ACTOR DRBPatch : DemonRuneBaron Replaces DemonRuneBaron
{
	Powerup.Type MorphBaron
}

Actor PowerMorphBaron : PowerMorph
{
	PowerMorph.PlayerClass "BaronPlayerPatch"
}

Actor BaronPlayerPatch : BaronPlayer Replaces BaronPlayer
{
	Health 1200
	-PICKUP
	DamageFactor "Slime", 0.0
	DamageFactor "Lava", 0.0
	Player.MorphWeapon "D4BaronHUDPatch"
}

ACTOR D4BaronHUDPatch : D4BaronHUD Replaces D4BaronHUD
{
	States
	{
		Ready:
			TNT1 A 0
			TNT1 A 0 A_JumpIfInventory("Curbstomp_Marine", 1, "Steady")
			TNT1 A 0 A_JumpIfInventory("ZombiemanFatality", 1, "Steady")
			TNT1 A 0 A_JumpIfInventory("SergeantFatality", 1, "Steady")
			TNT1 A 0 A_JumpIfInventory("ImpFatality3", 1, "Steady")
			TNT1 A 0 A_JumpIfInventory("DemonFatality", 1, "Steady")
			TNT1 A 0 A_JumpIfInventory("HasExplosiveBarrel", 1, "ReadyBarrel")
			TNT1 A 0 A_JumpIfInventory("HasZombiemanChunk", 1, "ReadyZombieman")
			TNT1 A 0 A_JumpIfInventory("HasSergeantChunk", 1, "ReadySergeant")
			TNT1 A 0 A_JumpIfInventory("CeaseMorph", 1, "CeaseMorph")
			TNT1 A 0 A_TakeInventory("HeavyStrikeRight",1)
			TNT1 A 0 A_TakeInventory("HeavyStrikeLeft",1)
			HBRG A 1 A_WeaponReady
			Loop
			
		Fire:
			TNT1 A 0
			TNT1 A 0 A_JumpIfInventory("HasExplosiveBarrel", 1, "MissileBarrel")
			TNT1 A 0 A_JumpIfInventory("HasZombiemanChunk", 1, "FireZombieman")
			TNT1 A 0 A_JumpIfInventory("HasSergeantChunk", 1, "FireSergeant")
			TNT1 A 0 A_JumpIfCloser(200, "MeleeAttack")
			HBRF ABCD 1 A_JumpIfInventory("CeaseMorph", 1, "CeaseMorph")
			TNT1 A 0 A_FireCustomMissile("GreenPlasmaBallPlayerTransformed", 0,0,4,-4,0,0)
			HBRF EFGHI 1 BRIGHT A_JumpIfInventory("CeaseMorph", 1, "CeaseMorph")
			HBRF JKLMDCBA 1 A_JumpIfInventory("CeaseMorph", 1, "CeaseMorph")
			HBRG A 17
			HBRG A 1 A_Refire("Fire")
			Goto Ready
		
		MeleeAttack://Right swipe
			TNT1 A 0
			HBRG A 1 A_JumpIfInventory("CeaseMorph", 1, "CeaseMorph")
			TNT1 A 0 A_Recoil(-3)
			TNT1 A 0 A_TakeInventory("HeavyStrikeLeft",1)
			TNT1 A 0 A_JumpIfInventory("HeavyStrikeRight",1,"Melee2")
			
			HBRM ABC 1 A_JumpIfInventory("CeaseMorph", 1, "CeaseMorph")
			TNT1 A 0 A_PlaySound("weapons/gswing")
			HBRM DEF 1 A_JumpIfInventory("CeaseMorph", 1, "CeaseMorph")
			
			TNT1 A 0 A_GiveInventory("HeavyStrikeRight", 1)
			TNT1 AAAA 0 A_FireCustomMissile("SuperKickAttack", 0, 0, 0, -24)
			HBRM GH 1 A_JumpIfInventory("CeaseMorph", 1, "CeaseMorph")
			HBRF DCB 1 A_JumpIfInventory("CeaseMorph", 1, "CeaseMorph")
			HBRF A 1 A_Refire
			Goto Ready
	
		Melee2://Left swipe
			TNT1 A 0
			HBRG A 1
			TNT1 A 0 A_Recoil(-3)
			TNT1 A 0 A_TakeInventory("HeavyStrikeRight",1)
			
			HBRN ABC 1 A_JumpIfInventory("CeaseMorph", 1, "CeaseMorph")
			TNT1 A 0 A_PlaySound("weapons/gswing")
			HBRN DEF 1 A_JumpIfInventory("CeaseMorph", 1, "CeaseMorph")
			
			TNT1 A 0 A_GiveInventory("HeavyStrikeLeft", 1)
			TNT1 AAAA 0 A_FireCustomMissile("SuperKickAttack", 0, 0, 0, -24)
			HBRN GH 1 A_JumpIfInventory("CeaseMorph", 1, "CeaseMorph")
			HBRF DCB 1 A_JumpIfInventory("CeaseMorph", 1, "CeaseMorph")
			HBRF A 1 A_Refire
			Goto Ready
			
		AltFire://Right swipe
			TNT1 A 0
			TNT1 A 0 A_JumpIfInventory("HasExplosiveBarrel", 1, "MissileBarrel")
			TNT1 A 0 A_JumpIfInventory("HasZombiemanChunk", 1, "FireZombieman")
			TNT1 A 0 A_JumpIfInventory("HasSergeantChunk", 1, "FireSergeant")
			TNT1 A 0 A_JumpIfInventory("HasExplosiveBarrel", 1, "ReadyBarrel")
			HBRG A 1 A_JumpIfInventory("CeaseMorph", 1, "CeaseMorph")
			TNT1 A 0 A_Recoil(-3)
			TNT1 A 0 A_TakeInventory("HeavyStrikeLeft",1)
			TNT1 A 0 A_JumpIfInventory("HeavyStrikeRight",1,"Melee2")
			
			HBRM ABC 1 A_JumpIfInventory("CeaseMorph", 1, "CeaseMorph")
			TNT1 A 0 A_PlaySound("weapons/gswing")
			TNT1 A 0 A_FireCustomMissile("BaronAttackOnBarrel", 0, 0, 0, -16)
			HBRM DEF 1 A_JumpIfInventory("CeaseMorph", 1, "CeaseMorph")
			
			TNT1 A 0 A_GiveInventory("HeavyStrikeRight", 1)
			TNT1 A 0 A_FireCustomMissile("BaronAttackOnBarrel", 0, 0, 0, -16)
			TNT1 AAAA 0 A_FireCustomMissile("SuperKickAttack", 0, 0, 0, -24)
			HBRM GH 1 A_JumpIfInventory("CeaseMorph", 1, "CeaseMorph")
			TNT1 A 0 A_JumpIfInventory("HasExplosiveBarrel", 1, "ReadyBarrel")
			HBRF DCB 1 A_JumpIfInventory("CeaseMorph", 1, "CeaseMorph")
			HBRF A 1 A_Refire
			Goto Ready
	}
}

ACTOR DRRPatch : DemonRuneRevenant Replaces DemonRuneRevenant
{
	Powerup.Type MorphRevenant
}

Actor PowerMorphRevenant : PowerMorph
{
	PowerMorph.PlayerClass "RevenantPlayerPatch"
}

Actor RevenantPlayerPatch : RevenantPlayer Replaces RevenantPlayer
{
	-PICKUP
	DamageFactor "Slime", 0.0
	DamageFactor "Lava", 0.0
	Player.MorphWeapon "D4RevenantHUDPatch"
}

ACTOR D4RevenantHUDPatch : D4RevenantHUD Replaces D4RevenantHUD
{
	States
	{
		Fire:
			TNT1 A 0
			D4RW A 1 A_JumpIfInventory("CeaseMorph", 1, "CeaseMorph")
			TNT1 A 0 A_PlaySound("MICRO1", 1)
			TNT1 A 0 A_FireCustomMissile("revenantseekermissiles2", random(-2,2),0,-12,0,0,random(-1,1))
			D4RW B 2 BRIGHT
			D4RW A 4 A_JumpIfInventory("CeaseMorph", 1, "CeaseMorph")
			TNT1 A 0 A_PlaySound("MICRO1", 1)
			TNT1 A 0 A_FireCustomMissile("revenantseekermissiles2", random(-2,2),0,12,0,0,random(-1,1))
			D4RW C 2 BRIGHT A_JumpIfInventory("CeaseMorph", 1, "CeaseMorph")
			D4RW A 4 A_JumpIfInventory("CeaseMorph", 1, "CeaseMorph")
			TNT1 A 0 A_PlaySound("MICRO1", 1)
			TNT1 A 0 A_FireCustomMissile("revenantseekermissiles2", random(-2,2),0,-12,0,0,random(-1,1))
			D4RW B 2 BRIGHT  A_JumpIfInventory("CeaseMorph", 1, "CeaseMorph")
			D4RW A 4  A_JumpIfInventory("CeaseMorph", 1, "CeaseMorph")
			TNT1 A 0 A_PlaySound("MICRO1", 1)
			TNT1 A 0 A_FireCustomMissile("revenantseekermissiles2", random(-2,2),0,12,0,0,random(-1,1))
			D4RW C 2 BRIGHT  A_JumpIfInventory("CeaseMorph", 1, "CeaseMorph")
			D4RW A 17 A_JumpIfInventory("CeaseMorph", 1, "CeaseMorph")
			D4RW A 1 A_Refire
			Goto Ready
	}
}