ACTOR ZombieXDeath
{
    Radius 1
    Height 1
    Scale 0.8
	Speed 0
	Mass 1
	Decal BloodSuper
	BounceFactor 0.5
	+DOOMBOUNCE
	+MISSILE
    +NOBLOCKMAP
    +NOTELEPORT
    +MOVEWITHSECTOR
    +NOGRAVITY
    +NOCLIP
    +DONTSPLASH
    States
    {
    Spawn:
	     TNT1 A 0
		 TNT1 A 0 A_Pain
		 TNT1 A 0 A_FaceTarget
	     
		 TNT1 AAAAAA 0 A_CustomMissile ("WaterBloodCHecker", 24, 0, random (0, 360), 2, random (30, 60))
	     TNT1 AAAAA 0 A_CustomMissile ("SuperWallRedBlood", 40, 0, random (0, 360), 2, random (-15, 15))
	     TNT1 AAAAAAAAA 0 A_CustomMissile ("CeilBloodLauncherLong", 0, 0, random (0, 360), 2, random (50, 130))
		 TNT1 A 0 A_CustomMissile ("XDeathArm1", 32, 0, random (0, 360), 2, random (10, 90))
		 TNT1 AA 0 A_CustomMissile ("XDeath1", 32, 0, random (0, 360), 2, random (10, 90))
		 //TNT1 A 0 A_CustomMissile ("XDeath2", 32, 0, random (0, 360), 2, random (10, 90))
		 //TNT1 A 0 A_CustomMissile ("XDeath3", 32, 0, random (0, 360), 2, random (10, 90))
		 //TNT1 A 0 A_CustomMissile ("XDeath4", 32, 0, random (0, 360), 2, random (10, 90))
		  TNT1 A 0 A_CustomMissile ("XDeathHalfZombiemanNoArmNoHead", 48, 0, random (0, 360), 2, random (10, 90))
		 TNT1 AAAA 0 A_CustomMissile ("SuperGoreMist", 30, 0, random (0, 360), 2, random (30, 60))
		 TNT1 AAAA 0 A_CustomMissile ("XDeath2b", 15, 0, random (0, 360), 2, random (10, 90))
		 TNT1 AAAA 0 A_CustomMissile ("XDeath3b", 15, 0, random (0, 360), 2, random (10, 90))
		 TNT1 AA 0 A_CustomMissile ("XDeathSkinPiece2", 15, 0, random (0, 360), 2, random (10, 90))
		 TNT1 AA 0 A_CustomMissile ("XDeathSkinPiece1", 15, 0, random (0, 360), 2, random (10, 90))
		 TNT1 A 0 A_CustomMissile ("XDeathOrgan1", 24, 0, random (0, 360), 2, random (10, 90))
		 TNT1 A 0 A_CustomMissile ("XDeathOrgan2", 24, 0, random (0, 360), 2, random (10, 90))
		 TNT1 AAAAAAA 0 A_CustomMissile ("Guts", 32, 0, random (0, 360), 2, random (60, 90))
		 TNT1 A 0 A_CustomMissile ("XDeathZombieLeg", 32, 0, random (0, 360), 2, random (10, 90))
		 TNT1 A 0 A_CustomMissile ("GibZombieBoot", 32, 0, random (0, 360), 2, random (10, 90))
		 TNT1 A 0 A_CustomMissile ("XDeathZombiemanHeadOnXDeath", 32, 0, random (0, 360), 2, random (10, 90))
		 TNT1 A 0 A_SpawnItem ("BigBloodSpot")
		 TNT1 AAAAAA 0 A_CustomMissile ("BloodMistExtraBig", 30, 0, random (0, 360), 2, random (40, 90))
		 TNT1 A 1
		 TNT1 A 0 ACS_NamedExecuteAlways("BD_CheckBloodIntensity", 0, 0, 0, 0)//Check Blood density
		 TNT1 A 2
		 Stop
		 
	LowBlood:
	    TNT1 A 2
		Stop
	LotsOfBlood:
		TNT1 AAAAAAAAAAAAAA 0 A_CustomMissile ("BloodMistExtraBig", 30, 0, random (0, 360), 2, random (40, 90))
		TNT1 AAAAAA 0 A_CustomMissile ("SuperGoreSpawner2", 64, 0, random (0, 360), 2, random (20, 40))
		Stop
	AbsurdBlood:
		TNT1 AAAAAAAAAAAAAA 0 A_CustomMissile ("BloodMistExtraBig", 30, 0, random (0, 360), 2, random (40, 90))
		TNT1 AAAAAAAAAAAA 0 A_CustomMissile ("SuperGoreMist", 24, 0, random (0, 360), 2, random (30, 90))
		TNT1 AAAAAAAA 0 A_CustomMissile ("SuperGoreSpawner2", 64, 0, random (0, 360), 2, random (20, 40))
		Stop
	}
}


ACTOR MeatDeath
{
    Radius 1
    Height 1
    Scale 0.8
	Speed 0
	Mass 1
	Decal BloodSuper
	BounceFactor 0.5
	+DOOMBOUNCE
	+MISSILE
    +NOBLOCKMAP
    +NOTELEPORT
    +MOVEWITHSECTOR
    +NOGRAVITY
    +NOCLIP
    +DONTSPLASH
    States
    {
    Spawn:
         TNT1 AAAAAAAAA 0 A_CustomMissile ("CeilBloodLauncherLong", 0, 0, random (0, 360), 2, random (50, 130))
         TNT1 AAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile ("Brutal_FlyingBlood", 15, 0, random (0, 360), 2, random (10, 90))
		 TNT1 AA 0 A_CustomMissile ("XDeath1", 32, 0, random (0, 360), 2, random (10, 90))
		 TNT1 A 0 A_CustomMissile ("XDeath2", 32, 0, random (0, 360), 2, random (10, 90))
		 TNT1 A 0 A_CustomMissile ("XDeath3", 32, 0, random (0, 360), 2, random (10, 90))
		 TNT1 A 0 A_CustomMissile ("XDeath4", 32, 0, random (0, 360), 2, random (10, 90))
		 TNT1 AAA 0 A_CustomMissile ("BloodMist", 30, 0, random (0, 360), 2, random (40, 90))
		 TNT1 AAA 0 A_CustomMissile ("BloodMistSpray", 30, 0, random (0, 360), 2, random (40, 90))
		 TNT1 AA 0 A_CustomMissile ("BloodMistExtraBig", 30, 0, random (0, 360), 2, random (40, 90))
		 TNT1 A 0 A_CustomMissile ("XDeath5", 32, 0, random (0, 360), 2, random (10, 90))
		 TNT1 A 0 A_CustomMissile ("XDeath6", 32, 0, random (0, 360), 2, random (10, 90))
	Death:
	    TNT1 A 0
        Stop
    }
}


ACTOR SmalllMeatDeath: MeatDeath
{
    States
    {
    Spawn:
         TNT1 AAA 0 A_CustomMissile ("CeilBloodLauncherLong", 0, 0, random (0, 360), 2, random (50, 130))
         TNT1 AAAAAA 0 A_CustomMissile ("Brutal_FlyingBlood", 15, 0, random (0, 360), 2, random (10, 90))
		 TNT1 AA 0 A_CustomMissile ("XDeath1", 32, 0, random (0, 360), 2, random (10, 90))
		 TNT1 A 0 A_CustomMissile ("XDeath2b", 32, 0, random (0, 360), 2, random (10, 90))
		 TNT1 A 0 A_CustomMissile ("XDeath3b", 32, 0, random (0, 360), 2, random (10, 90))
		 TNT1 A 0 A_CustomMissile ("XDeath4", 32, 0, random (0, 360), 2, random (10, 90))
		 TNT1 AAA 0 A_CustomMissile ("BloodMistSpraySmall", 30, 0, random (0, 360), 2, random (40, 90))
		 TNT1 AAA 0 A_CustomMissile ("Brutal_FlyingBlood", 15, 0, random (0, 360), 2, random (10, 90))
	Death:
	    TNT1 A 0
        Stop
    }
}


ACTOR GibsZ: MeatDeath
{
    States
    {
    Spawn:
		TNT1 A 0 A_CustomMissile ("XDeath5", 12, 0, random (0, 360), 2, random (10, 90))
		TNT1 A 0 A_CustomMissile ("XDeath6", 12, 0, random (0, 360), 2, random (10, 90))
        Stop
    }
}


ACTOR GibZ: MeatDeath
{
    States
    {
    Spawn:
		TNT1 A 0 A_CustomMissile ("XDeath5", 12, 0, random (0, 360), 2, random (10, 90))
		TNT1 A 0 A_CustomMissile ("XDeath6", 12, 0, random (0, 360), 2, random (10, 90))
        Stop
    }
}

ACTOR MuchMeatDeath
{
    Radius 1
    Height 1
    Scale 0.8
	Speed 0
	Mass 1
	Decal BloodSuper
	BounceFactor 0.5
	+DOOMBOUNCE
	+MISSILE
    +NOBLOCKMAP
    +NOTELEPORT
    +MOVEWITHSECTOR
    +NOGRAVITY
    +NOCLIP
    +DONTSPLASH
    States
    {
    Spawn:
         TNT1 AAAAAAAAA 0 A_CustomMissile ("CeilBloodLauncherLong", 0, 0, random (0, 360), 2, random (50, 130))
		 TNT1 AAA 0 A_CustomMissile ("XDeath1", 32, 0, random (0, 360), 2, random (10, 90))
		 TNT1 AA 0 A_CustomMissile ("XDeath5", 32, 0, random (0, 360), 2, random (10, 90))
		 TNT1 AA 0 A_CustomMissile ("XDeath6", 32, 0, random (0, 360), 2, random (10, 90))
		 TNT1 AAAAAAA 0 A_CustomMissile ("XDeath2", 32, 0, random (0, 360), 2, random (10, 90))
		 TNT1 AAAAAA 0 A_CustomMissile ("XDeath3", 32, 0, random (0, 360), 2, random (10, 90))
		 TNT1 AAA 0 A_CustomMissile ("XDeath4", 32, 0, random (0, 360), 2, random (10, 90))
		 TNT1 AAAA 0 A_CustomMissile ("Brutal_FlyingBlood", 15, 0, random (0, 360), 2, random (10, 90))
		 TNT1 AAAAAAAAAAAAAA 0 A_CustomMissile ("BloodMistExtraBig", 30, 0, random (0, 360), 2, random (40, 90))
	Death:
	    TNT1 A 0
        Stop
    }
}

ACTOR RipGuts
{
    Radius 2
    Height 2
    Scale 0.8
	Speed 1
	Mass 1
	Decal BloodSuper
	BounceFactor 0.5
	+DOOMBOUNCE
	+MISSILE
    +NOBLOCKMAP
    +NOTELEPORT
    +MOVEWITHSECTOR
    +NOGRAVITY
    +NOCLIP
    +DONTSPLASH
	+CLIENTSIDEONLY
	+THRUACTORS
    States
    {
    Spawn:
		 TNT1 A 1
		 TNT1 AAAA 0 A_CustomMissile ("Guts2", 32, 0, random (0, 360), 2, random (60, 90))
		 TNT1 A 0 A_CustomMissile ("XDeathOrgan1", 24, 0, random (0, 360), 2, random (10, 90))
		 TNT1 A 0 A_CustomMissile ("XDeathOrgan2", 24, 0, random (0, 360), 2, random (10, 90))
		 TNT1 AAA 0 A_CustomMissile ("BloodMist", 24, 0, random (0, 360), 2, random (30, 90))
		 TNT1 AAA 0 A_CustomMissile ("BloodMistSpraySmall", 24, 0, random (0, 360), 2, random (30, 90))
		Stop
    }
}



ACTOR ZombiemanHeadExplode: ZombieXDeath
{
    States
    {
    Spawn:
	    TNT1 A 0
		
		TNT1 A 0 A_PlaySound("misc/xdeath4")
	    TNT1 AAA 0 A_CustomMissile ("BloodMist", 0, 0, random (0, 360), 2, random (30, 90))
		TNT1 AA 0 A_CustomMissile ("SuperGore", 0, 0, random (0, 360), 2, random (30, 90))
		TNT1 AAAAA 0 A_CustomMissile ("BloodmistSpraySmall", 0, 0, random (0, 360), 2, random (30, 90))
		TNT1 AAAAA 0 A_CustomMissile ("Brutal_FlyingBlood", 0, 0, random (0, 360), 2, random (30, 90))
		TNT1 A 0 A_CustomMissile ("Brains2", 0, 0, random (0, 360), 2, random (10, 90))
		TNT1 A 0 A_CustomMissile ("Brains3", 0, 0, random (0, 360), 2, random (10, 90))
		TNT1 A 0 A_CustomMissile ("Brains4GreenHair", 0, 0, random (0, 360), 2, random (10, 90))
		TNT1 A 0 A_CustomMissile ("Brains4GreenHairBig", 0, 0, random (0, 360), 2, random (10, 90))
		TNT1 AAA 0 A_CustomMissile ("SmallBrainPieceFast", 0, 0, random (0, 360), 2, random (10, 20))
		TNT1 AAAAA 0 A_CustomMissile ("SmallBrainPieceSlow", 0, 0, random (0, 360), 2, random (10, 90))
		TNT1 AA 0 A_CustomMissile ("XDeath1", 0, 0, random (0, 360), 2, random (10, 90))
		TNT1 AA 0 A_CustomMissile ("XDeath3b", 10, 0, random (0, 360), 2, random (50, 90))
		TNT1 A 10
	     Stop
	}
}


ACTOR MeatDeathSmall: Meatdeath
{
    States
    {
    Spawn:
		TNT1 AA 0 A_CustomMissile ("XDeath1", 5, 0, random (0, 360), 2, random (10, 90))
		 TNT1 A 0 A_CustomMissile ("XDeath2b", 5, 0, random (0, 360), 2, random (10, 90))
		 TNT1 A 0 A_CustomMissile ("XDeath3b", 5, 0, random (0, 360), 2, random (10, 90))
		 TNT1 AAA 0 A_CustomMissile ("Brutal_FlyingBlood", 10, 0, random (0, 360), 2, random (40, 90))
		 TNT1 A 0 A_CustomMissile ("XDeathSkinPiece2", 5, 0, random (0, 360), 2, random (10, 90))
		 TNT1 A 0 A_CustomMissile ("XDeathSkinPiece1", 5, 0, random (0, 360), 2, random (10, 90))
		 //TNT1 AAAAAAAA 0 A_CustomMissile ("SmallSuperGore", 10, 0, random (0, 360), 2, random (10, 170))
		 TNT1 AA 0 A_CustomMissile ("BloodMistBig", 0, 0, random (0, 360), 2, random (30, 90))
		 TNT1 AAAAA 0 A_CustomMissile ("BloodmistSpraySmall", 0, 0, random (0, 360), 2, random (30, 90))
		Stop
    }
}







actor MuchBlood : Blood
{
 states
 {
  Spawn:
	    TNT1 A 0 A_JumpIf(waterlevel > 1, "Splash")
        TNT1 AAAAAAAAAAAA 0 A_CustomMissile ("Brutal_FlyingBloodTrail", 0, 0, random (0, 360), 2, random (0, 360))
		TNT1 AAA 0 A_CustomMissile ("Brutal_FlyingBlood", 0, 0, random (0, 360), 2, random (0, 360))
        TNT1 AAAAAAAAAAAA 0 A_CustomMissile("Brutal_FlyingBloodTrail", 0, 0, 180)
		TNT1 AA 0 A_CustomMissile("BloodMistSmall", 0, 0, random (0, 360), 2, random (30, 90))
		TNT1 AA 0 A_CustomMissile("BloodMistSpraySmall", 0, 0, random (0, 360), 2, random (30, 90))
  	    TNT1 AAA 0 A_CustomMissile ("CeilBloodLauncher", 0, 0, random (0, 360), 2, random (50, 130))
		TNT1 AAA 0 A_CustomMissile ("SuperWallRedBlood", 0, 0, random (0, 360), 2, random (-15, 15))
		TNT1 AA 0 A_CustomMissile ("Blood", 0, 0, random (0, 360), 2, random (10, 90))
        BLOD BCD 0
        stop
	Splash:
        BLOD A 0
        stop
 }
}


actor MuchBlood2 : Blood
{
 states
 {
  Spawn:
	    TNT1 A 0 A_JumpIf(waterlevel > 1, "Splash")
		TNT1 A 0 A_PlaySound("misc/xdeath4")
		TNT1 AAA 0 A_CustomMissile ("Brutal_FlyingBlood", 0, 0, random (0, 360), 2, random (0, 360))
        TNT1 AAAAAAAAA 0 A_CustomMissile ("Brutal_FlyingBloodTrail", 0, 0, random (0, 360), 2, random (0, 360))
        TNT1 AAAAAAAAA 0 A_CustomMissile("Brutal_FlyingBloodTrail", 0, 0, 180)
  	    TNT1 AAA 0 A_CustomMissile ("Blood", 0, 0, random (0, 360), 2, random (10, 90))
		TNT1 AAAAA 0 A_CustomMissile ("BloodmistLarge", 0, 0, random (0, 360), 2, random (0, 90))
		TNT1 AAA 0 A_CustomMissile ("CeilBloodLauncher", 0, 0, random (0, 360), 2, random (50, 130))
		TNT1 AAAA 0 A_CustomMissile ("SuperWallRedBlood", 0, 0, random (0, 360), 2, random (-15, 15))
		BLOD BCD 0
		TNT1 A 10
        stop
	Splash:
        BLOD A 0
        stop
 }
}

actor MuchBlood3 : Blood
{
 states
 {
  Spawn:
	    TNT1 A 0 A_JumpIf(waterlevel > 1, "Splash")
		TNT1 A 0 A_PlaySound("misc/xdeath4")
        TNT1 AAAAAAAAA 0 A_CustomMissile ("Brutal_FlyingBloodTrail", 0, 0, random (0, 360), 2, random (0, 360))
        TNT1 AAAAAAAAA 0 A_CustomMissile("Brutal_FlyingBloodTrail", 0, 0, 180)
  	    TNT1 AAA 0 A_CustomMissile ("Brutal_FlyingBlood", 0, 0, random (0, 360), 2, random (10, 90))
		TNT1 AAAAA 0 A_CustomMissile ("BloodMistBig", 0, 0, random (0, 360), 2, random (30, 90))
		TNT1 AAA 0 A_CustomMissile ("CeilBloodLauncher", 0, 0, random (0, 360), 2, random (50, 130))
        BLOD BCD 0
        stop
	Splash:
        BLOD A 0
        stop
 }
}


actor MoreBloodSprays : Blood
{
 states
 {
  Spawn:
	    TNT1 A 0 A_JumpIf(waterlevel > 1, "Splash")
		TNT1 A 0 ACS_NamedExecuteAlways("BD_CheckBloodExtra1")
		TNT1 A 2
        stop
	Splash:
        BLOD A 0
        stop
	AbsurdBlood:
		TNT1 A 0
		TNT1 AAAAAAAAAAAAAA 0 A_CustomMissile ("BloodMistExtraBig", 30, 0, random (0, 360), 2, random (60, 90))
		Stop
 }
}

