Actor SLeaf1
{
+NOTARGET
PROJECTILE
-NOGRAVITY
+CLIENTSIDEONLY
+HEXENBOUNCE
+BOUNCEONACTORS
+NOTARGET
+WINDTHRUST
bouncefactor 0.25
bouncecount 12
gravity 0.4
mass 15
damage 0
height 1
radius 1
reactiontime 350
states
{
Spawn:
SLEF ABCDE 3 A_CountDown
loop
Death:
stop
}}

Actor SLeaf1b : SLeaf1 { scale 2.0 }
Actor SLeaf1s : SLeaf1 { scale 0.5 }

Actor SLeaf2 : SLeaf1
{
States
{
Spawn:
SLFB ABCDE 3 A_Countdown
loop
Death:
stop
}}

Actor SLeaf2b : SLeaf2 { Scale 2.0 }
Actor SLeaf2s : SLeaf2 { Scale 0.5 }

Actor Shrub1 18180
{
-SOLID
+NOTARGET
+NONSHOOTABLE
+SHOOTABLE
-NOGRAVITY
+CANPASS
mass 32768
height 12
radius 14
health 30

States
{
Spawn:
SHRB A -1
stop
Death:
SHD2 AAAAAAAAAAAAAAAAAAAAA 0 A_SpawnItemEx("SLeaf2", 0, 0, 0, Random(-2, 2), Random(-2, 2), Random(2, 6), 0, 0, 0)
SHD2 ABCDE 4
SHD2 F -1
stop
}}

Actor Shrub1B : Shrub1 18181 { scale 0.5 height 8 radius 10 } 
Actor Shrub1C : Shrub1 18182 { scale 0.25 height 4 radius 4 } 

Actor Shrub2 : Shrub1 18183
{	States	{
Spawn:
SHRB B -1
stop
Death:
SHRD AAAAAAAAAAAAAAAAAAAAA 0 A_SpawnItemEx("SLeaf1", 0, 0, 0, Random(-2, 2), Random(-2, 2), Random(4, 10), 0, 0, 0)
SHRD ABC 4
goto Looper
ChangeAnim2:
SHRD D 0 A_SpawnItemEx("SmokeRise", Random(-4, 4), Random(-4, 4), Random(0, 4), 0, 0, Random(2, 8), 0, 128, 150)
SHRD DEFG 12 A_SpawnItemEx("SmokeRiseB", Random(-4, 4), Random(-4, 4), Random(0, 4), 0, 0, Random(2, 8), 0, 128, 150)
SHRD D 0 A_SpawnItemEx("SmokeRise2", Random(-4, 4), Random(-4, 4), Random(0, 4), 0, 0, Random(2, 8), 0, 128, 150)
SHRD HGFE 12 A_Jump(150, "ChangeAnim2", "Looper")
loop
ChangeAnim:
SHRD DEF 8 A_SpawnItemEx("SmokeRise2B", Random(-4, 4), Random(-4, 4), Random(0, 4), 0, 0, Random(2, 8), 0, 128, 150)
SHRD GHG 8 A_SpawnItemEx("SmokeRise", Random(-4, 4), Random(-4, 4), Random(0, 4), 0, 0, Random(2, 8), 0, 128, 150)
SHRD FE 8 A_Jump(150, "ChangeAnim2", "Looper")
loop
looper:
SHRD DEFGHGFE 4 A_Jump(150, "ChangeAnim", "ChangeAnim2")
loop
}}

Actor Shrub2B : Shrub2 18184 { scale 0.5 height 8 radius 10 }
Actor Shrub2C : Shrub2 18185 { scale 0.25 height 4 radius 4 }

Actor Shrub3 : Shrub1 18186
{	scale 0.5	States	{
Spawn:
SHRB C -1
stop
}}

Actor Shrub3B : Shrub3 18187 { scale 0.25 } 
Actor Shrub3C : Shrub3 18188 { scale 0.1 }

Actor Tree1 18190
{
+SOLID
+CANPASS
-NOGRAVITY
+NOTARGET
height 64
radius 12
States
{
Spawn:
TREE A -1
stop
}}



Actor IceShrub2 : Shrub1 18230
{	States	{
Spawn:
ISHB A -1
stop
Death:
SHRD AAAAAAAAAAAAAAAAAAAAA 0 A_SpawnItemEx("SLeaf1", 0, 0, 0, Random(-2, 2), Random(-2, 2), Random(4, 10), 0, 0, 0)
SHRD ABC 4
goto Looper
ChangeAnim2:
SHRD D 0 A_SpawnItemEx("SmokeRise", Random(-4, 4), Random(-4, 4), Random(0, 4), 0, 0, Random(2, 8), 0, 128, 150)
SHRD DEFG 12 A_SpawnItemEx("SmokeRiseB", Random(-4, 4), Random(-4, 4), Random(0, 4), 0, 0, Random(2, 8), 0, 128, 150)
SHRD D 0 A_SpawnItemEx("SmokeRise2", Random(-4, 4), Random(-4, 4), Random(0, 4), 0, 0, Random(2, 8), 0, 128, 150)
SHRD HGFE 12 A_Jump(150, "ChangeAnim2", "Looper")
loop
ChangeAnim:
SHRD DEF 8 A_SpawnItemEx("SmokeRise2B", Random(-4, 4), Random(-4, 4), Random(0, 4), 0, 0, Random(2, 8), 0, 128, 150)
SHRD GHG 8 A_SpawnItemEx("SmokeRise", Random(-4, 4), Random(-4, 4), Random(0, 4), 0, 0, Random(2, 8), 0, 128, 150)
SHRD FE 8 A_Jump(150, "ChangeAnim2", "Looper")
loop
looper:
SHRD DEFGHGFE 4 A_Jump(150, "ChangeAnim", "ChangeAnim2")
loop
}}

Actor IceShrub1 18231
{
-SOLID
+NONSHOOTABLE
+SHOOTABLE
-NOGRAVITY
+NOTARGET
mass 32768
height 12
radius 14
health 30

States
{
Spawn:
ISHB C -1
stop
Death:
SHD2 AAAAAAAAAAAAAAAAAAAAA 0 A_SpawnItemEx("SLeaf2", 0, 0, 0, Random(-2, 2), Random(-2, 2), Random(2, 6), 0, 0, 0)
SHD2 ABCDE 4
SHD2 F -1
stop
}}

Actor IceBush 18232
{
+NOTARGET
Height 36
Radius 16
+SOLID
+NONSHOOTABLE
+SHOOTABLE
-NOGRAVITY
mass 32768

States
{
Spawn:
ISHB B -1
stop
}}