ACTOR HOOKI: ItemBaseNew
{
	-SOLID
	+THRUSPECIES
	Radius 7
	Scale 0.70
States
{
	Spawn:
		HOOX A 1
	Loop
	Active:
	tnt1 a 0 A_JumpIfInTargetInventory("HOOK",10,"Spawn2")
	tnt1 a 0 a_changeflag(forcexybillboard,1)
	tnt1 a 0 A_ChangeVelocity(0,0,5)
		TNT1 A 0 A_NoBlocking
		TNT1 A 0 A_ChangeFLag("USESPECIAL", 0)
		TNT1 A 0 A_FaceTarget
		HOOX A 1 A_Recoil(-6)
		TNT1 A 0 A_playsound("AXEDRAW")
		HOOX AA 1 A_FadeOut(0.04)
		TNT1 A 0 A_GiveToTarget("HOOK", 1)
		tnt1 a 0 a_givetotarget("CrossHairUnt",1)
		HOOX A 1 A_FadeOut(0.04)
		Wait
	}
}

ACTOR AXEI: ItemBaseNew
{
	-SOLID
	+THRUSPECIES
	Radius 7
	Scale 0.75
States
{
	Spawn:
		ENAS A 1
	Loop
	Active:
	tnt1 a 0 A_JumpIfInTargetInventory("AXE",10,"Spawn2")
	tnt1 a 0 a_changeflag(forcexybillboard,1)
	tnt1 a 0 A_ChangeVelocity(0,0,5)
		TNT1 A 0 A_NoBlocking
		TNT1 A 0 A_ChangeFLag("USESPECIAL", 0)
		TNT1 A 0 A_FaceTarget
		ENAS A 1 A_Recoil(-6)
		TNT1 A 0 A_playsound("AXEDRAW")
		ENAS AA 1 A_FadeOut(0.04)
		TNT1 A 0 A_GiveToTarget("AXE", 1)
		tnt1 a 0 a_givetotarget("CrossHairUnt",1)
		ENAS A 1 A_FadeOut(0.04)
		Wait
	}
}

ACTOR FlareBoxI: ItemBaseNew
{
	-SOLID
	+THRUSPECIES
	Scale 0.55
States
{
	Spawn:
		FBOX A 1
	Loop
	Active:
	tnt1 a 0 A_JumpIfInTargetInventory("FlareBoxItem",10,"Spawn2")
	tnt1 a 0 a_changeflag(forcexybillboard,1)
	tnt1 a 0 A_ChangeVelocity(0,0,5)
		TNT1 A 0 A_NoBlocking
		TNT1 A 0 A_ChangeFLag("USESPECIAL", 0)
		TNT1 A 0 A_FaceTarget
		FBOX A 1 A_Recoil(-6)
		TNT1 A 0 A_playsound("GREENPICK")
		FBOX AA 1 A_FadeOut(0.04)
		TNT1 A 0 A_playsound("SGCLICK")
		TNT1 A 0 A_GiveToTarget("FlareBoxItem", 1)
		tnt1 a 0 a_givetotarget("CrossHairUnt",1)
		FBOX A 1 A_FadeOut(0.04)
		Wait
	}
}

	ACTOR MinaI : ItemBaseNew
{
	-SOLID
	+THRUSPECIES
	Scale 0.35
States
{
	Spawn:
		MINA D 1
	Loop
	Active:
	tnt1 a 0 A_JumpIfInTargetInventory("MineItem",10,"Spawn2")
	tnt1 a 0 a_changeflag(forcexybillboard,1)
	tnt1 a 0 A_ChangeVelocity(0,0,5)
		TNT1 A 0 A_NoBlocking
		TNT1 A 0 A_ChangeFLag("USESPECIAL", 0)
		TNT1 A 0 A_FaceTarget
		MINA D 1 A_Recoil(-6)
		TNT1 A 0 A_playsound("GREENPICK")
		MINA DD 1 A_FadeOut(0.04)
		TNT1 A 0 A_playsound("SGCLICK")
		TNT1 A 0 A_GiveToTarget("MineItem", 1)
		tnt1 a 0 a_givetotarget("CrossHairUnt",1)
		MINA D 1 A_FadeOut(0.04)
		Wait
		
	Spawn2:
	tnt1 a 0 a_spawnitemex("MinaI",0,0,1)
	stop
	}
}

    ACTOR MolotovCockI : ItemBaseNew
{
	-SOLID
	+THRUSPECIES
	Scale 0.5
States
{
	Spawn:
		MOLO P 1
	Loop
	Active:
	tnt1 a 0 A_JumpIfInTargetInventory("MolotovAmmoNew",5,"Spawn2")
	tnt1 a 0 a_changeflag(forcexybillboard,1)
	tnt1 a 0 A_ChangeVelocity(0,0,5)
		TNT1 A 0 A_NoBlocking
		TNT1 A 0 A_ChangeFLag("USESPECIAL", 0)
		TNT1 A 0 A_FaceTarget
		MOLO P 1 A_Recoil(-6)
		TNT1 A 0 A_playsound("GREENPICK")
		MOLO PP 1 A_FadeOut(0.04)
		TNT1 A 0 A_playsound("SGCLICK")
		TNT1 A 0 A_GiveToTarget("MolotovCock", 1)
		tnt1 a 0 a_givetotarget("CrossHairUnt",1)
		MOLO P 1 A_FadeOut(0.04)
		Wait
		
	Spawn2:
	tnt1 a 0 a_spawnitemex("MolotovCockI",0,0,1)
	stop
	}
}

	ACTOR GrenadeI : ItemBaseNew
{
	-SOLID
	+THRUSPECIES
	Scale 0.2
States
{
	Spawn:
		GRNP A 1
	Loop
	Active:
	tnt1 a 0 A_JumpIfInTargetInventory("GrenadeItem",5,"Spawn2")
	tnt1 a 0 a_changeflag(forcexybillboard,1)
	tnt1 a 0 A_ChangeVelocity(0,0,5)
		TNT1 A 0 A_NoBlocking
		TNT1 A 0 A_ChangeFLag("USESPECIAL", 0)
		TNT1 A 0 A_FaceTarget
		GRNP A 1 A_Recoil(-6)
		TNT1 A 0 A_playsound("GREENPICK")
		GRNP AA 1 A_FadeOut(0.04)
		TNT1 A 0 A_playsound("SGCLICK")
		TNT1 A 0 A_GiveToTarget("GrenadeItem", 1)
		tnt1 a 0 a_givetotarget("CrossHairUnt",1)
		GRNP A 1 A_FadeOut(0.04)
		Wait
		
	Spawn2:
	tnt1 a 0 a_spawnitemex("GrenadeI",0,0,1)
	stop
	}
}

	ACTOR FAKAI : ItemBaseNew
{
	-SOLID
	+THRUSPECIES
	Scale 0.3
States
{
	Spawn:
		FAKA M 1
	Loop
	Active:
		tnt1 a 0 a_changeflag(forcexybillboard,1)
		tnt1 a 0 A_ChangeVelocity(0,0,5)
		TNT1 A 0 A_NoBlocking
		TNT1 A 0 A_ChangeFLag("USESPECIAL", 0)
		TNT1 A 0 A_FaceTarget
		FAKA M 1 A_Recoil(-6)
		TNT1 A 0 A_playsound("MOVE")
		fast a 0 A_JumpIfInTargetInventory("FAKA",1,"AltAtack")
		TNT1 A 0 A_Print("Melee attack updated")
		TNT1 A 0 A_GiveToTarget("FAKA", 1)
		tnt1 a 0 a_givetotarget("CrossHairUnt",1)
		FAKA M 1 A_FadeOut(0.04)
		Wait

AltAtack:
		TNT1 A 0 A_GiveToTarget("FAKA", 1)
		tnt1 a 0 a_givetotarget("CrossHairUnt",1)
		FAKA M 1 A_FadeOut(0.04)
		Wait
	}
}

	ACTOR PISTOLI : ItemBaseNew
{
	-SOLID
	+THRUSPECIES
	Radius 7
	Scale 0.5
States
{
	Spawn:
		PIST A 1
	Loop
	Active:
	tnt1 a 0 A_JumpIfInTargetInventory("Colt",1,"AltActive")
	tnt1 a 0 a_changeflag(forcexybillboard,1)
	tnt1 a 0 A_ChangeVelocity(0,0,5)
		TNT1 A 0 A_NoBlocking
		TNT1 A 0 A_ChangeFLag("USESPECIAL", 0)
		TNT1 A 0 A_FaceTarget
		PIST A 1 A_Recoil(-6)
		TNT1 A 0 A_playsound("SGPUMP2")
		TNT1 A 0 A_GiveToTarget("Colt", 1)
		tnt1 a 0 a_givetotarget("CrossHairUnt",1)
		PIST A 1 A_FadeOut(0.04)
		Wait
	
	AltActive:
		TNT1 A 0 A_NoBlocking
		TNT1 A 0 A_ChangeFLag("USESPECIAL", 0)
		TNT1 A 0 A_FaceTarget
		TNT1 A 0 A_Recoil(-1)
		tnt1 a 0 A_ChangeVelocity(0,0,4)
		TNT1 A 0 A_playsound("SGPUMP1")
		tnt1 a 0 A_SpawnItemEx("PistolClipl",0,0,0,FRandom(0,2),0,FRandom(2,4),Random(1,360),SXF_NOCHECKPOSITION)
		tnt1 a 0 a_givetotarget("CrossHairUnt",1)
		PIST A 5
		PIST A 1 A_FadeOut(0.04)
		Wait
	}
}

	ACTOR RevolverI : ItemBaseNew
{
	-SOLID
	+THRUSPECIES
	Radius 8
	Scale 0.55
States
{
	Spawn:
		RVIC A 1
	Loop
	Active:
	tnt1 a 0 A_JumpIfInTargetInventory("Revolver",1,"AltActive")
	tnt1 a 0 a_changeflag(forcexybillboard,1)
	tnt1 a 0 A_ChangeVelocity(0,0,5)
		TNT1 A 0 A_NoBlocking
		TNT1 A 0 A_ChangeFLag("USESPECIAL", 0)
		TNT1 A 0 A_FaceTarget
		RVIC A 1 A_Recoil(-6)
		TNT1 A 0 A_playsound("SGPUMP2")
		TNT1 A 0 A_GiveToTarget("Revolver", 1)
		tnt1 a 0 a_givetotarget("CrossHairUnt",1)
		RVIC A 1 A_FadeOut(0.04)
		Wait
		
	AltActive:
		TNT1 A 0 A_NoBlocking
		TNT1 A 0 A_ChangeFLag("USESPECIAL", 0)
		TNT1 A 0 A_FaceTarget
		RVIC A 0 A_Recoil(-1)
		tnt1 a 0 A_ChangeVelocity(0,0,4)
		TNT1 A 0 A_playsound("SGPUMP1")
		tnt1 aaaaaa 0 A_SpawnItemEx("ClipHi",0,0,0,FRandom(0,2),0,FRandom(2,4),Random(1,360),SXF_NOCHECKPOSITION)
		tnt1 a 0 a_givetotarget("CrossHairUnt",1)
		RVIC B 5
		RVIC B 1 A_FadeOut(0.04)
		Wait
	}
}

	ACTOR MP5I : ItemBaseNew
{
	-SOLID
	+THRUSPECIES
	Radius 7
	Scale 0.58
States
{
	Spawn:
		MP5I A 1
	Loop
	Active:
		tnt1 a 0 A_JumpIfInTargetInventory("MP5",1,"AltActive")
		tnt1 a 0 a_changeflag(forcexybillboard,1)
		tnt1 a 0 A_ChangeVelocity(0,0,5)
		TNT1 A 0 A_NoBlocking
		TNT1 A 0 A_ChangeFLag("USESPECIAL", 0)
		TNT1 A 0 A_FaceTarget
		MP5I A 1 A_Recoil(-6)
		TNT1 A 0 A_playsound("SGPUMP2")
		TNT1 A 0 A_GiveToTarget("MP5", 1)
		tnt1 a 0 a_givetotarget("CrossHairUnt",1)
		MP5I A 1 A_FadeOut(0.04)
		Wait
	AltActive:
		TNT1 A 0 A_NoBlocking
		TNT1 A 0 A_ChangeFLag("USESPECIAL", 0)
		TNT1 A 0 A_FaceTarget
		MP5I A 0 A_Recoil(-1)
		tnt1 a 0 A_ChangeVelocity(0,0,4)
		TNT1 A 0 A_playsound("SGPUMP1")
		tnt1 a 0 A_SpawnItemEx("MP5Clipl",0,0,0,FRandom(0,2),0,FRandom(2,4),Random(1,360),SXF_NOCHECKPOSITION)
		tnt1 a 0 a_givetotarget("CrossHairUnt",1)
		MP5I B 5
		MP5I B 1 A_FadeOut(0.04)
		Wait
	}
}

	ACTOR AK47I : ItemBaseNew
{
	-SOLID
	+THRUSPECIES
	Radius 13
	Scale 0.8
States
{
	Spawn:
		AK47 A 1
	Loop
	Active:
		tnt1 a 0 A_JumpIfInTargetInventory("AK47",1,"AltActive")
		tnt1 a 0 a_changeflag(forcexybillboard,1)
		tnt1 a 0 A_ChangeVelocity(0,0,5)
		TNT1 A 0 A_NoBlocking
		TNT1 A 0 A_ChangeFLag("USESPECIAL", 0)
		TNT1 A 0 A_FaceTarget
		AK47 A 1 A_Recoil(-6)
		TNT1 A 0 A_playsound("SGPUMP2")
		TNT1 A 0 A_GiveToTarget("AK47", 1)
		tnt1 a 0 a_givetotarget("CrossHairUnt",1)
		AK47 A 1 A_FadeOut(0.04)
		wait
	AltActive:
		TNT1 A 0 A_NoBlocking
		TNT1 A 0 A_ChangeFLag("USESPECIAL", 0)
		TNT1 A 0 A_FaceTarget
		AK47 A 0 A_Recoil(-1)
		tnt1 a 0 A_ChangeVelocity(0,0,4)
		TNT1 A 0 A_playsound("SGPUMP1")
		tnt1 a 0 A_SpawnItemEx("AK47Clipl",0,0,0,FRandom(0,2),0,FRandom(2,4),Random(60,90),SXF_NOCHECKPOSITION)
		tnt1 a 0 a_givetotarget("CrossHairUnt",1)
		AK47 B 5
		AK47 B 1 A_FadeOut(0.04)
		wait
	}
}

	ACTOR ShotgunI : ItemBaseNew
{
	-SOLID
	+THRUSPECIES
	Radius 13
	Scale 0.9
States
{
	Spawn:
		SHAT A 1
	Loop
	Active:
		tnt1 a 0 A_JumpIfInTargetInventory("RSHOTGUN",1,"AltActive")
		tnt1 a 0 a_changeflag(forcexybillboard,1)
		tnt1 a 0 A_ChangeVelocity(0,0,5)
		TNT1 A 0 A_NoBlocking
		TNT1 A 0 A_ChangeFLag("USESPECIAL", 0)
		TNT1 A 0 A_FaceTarget
		SHAT A 1 A_Recoil(-6)
		TNT1 A 0 A_playsound("SGPUMP2")
		TNT1 A 0 A_GiveToTarget("RSHOTGUN", 1)
		tnt1 a 0 a_givetotarget("CrossHairUnt",1)
		SHAT A 1 A_FadeOut(0.04)
		Wait
	AltActive:
		TNT1 A 0 A_NoBlocking
		TNT1 A 0 A_ChangeFLag("USESPECIAL", 0)
		TNT1 A 0 A_FaceTarget
		SHAT A 0 A_Recoil(-1)
		tnt1 a 0 A_ChangeVelocity(0,0,2)
		TNT1 A 0 A_playsound("SGPUMP1")
		tnt1 a 0 A_SpawnItemEx("shelli",0,0,0,FRandom(0,2),0,FRandom(2,4),Random(1,360),SXF_NOCHECKPOSITION)
		tnt1 a 0 a_givetotarget("CrossHairUnt",1)
		SHAT B 5
		SHAT B 1 A_FadeOut(0.04)
		Wait
	}
}

											Actor SSGSPAWNERXD : RandomSpawner Replaces SuperShotgun
										{
											DropItem "SSGI", 255, 20
											DropItem "RevolverI",255, 1
										}
										
	ACTOR SSGI : ItemBaseNew
{
	-SOLID
	+THRUSPECIES
	Radius 10
	Scale 0.9
States
{
	Spawn:
		ISSG A 1
	Loop
	Active:
		tnt1 a 0 A_JumpIfInTargetInventory("SSG",1,"AltActive")
		tnt1 a 0 a_changeflag(forcexybillboard,1)
		tnt1 a 0 A_ChangeVelocity(0,0,5)
		TNT1 A 0 A_NoBlocking
		TNT1 A 0 A_ChangeFLag("USESPECIAL", 0)
		TNT1 A 0 A_FaceTarget
		ISSG A 1 A_Recoil(-6)
		TNT1 A 0 A_playsound("SGPUMP2")
		TNT1 A 0 A_GiveToTarget("SSG", 1)
		tnt1 a 0 a_givetotarget("CrossHairUnt",1)
		ISSG A 1 A_FadeOut(0.04)
		Wait
	AltActive:
		TNT1 A 0 A_NoBlocking
		TNT1 A 0 A_ChangeFLag("USESPECIAL", 0)
		TNT1 A 0 A_FaceTarget
		TNT1 A 0 A_Recoil(-1)
		tnt1 a 0 A_ChangeVelocity(0,0,3)
		TNT1 A 0 A_playsound("SGPUMP1")
		tnt1 aa 0 A_SpawnItemEx("shelli",0,0,0,FRandom(0,2),0,FRandom(2,4),Random(1,360),SXF_NOCHECKPOSITION)
		tnt1 a 0 a_givetotarget("CrossHairUnt",1)
		ISSG B 5
		ISSG B 1 A_FadeOut(0.04)
		Wait
	}
}

	ACTOR ENFIELDI : ItemBaseNew
{
	-SOLID
	+THRUSPECIES
	Radius 15
	Scale 0.7
States
{
	Spawn:
		ENFI A 1
	Loop
	Active:
		tnt1 a 0 A_JumpIfInTargetInventory("RIFLEP",1,"AltActive")
		tnt1 a 0 a_changeflag(forcexybillboard,1)
		tnt1 a 0 A_ChangeVelocity(0,0,5)
		TNT1 A 0 A_NoBlocking
		TNT1 A 0 A_ChangeFLag("USESPECIAL", 0)
		TNT1 A 0 A_FaceTarget
		ENFI A 1 A_Recoil(-6)
		TNT1 A 0 A_playsound("SGPUMP2")
		TNT1 A 0 A_GiveToTarget("RIFLEP", 1)
		tnt1 a 0 a_givetotarget("CrossHairUnt",1)
		ENFI A 1 A_FadeOut(0.04)
		Wait
	AltActive:
		TNT1 A 0 A_NoBlocking
		TNT1 A 0 A_ChangeFLag("USESPECIAL", 0)
		TNT1 A 0 A_FaceTarget
		TNT1 A 0 A_Recoil(-1)
		tnt1 a 0 A_ChangeVelocity(0,0,2)
		TNT1 A 0 A_playsound("SGPUMP1")
		tnt1 a 0 A_SpawnItemEx("ClipHHI",15,0,0,FRandom(0,1),0,FRandom(5,6),Random(-60,-90),SXF_NOCHECKPOSITION)
		tnt1 a 0 a_givetotarget("CrossHairUnt",1)
		ENFI B 5
		ENFI B 1 A_FadeOut(0.04)
		Wait
	}
}

	ACTOR SCOUTI : ItemBaseNew
{
	-SOLID
	+THRUSPECIES
	Radius 10
	Scale 0.7
States
{
	Spawn:
		561I A 1
	Loop
	Active:
		tnt1 a 0 A_JumpIfInTargetInventory("SCOUT",1,"AltActive")
		tnt1 a 0 a_changeflag(forcexybillboard,1)
		tnt1 a 0 A_ChangeVelocity(0,0,5)
		TNT1 A 0 A_NoBlocking
		TNT1 A 0 A_ChangeFLag("USESPECIAL", 0)
		TNT1 A 0 A_FaceTarget
		561I A 1 A_Recoil(-6)
		TNT1 A 0 A_playsound("SGPUMP2")
		TNT1 A 0 A_GiveToTarget("SCOUT", 1)
		tnt1 a 0 a_givetotarget("CrossHairUnt",1)
		561I A 1 A_FadeOut(0.04)
		Wait
	AltActive:
		TNT1 A 0 A_NoBlocking
		TNT1 A 0 A_ChangeFLag("USESPECIAL", 0)
		TNT1 A 0 A_FaceTarget
		TNT1 A 0 A_Recoil(-1)
		tnt1 a 0 A_ChangeVelocity(0,0,4)
		TNT1 A 0 A_playsound("SGPUMP1")
		tnt1 a 0 A_SpawnItemEx("ScoutCClipIL",0,0,0,FRandom(0,2),0,FRandom(2,4),Random(1,360),SXF_NOCHECKPOSITION)
		TNT1 A 0 A_GiveToTarget("SCOUT", 1)
		tnt1 a 0 a_givetotarget("CrossHairUnt",1)
		561I B 5
		561I B 1 A_FadeOut(0.04)
		Wait
	}
}


	ACTOR RocketLaunceherI : ItemBaseNew Replaces RocketLauncher
{
	-SOLID
	+THRUSPECIES
	Radius 10
	Scale 0.9
States
{
	Spawn:
		RLAU A 1
	Loop
	Active:
		tnt1 a 0 A_JumpIfInTargetInventory("RLAUNCHER",1,"AltActive")
		tnt1 a 0 a_changeflag(forcexybillboard,1)
		tnt1 a 0 A_ChangeVelocity(0,0,5)
		TNT1 A 0 A_NoBlocking
		TNT1 A 0 A_ChangeFLag("USESPECIAL", 0)
		TNT1 A 0 A_FaceTarget
		RLAU A 1 A_Recoil(-6)
		TNT1 A 0 A_playsound("SGPUMP2")
		TNT1 A 0 A_GiveToTarget("RLAUNCHER", 1)
		tnt1 a 0 a_givetotarget("CrossHairUnt",1)
		RLAU A 1 A_FadeOut(0.04)
		Wait
	AltActive:
		TNT1 A 0 A_NoBlocking
		TNT1 A 0 A_ChangeFLag("USESPECIAL", 0)
		TNT1 A 0 A_FaceTarget
		tnt1 A 0 A_Recoil(-1)
		tnt1 a 0 A_ChangeVelocity(0,0,4)
		TNT1 A 0 A_playsound("SGPUMP1")
		tnt1 aa 0 A_SpawnItemEx("RocketI",0,0,0,FRandom(0,2),0,FRandom(2,4),Random(1,360),SXF_NOCHECKPOSITION)
		tnt1 a 0 a_givetotarget("CrossHairUnt",1)
		RLAU B 5
		RLAU B 1 A_FadeOut(0.04)
		Wait
	}
}



////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
///lowerclips////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////


	ACTOR PistolClipl : ItemBaseNew
{
	-SOLID
	+THRUSPECIES
	Scale 0.2
	States
{
	Spawn:
		AMMO D 1
	Loop
	Active:
		tnt1 a 0 A_JumpIfInTargetInventory("ClipL",120,"Spawn2")
		tnt1 a 0 a_changeflag(forcexybillboard,1)
		tnt1 a 0 A_ChangeVelocity(0,0,5)
		TNT1 A 0 A_NoBlocking
		TNT1 A 0 A_ChangeFLag("USESPECIAL", 0)
		TNT1 A 0 A_FaceTarget
		AMMO D 1 A_Recoil(-6)
		tnt1 a 0 A_playsound("PICKCLIP")
		tnt1 a 0 a_givetotarget("CrossHairUnt",1)
		TNT1 A 0 A_GiveToTarget("ClipL",(Random(4,15)))
		AMMO D 1 A_FadeOut(0.04)
		Wait
	Spawn2:
	tnt1 a 0 a_spawnitemex("PistolClipl",0,0,1)
	stop
	}
}

	ACTOR MP5Clipl : ItemBaseNew
{
	-SOLID
	+THRUSPECIES
	Scale 0.25
	States
{
	Spawn:
		AMMO F 1
	Loop
	Active:
		tnt1 a 0 A_JumpIfInTargetInventory("ClipL",120,"Spawn2")
		tnt1 a 0 a_changeflag(forcexybillboard,1)
		tnt1 a 0 A_ChangeVelocity(0,0,5)
		TNT1 A 0 A_NoBlocking
		TNT1 A 0 A_ChangeFLag("USESPECIAL", 0)
		TNT1 A 0 A_FaceTarget
		AMMO F 1 A_Recoil(-6)
		tnt1 a 0 A_playsound("PICKCLIP")
		tnt1 a 0 a_givetotarget("CrossHairUnt",1)
		TNT1 A 0 A_GiveToTarget("ClipL",(Random(4,10)))
		AMMO F 1 A_FadeOut(0.04)
		Wait
	Spawn2:
	tnt1 a 0 a_spawnitemex("MP5Clipl",0,0,1)
	stop
	}
}

	ACTOR AK47Clipl : ItemBaseNew
{
	-SOLID
	+THRUSPECIES
	Scale 0.2
	States
{
	Spawn:
		AMMO E 1
	Loop
	Active:
		tnt1 a 0 A_JumpIfInTargetInventory("ClipH",90,"Spawn2")
		tnt1 a 0 a_changeflag(forcexybillboard,1)
		tnt1 a 0 A_ChangeVelocity(0,0,5)
		TNT1 A 0 A_NoBlocking
		TNT1 A 0 A_ChangeFLag("USESPECIAL", 0)
		TNT1 A 0 A_FaceTarget
		AMMO E 1 A_Recoil(-6)
		tnt1 a 0 A_playsound("PICKMAG")
		tnt1 a 0 a_givetotarget("CrossHairUnt",1)
		TNT1 A 0 A_GiveToTarget("ClipH",(Random(4,18)))
		AMMO E 1 A_FadeOut(0.04)
		Wait
	Spawn2:
	tnt1 a 0 a_spawnitemex("AK47Clipl",0,0,1)
	stop
	}
}

	ACTOR ScoutCClipIL : ItemBaseNew
{ 
	-SOLID
	+THRUSPECIES
	Scale 0.16
	States
{
	Spawn:
		AMMO G 1
	Loop
	Active:
		tnt1 a 0 A_JumpIfInTargetInventory("ClipHH",20,"Spawn2")
		tnt1 a 0 a_changeflag(forcexybillboard,1)
		tnt1 a 0 A_ChangeVelocity(0,0,5)
		TNT1 A 0 A_NoBlocking
		TNT1 A 0 A_ChangeFLag("USESPECIAL", 0)
		TNT1 A 0 A_FaceTarget
		AMMO G 1 A_Recoil(-6)
		tnt1 a 0 A_playsound("PICKMAG")
		tnt1 a 0 a_givetotarget("CrossHairUnt",1)
		TNT1 A 0 A_GiveToTarget("ClipHH",(Random(1,3)))
		AMMO G 1 A_FadeOut(0.04)
		Wait
	Spawn2:
	tnt1 a 0 a_spawnitemex("ScoutCClipIL",0,0,1)
	stop
	}
}





