



Actor BloodSplasherz : Inventory
{
inventory.maxamount 1
}


Actor SuperGoreSpawner
{
	Projectile
	+RANDOMIZE
	+MISSILE
+FORCEXYBILLBOARD
   // +BLOODSPLATTER 
   Decal BloodSuper
damage 0
radius 2
height 0
speed 10
renderstyle ADD
alpha 0.9
scale .15
gravity 0.7
-NOGRAVITY
states
	{
	Spawn:
		TNT1 AAAAAAAA 3 A_SpawnItem("SuperGore")
		Stop
Death:
    Stop
XDeath:
TNT1 A 0
Stop
	}
}


Actor UltraGoreSpawner: SuperGoreSpawner
{
speed 60
states
	{
	Spawn:
		TNT1 AAAAAAAAAAAAAA 1 A_SpawnItem("SuperGore")
		Stop
	}
}

actor SuperGore
{
Decal BloodSplat
 game Doom
	Alpha 0.6
+FORCEXYBILLBOARD
+GHOST
+NOBLOCKMAP
Gravity 0.05
  +DontSplash
-EXPLODEONWATER
-ALLOWPARTICLES 
+CLIENTSIDEONLY
-NOGRAVITY
+THRUACTORS
Scale 1.0
 states
 {
  Spawn:
        TNT1 A 0
		TNT1 A 0 A_JumpIf(waterlevel > 1, "SpawnUnderwater")
        BLER GGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGG 1 A_FadeOut(0.01)
		stop
 SpawnUnderwater:
 TNT1 A 0
 TNT1 AA 0 A_CustomMissile ("Underblood3", 32, 0, random (0, 360), 2, random (0, 160))

 Stop
 }
}


actor BlueSuperGore: SuperGore
{
	Alpha 0.4
translation "168:191=192:207","16:47=240:247"
}


Actor BlueSuperGoreSpawner: SuperGoreSpawner
{
speed 20
states
	{
	Spawn:
		TNT1 AAAAAAAA 1 A_SpawnItem("BlueSuperGore")
		Stop
	}
}



actor GreenSuperGore: SuperGore
{
translation "168:191=112:127","16:47=120:127"
}


Actor GreenSuperGoreSpawner: SuperGoreSpawner
{
states
	{
	Spawn:
		TNT1 AAAA 1 A_SpawnItem("GreenSuperGore")
		Stop
	}
}



ACTOR StealthBloodLol
{
 game Doom
 scale 1.1
 speed 6
 health 1
 radius 8
 height 1
 Gravity 0.8
 damage 0
 Renderstyle Translucent
 Alpha 0.7
	DamageType Blood
	Decal BloodSuper
   +MISSILE
   +CLIENTSIDEONLY
   +NOTELEPORT
   +NOBLOCKMAP
    +RIPPER
    +BLOODLESSIMPACT 
   +FORCEXYBILLBOARD
   +NODAMAGETHRUST
   +MOVEWITHSECTOR
   +CORPSE
   -DONTSPLASH
    States
    {
     Spawn:
       TNT1 A 0 A_JumpIf(waterlevel > 1, "Splash")
        //XDT1 ABCD 4// A_SpawnItem ("BloodTr",0,0,0,1)
		TNT1 A 1
        loop
	Splash:
        BLOD A 0
        stop
     Death:
  	    //TNT1 A 0 A_CustomMissile ("SmallBloodSplasher", 0, 0, random (0, 360), 2, random (0, 160))
				TNT1 A 0 A_PlaySound("blooddrop")
        TNT1 A 0 A_SpawnItem ("Nashgore_Bloodspot", 5)
        XDT1 EFGHIJK 0  
  Stop
    }
}


actor BloodCloud
{
game Doom
 scale 1.4
 mass 1
  renderstyle Translucent
  alpha 0.9
Decal BloodSplat
 +LOWGRAVITY
 +NOTELEPORT
 +NOBLOCKMAP
+NOCLIP
+FORCEXYBILLBOARD
+CLIENTSIDEONLY
  +DontSplash
+MISSILE
-NOGRAVITY
Speed 2
 states
 {
  Spawn:
  TNT1 A 0 A_JumpIf(waterlevel > 1, "Splash")
  //BTRL ABCD 4
BLOD ABCDDEEFFF 4
  stop
Death:
TNT1 A 0
Stop

	Splash:
        BLOD A 0
        stop

 }
}