ACTOR InfantryFist : SFortFist
{
	Inventory.RestrictedTo "InfantryPlayer"
	States
	{
	Reload:
	  TNT1 A 0 A_Print("$INFO_INFANTRY",0.0625)//TNT1 A 0 ACS_NamedExecuteAlways("ClassInfo_Enter",0)
	  Goto Ready
	}
}

ACTOR InfantryPistol : SFortPistol
{
	Inventory.RestrictedTo "InfantryPlayer"
	States
	{
	Reload:
	  TNT1 A 0 A_Print("$INFO_INFANTRY",0.0625)//TNT1 A 0 ACS_NamedExecuteAlways("ClassInfo_Enter",0)
	  Goto Ready
	}
}

ACTOR InfantrySuperShotgun : SFortSuperShotgun
{
	Inventory.RestrictedTo "InfantryPlayer"
	States
	{
	Reload:
	  TNT1 A 0 A_Print("$INFO_INFANTRY",0.0625)//TNT1 A 0 ACS_NamedExecuteAlways("ClassInfo_Enter",0)
	  Goto Ready
	}
}

ACTOR InfantryMachinegun : SFortMachinegun
{
	Inventory.RestrictedTo "InfantryPlayer"
	States
	{
	Reload:
	  TNT1 A 0 A_Print("$INFO_INFANTRY",0.0625)//TNT1 A 0 ACS_NamedExecuteAlways("ClassInfo_Enter",0)
	  Goto Ready
	}
}

ACTOR InfantryPlasmaRifle : SFortPlasmaRifle
{
	Inventory.RestrictedTo "InfantryPlayer"
	States
	{
	Reload:
	  TNT1 A 0 A_Print("$INFO_INFANTRY",0.0625)//TNT1 A 0 ACS_NamedExecuteAlways("ClassInfo_Enter",0)
	  Goto Ready
	}
}

ACTOR InfantryClip : Ammo
{
	Inventory.Amount 1
	Inventory.MaxAmount 100
	Ammo.BackpackAmount 10
	Ammo.BackpackMaxAmount 200
}
	

ACTOR InfantryToken : Inventory {}