    Actor DASBLUT replaces Blood
	  {
	   +THRUACTORS
	   Decal "Bloodsplat"
	   +CLIENTSIDEONLY
	   +NOINTERACTION
	   Scale 0.42
	       States
		       {
		       Spawn:
			      TNT1 A 0
				  TNT1 A 0 A_PlaySound ("blood/THICK")
				  TNT1 A 0 A_Jump (150, "Ver2", "Ver3")
	              BLOS ABCDEFGHIJ 1
				 Stop 
			   Ver2:
			      BSPR ABCDEFGHIJ 1
				 Stop
			  Ver3:
			     TNT1 A 0
				 TNT1 A 0 A_SetScale (-0.42, -0.42)
				 BLOS ABCDEFGHIJ 1
				Stop 
				 }
	  }
	  
	  
	  
	 Actor DASBLUT2
	      {
	   +THRUACTORS
	   +NOINTERACTION
	   +MOVEWITHSECTOR
	   +NOBLOCKMAP
	   +CLIENTSIDEONLY
	   Decal "Bloodsplat"
	   Scale 0.42
	       States
		       {
		       Spawn:
			      TNT1 A 0
				  TNT1 A 0 A_PlaySound ("VGAVNO")
				  TNT1 A 0 A_Jump (150, "Ver2", "Ver3")
	              BLOS ABCDEFGHIJ 1
				 Stop 
			   Ver2:
			      BSPR ABCDEFGHIJ 1
				 Stop
			  Ver3:
			     TNT1 A 0
				 TNT1 A 0 A_SetScale (-0.42, -0.42)
				 BLOS ABCDEFGHIJ 1
				Stop 
				 }
	  }
	  
	  
	  
	 Actor BloodStartLeft
	      {
	   +THRUACTORS
	   +NOINTERACTION
	   +MOVEWITHSECTOR
	   Decal "Bloodsplat"
	   +NOBLOCKMAP
	   +CLIENTSIDEONLY
	   Scale 0.42
	       States
		       {
		       Spawn:
			      TNT1 A 0
				  TNT1 A 0 A_PlaySound ("VGAVNO")
	              MSBL ABCDEFGH 1
				 Stop 
				 }
	  } 
	  
	  
	  
	  Actor BloodStartRight
	      {
	   +THRUACTORS
	   +NOINTERACTION
	   +MOVEWITHSECTOR
	   +NOBLOCKMAP
	   +CLIENTSIDEONLY
	   Decal "Bloodsplat"
	   Scale -0.42
	       States
		       {
		       Spawn:
			      TNT1 A 0
				  TNT1 A 0 A_PlaySound ("VGAVNO")
	              MSBL ABCDEFGH 1
				 Stop 
				 }
	  } 
	  
	  
	  Actor MetalSurface
	      {
		   +NOINTERACTION
		   +NODECAL
		   +CLIENTSIDEONLY
		   Scale 0.69
		   RenderStyle Add
		   Alpha 0.6
		   States
		         {
				 Spawn:
				  TNT1 A 0
				  TNT1 A 0 A_PlaySound ("Scrap/Clang")
				  TNT1 A 0 A_Jump (125, "Penetrated")
				  FX57 CDEFGHI 1 BRIGHT  
				 Stop
				Penetrated:
				  PUF2 ABCDEFGHIJKLMNO 1 A_FadeOut (0.3)  
				 Stop 
				 }
				 
		  }
		  
		  
	   Actor CBloodSpot
			  {
			    +Missile
				+CEILINGHUGGER
				+THRUACTORS
				+NOINTERACTION
				+MOVEWITHSECTOR
				+CLIENTSIDEONLY
				Height 1
				Radius 2
				+DontSplash
				Mass 0
				Scale 0.5
				Gravity 0.0
				Renderstyle Normal
				Alpha 0.9
			   States
					{
					 Spawn:
						TNT1 A 0
						TNT1 A 0 A_Jump (125, "SpawnAlt")
					    CSPT A 75
						CSPT A 1 A_SpawnItemEx ("SpotRedDrop", random (-1,0), random (-1,0), 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
					  Spawn2:
						TNT1 A 0 A_Jump (125, 3)
						CSPT A 1 A_SpawnItemEx ("RedDrop", random (-1,0), random (-1,0), 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
						CSPT A 1 A_GiveInventory ("BloodDropCounter", 1)
						TNT1 A 0 A_SetScale (scaleX-0.002, scaleY-0.002)
						CSPT A 20
						CSPT A 1 A_JumpIfInventory ("BloodDropCounter", 69, "Death")
					    Loop
					  SpawnAlt:
						TNT1 A 0 A_SetScale (-0.5,0.5)
						CSPT A 75
						CSPT A 1 A_SpawnItemEx ("SpotRedDrop", random (-1,0), random (-1,0), 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
						Goto Spawn2
					  Death:
						CSPT A 25
					   Stop  		
			        }
			  }
			  
			  
	   Actor SpotRedDrop
			{
			 -NOGRAVITY
			 +DONTSPLASH
			 Scale 0.1
			 Gravity 0.5
			 DeathSound "BLDDRP"
			 States
				  {
				   Spawn:
					   BLUD Z 8 A_CheckFloor ("Death")
					  Loop
				   Death:
					   TNT1 A 0
					   TNT1 A 0 A_PlaySound ("BLDDRP")
					   TNT1 A 0 A_SpawnItemEx ("FloorBloodSpot", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
					   XDT1 FFFGGGHHHIIIJJJKKKLLL 1
					  Stop  
					  
				  }
			}
		
		
		
	    	
	   Actor RedDrop
			{
			 -NOGRAVITY
			 +DONTSPLASH
			 Scale 0.1
			 DeathSound "BLDDRP"
			 Gravity 0.5
			 States
				  {
				   Spawn:
					   BLUD Z 8 A_CheckFloor ("Death")
					  Loop
				   Death:
					   TNT1 A 0		
					   TNT1 A 0 A_PlaySound ("BLDDRP")
					   XDT1 FFFGGGHHHIIIJJJKKKLLL 1
					  Stop  
					  
				  }
			}
			
	
	   Actor FloorBloodSpot
			{
			 +NOINTERACTION
			 +MOVEWITHSECTOR
			 +CLIENTSIDEONLY
			 +FloorHugger
			 Scale 0.18
			   States
					{
					 Spawn:
					    BSPT A 2000
						TNT1 A 0 A_SetScale (scaleX-0.02, scaleY-0.02)
						BSPT A 2000
						TNT1 A 0 A_SetScale (scaleX-0.02, scaleY-0.02)
						BSPT A 2000
						TNT1 A 0 A_SetScale (scaleX-0.02, scaleY-0.02)
						BSPT A 2000
						TNT1 A 0 A_SetScale (scaleX-0.02, scaleY-0.02)
						BSPT A 2000
						TNT1 A 0 A_SetScale (scaleX-0.02, scaleY-0.02)
						BSPT A 200
					   Stop		 
					}
			 }
			
					
	
	
	
	   Actor BloodDropCounter : Inventory
		   {
		    Inventory.Maxamount 140
		   }
		  
		  
	   Actor VgavnonahCore
	        {
			 +THRUACTORS
			 +NOINTERACTION
			 +MOVEWITHSECTOR
			+NOBLOCKMAP
			+CLIENTSIDEONLY
			 RenderStyle Translucent
			 Scale 1.00
			 States
			      {
				   Spawn:
				     TNT1 A 0 
				     TNT1 AAAAAAAA 0 A_SpawnItemEx ("BloodStartLeft", 0, 0, 0, 0,0,0, random (-180,180), SXF_NOCHECKPOSITION) 
					 TNT1 AAAAAAAA 0 A_SpawnItemEx ("BloodStartRight", 0, 0, 0, 0,0,0, random (-180,180), SXF_NOCHECKPOSITION)  
				     TNT1 AAAAAAAA 0 A_SpawnItemEx ("DarkBloodEx", 0, 0, 0, random (2,5), random (2,5), random (2,5), random (-180,180), SXF_NOCHECKPOSITION) 
					 TNT1 AAAAAAAA 0 A_SpawnItemEx ("RedBloodExLarge", 0, 0, 0, random (2,5), random (2,5), random (2,5), random (-180,180), SXF_NOCHECKPOSITION) 
					 TNT1 AAAAAAAA 0 A_SpawnItemEx ("DASBLUT2", 0, 0, 0, random (2,5), random (2,5), random (2,5), random (-180,180), SXF_NOCHECKPOSITION)
					 
					 TNT1 A 0 
					 TNT1 AA 0 A_SpawnItemEx ("MeatChunk3", 0, 0, 0, random (2,5), random (2,5), random (2,5), random (-180,180), SXF_NOCHECKPOSITION)
					 TNT1 A 0 A_SpawnItemEx ("MeatChunk7", 0, 0, 0, random (2,5), random (2,5), random (2,5), random (-180,180), SXF_NOCHECKPOSITION)
					 
					 
					 TNT1 A 0 A_Jump (100, 2)
					 TNT1 A 0 A_SpawnItemEx ("MeatChunk14", 0, 0, 0, random (2,5), random (2,5), random (2,5), random (-180,180), SXF_NOCHECKPOSITION)

					 TNT1 A 0 A_SpawnItemEx ("MeatChunk9", 0, 0, 0, random (2,5), random (2,5), random (2,5), random (-180,180), SXF_NOCHECKPOSITION)	
					 TNT1 A 0 A_SpawnItemEx ("MeatChunk8", 0, 0, 0, random (2,5), random (2,5), random (2,5), random (-180,180), SXF_NOCHECKPOSITION)
						
					 TNT1 AAAAAAAA 0 A_SpawnItemEx ("DarkBloodEx", 0, 0, 0, random (2,5), random (2,5), random (8,15), random (-180,180), SXF_NOCHECKPOSITION) 
					 TNT1 AAAAAAAA 0 A_SpawnItemEx ("RedBloodExLarge", 0, 0, 0, random (2,5), random (2,5), random (8,15), random (-180,180), SXF_NOCHECKPOSITION)
					 TNT1 AAA 0 A_SpawnItemEx ("MeatChunk6", 0, 0, 0, random (2,5), random (2,5), random (8,15), random (-180,180), SXF_NOCHECKPOSITION)		

					 TNT1 A 0 A_Jump (50, 2)
					 TNT1 AA 0 A_SpawnItemEx ("MeatChunk2", 0, 0, 0, random (2,5), random (2,5), random (8,15), random (-180,180), SXF_NOCHECKPOSITION)
					 TNT1 AA 0 A_SpawnItemEx ("MeatChunk2", 0, 0, 0, random (2,5), random (2,5), random (8,15), random (-180,180), SXF_NOCHECKPOSITION)
					 TNT1 A 0 A_Jump (50, 2)
					 TNT1 AA 0 A_SpawnItemEx ("MeatChunk13", 0, 0, 0, random (2,5), random (2,5), random (8,15), random (-180,180), SXF_NOCHECKPOSITION)
					 TNT1 AA 0 A_SpawnItemEx ("MeatChunk13", 0, 0, 0, random (2,5), random (2,5), random (8,15), random (-180,180), SXF_NOCHECKPOSITION)
				     BLOR A 1
					 TNT1 A 0 A_SpawnItemEx ("MeatChunk4", 0, 0, 0, random (2,5), random (2,5), random (2,5), random (-180,180), SXF_NOCHECKPOSITION)
					 TNT1 A 0 A_SpawnItemEx ("MeatChunk5", 0, 0, 0, random (2,5), random (2,5), random (2,5), random (-180,180), SXF_NOCHECKPOSITION)
					 TNT1 A 0 A_Jump (50, 2)
					 TNT1 AAAAAA 0 A_SpawnItemEx ("MeatChunk11", 0, 0, 0, random (2,5), random (2,5), random (2,5), random (-180,180), SXF_NOCHECKPOSITION) 	
					 TNT1 AAA 0 A_SpawnItemEx ("MeatChunk10", 0, 0, 0, random (2,5), random (2,5), random (2,5), random (-180,180), SXF_NOCHECKPOSITION)
				     TNT1 AAA 0 A_SpawnItemEx ("MeatChunk12", 0, 0, 0, random (2,5), random (2,5), random (2,5), random (-180,180), SXF_NOCHECKPOSITION)	


					 TNT1 AAAAAAAA 0 A_SpawnItemEx ("DarkBloodEx", 0, 0, 0, random (2,5), random (2,5), random (2,5), random (-180,180), SXF_NOCHECKPOSITION) 
					 TNT1 AAAAAAAA 0 A_SpawnItemEx ("RedBloodExLarge", 0, 0, 0, random (2,5), random (2,5), random (2,5), random (-180,180), SXF_NOCHECKPOSITION)
					 
					 TNT1 A 0 A_Jump (75, 2)
					 TNT1 AAAA 0 A_SpawnItemEx ("MeatChunk15", 0, 0, 0, random (2,5), random (2,5), random (2,5), random (-180,180), SXF_NOCHECKPOSITION)
					 
					 TNT1 A 0 
					 TNT1 AAAA 0 A_SpawnItemEx ("MeatChunk 2", 0, 0, 0, random (2,5), random (2,5), random (2,5), random (-180,180), SXF_NOCHECKPOSITION)
					 TNT1 AAAAAAAA 0 A_SpawnItemEx ("DarkBloodEx", 0, 0, 0, random (2,5), random (2,5), random (8,15), random (-180,180), SXF_NOCHECKPOSITION) 
					 TNT1 AAAAAAAA 0 A_SpawnItemEx ("RedBloodExLarge", 0, 0, 0, random (2,5), random (2,5), random (8,15), random (-180,180), SXF_NOCHECKPOSITION)
					 
					 TNT1 AAAAAAAA 0 A_SpawnItemEx ("DASBLUT2", 0, 0, 0, random (2,5), random (2,5), random (2,5), random (-180,180), SXF_NOCHECKPOSITION)
					 
					 TNT1 A 0
					 TNT1 A 0 A_CustomMissile ("MeatChunk", 15, 0, random (-180, 180), CMF_OFFSETPITCH, random (5, 75)) 
					 BLOR BCDEFGHIJK 1
					 //TNT1 AAAAAAAA 0 A_SpawnItemEx ("DarkBloodEx", 0, 0, 0, 0, 0, 0, random (-180,180), SXF_NOCHECKPOSITION) 
					 //TNT1 AAAAAAAA 0 A_SpawnItemEx ("RedBloodExLarge", 0, 0, 0, 0, 0, 0, random (-180,180), SXF_NOCHECKPOSITION) 
					 //TNT1 AAAAAAAA 0 A_SpawnItemEx ("DASBLUT", 0, 0, 0, 0, 0, 0, random (-180,180), SXF_NOCHECKPOSITION) 
					 //BLOR C 1
					 //BLOR D 1 
					 //BLOR E 1
					 //TNT1 AAAAAAAA 0 A_SpawnItemEx ("DarkBloodEx", 0, 0, 0, 0, 0, 0, random (-180,180), SXF_NOCHECKPOSITION) 
					 //TNT1 AAAAAAAA 0 A_SpawnItemEx ("RedBloodExLarge", 0, 0, 0, 0, 0, 0, random (-180,180), SXF_NOCHECKPOSITION) 
					 //TNT1 AAAAAAAA 0 A_SpawnItemEx ("DASBLUT", 0, 0, 0, 0, 0, 0, random (-180,180), SXF_NOCHECKPOSITION) 
					 //BLOR F 1
					 //BLOR G 1
					 //BLOR H 1
					 //TNT1 AAAAAAAA 0 A_SpawnItemEx ("DarkBloodEx", 0, 0, 0, 0, 0, 0, random (-180,180), SXF_NOCHECKPOSITION) 
					 //TNT1 AAAAAAAA 0 A_SpawnItemEx ("RedBloodExLarge", 0, 0, 0, 0, 0, 0, random (-180,180), SXF_NOCHECKPOSITION) 
					 //TNT1 AAAAAAAA 0 A_SpawnItemEx ("DASBLUT", 0, 0, 0, 0, 0, 0, random (-180,180), SXF_NOCHECKPOSITION) 
					 //BLOR I 1
					 //BLOR J 1
					//TNT1 AAAAAAAA 0 A_SpawnItemEx ("DarkBloodEx", 0, 0, 0, 0, 0, 0, random (-180,180), SXF_NOCHECKPOSITION) 
					// TNT1 AAAAAAAA 0 A_SpawnItemEx ("RedBloodExLarge", 0, 0, 0, 0, 0, 0, random (-180,180), SXF_NOCHECKPOSITION) 
					// TNT1 AAAAAAAA 0 A_SpawnItemEx ("DASBLUT", 0, 0, 0, 0, 0, 0, random (-180,180), SXF_NOCHECKPOSITION) 
					// BLOR K 1
					Stop 
				   
				   }
			}
			
	  Actor DarkBloodEx
	        {
			 //+NOINTERACTION
			 Scale 0.47
			 Mass 100
			 Damage 0
			 Decal "Bloodsplat"
			 -NOGRAVITY
			 +CLIENTSIDEONLY
			 +THRUACTORS
			 +NOBLOCKMAP
			 States
			       {
				    Spawn:
					   BLOS ABCDEFGHIJ 2
				    Stop
					   }
					  
				   }
				   
	 Actor RedBloodExLarge
	       {
		    //+NOINTERACTION
			Mass 100
			Scale 0.55
			Decal "Bloodsplat"
			Damage 0
			+CLIENTSIDEONLY
			+THRUACTORS
		   +MOVEWITHSECTOR
			+NOBLOCKMAP
			-NOGRAVITY
			 States
			     {
				 Spawn:
				  BLS2 ABCDEFGH 2
				 Stop
				 }
				 
				 
			}
			
			
			
	  Actor Testblood
		{
			Projectile
			Speed 5
			Scale 0.2
			Translation "168:191=32:47"
			Gravity 0.5
			Damage 0
			+CLIENTSIDEONLY
			+THRUACTORS
			+NOBLOCKMAP
			+MOVEWITHSECTOR
			-NOGRAVITY
				States
					{
					Spawn:
					  XDT1 A 1 A_SpawnItemEx ("TestBloodTRAIL", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)  
					  XDT1 B 1 A_SpawnItemEx ("TestBloodTRAIL", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)     
					  XDT1 C 1 A_SpawnItemEx ("TestBloodTRAIL", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)   
					  XDT1 D 1 A_SpawnItemEx ("TestBloodTRAIL", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
					 Loop  
					Death:
					  TNT1 A 0 A_CheckFloor (2)
					 Stop  
					  XDT1 EFGHIJK 1 	
					  TNT1 A 0 A_Changeflag ("NOINTERACTION", true)	
					  XDT1 L 3 
				   Stop
						  
			}
	   }
		
		
		
	Actor TestBloodTRAIL
	      {
	   +NOINTERACTION
	   Translation "168:191=32:47"
	   +CLIENTSIDEONLY
	   Decal "Bloodsplat"
	   Scale 0.2
	       States
		       {
		       Spawn:
	              XDT1 A 8
				 Stop 
				 }
	  } 		
		
		