Actor 64ExplosiveBarrel : ExplosiveBarrel Replaces ExplosiveBarrel
{
	Yscale 0.70
	XScale 0.75
	DeathSound "weapons/rocklx"
	States
	{
	Spawn:
		BAR1 A 1 a_giveinventory("ImNotAPlayer",1,AAPTR_NULL)
		loop
	Death:
		BAR1 A 0 bright A_PlaySoundEx("Ignite", "Auto", 0)
		BAR1 AAAAABBBBBCCCCC 1 bright A_SpawnItemEx("64BarrelFire",0,0,25,random(-1,1),random(-1,1),random(-2,2), random(-180,180), SXF_CLIENTSIDE, 0)
		BAR1 D 0 bright A_Scream
		BAR1 DDDDD 1 bright A_SpawnItemEx("64BarrelFire",0,0,25,random(-3,3),random(-3,3),random(-2,2), random(-180,180), SXF_CLIENTSIDE, 0)
		BAR1 E 0 bright A_Explode
		BAR1 EEEEEEEEE 0 bright A_SpawnItemEx("RocketBlast", Random(-8,8), Random(-8,8), Random(16,24), random(-4,4), random(-4,4), random(-4,4), random(-180,180), SXF_CLIENTSIDE, 0)
		BAR1 EEEEE 1 bright A_SpawnItemEx("RocketBlast", Random(-8,8), Random(-8,8), Random(16,24), random(-2,2), random(-2,2), random(-2,2), random(-180,180), SXF_CLIENTSIDE, 0)
		TNT1 A 16
		TNT1 A 1050 A_BarrelDestroy
		TNT1 A 5 A_Respawn
		wait
	}
}

actor 64BarrelFire
{
	Projectile
	Radius 4
	Height 4
	XScale 0.75
	YScale 0.70
	Alpha 0.5
	RenderStyle "Add"
	BounceType "Hexen"
	BounceFactor 1.0
	+FORCEXYBILLBOARD
	-ACTIVATEIMPACT
	-ACTIVATEPCROSS
	States
	{
		Spawn:
			BEXP ABCDEFG 2 Bright A_Fadeout(0.08)
			stop
		Death:
			TNT1 AA 1
			stop
	}
}

Actor BlankBarrel : ExplosiveBarrel Replaces BurningBarrel
{
	Health 75
	Yscale 0.70
	XScale 0.75
	DeathSound "weapons/rocklx"
	+EXTREMEDEATH
	States
	{
	Spawn:
		FCAN A -1
		loop
	Death:
		FCAN A 0 bright A_Scream
		FCAN AAAAAAA 0 bright A_SpawnItemEx("64BarrelFire",0,0,24,random(-6,6),random(-6,6),random(-6,6), random(-180,180), SXF_CLIENTSIDE, 0)
		FCAN A 0 bright A_Explode(256, 256)
		FCAN A 0 bright Radius_Quake(6, 35, 0, 5, 0)
		FCAN AAAAAAAAAAAAAAAAAAAAAAAAA 0 bright A_SpawnItemEx("RocketBlast", Random(-8,8), Random(-8,8), Random(16,24), random(-10,10), random(-10,10), random(-10,10), random(-180,180), SXF_CLIENTSIDE, 0)
		TNT1 A 16
		TNT1 A 1050 A_BarrelDestroy
		TNT1 A 5 A_Respawn
		wait
	}
}

actor 64DeadCacodemon : DeadCacodemon Replaces DeadCacodemon
{
  Yscale 0.70
  XScale 0.75
  states
  {
  Spawn:
    HEAD M -1
    stop
  }
}

actor 64DeadDemon : DeadDemon Replaces DeadDemon
{
  Yscale 0.70
  XScale 0.75
}

actor 64DeadDoomImp : DeadDoomImp Replaces DeadDoomImp
{
  Yscale 0.70
  XScale 0.75
  states
  {
  Spawn:
    TROO P -1
    stop
  }
}

actor 64DeadShotgunGuy : DeadShotgunGuy Replaces DeadShotgunGuy
{
  Yscale 0.70
  XScale 0.75
}

actor 64DeadZombieMan : DeadZombieMan Replaces DeadZombieMan
{
  Yscale 0.70
  XScale 0.75
}

ACTOR Candlestick2 : Candlestick replaces Candlestick
{
	XScale 0.8
	YScale 0.75
	States
	{
	Spawn:
		CAND AB 1 BRIGHT
		loop
	}
}	

ACTOR Column2 : Column replaces Column
{
	XScale 1.0
	YScale 0.9
}

actor HangingTechLamp 9923
{
  Game Doom
  YScale 0.75
  XScale 0.80
  Height 41
  Radius 16
  +NOGRAVITY
  +SPAWNCEILING
  States
  {
  Spawn:
    HGLM A -1 bright
    stop
  }
}

actor CeilingLight 9924
{
  Game Doom
  YScale 0.75
  XScale 0.80
  Height 9
  Radius 16
  +NOGRAVITY
  +SPAWNCEILING
  States
  {
  Spawn:
    CEIL A -1 bright
    stop
  }
}

actor CeilingLight2 : CeilingLight 18880 //blue
{
	states
	{
	Spawn:
		CEI2 A -1 bright
		stop
	}
}

actor CeilingLight3 : CeilingLight 18881 //red
{
	states
	{
	Spawn:
		CEI3 A -1 bright
		stop
	}
}

actor CeilingLight4 : CeilingLight 18882 //green
{
	states
	{
	Spawn:
		CEI4 A -1 bright
	}
}

actor HangingTechLamp2 : HangingTechLamp 18883 //blue
{
	states
	{
	Spawn:
		HGL2 A -1 bright
		stop
	}
}

actor HangingTechLamp3 : HangingTechLamp 18884 //red
{
	states
	{
	Spawn:
		HGL3 A -1 bright
		stop
	}
}

actor HangingTechLamp4 : HangingTechLamp 18885 //green
{
	states
	{
	Spawn:
		HGL4 A -1 bright
		stop
	}
}

actor TinyRedTorch 9925
{
  Game Doom
  +NOGRAVITY
  scale 0.75
  States
  {
  Spawn:
    SMRT ABCDE 5 Bright
    loop
  }
}

actor TinyBlueTorch 9926
{
  Game Doom
  +NOGRAVITY
  Scale 0.75
  States
  {
  Spawn:
    SMBT ABCDE 5 Bright
    loop
  }
}

actor TinyGreenTorch 9927
{
  Game Doom
  +NOGRAVITY
  Scale 0.75
  States
  {
  Spawn:
    SMGT ABCDE 5 Bright
    loop
  }
}