actor IceWallBoss : BaseMM8BDMWep_CBM
{
dropitem "IceWallWepCDropped"
Weapon.AmmoUse 5
Weapon.AmmoGive 30
Weapon.SlotNumber 1
Obituary "$OB_ICEWALL"
weapon.ammotype "ColdBossAmmo"
weapon.ammotype2 "RunningFridgeAmmo"
States
{
Spawn:
C_0B B 1
loop
Ready:
CLDH A 0 ACS_ExecuteAlways(998,0,923)
CLDH A 0 A_GunFlash
CLDH A 0 A_JumpIfInventory("ColdBossAmmo",5,"Ready2")
CLDH A 1 A_WeaponReady(WRF_NOPRIMARY)
CLDH A 0 A_JumpIfInventory("DinoDNAFlag",1,"ColdGroundFreeze")
CLDH A 0 A_JumpIfInventory("IsBot",1,"BotAmmo")
CLDH A 0 A_GiveInventory("ColdmanRegen",1)
Goto Ready+2
Ready2:
CLDH A 1 A_WeaponReady
CLDH A 0 A_JumpIfInventory("DinoDNAFlag",1,"ColdGroundFreeze")
CLDH A 0 A_GiveInventory("ColdmanRegen",1)
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
CLDH C 1 offset(0,36)
CLDH C 1 offset(0,40)
CLDH C 1 offset(0,44)
CLDH C 1 offset(0,48)
CLDH A 0 A_PlaySoundEx("weapon/icewallspawn","Weapon")
CLDH A 0 //A_Stop
CLDH A 0 A_SpawnItemEx("BossIceWallSpawnerX",64,0,0,0,0,0,0,1)
CLDH A 0 A_TakeInventory("ColdBossAmmo",5)
CLDH A 0 A_JumpIfInventory("IsBot",1,"BotFire")
CLDH DE 3
CLDH F 12
CLDH ED 3 A_TakeInventory("ColdBossFireFlag",99)
CLDH A 2 offset(0,88)
CLDH A 2 offset(0,80)
CLDH A 2 offset(0,72)
CLDH A 2 offset(0,64)
CLDH A 2 offset(0,56)
CLDH A 2 offset(0,48)
CLDH A 2 offset(0,40)
CLDH A 0 A_TakeInventory("DinoDNAFlag")
goto Ready+2
Altfire:
//CLDH A 0 A_TakeInventory("ColdBossAmmo",1)
CLDH A 0 A_GiveInventory("ColdmanAlt_CI",1)
CLDH A 0 A_PlaySoundEx("weapon/needleWham","Weapon")
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 8
CLDH H 0 A_TakeInventory("GoFlag")
CLDH H 0 A_TakeInventory("GoFlagAir")
CLDH GGG 2
CLDH A 10
CLDH A 0 A_TakeInventory("DinoDNAFlag")
Goto Ready+2
ColdGroundFreeze:
CLDH A 0 A_GiveInventory("ColdGroundFire",1)
CLDH C 1 offset(0,36) A_TakeInventory("RunningFridgeAmmo",999)
CLDH C 1 offset(0,40) A_TakeInventory("DinoDNAFlag",999)
CLDH C 1 offset(0,44)
CLDH C 1 offset(0,48)
CLDH C 1 offset(0,52)
CLDH C 1 offset(0,56) A_GiveInventory("ColdmanOther_CI",1)
CLDH C 1 offset(0,52)
CLDH C 1 offset(0,48)
CLDH C 1 offset(0,44)
CLDH C 1 offset(0,40)
CLDH C 1 offset(0,36) A_TakeInventory("ColdGroundFire",99)
Goto Ready+2
Flash:
TNT1 A 0 //A_JumpIfInventory("",1,"")
TNT1 A 0 A_JumpIfInventory("IsDead",1,"NoFlash")
TNT1 A 0 A_GiveInventory("RunningFridgeAmmo",1)
TNT1 A 0 A_TakeInventory("ColdAmmoStock",999)
goto Reload+1
Reload:
TNT1 A 1 A_GiveInventory("ColdAmmoStock",1)
TNT1 A 0 A_JumpIfInventory("ColdAmmoStock",12,"Flash")
loop

NoAmmo:
CLDH A 0
Goto Ready+2
BotFire:
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",15)
CLDH A 20 SetPlayerProperty(0,1,0)
CLDH A 0 SetPlayerProperty(0,0,0)
Goto Ready+2

}
}

actor ColdBossAmmo : Ammo
{
inventory.amount 1
inventory.maxamount 30
+INVENTORY.IGNORESKILL
}

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

actor ColdBossFireFlag :OnceC{}

actor ColdBossStock : Inventory
{
inventory.amount 1
inventory.maxamount 8
}

actor ColdAmmoStock : Inventory
{
inventory.amount 1
inventory.maxamount 12
}

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

actor DinoDNAFlag :OnceC{}

actor GoFlagAir :OnceC{}

actor ColdGroundFire :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:
CLDW I 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
}
}


actor BossIceWallSpawnerX
{
PROJECTILE
+NOCLIP
+RIPPER
+DONTREFLECT
height 1
radius 1
Speed 0
Scale 3.0
States
{
Spawn:
TNT1 A 0
TNT1 A 0 A_SpawnItemEx("BossIceWallSpawner",0,0,0,0,0,0,0,1)
stop
}
}

actor BossIceWallSpawner
{
scale 2.5
+MISSILE
+RIPPER
+NOGRAVITY
+DONTBLAST
+DONTREFLECT
+NOBLOOD
+NOCLIP
Mass 9999999
Damage (0)
Height 64
Radius 24

Species "DUMBICEWALL"
+NOEXPLODEFLOOR
+SOLID
Obituary "$OB_ICEWALL"
DamageType "IceWallB"
translation "241:241=0:0", "70:76=194:194", "200:200=196:196"
ReactionTime 60
States
{
Spawn:
CLDW J 0
CLDW J 0 A_ChangeFlag("NOCLIP", 0)
CLDW J 2 A_Explode(8,64,0,0,8)
CLDW J 0 A_GiveInventory("CutterFlag",1)
CLDW J 1 A_Explode(8,64,0,0,8)
CLDW K 1
CLDW K 0 A_GiveInventory("CutterFlag",1)
CLDW K 2 A_Explode(8,64,0,0,8)
CLDW L 0 A_GiveInventory("CutterFlag",1)
CLDW L 2 A_Explode(8,64,0,0,8)
CLDW L 0 A_GiveInventory("CutterFlag",1)
CLDW L 1 A_Explode(8,64,0,0,8)
CLDW A 1 A_ChangeFlag("NOGRAVITY",0)
CLDW A 0 A_CountDown//Emergancy
CLDW A 0 ThrustThingZ(0,0,0,1)
TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(C_CHECK_TARGET_OOC)==0,"Death")
CLDW A 2 A_JumpIf(z-floorz==0,"DeathD")//A_CheckFloor("DeathD")
Goto Spawn+13
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("BossIceWall",0,0,0,0,0,0,0,1)
TNT1 A 1
stop
Death:
CLDW J 0 A_ChangeFlag("NOGRAVITY",1)
CLDW J 0 A_JumpIfInventory("CutterFlag",1,2)
CLDW J 2 A_Explode(8,64,0,0,8)
CLDW J 0 A_JumpIfInventory("CutterFlag",2,3)
CLDW J 1 A_Explode(8,64,0,0,8)
CLDW K 1
CLDW K 0 A_JumpIfInventory("CutterFlag",3,2)
CLDW K 2 A_Explode(8,64,0,0,8)
CLDW L 0 A_JumpIfInventory("CutterFlag",4,2)
CLDW L 2 A_Explode(8,64,0,0,8)
CLDW L 1 A_Explode(8,64,0,0,8)
CLDW B 1 A_Stop
CLDW B 0 A_Explode(8,64,0,0,8)
CLDW BB 2 A_Stop
CLDW CD 4
stop
}
}

actor BossIceWall
{

scale 2.5
Obituary "$OB_ICEWALL"
+MISSILE

+SHOOTABLE
+SOLID
+NODAMAGETHRUST
+NOTARGETSWITCH
+NOBLOOD
+MOVEWITHSECTOR
+CANBOUNCEWATER
+DONTSPLASH
Mass 9999999
Radius 24
Height 64

+DONTRIP
+DONTREFLECT
+NOEXPLODEFLOOR

//-BOUNCEONFLOORS
//+STEPMISSILE
//maxstepheight 8

+HEXENBOUNCE

Species "DUMBICEWALL"
+THRUSPECIES

Health 95
BounceFactor 1.0
WallBounceFactor 1.0
Bouncecount 40
Damage (8)

PainChance "Normal", 256
DamageType "IceWallB"
DamageFactor "IceWallB", 0.0
States
{
Spawn:
CLDW A 0
CLDW A 0 A_Stop
CLDW A 1 A_Explode(8,64,0)
CLDW A 0 A_ChangeFlag("RIPPER",1)
goto SpawnA
SpawnA:
CLDW A 0 A_Stop
CLDW A 0 ThrustThingZ(0,0,0,0)
CLDW A 0 A_JumpIfInventory("ColdWallTimer",125,"SpawnB")
CLDW A 0 A_JumpIfHealthLower(35,"SpawnB")
CLDW A 0 A_JumpIfInTargetInventory("GoFlag",1,"BashCheck")
CLDW A 0 A_JumpIfInTargetInventory("GoFlagAir",1,"BashCheckAir")
CLDW A 1 A_GiveInventory("ColdWallTimer",1)//Thing_Damage(0, 1)
CLDW A 0 A_Explode(8,64,0)
CLDW A 0 A_CheckFloor("SpawnFixA")
goto SpawnA2+2
SpawnFixA:
CLDW A 0 A_JumpIf(ACS_ExecuteWithResult(107,0)==1, "Death")
CLDW A 0
goto SpawnA2
SpawnA2:
CLDW A 0 A_Stop
CLDW A 0 ThrustThingZ(0,0,0,0)
CLDW A 0 A_JumpIfInventory("ColdWallTimer",125,"SpawnB2")
CLDW A 0 A_JumpIfHealthLower(35,"SpawnB2")
CLDW A 0 A_JumpIfInTargetInventory("GoFlag",1,"BashCheck2")
CLDW A 0 A_JumpIfInTargetInventory("GoFlagAir",1,"BashCheckAir2")
CLDW A 1 A_GiveInventory("ColdWallTimer",1)
CLDW A 0// A_Explode(8,64,0)
CLDW A 0 A_JumpIf(ACS_ExecuteWithResult(C_CHECK_TARGET_OOC)==0,"Death")
CLDW A 0 A_CheckFloor("SpawnFixA2")
goto SpawnA+2
SpawnFixA2:
CLDW A 0 A_JumpIf(ACS_ExecuteWithResult(107,0)==1, "Death")
CLDW A 0
goto SpawnA

SpawnB:
CLDW B 0 A_Stop
CLDW B 0 ThrustThingZ(0,0,0,0)
CLDW B 0 A_JumpIfInventory("ColdWallTimer",200,"Death")
CLDW B 0 A_JumpIfInTargetInventory("GoFlag",1,"BashCheckB")
CLDW B 0 A_JumpIfInTargetInventory("GoFlagAir",1,"BashCheckBAir")
CLDW B 1 A_GiveInventory("ColdWallTimer",1)
CLDW B 0 A_Explode(8,64,0)
CLDW B 0 A_CheckFloor("SpawnFixB")
goto SpawnB2+2
SpawnFixB:
CLDW B 0 A_JumpIf(ACS_ExecuteWithResult(107,0)==1, "Death")
CLDW B 0
goto SpawnB2
SpawnB2:
CLDW B 0 A_Stop
CLDW B 0 ThrustThingZ(0,0,0,0)
CLDW B 0 A_JumpIfInventory("ColdWallTimer",200,"Death")
CLDW B 0 A_JumpIfInTargetInventory("GoFlag",1,"BashCheckB2")
CLDW B 0 A_JumpIfInTargetInventory("GoFlagAir",1,"BashCheckBAir2")
CLDW B 1 A_GiveInventory("ColdWallTimer",1)
CLDW B 0// A_Explode(8,64,0)
CLDW B 0 A_JumpIf(ACS_ExecuteWithResult(C_CHECK_TARGET_OOC)==0,"Death")
CLDW B 0 A_CheckFloor("SpawnFixB2")
goto SpawnB+2
SpawnFixB2:
CLDW B 0 A_JumpIf(ACS_ExecuteWithResult(107,0)==1, "Death")
CLDW B 0
goto SpawnB


BashCheck:
CLDW A 0 A_JumpIfCloser(108,"BashBoost")
goto SpawnA+6
BashCheckAir:
CLDW A 0 A_JumpIfCloser(108,"BashBoostA")
goto SpawnA+6
BashCheck2:
CLDW A 0 A_JumpIfCloser(108,"BashBoost")
goto SpawnA2+6
BashCheckAir2:
CLDW A 0 A_JumpIfCloser(108,"BashBoostA")
goto SpawnA2+6
BashBoost:
CLDW A 0 ACS_ExecuteAlways(253,0,36,64,2)//28//StickyPlatform
CLDW A 1 ACS_ExecuteAlways(790,0)//Turns IceWall
CLDW A 0 A_ChangeVelocity(20*cos(pitch),0,30*-sin(pitch),3)
Goto Moving+2
BashBoostA:
CLDW A 0 ACS_ExecuteAlways(253,0,36,64,2)//36
CLDW A 1 ACS_ExecuteAlways(790,0)
CLDW A 0 A_ChangeVelocity(20,0,0,3)
Goto Moving+2
BashCheckB:
CLDW B 0 A_JumpIfCloser(108,"BashBoost2")
goto SpawnB+5
BashCheckBAir:
CLDW B 0 A_JumpIfCloser(108,"BashBoost2A")
goto SpawnB+5
BashCheckB2:
CLDW B 0 A_JumpIfCloser(108,"BashBoost2")
goto SpawnB2+5
BashCheckBAir2:
CLDW B 0 A_JumpIfCloser(108,"BashBoost2A")
goto SpawnB2+5
BashBoost2:
CLDW B 0 ACS_ExecuteAlways(253,0,42,64,2)
CLDW B 1 ACS_ExecuteAlways(790,0)
CLDW B 0 A_ChangeVelocity(30*cos(pitch),0,40*-sin(pitch),3)
Goto MovingLow+2
BashBoost2A:
CLDW B 0 ACS_ExecuteAlways(253,0,42,64,2)
CLDW B 1 ACS_ExecuteAlways(790,0)//159
CLDW B 0 A_ChangeVelocity(30,0,0,3)
Goto MovingLow+2


Moving:
CLDW A 0 A_SpawnItemEx("BossIceWallFX",0,Random(-16,16),random(0,-8),0,0,0,0,1)
CLDW A 0 A_SpawnItemEx("BossIceWallFX2",0,Random(-16,16),random(0,-8),0,0,0,0,1)
CLDW A 0 A_GiveInventory("ResyncPickup",1)
CLDW A 1 A_GiveInventory("ColdWallTimer",1)
CLDW A 0 A_JumpIfInventory("ColdWallTimer",125,"MovingLow")
CLDW A 0 A_JumpIfHealthLower(35,"MovingLow")
CLDW A 0 A_JumpIf(ACS_ExecuteWithResult(C_CHECK_TARGET_OOC)==0,"Death")
CLDW A 0 A_CheckFloor("Moving")
Goto Air
MovingLow:
CLDW B 0 A_SpawnItemEx("BossIceWallFX",0,Random(-16,16),random(0,-8),0,0,0,0,1)
CLDW B 0 A_SpawnItemEx("BossIceWallFX2",0,Random(-16,16),random(0,-8),0,0,0,0,1)
CLDW B 0 A_GiveInventory("ResyncPickup",1)
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:
CLDW A 0 A_GiveInventory("ResyncPickup",1)//ACS_ExecuteAlways(994, 0)
CLDW A 0 A_JumpIfInventory("ColdWallTimer",125,"AirLow")
CLDW A 0 A_JumpIfHealthLower(35,"AirLow")
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:
CLDW B 0 A_GiveInventory("ResyncPickup",1)
CLDW B 0 A_JumpIfInventory("ColdWallTimer",200,"Death")
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)
CLDW A 1 ThrustThingZ(0,0,0,0)//A_TakeInventory("IceWallFlag", 1)
Goto Moving
ContinueLow:
CLDW B 0 ThrustThing(angle*256/360,0)
CLDW B 1 ThrustThingZ(0,0,0,0)
Goto MovingLow
Death:
CLDW B 0 //A_Die
CLDW B 0 A_Stop
CLDW B 0 A_ChangeFlag("NOGRAVITY", 1)
CLDW B 0 A_ChangeFlag("SOLID", 0)
CLDW B 0 A_SpawnItemEx("BossIceWallDeathFX",0,0,0,0,0,0,0,1)
TNT1 A 1
//CLDW BBBBB 2 A_Stop
//CLDW CD 5
stop
}
}

actor BossIceWallDeathFX
{
Radius 24
Height 64
-SOLID
+NOGRAVITY
+NOINTERACTION
Scale 2.5
radius 0
height 0
States
{
Spawn:
CLDW BBBBB 2
CLDW CD 5
stop
}
}

actor BossIceWallFX:FreezeCrackerFX{+NOINTERACTION States{Spawn:
CLDW M 4
CLDW N 15
CLDW N 1 A_Fadeout
wait
}
}
actor BossIceWallFX2:FreezeCrackerFX{+NOINTERACTION States{Spawn:
CLDW O 4
CLDW P 15
CLDW P 1 A_Fadeout
wait
}
}


actor ColdPunch : GutPunch
{
DamageType "ColdPunch"
Obituary "$OB_COLDPUNCH"
damage (25)
States
{
Death:
GUTP Y 0 A_Explode(25,64,0)
goto XDeath
}
}

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

actor GroundColdFreeze : FastProjectile
{
Translation "192:192=201:201", "198:198=194:194"
radius 8
height 16
//radius 20
//height 20
speed 1000
+DONTBLAST
//+RIPPER
+THRUGHOST
damage (0)
reactiontime 5
+THRUSPECIES
+DONTREFLECT
Species "DUMBICEWALL"
States
{
Spawn:
TNT1 A 0
TNT1 A 1 A_CountDown
loop
Death:
TNT1 A 0 A_SpawnItemEx("GroundColdFreeze2",0,0,0,0,0,0,0,1)
stop
/*
XDeath:
TNT1 A 0
stop
*/
}
}

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

actor GroundColdFreeze2
{
PROJECTILE
radius 8
height 16
scale 3.0
Obituary "$OB_ICEWALLFREEZE"
DamageType "IceWallS"
damage (0)

//+NOINTERACTION
+DONTBLAST
+DONTREFLECT
+RIPPER
+THRUGHOST
+FLOORHUGGER


+THRUSPECIES
Species "DUMBICEWALL"

reactiontime 6
States
{
Spawn:
TNT1 A 0
TNT1 A 0 A_PlaySound("weapon/ColdField",1,1.0)
CLDW EEE 1
//CLDW EEEFFFGGG 1
Spawn2:
CLDW F 0 A_Explode(3,98,0,0,32)
CLDW F 0 A_CountDown
CLDW FFF 1
CLDW G 0 A_Explode(3,98,0,0,32)
CLDW G 0 A_CountDown
CLDW GGG 1
CLDW E 0 A_Explode(3,98,0,0,32)
CLDW E 0 A_CountDown
CLDW EEE 1
loop
Death:
CLDW EEEFFFEEEFFF 1 A_FadeOut(0.1)
stop
}
}


actor ColdmanRegen : CustomInventory
{
States
{
Pickup:
DUST B 0 A_GiveInventory("ColdBossStock",1)
DUST B 0 A_JumpIfInventory("ColdBossStock",8,"Pickup2") 
stop
Pickup2:
DUST B 0 A_TakeInventory("ColdBossStock",99)
DUST B 0 A_GiveInventory("ColdBossAmmo",1)
goto Pickup+1
}
}



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 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
}
}