ACTOR FreezerBehemoth : Fatso 16565
{
//$Category Monsters/LCA
//$Sprite FRBHA1D1
//$Title "Freezer Behemoth"
Health 1550
Radius 48
Height 64
PainChance 55
Scale 1.1
BloodColor "Sky Blue"
DamageFactor "BeheComet", 0.0
DamageFactor "FatFlamer", 0.0
DamageFactor "Ice", 0.0
DamageFactor "FreezerBurn", 0.0
DropItem "BossLifeEssence" 250
DropItem "BossArmorBonusMax" 250
DropItem "NewCellPack" 250
DropItem "Freezer Rifle" 150 1 
Species "Fatsos"
+MISSILEMORE
+MISSILEEVENMORE
+NOTARGET
+QUICKTORETALIATE
+MISSILEMORE
+DONTHURTSPECIES
+DONTHARMSPECIES
+NOICEDEATH
SeeSound "FreezerBehe/Sight"
PainSound "FreezerBehe/Pain"
DeathSound "FreezerBehe/Death"
ActiveSound "manc/idle"
Obituary "%o was forced to chill out by a Freezer Behemoth."
Tag "\cvFreezer Behemoth\c-"
States
	{
	Spawn:
		//TNT1 A 0 A_SpawnItem("FRZRFlameSpawner",0,0,0,0)
		FRBH C 8 Bright A_Look
		//TNT1 A 0 A_SpawnItem("FRZRFlameSpawner",0,0,0,0)
		FRBH C 8 Bright A_Look
		//TNT1 A 0 A_SpawnItem("FRZRFlameSpawner",0,0,0,0)
		QATI C 8 Bright A_Look
		//TNT1 A 0 A_SpawnItem("FRZRFlameSpawner",0,0,0,0)
		QATI C 8 Bright A_Look
		//TNT1 A 0 A_SpawnItem("FRZRFlameSpawner",0,0,0,0)
		Loop
	See:
		//TNT1 A 0 A_SpawnItem("FRZRFlameSpawner",0,0,0,0)
		TNT1 A 0 A_SpawnItem("BeefyStep",0,0,0,0)     
		FRBH AA 3 Bright A_Chase
		//TNT1 A 0 A_SpawnItem("FRZRFlameSpawner",0,0,0,0)
		FRBH BB 3 Bright A_Chase
		//TNT1 A 0 A_SpawnItem("FRZRFlameSpawner",0,0,0,0)
		FRBH CC 3 Bright A_Chase
		//TNT1 A 0 A_SpawnItem("FRZRFlameSpawner",0,0,0,0)
		FRBH DD 3 Bright A_Chase
		//TNT1 A 0 A_SpawnItem("FRZRFlameSpawner",0,0,0,0)
		TNT1 A 0 A_SpawnItem("BeefyStep",0,0,0,0)
		FRBH EE 3 Bright A_Chase
		//TNT1 A 0 A_SpawnItem("FRZRFlameSpawner",0,0,0,0)
		FRBH FF 3 Bright A_Chase
		//TNT1 A 0 A_SpawnItem("FRZRFlameSpawner",0,0,0,0)
		Loop
	Missile:
		TNT1 A 0 A_SetShootable
		TNT1 A 0 A_UnsetInvulnerable
		TNT1 A 0 A_SetTranslucent(1)
		TNT1 A 0 A_JumpIfCloser(350,"Freezethrowers")
		TNT1 A 0 A_Jump(110,"Seekers")
	Normal:
		TNT1 A 0 A_PlaySound("FreezerBehe/Cannon")
		FRBH G 15 Bright A_FaceTarget    
		TNT1 A 0 A_FaceTarget 
		TNT1 A 0 A_CustomMissile("FRZRBehBomb", 30, 30, Random(6, -12))
		FRBH H 6 Bright A_CustomMissile("FRZRBehBomb", 30, -30, Random(12, -6))
		FRBH IG 8 Bright A_FaceTarget      
		TNT1 A 0 A_CustomMissile("FRZRBehBomb", 30, 30, Random(6, -12))
		FRBH H 6 Bright A_CustomMissile("FRZRBehBomb", 30, -30, Random(12, -6))
		FRBH IG 12 Bright A_FaceTarget
		TNT1 A 0 A_CustomMissile("FRZRBehBomb", 30, -30, Random(0, 6))
		FRBH H 2 Bright A_CustomMissile("FRZRBehBomb", 30, 30, Random(0, -6))	   
		TNT1 A 0 A_CustomMissile("FRZRBehBomb", 30, 30, Random(-7, -12))
		FRBH H 6 Bright A_CustomMissile("FRZRBehBomb", 30, -30, Random(7, 12))
		FRBH IG 12 Bright
		TNT1 A 0 A_Jump(70,"Seekers")
		Goto See
	Freezethrowers:
		TNT1 A 0 A_Jump(82,"Normal")
		TNT1 A 0 A_PlaySound ("freeze/altfire", 6)
		FRBH GG 10 Bright A_FaceTarget
		TNT1 A 0 A_PlaySound("freeze/althold", 6)
		TNT1 A 0 A_FaceTarget
		TNT1 A 0 A_CustomMissile("FRZRFlameShot", 30, 30, Random(6, -6), CMF_AIMOFFSET)
		FRBH H 1 Bright A_CustomMissile("FRZRFlameShot", 30, -30, Random(6, -6), CMF_AIMOFFSET)
		TNT1 A 0 A_FaceTarget
		TNT1 A 0 A_CustomMissile("FRZRFlameShot", 30, 30, Random(6, -6), CMF_AIMOFFSET)
		FRBH H 1 Bright A_CustomMissile("FRZRFlameShot", 30, -30, Random(6, -6), CMF_AIMOFFSET)
		TNT1 A 0 A_FaceTarget
		TNT1 A 0 A_CustomMissile("FRZRFlameShot", 30, 30, Random(6, -6), CMF_AIMOFFSET)
		FRBH H 1 Bright A_CustomMissile("FRZRFlameShot", 30, -30, Random(6, -6), CMF_AIMOFFSET)
		TNT1 A 0 A_FaceTarget
		TNT1 A 0 A_CustomMissile("FRZRFlameShot", 30, 30, Random(6, -6), CMF_AIMOFFSET)
		FRBH H 1 Bright A_CustomMissile("FRZRFlameShot", 30, -30, Random(6, -6), CMF_AIMOFFSET)
		TNT1 A 0 A_FaceTarget
		TNT1 A 0 A_CustomMissile("FRZRFlameShot", 30, 30, Random(6, -6), CMF_AIMOFFSET)
		FRBH H 1 Bright A_CustomMissile("FRZRFlameShot", 30, -30, Random(6, -6), CMF_AIMOFFSET)
		TNT1 A 0 A_FaceTarget
		TNT1 A 0 A_CustomMissile("FRZRFlameShot", 30, 30, Random(6, -6), CMF_AIMOFFSET)
		FRBH H 1 Bright A_CustomMissile("FRZRFlameShot", 30, -30, Random(6, -6), CMF_AIMOFFSET)
		TNT1 A 0 A_FaceTarget
		TNT1 A 0 A_CustomMissile("FRZRFlameShot", 30, 30, Random(6, -6), CMF_AIMOFFSET)
		FRBH H 1 Bright A_CustomMissile("FRZRFlameShot", 30, -30, Random(6, -6), CMF_AIMOFFSET)
		TNT1 A 0 A_FaceTarget
		TNT1 A 0 A_CustomMissile("FRZRFlameShot", 30, 30, Random(6, -6), CMF_AIMOFFSET)
		FRBH H 1 Bright A_CustomMissile("FRZRFlameShot", 30, -30, Random(6, -6), CMF_AIMOFFSET)
		TNT1 A 0 A_FaceTarget
		TNT1 A 0 A_CustomMissile("FRZRFlameShot", 30, 30, Random(6, -6), CMF_AIMOFFSET)
		FRBH H 1 Bright A_CustomMissile("FRZRFlameShot", 30, -30, Random(6, -6), CMF_AIMOFFSET)
		TNT1 A 0 A_FaceTarget
		TNT1 A 0 A_CustomMissile("FRZRFlameShot", 30, 30, Random(6, -6), CMF_AIMOFFSET)
		FRBH H 1 Bright A_CustomMissile("FRZRFlameShot", 30, -30, Random(6, -6), CMF_AIMOFFSET)
		TNT1 A 0 A_FaceTarget
		TNT1 A 0 A_CustomMissile("FRZRFlameShot", 30, 30, Random(6, -6), CMF_AIMOFFSET)
		FRBH H 1 Bright A_CustomMissile("FRZRFlameShot", 30, -30, Random(6, -6), CMF_AIMOFFSET)
		TNT1 A 0 A_FaceTarget
		TNT1 A 0 A_CustomMissile("FRZRFlameShot", 30, 30, Random(6, -6), CMF_AIMOFFSET)
		FRBH H 1 Bright A_CustomMissile("FRZRFlameShot", 30, -30, Random(6, -6), CMF_AIMOFFSET)
		TNT1 A 0 A_FaceTarget
		TNT1 A 0 A_CustomMissile("FRZRFlameShot", 30, 30, Random(6, -6), CMF_AIMOFFSET)
		FRBH H 1 Bright A_CustomMissile("FRZRFlameShot", 30, -30, Random(6, -6), CMF_AIMOFFSET)
		TNT1 A 0 A_FaceTarget
		TNT1 A 0 A_CustomMissile("FRZRFlameShot", 30, 30, Random(6, -6), CMF_AIMOFFSET)
		FRBH H 1 Bright A_CustomMissile("FRZRFlameShot", 30, -30, Random(6, -6), CMF_AIMOFFSET)
		TNT1 A 0 A_FaceTarget
		TNT1 A 0 A_CustomMissile("FRZRFlameShot", 30, 30, Random(6, -6), CMF_AIMOFFSET)
		FRBH H 1 Bright A_CustomMissile("FRZRFlameShot", 30, -30, Random(6, -6), CMF_AIMOFFSET)
		TNT1 A 0 A_FaceTarget
		TNT1 A 0 A_CustomMissile("FRZRFlameShot", 30, 30, Random(6, -6), CMF_AIMOFFSET)
		FRBH H 1 Bright A_CustomMissile("FRZRFlameShot", 30, -30, Random(6, -6), CMF_AIMOFFSET)
		TNT1 A 0 A_FaceTarget
		TNT1 A 0 A_CustomMissile("FRZRFlameShot", 30, 30, Random(6, -6), CMF_AIMOFFSET)
		FRBH H 1 Bright A_CustomMissile("FRZRFlameShot", 30, -30, Random(6, -6), CMF_AIMOFFSET)
		TNT1 A 0 A_FaceTarget
		TNT1 A 0 A_CustomMissile("FRZRFlameShot", 30, 30, Random(6, -6), CMF_AIMOFFSET)
		FRBH H 1 Bright A_CustomMissile("FRZRFlameShot", 30, -30, Random(6, -6), CMF_AIMOFFSET)
		TNT1 A 0 A_FaceTarget
		TNT1 A 0 A_CustomMissile("FRZRFlameShot", 30, 30, Random(6, -6), CMF_AIMOFFSET)
		FRBH H 1 Bright A_CustomMissile("FRZRFlameShot", 30, -30, Random(6, -6), CMF_AIMOFFSET)
		TNT1 A 0 A_FaceTarget
		TNT1 A 0 A_CustomMissile("FRZRFlameShot", 30, 30, Random(6, -6), CMF_AIMOFFSET)
		FRBH H 1 Bright A_CustomMissile("FRZRFlameShot", 30, -30, Random(6, -6), CMF_AIMOFFSET)
		TNT1 A 0 A_FaceTarget
		TNT1 A 0 A_CustomMissile("FRZRFlameShot", 30, 30, Random(6, -6), CMF_AIMOFFSET)
		FRBH H 1 Bright A_CustomMissile("FRZRFlameShot", 30, -30, Random(6, -6), CMF_AIMOFFSET)
		FRBH IG 12 Bright A_StopSound(6)
		Goto See
	Seekers:
		TNT1 A 0 A_PlaySound("FreezerBehe/Sight")
		FRBH IG 14 Bright A_FaceTarget	   
		TNT1 A 0 A_CustomMissile("FRZRBehBall",30,30,0)
		FRBH H 8 Bright A_CustomMissile("FRZRBehBall",30,-30,0)
		FRBH IG 12 Bright
		Goto See
	Pain:
		TNT1 A 0 A_Jump(87,"PainMissile")
		FRBH J 6 Bright A_Pain
		Goto See
	PainMissile:
		FRBH J 6 Bright A_Pain
		Goto Missile
	Death:
		FRBH K 6 Bright
		TNT1 A 0 A_SpawnItemEx("BlueGibbedGenerator",0,0,0,0,0,0,0,128,0)
		FRBH L 6 Bright A_Scream
		FRBH M 6 Bright A_NoBlocking
		TNT1 A 0 A_SpawnItemEx("BlueGibbedGenerator",0,0,0,0,0,0,0,128,0)
		FRBH NOPQR 6 Bright
		FRBH S 6 Bright
		TNT1 AAAAAAAAAAAAAAAAAAAA 0 A_SpawnItemEx("FRZRIceSpike", random(-256,256), random(-256,256), 0, 0, 0, 0, 0, 34, 0)
		FRBH T 63000 CanRaise A_KillMaster
		Stop
	Raise:
		TNT1 A 0
		TNT1 A 0 A_SpawnItemEx("VileHealEffect",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
		FRBH SRQPONMLK 6 Bright
		Goto See
	}
}

ACTOR FRZRFlame
{
Scale 0.5
RenderStyle Add
+MISSILE
+NOGRAVITY
+DONTSPLASH
+NOBLOCKMAP
+NOTELEPORT
+FORCEXYBILLBOARD
+CLIENTSIDEONLY
States
	{
	Spawn:
		TNT1 A 0 Bright
		QMKE ABCDEFGHIJKL 2 Bright A_FadeOut(0.1,1)
		Stop
	}
}

ACTOR FRZRFlameSpawner : RedParticleSpawner
{
States
	{
	Spawn:
		TNT1 A 0 Bright
		TNT1 AAAAAA 0 A_SpawnItemEx("FRZRFlame",random(30,-30),random(30,-30),random(0,64),0,0,random(2,6),0,SXF_CLIENTSIDE,0)
		TNT1 A 1 Bright
		Stop
	}
}

ACTOR FRZRBehemothSeekingComet : Comet
{
Scale 0.55
RenderStyle Add
Alpha 0.85
MissileType ""
Reactiontime 25
Damage 12
+SEEKERMISSILE
DamageType "Ice"
States
	{
	Spawn:
		TNT1 A 0 Bright A_Tracer2
		FRBB AAAAA 1 Bright A_SpawnItemEx("FRZRBehemothSeekingTail",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,0)
		TNT1 A 0 Bright A_Tracer2
		FRBB BBBBB 1 Bright A_SpawnItemEx("FRZRBehemothSeekingTail",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,0)
		TNT1 A 0 Bright A_CountDown
		Loop
	Death:
		TNT1 A 0 Bright
		TNT1 A 0 A_SpawnItemEx("OrangeParticleSpawner",0,0,0,0,0,0,0,SXF_CLIENTSIDE,0)
		COMT D 3 Bright A_SpawnItemEx("CometDeathGlow",0,0,0,0,0,0,0,SXF_CLIENTSIDE,0)
		COMT E 3 Bright A_SpawnItemEx("CometDeath",0,0,0,0,0,0,0,SXF_CLIENTSIDE,0)
		Stop
	}
}

ACTOR FRZRBehemothSeekingTail : CometTail
{
Scale 0.75
Alpha 0.85
States
	{
	Spawn:
		TNT1 A 1 Bright
		FRBT ABCDE 2 Bright A_FadeOut(0.12,1)
		Stop
	}
}

ACTOR FRZRIceSpikeSpawner
{
Projectile
Height 5
Radius 5
Speed 20
FastSpeed 25
Missileheight 0
MissileType "FRZRIceSpike"
Damage (0)
+RIPPER
+FLOORHUGGER
+BLOODLESSIMPACT
+THRUSPECIES
Species "Fatsos"
DamageType "Ice"
States
	{
	Spawn: 
		TNT1 AAAA 1 Bright A_CStaffMissileSlither
		TNT1 A 1 Bright A_MissileAttack
		Loop
	Death:  
		TNT1 A 1
		Stop
	}
}

Actor FRZRIceSpike
{
Health 20
Height 93
Radius 20
Mass 999999
Scale 0.7
Damage 20
+SOLID
+RIPPER
+NOBLOOD
+DontHarmSpecies
Species "Fatsos"
DamageType "Ice"
States
	{
	Spawn:
		TNT1 A 0
		TNT1 A 10 ThrustThingZ(0,9999,1,1)
		TNT1 A 0 A_PlaySound("icespike")
		ICPL I 0 A_ChangeFlag("SHOOTABLE",1)
		ICPL I 200 
		Goto Death
	Death:
		TNT1 A 0 A_ChangeFlag("SHOOTABLE",0)
		ICPL I 1 A_ChangeFlag("SOLID",0)
		ICPL IHGFEDCBA 2 A_SpawnItemEx("IceMinismokeeffect",0,0,random(0,93),0,0,0,0,SXF_CLIENTSIDE,158)
		TNT1 A 1 A_PlaySound("icespike")
		Stop
	}
}

Actor IceMiniSmokeeffect
{
Height 4
Radius 4
Speed 18
Scale 2.0
Renderstyle translucent
Alpha 0.8
Bouncetype Doom
Damage (0)
+RIPPER
+NOBLOOD
+NOTELEPORT
+DOOMBOUNCE
+DONTSPLASH
+NONSHOOTABLE
+CLIENTSIDEONLY
+NONETID
States
	{
	Spawn:
		TNT1 A 0 Bright
		//TNT1 A 0 Bright A_JumpIf(ACS_ExecuteWithResult(304) == 1, "Toaster")
		PLSS JKLMNOPQRSTUVWX 2 A_FadeOut(0.02,1)
		Stop
	Toaster:
		TNT1 A 1 Bright
		Stop
	}
}

Actor BeheIceSpikeInventory : CustomInventory
{
-COUNTITEM
+INVENTORY.AUTOACTIVATE
inventory.pickupsound ""
inventory.pickupmessage ""
Species "Fatsos"
States
	{
	Spawn:
		TNT1 A 1
		Loop
	Pickup:
		TNT1 A 1
		TNT1 AAAAAAAAAAAAAAAAAAAA 1 A_SpawnItemEx("FRZRIceSpike",random(-256,256),random(-256,256),0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_ABSOLUTEPOSITION,0)
		TNT1 AAAAAAAAAAAAAAAAAAAA 1 A_SpawnItemEx("FRZRIceSpike",random(-256,256),random(-256,256),0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_ABSOLUTEPOSITION,0)
		TNT1 AAAAAAAAAAAAAAAAAAAA 1 A_SpawnItemEx("FRZRIceSpike",random(-256,256),random(-256,256),0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_ABSOLUTEPOSITION,0)
		Stop
	}
}

Actor FRZRBehBomb
{
PROJECTILE
Height 8
Radius 13
Speed 25
FastSpeed 30
Scale 1.5
RENDERSTYLE Translucent
Alpha 0.75
Damage 12
DamageType "Ice"
SeeSound "icespike"
DeathSound "iceexplode"
States
	{
	Spawn:
		TNT1 A 0 A_CustomMissile("FRZRBehBombTrail",Random(-2,2),Random(-2,2))
		TNT1 A 0 A_CustomMissile("ProjectileTrailParticleBlue",Random(-2,2),Random(-2,2))
		TNT1 A 0 A_CustomMissile("FRZRBehBombTrail",Random(-2,2),Random(-2,2))	
		TNT1 A 0 A_CustomMissile("ProjectileTrailParticleBlue",Random(-2,2),Random(-2,2))
		FX05 A 1 Bright
		TNT1 A 0 A_CustomMissile("FRZRBehBombTrail",Random(-2,2),Random(-2,2))
		TNT1 A 0 A_CustomMissile("ProjectileTrailParticleBlue",Random(-2,2),Random(-2,2))
		TNT1 A 0 A_CustomMissile("FRZRBehBombTrail",Random(-2,2),Random(-2,2))	
		TNT1 A 0 A_CustomMissile("ProjectileTrailParticleBlue",Random(-2,2),Random(-2,2))
		FX05 B 1 Bright
		TNT1 A 0 A_CustomMissile("FRZRBehBombTrail",Random(-2,2),Random(-2,2))
		TNT1 A 0 A_CustomMissile("ProjectileTrailParticleBlue",Random(-2,2),Random(-2,2))
		TNT1 A 0 A_CustomMissile("FRZRBehBombTrail",Random(-2,2),Random(-2,2))	
		TNT1 A 0 A_CustomMissile("ProjectileTrailParticleBlue",Random(-2,2),Random(-2,2))
		FX05 C 1 Bright	
		Loop
	Death:
		TNT1 A 0 Bright
		TNT1 AAA 0 A_CustomMissile("Bluekaboom4",0,0,random(0,360),CMF_AIMDIRECTION,random(0,360))
		TNT1 AAA 0 A_CustomMissile("SmokeFX4",0,0,random(0,360),CMF_AIMDIRECTION,random(0,360))	
		TNT1 A 0 A_Explode(32,102,0)
		TNT1 A 0 A_CustomMissile("FRZRBehBombProj",0,0,15,CMF_AIMDIRECTION)
		TNT1 A 0 A_CustomMissile("FRZRBehBombProj",0,0,45,CMF_AIMDIRECTION)
		TNT1 A 0 A_CustomMissile("FRZRBehBombProj",0,0,65,CMF_AIMDIRECTION)
		TNT1 A 0 A_CustomMissile("FRZRBehBombProj",0,0,80,CMF_AIMDIRECTION)
		TNT1 A 0 A_CustomMissile("FRZRBehBombProj",0,0,105,CMF_AIMDIRECTION)
		TNT1 A 0 A_CustomMissile("FRZRBehBombProj",0,0,120,CMF_AIMDIRECTION)
		TNT1 A 0 A_CustomMissile("FRZRBehBombProj",0,0,145,CMF_AIMDIRECTION)
		TNT1 A 0 A_CustomMissile("FRZRBehBombProj",0,0,160,CMF_AIMDIRECTION)
		TNT1 A 0 A_CustomMissile("FRZRBehBombProj",0,0,185,CMF_AIMDIRECTION)
		TNT1 A 0 A_CustomMissile("FRZRBehBombProj",0,0,200,CMF_AIMDIRECTION)
		TNT1 A 0 A_CustomMissile("FRZRBehBombProj",0,0,220,CMF_AIMDIRECTION)
		TNT1 A 0 A_CustomMissile("FRZRBehBombProj",0,0,240,CMF_AIMDIRECTION)
		TNT1 A 0 A_CustomMissile("FRZRBehBombProj",0,0,260,CMF_AIMDIRECTION)
		TNT1 A 0 A_CustomMissile("FRZRBehBombProj",0,0,280,CMF_AIMDIRECTION)
		TNT1 A 0 A_CustomMissile("FRZRBehBombProj",0,0,300,CMF_AIMDIRECTION)
		SHEX DCEFG 3 Bright
		Stop
    }
}

Actor FRZRBehBombTrail : BFG9500Trail
{
Scale 1.2
States
	{
	Spawn:
		TNT1 A 0
		TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1, "Toaster")
		TNT1 A 1
		FX05 ABC 2 A_FadeOut(0.25,1)
		Goto Spawn+3
	}
}

Actor FRZRBehBombProj
{
PROJECTILE
Radius 13
Height 8
Speed 66
FastSpeed 80
Scale 0.7
RenderStyle Translucent
Alpha 0.75
Damage 3
DamageType "Ice"
SeeSound "icespike"
DeathSound "iceexplode"
States
	{
	Spawn:
		ISHR AB 2 Bright
		Loop
	Death:
		TNT1 A 0
		TNT1 AAA 0 A_CustomMissile("Kaboom6",0,0,random(0,360),CMF_AIMDIRECTION,random(0,360))
		TNT1 AAAA 0 A_SpawnItemEx("IceDebris",0,0,0,random(-4,4),random(-4,4),random(4,8),0,SXF_CLIENTSIDE,0)
		TNT1 AAA 0 Bright A_CustomMissile("Kaboom6",0,0,random(0,360),CMF_AIMDIRECTION,random(0,360))
		TNT1 A 1 Bright
		Stop
	}
}

Actor FRZRBehBall
{
PROJECTILE
Height 10
Radius 10
Speed 25
Scale 0.5
RenderStyle ADD
Alpha 0.75
BounceCount 3
Reactiontime 62
Damage 15
+SEEKERMISSILE
+HEXENBOUNCE
DamageType "Ice"
SeeSound "icespike"
DeathSound "icefurry"
States
	{
	Spawn:
		TNT1 A 0 Bright A_CountDown
		TNT1 A 0 Bright A_SpawnItemEx("BlueParticleSpawner",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,0)
		TNT1 A 0 Bright A_SeekerMissile(15,5,SMF_LOOK)
		ICBL A 1 Bright A_SpawnItemEx("FRZRBehBallTrail",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,0)
		TNT1 A 0 Bright A_SeekerMissile(15,5,SMF_LOOK)
		ICBL B 1 Bright A_SpawnItemEx("FRZRBehBallTrail",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,0)
		TNT1 A 0 Bright A_SeekerMissile(15,5,SMF_LOOK)
		ICBL C 1 Bright A_SpawnItemEx("FRZRBehBallTrail",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,0)
		TNT1 A 0 Bright A_SeekerMissile(15,5,SMF_LOOK)
		ICBL D 1 Bright A_SpawnItemEx("FRZRBehBallTrail",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,0)
		Loop
	Death:
		TNT1 A 0 Bright
		TNT1 A 0 Bright A_Explode(32,104,0)
		TNT1 A 0 Bright A_PlaySound("icefurry")
		TNT1 AAAA 0 A_SpawnItemEx("BlueParticleSpawner",0,0,0,0,0,0,0,SXF_CLIENTSIDE,0)
		TNT1 AAAAAAAAAAA 0 A_SpawnItemEx("BlueKaboom3",0,0,0,random(-20,20),random(-20,20),random(-20,20))
		TNT1 AAAAAAAAAAAAAAAAAAAAAAAAA 0 A_SpawnItemEx("FRZRFlameShotEffect",random(-3,3),random(-3,3),2,random(-6,6),random(-6,6),random(-3,3))
		TNT1 A 1 Bright
		Stop
	}
}

Actor FRZRFlameShotEffect : FRZRFlameShot
{
Damage (0)
States
	{
	Death:
		TNT1 A 1
		Stop
	}
}

Actor FRZRBehBallTrail : BFG9500Trail
{
Scale 0.5
States
	{
	Spawn:
		TNT1 A 0
		TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1, "Toaster")
		TNT1 A 1
		ICBL ABCD 3 A_FadeOut(0.25,1)
		Goto Spawn+3
	}
}