//===========================================================================
//
// Baron of Hell
//
//===========================================================================
ACTOR BaronOfHell1 Replaces BaronOfHell
{
	Game Doom
	SpawnID 3
	Health 1000
	Radius 24
	Height 64
	Mass 1000
	Speed 8
	PainChance 50
	Monster
	+FLOORCLIP
	+BOSSDEATH
	SeeSound "baron/sight"
	PainSound "baron/pain"
	DeathSound "baron/death"
	ActiveSound "baron/active"
	Obituary "$OB_BARON"
	Bloodtype "GreenBlood"
	BloodColor "DarkGreen"
	States
	{
	Spawn:
		BOSS AB 10 A_Look 
		Loop
	See:
		BOSS AABBCCDD 3 A_Chase
		Loop
	Melee:
	Missile:
		BOSS EF 8 A_FaceTarget
		BOSS G 8 A_BruisAttack
		Goto See
	Pain:
		BOSS H  2
		BOSS H  2 A_Pain
		Goto See
	Death:
		BOSS I  0
		TNT1 A 0 A_JumP(64, "XDeath")
		BOSS I  8
		TNT1 A 0 A_CustomMissile("CeilingBloodCheckerGreen", 50,  0, random(0, 360), 2, random(60, 90))
		TNT1 AA 0 A_CustomMissile("XDeath1bGreen", 40,  0, random(0, 360), 2, random(45, 50))
		BOSS J  8 A_Scream
		BOSS K  8
		BOSS L  8 A_NoBlocking
		BOSS MN 8
		TNT1 A 0 A_CustomMissile("XDeath1Green", 20,  0, random(0, 360), 2, random(10, 45))
		BOSS O -1 A_BossDeath   
		Stop


	XDeath:
		XBAR A  5
		TNT1 A 0 A_CustomMissile("CeilingBloodCheckerGreen", 50,  0, random(0, 360), 2, random(60, 90))
		TNT1 AA 0 A_CustomMissile("XDeath1bGreen", 40,  0, random(0, 360), 2, random(45, 50))
		TNT1 AA 0 A_CustomMissile("XDeath2Green", 30,  0, random(0, 360), 2, random(45, 50))
		TNT1 AA 0 A_CustomMissile("XDeath3Green", 30,  0, random(0, 360), 2, random(45, 50))
		TNT1 A 0 A_CustomMissile("XDeath2bGreen", 30,  0, random(0, 360), 2, random(45, 50))
		TNT1 A 0 A_CustomMissile("XDeath3bGreen", 30,  0, random(0, 360), 2, random(45, 50))
		TNT1 AAAAAA 0 A_CustomMissile("FlyingBloodParticleBigGreen", 50,  0, random(0, 360), 2, random(10, 45))
		XBAR B  5 A_Scream
		XBAR C  5
		XBAR D  5 A_NoBlocking
		XBAR EFGH 5
		TNT1 A 0 A_CustomMissile("XDeath1Green", 20,  0, random(0, 360), 2, random(10, 45))
		XBAR h -1 A_BossDeath   
		Stop


	Death.Plasma:
		XBAR A  5
		TNT1 A 0 A_CustomMissile("CeilingBloodCheckerGreen", 50,  0, random(0, 360), 2, random(60, 90))
		TNT1 AA 0 A_CustomMissile("XDeath1bGreen", 40,  0, random(0, 360), 2, random(45, 50))
		TNT1 A 0 A_CustomMissile("XDeath2bGreen", 30,  0, random(0, 360), 2, random(45, 50))
		TNT1 A 0 A_CustomMissile("XDeath3bGreen", 30,  0, random(0, 360), 2, random(45, 50))
		TNT1 AAAAAA 0 A_CustomMissile("FlyingBloodParticleBigGreen", 50,  0, random(0, 360), 2, random(10, 45))
		BBAR B  5 A_Scream
		BBAR C  5
		BBAR D  5 A_NoBlocking
		BBAR EFGH 5
		TNT1 A 0 A_CustomMissile("XDeath1Green", 20,  0, random(0, 360), 2, random(10, 45))
		TNT1 A 0 A_SpawnItem("SmokePillar")
		BBAR h -1 A_BossDeath   
		Stop

	Raise:
		BOSS O 8
		BOSS NMLKJI  8
		Goto See
	Crush:
		TNT1 AAAAAAAAAA 0 A_CustomMissile("FlyingBloodParticleCrushedGreen", 0,  0, random(0, 360), 2, random(0, 90))
		TNT1 AA 0 A_CustomMissile("XDeath2Green", 50,  0, random(0, 360), 2, random(10, 45))
		TNT1 AA 0 A_CustomMissile("XDeath3Green", 50,  0, random(0, 360), 2, random(10, 45))
		CRSH C 1
		CRSH C -1
		Stop
	}
}

//===========================================================================
//
// Hell Knight
//
//===========================================================================
ACTOR HellKnight1 : BaronOfHell Replaces HellKnight
{
	Game Doom
	SpawnID 113
	Health 500
	-BOSSDEATH
	SeeSound "knight/sight"
	ActiveSound "knight/active"
	PainSound "knight/pain"
	DeathSound "knight/death"
	HitObituary "$OB_KNIGHTHIT"
	Obituary "$OB_KNIGHT"
	Bloodtype "GreenBlood"
	BloodColor "DarkGreen"
	States
	{
	Spawn:
		BOS2 AB 10 A_Look 
		Loop
	See:
		BOS2 AABBCCDD 3 A_Chase
		Loop
	Melee:
	Missile:
		BOS2 EF 8 A_FaceTarget
		BOS2 G 8 A_BruisAttack
		Goto See
	Pain:
		BOS2 H  2
		BOS2 H  2 A_Pain
		Goto See
	Death:
		BOS2 I  0
		TNT1 A 0 A_JumP(64, "XDeath")
		BOS2 I 8
		TNT1 AAA 0 A_CustomMissile("FlyingBloodParticleBigGreen", 50,  0, random(0, 360), 2, random(10, 45))
		TNT1 A 0 A_CustomMissile("CeilingBloodCheckerGreen", 50,  0, random(0, 360), 2, random(60, 90))
		TNT1 AA 0 A_CustomMissile("XDeath1bGreen", 40,  0, random(0, 360), 2, random(45, 50))
		BOS2 J  8 A_Scream
		BOS2 K  8
		BOS2 L  8 A_NoBlocking
		BOS2 MN 8
		TNT1 A 0 A_CustomMissile("XDeath1Green", 20,  0, random(0, 360), 2, random(10, 45))
		BOS2 O -1
		Stop

	XDeath:
		BOS2 I  0
		TNT1 A 0 A_JumP(64, "XDeath")
		BOS2 I 8
		TNT1 A 0 A_CustomMissile("CeilingBloodCheckerGreen", 50,  0, random(0, 360), 2, random(60, 90))
		TNT1 AA 0 A_CustomMissile("XDeath1bGreen", 40,  0, random(0, 360), 2, random(45, 50))
		TNT1 AA 0 A_CustomMissile("XDeath2Green", 30,  0, random(0, 360), 2, random(45, 50))
		TNT1 AA 0 A_CustomMissile("XDeath3Green", 30,  0, random(0, 360), 2, random(45, 50))
		TNT1 A 0 A_CustomMissile("XDeath2bGreen", 30,  0, random(0, 360), 2, random(45, 50))
		TNT1 A 0 A_CustomMissile("XDeath3bGreen", 30,  0, random(0, 360), 2, random(45, 50))
		TNT1 AAAAAA 0 A_CustomMissile("FlyingBloodParticleBigGreen", 50,  0, random(0, 360), 2, random(10, 45))
		BOS2 P  8 A_Scream
		BOS2 Q  8
		BOS2 R  8 A_NoBlocking
		BOS2 STU 8
		TNT1 A 0 A_CustomMissile("XDeath1Green", 20,  0, random(0, 360), 2, random(10, 45))
		BOS2 V -1
		Stop
	Death.Plasma:
		XBAR A  8
		TNT1 A 0 A_CustomMissile("CeilingBloodCheckerGreen", 50,  0, random(0, 360), 2, random(60, 90))
		TNT1 AA 0 A_CustomMissile("XDeath1bGreen", 40,  0, random(0, 360), 2, random(45, 50))
		TNT1 A 0 A_CustomMissile("XDeath2bGreen", 30,  0, random(0, 360), 2, random(45, 50))
		TNT1 A 0 A_CustomMissile("XDeath3bGreen", 30,  0, random(0, 360), 2, random(45, 50))
		TNT1 AAAAAA 0 A_CustomMissile("FlyingBloodParticleBigGreen", 50,  0, random(0, 360), 2, random(10, 45))
		BBAR B  8 A_Scream
		BBAR C  8
		BBAR D  8 A_NoBlocking
		BBAR EFGH 8
		TNT1 A 0 A_CustomMissile("XDeath1Green", 20,  0, random(0, 360), 2, random(10, 45))
		TNT1 A 0 A_SpawnItem("SmokePillar")
		BBAR h -1 A_BossDeath   
		Stop
	Raise:
		BOS2 O 8
		BOS2 NMLKJI  8
		Goto See
	Crush:
		TNT1 AAAAAAAAAA 0 A_CustomMissile("FlyingBloodParticleCrushedGreen", 0,  0, random(0, 360), 2, random(0, 90))
		TNT1 AA 0 A_CustomMissile("XDeath2Green", 50,  0, random(0, 360), 2, random(10, 45))
		TNT1 AA 0 A_CustomMissile("XDeath3Green", 50,  0, random(0, 360), 2, random(10, 45))
		CRSH D 1
		CRSH D -1
		Stop
	}
}

//===========================================================================
//
// Baron slime ball
//
//===========================================================================
ACTOR BaronBall1 Replaces BaronBall
{
	Game Doom
	SpawnID 154
	Radius 2
	Height 2
	Speed 15
	FastSpeed 20
	Damage (random (30, 34))
	Projectile 
	+RANDOMIZE
	Alpha 1
	SeeSound "baron/attack"
	DeathSound "baron/shotx"
	Decal "BaronScorch"
	States
	{
	Spawn:
		BAL7 AB 4 BRIGHT
		Loop
	Death:
		BAL7 CDE 6 BRIGHT
		Stop
	}
}

