
ACTOR XJunk1: XDeath1
{
    +CLIENTSIDEONLY
	+DONTSPLASH
	+DOOMBOUNCE
	BounceFactor 0.5
    Speed 14
	Gravity 0.8
    DeathSound "none"
	SeeSound "none"
	Decal None
    Scale 1.0
    States
    {
    Spawn:
	    TNT1 A 0 A_JumpIf(waterlevel > 1, "Splash")
        JNK6 ABCD 3
        Loop
    Death:

        //TNT1 A 0 A_SpawnItem("NashGore_BloodSpot",0,0,0,1)
        JNK6 A 2000
        Stop
    Splash:
        TNT1 A 1
		JNK6 A -1
        Stop
    }
}


ACTOR XJunk2: XJunk1
{
    BounceFactor 0.3
    States
    {
    Spawn:
	    TNT1 A 0 A_JumpIf(waterlevel > 1, "Splash")
        JNK7 ABCD 3
        Loop
    Death:

        //TNT1 A 0 A_SpawnItem("NashGore_BloodSpot",0,0,0,1)
        JNK7 A 2000
        Stop
    Splash:
        TNT1 A 1
		JNK7 A -1
        Stop
    }
}


ACTOR XJunk3: XJunk1
{
    BounceFactor 0.7
    States
    {
    Spawn:
	    TNT1 A 0 A_JumpIf(waterlevel > 1, "Splash")
        JNK8 ABCD 3
        Loop
    Death:

        //TNT1 A 0 A_SpawnItem("NashGore_BloodSpot",0,0,0,1)
        JNK8 A 2000
        Stop
    Splash:
        TNT1 A 1
		JNK8 A -1
        Stop
    }
}


ACTOR XJunk4: XJunk1
{
    -DOOMBOUNCE
    States
    {
    Spawn:
	    TNT1 A 0 A_JumpIf(waterlevel > 1, "Splash")
        JNK4 ABCD 3
        Loop
    Death:

        //TNT1 A 0 A_SpawnItem("NashGore_BloodSpot",0,0,0,1)
        JNK4 A 2000
        Stop
    Splash:
        TNT1 A 1
		JNK4 A -1
        Stop
    }
}


ACTOR XJunk5: XJunk1
{
    -DOOMBOUNCE
    States
    {
    Spawn:
	    TNT1 A 0 A_JumpIf(waterlevel > 1, "Splash")
        JNK5 ABCD 3
        Loop
    Death:

        //TNT1 A 0 A_SpawnItem("NashGore_BloodSpot",0,0,0,1)
        JNK5 A 2000
        Stop
    Splash:
        TNT1 A 1
		JNK5 A -1
        Stop
    }
}