//========================================*_____GIBS__SECTION___*=====================

actor VP_Gib1
{
	radius 4
	height 4
	Gravity 0.5
	+WINDTHRUST
//	+SLIDESONWALLS
//	+BOUNCEONWALLS
//	+BOUNCEONFLOORS
	+ALLOWBOUNCEONACTORS
	+BOUNCEAUTOOFF
	BounceType Doom
	BounceFactor 0.6
	States
	{
	Spawn:
		GIB1 AAAAAAAA 4 A_SpawnItemEx("RD_GibTrail", 0, 0, 0, 0, 0, 1, 128)
		GIB1 B 60 A_CheckSight(1)
		Goto Spawn+8
	Death:
		GIB1 B 1
		Stop
	}
}


actor VP_Gib2 : VP_Gib1
{
	States
	{
	Spawn:
		GIB2 AA 3 A_SpawnItemEx("RD_GibTrail", 0, 0, 0, 0, 0, 1, 128)
		GIB2 AAAAA 4 A_SpawnItemEx("RD_GibTrail", 0, 0, 0, 0, 0, 1, 128)
		GIB2 B 60 A_CheckSight(1)
		Goto Spawn+7
	Death:
		GIB2 B 1 A_SpawnItemEx("RD_GibTrail", 0, 0, 0, 0, 0, 1, 128)
		Stop
	}
}



//==============================================____IMP__GIB__SECTION___=================================

actor VP_ImpHead1 : VP_Gib1  // Imp basic head
{
	Scale 0.9
	States
	{
	Spawn:
		IMHD AAAAAAAAAAAAAAAA 2 A_SpawnItemEx("RD_BloodTrail", 0, 0, 0, 0, 0, 1, 128)
		IMHD B 60 A_CheckSight(1)
		Goto Spawn+16
	Death:
		IMHD B 1
		Stop
	}
}

actor VP_ImpHead2 : VP_ImpHead1  // IMP head - v2 --- added by GRAU on 29_DEC_2021
{
	Scale 0.9
	States
	{
	Spawn:
		IMHD AAAAAAAAAAAAAAAA 2 A_SpawnItemEx("RD_BloodTrail", 0, 0, 0, 0, 0, 1, 128)
		IMHD C 60 A_CheckSight(1)
		Goto Spawn+16
	Death:
		IMHD C 1
		Stop
	}
}

actor VP_ImpHead3 : VP_ImpHead1  // IMP head gib - v3 --- added by GRAU on 29_DEC_2021
{
	Scale 0.9
	States
	{
	Spawn:
		IMHD AAAAAAAAAAAAAAAA 2 A_SpawnItemEx("RD_BloodTrail", 0, 0, 0, 0, 0, 1, 128)
		IMHD D 60 A_CheckSight(1)
		Goto Spawn+16
	Death:
		IMHD D -1
		Stop
	}
}

actor VP_ImpHead4 : VP_ImpHead1  // IMP head gib - v4 --- added by GRAU on 29_DEC_2021
{
	Scale 0.9
	States
	{
	Spawn:
		IMHD AAAAAAAAAAAAAAAA 2 A_SpawnItemEx("RD_BloodTrail", 0, 0, 0, 0, 0, 1, 128)
		IMHD E 60 A_CheckSight(1)
		Goto Spawn+16
	Death:
		IMHD E -1
		Stop
	}
}



actor VP_ImpGib1 : VP_Gib1  //imp hand
{
	States
	{
	Spawn:
		IMGI AAAAAAAAAAAAAAAA 2 A_SpawnItemEx("RD_BloodTrail", 0, 0, 0, 0, 0, 1, 128)
		IMGI B 60 A_CheckSight(1)
		Goto Spawn+16
	Death:
		IMGI B 1
		Stop
	}
}

actor VP_ImpGib2 : VP_Gib1  //imp shoulder
{
	States
	{
	Spawn:
		IMG2 AAAAAAAAAAAAAAAA 2 A_SpawnItemEx("RD_BloodTrail", 0, 0, 0, 0, 0, 1, 128)
		IMG2 B 60 A_CheckSight(1)
		Goto Spawn+16
	Death:
		IMG2 B 1
		Stop
	}
}

//==============================================____PiNKY__GIB__SECTION___=================================

actor VP_PinkyHead1 : VP_Gib1  // Pinky basic head
{
	Scale 0.9
	States
	{
	Spawn:
		PHED AAAAAAAAAAAAAAAA 2 A_SpawnItemEx("RD_BloodTrail", 0, 0, 0, 0, 0, 1, 128)
		PHED B 60 A_CheckSight(1)
		Goto Spawn+16
	Death:
		PHED B -1
		Stop
	}
}



actor VP_PinkyArm1 : VP_Gib1  //pinky demon hand1
{
	States
	{
	Spawn:
		PARM AAAAAAAAAAAAAAAA 2 A_SpawnItemEx("RD_BloodTrail", 0, 0, 0, 0, 0, 1, 128)
		PARM B 60 A_CheckSight(1)
		Goto Spawn+16
	Death:
		PARM B 1
		Stop
	}
}

actor VP_PinkyLeg1 : VP_Gib1  //pinky demon leg1
{
	States
	{
	Spawn:
		PLEG AAAAAAAAAAAAAAAA 2 A_SpawnItemEx("RD_BloodTrail", 0, 0, 0, 0, 0, 1, 128)
		PLEG B 60 A_CheckSight(1)
		Goto Spawn+16
	Death:
		PLEG B 1
		Stop
	}
}



//-----------------====================================================HUMAN GIBS==========================

actor VP_HumanGib1 : VP_Gib1  //human hand
{
	States
	{
	Spawn:
		HGB1 AAAAAAAAAAAAAAAA 2 A_SpawnItemEx("RD_BloodTrail", 0, 0, 0, 0, 0, 1, 128)
		HGB1 B 60 A_CheckSight(1)
		Goto Spawn+16
	Death:
		HGB1 B 1
		Stop
	}
}


actor VP_ZHead1 : VP_Gib1  //zombieman head
{
	Scale 0.9
	States
	{
	Spawn:
		ZHED AAAAAAAAAAAAAAAA 2 A_SpawnItemEx("RD_BloodTrail", 0, 0, 0, 0, 0, 1, 128)
		ZHED B 60 A_CheckSight(1)
		Goto Spawn+16
	Death:
		ZHED B -1
		Stop
	}
}

actor VP_ZHead2 : VP_Gib1  //zombieman head
{
	Scale 0.9
	States
	{
	Spawn:
		ZHED CCCCCCCCCCCCCCCC 2 A_SpawnItemEx("RD_BloodTrail", 0, 0, 0, 0, 0, 1, 128)
		ZHED D 60 A_CheckSight(1)
		Goto Spawn+16
	Death:
		ZHED D -1
		Stop
	}
}

actor VP_SHead1 : VP_Gib1  //ShotGay head
{
	Scale 0.9
	States
	{
	Spawn:
		SZHD AAAAAAAAAAAAAAAA 2 A_SpawnItemEx("RD_BloodTrail", 0, 0, 0, 0, 0, 1, 128)
		SZHD B 60 A_CheckSight(1)
		Goto Spawn+16
	Death:
		SZHD B -1
		Stop
	}
}

actor VP_CHead1 : VP_Gib1  //ChainGay head
{
	Scale 0.9
	States
	{
	Spawn:
		CZHD AAAAAAAAAAAAAAAA 2 A_SpawnItemEx("RD_BloodTrail", 0, 0, 0, 0, 0, 1, 128)
		CZHD B 60 A_CheckSight(1)
		Goto Spawn+16
	Death:
		CZHD B -1
		Stop
	}
}


actor VP_HumanGib2 : VP_Gib1 //zombie leg
{
	States
	{
	Spawn:
		ZLEG AAAAAAAAAAAAAAAA 2 A_SpawnItemEx("RD_BloodTrail", 0, 0, 0, 0, 0, 1, 128)
		ZLEG B 60 A_CheckSight(1)
		Goto Spawn+16
	Death:
		ZLEG B 1
		Stop
	}
}


//==================================+__SS_DUDE_GIBS__+=====================


actor VP_SSHand1 : VP_Gib1 //SS Dude Hand 1
{
	States
	{
	Spawn:
		WHND AAAAAAAAAAAAAAAA 2 A_SpawnItemEx("RD_BloodTrail", 0, 0, 0, 0, 0, 1, 128)
		WHND B 60 A_CheckSight(1)
		Goto Spawn+16
	Death:
		WHND B 1
		Stop
	}
}

actor VP_SSHead1 : VP_Gib1  //zombieman head
{
	Scale 0.9
	States
	{
	Spawn:
		WHED AAAAAAAAAAAAAAAA 2 A_SpawnItemEx("RD_BloodTrail", 0, 0, 0, 0, 0, 1, 128)
		WHED B 60 A_CheckSight(1)
		Goto Spawn+16
	Death:
		WHED B -1
		Stop
	}
}

//==================================+__SS_DUDE_GIBS__+=====================


actor VP_CacoGib1 : VP_Gib1 	//CacoDemon Nose
{
	States
	{
	Spawn:
		CGIB AAAAAAAAAAAAAAAA 2 A_SpawnItemEx("RD_BluedTrail", 0, 0, 0, 0, 0, 1, 128)
	Death:
		CGIB B -1
		Stop
	}
}

actor VP_CacoEye1 : VP_Gib1  	//Cacodemon Eye
{
	Scale 0.9
	States
	{
	Spawn:
		CEYB AAAAAAAAAAAAAAAA 2 A_SpawnItemEx("RD_BluedTrail", 0, 0, 0, 0, 0, 1, 128)
	Death:
		CEYB B -1
		Stop
	}
}


actor VP_CacoAss1 : VP_Gib1  	//Cacodemon Ass1
{
	Scale 0.9
	States
	{
	Spawn:
		CASS AAAAAAAAAAAAAAAA 2 A_SpawnItemEx("RD_BluedTrail", 0, 0, 0, 0, 0, 1, 128)
	Death:
		CASS B -1
		Stop
	}
}



//=========================+___GIB__EXPLODES___VGAVNONAH___+========================




actor VP_ZombieXplode
{
	radius 2
	height 2
	Renderstyle Translucent
	alpha 0.7
	scale 0.3
	+NOGRAVITY
	States
	{
	Spawn:
		RBLD A 1
		RBLD A 1 A_PlaySound("gore/gibs")
		RBLD A 0 A_SpawnItemEx("RD_Blood", 0, 0, 12, random(-6, 6), random(-6, 6), random(3, 8), 128)
		RBLD A 0 A_SpawnItemEx("RD_Blood", 0, 0, 8, random(-6, 6), random(-6, 6), random(3, 8), 128)
		RBLD A 0 A_SpawnItemEx("RD_Blood", 0, 0, 4, random(-6, 6), random(-6, 6), random(3, 8), 128)
		RBLD A 0 A_SpawnItemEx("RD_Blood", 0, 0, 0, random(-6, 6), random(-6, 6), random(3, 8), 128)
		RBLD A 0 A_SpawnItemEx("RD_Blood", 0, 0, -4, random(-6, 6), random(-6, 6), random(3, 8), 128)
		RBLD A 1 A_SpawnItemEx("RD_Blood", 0, 0, -8, random(-6, 6), random(-6, 6), random(3, 8), 128)
		RBLD A 0 A_SpawnItemEx("VP_Gib1", 0, 0, -8, random(-5, 5), random(-5, 5), random(3, 8), 128)
		RBLD A 0 A_SpawnItemEx("VP_Gib2", 0, 0, 0, random(-5, 5), random(-5, 5), random(3, 8), 128)
		RBLD A 0 A_SpawnItemEx("VP_Gib1", 0, 0, 4, random(-5, 5), random(-5, 5), random(3, 8), 128)
		RBLD A 0 A_SpawnItemEx("VP_Gib2", 0, 0, 8, random(-5, 5), random(-5, 5), random(3, 8), 128)
		RBLD A 1 A_SpawnItemEx("VP_Gib1", 0, 0, 12, random(-5, 5), random(-5, 5), random(3, 8), 128)
		RBLD A 0 A_SpawnItemEx("VP_HumanGib1", 0, 0, 16, random(-5, 5), random(-5, 5), random(3, 10), 128)
		RBLD A 0 A_SpawnItemEx("VP_HumanGib2", 0, 0, -20, random(-5, 5), random(-5, 5), random(3, 8), 128)
		RBLD A 0 A_SpawnItemEx("RD_XBloodDrop", 0, 0, -16, random(-1, 1), random(-1, 1), -1, 128)
		RBLD A 0 A_Jump(128, 2)
		RBLD A 1 A_SpawnItemEx("VP_ZHead1", 0, 0, 20, random(-4, 4), random(-4, 4), random(4, 12), 128)
		Stop
		RBLD A 1 A_SpawnItemEx("VP_ZHead2", 0, 0, 20, random(-4, 4), random(-4, 4), random(4, 12), 128)
		Stop
	}
}


actor VP_SargeXplode
{
	radius 2
	height 2
	Renderstyle Translucent
	alpha 0.7
	scale 0.3
	+NOGRAVITY
	States
	{
	Spawn:
		RBLD A 1
		RBLD A 1 A_PlaySound("gore/gibs")
		RBLD A 0 A_SpawnItemEx("RD_Blood", 0, 0, 12, random(-6, 6), random(-6, 6), random(3, 8), 128)
		RBLD A 0 A_SpawnItemEx("RD_Blood", 0, 0, 8, random(-6, 6), random(-6, 6), random(3, 8), 128)
		RBLD A 0 A_SpawnItemEx("RD_Blood", 0, 0, 4, random(-6, 6), random(-6, 6), random(3, 8), 128)
		RBLD A 0 A_SpawnItemEx("RD_Blood", 0, 0, 0, random(-6, 6), random(-6, 6), random(3, 8), 128)
		RBLD A 0 A_SpawnItemEx("RD_Blood", 0, 0, -4, random(-6, 6), random(-6, 6), random(3, 8), 128)
		RBLD A 1 A_SpawnItemEx("RD_Blood", 0, 0, -8, random(-6, 6), random(-6, 6), random(3, 8), 128)
		RBLD A 0 A_SpawnItemEx("VP_Gib1", 0, 0, -8, random(-5, 5), random(-5, 5), random(3, 8), 128)
		RBLD A 0 A_SpawnItemEx("VP_Gib2", 0, 0, 0, random(-5, 5), random(-5, 5), random(3, 8), 128)
		RBLD A 0 A_SpawnItemEx("VP_Gib1", 0, 0, 4, random(-5, 5), random(-5, 5), random(3, 8), 128)
		RBLD A 0 A_SpawnItemEx("VP_Gib2", 0, 0, 8, random(-5, 5), random(-5, 5), random(3, 8), 128)
		RBLD A 1 A_SpawnItemEx("VP_Gib1", 0, 0, 12, random(-5, 5), random(-5, 5), random(3, 8), 128)
		RBLD A 0 A_SpawnItemEx("VP_HumanGib1", 0, 0, 16, random(-5, 5), random(-5, 5), random(3, 10), 128)
		RBLD A 0 A_SpawnItemEx("VP_HumanGib2", 0, 0, -20, random(-5, 5), random(-5, 5), random(3, 8), 128)
		RBLD A 1 A_SpawnItemEx("VP_SHead1", 0, 0, 20, random(-4, 4), random(-4, 4), random(4, 12), 128)

		RBLD A 0 A_SpawnItemEx("RD_XBloodDrop", 0, 0, -16, random(-1, 1), random(-1, 1), -1, 128)
		RBLD A 1
		Stop
	}
}


actor VP_ChGayXplode
{
	radius 2
	height 2
	Renderstyle Translucent
	alpha 0.7
	scale 0.3
	+NOGRAVITY
	States
	{
	Spawn:
		RBLD A 1
		RBLD A 1 A_PlaySound("gore/gibs")
		RBLD A 0 A_SpawnItemEx("RD_Blood", 0, 0, 12, random(-6, 6), random(-6, 6), random(3, 8), 128)
		RBLD A 0 A_SpawnItemEx("RD_Blood", 0, 0, 8, random(-6, 6), random(-6, 6), random(3, 8), 128)
		RBLD A 0 A_SpawnItemEx("RD_Blood", 0, 0, 4, random(-6, 6), random(-6, 6), random(3, 8), 128)
		RBLD A 0 A_SpawnItemEx("RD_Blood", 0, 0, 0, random(-6, 6), random(-6, 6), random(3, 8), 128)
		RBLD A 0 A_SpawnItemEx("RD_Blood", 0, 0, -4, random(-6, 6), random(-6, 6), random(3, 8), 128)
		RBLD A 0 A_SpawnItemEx("RD_Blood", 0, 0, -8, random(-6, 6), random(-6, 6), random(3, 8), 128)
		RBLD A 1 A_SpawnItemEx("VP_Gib1", 0, 0, -8, random(-5, 5), random(-5, 5), random(3, 8), 128)
		RBLD A 0 A_SpawnItemEx("VP_Gib2", 0, 0, 0, random(-5, 5), random(-5, 5), random(3, 8), 128)
		RBLD A 0 A_SpawnItemEx("VP_Gib1", 0, 0, 4, random(-5, 5), random(-5, 5), random(3, 8), 128)
		RBLD A 0 A_SpawnItemEx("VP_Gib2", 0, 0, 8, random(-5, 5), random(-5, 5), random(3, 8), 128)
		RBLD A 0 A_SpawnItemEx("VP_Gib1", 0, 0, 12, random(-5, 5), random(-5, 5), random(3, 8), 128)
		RBLD A 1 A_SpawnItemEx("VP_HumanGib1", 0, 0, 16, random(-5, 5), random(-5, 5), random(3, 10), 128)
		RBLD A 0 A_SpawnItemEx("VP_HumanGib2", 0, 0, -20, random(-5, 5), random(-5, 5), random(3, 8), 128)
		RBLD A 0 A_SpawnItemEx("VP_CHead1", 0, 0, 20, random(-4, 4), random(-4, 4), random(4, 12), 128)

		RBLD A 0 A_SpawnItemEx("RD_XBloodDrop", 0, 0, -16, random(-1, 1), random(-1, 1), -1, 128)
		RBLD A 1
		Stop
	}
}

actor VP_SSGayXplode
{
	radius 2
	height 2
	Renderstyle Translucent
	alpha 0.7
	scale 0.3
	+NOGRAVITY
	States
	{
	Spawn:
		RBLD A 1
		RBLD A 1 A_PlaySound("gore/gibs")
		RBLD A 0 A_SpawnItemEx("RD_Blood", 0, 0, 12, random(-6, 6), random(-6, 6), random(3, 8), 128)
		RBLD A 0 A_SpawnItemEx("RD_Blood", 0, 0, 8, random(-6, 6), random(-6, 6), random(3, 8), 128)
		RBLD A 0 A_SpawnItemEx("RD_Blood", 0, 0, 4, random(-6, 6), random(-6, 6), random(3, 8), 128)
		RBLD A 0 A_SpawnItemEx("RD_Blood", 0, 0, 0, random(-6, 6), random(-6, 6), random(3, 8), 128)
		RBLD A 0 A_SpawnItemEx("RD_Blood", 0, 0, -4, random(-6, 6), random(-6, 6), random(3, 8), 128)
		RBLD A 1 A_SpawnItemEx("RD_Blood", 0, 0, -8, random(-6, 6), random(-6, 6), random(3, 8), 128)
		RBLD A 0 A_SpawnItemEx("VP_Gib1", 0, 0, -8, random(-5, 5), random(-5, 5), random(3, 8), 128)
		RBLD A 0 A_SpawnItemEx("VP_Gib2", 0, 0, 0, random(-5, 5), random(-5, 5), random(3, 8), 128)
		RBLD A 0 A_SpawnItemEx("VP_Gib1", 0, 0, 4, random(-5, 5), random(-5, 5), random(3, 8), 128)
		RBLD A 0 A_SpawnItemEx("VP_Gib2", 0, 0, 8, random(-5, 5), random(-5, 5), random(3, 8), 128)
		RBLD A 1 A_SpawnItemEx("VP_SSHand1", 0, 0, 12, random(-5, 5), random(-5, 5), random(3, 8), 128)
		RBLD A 0 A_SpawnItemEx("VP_HumanGib1", 0, 0, 16, random(-5, 5), random(-5, 5), random(3, 10), 128)
		RBLD A 0 A_SpawnItemEx("VP_HumanGib2", 0, 0, -20, random(-5, 5), random(-5, 5), random(3, 8), 128)
		RBLD A 0 A_SpawnItemEx("VP_SSHead1", 0, 0, 20, random(-4, 4), random(-4, 4), random(4, 12), 128)

		RBLD A 0 A_SpawnItemEx("RD_XBloodDrop", 0, 0, -16, random(-1, 1), random(-1, 1), -1, 128)
		RBLD A 1
		Stop
	}
}

actor VP_ImpXplode
{
	radius 2
	height 2
	Renderstyle Translucent
	alpha 0.7
	scale 0.3
	+NOGRAVITY
	States
	{
	Spawn:
		RBLD A 1
		RBLD A 1 A_PlaySound("gore/gibs")
		RBLD A 0 A_SpawnItemEx("VP_Gib1", 0, 0, 8, random(-5, 5), random(-5, 5), random(3, 8), 128)
		RBLD A 0 A_SpawnItemEx("VP_Gib2", 0, 0, 8, random(-5, 5), random(-5, 5), random(3, 8), 128)
		RBLD A 0 A_SpawnItemEx("VP_Gib1", 0, 0, 0, random(-5, 5), random(-5, 5), random(3, 8), 128)
		RBLD A 0 A_SpawnItemEx("VP_Gib2", 0, 0, -8, random(-5, 5), random(-5, 5), random(3, 8), 128)
		RBLD A 0 A_SpawnItemEx("VP_Gib1", 0, 0, -8, random(-5, 5), random(-5, 5), random(3, 8), 128)
		RBLD A 1 A_SpawnItemEx("RD_Blood", 0, 0, 0, random(-6, 6), random(-6, 6), random(3, 8), 128)
		RBLD A 0 A_SpawnItemEx("RD_Blood", 0, 0, 0, random(-6, 6), random(-6, 6), random(3, 8), 128)
		RBLD A 0 A_SpawnItemEx("RD_Blood", 0, 0, 0, random(-6, 6), random(-6, 6), random(3, 8), 128)
		RBLD A 0 A_SpawnItemEx("RD_Blood", 0, 0, 0, random(-6, 6), random(-6, 6), random(3, 8), 128)
		RBLD A 0 A_SpawnItemEx("RD_Blood", 0, 0, 0, random(-6, 6), random(-6, 6), random(3, 8), 128)
		RBLD A 1 A_SpawnItemEx("RD_Blood", 0, 0, 0, random(-6, 6), random(-6, 6), random(3, 8), 128)
		RBLD A 0 A_SpawnItemEx("VP_ImpGib1", 0, 0, 16, random(-4, 4), random(-4, 4), random(4, 12), 128)
		RBLD A 0 A_SpawnItemEx("VP_ImpGib2", 0, 0, 12, random(-4, 4), random(-4, 4), random(4, 12), 128)

		RBLD A 0 A_SpawnItemEx("RD_XBloodDrop", 0, 0, -16, random(-1, 1), random(-1, 1), -1, 128)
		RBLD A 1 A_Jump(64, 6)
		RBLD A 0 A_Jump(64, 4)
		RBLD A 0 A_Jump(64, 2)
		RBLD A 1 A_SpawnItemEx("VP_ImpHead1", 0, 0, 20, random(-4, 4), random(-4, 4), random(4, 12), 128)
		Stop
		RBLD A 1 A_SpawnItemEx("VP_ImpHead2", 0, 0, 20, random(-4, 4), random(-4, 4), random(4, 12), 128)
		Stop
		RBLD A 1 A_SpawnItemEx("VP_ImpHead3", 0, 0, 20, random(-4, 4), random(-4, 4), random(4, 12), 128)
		Stop
		RBLD A 1 A_SpawnItemEx("VP_ImpHead4", 0, 0, 20, random(-4, 4), random(-4, 4), random(4, 12), 128)
		RBLD A 1
		Stop
	}
}


actor VP_PinkyXplode
{
	radius 2
	height 2
	Renderstyle Translucent
	alpha 0.7
	scale 0.3
	+NOGRAVITY
	States
	{
	Spawn:
		RBLD A 1
		RBLD A 1 A_PlaySound("gore/gibs")
		RBLD A 0 A_SpawnItemEx("VP_Gib1", 0, 0, 8, random(-5, 5), random(-5, 5), random(3, 8), 128)
		RBLD A 0 A_SpawnItemEx("VP_Gib2", 0, 0, 8, random(-5, 5), random(-5, 5), random(3, 8), 128)
		RBLD A 0 A_SpawnItemEx("VP_Gib1", 0, 0, 0, random(-5, 5), random(-5, 5), random(3, 8), 128)
		RBLD A 0 A_SpawnItemEx("VP_Gib2", 0, 0, -8, random(-5, 5), random(-5, 5), random(3, 8), 128)
		RBLD A 0 A_SpawnItemEx("VP_Gib1", 0, 0, -8, random(-5, 5), random(-5, 5), random(3, 8), 128)
		RBLD A 1 A_SpawnItemEx("RD_Blood", 0, 0, 0, random(-6, 6), random(-6, 6), random(3, 8), 128)
		RBLD A 0 A_SpawnItemEx("RD_Blood", 0, 0, 0, random(-6, 6), random(-6, 6), random(3, 8), 128)
		RBLD A 0 A_SpawnItemEx("RD_Blood", 0, 0, 0, random(-6, 6), random(-6, 6), random(3, 8), 128)
		RBLD A 0 A_SpawnItemEx("RD_Blood", 0, 0, 0, random(-6, 6), random(-6, 6), random(3, 8), 128)
		RBLD A 0 A_SpawnItemEx("RD_Blood", 0, 0, 0, random(-6, 6), random(-6, 6), random(3, 8), 128)
		RBLD A 1 A_SpawnItemEx("RD_Blood", 0, 0, 0, random(-6, 6), random(-6, 6), random(3, 8), 128)
		RBLD A 0 A_SpawnItemEx("VP_PinkArm1", 0, 0, 20, random(-4, 4), random(-4, 4), random(4, 12), 128)
		RBLD A 0 A_SpawnItemEx("VP_PinkArm1", 0, 0, 20, random(-4, 4), random(-4, 4), random(4, 12), 128)
		RBLD A 0 A_SpawnItemEx("VP_PinkLeg1", 0, 0, 12, random(-4, 4), random(-4, 4), random(4, 12), 128)
		RBLD A 0 A_SpawnItemEx("VP_PinkLeg1", 0, 0, 12, random(-4, 4), random(-4, 4), random(4, 12), 128)

		RBLD A 0 A_SpawnItemEx("RD_XBloodDrop", 0, 0, -16, random(-1, 1), random(-1, 1), -1, 128)
		RBLD A 1 A_SpawnItemEx("VP_PinkyHead1", 0, 0, 20, random(-4, 4), random(-4, 4), random(4, 12), 128)
		RBLD A 1
		Stop
	}
}

actor VP_CacoXplode
{
	radius 2
	height 2
	Renderstyle Translucent
	alpha 0.7
	scale 0.3
	+NOGRAVITY
	States
	{
	Spawn:
		RBLD A 1
		RBLD A 1 A_PlaySound("gore/gibs")
		RBLD A 0 A_SpawnItemEx("VP_Gib1", 0, 0, 8, random(-5, 5), random(-5, 5), random(3, 8), 128)
		RBLD A 0 A_SpawnItemEx("VP_Gib2", 0, 0, 8, random(-5, 5), random(-5, 5), random(3, 8), 128)
		RBLD A 0 A_SpawnItemEx("VP_Gib1", 0, 0, 0, random(-5, 5), random(-5, 5), random(3, 8), 128)
		RBLD A 0 A_SpawnItemEx("VP_Gib2", 0, 0, -8, random(-5, 5), random(-5, 5), random(3, 8), 128)
		RBLD A 0 A_SpawnItemEx("VP_Gib1", 0, 0, -8, random(-5, 5), random(-5, 5), random(3, 8), 128)
		RBLD A 1 A_SpawnItemEx("RD_Blued1", 0, 0, 0, random(-6, 6), random(-6, 6), random(3, 8), 128)
		RBLD A 0 A_SpawnItemEx("RD_Blued2", 0, 0, 0, random(-6, 6), random(-6, 6), random(3, 8), 128)
		RBLD A 0 A_SpawnItemEx("RD_Blued1", 0, 0, 0, random(-6, 6), random(-6, 6), random(3, 8), 128)
		RBLD A 0 A_SpawnItemEx("RD_Blued2", 0, 0, 0, random(-6, 6), random(-6, 6), random(3, 8), 128)
		RBLD A 0 A_SpawnItemEx("RD_Blood", 0, 0, 0, random(-6, 6), random(-6, 6), random(3, 8), 128)
		RBLD A 0 A_SpawnItemEx("RD_Blood", 0, 0, 0, random(-6, 6), random(-6, 6), random(3, 8), 128)
		RBLD A 1 A_SpawnItemEx("RD_Blood", 0, 0, 0, random(-6, 6), random(-6, 6), random(3, 8), 128)

		RBLD A 0 A_SpawnItemEx("RD_XBloodDrop", 0, 0, -16, random(-1, 1), random(-1, 1), -1, 128)

		RBLD A 0 A_SpawnItemEx("VP_CacoGib1", 0, 0, 16, random(-4, 4), random(-4, 4), random(4, 12), 128)
		RBLD A 0 A_SpawnItemEx("VP_CacoEye1", 0, 0, 20, random(-4, 4), random(-4, 4), random(4, 12), 128)
		RBLD A 0 A_SpawnItemEx("VP_CacoAss1", 0, 0, 8, random(-4, 4), random(-4, 4), random(4, 8), 128)
		RBLD A 1
		Stop
	}
}

