if (checkFreeze && global.playerFreeze == 0 && (!global.frozenNormally))
{
if (checkBeam && (!((global.currentsuit == 2 && global.item[5] == 1))) && global.playerFreeze == 0 && invincible == 0 && canbehit && state != IDLE && state != SAVING && state != SAVINGFX && state != SAVINGSHIPFX && state != SAVINGSHIP && state != ELEVATOR && state != GFELEVATOR)
if (checkBeam && (!global.freezeDisabled) && global.playerFreeze == 0 && invincible == 0 && canbehit && state != IDLE && state != SAVING && state != SAVINGFX && state != SAVINGSHIPFX && state != SAVINGSHIP && state != ELEVATOR && state != GFELEVATOR)
{
global.playerFreeze = 120
damageDir = 0
@ -411,7 +411,7 @@ switch type_event
kDown = 0
}
}
if (checkMissile && (checkDamage == 10 || checkDamage == 20) && (!((global.currentsuit == 2 && global.item[5] == 1))) && global.playerFreeze == 0 && invincible == 0 && canbehit && state != IDLE && state != SAVING && state != SAVINGFX && state != SAVINGSHIPFX && state != SAVINGSHIP && state != ELEVATOR && state != GFELEVATOR)
if (checkMissile && (checkDamage == 10 || checkDamage == 20) && (!global.freezeDisabled) && global.playerFreeze == 0 && invincible == 0 && canbehit && state != IDLE && state != SAVING && state != SAVINGFX && state != SAVINGSHIPFX && state != SAVINGSHIP && state != ELEVATOR && state != GFELEVATOR)