#include "Actors/Weapons/NewWeapons/Deagle.dec"
#include "Actors/Weapons/NewWeapons/DualDeagles.dec"
#include "Actors/MISC/DeagleFly.dec"
#include "Actors/MISC/DroppedDeagle.dec"

#include "Actors/Weapons/NewWeapons/RiotShield.dec"
#include "Actors/Weapons/NewWeapons/Carbine.dec"
#include "Actors/Weapons/NewWeapons/MultipleGrenadeLauncher.dec"

#include "Actors/Weapons/NewWeapons/SuppressedPistol.dec"
#include "Actors/Weapons/NewWeapons/SuppressedDualPistol.dec"


ACTOR NewPistolSpawner: PistolSpawner replaces PistolSpawner
{
	//$Category Weapons
	//$Sprite P3STKA0
	//$Title "Pistol spawner"
	Inventory.PickupMessage "$GOTPISTOL"
	Inventory.PickupSound "Pistol/Draw"
	States
	{
	Spawn:
		P3ST A 0
		P3ST A 1
		P3ST A 0 A_ChangeFlag("THRUACTORS", 0)
	Stay:
		P3ST K -1
		Stop

	Pickup:
		P3ST A 0
		P3ST A 0 A_JumpIfInventory("PuristPistol", 1, "AmmoOnly")
		P3ST A 0 A_JumpIfInventory("BrutalPistol", 1, "DualPistol")
		P3ST A 0 A_JumpIfInventory("SuppressedBrutalPistol", 1, "DualPistol")
		P3ST A 0 A_JumpIfInventory("DualPistols", 1, "AmmoOnly")
		P3ST A 0 A_JumpIfInventory("SuppressedDualPistols", 1, "AmmoOnly")
	PickupNormal:
		P3ST A 0 A_GiveInventory("BrutalPistol", 1)
		P3ST A 0 A_GiveInventory("Clip1", 10)
		Stop

	DualPistol:
		P3ST A 0
		P3ST A 0 A_GiveInventory("HasDualPistol", 1)
		P3ST A 0 A_GiveInventory("Clip1", 10)
		Stop

	AmmoOnly:
		P3ST A 0
		P3ST A 0 A_GiveInventory("Clip1", 10)
		Stop
	}
}
