

Actor Tree01: BasicACtor 11001
{
+SHOOTABLE
Bloodtype "TreeBloodVietnam"
Height 64
Radius 8
Scale 1.0
DeathHeight 64
Health 500
DamageFactor "Flames", 4.0
DamageFactor "Fire", 4.0
DamageFactor "Burn", 4.0
DamageFactor "KillMe", 0.0 
DamageFactor "Trample", 0.0 
+NOBLOODDECALS
Species "Trees"
+THRUSPECIES
States
	{
		Spawn:
		TRE1 A 1
		"----" # 0 A_Jump(192, "Spawn1", "Spawn2", "Spawn3", "Spawn4", "Spawn5", "Spawn6", "Spawn7", "Spawn8")
		Goto Live
	
	Spawn1:
		"----" # 0 A_SetAngle(random(0, 360))
		"----" # 0 A_SetScale(1.2, 1.4)
		Goto Live
		
	Spawn2:
		"----" # 0 A_SetAngle(random(0, 360))
		"----" # 0 A_SetScale(0.8, 1.1)
		Goto Live
		
	Spawn3:
		"----" # 0 A_SetAngle(random(0, 360))
		"----" # 0 A_SetScale(1.1, 0.9)
		Goto Live	
		
	Spawn4:
		"----" # 0 A_SetAngle(random(0, 360))
		"----" # 0 A_SetScale(0.9, 0.8)
		Goto Live
		
	
	Spawn5:
		"----" # 0 A_SetAngle(random(0, 360))
		"----" # 0 A_SetScale(-1.1, 1.3)
		Goto Live
		
	Spawn6:
		"----" # 0 A_SetAngle(random(0, 360))
		"----" # 0 A_SetScale(-0.8, 0.8)
		Goto Live
		
	Spawn7:
		"----" # 0 A_SetAngle(random(0, 360))
		"----" # 0 A_SetScale(-1.1, 0.9)
		Goto Live	
		
	Spawn8:
		"----" # 0 A_SetAngle(random(0, 360))
		"----" # 0 A_SetScale(-0.9, 0.7)
		Goto Live
		
	Live:
		"----" # 0
		//"----" # 0 A_Jump(192, 2)
		//"----" # 0 A_PlaySound("JNGAMB2", 1, 1, 1)
		//"----" # 1
		"----" # 1
		"----" # -1
		Stop
		
	Death.Flames:
	Death.Fire:
		"----" # 0
		"----" # 0 A_JumpIfHealthLower(-300, 7)
		"----" # 0 A_SpawnItemEx("SmallTreeFire", random(-4, 4), random(-4, 4), random(6, 12))
		"----" # 0 A_SpawnItemEx("SmallTreeFire", random(-32, 32), random(-32, 32), random(64, 96))
		"----" # 0 A_SpawnItemEx("SmallTreeFire", random(-32, 32), random(-32, 32), random(64, 96))
		"----" # 500
		//"----" # 0 A_SpawnItemEx("TreeSmokeSpawner", 0, 0, 64)
		"----" # 0 A_SpawnItemEx("TreeFire", random(-12, -2), random(-12, 12), 2)
		"----" # 0 A_SpawnItemEx("TreeFire2", random(-12, 12), random(-12, 12), 64)
		"----" # 300
		"----" # 0 A_SpawnItemEx("BarrelExplosionSmokeColumnInfinite",0, 0)
		"----" # 0 A_NoBlocking
		"----" # 0 A_SpawnItem("Tree01Burnt")
		Stop
	
	Death:
		"----" # 0 
		"----" # 0 A_FaceTarget
		
	Death.ExplosiveImpact:
	Death.Shrapnel:
		"----" # 0 A_NoBlocking
		"----" # 1 A_SetScale(scalex+0.05, scaley-0.1)
		"----" # 1 A_SetScale(scalex+0.05, scaley-0.1)
		"----" # 1 A_SetScale(scalex+0.05, scaley-0.1)
		"----" # 1 A_SetScale(scalex+0.05, scaley-0.1)
		"----" # 1 A_SetScale(scalex+0.05, scaley-0.1)
		"----" # 1 A_SetScale(scalex+0.05, scaley-0.1)
		"----" C 0 A_SetScale(scalex-0.3, scaley+0.6)
		TNT1 A 0 A_Jump(255, "Dead")
		Goto Dead
	Dead:
		TRE1 C 1
		TRE1 C -1
		Stop
}}	

Actor Tree01Burnt: Tree01 11101
{
Damagefactor "Flames", 0.0
Damagefactor "Fire", 0.0
States
	{
	Spawn:
		TRE1 B 1
		"----" # 0 A_Jump(192, "Spawn1", "Spawn2", "Spawn3", "Spawn4", "Spawn5", "Spawn6", "Spawn7", "Spawn8")
		Goto Live
		Live:
		"----" # 0
		//"----" # 0 A_Jump(192, 2)
		//"----" # 0 A_PlaySound("JNGAMB2", 1, 1, 1)
		//"----" # 1
		"----" # 1
		"----" # -1
		Stop
	}
}

Actor Tree02: Tree01 11002
{
States
	{
		Spawn:
		TRE2 A 1
		"----" # 0 A_Jump(192, "Spawn1", "Spawn2", "Spawn3", "Spawn4", "Spawn5", "Spawn6", "Spawn7", "Spawn8")
		Goto Live
		
	Death.Flames:
	Death.Fire:
		"----" # 0
		"----" # 0 A_JumpIfHealthLower(-300, 7)
		"----" # 0 A_SpawnItemEx("SmallTreeFire", random(-4, 4), random(-4, 4), random(6, 12))
		"----" # 0 A_SpawnItemEx("SmallTreeFire", random(-32, 32), random(-32, 32), random(84, 116))
		"----" # 0 A_SpawnItemEx("SmallTreeFire", random(-32, 32), random(-32, 32), random(84, 116))
		"----" # 0 A_SpawnItemEx("SmallTreeFire", random(-32, 32), random(-32, 32), random(84, 116))
		"----" # 0 A_SpawnItemEx("SmallTreeFire", random(-32, 32), random(-32, 32), random(84, 116))
		"----" # 500
		//"----" # 0 A_SpawnItemEx("TreeSmokeSpawner", 0, 0, 64)
		"----" # 0 A_SpawnItemEx("TreeFire", random(-12, -2), random(-12, 12), 2)
		"----" # 0 A_SpawnItemEx("TreeFire2", random(-12, 12), random(-12, 12), 64)
		"----" # 300
		"----" # 0 A_SpawnItemEx("BarrelExplosionSmokeColumnInfinite",0, 0)
		"----" # 0 A_NoBlocking
		"----" # 0 A_SpawnItem("Tree02Burnt")
		Stop
	Dead:
		TRE2 C 1
		TRE2 C -1
		Stop
}}


Actor Tree02Burnt: Tree01Burnt 11102
{
States
	{
	Spawn:
		TRE2 B 1
		"----" # 0 A_Jump(192, "Spawn1", "Spawn2", "Spawn3", "Spawn4", "Spawn5", "Spawn6", "Spawn7", "Spawn8")
		Goto Live
		Live:
		"----" # 1
		"----" # -1
		Stop
	}
}

Actor Tree03: Tree01 11003
{
States
	{
		Spawn:
		TRE3 A 1
		"----" # 0 A_Jump(192, "Spawn1", "Spawn2", "Spawn3", "Spawn4", "Spawn5", "Spawn6", "Spawn7", "Spawn8")
		Goto Live
		
		
	Death.Flames:
	Death.Fire:
		"----" # 0
		"----" # 0 A_JumpIfHealthLower(-300, 7)
		"----" # 0 A_SpawnItemEx("SmallTreeFire", random(-4, 4), random(-4, 4), random(6, 12))
		"----" # 0 A_SpawnItemEx("SmallTreeFire", random(-32, 32), random(-32, 32), random(84, 116))
		"----" # 0 A_SpawnItemEx("SmallTreeFire", random(-32, 32), random(-32, 32), random(84, 116))
		"----" # 0 A_SpawnItemEx("SmallTreeFire", random(-32, 32), random(-32, 32), random(84, 116))
		"----" # 0 A_SpawnItemEx("SmallTreeFire", random(-32, 32), random(-32, 32), random(84, 116))
		"----" # 500
		//"----" # 0 A_SpawnItemEx("TreeSmokeSpawner", 0, 0, 64)
		"----" # 0 A_SpawnItemEx("TreeFire", random(-12, -2), random(-12, 12), 2)
		"----" # 0 A_SpawnItemEx("TreeFire2", random(-12, 12), random(-12, 12), 64)
		"----" # 300
		"----" # 0 A_SpawnItemEx("BarrelExplosionSmokeColumnInfinite",0, 0)
		"----" # 0 A_NoBlocking
		"----" # 0 A_SpawnItem("Tree03Burnt")
		Stop
	Dead:
		TRE3 C 1
		TRE3 C -1
		Stop
}}


Actor Tree03Burnt: Tree01Burnt 11103
{
States
	{
	Spawn:
		TRE3 B 1
		"----" # 0 A_Jump(192, "Spawn1", "Spawn2", "Spawn3", "Spawn4", "Spawn5", "Spawn6", "Spawn7", "Spawn8")
		Goto Live
		Live:
		"----" # 1
		"----" # -1
		Stop
	}
}



Actor Tree04: Tree01 11004
{
States
	{
		Spawn:
		TRE4 A 1
		"----" # 0 A_Jump(192, "Spawn1", "Spawn2", "Spawn3", "Spawn4", "Spawn5", "Spawn6", "Spawn7", "Spawn8")
		Goto Live
		
	Death.Flames:
	Death.Fire:
		"----" # 0
		"----" # 0 A_JumpIfHealthLower(-300, 7)
		"----" # 0 A_SpawnItemEx("SmallTreeFire", random(-4, 4), random(-4, 4), random(6, 12))
		"----" # 0 A_SpawnItemEx("SmallTreeFire", random(-32, 32), random(-32, 32), random(84, 116))
		"----" # 0 A_SpawnItemEx("SmallTreeFire", random(-32, 32), random(-32, 32), random(84, 116))
		"----" # 0 A_SpawnItemEx("SmallTreeFire", random(-32, 32), random(-32, 32), random(84, 116))
		"----" # 0 A_SpawnItemEx("SmallTreeFire", random(-32, 32), random(-32, 32), random(84, 116))
		"----" # 500
		//"----" # 0 A_SpawnItemEx("TreeSmokeSpawner", 0, 0, 64)
		"----" # 0 A_SpawnItemEx("TreeFire", random(-12, -2), random(-12, 12), 2)
		"----" # 0 A_SpawnItemEx("TreeFire2", random(-12, 12), random(-12, 12), 64)
		"----" # 300
		"----" # 0 A_SpawnItemEx("BarrelExplosionSmokeColumnInfinite",0, 0)
		"----" # 0 A_NoBlocking
		"----" # 0 A_SpawnItem("Tree04Burnt")
		Stop
	Dead:
		TRE4 C 1
		TRE4 C -1
		Stop
}}



Actor Tree04Burnt: Tree01Burnt 11104
{
States
	{
	Spawn:
		TRE4 B 1
		"----" # 0 A_Jump(192, "Spawn1", "Spawn2", "Spawn3", "Spawn4", "Spawn5", "Spawn6", "Spawn7", "Spawn8")
		Goto Live
		Live:
		"----" # 1
		"----" # -1
		Stop
	}
}


Actor Tree05: Tree01 11005
{
States
	{
		Spawn:
		TRE5 A 1
		"----" # 0 A_Jump(192, "Spawn1", "Spawn2", "Spawn3", "Spawn4", "Spawn5", "Spawn6", "Spawn7", "Spawn8")
		Goto Live
		
		
	Death.Flames:
	Death.Fire:
		"----" # 0
		"----" # 0 A_JumpIfHealthLower(-300, 7)
		"----" # 0 A_SpawnItemEx("SmallTreeFire", random(-4, 4), random(-4, 4), random(6, 12))
		"----" # 0 A_SpawnItemEx("SmallTreeFire", random(-32, 32), random(-32, 32), random(84, 116))
		"----" # 0 A_SpawnItemEx("SmallTreeFire", random(-32, 32), random(-32, 32), random(84, 116))
		"----" # 0 A_SpawnItemEx("SmallTreeFire", random(-32, 32), random(-32, 32), random(84, 116))
		"----" # 500
		//"----" # 0 A_SpawnItemEx("TreeSmokeSpawner", 0, 0, 64)
		"----" # 0 A_SpawnItemEx("TreeFire", random(-12, -2), random(-12, 12), 2)
		"----" # 0 A_SpawnItemEx("TreeFire2", random(-12, 12), random(-12, 12), 64)
		"----" # 300
		"----" # 0 A_SpawnItemEx("BarrelExplosionSmokeColumnInfinite",0, 0)
		"----" # 0 A_NoBlocking
		"----" # 0 A_SpawnItem("Tree05Burnt")
		Stop
	Dead:
		TRE5 C 1
		TRE5 C -1
		Stop
}}


Actor Tree05Burnt: Tree01Burnt 11105
{
States
	{
	Spawn:
		TRE5 B 1
		"----" # 0 A_Jump(192, "Spawn1", "Spawn2", "Spawn3", "Spawn4", "Spawn5", "Spawn6", "Spawn7", "Spawn8")
		Goto Live
		Live:
		"----" # 1
		"----" # -1
		Stop
	}
}

Actor Tree06: Tree01 11006
{
States
	{
		Spawn:
		TRE6 A 1
		"----" # 0 A_Jump(192, "Spawn1", "Spawn2", "Spawn3", "Spawn4", "Spawn5", "Spawn6", "Spawn7", "Spawn8")
		Goto Live
		
	Death.Flames:
	Death.Fire:
		"----" # 0
		"----" # 0 A_JumpIfHealthLower(-300, 7)
		"----" # 0 A_SpawnItemEx("SmallTreeFire", random(-4, 4), random(-4, 4), random(6, 12))
		"----" # 0 A_SpawnItemEx("SmallTreeFire", random(-32, 32), random(-32, 32), random(84, 116))
		"----" # 0 A_SpawnItemEx("SmallTreeFire", random(-32, 32), random(-32, 32), random(84, 116))
		"----" # 0 A_SpawnItemEx("SmallTreeFire", random(-32, 32), random(-32, 32), random(84, 116))
		"----" # 500
		//"----" # 0 A_SpawnItemEx("TreeSmokeSpawner", 0, 0, 64)
		"----" # 0 A_SpawnItemEx("TreeFire", random(-12, -2), random(-12, 12), 2)
		"----" # 0 A_SpawnItemEx("TreeFire2", random(-12, 12), random(-12, 12), 64)
		"----" # 300
		"----" # 0 A_SpawnItemEx("BarrelExplosionSmokeColumnInfinite",0, 0)
		"----" # 0 A_NoBlocking
		"----" # 0 A_SpawnItem("Tree06Burnt")
		Stop
	Dead:
		TRE6 C 1
		TRE6 C -1
		Stop
}}


Actor Tree06Burnt: Tree01Burnt 11106
{
States
	{
	Spawn:
		TRE6 B 1
		"----" # 0 A_Jump(192, "Spawn1", "Spawn2", "Spawn3", "Spawn4", "Spawn5", "Spawn6", "Spawn7", "Spawn8")
		Goto Live
		Live:
		"----" # 1
		"----" # -1
		Stop
	}
}

Actor Tree07Palm: Tree01 11007
{
States
	{
		Spawn:
		TRE7 A 1
		"----" # 0 A_Jump(192, "Spawn1", "Spawn2", "Spawn3", "Spawn4", "Spawn5", "Spawn6", "Spawn7", "Spawn8")
		Goto Live
		
			Death.Flames:
	Death.Fire:
		"----" # 0
		"----" # 0 A_JumpIfHealthLower(-300, 7)
		"----" # 0 A_SpawnItemEx("SmallTreeFire", random(-4, 4), random(-4, 4), random(6, 12))
		"----" # 0 A_SpawnItemEx("SmallTreeFire", random(-32, 32), random(-4, 4), random(14, 116))
		"----" # 0 A_SpawnItemEx("SmallTreeFire", random(-32, 32), random(-4, 4), random(14, 116))
		"----" # 0 A_SpawnItemEx("SmallTreeFire", random(-32, 32), random(-32, 32), random(128, 132))
		"----" # 0 A_SpawnItemEx("SmallTreeFire", random(-32, 32), random(-32, 32), random(128, 132))
		"----" # 500
		//"----" # 0 A_SpawnItemEx("TreeSmokeSpawner", 0, 0, 64)
		"----" # 0 A_SpawnItemEx("TreeFire", random(-4, -4), random(-12, 12), 2)
		"----" # 0 A_SpawnItemEx("TreeFire", random(-4, -4), random(-12, 12), 64)
		"----" # 0 A_SpawnItemEx("TreeFire2", random(-4, 4), random(-12, 12), 128)
		"----" # 300
		"----" # 0 A_SpawnItemEx("BarrelExplosionSmokeColumnInfinite",0, 0)
		"----" # 0 A_NoBlocking
		"----" # 0 A_SpawnItem("Tree07Burnt")
		Stop
	Dead:
		TRE7 C 1
		TRE7 C -1
		Stop
}}




Actor Tree07Burnt: Tree01Burnt 11107
{
States
	{
	Spawn:
		TRE7 B 1
		"----" # 0 A_Jump(192, "Spawn1", "Spawn2", "Spawn3", "Spawn4", "Spawn5", "Spawn6", "Spawn7", "Spawn8")
		Goto Live
		Live:
		"----" # 1
		"----" # -1
		Stop
	}
}


Actor BambooTrees: Tree01 11008
{
Height 6
-SOLID
States
	{
		Spawn:
		TRE8 A 1
		"----" # 0 A_Jump(192, "Spawn1", "Spawn2", "Spawn3", "Spawn4", "Spawn5", "Spawn6", "Spawn7", "Spawn8")
		Goto Live
		
		
	Death.Flames:
	Death.Fire:
		"----" # 0
		"----" # 0 A_JumpIfHealthLower(-300, 6)
		"----" # 0 A_SpawnItemEx("SmallTreeFire", random(-4, 4), random(-4, 4), random(6, 12))
		"----" # 0 A_SpawnItemEx("SmallTreeFire", random(-32, 32), random(-32, 32), random(64, 96))
		"----" # 0 A_SpawnItemEx("SmallTreeFire", random(-32, 32), random(-32, 32), random(64, 96))
		"----" # 500
		//"----" # 0 A_SpawnItemEx("TreeSmokeSpawner", 0, 0, 64)
		"----" # 0 A_SpawnItemEx("TreeFire", random(-12, -2), random(-12, 12), 2)
		"----" # 0 A_SpawnItemEx("TreeFire2", random(-12, 12), random(-12, 12), 64)
		"----" # 300
		"----" # 0 A_SpawnItemEx("BarrelExplosionSmokeColumnInfinite",0, 0)
		"----" # 0 A_NoBlocking
		"----" # 0 A_SpawnItem("Tree08Burnt")
		Stop
	Dead:
		TRE8 C 1
		TRE8 C -1
		Stop
}}



Actor Tree08Burnt: Tree01Burnt 13110
{
States
	{
	Spawn:
		TRE8 B 1
		"----" # 0 A_Jump(192, "Spawn1", "Spawn2", "Spawn3", "Spawn4", "Spawn5", "Spawn6", "Spawn7", "Spawn8")
		Goto Live
		Live:
		"----" # 1
		"----" # -1
		Stop
	}
}

Actor BananaTree: Tree01 11009
{
States
	{
		Spawn:
		TRE9 A 1
		TRE9 A 1 A_SetAngle(random(0, 360))
		TRE9 A 1 A_SpawnItem("BananaOnTree", 8, 60)
		"----" # 0 A_Jump(192, "Spawn1", "Spawn2", "Spawn3", "Spawn4", "Spawn5", "Spawn6", "Spawn7", "Spawn8")
		Goto Live
		
	Death.Flames:
	Death.Fire:
		"----" # 0
		"----" # 0 A_JumpIfHealthLower(-300, 5)
		"----" # 0 A_SpawnItemEx("SmallTreeFire", random(-4, 4), random(-4, 4), random(6, 12))
		"----" # 0 A_SpawnItemEx("SmallTreeFire", random(-32, 32), random(-32, 32), random(64, 96))
		"----" # 0 A_SpawnItemEx("SmallTreeFire", random(-32, 32), random(-32, 32), random(64, 96))
		"----" # 500
		//"----" # 0 A_SpawnItemEx("TreeSmokeSpawner", 0, 0, 64)
		"----" # 0 A_SpawnItemEx("TreeFire", random(-12, -2), random(-12, 12), 2)
		"----" # 0 A_SpawnItemEx("TreeFire2", random(-12, 12), random(-12, 12), 64)
		"----" # 300
		"----" # 0 A_SpawnItemEx("BarrelExplosionSmokeColumnInfinite",0, 0)
		"----" # 0 A_NoBlocking
		"----" # 0 A_SpawnItem("Tree09Burnt")
		Stop
	Dead:
		TRE9 C 1
		TRE9 C -1
		Stop
}}

Actor Tree09Burnt: Tree01Burnt 13109
{
States
	{
	Spawn:
		TRE9 B 1
		"----" # 0 A_Jump(192, "Spawn1", "Spawn2", "Spawn3", "Spawn4", "Spawn5", "Spawn6", "Spawn7", "Spawn8")
		Goto Live
		Live:
		"----" # 1
		"----" # -1
		Stop
	}
}


Actor TreeClusterBurnt: Tree01Burnt 13111
{
Radius 42
+GHOST
+THRUGHOST
States
	{
	Spawn:
		TRT2 B 1
		"----" # 0 A_Jump(192, "Spawn1", "Spawn2", "Spawn3", "Spawn4", "Spawn5", "Spawn6", "Spawn7", "Spawn8")
		Goto Live
		Live:
		"----" # 1
		"----" # -1
		Stop
	}
}




//Small vegetation

Actor Plant01: Tree01 11010
{
+GHOST
-SOLID
+THRUGHOST
+FORCEXYBILLBOARD
Radius 32
Height 48
Health 200
Scale 0.8
DamageFactor "Fire", 10.0
DamageFactor "Flames", 10.0
States
	{
		Spawn:
		PLNA A 1
		PLNA A 0 A_GiveInventory("IsPlant", 1)
		PLNA A 1 A_Jump(16, "Fruit1", "Fruit2", "Fruit3")
		"----" # 0 A_Jump(192, "Spawn1", "Spawn2", "Spawn3", "Spawn4", "Spawn5", "Spawn6", "Spawn7", "Spawn8")
		Goto Live
	
	Spawn1:
		"----" # 0
		"----" # 0 A_SetScale(0.9, 1.0)
		Goto Live
		
	Spawn2:
		"----" # 0
		"----" # 0 A_SetScale(0.5, 0.7)
		Goto Live
		
	Spawn3:
		"----" # 0
		"----" # 0 A_SetScale(0.8, 0.6)
		Goto Live	
		
	Spawn4:
		"----" # 0
		"----" # 0 A_SetScale(0.6, 0.5)
		Goto Live
		
	
	Spawn5:
		"----" # 0
		"----" # 0 A_SetScale(-0.8, 0.9)
		Goto Live
		
	Spawn6:
		"----" # 0
		"----" # 0 A_SetScale(-0.5, 0.4)
		Goto Live
		
	Spawn7:
		"----" # 0
		"----" # 0 A_SetScale(-0.8, 0.6)
		Goto Live	
		
	Spawn8:
		"----" # 0
		"----" # 0 A_SetScale(-0.6, 0.5)
		Goto Live

	Live:
		"----" # 0
		"----" # 0 A_Jump(192, 2)
		"----" # 0 //A_PlaySound("JNGAMB1", 1, 1, 1)
		"----" # 1
		"----" # 1
		"----" # 1
		"----" # -1
		Stop

		
	Death.Flames:
	Death.Fire:
		"----" # 0 A_NoBlocking
		"----" # 0 A_JumpIfHealthLower(-300, 4)
		"----" # 0 A_SpawnItemEx("SmallTreeFire", random(-16, 16), random(-32, 32), random(2, 12))
		"----" # 0 A_SpawnItemEx("SmallTreeFire", random(-16, 16), random(-32, 32), random(2, 12))
		"----" # 500
		//"----" # 0 A_SpawnItemEx("PlantSmokeSpawner", 0, 0, 4)
		"----" # 0 A_SpawnItemEx("TreeFire", random(-2, 2), random(-2, 2), 4)
		"----" # 300
		"----" # 0 A_SpawnItemEx("BarrelExplosionSmokeColumnInfinite",0, 0)
		TNT1 A 1 A_Jump(255, "Burnt")
		Burnt:	
		PLNA B 1
		PLNA B -1
		Stop
	Death:
	Death.ExplosiveImpact:
	Death.Shrapnel:
	Death.Stomp:
		"----" # 1 A_SetScale(scalex+0.01, scaley-0.08)
		"----" # 1 A_SetScale(scalex+0.01, scaley-0.08)
		"----" # 1 A_SetScale(scalex+0.01, scaley-0.08)
		"----" # 1 A_SetScale(scalex+0.01, scaley-0.08)
		"----" # 1 A_SetScale(scalex+0.01, scaley-0.08)
		"----" # 1 A_SetScale(scalex+0.01, scaley-0.08)
		"----" # 1 A_SetScale(scalex+0.01, scaley-0.08)
		"----" # 1 A_SetScale(scalex+0.01, scaley-0.08)
		"----" # -1
		Stop

	 Fruit1:
		TNT1 A 0
		TNT1 A 0 A_SpawnItem("FruitBush1")
		TNT1 A 0 A_NoBlocking
		Stop

	 Fruit2:
		TNT1 A 0
		TNT1 A 0 A_SpawnItem("FruitBush2")
		TNT1 A 0 A_NoBlocking
		Stop

	 Fruit3:
		TNT1 A 0
		TNT1 A 0 A_SpawnItem("FruitBush3")
		TNT1 A 0 A_NoBlocking
		Stop
}}



Actor FruitBush1: Plant01
{
Height 32
-THRUACTORS
DamageFactor "Knife", 10.0
DamageFactor "Melee", 3.0
States
	{
		Spawn:
		PLNa C 1
		PLNa C 0 A_GiveInventory("IsPlant", 1)
		"----" # 0 A_Jump(192, "Spawn1", "Spawn2", "Spawn3", "Spawn4", "Spawn5", "Spawn6", "Spawn7", "Spawn8")
		Goto Live

		Death.Knife:
		Death.Melee:
			TNT1 A 0
			TNT1 A 0 A_NoBlocking
			TNT1 AAAAAAAAA 0 A_SpawnItemEx("Fruits", 0, 0, 0, random(-3, 3), random(-3, 3), 6, 0, 128)
			Stop
}}

Actor FruitBush2: FruitBush1
{States
	{
		Spawn:
		PLNA D 1
		"----" # 0 A_Jump(192, "Spawn1", "Spawn2", "Spawn3", "Spawn4", "Spawn5", "Spawn6", "Spawn7", "Spawn8")
		Goto Live

		Death.Knife:
		Death.Melee:
			TNT1 A 0
			TNT1 A 0 A_NoBlocking
			TNT1 AAAAAAAAA 0 A_SpawnItemEx("FruitsRed", 0, 0, 0, random(-3, 3), random(-3, 3), 6, 0, 128)
			Stop
}}


Actor FruitBush3: FruitBush1
{States
	{
		Spawn:
		PLNA E 1
		PLNA E 0 A_GiveInventory("IsPlant", 1)
		"----" # 0 A_Jump(192, "Spawn1", "Spawn2", "Spawn3", "Spawn4", "Spawn5", "Spawn6", "Spawn7", "Spawn8")
		Goto Live

		Death.Knife:
		Death.Melee:
			TNT1 A 0
			TNT1 A 0 A_NoBlocking
			TNT1 AAAAAA 0 A_SpawnItemEx("FruitsBlack", 0, 0, 0, random(-3, 3), random(-3, 3), 6, 0, 128)
			Stop
}}


Actor Plant02: Plant01 11011
{
States
	{
		Spawn:
		PLNB A 1
		PLNB A 0 A_GiveInventory("IsPlant", 1)
		"----" # 0 A_Jump(192, "Spawn1", "Spawn2", "Spawn3", "Spawn4", "Spawn5", "Spawn6", "Spawn7", "Spawn8")
		Goto Live
		
		Burnt:	
		PLNB B 1
		PLNB B -1
		Stop
}}


Actor Plant03: Plant01 11012
{
States
	{
		Spawn:
		PLNC A 1
		PLNC A 0 A_GiveInventory("IsPlant", 1)
		"----" # 0 A_Jump(192, "Spawn1", "Spawn2", "Spawn3", "Spawn4", "Spawn5", "Spawn6", "Spawn7", "Spawn8")
		Goto Live
		
		Burnt:	
		PLNC B 1
		PLNC B -1
		Stop
}}



Actor Plant04: Plant01 11020
{
States
	{
		Spawn:
		PLND A 1
		PLND A 0 A_GiveInventory("IsPlant", 1)
		"----" # 0 A_Jump(192, "Spawn1", "Spawn2", "Spawn3", "Spawn4", "Spawn5", "Spawn6", "Spawn7", "Spawn8")
		Goto Live
		
				
		Burnt:	
		PLND B 1
		PLND B -1
		Stop
}}



Actor Plant05: Plant01 11021
{
States
	{
		Spawn:
		PLNE A 1
		PLNE A 0 A_GiveInventory("IsPlant", 1)
		"----" # 0 A_Jump(192, "Spawn1", "Spawn2", "Spawn3", "Spawn4", "Spawn5", "Spawn6", "Spawn7", "Spawn8")
		Goto Live
		
				
		Burnt:	
		PLNE B 1
		PLNE B -1
		Stop
}}


Actor TallGrass: Plant01 11022
{
DamageFactor "Shrapenel", 0.0 DamageFactor "ExplosiveImpact", 0.0 DamageFactor "Stomp", 0.0 
States
	{
		Spawn:
		PLNF A 1
		"----" # 0 A_Jump(192, "Spawn1", "Spawn2", "Spawn3", "Spawn4")
		Goto Live
		
				
	Spawn1:
		"----" # 0
		"----" # 0 A_SetScale(0.9, 1.0)
		Goto Live
		
	Spawn2:
		"----" # 0
		"----" # 0 A_SetScale(0.8, 0.7)
		Goto Live
		
	Spawn3:
		"----" # 0
		"----" # 0 A_SetScale(0.8, 0.9)
		Goto Live	
		
	Spawn4:
		"----" # 0
		"----" # 0 A_SetScale(0.7, 0.9)
		Goto Live

		Death.Fire:
		Death.Flames:
		Burnt:	
		PLNF B 1
		TNT1 A 0 A_SpawnItem("BarrelExplosionSmokeColumnInfiniteSmall")
		TNT1 A 0 A_SpawnItem("SmallTreeFire")
		PLNF B -1
		Stop
}}

Actor TallGrassSpawner: TallGrass 11023
{
States
	{
		Spawn:
		PLNF A 1
		PLNF AAAAA 0 A_SpawnItemEx("TallGrass", Random(-192, 192), 0, -2, 0, 0, 0, Random(0, 360), 128, 1)
		Stop
}}

Actor Plant06Bush: Plant01 11024
{
States
	{
		Spawn:
		PLNG A 1
		PLNG A 0 A_GiveInventory("IsPlant", 1)
		//"----" # 0 A_Jump(192, "Spawn1", "Spawn2", "Spawn3", "Spawn4", "Spawn5", "Spawn6", "Spawn7", "Spawn8")
		Goto Live
		
				
		Burnt:	
		PLNG B 1
		PLNG B -1
		Stop
}}



Actor Plant07JungleFloor: Plant01 11027
{
States
	{
		Spawn:
		PLNG F 1
		PLNG A 1 A_GiveInventory("IsPlant", 1)
		//"----" # 0 A_Jump(192, "Spawn1", "Spawn2", "Spawn3", "Spawn4", "Spawn5", "Spawn6", "Spawn7", "Spawn8")
		Goto Live
		
				
		Burnt:	
		PLNG B 1
		PLNG B -1
		Stop
}}


Actor DenseGrass: TallGrass 11025
{
Radius 144
Height 32
Scale 0.9
States
	{
		Spawn:
		PLNF A 1
		PLNF A 0 A_GiveInventory("IsPlant", 1)
		"----" # 0 A_Jump(192, "Spawn1", "Spawn2", "Spawn3", "Spawn4")
		Goto Live


		Death.Fire:
		Death.Flames:
		Burnt:	
		PLNF B 1
		TNT1 A 0 A_SpawnItem("BarrelExplosionSmokeColumnInfiniteSmall")
		TNT1 A 0 A_SpawnItem("SmallTreeFire")
		PLNF B -1
		Stop
}}

Actor Rocks01: Plant01 11031
{
+SOLID
+SHOOTABLE
+INVULNERABLE
-GHOST
-THRUGHOST
Radius 48
Height 40
States
	{
		Spawn:
		ROK1 A 1
		ROK1 A 0 A_GiveInventory("IsSandbag", 1)
		//"----" # 0 A_Jump(192, "Spawn1", "Spawn2", "Spawn3", "Spawn4", "Spawn5", "Spawn6", "Spawn7", "Spawn8")
		Goto Live
}}


Actor Rocks02: Rocks01 11032
{
Radius 70
Height 60
States
	{
		Spawn:
		ROK1 A 2
		ROK1 A 0 A_GiveInventory("IsSandbag", 1)
		//"----" # 0 A_Jump(192, "Spawn1", "Spawn2", "Spawn3", "Spawn4", "Spawn5", "Spawn6", "Spawn7", "Spawn8")
		Goto Live
}}

Actor Rocks03: Rocks01 11033
{
Radius 32
Height 16
-SOLID
+CLIENTSIDEONLY
+NOINTERACTION
}


//Brown variations
Actor RocksB01: Rocks01 11034{+SOLID}
Actor RocksB02: Rocks01 11035{+SOLID}
Actor RocksB03: Rocks03 11036{+SOLID}


Actor TreeTop1: Plant01 12010
{
Radius 64
Height 64
+INVULNERABLE
Scale 2.0
States
	{
		Spawn:
		TRT1 A 1
		TRT1 A 0 A_SetAngle(90)
		TRT1 A 0 A_SpawnItemEx("TreeTopPart", 100, 0, 0, 0, 0, 0, 90)
		TRT1 A 1 A_SetAngle(315)
		TRT1 A 0 A_SpawnItemEx("TreeTopPart", 100, 0, 0, 0, 0, 0, 315)
		TRT1 A 1 A_SetAngle(225)
		TRT1 A 0 A_SpawnItemEx("TreeTopPart", 100, 0, 0, 0, 0, 0, 225)
		Goto Live
}}


Actor TreeTopPart: TreeTop1
{
+FLOAT
+NOGRAVITY
Mass 999999
Scale 2.0
States
	{
		Spawn:
		TRT1 A 2
		//TRT1 A 0 A_SpawnItem("TreeTopShadow", 0, -999)
		"----" # 0 A_Jump(192, "Spawn1", "Spawn2", "Spawn3", "Spawn4")
		Goto Live
		
				
	Spawn1:
		"----" # 0
		"----" # 0 A_SetScale(1.9, 2.0)
		Goto Live
		
	Spawn2:
		"----" # 0
		"----" # 0 A_SetScale(1.8, 1.7)
		Goto Live
		
	Spawn3:
		"----" # 0
		"----" # 0 A_SetScale(1.8, 1.9)
		Goto Live	
		
	Spawn4:
		"----" # 0
		"----" # 0 A_SetScale(1.7, 1.9)
		Goto Live


}}


Actor TreeTopShadow
{
+CLIENTSIDEONLY
Renderstyle Translucent
Alpha 0.4
Scale 2.0
States
	{
		Spawn:
		TRT1 S 1
		TRT1 S -1
		Stop
}}



Actor TreeTop2: Plant01
{
+SOLID
-SHOOTABLE
+INVULNERABLE
Radius 32
Height 128
+SPAWNCEILING
+FLOAT
+NOGRAVITY
States
	{
		Spawn:
		TRT1 A 2
		"----" # 0 A_Jump(192, "Spawn1", "Spawn2", "Spawn3", "Spawn4")
		Goto Live

Spawn1:
		"----" # 0
		"----" # 0 A_SetScale(1.2, 1.4)
		Goto Live
		
	Spawn2:
		"----" # 0
		"----" # 0 A_SetScale(-1.4, 1.8)
		Goto Live
		
	Spawn3:
		"----" # 0
		"----" # 0 A_SetScale(-1.1, 1.2)
		Goto Live	
		
	Spawn4:
		"----" # 0
		"----" # 0 A_SetScale(-1.2, 1.6)
		Goto Live

}}



ACTOR TreeFire
{
    Radius 12
    Height 96
    Speed 5
    +NOTELEPORT
    +BLOODLESSIMPACT 
	+THRUGHOST
	+NODAMAGETHRUST
	+NOGRAVITY
	+FLOAT
	Gravity 0
	damagetype Fire
	XScale 1.2
	YScale 1.6
	Mass 0
    States
    {
    Spawn:
	TNT1 A 0
	TNT1 A 0 A_Playsound("FIRELAR", 1, 1, 1)
	Burning:
	FIR1 ABCDEFGHIJKLMNOPQRSTUVWX 1 BRIGHT
	TNT1 A 0 A_Explode(16, 160, 1, 0, 32)
	TNT1 A 0 A_GiveInventory("Clip2")
	TNT1 A 0 A_JumpIfInventory("Clip2", 64, "Die")
	Loop
	
	Die:
	FIR1 ABCDEFGHIJKLMNOPQRSTUVWXABCDEFGHIJKLMNOPQRSTUVWX 1 BRIGHT A_SetScale(scalex-0.02, scaley-0.02)
	TNT1 A 0 A_StopSound(1)
	Stop
    }
}	


ACTOR HouseFireSmall: TreeFire
{
	XScale 5.0
	YScale 5.0
}	

ACTOR HouseFire: TreeFire
{
	XScale 10.0
	YScale 10.0
	-NOGRAVITY
	Mass 0
    States
    {
    Spawn:
	TNT1 A 0
	TNT1 A 0 A_Playsound("FIRESML", 1, 1, 1)
	Burning:
	FIR1 ABCDEFGHIJKLMNOPQRSTUVWX 1 BRIGHT
	FIR1 ABCDEFGHIJKLMNOPQRSTUVWX 1 BRIGHT
	TNT1 A 0 A_Explode(100, 400)
	TNT1 A 0 A_GiveInventory("Clip2")
	TNT1 A 0 A_JumpIfInventory("Clip2", 300, "Die")
	Loop
    }
}	


ACTOR TreeFire2: TreeFire
{
	+CLIENTSIDEONLY
	+NOINTERACTION
	XScale 2.6
	YScale 2.4
	Mass 0
    States
    {
    Spawn:
	TNT1 A 0
	TNT1 A 0 A_Playsound("FIRESML", 1, 1, 1)
	Burning:
	FIR1 ABCDEFGHIJKLMNOPQRSTUVWX 1 BRIGHT
	TNT1 A 0 A_GiveInventory("Clip2")
	TNT1 A 0 A_JumpIfInventory("Clip2", 64, "Die")
	Loop
    }
}	



Actor SmallTreeFire: TreeFire2
{
XScale 0.7
YScale 0.7
}


Actor TreeSmokeSPawner
{
+CLIENTSIDEONLY
+THRUACTORS
+NOINTERACTION
+NOGRAVITY
+FLOAT
States
	{
	Spawn:
	TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAA 30 A_SpawnItem("TreeBUrningSmoke")
	Stop
	}
}

Actor TreeBurningSmoke
{
+CLIENTSIDEONLY
+THRUACTORS
+NOINTERACTION
+NOGRAVITY
+FLOAT
XScale 3.0
YScale 3.0
States
	{
	Spawn:
	TNT1 A 0
	TNT1 A 0 ThrustThingZ(0, 3, 0, 1)
	SM6K ABCDEFGHIJKLMNOPQRSTUVWXYZ 3
	Stop
	}
}



Actor FinalTreeSmokingSpawner
{
PROJECTILE
+CLIENTSIDEONLY
+THRUACTORS
+NOINTERACTION
+NOGRAVITY
+FLOAT
ReactionTime 60
XScale 3.0
YScale 3.0
Renderstyle Translucent
Alpha 0.5
States
	{
	Spawn:
	SB17 ABCDEFGH 5
	TNT1 A 0 A_CountDown
	Loop
	Death:
	SB17 ABCDEFGH 5 A_SetScale(scalex-0.1, scalex-0.1)
	Stop
	}
}




Actor PlantSmokeSpawner: TreeSmokeSPawner
{
States
	{
	Spawn:
	TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAA 30 A_SpawnItem("PlantBUrningSmoke")
	Stop
	}
}

Actor PlantBurningSmoke: TreeBurningSmoke
{
XScale 2.0
YScale 2.0
States
	{
	Spawn:
	TNT1 A 0
	TNT1 A 0 ThrustThingZ(0, 3, 0, 1)
	SM6K ABCDEFGHIJKLMNOPQRSTUVWXYZ 3
	Stop
	}
}


Actor NapalmFighterSpawner 16599
{
+NOGRAVITY
MONSTER
-COUNTKILL
+FRIENDLY
+DONTFALL
+THRUACTORS
Health 9999
States
	{
		Spawn:
		TNT1 A 1
		TNT1 A 0 Thing_ChangeTID(0, 544)
		TNT1 A -1
		Stop

		Death:
		TNT1 A 0
		TNT1 A 260
		TNT1 A 0 A_CustomMissile("F4Flying", 0, 0, 0, 2, 0)
		TNT1 A 0 A_NoBlocking
		TNT1 A 0 A_SpawnItem("NapalmFighterSpawner")
		Stop
}}

ACTOR F4Flying
{
  Radius 2
  Height 2
  Speed 20
  Projectile
  Scale 0.2
  States
  {
  Spawn:
    FIGT A 1
    Loop
  Death:
    TNT1 A 0
    Stop
  }
}



Actor Fence: Plant01 8572
{
Health 1
Height 24
Radius 8
+SHOOTABLE
Scale 0.6
states
	{
		Spawn:
			FENP A 1
			TNT1 A 0 A_SpawnItemEx("FencePole", 0, 0, 0)
			TNT1 A 0 A_SpawnItemEx("FencePole", 32, 0, 0)
			TNT1 A 0 A_SpawnItemEx("FencePole", 64, 0, 0)
			TNT1 A 0 A_SpawnItemEx("FencePole", 96, 0, 0)
			TNT1 A 0 A_SpawnItemEx("FencePole", -32, 0, 0)
			TNT1 A 0 A_SpawnItemEx("FencePole", -64, 0, 0)
			TNT1 A 0 A_SpawnItemEx("FencePole", -96, 0, 0)
			Stop
}}

Actor FencePole: Fence
{
Height 40
Radius 12
+SOLID
-THRUACTORS
+NOGRAVITY
-GHOST
Health 10
DamageFactor "Fire", 0.0
States
	{
	Spawn:
			FENP A 1
			TNT1 A 0 A_GiveInventory("IsSandbag", 1)
			FENP A -1
			Stop
		Death:
		Death.Stomp:
		Death.ExplosiveImpact:
		Death.Shrapnel:
			FENP B 1
			TNT1 A 0 A_NoBlocking
			TNT1 A 0 A_PlaySound("WODBR1")
			TNT1 AA 0 A_CustomMissile ("DestroyedWoodParticle", 20, 0, random (0, 360), 2, random (30, 80))
		TNT1 A 0 A_CustomMissile ("DestroyedWoodParticle", 50, 0, random (0, 360), 2, random (30, 80))
			TNT1 A 0 A_CustomMissile ("BrownCloudSmall", 10, 0, random (0, 360), 2, random (10, 40))
			TNT1 A 0 A_jumpif(momz != 0, "Disappear")
			FENP B -1
			Stop
		Disappear:
			TNT1 A 0
			Stop
}}		
