ACTOR Cocytus 
{ 
   Health 2000 
   Speed 14
   Radius 24
   Height 64
   PainChance 50
   Mass 1000
   Meleedamage 20
   Damagefactor 0.7
   Alpha 0.8
   BloodColor "7D 9D 59"
   SeeSound "baron/sight"
   PainSound "baron/pain"
   DeathSound "baron/death"
   ActiveSound "baron/active"
   MeleeSound "baron/melee"
   REACTIONTIME 12 
   MissileType "InfernalBall"
   MONSTER 
	+FLOORCLIP
   Obituary "%o was annihilated by the Cocytus" 
   HitObituary "%o witnessed the fury of the Cocytus." 
   States 
   { 
   Spawn: 
	  TNT1 A 0 A_SpawnItem("FireburstSpawner",0,0,0,0)
      BOS3 AB 10 A_Look 
      Loop 
   See: 
      TNT1 A 0 A_SpawnItem("FireburstSpawner",0,0,0,0)
      TNT1 A 0 A_SpawnItemEx("HellWalkFire",0,0,0,0,0,0,0,128)
	  TNT1 A 0 Bright A_SpawnItem("HoofStep",0,0,0,0)      
      BOS3 A 3 A_Chase
      TNT1 A 0 A_SpawnItem("FireburstSpawner",0,0,0,0)
      TNT1 A 0 A_SpawnItemEx("HellWalkFire",0,0,0,0,0,0,0,128)
	  TNT1 A 0 Bright A_SpawnItem("HoofStep",0,0,0,0)  	  
	  BOS3 B 3 A_Chase
      TNT1 A 0 A_SpawnItem("FireburstSpawner",0,0,0,0)
      TNT1 A 0 A_SpawnItemEx("HellWalkFire",0,0,0,0,0,0,0,128)
	  TNT1 A 0 Bright A_SpawnItem("HoofStep",0,0,0,0)  	  
	  BOS3 C 3 A_Chase
      TNT1 A 0 A_SpawnItem("FireburstSpawner",0,0,0,0)
      TNT1 A 0 A_SpawnItemEx("HellWalkFire",0,0,0,0,0,0,0,128)
	  TNT1 A 0 Bright A_SpawnItem("HoofStep",0,0,0,0)  	  
	  BOS3 D 3 A_Chase 
	  Loop
  Missile: 
	  TNT1 A 0 A_SpawnItem("FireburstSpawner",0,0,0,0)   
	  BOS3 E 8 A_FaceTarget 
	  TNT1 A 0 A_SpawnItem("FireburstSpawner",0,0,0,0)   
      BOS3 F 8 A_FaceTarget 
	  TNT1 A 0 A_SpawnItem("FireburstSpawner",0,0,0,0)
      BOS3 G 8 A_ComboAttack 
	  TNT1 A 0 A_SpawnItem("FireburstSpawner",0,0,0,0)   
      BOS3 F 8 A_FaceTarget 
	  TNT1 A 0 A_SpawnItem("FireburstSpawner",0,0,0,0)   
      BOS3 G 8 A_ComboAttack 
	  TNT1 A 0 A_SpawnItem("FireburstSpawner",0,0,0,0)   
      BOS3 F 8 A_FaceTarget 
	  TNT1 A 0 A_SpawnItem("FireburstSpawner",0,0,0,0)   
      BOS3 G 8 A_ComboAttack 
      Goto See 
   Melee: 
      BOS3 EF 8 A_FaceTarget 
	  TNT1 A 0 A_SpawnItem("FireburstSpawner",0,0,0,0)   
      BOS3 G 8 A_ComboAttack 
      Goto See 
   Pain: 
      BOS3 H 2 
      BOS3 H 2 A_Pain 
      Goto See 
   Death: 
      BOS3 I 8 
      BOS3 J 8 A_Scream 
      BOS3 K 8 
      BOS3 L 8 A_NoBlocking 
      BOS3 MN 8  
      BOS3 O -1 
      Stop 
   Raise: 
      BOS3 ONMLKJI 8 
      Goto See 
   } 
}

actor InfernalBall
{
    Radius 6
    Height 8
    Speed 20
    Damage 25
    PROJECTILE
    RENDERSTYLE ADD
    ALPHA 0.9
    SeeSound "imp/attack"
    DeathSound "imp/shotx"
    Decal BaronScorch
    States
    {
    Spawn:
        PSMM ABCD 5
		GoTo Spawn +2
		PSMM EF 5
        Loop
    Death:
        PSMM GHIJKLMN 6 
        Stop
    }
}

ACTOR Fireburst : GhostFire
{
Scale 0.2
Alpha 0.7
RenderStyle Add
States
{
Spawn:
CFCF QRSTUVWXYZ 4 
Stop
}
}


ACTOR FireburstSpawner : RedParticleSpawner
{
  States
  {
  Spawn:
	TNT1 A 0
    TNT1 A 0 A_SpawnItemEx("Fireburst",random(30,-30),random(30,-30),random(12,64),0,0,0,0,128,0)
    TNT1 A 1
    Stop
  }
}