


actor ScrewBoltSpewer_H : BasicHelper
{
+NOTIMEFREEZE
+SERVERSIDEONLY
States
{
Spawn:
TNT1 A 0
TNT1 A 0 A_Jump(128,2)
TNT1 A 0 A_SpawnItemEx("ScrewBoltBigPickup",0,0,0,random(1,3),0,random(10,15),random(0,359),1)
stop
TNT1 AA 0 A_SpawnItemEx("ScrewBoltPickup",0,0,0,random(1,6),0,random(5,10),random(0,359),1)
stop
}
}

actor ScrewBoltPickup : CustomInventory
{
inventory.pickupmessage "Picked up a Small Screw!"
scale 2.5
ReactionTime 34
States
{
Spawn:
X_0G A 0
X_0G A 0 A_Jump(256,"Spawn1","Spawn2")
Spawn1:
X_0G B 0 A_Jump(256,1,2,3,4,5,6,7,8)
X_0G BCDEFGHI 3
X_0G B 0 A_CountDown
goto Spawn1+1
Spawn2:
X_0G I 0 A_Jump(256,1,2,3,4,5,6,7,8)
X_0G IHGFEDCB 3
X_0G I 0 A_CountDown
goto Spawn2+1
Pickup:
TNT1 A 0 A_JumpIfInventory("IsRoll_F",1,"Roll")
TNT1 A 0 A_JumpIfInventory("IsAuto_F",1,"Auto")
TNT1 A 0 A_JumpIfInventory("Plantman_W",1,"Plant")
TNT1 A 0 A_JumpIfInventory("Dynamoman_W",1,"Dynamo")
TNT1 A 0 A_JumpIfInventory("Splashwoman_W",1,"Splash")
TNT1 A 0 A_JumpIfInventory("CanSnatch_F",1,"TheSnatch")
TNT1 A 0
fail
Pickup2:
TNT1 A 0
TNT1 A 0
stop
Roll:
TNT1 A 0 A_GiveInventory("RollHealAmmo",7)
goto PickSnd
Auto:
TNT1 A 0 A_JumpIfInventory("AutoIsRightAmmo",0,2)
TNT1 A 0 A_GiveInventory("AutoIsRightAmmo",14)
goto PickSnd
TNT1 A 0 A_GiveInventory("ScrewYouBuySomeAmmo",20)
goto PickSnd
Plant:
TNT1 A 0 A_GiveInventory("BioticFieldAmmo",14)
goto PickSnd
Dynamo:
TNT1 A 0 A_GiveInventory("DynamoHealAmmo",5)
goto PickSnd
Splash:
TNT1 A 0 A_GiveInventory("CrabHealingAmmo",7)
goto PickSnd
PickSnd:
TNT1 A 0 A_PlaySound("item/JunkPick",3,1.0)
stop
TheSnatch:
TNT1 A 0 A_GiveInventory("SnatchItems_P1B",1)
stop
No:
TNT1 A 0 
fail
Death:
TNT1 A 1
stop
}
}

actor ScrewBoltBigPickup : ScrewBoltPickup
{
inventory.pickupmessage "Picked up a Big Screw!"
ReactionTime 42
States
{
Spawn:
X_0G S 0
X_0G S 0 A_Jump(256,"Spawn1","Spawn2")
Spawn1:
X_0G K 0 A_Jump(256,1,2,3,4,5,6,7,8)
X_0G KLMNOPQR 3
X_0G K 0 A_CountDown
goto Spawn1+1
Spawn2:
X_0G R 0 A_Jump(256,1,2,3,4,5,6,7,8)
X_0G RQPONMLK 3
X_0G R 0 A_CountDown
goto Spawn2+1

Roll:
TNT1 A 0 A_GiveInventory("RollHealAmmo",14)
goto PickSnd
Auto:
TNT1 A 0 A_JumpIfInventory("AutoIsRightAmmo",0,2)
TNT1 A 0 A_GiveInventory("AutoIsRightAmmo",28)
goto PickSnd
TNT1 A 0 A_GiveInventory("ScrewYouBuySomeAmmo",40)
goto PickSnd
Plant:
TNT1 A 0 A_GiveInventory("BioticFieldAmmo",28)
goto PickSnd
Dynamo:
TNT1 A 0 A_GiveInventory("DynamoHealAmmo",10)
goto PickSnd
Splash:
TNT1 A 0 A_GiveInventory("CrabHealingAmmo",14)
goto PickSnd
TheSnatch:
TNT1 A 0 A_GiveInventory("SnatchItems_P2A",1)
stop
}
}


actor ScrapMetalFlag : Inventory{}

actor ScrapMetalBase : CustomInventory
{
inventory.pickupmessage "Picked up some scrap metal."
inventory.amount 1
inventory.maxamount 1
+INVENTORY.AUTOACTIVATE
scale 2.5
States
{
Spawn:
TNT1 A 0
TNT1 A 0 A_GiveInventory("ScrapMetalFlag",1)
TNT1 A 0 ACS_NamedExecuteWithResult("cbm_DustmanVacuumWatcher",-4500,64)//ID,range
TNT1 A 1 A_Jump(256,"Spawn2")
TNT1 A 1
goto Spawn+3
Spawn2:
EBAL ABABABABABABABABABABABABABABABABABABABABABABABABABABABABABABABABABABABABABABABAB 6//480
stop
Pickup:
TNT1 A 0 A_JumpIfInventory("CanSnatch_F",1,"TheSnatch")
TNT1 A 0 A_JumpIfInventory("Dustman_W",1,2)
TNT1 A 0 A_JumpIfInventory("Junkman_W",1,3)
fail
TNT1 A 0 A_GiveInventory("CrushEmAmmo",24)
TNT1 A 0 A_Jump(256,2)
TNT1 A 0 A_GiveInventory("TrunkAmmo",35)
TNT1 A 0 A_PlaySoundEx("item/JunkPick","Item")
TNT1 A 0
stop
TheSnatch:
TNT1 A 0 A_GiveInventory("SnatchItems_P1",1)
stop
Vacuumed:
TNT1 A 0 A_TakeInventory("ScrapMetalFlag",1)
stop
}
}

actor SnatchItems_P1 : CustomInventory
{
States
{
Pickup:
TNT1 A 0 A_GiveInventory("PirateTreasureStack",1)
goto PickupC
PickupC:
TNT1 A 0 A_JumpIfInventory("IsACommie",1,"TheMarx")
TNT1 A 0 A_JumpIfInventory("IsTheLaw",1,"TheLaw")
TNT1 A 0 A_JumpIfInventory("IsAPirate",1,"Pirate")
stop
Pirate:
TNT1 A 0 A_Jump(128,2)
TNT1 A 0 A_PlaySound("classes/Stolen3",3,1.0)
stop
TNT1 A 0 A_PlaySound("classes/Stolen4",3,1.0)
stop
TheLaw:
TNT1 A 0 A_PlaySound("classes/CopSeize",3,1.0)
stop
TheMarx:
TNT1 A 0 A_PlaySound("classes/MercPick",3,1.0)
stop
}
}
actor SnatchItems_P1A : SnatchItems_P1
{
States
{
Pirate:
TNT1 A 0 A_Jump(96,2)
TNT1 A 0 A_PlaySound("classes/Stolen4",3,1.0)
stop
TNT1 A 0 A_PlaySound("classes/Stolen5",3,1.0)
stop
}
}
actor SnatchItems_P1B : SnatchItems_P1
{
States
{
Pirate:
TNT1 A 0 A_Jump(128,2)
TNT1 A 0 A_PlaySound("classes/Stolen2",3,1.0)
stop
TNT1 A 0 A_PlaySound("classes/Stolen3",3,1.0)
stop
}
}
actor SnatchItems_P2 : SnatchItems_P1
{
States
{
Pickup:
TNT1 A 0 A_GiveInventory("PirateTreasureStack",2)
goto PickupC
Pirate:
TNT1 A 0 A_Jump(128,2)
TNT1 A 0 A_PlaySound("classes/Stolen2",3,1.0)
stop
TNT1 A 0 A_PlaySound("classes/Stolen3",3,1.0)
stop
}
}
actor SnatchItems_P2A : SnatchItems_P2
{
States
{
Pirate:
TNT1 A 0 A_Jump(98,2)
TNT1 A 0 A_PlaySound("classes/Stolen1",3,1.0)
stop
TNT1 A 0 A_PlaySound("classes/Stolen2",3,1.0)
stop
}
}
actor SnatchItems_P3 : SnatchItems_P1
{
States
{
Pickup:
TNT1 A 0 A_GiveInventory("PirateTreasureStack",3)
goto PickupC
Pirate:
TNT1 A 0 A_Jump(128,2)
TNT1 A 0 A_PlaySound("classes/Stolen1",3,1.0)
stop
TNT1 A 0 A_PlaySound("classes/Stolen2",3,1.0)
stop
}
}