// Tech lamp ---------------------------------------------------------------

Actor TechLamp3 : TechLamp replaces TechLamp
{
	Species "ThruDecor"
}

// Tech lamp 2 -------------------------------------------------------------

Actor TechLamp22 : TechLamp2 replaces TechLamp2
{
	Species "ThruDecor"
}

// Column ------------------------------------------------------------------

Actor Column3 : Column replaces Column
{
	Species "ThruDecor"
}

// Tall green column -------------------------------------------------------

Actor TallGreenColumn3 : TallGreenColumn
{
	Species "ThruDecor"
}

// Short green column ------------------------------------------------------

Actor ShortGreenColumn3 : ShortGreenColumn
{
	Species "ThruDecor"
}

// Tall red column ---------------------------------------------------------

Actor TallRedColumn3 : TallRedColumn replaces TallRedColumn
{
	Species "ThruDecor"
}

// Short red column --------------------------------------------------------

Actor ShortRedColumn3 : ShortRedColumn replaces ShortRedColumn
{
	Species "ThruDecor"
}

// Skull column ------------------------------------------------------------

Actor SkullColumn3 : SkullColumn replaces SkullColumn
{
	Species "ThruDecor"
}

// Heart column ------------------------------------------------------------

Actor HeartColumn3 : HeartColumn replaces HeartColumn
{
	Species "ThruDecor"
}

// Evil eye ----------------------------------------------------------------

Actor EvilEye2 : EvilEye replaces EvilEye
{
	Species "ThruDecor"
	states {
		Spawn:
			SEYE abcdef 3 bright
		loop
	}
}

// Floating skull ----------------------------------------------------------

Actor FloatingSkull2 : FloatingSkull replaces FloatingSkull
{
	Species "ThruDecor"
	states {
		spawn:
			FSKX abcdef 4 bright
		loop
	}
}

// Torch tree --------------------------------------------------------------

Actor TorchTree2 : TorchTree replaces TorchTree
{
	Species "ThruDecor"
}

// Blue torch --------------------------------------------------------------

Actor BlueTorch2 : BlueTorch replaces BlueTorch
{
	Scale 0.5
	Species "ThruDecor"
	States {
		Spawn:
			TTRB ABCDEFGHIJKLM 2 Bright
		loop
	}
}

// Green torch -------------------------------------------------------------

Actor GreenTorch2 : BlueTorch2 replaces GreenTorch
{
	translation "192:207=112:127","240:247=11:12"
	Species "ThruDecor"
}

// Red torch ---------------------------------------------------------------

Actor RedTorch2 : BlueTorch2 replaces RedTorch
{
	translation "192:207=168:184","240:247=185:191"
	Species "ThruDecor"
}

// Short blue torch --------------------------------------------------------

Actor ShortBlueTorch2 : ShortBlueTorch replaces ShortBlueTorch
{
	translation "96:111=192:207","5:8=240:247"
	Species "ThruDecor"
	Scale 0.5
	States {
		Spawn:
			STRB ABCDEFGHIJKLM 2 bright
		Loop
	}
}

// Short green torch -------------------------------------------------------

Actor ShortGreenTorch2 : ShortBlueTorch2 replaces ShortGreenTorch
{
	translation "192:207=112:127","240:247=11:12"
	Species "ThruDecor"
}

// Short red torch ---------------------------------------------------------

Actor ShortRedTorch2 : ShortBlueTorch2 replaces ShortRedTorch
{
	translation "192:207=168:184","240:247=185:191"
	Species "ThruDecor"
}

// Stalagtite --------------------------------------------------------------

Actor Stalagtite2 : Stalagtite replaces Stalagtite
{
	Species "ThruDecor"
}

// Tech pillar -------------------------------------------------------------

Actor TechPillar2 : TechPillar replaces TechPillar
{
	Species "ThruDecor"
}

// Candelabra --------------------------------------------------------------

Actor Candelabra2 : Candelabra replaces Candelabra
{
	Species "ThruDecor"
	Scale 0.5
	States {
		Spawn: 
			SCBR ABCDEFGHIJKLM 2 bright
		Loop
	}
}

// Candle Stick --------------------------------------------------------------

Actor Candlestick2 : Candlestick replaces Candlestick
{
	Scale 0.5
	states {
		Spawn:
			SCAN ABCDEFGHIJKLM 2 bright
		Loop
	}
}

// Bloody twitch -----------------------------------------------------------

Actor BloodyTwitch2 : BloodyTwitch replaces BloodyTwitch
{
	Species "ThruDecor"
}

// Meat 2 ------------------------------------------------------------------

Actor Meat22 : Meat2 replaces Meat2
{
	Species "ThruDecor"
}

// Meat 3 ------------------------------------------------------------------

Actor Meat32 : Meat3 replaces Meat3
{
	Species "ThruDecor"
}

// Meat 4 ------------------------------------------------------------------

Actor Meat42 : Meat4 replaces Meat4
{
	Species "ThruDecor"
}

// Meat 5 ------------------------------------------------------------------

Actor Meat52 : Meat5 replaces Meat5
{
	Species "ThruDecor"
}

// Head on a stick ---------------------------------------------------------

Actor HeadOnAStick2 : HeadOnAStick replaces HeadOnAStick
{
	Species "ThruDecor"
}

// Heads (plural!) on a stick ----------------------------------------------

Actor HeadsOnAStick2 : HeadsOnAStick replaces HeadsOnAStick
{
	Species "ThruDecor"
	States {
		Spawn:
		TNT1 A 0
		TNT1 A 0 A_Jump(256, "spawn1", "spawn2", "spawn3")
		goto spawn1
		
		spawn1:
		POL2 A -1
		Stop
		
		spawn2:
		POL9 A -1
		stop
		
		spawn3:
		PL10 A -1
		stop
	}
}

// Head candles ------------------------------------------------------------

Actor HeadCandles2 : HeadCandles replaces HeadCandles
{
	Species "ThruDecor"
	States {
		Spawn:
		TNT1 A 0
		TNT1 A 0 A_Jump(255, "spawn1", "spawn2")
		goto spawn1
		
		Spawn1:
		POL3 ABCDCB 4 Bright
		loop
		
		Spawn2:
		POL3 EFGHGF 4 Bright
		loop
	}
}

// Dead on a stick ---------------------------------------------------------

Actor DeadStick2 : DeadStick replaces DeadStick
{
	Species "ThruDecor"
	States {
		Spawn:
		TNT1 A 0
		TNT1 A 0 A_Jump(256, "spawn1", "spawn2", "spawn3", "spawn4")
		goto spawn1
		
		Spawn1:
		POL1 A -1
		Stop
		
		Spawn2:
		POL7 A -1
		stop
		
		Spawn3:
		POL8 A -1
		stop
		
		Spawn4:
		POL0 A -1
		stop
	}
}

// Still alive on a stick --------------------------------------------------

Actor LiveStick2 : LiveStick replaces LiveStick
{
	Species "ThruDecor"
}

// Big tree ----------------------------------------------------------------

Actor BigTree3 : BigTree replaces BigTree
{
	Species "ThruDecor"
	States {
		Spawn:
		TNT1 A 0
		TNT1 A 0 A_Jump(256, "spawn1", "spawn2", "spawn3")
		goto spawn1
		
		Spawn1:
		TRE2 A -1
		Stop
		
		Spawn2:
		TRE3 A -1
		Stop
		
		Spawn3:
		TRE4 A -1
		Stop
	}
}

// Burning barrel ----------------------------------------------------------

Actor BurningBarrel2 : BurningBarrel replaces BurningBarrel {
	Species "ThruDecor"
	Scale 0.5
	translation "112:125=96:109"
	states {
		Spawn:
			BURB ABCDEFGHIJKLM 2 bright
		Loop
	}
}

// Hanging with no guts ----------------------------------------------------

Actor HangNoGuts2 : HangNoGuts replaces HangNoGuts
{
	Species "ThruDecor"
	States {
		Spawn:
		TNT1 A 0
		TNT1 A 0 A_Jump(256, "spawn1", "spawn2")
		goto spawn1
		Spawn1:
		HDB1 A -1
		Stop
		Spawn2:
		HDB7 a -1
		stop
	}
}

// Hanging from bottom with no brain ---------------------------------------

Actor HangBNoBrain2 : HangBNoBrain replaces HangBNoBrain
{
	Species "ThruDecor"
}

// Hanging from top, looking down ------------------------------------------

Actor HangTLookingDown2 : HangTLookingDown replaces HangTLookingDown
{
	Species "ThruDecor"
}

// Hanging from top, looking up --------------------------------------------

Actor HangTLookingUp2 : HangTLookingUp replaces HangTLookingUp
{
	Species "ThruDecor"
}

// Hanging from top, skully ------------------------------------------------

Actor HangTSkull2 : HangTSkull replaces HangTSkull
{
	Species "ThruDecor"
}

// Hanging from top without a brain ----------------------------------------

Actor HangTNoBrain2 : HangTNoBrain replaces HangTNoBrain
{
	Species "ThruDecor"
}

// Grey stalagmite (unused Doom sprite, definition taken from Skulltag -----

Actor Stalagmite2 : Stalagmite replaces Stalagmite
{
	Species "ThruDecor"
}

// SMOOTH STUFF

actor sexybarrel : explosivebarrel replaces explosivebarrel {
	states {
		spawn:
			BAR1 ABCDEFGHIJKLM 3
		loop
		death:
			SEXP A 5 Bright
			SEXP B 5 Bright A_Scream
			TNT1 A 0 a_quake (3,10,0,8,0)
			TNT1 A 0 a_quake (1,25,0,16,0)
			SEXP C 3 Bright
			SEXP c 2 Bright
			BEXP d 3 Bright A_Explode
			BEXP FGHIJKLMN 2 Bright
			BEXP N 1050 Bright A_BarrelDestroy
			BEXP N 5 A_Respawn
		Wait
	}
}

ACTOR NewDeadPlayer : DeadMarine replaces DeadMarine
{
states
	{
	Spawn:
	TNT1 A 0
	TNT1 A 0 A_Jump(256, "spawn1", "spawn2", "spawn3", "spawn4", "spawn5", "spawn6", "spawn7")
	goto spawn1
	
	Spawn1:
	PLAY N -1
    Stop
	
	Spawn2:
	PLD1 a -1
	stop
	
	Spawn3:
	PLD2 a -1
	stop
	
	Spawn4:
	PLD3 a -1
	stop
	
	Spawn5:
	PLD4 a -1
	stop
	
	Spawn6:
	PLD5 a -1
	stop
	
	Spawn7:
	PLD6 a -1
	stop
	}
}

ACTOR NewLookUpGuy : HangTLookingUp replaces HangTLookingUp {
	Species "ThruDecor"
	states {
		Spawn:
		TNT1 A 0
		TNT1 A 0 A_Jump(255, "spawn1", "spawn2")
		goto spawn1
		
		Spawn1:
			HDB5 A -1
		stop
		
		Spawn2:
			HDB8 a -1
		stop
	}
}