
ACTOR BaronofHell2 : BaronofHell Replaces BaronofHell
{
    Scale 1.2
	Game Doom
    GibHealth 25
	PainChance "Kick", 255
	damagefactor "Head", 1.5
			damagefactor "MINORHead", 0.5
    Health 1000
damagefactor "Blood", 0.0 damagefactor "BlueBlood", 0.0 damagefactor "GreenBlood", 0.0
    BloodType "NashGore_Blood"
    damagefactor "Shrapnel", 0.4
	Obituary "%o was brutalized by a Baron of Hell."
	MaxStepHeight 24
	MaxDropOffHeight 32
+DONTHURTSPECIES
   Speed 8
	States
	{
	Spawn:

TNT1 A 0 A_JumpIfInventory("Curbstomp_Marine", 1, "CurbstompMarine")
TNT1 A 0 A_JumpIfInventory("ZombiemanFatality", 1, "FatalityZombieman")
TNT1 A 0 A_JumpIfInventory("SergeantFatality", 1, "FatalitySergeant")
TNT1 A 0 A_JumpIfInventory("DemonFatality", 1, "FatalityDemon")
		BOSS B 5 A_Look
		Loop
	See:
TNT1 A 0 A_JumpIfInventory("Curbstomp_Marine", 1, "CurbstompMarine")
TNT1 A 0 A_JumpIfInventory("ZombiemanFatality", 1, "FatalityZombieman")
TNT1 A 0 A_JumpIfInventory("SergeantFatality", 1, "FatalitySergeant")
TNT1 A 0 A_JumpIfInventory("DemonFatality", 1, "FatalityDemon")
        TNT1 A 0 A_SpawnItemEx("FootStep", 0, 0)
		BOSS A 0 A_CheckSight("SEE2")
		TNT1 A 0 A_SpawnItem("HeadshotTarget8b", 0, 66,0)
		BOSS AA 2 A_Chase
TNT1 A 0 A_JumpIfInventory("Curbstomp_Marine", 1, "CurbstompMarine")
		POSS A 0 A_CheckSight("SEE2")
		TNT1 A 0 A_SpawnItem("HeadshotTarget8b", 0, 66,0)
		BOSS AA 2 A_Chase
		POSS A 0 A_CheckSight("SEE2")
		TNT1 A 0 A_SpawnItem("HeadshotTarget8b", 0, 66,0)
		BOSS B 4 A_Chase
		POSS A 0 A_CheckSight("SEE2")
		TNT1 A 0 A_SpawnItem("HeadshotTarget8b", 0, 66,0)
		BOSS BB 2 A_Chase
		POSS A 0 A_CheckSight("SEE2")
		TNT1 A 0 A_SpawnItem("HeadshotTarget8b", 0, 66,0)
		BOSS CC 2 A_Chase
		POSS A 0 A_CheckSight("SEE2")
		TNT1 A 0 A_SpawnItem("HeadshotTarget8b", 0, 66,0)
		BOSS CC 2 A_Chase
		POSS A 0 A_CheckSight("SEE2")
		TNT1 A 0 A_SpawnItem("HeadshotTarget8b", 0, 66,0)
		BOSS DD 2 A_Chase
		BOSS A 0 A_CheckSight("SEE2")
		TNT1 A 0 A_SpawnItem("HeadshotTarget8b", 0, 63,0)
		BOSS DD 2 A_Chase
		Loop
	See2:
TNT1 A 0 A_JumpIfInventory("Curbstomp_Marine", 1, "CurbstompMarine")
        TNT1 A 0 A_SpawnItemEx("FootStep", 0, 0)
		BOSS AABBCCDD 3 A_Chase
		Goto See
	Melee:
		TNT1 A 0 A_SpawnItem("HeadshotTarget8b", 0, 63,0)
        BOSS E 6
        TNT1 A 0 A_PlaySound("weapons/gswing")
		TNT1 A 0 A_SpawnItem("HeadshotTarget8b", 0, 63,0)
		BOSS F 6 A_FaceTarget
		TNT1 A 0 A_SpawnItem("HeadshotTarget8b", 0, 63,0)
		BOSS G 6 A_CustomMissile("KnightAttack",10,0,0,0)
TNT1 A 0 A_JumpIfInventory("Curbstomp_Marine", 1, "CurbstompMarine")
TNT1 A 0 A_JumpIfInventory("ZombiemanFatality", 1, "FatalityZombieman")		
		Goto See
	Melee2:
	TNT1 A 0 A_SpawnItem("HeadshotTarget8b", 0, 63,0)
		BOSS E 8 A_FaceTarget
		TNT1 A 0 A_SpawnItem("HeadshotTarget8b", 0, 63,0)
		BOSS F 8 A_FaceTarget
		TNT1 A 0 A_SpawnItem("HeadshotTarget8b", 0, 63,0)
		BOSS G 8 A_CustomMissile("KnightAttack",10,0,0,0)
		Goto See
    Missile:	
TNT1 A 0 A_JumpIfInventory("Curbstomp_Marine", 1, "CurbstompMarine")
TNT1 A 0 A_JumpIfInventory("ZombiemanFatality", 1, "FatalityZombieman")
TNT1 A 0 A_JumpIfInTargetInventory ("TypeZombieman", 1, "See")
TNT1 A 0 A_JumpIfInTargetInventory ("TypeSergeant", 1, "See") 
        TNT1 A 0 A_Jump (128, 4)
        Goto SpecialAttack
        TNT1 AAAAA 0
		TNT1 A 0 A_SpawnItem("HeadshotTarget8b", 0, 66,0)
		BOSS E 8 A_FaceTarget
		TNT1 A 0 A_SpawnItem("HeadshotTarget8b", 0, 66,0)
		BOSS F 8 A_FaceTarget
		TNT1 A 0 A_SpawnItem("HeadshotTarget8b", 0, 66,0)
		BOSS G 8 A_CustomMissile("BaronBall", 36, 0, 0, 1)
		//BOSS G 8 A_CustomMissile("ThrowedZombieMan2", 36, 0, 0, 1)
		Goto See

    SpecialAttack:
	    TNT1 A 0 A_SpawnItem("HeadshotTarget8b", 0, 66,0)
		BOSS R 6 A_FaceTarget
	    TNT1 A 0 A_SpawnItem("HeadshotTarget8b", 0, 66,0)
		BOSS Q 6 A_FaceTarget
		TNT1 A 0 A_SpawnItem("HeadshotTarget8b", 0, 66,0)
		BOSS P 6 A_FaceTarget
		TNT1 A 0 A_SpawnItem("HeadshotTarget8b", 0, 66,0)
		BOSS Q 6 A_FaceTarget
		TNT1 A 0 A_SpawnItem("HeadshotTarget8b", 0, 66,0)
		TNT1 A 0 A_CustomMissile("BaronBall", 36, 15, 6, 11) 
		TNT1 A 0 A_CustomMissile("BaronBall", 36, 15, -6, 11)
		BOSS R 6 A_CustomMissile("BaronBall", 36, 15, 0, 11)
    Goto See

	Pain:
TNT1 A 0 A_JumpIfInventory("Curbstomp_Marine", 1, "CurbstompMarine")
		TNT1 A 0 A_SpawnItem("HeadshotTarget4b", 0, 66,0)
		BOSS H  3
		TNT1 A 0 A_SpawnItem("HeadshotTarget4b", 0, 66,0)
		BOSS H  3 A_Pain
		Goto See
    Death.SSG:
	XDeath:
	    TNT1 A 0 A_CustomMissile ("BaronXDeath", 0, 0, random (0, 360), 2, random (0, 160))
 	    BXDE A  0
		BXDE B  0 A_Scream
		BXDE C  0 A_BossDeath
		BXDE D  0 A_NoBlocking
		BXDE EFGH 0
        TNT1 A 0
	    Stop

	Death:
	    BADD A 10
		BADD B 10 A_Scream
		BADD C 10 A_BossDeath
		BADD D 10 A_NoBlocking
        TNT1 A 0 A_SpawnItem ("DeadBaron", 1)
		TNT1 A 0 A_SpawnItem ("MediumBloodSpot")
	    Stop

	Death.Cut:
        TNT1 A 0
        TNT1 A 0 A_Scream
        TNT1 A 0 A_NoBlocking
		TNT1 AAAAAA 0 A_CustomMissile ("Xdeath1", 40, 0, random (0, 360), 2, random (0, 160))
        TNT1 AAAAA 0 A_CustomMissile ("NashGore_FlyingBlood", 15, 0, random (0, 360), 2, random (0, 160))
		TNT1 AAAAA 0 A_CustomMissile ("Instestin2", 32, 0, random (0, 360), 2, random (0, 160))
	    TNT1 A 0 A_CustomMissile ("XDeathHalfBOH", 24, 0, random (0, 360), 2, random (0, 160))
        BBO2 AABCD 10
        TNT1 A 0 A_SpawnItem ("DeadBaronHalfDown", 1)
		TNT1 A 0 A_SpawnItem ("MediumBloodSpot")
		Stop

	Death.CutLess:
        TNT1 A 0
	    TNT1 A 0 A_Jump(111, "Death")
        TNT1 A 0 A_Scream
        TNT1 A 0 A_NoBlocking
		TNT1 A 0 A_BossDeath
		TNT1 AAAAAA 0 A_CustomMissile ("Xdeath1", 40, 0, random (0, 360), 2, random (0, 160))
        TNT1 AAAAA 0 A_CustomMissile ("NashGore_FlyingBlood", 15, 0, random (0, 360), 2, random (0, 160))
		TNT1 AAAAA 0 A_CustomMissile ("Instestin2", 32, 0, random (0, 360), 2, random (0, 160))
	    TNT1 A 0 A_CustomMissile ("XDeathHalfBOH", 24, 0, random (0, 360), 2, random (0, 160))
        BBO2 AABCD 10
        TNT1 A 0 A_SpawnItem ("DeadBaronHalfDown", 1)
		TNT1 A 0 A_SpawnItem ("MediumBloodSpot")
		Stop


	Death.head:
		TNT1 AAAAAA 0 A_CustomMissile ("Xdeath1", 62, 0, random (0, 360), 2, random (0, 160))
		TNT1 AAAA 0 A_CustomMissile ("Brains1", 62, 0, random (0, 360), 2, random (0, 160))
		TNT1 AA 0 A_CustomMissile ("Brains2", 62, 0, random (0, 360), 2, random (0, 160))
		TNT1 AAA 0 A_CustomMissile ("Brains3", 62, 0, random (0, 360), 2, random (0, 160))
		TNT1 AAA 0 A_CustomMissile ("Brains6", 62, 0, random (0, 360), 2, random (0, 160))
		TNT1 AA 0 A_CustomMissile ("Brains7", 62, 0, random (0, 360), 2, random (0, 160))
        BADH A 9
        BADH B 9
        BADH C 9 A_BossDeath
		BADH D  9 A_NoBlocking
        TNT1 A 0 A_SpawnItem ("DeadBaronNoHead", 1)
		TNT1 A 0 A_SpawnItem ("MediumBloodSpot")
	    Stop

    Death.Fatality:
        TNT1 A 0 A_GiveToTarget("BaronFatality", 1)
        TNT1 A 1 A_NoBlocking
        TNT1 A 0 A_BossDeath
		Stop

    Death.Plasma: Death.Plasma2:
	    TNT1 A 0
        TNT1 A 0 A_BossDeath
        TNT1 A 0 A_Scream
        TNT1 A 0 A_NoBlocking
		TNT1 AAAAA 0 A_CustomMissile ("PlasmaParticleX", 48, 0, random (0, 360), 2, random (0, 360))
		TNT1 AAA 0 A_CustomMissile ("BigPlasmaParticleX", 42, 0, random (0, 360), 2, random (0, 360))
        BOSC ABC 7 A_CustomMissile ("PlasmaSmoke", 28, 0, random (0, 180), 2, random (0, 180))
		TNT1 AAAAA 0 A_CustomMissile ("PlasmaParticleX", 48, 0, random (0, 360), 2, random (0, 360))
		TNT1 AAA 0 A_CustomMissile ("BigPlasmaParticleX", 42, 0, random (0, 360), 2, random (0, 360))
		BOSC DEF 7 A_CustomMissile ("PlasmaSmoke", 14, 0, random (0, 180), 2, random (0, 180))
		TNT1 A 0 A_SpawnItem ("MediumBloodSpot")
        BOSB EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE 8 A_CustomMissile ("PlasmaSmoke", 24, 0, random (0, 180), 2, random (0, 180))
        BOSB E -1
        Stop
		
		Death.GreenFire:
        TNT1 A 0
        TNT1 A 0 A_XScream
        TNT1 A 0 A_NoBlocking
        TNT1 AAAA 0 A_CustomMissile ("Nashgore_Blood", 30, 0, random (0, 360), 2, random (0, 160))
		


		TNT1 AA 0 A_CustomMissile ("XDeathBurnedMeat", 32, 0, random (0, 360), 2, random (0, 160))
	    TNT1 AA 0 A_CustomMissile ("XDeathBurnedMeat2", 32, 0, random (0, 360), 2, random (0, 160))
	    TNT1 AA 0 A_CustomMissile ("XDeathBurnedMeat3", 32, 0, random (0, 360), 2, random (0, 160))
		
		EXPL AAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile ("GreenFlameTrails", 50, 0, random (0, 360), 2, random (0, 360))
		XBRN AAAA 2 BRIGHT A_SpawnItem("GreenFlare",0,43)
        Stop
		
		
			Death.Fire:
        TNT1 A 0
		TNT1 A 0 A_BossDeath
		TNT1 A 0 A_Scream
        TNT1 A 0 A_NoBlocking
		BOSB AAAA 2 A_CustomMissile ("FlameTrails", 45, 0, random (0, 360), 2, random (50, 130))
		BOSB BBBB 2 A_CustomMissile ("FlameTrails", 30, 0, random (0, 360), 2, random (50, 130))
		BOSB CCCC 2 A_CustomMissile ("FlameTrails", 25, 0, random (0, 360), 2, random (50, 130))
		BOSB DDDD 2 A_CustomMissile ("FlameTrails", 25, 0, random (0, 360), 2, random (50, 130))
        TNT1 A 0 A_Playsound("props/redfire")
		BOSB EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE 2 A_CustomMissile ("FlameTrails", 25, 0, random (0, 360), 2, random (50, 130))
        BOSB EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE 10 A_CustomMissile ("SmallSmoke", 25, 0, random (0, 360), 2, random (70, 110))
        BOSB E -1
        Stop
	Raise:
		BOSS O 8
		BOSS NMLKJI  8
		Goto See
    Crush:
        TNT1 A 0 A_PlaySound("misc/xdeath4")
        CRS2 C 5
        CRS2 C -1
        Stop

   CurbstompMarine:
        TNT1 A 0 A_SetInvulnerable
       KNTF A 15
		 TNT1 AAAA 0 A_CustomMissile ("XDeath2b", 25, 0, random (0, 360), 2, random (0, 160))
		 TNT1 AAAA 0 A_CustomMissile ("XDeath3b", 25, 0, random (0, 360), 2, random (0, 160))
       KNTF BCD 8 A_CustomMissile ("MuchBlood", 50, 0, random (0, 360), 2, random (0, 160))
	    EXPL A 0 Radius_Quake (2, 24, 0, 15, 0)
TNT1 A 0 A_CustomMissile ("MuchBlood2", 50, 0, random (0, 360), 2, random (0, 160))
		 TNT1 AAA 0 A_CustomMissile ("XDeath1", 1, 0, random (0, 360), 2, random (0, 160))
         TNT1 AAAAAAAA 0 A_CustomMissile ("PlayerFlyingBlood", 50, 0, random (0, 360), 2, random (0, 160))
KNTF DDDDDDDDDDDDDDDDDDD 8 A_CustomMissile ("MuchBlood", 25, 0, random (0, 360), 2, random (0, 160))
TNT1 A 0 A_CustomMissile ("RipGuts", 20, 0, random (0, 360), 2, random (0, 160))
     KNTF EEEFFFGGG 8 A_CustomMissile ("MuchBlood2", 38, 0, random (0, 360), 2, random (0, 160))
TNT1 A 0 A_CustomMissile ("RipGuts", 20, 0, random (0, 360), 2, random (0, 160))
KNTF GGGGGGGGGGG 8 A_CustomMissile ("MuchBlood", 25, 0, random (0, 360), 2, random (0, 160))
        TNT1 A 0 A_TakeInventory("Curbstomp_Marine",1)
        TNT1 A 0 A_UnSetInvulnerable
TNT1 A 0 A_SpawnItem ("RappedMarine", 1)
Goto See


   FatalityZombieman:
        TNT1 A 0 A_SetInvulnerable
       3HF1 A 20
	   TNT1 A 0 A_PlaySound("grunt/death")
	   3HF1 BC 5
		TNT1 AA 0 A_CustomMissile ("XDeath1", 55, 0, random (0, 360), 2, random (0, 160))
		3HF1 BCBC 5 A_CustomMissile ("XDeath1", 55, 0, random (0, 360), 2, random (0, 160))
		TNT1 AA 0 A_CustomMissile ("MuchBlood", 55, 0, random (0, 360), 2, random (0, 160))
		3HF1 D 10
		3HF1 E 5
		 TNT1 A 0 A_CustomMissile ("XDeathZombieManHead", 65, 0, random (0, 360), 2, random (70, 120))
		3HF1 F 30
		3HF1 G 10
		 
        TNT1 A 0 A_TakeInventory("ZombieManFatality",1)
        TNT1 A 0 A_UnSetInvulnerable
		
		TNT1 A 0 A_SpawnItem("HeadshotTarget8b", 0, 66,0)
		3HF1 H 8 A_Chase
		TNT1 A 0 A_SpawnItem("HeadshotTarget8b", 0, 66,0)
		BOSS E 8 A_FaceTarget
		TNT1 A 0 A_SpawnItem("HeadshotTarget8b", 0, 66,0)
		BOSS F 8 A_CustomMissile("ThrowedZombieMan2", 64, 0, 0, 0) 
		TNT1 A 0 A_SpawnItem("HeadshotTarget8b", 0, 66,0)
		BOSS G 8
		Goto See
		
	FatalitySergeant:
        TNT1 A 0 A_SetInvulnerable
       3HF1 I 15
	   TNT1 A 0 A_PlaySound("grunt/death")
	   3HF1 I 5
	   
	   TNT1 AAAA 0 A_CustomMissile ("Instestin2", 30, 0, random (0, 360), 2, random (0, 160))
	   TNT1 AAA 0 A_CustomMissile ("XDeath1", 45, 0, random (0, 360), 2, random (0, 160))
	   TNT1 AAA 0 A_CustomMissile ("XDeath2", 45, 0, random (0, 360), 2, random (0, 160))
	   TNT1 AAA 0 A_CustomMissile ("XDeath3", 55, 0, random (0, 360), 2, random (0, 160))
	   TNT1 A 0 A_SpawnItem("SergeantFatalizedByBaron")
	   
	   3HF1 J 10
	   
	   3HF1 KLM 15
		 
        TNT1 A 0 A_TakeInventory("SergeantFatality",1)
        TNT1 A 0 A_UnSetInvulnerable
		
		TNT1 A 0 A_SpawnItem("HeadshotTarget8b", 0, 66,0)
		3HF1 M 1 A_Chase
		TNT1 A 0 A_SpawnItem("HeadshotTarget8b", 0, 66,0)
		BOSS E 8 A_FaceTarget
		TNT1 A 0 A_SpawnItem("HeadshotTarget8b", 0, 66,0)
		BOSS F 8 A_CustomMissile("ThrowedSergeantPiece", 64, 0, 0, 0) 
		TNT1 A 0 A_SpawnItem("HeadshotTarget8b", 0, 66,0)
		BOSS G 8
        Goto See


       FatalityDemon:
        TNT1 A 0 A_SetInvulnerable
		TNT1 A 0 A_PlaySound("demon/pain")
        3HF1 N 20
	   
	   TNT1 A 0 A_CustomMissile ("XDeathStomach", 60, 0, random (0, 360), 2, random (0, 160))
	   TNT1 AAA 0 A_CustomMissile ("XDeath1", 45, 0, random (0, 360), 2, random (0, 160))
	   TNT1 AAA 0 A_CustomMissile ("XDeath2", 45, 0, random (0, 360), 2, random (0, 160))
	   TNT1 AAA 0 A_CustomMissile ("XDeath3", 55, 0, random (0, 360), 2, random (0, 160))
 
	   3HF1 OPQQQ 10 A_CustomMissile ("MuchBlood", 25, 0, random (0, 360), 2, random (0, 160))
	   
        TNT1 A 0 A_SpawnItem ("DeadDemonHalf", 1)
		TNT1 A 0 A_SpawnItem ("MediumBloodSpot")
		 
        TNT1 A 0 A_TakeInventory("DemonFatality",1)
        TNT1 A 0 A_UnSetInvulnerable
        Goto See



    Pain.KillMe:
    Pain.Taunt:
        TNT1 A 0
        Goto Missile
    Death.KillMe:
    Death.Taunt:
        TNT1 A 0 A_SpawnItem("BaronOfHell")
        Stop
	}
} 



Actor DeadBaron
{
    Radius 12
    Height 32
    Scale 1.2
    +SHOOTABLE
    -SOLID
    +NOTELEPORT
    +MOVEWITHSECTOR
    +CORPSE
    Mass 1000
    Health 200
    damagefactor "Blood", 0.0
    damagefactor "Trample", 0.0
States
    {
    Spawn:
		BADD D -1
        Stop
	Raise:
		BOSS O 8
		BOSS NMLKJI  8
        TNT1 A 0 A_SpawnItem ("HellKnight2", 3)
		Stop
    Death:
  	    TNT1 AAAA 0 A_CustomMissile ("BloodSplasher", 0, 0, random (0, 360), 2, random (0, 160))
		 TNT1 AAA 0 A_CustomMissile ("XDeath1", 5, 0, random (0, 360), 2, random (0, 160))
		 TNT1 AAA 0 A_CustomMissile ("XDeath2", 5, 0, random (0, 360), 2, random (0, 160))
		 TNT1 AAA 0 A_CustomMissile ("XDeath3", 5, 0, random (0, 360), 2, random (0, 160))
		 TNT1 AAA 0 A_CustomMissile ("XDeath4", 5, 0, random (0, 360), 2, random (0, 160))
         Stop
    Death.Plasma: Death.Plasma2:
    Death.Flames:
    Death.Burn:
        TNT1 A 0
        TNT1 A 0 A_Scream
        TNT1 A 0 A_NoBlocking
		EXPL AAAAA 0 A_CustomMissile ("ExplosionSmoke", 32, 0, random (0, 360), 2, random (0, 360))
        BOSB ABCDE 9 A_CustomMissile ("PlasmaSmoke", 24, 0, random (0, 180), 2, random (0, 180))
        BOSB EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE 8 A_CustomMissile ("PlasmaSmoke", 16, 0, random (0, 180), 2, random (0, 180))
        BOSB E -1
        Stop}}

Actor DeadBaronHalfDown: DeadBaron
{States{Spawn:        BBO2 D -1        
Stop}}

Actor DeadBaronHalfUp: DeadBaron
{States{Spawn:        BTO2 D -1        
Stop}}

Actor DeadBaronNoHead: DeadBaron
{States{Spawn:        BADH D -1        
Stop}}

ACTOR XDeathHalfBOH
{
    Radius 8
    Height 8
    Speed 10
	Mass 8
	BounceFactor 0.3
	+DOOMBOUNCE
    +NOBLOCKMAP
	+MISSILE
    +NOTELEPORT
    +DONTSPLASH
    +MOVEWITHSECTOR
    DeathSound "misc/xdeath1"
    States
    {
    Spawn:
        Goto Death
    Death:
        BTO2 AABBCC 4 A_CustomMissile("Blood",0,0,180,2)
        HPLA A 0 A_SpawnItem("DeadBaronHalfUp",0,0,0,1)
        Stop
    }
}
