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

ACTOR TechLamp
{
	Radius 16
	Height 80
	ProjectilePassHeight -16
	+SOLID
	States
	{
	Spawn:
		TLMP ABCD 4 BRIGHT
		Loop
	}
}

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

ACTOR TechLamp2
{
	Radius 16
	Height 60
	ProjectilePassHeight -16
	+SOLID
	States
	{
	Spawn:
		TLP2 ABCD 4 BRIGHT
		Loop
	}
}

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

ACTOR Column
{
	Radius 16
	Height 48
	ProjectilePassHeight -16
	+SOLID
	States
	{
	Spawn:
		COLU A -1 BRIGHT
		Stop
	}
}

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

ACTOR TallGreenColumn
{
	Radius 16
	Height 52
	ProjectilePassHeight -16
	+SOLID
	States
	{
	Spawn:
		COL1 A -1
		Stop
	}
}

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

ACTOR ShortGreenColumn
{
	Radius 16
	Height 40
	ProjectilePassHeight -16
	+SOLID
	States
	{
	Spawn:
		COL2 A -1
		Stop
	}
}

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

ACTOR TallRedColumn
{
	Radius 16
	Height 52
	ProjectilePassHeight -16
	+SOLID
	States
	{
	Spawn:
		COL3 A -1
		Stop
	}
}

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

ACTOR ShortRedColumn
{
	Radius 16
	Height 40
	ProjectilePassHeight -16
	+SOLID
	States
	{
	Spawn:
		COL4 A -1
		Stop
	}
}

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

ACTOR SkullColumn
{
	Radius 16
	Height 40
	ProjectilePassHeight -16
	+SOLID
	States
	{
	Spawn:
		COL6 A -1
		Stop
	}
}

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

ACTOR HeartColumn
{
	Radius 16
	Height 40
	ProjectilePassHeight -16
	+SOLID
	States
	{
	Spawn:
		COL5 AB 14
		Loop
	}
}

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

ACTOR EvilEye
{
	Radius 16
	Height 54
	ProjectilePassHeight -16
	+SOLID
	States
	{
	Spawn:
		CEYE ABCB 6 BRIGHT
		Loop
	}
}

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

ACTOR FloatingSkull
{
	Radius 16
	Height 26
	ProjectilePassHeight -16
	+SOLID
	States
	{
	Spawn:
		FSKU ABC 6 BRIGHT
		Loop
	}
}

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

ACTOR TorchTree
{
	Radius 16
	Height 56
	ProjectilePassHeight -16
	+SOLID
	States
	{
	Spawn:
		TRE1 A -1
		Stop
	}
}

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

ACTOR BlueTorch
{
	Radius 16
	Height 68
	ProjectilePassHeight -16
	+SOLID
	States
	{
	Spawn:
		TBLU ABCD 4 BRIGHT
		Loop
	}
}

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

ACTOR GreenTorch
{
	Radius 16
	Height 68
	ProjectilePassHeight -16
	+SOLID
	States
	{
	Spawn:
		TGRN ABCD 4 BRIGHT
		Loop
	}
}

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

ACTOR RedTorch
{
	Radius 16
	Height 68
	ProjectilePassHeight -16
	+SOLID
	States
	{
	Spawn:
		TRED ABCD 4 BRIGHT
		Loop
	}
}

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

ACTOR ShortBlueTorch
{
	Radius 16
	Height 37
	ProjectilePassHeight -16
	+SOLID
	States
	{
	Spawn:
		SMBT ABCD 4 BRIGHT
		Loop
	}
}

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

ACTOR ShortGreenTorch
{
	Radius 16
	Height 37
	ProjectilePassHeight -16
	+SOLID
	States
	{
	Spawn:
		SMGT ABCD 4 BRIGHT
		Loop
	}
}

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

ACTOR ShortRedTorch
{
	Radius 16
	Height 37
	ProjectilePassHeight -16
	+SOLID
	States
	{
	Spawn:
		SMRT ABCD 4 BRIGHT
		Loop
	}
}

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

ACTOR Stalagtite
{
	Radius 16
	Height 40
	ProjectilePassHeight -16
	+SOLID
	States
	{
	Spawn:
		SMIT A -1
		Stop
	}
}

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

ACTOR TechPillar
{
	Radius 16
	Height 128
	ProjectilePassHeight -16
	+SOLID
	States
	{
	Spawn:
		ELEC A -1
		Stop
	}
}

// Candle stick ------------------------------------------------------------

ACTOR Candlestick
{
	Radius 20
	Height 14
	ProjectilePassHeight -16
	States
	{
	Spawn:
		CAND A -1 BRIGHT
		Stop
	}
}

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

ACTOR Candelabra
{
	Radius 16
	Height 60
	ProjectilePassHeight -16
	+SOLID
	States
	{
	Spawn:
		CBRA A -1 BRIGHT
		Stop
	}
}

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

ACTOR BloodyTwitch
{
	Radius 16
	Height 68
	+SOLID
	+NOGRAVITY
	+SPAWNCEILING
	States
	{
	Spawn:
		GOR1 A 10
		GOR1 B 15
		GOR1 C 8
		GOR1 B 6
		Loop
	}
}

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

ACTOR Meat2
{
	Radius 16
	Height 84
	+SOLID
	+NOGRAVITY
	+SPAWNCEILING
	States
	{
	Spawn:
		GOR2 A -1
		Stop
	}
}

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

ACTOR Meat3
{
	Radius 16
	Height 84
	+SOLID
	+NOGRAVITY
	+SPAWNCEILING
	States
	{
	Spawn:
		GOR3 A -1
		Stop
	}
}

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

ACTOR Meat4
{
	Radius 16
	Height 68
	+SOLID
	+NOGRAVITY
	+SPAWNCEILING
	States
	{
	Spawn:
		GOR4 A -1
		Stop
	}
}

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

ACTOR Meat5
{
	Radius 16
	Height 52
	+SOLID
	+NOGRAVITY
	+SPAWNCEILING
	States
	{
	Spawn:
		GOR5 A -1
		Stop
	}
}

// Nonsolid meat -----------------------------------------------------------

ACTOR NonsolidMeat2 : Meat2
{
	-SOLID
	Radius 20
}

ACTOR NonsolidMeat3 : Meat3
{
	-SOLID
	Radius 20
}

ACTOR NonsolidMeat4 : Meat4
{
	-SOLID
	Radius 20
}

ACTOR NonsolidMeat5 : Meat5
{
	-SOLID
	Radius 20
}

// Nonsolid bloody twitch --------------------------------------------------

ACTOR NonsolidTwitch : BloodyTwitch
{
	-SOLID
	Radius 20
}

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

ACTOR HeadOnAStick
{
	Radius 16
	Height 56
	ProjectilePassHeight -16
	+SOLID
	States
	{
	Spawn:
		POL4 A -1
		Stop
	}
}

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

ACTOR HeadsOnAStick
{
	Radius 16
	Height 64
	ProjectilePassHeight -16
	+SOLID
	States
	{
	Spawn:
		POL2 A -1
		Stop
	}
}

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

ACTOR HeadCandles
{
	Radius 16
	Height 42
	ProjectilePassHeight -16
	+SOLID
	States
	{
	Spawn:
		POL3 AB 6 BRIGHT
		Loop
	}
}

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

ACTOR DeadStick
{
	Radius 16
	Height 64
	ProjectilePassHeight -16
	+SOLID
	States
	{
	Spawn:
		POL1 A -1
		Stop
	}
}

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

ACTOR LiveStick
{
	Radius 16
	Height 64
	ProjectilePassHeight -16
	+SOLID
	States
	{
	Spawn:
		POL6 A 6
		POL6 B 8
		Loop
	}
}

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

ACTOR BigTree
{
	Radius 32
	Height 108
	ProjectilePassHeight -16
	+SOLID
	States
	{
	Spawn:
		TRE2 A -1
		Stop
	}
}

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

ACTOR BurningBarrel
{
	Radius 16
	Height 32
	ProjectilePassHeight -16
	+SOLID
	States
	{
	Spawn:
		FCAN ABC 4 BRIGHT
		Loop
	}
}

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

ACTOR HangNoGuts
{
	Radius 16
	Height 88
	+SOLID
	+NOGRAVITY
	+SPAWNCEILING
	States
	{
	Spawn:
		HDB1 A -1
		Stop
	}
}

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

ACTOR HangBNoBrain
{
	Radius 16
	Height 88
	+SOLID
	+NOGRAVITY
	+SPAWNCEILING
	States
	{
	Spawn:
		HDB2 A -1
		Stop
	}
}

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

ACTOR HangTLookingDown
{
	Radius 16
	Height 64
	+SOLID
	+NOGRAVITY
	+SPAWNCEILING
	States
	{
	Spawn:
		HDB3 A -1
		Stop
	}
}

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

ACTOR HangTLookingUp
{
	Radius 16
	Height 64
	+SOLID
	+NOGRAVITY
	+SPAWNCEILING
	States
	{
	Spawn:
		HDB5 A -1
		Stop
	}
}

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

ACTOR HangTSkull
{
	Radius 16
	Height 64
	+SOLID
	+NOGRAVITY
	+SPAWNCEILING
	States
	{
	Spawn:
		HDB4 A -1
		Stop
	}
}

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

ACTOR HangTNoBrain
{
	Radius 16
	Height 64
	+SOLID
	+NOGRAVITY
	+SPAWNCEILING
	States
	{
	Spawn:
		HDB6 A -1
		Stop
	}
}

// Colon gibs --------------------------------------------------------------

ACTOR ColonGibs
{
	Radius 20
	Height 4
	+NOBLOCKMAP
	+MOVEWITHSECTOR
	States
	{
	Spawn:
		POB1 A -1
		Stop
	}
}

// Small pool o' blood -----------------------------------------------------

ACTOR SmallBloodPool
{
	Radius 20
	Height 1
	+NOBLOCKMAP
	+MOVEWITHSECTOR
	States
	{
	Spawn:
		POB2 A -1
		Stop
	}
}

// brain stem lying on the ground ------------------------------------------

ACTOR BrainStem
{
	Radius 20
	Height 4
	+NOBLOCKMAP
	+MOVEWITHSECTOR
	States
	{
	Spawn:
		BRS1 A -1
		Stop
	}
}


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

ACTOR Stalagmite
{
	Radius 16
	Height 48
	+SOLID
	States
	{
	Spawn:
		SMT2 A -1
		Stop
	}
}

