
//***Che: fixing SEVERE problem:
// DECORATE error in "EdayTest001-resources.pk3\DECORATE.Trees", line 1332. Actor "PalmTree" is double-defined.
// Cause: a class with the same name is already defined in zandronum.pk3\actors\strife\strifestuff.txt
//  (the same goes for GZdoom)
// Fix: renamed the class to PalmTreeEDAY



ACTOR BasicDebry
{
    Radius 0
    Height 0
    +NOTELEPORT
    +DONTSPLASH
	+MISSILE
	+FORCEXYBILLBOARD
    +CLIENTSIDEONLY
    +THRUACTORS
}




ACTOR DarkPlantBloodType
{
Decal BrutalBloodSplat
game Doom
+FORCEXYBILLBOARD
+GHOST
+NOBLOCKMAP
+NOGRAVITY
+NOCLIP
-DONTSPLASH
-ALLOWPARTICLES 
Speed 0
 states
 {
  Spawn:
        TNT1 A 0
        TNT1 AAAA 0 A_CustomMissile ("LeaveHitParticle1", 0, 0, random (0, 360), 2, random (0, 360))
        stop
 }
}

ACTOR SlimePlantBloodType: DarkPlantBloodType
{
 states
 {
  Spawn:
        TNT1 A 0
        TNT1 AAAA 0 A_CustomMissile ("LeaveHitParticle2", 0, 0, random (0, 360), 2, random (0, 360))
        stop
 }
}

Actor LeaveHitParticle1: BasicDebry
{
  Height 2
  Radius 2
  Mass 0
  +SKYEXPLODE
  +DOOMBOUNCE
  BounceFactor 0.5
  Gravity 0.6
  Speed 6
  States
  {
  Spawn:
    LEVP ABCB 4
	Stop
  }
}


Actor LeaveHitParticle2: BasicDebry
{
  Height 2
  Radius 2
  Mass 0
  +SKYEXPLODE
  +DOOMBOUNCE
  BounceFactor 0.5
  Gravity 0.6
  Speed 6
  States
  {
  Spawn:
    LEVG ABCB 4
	Stop
  }
}



Actor LeaveHitParticle3: BasicDebry
{
  Height 2
  Radius 2
  Mass 0
  +SKYEXPLODE
  +DOOMBOUNCE
  BounceFactor 0.5
  Gravity 0.6
  Speed 4
  States
  {
  Spawn:
    TNT1 A 0 A_Jump(255, "Spawn1", "Spawn2", "Spawn3")
    Goto Spawn1
	
  Spawn1:
    LEVP A 6
	Stop
  Spawn2:
    LEVP B 6
	Stop
  Spawn3:
    LEVP C 6
	Stop	
  Death:
    TNT1 A 0
	Stop
  }
}

Actor TreeLeaves1: BasicDebry
{
  Height 2
  Radius 2
  Mass 0
  +SKYEXPLODE
  +DOOMBOUNCE
  BounceFactor 0.01
  Gravity 0.3
  Speed 16
  States
  {
  Spawn:
    LEVP ABCB 2
	TNT1 A 0 A_JumpIf(waterlevel > 1, "Death")
    Loop
 Death:
    LEVP B 3000
	Stop
  }
}

Actor TreeLeaves2: TreeLeaves1
{
  Gravity 0.6
  States
  {
  Spawn:
    LEVR ABCD 2
	TNT1 A 0 A_JumpIf(waterlevel > 1, "Death")
    Loop
 Death:
    LEVP B 3000
	Stop
  }
}


Actor TreeLeaves4: TreeLeaves1
{
  Gravity 0.2
  Speed 8
  States
  {
  Spawn:
    LEVG ABBCBB 2
	TNT1 A 0 A_JumpIf(waterlevel > 1, "Death")
    Loop
 Death:
    LEVG B 3000
	Stop
  }
}


Actor TreeLeaves4Falling: TreeLeaves1
{
  Gravity 0.06
  Speed 0
  +THRUACTORS
  States
  {
  Spawn:
    LEVG ABB 2
	TNT1 A 0 ThrustThing (random(0, 360), 2, 1, 0)
	LEVG CBB 2
	TNT1 A 0 ThrustThing (random(0, 360), 2, 1, 0)
	TNT1 A 0 A_JumpIf(waterlevel > 1, "Death")
    Loop
 Death:
    LEVG B 500
	Stop
  }
}



// Tall Small Tree
ACTOR Plant01 1278
{
	Radius 5
	Height 40
	-SOLID
	+SHOOTABLE
	+NOBLOOD
	+NOTAUTOAIMED
	Mass 99999999
	Health 100
	Bloodtype "LeafyPlantBloodTYpe", "LeafyPlantBloodTYpe", "LeafyPlantBloodTYpe"
	DamageFactor "Alarm", 0.0
	damagefactor "Blood", 0.0 damagefactor "BlueBlood", 0.0 damagefactor "GreenBlood", 0.0    damagefactor "Avoid", 0.0 
	damagefactor "Shrapnel", 0.0	damagefactor "KillMe", 0.0
	damagefactor "PlantRemove", 9999.0
	States
	{
	Spawn:
		PLNT A -1
		Stop
	Death:
	TNT1 A 0 A_NoBlocking
	TNT1 AAAAAAAAAAA 0 A_CustomMissile ("LeafParticle", 20, 0, random (0, 360), 2, random (30, 160))
	TNT1 AA 0 A_CustomMissile ("BushPiece1", 20, 0, random (0, 360), 2, random (30, 160))
	TNT1 AA 0 A_CustomMissile ("BushPiece2", 20, 0, random (0, 360), 2, random (30, 160))
	Stop
	}
}

// Fat Round Bush
ACTOR Plant01B: Plant01 1277
{
	Radius 20
	Height 20
	Health 100
	States
	{
	Spawn:
		PLNT B -1
		Stop
	}
}

ACTOR Plant33: BasicActor Replaces Stalagtite
{
	States
	{
	Spawn:
		SMIT A -1
		Stop
	}
}

//Desertic Plant/Bush
Actor Plant02: Plant01 1290
{

	Scale 0.8
	Health 60
	states
	{
		Spawn:
			//***Che game engine complaining about missing sprite, 
			// sprite actually missing.
			// Replaced with hellshrub.
			//PLNT C 1
			//PLNT C -1
			PLNT I 1
			PLNT I -1
			Stop
			
		Death:
			TNT1 A 0 A_NoBlocking
			TNT1 AAAAAAAAAAA 0 A_CustomMissile ("LeafParticle2", 20, 0, random (0, 360), 2, random (30, 160))
			TNT1 AA 0 A_CustomMissile ("Plant02Piece1", 20, 0, random (0, 360), 2, random (30, 160))
			TNT1 AA 0 A_CustomMissile ("Plant02Piece2", 20, 0, random (0, 360), 2, random (30, 160))
			TNT1 A 0 A_CheckFloor("LeaveBody")
			Stop	
		LeaveBody:
			PLND C 1
			PLND C-1
			Stop
	}
}

ACTOR Plant02Piece1: BushPiece1
{
    States
    {
    Spawn:
	    TNT1 A 0 A_JumpIf(waterlevel > 1, "Death")
        P2NP A 6
        Loop
    Death:
       P2NP A 1
	   P2NP A -1
       Stop
    }
}


ACTOR Plant02Piece2: BushPiece1
{
    States
    {
    Spawn:
	    TNT1 A 0 A_JumpIf(waterlevel > 1, "Death")
        P2NP B 6
        Loop
    Death:
       P2NP A 1
	   P2NP B -1
       Stop
    }
}

//Large Bush
Actor Plant03: Plant01 1292
{
Health 120
Scale 1.0
states
	{
	Spawn:
	    PLNT D 1
		PLNT D -1
		Stop
		
	Death:
		TNT1 A 0 A_NoBlocking
		TNT1 AAAAAAAAAAA 0 A_CustomMissile ("LeafParticle", 20, 0, random (0, 360), 2, random (30, 160))
		TNT1 AA 0 A_CustomMissile ("BushPiece1", 20, 0, random (0, 360), 2, random (30, 160))
		TNT1 AA 0 A_CustomMissile ("BushPiece2", 20, 0, random (0, 360), 2, random (30, 160))
		TNT1 A 0 A_CheckFloor("LeaveBody")
		Stop	
	LeaveBody:
		PLND D 1
		PLND D -1
		Stop
	}
}


//Jungle Plant
Actor Plant04: Plant01 1293
{
Health 50
Scale 0.8
states
	{
	Spawn:
	    PLNT E 1
		PLNT E -1
		Stop
	Death:
		TNT1 A 1 A_NoBlocking
		TNT1 AA 0 A_CustomMissile ("Plant04Piece1", 20, 0, random (0, 360), 2, random (30, 160))
		TNT1 AA 0 A_CustomMissile ("Plant04Piece2", 20, 0, random (0, 360), 2, random (30, 160))
		TNT1 A 0 A_CheckFloor("LeaveBody")
		Stop	
	LeaveBody:
		PLND E 1
		PLND E -1
		Stop
	}
}


ACTOR Plant04Piece1: BushPiece1
{
    States
    {
    Spawn:
	    TNT1 A 0 A_JumpIf(waterlevel > 1, "Death")
        P3NP  A 6
        Loop
    Death:
       P3NP A 1
	   P3NP A -1
       Stop
    }
}

ACTOR Plant04Piece2: BushPiece1
{
    States
    {
    Spawn:
	    TNT1 A 0 A_JumpIf(waterlevel > 1, "Death")
        P3NP  B 6
        Loop
    Death:
       P3NP B 1
	   P3NP B -1
       Stop
    }
}

Actor Plant05: Plant01 1294
{

Scale 0.8
states
	{
	Spawn:
	    PLNT F 1
		PLNT F -1
		Stop
	}
}


Actor Plant06: Plant01 1295
{

Scale 0.8
states
	{
	Spawn:
	    PLNT G 1
		PLNT G -1
		Stop
	}
}

/*
//***Che Destructible replacement in Helltrees.txt
Actor Plant07: Plant01 1490
{

Scale 0.9
states
	{
	Spawn:
	    PLNT H 1
		PLNT H -1
		Stop
	}
}

Actor Plant08: Plant01 1491
{

Scale 1.0
states
	{
	Spawn:
	    PLNT J 1
		PLNT J -1
		Stop
	}
}

/*
//***Che Destructible replacement in Helltrees.txt
Actor Plant10: Plant01 1991
{

Scale 0.5
states
	{
	Spawn:
	    PLNT I 1
		PLNT I -1
		Stop
	}
}
*/

Actor Plant11: Plant01 1992
{

Scale 0.9
states
	{
	Spawn:
	    PLNT K 1
		PLNT K -1
		Stop
	}
}

Actor Plant12: Plant01 1993
{

Scale 0.9
states
	{
	Spawn:
	    PLNT L 1
		PLNT L -1
		Stop
	}
}

Actor Plant16: Plant01 1994
{

Scale 0.9
states
	{
	Spawn:
	    PLNT M 1
		PLNT M -1
		Stop
	}
}

Actor Plant13: Plant01 1995
{

Scale 0.6
states
	{
	Spawn:
	    PLNT N 1
		PLNT N -1
		Stop
	}
}



Actor Grass01: Plant01 1492
{
-SHOOTABLE
+NOINTERACTION
+CLIENTSIDEONLY
Scale 1.0
states
	{
	Spawn:
	    GRSS B 1
		GRSS B -1
		Stop
	}
}


Actor Grass02: Grass01 1493
{

Scale 0.8
states
	{
	Spawn:
	    GRSS A 1
		GRSS A -1
		Stop
	}
}

Actor Grass03: Grass01 1793
{

Scale 0.7
states
	{
	Spawn:
	    GRSS C 1
		GRSS C -1
		Stop
	}
}

Actor Grass03Big: Grass01 1193
{

Scale 1.2
states
	{
	Spawn:
	    GRSS C 1
		GRSS C -1
		Stop
	}
}

Actor Grass04: Grass01 1794
{

Scale 1.0
states
	{
	Spawn:
	    GRSS D 1
		GRSS D -1
		Stop
	}
}

Actor Grass05: Grass01 1795
{

Scale 1.0
states
	{
	Spawn:
	    GRSS E 1
		GRSS E -1
		Stop
	}
}


Actor Grass06: Grass01 1796
{

Scale 1.0
states
	{
	Spawn:
	    GRSS F 1
		GRSS F -1
		Stop
	}
}


/////////////////////////////////////////////
//////////////      Trees       /////////////
/////////////////////////////////////////////

Actor Tree01: Plant01 1296
{

Scale 1.0
+SOLID
height 96
radius 16
Health 400
states
	{
	Spawn:
	    TREE A 1
		TREE A -1
		Stop
		
	Death:
		TNT1 AAAAAAAAAAAAAAAA 0 A_CustomMissile ("TreeLeaves1", 40, 0, random (0, 360), 2, random (0, 180))
		TNT1 AAAAAAAA 0 A_CustomMissile ("TreeLeaves2", 40, 0, random (0, 360), 2, random (0, 180))
		TNT1 AAAA 0 A_CustomMissile ("Tree1Piece1", 40, 0, random (0, 360), 2, random (0, 180))
		TNT1 AA 0 A_CustomMissile ("Tree1Piece2", 40, 0, random (0, 360), 2, random (0, 180))
		//TNT1 A 0 A_CustomMissile ("Tree1Piece3", 40, 0, random (0, 360), 2, random (0, 180))
		TNT1 A 0 A_PlaySound("TREEDIE", 1)
		TNT1 A 100 A_NoBlocking
		Stop
	
	}
}


Actor Tree1Piece1: TreeLeaves1
{
  Gravity 0.9
  Speed 10
  States
  {
  Spawn:
    TP11 A 2
    Loop
 Death:
    TP11 A 1
	TP11 A -1
	Stop
  }
}


Actor Tree1Piece2: TreeLeaves1
{
  Gravity 0.9
  Speed 8
  States
  {
  Spawn:
    TP11 B 2
    Loop
 Death:
    TP11 B 1
	TP11 B-1
	Stop
  }
}


Actor Tree02: Tree01 1297
{

states
	{
	Spawn:
	    TREE B 1
		TREE B -1
		Stop
Death:
	TNT1 AAAAAAAAAAAAAAAA 0 A_CustomMissile ("TreeLeaves1", 60, 0, random (0, 360), 2, random (0, 180))
	TNT1 AAAAAAAA 0 A_CustomMissile ("TreeLeaves2", 60, 0, random (0, 360), 2, random (0, 180))
	TNT1 AAAAA 0 A_CustomMissile ("Tree2Piece1", 60, 0, random (0, 360), 2, random (0, 180))
	TNT1 AAAA 0 A_CustomMissile ("Tree2Piece2", 60, 0, random (0, 360), 2, random (0, 180))
	TNT1 A 0 A_CustomMissile ("Tree2Piece3", 60, 0, random (0, 360), 2, random (0, 180))
	TNT1 A 0 A_PlaySound("TREEDIE", 1)
	TNT1 A 100 A_NoBlocking
	Stop
	}
}


Actor Tree2Piece1: TreeLeaves1
{
  Gravity 0.9
  Speed 10
  States
  {
  Spawn:
    TP12 A 2
    Loop
 Death:
    TP12 A 1
	TP12 A -1
	Stop
  }
}


Actor Tree2Piece2: TreeLeaves1
{
  Gravity 0.9
  Speed 8
  States
  {
  Spawn:
    TP12 B 2
    Loop
 Death:
    TP12 B 1
	TP12 B -1
	Stop
  }
}



Actor Tree2Piece3: TreeLeaves1
{
  Gravity 0.9
  Speed 8
  States
  {
  Spawn:
    TP12 C 2
    Loop
 Death:
    TP12 B 1
	TP12 C -1
	Stop
  }
}


Actor Tree03: Tree01 1298
{

states
	{
	Spawn:
	    TREE C 1
		TREE C -1
		Stop
	Death:
		TNT1 AAAAAAAAAAAAAAAA 0 A_CustomMissile ("TreeLeaves1", 120, 0, random (0, 360), 2, random (0, 180))
		TNT1 AAAAAAAA 0 A_CustomMissile ("TreeLeaves2", 120, 0, random (0, 360), 2, random (0, 180))
		TNT1 AAAAA 0 A_CustomMissile ("Tree3Piece1", 140, 0, random (0, 360), 2, random (0, 180))
		TNT1 AAAAA 0 A_CustomMissile ("Tree3Piece2", 140, 0, random (0, 360), 2, random (0, 180))
		TNT1 A 0 A_PlaySound("TREEDIE", 1)
		TNT1 A 100 A_NoBlocking
		Stop
	}
}


Actor Tree3Piece1: TreeLeaves1
{
  Gravity 0.9
  Speed 10
  States
  {
  Spawn:
    TP13 A 2
    Loop
 Death:
    TP13 A 1
	TP13 A -1
	Stop
  }
}


Actor Tree3Piece2: TreeLeaves1
{
  Gravity 0.9
  Speed 8
  States
  {
  Spawn:
    TP13 B 2
    Loop
 Death:
    TP13 B 1
	TP13 B-1
	Stop
  }
}

Actor Tree04: Tree01 1299
{
Scale 2.4
states
	{
	Spawn:
	    TREE D 1
		TREE D -1
Death:
	TNT1 AAAAAAAAAAAAAAAA 0 A_CustomMissile ("TreeLeaves1", 120, 0, random (0, 360), 2, random (0, 180))
	TNT1 AAAAAAAA 0 A_CustomMissile ("TreeLeaves2", 120, 0, random (0, 360), 2, random (0, 180))
	TNT1 AAAA 0 A_CustomMissile ("Tree4Piece1", 140, 0, random (0, 360), 2, random (0, 180))
	TNT1 AAAA 0 A_CustomMissile ("Tree4Piece2", 140, 0, random (0, 360), 2, random (0, 180))
	TNT1 AA 0 A_CustomMissile ("Tree4Piece3", 140, 0, random (0, 360), 2, random (0, 180))
	TNT1 A 0 A_PlaySound("TREEDIE", 1)
		TNT1 A 100 A_NoBlocking
	Stop
	}
}


Actor Tree4Piece1: TreeLeaves1
{
  Gravity 0.9
  Speed 10
  States
  {
  Spawn:
    TP14 A 2
    Loop
 Death:
    TP14 A 1
	TP14 A -1
	Stop
  }
}


Actor Tree4Piece2: TreeLeaves1
{
  Gravity 0.9
  Speed 8
  States
  {
  Spawn:
    TP14 B 2
    Loop
 Death:
    TP14 B 1
	TP14 B -1
	Stop
  }
}


Actor Tree4Piece3: TreeLeaves1
{
  Gravity 0.9
  Speed 8
  States
  {
  Spawn:
    TP14 C 2
    Loop
 Death:
    TP14 C 1
	TP14 C -1
	Stop
  }
}



Actor Tree05: Tree01 1300
{

states
	{
	Spawn:
	    TREE E 1
		TREE E -1
		Stop
Death:
	TNT1 AAAAAAAAAAAAAAAA 0 A_CustomMissile ("TreeLeaves1", 120, 0, random (0, 360), 2, random (0, 180))
	TNT1 AAAAAAAA 0 A_CustomMissile ("TreeLeaves2", 120, 0, random (0, 360), 2, random (0, 180))
	TNT1 AAAAAA 0 A_CustomMissile ("Tree5Piece1", 140, 0, random (0, 360), 2, random (0, 180))
	TNT1 AAAAAA 0 A_CustomMissile ("Tree5Piece2", 140, 0, random (0, 360), 2, random (0, 180))
	TNT1 A 0 A_PlaySound("TREEDIE", 1)
	TNT1 A 100 A_NoBlocking
	Stop
	}
}


Actor Tree5Piece1: TreeLeaves1
{
  Gravity 0.9
  Speed 10
  States
  {
  Spawn:
    TP15 A 2
    Loop
 Death:
    TP15 A 1
	TP15 A -1
	Stop
  }
}


Actor Tree5Piece2: TreeLeaves1
{
  Gravity 0.9
  Speed 8
  States
  {
  Spawn:
    TP15 B 2
    Loop
 Death:
    TP15 B 1
	TP15 B -1
	Stop
  }
}

/*
//***Che replacement is in Helltrees.txt -- fully destructible and burnable
Actor DeadTree01: Tree01 1301
{
+INVULNERABLE
states
	{
	Spawn:
	    TREE F 1
		TREE F -1
		Stop
	}
}

Actor DeadTree02: Tree01 1302
{
+INVULNERABLE
states
	{
	Spawn:
	    TREE G 1
		TREE G -1
		Stop
	}
}


Actor DeadTree03: Tree01 1303
{
+INVULNERABLE
states
	{
	Spawn:
	    TREE H 1
		TREE H -1
		Stop
	}
}
*/

Actor Cactus: Tree01 1304
{
+INVULNERABLE
states
	{
	Spawn:
	    TREE J 1
		TREE J -1
		Stop
	}
}


Actor TreePine: Tree01 1704
{
+INVULNERABLE
states
	{
	Spawn:
	    TREE I 1
		TREE I -1
		Stop
	}
}

Actor Tree06: Tree01 1705
{
Scale 2.0
states
	{
	Spawn:
	    TREE P 1
		TREE P -1
		Stop
	}
}


Actor TreePine2: Tree01 3705
{
+INVULNERABLE
states
	{
	Spawn:
	    TREE R 1
		TREE R -1
		Stop
	}
}



Actor TreePine3: Tree01 3706
{
+INVULNERABLE
states
	{
	Spawn:
	    TREE Q 1
		TREE Q -1
		Stop
	}
}


Actor TreeJoshua1: Tree01 1706
{
+INVULNERABLE
states
	{
	Spawn:
	    TREE K 1
		TREE K -1
		Stop
	}
}

Actor TreeJoshua2: Tree01 1707
{
+INVULNERABLE
states
	{
	Spawn:
	    TREE L 1
		TREE L -1
		Stop
	}
}

Actor TreeDeadPalm: Tree01 1708
{
+INVULNERABLE
states
	{
	Spawn:
	    TREE M 1
		TREE M -1
		Stop
	}
}




Actor JunglePlantPiece1: TreeLeaves1
{
  Gravity 0.9
  Speed 8
  States
  {
  Spawn:
    TPJP ABCDEFGH 2
	TNT1 A 0 A_JumpIf(waterlevel > 1, "Death")
    Loop
 Death:
    TPJP I 1
	TPJP I -1
	Stop
  }
}


Actor JunglePlantPiece2: TreeLeaves1
{
  Gravity 0.9
  XScale -1.0
  Speed 8
  States
  {
  Spawn:
    TPJP ABCDEFGH 2
	TNT1 A 0 A_JumpIf(waterlevel > 1, "Death")
    Loop
 Death:
    TPJP I 1
	TPJP I -1
	Stop
  }
}


Actor TreePalmPiece1: TreeLeaves1
{
  Gravity 0.4
  Speed 8
  States
  {
  Spawn:
    TPPL ABCDEFGH 4
	TNT1 A 0 A_JumpIf(waterlevel > 1, "Death")
    Loop
 Death:
    TPPL I 1
	TPPL I -1
	Stop
  }
}



Actor TreePalmPiece2: TreeLeaves1
{
  Gravity 0.4
  Speed 9
  States
  {
  Spawn:
    TPPL HGFEDCBA 4
	TNT1 A 0 A_JumpIf(waterlevel > 1, "Death")
    Loop
 Death:
    TPPL I 1
	TPPL I -1
	Stop
  }
}


Actor TreePalmPiece3: TreeLeaves1
{
  Gravity 0.2
  Speed 9
  States
  {
  Spawn:
    TNT1 A 0 A_JumpIf(waterlevel > 1, "Death")
    PALT FFGHII 3
	PALT IIGHFF 3
    Loop
 Death:
    PALT G 1
	PALT G -1
	Stop
  }
}







Actor NewJungleTree01 1743
{
Scale 1.0
+SOLID
height 96
radius 16
Mass 9999999
+SHOOTABLE
+NOBLOOD
Health 300
states
	{
	Spawn:
	    TREE U 200
		TREE U -1 //A_SpawnItem("TreeLeaves4Falling", 0, 100)
		Loop
	Death:
	TNT1 AAAAAAA 0 A_CustomMissile ("TreeJunglePiece6", 150, 0, random (0, 360), 2, random (0, 180))
	TNT1 AAAAAAAA 0 A_CustomMissile ("TreeJunglePiece6", 90, 0, random (0, 360), 2, random (0, 180))
	TNT1 AAA 0 A_CustomMissile ("TreeJunglePiece1", 140, 0, random (0, 360), 2, random (0, 180))
	TNT1 AAA 0 A_CustomMissile ("TreeJunglePiece2", 140, 0, random (0, 360), 2, random (0, 180))
	TNT1 AA 0 A_CustomMissile ("TreeJunglePiece3", 140, 0, random (0, 360), 2, random (0, 180))
	TNT1 A 0 A_CustomMissile ("TreeJunglePiece4", 140, 0, random (0, 360), 2, random (0, 180))
	TNT1 A 0 A_CustomMissile ("TreeJunglePiece5", 140, 0, random (0, 360), 2, random (0, 180))
	TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile ("TreeLeaves4", 140, 0, random (0, 360), 2, random (30, 160))
	TNT1 A 0 A_PlaySound("TREEDIE", 1)
		TNT1 A 100 A_NoBlocking
	Stop
	}
}


Actor NewJungleTree02: NewJungleTree01 1742
{
states
	{
	Spawn:
	    TREE S 300
		TREE S -1
		Loop
	}
}


Actor NewJungleTree03: NewJungleTree01 1741
{
states
	{
	Spawn:
	    TREE T 400
		TREE T -1 //A_SpawnItem("TreeLeaves4Falling", 0, 100)
		Loop
	}
}





Actor TreeJunglePiece1: TreeLeaves1
{
  Gravity 0.9
  Speed 10
  States
  {
  Spawn:
    TPJN A 2
    Loop
 Death:
    TPJN A 1
	TPJN A -1
	Stop
  }
}


Actor TreeJunglePiece2: TreeLeaves1
{
  Gravity 0.9
  Speed 10
  States
  {
  Spawn:
    TPJN B 2
    Loop
 Death:
    TPJN B 1
	TPJN B -1
	Stop
  }
}


Actor TreeJunglePiece3: TreeLeaves1
{
  Gravity 0.9
  Speed 6
  States
  {
  Spawn:
    TPJN C 2
    Loop
 Death:
    TPJN C 1
	TPJN C -1
	Stop
  }
}


Actor TreeJunglePiece4: TreeLeaves1
{
  Gravity 0.9
  Speed 8
  States
  {
  Spawn:
    TPJN D 2
    Loop
 Death:
    TPJN D 1
	TPJN D -1
	Stop
  }
}



Actor TreeJunglePiece5: TreeLeaves1
{
  Gravity 0.9
  Speed 8
  States
  {
  Spawn:
    TPJN E 2
    Loop
 Death:
    TPJN E 1
	TPJN E -1
	Stop
  }
}


Actor TreeJunglePiece6: TreeLeaves1
{
  Gravity 0.9
  Speed 16
  States
  {
  Spawn:
    TPJN F 2
    Loop
 Death:
    TPJN G 1
	TPJN G 100
	Stop
  }
}


Actor PalmTreeEDAY 1279
{
Scale 1.8
+SOLID
height 190
radius 12
Mass 9999999
+SHOOTABLE
+NOBLOOD
Health 300
states
	{
	Spawn:
	    PALT J 1
		TNT1 A 0 A_Jump(192, "Spawn1", "Spawn2", "Spawn3", "Spawn4", "Spawn5", "Spawn6") 
		PALT J -1
		
		Stop
		
	Spawn1:
		PALT J 1
		TNT1 A 0 A_SetScale(1.8, 1.6)
		PALT J -1
		Stop
		
	Spawn2:
		PALT J 1
		TNT1 A 0 A_SetScale(-1.9, 1.9)
		PALT J -1
		Stop
		
	Spawn3:
		PALT J 1
		TNT1 A 0 A_SetScale(1.6, 1.9)
		PALT J -1
		Stop
		
	
	Spawn4:
		PALT J 1
		TNT1 A 0 A_SetScale(-1.7, 1.9)
		PALT J -1
		Stop
		
	Spawn5:
		PALT J 1
		TNT1 A 0 A_SetScale(-1.8, 1.4)
		PALT J -1
		Stop
		
		
		
	Spawn6:
		PALT J 1
		TNT1 A 0 A_SetScale(1.7, 1.6)
		PALT J -1
		Stop	
		
		
	Death:
	TNT1 AAAAAAAA 0 A_CustomMissile ("WoodParticle22567", 105, 0, random (0, 360), 2, random (0, 180))
		TNT1 AAAA 0 A_CustomMissile ("TreePalmPiece1", 140, 0, random (0, 360), 2, random (0, 180))
		TNT1 AAAA 0 A_CustomMissile ("TreePalmPiece2", 140, 0, random (0, 360), 2, random (0, 180))
		TNT1 AAAA 0 A_CustomMissile ("TreePalmPiece3", 140, 0, random (0, 360), 2, random (40, 140))
	TNT1 A 0 A_NoBlocking
	Stop
	}
}


Actor PalmTreeTop
{
XScale 3.0
YScale 2.0
+SOLID
height 48
radius 12
Mass 9999999
+SHOOTABLE
+NOBLOOD
MONSTER
-COUNTKILL
+FRIENDLY
Health 90
DamageFactor "PalmTreeDmg", 25.0
states
	{
	Spawn:
	    PALM B 1
		PALM B -1
		Stop
	Death:
	TNT1 AAAAAAAA 0 A_CustomMissile ("WoodParticle22567", 15, 0, random (0, 360), 2, random (0, 180))
	TNT1 AAAA 0 A_CustomMissile ("TreePalmPiece1", 10, 0, random (0, 360), 2, random (0, 180))
	TNT1 AAAA 0 A_CustomMissile ("TreePalmPiece2", 10, 0, random (0, 360), 2, random (0, 180))
	TNT1 AAAAAAAA 0 A_CustomMissile ("TreePalmPiece3", 10, 0, random (0, 360), 2, random (40, 140))
	TNT1 A 0 A_NoBlocking
	Stop
	
	Death.Cut:
	Death.Saw:
	Death.PalmTreeDmg:
	TNT1 AAAA 0 A_CustomMissile ("TreePalmPiece3", 40, 0, random (0, 360), 2, random (40, 140))
	TNT1 A 0 A_CustomMissile ("PalmTreeFlyingTop", 10, 0, random (0, 360), 2, random (0, 180))
	TNT1 A 0 A_NoBlocking
	Stop
	
	Death.Massacre:
	TNT1 A 0
	TNT1 A 0 A_NoBlocking
	TNT1 A 1 A_Scream
	TNT1 A 0 A_SpawnItem("PalmTreeTop", 0, 2)
	Stop
	}
}


Actor PalmTreeWood1
{
Scale 1.0
+SOLID
DamageFactor "PalmTreeDmg", 25.0
height 68
radius 12
Mass 9999999
+SHOOTABLE
+NOBLOOD
MONSTER
-COUNTKILL
+FRIENDLY
Health 100
states
	{
	Spawn:
	    PALM C 1
		PALM C -1
		Stop
	Death:
	TNT1 AAAAAAAAAAAAAAAAAA 0 A_CustomMissile ("WoodParticle22567", 15, 0, random (0, 360), 2, random (0, 180))
	TNT1 A 0 A_NoBlocking
	TNT1 A 0 A_SpawnItem("PalmTreeKill", 0, 34) //222
	TNT1 A 0 A_SpawnItem("PalmTreeKill", 0, 97) //222
	TNT1 A 0 A_SpawnItem("PalmTreeKill", 0, 167) //222
	TNT1 A 0 A_SpawnItem("PalmTreeKill", 0, 242) //222
	Stop
	
	Death.PalmTreeDmg:
	TNT1 A 0
	TNT1 A 0 A_SpawnItem("PalmTreeKill", 0, 34) //222
	TNT1 A 0 A_SpawnItem("PalmTreeKill", 0, 97) //222
	TNT1 A 0 A_SpawnItem("PalmTreeKill", 0, 167) //222
	TNT1 A 0 A_SpawnItem("PalmTreeKill", 0, 242) //222
	Goto Death
	
	Death.Massacre:
	TNT1 A 0
	TNT1 A 0 A_NoBlocking
	TNT1 A 1 A_Scream
	TNT1 A 0 A_SpawnItem("PalmTreeTop", 0, 2)
	Stop
	}
}




Actor WoodParticle22567
{
Scale 1.3
bouncefactor 0.5
speed 8
gravity 0.5
	+DOOMBOUNCE
	+MISSILE
	+THRUACTORS
    +MOVEWITHSECTOR
    +CLIENTSIDEONLY
    +NOBLOCKMAP
    +NOTELEPORT
states
	{
	Spawn:
		TNT1 A 0
		TNT1 A 0
		WOOD ABCD 2
		TNT1 A 0 A_JumpIf(waterlevel > 1, "Death")
		loop
   Death:
   	TNT1 A 0
      WOOD B 300
      Stop
   }
}

Actor PalmTreeWood2: PalmTreeWood1
{
height 70
states
	{
	Spawn:
	    PALM D 1
		PALM D -1
		Stop
	}
}



Actor PalmTreeWood0: PalmTreeWood1
{
height 63
states
	{
	Spawn:
	    PALM E 1
		PALM E -1
		Stop
	}
}

actor PalmTreeKill
{
	+NOTARGET
Radius 10
Height 10
DamageType PalmTreeDmg
+NOGRAVITY
+NOTELEPORT
+NODAMAGETHRUST
+THRUGHOST
+NORADIUSDMG
+NOEXTREMEDEATH
PROJECTILE
+DEHEXPLOSION
+ACTIVATEMCROSS
+SKYEXPLODE
+BOUNCEONCEILINGS
States
{
Spawn:
TNT1 A 0
        TNT1 A 0 A_Explode(5,10, 0)
Stop
 }
}

Actor PalmTreeFlyingTop: BasicDebry
{
  Height 48
  Radius 48
  +SHOOTABLE
  +DOOMBOUNCE
  +NOBLOOD
  Mass 99999
  BounceFactor 0.03
  Gravity 0.9
  Speed 16
  Damage 6
  +NOEXTREMEDEATH
  States
  {
  Spawn:
    PALT ABCD 5
	TNT1 A 0 A_JumpIf(waterlevel > 1, "Death")
    Loop
 Death:
    TNT1 A 0
	TNT1 A 0 A_SpawnItem("FallenPalmTreeTop")
	Stop
  }
}


Actor FallenPalmTreeTop
{
Scale 1.0
+SOLID
height 48
radius 48
Mass 9999999
+SHOOTABLE
+NOBLOOD
-SOLID
Health 50
states
	{
	Spawn:
	    PALT E 1
		PALT E -1
		Stop
	Death:
	TNT1 AAAAAAAA 0 A_CustomMissile ("WoodParticle22567", 15, 0, random (0, 360), 2, random (0, 180))
	TNT1 AAAA 0 A_CustomMissile ("TreePalmPiece1", 40, 0, random (0, 360), 2, random (0, 180))
	TNT1 AAAA 0 A_CustomMissile ("TreePalmPiece2", 40, 0, random (0, 360), 2, random (0, 180))
	TNT1 AAAA 0 A_CustomMissile ("TreePalmPiece3", 40, 0, random (0, 360), 2, random (40, 140))
	TNT1 A 0 A_NoBlocking
	Stop
	}
}











Actor TreeJungleMassive 1239
{
Scale 3.0
+SOLID
+SHOOTABLE
+NOBLOOD
height 64
radius 22
Mass 9999999
states
	{
	Spawn:
	    TNT1 A 0
		
		TNT1 A 0 A_SpawnItemEx("JungleTreePart", 100, 0, random(250, 300))
		TNT1 A 0 A_SpawnItemEx("JungleTreePart", -100, 0, random(250, 300))
		TNT1 A 0 A_SpawnItemEx("JungleTreePart", 100, 100, random(250, 300))
		TNT1 A 0 A_SpawnItemEx("JungleTreePart", -100, -100, random(250, 300))
		TNT1 A 0 A_SpawnItemEx("JungleTreePart", 100, -100, random(250, 300))
		TNT1 A 0 A_SpawnItemEx("JungleTreePart", -100, 100, random(250, 300))
		TNT1 A 0 A_SpawnItemEx ("JungleTreePartTop", 0, 0, random(300, 400),0,0,0,0,SXF_NOCHECKPOSITION,0)
		//TNT1 A 0 A_SpawnItemEx ("JungleTreePart", 0, 0, 400,0,0,0,0,SXF_NOCHECKPOSITION,0)
		//TNT1 A 0 A_SpawnItem("PalmTreeTop", 0, 242) //222
	    TRJ1 A 1
		TRJ1 A -1
		Stop
	}
}


Actor JungleTreePart
{
Scale 1.0
MONSTER
-SHOOTABLE
+FRIENDLY
-COUNTKILL
+THRUACTORS
+NOGRAVITY
+FLOAT
+FORCEXYBILLBOARD
states
	{
	Spawn:
	    TNT1 A 0
		TNT1 A 0 A_Jump(256, "Spawn1", "Spawn2")
		
	Spawn1:
		TRJ1 B 1
		TRJ1 B -1
		Stop
	
	Spawn2:
		TRJ1 C 1
		TRJ1 C -1
		Stop
	}
}

Actor JungleTreePartTop: JungleTreePart
{
Scale 2.0
}




Actor Skybox_HellJungle 1240
{
+CLIENTSIDEONLY

Scale 0.06
Radius 2
Height 2
states
	{
	Spawn:
		TXSB A 1
		TNT1 A 0 A_SpawnItemEx("Skybox_HellJungleTree", 8, 8)
		TNT1 A 0 A_SpawnItemEx("Skybox_HellJungleTree", 8, -8)
		TNT1 A 0 A_SpawnItemEx("Skybox_HellJungleTree", -8, -8)
		TNT1 A 0 A_SpawnItemEx("Skybox_HellJungleTree", -8, 8)
		TNT1 A 0 A_SpawnItemEx("Skybox_HellJungleTree", 0, 8)
		TNT1 A 0 A_SpawnItemEx("Skybox_HellJungleTree", 0, -8)
		TNT1 A 0 A_SpawnItemEx("Skybox_HellJungleTree", 8, 0)
		TNT1 A 0 A_SpawnItemEx("Skybox_HellJungleTree", -8, 0)
		Stop	
	}
}




Actor Skybox_HellJungleTree
{
+CLIENTSIDEONLY
+NOINTERACTION
Scale 0.06
Radius 1
Height 1
states
	{
	Spawn:
		TNT1 A 0
		TNT1 A 0 A_Jump(255, "Spawn1", "Spawn2", "Spawn3")
	
	Spawn1:
		TXSB A 1
		TXSB A -1
		Stop
		
	Spawn2:
		TXSB B 1
		TXSB B -1
		Stop
		
	Spawn3:
		TXSB C 1
		TXSB C -1
		Stop	
	}
}




Actor Skybox_HellBuildings1 1241
{
+CLIENTSIDEONLY
+NOINTERACTION
Scale 0.3
Radius 1
Height 1
states
	{
	Spawn:
		TXSB C 1
		TXSB C -1
		Stop
		
	}
}



Actor Skybox_HellBuildings2:  Skybox_HellBuildings1 1242
{
states
	{
	Spawn:
		TXSB D 1
		TXSB D -1
		Stop
		
	}
}


Actor Skybox_HellBuildings3:  Skybox_HellBuildings1 1243
{
states
	{
	Spawn:
		TXSB E 1
		TXSB E -1
		Stop
		
	}
}


Actor Skybox_HellBuildings4:  Skybox_HellBuildings1 1244
{
states
	{
	Spawn:
		TXSB F 1
		TXSB F -1
		Stop
		
	}
}


Actor Skybox_HellBuildings5:  Skybox_HellBuildings1 1245
{
states
	{
	Spawn:
		TXSB G 1
		TXSB G -1
		Stop
		
	}
}



Actor Skybox_HellBuildings6:  Skybox_HellBuildings1 1246
{
states
	{
	Spawn:
		TXSB H 1
		TXSB H -1
		Stop
		
	}
}


Actor Skybox_HellBuildings7:  Skybox_HellBuildings1 1247
{
states
	{
	Spawn:
		TXSB I 1
		TXSB I -1
		Stop
		
	}
}