Actor DemonRuneBaron : PowerupGiver
{
	Inventory.PickupMessage "Demon Rune!"
	Inventory.PickupSound "misc/p_pkup"
	Inventory.MaxAmount 0
	+COUNTITEM
	+INVENTORY.AUTOACTIVATE
	+INVENTORY.ALWAYSPICKUP
	+INVENTORY.BIGPOWERUP
	Powerup.Type TransformBaron
	Powerup.Duration -60
	States
	{
	Spawn:
		DMRU AABBCCDD 2 Bright A_SpawnItem("RedFlareMedium",0,20)
		loop
	}

}


Actor PowerTransformBaron : PowerMorph
{
	PowerMorph.PlayerClass "BaronPlayer"
}

Actor BaronPlayer : DoomPlayer
{
	Radius 16
	Height 56
	Health 1000
	Scale 1.15
	Player.ViewHeight 65
	Player.AttackZOffset 29
	Player.JumpZ 9
	Player.MorphWeapon "D4BaronHUD"
	PainSound "baron/pain"
	DeathSound "baron/death"
	damagefactor "Headkick", 0.0
	damagefactor "MonsterBullet", 0.5
	damagefactor "MonsterShotgunBullet", 0.6
	damagefactor "MonsterMinigun", 0.5
	damagefactor "HangingHook", 0.0
	damagefactor "Fatality", 5.0
	damagefactor "Bullet", 0.7 
	damagefactor "ExplosiveImpact", 0.5
	damagefactor "Shotgun", 0.95
	damagefactor "PussyGrab", 100.9 
	damagefactor "RevenantHitStomach", 0.0
	damagefactor "Blood", 0.5    damagefactor "BlueBlood", 0.5    damagefactor "GreenBlood", 0.5  damagefactor "Water", 0.0
	damagefactor "Shrapnel", 0.0 
	damagefactor "Head", 0.0	damagefactor "FriendBullet", 0.0    damagefactor "Taunt", 0.0    damagefactor "KillMe", 0.0
	damagefactor "CancelTeleportFog", 0.0	damagefactor "BHFTOnBarrel", 0.0	damagefactor "GibRemoving", 0.0
	damagefactor "SpawnMarine", 0.0	damagefactor "TeleportRemover", 0.0	damagefactor "MinorHead", 0.0
	damagefactor "Decaptate", 0.0	damagefactor "MonsterKnocked", 0.0
	DamageFactor "CauseSplash", 0.0 DamageFactor "CauseObjectsToSplashSlime", 0.0 DamageFactor "CauseObjectsToSplashNukage", 0.0
	DamageFactor "CauseObjectsToSplashBlood", 0.0 DamageFactor "CauseObjectsToSplashLava", 0.0 damagefactor "CauseWaterSplash", 0.0
	damagefactor "HelperMarineFatallity", 0.0	damagefactor "Leg", 0.0
	DamageFactor "KillMeBot", 0.0
	Player.ColorRange 112, 127
	Player.Face D4B
	+NOSKIN
	+PICKUP
	-DONTTRANSLATE
	+PLAYERPAWN.CROUCHABLEMORPH
	Species "Marines"
	Player.CrouchSprite "BOSS"
	Speed 0.6
	States
	{
	Spawn:
		BOSS B 5
		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")
		Loop
	See:
		BOSS A 4 A_SpawnItemEx("PlayerBaronTrample", 0, 0, 8, 0, 0, 0, 0, SXF_SETMASTER )
		BOSS B 4
		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")
		
		BOSS C 4 A_SpawnItemEx("PlayerBaronTrample", 0, 0, 8, 0, 0, 0, 0, SXF_SETMASTER )
		BOSS D 4
		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 Spawn
		
	Melee:
	Missile:
		BOSS EFG 4
		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 Spawn
	Pain:
		BOSS H  2
		BOSS H  2 A_Pain
		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 Spawn
	Death:
		TNT1 A 0
		TNT1 A 0 A_TakeInventory("D4BaronHUD")
		BOSS I  8
		BOSS J  8 A_Scream
		BOSS K  8
		BOSS L  8 A_NoBlocking
		BOSS MN 8
		BOSS O -1
		Stop
		
	CurbstompMarine:
		NULL A 0 SetPlayerProperty(0,1,0)
        TNT1 A 0 A_SetInvulnerable
		NULL A 0 ACS_namedExecuteAlways("BDStartCamera", 0, 0, 0, 0)
        KNTF A 10
		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 6 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 2 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 2 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 2 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)
		TNT1 A 0 A_GiveInventory("Health", 100)
		MARN A 0 ACS_namedExecuteAlways("BDStopCamera", 0, 0, 0, 0)
		NULL A 0 SetPlayerProperty(0,0,0)
		Goto Spawn


   FatalityZombieman:
		NULL A 0 SetPlayerProperty(0,1,0)
        TNT1 A 0 A_SetInvulnerable
		NULL A 0 ACS_namedExecuteAlways("BDStartCamera", 0, 0, 0, 0)
        3HF1 A 10
	    TNT1 A 0 A_PlaySound("grunt/death")
	    3HF1 BC 4
		TNT1 AA 0 A_CustomMissile ("XDeath1", 55, 0, random (0, 360), 2, random (0, 160))
		3HF1 BCBC 4 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 5
		3HF1 E 3
		TNT1 A 0 A_CustomMissile ("XDeathZombieManHead", 65, 0, random (0, 360), 2, random (70, 120))
		3HF1 F 10
		
		TNT1 A 0 A_GiveInventory("Health", 50)
		TNT1 A 0 A_GiveInventory("HasZombiemanChunk", 1)
        TNT1 A 0 A_TakeInventory("ZombieManFatality",1)
        TNT1 A 0 A_UnSetInvulnerable
		MARN A 0 ACS_namedExecuteAlways("BDStopCamera", 0, 0, 0, 0)
		NULL A 0 SetPlayerProperty(0,0,0)
		Goto SPawn
		
	FatalitySergeant:
		NULL A 0 SetPlayerProperty(0,1,0)
        TNT1 A 0 A_SetInvulnerable
		NULL A 0 ACS_namedExecuteAlways("BDStartCamera", 0, 0, 0, 0)
		3HF1 I 10
		TNT1 A 0 A_PlaySound("grunt/death")
		3HF1 I 5
	   
	   TNT1 AAAA 0 A_CustomMissile ("Guts2", 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 5
		 
        TNT1 A 0 A_TakeInventory("SergeantFatality",1)
		TNT1 A 0 A_GiveInventory("Health", 50)
		TNT1 A 0 A_GiveInventory("HasSergeantChunk", 1)
        TNT1 A 0 A_UnSetInvulnerable
		MARN A 0 ACS_namedExecuteAlways("BDStopCamera", 0, 0, 0, 0)
		NULL A 0 SetPlayerProperty(0,0,0)
        Goto Spawn


      FatalityDemon:
		NULL A 0 SetPlayerProperty(0,1,0)
        TNT1 A 0 A_SetInvulnerable
		NULL A 0 ACS_namedExecuteAlways("BDStartCamera", 0, 0, 0, 0)
		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 5 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_GiveInventory("Health", 50)
        TNT1 A 0 A_UnSetInvulnerable
		MARN A 0 ACS_namedExecuteAlways("BDStopCamera", 0, 0, 0, 0)
		NULL A 0 SetPlayerProperty(0,0,0)
        Goto Spawn
		
		
	FatalityImp:
		NULL A 0 SetPlayerProperty(0,1,0)
		TNT1 A 0 A_SetInvulnerable
		TNT1 A 0 A_PlaySound("demon/pain")
		NULL A 0 ACS_namedExecuteAlways("BDStartCamera", 0, 0, 0, 0)
        3HF2 ABABAB 3
	   
	    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 ("Guts2", 42, 0, random (0, 360), 2, random (0, 160))
	    3HF2 CDE 3
	   
	    3HF2 FFF 8
	    3HF2 GGHHIJ 1
	    TNT1 A 0 A_SpawnItem("DeadImp_BaronFatality")
        TNT1 A 0 A_TakeInventory("ImpFatality3",1)
		TNT1 A 0 A_GiveInventory("Health", 50)
		MARN A 0 ACS_namedExecuteAlways("BDStopCamera", 0, 0, 0, 0)
		TNT1 A 0 A_UnSetInvulnerable
		NULL A 0 SetPlayerProperty(0,0,0)
        Goto Spawn	
		}
}



ACTOR D4BaronHUD : DoomWeapon
{
	Weapon.AmmoUse1 0
	Weapon.AmmoGive1 0
	Weapon.AmmoUse2 0
	Weapon.AmmoGive2 0
	+WEAPON.NOAUTOFIRE
	+WEAPON.NOAUTOAIM
	+WEAPON.CHEATNOTWEAPON
	+WEAPON.NOAUTOAIM
	
	Tag "$TAG_SHOTGUN"
	States
	{
	Ready:
		TNT1 A 0
		TNT1 A 0 A_JumpIfInventory("Curbstomp_Marine", 1, "Steady")
		TNT1 A 0 A_JumpIfInventory("ZombiemanFatality", 1, "Steady")
		TNT1 A 0 A_JumpIfInventory("SergeantFatality", 1, "Steady")
		TNT1 A 0 A_JumpIfInventory("ImpFatality3", 1, "Steady")
		TNT1 A 0 A_JumpIfInventory("DemonFatality", 1, "Steady")
		TNT1 A 0 A_JumpIfInventory("HasExplosiveBarrel", 1, "ReadyBarrel")
		TNT1 A 0 A_JumpIfInventory("HasZombiemanChunk", 1, "ReadyZombieman")
		TNT1 A 0 A_JumpIfInventory("HasSergeantChunk", 1, "ReadySergeant")
		TNT1 A 0 A_JumpIfInventory("CeaseMorph", 1, "CeaseMorph")
		HBRG A 1 A_WeaponReady
		Loop
	
	ReadyBarrel:
		HBRC B 1 A_WeaponReady
		TNT1 A 0 A_JumpIfInventory("CeaseMorph", 1, "CeaseMorph")
		Loop
		
	ReadyZombieman:
		HBRS D 1 A_WeaponReady
		TNT1 A 0 A_JumpIfInventory("CeaseMorph", 1, "CeaseMorph")
		TNT1 A 0 A_FireCustomMissile("D4HoldingZombieman", 0,0,16,-4,0,0)
		Loop	
		
	ReadySergeant:
		HBRS D 1 A_WeaponReady
		TNT1 A 0 A_JumpIfInventory("CeaseMorph", 1, "CeaseMorph")
		TNT1 A 0 A_FireCustomMissile("D4HoldingSergeant", 0,0,16,-4,0,0)
		Loop		
		
	Steady:	
		TNT1 A 0
		TNT1 A 1
		TNT1 A 0 A_JumpIfInventory("CeaseMorph", 1, "CeaseMorph")
		Goto Ready
		
	
	Deselect:
		HBRS CBA 1
		HBRG AAAAAAAAAAAA 0 A_Lower
		TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_Lower
		Loop
	Select:
		TNT1 A 1 A_Raise
		HBRG AAAAAAAAA 0 A_Raise
		Select2:
		TNT1 A 0 A_PlaySound("baron/sight")
		HBRS ABC 1
		Goto Ready
		
	Fire:
		TNT1 A 0
		TNT1 A 0 A_JumpIfInventory("HasExplosiveBarrel", 1, "MissileBarrel")
		TNT1 A 0 A_JumpIfInventory("HasZombiemanChunk", 1, "FireZombieman")
		TNT1 A 0 A_JumpIfInventory("HasSergeantChunk", 1, "FireSergeant")
	    TNT1 A 0 A_JumpIfCloser(200, "MeleeAttack")
		HBRF ABCD 1 A_JumpIfInventory("CeaseMorph", 1, "CeaseMorph")
		TNT1 A 0 A_FireCustomMissile("GreenPlasmaBallPlayerTransformed", 0,0,4,-4,0,0)
		HBRF EFGHI 1 BRIGHT A_JumpIfInventory("CeaseMorph", 1, "CeaseMorph")
		HBRF JKLMDCBA 1 A_JumpIfInventory("CeaseMorph", 1, "CeaseMorph")
		Goto Ready
		
	FireZombieman:
		TNT1 A 0
		HBRM ABC 1 A_JumpIfInventory("CeaseMorph", 1, "CeaseMorph")
        TNT1 A 0 A_PlaySound("weapons/gswing")
		HBRM EF 1 A_JumpIfInventory("CeaseMorph", 1, "CeaseMorph")
		
		RIFF A 0 A_FireCustomMissile("ThrowedZombieMan2B", 0, 0, 4, -4)
		HBRM GH 1 A_JumpIfInventory("CeaseMorph", 1, "CeaseMorph")
		TNT1 A 4 A_JumpIfInventory("CeaseMorph", 1, "CeaseMorph")
		TNT1 A 0 A_TakeInventory("HasZombiemanChunk", 1)
		HBRF CDBA 1
		Goto Ready
	
	FireSergeant:
		TNT1 A 0
		HBRM ABC 1 A_JumpIfInventory("CeaseMorph", 1, "CeaseMorph")
        TNT1 A 0 A_PlaySound("weapons/gswing")
		HBRM EF 1 A_JumpIfInventory("CeaseMorph", 1, "CeaseMorph")
		
		RIFF A 0 A_FireCustomMissile("ThrowedSergeantPieceB", 0, 0, 4, -4)
		HBRM GH 1 A_JumpIfInventory("CeaseMorph", 1, "CeaseMorph")
		TNT1 A 4 A_JumpIfInventory("CeaseMorph", 1, "CeaseMorph")
		TNT1 A 0 A_TakeInventory("HasSergeantChunk", 1)
		HBRF CDBA 1
		Goto Ready
		
	MeleeAttack:
		TNT1 A 0
		TNT1 A 1 A_JumpIfInventory("CeaseMorph", 1, "CeaseMorph")
		TNT1 A 0 A_Recoil(-6)
		TNT1 A 0 A_Jump(128, "Melee2")
		
		
		HBRM ABC 1 A_JumpIfInventory("CeaseMorph", 1, "CeaseMorph")
        TNT1 A 0 A_PlaySound("weapons/gswing")
		HBRM EF 1 A_JumpIfInventory("CeaseMorph", 1, "CeaseMorph")
		
		TNT1 A 0 A_GiveInventory("HeavyStrikeLeft", 1)
		RIFF AAAA 0 A_FireCustomMissile("SuperKickAttack", 0, 0, 0, -24)
		HBRM GH 1 A_JumpIfInventory("CeaseMorph", 1, "CeaseMorph")
		TNT1 A 4 A_JumpIfInventory("CeaseMorph", 1, "CeaseMorph")
		TNT1 A 0 A_TakeInventory("HeavyStrikeLeft", 1)
		HBRF CDBA 1 A_JumpIfInventory("CeaseMorph", 1, "CeaseMorph")
		Goto Ready
	
	Melee2:
		TNT1 A 0
		TNT1 A 1
		TNT1 A 0 A_Recoil(-6)
		
		
		HBRN ABC 1 A_JumpIfInventory("CeaseMorph", 1, "CeaseMorph")
        TNT1 A 0 A_PlaySound("weapons/gswing")
		HBRN EF 1 A_JumpIfInventory("CeaseMorph", 1, "CeaseMorph")
		
		TNT1 A 0 A_GiveInventory("HeavyStrikeRight", 1)
		RIFF AAAA 0 A_FireCustomMissile("SuperKickAttack", 0, 0, 0, -24)
		HBRN GH 1 A_JumpIfInventory("CeaseMorph", 1, "CeaseMorph")
		TNT1 A 4 A_JumpIfInventory("CeaseMorph", 1, "CeaseMorph")
		TNT1 A 0 A_TakeInventory("HeavyStrikeRight", 1)
		HBRF CDBA 1
		Goto Ready
		
	MissileBarrel:
		HBRM ABC 1 A_JumpIfInventory("CeaseMorph", 1, "CeaseMorph")
        TNT1 A 0 A_PlaySound("weapons/gswing")
		HBRM EF 1 A_JumpIfInventory("CeaseMorph", 1, "CeaseMorph")
		TNT1 A 0 A_FireCustomMissile("ThrowedBarrel", 0,0,4,-4,0,0)
		TNT1 A 0 A_TakeInventory("HasExplosiveBarrel", 1)
		HBRM GH 1 A_JumpIfInventory("CeaseMorph", 1, "CeaseMorph")
		TNT1 A 4 A_JumpIfInventory("CeaseMorph", 1, "CeaseMorph")
		HBRM CDBA 1 A_JumpIfInventory("CeaseMorph", 1, "CeaseMorph")
		Goto Ready 
	
	AltFire:
		TNT1 A 0
		TNT1 A 0 A_JumpIfInventory("HasExplosiveBarrel", 1, "MissileBarrel")
		TNT1 A 0 A_JumpIfInventory("HasZombiemanChunk", 1, "FireZombieman")
		TNT1 A 0 A_JumpIfInventory("HasSergeantChunk", 1, "FireSergeant")
		HBRF ABCD 1 A_JumpIfInventory("CeaseMorph", 1, "CeaseMorph")
		TNT1 A 0 A_JumpIfInventory("HasExplosiveBarrel", 1, "ReadyBarrel")
		TNT1 A 0 A_Recoil(-3)
		
		
		HBRN ABC 1 A_JumpIfInventory("CeaseMorph", 1, "CeaseMorph")
        TNT1 A 0 A_PlaySound("weapons/gswing")
		TNT1 A 0 A_FireCustomMissile("BaronAttackOnBarrel", 0, 0, 0, -16)
		HBRN EF 1 A_JumpIfInventory("CeaseMorph", 1, "CeaseMorph")
		
		TNT1 A 0 A_GiveInventory("HeavyStrikeRight", 1)
		TNT1 A 0 A_FireCustomMissile("BaronAttackOnBarrel", 0, 0, 0, -16)
		RIFF AA 0 A_FireCustomMissile("BaronAttack", 0, 0, 0, -24)
		HBRN GH 1 A_JumpIfInventory("CeaseMorph", 1, "CeaseMorph")
		TNT1 A 4 A_JumpIfInventory("CeaseMorph", 1, "CeaseMorph")
		TNT1 A 0 A_TakeInventory("HeavyStrikeRight", 1)
		TNT1 A 0 A_JumpIfInventory("HasExplosiveBarrel", 1, "ReadyBarrel")
		HBRF CDBA 1 A_JumpIfInventory("CeaseMorph", 1, "CeaseMorph")
		Goto Ready
		
	Spawn:
		SHOT A -1
		Stop
		
	CeaseMorph:
		TNT1 A 0
		TNT1 A 0 A_TakeInventory("CeaseMorph", 1)
		TNT1 A 0 ACS_NamedExecuteAlways("BDForceUnmorph")
		TNT1 A 1
		Goto Ready
	}
}



ACTOR GreenPlasmaBallPlayerTransformed: GreenPlasmaBall
{
	Radius 10
	Height 16
	Speed 25
	FastSpeed 25
    -THRUGHOST
    Damage (random(105,125))
	Species "MArines"
}


ACTOR ThrowedZombieMan2B: ThrowedZombieMan2
{
    -NOGRAVITY
	Damage 20
	Speed 30
}


ACTOR ThrowedSergeantPieceB: ThrowedZombieMan2B
{
	Damage 20
	Speed 30
	Radius 6
	Height 6
	+MISSILE
	Species "Marines"
	States
	{
	Spawn:
        SP2X HIJK 5
		Loop
		
    Death:
	    TNT1 A 0 A_SpawnItem("MeatDeath")
		TNT1 A 0 A_CustomMissile ("XDeathSergeantHeadOnXDeath", 2, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("XDeathArm1", 2, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 5
		Stop
	}
}


actor D4HoldingZOmbieman
{
    Scale 1.0
	PROJECTILE
	+MISSILE
    +CLIENTSIDEONLY
	Speed 8
    States
    {
    Spawn:
	Death:
		TNT1 A 0
		TNT1 A 0
		TNT1 A 0 A_Stop
		TNT1 A 0 A_SpawnItem("D4ZombiemanBeingHold", 20, -20)
        TNT1 A 2
        stop
    }
}


actor D4ZombiemanBeingHold
{
    +CLIENTSIDEONLY
	+NOBLOCKMAP
	+FORCEXYBILLBOARD
    States
    {
    Spawn:
	Death:
		TNT1 A 0
        D4BH A 1
        stop
    }
}



actor D4HoldingSergeant
{
    Scale 1.0
	PROJECTILE
	+MISSILE
    +CLIENTSIDEONLY
	Speed 8
    States
    {
    Spawn:
	Death:
		TNT1 A 0
		TNT1 A 0
		TNT1 A 0 A_Stop
		TNT1 A 0 A_SpawnItem("D4SergeantBeingHold", 20, 5)
        TNT1 A 2
        stop
    }
}


actor D4SergeantBeingHold
{
    +CLIENTSIDEONLY
	+NOBLOCKMAP
	+FORCEXYBILLBOARD
    States
    {
    Spawn:
	Death:
		TNT1 A 0
        SP2X H 1
        stop
    }
}
