// Blood dripping on screen by Sergeant_Mark_IV
// Dripping blood graphics can be found inside Bleed.wad

#include "zcommon.acs"
#library "bloodsplash"


script 580 (void)
{

	delay(1);
	int ranx = random (0.4, 1.0);
	int rany = random (0.4, 1.0);
	int ran2x = random (0.0, 1.0);
	int ran2y = random (0.0, 1.0);
	setfont("RBLD1");
	hudmessage(s:"A"; HUDMSG_FADEOUT, 0, CR_UNTRANSLATED, ranx, rany, 1.0);
	setfont("RBLD2");
	hudmessage(s:"A"; HUDMSG_FADEOUT, 0, CR_UNTRANSLATED, ran2x, ran2y, 1.0);
	
	
	
}	

script 581 (void)
{
	SetHudSize(400,250,1);

	delay(1);
	int ranx = random (2.0, 400.0);
	int rany = random (2.0, 250.0);
	int ran2x = random (2.0, 400.0);
	int ran2y = random (2.0, 250.0);
	setfont("RBLD1");
	hudmessage(s:"A"; HUDMSG_FADEOUT, 0, CR_UNTRANSLATED, ranx, rany, 1.0);
	setfont("RBLD2");
	hudmessage(s:"A"; HUDMSG_FADEOUT, 0, CR_UNTRANSLATED, ran2x, ran2y, 1.0);
}



script 582 (void)
{

	SetHudSize(400,250,1);

	delay(1);
	int ranx = random (2.0, 400.0);
	int rany = random (2.0, 250.0);
	int ran2x = random (2.0, 400.0);
	int ran2y = random (2.0, 250.0);
	setfont("GBLD1");
	hudmessage(s:"A"; HUDMSG_FADEOUT, 0, CR_UNTRANSLATED, ranx, rany, 1.0);
	setfont("GBLD2");
	hudmessage(s:"A"; HUDMSG_FADEOUT, 0, CR_UNTRANSLATED, ran2x, ran2y, 1.0);
}



script 583 (void)
{

	SetHudSize(400,250,1);

	delay(1);
	int ranx = random (2.0, 400.0);
	int rany = random (2.0, 250.0);
	int ran2x = random (2.0, 400.0);
	int ran2y = random (2.0, 250.0);
	setfont("BBLD1");
	hudmessage(s:"A"; HUDMSG_FADEOUT, 0, CR_UNTRANSLATED, ranx, rany, 1.0);
	setfont("BBLD2");
	hudmessage(s:"A"; HUDMSG_FADEOUT, 0, CR_UNTRANSLATED, ran2x, ran2y, 1.0);
}


//WATER
script 584 (void)
{

	SetHudSize(400,250,1);

	delay(1);
	int ranx = random (200.0, 300.0);
	int rany = random (2.0, 50.0);
	setfont("WTSP");
	hudmessage(s:"A"; HUDMSG_FADEOUT, 0, CR_UNTRANSLATED, ranx, rany, 1.0);
}