ACTOR HellKnight2 : HellKnight Replaces HellKnight
{
    Scale 1.0
    Speed 6
    Health 500
	PainChance 25
	PainSound "PSXDPN"

	Damagefactor "Avoid", 0.0	Damagefactor "BHFTOnBarrel", 0.0	Damagefactor "Blood", 0.0
	Damagefactor "CancelTeleportFog", 0.0	Damagefactor "CauseWaterSplash", 0.0	DamageFactor "Crush", 5.0
	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

	Game Doom
	DeathHeight 0
	BurnHeight 0
	Height 54
	Radius 24
    GibHealth 30
	-BOSSDEATH
	MaxStepHeight 24
	MaxDropOffHeight 32
    BloodType "Green_Blood", "GreenSawBlood", "GreenSawBlood"
	BloodColor "DarkGreen"
	DropItem "DemonStrengthRune" 16
	Obituary "%o was slain by a Hell Knight."
	DamageType HKFT
	Tag "Hell Knight"
	Species "Bruiser"
    MeleeDamage 5
	States
	{
	Melee:
		TNT1 A 0
		TNT1 A 0 A_JumpIfInTargetInventory("TargetIsACyberdemon", 1, "CheckRetreat")
		TNT1 A 0 A_JumpIfInTargetInventory("TargetIsAMastermind", 1, "CheckRetreat")
		TNT1 A 0 A_SpawnItem("HeadshotTarget4b", 0, 54)
		TNT1 A 0 A_CustomMissile("BaronAttackOnBarrel")
		BOS2 E 1
		TNT1 A 0 A_JumpIfInventory("HasExplosiveBarrel", 1, "MissileBarrel")
		TNT1 A 0 A_SpawnItem("HeadshotTarget6b", 0, 54)
        BOS2 E 6 A_FaceTarget
        TNT1 A 0 A_PlaySound("weapons/gswing")
		TNT1 A 0 A_SpawnItem("HeadshotTarget6b", 0, 54)
		BOS2 F 6 A_FaceTarget
		TNT1 A 0 A_SpawnItem("HeadshotTarget6b", 0, 54)
		BOS2 G 6 A_CustomMissile("KnightAttack",32,0,0,0)
		TNT1 A 0 A_JumpIfInventory("Curbstomp_Marine", 1, "CurbstompMarine")
		TNT1 A 0 A_JumpIfInventory("HasExplosiveBarrel", 1, "MissileBarrel")
		Goto SeeContinue

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

	MissileBarrel:
		BOB2 A 0
		BOB2 A 1 A_Chase("","")
		BOB2 A 0 A_ChangeFlag("NOPAIN", 1)
		BOB2 ABC 4
		BOB2 D 1
	WaitingToThrow:
		TNT1 A 0 A_SpawnItem("HeadshotTarget8b", 0, 54)
		TNT1 A 0 A_SpawnItem("BaronHoldingBarrel", 0, 65,0)
		BOB2 D 8
		TNT1 A 0 A_CheckSight("WaitingToThrow")
		TNT1 A 0 A_SpawnItem("HeadshotTarget8b", 0, 54)
		TNT1 A 0 A_SpawnItem("BaronHoldingBarrel", 0, 65,0)
		TNT1 A 0 A_PlaySound("knight/sight")
		BOB2 E 8
		TNT1 A 0 A_SpawnItem("HeadshotTarget8b", 0, 54)
		TNT1 A 0 A_SpawnItem("BaronHoldingBarrel", 0, 65,0)
		BOB2 E 8
		TNT1 A 0 A_SpawnItem("HeadshotTarget8b", 0, 54)
		TNT1 A 0 A_SpawnItem("BaronHoldingBarrel", 0, 65,0)
		BOB2 D 8

	ThrowBarrel:
	    TNT1 A 0 A_SpawnItem("HeadshotTarget4b", 0, 54)
	    BOS2 E 2 A_FaceTarget
		TNT1 A 0 A_CustomMissile("ThrowedBarrel", 74, 0, 0, CMF_OFFSETPITCH, 10)
		TNT1 A 0 A_CustomMissile("Alerter", 32)
		TNT1 A 0 A_SpawnItem("HeadshotTarget4b", 0, 54)
		BOS2 F 4 A_FaceTarget

		TNT1 A 0 A_SpawnItem("HeadshotTarget8b", 0, 54)
		BOS2 G 8
		TNT1 A 0 A_TakeInventory("ComingToGetTheBarrel", 1)
		TNT1 A 0 A_TakeInventory("HasExplosiveBarrel", 1)
		BOBA A 0 A_ChangeFlag("NOPAIN", 0)
		Goto SeeContinue
    Spawn:
		BOS2 B 0
		TNT1 A 0 A_GiveInventory("TargetIsABaronOfHell")
		TNT1 A 0 ACS_NamedExecuteAlways("BDCHeckClassicMonsters", 0, 0, 0, 0)//Check if Vanilla Mode is activated
		BOS2 B 2
		TNT1 A 0 A_RadiusGive("SlaughterToken", 128, RGF_GIVESELF | RGF_MONSTERS |RGF_CUBE | RGF_NOSIGHT, 1)
		BOS2 B 2
		TNT1 A 0 A_JumpIfInventory("SlaughterToken",15,"ReplaceVanilla")
		TNT1 A 0 A_JumpIfInventory("Curbstomp_Marine", 1, "CurbstompMarine")
		Goto Stand

	ReplaceVanilla:
		TNT1 A 0 A_ChangeFlag("COUNTKILL", 0)
		TNT1 A 2 A_ChangeFlag("NOINTERACTION", 1)
		TNT1 A 0 A_SpawnItemEx ("VanillaHellKnight",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION | SXF_TRANSFERAMBUSHFLAG ,0)
		TNT1 A 2 Thing_Remove(0)
		Stop

	Idle:
	Stand:
		TNT1 A 0
		TNT1 A 0 A_SpawnItem("HeadshotTarget20b", 0, 54)
		BOS2 BB 5 A_Look
		Loop

	See:
	RAGE:
        TNT1 A 0
		TNT1 A 0 A_SpawnItem("HeadshotTarget4b", 0, 54)
        BTS2 ABC 1
		TNT1 A 0 A_SpawnItem("HeadshotTarget8b", 0, 54)
		BTS2 DEDF 2
		TNT1 A 0 A_SpawnItem("HeadshotTarget8b", 0, 54)
		BTS2 DEDF 2
		TNT1 A 0 A_SpawnItem("HeadshotTarget4b", 0, 54)
		BTS2 CBA 1 A_FaceTarget
		TNT1 A 0 A_Jump(96, "MissileInRage")
		Goto SeeContinue

	SeeContinue:
		TNT1 A 0 A_SpawnItem("HeadshotTarget6b", 0, 54)
		BOS2 AAA 2 A_Chase

		TNT1 A 0 A_SpawnItem("HeadshotTarget6b", 0, 54)
		BOS2 BBB 2 A_Chase

		TNT1 A 0 A_SpawnItem("HeadshotTarget6b", 0, 54)
		BOS2 CCC 2 A_Chase

		TNT1 A 0 A_SpawnItem("HeadshotTarget6b", 0, 54)
		BOS2 DDD 2 A_Chase
		Loop

    Missile:
		TNT1 A 0
		TNT1 A 0 A_JumpIfInventory("Curbstomp_Marine", 1, "CurbstompMarine")
		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_JumpIfInventory("StopKickingMyBallsMotherFucker", 1, "MissileInRage")
		TNT1 A 0 A_SpawnItem("HeadshotTarget4b", 0, 54)
		BOS2 E 3 A_FaceTarget
		TNT1 A 0 A_SpawnItem("HeadshotTarget4b", 0, 54)
		BOS2 E 2 A_FaceTarget
		TNT1 A 0 A_CustomMissile ("SmallGreenFlameTrails", 61, 30, random (0, 360), 2, random (70, 110))
		TNT1 A 0 A_CustomMissile ("BallGettingReadyGreen", 60, 30, random (0, 140), 2, random (0, 160))
		TNT1 A 0 A_SpawnItem("HeadshotTarget4b", 0, 54)
		BOS2 E 2 A_FaceTarget
		TNT1 A 0 A_CustomMissile ("SmallGreenFlameTrails", 61, 30, random (0, 360), 2, random (70, 110))
		TNT1 A 0 A_CustomMissile ("BallGettingReadyGreen", 60, 30, random (0, 140), 2, random (0, 160))
		TNT1 A 0 A_SpawnItem("HeadshotTarget4b", 0, 54)
		BOS2 E 2 A_FaceTarget
		TNT1 A 0 A_CustomMissile ("SmallGreenFlameTrails", 61, 30, random (0, 360), 2, random (70, 110))
		TNT1 A 0 A_CustomMissile ("BallGettingReadyGreen", 60, 30, random (0, 140), 2, random (0, 160))
		TNT1 A 0 A_SpawnItem("HeadshotTarget4b", 0, 54)
		BOS2 E 2 A_FaceTarget
		TNT1 A 0 A_SpawnItem("HeadshotTarget8b", 0, 54)
		TNT1 A 0 A_CustomMissile ("SmallGreenFlameTrails", 61, 30, random (0, 360), 2, random (70, 110))
		TNT1 A 0 A_CustomMissile ("BallGettingReadyGreen", 60, 30, random (0, 140), 2, random (0, 160))
		TNT1 A 0 A_SpawnItem("HeadshotTarget4b", 0, 54)
		BOS2 E 2 A_FaceTarget
		TNT1 A 0 A_CustomMissile ("SmallGreenFlameTrails", 61, 30, random (0, 360), 2, random (70, 110))
		TNT1 A 0 A_CustomMissile ("BallGettingReadyGreen", 60, 30, random (0, 140), 2, random (0, 160))
		TNT1 A 0 A_SpawnItem("HeadshotTarget4b", 0, 54)
		BOS2 E 2 A_FaceTarget
		TNT1 A 0 A_CustomMissile ("SmallGreenFlameTrails", 61, 30, random (0, 360), 2, random (70, 110))
		TNT1 A 0 A_CustomMissile ("BallGettingReadyGreen", 60, 30, random (0, 140), 2, random (0, 160))
		TNT1 A 0 A_SpawnItem("HeadshotTarget4b", 0, 54)
		BOS2 E 2

		TNT1 A 0 A_SpawnItem("HeadshotTarget8b", 0, 54)
		BOS2 F 8 A_FaceTarget
		TNT1 A 0 A_SpawnItem("HeadshotTarget8b", 0, 54)
		BOS2 G 8 A_CustomMissile("GreenPlasmaBall", 36, 0, 0, 1)
		TNT1 A 0 A_CustomMissile("Alerter", 36)
		Goto SeeContinue

	MissileInRage:
		TNT1 A 0
		TNT1 A 0 A_SpawnItem("HeadshotTarget4b", 0, 54)
		BOS2 E 3 A_FaceTarget
		TNT1 A 0 A_SpawnItem("HeadshotTarget4b", 0, 54)
		BOS2 E 3 A_FaceTarget
		TNT1 A 0 A_SpawnItem("HeadshotTarget6b", 0, 54)
		BOS2 F 6 A_FaceTarget
		TNT1 A 0 A_SpawnItem("HeadshotTarget6b", 0, 54)
		BOS2 G 6 A_CustomMissile("GreenPlasmaBall", 36, 0, 0, 1)
		TNT1 A 0 A_CustomMissile("Alerter", 36)
		TNT1 A 0 A_CheckSight("SeeContinue")

		TNT1 A 0 A_SpawnItem("HeadshotTarget6b", 0, 54)
		BAS2 E 6 A_FaceTarget
		TNT1 A 0 A_SpawnItem("HeadshotTarget6b", 0, 54)
		BAS2 F 6 A_FaceTarget
		TNT1 A 0 A_SpawnItem("HeadshotTarget6b", 0, 54)
		BAS2 G 6 A_CustomMissile("GreenPlasmaBall", 36, 0, 0, 1)
		TNT1 A 0 A_CustomMissile("Alerter", 36)
		TNT1 A 0 A_CheckSight("SeeContinue")

		TNT1 A 0 A_SpawnItem("HeadshotTarget6b", 0, 54)
		BOS2 E 6 A_FaceTarget
		TNT1 A 0 A_SpawnItem("HeadshotTarget6b", 0, 54)
		BOS2 F 6 A_FaceTarget
		TNT1 A 0 A_SpawnItem("HeadshotTarget6b", 0, 54)
		BOS2 G 6 A_CustomMissile("GreenPlasmaBall", 36, 0, 0, 1)
		TNT1 A 0 A_CustomMissile("Alerter", 36)
		Goto SeeContinue

	CheckRetreat:
	TNT1 A 0
	TNT1 A 0 A_JumpIfCloser(500, "Retreat")
	Goto Missile+5

	Retreat:
		TNT1 A 0
		TNT1 A 0 A_SpawnItem("HeadshotTarget8b", 0, 54)
		BOS2 DD 2 A_Recoil(2)
		TNT1 A 0 A_SpawnItem("HeadshotTarget8b", 0, 54)
		BOS2 DD 2 A_Recoil(2)

		TNT1 A 0 A_SpawnItem("HeadshotTarget8b", 0, 54)
		BOS2 CC 2 A_Recoil(1)
		TNT1 A 0 A_SpawnItem("HeadshotTarget8b", 0, 54)
		BOS2 CC 2 A_Recoil(1)
		TNT1 A 0 A_SpawnItem("HeadshotTarget8b", 0, 54)
		BOS2 BB 2 A_Recoil(1)
		TNT1 A 0 A_SpawnItem("HeadshotTarget8b", 0, 54)
		BOS2 BB 2 A_Recoil(1)
		TNT1 A 0 A_SpawnItem("HeadshotTarget8b", 0, 54)
		BOS2 AA 2 A_Recoil(1)
		TNT1 A 0 A_SpawnItem("HeadshotTarget8b", 0, 54)
		BOS2 AA 2 A_Recoil(1)
		Goto Missile+5

	Pain:
        TNT1 A 0 A_JumpIfInventory("Curbstomp_Marine", 1, "CurbstompMarine")
		TNT1 A 0 A_SpawnItem("HeadshotTarget4b", 0, 54)
	    TNT1 A 0 A_TakeInventory("StopKickingMyBallsMotherFucker", 1)
		BOS2 H 3
		TNT1 A 0 A_SpawnItem("HeadshotTarget4b", 0, 54)
		BOS2 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

	Pain.Extremepunches:
	Pain.SuperPunch:
	Pain.HeavyImpact:
		TNT1 A 0
		TNT1 A 0 A_ChangeFLag("NOPAIN", 1)
		TNT1 A 0 ThrustThingZ(0,30,0,1)
		TNT1 A 0 A_Recoil(8)
		BOS2 H 3
		TNT1 A 0 A_SpawnItem("HeadshotTarget4b", 0, 54)
		BOS2 H 3 A_Pain
		TNT1 A 0 A_ChangeFLag("NOPAIN", 0)
		Goto SeeContinue

	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, "MissileInRage")
		TNT1 A 0 A_GiveInventory("StopKickingMyBallsMotherFucker", 1)
		TNT1 A 0 ThrustThingZ(0,5,0,1)
		TNT1 A 0 A_ChangeFlag("NOPAIN", 1)
		KNRJ ABCD 5
		TNT1 A 0 A_Pain
		KNRJ ABCD 5
		TNT1 A 0 A_Pain
		KNRJ ABCD 5
		TNT1 A 0 A_Pain
		KNRJ ABCD 5
		Goto Missile

	Death.Shotgun:
		TNT1 A 0
		TNT1 A 0 A_Jump(96, "Death.Arm")
		TNT1 A 0 A_JumpIfCloser(250, "Death.Blast")
		Goto Death

	Death:
        TNT1 A 0
		TNT1 A 0 A_Jump(64, "Death.Arm")
		HKDD A 10
		HKDD B 10 A_Scream
		HKDD C 10
        TNT1 A 0 A_SpawnItem("DeadKnight")
		TNT1 A -1 A_NoBlocking
	    Stop
	Death.Arm:
		TNT1 A 0 A_CustomMissile ("XDeathHellKnightArm", 55, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("muchblood2Green", 55, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_SpawnItem("DyingHellKnight1")
		TNT1 A -1 A_NoBlocking
		Stop

	Death.Blast:
	Death.SSG:
	Death.Saw:
	Death.Railgun:
		TNT1 A 0 A_Scream
		TNT1 A 0 A_CustomMissile ("muchblood2Green", 55, 0, random (0, 360), 2, random (0, 160))
		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 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 AAA 0 A_CustomMissile ("GreenBrainPiece", 60, 0, random (0, 360), 2, random (0, 160))
        BOS2 PQRSTU 6
		TNT1 A 0 A_SpawnItem ("GreenGrowingBloodPool")
		BOS2 VVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVV 1 A_CustomMissile ("Green_LiquidBlood", 20, 0, random (0, 360), 2, random (30, 110))
		TNT1 A 0 A_SpawnItem ("RapedHK", 1)
		TNT1 A -1 A_NoBlocking
		Stop

	XDeath:
		TNT1 A 0
	    TNT1 A 0 A_XScream
	    TNT1 A 0 A_CustomMissile ("KnightXDeath", 0, 0, random (0, 360), 2, random (0, 160))
		TNT1 A -1 A_NoBlocking
	    Stop

	Death.Minigun:
        TNT1 A 0
		TNT1 A 0 A_Jump(224, "Death.Arm")
	Death.Cut:
        TNT1 A 0 A_Scream
		TNT1 A 0 A_SpawnItem("MuchBlood2Green")
		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", 32, 0, random (0, 360), 2, random (0, 160))
	    TNT1 A 0 A_CustomMissile ("XDeathHalfHK", 24, 0, random (0, 360), 2, random (0, 160))
        BBO1 AAAAAAAAAABBBBBCCCCC 2 A_CustomMissile ("Green_LiquidBlood", 30, 0, random (0, 360), 2, random (30, 110))
		TNT1 A 0 A_SpawnItem ("GreenGrowingBloodPool")
        TNT1 A 0 A_SpawnItem ("DeadKnightHalfDown", 1)
		TNT1 DDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDD 1 A_CustomMissile ("Green_LiquidBlood", 10, 0, random (0, 360), 2, random (30, 110))
		TNT1 A -1 A_NoBlocking
		Stop

	Death.head:
		TNT1 A 0
		TNT1 A 0 A_JumpIfInTargetInventory("HasCutingWeapon", 1, "Death.decaptate")
	    TNT1 A 0 A_JumpIfInTargetInventory("HasPlasmaWeapon", 1, "Death.Plasma")
		TNT1 A 0 A_JumpIfHealthLower(-80, "Death.HeadExplode")
		TNT1 A 0 A_SpawnItem("HellKnightHeadExplodeHalf", 0, 62)
		TNT1 A 0 A_SpawnItem("DyingHellknight2")
		TNT1 A -1 A_NoBlocking
	    Stop

	Death.headExplode:
	    TNT1 A 0
	    TNT1 A 0 A_SpawnItem("HellKnightHeadExplode", 0, 62)
		TNT1 A 0 A_XScream
		TNT1 A 0 A_SpawnItem ("DyingHellKnightNoHead")
		TNT1 A -1 A_NoBlocking
	    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 ("XDeathHellKnightHead", 62, 0, random (0, 360), 2, random (50, 130))
        BTN2 AAAAAAAAAAA 2 A_CustomMissile ("Green_LiquidBlood", 62, 0, random (0, 360), 2, random (30, 110))
        BTN2 BBBBB 2 A_CustomMissile ("Green_LiquidBlood", 50, 0, random (0, 360), 2, random (30, 110))
        BTN2 CCCCC 2 A_CustomMissile ("Green_LiquidBlood", 30, 0, random (0, 360), 2, random (30, 110))
		TNT1 A 0 A_SpawnItem ("GreenGrowingBloodPool")
        TNT1 A 0 A_SpawnItem("DeadKnightNoHead")
		TNT1 DDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDD 2 A_CustomMissile ("Green_LiquidBlood", 10, 0, random (0, 360), 2, random (30, 110))
		TNT1 A -1 A_NoBlocking
	    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 AAA 0 A_CustomMissile ("Blood", 32, 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))
        BOSB 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))
		BOSB D 7 A_CustomMissile ("PlasmaSmoke", 14, 0, random (0, 180), 2, random (0, 180))
		TNT1 A 0 A_SpawnItem ("GreenGrowingBloodPool")
        BOSB E -1 A_NoBlocking
        Stop

	    Death.GreenFire:
        TNT1 A 0
        TNT1 A 0 A_XScream
        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_NoBlocking
        Stop

Death.ExplosiveImpact:
Death.Explosive:
        TNT1 A 0
		TNT1 A 0 ThrustThingZ(0,35,0,1)
		TNT1 A 0 A_CustomMissile ("XDeathHellKnightArm", 62, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("XDeathHellKnightLeg", 32, 0, random (0, 360), 2, random (0, 160))
		TNT1 AAAA 0 A_CustomMissile ("XDeath1Green", 62, 0, random (0, 360), 2, random (0, 160))
		TNT1 AAA 0 A_CustomMissile ("muchbloodGreen", 62, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_Jump(255, "Death.ExplosiveImpact1", "Death.ExplosiveImpact2")

	Death.ExplosiveImpact1:
		BAH3 A 8 A_Scream
		BAH3 B 8 A_NoBlocking
		BAH3 CCCCCC  8 A_CheckFloor("Land1")
		Goto Land1

	Land1:
		TNT1 A 0 A_SpawnItem ("DeadKnightExplosiveImpact1", 1)
		TNT1 A -1 A_NoBlocking
	    Stop

	Death.ExplosiveImpact2:
		BAH3 E 8 A_Scream
		BAH3 F 8 A_NoBlocking
		BAH3 GGGGGG  8 A_CheckFloor("Land2")
		Goto Land2

	Land2:
		TNT1 A 0 A_SpawnItem ("DeadKnightExplosiveImpact2", 1)
		TNT1 A -1 A_NoBlocking
	    Stop

	Raise:
		TNT1 A 0 A_SpawnItem("PentagramSpawner")
		BOS2 O 8
		BOS2 NMLKJI  8
		Goto See

	Death.Fire:
        TNT1 A 0
		TNT1 A 0 A_Scream
		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_NoBlocking
        Stop

   CurbstompMarine:
        TNT1 A 0 A_ChangeFlag("NOPAIN", 1)
		KTFP ABCD 8
		TNT1 A 0 A_SpawnItemEx("FootStep5", 0, 0, 40, 0, 0)
	    EXPL A 0 Radius_Quake (2, 35, 0, 5, 0)
        KTFP EF 8
        KTFP MGH 4
	    EXPL A 0 Radius_Quake (2, 35, 0, 5, 0)
        TNT1 AAA 0 A_CustomMissile ("Brains1", 11, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("Brains2", 11, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("Brains3", 11, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("Brains4", 11, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("Brains5", 11, 0, random (0, 360), 2, random (0, 160))
		TNT1 AAAAA 0 A_CustomMissile ("XDeath1", 1, 0, random (0, 360), 2, random (0, 160))
		TNT1 AAA 0 A_CustomMissile ("MuchBlood2", 1, 0, random (0, 360), 2, random (0, 160))
        KTFP IJKL 4
        TNT1 A 0 A_TakeInventory("Curbstomp_Marine",1)
        TNT1 A 0 A_ChangeFlag("NOPAIN", 0)
		TNT1 A 0 A_SpawnItem ("CurbstompedMarine", 1)
		Goto SeeContinue

    Death.Fatality:
	    TNT1 A 0 A_Pain
		TNT1 A 0 A_JumpIfIntargetInventory("FistsSelected", 1, 1)
		Goto Death.ExplosiveImpact
		TNT1 A 0
		TNT1 A 0 A_SpawnItemEx("HealthCrueltyBonus", 0, 0, 28, frandom (-2.5, 2.5), frandom (-2.5, 2.5), 5)
		TNT1 A 0 A_GiveToTarget("GoFatality", 1)
		TNT1 A 0 A_Jump(128, "Death.Fatality3")
        TNT1 A 0 A_GiveToTarget("HKFatality", 1)
		TNT1 A -1 A_NoBlocking
		Stop

	Death.Fatality3:
        TNT1 A 0 A_GiveToTarget("HKFatality3", 1)
		TNT1 A -1 A_NoBlocking
		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_SpawnItem("FrozenHellKnight")
		TNT1 A -1 A_NoBlocking
		Stop

	Death.Massacre:
		Goto Death

	 Death.Stomp:
	    TNT1 A 0 A_Scream
		BOS2 JKL 2
	    TNT1 AA 0 A_SpawnItem("MeatDeathSmall")
		TNT1 AAA 0 A_CustomMissile ("SuperGoreSpawner", 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 0 A_SpawnItem ("CrushedRemains")
		TNT1 A -1 A_NoBlocking
		Stop
	}
}

ACTOR GreenPlasmaBall: BaronBall Replaces BaronBall
{
	Radius 10
	Height 16
	Speed 20
	FastSpeed 25
	DamageType GreenFire
	Projectile
	+RANDOMIZE
	+FORCEXYBILLBOARD
    +THRUGHOST
	+GHOST
    Damage (random(42,42))
	RenderStyle Add
	Alpha 0.95
	Scale 0.25
	SeeSound "baron/attack"
	DeathSound "baron/shotx"
	Decal "Scorch"
	Species "Bruiser"
	States
	{
	Spawn:
	    TNT1 A 0
		TNT1 A 0 ACS_NamedExecuteAlways("BDCheckJanitor", 0, 0, 0, 0)//Check Effects
		PBAL C 4 BRIGHT
		TNT1 A 0 A_JumpIfInventory("lowgraphicsmode", 1, "SpawnCheap")

	Spawn1:
		PBAL CC 1 BRIGHT A_SpawnItem("GreenFlareMedium")
		TNT1 A 0 A_CustomMissile ("SmallGreenFlameTrails", 2, 0, random (160, 210), 2, random (-30, 30))
		TNT1 A 0 A_CustomMissile ("OldschoolRocketSmokeTrailDarker", 2, 0, random (160, 210), 2, random (-30, 30))
		Loop

	SpawnCheap:
	    PBAL C 4 BRIGHT
		Loop

	Death:
		TNT1 A 0 A_SpawnItemEx("PlasmaParticleSpawner", 0, 0, 0, 0, 0, 0, 0, 128)
	    TNT1 A 0 A_SpawnItemEx ("DetectFloorCraterSmall",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)
	    TNT1 A 0 A_SpawnItemEx ("DetectCeilCraterSmall",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)
		TNT1 A 0 A_SetScale(0.7)
		TNT1 A 0 A_FadeOut(0.2)
		FRPG ABCDEFGH 2 BRIGHT A_SpawnItem("GreenFlare",0,0)
		Stop
	XDeath:
        TNT1 A 0 A_JumpIfCloser(220, "StopInAir")
		TNT1 A 0 A_SpawnItemEx("PlasmaParticleSpawner", 0, 0, 0, 0, 0, 0, 0, 128)
	    TNT1 A 0 A_SetScale(0.7)
		TNT1 A 0 A_FadeOut(0.2)
		FRPG ABCDEFGH 2 BRIGHT A_SpawnItem("GreenFlare",0,0)
		Stop

	StopInAir:
		FRPG ABCDEF 1 BRIGHT
		Stop
	}
}

ACTOR KnightAttack: BaronBall
{
	Radius 24
	Height 24
	DamageType HKFT
	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 DeadKnight: CurbstompedMarine
{
    Radius 24
    Height 12
    Scale 1.0
    +SHOOTABLE
    +NOTELEPORT
    +MOVEWITHSECTOR
    +CORPSE
	+FLOORCLIP
	-SOLID
	+THRUACTORS
	damagefactor "Crush", 50.0
    Mass 5000
    Health 100
    damagefactor "Blood", 0.0
    damagefactor "Trample", 0.0
	BloodType "Green_Blood", "GreenSawBlood", "GreenSawBlood"
	BloodColor "DarkGreen"
	States
    {
    Spawn:
		HKDD D -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:
		 GIBS Y 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 AA 0 A_CustomMissile ("GreenBloodMistBig", 16, 0, random (0, 360), 2, random (30, 90))
		 TNT1 AA 0 A_CustomMissile ("XDeathHellKnightLeg", 32, 0, random (0, 360), 2, random (0, 160))
		 TNT1 A 0 A_SpawnItem("DeadKnightHalfUp")
		 Stop

	XDeath:
		 GIBS Y 0
	     TNT1 A 0 A_NoBlocking
		 TNT1 AA 0 A_CustomMissile ("XDeath1Green", 25, 0, random (0, 360), 2, random (0, 160))
		 TNT1 AA 0 A_CustomMissile ("XDeath2bGreen", 25, 0, random (0, 360), 2, random (0, 160))
		 TNT1 AA 0 A_CustomMissile ("XDeath3bGreen", 25, 0, random (0, 360), 2, random (0, 160))
		 TNT1 AAA 0 A_SpawnItem("MuchBlood2Green", 0, 25)
		 TNT1 AAAA 0 A_CustomMissile ("GreenBloodMistBig", 16, 00, random (0, 360), 2, random (30, 90))
		 TNT1 A 0 A_SpawnItem("MuchBlood3Green", 0, 25)
		 GIBS Y 1
		 GIBS Y -1
		 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 DeadKnightBTN5F: DeadKnight
{
	Scale 1.0
    States
    {
    Spawn:
BTN5 F -1
       Stop

	   Death:
		 GIBS Y 0
	     TNT1 A 0 A_NoBlocking
		 TNT1 A 0 A_CustomMissile ("XDeathHellKnightArm", 15, 0, random (0, 360), 2, random (0, 160))
		 TNT1 A 0 A_SpawnItem("HellKnightHeadExplode", 0, 10)
		 TNT1 A 0 A_SpawnItem("DeadHellKnightNoArmNoHead")
		 Stop
		 }}

Actor DeadKnightHalfDown: DeadKnight
{States{Spawn:        BBO1 D -1
Stop

	Death:
		 GIBS Y 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 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 AA 0 A_CustomMissile ("XDeathHellKnightLeg", 15, 0, random (0, 360), 2, random (0, 160))
		 Stop
		 }}

Actor DeadKnightHalfUp: DeadKnight
{States{Spawn:        BTO1 D -1
Stop

	Death:
		 GIBS Y 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 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 AAA 0 A_CustomMissile ("GreenGuts", 1, 40, random (0, 360), 2, random (30, 90))
		 TNT1 A 0 A_CustomMissile ("XDeathHellKnightArm", 15, 0, random (0, 360), 2, random (0, 160))
		 TNT1 A 0 A_CustomMissile ("XDeathHellKnightTorso", 15, 0, random (0, 360), 2, random (0, 160))
		 TNT1 A 0 A_CustomMissile ("XDeathHellKnightHead", 15, 0, random (0, 360), 2, random (0, 160))
		 Stop

}}

Actor DeadKnightNoHead: DeadKnightBTN5F
{States{Spawn:        BTN2 D -1
Stop
Death:
		 GIBS Y 0
	     TNT1 A 0 A_NoBlocking
		 TNT1 AAAA 0 A_CustomMissile ("GreenBloodMistBig", 1, 0, random (0, 360), 2, random (30, 90))
		 TNT1 A 0 A_CustomMissile ("XDeathHellKnightArm", 15, 0, random (0, 360), 2, random (0, 160))
		 TNT1 A 0 A_SpawnItem("DeadHellKnightNoArmNoHead")
		 Stop

}}

Actor RapedHK: DeadKnight
{States{Spawn:        BOS2 V -1
Stop

		Death:
	    TNT1 A 0 A_XScream
		TNT1 A 0 A_NoBlocking
	    TNT1 A 0 A_CustomMissile ("KnightXDeath", 0, 0, random (0, 360), 2, random (0, 160))
	    Stop}}

Actor DeadKnightExplosiveImpact2: DeadKnight
{Scale 1.0 States{Spawn:        BAH3 H -1
Stop

	Death:
		 GIBS Y 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 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 AAA 0 A_CustomMissile ("GreenGuts", 1, 40, random (0, 360), 2, random (30, 90))
		 TNT1 A 0 A_CustomMissile ("XDeathHellKnightTorso", 15, 0, random (0, 360), 2, random (0, 160))
		 TNT1 A 0 A_CustomMissile ("XDeathHellKnightHead", 15, 0, random (0, 360), 2, random (0, 160))
		 TNT1 A 0 A_CustomMissile ("XDeathHellKnightLEg", 15, 0, random (0, 360), 2, random (0, 160))
		 Stop

}}

Actor DeadKnightExplosiveImpact1: DeadKnightExplosiveImpact2
{Scale 1.0 States{Spawn:        BAH3 D -1
Stop}}

Actor OmgSoDeadHK: DeadKnightHalfUp
{States{Spawn:        HKF2 O -1
Stop}}

Actor NoArmNoHeadFatalizedHK: DeadKnightHalfDown
{States{Spawn:
HKF3 JKLM 5
HKF3 N -1
Stop}}

Actor DeadHellKnightNoArm: DeadKnight
{States{Spawn:
BTN3 D 1
BTN3 D -1
Stop

	Death:
		 GIBS Y 0
	     TNT1 A 0 A_NoBlocking
		 TNT1 A 0 A_SpawnItem("HellKnightHeadExplode", 0, 10)
		 TNT1 A 0 A_SpawnItem("DeadHellKnightNoArmNoHead")
		 Stop}}

Actor DeadHellKnightNoArmNoHead: DeadKnight
{States{Spawn:
BTN4 D 1
BTN4 D -1
Stop

	Death:
		 GIBS Y 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", 5, 0, random (0, 360), 2, random (0, 160))
		 TNT1 A 0 A_CustomMissile ("XDeath3bGreen", 5, 0, 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 AAA 0 A_CustomMissile ("GreenGuts", 5, 40, random (0, 360), 2, random (30, 90))
		 TNT1 A 0 A_CustomMissile ("XDeathHellKnightTorso", 15, 0, random (0, 360), 2, random (0, 160))
		 TNT1 A 0 A_SpawnItem("DeadKnightHalfDown")
		 Stop}}

ACTOR XDeathHalfHK
{
+FLOORCLIP
    Radius 0
    Height 8
    Speed 10
	Mass 8
	BounceFactor 0.3
	+DOOMBOUNCE
    +NOBLOCKMAP
	+MISSILE
    +NOTELEPORT
    +DONTSPLASH
    +MOVEWITHSECTOR
    DeathSound "misc/xdeath1"
    States
    {
    Spawn:
        Goto Death
    Death:
        BTO1 AABBCC 4 A_CustomMissile("Green_Blood",0,0,180,2)
		HPLA A 0 A_SpawnItem("DeadKnightHalfUp",0,0,0,1)
        Stop
    }
}

ACTOR DyingHellKnight1
{
	Game Doom
	Radius 16
	Height 50
	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", 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
	+FLOORCLIP
	+NOPAIN
	+DONTSPLASH
	+SHOOTABLE
	Scale 1.0
	PainSound "PSXDPN"
	States
	{
	Spawn:
	TNT1 A 0
	KSA1 ABCB 6 A_SpawnItem("HeadshotTarget4b", 0, 54)
	TNT1 A 0 A_SpawnItem("GreenBloodDying", 0, 50)

	TNT1 A 0 A_PlaySound ("PSXDPN")
	KSA1 ABCB 6 A_SpawnItem("HeadshotTarget4b", 0, 54)
	TNT1 A 0 A_SpawnItem("GreenBloodDying", 0, 50)
	TNT1 A 0 A_PlaySound ("PSXDPN")
	KSA1 ABCB 6 A_SpawnItem("HeadshotTarget4b", 0, 54)
	TNT1 A 0 A_SpawnItem("GreenBloodDying", 0, 50)
	TNT1 A 0 A_PlaySound ("PSXDPN")
	KSA1 ABCB 6 A_SpawnItem("HeadshotTarget4b", 0, 54)
	TNT1 A 0 A_SpawnItem("GreenBloodDying", 0, 50)
	TNT1 A 0 A_PlaySound ("PSXDPN")
	KSA1 ABCB 6 A_SpawnItem("HeadshotTarget4b", 0, 54)
	TNT1 A 0 A_SpawnItem("GreenBloodDying", 0, 50)
	TNT1 A 0 A_PlaySound ("PSXDPN")
	KSA1 ABCB 6 A_SpawnItem("HeadshotTarget4b", 0, 54)
	TNT1 A 0 A_SpawnItem("GreenBloodDying", 0, 50)
	TNT1 A 0 A_PlaySound ("PSXDPN")
	KSA1 ABCB 6 A_SpawnItem("HeadshotTarget4b", 0, 54)
	TNT1 A 0 A_SpawnItem("GreenBloodDying", 0, 50)
	TNT1 A 0 A_PlaySound ("PSXDPN")
	KSA1 ABCB 6 A_SpawnItem("HeadshotTarget4b", 0, 54)
	TNT1 A 0 A_SpawnItem("GreenBloodDying", 0, 50)
	TNT1 A 0 A_PlaySound ("PSXDPN")
	KSA1 ABCB 6 A_SpawnItem("HeadshotTarget4b", 0, 54)
	TNT1 A 0 A_SpawnItem("GreenBloodDying", 0, 50)
	TNT1 A 0 A_PlaySound ("PSXDPN")
	TNT1 A 0 A_DIE("Fall")

	Death.Fall:
	TNT1 A 0 A_PlaySound("knight/death")
	BTN3 ABCD 6 A_NoBlocking
	TNT1 A 0 A_SpawnItem ("GreenGrowingBloodPool")
	TNT1 A 0 A_SpawnItem("DeadHellKnightNoArm")
	Stop

	Death.Head:
		TNT1 A 0 A_NoBlocking
		TNT1 A 0 A_Fall
		TNT1 A 0 A_SpawnItem("HellKnightHeadExplode", 0, 62)
		TNT1 A 0 A_SpawnItem("DyingHellKnightNoHeadNoArm")
		Stop

	Death.SSG:
	Death.Railgun:
	XDeath:
	Death.ExplosiveImpact:
	Death.Explosive:
	Death:
		TNT1 A 0 A_SpawnItemEx("HealthCrueltyBonus", 0, 0, 25, frandom (-2.5, 2.5), frandom (-2.5, 2.5), 5)
		TNT1 A 0 A_SpawnItem("MuchBlood2Green")
		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", 32, 0, random (0, 360), 2, random (0, 160))
	    TNT1 A 0 A_CustomMissile ("XDeathHellKnightTorso", 32, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_SpawnItem("HellKnightHeadExplode", 0, 62)
        BBO1 AAAAAAAAAABBBBBCCCCC 2 A_CustomMissile ("Green_LiquidBlood", 30, 0, random (0, 360), 2, random (30, 110))
		TNT1 A 0 A_NoBlocking
		TNT1 A 0 A_SpawnItem ("GreenGrowingBloodPool")
        TNT1 A 0 A_SpawnItem ("DeadKnightHalfDown", 1)
		Stop

		Death.Cut:
        TNT1 A 0 A_Scream
		TNT1 A 0 A_SpawnItemEx("HealthCrueltyBonus", 0, 0, 25, frandom (-2.5, 2.5), frandom (-2.5, 2.5), 5)
		TNT1 A 0 A_SpawnItem("MuchBlood2Green")
		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", 32, 0, random (0, 360), 2, random (0, 160))
	    TNT1 A 0 A_CustomMissile ("XDeathHalfHK", 24, 0, random (0, 360), 2, random (0, 160))
        BBO1 AAAAAAAAAABBBBBCCCCC 2 A_CustomMissile ("Green_LiquidBlood", 30, 0, random (0, 360), 2, random (30, 110))
		TNT1 A 0 A_NoBlocking
		TNT1 A 0 A_SpawnItem ("GreenGrowingBloodPool")
        TNT1 A 0 A_SpawnItem ("DeadKnightHalfDown", 1)
		Stop
	}
}

ACTOR DyingHellKnight2: DyingHellKnight1
{
	Scale 1.0
	States
	{
	Spawn:
		TNT1 A 0
		TNT1 A 0 A_SpawnItem("HeadshotTarget20b", 0, 54)
		BTN5 AABBAACC 2 A_CustomMissile ("Green_LiquidBlood", 62, 0, random (0, 360), 2, random (30, 110))
		TNT1 A 0 A_Pain

		TNT1 A 0 A_SpawnItem("HeadshotTarget20b", 0, 54)
		BTN5 AAABBBAAACCC 2 A_CustomMissile ("Green_LiquidBlood", 62, 0, random (0, 360), 2, random (30, 110))
		TNT1 A 0 A_Pain
		TNT1 A 0 A_SpawnItem("HeadshotTarget20b", 0, 54)
		BTN5 AAABBBAAACCC 2 A_CustomMissile ("Green_LiquidBlood", 62, 0, random (0, 360), 2, random (30, 110))
		TNT1 A 0 A_Pain

		TNT1 A 0 A_SpawnItem("HeadshotTarget20b", 0, 54)
		BTN5 AAABBBAAACCC 2 A_CustomMissile ("Green_LiquidBlood", 62, 0, random (0, 360), 2, random (30, 110))
		TNT1 A 0 A_DIE

	Death.SSG:
	Death.Railgun:
	XDeath:
	Death.ExplosiveImpact:
	Death.Explosive:
	Death:
		BTN5 DDDEEE 2 A_CustomMissile ("Green_LiquidBlood", 50, 0, random (0, 360), 2, random (30, 110))
		TNT1 A 0 A_NoBlocking
		TNT1 A 0 A_SpawnItem ("GreenGrowingBloodPool")
        TNT1 A 0 A_SPawnItem ("DeadKnightBTN5F")
		Stop

	Death.Head:
		TNT1 A 0
		TNT1 A 0 A_NoBlocking
		TNT1 A 0 A_SpawnItemEx("HealthCrueltyBonus", 0, 0, 25, frandom (-2.5, 2.5), frandom (-2.5, 2.5), 5)
	    TNT1 A 0 A_SpawnItem("HellKnightHeadExplode", 0, 62)
		TNT1 A 0 A_SpawnItem ("DyingHellKnightNoHead")
	    Stop
	}
}

ACTOR DyingHellKnightNoHead: DyingHellKnight1
{
	DamageFactor "Head", 0.0
	States
	{
	Spawn:
		BTN2 AAAAAAAAAAAAAAAAA 2 A_CustomMissile ("Green_LiquidBlood", 62, 0, random (0, 360), 2, random (30, 110))
        BTN2 BBBBB 2 A_CustomMissile ("Green_LiquidBlood", 50, 0, random (0, 360), 2, random (30, 110))
		BTN2 CCCCC 2 A_CustomMissile ("Green_LiquidBlood", 50, 0, random (0, 360), 2, random (30, 110))
		TNT1 A 0 A_DIE("Fall")

	Death.Fall:
		TNT1 A 0 A_NoBlocking
		TNT1 A 0 A_SpawnItem ("GreenGrowingBloodPool")
		TNT1 A 0 A_SpawnItem("DeadKnightNoHead")
	    Stop

	Death.Minigun:
	Death:
		TNT1 A 0
		TNT1 A 0 A_NoBlocking
		TNT1 A 0 A_SpawnItemEx("HealthCrueltyBonus", 0, 0, 25, frandom (-2.5, 2.5), frandom (-2.5, 2.5), 5)
		TNT1 AAAA 0 A_CustomMissile ("GreenBloodMistBig", 42, 0, random (0, 360), 2, random (30, 90))
	    TNT1 A 0 A_CustomMissile ("XDeathHellKnightArm", 32, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_SpawnItem ("DyingHellKnightNoHeadNoArm")
	    Stop

	Death.SSG:
	Death.Railgun:
	XDeath:
	Death.ExplosiveImpact:
	Death.Explosive:
		TNT1 A 0
		TNT1 A 0 A_SpawnItemEx("HealthCrueltyBonus", 0, 0, 25, frandom (-2.5, 2.5), frandom (-2.5, 2.5), 5)
		TNT1 A 0 A_SpawnItem("MuchBlood2Green")
		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", 32, 0, random (0, 360), 2, random (0, 160))
	    TNT1 A 0 A_CustomMissile ("XDeathHellKnightTorso", 32, 0, random (0, 360), 2, random (0, 160))
        BBO1 AAAAAAAAAABBBBBCCCCC 2 A_CustomMissile ("Green_LiquidBlood", 30, 0, random (0, 360), 2, random (30, 110))
		TNT1 A 0 A_NoBlocking
		TNT1 A 0 A_SpawnItem ("GreenGrowingBloodPool")
        TNT1 A 0 A_SpawnItem ("DeadKnightHalfDown", 1)
		Stop
	}
}

ACTOR DyingHellKnightNoHeadNoArm: DyingHellKnight1
{
	DamageFactor "Head", 0.0
	States
	{
	Spawn:
		BTN4 AAAAAAAAAAAAAAA 2 A_CustomMissile ("Green_LiquidBlood", 62, 0, random (0, 360), 2, random (30, 90))
		BTN4 BBBB 2 A_CustomMissile ("Green_LiquidBlood", 52, 0, random (0, 360), 2, random (30, 90))
		BTN4 CCCC 2 A_CustomMissile ("Green_LiquidBlood", 32, 0, random (0, 360), 2, random (30, 90))
		TNT1 A 0 A_DIE("Fall")

	Death.Fall:
		TNT1 A 0 A_SpawnItem ("GreenGrowingBloodPool")
		TNT1 A 0 A_SpawnItemEx("HealthCrueltyBonus", 0, 0, 25, frandom (-2.5, 2.5), frandom (-2.5, 2.5), 5)
		TNT1 A 0 A_SpawnItem("DeadHellKnightNoArmNoHead")
	    Stop

	Death.SSG:
	XDeath:
	Death.ExplosiveImpact:
	Death.Explosive:
	Death.Railgun:
	Death.Minigun:
	Death:
		TNT1 A 0
		TNT1 A 0 A_SpawnItemEx("HealthCrueltyBonus", 0, 0, 25, frandom (-2.5, 2.5), frandom (-2.5, 2.5), 5)
		TNT1 A 0 A_SpawnItem("MuchBlood2Green")
		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", 32, 0, random (0, 360), 2, random (0, 160))
	    TNT1 A 0 A_CustomMissile ("XDeathHellKnightArm", 32, 0, random (0, 360), 2, random (0, 160))
        BBO1 AAAAAAAAAABBBBBCCCCC 2 A_CustomMissile ("Green_LiquidBlood", 30, 0, random (0, 360), 2, random (30, 110))
		TNT1 A 0 A_NoBlocking
		TNT1 A 0 A_SpawnItem ("GreenGrowingBloodPool")
        TNT1 A 0 A_SpawnItem ("DeadKnightHalfDown", 1)
		Stop
	}
}