actor GIBBER
{
  radius 20
  height 56
  +NOCLIP
  +CLIENTSIDEONLY
    states
  {
  Spawn:
        NULL A 0
		NULL A 0 A_SpawnItemEx ("BiggerSploosh")
		NULL A 0 A_SpawnItemEx ("Bloodmist") 
        NULL A 1 A_SpawnItemEx ("GIB1", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), SXF_NOCHECKPOSITION, 0)
		NULL A 0 A_SpawnItemEx ("EyeballGib", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), SXF_NOCHECKPOSITION, 0)
		NULL A 0 A_SpawnItemEx ("EyeballGib", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), SXF_NOCHECKPOSITION, 0)
		NULL A 0 A_SpawnItemEx ("LiverGib1", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), SXF_NOCHECKPOSITION, 0)
		NULL A 0 A_SpawnItemEx ("ChunkyGib1", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), SXF_NOCHECKPOSITION, 0)
		NULL A 0 A_SpawnItemEx ("ChunkyGib2", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), SXF_NOCHECKPOSITION, 0)
		NULL A 0 A_SpawnItemEx ("GutsGib1", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), SXF_NOCHECKPOSITION, 0)
		NULL A 0 A_SpawnItemEx ("GutsGib1", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), SXF_NOCHECKPOSITION, 0)
		NULL A 0 A_SpawnItemEx ("GutsGib1", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), SXF_NOCHECKPOSITION, 0)
        NULL A 0 A_SpawnItemEx ("GIB2", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), SXF_NOCHECKPOSITION, 0)
        NULL A 0 A_SpawnItemEx ("GIB3", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), SXF_NOCHECKPOSITION, 0)
		NULL A 0 A_SpawnItemEx ("ChunkyGib1", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), SXF_NOCHECKPOSITION, 0)
		NULL A 0 A_SpawnItemEx ("ChunkyGib2", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), SXF_NOCHECKPOSITION, 0)
        NULL A 0 A_SpawnItemEx ("GIB4", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), SXF_NOCHECKPOSITION, 0)
        NULL A 0 A_SpawnItemEx ("GIB5", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), SXF_NOCHECKPOSITION, 0)
		NULL A 0 A_SpawnItemEx ("GutsGib1", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), SXF_NOCHECKPOSITION, 0)
		NULL A 0 A_SpawnItemEx ("GutsGib1", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), SXF_NOCHECKPOSITION, 0)
		NULL A 0 A_SpawnItemEx ("GutsGib1", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), SXF_NOCHECKPOSITION, 0)
        NULL A 1 A_SpawnItemEx ("GIB1", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), SXF_NOCHECKPOSITION, 0)
		NULL A 0 A_SpawnItemEx ("ChunkyGib1", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), SXF_NOCHECKPOSITION, 0)
		NULL A 0 A_SpawnItemEx ("ChunkyGib2", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), SXF_NOCHECKPOSITION, 0)
        NULL A 0 A_SpawnItemEx ("GIB2", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), SXF_NOCHECKPOSITION, 0)
		NULL A 0 A_SpawnItemEx ("ChunkyGib1", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), SXF_NOCHECKPOSITION, 0)
        NULL A 0 A_SpawnItemEx ("GIB3", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), SXF_NOCHECKPOSITION, 0)
        NULL A 0 A_SpawnItemEx ("GIB4", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), SXF_NOCHECKPOSITION, 0)
        NULL A 0 A_SpawnItemEx ("GIB5", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), SXF_NOCHECKPOSITION, 0)
		NULL A 0 A_SpawnItemEx ("ChunkyGib1", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), SXF_NOCHECKPOSITION, 0)
		NULL A 0 A_SpawnItemEx ("ChunkyGib2", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), SXF_NOCHECKPOSITION, 0)
        NULL A 1 A_SpawnItemEx ("GIB1", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), SXF_NOCHECKPOSITION, 0)
        NULL A 0 A_SpawnItemEx ("GIB2", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), SXF_NOCHECKPOSITION, 0)
		NULL A 0 A_SpawnItemEx ("GutsGib1", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), SXF_NOCHECKPOSITION, 0)
		NULL A 0 A_SpawnItemEx ("GutsGib1", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), SXF_NOCHECKPOSITION, 0)
		NULL A 0 A_SpawnItemEx ("GutsGib1", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), SXF_NOCHECKPOSITION, 0)
        NULL A 0 A_SpawnItemEx ("GIB3", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), SXF_NOCHECKPOSITION, 0)
		NULL A 0 A_SpawnItemEx ("ChunkyGib1", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), SXF_NOCHECKPOSITION, 0)
		NULL A 0 A_SpawnItemEx ("ChunkyGib2", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), SXF_NOCHECKPOSITION, 0)
        NULL A 0 A_SpawnItemEx ("GIB4", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), SXF_NOCHECKPOSITION, 0)
        NULL A 0 A_SpawnItemEx ("GIB5", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), SXF_NOCHECKPOSITION, 0)
        NULL A 1 A_SpawnItemEx ("GIB1", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), SXF_NOCHECKPOSITION, 0)
        NULL A 0 A_SpawnItemEx ("GIB2", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), SXF_NOCHECKPOSITION, 0)
		NULL A 0 A_SpawnItemEx ("GutsGib1", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), SXF_NOCHECKPOSITION, 0)
		NULL A 0 A_SpawnItemEx ("GutsGib1", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), SXF_NOCHECKPOSITION, 0)
		NULL A 0 A_SpawnItemEx ("GutsGib1", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), SXF_NOCHECKPOSITION, 0)
        NULL A 0 A_SpawnItemEx ("GIB3", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), SXF_NOCHECKPOSITION, 0)
		NULL A 0 A_SpawnItemEx ("ChunkyGib1", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), SXF_NOCHECKPOSITION, 0)
		NULL A 0 A_SpawnItemEx ("ChunkyGib2", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), SXF_NOCHECKPOSITION, 0)
        NULL A 0 A_SpawnItemEx ("GIB4", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), SXF_NOCHECKPOSITION, 0)
        NULL A 0 A_SpawnItemEx ("GIB5", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), SXF_NOCHECKPOSITION, 0)
        NULL A 1 A_SpawnItemEx ("GIB1", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), SXF_NOCHECKPOSITION, 0)
		NULL A 0 A_SpawnItemEx ("ChunkyGib1", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), SXF_NOCHECKPOSITION, 0)
		NULL A 0 A_SpawnItemEx ("ChunkyGib2", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), SXF_NOCHECKPOSITION, 0)
        NULL A 0 A_SpawnItemEx ("GIB2", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), SXF_NOCHECKPOSITION, 0)
        NULL A 0 A_SpawnItemEx ("GIB3", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), SXF_NOCHECKPOSITION, 0)
        NULL A 0 A_SpawnItemEx ("GIB4", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), SXF_NOCHECKPOSITION, 0)
		NULL A 0 A_SpawnItemEx ("ChunkyGib1", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), SXF_NOCHECKPOSITION, 0)
		NULL A 0 A_SpawnItemEx ("ChunkyGib2", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), SXF_NOCHECKPOSITION, 0)
        NULL A 0 A_SpawnItemEx ("GIB5", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), SXF_NOCHECKPOSITION, 0)
        NULL A 1 A_SpawnItemEx ("GIB1", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), SXF_NOCHECKPOSITION, 0)
		NULL A 0 A_SpawnItemEx ("GutsGib1", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), SXF_NOCHECKPOSITION, 0)
		NULL A 0 A_SpawnItemEx ("GutsGib1", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), SXF_NOCHECKPOSITION, 0)
		NULL A 0 A_SpawnItemEx ("GutsGib1", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), SXF_NOCHECKPOSITION, 0)
        NULL A 0 A_SpawnItemEx ("GIB2", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), SXF_NOCHECKPOSITION, 0)
		NULL A 0 A_SpawnItemEx ("ChunkyGib1", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), SXF_NOCHECKPOSITION, 0)
		NULL A 0 A_SpawnItemEx ("ChunkyGib2", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), SXF_NOCHECKPOSITION, 0)
        NULL A 0 A_SpawnItemEx ("GIB3", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), SXF_NOCHECKPOSITION, 0)
        NULL A 0 A_SpawnItemEx ("GIB4", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), SXF_NOCHECKPOSITION, 0)
        NULL A 0 A_SpawnItemEx ("GIB5", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), SXF_NOCHECKPOSITION, 0)
		NULL A 0 A_SpawnItemEx ("ChunkyGib1", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), SXF_NOCHECKPOSITION, 0)
		NULL A 0 A_SpawnItemEx ("ChunkyGib2", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), SXF_NOCHECKPOSITION, 0)
        NULL A 1 A_SpawnItemEx ("GIB1", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), SXF_NOCHECKPOSITION, 0)
        NULL A 0 A_SpawnItemEx ("GIB2", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), SXF_NOCHECKPOSITION, 0)
        NULL A 0 A_SpawnItemEx ("GIB3", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), SXF_NOCHECKPOSITION, 0)
		NULL A 0 A_SpawnItemEx ("ChunkyGib1", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), SXF_NOCHECKPOSITION, 0)
		NULL A 0 A_SpawnItemEx ("ChunkyGib2", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), SXF_NOCHECKPOSITION, 0)
        NULL A 0 A_SpawnItemEx ("GIB4", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), SXF_NOCHECKPOSITION, 0)
        NULL A 0 A_SpawnItemEx ("GIB5", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), SXF_NOCHECKPOSITION, 0)
		NULL A 0 A_SpawnItemEx ("ChunkyGib1", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), SXF_NOCHECKPOSITION, 0)
		NULL A 0 A_SpawnItemEx ("ChunkyGib2", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), SXF_NOCHECKPOSITION, 0)
        NULL A 1 A_SpawnItemEx ("GIB1", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), SXF_NOCHECKPOSITION, 0)
        NULL A 0 A_SpawnItemEx ("GIB2", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), SXF_NOCHECKPOSITION, 0)
        NULL A 0 A_SpawnItemEx ("GIB3", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), SXF_NOCHECKPOSITION, 0)
        NULL A 0 A_SpawnItemEx ("GIB4", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), SXF_NOCHECKPOSITION, 0)
		NULL A 0 A_SpawnItemEx ("ChunkyGib1", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), SXF_NOCHECKPOSITION, 0)
		NULL A 0 A_SpawnItemEx ("ChunkyGib2", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), SXF_NOCHECKPOSITION, 0)
        NULL A 0 A_SpawnItemEx ("GIB5", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), SXF_NOCHECKPOSITION, 0)
        NULL A 1 A_SpawnItemEx ("GIB1", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), SXF_NOCHECKPOSITION, 0)
        NULL A 0 A_SpawnItemEx ("GIB2", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), SXF_NOCHECKPOSITION, 0)
        NULL A 0 A_SpawnItemEx ("GIB3", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), SXF_NOCHECKPOSITION, 0)
		NULL A 0 A_SpawnItemEx ("ChunkyGib1", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), SXF_NOCHECKPOSITION, 0)
		NULL A 0 A_SpawnItemEx ("ChunkyGib2", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), SXF_NOCHECKPOSITION, 0)
        NULL A 0 A_SpawnItemEx ("GIB4", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), SXF_NOCHECKPOSITION, 0)
        NULL A 0 A_SpawnItemEx ("GIB5", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), SXF_NOCHECKPOSITION, 0)
        NULL A 1 A_SpawnItemEx ("GIB1", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), SXF_NOCHECKPOSITION, 0)
		NULL A 0 A_SpawnItemEx ("ChunkyGib1", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), SXF_NOCHECKPOSITION, 0)
		NULL A 0 A_SpawnItemEx ("ChunkyGib2", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), SXF_NOCHECKPOSITION, 0)
        NULL A 0 A_SpawnItemEx ("GIB2", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), SXF_NOCHECKPOSITION, 0)
        NULL A 0 A_SpawnItemEx ("GIB3", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), SXF_NOCHECKPOSITION, 0)
		NULL A 0 A_SpawnItemEx ("ChunkyGib1", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), SXF_NOCHECKPOSITION, 0)
		NULL A 0 A_SpawnItemEx ("ChunkyGib2", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), SXF_NOCHECKPOSITION, 0)
        NULL A 0 A_SpawnItemEx ("GIB4", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), SXF_NOCHECKPOSITION, 0)
        NULL A 0 A_SpawnItemEx ("GIB5", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), SXF_NOCHECKPOSITION, 0)
        Stop
    }
}

Actor Custom_SlayerBloodySkull
{		
    Radius 4
    Height 4
    +DOOMBOUNCE
    +THRUACTORS
    +DROPOFF
    PROJECTILE
    +SKYEXPLODE
    -NOGRAVITY
    -EXPLODEONWATER
    +CANBOUNCEWATER 
    SeeSound "gibbage/xpart"
    States
    {
        Spawn:
        PLAY Z 5 A_SpawnItemEx("Blood", 0,0,0,frandom(-3,3),0,frandom(2,4),frandom(0,360),SXF_NOCHECKPOSITION)
        PLAY ZZZ 5 
        PLAY ZZZZ 5 
        loop
        Death:
        PLAY Z -1
        stop
    }
}

ACTOR Custom_BloodySkull : Custom_SlayerBloodySkull
{
	States
	{			
        Spawn:
        PLHD A 5 A_SpawnItemEx("Blood", 0,0,0,frandom(-3,3),0,frandom(2,4),frandom(0,360),SXF_NOCHECKPOSITION)
        PLHD BCD 5 
        PLHD ABCD 5 
        loop
        Death:
        PLHD A -1
        stop
    }
}

ACTOR Custom_BloodySkull2 : Custom_SlayerBloodySkull
{
	States
	{			
        Spawn:
        HUNT Z 5 A_SpawnItemEx("Blood", 0,0,0,frandom(-3,3),0,frandom(2,4),frandom(0,360),SXF_NOCHECKPOSITION)
        HUNT ZZZ 5 
        HUNT ZZZZ 5 
        loop
        Death:
        HUNT Z -1
        stop
    }
}

ACTOR Custom_BloodySkull3 : Custom_SlayerBloodySkull
{
	States
	{			
        Spawn:
        ROB1 Z 5 A_SpawnItemEx("Blood", 0,0,0,frandom(-3,3),0,frandom(2,4),frandom(0,360),SXF_NOCHECKPOSITION)
        ROB1 ZZZ 5 
        ROB1 ZZZZ 5 
        loop
        Death:
        ROB1 Z -1
        stop
    }
}

ACTOR Custom_GBBloodySkull : Custom_SlayerBloodySkull
{
	States
	{	
        Spawn:
        PETE O 5 A_SpawnItemEx("Blood", 0,0,0,frandom(-3,3),0,frandom(2,4),frandom(0,360),SXF_NOCHECKPOSITION)
        PETE OOO 5 
        PETE OOOO 5 
        loop
        Death:
        PETE O -1
        stop
    }
}

ACTOR Custom_EngineerBloodySkull : Custom_SlayerBloodySkull
{
	States
	{	
        Spawn:
        GO99 Z 5 A_SpawnItemEx("Blood", 0,0,0,frandom(-3,3),0,frandom(2,4),frandom(0,360),SXF_NOCHECKPOSITION)
        GO99 ZZZ 5 
        GO99 ZZZZ 5 
        loop
        Death:
        GO99 Z -1
        stop
    }
}

Actor Custom_SantaBloodySkull : Custom_SlayerBloodySkull
{
	States
	{	
        Spawn:
        SANT Z 5 A_SpawnItemEx("Blood", 0,0,0,frandom(-3,3),0,frandom(2,4),frandom(0,360),SXF_NOCHECKPOSITION)
        SANT ZZZ 5 
        SANT ZZZZ 5 
        loop
        Death:
        SANT Z -1
        stop
    }
}

Actor Custom_MageBloodySkull : Custom_SlayerBloodySkull
{
	States
	{	
        Spawn:
        MAGE Z 5 A_SpawnItemEx("Blood", 0,0,0,frandom(-3,3),0,frandom(2,4),frandom(0,360),SXF_NOCHECKPOSITION)
        MAGE ZZZ 5 
        MAGE ZZZZ 5 
        loop
        Death:
        MAGE Z -1
        stop
    }
}

Actor Custom_CorvusBloodySkull : Custom_SlayerBloodySkull
{
	States
	{	
        Spawn:
        CORV Q 5 A_SpawnItemEx("Blood", 0,0,0,frandom(-3,3),0,frandom(2,4),frandom(0,360),SXF_NOCHECKPOSITION)
        CORV QQQ 5 
        CORV QQQQ 5 
        loop
        Death:
        CORV Q -1
        stop
    }
}

Actor Custom_CassattBloodySkull : Custom_SlayerBloodySkull
{
	States
	{	
        Spawn:
        CASS Z 5 A_SpawnItemEx("Blood", 0,0,0,frandom(-3,3),0,frandom(2,4),frandom(0,360),SXF_NOCHECKPOSITION)
        CASS ZZZ 5 
        CASS ZZZZ 5 
        loop
        Death:
        CASS Z -1
        stop
    }
}

Actor Custom_LaraBloodySkull : Custom_SlayerBloodySkull
{
	Scale 1.3
	States
	{	
        Spawn:
        LRHD A 5 A_SpawnItemEx("Blood", 0,0,0,frandom(-3,3),0,frandom(2,4),frandom(0,360),SXF_NOCHECKPOSITION)
        LRHD AAA 5 
        LRHD AAAA 5 
        loop
        Death:
        LRHD A -1
        stop
    }
}

Actor Custom_CalebBloodySkull : Custom_SlayerBloodySkull
{
	States
	{	
        Spawn:
        CALB Z 5 A_SpawnItemEx("Blood", 0,0,0,frandom(-3,3),0,frandom(2,4),frandom(0,360),SXF_NOCHECKPOSITION)
        CALB ZZZ 5 
        CALB ZZZZ 5 
        loop
        Death:
        CALB Z -1
        stop
    }
}

Actor Custom_DukeBloodySkull : Custom_SlayerBloodySkull
{
	States
	{	
        Spawn:
        DUKE Z 5 A_SpawnItemEx("Blood", 0,0,0,frandom(-3,3),0,frandom(2,4),frandom(0,360),SXF_NOCHECKPOSITION)
        DUKE ZZZ 5 
        DUKE ZZZZ 5 
        loop
        Death:
        DUKE Z -1
        stop
    }
}

Actor Custom_BlazkowiczBloodySkull : Custom_SlayerBloodySkull
{
	States
	{		
        Spawn:
        BLAZ Z 5 A_SpawnItemEx("Blood", 0,0,0,frandom(-3,3),0,frandom(2,4),frandom(0,360),SXF_NOCHECKPOSITION)
        BLAZ ZZZ 5 
        BLAZ ZZZZ 5 
        loop
        Death:
        BLAZ Z -1
        stop
    }
}

Actor Custom_KnightBloodySkull : Custom_SlayerBloodySkull
{
	States
	{		
        Spawn:
        KNIG O 5 A_SpawnItemEx("Blood", 0,0,0,frandom(-3,3),0,frandom(2,4),frandom(0,360),SXF_NOCHECKPOSITION)
        KNIG OOO 5 
        KNIG OOOO 5 
        loop
        Death:
        KNIG O -1
        stop
    }
}

Actor Custom_StrifeBloodySkull : Custom_SlayerBloodySkull
{
	States
	{			
        Spawn:
        GSOL Z 5 A_SpawnItemEx("Blood", 0,0,0,frandom(-3,3),0,frandom(2,4),frandom(0,360),SXF_NOCHECKPOSITION)
        GSOL ZZZ 5 
        GSOL ZZZZ 5 
        loop
        Death:
        GSOL Z -1
        stop
    }
}

Actor Custom_BloodySkullIvy : Custom_SlayerBloodySkull
{
	Scale 0.4
	States
	{			
        Spawn:
        SIR2 Z 5 A_SpawnItemEx("Blood", 0,0,0,frandom(-3,3),0,frandom(2,4),frandom(0,360),SXF_NOCHECKPOSITION)
        SIR2 ZZZ 5 
        SIR2 ZZZZ 5 
        loop
        Death:
        SIR2 Z -1
        stop
    }
}

Actor BloodDrip
{
	Radius 1
	Height 4
	Gravity 0.125
	+MISSILE
	+NOICEDEATH
	+CLIENTSIDEONLY
	States
	{
	Spawn:
		BDRP A -1
		Stop
	Death:
		BDSH AB 3
		BDSH CD 2
		BDPL A 175
		Stop
	}
}

Actor PainSmoke : BulletPuff
{
	States
	{
	Spawn:
		ISMK AB 4
	Melee:
		ISMK CD 4
		Stop
	}
}

Actor PainSmoke2 : PainSmoke
{
	VSpeed 5
}

Actor Heart
{
	Scale 0.035
	+DROPOFF
	States
	{
	Spawn:
		HART A 0
		HART A 0 A_PlaySoundEx("Gibbage/XSplat","Body")
		HART AAAAAAAA 5 A_CustomMissile("Blood",0,0,random(0,360))
		HART A 0 A_SpawnItemEx("HeartHealth")
		Stop
	}
}

Actor SkullGib
{
	Radius 8
	Height 8
	Scale 0.8
	+DOOMBOUNCE
	+DROPOFF
	+CLIENTSIDEONLY
	+MISSILE
	States
	{
	Spawn:
		SKLB LKJIHGFEDCBA 1 A_SpawnItem("PainSmoke")
		Loop
	Death:
		SKLB HHHHH 22 A_SpawnItem("PainSmoke2")
		SKLB H 4 A_SpawnItem("PainSmoke2")
		SKLB HHHHHHHHHH 1 A_FadeOut(0.1)
		Stop
	}
}

Actor ChestGib : SkullGib
{
	States
	{
	Spawn:
		CHES LKJIHGFEDCBA 1 A_SpawnItem("PainSmoke")
		Loop
	Death:
		CHES BBBB 25 A_SpawnItem("PainSmoke2")
		CHES BBBBBBBBBB 1 A_FadeOut(0.1)
		Stop
	}
}

Actor ArmGib : SkullGib
{
	States
	{
	Spawn:
		ARMS ABCDEFGHIJKL 1 A_SpawnItem("PainSmoke")
		Loop
	Death:
		ARMS EEEEE 21 A_SpawnItem("PainSmoke2")
		ARMS E 2 A_SpawnItem("PainSmoke2")
		ARMS EEEEEEEEEE 1 A_FadeOut(0.1)
		Stop
	}
}

Actor HandGib : SkullGib
{
	States
	{
	Spawn:
		HAND A 1 A_SpawnItem("PainSmoke")
		Loop
	Death:
		HAND AAAAAA 20 A_SpawnItem("PainSmoke2")
		HAND AAAAAAAAAA 1 A_FadeOut(0.1)
		Stop
	}
}

Actor CoccyxGib : SkullGib
{
	States
	{
	Spawn:
		COCC A 1 A_SpawnItem("PainSmoke")
		Loop
	Death:
		COCC AAAAA 11 A_SpawnItem("PainSmoke2")
		COCC A 2 A_SpawnItem("PainSmoke2")
		COCC AAAAAAAAAA 1 A_FadeOut(0.1)
		Stop
	}
}

Actor LegGib : SkullGib
{
	States
	{
	Spawn:
		LEGS ABCDEFGHIJKL 1 A_SpawnItem("PainSmoke")
		Loop
	Death:
		LEGS MMMMM 20 A_SpawnItem("PainSmoke2")
		LEGS MMMMMMMMMM 1 A_FadeOut(0.1)
		Stop
	}
}

Actor BoneGib : SkullGib
{
	States
	{
	Spawn:
		BONE ABCDEFGHIJKL 1 A_SpawnItem("PainSmoke")
		Loop
	Death:
		BONE MMMMM 15 A_SpawnItem("PainSmoke2")
		BONE MMMMMMMMMM 1 A_FadeOut(0.1)
		Stop
	}
}

actor GutsGib1
{
    +DOOMBOUNCE
    PROJECTILE
    -NOGRAVITY
    //-NOBLOCKMAP
    -NOTELEPORT
    -SOLID
	+CLIENTSIDEONLY
    Radius 2
    Damage 0
    Decal BloodSplat
    bouncefactor 0.4
    SeeSound "gibbage/xgib"
    Speed 5
	 renderstyle translucent
 alpha 1.0
    States
    {
    Spawn:
        GUTS A 0
        GUTS A 0 ThrustThingZ (0, random(0,45), 0, 1)
        goto See
    See:
	NULL A 0 A_JumpIf(waterlevel > 1, "Remove")
        GUTS A 1 A_Custommissile("Blood", -5,0,0)
        GUTS ABCDEFGH 3
        loop
    Death:
        GUTS A 0 A_ChangeFlag(NOBLOCKMAP, 0)
        GUTS A 0 A_Jump (64,2)
        GUTS A 0 A_Jump (128,2)
        GUTS IJKL 3
		GUTS L 200
        Stop
		   Remove: // Anti-Lag - Removes blood in water.
      NULL A 0 
        stop
    }
	}

actor ChunkyGib1
{
    +DOOMBOUNCE
    PROJECTILE
    -NOGRAVITY
    //-NOBLOCKMAP
    -NOTELEPORT
    -SOLID
	+CLIENTSIDEONLY
    Radius 2
    Damage 0
    Decal BloodSplat
    bouncefactor 0.4
    SeeSound "gibbage/xgib"
    Speed 5
	 renderstyle translucent
 alpha 1.0
    States
    {
    Spawn:
        XMT1 A 0
        XMT1 A 0 ThrustThingZ (0, random(0,45), 0, 1)
        goto See
    See:
	NULL A 0 A_JumpIf(waterlevel > 1, "Remove")
        XMT1 A 1 A_Custommissile("Blood", -5,0,0)
        XMT1 ABCDEFGH 3
        loop
    Death:
        XMT1 A 0 A_ChangeFlag(NOBLOCKMAP, 0)
        XMT1 A 0 A_Jump (64,2)
        XMT1 A 0 A_Jump (128,2)
		XMT1 M 200
        Stop
		   Remove: // Anti-Lag - Removes blood in water.
      NULL A 0 
        stop
    }
	}
	
actor ChunkyGib2
{
    +DOOMBOUNCE
    PROJECTILE
    -NOGRAVITY
    //-NOBLOCKMAP
    -NOTELEPORT
    -SOLID
	+CLIENTSIDEONLY
    Radius 2
    Damage 0
    Decal BloodSplat
    bouncefactor 0.4
    SeeSound "gibbage/xgib"
    Speed 5
	 renderstyle translucent
 alpha 1.0
    States
    {
    Spawn:
        XMT2 A 0
        XMT2 A 0 ThrustThingZ (0, random(0,45), 0, 1)
        goto See
    See:
	NULL A 0 A_JumpIf(waterlevel > 1, "Remove")
        XMT2 A 1 A_Custommissile("Blood", -5,0,0)
        XMT2 ABCDEFGH 3
        loop
    Death:
        XMT2 A 0 A_ChangeFlag(NOBLOCKMAP, 0)
        XMT2 A 0 A_Jump (64,2)
        XMT2 A 0 A_Jump (128,2)
		XMT2 I 200
        Stop
		   Remove: // Anti-Lag - Removes blood in water.
      NULL A 0 
        stop
    }
	}

actor LiverGib1
{
    +DOOMBOUNCE
    PROJECTILE
    -NOGRAVITY
    //-NOBLOCKMAP
    -NOTELEPORT
    -SOLID
	+CLIENTSIDEONLY
    Radius 2
    Damage 0
    Decal BloodSplat
    bouncefactor 0.4
    SeeSound "gibbage/xgib"
    Speed 5
	 renderstyle translucent
 alpha 1.0
    States
    {
    Spawn:
        XDB5 A 0
        XDB5 A 0 ThrustThingZ (0, random(0,45), 0, 1)
        goto See
    See:
	NULL A 0 A_JumpIf(waterlevel > 1, "Remove")
        XDB5 A 1 A_Custommissile("Blood", -5,0,0)
        XDB5 ABCDEFGH 3
        loop
    Death:
        XDB5 A 0 A_ChangeFlag(NOBLOCKMAP, 0)
        XDB5 A 0 A_Jump (64,2)
        XDB5 A 0 A_Jump (128,2)
		XDB5 O 200
        Stop
		   Remove: // Anti-Lag - Removes blood in water.
      NULL A 0 
        stop
    }
	}
	
actor EyeballGib
{
    +DOOMBOUNCE
    PROJECTILE
    -NOGRAVITY
    //-NOBLOCKMAP
    -NOTELEPORT
    -SOLID
	+CLIENTSIDEONLY
    Radius 2
    Damage 0
    Decal BloodSplat
    bouncefactor 0.4
    SeeSound "gibbage/xgib"
    Speed 5
	 renderstyle translucent
 alpha 1.0
    States
    {
    Spawn:
        BRIB E 0
        BRIB E 0 ThrustThingZ (0, random(0,45), 0, 1)
        goto See
    See:
	NULL A 0 A_JumpIf(waterlevel > 1, "Remove")
        BRIB E 1 A_Custommissile("Blood", -5,0,0)
        BRIB EFGH 3
        loop
    Death:
        BRIB E 0 A_ChangeFlag(NOBLOCKMAP, 0)
        BRIB E 0 A_Jump (64,2)
        BRIB E 0 A_Jump (128,2)
		BRIN C 200
        Stop
		   Remove: // Anti-Lag - Removes blood in water.
      NULL A 0 
        stop
    }
	}
	
actor BiggerSploosh
{
	Decal BloodSplat
	Alpha 0.8
	Renderstyle Translucent
	+GHOST
	+NOBLOCKMAP
	Gravity 0.01
	+DontSplash
	-EXPLODEONWATER
	-ALLOWPARTICLES 
	+CLIENTSIDEONLY
	-NOGRAVITY
	+THRUACTORS
	+NOCLIP
	Gravity 0.2
	Scale 1.5
	Speed 1
	 states
	 {
	  Spawn:
		BLOR L 15
		BLOR LLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLL 1 A_FadeOut(0.015)
		Stop
	 }
}

