//General Actors
#include "ACTORS/GORE.dec"
#include "ACTORS/EFFECTS.dec"
#include "ACTORS/PROJECTILES.dec"
#include "ACTORS/PROPS.dec"
#include "ACTORS/PICKUPS.dec"
#include "ACTORS/DECALS.dec"
#include "ACTORS/SPLASHES.dec"


//Weapon Actors
#include "ACTORS/WEAPONS/fist.dec"
#include "ACTORS/WEAPONS/saw.dec"
#include "ACTORS/WEAPONS/pistol.dec"
#include "ACTORS/WEAPONS/shotgun.dec"
#include "ACTORS/WEAPONS/SSG.dec"
#include "ACTORS/WEAPONS/chain.dec"
#include "ACTORS/WEAPONS/rocket.dec"
#include "ACTORS/WEAPONS/plasma.dec"
#include "ACTORS/WEAPONS/bfg.dec"


//Nightmare Weapons
#include "ACTORS/WEAPONS/NIGHTMARE/rifle.dec"
#include "ACTORS/WEAPONS/NIGHTMARE/nmCHAIN.dec"
#include "ACTORS/WEAPONS/NIGHTMARE/nmSSG.dec"


//Nightmare Actors
#include ACTORS/MUNSTERS/NMimp.dec
#include ACTORS/MUNSTERS/NMpinky.dec
#include ACTORS/MUNSTERS/NMchainguy.dec
#include ACTORS/MUNSTERS/NMsoul.dec
#include ACTORS/MUNSTERS/NMcaco.dec
#include ACTORS/MUNSTERS/NMrevenant.dec
#include ACTORS/MUNSTERS/NMPain.dec
#include ACTORS/MUNSTERS/NMknight.dec
#include ACTORS/MUNSTERS/NMbaron.dec
#include ACTORS/MUNSTERS/NMfatso.dec
#include ACTORS/MUNSTERS/NMarachno.dec
#include ACTORS/MUNSTERS/NMvile.dec


//dummy actor letting monsters "scream" when player is spotted
ACTOR Scream : Inventory
	{
	Inventory.Amount 1
	Inventory.MaxAmount 1
	}
	
	
//dogtag pickup which flashes dead marine names onscreen
ACTOR Tags : inventory
	{
	inventory.pickupflash "tagflash"
	inventory.maxamount 999
	inventory.pickupmessage ""
	}	
	
ACTOR tagflash : inventory
{
	inventory.pickupmessage ""
	states
	{
	spawn:
	tnt1 a 0
	tnt1 a 0 acs_namedexecute("tagnames")
	stop
	}
}