
ACTOR Baron : BaronOfHell Replaces BaronOfHell
{
	Game Doom
	SpawnID 3
	Health 700
	Radius 24
	Height 56
	Mass 1000
	Speed 8
	PainChance 50
	DamageFactor "BoomHeadShot", 0.30
	PainChance "BoomHeadShot", 255
	DamageFactor "KnightHit", 0.0
	PainChance "KnightHit", 0
	Monster
	+FLOORCLIP
	+BOSSDEATH
	SeeSound "baron/sight"
	PainSound "baron/pain"
	DeathSound "baron/death"
	ActiveSound "baron/active"
	Obituary "$OB_BARON"
	HitObituary "$OB_BARONHIT"
	States
	{
	Spawn:
	TNT1 A 0 A_SpawnItem("HeadShotBox10", 12, 56,0)
		BOSS B 10 A_Look 
		Loop
	See:
	TNT1 A 0 A_SpawnItem("HeadShotBox10", 16, 56,0)
		BOSS AAB 3 A_Chase 
	TNT1 A 0 A_SpawnItem("HeadShotBox10", 16, 56,0)
		BOSS BBC 3 A_Chase 
	TNT1 A 0 A_SpawnItem("HeadShotBox10", 16, 56,0)
		BOSS CCD 3 A_Chase 
	TNT1 A 0 A_SpawnItem("HeadShotBox5", 16, 56,0)
		BOSS DD 3 A_Chase 
		Loop
		
	Melee:
	Missile:
	TNT1 A 0 A_SpawnItem("HeadShotBox20", 18, 56,0)
	BOSS E 4 A_FaceTarget
		BOSS FF 2 A_BruisAttack
		TNT1 A 0 A_SpawnItem("HeadShotBox10", 18, 56,0)
		BOSS GGG 0 
		BOSS G 8 A_BruisAttack
		Goto See
	Pain:
	TNT1 A 0 A_SpawnItem("HeadShotBox20", 12, 56,0)
		BOSS H  2 A_Pain
		BOSS H  18
		Goto See
	
	Death:
		BOSS I  8
		BOSS J  8 A_Scream
		BOSS K  8
		BOSS L  8 A_NoBlocking
		BOSS MN 8
		BOSS O -1 A_BossDeath   
		Stop
		
	Death.BoomHeadShot:
		BADH AAA  1 A_Scream
		BADH A  1 A_NoBlocking
		BADH ABBCC 4
		BADH D -1 A_BossDeath   
		Stop
		
	Raise:
		BOSS O 8
		BOSS NMLKJI  8
		Goto See
	}
}




ACTOR Knight : HellKnight Replaces HellKnight
{
	Game Doom
	SpawnID 113
	Health 500
	Height 56
	Mass 9999
	DamageFactor "BoomHeadShot", 0.32
	PainChance "BoomHeadShot", 255
	DamageFactor "KnightHit", 0.0
	PainChance "KnightHit", 0
	DamageType KnightHit
	-BOSSDEATH
	+THRUSPECIES
	SeeSound "knight/sight"
	ActiveSound "knight/active"
	PainSound "knight/pain"
	DeathSound "knight/death"
	HitObituary "$OB_KNIGHTHIT"
	Obituary "$OB_KNIGHT"
	States
	{
	Spawn:
	TNT1 A 0 A_SpawnItem("HeadShotBox10", 12, 56,0)
		BOS2 B 10 A_Look
		Loop
	See:
	TNT1 A 0 A_SpawnItem("HeadShotBox10", 16, 56,0)
		BOS2 AAB 3 A_Chase
	TNT1 A 0 A_SpawnItem("HeadShotBox10", 16, 56,0)
		BOS2 BBC 3 A_Chase
	TNT1 A 0 A_SpawnItem("HeadShotBox10", 16, 56,0)
		BOS2 CCD 3 A_Chase
	TNT1 A 0 A_SpawnItem("HeadShotBox10", 16, 56,0)
		BOS2 DD 3 A_Chase
		Loop
	Melee:
	Missile:
	TNT1 A 0 A_Jump(20,"RunHit")
	TNT1 A 0 A_Jump(75,"Run")
TiraCaca:
	TNT1 A 0 A_SpawnItem("HeadShotBox30", 18, 56,0)
		BOS2 EF 4 A_FaceTarget
		BOS2 G 8 A_BruisAttack
		Goto See

		
RunHit:
		tnt1 a 0 a_playsound("knight/active")
		TNT1 A 0 A_FACETARGET
		TNT1 A 0 A_RECOIL(-10)
	RunHit2:
		TNT1 A 0 A_FaceTarget
		TNT1 A 0 A_SpawnItem("HeadShotBox5", 18, 56,0)
		BSCG A 4 A_Recoil(-5)
		TNT1 A 0 A_CustomMissile("KNIGHTHITL")
		 tnt1 a 0 a_checkfloor(1)
	Goto Paw1
		tnt1 a 0 A_playsound("KnightRun",8,0.3,0,0.2)
		TNT1 A 0 A_JumpIfCloser(70,"Hitt")
		TNT1 A 0 A_CustomMissile("KNIGHTHITL")
		TNT1 A 0 A_FaceTarget
		TNT1 A 0 A_SpawnItem("HeadShotBox5", 18, 56,0)
		BSCG B 4 A_Recoil(-5)
		 tnt1 a 0 a_checkfloor(1)
	Goto Paw1
		TNT1 A 0 A_JumpIfCloser(80,"Hitt")
		TNT1 A 0 A_FaceTarget
		TNT1 A 0 A_SpawnItem("HeadShotBox5", 18, 56,0)
		BSCG C 4 A_Recoil(-5)
		TNT1 A 0 A_CustomMissile("KNIGHTHITL")
		 tnt1 a 0 a_checkfloor(1)
	Goto Paw1
		tnt1 a 0 A_playsound("KnightRun",8,0.3,0,0.2)
		TNT1 A 0 A_JumpIfCloser(80,"Hitt")
		TNT1 A 0 A_FaceTarget
		TNT1 A 0 A_SpawnItem("HeadShotBox5", 18, 56,0)
		BSCG D 4 A_Recoil(-5)
		TNT1 A 0 A_CustomMissile("KNIGHTHITL")
		 tnt1 a 0 a_checkfloor(1)
	Goto Paw1
		TNT1 A 0 A_JumpIfCloser(80,"Hitt")
	Loop
Hitt:
		TNT1 A 0 A_Jump(75,"RunHit2")
		TNT1 A 0 A_Jump(128,"Stock")
		TNT1 A 0 A_FaceTarget
		TNT1 A 0 A_Recoil(-2)
		TNT1 A 0 A_CustomMissile("KNIGHTHITI")
		BSPC AABB 4 A_SpawnItem("HeadShotBox5", 18, 56,0)
		TNT1 A 0 A_CustomMissile("KNIGHTHITI")
		TNT1 A 0 A_SpawnItem("HeadShotBox20", 18, 56,0)
		BSPC B 16
		TNT1 A 0 A_FaceTarget
		TNT1 A 0 A_Recoil(-5)
		Goto See
Stock:
		TNT1 A 0 A_FaceTarget
		TNT1 A 0 A_Recoil(-12)
		TNT1 A 0 A_CustomMissile("KNIGHTHITH")
		TNT1 A 0 A_SpawnItem("HeadShotBox20", 18, 56,0)
		BSCG AAAAAAAA 2 A_CustomMissile("KNIGHTHITVL")
		TNT1 A 0 A_SpawnItem("HeadShotBox30", 18, 56,0)
		BSCG A 26 
		TNT1 A 0 A_FaceTarget
		TNT1 A 0 A_Recoil(-5)
		Goto See
		
		
		
		
		
		
		
//////////////////////////////Jump////////////////////////////

Run:
		tnt1 a 0 a_playsound("knight/active")
		TNT1 A 0 A_FACETARGET
		TNT1 A 0 A_RECOIL(-10)
	Run2:
		TNT1 A 0 A_FaceTarget
		TNT1 A 0 A_SpawnItem("HeadShotBox5", 18, 56,0)
		BSCG A 4 A_Recoil(-5)
		 tnt1 a 0 a_checkfloor(1)
	Goto Paw1
		tnt1 a 0 A_playsound("KnightRun",8,0.3,0,0.2)
		TNT1 A 0 A_JumpIfCloser(475,"Paw")
		TNT1 A 0 A_FaceTarget
		TNT1 A 0 A_SpawnItem("HeadShotBox5", 18, 56,0)
		BSCG B 4 A_Recoil(-5)
		 tnt1 a 0 a_checkfloor(1)
	Goto Paw1
		TNT1 A 0 A_JumpIfCloser(475,"Paw")
		TNT1 A 0 A_FaceTarget
		TNT1 A 0 A_SpawnItem("HeadShotBox5", 18, 56,0)
		BSCG C 4 A_Recoil(-5)
		 tnt1 a 0 a_checkfloor(1)
	Goto Paw1
		tnt1 a 0 A_playsound("KnightRun",8,0.3,0,0.2)
		TNT1 A 0 A_JumpIfCloser(475,"Paw")
		TNT1 A 0 A_FaceTarget
		TNT1 A 0 A_SpawnItem("HeadShotBox5", 18, 56,0)
		BSCG D 4 A_Recoil(-5)
		 tnt1 a 0 a_checkfloor(1)
	Goto Paw1
		TNT1 A 0 A_JumpIfCloser(475,"Paw")
	Loop
Paw1:
		tnt1 a 0 A_ChangeVelocity(0,0,5)
		tnt1 a 0 a_facetarget
		tnt1 a 0 a_recoil(-1)
Paw:
		tnt1 a 0 a_playsound("KnightJump")
		tnt1 a 0 A_ChangeVelocity(0,0,15)
		TNT1 A 0 A_FaceTarget
		TNT1 A 0 A_SpawnItem("HeadShotBox5", 18, 56,0)
		BSPC A 2 A_Recoil(-3)
		TNT1 A 0 A_SetInvulnerable
		TNT1 A 0 A_SpawnItem("HeadShotBox10", 18, 56,0)
		BSPC BBB 2 A_Explode(33,5, XF_NOTMISSILE, 0, 33)
AirCheck:
		TNT1 A 0 A_SpawnItem("HeadShotBox5", 18, 56,0)
		BSPC B 2 A_Explode(33,5, XF_NOTMISSILE, 0, 33)
		TNT1 A 0 A_JumpIfCloser(15,"Fall")
		 tnt1 a 0 a_checkfloor("Fall")
	Loop
		Fall:
		tnt1 a 0 A_playsound("KnightFarEx",8,1.0,0,0.2)
		tnt1 a 0 a_playsound("KnightCloseEx",Chan_Auto)
		TNT1 A 0 Radius_Quake(4, 24, 0, 15, 0)
		TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile ("smojepuffbig", 2, 0, random (0, 360), 2, random (0, 360))
		TNT1 A 0 A_Explode(130,175, XF_NOTMISSILE, 0, 100)
		TNT1 A 0 A_Stop
		TNT1 A 0 A_UnSetInvulnerable
		TNT1 A 0 A_FACETARGET
		TNT1 A 0 A_SpawnItem("HeadShotBox30", 19, 26,0)
		BSPC DDD 5 A_Explode(33,60, XF_NOTMISSILE, 0, 33)
		TNT1 A 0 A_FaceTarget
		BSPC D 5 A_SpawnItem("HeadShotBox10", 19, 26,0)
		TNT1 A 0 A_FaceTarget
		BSPC D 5 A_SpawnItem("HeadShotBox10", 19, 26,0)
		TNT1 A 0 A_FaceTarget
		BSPC D 5 A_SpawnItem("HeadShotBox10", 19, 26,0)
		TNT1 A 0 A_FaceTarget
		BSPC D 5 A_SpawnItem("HeadShotBox10", 19, 26,0)
		TNT1 A 0 A_FaceTarget
		BSPC D 5 A_SpawnItem("HeadShotBox10", 19, 26,0)
		TNT1 A 0 A_FaceTarget
		BSPC D 5 A_SpawnItem("HeadShotBox10", 19, 26,0)
		TNT1 A 0 A_FaceTarget
		BSPC D 5 A_SpawnItem("HeadShotBox10", 19, 26,0)
		TNT1 A 0 A_FaceTarget
		BSPC D 5 A_SpawnItem("HeadShotBox10", 19, 26,0)
		TNT1 A 0 A_FaceTarget
		BSPC D 5 A_SpawnItem("HeadShotBox10", 19, 26,0)
	Goto See
		
		
	Pain:
	TNT1 A 0 A_SpawnItem("HeadShotBox20", 12, 56,0)
		BOS2 H  2 A_Pain
		BOS2 H  18
		Goto See
	Death:
		BOS2 I  8
		BOS2 J  8 A_Scream
		BOS2 K  8
		BOS2 L  8 A_NoBlocking
		BOS2 MN 8
		BOS2 O -1
		Stop
	
	Death.BoomHeadShot:
	BTN5 A 1 A_Scream
	BTN5 A 1 A_NoBlocking
	BTN5 A 6
	BTN5 BCDEF 8
	BTN5 F -1
	Stop 
	
	Raise:
		BOS2 O 8
		BOS2 NMLKJI  8
		Goto See
	}
}


























ACTOR BaronBall2 : BaronBall REPLACES BaronBall
{
	Game Doom
	SpawnID 154
	Radius 6
	Height 16
	Speed 45
	FastSpeed 65
	Damage 8
	SCALE 1.2
	Projectile 
	+RANDOMIZE
	 +FORCEXYBILLBOARD
	RenderStyle Add
	Alpha 1
	Var Int user_stickx;
	Var Int user_sticky;
	Var Int user_stickz;
	Var int user_weave[4];
	SeeSound "baron/attack"
	DeathSound "baron/shotx"
	Decal "BaronScorch"
	States
	{
	Spawn:
		TNT1 A 0
		TNT1 A 0 A_SetUserArray(user_weave,0,Random(-1,1))
		TNT1 A 0 A_SetUserArray(user_weave,1,Random(-1,1))
		TNT1 A 0 A_SetUserArray(user_weave,2,Random(-2,2))
		TNT1 A 0 A_SetUserArray(user_weave,3,Random(-2,2))
		BAL7 AB 3 
	Lup:
		BAL7 A 1 Bright A_SeekerMissile(12,12)
		TNT1 AA 0 A_Weave(user_weave[0],user_weave[1],user_weave[2],user_weave[3])
		BAL7 B 1 Bright A_SeekerMissile(12,12)
		TNT1 AA 0 A_Weave(user_weave[0],user_weave[1],user_weave[2],user_weave[3])
		BAL7 A 1 Bright A_SeekerMissile(12,12)
		TNT1 AA 0 A_Weave(user_weave[0],user_weave[1],user_weave[2],user_weave[3])
		BAL7 B 1 Bright A_SeekerMissile(12,12)
		TNT1 AA 0 A_Weave(user_weave[0],user_weave[1],user_weave[2],user_weave[3])
		Loop
	Death:
	TNT1 A 0 Radius_Quake(4,12,0,25,0)
	tnt1 a 0 A_playsound("Far/Plasma",8,1.0,0,0.1)
		BAL7 CDE 6 
		Stop
	}
}
ACTOR KNIGHTHITVL : BREAKERBASE
{
		DamageType KnightHit
		RADIUS 30
		HEIGHT 50
		Speed 60
		ProjectileKickback 200
		Damage (5*Random(1.,2.50))
}
ACTOR KNIGHTHITL : BREAKERBASE
{
		DamageType KnightHit
		RADIUS 30
		HEIGHT 50
		Speed 600
		ProjectileKickback 200
		Damage (15*Random(1.,2.50))
}
ACTOR KNIGHTHITH : BREAKERBASE
{
		+THRUSPECIES
		DamageType KnightHit
		RADIUS 30
		HEIGHT 50
		Speed 600
		ProjectileKickback 4000
		Damage (20*Random(1.,2.50))
}
ACTOR KNIGHTHITI : BREAKERBASE
{
		DamageType KnightHit
		RADIUS 30
		HEIGHT 50
		Speed 600
		ProjectileKickback 2500
		Damage (20*Random(1.,2.50))
}