Freeslot
S_ICEBEAM1
S_ICEBEAM2
S_ICEBEAM3
S_ICEBEAM4
S_ICEBEAM5
S_ICEBEAM6
S_ICEBEAM7
S_ICEBEAM8
S_ICEBEAMSHARD1
S_ICEBEAMSHARD2
S_ICEBEAMSHARD3
S_ICEBEAMSHARD4
S_ICEBEAMPARTICLE
S_ICESCATTER1
S_ICESCATTER2
S_ICESCATTERSHARD1
S_ICESCATTERSHARD2
S_ICESCATTERSHARD3
S_ICESCATTERSHARD4
S_ICEBOMB1
S_ICEBOMB2
S_ICEBOMB3
S_ICEBOMB4
S_ICEBOMB5
S_ICEBOMB6
S_ICEBOMB7
S_ICEBOMB8
S_ICEBOMBE
SPR_ICEB

State S_ICEBEAM1
SpriteName = FHZI
SpriteFrame = B|FF_FULLBRIGHT
Duration = 1
Next = S_ICEBEAM2
Action None

State S_ICEBEAM2
SpriteName = FHZI
SpriteFrame = B|FF_FULLBRIGHT
Duration = 1
Next = S_ICEBEAM3
Action A_FindTracer
Var1 = MT_PLAYER
Var2 = 0

State S_ICEBEAM3
SpriteName = FHZI
SpriteFrame = B|FF_FULLBRIGHT
Duration = 1
Next = S_ICEBEAM4
Action A_DualAction
Var1 = S_ICEBEAM6
Var2 = S_ICEBEAM7

State S_ICEBEAM4
SpriteName = FHZI
SpriteFrame = B|FF_FULLBRIGHT
Duration = 30
Next = S_ICEBEAM5
Action A_Repeat
Var1 = 5
Var2 = S_ICEBEAM3

State S_ICEBEAM5
SpriteName = FHZI
SpriteFrame = B|FF_FULLBRIGHT
Duration = 35
Next = S_ICEBEAM8
Action A_BunnyHop #somehow this works good enough
Var1 = 0
Var2 = 30

State S_ICEBEAM6
SpriteName = FHZI
SpriteFrame = B|FF_FULLBRIGHT
Duration = 10
Next = S_NULL
Action A_HomingChase
Var1 = 30*FRACUNIT
Var2 = 1

State S_ICEBEAM7
SpriteName = FHZI
SpriteFrame = B|FF_FULLBRIGHT
Duration = 1
Next = S_NULL
Action A_CheckTrueRange
Var1 = 65536+1
Var2 = S_ICEBEAM5

State S_ICEBEAM8
SpriteName = FHZI
SpriteFrame = B|FF_FULLBRIGHT
Duration = 1
Next = S_NULL
Action A_DropMine

Object MT_ICEBEAM
MapThingNum = -1
SpawnState = S_ICEBEAM1
SpawnHealth = 1
ReactionTime = 32
SeeState = S_NULL
SeeSound = sfx_None
AttackSound = sfx_None
PainState = S_NULL
PainChance = 0
PainSound = sfx_dmpain
MeleeState = S_NULL
MissileState = S_NULL
DeathState = S_NULL
XDeathState = S_NULL
RaiseState = MT_ICEBEAMSHARD
DeathSound = sfx_None
Speed = 5
Radius = 10*FRACUNIT
Height = 10*FRACUNIT
DispOffset = 0
Mass = 100
Damage = 1
ActiveSound = sfx_None
Flags =	MF_NOBLOCKMAP|MF_NOGRAVITY|MF_SPECIAL

State S_ICEBEAMSHARD1
SpriteName = FHZI
SpriteFrame = B
Duration = 210
Next = S_ICEBEAMSHARD2
Action None

State S_ICEBEAMSHARD2
SpriteName = FHZI
SpriteFrame = B
Duration = 10
Next = S_ICEBEAMSHARD3
Action A_SetScale
Var1 = FRACUNIT/2
Var2 = 0,1

State S_ICEBEAMSHARD3
SpriteName = FHZI
SpriteFrame = B
Duration = 10
Next = S_ICEBEAMSHARD4
Action A_SetScale
Var1 = FRACUNIT/3
Var2 = 0,1

State S_ICEBEAMSHARD4
SpriteName = FHZI
SpriteFrame = B
Duration = 10
Next = S_NULL
Action A_SetScale
Var1 = FRACUNIT/4
Var2 = 0,1

Object MT_ICEBEAMSHARD
MapThingNum = -1
SpawnState = S_ICEBEAMSHARD1
SpawnHealth = 1
ReactionTime = 32
SeeState = S_NULL
SeeSound = sfx_None
AttackSound = sfx_None
PainState = S_NULL
PainChance = 0
PainSound = sfx_dmpain
MeleeState = S_NULL
MissileState = S_NULL
DeathState = S_NULL
XDeathState = S_NULL
RaiseState = S_NULL
DeathSound = sfx_None
Speed = 5
Radius = 10*FRACUNIT
Height = 10*FRACUNIT
DispOffset = 0
Mass = 100
Damage = 1
ActiveSound = sfx_None
Flags =	MF_SPECIAL

State S_ICEBEAMPARTICLE
SpriteName = ROII
SpriteFrame = A
Duration = 30
Next = S_NULL
Action None

Object MT_ICEBEAMPARTICLE
MapThingNum = -1
SpawnState = S_ICEBEAMPARTICLE
SpawnHealth = 1
ReactionTime = 32
SeeState = S_NULL
SeeSound = sfx_None
AttackSound = sfx_None
PainState = S_NULL
PainChance = 0
PainSound = sfx_None
MeleeState = S_NULL
MissileState = S_NULL
DeathState = S_NULL
XDeathState = S_NULL
RaiseState = S_NULL
DeathSound = sfx_None
Speed = 9
Radius = 0*FRACUNIT
Height = 0*FRACUNIT
DispOffset = 0
Mass = 100
Damage = 1
ActiveSound = sfx_None

State S_ICESCATTER1
SpriteName = FHZI
SpriteFrame = B|FF_FULLBRIGHT
Duration = 10
Next = S_ICESCATTER2
Action A_Repeat
Var1 = 500
Var2 = S_ICESCATTER1

State S_ICESCATTER2
SpriteName = FHZI
SpriteFrame = B|FF_FULLBRIGHT
Duration = 1
Next = S_NULL
Action A_DropMine

Object MT_ICESCATTER
MapThingNum = -1
SpawnState = S_ICESCATTER1
SpawnHealth = 1
ReactionTime = 32
SeeState = S_NULL
SeeSound = sfx_None
AttackSound = sfx_None
PainState = S_NULL
PainChance = 0
PainSound = sfx_dmpain
MeleeState = S_NULL
MissileState = S_NULL
DeathState = S_NULL
XDeathState = S_NULL
RaiseState = MT_ICESCATTERSHARD
DeathSound = sfx_None
Speed = 50*FRACUNIT
Radius = 10*FRACUNIT
Height = 10*FRACUNIT
DispOffset = 0
Mass = 100
Damage = 1
ActiveSound = sfx_None
Flags =	MF_NOBLOCKMAP

State S_ICESCATTERSHARD1
SpriteName = FHZI
SpriteFrame = B
Duration = 280
Next = S_ICESCATTERSHARD2
Action None

State S_ICESCATTERSHARD2
SpriteName = FHZI
SpriteFrame = B
Duration = 10
Next = S_ICESCATTERSHARD3
Action A_SetScale
Var1 = FRACUNIT/2
Var2 = 0,1

State S_ICESCATTERSHARD3
SpriteName = FHZI
SpriteFrame = B
Duration = 10
Next = S_ICESCATTERSHARD4
Action A_SetScale
Var1 = FRACUNIT/3
Var2 = 0,1

State S_ICESCATTERSHARD4
SpriteName = FHZI
SpriteFrame = B
Duration = 10
Next = S_NULL
Action A_SetScale
Var1 = FRACUNIT/4
Var2 = 0,1

Object MT_ICESCATTERSHARD
MapThingNum = -1
SpawnState = S_ICESCATTERSHARD1
SpawnHealth = 1
ReactionTime = 32
SeeState = S_NULL
SeeSound = sfx_None
AttackSound = sfx_None
PainState = S_NULL
PainChance = 0
PainSound = sfx_dmpain
MeleeState = S_NULL
MissileState = S_NULL
DeathState = S_NULL
XDeathState = S_NULL
RaiseState = S_NULL
DeathSound = sfx_None
Speed = 5
Radius = 10*FRACUNIT
Height = 10*FRACUNIT
DispOffset = 0
Mass = 100
Damage = 1
ActiveSound = sfx_None
Flags =	MF_SPECIAL

State S_ICEBOMB1
SpriteName = ICEB
SpriteFrame = A
Duration = 2
Next = S_ICEBOMB2
Action None

State S_ICEBOMB2
SpriteName = ICEB
SpriteFrame = B
Duration = 2
Next = S_ICEBOMB3
Action None

State S_ICEBOMB3
SpriteName = ICEB
SpriteFrame = C
Duration = 2
Next = S_ICEBOMB4
Action None

State S_ICEBOMB4
SpriteName = ICEB
SpriteFrame = D
Duration = 2
Next = S_ICEBOMBE
Action None

State S_ICEBOMB4
SpriteName = ICEB
SpriteFrame = A
Duration = 70
Next = S_ICEBOMB5
Action A_Repeat
Var1 = 15
Var2 = S_ICEBOMB1

State S_ICEBOMB5
SpriteName = ICEB
SpriteFrame = A
Duration = 1
Next = S_ICEBOMB6
Action A_Explode

State S_ICEBOMB6
SpriteName = ICEB
SpriteFrame = A
Duration = 1
Next = S_ICEBOMB7
Action A_NapalmScatter
Var1 = MT_ICESCATTERSHARD+(8<<16)
Var2 = 256+(48<<16)

State S_ICEBOMB7
SpriteName = NULL
SpriteFrame = A
Duration = 1
Next = S_ICEBOMB8
Action A_NapalmScatter
Var1 = MT_ICESCATTERSHARD+(1<<16)
Var2 = 32<<16

State S_ICEBOMB8
SpriteName = NULL
SpriteFrame = A
Duration = 81
Next = S_NULL
Action A_Scream
Var1 = 0
Var2 = 0

Object MT_ICEBOMB
MapThingNum = -1
SpawnState = S_ICEBOMB1
SpawnHealth = 1000
ReactionTime = 8
SeeState = S_NULL
SeeSound = sfx_s3k81
AttackSound = sfx_None
PainState = S_NULL
PainChance = 0
PainSound = sfx_dmpain
MeleeState = S_NULL
MissileState = S_NULL
DeathState = S_ICEBOMB5
XDeathState = S_NULL
RaiseState = S_NULL
DeathSound = sfx_s3k4e
Speed = 10*FRACUNIT
Radius = 24*FRACUNIT
Height = 24*FRACUNIT
DispOffset = 0
Mass = 20*TICRATE
Damage = 48*FRACUNIT
ActiveSound = sfx_s3k5d
Flags =	MF_NOBLOCKMAP|MF_MISSILE|MF_BOUNCE|MF_GRENADEBOUNCE