
//***Che adding damage resistance "FriendlyExplosion", 0.0

Actor DemonRuneBaron : PowerupGiver
{
	Inventory.PickupMessage "Demon Rune!"
	Inventory.PickupSound "misc/p_pkup"
	Inventory.MaxAmount 0
	+COUNTITEM
	+INVENTORY.AUTOACTIVATE
	+INVENTORY.ALWAYSPICKUP
	+INVENTORY.BIGPOWERUP
	Powerup.Type TransformBaron
	//***Che: managed by server-side ACS now. Otherwise, mechanism breaking on de-transform.
	Powerup.Duration 252000 //-60
	States
	{
	Spawn:
		DMRU AABBCCDD 2 Bright A_SpawnItem("RedFlareMedium",0,20)
		loop
	}

}


Actor PowerTransformBaron : PowerMorph
{
	PowerMorph.PlayerClass "BaronPlayer"
	
	//***Che otherwise morphing fails breaking the usage of any vehicles permanently
	PowerMorph.MorphStyle MRF_WHENINVULNERABLE
}

Actor BaronPlayer : DoomPlayer
{
	//***Che
	DamageFactor "FriendlyExplosion", 0.0
	
	Radius 16
	Height 56
	Health 1000
	Scale 1.15
	Player.ViewHeight 65
	Player.AttackZOffset 29
	Player.JumpZ 9
	Player.MorphWeapon "D4BaronHUD"
	PainSound "baron/pain"
	DeathSound "baron/death"
	damagefactor "Headkick", 0.0
	damagefactor "MonsterBullet", 0.5
	damagefactor "MonsterShotgunBullet", 0.6
	damagefactor "MonsterMinigun", 0.5
	damagefactor "HangingHook", 0.0
	damagefactor "Fatality", 5.0
	damagefactor "Bullet", 0.7 
	damagefactor "ExplosiveImpact", 0.5
	damagefactor "Shotgun", 0.95
	damagefactor "PussyGrab", 100.9 
	damagefactor "RevenantHitStomach", 0.0
	damagefactor "Blood", 0.5    damagefactor "BlueBlood", 0.5    damagefactor "GreenBlood", 0.5  damagefactor "Water", 0.0
	damagefactor "Shrapnel", 0.0 
	damagefactor "Head", 0.0	damagefactor "FriendBullet", 0.0    damagefactor "Taunt", 0.0    damagefactor "KillMe", 0.0
	damagefactor "CancelTeleportFog", 0.0	damagefactor "BHFTOnBarrel", 0.0	damagefactor "GibRemoving", 0.0
	damagefactor "SpawnMarine", 0.0	damagefactor "TeleportRemover", 0.0	damagefactor "MinorHead", 0.0
	damagefactor "Decaptate", 0.0	damagefactor "MonsterKnocked", 0.0
	DamageFactor "CauseSplash", 0.0 DamageFactor "CauseObjectsToSplashSlime", 0.0 DamageFactor "CauseObjectsToSplashNukage", 0.0
	DamageFactor "CauseObjectsToSplashBlood", 0.0 DamageFactor "CauseObjectsToSplashLava", 0.0 damagefactor "CauseWaterSplash", 0.0
	damagefactor "HelperMarineFatallity", 0.0	damagefactor "Leg", 0.0
	DamageFactor "KillMeBot", 0.0
	Player.ColorRange 112, 127
	Player.Face D4B
	+NOSKIN
	+PICKUP
	-DONTTRANSLATE
	+PLAYERPAWN.CROUCHABLEMORPH
	Species "Marines"
	Player.CrouchSprite "BOSS"
	Speed 0.6
	Player.SoundClass "fbd_playbaron_override" //just to remove the gender-inappropriate *land sounds
	States
	{
	Spawn:
		BOSS B 5
		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("ImpFatality3", 1, "FatalityImp")
		TNT1 A 0 A_JumpIfInventory("DemonFatality", 1, "FatalityDemon")
		Loop
	See:
		BOSS A 4 A_SpawnItemEx("PlayerBaronTrample", 0, 0, 8, 0, 0, 0, 0, SXF_SETMASTER )
		BOSS B 4
		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("ImpFatality3", 1, "FatalityImp")
		TNT1 A 0 A_JumpIfInventory("DemonFatality", 1, "FatalityDemon")
		
		BOSS C 4 A_SpawnItemEx("PlayerBaronTrample", 0, 0, 8, 0, 0, 0, 0, SXF_SETMASTER )
		BOSS D 4
		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("ImpFatality3", 1, "FatalityImp")
		TNT1 A 0 A_JumpIfInventory("DemonFatality", 1, "FatalityDemon")
		Goto Spawn
		
	Melee:
	Missile:
		BOSS EFG 4
		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("ImpFatality3", 1, "FatalityImp")
		TNT1 A 0 A_JumpIfInventory("DemonFatality", 1, "FatalityDemon")
		Goto Spawn
	Pain:
		BOSS H  2
		BOSS H  2 A_Pain
		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("ImpFatality3", 1, "FatalityImp")
		TNT1 A 0 A_JumpIfInventory("DemonFatality", 1, "FatalityDemon")
		Goto Spawn
	Death:
		TNT1 A 0
		TNT1 A 0 A_TakeInventory("D4BaronHUD")
		BOSS I  8
		BOSS J  8 A_Scream
		BOSS K  8
		BOSS L  8 A_NoBlocking
		BOSS MN 8
		BOSS O -1
		Stop
		
	CurbstompMarine:
		NULL A 0 SetPlayerProperty(0,1,0)
        TNT1 A 0 A_SetInvulnerable
		NULL A 0 ACS_namedExecuteAlways("BDStartCamera", 0, 0, 0, 0)
        KNTF A 10
		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 BCD 6 A_CustomMissile ("MuchBlood", 50, 0, random (0, 360), 2, random (0, 160))
	    EXPL A 0 Radius_Quake (2, 24, 0, 15, 0)
	    TNT1 A 0 A_CustomMissile ("MuchBlood2", 50, 0, random (0, 360), 2, random (0, 160))
		TNT1 AAA 0 A_CustomMissile ("XDeath1", 1, 0, random (0, 360), 2, random (0, 160))
        TNT1 AAAAAAAA 0 A_CustomMissile ("PlayerFlyingBlood", 50, 0, random (0, 360), 2, random (0, 160))
		KNTF DDDDDDDDDDDDDDDDDDD 2 A_CustomMissile ("MuchBlood", 25, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("RipGuts", 20, 0, random (0, 360), 2, random (0, 160))
        KNTF EEEFFFGGG 2 A_CustomMissile ("MuchBlood2", 38, 0, random (0, 360), 2, random (0, 160))
        TNT1 A 0 A_CustomMissile ("RipGuts", 20, 0, random (0, 360), 2, random (0, 160))
		KNTF GGGGGGGGGGG 2 A_CustomMissile ("MuchBlood", 25, 0, random (0, 360), 2, random (0, 160))
        TNT1 A 0 A_TakeInventory("Curbstomp_Marine",1)
        TNT1 A 0 A_UnSetInvulnerable
		TNT1 A 0 A_SpawnItemEx ("RappedMarine", 1,0,0, 0,0,0, 0,SXF_NOCHECKPOSITION,0)
		TNT1 A 0 A_GiveInventory("Health", 100)
		MARN A 0 ACS_namedExecuteAlways("BDStopCamera", 0, 0, 0, 0)
		NULL A 0 SetPlayerProperty(0,0,0)
		Goto Spawn


   FatalityZombieman:
		NULL A 0 SetPlayerProperty(0,1,0)
        TNT1 A 0 A_SetInvulnerable
		NULL A 0 ACS_namedExecuteAlways("BDStartCamera", 0, 0, 0, 0)
        3HF1 A 10
	    TNT1 A 0 A_PlaySound("grunt/death")
	    3HF1 BC 4
		TNT1 AA 0 A_CustomMissile ("XDeath1", 55, 0, random (0, 360), 2, random (0, 160))
		3HF1 BCBC 4 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 5
		3HF1 E 3
		TNT1 A 0 A_CustomMissile ("XDeathZombieManHead", 65, 0, random (0, 360), 2, random (70, 120))
		3HF1 F 10
		
		TNT1 A 0 A_GiveInventory("Health", 50)
		TNT1 A 0 A_GiveInventory("HasZombiemanChunk", 1)
        TNT1 A 0 A_TakeInventory("ZombieManFatality",1)
        TNT1 A 0 A_UnSetInvulnerable
		MARN A 0 ACS_namedExecuteAlways("BDStopCamera", 0, 0, 0, 0)
		NULL A 0 SetPlayerProperty(0,0,0)
		Goto SPawn
		
	FatalitySergeant:
		NULL A 0 SetPlayerProperty(0,1,0)
        TNT1 A 0 A_SetInvulnerable
		NULL A 0 ACS_namedExecuteAlways("BDStartCamera", 0, 0, 0, 0)
		3HF1 I 10
		TNT1 A 0 A_PlaySound("grunt/death")
		3HF1 I 5
	   
	   TNT1 AAAA 0 A_CustomMissile ("Guts2", 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 10
	   
		3HF1 KLM 5
		 
        TNT1 A 0 A_TakeInventory("SergeantFatality",1)
		TNT1 A 0 A_GiveInventory("Health", 50)
		TNT1 A 0 A_GiveInventory("HasSergeantChunk", 1)
        TNT1 A 0 A_UnSetInvulnerable
		MARN A 0 ACS_namedExecuteAlways("BDStopCamera", 0, 0, 0, 0)
		NULL A 0 SetPlayerProperty(0,0,0)
        Goto Spawn


      FatalityDemon:
		NULL A 0 SetPlayerProperty(0,1,0)
        TNT1 A 0 A_SetInvulnerable
		NULL A 0 ACS_namedExecuteAlways("BDStartCamera", 0, 0, 0, 0)
		TNT1 A 0 A_PlaySound("demon/pain")
        3HF1 N 20
	   
		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 OPQQQ 5 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_GiveInventory("Health", 50)
        TNT1 A 0 A_UnSetInvulnerable
		MARN A 0 ACS_namedExecuteAlways("BDStopCamera", 0, 0, 0, 0)
		NULL A 0 SetPlayerProperty(0,0,0)
        Goto Spawn
		
		
	FatalityImp:
		NULL A 0 SetPlayerProperty(0,1,0)
		TNT1 A 0 A_SetInvulnerable
		TNT1 A 0 A_PlaySound("demon/pain")
		NULL A 0 ACS_namedExecuteAlways("BDStartCamera", 0, 0, 0, 0)
        3HF2 ABABAB 3
	   
	    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 ("Guts2", 42, 0, random (0, 360), 2, random (0, 160))
	    3HF2 CDE 3
	   
	    3HF2 FFF 8
	    3HF2 GGHHIJ 1
	    TNT1 A 0 A_SpawnItem("FBD_DeadImp_BaronFatality")
        TNT1 A 0 A_TakeInventory("ImpFatality3",1)
		TNT1 A 0 A_GiveInventory("Health", 50)
		MARN A 0 ACS_namedExecuteAlways("BDStopCamera", 0, 0, 0, 0)
		TNT1 A 0 A_UnSetInvulnerable
		NULL A 0 SetPlayerProperty(0,0,0)
        Goto Spawn	
		}
}



ACTOR D4BaronHUD : DoomWeapon
{
	Weapon.AmmoUse1 0
	Weapon.AmmoGive1 0
	Weapon.AmmoUse2 0
	Weapon.AmmoGive2 0
	+WEAPON.NOAUTOFIRE
	+WEAPON.NOAUTOAIM
	+WEAPON.CHEATNOTWEAPON
	+WEAPON.NOAUTOAIM
	
	Tag "$TAG_SHOTGUN"
	States
	{
		Ready:
			TNT1 A 0
			TNT1 A 0 A_JumpIfInventory("Curbstomp_Marine", 1, "Steady")
			TNT1 A 0 A_JumpIfInventory("ZombiemanFatality", 1, "Steady")
			TNT1 A 0 A_JumpIfInventory("SergeantFatality", 1, "Steady")
			TNT1 A 0 A_JumpIfInventory("ImpFatality3", 1, "Steady")
			TNT1 A 0 A_JumpIfInventory("DemonFatality", 1, "Steady")
			TNT1 A 0 A_JumpIfInventory("HasExplosiveBarrel", 1, "ReadyBarrel")
			TNT1 A 0 A_JumpIfInventory("HasZombiemanChunk", 1, "ReadyZombieman")
			TNT1 A 0 A_JumpIfInventory("HasSergeantChunk", 1, "ReadySergeant")
			TNT1 A 0 A_JumpIfInventory("CeaseMorph", 1, "CeaseMorph")
			HBRG A 1 A_WeaponReady
			Loop
		
		ReadyBarrel:
			HBRC B 1 A_WeaponReady
			TNT1 A 0 A_JumpIfInventory("CeaseMorph", 1, "CeaseMorph")
			Loop
			
		ReadyZombieman:
			HBRS D 1 A_WeaponReady
			TNT1 A 0 A_JumpIfInventory("CeaseMorph", 1, "CeaseMorph")
			TNT1 A 0 A_FireCustomMissile("D4HoldingZombieman", 0,0,16,-4,0,0)
			Loop	
			
		ReadySergeant:
			HBRS D 1 A_WeaponReady
			TNT1 A 0 A_JumpIfInventory("CeaseMorph", 1, "CeaseMorph")
			TNT1 A 0 A_FireCustomMissile("D4HoldingSergeant", 0,0,16,-4,0,0)
			Loop		
			
		Steady:	
			TNT1 A 0
			TNT1 A 1
			TNT1 A 0 A_JumpIfInventory("CeaseMorph", 1, "CeaseMorph")
			Goto Ready
			
		
		Deselect:
			HBRS CBA 1
			HBRG AAAAAAAAAAAA 0 A_Lower
			TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_Lower
			Loop
		Select:
			TNT1 A 1 A_Raise
			HBRG AAAAAAAAA 0 A_Raise
			Select2:
			TNT1 A 0 A_PlaySound("baron/sight")
			HBRS ABC 1
			Goto Ready
			
		HoldFire:
			HBRG A 1 A_WeaponReady(WRF_NOFIRE)
			TNT1 A 0 A_JumpIfInventory("CeaseMorph", 1, "CeaseMorph")
			TNT1 A 0 A_JumpIfInventory("DisablePlayerWeapons", 1, "HoldFire")		
			Goto Ready
		
		Fire:
			TNT1 A 0
			TNT1 A 0 A_JumpIfInventory("DisablePlayerWeapons", 1, "HoldFire") //***Che
				"----" A 0 A_JumpIfInventory("QPowerQuadDamage", 1, 2)
				"----" A 0 A_JumpIf(true, 2)
				"----" A 0 A_PlaySound("quaddamage/echo", CHAN_7)
			"----" A 0 A_GiveInventory ("PlayerIsFighting", 150) //***Che encourages the follower NPCs to get da fug out of your line of fire
			TNT1 A 0 A_JumpIfInventory("HasExplosiveBarrel", 1, "MissileBarrel")
			TNT1 A 0 A_JumpIfInventory("HasZombiemanChunk", 1, "FireZombieman")
			TNT1 A 0 A_JumpIfInventory("HasSergeantChunk", 1, "FireSergeant")
			TNT1 A 0 A_JumpIfCloser(200, "MeleeAttack")
			HBRF ABCD 1 A_JumpIfInventory("CeaseMorph", 1, "CeaseMorph")
			TNT1 A 0 A_FireCustomMissile("GreenPlasmaBallPlayerTransformed", 0,0,4,-4,0,0)
			HBRF EFGHI 1 BRIGHT A_JumpIfInventory("CeaseMorph", 1, "CeaseMorph")
			HBRF JKLMDCBA 1 A_JumpIfInventory("CeaseMorph", 1, "CeaseMorph")
			Goto Ready
			
		FireZombieman:
			TNT1 A 0
			HBRM ABC 1 A_JumpIfInventory("CeaseMorph", 1, "CeaseMorph")
			TNT1 A 0 A_PlaySound("weapons/gswing")
			HBRM EF 1 A_JumpIfInventory("CeaseMorph", 1, "CeaseMorph")
			
			RIFF A 0 A_FireCustomMissile("FBD_ThrowedZombieMan2B", 0, 0, 4, -4)
			HBRM GH 1 A_JumpIfInventory("CeaseMorph", 1, "CeaseMorph")
			TNT1 A 4 A_JumpIfInventory("CeaseMorph", 1, "CeaseMorph")
			TNT1 A 0 A_TakeInventory("HasZombiemanChunk", 1)
			HBRF CDBA 1
			Goto Ready
		
		FireSergeant:
			TNT1 A 0
			HBRM ABC 1 A_JumpIfInventory("CeaseMorph", 1, "CeaseMorph")
			TNT1 A 0 A_PlaySound("weapons/gswing")
			HBRM EF 1 A_JumpIfInventory("CeaseMorph", 1, "CeaseMorph")
			
			RIFF A 0 A_FireCustomMissile("FBD_FBD_ThrowedSergeantPieceB", 0, 0, 4, -4)
			HBRM GH 1 A_JumpIfInventory("CeaseMorph", 1, "CeaseMorph")
			TNT1 A 4 A_JumpIfInventory("CeaseMorph", 1, "CeaseMorph")
			TNT1 A 0 A_TakeInventory("HasSergeantChunk", 1)
			HBRF CDBA 1
			Goto Ready
			
		MeleeAttack:
			TNT1 A 0
			TNT1 A 1 A_JumpIfInventory("CeaseMorph", 1, "CeaseMorph")
			TNT1 A 0 A_Recoil(-6)
			TNT1 A 0 A_Jump(128, "Melee2")
			
			
			HBRM ABC 1 A_JumpIfInventory("CeaseMorph", 1, "CeaseMorph")
			TNT1 A 0 A_PlaySound("weapons/gswing")
			HBRM EF 1 A_JumpIfInventory("CeaseMorph", 1, "CeaseMorph")
			
			TNT1 A 0 A_GiveInventory("HeavyStrikeLeft", 1)
			RIFF AAAA 0 A_FireCustomMissile("SuperKickAttack", 0, 0, 0, -24)
			HBRM GH 1 A_JumpIfInventory("CeaseMorph", 1, "CeaseMorph")
			TNT1 A 4 A_JumpIfInventory("CeaseMorph", 1, "CeaseMorph")
			TNT1 A 0 A_TakeInventory("HeavyStrikeLeft", 1)
			HBRF CDBA 1 A_JumpIfInventory("CeaseMorph", 1, "CeaseMorph")
			Goto Ready
		
		Melee2:
			TNT1 A 0
			TNT1 A 1
			TNT1 A 0 A_Recoil(-6)
			
			
			HBRN ABC 1 A_JumpIfInventory("CeaseMorph", 1, "CeaseMorph")
			TNT1 A 0 A_PlaySound("weapons/gswing")
			HBRN EF 1 A_JumpIfInventory("CeaseMorph", 1, "CeaseMorph")
			
			TNT1 A 0 A_GiveInventory("HeavyStrikeRight", 1)
			RIFF AAAA 0 A_FireCustomMissile("SuperKickAttack", 0, 0, 0, -24)
			HBRN GH 1 A_JumpIfInventory("CeaseMorph", 1, "CeaseMorph")
			TNT1 A 4 A_JumpIfInventory("CeaseMorph", 1, "CeaseMorph")
			TNT1 A 0 A_TakeInventory("HeavyStrikeRight", 1)
			HBRF CDBA 1
			Goto Ready
			
		MissileBarrel:
			HBRM ABC 1 A_JumpIfInventory("CeaseMorph", 1, "CeaseMorph")
			TNT1 A 0 A_PlaySound("weapons/gswing")
			HBRM EF 1 A_JumpIfInventory("CeaseMorph", 1, "CeaseMorph")
			TNT1 A 0 A_FireCustomMissile("ThrowedBarrel", 0,0,4,-4,0,0)
			TNT1 A 0 A_TakeInventory("HasExplosiveBarrel", 1)
			HBRM GH 1 A_JumpIfInventory("CeaseMorph", 1, "CeaseMorph")
			TNT1 A 4 A_JumpIfInventory("CeaseMorph", 1, "CeaseMorph")
			HBRM CDBA 1 A_JumpIfInventory("CeaseMorph", 1, "CeaseMorph")
			Goto Ready 
		
		AltFire:
			TNT1 A 0
			TNT1 A 0 A_JumpIfInventory("DisablePlayerWeapons", 1, "HoldFire") //***Che
				"----" A 0 A_JumpIfInventory("QPowerQuadDamage", 1, 2)
				"----" A 0 A_JumpIf(true, 2)
				"----" A 0 A_PlaySound("quaddamage/echo", CHAN_7)	
			
			"----" A 0 A_GiveInventory ("PlayerIsFighting", 150) //***Che encourages the follower NPCs to get da fug out of your line of fire
			TNT1 A 0 A_JumpIfInventory("HasExplosiveBarrel", 1, "MissileBarrel")
			TNT1 A 0 A_JumpIfInventory("HasZombiemanChunk", 1, "FireZombieman")
			TNT1 A 0 A_JumpIfInventory("HasSergeantChunk", 1, "FireSergeant")
			HBRF ABCD 1 A_JumpIfInventory("CeaseMorph", 1, "CeaseMorph")
			TNT1 A 0 A_JumpIfInventory("HasExplosiveBarrel", 1, "ReadyBarrel")
			TNT1 A 0 A_Recoil(-3)
			
			
			HBRN ABC 1 A_JumpIfInventory("CeaseMorph", 1, "CeaseMorph")
			TNT1 A 0 A_PlaySound("weapons/gswing")
			TNT1 A 0 A_FireCustomMissile("BaronAttackOnBarrel", 0, 0, 0, -16)
			HBRN EF 1 A_JumpIfInventory("CeaseMorph", 1, "CeaseMorph")
			
			TNT1 A 0 A_GiveInventory("HeavyStrikeRight", 1)
			TNT1 A 0 A_FireCustomMissile("BaronAttackOnBarrel", 0, 0, 0, -16)
			RIFF AA 0 A_FireCustomMissile("BaronAttack", 0, 0, 0, -24)
			HBRN GH 1 A_JumpIfInventory("CeaseMorph", 1, "CeaseMorph")
			TNT1 A 4 A_JumpIfInventory("CeaseMorph", 1, "CeaseMorph")
			TNT1 A 0 A_TakeInventory("HeavyStrikeRight", 1)
			TNT1 A 0 A_JumpIfInventory("HasExplosiveBarrel", 1, "ReadyBarrel")
			HBRF CDBA 1 A_JumpIfInventory("CeaseMorph", 1, "CeaseMorph")
			Goto Ready
			
		Spawn:
			SHOT A -1
			Stop
			
		CeaseMorph:
			TNT1 A 0
			TNT1 A 0 A_TakeInventory("CeaseMorph", 1)
			//TNT1 A 0 ACS_NamedExecuteAlways("BDForceUnmorph")
			TNT1 A 0 ACS_NamedExecuteWithResult("FBD_LeaveVehicle", 6) // 6 = baron morph
			TNT1 A 1
			Goto Ready
	}
}



ACTOR GreenPlasmaBallPlayerTransformed: GreenPlasmaBall
{
	Radius 10
	Height 16
	Speed 25
	FastSpeed 25
    -THRUGHOST
    Damage (random(105,125))
	Species "MArines"
}


ACTOR FBD_ThrowedZombieMan2B: FBD_ThrowedZombieMan2
{
    -NOGRAVITY
	Damage 20
	Speed 30
}


ACTOR FBD_FBD_ThrowedSergeantPieceB: FBD_ThrowedZombieMan2B
{
	Damage 20
	Speed 30
	Radius 6
	Height 6
	+MISSILE
	Species "Marines"
	States
	{
	Spawn:
        SP2X HIJK 5
		Loop
		
    Death:
	    TNT1 A 0 A_SpawnItem("MeatDeath")
		TNT1 A 0 A_CustomMissile ("XDeathSergeantHeadOnXDeath", 2, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("XDeathArm1", 2, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 5
		Stop
	}
}


actor D4HoldingZOmbieman
{
    Scale 1.0
	PROJECTILE
	+MISSILE
    +CLIENTSIDEONLY
	Speed 8
    States
    {
    Spawn:
	Death:
		TNT1 A 0
		TNT1 A 0
		TNT1 A 0 A_Stop
		TNT1 A 0 A_SpawnItem("D4ZombiemanBeingHold", 20, -20)
        TNT1 A 2
        stop
    }
}


actor D4ZombiemanBeingHold
{
    +CLIENTSIDEONLY
	+NOBLOCKMAP
	+FORCEXYBILLBOARD
    States
    {
    Spawn:
	Death:
		TNT1 A 0
        D4BH A 1
        stop
    }
}



actor D4HoldingSergeant
{
    Scale 1.0
	PROJECTILE
	+MISSILE
    +CLIENTSIDEONLY
	Speed 8
    States
    {
    Spawn:
	Death:
		TNT1 A 0
		TNT1 A 0
		TNT1 A 0 A_Stop
		TNT1 A 0 A_SpawnItem("D4SergeantBeingHold", 20, 5)
        TNT1 A 2
        stop
    }
}


actor D4SergeantBeingHold
{
    +CLIENTSIDEONLY
	+NOBLOCKMAP
	+FORCEXYBILLBOARD
    States
    {
    Spawn:
	Death:
		TNT1 A 0
        SP2X H 1
        stop
    }
}
