// These are GardenTrees by Yuyu3 from Realm667, renamed to CT_Trees due conflicts and all

Class CT_Tree1 : Actor
{
	Default
	{
	//$Title "CT Tree 1"
	//$Category "Obstacles/Trees"
	//$IsDecoration
	//$NotAngled
		Radius 20;
		Height 90;
		+Solid
	}
 
	States
	{
	Spawn:
		PLAN A -1;
		Stop;
	}
}

Class CT_Tree2 : Actor
{
	Default
	{
	//$Title "CT Tree 2"
	//$Category "Obstacles/Trees"
	//$IsDecoration
	//$NotAngled
	Radius 20;
	Height 90;
	+Solid
	}
  
  States
  {
  Spawn:
    PLAN B -1;
    Stop;
  }
}

// These are Rocks by Captain Toenail from Realm667, renamed to CT_Rocks due conflicts and all

Class CT_RockGrey : Actor
{
	Default
	{
	//$Title Grey Rock
	//$Category Obstacles/Rocks
	//$IsDecoration
	//$NotAngled
	Scale 0.75;
	Radius 12;
	Height 8;
	+SOLID
	}

	States
	{
	Spawn:
		DROK A 0 NoDelay A_ChangeFlag("SPRITEFLIP", random(0,1));
		DROK A 0 A_Jump (256, "Rock1", "Rock2", "Rock3");
	Rock1:
		DROK A -1;
		stop;
	Rock2:
		DROK B -1;
		stop;
	Rock3:
		DROK C -1;
		stop;
	}
}

Class CT_RockBrown : Actor
{
	Default
	{
	//$Title Brown Rock
	//$Category Obstacles/Rocks
	//$IsDecoration
	//$NotAngled
	Scale 0.75;
	Radius 12;
	Height 8;
	+SOLID
	}

	States
	{
	Spawn:
		DROK D 0 NoDelay A_ChangeFlag("SPRITEFLIP", random(0,1));
		DROK D 0 A_Jump (256, "Rock1", "Rock2", "Rock3");
	Rock1:
		DROK D -1;
		stop;
	Rock2:
		DROK E -1;
		stop;
	Rock3:
		DROK F -1;
		stop;
	}
}

Class CT_RockTan : Actor
{
	Default
	{
	//$Title Tan Rock
	//$Category Obstacles/Rocks
	//$IsDecoration
	//$NotAngled
	Scale 0.75;
	Radius 12;
	Height 8;
	+SOLID
	}

	States
	{
	Spawn:
		DROK G 0 NoDelay A_ChangeFlag("SPRITEFLIP", random(0,1));
		DROK G 0 A_Jump (256, "Rock1", "Rock2", "Rock3");
	Rock1:
		DROK G -1;
		stop;
	Rock2:
		DROK H -1;
		stop;
	Rock3:
		DROK I -1;
		stop;
	}
}

Class CT_RockBlack : Actor
{
	Default
	{
	//$Title Black Rock
	//$Category Obstacles/Rocks
	//$IsDecoration
	//$NotAngled
	Scale 0.75;
	Radius 12;
	Height 8;
	+SOLID
	}
  
	States
	{
	Spawn:
		DROK J 0 NoDelay A_ChangeFlag("SPRITEFLIP", random(0,1));
		DROK J 0 A_Jump (256, "Rock1", "Rock2", "Rock3");
	Rock1:
		DROK J -1;
		stop;
	Rock2:
		DROK K -1;
		stop;
	Rock3:
		DROK L -1;
		stop;
	}
}

// Seaweeds are from Blood

Class Seaweed1 : Actor
{
	Default
	{
	//$Category "Seaweeds"
	//$IsDecoration
	//$NotAngled
	-SOLID
	}
	States
	{
	  Spawn:
		SWD1 ABCD 4;
		Loop;
	}
}

Class Seaweed2 : Actor
{
	Default
	{
	//$Category "Seaweeds"
	//$IsDecoration
	//$NotAngled
	-SOLID
	}
	States
	{
	  Spawn:
		SWD2 ABCD 4;
		Loop;
	}
}