ACTOR D64TechLampSmall : TechLamp2 replaces Techlamp2
{
	+SYNCHRONIZED
	States
	{
	Spawn:
		64LS ABCDEDCB 4 BRIGHT
		Loop
	}
}

ACTOR D64TechLampLarge : TechLamp replaces TechLamp
{
	+SYNCHRONIZED
	Height 78
	Radius 15
	States
	{
	Spawn:
		64LL ABCDEDCB 4 BRIGHT
		Loop
	}
}

ACTOR D64Column : Column replaces Column
{
	+SYNCHRONIZED
	Height 42
	Radius 13
	States
	{
	Spawn:
		64CL A 140 BRIGHT
		64CL BCDEDCB 3 BRIGHT
		Loop
	}
}

ACTOR FloatTorchRed : ShortRedTorch replaces ShortRedTorch
{
	+MOVEWITHSECTOR
	+NOGRAVITY
	Speed 0
	Height 20
	Radius 16
	Scale 0.75
	States
	{
	Spawn:
		TNT1 A 0
		TNT1 A 0 A_ChangeVelocity(0,0,0.1)
		TWTR A 5 light ("floattorchred")
		TWTR B 5 light ("floattorchred")
		TWTR C 5 light ("floattorchred")
		TWTR D 5 light ("floattorchred")
		TNT1 A 0 A_ChangeVelocity(0,0,-0.2)
		TWTR E 5 light ("floattorchred")
		TWTR F 5 light ("floattorchred")
		TWTR G 5 light ("floattorchred")
		TWTR H 5 light ("floattorchred")
		Loop
	}
}

ACTOR FloatTorchWhite1 : FloatTorchRed replaces ShortBlueTorch
{
	States
	{
	Spawn:
		TNT1 A 0
		TNT1 A 0 A_ChangeVelocity(0,0,0.1)
		TWTW A 5 light ("floattorchwhite")
		TWTW B 5 light ("floattorchwhite")
		TWTW C 5 light ("floattorchwhite")
		TWTW D 5 light ("floattorchwhite")
		TNT1 A 0 A_ChangeVelocity(0,0,-0.2)
		TWTW E 5 light ("floattorchwhite")
		TWTW F 5 light ("floattorchwhite")
		TWTW G 5 light ("floattorchwhite")
		TWTW H 5 light ("floattorchwhite")
		Loop
	}
}

ACTOR FloatTorchWhite2 : FloatTorchWhite1 replaces ShortGreenTorch {}

ACTOR D64Candelabra : Candelabra replaces Candelabra
{
	Scale 0.75
	States
	{
	Spawn:
		64CB A 4 BRIGHT
		64CB B 4 BRIGHT
		64CB C 4 BRIGHT
		64CB D 4 BRIGHT
		64CB E 4 BRIGHT
		Loop
	}
}

ACTOR Satanic_ExplosiveBarrel : ExplosiveBarrel //replaces ExplosiveBarrel
{
	Translation "112:127=176:191"
	States
	{
	Spawn:
		TNT1 A 0 A_CheckSight("SpawnNoGlow")
		BAR1 A 1 A_SpawnItem("ExplosiveBarrelGlow",0,30)
		BAR1 A 1 A_SpawnItem("ExplosiveBarrelGlow",0,30)
		BAR1 A 1 A_SpawnItem("ExplosiveBarrelGlow",0,30)
		BAR1 B 1 A_SpawnItem("ExplosiveBarrelGlow",0,30)
		BAR1 B 1 A_SpawnItem("ExplosiveBarrelGlow",0,30)
		BAR1 B 1 A_SpawnItem("ExplosiveBarrelGlow",0,30)
		Loop
	SpawnNoGlow:	
		BAR1 A 1
		Goto Spawn
	Death:
		BEXP A 5 BRIGHT
		BEXP B 5 BRIGHT A_Scream
		BEXP C 5 BRIGHT
		BEXP D 0 A_SpawnItemEx("BarrelExplosion",0,0,20)
		BEXP D 5 BRIGHT A_Explode
		BEXP E 5 BRIGHT
		BEXP E 1050 BRIGHT A_BarrelDestroy
		BEXP E 5 A_Respawn
		Wait
	}
}

ACTOR ExplosiveBarrelGlow
{
	+NOGRAVITY
	Renderstyle "Add"
	Health 1
	Radius 1
	Height 1
	Alpha 0.4
	Scale 0.10
	States
	{
	Spawn:
		TNT1 A 0
		TNT1 A 0 A_SpawnItemEx("MiniExBarrelGlow",random(-5,5),random(-5,5),random(0,2),0,0,random(1,2))
		XBFL A 1 BRIGHT
		Stop
	}
}

ACTOR MiniExBarrelGlow
{
	+NOGRAVITY
	Renderstyle "Add"
	Health 1
	Radius 1
	Height 1
	Alpha 0.4
	Scale 0.025
	States
	{
	Spawn:
		XBFL A 10 BRIGHT
		Stop
	}
}

ACTOR BarrelExplosion
{
	+NOGRAVITY
	RenderStyle "Add"
	Alpha 0.75
	States
	{
	Spawn:
		MISL BCD 5
		Stop
	}
}

ACTOR BarrelSpawner : RandomSpawner replaces ExplosiveBarrel
{
	DropItem "Satanic_ExplosiveBarrel" 255 5
	DropItem "RadioactiveBarrel" 255 1
}

// RADIOACTIVE BARREL //

// CREDITS //

// Submitted: Demmon Break Master
// Decorate: Demmon Break Master
// GLDefs: Yes (added by amv2k9)
// Sounds: Valve
// Sprites: Id Software
// Sprite Edit: Demmon Break Master
// Idea Base: Barrels from Duke Nukem 2
// Explosion frames added by: amv2k9


ACTOR RadioactiveBarrel
{
	Health 40
	Radius 8
	Height 29
	+SOLID
	+SHOOTABLE
	+NOBLOOD
	+ACTIVATEMCROSS
	+DONTGIB
	+NOICEDEATH
	+OLDRADIUSDMG
	DeathSound "world/barrelx"
	Obituary "%o was irradiated and lacerated by a radbarrel."
	States
	{
	Spawn:
		BARR ABCD 4
		TNT1 A 0 a_playsound("radioactivebarrel/detected",0,0.2,true,attn_static)
		loop
	Death:
		REXP A 5 BRIGHT
		TNT1 A 0 A_Scream
		TNT1 A 0 Radius_Quake(2, 8, 0, 6, 0)
		TNT1 A 0 A_SpawnItem("SRRadWasteFountain", 0, 30, 0, 0)
		TNT1 A 0 A_SpawnItemEx("RadBarrelExplosion",0,0,20)
		REXP B 5 BRIGHT A_Explode(96,192)
		REXP C 10 BRIGHT
		Stop
	}
}

ACTOR SRRadWaste : Blood
{
	
   States
   {
      Spawn:
         BLUD C 6 BRIGHT A_PlaySound("bloodsplat")
         BLUD B 6 BRIGHT A_SpawnDebris("SRFlyingRadWaste", 1)
         BLUD A 6 BRIGHT
         Stop
   }
}

ACTOR SRFlyingRadWaste
{
   +CORPSE
   +NOTELEPORT
   +NOBLOCKMAP

   Scale 0.75
   Health 1
   Radius 8
   Height 1
   Mass 1

   States
   {
      Spawn:
         FBLD A 1 BRIGHT A_SpawnItem("SRFlyingRadWasteTrail", 0, 0, 0, 1)
         FBLD A 1 BRIGHT
         FBLD B 1 BRIGHT A_SpawnItem("SRFlyingRadWasteTrail", 0, 0, 0, 1)
         FBLD B 1
         FBLD C 1 BRIGHT A_SpawnItem("SRFlyingRadWasteTrail", 0, 0, 0, 1)
         FBLD C 1 BRIGHT
         FBLD D 1 BRIGHT A_SpawnItem("SRFlyingRadWasteTrail", 0, 0, 0, 1)
         FBLD D 1 BRIGHT
         Loop
      Crash:
         TNT1 A 0 A_SpawnItem("SRRadWasteSpot", 0, 0, 0, 1)
         Stop
   }
}

ACTOR SRRadWasteSpot
{
	Obituary "%o got the kind of cancer you don't get better from."
	+NOTELEPORT
	-NOBLOCKMAP
	Radius 12
	Height 2
	Mass 1
	States
	{
	Spawn:
		TNT1 A 0
		TNT1 A 0 A_PlaySound("bloodsplat")
		TNT1 A 0 A_Jump(256,"VALoop","VBLoop","VCLoop")
		Loop
	VALoop:
		TNT1 A 0 A_JumpIfInventory("RadPuddleLifespanChecker",0,"AFadeLoop")
		TNT1 A 0 A_SpawnItemEx("RadBurnSmoke",random(-1,1),random(-1,1),random(0,1),0,0,1)
		BSPT A 1 BRIGHT
		TNT1 A 0 A_SpawnItemEx("RadBurnSmoke",random(-1,1),random(-1,1),random(0,1),0,0,1)
		BSPT A 1 BRIGHT
		TNT1 A 0 A_SpawnItemEx("RadBurnSmoke",random(-1,1),random(-1,1),random(0,1),0,0,1)
		BSPT A 1 BRIGHT
		TNT1 A 0 A_SpawnItemEx("RadBurnSmoke",random(-1,1),random(-1,1),random(0,1),0,0,1)
		BSPT A 1 BRIGHT
		TNT1 A 0 A_SpawnItemEx("RadBurnSmoke",random(-1,1),random(-1,1),random(0,1),0,0,1)
		BSPT A 1 BRIGHT
		TNT1 A 0 A_SpawnItemEx("RadBurnSmoke",random(-1,1),random(-1,1),random(0,1),0,0,1)
		BSPT A 1 BRIGHT
		TNT1 A 0 A_SpawnItemEx("RadBurnSmoke",random(-1,1),random(-1,1),random(0,1),0,0,1)
		BSPT A 1 BRIGHT
		TNT1 A 0 A_SpawnItemEx("RadBurnSmoke",random(-1,1),random(-1,1),random(0,1),0,0,1)
		BSPT A 1 BRIGHT
		TNT1 A 0 A_SpawnItemEx("RadBurnSmoke",random(-1,1),random(-1,1),random(0,1),0,0,1)
		BSPT A 1 BRIGHT
		TNT1 A 0 A_SpawnItemEx("RadBurnSmoke",random(-1,1),random(-1,1),random(0,1),0,0,1)
		BSPT A 1 BRIGHT
		TNT1 A 0 A_SpawnItemEx("RadBurnSmoke",random(-1,1),random(-1,1),random(0,1),0,0,1)
		BSPT A 1 BRIGHT
		TNT1 A 0 A_SpawnItemEx("RadBurnSmoke",random(-1,1),random(-1,1),random(0,1),0,0,1)
		BSPT A 1 BRIGHT
		TNT1 A 0 A_GiveInventory("RadPuddleLifespanChecker")
		TNT1 A 0 A_Explode(2,32,0,0,32)
		Loop
	AFadeLoop:
		TNT1 A 0 A_SpawnItemEx("RadBurnSmoke",random(-1,1),random(-1,1),random(0,1),0,0,1)
		BSPT A 1 BRIGHT A_FadeOut(0.1,1)
		Loop
	VBLoop:
		TNT1 A 0 A_JumpIfInventory("RadPuddleLifespanChecker",0,"BFadeLoop")
		TNT1 A 0 A_SpawnItemEx("RadBurnSmoke",random(-1,1),random(-1,1),random(0,1),0,0,1)
		BSPT B 1 BRIGHT
		TNT1 A 0 A_SpawnItemEx("RadBurnSmoke",random(-1,1),random(-1,1),random(0,1),0,0,1)
		BSPT B 1 BRIGHT
		TNT1 A 0 A_SpawnItemEx("RadBurnSmoke",random(-1,1),random(-1,1),random(0,1),0,0,1)
		BSPT B 1 BRIGHT
		TNT1 A 0 A_SpawnItemEx("RadBurnSmoke",random(-1,1),random(-1,1),random(0,1),0,0,1)
		BSPT B 1 BRIGHT
		TNT1 A 0 A_SpawnItemEx("RadBurnSmoke",random(-1,1),random(-1,1),random(0,1),0,0,1)
		BSPT B 1 BRIGHT
		TNT1 A 0 A_SpawnItemEx("RadBurnSmoke",random(-1,1),random(-1,1),random(0,1),0,0,1)
		BSPT B 1 BRIGHT
		TNT1 A 0 A_SpawnItemEx("RadBurnSmoke",random(-1,1),random(-1,1),random(0,1),0,0,1)
		BSPT B 1 BRIGHT
		TNT1 A 0 A_SpawnItemEx("RadBurnSmoke",random(-1,1),random(-1,1),random(0,1),0,0,1)
		BSPT B 1 BRIGHT
		TNT1 A 0 A_SpawnItemEx("RadBurnSmoke",random(-1,1),random(-1,1),random(0,1),0,0,1)
		BSPT B 1 BRIGHT
		TNT1 A 0 A_SpawnItemEx("RadBurnSmoke",random(-1,1),random(-1,1),random(0,1),0,0,1)
		BSPT B 1 BRIGHT
		TNT1 A 0 A_SpawnItemEx("RadBurnSmoke",random(-1,1),random(-1,1),random(0,1),0,0,1)
		BSPT B 1 BRIGHT
		TNT1 A 0 A_SpawnItemEx("RadBurnSmoke",random(-1,1),random(-1,1),random(0,1),0,0,1)
		BSPT B 1 BRIGHT
		TNT1 A 0 A_GiveInventory("RadPuddleLifespanChecker")
		TNT1 A 0 A_Explode(2,32,0,0,32)
		Loop
	BFadeLoop:
		TNT1 A 0 A_SpawnItemEx("RadBurnSmoke",random(-1,1),random(-1,1),random(0,1),0,0,1)
		BSPT B 1 BRIGHT A_FadeOut(0.1,1)
		Loop
	VCLoop:
		TNT1 A 0 A_JumpIfInventory("RadPuddleLifespanChecker",0,"CFadeLoop")
		TNT1 A 0 A_SpawnItemEx("RadBurnSmoke",random(-1,1),random(-1,1),random(0,1),0,0,1)
		BSPT C 1 BRIGHT
		TNT1 A 0 A_SpawnItemEx("RadBurnSmoke",random(-1,1),random(-1,1),random(0,1),0,0,1)
		BSPT C 1 BRIGHT
		TNT1 A 0 A_SpawnItemEx("RadBurnSmoke",random(-1,1),random(-1,1),random(0,1),0,0,1)
		BSPT C 1 BRIGHT
		TNT1 A 0 A_SpawnItemEx("RadBurnSmoke",random(-1,1),random(-1,1),random(0,1),0,0,1)
		BSPT C 1 BRIGHT
		TNT1 A 0 A_SpawnItemEx("RadBurnSmoke",random(-1,1),random(-1,1),random(0,1),0,0,1)
		BSPT C 1 BRIGHT
		TNT1 A 0 A_SpawnItemEx("RadBurnSmoke",random(-1,1),random(-1,1),random(0,1),0,0,1)
		BSPT C 1 BRIGHT
		TNT1 A 0 A_SpawnItemEx("RadBurnSmoke",random(-1,1),random(-1,1),random(0,1),0,0,1)
		BSPT C 1 BRIGHT
		TNT1 A 0 A_SpawnItemEx("RadBurnSmoke",random(-1,1),random(-1,1),random(0,1),0,0,1)
		BSPT C 1 BRIGHT
		TNT1 A 0 A_SpawnItemEx("RadBurnSmoke",random(-1,1),random(-1,1),random(0,1),0,0,1)
		BSPT C 1 BRIGHT
		TNT1 A 0 A_SpawnItemEx("RadBurnSmoke",random(-1,1),random(-1,1),random(0,1),0,0,1)
		BSPT C 1 BRIGHT
		TNT1 A 0 A_SpawnItemEx("RadBurnSmoke",random(-1,1),random(-1,1),random(0,1),0,0,1)
		BSPT C 1 BRIGHT
		TNT1 A 0 A_SpawnItemEx("RadBurnSmoke",random(-1,1),random(-1,1),random(0,1),0,0,1)
		BSPT C 1 BRIGHT
		TNT1 A 0 A_GiveInventory("RadPuddleLifespanChecker")
		TNT1 A 0 A_Explode(2,32,0,0,32)
		Loop
	CFadeLoop:
		TNT1 A 0 A_SpawnItemEx("RadBurnSmoke",random(-1,1),random(-1,1),random(0,1),0,0,1)
		BSPT C 1 BRIGHT A_FadeOut(0.01,1)
		Loop
	}
}

ACTOR RadPuddleLifespanChecker : Inventory
{
	Inventory.Amount 1
	Inventory.MaxAmount 30
}
	
ACTOR SRFlyingRadWasteTrail
{
   +LOWGRAVITY
   +NOTELEPORT
   +NOBLOCKMAP

   Scale 0.70
   Mass 1

   States
   {
      Spawn:
         BTRL A 3 BRIGHT
         BTRL B 3 BRIGHT
         BTRL C 3 BRIGHT
         BTRL D 3 BRIGHT
         Stop
   }
}

ACTOR SRRadWasteFountain
{
   States
   {
      Spawn:
         TNT1 A 0
         FBLD A 1 BRIGHT A_SpawnDebris("SRFlyingRadWaste", 1)
         FBLD A 1 BRIGHT 
         FBLD B 1 BRIGHT A_SpawnDebris("SRFlyingRadWaste", 1)
         FBLD B 1 BRIGHT
         FBLD C 1 BRIGHT A_SpawnDebris("SRFlyingRadWaste", 1)
         FBLD C 1 BRIGHT
         FBLD D 1 BRIGHT A_SpawnDebris("SRFlyingRadWaste", 1)
         FBLD D 1 BRIGHT
         TNT1 A 0 A_Jump(128, 3, 5, 7)
         FBLD A 1 BRIGHT A_SpawnDebris("SRFlyingRadWaste", 1)
         FBLD A 1 BRIGHT
         Stop
         FBLD B 1 BRIGHT A_SpawnDebris("SRFlyingRadWaste", 1)
         FBLD B 1 BRIGHT
         Stop
         FBLD C 1 BRIGHT A_SpawnDebris("SRFlyingRadWaste", 1)
         FBLD C 1 BRIGHT
         Stop
         FBLD D 1 BRIGHT A_SpawnDebris("SRFlyingRadWaste", 1)
         FBLD D 1 BRIGHT
         Stop
   }
}

ACTOR RadBarrelExplosion : BarrelExplosion
{
	Scale 1.5
}	

ACTOR RadBurnSmoke : Satanic_ShotgunShellSmoke
{
	RenderStyle "Add"
	Alpha 0.75
}



// SKULL TREE //

// CREDITS //

// Submitted: zrrion the insect
// Decorate: zrrion the insect
// Gldefs: N/A
// Sprites: Doom, Heretic
// Idea Base: none
// Minor Modifications: amv2k9 (I made it drop a skull actor randomly around the tree. Also changed its size ingame.) 

ACTOR SkullTree
{
	Radius 32
	XScale 0.80
	YScale 0.80
	Height 100
	ProjectilePassHeight -16
	+SOLID
	States
	{
	Spawn:
		TNT1 A 0
		TNT1 A 0 A_SpawnItemEx("SkullFromASkullTree",random(-20,20),random(-20,20),random(1,10))
		TRES A -1
		Stop
	}
}

ACTOR SkullFromASkullTree
{
	-NOGRAVITY
	Mass 1
	Radius 5
	Height 2
	+SOLID
	+NOBLOOD
	States
	{
	Spawn:
		TRES B -1
		Stop
	}
}

ACTOR TreeSpawner : RandomSpawner replaces BigTree
{
	DropItem "Satanic_BigTree" 255 5
	DropItem "SkullTree" 255 1
}

ACTOR Satanic_BigTree : BigTree {}

// ALTERNATE EVIL EYES //

// CREDITS //

// Submitted: ChronoSeth
// Decorate: ChronoSeth
// Sounds: n/a
// GLDEFS: Added by amv2k9
// Sprites:  Id Software
// Sprite Edit: ChronoSeth
// Idea Base: Skulltag

ACTOR EvilEyeSpawner : RandomSpawner replaces EvilEye
{
	DropItem "Satanic_EvilEye" 255 1
	DropItem "BlackEvilEye" 255 1
	DropItem "RedEvilEye" 255 1
}


Actor BlackEvilEye : EvilEye
{
	States
	{
	Spawn:
		BAYE ABCB 6 BRIGHT
		Loop
	}
}

Actor RedEvilEye : EvilEye
{
	States
	{
	Spawn:
		REYE ABCB 6 BRIGHT
		Loop
	}
}

ACTOR Satanic_EvilEye : EvilEye {}

ACTOR MeathookSpawner : RandomSpawner replaces BloodyTwitch
{
	DropItem "PSXBloodyChain" 255 3
	DropItem "BloodyChainImpHang" 255 3
	DropItem "BloodyChainDropsADeadImp" 255 1
	DropItem "BloodyChainZombiemanHang" 255 3
	DropItem "BloodyChainDropsADeadZombieman" 255 1
	DropItem "BloodyChainMarineHang" 255 3
	DropItem "BloodyChainDropsADeadMarine" 255 1
	DropItem "GoreCage" 255 3
	DropItem "GorySpikeBall" 255 3
	DropItem "CleanSpikeBall" 255 3
}

ACTOR MeathookSpawner2 : MeathookSpawner replaces Meat2 {}

ACTOR MeathookSpawner3 : MeathookSpawner replaces Meat3 {}

ACTOR MeathookSpawner4 : MeathookSpawner replaces Meat4 {}

ACTOR MeathookSpawner5 : MeathookSpawner replaces Meat5 {}

ACTOR MeathookSpawner6 : MeathookSpawner replaces NonsolidTwitch {}

ACTOR MeathookSpawner7 : MeathookSpawner replaces NonsolidMeat2 {}

ACTOR MeathookSpawner8 : MeathookSpawner replaces NonsolidMeat3 {}

ACTOR MeathookSpawner9 : MeathookSpawner replaces NonsolidMeat4 {}

ACTOR MeathookSpawner10 : MeathookSpawner replaces NonsolidMeat5 {}

// Bloody Chain (PSX Doom) //

Actor PSXBloodyChain
{
	Radius 16
	Height 65
	+NOGRAVITY
	+SPAWNCEILING
	States
	{
	Spawn:
		BLCH A -1
		Stop
	}
}

ACTOR BloodyChainImpHang
{
	Radius 32
	Height 60
	-SOLID
	+SHOOTABLE
	+NOGRAVITY
	+SPAWNCEILING
	Mass 0x7FFFFFF
	States
	{
	Spawn:
		IHNG A 1
		TNT1 A 0 A_Jump(256,"SpawnLeg","SpawnArm","SpawnHead")
		Loop
	SpawnLeg:
		TNT1 A 0 A_SpawnItemEx("HangImpLeg",random(-2,2),random(-2,2),-10,random(-1,1),random(-1,1),-10)
		Goto SpawnLoop
	SpawnArm:
		TNT1 A 0 A_SpawnItemEx("HangImpArm",random(-2,2),random(-2,2),-10,random(-1,1),random(-1,1),-10)
		Goto SpawnLoop
	SpawnHead:
		TNT1 A 0 A_SpawnItemEx("HangImpHead",random(-2,2),random(-2,2),-10,random(-1,1),random(-1,1),-10)
	SpawnLoop:
		IHNG A 1050
		TNT1 A 0 A_SpawnItemEx("SRAerialBlood")
		Loop
	}
}

ACTOR HangImpLeg
{
	-NOGRAVITY
	Height 5
	Radius 15
	States
	{
	Spawn:
		IHNG C -1
		Stop
	}
}
	
	
ACTOR HangImpArm
{
	-NOGRAVITY
	Height 5
	Radius 15
	States
	{
	Spawn:
		IHNG B -1
		Stop
	}
}

ACTOR HangImpHead
{
	-NOGRAVITY
	Height 5
	Radius 15
	States
	{
	Spawn:
		IHNG D -1
		Stop
	}
}

ACTOR BloodyChainDropsADeadImp : PSXBloodyChain
{
	-SOLID
	States
	{
	Spawn:
		BLCH A 1
		BLCH A 0 A_SpawnItemEx("Satanic_DeadDoomImp",0,0,0,0,0,-10)
	SpawnLoop:
		BLCH A -1
		Stop
	}
}

ACTOR BloodyChainZombiemanHang
{
	Radius 32
	Height 71
	-SOLID
	+SHOOTABLE
	+NOGRAVITY
	+SPAWNCEILING
	Mass 0x7FFFFFF
	States
	{
	Spawn:
		HHNG A 1050
		TNT1 A 0 A_SpawnItemEx("SRAerialBlood")
		Loop
	}
}

ACTOR BloodyChainDropsADeadZombieman : PSXBloodyChain
{
	-SOLID
	States
	{
	Spawn:
		BLCH A 1
		BLCH A 0 A_SpawnItemEx("Satanic_DeadZombieMan",0,0,0,0,0,-10)
	SpawnLoop:
		BLCH A -1
		Stop
	}
}

ACTOR BloodyChainMarineHang
{
	Radius 32
	Height 67
	+SHOOTABLE
	+NOGRAVITY
	+SPAWNCEILING
	Mass 0x7FFFFFF
	States
	{
	Spawn:
		MHNG A 1050
		TNT1 A 0 A_SpawnItemEx("SRAerialBlood")
		Loop
	}
}

ACTOR BloodyChainDropsADeadMarine : PSXBloodyChain
{
	-SOLID
	States
	{
	Spawn:
		BLCH A 1
		BLCH A 0 A_SpawnItemEx("Satanic_DeadMarine",0,0,0,0,0,-10)
	SpawnLoop:
		BLCH A -1
		Stop
	}
}

ACTOR GoreCage : PSXBloodyChain
{
	+SHOOTABLE
	+NOBLOOD
	Height 73
	-SOLID
	States
	{
	Spawn:
		GRCG A 1050
		TNT1 A 0 A_SpawnItemEx("SRAerialBlood")
		Stop
	}
}

ACTOR GorySpikeBall : PSXBloodyChain
{
	+SHOOTABLE
	+NOBLOOD
	Height 69
	-SOLID
	States
	{
	Spawn:
		MACE A -1
		Stop
	}
}

ACTOR CleanSpikeBall : PSXBloodyChain
{
	+SHOOTABLE
	+NOBLOOD
	Height 56
	-SOLID
	States
	{
	Spawn:
		MACE B -1
		Stop
	}
}