//===========================================================================
//
//	Baron of Hell
//
//===========================================================================

ACTOR U_BaronofHell
{
	Tag "Baron of Hell"
	Monster
	Mass 1000
	Scale 1.1
	Radius 24
	Height 64
	Speed 8
	FastSpeed 10
	GibHealth 25
	Health 1400
	MaxStepHeight 24
	MaxDropOffHeight 32
	MeleeDamage 5
	DamageType HKF
	PainChance 25
	PainChance "Saw", 100
	PainChance "Cut", 100
	PainChance "Kick", 100
	PainChance "LowKick", 200
	PainChance "Head", 120
	PainChance "Explosive", 255
	PainChance "Taunt", 255
	Painchance "HangingHook",0
	Painchance "ExtremePunches",255
	Painchance "SuperPunch",255
	PainChance "CallingTheBaronAFaggot", 255
	DamageFactor "Head", 2.0
	DamageFactor "Taunt", 1.0
	DamageFactor "TeleportRemover", 0.0
	DamageFactor "Avoid", 0.0
	DamageFactor "SSG", 2.0
	DamageFactor "CauseSplash",0.0
	DamageFactor "CauseObjectsToSplash",0.0
	DamageFactor "CauseObjectsToSplashSlime",0.0
	DamageFactor "CauseObjectsToSplashNukage",0.0
	DamageFactor "CauseObjectsToSplashBlood",0.0
	DamageFactor "CauseObjectsToSplashLava",0.0
	DamageFactor "Shrapnel", 0.4
	DamageFactor "Fatality", 3.0
	DamageFactor "Crush", 10.0
	DamageFactor "GibRemoving", 0.0
	DamageFactor "Blood", 0.0
	DamageFactor "BlueBlood", 0.0
	DamageFactor "GreenBlood", 0.0
	DamageFactor "Minigun", 0.9
	DamageFactor "DontCallTheBaron", 0.0
	PainSound "PSXDPN"
	SeeSound "baron/sight"
	BloodType "Green_Blood", "U_GreenSawBlood", "U_GreenSawBlood"
	Bloodcolor 00 128 00
	DropItem "DemonRuneMix", 5
	Obituary "%o was brutalized by a Baron of Hell."
	+FLOORCLIP
	+DONTHURTSPECIES
	+BOSSDEATH
	+QUICKTORETALIATE
	States
	{
	Spawn:
		TNT1 A 0
		TNT1 A 0 ACS_NamedExecuteAlways("BDCHeckClassicMonsters")
		TNT1 A 0 A_JumpIf(x == 304 && y == 2864, "ReplaceForBossA")
		TNT1 A 0 A_JumpIf(x == 528 && y == 2864, "ReplaceForBossB")
		TNT1 A 0 A_GiveInventory("TargetIsABaronOfHell")
		TNT1 A 0 A_SpawnItemEx("BaronHeadshotHitbox",0,0,0,0,0,0,0,SXF_SetMaster)
		Goto Idle

	Idle:
		BOSS B 10 A_Look
		Loop

	Roar: //Rage roar!
		TNT1 A 0 A_PlaySound("baron/sight")
		TNT1 A 0 A_Jump(128,17)
		BTS3 ABC 2
		BTS3 DEDFDEDFD 5
		BTS3 CBA 2
		TNT1 A 0 A_Jump(256,13)
		BTS3 ABC 2
		BTS3 DDDDDD 4
		BTS3 CBA 2
		TNT1 A 0 A_FaceTarget
		TNT1 A 0 A_Jump(96, "SpecialAttack")
		Goto See2

	ReplaceVanilla:
		TNT1 A 0 A_ChangeFlag("THRUACTORS", 1)
		TNT1 A 0 A_ChangeFlag("COUNTKILL", 0)
		TNT1 A 0 A_SpawnItemEx("VanillaBaronOfHell",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION | SXF_TRANSFERAMBUSHFLAG ,0)
		Stop
		
	ReplaceForBossA:
		TNT1 A 0 A_NoBlocking
		TNT1 A 0 A_ChangeFlag("THRUACTORS", 1)
		TNT1 A 0 A_ChangeFlag("COUNTKILL", 0)
		TNT1 A 0 A_SpawnItemEx("U_BaronBossA",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION | SXF_TRANSFERAMBUSHFLAG ,0)
		TNT1 A 10 
		TNT1 A 1 A_BossDeath
		Stop	
		
	ReplaceForBossB:
		TNT1 A 0 A_NoBlocking
		TNT1 A 0 A_ChangeFlag("THRUACTORS", 1)
		TNT1 A 0 A_ChangeFlag("COUNTKILL", 0)
		TNT1 A 0 A_SpawnItemEx("U_BaronBossB",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION | SXF_TRANSFERAMBUSHFLAG ,0)
		TNT1 A 10 
		TNT1 A 1 A_BossDeath
		Stop

//===========================================================================
//
//	Movement
//
//===========================================================================

	See:
		TNT1 A 0 A_JumpIfInventory("HasExplosiveBarrel", 1, "MissileBarrel")
		TNT1 A 0 A_JumpIfInventory("MonsterHaveSeenPlayer", 1, 3)
		TNT1 A 0 A_GiveInventory("MonsterHaveSeenPlayer", 1)
		TNT1 A 0 A_Jump(256, "Roar")
		TNT1 A 0 A_Jump(96, "SpecialAttack")

	See2:
		TNT1 A 0 A_TakeInventory("EnemyMemory", 15)
		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("DemonFatality", 1, "FatalityDemon")
		TNT1 A 0 A_JumpIfInventory("ImpFatality3", 1, "FatalityImp")
		TNT1 A 0 A_JumpIfInventory("HasExplosiveBarrel", 1, "MissileBarrel")

	SeeContinue:
		TNT1 A 0 A_JumpIfInventory("EnemyMemory", 20, "ForgetTarget")
		TNT1 A 0 A_GiveInventory("EnemyMemory", 1)
		BOSS AAA 2 A_Chase
		BOSS BB 2 A_Chase
		BOSS CCC 2 A_Chase
		BOSS DD 2 A_Chase
		TNT1 A 0 A_Jump(8, "Roar")
		TNT1 A 0 A_JumpIfInTargetInventory("IsInvisible", 1, "ForgetTarget")
		Loop
		
	ForgetTarget:
		TNT1 A 0 A_ClearTarget
		TNT1 A 0 A_TakeInventory("EnemyMemory", 25)
		Goto LookingForPlayer

	LookingForPlayer:
		BOSS DDD 10 A_Look
		TNT1 A 0 A_Jump(64,10)
		TNT1 A 0 A_SetAngle(angle + (40 * random(-1,1)))
		BOSS DDD 10 A_Look
		TNT1 A 0 A_Jump(64,5)
		TNT1 A 0 A_SetAngle(angle + (40 * random(-1,1)))
		BOSS DDD 10 A_Look
		BOSS AAA 2 A_Wander
		TNT1 A 0 A_Look
		BOSS BB 2 A_Wander
		TNT1 A 0 A_Look
		BOSS CCC 2 A_Wander
		TNT1 A 0 A_Look
		TNT1 A 0 A_jump(32,"LookingForPlayer")
		BOSS DD 2 A_Wander
		TNT1 A 0 A_Look
		BOSS AAA 2 A_Wander
		TNT1 A 0 A_Look
		BOSS BB 2 A_Wander
		TNT1 A 0 A_Look
		BOSS CCC 2 A_Wander
		TNT1 A 0 A_Look
		TNT1 A 0 A_jump(64,"LookingForPlayer")
		BOSS DD 2 A_Wander
		TNT1 A 0 A_Look
		BOSS AAA 2 A_Wander
		TNT1 A 0 A_Look
		BOSS BBB 10 A_Look
		TNT1 A 0 A_Jump(64,10)
		TNT1 A 0 A_SetAngle(angle + (40 * random(-1,1)))
		BOSS BBB 10 A_Look
		TNT1 A 0 A_Jump(64,5)
		TNT1 A 0 A_SetAngle(angle + (40 * random(-1,1)))
		BOSS BBB 10 A_Look
		BOSS CCC 2 A_Wander
		TNT1 A 0 A_Look
		BOSS DD 2 A_Wander
		TNT1 A 0 A_Look
		BOSS AAA 2 A_Wander
		TNT1 A 0 A_Look
		BOSS BB 2 A_Wander
		TNT1 A 0 A_Look
		BOSS CCC 2 A_Wander
		TNT1 A 0 A_Look
		TNT1 A 0 A_jump(128,"LookingForPlayer")
		BOSS DD 2 A_Wander
		TNT1 A 0 A_Look
		BOSS AAA 2 A_Wander
		TNT1 A 0 A_Look
		BOSS BB 2 A_Wander
		TNT1 A 0 A_Look
		BOSS CCC 2 A_Wander
		Loop

//===========================================================================
//
//	Attack
//
//===========================================================================

	Melee:
		TNT1 A 0 A_JumpIfInventory("HasExplosiveBarrel", 1, "MissileBarrel")
		TNT1 A 0 A_JumpIfInTargetInventory("TargetIsACyberdemon", 1, "CheckRetreat")
		TNT1 A 0 A_JumpIfInTargetInventory("TargetIsAMastermind", 1, "CheckRetreat")
		TNT1 A 0 A_CustomMissile("BaronAttackOnBarrel",10,0,0,0)
		TNT1 A 0 A_JumpIfInventory("FireSeq", 1, "Melee2")
		Goto Melee1
		
	Melee1:
		BOSS E 6 A_FaceTarget
		TNT1 A 0 A_PlaySound("weapons/gswing")
		BOSS F 6 A_FaceTarget
		BOSS G 6 A_CustomMissile("BaronAttack",10,0,0,0)
		TNT1 A 0 A_GiveInventory("FireSeq", 1)
		Goto See2
		
	Melee2:
		BASS E 6 A_FaceTarget
		TNT1 A 0 A_PlaySound("weapons/gswing")
		BASS F 6 A_FaceTarget
		BASS G 6 A_CustomMissile("BaronAttack",10,0,0,0)
		TNT1 A 0 A_TakeInventory("FireSeq", 1)
		Goto See2

	Missile:
		TNT1 A 0 A_TakeInventory("EnemyMemory", 30)
		TNT1 A 0 A_JumpIfInTargetInventory("TargetIsACyberdemon", 1, "CheckRetreat")
		TNT1 A 0 A_JumpIfInTargetInventory("TargetIsAMastermind", 1, "CheckRetreat")
		TNT1 A 0 A_JumpIfInTargetInventory("TargetIsAnExplosiveBarrel", 1, "See2")
		TNT1 A 0 A_JumpIfInventory("Curbstomp_Marine", 1, "CurbstompMarine")
		TNT1 A 0 A_JumpIfInventory("ZombiemanFatality", 1, "FatalityZombieman")
		TNT1 A 0 A_JumpIfInTargetInventory("TypeZombieman", 1, "See2")
		TNT1 A 0 A_JumpIfInTargetInventory("TypeSergeant", 1, "See2") 
		TNT1 A 0 A_JumpIfInventory("StopKickingMyBallsMotherFucker", 1, 3)
		TNT1 A 0 A_JumpIfInventory("Enraged", 1, 2)
		TNT1 A 0 A_Jump(128, 2)
		TNT1 A 0 A_Jump(102, "SpecialAttack") //20% chance normal. 40% chance enraged.
		TNT1 A 0 A_JumpIfInventory("FireSeq", 1, "Missile2")
		Goto Missile1

	Missile1:
		TNT1 A 0 A_GiveInventory("FireSeq", 1)
		TNT1 A 0 A_CustomMissile("U_GreenFlameTrails", 70, 35, random (0, 360), 2, random (70, 110))
		TNT1 A 0 A_CustomMissile("U_BallGettingReadyGreen", 70, 35, random (0, 140), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile("U_GreenFlareSmall", 70, 35, 0, 2, 0)
		BOSS E 2 A_FaceTarget
		TNT1 A 0 A_CustomMissile("U_GreenFlameTrails", 70, 35, random (0, 360), 2, random (70, 110))
		TNT1 A 0 A_CustomMissile("U_BallGettingReadyGreen", 70, 35, random (0, 140), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile("U_GreenFlareSmall", 70, 35, 0, 2, 0)
		BOSS E 2 A_FaceTarget
		TNT1 A 0 A_CustomMissile("U_GreenFlameTrails", 70, 35, random (0, 360), 2, random (70, 110))
		TNT1 A 0 A_CustomMissile("U_BallGettingReadyGreen", 70, 35, random (0, 140), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile("U_GreenFlareSmall", 70, 35, 0, 2, 0)
		BOSS E 2 A_FaceTarget
		TNT1 A 0 A_CustomMissile("U_GreenFlameTrails", 70, 35, random (0, 360), 2, random (70, 110))
		TNT1 A 0 A_CustomMissile("U_BallGettingReadyGreen", 70, 35, random (0, 140), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile("U_GreenFlareSmall", 70, 35, 0, 2, 0)
		BOSS E 2 A_FaceTarget
		TNT1 A 0 A_JumpIfInventory("StopKickingMyBallsMotherFucker", 1, 6)
		TNT1 A 0 A_JumpIfInventory("Enraged", 1, 5)
		TNT1 A 0 A_CustomMissile("U_GreenFlameTrails", 70, 35, random (0, 360), 2, random (70, 110))
		TNT1 A 0 A_CustomMissile("U_BallGettingReadyGreen", 70, 35, random (0, 140), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile("U_GreenFlareSmall", 70, 35, 0, 2, 0)
		BOSS E 2 A_FaceTarget
		TNT1 A 0 A_CustomMissile("U_GreenFlameTrails", 51, 40, random (0, 360), 2, random (70, 110))
		TNT1 A 0 A_CustomMissile("U_BallGettingReadyGreen", 51, 40, random (0, 140), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile("U_GreenFlareSmall", 51, 40, 0, 2, 0)
		BOSS F 2 A_FaceTarget
		TNT1 A 0 A_CustomMissile("U_GreenFlameTrails", 51, 40, random (0, 360), 2, random (70, 110))
		TNT1 A 0 A_CustomMissile("U_BallGettingReadyGreen", 51, 40, random (0, 140), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile("U_GreenFlareSmall", 51, 40, 0, 2, 0)
		BOSS F 2 A_FaceTarget
		BOSS G 8 A_CustomMissile("BaronBall", 36, 0, 0, 1) 
		TNT1 A 0 A_TakeInventory("ComingToGetTheBarrel", 1)
		Goto See2

	Missile2:
		TNT1 A 0 A_TakeInventory("FireSeq", 1)
		TNT1 A 0 A_CustomMissile("U_GreenFlameTrails", 70, -40, random (0, 360), 2, random (70, 110))
		TNT1 A 0 A_CustomMissile("U_BallGettingReadyGreen", 70, -40, random (0, 140), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile("U_GreenFlareSmall", 70, -40, 0, 2, 0)
		BASS E 2 A_FaceTarget
		TNT1 A 0 A_CustomMissile("U_GreenFlameTrails", 70, -40, random (0, 360), 2, random (70, 110))
		TNT1 A 0 A_CustomMissile("U_BallGettingReadyGreen", 70, -40, random (0, 140), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile("U_GreenFlareSmall", 70, -40, 0, 2, 0)
		BASS E 2 A_FaceTarget
		TNT1 A 0 A_CustomMissile("U_GreenFlameTrails", 70, -40, random (0, 360), 2, random (70, 110))
		TNT1 A 0 A_CustomMissile("U_BallGettingReadyGreen", 70, -40, random (0, 140), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile("U_GreenFlareSmall", 70, -40, 0, 2, 0)
		BASS E 2 A_FaceTarget
		TNT1 A 0 A_CustomMissile("U_GreenFlameTrails", 70, -40, random (0, 360), 2, random (70, 110))
		TNT1 A 0 A_CustomMissile("U_BallGettingReadyGreen", 70, -40, random (0, 140), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile("U_GreenFlareSmall", 70, -40, 0, 2, 0)
		BASS E 2 A_FaceTarget
		TNT1 A 0 A_JumpIfInventory("StopKickingMyBallsMotherFucker", 1, 6)
		TNT1 A 0 A_JumpIfInventory("Enraged", 1, 5)
		TNT1 A 0 A_CustomMissile("U_GreenFlameTrails", 70, -40, random (0, 360), 2, random (70, 110))
		TNT1 A 0 A_CustomMissile("U_BallGettingReadyGreen", 70, -40, random (0, 140), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile("U_GreenFlareSmall", 70, -40, 0, 2, 0)
		BASS E 2 A_FaceTarget
		TNT1 A 0 A_CustomMissile("U_GreenFlameTrails", 51, -45, random (0, 360), 2, random (70, 110))
		TNT1 A 0 A_CustomMissile("U_BallGettingReadyGreen", 51, -45, random (0, 140), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile("U_GreenFlareSmall", 51, -45, 0, 2, 0)
		BASS F 2 A_FaceTarget
		TNT1 A 0 A_CustomMissile("U_GreenFlameTrails", 51, -45, random (0, 360), 2, random (70, 110))
		TNT1 A 0 A_CustomMissile("U_BallGettingReadyGreen", 51, -45, random (0, 140), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile("U_GreenFlareSmall", 51, -45, 0, 2, 0)
		BASS F 2 A_FaceTarget
		BASS G 8 A_CustomMissile("BaronBall", 36, 0, 0, 1) 
		TNT1 A 0 A_TakeInventory("ComingToGetTheBarrel", 1)
		Goto See2

	SpecialAttack:
		BOSS R 3 A_FaceTarget
		BOSS Q 6 A_FaceTarget
		TNT1 A 0 A_CustomMissile("SmallGreenFlameTrails", 70, 35, random (0, 360), 2, random (70, 110))
		TNT1 A 0 A_CustomMissile("SmallGreenFlameTrails", 70, -40, random (0, 360), 2, random (70, 110))
		TNT1 A 0 A_CustomMissile("BallGettingReadyGreen", 70, 35, random (0, 140), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile("BallGettingReadyGreen", 70, -40, random (0, 140), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile("U_GreenFlareSmall", 70, 35, 0, 2, 0)
		TNT1 A 0 A_CustomMissile("U_GreenFlareSmall", 70, -40, 0, 2, 0)
		BOSS P 2 A_FaceTarget
		TNT1 A 0 A_CustomMissile("SmallGreenFlameTrails", 70, 35, random (0, 360), 2, random (70, 110))
		TNT1 A 0 A_CustomMissile("SmallGreenFlameTrails", 70, -40, random (0, 360), 2, random (70, 110))
		TNT1 A 0 A_CustomMissile("BallGettingReadyGreen", 70, 35, random (0, 140), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile("BallGettingReadyGreen", 70, -40, random (0, 140), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile("U_GreenFlareSmall", 70, 35, 0, 2, 0)
		TNT1 A 0 A_CustomMissile("U_GreenFlareSmall", 70, -40, 0, 2, 0)
		BOSS P 2 A_FaceTarget
		TNT1 A 0 A_CustomMissile("SmallGreenFlameTrails", 70, 35, random (0, 360), 2, random (70, 110))
		TNT1 A 0 A_CustomMissile("SmallGreenFlameTrails", 70, -40, random (0, 360), 2, random (70, 110))
		TNT1 A 0 A_CustomMissile("BallGettingReadyGreen", 70, 35, random (0, 140), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile("BallGettingReadyGreen", 70, -40, random (0, 140), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile("U_GreenFlareSmall", 70, 35, 0, 2, 0)
		TNT1 A 0 A_CustomMissile("U_GreenFlareSmall", 70, -40, 0, 2, 0)
		BOSS P 2 A_FaceTarget
		TNT1 A 0 A_CustomMissile("SmallGreenFlameTrails", 70, 35, random (0, 360), 2, random (70, 110))
		TNT1 A 0 A_CustomMissile("SmallGreenFlameTrails", 70, -40, random (0, 360), 2, random (70, 110))
		TNT1 A 0 A_CustomMissile("BallGettingReadyGreen", 70, 35, random (0, 140), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile("BallGettingReadyGreen", 70, -40, random (0, 140), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile("U_GreenFlareSmall", 70, 35, 0, 2, 0)
		TNT1 A 0 A_CustomMissile("U_GreenFlareSmall", 70, -40, 0, 2, 0)
		BOSS P 3 A_FaceTarget
		TNT1 A 0 A_JumpIfInventory("StopKickingMyBallsMotherFucker", 1, 16)
		TNT1 A 0 A_JumpIfInventory("Enraged", 1, 15)
		TNT1 A 0 A_CustomMissile("SmallGreenFlameTrails", 70, 35, random (0, 360), 2, random (70, 110))
		TNT1 A 0 A_CustomMissile("SmallGreenFlameTrails", 70, -40, random (0, 360), 2, random (70, 110))
		TNT1 A 0 A_CustomMissile("BallGettingReadyGreen", 70, 35, random (0, 140), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile("BallGettingReadyGreen", 70, -40, random (0, 140), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile("U_GreenFlareSmall", 70, 35, 0, 2, 0)
		TNT1 A 0 A_CustomMissile("U_GreenFlareSmall", 70, -40, 0, 2, 0)
		BOSS P 2 A_FaceTarget
		TNT1 A 0 A_CustomMissile("SmallGreenFlameTrails", 70, 35, random (0, 360), 2, random (70, 110))
		TNT1 A 0 A_CustomMissile("SmallGreenFlameTrails", 70, -40, random (0, 360), 2, random (70, 110))
		TNT1 A 0 A_CustomMissile("BallGettingReadyGreen", 70, 35, random (0, 140), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile("BallGettingReadyGreen", 70, -40, random (0, 140), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile("U_GreenFlareSmall", 70, 35, 0, 2, 0)
		TNT1 A 0 A_CustomMissile("U_GreenFlareSmall", 70, -40, 0, 2, 0)
		BOSS P 3 A_FaceTarget
		TNT1 A 0 A_CustomMissile("SmallGreenFlameTrails", 51, 40, random (0, 360), 2, random (70, 110))
		TNT1 A 0 A_CustomMissile("SmallGreenFlameTrails", 51, -45, random (0, 360), 2, random (70, 110))
		TNT1 A 0 A_CustomMissile("BallGettingReadyGreen", 51, 40, random (0, 140), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile("BallGettingReadyGreen", 51, -45, random (0, 140), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile("U_GreenFlareSmall", 51, 40, 0, 2, 0)
		TNT1 A 0 A_CustomMissile("U_GreenFlareSmall", 51, -45, 0, 2, 0)
		BOSS Q 2 A_FaceTarget
		TNT1 A 0 A_CustomMissile("SmallGreenFlameTrails", 51, 40, random (0, 360), 2, random (70, 110))
		TNT1 A 0 A_CustomMissile("SmallGreenFlameTrails", 51, -45, random (0, 360), 2, random (70, 110))
		TNT1 A 0 A_CustomMissile("BallGettingReadyGreen", 51, 40, random (0, 140), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile("BallGettingReadyGreen", 51, -45, random (0, 140), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile("U_GreenFlareSmall", 51, 40, 0, 2, 0)
		TNT1 A 0 A_CustomMissile("U_GreenFlareSmall", 51, -45, 0, 2, 0)
		BOSS Q 2 A_FaceTarget
		TNT1 A 0 A_CustomMissile("SmallGreenFlameTrails", 51, 40, random (0, 360), 2, random (70, 110))
		TNT1 A 0 A_CustomMissile("SmallGreenFlameTrails", 51, -45, random (0, 360), 2, random (70, 110))
		TNT1 A 0 A_CustomMissile("BallGettingReadyGreen", 51, 40, random (0, 140), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile("BallGettingReadyGreen", 51, -45, random (0, 140), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile("U_GreenFlareSmall", 51, 40, 0, 2, 0)
		TNT1 A 0 A_CustomMissile("U_GreenFlareSmall", 51, -45, 0, 2, 0)
		BOSS Q 3 A_FaceTarget
		TNT1 A 0 A_CustomMissile("BaronBall", 36, 15, 9, 11) 
		TNT1 A 0 A_CustomMissile("BaronBall", 36, 15, -9, 11)
		BOSS R 8 A_CustomMissile("BaronBall", 36, 15, 0, 11)
		TNT1 A 0 A_TakeInventory("ComingToGetTheBarrel", 1)
		Goto See2

//===========================================================================
//
//	Misc.
//
//===========================================================================

	CheckRetreat:
		TNT1 A 0 A_JumpIfCloser(600, "Retreat")
		Goto Missile+5
	
	Retreat:
		TNT1 A 0 A_FaceTarget
		BOSS DDDD 2 A_Recoil(2)
		TNT1 A 0 A_FaceTarget
		BOSS CCCC 2 A_Recoil(1)
		TNT1 A 0 A_FaceTarget
		BOSS BBBB 2 A_Recoil(1)
		TNT1 A 0 A_FaceTarget
		BOSS AAAA 2 A_Recoil(1)
		TNT1 A 0 A_FaceTarget
		TNT1 A 0 A_ScaleVelocity(0)
		Goto Missile+5
	
	MissileBarrel:
		BOBA A 1 A_Chase("","")
		TNT1 A 0 A_ChangeFlag("NOPAIN", 1)
		BOBA ABC 4
		BOBA D 1
		TNT1 A 0 A_PlaySound("baron/sight")
		TNT1 A 0 A_SpawnItem("BaronHoldingBarrel", 0, 76,0)
	
	WaitingToThrow:
		BOBA D 8
		TNT1 A 0 A_CheckSight("WaitingToThrow")
		BOBA E 8
		TNT1 A 0 A_PlaySound("baron/sight")
		BOBA E 8
		BOBA D 8
	
	ThrowBarrel:
		BOSS P 2 A_FaceTarget
		TNT1 A 0 A_CustomMissile("ThrowedBarrel", 46, 15, 0, 11)
		BOSS Q 4 A_FaceTarget
		BOSS R 8 A_FaceTarget
		TNT1 A 0 A_TakeInventory("ComingToGetTheBarrel", 1)
		TNT1 A 0 A_TakeInventory("HasExplosiveBarrel", 1)
		BOBA A 0 A_ChangeFlag("NOPAIN", 0)
		Goto See2
	
	WithBarrelLookForTheplayer:
		TNT1 A 0 A_ClearTarget
		BOSS P 2 A_Chase
		Goto See2

//===========================================================================
//
//	Pain
//
//===========================================================================

	Pain.CallingTheBaronAFaggot:
		TNT1 A 0 A_GiveInventory("ComingToGetTheBarrel", 1)
		Goto See2
	
	Pain.LowKick:
		TNT1 A 0 A_ChangeFlag("MISSILEMORE", 1)
		TNT1 A 0 A_ChangeFlag("MISSILEEVENMORE", 1)
		TNT1 A 0 A_JumpIfInventory("Curbstomp_Marine", 1, "CurbstompMarine")
		TNT1 A 0 A_JumpIfInventory("StopKickingMyBallsMotherFucker", 1, "Missile")
		TNT1 A 0 A_GiveInventory("StopKickingMyBallsMotherFucker", 1)
		TNT1 A 0 ThrustThingZ(0,5,0,1)
		TNT1 A 0 A_ChangeFlag("NOPAIN", 1)
		TNT1 A 0 A_Pain
		BNRJ ABCD 5
		TNT1 A 0 A_Pain
		BNRJ ABCD 5
		TNT1 A 0 A_Pain
		BNRJ ABCD 5
		TNT1 A 0 A_Pain
		BNRJ ABCD 5
		TNT1 A 0 A_ChangeFlag("NOPAIN", 0)
		Goto Missile
	
	Pain.KillMe:
	Pain.Taunt:
		TNT1 A 0 A_JumpIfInventory("Enraged", 1, "Missile")
		TNT1 A 0 A_ChangeFlag("FASTER", 1)
		TNT1 A 0 A_ChangeFlag("MISSILEMORE", 1)
		TNT1 A 0 A_PlaySound("baron/sight")
		BTS3 ABC 2
		BTS3 DDDDDD 4
		BTS3 CBA 2
		TNT1 A 0 A_FaceTarget
		TNT1 A 0 HealThing(100)
		TNT1 A 0 A_GiveInventory("Enraged", 1)
		Goto SpecialAttack
	
	Pain.Kick:
		BOSS H 3 A_Pain
	Pain:
		TNT1 A 0 A_JumpIfInventory("Curbstomp_Marine", 1, "CurbstompMarine")
		BOSS H 3
		BOSS H 3 A_Pain
		TNT1 A 0 A_TakeInventory("StopKickingMyBallsMotherFucker", 1)
		Goto See2

//===========================================================================
//
//	Deaths
//
//===========================================================================

	Death:
		TNT1 A 0 A_Jump(48, "Death.Suffer")
		TNT1 A 0 A_Jump(256, "Death1", "Death2", "Death3")

	Death1:
		BADD AB 4 A_Scream
		TNT1 AAAA 0 A_CustomMissile("U_GreenXDeath1", 40, 0, random (0, 360), 2, random (0, 160))
		TNT1 AAA 0 A_CustomMissile("Green_FlyingBlood", 15, 0, random (0, 360), 2, random (0, 160))
		BADD C 4 A_CustomMissile("Green_Blood", 7, 0, random (0, 360), 2, random (30, 90))
		TNT1 A 0 A_CustomMissile("Green_Blood", 7, 0, random (0, 360), 2, random (30, 90))
		TNT1 A 0 A_CustomMissile("GreenXDeathSkinPiece1", 15, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile("U_GreenXDeath3", 40, 0, random (0, 360), 2, random (0, 160))
		BADD DE 4 A_NoBlocking
		TNT1 A 0 A_SpawnItem("U_DeadBaron")
		TNT1 A 0 A_SpawnItem("GreenGrowingBloodPool")
		TNT1 A 0 A_BossDeath
		Stop

	Death2:
		KSA8 A 4 A_Scream
		TNT1 AAAAA 0 A_CustomMissile("U_GreenXDeath1", 40, 0, random (0, 360), 2, random (0, 160))
		TNT1 AAAA 0 A_CustomMissile("Green_FlyingBlood", 15, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile("U_GreenXDeath2", 40, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile("GreenXDeathSkinPiece2", 15, 0, random (0, 360), 2, random (0, 160))
		KSA8 BCD 4
		TNT1 A 0 A_CustomMissile("Green_Blood", 7, 0, random (0, 360), 2, random (30, 90))
		TNT1 AA 0 A_CustomMissile("GreenInstestin", 40, 0, random (0, 360), 2, random (0, 160))
		KSA8 EF 4 A_CustomMissile("Green_Blood", 7, 0, random (0, 360), 2, random (30, 90))
		TNT1 A 0 A_NoBlocking
		TNT1 A 0 A_SpawnItem("U_DeadBaronClassic")
		TNT1 A 0 A_SpawnItem("GreenGrowingBloodPool")
		TNT1 A 0 A_BossDeath
		Stop
		
	Death3:
		BSDS AB 3
		TNT1 AAAAAA 0 A_CustomMissile("U_GreenXDeath1", 40, 0, random (0, 360), 2, random (0, 160))
		TNT1 AAAAA 0 A_CustomMissile("Green_FlyingBlood", 15, 0, random (0, 360), 2, random (0, 160))
		BSDS C 3 A_Scream
		TNT1 AA 0 A_CustomMissile("Green_Blood", 7, 0, random (0, 360), 2, random (30, 90))
		BSDS DEFG 3
		TNT1 A 0 A_CustomMissile("GreenXDeathSkinPiece1", 15, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile("GreenXDeathSkinPiece2", 15, 0, random (0, 360), 2, random (0, 160))
		BSDS H 3 A_NoBlocking
		TNT1 AA 0 A_CustomMissile("Green_Blood", 7, 0, random (0, 360), 2, random (30, 90))
		BSDS IJKL 3
		TNT1 A 0 A_SpawnItem("GreenGrowingBloodPool")
		TNT1 A 0 A_SpawnItem("DeadBaronDeath1")
		TNT1 A 0 A_BossDeath
		Stop
		
	Death.Suffer:
		TNT1 A 0
		TNT1 A 0 A_NoBlocking
		KSA8 A 8
		TNT1 A 0 A_SpawnItem("U_DyingBaron1")
		TNT1 A 0 A_BossDeath
		Stop
		
	Death.Shotgun:
		TNT1 A 0
		TNT1 A 0 A_Jump(64, "Death.Suffer")
		TNT1 A 0 A_JumpIfCloser(250, "Death.SSG")
		TNT1 A 0 A_Jump(256, "Death1", "Death2", "Death3")

	Death.SSG:
		TNT1 A 0 A_Jump(64, "Death.Blast")
	Death.Saw:
		TNT1 A 0 A_Scream
		TNT1 A 0 A_NoBlocking
		TNT1 AAAAAA 0 A_CustomMissile("U_GreenXDeath1", 40, 0, random (0, 360), 2, random (0, 160))
		TNT1 AAA 0 A_CustomMissile("Green_FlyingBlood", 15, 0, random (0, 360), 2, random (0, 160))
		BDSS PQ 5 A_CustomMissile("Green_FlyingBlood", 15, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile("U_GreenXDeath2", 45, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile("U_GreenXDeath3", 45, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile("SmallGreenBrainPiece", 60, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile("GreenGuts", 32, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile("GreenInstestin", 32, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile("GreenXDeathSkinPiece1", 15, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile("GreenXDeathSkinPiece2", 15, 0, random (0, 360), 2, random (0, 160))
		BDSS RS 4 A_CustomMissile("Green_FlyingBlood", 15, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile("U_GreenXDeath2b", 45, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile("U_GreenXDeath3b", 45, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile("SmallGreenBrainPiece", 60, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile("GreenGuts", 32, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile("GreenInstestin", 32, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile("GreenXDeathSkinPiece1", 15, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile("GreenXDeathSkinPiece2", 15, 0, random (0, 360), 2, random (0, 160))
		BDSS TU 4
		TNT1 A 0 A_SpawnItem("GreenGrowingBloodPool")
		TNT1 A 0 A_SpawnItem("DeadBaronSSG")
		TNT1 A 0 A_BossDeath
		Stop

	Death.Blast:
	Death.Railgun:
	Death.HeavyImpact:
		XBAR A 2
		TNT1 AAAA 0 A_CustomMissile("U_GreenXDeath1", 45, 0, random (0, 360), 2, random (0, 160))
		TNT1 AAAAA 0 A_CustomMissile("Green_FlyingBlood", 40, 0, random (0, 360), 2, random (0, 160))
		XBAR BC 2
		TNT1 AA 0 A_CustomMissile("Green_Blood", 7, 0, random (0, 360), 2, random (30, 90))
		TNT1 A 0 A_playsound("misc/gibbed")
		XBAR D 2 A_scream
		XBAR EF 2
		TNT1 AA 0 A_CustomMissile("U_GreenXDeath1", 40, 0, random (0, 360), 2, random (0, 160))
		TNT1 AA 0 A_CustomMissile("U_GreenXDeath2", 40, 0, random (0, 360), 2, random (0, 160))
		TNT1 AAA 0 A_CustomMissile("Green_FlyingBlood", 40, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile("GreenInstestin", 36, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile("GreenXDeathSkinPiece1", 15, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile("GreenXDeathSkinPiece2", 15, 0, random (0, 360), 2, random (0, 160))
		XBAR GH 2
		TNT1 AA 0 A_CustomMissile("U_GreenXDeath1", 30, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile("U_GreenXDeath2b", 30, 0, random (0, 360), 2, random (0, 160))
		TNT1 AA 0 A_CustomMissile("U_GreenXDeath3", 30, 0, random (0, 360), 2, random (0, 160))
		TNT1 AAA 0 A_CustomMissile("Green_FlyingBlood", 40, 0, random (0, 360), 2, random (0, 160))
		TNT1 AA 0 A_CustomMissile("GreenInstestin", 32, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile("GreenXDeathSkinPiece1", 15, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile("GreenXDeathSkinPiece2", 15, 0, random (0, 360), 2, random (0, 160))
		XBAR I 2 A_noblocking
		TNT1 AA 0 A_CustomMissile("Green_Blood", 7, 0, random (0, 360), 2, random (30, 90))
		TNT1 A 0 A_SpawnItem("GreenGrowingBloodPool")
		XBAR JKLMNOP 2
		TNT1 A 0 A_SpawnItem("DeadBaronBlast")
		TNT1 A 0 A_BossDeath
		stop

	Death.Desintegrate:
	XDeath:
		TNT1 A 0 A_NoBlocking
		TNT1 A 0 A_CustomMissile("BaronXDeath", 0, 0, random (0, 360), 2, random (0, 160))
		TNT1 AAA 0 A_CustomMissile("Green_FlyingBlood", 62, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_Scream
		TNT1 A 0 A_BossDeath
		Stop

	Death.ExplosiveImpact:
		TNT1 A 0 ThrustThingZ(0,35,0,1)
		TNT1 A 0 A_CustomMissile("XDeathHellKnightLeg", 32, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile("U_XDeathBaronArm", 32, 0, random (0, 360), 2, random (0, 160))
		TNT1 AA 0 A_CustomMissile("GreenXDeathSkinPiece1", 15, 0, random (0, 360), 2, random (0, 160))
		TNT1 AA 0 A_CustomMissile("GreenXDeathSkinPiece2", 15, 0, random (0, 360), 2, random (0, 160))
		TNT1 AAAAAA 0 A_CustomMissile("U_GreenXDeath1", 62, 0, random (0, 360), 2, random (0, 160))
		TNT1 AAAAA 0 A_CustomMissile("MuchBloodGreen", 62, 0, random (0, 360), 2, random (0, 160))
		TNT1 AAA 0 A_CustomMissile("U_GreenXDeath1", 45, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_Jump(256, "Death.ExplosiveImpact1", "Death.ExplosiveImpact2")
	
	Death.ExplosiveImpact1:	
		BOH3 A 6 A_Scream
		BOH3 B 6 A_NoBlocking
		BOH3 CCCCCCCCCCCC 4 A_CheckFloor("Land1")
		Goto Land1
	
	Land1:
		TNT1 A 0 A_SpawnItem("DeadBaronExpImp1", 1)
		TNT1 A 0 A_BossDeath
		Stop
	
	Death.ExplosiveImpact2:	
		BOH3 E 6 A_Scream
		BOH3 F 6 A_NoBlocking
		BOH3 GGGGGGGGGGGG 4 A_CheckFloor("Land2")
		Goto Land2
	
	Land2:
		TNT1 A 0 A_SpawnItem("DeadBaronExpImp2", 1)
		TNT1 A 0 A_BossDeath
		Stop

	Death.Cut:
		TNT1 A 0 A_Jump(64, "Death.Suffer", "Death1", "Death2", "Death3")
		TNT1 A 0 A_Scream
		TNT1 A 0 A_NoBlocking
		TNT1 AAAA 0 A_CustomMissile("Green_FlyingBlood", 15, 0, random (0, 360), 2, random (0, 160))
		TNT1 AAAA 0 A_CustomMissile("GreenGuts", 32, 0, random (0, 360), 2, random (0, 160))
		TNT1 AAA 0 A_CustomMissile("GreenInstestin", 32, 0, random (0, 360), 2, random (0, 160))
		TNT1 AAA 0 A_CustomMissile("U_GreenXDeath1", 40, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile("U_GreenXDeath2", 40, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile("U_GreenXDeath3", 40, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile("U_GreenXDeath4", 40, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile("GreenXDeathGuts", 24, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile("GreenXDeathSkinPiece1", 15, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile("GreenXDeathSkinPiece2", 15, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile("U_XDeathHalfBOH", 24, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_SpawnItem("GreenGrowingBloodPool")
		TNT1 A 0 A_SpawnItem("U_DeadBaronHalfDown", 1)
		TNT1 A 0 A_BossDeath
		Stop

	Death.CutLess:
		TNT1 A 0 A_Jump(64, "Death.Suffer")
		TNT1 A 0 A_Jump(256, "Death1", "Death2", "Death3")

	Death.head:
		TNT1 A 0 A_JumpIfInTargetInventory("HasPlasmaWeapon", 1, "Death.Plasma")
		TNT1 A 0 A_SpawnItem("BaronOfHellHeadExplode", 0, 62)
		TNT1 AA 0 A_SpawnItem("Green_Blood", 0, 30)
		BADH ABCD 5
		TNT1 A 0 A_NoBlocking
		TNT1 A 0 A_SpawnItem("U_DeadBaronNoHead", 1)
		TNT1 A 0 A_SpawnItem("GreenGrowingBloodPool")
		TNT1 A 0 A_BossDeath
		Stop

	Death.decaptate:
		TNT1 AAAAA 0 A_CustomMissile("U_GreenXDeath1", 62, 0, random (0, 360), 2, random (50, 130))
		TNT1 AAA 0 A_SpawnItem("Green_Blood", 0, 30)
		TNT1 A 0 A_CustomMissile("XDeathBaronHead5", 62, 0, random (0, 360), 2, random (50, 130))
		BADH ABCD 5
		TNT1 A 0 A_NoBlocking
		TNT1 A 0 A_SpawnItem("U_DeadBaronNoHead", 1)
		TNT1 A 0 A_SpawnItem("GreenGrowingBloodPool")
		TNT1 A 0 A_BossDeath
		Stop
		
	Death.Fatality:
		TNT1 A 0 A_Pain
		TNT1 A 0 A_JumpIfIntargetInventory("FistsSelected", 1, 1)
		Goto XDeath
		TNT1 A 0 A_GiveToTarget("GoFatality", 1)
		TNT1 A 0 A_GiveToTarget("BaronFatality", 1)
		TNT1 A 1 A_NoBlocking
		TNT1 A 0 A_BossDeath
		Stop

	Death.SuperPlasma:
	Death.Plasma:
	Death.Plasma2:
		TNT1 A 0 A_Scream
		TNT1 A 0 A_NoBlocking
		TNT1 AAAAA 0 A_CustomMissile("PlasmaParticleX", 48, 0, random (0, 360), 2, random (0, 360))
		TNT1 AAA 0 A_CustomMissile("BigPlasmaParticleX", 42, 0, random (0, 360), 2, random (0, 360))
		BOSC ABC 6 A_CustomMissile("PlasmaSmoke", 28, 0, random (0, 180), 2, random (0, 180))
		TNT1 AAAAA 0 A_CustomMissile("PlasmaParticleX", 48, 0, random (0, 360), 2, random (0, 360))
		TNT1 AAA 0 A_CustomMissile("BigPlasmaParticleX", 42, 0, random (0, 360), 2, random (0, 360))
		BOSC DE 6 A_CustomMissile("PlasmaSmoke", 14, 0, random (0, 180), 2, random (0, 180))
		TNT1 A 0 A_SpawnItem("GreenGrowingBloodPool")
		TNT1 A 0 A_BossDeath
		TNT1 A 0 A_SpawnItem("DeadBaronPlasma")
		Stop	

	Death.GreenFire:
	Death.fire:
	Death.Flames:
	Death.Burn:
		TNT1 A 0 A_Scream
		BOSB AAAA 2 A_CustomMissile("FlameTrails", 45, 0, random (0, 360), 2, random (50, 130))
		BOSB BBBB 2 A_CustomMissile("FlameTrails", 30, 0, random (0, 360), 2, random (50, 130))
		BOSB CCCC 2 A_CustomMissile("FlameTrails", 25, 0, random (0, 360), 2, random (50, 130))
		BOSB DDDD 2 A_CustomMissile("FlameTrails", 25, 0, random (0, 360), 2, random (50, 130))
		TNT1 A 0 A_Playsound("props/redfire")
		TNT1 A 0 A_NoBlocking
		TNT1 A 0 A_SpawnItem("DeadBaronFire")
		TNT1 A 0 A_BossDeath
		Stop

	Death.KillMe:
	Death.Taunt:
		TNT1 A 0 A_ChangeFlag("SOLID", 0)
		TNT1 A 0 A_SpawnItem("BaronOfHell")
		TNT1 A 0 A_BossDeath
		Stop

	Death.Ice:
	Death.Freeze:
	Death.Frost:
		TNT1 A 0 A_ChangeFlag("SHOOTABLE", 0)
		TNT1 A 0 A_ChangeFlag("SOLID", 0)
		TNT1 A 0 A_SpawnItem("FrozenBaronOfHell")
		TNT1 A 0 A_BossDeath
		Stop	

	Death.Massacre:
		Goto Death

	Death.Crush:
	Death.Stomp:
		TNT1 A 0 A_Scream
		TNT1 A 0 A_NoBlocking
		BOSS IJKLM 2
		TNT1 AA 0 A_SpawnItem("GreenMeatDeathSmall")
		TNT1 AAAA 0 A_CustomMissile("U_GreenXDeath1", 5, 0, random (0, 360), 2, random (30, 180))
		TNT1 AA 0 A_CustomMissile("U_GreenXDeath2", 55, 0, random (0, 360), 2, random (30, 180))
		TNT1 AA 0 A_CustomMissile("U_GreenXDeath3", 55, 0, random (0, 360), 2, random (30, 180))
		TNT1 AA 0 A_CustomMissile("U_GreenXDeath4", 55, 0, random (0, 360), 2, random (30, 180))
		TNT1 A 0 A_CustomMissile("GreenXDeathOrgan1", 24, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile("GreenXDeathOrgan2", 24, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile("GreenXDeathGuts", 24, 0, random (0, 360), 2, random (0, 160))
		TNT1 AAAA 0 A_CustomMissile("GreenInstestin", 24, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_SpawnItem("GreenGrowingBloodPool")
		TNT1 A 0 A_SpawnItem("GreenCrushedRemains")
		TNT1 A 1 A_BossDeath
		TNT1 A 1 A_XScream
		Stop

	Raise:
		TNT1 A 2 A_CustomMissile("RealFlameTrailsSmall", 6, 0, random (0, 360), 2, random (70, 110))
		TNT1 A 0 A_SpawnItem("PentagramSpawner", 0, 60)
		TNT1 A 2 A_CustomMissile("RealFlameTrailsSmall", 6, 0, random (0, 360), 2, random (70, 110))
		TNT1 A 0 A_SpawnItem("PentagramSpawner", 0, 60)
		TNT1 A 0 A_SpawnItem("TeleportFog")
		TNT1 A 0 A_NoBlocking
		TNT1 A 0 A_SpawnItem("BaronofHell")
		Stop

	CurbstompMarine:
		TNT1 A 0 A_SetInvulnerable
		KNTF A 15
		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 8 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 8 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 8 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 8 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_SpawnItem("RappedMarine", 1)
		Goto See2

	FatalityZombieman:
		TNT1 A 0 A_SetInvulnerable
		3HF1 A 20
		TNT1 A 0 A_PlaySound("grunt/death")
		3HF1 BC 5
		TNT1 AA 0 A_CustomMissile("XDeath1", 55, 0, random (0, 360), 2, random (0, 160))
		3HF1 BCBC 5 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 10
		3HF1 E 5
		TNT1 A 0 A_CustomMissile("XDeathZombieManHead", 65, 0, random (0, 360), 2, random (70, 120))
		3HF1 F 30
		3HF1 G 10
		TNT1 A 0 A_TakeInventory("ZombieManFatality",1)
		TNT1 A 0 A_UnSetInvulnerable
		TNT1 A 0
		3HF1 H 8 A_Chase
		TNT1 A 0
		BOSS E 8 A_FaceTarget
		TNT1 A 0
		BOSS F 8 A_CustomMissile("ThrowedZombieMan2", 64, 0, 0, 0) 
		TNT1 A 0
		BOSS G 8
		Goto See2
		
	FatalitySergeant:
		TNT1 A 0 A_SetInvulnerable
		3HF1 I 15
		TNT1 A 0 A_PlaySound("grunt/death")
		3HF1 I 5
		TNT1 AAAA 0 A_CustomMissile("GreenGuts", 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 15
		TNT1 A 0 A_TakeInventory("SergeantFatality",1)
		TNT1 A 0 A_UnSetInvulnerable
		TNT1 A 0
		BOSS E 8 A_FaceTarget
		TNT1 A 0
		BOSS F 8 A_CustomMissile("ThrowedSergeantPiece", 64, 0, 0, 0) 
		TNT1 A 0
		BOSS G 8
		Goto See2


	FatalityDemon:
		TNT1 A 0 A_SetInvulnerable
		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 10 A_CustomMissile("MuchBlood", 25, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_SpawnItem("DeadDemonHalf", 1)
		TNT1 A 0 A_SpawnItem("BloodPool")
		TNT1 A 0 A_TakeInventory("DemonFatality",1)
		TNT1 A 0 A_UnSetInvulnerable
		Goto See2
		
	FatalityImp:
		TNT1 A 0 A_ChangeFlag("SHOOTABLE", 0)
		TNT1 A 0 A_PlaySound("demon/pain")
		3HF2 ABABAB 4
		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("GreenGuts", 42, 0, random (0, 360), 2, random (0, 160))
		3HF2 CDE 6
		3HF2 F 1 A_Chase("","")
		3HF2 FFF 15
		3HF2 GGHHIJ 3
		TNT1 A 0 A_SpawnItem("DeadImp_BaronFatality")
		TNT1 A 0 A_TakeInventory("ImpFatality3",1)
		TNT1 A 0 A_ChangeFlag("SHOOTABLE", 1)
		Goto See2
	}
}

ACTOR BaronHeadshotHitbox
{
	Radius 20
	Health 10000
	Height 11
	Mass 10000
	RenderStyle Add
	Damagefactor "Blood",0.0 Damagefactor "BlueBlood",0.0 Damagefactor "GreenBlood",0.0
	Damagefactor "Head",0.0 Damagefactor "MinorHead",0.0 Damagefactor "KillMe",0.0
	Damagefactor "Control",0.0 Damagefactor "Trample",0.0 Damagefactor "GibRemoving",0.0
	Damagefactor "Alert",0.0 Damagefactor "ExplosiveImpact",0.0 Damagefactor "Taunt",0.0
	Damagefactor "GibRemoving",0.0 Damagefactor "TeleportRemover",0.0
	Damagefactor "Fire",0.0 Damagefactor "Flame",0.0 Damagefactor "Burn",0.0
	DamageFactor "SSG", 2.0
	PainChance 256
	DamageType Head
	BloodType "Green_Blood","U_GreenSawBlood","U_GreenSawBlood"
	Bloodcolor 00 128 00
	+SHOOTABLE
	+NOGRAVITY
	+NODAMAGETHRUST
	+ISMONSTER
	+NOTARGET
	+NOTAUTOAIMED
	+NORADIUSDMG
	var int user_oldHealth;
	States
	{
	Spawn:
		TNT1 A 0
		TNT1 A 0 A_ChangeFlag("isMonster",0)
		goto Idle
	Idle:
		TNT1 A 0 A_SetUserVar("user_oldHealth",health)
		TNT1 A 1 A_Warp(AAPTR_Master,0,0,62,0,WARPF_Interpolate | WARPF_NoCheckPosition)
		TNT1 A 0 A_CheckFlag("solid","Idle",AAPTR_Master)
		Goto RemoveActor
	Pain:
		TNT1 A 1
		TNT1 A 0 A_Explode(user_oldHealth - health,15,0,0,15)//hs
		TNT1 A 1
		Goto Idle
	RemoveActor:
		TNT1 A 0
		Stop
	}
}


//===========================================================================
//
// Dead barons
//
//===========================================================================

actor DeadBaronGreen
{
	Radius 24
	Height 6
	DamageFactor "Blood", 0.0
	DamageFactor "GreenBlood", 0.0
	DamageFactor "BlueBlood", 0.0
	DamageFactor "Taunt", 0.0
	DamageFactor "KillMe", 0.0
	+MOVEWITHSECTOR
	+FLOORCLIP
	+NOBLOCKMONST
	+CANPASS
	+THRUACTORS
	+FORCEXYBILLBOARD
	+SHOOTABLE
	+CLIENTSIDEONLY
	+CORPSE
	+GHOST
	+NOTELEPORT
	DamageFactor "Crusher", 50.0
	Mass 5000
	Health 300
	PainChance 255
	DamageFactor "TeleportRemover", 1000.0
	DamageFactor "GibRemoving", 0.5
	DamageFactor "Normal", 2.0
	DamageFactor "Desintegrate", 990.0
	DamageFactor "BFG", 990.0
	Mass 6000
	DamageFactor "Kick", 3.0
	DamageFactor "SuperKick", 3.0
	DamageFactor "ExtremePunches", 2.0
	DamageFactor "SuperPunch", 2.0
	DamageFactor "Headkick", 0.0
	bloodtype "Green_Blood", "U_GreenSawBlood", "U_GreenSawBlood"
	//Translation "176:191=112:127"
	States
	{
	Spawn:
		PLDH A -1
		Stop
	Death.Burn:
	Death.Fire:
	Death.Flames:
		TNT1 A 0 A_NoBlocking
		TNT1 A 0 A_SpawnItem("GoryAshes")
		Stop
	Death:
	Death.Stomp:
	Death.ExplosiveImpact:
		TNT1 A 0 A_SpawnItem("GreenGibsZ")
		TNT1 A 0 A_NoBlocking
		TNT1 AA 0 A_CustomMissile("U_GreenXDeath1", 5, 0, random (0, 360), 2, random (0, 160))
		TNT1 AA 0 A_CustomMissile("U_GreenXDeath2", 5, 0, random (0, 360), 2, random (0, 160))
		TNT1 AA 0 A_CustomMissile("U_GreenXDeath3", 5, 0, random (0, 360), 2, random (0, 160))
		TNT1 AAAA 0 A_CustomMissile("Green_FlyingBlood", 10, 0, random (0, 360), 2, random (40, 90))
		TNT1 AAAAAA 0 A_CustomMissile("GreenXDeathSkinPiece2", 5, 0, random (0, 360), 2, random (0, 160))
		TNT1 AAA 0 A_CustomMissile("GreenXDeathSkinPiece1", 5, 0, random (0, 360), 2, random (0, 160))
		TNT1 AAAAAAAA 0 A_CustomMissile("GreenSuperGore", 10, 0, random (0, 360), 2, random (10, 170))
		TNT1 AAAA 0 A_CustomMissile("GreenBloodMist", 35, 0, random (0, 360), 2, random (40, 90))
		Stop
	Death.plasma:
		TNT1 A 0
		TNT1 A 0 A_NoBlocking
		TNT1 A 0 A_XScream
		TNT1 A 0 A_NoBlocking
		TNT1 AAA 0 A_CustomMissile("Green_FlyingBlood", 50, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile("XDeathBurnedMeat", 32, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile("XDeathBurnedMeat3", 32, 0, random (0, 360), 2, random (0, 160))
		TNT1 AAA 0 A_CustomMissile("ExplosionSmoke", 32, 0, random (0, 360), 2, random (0, 360))
		TNT1 A 0
		Stop
	Death.TeleportRemover:
	Death.GibRemoving:
		TNT1 A 0
		TNT1 A 0 A_Scream
		TNT1 A 0 A_NoBlocking
		TNT1 A 0 A_ChangeFlag("NOCLIP", 1)
		TNT1 A 0 A_ChangeFlag("SHOOTABLE", 0)
		TNT1 A 0 A_ChangeFlag("NOBLOCKMAP", 1)
		Stop
	Death.Trample:
	Death.Crush:
	Death.Stomp:
  		 TNT1 AAAAA 0 A_CustomMissile("U_GreenXDeath1", 5, 0, random (0, 360), 2, random (0, 30))
		 TNT1 AA 0 A_CustomMissile("U_GreenXDeath2", 5, 0, random (0, 360), 2, random (0, 30))
		 TNT1 AAAA 0 A_CustomMissile("GreenBloodMist", 5, 0, random (0, 360), 2, random (0, 30))
		 TNT1 AAAAAAA 0 A_CustomMissile("GreenXDeathSkinPiece2", 5, 0, random (0, 360), 2, random (10, 30))
		 TNT1 AAAA 0 A_CustomMissile("GreenXDeathSkinPiece1", 5, 0, random (0, 360), 2, random (10, 130))
		 TNT1 AAAA 0 A_CustomMissile("GreenSuperGore", 10, 0, random (0, 360), 2, random (10, 30))
		 XME2 L 1
		 XME2 L -1
		 Stop
	Death.Desintegrate:
		 TNT1 A 0
		 TNT1 AAAA 0 A_CustomMissile("Green_FlyingBloodFake", 0, 0, random (0, 360), 2, random (0, 90))
		 TNT1 A 0 A_CustomMissile("Green_FlyingBlood", 7, 0, random (0, 360), 2, random (30, 60))
		 TNT1 AA 0 A_CustomMissile("GreenBloodMist", 7, 0, random (0, 360), 2, random (30, 60))
		 TNT1 A 0 A_SpawnItem("GreenGibsZ")
		 TNT1 A 0 A_SpawnItem("GreenMeatDeathSmall")
		 Stop	 
	}
}

Actor U_DeadBaron: DeadBaronGreen
{
	//Translation "176:191=112:127"
	Radius 24
	Height 12
	Scale 1.1
	+SHOOTABLE
	+NOTELEPORT
	+MOVEWITHSECTOR
	+CORPSE
	-SOLID
	+THRUACTORS
	DamageFactor "Crusher", 50.0
	Mass 1000
	Health 200
	DamageFactor "Blood", 0.0
	DamageFactor "Trample", 0.0
	States
	{
	Spawn:
		BADD F -1
		Stop
	Raise:
		TNT1 A 2 A_CustomMissile("RealFlameTrailsSmall", 6, 0, random (0, 360), 2, random (70, 110))
		TNT1 A 0 A_SpawnItem("PentagramSpawner", 0, 60)
		TNT1 A 2 A_CustomMissile("RealFlameTrailsSmall", 6, 0, random (0, 360), 2, random (70, 110))
		TNT1 A 0 A_SpawnItem("PentagramSpawner", 0, 60)
		TNT1 A 0 A_SpawnItem("TeleportFog")
		TNT1 A 0 A_NoBlocking
		TNT1 A 0 A_SpawnItem("BaronofHell")
		Stop
	Death:
		TNT1 AAAAAAAAA 0 A_CustomMissile("Green_FlyingBloodTrail", 0, 0, random (0, 360), 2, random (0, 360))
		TNT1 A 0 A_CustomMissile("XDeathBaronHead5", 62, 0, random (0, 360), 2, random (0, 160))
		TNT1 AA 0 A_CustomMissile("U_XDeathBaronArm", 32, 0, random (0, 360), 2, random (0, 160))
		TNT1 AA 0 A_CustomMissile("XDeathHellKnightLeg", 32, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile("GreenXDeathOrgan1", 24, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile("GreenXDeathOrgan2", 24, 0, random (0, 360), 2, random (0, 160))
		TNT1 AA 0 A_CustomMissile("GreenInstestin", 24, 0, random (0, 360), 2, random (0, 160))
		TNT1 AA 0 A_CustomMissile("U_GreenXDeath1", 32, 0, random (0, 360), 2, random (0, 160))
		TNT1 AA 0 A_CustomMissile("U_GreenXDeath2", 32, 0, random (0, 360), 2, random (0, 160))
		TNT1 AA 0 A_CustomMissile("U_GreenXDeath3", 32, 0, random (0, 360), 2, random (0, 160))
		TNT1 AA 0 A_CustomMissile("U_GreenXDeath4", 15, 0, random (0, 360), 2, random (0, 160))
		TNT1 AA 0 A_CustomMissile("U_GreenXDeath2b", 15, 0, random (0, 360), 2, random (0, 160))
		TNT1 AA 0 A_CustomMissile("U_GreenXDeath3b", 15, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile("GreenGibsZ", 32, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile("GreenXDeathSkinPiece2", 15, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile("GreenXDeathSkinPiece1", 15, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile("GenericBaronGib1", 25, 0, random (0, 360), 2, random (10, 80))
		TNT1 A 0 A_CustomMissile("GenericBaronGib2", 25, 0, random (0, 360), 2, random (10, 80))
		TNT1 A 0 A_SpawnItem("GreenBigBloodSpot")
		TNT1 AA 0 A_CustomMissile("Green_Blood", 15, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile("GreenXDeathGuts", 24, 0, random (0, 360), 2, random (0, 160))
		Stop
	Death.Plasma:
	Death.Plasma2:
	Death.Flames:
	Death.Burn:
		TNT1 A 0 A_NoBlocking
		TNT1 A 0 A_XScream
		TNT1 A 0 A_NoBlocking
		TNT1 AA 0 A_CustomMissile("U_GreenXDeath1", 32, 0, random (0, 360), 2, random (0, 160))
		TNT1 AAA 0 A_CustomMissile("GreenInstestin", 24, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile("GreenXDeathOrgan1", 24, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile("GreenXDeathOrgan2", 24, 0, random (0, 360), 2, random (0, 160))
		TNT1 AA 0 A_CustomMissile("Green_FlyingBlood", 50, 0, random (0, 360), 2, random (0, 160))
		TNT1 AA 0 A_CustomMissile("XDeathBurnedMeatGreen", 32, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile("XDeathBurnedMeatGreen2", 32, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile("XDeathBurnedMeatGreen3", 32, 0, random (0, 360), 2, random (0, 160))
		TNT1 AAA 0 A_CustomMissile("XDeathBurnedMeatGreen4", 32, 0, random (0, 360), 2, random (0, 160))
		TNT1 AAAAA 0 A_CustomMissile("XDeathBurnedMeatGreen5", 32, 0, random (0, 360), 2, random (0, 160))
		TNT1 AAA 0 A_CustomMissile("ExplosionSmoke", 32, 0, random (0, 360), 2, random (0, 360))
		TNT1 A 0 A_CustomMissile("GreenXDeathStomach", 32, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0
		Stop
	}
}

Actor U_DeadBaronHalfDown
{
	//Translation "176:191=112:127"
	Radius 24
	Height 12
	Scale 1.1
	+SHOOTABLE
	+NOTELEPORT
	+MOVEWITHSECTOR
	+CORPSE
	-SOLID
	+THRUACTORS
	DamageFactor "Crusher", 50.0
	Mass 1000
	Health 200
	DamageFactor "Blood", 0.0
	DamageFactor "Trample", 0.0
	DamageFactor "Headkick", 0.0
	bloodtype "Green_Blood", "U_GreenSawBlood", "U_GreenSawBlood"
	States
	{
	Spawn:
		BBO2 AAABCD 6
		BBO2 D -1		
		Stop
	Death:
		TNT1 A 0 A_CustomMissile("GreenXDeathOrgan1", 24, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile("GreenXDeathOrgan2", 24, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile("GreenInstestin", 24, 0, random (0, 360), 2, random (0, 160))
		TNT1 AA 0 A_CustomMissile("U_GreenXDeath1", 32, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile("U_GreenXDeath2", 32, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile("U_GreenXDeath3", 32, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile("U_GreenXDeath4", 15, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile("U_GreenXDeath2b", 15, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile("U_GreenXDeath3b", 15, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile("GreenXDeathSkinPiece2", 15, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile("GreenXDeathSkinPiece1", 15, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_SpawnItem("GreenBigBloodSpot")
		TNT1 AA 0 A_CustomMissile("XDeathHellKnightLeg", 32, 0, random (0, 360), 2, random (0, 160))
		TNT1 AA 0 A_CustomMissile("Green_Blood", 15, 0, random (0, 360), 2, random (0, 160))
		Stop
	Death.Plasma:
	Death.Plasma2:
	Death.Flames:
	Death.Burn:
		TNT1 A 0 A_NoBlocking
		TNT1 A 0 A_XScream
		TNT1 A 0 A_NoBlocking
		TNT1 AA 0 A_CustomMissile("U_GreenXDeath1", 32, 0, random (0, 360), 2, random (0, 160))
		TNT1 AAA 0 A_CustomMissile("GreenInstestin", 24, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile("GreenXDeathOrgan1", 24, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile("GreenXDeathOrgan2", 24, 0, random (0, 360), 2, random (0, 160))
		TNT1 AA 0 A_CustomMissile("Green_FlyingBlood", 50, 0, random (0, 360), 2, random (0, 160))
		TNT1 AA 0 A_CustomMissile("XDeathBurnedMeatGreen", 32, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile("XDeathBurnedMeatGreen2", 32, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile("XDeathBurnedMeatGreen3", 32, 0, random (0, 360), 2, random (0, 160))
		TNT1 AAA 0 A_CustomMissile("XDeathBurnedMeatGreen4", 32, 0, random (0, 360), 2, random (0, 160))
		TNT1 AAAAA 0 A_CustomMissile("XDeathBurnedMeatGreen5", 32, 0, random (0, 360), 2, random (0, 160))
		TNT1 AAA 0 A_CustomMissile("ExplosionSmoke", 32, 0, random (0, 360), 2, random (0, 360))
		TNT1 A 0 A_CustomMissile("GreenXDeathStomach", 32, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0
		Stop
	}
}

Actor U_DeadBaronHalfUp: U_DeadBaron
{
	States
	{
	Spawn:
		BTO2 D -1		
		Stop
	Death:
		TNT1 AAAAAAAAA 0 A_CustomMissile("Green_FlyingBloodTrail", 0, 0, random (0, 360), 2, random (0, 360))
		TNT1 A 0 A_CustomMissile("XDeathBaronHead5", 62, 0, random (0, 360), 2, random (0, 160))
		TNT1 AA 0 A_CustomMissile("U_XDeathBaronArm", 32, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile("GreenXDeathOrgan1", 24, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile("GreenXDeathOrgan2", 24, 0, random (0, 360), 2, random (0, 160))
		TNT1 AA 0 A_CustomMissile("GreenInstestin", 24, 0, random (0, 360), 2, random (0, 160))
		TNT1 AA 0 A_CustomMissile("U_GreenXDeath1", 32, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile("U_GreenXDeath2", 32, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile("U_GreenXDeath3", 32, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile("U_GreenXDeath4", 15, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile("U_GreenXDeath2b", 15, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile("U_GreenXDeath3b", 15, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile("GreenGibsZ", 32, 0, random (0, 360), 2, random (0, 160))
		TNT1 AA 0 A_CustomMissile("GreenXDeathSkinPiece2", 15, 0, random (0, 360), 2, random (0, 160))
		TNT1 AA 0 A_CustomMissile("GreenXDeathSkinPiece1", 15, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_SpawnItem("GreenBigBloodSpot")
		TNT1 AA 0 A_CustomMissile("Green_Blood", 15, 0, random (0, 360), 2, random (0, 160))
		Stop
	}
}

Actor U_DeadBaronNoHead: U_DeadBaron
{
	States
	{
	Spawn:
		BADH D -1		
		Stop
	Death:
		TNT1 AAAAAAAAA 0 A_CustomMissile("Green_FlyingBloodTrail", 0, 0, random (0, 360), 2, random (0, 360))
		TNT1 A 0 A_CustomMissile("U_XDeathBaronArm", 32, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile("XDeathHellKnightLeg", 32, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile("GreenXDeathOrgan1", 24, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile("GreenXDeathOrgan2", 24, 0, random (0, 360), 2, random (0, 160))
		TNT1 AA 0 A_CustomMissile("GreenInstestin", 24, 0, random (0, 360), 2, random (0, 160))
		TNT1 AA 0 A_CustomMissile("U_GreenXDeath1", 32, 0, random (0, 360), 2, random (0, 160))
		TNT1 AA 0 A_CustomMissile("U_GreenXDeath2", 32, 0, random (0, 360), 2, random (0, 160))
		TNT1 AA 0 A_CustomMissile("U_GreenXDeath3", 32, 0, random (0, 360), 2, random (0, 160))
		TNT1 AA 0 A_CustomMissile("U_GreenXDeath4", 15, 0, random (0, 360), 2, random (0, 160))
		TNT1 AA 0 A_CustomMissile("U_GreenXDeath2b", 15, 0, random (0, 360), 2, random (0, 160))
		TNT1 AA 0 A_CustomMissile("U_GreenXDeath3b", 15, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile("GreenGibsZ", 32, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile("GreenXDeathSkinPiece2", 15, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile("GreenXDeathSkinPiece1", 15, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile("GenericBaronGib1b", 25, 0, random (0, 360), 2, random (10, 80))
		TNT1 A 0 A_CustomMissile("GenericBaronGib2b", 25, 0, random (0, 360), 2, random (10, 80))
		TNT1 A 0 A_SpawnItem("GreenBigBloodSpot")
		TNT1 AA 0 A_CustomMissile("Green_Blood", 15, 0, random (0, 360), 2, random (0, 160))
		Stop
	}
}

Actor DeadBaronPlasma: U_DeadBaron	  
{
	States
	{
	Spawn:
		BOSC FFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFF 8 A_CustomMissile("PlasmaSmoke", 24, 0, random (0, 180), 2, random (0, 180))
		BOSC F -1	  
		Stop
	Death:
	Death.ExplosiveImpact:
	Death.plasma:
	Death.Desintegrate:
	Death.Trample:
	Death.Crush:
	Death.Stomp:
		TNT1 A 0
		TNT1 A 0 A_NoBlocking
		TNT1 A 0 A_XScream
		TNT1 A 0 A_NoBlocking
		TNT1 AA 0 A_CustomMissile("U_GreenXDeath1", 32, 0, random (0, 360), 2, random (0, 160))
		TNT1 AAA 0 A_CustomMissile("GreenInstestin", 24, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile("GreenXDeathOrgan1", 24, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile("GreenXDeathOrgan2", 24, 0, random (0, 360), 2, random (0, 160))
		TNT1 AA 0 A_CustomMissile("Green_FlyingBlood", 50, 0, random (0, 360), 2, random (0, 160))
		TNT1 AA 0 A_CustomMissile("XDeathBurnedMeatGreen", 32, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile("XDeathBurnedMeatGreen2", 32, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile("XDeathBurnedMeatGreen3", 32, 0, random (0, 360), 2, random (0, 160))
		TNT1 AAA 0 A_CustomMissile("XDeathBurnedMeatGreen4", 32, 0, random (0, 360), 2, random (0, 160))
		TNT1 AAAAA 0 A_CustomMissile("XDeathBurnedMeatGreen5", 32, 0, random (0, 360), 2, random (0, 160))
		TNT1 AAA 0 A_CustomMissile("ExplosionSmoke", 32, 0, random (0, 360), 2, random (0, 360))
		TNT1 A 0 A_CustomMissile("GreenXDeathStomach", 32, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0
		Stop
	Death.TeleportRemover:
	Death.GibRemoving:
		TNT1 A 0
		TNT1 A 0 A_Scream
		TNT1 A 0 A_NoBlocking
		TNT1 A 0 A_ChangeFlag("NOCLIP", 1)
		TNT1 A 0 A_ChangeFlag("SHOOTABLE", 0)
		TNT1 A 0 A_ChangeFlag("NOBLOCKMAP", 1)
		Stop
	}
}

Actor DeadBaronFire: U_DeadBaron
{
	States
	{
	Spawn:
		BOSB EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE 2 A_CustomMissile("FlameTrails", 25, 0, random (0, 360), 2, random (50, 130))
		BOSB EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE 10 A_CustomMissile("SmallSmoke", 25, 0, random (0, 360), 2, random (70, 110))
		BOSB E -1
		Stop
	Death:
	Death.ExplosiveImpact:
	Death.plasma:
	Death.Desintegrate:
	Death.Trample:
	Death.Crush:
	Death.Stomp:
		TNT1 A 0
		TNT1 A 0 A_NoBlocking
		TNT1 A 0 A_XScream
		TNT1 A 0 A_NoBlocking
		TNT1 AA 0 A_CustomMissile("U_GreenXDeath1", 32, 0, random (0, 360), 2, random (0, 160))
		TNT1 AAA 0 A_CustomMissile("GreenInstestin", 24, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile("GreenXDeathOrgan1", 24, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile("GreenXDeathOrgan2", 24, 0, random (0, 360), 2, random (0, 160))
		TNT1 AA 0 A_CustomMissile("Green_FlyingBlood", 50, 0, random (0, 360), 2, random (0, 160))
		TNT1 AA 0 A_CustomMissile("XDeathBurnedMeatGreen", 32, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile("XDeathBurnedMeatGreen2", 32, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile("XDeathBurnedMeatGreen3", 32, 0, random (0, 360), 2, random (0, 160))
		TNT1 AAA 0 A_CustomMissile("XDeathBurnedMeatGreen4", 32, 0, random (0, 360), 2, random (0, 160))
		TNT1 AAAAA 0 A_CustomMissile("XDeathBurnedMeatGreen5", 32, 0, random (0, 360), 2, random (0, 160))
		EXPL AAA 0 A_CustomMissile("ExplosionSmoke", 32, 0, random (0, 360), 2, random (0, 360))
		TNT1 A 0 A_CustomMissile("GreenXDeathStomach", 32, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0
		Stop
	Death.TeleportRemover:
	Death.GibRemoving:
		TNT1 A 0
		TNT1 A 0 A_Scream
		TNT1 A 0 A_NoBlocking
		TNT1 A 0 A_ChangeFlag("NOCLIP", 1)
		TNT1 A 0 A_ChangeFlag("SHOOTABLE", 0)
		TNT1 A 0 A_ChangeFlag("NOBLOCKMAP", 1)
		Stop
	}
}

Actor U_DeadBaronClassic: U_DeadBaron
{
	//Translation "176:191=112:127","40:47=120:127"
	States
	{
	Spawn:
		KSA8 G -1		
		Stop
	}
}

Actor DeadBaronSSG: U_DeadBaron	  
{
	States
	{
	Spawn:
		BDSS VVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVV 1 A_CustomMissile("Green_LiquidBlood", 20, 0, random (0, 360), 2, random (30, 110))
		BDSS V -1		
		Stop
	}
}

Actor DeadBaronDeath1: U_DeadBaron	  
{
	States
	{
	Spawn:
		BSDS M -1		
		Stop
	}
}

Actor DeadBaronBlast: U_DeadBaron	  
{
	States
	{
	Spawn:
		XBAR Q -1		
		Stop
	}
}

Actor DeadBaronExpImp1: U_DeadBaron	  
{
	//Translation "169:191=112:127"
	States
	{
	Spawn:
		BOH3 D -1		
		Stop
	Death:
		TNT1 AAAAAAAAA 0 A_CustomMissile("Green_FlyingBloodTrail", 0, 0, random (0, 360), 2, random (0, 360))
		TNT1 A 0 A_CustomMissile("XDeathBaronHead5", 62, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile("U_XDeathBaronArm", 32, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile("XDeathHellKnightLeg", 32, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile("GreenXDeathOrgan1", 24, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile("GreenXDeathOrgan2", 24, 0, random (0, 360), 2, random (0, 160))
		TNT1 AA 0 A_CustomMissile("GreenInstestin", 24, 0, random (0, 360), 2, random (0, 160))
		TNT1 AA 0 A_CustomMissile("U_GreenXDeath1", 32, 0, random (0, 360), 2, random (0, 160))
		TNT1 AA 0 A_CustomMissile("U_GreenXDeath2", 32, 0, random (0, 360), 2, random (0, 160))
		TNT1 AA 0 A_CustomMissile("U_GreenXDeath3", 32, 0, random (0, 360), 2, random (0, 160))
		TNT1 AA 0 A_CustomMissile("U_GreenXDeath4", 15, 0, random (0, 360), 2, random (0, 160))
		TNT1 AA 0 A_CustomMissile("U_GreenXDeath2b", 15, 0, random (0, 360), 2, random (0, 160))
		TNT1 AA 0 A_CustomMissile("U_GreenXDeath3b", 15, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile("GreenGibsZ", 32, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile("GreenXDeathSkinPiece2", 15, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile("GreenXDeathSkinPiece1", 15, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile("GenericBaronGib1", 25, 0, random (0, 360), 2, random (10, 80))
		TNT1 A 0 A_CustomMissile("GenericBaronGib2", 25, 0, random (0, 360), 2, random (10, 80))
		TNT1 A 0 A_SpawnItem("GreenBigBloodSpot")
		TNT1 AA 0 A_CustomMissile("Green_Blood", 15, 0, random (0, 360), 2, random (0, 160))
		Stop
	}
}

Actor DeadBaronExpImp2: U_DeadBaron	  
{
	//Translation "169:191=112:127"
	States
	{
	Spawn:
		BOH3 H -1		
		Stop
	Death:
		TNT1 AAAAAAAAA 0 A_CustomMissile("Green_FlyingBloodTrail", 0, 0, random (0, 360), 2, random (0, 360))
		TNT1 A 0 A_CustomMissile("XDeathBaronHead5", 62, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile("U_XDeathBaronArm", 32, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile("XDeathHellKnightLeg", 32, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile("GreenXDeathOrgan1", 24, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile("GreenXDeathOrgan2", 24, 0, random (0, 360), 2, random (0, 160))
		TNT1 AA 0 A_CustomMissile("GreenInstestin", 24, 0, random (0, 360), 2, random (0, 160))
		TNT1 AA 0 A_CustomMissile("U_GreenXDeath1", 32, 0, random (0, 360), 2, random (0, 160))
		TNT1 AA 0 A_CustomMissile("U_GreenXDeath2", 32, 0, random (0, 360), 2, random (0, 160))
		TNT1 AA 0 A_CustomMissile("U_GreenXDeath3", 32, 0, random (0, 360), 2, random (0, 160))
		TNT1 AA 0 A_CustomMissile("U_GreenXDeath4", 15, 0, random (0, 360), 2, random (0, 160))
		TNT1 AA 0 A_CustomMissile("U_GreenXDeath2b", 15, 0, random (0, 360), 2, random (0, 160))
		TNT1 AA 0 A_CustomMissile("U_GreenXDeath3b", 15, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile("GreenGibsZ", 32, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile("GreenXDeathSkinPiece2", 15, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile("GreenXDeathSkinPiece1", 15, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile("GenericBaronGib1", 25, 0, random (0, 360), 2, random (10, 80))
		TNT1 A 0 A_CustomMissile("GenericBaronGib2", 25, 0, random (0, 360), 2, random (10, 80))
		TNT1 A 0 A_SpawnItem("GreenBigBloodSpot")
		TNT1 AA 0 A_CustomMissile("Green_Blood", 15, 0, random (0, 360), 2, random (0, 160))
		Stop
	}
}

ACTOR U_XDeathHalfBOH
{
	//Translation "176:191=112:127"
	Radius 1
	Height 8
	Speed 10
	Mass 8
	BounceFactor 0.3
	+DOOMBOUNCE
	+NOBLOCKMAP
	+MISSILE
	+NOTELEPORT
	+DONTSPLASH
	+MOVEWITHSECTOR
	DeathSound "misc/xdeath1"
	bloodtype "Green_Blood", "U_GreenSawBlood", "U_GreenSawBlood"
	States
	{
	Spawn:
		Goto Death
	Death:
		BTO2 AABBCC 4 A_CustomMissile("Green_Blood",0,0,180,2)
		HPLA A 0 A_SpawnItem("U_DeadBaronHalfUp",0,0,0,1)
		Stop
	}
}

ACTOR U_DyingBaron1
{
	Tag "Baron of Hell"
	Game Doom
	Radius 24
	Height 60
	Health 100
	DamageFactor "Blood", 0.0
	DamageFactor "BlueBlood", 0.0
	DamageFactor "GreenBlood", 0.0
	DamageFactor "Avoid", 0.0
	DamageFactor "Shrapnel", 0.0
	DamageFactor "KillMe", 0.0
	DamageFactor "Cutless", 0.6
	DamageFactor "Headkick", 0.0
	Mass 999999
	//Translation "176:191=112:127"
	-SOLID
	+SHOOTABLE
	+FLOORCLIP
	+DONTSPLASH
	+NOPAIN
	Scale 1.1
	bloodtype "Green_Blood", "U_GreenSawBlood", "U_GreenSawBlood"
	States
	{
	Spawn:
		TNT1 A 0
		TNT1 A 0 A_PlaySound("PSXDPN")
		KSA8 BC 6 A_SpawnItem("HeadshotTarget6C", 0, 60,0)
		TNT1 A 0 A_SpawnItem("DeadGreenBlood", 0, 30)
		KSA8 BC 6 A_SpawnItem("HeadshotTarget6C", 0, 60,0)
		TNT1 A 0 A_SpawnItem("DeadGreenBlood", 0, 30)
		TNT1 A 0 A_PlaySound("PSXDPN")
		KSA8 BC 6 A_SpawnItem("HeadshotTarget6C", 0, 60,0)
		TNT1 A 0 A_SpawnItem("DeadGreenBlood", 0, 30)
		KSA8 BC 6 A_SpawnItem("HeadshotTarget6C", 0, 60,0)
		TNT1 A 0 A_SpawnItem("DeadGreenBlood", 0, 30)
		TNT1 A 0 A_PlaySound("PSXDPN")
		KSA8 BC 6 A_SpawnItem("HeadshotTarget6C", 0, 60,0)
		TNT1 A 0 A_SpawnItem("DeadGreenBlood", 0, 30)
		KSA8 BC 6 A_SpawnItem("HeadshotTarget6C", 0, 60,0)
		TNT1 A 0 A_SpawnItem("DeadGreenBlood", 0, 30)
		TNT1 A 0 A_PlaySound("PSXDPN")
		KSA8 BC 6 A_SpawnItem("HeadshotTarget6C", 0, 60,0)
		TNT1 A 0 A_SpawnItem("DeadGreenBlood", 0, 30)
		KSA8 BC 6 A_SpawnItem("HeadshotTarget6C", 0, 60,0)
		TNT1 A 0 A_SpawnItem("DeadGreenBlood", 0, 30)
		TNT1 A 0 A_PlaySound("PSXDPN")
		KSA8 BC 6 A_SpawnItem("HeadshotTarget6C", 0, 60,0)
		TNT1 A 0 A_SpawnItem("DeadGreenBlood", 0, 30)
		KSA8 BC 6 A_SpawnItem("HeadshotTarget6C", 0, 60,0)
		TNT1 A 0 A_SpawnItem("DeadGreenBlood", 0, 30)
		TNT1 A 0 A_PlaySound("PSXDPN")
		KSA8 BC 6 A_SpawnItem("HeadshotTarget6C", 0, 60,0)
		TNT1 A 0 A_SpawnItem("DeadGreenBlood", 0, 30)
		KSA8 BC 6 A_SpawnItem("HeadshotTarget6C", 0, 60,0)
		TNT1 A 0 A_SpawnItem("DeadGreenBlood", 0, 30)
		TNT1 A 0 A_PlaySound("PSXDPN")
		KSA8 BC 6 A_SpawnItem("HeadshotTarget6C", 0, 60,0)
		TNT1 A 0 A_SpawnItem("DeadGreenBlood", 0, 30)
		KSA8 BC 6 A_SpawnItem("HeadshotTarget6C", 0, 60,0)
		TNT1 A 0 A_SpawnItem("DeadGreenBlood", 0, 30)
		Goto Death
	
	Death:
		TNT1 A 0 A_NoBlocking
		TNT1 A 0 A_Fall
		TNT1 A 0 A_PlaySound("baron/death")
		KSA8 DEFG 4
		TNT1 A 0 A_SpawnItem("U_DeadBaronClassic")
		TNT1 A 0 A_SpawnItem("GreenGrowingBloodPool")
		Stop
	Death.head:
		TNT1 A 0 A_SpawnItem("BaronOfHellHeadExplode", 0, 62)
		TNT1 A 0 A_SpawnItem("CrueltyBonus5Health")
		TNT1 AA 0 A_SpawnItem("Green_Blood", 0, 30)
		BADH ABCD 5
		TNT1 A 0 A_NoBlocking
		TNT1 A 0 A_SpawnItem("U_DeadBaronNoHead", 1)
		TNT1 A 0 A_SpawnItem("GreenGrowingBloodPool")
		Stop
	Death.SSG:
	XDeath:
	Death.ExplosiveImpact:
		TNT1 A 0 A_XScream
		TNT1 A 0 A_SpawnItem("CrueltyBonus5Health")
		TNT1 A 0 A_NoBlocking
		TNT1 A 0 A_SpawnItem("BaronOfHellHeadExplode", 0, 62)
		TNT1 A 0 A_CustomMissile("BaronXDeath", 0, 0, random (0, 360), 2, random (0, 160))
		Stop
	Death.Shotgun:
		TNT1 A 0
		TNT1 A 0 A_JumpIfCloser(120, "Death.Cutless")
		Goto Death
	Death.Cutless:
	Death.Cut:
	Death.Saw:
		TNT1 A 0 A_Scream
		TNT1 A 0 A_NoBlocking
		TNT1 A 0 A_SpawnItem("CrueltyBonus5Health")
		TNT1 AAA 0 A_CustomMissile("U_GreenXDeath1", 40, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile("U_GreenXDeath2", 40, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile("U_GreenXDeath3", 40, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile("U_GreenXDeath4", 40, 0, random (0, 360), 2, random (0, 160))
		TNT1 AAAAA 0 A_CustomMissile("Green_FlyingBlood", 15, 0, random (0, 360), 2, random (0, 160))
		TNT1 AAAA 0 A_CustomMissile("GreenGuts", 32, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile("U_XDeathHalfBOH", 24, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_SpawnItem("U_DeadBaronHalfDown", 1)
		TNT1 A 0 A_SpawnItem("GreenGrowingBloodPool")
		Stop	
	}
}