ACTOR SmoothBaronOfHell : BaronOfHell Replaces BaronOfHell
{
	+BOSSDEATH
	Bloodtype greenblood
	BloodColor "dark green"
	States
	{
	Spawn:
		BOSS AC 10 A_Look 
		Loop
	See:
		BOSS A 3 a_chase
		
		BOSS BC 3 a_chase
		BOSS D 2 A_chase
		
		BOSS E 3 a_chase
		
		BOSS FG 3 a_chase
		BOSS H 2 a_chase
		loop
		
	Melee:
	Missile:
		TNT1 a 0 a_jumpif(CallACS("PinkyToggle")==0,"+3")
		TNT1 a 0 A_Jump(85,"tripleMissile") 
		TNT1 a 0 A_Jump(128,"repeatAttack") 
	
		zBOS a 4 a_facetarget
		zBOS abcd 3 a_facetarget
		
		//normal attack
		TNT1 a 0 a_jumpif(CallACS("PinkyToggle")==0,"+2")
		zBOS e 4 A_custommissile("fastbooger")		
		
		//fast attack
		TNT1 a 0 a_jumpif(CallACS("PinkyToggle")==1,"+2")		
		zBOS e 4 A_bruisattack

		
		zBOS f 4
		Goto See
	TripleMissile:
	    zBOS a 4 a_facetarget
		zBOS abcd 3 a_facetarget
		BOSS G 0 A_Custommissile ("SmoothBooger", 32, 0, 8) 
		BOSS G 0 A_Custommissile ("SmoothBooger", 32, 0, 0) 
		zBOS e 4 A_Custommissile ("SmoothBooger", 32, 0, -8) 
		zBOS f 4
		Goto See
	RepeatAttack:
		zBOS a 4 a_facetarget
		zBOS abcd 3 a_facetarget
			BOSS G 0 A_Custommissile ("SmoothBooger", 32, 0, -16) 
		zBOS e 4 A_Custommissile ("SmoothBooger", 32, 0, -8) 
		zBOS f 4
		
		zBOS a 4 a_facetarget
		zBOS abcd 3 a_facetarget
			BOSS R 0 A_Custommissile ("SmoothBooger", 32, 0, 16) 
		zBOS e 4 A_Custommissile ("SmoothBooger", 32, 0, -8) 
		zBOS f 4
		
		zBOS a 4 a_facetarget
		zBOS abcd 3 a_facetarget
			BOSS G 0 A_Custommissile ("SmoothBooger", 32, 0, -8) 
		zBOS e 4 A_Custommissile ("SmoothBooger", 32, 0, -8) 
		zBOS f 4
		Goto See
		
	Pain:
		BARP a  2
		BARP b  2 A_Pain
		Goto See
		
	Death.GibbyHaynes:
		TNT1 A 0 A_JumpIf(CallACS("StudioGibbly")==0, "Death")
		TNT1 A 0 A_JumpIfCloser(128, "xdeath")
		goto death
	Death.Saw:
		TNT1 A 0 A_JumpIf(CallACS("ChainsawGib")==0, "Death")
		goto Xdeath
		
	Death:
		TNT1 a 0 A_JumpIfHealthLower(-30,"Xdeath")
		BSDS ab 3
		BSDS c 3 A_scream
		BSDS defg 3
		BSDS h 3 A_noblocking
		BSDS ijkl 3
		BSDS m -1 a_bossdeath
		Stop
	Xdeath:
		XBAR a 3
			TNT1 A 0 A_JumpIf(CallACS("Gibtoggle")==0, +2)
			TNT1 a 0 a_spawnitemex("greengorecontroller")
		XBAR bc 3
		TNT1 a 0 a_playsound ("misc/gibbed")
		XBAR d 3 a_scream
		XBAR efgh 3
		XBAR i 3 a_noblocking
		XBAR jklmnop 3
		XBAR q -1 a_bossdeath
		stop
	Raise:
		BOSS O 8
		BOSS NMLKJI  8
		Goto See
	}
}



ACTOR SmoothHellKnight: HellKnight Replaces HellKnight
{
	Game Doom
	SpawnID 113
	Health 500
	Bloodtype greenblood
	BloodColor "0 78 0"
	-BOSSDEATH
	SeeSound "knight/sight"
	ActiveSound "knight/active"
	PainSound "knight/pain"
	DeathSound "knight/death"
	HitObituary "$OB_KNIGHTHIT"
	Obituary "$OB_KNIGHT"
	States
	{
	Spawn:
		BOS2 AB 10 A_Look 
		Loop
	See:
		BOS2 A 4 a_chase
		
		BOS2 B 3 a_chase
		BOS2 c 2 a_chase
		
		BOS2 D 4 A_chase
		
		BOS2 C 3 a_chase
		BOS2 B 2 a_chase

		loop
	Melee:
	Missile:
		sBOS a 4 a_facetarget
		sBOS abcd 3
		
		//normal attack
		TNT1 a 0 a_jumpif(CallACS("PinkyToggle")==0,"+2")		
		sBOS e 4 A_bruisattack
		//fast attack
		TNT1 a 0 a_jumpif(CallACS("PinkyToggle")==1,"+2")		
		sBOS e 4 A_custommissile("fastbooger")

		sBOS f 4
		Goto See
	Pain:
		PKNI a  2
		PKNI b  2 A_Pain
		Goto See
	Death.GibbyHaynes:
		TNT1 A 0 A_JumpIf(CallACS("StudioGibbly")==0, "Death")
		TNT1 A 0 A_JumpIfCloser(128, "xdeath")
		goto death
	Death.Saw:
		TNT1 A 0 A_JumpIf(CallACS("ChainsawGib")==0, "Death")
		goto Xdeath
		
	Death:
		TNT1 a 0 A_JumpIfHealthLower(-30,"xdeath")
		SKNI b 3
		SKNI c 3 A_scream
		SKNI defg 3
		SKNI h 3 a_noblocking
		SKNI ijkl 3
		SKNI m -1
		Stop
	Xdeath:
		XKNI a 3
			TNT1 A 0 A_JumpIf(CallACS("Gibtoggle")==0, +2)
			TNT1 a 0 a_spawnitemex("greengorecontroller")
		XKNI bc 3
		TNT1 a 0 a_playsound ("misc/gibbed")
		XKNI d 3 a_scream
		XKNI efgh 3
		XKNI i 3 a_noblocking
		XKNI jklmnop 3
		XKNI q -1
		stop
	Raise:
		BOS2 O 8
		BOS2 NMLKJI  8
		Goto See
	}
}