   Actor MeatChunk
       {
	    Projectile
		Radius 2
					Height 2
		Speed 5
		Scale 0.88
		Gravity 0.5
		Damage 0
		+CLIENTSIDEONLY
		+DONTSPLASH
		+THRUACTORS
		+NOBLOCKMAP
		+MOVEWITHSECTOR
		-NOGRAVITY
		    States
			    {
			    Spawn:
				  XME5 A 1 A_SpawnItemEx ("GibTrail2", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
				  XME5 B 1 A_SpawnItemEx ("GibTrail2", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)  
				  XME5 C 1 A_SpawnItemEx ("GibTrail2", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
				  XME5 D 1 A_SpawnItemEx ("GibTrail2", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
				 Loop
				Death:
				  TNT1 A 0
				  TNT1 A 0 A_CheckCeiling ("BloodSpotSpawn")
				  TNT1 A 0 A_CheckFloor ("NOINT")	
				  XME5 D 10000 
			   Stop
			         NOINT:
					  TNT1 A 0
					  TNT1 A 0 A_ChangeFlag ("NOINTERACTION", true)
				 Goto Death2
				   BloodSpotSpawn:
					  TNT1 A 0
					  TNT1 A 0 A_SpawnItemEx ("CBloodSpot", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
					  XME5 D 10
					  Goto Death+4
			  Death2:
				XME5 D 10000
				Stop
	     }
	   }
	   
	   
	   
	      Actor MeatChunk2 //long peace of flesh
       {
	    Projectile
		Radius 2
					Height 2
		Speed 5
		Scale 0.5
		Gravity 0.5
		Damage 0
		+CLIENTSIDEONLY
		+THRUACTORS
		+DONTSPLASH
		+NOBLOCKMAP
		+MOVEWITHSECTOR
		-NOGRAVITY
		    States
			    {
			    Spawn:  
				  XMT2 A 1 A_SpawnItemEx ("GibTrail2", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION) 
				  XMT2 B 1 A_SpawnItemEx ("GibTrail2", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
				  XMT2 C 1 A_SpawnItemEx ("GibTrail2", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
				  XMT2 D 1 A_SpawnItemEx ("GibTrail2", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
				  XMT2 E 1 A_SpawnItemEx ("GibTrail2", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
				  XMT2 F 1 A_SpawnItemEx ("GibTrail2", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
				  XMT2 G 1 A_SpawnItemEx ("GibTrail2", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION) 
				  XMT2 H 1 A_SpawnItemEx ("GibTrail2", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
				  XMT2 I 1 A_SpawnItemEx ("GibTrail2", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
				 Loop
				Death:
				  TNT1 A 0 	
				  TNT1 A 0 A_CheckFloor ("NOINT")
				  TNT1 A 0 A_CheckCeiling ("DeathDrop")
				  XMT2 I 10000 
				Stop
			         NOINT:
					  TNT1 A 0
					  TNT1 A 0 A_Playsound ("MeatFall")
					  TNT1 A 0 A_ChangeFlag ("NOINTERACTION", true)
				 Goto Death+3
				    DeathDrop:
					TNT1 A 0
					TNT1 A 0 A_Stop
					TNT1 A 0 A_ChangeFlag ("NOGRAVITY", true)  
				    XMT2 J 120
					XMT2 JJJKKKLLLMMMNNN 7
				  Dropping:
					TNT1 A 0
					TNT1 A 0 A_ChangeFlag ("Nogravity", false)
					TNT1 A 0 A_Jump (185, "DropStraight")
				   DropRoll:
					XMT2 AAAAABBBBBCCCCCDDDDDEEEEEFFFFGGGGHHHHIIIII 1
					TNT1 A 0 A_CheckFloor ("NOINT")
					Loop
				   DropStraight:
					XMT2 O 5
					TNT1 A 0 A_CheckFloor ("NOINT")
					Loop
				   	
	     }
	   }
	   
	   
	         Actor MeatChunk3
       {
	    Projectile
		Radius 2
					Height 2
			Speed 5
		Scale 0.88
		Gravity 0.5
		Damage 0
		+CLIENTSIDEONLY
		+DONTSPLASH
		+THRUACTORS
		+NOBLOCKMAP
		+MOVEWITHSECTOR
		-NOGRAVITY
		    States
			    {
			    Spawn:
				  TNT1 A 0
				  TNT1 A 0 A_SpawnItemEx ("GibTrail2", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)  
				  XDB5 A 1 A_SpawnItemEx ("GibTrail2", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
				  TNT1 A 0 A_SpawnItemEx ("GibTrail2", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
				  XDB5 B 1 A_SpawnItemEx ("GibTrail2", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
				  TNT1 A 0 A_SpawnItemEx ("GibTrail2", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
				  XDB5 C 1 A_SpawnItemEx ("GibTrail2", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
				  TNT1 A 0 A_SpawnItemEx ("GibTrail2", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
				  XDB5 D 1 A_SpawnItemEx ("GibTrail2", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
				  TNT1 A 0 A_SpawnItemEx ("GibTrail2", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
				  XDB5 E 1 A_SpawnItemEx ("GibTrail2", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
				  TNT1 A 0 A_SpawnItemEx ("GibTrail2", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
				  XDB5 F 1 A_SpawnItemEx ("GibTrail2", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
				  TNT1 A 0 A_SpawnItemEx ("GibTrail2", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
				  XDB5 G 1 A_SpawnItemEx ("GibTrail2", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
				  TNT1 A 0 A_SpawnItemEx ("GibTrail2", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
				  XDB5 H 1 A_SpawnItemEx ("GibTrail2", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
				 Loop
				Death:
				  TNT1 A 0
				  TNT1 A 0 A_CheckFloor ("NOINT")
				  XDB5 O 10000
			    Stop
			          NOINT:
						  TNT1 A 0
						  TNT1 A 0 A_ChangeFlag ("NOINTERACTION", true)
				 Goto Death+2  
	     }
	   }
	   
	   
		 Actor MeatChunk4 //big organ
       {
	    Projectile
		Radius 2
		Height 2
		Speed 5
		Scale 0.5
		Gravity 0.5
		Damage 0
		+CLIENTSIDEONLY
		+DONTSPLASH
		+THRUACTORS
		+NOBLOCKMAP
		+MOVEWITHSECTOR
		-NOGRAVITY
		    States
			    {
			    Spawn:
				  GIB1 A 1 A_SpawnItemEx ("GibTrail2", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
				  GIB1 B 1 A_SpawnItemEx ("GibTrail2", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)  
				  GIB1 C 1 A_SpawnItemEx ("GibTrail2", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
				  GIB1 D 1 A_SpawnItemEx ("GibTrail2", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
				 Loop
				Death:
				  TNT1 A 0 	
				  TNT1 A 0 A_CheckFloor ("NOINT")
				  TNT1 A 0 A_CheckCeiling ("BloodSpotSpawn")
				  GIB1 E 10000 
			   Stop
			         NOINT:
					  TNT1 A 0
					  TNT1 A 0 A_ChangeFlag ("NOINTERACTION", true)
				 Goto Death+3
				    BloodSpotSpawn:
					  TNT1 A 0
					  TNT1 A 0 A_SpawnItemEx ("CBloodSpot", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
					  GIB1 E 10
					  Goto Death+3
	     }
	   }

			Actor MeatChunk5 //organ triangle
       {
	    Projectile
		Radius 2
		Height 2
		Speed 5
		Scale 0.88
		Gravity 0.5
		Damage 0
		+CLIENTSIDEONLY
		+DONTSPLASH
		+THRUACTORS
		+NOBLOCKMAP
		+MOVEWITHSECTOR
		-NOGRAVITY
		    States
			    {
			    Spawn:
				  GIB5 A 1 A_SpawnItemEx ("GibTrail2", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
				  GIB5 B 1 A_SpawnItemEx ("GibTrail2", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)  
				  GIB5 C 1 A_SpawnItemEx ("GibTrail2", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
				  GIB5 D 1 A_SpawnItemEx ("GibTrail2", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
				 Loop
				Death:
				  TNT1 A 0
				  TNT1 A 0 A_CheckFloor ("NOINT")
				  TNT1 A 0 A_CheckCeiling ("BloodSpotSpawn")
				  GIB5 E 10000 
			   Stop
			         NOINT:
					  TNT1 A 0
					  TNT1 A 0 A_ChangeFlag ("NOINTERACTION", true)
				 Goto Death+3
				   BloodSpotSpawn:
					  TNT1 A 0
					  TNT1 A 0 A_SpawnItemEx ("CBloodSpot", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
					  GIB5 E 10
					  Goto Death+3
	     }
	   }		
		 

	   		Actor MeatChunk6 //balls
       {
	    Projectile
		Radius 2
		Height 2
		Speed 5
		Scale 0.45
		Gravity 0.35
		Damage 0
		+CLIENTSIDEONLY
		+DONTSPLASH
		+THRUACTORS
		+NOBLOCKMAP
		+MOVEWITHSECTOR
		-NOGRAVITY
		    States
			    {
			    Spawn:
				  GIB4 A 1 A_SpawnItemEx ("GibTrail2", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
				  GIB4 B 1 A_SpawnItemEx ("GibTrail2", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)  
				  GIB4 C 1 A_SpawnItemEx ("GibTrail2", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
				  GIB4 D 1 A_SpawnItemEx ("GibTrail2", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
				  GIB4 E 1 A_SpawnItemEx ("GibTrail2", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)	
				 Loop
				Death:
				  TNT1 A 0 	
				  TNT1 A 0 A_CheckFloor ("NOINT")
				  TNT1 A 0 A_CheckCeiling ("BloodSpotSpawn")
				  GIB4 E 10000 
			   Stop
			         NOINT:
					  TNT1 A 0
					  TNT1 A 0 A_ChangeFlag ("NOINTERACTION", true)
				 Goto Death+3
				   BloodSpotSpawn:
					  TNT1 A 0
					  TNT1 A 0 A_SpawnItemEx ("CBloodSpot", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
					  GIB4 E 10
					  Goto Death+3
	     }
	   }

		Actor MeatChunk7 //gut?
       {
	    Projectile
		Radius 2
		Height 2
		Speed 5
		Scale 0.98
		Gravity 0.35
		Damage 0
		+CLIENTSIDEONLY
		+DONTSPLASH
		+THRUACTORS
		+NOBLOCKMAP
		+MOVEWITHSECTOR
		-NOGRAVITY
		    States
			    {
			    Spawn:
				  GIB6 A 1 A_SpawnItemEx ("GibTrail2", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
				  GIB6 B 1 A_SpawnItemEx ("GibTrail2", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)  
				  GIB6 C 1 A_SpawnItemEx ("GibTrail2", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
				  GIB6 D 1 A_SpawnItemEx ("GibTrail2", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
				 Loop
				Death:
				  TNT1 A 0 	
				  TNT1 A 0 A_CheckFloor ("NOINT")
				  GIB6 E 10000 
			   Stop
			         NOINT:
					  TNT1 A 0
					  TNT1 A 0 A_ChangeFlag ("NOINTERACTION", true)
				 Goto Death+2  
	     }
	   }


		Actor MeatChunk8 //rib?
       {
	    Projectile
		Radius 2
		Height 2
		Speed 5
		Scale 0.88
		Gravity 0.35
		Damage 0
		+CLIENTSIDEONLY
		+DONTSPLASH
		+THRUACTORS
		+NOBLOCKMAP
		+MOVEWITHSECTOR
		-NOGRAVITY
		    States
			    {
			    Spawn:
				  BRIB A 1 A_SpawnItemEx ("GibTrail2", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
				  BRIB B 1 A_SpawnItemEx ("GibTrail2", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)  
				  BRIB C 1 A_SpawnItemEx ("GibTrail2", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
				  BRIB D 1 A_SpawnItemEx ("GibTrail2", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
				 Loop
				Death:
				  TNT1 A 0 	
				  TNT1 A 0 A_CheckFloor ("NOINT")	
				  BRIB C 10000 
			   Stop
			         NOINT:
					  TNT1 A 0
					  TNT1 A 0 A_ChangeFlag ("NOINTERACTION", true)
				 Goto Death+2  
	     }
	   }

				Actor MeatChunk9 //rib2
				   {
					Projectile
					Radius 2
					Height 2
					Speed 5
					Scale 0.98
					Gravity 0.35
					Damage 0
					+CLIENTSIDEONLY
					+DONTSPLASH
					+THRUACTORS
					+NOBLOCKMAP
					+MOVEWITHSECTOR
					-NOGRAVITY
						States
			    {
			    Spawn:
				  RIB1 A 1 A_SpawnItemEx ("GibTrail2", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
				  RIB1 B 1 A_SpawnItemEx ("GibTrail2", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)  
				  RIB1 C 1 A_SpawnItemEx ("GibTrail2", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
				  RIB1 D 1 A_SpawnItemEx ("GibTrail2", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
				 Loop
				Death:
				  TNT1 A 0
				  TNT1 A 0 A_CheckFloor ("NOINT")
				  TNT1 A 0 A_CheckCeiling ("BloodSpotSpawn")
				  RIB1 E 10000 
			   Stop
				 NOINT:
				  TNT1 A 0
				  TNT1 A 0 A_ChangeFlag ("NOINTERACTION", true)
				 Goto Death+3
			    BloodSpotSpawn:
					  TNT1 A 0
					  TNT1 A 0 A_SpawnItemEx ("CBloodSpot", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
					  RIB1 E 10
					  Goto Death+3	 
	     }
	   }

			Actor MeatChunk10 //small meat chunk
				   {
					Projectile
					Radius 2
					Height 2
					Speed 5
					Scale 0.75
					Gravity 0.35
					Damage 0
					+CLIENTSIDEONLY
					+DONTSPLASH
					+THRUACTORS
					+NOBLOCKMAP
					+MOVEWITHSECTOR
					-NOGRAVITY
						States
			    {
			    Spawn:
				  GIB7 A 1 A_SpawnItemEx ("GibTrail2", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
				  GIB7 B 1 A_SpawnItemEx ("GibTrail2", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)  
				  GIB7 C 1 A_SpawnItemEx ("GibTrail2", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
				  GIB7 D 1 A_SpawnItemEx ("GibTrail2", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
				 Loop
				Death:
				  TNT1 A 0
				  TNT1 A 0 A_CheckFloor ("NOINT")
				  TNT1 A 0 A_CheckCeiling ("BloodSpotSpawn")
				  GIB7 E 10000 
			   Stop
				 NOINT:
				  TNT1 A 0
				  TNT1 A 0 A_ChangeFlag ("NOINTERACTION", true)
				 Goto Death+3
			  BloodSpotSpawn:
					  TNT1 A 0
					  TNT1 A 0 A_SpawnItemEx ("CBloodSpot", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
					  GIB7 E 10
					  Goto Death+3  	 
	     }
	   }


			Actor MeatChunk11 //tiny meat chunk
				   {
					Projectile
					Radius 2
					Height 2
					Speed 5
					Scale 0.5
					Gravity 0.35
					Damage 0
					+CLIENTSIDEONLY
					+DONTSPLASH
					+THRUACTORS
					+NOBLOCKMAP
					+MOVEWITHSECTOR
					-NOGRAVITY
						States
			    {
			    Spawn:
				  GIB8 A 1 A_SpawnItemEx ("GibTrail2", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
				  GIB8 B 1 A_SpawnItemEx ("GibTrail2", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)  
				  GIB8 C 1 A_SpawnItemEx ("GibTrail2", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
				  GIB8 D 1 A_SpawnItemEx ("GibTrail2", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
				 Loop
				Death:
				  TNT1 A 0
				  TNT1 A 0 A_CheckFloor ("NOINT")		
				  GIB8 E 10000 
			   Stop
				 NOINT:
				  TNT1 A 0
				  TNT1 A 0 A_ChangeFlag ("NOINTERACTION", true)
				 Goto Death+2 
	     }
	   }


		Actor MeatChunk12 //small meat chunk 2
				   {
					Projectile
					Radius 2
					Height 2
					Speed 5
					Scale 0.75
					Gravity 0.35
					Damage 0
					+CLIENTSIDEONLY
					+THRUACTORS
					+DONTSPLASH
					+NOBLOCKMAP
					+MOVEWITHSECTOR
					-NOGRAVITY
						States
			    {
			    Spawn:
				  GIB9 A 1 A_SpawnItemEx ("GibTrail2", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
				  GIB9 B 1 A_SpawnItemEx ("GibTrail2", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)  
				  GIB9 C 1 A_SpawnItemEx ("GibTrail2", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
				  GIB9 D 1 A_SpawnItemEx ("GibTrail2", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
				 Loop
				Death:
				  TNT1 A 0
				  TNT1 A 0 A_CheckFloor ("NOINT")		
				  GIB9 E 10000 
			   Stop
				 NOINT:
				  TNT1 A 0
				  TNT1 A 0 A_ChangeFlag ("NOINTERACTION", true)
				 Goto Death+2 
	     }
	   }										



			Actor MeatChunk13 //long peace of flesh
       {
	    Projectile
		Radius 2
		Height 2		
		Speed 5
		Scale 0.5
		Gravity 0.5
		Damage 0
		+CLIENTSIDEONLY
		+THRUACTORS
		+DONTSPLASH
		+NOBLOCKMAP
		+MOVEWITHSECTOR
		-NOGRAVITY
		    States
			    {
			    Spawn:  
				  XMT1 A 1 A_SpawnItemEx ("GibTrail2", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION) 
				  XMT1 B 1 A_SpawnItemEx ("GibTrail2", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
				  XMT1 C 1 A_SpawnItemEx ("GibTrail2", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
				  XMT1 D 1 A_SpawnItemEx ("GibTrail2", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
				  XMT1 E 1 A_SpawnItemEx ("GibTrail2", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
				  XMT1 F 1 A_SpawnItemEx ("GibTrail2", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
				  XMT1 G 1 A_SpawnItemEx ("GibTrail2", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION) 
				  XMT1 H 1 A_SpawnItemEx ("GibTrail2", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
				 Loop
				Death:
				  TNT1 A 0
				  TNT1 A 0 A_CheckCeiling ("DeathDrop") 
				  TNT1 A 0 A_CheckFloor ("NOINT")	
				  XMT1 M 10000 
				Stop
			         NOINT:
					  TNT1 A 0
					  TNT1 A 0 A_Playsound ("MeatFall")
					  TNT1 A 0 A_ChangeFlag ("NOINTERACTION", true)
				 Goto Death+3
				DeathDrop:
					TNT1 A 0
					TNT1 A 0 A_Stop
					TNT1 A 0 A_ChangeFlag ("NOGRAVITY", true)  
				    XMT1 I 135
					XMT1 JJJKKKLLL 2
				  Dropping:
					TNT1 A 0
					TNT1 A 0 A_ChangeFlag ("Nogravity", false)
				   DropRoll:
					XMT1 AAAAABBBBBCCCCCDDDDD 1
					TNT1 A 0 A_CheckFloor ("NOINT")
					Loop
					
	     }
	   }




		Actor MeatChunk14 //nogutsnoglory
       {
	    Projectile
		Radius 2
		Height 2
		Speed 5
		Scale 0.88
		Gravity 0.35
		Damage 0
		+CLIENTSIDEONLY
		+DONTSPLASH
		+THRUACTORS
		+NOBLOCKMAP
		+MOVEWITHSECTOR
		-NOGRAVITY
		    States
			    {
			    Spawn:
				  GUTS A 4 A_SpawnItemEx ("GibTrail2", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
				  TNT1 A 0 A_CheckFloor ("E")
				  GUTS B 4 A_SpawnItemEx ("GibTrail2", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
				  TNT1 A 0 A_CheckFloor ("E")
				  GUTS C 4 A_SpawnItemEx ("GibTrail2", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
				  TNT1 A 0 A_CheckFloor ("E")
				  GUTS D 4 A_SpawnItemEx ("GibTrail2", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
				 Loop
				E:
				  GUTS E 4
				Death:
				  TNT1 A 0 	
				  TNT1 A 0 A_CheckFloor ("NOINT")	
				  GUTS F 10000 
			   Stop
			         NOINT:
					  TNT1 A 0
					  TNT1 A 0 A_ChangeFlag ("NOINTERACTION", true)
				 Goto Death+2  
	     }
	   }



		Actor MeatChunk15
				   {
					Projectile
					Radius 2
					Height 2
					Speed 5
					Scale 0.75
					Gravity 0.35
					Damage 0
					+CLIENTSIDEONLY
					+DONTSPLASH
					+THRUACTORS
					+NOBLOCKMAP
					+MOVEWITHSECTOR
					-NOGRAVITY
						States
			    {
			    Spawn:
				  XME3 A 1 A_SpawnItemEx ("GibTrail2", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
				  XME3 B 1 A_SpawnItemEx ("GibTrail2", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)  
				  XME3 C 1 A_SpawnItemEx ("GibTrail2", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
				  XME3 D 1 A_SpawnItemEx ("GibTrail2", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
				  XME3 E 1 A_SpawnItemEx ("GibTrail2", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
				  XME3 G 1 A_SpawnItemEx ("GibTrail2", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
				  XME3 H 1 A_SpawnItemEx ("GibTrail2", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
				 Loop
				Death:
				  TNT1 A 0
				  TNT1 A 0 A_CheckFloor ("NOINT")
				  TNT1 A 0 A_CheckCeiling ("BloodSpotSpawn")
				  XME3 I 10000 
			   Stop
				 NOINT:
				  TNT1 A 0
				  TNT1 A 0 A_ChangeFlag ("NOINTERACTION", true)
				 Goto Death+3
			  BloodSpotSpawn:
					  TNT1 A 0
					  TNT1 A 0 A_SpawnItemEx ("CBloodSpot", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
					  XME3 I 10
					  Goto Death+3  	 
	     }
	   }
		


		   
		Actor GibTrail2
		   {
			+NOINTERACTION
			+NOBLOCKMAP
			+CLIENTSIDEONLY
		   +MOVEWITHSECTOR
		   +THRUACTORS
			Scale 0.35
			Alpha 0.5
			RenderStyle Translucent
			   States
			     {
				  Spawn:
				    BLS2 ABCDEFGH 1
				   Stop	
			   }
		   }   
		   
		  
	Actor DedCounter : Inventory
			{
			 Inventory.Maxamount 69
			}