ACTOR JungerMorpher : PowerupGiver 
{
Scale 2
radius 48
height 128
powerup.type Junger
inventory.pickupmessage ""
powerup.duration 99999999999999
states
{
Spawn:
TNT1 A 6
loop
 }
 }


actor PowerJunger : PowerMorph
{
powerup.duration 99999999999999
PowerMorph.PlayerClass "JungerPlayer"
}

ACTOR JungerPlayer : PlayerPawn
{
  Health 1000
  Radius 25 
  Height 70 
  Speed 1.0
  Scale 1.25
  mass 2000
  Player.ColorRange 0, 0
  Player.MaxHealth 16000
  Player.DisplayName "Junger"
  Player.SoundClass "Junger"
  Player.MorphWeapon "JungerWeapon0"
  Player.StartItem "Mana", 100
  limitedtoteam 1
  damagefactor "boss", 0
  damagefactor "Ice", 0
  SeeSound "monster/culsit" 
  AttackSound "monster/culatk" 
  PainSound "monster/culpai" 
  DeathSound "monster/culdth" 
  ActiveSound "monster/culact"
  bloodcolor Red
  +NOICEDEATH
  +NOSKIN
  -PICKUP
  states
{
	Spawn:
		CULT AB 10  
		Loop
	See:
		CULT ABCD 4
		Loop
	Missile:
		CULT EF 8 Bright  
		Goto Spawn
	Pain:
	    CULT G 2 Bright A_Pain
		Goto Spawn
	Death:
		CULT H 8 
    	CULT I 8 A_PlayerScream 
    	CULT J 4 
    	CULT K 4 A_NoBlocking 
    	CULT L 4 
    	CULT M -1 
    	Stop
}
}

ACTOR JungerWeapon0 : Weapon 
{
 Weapon.SelectionOrder 800
 Obituary "%o was engulfed in flames by %k"
 Inventory.PickupMessage ""
 Inventory.PickupSound "misc/pk_up"
 Weapon.AmmoUse 5
 Weapon.AmmoGive 0
 Weapon.AmmoType "Mana"
 +WEAPON.NOAUTOAIM
  States
 {
  Spawn:
       TNT1 A -1
       Loop
  Ready:
       TNT1 A 1 A_WeaponReady
       goto AltFire
  Fire:
  TNT1 A 1
  goto AltFire
  Deselect:
       TNT1 A 1 A_Lower
       Loop
  Select:
       TNT1 A 0 A_Raise
       Loop
  AltFire:
       TNT1 A 0 A_GiveInventory("JungerWeapon")
       TNT1 A 0 A_SelectWeapon("JungerWeapon")
       TNT1 A 0 
       goto deselect
  Flash:
       SNIF F 3 Bright A_Light2
       SNIF F 3 Bright A_Light1
       SNIF F 0 Bright A_Light0
       Goto LightDone     
       }
}


actor Jungerattackmode1 : Inventory
{
Inventory.Amount 1
Inventory.MaxAmount 1
  States
  {
  Spawn:
    TNT1 A -1
    Stop
  }
}

actor Jungerattackmode2 : Inventory
{
Inventory.Amount 1
Inventory.MaxAmount 1
  States
  {
  Spawn:
    TNT1 A -1
    Stop
  }
}

actor Jungerattackmode3 : Inventory
{
Inventory.Amount 1
Inventory.MaxAmount 1
  States
  {
  Spawn:
    TNT1 A -1
    Stop
  }
}

ACTOR JungerWeapon : Weapon 
{
 Weapon.SelectionOrder 800
 Obituary "%o was engulfed in flames by %k"
 Inventory.PickupMessage ""
 Inventory.PickupSound "misc/pk_up"
 Weapon.AmmoUse 0
 Weapon.AmmoGive 0
 Weapon.AmmoType "Mana"
 +WEAPON.NOAUTOAIM
 +INVENTORY.UNDROPPABLE
  States
 {
  Spawn:
       TNT1 A -1
       Loop
  Ready:
       CLA3 A 1 A_WeaponReady
       goto ready
  Deselect:
       CLA3 A 1 A_Lower
       Loop
  Select:
       CLA3 A 0 A_Raise
       Loop
  Fire:
       CLA3 A 0 A_jumpIfinventory("Jungerattackmode1", 1, "IceBallsAttackcheck")
       CLA3 A 0 A_jumpIfinventory("Jungerattackmode2", 1, "DivideAttackcheck")
       CLA3 A 0 A_jumpIfinventory("Jungerattackmode3", 1, "UnleashAttackcheck")
	   Goto ready
  AltFire:
  	   CLA3 A 1 ACS_execute(812)
       CLA3 A 1
       CLA3 A 13
       goto ready
  IceBallsAttack:
       CLA3 A 0 A_Takeinventory("mana", 30)
       CLA3 A 0 A_PlayWeaponSound("monster/culatk")
       CLA3 A 10 A_GunFlash
       CLA3 A 0 A_FireCustomMissile("JungerBall",0,0,-6,0)
       CLA3 A 0 A_FireCustomMissile("JungerBall",0,0,6,0)
	   CLA3 A 0 A_FireCustomMissile("JungerBall2",0,0,-6,0)
       CLA3 A 0 A_FireCustomMissile("JungerBall2",0,0,6,0)
	   CLA3 A 0 A_FireCustomMissile("JungerBall3",0,0,-6,0)
       CLA3 A 0 A_FireCustomMissile("JungerBall3",0,0,6,0)
	   CLA3 A 0 A_FireCustomMissile("JungerBall4",0,0,-6,0)
       CLA3 A 0 A_FireCustomMissile("JungerBall4",0,0,6,0)
	   CLA3 A 0 A_FireCustomMissile("JungerBall5",0,0,-6,0)
       CLA3 A 0 A_FireCustomMissile("JungerBall5",0,0,6,0)
       CLA3 B 2
       goto ready
  DivideAttack:
       CLA3 A 0 A_Takeinventory("mana", 60)
       CLA3 A 0 A_PlayWeaponSound("monster/culatk")
       CLA3 A 10 A_GunFlash
	   CLA3 A 0 A_FireCustomMissile("JungerTrailBall",0,0,0,0)
       CLA3 A 0 A_FireCustomMissile("JungerTrailBall",-180,0,0,0)
       CLA3 B 2
	   Goto Ready
  UnleashAttack:
       CLA3 A 0 A_Takeinventory("mana", 100)
	   CLA3 A 0 A_PlayWeaponSound("monster/culatk")
       CLA3 A 20 A_GunFlash
       CLA3 A 0 A_FireCustomMissile("JungerBall4",0,0,0,0)
       CLA3 A 0 A_FireCustomMissile("JungerBall4",15,0,0,0)
	   CLA3 A 0 A_FireCustomMissile("JungerBall4",30,0,0,0)
	   CLA3 A 0 A_FireCustomMissile("JungerBall4",45,0,0,0)
	   CLA3 A 0 A_FireCustomMissile("JungerBall4",60,0,0,0)
	   CLA3 A 0 A_FireCustomMissile("JungerBall4",75,0,0,0)
	   CLA3 A 0 A_FireCustomMissile("JungerBall4",80,0,0,0)
	   CLA3 A 0 A_FireCustomMissile("JungerBall4",105,0,0,0)
	   CLA3 A 0 A_FireCustomMissile("JungerBall4",120,0,0,0)
	   CLA3 A 0 A_FireCustomMissile("JungerBall4",135,0,0,0)
	   CLA3 A 0 A_FireCustomMissile("JungerBall4",150,0,0,0)
	   CLA3 A 0 A_FireCustomMissile("JungerBall4",165,0,0,0)
	   CLA3 A 0 A_FireCustomMissile("JungerBall4",180,0,0,0)
	   CLA3 A 0 A_FireCustomMissile("JungerBall4",-15,0,0,0)
	   CLA3 A 0 A_FireCustomMissile("JungerBall4",-30,0,0,0)
	   CLA3 A 0 A_FireCustomMissile("JungerBall4",-45,0,0,0)
	   CLA3 A 0 A_FireCustomMissile("JungerBall4",-60,0,0,0)
	   CLA3 A 0 A_FireCustomMissile("JungerBall4",-75,0,0,0)
	   CLA3 A 0 A_FireCustomMissile("JungerBall4",-80,0,0,0)
	   CLA3 A 0 A_FireCustomMissile("JungerBall4",-105,0,0,0)
	   CLA3 A 0 A_FireCustomMissile("JungerBall4",-120,0,0,0)
	   CLA3 A 0 A_FireCustomMissile("JungerBall4",-135,0,0,0)
	   CLA3 A 0 A_FireCustomMissile("JungerBall4",-150,0,0,0)
	   CLA3 A 0 A_FireCustomMissile("JungerBall4",-165,0,0,0)
       CLA3 BAA 10
	   CLA3 A 0 A_FireCustomMissile("JungerBall4",0,0,0,0)
       CLA3 A 0 A_FireCustomMissile("JungerBall4",15,0,0,0)
	   CLA3 A 0 A_FireCustomMissile("JungerBall4",30,0,0,0)
	   CLA3 A 0 A_FireCustomMissile("JungerBall4",45,0,0,0)
	   CLA3 A 0 A_FireCustomMissile("JungerBall4",60,0,0,0)
	   CLA3 A 0 A_FireCustomMissile("JungerBall4",75,0,0,0)
	   CLA3 A 0 A_FireCustomMissile("JungerBall4",80,0,0,0)
	   CLA3 A 0 A_FireCustomMissile("JungerBall4",105,0,0,0)
	   CLA3 A 0 A_FireCustomMissile("JungerBall4",120,0,0,0)
	   CLA3 A 0 A_FireCustomMissile("JungerBall4",135,0,0,0)
	   CLA3 A 0 A_FireCustomMissile("JungerBall4",150,0,0,0)
	   CLA3 A 0 A_FireCustomMissile("JungerBall4",165,0,0,0)
	   CLA3 A 0 A_FireCustomMissile("JungerBall4",180,0,0,0)
	   CLA3 A 0 A_FireCustomMissile("JungerBall4",-15,0,0,0)
	   CLA3 A 0 A_FireCustomMissile("JungerBall4",-30,0,0,0)
	   CLA3 A 0 A_FireCustomMissile("JungerBall4",-45,0,0,0)
	   CLA3 A 0 A_FireCustomMissile("JungerBall4",-60,0,0,0)
	   CLA3 A 0 A_FireCustomMissile("JungerBall4",-75,0,0,0)
	   CLA3 A 0 A_FireCustomMissile("JungerBall4",-80,0,0,0)
	   CLA3 A 0 A_FireCustomMissile("JungerBall4",-105,0,0,0)
	   CLA3 A 0 A_FireCustomMissile("JungerBall4",-120,0,0,0)
	   CLA3 A 0 A_FireCustomMissile("JungerBall4",-135,0,0,0)
	   CLA3 A 0 A_FireCustomMissile("JungerBall4",-150,0,0,0)
	   CLA3 A 0 A_FireCustomMissile("JungerBall4",-165,0,0,0)
       CLA3 BAA 10
	   CLA3 A 0 A_FireCustomMissile("JungerBall4",0,0,0,0)
       CLA3 A 0 A_FireCustomMissile("JungerBall4",15,0,0,0)
	   CLA3 A 0 A_FireCustomMissile("JungerBall4",30,0,0,0)
	   CLA3 A 0 A_FireCustomMissile("JungerBall4",45,0,0,0)
	   CLA3 A 0 A_FireCustomMissile("JungerBall4",60,0,0,0)
	   CLA3 A 0 A_FireCustomMissile("JungerBall4",75,0,0,0)
	   CLA3 A 0 A_FireCustomMissile("JungerBall4",80,0,0,0)
	   CLA3 A 0 A_FireCustomMissile("JungerBall4",105,0,0,0)
	   CLA3 A 0 A_FireCustomMissile("JungerBall4",120,0,0,0)
	   CLA3 A 0 A_FireCustomMissile("JungerBall4",135,0,0,0)
	   CLA3 A 0 A_FireCustomMissile("JungerBall4",150,0,0,0)
	   CLA3 A 0 A_FireCustomMissile("JungerBall4",165,0,0,0)
	   CLA3 A 0 A_FireCustomMissile("JungerBall4",180,0,0,0)
	   CLA3 A 0 A_FireCustomMissile("JungerBall4",-15,0,0,0)
	   CLA3 A 0 A_FireCustomMissile("JungerBall4",-30,0,0,0)
	   CLA3 A 0 A_FireCustomMissile("JungerBall4",-45,0,0,0)
	   CLA3 A 0 A_FireCustomMissile("JungerBall4",-60,0,0,0)
	   CLA3 A 0 A_FireCustomMissile("JungerBall4",-75,0,0,0)
	   CLA3 A 0 A_FireCustomMissile("JungerBall4",-80,0,0,0)
	   CLA3 A 0 A_FireCustomMissile("JungerBall4",-105,0,0,0)
	   CLA3 A 0 A_FireCustomMissile("JungerBall4",-120,0,0,0)
	   CLA3 A 0 A_FireCustomMissile("JungerBall4",-135,0,0,0)
	   CLA3 A 0 A_FireCustomMissile("JungerBall4",-150,0,0,0)
	   CLA3 A 0 A_FireCustomMissile("JungerBall4",-165,0,0,0)
       CLA3 BAA 10
       goto ready
  IceBallsAttackcheck:
       TNT1 A 0 A_jumpIfinventory("mana", 30, "IceBallsAttack")
  goto ready
  DivideAttackcheck:
       TNT1 A 0 A_jumpIfinventory("mana", 60, "DivideAttack")  
  goto ready
  UnleashAttackcheck:
       TNT1 A 0 A_jumpIfinventory("mana", 100, "UnleashAttack")  
  goto ready
  Flash:
       SNIF F 3 Bright A_Light2
       SNIF F 3 Bright A_Light1
       SNIF F 0 Bright A_Light0
       Goto LightDone     
       }
}

ACTOR JungerBall
{
  Radius 6
  Height 16
  Speed 30
  Damage 8
  Projectile
  +RANDOMIZE
  RenderStyle Add
  Translation "Ice"
  DamageType Ice
  Alpha 1
  SeeSound "baron/attack"
  DeathSound "baron/shotx"
  Decal "BaronScorch"
  States
  {
  Spawn:
    BAL7 AB 4 Bright
    Loop
  Death:
    TNT1 A 0 A_CustomMissile("LichIceShard", 0, 0, 0, CMF_AIMDIRECTION | CMF_TRACKOWNER)
	TNT1 A 0 A_CustomMissile("LichIceShard", 0, 0, 90, CMF_AIMDIRECTION | CMF_TRACKOWNER)
	TNT1 A 0 A_CustomMissile("LichIceShard", 0, 0, 180, CMF_AIMDIRECTION | CMF_TRACKOWNER)
	TNT1 A 0 A_CustomMissile("LichIceShard", 0, 0, 270, CMF_AIMDIRECTION | CMF_TRACKOWNER)
	FX05 D 5 Bright
    FX05 EFG 5 Bright
    Stop
  }
}

ACTOR JungerBall2 : JungerBall
{
  Speed 24
}

ACTOR JungerBall3 : JungerBall
{
  Speed 18
}

ACTOR JungerBall4 : JungerBall
{
  Speed 12
}

ACTOR JungerBall5 : JungerBall
{
  Speed 6
}

ACTOR JungerTrailBall
{
  Radius 6
  Height 16
  Speed 20
  Damage (200)
  Projectile
  +RANDOMIZE
  RenderStyle Add
  DamageType "Boss"
  Translation "Ice"
  Alpha 1
  SeeSound "baron/attack"
  DeathSound "baron/shotx"
  Decal "BaronScorch"
  States
  {
  Spawn:
    BAL2 AB 1 Bright A_CustomMissile("JungerTrailOrb", 0, 0, 0, CMF_AIMDIRECTION | CMF_TRACKOWNER)
    Loop
  Death:
    BAL2 CDE 6 Bright 
    Stop
  }
}

ACTOR JungerTrailOrb
{
  Radius 5
  Speed 0
  Height 4
  Damage (25)
  Projectile
  -ACTIVATEIMPACT
  -ACTIVATEPCROSS
  +strifedamage
  RenderStyle Add
  reactiontime 175
  DamageType "Boss"
  SeeSound "imp/attack"
  DeathSound "imp/shotx"
  States
  {
  Spawn:
    BAL2 AB 1 Bright
	BAL2 A 0 A_CountDown
	Loop
  Death:
    BAL2 CDE 6 Bright
    Stop
  }
}

ACTOR JungerTwoMorpher : PowerupGiver 
{
Scale 2
radius 48
height 128
powerup.type JungerTwo
inventory.pickupmessage ""
powerup.duration 99999999999999
states
{
Spawn:
TNT1 A 6
loop
 }
 }


actor PowerJungerTwo : PowerMorph
{
powerup.duration 99999999999999
PowerMorph.PlayerClass "JungerTwoPlayer"
}

ACTOR JungerTwoPlayer : PlayerPawn
{
  Health 1000
  Radius 25
  Height 70 
  Scale 1.25
  Speed 1.0
  mass 2000
  Player.ColorRange 0, 0
  Player.MaxHealth 16000
  Player.DisplayName "JungerTwo"
  Player.SoundClass "JungerTwo"
  Player.MorphWeapon "JungerTwoWeapon0"
  Player.StartItem "Mana", 100
  limitedtoteam 1
  damagefactor "boss", 0
  damagefactor "Ice", 0
  SeeSound "imp/sight"
  PainSound "imp/pain"
  DeathSound "imp/death"
  ActiveSound "imp/active"
  bloodcolor Red
  +NOICEDEATH
  +NOSKIN
  -PICKUP
  states
{
	Spawn:
		DIMP AB 10  
		Loop
	See:
		DIMP ABCD 4
		Loop
	Missile:
		DIMP EFG 8 Bright  
		Goto Spawn
	Death:
	    TNT1 A 0 a_givetotarget("BOSSKILLEDSTAT", 1)
		TNT1 A 0 a_givetotarget("reward", 1)
		DIMP I 8
    	DIMP J 8 A_PlayerScream
    	DIMP K 6
    	DIMP L 6 A_NoBlocking
    	DIMP M -1
    	Stop
   }
}

ACTOR JungerTwoWeapon0 : Weapon 
{
 Weapon.SelectionOrder 800
 Obituary "%o was engulfed in flames by %k"
 Inventory.PickupMessage ""
 Inventory.PickupSound "misc/pk_up"
 Weapon.AmmoUse 5
 Weapon.AmmoGive 0
 Weapon.AmmoType "Mana"
 +WEAPON.NOAUTOAIM
  States
 {
  Spawn:
       TNT1 A -1
       Loop
  Ready:
       TNT1 A 1 A_WeaponReady
       goto AltFire
  Fire:
  TNT1 A 1
  goto AltFire
  Deselect:
       TNT1 A 1 A_Lower
       Loop
  Select:
       TNT1 A 0 A_Raise
       Loop
  AltFire:
       TNT1 A 0 A_GiveInventory("JungerTwoWeapon")
       TNT1 A 0 A_SelectWeapon("JungerTwoWeapon")
       TNT1 A 0 
       goto deselect
  Flash:
       SNIF F 3 Bright A_Light2
       SNIF F 3 Bright A_Light1
       SNIF F 0 Bright A_Light0
       Goto LightDone     
       }
}


actor JungerTwoattackmode1 : Inventory
{
Inventory.Amount 1
Inventory.MaxAmount 1
  States
  {
  Spawn:
    TNT1 A -1
    Stop
  }
}

actor JungerTwoattackmode2 : Inventory
{
Inventory.Amount 1
Inventory.MaxAmount 1
  States
  {
  Spawn:
    TNT1 A -1
    Stop
  }
}

actor JungerTwoattackmode3 : Inventory
{
Inventory.Amount 1
Inventory.MaxAmount 1
  States
  {
  Spawn:
    TNT1 A -1
    Stop
  }
}

ACTOR JungerTwoWeapon : Weapon 
{
 Weapon.SelectionOrder 800
 Obituary "%o was engulfed in flames by %k"
 Inventory.PickupMessage ""
 Inventory.PickupSound "misc/pk_up"
 Weapon.AmmoUse 0
 Weapon.AmmoGive 0
 Weapon.AmmoType "Mana"
 +WEAPON.NOAUTOAIM
 +INVENTORY.UNDROPPABLE
  States
 {
  Spawn:
       TNT1 A -1
       Loop
  Ready:
       CLA2 A 1 A_WeaponReady
       goto ready
  Deselect:
       CLA2 A 1 A_Lower
       Loop
  Select:
       CLA2 A 0 A_Raise
       Loop
  Fire:
       CLA2 A 0 A_jumpIfinventory("Jungerattackmode1", 1, "HellAttackcheck")
       CLA2 A 0 A_jumpIfinventory("Jungerattackmode2", 1, "GodHelpAttackcheck")
       CLA2 A 0 A_jumpIfinventory("Jungerattackmode3", 1, "UnleashAttackcheck")
	   Goto ready
  AltFire:
  	   CLA2 A 1 ACS_execute(812)
       CLA2 A 1
       CLA2 A 13
       goto ready
  HellAttack:
       CLA2 A 0 A_Takeinventory("mana", 6)
       CLA2 B 1 A_FireCustomMissile("JungerImpBall",random(-180, 180),0,0,0)
       CLA2 B 1 A_FireCustomMissile("OrangeJungerImpBall",random(-180, 180),0,0,0)
	   CLA2 B 1 A_FireCustomMissile("YellowJungerImpBall",random(-180, 180),0,0,0)
       CLA2 B 1 A_FireCustomMissile("GreenJungerImpBall",random(-180, 180),0,0,0)
	   CLA2 B 1 A_FireCustomMissile("BlueJungerImpBall",random(-180, 180),0,0,0)
       CLA2 B 1 A_FireCustomMissile("PurpleJungerImpBall",random(-180, 180),0,0,0)
       goto ready
  GodHelpAttack:
       CLA2 A 0 A_Takeinventory("mana", 30)
       CLA2 A 10 A_GunFlash
	   CLA2 A 0 A_FireCustomMissile("TeleportFog",0,0,0,0)
       CLA2 BBBB 2 A_FireCustomMissile("aRocket2",0,0,0,0)   
	   Goto Ready
  UnleashAttack:
       CLA2 A 0 A_Takeinventory("mana", 100)
       CLA2 A 20 A_GunFlash
       CLA2 A 0 A_FireCustomMissile("BaronBall",0,0,0,0)
       CLA2 A 0 A_FireCustomMissile("BaronBall",15,0,0,0)
	   CLA2 A 0 A_FireCustomMissile("BaronBall",30,0,0,0)
	   CLA2 A 0 A_FireCustomMissile("BaronBall",45,0,0,0)
	   CLA2 A 0 A_FireCustomMissile("BaronBall",60,0,0,0)
	   CLA2 A 0 A_FireCustomMissile("BaronBall",75,0,0,0)
	   CLA2 A 0 A_FireCustomMissile("BaronBall",80,0,0,0)
	   CLA2 A 0 A_FireCustomMissile("BaronBall",105,0,0,0)
	   CLA2 A 0 A_FireCustomMissile("BaronBall",120,0,0,0)
	   CLA2 A 0 A_FireCustomMissile("BaronBall",135,0,0,0)
	   CLA2 A 0 A_FireCustomMissile("BaronBall",150,0,0,0)
	   CLA2 A 0 A_FireCustomMissile("BaronBall",165,0,0,0)
	   CLA2 A 0 A_FireCustomMissile("BaronBall",180,0,0,0)
	   CLA2 A 0 A_FireCustomMissile("BaronBall",-15,0,0,0)
	   CLA2 A 0 A_FireCustomMissile("BaronBall",-30,0,0,0)
	   CLA2 A 0 A_FireCustomMissile("BaronBall",-45,0,0,0)
	   CLA2 A 0 A_FireCustomMissile("BaronBall",-60,0,0,0)
	   CLA2 A 0 A_FireCustomMissile("BaronBall",-75,0,0,0)
	   CLA2 A 0 A_FireCustomMissile("BaronBall",-80,0,0,0)
	   CLA2 A 0 A_FireCustomMissile("BaronBall",-105,0,0,0)
	   CLA2 A 0 A_FireCustomMissile("BaronBall",-120,0,0,0)
	   CLA2 A 0 A_FireCustomMissile("BaronBall",-135,0,0,0)
	   CLA2 A 0 A_FireCustomMissile("BaronBall",-150,0,0,0)
	   CLA2 A 0 A_FireCustomMissile("BaronBall",-165,0,0,0)
       CLA2 BAA 10
	   CLA2 A 0 A_FireCustomMissile("BaronBall",0,0,0,0)
       CLA2 A 0 A_FireCustomMissile("BaronBall",15,0,0,0)
	   CLA2 A 0 A_FireCustomMissile("BaronBall",30,0,0,0)
	   CLA2 A 0 A_FireCustomMissile("BaronBall",45,0,0,0)
	   CLA2 A 0 A_FireCustomMissile("BaronBall",60,0,0,0)
	   CLA2 A 0 A_FireCustomMissile("BaronBall",75,0,0,0)
	   CLA2 A 0 A_FireCustomMissile("BaronBall",80,0,0,0)
	   CLA2 A 0 A_FireCustomMissile("BaronBall",105,0,0,0)
	   CLA2 A 0 A_FireCustomMissile("BaronBall",120,0,0,0)
	   CLA2 A 0 A_FireCustomMissile("BaronBall",135,0,0,0)
	   CLA2 A 0 A_FireCustomMissile("BaronBall",150,0,0,0)
	   CLA2 A 0 A_FireCustomMissile("BaronBall",165,0,0,0)
	   CLA2 A 0 A_FireCustomMissile("BaronBall",180,0,0,0)
	   CLA2 A 0 A_FireCustomMissile("BaronBall",-15,0,0,0)
	   CLA2 A 0 A_FireCustomMissile("BaronBall",-30,0,0,0)
	   CLA2 A 0 A_FireCustomMissile("BaronBall",-45,0,0,0)
	   CLA2 A 0 A_FireCustomMissile("BaronBall",-60,0,0,0)
	   CLA2 A 0 A_FireCustomMissile("BaronBall",-75,0,0,0)
	   CLA2 A 0 A_FireCustomMissile("BaronBall",-80,0,0,0)
	   CLA2 A 0 A_FireCustomMissile("BaronBall",-105,0,0,0)
	   CLA2 A 0 A_FireCustomMissile("BaronBall",-120,0,0,0)
	   CLA2 A 0 A_FireCustomMissile("BaronBall",-135,0,0,0)
	   CLA2 A 0 A_FireCustomMissile("BaronBall",-150,0,0,0)
	   CLA2 A 0 A_FireCustomMissile("BaronBall",-165,0,0,0)
       CLA2 BAA 10
	   CLA2 A 0 A_FireCustomMissile("BaronBall",0,0,0,0)
       CLA2 A 0 A_FireCustomMissile("BaronBall",15,0,0,0)
	   CLA2 A 0 A_FireCustomMissile("BaronBall",30,0,0,0)
	   CLA2 A 0 A_FireCustomMissile("BaronBall",45,0,0,0)
	   CLA2 A 0 A_FireCustomMissile("BaronBall",60,0,0,0)
	   CLA2 A 0 A_FireCustomMissile("BaronBall",75,0,0,0)
	   CLA2 A 0 A_FireCustomMissile("BaronBall",80,0,0,0)
	   CLA2 A 0 A_FireCustomMissile("BaronBall",105,0,0,0)
	   CLA2 A 0 A_FireCustomMissile("BaronBall",120,0,0,0)
	   CLA2 A 0 A_FireCustomMissile("BaronBall",135,0,0,0)
	   CLA2 A 0 A_FireCustomMissile("BaronBall",150,0,0,0)
	   CLA2 A 0 A_FireCustomMissile("BaronBall",165,0,0,0)
	   CLA2 A 0 A_FireCustomMissile("BaronBall",180,0,0,0)
	   CLA2 A 0 A_FireCustomMissile("BaronBall",-15,0,0,0)
	   CLA2 A 0 A_FireCustomMissile("BaronBall",-30,0,0,0)
	   CLA2 A 0 A_FireCustomMissile("BaronBall",-45,0,0,0)
	   CLA2 A 0 A_FireCustomMissile("BaronBall",-60,0,0,0)
	   CLA2 A 0 A_FireCustomMissile("BaronBall",-75,0,0,0)
	   CLA2 A 0 A_FireCustomMissile("BaronBall",-80,0,0,0)
	   CLA2 A 0 A_FireCustomMissile("BaronBall",-105,0,0,0)
	   CLA2 A 0 A_FireCustomMissile("BaronBall",-120,0,0,0)
	   CLA2 A 0 A_FireCustomMissile("BaronBall",-135,0,0,0)
	   CLA2 A 0 A_FireCustomMissile("BaronBall",-150,0,0,0)
	   CLA2 A 0 A_FireCustomMissile("BaronBall",-165,0,0,0)
       CLA2 BAA 10
       goto ready
  HellAttackcheck:
       TNT1 A 0 A_jumpIfinventory("mana", 6, "HellAttack")
  goto ready
  GodHelpAttackcheck:
       TNT1 A 0 A_jumpIfinventory("mana", 30, "GodHelpAttack")  
  goto ready
  UnleashAttackcheck:
       TNT1 A 0 A_jumpIfinventory("mana", 100, "UnleashAttack")  
  goto ready
  Flash:
       SNIF F 3 Bright A_Light2
       SNIF F 3 Bright A_Light1
       SNIF F 0 Bright A_Light0
       Goto LightDone     
       }
}

Actor JungerImpBall
{
  Radius 6
  Height 8
  Speed 20
  Damage 8
  Projectile
  +RANDOMIZE
  RenderStyle Add
  Alpha 1
  SeeSound "imp/attack"
  DeathSound "imp/shotx"
  States
  {
  Spawn:
    BAL1 AB 4 Bright
    Loop
  Death:
    BAL1 CDE 6 Bright
    Stop
	}
}

Actor OrangeJungerImpBall : JungerImpBall
{
  Translation "168:191=208:223"
}

Actor YellowJungerImpBall : JungerImpBall
{
  Translation "168:191=224:231", "208:235=224:231"
}

Actor GreenJungerImpBall : JungerImpBall
{
  Translation "168:191=112:127", "208:223=112:122"
}

Actor BlueJungerImpBall : JungerImpBall
{
  Translation "168:191=192:207", "208:235=192:207"
}

Actor PurpleJungerImpBall : JungerImpBall
{
  Translation "168:191=250:254", "208:235=250:254"
}