Actor SnowSpawner 12388
{
	+INVISIBLE
	+NOGRAVITY
	+CLIENTSIDEONLY
	+NOTARGET
	
states
{
Spawn:
	TNT1 A 35 A_SpawnItemEx("SnowFlake", Random(-128, 128), Random(-128, 32), Random(-64, 256), 0, 0, 0, 0, SXF_CLIENTSIDE, 100)
	TNT1 A 35 A_SpawnItemEx("SnowFlake2", Random(-128, 128), Random(-128, 32), Random(-64, 256), 0, 0, 0, 0, SXF_CLIENTSIDE, 100)
	TNT1 A 35 A_SpawnItemEx("SnowFlake3", Random(-128, 128), Random(-128, 32), Random(-64, 256), 0, 0, 0, 0, SXF_CLIENTSIDE, 100)
	loop
}}

Actor SnowFlake
{
	+NOTARGET
    +DONTSPLASH
	scale 1.0
	gravity 0.05
	PROJECTILE
	+CLIENTSIDEONLY
	-NOGRAVITY
	+WINDTHRUST
	reactiontime 200
	speed 2
states
{
Spawn:
SNOW A 8 A_JumpIf(waterlevel > 0, "Death")
SNOW A 0 A_Countdown
loop
Death:
SNOW A 8 
stop
}}

Actor SnowFlake2 : SnowFlake { scale 2.0 }
Actor SnowFlake3 : SnowFlake { scale 0.7 }


Actor LeafSpawner 12346
{
	+NOTARGET
	+INVISIBLE
	+NOGRAVITY
	+CLIENTSIDEONLY
	
states
{
Spawn:
	TNT1 A 55 A_SpawnItemEx("leaf1", Random(-128, 128), Random(-128, 32), Random(-64, 256), 0, 0, 0, 0, SXF_CLIENTSIDE, 100)
	TNT1 A 55 A_SpawnItemEx("leaf2", Random(-128, 128), Random(-128, 32), Random(-64, 256), 0, 0, 0, 0, SXF_CLIENTSIDE, 100)
	TNT1 A 55 A_SpawnItemEx("leaf3", Random(-128, 128), Random(-128, 32), Random(-64, 256), 0, 0, 0, 0, SXF_CLIENTSIDE, 100)
	loop
}}

Actor Leaf1
{
	+NOTARGET
    +DONTSPLASH
	scale 3.0
	gravity 0.05
	PROJECTILE
	+CLIENTSIDEONLY
	-NOGRAVITY
	+WINDTHRUST
	speed 2
	reactiontime 66
states
{
Spawn:
LEF1 ABCDEFGH 5 A_Wander
LEF1 A 1 A_JumpIf(waterlevel > 0, "Death")
LEF1 A 0 A_Countdown
loop
Death:
LEF1 A 1
stop
}}

Actor Leaf2
{
	+NOTARGET
    +DONTSPLASH
	gravity 0.05
	scale 3.5
	PROJECTILE
	+CLIENTSIDEONLY
	-NOGRAVITY
	+WINDTHRUST
	reactiontime 66
	speed 1
states
{
Spawn:
LEF2 ABCDEFGHI 5 A_Wander
LEF2 A 1 A_JumpIf(waterlevel > 0, "Death")
LEF2 A 0 A_Countdown
loop
Death:
LEF2 A 1
stop
}}

Actor Leaf3
{
	+NOTARGET
    +DONTSPLASH
	gravity 0.05
	scale 4.0
	PROJECTILE
	+CLIENTSIDEONLY
	-NOGRAVITY
	+WINDTHRUST
	speed 2
	reactiontime 66
states
{
Spawn:
LEF3 ABCDE 5 A_Wander
LEF3 A 1 A_JumpIf(waterlevel > 0, "Death")
LEF3 A 0 A_Countdown

loop
Death:
LEF3 A 1
stop
}}

