//All the liquid gore stuff goes here.


ACTOR TinyBlood
{
 game Doom
 scale 0.2
 speed 7
 health 1
 radius 8
 height 1
  +DontSplash
 Gravity 0.7
	Decal BrutalBloodSuper
   +MISSILE
   +CLIENTSIDEONLY
   +NOTELEPORT
   +NOBLOCKMAP
   +FORCEXYBILLBOARD
        -EXPLODEONWATER
+DOOMBOUNCE
BounceFactor 0.01
    States
    {
     Spawn:
       TNT1 A 0 A_JumpIf(waterlevel > 1, "Splash")
        BLUD Z 500
		Stop
	Splash:
        BLOD A 0
        stop
     Death:
        XDT1 EFGHIJKL 2
        stop
    }
}


actor NashGore_Blood : Blood Replaces Blood
{
Decal BrutalBloodSplat
 game Doom
+FORCEXYBILLBOARD
+GHOST
+NOBLOCKMAP
+NOGRAVITY
+NOCLIP
-DONTSPLASH
-ALLOWPARTICLES 
Speed 0
 states
 {
  Spawn:
        TNT1 A 0
        //TNT1 A 0 A_JumpIf (floorz > 10, "SpawnLeg")
        TNT1 AAAAAAAAAAAAAAAA 0 A_CustomMissile ("BloodTr255", 0, 0, random (0, 360), 2, random (0, 360))
	    TNT1 A 0 A_JumpIf(waterlevel > 1, "Splash")
        TNT1 AAA 0 A_CustomMissile ("Nashgore_FlyingBlood", 7, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("BloodSplasher", 0, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_SpawnItem ("BloodHit")
        BLOD BCD 0
        stop
	SpawnLeg:
	TNT1 A 0
	TNT1 A 0 A_Explode(500, 500)
	TNT1 A 0
	Stop
	Splash:
        BLOD A 0
        stop
 }
}

ACTOR DetectCeilBloodSimpler
{
 game Doom
 scale 0.4
 speed 0
 health 1
 radius 1
 height 1
 Gravity 0.0
 damage 0
 Renderstyle Translucent
 Alpha 0.95
	DamageType Blood
   +MISSILE
   +CLIENTSIDEONLY
   +NOTELEPORT
   +NOBLOCKMAP
   +FORCEXYBILLBOARD
   +NODAMAGETHRUST
   -DONTSPLASH
   +NOGRAVITY
    States
    {
     Spawn:
	 TNT1 A 0
	 TNT1 A 0 ThrustThingZ(0,35,0,1)
	 TNT1 A 2
	 Stop
	 Death:
	 TNT1 A 0
	 TNT1 A 0 A_CustomMissile ("CeilBloodChecker", -15, 0, 90, 2, 90)
  Stop
    }
}

actor BloodHit
{
  height 8
  radius 4
  +NOBLOCKMAP
  +NOGRAVITY
  +NOCLIP
  +CLIENTSIDEONLY
  states
  {
  Spawn:
  TNT1 A 0
  BLOD BCD 4
    Stop
  }
}

actor Big_Blood : NashGore_Blood
{
 states
 {
  Spawn:
	    TNT1 A 0 A_JumpIf(waterlevel > 1, "Splash")
        TNT1 AAAAAA 0 A_CustomMissile ("NashGore_FlyingBloodTrail", 15, 0, random (0, 360), 2, random (0, 180))
        TNT1 AAAAAAAAAAAAAAAAAA 0 A_CustomMissile ("NashGore_FlyingBloodTrail", 0, 0, random (0, 180), 2, random (0, 180))
        BLOD BCD 0
        stop
 }
}


actor 12BloodTrail : NashGore_Blood
{
 states
 {
  Spawn:
	    TNT1 A 0 A_JumpIf(waterlevel > 1, "Splash")
        TNT1 A 0 A_CustomMissile ("NashGore_FlyingBloodTrail", 15, 0, random (0, 360), 2, random (0, 180))
        stop
 }
}

actor BrainBlood : Nashgore_Blood
{
Decal BrutalBloodSplat
}

actor Nashgore_FlyingBloodTrail5 : 12BloodTrail
{
Decal BrutalBloodSplat
}


ACTOR NashGore_FlyingBlood 
{
 game Doom
 scale 1.1
 speed 9
 health 1
 radius 8
 height 1
 Gravity 0.9
 damage 0
 Renderstyle Translucent
 Alpha 0.95
	DamageType Blood
	Decal BrutalBloodSuper
   +MISSILE
   +CLIENTSIDEONLY
   +NOTELEPORT
   +NOBLOCKMAP
    +RIPPER
    +BLOODLESSIMPACT 
   +FORCEXYBILLBOARD
   +NODAMAGETHRUST
   +MOVEWITHSECTOR
   +CORPSE
   -DONTSPLASH
    States
    {
     Spawn:
	 //BLOD ABCD 2
	 TNT1 A 0
	 BLOD BCD 2
	 TNT1 A 0 A_JumpIf(waterlevel > 1, "Splash")
	 TNT1 A 0 A_Jump(255, "Spawn1", "Spawn2")
	 Spawn1:
		BLOD D 6
        loop
	Spawn2:
		BLOD E 6
        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
				TNT1 A 0 A_SpawnItem ("BloodHeightDetector")
				TNT1 A 0 A_SpawnItemEx ("DetectCeilBloodSimpler",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)
				TNT1 AAAAA 0 A_CustomMissile ("BloodTr255", 0, 0, random (0, 360), 2, random (0, 360))
				TNT1 A 1
  Stop
    }
}

ACTOR BloodHeightDetector: TinyBlood //Doesnt spawns blood pools if it hits the ceiling or walls
{
 scale 1.0
 Gravity 1.0
    States
    {
     Spawn:
       TNT1 A 0 A_JumpIf(waterlevel > 1, "Splash")
	   BLUD C 0 ThrustThingZ (0,25,1,0)
        BLOD C 3
        Stop
	Splash:
        BLOD A 0
        stop
     Death:
	    TNT1 A 0
		TNT1 A 0 A_SpawnItem("Nashgore_Bloodspot")
		TNT1 A 0 A_PlaySound("blooddrop")
		XDT1 EFGHIJK 3 
        stop
    }
}


ACTOR NashGore_FlyingBloodFaster: NashGore_FlyingBlood
{
 speed 12
}


ACTOR NashGore_FlyingBloodMuchFaster: NashGore_FlyingBlood
{
 speed 18
}

actor NashGore_BloodSpot
{
 game Doom
 radius 1
 height 1
 mass 1
  RenderStyle Translucent
  Alpha 0.93
 +NOTELEPORT
 +NOBLOCKMAP
+CLIENTSIDEONLY
+FORCEXYBILLBOARD
+MOVEWITHSECTOR
-FLOORCLIP
+MISSILE
-DONTSPLASH
Scale 0.5
Decal BrutalBloodSplat
 states
 {
 Spawn:
 TNT1 A 0 A_JumpIf(waterlevel > 1, "Splash")
 //XDT1 ABCD 8 
  //loop
 Death:
 Crash:
 //Check if the Blood is underwater. If yes, disappear
  TNT1 A 0 A_JumpIf(waterlevel > 1, "Splash")
  //Check if blood is over water. If yes, disappear.
  //Randomize blood texture:
  TNT1 A 0
  TNT1 A 0 A_Jump(64,4)
  TNT1 A 0 A_Jump(128,4)
  TNT1 A 0 A_Jump(192,4)
  TNT1 A 0 A_Jump(255,4)
  // make the blood spots stay on the ground. 4500 is the default duration.
  BPDL A 4500
  stop
  BPDL B 4500
  stop
  BPDL B 4500
  stop
  BPDL B 4500
  stop
	Splash:
        BLOD A 0
        stop
 }
}


actor GiantBloodSpot: NashGore_BloodSpot
{
 game Doom
 states
 {
 Spawn:
 TNT1 A 0 A_JumpIf(waterlevel > 1, "Splash")
 //XDT1 ABCD 8 
  //loop
 Death:
 Crash:
 //Check if the Blood is underwater. If yes, disappear
  TNT1 A 0 A_JumpIf(waterlevel > 1, "Splash")
  //Check if blood is over water. If yes, disappear.
  BPDL A 1
  BPDL A -1
  stop
	Splash:
        BLOD A 0
        stop
}
}



actor BigBloodSpot: GiantBloodSpot
{
 game Doom
}

actor MediumBloodSpot: GiantBloodSpot
{
game Doom
 states
 {
 Death:
 Crash:
 //Check if the Blood is underwater. If yes, disappear
  TNT1 A 0 A_JumpIf(waterlevel > 1, "Splash")
  BPDL A 8
  BPDL D -1
  stop
}
}

ACTOR CeilBloodLauncher: Nashgore_FLyingBlood
{
    +RIPPER
    +BLOODLESSIMPACT 
	-DOOMBOUNCE
damagetype Blood
 Speed 15
 Gravity 0.0
	Decal BrutalBloodSuper
    States
    {
     Spawn:
       TNT1 A 0 A_JumpIf(waterlevel > 1, "Splash")
        TNT1 A 3
        Stop
	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_CustomMissile ("CeilBloodChecker", -15, 0, 90, 2, 90)
        TNT1 A 0
        stop
	 Melee:
     Xdeath:
	    TNT1 A 1
        Stop
    }
}

ACTOR CeilBloodLauncherLong: CeilBloodLauncher
{
    States
    {
     Spawn:
       TNT1 A 0 A_JumpIf(waterlevel > 1, "Splash")
        TNT1 A 12
        Stop
    }
}


// Checks if there is a ceiling above, and isn't hitting a monster.
ACTOR CeilBloodChecker: Nashgore_FLyingBlood
{
    +RIPPER
    +BLOODLESSIMPACT 
damagetype Blood
damage 0
Radius 0
Height 0
Speed 400

 Gravity 0.0
	Decal BrutalBloodSuper
    States
    {
     Spawn:
       TNT1 A 0 A_JumpIf(waterlevel > 1, "Splash")
        TNT1 A 4
        Stop
	Splash:
        BLOD A 0
        stop
     Death:
       TNT1 A 1 A_SpawnItem("CeilBloodSpot",0,0,0,1)
                TNT1 A 5
        stop
     Xdeath:
	    TNT1 A 1
        Stop
    }
}

// The Ceil Blood Spot.
actor CeilBloodSpot: Nashgore_BloodSpot
{
+SPAWNCEILING
+MOVEWITHSECTOR
-DOOMBOUNCE
+NOGRAVITY
  +DontSplash
  +MISSILE
states
{
Spawn:
Goto Crash
Death:
Crash:
  BPDL BBBBBBBBBBBBBBBBBBBB 2 ThrustThingZ(0,300,0,1)
  TNT1 A 0 A_SpawnItem ("TinyBlood")
  BPDL BBBBBBBBBBBBBBBBBBBB 3 ThrustThingZ(0,300,0,1)
  TNT1 A 0 A_SpawnItem ("TinyBlood")
  BPDL BBBBBBBBBBBBBBBBBBBB 4 ThrustThingZ(0,300,0,1)
  TNT1 A 0 A_SpawnItem ("TinyBlood")
  BPDL AAAAAAAAAAAAAAAAAAAA 5 ThrustThingZ(0,300,0,1)
  TNT1 A 0 A_SpawnItem ("TinyBlood")
  BPDL AAAAAAAAAAAAAAAAAAAA 4 ThrustThingZ(0,300,0,1)
  TNT1 A 0 A_SpawnItem ("TinyBlood")
  BPDL AAAAAAAAAAAAAAAAAAAA 6 ThrustThingZ(0,300,0,1)
  TNT1 A 0 A_SpawnItem ("TinyBlood")
  BPDL AAAAAAAAAAAAAAAAAAAA 6 ThrustThingZ(0,300,0,1)
  TNT1 A 0 A_SpawnItem ("TinyBlood")
  BPDL AAAAAAAAAAAAAAAAAAAA 3 ThrustThingZ(0,300,0,1)
  TNT1 A 0 A_SpawnItem ("TinyBlood")
  BPDL AAAAAAAAAAAAAAAAAAAA 4 ThrustThingZ(0,300,0,1)
  TNT1 A 0 A_SpawnItem ("TinyBlood")
  stop
	Splash:
        BLOD A 0
        stop
    }
}



ACTOR DripingBlood: TinyBlood
{
 scale 0.3
    States
    {
     Spawn:
       TNT1 A 0 A_JumpIf(waterlevel > 1, "Splash")
        BLUD Z 4
        loop
	Splash:
        BLOD A 0
        stop
     Death:
	 TNT1 A 0
	 TNT1 A 0 A_PlaySound("blooddrop")
        XDT1 EFGHIJKL 2
        stop
    }
}


ACTOR DripingBloodLeavesPool: TinyBlood
{
 scale 0.3
    States
    {
     Spawn:
       TNT1 A 0 A_JumpIf(waterlevel > 1, "Splash")
        BLUD Z 4
        loop
	Splash:
        BLOD A 0
        stop
     Death:
	    TNT1 A 0
		TNT1 A 0 A_SpawnItem("MediumBloodSpot")
		TNT1 A 0 A_PlaySound("blooddrop")
        XDT1 EFGHIJKL 2
        stop
    }
}





// Blood trails spawned by FlyingBlood
actor NashGore_FlyingBloodTrail
{
game Doom
 scale 0.70
 mass 1
  renderstyle Translucent
  alpha 0.7
Decal BrutalBloodSplat
 +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

 }
}

actor BloodTr: NashGore_FlyingBloodTrail
{
Speed 4
  alpha 0.7
scale 1.1
 states
 {
  Spawn:
  TNT1 A 0 A_JumpIf(waterlevel > 1, "Splash")
  BTRL ABCD 4
  stop
 }
 }

actor BloodTr2: NashGore_FlyingBloodTrail
{
Speed 4
  alpha 0.7
scale 1.1
-NOGRAVITY
Gravity 0.6
 states
 {
  Spawn:
  TNT1 A 0 A_JumpIf(waterlevel > 1, "Splash")
  BTRL ABCD 4
  stop
  Death:
  TNT1 A 0
  Stop
 }
 }

actor BloodTr3: NashGore_FlyingBloodTrail
{
Speed 6
  alpha 0.7
scale 1.1
-NOGRAVITY
Gravity 0.9
 states
 {
  Spawn:
  TNT1 A 0 A_JumpIf(waterlevel > 1, "Splash")
  BTRL ABCD 6
  stop
 }
 }

actor BloodTr95: NashGore_FlyingBloodTrail
{
Speed 4
  alpha 0.7
scale 1.1
-NOGRAVITY
Gravity 0.7
 states
 {
  Spawn:
  TNT1 A 0 A_JumpIf(waterlevel > 1, "Splash")
  BTRL ABCD 7
  stop
  Death:
  TNT1 A 0
  Stop
 }
 }


actor BloodTr255: NashGore_FlyingBloodTrail
{
Speed 2
  alpha 0.5
scale 1.0
-NOGRAVITY
Gravity 0.3
 states
 {
  Spawn:
  TNT1 A 0 A_JumpIf(waterlevel > 1, "Splash")
  BTRL ABCDDD 2
  stop
  Death:
  TNT1 A 0
  Stop
 }
 }
 
actor BloodTr255G: NashGore_FlyingBloodTrail
{
Speed 3
  alpha 0.6
scale 0.7
-NOGRAVITY
Gravity 0.8
 states
 {
  Spawn:
  TNT1 A 0 A_JumpIf(waterlevel > 1, "Splash")
  BTRL ABCD 3
  stop
  Death:
  TNT1 A 0
  Stop
 }
 }

actor NashGore_FlyingBloodFaster: NashGore_FlyingBloodTrail
{
Speed 4
 states
 {
  Spawn:
  TNT1 A 0 A_JumpIf(waterlevel > 1, "Splash")
  //BTRL ABCD 6
  BLOD ABCDEFFFFFF 3
  stop
 }
}

actor NashGore_FlyingBloodTrail16: NashGore_FlyingBloodTrail
{
  renderstyle Translucent
  alpha 0.4
}









actor Blue_Blood : NashGore_Blood
{
translation "168:191=192:207","16:47=240:247"
Decal BlueBloodSplat
 states
 {
  Spawn:
	    TNT1 A 0 A_JumpIf(waterlevel > 1, "Splash")
        TNT1 AAA 0 A_CustomMissile ("Blue_FlyingBloodTrail", 15, 0, random (0, 360), 2, random (0, 180))
        TNT1 AAAAAA 0 A_CustomMissile ("Blue_FlyingBloodTrail", 0, 0, random (0, 180), 2, random (0, 180))
  	    TNT1 A 0 A_CustomMissile ("Blue_FlyingBlood", 32, 0, random (0, 360), 2, random (0, 160))
TNT1 A 0 A_CustomMissile ("BlueBloodSplasher", 0, 0, random (0, 360), 2, random (0, 160))
        stop
 }
}



ACTOR SmallBrainPiece
{
    Radius 2
    Height 2
	Speed 8
	Mass 1
	Scale 0.5
	Decal BrutalBloodSplat
	+MISSILE
    +NOBLOCKMAP
    +NOTELEPORT
	+THRUGHOST
	+CLIENTSIDEONLY
    +DONTSPLASH
    +MOVEWITHSECTOR
	-DONTSPLASH
	+FORCEXYBILLBOARD
    States
    {
	Spawn:
	TNT1 A 0
	TNT1 A 0 A_Jump(128, "DoNothing")
	Goto See
    See:
		XDB5 ABCDEFGH 3
		Loop
	Death:
	    XDT5 B 15
        XDT5 B -1
        Stop
	DoNothing:
	TNT1 A 0
	Stop
    }
}




ACTOR Brains1
{
    Radius 2
    Height 2
	Speed 6
	Mass 1
	BounceFactor 0.4
	Scale 0.5
	+DOOMBOUNCE
	+MISSILE
    +NOBLOCKMAP
    +NOTELEPORT
	+CLIENTSIDEONLY
    +DONTSPLASH
    +MOVEWITHSECTOR
    States
    {
    Spawn:
	    TNT1 A 0 A_JumpIf(waterlevel > 1, "Death")
		XDB5 EFGH 6
	Loop
	Death:
	    XDT5 C 1
	    XDT5 C -1
		Stop
    }
}

ACTOR Brains2
{
    Radius 2
    Height 2
	Speed 6
	Mass 1
    Decal BrutalBloodSuper
    +CLIENTSIDEONLY
	BounceFactor 0.4
	+DOOMBOUNCE
	+MISSILE
    +NOBLOCKMAP
    +NOTELEPORT
    +DONTSPLASH
    +MOVEWITHSECTOR
    States
    {
    Spawn:
		BRIB ABCD 4 A_CustomMissile ("BloodTr255", 0, 0, random (0, 360), 2, random (0, 360))
		Loop
	Death:
	    BRIN B 2500
        BRIN B -1
        Stop
    }
}

ACTOR Brains3
{
    Radius 2
    Height 2
	Speed 6
	Mass 1
    Decal BrutalBloodSuper
    +CLIENTSIDEONLY
	BounceFactor 0.5
	+DOOMBOUNCE
	+MISSILE
    +NOBLOCKMAP
    +NOTELEPORT
    +DONTSPLASH
    +MOVEWITHSECTOR
    States
    {
    Spawn:
		BRIB EFGH 4 //A_CustomMissile ("BloodTr255", 0, 0, random (0, 360), 2, random (0, 360))
		Loop
	Death:
	    BRIN C 2500
        BRIN C -1
        Stop
    }
}

ACTOR Brains4
{
    Radius 2
    Height 2
	Speed 6
	Mass 1
    Decal BrutalBloodSuper
    +CLIENTSIDEONLY
	BounceFactor 0.4
	+DOOMBOUNCE
    +NOBLOCKMAP
    +MISSILE
    +NOTELEPORT
    +DONTSPLASH
    +MOVEWITHSECTOR
    States
    {
    Spawn:
		BRIB IJKL 4 A_CustomMissile ("BloodTr255", 0, 0, random (0, 360), 2, random (0, 360))
		Loop
	Death:
	    BRIN D 2500
        BRIN D -1
        Stop
    }
}

ACTOR Brains5
{
    Radius 2
    Height 2
	Speed 6
	Mass 1
    Decal BrutalBloodSuper
    +CLIENTSIDEONLY
	BounceFactor 0.4
	+DOOMBOUNCE
    +NOBLOCKMAP
    +MISSILE
    +NOTELEPORT
    +DONTSPLASH
    +MOVEWITHSECTOR
    States
    {
    Spawn:
		BRIB IJKL 4 A_CustomMissile ("BloodTr255", 0, 0, random (0, 360), 2, random (0, 360))
		Loop
	Death:
	    BRIN E 2500
        BRIN E -1
        Stop
    }
}


ACTOR Brains6
{
    Radius 2
    Height 2
	Speed 6
	Mass 1
    Decal BrutalBloodSuper
    +CLIENTSIDEONLY
	BounceFactor 0.4
	+DOOMBOUNCE
    +NOBLOCKMAP
    +MISSILE
    +NOTELEPORT
    +DONTSPLASH
    +MOVEWITHSECTOR
    States
    {
    Spawn:
		BRIB MNOP 4 A_CustomMissile ("BloodTr255", 0, 0, random (0, 360), 2, random (0, 360))
		Loop
	Death:
	    BRIN F 2500
        BRIN F -1
        Stop
    }
}

ACTOR Brains7
{
    Radius 2
    Height 2
	Speed 6
	Mass 1
    Decal BrutalBloodSuper
    +CLIENTSIDEONLY
	BounceFactor 0.4
	+DOOMBOUNCE
    +NOBLOCKMAP
    +MISSILE
    +NOTELEPORT
    +DONTSPLASH
    +MOVEWITHSECTOR
    States
    {
    Spawn:
		BRIB QRST 4 A_CustomMissile ("BloodTr255", 0, 0, random (0, 360), 2, random (0, 360))
		Loop
	Death:
	    BRIN G 2500
        BRIN G -1
        Stop
    }
}

actor BonePieces : Blood
{
Decal BrutalBloodSplat
 game Doom
+FORCEXYBILLBOARD
 states
 {
  Spawn:
    TNT1 AA 0 A_CustomMissile ("LSpart3", 15, 0, random (0, 360), 2, random (0, 160))
    TNT1 A 0 A_CustomMissile ("LSpart1", 15, 0, random (0, 360), 2, random (0, 160))
  stop
 }
}

ACTOR BloodJuice
{
    Radius 1
    Height 1
	Alpha 0.5
	Scale 4.4
	Gravity 0.01
	Speed 0.2
	+FORCEXYBILLBOARD
	+CLIENTSIDEONLY
    +NOBLOCKMAP
    +NOTELEPORT
    +DONTSPLASH
	+MISSILE
    States
    {
    Spawn:
        BLOD A 1
        Goto Death
	Death:
	    BLOD AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_FadeOut(0.01)
		Stop
    }
}

actor FatalityBlood: Nashgore_FlyingBlood
{
 Speed 14
}

actor MuchBlood : Blood
{
 states
 {
  Spawn:
	    TNT1 A 0 A_JumpIf(waterlevel > 1, "Splash")
        TNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile ("BloodTr255", 15, 0, random (0, 360), 2, random (0, 160))
        TNT1 AAAAAAAAAAAA 0 A_CustomMissile ("NashGore_FlyingBloodTrail", 0, 0, random (0, 360), 2, random (0, 360))
        TNT1 AAAAAAAAAAAA 0 A_CustomMissile("NashGore_FlyingBloodTrail", 0, 0, 180)
  	    TNT1 AAA 0 A_CustomMissile ("Nashgore_FlyingBlood", 0, 0, random (0, 360), 2, random (0, 160))
        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 AAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile ("BloodTr255", 15, 0, random (0, 360), 2, random (0, 160))
        TNT1 AAAAAAAAA 0 A_CustomMissile ("NashGore_FlyingBloodTrail", 0, 0, random (0, 360), 2, random (0, 360))
        TNT1 AAAAAAAAA 0 A_CustomMissile("NashGore_FlyingBloodTrail", 0, 0, 180)
  	    TNT1 AAA 0 A_CustomMissile ("Nashgore_FlyingBlood", 0, 0, random (0, 360), 2, random (0, 160))
        BLOD BCD 0
        stop
	Splash:
        BLOD A 0
        stop
 }
}

actor DeadBlood : Blood
{
Decal BrutalBloodSplat
 game Doom
+FORCEXYBILLBOARD
+GHOST
+NOBLOCKMAP
+NOGRAVITY
+NOCLIP
-DONTSPLASH
 states
 {
  Spawn:
	    TNT1 A 0 A_JumpIf(waterlevel > 1, "Splash")
  Spawn:
        TNT1 A 0
        //TNT1 A 0 A_JumpIf (floorz > 10, "SpawnLeg")
        TNT1 AAAAAAAAAAAAAAAA 0 A_CustomMissile ("BloodTr255", 0, 0, random (0, 360), 2, random (0, 360))
        TNT1 A 0 A_CustomMissile ("Nashgore_FlyingBlood", 7, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_SpawnItem ("BloodHit")
  	    TNT1 A 0 A_CustomMissile ("TinyBloodSplasher", 0, 0, random (0, 360), 2, random (0, 160))
        stop
	Splash:
        BLOD A 0
        stop
 }
}

ACTOR GoreBloodFly: NashGore_FlyingBlood
{
 speed 10
}






















actor Blue_Blood : NashGore_Blood
{
translation "168:191=192:207","16:47=240:247"
Decal BlueBloodSplat
 states
 {
  Spawn:
	    TNT1 A 0 A_JumpIf(waterlevel > 1, "Splash")
        TNT1 AAA 0 A_CustomMissile ("Blue_FlyingBloodTrail", 15, 0, random (0, 360), 2, random (0, 180))
        TNT1 AAAAAA 0 A_CustomMissile ("Blue_FlyingBloodTrail", 0, 0, random (0, 180), 2, random (0, 180))
  	    TNT1 A 0 A_CustomMissile ("Blue_FlyingBlood", 32, 0, random (0, 360), 2, random (0, 160))
TNT1 A 0 A_CustomMissile ("BlueBloodSplasher", 0, 0, random (0, 360), 2, random (0, 160))
        stop
 }
}

actor Blue_FlyingBlood: Nashgore_FlyingBlood
{
translation "168:191=192:207","16:47=240:247"
Decal BlueBloodSplat
states
{
     Death:
  	    //TNT1 A 0 A_CustomMissile ("SmallBloodSplasher", 0, 0, random (0, 360), 2, random (0, 160))
       TNT1 A 1 A_SpawnItem("Blue_BloodSpot",0,0,0,1)
        XDT1 EFGHIJKL 3
       Stop
}
}

actor Blue_FlyingBloodTrail: Nashgore_FlyingBloodTrail
{
Decal BlueBloodSplat
translation "168:191=192:207","16:47=240:247"
}

actor Blue_BloodSpot: Nashgore_BloodSpot
{
Decal BlueBloodSplat
translation "168:191=192:207","16:47=240:247"
Decal BlueBloodSplat
}







ACTOR WallRedBlood
{
 game Doom
 scale 0.6
 speed 7
 health 1
 radius 8
 height 1
 Gravity 0.7
 damage 0
	DamageType Blood
	Decal BrutalBloodSuper
   +MISSILE
   +CLIENTSIDEONLY
   +NOTELEPORT
   +NOBLOCKMAP
    +BLOODLESSIMPACT 
	+RIPPER
    States
    {
     Spawn:
       TNT1 A 0 A_JumpIf(waterlevel > 1, "Splash")
        TNT1 ABCD 4
        loop
	Splash:
        BLOD A 0
        stop
     Death:
  	    TNT1 A 3
        stop
    }
}


ACTOR SuperWallRedBlood: WallRedBlood
{
 speed 32
 Gravity 0.1
     States
    {
     Spawn:
       TNT1 A 0 A_JumpIf(waterlevel > 1, "Splash")
        TNT1 ABCD 1
        Stop
}
}


























ACTOR MediumInfiniteBlood: NashGore_FlyingBlood
{
    States
    {
     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 ("MediumBloodSpot", 1)
        TNT1 A 0  
    }
}

actor BloodDying : NashGore_Blood
{
 states
 {
  Spawn:
        //TNT1 AAAAA 0 A_CustomMissile ("BloodTr2", 7, 0, random (0, 360), 2, random (0, 180))
        //TNT1 AAAAAAAAAAA 0 A_CustomMissile ("BloodTr2", 0, 0, random (0, 180), 2, random (0, 180))
		TNT1 AAAAAAA 0 A_CustomMissile ("BloodTr255", 0, 0, random (0, 360), 2, random (0, 360))
	    TNT1 A 0 A_JumpIf(waterlevel > 1, "Splash")
        //TNT1 A 0 A_CustomMissile ("CeilBloodLauncher", -1, 0, random (0, 360), 2, random (50, 130))
		//TNT1 AA 0 A_CustomMissile ("WallRedBlood", 0, 0, random (0, 360), 2, random (0, 160))
  	    TNT1 A 0 A_CustomMissile ("BloodSplasher", 0, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_SpawnItem ("BloodHit")
		TNT1 A 0 A_SpawnItem ("Nashgore_FlyingBlood")
        BLOD BCD 0
        stop
	Splash:
        BLOD A 0
        stop
 }
}