//AK47
actor AK47Pickup : CustomInventory
{
  inventory.pickupmessage "Picked up an AK47."  
  inventory.pickupsound "misc/w_pkup"
  +INVENTORY.AUTOACTIVATE
  inventory.respawntics 180
  scale 0.18
  States
  {
  Spawn:
    W01Z A 1050
    stop
  Pickup:
TNT1 A 0 A_JumpIf(CallACS("instagibcheck")==1, "InvisiblePickup")
TNT1 A 0 A_JumpIf(CallACS("buckshotcheck")==1, "InvisiblePickup")
    W01Z A 0
    W01Z A 0 A_JumpIfInventory("AK47",1,"AmmoPickup") // If the player already has this weapon, they get more ammo for it
    W01Z A 0 A_JumpIfInventory("SLOT6Filled",0,"FailPickup2")
    W01Z A 0 ACS_ExecuteWithResult(800,1,0,0)//limiter script
    TNT1 A 0 ACS_ExecuteWithResult(804,1,0,0)//Bot pickup script
    stop
  AmmoPickup:
    W01Z A 0
    W01Z A 0 A_JumpIfInventory("762MMAmmo",0,"FailPickup")
    W01Z A 0 A_GiveInventory("762MMAmmo",30)
    stop



  FailPickup:
    W01Z A 1
    fail
  FailPickup2:
    W01Z A 1 
    W01Z A 0 ACS_ExecuteAlways(801,0,6,0,0)//can't be pickuped message
    fail
  InvisiblePickup:
    TNT1 A 1
    fail
	
  }
}

actor AK47Pickup2 : AK47Pickup
{
  inventory.respawntics 180
  States
  {
  Spawn:
  TNT1 A 0
TNT1 A 0 A_JumpIf(CallACS("instagibcheck")==1, "InvisiblePickup")
TNT1 A 0 A_JumpIf(CallACS("buckshotcheck")==1, "InvisiblePickup")
    W01Z A -1
    stop
  InvisiblePickup:
    TNT1 A 1
    fail
  }
}
actor AK47PickupSpawn
{
  +NOCLIP
  +NOBLOCKMAP
  Radius 1
  Height 1
  States
  {
  Spawn:
    TNT1 A 175
    TNT1 A 0 A_PlayWeaponSound("misc/spawn")
    TNT1 A 0 A_SpawnItemEx("ItemFog",0,0,0,0,0,0,0,SXF_CLIENTSIDE,0)
    TNT1 A 0 A_SpawnItemEx("AK47Pickup",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)
    stop
  }
}




//AUG
actor AUGPickup : CustomInventory
{
  inventory.pickupmessage "Picked up an AUG."  
  inventory.pickupsound "misc/w_pkup"
  +INVENTORY.AUTOACTIVATE
  inventory.respawntics 180
  scale 0.1425
  States
  {
  Spawn:
    W02Z A 1050
    stop
  Pickup:
TNT1 A 0 A_JumpIf(CallACS("instagibcheck")==1, "InvisiblePickup")
TNT1 A 0 A_JumpIf(CallACS("buckshotcheck")==1, "InvisiblePickup")
    W02Z A 0
    W02Z A 0 A_JumpIfInventory("AUG",1,"AmmoPickup") // If the player already has this weapon, they get more ammo for it
    W02Z A 0 A_JumpIfInventory("SLOT6Filled",0,"FailPickup2")
    W02Z A 0 ACS_ExecuteWithResult(800,2,0,0)//limiter script
    TNT1 A 0 ACS_ExecuteWithResult(804,2,0,0)//Bot pickup script
    stop
  AmmoPickup:
    W02Z A 0
    W02Z A 0 A_JumpIfInventory("762MMAmmo",0,"FailPickup")
    W02Z A 0 A_GiveInventory("762MMAmmo",30)
    stop
  FailPickup:
    W02Z A 1
    fail
  FailPickup2:
    W02Z A 1 
    W02Z A 0 ACS_ExecuteAlways(801,0,6,0,0)//can't be pickuped message
    fail
  InvisiblePickup:
    TNT1 A 1
    fail
  InvisiblePickup:
    TNT1 A 1
    fail
	
  }
}

actor AUGPickup2 : AUGPickup
{
  inventory.respawntics 180
  States
  {
  Spawn:
  TNT1 A 0
 TNT1 A 0 A_JumpIf(CallACS("instagibcheck")==1, "InvisiblePickup")
TNT1 A 0 A_JumpIf(CallACS("buckshotcheck")==1, "InvisiblePickup")
   W02Z A -1
    stop
  InvisiblePickup:
    TNT1 A 1
    fail
  }
}
actor AUGPickupSpawn
{
  +NOCLIP
  +NOBLOCKMAP
  Radius 1
  Height 1
  States
  {
  Spawn:
    TNT1 A 175
    TNT1 A 0 A_PlayWeaponSound("misc/spawn")
    TNT1 A 0 A_SpawnItemEx("ItemFog",0,0,0,0,0,0,0,SXF_CLIENTSIDE,0)
    TNT1 A 0 A_SpawnItemEx("AUGPickup",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)
    stop
  }
}




//AWP
actor AWPPickup : CustomInventory
{
  inventory.pickupmessage "Picked up an AWP."  
  inventory.pickupsound "misc/w_pkup"
  +INVENTORY.AUTOACTIVATE
  inventory.respawntics 180
  scale 0.125
  States
  {
  Spawn:
    W03Z A 1050
    stop
  Pickup:
TNT1 A 0 A_JumpIf(CallACS("instagibcheck")==1, "InvisiblePickup")
TNT1 A 0 A_JumpIf(CallACS("buckshotcheck")==1, "InvisiblePickup")
    W03Z A 0
    W03Z A 0 A_JumpIfInventory("AWP",1,"AmmoPickup") // If the player already has this weapon, they get more ammo for it
    W03Z A 0 A_JumpIfInventory("SLOT5Filled",0,"FailPickup2")
    W03Z A 0 ACS_ExecuteWithResult(800,3,0,0)//limiter script
    TNT1 A 0 ACS_ExecuteWithResult(804,3,0,0)//Bot pickup script
    stop
  AmmoPickup:
    W03Z A 0
    W03Z A 0 A_JumpIfInventory("338MAGAmmo",0,"FailPickup")
    W03Z A 0 A_GiveInventory("338MAGAmmo",10)
    stop
  FailPickup:
    W03Z A 1
    fail
  FailPickup2:
    W03Z A 1 
    W03Z A 0 ACS_ExecuteAlways(801,0,5,0,0)//can't be pickuped message
    fail
  InvisiblePickup:
    TNT1 A 1
    fail
  }
}

actor AWPPickup2 : AWPPickup
{
  inventory.respawntics 180
  States
  {
  Spawn:
  TNT1 A 0
TNT1 A 0 A_JumpIf(CallACS("instagibcheck")==1, "InvisiblePickup")
TNT1 A 0 A_JumpIf(CallACS("buckshotcheck")==1, "InvisiblePickup")
    W03Z A -1
    stop
  InvisiblePickup:
    TNT1 A 1
    fail
  }
}
actor AWPPickupSpawn
{
  +NOCLIP
  +NOBLOCKMAP
  Radius 1
  Height 1
  States
  {
  Spawn:
    TNT1 A 175
    TNT1 A 0 A_PlayWeaponSound("misc/spawn")
    TNT1 A 0 A_SpawnItemEx("ItemFog",0,0,0,0,0,0,0,SXF_CLIENTSIDE,0)
    TNT1 A 0 A_SpawnItemEx("AWPPickup",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)
    stop
  }
}



//BIZON
actor BIZONPickup : CustomInventory
{
  inventory.pickupmessage "Pickep up a PP-Bizon."  
  inventory.pickupsound "misc/w_pkup"
  +INVENTORY.AUTOACTIVATE
  inventory.respawntics 180
  scale 0.16
  States
  {
  Spawn:
    W04Z A 1050
    stop
  Pickup:
TNT1 A 0 A_JumpIf(CallACS("instagibcheck")==1, "InvisiblePickup")
TNT1 A 0 A_JumpIf(CallACS("buckshotcheck")==1, "InvisiblePickup")
    W04Z A 0
    W04Z A 0 A_JumpIfInventory("Bizon",1,"AmmoPickup") // If the player already has this weapon, they get more ammo for it
    W04Z A 0 A_JumpIfInventory("SLOT4Filled",0,"FailPickup2")
    W04Z A 0 ACS_ExecuteWithResult(800,4,0,0)//limiter script
    TNT1 A 0 ACS_ExecuteWithResult(804,4,0,0)//Bot pickup script
    stop
  AmmoPickup:
    W04Z A 0
    W04Z A 0 A_JumpIfInventory("9MMAmmo",0,"FailPickup")
    W04Z A 0 A_GiveInventory("9MMAmmo",64)
    stop
  FailPickup:
    W04Z A 1
    fail
  FailPickup2:
    W04Z A 1 
    W04Z A 0 ACS_ExecuteAlways(801,0,4,0,0)//can't be pickuped message
    fail
  InvisiblePickup:
    TNT1 A 1
    fail
  }
}

actor BIZONPickup2 : BIZONPickup
{
  inventory.respawntics 180
  States
  {
  Spawn:
  TNT1 A 0
TNT1 A 0 A_JumpIf(CallACS("instagibcheck")==1, "InvisiblePickup")
TNT1 A 0 A_JumpIf(CallACS("buckshotcheck")==1, "InvisiblePickup")
    W04Z A -1
    stop
  InvisiblePickup:
    TNT1 A 1
    fail
  }
}
actor BIZONPickupSpawn
{
  +NOCLIP
  +NOBLOCKMAP
  Radius 1
  Height 1
  States
  {
  Spawn:
    TNT1 A 175
    TNT1 A 0 A_PlayWeaponSound("misc/spawn")
    TNT1 A 0 A_SpawnItemEx("ItemFog",0,0,0,0,0,0,0,SXF_CLIENTSIDE,0)
    TNT1 A 0 A_SpawnItemEx("BIZONPickup",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)
    stop
  }
}





//Deagle
actor DeaglePickup : CustomInventory
{
  inventory.pickupmessage "Pickep up a Desert Eagle."  
  inventory.pickupsound "misc/w_pkup"
  +INVENTORY.AUTOACTIVATE
  inventory.respawntics 180
  scale 0.2
  States
  {
  Spawn:
    W07Z A 1050
    stop
  Pickup:
TNT1 A 0 A_JumpIf(CallACS("instagibcheck")==1, "InvisiblePickup")
TNT1 A 0 A_JumpIf(CallACS("buckshotcheck")==1, "InvisiblePickup")
    W07Z A 0
    W07Z A 0 A_JumpIfInventory("Deagle",1,"AmmoPickup") // If the player already has this weapon, they get more ammo for it
    W07Z A 0 A_JumpIfInventory("SLOT2Filled",0,"FailPickup2")
    W07Z A 0 ACS_ExecuteWithResult(800,7,0,0)//limiter script
    TNT1 A 0 ACS_ExecuteWithResult(804,7,0,0)//Bot pickup script
    stop
  AmmoPickup:
    W07Z A 0
    W07Z A 0 A_JumpIfInventory("50AEAmmo",0,"FailPickup")
    W07Z A 0 A_GiveInventory("50AEAmmo",7)
    stop
  FailPickup:
    W07Z A 1
    fail
  FailPickup2:
    W07Z A 1 
    W07Z A 0 ACS_ExecuteAlways(801,0,2,0,0)//can't be pickuped message
    fail
  InvisiblePickup:
    TNT1 A 1
    fail
  }
}

actor DeaglePickup2 : DeaglePickup
{
  inventory.respawntics 180
  States
  {
  Spawn:
  TNT1 A 0
TNT1 A 0 A_JumpIf(CallACS("instagibcheck")==1, "InvisiblePickup")
TNT1 A 0 A_JumpIf(CallACS("buckshotcheck")==1, "InvisiblePickup")
    W07Z A -1
    stop
  }
}
actor DeaglePickupSpawn
{
  +NOCLIP
  +NOBLOCKMAP
  Radius 1
  Height 1
  States
  {
  Spawn:
    TNT1 A 175
    TNT1 A 0 A_PlayWeaponSound("misc/spawn")
    TNT1 A 0 A_SpawnItemEx("ItemFog",0,0,0,0,0,0,0,SXF_CLIENTSIDE,0)
    TNT1 A 0 A_SpawnItemEx("DeaglePickup",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)
    stop
  InvisiblePickup:
    TNT1 A 1
    fail
  }
}







//Elite
actor ElitePickup : CustomInventory
{
  inventory.pickupmessage "Pickep up a Dual Berettas."  
  inventory.pickupsound "misc/w_pkup"
  +INVENTORY.AUTOACTIVATE
  inventory.respawntics 180
  scale 0.18
  States
  {
  Spawn:
    W09Z A 1050
    stop
  Pickup:
TNT1 A 0 A_JumpIf(CallACS("instagibcheck")==1, "InvisiblePickup")
TNT1 A 0 A_JumpIf(CallACS("buckshotcheck")==1, "InvisiblePickup")
    W09Z A 0
    W09Z A 0 A_JumpIfInventory("Elite",1,"AmmoPickup") // If the player already has this weapon, they get more ammo for it
    W09Z A 0 A_JumpIfInventory("SLOT2Filled",0,"FailPickup2")
    W09Z A 0 ACS_ExecuteWithResult(800,9,0,0)//limiter script
    TNT1 A 0 ACS_ExecuteWithResult(804,9,0,0)//Bot pickup script
    stop
  AmmoPickup:
    W09Z A 0
    W09Z A 0 A_JumpIfInventory("9mmAmmo",0,"FailPickup")
    W09Z A 0 A_GiveInventory("9mmAmmo",30)
    stop
  FailPickup:
    W09Z A 1
    fail
  FailPickup2:
    W09Z A 1 
    W09Z A 0 ACS_ExecuteAlways(801,0,2,0,0)//can't be pickuped message
    fail
  InvisiblePickup:
    TNT1 A 1
    fail
  }
}

actor ElitePickup2 : ElitePickup
{
  inventory.respawntics 180
  States
  {
  Spawn:
  TNT1 A 0
TNT1 A 0 A_JumpIf(CallACS("instagibcheck")==1, "InvisiblePickup")
TNT1 A 0 A_JumpIf(CallACS("buckshotcheck")==1, "InvisiblePickup")
    W09Z A -1
    stop
  InvisiblePickup:
    TNT1 A 1
    fail
  }
}
actor ElitePickupSpawn
{
  +NOCLIP
  +NOBLOCKMAP
  Radius 1
  Height 1
  States
  {
  Spawn:
    TNT1 A 175
    TNT1 A 0 A_PlayWeaponSound("misc/spawn")
    TNT1 A 0 A_SpawnItemEx("ItemFog",0,0,0,0,0,0,0,SXF_CLIENTSIDE,0)
    TNT1 A 0 A_SpawnItemEx("ElitePickup",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)
    stop
  }
}







//Famas
actor FamasPickup : CustomInventory
{
  inventory.pickupmessage "Pickep up a Famas."  
  inventory.pickupsound "misc/w_pkup"
  +INVENTORY.AUTOACTIVATE
  inventory.respawntics 180
  scale 0.15
  States
  {
  Spawn:
    W10Z A 1050
    stop
  Pickup:
TNT1 A 0 A_JumpIf(CallACS("instagibcheck")==1, "InvisiblePickup")
TNT1 A 0 A_JumpIf(CallACS("buckshotcheck")==1, "InvisiblePickup")
    W10Z A 0
    W10Z A 0 A_JumpIfInventory("Famas",1,"AmmoPickup") // If the player already has this weapon, they get more ammo for it
    W10Z A 0 A_JumpIfInventory("SLOT6Filled",0,"FailPickup2")
    W10Z A 0 ACS_ExecuteWithResult(800,10,0,0)//limiter script
    TNT1 A 0 ACS_ExecuteWithResult(804,10,0,0)//Bot pickup script
    stop
  AmmoPickup:
    W10Z A 0
    W10Z A 0 A_JumpIfInventory("556mmAmmo",0,"FailPickup")
    W10Z A 0 A_GiveInventory("556mmAmmo",25)
    stop
  FailPickup:
    W10Z A 1
    fail
  FailPickup2:
    W10Z A 1 
    W10Z A 0 ACS_ExecuteAlways(801,0,6,0,0)//can't be pickuped message
    fail
  InvisiblePickup:
    TNT1 A 1
    fail
  }
}

actor FamasPickup2 : FamasPickup
{
  inventory.respawntics 180
  States
  {
  Spawn:
  TNT1 A 0
TNT1 A 0 A_JumpIf(CallACS("instagibcheck")==1, "InvisiblePickup")
TNT1 A 0 A_JumpIf(CallACS("buckshotcheck")==1, "InvisiblePickup")
    W10Z A -1
    stop
  InvisiblePickup:
    TNT1 A 1
    fail
  }
}
actor FamasPickupSpawn
{
  +NOCLIP
  +NOBLOCKMAP
  Radius 1
  Height 1
  States
  {
  Spawn:
    TNT1 A 175
    TNT1 A 0 A_PlayWeaponSound("misc/spawn")
    TNT1 A 0 A_SpawnItemEx("ItemFog",0,0,0,0,0,0,0,SXF_CLIENTSIDE,0)
    TNT1 A 0 A_SpawnItemEx("FamasPickup",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)
    stop
  }
}









//Fiveseven
actor FivesevenPickup : CustomInventory
{
  inventory.pickupmessage "Pickep up a Five-SeveN."  
  inventory.pickupsound "misc/w_pkup"
  +INVENTORY.AUTOACTIVATE
  inventory.respawntics 180
  scale 0.15
  States
  {
  Spawn:
    W11Z A 1050
    stop
  Pickup:
TNT1 A 0 A_JumpIf(CallACS("instagibcheck")==1, "InvisiblePickup")
TNT1 A 0 A_JumpIf(CallACS("buckshotcheck")==1, "InvisiblePickup")
    W11Z A 0
    W11Z A 0 A_JumpIfInventory("Fiveseven",1,"AmmoPickup") // If the player already has this weapon, they get more ammo for it
    W11Z A 0 A_JumpIfInventory("SLOT2Filled",0,"FailPickup2")
    W11Z A 0 ACS_ExecuteWithResult(800,11,0,0)//limiter script
    TNT1 A 0 ACS_ExecuteWithResult(804,11,0,0)//Bot pickup script
    stop
  AmmoPickup:
    W11Z A 0
    W11Z A 0 A_JumpIfInventory("57mmAmmo",0,"FailPickup")
    W11Z A 0 A_GiveInventory("57mmAmmo",20)
    stop
  FailPickup:
    W11Z A 1
    fail
  FailPickup2:
    W11Z A 1 
    W11Z A 0 ACS_ExecuteAlways(801,0,2,0,0)//can't be pickuped message
    fail
  InvisiblePickup:
    TNT1 A 1
    fail
  }
}

actor FivesevenPickup2 : FivesevenPickup
{
  inventory.respawntics 180
  States
  {
  Spawn:
  TNT1 A 0
TNT1 A 0 A_JumpIf(CallACS("instagibcheck")==1, "InvisiblePickup")
TNT1 A 0 A_JumpIf(CallACS("buckshotcheck")==1, "InvisiblePickup")
    W11Z A -1
    stop
  InvisiblePickup:
    TNT1 A 1
    fail
  }
}
actor FivesevenPickupSpawn
{
  +NOCLIP
  +NOBLOCKMAP
  Radius 1
  Height 1
  States
  {
  Spawn:
    TNT1 A 175
    TNT1 A 0 A_PlayWeaponSound("misc/spawn")
    TNT1 A 0 A_SpawnItemEx("ItemFog",0,0,0,0,0,0,0,SXF_CLIENTSIDE,0)
    TNT1 A 0 A_SpawnItemEx("FivesevenPickup",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)
    stop
  }
}



//Flashbang
actor FlashbangPickup : CustomInventory
{
  inventory.pickupmessage "Pickep up a Flashbang."  
  inventory.pickupsound "misc/w_pkup"
  +INVENTORY.AUTOACTIVATE
  inventory.respawntics 3240// 90 seconds
  scale 0.2
  States
  {
  Spawn:
    W12Z A 1050
    stop
  Pickup:
TNT1 A 0 A_JumpIf(CallACS("instagibcheck")==1, "InvisiblePickup")
TNT1 A 0 A_JumpIf(CallACS("buckshotcheck")==1, "InvisiblePickup")
    W12Z A 0
    W12Z A 0 A_JumpIfInventory("Flashbang",1,"AmmoPickup") // If the player already has this weapon, they get more ammo for it
    W12Z A 0 A_JumpIfInventory("SLOT8Filled",0,"FailPickup2")
    W12Z A 0 ACS_ExecuteWithResult(800,12,0,0)//limiter script
    TNT1 A 0 ACS_ExecuteWithResult(804,12,0,0)//Bot pickup script
    stop
  AmmoPickup:
    W12Z A 0
    W12Z A 0 A_JumpIfInventory("FlashbangAmmo",0,"FailPickup")
    W12Z A 0 A_GiveInventory("FlashbangAmmo",1)
//    W12Z A 0 A_GiveInventory("FlashbangPickedUp",1)
    stop
  FailPickup:
    W12Z A 1
    fail
  FailPickup2:
    W12Z A 1 
    W12Z A 0 ACS_ExecuteAlways(801,0,8,0,0)//can't be pickuped message
    fail
  InvisiblePickup:
    TNT1 A 1
    fail
  }
}

actor FlashbangPickup2 : FlashbangPickup
{
  inventory.respawntics 3240//90 seconds
  States
  {
  Spawn:
  TNT1 A 0
TNT1 A 0 A_JumpIf(CallACS("instagibcheck")==1, "InvisiblePickup")
TNT1 A 0 A_JumpIf(CallACS("buckshotcheck")==1, "InvisiblePickup")
    W12Z A -1
    stop
  InvisiblePickup:
    TNT1 A 1
    fail
  }
}
actor FlashbangPickupSpawn
{
  +NOCLIP
  +NOBLOCKMAP
  Radius 1
  Height 1
  States
  {
  Spawn:
    TNT1 A 175
    TNT1 A 0 A_PlayWeaponSound("misc/spawn")
    TNT1 A 0 A_SpawnItemEx("ItemFog",0,0,0,0,0,0,0,SXF_CLIENTSIDE,0)
    TNT1 A 0 A_SpawnItemEx("FlashbangPickup",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)
    stop
  }
}





//G3sg1
actor g3sg1Pickup : CustomInventory
{
  inventory.pickupmessage "Pickep up a G3SG1."  
  inventory.pickupsound "misc/w_pkup"
  +INVENTORY.AUTOACTIVATE
  inventory.respawntics 180
  scale 0.15
  States
  {
  Spawn:
    W13Z A 1050
    stop
  Pickup:
TNT1 A 0 A_JumpIf(CallACS("instagibcheck")==1, "InvisiblePickup")
TNT1 A 0 A_JumpIf(CallACS("buckshotcheck")==1, "InvisiblePickup")
    W13Z A 0
    W13Z A 0 A_JumpIfInventory("g3sg1",1,"AmmoPickup") // If the player already has this weapon, they get more ammo for it
    W13Z A 0 A_JumpIfInventory("SLOT5Filled",0,"FailPickup2")
    W13Z A 0 ACS_ExecuteWithResult(800,13,0,0)//limiter script
    TNT1 A 0 ACS_ExecuteWithResult(804,13,0,0)//Bot pickup script
    stop
  AmmoPickup:
    W13Z A 0
    W13Z A 0 A_JumpIfInventory("762mmAmmo",0,"FailPickup")
    W13Z A 0 A_GiveInventory("762mmAmmo",20)
    stop
  FailPickup:
    W13Z A 1
    fail
  FailPickup2:
    W13Z A 1 
    W13Z A 0 ACS_ExecuteAlways(801,0,5,0,0)//can't be pickuped message
    fail
  InvisiblePickup:
    TNT1 A 1
    fail
  }
}

actor g3sg1Pickup2 : g3sg1Pickup
{
  inventory.respawntics 180
  States
  {
  Spawn:
  TNT1 A 0
TNT1 A 0 A_JumpIf(CallACS("instagibcheck")==1, "InvisiblePickup")
TNT1 A 0 A_JumpIf(CallACS("buckshotcheck")==1, "InvisiblePickup")
    W13Z A -1
    stop
  InvisiblePickup:
    TNT1 A 1
    fail
  }
}
actor g3sg1PickupSpawn
{
  +NOCLIP
  +NOBLOCKMAP
  Radius 1
  Height 1
  States
  {
  Spawn:
    TNT1 A 175
    TNT1 A 0 A_PlayWeaponSound("misc/spawn")
    TNT1 A 0 A_SpawnItemEx("ItemFog",0,0,0,0,0,0,0,SXF_CLIENTSIDE,0)
    TNT1 A 0 A_SpawnItemEx("g3sg1Pickup",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)
    stop
  }
}









//Galilar
actor galilarPickup : CustomInventory
{
  inventory.pickupmessage "Pickep up a GALIL AR."  
  inventory.pickupsound "misc/w_pkup"
  +INVENTORY.AUTOACTIVATE
  inventory.respawntics 180
  scale 0.16
  States
  {
  Spawn:
    W14Z A 1050
    stop
  Pickup:
TNT1 A 0 A_JumpIf(CallACS("instagibcheck")==1, "InvisiblePickup")
TNT1 A 0 A_JumpIf(CallACS("buckshotcheck")==1, "InvisiblePickup")
    W14Z A 0
    W14Z A 0 A_JumpIfInventory("galilar",1,"AmmoPickup") // If the player already has this weapon, they get more ammo for it
    W14Z A 0 A_JumpIfInventory("SLOT6Filled",0,"FailPickup2")
    W14Z A 0 ACS_ExecuteWithResult(800,14,0,0)//limiter script
    TNT1 A 0 ACS_ExecuteWithResult(804,14,0,0)//Bot pickup script
    stop
  AmmoPickup:
    W14Z A 0
    W14Z A 0 A_JumpIfInventory("556mmAmmo",0,"FailPickup")
    W14Z A 0 A_GiveInventory("556mmAmmo",35)
    stop
  FailPickup:
    W14Z A 1
    fail
  FailPickup2:
    W14Z A 1 
    W14Z A 0 ACS_ExecuteAlways(801,0,6,0,0)//can't be pickuped message
    fail
  InvisiblePickup:
    TNT1 A 1
    fail
  }
}

actor galilarPickup2 : galilarPickup
{
  inventory.respawntics 180
  States
  {
  Spawn:
  TNT1 A 0
TNT1 A 0 A_JumpIf(CallACS("instagibcheck")==1, "InvisiblePickup")
TNT1 A 0 A_JumpIf(CallACS("buckshotcheck")==1, "InvisiblePickup")
    W14Z A -1
    stop
  InvisiblePickup:
    TNT1 A 1
    fail
  }
}
actor galilarPickupSpawn
{
  +NOCLIP
  +NOBLOCKMAP
  Radius 1
  Height 1
  States
  {
  Spawn:
    TNT1 A 175
    TNT1 A 0 A_PlayWeaponSound("misc/spawn")
    TNT1 A 0 A_SpawnItemEx("ItemFog",0,0,0,0,0,0,0,SXF_CLIENTSIDE,0)
    TNT1 A 0 A_SpawnItemEx("galilarPickup",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)
    stop
  }
}








//Glock
actor glockPickup : CustomInventory
{
  inventory.pickupmessage "Pickep up a Glock-18."  
  inventory.pickupsound "misc/w_pkup"
  +INVENTORY.AUTOACTIVATE
  inventory.respawntics 180
  scale 0.2
  States
  {
  Spawn:
    W15Z A 1050
    stop
  Pickup:
TNT1 A 0 A_JumpIf(CallACS("instagibcheck")==1, "InvisiblePickup")
TNT1 A 0 A_JumpIf(CallACS("buckshotcheck")==1, "InvisiblePickup")
    W15Z A 0
    W15Z A 0 A_JumpIfInventory("glock",1,"AmmoPickup") // If the player already has this weapon, they get more ammo for it
    W15Z A 0 A_JumpIfInventory("SLOT2Filled",0,"FailPickup2")
    W15Z A 0 ACS_ExecuteWithResult(800,15,0,0)//limiter script
    TNT1 A 0 ACS_ExecuteWithResult(804,15,0,0)//Bot pickup script
    stop
  AmmoPickup:
    W15Z A 0
    W15Z A 0 A_JumpIfInventory("9mmAmmo",0,"FailPickup")
    W15Z A 0 A_GiveInventory("9mmAmmo",20)
    stop
  FailPickup:
    W15Z A 1
    fail
  FailPickup2:
    W15Z A 1 
    W15Z A 0 ACS_ExecuteAlways(801,0,2,0,0)//can't be pickuped message
    fail
  InvisiblePickup:
    TNT1 A 1
    fail
  }
}

actor glockPickup2 : glockPickup
{
  inventory.respawntics 180
  States
  {
  Spawn:
  TNT1 A 0
TNT1 A 0 A_JumpIf(CallACS("instagibcheck")==1, "InvisiblePickup")
TNT1 A 0 A_JumpIf(CallACS("buckshotcheck")==1, "InvisiblePickup")
    W15Z A -1
    stop
  InvisiblePickup:
    TNT1 A 1
    fail
  }
}
actor glockPickupSpawn
{
  +NOCLIP
  +NOBLOCKMAP
  Radius 1
  Height 1
  States
  {
  Spawn:
    TNT1 A 175
    TNT1 A 0 A_PlayWeaponSound("misc/spawn")
    TNT1 A 0 A_SpawnItemEx("ItemFog",0,0,0,0,0,0,0,SXF_CLIENTSIDE,0)
    TNT1 A 0 A_SpawnItemEx("glockPickup",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)
    stop
  }
}








//HE Grenade
actor HEGrenadePickup : CustomInventory
{
  inventory.pickupmessage "Pickep up a HE Grenade."  
  inventory.pickupsound "misc/w_pkup"
  +INVENTORY.AUTOACTIVATE
  inventory.respawntics 3240// 90 seconds
  scale 0.2
  States
  {
  Spawn:
    W16Z A 1050
    stop
  Pickup:
TNT1 A 0 A_JumpIf(CallACS("instagibcheck")==1, "InvisiblePickup")
TNT1 A 0 A_JumpIf(CallACS("buckshotcheck")==1, "InvisiblePickup")
    W16Z A 0
    W16Z A 0 A_JumpIfInventory("HE Grenade",1,"AmmoPickup") // If the player already has this weapon, they get more ammo for it
    W16Z A 0 A_JumpIfInventory("SLOT8Filled",0,"FailPickup2")
    W16Z A 0 ACS_ExecuteWithResult(800,16,0,0)//limiter script
    TNT1 A 0 ACS_ExecuteWithResult(804,16,0,0)//Bot pickup script
    stop
  AmmoPickup:
    W16Z A 0
    W16Z A 0 A_JumpIfInventory("HEGRENADEAmmo",0,"FailPickup")
    W16Z A 0 A_GiveInventory("HEGRENADEAmmo",1)
    W16Z A 0 A_GiveInventory("HEGRENADEPickedUp",1)
    stop
  FailPickup:
    W16Z A 1
    fail
  FailPickup2:
    W16Z A 1 
    W16Z A 0 ACS_ExecuteAlways(801,0,8,0,0)//can't be pickuped message
    fail
  InvisiblePickup:
    TNT1 A 1
    fail
  }
}

actor HEGrenadePickup2 : HEGrenadePickup
{
  inventory.respawntics 3240//90 seconds
  States
  {
  Spawn:
  TNT1 A 0
TNT1 A 0 A_JumpIf(CallACS("instagibcheck")==1, "InvisiblePickup")
TNT1 A 0 A_JumpIf(CallACS("buckshotcheck")==1, "InvisiblePickup")
    W16Z A -1
    stop
  InvisiblePickup:
    TNT1 A 1
    fail
  }
}
actor HEGrenadePickupSpawn
{
  +NOCLIP
  +NOBLOCKMAP
  Radius 1
  Height 1
  States
  {
  Spawn:
    TNT1 A 175
    TNT1 A 0 A_PlayWeaponSound("misc/spawn")
    TNT1 A 0 A_SpawnItemEx("ItemFog",0,0,0,0,0,0,0,SXF_CLIENTSIDE,0)
    TNT1 A 0 A_SpawnItemEx("HEGrenadePickup",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)
    stop
  }
}



//Incendiary Grenade
actor IncendiaryGrenadePickup : CustomInventory
{
  inventory.pickupmessage "Pickep up a Incendiary Grenade."  
  inventory.pickupsound "misc/w_pkup"
  +INVENTORY.AUTOACTIVATE
  inventory.respawntics 3240// 90 seconds
  scale 0.2
  States
  {
  Spawn:
    W18Z A 1050
    stop
  Pickup:
    W18Z A 0
    W18Z A 0 A_JumpIfInventory("Incendiary Grenade",1,"AmmoPickup") // If the player already has this weapon, they get more ammo for it
    W18Z A 0 A_JumpIfInventory("SLOT8Filled",0,"FailPickup2")
    W18Z A 0 ACS_ExecuteWithResult(800,18,0,0)//limiter script
    TNT1 A 0 ACS_ExecuteWithResult(804,18,0,0)//Bot pickup script
    stop
  AmmoPickup:
    W18Z A 0
    W18Z A 0 A_JumpIfInventory("IncendiaryGRENADEAmmo",0,"FailPickup")
    W18Z A 0 A_GiveInventory("IncendiaryGRENADEAmmo",1)
    W18Z A 0 A_GiveInventory("HEGRENADEPickedUp",1)
    stop
  FailPickup:
    W18Z A 1
    fail
  FailPickup2:
    W18Z A 1 
    W18Z A 0 ACS_ExecuteAlways(801,0,8,0,0)//can't be pickuped message
    fail
  InvisiblePickup:
    TNT1 A 1
    fail
  }
}

actor IncendiaryGrenadePickup2 : IncendiaryGrenadePickup
{
  inventory.respawntics 3240//90 seconds
  States
  {
  Spawn:
    W18Z A -1
    stop
  }
}
actor IncendiaryGrenadePickupSpawn
{
  +NOCLIP
  +NOBLOCKMAP
  Radius 1
  Height 1
  States
  {
  Spawn:
    TNT1 A 175
    TNT1 A 0 A_PlayWeaponSound("misc/spawn")
    TNT1 A 0 A_SpawnItemEx("ItemFog",0,0,0,0,0,0,0,SXF_CLIENTSIDE,0)
    TNT1 A 0 A_SpawnItemEx("IncendiaryGrenadePickup",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)
    stop
  }
}





//HE Grenade
actor MolotovGrenadePickup : CustomInventory
{
  inventory.pickupmessage "Pickep up a Molotov."  
  inventory.pickupsound "misc/w_pkup"
  +INVENTORY.AUTOACTIVATE
  inventory.respawntics 3240// 90 seconds
  scale 0.1
  States
  {
  Spawn:
    W25Z A 1050
    stop
  Pickup:
    W25Z A 0
    W25Z A 0 A_JumpIfInventory("Molotov",1,"AmmoPickup") // If the player already has this weapon, they get more ammo for it
    W25Z A 0 A_JumpIfInventory("SLOT8Filled",0,"FailPickup2")
    W25Z A 0 ACS_ExecuteWithResult(800,25,0,0)//limiter script
    TNT1 A 0 ACS_ExecuteWithResult(804,25,0,0)//Bot pickup script
    stop
  AmmoPickup:
    W25Z A 0
    W25Z A 0 A_JumpIfInventory("MolotovAmmo",0,"FailPickup")
    W25Z A 0 A_GiveInventory("MolotovAmmo",1)
    W25Z A 0 A_GiveInventory("HEGRENADEPickedUp",1)
    stop
  FailPickup:
    W25Z A 1
    fail
  FailPickup2:
    W25Z A 1 
    W25Z A 0 ACS_ExecuteAlways(801,0,8,0,0)//can't be pickuped message
    fail
  InvisiblePickup:
    TNT1 A 1
    fail
  }
}

actor MolotovGrenadePickup2 : MolotovGrenadePickup
{
  inventory.respawntics 3240//90 seconds
  States
  {
  Spawn:
    W25Z A -1
    stop
  }
}
actor MolotovGrenadePickupSpawn
{
  +NOCLIP
  +NOBLOCKMAP
  Radius 1
  Height 1
  States
  {
  Spawn:
    TNT1 A 175
    TNT1 A 0 A_PlayWeaponSound("misc/spawn")
    TNT1 A 0 A_SpawnItemEx("ItemFog",0,0,0,0,0,0,0,SXF_CLIENTSIDE,0)
    TNT1 A 0 A_SpawnItemEx("MolotovGrenadePickup",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)
    stop
  }
}




//Hkp2000
actor hkp2000Pickup : CustomInventory
{
  inventory.pickupmessage "Pickep up a P2000."  
  inventory.pickupsound "misc/w_pkup"
  +INVENTORY.AUTOACTIVATE
  inventory.respawntics 180
  scale 0.2
  States
  {
  Spawn:
    W17Z A 1050
    stop
  Pickup:
TNT1 A 0 A_JumpIf(CallACS("instagibcheck")==1, "InvisiblePickup")
TNT1 A 0 A_JumpIf(CallACS("buckshotcheck")==1, "InvisiblePickup")
    W17Z A 0
    W17Z A 0 A_JumpIfInventory("hkp2000",1,"AmmoPickup") // If the player already has this weapon, they get more ammo for it
    W17Z A 0 A_JumpIfInventory("SLOT2Filled",0,"FailPickup2")
    W17Z A 0 ACS_ExecuteWithResult(800,17,0,0)//limiter script
    TNT1 A 0 ACS_ExecuteWithResult(804,17,0,0)//Bot pickup script
    stop
  AmmoPickup:
    W17Z A 0
    W17Z A 0 A_JumpIfInventory("357sigAmmo",0,"FailPickup")
    W17Z A 0 A_GiveInventory("357sigAmmo",13)
    stop
  FailPickup:
    W17Z A 1
    fail
  FailPickup2:
    W17Z A 1 
    W17Z A 0 ACS_ExecuteAlways(801,0,2,0,0)//can't be pickuped message
    fail
  InvisiblePickup:
    TNT1 A 1
    fail
  }
}

actor hkp2000Pickup2 : hkp2000Pickup
{
  inventory.respawntics 180
  States
  {
  Spawn:
  TNT1 A 0
TNT1 A 0 A_JumpIf(CallACS("instagibcheck")==1, "InvisiblePickup")
TNT1 A 0 A_JumpIf(CallACS("buckshotcheck")==1, "InvisiblePickup")
    W17Z A -1
    stop
  InvisiblePickup:
    TNT1 A 1
    fail
  }
}
actor hkp2000PickupSpawn
{
  +NOCLIP
  +NOBLOCKMAP
  Radius 1
  Height 1
  States
  {
  Spawn:
    TNT1 A 175
    TNT1 A 0 A_PlayWeaponSound("misc/spawn")
    TNT1 A 0 A_SpawnItemEx("ItemFog",0,0,0,0,0,0,0,SXF_CLIENTSIDE,0)
    TNT1 A 0 A_SpawnItemEx("hkp2000Pickup",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)
    stop
  }
}









//M4a1
actor m4a1Pickup : CustomInventory
{
  inventory.pickupmessage "Pickep up a M4A4."  
  inventory.pickupsound "misc/w_pkup"
  +INVENTORY.AUTOACTIVATE
  inventory.respawntics 180
  scale 0.155
  States
  {
  Spawn:
    W20Z A 1050
    stop
  Pickup:
TNT1 A 0 A_JumpIf(CallACS("instagibcheck")==1, "InvisiblePickup")
TNT1 A 0 A_JumpIf(CallACS("buckshotcheck")==1, "InvisiblePickup")
    W20Z A 0
    W20Z A 0 A_JumpIfInventory("m4a1",1,"AmmoPickup") // If the player already has this weapon, they get more ammo for it
    W20Z A 0 A_JumpIfInventory("SLOT6Filled",0,"FailPickup2")
    W20Z A 0 ACS_ExecuteWithResult(800,20,0,0)//limiter script
    TNT1 A 0 ACS_ExecuteWithResult(804,20,0,0)//Bot pickup script
    stop
  AmmoPickup:
    W20Z A 0
    W20Z A 0 A_JumpIfInventory("556mmAmmo",0,"FailPickup")
    W20Z A 0 A_GiveInventory("556mmAmmo",30)
    stop
  FailPickup:
    W20Z A 1
    fail
  FailPickup2:
    W20Z A 1 
    W20Z A 0 ACS_ExecuteAlways(801,0,6,0,0)//can't be pickuped message
    fail
  InvisiblePickup:
    TNT1 A 1
    fail
  }
}

actor m4a1Pickup2 : m4a1Pickup
{
  inventory.respawntics 180
  States
  {
  Spawn:
  TNT1 A 0
TNT1 A 0 A_JumpIf(CallACS("instagibcheck")==1, "InvisiblePickup")
TNT1 A 0 A_JumpIf(CallACS("buckshotcheck")==1, "InvisiblePickup")
    W20Z A -1
    stop
  InvisiblePickup:
    TNT1 A 1
    fail
  }
}
actor m4a1PickupSpawn
{
  +NOCLIP
  +NOBLOCKMAP
  Radius 1
  Height 1
  States
  {
  Spawn:
    TNT1 A 175
    TNT1 A 0 A_PlayWeaponSound("misc/spawn")
    TNT1 A 0 A_SpawnItemEx("ItemFog",0,0,0,0,0,0,0,SXF_CLIENTSIDE,0)
    TNT1 A 0 A_SpawnItemEx("m4a1Pickup",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)
    stop
  }
}








//m249
actor m249Pickup : CustomInventory
{
  inventory.pickupmessage "Pickep up a M249."  
  inventory.pickupsound "misc/w_pkup"
  +INVENTORY.AUTOACTIVATE
  inventory.respawntics 180
  scale 0.15
  States
  {
  Spawn:
    W21Z A 1050
    stop
  Pickup:
TNT1 A 0 A_JumpIf(CallACS("instagibcheck")==1, "InvisiblePickup")
TNT1 A 0 A_JumpIf(CallACS("buckshotcheck")==1, "InvisiblePickup")
    W21Z A 0
    W21Z A 0 A_JumpIfInventory("m249",1,"AmmoPickup") // If the player already has this weapon, they get more ammo for it
    W21Z A 0 A_JumpIfInventory("SLOT7Filled",0,"FailPickup2")
    W21Z A 0 ACS_ExecuteWithResult(800,21,0,0)//limiter script
    TNT1 A 0 ACS_ExecuteWithResult(804,21,0,0)//Bot pickup script
    stop
  AmmoPickup:
    W21Z A 0
    W21Z A 0 A_JumpIfInventory("556mmboxAmmo",0,"FailPickup")
    W21Z A 0 A_GiveInventory("556mmboxAmmo",30)
    stop
  FailPickup:
    W21Z A 1
    fail
  FailPickup2:
    W21Z A 1 
    W21Z A 0 ACS_ExecuteAlways(801,0,7,0,0)//can't be pickuped message
    fail
  InvisiblePickup:
    TNT1 A 1
    fail
  }
}

actor m249Pickup2 : m249Pickup
{
  inventory.respawntics 180
  States
  {
  Spawn:
  TNT1 A 0
TNT1 A 0 A_JumpIf(CallACS("instagibcheck")==1, "InvisiblePickup")
TNT1 A 0 A_JumpIf(CallACS("buckshotcheck")==1, "InvisiblePickup")
    W21Z A -1
    stop
  InvisiblePickup:
    TNT1 A 1
    fail
  }
}
actor m249PickupSpawn
{
  +NOCLIP
  +NOBLOCKMAP
  Radius 1
  Height 1
  States
  {
  Spawn:
    TNT1 A 175
    TNT1 A 0 A_PlayWeaponSound("misc/spawn")
    TNT1 A 0 A_SpawnItemEx("ItemFog",0,0,0,0,0,0,0,SXF_CLIENTSIDE,0)
    TNT1 A 0 A_SpawnItemEx("m249Pickup",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)
    stop
  }
}








//mac10
actor mac10Pickup : CustomInventory
{
  inventory.pickupmessage "Pickep up a MAC-10."  
  inventory.pickupsound "misc/w_pkup"
  +INVENTORY.AUTOACTIVATE
  inventory.respawntics 180
  scale 0.16
  States
  {
  Spawn:
    W22Z A 1050
    stop
  Pickup:
TNT1 A 0 A_JumpIf(CallACS("instagibcheck")==1, "InvisiblePickup")
TNT1 A 0 A_JumpIf(CallACS("buckshotcheck")==1, "InvisiblePickup")
    W22Z A 0
    W22Z A 0 A_JumpIfInventory("mac10",1,"AmmoPickup") // If the player already has this weapon, they get more ammo for it
    W22Z A 0 A_JumpIfInventory("SLOT4Filled",0,"FailPickup2")
    W22Z A 0 ACS_ExecuteWithResult(800,22,0,0)//limiter script
    TNT1 A 0 ACS_ExecuteWithResult(804,22,0,0)//Bot pickup script
    stop
  AmmoPickup:
    W22Z A 0
    W22Z A 0 A_JumpIfInventory("45acpAmmo",0,"FailPickup")
    W22Z A 0 A_GiveInventory("45acpAmmo",30)
    stop
  FailPickup:
    W22Z A 1
    fail
  FailPickup2:
    W22Z A 1 
    W22Z A 0 ACS_ExecuteAlways(801,0,4,0,0)//can't be pickuped message
    fail
  InvisiblePickup:
    TNT1 A 1
    fail
  }
}

actor mac10Pickup2 : mac10Pickup
{
  inventory.respawntics 180
  States
  {
  Spawn:
  TNT1 A 0
TNT1 A 0 A_JumpIf(CallACS("instagibcheck")==1, "InvisiblePickup")
TNT1 A 0 A_JumpIf(CallACS("buckshotcheck")==1, "InvisiblePickup")
    W22Z A -1
    stop
  InvisiblePickup:
    TNT1 A 1
    fail
  }
}
actor mac10PickupSpawn
{
  +NOCLIP
  +NOBLOCKMAP
  Radius 1
  Height 1
  States
  {
  Spawn:
    TNT1 A 175
    TNT1 A 0 A_PlayWeaponSound("misc/spawn")
    TNT1 A 0 A_SpawnItemEx("ItemFog",0,0,0,0,0,0,0,SXF_CLIENTSIDE,0)
    TNT1 A 0 A_SpawnItemEx("mac10Pickup",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)
    stop
  }
}








//mag7
actor mag7Pickup : CustomInventory
{
  inventory.pickupmessage "Pickep up a MAG7."  
  inventory.pickupsound "misc/w_pkup"
  +INVENTORY.AUTOACTIVATE
  inventory.respawntics 180
  scale 0.14
  States
  {
  Spawn:
    W23Z A 1050
    stop
  Pickup:
TNT1 A 0 A_JumpIf(CallACS("instagibcheck")==1, "InvisiblePickup")
TNT1 A 0 A_JumpIf(CallACS("buckshotcheck")==1, "InvisiblePickup")
    W23Z A 0
    W23Z A 0 A_JumpIfInventory("mag7",1,"AmmoPickup") // If the player already has this weapon, they get more ammo for it
    W23Z A 0 A_JumpIfInventory("SLOT3Filled",0,"FailPickup2")
    W23Z A 0 ACS_ExecuteWithResult(800,23,0,0)//limiter script
    TNT1 A 0 ACS_ExecuteWithResult(804,23,0,0)//Bot pickup script
    stop
  AmmoPickup:
    W23Z A 0
    W23Z A 0 A_JumpIfInventory("buckshotAmmo",0,"FailPickup")
    W23Z A 0 A_GiveInventory("buckshotAmmo",5)
    stop
  FailPickup:
    W23Z A 1
    fail
  FailPickup2:
    W23Z A 1 
    W23Z A 0 ACS_ExecuteAlways(801,0,3,0,0)//can't be pickuped message
    fail
  InvisiblePickup:
    TNT1 A 1
    fail
  }
}

actor mag7Pickup2 : mag7Pickup
{
  inventory.respawntics 180
  States
  {
  Spawn:
  TNT1 A 0
TNT1 A 0 A_JumpIf(CallACS("instagibcheck")==1, "InvisiblePickup")
TNT1 A 0 A_JumpIf(CallACS("buckshotcheck")==1, "InvisiblePickup")
    W23Z A -1
    stop
  InvisiblePickup:
    TNT1 A 1
    fail
  }
}
actor mag7PickupSpawn
{
  +NOCLIP
  +NOBLOCKMAP
  Radius 1
  Height 1
  States
  {
  Spawn:
    TNT1 A 175
    TNT1 A 0 A_PlayWeaponSound("misc/spawn")
    TNT1 A 0 A_SpawnItemEx("ItemFog",0,0,0,0,0,0,0,SXF_CLIENTSIDE,0)
    TNT1 A 0 A_SpawnItemEx("mag7Pickup",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)
    stop
  }
}








//mp7
actor mp7Pickup : CustomInventory
{
  inventory.pickupmessage "Pickep up a MP7."  
  inventory.pickupsound "misc/w_pkup"
  +INVENTORY.AUTOACTIVATE
  inventory.respawntics 180
  scale 0.16
  States
  {
  Spawn:
    W26Z A 1050
    stop
  Pickup:
TNT1 A 0 A_JumpIf(CallACS("instagibcheck")==1, "InvisiblePickup")
TNT1 A 0 A_JumpIf(CallACS("buckshotcheck")==1, "InvisiblePickup")
    W26Z A 0
    W26Z A 0 A_JumpIfInventory("mp7",1,"AmmoPickup") // If the player already has this weapon, they get more ammo for it
    W26Z A 0 A_JumpIfInventory("SLOT4Filled",0,"FailPickup2")
    W26Z A 0 ACS_ExecuteWithResult(800,26,0,0)//limiter script
    TNT1 A 0 ACS_ExecuteWithResult(804,26,0,0)//Bot pickup script
    stop
  AmmoPickup:
    W26Z A 0
    W26Z A 0 A_JumpIfInventory("9mmAmmo",0,"FailPickup")
    W26Z A 0 A_GiveInventory("9mmAmmo",30)
    stop
  FailPickup:
    W26Z A 1
    fail
  FailPickup2:
    W26Z A 1 
    W26Z A 0 ACS_ExecuteAlways(801,0,4,0,0)//can't be pickuped message
    fail
  InvisiblePickup:
    TNT1 A 1
    fail
  }
}

actor mp7Pickup2 : mp7Pickup
{
  inventory.respawntics 180
  States
  {
  Spawn:
  TNT1 A 0
TNT1 A 0 A_JumpIf(CallACS("instagibcheck")==1, "InvisiblePickup")
TNT1 A 0 A_JumpIf(CallACS("buckshotcheck")==1, "InvisiblePickup")
    W26Z A -1
    stop
  InvisiblePickup:
    TNT1 A 1
    fail
  }
}
actor mp7PickupSpawn
{
  +NOCLIP
  +NOBLOCKMAP
  Radius 1
  Height 1
  States
  {
  Spawn:
    TNT1 A 175
    TNT1 A 0 A_PlayWeaponSound("misc/spawn")
    TNT1 A 0 A_SpawnItemEx("ItemFog",0,0,0,0,0,0,0,SXF_CLIENTSIDE,0)
    TNT1 A 0 A_SpawnItemEx("mp7Pickup",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)
    stop
  }
}








//mp9
actor mp9Pickup : CustomInventory
{
  inventory.pickupmessage "Pickep up a MP9."  
  inventory.pickupsound "misc/w_pkup"
  +INVENTORY.AUTOACTIVATE
  inventory.respawntics 180
  scale 0.16
  States
  {
  Spawn:
    W27Z A 1050
    stop
  Pickup:
TNT1 A 0 A_JumpIf(CallACS("instagibcheck")==1, "InvisiblePickup")
TNT1 A 0 A_JumpIf(CallACS("buckshotcheck")==1, "InvisiblePickup")
    W27Z A 0
    W27Z A 0 A_JumpIfInventory("mp9",1,"AmmoPickup") // If the player already has this weapon, they get more ammo for it
    W27Z A 0 A_JumpIfInventory("SLOT4Filled",0,"FailPickup2")
    W27Z A 0 ACS_ExecuteWithResult(800,27,0,0)//limiter script
    TNT1 A 0 ACS_ExecuteWithResult(804,27,0,0)//Bot pickup script
    stop
  AmmoPickup:
    W27Z A 0
    W27Z A 0 A_JumpIfInventory("9mmAmmo",0,"FailPickup")
    W27Z A 0 A_GiveInventory("9mmAmmo",30)
    stop
  FailPickup:
    W27Z A 1
    fail
  FailPickup2:
    W27Z A 1 
    W27Z A 0 ACS_ExecuteAlways(801,0,4,0,0)//can't be pickuped message
    fail
  InvisiblePickup:
    TNT1 A 1
    fail
  }
}

actor mp9Pickup2 : mp9Pickup
{
  inventory.respawntics 180
  States
  {
  Spawn:
  TNT1 A 0
TNT1 A 0 A_JumpIf(CallACS("instagibcheck")==1, "InvisiblePickup")
TNT1 A 0 A_JumpIf(CallACS("buckshotcheck")==1, "InvisiblePickup")
    W27Z A -1
    stop
  InvisiblePickup:
    TNT1 A 1
    fail
  }
}
actor mp9PickupSpawn
{
  +NOCLIP
  +NOBLOCKMAP
  Radius 1
  Height 1
  States
  {
  Spawn:
    TNT1 A 175
    TNT1 A 0 A_PlayWeaponSound("misc/spawn")
    TNT1 A 0 A_SpawnItemEx("ItemFog",0,0,0,0,0,0,0,SXF_CLIENTSIDE,0)
    TNT1 A 0 A_SpawnItemEx("mp9Pickup",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)
    stop
  }
}








//negev
actor negevPickup : CustomInventory
{
  inventory.pickupmessage "Pickep up a NEGEV."  
  inventory.pickupsound "misc/w_pkup"
  +INVENTORY.AUTOACTIVATE
  inventory.respawntics 180
  scale 0.15
  States
  {
  Spawn:
    W28Z A 1050
    stop
  Pickup:
TNT1 A 0 A_JumpIf(CallACS("instagibcheck")==1, "InvisiblePickup")
TNT1 A 0 A_JumpIf(CallACS("buckshotcheck")==1, "InvisiblePickup")
    W28Z A 0
    W28Z A 0 A_JumpIfInventory("negev",1,"AmmoPickup") // If the player already has this weapon, they get more ammo for it
    W28Z A 0 A_JumpIfInventory("SLOT7Filled",0,"FailPickup2")
    W28Z A 0 ACS_ExecuteWithResult(800,28,0,0)//limiter script
    TNT1 A 0 ACS_ExecuteWithResult(804,28,0,0)//Bot pickup script
    stop
  AmmoPickup:
    W28Z A 0
    W28Z A 0 A_JumpIfInventory("556mmboxAmmo",0,"FailPickup")
    W28Z A 0 A_GiveInventory("556mmboxAmmo",50)
    stop
  FailPickup:
    W28Z A 1
    fail
  FailPickup2:
    W28Z A 1 
    W28Z A 0 ACS_ExecuteAlways(801,0,7,0,0)//can't be pickuped message
    fail
  InvisiblePickup:
    TNT1 A 1
    fail
  }
}

actor negevPickup2 : negevPickup
{
  inventory.respawntics 180
  States
  {
  Spawn:
  TNT1 A 0
TNT1 A 0 A_JumpIf(CallACS("instagibcheck")==1, "InvisiblePickup")
TNT1 A 0 A_JumpIf(CallACS("buckshotcheck")==1, "InvisiblePickup")
    W28Z A -1
    stop
  InvisiblePickup:
    TNT1 A 1
    fail
  }
}
actor negevPickupSpawn
{
  +NOCLIP
  +NOBLOCKMAP
  Radius 1
  Height 1
  States
  {
  Spawn:
    TNT1 A 175
    TNT1 A 0 A_PlayWeaponSound("misc/spawn")
    TNT1 A 0 A_SpawnItemEx("ItemFog",0,0,0,0,0,0,0,SXF_CLIENTSIDE,0)
    TNT1 A 0 A_SpawnItemEx("negevPickup",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)
    stop
  }
}








//nova
actor novaPickup : CustomInventory
{
  inventory.pickupmessage "Pickep up a NOVA."  
  inventory.pickupsound "misc/w_pkup"
  +INVENTORY.AUTOACTIVATE
  inventory.respawntics 180
  scale 0.12
  States
  {
  Spawn:
    W29Z A 1050
    stop
  Pickup:
TNT1 A 0 A_JumpIf(CallACS("instagibcheck")==1, "InvisiblePickup")
TNT1 A 0 A_JumpIf(CallACS("buckshotcheck")==1, "InvisiblePickup")
    W29Z A 0
    W29Z A 0 A_JumpIfInventory("nova",1,"AmmoPickup") // If the player already has this weapon, they get more ammo for it
    W29Z A 0 A_JumpIfInventory("SLOT3Filled",0,"FailPickup2")
    W29Z A 0 ACS_ExecuteWithResult(800,29,0,0)//limiter script
    TNT1 A 0 ACS_ExecuteWithResult(804,29,0,0)//Bot pickup script
    stop
  AmmoPickup:
    W29Z A 0
    W29Z A 0 A_JumpIfInventory("buckshotAmmo",0,"FailPickup")
    W29Z A 0 A_GiveInventory("buckshotAmmo",8)
    stop
  FailPickup:
    W29Z A 1
    fail
  FailPickup2:
    W29Z A 1 
    W29Z A 0 ACS_ExecuteAlways(801,0,3,0,0)//can't be pickuped message
    fail
  InvisiblePickup:
    TNT1 A 1
    fail
  }
}

actor novaPickup2 : novaPickup
{
  inventory.respawntics 180
  States
  {
  Spawn:
  TNT1 A 0
TNT1 A 0 A_JumpIf(CallACS("instagibcheck")==1, "InvisiblePickup")
TNT1 A 0 A_JumpIf(CallACS("buckshotcheck")==1, "InvisiblePickup")
    W29Z A -1
    stop
  InvisiblePickup:
    TNT1 A 1
    fail
  }
}
actor novaPickupSpawn
{
  +NOCLIP
  +NOBLOCKMAP
  Radius 1
  Height 1
  States
  {
  Spawn:
    TNT1 A 175
    TNT1 A 0 A_PlayWeaponSound("misc/spawn")
    TNT1 A 0 A_SpawnItemEx("ItemFog",0,0,0,0,0,0,0,SXF_CLIENTSIDE,0)
    TNT1 A 0 A_SpawnItemEx("novaPickup",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)
    stop
  }
}








//p90
actor p90Pickup : CustomInventory
{
  inventory.pickupmessage "Pickep up a P90."  
  inventory.pickupsound "misc/w_pkup"
  +INVENTORY.AUTOACTIVATE
  inventory.respawntics 180
  scale 0.2
  States
  {
  Spawn:
    W30Z A 1050
    stop
  Pickup:
TNT1 A 0 A_JumpIf(CallACS("instagibcheck")==1, "InvisiblePickup")
TNT1 A 0 A_JumpIf(CallACS("buckshotcheck")==1, "InvisiblePickup")
    W30Z A 0
    W30Z A 0 A_JumpIfInventory("p90",1,"AmmoPickup") // If the player already has this weapon, they get more ammo for it
    W30Z A 0 A_JumpIfInventory("SLOT4Filled",0,"FailPickup2")
    W30Z A 0 ACS_ExecuteWithResult(800,30,0,0)//limiter script
    TNT1 A 0 ACS_ExecuteWithResult(804,30,0,0)//Bot pickup script
    stop
  AmmoPickup:
    W30Z A 0
    W30Z A 0 A_JumpIfInventory("57mmAmmo",0,"FailPickup")
    W30Z A 0 A_GiveInventory("57mmAmmo",50)
    stop
  FailPickup:
    W30Z A 1
    fail
  FailPickup2:
    W30Z A 1 
    W30Z A 0 ACS_ExecuteAlways(801,0,4,0,0)//can't be pickuped message
    fail
  InvisiblePickup:
    TNT1 A 1
    fail
  }
}

actor p90Pickup2 : p90Pickup
{
  inventory.respawntics 180
  States
  {
  Spawn:
  TNT1 A 0
TNT1 A 0 A_JumpIf(CallACS("instagibcheck")==1, "InvisiblePickup")
TNT1 A 0 A_JumpIf(CallACS("buckshotcheck")==1, "InvisiblePickup")
    W30Z A -1
    stop
  InvisiblePickup:
    TNT1 A 1
    fail
  }
}
actor p90PickupSpawn
{
  +NOCLIP
  +NOBLOCKMAP
  Radius 1
  Height 1
  States
  {
  Spawn:
    TNT1 A 175
    TNT1 A 0 A_PlayWeaponSound("misc/spawn")
    TNT1 A 0 A_SpawnItemEx("ItemFog",0,0,0,0,0,0,0,SXF_CLIENTSIDE,0)
    TNT1 A 0 A_SpawnItemEx("p90Pickup",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)
    stop
  }
}








//p250
actor p250Pickup : CustomInventory
{
  inventory.pickupmessage "Pickep up a P250."  
  inventory.pickupsound "misc/w_pkup"
  +INVENTORY.AUTOACTIVATE
  inventory.respawntics 180
  scale 0.2
  States
  {
  Spawn:
    W31Z A 1050
    stop
  Pickup:
TNT1 A 0 A_JumpIf(CallACS("instagibcheck")==1, "InvisiblePickup")
TNT1 A 0 A_JumpIf(CallACS("buckshotcheck")==1, "InvisiblePickup")
    W31Z A 0
    W31Z A 0 A_JumpIfInventory("p250",1,"AmmoPickup") // If the player already has this weapon, they get more ammo for it
    W31Z A 0 A_JumpIfInventory("SLOT2Filled",0,"FailPickup2")
    W31Z A 0 ACS_ExecuteWithResult(800,31,0,0)//limiter script
    TNT1 A 0 ACS_ExecuteWithResult(804,31,0,0)//Bot pickup script
    stop
  AmmoPickup:
    W31Z A 0
    W31Z A 0 A_JumpIfInventory("357sigAmmo",0,"FailPickup")
    W31Z A 0 A_GiveInventory("357sigAmmo",13)
    stop
  FailPickup:
    W31Z A 1
    fail
  FailPickup2:
    W31Z A 1 
    W31Z A 0 ACS_ExecuteAlways(801,0,2,0,0)//can't be pickuped message
    fail
  InvisiblePickup:
    TNT1 A 1
    fail
  }
}

actor p250Pickup2 : p250Pickup
{
  inventory.respawntics 180
  States
  {
  Spawn:
  TNT1 A 0
TNT1 A 0 A_JumpIf(CallACS("instagibcheck")==1, "InvisiblePickup")
TNT1 A 0 A_JumpIf(CallACS("buckshotcheck")==1, "InvisiblePickup")
    W31Z A -1
  InvisiblePickup:
    TNT1 A 1
    fail
    stop
  }
}
actor p250PickupSpawn
{
  +NOCLIP
  +NOBLOCKMAP
  Radius 1
  Height 1
  States
  {
  Spawn:
    TNT1 A 175
    TNT1 A 0 A_PlayWeaponSound("misc/spawn")
    TNT1 A 0 A_SpawnItemEx("ItemFog",0,0,0,0,0,0,0,SXF_CLIENTSIDE,0)
    TNT1 A 0 A_SpawnItemEx("p250Pickup",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)
    stop
  }
}








//sawedoff
actor sawedoffPickup : CustomInventory
{
  inventory.pickupmessage "Pickep up a Sawed Off."  
  inventory.pickupsound "misc/w_pkup"
  +INVENTORY.AUTOACTIVATE
  inventory.respawntics 180
  scale 0.135
  States
  {
  Spawn:
    W32Z A 1050
    stop
  Pickup:
TNT1 A 0 A_JumpIf(CallACS("instagibcheck")==1, "InvisiblePickup")
TNT1 A 0 A_JumpIf(CallACS("buckshotcheck")==1, "InvisiblePickup")
    W32Z A 0
    W32Z A 0 A_JumpIfInventory("sawedoff",1,"AmmoPickup") // If the player already has this weapon, they get more ammo for it
    W32Z A 0 A_JumpIfInventory("SLOT3Filled",0,"FailPickup2")
    W32Z A 0 ACS_ExecuteWithResult(800,32,0,0)//limiter script
    TNT1 A 0 ACS_ExecuteWithResult(804,32,0,0)//Bot pickup script
    stop
  AmmoPickup:
    W32Z A 0
    W32Z A 0 A_JumpIfInventory("buckshotAmmo",0,"FailPickup")
    W32Z A 0 A_GiveInventory("buckshotAmmo",7)
    stop
  FailPickup:
    W32Z A 1
    fail
  FailPickup2:
    W32Z A 1 
    W32Z A 0 ACS_ExecuteAlways(801,0,3,0,0)//can't be pickuped message
    fail
  InvisiblePickup:
    TNT1 A 1
    fail
  }
}

actor sawedoffPickup2 : sawedoffPickup
{
  inventory.respawntics 180
  States
  {
  Spawn:
  TNT1 A 0
TNT1 A 0 A_JumpIf(CallACS("instagibcheck")==1, "InvisiblePickup")
TNT1 A 0 A_JumpIf(CallACS("buckshotcheck")==1, "InvisiblePickup")
    W32Z A -1
  InvisiblePickup:
    TNT1 A 1
    fail
    stop
  }
}
actor sawedoffPickupSpawn
{
  +NOCLIP
  +NOBLOCKMAP
  Radius 1
  Height 1
  States
  {
  Spawn:
    TNT1 A 175
    TNT1 A 0 A_PlayWeaponSound("misc/spawn")
    TNT1 A 0 A_SpawnItemEx("ItemFog",0,0,0,0,0,0,0,SXF_CLIENTSIDE,0)
    TNT1 A 0 A_SpawnItemEx("sawedoffPickup",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)
    stop
  }
}








//scar20
actor scar20Pickup : CustomInventory
{
  inventory.pickupmessage "Pickep up a Scar20."  
  inventory.pickupsound "misc/w_pkup"
  +INVENTORY.AUTOACTIVATE
  inventory.respawntics 180
  scale 0.1425
  States
  {
  Spawn:
    W33Z A 1050
    stop
  Pickup:
TNT1 A 0 A_JumpIf(CallACS("instagibcheck")==1, "InvisiblePickup")
TNT1 A 0 A_JumpIf(CallACS("buckshotcheck")==1, "InvisiblePickup")
    W33Z A 0
    W33Z A 0 A_JumpIfInventory("scar20",1,"AmmoPickup") // If the player already has this weapon, they get more ammo for it
    W33Z A 0 A_JumpIfInventory("SLOT5Filled",0,"FailPickup2")
    W33Z A 0 ACS_ExecuteWithResult(800,33,0,0)//limiter script
    TNT1 A 0 ACS_ExecuteWithResult(804,34,0,0)//Bot pickup script
    stop
  AmmoPickup:
    W33Z A 0
    W33Z A 0 A_JumpIfInventory("762mmAmmo",0,"FailPickup")
    W33Z A 0 A_GiveInventory("762mmAmmo",20)
    stop
  FailPickup:
    W33Z A 1
    fail
  FailPickup2:
    W33Z A 1 
    W33Z A 0 ACS_ExecuteAlways(801,0,5,0,0)//can't be pickuped message
    fail
  InvisiblePickup:
    TNT1 A 1
    fail
  }
}

actor scar20Pickup2 : scar20Pickup
{
  inventory.respawntics 180
  States
  {
  Spawn:
  TNT1 A 0
TNT1 A 0 A_JumpIf(CallACS("instagibcheck")==1, "InvisiblePickup")
TNT1 A 0 A_JumpIf(CallACS("buckshotcheck")==1, "InvisiblePickup")
    W33Z A -1
    stop
  InvisiblePickup:
    TNT1 A 1
    fail
  }
}
actor scar20PickupSpawn
{
  +NOCLIP
  +NOBLOCKMAP
  Radius 1
  Height 1
  States
  {
  Spawn:
    TNT1 A 175
    TNT1 A 0 A_PlayWeaponSound("misc/spawn")
    TNT1 A 0 A_SpawnItemEx("ItemFog",0,0,0,0,0,0,0,SXF_CLIENTSIDE,0)
    TNT1 A 0 A_SpawnItemEx("scar20Pickup",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)
    stop
  }
}








//sg553
actor sg553Pickup : CustomInventory
{
  inventory.pickupmessage "Pickep up a SG553."  
  inventory.pickupsound "misc/w_pkup"
  +INVENTORY.AUTOACTIVATE
  inventory.respawntics 180
  scale 0.145
  States
  {
  Spawn:
    W34Z A 1050
    stop
  Pickup:
TNT1 A 0 A_JumpIf(CallACS("instagibcheck")==1, "InvisiblePickup")
TNT1 A 0 A_JumpIf(CallACS("buckshotcheck")==1, "InvisiblePickup")
    W34Z A 0
    W34Z A 0 A_JumpIfInventory("sg553",1,"AmmoPickup") // If the player already has this weapon, they get more ammo for it
    W34Z A 0 A_JumpIfInventory("SLOT6Filled",0,"FailPickup2")
    W34Z A 0 ACS_ExecuteWithResult(800,34,0,0)//limiter script
    TNT1 A 0 ACS_ExecuteWithResult(804,34,0,0)//Bot pickup script
    stop
  AmmoPickup:
    W34Z A 0
    W34Z A 0 A_JumpIfInventory("556mmAmmo",0,"FailPickup")
    W34Z A 0 A_GiveInventory("556mmAmmo",30)
    stop
  FailPickup:
    W34Z A 1
    fail
  FailPickup2:
    W34Z A 1 
    W34Z A 0 ACS_ExecuteAlways(801,0,6,0,0)//can't be pickuped message
    fail
  InvisiblePickup:
    TNT1 A 1
    fail
  }
}

actor sg553Pickup2 : sg553Pickup
{
  inventory.respawntics 180
  States
  {
  Spawn:
  TNT1 A 0
TNT1 A 0 A_JumpIf(CallACS("instagibcheck")==1, "InvisiblePickup")
TNT1 A 0 A_JumpIf(CallACS("buckshotcheck")==1, "InvisiblePickup")
    W34Z A -1
    stop
  InvisiblePickup:
    TNT1 A 1
    fail
  }
}
actor sg553PickupSpawn
{
  +NOCLIP
  +NOBLOCKMAP
  Radius 1
  Height 1
  States
  {
  Spawn:
    TNT1 A 175
    TNT1 A 0 A_PlayWeaponSound("misc/spawn")
    TNT1 A 0 A_SpawnItemEx("ItemFog",0,0,0,0,0,0,0,SXF_CLIENTSIDE,0)
    TNT1 A 0 A_SpawnItemEx("sg553Pickup",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)
    stop
  }
}







//SmokeGrenade
actor SmokeGrenadePickup : CustomInventory
{
  inventory.pickupmessage "Pickep up a Smoke Grenade."  
  inventory.pickupsound "misc/w_pkup"
  +INVENTORY.AUTOACTIVATE
  inventory.respawntics 3240// 90 seconds
  scale 0.2
  States
  {
  Spawn:
    W35Z A 1050
    stop
  Pickup:
TNT1 A 0 A_JumpIf(CallACS("instagibcheck")==1, "InvisiblePickup")
TNT1 A 0 A_JumpIf(CallACS("buckshotcheck")==1, "InvisiblePickup")
    W35Z A 0
    W35Z A 0 A_JumpIfInventory("Smoke Grenade",1,"AmmoPickup") // If the player already has this weapon, they get more ammo for it
    W35Z A 0 A_JumpIfInventory("SLOT8Filled",0,"FailPickup2")
    W35Z A 0 ACS_ExecuteWithResult(800,35,0,0)//limiter script
    TNT1 A 0 ACS_ExecuteWithResult(804,35,0,0)//Bot pickup script
    stop
  AmmoPickup:
    W35Z A 0
    W35Z A 0 A_JumpIfInventory("CarusoAmmo",0,"FailPickup")
    W35Z A 0 A_GiveInventory("CarusoAmmo",1)
//    W35Z A 0 A_GiveInventory("SmokeGrenadePickedUp",1)
    stop
  FailPickup:
    W35Z A 1
    fail
  FailPickup2:
    W35Z A 1 
    W35Z A 0 ACS_ExecuteAlways(801,0,8,0,0)//can't be pickuped message
    fail
  InvisiblePickup:
    TNT1 A 1
    fail
  }
}

actor SmokeGrenadePickup2 : SmokeGrenadePickup
{
  inventory.respawntics 3240//90 seconds
  States
  {
  Spawn:
  TNT1 A 0
TNT1 A 0 A_JumpIf(CallACS("instagibcheck")==1, "InvisiblePickup")
TNT1 A 0 A_JumpIf(CallACS("buckshotcheck")==1, "InvisiblePickup")
    W35Z A -1
    stop
  InvisiblePickup:
    TNT1 A 1
    fail
  }
}
actor SmokeGrenadePickupSpawn
{
  +NOCLIP
  +NOBLOCKMAP
  Radius 1
  Height 1
  States
  {
  Spawn:
    TNT1 A 175
    TNT1 A 0 A_PlayWeaponSound("misc/spawn")
    TNT1 A 0 A_SpawnItemEx("ItemFog",0,0,0,0,0,0,0,SXF_CLIENTSIDE,0)
    TNT1 A 0 A_SpawnItemEx("SmokeGrenadePickup",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)
    stop
  }
}




//ssg08
actor ssg08Pickup : CustomInventory
{
  inventory.pickupmessage "Pickep up a SSG08."  
  inventory.pickupsound "misc/w_pkup"
  +INVENTORY.AUTOACTIVATE
  inventory.respawntics 180
  scale 0.115
  States
  {
  Spawn:
    W36Z A 1050
    stop
  Pickup:
TNT1 A 0 A_JumpIf(CallACS("instagibcheck")==1, "InvisiblePickup")
TNT1 A 0 A_JumpIf(CallACS("buckshotcheck")==1, "InvisiblePickup")
    W36Z A 0
    W36Z A 0 A_JumpIfInventory("ssg08",1,"AmmoPickup") // If the player already has this weapon, they get more ammo for it
    W36Z A 0 A_JumpIfInventory("SLOT5Filled",0,"FailPickup2")
    W36Z A 0 ACS_ExecuteWithResult(800,36,0,0)//limiter script
    TNT1 A 0 ACS_ExecuteWithResult(804,36,0,0)//Bot pickup script
    stop
  AmmoPickup:
    W36Z A 0
    W36Z A 0 A_JumpIfInventory("762mmAmmo",0,"FailPickup")
    W36Z A 0 A_GiveInventory("762mmAmmo",10)
    stop
  FailPickup:
    W36Z A 1
    fail
  FailPickup2:
    W36Z A 1 
    W36Z A 0 ACS_ExecuteAlways(801,0,5,0,0)//can't be pickuped message
    fail
  InvisiblePickup:
    TNT1 A 1
    fail
  }
}

actor ssg08Pickup2 : ssg08Pickup
{
  inventory.respawntics 180
  States
  {
  Spawn:
  TNT1 A 0
TNT1 A 0 A_JumpIf(CallACS("instagibcheck")==1, "InvisiblePickup")
TNT1 A 0 A_JumpIf(CallACS("buckshotcheck")==1, "InvisiblePickup")
    W36Z A -1
    stop
  InvisiblePickup:
    TNT1 A 1
    fail
  }
}
actor ssg08PickupSpawn
{
  +NOCLIP
  +NOBLOCKMAP
  Radius 1
  Height 1
  States
  {
  Spawn:
    TNT1 A 175
    TNT1 A 0 A_PlayWeaponSound("misc/spawn")
    TNT1 A 0 A_SpawnItemEx("ItemFog",0,0,0,0,0,0,0,SXF_CLIENTSIDE,0)
    TNT1 A 0 A_SpawnItemEx("ssg08Pickup",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)
    stop
  }
}








//tec9
actor tec9Pickup : CustomInventory
{
  inventory.pickupmessage "Pickep up a Tec-9"  
  inventory.pickupsound "misc/w_pkup"
  +INVENTORY.AUTOACTIVATE
  inventory.respawntics 180
  scale 0.15
  States
  {
  Spawn:
    W38Z A 1050
    stop
  Pickup:
TNT1 A 0 A_JumpIf(CallACS("instagibcheck")==1, "InvisiblePickup")
TNT1 A 0 A_JumpIf(CallACS("buckshotcheck")==1, "InvisiblePickup")
    W38Z A 0
    W38Z A 0 A_JumpIfInventory("tec9",1,"AmmoPickup") // If the player already has this weapon, they get more ammo for it
    W38Z A 0 A_JumpIfInventory("SLOT2Filled",0,"FailPickup2")
    W38Z A 0 ACS_ExecuteWithResult(800,38,0,0)//limiter script
    TNT1 A 0 ACS_ExecuteWithResult(804,38,0,0)//Bot pickup script
    stop
  AmmoPickup:
    W38Z A 0
    W38Z A 0 A_JumpIfInventory("9mmAmmo",0,"FailPickup")
    W38Z A 0 A_GiveInventory("9mmAmmo",32)
    stop
  FailPickup:
    W38Z A 1
    fail
  FailPickup2:
    W38Z A 1 
    W38Z A 0 ACS_ExecuteAlways(801,0,2,0,0)//can't be pickuped message
    fail
  InvisiblePickup:
    TNT1 A 1
    fail
  }
}

actor tec9Pickup2 : tec9Pickup
{
  inventory.respawntics 180
  States
  {
  Spawn:
  TNT1 A 0
TNT1 A 0 A_JumpIf(CallACS("instagibcheck")==1, "InvisiblePickup")
TNT1 A 0 A_JumpIf(CallACS("buckshotcheck")==1, "InvisiblePickup")
    W38Z A -1
    stop
  InvisiblePickup:
    TNT1 A 1
    fail
  }
}
actor tec9PickupSpawn
{
  +NOCLIP
  +NOBLOCKMAP
  Radius 1
  Height 1
  States
  {
  Spawn:
    TNT1 A 175
    TNT1 A 0 A_PlayWeaponSound("misc/spawn")
    TNT1 A 0 A_SpawnItemEx("ItemFog",0,0,0,0,0,0,0,SXF_CLIENTSIDE,0)
    TNT1 A 0 A_SpawnItemEx("tec9Pickup",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)
    stop
  }
}








//ump45
actor ump45Pickup : CustomInventory
{
  inventory.pickupmessage "Pickep up a UMP45"  
  inventory.pickupsound "misc/w_pkup"
  +INVENTORY.AUTOACTIVATE
  inventory.respawntics 180
  scale 0.145
  States
  {
  Spawn:
    W39Z A 1050
    stop
  Pickup:
TNT1 A 0 A_JumpIf(CallACS("instagibcheck")==1, "InvisiblePickup")
TNT1 A 0 A_JumpIf(CallACS("buckshotcheck")==1, "InvisiblePickup")
    W39Z A 0
    W39Z A 0 A_JumpIfInventory("ump45",1,"AmmoPickup") // If the player already has this weapon, they get more ammo for it
    W39Z A 0 A_JumpIfInventory("SLOT4Filled",0,"FailPickup2")
    W39Z A 0 ACS_ExecuteWithResult(800,39,0,0)//limiter script
    TNT1 A 0 ACS_ExecuteWithResult(804,39,0,0)//Bot pickup script
    stop
  AmmoPickup:
    W39Z A 0
    W39Z A 0 A_JumpIfInventory("45acpAmmo",0,"FailPickup")
    W39Z A 0 A_GiveInventory("45acpAmmo",25)
    stop
  FailPickup:
    W39Z A 1
    fail
  FailPickup2:
    W39Z A 1 
    W39Z A 0 ACS_ExecuteAlways(801,0,4,0,0)//can't be pickuped message
    fail
  InvisiblePickup:
    TNT1 A 1
    fail
  }
}

actor ump45Pickup2 : ump45Pickup
{
  inventory.respawntics 180
  States
  {
  Spawn:
  TNT1 A 0
TNT1 A 0 A_JumpIf(CallACS("instagibcheck")==1, "InvisiblePickup")
TNT1 A 0 A_JumpIf(CallACS("buckshotcheck")==1, "InvisiblePickup")
    W39Z A -1
    stop
  InvisiblePickup:
    TNT1 A 1
    fail
  }
}
actor ump45PickupSpawn
{
  +NOCLIP
  +NOBLOCKMAP
  Radius 1
  Height 1
  States
  {
  Spawn:
    TNT1 A 175
    TNT1 A 0 A_PlayWeaponSound("misc/spawn")
    TNT1 A 0 A_SpawnItemEx("ItemFog",0,0,0,0,0,0,0,SXF_CLIENTSIDE,0)
    TNT1 A 0 A_SpawnItemEx("ump45Pickup",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)
    stop
  }
}








//xm1014
actor xm1014Pickup : CustomInventory
{
  inventory.pickupmessage "Pickep up a XM1014"  
  inventory.pickupsound "misc/w_pkup"
  +INVENTORY.AUTOACTIVATE
  inventory.respawntics 180
  scale 0.125
  States
  {
  Spawn:
    W40Z A 1050
    stop
  Pickup:
TNT1 A 0 A_JumpIf(CallACS("instagibcheck")==1, "InvisiblePickup")
TNT1 A 0 A_JumpIf(CallACS("buckshotcheck")==1, "InvisiblePickup")
    W40Z A 0
    W40Z A 0 A_JumpIfInventory("xm1014",1,"AmmoPickup") // If the player already has this weapon, they get more ammo for it
    W40Z A 0 A_JumpIfInventory("SLOT3Filled",0,"FailPickup2")
    W40Z A 0 ACS_ExecuteWithResult(800,40,0,0)//limiter script
    TNT1 A 0 ACS_ExecuteWithResult(804,40,0,0)//Bot pickup script
    stop
  AmmoPickup:
    W40Z A 0
    W40Z A 0 A_JumpIfInventory("buckshotAmmo",0,"FailPickup")
    W40Z A 0 A_GiveInventory("buckshotAmmo",7)
    stop
  FailPickup:
    W40Z A 1
    fail
  FailPickup2:
    W40Z A 1 
    W40Z A 0 ACS_ExecuteAlways(801,0,3,0,0)//can't be pickuped message
    fail
  InvisiblePickup:
    TNT1 A 1
    fail
  }
}

actor xm1014Pickup2 : xm1014Pickup
{
  inventory.respawntics 180
  States
  {
  Spawn:
  TNT1 A 0
TNT1 A 0 A_JumpIf(CallACS("instagibcheck")==1, "InvisiblePickup")
TNT1 A 0 A_JumpIf(CallACS("buckshotcheck")==1, "InvisiblePickup")
    W40Z A -1
    stop
  InvisiblePickup:
    TNT1 A 1
    fail
  }
}
actor xm1014PickupSpawn
{
  +NOCLIP
  +NOBLOCKMAP
  Radius 1
  Height 1
  States
  {
  Spawn:
    TNT1 A 175
    TNT1 A 0 A_PlayWeaponSound("misc/spawn")
    TNT1 A 0 A_SpawnItemEx("ItemFog",0,0,0,0,0,0,0,SXF_CLIENTSIDE,0)
    TNT1 A 0 A_SpawnItemEx("xm1014Pickup",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)
    stop
  }
}





//CZ75A
actor CZ75APickup : CustomInventory
{
  inventory.pickupmessage "Pickep up a C275A."  
  inventory.pickupsound "misc/w_pkup"
  +INVENTORY.AUTOACTIVATE
  inventory.respawntics 180
  scale 0.2
  States
  {
  Spawn:
    W43Z A 1050
    stop
  Pickup:
TNT1 A 0 A_JumpIf(CallACS("instagibcheck")==1, "InvisiblePickup")
TNT1 A 0 A_JumpIf(CallACS("buckshotcheck")==1, "InvisiblePickup")
    W43Z A 0
    W43Z A 0 A_JumpIfInventory("CZ75A",1,"AmmoPickup") // If the player already has this weapon, they get more ammo for it
    W43Z A 0 A_JumpIfInventory("SLOT2Filled",0,"FailPickup2")
    W43Z A 0 ACS_ExecuteWithResult(800,43,0,0)//limiter script
    TNT1 A 0 ACS_ExecuteWithResult(804,43,0,0)//Bot pickup script
    stop
  AmmoPickup:
    W43Z A 0
    W43Z A 0 A_JumpIfInventory("45acpAmmo",0,"FailPickup")
    W43Z A 0 A_GiveInventory("45acpAmmo",12)
    stop
  FailPickup:
    W43Z A 1
    fail
  FailPickup2:
    W43Z A 1 
    W43Z A 0 ACS_ExecuteAlways(801,0,2,0,0)//can't be pickuped message
    fail
  InvisiblePickup:
    TNT1 A 1
    fail
  }
}

actor CZ75APickup2 : CZ75APickup
{
  inventory.respawntics 180
  States
  {
  Spawn:
  TNT1 A 0
TNT1 A 0 A_JumpIf(CallACS("instagibcheck")==1, "InvisiblePickup")
TNT1 A 0 A_JumpIf(CallACS("buckshotcheck")==1, "InvisiblePickup")
    W43Z A -1
    stop
  InvisiblePickup:
    TNT1 A 1
    fail
  }
}
actor CZ75APickupSpawn
{
  +NOCLIP
  +NOBLOCKMAP
  Radius 1
  Height 1
  States
  {
  Spawn:
    TNT1 A 175
    TNT1 A 0 A_PlayWeaponSound("misc/spawn")
    TNT1 A 0 A_SpawnItemEx("ItemFog",0,0,0,0,0,0,0,SXF_CLIENTSIDE,0)
    TNT1 A 0 A_SpawnItemEx("CZ75APickup",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)
    stop
  }
}





//Revolver
actor RevolverPickup : CustomInventory
{
  inventory.pickupmessage "Pickep up a R8 Revolver."  
  inventory.pickupsound "misc/w_pkup"
  +INVENTORY.AUTOACTIVATE
  inventory.respawntics 180
  scale 0.2
  States
  {
  Spawn:
    W46Z A 1050
    stop
  Pickup:
TNT1 A 0 A_JumpIf(CallACS("instagibcheck")==1, "InvisiblePickup")
TNT1 A 0 A_JumpIf(CallACS("buckshotcheck")==1, "InvisiblePickup")
    W46Z A 0
    W46Z A 0 A_JumpIfInventory("Revolver",1,"AmmoPickup") // If the player already has this weapon, they get more ammo for it
    W46Z A 0 A_JumpIfInventory("SLOT2Filled",0,"FailPickup2")
    W46Z A 0 ACS_ExecuteWithResult(800,46,0,0)//limiter script
    TNT1 A 0 ACS_ExecuteWithResult(804,46,0,0)//Bot pickup script
    stop
  AmmoPickup:
    W46Z A 0
    W46Z A 0 A_JumpIfInventory("RevolverAmmo",0,"FailPickup")
    W46Z A 0 A_GiveInventory("RevolverAmmo",8)
    stop
  FailPickup:
    W46Z A 1
    fail
  FailPickup2:
    W46Z A 1 
    W46Z A 0 ACS_ExecuteAlways(801,0,2,0,0)//can't be pickuped message
    fail
  InvisiblePickup:
    TNT1 A 1
    fail
  }
}

actor RevolverPickup2 : RevolverPickup
{
  inventory.respawntics 180
  States
  {
  Spawn:
  TNT1 A 0
TNT1 A 0 A_JumpIf(CallACS("instagibcheck")==1, "InvisiblePickup")
TNT1 A 0 A_JumpIf(CallACS("buckshotcheck")==1, "InvisiblePickup")
    W46Z A -1
    stop
  InvisiblePickup:
    TNT1 A 1
    fail
  }
}
actor RevolverPickupSpawn
{
  +NOCLIP
  +NOBLOCKMAP
  Radius 1
  Height 1
  States
  {
  Spawn:
    TNT1 A 175
    TNT1 A 0 A_PlayWeaponSound("misc/spawn")
    TNT1 A 0 A_SpawnItemEx("ItemFog",0,0,0,0,0,0,0,SXF_CLIENTSIDE,0)
    TNT1 A 0 A_SpawnItemEx("RevolverPickup",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)
    stop
  }
}





//CZ75A
actor USPPickup : CustomInventory
{
  inventory.pickupmessage "Pickep up a USP45."  
  inventory.pickupsound "misc/w_pkup"
  +INVENTORY.AUTOACTIVATE
  inventory.respawntics 180
  scale 0.2
  States
  {
  Spawn:
    W44Z A 1050
    stop
  Pickup:
TNT1 A 0 A_JumpIf(CallACS("instagibcheck")==1, "InvisiblePickup")
TNT1 A 0 A_JumpIf(CallACS("buckshotcheck")==1, "InvisiblePickup")
    W44Z A 0
    W44Z A 0 A_JumpIfInventory("USP",1,"AmmoPickup") // If the player already has this weapon, they get more ammo for it
    W44Z A 0 A_JumpIfInventory("SLOT2Filled",0,"FailPickup2")
    W44Z A 0 ACS_ExecuteWithResult(800,44,0,0)//limiter script
    TNT1 A 0 ACS_ExecuteWithResult(804,44,0,0)//Bot pickup script
    stop
  AmmoPickup:
    W44Z A 0
    W44Z A 0 A_JumpIfInventory("45acpAmmo",0,"FailPickup")
    W44Z A 0 A_GiveInventory("45acpAmmo",12)
    stop
  FailPickup:
    W44Z A 1
    fail
  FailPickup2:
    W44Z A 1 
    W44Z A 0 ACS_ExecuteAlways(801,0,2,0,0)//can't be pickuped message
    fail
  InvisiblePickup:
    TNT1 A 1
    fail
  }
}

actor USPPickup2 : USPPickup
{
  inventory.respawntics 180
  States
  {
  Spawn:
  TNT1 A 0
TNT1 A 0 A_JumpIf(CallACS("instagibcheck")==1, "InvisiblePickup")
TNT1 A 0 A_JumpIf(CallACS("buckshotcheck")==1, "InvisiblePickup")
    W44Z A -1
    stop
  InvisiblePickup:
    TNT1 A 1
    fail
  }
}
actor USPPickupSpawn
{
  +NOCLIP
  +NOBLOCKMAP
  Radius 1
  Height 1
  States
  {
  Spawn:
    TNT1 A 175
    TNT1 A 0 A_PlayWeaponSound("misc/spawn")
    TNT1 A 0 A_SpawnItemEx("ItemFog",0,0,0,0,0,0,0,SXF_CLIENTSIDE,0)
    TNT1 A 0 A_SpawnItemEx("USPPickup",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)
    stop
  }
}





//Revolver
actor M4A1_silPickup : CustomInventory
{
  inventory.pickupmessage "Pickep up a Silenced M4A1."  
  inventory.pickupsound "misc/w_pkup"
  +INVENTORY.AUTOACTIVATE
  inventory.respawntics 180
  scale 0.22
  States
  {
  Spawn:
    W45Z A 1050
    stop
  Pickup:
TNT1 A 0 A_JumpIf(CallACS("instagibcheck")==1, "InvisiblePickup")
TNT1 A 0 A_JumpIf(CallACS("buckshotcheck")==1, "InvisiblePickup")
    W45Z A 0
    W45Z A 0 A_JumpIfInventory("M4A1 Silenced",1,"AmmoPickup") // If the player already has this weapon, they get more ammo for it
    W45Z A 0 A_JumpIfInventory("SLOT6Filled",0,"FailPickup2")
    W45Z A 0 ACS_ExecuteWithResult(800,45,0,0)//limiter script
    TNT1 A 0 ACS_ExecuteWithResult(804,45,0,0)//Bot pickup script
    stop
  AmmoPickup:
    W45Z A 0
    W45Z A 0 A_JumpIfInventory("556mmAmmo",0,"FailPickup")
    W45Z A 0 A_GiveInventory("556mmAmmo",20)
    stop
  FailPickup:
    W45Z A 1
    fail
  FailPickup2:
    W45Z A 1 
    W45Z A 0 ACS_ExecuteAlways(801,0,6,0,0)//can't be pickuped message
    fail
  InvisiblePickup:
    TNT1 A 1
    fail
  }
}

actor M4A1_silPickup2 : M4A1_silPickup
{
  inventory.respawntics 180
  States
  {
  Spawn:
  TNT1 A 0
TNT1 A 0 A_JumpIf(CallACS("instagibcheck")==1, "InvisiblePickup")
TNT1 A 0 A_JumpIf(CallACS("buckshotcheck")==1, "InvisiblePickup")
    W45Z A -1
    stop
  InvisiblePickup:
    TNT1 A 1
    fail
  }
}
actor M4A1_silPickupSpawn
{
  +NOCLIP
  +NOBLOCKMAP
  Radius 1
  Height 1
  States
  {
  Spawn:
    TNT1 A 175
    TNT1 A 0 A_PlayWeaponSound("misc/spawn")
    TNT1 A 0 A_SpawnItemEx("ItemFog",0,0,0,0,0,0,0,SXF_CLIENTSIDE,0)
    TNT1 A 0 A_SpawnItemEx("M4A1_silPickup",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)
    stop
  }
}




//MP5SD
actor MP5Pickup : CustomInventory
{
  inventory.pickupmessage "Picked up an MP5-SD."  
  inventory.pickupsound "misc/w_pkup"
  +INVENTORY.AUTOACTIVATE
  inventory.respawntics 180
  scale 0.18
  States
  {
  Spawn:
    W50Z A 1050
    stop
  Pickup:
TNT1 A 0 A_JumpIf(CallACS("instagibcheck")==1, "InvisiblePickup")
TNT1 A 0 A_JumpIf(CallACS("buckshotcheck")==1, "InvisiblePickup")
    W50Z A 0
    W50Z A 0 A_JumpIfInventory("MP5SD",1,"AmmoPickup") // If the player already has this weapon, they get more ammo for it
    W50Z A 0 A_JumpIfInventory("SLOT4Filled",0,"FailPickup2")
    W50Z A 0 ACS_ExecuteWithResult(800,50,0,0)//limiter script
    TNT1 A 0 ACS_ExecuteWithResult(804,50,0,0)//Bot pickup script
    stop
  AmmoPickup:
    W50Z A 0
    W50Z A 0 A_JumpIfInventory("9mmAmmo",0,"FailPickup")
    W50Z A 0 A_GiveInventory("9mmAmmo",30)
    stop



  FailPickup:
    W50Z A 1
    fail
  FailPickup2:
    W50Z A 1 
    W50Z A 0 ACS_ExecuteAlways(801,0,4,0,0)//can't be pickuped message
    fail
  InvisiblePickup:
    TNT1 A 1
    fail
  }
}

actor MP5Pickup2 : MP5Pickup
{
  inventory.respawntics 180
  States
  {
  Spawn:
  TNT1 A 0
TNT1 A 0 A_JumpIf(CallACS("instagibcheck")==1, "InvisiblePickup")
TNT1 A 0 A_JumpIf(CallACS("buckshotcheck")==1, "InvisiblePickup")
    W50Z A -1
    stop
  InvisiblePickup:
    TNT1 A 1
    fail
  }
}
actor MP5PickupSpawn
{
  +NOCLIP
  +NOBLOCKMAP
  Radius 1
  Height 1
  States
  {
  Spawn:
    TNT1 A 175
    TNT1 A 0 A_PlayWeaponSound("misc/spawn")
    TNT1 A 0 A_SpawnItemEx("ItemFog",0,0,0,0,0,0,0,SXF_CLIENTSIDE,0)
    TNT1 A 0 A_SpawnItemEx("MP5Pickup",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)
    stop
  }
}





//Breachcharge
actor BreachchargePickup : CustomInventory
{
  inventory.pickupmessage "Picked up a Breachcharge."  
  inventory.pickupsound "misc/w_pkup"
  +INVENTORY.AUTOACTIVATE
  inventory.respawntics 3240
  scale 0.18
  States
  {
  Spawn:
    W48Z A 1050
    stop
  Pickup:
TNT1 A 0 A_JumpIf(CallACS("instagibcheck")==1, "InvisiblePickup")
//TNT1 A 0 A_JumpIf(CallACS("buckshotcheck")==1, "InvisiblePickup")
    W48Z A 0
    W48Z A 0 A_JumpIfInventory("Breachcharge",1,"AmmoPickup") // If the player already has this weapon, they get more ammo for it
//    W50Z A 0 A_JumpIfInventory("SLOT4Filled",0,"FailPickup2")
    W48Z A 0 ACS_ExecuteWithResult(800,6,0,0)//limiter script
    TNT1 A 0 ACS_ExecuteWithResult(804,6,0,0)//Bot pickup script
    stop
  AmmoPickup:
    W48Z A 0
    W48Z A 0 A_JumpIfInventory("BreachchargeClip",0,"FailPickup")
    W48Z A 0 A_GiveInventory("breachchargeClip",3)
    stop



  FailPickup:
    W48Z A 1
    fail
  FailPickup2:
    W48Z A 1 
    W48Z A 0 //ACS_ExecuteAlways(801,0,4,0,0)//can't be pickuped message
    fail
  InvisiblePickup:
    TNT1 A 1
    fail
  }
}

actor BreachchargePickup2 : BreachchargePickup
{
  inventory.respawntics 3240
  States
  {
  Spawn:
  TNT1 A 0
TNT1 A 0 A_JumpIf(CallACS("instagibcheck")==1, "InvisiblePickup")
    W48Z A -1
    stop
  InvisiblePickup:
    TNT1 A 1
    fail
  }
}
actor BreachchargePickupSpawn
{
  +NOCLIP
  +NOBLOCKMAP
  Radius 1
  Height 1
  States
  {
  Spawn:
    TNT1 A 175
    TNT1 A 0 A_PlayWeaponSound("misc/spawn")
    TNT1 A 0 A_SpawnItemEx("ItemFog",0,0,0,0,0,0,0,SXF_CLIENTSIDE,0)
    TNT1 A 0 A_SpawnItemEx("BreachchargePickup",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)
    stop
  }
}









