///////////// BLOOD///////////////////
Actor BloodSpawn
{
speed 8
mass 20
+NOGRAVITY
-SOLID
+NOBLOCKMAP
+RIPPER
+MISSILE
+CLIENTSIDEONLY
+NOTELEPORT
+NOBLOCKMAP
+BLOODLESSIMPACT 
+FORCEXYBILLBOARD
+NODAMAGETHRUST
Seesound "GIBS2"
deathsound "GIBS2"
//scale defult at .4
scale 1
    States
	{
    Spawn:
       KMBL ABCD 2
	   Loop
	 Death:
	 BLU1 ABCDE 2
	 BLU1 F -1
	 //defult no -1 f is included in first chain
	 stop
}
}




//-------------Shadow Warrior Blood for hitskans------------------------------//
Actor SpadowWarriorBlood replaces Blood
{
	+NOBLOCKMAP
	+NOTELEPORT
	-NOGRAVITY
	-ALLOWPARTICLES
	+NOTELEPORT
	+CLIENTSIDEONLY	
	scale 1 //default 0.4
	VSpeed 0
	Speed 0
	States
	{
    Spawn:
	   KMBL A 2
	   NULL A 0 A_CustomMissile("DropBlood", 0, 0, random(115,135), 2, random(5,10))
	   NULL A 0 A_CustomMissile ("DropBlood", 0, 0, random(70,90), 2, random(5,10))
	   NULL A 0 A_CustomMissile ("DropBlood", 0, 0, random(25,45), 2, random(5,10))
	   NULL A 0 A_CustomMissile ("DropBlood", 0, 0, random(250,270), 2, random(345,350))
	   NULL A 0 A_CustomMissile ("DropBlood", 0, 0, random(295,315), 2, random(345,350))
	   NULL A 0 A_CustomMissile ("DropBlood", 0, 0, random(340,360), 2, random(345,350))
	   NULL A 0 A_CustomMissile("DropBlood", 0, 0, random(115,135), 2, random(5,10))
	   NULL A 0 A_CustomMissile ("DropBlood", 0, 0, random(70,90), 2, random(5,10))
	   NULL A 0 A_CustomMissile ("DropBlood", 0, 0, random(25,45), 2, random(5,10))
	   NULL A 0 A_CustomMissile ("DropBlood", 0, 0, random(250,270), 2, random(345,350))
	   NULL A 0 A_CustomMissile ("DropBlood", 0, 0, random(295,315), 2, random(345,350))
	   NULL A 0 A_CustomMissile ("DropBlood", 0, 0, random(340,360), 2, random(345,350))
	   KMBL BCS 2
	   Stop
    }
}
//----------------------------------------------------------------------------//

//----------------------Hits Drop Blood---------------------------------------//
ACTOR DropBlood
{
	Radius 0
	height 0
	Speed 5
	scale 0.5 //default 0.2
	Projectile
	-NOGRAVITY
	-SOLID
	+CLIENTSIDEONLY
	Gravity 0.25
	States
	{
	Spawn:
		KMBL ABCD 1
	    Loop
	Death:
	   BLU1 ABCDEF 2
	   Stop
	XDeath:
	   NULL A 1 
	   Stop
	}
}
//----------------------------------------------------------------------------//
//----------------------Hits Drop Blood---------------------------------------//
ACTOR DropBloodForGibs
{
	Radius 0
	height 0
	Speed 5
	scale 0.2
	Projectile
	+NOGRAVITY
	-SOLID
	+CLIENTSIDEONLY
	Gravity 0.25
	States
	{
	Spawn:
	   KMBL ABCD 4
	   KMBL ABCD 4
	   KMBL ABCD 4
	   KMBL ABCD 4
	   Stop
	Death:
	   BLU1 ABCDEF 2
	   Stop
	}
}
//----------------------------------------------------------------------------//
//----------------------Special Gib For Ripper Heart--------------------------//

Actor SpawnerGib
{
    Radius 0
    Height 0
	Projectile
	Speed 10
	Gravity 0.4
	Scale 0.2
	DeathSound "GIBS"
	-NOGRAVITY
	-NOBLOCKMAP
	-SOLID
	+Ripper
	+CLIENTSIDEONLY
	States
	{
	Spawn:
	    KMBL ABCD 2 A_SpawnItemEx("BloodTrail") 
		Loop
	Death:
	    KMBL ABCDE 4
		Stop
    }
}


//----------------------Blood Gib---------------------------------------------//
Actor BloodGib
{
    Radius 0
    Height 0
	Projectile
	Speed 10
	Gravity 0.4
	Scale 0.2
	DeathSound "GIBS"
	-NOGRAVITY
	-NOBLOCKMAP
	-SOLID
	+CLIENTSIDEONLY
	States
	{
	Spawn:
	    KMBL ABCD 2 A_SpawnItemEx("BloodTrail") 
		Loop
	Death:
	    KMBL ABCDE 4
		Stop
    }
}
//----------------------------------------------------------------------------//
//-----------------------Trails for Gibs--------------------------------------//
Actor BloodTrail
{
    Scale 0.2
    +NOGRAVITY
    -SOLID
    +NOBLOCKMAP
    +CLIENTSIDEONLY
    States
    {
    Spawn:
       KMBL ABCDE 4
       Stop
    }
}
//----------------------------------------------------------------------------//	 

//-----------------------Heart Gib Projectile---------------------------------//
ACTOR HeartGib
{
    Radius 0
    Height 0
	Projectile
	Speed 10
	Gravity 0.4
	Scale 0.2
	DeathSound "GIBS"
	-NOGRAVITY
	-NOBLOCKMAP
	-SOLID
	+CLIENTSIDEONLY
	States
	{
	Spawn:
	    HTSP DEFGHIJKLMNO 2 A_SpawnItemEx("BloodTrail") 
		Loop
	Death:
	    NULL A 1
		NULL A 0 A_Jump(256, "Death1", "Death1", "Death2", "Death1")
	    Loop
	Death1:	
	    NULL A 0 A_SpawnItem("HeartGibSpawner")
	    Stop
	Death2:
	    KMBL ABCDE 4
		Stop
    }
}
//----------------------------------------------------------------------------//

//---------------If Projectile Die to Spawn Heart in map----------------------//
ACTOR HeartGibSpawner
{
    Radius 4
    Height 4
    Health 1
    Scale 0.2	
    DeathSound "GIBS"
	-SOLID
	+ACTIVATEMCROSS
	+DONTGIB
	+NOICEDEATH
	+OLDRADIUSDMG
	+CLIENTSIDEONLY
    States
	{
    Spawn:
	   HTSP A 1 A_Jump(256, "Spawn1", "Spawn2", "Spawn3")
	   Loop
	Spawn1:
	   HTSP A -1
	   Stop
	Spawn2:
	   HTSP B -1
	   Stop
	Spawn3:
       HTSP C -1
	   Stop	
    Death:
	   NULL A 0 A_CustomMissile ("DropBloodForGibs", 5, 0, random (0, 360), 2, 0)
	   NULL A 0 A_CustomMissile ("DropBloodForGibs", 5, 0, random (0, 360), 2, 0)
	   NULL A 0 A_CustomMissile ("DropBloodForGibs", 5, 0, random (0, 360), 2, 0)
	   NULL A 0 A_CustomMissile ("DropBloodForGibs", 5, 0, random (0, 360), 2, 0)
	   NULL A 0 A_CustomMissile ("DropBloodForGibs", 5, 0, random (0, 360), 2, 0)
	   NULL A 0 A_CustomMissile ("DropBloodForGibs", 5, 0, random (0, 360), 2, 0)
	   NULL A 0 A_CustomMissile ("DropBloodForGibs", 5, 0, random (0, 360), 2, 0)
	   NULL A 0 A_CustomMissile ("DropBloodForGibs", 5, 0, random (0, 360), 2, 0)
	   NULL A 0 A_CustomMissile ("DropBloodForGibs", 5, 0, random (0, 360), 2, 0)
	   NULL A 0 A_CustomMissile ("DropBloodForGibs", 5, 0, random (0, 360), 2, 0)
	   NULL A 0 A_CustomMissile ("DropBloodForGibs", 5, 0, random (0, 360), 2, 0)
	   NULL A 0 A_CustomMissile ("DropBloodForGibs", 5, 0, random (0, 360), 2, 0)
	   Stop
    }
}
//----------------------------------------------------------------------------//

//---------------------Liver Gib Projectile-----------------------------------//
ACTOR LiverGib
{
    Radius 0
    Height 0
	Projectile
	Speed 10
	Gravity 0.4
	Scale 0.2
	DeathSound "GIBS"
	-NOGRAVITY
	-NOBLOCKMAP
	-SOLID
	+CLIENTSIDEONLY
	States
	{
	Spawn:
	    PHSP DEFGHIJKLMNO 2 A_SpawnItemEx("BloodTrail") 
		Loop
	Death:
	    NULL A 1
		NULL A 0 A_Jump(256, "Death1", "Death1", "Death2", "Death1")
	    Loop
	Death1:	
	    NULL A 0 A_SpawnItem("LiverSpawner")
	    Stop
	Death2:
	    KMBL ABCDE 4
		Stop
    }
}
//----------------------------------------------------------------------------//

//---------------If Projectile Die to Spawn Liver in map----------------------//
ACTOR LiverSpawner
{
    Radius 4
    Height 4
    Health 1
    Scale 0.2	
    DeathSound "GIBS"
	-SOLID
	+ACTIVATEMCROSS
	+DONTGIB
	+NOICEDEATH
	+OLDRADIUSDMG
	+CLIENTSIDEONLY
    States
	{
    Spawn:
	   PHSP A 1 A_Jump(256, "Spawn1", "Spawn2", "Spawn3")
	   Loop
	Spawn1:
	   PHSP A -1
	   Stop
	Spawn2:
	   PHSP B -1
	   Stop
	Spawn3:
       PHSP C -1
	   Stop
    Death:
	   NULL A 0 A_CustomMissile ("DropBloodForGibs", 5, 0, random (0, 360), 2, 0)
	   NULL A 0 A_CustomMissile ("DropBloodForGibs", 5, 0, random (0, 360), 2, 0)
	   NULL A 0 A_CustomMissile ("DropBloodForGibs", 5, 0, random (0, 360), 2, 0)
	   NULL A 0 A_CustomMissile ("DropBloodForGibs", 5, 0, random (0, 360), 2, 0)
	   NULL A 0 A_CustomMissile ("DropBloodForGibs", 5, 0, random (0, 360), 2, 0)
	   NULL A 0 A_CustomMissile ("DropBloodForGibs", 5, 0, random (0, 360), 2, 0)
	   NULL A 0 A_CustomMissile ("DropBloodForGibs", 5, 0, random (0, 360), 2, 0)
	   NULL A 0 A_CustomMissile ("DropBloodForGibs", 5, 0, random (0, 360), 2, 0)
	   NULL A 0 A_CustomMissile ("DropBloodForGibs", 5, 0, random (0, 360), 2, 0)
	   NULL A 0 A_CustomMissile ("DropBloodForGibs", 5, 0, random (0, 360), 2, 0)
	   NULL A 0 A_CustomMissile ("DropBloodForGibs", 5, 0, random (0, 360), 2, 0)
	   NULL A 0 A_CustomMissile ("DropBloodForGibs", 5, 0, random (0, 360), 2, 0)
	   Stop
    }
}
//----------------------------------------------------------------------------//

//---------------------Skull Gib Projectile-----------------------------------//
ACTOR SkullGib
{
    Radius 0
    Height 0
	Projectile
	Speed 10
	Gravity 0.4
	Scale 0.2
	DeathSound "GIBS"
	-NOGRAVITY  
	-NOBLOCKMAP
	+CLIENTSIDEONLY
    States
	{
	Spawn:
	    CHER ABCDEFGHIJKL 2 A_SpawnItemEx("BloodTrail") 
        Loop
	Death:
	    NULL A 1
		NULL A 0 A_Jump(256, "Death1", "Death1", "Death2", "Death1")
	    Loop
	Death1:	
	    NULL A 0 A_SpawnItem("SkullSpawner")
	    Stop
	Death2:
	    KMBL ABCDE 4
		Stop
    }
}
//----------------------------------------------------------------------------//

//---------------If Projectile Die to Spawn Skull in map----------------------//
ACTOR SkullSpawner
{
    Radius 4
    Height 4
    Health 1
    Scale 0.2	
    DeathSound "GIBS"
	-SOLID
	+ACTIVATEMCROSS
	+DONTGIB
	+NOICEDEATH
	+OLDRADIUSDMG
	+CLIENTSIDEONLY
    States
	{
	Spawn:
	   CHER L -1
	   Stop
	Death:
	   NULL A 0 A_CustomMissile ("DropBloodForGibs", 5, 0, random (0, 360), 2, 0)
	   NULL A 0 A_CustomMissile ("DropBloodForGibs", 5, 0, random (0, 360), 2, 0)
	   NULL A 0 A_CustomMissile ("DropBloodForGibs", 5, 0, random (0, 360), 2, 0)
	   NULL A 0 A_CustomMissile ("DropBloodForGibs", 5, 0, random (0, 360), 2, 0)
	   NULL A 0 A_CustomMissile ("DropBloodForGibs", 5, 0, random (0, 360), 2, 0)
	   NULL A 0 A_CustomMissile ("DropBloodForGibs", 5, 0, random (0, 360), 2, 0)
	   NULL A 0 A_CustomMissile ("DropBloodForGibs", 5, 0, random (0, 360), 2, 0)
	   NULL A 0 A_CustomMissile ("DropBloodForGibs", 5, 0, random (0, 360), 2, 0)
	   NULL A 0 A_CustomMissile ("DropBloodForGibs", 5, 0, random (0, 360), 2, 0)
	   NULL A 0 A_CustomMissile ("DropBloodForGibs", 5, 0, random (0, 360), 2, 0)
	   NULL A 0 A_CustomMissile ("DropBloodForGibs", 5, 0, random (0, 360), 2, 0)
	   NULL A 0 A_CustomMissile ("DropBloodForGibs", 5, 0, random (0, 360), 2, 0)
	   Stop
    }
}
//----------------------------------------------------------------------------//

//---------------------SKULL2 Gib Projectile----------------------------------//
ACTOR Skull2Gib
{
    Radius 0
    Height 0
	Projectile
	Speed 10
	Gravity 0.4
	Scale 0.2
	DeathSound "GIBS"
	-NOGRAVITY  
	-NOBLOCKMAP
	+CLIENTSIDEONLY
    States
	{
    Spawn:
	   CHSP DEFGHIJKLMNO 2 A_SpawnItemEx("BloodTrail") 
	   Loop
	Death:
	    NULL A 1
		NULL A 0 A_Jump(256, "Death1", "Death1", "Death2", "Death1")
	    Loop
	Death1:	
	    NULL A 0 A_SpawnItem("Skull2Spawner")
	    Stop
	Death2:
	    KMBL ABCDE 4
		Stop
    }
}
//----------------------------------------------------------------------------//

//--------------If Projectile Die to Spawn Skull2 in map----------------------//
ACTOR Skull2Spawner
{
    Radius 4
    Height 4
    Health 1
    Scale 0.2	
    DeathSound "GIBS"
	-SOLID
	+ACTIVATEMCROSS
	+DONTGIB
	+NOICEDEATH
	+OLDRADIUSDMG
	+CLIENTSIDEONLY
    States
	{
	Spawn:
	   CHSP A 1 A_Jump(256, "Spawn1", "Spawn2", "Spawn3")
	   Loop
	Spawn1:
	   CHSP A -1
	   Stop
	Spawn2:
	   CHSP B -1
	   Stop
	Spawn3:
       CHSP C -1
	   Stop	
    Death:
	   NULL A 0 A_CustomMissile ("DropBloodForGibs", 5, 0, random (0, 360), 2, 0)
	   NULL A 0 A_CustomMissile ("DropBloodForGibs", 5, 0, random (0, 360), 2, 0)
	   NULL A 0 A_CustomMissile ("DropBloodForGibs", 5, 0, random (0, 360), 2, 0)
	   NULL A 0 A_CustomMissile ("DropBloodForGibs", 5, 0, random (0, 360), 2, 0)
	   NULL A 0 A_CustomMissile ("DropBloodForGibs", 5, 0, random (0, 360), 2, 0)
	   NULL A 0 A_CustomMissile ("DropBloodForGibs", 5, 0, random (0, 360), 2, 0)
	   NULL A 0 A_CustomMissile ("DropBloodForGibs", 5, 0, random (0, 360), 2, 0)
	   NULL A 0 A_CustomMissile ("DropBloodForGibs", 5, 0, random (0, 360), 2, 0)
	   NULL A 0 A_CustomMissile ("DropBloodForGibs", 5, 0, random (0, 360), 2, 0)
	   NULL A 0 A_CustomMissile ("DropBloodForGibs", 5, 0, random (0, 360), 2, 0)
	   NULL A 0 A_CustomMissile ("DropBloodForGibs", 5, 0, random (0, 360), 2, 0)
	   NULL A 0 A_CustomMissile ("DropBloodForGibs", 5, 0, random (0, 360), 2, 0)	   
	   Stop
    }
}
//----------------------------------------------------------------------------//

//---------------------Hand Gib Projectile----------------------------------//
ACTOR HandGib
{
    Radius 0
    Height 0
	Projectile
	Speed 10
	Gravity 0.4
	Scale 0.2
	DeathSound "GIBS"
	-NOGRAVITY  
	-NOBLOCKMAP
	+CLIENTSIDEONLY
    States
	{
    Spawn:
	   GIB1 ABCDEFGHIJKL 2 A_SpawnItemEx("BloodTrail") 
	   Loop
	Death:
	    NULL A 1
		NULL A 0 A_Jump(256, "Death1", "Death1", "Death2", "Death1")
	    Loop
	Death1:	
	    NULL A 0 A_SpawnItem("HandSpawner")
	    Stop
	Death2:
	    KMBL ABCDE 4
		Stop
    }
}
//----------------------------------------------------------------------------//

//--------------If Projectile Die to Spawn Skull2 in map----------------------//
ACTOR HandSpawner
{
    Radius 4
    Height 4
    Health 1
    Scale 0.2	
    DeathSound "GIBS"
	-SOLID
	+ACTIVATEMCROSS
	+DONTGIB
	+NOICEDEATH
	+OLDRADIUSDMG
	+CLIENTSIDEONLY
    States
	{
	Spawn:
	   GIB1 J -1
	   Stop
    Death:
	   NULL A 0 A_CustomMissile ("DropBloodForGibs", 5, 0, random (0, 360), 2, 0)
	   NULL A 0 A_CustomMissile ("DropBloodForGibs", 5, 0, random (0, 360), 2, 0)
	   NULL A 0 A_CustomMissile ("DropBloodForGibs", 5, 0, random (0, 360), 2, 0)
	   NULL A 0 A_CustomMissile ("DropBloodForGibs", 5, 0, random (0, 360), 2, 0)
	   NULL A 0 A_CustomMissile ("DropBloodForGibs", 5, 0, random (0, 360), 2, 0)
	   NULL A 0 A_CustomMissile ("DropBloodForGibs", 5, 0, random (0, 360), 2, 0)
	   NULL A 0 A_CustomMissile ("DropBloodForGibs", 5, 0, random (0, 360), 2, 0)
	   NULL A 0 A_CustomMissile ("DropBloodForGibs", 5, 0, random (0, 360), 2, 0)
	   NULL A 0 A_CustomMissile ("DropBloodForGibs", 5, 0, random (0, 360), 2, 0)
	   NULL A 0 A_CustomMissile ("DropBloodForGibs", 5, 0, random (0, 360), 2, 0)
	   NULL A 0 A_CustomMissile ("DropBloodForGibs", 5, 0, random (0, 360), 2, 0)
	   NULL A 0 A_CustomMissile ("DropBloodForGibs", 5, 0, random (0, 360), 2, 0)	   
	   Stop
    }
}
//----------------------------------------------------------------------------//
