
//=======================================__GREEN__BLOOD__============================

ACTOR RD_GroodStarter
{
	radius 1
	height 2
	+NOGRAVITY
	+NOTELEPORT
	+ALLOWPARTICLES
	States
	{
		Spawn:
			EMPT A  1// A_Jump(128, 2)
//			EMPT A 0 A_CustomMissile("RD_Grood1", 0, 8, Random(120,260), CMF_AIMDIRECTION, random(-20, 50))
//			Stop
			EMPT A 0 A_CustomMissile("RD_Grood2", 0, 8, Random(0,360), CMF_AIMDIRECTION, random(-10, 60))
			EMPT A 0 A_CustomMissile("RD_Grood1", 0, 8, Random(100,260), CMF_AIMDIRECTION, random(-20, 50))
			Stop
	}
}

ACTOR RD_Grood1
{
	Mass 1
	Renderstyle Translucent
	Speed 4
	Radius 1
	Height 2
	Alpha 0.6
	Scale 0.6
	Gravity 0.5
	PROJECTILE
	+NOCLIP
	-NOGRAVITY
	+NOTELEPORT
	States
	{
		Spawn:
			GBLD AAA 2
			GBLD A 2 A_ChangeFlag("NOCLIP", FALSE)
		OnAir:
			GBLD BBBBBBCCCCCCCC 2 A_SpawnItemEx("RD_GroodTrail",0 ,0 ,0 ,0 ,0 ,0 ,128)
		Death:
			GBLD C 1 A_SpawnItem("RD_GroodFloor")
			Stop
	}
}

ACTOR RD_Grood2
{
	Mass 1
	Renderstyle Translucent
	Speed 5
	Radius 1
	Height 2
	Alpha 0.7
	Scale 0.6
	Gravity 0.5
	PROJECTILE
	+NOCLIP
	-NOGRAVITY
	+NOTELEPORT
	States
	{
		Spawn:
			GBLD EE 2
			GBLD E 2 A_ChangeFlag("NOCLIP", FALSE)
		OnAir:
			GBLD FFFFGGGGG 2 A_SpawnItemEx("RD_GroodTrail",0 ,0 ,0 ,0 ,0 ,0 ,128)
		Crash:
		Death:
			GBLD F 1 A_SpawnItem("RD_GroodFloor")
			Stop
	}
}

ACTOR RD_GroodTrail
{
	radius 2
	height 2
	Renderstyle Translucent
	Alpha 0.5
	Scale 0.4
	gravity 0.4
	+NOCLIP
	+NOTELEPORT
	-nogravity
	States
	{
		Spawn:
			GBLD D 2
			GBLD DFFGG 2 A_FadeOut(0.1)
			Stop
	}
}



//===================================_GREEN_BLOOD_FLOOR_============================================


actor RD_GroodFloor
{
	Height 4
	radius 4
	scale 0.5
	alpha 0.5
	-SOLID
	-SHOOTABLE
	-NOGRAVITY
	Renderstyle Translucent
	States
	{
	Spawn:
		FGB1 B 1
		FGB1 B 0 A_Jump(72, "Blod2")
		FGB1 B 0 A_Jump(80, "Blod3")
		FGB1 B 0 A_Jump(96, "Blod4")
		GoTo Blod1
	Blod1:
		FGB1 B 1 A_SpawnItemEx("RD_GroodFloor1")
		Stop
	Blod2:
		FGB1 B 1 A_SpawnItemEx("RD_GroodFloor2")
		Stop
	Blod3:
		FGB1 B 1 A_SpawnItemEx("RD_GroodFloor3")
		Stop
	Blod4:
		FGB1 B 1 A_SpawnItemEx("RD_GroodFloor4")
		Stop
	}
}


actor RD_GroodFloor1
{
	Height 3
	radius 4
	-SOLID
	-SHOOTABLE
	-NOGRAVITY
	Renderstyle Translucent
	Scale 0.9
	Alpha 0.8
	States
	{
	Spawn:
		FGB1 A 50
		FGB1 AAAAAAAAAA 70 A_FadeOut(0.1)
		Stop
	}
}

actor RD_GroodFloor2 : RD_BloodFloor1
{
	scale 0.6
	Renderstyle Translucent
	States
	{
	Spawn:
		FGB2 A 50
		FGB2 AAAAAAAAAA 70 A_FadeOut(0.05)
		Stop
	}
}

actor RD_GroodFloor3 : RD_BloodFloor1
{
	scale 0.8
	Renderstyle Translucent
	States
	{
	Spawn:
		FGB3 A 50
		FGB3 AAAAAAAAAA 70 A_FadeOut(0.05)
		Stop
	}
}

actor RD_GroodFloor4 : RD_BloodFloor1
{
	scale 0.7
	Renderstyle Translucent
	States
	{
	Spawn:
		FGB4 A 50
		FGB4 AAAAAAAAAA 70 A_FadeOut(0.05)
		Stop
	}
}
