ACTOR BaronofHell2 : BaronofHell Replaces BaronofHell
{
    Scale 1.1
	Game Doom
    GibHealth 25
	Health 1200
	+QUICKTORETALIATE
	PainSound "PSXDPN"

	Damagefactor "Avoid", 0.0	Damagefactor "BHFTOnBarrel", 0.0	Damagefactor "Blood", 0.0
	Damagefactor "CancelTeleportFog", 0.0	Damagefactor "CauseWaterSplash", 0.0	DamageFactor "Crush", 10.0
	Damagefactor "GibRemoving", 0.0	Damagefactor "HangingHook", 0.0
	Damagefactor "Head", 1.0	Damagefactor "PussyGrab", 0.0	Damagefactor "Repair", 0.0
	Damagefactor "RevenantHitStomach", 0.0	Damagefactor "SpawnMarine", 0.0	Damagefactor "Stealth", 0.0
	Damagefactor "TeleportRemover", 0.0	Damagefactor "Use", 0.0	Damagefactor "ExtremePunches", 2.5
	Damagefactor "Fatality", 2.5	Damagefactor "HeadKick", 0.5	Damagefactor "HelperMarineFatallity", 2.5
	Damagefactor "Kick", 0.5	Damagefactor "Slide", 0.5
	Damagefactor "Melee", 0.5	Damagefactor "MonsterKnocked", 0.5	Damagefactor "Stomp", 0.5
	Damagefactor "Trample", 0.5	Damagefactor "Slide", 0.5	DamageFactor "SSG", 2.5
	Damagefactor "Burn", 0.5	Damagefactor "Fire", 0.5	Damagefactor "Flames", 0.5
	Damagefactor "GreenFire", 0.5	Damagefactor "HumanBBQ", 0.5	DamageFactor "TankWeakSpot", 0.0

	PainChance "Head", 255	PainChance "Taunt", 255	PainChance "Extremepunches", 16
	PainChance "Fatality", 16	PainChance "HelperMarineFatallity", 16	PainChance "Kick", 255
	PainChance "LowKick", 16	PainChance "Melee", 16	PainChance "MonsterKnocked", 16
	PainChance "Slide", 16	PainChance "Trample", 16
	PainChance "Burn", 16	PainChance "Fire", 16	PainChance "Flames", 16
	PainChance "GreenFire", 16	PainChance "HumanBBQ", 16
	PainChance "CallingTheBaronAFaggot", 255

    BloodType "Green_Blood", "GreenSawBlood", "GreenSawBlood"
	BloodColor "DarkGreen"
	Obituary "%o was brutalized by a Baron of Hell."
	MaxStepHeight 24
	MaxDropOffHeight 32
	DeathHeight 0
	Radius 24
	Height 60
	BurnHeight 0
	Speed 6
	PainChance 25
	Tag "Baron of Hell"
	DropItem "BaronRune", 16
	Species "Bruiser"
	States
	{
    Spawn:
		BARO B 0
		TNT1 A 0 A_GiveInventory("TargetIsABaronOfHell")
		TNT1 A 0 ACS_NamedExecuteAlways("BDCHeckClassicMonsters", 0, 0, 0, 0)//Check if Vanilla Mode is activated
		TNT1 A 0 ACS_NamedExecuteAlways("BDCheckStuff")//Check if new monsters are disabled
		BARO B 2
		TNT1 A 0 A_JumpIfInventory("nonewenemies", 1, "Stand")
		TNT1 A 0 A_RadiusGive("SlaughterToken", 128, RGF_GIVESELF | RGF_MONSTERS |RGF_CUBE | RGF_NOSIGHT, 1)
		BARO B 2
		TNT1 A 0 A_JumpIfInventory("SlaughterToken",15,"ReplaceVanilla")
		TNT1 A 0 A_JumpIf(x == 304, "ReplaceForBoss1")
		TNT1 A 0 A_JumpIf(x == 528, "ReplaceForBoss2")
		TNT1 A 0 A_Jump(4, "ReplaceBelphegor")
		Goto Stand

	ReplaceVanilla:
		TNT1 A 0 A_ChangeFlag("COUNTKILL", 0)
		TNT1 A 2 A_ChangeFlag("NOINTERACTION", 1)
		TNT1 A 0 A_SpawnItemEx ("VanillaBaronOfHell",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION | SXF_TRANSFERAMBUSHFLAG,0,tid)
		TNT1 A 2 ACS_NamedExecuteAlways("Tag666VBaron", 0, 0, 0, 0)
		TNT1 A -1
		Stop

	ReplaceForBoss1:
		TNT1 A 0
		TNT1 A 0 A_JumpIf(y == 2864, 1)
		Goto Stand
		TNT1 A 0 A_ChangeFlag("COUNTKILL", 0)
		TNT1 A 2 A_ChangeFlag("NOINTERACTION", 1)
		TNT1 A 0 A_SpawnItemEx ("BaronBoss1",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION | SXF_TRANSFERAMBUSHFLAG,0,tid)//Has script to lower tag666 in the monster
		TNT1 A -1
		Stop

	ReplaceForBoss2:
		TNT1 A 0
		TNT1 A 0 A_JumpIf(y == 2864, 1)
		Goto Stand
		TNT1 A 0 A_ChangeFlag("COUNTKILL", 0)
		TNT1 A 2 A_ChangeFlag("NOINTERACTION", 1)
		TNT1 A 0 A_SpawnItemEx ("BaronBoss2",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION | SXF_TRANSFERAMBUSHFLAG,0,tid)//Has script to lower tag666 in the monster
		TNT1 A -1
		Stop

	ReplaceBelphegor:
		TNT1 A 0 A_JumpIf((CeilingZ - FloorZ) < 93,"Stand")
		TNT1 A 0 A_ChangeFlag("COUNTKILL", 0)
		TNT1 A 2 A_ChangeFlag("NOINTERACTION", 1)
		TNT1 A 0 A_SpawnItemEx ("Belphegor",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION | SXF_TRANSFERAMBUSHFLAG,0,tid)
		TNT1 A 2 ACS_NamedExecuteAlways("Tag666Belphegor", 0, 0, 0, 0)
		TNT1 A -1
		Stop

	Special666:
		TNT1 A 0
		TNT1 A 2 A_Die("Vanish")
	Death.Vanish:
		TNT1 A 35
		TNT1 A -1 A_BossDeath
		Stop

	Idle:
	Stand:
		TNT1 A 0
		BTS3 A 0 A_SpawnItem("HeadshotTarget20b", 0, 58)
		BARO BB 10 A_Look
		Loop

	See:
		BARO A 0
		TNT1 A 0 A_JumpIfInventory("HasExplosiveBarrel", 1, "MissileBarrel")
	    TNT1 A 0 A_SpawnItem("HeadshotTarget4b", 0, 58)
		BARO A 1
        BTS3 ABC 1
		TNT1 A 0
		TNT1 A 0 A_SpawnItem("HeadshotTarget6b", 0, 58)
		BTS3 D 4
		BTS3 CBA 1
		Goto SeeContinue

	SeeContinue:
		TNT1 A 0
		TNT1 A 0 A_SpawnItem("HeadshotTarget6b", 0, 58)
		BARO AAA 2 A_Chase

		TNT1 A 0 A_SpawnItem("HeadshotTarget6b", 0, 58)
		BARO BBB 2 A_Chase

		TNT1 A 0 A_SpawnItem("HeadshotTarget6b", 0, 58)
		BARO CCC 2 A_Chase

		TNT1 A 0 A_SpawnItem("HeadshotTarget6b", 0, 58)
		BARO DDD 2 A_Chase

		TNT1 A 0 A_JumpIfInTargetInventory("TargetIsACyberdemon", 1, "CheckRetreat")
		TNT1 A 0 A_JumpIfInTargetInventory("TargetIsAMastermind", 1, "CheckRetreat")
		Loop

	SeeNeverSeen:
		TNT1 A 0
		BARO AA 2 A_Chase
		TNT1 A 0 A_SpawnItem("HeadshotTarget4b", 0, 58)
		BARO BB 2 A_Chase
		TNT1 A 0 A_SpawnItem("HeadshotTarget4b", 0, 58)
		BARO CC 2 A_Chase

		TNT1 A 0 A_SpawnItem("HeadshotTarget4b", 0, 58)
		BARO DD 2 A_Chase
		TNT1 A 0 A_SpawnItem("HeadshotTarget4b", 0, 58)
		BARO AA 2 A_Chase
		TNT1 A 0 A_SpawnItem("HeadshotTarget4b", 0, 58)
		BARO BB 2 A_Chase
		TNT1 A 0 A_SpawnItem("HeadshotTarget4b", 0, 58)
		BARO CC 2 A_Chase
		TNT1 A 0 A_SpawnItem("HeadshotTarget4b", 0, 58)
		BARO DD 2 A_Chase

		TNT1 A 0 A_JumpIfInTargetInventory("TargetIsACyberdemon", 1, "CheckRetreat")
		TNT1 A 0 A_JumpIfInTargetInventory("TargetIsAMastermind", 1, "CheckRetreat")
		Loop

	RAGE:
        TNT1 A 0
        BTS3 ABC 2  A_SpawnItem("HeadshotTarget4b", 0, 58)
		BTS3 DEDF 3  A_SpawnItem("HeadshotTarget4b", 0, 58)
		BTS3 DEDF 3  A_SpawnItem("HeadshotTarget4b", 0, 58)
		BTS3 CBA 2  A_SpawnItem("HeadshotTarget4b", 0, 58)
		TNT1 A 0 HealThing(200)
		TNT1 A 0 A_Jump(96, "SpecialAttack")
		Goto SeeContinue

	Melee:
	    TNT1 A 0
	    TNT1 A 0 A_JumpIfInTargetInventory("TargetIsACyberdemon", 1, "CheckRetreat")
		TNT1 A 0 A_JumpIfInTargetInventory("TargetIsAMastermind", 1, "CheckRetreat")
		TNT1 A 0 A_CustomMissile("BaronAttackOnBarrel")
		TNT1 A 0 A_SpawnItem("HeadshotTarget4b", 0, 58)
		BARO E 1
		TNT1 A 0 A_JumpIfInventory("HasExplosiveBarrel", 1, "MissileBarrel")
		TNT1 A 0 A_SpawnItem("HeadshotTarget6b", 0, 58)
        BARO E 6
        TNT1 A 0 A_PlaySound("weapons/gswing")
		TNT1 A 0 A_SpawnItem("HeadshotTarget6b", 0, 58)
		BARO F 6 A_FaceTarget
		TNT1 A 0 A_SpawnItem("HeadshotTarget6b", 0, 58)
		BARO G 6 A_CustomMissile("BaronAttack",32,0,0,0)
		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("ImpFatality", 1, "FatalityImp")
		TNT1 A 0 A_JumpIfInventory("HasExplosiveBarrel", 1, "MissileBarrel")
		Goto SeeContinue

    Missile:
		BARO A 1
		TNT1 A 0 A_JumpIfInTargetInventory("TargetIsACyberdemon", 1, "CheckRetreat")
		TNT1 A 0 A_JumpIfInTargetInventory("TargetIsAMastermind", 1, "CheckRetreat")
		TNT1 A 0 A_JumpIfInTargetInventory("TargetIsAnExplosiveBarrel", 1, "SeeContinue")
		TNT1 A 0 A_TakeInventory("StopKickingMyBallsMotherFucker", 1)
		TNT1 A 0 A_SpawnItem("HeadshotTarget4b", 0, 58)
		BARO E 3 A_FaceTarget

		TNT1 A 0 A_Jump (64, "SpecialAttack")
		TNT1 A 0 A_SpawnItem("HeadshotTarget4b", 0, 58)
		BARO E 2 A_FaceTarget
		TNT1 A 0 A_CustomMissile ("SmallGreenFlameTrails", 66, 40, random (0, 360), 2, random (70, 110))
		TNT1 A 0 A_CustomMissile ("BallGettingReadyGreen", 67, 40, random (0, 140), 2, random (0, 160))
		TNT1 A 0 A_SpawnItem("HeadshotTarget4b", 0, 58)
		BARO E 2 A_FaceTarget
		TNT1 A 0 A_SpawnItem("HeadshotTarget4b", 0, 58)
		TNT1 A 0 A_CustomMissile ("SmallGreenFlameTrails", 66, 40, random (0, 360), 2, random (70, 110))
		TNT1 A 0 A_CustomMissile ("BallGettingReadyGreen", 67, 40, random (0, 140), 2, random (0, 160))
		TNT1 A 0 A_SpawnItem("HeadshotTarget4b", 0, 58)
		BARO E 2 A_FaceTarget
		TNT1 A 0 A_CustomMissile ("SmallGreenFlameTrails", 66, 40, random (0, 360), 2, random (70, 110))
		TNT1 A 0 A_CustomMissile ("BallGettingReadyGreen", 67, 40, random (0, 140), 2, random (0, 160))
		TNT1 A 0 A_SpawnItem("HeadshotTarget4b", 0, 58)
		BARO E 2 A_FaceTarget
		TNT1 A 0 A_SpawnItem("HeadshotTarget4b", 0, 58)
		TNT1 A 0 A_CustomMissile ("SmallGreenFlameTrails", 66, 40, random (0, 360), 2, random (70, 110))
		TNT1 A 0 A_CustomMissile ("BallGettingReadyGreen", 67, 40, random (0, 140), 2, random (0, 160))
		TNT1 A 0 A_SpawnItem("HeadshotTarget4b", 0, 58)
		BARO E 2 A_FaceTarget

		TNT1 A 0 A_SpawnItem("HeadshotTarget4b", 0, 58)
		BARO F 3 A_FaceTarget
		TNT1 A 0 A_SpawnItem("HeadshotTarget8b", 0, 58)
		BARO G 8 A_CustomMissile("GreenPlasmaBall", 36, 0, 0, 1)
		TNT1 A 0 A_CustomMissile("Alerter", 36)
		TNT1 A 0 A_TakeInventory("ComingToGetTheBarrel", 1)
		Goto SeeContinue

    SpecialAttack:
	    TNT1 A 0 A_SpawnItem("HeadshotTarget4b", 0, 58)

		BARO R 3 A_FaceTarget
	    TNT1 A 0 A_SpawnItem("HeadshotTarget6b", 0, 58)
		BARO Q 6 A_FaceTarget
		TNT1 A 0 A_SpawnItem("HeadshotTarget4b", 0, 58)

		BARO P 2 A_FaceTarget
		TNT1 A 0 A_CustomMissile ("SmallGreenFlameTrails", 66, 40, random (0, 360), 2, random (70, 110))
		TNT1 A 0 A_CustomMissile ("BallGettingReadyGreen", 67, 40, random (0, 140), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("SmallGreenFlameTrails", 66, -40, random (0, 360), 2, random (70, 110))
		TNT1 A 0 A_CustomMissile ("BallGettingReadyGreen", 67, -40, random (0, 140), 2, random (0, 160))
		TNT1 A 0 A_SpawnItem("HeadshotTarget4b", 0, 58)
		BARO P 2 A_FaceTarget
		TNT1 A 0 A_CustomMissile ("SmallGreenFlameTrails", 66, 40, random (0, 360), 2, random (70, 110))
		TNT1 A 0 A_CustomMissile ("BallGettingReadyGreen", 67, 40, random (0, 140), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("SmallGreenFlameTrails", 66, -40, random (0, 360), 2, random (70, 110))
		TNT1 A 0 A_CustomMissile ("BallGettingReadyGreen", 67, -40, random (0, 140), 2, random (0, 160))
		TNT1 A 0 A_SpawnItem("HeadshotTarget4b", 0, 58)
		BARO P 2 A_FaceTarget
		TNT1 A 0 A_CustomMissile ("SmallGreenFlameTrails", 66, 40, random (0, 360), 2, random (70, 110))
		TNT1 A 0 A_CustomMissile ("BallGettingReadyGreen", 67, 40, random (0, 140), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("SmallGreenFlameTrails", 66, -40, random (0, 360), 2, random (70, 110))
		TNT1 A 0 A_CustomMissile ("BallGettingReadyGreen", 67, -40, random (0, 140), 2, random (0, 160))
		TNT1 A 0 A_SpawnItem("HeadshotTarget4b", 0, 58)
		BARO P 2 A_FaceTarget
		TNT1 A 0 A_CustomMissile ("SmallGreenFlameTrails", 66, 40, random (0, 360), 2, random (70, 110))
		TNT1 A 0 A_CustomMissile ("BallGettingReadyGreen", 67, 40, random (0, 140), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("SmallGreenFlameTrails", 66, -40, random (0, 360), 2, random (70, 110))
		TNT1 A 0 A_CustomMissile ("BallGettingReadyGreen", 67, -40, random (0, 140), 2, random (0, 160))
		TNT1 A 0 A_SpawnItem("HeadshotTarget4b", 0, 58)
		BARO P 2 A_FaceTarget

		TNT1 A 0 A_SpawnItem("HeadshotTarget4b", 0, 58)
		BARO Q 4 A_FaceTarget
		TNT1 A 0 A_CustomMissile ("SmallGreenFlameTrails", 49, 30, random (0, 360), 2, random (70, 110))
		TNT1 A 0 A_CustomMissile ("SmallGreenFlameTrails", 49, -30, random (0, 360), 2, random (70, 110))
		TNT1 A 0 A_SpawnItem("HeadshotTarget4b", 0, 58)
		BARO Q 4 A_FaceTarget
		TNT1 A 0 A_CustomMissile ("SmallGreenFlameTrails", 41, 30, random (0, 360), 2, random (70, 110))
		TNT1 A 0 A_CustomMissile ("SmallGreenFlameTrails", 41, -30, random (0, 360), 2, random (70, 110))
		TNT1 A 0 A_SpawnItem("HeadshotTarget8b", 0, 58)
		TNT1 A 0 A_CustomMissile("GreenPlasmaBall", 36, -15, 9, 11)
		TNT1 A 0 A_CustomMissile("GreenPlasmaBall", 36, 15, -9, 11)
		BARO R 8 A_CustomMissile("GreenPlasmaBall", 36, 0, 0, 11)
		TNT1 A 0 A_CustomMissile("Alerter", 36)
		TNT1 A 0 A_TakeInventory("ComingToGetTheBarrel", 1)
		Goto SeeContinue

	CheckRetreat:
		TNT1 A 0
		TNT1 A 0 A_JumpIfCloser(600, "Retreat")
		Goto Missile+5

	Retreat:
		TNT1 A 0
		TNT1 A 0
		TNT1 A 0 A_SpawnItem("HeadshotTarget8b", 0, 58)
		BARO DD 2 A_Recoil(2)
		TNT1 A 0 A_SpawnItem("HeadshotTarget8b", 0, 58)
		BARO DD 2 A_Recoil(2)
		TNT1 A 0

		TNT1 A 0 A_SpawnItem("HeadshotTarget8b", 0, 58)
		BARO CC 2 A_Recoil(1)
		TNT1 A 0 A_SpawnItem("HeadshotTarget8b", 0, 58)
		BARO CC 2 A_Recoil(1)
		TNT1 A 0 A_SpawnItem("HeadshotTarget8b", 0, 58)
		BARO BB 2 A_Recoil(1)
		TNT1 A 0 A_SpawnItem("HeadshotTarget8b", 0, 58)
		BARO BB 2 A_Recoil(1)
		TNT1 A 0 A_SpawnItem("HeadshotTarget8b", 0, 58)
		BARO AA 2 A_Recoil(1)
		TNT1 A 0 A_SpawnItem("HeadshotTarget8b", 0, 58)
		BARO AA 2 A_Recoil(1)
		Goto Missile+5

	Pain.CallingTheBaronAFaggot:
		TNT1 A 0
		TNT1 A 0 A_GiveInventory("ComingToGetTheBarrel", 1)
		TNT1 A 0
		Goto SeeContinue

	MissileBarrel:
		BOBA A 0
		BOBA A 1 A_Chase("","")
		BOBA A 0 A_ChangeFlag("NOPAIN", 1)
		BOBA ABC 4
		BOBA D 1
	WaitingToThrow:
		TNT1 A 0 A_SpawnItem("HeadshotTarget8b", 0, 54)
		TNT1 A 0 A_SpawnItem("BaronHoldingBarrel", 0, 72,0)
		BOBA D 8
		TNT1 A 0 A_CheckSight("WaitingToThrow")
		TNT1 A 0 A_SpawnItem("HeadshotTarget8b", 0, 54)
		TNT1 A 0 A_SpawnItem("BaronHoldingBarrel", 0, 72,0)
		TNT1 A 0 A_PlaySound("baron/sight")
		BOBA E 8
		TNT1 A 0 A_SpawnItem("HeadshotTarget8b", 0, 54)
		TNT1 A 0 A_SpawnItem("BaronHoldingBarrel", 0, 72,0)
		BOBA E 8
		TNT1 A 0 A_SpawnItem("HeadshotTarget8b", 0, 54)
		TNT1 A 0 A_SpawnItem("BaronHoldingBarrel", 0, 72,0)
		BOBA D 8

	    ThrowBarrel:
	    TNT1 A 0 A_SpawnItem("HeadshotTarget4b", 0, 58)
	    BARO P 2 A_FaceTarget
		TNT1 A 0 A_CustomMissile("ThrowedBarrel", 80, 0, 0, CMF_OFFSETPITCH, 10)
		TNT1 A 0 A_CustomMissile("Alerter", 32)
		TNT1 A 0 A_SpawnItem("HeadshotTarget4b", 0, 58)
		BARO Q 4 A_FaceTarget

		TNT1 A 0 A_SpawnItem("HeadshotTarget8b", 0, 58)
		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 SeeContinue

	Pain:
		TNT1 A 0 A_JumpIfInventory("Curbstomp_Marine", 1, "CurbstompMarine")
		TNT1 A 0 A_SpawnItem("HeadshotTarget4b", 0, 58)
		BARO H  3
		TNT1 A 0 A_SpawnItem("HeadshotTarget4b", 0, 58)
		BARO H  3 A_Pain
		Goto SeeContinue

	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 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 A -1 A_BossDeath
		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 A -1 A_BossDeath
		Stop

	XDeath:
		BXDE A 0
		BXDE B 0 A_Scream
		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))
		TNT1 A -1 A_BossDeath
	    Stop

	Raise:
	TNT1 A 0 A_SpawnItem("PentagramSpawner")
    BOSS O 8
    BOSS NMLKJI 8
    Goto See

	Death.Desintegrate:
	Death.Saw:
		TNT1 A 0
		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_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 A -1 A_BossDeath
		Stop

	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", 0, 58)
		TNT1 A 0 A_Pain
		BNRJ ABCD 5 A_SpawnItem("HeadshotTarget4b", 0, 58)
		TNT1 A 0 A_Pain
		BNRJ ABCD 5 A_SpawnItem("HeadshotTarget4b", 0, 58)
		Goto Missile

   Death.Explosive:
   Death.ExplosiveImpact:
        TNT1 A 0
		TNT1 A 0 ThrustThingZ(0,35,0,1)
		TNT1 A 0 A_NoBlocking
		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 A_BossDeath
	    Stop

	Death.ExplosiveImpact2:
		BOH3 E 8 A_Scream
		BOH3 F 8 A_NoBlocking
		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 A_BossDeath
	    Stop

	Death.Cut:
        TNT1 A 0
        TNT1 A 0 A_Scream
		TNT1 A 0 A_NoBlocking
		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 A_BossDeath
		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
	    KSA8 A 8
		TNT1 A 0 A_SpawnItem("DyingBaron1")
		TNT1 A -1 A_BossDeath
		Stop

	Death.Shotgun:
	Death.SSG:
		TNT1 A 0
		TNT1 A 0 A_NoBlocking
		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 ABC 9
		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 A_BossDeath
		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 ABC 9
		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 A_BossDeath
		Stop

    Death.Fatality:
	    TNT1 A 0
		TNT1 A 0 A_Pain
		TNT1 A 0 A_JumpIfIntargetInventory("FistsSelected", 1, 1)
		Goto XDeath
		TNT1 A 0
		TNT1 AAA 0 A_SpawnItemEx("HealthCrueltyBonus2", 0, 0, 32, frandom (-2.5, 2.5), frandom (-2.5, 2.5), 5)
		TNT1 AAA 0 A_SpawnItemEx("ArmorCrueltyBonus2", 0, 0, 32, frandom (-2.5, 2.5), frandom (-2.5, 2.5), 5)
		TNT1 A 0 A_GiveToTarget("GoFatality", 1)
        TNT1 A 0 A_GiveToTarget("BaronFatality", 1)
        TNT1 A 0 A_NoBlocking
		TNT1 A -1 A_BossDeath
		Stop
	Death.SuperPlasma:
    Death.Plasma: Death.Plasma2:
	    TNT1 A 0 A_Stop
        TNT1 A 0 A_Scream
		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 A_NoBlocking
		TNT1 A 0 A_SpawnItem ("GreenGrowingBloodPool")
        BOSB E -1 A_BossDeath
        Stop

	 Death.GreenFire:
        TNT1 A 0
        TNT1 A 0 A_XScream
        TNT1 A 0 A_NoBlocking
        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 A_SpawnItem("GreenFlare",0,43)
		TNT1 A -1 A_BossDeath
        Stop

	Death.Fire:
		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 A_BossDeath
        Stop

    Pain.KillMe:
    Pain.Taunt:
        TNT1 A 0
		TNT1 A 0 HealThing(2)
        Goto Missile
    Death.KillMe:
    Death.Taunt:
	    Goto Death

	Death.Ice:
	Death.Freeze:
	Death.Frost:
	TNT1 A 0
	TNT1 A 0 A_NOBLOCKING
	TNT1 A 0 A_SpawnItem("FrozenBaronOfHell")
	TNT1 A -1 A_BossDeath
	Stop

	Death.Massacre:
	Goto Death

	 Death.Stomp:
		BARO JKL 2
		TNT1 AAA 0 A_CustomMissile ("GreenSuperGoreSpawner", 5, 0, random (0, 360), 2, random (30, 180))
		TNT1 AAAA 0 A_CustomMissile ("XDeath1Green", 5, 0, random (0, 360), 2, random (30, 180))
		TNT1 AA 0 A_CustomMissile ("XDeath2bGreen", 55, 0, random (0, 360), 2, random (30, 180))
		TNT1 AA 0 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 A_NoBlocking
		GIBS Z -1 A_BossDeath
		Stop

	 CurbstompMarine:
        TNT1 A 0 A_ChangeFlag("NOPAIN", 1)
		KNTF A 8
		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 BC 8 A_CustomMissile ("XDeath1", 50, 0, random (0, 360), 2, random (0, 160))
	    EXPL A 0 Radius_Quake (2, 35, 0, 5, 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 DDDD 2 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 EEEEFFFF 2 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 GGGG 2 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 SeeContinue

   FatalityZombieman:
		TNT1 A 0 A_ChangeFlag("NOPAIN", 1)
		3HF1 A 8
		TNT1 A 0 A_PlaySound("grunt/death")
		3HF1 BC 8
		TNT1 AA 0 A_CustomMissile ("XDeath1", 55, 0, random (0, 360), 2, random (0, 160))
		3HF1 BCBC 8 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 8
		3HF1 E 8
		TNT1 A 0 A_CustomMissile ("XDeathZombieManHead", 65, 0, random (0, 360), 2, random (70, 120))
		3HF1 F 8
		3HF1 G 8

		TNT1 A 0 A_TakeInventory("ZombieManFatality",1)
		TNT1 A 0 A_ChangeFlag("NOPAIN", 0)

		TNT1 A 0 A_SpawnItem("HeadshotTarget8b", 0, 58)
		3HF1 H 8 A_Chase
		TNT1 A 0 A_SpawnItem("HeadshotTarget8b", 0, 58)
		BARO E 4 A_FaceTarget
		TNT1 A 0 A_SpawnItem("HeadshotTarget8b", 0, 58)
		BARO F 4 A_CustomMissile("ThrowedZombieMan2", 64, 0, 0, 0)
		TNT1 A 0 A_SpawnItem("HeadshotTarget8b", 0, 58)
		BARO G 4
		Goto SeeContinue

	FatalitySergeant:
		TNT1 A 0 A_ChangeFlag("NOPAIN", 1)
		3HF1 I 8
		TNT1 A 0 A_PlaySound("grunt/death")
		3HF1 I 8

		TNT1 AAAA 0 A_CustomMissile ("Guts", 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 8

		3HF1 KLM 8

		TNT1 A 0 A_TakeInventory("SergeantFatality",1)
		TNT1 A 0 A_ChangeFlag("NOPAIN", 0)

		TNT1 A 0 A_SpawnItem("HeadshotTarget8b", 0, 58)
		3HF1 M 8 A_Chase
		TNT1 A 0 A_SpawnItem("HeadshotTarget8b", 0, 58)
		BARO E 4 A_FaceTarget
		TNT1 A 0 A_SpawnItem("HeadshotTarget8b", 0, 58)
		BARO F 4 A_CustomMissile("ThrowedSergeantPiece", 64, 0, 0, 0)
		TNT1 A 0 A_SpawnItem("HeadshotTarget8b", 0, 58)
		BARO G 4
		Goto SeeContinue

       FatalityDemon:
		TNT1 A 0 A_ChangeFlag("NOPAIN", 1)
		TNT1 A 0 A_PlaySound("demon/pain")
		3HF1 N 8

		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 OPQ 8 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_ChangeFlag("NOPAIN", 0)
		Goto SeeContinue

	FatalityImp:
		TNT1 A 0 A_ChangeFlag("NOPAIN", 1)
		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 ("Guts", 42, 0, random (0, 360), 2, random (0, 160))
		3HF2 CDE 8

		3HF2 F 8 A_Chase("","")
		3HF2 GHIJ 8
		TNT1 A 0 A_SpawnItem("DeadImp_BaronFatality")
		TNT1 A 0 A_TakeInventory("ImpFatality",1)
		TNT1 A 0 A_ChangeFlag("NOPAIN", 0)
		Goto SeeContinue
	}
}

Actor DeadBaron: CurbstompedMarine
{
    Radius 12
    Height 12
    Scale 1.1
    +SHOOTABLE
    +NOTELEPORT
    +MOVEWITHSECTOR
    +CORPSE
	-SOLID
	+THRUACTORS
    Mass 1000
    Health 100
	BloodType "Green_Blood", "GreenSawBlood", "GreenSawBlood"
	BloodColor "DarkGreen"
States
    {
    Spawn:
		BADD F -1
        Stop

	Pain.Kick:
	Pain.ExplosiveImpact:
		TNT1 A 0
		TNT1 A 0 ThrustThingZ(0,25,0,1)
		TNT1 A 0 A_Jump(256, "Spawn")
		Goto Death

	Pain.Trample:
		TNT1 A 0
		TNT1 A 0 A_PlaySound("floorslimy")
		TNT1 A 0 ThrustThingZ(0,25,1,1)
		TNT1 A 0 A_Jump(256, "Spawn")
		Goto Death

    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.Desintegrate:
	Death.CrushedBodies:
		 TNT1 A 0 A_SetAngle(0)
		 TNT1 A 0 A_CustomMissile ("GreenSuperGoreSpawner", 1, -40, random (0, 360), 2, random (25, 45))
		 TNT1 A 0 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 A_CustomMissile ("GreenSuperGoreSpawner", 1, -40, random (0, 360), 2, random (25, 45))
		 TNT1 A 0 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
	Scale 1.1
	Health 20
	Damagefactor "Avoid", 0.0	Damagefactor "BHFTOnBarrel", 0.0	Damagefactor "Blood", 0.0
	Damagefactor "CancelTeleportFog", 0.0	Damagefactor "CauseWaterSplash", 0.0
	Damagefactor "GibRemoving", 0.0	Damagefactor "HangingHook", 0.0
	Damagefactor "Head", 1.0	Damagefactor "PussyGrab", 0.0	Damagefactor "Repair", 0.0
	Damagefactor "RevenantHitStomach", 0.0	Damagefactor "SpawnMarine", 0.0	Damagefactor "Stealth", 0.0
	Damagefactor "TeleportRemover", 0.0	Damagefactor "Use", 0.0	Damagefactor "Extremepunches", 0.5
	Damagefactor "Fatality", 0.5	Damagefactor "HeadKick", 0.5	Damagefactor "HelperMarineFatallity", 0.5
	Damagefactor "Kick", 0.5	Damagefactor "Slide", 0.5
	Damagefactor "Melee", 0.5	Damagefactor "MonsterKnocked", 0.5	Damagefactor "Stomp", 0.5
	Damagefactor "Trample", 0.5
	Damagefactor "Burn", 0.5	Damagefactor "Fire", 0.5	Damagefactor "Flames", 0.5
	Damagefactor "GreenFire", 0.5	Damagefactor "HumanBBQ", 0.5

	PainChance "Head", 255	PainChance "Taunt", 255	PainChance "Extremepunches", 16
	PainChance "Fatality", 16	PainChance "HelperMarineFatallity", 16	PainChance "Kick", 16//255
	PainChance "LowKick", 16	PainChance "Melee", 16	PainChance "MonsterKnocked", 16
	PainChance "Slide", 16	PainChance "Trample", 16
	PainChance "Burn", 16	PainChance "Fire", 16	PainChance "Flames", 16
	PainChance "GreenFire", 16	PainChance "HumanBBQ", 16
	BloodType "Green_Blood", "GreenSawBlood", "GreenSawBlood"
	BloodColor "DarkGreen"
	Mass 999999
	-SOLID
	+SHOOTABLE
	+FLOORCLIP
	+DONTSPLASH
	+NOPAIN
	States
	{
	Spawn:
		TNT1 A 0
		TNT1 A 0 A_PlaySound ("PSXDPN")
		KSA8 BC 6 A_SpawnItem("HeadshotTarget4b", 0, 58)
		TNT1 A 0 A_CustomMissile ("Green_LiquidBlood", 35, 0, random (0, 360), 2, random (30, 110))
		KSA8 BC 6 A_SpawnItem("HeadshotTarget4b", 0, 58)
		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, 58)
		TNT1 A 0 A_CustomMissile ("Green_LiquidBlood", 35, 0, random (0, 360), 2, random (30, 110))
		KSA8 BC 6 A_SpawnItem("HeadshotTarget4b", 0, 58)
		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, 58)
		TNT1 A 0 A_CustomMissile ("Green_LiquidBlood", 35, 0, random (0, 360), 2, random (30, 110))
		KSA8 BC 6 A_SpawnItem("HeadshotTarget4b", 0, 58)
		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, 58)
		TNT1 A 0 A_CustomMissile ("Green_LiquidBlood", 35, 0, random (0, 360), 2, random (30, 110))
		KSA8 BC 6 A_SpawnItem("HeadshotTarget4b", 0, 58)
		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, 58)
		TNT1 A 0 A_CustomMissile ("Green_LiquidBlood", 35, 0, random (0, 360), 2, random (30, 110))
		KSA8 BC 6 A_SpawnItem("HeadshotTarget4b", 0, 58)
		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, 58)
		TNT1 A 0 A_CustomMissile ("Green_LiquidBlood", 35, 0, random (0, 360), 2, random (30, 110))
		KSA8 BC 6 A_SpawnItem("HeadshotTarget4b", 0, 58)
		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, 58)
		TNT1 A 0 A_CustomMissile ("Green_LiquidBlood", 35, 0, random (0, 360), 2, random (30, 110))
		KSA8 BC 6 A_SpawnItem("HeadshotTarget4b", 0, 58)
		TNT1 A 0 A_CustomMissile ("Green_LiquidBlood", 35, 0, random (0, 360), 2, random (30, 110))
		TNT1 A 0 A_DIE

	Death:
		TNT1 A 0 A_PlaySound("baron/death")
		KSA8 DEFG 6 A_NoBlocking
		TNT1 A 0 A_SpawnItem("DeadBaronClassic")
		TNT1 A 0 A_SpawnItem ("GreenGrowingBloodPool")
		Stop

	Death.head:
	    TNT1 A 0 A_SpawnItem("BaronOfHellHeadExplode", 0, 62)
        TNT1 AAA 0 A_SpawnItemEx("HealthCrueltyBonus2", 0, 0, 30, frandom (-2.5, 2.5), frandom (-2.5, 2.5), 5)
		TNT1 AAA 0 A_SpawnItemEx("ArmorCrueltyBonus2", 0, 0, 30, frandom (-2.5, 2.5), frandom (-2.5, 2.5), 5)
		TNT1 AA 0 A_CustomMissile ("BaronHeadPiece", 62, 0, random (0, 360), 2, random (0, 160))
		BADH ABCD 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:
	Death.Explosive:
	    TNT1 A 0 A_XScream
		TNT1 AAA 0 A_SpawnItemEx("HealthCrueltyBonus2", 0, 0, 30, frandom (-2.5, 2.5), frandom (-2.5, 2.5), 5)
		TNT1 AAA 0 A_SpawnItemEx("ArmorCrueltyBonus2", 0, 0, 30, frandom (-2.5, 2.5), frandom (-2.5, 2.5), 5)
		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:
	Death.Minigun:
	    TNT1 A 0 A_Scream
        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 AAA 0 A_SpawnItemEx("HealthCrueltyBonus2", 0, 0, 30, frandom (-2.5, 2.5), frandom (-2.5, 2.5), 5)
		TNT1 AAA 0 A_SpawnItemEx("ArmorCrueltyBonus2", 0, 0, 30, frandom (-2.5, 2.5), frandom (-2.5, 2.5), 5)
		BBO2 AABCD 10
        TNT1 A 0 A_SpawnItem ("DeadBaronHalfDown", 1)
		TNT1 A 0 A_SpawnItem ("GreenGrowingBloodPool")
		Stop
	}
}

ACTOR BaronAttack: BaronBall
{
	Radius 24
	Height 24
	DamageType BHFT
	Projectile
    +THRUGHOST
    +BLOODSPLATTER
	RenderStyle Add
	Alpha 0.6
    Damage (random(53,53))
    Speed 20
	SeeSound "none"
	DeathSound "none"
	Decal "none"
	States
	{
	Spawn:
		TNT1 A 6
		Stop
	Death:
		TNT1 A 4 A_PlaySOund ("misc/xdeath1")
		Stop
	}
}

ACTOR BaronAttackOnbarrel: BaronAttack
{
	-BLOODSPLATTER
	DamageType BHFTOnBarrel
    Damage 10
}

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
		Stop
	}
}

Actor BaronBoss1: BaronofHell2 3013
{
	Scale 1.3
	Height 72
	Health 4000
	Speed 9
	PainChance 10
	MaxStepHeight 28
	MaxDropOffHeight 38
	Translation "16:47=22:47", "48:79=62:79"
	Obituary "%o was brutalized by the Bruiser Brothers."
	DropItem "64UnmakerUpgradeSpawner", 16
	//$Category BD Bosses
	//$Icon "monster"
	//$Colour rgb(200, 0, 0)
	//$Sprite BAROA1
	States
	{
	Spawn:
		TNT1 A 0
		TNT1 A 0 A_GiveInventory("TargetIsABaronOfHell")
		BARO A 10 A_Look
		Loop

	Idle:
	Stand:
		TNT1 A 0
		BTS3 A 0 A_SpawnItem("HeadshotTarget20b", 0, 72)
		BARO BB 10 A_Look
		Loop

	See:
		BARO A 0
		TNT1 A 0 ACS_NamedExecuteAlways("BDBruiserBrothersHealth")
		TNT1 A 0 ACS_NamedExecuteAlways("BDBruiserBrotherOne")
		TNT1 A 0 A_changeFlag("MISSILEMORE", 1)
		TNT1 A 0 A_JumpIfInventory("HasExplosiveBarrel", 1, "MissileBarrel")
	    TNT1 A 0 A_SpawnItem("HeadshotTarget4b", 0, 72)
		BARO A 1
        BTS3 ABC 1
		TNT1 A 0
		TNT1 A 0 A_SpawnItem("HeadshotTarget6b", 0, 72)
		BTS3 D 4
		BTS3 CBA 1
		Goto SeeContinue

	SeeContinue:
		TNT1 A 0
		TNT1 A 0 A_SpawnItem("HeadshotTarget6b", 0, 72)
		BARO AAA 2 A_Chase

		TNT1 A 0 A_SpawnItem("HeadshotTarget6b", 0, 72)
		BARO BBB 2 A_Chase

		TNT1 A 0 A_SpawnItem("HeadshotTarget6b", 0, 72)
		BARO CCC 2 A_Chase

		TNT1 A 0 A_SpawnItem("HeadshotTarget6b", 0, 72)
		BARO DDD 2 A_Chase

		TNT1 A 0 A_JumpIfInTargetInventory("TargetIsACyberdemon", 1, "CheckRetreat")
		TNT1 A 0 A_JumpIfInTargetInventory("TargetIsAMastermind", 1, "CheckRetreat")
		Loop

	SeeNeverSeen:
		TNT1 A 0
		BARO AA 2 A_Chase
		TNT1 A 0 A_SpawnItem("HeadshotTarget4b", 0, 72)
		BARO BB 2 A_Chase
		TNT1 A 0 A_SpawnItem("HeadshotTarget4b", 0, 72)
		BARO CC 2 A_Chase

		TNT1 A 0 A_SpawnItem("HeadshotTarget4b", 0, 72)
		BARO DD 2 A_Chase
		TNT1 A 0 A_SpawnItem("HeadshotTarget4b", 0, 72)
		BARO AA 2 A_Chase
		TNT1 A 0 A_SpawnItem("HeadshotTarget4b", 0, 72)
		BARO BB 2 A_Chase
		TNT1 A 0 A_SpawnItem("HeadshotTarget4b", 0, 72)
		BARO CC 2 A_Chase
		TNT1 A 0 A_SpawnItem("HeadshotTarget4b", 0, 72)
		BARO DD 2 A_Chase

		TNT1 A 0 A_JumpIfInTargetInventory("TargetIsACyberdemon", 1, "CheckRetreat")
		TNT1 A 0 A_JumpIfInTargetInventory("TargetIsAMastermind", 1, "CheckRetreat")
		Loop

	RAGE:
        TNT1 A 0
        BTS3 ABC 2  A_SpawnItem("HeadshotTarget4b", 0, 72)
		BTS3 DEDF 3  A_SpawnItem("HeadshotTarget4b", 0, 72)
		BTS3 DEDF 3  A_SpawnItem("HeadshotTarget4b", 0, 72)
		BTS3 CBA 2  A_SpawnItem("HeadshotTarget4b", 0, 72)
		TNT1 A 0 HealThing(200)
		TNT1 A 0 A_Jump(96, "SpecialAttack")
		Goto SeeContinue

	Melee:
	    TNT1 A 0
	    TNT1 A 0 A_JumpIfInTargetInventory("TargetIsACyberdemon", 1, "CheckRetreat")
		TNT1 A 0 A_JumpIfInTargetInventory("TargetIsAMastermind", 1, "CheckRetreat")
		TNT1 A 0
		TNT1 A 0 A_CustomMissile("BaronAttackOnBarrel")
		TNT1 A 0 A_SpawnItem("HeadshotTarget4b", 0, 72)
		BARO E 1
		TNT1 A 0 A_JumpIfInventory("HasExplosiveBarrel", 1, "MissileBarrel")
		TNT1 A 0 A_SpawnItem("HeadshotTarget6b", 0, 72)
        BARO E 6
        TNT1 A 0 A_PlaySound("weapons/gswing")
		TNT1 A 0 A_SpawnItem("HeadshotTarget6b", 0, 72)
		BARO F 6 A_FaceTarget
		TNT1 A 0 A_SpawnItem("HeadshotTarget6b", 0, 72)
		BARO G 6 A_CustomMissile("BaronAttack",32,0,0,0)
		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("ImpFatality", 1, "FatalityImp")
		TNT1 A 0 A_JumpIfInventory("HasExplosiveBarrel", 1, "MissileBarrel")
		Goto SeeContinue

    Missile:
		BARO A 1
		TNT1 A 0 A_JumpIfInTargetInventory("TargetIsACyberdemon", 1, "CheckRetreat")
		TNT1 A 0 A_JumpIfInTargetInventory("TargetIsAMastermind", 1, "CheckRetreat")
		TNT1 A 0 A_JumpIfInTargetInventory("TargetIsAnExplosiveBarrel", 1, "SeeContinue")
		TNT1 A 0 A_TakeInventory("StopKickingMyBallsMotherFucker", 1)
		TNT1 A 0 A_SpawnItem("HeadshotTarget4b", 0, 72)
		BARO E 3 A_FaceTarget

		TNT1 A 0 A_Jump (64, "SpecialAttack")
		TNT1 A 0 A_SpawnItem("HeadshotTarget4b", 0, 72)
		BARO E 2 A_FaceTarget
		TNT1 A 0 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("HeadshotTarget4b", 0, 72)
		BARO E 2 A_FaceTarget
		TNT1 A 0 A_SpawnItem("HeadshotTarget8b", 0, 72)
		TNT1 A 0 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("HeadshotTarget4b", 0, 72)
		BARO E 2 A_FaceTarget
		TNT1 A 0 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("HeadshotTarget4b", 0, 72)
		BARO E 2 A_FaceTarget
		TNT1 A 0 A_SpawnItem("HeadshotTarget8b", 0, 72)
		TNT1 A 0 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("HeadshotTarget4b", 0, 72)
		BARO E 2 A_FaceTarget

		TNT1 A 0 A_SpawnItem("HeadshotTarget4b", 0, 72)
		BARO F 3 A_FaceTarget
		TNT1 A 0 A_SpawnItem("HeadshotTarget8b", 0, 72)
		BARO G 8 A_CustomMissile("GreenPlasmaBall", 36, 0, 0, 1)
		TNT1 A 0 A_CustomMissile("Alerter", 36)
		TNT1 A 0 A_TakeInventory("ComingToGetTheBarrel", 1)
		Goto SeeContinue

    SpecialAttack:
	    TNT1 A 0 A_SpawnItem("HeadshotTarget4b", 0, 72)
		BARO R 3 A_FaceTarget
	    TNT1 A 0 A_SpawnItem("HeadshotTarget6b", 0, 72)
		BARO Q 6 A_FaceTarget
		TNT1 A 0 A_SpawnItem("HeadshotTarget4b", 0, 72)

		BARO P 2 A_FaceTarget
		TNT1 A 0 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_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("HeadshotTarget4b", 0, 72)
		BARO P 2 A_FaceTarget
		TNT1 A 0 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_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("HeadshotTarget4b", 0, 72)
		BARO P 2 A_FaceTarget
		TNT1 A 0 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_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("HeadshotTarget4b", 0, 72)
		BARO P 2 A_FaceTarget
		TNT1 A 0 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_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("HeadshotTarget4b", 0, 72)
		BARO P 2 A_FaceTarget

		TNT1 A 0 A_SpawnItem("HeadshotTarget4b", 0, 72)
		BARO Q 4 A_FaceTarget
		TNT1 A 0 A_CustomMissile ("SmallGreenFlameTrails", 58, 30, random (0, 360), 2, random (70, 110))
		TNT1 A 0 A_CustomMissile ("SmallGreenFlameTrails", 58, -30, random (0, 360), 2, random (70, 110))
		TNT1 A 0 A_SpawnItem("HeadshotTarget4b", 0, 72)
		BARO Q 4 A_FaceTarget
		TNT1 A 0 A_CustomMissile ("SmallGreenFlameTrails", 48, 30, random (0, 360), 2, random (70, 110))
		TNT1 A 0 A_CustomMissile ("SmallGreenFlameTrails", 48, -30, random (0, 360), 2, random (70, 110))
		TNT1 A 0 A_SpawnItem("HeadshotTarget8b", 0, 72)
		TNT1 A 0 A_CustomMissile("GreenPlasmaBall", 36, 15, 9, 11)
		TNT1 A 0 A_CustomMissile("GreenPlasmaBall", 36, 15, -9, 11)
		BARO R 8 A_CustomMissile("GreenPlasmaBall", 36, 15, 0, 11)
		TNT1 A 0 A_CustomMissile("Alerter", 36)
		TNT1 A 0 A_TakeInventory("ComingToGetTheBarrel", 1)
		Goto SeeContinue

	CheckRetreat:
		TNT1 A 0
		TNT1 A 0 A_JumpIfCloser(600, "Retreat")
		Goto Missile+5

	Retreat:
		TNT1 A 0
		TNT1 A 0
		TNT1 A 0 A_SpawnItem("HeadshotTarget8b", 0, 72)
		BARO DD 2 A_Recoil(2)
		TNT1 A 0 A_SpawnItem("HeadshotTarget8b", 0, 72)
		BARO DD 2 A_Recoil(2)
		TNT1 A 0

		TNT1 A 0 A_SpawnItem("HeadshotTarget8b", 0, 72)
		BARO CC 2 A_Recoil(1)
		TNT1 A 0 A_SpawnItem("HeadshotTarget8b", 0, 72)
		BARO CC 2 A_Recoil(1)
		TNT1 A 0 A_SpawnItem("HeadshotTarget8b", 0, 72)
		BARO BB 2 A_Recoil(1)
		TNT1 A 0 A_SpawnItem("HeadshotTarget8b", 0, 72)
		BARO BB 2 A_Recoil(1)
		TNT1 A 0 A_SpawnItem("HeadshotTarget8b", 0, 72)
		BARO AA 2 A_Recoil(1)
		TNT1 A 0 A_SpawnItem("HeadshotTarget8b", 0, 72)
		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 SeeContinue

	MissileBarrel:
		BOBA A 0
		BOBA A 1 A_Chase("","")
		BOBA A 0 A_ChangeFlag("NOPAIN", 1)
		BOBA ABC 4
		BOBA D 1
	WaitingToThrow:
		TNT1 A 0 A_SpawnItem("HeadshotTarget8b", 0, 67)
		TNT1 A 0 A_SpawnItem("BaronHoldingBarrel", 0, 85,0)
		BOBA D 8
		TNT1 A 0 A_CheckSight("WaitingToThrow")
		TNT1 A 0 A_SpawnItem("HeadshotTarget8b", 0, 67)
		TNT1 A 0 A_SpawnItem("BaronHoldingBarrel", 0, 85,0)
		TNT1 A 0 A_PlaySound("baron/sight")
		BOBA E 8
		TNT1 A 0 A_SpawnItem("HeadshotTarget8b", 0, 67)
		TNT1 A 0 A_SpawnItem("BaronHoldingBarrel", 0, 85,0)
		BOBA E 8
		TNT1 A 0 A_SpawnItem("HeadshotTarget8b", 0, 67)
		TNT1 A 0 A_SpawnItem("BaronHoldingBarrel", 0, 85,0)
		BOBA D 8

	ThrowBarrel:
	    TNT1 A 0 A_SpawnItem("HeadshotTarget4b", 0, 72)
	    BARO P 2 A_FaceTarget
		TNT1 A 0 A_CustomMissile("ThrowedBarrel", 92, 0, 0, CMF_OFFSETPITCH, 10)
		TNT1 A 0 A_CustomMissile("Alerter", 32)
		TNT1 A 0 A_SpawnItem("HeadshotTarget4b", 0, 72)
		BARO Q 4 A_FaceTarget

		TNT1 A 0 A_SpawnItem("HeadshotTarget8b", 0, 72)
		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 SeeContinue

	Pain:
		TNT1 A 0 A_JumpIfInventory("Curbstomp_Marine", 1, "CurbstompMarine")
		TNT1 A 0 A_SpawnItem("HeadshotTarget4b", 0, 72)
		BARO H  3
		TNT1 A 0 A_SpawnItem("HeadshotTarget4b", 0, 72)
		BARO H  3 A_Pain
		Goto SeeContinue

	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 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 A -1 A_BossDeath
		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 A -1 A_BossDeath
		Stop

	XDeath:
		BXDE A 0
		BXDE B 0 A_Scream
		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))
		TNT1 A -1 A_BossDeath
	    Stop

	Raise:
		TNT1 A 0 A_SpawnItem("PentagramSpawner")
		BOSS O 8
		BOSS NMLKJI 8
		Goto See

	Death.Desintegrate:
	Death.Saw:
		TNT1 A 0 A_Scream
		TNT1 A 0 A_Stop
		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_NoBlocking
		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 A -1 A_BossDeath
		Stop

	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", 0, 72)
		TNT1 A 0 A_Pain
		BNRJ ABCD 5 A_SpawnItem("HeadshotTarget4b", 0, 72)
		TNT1 A 0 A_Pain
		BNRJ ABCD 5 A_SpawnItem("HeadshotTarget4b", 0, 72)
		Goto Missile

   Death.Explosive:
   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 A_BossDeath
	    Stop

	Death.ExplosiveImpact2:
		BOH3 E 8 A_Scream
		BOH3 F 8 A_NoBlocking
		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 A_BossDeath
	    Stop

	Death.Cut:
        TNT1 A 0
        TNT1 A 0 A_Scream
        TNT1 A 0 A_NoBlocking
		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 A_BossDeath
		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")
	    KSA8 A 8 A_NoBlocking
		TNT1 A 0 A_SpawnItem("DyingBaron1")
		TNT1 A -1 A_BossDeath
		Stop

	Death.Shotgun:
	Death.SSG:
		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 ABC 9
		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 A_BossDeath
		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 ABC 9
		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 A_BossDeath
		Stop

    Death.Fatality:
	    TNT1 A 0
		TNT1 A 0 A_Pain
		TNT1 A 0 A_JumpIfIntargetInventory("FistsSelected", 1, 1)
		Goto XDeath
		TNT1 A 0
		TNT1 AAA 0 A_SpawnItemEx("HealthCrueltyBonus2", 0, 0, 32, frandom (-2.5, 2.5), frandom (-2.5, 2.5), 5)
		TNT1 AAA 0 A_SpawnItemEx("ArmorCrueltyBonus2", 0, 0, 32, frandom (-2.5, 2.5), frandom (-2.5, 2.5), 5)
		TNT1 A 0 A_GiveToTarget("GoFatality", 1)
        TNT1 A 0 A_GiveToTarget("BaronFatality", 1)
        TNT1 A 0 A_NoBlocking
		TNT1 A -1 A_BossDeath
		Stop
	Death.SuperPlasma:
    Death.Plasma: Death.Plasma2:
	    TNT1 A 0 A_Stop
        TNT1 A 0 A_Scream
		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 A_NoBlocking
		TNT1 A 0 A_SpawnItem ("GreenGrowingBloodPool")
        BOSB E -1 A_BossDeath
        Stop

	 Death.GreenFire:
        TNT1 A 0
        TNT1 A 0 A_XScream
        TNT1 A 0 A_NoBlocking
        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)
		TNT1 A -1 A_BossDeath
        Stop

	Death.Fire:
        TNT1 A 0
		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 A_BossDeath
        Stop

    Pain.KillMe:
    Pain.Taunt:
        TNT1 A 0
		TNT1 A 0 HealThing(2)
        Goto Missile
    Death.KillMe:
    Death.Taunt:
	    TNT1 A 0
        TNT1 A 0 A_SpawnItem("BaronOfHell")
		TNT1 A -1 A_BossDeath
        Stop

	Death.Ice:
	Death.Freeze:
	Death.Frost:
	TNT1 A 0
	TNT1 A 0 A_NOBLOCKING
	TNT1 A 0 A_SpawnItem("FrozenBaronOfHell")
	TNT1 A -1 A_BossDeath
	Stop

	Death.Massacre:
	Goto Death

	 Death.Stomp:
		BARO JKL 2
		TNT1 AAA 0 A_CustomMissile ("GreenSuperGoreSpawner", 5, 0, random (0, 360), 2, random (30, 180))
		TNT1 AAAA 0 A_CustomMissile ("XDeath1Green", 5, 0, random (0, 360), 2, random (30, 180))
		TNT1 AA 0 A_CustomMissile ("XDeath2bGreen", 55, 0, random (0, 360), 2, random (30, 180))
		TNT1 AA 0 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 A_NoBlocking
		GIBS Z -1 A_BossDeath
		Stop

	 CurbstompMarine:
        TNT1 A 0 A_ChangeFlag("NOPAIN", 1)
		KNTF A 8
		 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 BC 8 A_CustomMissile ("XDeath1", 50, 0, random (0, 360), 2, random (0, 160))
	    EXPL A 0 Radius_Quake (2, 35, 0, 5, 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 DDDD 2 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 EEEEFFFF 2 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 GGGG 2 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 SeeContinue

   FatalityZombieman:
        TNT1 A 0 A_ChangeFlag("NOPAIN", 1)
       3HF1 A 8
	   TNT1 A 0 A_PlaySound("grunt/death")
	   3HF1 BC 8
		TNT1 AA 0 A_CustomMissile ("XDeath1", 55, 0, random (0, 360), 2, random (0, 160))
		3HF1 BCBC 8 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 8
		3HF1 E 8
		 TNT1 A 0 A_CustomMissile ("XDeathZombieManHead", 65, 0, random (0, 360), 2, random (70, 120))
		3HF1 F 8
		3HF1 G 8

        TNT1 A 0 A_TakeInventory("ZombieManFatality",1)
        TNT1 A 0 A_ChangeFlag("NOPAIN", 0)

		TNT1 A 0 A_SpawnItem("HeadshotTarget8b", 0, 72)
		3HF1 H 8 A_Chase
		TNT1 A 0 A_SpawnItem("HeadshotTarget8b", 0, 72)
		BARO E 4 A_FaceTarget
		TNT1 A 0 A_SpawnItem("HeadshotTarget8b", 0, 72)
		BARO F 4 A_CustomMissile("ThrowedZombieMan2", 64, 0, 0, 0)
		TNT1 A 0 A_SpawnItem("HeadshotTarget8b", 0, 72)
		BARO G 4
		Goto SeeContinue

	FatalitySergeant:
        TNT1 A 0 A_ChangeFlag("NOPAIN", 1)
       3HF1 I 8
	   TNT1 A 0 A_PlaySound("grunt/death")
	   3HF1 I 8

	   TNT1 AAAA 0 A_CustomMissile ("Guts", 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 8

	   3HF1 KLM 8

        TNT1 A 0 A_TakeInventory("SergeantFatality",1)
        TNT1 A 0 A_ChangeFlag("NOPAIN", 0)

		TNT1 A 0 A_SpawnItem("HeadshotTarget8b", 0, 72)
		3HF1 M 8 A_Chase
		TNT1 A 0 A_SpawnItem("HeadshotTarget8b", 0, 72)
		BARO E 4 A_FaceTarget
		TNT1 A 0 A_SpawnItem("HeadshotTarget8b", 0, 72)
		BARO F 4 A_CustomMissile("ThrowedSergeantPiece", 64, 0, 0, 0)
		TNT1 A 0 A_SpawnItem("HeadshotTarget8b", 0, 72)
		BARO G 4
        Goto SeeContinue

       FatalityDemon:
        TNT1 A 0 A_ChangeFlag("NOPAIN", 1)
		TNT1 A 0 A_PlaySound("demon/pain")
        3HF1 N 8

	   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 OPQ 8 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_ChangeFlag("NOPAIN", 0)
        Goto SeeContinue

	FatalityImp:
        TNT1 A 0 A_ChangeFlag("NOPAIN", 1)
		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 ("Guts", 42, 0, random (0, 360), 2, random (0, 160))
	   3HF2 CDE 8

	   3HF2 F 8 A_Chase("","")
	   3HF2 GHIJ 8
	   TNT1 A 0 A_SpawnItem("DeadImp_BaronFatality")
        TNT1 A 0 A_TakeInventory("ImpFatality",1)
        TNT1 A 0 A_ChangeFlag("NOPAIN", 0)
        Goto SeeContinue
	}
}

Actor BaronBoss2: BaronBoss1 3023
{
//$Category BD Bosses
//$Icon "monster"
//$Colour rgb(200, 0, 0)
//$Sprite BAROA1
States
	{
	Spawn:
		TNT1 A 0
		TNT1 A 0 A_GiveInventory("TargetIsABaronOfHell")
		BARO A 10 A_Look
		Loop

	See:
		BARO A 0
		TNT1 A 0 ACS_NamedExecuteAlways("BDBruiserBrothersHealth")
		TNT1 A 0 ACS_NamedExecuteAlways("BDBruiserBrotherTwo")
		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("ImpFatality", 1, "FatalityImp")
		TNT1 A 0 A_JumpIfInventory("DemonFatality", 1, "FatalityDemon")
		TNT1 A 0 A_JumpIfInventory("HasExplosiveBarrel", 1, "MissileBarrel")
	    TNT1 A 0 A_SpawnItem("HeadshotTarget4b", 0, 72)
		BARO A 1
        BTS3 ABC 1
		TNT1 A 0
		TNT1 A 0 A_SpawnItem("HeadshotTarget6b", 0, 72)
		BTS3 D 4
		BTS3 CBA 1
		Goto SeeContinue
	}
}