ACTOR HellKnight2 : HellKnight Replaces HellKnight
{
    Scale 1.1
    Speed 9
    Health 450
    damagefactor "Crush", 10.0
	PainChance "Kick", 200
	PainChance "Head", 255
	PainChance 25
	damagefactor "Head", 1.7
		damagefactor "MINORHead", 0.7
		damagefactor "Avoid", 0.0
		PainSound "PSXDPN"
	Game Doom
	Height 63
    GibHealth 35
	-BOSSDEATH
	-FASTER
	MaxStepHeight 24
	MaxDropOffHeight 32
	damagefactor "Avoid", 0.0
damagefactor "Blood", 0.0 damagefactor "BlueBlood", 0.0 damagefactor "GreenBlood", 0.0
    BloodType "NashGore_Blood"
	DropItem "DemonStrengthRune" 3
	Obituary "%o was slain by a Hell Knight."
	DamageType HKF
+DONTHURTSPECIES
    MeleeDamage 5
	States
	{
	Melee:
		TNT1 A 0 A_SpawnItem("HeadshotTarget8b", 0, 63,0)
        BOS2 E 6 A_FaceTarget
        TNT1 A 0 A_PlaySound("weapons/gswing")
		TNT1 A 0 A_SpawnItem("HeadshotTarget8b", 0, 63,0)
		BOS2 F 6 A_FaceTarget
		TNT1 A 0 A_SpawnItem("HeadshotTarget8b", 0, 63,0)
		BOS2 G 6 A_CustomMissile("KnightAttack",10,0,0,0)
TNT1 A 0 A_JumpIfInventory("Curbstomp_Marine", 1, "CurbstompMarine")
		Goto See
	Spawn:

TNT1 A 0 A_JumpIfInventory("Curbstomp_Marine", 1, "CurbstompMarine")
		BOS2 B 1 A_Look
		Loop
	See:
TNT1 A 0 A_JumpIfInventory("Curbstomp_Marine", 1, "CurbstompMarine")
        TNT1 A 0 A_SpawnItemEx("FootStep", 0, 0, 20, 0, 0)
		
		TNT1 A 0 A_SpawnItem("HeadshotTarget8b", 0, 63,0)
		BOS2 AA 2 A_Chase
		TNT1 A 0 A_SpawnItem("HeadshotTarget8b", 0, 63,0)
		BOS2 AA 2 A_Chase
		
		
		TNT1 A 0 A_SpawnItem("HeadshotTarget8b", 0, 63,0)
		BOS2 BB 2 A_Chase
		TNT1 A 0 A_SpawnItem("HeadshotTarget8b", 0, 63,0)
		BOS2 BB 2 A_Chase
		
		TNT1 A 0 A_SpawnItem("HeadshotTarget8b", 0, 63,0)
		BOS2 CC 2 A_Chase
		TNT1 A 0 A_SpawnItem("HeadshotTarget8b", 0, 63,0)
		BOS2 CC 2 A_Chase
		
		TNT1 A 0 A_SpawnItem("HeadshotTarget8b", 0, 63,0)
		BOS2 DD 2 A_Chase
		TNT1 A 0 A_SpawnItem("HeadshotTarget8b", 0, 63,0)
		BOS2 DD 2 A_Chase
		Loop
   RAGE:
        TNT1 A 0
		TNT1 A 0 A_CheckSight("See")
        BTS2 ABC 2
		TNT1 A 0 HealThing(100)
		TNT1 A 0 A_PlaySound("PSXDPN")
		BTS2 DEDF 4
		BTS2 DEDF 4
		BTS2 CBA 2
		TNT1 A 0 A_Jump(96, "MissileInRage")
		Goto See

	Melee2:
TNT1 A 0 A_JumpIfInventory("Curbstomp_Marine", 1, "CurbstompMarine")
		BOS2 EF 8 A_FaceTarget
		BOS2 G 8 A_CustomMissile("KnightAttack",10,0,0,0)
		Goto See
    Missile:
	TNT1 A 0
	TNT1 A 0 A_Jump(64, "MissileInRage")
		TNT1 A 0 A_JumpIfInventory("Curbstomp_Marine", 1, "CurbstompMarine")
	TNT1 A 0 A_JumpIfInventory("StopKickingMyBallsMotherFucker", 1, "MissileInRage")
		TNT1 A 0 A_SpawnItem("HeadshotTarget8b", 0, 63,0)
		BOS2 E 8 A_FaceTarget
		TNT1 A 0 A_SpawnItem("HeadshotTarget8b", 0, 63,0)
		BOS2 F 8 A_FaceTarget
		TNT1 A 0 A_SpawnItem("HeadshotTarget8b", 0, 63,0)
		BOS2 G 8 A_CustomMissile("BaronBall", 36, 0, 0, 1) 
		Goto See
		
	MissileInRage:
	
		TNT1 A 0 A_SpawnItem("HeadshotTarget8b", 0, 63,0)
		BOS2 E 6 A_FaceTarget
		TNT1 A 0 A_SpawnItem("HeadshotTarget8b", 0, 63,0)
		BOS2 F 6 A_FaceTarget
		TNT1 A 0 A_SpawnItem("HeadshotTarget8b", 0, 63,0)
		BOS2 G 6 A_CustomMissile("BaronBall", 36, 0, 0, 1)
		
		TNT1 A 0 A_SpawnItem("HeadshotTarget8b", 0, 63,0)
		BAS2 E 6 A_FaceTarget
		TNT1 A 0 A_SpawnItem("HeadshotTarget8b", 0, 63,0)
		BAS2 F 6 A_FaceTarget
		TNT1 A 0 A_SpawnItem("HeadshotTarget8b", 0, 63,0)
		BAS2 G 6 A_CustomMissile("BaronBall", 36, 0, 0, 1)

		TNT1 A 0 A_SpawnItem("HeadshotTarget8b", 0, 63,0)
		BOS2 E 6 A_FaceTarget
		TNT1 A 0 A_SpawnItem("HeadshotTarget8b", 0, 63,0)
		BOS2 F 6 A_FaceTarget
		TNT1 A 0 A_SpawnItem("HeadshotTarget8b", 0, 63,0)
		BOS2 G 6 A_CustomMissile("BaronBall", 36, 0, 0, 1)
		Goto See

	Pain:
        TNT1 A 0 A_JumpIfInventory("Curbstomp_Marine", 1, "CurbstompMarine")
		TNT1 A 0 A_SpawnItem("HeadshotTarget4b", 0, 63,0)
	    TNT1 A 0 A_TakeInventory("StopKickingMyBallsMotherFucker", 1)
		BOS2 H  3
		TNT1 A 0 A_SpawnItem("HeadshotTarget4b", 0, 63,0)
		BOS2 H  3 A_Pain
		Goto See
		
	Pain.Kick:
	    TNT1 A 0
		TNT1 A 0 A_ChangeFlag("MISSILEMORE", 1)
		TNT1 A 0 A_ChangeFlag("MISSILEEVENMORE", 1)
		TNT1 A 0 ThrustThingZ(0,25,0,1)
        TNT1 A 0 A_JumpIfInventory("Curbstomp_Marine", 1, "CurbstompMarine")
		TNT1 A 0 A_JumpIfInventory("StopKickingMyBallsMotherFucker", 1, "MissileInRage")
		TNT1 A 0 A_GiveInventory("StopKickingMyBallsMotherFucker", 1)
		KNRJ ABCD 5
		TNT1 A 0 A_Pain
		KNRJ ABCD 5
		TNT1 A 0 A_Pain
		KNRJ ABCD 5
		TNT1 A 0 A_Pain
		KNRJ ABCD 5
		TNT1 A 0 A_Pain
		KNRJ ABCD 5
		Goto Missile	
Death:
		HKDD A  10
		HKDD B  10 A_Scream
		HKDD C  10
		HKDD D  10 A_NoBlocking
        TNT1 A 0 A_SpawnItem ("DeadKnight", 1)
	    Stop
	//Death:
        //TNT1 AAAAAAA 0 A_CustomMissile ("GreenBlood", 50, 0, random (0, 360), 2, random (0, 160))
		//BOS2 I  8
		//BOS2 J  8 A_Scream
		//BOS2 K  8
		//BOS2 L  8 A_NoBlocking
		//BOS2 MN 8
		//BOS2 O -1
		//Stop
	XDeath:
	    TNT1 A 0 A_XScream
		TNT1 A 0 A_NoBlocking
	    TNT1 A 0 A_CustomMissile ("KnightXDeath", 0, 0, random (0, 360), 2, random (0, 160))
	    Stop


	Death.SSG:
	Death.Cut:
        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 AAAA 0 A_CustomMissile ("Instestin2", 32, 0, random (0, 360), 2, random (0, 160))
	    TNT1 A 0 A_CustomMissile ("XDeathHalfHK", 24, 0, random (0, 360), 2, random (0, 160))
        BBO1 AABCD 10
		TNT1 A 0 A_SpawnItem ("MediumBloodSpot")
        TNT1 A 0 A_SpawnItem ("DeadKnightHalfDown", 1)
		Stop

	Death.CutLess:
        TNT1 A 0
	    TNT1 A 0 A_Jump(111, "Death")
        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 ("XDeathHalfHK", 24, 0, random (0, 360), 2, random (0, 160))
        BBO1 AABCD 10
		TNT1 A 0 A_SpawnItem ("MediumBloodSpot")
        TNT1 A 0 A_SpawnItem ("DeadKnightHalfDown", 1)
		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))
        BOH2 A 10 A_Scream
		TNT1 A 0 A_PlaySound("misc/xdeath")
        BOH2 B 10 A_NoBlocking
        BOH2 C 10
		BOH2 D 10
		TNT1 A 0 A_SpawnItem ("MediumBloodSpot")
        TNT1 A 0 A_SpawnItem ("DeadKnightNoHead", 1)
	    Stop
	Death.decaptate:
	    TNT1 AAAAA 0 A_CustomMissile ("Xdeath1", 62, 0, random (0, 360), 2, random (50, 130))
		TNT1 A 0 A_CustomMissile ("XDeathHellKnightHead", 62, 0, random (0, 360), 2, random (50, 130))
        BOH2 A 10
        BOH2 B 10 A_NoBlocking
		TNT1 A 0 A_Scream
		TNT1 A 0 A_PlaySound("misc/xdeath")
        BOH2 C 10
		BOH2 D 10
		TNT1 A 0 A_SpawnItem ("MediumBloodSpot")
        TNT1 A 0 A_SpawnItem ("DeadKnightNoHead", 1)
	    Stop
		
		Death.SuperPlasma:
    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))
        BOSB 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))
		BOSB D 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


	Raise:
		BOS2 O 8
		BOS2 NMLKJI  8
		Goto See
		
		Death.Fire:
        TNT1 A 0
		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


   CurbstompMarine:
        TNT1 A 0 A_SetInvulnerable
       KTFP AAAA 3
       KTFP BCDE 3
TNT1 A 0 A_SpawnItemEx("FootStep5", 0, 0, 40, 0, 0)
	    EXPL A 0 Radius_Quake (2, 24, 0, 15, 0)
       KTFP E 8
       KTFP F 16
       KTFP MGG 8
       KTFP H 4
	    EXPL A 0 Radius_Quake (2, 24, 0, 15, 0)
        TNT1 AAA 0 A_CustomMissile ("Brains1", 11, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("Brains2", 11, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("Brains3", 11, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("Brains4", 11, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("Brains5", 11, 0, random (0, 360), 2, random (0, 160))
		 TNT1 AAAAA 0 A_CustomMissile ("XDeath1", 1, 0, random (0, 360), 2, random (0, 160))
		 TNT1 AAA 0 A_CustomMissile ("MuchBlood2", 1, 0, random (0, 360), 2, random (0, 160))
       KTFP IJKLLLLLL 4
        TNT1 A 0 A_TakeInventory("Curbstomp_Marine",1)
        TNT1 A 0 A_UnSetInvulnerable
TNT1 A 0 A_SpawnItem ("CurbstompedMarine", 1)
Goto See

    Death.Fatality:
	   
	    TNT1 A 0
		TNT1 A 0 A_GiveToTarget("GoFatality", 1)
		TNT1 A 0 A_Jump(128, "Death.Fatality3")
        TNT1 A 0 A_GiveToTarget("HKFatality", 1)
        TNT1 A 1 A_NoBlocking
        TNT1 A 0 A_BossDeath
		Stop
	Death.Fatality3:
        TNT1 A 0 A_GiveToTarget("HKFatality3", 1)
        TNT1 A 1 A_NoBlocking
        TNT1 A 0 A_BossDeath
		Stop	

    Pain.KillMe:
    Pain.Taunt:
        TNT1 A 0
        Goto Missile
    Death.KillMe:
    Death.Taunt:
	    TNT1 A 0 A_ChangeFlag("SOLID", 0)
        TNT1 A 0 A_SpawnItem("HellKnight")
        Stop
	}
}  

ACTOR GreenPlasmaBall: BaronBall Replaces BaronBall
{
	Radius 10
	Height 16
	Speed 19
	FastSpeed 23
	DamageType GreenFire
	Projectile 
	+RANDOMIZE
	+FORCEXYBILLBOARD
    +THRUGHOST
    Damage (random(25,30))
	RenderStyle Add
	Alpha 1
	Scale 1.2
	SeeSound "baron/attack"
	DeathSound "baron/shotx"
	Decal "Scorch"

	States
	{
	Spawn:
	   TNT1 A 0 A_SpawnItemEx("SmallGreenFlameTrails", 0, 0, 0, 0, 0, 0, 0, 128)
		FRPG J 1 BRIGHT A_SpawnItem("GreenFlareSmall",0,0)
		TNT1 A 0 A_SpawnItemEx("SmallGreenFlameTrails", 0, 0, 0, 0, 0, 0, 0, 128)
		FRPG K 1 BRIGHT A_SpawnItem("GreenFlareSmall",0,0)
		Loop
	Death:
    TNT1 A 0 A_SpawnItemEx("PlasmaParticleSpawner", 0, 0, 0, 0, 0, 0, 0, 128)
	//EXPL AAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile ("GreenFlameTrails", 0, 0, random (0, 360), 2, random (0, 360))
		FRPG ABCDEFGH 2 BRIGHT  A_SpawnItem("GreenFlare",0,0)
		TNT1 AAAAA 19 A_CustomMissile ("PlasmaSmoke", 1, 0, random (0, 360), 2, random (0, 160))
		Stop
	XDeath:
    TNT1 A 0 A_SpawnItemEx("PlasmaParticleSpawner", 0, 0, 0, 0, 0, 0, 0, 128)
	//EXPL AAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile ("GreenFlameTrails", 0, 0, random (0, 360), 2, random (0, 360))
		FRPG ABCDEFGH 2  A_SpawnItem("GreenFlare",0,0)
		Stop
	}
}

ACTOR KnightAttack: BaronBall
{
	Radius 24
	Height 16
	DamageType HKFT
	Projectile 
	+RANDOMIZE
	+FORCEXYBILLBOARD
    +THRUGHOST
	RenderStyle Add
	Alpha 0.6
    Damage (random(60,70))
    Speed 28
	//HitObituary "$OB_IMPHIT"
	SeeSound "none"
	DeathSound "none"
	Decal "none"
	States
	{
	Spawn:
		TNT1 A 2 BRIGHT
        TNT1 A 2 //A_PlaySound("weapons/gswing")
		Goto Death
	Death:
		TNT1 A 0 BRIGHT
		Stop
	}
}






Actor DeadKnight
{
    Radius 12
    Height 32
    Scale 1.1
    +SHOOTABLE
    -SOLID
    +NOTELEPORT
    +MOVEWITHSECTOR
    +CORPSE
	+FLOORCLIP
    Mass 1000
    Health 200
    damagefactor "Blood", 0.0
    damagefactor "Trample", 0.0
States
    {
    Spawn:
		HKDD D -1
        Stop
	Raise:
		BOS2 O 8
		BOS2 NMLKJI  8
        TNT1 A 0 A_SpawnItem ("HellKnight2", 3)
		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
    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}}

Actor DeadKnightHalfDown: DeadKnight
{States{Spawn:        BBO1 D -1        
Stop}}

Actor DeadKnightHalfUp: DeadKnight
{States{Spawn:        BTO1 D -1        
Stop}}

Actor DeadKnightNoHead: DeadKnight
{States{Spawn:        BOH2 D -1        
Stop}}

Actor RapedHK: DeadKnight
{States{Spawn:        HKF1 I -1        
Stop}}

Actor OmgSoDeadHK: DeadKnight
{States{Spawn:        HKF2 O -1        
Stop}}

Actor NoArmNoHeadFatalizedHK: DeadKnight
{States{Spawn:  
HKF3 JKLM 5       
HKF3 N -1        
Stop}}




ACTOR XDeathHalfHK
{
+FLOORCLIP
    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:
        BTO1 AABBCC 4 A_CustomMissile("Blood",0,0,180,2)
        TNT1 A 0 A_Jump(128, "Crawl")
		HPLA A 0 A_SpawnItem("DeadKnightHalfUp",0,0,0,1)
        Stop
	Crawl:
	    TNT1 A 0 A_NoBlocking
		TNT1 A 0 A_SpawnItem("DyingHellKnight")
		TNT1 A 0
		Stop
    }
}























ACTOR DyingHellKnight
{
    Radius 12
    Height 30
    Speed 9
	Health 70
	PainSound "PSXDPN"
	DeathSound "grunt/death"
	damagefactor "Kick", 0.1
	damagefactor "Fatality", 20.1
	PainChance "Kick", 255
	+SHOOTABLE
    +FLOORCLIP
	//+NOBLOCKMAP
    +LOOKALLAROUND
	+FRIGHTENED
	+FLOORCLIP
	-SOLID
    States
    {
	

	Pain.Kick:
	TNT1 A 0 A_CustomMissile ("Teeth", 30, 0, random (0, 360), 2, random (0, 160))
	TNT1 A 0 A_CustomMissile ("Blood", 30, 0, random (0, 360), 2, random (0, 160))
	TNT1 A 0 A_CustomMissile ("TeethNoBounce", 30, 0, random (0, 360), 2, random (0, 160))
	TNT1 A 0 A_SpawnItem("CrueltyBonus1health")
	TNT1 A 0 A_Pain
	TNT1 A 0 A_FaceTarget
	BTCK ABA 3
	BTC1 B 20
	Goto See
	
		Death.Kick:
		Death.Fatality:
		TNT1 A 0 A_GiveToTarget("GoFatality", 1)
		TNT1 A 0 A_NoBlocking
        TNT1 A 0 A_GiveToTarget("HKFatality2", 1)
        Stop
	
    Spawn:
	BTC1 A 1 A_Look
	Loop
    See:
		BTC1 ABC 10 A_Chase
		TNT1 A 0 A_SpawnItemEx("NashGore_FlyingBlood", 0, 0, 10, 0, 0)
        BTC1 D 10 A_Pain
		TNT1 A 0 A_SpawnItemEx("NashGore_FlyingBlood", 0, 0, 10, 0, 0)
		
		BTC1 ABC 10 A_Chase
		TNT1 A 0 A_SpawnItemEx("NashGore_FlyingBlood", 0, 0, 10, 0, 0)
        BTC1 D 10 A_Pain
		TNT1 A 0 A_SpawnItemEx("Instestin2", 0, 0, 5, 0, 0)

		TNT1 A 0 A_GiveInventory("DeathTimer1", 1)
		TNT1 A 0 A_JumpIfInventory("DeathTimer1", 8, "GotoDeath")
		Loop
		
	GotoDeath:
	TNT1 A 0
	TNT1 A 0 A_NoBlocking
	Goto Death
		Death:
		TNT1 A 0 A_NoBlocking
		TNT1 A 0 A_Pain
		TNT1 A 0 A_SpawnItem ("DeadKnightHalfUp")
		Stop
	
	
	Death.Stomp:
	Death.SSG:
	XDeath:
	TNT1 AAAAAA 0 bright A_CustomMissile ("SuperGoreSpawner", 5, 0, random (0, 360), 2, random (30, 180))
	TNT1 AAAAAA 0 bright A_CustomMissile ("XDeath1", 5, 0, random (0, 360), 2, random (30, 180))
	TNT1 AA 0 bright A_CustomMissile ("XDeath2", 55, 0, random (0, 360), 2, random (30, 180))
	TNT1 AA 0 bright A_CustomMissile ("XDeath3", 55, 0, random (0, 360), 2, random (30, 180))
	TNT1 A 0 A_SpawnItem ("CrushedRemains")
	TNT1 A 1
	TNT1 A 1 A_XScream
    TNT1 A 1 A_NoBlocking
	TNT1 A -1
	TNT1 AAA 0 A_SpawnItem ("CrueltyBonus5Health")
	Stop
	}
}



Actor StopKickingMyBallsMotherFucker : Inventory
{
inventory.maxamount 1
}