Actor Frostbite : PlayerPawn
{
    Health 125
    Mass 9000
	gravity 0.9
	scale 0.24
	renderstyle translucent
	bloodcolor "Blue"
	bloodtype "IceChunkFB3"
	limitedtoteam 1
    Player.forwardmove 0.88
    Player.sidemove 0.88
    Player.Maxhealth 125
    Player.DisplayName "FrostBite"
    Player.startitem "FrostTeeth-Breath"
	Player.startitem "FrostTeeth-Mortar"
	Player.startitem "FrostAmmo", 50
	Player.startitem "NewFrostyArmor", 1
//	Player.StartItem "FrostbiteDoIceRain", 1
	Player.startitem "ArrowSingle", 35
	Player.StartItem "ClassID", 14 // 13
	Player.StartItem "GhoulTeam", 1
    Player.crouchsprite "FROB"
    Player.soundclass "frost"
	Player.startitem "AchievementID", 2
	Player.scoreicon "FROSTST"
    Player.ColorRange 112, 127
	DamageFactor "HunterFireArrow", 1.4
	DamageFactor "HunterSuperFireArrow", 1.3
	DamageFactor "HunterFireMagic", 1.4
	DamageFactor "HunterIceArrow", 0.2
	DamageFactor "HunterIceSpike", 0.2
	DamageFactor "HunterSuperIceArrow", 0.4
	DamageFactor "HunterSuperIceArrowTrail", 0.2
	DamageFactor "HunterSuperLightningRail", 0.75
	DamageFactor "HunterLightningRail", 0.8
	DamageFactor "CyborgJetpackFire", 1.5
	DamageFactor "CyborgPlasma", 0.9
	DamageFactor "GhostbusterProton", 0.9
	DamageFactor "GhostbusterIceFall", 0.5
	DamageFactor "SantaSnowBall", 0.75
	DamageFactor "WarlockFireball", 1.2
//	DamageFactor "WarlockBigFireball", 1.2
	DamageFactor "WarlockMagmaSmall", 1.2
	DamageFactor "WarlockIceShards", 0.55
	DamageFactor "HunterSuperIceArrowTrail2", 0.0
	Species "Ghoul"
    +NOSKIN
	+NOICEDEATH
	+QUICKTORETALIATE
    States
    {
    Spawn:
		TNT1 A 0    
		FROB A 1
		Goto Spawn+1
	See:
		FROB A 2 A_SetTranslucent(0.50, 0)
		FROB A 2 A_SetTranslucent(0.55, 0)
		FROB A 2 A_SetTranslucent(0.60, 0)
		FROB A 0 A_SpawnItemEx("FrostTwinkle", 0, random(-40,40), random(-40,90),0,0,0,0,32)
		FROB A 2 A_SetTranslucent(0.65, 0)
		FROB A 2 A_SetTranslucent(0.70, 0)
		FROB A 2 A_SetTranslucent(0.75, 0)
		FROB A 0 A_SpawnItemEx("FrostTwinkle", 0, random(-40,40), random(-40,90),0,0,0,0,32)
		FROB A 2 A_SetTranslucent(0.80, 0)
		FROB A 2 A_SetTranslucent(0.85, 0)
		FROB A 2 A_SetTranslucent(0.90, 0)
		FROB A 0 A_SpawnItemEx("FrostTwinkle", 0, random(-40,40), random(-40,90),0,0,0,0,32)
		FROB A 2 A_SetTranslucent(0.95, 0)
		FROB A 2 A_SetTranslucent(1.0, 0)
		FROB A 2 A_SetTranslucent(0.95, 0)
		FROB A 0 A_SpawnItemEx("FrostTwinkle", 0, random(-40,40), random(-40,90),0,0,0,0,32)
		FROB A 2 A_SetTranslucent(0.90, 0)
		FROB A 2 A_SetTranslucent(0.85, 0)
		FROB A 2 A_SetTranslucent(0.80, 0)
		FROB A 0 A_SpawnItemEx("FrostTwinkle", 0, random(-40,40), random(-40,90),0,0,0,0,32)
		FROB A 2 A_SetTranslucent(0.75, 0)
		FROB A 2 A_SetTranslucent(0.70, 0)
		FROB A 2 A_SetTranslucent(0.65, 0)
		FROB A 0 A_SpawnItemEx("FrostTwinkle", 0, random(-40,40), random(-40,90),0,0,0,0,32)
		FROB A 2 A_SetTranslucent(0.60, 0)
		FROB A 2 A_SetTranslucent(0.55, 0)
		FROB A 2 A_SetTranslucent(0.50, 0)
		FROB A 0 A_SpawnItemEx("FrostTwinkle", 0, random(-40,40), random(-40,90),0,0,0,0,32)
		Goto Spawn+1
	Pain:
		FROB A 1
		Goto Spawn
	Pain.FlaskT3:
		TNT1 A 0 A_GiveToTarget("Flask3Heal", 1)
		Goto Pain		
	Pain.Maledict:
		CHOK A 0 A_JumpIfInventory("MaledictCooldown", 1, 5)
		CHOK A 0 A_PlaySound("MaledictVictim", 5)
		CHOK A 0 A_GiveInventory("MaledictAmpPower", 1)
		CHOK A 0 A_GiveInventory("MaledictCooldown", 1)
		CHOK A 0 A_GiveToTarget("MaledictStart", 1)
		Goto Spawn
		TNT1 A 0
		Goto Pain		
    Pain.Maledict2:
		TNT1 AAAAAAA 0 A_SpawnItemEx("PurpleParticle",0,0,36,random(1,-1),random(1,-1),random(1,-1),random(0,359),0)
        Goto Spawn	
	Pain.GhostbusterHorror:
		TNT1 A 0 A_GiveInventory("VisionDimEffect", 1)
		Goto Spawn		
	Missile:
		FROB A 0 A_JumpIfInventory("Clip",1,"Breath")
		FROB A 0 A_SetTranslucent(1.0, 0)
		FROB BBBB 1 A_JumpIfInventory("Clip",1,"Breath")
		FROB CD 4
		FROB EFEA 3
		Goto Spawn+1
	Breath:
		FROB D 18 bright
		FROB CB 4 bright
		Goto Spawn
	Death:
	DeathAnim:
		FROB A 0 A_GiveToTarget("KilledFrostbite", 1)
		FROB A 0 A_GiveToTarget("TotalKillCount", 1)
		FROB A 0 A_GiveToTarget("GhoulKillCount", 1)
		FROB A 0 ACS_ExecuteAlways(724, 0)
		TNT1 A 0 A_GiveToTarget("LowHPKill", 1)
		FROB A 0 A_GiveToTarget("CheckAchievements", 1)
		FROB A 0 A_GiveInventory("GhoulAmmo",1)
		FROB A 0 A_Fall
		FROB A 0 A_SpawnItemEx("LargeBurst",0,0,0,0,0,0,0,32)
		TNT1 A 6 A_PlayerScream
		TNT1 A 0 A_SpawnItemEx("FrostDeathFX",0,0,32,1,0,2,random(0,360),32)
		FROB Z 6 A_SpawnItemEx("FrostbiteBlowFX",0,0,32,1,0,2,random(0,360),32)
		TNT1 A 0 A_SpawnItemEx("FrostDeathFX",0,0,32,1,0,2,random(0,360),32)
		FROB Z 6 A_SpawnItemEx("FrostbiteBlowFX",0,0,32,1,0,2,random(0,360),32)
		TNT1 A 0 A_SpawnItemEx("FrostDeathFX",0,0,32,1,0,2,random(0,360),32)
		FROB Z 6 A_SpawnItemEx("FrostbiteBlowFX",0,0,32,1,0,2,random(0,360),32)
		TNT1 A 0 A_SpawnItemEx("FrostDeathFX",0,0,32,1,0,2,random(0,360),32)
		FROB Z 6 A_SpawnItemEx("FrostbiteBlowFX",0,0,32,1,0,2,random(0,360),32)
		TNT1 A 0 A_SpawnItemEx("FrostDeathFX",0,0,32,1,0,2,random(0,360),32)
		FROB Z 6 A_SpawnItemEx("FrostbiteBlowFX",0,0,32,1,0,2,random(0,360),32)
		TNT1 A 0 A_SpawnItemEx("FrostDeathFX",0,0,32,1,0,2,random(0,360),32)
		FROB Z 6 A_SpawnItemEx("FrostbiteBlowFX",0,0,32,1,0,2,random(0,360),32)
		FROB A 0
		FROB Z -1
		Stop
		BladeDeath:
		SFRS A 0 A_GiveToTarget("KilledFrostbite", 1)
		SFRS A 0 A_GiveToTarget("TotalKillCount", 1)
		SFRS A 0 A_GiveToTarget("GhoulKillCount", 1)
		SFRS A 0 ACS_ExecuteAlways(724, 0)
		SFRS A 0 A_GiveToTarget("LowHPKill", 1)
		SFRS A 0 A_GiveToTarget("CheckAchievements", 1)
		SFRS A 0 A_GiveInventory("GhoulAmmo",1)
		SFRS A 0 A_Fall
		FROB A 0 A_SpawnItemEx("LargeBurst",0,0,0,0,0,0,0,32)
		FROB A 2 A_PlayerScream
		SFRS A 1
		TNT1 A 0 A_SpawnItemEx("frosthead", 0, 0, 10, 0, 0, random(18, 18), 0, SXF_TRANSFERTRANSLATION, 0)			
		TNT1 A 0 A_SpawnItemEx("FrostDeathFX",0,0,32,1,0,2,random(0,360),32)
		FROB Z 6 A_SpawnItemEx("FrostbiteBlowFX",0,0,32,1,0,2,random(0,360),32)
		TNT1 A 0 A_SpawnItemEx("FrostDeathFX",0,0,32,1,0,2,random(0,360),32)
		FROB Z 6 A_SpawnItemEx("FrostbiteBlowFX",0,0,32,1,0,2,random(0,360),32)
		TNT1 A 0 A_SpawnItemEx("FrostDeathFX",0,0,32,1,0,2,random(0,360),32)
		FROB Z 6 A_SpawnItemEx("FrostbiteBlowFX",0,0,32,1,0,2,random(0,360),32)
		TNT1 A 0 A_SpawnItemEx("FrostDeathFX",0,0,32,1,0,2,random(0,360),32)
		FROB Z 6 A_SpawnItemEx("FrostbiteBlowFX",0,0,32,1,0,2,random(0,360),32)
		TNT1 A 0 A_SpawnItemEx("FrostDeathFX",0,0,32,1,0,2,random(0,360),32)
		FROB Z 6 A_SpawnItemEx("FrostbiteBlowFX",0,0,32,1,0,2,random(0,360),32)
		TNT1 A 0 A_SpawnItemEx("FrostDeathFX",0,0,32,1,0,2,random(0,360),32)
		FROB Z 6 A_SpawnItemEx("FrostbiteBlowFX",0,0,32,1,0,2,random(0,360),32)
		SFRS A 0
		FROB Z -1
		stop
    Death.MarineShotgun:
        FROB A 0 A_GiveToTarget("MarineShotgunKill", 1)
		TNT1 A 0 A_GiveToTarget("AmmoSatchel2", 1)
        Goto DeathAnim
    Death.MarinePistol:
        FROB A 0 A_GiveToTarget("MarinePistolKill", 1)
		TNT1 A 0 A_GiveToTarget("AmmoSatchel2", 1)
        Goto DeathAnim
    Death.MarineMachineGun:
        FROB A 0 A_GiveToTarget("MarineMachineGunKill", 1)
		TNT1 A 0 A_GiveToTarget("AmmoSatchel2", 1)
        Goto DeathAnim
    Death.MarineGrenade:
        FROB A 0 A_GiveToTarget("MarineGrenadeKill", 1)
        FROB A 0 A_GiveToTarget("MarineGrenadeMulti", 1)
		TNT1 A 0 A_GiveToTarget("AmmoSatchel2", 1)
        Goto DeathAnim
    Death.MarineSuicideGrenade:
        FROB A 0 A_GiveToTarget("MarineSuicideGrenadeKill", 1)
        Goto DeathAnim
    Death.HunterFireArrow:
        FROB A 0 A_GiveToTarget("HunterFireArrowKill", 1)
        FROB A 0 A_GiveToTarget("HunterFireMulti", 1)
        Goto DeathAnim
    Death.HunterIceArrow:
        FROB A 0 A_GiveToTarget("HunterIceArrowKill", 1)
        Goto DeathAnim
    Death.HunterRegularArrow:
        FROB A 0 A_GiveToTarget("HunterRegularArrowKill", 1)
        Goto DeathAnim
    Death.HunterLightningRail:
        FROB A 0 A_GiveToTarget("HunterLightningRailKill", 1)
        FROB A 0 A_GiveToTarget("HunterLightningMulti", 1)
        Goto DeathAnim
    Death.HunterFireMagic:
        FROB A 0 A_GiveToTarget("HunterFireMagicKill", 1)
		TNT1 A 0 A_SpawnItemEx("ImmolationEffect", 0, 0, 24)
        Goto DeathAnim
    Death.HunterRegularMagic:
        FROB A 0 A_GiveToTarget("HunterRegularMagicKill", 1)
        Goto DeathAnim
    Death.HunterIceSpike:
        FROB A 0 A_GiveToTarget("HunterIceSpikeKill", 1)
        Goto DeathAnim
    Death.HunterLightningMagic:
        FROB A 0 A_GiveToTarget("HunterLightningMagicKill", 1)
        Goto DeathAnim
    Death.HunterSuperFireArrow:
	Death.HunterSuperFireBurn:
        FROB A 0 A_GiveToTarget("HunterSuperFireArrowKill", 1)
		FROB A 0 A_GiveToTarget("HunterFireMulti", 1)
		TNT1 A 0 A_SpawnItemEx("ImmolationEffect", 0, 0, 24)
        Goto DeathAnim
    Death.HunterSuperIceArrow:
        FROB A 0 A_GiveToTarget("HunterSuperIceArrowKill", 1)
        Goto DeathAnim
    Death.HunterSuperIceArrowTrail:
        CHOK A 0 A_GiveToTarget("HunterSuperIceArrowKill", 1)
        Goto DeathAnim
    Death.HunterSuperIceArrowTrail2:
        CHOK A 0 A_GiveToTarget("HunterSuperIceArrowKill", 1)
        Goto DeathAnim			
    Death.HunterSuperRegularArrow:
        FROB A 0 A_GiveToTarget("HunterSuperRegularArrowKill", 1)
        Goto DeathAnim
    Death.HunterSuperLightningRail:
        FROB A 0 A_GiveToTarget("HunterSuperLightningRailKill", 1)
		FROB A 0 A_GiveToTarget("HunterLightningMulti", 1)
        Goto DeathAnim		
    Death.CyborgPlasma:
        FROB A 0 A_GiveToTarget("CyborgPlasmaKill", 1)
		TNT1 A 0 A_GiveToTarget("CyborgTaunter", 1)
        Goto DeathAnim
    Death.CyborgCrapPlasma:
        FROB A 0 A_GiveToTarget("CyborgCrapPlasmaKill", 1)
		TNT1 A 0 A_GiveToTarget("CyborgTaunter", 1)
        Goto DeathAnim
	Death.CyborgJetpackFire:
		TNT1 A 0 A_GiveToTarget("JetpackKill", 1)
		TNT1 A 0 A_GiveToTarget("CyborgFuel", 25)
		TNT1 A 0 A_GiveToTarget("CyborgTaunter", 1)
		Goto DeathAnim	
    Death.GhostbusterProton:
        FROB A 0 A_GiveToTarget("GhostbusterProtonKill", 1)
		FROB A 0 A_GiveToTarget("GBFrostbiteUpgrade", 1)
        Goto DeathAnim
    Death.GhostbusterTrap:
        FROB A 0 A_GiveToTarget("GhostbusterTrapKill", 1)
		FROB A 0 A_GiveToTarget("GBFrostbiteUpgrade", 1)
        Goto DeathAnim
	Death.GhostbusterHorror:
		SJAS A 0 A_GiveToTarget("GhostbusterHorrorKill", 1)
	    SJAS A 0 A_GiveToTarget("GBFrostbiteUpgrade", 1)
		Goto DeathAnim
    Death.GhostbusterBlood:
        FROB A 0 A_GiveToTarget("GhostbusterBloodKill", 1)
		FROB A 0 A_GiveToTarget("GBFrostbiteUpgrade", 1)
        Goto DeathAnim
    Death.GhostbusterEcho:
        FROB A 0 A_GiveToTarget("GhostbusterEchoKill", 1)
		FROB A 0 A_GiveToTarget("GBFrostbiteUpgrade", 1)
        Goto DeathAnim
    Death.GhostbusterSoul:
        FROB A 0 A_GiveToTarget("GhostbusterSoulKill", 1)
		FROB A 0 A_GiveToTarget("GBFrostbiteUpgrade", 1)
        Goto DeathAnim
    Death.GhostbusterIceFall:
        FROB A 0 A_GiveToTarget("GhostbusterIceFallKill", 1)
		FROB A 0 A_GiveToTarget("GBFrostbiteUpgrade", 1)
        Goto DeathAnim
    Death.GhostbusterDefilerBall:
        FROB A 0 A_GiveToTarget("GhostbusterDefilerBallKill", 1)
		FROB A 0 A_GiveToTarget("GBFrostbiteUpgrade", 1)
        Goto DeathAnim
	Death.GhostbusterBoneCannon:
		FROB A 0 A_GiveToTarget("GhostbusterBoneKill", 1)
		FROB A 0 A_GiveToTarget("GBFrostbiteUpgrade", 1)
		Goto DeathAnim
	Death.GhostbusterExpander:
		SJAS A 0 A_GiveToTarget("GhostbusterExpanderKill", 1)
		SJAS A 0 A_GiveToTarget("GBFrostbiteUpgrade", 1)
		FROB A 0 A_GiveToTarget("KilledFrostbite", 1)
		FROB A 0 A_GiveToTarget("TotalKillCount", 1)
		FROB A 0 A_GiveToTarget("GhoulKillCount", 1)
		FROB A 0 ACS_ExecuteAlways(724, 0)
		TNT1 A 0 A_GiveToTarget("LowHPKill", 1)
		FROB A 0 A_GiveToTarget("CheckAchievements", 1)
		FROB A 0 A_GiveInventory("GhoulAmmo",1)
		FROB A 0 A_Fall
		TNT1 A 0 A_PlaySound("Ghostbuster/Enlarge")
		TNT1 A 0 A_SpawnItem("ExpanderExplosion", 0, 32)
		TNT1 A 0 A_SpawnItemEx("FrostyEnlarge_1", 0, 0, 0, 0, 0, 0, 0, SXF_TRANSFERTRANSLATION)		
		FROB A 1
		BLAN A -1
		Stop	
    Death.EngineerNail:
        FROB A 0 A_GiveToTarget("EngineerNailKill", 1)
		TNT1 A 0 A_GiveToTarget("WrenchAmmo", 20)
        Goto DeathAnim
    Death.Pulverizer:
        TNT1 A 0 A_GiveToTarget("EngineerPulvKill", 1)
		TNT1 A 0 A_GiveToTarget("WrenchAmmo", 20)
        Goto DeathAnim	
	Death.SawBlade:
        TNT1 A 0 A_GiveToTarget("EngineerSawKill", 1)
		TNT1 A 0 A_GiveToTarget("WrenchAmmo", 20)
        Goto BladeDeath		
	Death.SentryShoot:
		FROB A 0 A_GiveToTarget("SentryBulletKills", 1)
		TNT1 A 0 A_GiveToTarget("WrenchAmmo", 20)
		Goto DeathAnim
    Death.WarlockFireball:
        FROB A 0 A_GiveToTarget("WarlockFireballKill", 1)
		CHOK A 0 A_GiveToTarget("GhoulSouls", 1)
		CHOK A 0 A_SpawnItemEx("GhoulSoul", 0, 0, -4, 0, 0, random(4,6), SXF_ABSOLUTEMOMENTUM)
        Goto DeathAnim
    Death.WarlockBigFireball:
        FROB A 0 A_GiveToTarget("WarlockBigFireballKill", 1)
		CHOK A 0 A_GiveToTarget("GhoulSouls", 1)
		CHOK A 0 A_SpawnItemEx("GhoulSoul", 0, 0, -4, 0, 0, random(4,6), SXF_ABSOLUTEMOMENTUM)
        Goto DeathAnim
    Death.WarlockIceShards:
        FROB A 0 A_GiveToTarget("WarlockIceShardsKill", 1)
		FROB A 0 A_GiveToTarget("WarlockIceKillFrostbite", 1)
		CHOK A 0 A_GiveToTarget("GhoulSouls", 1)
		CHOK A 0 A_SpawnItemEx("GhoulSoul", 0, 0, -4, 0, 0, random(4,6), SXF_ABSOLUTEMOMENTUM)
        Goto DeathAnim
    Death.WarlockLightning:
        FROB A 0 A_GiveToTarget("WarlockLightningKill", 1)
		CHOK A 0 A_GiveToTarget("GhoulSouls", 1)
		CHOK A 0 A_SpawnItemEx("GhoulSoul", 0, 0, -4, 0, 0, random(4,6), SXF_ABSOLUTEMOMENTUM)
        Goto DeathAnim
    Death.WarlockMagmaSmall:
        FROB A 0 A_GiveToTarget("WarlockMagmaSmallKill", 1)
		CHOK A 0 A_GiveToTarget("GhoulSouls", 1)
		CHOK A 0 A_SpawnItemEx("GhoulSoul", 0, 0, -4, 0, 0, random(4,6), SXF_ABSOLUTEMOMENTUM)
        Goto DeathAnim
	Death.BoneShield:
		TNT1 A 0 A_GiveToTarget("GhoulSouls", 1)
		TNT1 A 0 A_SpawnItemEx("GhoulSoul", 0, 0, -4, 0, 0, random(4,6), SXF_ABSOLUTEMOMENTUM)
		Goto DeathAnim
	Death.WarlockTeleport:
		TNT1 A 0 A_GiveToTarget("GhoulSouls", 1)
		TNT1 A 0 A_SpawnItemEx("GhoulSoul", 0, 0, -4, 0, 0, random(4,6), SXF_ABSOLUTEMOMENTUM)
		Goto DeathAnim			
    Death.PurpleMagic:
		CHOK A 0 A_GiveToTarget("GhoulSouls", 1)
		TNT1 A 0 A_GiveToTarget("PurpleMagicKill", 1)
		CHOK A 0 A_SpawnItemEx("GhoulSoul", 0, 0, -4, 0, 0, random(4,6), SXF_ABSOLUTEMOMENTUM)
        Goto DeathAnim	
    Death.Maledict:
		CHOK A 0 A_GiveToTarget("GhoulSouls", 1)
		TNT1 A 0 A_GiveToTarget("PurpleMagicKill", 1)
		CHOK A 0 A_SpawnItemEx("GhoulSoul", 0, 0, -4, 0, 0, random(4,6), SXF_ABSOLUTEMOMENTUM)
        Goto DeathAnim	
    Death.Maledict2:
		CHOK A 0 A_GiveToTarget("GhoulSouls", 1)
		CHOK A 0 A_SpawnItemEx("GhoulSoul", 0, 0, -4, 0, 0, random(4,6), SXF_ABSOLUTEMOMENTUM)
        Goto DeathAnim	
    Death.ShadowBlast:
		TNT1 A 0 A_GiveToTarget("GhoulSouls", 1)
		TNT1 A 0 A_SpawnItemEx("GhoulSoul", 0, 0, -4, 0, 0, random(4,6), SXF_ABSOLUTEMOMENTUM)
        Goto DeathAnim			
	Death.CyborgPulseMale:
		TNT1 A 0 A_GiveToTarget("CyborgPulseKill", 1)
		TNT1 A 0 A_Jump(192, 3)
		TNT1 AA 0 A_PlaySoundEx("MaleCyborgPulseKill1", 5)
		GoTo DeathAnim
		TNT1 A 0 A_Jump(192, 3)
		TNT1 AA 0 A_PlaySoundEx("MaleCyborgPulseKill2", 5)
		GoTo DeathAnim
		TNT1 A 0 A_Jump(192, 3)
		TNT1 AA 0 A_PlaySoundEx("MaleCyborgPulseKill3", 5)
		GoTo DeathAnim
		TNT1 AA 0 A_PlaySoundEx("MaleCyborgPulseKill4", 5)
	    GoTo DeathAnim
	Death.CyborgPulseFemale:
		TNT1 A 0 A_GiveToTarget("CyborgPulseKill", 1)
		TNT1 A 0 A_PlaySoundEx("fcybtaunt", 5)
		Goto DeathAnim
	Death.CyborgPulseOther:
		TNT1 A 0 A_GiveToTarget("CyborgPulseKill", 1)
		TNT1 A 0 A_PlaySoundEx("cyblolcopy", 5)
		GoTo DeathAnim	
	Death.PlaneShotgun:
		TNT1 A 0 A_GiveToTarget("PlaneShotKills", 1)
		TNT1 A 0 A_JumpIfInTargetInventory("PlaneWalkCheck", 1, 1)
		Goto DeathAnim
		TNT1 A 0 A_GiveToTarget("PlaneDashKill", 1)
		Goto DeathAnim		
	Death.PlaneVortex:
		TNT1 A 0 A_GiveToTarget("PlaneVortexKills", 1)
		TNT1 A 0 A_JumpIfInTargetInventory("PlaneWalkCheck", 1, 1)
		Goto DeathAnim
		TNT1 A 0 A_giveToTarget("PlaneDashKill", 1)
		Goto DeathAnim
	Death.PlaneBlade:
		TNT1 A 0 A_GiveToTarget("PlaneBladeKill", 1)
		TNT1 A 0 A_JumpIfInTargetInventory("PlaneWalkCheck", 1, 1)
		Goto BladeDeath
		TNT1 A 0 A_giveToTarget("PlaneDashKill", 1)
		Goto BladeDeath
	Death.FlaskT3:
		TNT1 A 0 A_GivetoTarget("Flask3HealBig", 1)
	Death.FlaskT1:
	Death.FlaskT2:
		TNT1 A 0 A_GiveToTarget("FlaskKill", 1)
		Goto DeathAnim
	Death.DeathDart:
		TNT1 A 0 A_GiveToTarget("DartKill", 1)
		Goto DeathAnim
	Death.HeartSeeker:
		TNT1 A 0 A_GiveToTarget("PelletKill", 1)
		Goto DeathAnim	
	Death.ProtectorMissile:
		TNT1 A 0 A_GiveToTarget("ProtMissileKill", 1)
		TNT1 A 0 A_GiveToTarget("ProtectorArmorShard", 1)
		TNT1 A 0 A_GiveToTarget("UpgradeCount", 1)
		Goto DeathAnim
	Death.ProtectorPlasma:
		TNT1 A 0 A_GiveToTarget("ProtPlasmaKill", 1)
		TNT1 A 0 A_GiveToTarget("ProtectorArmorShard", 1)
		TNT1 A 0 A_GiveToTarget("UpgradeCount", 1)
		Goto DeathAnim
	Death.ProtectorLightning:
		TNT1 A 0 A_GiveToTarget("ProtLightningKill", 1)
		TNT1 A 0 A_GiveToTarget("ProtLightningMulti", 1)
		TNT1 A 0 A_GiveToTarget("ProtectorArmorShard", 1)
		TNT1 A 0 A_GiveToTarget("UpgradeCount", 1)
		Goto DeathAnim	
	Death.ProtectorDash:
		TNT1 A 0 A_GiveToTarget("UpgradeCount", 1)
		Goto DeathAnim		
    }
}

Actor NewFrostyArmor : BasicArmorPickup
{
	inventory.icon "FROZS"
	Armor.SavePercent 40.0
	Armor.SaveAmount 200
}


Actor FrostDeathFX
{
	-SOLID
	+CLIENTSIDEONLY
	+NOGRAVITY
	renderstyle add
	alpha 0.9
	scale 2.0
	States
	{
	Spawn:
		PLSS JKLMNOP 5 A_FadeOut(0.05)
		PLSS QRSTUVWX 4 A_FadeOut(0.05)
		stop
	}
}

Actor LargeBurst
{
	Radius 40
	Height 80
	- SOLID
	+NOGRAVITY
	States
	{
	Spawn:
		TNT1 A 0
		TNT1 A 0 A_PlaySound("FrostBurst")
		TNT1 A 1 A_Burst("IceChunkFB2") 
		stop
	}
}

Actor IceChunkFB
{
	Radius 3
	Height 4
	+CLIENTSIDEONLY
	- SOLID
	-NOGRAVITY
	States
	{
	Spawn:
		ICEC A 0
		ICEC A 0 A_Recoil(-5)//ThrustThingZ(0,random(1,15),0,0)
		ICEC AAAABCD 3
		Stop
	}
}

Actor IceChunkFB2
{
	Radius 3
	Height 4
	+CLIENTSIDEONLY
	- SOLID
	+LOWGRAVITY
	-NOGRAVITY
	States
	{
	Spawn:
		ICEC A 0
		ICEC A 0 ThrustThingZ(0,random(1,15),0,0)
		ICEC ABCD 30
		Stop
	}
}

Actor IceChunkFB3
{
	Radius 3
	Height 4
	+CLIENTSIDEONLY
	- SOLID
	-NOGRAVITY
	States
	{
	Spawn:
		ICEC A 0
		ICEC A 0 ThrustThingZ(0,random(1,15),0,0)
		ICEC A 0 ThrustThing(random(0,256),random(1,8))
		ICEC ABCD 4
		Stop
	}
}

actor FrostTwinkle
{
	+NOINTERACTION
	+CLIENTSIDEONLY
	Radius 3
	Height 3
	+NOGRAVITY
	renderstyle add
	- SOLID
	States
	{
	Spawn:
		TGLT F 0 bright
		TGLT F 0 bright A_PlaySound("FrostTwinkle")
		TGLT FGHIFGHIFGHIFGHI 2 bright A_FadeOut(0.02)
		stop
	}
}

Actor FrostAmmo : Ammo
{
	inventory.amount 50
	inventory.maxamount 50
	inventory.icon "FROSAM"
}

Actor FrostTeeth-Breath : Weapon
{
   +WEAPON.DONTBOB
   Weapon.SelectionOrder 350
   Inventory.PickupSound ""
   Inventory.PickupMessage ""
   Weapon.SlotNumber 1
   Weapon.AmmoType "FrostAmmo"
   Weapon.AmmoGive 1
   Weapon.AmmoUse 1
   +WEAPON.MELEEWEAPON
   Weapon.Kickback 0
   Weapon.YAdjust 0
   +INVENTORY.UNDROPPABLE
   +WEAPON.ALT_AMMO_OPTIONAL
   +WEAPON.NOAUTOAIM
   inventory.icon "FROSTATT"
   States
   {
   Spawn:
	  BPAK A 400
      Stop
   Ready:
      FROB VVVVV 1 A_WeaponReady
	  FROB VVVVV 1 A_WeaponReady
	  FROB V 0 A_GiveInventory("FrostAmmo", 2)
	  FROB VVVVV 1 A_WeaponReady
	  FROB VVVVV 1 A_WeaponReady
      FROB V 0 A_GiveInventory("FrostAmmo", 2)
	  TNT1 AA 0 A_GiveInventory("ArmorBonus", 1)
	  TNT1 A 0 A_GiveInventory("HealingCheck", 1)
      Loop
   Deselect:
      FROB V 0 A_StopSoundEx("Weapon")
	  TNT1 AAAAAAAAAAAAAAAAAAAA 0 A_Lower
      FROB V 1 A_Lower
      Loop
   Select:
	  TNT1 A 0 ACS_ExecuteAlways(700, 0, WM_FROSTBITE)
	  TNT1 AAAAAAAAAAAAAAAAAAAA 0 A_Raise
      FROB V 1 A_Raise
      Goto Select+1
   Fire:
     FROB V 0 A_Playweaponsound("FrostChomp")
	 FROB V 0 A_Recoil(-20)
     FROB V 2 offset (0, 55)
     FROB V 2 offset (0, 65)
     FROB V 2 offset (0, 75)
     FROB V 2 offset (0, 95)
     FROB V 2 offset (0, 105)
     FROB V 2 offset (0, 135)
	 FROB V 0 A_Stop
	 FROB V 0 A_SpawnItemEx("IceChunkFB", 0, random(-22,22), random(2,15), momx, momy, random(8,12), random(-8,8),40)
	 FROB V 0 A_JumpIfInventory("Crunched",1,"Take")
	 FROB V 0 A_Playweaponsound("FrostTeeth")
     FROB V 3 offset (0, 38) A_FireCustomMissile("FrostAttack", 0, 0 ,0)
	 FROB VV 0 A_SpawnItemEx("IceChunkFB", 0, random(-22,22), random(2,15), momx, momy, random(8,12), random(-8,8),40)
     FROB V 3 offset (0, 29)
	 FROB VV 0 A_SpawnItemEx("IceChunkFB", 0, random(-22,22), random(2,15), momx, momy, random(8,12), random(-8,8),40)
     FROB V 3 offset (0, 34)
	 FROB VV 0 A_SpawnItemEx("IceChunkFB", 0, random(-22,22), random(2,15), momx, momy, random(8,12), random(-8,8),40)
	 FROB V 3 
	 FROB V 3 A_Refire
	 FROB V 0 A_TakeInventory("Crunched",999)
     goto Ready
   Take:
     FROB V 0 A_TakeInventory("Crunched",999)
	 Goto Fire+14
   Altfire:
     FROB V 0 A_GiveInventory("Clip",1)
     FROB V 0 A_PlaySoundEx("FrostBreathStart","Weapon")
     FROB V 3 offset (0, 55) A_TakeInventory("FrostAmmo",1)
     FROB V 3 offset (0, 75)
     FROB V 3 offset (0, 105)
     FROB V 3 offset (0, 135)
     FROB V 0 A_JumpIfInventory("FrostAmmo",1,"Return")
     FROB V 4 offset (0, 135)
     FROB V 0 A_Refire
	 FROB V 0 A_StopSoundEx("Weapon")
	 FROB V 0 A_PlaySoundEx("FrostBreathEnd","Weapon")
     FROB V 1 offset (0, 135)
     FROB V 1 offset (0, 105)
     FROB V 1 offset (0, 75)
     FROB V 1 offset (0, 55)
     FROB V 0 offset (0, 34)
	 FROB V 0 A_TakeInventory("Clip",1)
     Goto Ready
  AltHold:
     FROB V 0 A_GiveInventory("RocketAmmo",1)
	 FROB V 0 A_JumpIfInventory("RocketAmmo",5,"BreathSound")
     FROB V 0 A_JumpIfInventory("FrostAmmo",1,"AltReturn")
	 FROB V 0 A_StopSoundEx("Weapon")
	 FROB V 16 A_PlaySoundEx("FrostBreathFail","Weapon")
     FROB V 6 offset (0, 135) 
     FROB V 0 A_Refire
	 FROB V 0 A_StopSoundEx("Weapon")
	 FROB V 0 A_PlaySoundEx("FrostBreathEnd","Weapon")
     FROB V 1 offset (0, 135)
     FROB V 1 offset (0, 105)
     FROB V 1 offset (0, 75)
     FROB V 1 offset (0, 55)
     FROB V 0 offset (0, 34)
	 FROB V 0 A_TakeInventory("Clip",1)
     Goto Ready
  Return:
     FROB V 0 //A_PlaySoundEx("FrostBreathMid", "Weapon")
	 FROB V 0 offset (0, 135) A_FireCustomMissile("FrozenWind",random(-15,15),1,0)
	 Goto Altfire+7
  BreathSound:
     FROB V 0 A_PlaySoundEx("FrostBreathMid", "Weapon")
	 FROB V 0 A_TakeInventory("RocketAmmo",5)
	 Goto AltHold+2
  AltReturn:
     FROB V 0 offset (0, 135) A_FireCustomMissile("FrozenWind",random(-15,15),0,0)
	 FROB V 0 A_TakeInventory("FrostAmmo",1)
	 Goto AltHold+5
   }
}

Actor FrostTeeth-Mortar : Weapon
{
   +WEAPON.DONTBOB
   Weapon.SelectionOrder 350
   Inventory.PickupSound ""
   Inventory.PickupMessage ""
   Weapon.SlotNumber 1
   Weapon.AmmoType "FrostAmmo"
   Weapon.AmmoGive 1
   Weapon.AmmoUse 1
   +WEAPON.MELEEWEAPON
   Weapon.Kickback 0
   Weapon.YAdjust 0
   +INVENTORY.UNDROPPABLE
   +WEAPON.ALT_AMMO_OPTIONAL
   +WEAPON.NOAUTOAIM
   inventory.icon "FROSTAT2"
   States
   {
   Spawn:
	  BPAK A 400
      Stop
   Ready:
      FROB VVVVV 1 A_WeaponReady
	  FROB VVVVV 1 A_WeaponReady
	  FROB V 0 A_GiveInventory("FrostAmmo", 2)
	  FROB VVVVV 1 A_WeaponReady
	  FROB VVVVV 1 A_WeaponReady
      FROB V 0 A_GiveInventory("FrostAmmo", 2)
	  TNT1 AA 0 A_GiveInventory("ArmorBonus", 1)
	  TNT1 A 0 A_GiveInventory("HealingCheck", 1)
      Loop
   Deselect:
      FROB V 0 A_StopSoundEx("Weapon")
	  TNT1 AAAAAAAAAAAAAAAAAAAA 0 A_Lower
      FROB V 1 A_Lower
      Loop
   Select:
      TNT1 A 0 ACS_ExecuteAlways(700, 0, WM_FROSTBITE2)
      TNT1 AAAAAAAAAAAAAAAAAAAA 0 A_Raise
      FROB V 1 A_Raise
      Goto Select+1
   Fire:
     FROB V 0 A_Playweaponsound("FrostChomp")
	 FROB V 0 A_Recoil(-20)
     FROB V 2 offset (0, 55)
     FROB V 2 offset (0, 65)
     FROB V 2 offset (0, 75)
     FROB V 2 offset (0, 95)
     FROB V 2 offset (0, 105)
     FROB V 2 offset (0, 135)
	 FROB V 0 A_Stop
	 FROB V 0 A_SpawnItemEx("IceChunkFB", 0, random(-22,22), random(2,15), momx, momy, random(8,12), random(-8,8),40)
	 FROB V 0 A_JumpIfInventory("Crunched",1,"Take")
	 FROB V 0 A_Playweaponsound("FrostTeeth")
     FROB V 3 offset (0, 38) A_FireCustomMissile("FrostAttack", 0, 0 ,0)
	 FROB VV 0 A_SpawnItemEx("IceChunkFB", 0, random(-22,22), random(2,15), momx, momy, random(8,12), random(-8,8),40)
     FROB V 3 offset (0, 29)
	 FROB VV 0 A_SpawnItemEx("IceChunkFB", 0, random(-22,22), random(2,15), momx, momy, random(8,12), random(-8,8),40)
     FROB V 3 offset (0, 34)
	 FROB VV 0 A_SpawnItemEx("IceChunkFB", 0, random(-22,22), random(2,15), momx, momy, random(8,12), random(-8,8),40)
	 FROB V 3 
	 FROB V 3 A_Refire
	 FROB V 0 A_TakeInventory("Crunched",999)
     goto Ready
   Take:
     FROB V 0 A_TakeInventory("Crunched",999)
	 Goto Fire+14
   Altfire:
	 TNT1 A 0 A_JumpIfInventory("MortarCooldown", 1, "Detonate")
     FROB V 0 A_GiveInventory("Clip",1)
     FROB V 0 A_PlaySoundEx("FrostChomp","Weapon")
     FROB V 3 offset (0, 55)
     FROB V 3 offset (0, 75)
     FROB V 3 offset (0, 105)
     FROB V 4 offset (0, 135)
     FROB V 4 offset (0, 135)
	 TNT1 A 0 A_JumpIfInventory("FrostAmmo", 15, 1)
   Goto Return
	 TNT1 A 0 A_PlayWeaponSound("Frostbite/Throw")
     FROB V 0 A_FireCustomMissile("GlacialBomb", 0, 0, 0, 12)
	 TNT1 A 0 A_GiveInventory("MortarCooldown", 1)
	 TNT1 A 0 ACS_ExecuteAlways(908, 0, 2)
	 TNT1 A 0 A_TakeInventory("FrostAmmo", 15)
   Return:
     FROB V 1 offset (0, 135)
     FROB V 1 offset (0, 105)
     FROB V 1 offset (0, 75)
     FROB V 1 offset (0, 55)
     FROB V 0 offset (0, 34)
	 FROB V 0 A_TakeInventory("Clip",1)
     Goto Ready
   Detonate:
	 TNT1 A 0 A_GiveInventory("BallDetonation", 1)
	 FROB V 5
//	 TNT1 A 0 A_PlaySound("*taunt")
	 TNT1 A 0 A_TakeInventory("BallDetonation", 1)
   Goto Ready
   }
}

Actor FrostAttack
{
	//PROJECTILE
	+NOGRAVITY
	+THRUGHOST
	+FORCERADIUSDMG
	Speed 10
	Radius 2
	Height 2
	Obituary "%o got frost bite from %k."
	damagetype "FrostbiteMelee"
	damage 0
	+RIPPER
	States
	{
	Spawn:
		TNT1 A 0
		TNT1 A 1
		Goto Death
		Death:
		TNT1 A 1 A_Explode(80, 128, 0)
		Stop
	}
}

Actor FrozenWind
{
	PROJECTILE
	+RIPPER
	Damage (4)
	Speed 25
	Radius 12
	renderstyle add
	DamageType "FrostbiteIceBreath"
	Obituary "%o got the chills from %k's frozen wind."
	alpha 0.8
	scale 2.0
	Height 20
	+DOOMBOUNCE
	+BLOODLESSIMPACT
	States
	{
	Spawn:
		PLSS J 5 A_FadeOut(0.05)
		PLSS J 0 A_JumpIfInTargetInventory("GhoulAmmo",1,"Death")
		PLSS K 5 A_FadeOut(0.05)
		PLSS J 0 A_JumpIfInTargetInventory("GhoulAmmo",1,"Death")
		PLSS L 5 A_FadeOut(0.05)
		PLSS J 0 A_JumpIfInTargetInventory("GhoulAmmo",1,"Death")
		PLSS M 5 A_FadeOut(0.05)
		PLSS J 0 A_JumpIfInTargetInventory("GhoulAmmo",1,"Death")
		PLSS N 5 A_FadeOut(0.05)
		PLSS J 0 A_JumpIfInTargetInventory("GhoulAmmo",1,"Death")
		PLSS O 5 A_FadeOut(0.05)
		PLSS J 0 A_JumpIfInTargetInventory("GhoulAmmo",1,"Death")
		PLSS P 5 A_FadeOut(0.05)
		PLSS J 0 A_JumpIfInTargetInventory("GhoulAmmo",1,"Death")
		PLSS Q 5 A_FadeOut(0.05)
		PLSS J 0 A_JumpIfInTargetInventory("GhoulAmmo",1,"Death")
		PLSS R 5 A_FadeOut(0.05)
		PLSS J 0 A_JumpIfInTargetInventory("GhoulAmmo",1,"Death")
		PLSS S 5 A_FadeOut(0.05)
		PLSS J 0 A_JumpIfInTargetInventory("GhoulAmmo",1,"Death")
		PLSS T 5 A_FadeOut(0.05)
		PLSS J 0 A_JumpIfInTargetInventory("GhoulAmmo",1,"Death")
		PLSS U 5 A_FadeOut(0.05)
		PLSS J 0 A_JumpIfInTargetInventory("GhoulAmmo",1,"Death")
		PLSS V 5 A_FadeOut(0.05)
		PLSS J 0 A_JumpIfInTargetInventory("GhoulAmmo",1,"Death")
		PLSS W 5 A_FadeOut(0.05)
		PLSS J 0 A_JumpIfInTargetInventory("GhoulAmmo",1,"Death")
		PLSS X 5 A_FadeOut(0.05)
		PLSS J 0 A_JumpIfInTargetInventory("GhoulAmmo",1,"Death")
		stop
		Death:
		TNT1 A 1
		stop
	}
}

Actor FrozenWindM : FrozenWind
{
	DamageType "FrostbiteMortar"
	States {
		Spawn:
			PLSS J 5 A_FadeOut(0.05)
			PLSS J 0 A_JumpIfInTargetInventory("GhoulAmmo",1,"Death")
			TNT1 A 0 A_ScaleVelocity(0.925)
			PLSS K 5 A_FadeOut(0.05)
			PLSS J 0 A_JumpIfInTargetInventory("GhoulAmmo",1,"Death")
			TNT1 A 0 A_ScaleVelocity(0.925)
			PLSS L 5 A_FadeOut(0.05)
			PLSS J 0 A_JumpIfInTargetInventory("GhoulAmmo",1,"Death")
			TNT1 A 0 A_ScaleVelocity(0.925)
			PLSS M 5 A_FadeOut(0.05)
			PLSS J 0 A_JumpIfInTargetInventory("GhoulAmmo",1,"Death")
			TNT1 A 0 A_ScaleVelocity(0.925)
			PLSS N 5 A_FadeOut(0.05)
			PLSS J 0 A_JumpIfInTargetInventory("GhoulAmmo",1,"Death")
			TNT1 A 0 A_ScaleVelocity(0.925)
			PLSS O 5 A_FadeOut(0.05)
			PLSS J 0 A_JumpIfInTargetInventory("GhoulAmmo",1,"Death")
			TNT1 A 0 A_ScaleVelocity(0.925)
			PLSS P 5 A_FadeOut(0.05)
			PLSS J 0 A_JumpIfInTargetInventory("GhoulAmmo",1,"Death")
			TNT1 A 0 A_ScaleVelocity(0.925)
			PLSS Q 5 A_FadeOut(0.05)
			PLSS J 0 A_JumpIfInTargetInventory("GhoulAmmo",1,"Death")
			TNT1 A 0 A_ScaleVelocity(0.925)
			PLSS R 5 A_FadeOut(0.05)
			PLSS J 0 A_JumpIfInTargetInventory("GhoulAmmo",1,"Death")
			TNT1 A 0 A_ScaleVelocity(0.925)
			PLSS S 5 A_FadeOut(0.05)
			PLSS J 0 A_JumpIfInTargetInventory("GhoulAmmo",1,"Death")
			TNT1 A 0 A_ScaleVelocity(0.925)
			PLSS T 5 A_FadeOut(0.05)
			PLSS J 0 A_JumpIfInTargetInventory("GhoulAmmo",1,"Death")
			TNT1 A 0 A_ScaleVelocity(0.925)
			PLSS U 5 A_FadeOut(0.05)
			PLSS J 0 A_JumpIfInTargetInventory("GhoulAmmo",1,"Death")
			PLSS V 5 A_FadeOut(0.05)
			PLSS J 0 A_JumpIfInTargetInventory("GhoulAmmo",1,"Death")
			PLSS W 5 A_FadeOut(0.05)
			PLSS J 0 A_JumpIfInTargetInventory("GhoulAmmo",1,"Death")
			PLSS X 5 A_FadeOut(0.05)
			PLSS J 0 A_JumpIfInTargetInventory("GhoulAmmo",1,"Death")
		stop
	}
}

Actor GlacialBomb
{
	Speed 32
	Damage (35)
	DamageType "FrostbiteMortar"
	Obituary "%o ate %k's icecream."
	Translation "Ice"
	Radius 16
	Height 16
   PROJECTILE
   BounceCount 10
   BounceType Grenade
	
	States
	{
		Spawn:
			COMT AAA 1 Bright A_JumpIf(z-floorz < 1, "Spawn2")
			TNT1 AAAAAAAA 0 A_SpawnItemEx("IceChunkFB2", random(-24, 24), random(-24, 24), random(-24, 24), random(-10, 10), random(-10, 10), random(-6, 0), random(0, 359))
			TNT1 A 0 A_JumpIfInTargetInventory("BallDetonation", 1, "Death2")
			TNT1 A 0 A_ChangeFlag("NOGRAVITY", 0)
			COMT BBB 1 Bright A_JumpIf(z-floorz < 1, "Spawn2")
			TNT1 AAAAAAAA 0 A_SpawnItemEx("IceChunkFB2", random(-24, 24), random(-24, 24), random(-24, 24), random(-10, 10), random(-10, 10), random(-6, 0), random(0, 359))
			TNT1 A 0 A_JumpIfInTargetInventory("BallDetonation", 1, "Death2")
			COMT CCC 1 Bright A_JumpIf(z-floorz < 1, "Spawn2")
			TNT1 AAAAAAAA 0 A_SpawnItemEx("IceChunkFB2", random(-24, 24), random(-24, 24), random(-24, 24), random(-10, 10), random(-10, 10), random(-6, 0), random(0, 359))
			TNT1 A 0 A_JumpIfInTargetInventory("BallDetonation", 1, "Death2")
		Loop
		Spawn2:
			TNT1 A 0 A_SpawnItemEx("GlacialBomb2", 0, 0, 0, 0, 0, 0, 0, SXF_TRANSFERPOINTERS)
		Stop
		Death:
			TNT1 A 0 A_Stop
			TNT1 AA 0 A_PlaySoundEx("BarbSwordDeath", 4)
			TNT1 A 0 A_Explode(45, 72, 0)
			COMT DEFGHI 2 Bright
		Stop
		Death2:
			TNT1 AA 0 A_PlaySoundEx("BarbSwordDeath", 4)
			COMT DEF 2 Bright A_Explode(20, 72, 0)
			COMT GHI 2 Bright
		Stop		
	}
}

Actor GlacialBomb2 : GlacialBomb
{
	Speed 0
	Damage (20)
	DamageType "FrostbiteMortar"
	Obituary "%o ate %k's icecream."
	Translation "Ice"
	Radius 16
	Height 16
   PROJECTILE
   -NOGRAVITY
	+MTHRUSPECIES
	States
	{
		Spawn:
			COMT ABCABCABCABCABCABCABC 3 Bright A_JumpIfInTargetInventory("BallDetonation", 1, "Death")
			TNT1 AA 0 A_PlaySoundEx("ShieldDetonate", 4)
			TNT1 AAAAAAAAAAAA 0 A_SpawnItemEx("FrozenWindM", random(-3,3), random(-3,3), 0, random(-12,12), random(-12,12), random(-8,8), 0, SXF_TRANSFERPOINTERS)
			COMT DDEEFFGGHHII 1 Bright A_SpawnItemEx("FrozenWindM", random(-3,3), random(-3,3), 0, random(-12,12), random(-12,12), random(-8,8), 0, SXF_TRANSFERPOINTERS)
		Stop
		Death:
			TNT1 AA 0 A_PlaySoundEx("BarbSwordDeath", 4)
			TNT1 A 0 A_Explode(30, 72, 0)
			COMT DEFGHI 2 Bright
		Stop
	}
}

Actor FrostCooldown : PowerDamage
{
	DamageFactor "Nothing", 1.0
	Powerup.Duration 45
}

Actor MortarCooldown : PowerDamage
{
	DamageFactor "Nothing", 1.0
	Powerup.Duration -3
}

Actor HealingCheck : CustomInventory
{
	inventory.amount 1
	inventory.maxamount 1
	+IGNORESKILL
	+AUTOACTIVATE
	+ALWAYSPICKUP
	
	States
	{
		Pickup:
			TNT1 A 0 ACS_ExecuteAlways(995, 0)
		Stop
	}
}

Actor BallDetonation : Inventory
{
	inventory.amount 1
	inventory.maxamount 1
}

actor frosthead
{
    +DOOMBOUNCE
    PROJECTILE
    -NOGRAVITY
    -NOBLOCKMAP
    -NOTELEPORT
    -SOLID
	scale 0.24
    Radius 3
    Damage 0
    bouncefactor 0.5
    SeeSound ""
    Speed 3
    States
    {
    Spawn:
        SFRS B 3
		TNT1 A 0 A_SpawnItemEx("FrostDeathFX",0,0,32,1,0,2,random(0,360),32)
        SFRS C 3
		TNT1 A 0 A_SpawnItemEx("FrostDeathFX",0,0,32,1,0,2,random(0,360),32)
        SFRS D 3
		TNT1 A 0 A_SpawnItemEx("FrostDeathFX",0,0,32,1,0,2,random(0,360),32)
        SFRS E 3
		TNT1 A 0 A_SpawnItemEx("FrostDeathFX",0,0,32,1,0,2,random(0,360),32)
        SFRS B 3 
		TNT1 A 0 A_SpawnItemEx("FrostDeathFX",0,0,32,1,0,2,random(0,360),32)
        SFRS C 3
		TNT1 A 0 A_SpawnItemEx("FrostDeathFX",0,0,32,1,0,2,random(0,360),32)
        SFRS D 3
		TNT1 A 0 A_SpawnItemEx("FrostDeathFX",0,0,32,1,0,2,random(0,360),32)
        SFRS E 3
		FROB A 0 A_SpawnItemEx("LargeBurst",0,0,0,0,0,0,0,32)
        goto death
    Death:
        Stop
    }
}

Actor FrostbiteBlowFX
{
	Scale 1.25
	Alpha 0.85
	Renderstyle Add
	+NOINTERACTION
	+CLIENTSIDEONLY
	
	States
	{
	  Spawn:
		XPB1 A 0
		XPB1 A 0 A_Jump(128, "Spawn2")
		XPB1 ABCDEFGHIJK 1 Bright
		XPB2 ABCDEFGHIJK 1 Bright
		XPB3 ABCDEFGHIJ 1 Bright
		Stop
	  Spawn2:
		XPB1 LMNOPQRSTUV 1 Bright
		XPB2 LMNOPQRSTUV 1 Bright
		XPB3 LMNOPQRSTU 1 Bright
		Stop
	}
}