/*
CREDITS:
Gun graphics source - ??
Gun graphic rip - Welp, can't tell either, since I am not sure who did that, but I can tell that I got those from Zero Prophet's Zero Tolerance. Excelent mod, btw!
Sounds:
Up, Add, Open, Load, Slide, Close - ??
Fire, Hit - Will Rock (Ubisoft)
Fire and Ice Grenades - Diablo II (Blizzard Ent.)
Toxic Grenades:
Rain - Wolfenstein:ET (ID Soft.)
Pod explode - Will Rock (Ubisoft), methinks.
Grenade effects - Heretic (Raven software)
Grenade projectile - ??
Frozen orb - ??
*/

#include "Decorate/Weapons/Set 3/TYPE1GRN.txt"
#include "Decorate/Weapons/Set 3/TYPE2GRN.txt"
#include "Decorate/Weapons/Set 3/TYPE3GRN.txt"
#include "Decorate/Weapons/Set 3/TYPE4GRN.txt"

ACTOR Rasputin : Weapon 24534
{
   //$Category Weapons
   //$Title Rasputin
   //$Sprite GENGX0
   Inventory.PickupSound "misc/w_pkup"
   Inventory.PickupMessage "You got the ''Rasputin'' elemental grenade launcher! Delivering the pain in all different flavours! (5)"
   Obituary "%o was blasted by %k's ''Rasputin'' grenade."
   Weapon.UpSound "Rasputin/Up"
   Weapon.SelectionOrder 4
   Weapon.AmmoType "100MMAmmo"
   Weapon.AmmoGive 10
   Weapon.AmmoUse 0
   Weapon.AmmoType2 "100MMAmmo"
   Weapon.AmmoGive2 0
   Weapon.AmmoUse2 0
   Weapon.Kickback 50
   Weapon.SlotNumber 5
   +NOAUTOFIRE
   +NOALERT
   Scale 0.8
   States
   {
   Spawn:
      GENG X -1
      Loop
   Ready:
      GE1G A 0 A_JumpIfInventory("FlameModeTrigger",1,"NormalToFlame") //Check if the player switched mode.
      GE1G A 0 A_JumpIfInventory("FrostModeTrigger",1,"NormalToFrost")
      GE1G A 0 A_JumpIfInventory("ToxicModeTrigger",1,"NormalToToxic")
	  
      GE1G A 0 A_JumpIfInventory("FlameMode",1,"FlameReady") //Which mode is now active?
      GE1G A 0 A_JumpIfInventory("FrostMode",1,"FrostReady")
      GE1G A 0 A_JumpIfInventory("ToxicMode",1,"ToxicReady")
      GE1G A 1 A_WeaponReady
      Loop
   /*AltFire:
      GE1G A 0 A_JumpIfInventory("FlameMode",1,"AltFireFlame")
      GE1G A 0 A_JumpIfInventory("FrostMode",1,"AltFireFrost")
      GE1G A 0 A_JumpIfInventory("ToxicMode",1,"AltFireToxic")
	  
	  GE1G A 0 A_GiveInventory("FlameModeTrigger",1)
	  Goto Ready+3*/
   AltFireFlame:
	  GE1G A 0 A_GiveInventory("NormalModeTrigger",1)
	  Goto Ready+3
   AltFireFrost:
      GE1G A 0 A_GiveInventory("FlameModeTrigger",1)
	  Goto Ready+3
   AltFireToxic:
      GE1G A 0 A_GiveInventory("FlameModeTrigger",1)
	  Goto Ready+3
   /*Reload:
      GE1G A 0 A_JumpIfInventory("FlameMode",1,"ReloadFlame")
      GE1G A 0 A_JumpIfInventory("FrostMode",1,"ReloadFrost")
      GE1G A 0 A_JumpIfInventory("ToxicMode",1,"ReloadToxic")
	  
	  GE1G A 0 A_GiveInventory("FrostModeTrigger",1)
	  Goto Ready+3*/
   ReloadFlame:
	  GE1G A 0 A_GiveInventory("FrostModeTrigger",1)
	  Goto Ready+3
   ReloadFrost:
	  GE1G A 0 A_GiveInventory("NormalModeTrigger",1)
	  Goto Ready+3
   ReloadToxic:
	  GE1G A 0 A_GiveInventory("FrostModeTrigger",1)
	  Goto Ready+3
	  
   /*Zoom:
      GE1G A 0 A_JumpIfInventory("FlameMode",1,"ZoomFlame")
      GE1G A 0 A_JumpIfInventory("FrostMode",1,"ZoomFrost")
      GE1G A 0 A_JumpIfInventory("ToxicMode",1,"ZoomToxic")
	  
	  GE1G A 0 A_GiveInventory("ToxicModeTrigger",1)
	  Goto Ready+3*/
   ZoomFlame:
	  GE1G A 0 A_GiveInventory("ToxicModeTrigger",1)
	  Goto Ready+3
   ZoomFrost:
	  GE1G A 0 A_GiveInventory("ToxicModeTrigger",1)
	  Goto Ready+3
   ZoomToxic:
	  GE1G A 0 A_GiveInventory("NormalModeTrigger",1)
	  Goto Ready+3
   FlameReady:
      GE2G A 0 A_JumpIfInventory("NormalModeTrigger",1,"FlameToNormal")
      GE2G A 0 A_JumpIfInventory("FrostModeTrigger",1,"FlameToFrost")
      GE2G A 0 A_JumpIfInventory("ToxicModeTrigger",1,"FlameToToxic")

      GE2G A 0 A_JumpIfInventory("FlameMode",1,1)
	  Goto Ready
      GE2G A 1 A_WeaponReady
      Loop
	  
   FrostReady:
      GE3G A 0 A_JumpIfInventory("NormalModeTrigger",1,"FrostToNormal")
      GE3G A 0 A_JumpIfInventory("FlameModeTrigger",1,"FrostToFlame")
      GE3G A 0 A_JumpIfInventory("ToxicModeTrigger",1,"FrostToToxic")
	  
      GE3G A 0 A_JumpIfInventory("FrostMode",1,1)
	  Goto Ready
      GE3G A 1 A_WeaponReady
      Loop

   ToxicReady:
      GE4G A 0 A_JumpIfInventory("NormalModeTrigger",1,"ToxicToNormal")
      GE4G A 0 A_JumpIfInventory("FlameModeTrigger",1,"ToxicToFlame")
      GE4G A 0 A_JumpIfInventory("FrostModeTrigger",1,"ToxicToFrost")
	  
      GE4G A 0 A_JumpIfInventory("ToxicMode",1,1)
	  Goto Ready
      GE4G A 1 A_WeaponReady
      Loop
   Deselect:
      GE1G A 0 A_JumpIfInventory("FlameMode",1,"FlameDeselect")
      GE1G A 0 A_JumpIfInventory("FrostMode",1,"FrostDeselect")
      GE1G A 0 A_JumpIfInventory("ToxicMode",1,"ToxicDeselect")
      GE1G A 0 A_ZoomFactor(1)
      GE1G A 1 A_Lower
      GE1G A 0 A_Lower
      Loop
   FlameDeselect:
      GE2G A 0 A_ZoomFactor(1)
      GE2G A 1 A_Lower
      GE2G A 0 A_Lower
      Loop
   FrostDeselect:
      GE3G A 0 A_ZoomFactor(1)
      GE3G A 1 A_Lower
      GE3G A 0 A_Lower
      Loop
   ToxicDeselect:
      GE4G A 0 A_ZoomFactor(1)
      GE4G A 1 A_Lower
      GE4G A 0 A_Lower
      Loop
   Select:
	  GE1G A 0 ACS_ExecuteAlways(714, 0)
      GE1G A 0 A_JumpIfInventory("FlameMode",1,"FlameSelect")
      GE1G A 0 A_JumpIfInventory("FrostMode",1,"FrostSelect")
      GE1G A 0 A_JumpIfInventory("ToxicMode",1,"ToxicSelect")
   RaiseLoop:
      GE1G A 1 A_Raise
      GE1G A 0 A_Raise
      Loop
   FlameSelect:
      GE2G A 1 A_Raise
      GE2G A 0 A_Raise
      Loop
   FrostSelect:
      GE3G A 1 A_Raise
      GE3G A 0 A_Raise
      Loop
   ToxicSelect:
      GE4G A 1 A_Raise
      GE4G A 0 A_Raise
      Loop
   Fire:
      GE1G A 0 A_JumpIfInventory("FlameMode",1,"FlameFire")
      GE1G A 0 A_JumpIfInventory("FrostMode",1,"FrostFire")
      GE1G A 0 A_JumpIfInventory("ToxicMode",1,"ToxicFire")
      GE1G A 0 A_JumpIfInventory("100MMAmmo",1,1)
      Goto Ready
      GE1F A 0 A_GunFlash
      GE1F A 0 A_Recoil(10)
      GE1F A 0 A_AlertMonsters
      GE1F A 0 A_PlaySound("Rapsutin/Fire",0,0.9)
      GE1F A 0 A_PlaySound("Rapsutin/Add",1,0.9)
      GE1F A 0 A_PlaySound("Weapons/PushkaFire",6)
      GE1F A 0 A_FireCustomMissile("RasputinShell",0,0,10,0)
	  GE1F A 0 A_TakeInventory("100MMAmmo",1,TIF_NOTAKEINFINITE)
      GE1F A 0 A_SetPitch(pitch-4)
      GE1F A 0 A_SetAngle(angle-3)

      GE1F A 1 Bright A_ZoomFactor(0.95)
      GE1F B 1 Bright A_ZoomFactor(0.96)
      GE1F C 1 Bright A_ZoomFactor(0.97)
      GE1F D 1 Bright A_ZoomFactor(0.98)
      GE1F E 1 A_ZoomFactor(0.99)
      GE1F E 1 A_ZoomFactor(1)
      GE1F FG 2
      GE1G A 10
      GE1G A 0 A_ReFire
      Goto Ready
   FlameFire:
      GE2G A 0 A_JumpIfInventory("100MMAmmo",5,1)
      Goto Ready
      GE2F A 0 A_GunFlash
      GE2F A 0 A_Recoil(10)
      GE2F A 0 A_AlertMonsters
      GE2F A 0 A_PlaySound("Rapsutin/Fire",0,0.9)
      GE2F A 0 A_PlaySound("Rapsutin/Add",1,0.9)
      GE2F A 0 A_PlaySound("Weapons/PushkaFire",6)
      GE2F A 0 A_FireCustomMissile("RasputinFlameShell",0,0,10,0)
	  GE2F A 0 A_TakeInventory("100MMAmmo",5,TIF_NOTAKEINFINITE)
      GE2F A 0 A_SetPitch(pitch-4)
      GE2F A 0 A_SetAngle(angle-3)

      GE2F A 1 Bright A_ZoomFactor(0.95)
      GE2F B 1 Bright A_ZoomFactor(0.96)
      GE2F C 1 Bright A_ZoomFactor(0.97)
      GE2F D 1 Bright A_ZoomFactor(0.98)
      GE2F E 1 A_ZoomFactor(0.99)
      GE2F E 1 A_ZoomFactor(1)
      GE2F FG 2
      GE2G A 20
      Goto Ready
   FrostFire:
      GE3G A 0 A_JumpIfInventory("100MMAmmo",5,1)
      Goto Ready
      GE3F A 0 A_GunFlash
      GE3F A 0 A_Recoil(10)
      GE3F A 0 A_AlertMonsters
      GE3F A 0 A_PlaySound("Rapsutin/Fire",0,0.9)
      GE3F A 0 A_PlaySound("Rapsutin/Add",1,0.9)
      GE3F A 0 A_PlaySound("Weapons/PushkaFire",6)
      GE3F A 0 A_FireCustomMissile("RasputinFrostShell",0,0,10,0)
	  GE3F A 0 A_TakeInventory("100MMAmmo",5,TIF_NOTAKEINFINITE)
      GE3F A 0 A_SetPitch(pitch-4)
      GE3F A 0 A_SetAngle(angle-3)

      GE3F A 1 Bright A_ZoomFactor(0.95)
      GE3F B 1 Bright A_ZoomFactor(0.96)
      GE3F C 1 Bright A_ZoomFactor(0.97)
      GE3F D 1 Bright A_ZoomFactor(0.98)
      GE3F E 1 A_ZoomFactor(0.99)
      GE3F E 1 A_ZoomFactor(1)
      GE3F EFG 2
      GE3G A 20
      Goto Ready
   ToxicFire:
      GE4G A 0 A_JumpIfInventory("100MMAmmo",5,1)
      Goto Ready
      GE4F A 0 A_GunFlash
      GE4F A 0 A_Recoil(10)
      GE4F A 0 A_AlertMonsters
      GE4F A 0 A_PlaySound("Rapsutin/Fire",0,0.9)
      GE4F A 0 A_PlaySound("Rapsutin/Add",1,0.9)
      GE4F A 0 A_PlaySound("Weapons/PushkaFire",6)
      GE4F A 0 A_FireCustomMissile("RasputinToxicShell",0,0,10,0)
	  GE4F A 0 A_TakeInventory("100MMAmmo",5,TIF_NOTAKEINFINITE)
      GE4F A 0 A_SetPitch(pitch-4)
      GE4F A 0 A_SetAngle(angle-3)

      GE4F A 1 Bright A_ZoomFactor(0.95)
      GE4F B 1 Bright A_ZoomFactor(0.96)
      GE4F C 1 Bright A_ZoomFactor(0.97)
      GE4F D 1 Bright A_ZoomFactor(0.98)
      GE4F E 1 A_ZoomFactor(0.99)
      GE4F E 1 A_ZoomFactor(1)
      GE4F EFG 2
      GE4G A 30
      Goto Ready
   Flash:
      TNT1 A 4 Bright A_Light2
      TNT1 A 5 Bright A_Light1
      TNT1 A 0 Bright A_Light0
      Stop
	  
	  //NORMAL TO:
	  
   NormalToFlame:
      //Unload Seq.
	  GE2R I 0 A_TakeInventory("FlameModeTrigger",1)
      GE1G ABCDEFGHIJK 1
	  GE1R A 0 A_PlaySound("Rasputin/Open",5)
	  GE1R AB 2
	  GE1R C 6
	  GE1R C 0 A_PlaySound("Rasputin/Slide",6)
	  GE1R DEFGHI 2
	  GE1R J 12
	  //Load Seq.
	  GE2R I 0 A_GiveInventory("FlameMode",1)
	  GE2R IHGFED 2
	  GE2R C 6 A_PlaySound("Rasputin/Tap",5)
	  GE2R BA 2
	  GE2G KJ 1
	  GE2G I 4 A_PlaySound("Rasputin/Close",5)
	  GE2G HGFEDCBA 1
	  Goto FlameReady
   NormalToFrost:
      //Unload Seq.
	  GE2R I 0 A_TakeInventory("FrostModeTrigger",1)
      GE1G ABCDEFGHIJK 1
	  GE1R A 0 A_PlaySound("Rasputin/Open",5)
	  GE1R AB 2
	  GE1R C 6
	  GE1R C 0 A_PlaySound("Rasputin/Slide",6)
	  GE1R DEFGHI 2
	  GE1R J 12
	  //Load Seq.
	  GE3R I 0 A_GiveInventory("FrostMode",1)
	  GE3R IHGFED 2
	  GE3R C 6 A_PlaySound("Rasputin/Tap",5)
	  GE3R BA 2
	  GE3G KJ 1
	  GE3G I 4 A_PlaySound("Rasputin/Close",5)
	  GE3G HGFEDCBA 1
	  Goto FrostReady
   NormalToToxic:
      //Unload Seq.
	  GE1R I 0 A_TakeInventory("ToxicModeTrigger",1)
      GE1G ABCDEFGHIJK 1
	  GE1R A 0 A_PlaySound("Rasputin/Open",5)
	  GE1R AB 2
	  GE1R C 6
	  GE1R C 0 A_PlaySound("Rasputin/Slide",6)
	  GE1R DEFGHI 2
	  GE1R J 12
	  //Load Seq.
	  GE4R I 0 A_GiveInventory("ToxicMode",1)
	  GE4R IHGFED 2
	  GE4R C 6 A_PlaySound("Rasputin/Tap",5)
	  GE4R BA 2
	  GE4G KJ 1
	  GE4G I 4 A_PlaySound("Rasputin/Close",5)
	  GE4G HGFEDCBA 1
	  Goto ToxicReady
	  
	  //FLAME TO:
	  
   FlameToNormal:
      //Unload Seq.
	  GE2R I 0 A_TakeInventory("NormalModeTrigger",1)
	  GE2R I 0 A_TakeInventory("FlameMode",1)
      GE2G ABCDEFGHIJK 1
	  GE2R A 0 A_PlaySound("Rasputin/Open",5)
	  GE2R AB 2
	  GE2R C 6
	  GE2R C 0 A_PlaySound("Rasputin/Slide",6)
	  GE2R DEFGHI 2
	  GE1R J 12
	  //Load Seq.
	  GE1R IHGFED 2
	  GE1R C 6 A_PlaySound("Rasputin/Tap",5)
	  GE1R BA 2
	  GE1G KJ 1
	  GE1G I 4 A_PlaySound("Rasputin/Close",5)
	  GE1G HGFEDCBA 1
	  Goto Ready
   FlameToFrost:
      //Unload Seq.
	  GE2R I 0 A_TakeInventory("FrostModeTrigger",1)
	  GE2R I 0 A_TakeInventory("FlameMode",1)
      GE2G ABCDEFGHIJK 1
	  GE2R A 0 A_PlaySound("Rasputin/Open",5)
	  GE2R AB 2
	  GE2R C 6
	  GE2R C 0 A_PlaySound("Rasputin/Slide",6)
	  GE2R DEFGHI 2
	  GE1R J 12
	  //Load Seq.
	  GE3R I 0 A_GiveInventory("FrostMode",1)
	  GE3R IHGFED 2
	  GE3R C 6 A_PlaySound("Rasputin/Tap",5)
	  GE3R BA 2
	  GE3G KJ 1
	  GE3G I 4 A_PlaySound("Rasputin/Close",5)
	  GE3G HGFEDCBA 1
	  Goto FrostReady
   FlameToToxic:
      //Unload Seq.
	  GE2R I 0 A_TakeInventory("ToxicModeTrigger",1)
	  GE2R I 0 A_TakeInventory("FlameMode",1)
      GE2G ABCDEFGHIJK 1
	  GE2R A 0 A_PlaySound("Rasputin/Open",5)
	  GE2R AB 2
	  GE2R C 6
	  GE2R C 0 A_PlaySound("Rasputin/Slide",6)
	  GE2R DEFGHI 2
	  GE1R J 12
	  //Load Seq.
	  GE4R I 0 A_GiveInventory("ToxicMode",1)
	  GE4R IHGFED 2
	  GE4R C 6 A_PlaySound("Rasputin/Tap",5)
	  GE4R BA 2
	  GE4G KJ 1
	  GE4G I 4 A_PlaySound("Rasputin/Close",5)
	  GE4G HGFEDCBA 1
	  Goto ToxicReady
	  
	  //FROST TO:
	  
   FrostToNormal:
      //Unload Seq.
	  GE3R I 0 A_TakeInventory("NormalModeTrigger",1)
	  GE3R I 0 A_TakeInventory("FrostMode",1)
      GE3G ABCDEFGHIJK 1
	  GE3R A 0 A_PlaySound("Rasputin/Open",5)
	  GE3R AB 2
	  GE3R C 6
	  GE3R C 0 A_PlaySound("Rasputin/Slide",6)
	  GE3R DEFGHI 2
	  GE1R J 12
	  //Load Seq.
	  GE1R IHGFED 2
	  GE1R C 6 A_PlaySound("Rasputin/Tap",5)
	  GE1R BA 2
	  GE1G KJ 1
	  GE1G I 4 A_PlaySound("Rasputin/Close",5)
	  GE1G HGFEDCBA 1
	  Goto Ready
   FrostToFlame:
      //Unload Seq.
	  GE3R I 0 A_TakeInventory("FlameModeTrigger",1)
	  GE3R I 0 A_TakeInventory("FrostMode",1)
      GE3G ABCDEFGHIJK 1
	  GE3R A 0 A_PlaySound("Rasputin/Open",5)
	  GE3R AB 2
	  GE3R C 6
	  GE3R C 0 A_PlaySound("Rasputin/Slide",6)
	  GE3R DEFGHI 2
	  GE1R J 12
	  //Load Seq.
	  GE2R I 0 A_GiveInventory("FlameMode",1)
	  GE2R IHGFED 2
	  GE2R C 6 A_PlaySound("Rasputin/Tap",5)
	  GE2R BA 2
	  GE2G KJ 1
	  GE2G I 4 A_PlaySound("Rasputin/Close",5)
	  GE2G HGFEDCBA 1
	  Goto FrostReady
   FrostToToxic:
      //Unload Seq.
	  GE3R I 0 A_TakeInventory("ToxicModeTrigger",1)
	  GE3R I 0 A_TakeInventory("FrostMode",1)
      GE3G ABCDEFGHIJK 1
	  GE3R A 0 A_PlaySound("Rasputin/Open",5)
	  GE3R AB 2
	  GE3R C 6
	  GE3R C 0 A_PlaySound("Rasputin/Slide",6)
	  GE3R DEFGHI 2
	  GE1R J 12
	  //Load Seq.
	  GE4R I 0 A_GiveInventory("ToxicMode",1)
	  GE4R IHGFED 2
	  GE4R C 6 A_PlaySound("Rasputin/Tap",5)
	  GE4R BA 2
	  GE4G KJ 1
	  GE4G I 4 A_PlaySound("Rasputin/Close",5)
	  GE4G HGFEDCBA 1
	  Goto ToxicReady
	  
	  //TOXIC TO:
	  
   ToxicToNormal:
      //Unload Seq.
	  GE4R I 0 A_TakeInventory("NormalModeTrigger",1)
	  GE4R I 0 A_TakeInventory("ToxicMode",1)
      GE4G ABCDEFGHIJK 1
	  GE4R A 0 A_PlaySound("Rasputin/Open",5)
	  GE4R AB 2
	  GE4R C 6
	  GE4R C 0 A_PlaySound("Rasputin/Slide",6)
	  GE4R DEFGHI 2
	  GE1R J 12
	  //Load Seq.
	  GE1R IHGFED 2
	  GE1R C 6 A_PlaySound("Rasputin/Tap",5)
	  GE1R BA 2
	  GE1G KJ 1
	  GE1G I 4 A_PlaySound("Rasputin/Close",5)
	  GE1G HGFEDCBA 1
	  Goto Ready
   ToxicToFlame:
      //Unload Seq.
	  GE3R I 0 A_TakeInventory("FlameModeTrigger",1)
	  GE4R I 0 A_TakeInventory("ToxicMode",1)
      GE4G ABCDEFGHIJK 1
	  GE4R A 0 A_PlaySound("Rasputin/Open",5)
	  GE4R AB 2
	  GE4R C 6
	  GE4R C 0 A_PlaySound("Rasputin/Slide",6)
	  GE4R DEFGHI 2
	  GE1R J 12
	  //Load Seq.
	  GE2R I 0 A_GiveInventory("FlameMode",1)
	  GE2R IHGFED 2
	  GE2R C 6 A_PlaySound("Rasputin/Tap",5)
	  GE2R BA 2
	  GE2G KJ 1
	  GE2G I 4 A_PlaySound("Rasputin/Close",5)
	  GE2G HGFEDCBA 1
	  Goto FlameReady
   ToxicToFrost:
      //Unload Seq.
	  GE3R I 0 A_TakeInventory("FrostModeTrigger",1)
	  GE4R I 0 A_TakeInventory("ToxicMode",1)
      GE4G ABCDEFGHIJK 1
	  GE4R A 0 A_PlaySound("Rasputin/Open",5)
	  GE4R AB 2
	  GE4R C 6
	  GE4R C 0 A_PlaySound("Rasputin/Slide",6)
	  GE4R DEFGHI 2
	  GE1R J 12
	  //Load Seq.
	  GE3R I 0 A_GiveInventory("FrostMode",1)
	  GE3R IHGFED 2
	  GE3R C 6 A_PlaySound("Rasputin/Tap",5)
	  GE3R BA 2
	  GE3G KJ 1
	  GE3G I 4 A_PlaySound("Rasputin/Close",5)
	  GE3G HGFEDCBA 1
	  Goto FrostReady
   }
}

//Dummy Inventory, which rolls this mess.

ACTOR NormalModeTrigger : Inventory { Inventory.MaxAmount 1 }
ACTOR FlameModeTrigger : Inventory { Inventory.MaxAmount 1 }
ACTOR FrostModeTrigger : Inventory { Inventory.MaxAmount 1 }
ACTOR ToxicModeTrigger : Inventory { Inventory.MaxAmount 1 }

ACTOR FlameMode : Inventory { Inventory.MaxAmount 1 }
ACTOR FrostMode : Inventory { Inventory.MaxAmount 1 }
ACTOR ToxicMode : Inventory { Inventory.MaxAmount 1 }
