ACTOR KnellHight : Bruiserbro replaces hellknight
{
	Health 500
	scale 0.90
	bloodtype "CABruiserBlood"
	bloodcolor "Green"
	SeeSound "Hknight/see"
	ActiveSound "Hknight/idle"
	PainSound "Hknight/pain"
	DeathSound "Hknight/die"
	HitObituary "%o was clobbered by a Hell Knight"
	Obituary "%o was roasted by a Hell Knight"
	States
	{
	Spawn:
		BOS2 AB 10 A_Look
		Loop
	See:
		BOS2 AABBCCDD 3 A_Chase
		Loop
	Melee:
	Missile:
		TNT1 A 0
		TNT1 A 0 a_jump (120, "superfire")
		BOS2 EF 8 A_FaceTarget
		TNT1 A 0 A_JumpIfCloser(550, "arcball")
		BOS2 G 8 A_BruisAttack
		Goto See
	arcball:
		TNT1 A 0
		TNT1 A 0 
		TNT1 A 0 a_playsound ("imp/attack",0)
		BOS2 G 8 A_CustomComboAttack("MalefactorBruiserBounceFireball", 32, 10 * random(1, 8), "Bruiser/melee")
		Goto See
	superfire:
		BOS2 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))
		BOS2 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))
		BOS2 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))
		BOS2 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))
		BOS2 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))
		BOS2 F 2 a_facetarget
		TNT1 AAAAA 0 a_spawnitemex ("MonsterFire",15,25,63,frandom(-4,4),frandom(-4,4),frandom(-4,4))
		TNT1 A 0
		TNT1 A 0 
		TNT1 A 0 a_playsound ("imp/attack",0)
		TNT1 A 0 a_playsound ("skeleton/attack",0,60)
		TNT1 A 0 a_custommissile ("baronball",32,0,8,1)
		TNT1 A 0 a_custommissile ("baronball",32,0,-8,1)
		BOS2 G 8 a_custommissile ("baronball",32,0,0,1)
		Goto See    
	Pain:
		BOS2 H 2
		BOS2 H 2 A_Pain
		Goto See
	Death:
		BOS2 I 8
		BOS2 J 8 A_Scream
		BOS2 K 8
		BOS2 L 8 A_NoBlocking
		BOS2 MN 8
		BOS2 O -1
		Stop
	Death.CALinkedBomb:
	Death.CALinked:
		TNT1 A 0
		TNT1 A 0 a_scream
		TNT1 A 0 a_noblocking
		TNT1 A 0 a_setscale (1.40)
		TNT1 A 0 A_Stop
		TNT1 A 0 A_ChangeFlag ("THRUACTORS",1)
		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 G 2
		L1ST G -1
		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 ("MalefactorKnightTorso",0,0,36,random(-3,3),random(-3,3),random (1,2),0,SXF_NOCHECKPOSITION)
		TNT1 A 0 a_playsound ("Malefactors/BladeBeamDeath2",0,1,0,0.90)
		8D10 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 (0.90)
		TNT1 A 0 A_ChangeFlag ("THRUACTORS",0)
		BOS2 O 8
		BOS2 NMLKJI 8
		Goto See  
	}
}




actor MalefactorKnightTorso : MalefactorRiflemanTorso
{
	gravity 0.80
	scale 0.90
	States
    {
    Spawn:
		TNT1 A 0
		8D10 A 6
		TNT1 A 0 a_scalevelocity (0.30)
		8D10 A 6
		TNT1 A 0 a_scalevelocity (0.50)
		8D10 A 6
		TNT1 A 0 a_stop
		8D10 A 10
		TNT1 A 0 a_changeflag ("NOGRAVITY",0)
		TNT1 A 0 a_changeflag ("HEXENBOUNCE",0)
	Falling:
		8D10 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
    }
}
	