ACTOR Frostdemon 28131
{
  Health 5000
  Speed 12
  Radius 50
  Height 100
  Mass 10000
  Monster
  PainChance 10
  +MISSILEMORE
  +MISSILEEVENMORE
  +LOOKALLAROUND
  +BOSS
  +FLOORCLIP
  +TELESTOMP
  +DONTMORPH
  +NOTARGET
  +NOICEDEATH
  +THRUSPECIES
  Species "Cybers"
  DamageFactor "PlayerFireSword", 0.0
  DamageFactor "BeheComet", 0.0
  DamageFactor "Ice", 0.0
DamageFactor "PlayerIce", 0.0
  DamageFactor "FreezerBurn", 0.0
  DamageFactor 0.65
  DamageFactor "BFGSplash", 0.25
  DamageFactor "BFGSpray", 0.25
  DamageFactor "Explosion", 0.0
  DamageFactor "PlayerPyro", 0.0
  DamageFactor "PDTPuff", 0.0
  DamageFactor "Bullet", 0.78
  DamageFactor "ZombieDemonTech", 0.0
  DamageFactor "ZombieRocket", 0.0
  DamageFactor "Railgun", 0.5
  DamageFactor "GeneralTracer", 0.0
  DamageFactor "BFG10K", 0.40
  DamageFactor "PDTBFG", 0.20
  DamageFactor "PDTBFGTracer", 0.20
  DamageFactor "PlayerDevBall", 0.120
  DamageFactor "PlayerDevBall2", 0.120
  DamageFactor "PlayerDTBFGRailgunSlug", 0.120
  DamageFactor "PlayerDevTracer", 0.120
  DamageFactor "Legendary", 0.0
  DamageFactor "LegendaryPlayer", 0.3
  DamageFactor "LegendaryGuru", 0.0
  DamageFactor "LegendaryGuruPlayer", 0.3
  DamageFactor "LACGrenade", 0.0
  DamageFactor "HFCyber", 0.0
  DamageFactor "Cyber10K", 0.0
  Damagefactor "Disintegrate", 0.0
  DamageFactor "PlayerNemesisPlasma", 0.6
  DropItem "UltraSphere" 256 1
  DropItem "DemonAmmoBox" 128 200
  DropItem "BigGas" 128 200
  MaxStepHeight 32
  MaxDropOffHeight 32
  SeeSound "frostdemon/sight"
  PainSound "frostdemon/pain"
  DeathSound "Infdem/death"
  ActiveSound "frostdemon/idle"
  BloodColor "Blue"
  Obituary "%o got frostbit by a Frost Demon."
  Tag "$NEFrostDem"
  States
  {
  Spawn:
	TNT1 A 0 NoDelay ACS_NamedExecuteAlways("ModifyMonster",0,1)
	Goto Idle
  Idle:
    FRDE A 5 A_Look
    Loop
  See:
    FRDE AAA 2 A_Chase
    FRDE B 2 A_Chase
    FRDE BBB 2 A_Chase
    FRDE C 0 A_PlaySound("KoraxStep")
    FRDE C 2 A_Chase
    FRDE CCC 2 A_Chase
    FRDE D 2 A_Chase
    FRDE DDD 2 A_Chase
    FRDE A 0 A_PlaySound("KoraxStep")
    FRDE A 2 A_Chase
    Goto See
  Missile:
	TNT1 A 0
	TNT1 A 0 A_Jump(128,"FireBall","Seekers","Stomp","Bomb","Glyph")
	TNT1 A 0 A_Jump(42,"IceSpikes")
	Goto See
  FireBall:
  	FRDE E 1 Bright A_FaceTarget
	FRDE F 0 Bright A_CustomMissile("FrostBall",45,50,0,20)
	FRDE F 0 Bright A_CustomMissile("FrostBall",70,50,0,20)
	FRDE F 0 Bright A_CustomMissile("FrostBall",95,50,0,20)
	FRDE F 0 Bright A_CustomMissile("FrostBall",45,-50,0,20)
	FRDE F 0 Bright A_CustomMissile("FrostBall",70,-50,0,20)
	FRDE F 7 Bright A_CustomMissile("FrostBall",95,-50,0,20)
	Goto see
  Seekers:
  	FRDE E 1 Bright A_FaceTarget
	FRDE F 0 Bright A_CustomMissile("FrostSeekingComet",45,50,0,20)
	FRDE F 0 Bright A_CustomMissile("FrostSeekingComet",70,50,0,20)
	FRDE F 0 Bright A_CustomMissile("FrostSeekingComet",95,50,0,20)
	FRDE F 0 Bright A_CustomMissile("FrostSeekingComet",45,-50,0,20)
	FRDE F 0 Bright A_CustomMissile("FrostSeekingComet",70,-50,0,20)
	FRDE F 7 Bright A_CustomMissile("FrostSeekingComet",95,-50,0,20)
	Goto see
  Stomp:
	FRDE B 20 Bright A_FaceTarget
	FRDE B 0 Bright A_CustomMissile("FrostIceWave",0,0,0,2,0)
	FRDE B 0 Bright A_CustomMissile("FrostIceWave",0,0,20,2,0)
	FRDE B 0 Bright A_CustomMissile("FrostIceWave",0,0,40,2,0)
	FRDE B 0 Bright A_CustomMissile("FrostIceWave",0,0,60,2,0)
	FRDE B 0 Bright A_CustomMissile("FrostIceWave",0,0,80,2,0)
	FRDE B 0 Bright A_CustomMissile("FrostIceWave",0,0,-20,2,0)
	FRDE B 0 Bright A_CustomMissile("FrostIceWave",0,0,-40,2,0)
	FRDE B 0 Bright A_CustomMissile("FrostIceWave",0,0,-60,2,0)
	FRDE B 0 Bright A_CustomMissile("FrostIceWave",0,0,-80,2,0)
	FRDE C 0 Radius_Quake(20,35,0,40,0)
    FRDE C 20 Bright
	FRDE B 20 Bright A_FaceTarget
	FRDE B 0 Bright A_CustomMissile("FrostIceWave",0,0,0,2,0)
	FRDE B 0 Bright A_CustomMissile("FrostIceWave",0,0,20,2,0)
	FRDE B 0 Bright A_CustomMissile("FrostIceWave",0,0,40,2,0)
	FRDE B 0 Bright A_CustomMissile("FrostIceWave",0,0,60,2,0)
	FRDE B 0 Bright A_CustomMissile("FrostIceWave",0,0,80,2,0)
	FRDE B 0 Bright A_CustomMissile("FrostIceWave",0,0,-20,2,0)
	FRDE B 0 Bright A_CustomMissile("FrostIceWave",0,0,-40,2,0)
	FRDE B 0 Bright A_CustomMissile("FrostIceWave",0,0,-60,2,0)
	FRDE B 0 Bright A_CustomMissile("FrostIceWave",0,0,-80,2,0)
	FRDE C 0 Radius_Quake(20,35,0,40,0)
    FRDE C 20 Bright
    Goto See
  IceSpikes:
	FRDE E 20 Bright A_FaceTarget
	TNT1 A 0 A_SetInvulnerable
	TNT1 A 0 A_SpawnItem("BlueAnniFlameSpawner",0,0,0,0)
	FRDE E 3 Bright A_PlaySoundEx("Infdem/see","Voice")
	FRDE E 3 Bright A_SpawnItem("BlueAnniFlameSpawner",0,0,0,0)
	TNT1 A 0 A_FaceTarget
	FRDE E 3 Bright A_SpawnItem("BlueAnniFlameSpawner",0,0,0,0)
	TNT1 A 0 A_FaceTarget
	FRDE E 3 Bright A_SpawnItem("BlueAnniFlameSpawner",0,0,0,0)
	TNT1 A 0 A_FaceTarget
	FRDE E 3 Bright A_SpawnItem("BlueAnniFlameSpawner",0,0,0,0)
	TNT1 A 0 A_FaceTarget
	FRDE E 3 Bright A_SpawnItem("BlueAnniFlameSpawner",0,0,0,0)
	TNT1 A 0 A_UnsetInvulnerable
	FRDE G 7 A_FaceTarget
	FRDE G 5 A_FaceTarget
    FRDE G 2 Bright A_GiveToTarget("IceSpikeInventory",1)
	FRDE G 20 Bright A_FaceTarget
    Goto See
  Glyph:
	FRDE A 2 Bright A_FaceTarget
    FRDE I 15 Bright A_CustomMissile("IceGlyphLineSpawner1",32,0,0,0,0)
	Goto see
  Bomb:
	FRDE A 2 Bright A_FaceTarget
    FRDE H 15 Bright A_CustomMissile("FrostSupernova",70,0,0,0,0)
	Goto see
  Pain:
    FRDE A 0 A_Pain
	Goto See
  Death:
    FRDE J 5
    FRDE K 5 
    FRDE L 5 A_Scream
    FRDE MNOPQ 5
    FRDE R 10
    FRDE S 5 
    FRDE T 5 A_NoBlocking
    FRDE UV 5
	FRDE W 5
	FRDE W -1
    Stop
  }
}


ACTOR FrostIceWave
{
Height 10
Radius 10
PROJECTILE
+DROPOFF
-NoGravity
+FLOORHUGGER
+SeekerMissile
+EXTREMEDEATH
+DONTHURTSPECIES
+DONTSPLASH
Speed 22
RenderStyle Add
Alpha 0.75
Damage 10
DamageType "HFCyber"
DamageType "Ice"
ActiveSound "legfire/active"
DeathSound "cyberrail/impact"
Species "Cybers"
ReactionTime 100
States
{
Spawn:
FRS2 A 0 
FRS2 A 0 A_LoopActiveSound
FRS2 A 0 A_CountDown
FRS2 ABC 1 BRIGHT A_SpawnItemEx("FrostIceWaveTrail",0,0,0,0,0,0,0,128,0)
FRS2 A 0 A_SeekerMissile(14,0)
Goto Spawn+1
Death:
	TNT1 A 0 A_RadiusGive("MonsterSlow",32,RGF_PLAYERS,1)
FRS2 A 0 A_Explode(32,64,0)
FRS2 A 0 A_SpawnItem("FrostIceWaveExplode")
FRS2 ABC 4
Stop
}
}

ACTOR FrostIceWaveTrail : BFG9500Trail
{
Scale 0.85
States
{
Spawn:
    TNT1 A 0
    TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("CheckVanilla") == 1, "Vanilla")
	TNT1 A 1
    FRS2 ABC 1 A_FadeOut(0.09)
    Goto Spawn+3
    }
}

ACTOR FrostIceWaveExplode
{
 +DONTHURTSPECIES
 +NoGravity
 +FloorHugger
 Species "Cybers"
 DamageType "HFCyber"
 DamageType "Ice"
 Speed 0
 Scale 1.25
 States
 {
  Spawn:
	FRS3 A 0 A_Explode
	TNT1 A 0 A_RadiusGive("MonsterSlow",32,RGF_PLAYERS,1)
	FRS3 ABCDE 3 BRIGHT
	Stop
 }
}

ACTOR FrostBall
{
	Game Doom
	Radius 6
	Height 8
	Speed 50
	FastSpeed 60
	Damage 35
	Projectile
	+RANDOMIZE
	+DONTREFLECT
	+SeekerMissile
	+ExtremeDeath
	Damagetype "HFCyber"
	DamageType "Ice"
	RenderStyle Translucent
	Alpha 1
	Scale 1.0
    SeeSound "imp/attack"
    DeathSound "comet/explosion"
	States
	{
	Spawn:
	TNT1 A 1
	Goto Fly
	Fly:
		FRS1 AB 1 BRIGHT A_SpawnItem("FrostBallTrail")
		TNT1 A 0 A_SeekerMissile(0,2)
		Loop
	Death:
	TNT1 A 0 A_RadiusGive("MonsterSlow",32,RGF_PLAYERS,1)
		TNT1 A 0 A_Explode(160, 192)//Damage, Radius
		TNT1 A 0 A_SpawnItemEx("LCABaseScorch", 0, 0, 0, 0, 0, 0, Random(0,359))
        TNT1 AAAAAA 0 A_CustomMissile ("BlueParticleSpawner", 0, 0, random (0, 360), 2, random (0, 180))
	    EXPL A 0 Radius_Quake(15,20,0,20,0)
		BEXP B 0 BRIGHT A_Scream
        TNT1 A 0 A_ALertMonsters
		Goto EndAnimation
		EndAnimation:
		TNT1 A 0 A_SpawnItemEx("FrostballExplosion", 0, 0, 0, 0, 0, 0, -1, SXF_NOCHECKPOSITION)//A_CustomMissile("Meteor_m_Explosion",0+Random(5,80),0+Random(35,-35),0+Random(0,370))
		//TNT1 AAAA 0 A_CustomMissile("FrostProjectile",0,16,Random(0,360),2,0) //A_SpawnItemEx("SuperMeteor_m_FX_Smoke", 0, 0, 0, 0.01 * Random(-125, 125), 0.01 * Random(-125, 125), 0.01 * Random(25, 245), 0, 128, 0)
		TNT1 A 0 A_CustomMissile("FreezeLiteShotBase",0,16,1,2,0)
		TNT1 A 0 A_CustomMissile("FreezeLiteShotBase",0,16,80,2,0)
		TNT1 A 0 A_CustomMissile("FreezeLiteShotBase",0,16,160,2,0)
		TNT1 A 0 A_CustomMissile("FreezeLiteShotBase",0,16,240,2,0)
		TNT1 A 0 A_CustomMissile("FreezeLiteShotBase",0,16,350,2,0)
		Stop
	}
}

ACTOR FrostballExplosion : SFX_Explosion_m_Base
{
	States
	{
		Spawn:
			TNT1 A 0
			goto Death
		Death:
			TNT1 A 0 A_Scream
			TNT1 A 1 A_SpawnItemEx("ExpIceFire", 0, 0, 0, 0.1 * Random(-20, 20), 0.1 * Random(-20, 20), 0.1 * Random(-20, 20), 0, 128, 0)				
			TNT1 AAAA 1 A_SpawnItemEx("ExpIceFirelong", 0, 0, 0, 0.003 * Random(-200, 200), 0.003 * Random(-200, 200), 0.003 * Random(-200, 200), 0, 128, 0)
			TNT1 A 1 A_SpawnItemEx("ExpIceFirelong", 0, 0, 0, 0.01 * Random(-200, 200), 0.01 * Random(-200, 200), 0.01 * Random(-200, 200), 0, 128, 0)
			TNT1 AAAA 1 A_SpawnItemEx("ExpIceFire", 0, 0, 0, 0.01 * Random(-200, 200), 0.01 * Random(-200, 200), 0.01 * Random(-200, 200), 0, 128, 0)
			TNT1 A 5
			Stop
	}
}

Actor ExpIceFire
{
	+Missile 
	+NoGravity 
	+NoBlockmap 
	+FORCEXYBILLBOARD
	-Solid
	Radius 0 
	Height 0
	RenderStyle Add
	Alpha 1.0
	Scale 1.6
	States
	{
	Spawn:
		FO2M ABCDEFGHIJKLMNOPPPPPPPPPP 1 BRIGHT A_FadeOut(0.04)
		Stop
	}
}

Actor ExpIceFirelong : ExpIceFire
{
	States
	{
	Spawn:
		FO2M ABCDEFGHIJKLMNOPPPPPPPPPP 2 BRIGHT A_FadeOut(0.04)
		Stop
	}
}


Actor IceSpark
{
 Projectile
 Speed 5
 Scale 0.1
 Gravity 0.5
 +HexenBounce 
 +ForceXYBillboard 
 -NoGravity 
 +NoTeleport 
 +DontSplash 
 +clientsideonly
 +NOCLIP 
 RenderStyle Add
 States
 {
  Spawn:
   FRS5 A 10 Bright
   FRS5 A 1 Bright A_FadeOut
   Wait
 }
}

ACTOR StayIce
{
     +NOCLIP
     +MISSILE
     +DROPOFF
     +RANDOMIZE
	 +CANBOUNCEWATER
	 +DONTSPLASH
	 +SPECTRAL
	 +FLOORHUGGER
     Scale 0.3
     Speed 1
     RENDERSTYLE ADD
     ALPHA 0.67
     States
     {
     Spawn:
          TNT1 A 8 A_Wander
          ICPL A 3 Bright
	      ICPL B 3 Bright A_Wander
	      ICPL C 3 Bright A_Wander
	      ICPL C 0 A_Wander
          ICPL C 0 A_Wander
          ICPL DDDEEEFFFGGGHHHIIIIIIIIIHGFEDCBA 3 Bright
          Stop
     }
}


ACTOR IceGlyphLineSpawner1
{
	Radius 0
	Height 32
	Speed 500
        RenderStyle NONE
		+SPECTRAL
	Alpha 0.85
	PROJECTILE
        SeeSound "weapons/diasht"
	states
	{
	Spawn:
		TNT1 CD 2 Bright
	  TNT1 EF 2 Bright
      loop
	Death:
	       TNT1 A 0 A_SpawnItemEx("StayIce",0,0,0,4,0,0,0,128)
		   TNT1 A 0 A_SpawnItemEx("StayIce",0,0,0,-4,0,0,0,128)
		   TNT1 A 0 A_SpawnItemEx("StayIce",0,0,0,0,4,0,0,128)
		   TNT1 A 0 A_SpawnItemEx("StayIce",0,0,0,0,-4,0,0,128)
		   TNT1 A 0 A_PlaySound("Glyph/Start")
		   TNT1 A 0 A_PlaySound("Glyph/Start")
		   TNT1 A 0 A_PlaySound("Glyph/Start")
		   TNT1 A 0 A_PlaySound("Glyph/Start")
		   TNT1 A 0 A_PlaySound("Glyph/Start")
		   TNT1 A 35
	       TNT1 A 0 A_CustomMissile("IceGlyphLine10",0,0,0,2)
           TNT1 A 0 A_CustomMissile("IceGlyphLine20",0,0,135,2)
		   TNT1 A 0 A_CustomMissile("IceGlyphLine30",0,0,-135,2)
		   TNT1 A 0 A_SpawnItem("IceLargeGlyphExplosion",0,0,0)
		   TNT1 A 0 A_CustomMissile("SpiralIce1",10,5,15,2,0)
		stop
	}
}

ACTOR IceGlyphLine10
{
	Radius 0
	Height 32
	Speed 16
        RenderStyle NONE
	Alpha 0.85
	PROJECTILE
        +FLOORHUGGER
        +NOCLIP
		+SPECTRAL
		  +clientsideonly
        SeeSound "weapons/diasht"
	states
	{
	Spawn:
           NULL EEEEEEEEEEEEEEEE 1 A_SpawnItemEx("StayIce",0,0,0,0,0,0,0,128)
           TNT1 A 0 A_CustomMissile("IceGlyphLine40",0,0,-135,2)
	   stop
	}
}

ACTOR IceGlyphLine40
{
	Radius 0
	Height 32
	Speed 16
        RenderStyle NONE
	Alpha 0.85
	PROJECTILE
        +FLOORHUGGER
        +NOCLIP
	    +clientsideonly
        SeeSound "weapons/diasht"
	states
	{
	Spawn:
           NULL EEEEEEEEEEEEEEEE 1 A_SpawnItemEx("StayIce",0,0,0,0,0,0,0,128)
		   TNT1 A 1 A_SpawnItem("IceGlyphExplosion",0,0,0)
	   stop
	}
}

ACTOR IceGlyphLine30
{
	Radius 0
	Height 32
	Speed 16
        RenderStyle NONE
	Alpha 0.85
	PROJECTILE
        +FLOORHUGGER
        +NOCLIP
	    +clientsideonly
        SeeSound "weapons/diasht"
	states
	{
	Spawn:
           NULL EEEEEEEEEEEEEEEE 1 A_SpawnItemEx("StayIce",0,0,0,0,0,0,0,128)
           TNT1 A 0 A_CustomMissile("IceGlyphLine60",0,0,-135,2)
	   stop
	}
}

ACTOR IceGlyphLine60
{
	Radius 0
	Height 32
	Speed 16
        RenderStyle NONE
	Alpha 0.85
	PROJECTILE
        +FLOORHUGGER
        +NOCLIP
	    +clientsideonly
        SeeSound "weapons/diasht"
	states
	{
	Spawn:
           NULL EEEEEEEEEEEEEEEE 1 A_SpawnItemEx("StayIce",0,0,0,0,0,0,0,128)
		   TNT1 A 1 A_SpawnItem("IceGlyphExplosion",0,0,0)
	   stop
	}
}

ACTOR IceGlyphLine20
{
	Radius 0
	Height 32
	Speed 16
        RenderStyle NONE
	Alpha 0.85
	PROJECTILE
        +FLOORHUGGER
        +NOCLIP
		+clientsideonly
        SeeSound "weapons/diasht"
	states
	{
	Spawn:
           NULL EEEEEEEEEEEEEEEE 1 A_SpawnItemEx("StayIce",0,0,0,0,0,0,0,128)
           TNT1 A 0 A_CustomMissile("IceGlyphLine50",0,0,-135,2)
	   stop
	}
}

ACTOR IceGlyphLine50
{
	Radius 0
	Height 32
	Speed 16
        RenderStyle NONE
	Alpha 0.85
	PROJECTILE
        +FLOORHUGGER
        +NOCLIP
	    +clientsideonly
        SeeSound "weapons/diasht"
	states
	{
	Spawn:
           NULL EEEEEEEEEEEEEEEE 1 A_SpawnItemEx("StayIce",0,0,0,0,0,0,0,128)
		   TNT1 A 1 A_SpawnItem("IceGlyphExplosion",0,0,0)
	   stop
	}
}

ACTOR IceGlyphExplosion
{
    Radius 8
    Height 56
	Scale 0.5
	+SPECTRAL
    Speed 0
	DamageType "HFCyber"
	DamageType "Ice"
    States
    {
    Spawn:
        NKXP B 1 BRIGHT
	TNT1 A 0 A_RadiusGive("MonsterSlow",32,RGF_PLAYERS,1)
        NKXP B 1 BRIGHT A_PlaySound("pyro/explosion")
        NKXP C 1 BRIGHT
        NKXP D 1 BRIGHT A_Explode(50,128,0)
        NKXP D 0 BRIGHT A_Explode(50,128,0)
		NKXP D 0 BRIGHT A_Explode(50,128,0)
		TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_SpawnItemEx("IceSpark", Random(-5,5), Random(-5,5), Random(0,32), Random(-5,5), Random(-5,5), Random(0,20), Random(0,360), 128)
		NKXP E 3 BRIGHT A_SpawnItemEx("IceSpark", Random(-5,5), Random(-5,5), Random(0,32), Random(-5,5), Random(-5,5), Random(0,20), Random(0,360), 128)
        NKXP FGHIJKLMNOPQRSTUV 3 BRIGHT
        Stop
    }
}

ACTOR IceLargeGlyphExplosion
{
    Radius 8
    Height 56
	+SPECTRAL
	DamageType "HFCyber"
	DamageType "Ice"
    States
    {
    Spawn:
	    NKXP B 1 BRIGHT
	TNT1 A 0 A_RadiusGive("MonsterSlow",32,RGF_PLAYERS,1)
        NKXP B 1 BRIGHT A_PlaySound("pyro/explosion")
        NKXP C 1 BRIGHT 
        NKXP D 1 BRIGHT A_Explode(100,256,0)
	    NKXP D 0 BRIGHT A_Explode(100,256,0)
		NKXP D 0 BRIGHT A_Explode(100,256,0)
		TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_SpawnItemEx("IceSpark", Random(-5,5), Random(-5,5), Random(0,96), Random(-5,5), Random(-5,5), Random(0,20), Random(0,360), 128)
        NKXP E 3 BRIGHT A_SpawnItemEx("IceSpark", Random(-5,5), Random(-5,5), Random(0,96), Random(-5,5), Random(-5,5), Random(0,20), Random(0,360), 128)
		NKXP FGHIJKLMNOPQRSTUV 3 BRIGHT
        Stop
    }
}

actor SpiralIce1
{
  radius 6
  height 8
  speed 0
  damage 0
  renderstyle Add
  +NOBLOCKMAP
  +NOGRAVITY
  +MISSILE
  +RIPPER
  +BLOODLESSIMPACT
  +SPECTRAL
  PROJECTILE
  +NOTELEPORT
  +DONTSPLASH
  +RANDOMIZE
  DamageType "HFCyber"
  DamageType "Ice"
  states
  {
  Spawn:
    TNT1 A 1
	TNT1 A 0 A_RadiusGive("MonsterSlow",32,RGF_PLAYERS,1)
    FRS6 A 1 bright A_PlaySound("pyro/explosion")
	FRS6 B 1 A_SpawnItemEx("SpiralIce2",5,5,5,0,0,0,15,128)
	FRS6 CDEFGHIJKLM 2 bright A_Explode(15,50,0)
	FRS6 ABCDEFGHIJKLMNOP 2 bright A_Explode(15,50,0)
    stop
  }
}

actor SpiralIce2
{
  radius 6
  height 8
  speed 0
  damage 0
  renderstyle Add
  +NOBLOCKMAP
  +NOGRAVITY
  +MISSILE
  +RIPPER
  +BLOODLESSIMPACT
  PROJECTILE
  +NOTELEPORT
  +DONTSPLASH
  +SPECTRAL
  +RANDOMIZE
    DamageType "HFCyber"
	DamageType "Ice"
  states
  {
  Spawn:
  TNT1 A 1
	TNT1 A 0 A_RadiusGive("MonsterSlow",32,RGF_PLAYERS,1)
    FRS6 AB 1 bright
	FRS6 B 1 A_SpawnItemEx("SpiralIce3",5,5,5,0,0,0,15,128)
	FRS6 CDEFGHIJKLM 2 bright A_Explode(15,50,0)
	FRS6 ABCDEFGHIJKLMNOP 2 bright A_Explode(15,50,0)
    stop
  }
}

actor SpiralIce3
{
  radius 6
  height 8
  speed 0
  damage 0
  renderstyle Add
  +NOBLOCKMAP
  +NOGRAVITY
  +MISSILE
  +RIPPER
  +BLOODLESSIMPACT
  +SPECTRAL
  PROJECTILE
  +NOTELEPORT
  +DONTSPLASH
  +RANDOMIZE
    DamageType "HFCyber"
	DamageType "Ice"
  states
  {
  Spawn:
  TNT1 A 1
	TNT1 A 0 A_RadiusGive("MonsterSlow",32,RGF_PLAYERS,1)
    FRS6 AB 1 bright
	FRS6 B 1 A_SpawnItemEx("SpiralIce4",5,5,5,0,0,0,15,128)
	FRS6 CDEFGHIJKLM 2 bright A_Explode(15,50,0)
	FRS6 ABCDEFGHIJKLMNOP 2 bright A_Explode(15,50,0)
    stop
  }
}

actor SpiralIce4
{
  radius 6
  height 8
  speed 0
  damage 0
  renderstyle Add
  +NOBLOCKMAP
  +NOGRAVITY
  +MISSILE
  +RIPPER
  +BLOODLESSIMPACT
  PROJECTILE
  +NOTELEPORT
  +DONTSPLASH
  +RANDOMIZE
    DamageType "HFCyber"
	DamageType "Ice"
  states
  {
  Spawn:
  TNT1 A 1
	TNT1 A 0 A_RadiusGive("MonsterSlow",32,RGF_PLAYERS,1)
    FRS6 AB 1 bright
	FRS6 B 1 A_SpawnItemEx("SpiralIce5",5,5,5,0,0,0,15,128)
	FRS6 CDEFGHIJKLM 1 bright A_Explode(15,50,0)
	FRS6 ABCDEFGHIJKLMNOP 1 bright A_Explode(15,50,0)
    stop
  }
}

actor SpiralIce5
{
  radius 6
  height 8
  speed 0
  damage 0
  renderstyle Add
  +NOBLOCKMAP
  +NOGRAVITY
  +MISSILE
  +RIPPER
  +BLOODLESSIMPACT
  PROJECTILE
  +NOTELEPORT
  +DONTSPLASH
  +RANDOMIZE
    DamageType "HFCyber"
	DamageType "Ice"
  states
  {
  Spawn:
  TNT1 A 1
	TNT1 A 0 A_RadiusGive("MonsterSlow",32,RGF_PLAYERS,1)
    FRS6 AB 1 bright
	FRS6 B 1 A_SpawnItemEx("SpiralIce6",5,5,5,0,0,0,15,128)
	FRS6 CDEFGHIJKLM 1 bright A_Explode(15,50,0)
	FRS6 ABCDEFGHIJKLMNOP 1 bright A_Explode(15,50,0)
    stop
  }
}

actor SpiralIce6
{
  radius 6
  height 8
  speed 0
  damage 0
  renderstyle Add
  +NOBLOCKMAP
  +NOGRAVITY
  +MISSILE
  +RIPPER
  +BLOODLESSIMPACT
  PROJECTILE
  +NOTELEPORT
  +DONTSPLASH
  +RANDOMIZE
    DamageType "HFCyber"
	DamageType "Ice"
  states
  {
  Spawn:
  TNT1 A 1
	TNT1 A 0 A_RadiusGive("MonsterSlow",32,RGF_PLAYERS,1)
    FRS6 AB 1 bright
	FRS6 B 1 A_SpawnItemEx("SpiralIce7",5,5,5,0,0,0,15,128)
	FRS6 CDEFGHIJKLM 1 bright A_Explode(15,50,0)
	FRS6 ABCDEFGHIJKLMNOP 1 bright A_Explode(15,50,0)
    stop
  }
}

actor SpiralIce7
{
  radius 6
  height 8
  speed 0
  damage 0
  renderstyle Add
  +NOBLOCKMAP
  +NOGRAVITY
  +MISSILE
  +RIPPER
  +BLOODLESSIMPACT
  PROJECTILE
  +NOTELEPORT
  +DONTSPLASH
  +RANDOMIZE
    DamageType "HFCyber"
	DamageType "Ice"
  states
  {
  Spawn:
  TNT1 A 1
	TNT1 A 0 A_RadiusGive("MonsterSlow",32,RGF_PLAYERS,1)
    FRS6 AB 1 bright
	FRS6 B 1 A_SpawnItemEx("SpiralIce8",5,5,5,0,0,0,15,128)
	FRS6 CDEFGHIJKLM 1 bright A_Explode(15,50,0)
	FRS6 ABCDEFGHIJKLMNOP 1 bright A_Explode(15,50,0)
    stop
  }
}

actor SpiralIce8
{
  radius 6
  height 8
  speed 0
  damage 0
  renderstyle Add
  +NOBLOCKMAP
  +NOGRAVITY
  +MISSILE
  +RIPPER
  +BLOODLESSIMPACT
  PROJECTILE
  +NOTELEPORT
  +DONTSPLASH
  +RANDOMIZE
    DamageType "HFCyber"
	DamageType "Ice"
  states
  {
  Spawn:
  TNT1 A 1
	TNT1 A 0 A_RadiusGive("MonsterSlow",32,RGF_PLAYERS,1)
    FRS6 AB 1 bright
	FRS6 B 1 A_SpawnItemEx("SpiralIce9",5,5,5,0,0,0,15,128)
	FRS6 CDEFGHIJKLM 1 bright A_Explode(15,50,0)
	FRS6 ABCDEFGHIJKLMNOP 1 bright A_Explode(15,50,0)
    stop
  }
}

actor SpiralIce9
{
  radius 6
  height 8
  speed 1
  damage 0
  renderstyle Add
  +NOBLOCKMAP
  +NOGRAVITY
  +MISSILE
  +RIPPER
  +BLOODLESSIMPACT
  PROJECTILE
  +NOTELEPORT
  +DONTSPLASH
  +RANDOMIZE
    DamageType "HFCyber"
	DamageType "Ice"
  states
  {
  Spawn:
  TNT1 A 1
    FRS6 AB 1 bright
	FRS6 B 1 A_SpawnItemEx("SpiralIce10",5,5,5,0,0,0,15,128)
	FRS6 CDEFGHIJKLM 1 bright A_Explode(15,50,0)
	FRS6 ABCDEFGHIJKLMNOP 1 bright A_Explode(15,50,0)
    stop
  }
}

actor SpiralIce10
{
  radius 6
  height 8
  speed 0
  damage 0
  renderstyle Add
  +NOBLOCKMAP
  +NOGRAVITY
  +MISSILE
  +RIPPER
  +BLOODLESSIMPACT
  +NOTELEPORT
  PROJECTILE
  +DONTSPLASH
  +RANDOMIZE
    DamageType "HFCyber"
	DamageType "Ice"
  states
  {
  Spawn:
    TNT1 A 1
    FRS6 AB 1 bright A_PlaySound("pyro/explosion")
	FRS6 B 1 A_SpawnItemEx("SpiralIce11",5,5,5,0,0,0,15,128)
	FRS6 CDEFGHIJKLM 1 bright A_Explode(15,50,0)
	FRS6 ABCDEFGHIJKLMNOP 1 bright A_Explode(15,50,0)
    stop
  }
}

actor SpiralIce11
{
  radius 6
  height 8
  speed 0
  damage 0
  renderstyle Add
  +NOBLOCKMAP
  +NOGRAVITY
  +MISSILE
  +RIPPER
  +SPECTRAL
  +BLOODLESSIMPACT
  PROJECTILE
  +NOTELEPORT
  +DONTSPLASH
  +RANDOMIZE
    DamageType "HFCyber"
	DamageType "Ice"
  states
  {
  Spawn:
    TNT1 A 1
    FRS6 AB 1 bright
	FRS6 B 1 A_SpawnItemEx("SpiralIce12",5,5,5,0,0,0,15,128)
	FRS6 CDEFGHIJKLM 1 bright A_Explode(15,50,0)
	FRS6 ABCDEFGHIJKLMNOP 1 bright A_Explode(15,50,0)
    stop
  }
}

actor SpiralIce12
{
  radius 6
  height 8
  speed 0
  damage 0
  renderstyle Add
  +NOBLOCKMAP
  +NOGRAVITY
  +MISSILE
  +RIPPER
  +BLOODLESSIMPACT
  +SPECTRAL
  PROJECTILE
  +NOTELEPORT
  +DONTSPLASH
  +RANDOMIZE
    DamageType "HFCyber"
	DamageType "Ice"
  states
  {
  Spawn:
    TNT1 A 1
    FRS6 AB 1 bright
	FRS6 B 1 A_SpawnItemEx("SpiralIce13",5,5,5,0,0,0,15,128)
	FRS6 CDEFGHIJKLM 1 bright A_Explode(15,50,0)
	FRS6 ABCDEFGHIJKLMNOP 1 bright A_Explode(15,50,0)
    stop
  }
}

actor SpiralIce13
{
  radius 6
  height 8
  speed 0
  damage 0
  renderstyle Add
  +NOBLOCKMAP
  +NOGRAVITY
  +MISSILE
  +RIPPER
  +SPECTRAL
  +BLOODLESSIMPACT
  PROJECTILE
  +NOTELEPORT
  +DONTSPLASH
  +RANDOMIZE
    DamageType "HFCyber"
	DamageType "Ice"
  states
  {
  Spawn:
    TNT1 A 1
    FRS6 AB 1 bright
	FRS6 B 1 A_SpawnItemEx("SpiralIce14",5,5,5,0,0,0,15,128)
	FRS6 CDEFGHIJKLM 1 bright A_Explode(15,50,0)
	FRS6 ABCDEFGHIJKLMNOP 1 bright A_Explode(15,50,0)
    stop
  }
}

actor SpiralIce14
{
  radius 6
  height 8
  speed 0
  damage 0
  renderstyle Add
  +NOBLOCKMAP
  +NOGRAVITY
  +MISSILE
  +RIPPER
  +BLOODLESSIMPACT
  PROJECTILE
  +SPECTRAL
  +NOTELEPORT
  +DONTSPLASH
  +RANDOMIZE
    DamageType "HFCyber"
	DamageType "Ice"
  states
  {
  Spawn:
    TNT1 A 1
    FRS6 AB 1 bright
	FRS6 B 1 A_SpawnItemEx("SpiralIce15",5,5,5,0,0,0,15,128)
	FRS6 CDEFGHIJKLM 1 bright A_Explode(15,50,0)
	FRS6 ABCDEFGHIJKLMNOP 1 bright A_Explode(15,50,0)
    stop
  }
}

actor SpiralIce15
{
  radius 6
  height 8
  speed 0
  damage 0
  renderstyle Add
  +NOBLOCKMAP
  +NOGRAVITY
  +MISSILE
  +RIPPER
  +SPECTRAL
  +BLOODLESSIMPACT
  PROJECTILE
  +NOTELEPORT
  +DONTSPLASH
  +RANDOMIZE
    DamageType "HFCyber"
	DamageType "Ice"
  states
  {
  Spawn:
    TNT1 A 1
    FRS6 AB 1 bright
	FRS6 B 1 A_SpawnItemEx("SpiralIce16",5,5,5,0,0,0,15,128)
	FRS6 CDEFGHIJKLM 1 bright A_Explode(15,50,0)
	FRS6 ABCDEFGHIJKLMNOP 1 bright A_Explode(15,50,0)
    stop
  }
}

actor SpiralIce16
{
  radius 6
  height 8
  speed 0
  damage 0
  renderstyle Add
  +NOBLOCKMAP
  +NOGRAVITY
  +MISSILE
  +RIPPER
  +SPECTRAL
  +BLOODLESSIMPACT
  PROJECTILE
  +NOTELEPORT
  +DONTSPLASH
  +RANDOMIZE
    DamageType "HFCyber"
	DamageType "Ice"
  states
  {
  Spawn:
    TNT1 A 1
    FRS6 AB 1 bright
	FRS6 B 1 A_SpawnItemEx("SpiralIce17",5,5,5,0,0,0,15,128)
	FRS6 CDEFGHIJKLM 1 bright A_Explode(15,50,0)
	FRS6 ABCDEFGHIJKLMNOP 1 bright A_Explode(15,50,0)
    stop
  }
}

actor SpiralIce17
{
  radius 6
  height 8
  speed 0
  damage 0
  renderstyle Add
  +NOBLOCKMAP
  +NOGRAVITY
  +MISSILE
  +RIPPER
  +BLOODLESSIMPACT
  +SPECTRAL
  PROJECTILE
  +NOTELEPORT
  +DONTSPLASH
  +RANDOMIZE
    DamageType "HFCyber"
	DamageType "Ice"
  states
  {
  Spawn:
    TNT1 A 1
    FRS6 AB 1 bright
	FRS6 B 1 A_SpawnItemEx("SpiralIce18",5,5,5,0,0,0,15,128)
	FRS6 CDEFGHIJKLM 1 bright A_Explode(15,50,0)
	FRS6 ABCDEFGHIJKLMNOP 1 bright A_Explode(15,50,0)
    stop
  }
}

actor SpiralIce18
{
  radius 6
  height 8
  speed 0
  damage 0
  renderstyle Add
  +NOBLOCKMAP
  +NOGRAVITY
  +MISSILE
  +SPECTRAL
  +RIPPER
  +BLOODLESSIMPACT
  PROJECTILE
  +NOTELEPORT
  +DONTSPLASH
  +RANDOMIZE
    DamageType "HFCyber"
	DamageType "Ice"
  states
  {
  Spawn:
    TNT1 A 1
    FRS6 AB 1 bright A_PlaySound("pyro/explosion")
	FRS6 B 1 A_SpawnItemEx("SpiralIce19",5,5,5,0,0,0,15,128)
	FRS6 CDEFGHIJKLM 1 bright A_Explode(15,50,0)
	FRS6 ABCDEFGHIJKLMNOP 1 bright A_Explode(15,50,0)
    stop
  }
}

actor SpiralIce19
{
  radius 6
  height 8
  speed 0
  damage 0
  renderstyle Add
  +NOBLOCKMAP
  +NOGRAVITY
  +MISSILE
  +RIPPER
  +BLOODLESSIMPACT
  PROJECTILE
  +NOTELEPORT
  +SPECTRAL
  +DONTSPLASH
  +RANDOMIZE
    DamageType "HFCyber"
	DamageType "Ice"
  states
  {
  Spawn:
    TNT1 A 1
    FRS6 AB 1 bright
	FRS6 B 1 A_SpawnItemEx("SpiralIce20",5,5,5,0,0,0,15,128)
	FRS6 CDEFGHIJKLM 1 bright A_Explode(15,50,0)
	FRS6 ABCDEFGHIJKLMNOP 1 bright A_Explode(15,50,0)
    stop
  }
}

actor SpiralIce20
{
  radius 6
  height 8
  speed 0
  damage 0
  renderstyle Add
  +NOBLOCKMAP
  +NOGRAVITY
  +MISSILE
  +RIPPER
  +BLOODLESSIMPACT
  PROJECTILE
  +NOTELEPORT
  +DONTSPLASH
  +RANDOMIZE
    DamageType "HFCyber"
	DamageType "Ice"
  states
  {
  Spawn:
    TNT1 A 1
    FRS6 AB 1 bright
	FRS6 B 1 A_SpawnItemEx("SpiralIce21",5,5,5,0,0,0,15,128)
	FRS6 CDEFGHIJKLM 1 bright A_Explode(15,50,0)
	FRS6 ABCDEFGHIJKLMNOP 1 bright A_Explode(15,50,0)
    stop
  }
}

actor SpiralIce21
{
  radius 6
  height 8
  speed 0
  damage 0
  renderstyle Add
  +NOBLOCKMAP
  +NOGRAVITY
  +MISSILE
  +RIPPER
  +BLOODLESSIMPACT
  PROJECTILE
  +NOTELEPORT
  +DONTSPLASH
  +RANDOMIZE
    DamageType "HFCyber"
	DamageType "Ice"
  states
  {
  Spawn:
    TNT1 A 1
    FRS6 AB 1 bright
	FRS6 B 1 A_SpawnItemEx("SpiralIce22",5,5,5,0,0,0,15,128)
	FRS6 CDEFGHIJKLM 1 bright A_Explode(15,50,0)
	FRS6 ABCDEFGHIJKLMNOP 1 bright A_Explode(15,50,0)
    stop
  }
}

actor SpiralIce22
{
  radius 6
  height 8
  speed 0
  damage 0
  renderstyle Add
  +NOBLOCKMAP
  +NOGRAVITY
  +MISSILE
  +RIPPER
  +BLOODLESSIMPACT
  PROJECTILE
  +NOTELEPORT
  +DONTSPLASH
  +RANDOMIZE
    DamageType "HFCyber"
	DamageType "Ice"
  states
  {
  Spawn:
    TNT1 A 1
    FRS6 AB 1 bright
	FRS6 B 1 A_SpawnItemEx("SpiralIce23",5,5,5,0,0,0,15,128)
	FRS6 CDEFGHIJKLM 1 bright A_Explode(15,50,0)
	FRS6 ABCDEFGHIJKLMNOP 1 bright A_Explode(15,50,0)
    stop
  }
}

actor SpiralIce23
{
  radius 6
  height 8
  speed 0
  damage 0
  renderstyle Add
  +NOBLOCKMAP
  +NOGRAVITY
  +MISSILE
  +RIPPER
  +BLOODLESSIMPACT
  PROJECTILE
  +NOTELEPORT
  +DONTSPLASH
  +RANDOMIZE
    DamageType "HFCyber"
	DamageType "Ice"
  states
  {
  Spawn:
    TNT1 A 1
    FRS6 AB 1 bright
	FRS6 B 1 A_SpawnItemEx("SpiralIce24",5,5,5,0,0,0,15,128)
	FRS6 CDEFGHIJKLM 1 bright A_Explode(15,50,0)
	FRS6 ABCDEFGHIJKLMNOP 1 bright A_Explode(15,50,0)
    stop
  }
}

actor SpiralIce24
{
  radius 6
  height 8
  speed 0
  damage 0
  renderstyle Add
  +NOBLOCKMAP
  +NOGRAVITY
  +MISSILE
  +RIPPER
  +BLOODLESSIMPACT
  PROJECTILE
  +NOTELEPORT
  +DONTSPLASH
  +RANDOMIZE
    DamageType "HFCyber"
	DamageType "Ice"
  states
  {
  Spawn:
    TNT1 A 1
    FRS6 AB 1 bright
	FRS6 B 1 A_SpawnItemEx("SpiralIce25",5,5,5,0,0,0,15,128)
	FRS6 CDEFGHIJKLM 1 bright A_Explode(15,50,0)
	FRS6 ABCDEFGHIJKLMNOP 1 bright A_Explode(15,50,0)
    stop
  }
}

actor SpiralIce25
{
  radius 6
  height 8
  speed 0
  damage 0
  renderstyle Add
  +NOBLOCKMAP
  +NOGRAVITY
  +MISSILE
  +RIPPER
  +BLOODLESSIMPACT
  PROJECTILE
  +NOTELEPORT
  +DONTSPLASH
  +RANDOMIZE
    DamageType "HFCyber"
	DamageType "Ice"
  states
  {
  Spawn:
    TNT1 A 1
    FRS6 AB 1 bright
	FRS6 B 1 A_SpawnItemEx("SpiralIce26",5,5,5,0,0,0,15,128)
	FRS6 CDEFGHIJKLM 1 bright A_Explode(15,50,0)
	FRS6 ABCDEFGHIJKLMNOP 1 bright A_Explode(15,50,0)
    stop
  }
}

actor SpiralIce26
{
  radius 6
  height 8
  speed 0
  damage 0
  renderstyle Add
  +NOBLOCKMAP
  +NOGRAVITY
  +MISSILE
  +RIPPER
  +BLOODLESSIMPACT
  PROJECTILE
  +NOTELEPORT
  +DONTSPLASH
  +RANDOMIZE
    DamageType "HFCyber"
	DamageType "Ice"
  states
  {
  Spawn:
    TNT1 A 1
    FRS6 AB 1 bright A_PlaySound("pyro/explosion")
	FRS6 B 1 A_SpawnItemEx("SpiralIce27",5,5,5,0,0,0,15,128)
	FRS6 CDEFGHIJKLM 1 bright A_Explode(15,50,0)
	FRS6 ABCDEFGHIJKLMNOP 1 bright A_Explode(15,50,0)
    stop
  }
}

actor SpiralIce27
{
  radius 6
  height 8
  speed 0
  damage 0
  renderstyle Add
  +NOBLOCKMAP
  +NOGRAVITY
  +MISSILE
  +RIPPER
  +BLOODLESSIMPACT
  PROJECTILE
  +NOTELEPORT
  +DONTSPLASH
  +RANDOMIZE
    DamageType "HFCyber"
	DamageType "Ice"
  states
  {
  Spawn:
    TNT1 A 1
    FRS6 AB 1 bright
	FRS6 B 1 A_SpawnItemEx("SpiralIce28",5,5,5,0,0,0,15,128)
	FRS6 CDEFGHIJKLM 1 bright A_Explode(15,50,0)
	FRS6 ABCDEFGHIJKLMNOP 1 bright A_Explode(15,50,0)
    stop
  }
}

actor SpiralIce28
{
  radius 6
  height 8
  speed 0
  damage 0
  renderstyle Add
  +NOBLOCKMAP
  +NOGRAVITY
  +MISSILE
  +RIPPER
  +BLOODLESSIMPACT
  PROJECTILE
  +NOTELEPORT
  +DONTSPLASH
  +RANDOMIZE
    DamageType "HFCyber"
	DamageType "Ice"
  states
  {
  Spawn:
    TNT1 A 1
    FRS6 AB 1 bright
	FRS6 B 1 A_SpawnItemEx("SpiralIce29",5,5,5,0,0,0,15,128)
	FRS6 CDEFGHIJKLM 1 bright A_Explode(15,50,0)
	FRS6 ABCDEFGHIJKLMNOP 1 bright A_Explode(15,50,0)
    stop
  }
}

actor SpiralIce29
{
  radius 6
  height 8
  speed 0
  damage 0
  renderstyle Add
  +NOBLOCKMAP
  +NOGRAVITY
  +MISSILE
  +RIPPER
  +BLOODLESSIMPACT
  PROJECTILE
  +NOTELEPORT
  +DONTSPLASH
  +RANDOMIZE
    DamageType "HFCyber"
	DamageType "Ice"
  states
  {
  Spawn:
    TNT1 A 1
    FRS6 AB 1 bright
	FRS6 B 1 A_SpawnItemEx("SpiralIce30",5,5,5,0,0,0,15,128)
	FRS6 CDEFGHIJKLM 1 bright A_Explode(15,50,0)
	FRS6 ABCDEFGHIJKLMNOP 1 bright A_Explode(15,50,0)
    stop
  }
}

actor SpiralIce30
{
  radius 6
  height 8
  speed 0
  damage 0
  renderstyle Add
  +NOBLOCKMAP
  +NOGRAVITY
  +MISSILE
  +RIPPER
  +BLOODLESSIMPACT
  PROJECTILE
  +NOTELEPORT
  +DONTSPLASH
  +RANDOMIZE
    DamageType "HFCyber"
	DamageType "Ice"
  states
  {
  Spawn:
    TNT1 A 1
    FRS6 AB 1 bright
	FRS6 B 1 A_SpawnItemEx("SpiralIce31",5,5,5,0,0,0,15,128)
	FRS6 CDEFGHIJKLM 1 bright A_Explode(15,50,0)
	FRS6 ABCDEFGHIJKLMNOP 1 bright A_Explode(15,50,0)
    stop
  }
}

actor SpiralIce31
{
  radius 6
  height 8
  speed 0
  damage 0
  renderstyle Add
  +NOBLOCKMAP
  +NOGRAVITY
  +MISSILE
  +RIPPER
  +BLOODLESSIMPACT
  PROJECTILE
  +NOTELEPORT
  +DONTSPLASH
  +RANDOMIZE
    DamageType "HFCyber"
	DamageType "Ice"
  states
  {
  Spawn:
    TNT1 A 1
    FRS6 AB 1 bright
	FRS6 B 1 A_SpawnItemEx("SpiralIce32",5,5,5,0,0,0,15,128)
	FRS6 CDEFGHIJKLM 1 bright A_Explode(15,50,0)
	FRS6 ABCDEFGHIJKLMNOP 1 bright A_Explode(15,50,0)
    stop
  }
}

actor SpiralIce32
{
  radius 6
  height 8
  speed 0
  damage 0
  renderstyle Add
  +NOBLOCKMAP
  +NOGRAVITY
  +MISSILE
  +RIPPER
  +BLOODLESSIMPACT
  PROJECTILE
  +NOTELEPORT
  +DONTSPLASH
  +RANDOMIZE
    DamageType "HFCyber"
	DamageType "Ice"
  states
  {
  Spawn:
    TNT1 A 1
    FRS6 AB 1 bright
	FRS6 B 1 A_SpawnItemEx("SpiralIce33",5,5,5,0,0,0,15,128)
	FRS6 CDEFGHIJKLM 1 bright A_Explode(15,50,0)
	FRS6 ABCDEFGHIJKLMNOP 1 bright A_Explode(15,50,0)
    stop
  }
}

actor SpiralIce33
{
  radius 6
  height 8
  speed 0
  damage 0
  renderstyle Add
  +NOBLOCKMAP
  +NOGRAVITY
  +MISSILE
  +RIPPER
  +BLOODLESSIMPACT
  PROJECTILE
  +NOTELEPORT
  +DONTSPLASH
  +RANDOMIZE
    DamageType "HFCyber"
	DamageType "Ice"
  states
  {
  Spawn:
    TNT1 A 1
    FRS6 AB 1 bright
	FRS6 B 1 A_SpawnItemEx("SpiralIce34",5,5,5,0,0,0,15,128)
	FRS6 CDEFGHIJKLM 1 bright A_Explode(15,50,0)
	FRS6 ABCDEFGHIJKLMNOP 1 bright A_Explode(15,50,0)
    stop
  }
}

actor SpiralIce34
{
  radius 6
  height 8
  speed 0
  damage 0
  renderstyle Add
  +NOBLOCKMAP
  +NOGRAVITY
  +MISSILE
  +RIPPER
  +BLOODLESSIMPACT
  PROJECTILE
  +NOTELEPORT
  +DONTSPLASH
  +RANDOMIZE
    DamageType "HFCyber"
	DamageType "Ice"
  states
  {
  Spawn:
    TNT1 A 1
    FRS6 AB 1 bright
	FRS6 B 1 A_SpawnItemEx("SpiralIce35",5,5,5,0,0,0,15,128)
	FRS6 CDEFGHIJKLM 1 bright A_Explode(15,50,0)
	FRS6 ABCDEFGHIJKLMNOP 1 bright A_Explode(15,50,0)
    stop
  }
}

actor SpiralIce35
{
  radius 6
  height 8
  speed 0
  damage 0
  renderstyle Add
  +NOBLOCKMAP
  +NOGRAVITY
  +MISSILE
  +RIPPER
  +BLOODLESSIMPACT
  PROJECTILE
  +NOTELEPORT
  +DONTSPLASH
  +RANDOMIZE
    DamageType "HFCyber"
	DamageType "Ice"
  states
  {
  Spawn:
    TNT1 A 1
    FRS6 AB 1 bright A_PlaySound("pyro/explosion")
	FRS6 B 1 A_SpawnItemEx("SpiralIce36",5,5,5,0,0,0,15,128)
	FRS6 CDEFGHIJKLM 1 bright A_Explode(15,50,0)
	FRS6 ABCDEFGHIJKLMNOP 1 bright A_Explode(15,50,0)
    stop
  }
}

actor SpiralIce36
{
  radius 6
  height 8
  speed 0
  damage 0
  renderstyle Add
  +NOBLOCKMAP
  +NOGRAVITY
  +MISSILE
  +RIPPER
  +BLOODLESSIMPACT
  PROJECTILE
  +NOTELEPORT
  +DONTSPLASH
  +RANDOMIZE
    DamageType "HFCyber"
	DamageType "Ice"
  states
  {
  Spawn:
    TNT1 A 1
    FRS6 AB 1 bright
	FRS6 B 1 A_SpawnItemEx("SpiralIce37",5,5,5,0,0,0,15,128)
	FRS6 CDEFGHIJKLM 1 bright A_Explode(15,50,0)
	FRS6 ABCDEFGHIJKLMNOP 1 bright A_Explode(15,50,0)
    stop
  }
}

actor SpiralIce37
{
  radius 6
  height 8
  speed 0
  damage 0
  renderstyle Add
  +NOBLOCKMAP
  +NOGRAVITY
  +MISSILE
  +RIPPER
  +BLOODLESSIMPACT
  PROJECTILE
  +NOTELEPORT
  +DONTSPLASH
  +RANDOMIZE
    DamageType "HFCyber"
	DamageType "Ice"
  states
  {
  Spawn:
    TNT1 A 1
    FRS6 AB 1 bright
	FRS6 B 1 A_SpawnItemEx("SpiralIce38",5,5,5,0,0,0,15,128)
	FRS6 CDEFGHIJKLM 1 bright A_Explode(15,50,0)
	FRS6 ABCDEFGHIJKLMNOP 1 bright A_Explode(15,50,0)
    stop
  }
}

actor SpiralIce38
{
  radius 6
  height 8
  speed 0
  damage 0
  renderstyle Add
  +NOBLOCKMAP
  +NOGRAVITY
  +MISSILE
  +RIPPER
  +BLOODLESSIMPACT
  PROJECTILE
  +NOTELEPORT
  +DONTSPLASH
  +RANDOMIZE
    DamageType "HFCyber"
	DamageType "Ice"
  states
  {
  Spawn:
    TNT1 A 1
    FRS6 AB 1 bright
	FRS6 B 1 A_SpawnItemEx("SpiralIce39",5,5,5,0,0,0,15,128)
	FRS6 CDEFGHIJKLM 1 bright A_Explode(15,50,0)
	FRS6 ABCDEFGHIJKLMNOP 1 bright A_Explode(15,50,0)
    stop
  }
}

actor SpiralIce39
{
  radius 6
  height 8
  speed 0
  damage 0
  renderstyle Add
  +NOBLOCKMAP
  +NOGRAVITY
  +MISSILE
  +RIPPER
  +BLOODLESSIMPACT
  PROJECTILE
  +NOTELEPORT
  +DONTSPLASH
  +RANDOMIZE
    DamageType "HFCyber"
	DamageType "Ice"
  states
  {
  Spawn:
    TNT1 A 1
    FRS6 AB 1 bright
	FRS6 B 1 A_SpawnItemEx("SpiralIce40",5,5,5,0,0,0,15,128)
	FRS6 CDEFGHIJKLM 1 bright A_Explode(15,50,0)
	FRS6 ABCDEFGHIJKLMNOP 1 bright A_Explode(15,50,0)
    stop
  }
}

actor SpiralIce40
{
  radius 6
  height 8
  speed 0
  damage 0
  renderstyle Add
  +NOBLOCKMAP
  +NOGRAVITY
  +MISSILE
  +RIPPER
  +BLOODLESSIMPACT
  PROJECTILE
  +NOTELEPORT
  +DONTSPLASH
  +RANDOMIZE
    DamageType "HFCyber"
	DamageType "Ice"
  states
  {
  Spawn:
    TNT1 A 1
    FRS6 AB 1 bright
	FRS6 B 1 A_SpawnItemEx("SpiralIce41",5,5,5,0,0,0,15,128)
	FRS6 CDEFGHIJKLM 1 bright A_Explode(15,50,0)
	FRS6 ABCDEFGHIJKLMNOP 1 bright A_Explode(15,50,0)
    stop
  }
}

actor SpiralIce41
{
  radius 6
  height 8
  speed 0
  damage 0
  renderstyle Add
  +NOBLOCKMAP
  +NOGRAVITY
  +MISSILE
  +RIPPER
  +BLOODLESSIMPACT
  PROJECTILE
  +NOTELEPORT
  +DONTSPLASH
  +RANDOMIZE
    DamageType "HFCyber"
	DamageType "Ice"
  states
  {
  Spawn:
    TNT1 A 1
    FRS6 AB 1 bright
	FRS6 B 1 A_SpawnItemEx("SpiralIce42",5,5,5,0,0,0,15,128)
	FRS6 CDEFGHIJKLM 1 bright A_Explode(15,50,0)
	FRS6 ABCDEFGHIJKLMNOP 1 bright A_Explode(15,50,0)
    stop
  }
}

actor SpiralIce42
{
  radius 6
  height 8
  speed 0
  damage 0
  renderstyle Add
  +NOBLOCKMAP
  +NOGRAVITY
  +MISSILE
  +RIPPER
  +BLOODLESSIMPACT
  PROJECTILE
  +NOTELEPORT
  +DONTSPLASH
  +RANDOMIZE
    DamageType "HFCyber"
	DamageType "Ice"
  states
  {
  Spawn:
    TNT1 A 1
    FRS6 AB 1 bright
	FRS6 B 1 A_SpawnItemEx("SpiralIce43",5,5,5,0,0,0,15,128)
	FRS6 CDEFGHIJKLM 1 bright A_Explode(15,50,0)
	FRS6 ABCDEFGHIJKLMNOP 1 bright A_Explode(15,50,0)
    stop
  }
}

actor SpiralIce43
{
  radius 6
  height 8
  speed 0
  damage 0
  renderstyle Add
  +NOBLOCKMAP
  +NOGRAVITY
  +MISSILE
  +RIPPER
  +BLOODLESSIMPACT
  PROJECTILE
  +NOTELEPORT
  +DONTSPLASH
  +RANDOMIZE
    DamageType "HFCyber"
	DamageType "Ice"
  states
  {
  Spawn:
    TNT1 A 1
    FRS6 AB 1 bright
	FRS6 B 1 A_SpawnItemEx("SpiralIce44",5,5,5,0,0,0,15,128)
	FRS6 CDEFGHIJKLM 1 bright A_Explode(15,50,0)
	FRS6 ABCDEFGHIJKLMNOP 1 bright A_Explode(15,50,0)
    stop
  }
}

actor SpiralIce44
{
  radius 6
  height 8
  speed 0
  damage 0
  renderstyle Add
  +NOBLOCKMAP
  +NOGRAVITY
  +MISSILE
  +RIPPER
  +BLOODLESSIMPACT
  PROJECTILE
  +NOTELEPORT
  +DONTSPLASH
  +RANDOMIZE
    DamageType "HFCyber"
	DamageType "Ice"
  states
  {
  Spawn:
    TNT1 A 1
    FRS6 AB 1 bright A_PlaySound("pyro/explosion")
	FRS6 B 1 A_SpawnItemEx("SpiralIce45",5,5,5,0,0,0,15,128)
	FRS6 CDEFGHIJKLM 1 bright A_Explode(15,50,0)
	FRS6 ABCDEFGHIJKLMNOP 1 bright A_Explode(15,50,0)
    stop
  }
}

actor SpiralIce45
{
  radius 6
  height 8
  speed 0
  damage 0
  renderstyle Add
  +NOBLOCKMAP
  +NOGRAVITY
  +MISSILE
  +RIPPER
  +BLOODLESSIMPACT
  PROJECTILE
  +NOTELEPORT
  +DONTSPLASH
  +RANDOMIZE
    DamageType "HFCyber"
	DamageType "Ice"
  states
  {
  Spawn:
    TNT1 A 1
    FRS6 AB 1 bright
	FRS6 B 1 A_SpawnItemEx("SpiralIce46",5,5,5,0,0,0,15,128)
	FRS6 CDEFGHIJKLM 1 bright A_Explode(15,50,0)
	FRS6 ABCDEFGHIJKLMNOP 1 bright A_Explode(15,50,0)
    stop
  }
}

actor SpiralIce46
{
  radius 6
  height 8
  speed 0
  damage 0
  renderstyle Add
  +NOBLOCKMAP
  +NOGRAVITY
  +MISSILE
  PROJECTILE
  +NOTELEPORT
  +DONTSPLASH
  +RIPPER
  +BLOODLESSIMPACT
  +RANDOMIZE
    DamageType "HFCyber"
	DamageType "Ice"
  states
  {
  Spawn:
    TNT1 A 1
    FRS6 AB 1 bright
	FRS6 B 1 A_SpawnItemEx("SpiralIce47",5,5,5,0,0,0,15,128)
	FRS6 CDEFGHIJKLM 1 bright A_Explode(15,50,0)
	FRS6 ABCDEFGHIJKLMNOP 1 bright A_Explode(15,50,0)
    stop
  }
}

actor SpiralIce47
{
  radius 6
  height 8
  speed 0
  damage 0
  renderstyle Add
  +NOBLOCKMAP
  +NOGRAVITY
  +MISSILE
  PROJECTILE
  +NOTELEPORT
  +DONTSPLASH
  +RIPPER
  +BLOODLESSIMPACT
  +RANDOMIZE
    DamageType "HFCyber"
	DamageType "Ice"
  states
  {
  Spawn:
    TNT1 A 1
    FRS6 AB 1 bright
	FRS6 B 1 A_SpawnItemEx("SpiralIce48",5,5,5,0,0,0,15,128)
	FRS6 CDEFGHIJKLM 1 bright A_Explode(15,50,0)
	FRS6 ABCDEFGHIJKLMNOP 1 bright A_Explode(15,50,0)
    stop
  }
}

actor SpiralIce48
{
  radius 6
  height 8
  speed 0
  damage 0
  renderstyle Add
  +NOBLOCKMAP
  +NOGRAVITY
  +MISSILE
  PROJECTILE
  +NOTELEPORT
  +RIPPER
  +BLOODLESSIMPACT
  +DONTSPLASH
  +RANDOMIZE
    DamageType "HFCyber"
	DamageType "Ice"
  states
  {
  Spawn:
    TNT1 A 1
    FRS6 AB 1 bright
	FRS6 B 1 A_SpawnItemEx("SpiralIce49",5,5,5,0,0,0,15,128)
	FRS6 CDEFGHIJKLM 1 bright A_Explode(15,50,0)
	FRS6 ABCDEFGHIJKLMNOP 1 bright A_Explode(15,50,0)
    stop
  }
}

actor SpiralIce49
{
  radius 6
  height 8
  speed 0
  damage 0
  renderstyle Add
  +NOBLOCKMAP
  +NOGRAVITY
  +MISSILE
  PROJECTILE
  +RIPPER
  +BLOODLESSIMPACT
  +NOTELEPORT
  +DONTSPLASH
  +RANDOMIZE
    DamageType "HFCyber"
	DamageType "Ice"
  states
  {
  Spawn:
    TNT1 A 1
    FRS6 AB 1 bright
	FRS6 B 1 A_SpawnItemEx("SpiralIce50",5,5,5,0,0,0,15,128)
	FRS6 CDEFGHIJKLM 1 bright A_Explode(15,50,0)
	FRS6 ABCDEFGHIJKLMNOP 1 bright A_Explode(15,50,0)
    stop
  }
}

actor SpiralIce50
{
  radius 6
  height 8
  speed 0
  damage 0
  renderstyle Add
  +NOBLOCKMAP
  +NOGRAVITY
  +MISSILE
  +RIPPER
  +BLOODLESSIMPACT
  PROJECTILE
  +NOTELEPORT
  +DONTSPLASH
  +RANDOMIZE
    DamageType "HFCyber"
	DamageType "Ice"
  states
  {
  Spawn:
    TNT1 A 1 A_PlaySound("pyro/explosion")
    FRS6 ABCDEFGHIJKLM 1 bright 
	FRS6 ABCDEFGHIJKLMNOP 1 bright
    stop
  }
}

ACTOR FrostSupernova
{
   Radius 13
   Height 8
   Speed 20
   PROJECTILE
   SeeSound "icespike"
   DeathSound "iceexplode"
   RenderStyle Translucent
   Damage 32
   DamageType "HFCyber"
   DamageType "Ice"
   Scale 2.5
   Alpha 0.75
   Decal Scorch
   Species "Cybers"
   +FORCERADIUSDMG
   +DONTHURTSPECIES
  states
  {
  Spawn:
	TNT1 A 0 A_CustomMissile("FrostSupernovaTrail",Random(-2,2),Random(-2,2))
	TNT1 A 0 A_CustomMissile("ProjectileTrailParticleBlue",Random(-2,2),Random(-2,2))
	TNT1 A 0 A_CustomMissile("FrostSupernovaTrail",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("FrostSupernovaTrail",Random(-2,2),Random(-2,2))
	TNT1 A 0 A_CustomMissile("ProjectileTrailParticleBlue",Random(-2,2),Random(-2,2))
	TNT1 A 0 A_CustomMissile("FrostSupernovaTrail",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("FrostSupernovaTrail",Random(-2,2),Random(-2,2))
	TNT1 A 0 A_CustomMissile("ProjectileTrailParticleBlue",Random(-2,2),Random(-2,2))
	TNT1 A 0 A_CustomMissile("FrostSupernovaTrail",Random(-2,2),Random(-2,2))	
	TNT1 A 0 A_CustomMissile("ProjectileTrailParticleBlue",Random(-2,2),Random(-2,2))
	FX05 C 1 Bright	
	Loop
  Death:
	NULL EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE 0 A_SpawnItemEx("IceSpark", Random(-5,5), Random(-5,5), Random(0,10), Random(-5,5), Random(-5,5), Random(0,20), Random(90,270), 128)
	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(36,180,0)
	TNT1 A 0 A_CustomMissile("FrostProjectile",0,16,0,2,0)
	TNT1 A 0 A_CustomMissile("FrostProjectile",0,16,15,2,0)
	TNT1 A 0 A_CustomMissile("FrostProjectile",0,16,30,2,0)
	TNT1 A 0 A_CustomMissile("FrostProjectile",0,16,45,2,0)
	TNT1 A 0 A_CustomMissile("FrostProjectile",0,16,60,2,0)
	TNT1 A 0 A_CustomMissile("FrostProjectile",0,16,75,2,0)
	TNT1 A 0 A_CustomMissile("FrostProjectile",0,16,90,2,0)
	TNT1 A 0 A_CustomMissile("FrostProjectile",0,16,105,2,0)
	TNT1 A 0 A_CustomMissile("FrostProjectile",0,16,120,2,0)
	TNT1 A 0 A_CustomMissile("FrostProjectile",0,16,135,2,0)
	TNT1 A 0 A_CustomMissile("FrostProjectile",0,16,150,2,0)
	TNT1 A 0 A_CustomMissile("FrostProjectile",0,16,165,2,0)
	TNT1 A 0 A_CustomMissile("FrostProjectile",0,16,180,2,0)
	TNT1 A 0 A_CustomMissile("FrostProjectile",0,16,195,2,0)
	TNT1 A 0 A_CustomMissile("FrostProjectile",0,16,210,2,0)
	TNT1 A 0 A_CustomMissile("FrostProjectile",0,16,225,2,0)
	TNT1 A 0 A_CustomMissile("FrostProjectile",0,16,240,2,0)
	TNT1 A 0 A_CustomMissile("FrostProjectile",0,16,255,2,0)
	TNT1 A 0 A_CustomMissile("FrostProjectile",0,16,270,2,0)
	TNT1 A 0 A_CustomMissile("FrostProjectile",0,16,285,2,0)
	TNT1 A 0 A_CustomMissile("FrostProjectile",0,16,300,2,0)
	TNT1 A 0 A_CustomMissile("FrostProjectile",0,16,315,2,0)
	TNT1 A 0 A_CustomMissile("FrostProjectile",0,16,330,2,0)
	TNT1 A 0 A_CustomMissile("FrostProjectile",0,16,345,2,0)
	TNT1 A 0 A_CustomMissile("FrostProjectile",0,16,0,2,5)
	TNT1 A 0 A_CustomMissile("FrostProjectile",0,16,15,2,5)
	TNT1 A 0 A_CustomMissile("FrostProjectile",0,16,30,2,5)
	TNT1 A 0 A_CustomMissile("FrostProjectile",0,16,45,2,5)
	TNT1 A 0 A_CustomMissile("FrostProjectileSilent",0,16,60,2,5)
	TNT1 A 0 A_CustomMissile("FrostProjectileSilent",0,16,75,2,5)
	TNT1 A 0 A_CustomMissile("FrostProjectileSilent",0,16,90,2,5)
	TNT1 A 0 A_CustomMissile("FrostProjectileSilent",0,16,105,2,5)
	TNT1 A 0 A_CustomMissile("FrostProjectileSilent",0,16,120,2,5)
	TNT1 A 0 A_CustomMissile("FrostProjectileSilent",0,16,135,2,5)
	TNT1 A 0 A_CustomMissile("FrostProjectileSilent",0,16,150,2,5)
	TNT1 A 0 A_CustomMissile("FrostProjectileSilent",0,16,165,2,5)
	TNT1 A 0 A_CustomMissile("FrostProjectileSilent",0,16,180,2,5)
	TNT1 A 0 A_CustomMissile("FrostProjectileSilent",0,16,195,2,5)
	TNT1 A 0 A_CustomMissile("FrostProjectileSilent",0,16,210,2,5)
	TNT1 A 0 A_CustomMissile("FrostProjectileSilent",0,16,225,2,5)
	TNT1 A 0 A_CustomMissile("FrostProjectileSilent",0,16,240,2,5)
	TNT1 A 0 A_CustomMissile("FrostProjectileSilent",0,16,255,2,5)
	TNT1 A 0 A_CustomMissile("FrostProjectileSilent",0,16,270,2,5)
	TNT1 A 0 A_CustomMissile("FrostProjectileSilent",0,16,285,2,5)
	TNT1 A 0 A_CustomMissile("FrostProjectileSilent",0,16,300,2,5)
	TNT1 A 0 A_CustomMissile("FrostProjectileSilent",0,16,315,2,5)
	TNT1 A 0 A_CustomMissile("FrostProjectileSilent",0,16,330,2,5)
	TNT1 A 0 A_CustomMissile("FrostProjectileSilent",0,16,345,2,5)
	TNT1 A 0 A_CustomMissile("FrostProjectileSilent",0,16,0,2,-5)
	TNT1 A 0 A_CustomMissile("FrostProjectileSilent",0,16,15,2,-5)
	TNT1 A 0 A_CustomMissile("FrostProjectileSilent",0,16,30,2,-5)
	TNT1 A 0 A_CustomMissile("FrostProjectileSilent",0,16,45,2,-5)
	TNT1 A 0 A_CustomMissile("FrostProjectileSilent",0,16,60,2,-5)
	TNT1 A 0 A_CustomMissile("FrostProjectileSilent",0,16,75,2,-5)
	TNT1 A 0 A_CustomMissile("FrostProjectileSilent",0,16,90,2,-5)
	TNT1 A 0 A_CustomMissile("FrostProjectileSilent",0,16,105,2,-5)
	TNT1 A 0 A_CustomMissile("FrostProjectileSilent",0,16,120,2,-5)
	TNT1 A 0 A_CustomMissile("FrostProjectileSilent",0,16,135,2,-5)
	TNT1 A 0 A_CustomMissile("FrostProjectileSilent",0,16,150,2,-5)
	TNT1 A 0 A_CustomMissile("FrostProjectileSilent",0,16,165,2,-5)
	TNT1 A 0 A_CustomMissile("FrostProjectileSilent",0,16,180,2,-5)
	TNT1 A 0 A_CustomMissile("FrostProjectileSilent",0,16,195,2,-5)
	TNT1 A 0 A_CustomMissile("FrostProjectileSilent",0,16,210,2,-5)
	TNT1 A 0 A_CustomMissile("FrostProjectileSilent",0,16,225,2,-5)
	TNT1 A 0 A_CustomMissile("FrostProjectileSilent",0,16,240,2,-5)
	TNT1 A 0 A_CustomMissile("FrostProjectileSilent",0,16,255,2,-5)
	TNT1 A 0 A_CustomMissile("FrostProjectileSilent",0,16,270,2,-5)
	TNT1 A 0 A_CustomMissile("FrostProjectileSilent",0,16,285,2,-5)
	TNT1 A 0 A_CustomMissile("FrostProjectileSilent",0,16,300,2,-5)
	TNT1 A 0 A_CustomMissile("FrostProjectileSilent",0,16,315,2,-5)
	TNT1 A 0 A_CustomMissile("FrostProjectileSilent",0,16,330,2,-5)
	TNT1 A 0 A_CustomMissile("FrostProjectileSilent",0,16,345,2,-5)
	TNT1 A 0 A_CustomMissile("FrostProjectileSilent",0,16,0,2,10)
	TNT1 A 0 A_CustomMissile("FrostProjectileSilent",0,16,15,2,10)
	TNT1 A 0 A_CustomMissile("FrostProjectileSilent",0,16,30,2,10)
	TNT1 A 0 A_CustomMissile("FrostProjectileSilent",0,16,45,2,10)
	TNT1 A 0 A_CustomMissile("FrostProjectileSilent",0,16,60,2,10)
	TNT1 A 0 A_CustomMissile("FrostProjectileSilent",0,16,75,2,10)
	TNT1 A 0 A_CustomMissile("FrostProjectileSilent",0,16,90,2,10)
	TNT1 A 0 A_CustomMissile("FrostProjectileSilent",0,16,105,2,10)
	TNT1 A 0 A_CustomMissile("FrostProjectileSilent",0,16,120,2,10)
	TNT1 A 0 A_CustomMissile("FrostProjectileSilent",0,16,135,2,10)
	TNT1 A 0 A_CustomMissile("FrostProjectileSilent",0,16,150,2,10)
	TNT1 A 0 A_CustomMissile("FrostProjectileSilent",0,16,165,2,10)
	TNT1 A 0 A_CustomMissile("FrostProjectileSilent",0,16,180,2,10)
	TNT1 A 0 A_CustomMissile("FrostProjectileSilent",0,16,195,2,10)
	TNT1 A 0 A_CustomMissile("FrostProjectileSilent",0,16,210,2,10)
	TNT1 A 0 A_CustomMissile("FrostProjectileSilent",0,16,225,2,10)
	TNT1 A 0 A_CustomMissile("FrostProjectileSilent",0,16,240,2,10)
	TNT1 A 0 A_CustomMissile("FrostProjectileSilent",0,16,255,2,10)
	TNT1 A 0 A_CustomMissile("FrostProjectileSilent",0,16,270,2,10)
	TNT1 A 0 A_CustomMissile("FrostProjectileSilent",0,16,285,2,10)
	TNT1 A 0 A_CustomMissile("FrostProjectileSilent",0,16,300,2,10)
	TNT1 A 0 A_CustomMissile("FrostProjectileSilent",0,16,315,2,10)
	TNT1 A 0 A_CustomMissile("FrostProjectileSilent",0,16,330,2,10)
	TNT1 A 0 A_CustomMissile("FrostProjectileSilent",0,16,345,2,10)
	TNT1 A 0 A_CustomMissile("FrostProjectileSilent",0,16,0,2,-10)
	TNT1 A 0 A_CustomMissile("FrostProjectileSilent",0,16,15,2,-10)
	TNT1 A 0 A_CustomMissile("FrostProjectileSilent",0,16,30,2,-10)
	TNT1 A 0 A_CustomMissile("FrostProjectileSilent",0,16,45,2,-10)
	TNT1 A 0 A_CustomMissile("FrostProjectileSilent",0,16,60,2,-10)
	TNT1 A 0 A_CustomMissile("FrostProjectileSilent",0,16,75,2,-10)
	TNT1 A 0 A_CustomMissile("FrostProjectileSilent",0,16,90,2,-10)
	TNT1 A 0 A_CustomMissile("FrostProjectileSilent",0,16,105,2,-10)
	TNT1 A 0 A_CustomMissile("FrostProjectileSilent",0,16,120,2,-10)
	TNT1 A 0 A_CustomMissile("FrostProjectileSilent",0,16,135,2,-10)
	TNT1 A 0 A_CustomMissile("FrostProjectileSilent",0,16,150,2,-10)
	TNT1 A 0 A_CustomMissile("FrostProjectileSilent",0,16,165,2,-10)
	TNT1 A 0 A_CustomMissile("FrostProjectileSilent",0,16,180,2,-10)
	TNT1 A 0 A_CustomMissile("FrostProjectileSilent",0,16,195,2,-10)
	TNT1 A 0 A_CustomMissile("FrostProjectileSilent",0,16,210,2,-10)
	TNT1 A 0 A_CustomMissile("FrostProjectileSilent",0,16,225,2,-10)
	TNT1 A 0 A_CustomMissile("FrostProjectileSilent",0,16,240,2,-10)
	TNT1 A 0 A_CustomMissile("FrostProjectileSilent",0,16,255,2,-10)
	TNT1 A 0 A_CustomMissile("FrostProjectileSilent",0,16,270,2,-10)
	TNT1 A 0 A_CustomMissile("FrostProjectileSilent",0,16,285,2,-10)
	TNT1 A 0 A_CustomMissile("FrostProjectileSilent",0,16,300,2,-10)
	TNT1 A 0 A_CustomMissile("FrostProjectileSilent",0,16,315,2,-10)
	TNT1 A 0 A_CustomMissile("FrostProjectileSilent",0,16,330,2,-10)
	TNT1 A 0 A_CustomMissile("FrostProjectileSilent",0,16,345,2,-10)
	TNT1 A 0 A_CustomMissile("FrostProjectileSilent",0,16,0,2,-15)
	TNT1 A 0 A_CustomMissile("FrostProjectileSilent",0,16,15,2,15)
	TNT1 A 0 A_CustomMissile("FrostProjectileSilent",0,16,30,2,15)
	TNT1 A 0 A_CustomMissile("FrostProjectileSilent",0,16,45,2,15)
	TNT1 A 0 A_CustomMissile("FrostProjectileSilent",0,16,60,2,15)
	TNT1 A 0 A_CustomMissile("FrostProjectileSilent",0,16,75,2,15)
	TNT1 A 0 A_CustomMissile("FrostProjectileSilent",0,16,90,2,15)
	TNT1 A 0 A_CustomMissile("FrostProjectileSilent",0,16,105,2,15)
	TNT1 A 0 A_CustomMissile("FrostProjectileSilent",0,16,120,2,15)
	TNT1 A 0 A_CustomMissile("FrostProjectileSilent",0,16,135,2,15)
	TNT1 A 0 A_CustomMissile("FrostProjectileSilent",0,16,150,2,15)
	TNT1 A 0 A_CustomMissile("FrostProjectileSilent",0,16,165,2,15)
	TNT1 A 0 A_CustomMissile("FrostProjectileSilent",0,16,180,2,15)
	TNT1 A 0 A_CustomMissile("FrostProjectileSilent",0,16,195,2,15)
	TNT1 A 0 A_CustomMissile("FrostProjectileSilent",0,16,210,2,15)
	TNT1 A 0 A_CustomMissile("FrostProjectileSilent",0,16,225,2,15)
	TNT1 A 0 A_CustomMissile("FrostProjectileSilent",0,16,240,2,15)
	TNT1 A 0 A_CustomMissile("FrostProjectileSilent",0,16,255,2,15)
	TNT1 A 0 A_CustomMissile("FrostProjectileSilent",0,16,270,2,15)
	TNT1 A 0 A_CustomMissile("FrostProjectileSilent",0,16,285,2,15)
	TNT1 A 0 A_CustomMissile("FrostProjectileSilent",0,16,300,2,15)
	TNT1 A 0 A_CustomMissile("FrostProjectileSilent",0,16,315,2,15)
	TNT1 A 0 A_CustomMissile("FrostProjectileSilent",0,16,330,2,15)
	TNT1 A 0 A_CustomMissile("FrostProjectileSilent",0,16,345,2,15)
	TNT1 A 0 A_CustomMissile("FrostProjectileSilent",0,16,0,2,-15)
	TNT1 A 0 A_CustomMissile("FrostProjectileSilent",0,16,15,2,-15)
	TNT1 A 0 A_CustomMissile("FrostProjectileSilent",0,16,30,2,-15)
	TNT1 A 0 A_CustomMissile("FrostProjectileSilent",0,16,45,2,-15)
	TNT1 A 0 A_CustomMissile("FrostProjectileSilent",0,16,60,2,-15)
	TNT1 A 0 A_CustomMissile("FrostProjectileSilent",0,16,75,2,-15)
	TNT1 A 0 A_CustomMissile("FrostProjectileSilent",0,16,90,2,-15)
	TNT1 A 0 A_CustomMissile("FrostProjectileSilent",0,16,105,2,-15)
	TNT1 A 0 A_CustomMissile("FrostProjectileSilent",0,16,120,2,-15)
	TNT1 A 0 A_CustomMissile("FrostProjectileSilent",0,16,135,2,-15)
	TNT1 A 0 A_CustomMissile("FrostProjectileSilent",0,16,150,2,-15)
	TNT1 A 0 A_CustomMissile("FrostProjectileSilent",0,16,165,2,-15)
	TNT1 A 0 A_CustomMissile("FrostProjectileSilent",0,16,180,2,-15)
	TNT1 A 0 A_CustomMissile("FrostProjectileSilent",0,16,195,2,-15)
	TNT1 A 0 A_CustomMissile("FrostProjectileSilent",0,16,210,2,-15)
	TNT1 A 0 A_CustomMissile("FrostProjectileSilent",0,16,225,2,-15)
	TNT1 A 0 A_CustomMissile("FrostProjectileSilent",0,16,240,2,-15)
	TNT1 A 0 A_CustomMissile("FrostProjectileSilent",0,16,255,2,-15)
	TNT1 A 0 A_CustomMissile("FrostProjectileSilent",0,16,270,2,-15)
	TNT1 A 0 A_CustomMissile("FrostProjectileSilent",0,16,285,2,-15)
	TNT1 A 0 A_CustomMissile("FrostProjectileSilent",0,16,300,2,-15)
	TNT1 A 0 A_CustomMissile("FrostProjectileSilent",0,16,315,2,-15)
	TNT1 A 0 A_CustomMissile("FrostProjectileSilent",0,16,330,2,-15)
	TNT1 A 0 A_CustomMissile("FrostProjectileSilent",0,16,345,2,-15)
	SHEX DCEFG 3 Bright
	stop
  }
}

Actor FrostSupernovaTrail : BFG9500Trail
{
Scale 1.8
States
{
Spawn:
    TNT1 A 0
    TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("CheckVanilla") == 1, "Vanilla")
	TNT1 A 1
    FX05 ABC 2 A_FadeOut(0.25)
    Goto Spawn+3
    }
}

Actor FrostSeekingComet : Comet
{
   Scale 0.55
   Speed 28
   FastSpeed 35
   DamageType "HFCyber"
   DamageType "Ice"
   MissileType ""
   Damage 26
   +DONTREFLECT
   +PIERCEARMOR
   +FOILINVUL
   +SEEKERMISSILE
States
{
Spawn:
TNT1 A 0 A_Tracer2
FRBB AAAAA 1 Bright A_SpawnItemEx("FRZRBehemothSeekingTail", 0, 0, 0, 0, 0, 0, 0, 128)
TNT1 A 0 A_Tracer2
FRBB BBBBB 1 Bright A_SpawnItemEx("FRZRBehemothSeekingTail", 0, 0, 0, 0, 0, 0, 0, 128)
Loop
Death:
TNT1 A 0
TNT1 A 0 A_SpawnItemEx("BlueParticleSpawner", 0, 0, 0, 0, 0, 0, 0, 128)
BCOM D 3 Bright A_SpawnItemEx("Bluekaboom4",0,0,0,0,0,0,0,128,0)
BCOM E 3 Bright A_SpawnItemEx("SmokeFX4",0,0,0,0,0,0,0,128,0)
Stop
}
}

Actor FrostProjectile
{
Radius 13
Height 8
Speed 66
FastSpeed 80
Damage 3
Scale 0.7
DamageType "HFCyber"
DamageType "Ice"
PROJECTILE
SeeSound "icespike"
DeathSound "iceexplode"
RenderStyle Translucent
Alpha 0.75
States
{
  Spawn:
	ISHR AB 2 Bright
	Loop
  Death:
	TNT1 A 0
	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 Bright A_CustomMissile("Kaboom6", 0, 0, random(0,360), 2, random(0,360))
	Stop
 }
}

Actor FrostProjectileSilent : FrostProjectile { DeathSound "" }