
actor Blood2 : Blood replaces Blood
{
 game Doom
 states
 {
  Spawn:
  TNT1 A 0
  TNT1 BBBB 1 A_SpawnItemEx ("NewBlood", 0, 0, random(0,12), random(-2,2), random(-2,2), random(-5,15))
  stop
 }
}

actor NewBlood
{
  game Doom
  scale 0.85
  health 1
  radius 0
  height 0
  mass 0x7FFFFFFF
  DeathSound "Gore/Gib"
  +CLIENTSIDEONLY 
  +DONTSPLASH
  +CORPSE
  +NOTELEPORT
  +NOBLOCKMAP
  +NOBLOCKMONST 
  +MOVEWITHSECTOR 
  States
  {
  Spawn:
    TNT1 A 1
    TNT1 A 0 A_Jump(156,"BLUDA","BLUDB","BLUDC")
	BLUD B 1 
	Goto Spawn+2
  BLUDA: 
    BLUD A 1 
    loop
	
  BLUDB: 
    BLUD B 1 
    loop
	
  BLUDC: 
    BLUD C 1
    loop
	
	
  Crash:
    TNT1 A 0 A_Stop
	TNT1 A 0 A_Scream
    BLUD A 1 A_Jump(256,"BLUDD","BLUDE","BLUDF")
	
  BLUDD:
    BLUD D 175
  FadeoutA:
    BLUD D 1 A_FadeOut
    Loop
	
  BLUDE:
    BLUD E 175
  FadeoutB:
    BLUD E 1 A_FadeOut
	loop
	
  BLUDF:
    BLUD F 175
  FadeoutC:
    BLUD F 1 A_FadeOut
	loop
  }
}

actor Gibber
{
  radius 20
  height 56
  +NOGRAVITY
  +CLIENTSIDEONLY
  +NOCLIP
    states
  {
  Spawn:
        TNT1 A 0
        TNT1 A 0 A_PlaySound("gore/xdeath")
        TNT1 AAAA 1 A_SpawnItemEx ("NewBlood", 0, 0, random(0,12), random(-2,2), random(-2,2), random(-5,15))
		TNT1 AAAAAAAAAAAA 0 A_SpawnItemEx ("NewBlood", 0, 0, random(0,12), random(-2,2), random(-2,2), random(-5,15))
		TNT1 AA 1 A_SpawnItemEx ("NewBloodClone", 0, 0, random(4,16), random(-3,3), random(-3,3), random(-6,17))
		TNT1 AAAAAAA 0 A_SpawnItemEx ("NewBloodClone", 0, 0, random(4,16), random(-3,3), random(-3,3), random(-6,17))
		TNT1 AAA 1 A_SpawnItemEx ("NewBlood", 0, 0, random(0,12), random(-2,2), random(-2,2), random(-5,15))
		TNT1 AAAAA 0 A_SpawnItemEx ("NewBloodClone", 0, 0, random(4,16), random(-3,3), random(-3,3), random(-6,17))
		TNT1 AA 1 A_SpawnItemEx ("NewBloodClone", 0, 0, random(4,16), random(-3,3), random(-3,3), random(-6,17))
		TNT1 AAAAAAA 0 A_SpawnItemEx ("NewBlood", 0, 0, random(0,12), random(-2,2), random(-2,2), random(-5,15))
		TNT1 AAA 1 A_SpawnItemEx ("NewBloodClone", 0, 0, random(4,16), random(-3,3), random(-3,3), random(-6,17))
		TNT1 AAAAAAAAAAAAAAAA 0 A_SpawnItemEx ("NewBlood", 0, 0, random(0,12), random(-2,2), random(-2,2), random(-5,15))
		TNT1 AA 1 A_SpawnItemEx ("NewBloodClone", 0, 0, random(4,16), random(-3,3), random(-3,3), random(-6,17))
		TNT1 AAAAAAAAAAA 0 A_SpawnItemEx ("NewBloodClone", 0, 0, random(4,16), random(-3,3), random(-3,3), random(-6,17))
		TNT1 AA 1 A_SpawnItemEx ("NewBloodClone", 0, 0, random(4,16), random(-3,3), random(-3,3), random(-6,17))
		TNT1 AAAA 0 A_SpawnItemEx ("NewBloodClone", 0, 0, random(4,16), random(-3,3), random(-3,3), random(-6,17))
		TNT1 AA 1 A_SpawnItemEx ("NewBlood", 0, 0, random(0,12), random(-2,2), random(-2,2), random(-5,15))
		TNT1 AAAAAAA 0 A_SpawnItemEx ("NewBloodClone", 0, 0, random(4,16), random(-3,3), random(-3,3), random(-6,17))
		TNT1 AA 1 A_SpawnItemEx ("NewBlood", 0, 0, random(0,12), random(-2,2), random(-2,2), random(-5,15))
		TNT1 AAAAA 0 A_SpawnItemEx ("NewBloodClone", 0, 0, random(4,16), random(-3,3), random(-3,3), random(-6,17))
		TNT1 AAAA 1 A_SpawnItemEx ("NewBlood", 0, 0, random(0,12), random(-2,2), random(-2,2), random(-5,15))
		TNT1 AA 0 A_SpawnItemEx ("NewBloodClone", 0, 0, random(4,16), random(-3,3), random(-3,3), random(-6,17))
		TNT1 AA 1 A_SpawnItemEx ("NewBloodClone", 0, 0, random(4,16), random(-3,3), random(-3,3), random(-6,17))
		TNT1 AAAA 0 A_SpawnItemEx ("NewBlood", 0, 0, random(0,12), random(-2,2), random(-2,2), random(-5,15))
		TNT1 AA 1 A_SpawnItemEx ("NewBloodClone", 0, 0, random(4,16), random(-3,3), random(-3,3), random(-6,17))
		TNT1 AAAAAAAAAAA 0 A_SpawnItemEx ("NewBloodClone", 0, 0, random(4,16), random(-3,3), random(-3,3), random(-6,17))
		TNT1 AA 1 A_SpawnItemEx ("NewBlood", 0, 0, random(0,12), random(-2,2), random(-2,2), random(-5,15))
		TNT1 AAAA 1 A_SpawnItemEx ("NewBloodClone", 0, 0, random(4,16), random(-3,3), random(-3,3), random(-6,17))
		TNT1 AAA 0 A_SpawnItemEx ("NewBloodClone", 0, 0, random(4,16), random(-3,3), random(-3,3), random(-6,17))
		TNT1 AAA 1 A_SpawnItemEx ("NewBlood", 0, 0, random(0,12), random(-2,2), random(-2,2), random(-5,15))
		
		loop
		
  }
}

actor BloodClone : NewBlood
{
 game Doom
 states
 {
  Spawn:
  TNT1 A 0
  TNT1 BBBBB 1 A_SpawnItemEx ("NewBloodClone", 0, 0, random(4,16), random(-3,3), random(-3,3), random(-6,17))
  stop
 }
}

actor NewBloodClone 
{
  game Doom
  scale 0.9
  health 1
  radius 0
  height 0
  mass 0x7FFFFFFF
  gravity 0.65
  +CLIENTSIDEONLY 
  +DONTSPLASH
  +CORPSE
  +NOTELEPORT
  +NOBLOCKMAP
  +NOBLOCKMONST 
  +MOVEWITHSECTOR 
  States
  {
  Spawn:
    TNT1 A 0
    TNT1 A 0 A_Jump(256,"BLUDA","BLUDB","BLUDC")
	
  BLUDA: 
    BLUD A 1 
    loop
	
  BLUDB: 
    BLUD B 1 
    loop
	
  BLUDC: 
    BLUD C 1
    loop
	
	
  Crash:
    TNT1 A 0 A_Stop
	
    TNT1 A 0 A_Jump(256,"BLUDD","BLUDE","BLUDF")
	
  BLUDD:
    BLUD D 175
  FadeoutA:
    BLUD D 1 A_FadeOut
    Loop
	
  BLUDE:
    BLUD E 175
  FadeoutB:
    BLUD E 1 A_FadeOut
	loop
	
  BLUDF:
    BLUD F 175
  FadeoutC:
    BLUD F 1 A_FadeOut
	loop
  }
}


