//$GZDB_SKIP



//Spawns blood without gravity effect. Also allows player to toggle between sprites and particles.
Actor Dusk_BloodFXMain replaces Blood
{
	+NOINTERACTION
//	+NOTIMEFREEZE
	+DONTSPLASH
	+ALLOWPARTICLES
+CLIENTSIDEONLY
	States
	{
	Spawn:
		TNT1 A 0
		TNT1 A 0 A_JumpIf(CallACS("bloodtype")==0, "SpriteSpawn")
		TNT1 A 1
		Goto ParticleSpawn

	ParticleSpawn:
		TNT1 A 1
		Stop


	SpriteSpawn:
		TNT1 A 0
		TNT1 A 2 A_SpawnItemEx("Dusk_BloodParticle",random(0,2),0,random(1,4),0,0,0,random(0,359),33)
//		TNT1 A 2 A_SpawnItemEx("Dusk_BloodParticle",random(0,2),0,random(1,4),random(0,1.5),0,random(0.1,2.0),random(0,359),33)
		Stop

	}
}


//Same sprites as bulletpuff but with red stencil.
Actor Dusk_BloodParticle : Blood//replaces BloodSplatter
{
	//+THRUACTORS
	+DONTSPLASH
//	+NOTIMEFREEZE
	+DONTBLAST
+CLIENTSIDEONLY
	//Translation "0:255=%[0,0,0]:[1,0,0]"
	Gravity 0.0
	RenderStyle Stencil
	StencilColor Red
	Scale 0.5//0.4125
	Alpha 0.75
	States
	{
	Spawn:
//	TNT1 A 0 A_Stop
		TNT1 A 0 A_Jump(255,"Puff01","Puff02","Puff03","Puff04")
		Puff01:
PF01 ABC 1 //BRIGHT //light ("WhiteSmallPoint3")
PF01 DEF 1 //BRIGHT //light ("BPUFF2")
		PF01 GHIJKLMNOPQRSTUVWXYZ 1 //BRIGHT
		PF11 ABCDEFGHIJKLMNOPQRSTUVWXYZ 1 //BRIGHT
		Stop
		Puff02:
PF02 ABC 1 //BRIGHT //light ("WhiteSmallPoint3")
PF02 DEF 1 //BRIGHT //light ("BPUFF2")
		PF02 GHIJKLMNOPQRSTUVWXYZ 1 //BRIGHT
		PF12 ABCDEFGHIJKLMNOPQRSTUVWXYZ 1 //BRIGHT
		Stop
		Puff03:
PF03 ABC 1 //BRIGHT //light ("WhiteSmallPoint3")
PF03 DEF 1 //BRIGHT //light ("BPUFF2")
		PF03 GHIJKLMNOPQRSTUVWXYZ 1 //BRIGHT
		PF13 ABCDEFGHIJKLMNOPQRSTUVWXYZ 1 //BRIGHT
		Stop
		Puff04:
PF04 ABC 1 //BRIGHT //light ("WhiteSmallPoint3")
PF04 DEF 1 //BRIGHT //light ("BPUFF2")
		PF04 GHIJKLMNOPQRSTUVWXYZ 1 //BRIGHT
		PF14 ABCDEFGHIJKLMNOPQRSTUVWXYZ 1 //BRIGHT
		Stop
	}
}




