//Player
#include "Decorate/Player.txt"

//Guns
#include "Decorate/Weapons/WeaponBase.txt"
#include "Decorate/Weapons/Fists.txt"
#include "Decorate/Weapons/Pistol.txt"
#include "Decorate/Weapons/Katana.txt"
#include "Decorate/Weapons/Revolver.txt"
#include "Decorate/Weapons/Mossberg500.txt"
#include "Decorate/Weapons/MAC-10.txt"
#include "Decorate/Weapons/GrenadeLauncher.txt"
#include "Decorate/Weapons/MP5A3.txt"
#include "Decorate/Weapons/M60.txt"
#include "Decorate/Weapons/KatanaMAC10.txt"

//Crow
#include "Decorate/Monsters/Crow.txt"

//Misc
#include "Decorate/PickupTest.txt"
#include "Decorate/BulletPuffs.txt"
#include "Decorate/Casing.txt"
#include "Decorate/Flares.txt"

actor OnTheGround : Inventory { Inventory.MaxAmount 1 }
actor InTheAir : Inventory { Inventory.MaxAmount 1 }

ACTOR GenericItem : Inventory
{
   - INVBAR
   + UNDROPPABLE
   Inventory.MaxAmount 1
   Inventory.Icon TNT1A0
}
ACTOR SynthFireActive : GenericItem {} // enables synthetic-fire system.
ACTOR SynthFireLeft   : GenericItem {} // special refire-trackers for
ACTOR SynthFireRight  : GenericItem {} // synthetic-fire dual-wielding.
ACTOR SynthFireReload  : GenericItem {}
ACTOR IsReloading  : GenericItem {}
ACTOR IsReloadingL  : GenericItem {}
ACTOR IsReloadingR  : GenericItem {}
