ACTOR FrostAfrit : BaronOfHell 25128
{ 
Health 1600
Speed 8
PainChance 20
PainChance "SoulToxic", 20
PainChance "FatFlamer", 20
PainChance "FiendFire", 20
Bloodcolor "Blue"
Mass 1000
DamageFactor "NobleComet", 0.0
DamageFactor "Ice", 0.0
DamageFactor "PlayerIce", 0.0
DamageFactor "FreezerBurn", 0.0
DropItem "BossLifeEssence" 128
DropItem "BossArmorBonusMax" 128
DropItem "NewCellPack" 250
DropItem "FreezerRifle" 100 1
DropItem "ArmorSphere", 20
Meleedamage 24
PainSound "monsters/baronpain"
MeleeSound "baron/melee"
Species "Nobles"
MONSTER
+FLOAT
+MISSILEMORE
+FastMelee
+NOGRAVITY
+BOSSDEATH
+QUICKTORETALIATE
+DONTHURTSPECIES
-FLOORCLIP
Obituary "%o was put into a deep freeze by a Frost Afrit." 
HitObituary "%o couldn't take the Frost Afrit's heat." 
Tag "$NEFrAfrit"
var int user_lowlag;
States 
{ 
Spawn:
	TNT1 A 0 NoDelay ACS_NamedExecuteAlways("ModifyMonster",0,1)
	Goto Idle
  Idle:
      TNT1 A 0 A_SpawnItem("FreezedAfritFireSpawner",0,0,0,0)
      FFRT A 4 Bright A_Look
      TNT1 A 0 A_SpawnItem("FreezedAfritFireSpawner",0,0,0,0)
      FFRT B 4 Bright A_Look
      TNT1 A 0 A_SpawnItem("FreezedAfritFireSpawner",0,0,0,0)
      FFRT C 4 Bright A_Look
      TNT1 A 0 A_SpawnItem("FreezedAfritFireSpawner",0,0,0,0)
      FFRT D 4 Bright A_Look	  
      Loop
  See:
	TNT1 A 0 A_JumpIf(user_lowlag == 1,"MoreSee")
	TNT1 A 0 A_JumpIfTargetInLOS("MoreSee",0,0,0,0)
	FFRT ABCD 3 A_Chase
	Loop
  MoreSee:
	TNT1 A 0 A_SetUserVar("user_lowlag",1)
      TNT1 A 0 A_SpawnItem("FreezedAfritFireSpawner",0,0,0,0)
      FFRT A 3 Bright A_Chase
      TNT1 A 0 A_SpawnItem("FreezedAfritFireSpawner",0,0,0,0)
      FFRT B 3 Bright A_Chase	 
      TNT1 A 0 A_SpawnItem("FreezedAfritFireSpawner",0,0,0,0)
      FFRT C 3 Bright A_Chase
      TNT1 A 0 A_SpawnItem("FreezedAfritFireSpawner",0,0,0,0)
      FFRT D 3 Bright A_Chase	
      Loop      
Melee:
	  TNT1 A 0 A_JumpIfCloser(112,"Freezethrowers")
      TNT1 A 0 A_SpawnItem("FreezedAfritFireSpawner",0,0,0,0)
      FFRT ST 5 Bright A_FaceTarget
	  TNT1 A 0 A_SpawnItem("FreezedAfritFireSpawner",0,0,0,0)
      FFRT U 4 Bright A_MeleeAttack
	  TNT1 A 0 A_SpawnItem("FreezedAfritFireSpawner",0,0,0,0)
      FFRT TS 4 Bright A_FaceTarget  
      Goto See
Missile:
       TNT1 A 0 A_SetShootable
       TNT1 A 0 A_UnsetInvulnerable
	   TNT1 A 0 A_SetTranslucent(1)
	   TNT1 A 0 A_JumpIfCloser(84,"Freezethrowers")
	   TNT1 A 0 A_Jump(128,"IceBall","FreezeBomb")
Normal:
	  TNT1 A 0 A_SpawnItem("FreezedAfritFireSpawner",0,0,0,0)
      FFRT S 6 Bright A_FaceTarget
	  TNT1 A 0 A_SpawnItem("FreezedAfritFireSpawner",0,0,0,0)	  
      FFRT T 6 Bright A_FaceTarget	  
	  TNT1 A 0 A_SpawnItem("FreezedAfritFireSpawner",0,0,0,0)
	  FFRT U 3 Bright A_FaceTarget
	  TNT1 A 0 A_SpawnItem("FreezedAfritFireSpawner",0,0,0,0)
	  FFRT U 1 Bright A_CustomMissile("AfritIcicle", 44, 0, 0)	  
	  FFRT U 0 A_CustomMissile("AfritIcicle", 44, 0, 3)
	  FFRT U 1 Bright A_CustomMissile("AfritIcicle", 44, 0, -3)
	  TNT1 A 0 A_SpawnItem("FreezedAfritFireSpawner",0,0,0,0)
      FFRT T 5 Bright A_FaceTarget
	  TNT1 A 0 A_SpawnItem("FreezedAfritFireSpawner",0,0,0,0)	  
      FFRT S 5 Bright A_FaceTarget
	  TNT1 A 0 A_SpawnItem("FreezedAfritFireSpawner",0,0,0,0)	  
      FFRT T 6 Bright A_FaceTarget	  
	  TNT1 A 0 A_SpawnItem("FreezedAfritFireSpawner",0,0,0,0)
	  FFRT U 3 Bright A_FaceTarget
	  TNT1 A 0 A_SpawnItem("FreezedAfritFireSpawner",0,0,0,0)
	  FFRT U 1 Bright A_CustomMissile("AfritIcicle", 44, 0, 0)
	  TNT1 A 0 A_SpawnItem("FreezedAfritFireSpawner",0,0,0,0)
	  FFRT U 0 A_CustomMissile("AfritIcicle", 44, 0, 3)
	  TNT1 A 0 A_SpawnItem("FreezedAfritFireSpawner",0,0,0,0)
	  FFRT U 1 Bright A_CustomMissile("AfritIcicle", 44, 0, -3) 
	  TNT1 A 0 A_SpawnItem("FreezedAfritFireSpawner",0,0,0,0)
	  TNT1 A 0 A_Jump(112,"FreezeBomb","IceBall")
      FFRT E 8 Bright A_FaceTarget
	  TNT1 A 0 A_SpawnItem("FreezedAfritFireSpawner",0,0,0,0)
      FFRT F 8 Bright A_FaceTarget
	  TNT1 A 0 A_SpawnItem("FreezedAfritFireSpawner",0,0,0,0)
      FFRT G 1 Bright A_CustomMissile("AfritIcicle", 44, 0, 0)
	  FFRT G 0 A_CustomMissile("AfritIcicle", 44, 0, 6)
      FFRT G 0 A_CustomMissile("AfritIcicle", 44, 0, 3)
	  FFRT G 0 A_CustomMissile("AfritIcicle", 44, 0, -3)
      FFRT G 4 Bright A_CustomMissile("AfritIcicle", 44, 0, -6)
	  TNT1 A 0 A_SpawnItem("FreezedAfritFireSpawner",0,0,0,0)
      FFRT G 6 Bright A_FaceTarget
	  TNT1 A 0 A_SpawnItem("FreezedAfritFireSpawner",0,0,0,0)
      FFRT G 8 Bright A_FaceTarget
	  TNT1 A 0 A_SpawnItem("FreezedAfritFireSpawner",0,0,0,0)
      FFRT F 8 Bright A_FaceTarget
	  TNT1 A 0 A_SpawnItem("FreezedAfritFireSpawner",0,0,0,0)
      FFRT E 8 Bright A_FaceTarget
	  TNT1 A 0 A_SpawnItem("FreezedAfritFireSpawner",0,0,0,0)
      TNT1 A 0 A_FaceTarget
	  TNT1 A 0 A_SpawnItem("FreezedAfritFireSpawner",0,0,0,0)
      TNT1 A 0 A_CustomMissile ("FreezedAfritTracer",0,40,0)	  
      FFRT E 1 Bright A_CustomMissile ("FreezedAfritTracer",0,-40,0)
	  TNT1 A 0 A_SpawnItem("FreezedAfritFireSpawner",0,0,0,0)
      FFRT E 4 Bright A_FaceTarget	
	  TNT1 A 0 A_Jump(132,"IceBall")
      Goto See	  
FreezeBomb:
	   TNT1 A 0 A_SpawnItem("FreezedAfritFireSpawner",0,0,0,0)
       FFRT EF 8 A_FaceTarget
	   TNT1 A 0 A_SpawnItem("FreezedAfritFireSpawner",0,0,0,0)
       FFRT G 0 A_Custommissile("FRZAfritBomb",44,0,0)
	   FFRT G 0 A_Custommissile("FRZAfritBomb",44,0,6)
	   FFRT G 7 Bright A_Custommissile("FRZAfritBomb",44,0,-6)
	   TNT1 A 0 A_SpawnItem("FreezedAfritFireSpawner",0,0,0,0)
	   TNT1 A 0 A_Jump(90,"IceBall")
       Goto See
IceBall:
	   TNT1 A 0 A_SpawnItem("FreezedAfritFireSpawner",0,0,0,0)
	   TNT1 A 0 A_PlaySound("FreezerBehe/Sight")
       FFRT EF 14 A_FaceTarget
       TNT1 A 0 A_SpawnItem("FreezedAfritFireSpawner",0,0,0,0)
       FFRT G 8 Bright A_Custommissile("FRZRAfritBall",44,0,0)
	   TNT1 A 0 A_SpawnItem("FreezedAfritFireSpawner",0,0,0,0)
       Goto See
Freezethrowers:
	TNT1 A 0 A_SpawnItem("FreezedAfritFireSpawner",0,0,0,0)
    FFRT A 6 Bright A_FaceTarget
	TNT1 A 0 A_SpawnItem("FreezedAfritFireSpawner",0,0,0,0)
	FFRT A 6 Bright A_FaceTarget
	TNT1 A 0 A_SpawnItem("FreezedAfritFireSpawner",0,0,0,0)
	TNT1 A 0 A_PlaySound("devil/scream")
	TNT1 A 0 A_SpawnItem("FreezedAfritFireSpawner",0,0,0,0)
    FFRT H 1 Bright A_CustomMissile("FRZAfritFlameShot",47,0,0)
	FFRT H 0 A_FaceTarget
	TNT1 A 0 A_SpawnItem("FreezedAfritFireSpawner",0,0,0,0)
	FFRT H 1 Bright A_CustomMissile("FRZAfritFlameShot",47,0,0)
	FFRT H 0 A_FaceTarget
	TNT1 A 0 A_SpawnItem("FreezedAfritFireSpawner",0,0,0,0)
	FFRT H 1 Bright A_CustomMissile("FRZAfritFlameShot",47,0,0)
	FFRT H 0 A_FaceTarget
	TNT1 A 0 A_SpawnItem("FreezedAfritFireSpawner",0,0,0,0)
	FFRT H 1 Bright A_CustomMissile("FRZAfritFlameShot",47,0,0)
	FFRT H 0 A_FaceTarget
	TNT1 A 0 A_SpawnItem("FreezedAfritFireSpawner",0,0,0,0)
	FFRT H 1 Bright A_CustomMissile("FRZAfritFlameShot",47,0,0)
	FFRT H 0 A_FaceTarget
	FFRT H 1 Bright A_CustomMissile("FRZAfritFlameShot",47,0,0)
	FFRT H 0 A_FaceTarget
	TNT1 A 0 A_SpawnItem("FreezedAfritFireSpawner",0,0,0,0)
	FFRT H 1 Bright A_CustomMissile("FRZAfritFlameShot",47,0,0)
	FFRT H 0 A_FaceTarget
	TNT1 A 0 A_SpawnItem("FreezedAfritFireSpawner",0,0,0,0)
	FFRT H 1 Bright A_CustomMissile("FRZAfritFlameShot",47,0,0)
	FFRT H 0 A_FaceTarget
	TNT1 A 0 A_SpawnItem("FreezedAfritFireSpawner",0,0,0,0)
	FFRT H 1 Bright A_CustomMissile("FRZAfritFlameShot",47,0,0)
	FFRT H 0 A_FaceTarget
	TNT1 A 0 A_SpawnItem("FreezedAfritFireSpawner",0,0,0,0)
	FFRT H 1 Bright A_CustomMissile("FRZAfritFlameShot",47,0,0)
	FFRT H 0 A_FaceTarget
	TNT1 A 0 A_SpawnItem("FreezedAfritFireSpawner",0,0,0,0)
	FFRT H 1 Bright A_CustomMissile("FRZAfritFlameShot",47,0,0)
	FFRT H 0 A_FaceTarget
	TNT1 A 0 A_SpawnItem("FreezedAfritFireSpawner",0,0,0,0)
	FFRT H 1 Bright A_CustomMissile("FRZAfritFlameShot",47,0,0)
	FFRT H 0 A_FaceTarget
	TNT1 A 0 A_SpawnItem("FreezedAfritFireSpawner",0,0,0,0)
	FFRT H 1 Bright A_CustomMissile("FRZAfritFlameShot",47,0,0)
	FFRT H 0 A_FaceTarget
	TNT1 A 0 A_SpawnItem("FreezedAfritFireSpawner",0,0,0,0)
	FFRT H 1 Bright A_CustomMissile("FRZAfritFlameShot",47,0,0)
	FFRT H 0 A_FaceTarget
	TNT1 A 0 A_SpawnItem("FreezedAfritFireSpawner",0,0,0,0)
	FFRT H 1 Bright A_CustomMissile("FRZAfritFlameShot",47,0,0)
	FFRT H 0 A_FaceTarget
	TNT1 A 0 A_SpawnItem("FreezedAfritFireSpawner",0,0,0,0)
	FFRT H 1 Bright A_CustomMissile("FRZAfritFlameShot",47,0,0)
	FFRT H 0 A_FaceTarget
	TNT1 A 0 A_SpawnItem("FreezedAfritFireSpawner",0,0,0,0)
	FFRT H 1 Bright A_CustomMissile("FRZAfritFlameShot",47,0,0)
	FFRT H 0 A_FaceTarget
	TNT1 A 0 A_SpawnItem("FreezedAfritFireSpawner",0,0,0,0)
	FFRT H 1 Bright A_CustomMissile("FRZAfritFlameShot",47,0,0)
	FFRT H 0 A_FaceTarget
	TNT1 A 0 A_SpawnItem("FreezedAfritFireSpawner",0,0,0,0)
	FFRT H 1 Bright A_CustomMissile("FRZAfritFlameShot",47,0,0)
	FFRT H 0 A_FaceTarget
	TNT1 A 0 A_SpawnItem("FreezedAfritFireSpawner",0,0,0,0)
	FFRT H 1 Bright A_CustomMissile("FRZAfritFlameShot",47,0,0)
	FFRT H 0 A_FaceTarget
	TNT1 A 0 A_SpawnItem("FreezedAfritFireSpawner",0,0,0,0)
	FFRT H 1 Bright A_CustomMissile("FRZAfritFlameShot",47,0,0)
	FFRT H 0 A_FaceTarget
	TNT1 A 0 A_SpawnItem("FreezedAfritFireSpawner",0,0,0,0)
	FFRT H 1 Bright A_CustomMissile("FRZAfritFlameShot",47,0,0)
	FFRT H 0 A_FaceTarget
	TNT1 A 0 A_SpawnItem("FreezedAfritFireSpawner",0,0,0,0)
	FFRT H 1 Bright A_CustomMissile("FRZAfritFlameShot",47,0,0)
	FFRT H 0 A_FaceTarget
	TNT1 A 0 A_SpawnItem("FreezedAfritFireSpawner",0,0,0,0)
	FFRT H 1 Bright A_CustomMissile("FRZAfritFlameShot",47,0,0)
	FFRT H 0 A_FaceTarget
	TNT1 A 0 A_SpawnItem("FreezedAfritFireSpawner",0,0,0,0)
	FFRT H 1 Bright A_CustomMissile("FRZAfritFlameShot",47,0,0)
	TNT1 A 0 A_SpawnItem("FreezedAfritFireSpawner",0,0,0,0)
    Goto See
Pain: 
	  TNT1 A 0 A_Jump(87,3)
      TNT1 A 0 A_SpawnItem("FreezedAfritFireSpawner",0,0,0,0)
      FFRT H 8 Bright A_Pain
      Goto See
      TNT1 A 0 A_SpawnItem("FreezedAfritFireSpawner",0,0,0,0)
      FFRT H 8 Bright A_Pain
      Goto Missile	  
Death: 
      FFRT I 6 Bright A_Scream
      FFRT J 4 Bright A_Fall
      FFRT KLMNOPQ 3 Bright
      FFRT R 3 Bright
	  TNT1 AAAAAAAAAAAAAAAAAAAA 0 A_SpawnItemEx("FRZRIceSpike", random(-256,256), random(-256,256), 0, 0, 0, 0, 0, 34, 0)
	  TNT1 A -1 Bright A_KillMaster
      Stop  
Raise:
      FFRT RQPONMLKJI 3 Bright
      Goto See
      } 
}

ACTOR FreezedAfritFire
{
+MISSILE
+DONTSPLASH
+CLIENTSIDEONLY
+NOBLOCKMAP
+NOGRAVITY
+NOTELEPORT
+FORCEXYBILLBOARD
RenderStyle Add
Scale 0.3
States
{
Spawn:
FIC1 ABCDEFGHIJKL 2 bright A_FadeOut
Stop
}
}

ACTOR FreezedAfritFireSpawner : RedParticleSpawner
{
  States
  {
  Spawn:
    TNT1 A 0
	TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("CheckVanilla") == 1, "Vanilla")
	TNT1 A 0 A_PlaySound("monster/ambientfire")
    TNT1 AAAAAA 0 A_SpawnItemEx("FreezedAfritFire",random(12,-12),random(12,-12),random(25,50),0,0,random(0,-5),0,128,0)
    TNT1 A 1
    Stop
  }
}

ACTOR AfritIcicle : NewZombieFreezeBlast
{
DamageType "NobleComet"
DamageType "Ice"
}

Actor FRZAfritBomb : FRZRBehBomb
{
DamageType "NobleComet"
DamageType "Ice"
States
{
  Spawn:
	TNT1 A 0 A_CustomMissile("FRZRBehBombTrail",Random(-2,2),Random(-2,2))
	TNT1 A 0 A_CustomMissile("ProjectileTrailParticleBlue",Random(-2,2),Random(-2,2))
	TNT1 A 0 A_CustomMissile("FRZRBehBombTrail",Random(-2,2),Random(-2,2))	
	TNT1 A 0 A_CustomMissile("ProjectileTrailParticleBlue",Random(-2,2),Random(-2,2))
	FX05 A 1 Bright
	TNT1 A 0 A_CustomMissile("FRZRBehBombTrail",Random(-2,2),Random(-2,2))
	TNT1 A 0 A_CustomMissile("ProjectileTrailParticleBlue",Random(-2,2),Random(-2,2))
	TNT1 A 0 A_CustomMissile("FRZRBehBombTrail",Random(-2,2),Random(-2,2))	
	TNT1 A 0 A_CustomMissile("ProjectileTrailParticleBlue",Random(-2,2),Random(-2,2))
	FX05 B 1 Bright
	TNT1 A 0 A_CustomMissile("FRZRBehBombTrail",Random(-2,2),Random(-2,2))
	TNT1 A 0 A_CustomMissile("ProjectileTrailParticleBlue",Random(-2,2),Random(-2,2))
	TNT1 A 0 A_CustomMissile("FRZRBehBombTrail",Random(-2,2),Random(-2,2))	
	TNT1 A 0 A_CustomMissile("ProjectileTrailParticleBlue",Random(-2,2),Random(-2,2))
	FX05 C 1 Bright	
	Loop
  Death:
	TNT1 A 0 A_RadiusGive("MonsterSlow",32,RGF_PLAYERS,1)
	TNT1 AAA 0 A_CustomMissile("Bluekaboom4",0,0,random(0,360),2,random(0,360))
	TNT1 AAA 0 A_CustomMissile("SmokeFX4",0,0,random(0,360),2,random(0,360))	
	SHEX G 0 A_Explode(32,102,0)
	SHEX G 0 A_CustomMissile("FRZRAfritBombProj",0,0,15,CMF_AIMDIRECTION)
	SHEX G 0 A_CustomMissile("FRZRAfritBombProj",0,0,45,CMF_AIMDIRECTION)
	SHEX G 0 A_CustomMissile("FRZRAfritBombProj",0,0,65,CMF_AIMDIRECTION)
	SHEX G 0 A_CustomMissile("FRZRAfritBombProj",0,0,80,CMF_AIMDIRECTION)
	SHEX G 0 A_CustomMissile("FRZRAfritBombProj",0,0,105,CMF_AIMDIRECTION)
	SHEX G 0 A_CustomMissile("FRZRAfritBombProj",0,0,120,CMF_AIMDIRECTION)
	SHEX G 0 A_CustomMissile("FRZRAfritBombProj",0,0,145,CMF_AIMDIRECTION)
	SHEX G 0 A_CustomMissile("FRZRAfritBombProj",0,0,160,CMF_AIMDIRECTION)
	SHEX G 0 A_CustomMissile("FRZRAfritBombProj",0,0,185,CMF_AIMDIRECTION)
	SHEX G 0 A_CustomMissile("FRZRAfritBombProj",0,0,200,CMF_AIMDIRECTION)
	SHEX G 0 A_CustomMissile("FRZRAfritBombProj",0,0,220,CMF_AIMDIRECTION)
	SHEX G 0 A_CustomMissile("FRZRAfritBombProj",0,0,240,CMF_AIMDIRECTION)
	SHEX G 0 A_CustomMissile("FRZRAfritBombProj",0,0,260,CMF_AIMDIRECTION)
	SHEX G 0 A_CustomMissile("FRZRAfritBombProj",0,0,280,CMF_AIMDIRECTION)
	SHEX G 0 A_CustomMissile("FRZRAfritBombProj",0,0,300,CMF_AIMDIRECTION)
	SHEX DCEFG 3 Bright
	Stop
    }
}

Actor FRZRAfritBombProj : FRZRBehBombProj
{
DamageType "NobleComet"
DamageType "Ice"
States
{
  Spawn:
	ISHR AB 2 Bright
	Loop
  Death:
	TNT1 A 0 A_RadiusGive("MonsterSlow",32,RGF_PLAYERS,1)
	TNT1 AAA 0 A_CustomMissile("Kaboom6", 0, 0, random(0,360), 2, random(0,360))
	TNT1 AAAA 0 A_SpawnItemEx("IceDebris",0,0,0,Random(4,-4),Random(4,-4),Random(4,8),0,128)
	TNT1 AAA 0 A_CustomMissile("Kaboom6", 0, 0, random(0,360), 2, random(0,360))
	Stop
    }
}

Actor FRZRAfritBall : FRZRBehBall
{
DamageType "NobleComet"
DamageType "Ice"
States
{
  Spawn:
	TNT1 A 0 A_SpawnItemEx("BlueParticleSpawner",0,0,0,0,0,0,0,128)
	TNT1 A 0 A_SeekerMissile(15,5,SMF_LOOK)
	ICBL A 1 Bright A_SpawnItemEx("FRZRBehBallTrail",0,0,0,0,0,0,0,128)
	TNT1 A 0 A_SeekerMissile(15,5,SMF_LOOK)
	ICBL B 1 Bright A_SpawnItemEx("FRZRBehBallTrail",0,0,0,0,0,0,0,128)
	TNT1 A 0 A_SeekerMissile(15,5,SMF_LOOK)
	ICBL C 1 Bright A_SpawnItemEx("FRZRBehBallTrail",0,0,0,0,0,0,0,128)
	TNT1 A 0 A_SeekerMissile(15,5,SMF_LOOK)
	ICBL D 1 Bright A_SpawnItemEx("FRZRBehBallTrail",0,0,0,0,0,0,0,128)
	Loop
  Death:
	TNT1 A 0 A_RadiusGive("MonsterSlow",32,RGF_PLAYERS,1)
	ICBL A 0 A_Explode(32,104,0)
	ICBL A 0 A_PlaySound("icefurry")
	TNT1 AAAA 0 A_SpawnItemEx("BlueParticleSpawner",0,0,0,0,0,0,0,128)
	TNT1 AAAAAAAAAAA 0 A_SpawnItemEx("BlueKaboom3",0,0,0,random(-20,20),random(-20,20),random(-20,20))
    TNT1 AAAAAAAAAAAAAAAAAAAAAAAAA 0 A_SpawnItemEx("FRZRFlameShotEffect",random(-3,3),random(-3,3),CMF_AIMDIRECTION,random(-6,6),random(-6,6),random(-3,3))
	Stop
	}
}

Actor FRZAfritFlameShot : FlameShot
{
 Species "Nobles"
 DamageType "NobleComet"
 DamageType "Ice"
 +THRUSPECIES
 States
 {
  Death:
	TNT1 A 1 A_RadiusGive("MonsterSlow",32,RGF_PLAYERS,1)
	stop
 }
}

ACTOR FreezedAfritTracer
{
  Radius 5
  Height 5
  Damage 6
  DamageType Fire
  RenderStyle Add
  Alpha 0.65
  Projectile
  +SeekerMissile
  +FloorHugger
  +DontSplash
  -NoGravity
  Speed 20
  FastSpeed 25
  DamageType "NobleComet"
  DamageType "Ice"
  Obituary "%o was deep fried by an Afrit."
  Seesound "weapons/diasht"
  DeathSound "weapons/firex3"   
  States
  {
  Spawn:
    TNT1 A 0 A_PlaySound("monster/ambientfire2")
    TNT1 A 0 A_SeekerMissile(0,2)
    TNT1 A 1 Bright A_SpawnItemEx("FreezedATracerPuff", 0, 0, 0, 0, 0, 0, 0, 128)
    TNT1 A 0 A_SeekerMissile(0,2)
    TNT1 A 1 Bright A_SpawnItemEx("FreezedATracerPuff", 0, 0, 0, 0, 0, 0, 0, 128)
    TNT1 A 0 A_SeekerMissile(0,2)
    TNT1 A 1 Bright A_SpawnItemEx("FreezedATracerPuff", 0, 0, 0, 0, 0, 0, 0, 128)
    TNT1 A 0 A_SeekerMissile(0,2)
    TNT1 A 1 Bright A_SpawnItemEx("FreezedATracerPuff", 0, 0, 0, 0, 0, 0, 0, 128)	
    Loop
  Death:
	TNT1 A 0 A_RadiusGive("MonsterSlow",32,RGF_PLAYERS,1)
    TNT1 A 0 A_SpawnItemEx("BlueParticleSpawner", 0, 0, 0, 0, 0, 0, 0, 128)
    FFRA K 4 Bright
	TNT1 AAA 0 A_CustomMissile("Kaboom9", 0, 0, random(0,360), 2, random(0,360))
	TNT1 AAA 0 A_CustomMissile("SmokeFX4", 0, 0, random(0,360), 2, random(0,360))	
    FFRA L 4 Bright A_Explode(32, 64)
    FFRA MNO 3 Bright
    Stop
  }
}

ACTOR FreezedATracerPuff
{
  Radius 1
  Height 1
  Speed 0
  RenderStyle Add
  Alpha 0.6
  Scale 1.25
  Projectile
  +FloorHugger
  -NoGravity
  +CLIENTSIDEONLY
  States
  {
  Spawn:
    FFRA ABCDEFGHIJ 2 Bright
    stop
  }
}