// emitters
ACTOR splatEmitter_Lite
{
	radius 32
	height 32
	States
	{
		Spawn:
			POSS A 0 A_SpawnDebris("splatBlood_Eye")
			POSS A 0 A_SpawnDebris("splatBlood_Spray")
			POSS A 0 A_SpawnDebris("splatBlood_Rib")
			POSS A 0 A_SpawnDebris("splatBlood_Spine")
			Stop
	}
}

ACTOR splatEmitter_Bloody
{
	radius 32
	height 32
	States
	{
		Spawn:
			POSS A 0 A_SpawnDebris("splatBlood_Spray")
			Stop
	}
}

ACTOR splatEmitter_CFX
{
	radius 32
	height 32
	States
	{
		Spawn:
			POSS A 0 A_PlaySound("c/build")
			POSS A 0 A_SpawnDebris("splatCFX")
			POSS A 0 A_SpawnDebris("splatCFX")
			POSS A 0 A_SpawnDebris("splatCFX")
			POSS A 0 A_SpawnDebris("splatCFX")
			POSS A 0 A_SpawnDebris("splatCFX")
			POSS A 0 A_SpawnDebris("splatCFX")
			POSS A 0 A_SpawnDebris("splatCFX")
			POSS A 0 A_SpawnDebris("splatCFX")
			POSS A 0 A_SpawnDebris("splatCFX")
			Stop
	}
}

ACTOR splatEmitter_CFX2
{
	radius 32
	height 32
	States
	{
		Spawn:
			NULL A 2 A_SpawnDebris("splatCFX2")
			NULL A 0 A_PlaySound("weapons/spark", CHAN_AUTO)
			NULL A 2 A_SpawnDebris("splatCFX2")
			NULL A 0 A_PlaySound("weapons/spark", CHAN_AUTO)
			NULL A 2 A_SpawnDebris("splatCFX2")
			NULL A 0 A_PlaySound("weapons/spark", CHAN_AUTO)
			NULL A 2 A_SpawnDebris("splatCFX2")
			NULL A 0 A_PlaySound("weapons/spark", CHAN_AUTO)
			NULL A 2 A_SpawnDebris("splatCFX2")
			NULL A 0 A_PlaySound("weapons/spark", CHAN_AUTO)
			NULL A 2 A_SpawnDebris("splatCFX2")
			NULL A 0 A_PlaySound("weapons/spark", CHAN_AUTO)
			NULL A 2 A_SpawnDebris("splatCFX2")
			NULL A 0 A_PlaySound("weapons/spark", CHAN_AUTO)
			NULL A 2 A_SpawnDebris("splatCFX2")
			NULL A 0 A_PlaySound("weapons/spark", CHAN_AUTO)
			NULL A 2 A_SpawnDebris("splatCFX2")
			NULL A 0 A_PlaySound("weapons/spark", CHAN_AUTO)
			NULL A 2 A_SpawnDebris("splatCFX2")
			NULL A 0 A_PlaySound("weapons/spark", CHAN_AUTO)
			NULL A 2 A_SpawnDebris("splatCFX2")
			NULL A 0 A_PlaySound("weapons/spark", CHAN_AUTO)
			NULL A 10 A_SpawnDebris("splatCFX2")
			NULL A 0 A_PlaySound("weapons/spark", CHAN_AUTO)
			NULL A 2 A_SpawnDebris("splatCFX2")
			NULL A 0 A_PlaySound("weapons/spark", CHAN_AUTO)
			NULL A 2 A_SpawnDebris("splatCFX2")
			NULL A 0 A_PlaySound("weapons/spark", CHAN_AUTO)
			NULL A 2 A_SpawnDebris("splatCFX2")
			NULL A 0 A_PlaySound("weapons/spark", CHAN_AUTO)
			NULL A 2 A_SpawnDebris("splatCFX2")
			NULL A 0 A_PlaySound("weapons/spark", CHAN_AUTO)
			NULL A 2 A_SpawnDebris("splatCFX2")
			NULL A 0 A_PlaySound("weapons/spark", CHAN_AUTO)
			Stop
	}
}


// particle actors
actor splatSandbag1
{
	health 2
	radius 1
	height 1
	scale 0.5
	+CLIENTSIDEONLY
	States
	{
		Spawn:
		SAND D 3
		SAND D 3
		SAND D 555 A_PlaySound("inv/sandbag")
		FadeOut:
		SAND D 1 A_FadeOut(0.1)
		goto FadeOut
	}
}

actor splatSandbag2
{
	health 2
	radius 1
	height 1
	scale 0.5
	+CLIENTSIDEONLY
	States
	{
		Spawn:
		SAND E 3
		SAND E 3
		SAND E 555 A_PlaySound("inv/sandbag")
		FadeOut:
		SAND E 1 A_FadeOut(0.1)
		goto FadeOut
	}
}

actor splatSandbag3
{
	health 2
	radius 1
	height 1
	scale 0.5
	+CLIENTSIDEONLY
	States
	{
		Spawn:
		SAND F 3
		SAND F 3
		SAND F 555 A_PlaySound("inv/sandbag")
		FadeOut:
		SAND F 1 A_FadeOut(0.1)
		goto FadeOut
	}
}
actor splatShard1
{
	health 2
	radius 1
	height 1
	scale 0.5
	+CLIENTSIDEONLY
	States
	{
		Spawn:
		SHRD B 3
		SHRD B 3
		SHRD B 555 A_PlaySound("inv/sandbag")
		FadeOut:
		SHRD B 1 A_FadeOut(0.1)
		goto FadeOut
	}
}
actor splatShard2
{
	health 2
	radius 1
	height 1
	scale 0.5
	+CLIENTSIDEONLY
	States
	{
		Spawn:
		SHRD C 3
		SHRD C 3
		SHRD C 555 A_PlaySound("inv/sandbag")
		FadeOut:
		SHRD C 1 A_FadeOut(0.1)
		goto FadeOut
	}
}
actor splatShard3
{
	health 2
	radius 1
	height 1
	scale 0.5
	+CLIENTSIDEONLY
	States
	{
		Spawn:
		SHRD D 3
		SHRD D 3
		SHRD D 555 A_PlaySound("inv/sandbag")
		FadeOut:
		SHRD D 1 A_FadeOut(0.1)
		goto FadeOut
	}
}
actor splatShard4
{
	health 2
	radius 1
	height 1
	scale 0.5
	+CLIENTSIDEONLY
	States
	{
		Spawn:
		SHRD E 3
		SHRD E 3
		SHRD E 555 A_PlaySound("inv/sandbag")
		FadeOut:
		SHRD E 1 A_FadeOut(0.1)
		goto FadeOut
	}
}

actor splatBlood_Eye
{
	health 2
	radius 1
	height 1
	scale 0.5
	+CLIENTSIDEONLY
	States
	{
		Spawn:
		EYEB ABCD 3
		EYEB ABCD 3
		SPLT A 0 A_PlaySound("splatBlood")
		SPLT ABCDEF 3
		stop
	}
}

actor splatBlood_Spine
{
	health 2
	radius 1
	height 1
	scale 0.5
	+CLIENTSIDEONLY
	States
	{
		Spawn:
		GORE ABCD 3
		GORE ABCD 3
		GORE E 50 A_PlaySound("splatBlood")
                stop
		//Fade:
		//GORE E 2 A_FadeOut(0.1)
		//loop
	}
}

actor splatBlood_Rib
{
	health 3
	radius 1
	height 1
	scale 0.5
	+CLIENTSIDEONLY
	States
	{
		Spawn:
		GUTS ABCD 2
		GUTS ABCD 2
		GUTS ABCD 2
		GUTS E 50 A_PlaySound("splatBlood")
                stop
		//Fade:
		//GUTS E 2 A_FadeOut(0.1)
		//loop
	}
}

actor splatCFX
{
	health 2
	radius 1
	height 1
	scale 0.3
	renderstyle add
	+CLIENTSIDEONLY
	States
	{
		Spawn:
		BLUP ABAB 3 A_PlaySound("c/build")
		BLUP ABAB 3
		BLUP AB 3 A_FadeOut(0.1)
		BLUP AB 3 A_FadeOut(0.1)
		BLUP AB 3 A_FadeOut(0.1)
		BLUP AB 3 A_FadeOut(0.1)
		BLUP AB 3 A_FadeOut(0.1)
		stop
	}
}

actor splatCFX2
{
	health 2
	radius 1
	height 1
	scale 0.6
	renderstyle add
	+CLIENTSIDEONLY
	States
	{
		Spawn:
		IFOG DDDDDDDDDDDDD 3
		BLUP D 1
		BLUP DD 1 A_FadeOut(0.3)
		BLUP DD 1 A_FadeOut(0.3)
		BLUP DD 1 A_FadeOut(0.3)
		BLUP DD 1 A_FadeOut(0.3)
		BLUP DD 1 A_FadeOut(0.3)
		BLUP DD 1 A_FadeOut(0.3)
		stop
	}
}

actor splatBlood_Spray
{
	health 20
	radius 1
	height 1
	scale 1
	+CLIENTSIDEONLY
	States
	{
		Spawn:
		BLUD AB 1
		BLUD AB 1
		BLUD AB 1
		BLUD AB 1
		BLUD AB 1
		BLUD AB 1
		BLUD AB 1
		BLUD AB 1
		BLUD AB 1
		BLUD AB 1
		BLUD AB 1
		BLUD AB 1
		BLUD AB 1
		BLUD AB 1
		BLUD AB 1
		BLUD AB 1
		BLUD AB 1
		BLUD AB 1
		BLUD AB 1
		BLUD AB 1
		SPLT A 0 A_PlaySound("splatBlood")
		SPLT ABCDEF 3
		stop
	}
}


ACTOR splatBlood replaces Blood
{
	SpawnID 130
	Mass 5
	+NOBLOCKMAP
	+NOTELEPORT
	+CLIENTSIDEONLY
	States
	{
		Spawn:
		BLUD CBA 8 //A_SpawnDebris("splatBlood_Eye")
		Stop
		Spray:
		SPRY ABCDEF 3
		SPRY G 2
		Stop
	}
}

// casings
ACTOR splatShellCasing
{
	Height 12
	Radius 9
	Speed 4
	Scale 0.25
	PROJECTILE
	+DOOMBOUNCE
	- NOGRAVITY
	+CLIENTSIDEONLY
	SeeSound "splatShell"
	States
	{
		Spawn:
		CASE A 0 A_PlaySound("NULL")
		CASE ACBHEGFD 1
		Goto Spawn+1
		Death:
		CASE A 0 A_Jump(32,8)
		CASE A 0 A_Jump(37,8)
		CASE A 0 A_Jump(43,8)
		CASE A 0 A_Jump(51,8)
		CASE A 0 A_Jump(64,8)
		CASE A 0 A_Jump(85,8)
		CASE A 0 A_Jump(128,8)
		CASE A 350
		Stop
		CASE B 350
		Stop
		CASE C 350
		Stop
		CASE D 350
		Stop
		CASE E 350
		Stop
		CASE F 350
		Stop
		CASE G 350
		Stop
		CASE H 350
		Stop
	}
}
ACTOR splatBulletCasing
{
	Height 12
	Radius 9
	Speed 4
	Scale 0.1
	PROJECTILE
	+DOOMBOUNCE
	- NOGRAVITY
	+CLIENTSIDEONLY
	SeeSound "splatBulletCasing"
	States
	{
		Spawn:
		BULC A 0 A_PlaySound("NULL")
		BULC ACBHEGFD 1
		Goto Spawn+1
		Death:
		BULC A 0 A_Jump(32,8)
		BULC A 0 A_Jump(37,8)
		BULC A 0 A_Jump(43,8)
		BULC A 0 A_Jump(51,8)
		BULC A 0 A_Jump(64,8)
		BULC A 0 A_Jump(85,8)
		BULC A 0 A_Jump(128,8)
		BULC A 350
		Stop
		BULC B 350
		Stop
		BULC C 350
		Stop
		BULC D 350
		Stop
		BULC E 350
		Stop
		BULC F 350
		Stop
		BULC G 350
		Stop
		BULC H 350
		Stop
	}
}