ACTOR YellowBloodCloud : RedBloodCloud
{
States
{
Spawn:
TNT1 A 0
TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1, "Toaster")
YLBS ABCDEFGHIJKLM 3 A_FadeOut(0.025)
Stop
}
}

ACTOR BigYellowBloodCloud : YellowBloodCloud
{
Speed 2
Scale 1.5
}

ACTOR NewFlyingBloodYellow : NewFlyingBlood
{
States
{
Spawn:
  TNT1 A 0
  TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1, "Toaster")
  FYBL AAABBBCCCDDD 1 A_SpawnItem("NewFlyingBloodTrailYellow",0,0,0,1)
  Loop
Crash:
Death:
  TNT1 A 0 A_PlaySound("Gibs")
  TNT1 A 1 A_SpawnItem("NewBloodSpotYellow",0,0,0,1)
  Stop
  }
}

ACTOR NewFlyingBloodTrailYellow : NewFlyingBloodTrail
{
States
{
Spawn:
  FYBL ABCD 2 A_FadeOut(0.18)
  Loop
  }
}

ACTOR NewBloodSpotYellow : NewBloodSpot
{
States
{
Spawn:
    YSBL A 100
    YSBL A 5 A_FadeOut(0.10)
    Goto Spawn+1
    }
}


ACTOR YellowBodyPart1 : BodyPart1
{
States
{
Spawn:
CIY1 AABBCCDD 2 A_SpawnItemEx("YellowGibTrail", 0, 0, 0, Random(-1,1), Random(-1,1), Random(-1,1), 0, 128)
Loop
Crash:
TNT1 A 0
TNT1 A 0 A_PlaySound("gib/bounce")
CIY1 E 150
CIY1 E 5 A_FadeOut(0.10)
Goto Crash+3
}
}

ACTOR YellowBodyPart2 : BodyPart1
{
States
{
Spawn:
CIY2 A 1 A_SpawnItemEx("YellowGibTrail", 0, 0, 0, Random(-1,1), Random(-1,1), Random(-1,1), 0, 128)
Loop
Crash:
TNT1 A 0
TNT1 A 0 A_PlaySound("gib/bounce")
CIY2 A 150
CIY2 A 5 A_FadeOut(0.10)
Goto Crash+3
}
}

ACTOR YellowGibTrail : RedGibTrail
{
States
{
Spawn:
  FYBL ABCD 2 A_FadeOut(0.08)
  Loop
  }
}

ACTOR YellowBodyPart3 : BodyPart3
{
States
{
Spawn:
CIY3 AABBCCDD 2 A_SpawnItemEx("YellowGibTrail", 0, 0, 0, Random(-1,1), Random(-1,1), Random(-1,1), 0, 128)
Loop
Death:
Crash:
CIY3 E 150
CIY3 E 5 A_FadeOut(0.10)
Goto Death+1
}
}

ACTOR YellowBodyPart4 : BodyPart3
{
States
{
Spawn:
CIY4 AABBCCDD 2 A_SpawnItemEx("YellowGibTrail", 0, 0, 0, Random(-1,1), Random(-1,1), Random(-1,1), 0, 128)
Loop
Death:
Crash:
CIY4 E 150
CIY4 E 5 A_FadeOut(0.10)
Goto Death+1
}
}

ACTOR YellowBodyPart5 : BodyPart3
{
States
{
Spawn:
CIY5 AABBCCDD 2 A_SpawnItemEx("YellowGibTrail", 0, 0, 0, Random(-1,1), Random(-1,1), Random(-1,1), 0, 128)
Loop
Death:
Crash:
CIY5 E 150
CIY5 E 5 A_FadeOut(0.10)
Goto Death+1
}
}

ACTOR YellowBodyPart6 : BodyPart1
{
States
{
Spawn:
CIY6 A 1 A_SpawnItemEx("YellowGibTrail", 0, 0, 0, Random(-1,1), Random(-1,1), Random(-1,1), 0, 128)
Loop
Crash:
TNT1 A 0
TNT1 A 0 A_PlaySound("gib/bounce")
CIY6 A 150
CIY6 A 5 A_FadeOut(0.10)
Goto Crash+3
}
}

ACTOR YellowBodyPart7 : BodyPart1
{
States
{
Spawn:
CIY7 AABBCCDD 2 A_SpawnItemEx("YellowGibTrail", 0, 0, 0, Random(-1,1), Random(-1,1), Random(-1,1), 0, 128)
Loop
Crash:
TNT1 A 0
TNT1 A 0 A_PlaySound("gib/bounce")
CIY7 E 150
CIY7 E 5 A_FadeOut(0.10)
Goto Crash+3
}
}

ACTOR YellowBodyPart8 : BodyPart3
{
States
{
Spawn:
CIY8 AABBCCDD 2 A_SpawnItemEx("YellowGibTrail", 0, 0, 0, Random(-1,1), Random(-1,1), Random(-1,1), 0, 128)
Loop
Death:
Crash:
CIY8 E 150
CIY8 E 5 A_FadeOut(0.10)
Goto Death+1
}
}

ACTOR YellowGibbedGenerator : GibbedGenerator
{ 
States 
{ 
Spawn:
	TNT1 A 0
	TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1, "Toaster")
	TNT1 A 0 A_Jump(128,"Alternate")
	TNT1 AA 0 A_CustomMissile("YellowBloodCloud", random(25,50), 0, random(0,360), 2, random(0,360))
	TNT1 AAAAAA 0 A_SpawnItemEx("NewFlyingBloodYellow",0,0,Random(25,50),Random(6,-6),Random(6,-6),Random(4,6))
	TNT1 A 0 A_SpawnItemEx("YellowBodyPart1",0,0,Random(25,50),Random(10,-10),Random(10,-10),Random(8,10))
	TNT1 A 2 A_SpawnItemEx("YellowBodyPart2",0,0,Random(25,50),Random(10,-10),Random(10,-10),Random(8,10))
	TNT1 AA 0 A_CustomMissile("YellowBloodCloud", random(25,50), 0, random(0,360), 2, random(0,360))
	TNT1 AAAAAA 0 A_SpawnItemEx("NewFlyingBloodYellow",0,0,Random(25,50),Random(6,-6),Random(6,-6),Random(4,6))
	TNT1 A 0 A_SpawnItemEx("YellowBodyPart3",0,0,Random(25,50),Random(10,-10),Random(10,-10),Random(8,10))
	TNT1 A 1 A_SpawnItemEx("YellowBodyPart4",0,0,Random(25,50),Random(10,-10),Random(10,-10),Random(8,10))
	Stop
Alternate:
	TNT1 A 0
	TNT1 AA 0 A_CustomMissile("YellowBloodCloud", random(25,50), 0, random(0,360), 2, random(0,360))
	TNT1 AAAAAA 0 A_SpawnItemEx("NewFlyingBloodYellow",0,0,Random(25,50),Random(6,-6),Random(6,-6),Random(4,6))
	TNT1 A 0 A_SpawnItemEx("YellowBodyPart5",0,0,Random(25,50),Random(10,-10),Random(10,-10),Random(8,10))
	TNT1 A 2 A_SpawnItemEx("YellowBodyPart6",0,0,Random(25,50),Random(10,-10),Random(10,-10),Random(8,10))
	TNT1 AA 0 A_CustomMissile("YellowBloodCloud", random(25,50), 0, random(0,360), 2, random(0,360))
	TNT1 AAAAAA 0 A_SpawnItemEx("NewFlyingBloodYellow",0,0,Random(25,50),Random(6,-6),Random(6,-6),Random(4,6))
	TNT1 A 0 A_SpawnItemEx("YellowBodyPart7",0,0,Random(25,50),Random(10,-10),Random(10,-10),Random(8,10))
	TNT1 A 1 A_SpawnItemEx("YellowBodyPart8",0,0,Random(25,50),Random(10,-10),Random(10,-10),Random(8,10))
	Stop
	}
}