// *** MODIFIED BY CHEBMASTER
// I mark most important places modified by me with //***Che -- unless I forget to.




// NOTE #3: BD_CheckBloodIntensity now also checks for the slaughtercount 
//   and forces LowBlood if it is over 1200.
//  -- in case I forgot a slaughtercheck or a CMF_TRACKOWNER somewhere



//All the liquid gore stuff goes here.


//Hit puff actor

actor Green_Blood: FBD_Blood
{
translation "168:191=112:127", "16:47=123:127"
Decal GreenBloodSplat
	 states
	 {
	  Spawn:
			BSPR A 0
			TNT1 A 0 A_CustomMissile ("GreenSuperGoreMistTiny", 0, 0, random (0, 360), 2, random (0, 90))
			TNT1 A 0 A_JumpIf(waterlevel > 1, "Splash")
			TNT1 A 0 A_JumpIfInTargetInventory("IAmSfestMonster", 1, "LowBlood")
			TNT1 A 0 A_PlaySound("misc/XDeath5Green")
			TNT1 A 0 ACS_NamedExecuteWithResult("BD_CheckBloodIntensity")
			TNT1 A 0 A_CustomMissile ("GreenWaterBloodCHecker", 7, 0, random (0, 360), 2, random (30, 60))
		Spawn2:
			TNT1 A 0 A_CustomMissile ("Green_FlyingBlood", 7, 0, random (0, 360), 2, random (30, 60))
			TNT1 A 0 A_CustomMissile ("Green_FlyingBloodTrail", 0, 0, random (0, 360), 2, random (20, 90))
			Goto LowBlood
		Splash:
			BLOD A 0
			TNT1 AAA 0 A_CustomMissile ("GreenUnderblood1", 7, 0, random (0, 360), 2, random (30, 150))
			stop
		LotsOfBlood:
		   TNT1 A 0
		   
		   TNT1 AAAA 0 A_CustomMissile ("GreenBloodMistSmall", 0, 0, random (0, 360), 2, random (0, 90))
		   TNT1 AAAAA 0 A_CustomMissile ("Green_FlyingBlood", 7, 0, random (0, 360), 2, random (30, 70))
		   TNT1 A 0 A_CustomMissile ("SuperWallGreenBlood", 0, 0, random (0, 360), 2, random (-15, 15))
		   TNT1 AAAA 0 A_CustomMissile ("Green_FlyingBloodTrail", 0, 0, random (0, 360), 2, random (0, 90))
		   Goto LowBlood
		AbsurdBlood:
		   TNT1 A 2
		   TNT1 AAAA 0 A_CustomMissile ("SuperWallGreenBlood", 0, 0, random (0, 360), 2, random (-15, 15))
		   TNT1 A 0 A_JumpIfInventory("AnimuGore", 1, "AnimuGore")
		   TNT1 AA 0 A_CustomMissile ("GreenBloodMist", 0, 0, random (0, 360), 2, random (0, 90))
		   TNT1 AAA 0 A_CustomMissile ("Green_FlyingBloodMuchFaster", 7, 0, random (0, 360), 2, random (10, 50))
		   TNT1 A 0 A_CustomMissile ("Green_FlyingBloodMuchFaster", 7, 0, random (0, 360), 2, random (40, 60))
		   TNT1 A 0 A_CustomMissile ("GreenBloodMistSmall", 7, 0, random (0, 360), 2, random (30, 90))
		   TNT1 A 0 A_CustomMissile ("GreenSuperGoreMist", 0, 0, random (0, 360), 2, random (10, 90))
		   TNT1 AAAAA 0 A_CustomMissile ("Green_FlyingBlood", 7, 0, random (0, 360), 2, random (30, 70))
		   TNT1 AAA 0 A_CustomMissile ("GreenBloodMistSpray", 0, 0, random (0, 360), 2, random (20, 90))
		   Goto LowBlood
		AnimuGore:
		   TNT1 AAA 0 A_CustomMissile ("Green_FlyingBloodMuchFaster", 7, 0, random (0, 360), 2, random (10, 50))
		   TNT1 A 0 A_CustomMissile ("SuperWallGreenBlood", 0, 0, random (0, 360), 2, random (-15, 15))
		   TNT1 A 0 A_CustomMissile ("Green_FlyingBloodMuchFaster", 7, 0, random (0, 360), 2, random (40, 60))
		   TNT1 AAAAAAA 0 A_CustomMissile ("Green_FlyingBlood", 7, 0, random (0, 360), 2, random (30, 70))
		   TNT1 AAAAAAAAA 0 A_CustomMissile ("XDeath1Green", 0, 0, random (0, 360), 2, random (40, 80))
		   TNT1 A 0 A_CustomMissile ("GreenSuperGoreSpawner", 0, 0, random (0, 360), 2, random (10, 90))
		   TNT1 AAAAA 0 A_CustomMissile ("GreenBloodMistSpray", 0, 0, random (0, 360), 2, random (20, 90))
		   Goto LowBlood
		LowBlood:
			TNT1 A 0
			BSPR BCDEFGHIJJJ 1
			Stop
	 }
}



//Base flying blood actor. Leaves bloodspots on the floor
ACTOR Green_FlyingBlood: FBD_FlyingBlood 
{
	translation "168:191=112:127", "16:47=123:127"
	Decal GreenBloodSplat
    States
    {
		 Spawn:
			TNT1 A 0
			TNT1 A 0 A_JumpIf(waterlevel > 1, "Splash")
			TNT1 A 0 A_Jump(256, "Spawn1", "Spawn2", "Spawn3", "Live")
		 Spawn1:
			TNT1 A 0
			TNT1 A 0 A_SetScale(-0.4, 0.4)
			Goto live
		
		Spawn2:
			TNT1 A 0
			TNT1 A 0 A_SetScale(-0.45, -0.45)
			Goto live
			
		Spawn3:
			TNT1 A 0
			TNT1 A 0 A_SetScale(0.5, -0.5)
			Goto live		
				
		 Live:
			BLHT BCDEFG 1
			TNT1 A 0 
			BLHT HHHHH 100 A_JumpIf(waterlevel > 1, "Splash")
			Stop	
		
		Splash:
			BLOD A 0
			TNT1 A 0 A_JumpIfInTargetInventory("IAmSfestMonster", 1, "NoSpawn")
			TNT1 A 0 A_SpawnItem ("GreenUnderblood2")
			stop
			
		Death:
			TNT1 A 0
			TNT1 A 0 A_PlaySound("blooddrop2")
			TNT1 A 0 A_JumpIfInTargetInventory("IAmSfestMonster", 1, "NoSpawn")
			TNT1 A 0 A_CheckFloor("DeathFloor")
			TNT1 A 1
			Stop
  
		DeathFloor:
			//***Che
			TNT1 A 0
			TNT1 A 0 ACS_NamedExecuteAlways("FBD_CheckFloorIsLava")
			XDT1 E 2
			TNT1 A 0 A_JumpIfInventory("IsOverLava", 1, "LandOnLava")
			
			//TNT1 A 0
			TNT1 A 0 A_SpawnItemEx ("Green_BloodSpot",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION |  SXF_TRANSFERTRANSLATION,0)
			TNT1 A 0 A_PlaySound("blooddrop2")
		    XDT1 FGHIJKL 2 //EFGHIJKL 2
			Stop
			
		NoSpawn:
			TNT1 A 0
			Stop
			
    }
}


//Faster version used in some specific cases
ACTOR Green_FlyingBloodMuchFaster: Green_FlyingBlood
{
	 Scale 1.0
	 Speed 8
}


actor Green_FlyingBloodTrail: Brutal_FlyingBloodTrail 
{
translation "168:191=112:127", "16:47=123:127"
Decal GreenBloodSplat
	states
	{
	  Spawn:
		  TNT1 A 0 A_JumpIf(waterlevel > 1, "Splash")
		  BLHT BCDEFG 1
		  BLHT HHHHHHHHH 1 A_FadeOut(0.02)
		  stop
	  
	Death:
		TNT1 A 0
		Stop

	Splash:
        BLOD A 0
		TNT1 A 0 A_SpawnItem ("GreenUnderblood2")
        stop

 }
}

//***Che
actor Green_FlyingBloodTrailNoDecal: Green_FlyingBloodTrail {
	+NODECAL
}


actor Green_FlyingBloodFaster: Green_FlyingBloodTrail
{
Speed 4
 states
 {
  Spawn:
	  TNT1 A 0 A_JumpIf(waterlevel > 1, "Splash")
	  BLOD ABCDEFFFFFF 3
	  stop
 }
}


ACTOR Green_FlyingBloodFake: Brutal_FlyingBloodFake 
{
translation "168:191=112:127", "16:47=123:127"
Decal GreenBloodSplat
    States
    {
     Spawn:
	    TNT1 A 0 A_JumpIf(waterlevel > 1, "Splash")
		BLOD KKKKKKKKKKKK 1 A_FadeOut(0.05)
        Stop
	Splash:
        BLOD A 0
		TNT1 A 0 A_JumpIfInTargetInventory("IAmSfestMonster", 1, "NoSpawn")
		TNT1 A 0 A_SpawnItem ("GreenUnderblood2")
        stop
	Death:
	    TNT1 A 10
		Stop
    }
}

ACTOR Green_FlyingBloodFakeNoDecal: Green_FlyingBloodFake { decal "none"}



actor GreenBloodMist : FBD_Bloodmist
{
translation "168:191=112:127", "16:47=123:127"
Decal GreenBloodSplat
}


actor GreenBloodMistBig : BloodMistBig
{
translation "168:191=112:127", "16:47=123:127"
Decal GreenBloodSplat
}

actor GreenBloodMistSmall : BloodMistSmall
{
translation "168:191=112:127", "16:47=123:127"
Decal GreenBloodSplat
}

actor GreenBloodMistExtraBig :BloodMistExtraBig
{
translation "168:191=112:127", "16:47=123:127"
Decal GreenBloodSplat
}

//More wattery version
actor GreenBloodMistSpray : BloodMistSpray
{
translation "168:191=112:127", "16:47=123:127"
Decal GreenBloodSplat
}

actor GreenBloodMistChainsaw : BloodMistChainsaw
{
translation "168:191=112:127", "16:47=123:127"
Decal GreenBloodSplat
}



/////////////////////// BLOOD SPOTS //////////////////////////

//base bloodspot actor
ACTOR Green_BloodSpot: Brutal_Bloodspot
{
	translation "168:191=112:127", "16:47=123:127"
	Decal GreenBloodSplat
}


//a special flying blood actor that spawns muddy water pools over liquids
ACTOR GreenWaterBloodCHecker: WaterBloodCHecker
{

	Decal none
	States
    {
		Spawn:
			TNT1 A 5
			Loop
		Death:
			TNT1 A 0
//***Che		
			TNT1 A 0 ACS_NamedExecuteAlways("BD_CheckIfOverLiquid") //"BD_CheckIfOverLiquid")	
			TNT1 A 5
			TNT1 A 0 A_JumpIfInventory("IsOverWater", 1, "IsOverLiquid")
			TNT1 A 0 A_JumpIfInventory("IsOverSlime", 1, "IsOverLiquid")
			TNT1 A 0 A_JumpIfInventory("IsOverBlood", 1, "IsOverLiquid")
//***Che		
			TNT1 A 0 A_JumpIfInventory("IsOverLava", 1, "IsOverLava")				
			TNT1 A 10
			Stop
			
		IsOverLiquid:
			TNT1 A 1
			TNT1 A 0 A_CheckFloor("SpawnOnWater")
			TNT1 A 2
			Stop
			
		SpawnOnWater:
			TNT1 A 1
			TNT1 A 0 A_SpawnItem ("GreenWaterBloodSpot", 5)
			Stop
// Methods IsOverLava, LandOnLava: see the parent class			
    }
}

//muddy water bloodspot actor
ACTOR GreenWaterBloodSpot: WaterBloodSpot
{
//Renderstyle Shaded
StencilColor "0 55 00"
Decal GreenBloodSplat
 states
 {
	Spawn:
		BPDL E 1 A_FadeOut(0.9)
		BPDL EEEEEEEEEEEEEEEEEEEE 4 A_FadeIn(0.02)
		BPDL E 100
		BPDL EEEEEEEEEEEEEEEEEEEE 4 A_FadeOut(0.02)
		Stop
 }
}

//bigger bloodsplat 
actor GreenGiantBloodSpot: GiantBloodSpot
{
Scale 1.1
translation "168:191=112:127", "16:47=123:127"
Decal GreenBloodSplat
}


actor GreenMinuscleBloodSpot: Green_BloodSpot {Scale 0.25}
actor GreenBigBloodSpot: GreenGiantBloodSpot { Scale 0.7}
actor GreenMediumBloodSpot: GreenGiantBloodSpot { Scale 0.4}
actor GreenMediumBloodSpot2: GreenGiantBloodSpot{ Scale 0.4}


//Big version spawned by XDeath animations
ACTOR SplatteredGreenSmall: Green_BloodSpot
{
translation "168:191=112:127", "16:47=123:127"
Decal GreenBloodSplat
}

//Big version spawned by XDeath animations of bigger enemies
ACTOR SplatteredGreenLarge: Green_BloodSpot
{
	translation "168:191=112:127", "16:47=123:127"
	Decal GreenBloodSplat
	states
	{
		Spawn:
		   TNT1 A 0
		   TNT1 A 0 A_JumpIf(waterlevel > 1, "Splash")
		   TNT1 A 0 A_CheckFloor("Live")
		   Goto Splash
		   
		  Live: 
			TNT1 A 0
			//***Che
			TNT1 A 0 ACS_NamedExecuteAlways("BD_CheckIfOverLiquid") //"BD_CheckIfOverLiquid")//Check if is under a liquid
			TNT1 A 4
			TNT1 A 0 A_JumpIfInventory("IsOverWater", 1, "GreenWaterBloodSpot")
			TNT1 A 0 A_JumpIfInventory("IsOverSlime", 1, "GreenWaterBloodSpot")
			//TNT1 A 0 A_JumpIfInventory("IsOverlava", 1, "GreenWaterBloodSpot")
			//***Che
			TNT1 A 0 A_JumpIfInventory("IsOverLava", 1, "LandOnLava")
			TNT1 A 0 A_SpawnItemEx ("BootSmearerGreen",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)
			TNT1 A 0 A_QueueCorpse
			BPDL A -1
			Stop
			
		 GreenWaterBloodSpot:
			TNT1 A 0
			TNT1 A 0 A_SpawnItem("GreenWaterBloodSpot")
			Stop
		LandOnLava:	//***Che
			TNT1 A 0
			TNT1 A 0 A_SpawnItemEx("GoreLandingOnLava", 0, 0)
			TNT1 A 0 
			Stop	
 }
}



//A blood pool spawned by regular enemy deaths.

actor GreenGrowingBloodPool: GrowingBloodPool
{
translation "168:191=112:127", "16:47=123:127"
Decal GreenBloodSplat
	states
		 {
		 Spawn:
			TNT1 A 0 A_JumpIf(waterlevel > 1, "Splash")
			//***Che
			TNT1 A 0 ACS_NamedExecuteAlways("FBD_CheckFloorIsLava")
			TNT5 A 4
			TNT1 A 0 A_JumpIfInventory("IsOverLava", 1, "LandOnLava")
			
			//TNT5 A 1
			TNT1 A 0 A_SpawnItemEx ("BootSmearerGreen",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)
			TNT5 A 0 A_QueueCorpse
			TNT5 A 1 A_SetScale(0.33, 0.33)
			TNT5 A 1 A_SetScale(0.36, 0.36)
			TNT5 A 1 A_SetScale(0.39, 0.39)
			TNT5 A 1 A_SetScale(0.42, 0.42)
			TNT5 A 1 A_SetScale(0.45, 0.45)
			TNT5 A 1 A_SetScale(0.48, 0.48)
			TNT5 A 1 A_SetScale(0.50, 0.50)

			TNT5 A 2 A_SetScale(0.53, 0.53)
			TNT5 A 2 A_SetScale(0.56, 0.56)
			TNT5 A 2 A_SetScale(0.59, 0.59)
			TNT5 A 2 A_SetScale(0.62, 0.62)
			TNT5 A 2 A_SetScale(0.65, 0.65)
			TNT5 A 2 A_SetScale(0.68, 0.68)
			TNT5 A 2 A_SetScale(0.70, 0.70)


			TNT5 A 3 A_SetScale(0.73, 0.73)
			TNT5 A 3 A_SetScale(0.76, 0.76)
			TNT5 A 3 A_SetScale(0.79, 0.79)
			TNT5 A 3 A_SetScale(0.82, 0.82)
			TNT5 A 3 A_SetScale(0.85, 0.85)
			TNT5 A 3 A_SetScale(0.88, 0.88)
			TNT5 A 3 A_SetScale(0.90, 0.90)

			TNT5 A 3 A_SetScale(0.93, 0.93)
			TNT5 A 3 A_SetScale(0.96, 0.96)
			TNT5 A 3 A_SetScale(0.99, 0.99)
			TNT5 A 3 A_SetScale(1.02, 1.02)
			TNT5 A 3 A_SetScale(1.05, 1.05)
			TNT5 A 3 A_SetScale(1.08, 1.08)
			TNT5 A 3 A_SetScale(1.11, 1.11)
		  
		 Live:
		  TNT5 A 900//duration
		  TNT1 A 0 A_JumpIfInventory("lowgraphicsmode", 1, "Splash")
		  TNT5 A -1
		  Stop
		Splash:
		  BLOD A 0
		  stop
		  }
}




//A decorative kind of flying blood spawned by arterial blood
ACTOR Green_LiquidBlood: Brutal_LiquidBlood 
{
 decal "GreenBloodSmearSmall"
 translation "168:191=112:127", "16:47=123:127"
     States
    {
		Spawn:
			TNT1 A 0
			TNT1 A 0 A_JumpIfInTargetInventory("IAmSfestMonster", 1, "SlaughterErsatz") 
			TNT1 A 0 A_CustomMissile ("Green_FlyingBloodTrail", 10, 0, random (0, 360), 2, random (0, 90))
			BLOD AAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_SpawnItem("Green_LiquidBloodTrail")
			Stop
		//***Che: commenting Death out, using parent method	
//	 Death:
//  	   TNT1 A 0 A_PlaySound("blooddrop2")
//	   XDT1 FGHIJKL 2
//	   TNT1 A 0
//     Stop

    }
}

//Faster version, leaves no decals. Used to prevent decal overflow
ACTOR Green_LiquidBlood2: Green_LiquidBlood 
{
	speed 4
	scale 0.4
	gravity 0.6
	decal "None"
	+NODECAL
	States {
		Spawn:
			TNT1 A 0
			TNT1 A 0 A_JumpIfInTargetInventory("IAmSfestMonster", 1, "SlaughterErsatz") 
			TNT1 A 0 A_CustomMissile ("Green_FlyingBloodTrailNoDecal", 10, 0, random (0, 360), 2, random (0, 90))
			BLOD AAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_SpawnItem("Green_LiquidBloodTrailNoDecal")
			Stop	
	}
}

//Very fast version
ACTOR Green_LiquidBloodFast: Green_LiquidBlood2
{
 speed 8
}

//This version leaves a bloodspot
ACTOR Green_LiquidBlood3: Green_FlyingBlood 
{
Speed 3
translation "168:191=112:127", "16:47=123:127"
Decal GreenBloodSplat
    States
    {
	 Death:
  	   TNT1 A 0 A_PlaySound("blooddrop2")
	   TNT1 A 0 A_CheckFloor("SpawnFloor")
	   TNT1 A 4
	   Stop
	  
	 SpawnFloor:
	   tnt1 a 0 A_SPawnItem("Green_BloodSpot")
	   XDT1 FGHIJKL 2
	   TNT1 A 0
       Stop
    }
}


//Decorative trails
ACTOR Green_LiquidBloodTrail: Brutal_LiquidBloodTrail 
{
	translation "168:191=112:127", "16:47=123:127"
	Decal GreenBloodSplat
}

ACTOR Green_LiquidBloodTrailNoDecal: Green_LiquidBloodTrail 
{
	+NODECAL
}

//An actor that will spawn multiple arterial blood actors
/* never used anywhere
ACTOR GreenArterialBloodSpray 
{
 Speed 0
 +CLIENTSIDEONLY
 +NOINTERACTION
    States
    {
     Spawn:
	 TNT1 A 0
	 TNT1 A 0 A_stop
		TNT1 AAAA 2 A_CustomMissile ("Green_LiquidBlood2", 0, 0, 0, 2, random (0, 60))
		TNT1 A 6
		TNT1 A 2 A_CustomMissile ("Green_LiquidBlood2", 0, 0, 0, 2, random (0, 60))
		TNT1 A 6
		TNT1 A 2 A_CustomMissile ("Green_LiquidBlood2", 0, 0, 0, 2, random (0, 60))
		TNT1 A 6
		TNT1 A 2 A_CustomMissile ("Green_LiquidBlood2", 0, 0, 0, 2, random (0, 60))
		TNT1 A 6
		TNT1 A 2 A_CustomMissile ("Green_LiquidBlood2", 0, 0, 0, 2, random (0, 60))
		TNT1 A 9
		TNT1 A 2 A_CustomMissile ("Green_LiquidBlood2", 0, 0, 0, 2, random (0, 60))
		TNT1 A 9
		TNT1 A 2 A_CustomMissile ("Green_LiquidBlood2", 0, 0, 0, 2, random (0, 60))
		TNT1 A 9
		TNT1 A 2 A_CustomMissile ("Green_LiquidBlood2", 0, 0, 0, 2, random (0, 60))
		TNT1 A 9
		TNT1 A 2 A_CustomMissile ("Green_LiquidBlood2", 0, 0, 0, 2, random (0, 60))
		TNT1 A 12
		TNT1 A 2 A_CustomMissile ("Green_LiquidBlood2", 0, 0, 0, 2, random (0, 60))
		TNT1 A 12
		TNT1 A 2 A_CustomMissile ("Green_LiquidBlood2", 0, 0, 0, 2, random (0, 60))
		TNT1 A 16
		TNT1 A 2 A_CustomMissile ("Green_LiquidBlood2", 0, 0, 0, 2, random (0, 60))
		TNT1 A 19
		TNT1 A 2 A_CustomMissile ("Green_LiquidBlood2", 0, 0, 0, 2, random (0, 60))
       Stop
    }
}
*/


/////////////////// CEILING BLOOD //////////////////////////

//Launches bloodspots on the ceiling
ACTOR GreenCeilBloodLauncher: CeilBloodLauncher
{
translation "168:191=112:127", "16:47=123:127"
Decal GreenBloodSplat
    States
		{
		 Death:
			TNT1 A 0
			TNT1 A 0 A_CheckCeiling("IsOnCeil")
			TNT1 A 0
			stop
			
		 IsOnCeil:
			TNT1 A 0
			TNT1 A 1 A_SpawnItem("GreenCeilBloodSpot",0,0,0,1)
			Stop
		}
}

//Longer version (for extreme deaths)
ACTOR GreenCeilBloodLauncherLong: GreenCeilBloodLauncher
{
    States
    {
		 Spawn:
			TNT1 A 0 A_JumpIf(waterlevel > 1, "Splash")
			TNT1 A 12
			Stop
    }
}

// The Ceil Blood Spot
actor GreenCeilBloodSpot: CeilBloodSpot
{
translation "168:191=112:127", "16:47=123:127"
Decal GreenBloodSplat
	states
	{
		Spawn:
		  BPDL A 1
		  TNT1 A 0 A_QueueCorpse
		  TNT1 A 0 A_SpawnItem ("DripingGreenBloodLeavesSmallPool")
		  TNT1 A 0 A_SpawnItem ("GreenCeilBloodTinyBloodSpawner")
		Live:	
		  BPDL A 5 ThrustThingZ(0, 20, 0, 1)
		  Loop
			}
}

//Bigger version of a ceil blood spot, usually left by sticky gibs.
actor GreenCeilBloodSpotLarge: GreenCeilBloodSpot
{
translation "168:191=112:127", "16:47=123:127"
Decal GreenBloodSplat
}

//These are the actors that spawns blood drips. They are separate from the bloodspots so the sticky gibs can spawn them separately.

//Small blood drips spawner, usually caused by regular blood touching the ceiling.
ACTOR GreenCeilBloodTinyBloodSpawner: CeilBloodTinyBloodSpawner
{
	 States
		{
		 Spawn:
			  TNT1 A 0
			  TNT1 A 1 A_SpawnItemEx ("DripingGreenBloodLeavesSmallPool", random (-5, 5), random (-5, 5), 0, 0, 0, -5)
			  TNT1 AAAAAAAAAAAAAA 5 A_SpawnItemEx ("GreenBloodDripingFromCeiling", random (-5, 5), random (-5, 5), 0, 0, 0, -5)
			  TNT1 AAAAAAAAAAAAAA 10 A_SpawnItemEx ("GreenBloodDripingFromCeiling", random (-5, 5), random (-5, 5), 0, 0, 0, -5)
			  TNT1 AAAAAAAAAAAAAA 16 A_SpawnItemEx ("GreenBloodDripingFromCeiling", random (-5, 5), random (-5, 5), 0, 0, 0, -5)
			  TNT1 AAAAAAAAAAAAAA 24 A_SpawnItem ("GreenBloodDripingFromCeiling")
			  stop
		}
}

//Large blood drips spawner, usually caused by huge chunks of meat getting stuck on the ceiling.
ACTOR GreenCeilBloodLargeBloodSpawner: Green_FlyingBlood
{
	+NOGRAVITY
	+THRUACTORS
	+NOCLIP
	Scale 0.5
	 States
		{
		 Spawn:
			  TNT1 A 0
			  TNT1 A 1 A_SpawnItemEx ("DripingGreenBloodLeavesSmallPool", random (-5, 5), random (-5, 5), 0, 0, 0, -5)
			  TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 3 A_SpawnItemEx ("GreenBloodDripingFromCeilingBig", random (-5, 5), random (-5, 5), 0, 0, 0, -5)
			  TNT1 AAAAAAAAAAAAAA 10 A_SpawnItemEx ("GreenBloodDripingFromCeilingBig", random (-5, 5), random (-5, 5), 0, 0, 0, -5)
			  TNT1 AAAAAAAAAAAAAA 15 A_SpawnItemEx ("GreenBloodDripingFromCeiling", random (-5, 5), random (-5, 5), 0, 0, 0, -5)
			  TNT1 AAAAAAAAAAAAAA 20 A_SpawnItemEx ("GreenBloodDripingFromCeiling", random (-5, 5), random (-5, 5), 0, 0, 0, -5)
			  stop 
		}
}

//This is the actual blood driping from the ceiling actor
ACTOR GreenBloodDripingFromCeiling: BloodDripingFromCeiling
{
translation "168:191=112:127", "16:47=123:127"
Decal GreenBloodSplat
}

//This is a bigger and denser version of the blood drip, droped by sticky gibs
ACTOR GreenBloodDripingFromCeilingBig: BloodDripingFromCeiling
{
translation "168:191=112:127", "16:47=123:127"
Decal GreenBloodSplat
}

//This is the first drip spawned by the drip spawners, which leaves a small blood pool
ACTOR DripingGreenBloodLeavesPool: DripingBloodLeavesPool
{
translation "168:191=112:127", "16:47=123:127"
Decal GreenBloodSplat
    States
    {
		Spawn:
		   TNT1 A 0 A_JumpIf(waterlevel > 1, "Splash")
			BLUD Z 4
			loop
		Death:
			//***Che
			TNT1 A 0
			TNT1 A 0 ACS_NamedExecuteAlways("FBD_CheckFloorIsLava", 0, 0, 0, 0)
			XDT1 E 3
			TNT1 A 0 A_JumpIfInventory("IsOverLava", 1, "LandOnLava")
			
			//original
			//TNT1 A 0
			TNT1 A 0 A_SpawnItem("GreenMediumBloodSpot")
			TNT1 A 0 A_PlaySound("blooddrop2")
			XDT1 FGHIJKL 2 //EFGHIJKL 2
			stop
    }
}

//Just like above, but leaves a smaller pool
ACTOR DripingGreenBloodLeavesSmallPool: DripingBloodLeavesSmallPool
{
translation "168:191=112:127", "16:47=123:127"
Decal GreenBloodSplat
States
{
     Death:
		//***Che
		TNT1 A 0
		TNT1 A 0 ACS_NamedExecuteAlways("FBD_CheckFloorIsLava", 0, 0, 0, 0)
		XDT1 E 3
		TNT1 A 0 A_JumpIfInventory("IsOverLava", 1, "LandOnLava")
		
		//original
		//TNT1 A 0
		TNT1 A 0 A_SpawnItem("GreenMinuscleBloodSpot")
		TNT1 A 0 A_PlaySound("blooddrop2")
        XDT1 FGHIJKL 2 //EFGHIJKL 2
        stop
    }
}

//An invisible projectile only used to spawn bloodsplats on the walls, usually spawned by extreme deaths.
ACTOR WallGreenBlood: WallRedBlood
{
translation "168:191=112:127", "16:47=123:127"
Decal GreenBloodSmearer
    States
    {
		Spawn:
			TNT1 A 0
			TNT1 A 0 A_JumpIfInTargetInventory("IAmSfestMonster", 1, "Vanish")
			TNT1 A 0 A_JumpIf(waterlevel > 1, "Splash")
			TNT1 ABCD 4
			loop
		Splash:
			BLOD A 0
			stop
		 Death:
			TNT1 A 3
			stop
    }
}

//This one spawns an even bigger decal
ACTOR SuperWallGreenBlood: WallRedBlood
{
translation "168:191=112:127", "16:47=123:127"
Decal GreenBloodSuper
}


//This one spawns a ridiculously bigger decal, used by BFG extreme deaths
ACTOR GiantWallGreenBlood: WallGreenBlood
{
translation "168:191=112:127", "16:47=123:127"
Decal GreenBloodGiant
}

//Spawns giant blood decals all around the area. Used in Green Doom's BFG deaths.
Actor GreenBloodSplinter
{
	+THRUACTORS
	+CLIENTSIDEONLY
	States
		{
			 Spawn:
			   TNT1 A 0 A_JumpIf(waterlevel > 1, "Splash")
			   TNT1 A 0 A_CustomMissile ("GiantWallGreenBlood", 40, 0, 0, 2, random (0, 35))
			   TNT1 A 0 A_CustomMissile ("GiantWallGreenBlood", 40, 0, 45, 2, random (0, 35))
			   TNT1 A 0 A_CustomMissile ("GiantWallGreenBlood", 40, 0, 90, 2, random (0, 35))
			   TNT1 A 0 A_CustomMissile ("GiantWallGreenBlood", 40, 0, 135, 2, random (0, 35))
			   TNT1 A 0 A_CustomMissile ("GiantWallGreenBlood", 40, 0, 180, 2, random (0, 35))
			   TNT1 A 0 A_CustomMissile ("GiantWallGreenBlood", 40, 0, 225, 2, random (0, 35))
			   TNT1 A 0 A_CustomMissile ("GiantWallGreenBlood", 40, 0, 270, 2, random (0, 35))
			   TNT1 A 0 A_CustomMissile ("GiantWallGreenBlood", 40, 0, 315, 2, random (0, 35))
			   Stop
			
			Splash:
				BLOD A 0
				stop
		}
}


//Spawned by BD's kicked heads  to spawn blood decals and make the head bounce sound.
ACTOR ShortWallGreenBlood: WallGreenBlood
{
 speed 2
 Gravity 1
 Radius 24
 Height 12
    States
    {
     Spawn:
       TNT1 A 0 A_JumpIf(waterlevel > 1, "Splash")
        TNT1 A 3
        Stop
	Death:
	    TNT1 AAAAAAAAAAAAAAAAAA 0 A_CustomMissile ("Green_FlyingBloodFakeNoDecal", 0, 0, random (0, 360), CMF_AIMDIRECTION, random (0, 90))
		TNT1 A 0 A_SpawnItem("Green_BloodSpot",0,0,0,1)
		TNT1 A 0 A_PlaySound("HEDBON")
	    TNT1 A 20
		Stop
	}
}





//Blood actors spawned underwater
ACTOR GreenUnderblood1: Underblood1
{
translation "168:191=112:127", "16:47=123:127"
}

//Shorter version
ACTOR GreenUnderblood2: GreenUnderblood1
{
 scale 0.7
 speed 0
}
//Bigger version that moves, used for gibbing.
ACTOR GreenUnderblood3: GreenUnderblood1
{
 scale 2.2
 speed 2
 Alpha 0.3
}


//Big blood mists


actor GreenSuperGore: SuperGore
{
	translation "168:191=112:127", "16:47=123:127"
	Decal GreenBloodSplat
}


Actor GreenSuperGoreMist: SuperGoreMist
{
	translation "168:191=112:127", "16:47=123:127"
	Decal GreenBloodSplat
}


//Used on bullet hit impacts
Actor GreenSuperGoreMistTiny: SuperGoreMistTiny
{
	translation "168:191=112:127", "16:47=123:127"
	Decal GreenBloodSplat
}

actor BigGreenSuperGore: BigSuperGore
{
	translation "168:191=112:127", "16:47=123:127"
	Decal GreenBloodSplat
}


actor GiantGreenSuperGore: GiantSuperGore
{
	translation "168:191=112:127", "16:47=123:127"
	Decal GreenBloodSplat
}


//Spawners for the GreenSuperGore thing
Actor GreenSuperGoreSpawner: SuperGoreSpawner
{
	states
	{
	Spawn:
		TNT1 A 3
		TNT1 AAA 3 A_CustomMissile("GreenSuperGore", 7, 0, random (0, 360), 2, random (30, 60))
		Stop
	}
}

Actor GreenSuperGoreSpawner2: SuperGoreSpawner
{
	states
	{
	Spawn:
		TNT1 A 3
		TNT1 AAAAA 3 A_CustomMissile("GreenSuperGore", 7, 0, random (0, 360), 2, random (30, 60))
		Stop
	}
}



//Bloody footprints still requires the player to be edited to work.
//Gives the player an inventory item to indicate the feet are smeaGreen.
ACTOR BootSmearerGreen: BootSmearerRed
{
	 states
	 {
	 Spawn:
		//***Che
		TNT1 A 0 NODELAY A_QueueCorpse
		TNT1 A 0 ACS_NamedExecuteAlways("FBD_CheckFloorIsLava", 0, 0, 0, 0)
		TNT1 A 2
		TNT1 A 0 A_JumpIfInventory("IsOverLava", 1, "LandOnLava")	 
		
		//TNT1 A 0		

		TNT1 A 0
		 TNT1 A 1 A_Look
		 Goto See
	LandOnLava:	
		TNT1 A 1 
		Stop	  
	 See:
		 TNT1 A 1 A_Chase("","")
		 TNT1 A 0 A_Die("LookForPlayer")
	 Death:	
	 Death.LookForPlayer:
		TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 8 A_JumpIfCloser(60, "SmearBootsWithGreenBlood")
		Stop
	SmearBootsWithGreenBlood:
		TNT1 A 0 A_GiveToTarget("BootsSmearedWithGreenBlood", 8)
		BPDL A 0
		Stop
	}
}

ACTOR GreenBloodFootPrintLeft: RedBloodFootPrintLeft
{
translation "168:191=112:127", "16:47=123:127"
}


ACTOR GreenBloodFootPrintRight: RedBloodFootPrintRight
{
translation "168:191=112:127", "16:47=123:127"
}




//Gib actors

ACTOR XDeath1Green: XDeath1
{
translation "168:191=112:127", "16:47=123:127"
Decal GreenBloodSuper
    States
    {
    Spawn:
	    TNT1 A 0 A_JumpIf(waterlevel > 1, "Underwater")
		BLOD AAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_SpawnItem("Green_LiquidBloodTrail")
        Stop
    Death:
        TNT1 A 0 A_SpawnItemEx ("Green_BloodSpot", 0, 0, 1)
		//***Che
		TNT1 A 0 ACS_NamedExecuteAlways("BD_CheckIfOverLiquid")//"BD_CheckIfOverLiquid")
		XDT1 EF 3
		TNT1 A 0 A_JumpIfInventory("IsOverLava", 1, "IsOverLava")		
		TNT1 A 0 A_JumpIfInventory("IsOverWater", 1, "IsOverLiquid")
		TNT1 A 0 A_JumpIfInventory("IsOverSlime", 1, "IsOverLiquid")
        XDT1 GHIJKL 3
        Stop
        TNT1 A 1
     Underwater:
	 Splash:
	    BLUD C 0 ThrustThingZ (0,35,1,0)
        XDT1 AB 3 A_CustomMissile ("Green_FlyingBloodTrail", 0, 0, random (0, 360), CMF_AIMDIRECTION, random (0, 360))
		BLUD C 0 ThrustThingZ (0,35,1,0)
		XDT1 CD 3 A_CustomMissile ("Green_FlyingBloodTrail", 0, 0, random (0, 360), CMF_AIMDIRECTION, random (0, 360))
        Loop
		
	IsOverLiquid:
		TNT1 A 1
		TNT1 A 0 A_CheckFloor("SpawnOnWater")
		
	SpawnOnWater:
		TNT1 A 1
		TNT1 A 0 A_SpawnItem ("GreenWaterBloodSpot", 5)
		Stop
	// methods IsOverLava, LandOnLava are inherited from parent	
    }
}

//A flying piece of meat
ACTOR XDeath2Green: XDeath2
{
translation "168:191=112:127", "16:47=123:127"
Decal GreenBloodSuper
    States
    {
		Spawn:
			TNT1 A 0 A_JumpIf(waterlevel > 1, "Splash")
			XMT1 ABCDEFGH 2 A_CustomMissile ("Green_FlyingBloodTrail", 0, 0, random (0, 360), CMF_AIMDIRECTION, random (0, 360))
			Loop
		Death:
			TNT1 AAAAAAA 0 A_CustomMissile ("Green_FlyingBloodTrail", 0, 0, random (0, 180), CMF_AIMDIRECTION, random (0, 180))
			TNT1 A 0 A_CheckFloor("SpawnFloor")
			TNT1 A 0 A_CheckCeiling("SpawnCeiling")
			TNT1 A 0 A_SpawnItem("SmearingXDeath2Green")
			Stop
			
		SpawnFloor:
			//***Che
			TNT1 A 0
			TNT1 A 0 ACS_NamedExecuteAlways("FBD_CheckFloorIsLava", 0, 0, 0, 0)
			XMT1 M 3
			TNT1 A 0 A_JumpIfInventory("IsOverLava", 1, "LandOnLava")
			
			//original
			//XMT1 M 1
			TNT1 A 0 A_QueueCorpse
			TNT1 A 0 A_SpawnItemEx ("Green_BloodSpot", 0, 0, 1)
			XMT1 M -1
			Stop
			
		SpawnCeiling:
			TNT1 A 0
			TNT1 A 0 A_SpawnItemEx ("CeilXDeath2Green", 0, 0, 1)
			TNT1 A 0 A_SpawnItemEx ("GreenCeilBloodSpotLarge", 0, 0, 1)
			Stop	
			
		Vanish:
			TNT1 A 5
			Stop
		// method LandOnLava inherited from parent	
    }
}


ACTOR XDeath2bGreen: XDeath2Green {	Speed 4 } //Low-range version.


//A piece of meat that has hit the wall, and now is slowly smearing
ACTOR SmearingXDeath2Green: SmearingXDeath2
{
	translation "168:191=112:127", "16:47=123:127"
	Decal GreenBloodSuper
    States
    {
		Spawn:
			XMT1 N 10
			TNT1 A 0 ThrustThingZ(0, 1, 1, 1)
			TNT1 A 0 A_Jump(256, "Spawn1", "Spawn2", "Spawn3", "Spawn4")

		Spawn1:
			XMT1 NNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNN 2 A_CheckFloor("Rest")
			Goto Death
		
		Spawn2:
			XMT1 NNNNNNNNNNNNNNNNNNNNNNNN 2 A_CheckFloor("Rest")
			Goto Death
		
		Spawn3:
			XMT1 NNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNN 2 A_CheckFloor("Rest")
			Goto Death
		
		Spawn4:
			XMT1 NNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNN 2 A_CheckFloor("Rest")
			Goto Death
			
		Death:
			TNT1 A 0
			TNT1 A 0 A_SpawnItem("XDeath2GreenNoStick")
			Stop
			
		Rest:
			//***Che
			TNT1 A 0
			TNT1 A 0 ACS_NamedExecuteAlways("FBD_CheckFloorIsLava", 0, 0, 0, 0)
			XMT1 M 2
			TNT1 A 0 A_JumpIfInventory("IsOverLava", 1, "LandOnLava")
			
			//original
			//XMT1 M 1
			TNT1 A 0 A_QueueCorpse
			TNT1 A 0 A_SpawnItem("Green_BloodSpot",0,0,0,1)
			XMT1 M -1
			Stop
			
		Vanish:
			TNT1 A 5
			Stop
		// method LandOnLava inherited from parent	
    }
}

//piece of meat that got stuck in the ceiling
actor CeilXDeath2Green: CeilXdeath2
{
	translation "168:191=112:127", "16:47=123:127"
	Decal GreenBloodSuper
	states
	{
		Spawn:
			TNT1 A 0
			TNT1 A 0 A_JUmp (255, "Live1", "Live2", "Live3")
			Goto Live1

		  Live1:
			  XMT1 IIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIII 5 ThrustThingZ(0, 20, 0, 1)
			  Goto Fall
		  
		  Live2:
			  XMT1 IIIIIIIIIIIIIIIIIIIIIIIII 5 ThrustThingZ(0, 20, 0, 1)
			  Goto Fall
		  
		  Live3:
			  XMT1 IIIIIIIIIIIIIIIII 5 ThrustThingZ(0, 20, 0, 1)
			  Goto Fall
		 Fall:
			  XMT1 F 0
			  XMT1 JJJKKLL 2
			  TNT1 A 0 A_SpawnItemEx("XDeath2GreenNoStick", 0, 0, 0, 0, 0, -1)
			  stop
		 Splash:
			  BLOD A 0
			  stop
		}
}

//piece of meat that got stuck on the ceiling/wall and now is falling
ACTOR XDeath2GreenNoStick: XDeath2NoStick
{
	translation "168:191=112:127", "16:47=123:127"
	Decal GreenBloodSplat
    States
    {
		Spawn:
			XMT1 FFFGGH 2
		Live:
			TNT1 A 0 A_JumpIf(waterlevel > 1, "Splash")
			TNT1 A 0 A_CheckFloor("Death")
			XMT1 ABCDEFGH 3 A_CustomMissile ("Green_FlyingBloodTrail", 0, 0, random (0, 360), CMF_AIMDIRECTION, random (0, 360))
			Loop
		Death:
			//***Che
			TNT1 A 0
			TNT1 A 0 ACS_NamedExecuteAlways("FBD_CheckFloorIsLava", 0, 0, 0, 0)
			XMT1 M 2
			TNT1 A 0 A_JumpIfInventory("IsOverLava", 1, "LandOnLava")			
			
			//original		
			TNT1 AAAAAAA 0 A_CustomMissile ("Green_FlyingBloodTrail", 0, 0, random (0, 360), CMF_AIMDIRECTION, random (20, 70))
			XMT1 M 1
			TNT1 A 0 A_QueueCorpse
			XMT1 M 3
			TNT1 A 0 A_SpawnItem("Green_BloodSpot",0,0,0,1)
			XMT1 M -1
			Stop
    }
}




//Variation of XDeath2Green
ACTOR XDeath3Green: XDeath3
{
	translation "168:191=112:127", "16:47=123:127"
	Decal GreenBloodSuper
    States
    {
		Spawn:
			TNT1 A 0 A_JumpIf(waterlevel > 1, "Splash")
			XMT2 ABCDEFGH 3 A_CustomMissile ("Green_FlyingBloodTrail", 0, 0, random (0, 360), CMF_AIMDIRECTION, random (0, 360))
			Loop
		Death:
			TNT1 AAAAAAA 0 A_CustomMissile ("Green_FlyingBloodTrail", 0, 0, random (0, 180), CMF_AIMDIRECTION, random (0, 180))
			TNT1 A 0 A_CheckFloor("SpawnFloor")
			TNT1 A 0 A_CheckCeiling("SpawnCeiling")
			TNT1 A 0 A_SpawnItem("SmearingXDeath3Green")
			Stop
			
		SpawnFloor:
			//***Che
			TNT1 A 0
			TNT1 A 0 ACS_NamedExecuteAlways("FBD_CheckFloorIsLava", 0, 0, 0, 0)
			XMT2 I 2
			TNT1 A 0 A_JumpIfInventory("IsOverLava", 1, "LandOnLava")
			
			//XMT2 I 1
			TNT1 A 0 A_QueueCorpse
			TNT1 A 0 A_SpawnItemEx ("Green_BloodSpot", 0, 0, 1)
			XMT2 I -1
			Stop
			
		SpawnCeiling:
			TNT1 A 0
			TNT1 A 0 A_SpawnItemEx ("CeilXDeath3Green", 0, 0, 1)
			TNT1 A 0 A_SpawnItemEx ("GreenCeilBloodSpotLarge", 0, 0, 1)
		Stop	
    }
}


ACTOR XDeath3bGreen: XDeath3Green {	Speed 4 } //Low-range version.


//A piece of meat that has hit the wall, and now is slowly smearing
ACTOR SmearingXDeath3Green: SmearingXDeath3
{
	translation "168:191=112:127", "16:47=123:127"
	Decal GreenBloodSuper
    States
    {
		Spawn:
			XME2 G 10
			TNT1 A 0 ThrustThingZ(0, 1, 1, 1)
			TNT1 A 0 A_Jump(256, "Spawn1", "Spawn2", "Spawn3", "Spawn4")

		Spawn1:
			XMT2 OOOOOOOOOOOOOOOO 2 A_CheckFloor("Rest")
			Goto Death
		
		Spawn2:
			XMT2 OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO 2 A_CheckFloor("Rest")
			Goto Death
		
		Spawn3:
			XMT2 OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO 2 A_CheckFloor("Rest")
			Goto Death
		
		Spawn4:
			XMT2 OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO 2 A_CheckFloor("Rest")
			Goto Death
		
		Death:
			TNT1 A 0
			TNT1 A 0 A_SpawnItem("XDeath3GreenNoStick")
			Stop
			
		Rest:
			//***Che
			TNT1 A 0
			TNT1 A 0 ACS_NamedExecuteAlways("FBD_CheckFloorIsLava", 0, 0, 0, 0)
			XMT2 I 2
			TNT1 A 0 A_JumpIfInventory("IsOverLava", 1, "LandOnLava")		
		
			//XMT2 I 1
			TNT1 A 0 A_QueueCorpse
			TNT1 A 0 A_SpawnItem("Green_BloodSpot",0,0,0,1)
			XMT2 I -1
			Stop
			
		Vanish:
			TNT1 A 5
			Stop
    }
}

//piece of meat that got stuck in the ceiling
actor CeilXDeath3Green: CeilXDeath3
{
	translation "168:191=112:127", "16:47=123:127"
	Decal GreenBloodSuper
	states
	{
		Spawn:
			Goto Crash
			Death:
			Crash:
			TNT1 A 0
			TNT1 A 0 A_JUmp (255, "Live1", "Live2", "Live3")
			Goto Live1

		  Live1:
			  XMT2 JJJJJJJJJJJJJJJJJ 4 ThrustThingZ(0, 20, 0, 1)
			  Goto Fall
		  
		  Live2:
			  XMT2 JJJJJJJJJJJJJJJJJJJJJJJJJJJ 4 ThrustThingZ(0, 20, 0, 1)
			  Goto Fall
		  
		  Live3:
			  XMT2 JJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJ 4 ThrustThingZ(0, 20, 0, 1)
			  Goto Fall
		  
		 Fall:
			  XMT2 JJJJKKKLLM 2
			  TNT1 A 0 A_SpawnItemEx("XDeath3GreenNoStick", 0, 0, 0, 0, 0, -1)
			  XMT2 MMN 2
			  stop
		}
}

//piece of meat that got stuck on the ceiling/wall and now is falling
ACTOR XDeath3GreenNoStick: XDeath3NoStick
{
translation "168:191=112:127", "16:47=123:127"
Decal GreenBloodSuper
    States
    {
		 Spawn:
			TNT1 A 0 A_JumpIf(waterlevel > 1, "Splash")
			TNT1 A 0 A_CheckFloor("Death")
			XMT2 O 3
			Loop
		Death:
			TNT1 AAAAAAA 0 A_CustomMissile ("Green_FlyingBloodTrail", 0, 0, random (0, 360), CMF_AIMDIRECTION, random (20, 70))
			
        	//***Che
			TNT1 A 0 ACS_NamedExecuteAlways("FBD_CheckFloorIsLava", 0, 0, 0, 0)
			XMT2 I 2
			TNT1 A 0 A_JumpIfInventory("IsOverLava", 1, "LandOnLava")
			
			//XMT2 I 1
			TNT1 A 0 A_QueueCorpse
			XMT2 I 3
			TNT1 A 0 A_SpawnItem("Green_BloodSpot",0,0,0,1)
			XMT2 I -1
			Stop
    }
}

//Big piece of ribcage
ACTOR XDeath4Green: XDeath4
{
	translation "168:191=112:127", "16:47=123:127"
	Decal GreenBloodSplat
    States
    {
		Spawn:
			TNT1 A 0 A_JumpIf(waterlevel > 1, "Splash")
			XDB6 AAAAAA 3 A_CustomMissile ("Green_FlyingBloodTrail", 0, 0, random (0, 360), CMF_AIMDIRECTION, random (0, 360))
			Loop
		Death:
			//***Che
			TNT1 A 0
			TNT1 A 0 ACS_NamedExecuteAlways("FBD_CheckFloorIsLava", 0, 0, 0, 0)
			XDB6 B 2
			TNT1 A 0 A_JumpIfInventory("IsOverLava", 1, "LandOnLava")
			
			//orig
			//XDB6 B 1
			TNT1 A 0 A_QueueCorpse
			XDB6 B -1
			Stop
    }
}

//Big piece of ribcage 2
ACTOR XDeath5Green: XDeath5
{
	translation "168:191=112:127", "16:47=123:127"
	Decal GreenBloodSplat
    States
    {
		Spawn:
			TNT1 A 0 A_JumpIf(waterlevel > 1, "Splash")
			XME5 A 3 A_CustomMissile ("Green_FlyingBloodTrail", 0, 0, random (0, 360), CMF_AIMDIRECTION, random (0, 360))
			Loop
		Death:
			TNT1 AAAAAAA 0 A_CustomMissile ("Green_FlyingBloodTrail", 0, 0, random (0, 180), CMF_AIMDIRECTION, random (0, 180))
			TNT1 A 0 A_SpawnItemEx ("Green_BloodSpot", 0, 0, 1)
			
			//***Che
			TNT1 A 0
			TNT1 A 0 ACS_NamedExecuteAlways("FBD_CheckFloorIsLava", 0, 0, 0, 0)
			XME5 B 2
			TNT1 A 0 A_JumpIfInventory("IsOverLava", 1, "LandOnLava")			
			
			XME5 B 1
			TNT1 A 0 A_QueueCorpse
			XME5 B -1
			TNT1 A 0 
			XME5 B 3
		Living:	
			XME5 B 800//duration
			TNT1 A 0 A_JumpIfInventory("lowgraphicsmode", 1, "Vanish")
			Loop
		Vanish:
			TNT1 A 1
			Stop
		
    }
}
//Big piece of ribcage 3
ACTOR XDeath6Green: XDeath6
{
	translation "168:191=112:127", "16:47=123:127"
	Decal GreenBloodSplat
    States
    {
		Spawn:
			TNT1 A 0 A_JumpIf(waterlevel > 1, "Splash")
			XME5 C 3 A_CustomMissile ("Green_FlyingBloodTrail", 0, 0, random (0, 360), CMF_AIMDIRECTION, random (0, 360))
			Loop
		Death:
			TNT1 AAAAAAA 0 A_CustomMissile ("Green_FlyingBloodTrail", 0, 0, random (0, 180), CMF_AIMDIRECTION, random (0, 180))
			TNT1 A 0 A_SpawnItemEx ("Green_BloodSpot", 0, 0, 1)
			
			//***Che
			TNT1 A 0 ACS_NamedExecuteAlways("FBD_CheckFloorIsLava", 0, 0, 0, 0)
			XME5 D 4
			TNT1 A 0 A_JumpIfInventory("IsOverLava", 1, "LandOnLava")			
			
			XME5 D 1
			TNT1 A 0 A_QueueCorpse
			XME5 D -1
			TNT1 A 0 
			XME5 D 3
		Living:	
			XME5 D 800//duration
			TNT1 A 0 A_JumpIfInventory("lowgraphicsmode", 1, "Vanish")
			Loop
		Vanish:
			TNT1 A 1
			Stop
		
    }
}


ACTOR XDeath5GreenBig: XDeath5Green
{
	XScale -1.5
	YScale 1.5
	Speed 6
}

ACTOR XDeath6GreenBig: XDeath6Green
{
	XScale -1.5
	YScale 1.5
	Speed 6
}

//Generic organ
ACTOR XDeathOrgan1Green: XDeathOrgan1
{
	translation "168:191=112:127", "16:47=123:127"
	Decal GreenBloodSplat
    States
    {
		Spawn:
			XME8 A 4 A_CustomMissile ("Green_FlyingBloodTrail", 0, 0, random (0, 360), CMF_AIMDIRECTION, random (0, 360))
			Loop
    }
}

ACTOR XDeathOrgan1bGreen: XDeathOrgan1b
{
	translation "168:191=112:127", "16:47=123:127"
	Decal GreenBloodSplat
}

ACTOR XDeathOrgan2Green: XDeathOrgan1bGreen
{
	States
	{
		Spawn:
			XME8 B 4 A_CustomMissile ("Green_FlyingBloodTrail", 0, 0, random (0, 360), CMF_AIMDIRECTION, random (0, 360))
			Loop
		Death:
			//***Che
			TNT1 A 0
			TNT1 A 0 ACS_NamedExecuteAlways("FBD_CheckFloorIsLava", 0, 0, 0, 0)
			XME8 B 2
			TNT1 A 0 A_JumpIfInventory("IsOverLava", 1, "LandOnLava")
			
			//XME8 B 1
			TNT1 A 0 A_QueueCorpse
			XME8 B -1
			Stop
    }
}




ACTOR GreenGuts: Guts
{
	translation "168:191=112:127", "16:47=123:127"
	Decal GreenBloodSplat
}

ACTOR GreenGuts2: GreenGuts
{
    Speed 3
}


ACTOR SmallGreenBrainPiece: SmallBrainPiece
{
	translation "16:31=152:159", "32:47=9:12", "176:191=9:12"
	States
	{
		Spawn:
			TNT1 A 0
			TNT1 A 0 A_Jump(256, "Spawn1", "Spawn2", "Spawn3", "Spawn4", "Fly")
		Spawn1:
			TNT1 A 0
			TNT1 A 0 A_SetScale(0.35, 0.35)
			Goto Fly
		Spawn2:
			TNT1 A 0
			TNT1 A 0 A_SetScale(-0.5, 0.5)
			Goto Fly	
		Spawn3:
			TNT1 A 0
			TNT1 A 0 A_SetScale(-0.3, 0.3)
			Goto Fly	
		Spawn4:
			TNT1 A 0
			TNT1 A 0 A_SetScale(-0.25, 0.25)
			Goto Fly	
		Fly:	
			XDB5 ABCDEFGH 2
			Loop
		Death:
			TNT1 A 0
			TNT1 A 0 A_CheckFloor("Rest")
			TNT1 A 0 A_CheckCeiling("SpawnCeil")
			TNT1 A 0 A_SpawnItemEx("SmearingGreenBrain", 0, 0, 0, 0, 0, 0, 0, SXF_TRANSFERSCALE)
			Stop
		SpawnCeil:
			TNT1 A 0
			TNT1 A 0 A_SpawnItemEx("SmallGreenBrainPieceCeil", 0, 0, 0, 0, 0, 0, 0, SXF_TRANSFERSCALE)
			Stop
			
    }
}


ACTOR GreenBrainPiece: SmallGreenBrainPiece
{
    States
    {
	Spawn:
		TNT1 A 0
		TNT1 A 0 A_Jump(256, "Spawn1", "Spawn2", "Spawn3", "Spawn4", "Fly")
	Spawn1:
		TNT1 A 0
		TNT1 A 0 A_SetScale(0.45, 0.45)
		Goto Fly
	Spawn2:
		TNT1 A 0
		TNT1 A 0 A_SetScale(-0.6, 0.6)
		Goto Fly	
	Spawn3:
		TNT1 A 0
		TNT1 A 0 A_SetScale(-0.4, 0.4)
		Goto Fly	
	Spawn4:
		TNT1 A 0
		TNT1 A 0 A_SetScale(-0.35, 0.35)
		Goto Fly	
    }
}

ACTOR SmallGreenBrainPieceFast: SmallGreenBrainPiece {  Speed 14 }


Actor SmallGreenBrainPieceCeil: SmallBrainPieceCeil
{
	translation "16:31=152:159", "32:47=9:12", "176:191=9:12"
	States
	{
		Spawn:
			TNT1 A 0
			TNT1 A 0 A_JUmp (255, "Live1", "Live2", "Live3")
			Goto Live1

		  Live1:
			  XDB5 JJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJ 4 ThrustThingZ(0, 20, 0, 1)
			  Goto Fall
		  
		  Live2:
			  XDB5 JJJJJJJJJJJJJJJJJJJJJJJJJJJJJJ 4 ThrustThingZ(0, 20, 0, 1)
			  Goto Fall
		  
		  Live3:
			  XDB5 JJJJJJJJJJJJJJJ 4 ThrustThingZ(0, 20, 0, 1)
			  Goto Fall
		  
		 Fall:
			  TNT1 A 0 A_SpawnItemEx("SmallGreenBrainPieceFalling", 0, 0, 0, 0, 0, -2, SXF_TRANSFERSCALE)
			  stop
			  }
}

ACTOR SmallGreenBrainPieceFalling: SmallBrainPieceFalling
{
translation "16:31=152:159", "32:47=9:12", "176:191=9:12"
}

ACTOR SmearingGreenBrain: SmearingBrain
{
translation "16:31=152:159", "32:47=9:12", "176:191=9:12"
}






actor MuchBloodGreen : Green_Blood //Blood
{
 states
 {
  Spawn:
	    TNT1 A 0 A_JumpIf(waterlevel > 1, "Splash")
		TNT1 A 0 A_JumpIfInTargetInventory("IAmSfestMonster", 1, "LowBlood")
		
        TNT1 AAAAAAAAAAAA 0 A_CustomMissile ("Green_FlyingBloodTrail", 0, 0, random (0, 360), 2, random (0, 360))
        TNT1 AAAAAAAAAAAA 0 A_CustomMissile("Green_FlyingBloodTrail", 0, 0, 180)
		TNT1 AAA 0 A_CustomMissile("GreenBloodMistSmall", 0, 0, random (0, 360), 2, random (30, 90))
  	    TNT1 AAA 0 A_CustomMissile ("Green_FlyingBlood", 0, 0, random (0, 360), 2, random (0, 160))
	    BLOD BCD 0
        stop
	Splash:
        BLOD A 0
        stop
	LowBlood:
        TNT1 A 0
		TNT1 A 0 A_ChangeFlag("NODECAL", 1)
		TNT1 AA 0 A_CustomMissile ("Green_FlyingBloodTrail", 0, 0, random (0, 360), 2, random (0, 360))
        TNT1 AA 0 A_CustomMissile("Green_FlyingBloodTrail", 0, 0, 180)
		TNT1 A 0 A_CustomMissile("GreenBloodMistSmall", 0, 0, random (0, 360), 2, random (30, 90))
  	    TNT1 AA 0 A_CustomMissile ("Green_FlyingBlood", 0, 0, random (0, 360), 2, random (0, 160))
	    BLOD BCD 0
        stop		
 }
}


actor MuchBlood2Green : Green_Blood//Blood
{
 states
 {
  Spawn:
	    TNT1 A 0 A_JumpIf(waterlevel > 1, "Splash")
		TNT1 A 0 A_JumpIfInTargetInventory("IAmSfestMonster", 1, "LowBlood")
		
		TNT1 A 0 A_PlaySound("misc/xdeath4")
        TNT1 AAA 0 A_CustomMissile("GreenBloodMistSmall", 0, 0, random (0, 360), 2, random (30, 90))
        TNT1 AAAAAAAAA 0 A_CustomMissile ("Green_FlyingBloodTrail", 0, 0, random (0, 360), 2, random (0, 360))
        TNT1 AAAAAAAAA 0 A_CustomMissile("Green_FlyingBloodTrail", 0, 0, 180)
  	    TNT1 AAA 0 A_CustomMissile ("Green_FlyingBlood", 0, 0, random (0, 360), 2, random (0, 160))
		TNT1 AA 0 A_CustomMissile ("GreenBloodMistBig", 0, 0, random (0, 360), 2, random (30, 90))
		BLOD BCD 0
		TNT1 A 10
        stop
	Splash:
        BLOD A 0
        stop
	LowBlood:
        TNT1 A 0
		TNT1 A 0 A_ChangeFlag("NODECAL", 1)
		TNT1 AAA 0 A_CustomMissile("GreenBloodMistSmall", 0, 0, random (0, 360), 2, random (30, 90))
        TNT1 AAA 0 A_CustomMissile ("Green_FlyingBloodTrail", 0, 0, random (0, 360), 2, random (0, 360))
        TNT1 AAA 0 A_CustomMissile("Green_FlyingBloodTrail", 0, 0, 180)
  	    TNT1 AAA 0 A_CustomMissile ("Green_FlyingBlood", 0, 0, random (0, 360), 2, random (0, 160))
		TNT1 AA 0 A_CustomMissile ("GreenBloodMistBig", 0, 0, random (0, 360), 2, random (30, 90))
		BLOD BCD 0
		TNT1 A 10
        stop
		
 }
}

actor MuchBlood3Green : Green_Blood //Blood
{
 states
 {
	Spawn:
	    TNT1 A 0 A_JumpIf(waterlevel > 1, "Splash")
		TNT1 A 0 A_PlaySound("misc/xdeath4")
		TNT1 A 0 A_JumpIfInTargetInventory("IAmSfestMonster", 1, "LowBlood")
        TNT1 AAAAAAAAA 0 A_CustomMissile ("Green_FlyingBloodTrail", 0, 0, random (0, 360), 2, random (0, 360))
        TNT1 AAAAAAAAA 0 A_CustomMissile("Green_FlyingBloodTrail", 0, 0, 180)
  	    TNT1 AAA 0 A_CustomMissile ("Green_FlyingBlood", 0, 0, random (0, 360), 2, random (0, 160))
		TNT1 AAAAA 0 A_CustomMissile ("GreenBloodMistBig", 0, 0, random (0, 360), 2, random (30, 90))
		BLOD BCD 0
        stop
	Splash:
        BLOD A 0
        stop
	LowBlood:
        TNT1 A 0
		TNT1 A 0 A_ChangeFlag("NODECAL", 1)
		TNT1 AAAA 0 A_CustomMissile ("Green_FlyingBloodTrail", 0, 0, random (0, 360), 2, random (0, 360))
        TNT1 AAAA 0 A_CustomMissile("Green_FlyingBloodTrail", 0, 0, 180)
  	    TNT1 AAA 0 A_CustomMissile ("Green_FlyingBlood", 0, 0, random (0, 360), 2, random (0, 160))
		TNT1 AAAA 0 A_CustomMissile ("GreenBloodMistBig", 0, 0, random (0, 360), 2, random (30, 90))
		BLOD BCD 0
 }
}


actor GreenBloodDying : Green_Blood //FBD_Blood
{
 states
 {
  Spawn:
        //TNT1 AAAAA 0 A_CustomMissile ("BloodTr2", 7, 0, random (0, 360), 2, random (0, 180))
        //TNT1 AAAAAAAAAAA 0 A_CustomMissile ("BloodTr2", 0, 0, random (0, 180), 2, random (0, 180))
		TNT1 AAAA 3 A_CustomMissile ("Green_LiquidBlood", 10, 0, random (0, 360), CMF_AIMDIRECTION, random (30, 80))
        BLOD BCD 0
        stop
	Splash:
        BLOD A 0
        stop
 }
}


actor GreenFBD_SawBlood : FBD_SawBlood
{
	 states
	 {
	  Spawn:
			TNT1 A 0
			TNT1 A 0 A_RadiusGive("ChainsawHitGreen", 200, RGF_PLAYERS | RGF_MONSTERS , 1)
			TNT1 A 0 A_RadiusGive("PowerGreenBloodOnVisor", 200, RGF_PLAYERS | RGF_MONSTERS , 1)
			TNT1 A 0 A_CustomMissile ("GreenBloodmistChainsaw", -10, 0, random (0, 360), CMF_AIMDIRECTION, random (60, 90))
			TNT1 A 0 A_PlaySound("CSAWFLESH")
			//***Che there seems to be a bug in Zandronum that focuses the effect on the *player* instead of the activator
			TNT1 A 0 A_JumpIf(CallACS("GetDistanceToClosestPlayer") > 200, 2)

			TNT1 A 0 Radius_Quake (2, 2, 0, 2, 0)
			TNT1 A 0
			Stop
	 }
}