ACTOR bruiserbro : BaronOfHell replaces baronofhell
{
	+DONTHARMSPECIES
	bloodtype "CABruiserBlood"
	bloodcolor "Green"
	species "bruiser"
	SeeSound "bruiser/see"
	PainSound "bruiser/pain"
	ActiveSound "bruiser/idle"
	DeathSound "bruiser/die"
	HitObituary "%o got smacked senseless by a Bruiser"
	Obituary "%o got fireballed by a Bruiser"
	States
	{
	Melee:
	Missile:
		TNT1 A 0
		TNT1 A 0
		TNT1 A 0 a_jump (140, "superfire")
		BOSS EF 8 A_FaceTarget
		TNT1 A 0 A_JumpIfCloser(650, "arcball")
		BOSS G 8 A_BruisAttack
		Goto See
	superfire:
		BOSS E 6 a_facetarget
		TNT1 A 0 a_playsound ("brain/spit",0,0.50)
		TNT1 AA 0 a_spawnitemex ("MonsterVentTrail",15,25,63,0,0,0)
		TNT1 AAAAA 0 a_spawnitemex ("MonsterFire",15,25,63,frandom(-4,4),frandom(-4,4),frandom(-4,4))
		BOSS E 6 a_facetarget
		TNT1 AA 0 a_spawnitemex ("MonsterVentTrail",15,25,63,0,0,0)
		TNT1 AAAAA 0 a_spawnitemex ("MonsterFire",15,25,63,frandom(-4,4),frandom(-4,4),frandom(-4,4))
		BOSS E 6 a_facetarget
		TNT1 AA 0 a_spawnitemex ("MonsterVentTrail",15,25,63,0,0,0)
		TNT1 AAAAA 0 a_spawnitemex ("MonsterFire",15,25,63,frandom(-4,4),frandom(-4,4),frandom(-4,4))
		BOSS E 6 a_facetarget
		TNT1 AA 0 a_spawnitemex ("MonsterVentTrail",15,25,63,0,0,0)
		TNT1 AAAAA 0 a_spawnitemex ("MonsterFire",15,25,63,frandom(-4,4),frandom(-4,4),frandom(-4,4))
		BOSS E 6 a_facetarget
		TNT1 AA 0 a_spawnitemex ("MonsterVentTrail",15,25,63,0,0,0)
		TNT1 AAAAA 0 a_spawnitemex ("MonsterFire",15,25,63,frandom(-4,4),frandom(-4,4),frandom(-4,4))
		BOSS F 2 a_facetarget
		TNT1 AAAAA 0 a_spawnitemex ("MonsterFire",15,25,63,frandom(-4,4),frandom(-4,4),frandom(-4,4))
		BOSS G 8 A_CustomComboAttack("BruiserBall", 32, 10 * random(1, 8), "bruiser/melee")
		Goto See    
	arcball:
		TNT1 A 0
		TNT1 A 0 
		BOSS G 8 A_CustomComboAttack("MalefactorBruiserBounceFireball", 32, 10 * random(1, 8), "bruiser/melee")
		Goto See
	Death.CALinkedBomb:
	Death.CALinked:
		TNT1 A 0
		TNT1 A 0 a_scream
		TNT1 A 0 a_noblocking
		TNT1 A 0 a_setscale (1.60)
		TNT1 A 0 A_ChangeFlag ("THRUACTORS",1)
		TNT1 A 0 A_Stop
		TNT1 A 0 a_playsound ("Malefactors/LinkedHurt",0,0.80)
		TNT1 A 1 a_spawnitemex ("CALinkedKill",0,0,35)
		TNT1 A 0 a_playsound ("Malefactors/LinkedDeath",0,1,0,0.90)
		TNT1 A 2
		TNT1 A 3 ThrustThingZ (0,30,0,1)
		L1ST H 2
		L1ST H -1 a_bossdeath
		wait
	Death.CABladeBeam:
		TNT1 A 0
		TNT1 A 0 a_facetarget
		TNT1 A 0 a_scream
		TNT1 A 0 a_noblocking
		TNT1 A 0 a_spawnitemex ("MalefactorBaronTorso",0,0,36,random(-3,3),random(-3,3),random (1,2),0,SXF_NOCHECKPOSITION)
		TNT1 A 0 a_bossdeath
		TNT1 A 0 a_playsound ("Malefactors/BladeBeamDeath2",0,1,0,0.90)
		8DX9 B random (45,50)
		TNT1 AAA 0 a_spawnitemex("BigFireDebris",0,0,random(3,8),random(-8,8),random(-7,7),random(6,7),0,SXF_NOCHECKPOSITION)
		TNT1 A 0 a_playsound ("Malefactors/BladeBeamExplosion",0,0.60,0)
		TNT1 A 0 A_SpawnItemEx("MonsterFireExplosion",0,0,30)
		stop
	Raise:
		TNT1 A 0
		TNT1 A 0 a_setscale (1)
		TNT1 A 0 A_ChangeFlag ("THRUACTORS",0)
		BOSS O 8
		BOSS NMLKJI 8
		Goto See
	}
}


actor MalefactorBruiserBounceFireball : MalefactorBouncingFireball
{
	damage (15)
	scale 1.5
	speed 15
	-ripper
	-painless
	+THRUSPECIES
	-bounceonwalls
	species "bruiser"
	seesound "Imp/attack"
	translation "176:191=112:127", "168:175=112:115", "208:223=112:115", "224:231=112:114", "232:235=119:122"
	states
	{
	spawn:
		BAL1 A 1 bright a_spawnitemex ("BruiserTrail")
		BAL1 B 1 bright a_spawnitemex ("BruiserTrail")
		BAL1 A 1 bright a_spawnitemex ("BruiserTrail")
		BAL1 B 1 bright a_spawnitemex ("BruiserTrail")
		TNT1 A 0 a_changeflag ("NOGRAVITY",0)
		TNT1 A 0 thrustthingz (0,2,0,0)
	flying:
		BAL1 A 1 bright a_spawnitemex ("BruiserTrail")		
		BAL1 B 1 bright a_spawnitemex ("BruiserTrail")
		loop
	Bounce.floor:
		BAL1 A 1 bright a_spawnitemex ("BruiserTrail")		
		TNT1 A 0 thrustthingz (0,25,0,0)
		goto flying
	}
}

actor BruiserTrail : MonsterVentTrail
{
	translation "176:191=112:127", "168:175=112:115", "208:223=112:115", "224:231=112:114", "232:235=119:122"	
	Scale 1
}

actor bruiserball : baronball
{
	scale 1.5
	+bright
	translation "112:127=173:191"
	seesound "Imp/attack"
	states
	{
	spawn:
		TNT1 A 0
		TNT1 A 0
		TNT1 AA 0 a_spawnitemex ("MonsterFireSmoke",Frandom(-2,2),Frandom(-2,2),0,Frandom(-30,30)/20.0,Frandom(-30,30)/20.0,Frandom(-40,40)/20.0,0,160)
		TNT1 AAA 0 Bright A_SpawnItemEx("MonsterFire",frandom(-5,5),frandom(-5,5),frandom(-5,5),frandom(-2,2),frandom(-2,2),frandom(-2,2))
		BAL7 A 4
		TNT1 AA 0 a_spawnitemex ("MonsterFireSmoke",Frandom(-2,2),Frandom(-2,2),0,Frandom(-30,30)/20.0,Frandom(-30,30)/20.0,Frandom(-40,40)/20.0,0,160)
		TNT1 AAA 0 Bright A_SpawnItemEx("MonsterFire",frandom(-5,5),frandom(-5,5),frandom(-5,5),frandom(-2,2),frandom(-2,2),frandom(-2,2))
		BAL7 B 4
		TNT1 AA 0 a_spawnitemex ("MonsterFireSmoke",Frandom(-2,2),Frandom(-2,2),0,Frandom(-30,30)/20.0,Frandom(-30,30)/20.0,Frandom(-40,40)/20.0,0,160)
		TNT1 AAA 0 Bright A_SpawnItemEx("MonsterFire",frandom(-5,5),frandom(-5,5),frandom(-5,5),frandom(-2,2),frandom(-2,2),frandom(-2,2))
		loop
	Death:
		TNT1 A 0 
		TNT1 A 0
		TNT1 A 0 A_Explode (15,100)
		TNT1 A 0 radius_quake (2,4,0,40,0)
		BAL7 CDE 6 Bright
		Stop
	}
}




actor MalefactorBaronTorso : MalefactorRiflemanTorso
{
	gravity 0.80
    States
    {
    Spawn:
		TNT1 A 0
		8DX9 A 6
		TNT1 A 0 a_scalevelocity (0.30)
		8DX9 A 6
		TNT1 A 0 a_scalevelocity (0.50)
		8DX9 A 6
		TNT1 A 0 a_stop
		8DX9 A 10
		TNT1 A 0 a_changeflag ("NOGRAVITY",0)
		TNT1 A 0 a_changeflag ("HEXENBOUNCE",0)
	Falling:
		8DX9 A 1
		TNT1 A 0 A_CheckFloor ("Death")
		loop
	Death:
		TNT1 AAA 0 a_spawnitemex("BigFireDebris",0,0,random(3,8),random(-8,8),random(-7,7),random(6,7),0,SXF_NOCHECKPOSITION)
		TNT1 A 0 a_playsound ("Malefactors/BladeBeamExplosion",0,0.60,0)
		TNT1 A 1 A_SpawnItemEx("MonsterFireExplosion",0,0,30)
		stop
    }
}
	