//WEAPON BY PR. FLY, ASSISTED BY MEGAVILE
actor BlockDropperWepC : BaseMM8BDMWep
{
dropitem "BlockDropperWepCDropped"
Weapon.AmmoUse 4
Weapon.AmmoGive 28
Weapon.SlotNumber 1
Inventory.Pickupmessage "$PU_BLOCKDROPPER"
Obituary "$OB_BLOCKDROPPER"
Tag "$TAG_BLOCKDROPPER"
weapon.ammotype "BlockDropperAmmo"
inventory.icon "BLDRICON"
States
{
SpawnLoop:
11WP A 1
loop
Ready:
BDRH A 0 ACS_ExecuteAlways(998,0,DYE_BLOCKDROPPER)
BDRH A 1 A_WeaponReady
Goto Ready+1
Deselect:
TNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Lower
BDRH A 1 A_Lower
Loop
Select:
TNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Raise
BDRH A 1 A_Raise
Loop
Fire:
BBHA A 0 A_JumpIfInventory("YouCanNowDropTheBlock",1,"DropBlock")
BDRH A 0 A_JumpIfNoAmmo("NoAmmo")
BBHA G 0 A_PlaySoundEx("weapon/BlockItUp","Weapon")
BDRH A 0 A_FireCustomMissile("BlockM_DropperSpawner",0,1,0,0) 
BDRH BCDE 2
BDRH EEEEEEEE 1 A_Refire("DropBlock")
BDRH EDCB 2
BDRH A 10 A_WeaponReady
Goto Ready+1
DropBlock:
BBHA G 0 A_PlaySoundEx("weapon/BlockItDown","Weapon")
BDRH GHIJ 2 A_GiveInventory("DropTheBlock",1)
TNT1 A 10
BDRH LK 2 
Goto Ready+1
NoAmmo:
BDRH A 1 ACS_Execute(979,0)
Goto Ready+1
ReadyC:
Goto Ready+1
}
}

actor BlockDropperAmmo : Ammo
{
inventory.amount 1
inventory.maxamount 28
+INVENTORY.IGNORESKILL
}