actor GhoulAmmo : Ammo
{
  inventory.pickupmessage ""
  inventory.amount 3
  inventory.maxamount 3
  inventory.icon "TNT1A0"
  ammo.backpackamount 3
  ammo.backpackmaxamount 3
  +INVENTORY.IGNORESKILL
  states
  {
  Spawn:
    TNT1 A -1
    stop
  }
}

actor CreepGotya : CustomInventory
{
inventory.amount 1
inventory.maxamount 1
States
{
Spawn:
TNT1 A 1
loop
Pickup:
ANT1 A 0 A_PlaySoundEx("creepgotya", "SoundSlot5")
stop
}
}


actor Reflectdummy : ScriptedMarine
{
+REFLECTIVE
+INVULNERABLE
}


actor Railtester : ChaingunGuy
{
damage 1
states
{
Missile:
CPOS E 10 A_FaceTarget
CPOS FE 4 bright A_MonsterRail
CPOS F 1 A_CPosRefire
goto Missile+1
}
}

actor Cheapcheck : Inventory // Used to prevent R_Drawtrans false and any other BS settings to cheat.
{
inventory.amount 1
inventory.maxamount 1
States
{
Spawn:
TNT1 A 1
Loop
}
}

actor Creeperheal : CustomInventory
{
inventory.amount 1
inventory.maxamount 1
states
{
Spawn:
TNT1 A -1
stop
Pickup:
TNT1 A 0 ACS_ExecuteAlways(979,0,3)
stop
}
}

actor Creeperhealth : Health
{
//  inventory.pickupmessage "Boo"
  inventory.amount 70
  inventory.maxamount 70
  states
  {
  Spawn:
    TNT1 A -1
    stop
  }

}

actor gibmeplz // Test the gibs
{
damagetype "Jitter"
PROJECTILE
Speed 1
States
{
Spawn:
TNT1 A 1
TNT1 A 0 A_Explode(255,255,1)
Stop
}
}

actor bob : DoomImp
{
states
{
  Missile:
    TROO EF 8 A_FaceTarget
    TROO G 6 A_CustomMissile("CreeperBall",0,0,0)
    loop
}
}

actor bill
{
states
{
Spawn:
TROO EF 5
TROO E 0 A_CustomMissile("CreeperBall",0,0,0,2,0)
TROO EF 5
TROO E 0 A_CustomMissile("SjasAttack",0,0,0,2,0)
TROO EF 5
TROO E 0 A_CustomMissile("JitterskullAttack",0,0,0,2,0)
loop
}
}

actor Cyborgstomp
{
PROJECTILE
+NOBLOOD
damage 0
radius 10
Speed 20
+CLIENTSIDEONLY
deathsound "CyborgStomp"
States
{
Spawn:
TNT1 A 1
Stop
Death:
TNT1 A 0
TNT1 A 1 //A_PlaySound("CyborgStomp")
Stop
}
}

ACTOR ArchvileFirex : ArchvileFire
{
	Speed 5
	+NOINTERACTION
        +NOBLOCKMAP
        +NOCLIP
		+CLIENTSIDEONLY
}

ACTOR ArchvileFirex2 : ArchvileFirex
{
	Speed 2
}

ACTOR ArchvileFirex3 : ArchvileFirex
{
	translation "160:167=96:111"
}

ACTOR ArchvileFirex4 : SpawnFire replaces TeleportFog
{
+NOINTERACTION
+CLIENTSIDEONLY
renderstyle none // No more giving away spawn spots
translation "160:167=192:207"
States
{
Spawn:
FIRE A 0
FIRE A 0 A_PlaySoundEx("newteleportfog","Voice")
FIRE ABCDEFGH 4 Bright
Stop
}
}

ACTOR Cuthead replaces Hissy
{
- SOLID
+NOBLOCKMAP
Scale 0.1
States
{
Spawn:
DECR A -1
Loop
}
}