ACTOR GC_FrozenZombieman: FrozenZombieman replaces FrozenZombieman
{
	Health 60
	Radius 16
	Height 52
	PainChance Ice, 256
	+SOLID
	+SHOOTABLE
	+NOBLOOD
	+PUSHABLE
	+ICECORPSE
	+CANPASS
	+SLIDESONWALLS
	+TELESTOMP
	+ALLOWPAIN
	+ISMONSTER
	+NOICEDEATH

	//Loot
	DropItem "Dosh1"
	DropItem "Dosh1"
	DropItem "Dosh1"
	DropItem "Dosh1", 192
	DropItem "Dosh1", 192
	DropItem "Dosh5", 128
	
	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 GC_FrozenShotgunguy: GC_FrozenZombieman replaces FrozenShotgunguy
{
	//Loot
	DropItem "Dosh1"
	DropItem "Dosh1"
	DropItem "Dosh1", 192
	DropItem "Dosh1", 192
	DropItem "Dosh10", 128
	
	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 GC_FrozenChaingunguy: GC_FrozenZombieman replaces FrozenChaingunguy
{
	//Loot
	DropItem "Dosh5", 128
	DropItem "Dosh10", 192
	DropItem "Dosh25"
	
	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 GC_FrozenImp: GC_FrozenZombieman replaces FrozenImp
{
	//Loot
	DropItem "Dosh1"
	DropItem "Dosh1", 192
	DropItem "Dosh1", 192
	DropItem "Dosh5", 128
	DropItem "Dosh10", 96
	
	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 GC_FrozenDemon: GC_FrozenZombieman replaces FrozenDemon
{
	Radius 22
	Height 52
	Health 60

	//Loot
	DropItem "Dosh1"
	DropItem "Dosh1"
	DropItem "Dosh1", 128
	DropItem "Dosh1", 192
	DropItem "Dosh5", 128
	DropItem "Dosh5", 192
	
	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 GC_FrozenHellKnight: GC_FrozenZombieman replaces FrozenHellKnight
{
	Radius 24
	Height 64
	Health 60
	Scale 1.0

	//Loot
	DropItem Ruby

	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 GC_FrozenBaronOfHell: GC_FrozenZombieman replaces FrozenBaronOfHell
{
	Radius 24
	Height 64
	Health 60
	Scale 1.0

	//Loot
	DropItem Emerald
	
	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 GC_FrozenCacodemon: GC_FrozenZombieman replaces FrozenCacodemon
{
	Radius 31
	Height 56
	Health 60
	Scale 1.0

	//Loot
	DropItem Amber
	
	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 GC_FrozenPainElemental: GC_FrozenZombieman replaces FrozenPainElemental
{
	Radius 31
	Height 56
	Health 60
	Scale 1.0
	
	//Loot
	DropItem Emerald
	
	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 GC_FrozenMancubus: GC_FrozenZombieman replaces FrozenMancubus
{
	Radius 48
	Height 64
	Health 60
	Scale 1.2
	
	//Loot
	DropItem Amber 192
	DropItem Ruby 128
	
	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 GC_FrozenArchvile: GC_FrozenZombieman replaces FrozenArchvile
{
	Radius 20
	Height 56
	Health 60
	
	//Loot
	DropItem Sapphire

	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 GC_FrozenArachnotron: GC_FrozenZombieman replaces FrozenArachnotron
{
	Radius 48
	Height 64
	Health 60
	Scale 1.3
	
	//Loot
	DropItem Amber
	DropItem Ruby 192
	
	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 GC_FrozenRevenant: GC_FrozenZombieman replaces FrozenRevenant
{
	Radius 20
	Height 64
	Health 60

	//Loot
	DropItem Ruby

	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
	}
}