
-- -- ---CUSTOM TREES--- -- --
freeslot(
"MT_LWTREE1", "SPR_CRTR", "S_TREESTATIC",
"MT_LWTREE2", "SPR_CRTL", "S_TREESTATIC2",
"MT_BALLTREE1", "SPR_BLTR", "S_BALLTREESTATIC",
"MT_PALMTREE1", "SPR_PMHD", "S_PALMTREESTATIC",
"MT_SPALMTREE1", "SPR_PASM", "S_SPALMTREESTATIC")

mobjinfo[MT_LWTREE1] = {
	--$Category Lawn World
	--$Name Lawn Tree 1
	--$Sprite CRTRA1
	doomednum = 2337,
	radius = 24*FRACUNIT,
	height = 182*FRACUNIT,
	spawnstate = S_TREESTATIC,
	flags = MF_NOTHINK|MF_SOLID
}
states[S_TREESTATIC] = {
	sprite = SPR_CRTR, frame = A, tics = 1, nextstate = S_TREESTATIC}

-- -- Another Custom Tree Object -- --
mobjinfo[MT_LWTREE2] = {
	--$Category Lawn World
	--$Name Lawn Tree 2
	--$Sprite CRTLA1
	doomednum = 2343,
	radius = 24*FRACUNIT,
	height = 410*FRACUNIT,
	spawnstate = S_TREESTATIC2,
	flags = MF_NOTHINK|MF_SOLID
}
states[S_TREESTATIC2] = {
	sprite = SPR_CRTL, frame = A, tics = 1, nextstate = S_TREESTATIC2}

-- -- Another tree object -- --
mobjinfo[MT_BALLTREE1] = {
	--$Category Lawn World
	--$Name Ball Lawn Tree
	--$Sprite BLTRA1
	doomednum = 2342,
	radius = 8*FRACUNIT,
	height = 200*FRACUNIT,
	spawnstate = S_BALLTREESTATIC,
	flags = MF_NOTHINK|MF_SOLID
}
states[S_BALLTREESTATIC] = {
	sprite = SPR_BLTR, frame = A, tics = 1, nextstate = S_BALLTREESTATIC}
	
-- -- Another tree object -- --
mobjinfo[MT_PALMTREE1] = {
	--$Category Lawn World
	--$Name Palm Lawn Tree
	--$Sprite PMHDA1
	doomednum = 2353,
	radius = 16*FRACUNIT,
	height = 16*FRACUNIT,
	spawnstate = S_PALMTREESTATIC,
	flags = MF_NOTHINK|MF_SOLID
}
states[S_PALMTREESTATIC] = {
	sprite = SPR_PMHD, frame = A, tics = 1, nextstate = S_PALMTREESTATIC}

-- -- Another tree object -- --
mobjinfo[MT_SPALMTREE1] = {
	--$Category Lawn World
	--$Name Small Palm Lawn Tree
	--$Sprite PASMA1
	doomednum = 2354,
	radius = 16*FRACUNIT,
	height = 120*FRACUNIT,
	spawnstate = S_SPALMTREESTATIC,
	flags = MF_NOTHINK|MF_SOLID
}
states[S_SPALMTREESTATIC] = {
	sprite = SPR_PASM, frame = A, tics = 1, nextstate = S_SPALMTREESTATIC}


-- -- ---CUSTOM BUSHES--- -- --
freeslot(
"MT_LWBUSH1", "SPR_BUCR", "S_BUSHSTATIC1",
"MT_LWBUSH2", "SPR_BUSQ", "S_BUSHSTATIC2")
mobjinfo[MT_LWBUSH1] = {
	--$Category Lawn World
	--$Name Lawn Bush 1
	--$Sprite BUCRA1
	doomednum = 2340,
	radius = 24*FRACUNIT,
	height = 110*FRACUNIT,
	spawnstate = S_BUSHSTATIC1,
	flags = MF_SCENERY
}
states[S_BUSHSTATIC1] = {
	sprite = SPR_BUCR, frame = A, tics = 1, nextstate = S_BUSHSTATIC1}

addHook("MobjThinker",function(mob)
	local param = mob.spawnpoint.extrainfo
	
	if param == 1 then
		mob.scale = (FRACUNIT*2)
	end
end
,MT_LWBUSH1)

-- -- Another Bush -- --
mobjinfo[MT_LWBUSH2] = {
	--$Category Lawn World
	--$Name Lawn Bush 2
	--$Sprite BUSQA1
	doomednum = 2341,
	radius = 48*FRACUNIT,
	height = 96*FRACUNIT,
	spawnstate = S_BUSHSTATIC2,
	flags = MF_SCENERY
}
states[S_BUSHSTATIC2] = {
	sprite = SPR_BUSQ, frame = A, tics = 1, nextstate = S_BUSHSTATIC2}

addHook("MobjThinker",function(mob)
	local param = mob.spawnpoint.extrainfo
	
	if param == 1 then
		mob.scale = (FRACUNIT*2)
	end
end
,MT_LWBUSH2)

-- -- ---CUSTOM DECORATORS--- -- --
freeslot(
"MT_HOUSELAMP", "SPR_LAMP", "S_LAMPSTATIC")
mobjinfo[MT_HOUSELAMP] = {
	--$Category Lawn World
	--$Name House Lamp
	--$Sprite LAMPA1
	doomednum = 2344,
	radius = 32*FRACUNIT,
	height = 96*FRACUNIT,
	spawnstate = S_LAMPSTATIC,
	flags = MF_NOTHINK|MF_NOGRAVITY|MF_SPAWNCEILING
}
states[S_LAMPSTATIC] = {
	sprite = SPR_LAMP, frame = A, tics = 1, nextstate = S_LAMPSTATIC}

-- -- ---CUSTOM ROCK OBJECTS--- -- --
freeslot(
"MT_WATERROCK1", "SPR_WTSA", "S_ROCKSTATIC1",
"MT_WATERROCK2", "SPR_WTSB", "S_ROCKSTATIC2",
"MT_WATERROCKPILE", "SPR_WTSC", "S_ROCKSTATIC3")

mobjinfo[MT_WATERROCK1] = {
	--$Category Lawn World
	--$Name Lawn Rock 1
	--$Sprite WTSAA1
	doomednum = 2345,
	radius = 32*FRACUNIT,
	height = 32*FRACUNIT,
	spawnstate = S_ROCKSTATIC1,
	flags = MF_NOTHINK
}
states[S_ROCKSTATIC1] = {
	sprite = SPR_WTSA, frame = A, tics = 1, nextstate = S_ROCKSTATIC1}

-- -- Another custom rock object-- --
mobjinfo[MT_WATERROCK2] = {
	--$Category Lawn World
	--$Name Lawn Rock 2
	--$Sprite WTSBA1
	doomednum = 2346,
	radius = 32*FRACUNIT,
	height = 32*FRACUNIT,
	spawnstate = S_ROCKSTATIC2,
	flags = MF_NOTHINK
}
states[S_ROCKSTATIC2] = {
	sprite = SPR_WTSB, frame = A, tics = 1, nextstate = S_ROCKSTATIC2}

-- -- Custom Rock Pile -- --
mobjinfo[MT_WATERROCKPILE] = {
	--$Category Lawn World
	--$Name Lawn Rock Pile
	--$Sprite WTSCA1
	doomednum = 2347,
	radius = 128*FRACUNIT,
	height = 16*FRACUNIT,
	spawnstate = S_ROCKSTATIC3,
	flags = MF_NOTHINK
}
states[S_ROCKSTATIC3] = {
	sprite = SPR_WTSC,
	frame = A,
	tics = 1,
	nextstate = S_ROCKSTATIC3
}

-- -- --FURNITURE-- -- --
freeslot(
"MT_GRANDCLOCK", "SPR_CLOC",
"S_CLOCKSTATIC1",
"S_CLOCKSTATIC2",
"S_CLOCKSTATIC3",
"S_CLOCKSTATIC4",
"MT_BARREL", "SPR_BARL", "S_BARRELSTATIC1",
"MT_THREEBARREL", "SPR_BART", "S_THREEBARRELSTATIC1")

mobjinfo[MT_BARREL] = {
	--$Category Lawn World
	--$Name Lawn Barrel
	--$Sprite BARLA1
	doomednum = 2350,
	radius = 64*FRACUNIT,
	height = 120*FRACUNIT,
	spawnstate = S_BARRELSTATIC1,
	flags = MF_NOTHINK|MF_NOGRAVITY|MF_SOLID
}
states[S_BARRELSTATIC1] = {
	sprite = SPR_BARL, frame = A, tics = 5, nextstate = S_BARRELSTATIC1}

mobjinfo[MT_THREEBARREL] = {
	--$Category Lawn World
	--$Name Three Lawn Barrels
	--$Sprite BARTA1
	doomednum = 2352,
	radius = 64*FRACUNIT,
	height = 120*FRACUNIT,
	spawnstate = S_THREEBARRELSTATIC1,
	flags = MF_NOTHINK|MF_NOGRAVITY|MF_SOLID
}
states[S_THREEBARRELSTATIC1] = {
	sprite = SPR_BART, frame = A, tics = 5, nextstate = S_THREEBARRELSTATIC1}

mobjinfo[MT_GRANDCLOCK] = {
	--$Category Lawn World
	--$Name Lawn Clock
	--$Sprite CLOCA1
	doomednum = 2349,
	radius = 56*FRACUNIT,
	height = 256*FRACUNIT,
	spawnstate = S_CLOCKSTATIC1,
	flags = MF_SCENERY|MF_NOGRAVITY|MF_SOLID
}
states[S_CLOCKSTATIC1] = {
	sprite = SPR_CLOC, frame = A, tics = 5, nextstate = S_CLOCKSTATIC2}

states[S_CLOCKSTATIC2] = {
	sprite = SPR_CLOC, frame = B, tics = 5, nextstate = S_CLOCKSTATIC3}

states[S_CLOCKSTATIC3] = {
	sprite = SPR_CLOC, frame = C, tics = 5, nextstate = S_CLOCKSTATIC4}

states[S_CLOCKSTATIC4] = {
	sprite = SPR_CLOC, frame = B, tics = 5, nextstate = S_CLOCKSTATIC1}

-- -- PINES -- --
freeslot (
"MT_PINETOP", "SPR_PNTP", "S_PINESTATIC",
"MT_PINELARGE", "SPR_PINE", "S_PINESTATIC2",
"MT_PINESMALL", "SPR_PNSM", "S_PINESTATIC3")

mobjinfo[MT_PINETOP] = {
--$Category Broadside Cliffs
	--$Name Pine Top
	--$Sprite PNTPA1
	doomednum = 2356,
	radius = 64*FRACUNIT,
	height = 64*FRACUNIT,
	spawnstate = S_PINESTATIC,
	flags = MF_NOTHINK
}
states[S_PINESTATIC] = {
	sprite = SPR_PNTP, frame = A, tics = 5, nextstate = S_PINESTATIC}

mobjinfo[MT_PINELARGE] = {
--$Category Broadside Cliffs
	--$Name Large Pine
	--$Sprite PINEA1
	doomednum = 2357,
	radius = 32*FRACUNIT,
	height = 450*FRACUNIT,
	spawnstate = S_PINESTATIC2,
	flags = MF_NOTHINK|MF_SOLID
}
states[S_PINESTATIC2] = {
	sprite = SPR_PINE, frame = A, tics = 5, nextstate = S_PINESTATIC2}

mobjinfo[MT_PINESMALL] = {
--$Category Broadside Cliffs
	--$Name Small Pine
	--$Sprite PNSMA1
	doomednum = 2358,
	radius = 16*FRACUNIT,
	height = 96*FRACUNIT,
	spawnstate = S_PINESTATIC3,
	flags = MF_NOTHINK|MF_SOLID
}
states[S_PINESTATIC3] = {
	sprite = SPR_PNSM, frame = A, tics = 5, nextstate = S_PINESTATIC3}
	
-- -- ---ANIMATED FLOWER--- -- --
freeslot(
"MT_LWFLOWER1", "SPR_LWF1", "S_FLOWERSPIN1")

mobjinfo[MT_LWFLOWER1] = {
	--$Category Lawn World
	--$Name Lawn Flower 1
	--$Sprite LWF1A0
	doomednum = 2339,
	radius = 8*FRACUNIT,
	height = 64*FRACUNIT,
	spawnstate = S_FLOWERSPIN1,
	flags = MF_SCENERY
}
states[S_FLOWERSPIN1] = {
	sprite = SPR_LWF1, frame = FF_ANIMATE|B, var1 = 19, var2 = 2, tics = 38, nextstate = S_FLOWERSPIN1}
	
-- -- ---ANIMATED DEBRIS--- -- --
freeslot(
"MT_WALLDEBRIS1", "SPR_WADB", "S_DSTATIC1")

mobjinfo[MT_WALLDEBRIS1] = {
	doomednum = 2351,
	radius = 32*FRACUNIT,
	height = 32*FRACUNIT,
	spawnstate = S_DSTATIC1,
	activesound = sfx_crumbl,
	flags = MF_NOCLIPTHING
}
states[S_DSTATIC1] = {
	sprite = SPR_WADB, frame = FF_ANIMATE|B, var1 = 9, var2 = 2, tics = 18, nextstate = S_DSTATIC1}

freeslot(
"MT_CONDEBRIS", "SPR_CODS", "S_CDSTATIC1")

mobjinfo[MT_CONDEBRIS] = {
	doomednum = 3006,
	radius = 32*FRACUNIT,
	height = 32*FRACUNIT,
	spawnstate = S_CDSTATIC1,
	activesound = sfx_crumbl,
	flags = MF_NOCLIPTHING
}
states[S_CDSTATIC1] = {
	sprite = SPR_CODS, frame = FF_ANIMATE|A, var1 = 3, var2 = 3, tics = 9, nextstate = S_CDSTATIC1}

-- -- ---ANIMATED FLAME--- -- --
freeslot(
"MT_BLUEFLAME", "SPR_BFLM", "S_FLAMESTATIC",
"MT_BLUECORONA", "SPR_BFCO", "S_CORONASTATIC")

mobjinfo[MT_BLUECORONA] = {
	doomednum = 2302,
	radius = 64*FRACUNIT,
	height = 64*FRACUNIT,
	spawnstate = S_CORONASTATIC,
	dispoffset = 1,
	flags = MF_NOGRAVITY|MF_NOCLIP
}

states[S_CORONASTATIC] = {
	sprite = SPR_BFCO, frame = FF_FULLBRIGHT|TR_TRANS80|A, tics = 5, nextstate = S_CORONASTATIC}

mobjinfo[MT_BLUEFLAME] = {
	--$Category Skyward Garden
	--$Name Thruster Flame
	--$Sprite BFLMA0
	doomednum = 2301,
	radius = 48*FRACUNIT,
	height = 96*FRACUNIT,
	spawnstate = S_FLAMESTATIC,
	flags = MF_SPECIAL|MF_FIRE|MF_NOGRAVITY
}

states[S_FLAMESTATIC] = {
	sprite = SPR_BFLM, frame = FF_FULLBRIGHT|TR_TRANS10|FF_ANIMATE|B, var1 = 9, var2 = 4, tics = 36, nextstate = S_FLAMESTATIC}
	
addHook("MobjSpawn",function(mob)
	P_SpawnMobj(mob.x,mob.y,mob.z,MT_BLUECORONA)
end
,MT_BLUEFLAME)

addHook("MobjThinker",function(mob)
	A_FindTracer(mob,MT_BLUECORONA,0)
end
,MT_BLUEFLAME)

-- -- ---TEMPLE WARE--- -- --
freeslot(
"MT_GOLDCHALICE", "SPR_CHAL", "S_CHALICESTATIC")

mobjinfo[MT_GOLDCHALICE] = {
	--$Category Skyward Garden
	--$Name Gold Chalice
	--$Sprite CHALA1
	doomednum = 2304,
	radius = 32*FRACUNIT,
	height = 100*FRACUNIT,
	spawnstate = S_CHALICESTATIC,
	flags = MF_NOTHINK|MF_SOLID
}

states[S_CHALICESTATIC] = {
	sprite = SPR_CHAL, frame = A, tics = 5, nextstate = S_CHALICESTATIC}

freeslot(
"MT_TEMPLELAMP", "SPR_CHAN", "S_CHANSTATIC",
"MT_SILVERLANTERN", "SPR_LANT", "S_LANTERNSTATIC")

mobjinfo[MT_TEMPLELAMP] = {
	--$Category Skyward Garden
	--$Name Temple Lamp
	--$Sprite CHANA1
	doomednum = 2305,
	radius = 64*FRACUNIT,
	height = 128*FRACUNIT,
	spawnstate = S_CHANSTATIC,
	flags = MF_NOTHINK|MF_NOGRAVITY|MF_SPAWNCEILING
}

states[S_CHANSTATIC] = {
	sprite = SPR_CHAN, frame = FF_FULLBRIGHT|A, tics = 1, nextstate = S_CHANSTATIC}

mobjinfo[MT_SILVERLANTERN] = {
	--$Category Skyward Garden
	--$Name Silver Lantern
	--$Sprite LANTA1
	doomednum = 2306,
	radius = 32*FRACUNIT,
	height = 86*FRACUNIT,
	spawnstate = S_LANTERNSTATIC,
	flags = MF_SCENERY|MF_SOLID
}

states[S_LANTERNSTATIC] = {
	sprite = SPR_LANT, frame = FF_FULLBRIGHT|FF_ANIMATE|B, var1 = 10, var2 = 4, tics = 40, nextstate = S_LANTERNSTATIC}

-- Skyward Garden Pieces --
freeslot(
"MT_PLANTPOT", "SPR_PNTR", "S_PLANTPOTSTATIC")

mobjinfo[MT_PLANTPOT] = {
	--$Category Skyward Garden
	--$Name Potted Plant 1
	--$Sprite PNTRA1
	doomednum = 2308,
	radius = 32*FRACUNIT,
	height = 100*FRACUNIT,
	spawnstate = S_PLANTPOTSTATIC,
	flags = MF_NOTHINK|MF_SOLID
}

states[S_PLANTPOTSTATIC] = {
	sprite = SPR_PNTR, frame = A, tics = 5, nextstate = S_PLANTPOTSTATIC}

freeslot(
"MT_PLANTPOT2", "SPR_PNT2", "S_PLANTPOTSTATIC2")

mobjinfo[MT_PLANTPOT2] = {
	--$Category Skyward Garden
	--$Name Potted Plant 2
	--$Sprite PNT2A1
	doomednum = 2309,
	radius = 50*FRACUNIT,
	height = 318*FRACUNIT,
	spawnstate = S_PLANTPOTSTATIC2,
	flags = MF_NOTHINK|MF_SOLID
}

states[S_PLANTPOTSTATIC2] = {
	sprite = SPR_PNT2, frame = A, tics = 5, nextstate = S_PLANTPOTSTATIC2}

freeslot(
"MT_PLANTPOT3", "SPR_PNT3", "S_PLANTPOTSTATIC3")

mobjinfo[MT_PLANTPOT3] = {
	--$Category Skyward Garden
	--$Name Potted Plant 3
	--$Sprite PNT3A1
	doomednum = 2310,
	radius = 64*FRACUNIT,
	height = 56*FRACUNIT,
	spawnstate = S_PLANTPOTSTATIC3,
	flags = MF_SCENERY|MF_SOLID
}

states[S_PLANTPOTSTATIC3] = {
	sprite = SPR_PNT3, frame = FF_ANIMATE|B, var1 = 10, var2 = 2, tics = 20, nextstate = S_PLANTPOTSTATIC3}

freeslot(
"MT_PINEBUSH1", "SPR_PNB1", "S_PINEBUSHSTATIC")

mobjinfo[MT_PINEBUSH1] = {
	--$Category Broadside Cliffs
	--$Name Pine Bush 1
	--$Sprite PNB1A1
	doomednum = 2311,
	radius = 64*FRACUNIT,
	height = 80*FRACUNIT,
	spawnstate = S_PINEBUSHSTATIC,
	flags = MF_NOTHINK
}

states[S_PINEBUSHSTATIC] = {
	sprite = SPR_PNB1, frame = A, tics = 5, nextstate = S_PINEBUSHSTATIC}

freeslot(
"MT_PINELEAVES1", "SPR_PPSS", "S_PLSTATIC")

mobjinfo[MT_PINELEAVES1] = {
	--$Category Broadside Cliffs
	--$Name Pine Leaves1
	--$Sprite PPSSA0
	doomednum = 2313,
	radius = 32*FRACUNIT,
	height = 1024*FRACUNIT,
	spawnstate = S_PLSTATIC,
	flags = MF_SOLID|MF_SCENERY
}

states[S_PLSTATIC] = {
	sprite = SPR_PPSS, frame = FF_PAPERSPRITE|A, tics = 5, nextstate = S_PLSTATIC}

//flat lightpost//
freeslot(
"MT_PAPERPOST1", "SPR_LIPO", "S_LISTATIC",
"MT_CLIGHT", "SPR_LIGH", "S_LISTATIC2",
"MT_SHAFT", "SPR_LTSH", "S_SHAFTSTATIC")

mobjinfo[MT_PAPERPOST1] = {
	--$Category Broadside Cliffs
	--$Name Light Pole
	--$Sprite LIPOA0
	doomednum = 2314,
	radius = 16*FRACUNIT,
	height = 64*FRACUNIT,
	spawnstate = S_LISTATIC,
	flags = MF_SOLID|MF_SCENERY|MF_NOGRAVITY|MF_NOCLIP|MF_NOCLIPHEIGHT
}

states[S_LISTATIC] = {
	sprite = SPR_LIPO, frame = A, tics = 5, nextstate = S_LISTATIC}

addHook("MobjThinker",function(mob)
	mob.renderflags = RF_NOSPLATBILLBOARD|RF_FLOORSPRITE
end
,MT_PAPERPOST1)

mobjinfo[MT_CLIGHT] = {
	--$Category Broadside Cliffs
	--$Name Circle Light
	--$Sprite LIGHA0
	doomednum = 2315,
	radius = 16*FRACUNIT,
	height = 16*FRACUNIT,
	spawnstate = S_LISTATIC2,
	flags = MF_SCENERY|MF_NOGRAVITY|MF_NOCLIP|MF_NOCLIPHEIGHT
}

states[S_LISTATIC2] = {
	sprite = SPR_LIGH, frame = A, tics = 5, nextstate = S_LISTATIC2}

addHook("MobjThinker",function(mob)
	mob.renderflags = RF_NOSPLATBILLBOARD|RF_FLOORSPRITE|RF_FULLBRIGHT
end
,MT_CLIGHT)

mobjinfo[MT_SHAFT] = {
	doomednum = 2316,
	radius = 16*FRACUNIT,
	height = 16*FRACUNIT,
	spawnstate = S_SHAFTSTATIC,
	flags = MF_SCENERY|MF_NOGRAVITY|MF_NOCLIP|MF_NOCLIPHEIGHT
}

states[S_SHAFTSTATIC] = {
	sprite = SPR_LTSH, frame = FF_FULLBRIGHT|TR_TRANS60|A, tics = 5, nextstate = S_SHAFTSTATIC}

addHook("MobjSpawn",function(mob)
	P_SpawnMobj(mob.x,mob.y,mob.z,MT_SHAFT)
end
,MT_CLIGHT)

addHook("MobjThinker",function(mob)
	mob.blendmode = AST_ADD
	mob.spritexscale = 3*FRACUNIT
	mob.spriteyscale = 3*FRACUNIT
	A_FindTracer(mob,MT_SHAFT,0)
end
,MT_SHAFT)

//Garden Tools//
freeslot(
"MT_GARDENTOOLBOX", "SPR_GTB0", "S_GTBSTATIC")

mobjinfo[MT_GARDENTOOLBOX] = {
	--$Category Lawn World
	--$Name Garden Toolbox
	--$Sprite GTBOA1
	doomednum = 3018,
	radius = 128*FRACUNIT,
	height = 128*FRACUNIT,
	spawnstate = S_GTBSTATIC,
	flags = MF_SCENERY
}

states[S_GTBSTATIC] = {
	sprite = SPR_GTBO, frame = A, tics = 5, nextstate = S_GTBSTATIC}

addHook("MobjThinker",function(mob)
	local param = mob.spawnpoint.extrainfo
	
	if parem == 2 then
		mob.scale = FRACUNIT/2
	end
end
,MT_GARDENTOOLBOX)

//Tropical Greenhouse Plant//
freeslot(
"MT_TROPICALPLANT1", "SPR_TRP1", "S_TPSTATIC")

mobjinfo[MT_TROPICALPLANT1] = {
	--$Category Lawn World
	--$Name Tropical Plant1
	--$Sprite TRP1A1
	doomednum = 3012,
	radius = 64*FRACUNIT,
	height = 256*FRACUNIT,
	spawnstate = S_TPSTATIC,
	flags = MF_SCENERY
}

states[S_TPSTATIC] = {
	sprite = SPR_TRP1, frame = A, tics = 5, nextstate = S_TPSTATIC}

addHook("MobjThinker",function(mob)
	local param = mob.spawnpoint.extrainfo
	
	if param == 2 then
		mob.scale = FRACUNIT/2
	elseif param == 3 then
		mob.scale = FRACUNIT/3
	elseif param == 4 then
		mob.scale = FRACUNIT/4
	else
		mob.scale = FRACUNIT
	end
end
,MT_TROPICALPLANT1)


//Large Ball Lawn Tree//
freeslot(
"MT_BALLTREELARGE", "SPR_BLTL", "S_BALLTREESTATIC2")

mobjinfo[MT_BALLTREELARGE] = {
	--$Category Lawn World
	--$Name Lawn Ball Tree(Large)
	--$Sprite BLTLA1
	doomednum = 3014,
	radius = 24*FRACUNIT,
	height = 600*FRACUNIT,
	spawnstate = S_BALLTREESTATIC2,
	flags = MF_SCENERY
}

states[S_BALLTREESTATIC2] = {
	sprite = SPR_BLTL, frame = A, tics = 5, nextstate = S_BALLTREESTATIC2}

addHook("MobjThinker",function(mob)
	local param = mob.spawnpoint.extrainfo
	
	if param == 2 then
		mob.scale = (FRACUNIT*2)/3
	end
end
,MT_BALLTREELARGE)

//Pine Bush//
freeslot(
"MT_PINEBUSH1", "SPR_PNB1", "S_PINEBUSHSTATIC")

mobjinfo[MT_PINEBUSH1] = {
	--$Category Broadside Cliffs
	--$Name Pine Bush 1
	--$Sprite PNB1A1
	doomednum = 2311,
	radius = 64*FRACUNIT,
	height = 80*FRACUNIT,
	spawnstate = S_PINEBUSHSTATIC,
	flags = MF_NOTHINK
}

states[S_PINEBUSHSTATIC] = {
	sprite = SPR_PNB1, frame = A, tics = 5, nextstate = S_PINEBUSHSTATIC}

//Fruit Bush//
freeslot(
"MT_FRUITBUSH1", "SPR_FRBS", "S_FRUITBUSHSTATIC1")

mobjinfo[MT_FRUITBUSH1] = {
	--$Category Lawn World
	--$Name Fruit Bush 1
	--$Sprite FRBSA1
	doomednum = 3016,
	radius = 128*FRACUNIT,
	height = 134*FRACUNIT,
	spawnstate = S_FRUITBUSHSTATIC1,
	flags = MF_SCENERY
}

states[S_FRUITBUSHSTATIC1] = {
	sprite = SPR_FRBS, frame = A, tics = 5, nextstate = S_FRUITBUSHSTATIC1}
	
//Another Fruit Bush//
freeslot(
"MT_FRUITBUSH2", "SPR_FRB2", "S_FRUITBUSHSTATIC2")

mobjinfo[MT_FRUITBUSH2] = {
	--$Category Lawn World
	--$Name Fruit Bush 2
	--$Sprite FRB2A1
	doomednum = 3017,
	radius = 100*FRACUNIT,
	height = 250*FRACUNIT,
	spawnstate = S_FRUITBUSHSTATIC2,
	flags = MF_SCENERY
}

states[S_FRUITBUSHSTATIC2] = {
	sprite = SPR_FRB2, frame = A, tics = 5, nextstate = S_FRUITBUSHSTATIC2}