actor IceWallBoss : BaseMM8BDMWep_CBM
{
tag "$TAGC_BB"
dropitem "IceWallWepCDropped"
Weapon.AmmoUse 40
Weapon.AmmoGive 240
Inventory.Pickupmessage "THE FRIDGE IS RUNNING. Just kidding, fuck you."
Obituary "$OB_ICEWALL"
weapon.ammotype "ColdBossAmmo"
weapon.ammotype2 "RunningFridgeAmmo"
States
{
Spawn:
C_0B B 1
loop
Ready:
CLDH A 0 ACS_ExecuteAlways(998,0,DYE_COLDMAN)
CLDH A 0 A_GunFlash
goto Ready1
Ready1:
CLDH A 0 A_JumpIfInventory("IsBot",1,"BotAmmo")
CLDH A 0 A_JumpIfInventory("ColdBossAmmo",120,"Ready2")
CLDH A 0 //A_JumpIfInventory("DinoDNAFlag",1,"ColdGroundFreeze")
CLDH A 1 A_WeaponReady(WRF_NOPRIMARY | WRF_ALLOWRELOAD)
CLDH A 0 //A_JumpIfInventory("DinoDNAFlag",1,"ColdGroundFreeze")
//CLDH A 1 A_WeaponReady(WRF_NOPRIMARY | WRF_ALLOWRELOAD)
CLDH A 0 A_GiveInventory("ColdBossAmmo",3)
goto Ready1+1
Ready2:
CLDH A 0 //A_JumpIfInventory("DinoDNAFlag",1,"ColdGroundFreeze")
CLDH A 1 A_WeaponReady(WRF_ALLOWRELOAD)
CLDH A 0 //A_JumpIfInventory("DinoDNAFlag",1,"ColdGroundFreeze")
//CLDH A 1 A_WeaponReady(WRF_ALLOWRELOAD)
CLDH A 0 A_GiveInventory("ColdBossAmmo",3)
goto Ready2
Deselect:
TNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Lower
CLDH A 1 A_Lower
Loop
Select:
TNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Raise
CLDH A 1 A_Raise
Loop

Fire:
CLDH A 0 A_JumpIfNoAmmo("NoAmmo")
CLDH A 0 A_GiveInventory("ColdBossFireFlag",1)
CLDH A 0 A_GiveInventory("ColdBossWarpIceWall")
CLDH B 1 offset(0,36)A_JumpIfInventory("PowerRage_ST",1,1)
CLDH B 1 offset(0,40)
CLDH C 1 offset(0,44)A_JumpIfInventory("PowerRage_ST",1,1)
CLDH C 1 offset(0,48)
CLDH A 0 A_PlaySoundEx("weapon/icewallspawn","Weapon")
CLDH A 0 //A_Stop
CLDH A 0 A_GiveInventory("ColdmanMain_CI",1)
CLDH A 0
CLDH A 0 A_JumpIfInventory("IsBot",1,"BotFire2")
CLDH A 0//Fire+12
CLDH DE 2//3
CLDH F 10 A_GiveInventory("ColdCombo_Flag",1)
CLDH ED 2 A_TakeInventory("ColdBossFireFlag",99)
CLDH A 0 A_TakeInventory("ColdBossWarpIceWall") //<--- Right before the WeaponReady call, same state
TNT1 A 0 A_WeaponReady(WRF_NOPRIMARY|WRF_ALLOWRELOAD)
TNT1 A 7
CLDH A 1 offset(0,88)A_GiveInventory("ColdCombo_Flag",1)
CLDH A 1 offset(0,80)A_WeaponReady(5)
CLDH A 1 offset(0,72)A_WeaponReady(5)
CLDH A 1 offset(0,64)A_WeaponReady(5)
CLDH A 1 offset(0,56)A_WeaponReady(5)
CLDH A 1 offset(0,48)A_WeaponReady(5)
CLDH A 1 offset(0,40)A_WeaponReady(5)
CLDH A 0 A_TakeInventory("ColdCombo_Flag",99)
CLDH A 0 A_TakeInventory("DinoDNAFlag")
goto Ready1

Altfire:
CLDH A 0 A_WeaponReady(14)
CLDH A 0 A_GiveInventory("ColdPunch_P",1)
CLDH A 0 A_PlaySoundEx("weapon/needleWham","SoundSlot7")
CLDH A 0 A_JumpIf(z-floorz==0,3)
CLDH A 0 A_GiveInventory("GoFlagAir")
CLDH A 0 A_Jump(256,2)
CLDH A 0 A_GiveInventory("GoFlag")
CLDH H 1 Offset(-20, 25)A_GiveInventory("ColdBossAmmo",1)
CLDH H 1 Offset(-45, 25)A_GiveInventory("ColdBossAmmo",1)
CLDH III 1 Offset(-72,28)A_GiveInventory("ColdBossAmmo",1)
CLDH III 1 Offset(-78,36)A_GiveInventory("ColdBossAmmo",1)
CLDH H 0 A_TakeInventory("GoFlag")
CLDH H 0 A_TakeInventory("GoFlagAir")
CLDH I 1 Offset(-35, 28)A_GiveInventory("ColdBossAmmo",1)
CLDH H 1 Offset(15, 25)A_GiveInventory("ColdBossAmmo",1)
CLDH H 1 Offset(30, 25)A_GiveInventory("ColdBossAmmo",1)
CLDH G 1 Offset(55, 25)A_GiveInventory("ColdBossAmmo",1)
CLDH G 1 Offset(75, 25)A_GiveInventory("ColdBossAmmo",1)
GLDH G 0 A_GiveInventory("ColdBossAmmo",1)
CLDH G 1 A_TakeInventory("ColdCombo_Flag",99)
CLDH A 0 A_WeaponReady(WRF_NOFIRE|WRF_NOSECONDARY)
CLDH AAAAAAAA 1 A_GiveInventory("ColdBossAmmo",1)
CLDH A 0 A_WeaponReady(WRF_NOSECONDARY|WRF_ALLOWRELOAD)
CLDH AAAAAAAA 1 A_GiveInventory("ColdBossAmmo",1)
CLDH A 0 A_TakeInventory("DinoDNAFlag")
goto Ready1
Reload:
CLDH C 0 A_JumpIfInventory("RunningFridgeAmmo",28,1)
goto ReloadNot
CLDH C 0 ACS_NamedExecute("BULL_SetState",0,1)
CLDH C 0 A_PlaySoundEx("weapon/adapterreturn","Body")
CLDH C 0 A_GunFlash
CLDH C 0 A_JumpIfInventory("PowerRage_ST",1,"ColdGroundFreezeR")
CLDH B 1 
CLDH B 1 A_TakeInventory("DinoDNAFlag",999)
CLDH J 1 
CLDH K 1 A_GiveInventory("ColdmanOther_CI",1)
CLDH L 1 
CLDH M 1 A_TakeInventory("DinoDNAFlag",999)
CLDH M 5 
CLDH M 1
CLDH KJ 1
CLDH B 1
CLDH A 1 offset(0,88)
//CLDH A 1 offset(0,80)A_WeaponReady(5)
CLDH A 1 offset(0,72)A_WeaponReady(5)
//CLDH A 1 offset(0,64)A_WeaponReady(5)
CLDH A 1 offset(0,56)A_WeaponReady(5)
//CLDH A 1 offset(0,48)A_WeaponReady(5)
CLDH A 1 offset(0,40)A_WeaponReady(5)
goto Ready1
ColdGroundFreezeR:
CLDH B 1
CLDH B 1 A_TakeInventory("DinoDNAFlag",999)
CLDH B 1 A_GiveInventory("ColdmanOther_CI",1)
CLDH B 1 A_TakeInventory("DinoDNAFlag",999)
CLDH B 1
goto Ready1

ReloadNot:
CLDH A 2
CLDH A 0 A_GiveInventory("ColdBossAmmo",6)
goto Ready1

Flash:
TNT1 AAAAAAAAAA 1 A_JumpIfInventory("IsDead",1,"NoFlash")//AAAAAAAAAAAA
TNT1 A 1 A_GiveInventory("RunningFridgeAmmo",1)
loop

NoAmmo:
CLDH A 0
goto Ready1
BotFire:
CLDH A 0 A_JumpIfInventory("RunningFridgeAmmo",28,"ColdGroundFreeze")
goto Fire+1
BotFire2:
CLDH A 0 A_Jump(128,1)
goto Fire+12
CLDH D 0 A_Stop
CLDH D 0 SetPlayerProperty(0,1,0)
CLDH DEFFF 3
CLDH ED 3 A_TakeInventory("ColdBossFireFlag",99)
CLDH A 0 SetPlayerProperty(0,0,0)
goto Altfire
BotAmmo:
CLDH A 0 A_GiveInventory("ColdBossAmmo",240)
CLDH A 20 SetPlayerProperty(0,1,0)
CLDH A 0 SetPlayerProperty(0,0,0)
goto Ready1+1

}
}

actor ColdBossAmmo : Ammo
{
inventory.amount 1
inventory.maxamount 720
+INVENTORY.IGNORESKILL
}

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

actor ColdBossFireFlag :OnceC{}

actor IceWallHit : Powerup
{
Powerup.Duration 5
}

actor ColdCombo_Flag :OnceC{}

actor ColdWallTimer : Inventory
{
inventory.amount 1
inventory.maxamount 200
}

actor DinoDNAFlag :OnceC{}

actor ColdBossWarpIceWall : Once {}

actor GoFlagAir :OnceC{}

actor ColdmanUseItem : CustomInventory
{
inventory.amount 1
inventory.maxamount 1
inventory.icon "ColdIcon"
scale 2.0
inventory.pickupmessage "Don't eat what you find in this fridge."
+INVBAR
states
{
Spawn:
CLDH Z 1
loop
Use:
TNT1 A 0 A_JumpIfInventory("DinoDNAFlag",1,"No")
TNT1 A 0 A_JumpIfInventory("RunningFridgeAmmo",28,"Success")
fail
Success:
TNT1 A 0 A_GiveInventory("DinoDNAFlag",1)
fail
No:
TNT1 A 0
fail
}
}


// Add this actor anywhere in IceWallBoss.txt

actor GondIceWallWarperP : CustomInventory {
States {
Pickup:
TNT1 A 0 A_Warp(AAPTR_Target, 64, 0, 0, 0, WARPF_UseCallerAngle|WARPF_CopyInterpolation|WARPF_Interpolate)
Stop
}
}

// Replace the actors for these ones in IceWallBoss.txt

actor BossIceWallSpawner : BasicHelper
{
Translation "192:192=96:96","198:198=116:116"
+FORCEALLYCOLLISION
States
{
Spawn:
TNT1 A 0
TNT1 A 0 A_SpawnItemEx("BossIceWallSpawnerX",0,0,0,0,0,0,0,1)
TNT1 A 0 A_JumpIfInTargetInventory("PowerSpread_ST",1,1)
stop
TNT1 A 0 A_SpawnItemEx("BossIceWallSpawnerX",0,70,0,0,0,0,0,1)
TNT1 A 0 A_SpawnItemEx("BossIceWallSpawnerX",0,-70,0,0,0,0,0,1)
stop
}
}

actor BossIceWallSpawnerB : BossIceWallSpawner{Translation"192:192=205:205","198:198=74:74"}
actor BossIceWallSpawnerR : BossIceWallSpawner{Translation"192:192=171:171","198:198=41:41"}
actor BossIceWallSpawnerO : BossIceWallSpawner{Translation"192:192=104:104","198:198=128:128"}
actor BossIceWallSpawnerP : BossIceWallSpawner{Translation"192:192=229:229","198:198=232:232"}

actor BossIceWallSpawnerX
{
//translation "241:241=0:0", "70:76=194:194", "200:200=196:196"
DamageType "ColdM_Wall"
Obituary "$OB_ICEWALL"
+MISSILE
+RIPPER
+NOGRAVITY
+DONTBLAST
+DONTREFLECT
+NOTARGETSWITCH
+NOBLOOD
+NOCLIP
+STEPMISSILE
maxstepheight 64
+forceallycollision
+NOEXPLODEFLOOR
+SOLID
Species "DUMBICEWALL"
Mass 9999999
ReactionTime 60
Damage (0)
Radius 24
Height 64
Speed 0
scale 2.5
States
{
Spawn:
CLDW J 0
CLDW J 0 ACS_NamedExecuteWithResult("Gond_ColdmanIcewallWarp")
CLDW J 0 A_ChangeFlag("RIPPER",0)
CLDW J 0 A_ChangeFlag("NOCLIP",0)
CLDW J 0 A_GiveInventory("CutterFlag",1)
CLDW J 2 A_SpawnItemEx("BossIceWall_BoomS",0,0,32)//A_Explode(8,64,0,0,8)
CLDW K 0 A_GiveInventory("CutterFlag",1)
CLDW K 2 A_SpawnItemEx("BossIceWall_BoomS",0,0,32)
CLDW L 0 A_GiveInventory("CutterFlag",1)
CLDW L 2 A_SpawnItemEx("BossIceWall_BoomS",0,0,32)
CLDW A 0 A_GiveInventory("CutterFlag",1)
CLDW A 0 A_SpawnItemEx("BossIceWall_BoomS",0,0,32)
goto DeathD

DeathD:
CLDW A 0 ThrustThingZ(0,0,0,1)
CLDW A 0 A_ChangeFlag("NOGRAVITY",1)
CLDW A 0 A_ChangeFlag("NOINTERACTION",1)
CLDW A 0 A_ChangeFlag("SOLID",0)
CLDW A 0 A_SpawnItemEx("BossIceWallSpawnerFX",0,0,64,0,0,0,0,1)
CLDW A 0 A_SpawnItemEx("BossIceWallSpawnerFX",0,0,48,0,0,0,0,1)
CLDW A 0 A_SpawnItemEx("BossIceWallSpawnerFX",0,0,32,0,0,0,0,1)
CLDW A 0 A_SpawnItemEx("BossIceWallSpawnerFX",0,0,16,0,0,0,0,1)
CLDW A 0 A_SpawnItemEx("BossIceWall",0,0,0,0,0,0,0,1)
TNT1 A 1
stop

Death:
CLDW A 0 A_ChangeFlag("SOLID",0)
CLDW J 0 A_ChangeFlag("NOGRAVITY",1)
CLDW J 0 A_JumpIfInventory("CutterFlag",1,2)
CLDW J 2 A_SpawnItemEx("BossIceWall_BoomS",0,0,32)
CLDW J 0 A_JumpIfInventory("CutterFlag",2,3)
CLDW K 2 A_SpawnItemEx("BossIceWall_BoomS",0,0,32)
CLDW L 0 A_JumpIfInventory("CutterFlag",3,2)
CLDW L 2 A_SpawnItemEx("BossIceWall_BoomS",0,0,32)
CLDW B 0 A_JumpIfInventory("CutterFlag",4,2)
CLDW B 0 A_SpawnItemEx("BossIceWall_BoomS",0,0,32)
CLDW B 2 A_Stop
CLDW B 0 A_SpawnItemEx("BossIceWall_BoomD",0,0,32)
CLDW B 0 A_SpawnItemEx("BossIceWallDeathFX",0,0,0,0,0,0,0,1)
TNT1 A 1
stop
}
}

actor BossIceWallSpawnerFX : BasicClientSide
{
States
{
Spawn:
CLDW QRSTU 2
stop
}
}

actor BossIceWall
{
var int user_P;
DamageType "ColdM_Wall"
Obituary "$OB_ICEWALL"
+MISSILE
+SHOOTABLE
+DONTDRAIN
+SOLID
+NODAMAGETHRUST
+NOTARGETSWITCH
+NOBLOOD
+MOVEWITHSECTOR
+CANBOUNCEWATER
+DONTSPLASH
+DONTREFLECT
+NOTAUTOAIMED
+DONTRIP
+DONTREFLECT
+FORCEALLYCOLLISION
+STEPMISSILE
maxstepheight 8
//+HEXENBOUNCE
+BOUNCEONWALLS
+BOUNCEONCEILINGS
+NOEXPLODEFLOOR

//+THRUSPECIES
Species "DUMBICEWALL"
PainChance "Normal", 256
DamageFactor "ColdM_Wall", 0.0
DamageFactor "ColdM_WallAir", 0.0
DamageFactor "ColdM_WallFloor", 0.0
DamageFactor "ColdM_Punch", 0.0
DamageFactor "ConcreteM_Bash", 0.04
Health 75
BounceFactor 1.0
WallBounceFactor 1.0
Bouncecount 4
Mass 9999999
Damage (0)
Radius 24
Height 64
scale 2.5
States
{
Spawn:
TNT1 A 0
TNT1 A 0 ACS_NamedExecuteAlways("BULL_Tidifier", 0)
SpawnLOOP:
CLDW A 0
CLDW A 0 A_Stop
CLDW A 0 ThrustThingZ(0,0,0,0)
//CLDW A 1 A_SpawnItemEx("BossIceWall_BoomI",0,0,32)
//CLDW A 0 A_ChangeFlag("RIPPER",1)
goto PreSpawn2

PreSpawn1:
CLDW A 0
CLDW A 0 A_JumpIfHealthLower(35,"PreSpawn3")
CLDW A 0 A_JumpIfInTargetInventory("GoFlag",1,"PreBashGo1")
CLDW A 0 A_JumpIfInTargetInventory("GoFlagAir",1,"PreBashGoA1")
CLDW A 1
CLDW A 0 A_SpawnItemEx("BossIceWall_BoomI",0,0,32)
CLDW A 0 A_CheckFloor("SpawnStart2")
goto PreSpawn2
PreSpawn2:
CLDW A 0
CLDW A 0 A_JumpIfHealthLower(35,"PreSpawn4")
CLDW A 0 A_JumpIfInTargetInventory("GoFlag",1,"PreBashGo2")
CLDW A 0 A_JumpIfInTargetInventory("GoFlagAir",1,"PreBashGoA2")
CLDW A 1
CLDW A 0 //A_SpawnItemEx("BossIceWall_BoomI",0,0,32)
CLDW A 0 A_JumpIf(ACS_ExecuteWithResult(C_CHECK_TARGET_OOC)==0,"Death")
CLDW A 0 A_CheckFloor("SpawnStart1")
goto PreSpawn1


PreSpawn3:
CLDW B 0
CLDW B 0
CLDW B 0 A_JumpIfInTargetInventory("GoFlag",1,"PreBashGo3")
CLDW B 0 A_JumpIfInTargetInventory("GoFlagAir",1,"PreBashGoA3")
CLDW B 1
CLDW B 0 A_SpawnItemEx("BossIceWall_BoomI",0,0,32)
CLDW B 0 A_CheckFloor("SpawnStart4")
goto PreSpawn4
PreSpawn4:
CLDW B 0
CLDW B 0
CLDW B 0 A_JumpIfInTargetInventory("GoFlag",1,"PreBashGo4")
CLDW B 0 A_JumpIfInTargetInventory("GoFlagAir",1,"PreBashGoA4")
CLDW B 1
CLDW B 0 //A_SpawnItemEx("BossIceWall_BoomI",0,0,32)
CLDW B 0 A_JumpIf(ACS_ExecuteWithResult(C_CHECK_TARGET_OOC)==0,"Death")
CLDW B 0 A_CheckFloor("SpawnStart3")
goto PreSpawn3

PreBashGo1:
CLDW A 0 A_JumpIfCloser(108,"BashBoost")
goto PreSpawn1+4
PreBashGoA1:
CLDW A 0 A_JumpIfCloser(108,"BashBoostA")
goto PreSpawn1+4
PreBashGo2:
CLDW A 0 A_JumpIfCloser(108,"BashBoost")
goto PreSpawn2+4
PreBashGoA2:
CLDW A 0 A_JumpIfCloser(108,"BashBoostA")
goto PreSpawn2+4

PreBashGo3:
CLDW B 0 A_JumpIfCloser(108,"BashBoost2")
goto PreSpawn3+4
PreBashGoA3:
CLDW B 0 A_JumpIfCloser(108,"BashBoostA2")
goto PreSpawn3+4
PreBashGo4:
CLDW B 0 A_JumpIfCloser(108,"BashBoost2")
goto PreSpawn4+4
PreBashGoA4:
CLDW B 0 A_JumpIfCloser(108,"BashBoostA2")
goto PreSpawn4+4

BashGo1:
CLDW A 0 A_JumpIfCloser(108,"BashBoost")
goto Spawn1+4
BashGoA1:
CLDW A 0 A_JumpIfCloser(108,"BashBoostA")
goto Spawn1+4
BashGo2:
CLDW A 0 A_JumpIfCloser(108,"BashBoost")
goto Spawn2+4
BashGoA2:
CLDW A 0 A_JumpIfCloser(108,"BashBoostA")
goto Spawn2+4

BashGo3:
CLDW B 0 A_JumpIfCloser(108,"BashBoost2")
goto Spawn3+4
BashGoA3:
CLDW B 0 A_JumpIfCloser(108,"BashBoostA2")
goto Spawn3+4
BashGo4:
CLDW B 0 A_JumpIfCloser(108,"BashBoost2")
goto Spawn4+4
BashGoA4:
CLDW B 0 A_JumpIfCloser(108,"BashBoostA2")
goto Spawn4+4

SpawnStart1:
CLDW A 0 A_JumpIf(ACS_ExecuteWithResult(107,0)==1,"Death")//Bad floor check, such as pits
CLDW A 0 A_SpawnItemEx("BossIceWallSpawnerFX",0,0,8,0,0,0,0,1)
CLDW A 0 A_ChangeFlag("RIPPER",1)
goto Spawn1
SpawnStart2:
CLDW B 0 A_JumpIf(ACS_ExecuteWithResult(107,0)==1,"Death")//Bad floor check, such as pits
CLDW B 0 A_SpawnItemEx("BossIceWallSpawnerFX",0,0,8,0,0,0,0,1)
CLDW B 0 A_ChangeFlag("RIPPER",1)
goto Spawn2
SpawnStart3:
CLDW B 0 A_JumpIf(ACS_ExecuteWithResult(107,0)==1,"Death")//Bad floor check, such as pits
CLDW B 0 A_SpawnItemEx("BossIceWallSpawnerFX",0,0,8,0,0,0,0,1)
CLDW B 0 A_ChangeFlag("RIPPER",1)
goto Spawn3
SpawnStart4:
CLDW B 0 A_JumpIf(ACS_ExecuteWithResult(107,0)==1,"Death")//Bad floor check, such as pits
CLDW B 0 A_SpawnItemEx("BossIceWallSpawnerFX",0,0,8,0,0,0,0,1)
CLDW B 0 A_ChangeFlag("RIPPER",1)
goto Spawn4

Spawn1:
CLDW A 0 A_JumpIfInventory("ColdWallTimer",125,"Spawn3")
CLDW A 0 A_JumpIfHealthLower(35,"Spawn3")
CLDW A 0 A_JumpIfInTargetInventory("GoFlag",1,"BashGo1")
CLDW A 0 A_JumpIfInTargetInventory("GoFlagAir",1,"BashGoA1")
CLDW A 1 A_GiveInventory("ColdWallTimer",1)//Thing_Damage(0, 1)
CLDW A 0 A_SpawnItemEx("BossIceWall_BoomI",0,0,32)
goto Spawn2
Spawn2:
CLDW A 0 A_JumpIfInventory("ColdWallTimer",125,"Spawn4")
CLDW A 0 A_JumpIfHealthLower(35,"Spawn4")
CLDW A 0 A_JumpIfInTargetInventory("GoFlag",1,"BashGo2")
CLDW A 0 A_JumpIfInTargetInventory("GoFlagAir",1,"BashGoA2")
CLDW A 1 A_GiveInventory("ColdWallTimer",1)
CLDW A 0 //A_SpawnItemEx("BossIceWall_BoomI",0,0,32)
CLDW A 0 A_JumpIf(ACS_ExecuteWithResult(C_CHECK_TARGET_OOC)==0,"Death")
goto Spawn1

Spawn3:
CLDW B 0
CLDW B 0 A_JumpIfInventory("ColdWallTimer",200,"Death")
CLDW B 0 A_JumpIfInTargetInventory("GoFlag",1,"BashGo3")
CLDW B 0 A_JumpIfInTargetInventory("GoFlagAir",1,"BashGoA3")
CLDW B 1 A_GiveInventory("ColdWallTimer",1)
CLDW B 0 A_SpawnItemEx("BossIceWall_BoomI",0,0,32)
goto Spawn4
Spawn4:
CLDW B 0
CLDW B 0 A_JumpIfInventory("ColdWallTimer",200,"Death")
CLDW B 0 A_JumpIfInTargetInventory("GoFlag",1,"BashGo4")
CLDW B 0 A_JumpIfInTargetInventory("GoFlagAir",1,"BashGoA4")
CLDW B 1 A_GiveInventory("ColdWallTimer",1)
CLDW B 0 //A_SpawnItemEx("BossIceWall_BoomI",0,0,32)
CLDW B 0 A_JumpIf(ACS_ExecuteWithResult(C_CHECK_TARGET_OOC)==0,"Death")
goto Spawn3

BashBoost://
CLDW A 1 ACS_ExecuteAlways(259,0,1)//Turns IceWall
CLDW A 0 A_ChangeVelocity(24*cos(pitch),0,30*abs(sin(pitch)),3)
CLDW A 0 ACS_NamedExecuteAlways("cbm_StickyColdWall",0,38,10,64)
CLDW A 0 A_ChangeFlag("THRUACTORS",1)
CLDW A 0 A_ChangeFlag("NORADIUSDMG",1)
Goto Moving+2
BashBoostA:
CLDW A 1 ACS_ExecuteAlways(259,0,1)
CLDW A 0 A_ChangeVelocity(22*cos(pitch),0,30*abs(sin(pitch)),3)//A_ChangeVelocity(20,0,0,3)
CLDW A 0 ACS_NamedExecuteAlways("cbm_StickyColdWall",0,38,10,64)
CLDW A 0 A_ChangeFlag("THRUACTORS",1)
CLDW A 0 A_ChangeFlag("NORADIUSDMG",1)
Goto Moving+2

BashBoost2:
CLDW B 1 ACS_ExecuteAlways(259,0,1)
CLDW B 0 A_ChangeVelocity(36*cos(pitch),0,40*abs(sin(pitch)),3)
CLDW B 0 ACS_NamedExecuteAlways("cbm_StickyColdWall",0,44,12,64)
CLDW B 0 A_ChangeFlag("THRUACTORS",1)
CLDW B 0 A_ChangeFlag("NORADIUSDMG",1)
Goto MovingLow+2
BashBoostA2:
CLDW B 1 ACS_ExecuteAlways(259,0,1)//159
CLDW B 0 A_ChangeVelocity(32*cos(pitch),0,40*abs(sin(pitch)),3)//A_ChangeVelocity(30,0,0,3)
CLDW B 0 ACS_NamedExecuteAlways("cbm_StickyColdWall",0,44,12,64)
CLDW B 0 A_ChangeFlag("THRUACTORS",1)
CLDW B 0 A_ChangeFlag("NORADIUSDMG",1)
Goto MovingLow+2

Moving:
CLDW AAA 0 A_SpawnItemEx("BossIceWallFX",0,random(-16,16)+random2(1)*10,frandom(8,-4),0,0,0,0,1)
TNT1 A 0 A_PlaySound("walk/cloudmanwalk","Voice",0.35)
CLDW A 0 A_GiveInventory("ResyncPickup",1)
CLDW A 0 A_SpawnItemEx("BossIceWall_BoomG",0,0,32)
CLDW A 1 A_GiveInventory("ColdWallTimer",1)
CLDW A 0 A_JumpIfHealthLower(35,"MovingLow")
CLDW A 0 A_JumpIfInventory("ColdWallTimer",125,"MovingLow")
CLDW A 0 A_JumpIf(ACS_ExecuteWithResult(C_CHECK_TARGET_OOC)==0,"Death")
CLDW A 0 A_CheckFloor("Moving")
Goto Air
MovingLow:
CLDW BBB 0 A_SpawnItemEx("BossIceWallFX",0,random(-16,16)+random2(1)*10,frandom(8,-4),0,0,0,0,1)
TNT1 A 0 A_PlaySound("walk/cloudmanwalk","Voice",0.35)
CLDW B 0 A_GiveInventory("ResyncPickup",1)
CLDW B 0 A_SpawnItemEx("BossIceWall_BoomG",0,0,32)
CLDW B 1 A_GiveInventory("ColdWallTimer",1)
CLDW B 0 A_JumpIfInventory("ColdWallTimer",200,"Death")
CLDW B 0 A_JumpIf(ACS_ExecuteWithResult(C_CHECK_TARGET_OOC)==0,"Death")
CLDW B 0 A_CheckFloor("MovingLow")
Goto AirLow
Air:
TNT1 A 0 A_PlaySound("walk/cloudmanwalk","Voice",0.35)
CLDW A 0 A_GiveInventory("ResyncPickup",1)//ACS_ExecuteAlways(994, 0)
CLDW A 0 A_JumpIfHealthLower(35,"AirLow")
CLDW A 0 A_JumpIfInventory("ColdWallTimer",125,"AirLow")
CLDW A 0 A_SpawnItemEx("BossIceWall_BoomA",0,0,32)
CLDW A 0 A_GiveInventory("ColdWallTimer",1)
CLDW A 0 A_JumpIf(ACS_ExecuteWithResult(C_CHECK_TARGET_OOC)==0,"Death")
CLDW A 1 A_CheckFloor("Continue")
Goto Air+1
AirLow:
TNT1 A 0 A_PlaySound("walk/cloudmanwalk","Voice",0.35)
CLDW B 0 A_GiveInventory("ResyncPickup",1)
CLDW B 0 A_JumpIfInventory("ColdWallTimer",200,"Death")
CLDW B 0 A_SpawnItemEx("BossIceWall_BoomA",0,0,32)
CLDW B 0 A_GiveInventory("ColdWallTimer",1)
CLDW B 0 A_JumpIf(ACS_ExecuteWithResult(C_CHECK_TARGET_OOC)==0,"Death")
CLDW B 1 A_CheckFloor("ContinueLow")
Goto AirLow+1
Continue:
CLDW A 0 ThrustThing(angle*256/360,0,1,0)
CLDW A 0 A_SpawnItemEx("BossIceWall_BoomG",0,0,32)
CLDW A 1 ThrustThingZ(0,0,0,0)//A_TakeInventory("IceWallFlag", 1)
Goto Moving
ContinueLow:
CLDW B 0 ThrustThing(angle*256/360,0,1,0)
CLDW B 0 A_SpawnItemEx("BossIceWall_BoomG",0,0,32)
CLDW B 1 ThrustThingZ(0,0,0,0)
Goto MovingLow

Death:
CLDW B 0
CLDW B 0 A_Stop
CLDW B 0 A_StopSound
CLDW B 0 A_ChangeFlag("NOGRAVITY",1)
CLDW B 0 A_ChangeFlag("SOLID",0)
CLDW B 0 A_SpawnItemEx("BossIceWall_BoomD",0,0,32)
CLDW B 0 A_SpawnItemEx("BossIceWallDeathFX",0,0,0,0,0,0,0,1)
TNT1 A 1
stop
}
}


actor BossIceWall_BoomD : BasicExplosion
{
DamageType "ColdM_Wall"
Obituary "$OB_ICEWALL"
States
{
Spawn:
TNT1 A 0
TNT1 A 0 A_PlaySound("KirbyNES/IcePain",1)
TNT1 A 0 A_Explode(8,42,0,0,42)
TNT1 A 4
stop
}
}

actor BossIceWallDeathFX : BasicClientSide
{
States
{
Spawn:
CLDW B 0
CLDW B 2
CLDW CD 4
stop
}
}

actor BossIceWallFX : BasicClientSide
{
xscale 2.5
yscale 4
States
{
Spawn:
TNT1 A 0
TNT1 A 0 A_Jump(256,"S1","S2","S3")

S1:
X_7A V 4
X_7A W 5
X_7A WWWWWWWWWW 1 A_FadeOut(frandom(.025,.2))
stop
S2:
X_7A W 4
X_7A I 5
X_7A IIIIIIIIII 1 A_FadeOut(frandom(.025,.2))
stop
S3:
X_7A I 4
X_7A I 5
X_7A IIIIIIIIII 1 A_FadeOut(frandom(.025,.2))
stop

Spawn1:
TNT1 A 0 //A_SpawnItemEx("BossIceWallFX1",0,-3*ScaleX, 3*ScaleX,0,0,0,0,1)
TNT1 A 0 //A_SpawnItemEx("BossIceWallFX2",0, 1*ScaleX,-6*ScaleX,0,0,0,0,1)
TNT1 A 0 //A_SpawnItemEx("BossIceWallFX3",0, 6*ScaleX, 2*ScaleX,0,0,0,0,1)
stop
Spawn2:
TNT1 A 0 //A_SpawnItemEx("BossIceWallFX1",0, 3*ScaleX, 3*ScaleX,0,0,0,0,1)
TNT1 A 0 //A_SpawnItemEx("BossIceWallFX2",0,-1*ScaleX,-6*ScaleX,0,0,0,0,1)
TNT1 A 0 //A_SpawnItemEx("BossIceWallFX3",0,-6*ScaleX, 2*ScaleX,0,0,0,0,1)
stop
}
}

actor BossIceWallFX2
{
+CLIENTSIDEONLY
+MISSILE
+DONTSPLASH
+NOINTERACTION
Gravity 0.2
Damage (0)
radius 2
height 2
scale 2.5
States
{
Spawn:
CLDW O 4
CLDW P 15
CLDW P 1 A_Fadeout
wait
}
}

actor BossIceWallFX3 : BossIceWallFX2
{
States
{
Spawn:
TNT1 A 0
TNT1 A 0 A_Jump(256,"Spawn2","Spawn3")
Spawn2:
CLDW M 4
CLDW N 15
CLDW N 1 A_Fadeout
wait
Spawn3:
CLDW O 4
CLDW P 15
CLDW P 1 A_Fadeout
wait
}
}

actor ColdM_WallMoveProtect : PowerProtection
{
Powerup.Duration 17
DamageFactor "ColdM_WallFloor", 0.21
DamageFactor "ColdM_WallAir", 0.21
}

actor ColdM_WallMoveProtect0 : PowerProtection
{
Powerup.Duration 3
DamageFactor "ColdM_WallFloor", 0.0
DamageFactor "ColdM_WallAir", 0.0
}

actor ColdM_FieldProtect : PowerProtection
{
Powerup.Duration 2
DamageFactor "ColdM_Field", 0.0
}

actor ColdM_FieldSlow_P : PowerSpeed
{
powerup.duration 50
Speed 0.65
}

actor ColdShoulderShatterer : Powerup
{
Powerup.Duration 5
}

actor BossIceWall_BoomG : BasicExplosion
{
DamageType "ColdM_WallFloor"
Obituary "$OB_ICEWALL"
States
{
Spawn:
TNT1 A 0
TNT1 A 2 A_Explode(15,42,0,0,42)
stop
}
}
actor BossIceWall_BoomA : BossIceWall_BoomG
{
DamageType "ColdM_WallAir"
States
{
Spawn:
TNT1 A 0
TNT1 A 2 A_Explode(15,42,0,0,42)
stop
}
}
actor BossIceWall_BoomI : BossIceWall_BoomG
{
DamageType "ColdM_Wall"
States
{
Spawn:
TNT1 A 0
TNT1 A 2 A_Explode(2,42,0,0,42)
stop
}
}
actor BossIceWall_BoomS : BossIceWall_BoomG
{
DamageType "ColdM_Wall"
States
{
Spawn:
TNT1 A 0
TNT1 A 2 A_Explode(4,42,0,0,42)//6
stop
}
}

/*actor ColdPunch : JunkPunch
{
DamageType "ColdM_Punch"
Obituary "$OB_COLDPUNCH"
damage (35)
States
{
Death:
UMFX R 0 A_Explode(35,64,0)
goto XDeath
}
}*/

actor ColdPunch : BasicPunch
{
DamageType "ColdM_Punch"
Obituary "$OB_COLDPUNCH"
mass 35
}

actor ColdPunch_W : ColdPunch
{
mass 25
}

actor ColdPunchB : ColdPunch{translation "202:202=4:4", "199:199=205:205"}
actor ColdPunchR : ColdPunch{translation "202:202=4:4", "199:199=171:171"}
actor ColdPunchO : ColdPunch{translation "202:202=4:4", "199:199=104:104"}
actor ColdPunchP : ColdPunch{translation "202:202=4:4", "199:199=229:229"}

actor ColdPunch_WB : ColdPunch_W{translation "202:202=4:4", "199:199=205:205"}
actor ColdPunch_WR : ColdPunch_W{translation "202:202=4:4", "199:199=171:171"}
actor ColdPunch_WO : ColdPunch_W{translation "202:202=4:4", "199:199=104:104"}
actor ColdPunch_WP : ColdPunch_W{translation "202:202=4:4", "199:199=229:229"}

actor ColdPunch_P : CustomInventory
{
States
{
Pickup:
TNT1 A 0 A_JumpIfInventory("ColdCombo_Flag",1,"Pickup2")
goto Pickup1
Pickup1:
TNT1 A 0 A_GiveInventory("ColdmanAlt_CI",1)
stop
Pickup2:
TNT1 A 0 A_GiveInventory("ColdmanAlt2_CI",1)
stop
}
}

actor GroundColdFreeze// : FastProjectile
{
Translation "192:192=96:96", "198:198=116:116"
PROJECTILE
DamageType "ColdM_Down"
Obituary "$OB_ICEWALLFREEZE"
+DONTBLAST
+THRUGHOST
+SKYEXPLODE
+DONTREFLECT
+HITTRACER
+THRUSPECIES
Species "DUMBICEWALL"
//MissileHeight 8
//MissileType "GroundColdFreezeFX"
//reactiontime 5
damage (1)
radius 16
height 12
speed 60//800
States
{
Spawn:
TNT1 A 0
TNT1 A 0 ACS_NamedExecuteAlways("BULL_Tidifier", 0)
CDFL DDD 2 A_SpawnItemEx("GroundColdFreezeFX",0,0,0,0,0,0,0,1)
SpawnLOOP:
TNT1 A 0 A_Jump(128,"Loop1","Loop2","Loop3")
Loop1:
CDFL EFG 2 A_SpawnItemEx("GroundColdFreezeFX",0,0,0,0,0,0,0,1)//A_CountDown
goto SpawnLOOP
Loop2:
CDFL GEF 2 A_SpawnItemEx("GroundColdFreezeFX",0,0,0,0,0,0,0,1)//A_CountDown
goto SpawnLOOP
Loop3:
CDFL FGE 2 A_SpawnItemEx("GroundColdFreezeFX",0,0,0,0,0,0,0,1)//A_CountDown
goto SpawnLOOP
Death:
TNT1 A 1 A_SpawnItemEx("GroundColdFreeze2",0,0,0,0,0,0,0,1)
stop
XDeath:
TNT1 A 0 A_Warp(8)
TNT1 A 1 A_SpawnItemEx("GroundColdFreeze3",0,0,0,0,0,0,0,1)
stop
}
}

actor GroundColdFreezeB : GroundColdFreeze{translation "192:192=205:205", "198:198=74:74" MissileType "GroundColdFreezeBFX"}
actor GroundColdFreezeR : GroundColdFreeze{translation "192:192=171:171", "198:198=41:41" MissileType "GroundColdFreezeRFX"}
actor GroundColdFreezeO : GroundColdFreeze{translation "192:192=104:104", "198:198=128:128" MissileType "GroundColdFreezeOFX"}
actor GroundColdFreezeP : GroundColdFreeze{translation "192:192=229:229", "198:198=232:232" MissileType "GroundColdFreezePFX"}

actor GroundColdStop : CustomInventory
{
States
{
Pickup:
TNT1 A 0 A_ChangeVelocity(0,0,-70,CVF_REPLACE)
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 GroundIce_Cold : GroundIce_Freeze
{
Translation "192:192=96:96", "198:198=116:116"
reactiontime 57
States
{
Spawn:
TNT1 AA 0
TNT1 A 0 A_PlaySound("weapon/ColdFrozen",5,1.0)
SwagMessiah:
TNT1 A 0 A_JumpIfInTargetInventory("IceWallHit",1,"Death")
TNT1 A 0 A_JumpIfInTargetInventory("IsDead",1,"Death")
TNT1 A 0 A_JumpIfInTargetInventory("ColdShoulderShatterer",1,"Shatter")
TNT1 A 1 A_GiveToTarget("GroundColdStop",1)
TNT1 A 0 A_CountDown
loop
Death:
TNT1 A 0 A_GiveToTarget("FlightEnable",1)
TNT1 A 1 A_TakeFromTarget("GroundIceFlag",99)
stop
Shatter:
TNT1 A 0 A_PlaySound("weapon/coldshatter","Voice")
TNT1 A 0 A_SpawnItemEx("PainPharaohPunchHit",1)
TNT1 AAAAAA 0 A_SpawnItemEx("ChillSpikeBreakGFX",0,0,6,random(12,16),0,random(9,11),frandom(0,360),1)
TNT1 A 0 A_GiveToTarget("FlightEnable",1)
TNT1 A 1 A_TakeFromTarget("GroundIceFlag",99)
TNT1 A 15
stop
}
}

actor GroundColdFreezeFX : BasicClientSide
{
Translation "192:192=96:96", "198:198=116:116"
States
{
Spawn:
TNT1 A 0
TNT1 AA 0 A_SpawnItemEx("BossIceWallFX",random(-16,32),random(-16,16),random(-16,16),0,0,0,0,1)
TNT1 AA 0 A_SpawnItemEx("BossIceWallFX",random(-16,16),random(-16,16),random(-16,16),0,0,0,0,1)
TNT1 AA 0 A_SpawnItemEx("BossIceWallFX",random(16,-32),random(-16,16),random(-16,16),0,0,0,0,1)
stop
}
}

actor GroundColdFreezeBFX : GroundColdFreezeFX{translation "192:192=205:205", "198:198=74:74"}
actor GroundColdFreezeRFX : GroundColdFreezeFX{translation "192:192=171:171", "198:198=41:41"}
actor GroundColdFreezeOFX : GroundColdFreezeFX{translation "192:192=104:104", "198:198=128:128"}
actor GroundColdFreezePFX : GroundColdFreezeFX{translation "192:192=229:229", "198:198=232:232"}


actor GroundColdFreeze2
{
PROJECTILE
DamageType "ColdM_Field"
Obituary "$OB_ICEWALLFREEZE"
//+NOINTERACTION
+DONTBLAST
+DONTREFLECT
+THRUACTORS
+THRUGHOST
+FLOORHUGGER
reactiontime 1
damage (0)
radius 8
height 16
scale 3.0
States
{
Spawn:
TNT1 A 0
goto SpawnX
SpawnX:
TNT1 A 0 A_PlaySound("weapon/ColdField",1,1.0)
TNT1 A 0 A_SpawnItemEx("ColdM_FieldGround1FX_H",0,0,0,0,0,0,0,1)
TNT1 AA 1 A_Explode(2,56,0,0,60)
TNT1 A 0 A_SpawnItemEx("ColdM_FieldGround2FX_H",0,0,0,0,0,0,0,1)
TNT1 AA 1 A_Explode(2,56,0,0,60)
TNT1 A 0 A_SpawnItemEx("ColdM_FieldGround3FX_H",0,0,0,0,0,0,0,1)
TNT1 AA 1 A_Explode(2,56,0,0,60)
TNT1 A 0 A_SpawnItemEx("ColdM_FieldGround2FX_H",0,0,0,0,0,0,0,1)
TNT1 AA 1 A_Explode(2,56,0,0,60)
CLDW E 0 A_CountDown
loop
Death:
TNT1 A 0 A_SpawnItemEx("ColdM_FieldGround1FX_H",0,0,0,0,0,-10,0,1)
stop
}
}

actor ColdM_FieldGround1FX_H : BasicClientSide
{
-CLIENTSIDEONLY
RenderStyle None
States
{
Spawn:
TNT1 A 0
TNT1 A 1 A_CountDown
TNT1 AAA 0 A_SpawnItemEX("BossIceWallFX",random(1,18)*3,0,0,0,0,frandom(1,4),random(0,89)*3,1)
TNT1 AAA 0 A_SpawnItemEX("BossIceWallFX",random(1,18)*3,0,0,0,0,frandom(1,4),random(90,179),1)
TNT1 AAA 0 A_SpawnItemEX("BossIceWallFX",random(1,18)*3,0,0,0,0,frandom(1,4),random(180,269),1)
TNT1 AAA 0 A_SpawnItemEX("BossIceWallFX",random(1,18)*3,0,0,0,0,frandom(1,4),random(270,359),1)
TNT1 A 0 A_SpawnItemEX("ColdM_FieldFX1",56,0,0,0,0,0,22.5*0,1)
TNT1 A 0 A_SpawnItemEX("ColdM_FieldFX1",56,0,0,0,0,0,22.5*1,1)
TNT1 A 0 A_SpawnItemEX("ColdM_FieldFX1",56,0,0,0,0,0,22.5*2,1)
TNT1 A 0 A_SpawnItemEX("ColdM_FieldFX1",56,0,0,0,0,0,22.5*3,1)
TNT1 A 0 A_SpawnItemEX("ColdM_FieldFX1",56,0,0,0,0,0,22.5*4,1)
TNT1 A 0 A_SpawnItemEX("ColdM_FieldFX1",56,0,0,0,0,0,22.5*5,1)
TNT1 A 0 A_SpawnItemEX("ColdM_FieldFX1",56,0,0,0,0,0,22.5*6,1)
TNT1 A 0 A_SpawnItemEX("ColdM_FieldFX1",56,0,0,0,0,0,22.5*7,1)
TNT1 A 0 A_SpawnItemEX("ColdM_FieldFX1",56,0,0,0,0,0,22.5*8,1)
TNT1 A 0 A_SpawnItemEX("ColdM_FieldFX1",56,0,0,0,0,0,22.5*9,1)
TNT1 A 0 A_SpawnItemEX("ColdM_FieldFX1",56,0,0,0,0,0,22.5*10,1)
TNT1 A 0 A_SpawnItemEX("ColdM_FieldFX1",56,0,0,0,0,0,22.5*11,1)
TNT1 A 0 A_SpawnItemEX("ColdM_FieldFX1",56,0,0,0,0,0,22.5*12,1)
TNT1 A 0 A_SpawnItemEX("ColdM_FieldFX1",56,0,0,0,0,0,22.5*13,1)
TNT1 A 0 A_SpawnItemEX("ColdM_FieldFX1",56,0,0,0,0,0,22.5*14,1)
TNT1 A 0 A_SpawnItemEX("ColdM_FieldFX1",56,0,0,0,0,0,22.5*15,1)
stop
}
}
//BossIceWallFX
actor ColdM_FieldGround2FX_H : BasicClientSide
{
-CLIENTSIDEONLY
RenderStyle None
States
{
Spawn:
TNT1 A 0
TNT1 A 1 A_CountDown
TNT1 AAA 0 A_SpawnItemEX("BossIceWallFX",random(1,18)*3,0,0,0,0,frandom(1,4),random(0,89)*3,1)
TNT1 AAA 0 A_SpawnItemEX("BossIceWallFX",random(1,18)*3,0,0,0,0,frandom(1,4),random(90,179),1)
TNT1 AAA 0 A_SpawnItemEX("BossIceWallFX",random(1,18)*3,0,0,0,0,frandom(1,4),random(180,269),1)
TNT1 AAA 0 A_SpawnItemEX("BossIceWallFX",random(1,18)*3,0,0,0,0,frandom(1,4),random(270,359),1)
TNT1 A 0 A_SpawnItemEX("ColdM_FieldFX2",56,0,0,0,0,0,22.5*0,1)
TNT1 A 0 A_SpawnItemEX("ColdM_FieldFX2",56,0,0,0,0,0,22.5*1,1)
TNT1 A 0 A_SpawnItemEX("ColdM_FieldFX2",56,0,0,0,0,0,22.5*2,1)
TNT1 A 0 A_SpawnItemEX("ColdM_FieldFX2",56,0,0,0,0,0,22.5*3,1)
TNT1 A 0 A_SpawnItemEX("ColdM_FieldFX2",56,0,0,0,0,0,22.5*4,1)
TNT1 A 0 A_SpawnItemEX("ColdM_FieldFX2",56,0,0,0,0,0,22.5*5,1)
TNT1 A 0 A_SpawnItemEX("ColdM_FieldFX2",56,0,0,0,0,0,22.5*6,1)
TNT1 A 0 A_SpawnItemEX("ColdM_FieldFX2",56,0,0,0,0,0,22.5*7,1)
TNT1 A 0 A_SpawnItemEX("ColdM_FieldFX2",56,0,0,0,0,0,22.5*8,1)
TNT1 A 0 A_SpawnItemEX("ColdM_FieldFX2",56,0,0,0,0,0,22.5*9,1)
TNT1 A 0 A_SpawnItemEX("ColdM_FieldFX2",56,0,0,0,0,0,22.5*10,1)
TNT1 A 0 A_SpawnItemEX("ColdM_FieldFX2",56,0,0,0,0,0,22.5*11,1)
TNT1 A 0 A_SpawnItemEX("ColdM_FieldFX2",56,0,0,0,0,0,22.5*12,1)
TNT1 A 0 A_SpawnItemEX("ColdM_FieldFX2",56,0,0,0,0,0,22.5*13,1)
TNT1 A 0 A_SpawnItemEX("ColdM_FieldFX2",56,0,0,0,0,0,22.5*14,1)
TNT1 A 0 A_SpawnItemEX("ColdM_FieldFX2",56,0,0,0,0,0,22.5*15,1)
stop
}
}

actor ColdM_FieldGround3FX_H : BasicClientSide
{
-CLIENTSIDEONLY
RenderStyle None
States
{
Spawn:
TNT1 A 0
TNT1 A 1 A_CountDown
TNT1 AAA 0 A_SpawnItemEX("BossIceWallFX",random(1,18)*3,0,0,0,0,frandom(1,4),random(0,89)*3,1)
TNT1 AAA 0 A_SpawnItemEX("BossIceWallFX",random(1,18)*3,0,0,0,0,frandom(1,4),random(90,179),1)
TNT1 AAA 0 A_SpawnItemEX("BossIceWallFX",random(1,18)*3,0,0,0,0,frandom(1,4),random(180,269),1)
TNT1 AAA 0 A_SpawnItemEX("BossIceWallFX",random(1,18)*3,0,0,0,0,frandom(1,4),random(270,359),1)
TNT1 A 0 A_SpawnItemEX("ColdM_FieldFX3",56,0,0,0,0,0,22.5*0,1)
TNT1 A 0 A_SpawnItemEX("ColdM_FieldFX3",56,0,0,0,0,0,22.5*1,1)
TNT1 A 0 A_SpawnItemEX("ColdM_FieldFX3",56,0,0,0,0,0,22.5*2,1)
TNT1 A 0 A_SpawnItemEX("ColdM_FieldFX3",56,0,0,0,0,0,22.5*3,1)
TNT1 A 0 A_SpawnItemEX("ColdM_FieldFX3",56,0,0,0,0,0,22.5*4,1)
TNT1 A 0 A_SpawnItemEX("ColdM_FieldFX3",56,0,0,0,0,0,22.5*5,1)
TNT1 A 0 A_SpawnItemEX("ColdM_FieldFX3",56,0,0,0,0,0,22.5*6,1)
TNT1 A 0 A_SpawnItemEX("ColdM_FieldFX3",56,0,0,0,0,0,22.5*7,1)
TNT1 A 0 A_SpawnItemEX("ColdM_FieldFX3",56,0,0,0,0,0,22.5*8,1)
TNT1 A 0 A_SpawnItemEX("ColdM_FieldFX3",56,0,0,0,0,0,22.5*9,1)
TNT1 A 0 A_SpawnItemEX("ColdM_FieldFX3",56,0,0,0,0,0,22.5*10,1)
TNT1 A 0 A_SpawnItemEX("ColdM_FieldFX3",56,0,0,0,0,0,22.5*11,1)
TNT1 A 0 A_SpawnItemEX("ColdM_FieldFX3",56,0,0,0,0,0,22.5*12,1)
TNT1 A 0 A_SpawnItemEX("ColdM_FieldFX3",56,0,0,0,0,0,22.5*13,1)
TNT1 A 0 A_SpawnItemEX("ColdM_FieldFX3",56,0,0,0,0,0,22.5*14,1)
TNT1 A 0 A_SpawnItemEX("ColdM_FieldFX3",56,0,0,0,0,0,22.5*15,1)
stop
}
}

actor ColdM_FieldFX1 : BasicClientSide
{
-FORCEXYBILLBOARD
-CLIENTSIDEONLY
+BRIGHT
YScale 3.0
XScale 5.0
States
{
Spawn:
TNT1 A 0
TNT1 A 0
CDFL AA 1 A_FadeOut(.2)
goto Spawn+2
}
}

actor ColdM_FieldFX2 : ColdM_FieldFX1
{
States
{
Spawn:
TNT1 A 0
TNT1 A 0
CDFL BB 1 A_FadeOut(.2)
goto Spawn+2
}
}

actor ColdM_FieldFX3 : ColdM_FieldFX1
{
States
{
Spawn:
TNT1 A 0
TNT1 A 0
CDFL CC 1 A_FadeOut(.2)
goto Spawn+2
}
}

actor GroundColdFreeze3 : GroundColdFreeze2
{
States
{
Spawn:
TNT1 A 0
goto SpawnX
}
}

actor ColdmanMain_CI : TeamColor_CI
{
states
{
FireX:
TNT1 A 0 A_SpawnItemEx("BossIceWallSpawner",64,0,0,velx,vely,velz,0,1)
goto Done
FireB:
TNT1 A 0 A_SpawnItemEx("BossIceWallSpawnerB",64,0,0,velx,vely,velz,0,1)
goto Done
FireR:
TNT1 A 0 A_SpawnItemEx("BossIceWallSpawnerR",64,0,0,velx,vely,velz,0,1)
goto Done
FireO:
TNT1 A 0 A_SpawnItemEx("BossIceWallSpawnerO",64,0,0,velx,vely,velz,0,1)
goto Done
FireP:
TNT1 A 0 A_SpawnItemEx("BossIceWallSpawnerP",64,0,0,velx,vely,velz,0,1)
goto Done
Done:
TNT1 A 0 A_TakeInventory("ColdBossAmmo",120)
stop
}
}

actor ColdmanAlt_CI : TeamColor_CI
{
states
{
FireX:
TNT1 A 0 A_FireCustomMissile("ColdPunch",0,0,8,0)
goto Done
FireB:
TNT1 A 0 A_FireCustomMissile("ColdPunchB",0,0,8,0)
goto Done
FireR:
TNT1 A 0 A_FireCustomMissile("ColdPunchR",0,0,8,0)
goto Done
FireO:
TNT1 A 0 A_FireCustomMissile("ColdPunchO",0,0,8,0)
goto Done
FireP:
TNT1 A 0 A_FireCustomMissile("ColdPunchP",0,0,8,0)
goto Done
}
}
actor ColdmanAlt2_CI : TeamColor_CI
{
states
{
FireX:
TNT1 A 0 A_FireCustomMissile("ColdPunch_W",0,0,8,0)
goto Done
FireB:
TNT1 A 0 A_FireCustomMissile("ColdPunch_WB",0,0,8,0)
goto Done
FireR:
TNT1 A 0 A_FireCustomMissile("ColdPunch_WR",0,0,8,0)
goto Done
FireO:
TNT1 A 0 A_FireCustomMissile("ColdPunch_WO",0,0,8,0)
goto Done
FireP:
TNT1 A 0 A_FireCustomMissile("ColdPunch_WP",0,0,8,0)
goto Done
}
}

actor ColdmanOther_CI : TeamColor_CI
{
states
{
FireX:
TNT1 A 0 A_FireCustomMissile("GroundColdFreeze",0,0,0,0)
goto Done
FireB:
TNT1 A 0 A_FireCustomMissile("GroundColdFreezeB",0,0,0,0)
goto Done
FireR:
TNT1 A 0 A_FireCustomMissile("GroundColdFreezeR",0,0,0,0)
goto Done
FireO:
TNT1 A 0 A_FireCustomMissile("GroundColdFreezeO",0,0,0,0)
goto Done
FireP:
TNT1 A 0 A_FireCustomMissile("GroundColdFreezeP",0,0,0,0)
goto Done
Done:
TNT1 A 0 A_TakeInventory("RunningFridgeAmmo",28)
stop
}
}