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

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

Actor BaronPlayerPatch : BaronPlayer Replaces BaronPlayer
{
	Health 1200
	-PICKUP
	Damagefactor "Avoid", 0.0	Damagefactor "BHFTOnBarrel", 0.0	Damagefactor "Blood", 0.0
	Damagefactor "CancelTeleportFog", 0.0	Damagefactor "CauseWaterSplash", 0.0	Damagefactor "Crush", 10.0
	Damagefactor "Cut", 10.0	Damagefactor "Extremepunches", 1.0	Damagefactor "Fatality", 2.5
	Damagefactor "FriendBullet", 0.0	Damagefactor "GibRemoving", 0.0	Damagefactor "Glass", 0.0
	Damagefactor "HangingHook", 0.0	Damagefactor "Head", 0.0	Damagefactor "HeadKick", 0.0
	Damagefactor "HelperMarineFatallity", 0.0	Damagefactor "KillMe", 0.0	Damagefactor "Leg", 0.0
	Damagefactor "LowKick", 0.25	Damagefactor "MonsterKnocked", 0.0	Damagefactor "PussyGrab", 0.0
	Damagefactor "Repair", 0.0	Damagefactor "RevenantHitStomach", 0.0	Damagefactor "Saw", 10.0
	Damagefactor "Slide", 0.5	Damagefactor "SpawnMarine", 0.0	Damagefactor "Taunt", 0.0
	Damagefactor "TeleportRemover", 0.0	Damagefactor "Use", 0.0	Damagefactor "Kick", 0.5
	Damagefactor "Melee", 0.5	Damagefactor "Shrapnel", 0.5	Damagefactor "Slime", 0.0
	Damagefactor "Stealth", 0.5	Damagefactor "Stomp", 0.5	Damagefactor "Trample", 0.5
	Damagefactor "Burn", 0.5	Damagefactor "Fire", 0.5	Damagefactor "Flames", 0.5
	Damagefactor "GreenFire", 0.5	Damagefactor "HumanBBQ", 0.5	Damagefactor "Lava", 0.0
	Damagefactor "ExplosiveImpact", 0.5

	PainChance "Avoid", 0	PainChance "Burn", 16	PainChance "Cut", 255
	PainChance "ExplosiveImpact", 16	PainChance "Extremepunches", 16	PainChance "Fatality", 16
	PainChance "Fire", 16	PainChance "Flames", 16	PainChance "GreenFire", 16
	PainChance "HumanBBQ", 16
	PainChance "Kick", 16	PainChance "LowKick", 16	PainChance "Melee", 16
	PainChance "Saw", 255	PainChance "Slide", 16
	PainChance "Stealth", 16	PainChance "Trample", 16
	Player.MorphWeapon "D4BaronHUDPatch"
}

ACTOR D4BaronHUDPatch : D4BaronHUD Replaces D4BaronHUD
{
	Weapon.SelectionOrder 9999
	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 "Avoid", 0.0	Damagefactor "BHFTOnBarrel", 0.0	Damagefactor "Blood", 0.0
	Damagefactor "CancelTeleportFog", 0.0	Damagefactor "CauseWaterSplash", 0.0	Damagefactor "Crush", 10.0
	Damagefactor "Cut", 10.0	Damagefactor "Extremepunches", 1.0	Damagefactor "Fatality", 2.5
	Damagefactor "FriendBullet", 0.0	Damagefactor "GibRemoving", 0.0	Damagefactor "Glass", 0.0
	Damagefactor "HangingHook", 0.0	Damagefactor "Head", 0.0	Damagefactor "HeadKick", 0.0
	Damagefactor "HelperMarineFatallity", 0.0	Damagefactor "KillMe", 0.0	Damagefactor "Leg", 0.0
	Damagefactor "LowKick", 0.25	Damagefactor "MonsterKnocked", 0.0	Damagefactor "PussyGrab", 0.0
	Damagefactor "Repair", 0.0	Damagefactor "RevenantHitStomach", 0.0	Damagefactor "Saw", 10.0
	Damagefactor "Slide", 0.5	Damagefactor "SpawnMarine", 0.0	Damagefactor "Taunt", 0.0
	Damagefactor "TeleportRemover", 0.0	Damagefactor "Use", 0.0	Damagefactor "Kick", 0.5
	Damagefactor "Melee", 0.5	Damagefactor "Shrapnel", 0.5	Damagefactor "Slime", 0.0
	Damagefactor "Stealth", 0.5	Damagefactor "Stomp", 0.5	Damagefactor "Trample", 0.5
	Damagefactor "Burn", 0.5	Damagefactor "Fire", 0.5	Damagefactor "Flames", 0.5
	Damagefactor "GreenFire", 0.5	Damagefactor "HumanBBQ", 0.5	Damagefactor "Lava", 0.0
	Damagefactor "ExplosiveImpact", 0.5

	PainChance "Avoid", 0	PainChance "Burn", 16	PainChance "Cut", 255
	PainChance "ExplosiveImpact", 16	PainChance "Extremepunches", 16	PainChance "Fatality", 16
	PainChance "Fire", 16	PainChance "Flames", 16	PainChance "GreenFire", 16
	PainChance "HumanBBQ", 16
	PainChance "Kick", 16	PainChance "LowKick", 16	PainChance "Melee", 16
	PainChance "Saw", 255	PainChance "Slide", 16
	PainChance "Stealth", 16	PainChance "Trample", 16
	Player.MorphWeapon "D4RevenantHUDPatch"
}

ACTOR D4RevenantHUDPatch : D4RevenantHUD Replaces D4RevenantHUD
{
	Weapon.SelectionOrder 9999
	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
	}
}