ACTOR Loaderpickup : custominventory replaces chainsaw
{
 inventory.maxamount 1
 Inventory.Pickupmessage "you got the Power loader!"
 Inventory.Pickupsound "weapons/sawup"
 +COUNTITEM
 scale 0.8
 states	
 	{
 	spawn:
 		CSAW A -1
 		stop
   Pickup:
    TNT1 A 0 A_giveinventory ("ArtiTomeOfPower1")   
    TNT1 A 0 A_GiveInventory ("loader1")
    stop
 	}
 }

actor artitomeofpower1 : artitomeofpower replaces artitomeofpower
{
  inventory.maxamount 1
}  

ACTOR loader1 : powerupgiver 
{
 inventory.maxamount 1
 Inventory.Pickupmessage "you got the Power loader!"
 Powerup.Type loader 
 Powerup.Duration -86400
 +COUNTITEM
 +INVENTORY.AUTOACTIVATE
 +INVENTORY.QUIET 

 }

 ACTOR Powerloader : PowerMorph
{
 inventory.maxamount 1
 PowerMorph.PlayerClass "Inloader"
 PowerMorph.MorphStyle (MRF_FULLHEALTH|MRF_ADDSTAMINA|MRF_LOSEACTUALWEAPON|MRF_NEWTIDBEHAVIOUR|MRF_UNDOBYTOMEOFPOWER)
 PowerMorph.MorphFlash "noflash"
 PowerMorph.UnMorphFlash "noflash"
}

ACTOR Inloader : Playerpawn
{
  Health 500
Player.ForwardMove 0.25,0.5
Player.MaxHealth 500
Player.SideMove 0.25,0.5
Player.ViewHeight 51
Player.MorphWeapon "loaderarms"
Player.SpawnClass "Inloader"
Player.DisplayName "Loader"
yscale 0.8
xscale 1
+NOSKIN
  Mass 1000
    Player.ColorRange 192, 207
  States
  {
  Spawn:
    LOAD A -1
    Loop
  See:
    LOAD A 0 A_playsound("weapons/sawidle")
    LOAD A 16
    LOAD A 0 A_playsound("dsswidl2")    
    LOAD B 16
    LOAD A 0 A_playsound("weapons/sawidle")    
    LOAD C 16
    LOAD A 0 A_playsound("dsswidl2")     
    LOAD D 16 
    Loop
  Missile:
    LOAD EF 12 
    Goto Spawn
  Melee:
    LOAD G 6
    Goto Missile
  Pain:
    LOAD H 4 
    LOAD H 4 A_Pain
    Goto Spawn
  Death:
    LOAD I 10 
    LOAD J 10 A_PlayerScream
    LOAD K 10 A_NoBlocking
    LOAD LMN 10
    LOAD O -1
    Stop
    }
}

ACTOR loaderarms : Weapon
{
 States
 {
 	Ready: 
        SAWG CD 10 A_weaponready
	loop
	Deselect:
    SAWG C 1 A_Lower
    Loop
  Select:
    SAWG C 1 A_Raise
    Loop
  Fire:
    SAWG A 4 A_playsound("weapons/sawup",CHAN_VOICE)
    SAWG E 8
    SAWG F 8 
    SAWG G 8 A_Saw("weapons/sawfull", "weapons/sawhit",30,"bulletpuff",0,128)
    SAWG H 8     
    SAWG F 10 A_refire
    goto ready
  hold:
    SAWG A 4 A_playsound("weapons/sawup",CHAN_VOICE)
    SAWG E 8
    SAWG F 8 
    SAWG G 8 A_Saw("weapons/sawfull", "weapons/sawhit",30,"bulletpuff",0,128)
    SAWG H 8     
    SAWG F 8 A_playsound("weapons/sawup",CHAN_VOICE)    
    SAWG I 8 
    SAWG J 8 
    SAWG K 8 A_Saw("weapons/sawfull", "weapons/sawhit",40,"bulletpuff",0,128)
    SAWG L 8  
    SAWG J 10 A_refire
     goto ready
    }
}