actor ColdMet 11687
{
//$Category MM8BDM-Props
-SOLID
+NOGRAVITY
+CLIENTSIDEONLY
height 10
radius 10
scale 2.5
translation "216:218=195:195"
States
{
Spawn:
METT B -1
stop
}
}

actor ColdYashichi 11688
{
//$Category MM8BDM-Yashichi
-SOLID
scale 2.5
radius 4
height 4
+NOGRAVITY
States
{
Spawn:
YASH B -1
stop
}
}

actor Rabbiton
{
//$Category MM8BDM-Props
+CLIENTSIDEONLY
+ACTIVATEMCROSS
-NOGRAVITY
-SOLID
height 16
radius 16
Speed 5
Scale 2.5
States
{
Spawn:
TNT1 A 0 A_CheckFloor("Skate1")
RABT F 3 A_Recoil(-1)
loop
Skate1:
RABT A 3 A_Recoil(-1)
TNT1 A 0 A_CheckFloor("Skate2")
goto Spawn
Skate2:
RABT B 3 A_Recoil(-1)
TNT1 A 0 A_CheckFloor("Skate3")
goto Spawn
Skate3:
RABT C 3 A_Recoil(-1)
TNT1 A 0 A_CheckFloor("Skate4")
goto Spawn
Skate4:
RABT D 3 A_Recoil(-1)
TNT1 A 0 A_CheckFloor("Skate5")
goto Spawn
Skate5:
RABT E 3 A_Recoil(-1)
TNT1 A 0 A_CheckFloor("Skate6")
goto Spawn
Skate6:
RABT D 3 A_Recoil(-1)
TNT1 A 0 A_CheckFloor("Skate7")
goto Spawn
Skate7:
RABT C 3 A_Recoil(-1)
TNT1 A 0 A_CheckFloor("Skate8")
goto Spawn
Skate8:
RABT B 3 A_Recoil(-1)
goto Spawn
}
}

actor IceMachineLauncher 11692
{
//$Category MM8BDM-Interactive Props
Obituary "$OB_ICEMACHINE"
species "IceMachine"
+SOLID
scale 2.5
Radius 48
Height 80
speed 0
States
{
Spawn:
IMAC A 1
loop
Launch:
IMAC A 0 A_SpawnItemEx("IceMachineParticle", 0, 0, 96)
IMAC A 4 A_PlaySoundEx("misc/icemachinecharge", "voice")
IMAC BABABABAB 4 
IMAC C 10 A_CustomMissile("IceBlock", 0, 0, 0, 2, 0)
Goto Spawn
Death:
TNT1 A 0
stop
}
}

actor IceMachineParticle
{
	+NOINTERACTION
	+NOGRAVITY
	+CLIENTSIDEONLY
	+FORCEXYBILLBOARD
	-SOLID
	scale 3.0
	height 1
	radius 1
	States
	{
		Spawn:
		IMAC KLMKLMKLMKLMKLMKLMKL 2
		stop
	}
}

actor IceBlock
{
+SOLID
+CANPASS
+MISSILE
+DONTBLAST
+DONTREFLECT
+THRUACTORS
Damage(15)
Height 64
Radius 32
Scale 2.5
gravity 2.0
speed 18
Damagetype "IceBlock"
SelfObituary "$OB_ICEBLOCK"
+NOEXPLODEFLOOR
+THRUSPECIES
+BOUNCEONCEILINGS
species "IceMachine"
var int user_playerRiding[64];
States
{
Spawn:
IMAC I 0
IMAC I 0 A_ClearTarget
IMAC I 0 A_ChangeFlag(THRUACTORS, false)
IMAC I 1
IMAC I 0 ACS_NamedExecuteAlways("core_stickyLifts",0,STICKYMODE_GUTSLIFT)
IMAC I 0 ThrustThingZ(0,0,0,1)//Resync
IMAC I 0 ThrustThing(angle*256/360,0,1,0)//Resync
IMAC I 1
wait
Death:
TNT1 A 1 A_TakeInventory("CutterFlag", 1)
TNT1 A 0 A_SpawnItemEx("IcePitFreeze")
TNT1 A 1 A_SpawnItemEx("IceBlockShards",0,0,32,0,0,0,0,SXF_TRANSFERTRANSLATION)
stop
}
}

Actor IceBlockFlag : Once
{
}

actor IceBlockDamager
{
PROJECTILE
+LOOKALLAROUND
+SKYEXPLODE
+DONTBLAST
+DONTREFLECT
Damagetype "IceBlock"
SelfObituary "$OB_ICEBLOCK"
RenderStyle "NONE"
Speed 0
Damage (15)
radius 32
height 48
scale 2.5
States
{
Spawn:
PLAY A 1
stop
Death:
TNT1 A 0 A_GiveToTarget("Once", 1)
stop
}
}

actor IceBlockShards
{
PROJECTILE
+NOINTERACTION
+NONETID
Radius 1
Height 1
Damage (0)
States
{
Spawn:
TNT1 AA 0 A_SpawnItemEx("IceBlockShard1",Random(-32, 32),Random(-32, 32),Random(-8, 16),random(2,8),random(2,8),random(5,10),random(0,360))
TNT1 AA 0 A_SpawnItemEx("IceBlockShard2",Random(-32, 32),Random(-32, 32),Random(-8, 16),random(2,8),random(2,8),random(5,10),random(0,360))
TNT1 AA 0 A_SpawnItemEx("IceBlockShard3",Random(-32, 32),Random(-32, 32),Random(-8, 16),random(2,8),random(2,8),random(5,10),random(0,360))
TNT1 AA 0 A_SpawnItemEx("IceBlockShard4",Random(-32, 32),Random(-32, 32),Random(-8, 16),random(2,8),random(2,8),random(5,10),random(0,360))
TNT1 AA 0 A_SpawnItemEx("IceBlockShard1",Random(-32, 32),Random(-32, 32),Random(-8, 16),random(2,8),random(2,8),random(5,10),random(0,360))
stop
}
}

actor IceBlockShard1
{
PROJECTILE
-NOGRAVITY
Radius 1
Height 1
Damage (0)
+HEXENBOUNCE
+CLIENTSIDEONLY
BOUNCECOUNT 2
BOUNCEFACTOR 0.5
scale 2.5
Speed 10
States
{
Spawn:
IMAC E 5
TNT1 A 2
Loop
Death:
TNT1 A 0
stop
}
}

actor IceBlockShard2 : IceBlockShard1
{
States
{
Spawn:
IMAC F 5
TNT1 A 2
Loop
}
}

actor IceBlockShard3 : IceBlockShard1
{
States
{
Spawn:
IMAC G 5
TNT1 A 2
Loop
}
}

actor IceBlockShard4 : IceBlockShard1
{
States
{
Spawn:
IMAC H 5
TNT1 A 2
Loop
}
}