ACtor BloodGrind: Blood Replaces Blood
{
-ALLOWPARTICLES
States
{
	Spawn:
	TNT1 A 0
	TNT1 A 0 A_CustomMissile("FlyingBloodParticle", 0,  0, random(0, 360), 2, random(0, 90))
	TNT1 A 0 A_CustomMissile("FlyingBloodParticleFast", 0,  0, random(0, 360), 2, random(0, 90))
	Stop
}}


ACtor RevenantBlood: BloodGrind
{
States
{
	Spawn:
	TNT1 A 0
	TNT1 A 0 A_CustomMissile("FlyingBloodParticle", 0,  0, random(0, 360), 2, random(0, 90))
	TNT1 A 0 A_CustomMissile("LostSoulGib1b", 0,  0, random(0, 360), 2, random(0, 90))
	TNT1 A 0 A_CustomMissile("LostSoulGib3b", 0,  0, random(0, 360), 2, random(0, 90))
	TNT1 A 0 A_SpawnItem("BulletPuff")
	Stop
}}


ACtor BloodGrind2: BloodGrind Replaces BloodSplatter
{
Speed 10
}


ACtor LostSoulBlood: BloodGrind
{
States
{
	Spawn:
	TNT1 A 0
	TNT1 A 0 A_CustomMissile("LostSoulGib1b", 0,  0, random(0, 360), 2, random(0, 90))
	TNT1 A 0 A_CustomMissile("LostSoulGib3b", 0,  0, random(0, 360), 2, random(0, 90))
	TNT1 A 0 A_SpawnItem("BulletPuff")
	Stop
}}



Actor FlyingBloodParticle
{
PROJECTILE
+MISSILE
+THRUACTORS
+CLIENTSIDEONLY
+BOUNCEONCEILINGS
-NOGRAVITY
Radius 2
Height 2
Gravity 0.7
Speed 5
Decal BrutalBloodSuper
States
{
	Spawn:
	BSPR ABCDEFGHIJ 2
	BSPR J 100
	Stop
	Death:
	XDeath:
	Crash:
	XDT1 FGHIJJKL 2
	Stop
	NoSpawn:
	Splash:
	TNT1 A 0
	Stop
}}


Actor FlyingBloodParticleFast: FlyingBloodParticle
{
Speed 10
-BOUNCEONWALLS
Decal BrutalBloodSuper
}

Actor FlyingBloodParticleCrushed: FlyingBloodParticleFast
{
Speed 2
+NOCLIP
+NOGRAVITY
States
{
	Spawn:
	BSPR ABCDEFGHIJ 2
	Stop
}}

Actor FlyingBloodParticleBig: FlyingBloodParticle
{
Speed 8
Gravity 0.5
States
{
	Spawn:
	BLHT ABCDEF 3
	BSPR F 100
	Stop
	Death:
	XDeath:
	Crash:
	XDT1 FGHIJJKL 2
	Stop
}}



Actor FlyingBloodParticleHuge: FlyingBloodParticleBig
{
Speed 14
Scale 2.0
Gravity 0.8
}

Actor XDeathArm: FlyingBloodParticle
{
+BOUNCEONFLOORS
+MOVEWITHSECTOR
BounceCount 2
SeeSound "misc/xdeath4"
States
{
	Spawn:
	XARM ABCDEFG 3
	Loop

	Death:
	XARM H 1
	TNT1 A 0 A_QueueCorpse
	XARM H -1
	Stop
}}



Actor XDeathBlackArm: FlyingBloodParticle
{
States
{
	Spawn:
	HND3 ABCDEFG 3
	Loop

	Death:
	HND3 E 1
	TNT1 A 0 A_QueueCorpse
	HND3 E -1
	Stop
}}

Actor XZombieManLeg: XDeathArm
{
-BOUNCEONFLOORS
States
{
	Spawn:
	LEG1 ABCDEFGH 4
	Loop

	Death:
	TNT1 A 0 A_Jump(128, "Death2")
	LEG1 I 1
	TNT1 A 0 A_QueueCorpse
	LEG1 I -1
	Stop

	Death2:
	LEG1 J 1
	TNT1 A 0 A_QueueCorpse
	LEG1 J -1
	Stop
}}


Actor XShotgunnerLeg: XDeathArm
{
-BOUNCEONFLOORS
States
{
	Spawn:
	LEG2 ABCDEFGH 4
	Loop

	Death:
	TNT1 A 0 A_Jump(128, "Death2")
	LEG2 I 1
	TNT1 A 0 A_QueueCorpse
	LEG2 I -1
	Stop

	Death2:
	LEG2 J 1
	TNT1 A 0 A_QueueCorpse
	LEG2 J -1
	Stop
}}


Actor XDeathImpArm: XDeathArm
{
States
{
	Spawn:
	HND4 ABCDEFGH 3
	Loop

	Death:
	HND4 I 1
	TNT1 A 0 A_QueueCorpse
	HND4 I -1
	Stop
}}



Actor XDeathImpLeg: XZombieManLeg
{
States
{
	Spawn:
	LEG4 ABCDEFGH 4
	Loop

	Death:
	TNT1 A 0 A_Jump(128, "Death2")
	LEG4 I 1
	TNT1 A 0 A_QueueCorpse
	LEG4 I -1
	Stop

	Death2:
	LEG4 I 1
	TNT1 A 0 A_QueueCorpse
	LEG4 I -1
	Stop
}}

Actor XDeathDemonArm: XZombieManLeg
{
States
{
	Spawn:
	HND8 ABCDEFGH 4
	Loop

	Death:
	TNT1 A 0 A_Jump(128, "Death2")
	HND8 I 1
	TNT1 A 0 A_QueueCorpse
	HND8 I -1
	Stop

	Death2:
	HND8 I 1
	TNT1 A 0 A_QueueCorpse
	HND8 I -1
	Stop
}}


Actor XDeathSpiderLeg: XDeathArm
{
States
{
	Spawn:
	XDSL ABCDEFGH 3
	Loop

	Death:
	XDSL I 1
	TNT1 A 0 A_QueueCorpse
	XDSL I -1
	Stop
}}


Actor FatsoArm: XDeathArm
{
States
{
	Spawn:
	MANA ABCDEFG 3
	Loop

	Death:
	MANA H 1
	TNT1 A 0 A_QueueCorpse
	MANA H -1
	Stop
}}


Actor GibEyeball: XDeathArm
{
States
{
	Spawn:
	BRIB EFGH 4
	Loop

	Death:
	BRIB E 1
	TNT1 A 0 A_QueueCorpse
	BRIB E -1
	Stop
}}


Actor GibTeeth: XDeathArm
{
States
{
	Spawn:
	BRIB ABCD 4
	Loop

	Death:
	BRIB A 1
	TNT1 A 0 A_QueueCorpse
	BRIB A -1
	Stop
}}



Actor CyberGib1: XDeathArm
{
States
{
	Spawn:
	XHE8 ABCDEFG 3
	Loop

	Death:
	XHE8 H 1
	TNT1 A 0 A_QueueCorpse
	XHE8 H -1
	Stop
}}


Actor CyberGib2: XDeathArm
{
States
{
	Spawn:
	CYGT ABCDEFG 3
	Loop

	Death:
	CYGT B 1
	TNT1 A 0 A_QueueCorpse
	CYGT B -1
	Stop
}}


Actor CyberGib3: XDeathArm
{
States
{
	Spawn:
	CYGP ABCDEFG 3
	Loop

	Death:
	CYGP E 1
	TNT1 A 0 A_QueueCorpse
	CYGP E -1
	Stop
}}



Actor CyberGib4: XDeathArm
{
States
{
	Spawn:
	CYGG ABCDEFG 3
	Loop

	Death:
	CYGG E 1
	TNT1 A 0 A_QueueCorpse
	CYGG E -1
	Stop
}}



Actor RevenantGib1: XDeathArm
{
States
{
	Spawn:
	BNP2 ABCDEFG 3
	Loop

	Death:
	BNP1 E 1
	TNT1 A 0 A_QueueCorpse
	BNP1 E -1
	Stop
}}

Actor RevenantGib3: XDeathArm
{
States
{
	Spawn:
	BNP3 ABCD 6
	Loop

	Death:
	BNP3 A 1
	TNT1 A 0 A_QueueCorpse
	BNP3 A -1
	Stop
}}

Actor RevenantGib2: XDeathArm
{
States
{
	Spawn:
	BNP2 ABCDEFG 3
	Loop

	Death:
	BNP2 E 1
	TNT1 A 0 A_QueueCorpse
	BNP2 E -1
	Stop
}}

//Gib actors

ACTOR XDeath1
{
    Radius 1
    Height 1
    Speed 0
    Scale 0.6
	Mass 1
    +NOBLOCKMAP
	+MISSILE
    +NOTELEPORT
    +MOVEWITHSECTOR
    +CLIENTSIDEONLY
	-DONTSPLASH
	+THRUGHOST
	+THRUACTORS
	+FLOORCLIP
	Mass 1
    States
    {
    Spawn:
	    BLHT ABCDEFGHI 2
        Stop
    Death:
		XDT1 EF 3
		TNT1 A 0 A_SpawnItem("GreatBloodSpot")
		Stop
	Splash:
	NoSpawn:
		TNT1 A 0
		Stop
    }
}

ACTOR XDeath1b: XDeath1
{
    Speed 5
	+BOUNCEONWALLS
	States
	{
    Death:
		XDT1 EF 3
		TNT1 A 0 A_SpawnItem("GreatBloodSpot2")
		Stop
    }
}


ACTOR CeilingBloodChecker: FlyingBloodParticle
{
    Speed 12
	Mass 1
	-BOUNCEONCEILINGS
    States
    {
    Spawn:
	    TNT1 A 5
        Stop
    Death:
		TNT1 A 0
		TNT1 A 0 A_CheckCeiling("Ceiling")
		Stop
	Splash:
	NoSpawn:
		TNT1 A 0
		Stop
	Ceiling:
		TNT1 A 0
		TNT1 A 0 A_SpawnItem("CeilBloodTinyBloodSpawnerSmall")
		TNT1 A 0 A_SpawnItem("CeilBloodSpot")
		Stop
    }
}



Actor GreatBloodSpot
{
+CLIENTSIDEONLY
+THRUACTORS
+DONTGIB
+NOCLIP
XScale 1.0
YScale 0.3
Radius 1
Height 1
States
{
	Spawn:
	BSPR C 1
	TNT1 A 0 A_SetAngle(random (0, 360))
	NULL A 0 A_Jump(255, "Spawn1", "Spawn2", "Spawn3", "Spawn4", "Spawn5", "Spawn6", "spawn7", "spawn8", "spawn9", "live")

	Spawn1:
	NULL A 0 A_SetScale(1.08, 0.38)
	Goto Live

	Spawn2:
	NULL A 0 A_SetScale(1.06, 0.36)
	Goto Live

	Spawn3:
	NULL A 0 A_SetScale(1.04, 0.34)
	Goto Live

	Spawn4:
	NULL A 0 A_SetScale(1.02, 0.32)
	Goto Live

	Spawn5:
	NULL A 0 A_SetScale(0.98, 0.28)
	Goto Live

	Spawn6:
	NULL A 0 A_SetScale(0.96, 0.24)
	Goto Live

	Spawn7:
	NULL A 0 A_SetScale(0.94, 0.22)
	Goto Live

	Spawn8:
	NULL A 0 A_SetScale(0.92, 0.20)
	Goto Live

	Spawn9:
	NULL A 0 A_SetScale(0.90, 0.18)
	Goto Live

	Live:
	BSPR C 1 A_QueueCorpse
	BSPR C -1
	Stop
}
}




Actor GreatBloodSpot2: GreatBloodSpot
{
Radius 1
}


Actor CeilBloodSpot: GreatBloodSpot2
{
+NOGRAVITY
XScale 0.6
YScale 0.15
Radius 1
Gravity 0.0
Height 1
States
{
	Spawn:
	BSPR C 1
	TNT1 A 0 A_SetAngle(random (0, 360))
	BSPR C 1 A_QueueCorpse
	TNT1 A 0 A_SpawnItem ("CeilBloodSpawner")
	Live:
	BSPR C 10 ThrustThingZ(0, 20, 0, 1)
	Loop
}
}

ACTOR CeilBloodSpawner
{
	+NOGRAVITY
	+THRUACTORS
	+NOCLIP
	Scale 0.5
	 States
		{
		 Spawn:
			  TNT1 A 0
			  TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 3 A_SpawnItemEx ("BloodDripingFromCeilingBig", random (-10, 10), random (-10, 10), 0, 0, 0, -5)
			  TNT1 AAAAAAAAAAAAAA 10 A_SpawnItemEx ("BloodDripingFromCeilingBig", random (-10, 10), random (-10, 10), 0, 0, 0, -5)
			  TNT1 AAAAAAAAAAAAAA 15 A_SpawnItemEx ("BloodDripingFromCeiling", random (-10, 10), random (-10, 10), 0, 0, 0, -5)
			  TNT1 AAAAAAAAAAAAAA 20 A_SpawnItemEx ("BloodDripingFromCeiling", random (-10, 10), random (-10, 10), 0, 0, 0, -5)
			  stop 
		}
}

ACTOR CeilBloodTinyBloodSpawnerSmall: CeilBloodSpawner
{
	 States
		{
		 Spawn:
			  TNT1 A 0
			  TNT1 AAAAAAAAAAAAAA 5 A_SpawnItemEx ("BloodDripingFromCeiling", random (-5, 5), random (-5, 5), 0, 0, 0, -5)
			  TNT1 AAAAAAAAAAAAAA 10 A_SpawnItemEx ("BloodDripingFromCeiling", random (-5, 5), random (-5, 5), 0, 0, 0, -5)
			  TNT1 AAAAAAAAAAAAAA 16 A_SpawnItemEx ("BloodDripingFromCeiling", random (-5, 5), random (-5, 5), 0, 0, 0, -5)
			  TNT1 AAAAAAAAAAAAAA 26 A_SpawnItem ("BloodDripingFromCeiling")
			  stop
		}
}


//This is the actual blood driping from the ceiling actor
ACTOR BloodDripingFromCeiling: FlyingBloodParticle
{
	+THRUACTORS
	+CLIENTSIDEONLY
	-FORCEXYBILLBOARD
	+FORCEYBILLBOARD
	+TOUCHY
	Gravity 0.6
	Radius 2
	Height 1
	XScale 0.1
	YScale 0.2
     States
		{
		 Spawn:
		   TNT1 A 0
		   TNT1 A 0 A_Jump(230, "NoSpawn")
		   TNT1 A 0 A_JumpIf(waterlevel > 1, "Splash")
		   BLUD Z 500
		   Stop
		   
		  Death:
			 TNT1 A 0
			 TNT1 A 0 A_PlaySound("blooddrop2")
			 TNT1 A 0 A_SetScale(1.0, 1.0)
			 XDT1 EFGHIJKL 2
			 stop 
		}
}


//This is a bigger and denser version of the blood drip, droped by sticky gibs
ACTOR BloodDripingFromCeilingBig: BloodDripingFromCeiling
{
	XScale 0.4
	YScale 1.0
	Gravity 0.8
    States
    {
     Spawn:
       TNT1 A 0
	   TNT1 A 0 A_Jump(160, "NoSpawn")
       TNT1 A 0 A_JumpIf(waterlevel > 1, "Splash")
       BLUD Z 500
       Stop
	 Death:
		 TNT1 A 0
		 TNT1 A 0 A_PlaySound("blooddrop2")
		 TNT1 A 0 A_SetScale(1.0, 1.0)
		 XDT1 EFGHIJKL 2
		 stop 
    }
}


//A flying piece of meat
ACTOR XDeath2: XDeath1
{
    +CLIENTSIDEONLY
	+DONTSPLASH
	Radius 2
	Height 2
	Gravity 0.4
    DeathSound "misc/xdeath2"
	SeeSound "misc/xdeath4"
	Decal BrutalBloodSuper
	
    Scale 1.1
	Speed 8
    States
    {
    Spawn:
	    TNT1 A 0 A_JumpIf(waterlevel > 1, "Splash")
        XMT1 ABCDEFGH 2
        Loop
    Death:
		TNT1 A 0 A_CheckFloor("SpawnFloor")
		TNT1 A 0 A_CheckCeiling("SpawnCeiling")
		TNT1 A 0 A_SpawnItem("SmearingXDeath2")
		Stop
		
	SpawnFloor:
	    XMT1 M 1
		TNT1 A 0 A_QueueCorpse
		XMT1 M -1
		Stop
		
	SpawnCeiling:
		TNT1 A 0
		TNT1 A 0 A_SpawnItemEx ("CeilXDeath2", 0, 0, 8)
		TNT1 A 0 A_SpawnItemEx ("CeilBloodSpot", 0, 0, 1)
		Stop	
		
	Vanish:
	    TNT1 A 5
		Stop
    }
}


ACTOR XDeath2b: XDeath2 {	Speed 4 } //Low-range version.


//A piece of meat that has hit the wall, and now is slowly smearing
ACTOR SmearingXDeath2
{
    Radius 1
    Height 1
	Mass 1
	Scale 1.0
    +NOBLOCKMAP
    +NOTELEPORT
	+THRUGHOST
	+CLIENTSIDEONLY
    +DONTSPLASH
    +MOVEWITHSECTOR
	+FORCEXYBILLBOARD
	+NOGRAVITY
    States
    {
	Spawn:
		XMT1 N 10
		TNT1 A 0 ThrustThingZ(0, 1, 1, 1)
		TNT1 A 0 A_Jump(255, "Spawn1", "Spawn2", "Spawn3", "Spawn4")

	Spawn1:
		XMT1 NNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNN 2 A_CheckFloor("Rest")
		Goto Death
	
	Spawn2:
		XMT1 NNNNNNNNNNNNNNNNNNNNNNNN 2 A_CheckFloor("Rest")
		Goto Death
	
	Spawn3:
		XMT1 NNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNN 2 A_CheckFloor("Rest")
		Goto Death
	
	Spawn4:
		XMT1 NNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNN 2 A_CheckFloor("Rest")
		Goto Death
	
	Death:
	    TNT1 A 0
	    TNT1 A 0 A_SpawnItem("XDeath2NoStick")
        Stop
		
	Rest:
		XMT1 M 1
		TNT1 A 0 A_QueueCorpse
		XMT1 M -1
		Stop
		
	Vanish:
	    TNT1 A 5
		Stop
    }
}

//piece of meat that got stuck in the ceiling
actor CeilXDeath2: GreatBloodSpot
{
	PROJECTILE
	+MISSILE
	+SPAWNCEILING
	+MOVEWITHSECTOR
	+NOGRAVITY
	+DontSplash
	+CEILINGHUGGER
	Renderstyle Normal 
	Scale 1.1
	states
	{
		Spawn:
			TNT1 A 0
			TNT1 A 0 A_JUmp (255, "Live1", "Live2", "Live3")
			Goto Live1

		  Live1:
			  XMT1 IIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIII 5 ThrustThingZ(0, 20, 0, 1)
			  Goto Fall
		  
		  Live2:
			  XMT1 IIIIIIIIIIIIIIIIIIIIIIIII 5 ThrustThingZ(0, 20, 0, 1)
			  Goto Fall
		  
		  Live3:
			  XMT1 IIIIIIIIIIIIIIIII 5 ThrustThingZ(0, 20, 0, 1)
			  Goto Fall
		  
		 Fall:
			  XMT1 F 0
			  XMT1 JJJKKLL 2
			  TNT1 A 0 A_SpawnItemEx("XDeath2NoStick", 0, 0, 0, 0, 0, -1)
			  stop
		 Splash:
			  BLOD A 0
			  stop
		}
}

//piece of meat that got stuck on the ceiling/wall and now is falling
ACTOR XDeath2NoStick: XDeath2
{
    Speed 0
	Gravity 0.4
    DeathSound "misc/xdeath2"
	SeeSound "none"
	Radius 1
	Height 0
    States
    {
    Spawn:
		XMT1 FFFGGH 2
	Live:
	    TNT1 A 0 A_JumpIf(waterlevel > 1, "Splash")
		TNT1 A 0 A_CheckFloor("Death")
		XMT1 ABCDEFGH 2
        Loop
    Death:XMT1 M 1
		TNT1 A 0 A_QueueCorpse
		XMT1 M 3
		XMT1 M -1
		Stop
    }
}




//Variation of XDeath2
ACTOR XDeath3: XDeath2
{
    DeathSound "misc/xdeath2"
	SeeSound "misc/xdeath4"
	Decal BrutalBloodSuper
	Scale 1.1
    States
    {
    Spawn:
	    TNT1 A 0 A_JumpIf(waterlevel > 1, "Splash")
        XMT2 ABCDEFGH 2 
       Loop
    Death:
		TNT1 A 0
	    TNT1 A 0 A_CheckFloor("SpawnFloor")
		TNT1 A 0 A_CheckCeiling("SpawnCeiling")
		TNT1 A 0 A_SpawnItem("SmearingXDeath3")
		Stop
		
	SpawnFloor:
	    XMT2 I 1
		TNT1 A 0 A_QueueCorpse
		XMT2 I -1
		Stop
		
	SpawnCeiling:
		TNT1 A 0
		TNT1 A 0 A_SpawnItemEx ("CeilXDeath3", 0, 0, 8)
		TNT1 A 0 A_SpawnItemEx ("CeilBloodSpot", 0, 0, 1)
		Stop	
		
	Vanish:
	    TNT2 A 5
		Stop
    }
}


ACTOR XDeath3b: XDeath3 {	Speed 4 } //Low-range version.


//A piece of meat that has hit the wall, and now is slowly smearing
ACTOR SmearingXDeath3: SmearingXDeath2
{

    States
    {
	Spawn:
		XME2 G 10
		TNT1 A 0 ThrustThingZ(0, 1, 1, 1)
		TNT1 A 0 A_Jump(255, "Spawn1", "Spawn2", "Spawn3", "Spawn4")

	Spawn1:
		XMT2 OOOOOOOOOOOOOOOO 2 A_CheckFloor("Rest")
		Goto Death
	
	Spawn2:
		XMT2 OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO 2 A_CheckFloor("Rest")
		Goto Death
	
	Spawn3:
		XMT2 OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO 2 A_CheckFloor("Rest")
		Goto Death
	
	Spawn4:
		XMT2 OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO 2 A_CheckFloor("Rest")
		Goto Death
	
	Death:
	    TNT1 A 0
	    TNT1 A 0 A_SpawnItem("XDeath3NoStick")
        Stop
		
	Rest:
		XMT2 I 1
		TNT1 A 0 A_QueueCorpse
		XMT2 I -1
		Stop
		
	Vanish:
	    TNT1 A 5
		Stop
    }
}

//piece of meat that got stuck in the ceiling
actor CeilXDeath3: CeilXDeath2
{
	states
	{
		Spawn:
			Goto Crash
			Death:
			Crash:
			TNT1 A 0
			TNT1 A 0 A_JUmp (255, "Live1", "Live2", "Live3")
			Goto Live1

		  Live1:
			  XMT2 JJJJJJJJJJJJJJJJJ 4 ThrustThingZ(0, 20, 0, 1)
			  Goto Fall
		  
		  Live2:
			  XMT2 JJJJJJJJJJJJJJJJJJJJJJJJJJJ 4 ThrustThingZ(0, 20, 0, 1)
			  Goto Fall
		  
		  Live3:
			  XMT2 JJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJ 4 ThrustThingZ(0, 20, 0, 1)
			  Goto Fall
		  
		 Fall:
			  XMT2 JJJJKKKLLM 2
			  TNT1 A 0 A_SpawnItemEx("XDeath3NoStick", 0, 0, 0, 0, 0, -1)
			  XMT2 MMN 2
			  stop
		 Splash:
			  BLOD A 0
			  stop
		}
}

//piece of meat that got stuck on the ceiling/wall and now is falling
ACTOR XDeath3NoStick: XDeath2NoStick
{

    States
    {
    Spawn:
	    TNT1 A 0 A_JumpIf(waterlevel > 1, "Splash")
		TNT1 A 0 A_CheckFloor("Death")
        XMT2 O 3
        Loop
    Death:
        XMT2 I 1
		TNT1 A 0 A_QueueCorpse
		XMT2 I 3
		XMT2 I -1
		Stop
    }
}



Actor LostSoulGib1: FlyingBloodParticle
{
+DOOMBOUNCE
BounceFactor 0.4
Scale 0.8
Speed 10
States
{
	Spawn:
	LGI1 ABCDEFG 3
	Loop

	Death:
	TNT1 A 0
	Stop
}}

Actor LostSoulGib2: LostSoulGib1
{
States
{
	Spawn:
	LGI2 ABCDEFG 3
	Loop
}}

Actor LostSoulGib3: LostSoulGib1
{
States
{
	Spawn:
	LGI3 ABCDEFG 3
	Loop
}}

Actor LostSoulGib1b: LostSoulGib1
{
Scale 0.4
}

Actor LostSoulGib3b: LostSoulGib3
{
Scale 0.4
}


Actor GibHeadPiece: XDeath2
{
Scale 0.5
Speed 5
Gravity 0.5
+BOUNCEONCEILINGS
+BOUNCEONWALLS
}

