//===========================================================================
//
//  Blood
//
//===========================================================================

ACTOR NashGore_Blood Replaces Blood
{
 	Scale 0.785
	+NOGRAVITY
    +CLIENTSIDEONLY
	States
	{
	Spawn:
	    TNT1 A 0
	    TNT1 A 1 A_Jump(255,"Blood1A","Blood2A","Blood3A","Blood1B","Blood2B","Blood3B")
		Stop
	Blood1A:
		BLO1 A 1 A_SpawnItemEx("BloodGibSpawn",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_TRANSFERTRANSLATION)
		BLO1 B 1 A_Stop		
		BLO1 CDEFGHIJ 1
		BLO1 KLMNOPQRS 1 A_FadeOut
		Stop
	Blood2A:
		BLO2 A 1 A_SpawnItemEx("BloodGibSpawn",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_TRANSFERTRANSLATION)
		BLO2 B 1 A_Stop	
		BLO2 CDEFGHI 1
		BLO2 JKLMNOPQR 1 A_FadeOut
		Stop
	Blood3A:
		BLO3 A 1 A_SpawnItemEx("BloodGibSpawn",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_TRANSFERTRANSLATION)
		BLO3 B 1 A_Stop
		BLO3 CD 1
		BLO3 EFGHIJKLM 1 A_FadeOut
		Stop
	Blood1B:
		BLO1 A 1 A_SpawnItemEx("BloodGibSpawn",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_TRANSFERTRANSLATION)
		TNT1 A 0 A_PlaySound("Sound/BullHit")
		BLO1 B 1 A_Stop		
		BLO1 CDEFGHIJ 1
		BLO1 KLMNOPQRS 1 A_FadeOut
		Stop
	Blood2B:
		BLO2 A 1 A_SpawnItemEx("BloodGibSpawn",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_TRANSFERTRANSLATION)
	    TNT1 A 0 A_PlaySound("Sound/BullHit")
		BLO2 B 1 A_Stop		
		BLO2 CDEFGHI 1
		BLO2 JKLMNOPQR 1 A_FadeOut
		Stop
	Blood3B:
		BLO3 A 1 A_SpawnItemEx("BloodGibSpawn",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_TRANSFERTRANSLATION)
		TNT1 A 0 A_PlaySound("Sound/BullHit")
		BLO3 B 1 A_Stop
		BLO3 CD 1
		BLO3 EFGHIJKLM 1 A_FadeOut
		Stop
	    }
}		

ACTOR NashGore_BloodSplatter Replaces BloodSplatter
{
 	Scale 0.785  
	+NOGRAVITY
    +CLIENTSIDEONLY
	States
	{
	Spawn:
	    TNT1 A 0
	    TNT1 A 1 A_Jump(255,"Blood1","Blood2","Blood3")
		Stop
	Blood1:
		BLO1 A 1 A_SpawnItemEx("BloodGibSpawn",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_TRANSFERTRANSLATION)
		BLO1 B 1 A_Stop
		BLO1 CDEFGHIJ 1
		BLO1 KLMNOPQRS 1 A_FadeOut
        Stop
	Blood2:
		BLO2 A 1 A_SpawnItemEx("BloodGibSpawn",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_TRANSFERTRANSLATION)
		BLO2 B 1 A_Stop
		BLO2 CDEFGHI 1
		BLO2 JKLMNOPQR 1 A_FadeOut
		Stop
	Blood3:
		BLO3 A 1 A_SpawnItemEx("BloodGibSpawn",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_TRANSFERTRANSLATION) 
		BLO3 B 1 A_Stop
		BLO3 CD 1
		BLO3 EFGHIJKLM 1 A_FadeOut
		Stop
	}
}

ACTOR BloodGibSpawn
{
    Radius 4
    Height 4
    Speed 0
    Projectile
	+MISSILE
	-NOGRAVITY
	+MOVEWITHSECTOR
    +CLIENTSIDEONLY
	+CORPSE
    +NOTELEPORT
    +NOBLOCKMAP
	+THRUACTORS
    Gravity 0.5
    Health 1
    Scale 0.3
    States
    {
    Spawn:
        GIB7 A 3
        Loop
	Crash:
    Death:
        GIB7 B 3 A_Gravity
	    GIB7 CDEFGH 3 
        Stop
    }
}

ACTOR CreepBlood : Blood
{
 	Scale 0.785
	+NOGRAVITY
    +CLIENTSIDEONLY
	States
	{
	Spawn:
	    TNT1 A 0
	    TNT1 A 1 A_Jump(255,"Blood1","Blood2","Blood3")
		Stop
	Blood1:
		BLO1 A 1 A_CustomMissile("GasCreepSpawn2",1,Random(-2,2),Random(-180,180),2)
		BLO1 A 0 A_SpawnItemEx("BloodGibSpawn",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_TRANSFERTRANSLATION)
		BLO1 B 1 A_Stop
		BLO1 CDEFGHIJ 1
		BLO1 KLMNOPQRS 1 A_FadeOut
		Stop
	Blood2:
		BLO2 A 1 A_CustomMissile("GasCreepSpawn2",1,Random(-2,2),Random(-180,180),2)
		BLO1 A 0 A_SpawnItemEx("BloodGibSpawn",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_TRANSFERTRANSLATION)
		BLO2 B 1 A_Stop
		BLO2 CDEFGHI 1
		BLO2 JKLMNOPQR 1 A_FadeOut
		Stop
	Blood3:
		BLO3 A 1 A_CustomMissile("GasCreepSpawn2",1,Random(-2,2),Random(-180,180),2)
		BLO1 A 0 A_SpawnItemEx("BloodGibSpawn",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_TRANSFERTRANSLATION)
		BLO3 B 1 A_Stop
		BLO3 CD 1
		BLO3 EFGHIJKLM 1 A_FadeOut
		Stop
	    }
}