actor Iceman_W : BaseMM8BDMWep_CBM
{
tag "$TAGC_1C"
dropitem "IceSlasherWep"
Weapon.AmmoUse 0
Weapon.AmmoGive 0
Obituary "$OB_ICESLASHER"
weapon.ammotype "IcicleAmmo"
+WEAPON.NOAUTOAIM
States
{
Spawn:
C_01 C 1
loop

Deselect:
ICEB A 0
goto DeselectSwap
Select:
ICEB A 0
goto SelectSwap

Ready:
ICEB A 0 ACS_NamedExecuteWithResult("core_weaponcolor",DYE_ICEMAN)
goto Ready1
Ready1:
ICEB A 0 A_JumpIfInventory("IcicleAmmo",7,"Ready2")
ICEB A 4 A_WeaponReady(8)
ICEB A 0 A_GiveInventory("IcicleAmmo",1)
loop
Ready2:
ICEB A 4 A_WeaponReady
ICEB A 0 A_GiveInventory("IcicleAmmo",1)
loop

Fire:
ICEB B 0 A_JumpIfInventory("IsBot",1,"BotFire")
ICEB B 2 A_GiveInventory("VivifyFlag1",1)
goto FireH1
FireH0:
ICEB C 2
FireH1:
ICEB C 0 A_PlaySoundEx("weapon/icemanshot","Weapon")
ICEB C 0 A_FireCustomMissile("Iceman_Slasher",0,1,0,0)
ICEB C 9
ICEB C 1 A_GiveInventory("IcicleAmmo",1)
ICEB CC 2 A_Refire("FireH1")
ICEB B 2 A_Refire("FireH0")
ICEB A 2 A_Refire("Fire")
ICEB A 0 A_TakeInventory("VivifyFlag1",9)
Goto Ready1
Altfire:
ICEB A 0 A_JumpIfInventory("IcicleAmmo",7,"Altfire2")
goto Ready1
Altfire2:
ICEB D 0 A_GiveInventory("VivifyDelay6",1)
ICEB D 0 A_Refire(1)
ICEB E 2
ICEB G 0 A_PlaySoundEx("weapon/IceManLaser","Body")
ICEB F 0 A_TakeInventory("IcicleAmmo",2)
ICEB F 0 A_TakeInventory("IcicleAmmo",5,1)
ICEB G 0 A_FireCustomMissile("IceBaFLaser",0,0,8,0)
ICEB GHGHGGGE 2
goto Ready1
BotFire:
ICEB A 0 A_JumpIfInventory("IcicleAmmo",28,"Altfire2")
goto Fire+1
}
}

actor IcicleAmmo : Ammo
{
inventory.amount 1
inventory.maxamount 28
+INVENTORY.IGNORESKILL
}

actor Iceman_Slasher : ProjSpawnFuncActor
{
PROJECTILE
damagetype "IceM_Slasher"
Obituary "$OB_ICESLASHER"
+RIPPER
damage (80)
Radius 5
Height 5
speed 36//22
scale 2.5
States
{
Spawn:
ICEB TU 3
loop
Death:
TNT1 A 0 A_SpawnItemEX("IcePitFreeze")
stop
}
}

//TNT1 A 0 A_FireCustomMissile("CoolestGuy",random(-12,12),0,8,0,0,random(-7,7))
//TNT1 A 0 A_FireCustomMissile("CoolestGuy2",random(-12,12),0,8,0,0,random(-7,7))
//TNT1 A 0 A_FireCustomMissile("CoolestGuy3",random(-12,12),0,8,0,0,random(-7,7))
actor CoolestGuy : ProjSpawnFuncActor
{
PROJECTILE
Obituary "$OB_ICECOOLGUY"
damagetype "IceM_Slow"
+RIPPER
Damage (30)
Radius 6
Height 6
Speed 22
scale 2.5
States
{
Spawn:
ICEB Z 35
stop
Death:
TNT1 A 0 A_SpawnItemEX("IcePitFreeze")
stop
}
}
actor CoolestGuy2 : CoolestGuy{Damage (20)}
actor CoolestGuy3 : CoolestGuy{Damage (10)}


actor CoolestIceSlowGiver : PowerApropGiver{}
actor CoolestIceSlow : Powerup//PowerSpeed
{
//Speed 0.67
powerup.duration 105
//+POWERSPEED.NOTRAIL
}

actor CoolestIceSlow_P : CustomInventory
{
States
{
Pickup:
TNT1 A 0 A_JumpIfInventory("CoolestIceSlow",1,2)
TNT1 A 0 A_SpawnItemEx("CoolestIceSlow_H")
TNT1 A 0 A_GiveInventory("CoolestIceSlowGiver",1)
stop
}
}

actor CoolestIceSlow_H : BasicWatcher
{
States
{
Spawn:
TNT1 A 0 
TNT1 A 3 A_GiveToTarget("CoolestIceSlowFX_P",1)
TNT1 A 0 A_JumpIfInTargetInventory("CoolestIceSlow",1,"Spawn")
stop
}
}

actor CoolestIceSlowFX_P : CustomInventory
{
States
{
Pickup:
TNT1 A 0 A_SpawnItemEx("CoolestIceSlowFX",random(18,56),0,Random(18,56),0,0,0,random(0,71)*5,0)
stop
}
}

actor CoolestIceSlowFX : BasicGraphicEffect
{
+FLOATBOB
+THRUACTORS
+FORCEXYBILLBOARD
States
{
Spawn:
TNT1 A 0
TNT1 A 0 A_SetScale(frandom(1.5,2.5))
TNT1 A 0 A_Jump(256,"Spawn1","Spawn2")
Spawn1:
ICEB YZYZX 4 A_Fadeout(frandom(0.15,0.2))
stop
Spawn2:
ICEB ZYZYX 4 A_Fadeout(frandom(0.15,0.2))
stop
}
}

actor IceBaFLaser : FastProjectile
{
PROJECTILE
damagetype "IceM_Slow"
Obituary "$OB_ICECOOLLASER"
+THRUACTORS
+SKYEXPLODE
+EXPLODEONWATER
+FORCEXYBILLBOARD
RenderStyle None
Reactiontime 1
Damage (0)
Radius 8
Height 8
Speed 50
Scale 2.5
States
{
Spawn:
TNT1 A 0
TNT1 A 0 A_Explode(40,28,0,0,28)
TNT1 A 0 A_SpawnItemEx("IceBaFLaserFX1",0,-1,4)
TNT1 A 0 A_ScaleVelocity(5.25)
TNT1 AA 1 A_SpawnItemEx("IceBaFLaserFX2",0,0,0,momx,momy,momz,0,8)
TNT1 A 1 A_CountDown
wait
SpawnOld:
TNT1 A 0 A_SpawnItemEx("IceBaFLaserFX1",0,-1,4)
TNT1 AAAAAAAAAAA 1 A_SpawnItemEx("IceBaFLaserFX2_OLD",0,0,0,momx,momy,momz,0,8)
//TNT1 A 0 A_GiveInventory("Once",1)
TNT1 A 1 A_CountDown
wait
Death:
/*
TNT1 A 0 A_JumpIf(z-ceilingz>=-8,"DeathSky")
TNT1 A 0 A_JumpIf(z-floorz<128,"DeathFloor")
TNT1 A 0 A_JumpIfInventory("Once",1,"DeathSky")
goto DeathFloor
DeathSky:
TNT1 A 0 A_JumpIf(z-floorz<64,"DeathFloor")
TNT1 A 0 A_PlaySound("weapon/Ice_Cloud",1)
TNT1 A 0 A_SpawnItemEx("IceBaFCloud2",46,0,0,4,0,0,0)
TNT1 A 0 A_SpawnItemEx("IceBaFCloud2",46,0,0,4,0,0,90)
TNT1 A 0 A_SpawnItemEx("IceBaFCloud2",46,0,0,4,0,0,-90)
TNT1 A 0 A_SpawnItemEx("IceBaFCloud2",46,0,0,4,0,0,180)
TNT1 A 1 A_SpawnItemEx("IceBaFCloud")
stop
DeathFloor:
TNT1 A 0 //A_GiveToTarget("IcicleAmmo",21)
*/
TNT1 A 0 A_SpawnItemEX("IcePitFreeze")
TNT1 A 1 A_SpawnItemEx("IceBaF_SculptHelp",0,0,-(ceilingz-z < 48)*(48-(ceilingz-z)),0,0,0,180)
stop
}
}

actor IceBaFLaserFX1 : BasicExplosion//BasicClientSide
{//Due to high speed, doesn't sync online. So can't be 
+FORCEXYBILLBOARD
Scale 3.0
States
{
Spawn:
ICEL H 8
stop
}
}

actor IceBaFLaserFX2_OLD : BasicClientSide
{
RenderStyle None
States
{
Spawn:
TNT1 A 0
TNT1 A 0 A_SpawnItemEx("IceBaFLaserFX3",0,0,0,0,0,0,0,1)
TNT1 A 0 A_SpawnItemEx("IceBaFLaserFX3",0,0,0,-momx*0.2,-momy*0.2,-momz*0.2,0,1+8)
TNT1 A 0 A_SpawnItemEx("IceBaFLaserFX3",0,0,0,-momx*0.4,-momy*0.4,-momz*0.4,0,1+8)
TNT1 A 0 A_SpawnItemEx("IceBaFLaserFX3",0,0,0,-momx*0.6,-momy*0.6,-momz*0.6,0,1+8)
TNT1 A 1 A_SpawnItemEx("IceBaFLaserFX3",0,0,0,-momx*0.8,-momy*0.8,-momz*0.8,0,1+8)
stop
}
}

actor IceBaFLaserFX2 : BasicExplosion//BasicClientSide
{
RenderStyle None
States
{
Spawn:
TNT1 A 0
TNT1 A 0 A_SpawnItemEx("IceBaFLaserFX3",0,0,0,0,0,0,0,1)//
TNT1 A 0 A_SpawnItemEx("IceBaFLaserFX3",0,0,0,-momx*.05,-momy*.05,-momz*.05,0,1+8)
TNT1 A 0 A_SpawnItemEx("IceBaFLaserFX3",0,0,0,-momx*0.1,-momy*0.1,-momz*0.1,0,1+8)
TNT1 A 0 A_SpawnItemEx("IceBaFLaserFX3",0,0,0,-momx*.15,-momy*.15,-momz*.15,0,1+8)
TNT1 A 0 A_SpawnItemEx("IceBaFLaserFX3",0,0,0,-momx*0.2,-momy*0.2,-momz*0.2,0,1+8)//
TNT1 A 0 A_SpawnItemEx("IceBaFLaserFX3",0,0,0,-momx*.25,-momy*.25,-momz*.25,0,1+8)
TNT1 A 0 A_SpawnItemEx("IceBaFLaserFX3",0,0,0,-momx*0.3,-momy*0.3,-momz*0.3,0,1+8)
TNT1 A 0 A_SpawnItemEx("IceBaFLaserFX3",0,0,0,-momx*.35,-momy*.35,-momz*.35,0,1+8)
TNT1 A 0 A_SpawnItemEx("IceBaFLaserFX3",0,0,0,-momx*0.4,-momy*0.4,-momz*0.4,0,1+8)//
TNT1 A 0 A_SpawnItemEx("IceBaFLaserFX3",0,0,0,-momx*.45,-momy*.45,-momz*.45,0,1+8)
TNT1 A 0 A_SpawnItemEx("IceBaFLaserFX4",0,0,0,-momx*0.5,-momy*0.5,-momz*0.5,0,1+8)
TNT1 A 0 A_SpawnItemEx("IceBaFLaserFX4",0,0,0,-momx*.55,-momy*.55,-momz*.55,0,1+8)
TNT1 A 0 A_SpawnItemEx("IceBaFLaserFX4",0,0,0,-momx*0.6,-momy*0.6,-momz*0.6,0,1+8)//
TNT1 A 0 A_SpawnItemEx("IceBaFLaserFX4",0,0,0,-momx*.65,-momy*.65,-momz*.65,0,1+8)
TNT1 A 0 A_SpawnItemEx("IceBaFLaserFX4",0,0,0,-momx*0.7,-momy*0.7,-momz*0.7,0,1+8)
TNT1 A 0 A_SpawnItemEx("IceBaFLaserFX4",0,0,0,-momx*.75,-momy*.75,-momz*.75,0,1+8)
TNT1 A 0 A_SpawnItemEx("IceBaFLaserFX4",0,0,0,-momx*0.8,-momy*0.8,-momz*0.8,0,1+8)//
TNT1 A 0 A_SpawnItemEx("IceBaFLaserFX4",0,0,0,-momx*.85,-momy*.85,-momz*.85,0,1+8)
TNT1 A 0 A_SpawnItemEx("IceBaFLaserFX4",0,0,0,-momx*0.9,-momy*0.9,-momz*0.9,0,1+8)
TNT1 A 0 A_SpawnItemEx("IceBaFLaserFX4",0,0,0,-momx*.95,-momy*.95,-momz*.95,0,1+8)
TNT1 A 1
stop
}
}

actor IceBaFLaserFX3 : BasicGraphicEffect
{
+FORCEXYBILLBOARD
Scale 3.5
States
{
SpawnFrame:
ICEL I 0
ICEL I 0 A_Stop
ICEL IZIZ 2
stop
}
}
actor IceBaFLaserFX4 : IceBaFLaserFX3
{
States
{
SpawnFrame:
ICEL Z 0
ICEL Z 0 A_Stop
ICEL ZIZI 2
stop
}
}

actor IceBaFCloud : BasicExplosion
{
Reactiontime 13
Scale 4.5
States
{
Spawn:
ICEL AABCBCDD 2
Spawn2:
ICEL EEEE 0 A_SpawnItemEx("IceBaFIcicleFX",random(0,-8),0,0,random(1,4),0,random(-1,-3),random(0,359),1)
ICEL E 2 A_SpawnItemEx("IceBaFIcicle",random(0,6),0,random(-16,-20),random(1,4),0,random(-1,-3),random(0,359))
ICEL F 1
ICEL F 1 A_SpawnItemEx("IceBaFIcicle",random(0,6),0,random(-16,-20),random(1,4),0,random(-1,-3),random(0,359))
ICEL G 2

ICEL E 0 A_CountDown
loop
Death:
ICEL EFGEFGEFGEFG 2
ICEL DDCBCBAA 2
stop
}
}

actor IceBaFCloud2 : IceBaFCloud
{
var int user_speed;
var int user_num;
var int user_time;
var int user_time_add;
Scale 4.0
States
{
Spawn:
ICEL A 0
ICEL A 0 A_SetUserVar("user_speed",6)
ICEL A 0 A_SetUserVar("user_num",600)
ICEL A 0 A_SetUserVar("user_time",60)
ICEL A 0 A_SetUserVar("user_time_add",6)

ICEL AABCBCDD 2
ICEL D 0 A_Stop

Spawn2:
TNT1 A 0 A_Setangle(angle-user_num/user_time)
ICEL E 1 A_ChangeVelocity(user_speed,0,0,3)
TNT1 A 0 A_SetUserVar("user_time",user_time+user_time_add)
TNT1 A 0 A_Setangle(angle-user_num/user_time)
ICEL EEEE 0 A_SpawnItemEx("IceBaFIcicleFX",random(0,-8),0,0,random(1,4),0,random(-1,-3),random(0,359),1)
ICEL E 0 A_SpawnItemEx("IceBaFIcicle",random(0,6),0,random(-16,-20),momx*0.2,0,random(-1,-3),random(-30,30),8)
ICEL E 1 A_ChangeVelocity(user_speed,0,0,3)
TNT1 A 0 A_SetUserVar("user_time",user_time+user_time_add)
TNT1 A 0 A_Setangle(angle-user_num/user_time)
ICEL F 1 A_ChangeVelocity(user_speed,0,0,3)
TNT1 A 0 A_SetUserVar("user_time",user_time+user_time_add)
TNT1 A 0 A_Setangle(angle-user_num/user_time)
ICEL F 1 A_ChangeVelocity(user_speed,0,0,3)
TNT1 A 0 A_SetUserVar("user_time",user_time+user_time_add)
TNT1 A 0 A_Setangle(angle-user_num/user_time)
ICEL G 1 A_ChangeVelocity(user_speed,0,0,3)
TNT1 A 0 A_SetUserVar("user_time",user_time+user_time_add)
TNT1 A 0 A_Setangle(angle-user_num/user_time)
ICEL G 1 A_ChangeVelocity(user_speed,0,0,3)
TNT1 A 0 A_SetUserVar("user_time",user_time+user_time_add)
TNT1 A 0 A_CountDown
loop
Death:
ICEL E 0
ICEL E 0 A_Setangle(angle+78)
ICEL E 0 A_ChangeVelocity(-11,2,0,3)
ICEL EFGEFGEFGEFG 2
stop
}
}

actor IceBaFIcicle : ProjSpawnFuncActor
{
PROJECTILE
-NOGRAVITY
+THRUGHOST
damagetype "IceM_Icicle"
Obituary "$OB_ICECOOLGUY"
gravity 2.0
Damage (0)
radius 10
height 16
Speed 0
scale 1.5
States
{
Spawn:
TNT1 A 0
TNT1 A 2 A_ChangeVelocity(0,0,-0.25)
TNT1 A 0 A_Jump(256,"Spawn1","Spawn2")
goto Spawn1
Spawn1:
ICEL TUV 3
loop
Spawn2:
ICEL WXY 3
loop
Death:
TNT1 A 0 A_SpawnItemEX("IcePitFreeze")
TNT1 A 0 A_SpawnItemEx("IceBaFIcicleFX1",random(0,6),0,random(2,32),random(1,7),0,random(2,6),random(0,359),1)
TNT1 A 0 A_SpawnItemEx("IceBaFIcicleFX2",random(0,6),0,random(2,32),random(1,7),0,random(2,6),random(0,359),1)
TNT1 A 0 A_SpawnItemEx("IceBaFIcicleFX3",random(0,6),0,random(2,32),random(1,7),0,random(2,6),random(0,359),1)
TNT1 A 0 A_SetGravity(0.0)
TNT1 A 0 A_PlaySound("weapon/IceManBit",1,0.5)
TNT1 A 2 A_Explode(40,48,0,0,48)
stop
}
}

actor IceBaFIcicleFX : BasicGraphicEffectM
{
+THRUACTORS
+FLOORCLIP
Height 4
Radius 4
States
{
SpawnFrame:
TNT1 A 0
ICEL H 1 A_Fadeout(0.05)
wait
}
}

actor IceBaFIcicleFX1 : IceBaFIcicleFX
{
-NOGRAVITY
Scale 2.0
States
{
SpawnFrame:
TNT1 A 0
TNT1 A 1 A_Jump(256,"S_K","S_L","S_M")
wait
S_K:
ICEL K 35
stop
S_L:
ICEL L 35
stop
S_M:
ICEL M 35
stop
S_N:
ICEL N 35
stop
S_O:
ICEL O 35
stop
S_P:
ICEL P 35
stop
S_Q:
ICEL Q 35
stop
S_R:
ICEL R 35
stop
S_S:
ICEL S 35
stop
}
}
actor IceBaFIcicleFX2 : IceBaFIcicleFX1
{
States
{
SpawnFrame:
TNT1 A 0
TNT1 A 1 A_Jump(256,"S_N","S_O","S_P")
wait
}
}
actor IceBaFIcicleFX3 : IceBaFIcicleFX1
{
States
{
SpawnFrame:
TNT1 A 0
TNT1 A 1 A_Jump(256,"S_Q","S_R","S_S")
wait
}
}

actor IceBaF_SculptHelp
{
PROJECTILE
+DONTBLAST
+DONTREFLECT
+DONTBLAST
+THRUACTORS
+SERVERSIDEONLY
Renderstyle None
Damage (0)
Radius 16
Height 48
States
{
Spawn:
TNT1 A 0
TNT1 A 0 A_SpawnItemEx("IceBaF_SculptStart_H",0,0,0,0,0,0,0,32)
stop
Death:
TNT1 A 0 A_SetPitch(pitch+1)
TNT1 A 0 A_JumpIf(pitch>=15,"ForceSpawn")
TNT1 A 0 A_SpawnItemEx("IceBaF_SculptHelp",2,0,0,0,0,0,0,32+SXF_TRANSFERPITCH)
stop
ForceSpawn:
TNT1 A 1 A_SpawnItemEx("IceBaF_SculptStart_H",2,0,0,0,0,0,0,32)
stop
}
}

actor IceBaF_SculptStart_H : BasicExplosion
{
RenderStyle None
Renderstyle Translucent
Alpha 0.12
Scale 1.0
States
{
Spawn:
TNT1 A 0
TNT1 A 0 A_Jump(1,"Rare1")
TNT1 A 0 A_PlaySound("weapon/IceManBit",1,0.5)
TNT1 A 0 A_Jump(8,"S_P","S_Q","S_R","S_S","S_T","S_U")
TNT1 A 0 A_Jump(32,"S_L","S_M","S_N","S_O")
TNT1 A 0 A_Jump(64,"S_H","S_I","S_J","S_K")
TNT1 A 0 A_Jump(128,"S_D","S_E","S_F","S_G")
TNT1 A 0 A_Jump(255,"S_A","S_B","S_C")
goto Rare2
S_A:
ICEK A 1 A_SpawnItemEx("IceBaF_Sculpt_A")
goto S_End
S_B:ICEK B 1 A_SpawnItemEx("IceBaF_Sculpt_B")goto S_End
S_C:ICEK C 1 A_SpawnItemEx("IceBaF_Sculpt_C")goto S_End
S_D:ICEK D 1 A_SpawnItemEx("IceBaF_Sculpt_D")goto S_End
S_E:ICEK E 1 A_SpawnItemEx("IceBaF_Sculpt_E")goto S_End
S_F:ICEK F 1 A_SpawnItemEx("IceBaF_Sculpt_F")goto S_End
S_G:ICEK G 1 A_SpawnItemEx("IceBaF_Sculpt_G")goto S_End
S_H:ICEK H 1 A_SpawnItemEx("IceBaF_Sculpt_H")goto S_End
S_I:ICEK I 1 A_SpawnItemEx("IceBaF_Sculpt_I")goto S_End
S_J:ICEK J 1 A_SpawnItemEx("IceBaF_Sculpt_J")goto S_End
S_K:ICEK K 1 A_SpawnItemEx("IceBaF_Sculpt_K")goto S_End
S_L:ICEK L 1 A_SpawnItemEx("IceBaF_Sculpt_L")goto S_End
S_M:ICEK M 1 A_SpawnItemEx("IceBaF_Sculpt_M")goto S_End
S_N:ICEK N 1 A_SpawnItemEx("IceBaF_Sculpt_N")goto S_End
S_O:ICEK O 1 A_SpawnItemEx("IceBaF_Sculpt_O")goto S_End
S_P:ICEK P 1 A_SpawnItemEx("IceBaF_Sculpt_P")goto S_End
S_Q:ICEK Q 1 A_SpawnItemEx("IceBaF_Sculpt_Q")goto S_End
S_R:ICEK R 1 A_SpawnItemEx("IceBaF_Sculpt_R")goto S_End
S_S:ICEK S 1 A_SpawnItemEx("IceBaF_Sculpt_S")goto S_End
S_T:ICEK T 1 A_SpawnItemEx("IceBaF_Sculpt_T")goto S_End
S_U:ICEK U 1 A_SpawnItemEx("IceBaF_Sculpt_U")goto S_End
Rare2:
TNT1 A 0 A_Jump(128,"S_UH")
Rare1:
TNT1 A 0 A_PlaySound("weapon/ChillIceBrk",1)
TNT1 A 0 A_Jump(250,"S_V","S_W","S_X","S_Y","S_Z")
goto S_UH
S_V:ICEK V 0 A_PlaySound("misc/AladdinHonk",1)
ICEK V 1 A_SpawnItemEx("IceBaF_Sculpt_V")goto S_End
S_W:ICEK W 1 A_SpawnItemEx("IceBaF_Sculpt_W")goto S_End
S_X:ICEK X 1 A_SpawnItemEx("IceBaF_Sculpt_X")goto S_End
S_Y:ICEK Y 1 A_SpawnItemEx("IceBaF_Sculpt_Y")goto S_End
S_Z:ICEK Z 1 A_SpawnItemEx("IceBaF_Sculpt_Z")goto S_End
S_UH:
TNT1 A 0 A_PlaySound("misc/AladdinHonk",1)
ICEK "[" 1 A_SpawnItemEx("IceBaF_Sculpt_UH")
goto S_End
S_End:
TNT1 A 1 A_SpawnItemEx("IceBaF_SculptFX",0,0,0,0,0,0,0,1)
stop
}
}

actor IceBaF_SculptFX : BasicGraphicEffect
{
Reactiontime 20
States
{
SpawnFrame:
TNT1 A 0
SpawnL:
TNT1 A 0 A_SpawnItemEx("IceBaF_SculptFX2",14+(20-Reactiontime)*3,0,-10+(20-Reactiontime)*6,1,0,2,(20-Reactiontime)*30,1+32)
TNT1 A 0 A_SpawnItemEx("IceBaF_SculptFX2",14+(20-Reactiontime)*3,0,-10+(20-Reactiontime)*6,1,0,2,(20-Reactiontime)*30+180,1+32)
TNT1 A 1 A_Countdown
loop
Death:
TNT1 A 1
stop
}
}

actor IceBaF_SculptFX2 : BasicGraphicEffect
{
alpha 0.85
scale 1.5
states
{
SpawnFrame:
TNT1 A 0
TNT1 A 0 A_Jump(256,1,2,3,4)
Spawn2:
ICEL HHJJ 1 A_FadeOut(0.05)
loop
}
}


actor IceBaF_SculptBase : CBM_ShootableActor//ProjSpawnFuncActor
{
PROJECTILE
damagetype "IceM_Sculpt"
Obituary "$OB_ICECOOLGUY"

+DONTRIP
+DONTBLAST
+NOGRAVITY
+NOEXPLODEFLOOR
//+DONTSPLASH
+QUICKTORETALIATE
-NOBLOCKMAP
+SHOOTABLE
+DONTDRAIN
+NOBLOOD
+NOTARGETSWITCH
+NOPAIN////
+NODAMAGE//
+SOLID

+CANPASS

+DONTREFLECT

+NOEXPLODEFLOOR
+BOUNCEONCEILINGS

Renderstyle Translucent
Alpha 0.12

painchance 0
painchance "IceSlasher", 256
painchance "IceM_Slasher", 256
painchance "IceM_Slow", 256
painchance "IceM_Sculpt", 256
painchance "IceM_Icicle", 256

//Species ""
damagefactor "IceSlasher", 0.5
damagefactor "IceM_Slasher", 0.5
damagefactor "IceM_Slow", 1.0
damagefactor "IceM_Slow2", 0.0
damagefactor "IceM_Sculpt", 1.0
damagefactor "IceM_Icicle", 1.0

mass 99999
Health 500
Reactiontime 1
Damage (250)
Radius 16
Height 48
Speed 0
Scale 1.0//Minus 1.5 scale for scale up spawn
//Args 35
States
{
Spawn:
ICEK E 1
goto S_0

S_A:
ICEK A 1
goto S_0
S_B:ICEK B 1
goto S_0
S_C:ICEK C 1
goto S_0
S_D:ICEK D 1
goto S_0
S_E:ICEK E 1
goto S_0
S_F:ICEK F 1
goto S_0
S_G:ICEK G 1
goto S_0
S_H:ICEK H 1
goto S_0
S_I:ICEK I 1
goto S_0
S_J:ICEK J 1
goto S_0
S_K:ICEK K 1
goto S_0
S_L:ICEK L 1
goto S_0
S_M:ICEK M 1
goto S_0
S_N:ICEK N 1
goto S_0
S_O:ICEK O 1
goto S_0
S_P:ICEK P 1
goto S_0
S_Q:ICEK Q 1
goto S_0
S_R:ICEK R 1
goto S_0
S_S:ICEK S 1
goto S_0
S_T:ICEK T 1
goto S_0
S_U:ICEK U 1
goto S_0
S_V:ICEK V 1
goto S_0
S_W:ICEK W 1
goto S_0
S_X:ICEK X 1
goto S_0
S_Y:ICEK Y 1
goto S_0
S_Z:ICEK Z 1
goto S_0
S_UH:ICEK "[" 1
goto S_0

S_0:
"####" "#" 0 //A_ChangeFlag("NOPAIN",0)
"####" "#" 0 A_GiveInventory("WeaponCharge",1)
"####" "#" 0 A_SetScale(ScaleX+0.15)//0.125
"####" "#" 1 A_FadeIn(0.088)//0.08
"####" "#" 0 A_JumpIfInventory("WeaponCharge",10,"Spawn0")//12
goto S_0+1
Spawn0:
"####" "#" 0 A_ChangeFlag("NOPAIN",0)
"####" "#" 0 A_ChangeFlag("NODAMAGE",0)
"####" "#" 0 A_ChangeFlag("NOGRAVITY",0)
"####" "#" 0 A_JumpIf(CallACS("core_checkPit"),"DeathTime")//PitCheck
"####" "#" 1 A_JumpIfCloser(32,"DeathTime")//Could use A_RadiusGive with CubeFlag? Though no rectangle option
"####" "#" 0 A_CheckFlag("FIRERESIST","Spawn1Rare")
goto Spawn1
Spawn1:
"####" "#" 2 A_SpawnItemEx("IceBaF_SculptFX2",frandom(16,48),0,fRandom(16,48),0,0,0,random(0,359),1,8)
"####" "#" 2 A_GiveInventory("WeaponCharge",1)
"####" "#" 0 A_JumpIfInventory("WeaponCharge",35+10,"DeathTime")
loop
Spawn1Rare:
"####" "#" 0 A_GiveInventory("GuardSphere")//A_ChangeFlag("NODAMAGE",1)
"####" "##" 1 A_SpawnItemEx("IceBaF_SculptFX2",frandom(16,48),0,fRandom(16,48),0,0,0,random(0,359),1,8)
"####" "#" 2 A_GiveInventory("WeaponCharge",1)
"####" "#" 0 A_JumpIfInventory("WeaponCharge",140+10,"DeathTime")
goto Spawn1Rare+1


Pain.IceSlasher:
Pain.IceM_Slasher:
"####" "#" 0
goto SuperDeath

Death.IceSlasher:
Death.IceM_Slasher:
"####" "#" 0
goto SuperDeath

Pain.IceM_Slow:
Pain.IceM_Slow2:
Pain.IceM_Icicle:
Pain.IceM_Sculpt:
Death.IceM_Slow:
Death.IceM_Slow2:
Death.IceM_Icicle:
Death.IceM_Sculpt:
"####" "#" 0 A_ChangeFlag("NODAMAGE",1)
"####" "#" 2 A_ChangeFlag("NOPAIN",1)
goto SuperDeath

DeathTime:
"####" "#" 1 A_CountDown
wait

SuperDeath:
TNT1 A 0 A_SpawnItemEx("IceBaF_SculptBaseDeath",0,0,24)
stop

Death:
TNT1 A 0 A_ChangeFlag("SHOOTABLE",0)
TNT1 AA 0 A_SpawnItemEx("IceBaFIcicleFX1",random(4,20),0,random(16,40),random(1,7),0,random(2,6),random(0,359),1)
TNT1 AA 0 A_SpawnItemEx("IceBaFIcicleFX2",random(4,20),0,random(8,40),random(1,7),0,random(2,6),random(0,359),1)
TNT1 AAA 0 A_SpawnItemEx("IceBaFIcicleFX3",random(4,20),0,random(8,32),random(1,7),0,random(2,6),random(0,359),1)
TNT1 A 1 A_PlaySound("weapon/IceManBit",1,0.5)
stop
}
}

actor IceBaF_SculptBaseDeath : BasicExplosion
{
damagetype "IceM_Sculpt"
Obituary "$OB_ICECOOLGUY"
RenderStyle None
States
{
Spawn:
TNT1 A 0
TNT1 A 0 A_SpawnItemEX("IcePitFreeze")
TNT1 A 0 A_SpawnItemEx("IceBaF_SculptBaseFX",0,0,0,0,0,0,random(0,30),1)
TNT1 A 0 A_SpawnItemEx("IceBaF_SculptBaseDeath2FX",0,0,0,0,0,0,random(0,71)*5,1)

TNT1 A 0 A_SpawnItemEx("IceBaF_SculptBaseDeath2")
TNT1 A 0 A_PlaySound("weapon/IceManBreak",1,0.75)
TNT1 A 6 A_Explode(150,196,0,0,80)
stop
}
}

actor IceM_Slow2Protect : PowerProtection
{
Powerup.Duration 10
damagefactor "IceM_Slow2", 0.0
}

actor IceBaF_SculptBaseDeath2 : BasicImplosion
{
damagetype "IceM_Slow2"
Obituary "$OB_ICECOOLGUY"
RenderStyle None
Reactiontime 36
States
{
Spawn:
TNT1 A 0
TNT1 A 0 A_Jump(256,1,2,4)
TNT1 A 2 A_PlaySound("weapon/IceManFog",2,0.35,1)
goto FogLoop
TNT1 A 1
TNT1 A 1 A_PlaySound("weapon/IceManFog",2,0.35,1)
goto FogLoop
TNT1 A 2
TNT1 A 0 A_PlaySound("weapon/IceManFog",2,0.35,1)
goto FogLoop
FogLoop:
TNT1 A 0 A_Countdown
TNT1 A 2 A_Explode(50,128,0,0,80)
loop
}
}

actor IceBaF_SculptBaseDeath2FX : BasicClientSide
{
Reactiontime 72
States
{
Spawn:
TNT1 A 2
TNT1 A 0

TNT1 A 0 A_SpawnItemEx("IceBaF_SculptFX_W0",128,0,0,0,0,0,0,1)
TNT1 A 0 A_SpawnItemEx("IceBaF_SculptFX_W0",128,0,0,0,0,0,90,1)
TNT1 A 0 A_SpawnItemEx("IceBaF_SculptFX_W0",128,0,0,0,0,0,180,1)
TNT1 A 0 A_SpawnItemEx("IceBaF_SculptFX_W0",128,0,0,0,0,0,270,1)
TNT1 A 0 A_SpawnItemEx("IceBaF_SculptFX_W1",128,0,0,0,0,0,45,1)
TNT1 A 0 A_SpawnItemEx("IceBaF_SculptFX_W1",128,0,0,0,0,0,135,1)
TNT1 A 0 A_SpawnItemEx("IceBaF_SculptFX_W1",128,0,0,0,0,0,225,1)
TNT1 A 0 A_SpawnItemEx("IceBaF_SculptFX_W1",128,0,0,0,0,0,315,1)

TNT1 A 0 A_SpawnItemEx("IceBaF_SculptFX_W2",128,0,0,0,0,0,45,1)
TNT1 A 0 A_SpawnItemEx("IceBaF_SculptFX_W2",128,0,0,0,0,0,135,1)
TNT1 A 0 A_SpawnItemEx("IceBaF_SculptFX_W2",128,0,0,0,0,0,225,1)
TNT1 A 0 A_SpawnItemEx("IceBaF_SculptFX_W2",128,0,0,0,0,0,315,1)

TNT1 A 0 A_SpawnItemEx("IceBaF_SculptFX_W3",128,0,0,0,0,0,0,1)
TNT1 A 0 A_SpawnItemEx("IceBaF_SculptFX_W3",128,0,0,0,0,0,90,1)
TNT1 A 0 A_SpawnItemEx("IceBaF_SculptFX_W3",128,0,0,0,0,0,180,1)
TNT1 A 0 A_SpawnItemEx("IceBaF_SculptFX_W3",128,0,0,0,0,0,270,1)

TNT1 A 0 A_SpawnItemEx("IceBaF_SculptFX_W4",128,0,0,0,0,0,45,1)
TNT1 A 0 A_SpawnItemEx("IceBaF_SculptFX_W4",128,0,0,0,0,0,135,1)
TNT1 A 0 A_SpawnItemEx("IceBaF_SculptFX_W4",128,0,0,0,0,0,225,1)
TNT1 A 0 A_SpawnItemEx("IceBaF_SculptFX_W4",128,0,0,0,0,0,315,1)


FogLoop:
TNT1 A 0 A_Countdown
TNT1 A 0 A_SpawnItemEx("IceBaF_SculptFX3",frandom(4,108),0,Args[2]*1.5+32,0,0,frandom(-7,-5),frandom(0,179),1,24)
TNT1 A 0 A_SpawnItemEx("IceBaF_SculptFX3",frandom(4,108),0,Args[2]*1.5+32,0,0,frandom(-7,-5),frandom(180,359),1,24)
TNT1 A 0 A_SetArg(2,Args[2]+1)
TNT1 A 1
loop

//TNT1 A 0 A_SpawnItemEx("IceBaF_SculptFX3",108-Reactiontime*3,0,Args[2]*1.5+32,0,0,frandom(-7,-5),angle,1)
//TNT1 A 0 A_SpawnItemEx("IceBaF_SculptFX3",108-Reactiontime*3,0,Args[2]*1.5+32,0,0,frandom(-7,-5),angle+120,1)
//TNT1 A 0 A_SpawnItemEx("IceBaF_SculptFX3",108-Reactiontime*3,0,Args[2]*1.5+32,0,0,frandom(-7,-5),angle+240,1)

}
}

actor IceBaF_SculptFX_W0 : BasicGraphicEffect
{
Renderstyle Translucent
Alpha 0.65
MeleeRange 10
Args 0,0
states
{
Spawn://Frame:
TNT1 A 0
TNT1 A 0 A_SetArg(2,Args[2]+3*Args[0])
TNT1 A 0 A_SetTics(Args[0]*2)
TNT1 A 0 A_Warp(2,128,0,Args[1]+Args[2],MeleeRange*Args[0]-Args[0]/6*MeleeRange,WARPF_USECALLERANGLE|WARPF_NOCHECKPOSITION)
goto SpawnL1

SpawnOld:
TNT1 A 0 A_JumpIf(Args[0]<=0,"SpawnStart")
TNT1 A 1 A_Warp(2,128,0,Args[1]+Args[2],10.0,WARPF_USECALLERANGLE|WARPF_NOCHECKPOSITION)//4+8
TNT1 A 0 A_SetArg(2,Args[2]+3)
TNT1 A 1 A_SetArg(0,Args[0]-1)
loop
SpawnStart:
//TNT1 A 0 A_Jump(256,"SpawnL1","SpawnL2")

SpawnL1:
ICEL H 1 A_Warp(2,128,0,Args[1]+Args[2],MeleeRange,4+8)
ICEL H 0 A_CheckFlag("NOGRAVITY",1,2)
stop
ICEL H 0 A_SetArg(2,Args[2]+3)
ICEL J 0 //A_Jump(256,"H1","J1")//Haunted Desync
H1:
ICEL H 1
ICEL H 0 A_CheckFlag("NOGRAVITY",1,"SpawnL2")
stop
J1:
ICEL J 1
ICEL H 0 A_CheckFlag("NOGRAVITY",1,"SpawnL2")
stop
SpawnL2:
ICEL J 1 A_Warp(2,128,0,Args[1]+Args[2],MeleeRange,4+8)
ICEL J 0 A_CheckFlag("NOGRAVITY",1,2)
stop
ICEL J 0 A_SetArg(2,Args[2]+3)
ICEL J 0 //A_Jump(256,"H2","J2")
J2:
ICEL J 1
ICEL J 0 A_CheckFlag("NOGRAVITY","SpawnL1",2)
stop
H2:
ICEL H 1
ICEL H 0 A_CheckFlag("NOGRAVITY","SpawnL1",2)
stop
}
}
actor IceBaF_SculptFX_W1 : IceBaF_SculptFX_W0{Args 0,32}
actor IceBaF_SculptFX_W2 : IceBaF_SculptFX_W0{Args 6,-32}
actor IceBaF_SculptFX_W3 : IceBaF_SculptFX_W0{Args 12,-64}
actor IceBaF_SculptFX_W4 : IceBaF_SculptFX_W0{Args 18,-96}

actor IceBaF_SculptFX3 : BasicGraphicEffect
{
Renderstyle Translucent
Alpha 0.65
states
{
Spawn://Frame:
TNT1 A 0
TNT1 A 0 A_Jump(256,1,2,3,4,5,6)
ICEB XXYYZZZZYYXX 1
ICEB XYZ 2
ICEB ZZYYXX 1 A_FadeOut(0.1)
stop

//Alpha 0.8
SpawnOld:
TNT1 A 0
TNT1 A 0 A_Jump(256,1,2,3,4)
Spawn2:
ICEL HHJJ 1 A_FadeTo(0.2,0.05,1)
loop
}
}

actor IceBaF_SculptBaseFX : BasicClientSide
{
Reactiontime 12
States
{
Spawn:
TNT1 A 0

TNT1 A 0 A_SpawnItemEx("IceBaF_SculptBaseFX2",10,0,0,40,0,7,Reactiontime*30,1+32)
TNT1 A 0 A_SpawnItemEx("IceBaF_SculptBaseFX2",10,0,0,40,0,-7,Reactiontime*30+15,1+32)
TNT1 A 0 A_SpawnItemEx("IceBaF_SculptBaseFX2",8,0,6,30,0,21,Reactiontime*30+15,1+32)
TNT1 A 0 A_SpawnItemEx("IceBaF_SculptBaseFX2",8,0,-6,30,0,-21,Reactiontime*30,1+32)
TNT1 A 0 A_SpawnItemEx("IceBaF_SculptBaseFX2",6,0,8,20,0,35,Reactiontime*30,1+32)
TNT1 A 0 A_SpawnItemEx("IceBaF_SculptBaseFX2",6,0,-8,20,0,-35,Reactiontime*30+15,1+32)

TNT1 A 0 A_Countdown
loop
Death:
TNT1 A 0
TNT1 A 0 A_SpawnItemEx("IceBaF_SculptBaseFX2",0,0,10,0,0,49,0,1+32)
TNT1 A 0 A_SpawnItemEx("IceBaF_SculptBaseFX2",0,0,-10,0,0,-49,0,1+32)
stop
}
}

actor IceBaF_SculptBaseFX2 : BasicGraphicEffect
{
Renderstyle Translucent
Alpha 0.80
States
{
SpawnFrame:
TNT1 A 0
TNT1 A 0 A_Jump(256,"Spawn1","Spawn2")
Spawn1:
ICEL H 2
ICEL JJH 1 A_FadeOut(0.2)
stop
Spawn2:
ICEL J 2
ICEL HHJ 1 A_FadeOut(0.2)
stop
}
}


actor IceBaF_SculptBit : ProjSpawnFuncActor
{
PROJECTILE
damagetype "IceM_Sculpt"
Obituary "$OB_ICECOOLGUY"
-NOGRAVITY
Damage (80)
Radius 10
Height 10
Speed 25
scale 2.5
states
{
Spawn:
TNT1 A 0
TNT1 A 0 A_ChangeVelocity(0,0,3)
TNT1 A 0 A_Jump(256,1,2)
ICEL H 1
wait
ICEL J 1
wait
Death:
TMFX C 0 A_SetGravity(0.0)
TMFX CD 2
stop
}
}

actor IceBaF_SculptCase : IceBaF_SculptBase
{
+FIRERESIST
}

actor IceBaF_Sculpt_A : IceBaF_SculptBase//Foot Holder
{
States
{
Spawn:
goto S_A
}
}

actor IceBaF_Sculpt_B : IceBaF_SculptBase{Scale 0.25 States{Spawn:goto S_B}}//Bigeye
actor IceBaF_Sculpt_C : IceBaF_SculptBase{States{Spawn:goto S_C}}//Crazy Razy
actor IceBaF_Sculpt_D : IceBaF_SculptBase{States{Spawn:goto S_D}}//Roll Pose
actor IceBaF_Sculpt_E : IceBaF_SculptBase{States{Spawn:goto S_E}}//Megaman Firing
actor IceBaF_Sculpt_F : IceBaF_SculptBase{Scale 1.25 States{Spawn:goto S_F}}//Pepe
actor IceBaF_Sculpt_G : IceBaF_SculptBase{States{Spawn:goto S_G}}//Gutsman Statue
actor IceBaF_Sculpt_H : IceBaF_SculptBase{Scale 1.5 States{Spawn:goto S_H}}//Telly
actor IceBaF_Sculpt_I : IceBaF_SculptBase{Scale 1.5 States{Spawn:goto S_I}}//Tank with an 'I'
actor IceBaF_Sculpt_J : IceBaF_SculptBase{States{Spawn:goto S_J}}//Balloon
actor IceBaF_Sculpt_K : IceBaF_SculptBase{States{Spawn:goto S_K}}//Bomb Platform '5'
actor IceBaF_Sculpt_L : IceBaF_SculptBase{States{Spawn:goto S_L}}//Megaman 6 Barrel Met
actor IceBaF_Sculpt_M : IceBaF_SculptBase{Scale 0.5 States{Spawn:goto S_M}}//Frostman RMC8 Cube
actor IceBaF_Sculpt_N : IceBaF_SculptBase{Scale 0.5 States{Spawn:goto S_N}}//Guts Rock
actor IceBaF_Sculpt_O : IceBaF_SculptBase{Scale 0.5 States{Spawn:goto S_O}}//Chillman Cube
actor IceBaF_Sculpt_P : IceBaF_SculptBase{States{Spawn:goto S_P}}//Chill Penguin
actor IceBaF_Sculpt_Q : IceBaF_SculptBase{Scale 0.75 States{Spawn:goto S_Q}}//Frozen Fat Kirby//Ducktales Yeti
actor IceBaF_Sculpt_R : IceBaF_SculptBase{States{Spawn:goto S_R}}//Earthworm Jim//Rockman DX3 Ice
actor IceBaF_Sculpt_S : IceBaF_SculptBase{States{Spawn:goto S_S}}//Snow Bro
actor IceBaF_Sculpt_T : IceBaF_SculptBase{States{Spawn:goto S_T}}//Statue Mario
actor IceBaF_Sculpt_U : IceBaF_SculptBase{Scale 0.5 States{Spawn:goto S_U}}//Frozen Bass
actor IceBaF_Sculpt_V : IceBaF_SculptCase{States{Spawn:goto S_V}}//Ribbon
actor IceBaF_Sculpt_W : IceBaF_SculptCase{Scale 1.75 States{Spawn:goto S_W}}//Pitch
actor IceBaF_Sculpt_X : IceBaF_SculptCase{Scale 1.75 States{Spawn:goto S_X}}//Pegg
actor IceBaF_Sculpt_Y : IceBaF_SculptCase{States{Spawn:goto S_Y}}//Cutmanmike
actor IceBaF_Sculpt_Z : IceBaF_SculptCase{States{Spawn:goto S_Z}}//Bonerman
actor IceBaF_Sculpt_UH: IceBaF_SculptCase{/*+VISIBILITYPULSE*/ Scale 1.6 States{Spawn:goto S_UH}}//Devileye

actor IceBaF_Sculpt_Showcase_H : BasicHelper
{
Mass 44
States
{
Spawn:
TNT1 A 0
TNT1 A 0 A_SpawnItemEx("IceBaF_Sculpt_A",0,mass*1)
TNT1 A 0 A_SpawnItemEx("IceBaF_Sculpt_B",0,mass*2)
TNT1 A 0 A_SpawnItemEx("IceBaF_Sculpt_C",0,mass*3)
TNT1 A 0 A_SpawnItemEx("IceBaF_Sculpt_D",0,mass*4)
TNT1 A 0 A_SpawnItemEx("IceBaF_Sculpt_E",0,mass*5)
TNT1 A 0 A_SpawnItemEx("IceBaF_Sculpt_F",0,mass*6)
TNT1 A 0 A_SpawnItemEx("IceBaF_Sculpt_G",0,mass*7)
TNT1 A 0 A_SpawnItemEx("IceBaF_Sculpt_H",0,mass*8)
TNT1 A 0 A_SpawnItemEx("IceBaF_Sculpt_I",0,mass*9)
TNT1 A 0 A_SpawnItemEx("IceBaF_Sculpt_J",0,mass*10)
TNT1 A 0 A_SpawnItemEx("IceBaF_Sculpt_K",0,mass*11)
TNT1 A 0 A_SpawnItemEx("IceBaF_Sculpt_L",0,mass*12)
TNT1 A 0 A_SpawnItemEx("IceBaF_Sculpt_M",0,mass*13)
TNT1 A 0 A_SpawnItemEx("IceBaF_Sculpt_N",0,mass*14)
TNT1 A 0 A_SpawnItemEx("IceBaF_Sculpt_O",0,mass*15)
TNT1 A 0 A_SpawnItemEx("IceBaF_Sculpt_P",0,mass*16)
TNT1 A 0 A_SpawnItemEx("IceBaF_Sculpt_Q",0,mass*17)
TNT1 A 0 A_SpawnItemEx("IceBaF_Sculpt_R",0,mass*18)
TNT1 A 0 A_SpawnItemEx("IceBaF_Sculpt_S",0,mass*19)
TNT1 A 0 A_SpawnItemEx("IceBaF_Sculpt_T",0,mass*20)
TNT1 A 0 A_SpawnItemEx("IceBaF_Sculpt_U",0,mass*21)
TNT1 A 0 A_SpawnItemEx("IceBaF_Sculpt_V",0,mass*22)
TNT1 A 0 A_SpawnItemEx("IceBaF_Sculpt_W",0,mass*23)
TNT1 A 0 A_SpawnItemEx("IceBaF_Sculpt_X",0,mass*24)
TNT1 A 0 A_SpawnItemEx("IceBaF_Sculpt_Y",0,mass*25)
TNT1 A 0 A_SpawnItemEx("IceBaF_Sculpt_Z",0,mass*26)
TNT1 A 0 A_SpawnItemEx("IceBaF_Sculpt_UH",0,mass*27)
TNT1 A 1
stop
}
}

actor Iceman_W_NormalBar : NormalBar {Args 4,75}