
ACTOR BaronofHell2 : BaronofHell Replaces BaronofHell
{
    Scale 1.0
	damagefactor "Crush", 10.0
	damagefactor "GibRemoving", 0.0
	Game Doom
    GibHealth 25
	Health 1200
	PainChance "Saw", 100
	PainChance "Cut", 100
	PainChance "Kick", 255 PainChance "Leg", 255
	PainChance "LowKick", 200 PainChance "HangingHook", 0
	damagefactor "TeleportRemover", 0.0
	PainChance "CallingTheBaronAFaggot", 255
	damagefactor "Avoid", 0.0
	damagefactor "SSG", 0.2
	+QUICKTORETALIATE
	PainChance "Explosive", 255
	damagefactor "DontCallTheBaron", 0.0
	DamageFactor "CauseSplash", 0.0 DamageFactor "CauseObjectsToSplashSlime", 0.0 DamageFactor "CauseObjectsToSplashNukage", 0.0
	DamageFactor "CauseObjectsToSplashBlood", 0.0 DamageFactor "CauseObjectsToSplashLava", 0.0
	PainSound "PSXDPN"
	damagefactor "Fatality", 3.0
	damagefactor "Blood", 0.0 damagefactor "BlueBlood", 0.0 damagefactor "GreenBlood", 0.0
    BloodType "Green_Blood", "GreenSawBlood", "GreenSawBlood"
	BloodColor "DarkGreen"
	Obituary "%o was brutalized by a Baron of Hell."
	MaxStepHeight 24
	MaxDropOffHeight 32
	+DONTHURTSPECIES
	DeathHeight 0
	Radius 18
	BurnHeight 0
	Speed 6
	PainChance "Head", 120
	PainChance 25
	Tag "Baron of Hell"
	DropItem "DemonRuneMix", 5
	Height 64
	States
	{
	
	ReplaceVanilla:
		TNT1 A 0
		TNT1 A 0 A_NoBlocking
		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 | SXF_CLEARCALLERTID,tid)
		TNT1 A 10 
		TNT1 A 1 A_BossDeath
		TNT1 A 0 A_Die("Vanish")
		Stop
	
	Death.Vanish:
		TNT1 A 0
		TNT1 A 0 A_NoBlocking
		Stop
		
	ReplaceForBoss1:
		TNT1 A 0
		TNT1 A 0 A_NoBlocking
		TNT1 A 0 A_ChangeFlag("THRUACTORS", 1)
		TNT1 A 0 A_ChangeFlag("COUNTKILL", 0)
		TNT1 A 0 A_SpawnItemEx ("BaronBoss1",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION | SXF_TRANSFERAMBUSHFLAG ,tid)
		TNT1 A 10 
		TNT1 A 1 A_BossDeath
		TNT1 A 0 A_Fall
		Stop	
		
	ReplaceForBoss2:
		TNT1 A 0
		TNT1 A 0 A_NoBlocking
		TNT1 A 0 A_ChangeFlag("THRUACTORS", 1)
		TNT1 A 0 A_ChangeFlag("COUNTKILL", 0)
		TNT1 A 0 A_SpawnItemEx ("BaronBoss2",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION | SXF_TRANSFERAMBUSHFLAG ,tid)
		TNT1 A 10 
		TNT1 A 1 A_BossDeath
		Stop		
    Spawn:
		BARO B 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("ImpFatality3", 1, "FatalityImp")
		TNT1 A 0 A_JumpIfInventory("DemonFatality", 1, "FatalityDemon")
		TNT1 A 0 A_GiveInventory("TargetIsABaronOfHell")
		TNT1 A 0 A_JumpIf(x == 304, "ReplaceForBoss1")
		TNT1 A 0 A_JumpIf(x == 528, "ReplaceForBoss2")
		TNT1 A 0 ACS_NamedExecuteAlways("BDCHeckClassicMonsters", 0, 0, 0, 0)//Check if Vanilla Mode is activated
		Goto Stand
		
	Stand:
		TNT1 A 0
		TNT1 A 0 A_CheckSight("Stand2")
		BTS3 A 0 A_SpawnItem("HeadshotTarget20b", 14, 66,0)
		BARO BB 10 A_Look
		Loop
		
	Stand2:
		BARO B 10 A_Look
		Goto Stand
	See:
		BARO A 0
		//TNT1 A 0 A_CheckSight("SeeNeverSeen")
		TNT1 A 0 A_JumpIfInventory("HasExplosiveBarrel", 1, "MissileBarrel")
	    TNT1 A 0 A_SpawnItem("HeadshotTarget4b", 20, 66,0)
		BARO A 1
        BTS3 ABC 1 
		TNT1 A 0 A_FaceTarget
		TNT1 A 0 A_SpawnItem("HeadshotTarget6b", 20, 66,0)
		BTS3 D 4
		BTS3 CBA 1
		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")
		BARO A 0 A_CheckSight("SEE3")
		BARO AA 2 A_Chase
        //TNT1 A 0 A_SpawnItemEx("FootSep", 0, 0)
		TNT1 A 0 A_SpawnItem("HeadshotTarget6b", 20, 66,0)
		BARO AAA 2 A_Chase
		
		TNT1 A 0 A_SpawnItem("HeadshotTarget6b", 20, 66,0)
		BARO BBB 2 A_Chase
		
		TNT1 A 0 A_SpawnItem("HeadshotTarget6b", 20, 66,0)
		BARO CCC 2 A_Chase
		
		TNT1 A 0 A_SpawnItem("HeadshotTarget6b", 20, 66,0)
		BARO DDD 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
		BARO A 0 A_CheckSight("SEE3")
		BARO AA 2 A_Chase
        //TNT1 A 0 A_SpawnItemEx("FootSep", 0, 0)
		TNT1 A 0 A_SpawnItem("HeadshotTarget4b", 20, 66,0)
		BARO AA 2 A_Chase
		TNT1 A 0 A_SpawnItem("HeadshotTarget4b", 20, 66,0)
		BARO AA 2 A_Chase
		
		TNT1 A 0 A_SpawnItem("HeadshotTarget4b", 20, 66,0)
		BARO B 4 A_Chase
		TNT1 A 0 A_SpawnItem("HeadshotTarget4b", 20, 66,0)
		BARO BB 2 A_Chase
		TNT1 A 0 A_SpawnItem("HeadshotTarget4b", 20, 66,0)
		//TNT1 A 0 A_SpawnItemEx("FootSep", 0, 0)
		BARO CC 2 A_Chase
		TNT1 A 0 A_SpawnItem("HeadshotTarget4b", 20, 66,0)
		BARO CC 2 A_Chase
		TNT1 A 0 A_SpawnItem("HeadshotTarget4b", 20, 66,0)
		BARO DD 2 A_Chase
		
		TNT1 A 0 A_SpawnItem("HeadshotTarget4b", 20, 66,0)
		BARO 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)
		BARO AABBCCDD 3 A_Chase
		Goto See4
		
	Idle:
	LookingForPlayer:
	    TNT1 A 0 A_GiveInventory("SKImp", 1)
	    TNT1 A 0 A_SpawnItem ("HeadshotTarget10b", 20, 66,0)
		BARO B 10 A_Look
        TNT1 A 0 A_SpawnItem ("HeadshotTarget10b", 20, 66,0)
		BARO B 10 A_Look
		TNT1 A 0 A_SpawnItem ("HeadshotTarget10b", 20, 66,0)
		BARO B 10 A_Look
		TNT1 A 0 A_SetAngle(angle - 40)
		TNT1 A 0 A_SpawnItem ("HeadshotTarget10b", 20, 66,0)
		BARO B 10 A_Look
        TNT1 A 0 A_SpawnItem ("HeadshotTarget10b", 20, 66,0)
		BARO B 10 A_Look
		TNT1 A 0 A_SpawnItem ("HeadshotTarget10b", 20, 66,0)
		BARO B 10 A_Look
		TNT1 A 0 A_SetAngle(angle + 40)
        TNT1 A 0 A_SpawnItem ("HeadshotTarget10b", 20, 66,0)
		BARO B 10 A_Look
		TNT1 A 0 A_SpawnItem ("HeadshotTarget10b", 20, 66,0)
		BARO B 10 A_Look
        TNT1 A 0 A_SpawnItem ("HeadshotTarget10b", 20, 66,0)
		BARO B 10 A_Look
		
		BARO A 0 A_Wander
		BARO AA 2 A_Look
		TNT1 A 0 A_Recoil(-2)
		TNT1 A 0 A_SpawnItem("HeadshotTarget6b", 20, 66,0)
		
		BARO B 0 A_Wander
		BARO BB 2 A_Look
		TNT1 A 0 A_Recoil(-2)
		TNT1 A 0 A_SpawnItem("HeadshotTarget6b", 20, 66,0)
		
		BARO C 0 A_Wander
		BARO CC 2 A_Look
		TNT1 A 0 A_Recoil(-2)
		TNT1 A 0 A_SpawnItem("HeadshotTarget6b", 20, 66,0)
		
		BARO D 0 A_Wander
		BARO DD 2 A_Look
		TNT1 A 0 A_Recoil(-2)
		TNT1 A 0 A_SpawnItem("HeadshotTarget6b", 20, 66,0)
		
		
		TNT1 A 0 A_jump(128, "LookingForPlayer")
		
		
		BARO A 0 A_Wander
		BARO AA 2 A_Look
		TNT1 A 0 A_Recoil(-2)
		TNT1 A 0 A_SpawnItem("HeadshotTarget6b", 20, 66,0)
		
		BARO B 0 A_Wander
		BARO BB 2 A_Look
		TNT1 A 0 A_Recoil(-2)
		TNT1 A 0 A_SpawnItem("HeadshotTarget6b", 20, 66,0)
		
		BARO C 0 A_Wander
		BARO CC 2 A_Look
		TNT1 A 0 A_Recoil(-2)
		TNT1 A 0 A_SpawnItem("HeadshotTarget6b", 20, 66,0)
		
		BARO D 0 A_Wander
		BARO DD 2 A_Look
		TNT1 A 0 A_Recoil(-2)
		TNT1 A 0 A_SpawnItem("HeadshotTarget6b", 20, 66,0)
		
		
		
		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", 20, 66,0)
		BTS3 DEDF 3  A_SpawnItem("HeadshotTarget8b", 20, 66,0)
		BTS3 DEDF 3  A_SpawnItem("HeadshotTarget8b", 20, 66,0)
		BTS3 CBA 2  A_SpawnItem("HeadshotTarget8b", 20, 66,0)
		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", 20, 66,0)
		BARO E 1
		TNT1 A 0 A_JumpIfInventory("HasExplosiveBarrel", 1, "MissileBarrel")
		
        BARO E 6
        TNT1 A 0 A_PlaySound("weapons/gswing")
		TNT1 A 0 A_SpawnItem("HeadshotTarget8b", 20, 66,0)
		BARO F 6 A_FaceTarget
		TNT1 A 0 A_SpawnItem("HeadshotTarget8b", 20, 66,0)
		BARO 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", 20, 66,0)
		
		BARO E 6 A_FaceTarget
		TNT1 A 0 A_SpawnItem("HeadshotTarget8b", 20, 66,0)
		BARO F 6 A_FaceTarget
		TNT1 A 0 A_SpawnItem("HeadshotTarget8b", 20, 66,0)
		BARO 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:
		BARO 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)  
		BARO 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", 20, 66,0)
		BARO 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))
		BARO E 2 A_FaceTarget
		TNT1 A 0 A_SpawnItem("HeadshotTarget8b", 20, 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))
		BARO 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))
		BARO E 2 A_FaceTarget
		TNT1 A 0 A_SpawnItem("HeadshotTarget8b", 20, 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))
		BARO E 2 A_FaceTarget
		
		TNT1 A 0 A_SpawnItem("HeadshotTarget8b", 20, 66,0)
		BARO F 3 A_FaceTarget
		TNT1 A 0 A_SpawnItem("HeadshotTarget8b", 20, 66,0)
		BARO G 8 A_CustomMissile("BaronBall", 36, 0, 0, 1)
		//BARO 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", 20, 66,0)
		
		BARO R 3 A_FaceTarget
	    TNT1 A 0 A_SpawnItem("HeadshotTarget8b", 20, 66,0)
		BARO Q 6 A_FaceTarget
		TNT1 A 0 A_SpawnItem("HeadshotTarget8b", 20, 66,0)
		
		
		BARO 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))
		BARO 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))
		BARO 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", 20, 66,0)
		BARO 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))
		BARO P 2 A_FaceTarget
		
		TNT1 A 0 A_SpawnItem("HeadshotTarget8b", 20, 66,0)
		BARO 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))
		BARO 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", 20, 66,0)
		TNT1 A 0 A_CustomMissile("BaronBall", 36, 15, 9, 11) 
		TNT1 A 0 A_CustomMissile("BaronBall", 36, 15, -9, 11)
		BARO 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", 20, 66,0)
		BARO DD 2 A_Recoil(2)
		TNT1 A 0 A_SpawnItem("HeadshotTarget8b", 20, 66,0)
		BARO DD 2 A_Recoil(2)
		TNT1 A 0 A_FaceTarget
		
		TNT1 A 0 A_SpawnItem("HeadshotTarget8b", 20, 66,0)
		BARO CC 2 A_Recoil(1)
		TNT1 A 0 A_SpawnItem("HeadshotTarget8b", 20, 66,0)
		BARO CC 2 A_Recoil(1)
		TNT1 A 0 A_SpawnItem("HeadshotTarget8b", 20, 66,0)
		BARO BB 2 A_Recoil(1)
		TNT1 A 0 A_SpawnItem("HeadshotTarget8b", 20, 66,0)
		BARO BB 2 A_Recoil(1)
		TNT1 A 0 A_SpawnItem("HeadshotTarget8b", 20, 66,0)
		BARO AA 2 A_Recoil(1)
		TNT1 A 0 A_SpawnItem("HeadshotTarget8b", 20, 66,0)
		BARO AA 2 A_Recoil(1)
		Goto Missile+5
	
	Pain.CallingTheBaronAFaggot:
		TNT1 A 0
		TNT1 A 0 HealThing(1)
		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", 20, 66,0)
	    BARO P 2 A_FaceTarget
		TNT1 A 0 A_CustomMissile("ThrowedBarrel", 46, 15, 0, 11)
		TNT1 A 0 A_SpawnItem("HeadshotTarget4b", 20, 66,0)
		BARO Q 4 A_FaceTarget
		
		TNT1 A 0 A_SpawnItem("HeadshotTarget8b", 20, 66,0)
		BARO 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
		BARO P 2 A_Chase
		Goto See2
	
	
	Pain:
		TNT1 A 0 A_JumpIfInventory("Curbstomp_Marine", 1, "CurbstompMarine")
		TNT1 A 0 A_SpawnItem("HeadshotTarget4b", 20, 66,0)
		BARO H  3
		TNT1 A 0 A_SpawnItem("HeadshotTarget4b", 20, 66,0)
		BARO H  3 A_Pain
		Goto See2
	
	Pain.Explosive:
		TNT1 A 0
		TNT1 A 0 A_SpawnItemEx("MuchBlood2Green", 0, 0, 60)
		TNT1 A 0 ThrustThingZ(0,10,0,1)
		Goto Pain
		
	Death:
		BXDE A  0
		BXDE B  0 A_Scream
		BXDE C  0 A_BossDeath
		BXDE D  0 A_NoBlocking
		TNT1 A 0 A_Jump(128, "Death2")
		KSA8 DEFG 6
		TNT1 A 0 A_SpawnItem("DeadBaronClassic")
		TNT1 A 0 A_SpawnItem ("GreenGrowingBloodPool")
		TNT1 VVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVV 2 A_CustomMissile ("Green_LiquidBlood", 20, 0, random (0, 360), 2, random (30, 110))
		TNT1 V -1
		Stop
		
	Death2:
		BADD ABCD 6
		TNT1 A 0 A_SpawnItem("DeadBaron")
		TNT1 A 0 A_SpawnItem ("GreenGrowingBloodPool")
		TNT1 VVVVVVVVVVVVVVVVVV 2 A_CustomMissile ("Green_LiquidBlood", 20, 0, random (0, 360), 2, random (30, 110))
		TNT1 V -1
		Stop	
	
	
	XDeath:
		BXDE A  0
		BXDE B  0 A_Scream
		BXDE C  0 A_BossDeath
		BXDE D  0 A_NoBlocking
		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 EFGH 0
        TNT1 A 0
	    Stop
		
	Raise:
    BOSS O 8
    BOSS NMLKJI 8
    Goto See	
	
	Death.Desintegrate:
	Death.Saw:
		TNT1 A 0 A_Scream
		TNT1 A 0 A_Stop
        TNT1 A 0 A_NoBlocking
		TNT1 AAAAAA 0 A_CustomMissile ("XDeath1Green", 40, 0, random (0, 360), 2, random (0, 160))
		TNT1 AAA 0 A_CustomMissile ("MuchBloodGreen", 40, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("BaronOfHellHeadExplode", 40, 0, random (0, 360), 2, random (0, 160))
        TNT1 AAAAA 0 A_CustomMissile ("Green_FlyingBlood", 15, 0, random (0, 360), 2, random (0, 160))
		TNT1 AA 0 A_CustomMissile ("XDeath2bGreen", 65, 0, random (0, 360), 2, random (0, 160))
		TNT1 AA 0 A_CustomMissile ("XDeath3bGreen", 65, 0, random (0, 360), 2, random (0, 160))
		TNT1 AAA 0 A_CustomMissile ("GreenGuts", 32, 0, random (0, 360), 2, random (0, 160))
		TNT1 AA 0 A_CustomMissile ("GenericBaronGib1b", 45, 0, random (0, 360), 2, random (10, 80))
		TNT1 A 0 A_CustomMissile ("GenericBaronGib2b", 45, 0, random (0, 360), 2, random (10, 80))
        BDSS PQRSTU 6
		TNT1 A 0 A_SpawnItem ("GreenGrowingBloodPool")
		TNT1 A 0 A_BossDeath
		TNT1 A 0 A_SpawnItemEx("DeadBaronBDSSV", 0, 0, 0, 0, 0, 0, 0, SXF_TRANSFERTRANSLATION)
		TNT1 VVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVV 1 A_CustomMissile ("Green_LiquidBlood", 20, 0, random (0, 360), 2, random (30, 110))
		TNT1 V -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)
		BARO H 3
		TNT1 A 0 A_SpawnItem("HeadshotTarget4b", 20, 66,0)
		BARO H 3 A_Pain
		TNT1 A 0 A_ChangeFLag("NOPAIN", 0)
		Goto See2

	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 A_SpawnItem("HeadshotTarget4b", 14, 56,0)
		TNT1 A 0 A_Pain
		BNRJ ABCD 5 A_SpawnItem("HeadshotTarget4b", 14, 56,0)
		TNT1 A 0 A_Pain
		BNRJ ABCD 5 A_SpawnItem("HeadshotTarget4b", 14, 56,0)
		Goto Missile
		
   Death.ExplosiveImpact:
        TNT1 A 0
		TNT1 A 0 ThrustThingZ(0,35,0,1)
		TNT1 A 0 A_BossDeath
		TNT1 A 0 A_CustomMissile ("XDeathHellKnightLeg", 32, 0, random (0, 360), 2, random (0, 160))
		TNT1 AAAAAA 0 A_CustomMissile ("XDeath1Green", 62, 0, random (0, 360), 2, random (0, 160))
		TNT1 AAA 0 A_CustomMissile ("Muchblood2green", 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
		TNT1 A 0 A_SpawnItemEx("DeadBaronBOH3D", 0, 0, 0, 0, 0, 0, 0, SXF_TRANSFERTRANSLATION)
		TNT1 A -1
	    Stop
	
	Death.ExplosiveImpact2:	
		BOH3 E  8 A_Scream
		BOH3 F  8 A_NoBlocking
		TNT1 A 0 A_BossDeath
		BOH3 GGGGGG  8 A_CheckFloor("Land2")
		Goto Land2
	
	
	Land2:
		BOH3 H 1
		TNT1 A 0 A_SpawnItemEx("DeadBaronBOH3H", 0, 0, 0, 0, 0, 0, 0, SXF_TRANSFERTRANSLATION)
		TNT1 A -1
	    Stop

	Death.Cut:
        TNT1 A 0
        TNT1 A 0 A_Scream
        TNT1 A 0 A_NoBlocking
		TNT1 A 0 A_BossDeath
		TNT1 AA 0 A_CustomMissile ("MuchBlood2Green", 40, 0, random (0, 360), 2, random (0, 160))
		TNT1 AAAAA 0 A_CustomMissile ("GreenGuts", 32, 0, random (0, 360), 2, random (0, 160))
	    TNT1 A 0 A_CustomMissile ("XDeathHalfBOH", 32, 0, random (0, 360), 2, random (0, 160))
        BBO2 AABCD 10
        TNT1 A 0 A_SpawnItem ("DeadBaronHalfDown", 1)
		TNT1 A 0 A_SpawnItem ("GreenGrowingBloodPool")
		TNT1 VVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVV 1 A_CustomMissile ("Green_LiquidBlood", 20, 0, random (0, 360), 2, random (30, 110))
		TNT1 A -1
		Stop

	Death.Minigun:
	Death.SSG:
	Death.Railgun:
        TNT1 A 0
		TNT1 A 0 A_CustomMissile ("Xdeath3bGreen", 40, 0, random (0, 360), 2, random (0, 160))
		TNT1 AAA 0 A_CustomMissile ("MuchBloodGreen", 40, 0, random (0, 360), 2, random (0, 160))
	    TNT1 A 0 A_Jump(128, "Death.Desintegrate")
        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_BossDeath
		TNT1 A 0 
		TNT1 A 0 A_JumpIfCloser(300, "Death.Minigun")	
		Goto Death	
		

	Death.head:
		TNT1 A 0
		TNT1 A 0 
		TNT1 A 0 A_JumpIfInTargetInventory("HasPlasmaWeapon", 1, "Death.Plasma")
		TNT1 AA 0 A_CustomMissile ("muchblood2green", 62, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_JumpIfInTargetInventory("HasCutingWeapon", 1, "Death.decaptate")
		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 ("GreenGrowingBloodPool")
	    TNT1 VVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVV 1 A_CustomMissile ("Green_LiquidBlood", 20, 0, random (0, 360), 2, random (30, 110))
		TNT1 A -1
		Stop
	
	Death.decaptate:
		TNT1 AAAAA 0 A_CustomMissile ("Xdeath1Green", 62, 0, random (0, 360), 2, random (50, 130))
		TNT1 A 0 A_SpawnItem("MuchBlood2Green", 0, 62)
		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 ("GreenGrowingBloodPool")
	    TNT1 VVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVV 1 A_CustomMissile ("Green_LiquidBlood", 20, 0, random (0, 360), 2, random (30, 110))
		TNT1 A -1
		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_FaceTarget
		TNT1 AAA 0 A_SpawnItemEx("HealthPlusFatalityBonus", 0, 0, 20, random (-1, 1), random (-1, 1), 8)
		TNT1 AAA 0 A_SpawnItemEx("ArmorShardFatalityBonus", 0, 0, 20, random (-1, 1), random (-1, 1), 8)
		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 A_Stop
        TNT1 A 0 A_BossDeath
        TNT1 A 0 A_Scream
        TNT1 A 0 A_NoBlocking
		TNT1 AAAA 0 A_CustomMissile ("BluePlasmaFireNonStatic", 42, 0, random (0, 360), 2, random (0, 180))
		TNT1 A 0 A_SpawnItemEx ("DetectFloorCraterSmall",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)
		TNT1 A 0 A_SpawnItem("BarrelExplosionSmokeColumn")
		TNT1 A 0 A_SpawnItemEx("TinyBurningPiece", random (-15, 15), random (-15, 15))
		TNT1 AA 0 A_SpawnItemEx("TinyBurningPiece2", random (-35, 35), random (-35, 35))
		TNT1 AA 0 A_SpawnItemEx("TinyBurningPiece3", random (-45, 45), random (-45, 35))
		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
		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
		TNT1 A 0 A_SpawnItem ("GreenGrowingBloodPool")
        BOSB E -1
        Stop
		
	 Death.GreenFire:
        TNT1 A 0
        TNT1 A 0 A_XScream
        TNT1 A 0 A_NoBlocking
		TNT1 A 0 A_BossDeath
        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

  

    Pain.KillMe:
    Pain.Taunt:
        TNT1 A 0
		TNT1 A 0 HealThing(1)
        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
	TNT1 A 0 A_BossDeath
	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
	
	 Death.Stomp:
	    TNT1 A 0 A_Scream
		TNT1 A 0 A_NoBlocking
		TNT1 A 0 A_BossDeath
		BARO JKL 2
		TNT1 AAA 0 bright A_CustomMissile ("GreenSuperGoreSpawner", 5, 0, random (0, 360), 2, random (30, 180))
		TNT1 AAAA 0 bright A_CustomMissile ("XDeath1Green", 5, 0, random (0, 360), 2, random (30, 180))
		TNT1 AA 0 bright A_CustomMissile ("XDeath2bGreen", 55, 0, random (0, 360), 2, random (30, 180))
		TNT1 AA 0 bright A_CustomMissile ("XDeath3bGreen", 55, 0, random (0, 360), 2, random (30, 180))
		TNT1 A 0 A_SpawnItem ("GreenGrowingBloodPool")
		TNT1 A 1
		TNT1 A 1 A_XScream
		GIBS Z 1
		GIBS Z -1
		Stop
		
	Crush:
		TNT1 A 0
		TNT1 AAAA 0 A_SpawnItemEx ("BodyRemovalThing",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)
		TNT1 A 1 A_XScream
		Stop
		
	 CurbstompMarine:
        TNT1 A 0 A_ChangeFlag("NOPAIN", 1)
		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 ("XDeath1", 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 AA 0 A_CustomMissile ("mUCHbLOOD3", 50, 0, random (0, 360), 2, random (0, 160))
		KNTF DDDDDDDDDDDDDDDDDDDDDD 3 A_CustomMissile ("Brutal_LiquidBlood3", 25, 0, random (0, 360), 2, random (0, 40))
		TNT1 A 0 A_CustomMissile ("RipGuts", 20, 0, random (0, 360), 2, random (0, 160))
		KNTF EEEFFFGGG 4 A_CustomMissile ("XDeath1", 38, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("RipGuts", 20, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_SpawnItem ("GrowingBloodPool")
		KNTF GGGGGGGGGGGGGGGGGGGGGG 3 A_CustomMissile ("Brutal_LiquidBlood3", 25, 0, random (0, 360), 2, random (0, 40))
        TNT1 A 0 A_TakeInventory("Curbstomp_Marine",1)
        TNT1 A 0 A_ChangeFlag("NOPAIN", 0)
		TNT1 A 0 A_SpawnItem ("RappedMarine", 1)
		Goto See2


   FatalityZombieman:
        TNT1 A 0 A_ChangeFlag("NOPAIN", 1)
       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_ChangeFlag("NOPAIN", 0)
		
		TNT1 A 0 A_SpawnItem("HeadshotTarget8b", 20, 66,0)
		3HF1 H 8 A_Chase
		TNT1 A 0 A_SpawnItem("HeadshotTarget8b", 20, 66,0)
		BARO E 8 A_FaceTarget
		TNT1 A 0 A_SpawnItem("HeadshotTarget8b", 20, 66,0)
		BARO F 8 A_CustomMissile("ThrowedZombieMan2", 64, 0, 0, 0) 
		TNT1 A 0 A_SpawnItem("HeadshotTarget8b", 20, 66,0)
		BARO G 8
		Goto See2
		
	FatalitySergeant:
        TNT1 A 0 A_ChangeFlag("NOPAIN", 1)
       3HF1 I 15
	   TNT1 A 0 A_PlaySound("grunt/death")
	   3HF1 I 5
	   
	   TNT1 AAAA 0 A_CustomMissile ("GreenGuts", 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_ChangeFlag("NOPAIN", 0)
		
		TNT1 A 0 A_SpawnItem("HeadshotTarget8b", 20, 66,0)
		3HF1 M 1 A_Chase
		TNT1 A 0 A_SpawnItem("HeadshotTarget8b", 20, 66,0)
		BARO E 8 A_FaceTarget
		TNT1 A 0 A_SpawnItem("HeadshotTarget8b", 20, 66,0)
		BARO F 8 A_CustomMissile("ThrowedSergeantPiece", 64, 0, 0, 0) 
		TNT1 A 0 A_SpawnItem("HeadshotTarget8b", 20, 66,0)
		BARO G 8
        Goto See2


       FatalityDemon:
        TNT1 A 0 A_ChangeFlag("NOPAIN", 1)
		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 ("GreenGrowingBloodPool")
		 
        TNT1 A 0 A_TakeInventory("DemonFatality",1)
        TNT1 A 0 A_ChangeFlag("NOPAIN", 0)
        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 ("GreenGuts", 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

	
	
	}
} 



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
	BloodType "Green_Blood", "GreenSawBlood", "GreenSawBlood"
	BloodColor "DarkGreen"
	translation "168:191=112:127", "16:47=123:127"
States
    {
    Spawn:
		BADD F -1
        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
		
	Death:
		 TNT1 A 0
	     TNT1 A 0 A_NoBlocking
		 TNT1 A 0 A_CustomMissile ("XDeath1Green", 25, 0, random (0, 360), 2, random (0, 160))
		 TNT1 A 0 A_CustomMissile ("XDeath2bGreen", 25, 0, random (0, 360), 2, random (0, 160))
		 TNT1 A 0 A_CustomMissile ("XDeath3bGreen", 25, 0, random (0, 360), 2, random (0, 160))
		 TNT1 AAA 0 A_SpawnItem("MuchBlood2Green", 0, 25)
		 TNT1 A 0 A_SpawnItem("MuchBlood3Green", 0, 25)
		 TNT1 AAAAAA 0 A_CustomMissile ("Xdeath1Green", 40, 0, random (0, 360), 2, random (0, 160))
         TNT1 AAAAA 0 A_CustomMissile ("Green_FlyingBlood", 15, 0, random (0, 360), 2, random (0, 160))
		 TNT1 AAAA 0 A_CustomMissile ("GreenGuts", 16, 0, random (0, 360), 2, random (0, 160))
	     TNT1 A 0 A_CustomMissile ("XDeathHalfBOH", 16, 0, random (0, 360), 2, random (0, 160))
		 TNT1 AA 0 A_CustomMissile ("XDeathHellKnightLeg", 5, 0, random (0, 360), 2, random (0, 160))
		 TNT1 A 0 A_CustomMissile ("XDeathOrgan1Green", 15, 0, random (0, 360), 2, random (0, 160))
		 TNT1 A 0 A_CustomMissile ("XDeathOrgan2Green", 15, 0, random (0, 360), 2, random (0, 160))
		 Stop	
		 
		 
	Death.CrushedBodies:
		 TNT1 A 0 A_SetAngle(0)
		 TNT1 A 0 bright A_CustomMissile ("GreenSuperGoreSpawner", 1, -40, random (0, 360), 2, random (25, 45))
		 TNT1 A 0 bright A_CustomMissile ("GreenSuperGoreSpawner", 1, 40, random (0, 360), 2, random (25, 45))
		 TNT1 A 0 A_CustomMissile ("XDeath1Green", 1, random (-30, 30), random (0, 360), 2, random (0, 160))
		 TNT1 A 0 A_CustomMissile ("XDeath2bGreen", 1, random (-30, 30), random (0, 360), 2, random (0, 160))
		 TNT1 A 0 A_CustomMissile ("XDeath3bGreen", 1, random (-30, 30), random (0, 360), 2, random (0, 160))
		 TNT1 AA 0 A_CustomMissile ("GreenBloodMistBig", 1, -40, random (0, 360), 2, random (30, 90))
		 TNT1 AA 0 A_CustomMissile ("GreenBloodMistBig", 1, 40, random (0, 360), 2, random (30, 90))
		 TNT1 A 0 A_SetAngle(90)
		 TNT1 A 0 bright A_CustomMissile ("GreenSuperGoreSpawner", 1, -40, random (0, 360), 2, random (25, 45))
		 TNT1 A 0 bright A_CustomMissile ("GreenSuperGoreSpawner", 1, 40, random (0, 360), 2, random (25, 45))
		 TNT1 A 0 A_CustomMissile ("XDeath1Green", 1, random (-30, 30), random (0, 360), 2, random (0, 160))
		 TNT1 A 0 A_CustomMissile ("XDeath2bGreen", 1, random (-30, 30), random (0, 360), 2, random (0, 160))
		 TNT1 A 0 A_CustomMissile ("XDeath3bGreen", 1, random (-30, 30), random (0, 360), 2, random (0, 160))
		 TNT1 AA 0 A_CustomMissile ("GreenBloodMistBig", 1, -40, random (0, 360), 2, random (30, 90))
		 TNT1 AA 0 A_CustomMissile ("GreenBloodMistBig", 1, 40, random (0, 360), 2, random (30, 90))
		 TNT1 A 0 A_NoBlocking
		 GIBS Y 1
		 GIBS Y -1
		Stop		}}	

Actor DeadBaronHalfDown: DeadBaron
{States{Spawn:        BBO2 D -1   
		Stop

	Death:
		 TNT1 A 0
	     TNT1 A 0 A_NoBlocking
		 TNT1 A 0 A_CustomMissile ("XDeath1Green", 25, 0, random (0, 360), 2, random (0, 160))
		 TNT1 A 0 A_CustomMissile ("XDeath2bGreen", 25, 0, random (0, 360), 2, random (0, 160))
		 TNT1 A 0 A_CustomMissile ("XDeath3bGreen", 25, 0, random (0, 360), 2, random (0, 160))
		 TNT1 A 0 A_SpawnItem("MuchBlood2Green", 0, 25)
		 TNT1 A 0 A_SpawnItem("MuchBlood3Green", 0, 25)
         TNT1 AA 0 A_CustomMissile ("XDeathHellKnightLeg", 5, 0, random (0, 360), 2, random (0, 160))
		 Stop	

}}

Actor DeadBaronHalfUp: DeadBaron
{States{Spawn:        BTO2 D -1        
Stop


		Death:
		 TNT1 A 0
	     TNT1 A 0 A_NoBlocking
		 TNT1 A 0 A_CustomMissile ("XDeath1Green", 5, 0, random (0, 360), 2, random (0, 160))
		 TNT1 A 0 A_CustomMissile ("XDeath2bGreen", 25, 0, random (0, 360), 2, random (0, 160))
		 TNT1 A 0 A_CustomMissile ("XDeath3bGreen", 25, 0, random (0, 360), 2, random (0, 160))
		 TNT1 A 0 A_SpawnItem("MuchBlood2Green", 0, 25)
		 TNT1 A 0 A_SpawnItem("MuchBlood3Green", 0, 25)
		 TNT1 A 0 A_CustomMissile ("XDeathBaronHead5", 5, 0, random (0, 360), 2, random (0, 160))
		 TNT1 A 0 A_CustomMissile ("XDeathBaronOfHellTorso", 5, 0, random (0, 360), 2, random (0, 160))
		 TNT1 AAA 0 A_CustomMissile ("Xdeath1Green", 40, 0, random (0, 360), 2, random (0, 160))
		 Stop}}

Actor DeadBaronNoHead: DeadBaron
{States{Spawn:        BADH D -1        
Stop
		Death:
		 TNT1 A 0 A_CustomMissile ("XDeathBaronOfHellTorso", 2, 0, random (0, 360), 2, random (0, 160))
		 TNT1 AA 0 A_CustomMissile ("XDeathHellKnightLeg", 2, 0, random (0, 360), 2, random (0, 160))
		 TNT1 A 0 A_CustomMissile ("XDeathOrgan1Green", 4, 0, random (0, 360), 2, random (0, 160))
		 TNT1 A 0 A_CustomMissile ("XDeathOrgan2Green", 4, 0, random (0, 360), 2, random (0, 160))
		 TNT1 AA 0 A_CustomMissile ("XDeath1Green", 12, 0, random (0, 360), 2, random (0, 160))
		 TNT1 A 0 A_CustomMissile ("XDeath2Green", 12, 0, random (0, 360), 2, random (0, 160))
		 TNT1 AAAA 0 A_CustomMissile ("GreenGuts", 16, 0, random (0, 360), 2, random (0, 160))
		 TNT1 A 0 A_CustomMissile ("XDeath3Green", 12, 0, random (0, 360), 2, random (0, 160))
		 TNT1 A 0 A_CustomMissile ("XDeath4Green", 12, 0, random (0, 360), 2, random (0, 160))
		 TNT1 AAAA 0 A_CustomMissile ("XDeath2bGreen", 15, 0, random (0, 360), 2, random (0, 160))
		 TNT1 AAAA 0 A_CustomMissile ("XDeath3bGreen", 15, 0, random (0, 360), 2, random (0, 160))
		 TNT1 AA 0 A_CustomMissile ("GenericBaronGib1b", 25, 0, random (0, 360), 2, random (10, 80))
		 TNT1 A 0 A_CustomMissile ("GenericBaronGib2b", 25, 0, random (0, 360), 2, random (10, 80))
		 Stop	}}

Actor DeadBaronBOH3D : DeadBaron
{States{Spawn:        BOH3 D -1        
Stop

	Death:
		 TNT1 A 0 A_CustomMissile ("XDeathHellKnightLeg", 2, 0, random (0, 360), 2, random (0, 160))
		 TNT1 A 0 A_CustomMissile ("XDeathOrgan1Green", 4, 0, random (0, 360), 2, random (0, 160))
		 TNT1 A 0 A_CustomMissile ("XDeathOrgan2Green", 4, 0, random (0, 360), 2, random (0, 160))
		 TNT1 AA 0 A_CustomMissile ("XDeath1Green", 12, 0, random (0, 360), 2, random (0, 160))
		 TNT1 A 0 A_CustomMissile ("XDeath2Green", 12, 0, random (0, 360), 2, random (0, 160))
		 TNT1 A 0 A_CustomMissile ("XDeath3Green", 12, 0, random (0, 360), 2, random (0, 160))
		 TNT1 A 0 A_CustomMissile ("XDeath4Green", 12, 0, random (0, 360), 2, random (0, 160))
		 TNT1 AAAA 0 A_CustomMissile ("XDeath2bGreen", 15, 0, random (0, 360), 2, random (0, 160))
		 TNT1 AAAA 0 A_CustomMissile ("XDeath3bGreen", 15, 0, random (0, 360), 2, random (0, 160))
		 TNT1 A 0 A_CustomMissile ("GenericBaronGib1b", 25, 0, random (0, 360), 2, random (10, 80))
		 TNT1 A 0 A_CustomMissile ("GenericBaronGib2b", 25, 0, random (0, 360), 2, random (10, 80))
		 TNT1 A 0 A_CustomMissile ("GenericBaronGib1", 25, 0, random (0, 360), 2, random (10, 80))
		 TNT1 A 0 A_CustomMissile ("GenericBaronGib2", 25, 0, random (0, 360), 2, random (10, 80))
		 TNT1 A 0 A_CustomMissile ("XDeathBaronHead5", 5, 0, random (0, 360), 2, random (10, 80))
		 TNT1 AAAA 0 A_CustomMissile ("GreenGuts", 16, 0, random (0, 360), 2, random (0, 160))
		 Stop	}}



Actor DeadBaronBOH3H : DeadBaronBOH3D
{States{Spawn:        BOH3 H -1        
Stop}}


Actor DeadBaronBDSSV : DeadBaron
{States{Spawn:        BDSS V -1        
Stop
	Death:
		 TNT1 AA 0 A_CustomMissile ("XDeathHellKnightLeg", 2, 0, random (0, 360), 2, random (0, 160))
		 TNT1 A 0 A_CustomMissile ("XDeathOrgan1Green", 4, 0, random (0, 360), 2, random (0, 160))
		 TNT1 A 0 A_CustomMissile ("XDeathOrgan2Green", 4, 0, random (0, 360), 2, random (0, 160))
		 TNT1 AA 0 A_CustomMissile ("XDeath1Green", 12, 0, random (0, 360), 2, random (0, 160))
		 TNT1 A 0 A_CustomMissile ("XDeath2Green", 12, 0, random (0, 360), 2, random (0, 160))
		 TNT1 A 0 A_CustomMissile ("XDeath3Green", 12, 0, random (0, 360), 2, random (0, 160))
		 TNT1 A 0 A_CustomMissile ("XDeath4Green", 12, 0, random (0, 360), 2, random (0, 160))
		 TNT1 AAAA 0 A_CustomMissile ("XDeath2bGreen", 15, 0, random (0, 360), 2, random (0, 160))
		 TNT1 AAAA 0 A_CustomMissile ("XDeath3bGreen", 15, 0, random (0, 360), 2, random (0, 160))
		 TNT1 A 0 A_CustomMissile ("GenericBaronGib1b", 25, 0, random (0, 360), 2, random (10, 80))
		 TNT1 A 0 A_CustomMissile ("GenericBaronGib2b", 25, 0, random (0, 360), 2, random (10, 80))
		 TNT1 A 0 A_CustomMissile ("GenericBaronGib1", 25, 0, random (0, 360), 2, random (10, 80))
		 TNT1 A 0 A_CustomMissile ("GenericBaronGib2", 25, 0, random (0, 360), 2, random (10, 80))
		 TNT1 AAAA 0 A_CustomMissile ("GreenGuts", 16, 0, random (0, 360), 2, random (0, 160))
		 Stop

}}

Actor DeadBaronClassic: DeadBaron
{States{Spawn:        KSA8 G -1        
Stop}}

ACTOR XDeathHalfBOH : DeadBaron
{
    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("Green_Blood",0,0,180,2)
        HPLA A 0 A_SpawnItem("DeadBaronHalfUp",0,0,0,1)
        Stop
    }
}

	
	
ACTOR DyingBaron1
{
	Game Doom
	Radius 16
	Height 60
	Health 100
	damagefactor "Blood", 0.0 damagefactor "BlueBlood", 0.0 damagefactor "GreenBlood", 0.0
    damagefactor "Avoid", 0.0
	damagefactor "KillMe", 0.0
	damagefactor "Minigun", 0.6
	BloodType "Green_Blood", "GreenSawBlood", "GreenSawBlood"
	BloodColor "DarkGreen"
	Mass 999999
	-SOLID
	+SHOOTABLE
	+FLOORCLIP
	+DONTSPLASH
	+NOPAIN
	Scale 1.2
	States
	{
	Spawn:
		TNT1 A 0
		TNT1 A 0 A_PlaySound ("PSXDPN")
		KSA8 BC 6 A_SpawnItem("HeadshotTarget4b", 0, 60,0)
		TNT1 A 0 A_CustomMissile ("Green_LiquidBlood", 35, 0, random (0, 360), 2, random (30, 110))
		KSA8 BC 6 A_SpawnItem("HeadshotTarget4b", 0, 60,0)
		TNT1 A 0 A_CustomMissile ("Green_LiquidBlood", 35, 0, random (0, 360), 2, random (30, 110))
		
		TNT1 A 0 A_PlaySound ("PSXDPN")
		KSA8 BC 6 A_SpawnItem("HeadshotTarget4b", 0, 60,0)
		TNT1 A 0 A_CustomMissile ("Green_LiquidBlood", 35, 0, random (0, 360), 2, random (30, 110))
		KSA8 BC 6 A_SpawnItem("HeadshotTarget4b", 0, 60,0)
		TNT1 A 0 A_CustomMissile ("Green_LiquidBlood", 35, 0, random (0, 360), 2, random (30, 110))
		TNT1 A 0 A_PlaySound ("PSXDPN")
		KSA8 BC 6 A_SpawnItem("HeadshotTarget4b", 0, 60,0)
		TNT1 A 0 A_CustomMissile ("Green_LiquidBlood", 35, 0, random (0, 360), 2, random (30, 110))
		KSA8 BC 6 A_SpawnItem("HeadshotTarget4b", 0, 60,0)
		TNT1 A 0 A_CustomMissile ("Green_LiquidBlood", 35, 0, random (0, 360), 2, random (30, 110))
		TNT1 A 0 A_PlaySound ("PSXDPN")
		KSA8 BC 6 A_SpawnItem("HeadshotTarget4b", 0, 60,0)
		TNT1 A 0 A_CustomMissile ("Green_LiquidBlood", 35, 0, random (0, 360), 2, random (30, 110))
		KSA8 BC 6 A_SpawnItem("HeadshotTarget4b", 0, 60,0)
		TNT1 A 0 A_CustomMissile ("Green_LiquidBlood", 35, 0, random (0, 360), 2, random (30, 110))
		TNT1 A 0 A_PlaySound ("PSXDPN")
		KSA8 BC 6 A_SpawnItem("HeadshotTarget4b", 0, 60,0)
		TNT1 A 0 A_CustomMissile ("Green_LiquidBlood", 35, 0, random (0, 360), 2, random (30, 110))
		KSA8 BC 6 A_SpawnItem("HeadshotTarget4b", 0, 60,0)
		TNT1 A 0 A_CustomMissile ("Green_LiquidBlood", 35, 0, random (0, 360), 2, random (30, 110))
		TNT1 A 0 A_PlaySound ("PSXDPN")
		KSA8 BC 6 A_SpawnItem("HeadshotTarget4b", 0, 60,0)
		TNT1 A 0 A_CustomMissile ("Green_LiquidBlood", 35, 0, random (0, 360), 2, random (30, 110))
		KSA8 BC 6 A_SpawnItem("HeadshotTarget4b", 0, 60,0)
		TNT1 A 0 A_CustomMissile ("Green_LiquidBlood", 35, 0, random (0, 360), 2, random (30, 110))
		TNT1 A 0 A_PlaySound ("PSXDPN")
		KSA8 BC 6 A_SpawnItem("HeadshotTarget4b", 0, 60,0)
		TNT1 A 0 A_CustomMissile ("Green_LiquidBlood", 35, 0, random (0, 360), 2, random (30, 110))
		KSA8 BC 6 A_SpawnItem("HeadshotTarget4b", 0, 60,0)
		TNT1 A 0 A_CustomMissile ("Green_LiquidBlood", 35, 0, random (0, 360), 2, random (30, 110))
		Goto Death
	
	Death:
		TNT1 A 0 A_NoBlocking
		TNT1 A 0 A_Fall
		TNT1 A 0 A_PlaySound("baron/death")
		KSA8 DEFG 6
		TNT1 A 0 A_SpawnItem("DeadBaronClassic")
		TNT1 A 0 A_SpawnItem ("GreenGrowingBloodPool")
		Stop
	
	Death.head:
	    TNT1 A 0 A_SpawnItem("BaronOfHellHeadExplode", 0, 62)
        TNT1 A 0 A_SpawnItem ("ArmorShardFatalityBonus")
		TNT1 AA 0 A_CustomMissile ("BaronHeadPiece", 62, 0, random (0, 360), 2, random (0, 160))
		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 ("GreenGrowingBloodPool")
        TNT1 A 0 A_SpawnItem ("DeadBaronHalfDown", 1)
	    Stop
	
	
	XDeath:
	Death.ExplosiveImpact:
	    TNT1 A 0 A_XScream
		TNT1 A 0 A_SpawnItem ("ArmorShardFatalityBonus")
		TNT1 AAAA 0 A_CustomMissile ("Muchblood2Green", 15, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_NoBlocking
	    TNT1 A 0 A_CustomMissile ("BaronXDeath", 0, 0, random (0, 360), 2, random (0, 160))
	    Stop
	
	Death.Shotgun:
	Death.SSG:
	TNT1 A 0
	TNT1 A 0 A_JumpIfCloser(200, "Death.Minigun")
	Goto Death
	Death.Minigun:	
	    TNT1 A 0 A_Scream
		TNT1 A 0 
        TNT1 A 0 A_NoBlocking
		TNT1 AAAAAA 0 A_CustomMissile ("Xdeath1Green", 40, 0, random (0, 360), 2, random (0, 160))
		TNT1 AA 0 A_CustomMissile ("Xdeath2bGreen", 40, 0, random (0, 360), 2, random (0, 160))
		TNT1 AA 0 A_CustomMissile ("Xdeath3bGreen", 40, 0, random (0, 360), 2, random (0, 160))
        TNT1 AA 0 A_CustomMissile ("Muchblood2Green", 40, 0, random (0, 360), 2, random (0, 160))
		TNT1 AAAAA 0 A_CustomMissile ("GreenGuts", 32, 0, random (0, 360), 2, random (0, 160))
	    TNT1 A 0 A_CustomMissile ("XDeathHalfBOH", 24, 0, random (0, 360), 2, random (0, 160))
        TNT1 A 0 A_SpawnItem ("ArmorShardFatalityBonus")
		BBO2 AABCD 10
        TNT1 A 0 A_SpawnItem ("DeadBaronHalfDown", 1)
		TNT1 A 0 A_SpawnItem ("GreenGrowingBloodPool")
		Stop	
}}	


ACTOR BaronAttack: BaronBall
{
	Radius 24
	Height 16
	DamageType BHFT
	Projectile 
	+RANDOMIZE
	+FORCEXYBILLBOARD
    +THRUGHOST
	RenderStyle Add
	Alpha 0.6
    Damage 25
    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
	}
}



Actor BaronBoss1: BaronofHell2
{
Scale 1.3
Health 4000
Speed 12
PainChance "Head", 70
PainChance 10
MaxStepHeight 48
MaxDropOffHeight 48
+LOOKALLAROUND
Translation "16:47=22:47", "48:79=62:79"
Obituary "%o was brutalized by the Bruiser Brothers."
States
{
Spawn:
		BARO A 1
		TNT1 A 0 A_CheckSight("WAITING")
		TNT1 A 0 ACS_EXecuteAlways(1622)
		TNT1 A 0 ACS_EXecuteAlways(1623)
		TNT1 A 0 A_changeFlag("MISSILEMORE", 1)
		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")
		Goto Stand
		
	Waiting:
			BARO A 1
			Goto Spawn	

		}
}


Actor BaronBoss2: BaronBoss1
{
States
{
Spawn:
		TNT1 A 0
		BARO A 1
		TNT1 A 0 A_CheckSight("WAITING")
		TNT1 A 0 ACS_EXecuteAlways(1624)
		TNT1 A 0 A_changeFlag("MISSILEMORE", 1)
		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")
		Goto Stand
			
Waiting:
			BARO A 1
			Goto Spawn
			
		}
}