
actor HeadshotTargetBase
{
	
damagefactor "Taunt", 0.0 damagefactor "Blood", 0.0 damagefactor "BlueBlood", 0.0
damagefactor "Head", 0.0 damagefactor "MinorHead", 0.0 damagefactor "KillMe", 0.0
damagefactor "Control", 0.0 damagefactor "Trample", 0.0 damagefactor "GibRemoving", 0.0
damagefactor "Alert", 0.0 damagefactor "SSG", 1.5 damagefactor "ExplosiveImpact", 0.0
damagefactor "GibRemoving", 0.0 damagefactor "use", 0.0 damagefactor "SHOTGUN", 1.4
damagefactor "TeleportRemover", 0.0 damagefactor "Fire", 0.0 damagefactor "Stealth", 0.0
Health 2300
Radius 7
Height 18
Mass 999999
DamageType head
BloodType "Brutal_Blood", "SawBlood", "SawBlood"
PainChance 255
-COUNTKILL +NOTARGET
+NOGRAVITY +SHOOTABLE +NOTELEPORT +FORCERADIUSDMG -SOLID +NODAMAGETHRUST
+THRUGHOST +NORADIUSDMG +GHOST +SERVERSIDEONLY -COUNTKILL +NOTAUTOAIMED
States
{
Spawn:
XXXX A 3
XXXX A 1 A_NoBlocking
Stop

Pain.Explosive:
TNT1 A 3
Goto Pain

Pain.ExplosiveImpact:
TNT1 A 3
Goto Pain
Pain.Saw:
Pain.Cut:
TNT1 A 0
TNT1 A 0 A_ChangeFlag("SHOOTABLE", 0)
TNT1 A 0 A_ChangeFlag("THRUACTORS", 0)
Pain:
TNT1 A 0
TNT1 A 0 A_Stop
TNT1 A 1
TNT1 A 0 A_JumpIfHealthLower(1800, "Pain1200")
TNT1 A 0 A_JumpIfHealthLower(2000, "Pain600")
TNT1 A 0 A_JumpIfHealthLower(2025, "Pain550")
TNT1 A 0 A_JumpIfHealthLower(2050, "Pain500")
TNT1 A 0 A_JumpIfHealthLower(2075, "Pain450")
TNT1 A 0 A_JumpIfHealthLower(2100, "Pain400")
TNT1 A 0 A_JumpIfHealthLower(2125, "Pain350")
TNT1 A 0 A_JumpIfHealthLower(2151, "Pain300")
TNT1 A 0 A_JumpIfHealthLower(2176, "Pain250")
TNT1 A 0 A_JumpIfHealthLower(2184, "Pain234")//Shotgun
TNT1 A 0 A_JumpIfHealthLower(2201, "Pain200")
TNT1 A 0 A_JumpIfHealthLower(2226, "Pain150")
TNT1 A 0 A_JumpIfHealthLower(2251, "Pain100")
TNT1 A 0 A_JumpIfHealthLower(2276, "Pain50")// took 25 damage
TNT1 A 0 A_JumpIfHealthLower(2281, "Pain40")//took 20 damage
TNT1 A 0 A_JumpIfHealthLower(2285, "Pain32")//took 16 damage
TNT1 A 0 A_JumpIfHealthLower(2286, "Pain30")//took 15 damage
TNT1 A 0 A_JumpIfHealthLower(2287, "Pain28")//took 14 damage
TNT1 A 0 A_JumpIfHealthLower(2288, "Pain26")//took 13 damage
TNT1 A 0 A_JumpIfHealthLower(2290, "Pain22")//took 11 damage
TNT1 A 0 A_JumpIfHealthLower(2291, "Pain20")//took 10 damage
TNT1 A 0 A_JumpIfHealthLower(2296, "Pain10")//took 5 damage
XDT3 A 0 A_Explode(20,15, 0, 0, 15)//hs
PLAY A 0  A_NoBlocking
Stop

Pain10:
TNT1 A 0
XDT3 A 0 A_Explode(10,15, 0, 0, 15)//hs
TNT1 A 3
TNT1 A 0 A_NoBlocking
Stop


Pain20:
TNT1 A 0
XDT3 A 0 A_Explode(20,15, 0, 0, 15)//hs
TNT1 A 3
TNT1 A 0 A_NoBlocking
Stop

Pain22:
TNT1 A 0
XDT3 A 0 A_Explode(22,15, 0, 0, 15)//hs
TNT1 A 3
TNT1 A 0 A_NoBlocking
Stop


Pain26:
TNT1 A 0
XDT3 A 0 A_Explode(26,15, 0, 0, 15)//hs
TNT1 A 3
TNT1 A 0 A_NoBlocking
Stop

Pain28:
TNT1 A 0
XDT3 A 0 A_Explode(28,15, 0, 0, 15)//hs
TNT1 A 3
TNT1 A 0 A_NoBlocking
Stop


Pain30:
TNT1 A 0
XDT3 A 0 A_Explode(30,15, 0, 0, 15)//hs
TNT1 A 3
TNT1 A 0 A_NoBlocking
Stop

Pain32:
TNT1 A 0
XDT3 A 0 A_Explode(32,15, 0, 0, 15)//hs
TNT1 A 3
TNT1 A 0 A_NoBlocking
Stop

Pain40:
TNT1 A 0
XDT3 A 0 A_Explode(40,15, 0, 0, 15)//hs
TNT1 A 3
TNT1 A 0 A_NoBlocking
Stop

Pain50:
TNT1 A 0
XDT3 A 0 A_Explode(50,15, 0, 0, 15)//hs
TNT1 A 3
TNT1 A 0 A_NoBlocking
Stop

Pain100:
TNT1 A 0
XDT3 A 0 A_Explode(100,15, 0, 0, 15)//hs
TNT1 A 3
TNT1 A 0 A_NoBlocking
Stop

Pain150:
TNT1 A 0
XDT3 A 0 A_Explode(150,15, 0, 0, 15)//hs
TNT1 A 3
TNT1 A 0 A_NoBlocking
Stop

Pain200:
TNT1 A 0
XDT3 A 0 A_Explode(200,15, 0, 0, 15)//hs
TNT1 A 3
TNT1 A 0 A_NoBlocking
Stop

Pain234:
TNT1 A 0
XDT3 A 0 A_Explode(234,15, 0, 0, 15)//hs
TNT1 A 3
TNT1 A 0 A_NoBlocking
Stop

Pain250:
TNT1 A 0
XDT3 A 0 A_Explode(250,15, 0, 0, 15)//hs
TNT1 A 1 A_NoBlocking
Stop

Pain300:
TNT1 A 0
XDT3 A 0 A_Explode(300,15, 0, 0, 15)//hs
TNT1 A 3
TNT1 A 0 A_NoBlocking
Stop

Pain350:
TNT1 A 0
XDT3 A 0 A_Explode(350,15, 0, 0, 15)//hs
TNT1 A 3
TNT1 A 0 A_NoBlocking
Stop

Pain400:
TNT1 A 0
XDT3 A 0 A_Explode(400,15, 0, 0, 15)//hs
TNT1 A 3
TNT1 A 0 A_NoBlocking
Stop

Pain450:
TNT1 A 0
XDT3 A 0 A_Explode(450,15, 0, 0, 15)//hs
TNT1 A 3
TNT1 A 0 A_NoBlocking
Stop

Pain500:
TNT1 A 0
XDT3 A 0 A_Explode(500,15, 0, 0, 15)//hs
TNT1 A 3
TNT1 A 0 A_NoBlocking
Stop

Pain550:
TNT1 A 0
XDT3 A 0 A_Explode(550,15, 0, 0, 15)//hs
TNT1 A 3
TNT1 A 0 A_NoBlocking
Stop

Pain600:
TNT1 A 0
XDT3 A 0 A_Explode(600,15, 0, 0, 15)//hs
TNT1 A 3
TNT1 A 0 A_NoBlocking
Stop




Pain1200:
TNT1 A 0
XDT3 A 0 A_Explode(1200,15, 0, 0, 15)//hs
TNT1 A 1 A_NoBlocking
Stop

Death:
TNT1 A 0
XDT3 A 0 A_Explode(600,15, 0, 0, 15)//hs
TNT1 A 1 A_NoBlocking
Stop
 }
}



actor HeadshotTarget4: HeadshotTargetBase
{
States
 {
Spawn:
XXXX A 5
XXXX A 1 A_NoBlocking
Stop
 }
}

actor HeadshotTarget6: HeadshotTargetBase
{
States
 {
Spawn:
XXXX A 6
XXXX A 1 A_NoBlocking
Stop
 }
}

actor HeadshotTarget2: HeadshotTargetBase
{
States
 {
Spawn:
XXXX A 5
XXXX A 1 A_NoBlocking
Stop
 }
}

actor HeadshotTarget8: HeadshotTargetBase
{
States
 {
Spawn:
XXXX A 11
XXXX A 1 A_NoBlocking
Stop
 }
}

actor HeadshotTarget10: HeadshotTargetBase
{
States
 {
Spawn:
XXXX A 12
XXXX A 1 A_NoBlocking
Stop
 }
}

actor HeadshotTarget20: HeadshotTargetBase
{
Height 15
States
 {
Spawn:
XXXX A 20
XXXX A 1 A_NoBlocking
Stop
 }
}

actor HeadshotTarget23: HeadshotTargetBase
{
Height 15
States
 {
Spawn:
XXXX A 25
XXXX A 1 A_NoBlocking
Stop
 }
}

actor HeadshotTarget30: HeadshotTargetBase
{
Height 15
States
 {
Spawn:
XXXX A 33
XXXX A 1 A_NoBlocking
Stop
 }
}

actor HeadshotTarget60: HeadshotTargetBase
{
Height 15
States
 {
Spawn:
XXXX A 63
XXXX A 1 A_NoBlocking
Stop
 }
}




actor HeadshotTarget50: HeadshotTargetBase
{
Height 15
States
 {
Spawn:
XXXX A 53
XXXX A 1 A_NoBlocking
Stop
 }
}


actor HeadshotTarget100: HeadshotTargetBase
{
Height 15
States
 {
Spawn:
XXXX A 100
XXXX A 1 A_NoBlocking
Stop
 }
}



actor HeadshotTarget200: HeadshotTargetBase
{
Height 15
States
 {
Spawn:
XXXX A 200
XXXX A 1 A_NoBlocking
Stop
 }
}





actor MeatShield: HeadshotTargetBase
{
Speed 9
	+NOTARGET
damagefactor "Cut", 1.0 damagefactor "SSG", 1.0 damagefactor "Melee", 1.0 damagefactor "Minigun", 1.0 damagefactor "Plasma", 1.0
damagefactor "Blast", 1.0 damagefactor "Taunt", 1.0 damagefactor "Blood", 1.0 damagefactor "BlueBlood", 1.0 damagefactor "Head", 0.0
damagefactor "MinorHead", 0.0 damagefactor "KillMe", 0.0 damagefactor "Explosive", 1.0 damagefactor "DestroyShield", 0.0
Health 99999
Radius 24
Height 42
BloodType "Brutal_Blood"
Species "Marines"
PainChance 255
+NOGRAVITY
+SHOOTABLE
+NOTELEPORT
-SOLID
+NODAMAGETHRUST
-THRUGHOST
+NORADIUSDMG
-GHOST
States
{
Spawn:
XXXX A 0
XXXX A 5
Stop

Pain:
Pain.Minigun:
TNT1 A 0 A_PlaySound ("imp/pain")
TNT1 A 0 A_RadiusGive("MeatAmmo", 50, RGF_GIVESELF | RGF_PLAYERS | RGF_OBJECTS, 6)
XXXX A 2
Stop

Pain.Bullet:
TNT1 A 0 A_PlaySound ("imp/pain")
TNT1 A 1 A_NoBlocking
TNT1 A 0 A_RadiusGive("MeatAmmo", 50, RGF_GIVESELF | RGF_PLAYERS | RGF_OBJECTS, 6)
XXXX A 2
Stop

Pain.SSG:
Pain.Cut:
Pain.Flames:
Pain.Fire:
Pain.Burn:
Pain.Plasma:
Pain.Eat:
Pain.Blast:
Pain.Rip:
Pain.ImpFatalityMarine:
Pain.HKF:
Pain.Melee:
TNT1 A 0 A_PlaySound ("imp/pain")
TNT1 A 0 A_RadiusGive("MeatAmmo", 50, RGF_GIVESELF | RGF_PLAYERS | RGF_OBJECTS, 12)
TNT1 AAAAAAAAAAAAAA 1
XXXX A 2
Stop
 }
}














actor BaronHoldingBarrel
{
	+NOTARGET
damagefactor "Taunt", 0.0
damagefactor "Blood", 0.0
damagefactor "BlueBlood", 0.0
damagefactor "Head", 0.0
damagefactor "MinorHead", 0.0
damagefactor "KillMe", 0.0
damagefactor "Control", 0.0
damagefactor "Trample", 0.0
damagefactor "Melee", 0.3
damagefactor "Alert", 0.0
damagefactor "SSG", 10.0
//MONSTER
-COUNTKILL
+NOBLOOD
Health 25
Radius 32
Height 24
DamageType Extreme
PainChance 255
+NOGRAVITY
+SHOOTABLE
+NOTELEPORT
+FORCERADIUSDMG
-SOLID
+NODAMAGETHRUST
+THRUGHOST
+NORADIUSDMG
+GHOST
+SERVERSIDEONLY
-COUNTKILL
damagefactor "Trample", 0
States
{
Spawn:
XXXX A 32
XXXX A 1 A_NoBlocking
Stop

Death:
TNT1 A 0
TNT1 A 0 A_Explode(5000, 30)
	    TNT1 A 0 A_NoBlocking
	    TNT1 A 0 A_Fall
		TNT1 A 0 A_SpawnItemEx ("ExplosionSplashSpawner", 0, 0, -20)
		TNT1 A 0 A_SpawnItemEx ("DetectFloorCrater",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)
	    TNT1 A 0 A_SpawnItemEx ("DetectCeilCrater",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)
		TNT1 A 0 A_SpawnItemEx ("ExplosionFlareSpawner",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)
        TNT1 A 0 A_SpawnItemEx ("BarrelExplosion",0,0,30,0,0,0,0,SXF_NOCHECKPOSITION,0)
		TNT1 A 0 A_SpawnItemEx ("BarrelKaboom",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)
		TNT1 AAAAAAA 0 A_CustomMissile ("ExplosionFlames", 0, 0, random (0, 360), 2, random (0, 360))
        TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile ("ExplosionParticleHeavy", 0, 0, random (0, 360), 2, random (0, 180))
        TNT1 AAAAAA 0 A_CustomMissile ("ExplosionParticleHeavy", 0, 0, random (0, 360), 2, random (0, 180))
	    EXPL A 0 Radius_Quake (2, 24, 0, 15, 0)
		BEXP B 0 BRIGHT A_Scream
        
		TNT1 AA 0 A_CustomMissile ("MetalShard1", 5, 0, random (0, 360), 2, random (30, 160))
		TNT1 AA 0 A_CustomMissile ("MetalShard2", 5, 0, random (0, 360), 2, random (30, 160))
		TNT1 AA 0 A_CustomMissile ("MetalShard3", 5, 0, random (0, 360), 2, random (30, 160))
		TNT1 A 0 A_PlaySound("FAREXPL", 3)
		
		TNT1 A 0 A_SpawnItem("BarrelExplosionSmokeColumn")
		TNT1 AAAAA 8 A_CustomMissile ("ExplosionSmoke", 1, 0, random (0, 360), 2, random (50, 130))
		Stop

 }
}




// Headshot targets with green blood

actor HeadshotTarget4b: HeadshotTarget4
{
BloodType "Green_Blood", "GreenSawBlood", "GreenSawBlood"
BloodColor "DarkGreen"
Radius 12
Height 22
+DONTRIP
}

actor HeadshotTarget8b: HeadshotTarget8
{
BloodType "Green_Blood", "GreenSawBlood", "GreenSawBlood"
BloodColor "DarkGreen"
Radius 12
Height 22
+DONTRIP
}

actor HeadshotTarget6b: HeadshotTarget6
{
BloodType "Green_Blood", "GreenSawBlood", "GreenSawBlood"
BloodColor "DarkGreen"
Radius 12
Height 22
+DONTRIP
}

actor HeadshotTarget10b: HeadshotTarget10
{
BloodType "Green_Blood", "GreenSawBlood", "GreenSawBlood"
BloodColor "DarkGreen"
Radius 12
Height 22
+DONTRIP
}


actor HeadshotTarget20b: HeadshotTarget10
{
BloodType "Green_Blood", "GreenSawBlood", "GreenSawBlood"
BloodColor "DarkGreen"
Radius 12
Height 22
+DONTRIP
}

actor HellNobleCrotchHitbox: HeadshotTarget20
{
BloodType "Green_Blood", "GreenSawBlood", "GreenSawBlood"
BloodColor "DarkGreen"
Radius 2
Height 2
Damagetype "Leg"
+DONTRIP
}


actor MasterMindHitBox: HeadshotTarget8
{
Radius 32
Height 48
damagefactor "Explosive", 0.5
+DONTRIP
}

actor SuperMastermindHitbox: HeadshotTarget8
{
Radius 120
Height 120
damagefactor "Explosive", 0.5
+DONTRIP
}

actor CybersHitBox: HeadshotTarget8
{
Radius 24
Height 44
damagefactor "Explosive", 0.7
+DONTRIP
}



actor TankEngineWeakSpot: HeadshotTarget4
{
Radius 24
Height 44
+NOBLOOD
+THRUSPECIES
Species "EnemyTank"
DamageFactor "Fire", 0.0
+DONTRIP
DamageFactor "Flames", 0.0
}