/* Corridor 7 static-object table recovered from the shipped executable.
 * Map words 23..105 select these 83 entries. The first word in each original
 * table row is the sprite page; item type 1 is a blocking decoration. */

actor C7Static000
{
	states
	{
		Spawn:
			C001 A -1
			stop
	}
}

// Original statinfo rows 1/2 (map words 24/25) have type 0: ceiling
// decorations, not access-card pickups. Access terminals grant the separate
// inventory tokens below; their old class names are retained for save files.
actor C7RedCeilingLamp
{
    states
    {
        Spawn:
            C002 A -1
            stop
    }
}

actor C7BlueCeilingLamp
{
    states
    {
        Spawn:
            C003 A -1
            stop
    }
}

// The RED and BLUE access cards. Both are per-floor: the switch that grants
// access has to be found again on every level, so they must NOT survive a
// floor change. Key already sets inventory.interhubamount 0 for exactly this
// reason -- do not override it. C7FloorPlan sets it explicitly for the same
// rule, since MapRevealer inherits Inventory's carry-over default of 1.
actor C7Static001 : Key
{
	states
	{
		Spawn:
			C002 A -1
			stop
	}
}

actor C7Static002 : Key
{
	states
	{
		Spawn:
			C003 A -1
			stop
	}
}

actor C7Static003
{
	states
	{
		Spawn:
			C004 A -1
			stop
	}
}

actor C7Static004
{
	radius 32
	+SOLID
	states
	{
		Spawn:
			C005 A -1
			stop
	}
}

// Map object 28: the strategy guide's "Infrared Invisible Barrier" (three
// floor-to-ceiling laser rods). Drawn only under the infrared visor, where
// its artwork lights up on its own: C006 is painted entirely in the 232-239
// DAC ramp, which is black in the base palette and a red sweep under infrared
// (see r_sprites.cpp). Never blocks movement, but standing in or walking
// through the beams zaps the player 10 points on a cooldown (wl_agent.cpp).
// The radius sets the touch zone.
actor C7Static005
{
	radius 32
	states
	{
		Spawn:
			C006 A -1
			stop
	}
}

actor C7Static006
{
	states
	{
		Spawn:
			C007 A -1
			stop
	}
}

actor C7Static007
{
	radius 32
	+SOLID
	states
	{
		Spawn:
			C008 A -1
			stop
	}
}

actor C7Static008
{
	radius 32
	+SOLID
	states
	{
		Spawn:
			C009 A -1
			stop
	}
}

actor C7Static009
{
	radius 32
	+SOLID
	states
	{
		Spawn:
			C010 A -1 bright
			stop
	}
}

actor C7Static010
{
	radius 32
	+SOLID
	states
	{
		Spawn:
			C011 A -1
			stop
	}
}

// Object-table slot 9 is the normally visible, harmless white lightpost.
actor C7DamageField
{
	radius 32
	+SOLID
	states
	{
		Spawn:
			C010 A -1 bright
			stop
	}
}

actor C7DamageFieldAlt : C7DamageField
{
	// Slot 10 is a solid infrared-revealed post. Electric contact damage comes
	// from wall tile IDs 6 and 14, not from an inferred beam between posts.
	states { Spawn: C011 A -1 stop }
}

// CORR7CD.EXE class 27: the rare red-skull taunt. It is deliberately neither
// shootable nor a monster, so it never contributes to the floor alien count.
actor C7SkullApparition
{
	radius 4
	damage 0
	+MISSILE
	states
	{
		Spawn:
			C718 A 10
			C719 A 10
			C720 A 10
			C721 A 10
			C722 A 10
			C723 A 10
			C724 A 10
			// The original C725 state's thinker immediately nulls the actor's
			// state pointer; retain a single visible tic before removal.
			C725 A 1
			stop
	}
}

actor C7Static011
{
	states
	{
		Spawn:
			C012 A -1
			stop
	}
}

actor C7Static012
{
	radius 32
	+SOLID
	states
	{
		Spawn:
			C013 A -1
			stop
	}
}

actor C7Static013
{
	radius 32
	+SOLID
	states
	{
		Spawn:
			C014 A -1
			stop
	}
}

actor C7Static014
{
	states
	{
		Spawn:
			C015 A -1
			stop
	}
}

actor C7Static015
{
	radius 32
	+SOLID
	states
	{
		Spawn:
			C016 A -1
			stop
	}
}

actor C7Static016
{
	radius 32
	+SOLID
	states
	{
		Spawn:
			C017 A -1
			stop
	}
}

actor C7Static017
{
	radius 32
	+SOLID
	states
	{
		Spawn:
			C018 A -1
			stop
	}
}

actor C7Static018
{
	radius 32
	+SOLID
	states
	{
		Spawn:
			C019 A -1
			stop
	}
}

actor C7Static019
{
	radius 32
	+SOLID
	states
	{
		Spawn:
			C020 A -1
			stop
	}
}

actor C7Static020
{
	radius 32
	+SOLID
	states
	{
		Spawn:
			C021 A -1
			stop
	}
}

actor C7Static021
{
	radius 32
	+SOLID
	states
	{
		Spawn:
			C022 A -1
			stop
	}
}

actor C7Static022
{
	radius 32
	+SOLID
	states
	{
		Spawn:
			C023 A -1
			stop
	}
}

actor C7Static023
{
	radius 32
	+SOLID
	states
	{
		Spawn:
			C024 A -1
			stop
	}
}

actor C7Static024
{
	radius 32
	+SOLID
	states
	{
		Spawn:
			C025 A -1
			stop
	}
}

actor C7Static025
{
	radius 32
	+SOLID
	states
	{
		Spawn:
			C026 A -1
			stop
	}
}

actor C7Static026
{
	radius 32
	+SOLID
	states
	{
		Spawn:
			C027 A -1
			stop
	}
}

actor C7Static027
{
	radius 32
	+SOLID
	states
	{
		Spawn:
			C028 A -1
			stop
	}
}

actor C7Static028
{
	states
	{
		Spawn:
			C029 A -1
			stop
	}
}

actor C7Static029
{
	states
	{
		Spawn:
			C030 A -1
			stop
	}
}

actor C7Static030
{
	states
	{
		Spawn:
			C031 A -1
			stop
	}
}

actor C7Static031
{
	radius 32
	+SOLID
	states
	{
		Spawn:
			C032 A -1
			stop
	}
}

actor C7Static032
{
	radius 32
	+SOLID
	states
	{
		Spawn:
			C033 A -1
			stop
	}
}

actor C7Static033
{
	radius 32
	+SOLID
	states
	{
		Spawn:
			C034 A -1
			stop
	}
}

actor C7Static034
{
	radius 32
	+SOLID
	states
	{
		Spawn:
			C035 A -1
			stop
	}
}

actor C7Static035
{
	radius 32
	+SOLID
	states
	{
		Spawn:
			C036 A -1
			stop
	}
}

actor C7Static036
{
	radius 32
	+SOLID
	states
	{
		Spawn:
			C037 A -1
			stop
	}
}

actor C7Static037
{
	radius 32
	+SOLID
	states
	{
		Spawn:
			C038 A -1
			stop
	}
}

actor C7Static038
{
	radius 32
	+SOLID
	states
	{
		Spawn:
			C039 A -1
			stop
	}
}

actor C7Static039
{
	radius 32
	+SOLID
	states
	{
		Spawn:
			C040 A -1
			stop
	}
}

actor C7Static040
{
	states
	{
		Spawn:
			C041 A -1
			stop
	}
}

actor C7Static041
{
	radius 32
	+SOLID
	states
	{
		Spawn:
			C042 A -1
			stop
	}
}

actor C7Static042
{
	radius 32
	+SOLID
	states
	{
		Spawn:
			C043 A -1
			stop
	}
}

actor C7Static043
{
	states
	{
		Spawn:
			C044 A -1
			stop
	}
}

actor C7Static044
{
	states
	{
		Spawn:
			C045 A -1
			stop
	}
}

actor C7Static045
{
	states
	{
		Spawn:
			C046 A -1
			stop
	}
}

actor C7Static046
{
	states
	{
		Spawn:
			C047 A -1
			stop
	}
}

actor C7Static047
{
	states
	{
		Spawn:
			C048 A -1
			stop
	}
}

actor C7Static048
{
	states
	{
		Spawn:
			C049 A -1
			stop
	}
}

actor C7Static049
{
	states
	{
		Spawn:
			C050 A -1
			stop
	}
}

actor C7Static050
{
	states
	{
		Spawn:
			C051 A -1
			stop
	}
}

actor C7Static051
{
	states
	{
		Spawn:
			C052 A -1
			stop
	}
}

actor C7Static052
{
	states
	{
		Spawn:
			C053 A -1
			stop
	}
}

actor C7Static053
{
	radius 32
	+SOLID
	states
	{
		Spawn:
			C054 A -1
			stop
	}
}

actor C7Static054
{
	radius 32
	+SOLID
	states
	{
		Spawn:
			C055 A -1
			stop
	}
}

actor C7Static055
{
	radius 32
	+SOLID
	states
	{
		Spawn:
			C056 A -1
			stop
	}
}

actor C7Static056
{
	states
	{
		Spawn:
			C057 A -1
			stop
	}
}

actor C7Static057
{
	states
	{
		Spawn:
			C058 A -1
			stop
	}
}

actor C7Static058
{
	states
	{
		Spawn:
			C059 A -1
			stop
	}
}

actor C7Static059
{
	states
	{
		Spawn:
			C060 A -1
			stop
	}
}

actor C7Static060
{
	states
	{
		Spawn:
			C061 A -1
			stop
	}
}

// Map object 84: the energy-ring form of the infrared laser barrier. Same
// visor gating, pass-through behavior, and 10-point contact damage as
// object 28.
actor C7Static061
{
	radius 32
	states
	{
		Spawn:
			C062 A -1
			stop
	}
}

actor C7Static062
{
	states
	{
		Spawn:
			C063 A -1
			stop
	}
}

actor C7Static063
{
	states
	{
		Spawn:
			C064 A -1
			stop
	}
}

actor C7Static064
{
	states
	{
		Spawn:
			C065 A -1
			stop
	}
}

actor C7Static065
{
	states
	{
		Spawn:
			C066 A -1
			stop
	}
}

actor C7Static066
{
	states
	{
		Spawn:
			C067 A -1
			stop
	}
}

actor C7Static067
{
	states
	{
		Spawn:
			C068 A -1
			stop
	}
}

actor C7Static068
{
	states
	{
		Spawn:
			C069 A -1
			stop
	}
}

actor C7Static069
{
	states
	{
		Spawn:
			C070 A -1
			stop
	}
}

actor C7Static070
{
	states
	{
		Spawn:
			C071 A -1
			stop
	}
}

actor C7Static071
{
	states
	{
		Spawn:
			C072 A -1
			stop
	}
}

actor C7Static072
{
	states
	{
		Spawn:
			C073 A -1
			stop
	}
}

actor C7Static073
{
	states
	{
		Spawn:
			C074 A -1
			stop
	}
}

actor C7Static074
{
	states
	{
		Spawn:
			C453 A -1
			stop
	}
}

actor C7Static075
{
	states
	{
		Spawn:
			C454 A -1
			stop
	}
}

actor C7Static076
{
	states
	{
		Spawn:
			C455 A -1
			stop
	}
}

actor C7Static077
{
	states
	{
		Spawn:
			C456 A -1
			stop
	}
}

actor C7Static078
{
	states
	{
		Spawn:
			C457 A -1
			stop
	}
}

actor C7Static079
{
	states
	{
		Spawn:
			C458 A -1
			stop
	}
}

actor C7Static080
{
	states
	{
		Spawn:
			C450 A -1
			stop
	}
}

actor C7Static081
{
	states
	{
		Spawn:
			C451 A -1
			stop
	}
}

actor C7Static082
{
	states
	{
		Spawn:
			C452 A -1
			stop
	}
}
