//--CSCM13 "Scarlet Devil Mansion"--\\

Actor HongGate 20030
{//$Category CSCM-Props
+SOLID Scale 2.5 Height 80 Radius 8
States{Spawn: CMP1 A -1
Loop}}

Actor PaddoChou
{+SHOOTABLE +ACTIVATEMCROSS Height 56 Radius 8 Scale 2.5 Health 1
States
{
Spawn:
CMP1 B 1 A_Recoil(-7)
CMP1 B 0 A_Stop
CMP1 B 1 A_Recoil(-7)
CMP1 B 0 A_Stop
CMP1 B 1 A_Recoil(-7)
CMP1 B 0 A_Stop
CMP1 C 1 A_Recoil(-7)
CMP1 C 0 A_Stop
CMP1 C 1 A_Recoil(-7)
CMP1 C 0 A_Stop
CMP1 C 1 A_Recoil(-7)
CMP1 C 0 A_Stop
CMP1 D 1 A_Recoil(-7)
CMP1 D 0 A_Stop
CMP1 D 1 A_Recoil(-7)
CMP1 D 0 A_Stop
CMP1 D 1 A_Recoil(-7)
CMP1 D 0 A_Stop
CMP1 C 1 A_Recoil(-7)
CMP1 C 0 A_Stop
CMP1 C 1 A_Recoil(-7)
CMP1 C 0 A_Stop
CMP1 C 1 A_Recoil(-7)
CMP1 C 0 A_Stop
Loop
Death:
TFOG A 0 A_Stop
TFOG A 3 A_PlaySound("misc/teleport")
TFOG A 3 ACS_Execute(6,0)
TFOG BC 2
Stop
}
}

Actor ScarletTree : BombmanBall 20031
{//$Category CSCM-Props
States{Spawn: CMP1 E -1
Loop}}

Actor BloodRainSpawner : CloudmanRainSpawner 20032
{//$Category CSCM-Props
States
{
Raining:
TNT1 A 1 A_Jump(128,"Nothing")
TNT1 A 0 A_Jump(1,"BloodRain")
TNT1 A 1 A_SpawnItemEx("NormalRain",Random(-128,128),Random(-128,128),0,Random(-15,-25),Random(-2,2),Random(-25,-30),180,SXF_CLIENTSIDE)
GoTo Nothing
BloodRain:
TNT1 A 1 A_SpawnItemEx("BloodRain",Random(-128,128),Random(-128,128),0,Random(-15,-25),Random(-2,2),Random(-25,-30),180,SXF_CLIENTSIDE)
GoTo Nothing
Nothing:
TNT1 A 3
GoTo Raining
}
}

actor NormalRain : CloudmanRain
{States{Spawn:CRAI D 45
stop}}

Actor BloodRain : NormalRain {Translation "192:255=176:191"}

//--CSCM14 "Chaotischer Garden"--\\

actor Lilly : PaddoChou
{+NOGRAVITY +FLOATBOB
States{
Spawn:
CMP1 F 1 A_Recoil(-20)
CMP1 F 0 A_Stop
CMP1 F 1 A_Recoil(-20)
CMP1 F 0 A_Stop
CMP1 F 1 A_Recoil(-20)
CMP1 F 0 A_Stop
CMP1 G 1 A_Recoil(-20)
CMP1 G 0 A_Stop
CMP1 G 1 A_Recoil(-20)
CMP1 G 0 A_Stop
CMP1 G 1 A_Recoil(-20)
CMP1 G 0 A_Stop
loop
Death:
BALA A 0 A_Stop
BALA A 0 A_PlaySoundEx("weapon/crackerexplode", "Weapon")
BALA A 0 ACS_Execute(5,0)
NAPA EFGHIJKLMNOPQRS 1
stop}}

//--CSCM15 "Dog Man"--\\

actor DogmanBush : BombmanBall 20033
{//$Category CSCM-Props
States{Spawn:CMP1 H -1
loop}}

actor DogmanFlower : BombmanBall 20034
{//$Category CSCM-Props
States{Spawn:CMP1 I -1
loop}}

//--CSCM16 "Dustbowl"--\\

actor DiglettDig : PaddoChou
{States{
Spawn:
CMP1 J 5
CMP1 K 165
CMP1 J 5
stop
Death:
BALA A 0 A_Stop
BALA A 0 A_PlaySoundEx("weapon/crackerexplode", "Weapon")
BALA A 0 ACS_Execute(3,0)
NAPA EFGHIJKLMNOPQRS 1
stop}}

//--CSCM20 "Sea Base Alpha"--\\

actor SwimmingMet 20035
{//$Category CSCM-Props
+SOLID +NOGRAVITY +CANPASS +DONTBLAST +FLOAT +INVULNERABLE -NOBLOCKMONST +ACTIVATEMCROSS
floatspeed 1 scale 2.5 Height 12 Radius 12 Speed 3
States{Spawn: MTSW BBBCCCDDDCCCBBBCCCDDDCCC 2 A_Wander
loop}}

actor Divewalk 20036
{//$Category CSCM-Props
-NOGRAVITY +SOLID +RANDOMIZE -NOBLOCKMONST
Translation "192:192=4:4" Scale 2.5 Speed 8
States{Spawn:DIVM BCDE 5 A_Wander
loop}}

//--CSCM21 "Outback Garden"--\\

actor RemoteMineLol : BombmanBall 20037
{//$Category CSCM-Props
States{Spawn:CMP1 L -1
loop}}

//--CSCM27 "Abandoned Castle"--\\

actor Slenderman : BombmanBall
{States{
Spawn:
CMP1 M 0 A_SetTranslucent (0.0, 0)
CMP1 M 1 A_SetTranslucent (0.1, 0) 
CMP1 M 1 A_SetTranslucent (0.2, 0) 
CMP1 M 1 A_SetTranslucent (0.3, 0) 
CMP1 M 1 A_SetTranslucent (0.4, 0) 
CMP1 M 1 A_SetTranslucent (0.5, 0) 
CMP1 M 1 A_SetTranslucent (0.6, 0) 
CMP1 M 1 A_SetTranslucent (0.7, 0) 
CMP1 M 1 A_SetTranslucent (0.8, 0) 
CMP1 M 1 A_SetTranslucent (0.9, 0)
CMP1 M 1 A_SetTranslucent (1.0, 0)
CMP1 M 100
CMP1 M 1 A_SetTranslucent (0.9, 0) 
CMP1 M 1 A_SetTranslucent (0.8, 0) 
CMP1 M 1 A_SetTranslucent (0.7, 0) 
CMP1 M 1 A_SetTranslucent (0.6, 0) 
CMP1 M 1 A_SetTranslucent (0.5, 0) 
CMP1 M 1 A_SetTranslucent (0.4, 0) 
CMP1 M 1 A_SetTranslucent (0.3, 0) 
CMP1 M 1 A_SetTranslucent (0.2, 0) 
CMP1 M 1 A_SetTranslucent (0.1, 0) 
CMP1 M 1 A_SetTranslucent (0.0, 0)
CMP1 M 0
stop}}

//--CSCM29 "Twin Castle"--\\

actor GemmRun
{PROJECTILE +RIPPER +FLOORHUGGER +DONTBLAST +BLOODLESSIMPACT +CLIENTSIDEONLY -SOLID -NOGRAVITY
Translation "192:192=4:4" scale 2.5 speed 10 radius 8 Damage 0
States{Spawn: GEMM BCDE 5
loop}}

actor GeminiGhost : GemmRun {+ACTIVATEMCROSS Renderstyle add}

actor Rosered : BombmanBall 20038
{//$Category CSCM-Props
States{Spawn:CMP1 N -1
loop}}

actor Roseyel : BombmanBall 20039
{//$Category CSCM-Props
States{Spawn:CMP1 O -1
loop}}

//--CSCM32 "Green Hill Zone"--\\

actor GHZTree 20040
{//$Category CSCM-Props
+SOLID +FORCEYBILLBOARD
Height 275 Radius 10 Scale 2.5
States{Spawn:CMP1 P -1
Loop}}

actor YellowSpring 20041
{//$Category CSCM-Props
-SOLID +QUICKTORETALIATE
height 16 radius 8 scale 2.5 speed 0 meleerange 32
States{
Spawn:
CMP1 Q 1 A_Look
Loop
See:
CMP1 QQ 1 A_Chase
CMP1 Q 0 A_ClearTarget
Goto Spawn
Melee:
CMP1 R 0 A_GiveToTarget("SpringActivate",1)
CMP1 R 0 A_PlaySoundEx("misc/spring","body")
CMP1 R 0 A_ClearTarget
CMP1 RRSRR 2
Goto Spawn}}

actor RedSpring : YellowSpring 20043
{//$Category CSCM-Props
translation "228:228=176:176"
States{
Melee:
CMP1 R 0 A_GiveToTarget("SpringActivate2",1)
CMP1 R 0 A_PlaySoundEx("misc/spring","body")
CMP1 R 0 A_ClearTarget
CMP1 RRSRR 2
Goto Spawn}}

actor Buzzbomber
{PROJECTILE +RIPPER +DONTBLAST +BLOODLESSIMPACT +CLIENTSIDEONLY -SOLID +NOGRAVITY
scale 2.5 Damage 0
States{
Spawn:
CMP1 T 0
CMP1 TUTUTUTUTUTUTUTUTUTUTUTUTUTUTUTU 1 
CMP1 T 0 A_Jump(100,"Wander")
CMP1 TUTUTUTUTUTUTUTUTUTUTUTUTUTUTUTUTUTUTUTUTUTUTUTUTUTUTUTUTUTU 1 
loop
Wander:
CMP1 T 1 A_Stop 
CMP1 UTUTUTUTUTUTUTUTUTUTUTUTUTUTUTUTU 1
CMP1 T 0 A_SpawnItemEx("Buzzbomber",0,0,0,30,0,0,random(20,-20))
stop}}