actor MBaronOfHell : BaronOfHell
{
  tag "Baron Of Hell"
  health 1000
  radius 24
  height 64
  mass 1000
  speed 8
  BloodColor "darkgreen"
  PainChance "Control", 255
  PainChance "Control", 255
  DamageFactor "Control", 1
  
  // Takes damage from 
  DamageFactor "MarineDamage", 1
  DamageFactor "MarineRail", 0.9
  DamageFactor "ImpBallDamage", 0.5
  DamageFactor "ZombiesDamage", 0.5
  DamageFactor "CacoDamage", 0.5
  DamageFactor "SkelDamage", 0.5
  DamageFactor "FatsoDamage", 0.5
  DamageFactor "ArachDamage", 0.5
  DamageFactor "viledamage", 0.5
  DamageFactor "ZombieTankDamage", 0.1
  // immune to
  DamageFactor "KnightDamage", 0
  states
  {
  Spawn:
    BOSS A 10 A_Look 
	BOSS B 10 
	BOSS A 0 Thing_SetSpecial (0,226,409,0,health)
    loop
  See:
    BOSS AABBCCDD 3 A_Chase
    BOSS A 0 A_JumpIf (special != 226,1) 
	loop	
	BOSS A 0 Thing_SetSpecial (0,226,409,0,health)
	goto see 	
  Death.Control:
    TNT1 A 0 ACS_Execute(410,0,11)
	TNT1 A 10
	stop

  Raise:
    BOSS O 8
    BOSS N 8  //A_JumpIfInventory ("myfriend",1,",myside")
    BOSS MLKJI  8
    Goto See

  pain.GetUp:
    BOSS D 4
    BOSS D 4  A_changeflag("friendly",1)
    BOSS D 1  A_Print("was there")
    Goto See

  Death:
    BOSS I 8 A_GiveToTarget ("MarineExp",7)
    BOSS J 8 A_Scream
    BOSS K 8
    BOSS L 8 A_NoBlocking
    BOSS MN 8
    BOSS O 1000  A_BossDeath
    stop
	
  }
}

// Belphegor

ACTOR MBelphegor : Belphegor replaces Belphegor
{
    tag Belphegor
    PainChance "Control", 255
    DamageFactor "Control", 1
    BloodColor "darkgreen"

    +ALWAYSFAST //added

    // Takes damage from 
    DamageFactor "MarineDamage", 1
    DamageFactor "ImpBallDamage", 0.5
    DamageFactor "ZombiesDamage", 0.5
    DamageFactor "CacoDamage", 0.5
    DamageFactor "SkelDamage", 0.5
    DamageFactor "FatsoDamage", 0.5
    DamageFactor "ArachDamage", 0.5
    DamageFactor "viledamage", 0.5
	DamageFactor "ZombieTankDamage", 0.1
    // immune to
    DamageFactor "KnightDamage", 0

  	States
	{
	Spawn:
		BOS3 A 10 A_Look
		BOS3 B 10 
     	BOS3 A 0 Thing_SetSpecial (0,226,409,0,health)
        loop
	See:
		BOS3 AABBCCDD 3 A_Chase
		BOSS A 0 A_JumpIf (special != 226,1) 
	    loop	
	    BOSS A 0 Thing_SetSpecial (0,226,409,0,health)
	    goto see 
	Melee:
	Missile:
		BOS3 EF 6 A_FaceTarget
		BOS3 G 6 A_BasicAttack (10, "baron/melee", "MBelphegorBall", 32)
		BOS3 EF 6 A_FaceTarget
		BOS3 G 6 A_BasicAttack (10, "baron/melee", "MBelphegorBall", 32)
		BOS3 EF 6 A_FaceTarget
		BOS3 G 6 A_BasicAttack (10, "baron/melee", "MBelphegorBall", 32)
		Goto See
	Death:
		BOS3 I 8 A_GiveToTarget ("MarineExp",7)
		BOS3 J 8 A_Scream
		BOS3 K 8
		BOS3 L 8 A_NoBlocking
		BOS3 MN 8
		BOS3 O 1 A_JumpIf(random(1,3) == 3, 2)
		BOS3 O -1 A_BossDeath
		Stop
			BOS3 O 500 A_BossDeath
			Stop
	Death.Control:
        TNT1 A 0 ACS_Execute(410,0,27)
	    TNT1 A 10
	    stop	
	Raise:
		BOS3 ONMLKJI 8
		Goto See
	}
}

ACTOR MBelphegorBall : BelphegorBall
{
    DamageType "KnightDamage"
	Decal BaronScorch
}