actor FreezeCrackerBoss : BaseMM8BDMWep_CBM
{
Tag "$TAGC_7A"
dropitem "FreezeCrackerWepCDropped"
Weapon.AmmoUse 0
Weapon.AmmoUse2 0
Weapon.AmmoGive 0
Obituary "$OB_FREEZECRACKER"
weapon.ammotype "MrFreezeAmmo"
weapon.ammotype2 "FreezeCrackAmmo"
States
{
Spawn:
C_07 A 1
loop
Ready:
MRFA A 0 ACS_ExecuteAlways(998,0,DYE_FREEZEMAN)
MRFA A 0 A_JumpIfInventory("MrFreezeAmmo",2,"Ready2")
MRFA A 4 A_WeaponReady(WRF_NOFIRE)
MRFA A 0 A_GiveInventory("MrFreezeAmmo",1)
Goto Ready+1
Ready2:
MRFA A 0 A_JumpIfInventory("MrFreezeAmmo",36,"Ready3")
MRFA A 4 A_WeaponReady(WRF_NOSECONDARY)
MRFA A 0 A_GiveInventory("MrFreezeAmmo",1)
MRFA A 0 A_GiveInventory("FreezeCrackAmmo",1)
loop
Ready3:
MRFA A 5 A_WeaponReady
MRFA A 0 A_GiveInventory("FreezeCrackAmmo",1)
loop
Deselect:
TNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Lower
MRFA A 1 A_Lower
Loop
Select:
TNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Raise
MRFA A 1 A_Raise
Loop
Fire:
MRFA A 0 A_JumpIfInventory("FreezeCrackAmmo",2,1)
goto NoAmmo
MRFA BCD 2
FreezeRefire:
MRFA A 0 A_JumpIfInventory("FreezeCrackAmmo",2,1)
goto NoAmmoFromHold
MRFA A 0 A_TakeInventory("FreezeCrackAmmo",2)
MRFA A 0 A_PlaySoundEx("weapon/freezemancracker","Weapon")
MRFA A 0 A_GiveInventory("FreezemanMain_CI",1)
MRFA A 0 A_GiveInventory("MrFreezeAmmo",1)
/*MRFA IJI 2
//MRFA D 8*/ //12 *14 lol
MRFA I 1 Offset(10,40)A_JumpIfInventory("PowerRage_ST",1,1)
MRFA I 1 Offset(15,45)
MRFA I 1 Offset(22,52)A_JumpIfInventory("PowerRage_ST",1,1)
MRFA J 1 Offset(24,54)
MRFA J 1 Offset(25,55)A_JumpIfInventory("PowerRage_ST",1,1)
MRFA J 1 Offset(25,55)
MRFA K 1 Offset(24,54)A_JumpIfInventory("PowerRage_ST",1,1)
MRFA K 1 Offset(22,52)
MRFA K 1 Offset(13,43)A_JumpIfInventory("PowerRage_ST",1,1)
MRFA D 1 Offset(10,40)
MRFA D 1 Offset(7,37)A_JumpIfInventory("PowerRage_ST",1,1)
MRFA D 1 Offset(4,34)
MRFA D 2 Offset(1,32)
MRFA D 0 A_Refire("FreezeRefire")
MRFA CBA 2
Goto Ready+1
AltFire:
MRFA A 0 A_JumpIfInventory("MrFreezeAmmo",36,1)
goto NoAmmo
MRFA A 0 A_GunFlash("Flash.AltCharge")
MRFA A 0 A_GiveInventory("FreezeFireHold",1)
MRFA A 0 A_Refire(1)
MRFA A 0 ACS_ExecuteAlways(CORE_ACS_191,0,APROP_JumpZ,0,1)
MRFA A 0 SetPlayerProperty(0,1,0)
MRFA BCD 2
goto AltCharge

Flash.AltCharge:
TNT1 A 0 A_JumpIfInventory("IsDead",1,"NoFlash")
TNT1 A 0 A_PlaySoundEx("weapon/ChillTrail","Weapon")
TNT1 A 2
loop

NoFlash:
TNT1 A 0
stop

AltCharge:
MRFA B 0 A_GiveInventory("MrFreezeAltCharge",1)
MRFA EKG 2 Offset(14,65) A_SpawnItemEx("FreezeFXB1",cos(-pitch)*20,8,32+(sin(-pitch)*20),cos(-pitch)*momx,momy,sin(-pitch)*momz,0,553,0)
MRFA A 0 A_JumpIfInventory("MrFreezeAltCharge",4,"AltfireAltfire")
MRFA A 0 A_JumpIfInventory("MrFreezeAltCharge",1,"AltCharge")
goto AltfireAltfire
AltfireAltfire:
MRFA A 0 A_TakeInventory("MrFreezeAltCharge",99)
MRFA A 0 A_TakeInventory("FreezeFireHold",99)
MRFA A 0 A_GunFlash("NoFlash")
MRFA A 0 A_PlaySoundEx("weapon/freezemancracker","Weapon")
MRFA A 0 A_PlaySound("weapon/BlizzHeavyWeather","Body",0.5)
MRFA A 0 A_SpawnItemEx("FreezeFXB",-1/*20*/,8,32,0,0,0,0,1)
MRFA A 0 A_TakeInventory("MrFreezeAmmo",36)
MRFA A 0 A_GiveInventory("FreezemanAlt_CI",1)
MRFA D 1 offset(14,65)
MRFA H 1 offset(22,75)
MRFA D 1 offset(30,80)
MRFA H 2 offset(35,85)
MRFA D 1 offset(30,85)
MRFA H 1 offset(22,75)
MRFA D 1 offset(14,65)
MRFA D 17 
MRFA A 0 ACS_ExecuteAlways(CORE_ACS_191,0,APROP_JumpZ,10,1)
MRFA A 0 SetPlayerProperty(0,0,0)
MRFA CB 3 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
MRFA A 7
Goto Ready+1
NoAmmoFromHold:
MRFA CBA 2
NoAmmo:
MRFA A 4
MRFA A 0 A_GiveInventory("FreezeCrackAmmo",1)
Goto Ready+1
}
}

actor MrFreezeAmmo : Ammo
{
inventory.amount 1
inventory.maxamount 36
+INVENTORY.IGNORESKILL
}

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

actor FreezeFireHold : OnceC{}

actor MrFreezeAltCharge : Inventory
{
inventory.amount 1
inventory.maxamount 5
}

actor MrFreezeCracker
{
translation "192:192=4:4", "198:198=69:69"
PROJECTILE
damagetype "FreezeM_Shot"
Obituary "$OB_FREEZECRACKER"
+SKYEXPLODE
damage (15)
Radius 10
Height 10
speed 42
scale 2.5
States
{
Spawn:
TNT1 A 0
TNT1 A 0 ACS_NamedExecuteAlways("BULL_Tidifier", 0)
SpawnLOOP:
MRFP A 2
MRFP B 0 A_SpawnItemEx("FreezeCrackerFX2",-8,Random(-16, 16),random(0,-8),0,0,0,0,1)
MRFP B 2 A_SpawnItemEx("FreezeCrackerFX1",-8,Random(-16, 16),random(0,-8),0,0,0,0,1)
goto SpawnLOOP+1
Death:
TNT1 A 0 A_JumpIf(z-floorz<5, "Floor")
TNT1 A 0 A_JumpIf(z-ceilingz==0-10, "Ceiling")
TNT1 A 0 A_SpawnItemEx("MrFreezeCrackerBit",0,0,0,45,0,0,60,1)
TNT1 A 0 A_SpawnItemEx("MrFreezeCrackerBit",0,0,0,45,0,0,-60,1)
TNT1 A 0 A_SpawnItemEx("MrFreezeCrackerBit",0,0,0,45,0,0,120,1)
TNT1 A 0 A_SpawnItemEx("MrFreezeCrackerBit",0,0,0,45,0,0,-120,1)
TNT1 A 0 A_SpawnItemEx("MrFreezeCrackerBit",0,0,0,45,0,0,180,1)
TNT1 A 0 A_SpawnItemEx("MrFreezeCrackerBit",0,0,0,45,0,0,0,1)
TNT1 A 1 A_PlaySoundEx("weapon/freezecrackerhit","Weapon")
stop
Floor:
MRFF A 0 A_SpawnItemEx("FreezeFloorSpike",0,0,0,0,0,0,0,1)
stop
Ceiling:
MRFF A 0 A_SpawnItemEx("FreezeCeilingSpikeClass",0,0,0,0,0,0,0,1)
stop
XDeath:
TNT1 A 1
stop
}
}

actor MrFreezeCrackerB : MrFreezeCracker{translation "198:198=205:205","192:192=4:4"}
actor MrFreezeCrackerR : MrFreezeCracker{translation "198:192=171:171","192:192=4:4"}
actor MrFreezeCrackerO : MrFreezeCracker{translation "198:198=104:104","192:192=4:4"}
actor MrFreezeCrackerP : MrFreezeCracker{translation "198:198=229:229","192:192=4:4"}

actor GroundFreezeCracker : MrFreezeCracker
{
+SKYEXPLODE
+RIPPER
Damage (6)
damagetype "FreezeM_Frozen"
States
{
Spawn:
MRFP A 0
MRFP A 0 A_SpawnItemEx("GroundFreezeCrackerFX",0,0,0,0,0,0,0,1)
MRFP A 2 A_PlaySoundEx("weapon/ChillTrail","Weapon")
MRFP A 0 A_SpawnItemEx("FreezeCrackerFX1",-8,Random(-24, 24),random(4,-8),0,0,0,0,1)
MRFP A 0 A_SpawnItemEx("FreezeCrackerFX2",-8,Random(-24, 24),random(4,-8),0,0,0,0,1)
loop
Death:
TNT1 A 0 A_PlaySoundEx("weapon/centaurflash","Item")
TNT1 A 0 A_PlaySoundEx("weapon/freezefloor","Weapon")
TNT1 A 0 A_JumpIf(z-floorz<0-z+ceilingz, "Floor")
TNT1 A 0 A_JumpIf(z-ceilingz<-10, 2)
TNT1 A 0 A_SpawnItemEx("FreezeCeilingSpike",0,0,0,0,0,0,0,1)

TNT1 A 0 A_SpawnItemEx("CeilingFreezeWave",35,0,0,14,0,0,-120,1)
TNT1 A 0 A_SpawnItemEx("CeilingFreezeWave",35,0,0,14,0,0,-60,1)
TNT1 A 0 A_SpawnItemEx("CeilingFreezeWave",35,0,0,14,0,0,60,1)
TNT1 A 0 A_SpawnItemEx("CeilingFreezeWave",35,0,0,14,0,0,180,1)
TNT1 A 0 A_SpawnItemEx("CeilingFreezeWave",35,0,0,14,0,0,120,1)
TNT1 A 0 A_SpawnItemEx("CeilingFreezeWave",35,0,0,14,0,0,0,1)
TNT1 A 1
stop
Floor:
TNT1 A 0 A_JumpIf(z-floorz>=5, 2)//5
TNT1 A 0 A_SpawnItemEx("FreezeFloorSpike",0,0,0,0,0,0,0,1)

TNT1 A 0 A_SpawnItemEx("GroundFreezeWave",35,0,0,14,0,0,-120,1)
TNT1 A 0 A_SpawnItemEx("GroundFreezeWave",35,0,0,14,0,0,-60,1)
TNT1 A 0 A_SpawnItemEx("GroundFreezeWave",35,0,0,14,0,0,60,1)
TNT1 A 0 A_SpawnItemEx("GroundFreezeWave",35,0,0,14,0,0,180,1)
TNT1 A 0 A_SpawnItemEx("GroundFreezeWave",35,0,0,14,0,0,120,1)
TNT1 A 0 A_SpawnItemEx("GroundFreezeWave",35,0,0,14,0,0,0,1)

TNT1 A 1
stop
}
}

actor GroundFreezeCrackerB : GroundFreezeCracker{translation "198:198=205:205","192:192=4:4"}
actor GroundFreezeCrackerR : GroundFreezeCracker{translation "198:198=171:171","192:192=4:4"}
actor GroundFreezeCrackerO : GroundFreezeCracker{translation "198:198=104:104","192:192=4:4"}
actor GroundFreezeCrackerP : GroundFreezeCracker{translation "198:198=229:229","192:192=4:4"}


actor GroundFreezeCrackerFX : BasicClientSide
{
RenderStyle "Translucent"
Alpha 0.75
States
{
Spawn:
MRFP I 1 A_FadeOut(0.125)
loop
}
}

actor MrFreezeCrackerBit
{
PROJECTILE
damagetype "FreezeM_ShotBit"
Obituary "$OB_FREEZECRACKER"
damage (5)
Radius 6
Height 6
speed 28
scale 2.5
states
{
Spawn:
TNT1 A 0
TNT1 A 0 ACS_NamedExecuteAlways("BULL_Tidifier", 0)
SpawnLOOP:
MRFP D 1
wait
}
}

actor MrFreezeCrackerBitT : MrFreezeCrackerBit
{
states
{
Spawn:
TNT1 A 0
TNT1 A 0 ACS_NamedExecuteAlways("BULL_Tidifier", 0)
SpawnLOOP:
MRFP D 2
MRFP D 4
wait
}
}


actor FreezeFXB
{
PROJECTILE
+DONTBLAST
+NOGRAVITY
+NOINTERACTION
Height 2
Radius 2
scale 2.5
states
{
Spawn:
MRFP CDE 4
stop
}
}

actor GroundFreezeWave
{
PROJECTILE
damagetype "FreezeM_Iced"
Obituary "$OB_FREEZECRACKER"
+FLOORHUGGER
+RIPPER
+HEXENBOUNCE
WallBounceFactor 1.0
Bouncecount 5
reactiontime 6
Damage (3)
Height 10
Radius 10
Scale 2.5
States
{
Spawn:
TNT1 A 0
TNT1 A 0 ACS_NamedExecuteAlways("BULL_Tidifier", 0)
SpawnLOOP:
MRFP I 0
MRFP IIIIIIIIII 1 A_GiveInventory("GroundFreezeWave_P2",1)
MRFP I 0 A_CountDown
MRFP H 0 A_SpawnItemEx("FreezeFloorSpike",0,0,0,0,0,0,0,1)
MRFP HHHHHHHHHH 1 A_GiveInventory("GroundFreezeWave_P1",1)
MRFP H 0 A_CountDown
MRFP I 0 A_SpawnItemEx("FreezeFloorSpike",0,0,0,0,0,0,0,1)
loop
}
}
actor GroundFreezeWave2 : GroundFreezeWave
{
Renderstyle "add"
Alpha 0.6
States
{
Spawn:
MRFP I 0
MRFP IIIIIIIIII 1 A_GiveInventory("GroundFreezeWave_P2",1)
MRFP HHHHHHHHHH 1 A_GiveInventory("GroundFreezeWave_P1",1)
stop
}
}

actor GroundFreezeWave_P1 : CustomInventory
{
States
{
Pickup:
TNT1 A 0 ThrustThing(angle*256/360,0)
TNT1 A 0 A_SpawnItemEx("GroundFreezeWaveFX1",0,0,0,0,0,0,0,1)
stop
}
}
actor GroundFreezeWave_P2 : CustomInventory
{
States
{
Pickup:
TNT1 A 0 ThrustThing(angle*256/360,0)
TNT1 A 0 A_SpawnItemEx("GroundFreezeWaveFX2",0,0,0,0,0,0,0,1)
stop
}
}

actor GroundFreezeWaveFX1 : BasicClientSide
{
RenderStyle "add"
Alpha 0.6
states
{
Spawn:
TNT1 A 0
MRFP HHHHHH 1 A_Fadeout
stop
}
}
actor GroundFreezeWaveFX2 : GroundFreezeWaveFX1
{
states
{
Spawn:
TNT1 A 0
MRFP IIIIII 1 A_Fadeout 
stop
}
}

actor CeilingFreezeWave : GroundFreezeWave
{
-FLOORHUGGER
+CEILINGHUGGER
States
{
Spawn:
MRFP I 0
MRFP IIIIIIIIII 1 A_GiveInventory("GroundFreezeWave_P2",1)
MRFP I 0 A_CountDown
MRFP H 0 A_SpawnItemEx("FreezeCeilingSpike",0,0,0,0,0,0,random(0,359),1)
MRFP HHHHHHHHHH 1 A_GiveInventory("GroundFreezeWave_P1",1)
MRFP H 0 A_CountDown
MRFP I 0 A_SpawnItemEx("FreezeCeilingSpike",0,0,0,0,0,0,random(0,359),1)
loop
}
}
actor CeilingFreezeWave2 : CeilingFreezeWave
{
Renderstyle "Translucent"
Alpha 0.6
States
{
Spawn:
MRFP I 0
MRFP IIIIIIIIII 1 A_GiveInventory("GroundFreezeWave_P2",1)
MRFP HHHHHHHHHH 1 A_GiveInventory("GroundFreezeWave_P1",1)
Stop
}
}


actor FreezeFXB1 : FreezeFXB
{
+NOTIMEFREEZE
states
{
Spawn:
TNT1 A 0
TNT1 A 0 A_Jump(256,1,2)
MRFP F 2
stop
MRFP G 2
stop
}
}

/*
actor FreezeBitter : MrFreezeCrackerBit
{
-NOGRAVITY
}
*/

actor FreezeFloorSpike
{
var int user_P;
PROJECTILE
damagetype "FreezeM_Shot"
Obituary "$OB_FREEZEICICLE"
+DONTBLAST
+FLOORHUGGER
damage (4+user_P)
Radius 9
Height 9
speed 26
scale 2.5
states
{
Spawn:
MRFP A 0
MRFF A 1 A_PlaySoundEx("weapon/freezicleform","Weapon")
MRFF B 1 A_SetUserVar("user_P",8)
MRFF C 78 A_SetUserVar("user_P",16)
MRFF B 1 A_SetUserVar("user_P",8)
MRFF A 1 A_SetUserVar("user_P",0)
stop
}
}

actor FreezeCeilingSpike : FreezeFloorSpike
{
Obituary "$OB_FREEZEICICLEC"
-DONTBLAST
-FLOORHUGGER
+NOGRAVITY
damage (25+user_P)
states
{
Spawn:
MRFC A 0
MRFC A 1 A_PlaySoundEx("weapon/freezicleform","Weapon")
MRFC B 1 A_SetUserVar("user_P",6)
MRFC C 12 A_SetUserVar("user_P",14)
MRFC C 0 A_ChangeFlag("NOGRAVITY",0)
TNT1 A 0
TNT1 A 0 ACS_NamedExecuteAlways("BULL_Tidifier", 0)
MRFC C 1
wait
Death:
TNT1 A 0 A_PlaySoundEx("weapon/freezecrackerhit","Weapon")
TNT1 A 0 A_SpawnItemEx("MrFreezeCrackerBit",0,0,0,28,0,0,120,1)
//TNT1 A 0 A_SpawnItemEx("MrFreezeCrackerBit",0,0,0,28,0,0,-60,1)
TNT1 A 0 A_SpawnItemEx("MrFreezeCrackerBit",0,0,0,28,0,0,-120,1)
//TNT1 A 0 A_SpawnItemEx("MrFreezeCrackerBit",0,0,0,28,0,0,-120,1)
//TNT1 A 0 A_SpawnItemEx("MrFreezeCrackerBit",0,0,0,28,0,0,180,1)
TNT1 A 0 A_SpawnItemEx("MrFreezeCrackerBit",0,0,0,28,0,0,0,1)
TNT1 A 1
stop
XDeath:
TNT1 A 0 A_PlaySoundEx("weapon/freezecrackerhit","Weapon")
//TNT1 A 0 A_SpawnItemEx("MrFreezeCrackerBitT",0,0,0,28,0,0,60,1)
//TNT1 A 0 A_SpawnItemEx("MrFreezeCrackerBitT",0,0,0,28,0,0,-60,1)
//TNT1 A 0 A_SpawnItemEx("MrFreezeCrackerBitT",0,0,0,28,0,0,120,1)
//TNT1 A 0 A_SpawnItemEx("MrFreezeCrackerBitT",0,0,0,28,0,0,-120,1)
//TNT1 A 0 A_SpawnItemEx("MrFreezeCrackerBitT",0,0,0,28,0,0,180,1)
//TNT1 A 0 A_SpawnItemEx("MrFreezeCrackerBitT",0,0,0,28,0,0,0,1)
TNT1 A 1
stop
}
}

actor FreezeCeilingSpikeClass : FreezeCeilingSpike
{
states
{
Death:
TNT1 A 0 A_PlaySoundEx("weapon/freezecrackerhit","Weapon")
TNT1 A 0 A_SpawnItemEx("MrFreezeCrackerBit",0,0,0,28,0,0,60,1)
TNT1 A 0 A_SpawnItemEx("MrFreezeCrackerBit",0,0,0,28,0,0,-60,1)
TNT1 A 0 A_SpawnItemEx("MrFreezeCrackerBit",0,0,0,28,0,0,120,1)
TNT1 A 0 A_SpawnItemEx("MrFreezeCrackerBit",0,0,0,28,0,0,-120,1)
TNT1 A 0 A_SpawnItemEx("MrFreezeCrackerBit",0,0,0,28,0,0,180,1)
TNT1 A 0 A_SpawnItemEx("MrFreezeCrackerBit",0,0,0,28,0,0,0,1)
TNT1 A 1
stop
}
}

actor GroundIce_Freeze : BasicHelper
{
reactiontime 35
States
{
Spawn:
TNT1 A 0
TNT1 A 0 A_JumpIfInTargetInventory("IsDead",1,"Death")
TNT1 A 1 A_GiveToTarget("GroundIceStop",1)
TNT1 A 0 A_CountDown
loop
Death:
TNT1 A 0 A_GiveToTarget("FlightEnable",1)
TNT1 A 1 A_TakeFromTarget("GroundIceFlag",99)
stop
}
}

actor GroundIce_FreezeAir : GroundIce_Freeze
{
reactiontime 35
}

actor GroundIceFlag : OnceC{}

actor GroundIceStop : CustomInventory
{
States
{
Pickup:
TNT1 A 0 A_Stop
TNT1 A 0 A_GiveInventory("FlightDisable",1)
TNT1 A 0 A_GiveInventory("GroundIceFlag",1)
TNT1 A 0 A_SpawnItemEx("GroundIceFX",0,0,0,0,0,0,0,1)
stop
}
}

actor GroundIceFX
{
scale 2.5
- SOLID
+NOGRAVITY
+CLIENTSIDEONLY
States
{
Spawn:
MRFF D 0
MRFF D 1
stop
}
}

actor FreezeCrackerFX1:FreezeCrackerFX{States{Spawn:
MRFP M 4
MRFP N 15
MRFP N 1 A_Fadeout
wait}}
actor FreezeCrackerFX2:FreezeCrackerFX{States{Spawn:
MRFP K 4
MRFP L 15
MRFP L 1 A_Fadeout
wait}}
actor FreezeCrackerFXX:FreezeCrackerFX1{+NOINTERACTION}
actor FreezeCrackerFXX2:FreezeCrackerFX2{+NOINTERACTION}

actor MrFreezemanWalkFX
{
+MISSILE
+NOGRAVITY
+THRUACTORS
+DONTBLAST
+NOINTERACTION
+CLIENTSIDEONLY
damage 0
Radius 2
Height 2
scale 2.5
States
{
Spawn:
MRFB UVWXYZ 1
stop
}
}

actor FreezemanMain_CI : TeamColor_CI
{
states
{
FireX:
TNT1 A 0 A_FireCustomMissile("MrFreezeCracker",0,1,8,0)
goto Done
FireB:
TNT1 A 0 A_FireCustomMissile("MrFreezeCrackerB",0,1,8,0)
goto Done
FireR:
TNT1 A 0 A_FireCustomMissile("MrFreezeCrackerR",0,1,8,0)
goto Done
FireO:
TNT1 A 0 A_FireCustomMissile("MrFreezeCrackerO",0,1,8,0)
goto Done
FireP:
TNT1 A 0 A_FireCustomMissile("MrFreezeCrackerP",0,1,8,0)
goto Done
}
}

actor FreezemanAlt_CI : TeamColor_CI
{
states
{
FireX:
TNT1 A 0 A_FireCustomMissile("GroundFreezeCracker",0,0,8,0)
goto Done
FireB:
TNT1 A 0 A_FireCustomMissile("GroundFreezeCrackerB",0,0,8,0)
goto Done
FireR:
TNT1 A 0 A_FireCustomMissile("GroundFreezeCrackerR",0,0,8,0)
goto Done
FireO:
TNT1 A 0 A_FireCustomMissile("GroundFreezeCrackerO",0,0,8,0)
goto Done
FireP:
TNT1 A 0 A_FireCustomMissile("GroundFreezeCrackerP",0,0,8,0)
goto Done
}
}
