//ROCKMAN NO CONSTANCY

const int COL_ROCKBUSTER = 3320;
const int COL_DELAYFLAME = 3321;
const int COL_RISINGSUN = 3322;
const int COL_SPINWHEEL = 3323;
const int COL_PROTOCHARGE = 3324;
const int COL_PROTOCHARGEC1 = 3325;
const int COL_PROTOCHARGEC2 = 3326;
const int COL_ZAWARUDO = 3327;

const int DOSREBORN_COLOR_SONIC = 1401;
const int DOSREBORN_COLOR_VOLT = 1402;
const int DOSREBORN_COLOR_VOLT2 = 1410;
const int DOSREBORN_COLOR_VOLT3 = 1411;
const int DOSREBORN_COLOR_DYNA = 1403;
const int DOSREBORN_COLOR_KNIFE = 1404;
const int DOSREBORN_COLOR_TORCH = 1405;
const int DOSREBORN_COLOR_BIT = 1406;
const int DOSREBORN_COLOR_SHARK = 1407;
const int DOSREBORN_COLOR_BUOY = 1408;
const int DOSREBORN_COLOR_PETROL = 1409;

#Include "actors/BonusCopyWeapons/RNC/DelayFlame.txt"
#Include "actors/BonusCopyWeapons/RNC/IceCircle.txt"
#Include "actors/BonusCopyWeapons/RNC/ProtoCharge.txt"
#Include "actors/BonusCopyWeapons/RNC/RisingSun.txt"
#Include "actors/BonusCopyWeapons/RNC/RumblingBang.txt"
#Include "actors/BonusCopyWeapons/RNC/SpinWheel.txt"
#Include "actors/BonusCopyWeapons/RNC/WindSlicer.txt"
#Include "actors/BonusCopyWeapons/RNC/ZaWarudo.txt"

#include "actors/BonusCopyWeapons/DOSR/sonicpulse.txt"
#include "actors/BonusCopyWeapons/DOSR/plasmacutter.txt"
#include "actors/BonusCopyWeapons/DOSR/dynamitecluster.txt"
#include "actors/BonusCopyWeapons/DOSR/knifespread.txt"
#include "actors/BonusCopyWeapons/DOSR/blowtorch.txt"
#include "actors/BonusCopyWeapons/DOSR/sludgeburst.txt"
#include "actors/BonusCopyWeapons/DOSR/sharkattack.txt"
#include "actors/BonusCopyWeapons/DOSR/bubblebath.txt"
#include "actors/BonusCopyWeapons/DOSR/drillpike.txt"

actor RNCWeapons : MMWeaponGiver
{
+INVENTORY.AUTOACTIVATE
States
{
SpawnWeapons:
TNT1 A 0
TNT1 A 0 A_SpawnItemEx("DelayFlameWep",32)
TNT1 A 0 A_SpawnItemEx("IceCircleWep",32,0,0,0,0,0,45)
TNT1 A 0 A_SpawnItemEx("ProtoChargeWep",32,0,0,0,0,0,90)
TNT1 A 0 A_SpawnItemEx("RisingSunWep",32,0,0,0,0,0,135)
TNT1 A 0 A_SpawnItemEx("RumblingBangWep",32,0,0,0,0,0,180)
TNT1 A 0 A_SpawnItemEx("SpinWheelWep",32,0,0,0,0,0,225)
TNT1 A 0 A_SpawnItemEx("WindSlicerWep",32,0,0,0,0,0,270)
TNT1 A 0 A_SpawnItemEx("TimeScatterWep",32,0,0,0,0,0,315)
stop
Use:
TNT1 A 0 A_PlaySoundEx("item/refill","Voice")
TNT1 A 0 A_GiveInventory("DelayFlameWep",1)
TNT1 A 0 A_GiveInventory("IceCircleWep",1)
TNT1 A 0 A_GiveInventory("ProtoChargeWep",1)
TNT1 A 0 A_GiveInventory("RisingSunWep",1)
TNT1 A 0 A_GiveInventory("RumblingBangWep",1)
TNT1 A 0 A_GiveInventory("SpinWheelWep",1)
TNT1 A 0 A_GiveInventory("WindSlicerWep",1)
TNT1 A 0 A_GiveInventory("TimeScatterWep",1)
stop
}
}

actor MMDWeapons : MMWeaponGiver // Defined in MM8BDM-v5a.pk3/actors/misc/wepgivers.txt
{
+INVENTORY.AUTOACTIVATE
States
{
Spawn:
TNT1 A 0
TNT1 A 0 A_SpawnItemEx("SonicPulseWep")
TNT1 A 0 A_SpawnItemEx("PlasmaCutterWep", 32)
TNT1 A 0 A_SpawnItemEx("DynamiteClusterWep", 32, 0, 0, 0, 0, 0, 45)
TNT1 A 0 A_SpawnItemEx("KnifeSpreadWep", 32, 0, 0, 0, 0, 0, 90)
TNT1 A 0 A_SpawnItemEx("BlowTorchWep", 32, 0, 0, 0, 0, 0, 135)
TNT1 A 0 A_SpawnItemEx("DrillPikeWep", 32, 0, 0, 0, 0, 0, 180)
TNT1 A 0 A_SpawnItemEx("SharkAttackWep", 32, 0, 0, 0, 0, 0, 225)
TNT1 A 0 A_SpawnItemEx("BubbleBathWep", 32, 0, 0, 0, 0, 0, 270)
TNT1 A 0 A_SpawnItemEx("SludgeBurstWep", 32, 0, 0, 0, 0, 0, 315)
stop
Use:
TNT1 A 0 A_PlaySoundEx("item/refill","Voice")
TNT1 A 0 A_GiveInventory("SonicPulseWep", 1)
TNT1 A 0 A_GiveInventory("PlasmaCutterWep", 1)
TNT1 A 0 A_GiveInventory("DynamiteClusterWep", 1)
TNT1 A 0 A_GiveInventory("KnifeSpreadWep", 1)
TNT1 A 0 A_GiveInventory("BlowTorchWep", 1)
TNT1 A 0 A_GiveInventory("DrillPikeWep", 1)
TNT1 A 0 A_GiveInventory("SharkAttackWep", 1)
TNT1 A 0 A_GiveInventory("BubbleBathWep", 1)
TNT1 A 0 A_GiveInventory("SludgeBurstWep", 1)
stop
}
}
