


#include "actors/CopyWep/CBM_Items.txt"

#include "actors/CopyWep/JetAdaptor.txt"
#include "actors/CopyWep/PowerAdaptor.txt"

#include "actors/CopyWep/RollSweep.txt"
#include "actors/CopyWep/RisingFist.txt"
#include "actors/CopyWep/WaveBuster.txt"
#include "actors/CopyWep/FragBomber.txt"
#include "actors/CopyWep/TimeBender.txt"
#include "actors/CopyWep/BoobeamBarrier.txt"
#include "actors/CopyWep/TopTwist.txt"
#include "actors/CopyWep/DocScanner.txt"
#include "actors/CopyWep/FlashBulb.txt"
#include "actors/CopyWep/DiveSonar.txt"
#include "actors/CopyWep/SkullSniper.txt"
#include "actors/CopyWep/GravitySphere.txt"
#include "actors/CopyWep/DarkShield.txt"
#include "actors/CopyWep/CentaurArrow.txt"
#include "actors/CopyWep/PlantTrapper.txt"
#include "actors/CopyWep/DynamoTendril.txt"
#include "actors/CopyWep/RainbowGalaxy.txt"
#include "actors/CopyWep/FakeRepeater.txt"
#include "actors/CopyWep/BusterRodPole.txt"
#include "actors/CopyWep/MegaWaterBarrier.txt"
#include "actors/CopyWep/HyperStormBlaster.txt"

#include "actors/CopyWep/BeefUpCoreTweak.txt"
#include "actors/CopyWep/BeefUpCoreDam.txt"
#include "actors/CopyWep/BeefUpCoreHazard.txt"
#include "actors/CopyWep/BeefUpCoreBosses.txt"
#include "actors/CopyWep/CopyNerfZone.txt"



actor CBMWeapons : MMWeaponGiver
{
+INVENTORY.AUTOACTIVATE
States
{
SpawnWeapons:
TNT1 A 0
TNT1 A 0 A_PlaySoundEx("KirbyNES/NoPower","Voice")
TNT1 A 0 A_SpawnItemEx("RollSweepWep")
TNT1 A 0 A_SpawnItemEx("RisingFistWep",64,0,0,0,0,0,18*1)
TNT1 A 0 A_SpawnItemEx("WaveBusterWep",64,0,0,0,0,0,18*2)
TNT1 A 0 A_SpawnItemEx("FragBomberWep",64,0,0,0,0,0,18*3)
TNT1 A 0 A_SpawnItemEx("TimeBenderWep",64,0,0,0,0,0,18*4)
TNT1 A 0 A_SpawnItemEx("BoobeamBarrierWep",64,0,0,0,0,0,18*5)
TNT1 A 0 A_SpawnItemEx("TopTwistWep",64,0,0,0,0,0,18*6)
TNT1 A 0 A_SpawnItemEx("DocScannerWep",64,0,0,0,0,0,18*7)
TNT1 A 0 A_SpawnItemEx("FlashBulbWep",64,0,0,0,0,0,18*8)
TNT1 A 0 A_SpawnItemEx("DiveSonarWep",64,0,0,0,0,0,18*9)
TNT1 A 0 A_SpawnItemEx("SkullSniperWep",64,0,0,0,0,0,18*10)
TNT1 A 0 A_SpawnItemEx("GravitySphereWep",64,0,0,0,0,0,18*11)
TNT1 A 0 A_SpawnItemEx("DarkShieldWep",64,0,0,0,0,0,18*12)
TNT1 A 0 A_SpawnItemEx("CentaurArrowWep",64,0,0,0,0,0,18*13)
TNT1 A 0 A_SpawnItemEx("PlantTrapperWep",64,0,0,0,0,0,18*14)
TNT1 A 0 A_SpawnItemEx("DynamoTendrilWep",64,0,0,0,0,0,18*15)
TNT1 A 0 A_SpawnItemEx("RainbowGalaxyWep",64,0,0,0,0,0,18*16)
TNT1 A 0 A_SpawnItemEx("FakeRepeaterWep",64,0,0,0,0,0,18*17)
TNT1 A 0 A_SpawnItemEx("BusterRodPoleWep",64,0,0,0,0,0,18*18)
TNT1 A 0 A_SpawnItemEx("MegaWaterBarrierWep",64,0,0,0,0,0,18*19)
TNT1 A 0 A_SpawnItemEx("HyperStormBlasterWep",64,0,0,0,0,0,18*20)
stop
Use:
TNT1 A 0 A_PlaySoundEx("item/refill","Voice")
TNT1 A 0 A_GiveInventory("RollSweepWep",1)
TNT1 A 0 A_GiveInventory("RisingFistWep",1)
TNT1 A 0 A_GiveInventory("WaveBusterWep",1)
TNT1 A 0 A_GiveInventory("FragBomberWep",1)
TNT1 A 0 A_GiveInventory("TimeBenderWep",1)
TNT1 A 0 A_GiveInventory("BoobeamBarrierWep",1)
TNT1 A 0 A_GiveInventory("TopTwistWep",1)
TNT1 A 0 A_GiveInventory("DocScannerWep",1)
TNT1 A 0 A_GiveInventory("FlashBulbWep",1)
TNT1 A 0 A_GiveInventory("DiveSonarWep",1)
TNT1 A 0 A_GiveInventory("SkullSniperWep",1)
TNT1 A 0 A_GiveInventory("GravitySphereWep",1)
TNT1 A 0 A_GiveInventory("DarkShieldWep",1)
TNT1 A 0 A_GiveInventory("CentaurArrowWep",1)
TNT1 A 0 A_GiveInventory("PlantTrapperWep",1)
TNT1 A 0 A_GiveInventory("DynamoTendrilWep",1)
TNT1 A 0 A_GiveInventory("RainbowGalaxyWep",1)
TNT1 A 0 A_GiveInventory("FakeRepeaterWep",1)
TNT1 A 0 A_GiveInventory("BusterRodPoleWep",1)
TNT1 A 0 A_GiveInventory("MegaWaterBarrierWep",1)
TNT1 A 0 A_GiveInventory("HyperStormBlasterWep",1)
stop
}
}











