ACTOR BloodPool2
{
	+NOTONAUTOMAP
	+NOTELEPORT
	+THRUACTORS
	+MOVEWITHSECTOR
	+DONTSPLASH
	RenderStyle Translucent
	var int user_size;
	States
	{
	Spawn:
		TNT1 A 0 NoDelay A_JumpIf(CallACS("LiquidCheck"),"Fog")
		//TNT1 A 0 ACS_NamedExecuteAlways("BloodAlpha")
		TNT1 A 0 A_SetUserVar("user_size", 6553.6)
		TNT1 A 0 A_SetAngle(random(0.0,359.9))
		goto Pool
	Pool:
		SPLT F 3 A_SetScale(user_size/65536.0, 1.0)
		TNT1 A 0 A_SetUserVar("user_size", user_size + 327.68)
		TNT1 A 0 A_JumpIf(user_size < 131072.0, "Pool")
		goto Done
	Done:
		SPLT F -1
		Stop
	Fog:
		TNT1 A 0 A_SetTranslucent(0.2)
		TNT1 A 0 A_SetUserVar("user_size", 655.36)
		TNT1 A 0 A_SetAngle(random(0.0,359.9))
	FogPool:
		BFOG A 3 A_SetScale(user_size/65536.0, 1.0)
		TNT1 A 0 A_JumpIf(alpha > 0.33, 2)
		TNT1 A 0 A_FadeIn(0.001)
		TNT1 A 0 A_SetUserVar("user_size", user_size + random(1638.4, 3276.8))
		TNT1 A 0 A_SetAngle(angle - 2)
		TNT1 A 0 A_JumpIf(user_size < 131072.0, "FogPool")
		goto FogDone
	FogDone:
		TNT1 A 0 A_SpawnItemEx("BloodFog",0,0,0,0,0,0,0,SXF_TRANSFERTRANSLATION)
		BFOG AAAAAAAAAAAAAAAAAAAA 3 A_SetAngle(angle - 2)
		TNT1 A 0 A_FadeOut(0.01, true)
		TNT1 A 0 A_SetScale(scalex + 0.01)
		Loop
	}
}