
ACTOR BaronofHell2 : BaronofHell Replaces BaronofHell
{
    Scale 1.1
	damagefactor "Crush", 10.0
	damagefactor "GibRemoving", 0.0
	Game Doom
    GibHealth 25
	Health 1000
	PainChance "Saw", 100
	PainChance "Cut", 100
	PainChance "Kick", 255
	PainChance "LowKick", 200
	damagefactor "TeleportRemover", 0.0
	PainChance "CallingTheBaronAFaggot", 255
	damagefactor "Avoid", 0.0
	damagefactor "SSG", 0.2
	+QUICKTORETALIATE
	PainChance "Explosive", 255
	damagefactor "DontCallTheBaron", 0.0
	DamageFactor "CauseObjectsToSplash", 0.0
	PainSound "PSXDPN"
	damagefactor "Fatality", 3.0
    Health 1000
damagefactor "Blood", 0.0 damagefactor "BlueBlood", 0.0 damagefactor "GreenBlood", 0.0
    BloodType "Brutal_Blood", "BloodSPlatterReplacer", "SawBlood"
    damagefactor "Shrapnel", 0.4
	Obituary "%o was brutalized by a Baron of Hell."
	MaxStepHeight 24
	MaxDropOffHeight 32
+DONTHURTSPECIES
   Speed 6
   PainChance "Head", 120
	PainChance 25
	States
	{
	
ReplaceVanilla:
		TNT1 A 0 A_ChangeFlag("THRUACTORS", 1)
		TNT1 A 0 A_ChangeFlag("COUNTKILL", 0)
		TNT1 A 0 A_SpawnItemEx ("VanillaBaronOfHell",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION | SXF_TRANSFERAMBUSHFLAG ,0)
		Stop
    Spawn:
		TNT1 A 0
		TNT1 A 0 ACS_ExecuteAlways(796, 0, 0, 0, 0)//Check if Vanilla Mode is activated
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("ImpFatality3", 1, "FatalityImp")
TNT1 A 0 A_JumpIfInventory("DemonFatality", 1, "FatalityDemon")
TNT1 A 0 A_GiveInventory("TargetIsABaronOfHell")
		Goto Stand
		
	Stand:
		TNT1 A 0
		TNT1 A 0 A_CheckSight("Stand2")
		BTS3 A 0 A_SpawnItem("HeadshotTarget100", 0, 63,0)
		BOSS BBBBBBBBBB 10 A_Look
		Loop
		
	Stand2:
		BOSS B 11 A_Look
		Goto Stand
	See:
	TNT1 A 0
	//TNT1 A 0 A_CheckSight("SeeNeverSeen")
	TNT1 A 0 A_JumpIfInventory("HasExplosiveBarrel", 1, "MissileBarrel")
        BTS3 ABC 1 A_SpawnItem("HeadshotTarget4b", 0, 63,0)
		TNT1 A 0 A_FaceTarget
		BTS3 D 6  A_SpawnItem("HeadshotTarget4b", 0, 63,0)
		BTS3 CBA 1 A_SpawnItem("HeadshotTarget4b", 0, 63,0)
		TNT1 A 0 HealThing(200)
		Goto See2
	
	See2:
	TNT1 A 0
	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_JumpIfInventory("ImpFatality3", 1, "FatalityImp")
	TNT1 A 0 A_JumpIfInventory("HasExplosiveBarrel", 1, "MissileBarrel")

	See4:
		TNT1 A 0
		TNT1 A 0 A_GiveInventory("EnemyMemory", 1)
		TNT1 A 0 A_JumpIfInventory("EnemyMemory", 20, "ForgetTarget")
		BOSS A 0 A_CheckSight("SEE3")
		BOSS AA 2 A_Chase
        //TNT1 A 0 A_SpawnItemEx("FootSep", 0, 0)
		TNT1 A 0 A_SpawnItem("HeadshotTarget8b", 0, 66,0)
		BOSS AA 2 A_Chase
		TNT1 A 0 A_SpawnItem("HeadshotTarget8b", 0, 66,0)
		BOSS AA 2 A_Chase
		
		TNT1 A 0 A_SpawnItem("HeadshotTarget8b", 0, 66,0)
		BOSS B 4 A_Chase
		TNT1 A 0 A_SpawnItem("HeadshotTarget8b", 0, 66,0)
		BOSS BB 2 A_Chase
		TNT1 A 0 A_SpawnItem("HeadshotTarget8b", 0, 66,0)
		//TNT1 A 0 A_SpawnItemEx("FootSep", 0, 0)
		BOSS CC 2 A_Chase
		TNT1 A 0 A_SpawnItem("HeadshotTarget8b", 0, 66,0)
		BOSS CC 2 A_Chase
		TNT1 A 0 A_SpawnItem("HeadshotTarget8b", 0, 66,0)
		BOSS DD 2 A_Chase
		
		TNT1 A 0 A_SpawnItem("HeadshotTarget8b", 0, 63,0)
		BOSS DD 2 A_Chase
		TNT1 A 0 A_JumpIfInTargetInventory("TargetIsACyberdemon", 1, "CheckRetreat")
		TNT1 A 0 A_JumpIfInTargetInventory("TargetIsAMastermind", 1, "CheckRetreat")
		TNT1 A 0 A_JumpIfInTargetInventory("IsInvisible", 1, "ForgetTarget")
		Loop
		
	SeeNeverSeen:
		TNT1 A 0
		BOSS A 0 A_CheckSight("SEE3")
		BOSS AA 2 A_Chase
        //TNT1 A 0 A_SpawnItemEx("FootSep", 0, 0)
		TNT1 A 0 A_SpawnItem("HeadshotTarget8b", 0, 66,0)
		BOSS AA 2 A_Chase
		TNT1 A 0 A_SpawnItem("HeadshotTarget8b", 0, 66,0)
		BOSS AA 2 A_Chase
		
		TNT1 A 0 A_SpawnItem("HeadshotTarget8b", 0, 66,0)
		BOSS B 4 A_Chase
		TNT1 A 0 A_SpawnItem("HeadshotTarget8b", 0, 66,0)
		BOSS BB 2 A_Chase
		TNT1 A 0 A_SpawnItem("HeadshotTarget8b", 0, 66,0)
		//TNT1 A 0 A_SpawnItemEx("FootSep", 0, 0)
		BOSS CC 2 A_Chase
		TNT1 A 0 A_SpawnItem("HeadshotTarget8b", 0, 66,0)
		BOSS CC 2 A_Chase
		TNT1 A 0 A_SpawnItem("HeadshotTarget8b", 0, 66,0)
		BOSS DD 2 A_Chase
		
		TNT1 A 0 A_SpawnItem("HeadshotTarget8b", 0, 63,0)
		BOSS DD 2 A_Chase
		TNT1 A 0 A_JumpIfInTargetInventory("TargetIsACyberdemon", 1, "CheckRetreat")
		TNT1 A 0 A_JumpIfInTargetInventory("TargetIsAMastermind", 1, "CheckRetreat")
		TNT1 A 0 A_JumpIfInTargetInventory("IsInvisible", 1, "ForgetTarget")
		Loop	
	See3:
        //TNT1 A 0 A_SpawnItemEx("FootSep", 0, 0)
		BOSS AABBCCDD 3 A_Chase
		Goto See4
		
	Idle:
	LookingForPlayer:
	    TNT1 A 0 A_GiveInventory("SKImp", 1)
	    TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 63,0)
		BOSS B 10 A_Look
        TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 63,0)
		BOSS B 10 A_Look
		TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 63,0)
		BOSS B 10 A_Look
		TNT1 A 0 A_SetAngle(angle - 40)
		TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 63,0)
		BOSS B 10 A_Look
        TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 63,0)
		BOSS B 10 A_Look
		TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 63,0)
		BOSS B 10 A_Look
		TNT1 A 0 A_SetAngle(angle + 40)
        TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 63,0)
		BOSS B 10 A_Look
		TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 63,0)
		BOSS B 10 A_Look
        TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 63,0)
		BOSS B 10 A_Look
		
		BOSS A 0 A_Wander
		BOSS AA 2 A_Look
		TNT1 A 0 A_Recoil(-2)
		TNT1 A 0 A_SpawnItem("HeadshotTarget6", 0, 63,0)
		
		BOSS B 0 A_Wander
		BOSS BB 2 A_Look
		TNT1 A 0 A_Recoil(-2)
		TNT1 A 0 A_SpawnItem("HeadshotTarget6", 0, 63,0)
		
		BOSS C 0 A_Wander
		BOSS CC 2 A_Look
		TNT1 A 0 A_Recoil(-2)
		TNT1 A 0 A_SpawnItem("HeadshotTarget6", 0, 63,0)
		
		BOSS D 0 A_Wander
		BOSS DD 2 A_Look
		TNT1 A 0 A_Recoil(-2)
		TNT1 A 0 A_SpawnItem("HeadshotTarget6", 0, 63,0)
		
		
		TNT1 A 0 A_jump(128, "LookingForPlayer")
		
		
		BOSS A 0 A_Wander
		BOSS AA 2 A_Look
		TNT1 A 0 A_Recoil(-2)
		TNT1 A 0 A_SpawnItem("HeadshotTarget6", 0, 63,0)
		
		BOSS B 0 A_Wander
		BOSS BB 2 A_Look
		TNT1 A 0 A_Recoil(-2)
		TNT1 A 0 A_SpawnItem("HeadshotTarget6", 0, 63,0)
		
		BOSS C 0 A_Wander
		BOSS CC 2 A_Look
		TNT1 A 0 A_Recoil(-2)
		TNT1 A 0 A_SpawnItem("HeadshotTarget6", 0, 63,0)
		
		BOSS D 0 A_Wander
		BOSS DD 2 A_Look
		TNT1 A 0 A_Recoil(-2)
		TNT1 A 0 A_SpawnItem("HeadshotTarget6", 0, 63,0)
		
		
		
		Goto LookingForPlayer
		
		
		
	ForgetTarget:
	TNT1 A 0 A_ClearTarget
	TNT1 A 0 A_TakeInventory("EnemyMemory", 25)
	TNT1 A 0 A_GiveInventory("LookingForPlayer", 1)
	Goto LookingForPlayer	
	
		
	RAGE:
        TNT1 A 0
		TNT1 A 0 A_CheckSight("See")
        BTS3 ABC 2  A_SpawnItem("HeadshotTarget4b", 0, 63,0)
		BTS3 DEDF 3  A_SpawnItem("HeadshotTarget8b", 0, 63,0)
		BTS3 DEDF 3  A_SpawnItem("HeadshotTarget8b", 0, 63,0)
		BTS3 CBA 2  A_SpawnItem("HeadshotTarget8b", 0, 63,0)
		TNT1 A 0 HealThing(200)
		TNT1 A 0 A_Jump(96, "SpecialAttack")
		Goto See2
	
	Melee:
	    TNT1 A 0
	    TNT1 A 0 A_JumpIfInTargetInventory("TargetIsACyberdemon", 1, "CheckRetreat")
		TNT1 A 0 A_JumpIfInTargetInventory("TargetIsAMastermind", 1, "CheckRetreat")
		TNT1 A 0 A_FaceTarget
		TNT1 A 0 A_CustomMissile("BaronAttackOnBarrel",10,0,0,0)
		TNT1 A 0 A_SpawnItem("HeadshotTarget8b", 0, 63,0)
		BOSS E 1
		TNT1 A 0 A_JumpIfInventory("HasExplosiveBarrel", 1, "MissileBarrel")
        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("BaronAttack",10,0,0,0)
TNT1 A 0 A_JumpIfInventory("Curbstomp_Marine", 1, "CurbstompMarine")
TNT1 A 0 A_JumpIfInventory("ZombiemanFatality", 1, "FatalityZombieman")		
		Goto See2
		
	Melee2:
	TNT1 A 0 A_SpawnItem("HeadshotTarget8b", 0, 63,0)
		BOSS E 6 A_FaceTarget
		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("BaronAttack",10,0,0,0)
		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_JumpIfInventory("ImpFatality3", 1, "FatalityImp")
		Goto See2
	
    Missile:
	BOSS A 1
	TNT1 A 0 A_TakeInventory("EnemyMemory", 30)
	TNT1 A 0 A_JumpIfInTargetInventory("TargetIsACyberdemon", 1, "CheckRetreat")
	TNT1 A 0 A_JumpIfInTargetInventory("TargetIsAMastermind", 1, "CheckRetreat")
	TNT1 A 0 A_JumpIfInTargetInventory("TargetIsAnExplosiveBarrel", 1, "See2")
	TNT1 A 0 A_TakeInventory("StopKickingMyBallsMotherFucker", 1)
TNT1 A 0 A_JumpIfInventory("Curbstomp_Marine", 1, "CurbstompMarine")
TNT1 A 0 A_JumpIfInventory("ZombiemanFatality", 1, "FatalityZombieman")
TNT1 A 0 A_JumpIfInTargetInventory ("TypeZombieman", 1, "See2")
TNT1 A 0 A_JumpIfInTargetInventory ("TypeSergeant", 1, "See2") 
        
		//TNT1 A 0 A_JumpIfInTargetInventory("IsPlayer", 0, 5)
		//TNT1 A 0 A_TakeInventory("CantFire", 1)
		//TNT1 A 0 A_CustomMissile("MonsterTargetCheck", 34, 0, 0, 0) 
		//TNT1 A 0 A_CustomMissile("MonsterTargetCheckFaster", 34, 0, 0, 0)  
		BOSS e 3 A_FaceTarget
		//TNT1 A 0 A_JumpIfInventory("CantFire",1, "See4")
		
		TNT1 A 0 A_Jump (64, "SpecialAttack")
		TNT1 A 0 A_SpawnItem("HeadshotTarget8b", 0, 66,0)
		BOSS E 2 A_FaceTarget
		TNT1 A 0 bright A_CustomMissile ("SmallGreenFlameTrails", 78, 40, random (0, 360), 2, random (70, 110))
		TNT1 A 0 A_CustomMissile ("BallGettingReadyGreen", 79, 40, random (0, 140), 2, random (0, 160))
		BOSS E 2 A_FaceTarget
		TNT1 A 0 A_SpawnItem("HeadshotTarget8b", 0, 66,0)
		TNT1 A 0 bright A_CustomMissile ("SmallGreenFlameTrails", 78, 40, random (0, 360), 2, random (70, 110))
		TNT1 A 0 A_CustomMissile ("BallGettingReadyGreen", 79, 40, random (0, 140), 2, random (0, 160))
		BOSS E 2 A_FaceTarget
		TNT1 A 0 bright A_CustomMissile ("SmallGreenFlameTrails", 78, 40, random (0, 360), 2, random (70, 110))
		TNT1 A 0 A_CustomMissile ("BallGettingReadyGreen", 79, 40, random (0, 140), 2, random (0, 160))
		BOSS E 2 A_FaceTarget
		TNT1 A 0 A_SpawnItem("HeadshotTarget8b", 0, 66,0)
		TNT1 A 0 bright A_CustomMissile ("SmallGreenFlameTrails", 78, 40, random (0, 360), 2, random (70, 110))
		TNT1 A 0 A_CustomMissile ("BallGettingReadyGreen", 79, 40, random (0, 140), 2, random (0, 160))
		BOSS E 2 A_FaceTarget
		
		TNT1 A 0 A_SpawnItem("HeadshotTarget8b", 0, 66,0)
		BOSS F 3 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)
		TNT1 A 0 A_TakeInventory("ComingToGetTheBarrel", 1)
		TNT1 A 0 A_JumpIfInTargetInventory("IsInvisible", 1, "ForgetTarget")
		Goto See2

    SpecialAttack:
	    TNT1 A 0 A_SpawnItem("HeadshotTarget8b", 0, 66,0)
		BOSS R 3 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 2 A_FaceTarget
		TNT1 A 0 bright A_CustomMissile ("SmallGreenFlameTrails", 78, 40, random (0, 360), 2, random (70, 110))
		TNT1 A 0 A_CustomMissile ("BallGettingReadyGreen", 79, 40, random (0, 140), 2, random (0, 160))
		TNT1 A 0 bright A_CustomMissile ("SmallGreenFlameTrails", 78, -40, random (0, 360), 2, random (70, 110))
		TNT1 A 0 A_CustomMissile ("BallGettingReadyGreen", 79, -40, random (0, 140), 2, random (0, 160))
		BOSS P 2 A_FaceTarget
		TNT1 A 0 bright A_CustomMissile ("SmallGreenFlameTrails", 78, 40, random (0, 360), 2, random (70, 110))
		TNT1 A 0 A_CustomMissile ("BallGettingReadyGreen", 79, 40, random (0, 140), 2, random (0, 160))
		TNT1 A 0 bright A_CustomMissile ("SmallGreenFlameTrails", 78, -40, random (0, 360), 2, random (70, 110))
		TNT1 A 0 A_CustomMissile ("BallGettingReadyGreen", 79, -40, random (0, 140), 2, random (0, 160))
		BOSS P 2 A_FaceTarget
		TNT1 A 0 bright A_CustomMissile ("SmallGreenFlameTrails", 78, 40, random (0, 360), 2, random (70, 110))
		TNT1 A 0 A_CustomMissile ("BallGettingReadyGreen", 79, 40, random (0, 140), 2, random (0, 160))
		TNT1 A 0 bright A_CustomMissile ("SmallGreenFlameTrails", 78, -40, random (0, 360), 2, random (70, 110))
		TNT1 A 0 A_CustomMissile ("BallGettingReadyGreen", 79, -40, random (0, 140), 2, random (0, 160))
		TNT1 A 0 A_SpawnItem("HeadshotTarget8b", 0, 66,0)
		BOSS P 2 A_FaceTarget
		TNT1 A 0 bright A_CustomMissile ("SmallGreenFlameTrails", 78, 40, random (0, 360), 2, random (70, 110))
		TNT1 A 0 A_CustomMissile ("BallGettingReadyGreen", 79, 40, random (0, 140), 2, random (0, 160))
		TNT1 A 0 bright A_CustomMissile ("SmallGreenFlameTrails", 78, -40, random (0, 360), 2, random (70, 110))
		TNT1 A 0 A_CustomMissile ("BallGettingReadyGreen", 79, -40, random (0, 140), 2, random (0, 160))
		
		BOSS P 2 A_FaceTarget
		TNT1 A 0 bright A_CustomMissile ("SmallGreenFlameTrails", 78, 40, random (0, 360), 2, random (70, 110))
		TNT1 A 0 A_CustomMissile ("BallGettingReadyGreen", 79, 40, random (0, 140), 2, random (0, 160))
		TNT1 A 0 bright A_CustomMissile ("SmallGreenFlameTrails", 78, -40, random (0, 360), 2, random (70, 110))
		TNT1 A 0 A_CustomMissile ("BallGettingReadyGreen", 79, -40, random (0, 140), 2, random (0, 160))
		BOSS P 2 A_FaceTarget
		TNT1 A 0 bright A_CustomMissile ("SmallGreenFlameTrails", 78, 40, random (0, 360), 2, random (70, 110))
		TNT1 A 0 A_CustomMissile ("BallGettingReadyGreen", 79, 40, random (0, 140), 2, random (0, 160))
		TNT1 A 0 bright A_CustomMissile ("SmallGreenFlameTrails", 78, -40, random (0, 360), 2, random (70, 110))
		TNT1 A 0 A_CustomMissile ("BallGettingReadyGreen", 79, -40, random (0, 140), 2, random (0, 160))
		BOSS P 2 A_FaceTarget
		TNT1 A 0 bright A_CustomMissile ("SmallGreenFlameTrails", 78, 40, random (0, 360), 2, random (70, 110))
		TNT1 A 0 A_CustomMissile ("BallGettingReadyGreen", 79, 40, random (0, 140), 2, random (0, 160))
		TNT1 A 0 bright A_CustomMissile ("SmallGreenFlameTrails", 78, -40, random (0, 360), 2, random (70, 110))
		TNT1 A 0 A_CustomMissile ("BallGettingReadyGreen", 79, -40, random (0, 140), 2, random (0, 160))
		TNT1 A 0 A_SpawnItem("HeadshotTarget8b", 0, 66,0)
		BOSS P 2 A_FaceTarget
		TNT1 A 0 bright A_CustomMissile ("SmallGreenFlameTrails", 78, 40, random (0, 360), 2, random (70, 110))
		TNT1 A 0 A_CustomMissile ("BallGettingReadyGreen", 79, 40, random (0, 140), 2, random (0, 160))
		TNT1 A 0 bright A_CustomMissile ("SmallGreenFlameTrails", 78, -40, random (0, 360), 2, random (70, 110))
		TNT1 A 0 A_CustomMissile ("BallGettingReadyGreen", 79, -40, random (0, 140), 2, random (0, 160))
		BOSS P 2 A_FaceTarget
		
		TNT1 A 0 A_SpawnItem("HeadshotTarget8b", 0, 66,0)
		BOSS Q 4 A_FaceTarget
		TNT1 A 0 bright A_CustomMissile ("SmallGreenFlameTrails", 58, 30, random (0, 360), 2, random (70, 110))
		TNT1 A 0 bright A_CustomMissile ("SmallGreenFlameTrails", 58, -30, random (0, 360), 2, random (70, 110))
		BOSS Q 4 A_FaceTarget
		TNT1 A 0 bright A_CustomMissile ("SmallGreenFlameTrails", 48, 30, random (0, 360), 2, random (70, 110))
		TNT1 A 0 bright A_CustomMissile ("SmallGreenFlameTrails", 48, -30, random (0, 360), 2, random (70, 110))
		TNT1 A 0 A_SpawnItem("HeadshotTarget8b", 0, 66,0)
		TNT1 A 0 A_CustomMissile("BaronBall", 36, 15, 9, 11) 
		TNT1 A 0 A_CustomMissile("BaronBall", 36, 15, -9, 11)
		BOSS R 8 A_CustomMissile("BaronBall", 36, 15, 0, 11)
		TNT1 A 0 A_TakeInventory("ComingToGetTheBarrel", 1)
		TNT1 A 0 A_JumpIfInTargetInventory("IsInvisible", 1, "ForgetTarget")
    Goto See2
    
	
	CheckRetreat:
	TNT1 A 0
	TNT1 A 0 A_JumpIfCloser(600, "Retreat")
	Goto Missile+5
	
	Retreat:
	TNT1 A 0
        //TNT1 A 0 A_SpawnItemEx("FootSep", 0, 0)
		TNT1 A 0 A_FaceTarget
		TNT1 A 0 A_SpawnItem("HeadshotTarget8b", 0, 66,0)
		BOSS DD 2 A_Recoil(2)
		TNT1 A 0 A_SpawnItem("HeadshotTarget8b", 0, 66,0)
		BOSS DD 2 A_Recoil(2)
		TNT1 A 0 A_FaceTarget
		
		TNT1 A 0 A_SpawnItem("HeadshotTarget8b", 0, 66,0)
		BOSS CC 2 A_Recoil(1)
		TNT1 A 0 A_SpawnItem("HeadshotTarget8b", 0, 66,0)
		BOSS CC 2 A_Recoil(1)
		TNT1 A 0 A_SpawnItem("HeadshotTarget8b", 0, 66,0)
		BOSS BB 2 A_Recoil(1)
		TNT1 A 0 A_SpawnItem("HeadshotTarget8b", 0, 66,0)
		BOSS BB 2 A_Recoil(1)
		TNT1 A 0 A_SpawnItem("HeadshotTarget8b", 0, 66,0)
		BOSS AA 2 A_Recoil(1)
		TNT1 A 0 A_SpawnItem("HeadshotTarget8b", 0, 66,0)
		BOSS AA 2 A_Recoil(1)
		Goto Missile+5
	
	Pain.CallingTheBaronAFaggot:
	TNT1 A 0
	TNT1 A 0 A_GiveInventory("ComingToGetTheBarrel", 1)
	TNT1 A 0
	Goto See2
	
	MissileBarrel:
	BOBA A 0
	BOBA A 1 A_Chase("","")
	BOBA A 0 A_ChangeFlag("NOPAIN", 1)
	BOBA ABC 4
	BOBA D 1
	TNT1 A 0 A_PlaySound("baron/sight")
	TNT1 A 0 A_SpawnItem("BaronHoldingBarrel", 0, 76,0)
	WaitingToThrow:
	BOBA D 8
	TNT1 A 0 A_CheckSight("WaitingToThrow")
	BOBA E 16
	BOBA D 8
	
	    ThrowBarrel:
	    TNT1 A 0 A_SpawnItem("HeadshotTarget4b", 0, 66,0)
	    BOSS P 2 A_FaceTarget
		TNT1 A 0 A_CustomMissile("ThrowedBarrel", 46, 15, 0, 11)
		TNT1 A 0 A_SpawnItem("HeadshotTarget4b", 0, 66,0)
		BOSS Q 4 A_FaceTarget
		
		TNT1 A 0 A_SpawnItem("HeadshotTarget8b", 0, 66,0)
		BOSS R 8 
		TNT1 A 0 A_TakeInventory("ComingToGetTheBarrel", 1)
		TNT1 A 0 A_TakeInventory("HasExplosiveBarrel", 1)
		BOBA A 0 A_ChangeFlag("NOPAIN", 0)
    Goto See2
	
	WithBarrelLookFOrTheplayer:
	TNT1 A 0
	TNT1 A 0 A_ClearTarget
	BOSS P 2 A_Chase
	Goto See2
	
	
	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 See2
	
	Pain.Explosive:
	TNT1 A 0
	//TNT1 A 0 ThrustThingZ(0,40,0,1)
	Goto Pain
	
	XDeath:
	    TNT1 A 0 A_CustomMissile ("BaronXDeath", 0, 0, random (0, 360), 2, random (0, 160))
 	    TNT1 A 0 A_CustomMissile ("XDeathBaronHead5", 62, 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.Blast:
	Death.SSG:
		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 ("Brutal_FlyingBlood", 15, 0, random (0, 360), 2, random (0, 160))
		TNT1 AA 0 A_CustomMissile ("XDeath2b", 45, 0, random (0, 360), 2, random (0, 160))
		TNT1 AA 0 A_CustomMissile ("XDeath3b", 45, 0, random (0, 360), 2, random (0, 160))
		TNT1 AAA 0 A_CustomMissile ("Instestin2", 32, 0, random (0, 360), 2, random (0, 160))
		TNT1 AAA 0 A_CustomMissile ("XDeathBrain1", 60, 0, random (0, 360), 2, random (0, 160))
        BDSS PQRSTU 6
		TNT1 A 0 A_SpawnItem ("GrowingBloodPool")
		BDSS VVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVV 1 A_CustomMissile ("Brutal_LiquidBlood", 20, 0, random (0, 360), 2, random (30, 110))
		BDSS V -1
        //TNT1 A 0 A_SpawnItem ("DeadKnightHalfDown", 1)
		Stop	
	
		TNT1 A 0 A_FaceTarget
		TNT1 A 0 A_ChangeFLag("NOPAIN", 1)
		//TNT1 A 0 ThrustThingZ(0,30,0,1)
		TNT1 A 0 A_Recoil(8)
		BOSS H 3
		TNT1 A 0 A_SpawnItem("HeadshotTarget4b", 0, 66,0)
		BOSS H 3 A_Pain
		TNT1 A 0 A_ChangeFLag("NOPAIN", 0)
		Goto See2
		
	Pain.LowKick:
	Pain.Kick:
	    TNT1 A 0
		TNT1 A 0 A_ChangeFlag("MISSILEMORE", 1)
		TNT1 A 0 A_ChangeFlag("MISSILEEVENMORE", 1)
        TNT1 A 0 A_JumpIfInventory("Curbstomp_Marine", 1, "CurbstompMarine")
		TNT1 A 0 A_JumpIfInventory("StopKickingMyBallsMotherFucker", 1, "Missile")
		TNT1 A 0 A_GiveInventory("StopKickingMyBallsMotherFucker", 1)
		//TNT1 A 0 ThrustThingZ(0,15,0,1)
		TNT1 A 0 A_ChangeFlag("NOPAIN", 1)
		BNRJ ABCD 5
		TNT1 A 0 A_Pain
		BNRJ ABCD 5
		TNT1 A 0 A_Pain
		BNRJ ABCD 5
		Goto Missile
		
   Death.ExplosiveImpact:
        TNT1 A 0
		//TNT1 A 0 ThrustThingZ(0,35,0,1)
		TNT1 A 0 A_CustomMissile ("XDeathHellKnightLeg", 32, 0, random (0, 360), 2, random (0, 160))
		TNT1 AAAAAA 0 A_CustomMissile ("XDeath1", 62, 0, random (0, 360), 2, random (0, 160))
		TNT1 AAAAA 0 A_CustomMissile ("MuchBlood", 62, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_Jump(255, "Death.ExplosiveImpact1", "Death.ExplosiveImpact2")
	
	Death.ExplosiveImpact1:	
		BOH3 A  8 A_Scream
		BOH3 B  8 A_NoBlocking
		BOH3 CCCCCC  8 A_CheckFloor("Land1")
		Goto Land1
	
	Land1:
		BOH3 D 1
		BOH3 D -1
	    Stop
	
	Death.ExplosiveImpact2:	
		BOH3 E  8 A_Scream
		BOH3 F  8 A_NoBlocking
		BOH3 GGGGGG  8 A_CheckFloor("Land2")
		Goto Land2
	
	
	Land2:
		BOH3 H 1
		BOH3 H -1
	    Stop

	Death.Cut:
	Death.Saw:
	Death.Crush:
        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 ("Brutal_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 ("GrowingBloodPool")
		Stop

	Death.CutLess:
        TNT1 A 0
	    TNT1 A 0 A_Jump(128, "Death.Blast")
        TNT1 A 0
        TNT1 A 0 A_NoBlocking
		TNT1 A 0 A_BossDeath
	    KSA8 A 8
		TNT1 A 0 A_SpawnItem("DyingBaron1")
		Stop
		
		
	
Death.Shotgun:
Death.SSG:
TNT1 A 0
TNT1 A 0 A_JumpIfCloser(300, "Death.Cutless")	
Goto Death	
		

	Death.head:
		TNT1 A 0 A_JumpIfInTargetInventory("HasPlasmaWeapon", 1, "Death.Plasma")
		TNT1 A 0 A_SpawnItem("BaronOfHellHeadExplode", 0, 62)
        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 ("GrowingBloodPool")
	    Stop
	
	Death.decaptate:
		TNT1 AAAAA 0 A_CustomMissile ("Xdeath1", 62, 0, random (0, 360), 2, random (50, 130))
		TNT1 A 0 A_CustomMissile ("XDeathBaronHead5", 62, 0, random (0, 360), 2, random (50, 130))
        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 ("GrowingBloodPool")
	    Stop

    Death.Fatality:
	    TNT1 A 0
		TNT1 A 0 A_Pain
		TNT1 A 0 A_JumpIfIntargetInventory("FistsSelected", 1, 1)
		Goto XDeath
		
		TNT1 A 0 A_GiveToTarget("GoFatality", 1)
        TNT1 A 0 A_GiveToTarget("BaronFatality", 1)
        TNT1 A 1 A_NoBlocking
        TNT1 A 0 A_BossDeath
		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))
        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 ("GrowingBloodPool")
        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 ("Brutal_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:
		TNT1 A 2 A_CustomMissile ("RealFlameTrailsSmall", 6, 0, random (0, 360), 2, random (70, 110))
		TNT1 A 0 A_SpawnItem("PentagramSpawner", 0, 60)
		TNT1 A 2 A_CustomMissile ("RealFlameTrailsSmall", 6, 0, random (0, 360), 2, random (70, 110))
		TNT1 A 0 A_SpawnItem("PentagramSpawner", 0, 60)
		TNT1 A 0 A_SpawnItem("TeleportFog")
		TNT1 A 0 A_NoBlocking
        TNT1 A 0 A_SpawnItem ("BaronOfHell2")
		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 See2


   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 See2
		
	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 See2


       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 ("GrowingBloodPool")
		 
        TNT1 A 0 A_TakeInventory("DemonFatality",1)
        TNT1 A 0 A_UnSetInvulnerable
        Goto See2
		
		
	FatalityImp:
        TNT1 A 0 A_ChangeFlag("SHOOTABLE", 0)
		TNT1 A 0 A_PlaySound("demon/pain")
        3HF2 ABABAB 4
	   
	   TNT1 AAAAAA 0 A_SpawnItem("MuchBlood", 40)
	   TNT1 AAA 0 A_CustomMissile ("XDeath1", 45, 0, random (0, 360), 2, random (0, 160))
	   TNT1 AA 0 A_CustomMissile ("XDeath2", 45, 0, random (0, 360), 2, random (0, 160))
	   TNT1 AA 0 A_CustomMissile ("XDeath3", 55, 0, random (0, 360), 2, random (0, 160))
       TNT1 AAA 0 A_CustomMissile ("Instestin2", 42, 0, random (0, 360), 2, random (0, 160))
	   3HF2 CDE 6
	   
	   3HF2 F 1 A_Chase("","")
	   3HF2 FFF 15
	   3HF2 GGHHIJ 3
	   TNT1 A 0 A_SpawnItem("DeadImp_BaronFatality")
        TNT1 A 0 A_TakeInventory("ImpFatality3",1)
        TNT1 A 0 A_ChangeFlag("SHOOTABLE", 1)
        Goto See2



    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("BaronOfHell")
        Stop
		
	Death.Ice:
	Death.Freeze:
	Death.Frost:
	TNT1 A 0 A_ChangeFlag("SHOOTABLE", 0)
	TNT1 A 0 A_ChangeFlag("SOLID", 0)
	TNT1 A 0 A_SpawnItem("FrozenBaronOfHell")
	Stop	
	
	Death.Massacre:
	Goto Death
	
	Crush:
	 Death.Stomp:
	    TNT1 A 0 A_Scream
		TNT1 A 0 A_NoBlocking
		BOSS JKL 2
	    TNT1 AA 0 A_SpawnItem("MeatDeathSmall")
		TNT1 AAA 0 bright A_CustomMissile ("SuperGoreSpawner", 5, 0, random (0, 360), 2, random (30, 180))
		TNT1 AAAA 0 bright A_CustomMissile ("XDeath1", 5, 0, random (0, 360), 2, random (30, 180))
		TNT1 AA 0 bright A_CustomMissile ("XDeath2b", 55, 0, random (0, 360), 2, random (30, 180))
		TNT1 AA 0 bright A_CustomMissile ("XDeath3b", 55, 0, random (0, 360), 2, random (30, 180))
		TNT1 A 0 A_SpawnItem ("GrowingBloodPool")
		TNT1 A 0 A_SpawnItem ("CrushedRemains")
		TNT1 A 1
		TNT1 A 1 A_XScream
		Stop
	
	}
} 



Actor DeadBaron: CurbstompedMarine
{
    Radius 12
    Height 12
    Scale 1.2
    +SHOOTABLE
    +NOTELEPORT
    +MOVEWITHSECTOR
    +CORPSE
	-SOLID
	+THRUACTORS
	damagefactor "Crusher", 50.0
    Mass 1000
    Health 200
    damagefactor "Blood", 0.0
    damagefactor "Trample", 0.0
States
    {
    Spawn:
		BADD F -1
        Stop
	Raise:
		TNT1 A 2 A_CustomMissile ("RealFlameTrailsSmall", 6, 0, random (0, 360), 2, random (70, 110))
		TNT1 A 0 A_SpawnItem("PentagramSpawner", 0, 60)
		TNT1 A 2 A_CustomMissile ("RealFlameTrailsSmall", 6, 0, random (0, 360), 2, random (70, 110))
		TNT1 A 0 A_SpawnItem("PentagramSpawner", 0, 60)
		TNT1 A 0 A_SpawnItem("TeleportFog")
		TNT1 A 0 A_NoBlocking
        TNT1 A 0 A_SpawnItem ("BaronOfHell2")
		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 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 DeadBaronClassic: DeadBaron
{States{Spawn:        KSA8 G -1        
Stop}}

ACTOR XDeathHalfBOH
{
    Radius 1
    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
    }
}



ACTOR BaronAttack: BaronBall
{
	Radius 24
	Height 16
	DamageType BHFT
	Projectile 
	+RANDOMIZE
	+FORCEXYBILLBOARD
    +THRUGHOST
	RenderStyle Add
	Alpha 0.6
    Damage 16
    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 BaronAttackOnbarrel: BaronAttack
{
	DamageType BHFTOnBarrel
    Damage 1
}



ACTOR CallingTheBaronAFaggot: BaronBall
{
	Radius 4
	Height 4
	DamageType CallingTheBaronAFaggot
	Projectile 
	+RANDOMIZE
	+FORCEXYBILLBOARD
    +THRUGHOST
	RenderStyle Add
	Alpha 0.6
    Damage (random (2, 3))
    Speed 32
	SeeSound "none"
	DeathSound "none"
	Decal "none"
	States
	{
	Spawn:
		TNT1 A 6
		Goto Death
	Death:
		TNT1 A 0 BRIGHT
		Stop
	}
}