#library "FreedoomguyStandaloneScripts.acs"
#include "zcommon.acs"
#import "CustomFunctions.acs"
#import "PickupScripts.acs"


Script "FreedoomGuyClass_PickupSystem" (void)
{ 
   
   int plr = PlayerNumber();
   
   GiveInventory("PickupBlend", 1);
   PlaySound(0, "DSWPNUP", 4);
   
     switch(weaponnumbersave[plr])
  {
   case 1: GiveInventory("FreeChainsaw", 1); print(s:"\cfYou got The Reaper Buzzsaw!"); SetInventory("HasChainsaw", 1); break;
   case 2: GiveInventory("FreePumpShotgun", 1); print(s:"\cfYou got the Laser Pump Slug Shotgun! God that's a mouthful!"); giveInventory("HasShotgun", 1); break;
   case 3: GiveInventory("FreedoomScatterLaser", 1); print(s:"\cfOoh! A Scatterlaser 3000! More than a laser pointer!"); giveInventory("HasSuperShotgun", 1); break;
   case 4: GiveInventory("FreeChaingun", 1); print(s:"\cfYou got the BrutalWorshire Minigun!"); giveInventory("HasChaingun", 1); break;
   case 5: GiveInventory("FreedoomMissileLauncher", 1); print(s:"\cfYou got the magitek Missile launcher!"); giveInventory("HasRocketLauncher", 1); break;
   case 6: GiveInventory("FreedoomPolaricEW", 1); print(s:"\cfYou got the Polaric Energy Weapon! This oughta show them whose boss!"); giveInventory("HasPlasmaRifle", 1); break;
   case 7: GiveInventory("FreedoomSkag1337", 1); print(s:"\cfFACE THE WRATH OF THE SUPER KICK ASS GUN!"); giveInventory("HasBFG9000", 1); break;
   }
   
}

Script "FreedoomGuyClass_PistolStart" (void)
{
	TakeInventory("PioneerMachinegun", 1);
	TakeInventory("FreePumpShotgun", 1);
	TakeInventory("FreedoomScatterLaser", 1);
	TakeInventory("FreeChainsaw", 1);
	TakeInventory("FreedoomMissileLauncher", 1);
	TakeInventory("FreedoomPolaricEW",1);
	TakeInventory("FreedoomSkag1337",1);
}
