ACTOR bruiserbro : BaronOfHell replaces baronofhell
{
	species "bruiser"
	States
	{
	Melee:
	Missile:
		TNT1 A 0
		TNT1 A 0
		BOSS EF 8 A_FaceTarget
		BOSS G 8 A_BruisAttack
		Goto See
	Pain:
		BOSS H 1 a_playsound ("monsters/bighurt",0)
		"####" "#" 1 bright Thing_SetTranslation(0, 4242)
		"####" "#" 2 bright A_Pain
		"####" "#" 1 bright 
		"####" "#" 1 Thing_SetTranslation(0, 0)
		"####" "#" 1 
		goto see
	pain.zelda:
		TNT1 A 0
		BOSS H 1 a_playsound ("monsters/zeldahurt",0)
		BOSS H 1 bright Thing_SetTranslation(0, 4242)
		BOSS H 2 bright A_Pain
		BOSS H 1 bright Thing_SetTranslation(0, 0)
		BOSS H 1 bright Thing_SetTranslation(0, 4242)
		BOSS H 1 bright Thing_SetTranslation(0, 0)
		BOSS H 1 bright Thing_SetTranslation(0, 4242)
		BOSS H 1 Thing_SetTranslation(0, 0)
		Goto See
	death:
	xdeath:
		TNT1 A 0
		TNT1 A 0 a_scream
		TNT1 A 0 a_noblocking
		TNT1 A 0 Thing_SetTranslation(0, 0)
		TNT1 A 0 a_playsound ("monsters/bighurt",0)
		TNT1 A 0 a_spawnitemex("barongib1",0,0,0,frandom(-10,10),frandom(-10,10),frandom(8,11),0,SXF_NOCHECKPOSITION)
		TNT1 A 0 a_spawnitemex("barongib2",0,0,0,frandom(-10,10),frandom(-10,10),frandom(8,11),0,SXF_NOCHECKPOSITION)
		TNT1 A 0 a_spawnitemex("barongib2",0,0,0,frandom(-10,10),frandom(-10,10),frandom(8,11),0,SXF_NOCHECKPOSITION)
		TNT1 A 0 a_spawnitemex("barongib3",0,0,0,frandom(-10,10),frandom(-10,10),frandom(8,11),0,SXF_NOCHECKPOSITION)
		TNT1 A 0 a_spawnitemex("barongib3",0,0,0,frandom(-10,10),frandom(-10,10),frandom(8,11),0,SXF_NOCHECKPOSITION)
		TNT1 A 0 a_spawnitemex("barongib4",0,0,0,frandom(-10,10),frandom(-10,10),frandom(8,11),0,SXF_NOCHECKPOSITION)
		TNT1 A 0 a_spawnitemex("barongib4",0,0,0,frandom(-10,10),frandom(-10,10),frandom(8,11),0,SXF_NOCHECKPOSITION)
		TNT1 A 1 a_spawnitemex ("monsterdie",0,0,35)
		GDED ABCDEFGH 3
		GDED I 2
		TNT1 AAAAA 0 a_spawnitemex ("droppeditemspawner",frandom(-20,20),frandom(-35,30),frandom(20,35))
		GDED I -1 A_bossdeath
		stop
	death.beamice:
		BOSS H 1
		BOSS H 1
		TNT1 A 0 a_scream
		TNT1 A 0 a_noblocking
		BOSS H 1 bright Thing_SetTranslation(0, 4243)
		"####" "#" 40 bright
		TNT1 A 0 a_playsound ("monsters/bighurt",0)
		TNT1 A 0 a_spawnitemex ("icebarongibber",0,0,20)
		TNT1 A 1 a_spawnitemex ("monsterdie",0,0,35)
		GDED ABCDEFGH 3
		GDED I 2
		TNT1 AAAAA 0 a_spawnitemex ("droppeditemspawner",frandom(-20,20),frandom(-35,30),frandom(20,35))
		GDED I -1 A_bossdeath
		stop
	death.zelda:
		TNT1 A 0
		TNT1 A 0 Thing_SetTranslation(0, 0)
		TNT1 A 0 a_scream
		TNT1 A 0 a_noblocking
		CLTS H 0 a_playsound ("monsters/zeldahurt",0)
		TNT1 A 1 a_spawnitemex ("zeldamonsterdie",0,0,35)
		TNT1 A 0 a_playsound ("monsters/zeldadeath",0)
		TNT1 A 0 a_stop
		GDED ABCDEFGH 3
		GDED I 2
		TNT1 AAAAA 0 a_spawnitemex ("droppeditemspawner",frandom(-20,20),frandom(-35,30),frandom(20,35))
		GDED I -1 A_bossdeath
		wait
	raise:
		TNT1 A 0
		TNT1 A 0 Thing_SetTranslation(0, 0)
		GDED H 1 a_spawnitemex ("baronrevive1",0,0,0,frandom(-10,10),frandom(-10,10),frandom(8,11),0,SXF_NOCHECKPOSITION)
		TNT1 A 0 a_spawnitemex("baronrevive2",0,0,0,frandom(-10,10),frandom(-10,10),frandom(8,11),0,SXF_NOCHECKPOSITION)
		TNT1 A 0 a_spawnitemex("baronrevive2",0,0,0,frandom(-10,10),frandom(-10,10),frandom(8,11),0,SXF_NOCHECKPOSITION)
		TNT1 A 0 a_spawnitemex("baronrevive3",0,0,0,frandom(-10,10),frandom(-10,10),frandom(8,11),0,SXF_NOCHECKPOSITION)
		TNT1 A 0 a_spawnitemex("baronrevive3",0,0,0,frandom(-10,10),frandom(-10,10),frandom(8,11),0,SXF_NOCHECKPOSITION)
		TNT1 A 0 a_spawnitemex("baronrevive4",0,0,0,frandom(-10,10),frandom(-10,10),frandom(8,11),0,SXF_NOCHECKPOSITION)
		TNT1 A 0 a_spawnitemex("baronrevive4",0,0,0,frandom(-10,10),frandom(-10,10),frandom(8,11),0,SXF_NOCHECKPOSITION)
		GDED I 30
		GDED HGFEDCBA 2
		goto see
	}
}


actor barongib1 : zombiegib1
{
	states
	{
	spawn:
		BGB1 ABCD 1
		loop
	death:
		TNT1 A 1
		stop
	}
}

actor barongib2 : zombiegib1
{
	states
	{
	spawn:
		BGB2 ABCD 1
		loop
	}
}

actor barongib3 : zombiegib1
{
	states
	{
	spawn:
		BGB3 ABCD 1
		loop
	}
}

actor barongib4 : zombiegib1
{
	states
	{
	spawn:
		BGB4 ABCD 1
		loop
	}
}


actor icebarongibber
{
	+nointeraction
	states
	{
	spawn:
		TNT1 A 0
		TNT1 A 0 a_rearrangepointers (AAPTR_NULL,AAPTR_NULL,AAPTR_NULL)
		TNT1 AAAAAAA 0 a_spawnitemex("icebeam",0,0,30,frandom(-40,40),frandom(-40,40),frandom(0,1))
		TNT1 A 0 a_spawnitemex("icebarongib1",0,0,0,frandom(-10,10),frandom(-10,10),frandom(8,11),0,SXF_NOCHECKPOSITION)
		TNT1 A 0 a_spawnitemex("icebarongib2",0,0,0,frandom(-10,10),frandom(-10,10),frandom(8,11),0,SXF_NOCHECKPOSITION)
		TNT1 A 0 a_spawnitemex("icebarongib2",0,0,0,frandom(-10,10),frandom(-10,10),frandom(8,11),0,SXF_NOCHECKPOSITION)
		TNT1 A 0 a_spawnitemex("icebarongib3",0,0,0,frandom(-10,10),frandom(-10,10),frandom(8,11),0,SXF_NOCHECKPOSITION)
		TNT1 A 0 a_spawnitemex("icebarongib3",0,0,0,frandom(-10,10),frandom(-10,10),frandom(8,11),0,SXF_NOCHECKPOSITION)
		TNT1 A 0 a_spawnitemex("icebarongib3",0,0,0,frandom(-10,10),frandom(-10,10),frandom(8,11),0,SXF_NOCHECKPOSITION)
		TNT1 A 0 a_spawnitemex("icebarongib4",0,0,0,frandom(-10,10),frandom(-10,10),frandom(8,11),0,SXF_NOCHECKPOSITION)
		TNT1 A 0 a_spawnitemex("icebarongib4",0,0,0,frandom(-10,10),frandom(-10,10),frandom(8,11),0,SXF_NOCHECKPOSITION)
		TNT1 A 0 a_spawnitemex("icebarongib4",0,0,0,frandom(-10,10),frandom(-10,10),frandom(8,11),0,SXF_NOCHECKPOSITION)
		TNT1 A 1
		stop
	death:
		TNT1 A 1
		stop
	}
}


actor icebarongib1
{
	projectile
	+ripper
	+thruspecies
	+doombounce
	species "player"
	damage (8)
	-nogravity
	Radius 30
	Height 15
	damagetype "beamice"
	+bright
	states
	{
	spawn:
        TNT1 A 0
        TNT1 A 0 Thing_SetTranslation(0, 4243)
 		TNT1 A 0 a_rearrangepointers (AAPTR_NULL,AAPTR_NULL)
        TNT1 A 0 A_Jump (256, "spawnmain")
	spawnmain:
		BGB1 ABCD 1
		loop
	death:
		TNT1 A 1
		stop
	}
}

actor icebarongib2 : icebarongib1
{
	states
	{
	spawnmain:
		BGB2 ABCD 1
		loop
	}
}

actor icebarongib3 : icebarongib1
{
	states
	{
	spawnmain:
		BGB3 ABCD 1
		loop
	}
}

actor icebarongib4 : icebarongib1
{
	states
	{
	spawnmain:
		BGB4 ABCD 1
		loop
	}
}


actor baronrevive1 : zombierevive1
{
	states
	{
	spawn:
		TNT1 A 10
		TNT1 A 1 a_scalevelocity (-1)
	flight:
		BGB1 ABCD 1
		loop
	death:
		TNT1 A 1
		stop
	}
}
	
actor baronrevive2 : zombierevive1
{
	states
	{
	spawn:
		TNT1 A 10
		TNT1 A 1 a_scalevelocity (-1)
	flight:
		BGB2 ABCD 1
		loop
	}
}

actor baronrevive3 : zombierevive1
{
	states
	{
	spawn:
		TNT1 A 10
		TNT1 A 1 a_scalevelocity (-1)
	flight:
		BGB3 ABCD 1
		loop
	}
}

actor baronrevive4 : zombierevive1
{
	states
	{
	spawn:
		TNT1 A 10
		TNT1 A 1 a_scalevelocity (-1)
	flight:
		BGB4 ABCD 1
		loop
	}
}

