ACTOR NewExplosiveBarrel1 : ExplosiveBarrel1 Replaces ExplosiveBarrel1
{
states 
	{
	Death.Ice:
	Death.Freeze:
	Death.Frost:
		TNT1 A 0 A_ChangeFlag("SHOOTABLE", 0)
		TNT1 A 0 A_ChangeFlag("SOLID", 0)
		TNT1 A 0 A_SpawnItem("FrozenBarrel")
		TNT1 A 0 A_GiveToTarget("SoulAmmo", 10)
		Stop
	}
}

