//////////////////////////////////
// UNIVERSAL BLOOD				//
//////////////////////////////////

//////////////////////////////////////
ACTOR UniversalBloodSlatter
{
	Radius 2
	Height 2
	Gravity 0.7
	Speed 5
	Decal NormalBloodSplatter
	PROJECTILE
	+BOUNCEONCEILINGS
	+BOUNCEONFLOORS
	+MISSILE
	-SHOOTABLE
	+THRUACTORS
	+CLIENTSIDEONLY
	-NOGRAVITY
	States
{
	Spawn:
		BSPR ABCDEFGHIJ 2
	Stop
	
	Death:

	XDeath:
	
	Crash:
		XDT1 FGHIJJKL 2
	Stop
	
	NoSpawn:
	
	Splash:
		TNT1 A 0
	Stop
	}	
}

//////////////////////////////////////
ACTOR UniversalBloodSlatterFast: UniversalBloodSlatter
{
	Speed 10
	Decal BloodSuperSplatter
	-BOUNCEONWALLS
}

//////////////////////////////////////
ACTOR ThickBloodSlatter
{
	Radius 2
	Height 2
	Gravity 0.7
	Speed 5
	Decal BloodSuperSplatter
	PROJECTILE
	+BOUNCEONCEILINGS
	+BOUNCEONFLOORS
	+MISSILE
	-SHOOTABLE
	+THRUACTORS
	+CLIENTSIDEONLY
	-NOGRAVITY
	States
{
	Spawn:
		BLHT ABCDEFGH 2
	Stop
	
	Death:

	XDeath:
	
	Crash:
		XDT1 FGHIJJKL 2
	Stop
	
	NoSpawn:
	
	Splash:
		TNT1 A 0
	Stop
	}	
}

//////////////////////////////////////
ACTOR FlyingBloodTrail
{
	Scale 0.70
	Mass 1
	Alpha 0.7
	Decal BloodSuperSplatter
	RenderStyle Translucent
	+LOWGRAVITY
	+NOTELEPORT
	+NOBLOCKMAP
	+NOCLIP
	+FORCEXYBILLBOARD
	+CLIENTSIDEONLY
	+DONTSPLASH
	-SHOOTABLE
	+MISSILE
	-NOGRAVITY
	Speed 2
	States
	{
	Spawn:
		BTRL ABCDEEFF 3
		BLOD ABCDDEEFFF 3
	Stop
	
	Death:
		TNT1 A 0
	Stop

	Splash:
		BLOD A 0
	Stop
	}
}

//////////////////////////////////////
ACTOR FlyingBlood 
{
	Mass 1
	Game Doom
	Scale 0.9
	Speed 7
	Health 1
	Radius 8
	Height 1
	Gravity 0.9
	Alpha 0.95
	Renderstyle Translucent
	DamageType Blood
	Decal NormalBloodSplatter
	-SOLID
	-SHOOTABLE
	+MISSILE
	+CLIENTSIDEONLY
	+NOTELEPORT
	+NOBLOCKMAP
	+RIPPER
	+DONTSPLASH
	+BLOODLESSIMPACT 
	+FORCEXYBILLBOARD
	+NODAMAGETHRUST
	+MOVEWITHSECTOR
	+CORPSE
	States
	{
	Spawn:
		TNT1 A 0
		BLOD ABCDE 4
	Stop
	
	Death:
		TNT1 A 0 A_CustomMissile ("UniversalBloodSlatter", 0, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_PlaySound("BLODDROP")
		TNT1 A 0 A_SpawnItem ("BloodPoolsz")
		TNT1 A 0
		TNT1 A -1
	Stop
	}
}

//////////////////////////////////////
ACTOR BloodSpot
{
	Radius 1
	Height 1
	Mass 1
	Scale 0.5
	Alpha 0.93
	Decal ZedekBloodSauce
	RenderStyle Translucent
	+NOTELEPORT
	-SHOOTABLE
	+NOBLOCKMAP
	+CLIENTSIDEONLY
	+FORCEXYBILLBOARD
	+MOVEWITHSECTOR
	+FLOORCLIP
	+MISSILE
	+DONTSPLASH
	States
	{
	Spawn:
		TNT1 A 0 A_JumpIf(waterlevel > 1, "Splash")
		
	Death:
	
	Crash:
		TNT1 A 0
		TNT1 A 0 A_Jump(64,4)
		TNT1 A 0 A_Jump(128,4)
		TNT1 A 0 A_Jump(192,4)
		TNT1 A 0 A_Jump(255,4)
		BPDL A -1
	Stop
		BPDL B -1
	Stop
		BPDL B -1
	Stop
		BPDL B -1
	Stop
		
	Splash:
		BLOD A 0
	Stop
		}
}

//////////////////////////////////////
ACTOR BloodPoolsz 
{
	Decal NormalBloodSplatter
	States
{
	Spawn:
	
	Death:
		XDT1 J 200
	Stop
	}
}