 A 0 A_SpawnItemEx("WhiteOrb", Args[0], 0, 0, 0, 0, 2, 225, 0, 0)
	 TNT1 A 0 A_SpawnItemEx("WhiteOrb", Args[0], 0, 0, 0, 0, 2, 240, 0, 0)
	 TNT1 A 0 A_SpawnItemEx("WhiteOrb", Args[0], 0, 0, 0, 0, 2, 255, 0, 0)
	 TNT1 A 0 A_SpawnItemEx("WhiteOrb", Args[0], 0, 0, 0, 0, 2, 270, 0, 0)
	 TNT1 A 0 A_SpawnItemEx("WhiteOrb", Args[0], 0, 0, 0, 0, 2, 285, 0, 0)
	 TNT1 A 0 A_SpawnItemEx("WhiteOrb", Args[0], 0, 0, 0, 0, 2, 300, 0, 0)
	 TNT1 A 0 A_SpawnItemEx("WhiteOrb", Args[0], 0, 0, 0, 0, 2, 315, 0, 0)
	 TNT1 A 0 A_SpawnItemEx("WhiteOrb", Args[0], 0, 0, 0, 0, 2, 330, 0, 0)
	 TNT1 A 0 A_SpawnItemEx("WhiteOrb", Args[0], 0, 0, 0, 0, 2, 345, 0, 0)
	 TNT1 A 0 A_SpawnItemEx("WhiteOrb", Args[0], 0, 0, 0, 0, 2, 360, 0, 0)
	 TNT1 A 15
	 Loop
   }
 }
 
 ACTOR TeleGoldFX 905
 {
   States
   {
     Spawn:
	 TNT1 A 0
	 TNT1 A 0 A_SpawnItemEx("GoldOrb", Args[0], 0, 0, 0, 0, 2, 0, 0, 0)
	 TNT1 A 0 A_SpawnItemEx("GoldOrb", Args[0], 0, 0, 0, 0, 2, 15, 0, 0)
	 TNT1 A 0 A_SpawnItemEx("GoldOrb", Args[0], 0, 0, 0, 0, 2, 30, 0, 0)
	 TNT1 A 0 A_SpawnItemEx("GoldOrb", Args[0], 0, 0, 0, 0, 2, 45, 0, 0)
	 TNT1 A 0 A_SpawnItemEx("GoldOrb", Args[0], 0, 0, 0, 0, 2, 60, 0, 0)
	 TNT1 A 0 A_SpawnItemEx("GoldOrb", Args[0], 0, 0, 0, 0, 2, 75, 0, 0)
	 TNT1 A 0 A_SpawnItemEx("GoldOrb", Args[0], 0, 0, 0, 0, 2, 90, 0, 0)
	 TNT1 A 0 A_SpawnItemEx("GoldOrb", Args[0], 0, 0, 0, 0, 2, 105, 0, 0)
	 TNT1 A 0 A_SpawnItemEx("GoldOrb", Args[0], 0, 0, 0, 0, 2, 120, 0, 0)
	 TNT1 A 0 A_SpawnItemEx("GoldOrb", Args[0], 0, 0, 0, 0, 2, 135, 0, 0)
	 TNT1 A 0 A_SpawnItemEx("GoldOrb", Args[0], 0, 0, 0, 0, 2, 150, 0, 0)
	 TNT1 A 0 A_SpawnItemEx("GoldOrb", Args[0], 0, 0, 0, 0, 2, 165, 0, 0)
	 TNT1 A 0 A_SpawnItemEx("GoldOrb", Args[0], 0, 0, 0, 0, 2, 180, 0, 0)
	 TNT1 A 0 A_SpawnItemEx("GoldOrb", Args[0], 0, 0, 0, 0, 2, 195, 0, 0)
	 TNT1 A 0 A_SpawnItemEx("GoldOrb", Args[0], 0, 0, 0, 0, 2, 210, 0, 0)
	 TNT1 A 0 A_SpawnItemEx("GoldOrb", Args[0], 0, 0, 0, 0, 2, 225, 0, 0)
	 TNT1 A 0 A_SpawnItemEx("GoldOrb", Args[0], 0, 0, 0, 0, 2, 240, 0, 0)
	 TNT1 A 0 A_SpawnItemEx("GoldOrb", Args[0], 0, 0, 0, 0, 2, 255, 0, 0)
	 TNT1 A 0 A_SpawnItemEx("GoldOrb", Args[0], 0, 0, 0, 0, 2, 270, 0, 0)
	 TNT1 A 0 A_SpawnItemEx("GoldOrb", Args[0], 0, 0, 0, 0, 2, 285, 0, 0)
	 TNT1 A 0 A_SpawnItemEx("GoldOrb", Args[0], 0, 0, 0, 0, 2, 300, 0, 0)
	 TNT1 A 0 A_SpawnItemEx("GoldOrb", Args[0], 0, 0, 0, 0, 2, 315, 0, 0)
	 TNT1 A 0 A_SpawnItemEx("GoldOrb", Args[0], 0, 0, 0, 0, 2, 330, 0, 0)
	 TNT1 A 0 A_SpawnItemEx("GoldOrb", Args[0], 0, 0, 0, 0, 2, 345, 0, 0)
	 TNT1 A 0 A_SpawnItemEx("GoldOrb", Args[0], 0, 0, 0, 0, 2, 360, 0, 0)
	 TNT1 A 15
	 Loop
   }
 }