ACTOR HL2FX_BloodImpact
{
	+CLIENTSIDEONLY
	+NOGRAVITY
	+CORPSE
	RenderStyle Subtract
	Gravity 0.3
	Alpha 0.8
	Scale 0.23
	States
	{
	Spawn:
	"####" "#" 0 A_SetScale(scalex-frandom(0.01,0.03))
	_B__ AEBF 0 A_Jump(240,"Spawn2")
	Goto Spawn2
	Spawn2:
	"####" "#" 1 A_SetScale(scalex,scalex)
	"####" "#" 1 A_SetScale(scalex+frandom(0.03,0.08),scalex)
	"####" "#" 1 A_FadeOut(0.1)
	"####" "#" 1 A_SetScale(scalex+frandom(0.03,0.08),scalex)
	"####" "#" 1 A_FadeOut(0.1)
	"####" "#" 1 A_SetScale(scalex+frandom(0.03,0.08),scalex)
	"####" "#" 1 A_FadeOut(0.1)
	"####" "#" 1 A_SetScale(scalex+frandom(0.03,0.08),scalex)
	"####" "#" 1 A_FadeOut(0.1)
	"####" "#" 1 A_SetScale(scalex+frandom(0.03,0.08),scalex)
	"####" "#" 1 A_FadeOut(0.1)
	"####" "#" 1 A_SetScale(scalex+frandom(0.03,0.08),scalex)
	"####" "#" 1 A_FadeOut(0.1)
	"####" "#" 1 A_SetScale(scalex+frandom(0.03,0.08),scalex)
	"####" "#" 1 A_FadeOut(0.1)
	"####" "#" 1 A_SetScale(scalex+frandom(0.03,0.08),scalex)
	"####" "#" 1 A_FadeOut(0.1)
	"####" "#" 1 A_SetScale(scalex+frandom(0.03,0.08),scalex)
	"####" "#" 1 A_FadeOut(0.1)
	"####" "#" 1 A_SetScale(scalex+frandom(0.03,0.08),scalex)
	"####" "#" 1 A_FadeOut(0.1)
	Stop
	}
}

ACTOR HL2FX_BloodSpit Replaces Blood
{
	+CLIENTSIDEONLY
	+NOGRAVITY
	Scale 0.5
	States
	{
	Spawn:
	TNT1 A 0
	TNT1 AAA 0 A_SpawnItemEx ("HL2FX_BloodImpact",0,0,5,random(-1,1),random(-1,1),random(-1,1),0,SXF_NOCHECKPOSITION)
	TNT1 AA 0 A_SpawnItemEx ("HL2FX_Blood",0,0,5,random(-5,5),random(-5,5),random(0,5),0,SXF_NOCHECKPOSITION)
	Stop
	}
}

ACTOR HL2FX_Blood
{
	+CLIENTSIDEONLY
	+CORPSE
	+NOCLIP
	States
	{
	Spawn:
	"####" "#" 1 NoDelay A_SpawnItemEx ("HL2FX_BloodTrail")
	Loop
	Crash:
	TNT1 A 0 A_PlaySound("blood/shot",CHAN_AUTO,0.3)
	TNT1 A 1
	Stop
	}
}

ACTOR HL2FX_BloodTrail
{
	+CLIENTSIDEONLY
	+CORPSE
	RenderStyle Subtract
	Gravity 0.3
	Alpha 0.8
	Scale 0.1
	States
	{
	Spawn:
	"####" "#" 0 A_SetScale(scalex-frandom(0.01,0.03))
	_B__ AEBF 0 A_Jump(240,"Spawn2")
	Goto Spawn2
	Spawn2:
	"####" "#" 1 A_SetScale(scalex,scalex)
	"####" "#" 0 A_SetScale(scalex-frandom(0.005,0.01),scaley)
	"####" "#" 0 A_FadeOut(0.1)
	"####" "#" 0 A_JumpIf (scalex <= 0, "Crash")
	Loop
	Crash:
	TNT1 A 1
	Stop
	}
}