ACTOR HellKnight2 : HellKnight Replaces HellKnight
{
    Scale 1.0
    Speed 8
    Health 500
    damagefactor "Crush", 10.0
	damagefactor "GibRemoving", 0.0
	PainChance "Kick", 255
	PainChance "LowKick", 220
	PainChance "Head", 150
	PainChance "Explosive", 255
	PainChance 25
	PainChance "Saw", 100
	PainChance "Cut", 100
	damagefactor "Fatality", 2.0
	DamageFactor "CauseObjectsToSplash", 0.0
	damagefactor "SSG", 0.5
		damagefactor "Avoid", 0.0
		damagefactor "TeleportRemover", 0.0
		PainSound "PSXDPN"
	Game Doom
	Height 56
    GibHealth 30
	-BOSSDEATH
	-FASTER
	MaxStepHeight 24
	MaxDropOffHeight 32
	damagefactor "Avoid", 0.0
damagefactor "Blood", 0.0 damagefactor "BlueBlood", 0.0 damagefactor "GreenBlood", 0.0
    BloodType "Brutal_Blood", "BloodSPlatterReplacer", "SawBlood"
	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, 56,0)
        BOS2 E 6 A_FaceTarget
        TNT1 A 0 A_PlaySound("weapons/gswing")
		TNT1 A 0 A_SpawnItem("HeadshotTarget8b", 0, 56,0)
		BOS2 F 6 A_FaceTarget
		TNT1 A 0 A_SpawnItem("HeadshotTarget8b", 0, 56,0)
		BOS2 G 6 A_CustomMissile("KnightAttack",10,0,0,0)
TNT1 A 0 A_JumpIfInventory("Curbstomp_Marine", 1, "CurbstompMarine")
		Goto See2
		
ReplaceVanilla:
		TNT1 A 0 A_ChangeFlag("THRUACTORS", 1)
		TNT1 A 0 A_ChangeFlag("COUNTKILL", 0)
		TNT1 A 0 A_SpawnItemEx ("VanillaHellKnight",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")
	
	Stand:
		TNT1 A 0 A_CheckSight("Stand2")
		TNT1 A 0 A_SpawnItem("HeadshotTarget100", 0, 56,0)
		BOS2 BBBBBBBBBB 10 A_Look
		Loop
	
	Stand2:
		BOS2 B 11 A_Look
		Goto Stand
		
	See: 
	TNT1 A 0
	TNT1 A 0 A_CheckSight("SeeNeverSeen")
	Goto Rage	
	See2:
		TNT1 A 0
		TNT1 A 0 A_TakeInventory("EnemyMemory", 15)
		TNT1 A 0 A_JumpIfInventory("Curbstomp_Marine", 1, "CurbstompMarine")
	    TNT1 A 0 A_JumpIfInTargetInventory("TargetIsACyberdemon", 1, "CheckRetreat")
		TNT1 A 0 A_JumpIfInTargetInventory("TargetIsAMastermind", 1, "CheckRetreat")

	See3:
	
	TNT1 A 0 A_CheckSight("SeeNeverSeen")
	
	SeeContinue:
		
		//TNT1 A 0 A_SpawnItemEx("FootSep", 0, 0, 20, 0, 0)
		TNT1 A 0 A_JumpIfInventory("EnemyMemory", 20, "ForgetTarget")
		TNT1 A 0 A_GiveInventory("EnemyMemory", 1)
		TNT1 A 0 A_SpawnItem("HeadshotTarget4b", 0, 56,0)
		BOS2 AA 2 A_Chase
		TNT1 A 0 A_SpawnItem("HeadshotTarget4b", 0, 56,0)
		BOS2 AA 2 A_Chase
		
		
		TNT1 A 0 A_SpawnItem("HeadshotTarget4b", 0, 56,0)
		BOS2 BB 2 A_Chase
		TNT1 A 0 A_SpawnItem("HeadshotTarget4b", 0, 56,0)
		BOS2 BB 2 A_Chase
		
		TNT1 A 0 A_SpawnItem("HeadshotTarget4b", 0, 56,0)
		BOS2 CC 2 A_Chase
		TNT1 A 0 A_SpawnItem("HeadshotTarget4b", 0, 56,0)
		BOS2 CC 2 A_Chase
		
		TNT1 A 0 A_SpawnItem("HeadshotTarget4b", 0, 56,0)
		BOS2 DD 2 A_Chase
		TNT1 A 0 A_SpawnItem("HeadshotTarget4b", 0, 56,0)
		BOS2 DD 2 A_Chase
		TNT1 A 0 A_JumpIfInTargetInventory("IsInvisible", 1, "ForgetTarget")
		Loop
	
	
	SeeNeverSeen:
        //TNT1 A 0 A_SpawnItemEx("FootSep", 0, 0, 20, 0, 0)
		
		TNT1 A 0 A_SpawnItem("HeadshotTarget4b", 0, 56,0)
		BOS2 AA 2 A_Chase
		TNT1 A 0 A_SpawnItem("HeadshotTarget4b", 0, 56,0)
		BOS2 AA 2 A_Chase
		
		
		TNT1 A 0 A_SpawnItem("HeadshotTarget4b", 0, 56,0)
		BOS2 BB 2 A_Chase
		TNT1 A 0 A_SpawnItem("HeadshotTarget4b", 0, 56,0)
		BOS2 BB 2 A_Chase
		
		TNT1 A 0 A_SpawnItem("HeadshotTarget4b", 0, 56,0)
		BOS2 CC 2 A_Chase
		TNT1 A 0 A_SpawnItem("HeadshotTarget4b", 0, 56,0)
		BOS2 CC 2 A_Chase
		
		TNT1 A 0 A_SpawnItem("HeadshotTarget4b", 0, 56,0)
		BOS2 DD 2 A_Chase
		TNT1 A 0 A_SpawnItem("HeadshotTarget4b", 0, 56,0)
		BOS2 DD 2 A_Chase
		TNT1 A 0 A_JumpIfInTargetInventory("IsInvisible", 1, "ForgetTarget")
		Loop
   RAGE:
        TNT1 A 0
		TNT1 A 0 A_CheckSight("See2")
        BTS2 ABC 1
		BTS2 DEDF 2
		BTS2 DEDF 2
		BTS2 CBA 1 A_FaceTarget
		TNT1 A 0 HealThing(200)
		TNT1 A 0 A_Jump(96, "MissileInRage")
		Goto See2
		
	Idle:
	LookingForPlayer:
	    TNT1 A 0 A_GiveInventory("SKImp", 1)
	    TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 56,0)
		BOS2 B 10 A_Look
        TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 56,0)
		BOS2 B 10 A_Look
		TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 56,0)
		BOS2 B 10 A_Look
		TNT1 A 0 A_SetAngle(angle - 40)
		TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 56,0)
		BOS2 B 10 A_Look
        TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 56,0)
		BOS2 B 10 A_Look
		TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 56,0)
		BOS2 B 10 A_Look
		TNT1 A 0 A_SetAngle(angle + 40)
        TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 56,0)
		BOS2 B 10 A_Look
		TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 56,0)
		BOS2 B 10 A_Look
        TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 56,0)
		BOS2 B 10 A_Look
		
		BOS2 A 0 A_Wander
		BOS2 AA 2 A_Look
		TNT1 A 0 A_Recoil(-2)
		TNT1 A 0 A_SpawnItem("HeadshotTarget6", 0, 56,0)
		
		BOS2 B 0 A_Wander
		BOS2 BB 2 A_Look
		TNT1 A 0 A_Recoil(-2)
		TNT1 A 0 A_SpawnItem("HeadshotTarget6", 0, 56,0)
		
		BOS2 C 0 A_Wander
		BOS2 CC 2 A_Look
		TNT1 A 0 A_Recoil(-2)
		TNT1 A 0 A_SpawnItem("HeadshotTarget6", 0, 56,0)
		
		BOS2 D 0 A_Wander
		BOS2 DD 2 A_Look
		TNT1 A 0 A_Recoil(-2)
		TNT1 A 0 A_SpawnItem("HeadshotTarget6", 0, 56,0)
		
		
		TNT1 A 0 A_jump(128, "LookingForPlayer")
		
		
		BOS2 A 0 A_Wander
		BOS2 AA 2 A_Look
		TNT1 A 0 A_Recoil(-2)
		TNT1 A 0 A_SpawnItem("HeadshotTarget6", 0, 56,0)
		
		BOS2 B 0 A_Wander
		BOS2 BB 2 A_Look
		TNT1 A 0 A_Recoil(-2)
		TNT1 A 0 A_SpawnItem("HeadshotTarget6", 0, 56,0)
		
		BOS2 C 0 A_Wander
		BOS2 CC 2 A_Look
		TNT1 A 0 A_Recoil(-2)
		TNT1 A 0 A_SpawnItem("HeadshotTarget6", 0, 56,0)
		
		BOS2 D 0 A_Wander
		BOS2 DD 2 A_Look
		TNT1 A 0 A_Recoil(-2)
		TNT1 A 0 A_SpawnItem("HeadshotTarget6", 0, 56,0)
		
		
		
		Goto LookingForPlayer
		
		
		
	ForgetTarget:
	TNT1 A 0 A_ClearTarget
	TNT1 A 0 A_TakeInventory("EnemyMemory", 25)
	TNT1 A 0 A_GiveInventory("LookingForPlayer", 1)
	Goto LookingForPlayer	

	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 See2
    Missile:
	TNT1 A 0
	//TNT1 A 0 A_Jump(64, "MissileInRage")
	
		TNT1 A 0 A_TakeInventory("EnemyMemory", 30)
		TNT1 A 0 A_JumpIfInventory("Curbstomp_Marine", 1, "CurbstompMarine")
		TNT1 A 0 A_JumpIfInTargetInventory("TargetIsACyberdemon", 1, "CheckRetreat")
		TNT1 A 0 A_JumpIfInTargetInventory("TargetIsAMastermind", 1, "CheckRetreat")
	TNT1 A 0 A_JumpIfInventory("StopKickingMyBallsMotherFucker", 1, "MissileInRage")
		TNT1 A 0 A_SpawnItem("HeadshotTarget8b", 0, 56,0)
		
		//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) 
		BOS2 E 3 A_FaceTarget
		//TNT1 A 0 A_JumpIfInventory("CantFire",1, "SeeContinue")
		
		BOS2 E 2 A_FaceTarget
		TNT1 A 0 bright A_CustomMissile ("SmallGreenFlameTrails", 64, 30, random (0, 360), 2, random (70, 110))
		TNT1 A 0 A_CustomMissile ("BallGettingReadyGreen", 64, 30, random (0, 140), 2, random (0, 160))
		BOS2 E 2 A_FaceTarget
		TNT1 A 0 bright A_CustomMissile ("SmallGreenFlameTrails", 64, 30, random (0, 360), 2, random (70, 110))
		TNT1 A 0 A_CustomMissile ("BallGettingReadyGreen", 64, 30, random (0, 140), 2, random (0, 160))
		BOS2 E 2 A_FaceTarget
		TNT1 A 0 bright A_CustomMissile ("SmallGreenFlameTrails", 64, 30, random (0, 360), 2, random (70, 110))
		TNT1 A 0 A_CustomMissile ("BallGettingReadyGreen", 64, 30, random (0, 140), 2, random (0, 160))
		BOS2 E 2 A_FaceTarget
		TNT1 A 0 A_SpawnItem("HeadshotTarget8b", 0, 56,0)
		TNT1 A 0 bright A_CustomMissile ("SmallGreenFlameTrails", 64, 30, random (0, 360), 2, random (70, 110))
		TNT1 A 0 A_CustomMissile ("BallGettingReadyGreen", 64, 30, random (0, 140), 2, random (0, 160))
		BOS2 E 2 A_FaceTarget
		TNT1 A 0 bright A_CustomMissile ("SmallGreenFlameTrails", 64, 30, random (0, 360), 2, random (70, 110))
		TNT1 A 0 A_CustomMissile ("BallGettingReadyGreen", 64, 30, random (0, 140), 2, random (0, 160))
		BOS2 E 2 A_FaceTarget
		TNT1 A 0 bright A_CustomMissile ("SmallGreenFlameTrails", 64, 30, random (0, 360), 2, random (70, 110))
		TNT1 A 0 A_CustomMissile ("BallGettingReadyGreen", 64, 30, random (0, 140), 2, random (0, 160))
		BOS2 E 2
		
		TNT1 A 0 A_SpawnItem("HeadshotTarget8b", 0, 56,0)
		BOS2 F 8 A_FaceTarget
		TNT1 A 0 A_SpawnItem("HeadshotTarget8b", 0, 56,0)
		BOS2 G 8 A_CustomMissile("BaronBall", 36, 0, 0, 1) 
		Goto See2
		
	MissileInRage:
		
		TNT1 A 0 A_SpawnItem("HeadshotTarget8b", 0, 56,0)
		
		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) 
		BOS2 E 3 A_FaceTarget
		TNT1 A 0 A_JumpIfInventory("CantFire",1, "SeeContinue")
		BOS2 E 3 A_FaceTarget
		TNT1 A 0 A_SpawnItem("HeadshotTarget8b", 0, 56,0)
		BOS2 F 6 A_FaceTarget
		TNT1 A 0 A_SpawnItem("HeadshotTarget8b", 0, 56,0)
		BOS2 G 6 A_CustomMissile("BaronBall", 36, 0, 0, 1)
		
		TNT1 A 0 A_SpawnItem("HeadshotTarget8b", 0, 56,0)
		BAS2 E 6 A_FaceTarget
		TNT1 A 0 A_SpawnItem("HeadshotTarget8b", 0, 56,0)
		BAS2 F 6 A_FaceTarget
		TNT1 A 0 A_SpawnItem("HeadshotTarget8b", 0, 56,0)
		BAS2 G 6 A_CustomMissile("BaronBall", 36, 0, 0, 1)

		TNT1 A 0 A_SpawnItem("HeadshotTarget8b", 0, 56,0)
		BOS2 E 6 A_FaceTarget
		TNT1 A 0 A_SpawnItem("HeadshotTarget8b", 0, 56,0)
		BOS2 F 6 A_FaceTarget
		TNT1 A 0 A_SpawnItem("HeadshotTarget8b", 0, 56,0)
		BOS2 G 6 A_CustomMissile("BaronBall", 36, 0, 0, 1)
		Goto See2
		
	CheckRetreat:
	TNT1 A 0
	TNT1 A 0 A_JumpIfCloser(500, "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)
		BOS2 DD 2 A_Recoil(2)
		TNT1 A 0 A_SpawnItem("HeadshotTarget8b", 0, 66,0)
		BOS2 DD 2 A_Recoil(2)
		TNT1 A 0 A_FaceTarget
		
		TNT1 A 0 A_SpawnItem("HeadshotTarget8b", 0, 66,0)
		BOS2 CC 2 A_Recoil(1)
		TNT1 A 0 A_SpawnItem("HeadshotTarget8b", 0, 66,0)
		BOS2 CC 2 A_Recoil(1)
		TNT1 A 0 A_SpawnItem("HeadshotTarget8b", 0, 66,0)
		BOS2 BB 2 A_Recoil(1)
		TNT1 A 0 A_SpawnItem("HeadshotTarget8b", 0, 66,0)
		BOS2 BB 2 A_Recoil(1)
		TNT1 A 0 A_SpawnItem("HeadshotTarget8b", 0, 66,0)
		BOS2 AA 2 A_Recoil(1)
		TNT1 A 0 A_SpawnItem("HeadshotTarget8b", 0, 66,0)
		BOS2 AA 2 A_Recoil(1)
		Goto Missile+5

	Pain:
        TNT1 A 0 A_JumpIfInventory("Curbstomp_Marine", 1, "CurbstompMarine")
		TNT1 A 0 A_SpawnItem("HeadshotTarget4b", 0, 56,0)
	    TNT1 A 0 A_TakeInventory("StopKickingMyBallsMotherFucker", 1)
		BOS2 H 3
		TNT1 A 0 A_SpawnItem("HeadshotTarget4b", 0, 56,0)
		BOS2 H 3 A_Pain
		Goto See2
	
	Pain.Explosive:
	TNT1 A 0
	//TNT1 A 0 ThrustThingZ(0,40,0,1)
	Goto Pain
	
	Pain.HeavyImpact:
		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)
		BOS2 H 3
		TNT1 A 0 A_SpawnItem("HeadshotTarget4b", 0, 56,0)
		BOS2 H 3 A_Pain
		TNT1 A 0 A_ChangeFLag("NOPAIN", 0)
		Goto See2
		
	
	Pain.Kick:	
	Pain.KickDowned:
	    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, "MissileInRage")
		TNT1 A 0 A_GiveInventory("StopKickingMyBallsMotherFucker", 1)
		//TNT1 A 0 ThrustThingZ(0,5,0,1)
		TNT1 A 0 A_ChangeFlag("NOPAIN", 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
		Goto Missile	
		
Death.Shotgun:
TNT1 A 0
TNT1 A 0 A_Jump(96, "Death.Arm")
TNT1 A 0 A_JumpIfCloser(250, "Death.Blast")	
Goto Death

Death:
        TNT1 A 0
		TNT1 A 0 A_Jump(64, "Death.Arm")
		HKDD A  10
		HKDD B  10 A_Scream
		HKDD C  10
		HKDD D  0 A_NoBlocking
        TNT1 A 0 A_SpawnItem("DeadKnight")
	    Stop
Death.Arm:		
	TNT1 A 0 A_CustomMissile ("XDeathHellKnightArm", 55, 0, random (0, 360), 2, random (0, 160))
    TNT1 A 0 A_CustomMissile ("MuchBlood2", 55, 0, random (0, 360), 2, random (0, 160))
	TNT1 A 0 A_Fall
	TNT1 A 0 A_NoBlocking
	TNT1 A 0 A_SpawnItem("DyingHellKnight1")
	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))
        BOS2 PQRSTU 6
		TNT1 A 0 A_SpawnItem ("GrowingBloodPool")
		BOS2 VVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVV 1 A_CustomMissile ("Brutal_LiquidBlood", 20, 0, random (0, 360), 2, random (30, 110))
		TNT1 A 0 A_SpawnItem ("DeadKnightHalfDown", 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.Crush:
	Death.Cut:
	Death.Saw:
        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 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 AAAAAAAAAABBBBBCCCCC 2 A_CustomMissile ("Brutal_LiquidBlood", 30, 0, random (0, 360), 2, random (30, 110))
		BBO1 DDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDD 1 A_CustomMissile ("Brutal_LiquidBlood", 10, 0, random (0, 360), 2, random (30, 110))
		TNT1 A 0 A_SpawnItem ("GrowingBloodPool")
        TNT1 A 0 A_SpawnItem ("DeadKnightHalfDown", 1)
		Stop

	Death.CutLess:
        TNT1 A 0
		TNT1 A 0 A_Jump(192, "Death.Arm")
        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 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 AAAAAAAAAABBBBBCCCCC 2 A_CustomMissile ("Brutal_LiquidBlood", 30, 0, random (0, 360), 2, random (30, 110))
		BBO1 DDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDD 1 A_CustomMissile ("Brutal_LiquidBlood", 10, 0, random (0, 360), 2, random (30, 110))
		TNT1 A 0 A_SpawnItem ("GrowingBloodPool")
        TNT1 A 0 A_SpawnItem ("DeadKnightHalfDown", 1)
		Stop


	Death.head:
	    TNT1 A 0 A_JumpIfInTargetInventory("HasPlasmaWeapon", 1, "Death.Plasma")
		TNT1 A 0 A_JumpIfHealthLower(-40, "Death.HeadExplode")
		TNT1 A 0 A_SpawnItem("HellKnightHeadExplodeHalf", 0, 62)
		TNT1 A 0 A_Pain
		BTN5 AABBAACC 2 A_CustomMissile ("Brutal_LiquidBlood", 62, 0, random (0, 360), 2, random (30, 110))
		TNT1 A 0 A_Pain
		BTN5 AAABBBAAACCC 2 A_CustomMissile ("Brutal_LiquidBlood", 62, 0, random (0, 360), 2, random (30, 110))
		TNT1 A 0 A_Pain
		BTN5 AAABBBAAACCC 2 A_CustomMissile ("Brutal_LiquidBlood", 62, 0, random (0, 360), 2, random (30, 110))
		TNT1 A 0 A_Pain
		BTN5 AAABBBAAACCC 2 A_CustomMissile ("Brutal_LiquidBlood", 62, 0, random (0, 360), 2, random (30, 110))
        TNT1 A 0 A_Scream
		BTN5 DDD 2 A_CustomMissile ("Brutal_LiquidBlood", 50, 0, random (0, 360), 2, random (30, 110))
		TNT1 A 0 A_NoBlocking
        BTN5 EEE 2 A_CustomMissile ("Brutal_LiquidBlood", 30, 0, random (0, 360), 2, random (30, 110))
		BTN5 FFFFFFFFFFFFFFFFFFFFFFFFFFFFF 2 A_CustomMissile ("Brutal_LiquidBlood", 10, 0, random (0, 360), 2, random (30, 110))
		TNT1 A 0 A_SpawnItem ("GrowingBloodPool")
        TNT1 A 0 A_SPawnItem ("DeadKnightBTN5F")
	    Stop

	Death.headExplode:
	    TNT1 A 0 A_JumpIfInTargetInventory("HasPlasmaWeapon", 1, "Death.Plasma")
	    TNT1 A 0 A_SpawnItem("HellKnightHeadExplode", 0, 62)
		BTN2 AAAAAAAAAAA 2 A_CustomMissile ("Brutal_LiquidBlood", 62, 0, random (0, 360), 2, random (30, 110))
        BTN2 BBBBB 2 A_CustomMissile ("Brutal_LiquidBlood", 50, 0, random (0, 360), 2, random (30, 110))
		TNT1 A 0 A_NoBlocking
        BTN2 CCCCC 2 A_CustomMissile ("Brutal_LiquidBlood", 30, 0, random (0, 360), 2, random (30, 110))
		BTN2 DDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDD 2 A_CustomMissile ("Brutal_LiquidBlood", 10, 0, random (0, 360), 2, random (30, 110))
		TNT1 A 0 A_SpawnItem ("GrowingBloodPool")
        TNT1 A 0 A_SpawnItem("DeadKnightNoHead")
	    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))
        BTN2 AAAAAAAAAAA 2 A_CustomMissile ("Brutal_LiquidBlood", 62, 0, random (0, 360), 2, random (30, 110))
        BTN2 BBBBB 2 A_CustomMissile ("Brutal_LiquidBlood", 50, 0, random (0, 360), 2, random (30, 110))
		TNT1 A 0 A_NoBlocking
        BTN2 CCCCC 2 A_CustomMissile ("Brutal_LiquidBlood", 30, 0, random (0, 360), 2, random (30, 110))
		BTN2 DDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDD 2 A_CustomMissile ("Brutal_LiquidBlood", 10, 0, random (0, 360), 2, random (30, 110))
		TNT1 A 0 A_SpawnItem ("GrowingBloodPool")
        TNT1 A 0 A_SpawnItem("DeadKnightNoHead")
	    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 ("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.ExplosiveImpact:
        TNT1 A 0
		//TNT1 A 0 ThrustThingZ(0,35,0,1)
		TNT1 A 0 A_CustomMissile ("XDeathHellKnightArm", 62, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("XDeathHellKnightLeg", 32, 0, random (0, 360), 2, random (0, 160))
		TNT1 AAAA 0 A_CustomMissile ("XDeath1", 62, 0, random (0, 360), 2, random (0, 160))
		TNT1 AAA 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:	
		BAH3 A  8 A_Scream
		BAH3 B  8 A_NoBlocking
		BAH3 CCCCCC  8 A_CheckFloor("Land1")
		Goto Land1
	
	Land1:
		TNT1 A 0 A_SpawnItem ("DeadKnightExplosiveImpact1", 1)
	    Stop
	
	Death.ExplosiveImpact2:	
		BAH3 E  8 A_Scream
		BAH3 F  8 A_NoBlocking
		BAH3 GGGGGG  8 A_CheckFloor("Land2")
		Goto Land2
	
	
	Land2:
		TNT1 A 0 A_SpawnItem ("DeadKnightExplosiveImpact2", 1)
	    Stop


	Raise:
		BOS2 O 8
		BOS2 NMLKJI  8
		Goto See2
		
		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 24
       KTFP MGGGGG 3
       KTFP H 2
	    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))
		 TNT1 A 0 A_SpawnItemEx("SplatteredSmall", 0)
       KTFP IJ 2
	   KTFP KLLLLL 4
        TNT1 A 0 A_TakeInventory("Curbstomp_Marine",1)
        TNT1 A 0 A_UnSetInvulnerable
TNT1 A 0 A_SpawnItem ("CurbstompedMarine", 1)
Goto See2

    Death.Fatality:
	   
	   
	    TNT1 A 0 A_Pain
		
		TNT1 A 0 A_JumpIfIntargetInventory("FistsSelected", 1, 1)
		Goto Death.ExplosiveImpact
		
		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
	
	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("FrozenHellKnight")
	Stop
	
	Death.Massacre:
	Goto Death
	
	Crush:
	 Death.Stomp:
	    TNT1 A 0 A_Scream
		TNT1 A 0 A_NoBlocking
		BOS2 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 GreenPlasmaBall: BaronBall Replaces BaronBall
{
	Radius 10
	Height 16
	Speed 16
	FastSpeed 20
	DamageType GreenFire
	Projectile 
	+RANDOMIZE
	+FORCEXYBILLBOARD
    +THRUGHOST
    Damage (random(25,35))
	RenderStyle Add
	Alpha 1
	Scale 1.2
	SeeSound "baron/attack"
	DeathSound "baron/shotx"
	Decal "Scorch"

	States
	{
	Spawn:
	    TNT1 A 0
		TNT1 A 0 ACS_ExecuteAlways(798, 0, 0, 0, 0)//Check Effects
	
	Spawn1:
		TNT1 A 0 A_JumpIfInventory("lowgraphicsmode", 1, "SpawnCheap")
	   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
		
	SpawnCheap:
	    TNT1 A 0 A_SpawnItemEx("SmallGreenFlameTrails", 0, 0, 0, 0, 0, 0, 0, 128)
		FRPG JK 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))
	    TNT1 A 0 A_SpawnItemEx ("DetectFloorCraterSmall",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)
	TNT1 A 0 A_SpawnItemEx ("DetectCeilCraterSmall",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)
		TNT1 AA 0 A_SpawnItem("GreenFlare",0,0)
		FRPG ABCDEFGH 2 BRIGHT
		TNT1 AAAAA 19 A_CustomMissile ("PlasmaSmoke", 1, 0, random (0, 360), 2, random (0, 160))
		Stop
	XDeath:
		//TNT1 AAA 0 A_SpawnItemEx("PlasmaParticle", 0, 0, 14, (0.1)*Random(10, 40), 0, (0.1)*Random(-40, 40), Random(0, 360), 128)
        TNT1 A 0 A_JumpIfCloser(220, "StopInAir")
		TNT1 A 0 A_SpawnItemEx("PlasmaParticleSpawner", 0, 0, 0, 0, 0, 0, 0, 128)
		TNT1 AA 0 A_SpawnItem("GreenFlare",0,0)
		FRPG ABCDEFGH 2 BRIGHT
		Stop
	
	StopInAir:
		FRPG ABCDEF 1 BRIGHT
		Stop
	}
}

ACTOR KnightAttack: BaronBall
{
	Radius 24
	Height 16
	DamageType HKFT
	Projectile 
	+RANDOMIZE
	+FORCEXYBILLBOARD
    +THRUGHOST
	RenderStyle Add
	Alpha 0.6
    Damage 10
    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: CurbstompedMarine
{
    Radius 24
    Height 12
    Scale 1.1
    +SHOOTABLE
    +NOTELEPORT
    +MOVEWITHSECTOR
    +CORPSE
	+FLOORCLIP
	-SOLID
	+THRUACTORS
	damagefactor "Crusher", 50.0
    Mass 1000
    Health 200
    damagefactor "Blood", 0.0
    damagefactor "Trample", 0.0
States
    {
    Spawn:
		HKDD D -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 ("HellKnight2")
		Stop}}
		
		
actor DeadKnightBTN5F: DeadKnight
{
    States
    {
    Spawn:
BTN5 F -1
       Stop    }}
	   
Actor DeadKnightHalfDown: DeadKnight
{States{Spawn:        BBO1 D -1        
Stop}}

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

Actor DeadKnightNoHead: DeadKnight
{States{Spawn:        BTN2 D -1        
Stop}}

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


Actor DeadKnightExplosiveImpact2: DeadKnight
{States{Spawn:        BAH3 H -1        
Stop}}

Actor DeadKnightExplosiveImpact1: DeadKnight
{States{Spawn:        BAH3 D -1        
Stop}}

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

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

Actor DeadHellKnightNoArm: DeadKnight
{States{Spawn:  
BTN3 D 1       
BTN3 D -1        
Stop}}

Actor DeadHellKnightNoArmNoHead: DeadKnight
{States{Spawn:  
BTN4 D 1       
BTN4 D -1        
Stop}}




ACTOR XDeathHalfHK
{
+FLOORCLIP
    Radius 0
    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 "Crush", 2.0
	damagefactor "Fatality", 20.1
	PainChance "Kick", 255
	+SHOOTABLE
    +FLOORCLIP
	//+NOBLOCKMAP
    +LOOKALLAROUND
	+FRIGHTENED
	+FLOORCLIP
	-SOLID
	+THRUACTORS
    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("Brutal_FlyingBlood", 0, 0, 10, 0, 0)
        BTC1 D 10 A_Pain
		TNT1 A 0 A_SpawnItemEx("Brutal_FlyingBlood", 0, 0, 10, 0, 0)
		
		BTC1 ABC 10 A_Chase
		TNT1 A 0 A_SpawnItemEx("Brutal_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
}