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

ACTOR U_BaronBossA : BaronofHell
{
	translation "176:190=112:126", "16:47=22:47", "48:79=62:79"
	Game Doom
	Scale 1.2
    GibHealth 25
	Health 8000
	Speed 8
	FastSpeed 10
	MeleeDamage 5
	PainChance "Saw", 100
	PainChance "Cut", 100
	PainChance "Kick", 100
	PainChance "LowKick", 200
	PainChance "Head", 70
	PainChance "Explosive", 255
	PainChance 10
	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 the Bruiser Brothers."
	MaxStepHeight 32
	MaxDropOffHeight 48
	+DONTHURTSPECIES
	+QUICKTORETALIATE
	States
	{
    Spawn:
		BOSS B 10
		TNT1 A 0 A_CheckSight("Spawn")
		TNT1 A 0 A_GiveInventory("TargetIsABaronOfHell")
		TNT1 A 0 A_ChangeFlag("MISSILEMORE", 1)
		TNT1 A 0 ACS_ExecuteAlways(1622)
		TNT1 A 0 ACS_ExecuteAlways(1623)
		Goto Stand
		
	Stand:
		TNT1 A 0 A_SpawnItem("HeadshotTarget10C", 0, 63,0)
		BOSS B 10 A_Look
		Loop

	Roar: //Rage roar!
		TNT1 A 0 A_PlaySound("baron/sight")
        BTS3 ABC 2 A_SpawnItem("HeadshotTarget2C", 0, 63,0)
		BTS3 DEDFDEDFD 5 A_SpawnItem("HeadshotTarget4C", 0, 63,0)
		BTS3 CBA 2 A_SpawnItem("HeadshotTarget2C", 0, 63,0)
		TNT1 A 0 A_FaceTarget
		Goto SpecialAttack

	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_JumpIf(health < 4000,"RageCheck")
		Goto SeeContinue
		
	RageCheck:
		TNT1 A 0 A_JumpIfInventory("Enraged", 1, "SeeContinue")
		Goto Pain.Taunt

	SeeContinue:
		TNT1 A 0 A_JumpIfInventory("EnemyMemory", 20, "ForgetTarget")
		TNT1 A 0 A_GiveInventory("EnemyMemory", 1)
		TNT1 A 0 A_SpawnItem("HeadshotTarget4C", 0, 66,0)
		BOSS AA 2 A_Chase
		TNT1 A 0 A_SpawnItem("HeadshotTarget4C", 0, 66,0)
		BOSS AB 2 A_Chase
		TNT1 A 0 A_SpawnItem("HeadshotTarget4C", 0, 66,0)
		BOSS BB 2 A_Chase
		TNT1 A 0 A_SpawnItem("HeadshotTarget4C", 0, 66,0)
		BOSS CC 2 A_Chase
		TNT1 A 0 A_SpawnItem("HeadshotTarget4C", 0, 66,0)
		BOSS CD 2 A_Chase
		TNT1 A 0 A_SpawnItem("HeadshotTarget4C", 0, 66,0)
		BOSS DD 2 A_Chase
		TNT1 A 0 A_Jump(8, "Roar")
		TNT1 A 0 A_JumpIfInTargetInventory("IsInvisible", 1, "ForgetTarget")
		Loop
		
	ForgetTarget:
		TNT1 A 0 A_ClearTarget
		TNT1 A 0 A_TakeInventory("EnemyMemory", 25)
		Goto LookingForPlayer
		
	Idle:
	LookingForPlayer:
		TNT1 A 0 A_ScaleVelocity(0)
	    TNT1 A 0 A_SpawnItem ("HeadshotTarget10C", 0, 56,0)
		BOSS B 10 A_Look
        TNT1 A 0 A_SpawnItem ("HeadshotTarget10C", 0, 56,0)
		BOSS B 10 A_Look
		TNT1 A 0 A_SpawnItem ("HeadshotTarget10C", 0, 56,0)
		BOSS B 10 A_Look
		TNT1 A 0 A_Jump (128,5)
		TNT1 A 0 A_Jump (128,3)
		TNT1 A 0 A_SetAngle(angle + 40)
		TNT1 A 0 A_Jump (256,2)
		TNT1 A 0 A_SetAngle(angle - 40)	
		TNT1 A 0 A_SpawnItem ("HeadshotTarget10C", 0, 56,0)
		BOSS B 10 A_Look
        TNT1 A 0 A_SpawnItem ("HeadshotTarget10C", 0, 56,0)
		BOSS B 10 A_Look
		TNT1 A 0 A_SpawnItem ("HeadshotTarget10C", 0, 56,0)
		BOSS B 10 A_Look
		TNT1 A 0 A_Jump (128,5)
		TNT1 A 0 A_Jump (128,3)
		TNT1 A 0 A_SetAngle(angle + 40)
		TNT1 A 0 A_Jump (256,2)
		TNT1 A 0 A_SetAngle(angle - 40)
        TNT1 A 0 A_SpawnItem ("HeadshotTarget10C", 0, 56,0)
		BOSS B 10 A_Look
		TNT1 A 0 A_SpawnItem ("HeadshotTarget10C", 0, 56,0)
		BOSS B 10 A_Look
        TNT1 A 0 A_SpawnItem ("HeadshotTarget10C", 0, 56,0)
		BOSS B 10 A_Look
		
		TNT1 A 0 A_Wander
		TNT1 A 0 A_Recoil(-1)
		TNT1 A 0 A_SpawnItem("HeadshotTarget4C", 0, 56,0)
		BOSS AA 2 A_Look
		TNT1 A 0 A_Recoil(-2)
		TNT1 A 0 A_SpawnItem("HeadshotTarget4C", 0, 56,0)
		BOSS AB 2 A_Look
		TNT1 A 0 A_Recoil(-2)
		TNT1 A 0 A_SpawnItem("HeadshotTarget4C", 0, 56,0)
		BOSS BB 2 A_Look
		TNT1 A 0 A_Recoil(-2)
		TNT1 A 0 A_SpawnItem("HeadshotTarget4C", 0, 56,0)
		BOSS CC 2 A_Look
		TNT1 A 0 A_Recoil(-2)
		TNT1 A 0 A_SpawnItem("HeadshotTarget4C", 0, 56,0)
		BOSS CD 2 A_Look
		TNT1 A 0 A_Recoil(-2)
		TNT1 A 0 A_SpawnItem("HeadshotTarget4C", 0, 56,0)
		BOSS DD 2 A_Look
		TNT1 A 0 A_jump(128, "LookingForPlayer")
		TNT1 A 0 A_Wander
		TNT1 A 0 A_Recoil(-1)
		TNT1 A 0 A_SpawnItem("HeadshotTarget4C", 0, 56,0)
		BOSS AA 2 A_Look
		TNT1 A 0 A_Recoil(-2)
		TNT1 A 0 A_SpawnItem("HeadshotTarget4C", 0, 56,0)
		BOSS AB 2 A_Look
		TNT1 A 0 A_Recoil(-2)
		TNT1 A 0 A_SpawnItem("HeadshotTarget4C", 0, 56,0)
		BOSS BB 2 A_Look
		TNT1 A 0 A_Recoil(-2)
		TNT1 A 0 A_SpawnItem("HeadshotTarget4C", 0, 56,0)
		BOSS CC 2 A_Look
		TNT1 A 0 A_Recoil(-2)
		TNT1 A 0 A_SpawnItem("HeadshotTarget4C", 0, 56,0)
		BOSS CD 2 A_Look
		TNT1 A 0 A_Recoil(-2)
		TNT1 A 0 A_SpawnItem("HeadshotTarget4C", 0, 56,0)
		BOSS DD 2 A_Look
		Goto LookingForPlayer

	Melee:
		TNT1 A 0 A_JumpIfInventory("FireSeq", 1, "Melee2")
		
	Melee1:
		TNT1 A 0 A_JumpIfInventory("HasExplosiveBarrel", 1, "MissileBarrel")
		TNT1 A 0 A_FaceTarget
		TNT1 A 0 A_CustomMissile("BaronAttackOnBarrel",10,0,0,0)
		TNT1 A 0 A_SpawnItem("HeadshotTarget6C", 0, 63,0)

        BOSS E 6 A_FaceTarget
		TNT1 A 0 A_PlaySound("weapons/gswing")
		TNT1 A 0 A_SpawnItem("HeadshotTarget6C", 0, 63,0)
		BOSS F 6 A_FaceTarget
		TNT1 A 0 A_SpawnItem("HeadshotTarget6C", 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_FaceTarget
		TNT1 A 0 A_CustomMissile("BaronAttackOnBarrel",10,0,0,0)
		TNT1 A 0 A_SpawnItem("HeadshotTarget6C", 0, 63,0)

		BASS E 6 A_FaceTarget
		TNT1 A 0 A_PlaySound("weapons/gswing")
		TNT1 A 0 A_SpawnItem("HeadshotTarget6C", 0, 63,0)
		BASS F 6 A_FaceTarget
		TNT1 A 0 A_SpawnItem("HeadshotTarget6C", 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("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(128, "SpecialAttack") //25% chance normal. 50% chance enraged.
		TNT1 A 0 A_JumpIfInventory("FireSeq", 1, "Missile2")
		
	Missile1:
		TNT1 A 0 A_GiveInventory("FireSeq", 1)
		
		TNT1 A 0 A_CustomMissile ("U_GreenFlameTrails", 70, 35, random (0, 360), 2, random (70, 110))
		TNT1 A 0 A_CustomMissile ("U_BallGettingReadyGreen", 70, 35, random (0, 140), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("U_GreenFlareSmall", 70, 35, 0, 2, 0)
		TNT1 A 0 A_SpawnItem("HeadshotTarget2C", 0, 66,0)
		BOSS E 2 A_FaceTarget
		TNT1 A 0 A_CustomMissile ("U_GreenFlameTrails", 70, 35, random (0, 360), 2, random (70, 110))
		TNT1 A 0 A_CustomMissile ("U_BallGettingReadyGreen", 70, 35, random (0, 140), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("U_GreenFlareSmall", 70, 35, 0, 2, 0)
		TNT1 A 0 A_SpawnItem("HeadshotTarget2C", 0, 66,0)
		BOSS E 2 A_FaceTarget
		TNT1 A 0 A_CustomMissile ("U_GreenFlameTrails", 70, 35, random (0, 360), 2, random (70, 110))
		TNT1 A 0 A_CustomMissile ("U_BallGettingReadyGreen", 70, 35, random (0, 140), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("U_GreenFlareSmall", 70, 35, 0, 2, 0)
		TNT1 A 0 A_SpawnItem("HeadshotTarget2C", 0, 66,0)
		BOSS E 2 A_FaceTarget
		TNT1 A 0 A_CustomMissile ("U_GreenFlameTrails", 70, 35, random (0, 360), 2, random (70, 110))
		TNT1 A 0 A_CustomMissile ("U_BallGettingReadyGreen", 70, 35, random (0, 140), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("U_GreenFlareSmall", 70, 35, 0, 2, 0)
		TNT1 A 0 A_SpawnItem("HeadshotTarget2C", 0, 66,0)
		BOSS E 2 A_FaceTarget
		TNT1 A 0 A_JumpIfInventory("StopKickingMyBallsMotherFucker", 1, 7)
		TNT1 A 0 A_JumpIfInventory("Enraged", 1, 6)
		TNT1 A 0 A_CustomMissile ("U_GreenFlameTrails", 70, 35, random (0, 360), 2, random (70, 110))
		TNT1 A 0 A_CustomMissile ("U_BallGettingReadyGreen", 70, 35, random (0, 140), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("U_GreenFlareSmall", 70, 35, 0, 2, 0)
		TNT1 A 0 A_SpawnItem("HeadshotTarget2C", 0, 66,0)
		BOSS E 2 A_FaceTarget

		TNT1 A 0 A_CustomMissile ("U_GreenFlameTrails", 51, 40, random (0, 360), 2, random (70, 110))
		TNT1 A 0 A_CustomMissile ("U_BallGettingReadyGreen", 51, 40, random (0, 140), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("U_GreenFlareSmall", 51, 40, 0, 2, 0)
		TNT1 A 0 A_SpawnItem("HeadshotTarget2C", 0, 56,0)
		BOSS F 2 A_FaceTarget
		TNT1 A 0 A_CustomMissile ("U_GreenFlameTrails", 51, 40, random (0, 360), 2, random (70, 110))
		TNT1 A 0 A_CustomMissile ("U_BallGettingReadyGreen", 51, 40, random (0, 140), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("U_GreenFlareSmall", 51, 40, 0, 2, 0)
		TNT1 A 0 A_SpawnItem("HeadshotTarget2C", 0, 56,0)
		BOSS F 2 A_FaceTarget
		TNT1 A 0 A_SpawnItem("HeadshotTarget8C", 0, 56,0)
		BOSS G 8 A_CustomMissile("BossBall", 36, 0, 0, 1) 
		TNT1 A 0 A_TakeInventory("ComingToGetTheBarrel", 1)
		Goto See2

	Missile2:
		TNT1 A 0 A_TakeInventory("FireSeq", 1)
		
		TNT1 A 0 A_CustomMissile ("U_GreenFlameTrails", 70, -40, random (0, 360), 2, random (70, 110))
		TNT1 A 0 A_CustomMissile ("U_BallGettingReadyGreen", 70, -40, random (0, 140), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("U_GreenFlareSmall", 70, -40, 0, 2, 0)
		TNT1 A 0 A_SpawnItem("HeadshotTarget2C", 0, 66,0)
		BASS E 2 A_FaceTarget
		TNT1 A 0 A_CustomMissile ("U_GreenFlameTrails", 70, -40, random (0, 360), 2, random (70, 110))
		TNT1 A 0 A_CustomMissile ("U_BallGettingReadyGreen", 70, -40, random (0, 140), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("U_GreenFlareSmall", 70, -40, 0, 2, 0)
		TNT1 A 0 A_SpawnItem("HeadshotTarget2C", 0, 66,0)
		BASS E 2 A_FaceTarget
		TNT1 A 0 A_CustomMissile ("U_GreenFlameTrails", 70, -40, random (0, 360), 2, random (70, 110))
		TNT1 A 0 A_CustomMissile ("U_BallGettingReadyGreen", 70, -40, random (0, 140), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("U_GreenFlareSmall", 70, -40, 0, 2, 0)
		TNT1 A 0 A_SpawnItem("HeadshotTarget2C", 0, 66,0)
		BASS E 2 A_FaceTarget
		TNT1 A 0 A_CustomMissile ("U_GreenFlameTrails", 70, -40, random (0, 360), 2, random (70, 110))
		TNT1 A 0 A_CustomMissile ("U_BallGettingReadyGreen", 70, -40, random (0, 140), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("U_GreenFlareSmall", 70, -40, 0, 2, 0)
		TNT1 A 0 A_SpawnItem("HeadshotTarget2C", 0, 66,0)
		BASS E 2 A_FaceTarget
		TNT1 A 0 A_JumpIfInventory("StopKickingMyBallsMotherFucker", 1, 7)
		TNT1 A 0 A_JumpIfInventory("Enraged", 1, 6)
		TNT1 A 0 A_CustomMissile ("U_GreenFlameTrails", 70, -40, random (0, 360), 2, random (70, 110))
		TNT1 A 0 A_CustomMissile ("U_BallGettingReadyGreen", 70, -40, random (0, 140), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("U_GreenFlareSmall", 70, -40, 0, 2, 0)
		TNT1 A 0 A_SpawnItem("HeadshotTarget2C", 0, 66,0)
		BASS E 2 A_FaceTarget

		TNT1 A 0 A_CustomMissile ("U_GreenFlameTrails", 51, -45, random (0, 360), 2, random (70, 110))
		TNT1 A 0 A_CustomMissile ("U_BallGettingReadyGreen", 51, -45, random (0, 140), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("U_GreenFlareSmall", 51, -45, 0, 2, 0)
		TNT1 A 0 A_SpawnItem("HeadshotTarget2C", 0, 56,0)
		BASS F 2 A_FaceTarget
		TNT1 A 0 A_CustomMissile ("U_GreenFlameTrails", 51, -45, random (0, 360), 2, random (70, 110))
		TNT1 A 0 A_CustomMissile ("U_BallGettingReadyGreen", 51, -45, random (0, 140), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("U_GreenFlareSmall", 51, -45, 0, 2, 0)
		TNT1 A 0 A_SpawnItem("HeadshotTarget2C", 0, 56,0)
		BASS F 2 A_FaceTarget
		TNT1 A 0 A_SpawnItem("HeadshotTarget8C", 0, 56,0)
		BASS G 8 A_CustomMissile("BossBall", 36, 0, 0, 1) 
		TNT1 A 0 A_TakeInventory("ComingToGetTheBarrel", 1)
		Goto See2

    SpecialAttack:
	    TNT1 A 0 A_SpawnItem("HeadshotTarget2C", 0, 66,0)
		BOSS R 3 A_FaceTarget
	    TNT1 A 0 A_SpawnItem("HeadshotTarget6C", 0, 66,0)
		BOSS Q 6 A_FaceTarget
		TNT1 A 0 A_SpawnItem("HeadshotTarget8C", 0, 66,0)

		TNT1 A 0 A_CustomMissile ("SmallGreenFlameTrails", 70, 35, random (0, 360), 2, random (70, 110))
		TNT1 A 0 A_CustomMissile ("SmallGreenFlameTrails", 70, -40, random (0, 360), 2, random (70, 110))
		TNT1 A 0 A_CustomMissile ("BallGettingReadyGreen", 70, 35, random (0, 140), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("BallGettingReadyGreen", 70, -40, random (0, 140), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("U_GreenFlareSmall", 70, 35, 0, 2, 0)
		TNT1 A 0 A_CustomMissile ("U_GreenFlareSmall", 70, -40, 0, 2, 0)
		BOSS P 2 A_FaceTarget
		TNT1 A 0 A_CustomMissile ("SmallGreenFlameTrails", 70, 35, random (0, 360), 2, random (70, 110))
		TNT1 A 0 A_CustomMissile ("SmallGreenFlameTrails", 70, -40, random (0, 360), 2, random (70, 110))
		TNT1 A 0 A_CustomMissile ("BallGettingReadyGreen", 70, 35, random (0, 140), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("BallGettingReadyGreen", 70, -40, random (0, 140), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("U_GreenFlareSmall", 70, 35, 0, 2, 0)
		TNT1 A 0 A_CustomMissile ("U_GreenFlareSmall", 70, -40, 0, 2, 0)
		BOSS P 2 A_FaceTarget
		TNT1 A 0 A_CustomMissile ("SmallGreenFlameTrails", 70, 35, random (0, 360), 2, random (70, 110))
		TNT1 A 0 A_CustomMissile ("SmallGreenFlameTrails", 70, -40, random (0, 360), 2, random (70, 110))
		TNT1 A 0 A_CustomMissile ("BallGettingReadyGreen", 70, 35, random (0, 140), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("BallGettingReadyGreen", 70, -40, random (0, 140), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("U_GreenFlareSmall", 70, 35, 0, 2, 0)
		TNT1 A 0 A_CustomMissile ("U_GreenFlareSmall", 70, -40, 0, 2, 0)
		BOSS P 2 A_FaceTarget
		TNT1 A 0 A_CustomMissile ("SmallGreenFlameTrails", 70, 35, random (0, 360), 2, random (70, 110))
		TNT1 A 0 A_CustomMissile ("SmallGreenFlameTrails", 70, -40, random (0, 360), 2, random (70, 110))
		TNT1 A 0 A_CustomMissile ("BallGettingReadyGreen", 70, 35, random (0, 140), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("BallGettingReadyGreen", 70, -40, random (0, 140), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("U_GreenFlareSmall", 70, 35, 0, 2, 0)
		TNT1 A 0 A_CustomMissile ("U_GreenFlareSmall", 70, -40, 0, 2, 0)
		BOSS P 3 A_FaceTarget
		
		TNT1 A 0 A_JumpIfInventory("StopKickingMyBallsMotherFucker", 1, 17)
		TNT1 A 0 A_JumpIfInventory("Enraged", 1, 16)
		TNT1 A 0 A_SpawnItem("HeadshotTarget4C", 0, 66,0)
		
		TNT1 A 0 A_CustomMissile ("SmallGreenFlameTrails", 70, 35, random (0, 360), 2, random (70, 110))
		TNT1 A 0 A_CustomMissile ("SmallGreenFlameTrails", 70, -40, random (0, 360), 2, random (70, 110))
		TNT1 A 0 A_CustomMissile ("BallGettingReadyGreen", 70, 35, random (0, 140), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("BallGettingReadyGreen", 70, -40, random (0, 140), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("U_GreenFlareSmall", 70, 35, 0, 2, 0)
		TNT1 A 0 A_CustomMissile ("U_GreenFlareSmall", 70, -40, 0, 2, 0)
		BOSS P 2 A_FaceTarget
		TNT1 A 0 A_CustomMissile ("SmallGreenFlameTrails", 70, 35, random (0, 360), 2, random (70, 110))
		TNT1 A 0 A_CustomMissile ("SmallGreenFlameTrails", 70, -40, random (0, 360), 2, random (70, 110))
		TNT1 A 0 A_CustomMissile ("BallGettingReadyGreen", 70, 35, random (0, 140), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("BallGettingReadyGreen", 70, -40, random (0, 140), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("U_GreenFlareSmall", 70, 35, 0, 2, 0)
		TNT1 A 0 A_CustomMissile ("U_GreenFlareSmall", 70, -40, 0, 2, 0)
		BOSS P 3 A_FaceTarget
		
		TNT1 A 0 A_SpawnItem("HeadshotTarget6C", 0, 66,0)
		TNT1 A 0 A_CustomMissile ("SmallGreenFlameTrails", 51, 40, random (0, 360), 2, random (70, 110))
		TNT1 A 0 A_CustomMissile ("SmallGreenFlameTrails", 51, -45, random (0, 360), 2, random (70, 110))
		TNT1 A 0 A_CustomMissile ("BallGettingReadyGreen", 51, 40, random (0, 140), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("BallGettingReadyGreen", 51, -45, random (0, 140), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("U_GreenFlareSmall", 51, 40, 0, 2, 0)
		TNT1 A 0 A_CustomMissile ("U_GreenFlareSmall", 51, -45, 0, 2, 0)
		BOSS Q 2 A_FaceTarget
		TNT1 A 0 A_CustomMissile ("SmallGreenFlameTrails", 51, 40, random (0, 360), 2, random (70, 110))
		TNT1 A 0 A_CustomMissile ("SmallGreenFlameTrails", 51, -45, random (0, 360), 2, random (70, 110))
		TNT1 A 0 A_CustomMissile ("BallGettingReadyGreen", 51, 40, random (0, 140), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("BallGettingReadyGreen", 51, -45, random (0, 140), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("U_GreenFlareSmall", 51, 40, 0, 2, 0)
		TNT1 A 0 A_CustomMissile ("U_GreenFlareSmall", 51, -45, 0, 2, 0)
		BOSS Q 2 A_FaceTarget
		TNT1 A 0 A_CustomMissile ("SmallGreenFlameTrails", 51, 40, random (0, 360), 2, random (70, 110))
		TNT1 A 0 A_CustomMissile ("SmallGreenFlameTrails", 51, -45, random (0, 360), 2, random (70, 110))
		TNT1 A 0 A_CustomMissile ("BallGettingReadyGreen", 51, 40, random (0, 140), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("BallGettingReadyGreen", 51, -45, random (0, 140), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("U_GreenFlareSmall", 51, 40, 0, 2, 0)
		TNT1 A 0 A_CustomMissile ("U_GreenFlareSmall", 51, -45, 0, 2, 0)
		BOSS Q 3 A_FaceTarget
		
		TNT1 A 0 A_SpawnItem("HeadshotTarget8C", 0, 66,0)
		TNT1 A 0 A_CustomMissile("BossBall", 36, 15, 9, 11) 
		TNT1 A 0 A_CustomMissile("BossBall", 36, 15, -9, 11)
		BOSS R 8 A_CustomMissile("BossBall", 36, 15, 0, 11)
		TNT1 A 0 A_TakeInventory("ComingToGetTheBarrel", 1)
		Goto See2
    	
	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("HeadshotTarget2C", 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_JumpIfInventory("Curbstomp_Marine", 1, "CurbstompMarine")
		TNT1 A 0 A_JumpIfInventory("StopKickingMyBallsMotherFucker", 1, "Missile")
		TNT1 A 0 A_GiveInventory("StopKickingMyBallsMotherFucker", 1)
		TNT1 A 0 A_ChangeFlag("MISSILEMORE", 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)
		TNT1 A 0 A_FaceTarget
		Goto Missile
	
    Pain.KillMe:
    Pain.Taunt:
		TNT1 A 0
		TNT1 A 0 A_JumpIfInventory("Enraged", 1, "Missile")
		TNT1 A 0 A_ChangeFlag("MISSILEMORE", 1)
		TNT1 A 0 A_PlaySound("baron/sight")
        BTS3 ABC 2 A_SpawnItem("HeadshotTarget2C", 0, 63,0)
		BTS3 DEDFDEDFD 5 A_SpawnItem("HeadshotTarget4C", 0, 63,0)
		BTS3 CBA 2 A_SpawnItem("HeadshotTarget2C", 0, 63,0)
		TNT1 A 0 A_FaceTarget
        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

	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)
		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
				
	Death:
		TNT1 A 0 A_Jump(256, "Death1", "Death2")
		
	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
		TNT1 A 0 A_NoBlocking
		TNT1 A 0 A_SpawnItem("GreenBloodPool")
		TNT1 A 0 A_BossDeath
		BADD F -1
		Stop

	Death2:
		KSA8 A 4 A_Scream
		TNT1 AAAAA 0 A_CustomMissile ("U_GreenXDeath1", 40, 0, random (0, 360), 2, random (0, 160))
        TNT1 AAAA 0 A_CustomMissile ("Green_FlyingBlood", 15, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("U_GreenXDeath2", 40, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("GreenXDeathSkinPiece2", 15, 0, random (0, 360), 2, random (0, 160))
		KSA8 BCD 4
		TNT1 A 0 A_CustomMissile ("Green_Blood", 7, 0, random (0, 360), 2, random (30, 90))
		TNT1 AA 0 A_CustomMissile ("GreenInstestin", 40, 0, random (0, 360), 2, random (0, 160))
		KSA8 EF 4 A_CustomMissile ("Green_Blood", 7, 0, random (0, 360), 2, random (30, 90))
		TNT1 A 0 A_NoBlocking
		TNT1 A 0 A_SpawnItem("GreenBloodPool")
		TNT1 A 0 A_BossDeath
		KSA8 G -1
		Stop

	Death.Saw:
		TNT1 A 0 A_Scream
		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_NoBlocking
		TNT1 A 0 A_SpawnItem("GreenBloodPool")
		TNT1 A 0 A_BossDeath
		BDSS VVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVV 1 A_CustomMissile ("U_Green_LiquidBlood", 20, 0, random (0, 360), 2, random (30, 110))
        BDSS V -1
		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))
		BOH3 A 6 A_Scream
		BOH3 B 6 A_NoBlocking
		BOH3 CCCCCCCCCCCC 4 A_CheckFloor("Land")
		Goto Land
	
	Land:
		TNT1 A 0 A_BossDeath
		BOH3 D -1
		Stop

	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("GreenBloodPool")
        TNT1 A 0 A_BossDeath
		BADH D -1
	    Stop

	Death.SuperPlasma:
    Death.Plasma:
	Death.Plasma2:
	    TNT1 A 0
        TNT1 A 0 A_Scream
		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_NoBlocking
		TNT1 A 0 A_SpawnItem("GreenBloodPool")
        TNT1 A 0 A_BossDeath
		BOSC FFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFF 8 A_CustomMissile ("PlasmaSmoke", 24, 0, random (0, 180), 2, random (0, 180))
		BOSC F -1
        Stop

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

ACTOR U_BaronBossB : BaronofHell
{
	translation "176:190=112:126", "16:47=19:47", "48:79=56:79", "80:111=128:151"
	Game Doom
	Scale 1.2
    GibHealth 25
	Health 8000
	Speed 10
	FastSpeed 13
	MeleeDamage 5
	PainChance "Saw", 100
	PainChance "Cut", 100
	PainChance "Kick", 100
	PainChance "LowKick", 200
	PainChance "Head", 70
	PainChance "Explosive", 255
	PainChance 10
	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 the Bruiser Brothers."
	MaxStepHeight 32
	MaxDropOffHeight 48
	+DONTHURTSPECIES
	+QUICKTORETALIATE
	States
	{
    Spawn:
		BOSS B 10
		TNT1 A 0 A_CheckSight("Spawn")
		TNT1 A 0 A_GiveInventory("TargetIsABaronOfHell")
		TNT1 A 0 ACS_ExecuteAlways(1624)
		Goto Stand
		
	Stand:
		TNT1 A 0 A_SpawnItem("HeadshotTarget10C", 0, 63,0)
		BOSS B 10 A_Look
		Loop

	Roar: //Rage roar!
		TNT1 A 0 A_PlaySound("baron/sight")
        BTS3 ABC 2 A_SpawnItem("HeadshotTarget2C", 0, 63,0)
		BTS3 DDDDDD 4 A_SpawnItem("HeadshotTarget4C", 0, 63,0)
		BTS3 CBA 2 A_SpawnItem("HeadshotTarget2C", 0, 63,0)
		TNT1 A 0 A_FaceTarget
		Goto SpecialAttack

	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_JumpIf(health < 4000,"RageCheck")
		Goto SeeContinue
		
	RageCheck:
		TNT1 A 0 A_JumpIfInventory("Enraged", 1, "SeeContinue")
		Goto Pain.Taunt

	SeeContinue:
		TNT1 A 0 A_JumpIfInventory("Enraged", 1, "SeeContinueRaged")
		TNT1 A 0 A_JumpIfInventory("EnemyMemory", 20, "ForgetTarget")
		TNT1 A 0 A_GiveInventory("EnemyMemory", 1)
		TNT1 A 0 A_SpawnItem("HeadshotTarget4C", 0, 66,0)
		BOSS AA 2 A_Chase("Melee","")
		TNT1 A 0 A_SpawnItem("HeadshotTarget4C", 0, 66,0)
		BOSS AB 2 A_Chase("Melee","Missile")
		TNT1 A 0 A_SpawnItem("HeadshotTarget4C", 0, 66,0)
		BOSS BB 2 A_Chase("Melee","")
		TNT1 A 0 A_SpawnItem("HeadshotTarget4C", 0, 66,0)
		BOSS CC 2 A_Chase("Melee","Missile")
		TNT1 A 0 A_SpawnItem("HeadshotTarget4C", 0, 66,0)
		BOSS CD 2 A_Chase("Melee","")
		TNT1 A 0 A_SpawnItem("HeadshotTarget4C", 0, 66,0)
		BOSS DD 2 A_Chase("Melee","Missile")
		TNT1 A 0 A_Jump(8, "Roar")
		TNT1 A 0 A_JumpIfInTargetInventory("IsInvisible", 1, "ForgetTarget")
		Loop

	SeeContinueRaged:
		TNT1 A 0 A_JumpIfInventory("EnemyMemory", 20, "ForgetTarget")
		TNT1 A 0 A_GiveInventory("EnemyMemory", 1)
		TNT1 A 0 A_SpawnItem("HeadshotTarget4C", 0, 66,0)
		TNT1 A 0 A_Recoil(-1)
		BOSS AA 2 A_Chase("Melee","")
		TNT1 A 0 A_SpawnItem("HeadshotTarget4C", 0, 66,0)
		TNT1 A 0 A_Recoil(-1)
		BOSS AB 2 A_Chase("Melee","Missile")
		TNT1 A 0 A_SpawnItem("HeadshotTarget4C", 0, 66,0)
		TNT1 A 0 A_Recoil(-1)
		BOSS BB 2 A_Chase("Melee","")
		TNT1 A 0 A_SpawnItem("HeadshotTarget4C", 0, 66,0)
		TNT1 A 0 A_Recoil(-1)
		BOSS CC 2 A_Chase("Melee","Missile")
		TNT1 A 0 A_SpawnItem("HeadshotTarget4C", 0, 66,0)
		TNT1 A 0 A_Recoil(-1)
		BOSS CD 2 A_Chase("Melee","")
		TNT1 A 0 A_SpawnItem("HeadshotTarget4C", 0, 66,0)
		TNT1 A 0 A_Recoil(-1)
		BOSS DD 2 A_Chase("Melee","Missile")
		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_ScaleVelocity(0)
	    TNT1 A 0 A_SpawnItem ("HeadshotTarget10C", 0, 56,0)
		BOSS B 10 A_Look
        TNT1 A 0 A_SpawnItem ("HeadshotTarget10C", 0, 56,0)
		BOSS B 10 A_Look
		TNT1 A 0 A_SpawnItem ("HeadshotTarget10C", 0, 56,0)
		BOSS B 10 A_Look
		TNT1 A 0 A_Jump (128,5)
		TNT1 A 0 A_Jump (128,3)
		TNT1 A 0 A_SetAngle(angle + 40)
		TNT1 A 0 A_Jump (256,2)
		TNT1 A 0 A_SetAngle(angle - 40)	
		TNT1 A 0 A_SpawnItem ("HeadshotTarget10C", 0, 56,0)
		BOSS B 10 A_Look
        TNT1 A 0 A_SpawnItem ("HeadshotTarget10C", 0, 56,0)
		BOSS B 10 A_Look
		TNT1 A 0 A_SpawnItem ("HeadshotTarget10C", 0, 56,0)
		BOSS B 10 A_Look
		TNT1 A 0 A_Jump (128,5)
		TNT1 A 0 A_Jump (128,3)
		TNT1 A 0 A_SetAngle(angle + 40)
		TNT1 A 0 A_Jump (256,2)
		TNT1 A 0 A_SetAngle(angle - 40)
        TNT1 A 0 A_SpawnItem ("HeadshotTarget10C", 0, 56,0)
		BOSS B 10 A_Look
		TNT1 A 0 A_SpawnItem ("HeadshotTarget10C", 0, 56,0)
		BOSS B 10 A_Look
        TNT1 A 0 A_SpawnItem ("HeadshotTarget10C", 0, 56,0)
		BOSS B 10 A_Look
		
		TNT1 A 0 A_Wander
		TNT1 A 0 A_Recoil(-1)
		TNT1 A 0 A_SpawnItem("HeadshotTarget4C", 0, 56,0)
		BOSS AA 2 A_Look
		TNT1 A 0 A_Recoil(-2)
		TNT1 A 0 A_SpawnItem("HeadshotTarget4C", 0, 56,0)
		BOSS AB 2 A_Look
		TNT1 A 0 A_Recoil(-2)
		TNT1 A 0 A_SpawnItem("HeadshotTarget4C", 0, 56,0)
		BOSS BB 2 A_Look
		TNT1 A 0 A_Recoil(-2)
		TNT1 A 0 A_SpawnItem("HeadshotTarget4C", 0, 56,0)
		BOSS CC 2 A_Look
		TNT1 A 0 A_Recoil(-2)
		TNT1 A 0 A_SpawnItem("HeadshotTarget4C", 0, 56,0)
		BOSS CD 2 A_Look
		TNT1 A 0 A_Recoil(-2)
		TNT1 A 0 A_SpawnItem("HeadshotTarget4C", 0, 56,0)
		BOSS DD 2 A_Look
		TNT1 A 0 A_jump(128, "LookingForPlayer")
		TNT1 A 0 A_Wander
		TNT1 A 0 A_Recoil(-1)
		TNT1 A 0 A_SpawnItem("HeadshotTarget4C", 0, 56,0)
		BOSS AA 2 A_Look
		TNT1 A 0 A_Recoil(-2)
		TNT1 A 0 A_SpawnItem("HeadshotTarget4C", 0, 56,0)
		BOSS AB 2 A_Look
		TNT1 A 0 A_Recoil(-2)
		TNT1 A 0 A_SpawnItem("HeadshotTarget4C", 0, 56,0)
		BOSS BB 2 A_Look
		TNT1 A 0 A_Recoil(-2)
		TNT1 A 0 A_SpawnItem("HeadshotTarget4C", 0, 56,0)
		BOSS CC 2 A_Look
		TNT1 A 0 A_Recoil(-2)
		TNT1 A 0 A_SpawnItem("HeadshotTarget4C", 0, 56,0)
		BOSS CD 2 A_Look
		TNT1 A 0 A_Recoil(-2)
		TNT1 A 0 A_SpawnItem("HeadshotTarget4C", 0, 56,0)
		BOSS DD 2 A_Look
		Goto LookingForPlayer

	Melee:
		TNT1 A 0 A_JumpIfInventory("FireSeq", 1, "Melee2")
		
	Melee1:
		TNT1 A 0 A_JumpIfInventory("HasExplosiveBarrel", 1, "MissileBarrel")
		TNT1 A 0 A_FaceTarget
		TNT1 A 0 A_CustomMissile("BaronAttackOnBarrel",10,0,0,0)
		TNT1 A 0 A_SpawnItem("HeadshotTarget6C", 0, 63,0)

        BOSS E 6 A_FaceTarget
		TNT1 A 0 A_PlaySound("weapons/gswing")
		TNT1 A 0 A_SpawnItem("HeadshotTarget6C", 0, 63,0)
		BOSS F 6 A_FaceTarget
		TNT1 A 0 A_SpawnItem("HeadshotTarget6C", 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_FaceTarget
		TNT1 A 0 A_CustomMissile("BaronAttackOnBarrel",10,0,0,0)
		TNT1 A 0 A_SpawnItem("HeadshotTarget6C", 0, 63,0)

		BASS E 6 A_FaceTarget
		TNT1 A 0 A_PlaySound("weapons/gswing")
		TNT1 A 0 A_SpawnItem("HeadshotTarget6C", 0, 63,0)
		BASS F 6 A_FaceTarget
		TNT1 A 0 A_SpawnItem("HeadshotTarget6C", 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("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(128, "SpecialAttack") //25% chance normal. 50% chance enraged.
		TNT1 A 0 A_JumpIfInventory("FireSeq", 1, "Missile2")
		
	Missile1:
		TNT1 A 0 A_GiveInventory("FireSeq", 1)
		
		TNT1 A 0 A_CustomMissile ("U_GreenFlameTrails", 70, 35, random (0, 360), 2, random (70, 110))
		TNT1 A 0 A_CustomMissile ("U_BallGettingReadyGreen", 70, 35, random (0, 140), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("U_GreenFlareSmall", 70, 35, 0, 2, 0)
		TNT1 A 0 A_SpawnItem("HeadshotTarget2C", 0, 66,0)
		BOSS E 2 A_FaceTarget
		TNT1 A 0 A_CustomMissile ("U_GreenFlameTrails", 70, 35, random (0, 360), 2, random (70, 110))
		TNT1 A 0 A_CustomMissile ("U_BallGettingReadyGreen", 70, 35, random (0, 140), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("U_GreenFlareSmall", 70, 35, 0, 2, 0)
		TNT1 A 0 A_SpawnItem("HeadshotTarget2C", 0, 66,0)
		BOSS E 2 A_FaceTarget
		TNT1 A 0 A_CustomMissile ("U_GreenFlameTrails", 70, 35, random (0, 360), 2, random (70, 110))
		TNT1 A 0 A_CustomMissile ("U_BallGettingReadyGreen", 70, 35, random (0, 140), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("U_GreenFlareSmall", 70, 35, 0, 2, 0)
		TNT1 A 0 A_SpawnItem("HeadshotTarget2C", 0, 66,0)
		BOSS E 2 A_FaceTarget
		TNT1 A 0 A_CustomMissile ("U_GreenFlameTrails", 70, 35, random (0, 360), 2, random (70, 110))
		TNT1 A 0 A_CustomMissile ("U_BallGettingReadyGreen", 70, 35, random (0, 140), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("U_GreenFlareSmall", 70, 35, 0, 2, 0)
		TNT1 A 0 A_SpawnItem("HeadshotTarget2C", 0, 66,0)
		BOSS E 2 A_FaceTarget
		TNT1 A 0 A_JumpIfInventory("StopKickingMyBallsMotherFucker", 1, 7)
		TNT1 A 0 A_JumpIfInventory("Enraged", 1, 6)
		TNT1 A 0 A_CustomMissile ("U_GreenFlameTrails", 70, 35, random (0, 360), 2, random (70, 110))
		TNT1 A 0 A_CustomMissile ("U_BallGettingReadyGreen", 70, 35, random (0, 140), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("U_GreenFlareSmall", 70, 35, 0, 2, 0)
		TNT1 A 0 A_SpawnItem("HeadshotTarget2C", 0, 66,0)
		BOSS E 2 A_FaceTarget

		TNT1 A 0 A_CustomMissile ("U_GreenFlameTrails", 51, 40, random (0, 360), 2, random (70, 110))
		TNT1 A 0 A_CustomMissile ("U_BallGettingReadyGreen", 51, 40, random (0, 140), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("U_GreenFlareSmall", 51, 40, 0, 2, 0)
		TNT1 A 0 A_SpawnItem("HeadshotTarget2C", 0, 56,0)
		BOSS F 2 A_FaceTarget
		TNT1 A 0 A_CustomMissile ("U_GreenFlameTrails", 51, 40, random (0, 360), 2, random (70, 110))
		TNT1 A 0 A_CustomMissile ("U_BallGettingReadyGreen", 51, 40, random (0, 140), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("U_GreenFlareSmall", 51, 40, 0, 2, 0)
		TNT1 A 0 A_SpawnItem("HeadshotTarget2C", 0, 56,0)
		BOSS F 2 A_FaceTarget
		TNT1 A 0 A_SpawnItem("HeadshotTarget8C", 0, 56,0)
		BOSS G 8 A_CustomMissile("BossBall", 36, 0, 0, 1) 
		TNT1 A 0 A_TakeInventory("ComingToGetTheBarrel", 1)
		Goto See2

	Missile2:
		TNT1 A 0 A_TakeInventory("FireSeq", 1)
		
		TNT1 A 0 A_CustomMissile ("U_GreenFlameTrails", 70, -40, random (0, 360), 2, random (70, 110))
		TNT1 A 0 A_CustomMissile ("U_BallGettingReadyGreen", 70, -40, random (0, 140), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("U_GreenFlareSmall", 70, -40, 0, 2, 0)
		TNT1 A 0 A_SpawnItem("HeadshotTarget2C", 0, 66,0)
		BASS E 2 A_FaceTarget
		TNT1 A 0 A_CustomMissile ("U_GreenFlameTrails", 70, -40, random (0, 360), 2, random (70, 110))
		TNT1 A 0 A_CustomMissile ("U_BallGettingReadyGreen", 70, -40, random (0, 140), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("U_GreenFlareSmall", 70, -40, 0, 2, 0)
		TNT1 A 0 A_SpawnItem("HeadshotTarget2C", 0, 66,0)
		BASS E 2 A_FaceTarget
		TNT1 A 0 A_CustomMissile ("U_GreenFlameTrails", 70, -40, random (0, 360), 2, random (70, 110))
		TNT1 A 0 A_CustomMissile ("U_BallGettingReadyGreen", 70, -40, random (0, 140), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("U_GreenFlareSmall", 70, -40, 0, 2, 0)
		TNT1 A 0 A_SpawnItem("HeadshotTarget2C", 0, 66,0)
		BASS E 2 A_FaceTarget
		TNT1 A 0 A_CustomMissile ("U_GreenFlameTrails", 70, -40, random (0, 360), 2, random (70, 110))
		TNT1 A 0 A_CustomMissile ("U_BallGettingReadyGreen", 70, -40, random (0, 140), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("U_GreenFlareSmall", 70, -40, 0, 2, 0)
		TNT1 A 0 A_SpawnItem("HeadshotTarget2C", 0, 66,0)
		BASS E 2 A_FaceTarget
		TNT1 A 0 A_JumpIfInventory("StopKickingMyBallsMotherFucker", 1, 7)
		TNT1 A 0 A_JumpIfInventory("Enraged", 1, 6)
		TNT1 A 0 A_CustomMissile ("U_GreenFlameTrails", 70, -40, random (0, 360), 2, random (70, 110))
		TNT1 A 0 A_CustomMissile ("U_BallGettingReadyGreen", 70, -40, random (0, 140), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("U_GreenFlareSmall", 70, -40, 0, 2, 0)
		TNT1 A 0 A_SpawnItem("HeadshotTarget2C", 0, 66,0)
		BASS E 2 A_FaceTarget

		TNT1 A 0 A_CustomMissile ("U_GreenFlameTrails", 51, -45, random (0, 360), 2, random (70, 110))
		TNT1 A 0 A_CustomMissile ("U_BallGettingReadyGreen", 51, -45, random (0, 140), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("U_GreenFlareSmall", 51, -45, 0, 2, 0)
		TNT1 A 0 A_SpawnItem("HeadshotTarget2C", 0, 56,0)
		BASS F 2 A_FaceTarget
		TNT1 A 0 A_CustomMissile ("U_GreenFlameTrails", 51, -45, random (0, 360), 2, random (70, 110))
		TNT1 A 0 A_CustomMissile ("U_BallGettingReadyGreen", 51, -45, random (0, 140), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("U_GreenFlareSmall", 51, -45, 0, 2, 0)
		TNT1 A 0 A_SpawnItem("HeadshotTarget2C", 0, 56,0)
		BASS F 2 A_FaceTarget
		TNT1 A 0 A_SpawnItem("HeadshotTarget8C", 0, 56,0)
		BASS G 8 A_CustomMissile("BossBall", 36, 0, 0, 1) 
		TNT1 A 0 A_TakeInventory("ComingToGetTheBarrel", 1)
		Goto See2

	SpecialAttack:
		TNT1 A 0 A_CustomMissile ("U_GreenFlameTrails", 70, 35, random (0, 360), 2, random (70, 110))
		TNT1 A 0 A_CustomMissile ("U_BallGettingReadyGreen", 70, 35, random (0, 140), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("U_GreenFlareSmall", 70, 35, 0, 2, 0)
		TNT1 A 0 A_SpawnItem("HeadshotTarget2C", 0, 66,0)
		BOSS E 2 A_FaceTarget
		TNT1 A 0 A_CustomMissile ("U_GreenFlameTrails", 70, 35, random (0, 360), 2, random (70, 110))
		TNT1 A 0 A_CustomMissile ("U_BallGettingReadyGreen", 70, 35, random (0, 140), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("U_GreenFlareSmall", 70, 35, 0, 2, 0)
		TNT1 A 0 A_SpawnItem("HeadshotTarget2C", 0, 66,0)
		BOSS E 2 A_FaceTarget
		TNT1 A 0 A_CustomMissile ("U_GreenFlameTrails", 70, 35, random (0, 360), 2, random (70, 110))
		TNT1 A 0 A_CustomMissile ("U_BallGettingReadyGreen", 70, 35, random (0, 140), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("U_GreenFlareSmall", 70, 35, 0, 2, 0)
		TNT1 A 0 A_SpawnItem("HeadshotTarget2C", 0, 66,0)
		BOSS E 2 A_FaceTarget
		TNT1 A 0 A_JumpIfInventory("StopKickingMyBallsMotherFucker", 1, 7)
		TNT1 A 0 A_JumpIfInventory("Enraged", 1, 6)
		TNT1 A 0 A_CustomMissile ("U_GreenFlameTrails", 70, 35, random (0, 360), 2, random (70, 110))
		TNT1 A 0 A_CustomMissile ("U_BallGettingReadyGreen", 70, 35, random (0, 140), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("U_GreenFlareSmall", 70, 35, 0, 2, 0)
		TNT1 A 0 A_SpawnItem("HeadshotTarget2C", 0, 66,0)
		BOSS E 2 A_FaceTarget
		TNT1 A 0 A_CustomMissile ("U_GreenFlameTrails", 51, 40, random (0, 360), 2, random (70, 110))
		TNT1 A 0 A_CustomMissile ("U_BallGettingReadyGreen", 51, 40, random (0, 140), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("U_GreenFlareSmall", 51, 40, 0, 2, 0)
		TNT1 A 0 A_SpawnItem("HeadshotTarget2C", 0, 56,0)
		BOSS F 2 A_FaceTarget
		TNT1 A 0 A_CustomMissile ("U_GreenFlameTrails", 51, 40, random (0, 360), 2, random (70, 110))
		TNT1 A 0 A_CustomMissile ("U_BallGettingReadyGreen", 51, 40, random (0, 140), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("U_GreenFlareSmall", 51, 40, 0, 2, 0)
		TNT1 A 0 A_SpawnItem("HeadshotTarget2C", 0, 56,0)
		BOSS F 2 A_FaceTarget
		TNT1 A 0 A_SpawnItem("HeadshotTarget6C", 0, 56,0)
		BOSS G 6 A_CustomMissile("BossBall", 36, 0, 0, 1) 
		TNT1 A 0 A_TakeInventory("ComingToGetTheBarrel", 1)

		TNT1 A 0 A_CustomMissile ("U_GreenFlameTrails", 70, -40, random (0, 360), 2, random (70, 110))
		TNT1 A 0 A_CustomMissile ("U_BallGettingReadyGreen", 70, -40, random (0, 140), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("U_GreenFlareSmall", 70, -40, 0, 2, 0)
		TNT1 A 0 A_SpawnItem("HeadshotTarget2C", 0, 66,0)
		BASS E 2 A_FaceTarget
		TNT1 A 0 A_CustomMissile ("U_GreenFlameTrails", 70, -40, random (0, 360), 2, random (70, 110))
		TNT1 A 0 A_CustomMissile ("U_BallGettingReadyGreen", 70, -40, random (0, 140), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("U_GreenFlareSmall", 70, -40, 0, 2, 0)
		TNT1 A 0 A_SpawnItem("HeadshotTarget2C", 0, 66,0)
		BASS E 2 A_FaceTarget
		TNT1 A 0 A_CustomMissile ("U_GreenFlameTrails", 70, -40, random (0, 360), 2, random (70, 110))
		TNT1 A 0 A_CustomMissile ("U_BallGettingReadyGreen", 70, -40, random (0, 140), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("U_GreenFlareSmall", 70, -40, 0, 2, 0)
		TNT1 A 0 A_SpawnItem("HeadshotTarget2C", 0, 66,0)
		BASS E 2 A_FaceTarget
		TNT1 A 0 A_JumpIfInventory("StopKickingMyBallsMotherFucker", 1, 7)
		TNT1 A 0 A_JumpIfInventory("Enraged", 1, 6)
		TNT1 A 0 A_CustomMissile ("U_GreenFlameTrails", 70, -40, random (0, 360), 2, random (70, 110))
		TNT1 A 0 A_CustomMissile ("U_BallGettingReadyGreen", 70, -40, random (0, 140), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("U_GreenFlareSmall", 70, -40, 0, 2, 0)
		TNT1 A 0 A_SpawnItem("HeadshotTarget2C", 0, 66,0)
		BASS E 2 A_FaceTarget
		TNT1 A 0 A_CustomMissile ("U_GreenFlameTrails", 51, -45, random (0, 360), 2, random (70, 110))
		TNT1 A 0 A_CustomMissile ("U_BallGettingReadyGreen", 51, -45, random (0, 140), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("U_GreenFlareSmall", 51, -45, 0, 2, 0)
		TNT1 A 0 A_SpawnItem("HeadshotTarget2C", 0, 56,0)
		BASS F 2 A_FaceTarget
		TNT1 A 0 A_CustomMissile ("U_GreenFlameTrails", 51, -45, random (0, 360), 2, random (70, 110))
		TNT1 A 0 A_CustomMissile ("U_BallGettingReadyGreen", 51, -45, random (0, 140), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("U_GreenFlareSmall", 51, -45, 0, 2, 0)
		TNT1 A 0 A_SpawnItem("HeadshotTarget2C", 0, 56,0)
		BASS F 2 A_FaceTarget
		TNT1 A 0 A_SpawnItem("HeadshotTarget6C", 0, 56,0)
		BASS G 6 A_CustomMissile("BossBall", 36, 0, 0, 1)
		TNT1 A 0 A_TakeInventory("ComingToGetTheBarrel", 1)
		
		TNT1 A 0 A_CustomMissile ("U_GreenFlameTrails", 70, 35, random (0, 360), 2, random (70, 110))
		TNT1 A 0 A_CustomMissile ("U_BallGettingReadyGreen", 70, 35, random (0, 140), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("U_GreenFlareSmall", 70, 35, 0, 2, 0)
		TNT1 A 0 A_SpawnItem("HeadshotTarget2C", 0, 66,0)
		BOSS E 2 A_FaceTarget
		TNT1 A 0 A_CustomMissile ("U_GreenFlameTrails", 70, 35, random (0, 360), 2, random (70, 110))
		TNT1 A 0 A_CustomMissile ("U_BallGettingReadyGreen", 70, 35, random (0, 140), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("U_GreenFlareSmall", 70, 35, 0, 2, 0)
		TNT1 A 0 A_SpawnItem("HeadshotTarget2C", 0, 66,0)
		BOSS E 2 A_FaceTarget
		TNT1 A 0 A_CustomMissile ("U_GreenFlameTrails", 70, 35, random (0, 360), 2, random (70, 110))
		TNT1 A 0 A_CustomMissile ("U_BallGettingReadyGreen", 70, 35, random (0, 140), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("U_GreenFlareSmall", 70, 35, 0, 2, 0)
		TNT1 A 0 A_SpawnItem("HeadshotTarget2C", 0, 66,0)
		BOSS E 2 A_FaceTarget
		TNT1 A 0 A_JumpIfInventory("StopKickingMyBallsMotherFucker", 1, 7)
		TNT1 A 0 A_JumpIfInventory("Enraged", 1, 6)
		TNT1 A 0 A_CustomMissile ("U_GreenFlameTrails", 70, 35, random (0, 360), 2, random (70, 110))
		TNT1 A 0 A_CustomMissile ("U_BallGettingReadyGreen", 70, 35, random (0, 140), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("U_GreenFlareSmall", 70, 35, 0, 2, 0)
		TNT1 A 0 A_SpawnItem("HeadshotTarget2C", 0, 66,0)
		BOSS E 2 A_FaceTarget
		TNT1 A 0 A_CustomMissile ("U_GreenFlameTrails", 51, 40, random (0, 360), 2, random (70, 110))
		TNT1 A 0 A_CustomMissile ("U_BallGettingReadyGreen", 51, 40, random (0, 140), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("U_GreenFlareSmall", 51, 40, 0, 2, 0)
		TNT1 A 0 A_SpawnItem("HeadshotTarget2C", 0, 56,0)
		BOSS F 2 A_FaceTarget
		TNT1 A 0 A_CustomMissile ("U_GreenFlameTrails", 51, 40, random (0, 360), 2, random (70, 110))
		TNT1 A 0 A_CustomMissile ("U_BallGettingReadyGreen", 51, 40, random (0, 140), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("U_GreenFlareSmall", 51, 40, 0, 2, 0)
		TNT1 A 0 A_SpawnItem("HeadshotTarget2C", 0, 56,0)
		BOSS F 2 A_FaceTarget
		TNT1 A 0 A_SpawnItem("HeadshotTarget6C", 0, 56,0)
		BOSS G 6 A_CustomMissile("BossBall", 36, 0, 0, 1) 
		TNT1 A 0 A_TakeInventory("ComingToGetTheBarrel", 1)
		Goto See2
    	
	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("HeadshotTarget2C", 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_JumpIfInventory("Curbstomp_Marine", 1, "CurbstompMarine")
		TNT1 A 0 A_JumpIfInventory("StopKickingMyBallsMotherFucker", 1, "Missile")
		TNT1 A 0 A_GiveInventory("StopKickingMyBallsMotherFucker", 1)
		TNT1 A 0 A_ChangeFlag("MISSILEEVENMORE", 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)
		TNT1 A 0 A_FaceTarget
		Goto Missile

    Pain.KillMe:
    Pain.Taunt:
		TNT1 A 0
		TNT1 A 0 A_JumpIfInventory("Enraged", 1, "Missile")
		TNT1 A 0 A_ChangeFlag("MISSILEEVENMORE", 1)
		TNT1 A 0 A_PlaySound("baron/sight")
        BTS3 ABC 2 A_SpawnItem("HeadshotTarget2C", 0, 63,0)
		BTS3 DDDDDD 4 A_SpawnItem("HeadshotTarget4C", 0, 63,0)
		BTS3 CBA 2 A_SpawnItem("HeadshotTarget2C", 0, 63,0)
		TNT1 A 0 A_FaceTarget
        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

	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)
		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
				
	Death:
		TNT1 A 0 A_Jump(256, "Death1", "Death2")
		
	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
		TNT1 A 0 A_NoBlocking
		TNT1 A 0 A_SpawnItem("GreenBloodPool")
		TNT1 A 0 A_BossDeath
		BADD F -1
		Stop

	Death2:
		KSA8 A 4 A_Scream
		TNT1 AAAAA 0 A_CustomMissile ("U_GreenXDeath1", 40, 0, random (0, 360), 2, random (0, 160))
        TNT1 AAAA 0 A_CustomMissile ("Green_FlyingBlood", 15, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("U_GreenXDeath2", 40, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("GreenXDeathSkinPiece2", 15, 0, random (0, 360), 2, random (0, 160))
		KSA8 BCD 4
		TNT1 A 0 A_CustomMissile ("Green_Blood", 7, 0, random (0, 360), 2, random (30, 90))
		TNT1 AA 0 A_CustomMissile ("GreenInstestin", 40, 0, random (0, 360), 2, random (0, 160))
		KSA8 EF 4 A_CustomMissile ("Green_Blood", 7, 0, random (0, 360), 2, random (30, 90))
		TNT1 A 0 A_NoBlocking
		TNT1 A 0 A_SpawnItem("GreenBloodPool")
		TNT1 A 0 A_BossDeath
		KSA8 G -1
		Stop

	Death.Saw:
		TNT1 A 0 A_Scream
		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_NoBlocking
		TNT1 A 0 A_SpawnItem("GreenBloodPool")
		TNT1 A 0 A_BossDeath
		BDSS VVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVV 1 A_CustomMissile ("U_Green_LiquidBlood", 20, 0, random (0, 360), 2, random (30, 110))
        BDSS V -1
		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))
		BOH3 A 6 A_Scream
		BOH3 B 6 A_NoBlocking
		BOH3 CCCCCCCCCCCC 4 A_CheckFloor("Land")
		Goto Land
	
	Land:
		TNT1 A 0 A_BossDeath
		BOH3 D -1
		Stop

	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("GreenBloodPool")
        TNT1 A 0 A_BossDeath
		BADH D -1
	    Stop

	Death.SuperPlasma:
    Death.Plasma:
	Death.Plasma2:
	    TNT1 A 0
        TNT1 A 0 A_Scream
		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_NoBlocking
		TNT1 A 0 A_SpawnItem("GreenBloodPool")
        TNT1 A 0 A_BossDeath
		BOSC FFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFF 8 A_CustomMissile ("PlasmaSmoke", 24, 0, random (0, 180), 2, random (0, 180))
		BOSC F -1
        Stop

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

Actor BossBall : GreenPlasmaBall
{
	Speed 20
	FastSpeed 25
}