ACTOR CryoCannonZombie : PyroCannonZombie
{
//Creator: Fluffy
//Origin: Nexus Infinity
//Sprite: PCRY
//Title: "Cryo Cannon Zombie"
Health 390
Speed 11
DropItem "HealthFlask" 100 1
DropItem "Armorplate" 215 1
DropItem "AmmoPack" 50 1
DropItem "HandGrenadeAmmo" 210 1
DropItem "Portablemedkit" 230 1
DropItem "MineAmmo" 25 1
DropItem "MineAmmo" 25 1
DropItem "Freezer Rifle" 150 1
DropItem "Backpack" 60 1
DropItem "NewCellPack" 250
Damagefactor "Ice", 0.0
DamageFactor "FreezerBurn", 0.0
Damagefactor "Fire", 1.0
Species "ZombieDeud"
SeeSound "fzombie/sight"
PainSound "fzombie/pain"
DeathSound "fzombie/death"
ActiveSound "fzombie/active"
Tag "\c[c1]Cryo Cannon\c- \c Zombie \c-"
Obituary "%o was sent to the ice age by a Cryo Cannon zombie."
States
{
  Spawn:
	PCRY A 10 A_Look
	Loop
  Idle:
	PCRY AA 3 A_Wander
	TNT1 A 0 A_look
	PCRY BB 3 A_Wander
	TNT1 A 0 A_look
	TNT1 A 0 A_SpawnItem("FootStep",0,0,0,0)
	PCRY CC 3 A_Wander
	TNT1 A 0 A_look
	PCRY DD 3 A_Wander
	TNT1 A 0 A_look
	TNT1 A 0 A_JumpIf(user_mine == 0,3)
	TNT1 A 0 A_JumpIf(user_minecount == 0,2)
	TNT1 A 0 A_Jump(10,"ThrowMineIdle")
	TNT1 A 0 A_SpawnItem("FootStep",0,0,0,0)
	Loop
  ThrowMineIdle:
	TNT1 A 0 A_SetAngle(Angle+Random(0,360))
	TNT1 A 0 A_PlaySound("weapons/hgrenadethrow",4)
	TNT1 A 0 A_SetUserVar(user_minecount,user_minecount-1)
	PCRY E 12 A_CustomMissile("CryoCannonZombieMine",32,0,0,2,15)
	TNT1 A 0 A_look
	Goto Idle
  See:
	TNT1 A 0 A_SetTranslucent(1,0)
	PCRY AABB 3 A_Chase
	TNT1 A 0 A_SpawnItem("FootStep",0,0,0,0)
	PCRY CCDD 3 A_Chase
	TNT1 A 0 A_JumpIf(user_mine == 0,2)
	TNT1 A 0 A_Jump(10,"ThrowMine")
	TNT1 A 0 A_Jump(30,"Teleport")
	TNT1 A 0 A_SpawnItem("FootStep",0,0,0,0)
	Loop
  Teleport:
	PCRY A 1 A_UnSetShootable
	TNT1 A 0 A_SetTranslucent(1,1)
	TNT1 A 0 A_SpawnItemEx("NemesisZombieTeleportEffect",0,0,35)
	PCRX ABCDE 2
	PCRX EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE 0 A_Wander
	PCRX EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE 0 A_Wander
	PCRX E 0 A_PlaySound("loper/tele")
	TNT1 A 0 A_SpawnItemEx("NemesisZombieTeleportEnd",0,0,35)
	PCRX EDCBA 2
	TNT1 A 0 A_SetTranslucent(1,0)
	PCRY A 1 A_SetShootable
	Goto See
  ThrowMine:
	TNT1 A 0 A_PlaySound("weapons/hgrenadethrow",4)
	PCRY E 12 A_CustomMissile("CryoCannonZombieMine",32,0,0,2,15)
	Goto See
  Missile:
	TNT1 A 0 A_ChangeFlag(NOPAIN,1)
	TNT1 A 0 A_JumpIf(user_mine == 1,3)
	TNT1 A 0 A_SetUserVar(user_minecount,Random(0,3))
	TNT1 A 0 A_SetUserVar(user_mine,1)
	PCRY EEEEEEE 4 A_FaceTarget
	//TNT1 A 0 A_Jump(136,2)
	TNT1 A 0 A_CheckSight("MLG")
	PCRY E 4 A_FaceTarget
	TNT1 A 0 A_PlaySound("weapons/PCNNF",CHAN_WEAPON)
	PCRY F 4 Bright A_CustomMissile("ZombieCryoShot",40,20,0,CMF_TRACKOWNER)
	TNT1 A 0 A_PlaySound("weapons/dtech10ksteam",6)
	TNT1 AAA 0 A_ChangeFlag(NOPAIN,0)
	PCRY E 20 Bright A_SpawnItemEx("LegendaryCannonSmoke",40,20,0)
	TNT1 A 0 A_SpawnItemEx("LegendaryCannonSmoke",40,-20,0)
	PCRY E 20 Bright A_SpawnItemEx("LegendaryCannonSmoke",40,20,0)
	TNT1 A 0 A_SpawnItemEx("LegendaryCannonSmoke",40,-20,0)
	PCRY E 20 Bright A_SpawnItemEx("LegendaryCannonSmoke",40,20,0)
	TNT1 A 0 A_SpawnItemEx("LegendaryCannonSmoke",40,-20,0)
	Goto See
  MLG:
    TNT1 A 0 A_SetTranslucent(1,1)
	TNT1 A 0 A_SpawnItemEx("NemesisZombieTeleportEffect",0,0,35)
    PCRZ ABCDE 2 A_FaceTarget
	TNT1 A 0 ThrustThingZ(0,400,0,1)
	PCRZ E 0 A_PlaySound("loper/tele")
    PCRZ E 4 A_FaceTarget
	PCRZ E 0 A_Stop
	PCRZ E 1 ThrustThingZ(0,15,0,1)
	TNT1 A 0 A_SpawnItemEx("NemesisZombieTeleportEnd",0,0,35)
	PCRZ EDCBA 2 A_FaceTarget
	TNT1 A 0 A_SetTranslucent(1,0)
	TNT1 A 0 A_CheckSight("MLG2")
	PCRY E 2 A_FaceTarget
	TNT1 A 0 A_PlaySound("weapons/PCNNF",CHAN_WEAPON)
	PCRY F 4 Bright A_CustomMissile("ZombieCryoShot",40,20,0,CMF_TRACKOWNER)
	TNT1 A 0 A_PlaySound("weapons/dtech10ksteam",6)
	TNT1 AAA 0 A_ChangeFlag(NOPAIN,0)
	PCRY E 20 Bright A_SpawnItemEx("LegendaryCannonSmoke",40,20,0)
	TNT1 A 0 A_SpawnItemEx("LegendaryCannonSmoke",40,-20,0)
	PCRY E 20 Bright A_SpawnItemEx("LegendaryCannonSmoke",40,20,0)
	TNT1 A 0 A_SpawnItemEx("LegendaryCannonSmoke",40,-20,0)
	PCRY E 20 Bright A_SpawnItemEx("LegendaryCannonSmoke",40,20,0)
	TNT1 A 0 A_SpawnItemEx("LegendaryCannonSmoke",40,-20,0)
	Goto See
  MLG2:
    TNT1 A 0 A_SetTranslucent(1,1)
	TNT1 A 0 A_SpawnItemEx("NemesisZombieTeleportEffect",0,0,35)
    PCRZ ABCDE 2 A_FaceTarget
	TNT1 A 0 ThrustThingZ(0,400,0,1)
	PCRZ E 0 A_PlaySound("loper/tele")
    PCRZ E 4 A_FaceTarget
	PCRZ E 0 A_Stop
	PCRZ E 1 ThrustThingZ(0,15,0,1)
	TNT1 A 0 A_SpawnItemEx("NemesisZombieTeleportEnd",0,0,35)
	PCRZ EDCBA 2 A_FaceTarget
	TNT1 A 0 A_SetTranslucent(1,0)
	TNT1 A 0 A_CheckSight("See")
	PCRY E 2 A_FaceTarget
	TNT1 A 0 A_PlaySound("weapons/PCNNF",CHAN_WEAPON)
	PCRY F 4 Bright A_CustomMissile("ZombieCryoShot",40,20,0,CMF_TRACKOWNER)
	TNT1 A 0 A_PlaySound("weapons/dtech10ksteam",6)
	TNT1 AAA 0 A_ChangeFlag(NOPAIN,0)
	PCRY E 20 Bright A_SpawnItemEx("LegendaryCannonSmoke",40,20,0)
	TNT1 A 0 A_SpawnItemEx("LegendaryCannonSmoke",40,-20,0)
	PCRY E 20 Bright A_SpawnItemEx("LegendaryCannonSmoke",40,20,0)
	TNT1 A 0 A_SpawnItemEx("LegendaryCannonSmoke",40,-20,0)
	PCRY E 20 Bright A_SpawnItemEx("LegendaryCannonSmoke",40,20,0)
	TNT1 A 0 A_SpawnItemEx("LegendaryCannonSmoke",40,-20,0)
	Goto See
  Pain:
    TNT1 A 0 A_Jump(10,"PainMissile")
    PCRY G 6 A_Pain
    Goto See
  PainMissile:
    PCRY G 6 A_Pain
	Goto Missile
  Death:
    PCRY H 5
	TNT1 A 0 A_CustomMissile("SuicideBomb",24,0,0,CMF_AIMDIRECTION) 
    TNT1 AAA 0 A_CustomMissile("BlueKaboom3",24,0,random(0,360),2,random(0,360))
	TNT1 AAAA 0 A_SpawnItemEx("BlueParticleSpawner",0,0,24,0,0,0,0,0,128)
	TNT1 AAA 0 A_CustomMissile("SmokeFX2",24,0,random(0,360),2,random(0,360))
    TNT1 AAAA 0 A_SpawnItemEx("Debris",0,0,24,Random(4,-4),Random(4,-4),Random(4,8),0,128)
    TNT1 A 0 A_SpawnItem("BlueRocketEx",0,24)
	TNT1 A 0 A_PlaySound("weapons/rocklx",CHAN_BODY)
    PCRY I 5 A_Scream
    PCRY J 5 A_Fall
    PCRY KLM 5
    PCRY N 0 A_SpawnItem("BodyCrash",0,0,0,0)
    PCRY N -1
    Stop
  XDeath:
    PCRY O 3
	TNT1 A 0 A_SpawnItemEx("ZombieCryoExplosion",0,0,36)
	TNT1 A 0 ThrustThingZ(0,40,0,1)
	TNT1 A 0 ThrustThing(Random(0,360),random(15,20))
    PCRY P 3 A_XScream
    PCRY Q 3 A_SpawnItemEx("GibbedGenerator",0,0,0,0,0,0,0,128,0)
    PCRY R 3 A_Fall
    PCRY STUV 3
    PCRY W -1
    Stop
  Raise:
	TNT1 A 0
	TNT1 A 0 A_SpawnItemEx("VileHealEffect",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
    PCRY MLKJIH 5
    Goto See
    }
}

ACTOR ZombieCryoExplosion : ZombiePyroExplosion
{
DamageType "Ice"
Species "LegendaryZombie"
Scale 0.7
States
{
  Spawn:
    TNT1 A 0
    TNT1 A 1 A_Die
	Goto Death
  Death:
	TNT1 A 0 Radius_Quake(15,20,0,20,0)
	TNT1 A 0 A_Explode(50,200)
	TNT1 A 0 A_SpawnItemEx("CryoShotExLite",0,0,0,0,0,0,0)
	TNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_SpawnItemEx("ZombieFreezeBFGFlame",0,0,0,Random(8,-8),Random(8,-8),Random(6,-6),0,0,192)
	TNT1 A 0 A_SpawnItemEx("CryoMineShockWave",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_CLIENTSIDE)
	TNT1 AAAA 0 A_SpawnItemEx("BlueParticleSpawner",0,0,0,0,0,0,0,0,128)
	TNT1 A 0 A_PlaySound("Weapons/PCnnEx",6,1.0,0)
	TNT1 A 0 A_PlaySound("icefurry",CHAN_BODY,1.0,0)
	CSE8 ABCDEFGHIJKL 3 Bright
	CSE8 LLLL 1 Bright A_Fadeout(0.3,0)
    Stop
  }
}

ACTOR CryoCannonZombieMine : InsaneCydestroyerThrownHellfireMine
{
SeeSound "weapons/bminebounce"
States
{
  Spawn:
	TNT1 A 0
	TNT1 A 0 A_StopSound
    Goto Thrown
  Thrown:
	PCRX F 30
	PCRX G 10 Bright
	Loop
  Death:
	PCRX F 1
	PCRX F 1 A_SpawnItem("CryoCannonZombieLiveMine")
	Stop
	}
}

ACTOR CryoCannonZombieLiveMine : PyroCannonZombieLiveMine
{
DamageType "Ice"
SeeSound "weapons/bminebounce"
States
{
  Spawn:
    TNT1 A 0
	TNT1 A 0 A_JumpIf(user_counter >= 35,"Fade")
    TNT1 A 0 A_SetUserVar("user_counter",user_counter+1)
	PCRX F 30 A_ChangeFlag(NOBLOCKMAP,0)
	PCRX G 10 Bright A_ChangeFlag(NOBLOCKMAP,1)
	Loop
  Death:
	TNT1 A 0 A_Die
  Explode:
	PCRX G 15 Bright A_PlaySound("weapons/minebeep")
	TNT1 A 0 A_Explode(186,162)
	TNT1 A 0 A_PlaySound("icefurry",CHAN_VOICE)
	TNT1 A 0 A_SpawnItemEx("CryoMineShockWave",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_CLIENTSIDE)
	TNT1 AAAA 0 A_SpawnItemEx("BlueParticleSpawner",0,0,0,0,0,0,0,0,128)
	TNT1 A 0 A_PlaySound("weapons/mineexplode")
	TNT1 A 0 A_SpawnItemEx("CryoShotEx",0,0,0,0,0,0,0)
    TNT1 AAAAAAAAAAAAAAAAAAAAAAAAA 0 A_SpawnItemEx("ZombieFreezeBFGFlame",random(-3,3),random(-3,3),CMF_AIMDIRECTION,random(-6,6),random(-6,6),random(-3,3))
	Stop
  Fade:
    PCRX F 125 A_PlaySound("LandMine/Deactivate")
	TNT1 A 0 A_CustomMissile("TeleportFog",0,0,0,0,0)
	Stop
	}
}

ACTOR CryoMineShockWave : FreezeBFGShockWave
{
Scale 1
Damage 0
States
{
  Spawn:
	TNT1 A 0 Bright
	HBRB ABCDEFGHIJKLMNOPQR 2 Bright A_FadeOut(0.015,1)
	Stop
	}
}

Actor NemesisZombieTeleportEnd : NemesisFragmentPortal
{
Scale 0.4
States
{
  Spawn:
	NFX8 ABCDEFGHIJLMN 2 A_FadeOut(0.1,0)
	Stop
	}
}

Actor NemesisZombieTeleportEffect : NemesisFragmentPortal
{
Scale 0.7
States
{
  Spawn:
    TNT1 A 0 A_SetTranslucent(0)
    NTEL LKJIHGFEDCBA 1 A_Fadein(0.1)
	NPDL A 1
	Stop
	}
}

ACTOR ZombieCryoShot : PyroShot //Yes it's intended to move like that, decorate can go f**k itself
{
DamageType "Ice"
DeathSound "weapons/pcnnexfar"
ReactionTime 180
BounceCount 10
Speed 60
+HEXENBOUNCE
+EXPLODEONWATER
+SKYEXPLODE
States
{
  Spawn:
    CSA8 A 1 Bright A_SpawnItemEx("CYExTrail",0,0,0,0,0,0,0)
	TNT1 A 0 A_SpawnItemEx("ArmorParticleWhite",Random(-12,12),Random(-12,12),Random(12,22),Random(-2,2),Random(-2,2),Random(-2,2),Random(-20,20),0,64)
	CSA8 B 1 Bright A_SpawnItemEx("CYExTrail",0,0,0,0,0,0,0)
	TNT1 A 0 A_CustomMissile("MonsterFreezeBFGBolt",0,0,random(0,360),CMF_AIMDIRECTION|CMF_TRACKOWNER,random(-40,40))
	TNT1 A 0 A_CustomMissile("MonsterFreezeLiteShot",0,0,random(0,360),CMF_AIMDIRECTION|CMF_TRACKOWNER,random(-40,40))
	TNT1 A 0 A_SpawnItemEx("ArmorParticleWhite",Random(-12,12),Random(-12,12),Random(12,22),Random(-2,2),Random(-2,2),Random(-2,2),Random(-20,20),0,64)
	CSA8 C 1 Bright A_SpawnItemEx("CYExTrail",0,0,0,0,0,0,0)
	TNT1 A 0 A_SpawnItemEx("ArmorParticleWhite",Random(-12,12),Random(-12,12),Random(12,22),Random(-2,2),Random(-2,2),Random(-2,2),Random(-20,20),0,64)
	TNT1 A 0 A_Countdown
	TNT1 A 0 A_SpawnItemEx("MonsterFreezeBFGSpike",random(-50,50),random(-100,100),0,0,0,0,0,SXF_NOCHECKPOSITION,96)
	Loop
  Death:
	TNT1 A 0 Radius_Quake(15,20,0,20,0)
	TNT1 A 0 A_Explode(4000,600,0,1)
	TNT1 A 0 A_PlaySound("icefurry",CHAN_WEAPON,1.0,0)
	TNT1 A 0 A_PlaySound("icefurry",CHAN_BODY,0.5,0,ATTN_NONE)
	TNT1 A 0 A_CustomMissile("CryoExplosion1",0,0,0,30)
    TNT1 A 0 A_CustomMissile("CryoExplosion1",0,0,65,30)
    TNT1 A 0 A_CustomMissile("CryoExplosion1",0,0,120,30)
    TNT1 A 0 A_CustomMissile("CryoExplosion1",0,0,165,30)
    TNT1 A 0 A_CustomMissile("CryoExplosion1",0,0,220,30)
    TNT1 A 0 A_CustomMissile("CryoExplosion1",0,0,265,30)
    TNT1 A 0 A_CustomMissile("CryoExplosion1",0,0,330,30)
    TNT1 A 0 A_CustomMissile("CryoExplosion1",0,0,375,30)
    TNT1 A 0 A_CustomMissile("ZombieFreezeFlameSpawner",30)
	TNT1 A 0 A_SpawnItemEx("CryoShotEx",0,0,0,0,0,0,0)
	CSA8 DEFGHIJKLMN 1 BRIGHT
	TNT1 A 0 A_SpawnItemEx("CryoShotEx",0,0,0,0,0,0,0)
	TNT1 A 15
	TNT1 A 0 A_SpawnItemEx("CryoShotEx",0,0,0,0,0,0,0)
    Stop
	}
}

Actor CryoExplosionEnemy : ZombieCryoShot
{
Speed 420
Scale 1
-HEXENBOUNCE
States
{
  Spawn:
    CSA9 ABCDEFGHIJKLMNOPQRSTUVWXYZ 1 Bright A_SpawnItemEx("FreezeBFGShockWave",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_CLIENTSIDE)
	CSA0 ABCDE 1 Bright A_SpawnItemEx("FreezeBFGShockWave",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_CLIENTSIDE)
	Loop
  Death:
	TNT1 A 0 Radius_Quake(15,20,0,20,0)
	TNT1 A 0 A_Explode(4000,600,0,1)
	TNT1 A 0 A_SetTranslucent(1,0)
	TNT1 A 0 A_PlaySound("icefurry",CHAN_WEAPON,1.0,0)
	TNT1 A 0 A_PlaySound("freezerball/explode",CHAN_BODY,0.5,0,ATTN_NONE)
	TNT1 A 0 A_CustomMissile("PlayerCryoExplosion1",0,0,0,30)
    TNT1 A 0 A_CustomMissile("PlayerCryoExplosion1",0,0,65,30)
    TNT1 A 0 A_CustomMissile("PlayerCryoExplosion1",0,0,120,30)
    TNT1 A 0 A_CustomMissile("PlayerCryoExplosion1",0,0,165,30)
    TNT1 A 0 A_CustomMissile("PlayerCryoExplosion1",0,0,220,30)
    TNT1 A 0 A_CustomMissile("PlayerCryoExplosion1",0,0,265,30)
    TNT1 A 0 A_CustomMissile("PlayerCryoExplosion1",0,0,330,30)
    TNT1 A 0 A_CustomMissile("PlayerCryoExplosion1",0,0,375,30)
    TNT1 A 0 A_CustomMissile("PlayerFreezeFlameSpawner",30)
	TNT1 A 0 A_SpawnItemEx("CryoShotEx",0,0,0,0,0,0,0)
	CSE8 ABCDEFGHIJKL 3 BRIGHT
	TNT1 A 0 A_SpawnItemEx("CryoShotEx",0,0,0,0,0,0,0)
	CSE8 LLLL 1 Bright A_Fadeout(0.3,0)
	TNT1 A 11
	TNT1 A 0 A_SpawnItemEx("CryoShotEx",0,0,0,0,0,0,0)
    Stop
	}
}

ACTOR ZombieFreezeFlameSpawner : FuelExplosion01
{
SeeSound ""
States
{
  Spawn:
	TNT1 A 0
	TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_SpawnItemEx("ZombieFreezeBFGFlame",0,0,0,Random(16,-16),Random(16,-16),Random(16,-16))
	TNT1 AAAAAAAA 0 A_SpawnItemEx("MonsterFreezeBFGBolt",0,0,0,Random(-20,20),Random(-20,20),Random(-20,20),Random(-360,360),0,32)
	TNT1 A 2
	TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_SpawnItemEx("ZombieFreezeBFGFlame",0,0,0,Random(8,-8),Random(8,-8),Random(6,-6),0,0,192)
	TNT1 AAAAAAAA 0 A_SpawnItemEx("MonsterFreezeBFGBolt",0,0,0,Random(-20,20),Random(-20,20),Random(-20,20),Random(-360,360),0,32)
	TNT1 A 2
	TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_SpawnItemEx("ZombieFreezeBFGFlame",0,0,0,Random(8,-8),Random(8,-8),Random(6,-6),0,0,192)
	TNT1 AAAAAAAA 0 A_SpawnItemEx("MonsterFreezeBFGBolt",0,0,0,Random(-20,20),Random(-20,20),Random(-20,20),Random(-360,360),0,32)
	TNT1 A 2
	TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_SpawnItemEx("ZombieFreezeBFGFlame",0,0,0,Random(8,-8),Random(8,-8),Random(6,-6),0,0,192)
	TNT1 AAAAAAAA 0 A_SpawnItemEx("MonsterFreezeBFGBolt",0,0,0,Random(-20,20),Random(-20,20),Random(-20,20),Random(-360,360),0,32)
	TNT1 A 2
	TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_SpawnItemEx("ZombieFreezeBFGFlame",0,0,0,Random(8,-8),Random(8,-8),Random(6,-6),0,0,192)
	Stop
	}
}

ACTOR ZombieFreezeBFGFlame : MonsterFreezeBFGFlame { Species "ZombieDeud" }

ACTOR CryoExplosion1 : PyroFuelExplosion01
{
SeeSound "weapons/pcnnexfar"
States
{
  Spawn:
    TNT1 AAAAA 3 A_SpawnItem("CryoExplosion2",0,0)
	Stop
	}
}

ACTOR CryoExplosion2 : PyroFuelExplosion02
{
Scale 0.4
Alpha 1
SeeSound "weapons/pcnnexfar"
States
{
  Spawn:
    CSE8 A 3 Bright
    CSE8 B 3 Bright A_Explode(16,164)
    CSE8 CDEFGHIJKL 3 Bright A_Explode(16,164)
	CSE8 LLLL 1 Bright A_Fadeout(0.3,0)
	Stop
	}
}

ACTOR CryoShotEx : PyroShotEx
{
States
{
  Spawn:
	TNT1 A 0
	TNT1 A 1 A_SpawnItemEx("CryKaboom",0,0,0,random(-9,9),random(-10,10),random(-10,10),0)
	TNT1 A 0 A_Countdown
	Loop
	}
}

ACTOR CryoShotExLite : PyroShotEx
{
States
{
  Spawn:
	TNT1 A 0
	TNT1 A 1 A_SpawnItemEx("CryKaboomLite",0,0,0,random(-9,9),random(-10,10),random(-10,10),0)
	TNT1 A 0 A_Countdown
	Loop
	}
}


ACTOR CYExTrail : HFExTrail
{
States 
{
  Spawn:
	TNT1 A 0
	TNT1 A 1 A_SpawnItemEx("CryKaboom",-8,0,0,-6, 0,random(-1,1),0)
	Stop
	}
}

ACTOR CryKaboom : HFKaboom
{
States
{
  Spawn:
    TNT1 A 0
    TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1,"NULL")
    FXPB AABBCDEFGHIJKLM 1 Bright A_FadeOut(0.05)
    Stop
	}
}

ACTOR CryKaboomLite : HFKaboom
{
Scale 0.8
States
{
  Spawn:
    TNT1 A 0
    TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1,"NULL")
    FXPB AABBCDEFGHIJKLM 1 Bright A_FadeOut(0.05)
    Stop
	}
}