
ACTOR LordBelphegor : BaronofHell //Replaces Belphegor
{
    Scale 1.5
	Game Doom
    GibHealth 25
	
	PainChance "Kick", 255
	damagefactor "Head", 2.0
	damagefactor "MINORHead", 1.0
    Health 2000
damagefactor "Blood", 0.0 damagefactor "BlueBlood", 0.0 damagefactor "GreenBlood", 0.0
    BloodType "NashGore_Blood"
    damagefactor "Shrapnel", 0.4
	damagefactor "Explosive", 1.7
	Obituary "%o was no match for the great Belphegor."
	MaxStepHeight 24
	MaxDropOffHeight 32
+DONTHURTSPECIES
+MISSILEMORE
   Speed 14

	Height 88
	Radius 32
	States
	{
	Spawn:

TNT1 A 0 A_JumpIfInventory("Curbstomp_Marine", 1, "CurbstompMarine")
		BOS3 BD 10 A_Look
		Loop
	See:

		BOS3 AA 2 A_Chase
		BOS3 A 0 A_CheckSight("SEE2")
		TNT1 A 0 A_SpawnItem("HeadshotTarget8b", 0, 88,0)
		BOS3 AA 2 A_Chase
		POSS A 0 A_CheckSight("SEE2")
		TNT1 A 0 A_SpawnItem("HeadshotTarget8b", 0, 88,0)
		BOS3 BB 2 A_Chase
		POSS A 0 A_CheckSight("SEE2")
		TNT1 A 0 A_SpawnItem("HeadshotTarget8b", 0, 88,0)
		BOS3 BB 2 A_Chase
		POSS A 0 A_CheckSight("SEE2")
		TNT1 A 0 A_SpawnItem("HeadshotTarget8b", 0, 88,0)
		BOS3 CC 2 A_Chase
		POSS A 0 A_CheckSight("SEE2")
		TNT1 A 0 A_SpawnItem("HeadshotTarget8b", 0, 88,0)
		BOS3 CC 2 A_Chase
		POSS A 0 A_CheckSight("SEE2")
		TNT1 A 0 A_SpawnItem("HeadshotTarget8b", 0, 88,0)
		BOS3 BB 2 A_Chase
		BOS3 A 0 A_CheckSight("SEE2")
		TNT1 A 0 A_SpawnItem("HeadshotTarget8b", 0, 88,0)
		BOS3 BB 2 A_Chase
		Loop
	See2:
TNT1 A 0 A_JumpIfInventory("Curbstomp_Marine", 1, "CurbstompMarine")
        TNT1 A 0 A_SpawnItemEx("FootStep", 0, 0)
		BOS3 AABBCCBB 3 A_Chase
		Goto See
	Melee:
		TNT1 A 0 A_SpawnItem("HeadshotTarget8b", 0, 88,0)
        BOS3 F 8
        TNT1 A 0 A_PlaySound("weapons/gswing")
		TNT1 A 0 A_SpawnItem("HeadshotTarget8b", 0, 88,0)
		BOS3 G 8 A_FaceTarget
		TNT1 A 0 A_SpawnItem("HeadshotTarget8b", 0, 88,0)
		TNT1 AAAA 0 A_CustomMissile("KnightAttack",10,0,0,0)
		BOS3 H 8 A_FaceTarget
TNT1 A 0 A_JumpIfInventory("Curbstomp_Marine", 1, "CurbstompMarine")
		Goto See
	
    Missile:
TNT1 A 0 A_JumpIfInventory("Curbstomp_Marine", 1, "CurbstompMarine")
		TNT1 A 0 A_SpawnItem("HeadshotTarget8b", 0, 88,0)
		BOS3 F 8 A_FaceTarget
		TNT1 A 0 A_SpawnItem("HeadshotTarget8b", 0, 88,0)
		BOS3 G 8 A_FaceTarget
		TNT1 A 0 A_SpawnItem("HeadshotTarget8b", 0, 88,0)
		TNT1 A 0 A_JumpIfCloser(150, "Melee2")
		BOS3 H 8 A_CustomMissile("BelphegorGreenPlasmaBall", 50, 0, 0, 1) 
		Goto See
	
	Melee2:
		TNT1 AAAA 0 A_CustomMissile("KnightAttack",10,0,0,0)
		TNT1 A 0 A_PlaySound("weapons/gswing")
		BOS3 H 8 A_FaceTarget
        TNT1 A 0 A_JumpIfInventory("Curbstomp_Marine", 1, "CurbstompMarine")
		Goto See

	Pain:
TNT1 A 0 A_JumpIfInventory("Curbstomp_Marine", 1, "CurbstompMarine")
		TNT1 A 0 A_SpawnItem("HeadshotTarget4b", 0, 88,0)
		BOS3 E  3
		TNT1 A 0 A_SpawnItem("HeadshotTarget4b", 0, 88,0)
		BOS3 E  3 A_Pain
		Goto See
    Death.SSG:
	XDeath:
	   TNT1 AAAAAAAAAAAAAAA 0 A_CustomMissile ("SuperWallRedBlood", 40, 0, random (0, 360), 2, random (-5, 5))
	   TNT1 AAAAAAAAAAAAAAA 0 bright A_CustomMissile ("SuperGoreSpawner", 5, 0, random (0, 360), 2, random (30, 180))
        TNT1 AAAAAAAAAAAA 0 A_CustomMissile ("CeilBloodLauncherLong", 0, 0, random (0, 360), 2, random (50, 130))
	    TNT1 AA 0 A_CustomMissile ("MuchMeatDeath", 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:
	    BOS3 I 8 A_Scream
		BOS3 J 8 A_bossdeath
		BOS3 K 8 A_NoBlocking
		BOS3 L 8
		
		BOS3 L -1
	    Stop


	Death.head:
		TNT1 AAAAAA 0 A_CustomMissile ("Xdeath1", 82, 0, random (0, 360), 2, random (0, 160))
		TNT1 AAAA 0 A_CustomMissile ("Brains1", 82, 0, random (0, 360), 2, random (0, 160))
		TNT1 AA 0 A_CustomMissile ("Brains2", 82, 0, random (0, 360), 2, random (0, 160))
		TNT1 AAA 0 A_CustomMissile ("Brains3", 82, 0, random (0, 360), 2, random (0, 160))
		TNT1 AAA 0 A_CustomMissile ("Brains6", 82, 0, random (0, 360), 2, random (0, 160))
        TNT1 A 0 A_bossdeath
		TNT1 A 0 A_NoBlocking
		BOS3 MNOPQR 8
		
		BOS3 R -1
	    Stop

	Raise:
		BOS3 O 8
		BOS3 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
       BS3F AB 20
	   BS3F CDEF 4
	    EXPL A 0 Radius_Quake (2, 24, 0, 15, 0)
	BS3F GF 8
	BS3F HHIII 4
	BS3F J 30
	BS3F K 6
		 EXPL A 0 Radius_Quake (2, 24, 0, 15, 0)
		 TNT1 AAAAA 0 bright A_CustomMissile ("SuperGoreSpawner", 5, 0, random (0, 360), 2, random (30, 180))
		 TNT1 AAAA 0 A_CustomMissile ("XDeath2", 5, 0, random (0, 360), 2, random (0, 160))
		 TNT1 AA 0 A_CustomMissile ("XDeath3", 5, 0, random (0, 360), 2, random (0, 160))
         TNT1 A 0 A_CustomMissile ("MuchBlood2", 50, 0, random (0, 360), 2, random (0, 160))
		 TNT1 AAAA 0 A_CustomMissile ("XDeath1", 1, 0, random (0, 360), 2, random (0, 160))
         TNT1 AAAAA 0 A_CustomMissile ("PlayerFlyingBlood", 50, 0, random (0, 360), 2, random (0, 160))
   BS3F L 30
   
   	BS3F M 6
	     TNT1 AAAA 0 bright A_CustomMissile ("SuperGoreSpawner", 5, 0, random (0, 360), 2, random (30, 180))
		 EXPL A 0 Radius_Quake (2, 24, 0, 15, 0)
		 TNT1 AAAAA 0 A_CustomMissile ("XDeath2", 5, 0, random (0, 360), 2, random (0, 160))
		 TNT1 AA 0 A_CustomMissile ("XDeath3", 5, 0, random (0, 360), 2, random (0, 160))
         TNT1 A 0 A_CustomMissile ("MuchBlood2", 50, 0, random (0, 360), 2, random (0, 160))
		 TNT1 AAAA 0 A_CustomMissile ("XDeath1", 1, 0, random (0, 360), 2, random (0, 160))
         TNT1 AAAAA 0 A_CustomMissile ("PlayerFlyingBlood", 50, 0, random (0, 360), 2, random (0, 160))
   BS3F NOOOOO 6
   
      	BS3F P 6
		 EXPL A 0 Radius_Quake (2, 24, 0, 15, 0)
		 TNT1 AAAA 0 bright A_CustomMissile ("SuperGoreSpawner", 5, 0, random (0, 360), 2, random (30, 180))
		 TNT1 AAAAA 0 A_CustomMissile ("XDeath2", 5, 0, random (0, 360), 2, random (0, 160))
		 TNT1 AA 0 A_CustomMissile ("XDeath3", 5, 0, random (0, 360), 2, random (0, 160))
         TNT1 A 0 A_CustomMissile ("MuchBlood2", 50, 0, random (0, 360), 2, random (0, 160))
		 TNT1 AAAA 0 A_CustomMissile ("XDeath1", 1, 0, random (0, 360), 2, random (0, 160))
         TNT1 AAAAA 0 A_CustomMissile ("PlayerFlyingBlood", 50, 0, random (0, 360), 2, random (0, 160))
   BS3F QRRRRR 6
TNT1 A 0 A_TakeInventory("Curbstomp_Marine")
        TNT1 A 0 A_UnSetInvulnerable
Goto See

    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("LordBelphegor")
        Stop
    Death.Eat:
        TNT1 A 0 A_GiveToTarget("EatMe",1)
		 Goto Death+3
        Stop
	}
} 



Actor DeadBelphegor
{
    Radius 12
    Height 18
    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:
		BOS3 O 8
		BOS3 NMLKJI  8
        TNT1 A 0 A_SpawnItem ("HellKnight2", 3)
		Stop
    Death:
  	    
		 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 BelphegorGreenPlasmaBall: BaronBall
{
	Radius 10
	Height 16
	Speed 30
	FastSpeed 30
	Projectile 
	+RANDOMIZE
	+FORCEXYBILLBOARD
    +THRUGHOST
    Damage 7
	RenderStyle Add
	Alpha 0.9
	Scale 1.6
	SeeSound "baron/attack"
	DeathSound "FAREXPL"
	Decal "Scorch"
	DamageType "ExplosiveImpact"

	States
	{
	Spawn:
	    TNT1 A 0 A_SpawnItem("GreenFlare22",0,0)
		FRPG K 1 BRIGHT A_SpawnItemEx("GreenExplosionFlameTrail", 0, 0, 0, 0, 0, 0, 0, 128) 
		Loop
	
	Death:
    BFE1 A 0 Bright
	EXPL A 0 Radius_Quake (2, 54, 0, 15, 0)
    BFE1 A 0 Bright A_Explode(30, 170, 1)
        TNT1 AAAAAAAAA 0 A_CustomMissile ("GreenExplosionFire", 2, 0, random (0, 360), 2, random (0, 360))
        EXPL AA 0 A_CustomMissile ("BigNeoSmoke", 0, 0, random (0, 360), 2, random (0, 360))
    TNT1 BCDEF 2 Bright
	TNT1 AAAAAAA 2 A_CustomMissile ("BigNeoSmoke", 2, 0, random (0, 360), 2, random (0, 360))
	Stop
	}
}
