//These are the weapons that classes drop upon death, these give copy classes the WepC versions.
//These also refill ammo if the weapon is already owned.

actor WepCDropped : WepCGiver
{
inventory.pickupsound ""
inventory.pickupmessage "Power up!"
States
{
Spawn:
WEAP O 1500
stop
Pickup:
TNT1 A 0 A_JumpIfInventory("CanCopyWeapons",1, "Pickup1")
TNT1 A 0 A_JumpIfInventory("RockFlag",1,"Rock_P")
TNT1 A 0 A_JumpIfInventory("CanSnatch_F",1,"TheSnatch")
fail
Pickup1:
TNT1 A 0 //A_JumpIfInventory("NoDroppedWeapons",1,"No")
goto Pickup2
Pickup2:
TNT1 A 0// A_JumpIfInventory("NoDroppedWeapons",1, "No")
TNT1 A 0
TNT1 A 0 A_PlaySound("weapon/weaponup",3,1.0)
TNT1 A 0 A_Jump(256,"Pickup3")
TNT1 A 0 A_JumpIfInventory("CanCopyWeapons",1, "Pickup3")
fail
Pickup3:
TNT1 A 0 //A_GiveInventory("WepC",1)
stop
TheSnatch:
TNT1 A 0 A_GiveInventory("SnatchItems_P3",1)
stop
Rock_PSnd:
TNT1 A 0 A_PlaySound("weapon/weaponup",3,1.0)
stop
}
}


//MM1//MM1//MM1//MM1//MM1//MM1
//MM1//MM1//MM1//MM1//MM1//MM1
actor RollingCutterWepCDropped : WepCDropped
{
inventory.pickupmessage "$PU_ROLLINGCUTTER"
States
{
Spawn:
WEA2 F 1500
stop
Pickup1:
TNT1 A 0 A_JumpIfInventory("RollingCutterAmmo",0,"No")
goto Pickup2
Pickup3:
TNT1 A 0 A_GiveInventory("RollingCutterWepC",1)
stop
Rock_P:goto Rock_P1
}
}

actor SuperArmWepCDropped : WepCDropped
{
inventory.pickupmessage "$PU_SUPERARM"
States
{
Spawn:
WEAP O 1500
stop
Pickup1:
TNT1 A 0 A_JumpIfInventory("SuperArmAmmo",0,"No")
goto Pickup2
Pickup3:
TNT1 A 0 A_GiveInventory("SuperArmWepC",1)
stop
Rock_P:goto Rock_P5
}
}

actor IceSlasherWepCDropped : WepCDropped
{
inventory.pickupmessage "$PU_ICESLASHER"
States
{
Spawn:
WEAP P 1500
stop
Pickup1:
TNT1 A 0 A_JumpIfInventory("IceSlasherAmmo",0,"No")
goto Pickup2
Pickup3:
TNT1 A 0 A_GiveInventory("IceSlasherWepC",1)
stop
Rock_P:goto Rock_P6
}
}

actor HyperBombWepCDropped : WepCDropped
{
inventory.pickupmessage "$PU_HYPERBOMB"
States
{
Spawn:
WEAP H 1500
stop
Pickup1:
TNT1 A 0 A_JumpIfInventory("HyperBombAmmo",0,"No")
goto Pickup2
Pickup3:
TNT1 A 0 A_GiveInventory("HyperBombWepC",1)
stop
Rock_P:goto Rock_P7
}
}

actor FireStormWepCDropped : WepCDropped
{
inventory.pickupmessage "$PU_FIRESTORM"
States
{
Spawn:
WEAP Y 1500
stop
Pickup1:
TNT1 A 0 A_JumpIfInventory("FireStormAmmo",0,"No")
goto Pickup2
Pickup3:
TNT1 A 0 A_GiveInventory("FireStormWepC",1)
stop
Rock_P:goto Rock_P3
}
}

actor ThunderBeamWepCDropped : WepCDropped
{
inventory.pickupmessage "$PU_THUNDERBEAM"
States
{
Spawn:
WEAP R 1500
stop
Pickup1:
TNT1 A 0 A_JumpIfInventory("ThunderBeamAmmo",0,"No")
goto Pickup2
Pickup3:
TNT1 A 0 A_GiveInventory("ThunderBeamWepC",1)
stop
Rock_P:goto Rock_P4
}
}

actor TimeSlowWepCDropped : WepCDropped
{
inventory.pickupmessage "$PU_TIMESLOW"
States
{
Spawn:
SLOT X 1500
stop
Pickup1:
TNT1 A 0 A_JumpIfInventory("TimeSlowAmmo",0,"No")
goto Pickup2
Pickup3:
TNT1 A 0 A_GiveInventory("TimeSlowWepC",1)
stop
Rock_P:goto Rock_P2
}
}

actor OilSliderWepCDropped : WepCDropped
{
inventory.pickupmessage "$PU_OILSLIDER"
States
{
Spawn:
WEA7 J 1500
stop
Pickup1:
TNT1 A 0 A_JumpIfInventory("OilSliderAmmo",0,"No")
goto Pickup2
Pickup3:
TNT1 A 0 A_GiveInventory("OilSliderWepC",1)
stop
Rock_P:goto Rock_P8
}
}

//MM2//MM2//MM2//MM2//MM2//MM2
//MM2//MM2//MM2//MM2//MM2//MM2
actor MetalBladeWepCDropped : WepCDropped
{
inventory.pickupmessage "$PU_METALBLADE"
States
{
Spawn:
WEAP S 1500
stop
Pickup1:
TNT1 A 0 A_JumpIfInventory("MetalBladeAmmo",0,"No")
goto Pickup2
Pickup3:
TNT1 A 0 A_GiveInventory("MetalBladeWepC",1)
stop
Rock_P:goto Rock_P1
}
}

actor AirShooterWepCDropped : WepCDropped
{
inventory.pickupmessage "$PU_AIRSHOOTER"
States
{
Spawn:
WEAP G 1500
stop
Pickup1:
TNT1 A 0 A_JumpIfInventory("AirShooterAmmo",0,"No")
goto Pickup2
Pickup3:
TNT1 A 0 A_GiveInventory("AirShooterWepC",1)
stop
Rock_P:goto Rock_P4
}
}

actor BubbleLeadWepCDropped : WepCDropped
{
inventory.pickupmessage "$PU_BUBBLELEAD"
States
{
Spawn:
WEAP D 1500
stop
Pickup1:
TNT1 A 0 A_JumpIfInventory("BubbleLeadAmmo",0,"No")
goto Pickup2
Pickup3:
TNT1 A 0 A_GiveInventory("BubbleLeadWepC",1)
stop
Rock_P:goto Rock_P6
}
}

actor QuickBoomerangWepCDropped : WepCDropped
{
inventory.pickupmessage "$PU_QUICKBOOMERANG"
States
{
Spawn:
WEAP Z 1500
stop
Pickup1:
TNT1 A 0 A_JumpIfInventory("QuickBoomerangAmmo",0,"No")
goto Pickup2
Pickup3:
TNT1 A 0 A_GiveInventory("QuickBoomerangWepC",1)
stop
Rock_P:goto Rock_P8
}
}

actor CrashBombWepCDropped : WepCDropped
{
inventory.pickupmessage "$PU_CRASHBOMB"
States
{
Spawn:
WEA2 C 1500
stop
Pickup1:
TNT1 A 0 A_JumpIfInventory("CrashBombAmmo",0,"No")
goto Pickup2
Pickup3:
TNT1 A 0 A_GiveInventory("CrashBombWepC",1)
stop
Rock_P:goto Rock_P7
}
}

actor TimeStopperWepCDropped : WepCDropped
{
inventory.pickupmessage "$PU_TIMESTOPPER"
States
{
Spawn:
WEAP N 1500
stop
Pickup1:
TNT1 A 0 A_JumpIfInventory("TimeStopperAmmo",0,"No")
goto Pickup2
Pickup3:
TNT1 A 0 A_GiveInventory("TimeStopperWepC",1)
stop
Rock_P:goto Rock_P2
}
}

actor AtomicFireWepCDropped : WepCDropped
{
inventory.pickupmessage "$PU_ATOMICFIRE"
States
{
Spawn:
WEAP E 1500
stop
Pickup1:
TNT1 A 0 A_JumpIfInventory("AtomicFireAmmo",0,"No")
goto Pickup2
Pickup3:
TNT1 A 0 A_GiveInventory("AtomicFireWepC",1)
stop
Rock_P:goto Rock_P3
}
}

actor LeafShieldWepCDropped : WepCDropped
{
inventory.pickupmessage "$PU_LEAFSHIELD"
States
{
Spawn:
WEAP F 1500
stop
Pickup1:
TNT1 A 0 A_JumpIfInventory("LeafShieldAmmo",0,"No")
goto Pickup2
Pickup3:
TNT1 A 0 A_GiveInventory("LeafShieldWepC",1)
stop
Rock_P:goto Rock_P5
}
}

//MM3//MM3//MM3//MM3//MM3//MM3
//MM3//MM3//MM3//MM3//MM3//MM3
actor NeedleCannonWepCDropped : WepCDropped
{
inventory.pickupmessage "$PU_NEEDLECANNON"
States
{
Spawn:
WEAP L 1500
stop
Pickup1:
TNT1 A 0 A_JumpIfInventory("NeedleCannonAmmo",0,"No")
goto Pickup2
Pickup3:
TNT1 A 0 A_GiveInventory("NeedleCannonWepC",1)
stop
Rock_P:goto Rock_P8
}
}

actor MagnetMissileWepCDropped : WepCDropped
{
inventory.pickupmessage "$PU_MAGNETMISSILE"
States
{
Spawn:
WEAP I 1500
stop
Pickup1:
TNT1 A 0 A_JumpIfInventory("MagnetMissileAmmo",0,"No")
goto Pickup2
Pickup3:
TNT1 A 0 A_GiveInventory("MagnetMissileWepC",1)
stop
Rock_P:goto Rock_P2
}
}

actor GeminiLaserWepCDropped : WepCDropped
{
inventory.pickupmessage "$PU_GEMINILASER"
States
{
Spawn:
WEAP M 1500
stop
Pickup1:
TNT1 A 0 A_JumpIfInventory("GeminiLaserAmmo",0,"No")
goto Pickup2
Pickup3:
TNT1 A 0 A_GiveInventory("GeminiLaserWepC",1)
stop
Rock_P:goto Rock_P6
}
}

actor HardKnuckleWepCDropped : WepCDropped
{
inventory.pickupmessage "$PU_HARDKNUCKLE"
States
{
Spawn:
WEAP T 1500
stop
Pickup1:
TNT1 A 0 A_JumpIfInventory("HardKnuckleAmmo",0,"No")
goto Pickup2
Pickup3:
TNT1 A 0 A_GiveInventory("HardKnuckleWepC",1)
stop
Rock_P:goto Rock_P7
}
}

actor TopSpinWepCDropped : WepCDropped
{
inventory.pickupmessage "$PU_TOPSPIN"
States
{
Spawn:
WEAP J 1500
stop
Pickup1:
TNT1 A 0 A_JumpIfInventory("TopSpinAmmo",0,"No")
goto Pickup2
Pickup3:
TNT1 A 0 A_GiveInventory("TopSpinWepC",1)
stop
Rock_P:goto Rock_P3
}
}

actor SearchSnakeWepCDropped : WepCDropped
{
inventory.pickupmessage "$PU_SEARCHSNAKE"
States
{
Spawn:
WEAP K 1500
stop
Pickup1:
TNT1 A 0 A_JumpIfInventory("SearchSnakeAmmo",0,"No")
goto Pickup2
Pickup3:
TNT1 A 0 A_GiveInventory("SearchSnakeWepC",1)
stop
Rock_P:goto Rock_P5
}
}

actor SparkShockWepCDropped : WepCDropped
{
inventory.pickupmessage "$PU_SPARKSHOCK"
States
{
Spawn:
WEA2 G 1500
stop
Pickup1:
TNT1 A 0 A_JumpIfInventory("SparkShockAmmo",0,"No")
goto Pickup2
Pickup3:
TNT1 A 0 A_GiveInventory("SparkShockWepC",1)
stop
Rock_P:goto Rock_P4
}
}

actor ShadowBladeWepCDropped : WepCDropped
{
inventory.pickupmessage "$PU_SHADOWBLADE"
States
{
Spawn:
WEAP A 1500
stop
Pickup1:
TNT1 A 0 A_JumpIfInventory("ShadowBladeAmmo",0,"No")
goto Pickup2
Pickup3:
TNT1 A 0 A_GiveInventory("ShadowBladeWepC",1)
stop
Rock_P:goto Rock_P1
}
}

//MM4//MM4//MM4//MM4//MM4//MM4
//MM4//MM4//MM4//MM4//MM4//MM4
actor FlashStopperWepCDropped : WepCDropped
{
inventory.pickupmessage "$PU_FLASHSTOPPER"
States
{
Spawn:
WEA3 E 1500
stop
Pickup1:
TNT1 A 0 A_JumpIfInventory("FlashStopperAmmo",0,"No")
goto Pickup2
Pickup3:
TNT1 A 0 A_GiveInventory("FlashStopperWepC",1)
stop
Rock_P:goto Rock_P2
}
}

actor RainFlushWepCDropped : WepCDropped
{
inventory.pickupmessage "$PU_RAINFLUSH"
States
{
Spawn:
WEA2 Y 1500
stop
Pickup1:
TNT1 A 0 A_JumpIfInventory("RainFlushAmmo",0,"No")
goto Pickup2
Pickup3:
TNT1 A 0 A_GiveInventory("RainFlushWepC",1)
stop
Rock_P:goto Rock_P6
}
}

actor DrillBombWepCDropped : WepCDropped
{
inventory.pickupmessage "$PU_DRILLBOMB"
States
{
Spawn:
WEAP V 1500
stop
Pickup1:
TNT1 A 0 A_JumpIfInventory("DrillBombAmmo",0,"No")
goto Pickup2
Pickup3:
TNT1 A 0 A_GiveInventory("DrillBombWepC",1)
stop
Rock_P:goto Rock_P7
}
}

actor PharaohShotWepCDropped : WepCDropped
{
inventory.pickupmessage "$PU_PHARAOHSHOT"
States
{
Spawn:
WEA2 L 1500
stop
Pickup1:
TNT1 A 0 A_JumpIfInventory("PharaohShotAmmo",0,"No")
goto Pickup2
Pickup3:
TNT1 A 0 A_GiveInventory("PharaohShotWepC",1)
stop
Rock_P:goto Rock_P3
}
}

actor RingBoomerangWepCDropped : WepCDropped
{
inventory.pickupmessage "$PU_RINGBOOMERANG"
States
{
Spawn:
WEA2 H 1500
stop
Pickup1:
TNT1 A 0 A_JumpIfInventory("RingBoomerangAmmo",0,"No")
goto Pickup2
Pickup3:
TNT1 A 0 A_GiveInventory("RingBoomerangWepC",1)
stop
Rock_P:goto Rock_P1
}
}

actor DustCrusherWepCDropped : WepCDropped
{
inventory.pickupmessage "$PU_DUSTCRUSHER"
States
{
Spawn:
WEA2 K 1500
stop
Pickup1:
TNT1 A 0 A_JumpIfInventory("DustCrusherAmmo",0,"No")
goto Pickup2
Pickup3:
TNT1 A 0 A_GiveInventory("DustCrusherWepC",1)
stop
Rock_P:goto Rock_P8
}
}

actor DiveMissileWepCDropped : WepCDropped
{
inventory.pickupmessage "$PU_DIVEMISSILE"
States
{
Spawn:
WEA2 S 1500
stop
Pickup1:
TNT1 A 0 A_JumpIfInventory("DiveMissileAmmo",0,"No")
goto Pickup2
Pickup3:
TNT1 A 0 A_GiveInventory("DiveMissileWepC",1)
stop
Rock_P:goto Rock_P4
}
}

actor SkullBarrierWepCDropped : WepCDropped
{
inventory.pickupmessage "$PU_SKULLBARRIER"
States
{
Spawn:
WEA2 O 1500
stop
Pickup1:
TNT1 A 0 A_JumpIfInventory("SkullBarrierAmmo",0,"No")
goto Pickup2
Pickup3:
TNT1 A 0 A_GiveInventory("SkullBarrierWepC",1)
stop
Rock_P:goto Rock_P5
}
}

//MM5//MM5//MM5//MM5//MM5//MM5
//MM5//MM5//MM5//MM5//MM5//MM5
actor GravityHoldWepCDropped : WepCDropped
{
inventory.pickupmessage "$PU_GRAVITYHOLD"
States
{
Spawn:
WEA3 F 1500
stop
Pickup1:
TNT1 A 0 A_JumpIfInventory("GravityHoldAmmo",0,"No")
goto Pickup2
Pickup3:
TNT1 A 0 A_GiveInventory("GravityHoldWepC",1)
stop
Rock_P:goto Rock_P6
}
}

actor WaterWaveWepCDropped : WepCDropped
{
inventory.pickupmessage "$PU_WATERWAVE"
States
{
Spawn:
WEA2 M 1500
stop
Pickup1:
TNT1 A 0 A_JumpIfInventory("WaterWaveAmmo",0,"No")
goto Pickup2
Pickup3:
TNT1 A 0 A_GiveInventory("WaterWaveWepC",1)
stop
Rock_P:goto Rock_P3
}
}

actor PowerStoneWepCDropped : WepCDropped
{
inventory.pickupmessage "$PU_POWERSTONE"
States
{
Spawn:
WEA2 J 1500
stop
Pickup1:
TNT1 A 0 A_JumpIfInventory("PowerStoneAmmo",0,"No")
goto Pickup2
Pickup3:
TNT1 A 0 A_GiveInventory("PowerStoneWepC",1)
stop
Rock_P:goto Rock_P5
}
}

actor GyroAttackWepCDropped : WepCDropped
{
inventory.pickupmessage "$PU_GYROATTACK"
States
{
Spawn:
WEA2 I 1500
stop
Pickup1:
TNT1 A 0 A_JumpIfInventory("GyroAttackAmmo",0,"No")
goto Pickup2
Pickup3:
TNT1 A 0 A_GiveInventory("GyroAttackWepC",1)
stop
Rock_P:goto Rock_P1
}
}

actor StarCrashWepCDropped : WepCDropped
{
inventory.pickupmessage "$PU_STARCRASH"
States
{
Spawn:
WEA2 X 1500
stop
Pickup1:
TNT1 A 0 A_JumpIfInventory("StarCrashAmmo",0,"No")
goto Pickup2
Pickup3:
TNT1 A 0 A_GiveInventory("StarCrashWepC",1)
stop
Rock_P:goto Rock_P4
}
}

actor ChargeKickWepCDropped : WepCDropped
{
inventory.pickupmessage "$PU_CHARGEKICK"
States
{
Spawn:
WEA2 E 1500
stop
Pickup1:
TNT1 A 0 A_JumpIfInventory("ChargeKickAmmo",0,"No")
goto Pickup2
Pickup3:
TNT1 A 0 A_GiveInventory("ChargeKickWepC",1)
stop
Rock_P:goto Rock_P3
}
}

actor NapalmBombWepCDropped : WepCDropped
{
inventory.pickupmessage "$PU_NAPALMBOMB"
States
{
Spawn:
WEAP C 1500
stop
Pickup1:
TNT1 A 0 A_JumpIfInventory("NapalmBombAmmo",0,"No")
goto Pickup2
Pickup3:
TNT1 A 0 A_GiveInventory("NapalmBombWepC",1)
stop
Rock_P:goto Rock_P7
}
}

actor CrystalEyeWepCDropped : WepCDropped
{
inventory.pickupmessage "$PU_CRYSTALEYE"
States
{
Spawn:
WEA2 N 1500
stop
Pickup1:
TNT1 A 0 A_JumpIfInventory("CrystalEyeAmmo",0,"No")
goto Pickup2
Pickup3:
TNT1 A 0 A_GiveInventory("CrystalEyeWepC",1)
stop
Rock_P:goto Rock_P2
}
}

//MM6//MM6//MM6//MM6//MM6//MM6
//MM6//MM6//MM6//MM6//MM6//MM6
actor BlizzardAttackWepCDropped : WepCDropped
{
inventory.pickupmessage "$PU_BLIZZARDATTACK"
States
{
Spawn:
WEAP W 1500
stop
Pickup1:
TNT1 A 0 A_JumpIfInventory("BlizzardAttackAmmo",0,"No")
goto Pickup2
Pickup3:
TNT1 A 0 A_GiveInventory("BlizzardAttackWepC",1)
stop
Rock_P:goto Rock_P6
}
}

actor CentaurFlashWepCDropped : WepCDropped
{
inventory.pickupmessage "$PU_CENTAURFLASH"
States
{
Spawn:
WEA3 G 1500
stop
Pickup1:
TNT1 A 0 A_JumpIfInventory("CentaurFlashAmmo",0,"No")
goto Pickup2
Pickup3:
TNT1 A 0 A_GiveInventory("CentaurFlashWepC",1)
stop
Rock_P:goto Rock_P2
}
}

actor FlameBlastWepCDropped : WepCDropped
{
inventory.pickupmessage "$PU_FLAMEBLAST"
States
{
Spawn:
WEA2 P 1500
stop
Pickup1:
TNT1 A 0 A_JumpIfInventory("FlameBlastAmmo",0,"No")
goto Pickup2
Pickup3:
TNT1 A 0 A_GiveInventory("FlameBlastWepC",1)
stop
Rock_P:goto Rock_P3
}
}

actor KnightCrushWepCDropped : WepCDropped
{
inventory.pickupmessage "$PU_KNIGHTCRUSH"
States
{
Spawn:
WEA2 W 1500
stop
Pickup1:
TNT1 A 0 A_JumpIfInventory("KnightCrushAmmo",0,"No")
goto Pickup2
Pickup3:
TNT1 A 0 A_GiveInventory("KnightCrushWepC",1)
stop
Rock_P:goto Rock_P7
}
}

actor PlantBarrierWepCDropped : WepCDropped
{
inventory.pickupmessage "$PU_PLANTBARRIER"
States
{
Spawn:
WEA2 T 1500
stop
Pickup1:
TNT1 A 0 A_JumpIfInventory("PlantBarrierAmmo",0,"No")
goto Pickup2
Pickup3:
TNT1 A 0 A_GiveInventory("PlantBarrierWepC",1)
stop
Rock_P:goto Rock_P5
}
}

actor SilverTomahawkWepCDropped : WepCDropped
{
inventory.pickupmessage "$PU_SILVERTOMAHAWK"
States
{
Spawn:
WEA2 U 1500
stop
Pickup1:
TNT1 A 0 A_JumpIfInventory("SilverTomahawkAmmo",0,"No")
goto Pickup2
Pickup3:
TNT1 A 0 A_GiveInventory("SilverTomahawkWepC",1)
stop
Rock_P:goto Rock_P1
}
}

actor WindStormWepCDropped : WepCDropped
{
inventory.pickupmessage "$PU_WINDSTORM"
States
{
Spawn:
WEA2 V 1500
stop
Pickup1:
TNT1 A 0 A_JumpIfInventory("WindStormAmmo",0,"No")
goto Pickup2
Pickup3:
TNT1 A 0 A_GiveInventory("WindStormWepC",1)
stop
Rock_P:goto Rock_P4
}
}

actor YamatoSpearWepCDropped : WepCDropped
{
inventory.pickupmessage "$PU_YAMATOSPEAR"
States
{
Spawn:
WEA2 R 1500
stop
Pickup1:
TNT1 A 0 A_JumpIfInventory("YamatoSpearAmmo",0,"No")
goto Pickup2
Pickup3:
TNT1 A 0 A_GiveInventory("YamatoSpearWepC",1)
stop
Rock_P:goto Rock_P8
}
}

//MM7//MM7//MM7//MM7//MM7//MM7
//MM7//MM7//MM7//MM7//MM7//MM7
actor FreezeCrackerWepCDropped : WepCDropped
{
inventory.pickupmessage "$PU_FREEZECRACKER"
States
{
Spawn:
WEA3 O 1500
stop
Pickup1:
TNT1 A 0 A_JumpIfInventory("FreezeCrackerAmmo",0,"No")
goto Pickup2
Pickup3:
TNT1 A 0 A_GiveInventory("FreezeCrackerWepC",1)
stop
Rock_P:goto Rock_P6
}
}

actor JunkShieldWepCDropped : WepCDropped
{
inventory.pickupmessage "$PU_JUNKSHIELD"
States
{
Spawn:
WEA3 N 1500
stop
Pickup1:
TNT1 A 0 A_JumpIfInventory("JunkShieldAmmo",0,"No")
goto Pickup2
Pickup3:
TNT1 A 0 A_GiveInventory("JunkShieldWepC",1)
stop
Rock_P:goto Rock_P8
}
}

actor DangerWrapWepCDropped : WepCDropped
{
inventory.pickupmessage "$PU_DANGERWRAP"
States
{
Spawn:
WEA3 L 1500
stop
Pickup1:
TNT1 A 0 A_JumpIfInventory("DangerWrapAmmo",0,"No")
goto Pickup2
Pickup3:
TNT1 A 0 A_GiveInventory("DangerWrapWepC",1)
stop
Rock_P:goto Rock_P2
}
}

actor ThunderBoltWepCDropped : WepCDropped
{
inventory.pickupmessage "$PU_THUNDERBOLT"
States
{
Spawn:
WEA3 R 1500
stop
Pickup1:
TNT1 A 0 A_JumpIfInventory("ThunderBoltAmmo",0,"No")
goto Pickup2
Pickup3:
TNT1 A 0 A_GiveInventory("ThunderBoltWepC",1)
stop
Rock_P:goto Rock_P4
}
}

actor WildCoilWepCDropped : WepCDropped
{
inventory.pickupmessage "$PU_WILDCOIL"
States
{
Spawn:
WEA3 K 1500
stop
Pickup1:
TNT1 A 0 A_JumpIfInventory("WildCoilAmmo",0,"No")
goto Pickup2
Pickup3:
TNT1 A 0 A_GiveInventory("WildCoilWepC",1)
stop
Rock_P:goto Rock_P5
}
}

actor SlashClawWepCDropped : WepCDropped
{
inventory.pickupmessage "$PU_SLASHCLAW"
States
{
Spawn:
WEA3 Q 1500
stop
Pickup1:
TNT1 A 0 A_JumpIfInventory("SlashClawAmmo",0,"No")
goto Pickup2
Pickup3:
TNT1 A 0 A_GiveInventory("SlashClawWepC",1)
stop
Rock_P:goto Rock_P1
}
}

actor NoiseCrushWepCDropped : WepCDropped
{
inventory.pickupmessage "$PU_NOISECRUSH"
States
{
Spawn:
WEA3 J 1500
stop
Pickup1:
TNT1 A 0 A_JumpIfInventory("NoiseCrushAmmo",0,"No")
goto Pickup2
Pickup3:
TNT1 A 0 A_GiveInventory("NoiseCrushWepC",1)
stop
Rock_P:goto Rock_P2
}
}

actor ScorchWheelWepCDropped : WepCDropped
{
inventory.pickupmessage "$PU_SCORCHWHEEL"
States
{
Spawn:
WEA3 M 1500
stop
Pickup1:
TNT1 A 0 A_JumpIfInventory("ScorchWheelAmmo",0,"No")
goto Pickup2
Pickup3:
TNT1 A 0 A_GiveInventory("ScorchWheelWepC",1)
stop
Rock_P:goto Rock_P3
}
}

//MM8//MM8//MM8//MM8//MM8//MM8
//MM8//MM8//MM8//MM8//MM8//MM8
actor MegaBallWepCDropped : WepCDropped
{
inventory.pickupmessage "$PU_MEGABALL"
States
{
Spawn:
WEA4 D 1500
stop
Pickup1:
TNT1 A 0 A_JumpIfInventory("MegaBallAmmo",0,"No")
goto Pickup2
Pickup3:
TNT1 A 0 A_GiveInventory("MegaBallWepC",1)
stop
Rock_P:goto Rock_P4
}
}

actor TornadoHoldWepCDropped : WepCDropped
{
inventory.pickupmessage "$PU_TORNADOHOLD"
States
{
Spawn:
WEA4 C 1500
stop
Pickup1:
TNT1 A 0 A_JumpIfInventory("TornadoHoldAmmo",0,"No")
goto Pickup2
Pickup3:
TNT1 A 0 A_GiveInventory("TornadoHoldWepC",1)
stop
Rock_P:goto Rock_P1
}
}

actor AstroCrushWepCDropped : WepCDropped
{
inventory.pickupmessage "$PU_ASTROCRUSH"
States
{
Spawn:
WEA4 E 1500
stop
Pickup1:
TNT1 A 0 A_JumpIfInventory("AstroCrushAmmo",0,"No")
goto Pickup2
Pickup3:
TNT1 A 0 A_GiveInventory("AstroCrushWepC",1)
stop
Rock_P:goto Rock_P2
}
}

actor FlameSwordWepCDropped : WepCDropped
{
inventory.pickupmessage "$PU_FLAMESWORD"
States
{
Spawn:
WEA4 F 1500
stop
Pickup1:
TNT1 A 0 A_JumpIfInventory("FlameSwordAmmo",0,"No")
goto Pickup2
Pickup3:
TNT1 A 0 A_GiveInventory("FlameSwordWepC",1)
stop
Rock_P:goto Rock_P3
}
}

actor ThunderClawWepCDropped : WepCDropped
{
inventory.pickupmessage "$PU_THUNDERCLAW"
States
{
Spawn:
WEA4 G 1500
stop
Pickup1:
TNT1 A 0 A_JumpIfInventory("ThunderClawAmmo",0,"No")
goto Pickup2
Pickup3:
TNT1 A 0 A_GiveInventory("ThunderClawWepC",1)
stop
Rock_P:goto Rock_P4
}
}

actor HomingSniperWepCDropped : WepCDropped
{
inventory.pickupmessage "$PU_HOMINGSNIPER"
States
{
Spawn:
WEA4 H 1500
stop
Pickup1:
TNT1 A 0 A_JumpIfInventory("HomingSniperAmmo",0,"No")
goto Pickup2
Pickup3:
TNT1 A 0 A_GiveInventory("HomingSniperWepC",1)
stop
Rock_P:goto Rock_P5
}
}

actor IceWaveWepCDropped : WepCDropped
{
inventory.pickupmessage "$PU_ICEWAVE"
States
{
Spawn:
WEA4 A 1500
stop
Pickup1:
TNT1 A 0 A_JumpIfInventory("IceWaveAmmo",0,"No")
goto Pickup2
Pickup3:
TNT1 A 0 A_GiveInventory("IceWaveWepC",1)
stop
Rock_P:goto Rock_P6
}
}

actor FlashBombWepCDropped : WepCDropped
{
inventory.pickupmessage "$PU_FLASHBOMB"
States
{
Spawn:
WEA4 B 1500
stop
Pickup1:
TNT1 A 0 A_JumpIfInventory("FlashBombAmmo",0,"No")
goto Pickup2
Pickup3:
TNT1 A 0 A_GiveInventory("FlashBombWepC",1)
stop
Rock_P:goto Rock_P7
}
}

actor WaterBalloonWepCDropped : WepCDropped
{
inventory.pickupmessage "$PU_WATERBALLOON"
States
{
Spawn:
WEA4 I 1500
stop
Pickup1:
TNT1 A 0 A_JumpIfInventory("WaterBalloonAmmo",0,"No")
goto Pickup2
Pickup3:
TNT1 A 0 A_GiveInventory("WaterBalloonWepC",1)
stop
Rock_P:goto Rock_P8
}
}

//MMB//MMB//MMB//MMB//MMB//MMB
//MMB//MMB//MMB//MMB//MMB//MMB
actor TenguBladeWepCDropped : WepCDropped
{
inventory.pickupmessage "$PU_TENGUBLADE"
States
{
Spawn:
TBLA X 1500
stop
Pickup1:
TNT1 A 0 A_JumpIfInventory("TenguBladeAmmo",0,"No")
goto Pickup2
Pickup3:
TNT1 A 0 A_GiveInventory("TenguBladeWepC",1)
stop
Rock_P:goto Rock_P1
}
}

actor CopyVisionWepCDropped : WepCDropped
{
inventory.pickupmessage "$PU_COPYVISION"
States
{
Spawn:
COPY X 1500
stop
Pickup1:
TNT1 A 0 A_JumpIfInventory("CopyVisionAmmo",0,"No")
goto Pickup2
Pickup3:
TNT1 A 0 A_GiveInventory("CopyVisionWepC",1)
stop
Rock_P:goto Rock_P2
}
}

actor LightningBoltWepCDropped : WepCDropped
{
inventory.pickupmessage "$PU_LIGHTNINGBOLT"
States
{
Spawn:
LIBO A 1500
stop
Pickup1:
TNT1 A 0 A_JumpIfInventory("LightningBoltAmmo",0,"No")
goto Pickup2
Pickup3:
TNT1 A 0 A_GiveInventory("LightningBoltWepC",1)
stop
Rock_P:goto Rock_P4
}
}

actor IceWallWepCDropped : WepCDropped
{
inventory.pickupmessage "$PU_ICEWALL"
States
{
Spawn:
ICWL X 1500
stop
Pickup1:
TNT1 A 0 A_JumpIfInventory("IceWallAmmo",0,"No")
goto Pickup2
Pickup3:
TNT1 A 0 A_GiveInventory("IceWallWepC",1)
stop
Rock_P:goto Rock_P6
}
}

actor SpreadDrillWepCDropped : WepCDropped
{
inventory.pickupmessage "$PU_SPREADDRILL"
States
{
Spawn:
SPRE X 1500
stop
Pickup1:
TNT1 A 0 A_JumpIfInventory("SpreadDrillAmmo",0,"No")
goto Pickup2
Pickup3:
TNT1 A 0 A_GiveInventory("SpreadDrillWepC",1)
stop
Rock_P:goto Rock_P5
}
}

actor RemoteMineWepCDropped : WepCDropped
{
inventory.pickupmessage "$PU_REMOTEMINE"
States
{
Spawn:
REMI X 1500
stop
Pickup1:
TNT1 A 0 A_JumpIfInventory("RemoteMineAmmo",0,"No")
goto Pickup2
Pickup3:
TNT1 A 0 A_GiveInventory("RemoteMineWepC",1)
stop
Rock_P:goto Rock_P7
}
}

actor WaveBurnerWepCDropped : WepCDropped
{
inventory.pickupmessage "$PU_WAVEBURNER"
States
{
Spawn:
WABU X 1500
stop
Pickup1:
TNT1 A 0 A_JumpIfInventory("WaveBurnerAmmo",0,"No")
goto Pickup2
Pickup3:
TNT1 A 0 A_GiveInventory("WaveBurnerWepC",1)
stop
Rock_P:goto Rock_P3
}
}

actor MagicCardWepCDropped : WepCDropped
{
inventory.pickupmessage "$PU_MAGICCARD"
States
{
Spawn:
MCAR X 1500
stop
Pickup1:
TNT1 A 0 A_JumpIfInventory("MagicCardAmmo",0,"No")
goto Pickup2
Pickup3:
TNT1 A 0 A_GiveInventory("MagicCardWepC",1)
stop
Rock_P:goto Rock_P8
}
}

//MM9//MM9//MM9//MM9//MM9//MM9
//MM9//MM9//MM9//MM9//MM9//MM9
actor ConcreteShotWepCDropped : WepCDropped
{
inventory.pickupmessage "$PU_CONCRETESHOT"
States
{
Spawn:
CONC A 1500
stop
Pickup1:
TNT1 A 0 A_JumpIfInventory("ConcreteShotAmmo",0,"No")
goto Pickup2
Pickup3:
TNT1 A 0 A_GiveInventory("ConcreteShotWepC",1)
stop
Rock_P:goto Rock_P5
}
}

actor TornadoBlowWepCDropped : WepCDropped
{
inventory.pickupmessage "$PU_TORNADOBLOW"
States
{
Spawn:
TBLO A 1500
stop
Pickup1:
TNT1 A 0 A_JumpIfInventory("TornadoBlowAmmo",0,"No")
goto Pickup2
Pickup3:
TNT1 A 0 A_GiveInventory("TornadoBlowWepC",1)
stop
Rock_P:goto Rock_P1
}
}

actor LaserTridentWepCDropped : WepCDropped
{
inventory.pickupmessage "$PU_LASERTRIDENT"
States
{
Spawn:
LTRI A 1500
stop
Pickup1:
TNT1 A 0 A_JumpIfInventory("LaserTridentAmmo",0,"No")
goto Pickup2
Pickup3:
TNT1 A 0 A_GiveInventory("LaserTridentWepC",1)
stop
Rock_P:goto Rock_P7
}
}

actor PlugBallWepCDropped : WepCDropped
{
inventory.pickupmessage "$PU_PLUGBALL"
States
{
Spawn:
PBAL A 1500
stop
Pickup1:
TNT1 A 0 A_JumpIfInventory("PlugBallAmmo",0,"No")
goto Pickup2
Pickup3:
TNT1 A 0 A_GiveInventory("PlugBallWepC",1)
stop
Rock_P:goto Rock_P4
}
}

actor JewelSatelliteWepCDropped : WepCDropped
{
inventory.pickupmessage "$PU_JEWELSATELLITE"
States
{
Spawn:
JEWE A 1500
stop
Pickup1:
TNT1 A 0 A_JumpIfInventory("JewelSatelliteAmmo",0,"No")
goto Pickup2
Pickup3:
TNT1 A 0 A_GiveInventory("JewelSatelliteWepC",1)
stop
Rock_P:goto Rock_P6
}
}

actor HornetChaserWepCDropped : WepCDropped
{
inventory.pickupmessage "$PU_HORNETCHASER"
States
{
Spawn:
HCHS A 1500
stop
Pickup1:
TNT1 A 0 A_JumpIfInventory("HornetChaserAmmo",0,"No")
goto Pickup2
Pickup3:
TNT1 A 0 A_GiveInventory("HornetChaserWepC",1)
stop
Rock_P:goto Rock_P8
}
}

actor MagmaBazookaWepCDropped : WepCDropped
{
inventory.pickupmessage "$PU_MAGMABAZOOKA"
States
{
Spawn:
MGM1 A 1500
stop
Pickup1:
TNT1 A 0 A_JumpIfInventory("MagmaBazookaAmmo",0,"No")
goto Pickup2
Pickup3:
TNT1 A 0 A_GiveInventory("MagmaBazookaWepC",1)
stop
Rock_P:goto Rock_P3
}
}

actor BlackHoleBombWepCDropped : WepCDropped
{
inventory.pickupmessage "$PU_BLACKHOLEBOMB"
States
{
Spawn:
BLKH A 1500
stop
Pickup1:
TNT1 A 0 A_JumpIfInventory("BlackHoleBombAmmo",0,"No")
goto Pickup2
Pickup3:
TNT1 A 0 A_GiveInventory("BlackHoleBombWepC",1)
stop
Rock_P:goto Rock_P2
}
}

//MM10//MM10//MM10//MM10//MM10
//MM10//MM10//MM10//MM10//MM10
actor TripleBladeWepCDropped : WepCDropped
{
inventory.pickupmessage "$PU_TRIPLEBLADE"
States
{
Spawn:
TRIP A 1500
stop
Pickup1:
TNT1 A 0 A_JumpIfInventory("TripleBladeAmmo",0,"No")
goto Pickup2
Pickup3:
TNT1 A 0 A_GiveInventory("TripleBladeWepC",1)
stop
Rock_P:goto Rock_P1
}
}

actor WaterShieldWepCDropped : WepCDropped
{
inventory.pickupmessage "$PU_WATERSHIELD"
States
{
Spawn:
WATS Z 1500
stop
Pickup1:
TNT1 A 0 A_JumpIfInventory("WaterShieldAmmo",0,"No")
goto Pickup2
Pickup3:
TNT1 A 0 A_GiveInventory("WaterShieldWepC",1)
stop
Rock_P:goto Rock_P8
}
}

actor CommandoBombWepCDropped : WepCDropped
{
inventory.pickupmessage "$PU_COMMANDOBOMB"
States
{
Spawn:
COMM A 1500
stop
Pickup1:
TNT1 A 0 A_JumpIfInventory("CommandoBombAmmo",0,"No")
goto Pickup2
Pickup3:
TNT1 A 0 A_GiveInventory("CommandoBombWepC",1)
stop
Rock_P:goto Rock_P7
}
}

actor ChillSpikeWepCDropped : WepCDropped
{
inventory.pickupmessage "$PU_CHILLSPIKE"
States
{
Spawn:
CHIL A 1500
stop
Pickup1:
TNT1 A 0 A_JumpIfInventory("ChillSpikeAmmo",0,"No")
goto Pickup2
Pickup3:
TNT1 A 0 A_GiveInventory("ChillSpikeWepC",1)
stop
Rock_P:goto Rock_P6
}
}

actor ThunderWoolWepCDropped : WepCDropped
{
inventory.pickupmessage "$PU_THUNDERWOOL"
States
{
Spawn:
THWO A 1500
stop
Pickup1:
TNT1 A 0 A_JumpIfInventory("ThunderWoolAmmo",0,"No")
goto Pickup2
Pickup3:
TNT1 A 0 A_GiveInventory("ThunderWoolWepC",1)
stop
Rock_P:goto Rock_P4
}
}

actor ReboundStrikerWepCDropped : WepCDropped
{
inventory.pickupmessage "$PU_REBOUNDSTRIKER"
States
{
Spawn:
STRI A 1500
stop
Pickup1:
TNT1 A 0 A_JumpIfInventory("ReboundStrikerAmmo",0,"No")
goto Pickup2
Pickup3:
TNT1 A 0 A_GiveInventory("ReboundStrikerWepC",1)
stop
Rock_P:goto Rock_P2
}
}

actor WheelCutterWepCDropped : WepCDropped
{
inventory.pickupmessage "$PU_WHEELCUTTER"
States
{
Spawn:
WHEE A 1500
stop
Pickup1:
TNT1 A 0 A_JumpIfInventory("WheelCutterAmmo",0,"No")
goto Pickup2
Pickup3:
TNT1 A 0 A_GiveInventory("WheelCutterWepC",1)
stop
Rock_P:goto Rock_P5
}
}

actor SolarBlazeWepCDropped : WepCDropped
{
inventory.pickupmessage "$PU_SOLARBLAZE"
States
{
Spawn:
SOLA A 1500
stop
Pickup1:
TNT1 A 0 A_JumpIfInventory("SolarBlazeAmmo",0,"No")
goto Pickup2
Pickup3:
TNT1 A 0 A_GiveInventory("SolarBlazeWepC",1)
stop
Rock_P:goto Rock_P3
}
}

//MMV//MMV//MMV//MMV//MMV//MMV
//MMV//MMV//MMV//MMV//MMV//MMV
actor SparkChaserWepCDropped : WepCDropped
{
inventory.pickupmessage "$PU_SPARKCHASER"
States
{
Spawn:
SCHS A 1500
stop
Pickup1:
TNT1 A 0 A_JumpIfInventory("SparkChaserAmmo",0,"No")
goto Pickup2
Pickup3:
TNT1 A 0 A_GiveInventory("SparkChaserWepC",1)
stop
Rock_P:goto Rock_P4
}
}

actor GrabBusterWepCDropped : WepCDropped
{
inventory.pickupmessage "$PU_GRABBUSTER"
States
{
Spawn:
GRBU A 1500
stop
Pickup1:
TNT1 A 0 A_JumpIfInventory("GrabBusterAmmo",0,"No")
goto Pickup2
Pickup3:
TNT1 A 0 A_GiveInventory("GrabBusterWepC",1)
stop
Rock_P:goto Rock_P1
}
}

actor BubbleBombWepCDropped : WepCDropped
{
inventory.pickupmessage "$PU_BUBBLEBOMB"
States
{
Spawn:
BBOM A 1500
stop
Pickup1:
TNT1 A 0 A_JumpIfInventory("BubbleBombAmmo",0,"No")
goto Pickup2
Pickup3:
TNT1 A 0 A_GiveInventory("BubbleBombWepC",1)
stop
Rock_P:goto Rock_P6
}
}

actor PhotonMissileWepCDropped : WepCDropped
{
inventory.pickupmessage "$PU_PHOTONMISSILE"
States
{
Spawn:
PMIS A 1500
stop
Pickup1:
TNT1 A 0 A_JumpIfInventory("PhotonMissileAmmo",0,"No")
goto Pickup2
Pickup3:
TNT1 A 0 A_GiveInventory("PhotonMissileWepC",1)
stop
Rock_P:goto Rock_P7
}
}

actor ElectricShockWepCDropped : WepCDropped
{
inventory.pickupmessage "$PU_ELECTRICSHOCK"
States
{
Spawn:
ESPA A 1500
stop
Pickup1:
TNT1 A 0 A_JumpIfInventory("ElectricShockAmmo",0,"No")
goto Pickup2
Pickup3:
TNT1 A 0 A_GiveInventory("ElectricShockWepC",1)
stop
Rock_P:goto Rock_P4
}
}

actor BlackHoleWepCDropped : WepCDropped
{
inventory.pickupmessage "$PU_BLACKHOLE"
States
{
Spawn:
BHOL A 1500
stop
Pickup1:
TNT1 A 0 A_JumpIfInventory("BlackHoleAmmo",0,"No")
goto Pickup2
Pickup3:
TNT1 A 0 A_GiveInventory("BlackHoleWepC",1)
stop
Rock_P:goto Rock_P2
}
}

actor DeepDiggerWepCDropped : WepCDropped
{
inventory.pickupmessage "$PU_DEEPDIGGER"
States
{
Spawn:
DDIG A 1500
stop
Pickup1:
TNT1 A 0 A_JumpIfInventory("DeepDiggerAmmo",0,"No")
goto Pickup2
Pickup3:
TNT1 A 0 A_GiveInventory("DeepDiggerWepC",1)
stop
Rock_P:goto Rock_P5
}
}

actor BreakDashWepCDropped : WepCDropped
{
inventory.pickupmessage "$PU_BREAKDASH"
States
{
Spawn:
BDAS A 1500
stop
Pickup1:
TNT1 A 0 A_JumpIfInventory("BreakDashAmmo",0,"No")
goto Pickup2
Pickup3:
TNT1 A 0 A_GiveInventory("BreakDashWepC",1)
stop
Rock_P:goto Rock_P3
}
}

actor SaltWaterWepCDropped : WepCDropped
{
inventory.pickupmessage "$PU_SALTWATER"
States
{
Spawn:
SWAT A 1500
stop
Pickup1:
TNT1 A 0 A_JumpIfInventory("SaltWaterAmmo",0,"No")
goto Pickup2
Pickup3:
TNT1 A 0 A_GiveInventory("SaltWaterWepC",1)
stop
Rock_P:goto Rock_P8
}
}

//MMK//MMK//MMK//MMK//MMK//MMK
//MMK//MMK//MMK//MMK//MMK//MMK
actor MirrorBusterWepCDropped : WepCDropped
{
inventory.pickupmessage "$PU_MIRRORBUSTER"
States
{
Spawn:
WEA3 H 1500
stop
Pickup1:
TNT1 A 0 A_JumpIfInventory("MirrorBusterAmmo",0,"No")
goto Pickup2
Pickup3:
TNT1 A 0 A_GiveInventory("MirrorBusterWepC",1)
stop
Rock_P:goto Rock_P2
}
}

actor ScrewCrusherWepCDropped : WepCDropped
{
inventory.pickupmessage "$PU_SCREWCRUSHER"
States
{
Spawn:
WEA3 D 1500
stop
Pickup1:
TNT1 A 0 A_JumpIfInventory("ScrewCrusherAmmo",0,"No")
goto Pickup2
Pickup3:
TNT1 A 0 A_GiveInventory("ScrewCrusherWepC",1)
stop
Rock_P:goto Rock_P1
}
}

actor BalladeCrackerWepCDropped : WepCDropped
{
inventory.pickupmessage "$PU_BALLADECRACKER"
States
{
Spawn:
WEA3 C 1500
stop
Pickup1:
TNT1 A 0 A_JumpIfInventory("BalladeCrackerAmmo",0,"No")
goto Pickup2
Pickup3:
TNT1 A 0 A_GiveInventory("BalladeCrackerWepC",1)
stop
Rock_P:goto Rock_P7
}
}

actor SakugarneWepCDropped : WepCDropped
{
inventory.pickupmessage "$PU_SAKUGARNE"
States
{
Spawn:
WEA2 Z 1500
stop
Pickup1:
TNT1 A 0 A_JumpIfInventory("SakugarneAmmo",0,"No")
goto Pickup2
Pickup3:
TNT1 A 0 A_GiveInventory("SakugarneWepC",1)
stop
Rock_P:goto Rock_P5
}
}

actor DawnBreakerWepCDropped : WepCDropped
{
inventory.pickupmessage "$PU_DAWNBREAKER"
States
{
Spawn:
DBR1 A 1500
stop
Pickup1:
TNT1 A 0 A_JumpIfInventory("DawnBreakerAmmo",0,"No")
goto Pickup2
Pickup3:
TNT1 A 0 A_GiveInventory("DawnBreakerWepC",1)
stop
Rock_P:goto Rock_P5
}
}

//CBM//CBM//CBM//CBM//CBM//CBM
//CBM//CBM//CBM//CBM//CBM//CBM
actor RollSweepWepCDropped : WepCDropped
{
inventory.pickupmessage "$PU_ROLLSWEEP"
States
{
Spawn:
XWI0 A 1500
stop
Pickup1:
TNT1 A 0 A_JumpIfInventory("RollSweepAmmo",0,"No")
goto Pickup2
Pickup3:
TNT1 A 0 A_GiveInventory("RollSweepWepC",1)
stop
Rock_P:goto Rock_P5
}
}

actor RisingFistWepCDropped : WepCDropped
{
inventory.pickupmessage "$PU_RISINGFIST"
States
{
Spawn:
XWI0 B 1500
stop
Pickup1:
TNT1 A 0 A_JumpIfInventory("RisingFistAmmo",0,"No")
goto Pickup2
Pickup3:
TNT1 A 0 A_GiveInventory("RisingFistWepC",1)
stop
Rock_P:goto Rock_P3
}
}

actor WaveBusterWepCDropped : WepCDropped
{
inventory.pickupmessage "$PU_WAVEBUSTER"
States
{
Spawn:
XWI0 C 1500
stop
Pickup1:
TNT1 A 0 A_JumpIfInventory("WaveBusterAmmo",0,"No")
goto Pickup2
Pickup3:
TNT1 A 0 A_GiveInventory("WaveBusterWepC",1)
stop
Rock_P:goto Rock_P1
}
}

actor FragBomberWepCDropped : WepCDropped
{
inventory.pickupmessage "$PU_FRAGBOMBER"
States
{
Spawn:
XWI0 D 1500
stop

Pickup:
TNT1 A 0 A_JumpIfInventory("CanKillStreak",1,"PickupJ")
goto Super::Pickup
PickupJ:
TNT1 A 0 A_JumpIfInventory("SniperJoeBoss",1,"Joe_P")
fail
Joe_P:
TNT1 A 0 A_PlaySound("item/ScorePickup",3,1.0)
TNT1 A 0 A_GiveInventory("JoeUpgradeAmmo",105)
stop

Pickup1:
TNT1 A 0 A_JumpIfInventory("FragBomberAmmo",0,"No")
goto Pickup2
Pickup3:
TNT1 A 0 A_GiveInventory("FragBomberWepC",1)
stop
Rock_P:goto Rock_P7
}
}

actor TimeBenderWepCDropped : WepCDropped
{
inventory.pickupmessage "$PU_TIMEBENDER"
States
{
Spawn:
XWI0 E 1500
stop
Pickup1:
TNT1 A 0 A_JumpIfInventory("YouBrokeItAmmo",0,"No")
goto Pickup2
Pickup3:
TNT1 A 0 A_GiveInventory("TimeBenderWepC",1)
stop
Rock_P:goto Rock_P2
}
}

actor BoobeamBarrierWepCDropped : WepCDropped
{
inventory.pickupmessage "$PU_BOOBEAMBARRIER"
States
{
Spawn:
XWI0 F 1500
stop
Pickup1:
TNT1 A 0 A_JumpIfInventory("BoobeamBarrierAmmo",0,"No")
goto Pickup2
Pickup3:
TNT1 A 0 A_GiveInventory("BoobeamBarrierWepC",1)
stop
Rock_P:goto Rock_P2
}
}

actor TopTwistWepCDropped : WepCDropped
{
inventory.pickupmessage "$PU_TOPTWIST"
States
{
Spawn:
XWI0 G 1500
stop
Pickup1:
TNT1 A 0 A_JumpIfInventory("TopTwistAmmo",0,"No")
goto Pickup2
Pickup3:
TNT1 A 0 A_GiveInventory("TopTwistWepC",1)
stop
Rock_P:goto Rock_P8
}
}

actor DocScannerWepCDropped : WepCDropped
{
inventory.pickupmessage "$PU_DOCSCANNER"
States
{
Spawn:
XWI0 H 1500
stop
Pickup1:
TNT1 A 0 A_JumpIfInventory("DocScannerAmmo",0,"No")
goto Pickup2
Pickup3:
TNT1 A 0 A_GiveInventory("DocScannerWepC",1)
stop
Rock_P:goto Rock_P4
}
}

actor FlashBulbWepCDropped : WepCDropped
{
inventory.pickupmessage "$PU_FLASHBULB"
States
{
Spawn:
XWI0 I 1500
stop
Pickup1:
TNT1 A 0 A_JumpIfInventory("FlashBulbAmmo",0,"No")
goto Pickup2
Pickup3:
TNT1 A 0 A_GiveInventory("FlashBulbWepC",1)
stop
Rock_P:goto Rock_P7
}
}

actor DiveSonarWepCDropped : WepCDropped
{
inventory.pickupmessage "$PU_DIVESONAR"
States
{
Spawn:
XWI0 J 1500
stop
Pickup1:
TNT1 A 0 A_JumpIfInventory("DiveSonarAmmo",0,"No")
goto Pickup2
Pickup3:
TNT1 A 0 A_GiveInventory("DiveSonarWepC",1)
stop
Rock_P:goto Rock_P4
}
}

actor SkullSniperWepCDropped : WepCDropped
{
inventory.pickupmessage "$PU_SKULLSNIPER"
States
{
Spawn:
XWI0 K 1500
stop
Pickup1:
TNT1 A 0 A_JumpIfInventory("SkullSniperAmmo",0,"No")
goto Pickup2
Pickup3:
TNT1 A 0 A_GiveInventory("SkullSniperWepC",1)
stop
Rock_P:goto Rock_P6
}
}

actor GravitySphereWepCDropped : WepCDropped
{
inventory.pickupmessage "$PU_GRAVITYSPHERE"
States
{
Spawn:
XWI0 L 1500
stop
Pickup1:
TNT1 A 0 A_JumpIfInventory("GravitySphereAmmo",0,"No")
goto Pickup2
Pickup3:
TNT1 A 0 A_GiveInventory("GravitySphereWepC",1)
stop
Rock_P:goto Rock_P5
}
}

actor DarkShieldWepCDropped : WepCDropped
{
inventory.pickupmessage "$PU_DARKSHIELD"
States
{
Spawn:
XWI0 M 1500
stop
Pickup1:
TNT1 A 0 A_JumpIfInventory("DarkShieldAmmo",0,"No")
goto Pickup2
Pickup3:
TNT1 A 0 A_GiveInventory("DarkShieldWepC",1)
stop
Rock_P:goto Rock_P4
}
}

actor CentaurArrowWepCDropped : WepCDropped
{
inventory.pickupmessage "$PU_CENTAURARROW"
States
{
Spawn:
XWI0 N 1500
stop
Pickup1:
TNT1 A 0 A_JumpIfInventory("CentaurArrowAmmo",0,"No")
goto Pickup2
Pickup3:
TNT1 A 0 A_GiveInventory("CentaurArrowWepC",1)
stop
Rock_P:goto Rock_P1
}
}

actor PlantTrapperWepCDropped : WepCDropped
{
inventory.pickupmessage "$PU_PLANTTRAPPER"
States
{
Spawn:
XWI0 O 1500
stop
Pickup1:
TNT1 A 0 A_JumpIfInventory("PlantTrapperAmmo",0,"No")
goto Pickup2
Pickup3:
TNT1 A 0 A_GiveInventory("PlantTrapperWepC",1)
stop
Rock_P:goto Rock_P2
}
}

actor DynamoTendrilWepCDropped : WepCDropped
{
inventory.pickupmessage "$PU_DYNAMOTENDRIL"
States
{
Spawn:
XWI0 P 1500
stop
Pickup1:
TNT1 A 0 A_JumpIfInventory("DynamoTendrilAmmo",0,"No")
goto Pickup2
Pickup3:
TNT1 A 0 A_GiveInventory("DynamoTendrilWepC",1)
stop
Rock_P:goto Rock_P4
}
}

actor RainbowGalaxyWepCDropped : WepCDropped
{
inventory.pickupmessage "$PU_RAINBOWGALAXY"
States
{
Spawn:
XWI0 Q 1500
stop
Pickup1:
TNT1 A 0 A_JumpIfInventory("RainbowGalaxyAmmo",0,"No")
goto Pickup2
Pickup3:
TNT1 A 0 A_GiveInventory("RainbowGalaxyWepC",1)
stop
Rock_P:goto Rock_P8
}
}

actor FakeRepeaterWepCDropped : WepCDropped
{
inventory.pickupmessage "$PU_FAKEREPEATER"
States
{
Spawn:
XWI0 R 1500
stop
Pickup1:
TNT1 A 0 A_JumpIfInventory("FakeRepeaterAmmo",0,"No")
goto Pickup2
Pickup3:
TNT1 A 0 A_GiveInventory("FakeRepeaterWepC",1)
stop
Rock_P:goto Rock_P1
}
}

actor BusterRodGWepCDropped : WepCDropped
{
inventory.pickupmessage "$PU_BUSTERRODPOLE"
States
{
Spawn:
XWI0 S 1500
stop
Pickup1:
TNT1 A 0 A_JumpIfInventory("BusterRodGCopyAmmo",0,"No")
goto Pickup2
Pickup3:
TNT1 A 0 A_GiveInventory("BusterRodGWepC",1)
stop
Rock_P:goto Rock_P3
}
}

actor MegaWaterSWepCDropped : WepCDropped
{
inventory.pickupmessage "$PU_MEGAWATERBARRIER"
States
{
Spawn:
XWI0 T 1500
stop
Pickup1:
TNT1 A 0 A_JumpIfInventory("MegaWaterSCopyAmmo",0,"No")
goto Pickup2
Pickup3:
TNT1 A 0 A_GiveInventory("MegaWaterSWepC",1)
stop
Rock_P:goto Rock_P6
}
}

actor HyperStormHWepCDropped : WepCDropped
{
inventory.pickupmessage "$PU_HYPERSTORMBLASTER"
States
{
Spawn:
XWI0 U 1500
stop
Pickup1:
TNT1 A 0 A_JumpIfInventory("HyperStormHCopyAmmo",0,"No")
goto Pickup2
Pickup3:
TNT1 A 0 A_GiveInventory("HyperStormHWepC",1)
stop
Rock_P:goto Rock_P3
}
}

//MM11//MM11//MM11//MM11//MM11//MM11
//MM11//MM11//MM11//MM11//MM11//MM11

actor BlockDropperWepCDropped : WepCDropped
{
inventory.pickupmessage "$PU_BLOCKDROPPER"
States
{
Spawn:
11WP A 1500
stop
Pickup1:
TNT1 A 0 A_JumpIfInventory("BlockDropperAmmo",0,"No")
goto Pickup2
Pickup3:
TNT1 A 0 A_GiveInventory("BlockDropperWepC",1)
stop
Rock_P:goto Rock_P5
}
}

actor ScrambleThunderWepCDropped : WepCDropped
{
inventory.pickupmessage "$PU_SCRAMBLETHUNDER"
States
{
Spawn:
11WP B 1500
stop
Pickup1:
TNT1 A 0 A_JumpIfInventory("ScrambleThunderAmmo",0,"No")
goto Pickup2
Pickup3:
TNT1 A 0 A_GiveInventory("ScrambleThunderWepC",1)
stop
Rock_P:goto Rock_P4
}
}

actor ChainBlastWepCDropped : WepCDropped
{
inventory.pickupmessage "$PU_CHAINBLAST"
States
{
Spawn:
11WP C 1500
stop
Pickup1:
TNT1 A 0 A_JumpIfInventory("ChainBlastAmmo",0,"No")
goto Pickup2
Pickup3:
TNT1 A 0 A_GiveInventory("ChainBlastWepC",1)
stop
Rock_P:goto Rock_P7
}
}

actor AcidBarrierWepCDropped : WepCDropped
{
inventory.pickupmessage "$PU_ACIDBARRC"
States
{
Spawn:
11WP D 1500
stop
Pickup1:
TNT1 A 0 A_JumpIfInventory("AcidBarrierAmmo",0,"No")
goto Pickup2
Pickup3:
TNT1 A 0 A_GiveInventory("AcidBarrierWepC",1)
stop
Rock_P:goto Rock_P8
}
}

actor TundraStormWepCDropped : WepCDropped
{
inventory.pickupmessage "$PU_TUNDRASTORM"
States
{
Spawn:
11WP E 1500
stop
Pickup1:
TNT1 A 0 A_JumpIfInventory("TundraStormAmmo",0,"No")
goto Pickup2
Pickup3:
TNT1 A 0 A_GiveInventory("TundraStormWepC",1)
stop
Rock_P:goto Rock_P6
}
}

actor BlazingTorchWepCDropped : WepCDropped
{
inventory.pickupmessage "$PU_BLAZINGTORCH"
States
{
Spawn:
11WP F 1500
stop
Pickup1:
TNT1 A 0 A_JumpIfInventory("BlazingTorchAmmo",0,"No")
goto Pickup2
Pickup3:
TNT1 A 0 A_GiveInventory("BlazingTorchWepC",1)
stop
Rock_P:goto Rock_P3
}
}


actor PileDriverWepCDropped : WepCDropped
{
inventory.pickupmessage "$PU_PILEDRIVER"
States
{
Spawn:
11WP G 1500
stop
Pickup1:
TNT1 A 0 A_JumpIfInventory("PileDriverAmmo",0,"No")
goto Pickup2
Pickup3:
TNT1 A 0 A_GiveInventory("PileDriverWepC",1)
stop
Rock_P:goto Rock_P1
}
}

actor BounceBallWepCDropped : WepCDropped
{
inventory.pickupmessage "$PU_BOUNCEBALL"
States
{
Spawn:
11WP H 1500
stop
Pickup1:
TNT1 A 0 A_JumpIfInventory("BounceBallAmmo",0,"No")
goto Pickup2
Pickup3:
TNT1 A 0 A_GiveInventory("BounceBallWepC",1)
stop
Rock_P:goto Rock_P2
}
}

//Special Items
actor CopyClassUpgradeDropped : CopyClassUpgrade
{
States
{
Spawn:
WEA7 U 1500
stop
}
}

actor CarryDropped : ItemGiver
{
inventory.pickupmessage "$PU_CARRY"
States
{
Spawn:
CARY D 1500
stop
Pickup:
TNT1 A 0 A_JumpIfInventory("NoAmmoPickup", 1, "Doc")
TNT1 A 0 A_JumpIfInventory("Carry",1, "NoP")
TNT1 A 0 A_GiveInventory("Carry", 1)
goto 3UP
NoP:
TNT1 A 0 A_JumpIfInventory("CanSnatch_F",1,"TheSnatch2")
goto NoNo
Doc:
TNT1 A 0 A_JumpIfInventory("DocCarry",20,"NoNo")
TNT1 A 0 A_GiveInventory("DocCarry", 1)
goto 3UP
}
}

actor MegaArmUpgrade2GiverDropped : MegaArmUpgrade2Giver
{
States
{
Spawn:
MARM A 1500
stop
}
}

actor JetUpgradeGiverDropped : JetUpgradeGiver
{
States
{
Spawn:
JETB D 1500
stop
}
}

actor PowerUpgradeGiverDropped : PowerUpgradeGiver
{
States
{
Spawn:
POWA H 1500
stop
}
}

actor AdaptorUpgrade2GiverDropped : AdaptorUpgrade2Giver
{
States
{
Spawn:
WEA3 P 1500
stop
}
}

actor LaserBusterUpgrade2GiverDropped : LaserBusterUpgrade2Giver
{
States
{
Spawn:
WEA4 K 1500
stop
}
}

actor ArrowBusterUpgrade2GiverDropped : ArrowBusterUpgrade2Giver
{
States
{
Spawn:
WEA4 L 1500
stop
}
}

actor DuoFistUpgrade2GiverDropped : DuoFistUpgrade2Giver
{
States
{
Spawn:
DUOF A 1500
stop
}
}

actor TrebleBoostUpgrade2GiverDropped : TrebleBoostUpgrade2Giver
{
States
{
Spawn:
TRBB I 1500
stop
}
}