ACTOR BurnDeathFX
{
  //+NOBLOCKMAP
  +NOTELEPORT
  -NOGRAVITY
  -NOCLIP
  -SOLID
  -SHOOTABLE
  +THRUACTORS
  +DONTSPLASH
  RENDERSTYLE NONE
  +CLIENTSIDEONLY
  radius 20
  height 20
  Mass 100
  States
  {
  Spawn:
    TNT1 A 0
		TNT1 A 0 A_Playsound("misc/giantfire",CHAN_ITEM,1.0,1)
		TNT1 GGGGGGGGGGG 1 BRIGHT A_SpawnItemEx("imonfire", random(-5,5),Random(-5,5),random(8, 32), random(-20,20)*0.1, random(-20,20)*0.1, random(20,50)*0.1, 0, 160)
		BAL1 A 0 A_JumpIf(waterlevel > 1, "WaterDeath")
		TNT1 GGGG 2 BRIGHT A_SpawnItemEx("imonfire", random(-5,5),Random(-5,5),random(8, 32), random(-20,20)*0.1, random(-20,20)*0.1, random(20,50)*0.1, 0, 160)
		TNT1 GGGG 2 BRIGHT A_SpawnItemEx("imonfire", random(-5,5),Random(-5,5),random(8, 32), random(-20,20)*0.1, random(-20,20)*0.1, random(20,50)*0.1, 0, 160)
		BAL1 A 0 A_JumpIf(waterlevel > 1, "WaterDeath")
		TNT1 AAAA 2 BRIGHT A_SpawnItemEx("imonfire", random(-5,5),Random(-5,5),random(8, 32), random(-20,20)*0.1, random(-20,20)*0.1, random(20,50)*0.1, 0, 160)
		TNT1 AAAA 2 BRIGHT A_SpawnItemEx("imonfire", random(-5,5),Random(-5,5),random(8, 32), random(-20,20)*0.1, random(-20,20)*0.1, random(20,50)*0.1, 0, 160)
		BAL1 A 0 A_JumpIf(waterlevel > 1, "WaterDeath")
		TNT1 BBBB 2 BRIGHT A_SpawnItemEx("imonfire", random(-5,5),Random(-5,5),random(8, 32), random(-20,20)*0.1, random(-20,20)*0.1, random(20,50)*0.1, 0, 160)
		TNT1 BBBB 2 BRIGHT A_SpawnItemEx("imonfire", random(-5,5),Random(-5,5),random(8, 32), random(-20,20)*0.1, random(-20,20)*0.1, random(20,50)*0.1, 0, 160)
		BAL1 A 0 A_JumpIf(waterlevel > 1, "WaterDeath")
		TNT1 CCCDDD 2 BRIGHT A_SpawnItemEx("imonfire", random(-8,8),Random(-5,5),random(8, 16), random(-20,20)*0.1, random(-20,20)*0.1, random(20,50)*0.1, 0, 160)		
		BAL1 A 0 A_JumpIf(waterlevel > 1, "WaterDeath")
		TNT1 EEEFFF 2 BRIGHT A_SpawnItemEx("imonfire", random(-10,10),Random(-5,5),random(4, 8), random(-20,20)*0.1, random(-20,20)*0.1, random(20,50)*0.1, 0, 160)		
		BAL1 A 0 A_JumpIf(waterlevel > 1, "WaterDeath")
		TNT1 GGGGGG 3 BRIGHT  A_SpawnItemEx("imonfire", Random(-16,16),Random(-1,1),random(0, 8), random(-15,15)*0.1, random(-15,15)*0.1, random(10,30)*0.1, 0, 160)		
		BAL1 A 0 A_JumpIf(waterlevel > 1, "WaterDeath")
		TNT1 GGGGGGGGGGGG 4 BRIGHT A_SpawnItemEx("imonfire", Random(-16,16),Random(-1,1),random(0, 4), random(-10,10)*0.1, random(-10,10)*0.1, random(5,20)*0.1, 0, 160)
		TNT1 A 0 A_StopSound(CHAN_ITEM)
		Stop
		
  WaterDeath:
  	TNT1 A 0 A_StopSound(CHAN_ITEM)
	TNT1 A 0 A_Playsound("flesh/fry",CHAN_5)
  	TNT1 AAAAA 1 A_SpawnItemEx ("UnderwaterSteam", 0,0,random(0,16), random(-1,1),random(-3,3),random(0,2), 0, 160, 64)  
    TNT1 A 0
	Stop
  }
}

ACTOR PlasmaDeathFX : BurnDeathFX
{
  States
  {
  Spawn:
    TNT1 A 0
	TNT1 A 0 A_Playsound("flesh/fry",CHAN_6)
		TNT1 GGGGGGGGGGG 1 BRIGHT A_SpawnItemEx("PlasmaBallCrackleSpawner", random(-5,5),Random(-5,5),random(16, 32), random(-20,20)*0.1, random(-20,20)*0.1, random(20,50)*0.1, 0, 160)
		BAL1 A 0 A_JumpIf(waterlevel > 1, "WaterDeath")
		TNT1 GGGG 2 BRIGHT A_SpawnItemEx("PlasmaBallCrackleSpawner", random(-5,5),Random(-5,5),random(12, 28), random(-20,20)*0.1, random(-20,20)*0.1, random(20,50)*0.1, 0, 160)
		TNT1 GGGG 2 BRIGHT A_SpawnItemEx("PlasmaBallCrackleSpawner", random(-5,5),Random(-5,5),random(12, 24), random(-20,20)*0.1, random(-20,20)*0.1, random(20,50)*0.1, 0, 160)
		BAL1 A 0 A_JumpIf(waterlevel > 1, "WaterDeath")
		TNT1 AAAA 2 BRIGHT A_SpawnItemEx("PlasmaBallCrackleSpawner", random(-5,5),Random(-5,5),random(8, 20), random(-20,20)*0.1, random(-20,20)*0.1, random(20,50)*0.1, 0, 160)
		TNT1 AAAA 0 A_CustomMissile ("TorchSmoke", 0, random(-8, 8), random(-180,180), 2,random(70, 90))
		TNT1 AAAA 2 BRIGHT A_SpawnItemEx("PlasmaBallCrackleSpawner", random(-5,5),Random(-5,5),random(8, 16), random(-20,20)*0.1, random(-20,20)*0.1, random(20,50)*0.1, 0, 160)
		BAL1 A 0 A_JumpIf(waterlevel > 1, "WaterDeath")
		TNT1 AAAA 0 A_CustomMissile ("TorchSmoke", 0, random(-8, 8), random(-180,180), 2,random(70, 90))
		TNT1 BBBB 2 BRIGHT A_SpawnItemEx("CandleSmokeSpawner", random(-5,5),Random(-5,5),random(8, 32), random(-20,20)*0.1, random(-20,20)*0.1, random(20,50)*0.1, 0, 160)
		TNT1 AA 0 A_CustomMissile ("TorchSmoke", 0, random(-8, 8), random(-180,180), 2,random(70, 90))
		TNT1 BBBB 2 BRIGHT A_SpawnItemEx("CandleSmokeSpawner", random(-5,5),Random(-5,5),random(8, 32), random(-20,20)*0.1, random(-20,20)*0.1, random(20,50)*0.1, 0, 160)
		TNT1 A 0 A_CustomMissile ("TorchSmoke", 0, random(-8, 8), random(-180,180), 2,random(70, 90))
		BAL1 A 0 A_JumpIf(waterlevel > 1, "WaterDeath")
		TNT1 CCCDDD 2 BRIGHT A_SpawnItemEx("CandleSmokeSpawner", random(-8,8),Random(-5,5),random(8, 16), random(-20,20)*0.1, random(-20,20)*0.1, random(20,50)*0.1, 0, 160)		
		BAL1 A 0 A_JumpIf(waterlevel > 1, "WaterDeath")
		TNT1 EEEFFF 2 BRIGHT A_SpawnItemEx("CandleSmokeSpawner", random(-10,10),Random(-5,5),random(4, 8), random(-20,20)*0.1, random(-20,20)*0.1, random(20,50)*0.1, 0, 160)		
		BAL1 A 0 A_JumpIf(waterlevel > 1, "WaterDeath")
		TNT1 GGGGGG 3 BRIGHT  A_SpawnItemEx("CandleSmokeSpawner", Random(-16,16),Random(-1,1),random(0, 8), random(-15,15)*0.1, random(-15,15)*0.1, random(10,30)*0.1, 0, 160)		
		BAL1 A 0 A_JumpIf(waterlevel > 1, "WaterDeath")
		TNT1 GGGGGGGGGGGG 4 BRIGHT A_SpawnItemEx("CandleSmokeSpawner", Random(-16,16),Random(-1,1),random(0, 4), random(-10,10)*0.1, random(-10,10)*0.1, random(5,20)*0.1, 0, 160)
		Stop
  }
}

actor GibTrail
{
  +NOBLOCKMAP
  +NOGRAVITY
  +NOTELEPORT
  +CANNOTPUSH
	+FORCEXYBILLBOARD
  RenderStyle Translucent 
  Alpha 0.24//.3
  scale 0.44
  States
  {	
  Spawn:
    BLUD A 0
    BLUD A 0 Thing_ChangeTID (0, 1330) 
    BLUD A 0 A_Jump(127, "SpawnB", "SpawnC", "SpawnD", "SpawnE", "SpawnF")
	
  SpawnA:
    X057 ABCDEFGHIJK 2 A_FadeOut(0.01)
	TNT1 A 0 A_ChangeVelocity(momx*0.5,momy*0.5,momz*0.5, CVF_REPLACE)
	X057 LMNOPQRS 3 A_FadeOut(0.01)
	Stop
	
  SpawnB:
	X058 ABCDEFGHIJKLMNOPQRR 3 A_FadeOut(0.01)
	Stop
		
  SpawnC:
  SpawnD:
	X059 ABCDEF 2 A_FadeOut(0.02)
	TNT1 A 0 A_ChangeVelocity(momx*0.75,momy*0.75,momz*0.75, CVF_REPLACE)
	X059 GHIJKLM 3 A_FadeOut(0.01)
	Stop
  	//BLUD CCCCBBBBAAAAAAAA 1 A_FadeOut(0.03)// OLD ANIMATION
  	//Stop
  SpawnE:
  SpawnF:
	TNT1 A 1
	Stop
	
	/* //OLD ANIMATIONS
  SpawnA:
	BLUD A 35
  SpawnAfade:
	BLUD A 1 A_Fadeout(0.01)
    Loop
  SpawnB:
	BLUD B 35
  SpawnBfade:
	BLUD B 2 A_Fadeout(0.01)
    Loop
  SpawnC:
	BLUD C 35
  SpawnCfade:
	BLUD C 3 A_Fadeout(0.01)
    Loop
	*/
  SpawnD:
  SpawnE:
	TNT1 A 1
	Stop
  }
}

ACTOR SSTSmallBloodPool : Smallbloodpool replaces SmallBloodPool
{
  Game Doom
  renderstyle translucent
  scale 1.1
  alpha 0.72//.64
  SpawnID 148
  Radius 20
  Height 1
  +NOBLOCKMAP
  +MOVEWITHSECTOR
  States
  {
  Spawn:
    POB2 A -1
    Stop
  }
}

ACTOR BloodFXSpawner
{
  +NOBLOCKMAP
  +NOTELEPORT
  +NOGRAVITY
  +NOCLIP
	+NOTELEPORT
  +DONTSPLASH
  RENDERSTYLE NONE
  States
  {
  Spawn:
    NULL A 0
	TNT1 A 0 Bright A_SpawnItemEx ("randomgib1", 0,0,0, random(-80,80)*0.1,random(-80,80)*0.1,0, random(-180,180), 160,64)
	TNT1 A 0 Bright A_SpawnItemEx ("randomgib2", 0,0,0, random(-80,80)*0.1,random(-80,80)*0.1,0, random(-180,180), 160,64)
	TNT1 A 0 Bright A_SpawnItemEx ("randomgib3", 0,0,0, random(-80,80)*0.1,random(-80,80)*0.1,0, random(-180,180), 160,64)
	TNT1 A 0 Bright A_SpawnItemEx ("randomgib4", 0,0,0, random(-80,80)*0.1,random(-80,80)*0.1,0, random(-180,180), 160,64)
	TNT1 A 0 Bright A_SpawnItemEx ("randomgib5", 0,0,0, random(-80,80)*0.1,random(-80,80)*0.1,0, random(-180,180), 160,64)
	
    NULL AAAA 0 A_SpawnItemEx ("bloodfling", 0,0,0, 0,random(0,40)*0.1,0, random(-180,180), 160,192)
    NULL AAAA 0 A_SpawnItemEx ("bloodfling", random(-2,2),0,0, 0,random(0,40)*0.1,0, random(-180,180), 160,192)
    NULL AAAA 0 A_SpawnItemEx ("bloodfling", 0,0,0, 0,random(0,40)*0.1,0, random(-180,180), 160,192)
    NULL AAAA 0 A_SpawnItemEx ("bloodfling", random(-25,25)*0.1,0,0, 0,random(0,40)*0.1,0, random(-180,180), 160,192)
	
    NULL AAAA 0 A_SpawnItemEx ("bloodflingMedium", 0,0,0, 0,random(0,40)*0.1,0, random(-180,180), 160,192)
    NULL AAAA 0 A_SpawnItemEx ("bloodflingMedium", random(-1,1),0,0, 0,random(0,40)*0.1,0, random(-180,180), 160,192)
    NULL AAAA 0 A_SpawnItemEx ("bloodflingMedium", 0,0,0, 0,random(0,40)*0.1,0, random(-180,180), 160,192)
    NULL AAAA 0 A_SpawnItemEx ("bloodflingMedium", random(-2,2),0,0, 0,random(0,40)*0.1,0, random(-180,180), 160,192)
  
    NULL AAAA 0 A_SpawnItemEx ("bloodflingSmall", 0,0,0, 0,random(0,40)*0.1,0, random(-180,180), 160,192)
    NULL AAAA 0 A_SpawnItemEx ("bloodflingSmall", random(-25,25)*0.1,0,0, 0,random(0,40)*0.1,0, random(-180,180), 160,192)
	
  //NULL A 0 A_Playsoundex("bloodsplatt", "soundslot6")
  NULL A 0 A_Playsoundex("bloodsplatt", "soundslot5")
	Stop
  }
}

actor BloodSquirt3
{
	+NOTELEPORT
  //+ISMONSTER
  -SHOOTABLE
  //-FRIENDLY
  -SOLID
  +NOBLOCKMAP
  +NOTELEPORT
  +NOGRAVITY
  +DONTSPLASH
  +NOCLIP
  RENDERSTYLE NONE
 States
 {
 Spawn:
  NULL A 0
  //NULL A 0 A_FaceTarget
   NULL A 0 A_Jump (136, "Small")
   NULL A 0 A_Jump (136, "Medium")
   Goto Big
 Big:
  NULL A 0 A_Playsound("bloodsplatt")
  NULL AAAA 0 A_SpawnItemEx ("bloodfling", 0,0,0, 0,random(0,40)*0.1,0, random(-32,32), SXF_NOCHECKPOSITION|SXF_CLIENTSIDE|SXF_TRANSFERTRANSLATION)
  NULL AAAA 0 A_SpawnItemEx ("bloodfling", random(-1,1),0,0, 0,random(0,40)*0.1,0, 0, SXF_NOCHECKPOSITION|SXF_CLIENTSIDE|SXF_TRANSFERTRANSLATION)
  
  NULL AAAA 0 A_SpawnItemEx ("bloodfling", 0,0,0, 0,random(0,40)*0.1,0, random(-32,32), SXF_NOCHECKPOSITION|SXF_CLIENTSIDE|SXF_TRANSFERTRANSLATION)
  NULL AAAA 0 A_SpawnItemEx ("bloodfling", random(-2,2),0,0, 0,random(0,40)*0.1,0, 0, SXF_NOCHECKPOSITION|SXF_CLIENTSIDE|SXF_TRANSFERTRANSLATION)
  
  NULL AAAA 0 A_SpawnItemEx ("bloodfling", 0,0,0, 0,random(0,40)*0.1,0, random(-32,32), SXF_NOCHECKPOSITION|SXF_CLIENTSIDE|SXF_TRANSFERTRANSLATION)
  NULL AAAA 0 A_SpawnItemEx ("bloodfling", random(-25,25)*0.1,0,0, 0,random(0,40)*0.1,0, 0, SXF_NOCHECKPOSITION|SXF_CLIENTSIDE|SXF_TRANSFERTRANSLATION)
  
  //NULL A 2
  //NULL AAAAAA 1 A_RadiusGive("VisorSplatter", 112, RGF_PLAYERS, 1)
  Stop
 Medium:
  NULL A 0 A_Playsound("bloodsplatt")
  NULL AAAA 0 A_SpawnItemEx ("bloodflingMedium", 0,0,0, 0,random(0,30)*0.1,0, random(-24,24), SXF_NOCHECKPOSITION|SXF_CLIENTSIDE|SXF_TRANSFERTRANSLATION)
  NULL AAAA 0 A_SpawnItemEx ("bloodflingMedium", random(-1,1),0,0, 0,random(0,30)*0.1,0, 0, SXF_NOCHECKPOSITION|SXF_CLIENTSIDE|SXF_TRANSFERTRANSLATION)
  
  NULL AAAA 0 A_SpawnItemEx ("bloodflingMedium", 0,0,0, 0,random(0,30)*0.1,0, random(-24,24), SXF_NOCHECKPOSITION|SXF_CLIENTSIDE|SXF_TRANSFERTRANSLATION)
  NULL AAAA 0 A_SpawnItemEx ("bloodflingMedium", random(-2,2),0,0, 0,random(0,30)*0.1,0, 0, SXF_NOCHECKPOSITION|SXF_CLIENTSIDE|SXF_TRANSFERTRANSLATION)
  
  NULL AAAA 0 A_SpawnItemEx ("bloodflingMedium", 0,0,0, 0,random(0,30)*0.1,0, random(-24,24), SXF_NOCHECKPOSITION|SXF_CLIENTSIDE|SXF_TRANSFERTRANSLATION)
  NULL AAAA 0 A_SpawnItemEx ("bloodflingMedium", random(-17,17)*0.1,0,0, 0,random(0,30)*0.1,0, 0, SXF_NOCHECKPOSITION|SXF_CLIENTSIDE|SXF_TRANSFERTRANSLATION)
  
  //NULL A 4
  //NULL AAAA 1 A_RadiusGive("VisorSplatter", 96, RGF_PLAYERS, 1)
  Stop
 Small:
  NULL AAAA 0 A_SpawnItemEx ("bloodflingSmall", 0,0,0, 0,random(0,20)*0.1,0, random(-16,16), SXF_NOCHECKPOSITION|SXF_CLIENTSIDE|SXF_TRANSFERTRANSLATION)
  NULL AAAA 0 A_SpawnItemEx ("bloodflingSmall", random(-1,1),0,0, 0,random(0,20)*0.1,0, 0, SXF_NOCHECKPOSITION|SXF_CLIENTSIDE|SXF_TRANSFERTRANSLATION)
  
  NULL AAAA 0 A_SpawnItemEx ("bloodflingSmall", 0,0,0, 0,random(0,20)*0.1,0, random(-16,16), SXF_NOCHECKPOSITION|SXF_CLIENTSIDE|SXF_TRANSFERTRANSLATION)
  NULL AAAA 0 A_SpawnItemEx ("bloodflingSmall", random(-2,2),0,0, 0,random(0,20)*0.1,0, 0, SXF_NOCHECKPOSITION|SXF_CLIENTSIDE|SXF_TRANSFERTRANSLATION)
  
  NULL AAAA 0 A_SpawnItemEx ("bloodflingSmall", 0,0,0, 0,random(0,20)*0.1,0, random(-16,16), SXF_NOCHECKPOSITION|SXF_CLIENTSIDE|SXF_TRANSFERTRANSLATION)
  NULL AAAA 0 A_SpawnItemEx ("bloodflingSmall", random(-12,12)*0.1,0,0, 0,random(0,20)*0.1,0, 0, SXF_NOCHECKPOSITION|SXF_CLIENTSIDE|SXF_TRANSFERTRANSLATION)
  Stop
  }
}
actor bloodfling
{
//BounceFactor 1
//BounceCount 10
    +NOBOUNCESOUND 
	+NOTELEPORT
//translation 2
-SHOOTABLE
-SOLID
 //+ISMONSTER
 //-FRIENDLY
 +BLOODLESSIMPACT
 //+MISSILE
 //+RIPPER
 //speed 0
 -nogravity
 +NOBLOCKMAP
 //+NOCLIP
 gravity 0.6
 RenderStyle translucent
 //speed 1
 //+ALLOWCLIENTSPAWN
 //+CLIENTSIDEONLY
 +DONTSPLASH
 +PAINLESS
+NOBLOCKMONST 
  +CANNOTPUSH
	+FORCEXYBILLBOARD
 scale 0.9
 alpha 0.99
 states
 {
  Spawn:
  BLUD C 0
  BLUD C 0 ThrustThingZ(0, random(20,32), 0, 0)
  BLUD CCCC 1 A_fadeout(0.03)
  BLUD CCCC 1 A_fadeout(0.03)
  BLUD BBBBBBBB 1 A_fadeout(0.03)
  BLUD AAAAAAAA 1 A_fadeout(0.02)
  Death:
  BLUD A 1 A_fadeout(0.01)
  Loop
 }
}

actor bloodflingMedium : Bloodfling
{
//translation 2
-SHOOTABLE
-SOLID
 //+ISMONSTER
 //-FRIENDLY
 +BLOODLESSIMPACT
 //+MISSILE
 //+RIPPER
 -nogravity
 gravity 0.6
 +NOBLOCKMAP
 //+NOCLIP
 RenderStyle translucent
 //speed 1
 //+ALLOWCLIENTSPAWN
 //+CLIENTSIDEONLY
 scale 0.675
 alpha 0.99
 states
 {
  Spawn:
  BLUD C 0
  BLUD C 0 ThrustThingZ(0, random(15,24), 0, 0)
  BLUD CCC 1 A_fadeout(0.045)
  BLUD CCC 1 A_fadeout(0.045)
  BLUD BBBBBB 1 A_fadeout(0.045)
  BLUD AAAAAA 1 A_fadeout(0.03)
  Death:
  BLUD A 1 A_fadeout(0.01)
  Loop
 }
}

actor bloodflingSmall : Bloodfling
{
//translation 2
-SHOOTABLE
-SOLID
 //+ISMONSTER
 //-FRIENDLY
 +BLOODLESSIMPACT
 //+MISSILE
 //+RIPPER
 -nogravity
 gravity 0.6
 +NOBLOCKMAP
 //+NOCLIP
 RenderStyle translucent
 //speed 1
 //+ALLOWCLIENTSPAWN
 //+CLIENTSIDEONLY
 scale 0.45
 alpha 0.99
 states
 {
  Spawn:
  BLUD C 0
  BLUD C 0 ThrustThingZ(0, random(10,16), 0, 0)
  BLUD CC 1 A_fadeout(0.06)
  BLUD CC 1 A_fadeout(0.06)
  BLUD BBBB 1 A_fadeout(0.06)
  BLUD AAAA 1 A_fadeout(0.04)
  Death:
  BLUD A 1 A_fadeout(0.01)
  Loop
 }
}

actor bloodfling2 : bloodfling
{
 //+NOCLIP
 states
 {
  Spawn:
  BLUD C 0
  BLUD C 0 ThrustThingZ(0, random(20,32), 0, 0)
  BLUD C 0 A_Recoil(random(-40,0)*0.1)
  BLUD CCCC 1 A_fadeout(0.03)
  BLUD CCCC 1 A_fadeout(0.03)
  BLUD BBBBBBBB 1 A_fadeout(0.03)
  BLUD AAAAAAAA 1 A_fadeout(0.02)
  Death:
  BLUD A 1 A_fadeout(0.01)
  Loop
 }
}

actor bloodfling3 : Bloodfling
{
 gravity 0.65
 scale 0.85
 states
 {
  Spawn:
  BLUD C 0
  BLUD C 0 ThrustThingZ(0, random(28,40), 0, 0)
  BLUD CCCC 1 A_fadeout(0.03)
  BLUD CCCC 1 A_fadeout(0.03)
  BLUD BBBBBBBB 1 A_fadeout(0.03)
  BLUD AAAAAAAA 1 A_fadeout(0.02)
  Death:
  BLUD A 1 A_fadeout(0.01)
  Loop
 }
}


ACTOR RandomGib1 : Bloodfling
{
 PROJECTILE
 //+MISSILE
 +THRUACTORS
  SeeSound "gibsplat"
  //BounceType "Grenade"
  +DOOMBOUNCE
  BounceFactor 0.45
  WallBounceFactor 0.2
    -NOBOUNCESOUND 
	+CANBOUNCEWATER
	+NOTELEPORT
-SHOOTABLE
-SOLID
	+FORCEXYBILLBOARD
 +BLOODLESSIMPACT
 -nogravity
 gravity 0.6//.7
 +NOBLOCKMAP
 +PAINLESS
 //+ALLOWCLIENTSPAWN
 //+CLIENTSIDEONLY
 -DONTSPLASH
  RenderStyle Translucent
  Alpha 0.88
  scale 1.0
 //+RANDOMIZE
 speed 0
 +CLIENTSIDEONLY
 //+NOINTERACTION
  //+MOVEWITHSECTOR
  +SKYEXPLODE
  +CANNOTPUSH
	+movewithsector
  Decal "BloodSmear"
  States
  {
  Spawn:
    TNT1 A 0
    TNT1 A 0 A_Jump(64, "PlzSaveMyFPS")
    BLUD C 0 ThrustThingZ(0, random(24,52), 0, 0)
    //TNT1 A 0 A_JumpIf(waterlevel > 1, "Death")
    TNT1 A 0 A_Jump(32, "death")
    TNT1 A 0 A_Jump(255, 1,2,3,4)
    GUTT AABBCCDDAABBCCDDAAAABBBBCCCCDDDDAAAABBBBCCCCDDDD 1 A_SpawnItemEx("GibTrail", 0,0,0, random(-10,10)*0.1,random(-10,10)*0.1,random(-10,10)*0.1, 0, SXF_NOCHECKPOSITION|SXF_CLIENTSIDE)
	
  PlzSaveMyFPS:
	TNT1 A 1
	Stop
  Death:
    TNT1 A 0 Thing_ChangeTID (0, 1330) 
	TNT1 A 0 A_SpawnItemEx ("BloodSpot", 0,0,0, 0,0,0, random(-180,180), 160,64)
    TNT1 A 0 A_Jump(255, "fucka","fuckb","fuckc","fuckd","fucke","fuckf")
	goto fucka

  fucka:
    GUTT AAA 60//350
  fucka1:
    GUTT A 1 a_fadeout(0.01)
	loop
  fuckb:
	GUTT BBB 60
  fuckb1:
    GUTT B 1 a_fadeout(0.01)
	loop
  fuckc:
	GUTT CCC 60
  fuckc1:
    GUTT C 1 a_fadeout(0.01)
	loop
  fuckd:
	GUTT DDD 60
  fuckd1:
    GUTT D 1 a_fadeout(0.01)
	loop
  fucke:
	GUTT EEE 60
  fucke1:
    GUTT E 1 a_fadeout(0.01)
	loop
  fuckf:
	GUTT FFF 60
  fuckf1:
    GUTT F 1 a_fadeout(0.01)
	loop
  }
}

ACTOR RandomGib2 : RandomGib1
{
  scale 0.7
  States
  {
  Spawn:
    TNT1 A 0
    TNT1 A 0 A_Jump(64, "PlzSaveMyFPS")
    BLUD C 0 ThrustThingZ(0, random(24,52), 0, 0)
    //TNT1 A 0 A_JumpIf(waterlevel > 1, "Death")
	TNT1 A 0 A_Jump(32, "death")
    TNT1 A 0 A_Jump(255, 1,2,3,4)
    GUT2 AABBCCDDAABBCCDDAAAABBBBCCCCDDDDAAAABBBBCCCCDDDD 1 A_SpawnItemEx("GibTrail", 0,0,0, random(-10,10)*0.1,random(-10,10)*0.1,random(-10,10)*0.1, 0, SXF_NOCHECKPOSITION|SXF_CLIENTSIDE)

  Death:
    TNT1 A 0 Thing_ChangeTID (0, 1330) 
	TNT1 A 0 A_SpawnItemEx ("BloodSpot", 0,0,0, 0,0,0, random(-180,180), 160,64)
    TNT1 A 0 A_Jump(255, "fucka","fuckb","fuckc","fuckd","fucke","fuckf")
	goto fucka

  fucka:
    GUT2 AAA 60
  fucka1:
    GUT2 A 1 a_fadeout(0.01)
	loop
  fuckb:
	GUT2 BBB 60
  fuckb1:
    GUT2 B 1 a_fadeout(0.01)
	loop
  fuckc:
	GUT2 CCC 60
  fuckc1:
    GUT2 C 1 a_fadeout(0.01)
	loop
  fuckd:
	GUT2 DDD 60
  fuckd1:
    GUT2 D 1 a_fadeout(0.01)
	loop
  fucke:
	GUT2 EEE 60
  fucke1:
    GUT2 E 1 a_fadeout(0.01)
	loop
  fuckf:
	GUT2 FFF 60
  fuckf1:
    GUT2 F 1 a_fadeout(0.01)
	loop
  }
}

ACTOR RandomGib3 : RandomGib1
{
  States
  {
  Spawn:
    TNT1 A 0
    TNT1 A 0 A_Jump(64, "PlzSaveMyFPS")
    TNT1 A 0 Thing_ChangeTID (0, 1330) 
    BLUD C 0 ThrustThingZ(0, random(24,52), 0, 0)

  Death:
    TNT1 A 0 A_Jump(255, "fucka","fuckb","fuckc","fuckd","fucke","fuckf")
	goto fucka

  fucka:
    MEAT EEE 60
  fucka1:
    MEAT E 1 a_fadeout(0.01)
	loop
  fuckb:
	MEAT FFF 60
  fuckb1:
    MEAT F 1 a_fadeout(0.01)
	loop
  fuckc:
	MEAT III 60
  fuckc1:
    MEAT I 1 a_fadeout(0.01)
	loop
  fuckd:
	MEAT JJJ 60
  fuckd1:
    MEAT J 1 a_fadeout(0.01)
	loop
  fucke:
	MEAT KKK 60 // WE HATE NIGGERS
  fucke1:
    MEAT K 1 a_fadeout(0.01)
	loop
  fuckf:
	MEAT LLL 60
  fuckf1:
    MEAT L 1 a_fadeout(0.01)
	loop
  }
}

ACTOR RandomGib4 : RandomGib1
{
  scale 0.5
  States
  {
  Spawn:
    TNT1 A 0
    TNT1 A 0 A_Jump(64, "PlzSaveMyFPS")
    TNT1 A 0 Thing_ChangeTID (0, 1330) 
    BLUD C 0 ThrustThingZ(0, random(24,52), 0, 0)

  Death:
    TNT1 A 0 A_Jump(255, "fucka","fuckc","fuckd","fucke","fuckf","death")
	goto fucka

  fucka:
    SPLT AAA 60
  fucka1:
    SPLT A 1 a_fadeout(0.01)
	loop
  fuckc:
	SPLT CCC 60
  fuckc1:
    SPLT C 1 a_fadeout(0.01)
	loop
  fuckd:
	SPLT DDD 60
  fuckd1:
    SPLT D 1 a_fadeout(0.01)
	loop
  fucke:
	SPLT EEE 60
  fucke1:
    SPLT E 1 a_fadeout(0.01)
	loop
  fuckf:
	SPLT FFF 60
  fuckf1:
    SPLT F 1 a_fadeout(0.01)
	loop
  }
}

ACTOR RandomGib5 : RandomGib1
{
  States
  {
  Spawn:
    TNT1 A 0
    TNT1 A 0 A_Jump(64, "PlzSaveMyFPS")
    TNT1 A 0 Thing_ChangeTID (0, 1330) 
    BLUD C 0 ThrustThingZ(0, random(24,52), 0, 0)


    TNT1 A 0 A_Jump(192, "death")

  Death:
    TNT1 A 0 A_Jump(255, "fuckb","fuckc","fuckd","fucke")
	goto fuckb
  fuckb:
    METT BBB 60
  fuckb1:
    METT B 1 a_fadeout(0.01)
	loop
  fuckc:
	METT CCC 60
  fuckc1:
    METT C 1 a_fadeout(0.01)
	loop
  fuckd:
	METT DDD 60
  fuckd1:
    METT D 1 a_fadeout(0.01)
	loop
  fucke:
	//MRIB ABCDEFABCDEFABCDEF 3
    TNT1 A 0 A_Jump(255, "fucke1","fucke2","fucke3","fucke6")
  fucke1:
    MRIB AAA 60
  derp1:
    MRIB A 1 a_fadeout(0.01)
	loop
  fucke2:
    MRIB BBB 60
  derp2:
    MRIB B 1 a_fadeout(0.01)
	loop
  fucke3:
    MRIB CCC 60
  derp3:
    MRIB C 1 a_fadeout(0.01)
	loop
  fucke4:
    MRIB DDD 60
  derp4:
    MRIB D 1 a_fadeout(0.01)
	loop
  fucke5:
    MRIB EEE 60
  derp5:
    MRIB E 1 a_fadeout(0.01)
	loop
  fucke6:
    MRIB FFF 60
  derp6:
    MRIB F 1 a_fadeout(0.01)
	loop
  }
}

ACTOR SpineGib : RandomGib1
{
  alpha 1.0
  States
  {
  Spawn:
    TNT1 A 0
    BLUD C 0 ThrustThingZ(0, random(24,48), 0, 0)
    MSPI AAAAAABBBBBBCCCCCCDDDDDD 1 A_SpawnItemEx("GibTrail", 0,0,0, random(-10,10)*0.1,random(-10,10)*0.1,random(-10,10)*0.1, 0, SXF_NOCHECKPOSITION|SXF_CLIENTSIDE)

  Death:
    TNT1 A 0 Thing_ChangeTID (0, 1330) 
	TNT1 A 0 A_SpawnItemEx ("BloodSpot", 0,0,0, 0,0,0, random(-180,180), 160,64)
	MSPI EEE 100
  derp:
	MSPI E 1 a_fadeout(0.01)
	loop
  }
}
ACTOR LeftHandGib : RandomGib1
{
  alpha 1.0
  States
  {
  Spawn:
    TNT1 A 0
    BLUD C 0 ThrustThingZ(0, random(24,32), 0, 0)

  Death:
	TNT1 A 0 A_SpawnItemEx ("BloodSpot", 0,0,0, 0,0,0, random(-180,180), 160,64)
    MHN1 A 100
    TNT1 A 0 Thing_ChangeTID (0, 1330) 
    MHN1 AA 100
  derp:
    MHN1 A 1 a_fadeout(0.01)
	loop
  }
}
ACTOR RightHandGib : RandomGib1
{
  alpha 1.0
  States
  {
  Spawn:
    TNT1 A 0
    BLUD C 0 ThrustThingZ(0, random(24,32), 0, 0)

  Death:
	TNT1 A 0 A_SpawnItemEx ("BloodSpot", 0,0,0, 0,0,0, random(-180,180), 160,64)
    MHN2 A 100
    TNT1 A 0 Thing_ChangeTID (0, 1330) 
    MHN2 AA 100
  derp:
    MHN2 A 1 a_fadeout(0.01)
	loop
  }
}
ACTOR LeftFootGib : RandomGib1
{
  alpha 1.0
  States
  {
  Spawn:
    TNT1 A 0
    BLUD C 0 ThrustThingZ(0, random(0,8), 0, 0)
    MLEG AAAABC 10 A_Stop
 
  Death:
	TNT1 A 0 A_SpawnItemEx ("BloodSpot", 0,0,0, 0,0,0, random(-180,180), 160,64)
	MLEG D 100
    TNT1 A 0 Thing_ChangeTID (0, 1330) 
	MLEG DD 100
  derp:
    MLEG D 1 a_fadeout(0.01)
	loop
  }
}
ACTOR RightFootGib : RandomGib1
{
  alpha 1.0
  States
  {
  Spawn:
    TNT1 A 0
    BLUD C 0 ThrustThingZ(0, random(0,8), 0, 0)
    MLG2 AAAABC 10 A_Stop
	
  Death:
	TNT1 A 0 A_SpawnItemEx ("BloodSpot", 0,0,0, 0,0,0, random(-180,180), 160,64)
    MLG2 D 100
    TNT1 A 0 Thing_ChangeTID (0, 1330) 
    MLG2 DD 100
  derp:
    MLG2 D 1 a_fadeout(0.01)
	loop
  }
}
ACTOR HeadGib : RandomGib1
{
  alpha 1.0
  States
  {
  Spawn:
    TNT1 A 0
    BLUD C 0 ThrustThingZ(0, random(48,52), 0, 0)

  Death:
	TNT1 A 0 A_SpawnItemEx ("BloodSpot", 0,0,0, 0,0,0, random(-180,180), 160,64)
    MHED AAA 100
  derp:
    TNT1 A 0 Thing_ChangeTID (0, 1330) 
    MHED A 1 a_fadeout(0.01)
	loop
  }
}
ACTOR ImpHeadGib : RandomGib1
{
  alpha 1.0
  States
  {
  Spawn:
    TNT1 A 0
    	//TNT1 A 0 Thing_ChangeTID (0, 1330) 
    BLUD C 0 ThrustThingZ(0, random(48,52), 0, 0)
    IHED AAAAAAAAAA 1 A_SpawnItemEx("GibTrail", 0,0,0, random(0,40)*0.1,random(0,40)*0.1,random(0,40)*0.1, 0, 160)
  Death:
	TNT1 A 0 A_SpawnItemEx ("BloodSpot", 0,0,0, 0,0,0, random(-180,180), 160,64)
    IHED AAA 100
  derp:
    TNT1 A 0 Thing_ChangeTID (0, 1330) 
    IHED A 1 a_fadeout(0.01)
	loop
  }
}
ACTOR RightShoulderGib : RandomGib1
{
  alpha 1.0
  States
  {
  Spawn:
    TNT1 A 0
    BLUD C 0 ThrustThingZ(0, random(16,24), 0, 0)
    MSHD ABCD 6

  Death:
	TNT1 A 0 A_SpawnItemEx ("BloodSpot", 0,0,0, 0,0,0, random(-180,180), 160,64)
    MSHD E 100
    TNT1 A 0 Thing_ChangeTID (0, 1330) 
    MSHD EE 100
  derp:
    MSHD E 1 a_fadeout(0.01)
	loop
  }
}
ACTOR LeftShoulderGib : RandomGib1
{
  alpha 1.0
  States
  {
  Spawn:
    TNT1 A 0
    BLUD C 0 ThrustThingZ(0, random(16,24), 0, 0)
    MSHD FGHI 6

  Death:
	TNT1 A 0 A_SpawnItemEx ("BloodSpot", 0,0,0, 0,0,0, random(-180,180), 160,64)
    MSHD J 100
    TNT1 A 0 Thing_ChangeTID (0, 1330) 
    MSHD JJ 100
  derp:
    MSHD J 1 a_fadeout(0.01)
	loop
  }
}

ACTOR ChaingunnerPiece : RandomGib1
{
  alpha 1.0
  States
  {
  Spawn:
    TNT1 A 0
    	//TNT1 A 0 Thing_ChangeTID (0, 1330) 
    //BLUD C 0 ThrustThingZ(0, random(16,24), 0, 0)
    CEX2 AAAAAAAAAA 1 A_SpawnItemEx("GibTrail", 0,0,0, random(0,40)*0.1,random(0,40)*0.1,random(0,40)*0.1, 0, 160)
    CEX2 BBBBB 2 A_SpawnItemEx("GibTrail", 0,0,0, random(0,40)*0.1,random(0,40)*0.1,random(0,40)*0.1, 0, 160)
    CEX2 CCCDDDEEE 3 A_SpawnItemEx("GibTrail", 0,0,0, random(0,40)*0.1,random(0,40)*0.1,random(0,40)*0.1, 0, 160)

  Death:
	TNT1 A 0 A_SpawnItemEx ("BloodSpot", 0,0,0, 0,0,0, random(-180,180), 160,64)
    CEX2 F 350
  derp:
    TNT1 A 0 Thing_ChangeTID (0, 1330) 
    CEX2 F 1 a_fadeout(0.01)
	loop
  }
}

ACTOR MarineBloodFXSpawner
{
  +NOBLOCKMAP
  +NOTELEPORT
  +NOGRAVITY
  +NOCLIP
  +NOTELEPORT
  +DONTSPLASH
  RENDERSTYLE NONE
  +CLIENTSIDEONLY
  States
  {
  Spawn:
    NULL A 0
	TNT1 CCCCC 0 A_SpawnItemEx ("BetterBlood", 0,0,0, 0,0,0, random(-180,180), SXF_NOCHECKPOSITION|SXF_CLIENTSIDE|SXF_TRANSFERTRANSLATION)
	TNT1 A 0 Bright A_SpawnItemEx ("randomgib1", random(-8,8),random(-16,16),random(16,40), momx*1.006,momy*1.006,0, random(-180,180), SXF_NOCHECKPOSITION|SXF_CLIENTSIDE|SXF_TRANSFERTRANSLATION|SXF_ABSOLUTEMOMENTUM)
	TNT1 A 0 Bright A_SpawnItemEx ("randomgib2", random(-8,8),random(-16,16),random(16,40), momx*1.006,momy*1.006,0, random(-180,180), SXF_NOCHECKPOSITION|SXF_CLIENTSIDE|SXF_TRANSFERTRANSLATION|SXF_ABSOLUTEMOMENTUM)
	TNT1 A 0 Bright A_SpawnItemEx ("randomgib3", random(-8,8),random(-16,16),random(16,40), momx*1.006,momy*1.006,0, random(-180,180), SXF_NOCHECKPOSITION|SXF_CLIENTSIDE|SXF_TRANSFERTRANSLATION|SXF_ABSOLUTEMOMENTUM)
	TNT1 A 0 Bright A_SpawnItemEx ("randomgib4", random(-8,8),random(-16,16),random(16,40), momx*1.006,momy*1.006,0, random(-180,180), SXF_NOCHECKPOSITION|SXF_CLIENTSIDE|SXF_TRANSFERTRANSLATION|SXF_ABSOLUTEMOMENTUM)
	TNT1 A 0 Bright A_SpawnItemEx ("randomgib5", random(-8,8),random(-16,16),random(16,40), momx*1.006,momy*1.006,0, random(-180,180), SXF_NOCHECKPOSITION|SXF_CLIENTSIDE|SXF_TRANSFERTRANSLATION|SXF_ABSOLUTEMOMENTUM)
	
	TNT1 A 0 Bright A_SpawnItemEx ("randomgib1", random(-8,8),random(-8,8),random(16,40), momx*1.005,momy*1.005,0, random(-180,180), SXF_NOCHECKPOSITION|SXF_CLIENTSIDE|SXF_TRANSFERTRANSLATION|SXF_ABSOLUTEMOMENTUM)
	TNT1 A 0 Bright A_SpawnItemEx ("randomgib2", random(-8,8),random(-8,8),random(16,40), momx*1.005,momy*1.005,0, random(-180,180), SXF_NOCHECKPOSITION|SXF_CLIENTSIDE|SXF_TRANSFERTRANSLATION|SXF_ABSOLUTEMOMENTUM)
	TNT1 A 0 Bright A_SpawnItemEx ("randomgib3", random(-8,8),random(-8,8),random(16,40), momx*1.005,momy*1.005,0, random(-180,180), SXF_NOCHECKPOSITION|SXF_CLIENTSIDE|SXF_TRANSFERTRANSLATION|SXF_ABSOLUTEMOMENTUM)
	TNT1 A 0 Bright A_SpawnItemEx ("randomgib4", random(-8,8),random(-8,8),random(16,40), momx*1.005,momy*1.005,0, random(-180,180), SXF_NOCHECKPOSITION|SXF_CLIENTSIDE|SXF_TRANSFERTRANSLATION|SXF_ABSOLUTEMOMENTUM)
	TNT1 A 0 Bright A_SpawnItemEx ("randomgib5", random(-8,8),random(-8,8),random(16,40), momx*1.005,momy*1.005,0, random(-180,180), SXF_NOCHECKPOSITION|SXF_CLIENTSIDE|SXF_TRANSFERTRANSLATION|SXF_ABSOLUTEMOMENTUM)
	
	TNT1 A 0 A_FaceConsolePlayer(360.0)
	TNT1 A 0 Bright A_SpawnItemEx ("spinegib", 0,0,20, momx*1.01,momy*1.01,0, random(-180,180), SXF_NOCHECKPOSITION|SXF_CLIENTSIDE|SXF_TRANSFERTRANSLATION|SXF_ABSOLUTEMOMENTUM)
	TNT1 A 0 Bright A_SpawnItemEx ("rightshouldergib", 0,-8,32, momx*1.01,momy*1.01,0, random(-90,0), SXF_NOCHECKPOSITION|SXF_CLIENTSIDE|SXF_TRANSFERTRANSLATION|SXF_ABSOLUTEMOMENTUM)
	TNT1 A 0 Bright A_SpawnItemEx ("leftshouldergib", 0,8,32, momx*1.005,momx*1.005,0, random(0,90), SXF_NOCHECKPOSITION|SXF_CLIENTSIDE|SXF_TRANSFERTRANSLATION|SXF_ABSOLUTEMOMENTUM)
	TNT1 A 0 Bright A_SpawnItemEx ("lefthandgib", 0,12,16, 0,random(0,60)*0.18,0, random(-90,0), SXF_NOCHECKPOSITION|SXF_CLIENTSIDE|SXF_TRANSFERTRANSLATION)
	TNT1 A 0 Bright A_SpawnItemEx ("righthandgib", 0,-12,16, 0,random(-60,0)*0.18,0, random(0,90), SXF_NOCHECKPOSITION|SXF_CLIENTSIDE|SXF_TRANSFERTRANSLATION)
	TNT1 A 0 Bright A_SpawnItemEx ("leftfootgib", 0,12,0, 0,0,0, 0, SXF_NOCHECKPOSITION|SXF_CLIENTSIDE|SXF_TRANSFERTRANSLATION)
	TNT1 A 0 Bright A_SpawnItemEx ("rightfootgib", 0,-12,0, 0,0,0, 0, SXF_NOCHECKPOSITION|SXF_CLIENTSIDE|SXF_TRANSFERTRANSLATION)
	TNT1 A 0 Bright A_SpawnItemEx ("headgib", 0,0,44, 0,random(-10,10)*0.1,0, 0, 160)
	
    NULL AA 0 A_SpawnItemEx ("bloodfling", 0,0,random(32,48), 0,random(0,40)*0.18,0, random(-180,180), 160,200)
    NULL AA 0 A_SpawnItemEx ("bloodfling", random(-2,2),0,random(32,48), 0,random(0,40)*0.18,0, random(-180,180), 160,200)
    NULL AA 0 A_SpawnItemEx ("bloodfling", 0,0,random(32,48), 0,random(0,40)*0.18,0, random(-180,180), 160,200)
    NULL AA 0 A_SpawnItemEx ("bloodfling", random(-25,25)*0.18,0,random(32,48), 0,random(0,40)*0.18,0, random(-180,180), 160,200)
	
    NULL AA 0 A_SpawnItemEx ("bloodflingMedium", 0,0,random(32,48), 0,random(0,40)*0.18,0, random(-180,180), 160,184)
    NULL AA 0 A_SpawnItemEx ("bloodflingMedium", random(-1,1),0,random(32,48), 0,random(0,40)*0.18,0, random(-180,180), 160,184)
    NULL AA 0 A_SpawnItemEx ("bloodflingMedium", 0,0,random(32,48), 0,random(0,40)*0.18,0, random(-180,180), 160,184)
    NULL AA 0 A_SpawnItemEx ("bloodflingMedium", random(-2,2),0,random(32,48), 0,random(0,40)*0.18,0, random(-180,180), 160,184)
  
    NULL AA 0 A_SpawnItemEx ("bloodflingSmall", 0,0,random(32,48), 0,random(0,40)*0.18,0, random(-180,180), 160,128)
    NULL AA 0 A_SpawnItemEx ("bloodflingSmall", random(-25,25)*0.18,0,random(32,48), 0,random(0,40)*0.18,0, random(-180,180), 160)
	
  //NULL A 0 A_Playsoundex("bloodsplatt", "soundslot6")
  NULL A 0 A_Playsoundex("misc/slop2", "soundslot5")
	TNT1 CCCC 1 A_SpawnItemEx ("BetterBlood", 0,0,random(8,40), 0,0,0, random(-180,180), SXF_NOCHECKPOSITION|SXF_CLIENTSIDE|SXF_TRANSFERTRANSLATION)
	Stop
  }
}

ACTOR ChaingunnerGibSpawner
{
  +NOBLOCKMAP
  +NOTELEPORT
  +NOGRAVITY
  +NOCLIP
  +NOTELEPORT
  +DONTSPLASH
  RENDERSTYLE NONE
  +CLIENTSIDEONLY
  States
  {
  Spawn:
    NULL A 0
	TNT1 CCCCC 0 A_SpawnItemEx ("BetterBlood", 0,0,0, 0,0,0, random(-180,180), 160)
	TNT1 A 0 Bright A_SpawnItemEx ("randomgib1", random(-8,8),random(-16,16),random(16,40), momx*1.006,momy*1.006,0, random(-180,180), SXF_NOCHECKPOSITION|SXF_CLIENTSIDE|SXF_TRANSFERTRANSLATION|SXF_ABSOLUTEMOMENTUM)
	TNT1 A 0 Bright A_SpawnItemEx ("randomgib2", random(-8,8),random(-16,16),random(16,40), momx*1.006,momy*1.006,0, random(-180,180), SXF_NOCHECKPOSITION|SXF_CLIENTSIDE|SXF_TRANSFERTRANSLATION|SXF_ABSOLUTEMOMENTUM)
	TNT1 A 0 Bright A_SpawnItemEx ("randomgib3", random(-8,8),random(-16,16),random(16,40), momx*1.006,momy*1.006,0, random(-180,180), SXF_NOCHECKPOSITION|SXF_CLIENTSIDE|SXF_TRANSFERTRANSLATION|SXF_ABSOLUTEMOMENTUM)
	TNT1 A 0 Bright A_SpawnItemEx ("randomgib4", random(-8,8),random(-16,16),random(16,40), momx*1.006,momy*1.006,0, random(-180,180), SXF_NOCHECKPOSITION|SXF_CLIENTSIDE|SXF_TRANSFERTRANSLATION|SXF_ABSOLUTEMOMENTUM)
	TNT1 A 0 Bright A_SpawnItemEx ("randomgib5", random(-8,8),random(-16,16),random(16,40), momx*1.006,momy*1.006,0, random(-180,180), SXF_NOCHECKPOSITION|SXF_CLIENTSIDE|SXF_TRANSFERTRANSLATION|SXF_ABSOLUTEMOMENTUM)
	
	TNT1 A 0 Bright A_SpawnItemEx ("randomgib1", random(-8,8),random(-8,8),random(16,40), momx*1.005,momy*1.005,0, random(-180,180), SXF_NOCHECKPOSITION|SXF_CLIENTSIDE|SXF_TRANSFERTRANSLATION|SXF_ABSOLUTEMOMENTUM)
	TNT1 A 0 Bright A_SpawnItemEx ("randomgib2", random(-8,8),random(-8,8),random(16,40), momx*1.005,momy*1.005,0, random(-180,180), SXF_NOCHECKPOSITION|SXF_CLIENTSIDE|SXF_TRANSFERTRANSLATION|SXF_ABSOLUTEMOMENTUM)
	TNT1 A 0 Bright A_SpawnItemEx ("randomgib3", random(-8,8),random(-8,8),random(16,40), momx*1.005,momy*1.005,0, random(-180,180), SXF_NOCHECKPOSITION|SXF_CLIENTSIDE|SXF_TRANSFERTRANSLATION|SXF_ABSOLUTEMOMENTUM)
	TNT1 A 0 Bright A_SpawnItemEx ("randomgib4", random(-8,8),random(-8,8),random(16,40), momx*1.005,momy*1.005,0, random(-180,180), SXF_NOCHECKPOSITION|SXF_CLIENTSIDE|SXF_TRANSFERTRANSLATION|SXF_ABSOLUTEMOMENTUM)
	TNT1 A 0 Bright A_SpawnItemEx ("randomgib5", random(-8,8),random(-8,8),random(16,40), momx*1.005,momy*1.005,0, random(-180,180), SXF_NOCHECKPOSITION|SXF_CLIENTSIDE|SXF_TRANSFERTRANSLATION|SXF_ABSOLUTEMOMENTUM)
	
	TNT1 A 0 A_FaceConsolePlayer(360.0)
	TNT1 A 0 Bright A_SpawnItemEx ("spinegib", 0,0,20, momx*1.01,momy*1.01,0, random(-180,180), SXF_NOCHECKPOSITION|SXF_CLIENTSIDE|SXF_TRANSFERTRANSLATION|SXF_ABSOLUTEMOMENTUM)
	//TNT1 A 0 Bright A_SpawnItemEx ("rightshouldergib", 0,-8,32, momx*1.01,momy*1.01,0, random(-90,0), SXF_NOCHECKPOSITION|SXF_CLIENTSIDE|SXF_TRANSFERTRANSLATION|SXF_ABSOLUTEMOMENTUM)
	TNT1 A 0 Bright A_SpawnItemEx ("leftshouldergib", 0,8,32, momx*1.005,momx*1.005,0, random(0,90), SXF_NOCHECKPOSITION|SXF_CLIENTSIDE|SXF_TRANSFERTRANSLATION|SXF_ABSOLUTEMOMENTUM)
	TNT1 A 0 Bright A_SpawnItemEx ("lefthandgib", 0,12,16, 0,random(0,60)*0.18,0, random(-90,0), SXF_NOCHECKPOSITION|SXF_CLIENTSIDE|SXF_TRANSFERTRANSLATION)
	TNT1 A 0 Bright A_SpawnItemEx ("righthandgib", 0,-12,16, 0,random(-60,0)*0.18,0, random(0,90), SXF_NOCHECKPOSITION|SXF_CLIENTSIDE|SXF_TRANSFERTRANSLATION)
	//TNT1 A 0 Bright A_SpawnItemEx ("leftfootgib", 0,12,0, 0,0,0, 0, SXF_NOCHECKPOSITION|SXF_CLIENTSIDE|SXF_TRANSFERTRANSLATION)
	//TNT1 A 0 Bright A_SpawnItemEx ("rightfootgib", 0,-12,0, 0,0,0, 0, SXF_NOCHECKPOSITION|SXF_CLIENTSIDE|SXF_TRANSFERTRANSLATION)
	TNT1 A 0 Bright A_SpawnItemEx ("chaingunnerpiece", 0,-16,32, momx*1.01,momy*1.01,random(8,12), 0, SXF_NOCHECKPOSITION|SXF_CLIENTSIDE|SXF_TRANSFERTRANSLATION|SXF_ABSOLUTEMOMENTUM)
	
    NULL AA 0 A_SpawnItemEx ("bloodfling", 0,0,random(32,48), 0,random(0,40)*0.18,0, random(-180,180), 160,200)
    NULL AA 0 A_SpawnItemEx ("bloodfling", random(-2,2),0,random(32,48), 0,random(0,40)*0.18,0, random(-180,180), 160,200)
    NULL AA 0 A_SpawnItemEx ("bloodfling", 0,0,random(32,48), 0,random(0,40)*0.18,0, random(-180,180), 160,200)
    NULL AA 0 A_SpawnItemEx ("bloodfling", random(-25,25)*0.18,0,random(32,48), 0,random(0,40)*0.18,0, random(-180,180), 160,200)
	
    NULL AA 0 A_SpawnItemEx ("bloodflingMedium", 0,0,random(32,48), 0,random(0,40)*0.18,0, random(-180,180), 160,184)
    NULL AA 0 A_SpawnItemEx ("bloodflingMedium", random(-1,1),0,random(32,48), 0,random(0,40)*0.18,0, random(-180,180), 160,184)
    NULL AA 0 A_SpawnItemEx ("bloodflingMedium", 0,0,random(32,48), 0,random(0,40)*0.18,0, random(-180,180), 160,184)
    NULL AA 0 A_SpawnItemEx ("bloodflingMedium", random(-2,2),0,random(32,48), 0,random(0,40)*0.18,0, random(-180,180), 160,184)
  
    NULL AA 0 A_SpawnItemEx ("bloodflingSmall", 0,0,random(32,48), 0,random(0,40)*0.18,0, random(-180,180), 160,128)
    NULL AA 0 A_SpawnItemEx ("bloodflingSmall", random(-25,25)*0.18,0,random(32,48), 0,random(0,40)*0.18,0, random(-180,180), 160)
	
  //NULL A 0 A_Playsoundex("bloodsplatt", "soundslot6")
  NULL A 0 A_Playsoundex("misc/slop2", "soundslot5")
	TNT1 CCCC 1 A_SpawnItemEx ("BetterBlood", 0,0,random(8,40), 0,0,0, random(-180,180), SXF_NOCHECKPOSITION|SXF_CLIENTSIDE|SXF_TRANSFERTRANSLATION)
	
	Stop
  }
}

ACTOR ZombiemanBloodFXSpawner
{
  +NOBLOCKMAP
  +NOTELEPORT
  +NOGRAVITY
  +NOCLIP
  +NOTELEPORT
  +DONTSPLASH
  RENDERSTYLE NONE
  +CLIENTSIDEONLY
  States
  {
  Spawn:
    NULL A 0
	TNT1 CCCCC 0 A_SpawnItemEx ("BetterBlood", 0,0,0, 0,0,0, random(-180,180), 160)
	TNT1 A 0 Bright A_SpawnItemEx ("randomgib1", random(-8,8),random(-16,16),random(16,40), momx*1.006,momy*1.006,0, random(-180,180), SXF_NOCHECKPOSITION|SXF_CLIENTSIDE|SXF_TRANSFERTRANSLATION|SXF_ABSOLUTEMOMENTUM)
	TNT1 A 0 Bright A_SpawnItemEx ("randomgib2", random(-8,8),random(-16,16),random(16,40), momx*1.006,momy*1.006,0, random(-180,180), SXF_NOCHECKPOSITION|SXF_CLIENTSIDE|SXF_TRANSFERTRANSLATION|SXF_ABSOLUTEMOMENTUM)
	TNT1 A 0 Bright A_SpawnItemEx ("randomgib3", random(-8,8),random(-16,16),random(16,40), momx*1.006,momy*1.006,0, random(-180,180), SXF_NOCHECKPOSITION|SXF_CLIENTSIDE|SXF_TRANSFERTRANSLATION|SXF_ABSOLUTEMOMENTUM)
	TNT1 A 0 Bright A_SpawnItemEx ("randomgib4", random(-8,8),random(-16,16),random(16,40), momx*1.006,momy*1.006,0, random(-180,180), SXF_NOCHECKPOSITION|SXF_CLIENTSIDE|SXF_TRANSFERTRANSLATION|SXF_ABSOLUTEMOMENTUM)
	TNT1 A 0 Bright A_SpawnItemEx ("randomgib5", random(-8,8),random(-16,16),random(16,40), momx*1.006,momy*1.006,0, random(-180,180), SXF_NOCHECKPOSITION|SXF_CLIENTSIDE|SXF_TRANSFERTRANSLATION|SXF_ABSOLUTEMOMENTUM)
	
	TNT1 A 0 Bright A_SpawnItemEx ("randomgib1", random(-8,8),random(-8,8),random(16,40), momx*1.005,momy*1.005,0, random(-180,180), SXF_NOCHECKPOSITION|SXF_CLIENTSIDE|SXF_TRANSFERTRANSLATION|SXF_ABSOLUTEMOMENTUM)
	TNT1 A 0 Bright A_SpawnItemEx ("randomgib2", random(-8,8),random(-8,8),random(16,40), momx*1.005,momy*1.005,0, random(-180,180), SXF_NOCHECKPOSITION|SXF_CLIENTSIDE|SXF_TRANSFERTRANSLATION|SXF_ABSOLUTEMOMENTUM)
	TNT1 A 0 Bright A_SpawnItemEx ("randomgib3", random(-8,8),random(-8,8),random(16,40), momx*1.005,momy*1.005,0, random(-180,180), SXF_NOCHECKPOSITION|SXF_CLIENTSIDE|SXF_TRANSFERTRANSLATION|SXF_ABSOLUTEMOMENTUM)
	TNT1 A 0 Bright A_SpawnItemEx ("randomgib4", random(-8,8),random(-8,8),random(16,40), momx*1.005,momy*1.005,0, random(-180,180), SXF_NOCHECKPOSITION|SXF_CLIENTSIDE|SXF_TRANSFERTRANSLATION|SXF_ABSOLUTEMOMENTUM)
	TNT1 A 0 Bright A_SpawnItemEx ("randomgib5", random(-8,8),random(-8,8),random(16,40), momx*1.005,momy*1.005,0, random(-180,180), SXF_NOCHECKPOSITION|SXF_CLIENTSIDE|SXF_TRANSFERTRANSLATION|SXF_ABSOLUTEMOMENTUM)
	
	TNT1 A 0 A_FaceConsolePlayer(360.0)
	TNT1 A 0 Bright A_SpawnItemEx ("spinegib", 0,0,20, momx*1.01,momy*1.01,0, random(-180,180), SXF_NOCHECKPOSITION|SXF_CLIENTSIDE|SXF_TRANSFERTRANSLATION|SXF_ABSOLUTEMOMENTUM)
	TNT1 A 0 Bright A_SpawnItemEx ("rightshouldergib", 0,-8,32, momx*1.01,momy*1.01,0, random(-90,0), SXF_NOCHECKPOSITION|SXF_CLIENTSIDE|SXF_TRANSFERTRANSLATION|SXF_ABSOLUTEMOMENTUM)
	TNT1 A 0 Bright A_SpawnItemEx ("leftshouldergib", 0,8,32, momx*1.005,momx*1.005,0, random(0,90), SXF_NOCHECKPOSITION|SXF_CLIENTSIDE|SXF_TRANSFERTRANSLATION|SXF_ABSOLUTEMOMENTUM)
	TNT1 A 0 Bright A_SpawnItemEx ("lefthandgib", 0,12,16, 0,random(0,60)*0.18,0, random(-90,0), SXF_NOCHECKPOSITION|SXF_CLIENTSIDE|SXF_TRANSFERTRANSLATION)
	TNT1 A 0 Bright A_SpawnItemEx ("righthandgib", 0,-12,16, 0,random(-60,0)*0.18,0, random(0,90), SXF_NOCHECKPOSITION|SXF_CLIENTSIDE|SXF_TRANSFERTRANSLATION)
	TNT1 A 0 Bright A_SpawnItemEx ("leftfootgib", 0,12,0, 0,0,0, 0, SXF_NOCHECKPOSITION|SXF_CLIENTSIDE|SXF_TRANSFERTRANSLATION)
	TNT1 A 0 Bright A_SpawnItemEx ("rightfootgib", 0,-12,0, 0,0,0, 0, SXF_NOCHECKPOSITION|SXF_CLIENTSIDE|SXF_TRANSFERTRANSLATION)
	
    NULL AA 0 A_SpawnItemEx ("bloodfling", 0,0,random(32,48), 0,random(0,40)*0.18,0, random(-180,180), 160,200)
    NULL AA 0 A_SpawnItemEx ("bloodfling", random(-2,2),0,random(32,48), 0,random(0,40)*0.18,0, random(-180,180), 160,200)
    NULL AA 0 A_SpawnItemEx ("bloodfling", 0,0,random(32,48), 0,random(0,40)*0.18,0, random(-180,180), 160,200)
    NULL AA 0 A_SpawnItemEx ("bloodfling", random(-25,25)*0.18,0,random(32,48), 0,random(0,40)*0.18,0, random(-180,180), 160,200)
	
    NULL AA 0 A_SpawnItemEx ("bloodflingMedium", 0,0,random(32,48), 0,random(0,40)*0.18,0, random(-180,180), 160,184)
    NULL AA 0 A_SpawnItemEx ("bloodflingMedium", random(-1,1),0,random(32,48), 0,random(0,40)*0.18,0, random(-180,180), 160,184)
    NULL AA 0 A_SpawnItemEx ("bloodflingMedium", 0,0,random(32,48), 0,random(0,40)*0.18,0, random(-180,180), 160,184)
    NULL AA 0 A_SpawnItemEx ("bloodflingMedium", random(-2,2),0,random(32,48), 0,random(0,40)*0.18,0, random(-180,180), 160,184)
  
    NULL AA 0 A_SpawnItemEx ("bloodflingSmall", 0,0,random(32,48), 0,random(0,40)*0.18,0, random(-180,180), 160,128)
    NULL AA 0 A_SpawnItemEx ("bloodflingSmall", random(-25,25)*0.18,0,random(32,48), 0,random(0,40)*0.18,0, random(-180,180), 160)
	
  //NULL A 0 A_Playsoundex("bloodsplatt", "soundslot6")
  NULL A 0 A_Playsoundex("misc/slop2", "soundslot5")
	TNT1 CCCC 1 A_SpawnItemEx ("BetterBlood", 0,0,random(8,40), 0,0,0, random(-180,180), SXF_NOCHECKPOSITION|SXF_CLIENTSIDE|SXF_TRANSFERTRANSLATION)
	Stop
  }
}

ACTOR ShotgunnerBloodFXSpawner : ZombiemanBloodFXSpawner
{
}

ACTOR SuperDuperClientsideBloodSpotSpawner
{
  +NOBLOCKMAP
  +NOTELEPORT
  +NOGRAVITY
  +NOCLIP
	+NOTELEPORT
  +DONTSPLASH
  RENDERSTYLE NONE
  States
  {
  Spawn:
    	NULL A 0
	TNT1 A 0 A_SpawnDebris ("BloodSpotSilent",1)
  	stop
  }
}

ACTOR ONegative : Blood
{
  scale 0.85
  Mass 5
  -SHOOTABLE
  -SOLID
  +NOTELEPORT
  +CORPSE
  +DONTSPLASH
  +NOBLOCKMAP
  +MOVEWITHSECTOR
  +CLIENTSIDEONLY
  //Seesound "bld/splt"
  //Dropitem "Bloodspot"
 renderstyle translucent
 alpha 0.6//.825
  States
  {
  Spawn:
   BL2D A 0
   TNT1 A 0 A_Jump(44, "FleshWound")
   
   BL2D A 0 A_SpawnItemEx ("OBludeffectSpawner", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION|SXF_CLIENTSIDE|SXF_TRANSFERTRANSLATION, 0)
   BL2D A 0 A_SpawnItemEx ("bloodsound", 0, 0, 0, 0, 0, 0, 0, 128, 0)
    BL2D C 3 BRIGHT
    BL2D C 3
    BL2D BA 6
  Fall:
    BAL1 A 0 A_JumpIf(waterlevel == 3, "Cloud")
    BAL1 A 0 A_JumpIf(waterlevel == 2, "Cloud")
    BL2D A 1 A_CheckFloor("Death")
    LOOP
  Spray:
    SPRY ABCDEF 3
    SPRY G 2
    Stop
  Crash:
  Death:
    BL2D A 0
    BL2D A 0 A_SetFloorClip
   PUDL C 2
   BL2D C 0 Bright //A_PlaySound("BLD/SPLS")
   NULL A 0 A_SpawnItemEx ("dripsound", 0, 0, 0, 0, 0, 0, 0, 128, 0)
   TNT1 A 0 Thing_ChangeTID (0, 1330)
   TNT1 A 0 ThrustThing(random(0,255), random(0.5,1.0), 0, 0)
   TNT1 A 0 A_SetTranslucent (0.77, 0) 
   BL2D C 0 A_Jump(16,"Spawn2")
   PUDL BA 2
   POB2 AAAAAAAAAAAA 15
  Fade:
    POB2 A 2 A_Fadeout(0.01)
    Loop
  Cloud:
      BSP4 AAA 1 A_FadeOut(0.01)
      BSP4 BBBCCCDDDEEEFFFGGGHHHIIIJJJKKKLLLMMMNNNOOOPPPQQQRRRSSSTTTUUUVVVWWWXXXYYYZZZ 1 A_FadeOut(0.01)
      BSP5 AAABBB 1
      Stop
  Spawn2:
    BLD2 CDEFG 2
    BLD2 HHHHHHHHHHHH 15
  Death2:
    BLD2 H 2 A_Fadeout(0.01)
    Loop
  FleshWound:
    TNT1 A 0 A_SpawnItemEx ("AeniBlood", 0,0,0, 0,0,random(0,30)*0.01, 0, SXF_NOCHECKPOSITION|SXF_CLIENTSIDE|SXF_TRANSFERTRANSLATION, 0)
	Stop
  }
}
ACTOR OBludEffectSpawner
{
	+NOTELEPORT
  Radius 1
  Height 1
  +NOBLOCKMAP
  +NOTELEPORT
  +NOGRAVITY
  +NOCLIP
  -SOLID
  -SHOOTABLE
  +DONTSPLASH
  RENDERSTYLE NONE
  States
  {
  Spawn:
    TNT1 A 0
	TNT1 A 0 A_Jump(127, "Gush")
      Stop
  Gush:
   8LUD C 0 A_SpawnItemEx ("OBloodsquirt3", 0,0,0, 0,0,0, random(-180,180), SXF_NOCHECKPOSITION|SXF_CLIENTSIDE|SXF_TRANSFERTRANSLATION)
   Stop
  }
}

actor OBloodSquirt3
{
	+NOTELEPORT
  +ISMONSTER
  -SHOOTABLE
  -FRIENDLY
  -SOLID
  +NOBLOCKMAP
  +NOTELEPORT
  +NOGRAVITY
  +DONTSPLASH
  +NOCLIP
  RENDERSTYLE NONE
 States
 {
 Spawn:
  NULL A 0
  NULL A 0 A_FaceTarget
   NULL A 0 A_Jump (127, "Small")
   NULL A 0 A_Jump (127, "Medium")
 Big:
  NULL A 0 A_Playsound("bloodsplatt")
  NULL AAAA 0 A_SpawnItemEx ("Obloodfling", 0,0,0, 0,random(0,40)*0.1,0, random(-32,32), SXF_NOCHECKPOSITION|SXF_CLIENTSIDE|SXF_TRANSFERTRANSLATION)
  NULL AAAA 0 A_SpawnItemEx ("Obloodfling", random(-1,1),0,0, 0,random(0,40)*0.1,0, 0, SXF_NOCHECKPOSITION|SXF_CLIENTSIDE|SXF_TRANSFERTRANSLATION)
  
  NULL AAAA 0 A_SpawnItemEx ("Obloodfling", 0,0,0, 0,random(0,40)*0.1,0, random(-32,32), SXF_NOCHECKPOSITION|SXF_CLIENTSIDE|SXF_TRANSFERTRANSLATION)
  NULL AAAA 0 A_SpawnItemEx ("Obloodfling", random(-2,2),0,0, 0,random(0,40)*0.1,0, 0, SXF_NOCHECKPOSITION|SXF_CLIENTSIDE|SXF_TRANSFERTRANSLATION)
  
  NULL AAAA 0 A_SpawnItemEx ("Obloodfling", 0,0,0, 0,random(0,40)*0.1,0, random(-32,32), SXF_NOCHECKPOSITION|SXF_CLIENTSIDE|SXF_TRANSFERTRANSLATION)
  NULL AAAA 0 A_SpawnItemEx ("Obloodfling", random(-25,25)*0.1,0,0, 0,random(0,40)*0.1,0, 0, SXF_NOCHECKPOSITION|SXF_CLIENTSIDE|SXF_TRANSFERTRANSLATION)
  Stop
 Medium:
  NULL A 0 A_Playsound("bloodsplatt")
  NULL AAAA 0 A_SpawnItemEx ("ObloodflingMedium", 0,0,0, 0,random(0,30)*0.1,0, random(-24,24), SXF_NOCHECKPOSITION|SXF_CLIENTSIDE|SXF_TRANSFERTRANSLATION)
  NULL AAAA 0 A_SpawnItemEx ("ObloodflingMedium", random(-1,1),0,0, 0,random(0,30)*0.1,0, 0, SXF_NOCHECKPOSITION|SXF_CLIENTSIDE|SXF_TRANSFERTRANSLATION)
  
  NULL AAAA 0 A_SpawnItemEx ("ObloodflingMedium", 0,0,0, 0,random(0,30)*0.1,0, random(-24,24), SXF_NOCHECKPOSITION|SXF_CLIENTSIDE|SXF_TRANSFERTRANSLATION)
  NULL AAAA 0 A_SpawnItemEx ("ObloodflingMedium", random(-2,2),0,0, 0,random(0,30)*0.1,0, 0, SXF_NOCHECKPOSITION|SXF_CLIENTSIDE|SXF_TRANSFERTRANSLATION)
  
  NULL AAAA 0 A_SpawnItemEx ("ObloodflingMedium", 0,0,0, 0,random(0,30)*0.1,0, random(-24,24), SXF_NOCHECKPOSITION|SXF_CLIENTSIDE|SXF_TRANSFERTRANSLATION)
  NULL AAAA 0 A_SpawnItemEx ("ObloodflingMedium", random(-17,17)*0.1,0,0, 0,random(0,30)*0.1,0, 0, SXF_NOCHECKPOSITION|SXF_CLIENTSIDE|SXF_TRANSFERTRANSLATION)
  Stop
 Small:
  NULL AAAA 0 A_SpawnItemEx ("ObloodflingSmall", 0,0,0, 0,random(0,20)*0.1,0, random(-16,16), SXF_NOCHECKPOSITION|SXF_CLIENTSIDE|SXF_TRANSFERTRANSLATION)
  NULL AAAA 0 A_SpawnItemEx ("ObloodflingSmall", random(-1,1),0,0, 0,random(0,20)*0.1,0, 0, SXF_NOCHECKPOSITION|SXF_CLIENTSIDE|SXF_TRANSFERTRANSLATION)
  
  NULL AAAA 0 A_SpawnItemEx ("ObloodflingSmall", 0,0,0, 0,random(0,20)*0.1,0, random(-16,16), SXF_NOCHECKPOSITION|SXF_CLIENTSIDE|SXF_TRANSFERTRANSLATION)
  NULL AAAA 0 A_SpawnItemEx ("ObloodflingSmall", random(-2,2),0,0, 0,random(0,20)*0.1,0, 0, SXF_NOCHECKPOSITION|SXF_CLIENTSIDE|SXF_TRANSFERTRANSLATION)
  
  NULL AAAA 0 A_SpawnItemEx ("ObloodflingSmall", 0,0,0, 0,random(0,20)*0.1,0, random(-16,16), SXF_NOCHECKPOSITION|SXF_CLIENTSIDE|SXF_TRANSFERTRANSLATION)
  NULL AAAA 0 A_SpawnItemEx ("ObloodflingSmall", random(-12,12)*0.1,0,0, 0,random(0,20)*0.1,0, 0, SXF_NOCHECKPOSITION|SXF_CLIENTSIDE|SXF_TRANSFERTRANSLATION)
  Stop
  }
}
actor Obloodfling
{
//BounceFactor 1
//BounceCount 10
    +NOBOUNCESOUND 
	+NOTELEPORT
//translation 2
-SHOOTABLE
-SOLID
 //+ISMONSTER
 //-FRIENDLY
 +BLOODLESSIMPACT
 //+MISSILE
 //+RIPPER
 //speed 0
 -nogravity
 +NOBLOCKMAP
 //+NOCLIP
 gravity 0.6
 RenderStyle translucent
 //speed 1
 //+ALLOWCLIENTSPAWN
 //+CLIENTSIDEONLY
 +DONTSPLASH
 +PAINLESS
 scale 0.9
 alpha 0.99
 states
 {
  Spawn:
  BL2D C 0
  BL2D C 0 ThrustThingZ(0, random(20,32), 0, 0)
  BL2D CCCC 1 A_fadeout(0.03)
  BL2D CCCC 1 A_fadeout(0.03)
  BL2D BBBBBBBB 1 A_fadeout(0.03)
  BL2D AAAAAAAA 1 A_fadeout(0.02)
  Death:
  BL2D A 1 A_fadeout(0.01)
  Loop
 }
}

actor ObloodflingMedium : Bloodfling
{
//translation 2
-SHOOTABLE
-SOLID
 //+ISMONSTER
 //-FRIENDLY
 +BLOODLESSIMPACT
 //+MISSILE
 //+RIPPER
 -nogravity
 gravity 0.6
 +NOBLOCKMAP
 //+NOCLIP
 RenderStyle translucent
 //speed 1
 //+ALLOWCLIENTSPAWN
 //+CLIENTSIDEONLY
 scale 0.675
 alpha 0.99
 states
 {
  Spawn:
  BL2D C 0
  BL2D C 0 ThrustThingZ(0, random(15,24), 0, 0)
  BL2D CCC 1 A_fadeout(0.045)
  BL2D CCC 1 A_fadeout(0.045)
  BL2D BBBBBB 1 A_fadeout(0.045)
  BL2D AAAAAA 1 A_fadeout(0.03)
  Death:
  BL2D A 1 A_fadeout(0.01)
  Loop
 }
}

actor ObloodflingSmall : Bloodfling
{
//translation 2
-SHOOTABLE
-SOLID
 //+ISMONSTER
 //-FRIENDLY
 +BLOODLESSIMPACT
 //+MISSILE
 //+RIPPER
 -nogravity
 gravity 0.6
 +NOBLOCKMAP
 //+NOCLIP
 RenderStyle translucent
 //speed 1
 //+ALLOWCLIENTSPAWN
 //+CLIENTSIDEONLY
 scale 0.45
 alpha 0.99
 states
 {
  Spawn:
  BL2D C 0
  BL2D C 0 ThrustThingZ(0, random(10,16), 0, 0)
  BL2D CC 1 A_fadeout(0.06)
  BL2D CC 1 A_fadeout(0.06)
  BL2D BBBB 1 A_fadeout(0.06)
  BL2D AAAA 1 A_fadeout(0.04)
  Death:
  BL2D A 1 A_fadeout(0.01)
  Loop
 }
}