
actor Blue_Blood : Brutal_Blood
{
translation "168:191=192:207","16:47=240:247"
Decal BlueBloodSplat
 states
 {
  Spawn:
	    TNT1 A 0 A_JumpIf(waterlevel > 1, "Splash")
		TNT1 A 0 A_SpawnItem("BlueBloodHit")
		TNT1 A 0 ACS_ExecuteAlways(799, 0, 0, 0, 0)//Check Blood density
		TNT1 A 2
        TNT1 AAAA 0 A_CustomMissile ("Blue_FlyingBloodTrail", 0, 0, random (0, 360), 2, random (0, 180))
        TNT1 AAAAAAA 0 A_CustomMissile ("Blue_FlyingBloodTrail", 0, 0, random (0, 180), 2, random (0, 180))
  	    TNT1 A 0 A_CustomMissile ("Blue_FlyingBlood", 7, 0, random (0, 360), 2, random (30, 150))
       stop
	   
	  LotsofBlood:
	  
		TNT1 AAAAAAA 0 A_CustomMissile ("Blue_FlyingBloodTrail", 0, 0, random (0, 360), 2, random (0, 180))
		TNT1 A 0 A_CustomMissile ("BlueSuperGore", 0, 0, random (0, 360), 2, random (0, 180))
        TNT1 AAAAAAAAAA 0 A_CustomMissile ("Blue_FlyingBloodTrail", 0, 0, random (0, 180), 2, random (0, 180))
  	    TNT1 AAA 0 A_CustomMissile ("Blue_FlyingBlood", 7, 0, random (0, 360), 2, random (30, 150))
       stop
	   
	   AbsurdBlood:
	   TNT1 A 1
	   TNT1 A 0 A_JumpIfInventory("AnimuGore", 1, "AnimuGore")
	   TNT1 AAAAAAA 0 A_CustomMissile ("Blue_FlyingBloodTrail", 0, 0, random (0, 360), 2, random (0, 180))
	   TNT1 AAAA 0 A_CustomMissile ("BlueSuperGoreFast", 0, 0, random (0, 360), 2, random (0, 180))
        TNT1 AAAAAAAAAA 0 A_CustomMissile ("Blue_FlyingBloodTrail", 0, 0, random (0, 180), 2, random (0, 180))
  	    TNT1 AAA 0 A_CustomMissile ("Blue_FlyingBlood", 7, 0, random (0, 360), 2, random (30, 150))
       stop
	   
	   AnimuGore:
	   TNT1 AAAAAAA 0 A_CustomMissile ("Blue_FlyingBloodTrail", 0, 0, random (0, 360), 2, random (0, 180))
	   TNT1 AA 0 A_CustomMissile ("BlueSuperGoreFast", 0, 0, random (0, 360), 2, random (0, 180))
	   TNT1 A 0 A_CustomMissile ("BlueSuperGoreSpawner", 0, 0, random (0, 360), 2, random (0, 180))
        TNT1 AAAAAAAAAA 0 A_CustomMissile ("Blue_FlyingBloodTrail", 0, 0, random (0, 180), 2, random (0, 180))
  	    TNT1 AAA 0 A_CustomMissile ("Blue_FlyingBlood", 7, 0, random (0, 360), 2, random (30, 150))
       stop
	   
	   LowBlood:	
		TNT1 AAAA 0 A_CustomMissile ("Blue_FlyingBloodTrail", 0, 0, random (0, 360), 2, random (0, 180))
        TNT1 AAAAAAA 0 A_CustomMissile ("Blue_FlyingBloodTrail", 0, 0, random (0, 180), 2, random (0, 180))
		Stop
		
	   
		
	   
	  
 
 }
}

actor Blue_FlyingBlood: Brutal_FlyingBlood
{
translation "168:191=192:207","16:47=240:247"
Decal BlueBloodSplat

states
{
     Death:
  	    //TNT1 A 0 A_CustomMissile ("SmallBloodSplasher", 0, 0, random (0, 360), 2, random (0, 160))
       TNT1 A 1 A_SpawnItem("Blue_BloodSpot",0,0,0,1)
        XDT1 EFGHIJKL 3
       Stop
}
}



actor BlueBloodTrails: BloodTr255
{
translation "168:191=192:207","16:47=240:247"
-NOCLIP
States
{
Spawn:
BLOD E 1
Loop
Death:
TNT1 A 0
Stop
}
}

actor Blue_FlyingBloodTrail: BloodTr255
{
translation "168:191=192:207","16:47=240:247"
}

actor Blue_BloodSpot: Brutal_BloodSpot
{
translation "168:191=192:207","16:47=240:247"
Decal BlueBloodSplat
}


actor BlueBloodPool: GrowingBloodPool
{
translation "168:191=192:207","16:47=240:247"
states
 {
 Spawn:
 TNT1 A 0 A_JumpIf(waterlevel > 1, "Splash")
  TNT5 A 1
  TNT1 A 0 ACS_ExecuteAlways(798, 0, 0, 0, 0)//Check Effects
  TNT1 A 0 A_SpawnItemEx ("BootSmearerBlue",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)
  TNT5 A 30
  TNT5 ABCDEFGHIJKLMNOP 5
  TNT5 QRSTUVWXYZ 5
 Live:
  TNT5 Z 900//duration
  TNT1 A 0 A_JumpIfInventory("lowgraphicsmode", 1, "Splash")
  loop
	Splash:
        BLOD A 0
        stop
 }
}



actor BlueBloodHit: BloodHit
{
translation "168:191=192:207","16:47=240:247"
Decal BlueBloodSplat
}






ACTOR BlueBloodFootPrintLeft: RedBloodFootPrintLeft
{
translation "168:191=192:207","16:47=240:247"
Decal BlueBloodSplat
}


ACTOR BlueBloodFootPrintRight: RedBloodFootPrintRight
{
translation "168:191=192:207","16:47=240:247"
Decal BlueBloodSplat
}


actor BlueBloodMist : Blue_FlyingBlood
{
translation "168:191=192:207","16:47=240:247"
Decal BlueBloodSplat
}

actor BlueSawBlood : Blood
{
Decal BlueBloodSplat
 game Doom
+FORCEXYBILLBOARD
+GHOST
+NOBLOCKMAP
+NOGRAVITY
+NOCLIP
-DONTSPLASH
-ALLOWPARTICLES 
MONSTER
-FRIENDLY
+NOTARGET
-COUNTKILL
translation "168:191=192:207","16:47=240:247"
Speed 0
 states
 {
  Spawn:
        TNT1 A 0
		TNT1 A 1 A_Look
  See:		
		TNT1 A 0 Radius_Quake (4, 4, 0, 2, 0)
		TNT1 A 0 A_PlaySOund("misc/xdeath4", 1)
        TNT1 A 0 A_CustomMissile ("BlueBloodMist", 0, 0, random (0, 360), 2, random (30, 90))
	    TNT1 A 0 A_JumpIf(waterlevel > 1, "Splash")
        //TNT1 A 0 A_CustomMissile ("BloodSplasher", 0, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 1 A_Chase("","")
	Melee:	
		TNT1 A 0 A_GiveToTarget("BloodSplasherz", 1)
		TNT1 A 10
        stop
	Splash:
        BLOD A 0
		TNT1 AAA 0 A_CustomMissile ("Underblood1", 7, 0, random (0, 360), 2, random (30, 150))
        stop
 }
}