//Affliction item.
ACTOR BleedItem : CustomInventory
{
	Inventory.Amount 0
	Inventory.PickupMessage ""
	Inventory.PickupSound ""
	Inventory.PickupFlash None 
	+INVENTORY.ALWAYSPICKUP
	+INVENTORY.AUTOACTIVATE
	+INVENTORY.NOSCREENFLASH
	States
	{
		Spawn:
			TNT1 A -1
			Stop
	   Pickup:
			TNT1 A 0 A_GiveInventory("IfItBleeds")
			Stop
	}
}

ACTOR IfItBleeds : PowerupGiver
{
	+INVENTORY.AUTOACTIVATE
	+INVENTORY.ALWAYSPICKUP
	+INVENTORY.ADDITIVETIME
	powerup.duration -6
	Powerup.Type IsBleeding
	Powerup.Color None 0.0
	Inventory.PickupMessage "...we can kill it."
	States
	{
		Spawn:
			TNT1 A -1
			Stop
	}
}

actor PowerIsBleeding : PowerProtection
{
	damagefactor "Normal", 1.0
}

ACTOR BleedIndicator
{
	+NOINTERACTION
	+NOCLIP
	+FORCERADIUSDMG
	+MISSILE
	Obituary "%o couldn't staunch the flow."
	var int User_Radius;
	var int User_Height;
	States
	{
	Spawn:
		TNT1 A 0 NoDelay
	Looplet:
		TNT1 A 0 A_Warp(AAPTR_TARGET,0,0,0,0,WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE)
		TNT1 A 0 A_Explode((15),8,1,0,8)
		TNT1 A 0 A_SpawnItemEx("Blood",0,0,30,0,0,0,0,SXF_CLIENTSIDE,64)
		TNT1 A random(35,45)
		TNT1 A 0 A_JumpIfInTargetInventory("PowerIsBleeding",1,"Looplet")
		Stop
	}
}