actor ModelBlood replaces Blood
{
 SpawnID 130
 Health 1
 +NOGRAVITY
 +NOCLIP
 +CLIENTSIDEONLY
 states
 {
  Spawn:
	NADA A 0
	NADA A 0 A_SpawnItemEx("ModelFlyingBlood1",0,0,0,random(3,4),0,random(2,4),random(0,360),0,192)
	NADA A 0 A_SpawnItemEx("ModelFlyingBlood2",0,0,0,random(3,4),0,random(2,4),random(0,360),0,192)
	NADA A 0 A_SpawnItemEx("ModelFlyingBlood3",0,0,0,random(3,4),0,random(2,4),random(0,360),0,192)
	NADA A 0 A_SpawnItemEx("ModelFlyingBlood4",0,0,0,random(3,4),0,random(2,4),random(0,360),0,192)
	NADA A 0 A_SpawnItemEx("ModelFlyingBlood5",0,0,0,random(3,4),0,random(2,4),random(0,360),0,192)
	NADA A 0 A_SpawnItemEx("ModelFlyingBlood6",0,0,0,random(3,4),0,random(2,4),random(0,360),0,192)
	NADA A 0 A_SpawnItemEx("ModelFlyingBlood7",0,0,0,random(3,4),0,random(2,4),random(0,360),0,192)
	NADA A 1 A_PlaySound("Bullet/BleedHit")
	stop
 }
}

actor ModelBloodSplatter replaces BloodSplatter
{
 SpawnID 130
 Health 1
 +NOGRAVITY
 +NOCLIP
 +CLIENTSIDEONLY
 states
 {
  Spawn:
	NADA A 0
	NADA A 0 A_SpawnItemEx("ModelFlyingBlood1",0,0,0,random(3,4),0,random(2,4),random(0,360),0,192)
	NADA A 0 A_SpawnItemEx("ModelFlyingBlood2",0,0,0,random(3,4),0,random(2,4),random(0,360),0,192)
	NADA A 0 A_SpawnItemEx("ModelFlyingBlood3",0,0,0,random(3,4),0,random(2,4),random(0,360),0,192)
	NADA A 0 A_SpawnItemEx("ModelFlyingBlood4",0,0,0,random(3,4),0,random(2,4),random(0,360),0,192)
	NADA A 0 A_SpawnItemEx("ModelFlyingBlood5",0,0,0,random(3,4),0,random(2,4),random(0,360),0,192)
	NADA A 0 A_SpawnItemEx("ModelFlyingBlood6",0,0,0,random(3,4),0,random(2,4),random(0,360),0,192)
	NADA A 0 A_SpawnItemEx("ModelFlyingBlood7",0,0,0,random(3,4),0,random(2,4),random(0,360),0,192)
	NADA A 1 A_PlaySound("Bullet/BleedHit")
	stop
 }
}

ACTOR ModelFlyingBlood1
{
    Radius 3
    Height 6
	Mass 1
	RenderStyle Shaded
	StencilColor "40 00 00"
	Scale 0.4
	+MISSILE
    +NOTELEPORT
	+CLIENTSIDEONLY
	+THRUACTORS
    States
    {
	Spawn:
		NADA A 1
	    NADA B 1
		NADA C 1
		NADA D 1
		NADA E 1
		NADA F 1
		NADA G 1
		NADA H 1
		NADA I 1
		NADA J 1
		NADA JJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJ 1 A_FadeOut(0.1)
		Stop
    Death:
		NADA J 0 A_SpawnItem("FloorBlood",0,0,0)
		NADA J 1
        Stop
    }
}

ACTOR ModelFlyingBlood2 : ModelFlyingBlood1
{
	Scale 0.5
}

ACTOR ModelFlyingBlood3 : ModelFlyingBlood1
{
	Scale 1.0
}

ACTOR ModelFlyingBlood4 : ModelFlyingBlood1
{
	Scale 0.6
}

ACTOR ModelFlyingBlood5 : ModelFlyingBlood1
{
	Scale 0.7
}

ACTOR ModelFlyingBlood6 : ModelFlyingBlood1
{
	Scale 1.3
}

ACTOR ModelFlyingBlood7 : ModelFlyingBlood1
{
	Scale 0.9
}
ACTOR XDeathTrail1
{
    Radius 1
    Height 1
	Alpha 0.5
	RenderStyle Translucent
	Scale 0.4
	+FORCEXYBILLBOARD
	+CLIENTSIDEONLY
	+NOINTERACTION
    States
    {
    Spawn:
        BLOD A 0
		BLOD A 1 ThrustThingZ(0,-1,0,0)
        Goto Death
	Death:
	    BLOD AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_FadeOut(0.01)
		Stop
    }
}

ACTOR XDeathTrail2
{
    Radius 1
    Height 1
	Alpha 0.5
	RenderStyle Translucent
	Scale 0.4
	+FORCEXYBILLBOARD
	+CLIENTSIDEONLY
	+NOINTERACTION
    States
    {
    Spawn:
        BLOD B 0
		BLOD B 1 ThrustThingZ(0,-1,0,0)
        Goto Death
	Death:
	    BLOD BBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBB 1 A_FadeOut(0.01)
		Stop
    }
}

ACTOR XDeathHead
{
    Radius 8
    Height 8
    Speed 16
	Mass 1
	BounceFactor 0.5
	+DOOMBOUNCE
	+MISSILE
    +NOTELEPORT
    +DONTSPLASH
	+MOVEWITHSECTOR
	+CLIENTSIDEONLY
	+THRUACTORS
	Decal BloodSplater
	SeeSound "misc/gibbounce"
    States
    {
    Spawn:
		PLHD A 0
        PLHD A 2 A_SpawnItem("XDeathTrail1",0,0,0)
		PLHD B 2 A_SpawnItem("XDeathTrail2",0,0,0)
		PLHD C 2 A_SpawnItem("XDeathTrail1",0,0,0)
		PLHD D 2 A_SpawnItem("XDeathTrail2",0,0,0)
		PLHD A 2 A_SpawnItem("XDeathTrail1",0,0,0)
		PLHD B 2 A_SpawnItem("XDeathTrail2",0,0,0)
    LoopNogore:
		PLHD ABCD 1 A_JumpIf(waterlevel > 1, "Death")
		Loop
    Death:
	    PLHD A 35
		PLHD AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_FadeOut(0.04)
        Stop
	Crash:
		TNT1 A 0 A_SpawnItem("FloorBlood",0,0,0)
		TNT1 A 1
		Goto Death
    }
}

ACTOR XDeath11
{
    Radius 8
    Height 8
    Speed 16
	Mass 1
	BounceFactor 0.5
	+DOOMBOUNCE
	+MISSILE
    +NOTELEPORT
    +DONTSPLASH
	+MOVEWITHSECTOR
	+CLIENTSIDEONLY
	+THRUACTORS
	Decal BloodSplater
	SeeSound "misc/gibbounce"
    States
    {
    Spawn:
		XDT1 A 0
        XDT1 A 2 A_SpawnItem("XDeathTrail1",0,0,0)
		XDT1 B 2 A_SpawnItem("XDeathTrail2",0,0,0)
		XDT1 C 2 A_SpawnItem("XDeathTrail1",0,0,0)
		XDT1 D 2 A_SpawnItem("XDeathTrail2",0,0,0)
		XDT1 A 2 A_SpawnItem("XDeathTrail1",0,0,0)
		XDT1 B 2 A_SpawnItem("XDeathTrail2",0,0,0)
    LoopNogore:
		XDT1 ABC 1 A_JumpIf(waterlevel > 1, "Death")
		Loop
    Death:
	    XDT1 A 35
		XDT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_FadeOut(0.04)
        Stop
	Crash:
		TNT1 A 0 A_SpawnItem("FloorBlood",0,0,0)
		TNT1 A 1
		Goto Death
    }
}

ACTOR XDeath21
{
    Radius 8
    Height 8
    Speed 15
	Mass 1
	BounceFactor 0.5
	+DOOMBOUNCE
	+MISSILE
    +NOTELEPORT
    +DONTSPLASH
	+MOVEWITHSECTOR
	+CLIENTSIDEONLY
	+THRUACTORS
	Decal BloodSplater
	SeeSound "misc/gibbounce"
    States
    {
    Spawn:
		XDT2 A 0
        XDT2 A 2 A_SpawnItem("XDeathTrail1",0,0,0)
		XDT2 B 2 A_SpawnItem("XDeathTrail2",0,0,0)
		XDT2 C 2 A_SpawnItem("XDeathTrail1",0,0,0)
		XDT2 D 2 A_SpawnItem("XDeathTrail2",0,0,0)
		XDT2 A 2 A_SpawnItem("XDeathTrail1",0,0,0)
		XDT2 B 2 A_SpawnItem("XDeathTrail2",0,0,0)
    LoopNogore:
		XDT2 ABCD 1 A_JumpIf(waterlevel > 1, "Death")
		Loop
    Death:
	    XDT2 A 35
		XDT2 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_FadeOut(0.04)
        Stop
	Crash:
		TNT1 A 0 A_SpawnItem("FloorBlood",0,0,0)
		TNT1 A 1
		Goto Death
    }
}

ACTOR XDeath31
{
    Radius 8
    Height 8
	Mass 1
    Speed 15.5
	BounceFactor 0.5
	+DOOMBOUNCE
	+MISSILE
    +NOTELEPORT
    +DONTSPLASH
	+MOVEWITHSECTOR
	+CLIENTSIDEONLY
	+THRUACTORS
    Decal BloodSplater
	SeeSound "misc/gibbounce"
    States
    {
    Spawn:  
		XDT5 A 0
        XDT3 A 2 A_SpawnItem("XDeathTrail2",0,0,0)
		XDT3 A 2 A_SpawnItem("XDeathTrail1",0,0,0)
		XDT3 A 2 A_SpawnItem("XDeathTrail2",0,0,0)
		XDT3 A 2 A_SpawnItem("XDeathTrail1",0,0,0)
		XDT3 A 2 A_SpawnItem("XDeathTrail2",0,0,0)
		XDT3 A 2 A_SpawnItem("XDeathTrail1",0,0,0)
    LoopNogore:
		XDT3 A 1 A_JumpIf(waterlevel > 1, "Death")
		Loop
    Death:
	    XDT3 A 35
		XDT3 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_FadeOut(0.04)
        Stop
	Crash:
		TNT1 A 0 A_SpawnItem("FloorBlood",0,0,0)
		TNT1 A 1
		Goto Death
    }
}

ACTOR XDeath41
{
    Radius 8
    Height 8
    Scale 0.8
	Mass 1
	Speed 17
	BounceFactor 0.5
	+DOOMBOUNCE
	+MISSILE
    +NOTELEPORT
    +DONTSPLASH
	+MOVEWITHSECTOR
	+CLIENTSIDEONLY
	+THRUACTORS
	Decal BloodSplater
	SeeSound "misc/gibbounce"
    States
    {
    Spawn:
		XDT5 A 0
	    XDT5 A 2 A_SpawnItem("XDeathTrail2",0,0,0)
		XDT5 A 2 A_SpawnItem("XDeathTrail1",0,0,0)
		XDT5 A 2 A_SpawnItem("XDeathTrail2",0,0,0)
		XDT5 A 2 A_SpawnItem("XDeathTrail1",0,0,0)
		XDT5 A 2 A_SpawnItem("XDeathTrail2",0,0,0)
		XDT5 A 2 A_SpawnItem("XDeathTrail1",0,0,0)
	LoopNogore:
		XDT5 A 1 A_JumpIf(waterlevel > 1, "Death")
		Loop
	Death:
		XDT5 A 35
		XDT5 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_FadeOut(0.04)
        Stop
	Crash:
		TNT1 A 0 A_SpawnItem("FloorBlood",0,0,0)
		TNT1 A 1
		Goto Death
    }
}

ACTOR XDeath51
{
    Radius 8
    Height 8
    Scale 0.8
	Speed 18
	Mass 1
	BounceFactor 0.5
	+DOOMBOUNCE
	+MISSILE
    +NOTELEPORT
    +DONTSPLASH
	+MOVEWITHSECTOR
	+CLIENTSIDEONLY
	+THRUACTORS
	Decal BloodSplater
	SeeSound "misc/gibbounce"
    States
    {
    Spawn:
		XDT5 B 0
	    XDT5 B 2 A_SpawnItem("XDeathTrail2",0,0,0)
		XDT5 B 2 A_SpawnItem("XDeathTrail1",0,0,0)
		XDT5 B 2 A_SpawnItem("XDeathTrail2",0,0,0)
		XDT5 B 2 A_SpawnItem("XDeathTrail1",0,0,0)
		XDT5 B 2 A_SpawnItem("XDeathTrail2",0,0,0)
		XDT5 B 2 A_SpawnItem("XDeathTrail1",0,0,0)
	LoopNogore:
		XDT5 B 1 A_JumpIf(waterlevel > 1, "Death")
		Loop
	Death:
		XDT5 B 35
		XDT5 BBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBB 1 A_FadeOut(0.04)
        Stop
	Crash:
		TNT1 A 0 A_SpawnItem("FloorBlood",0,0,0)
		TNT1 A 1
		Goto Death
    }
}

ACTOR XDeath61
{
    Radius 8
    Height 8
    Scale 0.8
	Speed 16.5
	Mass 1
	BounceFactor 0.5
	+DOOMBOUNCE
	+MISSILE
    +NOTELEPORT
    +DONTSPLASH
	+MOVEWITHSECTOR
	+CLIENTSIDEONLY
	+THRUACTORS
	Decal BloodSplater
	SeeSound "misc/gibbounce"
    States
    {
	Spawn:
		XDT5 C 0
	    XDT5 C 2 A_SpawnItem("XDeathTrail2",0,0,0)
		XDT5 C 2 A_SpawnItem("XDeathTrail1",0,0,0)
		XDT5 C 2 A_SpawnItem("XDeathTrail2",0,0,0)
		XDT5 C 2 A_SpawnItem("XDeathTrail1",0,0,0)
		XDT5 C 2 A_SpawnItem("XDeathTrail2",0,0,0)
		XDT5 C 2 A_SpawnItem("XDeathTrail1",0,0,0)
	LoopNogore:
		XDT5 C 1 A_JumpIf(waterlevel > 1, "Death")
		Loop
    Death:
		XDT5 C 35
		XDT5 CCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCC 1 A_FadeOut(0.04)
        Stop
	Crash:
		TNT1 A 0 A_SpawnItem("FloorBlood",0,0,0)
		TNT1 A 1
		Goto Death
    }
}

ACTOR XDeath71
{
    Radius 8
    Height 8
    Scale 0.8
	Speed 11
	Mass 1
	BounceFactor 0.5
	+DOOMBOUNCE
	+MISSILE
    +NOTELEPORT
    +DONTSPLASH
	+MOVEWITHSECTOR
	+CLIENTSIDEONLY
	+THRUACTORS
	Decal BloodSplater
	SeeSound "misc/gibbounce"
    States
    {
	Spawn:
		XDT5 D 0
	    XDT5 D 2 A_SpawnItem("XDeathTrail2",0,0,0)
		XDT5 D 2 A_SpawnItem("XDeathTrail1",0,0,0)
		XDT5 D 2 A_SpawnItem("XDeathTrail2",0,0,0)
		XDT5 D 2 A_SpawnItem("XDeathTrail1",0,0,0)
		XDT5 D 2 A_SpawnItem("XDeathTrail2",0,0,0)
		XDT5 D 2 A_SpawnItem("XDeathTrail1",0,0,0)
	LoopNogore:
		XDT5 D 1 A_JumpIf(waterlevel > 1, "Death")
		Loop
    Death:
		XDT5 D 35
		XDT5 DDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDD 1 A_FadeOut(0.04)
        Stop
	Crash:
		TNT1 A 0 A_SpawnItem("FloorBlood",0,0,0)
		TNT1 A 1
		Goto Death
    }
}

ACTOR XDeath81
{
    Radius 8
    Height 8
    Scale 0.8
	Speed 10
	Mass 1
	BounceFactor 0.5
	+DOOMBOUNCE
	+MISSILE
    +NOTELEPORT
    +DONTSPLASH
	+MOVEWITHSECTOR
	+CLIENTSIDEONLY
	+THRUACTORS
	Decal BloodSplater
	SeeSound "misc/gibbounce"
    States
    {
	Spawn:
		XDT5 E 0
	    XDT5 E 2 A_SpawnItem("XDeathTrail2",0,0,0)
		XDT5 E 2 A_SpawnItem("XDeathTrail1",0,0,0)
		XDT5 E 2 A_SpawnItem("XDeathTrail2",0,0,0)
		XDT5 E 2 A_SpawnItem("XDeathTrail1",0,0,0)
		XDT5 E 2 A_SpawnItem("XDeathTrail2",0,0,0)
		XDT5 E 2 A_SpawnItem("XDeathTrail1",0,0,0)
	LoopNogore:
		XDT5 E 1 A_JumpIf(waterlevel > 1, "Death")
		Loop
    Death:
		XDT5 E 35
		XDT5 EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE 1 A_FadeOut(0.04)
        Stop
	Crash:
		TNT1 A 0 A_SpawnItem("FloorBlood",0,0,0)
		TNT1 A 1
		Goto Death
    }
}

actor FloorBlood
{
 Radius 1
 Height 1
 Scale 4.0
 +NOTELEPORT
 +CLIENTSIDEONLY
 +DONTSPLASH
 +CORPSE
 +MOVEWITHSECTOR
 +FLOORCLIP
 States
 {
 Spawn:
  BPDL A 35
  BPDL AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_FadeOut(0.04)
  Stop
 }
}