actor BubbleSpray 10541
{
//$Category MM8BDM-Props
+CLIENTSIDEONLY
+FORCEYBILLBOARD
-SOLID
Height 1
radius 16
scale 2.5
+NOGRAVITY
+RANDOMIZE
states
{
Spawn:
BUBS ABC 4
loop
}
}

actor Spiney 10542
{
//$Category MM8BDM-Interactive Props
//$Sprite BUBSD0
+DONTBLAST
+NOGRAVITY
+THRUGHOST
Height 16
Radius 16
scale 2.5
states
{
Spawn:
TNT1 A 0 
TNT1 A 1 A_SpawnItemEx("SpikeDamager")
goto Graphic
Graphic:
BUBS D -1
stop
}
}

actor SpikeDamager
{
PROJECTILE
+RIPPER
-SOLID
+DONTBLAST
+NOGRAVITY
+THRUGHOST
+DONTREFLECT
obituary "AGH"
Damage (255)
damagetype "Spiney"
SelfObituary "$OB_SPINEY"
Height 16
Radius 16
scale 2.5
states
{
Spawn:
TNT1 A 0 A_ClearTarget
TNT1 A 35
Loop
Death:
TNT1 A 35
TNT1 A 0 A_SpawnItemEx("SpikeDamager")
stop
}
}

actor BubbleSpawner 10543
{
//$Category MM8BDM-Props
//$Sprite BUBSE0
+CLIENTSIDEONLY
+NOGRAVITY
Height 1
Radius 32
-SOLID
States
{
Spawn:
TNT1 A 3
TNT1 A 0 A_Jump(5, "Bubble")
loop
Bubble:
TNT1 A 0 A_SpawnItemEx("BubbleFX",random(-64,64),random(-64,64),0,0,0,6,0)
Goto Spawn
}
}

actor BubbleFX
{
-SOLID
PROJECTILE
damage 0
height 2
radius 2
+CLIENTSIDEONLY
+NOGRAVITY
+DONTBLAST
+DONTREFLECT
scale 2.5
States
{
Spawn:
BUBS E 0
BUBS E 5 A_Recoil(-10)
BUBS E 0 A_Recoil(10)
BUBS E 5 A_Recoil(10)
BUBS E 0 A_Recoil(-10)
loop
}
}

actor BigFish 
{
+CLIENTSIDEONLY
+FORCEYBILLBOARD
height 16
radius 16
scale 2.5
ReactionTime 25
States
{
Spawn:
BIGF A 0
BIGF A 0 ThrustThingZ(0, 90, 0 ,0)
BIGF AB 5
Goto Spawn2
Spawn2:
BIGF ABAB 5 A_JumpIf(z-floorz <=32, "Death")
BIGF A 0 A_CountDown
loop
Death:
TNT1 A 0 
stop
}
}

actor Anko 11671
{
//$Category MM8BDM-Props
+CLIENTSIDEONLY
+NOINTERACTION
+NOGRAVITY
-SOLID
height 160
radius 112
scale 2.5
States
{
Spawn:
ANKO ABCD 5
loop
}
}

actor ShrinkSpawner 11672
{
//$Category MM8BDM-Props
//$Sprite ANKOE1
+NOINTERACTION
+NOGRAVITY
-SOLID
+LOOKALLAROUND
+DONTBLAST
scale 2.5
States
{
Spawn:
TNT1 A 5 A_Look
loop
See:
TNT1 A 40
TNT1 A 0 A_Jump(32,"ShrinkSpawn")
TNT1 A 40
TNT1 A 0 A_Jump(64,"ShrinkSpawn")
TNT1 A 40
TNT1 A 0 A_Jump(128,"ShrinkSpawn")
TNT1 A 80
goto ShrinkSpawn

ShrinkSpawn:
TNT1 A 1 A_CustomMissile("Shrink",random(10,110),0,0,2,0)
Goto See
}
}

actor Shrink
{
//$Category MM8BDM-Props
//+CLIENTSIDEONLY
+ACTIVATEMCROSS
-SOLID
+MISSILE
+NOGRAVITY
+DONTBLAST
+DONTREFLECT
//+FLOAT
//+FLOATBOB
height 54
radius 30
Speed 5
Scale 2.5
States
{
Spawn:
ANKO EF 5 A_ChangeVelocity(10, 0, 6, CVF_RELATIVE)
ANKO G 15 A_ChangeVelocity(0, 0, -6, CVF_RELATIVE|CVF_REPLACE)
ANKO G 0 A_Stop
//ANKO EF 5 A_Recoil(-10)
//ANKO G 15 A_Stop
loop
}
}

actor Tanishi
{
//$Category MM8BDM-Props
PROJECTILE
Damage 0
+RIPPER
+FLOORHUGGER
+DONTBLAST
+BLOODLESSIMPACT
+CLIENTSIDEONLY
+DONTREFLECT
scale 2.5
speed 10
radius 8
-SOLID
-NOGRAVITY
States
{
Spawn:
TNSH AB 8
loop
}
}

actor M-445
{
//$Category MM8BDM-Props
+CLIENTSIDEONLY
scale 2.5
//+NOINTERACTION
-SOLID
+NOGRAVITY
+FLOATBOB
States
{
Spawn:
M445 CD 4
loop
}
}

actor ClawPropBubble
{
//$Category MM8BDM-Props
PROJECTILE
Radius 2
Height 2
+DONTBLAST
+ACTIVATEMCROSS
+ACTIVATEPCROSS
+DONTREFLECT
+RIPPER
Damage 0
DamageType "Misc"
Speed 0
-NOGRAVITY
+CLIENTSIDEONLY
//gravity 0.4
renderstyle translucent
scale 2.5
States
{
Spawn:
CLAW B 0// A_SetAngle(random(0,360))
CLAW B 0 A_Changeflag("LOWGRAVITY",1)
CLAW B 1 A_SetAngle(random(0,360))
CLAW B 3
Falling:
CLAW AB 4
loop
}
}