ACTOR NemesisGibbedGenerator : BlackGibbedGenerator
{
+NOGRAVITY
+NOBLOCKMAP
+NOTIMEFREEZE
+CLIENTSIDEONLY
States 
	{ 
	Spawn:
		TNT1 A 0 Bright
		TNT1 A 0 Bright A_JumpIf(CallAcs("LCAEffectCheck"),"Toaster")
		TNT1 A 0 Bright A_Jump(128,"Alternate")
		TNT1 AA 0 A_CustomMissile("NemesisBloodCloud", random(0,40), 0, random(0,360), 2, random(0,360))
		TNT1 AAAA 0 A_SpawnItemEx("NemesisFlyingBlood",0,0,Random(15,30),Random(6,-6),Random(6,-6),Random(4,6))
		TNT1 A 0 A_SpawnDebris("NemesisBodyPart1")
		TNT1 A 1 A_SpawnDebris("NemesisBodyPart2")
		TNT1 AA 0 A_CustomMissile("NemesisBloodCloud", random(0,40), 0, random(0,360), 2, random(0,360))
		TNT1 AAAA 0 A_SpawnItemEx("NemesisFlyingBlood",0,0,Random(15,30),Random(6,-6),Random(6,-6),Random(4,6))
		TNT1 A 0 A_SpawnDebris("NemesisBodyPart3")
		TNT1 A 1 A_SpawnDebris("NemesisBodyPart4")
		Stop
	Alternate:
		TNT1 A 0 Bright
		TNT1 AA 0 A_CustomMissile("NemesisBloodCloud", random(0,40), 0, random(0,360), 2, random(0,360))
		TNT1 AAAA 0 A_SpawnItemEx("NemesisFlyingBlood",0,0,Random(15,30),Random(6,-6),Random(6,-6),Random(4,6))
		TNT1 A 0 A_SpawnDebris("NemesisBodyPart5")
		TNT1 A 1 A_SpawnDebris("NemesisBodyPart6")
		TNT1 AA 0 A_CustomMissile("NemesisBloodCloud", random(0,40), 0, random(0,360), 2, random(0,360))
		TNT1 AAAA 0 A_SpawnItemEx("NemesisFlyingBlood",0,0,Random(15,30),Random(6,-6),Random(6,-6),Random(4,6))
		TNT1 A 0 A_SpawnDebris("NemesisBodyPart7")
		TNT1 A 1 A_SpawnDebris("NemesisBodyPart8")
		Stop
	Toaster:
		TNT1 A 1 Bright
		Stop
	}
}

ACTOR NemesisFlyingBlood : NewFlyingBlood3
{
+NOTIMEFREEZE
States
	{
	Spawn:
		TNT1 A 0
		TNT1 A 0 A_JumpIf(CallAcs("LCAEffectCheck"),"Toaster")
		FBLB AAABBBCCCDDD 1 A_SpawnItem("NemesisFlyingBloodTrail",0,0,0,1)
		Loop
	Crash:
	Death:
		TNT1 A 0 A_PlaySound("Gibs")
		TNT1 A 1 A_SpawnItem("NemesisBloodSpot",0,0,0,1)
		Stop
	}
}

ACTOR NemesisBloodSpot : NewBloodSpot3
{
+NOTIMEFREEZE
}

ACTOR NemesisFlyingBloodTrail : NewFlyingBloodTrail3
{
+NOTIMEFREEZE
}

ACTOR NemesisBloodCloud : BlackBloodCloud { +NOTIMEFREEZE }
ACTOR NemesisBodyPart1 : BlackBodyPart1 { +NOTIMEFREEZE }
ACTOR NemesisBodyPart2 : BlackBodyPart2 { +NOTIMEFREEZE }
ACTOR NemesisBodyPart3 : BlackBodyPart3 { +NOTIMEFREEZE }
ACTOR NemesisBodyPart4 : BlackBodyPart4 { +NOTIMEFREEZE }
ACTOR NemesisBodyPart5 : BlackBodyPart5 { +NOTIMEFREEZE }
ACTOR NemesisBodyPart6 : BlackBodyPart6 { +NOTIMEFREEZE }
ACTOR NemesisBodyPart7 : BlackBodyPart7 { +NOTIMEFREEZE }
ACTOR NemesisBodyPart8 : BlackBodyPart8 { +NOTIMEFREEZE }