ACTOR CemeteryTree1	26000
{
  Radius 24
  Height 108
  ProjectilePassHeight -16
  +SOLID
  States
  {
  Spawn:
	BGTR A 0
	BGTR A 0 A_Jump(255,"Tree1","Tree2","Tree3","Tree4")
	Goto Tree1
  Tree1:
    BGTR A -1
    Stop
  Tree2:
    BGTR B -1
    Stop
  Tree3:
    BGTR C -1
    Stop
  Tree4:
    BGTR D -1
    Stop
  }
}

ACTOR DynamicGrass 26001
{
	Radius 16
	Height 2
	+CLIENTSIDEONLY
	-SOLID
	+THRUACTORS
	+FLOORCLIP
	+MOVEWITHSECTOR
	States
	{
	Spawn:
		GRAS A 0
		GRAS A 0 A_Jump(255,"Grass1","Grass2","Grass3","Grass4")
		Goto Grass1
	Grass1:
		GRAS A -1
		Stop
	Grass2:
		GRAS B -1
		Stop
	Grass3:
		GRAS C -1
		Stop
	Grass4:
		GRAS D -1
		Stop
	}
}

ACTOR HangingPumper 26002
{
  Radius 16
  Height 56
  +SOLID
  +NOGRAVITY
  +SPAWNCEILING
  +SHOOTABLE
  Health 99999999
  Mass 99999999999999
  -NOBLOOD
  States
  {
  Spawn:
    HCOR AAB 16
    Loop
  }
}

ACTOR CemSoundCrickets 26003
{
	+NOBLOCKMAP
	+CLIENTSIDEONLY
	States
	{
		Spawn:
		TNT1 A 0
		TNT1 AA 300
		TNT1 A 0 A_PlaySoundEx("cricket/chirp","Body")
		Loop
	}
}

ACTOR CemSoundCrows 26004
{
	+NOBLOCKMAP
	+CLIENTSIDEONLY
	States
	{
		Spawn:
		TNT1 A 0
		TNT1 AAA 300
		TNT1 A 0 A_PlaySoundEx("crow/caw","Body")
		Loop
	}
}

ACTOR CemSoundWater 26005
{
	+NOBLOCKMAP
	+CLIENTSIDEONLY
	States
	{
		Spawn:
		TNT1 A 0
		TNT1 A 0 A_PlaySoundEx("water/flow","Body",true)
		Idling:
		TNT1 A 1
		Loop
	}
}

Actor CemeteryRainSpawner  26006
{
  Radius 1
  Height 1
  +NoClip
  +ClientSideOnly
  +SpawnCeiling
  +NoGravity
  States
  {
  Spawn:
    TNT1 A 0
	TNT1 A 0 A_Jump(255,"Start1","Start2","Start3")
  Start1:
	TNT1 A 4
	TNT1 A 0 A_PlaySoundEx("rain/hardrain", "SoundSlot9", 1)
	Goto ActuallyStart
  Start2:
	TNT1 AA 4
	TNT1 A 0 A_PlaySoundEx("rain/hardrain", "SoundSlot9", 1)
	Goto ActuallyStart
  Start3:
	TNT1 AAA 4
	TNT1 A 0 A_PlaySoundEx("rain/hardrain", "SoundSlot9", 1)
	Goto ActuallyStart
  ActuallyStart:
    TNT1 A 0 A_JumpIf(Args[2] > 0, "NoSound")
    TNT1 A 0 A_JumpIf(Args[3] > 0, "Circle")
    TNT1 AAA 0 A_SpawnItemEx("CemRainDrop", Random(-Args[0], Args[0]), Random(-Args[0], Args[0]), -2, 0, 0, -5, 0, 128, Args[1])
	TNT1 A 1
    Loop
  Circle:
    TNT1 AA 0 A_SpawnItemEx("CemRainDrop", Random(-Args[0], Args[0]), 0, -2, 0, 0, -5, Random(0, 360), 128, Args[1])
  NoSound:
    TNT1 A 0 A_Jumpif(Args[3] > 0, "NoSoundCircle")
    TNT1 AA 0 A_SpawnItemEx("CemRainDrop", Random(-Args[0], Args[0]), Random(-Args[0], Args[0]), -2, 0, 0, -5, 0, 128, Args[1])
	TNT1 A 1
    Loop
  NoSoundCircle:
    TNT1 AA 0 A_SpawnItemEx("CemRainDrop", Random(-Args[0], Args[0]), 0, -2, 0, 0, -5, Random(0, 360), 128, Args[1])
	TNT1 A 1
    Loop
  }
}

Actor CemRainDrop
{
  +Missile
  +NoBlockMap
  -NoGravity
  +CLIENTSIDEONLY
  Height 2
  Radius 2
  Renderstyle Translucent
  Alpha 0.0
  Scale 1
  States
  {
  Spawn:
	RNDR AAAAAAAA 0 A_FadeIn(0.1)
  Falling:
    RNDR A 1 A_JumpIf(WaterLevel > 0, "Death")
    Loop
  Death:
    RNDR B 0 A_SpawnItemEx("CemRainSplat",0,0,0)
    Stop
  }
}

Actor CemRainSplat
{
+CLIENTSIDEONLY
Renderstyle Translucent
Alpha 0.85
States
{
Spawn:
RNDR BCDEFGH 1 A_Fadeout(0.1)
Stop
}
}
