//===BLOOD EFFECTS===
//Getting messy using Mortal Kombat 2 blood sprites

actor NewBloodSplatter : blood replaces Blood
{
	+dontblast
	+NOTELEPORT
	+clientsideonly
	states
	{
	Spawn:
		TNT1 A 0
		TNT1 AAA 0 A_SpawnItemEx ("NewBloodSpray", 0, 0, 0, random (-6, 6), random (4, 8), random (1, 6))
		TNT1 A 0 A_SpawnItemEx ("NewBloodSpray", 0, 0, 0, random (-4, 3), random (2, 7), random (2, 8))
		TNT1 A 0 A_SpawnItemEx ("NewBloodSpray", 0, 0, 0, random (-4, 3), random (2, 7), random (2, 8))
		TNT1 AA 0 A_SpawnItemEx ("NewBloodSpray", 0, 0, 0, random (-3, 5), random (-3, 10), random (2, 5))
		stop
	}
}

actor NewBloodSpray : newBloodSplatter
{
	radius 1
	height 1
	speed 2
	scale 1
	gravity 1.5
	VSpeed 0
	PROJECTILE
	+thruactors
	+bounceonwalls
	+NOTELEPORT
	-NOGRAVITY
	-NOCLIP
	states
	{
	Spawn:
		NBLD A 4 a_stop
		NBLD B 3
		NBLD C 4
		NBLD D 2	
		NBLD E 2
		NBLD F 2
		NBLD G 1
		stop
	death:
		TNT1 A 0 A_PlaySound("BloodSplat",CHAN_AUTO)		
		NBLD GHI 2
	fadeloop:	
		NBLD I 1 A_FadeOut (0.2)
		NBLD I 1 A_FadeOut (0.2)
		NBLD I 1 A_FadeOut (0.2)
		NBLD I 1 A_FadeOut (0.2)
		NBLD I 1 A_FadeOut (0.2)
		stop
	}
}



actor GMOTAnoBlood : NewBloodSpray
{
	states
	{
	Spawn:
		TNT1 A 0
		TNT1 A 1
		stop
	}
}

	


//*************************************************************
//*************************************************************
//*************************************************************
//Hell Knight Blood
actor KnightBloodSplatter : NewBloodSpray
{
	states
	{
	Spawn:
		TNT1 AAA 0 A_SpawnItemEx ("KnightBloodSpray", 0, 0, 0, random (-6, 6), random (4, 8), random (1, 6))
		TNT1 A 0 A_SpawnItemEx ("KnightBloodSpray", 0, 0, 0, random (-4, 3), random (2, 7), random (2, 8))
		TNT1 A 0 A_SpawnItemEx ("KnightBloodSpray", 0, 0, 0, random (-4, 3), random (2, 7), random (2, 8))
		TNT1 AA 0 A_SpawnItemEx ("KnightBloodSpray", 0, 0, 0, random (-3, 5), random (-3, 10), random (2, 5))
		stop
	}
}
		
actor KnightBloodSpray : NewBloodSpray
{
	translation "0:255=%[0,0,0]:[0,1,0]"
}

//*************************************************************
//*************************************************************
//*************************************************************
//Slime Blood
actor SlimeBloodSplatter : NewBloodSpray
{
	states
	{
	Spawn:
		TNT1 AAA 0 A_SpawnItemEx ("SlimeBloodSpray", 0, 0, 0, random (-6, 6), random (4, 8), random (1, 6))
		TNT1 A 0 A_SpawnItemEx ("SlimeBloodSpray", 0, 0, 0, random (-4, 3), random (2, 7), random (2, 8))
		TNT1 A 0 A_SpawnItemEx ("SlimeBloodSpray", 0, 0, 0, random (-4, 3), random (2, 7), random (2, 8))
		TNT1 AA 0 A_SpawnItemEx ("SlimeBloodSpray", 0, 0, 0, random (-3, 5), random (-3, 10), random (2, 5))
		stop
	}
}

actor SlimeBloodSpray : NewBloodSpray
{
	translation "168:191=[0,0,0]:[11,11,11]"
}

actor BigBloodSplatter
{
	+NOGRAVITY
	+NOINTERACTION
	+NOTELEPORT
	+clientsideonly
	states
	{
	spawn:
		TNT1 A 0
		BBLD ABCDEFGHIJ 3
		stop
	}
}


//*************************************************************
//*************************************************************
//*************************************************************
//Knightmare Duke Blood
actor DukeBloodSplatter : NewBloodSpray
{
	states
	{
	Spawn:
		TNT1 AAA 0 A_SpawnItemEx ("DukeBloodSpray", 0, 0, 0, random (-6, 6), random (4, 8), random (1, 6))
		TNT1 A 0 A_SpawnItemEx ("DukeBloodSpray", 0, 0, 0, random (-4, 3), random (2, 7), random (2, 8))
		TNT1 A 0 A_SpawnItemEx ("DukeBloodSpray", 0, 0, 0, random (-4, 3), random (2, 7), random (2, 8))
		TNT1 AA 0 A_SpawnItemEx ("DukeBloodSpray", 0, 0, 0, random (-3, 5), random (-3, 10), random (2, 5))
		stop
	}
}
		
actor DukeBloodSpray : NewBloodSpray
{
	translation "175:191=199:207", "16:47=198:202"
}


actor BigDukeBloodSplatter : BigBloodSplatter
{
	+NOGRAVITY
	+NOINTERACTION
	+clientsideonly
	translation "175:191=199:207", "16:47=198:202"
	states
	{
	spawn:
		TNT1 A 0
		BBLD ABCDEFGHIJ 3
		stop
	}
}
	




//--------------------------------------------------------------

//BONE GIBS
//Ripped from Castlevania Bloodlines

actor BoneGib
{
	+notimefreeze
	+cannotpush
	+movewithsector
	+dontsplash
	+noblockmap
	+missile
	+doombounce
	+thruactors
	+dontblast
	-nogravity
	+FORCEXYBILLBOARD	
	+LOOKALLAROUND
	+bounceonactors
	+randomize
	+clientsideonly
	+NOTELEPORT
	seesound "gibs/Bones"
	scale 1
	Gravity 1.2 
	bouncecount 3
    bouncefactor 0.45
	Speed 5
    States
    {
	spawn:
		TNT1 A 0
		TNT1 A 0 A_PlaySound("silence", CHAN_VOICE)
	flying:
        BNGB ABCD 2
		loop
	death:
		BNGB C 300
		BNGB C 10 A_FadeOut (0.25)
  		BNGB C 10 A_FadeOut (0.25)
		BNGB C 10 A_FadeOut (0.25)
		BNGB C 10 A_FadeOut (0.25)
		stop
    }
}

actor QuickBoneGib : BoneGib
{
	scale 0.8
	seesound "gibs/quickBones"
	states
	{
	spawn:
		TNT1 A 0
		TNT1 A 0 A_PlaySound("silence", CHAN_VOICE)
	flying:
        BNGB ABCD 2
		loop
	death:
		BNGB C 150
		BNGB C 5 A_FadeOut (0.25)
  		BNGB C 5 A_FadeOut (0.25)
		BNGB C 5 A_FadeOut (0.25)
		BNGB C 5 A_FadeOut (0.25)
		stop
    }
}


actor RevBoneGib : BoneGib
{
	translation "4:111=%[0.00,0.00,0.00]:[0.88,0.69,0.52]"
}

actor Bonespray
{
	+NOTELEPORT
	states
	{
	spawn:
		TNT1 A 0 A_SpawnItemEx ("QuickBoneGib", 0, 0, 0, random (-6, 6), random (4, 8), random (1, 6))
		TNT1 AA 0 A_SpawnItemEx ("QuickBoneGib", 0, 0, 0, random (-4, 3), random (2, 7), random (2, 8))
		TNT1 AA 0 A_SpawnItemEx ("QuickBoneGib", 0, 0, 0, random (-4, 3), random (2, 7), random (2, 8))
		stop
	}
}




actor RevBonespray
{
	+NOTELEPORT
	states
	{
	spawn:
		TNT1 A 0 A_SpawnItemEx ("QuickRevBoneGib", 0, 0, 0, random (-6, 6), random (4, 8), random (1, 6))
		TNT1 AA 0 A_SpawnItemEx ("QuickRevBoneGib", 0, 0, 0, random (-4, 3), random (2, 7), random (2, 8))
		TNT1 AA 0 A_SpawnItemEx ("QuickRevBoneGib", 0, 0, 0, random (-4, 3), random (2, 7), random (2, 8))
		stop
	}
}

actor goldBonespray
{
	+NOTELEPORT
	states
	{
	spawn:
		TNT1 A 0 A_SpawnItemEx ("goldBones", 0, 0, 0, random (-6, 6), random (4, 8), random (1, 6))
		TNT1 AA 0 A_SpawnItemEx ("goldBones", 0, 0, 0, random (-4, 3), random (2, 7), random (2, 8))
		TNT1 AA 0 A_SpawnItemEx ("goldBones", 0, 0, 0, random (-4, 3), random (2, 7), random (2, 8))
		stop
	}
}

actor miniBonespray
{
	+NOTELEPORT
	states
	{
	spawn:
		TNT1 A 0 A_SpawnItemEx ("miniBones", 0, 0, 0, random (-6, 6), random (4, 8), random (1, 6))
		TNT1 AA 0 A_SpawnItemEx ("miniBones", 0, 0, 0, random (-4, 3), random (2, 7), random (2, 8))
		TNT1 AA 0 A_SpawnItemEx ("miniBones", 0, 0, 0, random (-4, 3), random (2, 7), random (2, 8))
		stop
	}
}

actor blackBonespray
{
	+bright
	+NOTELEPORT
	scale 1.4
	states
	{
	spawn:
		TNT1 A 0 A_SpawnItemEx ("blackBones", 0, 0, 0, random (-6, 6), random (4, 8), random (1, 6))
		TNT1 AA 0 A_SpawnItemEx ("blackBones", 0, 0, 0, random (-4, 3), random (2, 7), random (2, 8))
		TNT1 AA 0 A_SpawnItemEx ("blackBones", 0, 0, 0, random (-4, 3), random (2, 7), random (2, 8))
		stop
	}
}

actor blackBones : BoneGib
{
	states
	{
	spawn:
		BBGB ABCD 2
		loop
	death:
		BBGB C 300
		BBGB C 10 A_FadeOut (0.25)
		BBGB C 10 A_FadeOut (0.25)
		BBGB C 10 A_FadeOut (0.25)
		BBGB C 10 A_FadeOut (0.25)
		stop
	}
}

actor goldBones : BoneGib
{
	scale 0.55
	states
	{
	spawn:
		GBGB ABCD 2
		loop
	death:
		GBGB C 300
		GBGB C 10 A_FadeOut (0.25)
		GBGB C 10 A_FadeOut (0.25)
		GBGB C 10 A_FadeOut (0.25)
		GBGB C 10 A_FadeOut (0.25)
		stop
	}
}

actor goldHipBone : BoneGib
{
	scale 0.55	
	states
	{
	spawn:
		GHGB ABCD 2
		loop
	death:
		GHGB C 300
		GHGB C 10 A_FadeOut (0.25)
		GHGB C 10 A_FadeOut (0.25)
		GHGB C 10 A_FadeOut (0.25)
		GHGB C 10 A_FadeOut (0.25)
		stop
	}
}

actor goldRibCage : BoneGib
{
	scale 0.55
	states
	{
	spawn:
		GRIB ABCD 2
		loop
	death:
		GRIB C 300
		GRIB C 10 A_FadeOut (0.25)
		GRIB C 10 A_FadeOut (0.25)
		GRIB C 10 A_FadeOut (0.25)
		GRIB C 10 A_FadeOut (0.25)
		stop
	}
}



actor impskull : BoneGib
{
	states
	{
	spawn:
		ISKL ABCD 2
		loop
	death:
		TNT1 A 0 a_jump (256, "skullstop1","skullstop2","skullstop3","skullstop4")
		stop
	skullstop1:
		ISKL A -1
		stop
	skullstop2:
		ISKL B -1
		stop
	skullstop3:
		ISKL C -1
		stop
	skullstop4:
		ISKL D -1
		stop
	}
}

actor HipBoneGib : BoneGib
{
	states
	{
	spawn:
		BNGH ABCD 2
		loop
	death:
		BNGH A 300
		BNGH A 10 A_FadeOut (0.25)
		BNGH A 10 A_FadeOut (0.25)
		BNGH A 10 A_FadeOut (0.25)
		BNGH A 10 A_FadeOut (0.25)
		stop
	}
}

actor RibBoneGib : BoneGib
{
	states
	{
	spawn:
		BNGR ABCD 2
		loop
	death:
		BNGR A 300
		BNGR A 10 A_FadeOut (0.25)
		BNGR A 10 A_FadeOut (0.25)
		BNGR A 10 A_FadeOut (0.25)
		BNGR A 10 A_FadeOut (0.25)
		stop
	}
}

actor QuickRevBoneGib : QuickBoneGib
{
	translation "4:111=%[0.00,0.00,0.00]:[0.88,0.69,0.52]"
}


actor RevHipBoneGib : HipBoneGib
{
	translation "4:111=%[0.00,0.00,0.00]:[0.88,0.69,0.52]"
}


actor RevRibBoneGib : RibBoneGib
{
	translation "4:111=%[0.00,0.00,0.00]:[0.88,0.69,0.52]"
}


//Mini Bones
//used for mini boners


actor miniBones : BoneGib
{
	scale 0.55
}	


actor miniHipBone : BoneGib
{
	scale 0.55
	states
	{
	spawn:
		BNGH ABCD 2
		loop
	death:
		BNGH A 300
		BNGH A 10 A_FadeOut (0.25)
		BNGH A 10 A_FadeOut (0.25)
		BNGH A 10 A_FadeOut (0.25)
		BNGH A 10 A_FadeOut (0.25)
		stop
	}
}

actor miniribbone : BoneGib
{
	scale 0.55
	states
	{
	spawn:
		BNGR ABCD 2
		loop
	death:
		BNGR A 300
		BNGR A 10 A_FadeOut (0.25)
		BNGR A 10 A_FadeOut (0.25)
		BNGR A 10 A_FadeOut (0.25)
		BNGR A 10 A_FadeOut (0.25)
		stop
	}
}


//Kaiser Bones
actor KaiserBonespray
{
	+NOTELEPORT
	states
	{
	spawn:
		TNT1 A 0 A_SpawnItemEx ("KaiserBones", 0, 0, 0, random (-6, 6), random (4, 8), random (1, 6))
		TNT1 AA 0 A_SpawnItemEx ("KaiserBones", 0, 0, 0, random (-4, 3), random (2, 7), random (2, 8))
		TNT1 AA 0 A_SpawnItemEx ("KaiserBones", 0, 0, 0, random (-4, 3), random (2, 7), random (2, 8))
		stop
	}
}


actor KaiserBones : BoneGib
{
	states
	{
	spawn:
		GBGB ABCD 2
		loop
	death:
		GBGB C 300
		GBGB C 10 A_FadeOut (0.25)
		GBGB C 10 A_FadeOut (0.25)
		GBGB C 10 A_FadeOut (0.25)
		GBGB C 10 A_FadeOut (0.25)
		stop
	}
}

actor KaiserHipBone : BoneGib
{
	states
	{
	spawn:
		GHGB ABCD 2
		loop
	death:
		GHGB C 300
		GHGB C 10 A_FadeOut (0.25)
		GHGB C 10 A_FadeOut (0.25)
		GHGB C 10 A_FadeOut (0.25)
		GHGB C 10 A_FadeOut (0.25)
		stop
	}
}

actor KaiserRibCage : BoneGib
{
	states
	{
	spawn:
		GRIB ABCD 2
		loop
	death:
		GRIB C 300
		GRIB C 10 A_FadeOut (0.25)
		GRIB C 10 A_FadeOut (0.25)
		GRIB C 10 A_FadeOut (0.25)
		GRIB C 10 A_FadeOut (0.25)
		stop
	}
}


//==============================================================================================
//==============================================================================================
//==============================================================================================

//ARMOR CHUNKS
//Primarily used for living armor, sprite ripped from the 
//evil Knight sprite itself

actor livingarmorblood
{
	+NOTELEPORT
	states
	{
		spawn:
		TNT1 A 0 A_SpawnItemEx ("armorshrapnel", 0, 0, 0, random (-6, 6), random (4, 8), random (1, 6))
		TNT1 AA 0 A_SpawnItemEx ("armorshrapnel", 0, 0, 0, random (-4, 3), random (2, 7), random (2, 8))
		stop
	}
}

actor armorshrapnel : BoneGib
{
	seesound "gibs/metalshrapnel"
	scale 0.80
	gravity 1.8
	bouncefactor 0.30
	states
	{
	Spawn:
		TNT1 A 0
		TNT1 A 0 A_PlaySound("silence", CHAN_VOICE)
	spinning:
		LABD ABCD 2
		loop
	death:
		LABD D 200
		LABD D 5 A_FadeOut (0.25)
		LABD D 5 A_FadeOut (0.25)
		LABD D 5 A_FadeOut (0.25)
		LABD D 5 A_FadeOut (0.25)
		stop
	}
}

actor livingarmorgib1 :	BoneGib
{
	seesound "gibs/metalshrapnel"
	gravity 1.8
	bouncefactor 0.30
	states
	{
	spawn:
		LGB1 ABCD 2
		loop
	death:
		LGB1 A 200
		LGB1 A 5 A_FadeOut (0.25)
		LGB1 A 5 A_FadeOut (0.25)
		LGB1 A 5 A_FadeOut (0.25)
		LGB1 A 5 A_FadeOut (0.25)
		stop
	}
}

actor livingarmorgib2 : livingarmorgib1
{
	states
	{
	spawn:
		LGB2 ABCD 2
		loop
	death:
		LGB2 D 200
		LGB2 D 5 A_FadeOut (0.25)
		LGB2 D 5 A_FadeOut (0.25)
		LGB2 D 5 A_FadeOut (0.25)
		LGB2 D 5 A_FadeOut (0.25)
		stop
	}
}

actor livingarmorgib3 : livingarmorgib1
{
	states
	{
	spawn:
		LGB3 ABCD 2
		loop
	death:
		LGB3 D 200
		LGB3 D 5 A_FadeOut (0.25)
		LGB3 D 5 A_FadeOut (0.25)
		LGB3 D 5 A_FadeOut (0.25)
		LGB3 D 5 A_FadeOut (0.25)
		stop
	}
}

actor livingarmorgib4 : livingarmorgib1
{
	states
	{
	spawn:
		LGB4 ABCD 2
		loop
	death:
		LGB4 A 200
		LGB4 A 5 A_FadeOut (0.25)
		LGB4 A 5 A_FadeOut (0.25)
		LGB4 A 5 A_FadeOut (0.25)
		LGB4 A 5 A_FadeOut (0.25)
		stop
	}
}

actor livingarmorgib5 : livingarmorgib1
{
	states
	{
	spawn:
		LGB5 ABCD 2
		loop
	death:
		LGB5 B 200
		LGB5 B 5 A_FadeOut (0.25)
		LGB5 B 5 A_FadeOut (0.25)
		LGB5 B 5 A_FadeOut (0.25)
		LGB5 B 5 A_FadeOut (0.25)
		stop
	}
}

actor livingarmorgib6 : livingarmorgib1
{
	states
	{
	spawn:
		LGB6 ABCD 2
		loop
	death:
		LGB6 D 200
		LGB6 D 5 A_FadeOut (0.25)
		LGB6 D 5 A_FadeOut (0.25)
		LGB6 D 5 A_FadeOut (0.25)
		LGB6 D 5 A_FadeOut (0.25)
		stop
	}
}

//*************************************************************
//*************************************************************
//*************************************************************
//Knightmare armor captain chunks


actor captainarmorblood : livingarmorblood
{
	states
	{
		spawn:
		TNT1 A 0 A_SpawnItemEx ("captainarmorshrapnel", 0, 0, 0, random (-6, 6), random (4, 8), random (1, 6))
		TNT1 AA 0 A_SpawnItemEx ("captainarmorshrapnel", 0, 0, 0, random (-4, 3), random (2, 7), random (2, 8))
		stop
	}
}

actor captainarmorshrapnel : armorshrapnel
{
	translation "128:143=192:199", "144:159=192:207", "64:79=194:206", "232:239=201:207", "160:167=192:196"
}

actor captainarmorgib1 : livingarmorgib1
{
	translation "128:143=192:199", "144:159=192:207", "64:79=194:206", "232:239=201:207", "160:167=192:196"
}

actor captainarmorgib2 : livingarmorgib2
{
	translation "128:143=192:199", "144:159=192:207", "64:79=194:206", "232:239=201:207", "160:167=192:196"
}

actor captainarmorgib3 : livingarmorgib3
{
	translation "128:143=192:199", "144:159=192:207", "64:79=194:206", "232:239=201:207", "160:167=192:196"
}

actor captainarmorgib4 : livingarmorgib4
{
	translation "128:143=192:199", "144:159=192:207", "64:79=194:206", "232:239=201:207", "160:167=192:196"
}

actor captainarmorgib5 : livingarmorgib5
{
	translation "128:143=192:199", "144:159=192:207", "64:79=194:206", "232:239=201:207", "160:167=192:196"
}

actor captainarmorgib6 : livingarmorgib6
{
	translation "128:143=192:199", "144:159=192:207", "64:79=194:206", "232:239=201:207", "160:167=192:196"
}



//==============================================================================================
//==============================================================================================
//==============================================================================================

//Chest Spider chunks and gore

actor SpiderchestChunk
{
	+NOTELEPORT
	states
	{
		spawn:
		TNT1 A 0 A_SpawnItemEx ("ChestShrapnel", 0, 0, 0, random (-6, 6), random (4, 8), random (1, 6))
		TNT1 AA 0 A_SpawnItemEx ("ChestShrapnel", 0, 0, 0, random (-4, 3), random (2, 7), random (2, 8))
		stop
	}
}

actor ChestShrapnel : BoneGib
{
	seesound "gibs/metalshrapnel"
	scale 1.5
	gravity 1.8
	bouncefactor 0.30
	states
	{
	Spawn:
		TNT1 A 0
		TNT1 A 0 A_PlaySound("silence", CHAN_VOICE)
		TNT1 A 0 a_jump (80,"Spinning2")
		TNT1 A 0 a_giveinventory ("Shrapnel1",1)
	spinning:
		CHG1 ABCD 2
		loop
	Spinning2:
		CHG2 ABCD 2
		loop
	death:
		TNT1 A 0 
		TNT1 A 0 A_jumpifinventory ("Shrapnel1", 1, "Death2")
		CHG2 A 200
		CHG2 A 5 A_FadeOut (0.25)
		CHG2 A 5 A_FadeOut (0.25)
		CHG2 A 5 A_FadeOut (0.25)
		CHG2 A 5 A_FadeOut (0.25)
		stop
	death2:
		CHG1 A 200
		CHG1 A 5 A_FadeOut (0.25)
		CHG1 A 5 A_FadeOut (0.25)
		CHG1 A 5 A_FadeOut (0.25)
		CHG1 A 5 A_FadeOut (0.25)
		stop
	}
}

actor spiderhalf : BoneGib
{
	seesound "gibs/metalshrapnel"
	scale 1.5
	gravity 1.8
	bouncefactor 0.30
	states
	{
	spawn:
		CHG3 AB 2
		TNT1 A 0 A_SpawnItemEx ("dukeBloodSplatter",0,0,2)       
		CHG3 CD 2
		TNT1 A 0 A_SpawnItemEx ("dukeBloodSplatter",0,0,2)       
		loop
	death:
		CHG3 E 50
		CHG3 F 2 A_SpawnItemEx ("dukeBloodSplatter",0,0,2) 
	LegCurl:
		CHG3 F 4 
		CHG3 G 6 
		TNT1 A 0 a_jump (150,"LegCurl")
		TNT1 A 0 A_SpawnItemEx ("dukeBloodSplatter",0,0,5) 
	Twitch:
		CHG3 H 2 A_SpawnItemEx ("dukeBloodSplatter",0,0,2,0,0,8) 
		CHG3 I 2 
		TNT1 A 0 a_jump (240,"Twitch")
		Goto Finish
	Finish:
		CHG3 I -1
		stop
	}
}

actor spiderhalf2 : spiderhalf
{
	seesound "gibs/metalshrapnel"
	scale 1.5
	gravity 1.8
	bouncefactor 0.30
	states
	{
	spawn:
		CHG4 AB 2
		TNT1 A 0 A_SpawnItemEx ("dukeBloodSplatter",0,0,2)       
		CHG4 CD 2
		TNT1 A 0 A_SpawnItemEx ("dukeBloodSplatter",0,0,2)       
		loop
	death:
		CHG4 E 30
		CHG4 F 2 A_SpawnItemEx ("dukeBloodSplatter",0,0,2) 
	LegCurl:
		CHG4 F 4
		CHG4 G 6
		TNT1 A 0 a_jump (150,"LegCurl")
		TNT1 A 0 A_SpawnItemEx ("dukeBloodSplatter",0,0,2) 
	Twitch:
		CHG4 H 2
		CHG4 I 2 A_SpawnItemEx ("dukeBloodSplatter",0,0,2,0,0,8) 
		TNT1 A 0 a_jump (240,"Twitch")
		goto finish
	Finish:
		CHG4 I -1
		stop
	}
}

actor spiderleg : BoneGib
{
	seesound "gibs/metalshrapnel"
	scale 1.5
	gravity 1.8
	bouncefactor 0.80
	states
	{
	spawn:
		CHG5 ABCD 2
		loop
	death:
		TNT1 A 2
		stop
	}
}

actor Weaverleg : spiderleg
{
	seesound "Weaver/Step"
	scale 1
	gravity 1.8
	bouncefactor 0.80
	Bouncecount 2
	+randomize
	states
	{
	spawn:
		CWLG ABCDEFGH 1
		loop
	death:
		TNT1 A 0
		TNT1 A 0 a_changeflag ("NOGRAVITY",1)
		TNT1 A 0 a_playsound ("bakanite/chip",0,0.8,0,1.4)		
		REVS HIJK 2
		TNT1 A 2
		stop
	}
}



ACTOR Shrapnel1 : Inventory{}

//ICE SHARDS
//These are used for when frozen dudes die, ripped from a crystal sprite from Breath of Fire 2

actor icefragment : BoneGib
{
	seesound "gibs/icefragment"
	scale 1.50
	gravity 1.2
	bouncefactor 0.70
	+bright
	states
	{
	Spawn:
		TNT1 A 0
		TNT1 A 0 A_PlaySound("silence", CHAN_VOICE)
	spinning:
		ICFG ABCDEFGH 2
		loop
	death:
		TNT1 A 0
		TNT1 A 0 a_jump (105,"ded2")
		ICFG I 100
		ICFG K 5 A_FadeOut (0.25)
		ICFG K 5 A_FadeOut (0.25)
		ICFG K 5 A_FadeOut (0.25)
		ICFG K 5 A_FadeOut (0.25)
		stop
	ded2:
		ICFG J 100
		ICFG K 5 A_FadeOut (0.25)
		ICFG K 5 A_FadeOut (0.25)
		ICFG K 5 A_FadeOut (0.25)
		ICFG K 5 A_FadeOut (0.25)
		stop
		
	}
}


//FATAL DRAW BURST
//The effect used for when enemies are slain with Blaz's fatal draw technique

actor fataldrawdeath
{
	Radius 8
	Height 5
	+clientsideonly
	PROJECTILE
	+BRIGHT
	+THRUACTORS
	+NOTELEPORT
	+DONTBLAST
	states
	{
	spawn:
		TNT1 A 0
		TNT1 A 0 a_playsound ("gibs/fataldrawkill",0)
		FDXP ABC 2
		FDXP DEFG 2
		stop
	death:
		TNT1 A 1
		stop
	}
}

