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

ACTOR U_BaronofHell : BaronofHell Replaces BaronofHell
{
	translation "176:184=112:120"
	Game Doom
	Scale 1.1
    GibHealth 25
	Health 1400
	Speed 8
	FastSpeed 10
	PainChance "Saw", 100
	PainChance "Cut", 100
	PainChance "Kick", 100
	PainChance "LowKick", 200
	PainChance "Head", 120
	PainChance "Explosive", 255
	PainChance 25
	PainChance "CallingTheBaronAFaggot", 255
	PainChance "Taunt", 255
	damagefactor "taunt", 1.0
	damagefactor "TeleportRemover", 0.0
	damagefactor "Avoid", 0.0
	damagefactor "SSG", 2.0
	DamageFactor "CauseObjectsToSplash", 0.0
    damagefactor "Shrapnel", 0.4
	damagefactor "Fatality", 3.0
	damagefactor "DontCallTheBaron", 0.0
	damagefactor "Crush", 10.0
	damagefactor "GibRemoving", 0.0
	damagefactor "Blood", 0.0
	damagefactor "BlueBlood", 0.0
	damagefactor "GreenBlood", 0.0
	PainSound "PSXDPN"
	SeeSound "baron/sight"
    BloodType "U_Green_Blood", "U_GreenSawBlood", "U_GreenSawBlood"
	bloodcolor 00 128 00
	Obituary "%o was brutalized by a Baron of Hell."
	MaxStepHeight 24
	MaxDropOffHeight 32
	+DONTHURTSPECIES
	+QUICKTORETALIATE
	States
	{

	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
		
    Spawn:
		TNT1 A 0 ACS_ExecuteAlways(796, 0, 0, 0, 0)//Check if Vanilla Mode is activated
		TNT1 A 0 A_GiveInventory("TargetIsABaronOfHell")

	Stand:
		TNT1 A 0 A_SpawnItem("HeadshotTarget100C", 0, 63,0)
		BOSS BBBBBBBBBB 10 A_Look
		Loop

	Roar: //Rage roar!
		TNT1 A 0 A_PlaySound("knight/sight")
		TNT1 A 0 A_Jump(128,17)
        BTS3 ABC 2 A_SpawnItem("HeadshotTarget4C", 0, 63,0)
		BTS3 DEDF 5 A_SpawnItem("HeadshotTarget8C", 0, 63,0)
		BTS3 DEDFD 5 A_SpawnItem("HeadshotTarget8C", 0, 63,0)
		BTS3 CBA 2 A_SpawnItem("HeadshotTarget8C", 0, 63,0)
		TNT1 A 0 A_Jump(256,11)
        BTS3 ABC 2 A_SpawnItem("HeadshotTarget4C", 0, 63,0)
		BTS3 DDDD 5 A_SpawnItem("HeadshotTarget8C", 0, 63,0)
		BTS3 CBA 2 A_SpawnItem("HeadshotTarget8C", 0, 63,0)
		TNT1 A 0 A_FaceTarget
		TNT1 A 0 A_Jump(96, "SpecialAttack")
		Goto See2

	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")
	    TNT1 A 0 A_JumpIfInTargetInventory("TargetIsACyberdemon", 1, "CheckRetreat")
		TNT1 A 0 A_JumpIfInTargetInventory("TargetIsAMastermind", 1, "CheckRetreat")

	SeeContinue:
		TNT1 A 0 A_JumpIfInventory("EnemyMemory", 20, "ForgetTarget")
		TNT1 A 0 A_GiveInventory("EnemyMemory", 1)
		TNT1 A 0 A_SpawnItem("HeadshotTarget8C", 0, 66,0)
		BOSS AA 2 A_Chase
		TNT1 A 0 A_SpawnItem("HeadshotTarget8C", 0, 66,0)
		BOSS AB 2 A_Chase
		TNT1 A 0 A_SpawnItem("HeadshotTarget8C", 0, 66,0)
		BOSS BB 2 A_Chase
		TNT1 A 0 A_SpawnItem("HeadshotTarget8C", 0, 66,0)
		BOSS CC 2 A_Chase
		TNT1 A 0 A_SpawnItem("HeadshotTarget8C", 0, 66,0)
		BOSS CD 2 A_Chase
		TNT1 A 0 A_SpawnItem("HeadshotTarget8C", 0, 66,0)
		BOSS DD 2 A_Chase
		TNT1 A 0 A_Jump(8, "Roar")
		TNT1 A 0 A_JumpIfInTargetInventory("IsInvisible", 1, "ForgetTarget")
		Loop
		
	Idle:
	LookingForPlayer:
	    TNT1 A 0 A_SpawnItem ("HeadshotTarget10c", 0, 63,0)
		BOSS B 10 A_Look
        TNT1 A 0 A_SpawnItem ("HeadshotTarget10c", 0, 63,0)
		BOSS B 10 A_Look
		TNT1 A 0 A_SpawnItem ("HeadshotTarget10c", 0, 63,0)
		BOSS B 10 A_Look
		TNT1 A 0 A_SetAngle(angle - 40)
		TNT1 A 0 A_SpawnItem ("HeadshotTarget10c", 0, 63,0)
		BOSS B 10 A_Look
        TNT1 A 0 A_SpawnItem ("HeadshotTarget10c", 0, 63,0)
		BOSS B 10 A_Look
		TNT1 A 0 A_SpawnItem ("HeadshotTarget10c", 0, 63,0)
		BOSS B 10 A_Look
		TNT1 A 0 A_SetAngle(angle + 40)
        TNT1 A 0 A_SpawnItem ("HeadshotTarget10c", 0, 63,0)
		BOSS B 10 A_Look
		TNT1 A 0 A_SpawnItem ("HeadshotTarget10c", 0, 63,0)
		BOSS B 10 A_Look
        TNT1 A 0 A_SpawnItem ("HeadshotTarget10c", 0, 63,0)
		BOSS B 10 A_Look
		TNT1 A 0 A_Wander
		BOSS AA 2 A_Look
		TNT1 A 0 A_Recoil(-2)
		TNT1 A 0 A_SpawnItem("HeadshotTarget6c", 0, 63,0)
		BOSS BB 2 A_Look
		TNT1 A 0 A_Recoil(-2)
		TNT1 A 0 A_SpawnItem("HeadshotTarget6c", 0, 63,0)
		TNT1 A 0 A_Wander
		BOSS CC 2 A_Look
		TNT1 A 0 A_Recoil(-2)
		TNT1 A 0 A_SpawnItem("HeadshotTarget6c", 0, 63,0)
		BOSS DD 2 A_Look
		TNT1 A 0 A_Recoil(-2)
		TNT1 A 0 A_SpawnItem("HeadshotTarget6c", 0, 63,0)
		TNT1 A 0 A_jump(128, "LookingForPlayer")
		TNT1 A 0 A_Wander
		BOSS AA 2 A_Look
		TNT1 A 0 A_Recoil(-2)
		TNT1 A 0 A_SpawnItem("HeadshotTarget6c", 0, 63,0)
		BOSS BB 2 A_Look
		TNT1 A 0 A_Recoil(-2)
		TNT1 A 0 A_SpawnItem("HeadshotTarget6c", 0, 63,0)
		TNT1 A 0 A_Wander
		BOSS CC 2 A_Look
		TNT1 A 0 A_Recoil(-2)
		TNT1 A 0 A_SpawnItem("HeadshotTarget6c", 0, 63,0)
		BOSS DD 2 A_Look
		TNT1 A 0 A_Recoil(-2)
		TNT1 A 0 A_SpawnItem("HeadshotTarget6c", 0, 63,0)
		Goto LookingForPlayer

	ForgetTarget:
		TNT1 A 0 A_ClearTarget
		TNT1 A 0 A_TakeInventory("EnemyMemory", 25)
		Goto LookingForPlayer

	Melee:
		TNT1 A 0 A_JumpIfInventory("FireSeq", 1, "Melee2")
		
	Melee1:
		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_FaceTarget
		TNT1 A 0 A_CustomMissile("BaronAttackOnBarrel",10,0,0,0)
		TNT1 A 0 A_SpawnItem("HeadshotTarget8C", 0, 63,0)

        BOSS E 6 A_FaceTarget
		TNT1 A 0 A_PlaySound("weapons/gswing")
		TNT1 A 0 A_SpawnItem("HeadshotTarget8C", 0, 63,0)
		BOSS F 6 A_FaceTarget
		TNT1 A 0 A_SpawnItem("HeadshotTarget8C", 0, 63,0)
		BOSS G 6 A_CustomMissile("BaronAttack",10,0,0,0)

		TNT1 A 0 A_GiveInventory("FireSeq", 1)
		Goto See2
		
	Melee2:
		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_FaceTarget
		TNT1 A 0 A_CustomMissile("BaronAttackOnBarrel",10,0,0,0)
		TNT1 A 0 A_SpawnItem("HeadshotTarget8C", 0, 63,0)

		BASS E 6 A_FaceTarget
		TNT1 A 0 A_PlaySound("weapons/gswing")
		TNT1 A 0 A_SpawnItem("HeadshotTarget8C", 0, 63,0)
		BASS F 6 A_FaceTarget
		TNT1 A 0 A_SpawnItem("HeadshotTarget8C", 0, 63,0)
		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_SpawnItem("HeadshotTarget8c", 0, 66,0)

		TNT1 A 0 A_JumpIfInventory("FireSeq", 1, "Missile2")
		TNT1 A 0 A_GiveInventory("FireSeq", 1)
		
		BOSS E 2 A_FaceTarget
		TNT1 A 0 A_SpawnItem("HeadshotTarget8C", 0, 66,0)
		TNT1 A 0 bright A_CustomMissile ("SmallGreenFlameTrails", 70, 40, random (0, 360), 2, random (70, 110))
		TNT1 A 0 A_CustomMissile ("BallGettingReadyGreen", 70, 40, random (0, 140), 2, random (0, 160))
		BOSS E 2 A_FaceTarget
		TNT1 A 0 A_SpawnItem("HeadshotTarget8C", 0, 66,0)
		TNT1 A 0 bright A_CustomMissile ("SmallGreenFlameTrails", 70, 40, random (0, 360), 2, random (70, 110))
		TNT1 A 0 A_CustomMissile ("BallGettingReadyGreen", 70, 40, random (0, 140), 2, random (0, 160))
		BOSS E 2 A_FaceTarget
		TNT1 A 0 A_SpawnItem("HeadshotTarget8C", 0, 66,0)
		TNT1 A 0 bright A_CustomMissile ("SmallGreenFlameTrails", 70, 40, random (0, 360), 2, random (70, 110))
		TNT1 A 0 A_CustomMissile ("BallGettingReadyGreen", 70, 40, random (0, 140), 2, random (0, 160))
		BOSS E 2 A_FaceTarget
		TNT1 A 0 A_SpawnItem("HeadshotTarget8C", 0, 66,0)
		TNT1 A 0 bright A_CustomMissile ("SmallGreenFlameTrails", 70, 40, random (0, 360), 2, random (70, 110))
		TNT1 A 0 A_CustomMissile ("BallGettingReadyGreen", 70, 40, random (0, 140), 2, random (0, 160))
		TNT1 A 0 A_JumpIfInventory("StopKickingMyBallsMotherFucker", 1, 4)
		TNT1 A 0 A_JumpIfInventory("Enraged", 1, 3)
		BOSS E 2 A_FaceTarget
		TNT1 A 0 A_SpawnItem("HeadshotTarget8C", 0, 66,0)
		
		BOSS F 4 A_FaceTarget
		TNT1 A 0 A_SpawnItem("HeadshotTarget8C", 0, 66,0)
		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)
		
		BASS E 2 A_FaceTarget
		TNT1 A 0 A_SpawnItem("HeadshotTarget8C", 0, 66,0)
		TNT1 A 0 bright A_CustomMissile ("SmallGreenFlameTrails", 70, -40, random (0, 360), 2, random (70, 110))
		TNT1 A 0 A_CustomMissile ("BallGettingReadyGreen", 70, -40, random (0, 140), 2, random (0, 160))
		BASS E 2 A_FaceTarget
		TNT1 A 0 A_SpawnItem("HeadshotTarget8C", 0, 66,0)
		TNT1 A 0 bright A_CustomMissile ("SmallGreenFlameTrails", 70, -40, random (0, 360), 2, random (70, 110))
		TNT1 A 0 A_CustomMissile ("BallGettingReadyGreen", 70, -40, random (0, 140), 2, random (0, 160))
		BASS E 2 A_FaceTarget
		TNT1 A 0 A_SpawnItem("HeadshotTarget8C", 0, 66,0)
		TNT1 A 0 bright A_CustomMissile ("SmallGreenFlameTrails", 70, -40, random (0, 360), 2, random (70, 110))
		TNT1 A 0 A_CustomMissile ("BallGettingReadyGreen", 70, -40, random (0, 140), 2, random (0, 160))
		BASS E 2 A_FaceTarget
		TNT1 A 0 A_SpawnItem("HeadshotTarget8C", 0, 66,0)
		TNT1 A 0 bright A_CustomMissile ("SmallGreenFlameTrails", 70, -40, random (0, 360), 2, random (70, 110))
		TNT1 A 0 A_CustomMissile ("BallGettingReadyGreen", 70, -40, random (0, 140), 2, random (0, 160))
		TNT1 A 0 A_JumpIfInventory("StopKickingMyBallsMotherFucker", 1, 4)
		TNT1 A 0 A_JumpIfInventory("Enraged", 1, 3)
		BASS E 2 A_FaceTarget
		TNT1 A 0 A_SpawnItem("HeadshotTarget8C", 0, 66,0)
		
		BASS F 4 A_FaceTarget
		TNT1 A 0 A_SpawnItem("HeadshotTarget8C", 0, 66,0)
		BASS G 8 A_CustomMissile("BaronBall", 36, 0, 0, 1)
		TNT1 A 0 A_TakeInventory("ComingToGetTheBarrel", 1)
		Goto See2

    SpecialAttack:
	    TNT1 A 0 A_SpawnItem("HeadshotTarget8C", 0, 66,0)
		BOSS R 3 A_FaceTarget
	    TNT1 A 0 A_SpawnItem("HeadshotTarget8C", 0, 66,0)
		BOSS Q 6 A_FaceTarget
		TNT1 A 0 A_SpawnItem("HeadshotTarget8C", 0, 66,0)
		
		BOSS P 2 A_FaceTarget
		TNT1 A 0 bright A_CustomMissile ("SmallGreenFlameTrails", 70, 40, random (0, 360), 2, random (70, 110))
		TNT1 A 0 A_CustomMissile ("BallGettingReadyGreen", 70, 40, random (0, 140), 2, random (0, 160))
		TNT1 A 0 bright A_CustomMissile ("SmallGreenFlameTrails", 70, -40, random (0, 360), 2, random (70, 110))
		TNT1 A 0 A_CustomMissile ("BallGettingReadyGreen", 70, -40, random (0, 140), 2, random (0, 160))
		BOSS P 2 A_FaceTarget
		TNT1 A 0 bright A_CustomMissile ("SmallGreenFlameTrails", 70, 40, random (0, 360), 2, random (70, 110))
		TNT1 A 0 A_CustomMissile ("BallGettingReadyGreen", 70, 40, random (0, 140), 2, random (0, 160))
		TNT1 A 0 bright A_CustomMissile ("SmallGreenFlameTrails", 70, -40, random (0, 360), 2, random (70, 110))
		TNT1 A 0 A_CustomMissile ("BallGettingReadyGreen", 70, -40, random (0, 140), 2, random (0, 160))
		TNT1 A 0 A_SpawnItem("HeadshotTarget8C", 0, 66,0)
		BOSS P 2 A_FaceTarget
		TNT1 A 0 bright A_CustomMissile ("SmallGreenFlameTrails", 70, 40, random (0, 360), 2, random (70, 110))
		TNT1 A 0 A_CustomMissile ("BallGettingReadyGreen", 70, 40, random (0, 140), 2, random (0, 160))
		TNT1 A 0 bright A_CustomMissile ("SmallGreenFlameTrails", 70, -40, random (0, 360), 2, random (70, 110))
		TNT1 A 0 A_CustomMissile ("BallGettingReadyGreen", 70, -40, random (0, 140), 2, random (0, 160))
		BOSS P 2 A_FaceTarget
		TNT1 A 0 bright A_CustomMissile ("SmallGreenFlameTrails", 70, 40, random (0, 360), 2, random (70, 110))
		TNT1 A 0 A_CustomMissile ("BallGettingReadyGreen", 70, 40, random (0, 140), 2, random (0, 160))
		TNT1 A 0 bright A_CustomMissile ("SmallGreenFlameTrails", 70, -40, random (0, 360), 2, random (70, 110))
		TNT1 A 0 A_CustomMissile ("BallGettingReadyGreen", 70, -40, random (0, 140), 2, random (0, 160))
		TNT1 A 0 A_SpawnItem("HeadshotTarget8C", 0, 66,0)
		TNT1 A 0 A_JumpIfInventory("StopKickingMyBallsMotherFucker", 1, 14)
		TNT1 A 0 A_JumpIfInventory("Enraged", 1, 13)
		BOSS P 2 A_FaceTarget
		TNT1 A 0 bright A_CustomMissile ("SmallGreenFlameTrails", 70, 40, random (0, 360), 2, random (70, 110))
		TNT1 A 0 A_CustomMissile ("BallGettingReadyGreen", 70, 40, random (0, 140), 2, random (0, 160))
		TNT1 A 0 bright A_CustomMissile ("SmallGreenFlameTrails", 70, -40, random (0, 360), 2, random (70, 110))
		TNT1 A 0 A_CustomMissile ("BallGettingReadyGreen", 70, -40, random (0, 140), 2, random (0, 160))
		TNT1 A 0 A_SpawnItem("HeadshotTarget8C", 0, 66,0)
		BOSS P 2 A_FaceTarget
		TNT1 A 0 bright A_CustomMissile ("SmallGreenFlameTrails", 70, 40, random (0, 360), 2, random (70, 110))
		TNT1 A 0 A_CustomMissile ("BallGettingReadyGreen", 70, 40, random (0, 140), 2, random (0, 160))
		TNT1 A 0 bright A_CustomMissile ("SmallGreenFlameTrails", 70, -40, random (0, 360), 2, random (70, 110))
		TNT1 A 0 A_CustomMissile ("BallGettingReadyGreen", 70, -40, random (0, 140), 2, random (0, 160))
		TNT1 A 0 A_SpawnItem("HeadshotTarget8C", 0, 66,0)
		
		BOSS Q 3 A_FaceTarget
		TNT1 A 0 bright A_CustomMissile ("SmallGreenFlameTrails", 58, 30, random (0, 360), 2, random (70, 110))
		TNT1 A 0 bright A_CustomMissile ("SmallGreenFlameTrails", 58, -30, random (0, 360), 2, random (70, 110))
		BOSS Q 3 A_FaceTarget
		TNT1 A 0 bright A_CustomMissile ("SmallGreenFlameTrails", 48, 30, random (0, 360), 2, random (70, 110))
		TNT1 A 0 bright A_CustomMissile ("SmallGreenFlameTrails", 48, -30, random (0, 360), 2, random (70, 110))
		TNT1 A 0 A_SpawnItem("HeadshotTarget8C", 0, 66,0)
		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
    
	CheckRetreat:
		TNT1 A 0
		TNT1 A 0 A_JumpIfCloser(600, "Retreat")
		Goto Missile+5
	
	Retreat:
		TNT1 A 0
        //TNT1 A 0 A_SpawnItemEx("FootSep", 0, 0)
		TNT1 A 0 A_FaceTarget
		TNT1 A 0 A_SpawnItem("HeadshotTarget8C", 0, 66,0)
		BOSS DD 2 A_Recoil(2)
		TNT1 A 0 A_SpawnItem("HeadshotTarget8C", 0, 66,0)
		BOSS DD 2 A_Recoil(2)
		TNT1 A 0 A_FaceTarget
		
		TNT1 A 0 A_SpawnItem("HeadshotTarget8C", 0, 66,0)
		BOSS CC 2 A_Recoil(1)
		TNT1 A 0 A_SpawnItem("HeadshotTarget8C", 0, 66,0)
		BOSS CC 2 A_Recoil(1)
		TNT1 A 0 A_SpawnItem("HeadshotTarget8C", 0, 66,0)
		BOSS BB 2 A_Recoil(1)
		TNT1 A 0 A_SpawnItem("HeadshotTarget8C", 0, 66,0)
		BOSS BB 2 A_Recoil(1)
		TNT1 A 0 A_SpawnItem("HeadshotTarget8C", 0, 66,0)
		BOSS AA 2 A_Recoil(1)
		TNT1 A 0 A_SpawnItem("HeadshotTarget8C", 0, 66,0)
		BOSS AA 2 A_Recoil(1)
		Goto Missile+5
	
	MissileBarrel:
		TNT1 A 0
		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:
	    TNT1 A 0 A_SpawnItem("HeadshotTarget4C", 0, 66,0)
	    BOSS P 2 A_FaceTarget
		TNT1 A 0 A_CustomMissile("ThrowedBarrel", 46, 15, 0, 11)
		TNT1 A 0 A_SpawnItem("HeadshotTarget4C", 0, 66,0)
		BOSS Q 4 A_FaceTarget
		TNT1 A 0 A_SpawnItem("HeadshotTarget8C", 0, 66,0)
		BOSS R 8 
		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
		TNT1 A 0 A_ClearTarget
		BOSS P 2 A_Chase
		Goto See2
	
	Pain.CallingTheBaronAFaggot:
		TNT1 A 0
		TNT1 A 0 A_GiveInventory("ComingToGetTheBarrel", 1)
		TNT1 A 0
		Goto See2
	
	Pain.LowKick:
	    TNT1 A 0
		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
		TNT1 A 0 A_JumpIfInventory("Enraged", 1, "Missile")
		TNT1 A 0 A_ChangeFlag("FASTER", 1)
		TNT1 A 0 A_ChangeFlag("MISSILEMORE", 1)
        BTS3 ABC 2 A_SpawnItem("HeadshotTarget4C", 0, 63,0)
		TNT1 A 0 A_PlaySound("baron/sight")
		BTS3 DDDD 4 A_SpawnItem("HeadshotTarget4C", 0, 63,0)
		BTS3 CBA 2 A_SpawnItem("HeadshotTarget4C", 0, 63,0)
		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")
		TNT1 A 0 A_SpawnItem("HeadshotTarget4C", 0, 66,0)
		BOSS H 3
		TNT1 A 0 A_SpawnItem("HeadshotTarget4C", 0, 66,0)
		BOSS H 3 A_Pain
		TNT1 A 0 A_TakeInventory("StopKickingMyBallsMotherFucker", 1)
		Goto See2
	
	Pain.Explosive:
		TNT1 A 0
		TNT1 A 0 ThrustThingZ(0,40,0,1)
		Goto Pain

	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("DeadBaron")
		TNT1 A 0 A_SpawnItem("GreenBloodPool")
		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_SpawnItem("DeadBaronClassic")
		TNT1 A 0 A_SpawnItem("GreenBloodPool")
		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 ("GreenBloodPool")
		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("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 ("Instestin2", 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 ("Instestin2", 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 ("GreenBloodPool")
		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 ("GreenBloodPool")
		XBAR JKLMNOP 2
		TNT1 A 0 A_SpawnItem("DeadBaronBlast")
		TNT1 A 0 A_BossDeath
		stop

	XDeath:
	    TNT1 A 0 A_CustomMissile ("BaronXDeath", 0, 0, random (0, 360), 2, random (0, 160))
 	    TNT1 A 0 A_CustomMissile ("XDeathBaronHead5", 62, 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_NoBlocking
		TNT1 A 0 A_BossDeath
	    Stop

	Death.ExplosiveImpact:
        TNT1 A 0
		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 ("MuchGreenBlood", 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(255, "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 ("Instestin2", 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 ("XDeathHalfBOH", 24, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_SpawnItem ("GreenBloodPool")
        TNT1 A 0 A_SpawnItem ("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 ("DeadBaronNoHead", 1)
		TNT1 A 0 A_SpawnItem ("GreenBloodPool")
        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 ("DeadBaronNoHead", 1)
		TNT1 A 0 A_SpawnItem ("GreenBloodPool")
        TNT1 A 0 A_BossDeath
	    Stop
		
    Death.Fatality:
	    TNT1 A 0
		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
        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 ("GreenBloodPool")
		TNT1 A 0 A_BossDeath
		TNT1 A 0 A_SpawnItem("DeadBaronPlasma")
        Stop	

	Death.GreenFire:
	Death.fire:
	Death.Flames:
	Death.Burn:
        TNT1 A 0
		TNT1 A 0 A_Scream
        TNT1 A 0 A_NoBlocking
		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_SpawnItem("DeadBaronFire")
        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 bright A_CustomMissile ("U_GreenXDeath1", 5, 0, random (0, 360), 2, random (30, 180))
		TNT1 AA 0 bright A_CustomMissile ("U_GreenXDeath2", 55, 0, random (0, 360), 2, random (30, 180))
		TNT1 AA 0 bright A_CustomMissile ("U_GreenXDeath3", 55, 0, random (0, 360), 2, random (30, 180))
		TNT1 AA 0 bright 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 ("GreenBloodPool")
		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 A_SpawnItem("HeadshotTarget8C", 0, 66,0)
		3HF1 H 8 A_Chase
		TNT1 A 0 A_SpawnItem("HeadshotTarget8C", 0, 66,0)
		BOSS E 8 A_FaceTarget
		TNT1 A 0 A_SpawnItem("HeadshotTarget8C", 0, 66,0)
		BOSS F 8 A_CustomMissile("ThrowedZombieMan2", 64, 0, 0, 0) 
		TNT1 A 0 A_SpawnItem("HeadshotTarget8C", 0, 66,0)
		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 ("Instestin2", 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 A_SpawnItem("HeadshotTarget8C", 0, 66,0)
		3HF1 M 1 A_Chase
		TNT1 A 0 A_SpawnItem("HeadshotTarget8C", 0, 66,0)
		BOSS E 8 A_FaceTarget
		TNT1 A 0 A_SpawnItem("HeadshotTarget8C", 0, 66,0)
		BOSS F 8 A_CustomMissile("ThrowedSergeantPiece", 64, 0, 0, 0) 
		TNT1 A 0 A_SpawnItem("HeadshotTarget8C", 0, 66,0)
		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 ("Instestin2", 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
	}
}

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

actor DeadBaronGreen
{
	Radius 24
	Height 6
	+NOTELEPORT
	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
	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
	bloodtype "DeadGreenBlood", "BloodSPlatterReplacer2", "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("GibsZ")
		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 replaces DeadBaron
{
	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 AAAA 0 A_CustomMissile ("Green_FlyingBloodTrail", 0, 0, random (0, 360), 2, random (0, 360))
		TNT1 AAAAAAA 0 A_CustomMissile ("U_GreenBloodTr", 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 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 ("BigGreenBloodSpot")
		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 replaces 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
	bloodtype "DeadGreenBlood", "BloodSPlatterReplacer2", "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 ("BigGreenBloodSpot")
		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 replaces DeadBaronHalfUp
{
	States
	{
	Spawn:
        BTO2 D -1        
		Stop
    Death:
		TNT1 AAAA 0 A_CustomMissile ("Green_FlyingBloodTrail", 0, 0, random (0, 360), 2, random (0, 360))
		TNT1 AAAAAAA 0 A_CustomMissile ("U_GreenBloodTr", 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 ("BigGreenBloodSpot")
		TNT1 AA 0 A_CustomMissile ("Green_Blood", 15, 0, random (0, 360), 2, random (0, 160))
		Stop
	}
}

Actor U_DeadBaronNoHead: U_DeadBaron replaces DeadBaronNoHead
{
	States
	{
	Spawn:
        BADH D -1        
		Stop
    Death:
		TNT1 AAAA 0 A_CustomMissile ("Green_FlyingBloodTrail", 0, 0, random (0, 360), 2, random (0, 360))
		TNT1 AAAAAAA 0 A_CustomMissile ("U_GreenBloodTr", 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 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 ("BigGreenBloodSpot")
		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 replaces DeadBaronClassic
{
	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 ("U_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 AAAA 0 A_CustomMissile ("Green_FlyingBloodTrail", 0, 0, random (0, 360), 2, random (0, 360))
		TNT1 AAAAAAA 0 A_CustomMissile ("U_GreenBloodTr", 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 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 ("BigGreenBloodSpot")
		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 AAAA 0 A_CustomMissile ("Green_FlyingBloodTrail", 0, 0, random (0, 360), 2, random (0, 360))
		TNT1 AAAAAAA 0 A_CustomMissile ("U_GreenBloodTr", 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 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 ("BigGreenBloodSpot")
		TNT1 AA 0 A_CustomMissile ("Green_Blood", 15, 0, random (0, 360), 2, random (0, 160))
		Stop
	}
}

ACTOR U_XDeathHalfBOH replaces 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 "DeadGreenBlood", "BloodSPlatterReplacer2", "U_GreenSawBlood"
    States
    {
    Spawn:
        Goto Death
    Death:
        BTO2 AABBCC 4 A_CustomMissile("Green_Blood",0,0,180,2)
        HPLA A 0 A_SpawnItem("DeadBaronHalfUp",0,0,0,1)
        Stop
    }
}

ACTOR U_DyingBaron1 replaces DyingBaron1
{
	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
	Mass 999999
	translation "176:191=112:127"
	-SOLID
	+SHOOTABLE
	+FLOORCLIP
	+DONTSPLASH
	+NOPAIN
	Scale 1.1
	bloodtype "DeadGreenBlood", "BloodSPlatterReplacer2", "U_GreenSawBlood"
	States
	{
	Spawn:
		TNT1 A 0
		TNT1 A 0 A_PlaySound ("PSXDPN")
		KSA8 BC 6 A_SpawnItem("HeadshotTarget4C", 0, 60,0)
		TNT1 A 0 A_SpawnItem ("DeadGreenBlood", 0, 30)
		KSA8 BC 6 A_SpawnItem("HeadshotTarget4C", 0, 60,0)
		TNT1 A 0 A_SpawnItem ("DeadGreenBlood", 0, 30)
		TNT1 A 0 A_PlaySound ("PSXDPN")
		KSA8 BC 6 A_SpawnItem("HeadshotTarget4C", 0, 60,0)
		TNT1 A 0 A_SpawnItem ("DeadGreenBlood", 0, 30)
		KSA8 BC 6 A_SpawnItem("HeadshotTarget4C", 0, 60,0)
		TNT1 A 0 A_SpawnItem ("DeadGreenBlood", 0, 30)
		TNT1 A 0 A_PlaySound ("PSXDPN")
		KSA8 BC 6 A_SpawnItem("HeadshotTarget4C", 0, 60,0)
		TNT1 A 0 A_SpawnItem ("DeadGreenBlood", 0, 30)
		KSA8 BC 6 A_SpawnItem("HeadshotTarget4C", 0, 60,0)
		TNT1 A 0 A_SpawnItem ("DeadGreenBlood", 0, 30)
		TNT1 A 0 A_PlaySound ("PSXDPN")
		KSA8 BC 6 A_SpawnItem("HeadshotTarget4C", 0, 60,0)
		TNT1 A 0 A_SpawnItem ("DeadGreenBlood", 0, 30)
		KSA8 BC 6 A_SpawnItem("HeadshotTarget4C", 0, 60,0)
		TNT1 A 0 A_SpawnItem ("DeadGreenBlood", 0, 30)
		TNT1 A 0 A_PlaySound ("PSXDPN")
		KSA8 BC 6 A_SpawnItem("HeadshotTarget4C", 0, 60,0)
		TNT1 A 0 A_SpawnItem ("DeadGreenBlood", 0, 30)
		KSA8 BC 6 A_SpawnItem("HeadshotTarget4C", 0, 60,0)
		TNT1 A 0 A_SpawnItem ("DeadGreenBlood", 0, 30)
		TNT1 A 0 A_PlaySound ("PSXDPN")
		KSA8 BC 6 A_SpawnItem("HeadshotTarget4C", 0, 60,0)
		TNT1 A 0 A_SpawnItem ("DeadGreenBlood", 0, 30)
		KSA8 BC 6 A_SpawnItem("HeadshotTarget4C", 0, 60,0)
		TNT1 A 0 A_SpawnItem ("DeadGreenBlood", 0, 30)
		TNT1 A 0 A_PlaySound ("PSXDPN")
		KSA8 BC 6 A_SpawnItem("HeadshotTarget4C", 0, 60,0)
		TNT1 A 0 A_SpawnItem ("DeadGreenBlood", 0, 30)
		KSA8 BC 6 A_SpawnItem("HeadshotTarget4C", 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("DeadBaronClassic")
		TNT1 A 0 A_SpawnItem("GreenBloodPool")
		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 ("DeadBaronNoHead", 1)
		TNT1 A 0 A_SpawnItem ("GreenBloodPool")
	    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 ("Instestin2", 32, 0, random (0, 360), 2, random (0, 160))
	    TNT1 A 0 A_CustomMissile ("XDeathHalfBOH", 24, 0, random (0, 360), 2, random (0, 160))
        TNT1 A 0 A_SpawnItem ("DeadBaronHalfDown", 1)
		TNT1 A 0 A_SpawnItem ("GreenBloodPool")
		Stop	
	}
}