ACTOR FrozenAutoShotgunguy: 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
		Goto Death.Burn
		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_spawnItem("ASGGuy")
	    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 ("Guts", 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_SpawnItem("AssaultShotgun")
	FZD2 C -1
	//FZD2 CCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCC 1 A_FadeOut(0.01)
	Stop
	Death.Freeze:
	Death.Ice:
	Death.Frost:
	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_SpawnItem("FrozenAutoShotgunguy")
	Stop
	}
}

ACTOR FrozenRifleCommando: FrozenZombieman
{
States
	{
	Spawn:
		F5D4 A 200
		F5D4 A 2
		TNT1 A 0 A_PlaySound("ICEBRK1")
		F5D4 A 50
		F5D4 B 2
		F5D4 A 50
		F5D4 B 2
		F5D4 A 50
		F5D4 B 2
		F5D4 A 25
		F5D4 B 2
		F5D4 A 25
		F5D4 B 2
		F5D4 A 10
		F5D4 B 2
		F5D4 A 10
		F5D4 B 2
		F5D4 A 10
		F5D4 BABABA 2
		Goto Death.Burn
		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_spawnItem("RifleCommando")
	    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 ("Guts", 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_SpawnItem("RifleSpawner")
	FZD3 C -1
	//FZD3 CCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCC 1 A_FadeOut(0.01)
	Stop
	Death.Freeze:
	Death.Ice:
	Death.Frost:
	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_SpawnItem("FrozenRifleCommando")
	Stop
	}
}

ACTOR FrozenCyberKnight: FrozenZombieman
{
Radius 24
Height 64
Health 25
Scale 1.1
States
	{
	Spawn:
		FBC1 A 200
		FBC1 A 2
		TNT1 A 0 A_PlaySound("ICEBRK1")
		FBC1 A 50
		FBC1 B 2
		FBC1 A 50
		FBC1 B 2
		FBC1 A 50
		FBC1 B 2
		FBC1 A 25
		FBC1 B 2
		FBC1 A 25
		FBC1 B 2
		FBC1 A 10
		FBC1 B 2
		FBC1 A 10
		FBC1 B 2
		FBC1 A 10
		FBC1 BABABA 2
		Goto Death.Burn
		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_spawnItem("PhasicKnightX")
	    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 ("Guts", 32, 0, random (0, 360), 2, random (0, 160))
	TNT1 AAAAAAAA 0 A_CustomMissile ("MuchBlood", 48, 0, random (0, 360), 2, random (0, 160))
	FBC1 C -1
	//FZD6 CCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCC 1 A_FadeOut(0.01)
	Stop
	Death.Freeze:
	Death.Ice:
	Death.Frost:
	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_SpawnItem("FrozenCyberKnight")
	Stop
	}
}

ACTOR FrozenCyberBaron: FrozenZombieman
{
Radius 24
Height 64
Health 25
Scale 1.25
States
	{
	Spawn:
		FBCY A 200
		FBCY A 2
		TNT1 A 0 A_PlaySound("ICEBRK1")
		FBCY A 50
		FBCY B 2
		FBCY A 50
		FBCY B 2
		FBCY A 50
		FBCY B 2
		FBCY A 25
		FBCY B 2
		FBCY A 25
		FBCY B 2
		FBCY A 10
		FBCY B 2
		FBCY A 10
		FBCY B 2
		FBCY A 10
		FBCY BABABA 2
		Goto Death.Burn
		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_spawnItem("CyberBaron")
	    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 ("Guts", 32, 0, random (0, 360), 2, random (0, 160))
	TNT1 AAAAAAAA 0 A_CustomMissile ("MuchBlood", 48, 0, random (0, 360), 2, random (0, 160))
	FBCY C -1
	//FZD6 CCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCC 1 A_FadeOut(0.01)
	Stop
	Death.Freeze:
	Death.Ice:
	Death.Frost:
	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_SpawnItem("FrozenCyberBaron")
	Stop
	}
}

ACTOR FrozenChaingunMajor: FrozenZombieman
{
States
	{
	Spawn:
		C2FZ A 200
		C2FZ A 2
		TNT1 A 0 A_PlaySound("ICEBRK1")
		C2FZ A 50
		C2FZ B 2
		C2FZ A 50
		C2FZ B 2
		C2FZ A 50
		C2FZ B 2
		C2FZ A 25
		C2FZ B 2
		C2FZ A 25
		C2FZ B 2
		C2FZ A 10
		C2FZ B 2
		C2FZ A 10
		C2FZ B 2
		C2FZ A 10
		C2FZ BABABA 2
		Goto Death.Burn
		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_spawnItem("Major")
	    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 ("Guts", 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_SpawnItem("MachinegunSpawner")
	FZD2 C -1
	//FZD3 CCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCC 1 A_FadeOut(0.01)
	Stop
	Death.Freeze:
	Death.Ice:
	Death.Frost:
	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_SpawnItem("FrozenChaingunMajor")
	Stop
	}
}

ACTOR FrozenQuadShotgunguy: FrozenZombieman
{
States
	{
	Spawn:
		FZQ3 A 200
		FZQ3 A 2
		TNT1 A 0 A_PlaySound("ICEBRK1")
		FZQ3 A 50
		FZQ3 B 2
		FZQ3 A 50
		FZQ3 B 2
		FZQ3 A 50
		FZQ3 B 2
		FZQ3 A 25
		FZQ3 B 2
		FZQ3 A 25
		FZQ3 B 2
		FZQ3 A 10
		FZQ3 B 2
		FZQ3 A 10
		FZQ3 B 2
		FZQ3 A 10
		FZQ3 BABABA 2
		Goto Death.Burn
		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_spawnItem("QuadShotgunZombie")
	    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 ("Guts", 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_SpawnItem("QSSGSpawner")
	FZD2 C -1
	//FZD2 CCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCC 1 A_FadeOut(0.01)
	Stop
	Death.Freeze:
	Death.Ice:
	Death.Frost:
	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_SpawnItem("FrozenQuadShotgunguy")
	Stop
	}
}

ACTOR FrozenZSpecOp: FrozenZombieman
{
States
	{
	Spawn:
		FZZ2 A 200
		FZZ2 A 2
		TNT1 A 0 A_PlaySound("ICEBRK1")
		FZZ2 A 50
		FZZ2 B 2
		FZZ2 A 50
		FZZ2 B 2
		FZZ2 A 50
		FZZ2 B 2
		FZZ2 A 25
		FZZ2 B 2
		FZZ2 A 25
		FZZ2 B 2
		FZZ2 A 10
		FZZ2 B 2
		FZZ2 A 10
		FZZ2 B 2
		FZZ2 A 10
		FZZ2 BABABA 2
		Goto Death.Burn
		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_spawnItem("ZSpecOps")
	    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 ("Guts", 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_SpawnItem("SMGSpawner")
	FZD2 C -1
	//FZD2 CCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCC 1 A_FadeOut(0.01)
	Stop
	Death.Freeze:
	Death.Ice:
	Death.Frost:
	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_SpawnItem("FrozenZSpecOp")
	Stop
	}
}

ACTOR FrozenPlasmaZombie: FrozenZombieman
{
	Health 25
	Radius 16
	Height 52
	+SOLID	+SHOOTABLE	+NOBLOOD +PUSHABLE
	States
	{
	Spawn:
		FZM2 A 200
		FZM2 A 2
		TNT1 A 0 A_PlaySound("ICEBRK1")
		FZM2 A 50
		FZM2 B 2
		FZM2 A 50
		FZM2 B 2
		FZM2 A 50
		FZM2 B 2
		FZM2 A 25
		FZM2 B 2
		FZM2 A 25
		FZM2 B 2
		FZM2 A 10
		FZM2 B 2
		FZM2 A 10
		FZM2 B 2
		FZM2 A 10
		FZM2 BABABA 2
		Goto Death.Burn
		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_spawnItem("PlasmaZombie")
	    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 ("Guts", 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_SpawnItem("AmmoCell")
	FZD1 C -1
	//FZD1 CCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCC 1 A_FadeOut(0.01)
	Stop
	Death.Freeze:
	Death.Ice:
	Death.Frost:
	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_SpawnItem("FrozenPlasmaZombie")
	Stop
	}
}

ACTOR FrozenRiotShieldGuy: FrozenZombieman
{
States
	{
	Spawn:
		FZ5D A 200
		FZ5D A 2
		TNT1 A 0 A_PlaySound("ICEBRK1")
		FZ5D A 50
		FZ5D B 2
		FZ5D A 50
		FZ5D B 2
		FZ5D A 50
		FZ5D B 2
		FZ5D A 25
		FZ5D B 2
		FZ5D A 25
		FZ5D B 2
		FZ5D A 10
		FZ5D B 2
		FZ5D A 10
		FZ5D B 2
		FZ5D A 10
		FZ5D BABABA 2
		Goto Death.Burn
		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_spawnItem("RiotShieldGuy")
	    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 ("Guts", 32, 0, random (0, 360), 2, random (0, 160))
	TNT1 AAAAAA 0 A_CustomMissile ("MuchBlood", 48, 0, random (0, 360), 2, random (0, 160))
	FZD2 C -1
	//FZD2 CCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCC 1 A_FadeOut(0.01)
	Stop
	Death.Freeze:
	Death.Ice:
	Death.Frost:
	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_SpawnItem("FrozenRiotShieldGuy")
	Stop
	}
}

ACTOR FrozenLabgal
{
	Health 60
	Radius 16
	Height 52
	+SOLID	+SHOOTABLE	+NOBLOOD +PUSHABLE
	States
	{
	Spawn:
		FSSK A 200 
		FSSK A 2
		TNT1 A 0 A_PlaySound("ICEBRK1")
		FSSK A 50
		FSSK B 2
		FSSK A 50
		FSSK B 2
		FSSK A 50
		FSSK B 2
		FSSK A 25
		FSSK B 2
		FSSK A 25
		FSSK B 2
		FSSK A 10
		FSSK B 2
		FSSK A 10
		FSSK B 2
		FSSK A 10
		FSSK BABABA 2
		Goto Death.Burn
		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_spawnItem("Labgal")
	    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 ("Guts", 32, 0, random (0, 360), 2, random (0, 160))
	TNT1 AAAAAA 0 A_CustomMissile ("MuchBlood", 48, 0, random (0, 360), 2, random (0, 160))
	
	FSSK C 300
	FSSK CCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCC 1 A_FadeOut(0.01)
	Stop
	Death.Freeze:
	Death.Ice:
	Death.Frost:
	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_SpawnItem("FrozenLabgal")
	Stop
	}
}