//Here you can find a great number of item's script
// chest --------------------------------------------------------------
ACTOR TorchTree_1 Replaces TorchTree 
{
Game Doom
Radius 16
Height 56
ProjectilePassHeight -16
-SOLID
States
	{
	Spawn:
	TRE1 A -1
	Stop
	}
}

// SOMARO --------------------------------------------------------------
ACTOR TorchTree_3 Replaces Archvile 
{
Game Doom
Radius 16
Height 56
ProjectilePassHeight -16
-SOLID
States
	{
	Spawn:
	TRE1 A -1
	Stop
	}
}

// TONTONINI --------------------------------------------------------------
ACTOR TorchTree_4 Replaces Arachnotron 
{
Game Doom
Radius 16
Height 56
ProjectilePassHeight -16
-SOLID
States
	{
	Spawn:
	TRE1 A -1
	Stop
	}
}

// Panzer --------------------------------------------------------------
ACTOR DECORATE_PANZER Replaces TechLamp 
{
Game Doom
Radius 80
Height 80
ProjectilePassHeight -16
+SOLID
States
	{
	Spawn:
	TANK A -1
	Stop
	}
}

ACTOR PENTOLE_1 Replaces HangNoGuts
{
Game Doom
Radius 16
Height 88
+NOGRAVITY
+SPAWNCEILING
States
	{
	Spawn:
	HDB1 A -1
	Stop
	}
}

ACTOR PENTOLE_2 Replaces HangBNoBrain
{
Game Doom
Radius 16
Height 88
+NOGRAVITY
+SPAWNCEILING
States
	{
	Spawn:
	HDB2 A -1
	Stop
	}
}

Actor Lampadafiga Replaces Candlestick 
{
Game Doom
Radius 16
Height 56
ProjectilePassHeight -16
-SOLID
States
	{
	Spawn:
	CAND A 2 bright A_SpawnItem("lensflarealt",0,58)
	Loop
	}
}

Actor Lampadariocomune Replaces Column 
{
Game Doom
Radius 16
Height 56
ProjectilePassHeight -16
-SOLID
States
	{
	Spawn:
	COLU A 2 bright A_SpawnItem("YellowFlare22",0,56)
	Loop
	}
}

Actor Lampadarioaltissimo Replaces FloatingSkull 
{
Game Doom
Radius 16
Height 56
ProjectilePassHeight -16
-SOLID
States
	{
	Spawn:
	FSKU A 2 bright A_SpawnItem("YellowFlare22",0,120)
	Loop
	}
}

Actor Lavandino Replaces HangTLookingUp 
{
Game Doom
Radius 16
Height 30
DAMAGEFACTOR "Blood", 0.0 DAMAGEFACTOR "BlueBlood", 0.0 DAMAGEFACTOR "GreenBlood", 0.0
+LOOKALLAROUND
mass 99999
+SHOOTABLE
+SOLID
+NOBLOOD
health 15
deathheight 38
+FORCEYBILLBOARD
Mass 900000
states
	{
	Spawn:
	HDB5 A 2 
	Loop
	Death:
	TNT1 A 0 A_PlaySound("ceramica/morte")
	LAV1 AABBCC 1
	TNT1 A 0 A_SpawnItem("LavandinoRotto")
	stop
	}
}

Actor LavandinoRotto 
{
Game Doom
Radius 16
Height 56
ProjectilePassHeight -16
-SOLID
States
	{
	Spawn:
	LAV1 C 1
	TNT1 A 0 A_SpawnItem("piscio")
	LAV1 C -1
	stop
	}
}

Actor piscio 
{
Game Doom
Radius 16
Height 56
ProjectilePassHeight -16
-SOLID
States
	{
	Spawn:
	tred a 0 A_PlaySound("WAT2")
	TRED AABBCCDDAABBCCDDAABBCCDD 2
	Loop
	}
}

Actor ACQUANOBILE REPLACES RedTorch 
{
Game Doom
Radius 16
Height 56
ProjectilePassHeight -16
-SOLID
States
	{
	Spawn:
	tred a 0 A_PlaySound("WAT2")
	TRED AABBCCDDAABBCCDDAABBCCDD 2
	Loop
	}
}

Actor COLONNADEPIETRA Replaces TechPillar 
{
Game Doom
Radius 16
Height 54
DAMAGEFACTOR "Avoid", 0.0
DAMAGEFACTOR "CUTLESS", 0.0
PainChance "Kick", 0
DAMAGEFACTOR "Head", 0
DAMAGEFACTOR "Stomp", 0.0
DAMAGEFACTOR "Bullet", 0
DAMAGEFACTOR "MINORHead", 0
DAMAGEFACTOR "Fire", 0
DAMAGEFACTOR "Coltello", 0
DAMAGEFACTOR "Blood", 0.0 DAMAGEFACTOR "BlueBlood", 0.0 DAMAGEFACTOR "GreenBlood", 0.0
mass 99999
+SHOOTABLE
+NOBLOOD
+SOLID
health 200
deathheight 38
+FORCEYBILLBOARD
Mass 900000
states
	{
	Spawn:
	ELEC A 2 
	Loop
	Death:
	TNT1 A 0 A_PlaySound("Tower/bam")
	CADE AAABBBCCC 1
	XXXX A 0 A_CustomMissile ("ShakeShakeShake", 1, 0, random (0, 360), 2, random (0, 160))
	TNT1 A 0 A_SpawnItem("COLONNADISTRUTTA")
	stop
	}
}

Actor COLONNADISTRUTTA
{
Game Doom
Radius 16
Height 56
ProjectilePassHeight -16
-SOLID
States
	{
	Spawn:
	CADE C -1
	stop
	}
}

Actor POZZODEMERDA Replaces EvilEye 
{
Game Doom
Radius 16
Height 30
DAMAGEFACTOR "Blood", 0.0 DAMAGEFACTOR "BlueBlood", 0.0 DAMAGEFACTOR "GreenBlood", 0.0
+LOOKALLAROUND
mass 99999
+SHOOTABLE
+NOBLOOD
+SOLID
health 300
deathheight 38
+FORCEYBILLBOARD
Mass 900000
states
	{
	Spawn:
	DIOC A 2 
	Loop
	Death:
	TNT1 A 0 A_PlaySound("ceramica/morte")
	CAZZ AABBCCDD 1
	TNT1 A 0 A_SpawnItem("pozzodistrutto")
	stop
	}
}

Actor pozzodistrutto
{
Game Doom
Radius 16
Height 56
ProjectilePassHeight -16
-SOLID
States
	{
	Spawn:
	CAZZ D -1
	stop
	}
}

//PIT WITH WATER
//SCRIPT TAKE FROM RETURN TO THE TRIAD
Actor HealingBasin : Health Replaces SkullColumn 
{ 
Radius 16
Height 30
Mass 9999999
+SHOOTABLE
+NOBLOOD
+INVULNERABLE
+SOLID
inventory.pickupmessage "You drank in a pit!"
Inventory.PickupSound ""
inventory.amount 100
inventory.maxamount 100
states
	{
	Spawn:
	Col6 a 0 A_PlaySound("WAT1")
	COL6 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 3
	Loop 
	HoldAndDestroy: 
	COL6 A 1  A_SpawnItemex("POZZODEMERDA")
	TNT1 A 0 A_PlaySound("brown/sight")
	stop
	}
}

Actor Cespuglio Replaces TallRedColumn 
{
Game Doom
Radius 16
Height 54
DAMAGEFACTOR "Blood", 0.0 DAMAGEFACTOR "BlueBlood", 0.0 DAMAGEFACTOR "GreenBlood", 0.0
+LOOKALLAROUND
mass 99999
+SHOOTABLE
+NOBLOOD
-SOLID
health 15
deathheight 38
+FORCEYBILLBOARD
Mass 900000
states
	{
	Spawn:
	COL3 A 2 
	Loop
	Death:
	RUBB AABBCCDDEEFFGGHHIIJJ 1
	RUBB J -1 A_NoBlocking
	stop
	}
}

Actor vaso1 Replaces HeadsOnAStick 
{
Game Doom
Radius 16
Height 30
DAMAGEFACTOR "Blood", 0.0 DAMAGEFACTOR "BlueBlood", 0.0 DAMAGEFACTOR "GreenBlood", 0.0
+LOOKALLAROUND
mass 99999
+SHOOTABLE
+NOBLOOD
+SOLID
health 15
deathheight 38
+FORCEYBILLBOARD
Mass 900000
states
	{
	Spawn:
	POL2 A 2 
	Loop
	Death:
	TNT1 A 0 A_PlaySound("ceramica/morte")
	RUBB AABBCCDDEEFFGGHHIIJJ 1
	RUBB J -1 A_NoBlocking
	stop
	}
}

Actor vaso2 Replaces BigTree 
{
Game Doom
Radius 16
Height 54
DAMAGEFACTOR "Blood", 0.0 DAMAGEFACTOR "BlueBlood", 0.0 DAMAGEFACTOR "GreenBlood", 0.0
+LOOKALLAROUND
mass 99999
+SHOOTABLE
+NOBLOOD
+SOLID
health 15
deathheight 38
+FORCEYBILLBOARD
Mass 900000
states
	{
	Spawn:
	TRE2 A 2 
	Loop
	Death:
	TNT1 A 0 A_PlaySound("ceramica/morte")
	RUBB AABBCCDDEEFFGGHHIIJJ 1
	RUBB J -1 A_NoBlocking
	stop
	}
}

Actor vaso3 Replaces Stalagtite 
{
Game Doom
Radius 16
Height 54
DAMAGEFACTOR "Blood", 0.0 DAMAGEFACTOR "BlueBlood", 0.0 DAMAGEFACTOR "GreenBlood", 0.0
+LOOKALLAROUND
mass 99999
+SHOOTABLE
+NOBLOOD
+SOLID
health 15
deathheight 38
+FORCEYBILLBOARD
Mass 900000
states
	{
	Spawn:
	SMIT A 2 
	Loop
	Death:
	TNT1 A 0 A_PlaySound("ceramica/morte")
	RUBB AABBCCDDEEFFGGHHIIJJ 1
	RUBB J -1 A_NoBlocking
	stop
	}
}

ACTOR MACHEBELLALBERO: BigTree Replaces LiveStick 
{
Game Doom
Radius 32
Height 108
ProjectilePassHeight -16
deathheight 32
DAMAGEFACTOR "Blood", 0.0 DAMAGEFACTOR "BlueBlood", 0.0 DAMAGEFACTOR "GreenBlood", 0.0
DAMAGEFACTOR "Plasma", 10.0 DAMAGEFACTOR "Burn", 5.0 DAMAGEFACTOR "Flames", 5.0
DAMAGEFACTOR "Fire", 5.0
+SOLID
+SHOOTABLE
+NOBLOOD
+FORCEYBILLBOARD
Mass 999999999999999
Health 400
States
	{
	Spawn:
	POL6 A -1
	Stop
	Death:
	//TNT1 AAAAAAAAAAAAAAA 0 A_CustomMissile ("ExplosionSmoke", 35, 0, random (0, 360), 2, random (0, 360))
	TNT1 AAAAA 0 A_CustomMissile ("WoodParticle", 35, 0, random (0, 360), 2, random (0, 160))
	TREF ABCD 4
	EXPL A 0 Radius_Quake (2, 70, 0, 22, 0)
	TREF FGHGFG 4
	TREF F -1
	Stop
	Death.Plasma:
	Death.Burn:
	Death.Flames:
	Death.Fire:
	TRE1 B 1
	TNT1 AAAAAAA 0 A_CustomMissile ("ExplosionSmoke", 35, 0, random (0, 360), 2, random (0, 360))
	TNT1 A 0 A_SpawnItem("BigTreeInFlames",0,1)
	Stop
	}
}

Actor BigTreeInFlames : BurningBarrel
{
+LOOKALLAROUND
+SHOOTABLE
+INVULNERABLE
+NOBLOOD
Mass 999999999999999999999
height 35
scale 1.0
states
	{
	Spawn:
	TNT1 A 0 A_Playsound("props/redfire")
	TRE1 C 0 A_CustomMissile ("ExplosionSmoke", 80, 0, random (0, 180), 2, random (0, 180))
	TNT1 A 0 bright A_CustomMissile ("RealFlameTrailsMedium", 38, 0, random (0, 360), 2, random (0, 160))
	TRE2 CC 1 bright A_SpawnItem("RedFlare",0,88)
	TNT1 A 0 bright A_CustomMissile ("RealFlameTrailsMedium", 28, 0, random (0, 360), 2, random (0, 160))
	TRE2 CC 1 bright A_SpawnItem("RedFlare",0,88)
	TNT1 A 0 bright A_CustomMissile ("RealFlameTrailsMedium", 18, 0, random (0, 360), 2, random (0, 160))
	TRE2 CC 1 bright A_SpawnItem("RedFlare",0,88)
	Loop
	}
}

ACTOR STUFA Replaces DeadStick 
{
Game Doom
DAMAGEFACTOR "Trample", 0.0
DAMAGEFACTOR "Kick", 0.1
DAMAGEFACTOR "Melee", 0.1
DAMAGEFACTOR "Fatality", 10.1
DAMAGEFACTOR "SuperPunch", 10.1
DAMAGEFACTOR "ExplosiveImpact", 0.2
DAMAGEFACTOR "Blood", 0.0    DAMAGEFACTOR "GreenBlood", 0.0    DAMAGEFACTOR "BlueBlood", 0.0    DAMAGEFACTOR "Taunt", 0.0    DAMAGEFACTOR "KillMe", 0.0  DAMAGEFACTOR "Avoid", 0.0  DAMAGEFACTOR "Taunt", 0.0 DAMAGEFACTOR "Head", 0.0 DAMAGEFACTOR "minorhead", 0.0
SpawnID 125
Health 20
Radius 10
Height 34
Mass 999999999
DamageType ExplosiveImpact
+SOLID
+SHOOTABLE
+NOBLOOD
+ACTIVATEMCROSS
+NOICEDEATH
+PUSHABLE
+SLIDESONWALLS
+WINDTHRUST
+TELESTOMP
+NOBLOCKMONST
PainChance "Kick", 255
DeathSound "Explosion"
Obituary "$OB_BARREL"
States
	{
	Spawn:
	TNT1 A 0 A_CheckSight("Spawn2")
	POL1 A 4  
	TNT1 A 0 A_CheckSight("Spawn2")
	POL1 A 4  
	TNT1 A 0 A_CheckSight("Spawn2")
	POL1 A 4  
	TNT1 A 0 A_CheckSight("Spawn2")
	POL1 A 4  
	Loop
	Spawn2:
	POL1 A 2
	Goto Spawn
	Death:
	POL1 A 1 BRIGHT
	DAMN AB 2 BRIGHT
	TNT1 A 0 A_AlertMonsters
	TNT1 A 0 A_SpawnItemEx ("ExplosionFlareSpawner",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)
	TNT1 A 0 A_SpawnItemEx ("BarrelExplosion",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)
	TNT1 A 0 A_SpawnItemEx ("BarrelKaboom",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)
	TNT1 AAAAAAA 0 A_CustomMissile ("ExplosionFlames", 0, 0, random (0, 360), 2, random (0, 360))
	TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile ("ExplosionParticleHeavy", 0, 0, random (0, 360), 2, random (0, 180))
	TNT1 AAAAAA 0 A_CustomMissile ("ExplosionParticleHeavy", 0, 0, random (0, 180), 2, random (0, 180))
	EXPL A 0 Radius_Quake (2, 24, 0, 15, 0)
	DAMN B 0 BRIGHT A_Scream
	TNT1 AA 0 A_CustomMissile ("MetalShard1", 5, 0, random (0, 360), 2, random (30, 160))
	TNT1 AA 0 A_CustomMissile ("MetalShard2", 5, 0, random (0, 360), 2, random (30, 160))
	TNT1 AA 0 A_CustomMissile ("MetalShard3", 5, 0, random (0, 360), 2, random (30, 160))
	TNT1 A 0 A_PlaySound("FAREXPL", 3)
	TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 8 A_CustomMissile ("ExplosionSmoke", 1, 0, random (0, 360), 2, random (50, 130))
	BEXP Z 300 BRIGHT A_BarrelDestroy
	BEXP Z 5 A_Respawn
	Wait
	Death.SuperPunch:	
	Death.Fatality:
	TNT1 A 0 A_NoBlocking
	TNT1 A 0 A_GiveToTarget("GoSpecial", 1)
	TNT1 A 0 A_GiveToTarget("HasBarrel", 1)
	Stop
	}
}

Actor SCHELETROPORACCIO Replaces HangTSkull 
{
Game Doom
Radius 16
Height 64
DAMAGEFACTOR "Blood", 0.0 DAMAGEFACTOR "BlueBlood", 0.0 DAMAGEFACTOR "GreenBlood", 0.0
+LOOKALLAROUND
mass 99999
+SHOOTABLE
+NOBLOOD
+SOLID
health 50
deathheight 38
+FORCEYBILLBOARD
Mass 900000
states
	{
	Spawn:
	HDB4 A 2 
	Loop
	Death:
	TNT1 A 0 A_PlaySound("SCHELETRO/morte")
	SCHE AAABBBCCCddD 1
	TNT1 AAA 0 A_CustomMissile ("RevenantDust", 5, 0, random (0, 360), 2, random (0, 360))
	TNT1 AAAA 0 A_CustomMissile ("RevenantDust2", 5, 0, random (0, 360), 2, random (0, 360))
	TNT1 A 0 A_CustomMissile ("XDeathRevenantHead", 5, 0, random (0, 360), 2, random (0, 160))
	TNT1 AA 0 A_CustomMissile ("RevenantBones", 5, 0, random (0, 360), 2, random (30, 150))
	TNT1 AAA 0 A_CustomMissile ("RevenantBonesFast", 5, 0, random (0, 360), 2, random (30, 150))
	TNT1 AAA 0 A_CustomMissile ("RevenantPiece", 5, 0, random (0, 360), 2, random (30, 150))                
	SCHE D -1 A_NoBlocking
	stop
	}
}

Actor MACHEOOOO_1 Replaces ColonGibs 
{
Game Doom
Radius 16
Height 20
DAMAGEFACTOR "Blood", 0.0 DAMAGEFACTOR "BlueBlood", 0.0 DAMAGEFACTOR "GreenBlood", 0.0
+LOOKALLAROUND
mass 99999
+SHOOTABLE
+NOBLOOD
-SOLID
health 150
deathheight 38
+FORCEYBILLBOARD
Mass 900000
states
	{
	Spawn:
	POB1 A 2 
	Loop
	Death:
	TNT1 A 0 A_PlaySound("SCHELETRO/morte")
	TNT1 AAA 0 A_CustomMissile ("RevenantDust", 5, 0, random (0, 360), 2, random (0, 360))
	TNT1 AAAA 0 A_CustomMissile ("RevenantDust2", 5, 0, random (0, 360), 2, random (0, 360))
	TNT1 A 0 A_CustomMissile ("XDeathRevenantHead", 5, 0, random (0, 360), 2, random (0, 160))
	TNT1 A 0 A_CustomMissile ("XDeathRevenantHead", 5, 0, random (0, 360), 2, random (0, 160))
	TNT1 A 0 A_CustomMissile ("XDeathRevenantHead", 5, 0, random (0, 360), 2, random (0, 160))
	TNT1 AA 0 A_CustomMissile ("RevenantBones", 5, 0, random (0, 360), 2, random (30, 150))
	TNT1 AA 0 A_CustomMissile ("RevenantBones", 5, 0, random (0, 360), 2, random (30, 150))
	TNT1 AA 0 A_CustomMissile ("RevenantBones", 5, 0, random (0, 360), 2, random (30, 150))
	TNT1 AAA 0 A_CustomMissile ("RevenantBonesFast", 5, 0, random (0, 360), 2, random (30, 150))
	TNT1 AAA 0 A_CustomMissile ("RevenantPiece", 5, 0, random (0, 360), 2, random (30, 150))                
	stop
	}
}

Actor GABBIA Replaces Meat3 51
{
Game Doom
Radius 16
Height 54
DAMAGEFACTOR "Blood", 0.0 DAMAGEFACTOR "BlueBlood", 0.0 DAMAGEFACTOR "GreenBlood", 0.0
+LOOKALLAROUND
mass 99999
+SHOOTABLE
+NOBLOOD
+SOLID
health 15
deathheight 38
+FORCEYBILLBOARD
Mass 900000
states
	{
	Spawn:
	SUIN E 2 //Che cazzo è successo al frame di prima?
	Loop
	Death:
	TNT1 A 0 A_PlaySound("SCHELETRO/morte")
	GAB1 AAAABBBBCCCCDDDD 1
	GAB1 D -1 A_NoBlocking
	stop
	}
}

Actor GABBIACONSCHELETRO Replaces HangTLookingDown 
{
Game Doom
Radius 16
Height 54
DAMAGEFACTOR "Blood", 0.0 DAMAGEFACTOR "BlueBlood", 0.0 DAMAGEFACTOR "GreenBlood", 0.0
+LOOKALLAROUND
mass 99999
+SHOOTABLE
+NOBLOOD
+SOLID
health 15
deathheight 38
+FORCEYBILLBOARD
Mass 900000
states
	{
	Spawn:
	HDB3 A 2 
	Loop
	Death:
	TNT1 A 0 A_PlaySound("SCHELETRO/morte")
	TNT1 AAA 0 A_CustomMissile ("RevenantDust", 5, 0, random (0, 360), 2, random (0, 360))
	TNT1 AAAA 0 A_CustomMissile ("RevenantDust2", 5, 0, random (0, 360), 2, random (0, 360))
	TNT1 A 0 A_CustomMissile ("XDeathRevenantHead", 5, 0, random (0, 360), 2, random (0, 160))
	TNT1 AA 0 A_CustomMissile ("RevenantBones", 5, 0, random (0, 360), 2, random (30, 150))
	TNT1 AAA 0 A_CustomMissile ("RevenantBonesFast", 5, 0, random (0, 360), 2, random (30, 150))
	TNT1 AAA 0 A_CustomMissile ("RevenantPiece", 5, 0, random (0, 360), 2, random (30, 150))                
	GAB1 AAAABBBBCCCCDDDD 1
	GAB1 D -1 A_NoBlocking
	stop
	}
}

ACTOR PoolofBlood : Health Replaces HangTNoBrain 
{
+AUTOACTIVATE
Inventory.Amount 1
Inventory.MaxAmount 10
Inventory.PickupSound "slurpie"
Inventory.PickupMessage "Pool of Blood"
States
	{
	Spawn:
	TNT1 A 0
	TNT1 A 0 A_SpawnItem("GiantBloodSpot",0,0)
	HDB6 A -1
	STOP
	}
}

ACTOR BoneswithBlood : Health Replaces Meat4 
{
+AUTOACTIVATE
Inventory.Amount 1
Inventory.MaxAmount 10
Inventory.PickupSound "slurpie"
Inventory.PickupMessage "Bloody Bones"
States
	{
	Spawn:
	TNT1 A 0
	TNT1 A 0 A_SpawnItem("GiantBloodSpot",0,0)
	POL5 A -1
	STOP
	}
}

Actor SCHELETROdemerda Replaces BrainStem 
{
Game Doom
Radius 16
Height 20
DAMAGEFACTOR "Blood", 0.0 DAMAGEFACTOR "BlueBlood", 0.0 DAMAGEFACTOR "GreenBlood", 0.0
+LOOKALLAROUND
mass 99999
+SHOOTABLE
+NOBLOOD
health 50
deathheight 38
+FORCEYBILLBOARD
Mass 900000
states
	{
	Spawn:
	BRS1 A 2 
	Loop
	Death:
	TNT1 A 0 A_PlaySound("SCHELETRO/morte")
	TNT1 AAA 0 A_CustomMissile ("RevenantDust", 5, 0, random (0, 360), 2, random (0, 360))
	TNT1 AAAA 0 A_CustomMissile ("RevenantDust2", 5, 0, random (0, 360), 2, random (0, 360))
	TNT1 A 0 A_CustomMissile ("XDeathRevenantHead", 5, 0, random (0, 360), 2, random (0, 160))
	TNT1 AA 0 A_CustomMissile ("RevenantBones", 5, 0, random (0, 360), 2, random (30, 150))
	TNT1 AAA 0 A_CustomMissile ("RevenantBonesFast", 5, 0, random (0, 360), 2, random (30, 150))
	TNT1 AAA 0 A_CustomMissile ("RevenantPiece", 5, 0, random (0, 360), 2, random (30, 150))                
	stop
	}
}

ACTOR LETTO Replaces HeadCandles
{
Game Doom
Radius 16
Height 30
DAMAGEFACTOR "Blood", 0.0 DAMAGEFACTOR "BlueBlood", 0.0 DAMAGEFACTOR "GreenBlood", 0.0
+LOOKALLAROUND
mass 99999
+SHOOTABLE
+NOBLOOD
+SOLID
health 50
deathheight 38
+FORCEYBILLBOARD
Mass 900000
states
	{
	Spawn:
	POL3 A 2 
	Loop
	Death:
	TNT1 A 0 A_PlaySound("SCHELETRO/morte")
	NOO1 AAAABBBB 1
	NOO1 B -1 A_NoBlocking
	stop
	}
}

/////script by sgt_mark_iv/////
ACTOR RevenantPiece
{
Radius 2
Height 2
Speed 7
Mass 3
BounceFACTOR 0.4
BounceCount 4
+DOOMBOUNCE
+NOBLOCKMAP
+MISSILE
+NOTELEPORT
+DONTSPLASH
+MOVEWITHSECTOR
+CLIENTSIDEONLY
+THRUACTORS
Scale 0.4
States
	{
	Spawn:
	TNT1 A 0
	TNT1 A 0 Thing_ChangeTID(0,394)
	TNT1 A 0 A_Jump(128,9)
	SPIC ABCDEFGH 2
	wait
	SPIC HGFEDCBA 2
	wait
	Death:
	TNT1 A 0
	TNT1 A 0 A_Jump(128,2)
	SPIC A 401
	Stop
	SPIC E 1
	SPIC E 401
	Stop
	}
}

ACTOR RevenantDust: RevenantPiece
{
Speed 10
BounceFACTOR 0.3
Scale 0.6
States
	{
	Spawn:
	TNT1 A 0 A_JumpIf(waterlevel > 1, "Death")
	SPIC I 5
	Loop
	Death:
	TNT1 A 0
	SPIC I 401
	Stop
	}
}

ACTOR RevenantDust2: RevenantDust
{
Speed 8
BounceFACTOR 0.2
Scale 0.3
}

ACTOR RevenantBlood : Blood
{
Decal BrutalBloodSplat
game Doom
+FORCEXYBILLBOARD
+GHOST
+NOBLOCKMAP
+NOGRAVITY
+NOCLIP
-DONTSPLASH
-ALLOWPARTICLES 
Speed 0
states
	{
	Spawn:
	TNT1 A 0
	TNT1 AAAAA 0 A_CustomMissile ("BloodTr255", 0, 0, random (0, 360), 2, random (0, 360))
	TNT1 AAA 0 A_CustomMissile ("RevenantDust", 0, 0, random (0, 360), 2, random (0, 360))
	TNT1 AAA 0 A_CustomMissile ("RevenantDust2", 0, 0, random (0, 360), 2, random (0, 360))
	TNT1 A 0 A_JumpIf(waterlevel > 1, "Splash")
	TNT1 A 0 A_CustomMissile ("Nashgore_FlyingBlood", 7, 0, random (0, 360), 2, random (30, 150))
	TNT1 A 0 A_CustomMissile ("RevenantPiece", 7, 0, random (0, 360), 2, random (30, 150))
	TNT1 A 0 A_SpawnItem ("BloodHit")
	BLOD BCD 0
	stop
	Splash:
	BLOD A 0
	TNT1 AAA 0 A_CustomMissile ("BloodTr255", 7, 0, random (0, 360), 2, random (30, 150)) //UnderBlood1 removed
	stop
	}
}

ACTOR RevenantBones: RevenantPiece
{
Speed 9
BounceFACTOR 0.3
Scale 1.0
States
	{
	Spawn:
	BNP1 ABCDEFGH 4
	TNT1 A 0 A_JumpIf(waterlevel > 1, "Death")
	Loop
	Death:
	TNT1 A 0
	BNP1 A 4000
	Stop
	}
}

ACTOR RevenantBonesFast: RevenantPiece
{
Speed 14
BounceFACTOR 0.3
Scale 1.0
States
	{
	Spawn:
	BNP1 ABCDEFGH 4
	TNT1 A 0 A_JumpIf(waterlevel > 1, "Death")
	Loop
	Death:
	TNT1 A 0
	BNP1 A 4000
	Stop
	}
}

//Ozy,questo stronzo si pentirà di aver fatto perdere tempo a te e a ZioMcCall >:)
Actor Bimbiok Replaces PainElemental
{
Game Doom
Radius 16
Height 50
DAMAGEFACTOR "Blood", 0.0 DAMAGEFACTOR "BlueBlood", 0.0 DAMAGEFACTOR "GreenBlood", 0.0
+LOOKALLAROUND
mass 99999
+SHOOTABLE
+SOLID
+NOBLOOD
health 50
deathheight 38
+FORCEYBILLBOARD
Mass 900000
states
	{
	Spawn:
	Tard A 2 
	Loop
	Death:
	TNT1 A 0 A_SPAWNITEM ("DesintegratedMutant")
	TNT1 A 0 A_SPAWNITEM ("DesintegratedMutant")
	TNT1 A 0 A_SPAWNITEM ("DesintegratedMutant")
	TNT1 A 0 A_SPAWNITEM ("DesintegratedMutant")
	stop
	}
}

Actor Favigay : Bimbiok replaces AllMap
{
States
	{
	Spawn:
	tard b 2
	Loop
	}
}

ACTOR Fallout3Disintigration
{
Game Doom
Radius 16
Height 56
ProjectilePassHeight -16
+SOLID
States
	{
	Spawn:
	TNT1 A 0 A_PLAYSOUND("HORRIBLE/DEATH")
	LD1A A 20 A_CustomMissile ("PlasmaSmoke", 10, 0, random (0, 360), 2, random (0, 160))
	LD1A A 20 A_CustomMissile ("PlasmaSmoke", 10, 0, random (0, 360), 2, random (0, 160))
	LD1A A 20 A_CustomMissile ("PlasmaSmoke", 10, 0, random (0, 360), 2, random (0, 160))
	LD1A A 20 A_CustomMissile ("PlasmaSmoke", 10, 0, random (0, 360), 2, random (0, 160))
	LD1A A 20 A_CustomMissile ("PlasmaSmoke", 10, 0, random (0, 360), 2, random (0, 160))                
	LD1A BCDEF 2 A_CustomMissile ("PlasmaSmoke", 10, 0, random (0, 360), 2, random (0, 160))
	TNT1 A 0 A_NoBlocking
	TNT1 A 0 A_SPawnItem("MAANDATEACAGARELEZZI")
	Stop
	}
}

ACTOR MAANDATEACAGARELEZZI
{
Game Doom
Radius 16
Height 56
ProjectilePassHeight -16
-SOLID
States
	{
	Spawn:
	LD1A G -1 A_CustomMissile ("PlasmaSmoke", 10, 0, random (0, 360), 2, random (0, 160))
	Stop
	}
}
//Bestemmie rimosse. :P
ACTOR COSENONINDENTIFICATE_1 Replaces ShortBlueTorch 55
{
Game Doom
Radius 16
Height 56
ProjectilePassHeight -16
-SOLID
States
	{
	Spawn:
	SMBT B -1
	Stop
	}
}

ACTOR COSENONINDENTIFICATE_2 Replaces ShortRedTorch 57
{
Game Doom
Radius 16
Height 56
ProjectilePassHeight -16
-SOLID
States
	{
	Spawn:
	SMRT B -1
	Stop
	}
}

ACTOR COSENONINDENTIFICATE_3 Replaces ShortGreenTorch 56
{
Game Doom
Radius 16
Height 56
ProjectilePassHeight -16
-SOLID
States
	{
	Spawn:
	SMGT B -1
	Stop
	}
}