
// NIGHTMARE KNIGHT
//
ACTOR RLNightmareHellKnight : RLHellKnightBase 16526
{
  Health 650
  GibHealth -75
  Mass 1400
  Bloodcolor "DarkGreen"
  
  SeeSound "nightmareknight/sight"
  ActiveSound "nightmaredemon/active"
  PainSound "nightmaredemon/pain"
  DeathSound "nightmareknight/death"
  
  Obituary "%o took a face-full of burning green from a Nightmare Knight."
  HitObituary "%o got bitch-slapped by a Nightmare Knight."
  Tag "Nightmare Knight"
    //$category "MP Nightmare"
  
	// Guncaster compatibility
	DropItem "Ruby"
	DropItem "Amber"
	DropItem "Amber"
  States
  {
  Spawn:
    NKNI BD Random(9,10) A_Look
    Goto Spawn
	
  See:
    TNT1 A 0 A_CheckFlag ("FRIENDLY", 2) // Friendly monsters do not use commands
    TNT1 A 0 A_JumpIfInventory("PowerRLNightmareBaronCommand", 1, "CommandMissile")
    NKNI A 3 A_Chase
    TNT1 A 0 A_CheckFlag ("FRIENDLY", 2) // Friendly monsters do not use commands
    TNT1 A 0 A_JumpIfInventory("PowerRLNightmareBaronCommand", 1, "CommandMissile")
    NKNI A 3 A_Chase
    TNT1 A 0 A_CheckFlag ("FRIENDLY", 2) // Friendly monsters do not use commands
    TNT1 A 0 A_JumpIfInventory("PowerRLNightmareBaronCommand", 1, "CommandMissile")
    NKNI B 3 A_Chase
    TNT1 A 0 A_CheckFlag ("FRIENDLY", 2) // Friendly monsters do not use commands
    TNT1 A 0 A_JumpIfInventory("PowerRLNightmareBaronCommand", 1, "CommandMissile")
    NKNI B 3 A_Chase
    TNT1 A 0 A_CheckFlag ("FRIENDLY", 2) // Friendly monsters do not use commands
    TNT1 A 0 A_JumpIfInventory("PowerRLNightmareBaronCommand", 1, "CommandMissile")
    NKNI C 3 A_Chase
    TNT1 A 0 A_CheckFlag ("FRIENDLY", 2) // Friendly monsters do not use commands
    TNT1 A 0 A_JumpIfInventory("PowerRLNightmareBaronCommand", 1, "CommandMissile")
    NKNI C 3 A_Chase
    TNT1 A 0 A_CheckFlag ("FRIENDLY", 2) // Friendly monsters do not use commands
    TNT1 A 0 A_JumpIfInventory("PowerRLNightmareBaronCommand", 1, "CommandMissile")
    NKNI D 3 A_Chase
    TNT1 A 0 A_CheckFlag ("FRIENDLY", 2) // Friendly monsters do not use commands
    TNT1 A 0 A_JumpIfInventory("PowerRLNightmareBaronCommand", 1, "CommandMissile")
    NKNI D 3 A_Chase
    TNT1 A 0
    Loop
	
  MissileHatredOnUniqueEffect: // [incoherent tantrum sounds]
    "####" "#" 0 A_PlaySound ("nightmareknight/sight", CHAN_VOICE)
    "####" "#" 0 A_Jump (256, "MissileHatredOnUniqueDone")
	Goto MissileHatredOnUniqueDone
  MeleeHatredOnUniqueEffect: // [incoherent tantrum sounds]
    "####" "#" 0 A_PlaySound ("nightmareknight/sight", CHAN_VOICE)
    "####" "#" 0 A_Jump (256, "MeleeHatredOnUniqueDone")
	Goto MeleeHatredOnUniqueDone
	
  MeleeProper:
  MissileProper:
  RepeatProper:
    TNT1 A 0 A_JumpIfInventory ("RLNightmareHellKnightArmToken", 1, "Missile2")
    NKNI EF 6 A_FaceTarget
    TNT1 A 0 A_GiveInventory ("RLNightmareHellKnightArmToken", 1)
    TNT1 A 0 A_CheckFlag ("FRIENDLY", "SummonMissile") // Friendly monsters do not harm you
    NKNI G 6 A_CustomComboAttack("RLNightmareHellKnightPlasmaBall", 32, 8 * random(1, 8), "baron/melee")
    TNT1 A 0 A_MonsterRefire (0, "See")
    TNT1 A 0 A_JumpIfCloser (512, 1)
    Goto See
    TNT1 A 0
    Goto RepeatFriendlyCheck
  Missile2:
    NKNI PQ 6 A_FaceTarget
    TNT1 A 0 A_TakeInventory ("RLNightmareHellKnightArmToken", 1)
    TNT1 A 0 A_CheckFlag ("FRIENDLY", "SummonMissile2") // Friendly monsters do not harm you
    NKNI R 6 A_CustomComboAttack("RLNightmareHellKnightPlasmaBall", 32, 8 * random(1, 8), "baron/melee")
    TNT1 A 0 A_MonsterRefire (0, "See")
    TNT1 A 0 A_JumpIfCloser (512, 1)
    Goto See
    TNT1 A 0
    Goto RepeatFriendlyCheck
	
  SummonMissile:
    NKNI G 6 A_CustomComboAttack("RLSummonNightmareHellKnightPlasmaBall", 32, 8 * random(1, 8), "baron/melee")
    TNT1 A 0 A_MonsterRefire (0, "See")
    TNT1 A 0 A_JumpIfCloser (512, 1)
    Goto See
    TNT1 A 0
    Goto RepeatFriendlyCheck
  SummonMissile2:
    NKNI R 6 A_CustomComboAttack("RLSummonNightmareHellKnightPlasmaBall", 32, 8 * random(1, 8), "baron/melee")
    TNT1 A 0 A_MonsterRefire (0, "See")
    TNT1 A 0 A_JumpIfCloser (512, 1)
    Goto See
    TNT1 A 0
    Goto RepeatFriendlyCheck
	
  CommandMissile:
    TNT1 A 0 A_JumpIfInventory ("RLNightmareHellKnightArmToken", 1, 3)
    TNT1 A 0 A_JumpIfInventory("PowerRLNightmareBaronCommand", 1, 1)
    Goto CommandMissile1
    NKNI E 1 A_FaceTarget
    Goto CommandMissile
    TNT1 A 0 A_JumpIfInventory("PowerRLNightmareBaronCommand", 1, 1)
    Goto CommandMissile2
    NKNI P 1 A_FaceTarget
    Goto CommandMissile
  CommandMissile1:
    TNT1 A 0 A_JumpIfInventory ("RLNightmareHellKnightArmToken", 1, "CommandMissile2")
    NKNI EF 4 A_FaceTarget
    TNT1 A 0 A_GiveInventory ("RLNightmareHellKnightArmToken", 1)
    TNT1 A 0 A_JumpIfInventory ("DRPGDRLASummonedMonsterToken", 1, "SummonCommandMissile1")
    NKNI G 4 A_CustomMissile("RLNightmareHellKnightPlasmaBall",32,4,frandom(0, 4))
    TNT1 A 0 A_MonsterRefire (0, "See")
    Goto CommandMissile1
  SummonCommandMissile1:
    NKNI G 4 A_CustomMissile("RLSummonNightmareHellKnightPlasmaBall",32,4,frandom(0, 4))
    TNT1 A 0 A_MonsterRefire (0, "See")
    Goto CommandMissile1
  CommandMissile2:
    NKNI PQ 4 A_FaceTarget
    TNT1 A 0 A_TakeInventory ("RLNightmareHellKnightArmToken", 1)
    TNT1 A 0 A_JumpIfInventory ("DRPGDRLASummonedMonsterToken", 1, "SummonCommandMissile2")
    NKNI R 4 A_CustomMissile("RLNightmareHellKnightPlasmaBall",32,-4,frandom(-4, 0))
    TNT1 A 0 A_MonsterRefire (0, "See")
    Goto CommandMissile1
  SummonCommandMissile2:
    NKNI R 4 A_CustomMissile("RLSummonNightmareHellKnightPlasmaBall",32,-4,frandom(-4, 0))
    TNT1 A 0 A_MonsterRefire (0, "See")
    Goto CommandMissile1
	
  PainMain:
    TNT1 A 0 A_TakeInventory ("PowerRLNightmareBaronCommand", 1)
    NKNI H 2
    NKNI H 2 A_Pain
    Goto See
	
  XDeathMain:
  DeathMain:
    TNT1 A 0 A_GiveInventory ("RLNightmareHellKnightKillIncrementer", 1, AAPTR_PLAYER1) // Used for tallying total kills and bestiary info
    NKNI I 8
    NKNI J 8 A_Scream
    NKNI K 8
    NKNI L 8 A_NoBlocking
    TNT1 A 0 A_SpawnItem ("RLBodyThud", 0, 0, 0, 0)
    NKNI MN 8
    NKNI O 0
    "####" "#" 0 A_Jump(256, "DeathEnd")
    Goto DeathEnd
  SimpleXDeathMain:
    TNT1 A 0 A_GiveInventory ("RLNightmareHellKnightKillIncrementer", 1, AAPTR_PLAYER1) // Used for tallying total kills and bestiary info
    NKNI I 8
    NKNI J 8 A_Scream
    NKNI K 8
    NKNI L 8 A_NoBlocking
    NKNI MN 8
    NKNI O 0
    "####" "#" 0 A_Jump(256, "DeathEnd")
    Goto DeathEnd
  DeathFrame:
    NKNI O 0
    "####" "#" 0 A_Jump(256, "DeathEnd")
    Goto DeathEnd
	
	//Ice
  GenericFreezeDeath:
	"####" "#" 0 A_GiveInventory ("RLNightmareHellKnightKillIncrementer", 1, AAPTR_PLAYER1) // Used for tallying total kills and bestiary info
    "####" "#" 0 A_Jump(256, "GenericFreezeMana")
    Goto GenericFreezeMana
	
  Raise:
	TNT1 A 0 ACS_NamedExecuteAlways("DRLA_Normalization") // Removes any palette abnormalities
	TNT1 A 0 A_SetScale(1) // resets altered enemies to default, make sure to match the scale factor in properties here!
    TNT1 A 0 A_ChangeFlag ("NOBLOCKMAP", 0)
    TNT1 A 0 A_ChangeFlag ("NOPAIN", 1)
    NKNI O 2
    TNT1 A 0 A_JumpIfInventory ("RLNightmareResurrectionToken", 1, "NightmareRaise")
    TNT1 A 0 A_JumpIfInventory ("RLCyberneticResurrectionToken", 1, "CyberneticRaise")
    TNT1 A 0 A_SpawnItemEx ("RLResurrectionFire", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION) 
  RaiseContinue:
    TNT1 A 0 A_ChangeFlag ("NOPAIN", 0)
    NKNI O 8
    NKNI NMLKJI 8
    Goto See
  NightmareRaise:
    TNT1 A 0 A_SpawnItemEx ("RLNightmareResurrectionFire", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION) 
    Goto RaiseContinue
  CyberneticRaise:
    TNT1 A 0 A_SpawnItemEx ("RLCyberneticResurrectionSparks", 0, 0, 20, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
    Goto RaiseContinue
	
  CrushDRLA:
    TNT1 A 0 A_SpawnItemEx("RLCrushedMediumGreen",0,0,0, 0,0,0, 0, SXF_NOCHECKPOSITION)
    "####" "#" 0 A_Jump(256, "CrushEnd")
    Goto CrushEnd
//==============================================================================
//					--	DOOMRL ARSENAL STUFF  --
//==============================================================================
  Pain.RigelBlast:
    TNT1 A 0 A_PlaySound("weapons/dn2gunhit", CHAN_BODY)
    D2F1 L 2 Bright
    Goto See
  Pain.NeuralStun:
    D2F1 L 2 Bright
    Goto See
	
  Death.NeuralStun:
    TNT1 A 0
    Goto Death
  Death.RigelBlast:
    TNT1 A 0 A_GiveInventory ("RLDuke2Score", 1200, AAPTR_TARGET)
    TNT1 A 0 A_GiveInventory ("RLNightmareHellKnightKillIncrementer", 1, AAPTR_PLAYER1) // Used for tallying total kills and bestiary info
    TNT1 A 0 A_PlaySound("weapons/dn2gunexplosion", CHAN_BODY)
    TNT1 A 0 A_NoBlocking
    TNT1 A 0 A_SpawnItemEx ("RLDuke2BasicEnemyExplosions", 0,0,0, 0,0,0, 0, SXF_NOCHECKPOSITION)
    TNT1 A 35
    Stop
  XDeath.RigelBlast:
	TNT1 A 0 A_JumpIf(CallACS("DRLA_Gibs"), 1)
	Goto Death.RigelBlast
    TNT1 A 0 A_GiveInventory ("RLDuke2Score", 1200, AAPTR_TARGET)
    TNT1 A 0 A_GiveInventory ("RLNightmareHellKnightKillIncrementer", 1, AAPTR_PLAYER1) // Used for tallying total kills and bestiary info
    TNT1 A 0 A_PlaySound("weapons/dn2gungib", CHAN_BODY)
    TNT1 A 0 A_NoBlocking
    TNT1 A 0 A_SpawnItemEx ("RLDuke2BasicEnemyExplosions", 0,0,0, 0,0,0, 0, SXF_NOCHECKPOSITION)
    TNT1 A 0 A_SpawnItemEx ("RLDuke2Gibber", 0,0,0, VelX,VelY,VelZ, 0, SXF_ABSOLUTEMOMENTUM | SXF_NOCHECKPOSITION)
    TNT1 A 35
    Stop
	
//==============================================================================
//					--	Special Monster Attacks  --
//==============================================================================
  ShadowAuraMeleeAttack:
  ShadowAuraMissileAttack:
  ShadowAuraRepeatAttack:
    TNT1 A 0 A_JumpIfInventory ("RLNightmareHellKnightArmToken", 1, "ShadowAuraMissileAttack2")
    NKNI EF 6 A_FaceTarget
    TNT1 A 0 A_JumpIfCloser (256, "ShadowAuraMissileClose")
    TNT1 A 0 A_GiveInventory ("RLNightmareHellKnightArmToken", 1)
    NKNI G 4 A_CustomComboAttack("RLNightmareHellKnightPlasmaBall", 32, 8 * random(1, 8), "baron/melee")
    TNT1 A 0 A_MonsterRefire (0, "See")
    Goto RepeatFriendlyCheck
  ShadowAuraMissileClose:
    TNT1 A 0 A_GiveInventory ("RLNightmareHellKnightArmToken", 1)
    TNT1 A 0 A_FaceTarget
    NKNI G 1 A_CustomMissile ("RLLordOfTheAbyssFlamethrowerFlame", 32, 0, -15+frandom(-1,1), CMF_OFFSETPITCH, frandom(-1,1))
    TNT1 A 0 A_FaceTarget
    NKNI G 1 A_CustomMissile ("RLLordOfTheAbyssFlamethrowerFlame", 32, 0, -12+frandom(-1,1), CMF_OFFSETPITCH, frandom(-1,1))
    TNT1 A 0 A_FaceTarget
    NKNI G 1 A_CustomMissile ("RLLordOfTheAbyssFlamethrowerFlame", 32, 0, -9+frandom(-1,1), CMF_OFFSETPITCH, frandom(-1,1))
    TNT1 A 0 A_FaceTarget
    NKNI G 1 A_CustomMissile ("RLLordOfTheAbyssFlamethrowerFlame", 32, 0, -6+frandom(-1,1), CMF_OFFSETPITCH, frandom(-1,1))
    TNT1 A 0 A_FaceTarget
    NKNI G 1 A_CustomMissile ("RLLordOfTheAbyssFlamethrowerFlame", 32, 0, -3+frandom(-1,1), CMF_OFFSETPITCH, frandom(-1,1))
    TNT1 A 0 A_FaceTarget
    NKNI G 1 A_CustomMissile ("RLLordOfTheAbyssFlamethrowerFlame", 32, 0, 0+frandom(-1,1), CMF_OFFSETPITCH, frandom(-1,1))
    TNT1 A 0 A_FaceTarget
    NKNI G 1 A_CustomMissile ("RLLordOfTheAbyssFlamethrowerFlame", 32, 0, 3+frandom(-1,1), CMF_OFFSETPITCH, frandom(-1,1))
    TNT1 A 0 A_FaceTarget
    NKNI G 1 A_CustomMissile ("RLLordOfTheAbyssFlamethrowerFlame", 32, 0, 6+frandom(-1,1), CMF_OFFSETPITCH, frandom(-1,1))
    TNT1 A 0 A_FaceTarget
    NKNI G 1 A_CustomMissile ("RLLordOfTheAbyssFlamethrowerFlame", 32, 0, 9+frandom(-1,1), CMF_OFFSETPITCH, frandom(-1,1))
    TNT1 A 0 A_MonsterRefire (0, "See")
    Goto RepeatFriendlyCheck
  ShadowAuraMissileAttack2:
    NKNI PQ 6 A_FaceTarget
    TNT1 A 0 A_JumpIfCloser (256, "ShadowAuraMissileClose2")
    TNT1 A 0 A_TakeInventory ("RLNightmareHellKnightArmToken", 1)
    NKNI R 4 A_CustomComboAttack("RLNightmareHellKnightPlasmaBall", 32, 8 * random(1, 8), "baron/melee")
    TNT1 A 0 A_MonsterRefire (0, "See")
    Goto RepeatFriendlyCheck
  ShadowAuraMissileClose2:
    TNT1 A 0 A_TakeInventory ("RLNightmareHellKnightArmToken", 1)
    TNT1 A 0 A_FaceTarget
    NKNI R 1 A_CustomMissile ("RLLordOfTheAbyssFlamethrowerFlame", 32, 0, 15+frandom(-1,1), CMF_OFFSETPITCH, frandom(-1,1))
    TNT1 A 0 A_FaceTarget
    NKNI R 1 A_CustomMissile ("RLLordOfTheAbyssFlamethrowerFlame", 32, 0, 12+frandom(-1,1), CMF_OFFSETPITCH, frandom(-1,1))
    TNT1 A 0 A_FaceTarget
    NKNI R 1 A_CustomMissile ("RLLordOfTheAbyssFlamethrowerFlame", 32, 0, 9+frandom(-1,1), CMF_OFFSETPITCH, frandom(-1,1))
    TNT1 A 0 A_FaceTarget
    NKNI R 1 A_CustomMissile ("RLLordOfTheAbyssFlamethrowerFlame", 32, 0, 6+frandom(-1,1), CMF_OFFSETPITCH, frandom(-1,1))
    TNT1 A 0 A_FaceTarget
    NKNI R 1 A_CustomMissile ("RLLordOfTheAbyssFlamethrowerFlame", 32, 0, 3+frandom(-1,1), CMF_OFFSETPITCH, frandom(-1,1))
    TNT1 A 0 A_FaceTarget
    NKNI R 1 A_CustomMissile ("RLLordOfTheAbyssFlamethrowerFlame", 32, 0, 0+frandom(-1,1), CMF_OFFSETPITCH, frandom(-1,1))
    TNT1 A 0 A_FaceTarget
    NKNI R 1 A_CustomMissile ("RLLordOfTheAbyssFlamethrowerFlame", 32, 0, -3+frandom(-1,1), CMF_OFFSETPITCH, frandom(-1,1))
    TNT1 A 0 A_FaceTarget
    NKNI R 1 A_CustomMissile ("RLLordOfTheAbyssFlamethrowerFlame", 32, 0, -6+frandom(-1,1), CMF_OFFSETPITCH, frandom(-1,1))
    TNT1 A 0 A_FaceTarget
    NKNI R 1 A_CustomMissile ("RLLordOfTheAbyssFlamethrowerFlame", 32, 0, -9+frandom(-1,1), CMF_OFFSETPITCH, frandom(-1,1))
    TNT1 A 0 A_MonsterRefire (0, "See")
    Goto RepeatFriendlyCheck
	
//==============================================================================
//					--	Final Doomer Compatibility Stuff  --
//==============================================================================
  DeathXSparkFrame:
    "####" "#" 0 A_JumpIfInTargetInventory("Mana",0,2)
    "####" "#" 0 A_DropItem("MajorManaPod",-1,54)
    NKNI H 0
    "####" "#" 0 A_Jump(256, "DeathXSpark")
	Goto DeathXSpark
	
//==============================================================================
//					--	Guncaster Compatibility Stuff  --
//==============================================================================
	MidasFrame1:
		NKNI H 0 A_SpawnItemEx("Midas_Statue_Hellknight", 0,0,0, 0,0,0, 0,SXF_TRANSFERPOINTERS|SXF_TRANSFERSPRITEFRAME)
		TNT1 A 0 A_JumpIf(1, "DestroyedEnd")
		Goto DestroyedEnd
	MidasFrame2:
		NKNI H 0 A_SpawnItemEx("Midas_Statue_Hellknight", 0,0,0, frandom(-10.0,-12.0),0,frandom(1.0,3.0), 0,SXF_TRANSFERPOINTERS|SXF_SETMASTER|SXF_TRANSFERSPRITEFRAME)
		TNT1 A 10 A_KillChildren
		TNT1 A 0 A_JumpIf(1, "DestroyedEnd")
		Goto DestroyedEnd
	MidasFrame3:
		NKNI H 0 A_SpawnItemEx("Midas_Statue_Hellknight", 0,0,0, frandom(-15.0,-20.0),0,frandom(10.0,15.0), 0,SXF_TRANSFERPOINTERS|SXF_SETMASTER|SXF_TRANSFERSPRITEFRAME)
		TNT1 A 10 A_KillChildren
		TNT1 A 0 A_JumpIf(1, "DestroyedEnd")
		Goto DestroyedEnd
		
	//Gumpop
	Death.Acid:
		NKNI H 1 A_ChangeFlag("SOLID",0)
		"####" "#" 1 A_Playsound("Gumpop/Expand",5)
		"####" "###################################" 1 A_SetScale(ScaleX+frandom(0.01,0.025))
		"####" "#" 1 A_Playsound("Gumpop/Pop",5)
		"####" "#" 0 A_Jump(256,"XDeathMain")
		Goto XDeathMain
		
	//Thunderstruck
	Pain.Lightning:
		"####" "#" 0 A_Jump(164,1)
		Goto Pain
		NKNI H 0 A_ChangeFlag("NOPAIN",1)
		"####" "#" 0 A_SetUserVar("User_LightningLock", User_LightningLock + 10)
		"####" "#" 0 A_Jump(256,"LightningLock")
		Goto LightningLock
		
	//Cauterizer
	Pain.LightningBlue:
		"####" "#" 0 A_Jump(48,1)
		Goto Pain
		NKNI H 0 A_ChangeFlag("NOPAIN",1)
		"####" "#" 0 A_SetUserVar("User_LightningLock", User_LightningLock + 10)
		"####" "#" 0 A_Jump(256,"BlueLightningLock")
		Goto BlueLightningLock
  }
}

ACTOR RLNightmareHellKnightPlasmaBall : BaronBall
{
   +NOTIMEFREEZE
   +THRUGHOST
   +BLOODSPLATTER
   Decal "BaronScorch"
   DamageType "Plasma"
   PainType "HellNobleFire"
   DeathType "HellNobleFire"
   Speed 18
   FastSpeed 25
   Damage 8
  States
  {
  Spawn:
    BAL7 AB 4 Bright
    Goto Spawn
//  Death:
//    BAL7 CDE 6 Bright
//    Stop
  }
}

ACTOR RLSummonNightmareHellKnightPlasmaBall : RLNightmareHellKnightPlasmaBall
{
   +MTHRUSPECIES
}

Actor RLNightmareHellKnightArmToken : Inventory
{
inventory.maxamount 1
}

ACTOR RLNightmareHellKnightReborn : RLNightmareHellKnight
{
  +LOOKALLAROUND
  +NOPAIN
  States
  {
  Spawn:
    TNT1 A 0 NoDelay A_JumpIfInventory("RLResurrectionComplete", 1, "SpawnNormal")
    TNT1 A 0 A_GiveInventory ("RLHellNobleToken", 1)
    NKNI ONMLKJI 5
    TNT1 A 0 A_ChangeFlag("NOPAIN", 0)
    TNT1 A 0 A_GiveInventory("RLResurrectionComplete", 1)
  SpawnNormal:
    NKNI AB 10 A_Look
    Loop
  }
}

ACTOR RLDRPGSummonedNightmareHellKnight : RLNightmareHellKnight
{
  -COUNTKILL
  +NOBLOCKMONST
  +NOTELESTOMP
  +NOFEAR
  +SEEINVISIBLE
  +DONTDRAIN
  +ALWAYSFAST
  +QUICKTORETALIATE
  +MISSILEMORE
  +THRUSPECIES
  Species "Player"
  States
  {
  Spawn:
	TNT1 A 0 NoDelay ACS_NamedExecuteAlways("MonsterInit", 0)
    TNT1 A 0 A_GiveInventory ("RLMonsterInitializerToken", 1)
    TNT1 A 0 A_GiveInventory ("DRPGDRLASummonedMonsterToken", 1)
	Goto Super::Spawn
	See:
	TNT1 A 0 ACS_NamedExecuteAlways("MonsterInit", 0)
    TNT1 A 0 A_GiveInventory ("RLMonsterInitializerToken", 1)
    TNT1 A 0 A_GiveInventory ("DRPGDRLASummonedMonsterToken", 1)
	Goto Super::See
  Raise:
    Stop
  }
}

ACTOR RLCCNightmareHellKnight : RLNightmareHellKnight
{
  +TOUCHY
  States
  {
  Spawn:
    NKNI BD 10 A_Look
    Loop
  See:
    NKNI AABBCCDD 3
    Loop
  Melee:
    NKNI PQ 6
    NKNI R 6
    Goto See
  Missile:
    NKNI EF 6
    NKNI G 6
    Goto See
  Death:
    NKNI I 8
    NKNI J 8 A_Scream
    NKNI K 8
    NKNI L 8 A_NoBlocking
    NKNI MN 8
    NKNI O -1
    Stop
  }
}
