Actor SSTBelphegor : Belphegor replaces Belphegor
{
damagefactor "RedPaint", 0.3
damagefactor "OrangePaint", 0.3
damagefactor "YellowPaint", 0.3
damagefactor "GreenPaint", 0.3
damagefactor "BluePaint", 0.3
damagefactor "PurplePaint", 0.3
damagefactor "WhitePaint", 0.3
damagefactor "BlackPaint", 0.3
  PainChance "ShotgunWeak", 64

  //SpawnID 215
  //Health 1500
  PainChance 15
  SeeSound "Belphegor/sight"
  PainSound "baron/pain"
  DeathSound "Belphegor/death"
  ActiveSound "Belphegor/active"
  Obituary "$OB_BELPHEGOR" // "%o was slain by a Belphegor."
  HitObituary "$OB_BELPHEGOR_MELEE" // "%o was slain by a Belphegor."
  speed 10
  
bloodtype "BaronBlood"//"Onegative"
BloodColor "20 60 20"
dropitem "RedArmor" 32
dropitem "SSTAutoStim"
+QUICKTORETALIATE
+MISSILEMORE
+BOSS

  States
  {

    Crush:
	TNT1 A 0 A_SpawnItemEx ("Gibs", 0,0,0, 0,0,0, 0, SXF_NOCHECKPOSITION|SXF_USEBLOODCOLOR|SXF_CLIENTSIDE)
	TNT1 AAAAAAAA 0 A_SpawnItemEx ("SuperDuperClientsideBloodSpotSpawner", 0,0,0, 0,0,0, 0, SXF_NOCHECKPOSITION|SXF_USEBLOODCOLOR|SXF_CLIENTSIDE)
    TNT1 AAAAAAAA 1 A_SpawnItemEx ("Bloodsquirt3", 0,0,0, 0,0,0, random(-180,180), SXF_USEBLOODCOLOR|SXF_CLIENTSIDE|SXF_NOCHECKPOSITION)
    TNT1 A -1
    Stop
  Spawn:
    B0S3 AB 10 A_Look
    Loop
  See:
    B0S3 AABBCCDD 3 A_Chase
    Loop
  Pain:
    B0S3 H 2
    B0S3 H 2 A_Pain
    Goto See
  Melee:
  Missile:
    B0S3 G 0 A_Jump(64,"Missile2a","Missile2b","Missile2c")
    B0S3 EF 6 A_FaceTarget
    B0S3 G 6 A_BasicAttack (10, "baron/melee", "BelphegorBall", 32)
    B0S3 G 0 A_Jump(32,"See")
    B0S3 G 0 A_Jump(32,"Missile2a","Missile2b","Missile2c")
    B0S3 EF 6 A_FaceTarget
    B0S3 G 6 A_BasicAttack (10, "baron/melee", "BelphegorBall", 32)
    B0S3 G 0 A_Jump(64,"See")
    B0S3 G 0 A_Jump(64,"Missile2a","Missile2b","Missile2c")
    B0S3 EF 6 A_FaceTarget
    B0S3 G 6 A_BasicAttack (10, "baron/melee", "BelphegorBall", 32)
    Goto See
  Missile2a:
    B0S3 EF 4 A_FaceTarget 
	B0S3 G 0 Bright A_CustomMissile ("BaronBall",28,0,0,0)
	B0S3 G 0 Bright A_CustomMissile ("BaronBall",28,0,-4,0)
	B0S3 G 4 Bright A_CustomMissile ("BaronBall",28,0,4,0)
	Goto See
  Missile2b:
    B0S3 EF 5 A_FaceTarget 
	B0S3 G 0 Bright A_CustomMissile ("BaronBall",28,0,0,0)
	B0S3 G 0 Bright A_CustomMissile ("BaronBall",28,0,-4,0)
	B0S3 G 5 Bright A_CustomMissile ("BaronBall",28,0,4,0)
	Goto See
  Missile2c:
    B0S3 EF 6 A_FaceTarget 
	B0S3 G 0 Bright A_CustomMissile ("BaronBall",28,0,0,0)
	B0S3 G 0 Bright A_CustomMissile ("BaronBall",28,0,-4,0)
	B0S3 G 6 Bright A_CustomMissile ("BaronBall",28,0,4,0)
	Goto See
  Death:
    B0S3 I 8
    B0S3 J 8 A_Scream
    B0S3 K 8
    B0S3 L 8 A_NoBlocking
    B0S3 MN 8
    B0S3 O -1 A_BossDeath
    Stop
  Raise:
    B0S3 ONMLKJI 8
    Goto See
  Pain.GreenPaint:
    TNT1 A 0 ACS_ExecuteAlways(926,0, 0,0,0)
	Goto See
  Pain.BluePaint:
    TNT1 A 0 ACS_ExecuteAlways(926,0, 1,0,0)
	Goto See
  Pain.RedPaint:
    TNT1 A 0 ACS_ExecuteAlways(926,0, 2,0,0)
	Goto See
  Pain.OrangePaint:
    TNT1 A 0 ACS_ExecuteAlways(926,0, 3,0,0)
	Goto See
  Pain.PurplePaint:
    TNT1 A 0 ACS_ExecuteAlways(926,0, 4,0,0)
	Goto See
  Pain.WhitePaint:
    TNT1 A 0 ACS_ExecuteAlways(926,0, 5,0,0)
	Goto See
  Pain.YellowPaint:
    TNT1 A 0 ACS_ExecuteAlways(926,0, 6,0,0)
	Goto See
  Pain.BlackPaint:
    TNT1 A 0 ACS_ExecuteAlways(926,0, 7,0,0)
	Goto See
  }
}

actor SSTBelphegorBall : BelphegorBall replaces BelphegorBall
{
  //seesound "weapons/bfgball"
	+FORCEXYBILLBOARD
	scale 1.2
  damagetype "fire"
  
  states
  {
  Spawn:
    BAL7 A 0
	BAL7 A 0 A_PlaySound("weapons/bfgball")
  Prawn:
    BAL7 AABB 1 bright A_SpawnItemEx ("PlasmaTrailGreen", random(-0.25,0.25), random(-0.25,0.25), random(-0.25,0.25), velx/random(3,5), vely/random(3,5), velz/random(3,5), 0, SXF_ABSOLUTEVELOCITY|SXF_NOCHECKPOSITION|SXF_CLIENTSIDE) 
    loop
  Death:
    TNT1 A 0 bright A_SpawnItemEx("bfgflare2", 0,0,0, 0,0,0, 0, 160)
	NULL A 0 A_SpawnItemEx ("BelphEffectSpawner", 0,0,0, 0,0,0, 0, 160) 
    BAL7 CDE 6 bright
    stop
  }
}