//Additional decorations

#include "actors/d64lamps.txt"		//Doom 64 style lights
#include "actors/rooflights.txt"		//Alternate roof lights





Actor Doosk_Soap_MPSpawn : RandomSpawner 16497 		{	Dropitem "Doosk_Soap"	}



ACTOR EmptyPickupFog_Texture
{
  +NOGRAVITY
  States
  {
  Spawn:
    TNT1 A 1
    Stop
  }
}


actor PowerBotBaiter_Texture : PowerProtection	{	DamageFactor "Normal", 1.0	}


ACTOR QCDEBotBait_waypoint : PowerupGiver
{
	+INVENTORY.QUIET
	+INVENTORY.AUTOACTIVATE
	+INVENTORY.ALWAYSPICKUP

+SPAWNCEILING
+NOGRAVITY

Inventory.PickupFlash EmptyPickupFog_Texture

	Inventory.MaxAmount 0
	powerup.Type "PowerBotBaiter_Texture"
	powerup.duration 35
	Inventory.RespawnTics 210 // 6 seconds
	Scale 0.2
	RenderStyle Add
	Alpha 0.01
	States
	{
	Spawn:
		TNT1 A 1
		TNT1 A 0 A_StopSound(1)	//stops respawn sound
		TNT1 A 0 A_StopSound(2)
		TNT1 A 0 A_StopSound(3)
		TNT1 A 0 A_StopSound(4)
		TNT1 A 0 A_StopSound(5)
		TNT1 A 0 A_StopSound(6)
		TNT1 A 0 A_StopSound(7)
		TNT1 A 0 A_StopSound(8)
		WAYP J -1
		Loop
	}
}


//botbaiter, see doosk_base for more info.
ACTOR MPBot_WaypointBait : QCDEBotBait_waypoint 16498
{
	//$NotAngled
	//$Category "QCDE Misc"
	//$Color 19
	//$Title "Waypoint Bot Bait"
+SPAWNCEILING
+NOGRAVITY

Inventory.PickupFlash EmptyPickupFog_Texture

	Scale 0.15
	States
	{
	Spawn:
		TNT1 A 1
		TNT1 A 0 A_StopSound(1)	//stops respawn sound
		TNT1 A 0 A_StopSound(2)
		TNT1 A 0 A_StopSound(3)
		TNT1 A 0 A_StopSound(4)
		TNT1 A 0 A_StopSound(5)
		TNT1 A 0 A_StopSound(6)
		TNT1 A 0 A_StopSound(7)
		TNT1 A 0 A_StopSound(8)
		WAYP O -1
		Loop
	}
}



//Don't
ACTOR dont_SFX 30010
{
	Game Doom
	Radius 16
	Height 48
	-SOLID
+NOGRAVITY
	scale 0.1
//	Translation "0:255=#[255,62,62]"
	States
	{
	Spawn:
        TNT1 A 0 A_PlaySoundEx("dont/dont","soundslot5",1)
		TNT1 A 0 A_SpawnItemEx("Blood_PartFX_texturepack", random2[BoltSpark]()*1.015625, random2[BoltSpark]()*0.15625, random2[BoltSpark]()*1.015625, 40,0,0,0,SXF_ABSOLUTEPOSITION, 50) 
		TNT1 A 1 A_SpawnItemEx("Blood_PartFX_texturepack", random2[BoltSpark]()*1.015625, random2[BoltSpark]()*0.15625, random2[BoltSpark]()*1.015625, 40,0,0,0,SXF_ABSOLUTEPOSITION, 50) 
		Loop
	}
}


//Blood particles spawned by Gib actors.
ACTOR Blood_PartFX_texturepack
{
	+NOBLOCKMAP
+NOINTERACTION
+CLIENTSIDEONLY
	Gravity 0.25//125
	RenderStyle Stencil
	StencilColor Red

	Scale 0.55
	States
	{
	Spawn:
		PART A 1 A_FadeOut(0.01)
		Loop
	}
}

