actor IceSlasherBoss : BaseMM8BDMWep_CBM
{
Tag "$TAGC_1C"
dropitem "IceSlasherWepCDropped"
Weapon.AmmoUse 1
Weapon.AmmoGive 28
Weapon.SlotNumber 1
Obituary "$OB_ICESLASHER"
weapon.ammotype "IcicleAmmo"
weapon.ammotype2 "IceLaserAmmo"
//inventory.icon "ICEMANI1"
+WEAPON.NOAUTOAIM
States
{
Spawn:
C_01 C 1
loop
Ready:
ICEB D 0 ACS_ExecuteAlways(998,0,DYE_ICEMAN)
ICEB D 0 A_GunFlash
goto Ready2
Ready1:
ICEB D 0 A_JumpIfInventory("IcicleAmmo",7,"Ready2")
ICEB D 4 A_WeaponReady(WRF_NoSecondary|WRF_ALLOWRELOAD)
ICEB D 0 A_GiveInventory("IcicleAmmo",1)
loop
Ready2:
ICEB D 4 A_WeaponReady(WRF_ALLOWRELOAD)
ICEB D 0 A_GiveInventory("IcicleAmmo",1)
loop
Deselect:
TNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Lower
ICEB D 1 A_Lower
Loop
Select:
TNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Raise
ICEB D 1 A_Raise
Loop
Fire:
ICEB D 1 Offset(-15, 30)
ICEB B 1 Offset(-55, 15)
ICEB C 1 Offset(-65, 10)
FireH:
ICEB A 0 A_JumpIfNoAmmo("FireN")
ICEB A 0 A_PlaySoundEx("weapon/icemanshot","Weapon")
ICEB A 0 A_GiveInventory("IcemanMain_CI",1)
ICEB I 1 Offset(-63,18)
ICEB I 1 Offset(-67,22)
ICEB I 1 Offset(-63,22)
ICEB I 1 Offset(-67,18)
ICEB I 1 Offset(-67,22)
ICEB C 4
ICEB C 2 A_Refire("FireH")
ICEB C 1
ICEB C 1 Offset(-65, 0)
ICEB C 1 Offset(-45, 24)
ICEB B 1 Offset(-30, 26)
ICEB D 1 Offset(-15, 30)
ICEB D 1 A_WeaponReady(14)
Goto Ready+2
FireN:
ICEB A 0 A_PlaySoundEx("weapon/icemanshot","Weapon")
ICEB A 0
ICEB A 0 A_GiveInventory("IcemanMain_CI",1)
ICEB I 1 Offset(-63,18)
ICEB I 1 Offset(-67,22)
ICEB I 1 Offset(-63,22)
ICEB I 1 Offset(-67,18)
ICEB I 1 Offset(-67,22)
ICEB C 13
ICEB C 2 A_Refire("FireH")
ICEB C 1
ICEB C 1 Offset(-65, 0)
ICEB C 1 Offset(-45, 24)
ICEB B 1 Offset(-30, 26)
ICEB D 1 Offset(-15, 30)
ICEB D 1 A_WeaponReady(14)
Goto Ready+2
Altfire:
TNT1 A 0 A_JumpIfInventory("IceLaserAmmo",50,1)
Goto NoAmmoAltfire
ICEB D 0 A_GiveInventory("IceAmmoRegenHalt",1)
ICEB D 0 A_TakeInventory("IceLaserAmmo",50)
ICEB D 0 A_GiveInventory("VivifyDelay6",1)
ICEB D 0 A_Refire(1)
ICEB G 1 Offset(-5,28)
ICEB G 1 Offset(-10,24)
ICEB G 0 A_PlaySoundEx("weapon/IceManLaser","Body")
ICEB G 0 A_GiveInventory("IcemanAlt_CI",1)
ICEB G 1 Offset(-11,21)
ICEB G 1 Offset(-9,25)
ICEB H 1 Offset(-11,25)
ICEB H 1 Offset(-9,21)
ICEB G 2  Offset(-10,24)
ICEB H 2 
ICEB G 8
ICEB G 1 Offset(-10,24)
ICEB G 1 Offset(-2,30)
ICEB G 1 A_WeaponReady(14)
ICEB D 4 
TNT1 A 0 A_TakeInventory("IceAmmoRegenHalt",1)
goto Ready+2
NoAmmo:
ICEB A 0 A_PlaySoundEx("weapon/icemanshot","Weapon")
ICEB A 0
ICEB A 0 A_GiveInventory("IcemanMain_CI",1)
ICEB C 18
ICEB C 2 A_Refire("FireH")
ICEB CBD 2
Goto Ready+2

NoAmmoAltfire:
ICEB D 4
ICEB D 0 A_GiveInventory("IcicleAmmo",1)
Goto Ready+2

Reload:
TNT1 A 0 A_JumpIfInventory("IceLaserAmmo",100,1)
Goto NoAmmoAltfire
ICEB D 0 A_GiveInventory("IceAmmoRegenHalt",1)
ICEB D 0 A_TakeInventory("IceLaserAmmo",100)
ICEB D 0 A_GiveInventory("VivifyDelay6",1)
ICEB D 0 A_Refire(1)
ICEB G 1 Offset(-5,28)
ICEB G 1 Offset(-10,24)
ICEB G 0 A_PlaySoundEx("weapon/IceManLaser","Body")
ICEB G 0 A_GiveInventory("IcemanAltX_CI",1)
ICEB G 1 Offset(-11,21)
ICEB G 1 Offset(-9,25)
ICEB H 1 Offset(-11,25)
ICEB H 1 Offset(-9,21)
ICEB G 2  
ICEB H 2
ICEB G 12
ICEB G 1 Offset(-10,24)
ICEB G 1 Offset(-2,30)
ICEB G 1 A_WeaponReady(14)
ICEB DDD 2
TNT1 A 0 A_TakeInventory("IceAmmoRegenHalt",1)
goto Ready+2

Flash:
TNT1 A 0 A_JumpIfInventory("IceAmmoRegenHalt",1,"FlashNoAmmo")
TNT1 A 1 A_GiveInventory("IceLaserAmmo",1)
loop
FlashNoAmmo:
TNT1 AAAAAAAA 1
goto Flash

}
}

actor IceRainBoss : IceSlasherBoss
{
Tag "$TAGC_1C2"
inventory.icon "ICEMANI2"
States
{
Ready:
ICEB J 0 ACS_ExecuteAlways(998,0,DYE_ICEMAN)
ICEB J 0 A_GunFlash
goto Ready2
Ready1:
ICEB J 0 A_JumpIfInventory("IcicleAmmo",7,"Ready2")
ICEB J 4 A_WeaponReady(WRF_NoSecondary)
ICEB J 0 A_GiveInventory("IcicleAmmo",1)
loop
Ready2:
ICEB J 4 A_WeaponReady
ICEB J 0 A_GiveInventory("IcicleAmmo",1)
loop

Deselect:
TNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Lower
ICEB J 1 A_Lower
Loop
Select:
TNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Raise
ICEB J 1 A_Raise
Loop

Fire:
ICEB D 1
ICEB D 1 Offset(-15, 30)
ICEB B 1 Offset(-25, 25)
ICEB B 1 Offset(-55, 15)
ICEB C 1 Offset(-65, 10)
ICEB C 1
FireH:
ICEB A 0 A_JumpIfNoAmmo("FireN")
ICEB A 0 A_PlaySoundEx("weapon/icemanshot","Weapon")
ICEB A 0
ICEB A 0 A_GiveInventory("IcemanMain_CI",1)
ICEB I 1 Offset(-63,18)
ICEB I 1 Offset(-67,22)
ICEB I 1 Offset(-63,22)
ICEB I 1 Offset(-67,18)
ICEB I 1 Offset(-67,22)
ICEB C 4
ICEB C 2 A_Refire("FireH")
ICEB C 1
ICEB C 1 Offset(-65, 0)
ICEB C 1 Offset(-45, 24)
ICEB B 1 Offset(-30, 26)
ICEB J 1 Offset(-15, 30)
ICEB J 1 A_WeaponReady(14)
Goto Ready+2
FireN:
ICEB A 0 A_PlaySoundEx("weapon/icemanshot","Weapon")
ICEB A 0
ICEB A 0 A_GiveInventory("IcemanMain_CI",1)
ICEB I 1 Offset(-63,18)
ICEB I 1 Offset(-67,22)
ICEB I 1 Offset(-63,22)
ICEB I 1 Offset(-67,18)
ICEB I 1 Offset(-67,22)
ICEB C 13
ICEB C 2 A_Refire("FireH")
ICEB C 1
ICEB C 1 Offset(-65, 0)
ICEB C 1 Offset(-45, 24)
ICEB B 1 Offset(-30, 26)
ICEB J 1 Offset(-15, 30)
ICEB J 1 A_WeaponReady(14)
Goto Ready+2

Altfire:
TNT1 A 0 A_JumpIfInventory("IcicleAmmo",42,1)
Goto NoAmmoAltfire
ICEB D 0 A_TakeInventory("IcicleAmmo",24)
ICEB D 0 A_GiveInventory("VivifyDelay6",1)
ICEB D 0 A_Refire(1)
ICEB G 1 Offset(-5,28)
ICEB G 1 Offset(-10,24)
ICEB G 0 A_PlaySoundEx("weapon/IceManLaser","Body")
ICEB G 0 A_GiveInventory("IcemanAltX_CI",1)
ICEB G 1 Offset(-11,21)
ICEB G 1 Offset(-9,25)
ICEB H 1 Offset(-11,25)
ICEB H 1 Offset(-9,21)
ICEB G 2  
ICEB H 2
ICEB G 12
ICEB G 1 Offset(-10,24)
ICEB G 1 Offset(-2,30)
ICEB G 1 A_WeaponReady(14)
ICEB JJJ 4
goto Ready+2

NoAmmo:
ICEB A 0 A_PlaySoundEx("weapon/icemanshot","Weapon")
ICEB A 0 
ICEB A 0 A_GiveInventory("IcemanMain_CI",1)
ICEB C 18
ICEB C 2 A_Refire("FireH")
ICEB CBJ 2
Goto Ready+2

NoAmmoAltfire:
ICEB J 4
ICEB J 0 A_GiveInventory("IcicleAmmo",1)
Goto Ready+2
}
}

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

actor IceLaserAmmo : Ammo
{
inventory.amount 1
inventory.maxamount 200
+INVENTORY.IGNORESKILL
}

actor IcemanHoverFlag : Powerup
{
Powerup.Duration 11
}

actor IceAmmoRegenHalt : OnceC{}

actor IceSlasherB : IceSlasher
{
Translation "198:198=197:197"
damagetype "IceM_Slasher"
damage (10)
speed 15
States
{
Spawn:
TNT1 A 0
TNT1 A 0 ACS_NamedExecuteAlways("BULL_Tidifier", 0)
//TNT1 A 0 A_JumpIfInTargetInventory("PowerRage_ST",1,"LOLOLO")
ICEB TUTU 3 
ICEB TUTU 3 A_ScaleVelocity(1.25)
SpawnLOOP:
ICEB TU 3
loop
//LOLOLO:
//ICEB TUTU 3 A_ScaleVelocity(1.5)
//LOLOLOLOOP:
//ICEB TU 3
//loop
}
}

actor IceSlasherBB : IceSlasherB{translation "198:198=74:74"}
actor IceSlasherBR : IceSlasherB{translation "198:198=41:41"}
actor IceSlasherBO : IceSlasherB{translation "198:198=128:128"}
actor IceSlasherBP : IceSlasherB{translation "198:198=232:232"}

actor CoolestGuy
{
Translation "198:198=197:197"
PROJECTILE
scale 2.5
+RIPPER
Obituary "$OB_ICECOOLGUY"
Speed 22
damagetype "IceM_Slow"
Radius 6
Height 6
Damage (2)
States
{
Spawn:
ICEB Z 18
stop
}
}

actor CoolestGuyB : CoolestGuy{translation "198:198=74:74"}
actor CoolestGuyR : CoolestGuy{translation "198:198=41:41"}
actor CoolestGuyO : CoolestGuy{translation "198:198=128:128"}
actor CoolestGuyP : CoolestGuy{translation "198:198=232:232"}

actor CoolestGuy2 : CoolestGuy{Damage (2)}

actor CoolestGuy2B : CoolestGuyB{Damage (2)}
actor CoolestGuy2R : CoolestGuyR{Damage (2)}
actor CoolestGuy2O : CoolestGuyO{Damage (2)}
actor CoolestGuy2P : CoolestGuyP{Damage (2)}

actor CoolestGuy3 : CoolestGuy{Damage (2)}

actor CoolestGuy3B : CoolestGuyB{Damage (2)}
actor CoolestGuy3R : CoolestGuyR{Damage (2)}
actor CoolestGuy3O : CoolestGuyO{Damage (2)}
actor CoolestGuy3P : CoolestGuyP{Damage (2)}


actor PowerIceGiver : BasicPowerupGiver
{
Powerup.Type "PowerIce"
}

actor PowerIce : PowerSpeed
{
Speed 0.67
powerup.duration 100
}

actor IcemanSlowPickup : CustomInventory
{
States
{
Pickup:
TNT1 A 0
TNT1 A 0 A_JumpIfInventory("PowerIce",1,2)
TNT1 A 0 A_SpawnItemEx("IceSlowWatcher")
TNT1 A 0 A_GiveInventory("PowerIceGiver",1)
stop
}
}

actor IceSlowWatcher : BasicHelper
{
States
{
Spawn:
TNT1 A 0 
TNT1 A 3 A_GiveToTarget("IceSlowFX",1)
TNT1 A 0 A_JumpIfInTargetInventory("PowerIce",1,"Spawn")
stop
}
}

actor IceSlowFX : CustomInventory
{
States
{
Pickup:
TNT1 A 0
TNT1 A 0 A_SpawnItemEx("IceSlowGFX", random(18, 56), 0, Random(18,56), 0, 0, 0, random(0, 359),1)
stop
}
}

actor IceSlowGFX
{
+FLOATBOB
+NOGRAVITY
+THRUACTORS
+CLIENTSIDEONLY
+FORCEXYBILLBOARD
+MISSILE
Damage(0)
Scale 2.5
Height 0
Radius 0
States
{
Spawn:
ICEB YZ 4 A_Fadeout(0.2)
loop
}
}

actor IceBaFLaser
{
Translation "192:192=4:4","198:198=197:197","202:202=197:197","199:199=198:198","204:204=202:202","195:195=204:204","250:250=80:80","249:249=86:86"
PROJECTILE
damagetype "IceM_Slow"
Obituary "$OB_ICELASERX"
+SKYEXPLODE
+FORCEXYBILLBOARD
+HITTRACER
Reactiontime 1
Damage (12)
Radius 8
Height 8
Speed 50
Scale 2.5
States
{
Spawn:
TNT1 A 0
TNT1 A 0 A_SpawnItemEx("IceBaFLaserFX1",0,-1,4,0,0,0,0,1)
TNT1 AAAAAAAAAAA 1 A_SpawnItemEx("IceBaFLaserFX2",0,0,0,momx,momy,momz,0,9)
TNT1 A 1 A_CountDown
wait
Death:
TNT1 A 0
TNT1 A 0 A_JumpIf(z-ceilingz>=-8,"DeathSky")
TNT1 A 0 A_JumpIf(z-floorz<7,"DeathFloor")
goto DeathWall

DeathSky:
TNT1 A 1 A_SpawnItemEx("IceBaF_SculptHelpX1",0,0,-62,0,0,0,180,1)
stop

DeathFloor:
TNT1 A 1 A_SpawnItemEx("IceBaF_SculptHelpX1",0,0,0,0,0,0,180,1)
stop

DeathWall:
TNT1 A 1 A_SpawnItemEx("IceBaF_SculptHelpX1",30,0,0,0,0,0,180,1)
stop

XDeath:
TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("cbm_istracerenemy"),1)
Goto Death
TNT1 A 1
wait

}
}

actor IceBaFLaser2 : IceBaFLaser
{
damagetype "IceM_Slow"
Obituary "$OB_ICELASER"
Damage (0)
States
{
Death:
TNT1 A 0 
TNT1 A 0 A_JumpIf(z-ceilingz>=-8,"DeathSky")
TNT1 A 0 A_JumpIf(z-floorz>=128,"DeathSky")
TNT1 A 0 A_SpawnItemEx("IceBaF_SculptBaseFXX",0,0,0,0,0,0,0,1)
TNT1 A 0 A_PlaySound("weapon/IceManDetonate",1,0.75)
TNT1 A 6 A_Explode(24,108,0,0,48)
stop

DeathSky:
TNT1 A 0 A_PlaySound("weapon/Ice_Cloud",1)
TNT1 A 0 A_SpawnItemEx("IceBaFCloud2",46,0,0,4,0,0,0,1)
TNT1 A 0 A_SpawnItemEx("IceBaFCloud2",46,0,0,4,0,0,120,1)
TNT1 A 0 A_SpawnItemEx("IceBaFCloud2",46,0,0,4,0,0,240,1)
TNT1 A 1 A_SpawnItemEx("IceBaFCloud",0,0,0,0,0,0,0,1)
stop

XDeath:
TNT1 A 0 A_SpawnItemEx("IceBaF_SculptBaseFXX",0,0,0,0,0,0,0,1)
TNT1 A 0 A_PlaySound("weapon/IceManDetonate",1,0.75)
TNT1 A 6 A_Explode(24,108,0,0,48)
stop
}
}

actor IceFollowFX : BasicClientSide
{
renderstyle add
alpha 0.7
PROJECTILE
translation "192:192=4:4","198:198=197:197"
speed 50
States
{
Spawn:
M9TW A 0
M9TW A 0 A_ScaleVelocity(frandom(0.2,1.2))
M9TW AABBAABB 1
M9TW AABB 1 A_ScaleVelocity(0.6)
M9TW A 0 A_ScaleVelocity(0.6)
M9TW A 1 A_FadeOut(0.14)
M9TW A 0 A_ScaleVelocity(0.6)
M9TW A 1 A_FadeOut(0.14)
M9TW B 0 A_ScaleVelocity(0.6)
M9TW B 1 A_FadeOut(0.14)
M9TW B 0 A_ScaleVelocity(0.6)
M9TW B 1 A_FadeOut(0.14)
stop
}
}

actor IceFollowFXB : IceFollowFX{translation "192:192=205:205","198:198=74:74"}
actor IceFollowFXR : IceFollowFX{translation "192:192=171:171","198:198=41:41"}
actor IceFollowFXO : IceFollowFX{translation "192:192=104:104","198:198=128:128"}
actor IceFollowFXP : IceFollowFX{translation "192:192=229:229","198:198=232:232"}

actor IceBaFLaserFX1 : BasicClientSide
{
+FORCEXYBILLBOARD
Scale 3.0
States
{
Spawn:
ICEL H 8
stop
}
}

actor IceBaFLaserFX2 : BasicExplosion
{
damagetype "IceM_Slow"
Obituary "$OB_ICECOOLLASER"
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*0.2,0,9)
TNT1 A 0 A_SpawnItemEx("IceBaFLaserFX3",0,0,0,-momx*0.4,-momy*0.4,-momz*0.4,0,9)
TNT1 A 0 A_SpawnItemEx("IceBaFLaserFX3",0,0,0,-momx*0.6,-momy*0.6,-momz*0.6,0,9)
TNT1 A 1 A_SpawnItemEx("IceBaFLaserFX3",0,0,0,-momx*0.8,-momy*0.8,-momz*0.8,0,9)
stop
}
}

actor IceBaFLaserFX3 : BasicClientSide
{
+FORCEXYBILLBOARD
Scale 3.5
States
{
Spawn:
ICEL I 0
ICEL I 0 A_Stop
ICEL IZIZ 2
stop
}
}


actor IceBaFLaserB : IceBaFLaser{translation "192:192=205:205","198:198=74:74","202:202=205:205","199:199=74:74","204:204=205:205","195:195=74:74","250:250=196:196","249:249=75:75"}
actor IceBaFLaserR : IceBaFLaser{translation "192:192=171:171","198:198=41:41","202:202=171:171","199:199=41:41","204:204=171:171","195:195=41:41","250:250=170:170","249:249=43:43"}
actor IceBaFLaserO : IceBaFLaser{translation "192:192=104:104","198:198=128:128","202:202=104:104","199:199=128:128","204:204=104:104","195:195=128:128","250:250=138:138","249:249=131:131"}
actor IceBaFLaserP : IceBaFLaser{translation "192:192=229:229","198:198=232:232","202:202=229:229","199:199=232:232","204:204=229:229","195:195=232:232","250:250=214:214","249:249=223:223"}

actor IceBaFLaser2B : IceBaFLaser2{translation "192:192=205:205","198:198=74:74","202:202=205:205","199:199=74:74","204:204=205:205","195:195=74:74","250:250=196:196","249:249=75:75"}
actor IceBaFLaser2R : IceBaFLaser2{translation "192:192=171:171","198:198=41:41","202:202=171:171","199:199=41:41","204:204=171:171","195:195=41:41","250:250=170:170","249:249=43:43"}
actor IceBaFLaser2O : IceBaFLaser2{translation "192:192=104:104","198:198=128:128","202:202=104:104","199:199=128:128","204:204=104:104","195:195=128:128","250:250=138:138","249:249=131:131"}
actor IceBaFLaser2P : IceBaFLaser2{translation "192:192=229:229","198:198=232:232","202:202=229:229","199:199=232:232","204:204=229:229","195:195=232:232","250:250=214:214","249:249=223:223"}


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",0,0,-20,0,0,-3,0,1)
ICEL F 1
ICEL F 1 A_SpawnItemEx("IceBaFIcicle",frandom(-60,60),frandom(-60,60),-20,momx*0.2,0,-3,0,9)
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",12)
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",0,0,-20,momx*0.2,0,-3,0,9)
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
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",frandom(-60,60),frandom(-60,60),-20,momx*0.2,0,-3,0,9)
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 //A_Logint(angle)
ICEL E 0 A_Setangle(angle+78)
ICEL E 0 A_ChangeVelocity(-11,2,0,3)
ICEL EFGEFGEFGEFGEFGEFGEFGEFG 2
ICEL DDCBCBAA 2
stop
}
}



actor IceBaFIcicle
{
PROJECTILE
-NOGRAVITY
+THRUGHOST
damagetype "IceM_Icicle"
Obituary "$OB_ICERAIN"
gravity 2.0
Damage (0)
radius 10
height 16
Speed 0
scale 1.5
States
{
Spawn:
TNT1 A 0
TNT1 A 0 ACS_NamedExecuteAlways("BULL_Tidifier", 0)
SpawnLOOP:
TNT1 A 0
TNT1 A 2
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("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_Stop
TNT1 A 0 A_ChangeFlag("NOGRAVITY",1)
TNT1 A 0 A_PlaySound("weapon/IceManBit",1,0.5)
TNT1 A 2 A_Explode(5,48,0,0,48)
stop
}
}

actor IceBaFIcicleFX
{
+MISSILE
+DONTBLAST
+NOGRAVITY
+THRUACTORS
+CLIENTSIDEONLY
+FLOORCLIP
+DONTSPLASH
Damage (0)
Height 4
Radius 4
Scale 2.5
States
{
Spawn:
TNT1 A 0
ICEL H 1 A_Fadeout(0.05)
wait
}
}

actor IceBaFIcicleFX1 : IceBaFIcicleFX
{
-NOGRAVITY
Scale 2.0
States
{
Spawn:
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
{
Spawn:
TNT1 A 0
TNT1 A 1 A_Jump(256,"S_N","S_O","S_P")
wait
}
}
actor IceBaFIcicleFX3 : IceBaFIcicleFX1
{
States
{
Spawn:
TNT1 A 0
TNT1 A 1 A_Jump(256,"S_Q","S_R","S_S")
wait
}
}

actor IceBaF_SculptHelpX1
{
PROJECTILE
+DONTBLAST
+THRUACTORS
Damage (0)
Radius 16
Height 48
States
{
Spawn:
TNT1 A 0
TNT1 A 0
TNT1 A 0 A_SpawnItemEx("IceBaF_SculptHelp",0,0,0,0,0,0,0,1)
stop
Death:
TNT1 A 1 A_SpawnItemEx("IceBaF_SculptHelpX2",2,0,0,0,0,0,0,1)
stop
}
}
actor IceBaF_SculptHelpX2 : IceBaF_SculptHelpX1
{
States
{
Death:
TNT1 A 1 A_SpawnItemEx("IceBaF_SculptHelpX3",2,0,0,0,0,0,0,1)
stop
}
}
actor IceBaF_SculptHelpX3 : IceBaF_SculptHelpX1{States{Death:TNT1 A 1 A_SpawnItemEx("IceBaF_SculptHelpX4",2,0,0,0,0,0,0,1)stop}}
actor IceBaF_SculptHelpX4 : IceBaF_SculptHelpX1{States{Death:TNT1 A 1 A_SpawnItemEx("IceBaF_SculptHelpX5",2,0,0,0,0,0,0,1)stop}}
actor IceBaF_SculptHelpX5 : IceBaF_SculptHelpX1{States{Death:TNT1 A 1 A_SpawnItemEx("IceBaF_SculptHelpX6",2,0,0,0,0,0,0,1)stop}}
actor IceBaF_SculptHelpX6 : IceBaF_SculptHelpX1{States{Death:TNT1 A 1 A_SpawnItemEx("IceBaF_SculptHelpX7",2,0,0,0,0,0,0,1)stop}}
actor IceBaF_SculptHelpX7 : IceBaF_SculptHelpX1{States{Death:TNT1 A 1 A_SpawnItemEx("IceBaF_SculptHelpX8",2,0,0,0,0,0,0,1)stop}}
actor IceBaF_SculptHelpX8 : IceBaF_SculptHelpX1{States{Death:TNT1 A 1 A_SpawnItemEx("IceBaF_SculptHelpX9",2,0,0,0,0,0,0,1)stop}}
actor IceBaF_SculptHelpX9 : IceBaF_SculptHelpX1{States{Death:TNT1 A 1 A_SpawnItemEx("IceBaF_SculptHelp",2,0,0,0,0,0,0,1)stop}}

actor IceBaF_SculptHelp : BasicHelper
{
States
{
Spawn:
TNT1 A 0
TNT1 A 0
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 S_Z
S_A:
ICEK A 1 A_SpawnItemEx("IceBaF_Sculpt_M",0,0,0,0,0,0,0,1)
goto S_End
S_B:ICEK B 1 A_SpawnItemEx("IceBaF_Sculpt_M",0,0,0,0,0,0,0,1)goto S_End
S_C:ICEK C 1 A_SpawnItemEx("IceBaF_Sculpt_M",0,0,0,0,0,0,0,1)goto S_End
S_D:ICEK D 1 A_SpawnItemEx("IceBaF_Sculpt_M",0,0,0,0,0,0,0,1)goto S_End
S_E:ICEK E 1 A_SpawnItemEx("IceBaF_Sculpt_M",0,0,0,0,0,0,0,1)goto S_End
S_F:ICEK F 1 A_SpawnItemEx("IceBaF_Sculpt_M",0,0,0,0,0,0,0,1)goto S_End
S_G:ICEK G 1 A_SpawnItemEx("IceBaF_Sculpt_M",0,0,0,0,0,0,0,1)goto S_End
S_H:ICEK H 1 A_SpawnItemEx("IceBaF_Sculpt_M",0,0,0,0,0,0,0,1)goto S_End
S_I:ICEK I 1 A_SpawnItemEx("IceBaF_Sculpt_M",0,0,0,0,0,0,0,1)goto S_End
S_J:ICEK J 1 A_SpawnItemEx("IceBaF_Sculpt_M",0,0,0,0,0,0,0,1)goto S_End
S_K:ICEK K 1 A_SpawnItemEx("IceBaF_Sculpt_M",0,0,0,0,0,0,0,1)goto S_End
S_L:ICEK L 1 A_SpawnItemEx("IceBaF_Sculpt_M",0,0,0,0,0,0,0,1)goto S_End
S_M:ICEK M 1 A_SpawnItemEx("IceBaF_Sculpt_M",0,0,0,0,0,0,0,1)goto S_End
S_N:ICEK N 1 A_SpawnItemEx("IceBaF_Sculpt_M",0,0,0,0,0,0,0,1)goto S_End
S_O:ICEK O 1 A_SpawnItemEx("IceBaF_Sculpt_M",0,0,0,0,0,0,0,1)goto S_End
S_P:ICEK P 1 A_SpawnItemEx("IceBaF_Sculpt_M",0,0,0,0,0,0,0,1)goto S_End
S_Q:ICEK Q 1 A_SpawnItemEx("IceBaF_Sculpt_M",0,0,0,0,0,0,0,1)goto S_End
S_R:ICEK R 1 A_SpawnItemEx("IceBaF_Sculpt_M",0,0,0,0,0,0,0,1)goto S_End
S_S:ICEK S 1 A_SpawnItemEx("IceBaF_Sculpt_M",0,0,0,0,0,0,0,1)goto S_End
S_T:ICEK T 1 A_SpawnItemEx("IceBaF_Sculpt_M",0,0,0,0,0,0,0,1)goto S_End
S_U:ICEK U 1 A_SpawnItemEx("IceBaF_Sculpt_M",0,0,0,0,0,0,0,1)goto S_End
Rare1:
goto S_Z
S_V:ICEK V 1 A_SpawnItemEx("IceBaF_Sculpt_M",0,0,0,0,0,0,0,1)goto S_End
S_W:ICEK W 1 A_SpawnItemEx("IceBaF_Sculpt_M",0,0,0,0,0,0,0,1)goto S_End
S_X:ICEK X 1 A_SpawnItemEx("IceBaF_Sculpt_M",0,0,0,0,0,0,0,1)goto S_End
S_Y:ICEK Y 1 A_SpawnItemEx("IceBaF_Sculpt_M",0,0,0,0,0,0,0,1)goto S_End
S_Z:
goto S_End
S_End:
TNT1 A 1 A_SpawnItemEx("IceBaF_SculptFX",0,0,0,0,0,0,0,1)
stop
}
}

//no memes allowed
actor IceBaF_SculptFX : BasicClientSide
{
var int user_A;
reactiontime 20
States
{
Spawn:
TNT1 A 0
TNT1 A 0 A_SetUserVar("user_A",0)
TNT1 A 0 A_SpawnItemEx("IceBaF_SculptFX2",14+user_A*0.1,0,-10+user_A*0.2,1,0,2,user_A,33)
TNT1 A 0 A_SpawnItemEx("IceBaF_SculptFX2",14+user_A*0.1,0,-10+user_A*0.2,1,0,2,user_A+180,33)
TNT1 A 0 A_SetUserVar("user_A",user_A+30)
TNT1 A 1 A_Countdown
goto Spawn+2
Death:
TNT1 A 1
stop
}
}

actor IceBaF_SculptFX2 : BasicClientSide
{
alpha 0.85
scale 1.5
states
{
Spawn:
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
{
PROJECTILE
damagetype "IceM_Sculpt"
Obituary "$OB_ICEBLOCK"

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

+CANPASS

+DONTREFLECT

Bouncetype Classic//Desync fix?
-BOUNCEONWALLS
-BOUNCEONFLOORS
-BOUNCEONCEILINGS
-ALLOWBOUNCEONACTORS
+CANBOUNCEWATER
+NOEXPLODEFLOOR
BounceFactor 1.0
WallBounceFactor 0.0//Desync fix?

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

//Species ""
damagefactor "IceM_Icicle", 0.5
damagefactor "IceM_Slasher", 0.5
damagefactor "IceM_Slow", 1.0
damagefactor "IceM_Sculpt", 1.0
damagefactor "Fire", 0.1 //MageStaff
damageFactor "ConcreteShoulder", 0.04
mass 99999
Health 50
Reactiontime 1
Damage (0)
Radius 28
Height 64
Speed 0
Scale 1.5
States
{
Spawn:
TNT1 A 0
TNT1 A 0 ACS_NamedExecuteAlways("BULL_Tidifier", 0)
SpawnLOOP:
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 0
ICEK V 1 A_GiveInventory("IcicleAmmo",1)
goto S_0
S_W:
ICEK W 0
ICEK W 1 A_GiveInventory("IcicleAmmo",1)
goto S_0
S_X:
ICEK X 0
ICEK X 1 A_GiveInventory("IcicleAmmo",1)
goto S_0
S_Y:
ICEK Y 0
ICEK Y 1 A_GiveInventory("IcicleAmmo",1)
goto S_0
S_Z:
ICEK Z 0
ICEK Z 1 A_GiveInventory("IcicleAmmo",1)
goto S_0

S_0:
"####" "#" 0 A_ChangeFlag("NOGRAVITY",0)
"####" "##########" 1 A_SetScale(ScaleY+0.1)
//"####" "#" 0 A_ChangeFlag("NOGRAVITY",0)
"####" "#" 0 A_JumpIf(ACS_ExecuteWithResult(107,0)==1,"DeathTime")
"####" "#" 1 A_JumpIfCloser(32,"DeathTime")//Change to A_RadiusGive with CubeCheck
"####" "#" 0 A_JumpIfInventory("IcicleAmmo",1,"Spawn2")
goto Spawn1
Spawn1:
"####" "#" 2 A_SpawnItemEx("IceBaF_SculptFX2",frandom(16,48),0,fRandom(16,48),0,0,0,random(0,359),1,0)
"####" "#" 2 A_GiveInventory("WeaponCharge",1)
"####" "#" 0 A_JumpIfInventory("WeaponCharge",100,"DeathTime")
loop
Spawn2:
"####" "#" 0 A_ChangeFlag("NODAMAGE",1)
"####" "##" 1 A_SpawnItemEx("IceBaF_SculptFX2",frandom(16,48),0,fRandom(16,48),0,0,0,random(0,359),1,0)
"####" "#" 2 A_GiveInventory("WeaponCharge",1)
"####" "#" 0 A_JumpIfInventory("WeaponCharge",250,"DeathTime")
goto Spawn2+1
 
Death.IceM_Icicle:
Pain.IceM_Icicle:
"####" "#" 0
goto SuperDeath

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

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

Death.IceM_Sculpt:
Pain.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",0,0,24,0,0,0,0,1)
stop

Death:
TNT1 A 0 A_SpawnItemEx("IceBaF_SculptBaseDeath",0,0,24,0,0,0,0,1)
stop
}
}

actor IceBaF_SculptBaseDeath : BasicExplosion
{
damagetype "IceM_Sculpt"
Obituary "$OB_ICEBLOCK"
States
{
Spawn:
TNT1 A 0
TNT1 A 0
TNT1 A 0 A_SpawnItemEx("IceBaF_SculptBaseFX",0,0,0,0,0,0,0,1)
TNT1 A 0 A_PlaySound("weapon/IceManBreak",1,0.75)
TNT1 A 6 A_Explode(15,196,0,0,80)
stop
}
}

actor IceBaF_SculptBaseFX : BasicClientSide
{
var int user_A;
reactiontime 12
States
{
Spawn:
TNT1 A 0
TNT1 A 0 A_SetUserVar("user_A",random(0,30))

TNT1 A 0 A_SpawnItemEx("IceBaF_SculptBaseFX2",10,0,0,40,0,5,user_A,33)
TNT1 A 0 A_SpawnItemEx("IceBaF_SculptBaseFX2",10,0,0,40,0,-5,user_A+15,33)
TNT1 A 0 A_SpawnItemEx("IceBaF_SculptBaseFX2",8,0,6,30,0,20,user_A,33)
TNT1 A 0 A_SpawnItemEx("IceBaF_SculptBaseFX2",8,0,-6,30,0,-20,user_A,33)
TNT1 A 0 A_SpawnItemEx("IceBaF_SculptBaseFX2",6,0,8,20,0,30,user_A+15,33)
TNT1 A 0 A_SpawnItemEx("IceBaF_SculptBaseFX2",6,0,-8,20,0,-30,user_A+15,33)

TNT1 A 0 A_SetUserVar("user_A",user_A+30)
TNT1 A 0 A_Countdown
goto Spawn+2
Death:
TNT1 A 0
TNT1 A 0 A_SpawnItemEx("IceBaF_SculptBaseFX2",0,0,10,0,0,35,0,33)
TNT1 A 0 A_SpawnItemEx("IceBaF_SculptBaseFX2",0,0,-10,0,0,-35,0,33)
stop
}
}

actor IceBaF_SculptBaseFXX : BasicClientSide
{
var int user_A;
reactiontime 12
States
{
Spawn:
TNT1 A 0
TNT1 A 0 A_SetUserVar("user_A",random(0,30))

TNT1 A 0 A_SpawnItemEx("IceBaF_SculptBaseFXX2",10,0,0,40,0,5,user_A,33)
TNT1 A 0 A_SpawnItemEx("IceBaF_SculptBaseFXX2",10,0,0,40,0,-5,user_A+15,33)
TNT1 A 0 A_SpawnItemEx("IceBaF_SculptBaseFXX2",8,0,6,30,0,20,user_A,33)
TNT1 A 0 A_SpawnItemEx("IceBaF_SculptBaseFXX2",8,0,-6,30,0,-20,user_A,33)
TNT1 A 0 A_SpawnItemEx("IceBaF_SculptBaseFXX2",6,0,8,20,0,30,user_A+15,33)
TNT1 A 0 A_SpawnItemEx("IceBaF_SculptBaseFXX2",6,0,-8,20,0,-30,user_A+15,33)

TNT1 A 0 A_SetUserVar("user_A",user_A+30)
TNT1 A 0 A_Countdown
goto Spawn+2
Death:
TNT1 A 0
TNT1 A 0 A_SpawnItemEx("IceBaF_SculptBaseFXX2",0,0,10,0,0,35,0,33)
TNT1 A 0 A_SpawnItemEx("IceBaF_SculptBaseFXX2",0,0,-10,0,0,-35,0,33)
stop
}
}

actor IceBaF_SculptBaseFX2 : BasicClientSide
{
Renderstyle Translucent
Alpha 0.95
States
{
Spawn:
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_SculptBaseFXX2 : BasicClientSide
{
Renderstyle Translucent
Alpha 1
States
{
Spawn:
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
{
PROJECTILE
damagetype "IceM_Sculpt"
Obituary "$OB_ICEBLOCKBIT"
-NOGRAVITY
Damage (8)
Radius 10
Height 10
Speed 25
scale 2.5
states
{
Spawn:
TNT1 A 0
TNT1 A 0 ThrustThingZ(0,12,0,1)
TNT1 A 0 A_Jump(256,1,2)
ICEL H 1
wait
ICEL J 1
wait
Death:
TMFX C 0 A_Stop
TMFX C 0 A_ChangeFlag("NOGRAVITY",1)
TMFX CD 2
stop
}
}

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

actor IceBaF_Sculpt_B : IceBaF_SculptBase{Scale 1.75 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 2.75 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 3.0 States{Spawn:goto S_H}}//Telly
actor IceBaF_Sculpt_I : IceBaF_SculptBase{Scale 3.0 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 2.0 States{Spawn:goto S_M}}//Frostman RMC8 Cube
actor IceBaF_Sculpt_N : IceBaF_SculptBase{Scale 2.0 States{Spawn:goto S_N}}//Guts Rock
actor IceBaF_Sculpt_O : IceBaF_SculptBase{Scale 2.0 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{States{Spawn:goto S_Q}}//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 2.0 States{Spawn:goto S_U}}//Frozen Bass
actor IceBaF_Sculpt_V : IceBaF_SculptBase{States{Spawn:goto S_V}}//Ribbon
actor IceBaF_Sculpt_W : IceBaF_SculptBase{Scale 3.25 States{Spawn:goto S_W}}//Pitch
actor IceBaF_Sculpt_X : IceBaF_SculptBase{States{Spawn:goto S_X}}//Cutmanmike
actor IceBaF_Sculpt_Y : IceBaF_SculptBase{States{Spawn:goto S_Y}}//Bonerman
actor IceBaF_Sculpt_Z : IceBaF_SculptBase{Scale 3.10 States{Spawn:goto S_Z}}//Devileye

actor IcemanMain_CI : TeamColor_CI
{
states
{
FireX:
TNT1 A 0 A_FireCustomMissile("IceSlasherB",0,1,0,0)
goto Done
FireB:
TNT1 A 0 A_FireCustomMissile("IceSlasherBB",0,1,0,0)
goto Done
FireR:
TNT1 A 0 A_FireCustomMissile("IceSlasherBR",0,1,0,0)
goto Done
FireO:
TNT1 A 0 A_FireCustomMissile("IceSlasherBO",0,1,0,0)
goto Done
FireP:
TNT1 A 0 A_FireCustomMissile("IceSlasherBP",0,1,0,0)
goto Done
}
}

actor IcemanAlt_CI : TeamColor_CI
{
states
{
FireX:
TNT1 A 0 A_FireCustomMissile("IceBaFLaser",0,0,8,0)
goto Done
FireB:
TNT1 A 0 A_FireCustomMissile("IceBaFLaserB",0,0,8,0)
goto Done
FireR:
TNT1 A 0 A_FireCustomMissile("IceBaFLaserR",0,0,8,0)
goto Done
FireO:
TNT1 A 0 A_FireCustomMissile("IceBaFLaserO",0,0,8,0)
goto Done
FireP:
TNT1 A 0 A_FireCustomMissile("IceBaFLaserP",0,0,8,0)
goto Done
}
}

actor IcemanAltX_CI : TeamColor_CI
{
states
{
FireX:
TNT1 AAAAAAAAAAAAAAAA 0 A_FireCustomMissile("IceFollowFX",0,0,random(-8,24),random(-16,16))
TNT1 A 0 A_FireCustomMissile("IceBaFLaser2",0,0,8,0)
goto Done
FireB:
TNT1 AAAAAAAAAAAAAAAA 0 A_FireCustomMissile("IceFollowFXB",0,0,random(-8,24),random(-16,16))
TNT1 A 0 A_FireCustomMissile("IceBaFLaser2B",0,0,8,0)
goto Done
FireR:
TNT1 AAAAAAAAAAAAAAAA 0 A_FireCustomMissile("IceFollowFXR",0,0,random(-8,24),random(-16,16))
TNT1 A 0 A_FireCustomMissile("IceBaFLaser2R",0,0,8,0)
goto Done
FireO:
TNT1 AAAAAAAAAAAAAAAA 0 A_FireCustomMissile("IceFollowFXO",0,0,random(-8,24),random(-16,16))
TNT1 A 0 A_FireCustomMissile("IceBaFLaser2O",0,0,8,0)
goto Done
FireP:
TNT1 AAAAAAAAAAAAAAAA 0 A_FireCustomMissile("IceFollowFXP",0,0,random(-8,24),random(-16,16))
TNT1 A 0 A_FireCustomMissile("IceBaFLaser2P",0,0,8,0)
goto Done
}
}

actor IcemanAlt1_CI : TeamColor_CI
{
states
{
FireX:
TNT1 A 0 A_FireCustomMissile("CoolestGuy",random(-12,12),0,8,0,0,random(-7,7))
goto Done
FireB:
TNT1 A 0 A_FireCustomMissile("CoolestGuyB",random(-12,12),0,8,0,0,random(-7,7))
goto Done
FireR:
TNT1 A 0 A_FireCustomMissile("CoolestGuyR",random(-12,12),0,8,0,0,random(-7,7))
goto Done
FireO:
TNT1 A 0 A_FireCustomMissile("CoolestGuyO",random(-12,12),0,8,0,0,random(-7,7))
goto Done
FireP:
TNT1 A 0 A_FireCustomMissile("CoolestGuyP",random(-12,12),0,8,0,0,random(-7,7))
goto Done
}
}

actor IcemanAlt2_CI : TeamColor_CI
{
states
{
FireX:
TNT1 A 0 A_FireCustomMissile("CoolestGuy2",random(-12,12),0,8,0,0,random(-7,7))
goto Done
FireB:
TNT1 A 0 A_FireCustomMissile("CoolestGuy2B",random(-12,12),0,8,0,0,random(-7,7))
goto Done
FireR:
TNT1 A 0 A_FireCustomMissile("CoolestGuy2R",random(-12,12),0,8,0,0,random(-7,7))
goto Done
FireO:
TNT1 A 0 A_FireCustomMissile("CoolestGuy2O",random(-12,12),0,8,0,0,random(-7,7))
goto Done
FireP:
TNT1 A 0 A_FireCustomMissile("CoolestGuy2P",random(-12,12),0,8,0,0,random(-7,7))
goto Done
}
}

actor IcemanAlt3_CI : TeamColor_CI
{
states
{
FireX:
TNT1 A 0 A_FireCustomMissile("CoolestGuy3",random(-12,12),0,8,0,0,random(-7,7))
goto Done
FireB:
TNT1 A 0 A_FireCustomMissile("CoolestGuy3B",random(-12,12),0,8,0,0,random(-7,7))
goto Done
FireR:
TNT1 A 0 A_FireCustomMissile("CoolestGuy3R",random(-12,12),0,8,0,0,random(-7,7))
goto Done
FireO:
TNT1 A 0 A_FireCustomMissile("CoolestGuy3O",random(-12,12),0,8,0,0,random(-7,7))
goto Done
FireP:
TNT1 A 0 A_FireCustomMissile("CoolestGuy3P",random(-12,12),0,8,0,0,random(-7,7))
goto Done
}
}
