////HANS GROSSE

ACTOR HansGrosse Replaces HellKnight
{
	Game Doom
	Health 8000
	SpawnID 1
	Radius 25
	Height 60
	Mass 10000
        +SOLID
	Speed 6
	FastSpeed 10
	PainChance 20
	PainChance "Kick", 255
	PainChance "Melee", 255
	PainChance "ExplosiveImpact", 255
	PainChance "Avoid", 120
	PainChance "Taunt", 255
	Monster
	+FLOORCLIP
        +NOINFIGHTING
        +DONTHARMSPECIES
        +NOINFIGHTING
    BloodType "NashGore_Blood"
	DeathSound "Hans/death"
	SeeSound "Hans/sight"
        DropItem "YellowCard"
	Obituary "B.J. is dead and Hans avage her sister!"
    DAMAGEFACTOR "Blood", 0.0 DAMAGEFACTOR "BlueBlood", 0.0 DAMAGEFACTOR "GreenBlood", 0.0
    DAMAGEFACTOR "Shrapnel", 0.3
    DAMAGEFACTOR "Kick", 0.4
	DAMAGEFACTOR "MinorHead", 2.0
	DAMAGEFACTOR "Head", 2.0
	DAMAGEFACTOR "taunt", 0.0
	MaxStepHeight 24
	MaxDropOffHeight 32
	PainChance "blood", 0
        DAMAGEFACTOR "blood", 0.0
	DAMAGEFACTOR "Fatality", 0.5
	DAMAGEFACTOR "SuperPunch", 0.5
	DAMAGEFACTOR "Melee", 0.5
	States
	{
	Spawn:
                TNT1 B 0 A_SpawnItem("HeadshotTargetHans", 0, 60,0)
		HANS A 10 A_Look
		Loop

    See:
		HANS AA 1 A_Chase
		 TNT1 B 0 A_SpawnItem("HeadshotTargetHans", 0, 60,0)
		HANS AA 2 A_Chase
		 TNT1 B 0 A_SpawnItem("HeadshotTargetHans", 0, 60,0)
		HANS BB 2 A_Chase
		 TNT1 B 0 A_SpawnItem("HeadshotTargetHans", 0, 60,0)
		HANS cc 2 A_Chase
		 TNT1 B 0 A_SpawnItem("HeadshotTargetHans", 0, 60,0)
		HANS DD 2 A_Chase
		 TNT1 D 0 A_SpawnItem("HeadshotTargetHans", 0, 60,0)
		Goto See


Missile:
TNT1 A 0 A_PlaySound("Shaiser")
	 TNT1 B 0 A_SpawnItem("HeadshotTargetHans", 0, 60,0)
HANS E 30 A_FACETARGET
              GOTO GUTENTAG


  GUTENTAG:
	 TNT1 B 0 A_SpawnItem("HeadshotTargetHans", 0, 60,0)
	HANS F 0 BRIGHT A_PlayWeaponSound("weapons/chaingun")
   HANS F 0 BRIGHT A_CustomMissile("HansTracer",32,16,random(-13,13))
	HANS F 1 BRIGHT A_CustomMissile("HansTracer",32,-16,random(-13,13))
	HANS G 2 A_SpawnItem ("RifleCaseSpawn", 0, 30,0)
	 TNT1 B 0 A_SpawnItem("HeadshotTargetHans", 0, 60,0)
	HANS F 0 BRIGHT A_PlayWeaponSound("weapons/chaingun")
     HANS F 0 BRIGHT A_CustomMissile("HansTracer",32,16,random(-13,13))
	HANS F 1 BRIGHT A_CustomMissile("HansTracer",32,-16,random(-13,13))
	HANS G 2 A_SpawnItem ("RifleCaseSpawn", 0, 30,0)
	 TNT1 B 0 A_SpawnItem("HeadshotTargetHans", 0, 60,0)
	HANS F 0 BRIGHT A_PlayWeaponSound("weapons/chaingun")
   HANS F 0 BRIGHT A_CustomMissile("HansTracer",32,16,random(-13,13))
	HANS F 1 BRIGHT A_CustomMissile("HansTracer",32,-16,random(-13,13))
	HANS G 2 A_SpawnItem ("RifleCaseSpawn", 0, 30,0)
	 TNT1 B 0 A_SpawnItem("HeadshotTargetHans", 0, 60,0)
	HANS F 0 BRIGHT A_PlayWeaponSound("weapons/chaingun")
   HANS F 0 BRIGHT A_CustomMissile("HansTracer",32,16,random(-13,13))
	HANS F 1 BRIGHT A_CustomMissile("HansTracer",32,-16,random(-13,13))
	HANS G 2 BRIGHT A_CposRefire
    goto GUTENTAG+1

Pain:
Hans H 1 a_Pain
Hans H 3 
goto see

	Death:
        TNT1 A 0 A_Jump(150, "DeathFrankHorrigan")
        TNT1 A 0 A_CustomMissile ("MuchBlood", 50, 0, random (0, 360), 2, random (0, 160))
                HANS I 3
		HANS J 3 A_Scream
		HANS K 3 A_NoBlocking
		TNT1 A 0 
		HANS L 3 A_GiveToTarget("ScoreItem", 10000)
		TNT1 A 0 A_SpawnItem ("MediumBloodSpot")
                HANS L -1 A_BossDeath
		Stop

	Death.head:
        TNT1 A 0 A_PlaySound("misc/xdeath4")
TNT1 AAAAAAAAAAA 0 A_CustomMissile ("BrainBlood", 50, 0, random (0, 360), 2, random (0, 160))
		TNT1 AAAA 0 A_CustomMissile ("Brains1", 50, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("Brains2", 50, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("Brains3", 50, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("Brains4", 50, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("Brains5", 50, 0, random (0, 360), 2, random (0, 160))
				TNT1 AAAA 0 A_CustomMissile ("SmallBrainPiece", random (45, 55), random (5, -5), random (170, 190), 2, random (0, 40))
		TNT1 AAAA 0 A_CustomMissile ("SmallBrainPiece", 50, 0, random (0, 360), 2, random (0, 160))
		TNT1 AA 0 A_CustomMissile ("SuperWallRedBlood", 46, 0, random (170, 190), 2, random (0, 40))
		TNT1 A 0 A_XScream
		TNT1 A 0 A_NoBlocking
TNT1 A 0 A_PlaySound("misc/xdeath2c")
                HSTA A 3 A_SpawnItem ("Blood", 0, 60)
TNT1 A 0 A_PlaySound("misc/xdeath2c")
                HSTA A 3 A_SpawnItem ("Blood", 0, 60)
TNT1 A 0 A_PlaySound("misc/xdeath2c")
                HSTA A 3 A_SpawnItem ("Blood", 0, 60)
TNT1 A 0 A_PlaySound("misc/xdeath2c")
                HSTA A 3 A_SpawnItem ("Blood", 0, 60)
TNT1 A 0 A_PlaySound("misc/xdeath2c")
                HSTA A 3 A_SpawnItem ("Blood", 0, 60)
TNT1 A 0 A_PlaySound("misc/xdeath2c")
                HSTA A 3 A_SpawnItem ("Blood", 0, 60)
TNT1 A 0 A_PlaySound("misc/xdeath2c")
                HSTA A 3 A_SpawnItem ("Blood", 0, 60)
        HSTA BCDE 10 A_GiveToTarget("ScoreItem", 800)
		TNT1 A 0 A_SpawnItem ("MediumBloodSpot")
        HADH E -1 A_BossDeath
		Stop

DeathFrankHorrigan:

		TNT1 A 0 A_NoBlocking
                HDN2 A 70
TNT1 A 0 A_CustomMissile ("HansGrosseHalf", 0, 0, 0)
                HDN2 B 2 A_SCREAM
TNT1 A 0 A_PlaySound("misc/xdeath2c")
                HDN2 C 2 A_SpawnItem ("Blood", 0, 30)
TNT1 A 0 A_PlaySound("misc/xdeath2c")
                HDN2 C 2 A_SpawnItem ("Blood", 0, 30)
TNT1 A 0 A_PlaySound("misc/xdeath2c")
                HDN2 C 2 A_SpawnItem ("Blood", 0, 30)
TNT1 A 0 A_PlaySound("misc/xdeath2c")
                HDN2 C 2 A_SpawnItem ("Blood", 0, 30)
TNT1 A 0 A_PlaySound("misc/xdeath2c")
                HDN2 C 2 A_SpawnItem ("Blood", 0, 30)
TNT1 A 0 A_PlaySound("misc/xdeath2c")
                HDN2 C 2 A_SpawnItem ("Blood", 0, 30)

TNT1 A 0 A_PlaySound("misc/xdeath2c")
                HDN2 C 2 A_SpawnItem ("Blood", 0, 30)

TNT1 A 0 A_PlaySound("misc/xdeath2c")
                HDN2 C 2 A_SpawnItem ("Blood", 0, 30)
TNT1 A 0 A_PlaySound("misc/xdeath2c")
                HDN2 C 2 A_SpawnItem ("Blood", 0, 30)

TNT1 A 0 A_PlaySound("misc/xdeath2c")
                HDN2 C 2 A_SpawnItem ("Blood", 0, 30)
TNT1 A 0 A_PlaySound("misc/xdeath2c")
                HDN2 C 2 A_SpawnItem ("Blood", 0, 30)
TNT1 A 0 A_PlaySound("misc/xdeath2c")
                HDN2 C 2 A_SpawnItem ("Blood", 0, 30)

TNT1 A 0 A_PlaySound("misc/xdeath2c")
                HDN2 C 2 A_SpawnItem ("Blood", 0, 30)
TNT1 A 0 A_PlaySound("misc/xdeath2c")
                HDN2 C 2 A_SpawnItem ("Blood", 0, 30)

TNT1 A 0 A_PlaySound("misc/xdeath2c")
                HDN2 C 2 A_SpawnItem ("Blood", 0, 30)
                HDN2 DE 2
                HDN2 E -1

}}
ACTOR HansGrosseHalf
{
	Game Doom
	Radius 16
	Height 56
	ProjectilePassHeight -16
        -SOLID
	+INVULNERABLE
	States
	{
	Spawn:
		    HDN3 A 3
		 HDN3 B 3 
		 HDN3 C 3 
		TNT1 A 0 
		 HDN3 D 3 
		TNT1 A 0 A_SpawnItem ("HansGrosseHalf_2")
		Stop
	}
}

ACTOR HansGrosseHalf_2
{
	Game Doom
	Radius 16
	Height 56
	ProjectilePassHeight -16
        -SOLID
	+INVULNERABLE
	States
	{
	Spawn:

                 HDN3 D 1
		 Loop
	}
}

