ACTOR FrozenZombieman
{
	Health 60
	Radius 16
	Height 52
	PainChance Ice, 256
	+SOLID 
	+SHOOTABLE
	+NOBLOOD
	+PUSHABLE 
	+ICECORPSE 
	+CANPASS 
	+SLIDESONWALLS 
	+TELESTOMP 
	+ALLOWPAIN
	+ISMONSTER
	+NOICEDEATH
	States
	{
	Spawn:
		FZD1 A 200 
		FZD1 A 2
		TNT1 A 0 A_PlaySound("ICEBRK1")
		FZD1 A 50
		FZD1 B 2
		FZD1 A 50
		FZD1 B 2
		FZD1 A 50
		FZD1 B 2
		FZD1 A 25
		FZD1 B 2
		FZD1 A 25
		FZD1 B 2
		FZD1 A 10
		FZD1 B 2
		FZD1 A 10
		FZD1 B 2
		FZD1 A 10
		FZD1 BABABA 2
		
		//Death.Fire:
		//Death.Flames:
		//Death.Burn:
		TNT1 A 0 A_ChangeFlag("SHOOTABLE", 0)
	    TNT1 A 0 A_ChangeFlag("SOLID", 0)
	    TNT1 A 0 A_ChangeFlag("COUNTKILL", 0)
		TNT1 A 0 A_PlaySound ("DSBOTTLE")
		TNT1 AAAAAAAAAAAAAAAAAAA 0 A_CustomMissile ("XIceChunk1", 48, 0, random (0, 360), 2, random (0, 160))
	    TNT1 AAAAAAAAAAAAAAAAAAA 0 A_CustomMissile ("XIceChunk2", 48, 0, random (0, 360), 2, random (0, 160))
	    TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile ("XIceChunk3", 48, 0, random (0, 360), 2, random (40, 120))
	    TNT1 A 0 A_NoBlocking
	    TNT1 A 0 A_SpawnItemEx("Zombieman")
	    Stop
	Death:	
	TNT1 A 0 A_NoBlocking
	TNT1 A 0 A_PlaySound ("DSBOTTLE")
	TNT1 AAAAAAAAAAAAAAAAAAA 0 A_CustomMissile ("XIceChunk1", 48, 0, random (0, 360), 2, random (0, 160))
	TNT1 AAAAAAAAAAAAAAAAAAA 0 A_CustomMissile ("XIceChunk2", 48, 0, random (0, 360), 2, random (0, 160))
	TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile ("XIceChunk3", 48, 0, random (0, 360), 2, random (40, 120))
	TNT1 AAA 0 A_CustomMissile ("XDeath1", 48, 0, random (0, 360), 2, random (0, 160))
	TNT1 AA 0 A_CustomMissile ("XDeath2", 48, 0, random (0, 360), 2, random (0, 160))
	TNT1 AA 0 A_CustomMissile ("XDeath3", 48, 0, random (0, 360), 2, random (0, 160))
	TNT1 AAAA 0 A_CustomMissile ("Instestin", 32, 0, random (0, 360), 2, random (0, 160))
	TNT1 AAAAAA 0 A_CustomMissile ("MuchBlood", 48, 0, random (0, 360), 2, random (0, 160))
	TNT1 A 0 A_SpawnItemEx("clip")
	FZD1 C 300
	FZD1 CCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCC 1 A_FadeOut(0.01)
	Stop
	Pain.Freeze:
	Pain.Ice:
	Pain.Frost:
	TNT1 A 0
	Goto Spawn
	//TNT1 A 0 A_ChangeFlag("SHOOTABLE", 0)
	//TNT1 A 0 A_ChangeFlag("SOLID", 0)
	//TNT1 A 0 A_ChangeFlag("COUNTKILL", 0)
	//TNT1 A 0 A_SpawnItemEx("FrozenZombieman")
	//Stop
	}
}


ACTOR FrozenShotgunguy: FrozenZombieman
{
States
	{
	Spawn:
		FZD2 A 200
		FZD2 A 2
		TNT1 A 0 A_PlaySound("ICEBRK1")
		FZD2 A 50
		FZD2 B 2
		FZD2 A 50
		FZD2 B 2
		FZD2 A 50
		FZD2 B 2
		FZD2 A 25
		FZD2 B 2
		FZD2 A 25
		FZD2 B 2
		FZD2 A 10
		FZD2 B 2
		FZD2 A 10
		FZD2 B 2
		FZD2 A 10
		FZD2 BABABA 2
		
		//Death.Fire:
		//Death.Flames:
		//Death.Burn:
		TNT1 A 0 A_PlaySound ("DSBOTTLE")
		TNT1 A 0 A_ChangeFlag("SHOOTABLE", 0)
	    TNT1 A 0 A_ChangeFlag("SOLID", 0)
	    TNT1 A 0 A_ChangeFlag("COUNTKILL", 0)
		TNT1 AAAAAAAAAAAAAAAAAAA 0 A_CustomMissile ("XIceChunk1", 48, 0, random (0, 360), 2, random (0, 160))
	    TNT1 AAAAAAAAAAAAAAAAAAA 0 A_CustomMissile ("XIceChunk2", 48, 0, random (0, 360), 2, random (0, 160))
	    TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile ("XIceChunk3", 48, 0, random (0, 360), 2, random (40, 120))
	    TNT1 A 0 A_NoBlocking
	    TNT1 A 0 A_SpawnItemEx("Shotgunguy")
	    Stop
	Death:	
	TNT1 A 0 A_NoBlocking
	TNT1 A 0 A_PlaySound ("DSBOTTLE")
	TNT1 AAAAAAAAAAAAAAAAAAA 0 A_CustomMissile ("XIceChunk1", 48, 0, random (0, 360), 2, random (0, 160))
	TNT1 AAAAAAAAAAAAAAAAAAA 0 A_CustomMissile ("XIceChunk2", 48, 0, random (0, 360), 2, random (0, 160))
	TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile ("XIceChunk3", 48, 0, random (0, 360), 2, random (40, 120))
	TNT1 AAA 0 A_CustomMissile ("XDeath1", 48, 0, random (0, 360), 2, random (0, 160))
	TNT1 AA 0 A_CustomMissile ("XDeath2", 48, 0, random (0, 360), 2, random (0, 160))
	TNT1 AA 0 A_CustomMissile ("XDeath3", 48, 0, random (0, 360), 2, random (0, 160))
	TNT1 AAAA 0 A_CustomMissile ("Instestin", 32, 0, random (0, 360), 2, random (0, 160))
	TNT1 AAAAAA 0 A_CustomMissile ("MuchBlood", 48, 0, random (0, 360), 2, random (0, 160))
	TNT1 A 0 A_SpawnItemEx("Shotgun")
	FZD2 C 300
	FZD2 CCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCC 1 A_FadeOut(0.01)
	Stop
	Pain.Freeze:
	Pain.Ice:
	Pain.Frost:
	TNT1 A 0
	Goto Spawn
	//TNT1 A 0 A_ChangeFlag("SHOOTABLE", 0)
	//TNT1 A 0 A_ChangeFlag("SOLID", 0)
	//TNT1 A 0 A_ChangeFlag("COUNTKILL", 0)
	//TNT1 A 0 A_SpawnItemEx("FrozenZombieman")
	//Stop
	}
}


ACTOR FrozenChaingunguy: FrozenZombieman
{
States
	{
	Spawn:
		FZD3 A 200
		FZD3 A 2
		TNT1 A 0 A_PlaySound("ICEBRK1")
		FZD3 A 50
		FZD3 B 2
		FZD3 A 50
		FZD3 B 2
		FZD3 A 50
		FZD3 B 2
		FZD3 A 25
		FZD3 B 2
		FZD3 A 25
		FZD3 B 2
		FZD3 A 10
		FZD3 B 2
		FZD3 A 10
		FZD3 B 2
		FZD3 A 10
		FZD3 BABABA 2
		
		//Death.Fire:
		//Death.Flames:
		//Death.Burn:
		TNT1 A 0 A_ChangeFlag("SHOOTABLE", 0)
	    TNT1 A 0 A_ChangeFlag("SOLID", 0)
	    TNT1 A 0 A_ChangeFlag("COUNTKILL", 0)
		TNT1 A 0 A_PlaySound ("DSBOTTLE")
		TNT1 AAAAAAAAAAAAAAAAAAA 0 A_CustomMissile ("XIceChunk1", 48, 0, random (0, 360), 2, random (0, 160))
	    TNT1 AAAAAAAAAAAAAAAAAAA 0 A_CustomMissile ("XIceChunk2", 48, 0, random (0, 360), 2, random (0, 160))
	    TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile ("XIceChunk3", 48, 0, random (0, 360), 2, random (40, 120))
	    TNT1 A 0 A_NoBlocking
	    TNT1 A 0 A_SpawnItemEx("Chaingunguy")
	    Stop
	Death:	
	TNT1 A 0 A_NoBlocking
	TNT1 A 0 A_PlaySound ("DSBOTTLE")
	TNT1 AAAAAAAAAAAAAAAAAAA 0 A_CustomMissile ("XIceChunk1", 48, 0, random (0, 360), 2, random (0, 160))
	TNT1 AAAAAAAAAAAAAAAAAAA 0 A_CustomMissile ("XIceChunk2", 48, 0, random (0, 360), 2, random (0, 160))
	TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile ("XIceChunk3", 48, 0, random (0, 360), 2, random (40, 120))
	TNT1 AAA 0 A_CustomMissile ("XDeath1", 48, 0, random (0, 360), 2, random (0, 160))
	TNT1 AA 0 A_CustomMissile ("XDeath2", 48, 0, random (0, 360), 2, random (0, 160))
	TNT1 AA 0 A_CustomMissile ("XDeath3", 48, 0, random (0, 360), 2, random (0, 160))
	TNT1 AAAA 0 A_CustomMissile ("Instestin", 32, 0, random (0, 360), 2, random (0, 160))
	TNT1 AAAAAA 0 A_CustomMissile ("MuchBlood", 48, 0, random (0, 360), 2, random (0, 160))
	TNT1 A 0 A_SpawnItemEx("Chaingun")
	FZD3 C 300
	FZD3 CCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCC 1 A_FadeOut(0.01)
	Stop
	Pain.Freeze:
	Pain.Ice:
	Pain.Frost:
	TNT1 A 0
	Goto Spawn
	//TNT1 A 0 A_ChangeFlag("SHOOTABLE", 0)
	//TNT1 A 0 A_ChangeFlag("SOLID", 0)
	//TNT1 A 0 A_ChangeFlag("COUNTKILL", 0)
	//TNT1 A 0 A_SpawnItemEx("FrozenZombieman")
	//Stop
	}
}

ACTOR FrozenImp: FrozenZombieman
{
States
	{
	Spawn:
		FZD4 A 200
		FZD4 A 2
		TNT1 A 0 A_PlaySound("ICEBRK1")
		FZD4 A 50
		FZD4 B 2
		FZD4 A 50
		FZD4 B 2
		FZD4 A 50
		FZD4 B 2
		FZD4 A 25
		FZD4 B 2
		FZD4 A 25
		FZD4 B 2
		FZD4 A 10
		FZD4 B 2
		FZD4 A 10
		FZD4 B 2
		FZD4 A 10
		FZD4 BABABA 2
		
		//Death.Fire:
		//Death.Flames:
		//Death.Burn:
		TNT1 A 0 A_ChangeFlag("SHOOTABLE", 0)
	    TNT1 A 0 A_ChangeFlag("SOLID", 0)
	    TNT1 A 0 A_ChangeFlag("COUNTKILL", 0)
		TNT1 A 0 A_PlaySound ("DSBOTTLE")
		TNT1 AAAAAAAAAAAAAAAAAAA 0 A_CustomMissile ("XIceChunk1", 48, 0, random (0, 360), 2, random (0, 160))
	    TNT1 AAAAAAAAAAAAAAAAAAA 0 A_CustomMissile ("XIceChunk2", 48, 0, random (0, 360), 2, random (0, 160))
	    TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile ("XIceChunk3", 48, 0, random (0, 360), 2, random (40, 120))
	    TNT1 A 0 A_NoBlocking
	    TNT1 A 0 A_SpawnItemEx("Imp")
	    Stop
	Death:	
	TNT1 A 0 A_NoBlocking
	TNT1 A 0 A_PlaySound ("DSBOTTLE")
	TNT1 AAAAAAAAAAAAAAAAAAA 0 A_CustomMissile ("XIceChunk1", 48, 0, random (0, 360), 2, random (0, 160))
	TNT1 AAAAAAAAAAAAAAAAAAA 0 A_CustomMissile ("XIceChunk2", 48, 0, random (0, 360), 2, random (0, 160))
	TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile ("XIceChunk3", 48, 0, random (0, 360), 2, random (40, 120))
	TNT1 AAA 0 A_CustomMissile ("XDeath1", 48, 0, random (0, 360), 2, random (0, 160))
	TNT1 AA 0 A_CustomMissile ("XDeath2", 48, 0, random (0, 360), 2, random (0, 160))
	TNT1 AA 0 A_CustomMissile ("XDeath3", 48, 0, random (0, 360), 2, random (0, 160))
	TNT1 AAAA 0 A_CustomMissile ("Instestin", 32, 0, random (0, 360), 2, random (0, 160))
	TNT1 AAAAAA 0 A_CustomMissile ("MuchBlood", 48, 0, random (0, 360), 2, random (0, 160))
	FZD4 C 300
	FZD4 CCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCC 1 A_FadeOut(0.01)
	Stop
	Pain.Freeze:
	Pain.Ice:
	Pain.Frost:
	TNT1 A 0
	Goto Spawn
	//TNT1 A 0 A_ChangeFlag("SHOOTABLE", 0)
	//TNT1 A 0 A_ChangeFlag("SOLID", 0)
	//TNT1 A 0 A_ChangeFlag("COUNTKILL", 0)
	//TNT1 A 0 A_SpawnItemEx("FrozenZombieman")
	//Stop
	}
}


ACTOR FrozenDemon: FrozenZombieman
{
Radius 22
Height 52
Health 60
States
	{
	Spawn:
		FZD5 A 200
		FZD5 A 2
		TNT1 A 0 A_PlaySound("ICEBRK1")
		FZD5 A 50
		FZD5 B 2
		FZD5 A 50
		FZD5 B 2
		FZD5 A 50
		FZD5 B 2
		FZD5 A 25
		FZD5 B 2
		FZD5 A 25
		FZD5 B 2
		FZD5 A 10
		FZD5 B 2
		FZD5 A 10
		FZD5 B 2
		FZD5 A 10
		FZD5 BABABA 2
		
		//Death.Fire:
		//Death.Flames:
		//Death.Burn:
		TNT1 A 0 A_ChangeFlag("SHOOTABLE", 0)
	    TNT1 A 0 A_ChangeFlag("SOLID", 0)
	    TNT1 A 0 A_ChangeFlag("COUNTKILL", 0)
		TNT1 A 0 A_PlaySound ("DSBOTTLE")
		TNT1 AAAAAAAAAAAAAAAAAAA 0 A_CustomMissile ("XIceChunk1", 48, 0, random (0, 360), 2, random (0, 160))
	    TNT1 AAAAAAAAAAAAAAAAAAA 0 A_CustomMissile ("XIceChunk2", 48, 0, random (0, 360), 2, random (0, 160))
	    TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile ("XIceChunk3", 48, 0, random (0, 360), 2, random (40, 120))
	    TNT1 A 0 A_NoBlocking
	    TNT1 A 0 A_SpawnItemEx("Demon")
	    Stop
	Death:	
	TNT1 A 0 A_NoBlocking
	TNT1 A 0 A_PlaySound ("DSBOTTLE")
	TNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile ("XIceChunk1", 48, 0, random (0, 360), 2, random (0, 160))
	TNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile ("XIceChunk2", 48, 0, random (0, 360), 2, random (0, 160))
	TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile ("XIceChunk3", 48, 0, random (0, 360), 2, random (40, 120))
	TNT1 AAA 0 A_CustomMissile ("XDeath1", 48, 0, random (0, 360), 2, random (0, 160))
	TNT1 AA 0 A_CustomMissile ("XDeath2", 48, 0, random (0, 360), 2, random (0, 160))
	TNT1 AA 0 A_CustomMissile ("XDeath3", 48, 0, random (0, 360), 2, random (0, 160))
	TNT1 AAAAA 0 A_CustomMissile ("Instestin", 32, 0, random (0, 360), 2, random (0, 160))
	TNT1 AAAAAAAA 0 A_CustomMissile ("MuchBlood", 48, 0, random (0, 360), 2, random (0, 160))
	FZD5 C 300
	FZD5 CCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCC 1 A_FadeOut(0.01)
	Stop
	Pain.Freeze:
	Pain.Ice:
	Pain.Frost:
	TNT1 A 0
	Goto Spawn
	//TNT1 A 0 A_ChangeFlag("SHOOTABLE", 0)
	//TNT1 A 0 A_ChangeFlag("SOLID", 0)
	//TNT1 A 0 A_ChangeFlag("COUNTKILL", 0)
	//TNT1 A 0 A_SpawnItemEx("FrozenZombieman")
	//Stop
	}
}

ACTOR FrozenHellKnight: FrozenZombieman
{
Radius 24
Height 64
Health 60
Scale 1.0
States
	{
	Spawn:
		FZD6 A 200
		FZD6 A 2
		TNT1 A 0 A_PlaySound("ICEBRK1")
		FZD6 A 50
		FZD6 B 2
		FZD6 A 50
		FZD6 B 2
		FZD6 A 50
		FZD6 B 2
		FZD6 A 25
		FZD6 B 2
		FZD6 A 25
		FZD6 B 2
		FZD6 A 10
		FZD6 B 2
		FZD6 A 10
		FZD6 B 2
		FZD6 A 10
		FZD6 BABABA 2
		
		//Death.Fire:
		//Death.Flames:
		//Death.Burn:
		TNT1 A 0 A_ChangeFlag("SHOOTABLE", 0)
	    TNT1 A 0 A_ChangeFlag("SOLID", 0)
	    TNT1 A 0 A_ChangeFlag("COUNTKILL", 0)
		TNT1 A 0 A_PlaySound ("DSBOTTLE")
		TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile ("XIceChunk1", 48, 0, random (0, 360), 2, random (0, 160))
	    TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile ("XIceChunk2", 48, 0, random (0, 360), 2, random (0, 160))
	    TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile ("XIceChunk3", 48, 0, random (0, 360), 2, random (40, 120))
	    TNT1 A 0 A_NoBlocking
	    TNT1 A 0 A_SpawnItemEx("HellKnight")
	    Stop
	Death:	
	TNT1 A 0 A_NoBlocking
	TNT1 A 0 A_PlaySound ("DSBOTTLE")
	TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile ("XIceChunk1", 48, 0, random (0, 360), 2, random (0, 160))
	TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile ("XIceChunk2", 48, 0, random (0, 360), 2, random (0, 160))
	TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile ("XIceChunk3", 48, 0, random (0, 360), 2, random (40, 120))
	TNT1 AAA 0 A_CustomMissile ("XDeath1", 48, 0, random (0, 360), 2, random (0, 160))
	TNT1 AA 0 A_CustomMissile ("XDeath2", 48, 0, random (0, 360), 2, random (0, 160))
	TNT1 AA 0 A_CustomMissile ("XDeath3", 48, 0, random (0, 360), 2, random (0, 160))
	TNT1 AAAAA 0 A_CustomMissile ("Instestin", 32, 0, random (0, 360), 2, random (0, 160))
	TNT1 AAAAAAAA 0 A_CustomMissile ("MuchBlood", 48, 0, random (0, 360), 2, random (0, 160))
	FZD6 C 300
	FZD6 CCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCC 1 A_FadeOut(0.01)
	Stop
	Pain.Freeze:
	Pain.Ice:
	Pain.Frost:
	TNT1 A 0
	Goto Spawn
	//TNT1 A 0 A_ChangeFlag("SHOOTABLE", 0)
	//TNT1 A 0 A_ChangeFlag("SOLID", 0)
	//TNT1 A 0 A_ChangeFlag("COUNTKILL", 0)
	//TNT1 A 0 A_SpawnItemEx("FrozenZombieman")
	//Stop
	}
}

ACTOR FrozenBaronOfHell: FrozenZombieman
{
Radius 24
Height 64
Health 60
Scale 1.3
States
	{
	Spawn:
		FZD7 A 200
		FZD7 A 2
		TNT1 A 0 A_PlaySound("ICEBRK1")
		FZD7 A 50
		FZD7 B 2
		FZD7 A 50
		FZD7 B 2
		FZD7 A 50
		FZD7 B 2
		FZD7 A 25
		FZD7 B 2
		FZD7 A 25
		FZD7 B 2
		FZD7 A 10
		FZD7 B 2
		FZD7 A 10
		FZD7 B 2
		FZD7 A 10
		FZD7 BABABA 2
		
		//Death.Fire:
		//Death.Flames:
		//Death.Burn:
		TNT1 A 0 A_ChangeFlag("SHOOTABLE", 0)
	    TNT1 A 0 A_ChangeFlag("SOLID", 0)
	    TNT1 A 0 A_ChangeFlag("COUNTKILL", 0)
		TNT1 A 0 A_PlaySound ("DSBOTTLE")
		TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile ("XIceChunk1", 48, 0, random (0, 360), 2, random (0, 160))
	    TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile ("XIceChunk2", 48, 0, random (0, 360), 2, random (0, 160))
	    TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile ("XIceChunk3", 48, 0, random (0, 360), 2, random (40, 120))
	    TNT1 A 0 A_NoBlocking
	    TNT1 A 0 A_SpawnItemEx("BaronOfHell")
	    Stop
	Death:	
	TNT1 A 0 A_NoBlocking
	TNT1 A 0 A_PlaySound ("DSBOTTLE")
	TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile ("XIceChunk1", 48, 0, random (0, 360), 2, random (0, 160))
	TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile ("XIceChunk2", 48, 0, random (0, 360), 2, random (0, 160))
	TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile ("XIceChunk3", 48, 0, random (0, 360), 2, random (40, 120))
	TNT1 AAA 0 A_CustomMissile ("XDeath1", 48, 0, random (0, 360), 2, random (0, 160))
	TNT1 AA 0 A_CustomMissile ("XDeath2", 48, 0, random (0, 360), 2, random (0, 160))
	TNT1 AA 0 A_CustomMissile ("XDeath3", 48, 0, random (0, 360), 2, random (0, 160))
	TNT1 AAAAA 0 A_CustomMissile ("Instestin", 32, 0, random (0, 360), 2, random (0, 160))
	TNT1 AAAAAAAA 0 A_CustomMissile ("MuchBlood", 48, 0, random (0, 360), 2, random (0, 160))
	FZD7 C 300
	FZD7 CCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCC 1 A_FadeOut(0.01)
	Stop
	Pain.Freeze:
	Pain.Ice:
	Pain.Frost:
	TNT1 A 0
	Goto Spawn
	//TNT1 A 0 A_ChangeFlag("SHOOTABLE", 0)
	//TNT1 A 0 A_ChangeFlag("SOLID", 0)
	//TNT1 A 0 A_ChangeFlag("COUNTKILL", 0)
	//TNT1 A 0 A_SpawnItemEx("FrozenZombieman")
	//Stop
	}
}



ACTOR FrozenCacodemon: FrozenZombieman
{
Radius 31
Height 56
Health 60
Scale 1.0
States
	{
	Spawn:
		FZDC A 200
		FZDC A 2
		TNT1 A 0 A_PlaySound("ICEBRK1")
		FZDC A 50
		FZDC B 2
		FZDC A 50
		FZDC B 2
		FZDC A 50
		FZDC B 2
		FZDC A 25
		FZDC B 2
		FZDC A 25
		FZDC B 2
		FZDC A 10
		FZDC B 2
		FZDC A 10
		FZDC B 2
		FZDC A 10
		FZDC BABABA 2
		
		//Death.Fire:
		//Death.Flames:
		//Death.Burn:
		TNT1 A 0 A_ChangeFlag("SHOOTABLE", 0)
	    TNT1 A 0 A_ChangeFlag("SOLID", 0)
	    TNT1 A 0 A_ChangeFlag("COUNTKILL", 0)
		TNT1 A 0 A_PlaySound ("DSBOTTLE")
		TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile ("XIceChunk1", 48, 0, random (0, 360), 2, random (0, 160))
	    TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile ("XIceChunk2", 48, 0, random (0, 360), 2, random (0, 160))
	    TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile ("XIceChunk3", 48, 0, random (0, 360), 2, random (40, 120))
	    TNT1 A 0 A_NoBlocking
	    TNT1 A 0 A_SpawnItemEx("Cacodemon")
	    Stop
	Death:	
	TNT1 A 0 A_NoBlocking
	TNT1 A 0 A_PlaySound ("DSBOTTLE")
	TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile ("XIceChunk1", 48, 0, random (0, 360), 2, random (0, 160))
	TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile ("XIceChunk2", 48, 0, random (0, 360), 2, random (0, 160))
	TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile ("XIceChunk3", 48, 0, random (0, 360), 2, random (40, 120))
	TNT1 AAAAAAAAAAAAA 0 A_CustomMissile ("Blue_FlyingBlood", 50, 0, random (160, 200), 2, random (0, 50))
	TNT1 A 0 A_CustomMissile ("CacoXDeath2", 50, 0, random (0, 360), 2, random (20, 40))
	TNT1 A 0 A_CustomMissile ("CacoXDeath1", 50, 0, random (0, 360), 2, random (20, 40))
	TNT1 A 0 A_CustomMissile ("CacoXDeath3", 50, 0, random (0, 360), 2, random (20, 40))
	TNT1 A 0 A_CustomMissile ("CacoXDeath4", 50, 0, random (0, 360), 2, random (20, 40))
	TNT1 AA 0 A_CustomMissile ("CacoXDeath5", 50, 0, random (0, 360), 2, random (20, 40))
	TNT1 AAAA 0 A_CustomMissile ("CacoXDeath6", 50, 0, random (0, 360), 2, random (20, 40))
	TNT1 AAAAAA 0 A_CustomMissile ("CacoXDeath7", 50, 0, random (0, 360), 2, random (20, 40))
	Stop
	Pain.Freeze:
	Pain.Ice:
	Pain.Frost:
	TNT1 A 0
	Goto Spawn
	//TNT1 A 0 A_ChangeFlag("SHOOTABLE", 0)
	//TNT1 A 0 A_ChangeFlag("SOLID", 0)
	//TNT1 A 0 A_ChangeFlag("COUNTKILL", 0)
	//TNT1 A 0 A_SpawnItemEx("FrozenZombieman")
	//Stop
	}
}


ACTOR FrozenPainElemental: FrozenZombieman
{
Radius 31
Height 56
Health 60
Scale 1.0
States
	{
	Spawn:
		FZDP A 200
		FZDP A 2
		TNT1 A 0 A_PlaySound("ICEBRK1")
		FZDP A 50
		FZDP B 2
		FZDP A 50
		FZDP B 2
		FZDP A 50
		FZDP B 2
		FZDP A 25
		FZDP B 2
		FZDP A 25
		FZDP B 2
		FZDP A 10
		FZDP B 2
		FZDP A 10
		FZDP B 2
		FZDP A 10
		FZDP BABABA 2
		
		//Death.Fire:
		//Death.Flames:
		//Death.Burn:
		TNT1 A 0 A_ChangeFlag("SHOOTABLE", 0)
	    TNT1 A 0 A_ChangeFlag("SOLID", 0)
	    TNT1 A 0 A_ChangeFlag("COUNTKILL", 0)
		TNT1 A 0 A_PlaySound ("DSBOTTLE")
		TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile ("XIceChunk1", 48, 0, random (0, 360), 2, random (0, 160))
	    TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile ("XIceChunk2", 48, 0, random (0, 360), 2, random (0, 160))
	    TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile ("XIceChunk3", 48, 0, random (0, 360), 2, random (40, 120))
	    TNT1 A 0 A_NoBlocking
	    TNT1 A 0 A_SpawnItemEx("PainElemental")
	    Stop
	Death:	
	TNT1 A 0 A_NoBlocking
	TNT1 A 0 A_PlaySound ("DSBOTTLE")
	TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile ("XIceChunk1", 48, 0, random (0, 360), 2, random (0, 160))
	TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile ("XIceChunk2", 48, 0, random (0, 360), 2, random (0, 160))
	TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile ("XIceChunk3", 48, 0, random (0, 360), 2, random (40, 120))
	TNT1 A 0 A_Explode (220,220)
	TNT1 AAAAAA 0 bright A_CustomMissile ("SuperGoreSpawner", 5, 0, random (0, 360), 2, random (30, 180))
         TNT1 AAAAAAAAA 0 A_CustomMissile ("CeilBloodLauncherLong", 0, 0, random (0, 360), 2, random (50, 130))
		 TNT1 A 0 A_CustomMissile ("XDeathBrain1", 32, 0, random (0, 360), 2, random (0, 160))
		 TNT1 A 0 A_CustomMissile ("XDeathBrain2", 32, 0, random (0, 360), 2, random (0, 160))
        TNT1 AAAAAAAA 0 A_CustomMissile ("PEPart1", 32, 0, random (0, 360), 2, random (0, 160))
        TNT1 AAAA 0 A_CustomMissile ("PEPart2", 32, 0, random (0, 360), 2, random (0, 160))
		 TNT1 AAAAAAAA 0 A_CustomMissile ("Brutal_FlyingBlood", 32, 0, random (0, 360), 2, random (0, 160))
		EXPL A 0 A_SpawnItemEx("ExplosionParticleSpawner", 0, 0, 0, 0, 0, 0, 0, 128)
	EXPL AAAAAAAAAAAAAAAAA 0 A_CustomMissile ("FireBallExplosion", 6, 0, random (0, 360), 2, random (0, 360))
		//TNT1 A 0 BRIGHT A_PainDie
	Stop
	Pain.Freeze:
	Pain.Ice:
	Pain.Frost:
	TNT1 A 0
	Goto Spawn
	//TNT1 A 0 A_ChangeFlag("SHOOTABLE", 0)
	//TNT1 A 0 A_ChangeFlag("SOLID", 0)
	//TNT1 A 0 A_ChangeFlag("COUNTKILL", 0)
	//TNT1 A 0 A_SpawnItemEx("FrozenZombieman")
	//Stop
	}
}


ACTOR FrozenMancubus: FrozenZombieman
{
Radius 48
Height 64
Health 60
Scale 1.2
States
	{
	Spawn:
		FZD9 A 200
		FZD9 A 2
		TNT1 A 0 A_PlaySound("ICEBRK1")
		FZD9 A 50
		FZD9 B 2
		FZD9 A 50
		FZD9 B 2
		FZD9 A 50
		FZD9 B 2
		FZD9 A 25
		FZD9 B 2
		FZD9 A 25
		FZD9 B 2
		FZD9 A 10
		FZD9 B 2
		FZD9 A 10
		FZD9 B 2
		FZD9 A 10
		FZD9 BABABA 2
		
		//Death.Fire:
		//Death.Flames:
		//Death.Burn:
		TNT1 A 0 A_ChangeFlag("SHOOTABLE", 0)
	    TNT1 A 0 A_ChangeFlag("SOLID", 0)
	    TNT1 A 0 A_ChangeFlag("COUNTKILL", 0)
		TNT1 A 0 A_PlaySound ("DSBOTTLE")
		TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile ("XIceChunk1", 48, 0, random (0, 360), 2, random (0, 160))
	    TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile ("XIceChunk2", 48, 0, random (0, 360), 2, random (0, 160))
	    TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile ("XIceChunk3", 48, 0, random (0, 360), 2, random (40, 120))
	    TNT1 A 0 A_NoBlocking
	    TNT1 A 0 A_SpawnItemEx("Mancubus")
	    Stop
	Death:	
	TNT1 A 0 A_NoBlocking
	TNT1 A 0 A_PlaySound ("DSBOTTLE")
	TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile ("XIceChunk1", 48, 0, random (0, 360), 2, random (0, 160))
	TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile ("XIceChunk2", 48, 0, random (0, 360), 2, random (0, 160))
	TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile ("XIceChunk3", 48, 0, random (0, 360), 2, random (40, 120))
	TNT1 AAA 0 A_CustomMissile ("XDeath1", 48, 0, random (0, 360), 2, random (0, 160))
	TNT1 AA 0 A_CustomMissile ("XDeath2", 48, 0, random (0, 360), 2, random (0, 160))
	TNT1 AA 0 A_CustomMissile ("XDeath3", 48, 0, random (0, 360), 2, random (0, 160))
	TNT1 AAAAA 0 A_CustomMissile ("Instestin", 32, 0, random (0, 360), 2, random (0, 160))
	TNT1 AAAAAAAA 0 A_CustomMissile ("MuchBlood", 48, 0, random (0, 360), 2, random (0, 160))
	FZD9 C 300
	FZD9 CCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCC 1 A_FadeOut(0.01)
	Stop
	Pain.Freeze:
	Pain.Ice:
	Pain.Frost:
	TNT1 A 0
	Goto Spawn
	//TNT1 A 0 A_ChangeFlag("SHOOTABLE", 0)
	//TNT1 A 0 A_ChangeFlag("SOLID", 0)
	//TNT1 A 0 A_ChangeFlag("COUNTKILL", 0)
	//TNT1 A 0 A_SpawnItemEx("FrozenZombieman")
	//Stop
	}
}


ACTOR Frozenarchvile: FrozenZombieman
{
Radius 20
Height 56
Health 60
States
	{
	Spawn:
		FZDB A 200
		FZDB A 2
		TNT1 A 0 A_PlaySound("ICEBRK1")
		FZDB A 50
		FZDB B 2
		FZDB A 50
		FZDB B 2
		FZDB A 50
		FZDB B 2
		FZDB A 25
		FZDB B 2
		FZDB A 25
		FZDB B 2
		FZDB A 10
		FZDB B 2
		FZDB A 10
		FZDB B 2
		FZDB A 10
		FZDB BABABA 2
		
		//Death.Fire:
		//Death.Flames:
		//Death.Burn:
		TNT1 A 0 A_ChangeFlag("SHOOTABLE", 0)
	    TNT1 A 0 A_ChangeFlag("SOLID", 0)
	    TNT1 A 0 A_ChangeFlag("COUNTKILL", 0)
		TNT1 A 0 A_PlaySound ("DSBOTTLE")
		TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile ("XIceChunk1", 48, 0, random (0, 360), 2, random (0, 160))
	    TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile ("XIceChunk2", 48, 0, random (0, 360), 2, random (0, 160))
	    TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile ("XIceChunk3", 48, 0, random (0, 360), 2, random (40, 120))
	    TNT1 A 0 A_NoBlocking
	    TNT1 A 0 A_SpawnItemEx("archvile")
	    Stop
	Death:	
	TNT1 A 0 A_NoBlocking
	TNT1 A 0 A_PlaySound ("DSBOTTLE")
	TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile ("XIceChunk1", 48, 0, random (0, 360), 2, random (0, 160))
	TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile ("XIceChunk2", 48, 0, random (0, 360), 2, random (0, 160))
	TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile ("XIceChunk3", 48, 0, random (0, 360), 2, random (40, 120))
	TNT1 AAA 0 A_CustomMissile ("XDeath1", 48, 0, random (0, 360), 2, random (0, 160))
	TNT1 AA 0 A_CustomMissile ("XDeath2", 48, 0, random (0, 360), 2, random (0, 160))
	TNT1 AA 0 A_CustomMissile ("XDeath3", 48, 0, random (0, 360), 2, random (0, 160))
	TNT1 AAAAA 0 A_CustomMissile ("Instestin", 32, 0, random (0, 360), 2, random (0, 160))
	TNT1 AAAAAAAA 0 A_CustomMissile ("MuchBlood", 48, 0, random (0, 360), 2, random (0, 160))
	FZDB C 300
	FZDB CCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCC 1 A_FadeOut(0.01)
	Stop
	Pain.Freeze:
	Pain.Ice:
	Pain.Frost:
	TNT1 A 0
	Goto Spawn
	//TNT1 A 0 A_ChangeFlag("SHOOTABLE", 0)
	//TNT1 A 0 A_ChangeFlag("SOLID", 0)
	//TNT1 A 0 A_ChangeFlag("COUNTKILL", 0)
	//TNT1 A 0 A_SpawnItemEx("FrozenZombieman")
	//Stop
	}
}


ACTOR FrozenArachnotron: FrozenZombieman
{
Radius 48
Height 64
Health 60
Scale 1.3
States
	{
	Spawn:
		FZD8 A 200
		FZD8 A 2
		TNT1 A 0 A_PlaySound("ICEBRK1")
		FZD8 A 50
		FZD8 B 2
		FZD8 A 50
		FZD8 B 2
		FZD8 A 50
		FZD8 B 2
		FZD8 A 25
		FZD8 B 2
		FZD8 A 25
		FZD8 B 2
		FZD8 A 10
		FZD8 B 2
		FZD8 A 10
		FZD8 B 2
		FZD8 A 10
		FZD8 BABABA 2
		
		//Death.Fire:
		//Death.Flames:
		//Death.Burn:
		TNT1 A 0 A_ChangeFlag("SHOOTABLE", 0)
	    TNT1 A 0 A_ChangeFlag("SOLID", 0)
	    TNT1 A 0 A_ChangeFlag("COUNTKILL", 0)
		TNT1 A 0 A_PlaySound ("DSBOTTLE")
		TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile ("XIceChunk1", 48, 0, random (0, 360), 2, random (0, 160))
	    TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile ("XIceChunk2", 48, 0, random (0, 360), 2, random (0, 160))
	    TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile ("XIceChunk3", 48, 0, random (0, 360), 2, random (40, 120))
	    TNT1 A 0 A_NoBlocking
	    TNT1 A 0 A_SpawnItemEx("Arachnotron")
	    Stop
	Death:	
	TNT1 A 0 A_NoBlocking
	TNT1 A 0 A_PlaySound ("DSBOTTLE")
	TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile ("XIceChunk1", 48, 0, random (0, 360), 2, random (0, 160))
	TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile ("XIceChunk2", 48, 0, random (0, 360), 2, random (0, 160))
	TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile ("XIceChunk3", 48, 0, random (0, 360), 2, random (40, 120))
	TNT1 AAA 0 A_CustomMissile ("XDeath1", 48, 0, random (0, 360), 2, random (0, 160))
	TNT1 AA 0 A_CustomMissile ("XDeath2", 48, 0, random (0, 360), 2, random (0, 160))
	TNT1 AA 0 A_CustomMissile ("XDeath3", 48, 0, random (0, 360), 2, random (0, 160))
	TNT1 AAAAA 0 A_CustomMissile ("Instestin", 32, 0, random (0, 360), 2, random (0, 160))
	TNT1 AAAAAAAA 0 A_CustomMissile ("MuchBlood", 48, 0, random (0, 360), 2, random (0, 160))
	FZD8 C 300
	FZD8 CCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCC 1 A_FadeOut(0.01)
	Stop
	Pain.Freeze:
	Pain.Ice:
	Pain.Frost:
	TNT1 A 0
	Goto Spawn
	//TNT1 A 0 A_ChangeFlag("SHOOTABLE", 0)
	//TNT1 A 0 A_ChangeFlag("SOLID", 0)
	//TNT1 A 0 A_ChangeFlag("COUNTKILL", 0)
	//TNT1 A 0 A_SpawnItemEx("FrozenZombieman")
	//Stop
	}
}

ACTOR FrozenRevenant: FrozenZombieman
{
Radius 20
Height 64
Health 60
States
	{
	Spawn:
		FZDA A 200
		FZDA A 2
		TNT1 A 0 A_PlaySound("ICEBRK1")
		FZDA A 50
		FZDA B 2
		FZDA A 50
		FZDA B 2
		FZDA A 50
		FZDA B 2
		FZDA A 25
		FZDA B 2
		FZDA A 25
		FZDA B 2
		FZDA A 10
		FZDA B 2
		FZDA A 10
		FZDA B 2
		FZDA A 10
		FZDA BABABA 2
		
		//Death.Fire:
		//Death.Flames:
		//Death.Burn:
		TNT1 A 0 A_ChangeFlag("SHOOTABLE", 0)
	    TNT1 A 0 A_ChangeFlag("SOLID", 0)
	    TNT1 A 0 A_ChangeFlag("COUNTKILL", 0)
		TNT1 A 0 A_PlaySound ("DSBOTTLE")
		TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile ("XIceChunk1", 48, 0, random (0, 360), 2, random (0, 160))
	    TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile ("XIceChunk2", 48, 0, random (0, 360), 2, random (0, 160))
	    TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile ("XIceChunk3", 48, 0, random (0, 360), 2, random (40, 120))
	    TNT1 A 0 A_NoBlocking
	    TNT1 A 0 A_SpawnItemEx("Revenant")
	    Stop
	Death:	
	TNT1 A 0 A_NoBlocking
	TNT1 A 0 A_PlaySound ("DSBOTTLE")
	TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile ("XIceChunk1", 48, 0, random (0, 360), 2, random (0, 160))
	TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile ("XIceChunk2", 48, 0, random (0, 360), 2, random (0, 160))
	TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile ("XIceChunk3", 48, 0, random (0, 360), 2, random (40, 120))
	TNT1 AAA 0 A_CustomMissile ("XDeath1", 48, 0, random (0, 360), 2, random (0, 160))
	TNT1 AA 0 A_CustomMissile ("XDeath2", 48, 0, random (0, 360), 2, random (0, 160))
	TNT1 AA 0 A_CustomMissile ("XDeath3", 48, 0, random (0, 360), 2, random (0, 160))
	TNT1 AAAAA 0 A_CustomMissile ("Instestin", 32, 0, random (0, 360), 2, random (0, 160))
	TNT1 AAAAAAAA 0 A_CustomMissile ("MuchBlood", 48, 0, random (0, 360), 2, random (0, 160))
	FZDA C 300
	FZDA CCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCC 1 A_FadeOut(0.01)
	Stop
	Pain.Freeze:
	Pain.Ice:
	Pain.Frost:
	TNT1 A 0
	Goto Spawn
	//TNT1 A 0 A_ChangeFlag("SHOOTABLE", 0)
	//TNT1 A 0 A_ChangeFlag("SOLID", 0)
	//TNT1 A 0 A_ChangeFlag("COUNTKILL", 0)
	//TNT1 A 0 A_SpawnItemEx("FrozenZombieman")
	//Stop
	}
}



ACTOR XIceChunk1
{
    Radius 4
    Height 4
    Speed 8
    Scale 1.0
	Mass 1
    +NOBLOCKMAP
	+MISSILE
    +NOTELEPORT
    +MOVEWITHSECTOR
    +CLIENTSIDEONLY
	-DONTSPLASH
	+THRUGHOST
	+THRUACTORS
	+DOOMBOUNCE
	Alpha 1
	BounceFactor 0.4
	Mass 1
    States
    {
    Spawn:
	    TNT1 A 0 A_JumpIf(waterlevel > 1, "Death")
        ICC1 ABCD 3
        Loop
    Death:
        ICC1 A 100
		ICC1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_FadeOut(0.01)
		Stop
    }
}


ACTOR XIceChunk2: XIceChunk1
{
    States
    {
    Spawn:
	    TNT1 A 0 A_JumpIf(waterlevel > 1, "Death")
        ICC2 ABCD 3
        Loop
    Death:
        ICC2 A 100
		ICC2 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_FadeOut(0.01)
		Stop
    }
}



ACTOR XIceChunk3: XIceChunk1
{
-DOOMBOUNCE
Gravity 0.4
Speed 6
    States
    {
    Spawn:
	    TNT1 A 0 A_JumpIf(waterlevel > 1, "Death")
        ICC3 ABCD 3
        Loop
    Death:
        ICC3 A 100
		ICC3 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_FadeOut(0.01)
		Stop
    }
}