FREESLOT
S_FREEZER_SPAWNER_STND
S_FREEZER_SPAWNER_SHOOT
S_COLDFREEZER
S_ICEBALL_STND
S_ICEBALL_RUN1
S_ICEBALL_RUN2
S_ICEBALL_ATTACK1
S_ICEBALL_ATTACK2
S_ICEBALL_ATTACK3
S_ICEBALL_ATTACK4
S_ICEBALL_ATTACK5
S_ICEBALL_ATTACK6
SPR_ICBL

Object MT_FREEZER_HSPAWNER
#$arg0 Freeze State
#$Arg0Type 26
#$Arg0Enum {0="Periodically"; 1="Always";}
MapThingNum = 1311
SpawnState = S_FREEZER_SPAWNER_STND
SpawnHealth = 9999
ReactionTime = 3*TICRATE
Speed = 0
Radius = 16*FRACUNIT
Height = 40*FRACUNIT
DispOffset = 0
Mass = 100
Damage = 0
Flags = MF_NOGRAVITY|MF_SCENERY|MF_NOCLIP|MF_NOCLIPTHING|MF_NOCLIPHEIGHT

Object MT_FREEZER_VSPAWNER
#$arg0 Freeze State
#$Arg0Type 26
#$Arg0Enum {0="Periodically"; 1="Always";}
MapThingNum = 1312
SpawnState = S_FREEZER_SPAWNER_STND
SpawnHealth = 9999
ReactionTime = 3*TICRATE
Speed = 0
Radius = 16*FRACUNIT
Height = 40*FRACUNIT
DispOffset = 0
Mass = 100
Damage = 0
Flags = MF_NOGRAVITY|MF_SCENERY|MF_NOCLIP|MF_NOCLIPTHING|MF_NOCLIPHEIGHT

Object MT_FREEZER_CSPAWNER
MapThingNum = 1313
SpawnState = S_FREEZER_SPAWNER_SHOOT
SpawnHealth = 9999
ReactionTime = 32
Speed = 0
Radius = 16*FRACUNIT
Height = 40*FRACUNIT
DispOffset = 0
Mass = 100
Damage = 0
Flags = MF_NOGRAVITY|MF_SCENERY|MF_NOCLIP|MF_NOCLIPTHING|MF_NOCLIPHEIGHT

Object MT_ICEBALL
MapThingNum = 1314
SpawnState = S_ICEBALL_STND
SeeState = S_ICEBALL_RUN1
PainState = S_NULL
DeathState = S_XPLD_FLICKY
XDeathState = S_NULL
RaiseState = S_NULL
DeathSound = sfx_pop
SpawnHealth = 1
ReactionTime = 35
Speed = 4
Radius = 24*FRACUNIT
Height = 32*FRACUNIT
DispOffset = 0
Mass = 100
Flags = MF_ENEMY|MF_SPECIAL|MF_SHOOTABLE

Object MT_COLDFREEZER
MapThingNum = -1
SpawnState = S_COLDFREEZER
SpawnHealth = 1
SeeSound = sfx_s3k8d
ReactionTime = 32
Speed = 24*FRACUNIT
Radius = 12*FRACUNIT
Height = 12*FRACUNIT
DispOffset = 0
Mass = 100
Damage = 0
Flags = MF_SPECIAL|MF_NOGRAVITY|MF_SLIDEME

State S_FREEZER_SPAWNER_STND
SpriteName = NULL
SpriteFrame = A
Duration = 2*TICRATE
Next = S_FREEZER_SPAWNER_SHOOT

State S_FREEZER_SPAWNER_SHOOT
SpriteName = NULL
SpriteFrame = A
Duration = -1
Next = S_FREEZER_SPAWNER_STND

State S_ICEBALL_STND
SpriteName = ICBL
SpriteFrame = A
Duration = 5
Action = A_Look
Next = S_ICEBALL_STND

State S_ICEBALL_RUN1
SpriteName = ICBL
SpriteFrame = A
Duration = 3
Action = A_Chase
Next = S_ICEBALL_RUN2

State S_ICEBALL_RUN2
SpriteName = ICBL
SpriteFrame = B
Duration = 3
Action = A_Chase
Next = S_ICEBALL_RUN1

State S_ICEBALL_ATTACK1
SpriteName = ICBL
SpriteFrame = A
Duration = 1
Action = A_FireShot
Var1 = MT_COLDFREEZER
Var2 = -24
Next = S_ICEBALL_ATTACK2

State S_ICEBALL_ATTACK2
SpriteName = ICBL
SpriteFrame = A
Duration = 3
Action = A_FireShot
Var1 = MT_COLDFREEZER
Var2 = -24
Next = S_ICEBALL_ATTACK3

State S_ICEBALL_ATTACK3
SpriteName = ICBL
SpriteFrame = A
Duration = 3
Action = A_FireShot
Var1 = MT_COLDFREEZER
Var2 = -24
Next = S_ICEBALL_ATTACK4

State S_ICEBALL_ATTACK4
SpriteName = ICBL
SpriteFrame = A
Duration = 3
Action = A_FireShot
Var1 = MT_COLDFREEZER
Var2 = -24
Next = S_ICEBALL_ATTACK5

State S_ICEBALL_ATTACK5
SpriteName = ICBL
SpriteFrame = A
Duration = 3
Action = A_FireShot
Var1 = MT_COLDFREEZER
Var2 = -24
Next = S_ICEBALL_ATTACK6

State S_ICEBALL_ATTACK6
SpriteName = ICBL
SpriteFrame = A
Duration = 3
Action = A_FireShot
Var1 = MT_COLDFREEZER
Var2 = -24
Next = S_ICEBALL_RUN1

State S_COLDFREEZER
SpriteName = DUST
SpriteFrame = A|FF_ANIMATE|FF_TRANS30|FF_FULLBRIGHT
Duration = 16
Var1 = 3
Var2 = 4
Next = S_NULL
