ACTOR SmoothBaronOfHell : BaronOfHell Replaces BaronOfHell
{
	+BOSSDEATH
	Bloodtype greenblood
	BloodColor "0 78 0"
	Decal "greenbloodsplat"
	States
	{
	Spawn:
		BOSS AB 10 A_Look 
		Loop
	See:
		BOSS ABCDDCBA 3 A_Chase
		Loop
	Melee:
	Missile:
		zBOS a 4 a_facetarget
		zBOS bcde 3 a_facetarget
		zBOS f 8 A_bruisattack
		Goto See
	Pain:
		BARP a  2
		BARP b  2 A_Pain
		Goto See
	Death.GibbyHaynes:
		TNT1 A 0
		TNT1 A 0 A_JumpIf(CallACS("StudioGibbly")==0, "Death")
		TNT1 A 0
		TNT1 A 0 A_JumpIfCloser(128, "GibDeath")
		TNT1 A 0
	Death:
		TNT1 a 0 A_JumpIfHealthLower(-30,"Gibdeath")
		BSDS ab 3
		BSDS c 3 A_scream
		BSDS defg 3
		BSDS h 3 A_noblocking
		BSDS ijkl 3
		BSDS m -1 a_bossdeath
		Stop
	GibDeath:
		XBAR a 3
		TNT1 AAAAAAAAAAAAAAA 0 A_CustomMissile ("GreenGibs1", 32, 0, random (0, 360), 2, random (0, 160))
		TNT1 AA 0 A_CustomMissile ("GreenGibs2", 32, 0, random (0, 360), 2, random (0, 160))
		TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_SpawnItem("GreenBlood2", 0, 40)
		XBAR bc 3
		TNT1 a 0 a_playsound ("misc/gibbed")
		XBAR d 3 a_scream
		XBAR efgh 3
		XBAR i 3 a_noblocking
		XBAR jklmnop 3
		XBAR q -1 a_bossdeath
		stop
	Raise:
		BOSS O 8
		BOSS NMLKJI  8
		Goto See
	}
}



ACTOR SmoothHellKnight: HellKnight Replaces HellKnight
{
	Game Doom
	SpawnID 113
	Health 500
	Bloodtype greenblood
	BloodColor "0 78 0"
	-BOSSDEATH
	SeeSound "knight/sight"
	ActiveSound "knight/active"
	PainSound "knight/pain"
	DeathSound "knight/death"
	HitObituary "$OB_KNIGHTHIT"
	Obituary "$OB_KNIGHT"
	States
	{
	Spawn:
		BOS2 AB 10 A_Look 
		Loop
	See:
		BOS2 ABCDCBA 3 A_Chase
		Loop
	Melee:
	Missile:
		sBOS a 4 a_facetarget
		sBOS bcde 3
		sBOS f 8 A_bruisattack
		Goto See
	Pain:
		PKNI a  2
		PKNI b  2 A_Pain
		Goto See
	Death.GibbyHaynes:
		TNT1 A 0
		TNT1 A 0 A_JumpIf(CallACS("StudioGibbly")==0, "Death")
		TNT1 A 0
		TNT1 A 0 A_JumpIfCloser(128, "GibDeath")
		TNT1 A 0
	Death:
		TNT1 a 0 A_JumpIfHealthLower(-30,"Gibdeath")
		SKNI b 3
		SKNI c 3 A_scream
		SKNI defg 3
		SKNI h 3 a_noblocking
		SKNI ijkl 3
		SKNI m -1
		Stop
	GibDeath:
		XKNI a 3
		TNT1 AAAAAAAAAAAAAAA 0 A_CustomMissile ("GreenGibs1", 32, 0, random (0, 360), 2, random (0, 160))
		TNT1 AA 0 A_CustomMissile ("GreenGibs2", 32, 0, random (0, 360), 2, random (0, 160))
		TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_SpawnItem("GreenBlood2", 0, 40)
		XKNI bc 3
		TNT1 a 0 a_playsound ("misc/gibbed")
		XKNI d 3 a_scream
		XKNI efgh 3
		XKNI i 3 a_noblocking
		XKNI jklmnop 3
		XKNI q -1
		stop
	Raise:
		BOS2 O 8
		BOS2 NMLKJI  8
		Goto See
	}
}