//
//Copy of v6b 'termiposs.txt'
//
//This it here to disable KillFlashState if you are a specific class
//That is done so classes like Darkman1 can still "jump" during Possession

// Replacing these to overhaul the modes

//$GZDB_SKIP
actor MegaTerminator : Terminator replaces Terminator
{
	+THRUACTORS
	Inventory.PickupMessage "$PICKUP_TERMINATOR"
	Inventory.PickupSound "ctf/itempickup"
	Inventory.PickupAnnouncerEntry "terminator"
	States
	{
		Spawn:
			TNT1 A 0
			ARNO A 2 ACS_NamedExecuteWithResult("core_term_spawn")
			ARNO A 0 A_ChangeFlag("THRUACTORS", false)
		SpawnLoop:
			ARNO A 4 Bright
			ARNO BCD 6 Bright
			ARNO A 2 Bright
			goto SpawnLoop
	}
}

actor TerminatorArmor : BasicArmorBonus
{
	armor.maxsaveamount 9999
	armor.savepercent 50
	armor.saveamount 1
}

actor MegaPossessionStone : PossessionStone replaces PossessionStone
{
	+THRUACTORS
	Inventory.PickupMessage "$PICKUP_POSSESSIONSTONE"
	Inventory.PickupSound "ctf/itempickup"
	States
	{
		Spawn:
			TNT1 A 0
			PPOS A 2 ACS_NamedExecuteWithResult("core_poss_spawn")
			PPOS A 0 A_ChangeFlag("THRUACTORS", false)
		SpawnLoop:
			PPOS A 4 Bright
			PPOS BCDEF 6 Bright
			PPOS A 2 Bright
			goto SpawnLoop
	}
}

actor KillFlashState : CustomInventory
{
	States
	{
		Pickup:
			TNT1 A 0 A_JumpIf(CallACS("cbm_possessionClassCheck"),"NoFlash")//$CBM
			TNT1 A 0 A_GunFlash("NoFlash",GFF_NOEXTCHANGE)
			TNT1 A 0 A_StopSoundEx("Weapon") // kill the potential charge sounds
			stop
		NoFlash:
			TNT1 A 0
			stop
	}
}