Actor ZWaterSplash : WaterSplash replaces WaterSplash
{
	Renderstyle Add
}

Actor ZWaterSplashBase : WaterSplashBase replaces WaterSplashBase
{
	Renderstyle Add
}

Actor DoomWaterSplashBase : WaterSplashBase
{
	Renderstyle Add
	States
	{
	Spawn:
		SPSH EFGHIJK 5
		SPSH H 0 A_Jump(16,"Reagent")
		Stop
	Reagent:
		TNT1 A 200
		TNT1 A 0 A_SpawnItemEx ("ReagentBlue", 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0, 0)
		Stop
	}
}

ACTOR zSludgeSplash : SludgeSplash replaces SludgeSplash
{
  +NOBLOCKMAP
  +NOCLIP
  +NOGRAVITY
  +DONTSPLASH
  Renderstyle Add
  States
  {
  Spawn:
    SLDG EFGH 6
    SLDG H 0 A_Jump(16,"Reagent")
    Stop
  Reagent:
    TNT1 A 200
    TNT1 A 0 A_SpawnItemEx ("ReagentGreen", 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0, 0)
    Stop
  }
}

Actor zSludgeChunk : SludgeChunk replaces SludgeChunk
{
	Renderstyle Add
	Alpha 0.67
}

ACTOR zLavaSplash : LavaSplash replaces LavaSplash
{
  +NOBLOCKMAP
  +NOCLIP
  +NOGRAVITY
  +DONTSPLASH
  Renderstyle Add
  States
  {
  Spawn:
    LVAS ABCDEF 5 Bright
    LVAS F 0 Bright A_Jump(16,"Reagent")
    Stop
  Reagent:
    TNT1 A 200
    TNT1 A 0 A_SpawnItemEx ("ReagentRed", 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0, 0)
    stop
  }
}

ACTOR zBloodSplashBase : BloodSplashBase replaces BloodSplashBase
{
  +NOBLOCKMAP
  +NOCLIP
  +NOGRAVITY
  +DONTSPLASH
  Renderstyle Add
  States
  {
  Spawn:
    BSPH EFGHIJK 5 Bright
    BSPH F 0 Bright A_Jump(16,"Reagent")
    Stop
  Reagent:
    TNT1 A 200
    TNT1 A 0 A_SpawnItemEx ("ReagentRed", 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0, 0)
    stop
  }
}

ACTOR DoomSludgeSplash : SludgeSplash
{
  +NOBLOCKMAP
  +NOCLIP
  +NOGRAVITY
  +DONTSPLASH
  Renderstyle Add
  States
  {
  Spawn:
    SLDG EFGH 6
    SLDG H 0 A_Jump(16,"Reagent")
    Stop
  Reagent:
    TNT1 A 200
    TNT1 A 0 A_SpawnItemEx ("ReagentTan", 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0, 0)
    Stop
  }
}

Actor DoomSludgeChunk : SludgeChunk
{
	Renderstyle Add
	Alpha 0.67
}

ACTOR zSlimeSplash : SlimeSplash replaces SlimeSplash
{
  +NOBLOCKMAP
  +NOCLIP
  +NOGRAVITY
  +DONTSPLASH
  Renderstyle Add
  States
  {
  Spawn:
    SLIM EFGH 6
    TNT1 A 0 A_Jump(16,"Reagent")
    Stop
  Reagent:
    TNT1 A 200
    TNT1 A 0 A_SpawnItemEx ("ReagentGreen", 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0, 0)
    stop
  }
}