ACTOR LMSSlot3 : CustomInventory
{
	+INVENTORY.AUTOACTIVATE
	+INVENTORY.ALWAYSPICKUP
	-INVENTORY.INVBAR
	States
	{
	Pickup:
	  TNT1 A 0 A_Jump(256,"Shotgun","SuperShotgun","RiotShotgun","Screwgun")
	  Stop
	Shotgun:
	  TNT1 A 0 A_GiveInventory("IDMShotgun")
	  Stop
	SuperShotgun:
	  TNT1 A 0 A_GiveInventory("IDMSuperShotgun")
	  Stop
	RiotShotgun:
	  TNT1 A 0 A_GiveInventory("RiotShotgun")
	  Stop
	Screwgun:
	  TNT1 A 0 A_GiveInventory("Screwgun")
	  Stop
	}
}

ACTOR LMSSlot4 : LMSSlot3
{
	States
	{
	Pickup:
	  TNT1 A 0 A_Jump(256,"SuperChaingun","SuperNailgun","HeavyMachinegun","AssaultRifle")
	  Stop
	SuperChaingun:
	  TNT1 A 0 A_GiveInventory("SuperChaingun")
	  Stop
	SuperNailgun:
	  TNT1 A 0 A_GiveInventory("SuperNailgun")
	  Stop
	HeavyMachinegun:
	  TNT1 A 0 A_GiveInventory("HeavyMachinegun")
	  Stop
	AssaultRifle:
	  TNT1 A 0 A_GiveInventory("AssaultRifle")
	  Stop
	}
}

ACTOR LMSSlot5 : LMSSlot3
{
	States
	{
	Pickup:
	  TNT1 A 0 A_Jump(256,"RocketLauncher","BarrageLauncher","GrenadeLauncher","HeatSeeker","MiniBomber")
	  Stop
	RocketLauncher:
	  TNT1 A 0 A_GiveInventory("IDMRocketLauncher")
	  Stop
	BarrageLauncher:
	  TNT1 A 0 A_GiveInventory("BarrageLauncher")
	  Stop
	GrenadeLauncher:
	  TNT1 A 0 A_GiveInventory("IDMGrenadeLauncher")
	  Stop
	HeatSeeker:
	  TNT1 A 0 A_GiveInventory("HeatSeeker")
	  Stop
	MiniBomber:
	  TNT1 A 0 A_GiveInventory("MiniBomber")
	  Stop
	}
}

ACTOR LMSSlot6 : LMSSlot3
{
	States
	{
	Pickup:
	  TNT1 A 0 A_Jump(256,"Plasmagun","Railgun","Plasmachinegun","PulseRifle","PlasmaBeam","IonBlaster","Repeater")
	  Stop
	Plasmagun:
	  TNT1 A 0 A_GiveInventory("IDMPlasmagun")
	  Stop
	Railgun:
	  TNT1 A 0 A_GiveInventory("IDMRailgun")
	  Stop
	Plasmachinegun:
	  TNT1 A 0 A_GiveInventory("Plasmachinegun")
	  Stop
	PulseRifle:
	  TNT1 A 0 A_GiveInventory("PulseRifle")
	  Stop
	PlasmaBeam:
	  TNT1 A 0 A_GiveInventory("PlasmaBeam")
	  Stop
	IonBlaster:
	  TNT1 A 0 A_GiveInventory("IonBlaster")
	  Stop
	Repeater:
	  TNT1 A 0 A_GiveInventory("Repeater")
	  Stop
	}
}