//===========================================================================
//
//	Hell Knight
//
//===========================================================================

ACTOR U_HellKnight : HellKnight Replaces HellKnight
{
	translation "178:191=116:127","16:47=116:127"
	Game Doom
    Scale 1.0
    GibHealth 30
    Health 700
    Speed 7
	FastSpeed 9
    MeleeDamage 5
	PainChance "Saw", 100
	PainChance "Cut", 100
	PainChance "Kick", 100
	PainChance "LowKick", 220
	PainChance "Head", 150
	PainChance "Explosive", 255
	PainChance 25
	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", 2.0
    damagefactor "Crush", 10.0
	damagefactor "GibRemoving", 0.0
	damagefactor "Blood", 0.0
	damagefactor "BlueBlood", 0.0
	damagefactor "GreenBlood", 0.0
	PainSound "PSXDPN"
	SeeSound "knight/sight"
	Height 56
	BloodType "U_Green_Blood", "U_GreenSawBlood", "U_GreenSawBlood"
	bloodcolor 00 128 00
	DropItem "DemonStrengthRune" 3
	Obituary "%o was slain by a Hell Knight."
	DamageType HKF
	MaxStepHeight 24
	MaxDropOffHeight 32
	-BOSSDEATH
	-FASTER
	+DONTHURTSPECIES
	States
	{

	ReplaceVanilla:
		TNT1 A 0 A_ChangeFlag("THRUACTORS", 1)
		TNT1 A 0 A_ChangeFlag("COUNTKILL", 0)
		TNT1 A 0 A_SpawnItemEx ("VanillaHellKnight",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

	Stand:
		TNT1 A 0 A_SpawnItem("HeadshotTarget100C", 0, 56,0)
		BOS2 BBBBBBBBBB 10 A_Look
		Loop

	Roar: //Rage roar!
		TNT1 A 0 A_PlaySound("knight/sight")
		TNT1 A 0 A_Jump(128,17)
        BTS2 ABC 2 A_SpawnItem("HeadshotTarget4C", 0, 63,0)
		BTS2 DEDF 5 A_SpawnItem("HeadshotTarget8C", 0, 63,0)
		BTS2 DEDFD 5 A_SpawnItem("HeadshotTarget8C", 0, 63,0)
		BTS2 CBA 2 A_SpawnItem("HeadshotTarget8C", 0, 63,0)
		TNT1 A 0 A_Jump(256,11)
        BTS2 ABC 2 A_SpawnItem("HeadshotTarget4C", 0, 63,0)
		BTS2 DDDD 5 A_SpawnItem("HeadshotTarget8C", 0, 63,0)
		BTS2 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("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_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("HeadshotTarget4C", 0, 56,0)
		BOS2 AA 2 A_Chase
		TNT1 A 0 A_SpawnItem("HeadshotTarget4C", 0, 56,0)
		BOS2 AB 2 A_Chase
		TNT1 A 0 A_SpawnItem("HeadshotTarget4C", 0, 56,0)
		BOS2 BB 2 A_Chase
		TNT1 A 0 A_SpawnItem("HeadshotTarget4C", 0, 56,0)
		BOS2 CC 2 A_Chase
		TNT1 A 0 A_SpawnItem("HeadshotTarget4C", 0, 56,0)
		BOS2 CD 2 A_Chase
		TNT1 A 0 A_SpawnItem("HeadshotTarget4C", 0, 56,0)
		BOS2 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

	Idle:
	LookingForPlayer:
	    TNT1 A 0 A_SpawnItem ("HeadshotTarget8C", 0, 56,0)
		BOS2 B 10 A_Look
        TNT1 A 0 A_SpawnItem ("HeadshotTarget8C", 0, 56,0)
		BOS2 B 10 A_Look
		TNT1 A 0 A_SpawnItem ("HeadshotTarget8C", 0, 56,0)
		BOS2 B 10 A_Look
		TNT1 A 0 A_SetAngle(angle - 40)
		TNT1 A 0 A_SpawnItem ("HeadshotTarget8C", 0, 56,0)
		BOS2 B 10 A_Look
        TNT1 A 0 A_SpawnItem ("HeadshotTarget8C", 0, 56,0)
		BOS2 B 10 A_Look
		TNT1 A 0 A_SpawnItem ("HeadshotTarget8C", 0, 56,0)
		BOS2 B 10 A_Look
		TNT1 A 0 A_SetAngle(angle + 40)
        TNT1 A 0 A_SpawnItem ("HeadshotTarget8C", 0, 56,0)
		BOS2 B 10 A_Look
		TNT1 A 0 A_SpawnItem ("HeadshotTarget8C", 0, 56,0)
		BOS2 B 10 A_Look
        TNT1 A 0 A_SpawnItem ("HeadshotTarget8C", 0, 56,0)
		BOS2 B 10 A_Look
		TNT1 A 0 A_Wander
		BOS2 AA 2 A_Look
		TNT1 A 0 A_Recoil(-2)
		TNT1 A 0 A_SpawnItem("HeadshotTarget6C", 0, 56,0)
		BOS2 AB 2 A_Look
		TNT1 A 0 A_Recoil(-2)
		TNT1 A 0 A_SpawnItem("HeadshotTarget6C", 0, 56,0)
		TNT1 A 0 A_Wander
		BOS2 BB 2 A_Look
		TNT1 A 0 A_Recoil(-2)
		TNT1 A 0 A_SpawnItem("HeadshotTarget6C", 0, 56,0)
		BOS2 CC 2 A_Look
		TNT1 A 0 A_Recoil(-2)
		TNT1 A 0 A_SpawnItem("HeadshotTarget6C", 0, 56,0)
		TNT1 A 0 A_Wander
		BOS2 CD 2 A_Look
		TNT1 A 0 A_Recoil(-2)
		TNT1 A 0 A_SpawnItem("HeadshotTarget6C", 0, 56,0)
		BOS2 DD 2 A_Look
		TNT1 A 0 A_Recoil(-2)
		TNT1 A 0 A_SpawnItem("HeadshotTarget6C", 0, 56,0)
		TNT1 A 0 A_jump(128, "LookingForPlayer")
		TNT1 A 0 A_Wander
		BOS2 AA 2 A_Look
		TNT1 A 0 A_Recoil(-2)
		TNT1 A 0 A_SpawnItem("HeadshotTarget6C", 0, 56,0)
		BOS2 AB 2 A_Look
		TNT1 A 0 A_Recoil(-2)
		TNT1 A 0 A_SpawnItem("HeadshotTarget6C", 0, 56,0)
		TNT1 A 0 A_Wander
		BOS2 BB 2 A_Look
		TNT1 A 0 A_Recoil(-2)
		TNT1 A 0 A_SpawnItem("HeadshotTarget6C", 0, 56,0)
		BOS2 CC 2 A_Look
		TNT1 A 0 A_Recoil(-2)
		TNT1 A 0 A_SpawnItem("HeadshotTarget6C", 0, 56,0)
		TNT1 A 0 A_Wander
		BOS2 CD 2 A_Look
		TNT1 A 0 A_Recoil(-2)
		TNT1 A 0 A_SpawnItem("HeadshotTarget6C", 0, 56,0)
		BOS2 DD 2 A_Look
		TNT1 A 0 A_Recoil(-2)
		TNT1 A 0 A_SpawnItem("HeadshotTarget6C", 0, 56,0)
		Goto LookingForPlayer

	Melee:
		TNT1 A 0 A_JumpIfInventory("FireSeq", 1, "Melee2")
		
	Melee1:
		TNT1 A 0 A_SpawnItem("HeadshotTarget8C", 0, 56,0)
        BOS2 E 6 A_FaceTarget
        TNT1 A 0 A_PlaySound("weapons/gswing")
		TNT1 A 0 A_SpawnItem("HeadshotTarget8C", 0, 56,0)
		BOS2 F 6 A_FaceTarget
		TNT1 A 0 A_SpawnItem("HeadshotTarget8C", 0, 56,0)
		BOS2 G 6 A_CustomMissile("KnightAttack",10,0,0,0)
		TNT1 A 0 A_JumpIfInventory("Curbstomp_Marine", 1, "CurbstompMarine")
		TNT1 A 0 A_GiveInventory("FireSeq", 1)
		Goto See2

	Melee2:
		TNT1 A 0 A_SpawnItem("HeadshotTarget8C", 0, 56,0)
        BAS2 E 6 A_FaceTarget
        TNT1 A 0 A_PlaySound("weapons/gswing")
		TNT1 A 0 A_SpawnItem("HeadshotTarget8C", 0, 56,0)
		BAS2 F 6 A_FaceTarget
		TNT1 A 0 A_SpawnItem("HeadshotTarget8C", 0, 56,0)
		BAS2 G 6 A_CustomMissile("KnightAttack",10,0,0,0)
		TNT1 A 0 A_JumpIfInventory("Curbstomp_Marine", 1, "CurbstompMarine")
		TNT1 A 0 A_TakeInventory("FireSeq", 1)
		Goto See2
		
    Missile:
		TNT1 A 0 A_TakeInventory("EnemyMemory", 30)
		TNT1 A 0 A_JumpIfInventory("Curbstomp_Marine", 1, "CurbstompMarine")
		TNT1 A 0 A_JumpIfInTargetInventory("TargetIsACyberdemon", 1, "CheckRetreat")
		TNT1 A 0 A_JumpIfInTargetInventory("TargetIsAMastermind", 1, "CheckRetreat")
		
		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(64, "SpecialAttack") //12.8% chanse normal. 25% chanse enraged.
		TNT1 A 0 A_SpawnItem("HeadshotTarget8C", 0, 56,0)

		TNT1 A 0 A_JumpIfInventory("FireSeq", 1, "Missile2")
		TNT1 A 0 A_GiveInventory("FireSeq", 1)
		
		BOS2 E 2 A_FaceTarget
		TNT1 A 0 A_SpawnItem("HeadshotTarget8C", 0, 56,0)
		TNT1 A 0 A_CustomMissile ("SmallGreenFlameTrails", 64, 30, random (0, 360), 2, random (70, 110))
		TNT1 A 0 A_CustomMissile ("BallGettingReadyGreen", 64, 30, random (0, 140), 2, random (0, 160))
		BOS2 E 2 A_FaceTarget
		TNT1 A 0 A_SpawnItem("HeadshotTarget8C", 0, 56,0)
		TNT1 A 0 A_CustomMissile ("SmallGreenFlameTrails", 64, 30, random (0, 360), 2, random (70, 110))
		TNT1 A 0 A_CustomMissile ("BallGettingReadyGreen", 64, 30, random (0, 140), 2, random (0, 160))
		BOS2 E 2 A_FaceTarget
		TNT1 A 0 A_SpawnItem("HeadshotTarget8C", 0, 56,0)
		TNT1 A 0 A_CustomMissile ("SmallGreenFlameTrails", 64, 30, random (0, 360), 2, random (70, 110))
		TNT1 A 0 A_CustomMissile ("BallGettingReadyGreen", 64, 30, random (0, 140), 2, random (0, 160))
		BOS2 E 2 A_FaceTarget
		TNT1 A 0 A_SpawnItem("HeadshotTarget8C", 0, 56,0)
		TNT1 A 0 A_CustomMissile ("SmallGreenFlameTrails", 64, 30, random (0, 360), 2, random (70, 110))
		TNT1 A 0 A_CustomMissile ("BallGettingReadyGreen", 64, 30, random (0, 140), 2, random (0, 160))
		TNT1 A 0 A_JumpIfInventory("StopKickingMyBallsMotherFucker", 1, 6)
		TNT1 A 0 A_JumpIfInventory("Enraged", 1, 5)
		BOS2 E 2 A_FaceTarget
		TNT1 A 0 A_SpawnItem("HeadshotTarget8C", 0, 56,0)
		TNT1 A 0 A_CustomMissile ("SmallGreenFlameTrails", 64, 30, random (0, 360), 2, random (70, 110))
		TNT1 A 0 A_CustomMissile ("BallGettingReadyGreen", 64, 30, random (0, 140), 2, random (0, 160))
		
		BOS2 E 2 A_FaceTarget
		TNT1 A 0 A_SpawnItem("HeadshotTarget8C", 0, 56,0)
		BOS2 F 4 A_FaceTarget
		TNT1 A 0 A_SpawnItem("HeadshotTarget8C", 0, 56,0)
		BOS2 G 8 A_CustomMissile("BaronBall", 36, 0, 0, 1) 
		Goto See2
		
    Missile2:
		TNT1 A 0 A_TakeInventory("FireSeq", 1)
	
		BAS2 E 2 A_FaceTarget
		TNT1 A 0 A_SpawnItem("HeadshotTarget8C", 0, 56,0)
		TNT1 A 0 A_CustomMissile ("SmallGreenFlameTrails", 64, -30, random (0, 360), 2, random (70, 110))
		TNT1 A 0 A_CustomMissile ("BallGettingReadyGreen", 64, -30, random (0, 140), 2, random (0, 160))
		BAS2 E 2 A_FaceTarget
		TNT1 A 0 A_SpawnItem("HeadshotTarget8C", 0, 56,0)
		TNT1 A 0 A_CustomMissile ("SmallGreenFlameTrails", 64, -30, random (0, 360), 2, random (70, 110))
		TNT1 A 0 A_CustomMissile ("BallGettingReadyGreen", 64, -30, random (0, 140), 2, random (0, 160))
		BAS2 E 2 A_FaceTarget
		TNT1 A 0 A_SpawnItem("HeadshotTarget8C", 0, 56,0)
		TNT1 A 0 A_CustomMissile ("SmallGreenFlameTrails", 64, -30, random (0, 360), 2, random (70, 110))
		TNT1 A 0 A_CustomMissile ("BallGettingReadyGreen", 64, -30, random (0, 140), 2, random (0, 160))
		BAS2 E 2 A_FaceTarget
		TNT1 A 0 A_SpawnItem("HeadshotTarget8C", 0, 56,0)
		TNT1 A 0 A_CustomMissile ("SmallGreenFlameTrails", 64, -30, random (0, 360), 2, random (70, 110))
		TNT1 A 0 A_CustomMissile ("BallGettingReadyGreen", 64, -30, random (0, 140), 2, random (0, 160))
		TNT1 A 0 A_JumpIfInventory("StopKickingMyBallsMotherFucker", 1, 6)
		TNT1 A 0 A_JumpIfInventory("Enraged", 1, 5)
		BAS2 E 2 A_FaceTarget
		TNT1 A 0 A_SpawnItem("HeadshotTarget8C", 0, 56,0)
		TNT1 A 0 A_CustomMissile ("SmallGreenFlameTrails", 64, -30, random (0, 360), 2, random (70, 110))
		TNT1 A 0 A_CustomMissile ("BallGettingReadyGreen", 64, -30, random (0, 140), 2, random (0, 160))
		
		BAS2 E 2 A_FaceTarget
		TNT1 A 0 A_SpawnItem("HeadshotTarget8C", 0, 56,0)
		BAS2 F 4 A_FaceTarget
		TNT1 A 0 A_SpawnItem("HeadshotTarget8C", 0, 56,0)
		BAS2 G 8 A_CustomMissile("BaronBall", 36, 0, 0, 1) 
		Goto See2
		
	SpecialAttack:
		TNT1 A 0 A_JumpIfInventory("FireSeq", 1, "SpecialAttack2")
		TNT1 A 0 A_GiveInventory("FireSeq", 1)
		TNT1 A 0 A_CustomMissile("MonsterTargetCheck", 34, 0, 0, 0) 
		TNT1 A 0 A_CustomMissile("MonsterTargetCheckFaster", 34, 0, 0, 0)
		
		BOS2 E 2 A_FaceTarget
		TNT1 A 0 A_SpawnItem("HeadshotTarget8C", 0, 56,0)
		TNT1 A 0 A_CustomMissile ("SmallGreenFlameTrails", 64, 30, random (0, 360), 2, random (70, 110))
		TNT1 A 0 A_CustomMissile ("BallGettingReadyGreen", 64, 30, random (0, 140), 2, random (0, 160))
		BOS2 E 2 A_FaceTarget
		TNT1 A 0 A_SpawnItem("HeadshotTarget8C", 0, 56,0)
		TNT1 A 0 A_CustomMissile ("SmallGreenFlameTrails", 64, 30, random (0, 360), 2, random (70, 110))
		TNT1 A 0 A_CustomMissile ("BallGettingReadyGreen", 64, 30, random (0, 140), 2, random (0, 160))
		BOS2 E 2 A_FaceTarget
		TNT1 A 0 A_SpawnItem("HeadshotTarget8C", 0, 56,0)
		TNT1 A 0 A_CustomMissile ("SmallGreenFlameTrails", 64, 30, random (0, 360), 2, random (70, 110))
		TNT1 A 0 A_CustomMissile ("BallGettingReadyGreen", 64, 30, random (0, 140), 2, random (0, 160))
		BOS2 E 2 A_FaceTarget
		TNT1 A 0 A_SpawnItem("HeadshotTarget8C", 0, 56,0)
		BOS2 F 4 A_FaceTarget
		TNT1 A 0 A_SpawnItem("HeadshotTarget8C", 0, 56,0)
		BOS2 G 8 A_CustomMissile("BaronBall", 36, 0, 0, 1)
		
		BAS2 E 2 A_FaceTarget
		TNT1 A 0 A_SpawnItem("HeadshotTarget8C", 0, 56,0)
		TNT1 A 0 A_CustomMissile ("SmallGreenFlameTrails", 64, -30, random (0, 360), 2, random (70, 110))
		TNT1 A 0 A_CustomMissile ("BallGettingReadyGreen", 64, -30, random (0, 140), 2, random (0, 160))
		BAS2 E 2 A_FaceTarget
		TNT1 A 0 A_SpawnItem("HeadshotTarget8C", 0, 56,0)
		TNT1 A 0 A_CustomMissile ("SmallGreenFlameTrails", 64, -30, random (0, 360), 2, random (70, 110))
		TNT1 A 0 A_CustomMissile ("BallGettingReadyGreen", 64, -30, random (0, 140), 2, random (0, 160))
		BAS2 E 2 A_FaceTarget
		TNT1 A 0 A_SpawnItem("HeadshotTarget8C", 0, 56,0)
		TNT1 A 0 A_CustomMissile ("SmallGreenFlameTrails", 64, -30, random (0, 360), 2, random (70, 110))
		TNT1 A 0 A_CustomMissile ("BallGettingReadyGreen", 64, -30, random (0, 140), 2, random (0, 160))
		BAS2 E 2 A_FaceTarget
		TNT1 A 0 A_SpawnItem("HeadshotTarget8C", 0, 56,0)
		BAS2 F 4 A_FaceTarget
		TNT1 A 0 A_SpawnItem("HeadshotTarget8C", 0, 56,0)
		BAS2 G 8 A_CustomMissile("BaronBall", 36, 0, 0, 1)

		BOS2 E 2 A_FaceTarget
		TNT1 A 0 A_SpawnItem("HeadshotTarget8C", 0, 56,0)
		TNT1 A 0 A_CustomMissile ("SmallGreenFlameTrails", 64, 30, random (0, 360), 2, random (70, 110))
		TNT1 A 0 A_CustomMissile ("BallGettingReadyGreen", 64, 30, random (0, 140), 2, random (0, 160))
		BOS2 E 2 A_FaceTarget
		TNT1 A 0 A_SpawnItem("HeadshotTarget8C", 0, 56,0)
		TNT1 A 0 A_CustomMissile ("SmallGreenFlameTrails", 64, 30, random (0, 360), 2, random (70, 110))
		TNT1 A 0 A_CustomMissile ("BallGettingReadyGreen", 64, 30, random (0, 140), 2, random (0, 160))
		BOS2 E 2 A_FaceTarget
		TNT1 A 0 A_SpawnItem("HeadshotTarget8C", 0, 56,0)
		TNT1 A 0 A_CustomMissile ("SmallGreenFlameTrails", 64, 30, random (0, 360), 2, random (70, 110))
		TNT1 A 0 A_CustomMissile ("BallGettingReadyGreen", 64, 30, random (0, 140), 2, random (0, 160))
		BOS2 E 2 A_FaceTarget
		TNT1 A 0 A_SpawnItem("HeadshotTarget8C", 0, 56,0)
		BOS2 F 4 A_FaceTarget
		TNT1 A 0 A_SpawnItem("HeadshotTarget8C", 0, 56,0)
		BOS2 G 8 A_CustomMissile("BaronBall", 36, 0, 0, 1)
		Goto See2
		
	SpecialAttack2:
		TNT1 A 0 A_TakeInventory("FireSeq", 1)
		TNT1 A 0 A_CustomMissile("MonsterTargetCheck", 34, 0, 0, 0) 
		TNT1 A 0 A_CustomMissile("MonsterTargetCheckFaster", 34, 0, 0, 0)
				
		BAS2 E 2 A_FaceTarget
		TNT1 A 0 A_SpawnItem("HeadshotTarget8C", 0, 56,0)
		TNT1 A 0 A_CustomMissile ("SmallGreenFlameTrails", 64, -30, random (0, 360), 2, random (70, 110))
		TNT1 A 0 A_CustomMissile ("BallGettingReadyGreen", 64, -30, random (0, 140), 2, random (0, 160))
		BAS2 E 2 A_FaceTarget
		TNT1 A 0 A_SpawnItem("HeadshotTarget8C", 0, 56,0)
		TNT1 A 0 A_CustomMissile ("SmallGreenFlameTrails", 64, -30, random (0, 360), 2, random (70, 110))
		TNT1 A 0 A_CustomMissile ("BallGettingReadyGreen", 64, -30, random (0, 140), 2, random (0, 160))
		BAS2 E 2 A_FaceTarget
		TNT1 A 0 A_SpawnItem("HeadshotTarget8C", 0, 56,0)
		TNT1 A 0 A_CustomMissile ("SmallGreenFlameTrails", 64, -30, random (0, 360), 2, random (70, 110))
		TNT1 A 0 A_CustomMissile ("BallGettingReadyGreen", 64, -30, random (0, 140), 2, random (0, 160))
		BAS2 E 2 A_FaceTarget
		TNT1 A 0 A_SpawnItem("HeadshotTarget8C", 0, 56,0)
		BAS2 F 4 A_FaceTarget
		TNT1 A 0 A_SpawnItem("HeadshotTarget8C", 0, 56,0)
		BAS2 G 8 A_CustomMissile("BaronBall", 36, 0, 0, 1)

		BOS2 E 2 A_FaceTarget
		TNT1 A 0 A_SpawnItem("HeadshotTarget8C", 0, 56,0)
		TNT1 A 0 A_CustomMissile ("SmallGreenFlameTrails", 64, 30, random (0, 360), 2, random (70, 110))
		TNT1 A 0 A_CustomMissile ("BallGettingReadyGreen", 64, 30, random (0, 140), 2, random (0, 160))
		BOS2 E 2 A_FaceTarget
		TNT1 A 0 A_SpawnItem("HeadshotTarget8C", 0, 56,0)
		TNT1 A 0 A_CustomMissile ("SmallGreenFlameTrails", 64, 30, random (0, 360), 2, random (70, 110))
		TNT1 A 0 A_CustomMissile ("BallGettingReadyGreen", 64, 30, random (0, 140), 2, random (0, 160))
		BOS2 E 2 A_FaceTarget
		TNT1 A 0 A_SpawnItem("HeadshotTarget8C", 0, 56,0)
		TNT1 A 0 A_CustomMissile ("SmallGreenFlameTrails", 64, 30, random (0, 360), 2, random (70, 110))
		TNT1 A 0 A_CustomMissile ("BallGettingReadyGreen", 64, 30, random (0, 140), 2, random (0, 160))
		BOS2 E 2 A_FaceTarget
		TNT1 A 0 A_SpawnItem("HeadshotTarget8C", 0, 56,0)
		BOS2 F 4 A_FaceTarget
		TNT1 A 0 A_SpawnItem("HeadshotTarget8C", 0, 56,0)
		BOS2 G 8 A_CustomMissile("BaronBall", 36, 0, 0, 1)
		
		BAS2 E 2 A_FaceTarget
		TNT1 A 0 A_SpawnItem("HeadshotTarget8C", 0, 56,0)
		TNT1 A 0 A_CustomMissile ("SmallGreenFlameTrails", 64, -30, random (0, 360), 2, random (70, 110))
		TNT1 A 0 A_CustomMissile ("BallGettingReadyGreen", 64, -30, random (0, 140), 2, random (0, 160))
		BAS2 E 2 A_FaceTarget
		TNT1 A 0 A_SpawnItem("HeadshotTarget8C", 0, 56,0)
		TNT1 A 0 A_CustomMissile ("SmallGreenFlameTrails", 64, -30, random (0, 360), 2, random (70, 110))
		TNT1 A 0 A_CustomMissile ("BallGettingReadyGreen", 64, -30, random (0, 140), 2, random (0, 160))
		BAS2 E 2 A_FaceTarget
		TNT1 A 0 A_SpawnItem("HeadshotTarget8C", 0, 56,0)
		TNT1 A 0 A_CustomMissile ("SmallGreenFlameTrails", 64, -30, random (0, 360), 2, random (70, 110))
		TNT1 A 0 A_CustomMissile ("BallGettingReadyGreen", 64, -30, random (0, 140), 2, random (0, 160))
		BAS2 E 2 A_FaceTarget
		TNT1 A 0 A_SpawnItem("HeadshotTarget8C", 0, 56,0)
		BAS2 F 4 A_FaceTarget
		TNT1 A 0 A_SpawnItem("HeadshotTarget8C", 0, 56,0)
		BAS2 G 8 A_CustomMissile("BaronBall", 36, 0, 0, 1)
		Goto See2
		
	CheckRetreat:
		TNT1 A 0
		TNT1 A 0 A_JumpIfCloser(500, "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)
		BOS2 DD 2 A_Recoil(2)
		TNT1 A 0 A_SpawnItem("HeadshotTarget8C", 0, 66,0)
		BOS2 DD 2 A_Recoil(2)
		TNT1 A 0 A_FaceTarget
		
		TNT1 A 0 A_SpawnItem("HeadshotTarget8C", 0, 66,0)
		BOS2 CC 2 A_Recoil(1)
		TNT1 A 0 A_SpawnItem("HeadshotTarget8C", 0, 66,0)
		BOS2 CC 2 A_Recoil(1)
		TNT1 A 0 A_SpawnItem("HeadshotTarget8C", 0, 66,0)
		BOS2 BB 2 A_Recoil(1)
		TNT1 A 0 A_SpawnItem("HeadshotTarget8C", 0, 66,0)
		BOS2 BB 2 A_Recoil(1)
		TNT1 A 0 A_SpawnItem("HeadshotTarget8C", 0, 66,0)
		BOS2 AA 2 A_Recoil(1)
		TNT1 A 0 A_SpawnItem("HeadshotTarget8C", 0, 66,0)
		BOS2 AA 2 A_Recoil(1)
		Goto Missile+5

	Pain.Kick:
		BOS2 H 3 A_Pain
	Pain:
        TNT1 A 0 A_JumpIfInventory("Curbstomp_Marine", 1, "CurbstompMarine")
		TNT1 A 0 A_SpawnItem("HeadshotTarget4C", 0, 56,0)
	    TNT1 A 0 A_TakeInventory("StopKickingMyBallsMotherFucker", 1)
		BOS2 H 3
		TNT1 A 0 A_SpawnItem("HeadshotTarget4C", 0, 56,0)
		BOS2 H 3 A_Pain
		Goto See2
	
	Pain.Explosive:
		TNT1 A 0
		TNT1 A 0 ThrustThingZ(0,40,0,1)
		Goto Pain
	
	Pain.HeavyImpact:
		TNT1 A 0 A_FaceTarget
		TNT1 A 0 A_ChangeFLag("NOPAIN", 1)
		TNT1 A 0 ThrustThingZ(0,30,0,1)
		TNT1 A 0 A_Recoil(8)
		BOS2 H 3
		TNT1 A 0 A_SpawnItem("HeadshotTarget4C", 0, 56,0)
		BOS2 H 3 A_Pain
		TNT1 A 0 A_ChangeFLag("NOPAIN", 0)
		TNT1 A 0 A_TakeInventory("StopKickingMyBallsMotherFucker", 1)
		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, "SpecialAttack")
		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
		KNRJ ABCD 5
		TNT1 A 0 A_Pain
		KNRJ ABCD 5
		TNT1 A 0 A_Pain
		KNRJ ABCD 5
		TNT1 A 0 A_Pain
		KNRJ 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)
        BTS2 ABC 2 A_SpawnItem("HeadshotTarget4C", 0, 63,0)
		TNT1 A 0 A_PlaySound("knight/sight")
		BTS2 DEDF 5 A_SpawnItem("HeadshotTarget4C", 0, 63,0)
		BTS2 DEDFD 5 A_SpawnItem("HeadshotTarget4C", 0, 63,0)
		BTS2 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

	Death:
		TNT1 A 0 A_Jump(48, "Death.Suffer", "Death.Suffer2")
		TNT1 A 0 A_Jump(256, "Death1", "Death2", "Death3")

	Death1:
		HKDD A 8
		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))
		HKDD B 8 A_Scream
		TNT1 AA 0 A_CustomMissile ("Green_Blood", 7, 0, random (0, 360), 2, random (30, 90))
		TNT1 A 0 A_CustomMissile ("GreenXDeathSkinPiece2b", 15, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("U_GreenXDeath2c", 40, 0, random (0, 360), 2, random (0, 160))
		HKDD C 8
		TNT1 A 0 A_NoBlocking
        TNT1 A 0 A_SpawnItem("DeadKnight")
		TNT1 A 0 A_SpawnItem("GreenBloodPool")
	    Stop
		
	Death2:
		TNT1 A 0 A_NoBlocking
		TNT1 A 0 A_Fall
		TNT1 A 0 A_Scream
		TNT1 AAA 0 A_CustomMissile ("U_GreenXDeath1", 40, 0, random (0, 360), 2, random (0, 160))
        TNT1 A 0 A_CustomMissile ("Green_FlyingBlood", 15, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("GreenXDeathSkinPiece1b", 15, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("U_GreenXDeath3c", 40, 0, random (0, 360), 2, random (0, 160))
		BOS2 IJKLMN 5 A_CustomMissile ("Green_FlyingBlood", 15, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_SpawnItem ("GreenBloodPool")
		TNT1 A 0 A_NoBlocking
        TNT1 A 0 A_SpawnItem("DeadKnight2")
		Stop
		
	Death3:
		TNT1 A 0 A_NoBlocking
		TNT1 A 0 A_Fall
		TNT1 A 0 A_Scream
		TNT1 AAA 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))
		KAD1 ABCDE 6
		TNT1 A 0 A_SpawnItem ("GreenBloodPool")
		TNT1 A 0 A_SpawnItem("DeadHellKnightStomach")
		Stop

	Death.Suffer:
		TNT1 A 0 A_CustomMissile ("U_XDeathHellKnightArm", 55, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("MuchBlood2", 55, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_Fall
		TNT1 A 0 A_NoBlocking
		TNT1 A 0 A_SpawnItem("DyingHellKnight1")
		TNT1 AAA 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))
		Stop
		
	Death.Suffer2:
		TNT1 AA 0 A_CustomMissile ("Green_Blood", 7, 0, random (0, 360), 2, random (30, 90))
		TNT1 AAA 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))
		TNT1 A 0 A_CustomMissile ("GreenXDeathGuts", 24, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_Scream
		TNT1 A 0 A_NoBlocking
        TNT1 A 0 A_SpawnItem("DyingHellKnight2")
	    Stop

	Death.Shotgun:
		TNT1 A 0
		TNT1 A 0 A_Jump(64, "Death.Suffer", "Death.Suffer2")
		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))
		BOS2 PQ 5 A_CustomMissile ("Green_FlyingBlood", 15, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("U_GreenXdeath2c", 45, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("U_GreenXdeath3c", 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 ("GreenXDeathSkinPiece1b", 15, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("GreenXDeathSkinPiece2b", 15, 0, random (0, 360), 2, random (0, 160))
		BOS2 RS 4 A_CustomMissile ("Green_FlyingBlood", 15, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("U_GreenXdeath2d", 45, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("U_GreenXdeath3d", 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 ("GreenXDeathSkinPiece1b", 15, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("GreenXDeathSkinPiece2b", 15, 0, random (0, 360), 2, random (0, 160))
        BOS2 TU 4
		TNT1 A 0 A_SpawnItem ("GreenBloodPool")
		TNT1 A 0 A_SpawnItem ("DeadKnightSSG", 1)
		Stop

	Death.Blast:
	Death.Railgun:
	Death.HeavyImpact:
		XKNI 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))
		XKNI 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")
		XKNI D 2 A_scream
		XKNI EF 2
		TNT1 AA 0 A_CustomMissile ("U_GreenXDeath1", 40, 0, random (0, 360), 2, random (0, 160))
		TNT1 AA 0 A_CustomMissile ("U_GreenXDeath2c", 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 ("GreenXDeathSkinPiece1b", 15, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("GreenXDeathSkinPiece2b", 15, 0, random (0, 360), 2, random (0, 160))
		XKNI GH 2
		TNT1 AA 0 A_CustomMissile ("U_GreenXDeath1", 30, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("U_GreenXDeath2d", 30, 0, random (0, 360), 2, random (0, 160))
		TNT1 AA 0 A_CustomMissile ("U_GreenXDeath3c", 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 ("GreenXDeathSkinPiece1b", 15, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("GreenXDeathSkinPiece2b", 15, 0, random (0, 360), 2, random (0, 160))
		XKNI 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")
		XKNI JKLMNOP 2
		TNT1 A 0 A_SpawnItem("DeadKnightBlast")
		stop

	XDeath:
	    TNT1 A 0 A_XScream
		TNT1 A 0 A_NoBlocking
	    TNT1 A 0 A_CustomMissile ("KnightXDeath", 0, 0, random (0, 360), 2, random (0, 160))
	    Stop

	Death.ExplosiveImpact:
        TNT1 A 0
		TNT1 A 0 ThrustThingZ(0,35,0,1)
		TNT1 A 0 A_CustomMissile ("U_XDeathHellKnightArm", 62, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("XDeathHellKnightLeg", 32, 0, random (0, 360), 2, random (0, 160))
		TNT1 AA 0 A_CustomMissile ("GreenXDeathSkinPiece1b", 15, 0, random (0, 360), 2, random (0, 160))
		TNT1 AA 0 A_CustomMissile ("GreenXDeathSkinPiece2b", 15, 0, random (0, 360), 2, random (0, 160))
		TNT1 AAAA 0 A_CustomMissile ("U_GreenXDeath1", 62, 0, random (0, 360), 2, random (0, 160))
		TNT1 AAA 0 A_CustomMissile ("Green_Blood", 62, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_Jump(255, "Death.ExplosiveImpact1", "Death.ExplosiveImpact2")
	
	Death.ExplosiveImpact1:	
		BAH3 A 8 A_Scream
		BAH3 B 8 A_NoBlocking
		BAH3 CCCCCC 8 A_CheckFloor("Land1")
		Goto Land1
	
	Land1:
		TNT1 A 0 A_SpawnItem ("DeadKnightExplosiveImpact1", 1)
	    Stop
	
	Death.ExplosiveImpact2:	
		BAH3 E 8 A_Scream
		BAH3 F 8 A_NoBlocking
		BAH3 GGGGGG 8 A_CheckFloor("Land2")
		Goto Land2

	Land2:
		TNT1 A 0 A_SpawnItem ("DeadKnightExplosiveImpact2", 1)
	    Stop

	Death.Cut:
		TNT1 A 0 A_Jump(64, "Death.Suffer", "Death.Suffer2", "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_GreenXDeath2c", 40, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("U_GreenXDeath3c", 40, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("U_GreenXdeath4b", 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 ("GreenXDeathSkinPiece1b", 15, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("GreenXDeathSkinPiece2b", 15, 0, random (0, 360), 2, random (0, 160))
	    TNT1 A 0 A_CustomMissile ("XDeathHalfHK", 24, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_SpawnItem ("GreenBloodPool")
        TNT1 A 0 A_SpawnItem ("DeadKnightHalfDown2", 1)
		Stop

	Death.CutLess:
		TNT1 A 0 A_Jump(64, "Death.Suffer", "Death.Suffer2")
		TNT1 A 0 A_Jump(256, "Death1", "Death2", "Death3")

	Death.head:
	    TNT1 A 0 A_JumpIfInTargetInventory("HasPlasmaWeapon", 1, "Death.Plasma")
		TNT1 A 0 A_JumpIfHealthLower(-80, "Death.HeadExplode")
		TNT1 A 0 A_SpawnItem("HellKnightHeadExplodeHalf", 0, 62)
		TNT1 A 0 A_SpawnItem("DyingHellKnight3")
		Stop

	Death.headExplode:
	    TNT1 A 0 A_JumpIfInTargetInventory("HasPlasmaWeapon", 1, "Death.Plasma")
	    TNT1 A 0 A_SpawnItem("HellKnightHeadExplode", 0, 62)
		BTN2 AAAAAAAAAAAAAAAAAAAAA 2 A_CustomMissile ("U_Green_LiquidBlood", 62, 0, random (0, 360), 2, random (30, 110))
        BTN2 BBB 2 A_CustomMissile ("U_Green_LiquidBlood", 50, 0, random (0, 360), 2, random (30, 110))
		TNT1 A 0 A_NoBlocking
        BTN2 CCC 2 A_CustomMissile ("U_Green_LiquidBlood", 30, 0, random (0, 360), 2, random (30, 110))
		TNT1 A 0 A_SpawnItem ("GreenBloodPool")
        TNT1 A 0 A_SpawnItem ("DeadKnightNoHead")
	    Stop

	Death.decaptate:
	    TNT1 AAAAA 0 A_CustomMissile ("U_GreenXDeath1", 62, 0, random (0, 360), 2, random (50, 130))
		TNT1 A 0 A_CustomMissile ("XDeathHellKnightHead", 62, 0, random (0, 360), 2, random (50, 130))
        BTN2 AAAAAAAAAAA 2 A_CustomMissile ("U_Green_LiquidBlood", 62, 0, random (0, 360), 2, random (30, 110))
        BTN2 BBB 2 A_CustomMissile ("U_Green_LiquidBlood", 50, 0, random (0, 360), 2, random (30, 110))
		TNT1 A 0 A_NoBlocking
        BTN2 CCC 2 A_CustomMissile ("U_Green_LiquidBlood", 30, 0, random (0, 360), 2, random (30, 110))
		TNT1 A 0 A_SpawnItem ("GreenBloodPool")
        TNT1 A 0 A_SpawnItem("DeadKnightNoHead")
	    Stop

	Death.SuperPlasma:
    Death.Plasma:
	Death.Plasma2:
	    TNT1 A 0
        TNT1 A 0 A_BossDeath
        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_SpawnItem("DeadKnightPlasma")
        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("DeadKnightFire")
        Stop

    Death.Fatality:
	    TNT1 A 0 A_Pain
		TNT1 A 0 A_JumpIfIntargetInventory("FistsSelected", 1, 1)
		Goto Death.ExplosiveImpact
		TNT1 A 0 A_GiveToTarget("GoFatality", 1)
		TNT1 A 0 A_Jump(128, "Death.Fatality3")
        TNT1 A 0 A_GiveToTarget("HKFatality", 1)
        TNT1 A 1 A_NoBlocking
        TNT1 A 0 A_BossDeath
		Stop
		
	Death.Fatality3:
        TNT1 A 0 A_GiveToTarget("HKFatality3", 1)
        TNT1 A 1 A_NoBlocking
        TNT1 A 0 A_BossDeath
		Stop	

    Death.KillMe:
    Death.Taunt:
	    TNT1 A 0 A_ChangeFlag("SOLID", 0)
        TNT1 A 0 A_SpawnItem("HellKnight")
        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("FrozenHellKnight")
		Stop
	
	Death.Massacre:
		Goto Death

	Death.Crush:
	Death.Stomp:
	    TNT1 A 0 A_Scream
		TNT1 A 0 A_NoBlocking
		BOS2 IJKLM 2
	    TNT1 AA 0 A_SpawnItem("GreenMeatDeathSmall2")
		TNT1 AAAA 0 bright A_CustomMissile ("U_GreenXDeath1", 5, 0, random (0, 360), 2, random (30, 180))
		TNT1 AA 0 bright A_CustomMissile ("U_GreenXdeath2c", 55, 0, random (0, 360), 2, random (30, 180))
		TNT1 AA 0 bright A_CustomMissile ("U_GreenXdeath3c", 55, 0, random (0, 360), 2, random (30, 180))
		TNT1 AA 0 bright A_CustomMissile ("U_GreenXdeath4b", 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_XScream
		Stop
		
	Death.LowKick:
	Death.Kick:
	Death.Melee:
		TNT1 AA 0 A_CustomMissile ("Green_Blood", 7, 0, random (0, 360), 2, random (30, 90))
		BTN1 ABC 6
		TNT1 A 0 A_NoBlocking
        TNT1 A 0 A_SpawnItem("DeadKnightMelee")
	    Stop

	Raise:
		BOS2 O 8
		BOS2 NMLKJI  8
		Goto See2

	CurbstompMarine:
		TNT1 A 0 A_SetInvulnerable
		KTFP AAAA 3
		KTFP BCDE 3
		TNT1 A 0 A_SpawnItemEx("FootStep5", 0, 0, 40, 0, 0)
	    EXPL A 0 Radius_Quake (2, 24, 0, 15, 0)
		KTFP E 8
		KTFP F 24
		KTFP MGGGGG 3
		KTFP H 2
	    EXPL A 0 Radius_Quake (2, 24, 0, 15, 0)
        TNT1 AAA 0 A_CustomMissile ("Brains1", 11, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("Brains2", 11, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("Brains3", 11, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("Brains4", 11, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("Brains5", 11, 0, random (0, 360), 2, random (0, 160))
		TNT1 AAAAA 0 A_CustomMissile ("XDeath1", 1, 0, random (0, 360), 2, random (0, 160))
		TNT1 AAA 0 A_CustomMissile ("MuchBlood2", 1, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_SpawnItemEx("SplatteredSmall", 0)
		KTFP IJ 2
		KTFP KLLLLL 4
        TNT1 A 0 A_TakeInventory("Curbstomp_Marine",1)
        TNT1 A 0 A_UnSetInvulnerable
		TNT1 A 0 A_SpawnItem ("CurbstompedMarine", 1)
		Goto See2
	}
}

//===========================================================================
//
// Dead knights
//
//===========================================================================

actor DeadKnightGreen
{   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 "168:191=116:127","16:47=116:127","232:235=122:125"
    States
	{
    Spawn:
		PLDH A 3000
		Loop 
	Death.Burn:
	Death.Fire:
	Death.Flames:
		TNT1 A 0 A_NoBlocking
		TNT1 A 0 A_SpawnItem("GreenGoryAshes")
		Stop
    Death:
	Death.ExplosiveImpact:
		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 ("XDeathHellKnightHead", 62, 0, random (0, 360), 2, random (0, 160))
		TNT1 AA 0 A_CustomMissile ("U_XDeathHellKnightArm", 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_GreenXDeath2c", 32, 0, random (0, 360), 2, random (0, 160))
		TNT1 AA 0 A_CustomMissile ("U_GreenXDeath3c", 32, 0, random (0, 360), 2, random (0, 160))
		TNT1 AA 0 A_CustomMissile ("U_GreenXdeath4b", 15, 0, random (0, 360), 2, random (0, 160))
		TNT1 AA 0 A_CustomMissile ("U_GreenXDeath2d", 15, 0, random (0, 360), 2, random (0, 160))
		TNT1 AA 0 A_CustomMissile ("U_GreenXDeath3d", 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 ("GreenXDeathSkinPiece1b", 15, 0, random (0, 360), 2, random (0, 160))
		TNT1 AA 0 A_CustomMissile ("GreenXDeathSkinPiece2b", 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:
        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
	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_GreenXDeath2c", 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 ("GreenXDeathSkinPiece2b", 5, 0, random (0, 360), 2, random (10, 30))
		 TNT1 AAAA 0 A_CustomMissile ("GreenXDeathSkinPiece1b", 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("GreenMeatDeathSmall2")
		 Stop	 
	}
}

Actor U_DeadKnight: DeadKnightGreen replaces DeadKnight
{
    Radius 24
    Height 12
    Scale 1.1
    +SHOOTABLE
    +NOTELEPORT
    +MOVEWITHSECTOR
    +CORPSE
	+FLOORCLIP
	-SOLID
	+THRUACTORS
	damagefactor "Crusher", 50.0
    damagefactor "Blood", 0.0
    damagefactor "Trample", 0.0
    Mass 1000
    Health 200
	States
    {
    Spawn:
		HKDD D -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 ("HellKnight")
		Stop
	}
}

Actor DeadKnight2 : U_DeadKnight
{
	Scale 1.0
	States
    {
    Spawn:
		BOS2 N -1
        Stop
	}
}

Actor DeadKnightMelee: U_DeadKnight
{
	Health 40
	Scale 1.2
	States
	{
    Spawn:
		BTN1 D -1
        Stop
    Death:
	Death.ExplosiveImpact:
		TNT1 A 0 A_SpawnItem("DeadKnightNoHead")
		TNT1 A 0 A_Jump(128, 3)
		TNT1 A 0 A_SpawnItem("HellKnightHeadExplode", 0, 62)
		TNT1 A 0 A_Jump(256, 7)
		TNT1 A 0 A_CustomMissile ("XDeathHellKnightHead", 62, 0, random (0, 360), 2, random (50, 130))
		TNT1 AA 0 A_CustomMissile ("Green_FlyingBloodTrail", 0, 0, random (0, 360), 2, random (0, 360))
		TNT1 AA 0 A_CustomMissile ("U_GreenBloodTr", 0, 0, random (0, 360), 2, random (0, 360))
		TNT1 A 0 A_CustomMissile ("Green_Blood", 15, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0
		Stop
	}
}

Actor DeadHellKnightStomach: U_DeadKnight
{
	Health 80
	Scale 1.2
	States
	{
	Spawn:
		KAD1 F 1       
		KAD1 F -1        
		Stop
    Death:
	Death.ExplosiveImpact:
		TNT1 A 0 A_SpawnItem("DeadHellKnightNoArmNoHead2")
		TNT1 A 0 A_Jump(128, 3)
		TNT1 A 0 A_SpawnItem("HellKnightHeadExplode", 0, 62)
		TNT1 A 0 A_Jump(256, 7)
		TNT1 A 0 A_CustomMissile ("XDeathHellKnightHead", 62, 0, random (0, 360), 2, random (50, 130))
		TNT1 AA 0 A_CustomMissile ("Green_FlyingBloodTrail", 0, 0, random (0, 360), 2, random (0, 360))
		TNT1 AA 0 A_CustomMissile ("U_GreenBloodTr", 0, 0, random (0, 360), 2, random (0, 360))
		TNT1 A 0 A_CustomMissile ("Green_Blood", 15, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("U_XDeathHellKnightArm", 32, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0
		Stop
	}
}

Actor DeadHellKnightStomach2: U_DeadKnight
{
	Scale 1.2
	States
	{
	Spawn:
		BOH2 D 1       
		BOH2 D -1        
		Stop
    Death:
	Death.ExplosiveImpact:
		TNT1 A 0 A_CustomMissile ("GreenBrains2", 0, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("GreenBrains3", 0, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("HellKnightHeadPiece", 0, 0, random (0, 360), 2, random (50, 80))
		TNT1 A 0 A_CustomMissile ("HellKnightHeadPiece2", 0, 0, random (0, 360), 2, random (50, 80))
		TNT1 AAAA 0 A_CustomMissile ("SmallGreenBrainPiece", 0, 0, random (0, 360), 2, random (0, 160))
		TNT1 AA 0 A_CustomMissile ("Teeth", 0, 0, random (0, 360), 2, random (0, 160))
		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 AA 0 A_CustomMissile ("U_XDeathHellKnightArm", 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_GreenXDeath2c", 32, 0, random (0, 360), 2, random (0, 160))
		TNT1 AA 0 A_CustomMissile ("U_GreenXDeath3c", 32, 0, random (0, 360), 2, random (0, 160))
		TNT1 AA 0 A_CustomMissile ("U_GreenXdeath4b", 15, 0, random (0, 360), 2, random (0, 160))
		TNT1 AA 0 A_CustomMissile ("U_GreenXDeath2d", 15, 0, random (0, 360), 2, random (0, 160))
		TNT1 AA 0 A_CustomMissile ("U_GreenXDeath3d", 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 ("GreenXDeathSkinPiece2b", 15, 0, random (0, 360), 2, random (0, 160))
		TNT1 AA 0 A_CustomMissile ("GreenXDeathSkinPiece1b", 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_DeadKnightBTN5F: U_DeadKnight replaces DeadKnightBTN5F
{
    States
    {
    Spawn:
		BTN5 FFFFFFFFFFFFFFFFFFFFFFFFFFFFF 2 A_CustomMissile ("U_Green_LiquidBlood", 10, 0, random (0, 360), 2, random (30, 110))
		BTN5 F -1
		Stop
    Death:
	Death.ExplosiveImpact:
		TNT1 A 0 A_CustomMissile ("GreenBrains2", 0, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("GreenBrains3", 0, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("HellKnightHeadPiece", 0, 0, random (0, 360), 2, random (50, 80))
		TNT1 A 0 A_CustomMissile ("HellKnightHeadPiece2", 0, 0, random (0, 360), 2, random (50, 80))
		TNT1 AAAA 0 A_CustomMissile ("SmallGreenBrainPiece", 0, 0, random (0, 360), 2, random (0, 160))
		TNT1 AA 0 A_CustomMissile ("Teeth", 0, 0, random (0, 360), 2, random (0, 160))
		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 AA 0 A_CustomMissile ("U_XDeathHellKnightArm", 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_GreenXDeath2c", 32, 0, random (0, 360), 2, random (0, 160))
		TNT1 AA 0 A_CustomMissile ("U_GreenXDeath3c", 32, 0, random (0, 360), 2, random (0, 160))
		TNT1 AA 0 A_CustomMissile ("U_GreenXdeath4b", 15, 0, random (0, 360), 2, random (0, 160))
		TNT1 AA 0 A_CustomMissile ("U_GreenXDeath2d", 15, 0, random (0, 360), 2, random (0, 160))
		TNT1 AA 0 A_CustomMissile ("U_GreenXDeath3d", 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 ("GreenXDeathSkinPiece2b", 15, 0, random (0, 360), 2, random (0, 160))
		TNT1 AA 0 A_CustomMissile ("GreenXDeathSkinPiece1b", 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_DeadKnightHalfDown: U_DeadKnight replaces DeadKnightHalfDown
{
	States
	{
	Spawn:
		BBO1 D -1        
		Stop
    Death:
	Death.ExplosiveImpact:
		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 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 A 0 A_CustomMissile ("GreenInstestin", 24, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("U_GreenXDeath1", 32, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("U_GreenXDeath2c", 32, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("U_GreenXDeath3c", 32, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("U_GreenXdeath4b", 15, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("U_GreenXDeath2d", 15, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("U_GreenXDeath3d", 15, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("GreenXDeathSkinPiece2b", 15, 0, random (0, 360), 2, random (0, 160))
		TNT1 AA 0 A_CustomMissile ("GreenXDeathSkinPiece1b", 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 DeadKnightHalfDown2: U_DeadKnightHalfDown
{
	States
	{
	Spawn:
        BBO1 AAAAAAAAAABBBBBCCCCC 2 A_CustomMissile ("U_Green_LiquidBlood", 30, 0, random (0, 360), 2, random (30, 110))
		BBO1 DDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDD 1 A_CustomMissile ("U_Green_LiquidBlood", 10, 0, random (0, 360), 2, random (30, 110))
		BBO1 D -1        
		Stop
	}
}

Actor DeadKnightSSG: U_DeadKnight
{
	Scale 1.0
	States
	{
	Spawn:
		BOS2 VVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVV 1 A_CustomMissile ("U_Green_LiquidBlood", 20, 0, random (0, 360), 2, random (30, 110))
		BOS2 V -1        
		Stop
	}
}

Actor DeadKnightFire: U_DeadKnight
{
	Scale 1.0
	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 DeadKnightPlasma: U_DeadKnight
{
	Scale 1.0
	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))
		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_DeadKnightHalfUp: U_DeadKnight replaces DeadKnightHalfUp
{
	translation "176:191=118:127"
	States
	{
	Spawn:
		BTO1 D -1        
		Stop
    Death:
	Death.ExplosiveImpact:
		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 ("XDeathHellKnightHead", 62, 0, random (0, 360), 2, random (0, 160))
		TNT1 AA 0 A_CustomMissile ("U_XDeathHellKnightArm", 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 A 0 A_CustomMissile ("GreenInstestin", 24, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("U_GreenXDeath1", 32, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("U_GreenXDeath2c", 32, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("U_GreenXDeath3c", 32, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("U_GreenXdeath4b", 15, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("U_GreenXDeath2d", 15, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("U_GreenXDeath3d", 15, 0, random (0, 360), 2, random (0, 160))
		TNT1 AA 0 A_CustomMissile ("GreenXDeathSkinPiece2b", 15, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("GreenXDeathSkinPiece1b", 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_DeadKnightNoHead: U_DeadKnight replaces DeadKnightNoHead
{
	Health 40
	Scale 1.2
	States
	{
	Spawn:
		BTN2 DDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDD 2 A_CustomMissile ("U_Green_LiquidBlood", 10, 0, random (0, 360), 2, random (30, 110))
		BTN2 D -1        
		Stop
    Death:
	Death.ExplosiveImpact:
		TNT1 A 0 A_SpawnItem("DeadHellKnightNoArmNoHead")
		TNT1 A 0 A_CustomMissile ("U_XDeathHellKnightArm", 32, 0, random (0, 360), 2, random (0, 160))
		TNT1 AA 0 A_CustomMissile ("Green_FlyingBloodTrail", 0, 0, random (0, 360), 2, random (0, 360))
		TNT1 AA 0 A_CustomMissile ("U_GreenBloodTr", 0, 0, random (0, 360), 2, random (0, 360))
		TNT1 A 0 A_CustomMissile ("Green_Blood", 15, 0, random (0, 360), 2, random (0, 160))
		Stop
	}
}

Actor U_RapedHK: U_DeadKnight replaces RapedHK
{
	States
	{
	Spawn:
		BOS2 V -1        
		Stop
	}
}

Actor U_DeadKnightExplosiveImpact1: U_DeadKnight replaces DeadKnightExplosiveImpact1
{
	translation "168:191=116:127","16:47=116:127", "208:239=116:127"
	States
	{
	Spawn:
		BAH3 D -1        
		Stop
    Death:
	Death.ExplosiveImpact:
		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_SpawnItem("HellKnightHeadExplodeHalf", 0, 62)
		TNT1 A 0 A_CustomMissile ("U_XDeathHellKnightArm", 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 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_GreenXDeath2c", 32, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("U_GreenXDeath3c", 32, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("U_GreenXdeath4b", 15, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("U_GreenXDeath2d", 15, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("U_GreenXDeath3d", 15, 0, random (0, 360), 2, random (0, 160))
		TNT1 AA 0 A_CustomMissile ("GreenXDeathSkinPiece2b", 15, 0, random (0, 360), 2, random (0, 160))
		TNT1 AA 0 A_CustomMissile ("GreenXDeathSkinPiece1b", 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_DeadKnightExplosiveImpact2: U_DeadKnightExplosiveImpact1 replaces DeadKnightExplosiveImpact2
{
	States
	{
	Spawn:
		BAH3 H -1        
		Stop
	}
}

Actor U_OmgSoDeadHK: U_DeadKnight replaces OmgSoDeadHK
{
	States
	{
	Spawn:
		HKF2 O -1
		Stop
    Death:
	Death.ExplosiveImpact:
		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 AA 0 A_CustomMissile ("U_XDeathHellKnightArm", 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 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_GreenXDeath2c", 32, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("U_GreenXDeath3c", 32, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("U_GreenXdeath4b", 15, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("U_GreenXDeath2d", 15, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("U_GreenXDeath3d", 15, 0, random (0, 360), 2, random (0, 160))
		TNT1 AA 0 A_CustomMissile ("GreenXDeathSkinPiece2b", 15, 0, random (0, 360), 2, random (0, 160))
		TNT1 AA 0 A_CustomMissile ("GreenXDeathSkinPiece1b", 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_NoArmNoHeadFatalizedHK: U_DeadKnight replaces NoArmNoHeadFatalizedHK
{
	States
	{
	Spawn:  
		HKF3 JKLM 5       
		HKF3 N -1        
		Stop
    Death:
	Death.ExplosiveImpact:
		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_XDeathHellKnightArm", 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_GreenXDeath2c", 32, 0, random (0, 360), 2, random (0, 160))
		TNT1 AA 0 A_CustomMissile ("U_GreenXDeath3c", 32, 0, random (0, 360), 2, random (0, 160))
		TNT1 AA 0 A_CustomMissile ("U_GreenXdeath4b", 15, 0, random (0, 360), 2, random (0, 160))
		TNT1 AA 0 A_CustomMissile ("U_GreenXDeath2d", 15, 0, random (0, 360), 2, random (0, 160))
		TNT1 AA 0 A_CustomMissile ("U_GreenXDeath3d", 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 ("GreenXDeathSkinPiece2b", 15, 0, random (0, 360), 2, random (0, 160))
		TNT1 AA 0 A_CustomMissile ("GreenXDeathSkinPiece1b", 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_DeadHellKnightNoArm: U_DeadKnight replaces DeadHellKnightNoArm
{
	Scale 1.2
	States
	{
	Spawn:
		BTN3 D 1
		BTN3 D -1
		Stop
    Death:
	Death.ExplosiveImpact:
		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 ("XDeathHellKnightHead", 62, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("U_XDeathHellKnightArm", 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_GreenXDeath2c", 32, 0, random (0, 360), 2, random (0, 160))
		TNT1 AA 0 A_CustomMissile ("U_GreenXDeath3c", 32, 0, random (0, 360), 2, random (0, 160))
		TNT1 AA 0 A_CustomMissile ("U_GreenXdeath4b", 15, 0, random (0, 360), 2, random (0, 160))
		TNT1 AA 0 A_CustomMissile ("U_GreenXDeath2d", 15, 0, random (0, 360), 2, random (0, 160))
		TNT1 AA 0 A_CustomMissile ("U_GreenXDeath3d", 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 ("GreenXDeathSkinPiece2b", 15, 0, random (0, 360), 2, random (0, 160))
		TNT1 AA 0 A_CustomMissile ("GreenXDeathSkinPiece1b", 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_DeadHellKnightNoArmNoHead: U_DeadKnight replaces DeadHellKnightNoArmNoHead
{
	Scale 1.2
	translation "168:191=116:127","16:47=116:127", "208:239=116:127"
	States
	{
	Spawn:
		BTN4 D 1       
		BTN4 D -1        
		Stop
    Death:
	Death.ExplosiveImpact:
		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_XDeathHellKnightArm", 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_GreenXDeath2c", 32, 0, random (0, 360), 2, random (0, 160))
		TNT1 AA 0 A_CustomMissile ("U_GreenXDeath3c", 32, 0, random (0, 360), 2, random (0, 160))
		TNT1 AA 0 A_CustomMissile ("U_GreenXdeath4b", 15, 0, random (0, 360), 2, random (0, 160))
		TNT1 AA 0 A_CustomMissile ("U_GreenXDeath2d", 15, 0, random (0, 360), 2, random (0, 160))
		TNT1 AA 0 A_CustomMissile ("U_GreenXDeath3d", 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 ("GreenXDeathSkinPiece2b", 15, 0, random (0, 360), 2, random (0, 160))
		TNT1 AA 0 A_CustomMissile ("GreenXDeathSkinPiece1b", 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 DeadHellKnightNoArmNoHead2: U_DeadHellKnightNoArmNoHead
{
	States
	{
	Spawn:
		KSA1 L 1       
		KSA1 L -1        
		Stop
	}
}

Actor DeadKnightBlast: U_DeadHellKnightNoArmNoHead      
{
	Scale 1.0
	States
	{
	Spawn:
        XKNI Q -1        
		Stop
	}
}

ACTOR U_XDeathHalfHK replaces XDeathHalfHK
{
	+FLOORCLIP
    Radius 0
    Height 8
    Speed 10
	Mass 8
	BounceFactor 0.3
	+DOOMBOUNCE
    +NOBLOCKMAP
	+MISSILE
    +NOTELEPORT
    +DONTSPLASH
    +MOVEWITHSECTOR
    DeathSound "misc/xdeath1"
	translation "168:191=116:127","16:47=116:127"
    States
    {
    Spawn:
        Goto Death
    Death:
        BTO1 AABBCC 4 A_CustomMissile("Green_Blood",0,0,180,2)
        TNT1 A 0 A_Jump(64, "Crawl")
		TNT1 A 0 A_SpawnItem("DeadKnightHalfUp",0,0,0,1)
        Stop
	Crawl:
	    TNT1 A 0 A_NoBlocking
		TNT1 A 0 A_SpawnItem("DyingHellKnight")
		TNT1 A 0
		Stop
    }
}

ACTOR U_DyingHellKnight replaces DyingHellKnight
{
    Radius 24
    Height 30
    Speed 7
	Health 45
	PainSound "PSXDPN"
	DeathSound "baron/death"
	damagefactor "LowKick", 3.0
	damagefactor "Kick", 3.0
	damagefactor "Crush", 2.0
	damagefactor "Fatality", 20.1
	PainChance "Kick", 255
	PainChance "LowKick", 255
	BloodType "Green_Blood", "BloodSPlatterReplacer2", "U_GreenSawBlood"
	translation "168:191=116:127", "16:47=116:127"
	+SHOOTABLE
    +FLOORCLIP
	//+NOBLOCKMAP
    +LOOKALLAROUND
	+FRIGHTENED
	-SOLID
	+THRUACTORS
    States
    {
	Pain.LowKick:
	Pain.Kick:
		TNT1 A 0 A_CustomMissile ("Teeth", 30, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("Green_Blood", 30, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("TeethNoBounce", 30, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_Pain
		TNT1 A 0 A_FaceTarget
		BTCK ABA 3
		BTC1 B 20
		Goto See
	Death.LowKick:
	Death.Kick:
	Death.Fatality:
		TNT1 A 0 A_GiveToTarget("GoFatality", 1)
		TNT1 A 0 A_NoBlocking
        TNT1 A 0 A_GiveToTarget("HKFatality2", 1)
        Stop
    Spawn:
		BTC1 A 1 A_Look
		Loop
    See:
		BTC1 A 13 A_Chase
		BTC1 B 5 A_Chase
		TNT1 A 0 A_SpawnItemEx("Green_FlyingBlood", 0, 0, 10, 0, 0)
		TNT1 A 0 A_Jump(192, 2)
		TNT1 A 0 A_Pain
		TNT1 A 0 A_Jump(230, 2)
		TNT1 A 0 A_CustomMissile ("GreenXDeathSkinPiece1b", 2, 0, random (0, 360), 2, -90)
		
		BTC1 C 13 A_Chase
		BTC1 D 5 A_Chase
		TNT1 A 0 A_SpawnItemEx("Green_FlyingBlood", 0, 0, 10, 0, 0)
		TNT1 A 0 A_Jump(192, 2)
		TNT1 A 0 A_Pain
		TNT1 A 0 A_Jump(230, 2)
		TNT1 A 0 A_CustomMissile ("GreenXDeathSkinPiece2b", 2, 0, random (0, 360), 2, -90)
		
		TNT1 A 0 A_Jump(240, 2)
		TNT1 A 0 A_CustomMissile ("GreenInstestin", 2, 0, random (0, 360), 2, -90)
		TNT1 A 0 A_GiveInventory("DeathTimer1", 1)
		TNT1 A 0 A_JumpIfInventory("DeathTimer1", 8, "GotoDeath")
		Loop
	GotoDeath:
		BTC1 A 14 A_Chase
		BTC1 B 6 A_Chase
		TNT1 A 0 A_SpawnItemEx("Green_FlyingBlood", 0, 0, 10, 0, 0)
		TNT1 A 0 A_Jump(192, 2)
		TNT1 A 0 A_Pain
		TNT1 A 0 A_Jump(230, 2)
		TNT1 A 0 A_CustomMissile ("GreenXDeathSkinPiece1b", 2, 0, random (0, 360), 2, -90)
		BTC1 C 16 A_Chase
		BTC1 D 8 A_Chase
		TNT1 A 0 A_SpawnItemEx("Green_FlyingBlood", 0, 0, 10, 0, 0)
		TNT1 A 0 A_Jump(192, 2)
		TNT1 A 0 A_Pain
		TNT1 A 0 A_Jump(230, 2)
		TNT1 A 0 A_CustomMissile ("GreenXDeathSkinPiece1b", 2, 0, random (0, 360), 2, -90)
		BTC1 A 18 A_Chase
		BTC1 B 10 A_Chase
		TNT1 A 0 A_SpawnItemEx("Green_FlyingBlood", 0, 0, 10, 0, 0)
		TNT1 A 0 A_Jump(192, 2)
		TNT1 A 0 A_Pain
		TNT1 A 0 A_Jump(230, 2)
		TNT1 A 0 A_CustomMissile ("GreenXDeathSkinPiece1b", 2, 0, random (0, 360), 2, -90)
		BTC1 C 20 A_Chase
		BTC1 D 12 A_Chase
		TNT1 A 0 A_SpawnItemEx("Green_FlyingBlood", 0, 0, 10, 0, 0)
		TNT1 A 0 A_Jump(192, 2)
		TNT1 A 0 A_Pain
		TNT1 A 0 A_Jump(230, 2)
		TNT1 A 0 A_CustomMissile ("GreenXDeathSkinPiece1b", 2, 0, random (0, 360), 2, -90)
		BTC1 A 12
		Goto Death
	Death:
		TNT1 A 0 A_NoBlocking
		TNT1 A 0 A_Scream
		TNT1 A 0 A_SpawnItem ("DeadKnightHalfUp")
		Stop
	Death.Stomp:
	Death.SSG:
	XDeath:
		TNT1 AAAAAA 0 bright A_CustomMissile ("SuperGoreSpawner", 5, 0, random (0, 360), 2, random (30, 180))
		TNT1 AAAAAA 0 bright A_CustomMissile ("U_GreenXDeath1", 5, 0, random (0, 360), 2, random (30, 180))
		TNT1 AA 0 bright A_CustomMissile ("U_GreenXDeath2c", 55, 0, random (0, 360), 2, random (30, 180))
		TNT1 AA 0 bright A_CustomMissile ("U_GreenXDeath3c", 55, 0, random (0, 360), 2, random (30, 180))
		TNT1 A 0 A_SpawnItem ("CrushedRemains")
		TNT1 A 1
		TNT1 A 1 A_XScream
		TNT1 A 1 A_NoBlocking
		TNT1 A -1
		TNT1 A 0 A_SpawnItem ("CrueltyBonus5Health")
		Stop
	}
}

ACTOR U_DyingHellKnight1 replaces DyingHellKnight1
{
	Game Doom
	Radius 24
	Height 50
	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
	BloodType "Green_Blood", "BloodSPlatterReplacer2", "U_GreenSawBlood"
	-SOLID
	+SHOOTABLE
	+FLOORCLIP
	+NOPAIN
	+DONTSPLASH
	Scale 1.1
	translation "175:191=120:127","16:47=116:127"
	States
	{
	Spawn:
		KSA1 ABCB 6 A_SpawnItem("HeadshotTarget4c", 0, 50,0)
		TNT1 A 0 A_SpawnItem ("DeadGreenBlood", 0, 30)
		TNT1 A 0 A_PlaySound ("PSXDPN")
		KSA1 ABCB 6 A_SpawnItem("HeadshotTarget4c", 0, 50,0)
		TNT1 A 0 A_SpawnItem ("DeadGreenBlood", 0, 30)
		TNT1 A 0 A_PlaySound ("PSXDPN")
		KSA1 ABCB 6 A_SpawnItem("HeadshotTarget4c", 0, 50,0)
		TNT1 A 0 A_SpawnItem ("DeadGreenBlood", 0, 30)
		TNT1 A 0 A_PlaySound ("PSXDPN")
		KSA1 ABCB 6 A_SpawnItem("HeadshotTarget4c", 0, 50,0)
		TNT1 A 0 A_SpawnItem ("DeadGreenBlood", 0, 30)
		TNT1 A 0 A_PlaySound ("PSXDPN")
		KSA1 ABCB 6 A_SpawnItem("HeadshotTarget4c", 0, 50,0)
		TNT1 A 0 A_SpawnItem ("DeadGreenBlood", 0, 30)
		TNT1 A 0 A_PlaySound ("PSXDPN")
		KSA1 ABCB 6 A_SpawnItem("HeadshotTarget4c", 0, 50,0)
		TNT1 A 0 A_SpawnItem ("DeadGreenBlood", 0, 30)
		TNT1 A 0 A_PlaySound ("PSXDPN")
		KSA1 ABCB 6 A_SpawnItem("HeadshotTarget4c", 0, 50,0)
		TNT1 A 0 A_SpawnItem ("DeadGreenBlood", 0, 30)
		TNT1 A 0 A_PlaySound ("PSXDPN")
		TNT1 A 0 A_Jump (128, "Death") 
		KSA1 ABCB 6 A_SpawnItem("HeadshotTarget4c", 0, 50,0)
		TNT1 A 0 A_SpawnItem ("DeadGreenBlood", 0, 30)
		TNT1 A 0 A_PlaySound ("PSXDPN")
		TNT1 A 0 A_Jump (128, "Death")
		KSA1 ABCB 6 A_SpawnItem("HeadshotTarget4c", 0, 50,0)
		TNT1 A 0 A_SpawnItem ("DeadGreenBlood", 0, 30)
		TNT1 A 0 A_PlaySound ("PSXDPN")
		Goto Death
	Death:
		TNT1 A 0 A_NoBlocking
		TNT1 A 0 A_Fall
		TNT1 A 0 A_PlaySound("knight/death")
		TNT1 AAA 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))
		TNT1 A 0 A_Jump(128, 5)
		BTN3 ABC 6
		TNT1 A 0 A_Jump(256, 5)
		KSA1 DEFG 6
		TNT1 A 0 A_SpawnItem("DeadHellKnightNoArm")
		Stop
	Death.Head:
		TNT1 A 0 A_NoBlocking
		TNT1 A 0 A_Fall
		TNT1 A 0 A_SpawnItem("HellKnightHeadExplode", 0, 62)
		TNT1 A 0 A_Jump(128, 6)
		BTN4 ABC 6
		TNT1 A 0 A_SpawnItem("DeadHellKnightNoArmNoHead")
		TNT1 A 0 A_Jump(256, 5)
		KSA1 IJK 6
		TNT1 A 0 A_SpawnItem("DeadHellKnightNoArmNoHead2")
		TNT1 A 0 A_SpawnItem("CrueltyBonus5Health")
		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_CustomMissile ("KnightXDeath", 0, 0, random (0, 360), 2, random (0, 160))
	    Stop
	Death.Cutless:	
		TNT1 A 0 A_Scream
		TNT1 A 0 A_NoBlocking
		TNT1 AAAA 0 A_CustomMissile ("GreenInstestin", 32, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("U_XDeathHellKnightArm", 32, 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_GreenXDeath2c", 32, 0, random (0, 360), 2, random (0, 160))
		TNT1 AA 0 A_CustomMissile ("U_GreenXDeath3c", 32, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("U_GreenXdeath4b", 32, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("XDeathHellKnightHead", 32, 0, random (0, 360), 2, random (0, 160))
		BBO1 AABC 6
		TNT1 A 0 A_SpawnItem ("GreenBloodPool")
		TNT1 A 0 A_SpawnItem ("DeadKnightHalfDown", 1)
		Stop	
	}
}

ACTOR DyingHellKnight2
{
	Game Doom
	Radius 24
	Height 50
	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
	BloodType "Green_Blood", "BloodSPlatterReplacer2", "U_GreenSawBlood"
	-SOLID
	+SHOOTABLE
	+FLOORCLIP
	+NOPAIN
	+DONTSPLASH
	Scale 1.1
	translation "168:191=116:127","16:47=116:127"
	States
	{
	Spawn:
		KSA7 EDEF 6 A_SpawnItem("HeadshotTarget4c", 0, 50,0)
		TNT1 A 0 A_SpawnItem ("DeadGreenBlood", 0, 30)
		TNT1 A 0 A_PlaySound ("PSXDPN")
		KSA7 EDEF 6 A_SpawnItem("HeadshotTarget4c", 0, 50,0)
		TNT1 A 0 A_SpawnItem ("DeadGreenBlood", 0, 30)
		TNT1 A 0 A_PlaySound ("PSXDPN")
		KSA7 EDEF 6 A_SpawnItem("HeadshotTarget4c", 0, 50,0)
		TNT1 A 0 A_SpawnItem ("DeadGreenBlood", 0, 30)
		TNT1 A 0 A_PlaySound ("PSXDPN")
		KSA7 EDEF 6 A_SpawnItem("HeadshotTarget4c", 0, 50,0)
		TNT1 A 0 A_SpawnItem ("DeadGreenBlood", 0, 30)
		TNT1 A 0 A_PlaySound ("PSXDPN")
		KSA7 EDEF 6 A_SpawnItem("HeadshotTarget4c", 0, 50,0)
		TNT1 A 0 A_SpawnItem ("DeadGreenBlood", 0, 30)
		TNT1 A 0 A_PlaySound ("PSXDPN")
		KSA7 EDEF 6 A_SpawnItem("HeadshotTarget4c", 0, 50,0)
		TNT1 A 0 A_SpawnItem ("DeadGreenBlood", 0, 30)
		TNT1 A 0 A_PlaySound ("PSXDPN")
		KSA7 EDEF 6 A_SpawnItem("HeadshotTarget4c", 0, 50,0)
		TNT1 A 0 A_SpawnItem ("DeadGreenBlood", 0, 30)
		TNT1 A 0 A_PlaySound ("PSXDPN")
		TNT1 A 0 A_Jump (128, "Death")
		KSA7 EDEF 6 A_SpawnItem("HeadshotTarget4c", 0, 50,0)
		TNT1 A 0 A_SpawnItem ("DeadGreenBlood", 0, 30)
		TNT1 A 0 A_PlaySound ("PSXDPN")
		TNT1 A 0 A_Jump (128, "Death")
		KSA7 EDEF 6 A_SpawnItem("HeadshotTarget4c", 0, 50,0)
		TNT1 A 0 A_SpawnItem ("DeadGreenBlood", 0, 30)
		TNT1 A 0 A_PlaySound ("PSXDPN")
		Goto Death
	Death:
		TNT1 A 0 A_NoBlocking
		TNT1 A 0 A_Fall
		TNT1 A 0 A_PlaySound("knight/death")
		TNT1 AAA 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))
		KAD1 ABCDE 6
		TNT1 A 0 A_SpawnItem ("GreenBloodPool")
		TNT1 A 0 A_SpawnItem("DeadHellKnightStomach")
		Stop
	Death.Head:
		TNT1 A 0 A_NoBlocking
		TNT1 A 0 A_Fall
		TNT1 A 0 A_SpawnItem("HellKnightHeadExplode", 0, 62)
		BOH2 ABC 6
		TNT1 A 0 A_SpawnItem("CrueltyBonus5Health")
		TNT1 A 0 A_SpawnItem("DeadHellKnightStomach2")
		TNT1 A 0
		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_CustomMissile ("KnightXDeath", 0, 0, random (0, 360), 2, random (0, 160))
	    Stop
	Death.Saw:
	Death.Cut:
	Death.Crush:
		TNT1 A 0 A_Scream
		TNT1 A 0 A_NoBlocking
		TNT1 AAA 0 A_CustomMissile ("GreenInstestin", 32, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("U_GreenXDeath1", 32, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("U_GreenXDeath2c", 32, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("U_GreenXDeath3c", 32, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("U_GreenXdeath4b", 32, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("XDeathHalfHK", 24, 0, random (0, 360), 2, random (0, 160))
		BBO1 AABC 6
		TNT1 A 0 A_SpawnItem ("GreenBloodPool")
		TNT1 A 0 A_SpawnItem ("DeadKnightHalfDown", 1)
		Stop
	Death.Cutless:	
		TNT1 A 0 A_Scream
		TNT1 A 0 A_NoBlocking
		TNT1 AAAA 0 A_CustomMissile ("GreenInstestin", 32, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("U_XDeathHellKnightArm", 32, 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_GreenXDeath2c", 32, 0, random (0, 360), 2, random (0, 160))
		TNT1 AA 0 A_CustomMissile ("U_GreenXDeath3c", 32, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("U_GreenXdeath4b", 32, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("XDeathHellKnightHead", 32, 0, random (0, 360), 2, random (0, 160))
		BBO1 AABC 6
		TNT1 A 0 A_SpawnItem ("GreenBloodPool")
		TNT1 A 0 A_SpawnItem ("DeadKnightHalfDown", 1)
		Stop
	}
}


ACTOR DyingHellKnight3
{
	Game Doom
	Radius 24
	Height 50
	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
	BloodType "Green_Blood", "BloodSPlatterReplacer2", "U_GreenSawBlood"
	-SOLID
	+SHOOTABLE
	+FLOORCLIP
	+NOPAIN
	+DONTSPLASH
	Scale 1.1
	translation "175:191=116:127","16:47=116:127","232:235=122:125"
	States
	{
	Spawn:
		BTN5 CC 2 A_CustomMissile ("U_Green_LiquidBlood", 62, 0, random (0, 360), 2, random (30, 110))
		TNT1 A 0 A_PlaySound ("PSXDPN")
		TNT1 A 0 A_SpawnItem("HeadshotTarget8c", 0, 50,0)
		BTN5 AABB 2 A_CustomMissile ("U_Green_LiquidBlood", 62, 0, random (0, 360), 2, random (30, 110))
		TNT1 A 0 A_SpawnItem("HeadshotTarget8c", 0, 50,0)
		BTN5 AACC 2 A_CustomMissile ("U_Green_LiquidBlood", 62, 0, random (0, 360), 2, random (30, 110))
		
		TNT1 A 0 A_PlaySound ("PSXDPN")
		TNT1 A 0 A_SpawnItem("HeadshotTarget8c", 0, 50,0)
		BTN5 AABB 2 A_CustomMissile ("U_Green_LiquidBlood", 62, 0, random (0, 360), 2, random (30, 110))
		TNT1 A 0 A_SpawnItem("HeadshotTarget8c", 0, 50,0)
		BTN5 AACC 2 A_CustomMissile ("U_Green_LiquidBlood", 62, 0, random (0, 360), 2, random (30, 110))
		
		TNT1 A 0 A_PlaySound ("PSXDPN")
		TNT1 A 0 A_SpawnItem("HeadshotTarget4c", 0, 50,0)
		BTN5 AAA 2 A_CustomMissile ("U_Green_LiquidBlood", 62, 0, random (0, 360), 2, random (30, 110))
		TNT1 A 0 A_SpawnItem("HeadshotTarget4c", 0, 50,0)
		BTN5 BBB 2 A_CustomMissile ("U_Green_LiquidBlood", 62, 0, random (0, 360), 2, random (30, 110))
		TNT1 A 0 A_SpawnItem("HeadshotTarget4c", 0, 50,0)
		BTN5 AAA 2 A_CustomMissile ("U_Green_LiquidBlood", 62, 0, random (0, 360), 2, random (30, 110))
		TNT1 A 0 A_SpawnItem("HeadshotTarget4c", 0, 50,0)
		BTN5 CCC 2 A_CustomMissile ("U_Green_LiquidBlood", 62, 0, random (0, 360), 2, random (30, 110))
		
		TNT1 A 0 A_PlaySound ("PSXDPN")
		TNT1 A 0 A_SpawnItem("HeadshotTarget4c", 0, 50,0)
		BTN5 AAA 2 A_CustomMissile ("U_Green_LiquidBlood", 62, 0, random (0, 360), 2, random (30, 110))
		TNT1 A 0 A_SpawnItem("HeadshotTarget4c", 0, 50,0)
		BTN5 BBB 2 A_CustomMissile ("U_Green_LiquidBlood", 62, 0, random (0, 360), 2, random (30, 110))
		TNT1 A 0 A_SpawnItem("HeadshotTarget4c", 0, 50,0)
		BTN5 AAA 2 A_CustomMissile ("U_Green_LiquidBlood", 62, 0, random (0, 360), 2, random (30, 110))
		TNT1 A 0 A_SpawnItem("HeadshotTarget4c", 0, 50,0)
		BTN5 CCC 2 A_CustomMissile ("U_Green_LiquidBlood", 62, 0, random (0, 360), 2, random (30, 110))
		Goto Death
	Death:
		TNT1 A 0 A_NoBlocking
		TNT1 A 0 A_Fall
		TNT1 A 0 A_PlaySound("knight/death")
		BTN5 DDD 2 A_CustomMissile ("U_Green_LiquidBlood", 50, 0, random (0, 360), 2, random (30, 110))
        BTN5 EE 2 A_CustomMissile ("U_Green_LiquidBlood", 30, 0, random (0, 360), 2, random (30, 110))
		TNT1 A 0 A_SpawnItem ("GreenBloodPool")
        TNT1 A 0 A_SpawnItem ("DeadKnightBTN5F")
		Stop
	Death.Head:
		TNT1 A 0
	    TNT1 A 0 A_SpawnItem("HellKnightHeadExplodeHalf", 0, 62)
		BTN2 AAAAAAAAAAAAAAAAAAAAA 2 A_CustomMissile ("U_Green_LiquidBlood", 62, 0, random (0, 360), 2, random (30, 110))
        BTN2 BBB 2 A_CustomMissile ("U_Green_LiquidBlood", 50, 0, random (0, 360), 2, random (30, 110))
		TNT1 A 0 A_NoBlocking
		TNT1 A 0 A_Fall
        BTN2 CCC 2 A_CustomMissile ("U_Green_LiquidBlood", 30, 0, random (0, 360), 2, random (30, 110))
		TNT1 A 0 A_SpawnItem ("GreenBloodPool")
        TNT1 A 0 A_SpawnItem ("DeadKnightNoHead")
		TNT1 A 0 A_SpawnItem("CrueltyBonus5Health")
		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_CustomMissile ("KnightXDeath", 0, 0, random (0, 360), 2, random (0, 160))
	    Stop	
	}
}