actor BloodTrails
{
Decal BrutalBloodSplat
 game Doom
	Alpha 0.4
+FORCEXYBILLBOARD
+GHOST
+NOBLOCKMAP
Gravity 0.05
+NOCLIP
  +DontSplash
-EXPLODEONWATER
-ALLOWPARTICLES 
+CLIENTSIDEONLY
-NOGRAVITY
Scale 1.2
 states
 {
  Spawn:
	    TNT1 A 0 A_JumpIf(waterlevel > 1, "Splash")
        //BLER GGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGG 1 A_FadeOut(0.01)
        TNT1 AAAAAA 0 A_CustomMissile ("BloodTr255G", 0, 0, random (0, 360), 2, random (0, 180))
        //BLOD A 0 A_SpawnItem ("Big_Blood", 0, 10)
        stop
 }
}


// Blood trails spawned by FlyingBlood
actor Brutal_FlyingBloodTrail8
{
 game Doom
 scale 0.70
 Mass 0
   Decal BrutalBloodSplat
 +LOWGRAVITY
 +NOTELEPORT
 +NOBLOCKMAP
+NOCLIP
+FORCEXYBILLBOARD
+CLIENTSIDEONLY
-DONTSPLASH
+MISSILE
-NOGRAVITY
Speed 3
 states
 {
  Spawn:
	    TNT1 A 0 A_JumpIf(waterlevel > 1, "Splash")
  BTRL A 8
  BTRL B 8
  BTRL C 8
  BTRL D 8
  stop

	Splash:
        BLOD A 0
        stop

 }
}

Actor GreenBloodTrail
{
-NOGRAVITY
+NOCLIP
radius 16
height 16
gravity 0.5
Scale 1.5
 translation "168:191=112:127","16:47=120:127"
+FORCEXYBILLBOARD
 +NOBLOCKMAP
states
	{
	Spawn:
	    TNT1 A 0 A_JumpIf(waterlevel > 1, "Splash")
		TNT1 A 0
		TNT1 A 0 Thing_ChangeTid(0,386)
		BLOD ABCD 2
		stop
    Splash:
        TNT1 A 0
        Stop
	}
}


Actor BlueBloodTrail
{
-NOGRAVITY
+NOCLIP
radius 16
height 16
gravity 0.5
Scale 1.5
translation "168:191=192:207","16:47=240:247"
decal CacoBloodSplat
+FORCEXYBILLBOARD
states
	{
	Spawn:
	    TNT1 A 0 A_JumpIf(waterlevel > 1, "Splash")
		TNT1 A 0
		TNT1 A 0 Thing_ChangeTid(0,386)
		BLOD ABCD 2
		stop
    Splash:
        TNT1 A 0
        Stop
	}
}



ACTOR XDeath1
{
    Radius 8
    Height 8
    Speed 10
    Scale 1.2
	Mass 0
    +NOBLOCKMAP
	+MISSILE
    +NOTELEPORT
    +MOVEWITHSECTOR
    +CLIENTSIDEONLY
    +RIPPER
    +BLOODLESSIMPACT 
	-DONTSPLASH
	+THRUGHOST
damagetype Blood
    SeeSound "misc/xdeath4"
    DeathSound "misc/xdeath1"
	Decal BrutalBloodSplat
	Mass 0
    States
    {
    Spawn:
	    TNT1 A 0 A_JumpIf(waterlevel > 1, "Splash")
        XDT1 ABCD 3 A_CustomMissile ("Brutal_FlyingBloodTrail", 0, 0, random (0, 360), 2, random (0, 360))
        Loop
    Death:
        TNT1 A 0 A_SpawnItem("Brutal_BloodSpot",0,0,0,1)
        XDT1 EFGHIJKL 5
        Stop
        TNT1 A 1
     Splash:
        TNT1 A 0
        Stop
    }
}

ACTOR XDeath2: XDeath1
{
    +CLIENTSIDEONLY
	+DONTSPLASH
	+FLOORCLIP
	+DOOMBOUNCE
	Bouncefactor 0.01
    Speed 10
	Gravity 0.4
    DeathSound "misc/xdeath2"
	Decal BrutalBloodSplat
    Scale 0.6
    States
    {
    Spawn:
	    TNT1 A 0 A_JumpIf(waterlevel > 1, "Splash")
        XME1 ABCD 3 A_CustomMissile ("Brutal_FlyingBloodTrail", 0, 0, random (0, 360), 2, random (0, 360))
        Loop
    Death:
        TNT1 AAAAAAA 0 A_CustomMissile ("Brutal_FlyingBloodTrail5", 0, 0, random (0, 180), 2, random (0, 180))
        //TNT1 A 0 A_SpawnItem("Brutal_BloodSpot",0,0,0,1)
	XME1 E 500
    DeathLoop:
        XME1 E 1 A_Fadeout
        Loop
    Splash:
        TNT1 A 1
	XME1 E 500
    SplashLoop:
	XME1 E 1 A_Fadeout
        Loop
    }
}


ACTOR XDeath2b: XDeath2
{
Speed 4
}

ACTOR XDeath3: XDeath2
{
    SeeSound "misc/xdeath4"
    DeathSound "misc/xdeath3"
	Decal BrutalBloodSplat
    States
    {
    Spawn:
	    TNT1 A 0 A_JumpIf(waterlevel > 1, "Splash")
        XME2 ABCD 3 A_CustomMissile ("Brutal_FlyingBloodTrail", 0, 0, random (0, 360), 2, random (0, 360))
        Loop
    Death:
        TNT1 AAAAAAA 0 A_CustomMissile ("Brutal_FlyingBloodTrail5", 0, 0, random (0, 180), 2, random (0, 180))
        //TNT1 A 0 A_SpawnItem("Brutal_BloodSpot",0,0,0,1)
	XME2 E 500
    DeathLoop:
        XME2 E 1 A_Fadeout
        Loop
    Splash:
        TNT1 A 1
	XME2 E 500
    SplashLoop:
	XME2 E 1 A_Fadeout
        Loop
    }
}

ACTOR XDeath3b: XDeath3
{
Speed 4
}

ACTOR XDeath4: XDeath2
{
    SeeSound "misc/xdeath4"
    DeathSound "misc/xdeath3"
    States
    {
    Spawn:
	    TNT1 A 0 A_JumpIf(waterlevel > 1, "Splash")
        XME3 ABCD 3 A_CustomMissile ("Brutal_FlyingBloodTrail", 0, 0, random (0, 360), 2, random (0, 360))
        Loop
    Death:
        TNT1 AAAAAAA 0 A_CustomMissile ("Brutal_FlyingBloodTrail5", 0, 0, random (0, 180), 2, random (0, 180))
        //TNT1 A 0 A_SpawnItem("Brutal_BloodSpot",0,0,0,1)
	XME3 E 500
    DeathLoop:
        XME3 E 1 A_Fadeout
        Loop
    Splash:
        TNT1 A 1
	XME3 E 500
    SplashLoop:
	XME3 E 1 A_Fadeout
        Loop
    }
}


ACTOR XDeath5: XDeath2
{
    SeeSound "misc/xdeath4"
    DeathSound "misc/xdeath3"
	Scale 1.1
    States
    {
    Spawn:
	    TNT1 A 0 A_JumpIf(waterlevel > 1, "Splash")
        XME5 ABCD 3 A_CustomMissile ("Brutal_FlyingBloodTrail", 0, 0, random (0, 360), 2, random (0, 360))
        Loop
    Death:
        TNT1 AAAAAAA 0 A_CustomMissile ("Brutal_FlyingBloodTrail5", 0, 0, random (0, 180), 2, random (0, 180))
        //TNT1 A 0 A_SpawnItem("Brutal_BloodSpot",0,0,0,1)
	XME5 E 500
    DeathLoop:
        XME5 E 1 A_Fadeout
        Loop
    Splash:
        TNT1 A 1
	XME5 E 500
    SplashLoop:
	XME5 E 1 A_Fadeout
        Loop
    }
}

ACTOR XDeathGuts: XDeath2
{
    Scale 1.1
    SeeSound "misc/xdeath4"
    DeathSound "misc/xdeath3"
    States
    {
    Spawn:
	    TNT1 A 0 A_JumpIf(waterlevel > 1, "Splash")
        XME4 AAAABBBBCCCCDDDD 2
        Loop
    Death:
        TNT1 AAAAAAA 0 A_CustomMissile ("Brutal_FlyingBloodTrail5", 0, 0, random (0, 180), 2, random (0, 180))
        //TNT1 A 0 A_SpawnItem("Brutal_BloodSpot",0,0,0,1)
	XME4 E 500
    DeathLoop:
        XME4 E 1 A_Fadeout
        Loop
    Splash:
        TNT1 A 1
	XME4 E 500
    SplashLoop:
	XME4 E 1 A_Fadeout
        Loop
    }
}


ACTOR Instestin
{
    Radius 8
    Height 8
    Speed 7
	Mass 6
	BounceFactor 0.5
	+DOOMBOUNCE
    +NOBLOCKMAP
	+MISSILE
    +NOTELEPORT
    +MOVEWITHSECTOR
    +DONTSPLASH
    +CLIENTSIDEONLY
    +FORCEXYBILLBOARD
    DeathSound "misc/xdeath1"
	Decal BrutalBloodSplat
	Scale 1.1
    States
    {
    Spawn:
	    TNT1 A 0 A_JumpIf(waterlevel > 1, "Death")
        GUTS ABCD 8
        Loop
    Death:
        TNT1 A 0 A_Jump(128, "AltDeath")
        GUTS E 500
    DeathLoop:
        GUTS E 1 A_Fadeout
        Loop
    AltDeath:
        TNT1 AAAAAA 0
        GUTS F 500
    AltDeathLoop:
        GUTS F 1 A_Fadeout
        Loop
    }
}








ACTOR XJunk1: XDeath1
{
    +CLIENTSIDEONLY
	+DONTSPLASH
	+DOOMBOUNCE
	BounceFactor 0.5
    Speed 14
	Gravity 0.8
    DeathSound "none"
	SeeSound "none"
	Decal None
    Scale 1.0
    States
    {
    Spawn:
	    TNT1 A 0 A_JumpIf(waterlevel > 1, "Splash")
        JNK6 ABCD 3
        Loop
    Death:

        //TNT1 A 0 A_SpawnItem("NashGore_BloodSpot",0,0,0,1)
        JNK6 A 2000
        Stop
    Splash:
        TNT1 A 1
		JNK6 A -1
        Stop
    }
}


ACTOR XJunk2: XJunk1
{
    BounceFactor 0.3
    States
    {
    Spawn:
	    TNT1 A 0 A_JumpIf(waterlevel > 1, "Splash")
        JNK7 ABCD 3
        Loop
    Death:

        //TNT1 A 0 A_SpawnItem("NashGore_BloodSpot",0,0,0,1)
        JNK7 A 2000
        Stop
    Splash:
        TNT1 A 1
		JNK7 A -1
        Stop
    }
}


ACTOR XJunk3: XJunk1
{
    BounceFactor 0.7
    States
    {
    Spawn:
	    TNT1 A 0 A_JumpIf(waterlevel > 1, "Splash")
        JNK8 ABCD 3
        Loop
    Death:

        //TNT1 A 0 A_SpawnItem("NashGore_BloodSpot",0,0,0,1)
        JNK8 A 2000
        Stop
    Splash:
        TNT1 A 1
		JNK8 A -1
        Stop
    }
}


ACTOR XJunk4: XJunk1
{
    -DOOMBOUNCE
    States
    {
    Spawn:
	    TNT1 A 0 A_JumpIf(waterlevel > 1, "Splash")
        JNK4 ABCD 3
        Loop
    Death:

        //TNT1 A 0 A_SpawnItem("NashGore_BloodSpot",0,0,0,1)
        JNK4 A 2000
        Stop
    Splash:
        TNT1 A 1
		JNK4 A -1
        Stop
    }
}


ACTOR XJunk5: XJunk1
{
    -DOOMBOUNCE
    States
    {
    Spawn:
	    TNT1 A 0 A_JumpIf(waterlevel > 1, "Splash")
        JNK5 ABCD 3
        Loop
    Death:

        //TNT1 A 0 A_SpawnItem("NashGore_BloodSpot",0,0,0,1)
        JNK5 A 2000
        Stop
    Splash:
        TNT1 A 1
		JNK5 A -1
        Stop
    }
}