ACTOR PPSH-41pickup : CustomInventory
{  
  Inventory.Pickupmessage "Picked up the PPSH-41 GOD YESSS YOTe'S PP!"
  States
  {
  Spawn:
    GEWE Z -1
    Stop
  Pickup:
    TNT1 A 0 A_JumpIfInventory("PAPPPSH-41", 1, "PAPOnlyAmmo")
    TNT1 A 0 A_JumpIfInventory("PPSH-41", 1, "OnlyAmmo")
    TNT1 A 0 A_JumpIfInventory("mulekick",1,"giveweaponmule")
    TNT1 A 0 A_JumpIfInventory("MuleKickMaxWeapons",2,"failpickupnonmule")
	TNT1 A 0 A_GiveInventory("MuleKickMaxWeapons",1)
    TNT1 A 0 A_GiveInventory("PPSH-41")
    Stop
  giveweaponmule:
    TNT1 A 0 A_JumpIfInventory("MuleKickMaxWeapons",3,"failpickupmule")
    TNT1 A 0 A_GiveInventory("MuleKickMaxWeapons",1)
    TNT1 A 0 A_GiveInventory("PPSH-41")
	stop
  OnlyAmmo:
    TNT1 A 0 A_JumpIfInventory("PPSHammo", 0, "FailPickup")
    Goto GiveMeAmmo
  GiveMeAmmo:
    TNT1 A 0 A_GiveInventory("PPSHammo", 999)
    Stop
  PAPOnlyAmmo:
    TNT1 A 0 A_JumpIfInventory("PAPPPSHammo", 0, "FailPickup")
    TNT1 A 0 A_GiveInventory("PAPPPSHammo", 999)
    Stop
  FailPickup:
    TNT1 A 0
    Fail
  failpickupnonmule:
    TNT1 A 0 ACS_ExecuteAlways(673,0,0,0,0)
    Fail
  failpickupmule:
    TNT1 A 0 ACS_ExecuteAlways(673,0,0,0,0)
    Fail
  }
}

ACTOR Raygunmark2pickup : CustomInventory
{  
  Inventory.Pickupmessage "Picked up the Raygun Mark 2 Best Upgrade Ever!"
  scale 0.1
  States
  {
  Spawn:
    RAYM S -1
    Stop
  Pickup:
    TNT1 A 0 A_JumpIfInventory("PAPRaygunmark2", 1, "PAPOnlyAmmo")
    TNT1 A 0 A_JumpIfInventory("Raygunmark2", 1, "OnlyAmmo")
    TNT1 A 0 A_JumpIfInventory("mulekick",1,"giveweaponmule")
    TNT1 A 0 A_JumpIfInventory("MuleKickMaxWeapons",2,"failpickupnonmule")
	TNT1 A 0 A_GiveInventory("MuleKickMaxWeapons",1)
    TNT1 A 0 A_GiveInventory("Raygunmark2")
    Stop
  giveweaponmule:
    TNT1 A 0 A_JumpIfInventory("MuleKickMaxWeapons",3,"failpickupmule")
    TNT1 A 0 A_GiveInventory("MuleKickMaxWeapons",1)
    TNT1 A 0 A_GiveInventory("Raygunmark2")
	stop
  OnlyAmmo:
    TNT1 A 0 A_JumpIfInventory("RAYM2ammo", 0, "FailPickup")
    Goto GiveMeAmmo
  GiveMeAmmo:
    TNT1 A 0 A_GiveInventory("RAYM2ammo", 999)
    Stop
  PAPOnlyAmmo:
    TNT1 A 0 A_JumpIfInventory("PAPRAYM2ammo", 0, "FailPickup")
    TNT1 A 0 A_GiveInventory("PAPRAYM2ammo", 999)
    Stop
  FailPickup:
    TNT1 A 0
    Fail
  failpickupnonmule:
    TNT1 A 0 ACS_ExecuteAlways(673,0,0,0,0)
    Fail
  failpickupmule:
    TNT1 A 0 ACS_ExecuteAlways(673,0,0,0,0)
    Fail
  }
}

ACTOR STG-44pickup : CustomInventory
{  
  Inventory.Pickupmessage "Pick up An STG-44 Go World War 2 on their ass!"
  States
  {
  Spawn:
    STGS A -1
    Stop
  Pickup:
    TNT1 A 0 A_JumpIfInventory("Spatz-447", 1, "PAPOnlyAmmo")
    TNT1 A 0 A_JumpIfInventory("STG-44", 1, "OnlyAmmo") 
    TNT1 A 0 A_JumpIfInventory("mulekick",1,"giveweaponmule")
    TNT1 A 0 A_JumpIfInventory("MuleKickMaxWeapons",2,"failpickupnonmule")
	TNT1 A 0 A_GiveInventory("MuleKickMaxWeapons",1)
    TNT1 A 0 A_GiveInventory("STG-44")
    stop
  giveweaponmule:
    TNT1 A 0 A_JumpIfInventory("MuleKickMaxWeapons",3,"failpickupmule")
    TNT1 A 0 A_GiveInventory("MuleKickMaxWeapons",1)
    TNT1 A 0 A_GiveInventory("STG-44")
	stop
  OnlyAmmo:
    TNT1 A 0 A_JumpIfInventory("STGammo", 0, "FailPickup")
    Goto GiveMeAmmo
  GiveMeAmmo:
    TNT1 A 0 A_GiveInventory("STGammo", 999)
    Stop
  PAPOnlyAmmo:
    TNT1 A 0 A_JumpIfInventory("PAPSTGammo", 0, "FailPickup")
    TNT1 A 0 A_GiveInventory("PAPSTGammo", 999)
    Stop
  FailPickup:
    TNT1 A 0
    Fail
  failpickupnonmule:
    TNT1 A 0 ACS_ExecuteAlways(673,0,0,0,0)
    Fail
  failpickupmule:
    TNT1 A 0 ACS_ExecuteAlways(673,0,0,0,0)
    Fail
  }
}
ACTOR Flaregunpickup : CustomInventory
{  
  Inventory.Pickupmessage "You got a Flare gun umm go signal a boat or something"
  States
  {
  Spawn:
    FGRN A -1
    Stop
  Pickup:
    TNT1 A 0 A_JumpIfInventory("PAPFlaregun", 1, "PAPOnlyAmmo")
    TNT1 A 0 A_JumpIfInventory("Flaregun", 1, "OnlyAmmo") 
    TNT1 A 0 A_JumpIfInventory("mulekick",1,"giveweaponmule")
    TNT1 A 0 A_JumpIfInventory("MuleKickMaxWeapons",2,"failpickupnonmule")
	TNT1 A 0 A_GiveInventory("MuleKickMaxWeapons",1)
    TNT1 A 0 A_GiveInventory("Flaregun")
    Stop
  giveweaponmule:
    TNT1 A 0 A_JumpIfInventory("MuleKickMaxWeapons",3,"failpickupmule")
    TNT1 A 0 A_GiveInventory("MuleKickMaxWeapons",1)
    TNT1 A 0 A_GiveInventory("Flaregun")
	stop
  OnlyAmmo:
    TNT1 A 0 A_JumpIfInventory("Flares", 0, "FailPickup")
    Goto GiveMeAmmo
  GiveMeAmmo:
    TNT1 A 0 A_GiveInventory("Flares", 999)
    Stop
  PAPOnlyAmmo:
    TNT1 A 0 A_JumpIfInventory("PAPFlares", 0, "FailPickup")
    TNT1 A 0 A_GiveInventory("PAPFlares", 999)
    Stop
  FailPickup:
    TNT1 A 0
    Fail
  failpickupnonmule:
    TNT1 A 0 ACS_ExecuteAlways(673,0,0,0,0)
    Fail
  failpickupmule:
    TNT1 A 0 ACS_ExecuteAlways(673,0,0,0,0)
    Fail
  }
}

ACTOR Smartgunpickup : CustomInventory
{  
  Inventory.Pickupmessage "Picked up the Smartgun Huh i dont have anything catchy to say damn"
  States
  {
  Spawn:
    SMTP A -1
    Stop
  Pickup:
    TNT1 A 0 A_JumpIfInventory("Hal's_Smartgun", 1, "FailPickup")
    TNT1 A 0 A_JumpIfInventory("Smartgun", 1, "FailPickup")
    TNT1 A 0 A_JumpIfInventory("mulekick",1,"giveweaponmule")
    TNT1 A 0 A_JumpIfInventory("MuleKickMaxWeapons",2,"failpickupnonmule")
	TNT1 A 0 A_GiveInventory("MuleKickMaxWeapons",1)
    TNT1 A 0 A_GiveInventory("Smartgun")
    Stop
  giveweaponmule:
    TNT1 A 0 A_JumpIfInventory("MuleKickMaxWeapons",3,"failpickupmule")
    TNT1 A 0 A_GiveInventory("MuleKickMaxWeapons",1)
    TNT1 A 0 A_GiveInventory("Smartgun")
	stop
  FailPickup:
    TNT1 A 0
    Fail
  failpickupnonmule:
    TNT1 A 0 ACS_ExecuteAlways(673,0,0,0,0)
    Fail
  failpickupmule:
    TNT1 A 0 ACS_ExecuteAlways(673,0,0,0,0)
    Fail
  }
}


ACTOR doom3shotgunpickup : CustomInventory
{  
  Inventory.Pickupmessage "You got the Doom 3 shotgun go give them hell BFG edition style!"
  scale 0.3
  States
  {
  Spawn:
    D3WS A -1
    Stop
  Pickup:
    TNT1 A 0 A_JumpIfInventory("PAPdoom3shotgun", 1, "PAPOnlyAmmo")
    TNT1 A 0 A_JumpIfInventory("doom3shotgun", 1, "OnlyAmmo")
    TNT1 A 0 A_JumpIfInventory("mulekick",1,"giveweaponmule")
    TNT1 A 0 A_JumpIfInventory("MuleKickMaxWeapons",2,"failpickupnonmule")
	TNT1 A 0 A_GiveInventory("MuleKickMaxWeapons",1)
    TNT1 A 0 A_GiveInventory("doom3shotgun")
    Stop
  giveweaponmule:
    TNT1 A 0 A_JumpIfInventory("MuleKickMaxWeapons",3,"failpickupmule")
    TNT1 A 0 A_GiveInventory("MuleKickMaxWeapons",1)
    TNT1 A 0 A_GiveInventory("doom3shotgun")
	stop
  OnlyAmmo:
    TNT1 A 0 A_JumpIfInventory("D3ammo", 0, "FailPickup")
    Goto GiveMeAmmo
  GiveMeAmmo:
    TNT1 A 0 A_GiveInventory("D3ammo", 999)
    Stop
  PAPOnlyAmmo:
    TNT1 A 0 A_JumpIfInventory("PAPD3ammo", 0, "FailPickup")
    TNT1 A 0 A_GiveInventory("PAPD3ammo", 999)
    Stop
  FailPickup:
    TNT1 A 0
    Fail
  failpickupnonmule:
    TNT1 A 0 ACS_ExecuteAlways(673,0,0,0,0)
    Fail
  failpickupmule:
    TNT1 A 0 ACS_ExecuteAlways(673,0,0,0,0)
    Fail
  }
}

ACTOR Scar-Hpickup : CustomInventory
{  
  Scale 0.15
  Inventory.Pickupmessage "Pickuped the Scar-H. Fuck yeah kicking it DieHard style"
  States
  {
  Spawn:
    SCAR S -1
    Stop
  Pickup:
    TNT1 A 0 A_JumpIfInventory("PAPScar-H", 1, "PAPOnlyAmmo")
    TNT1 A 0 A_JumpIfInventory("Scar-H", 1, "OnlyAmmo")
    TNT1 A 0 A_JumpIfInventory("mulekick",1,"giveweaponmule")
    TNT1 A 0 A_JumpIfInventory("MuleKickMaxWeapons",2,"failpickupnonmule")
	TNT1 A 0 A_GiveInventory("MuleKickMaxWeapons",1)
    TNT1 A 0 A_GiveInventory("Scar-H")
    Stop
  giveweaponmule:
    TNT1 A 0 A_JumpIfInventory("MuleKickMaxWeapons",3,"failpickupmule")
    TNT1 A 0 A_GiveInventory("MuleKickMaxWeapons",1)
    TNT1 A 0 A_GiveInventory("Scar-H")
	stop
  OnlyAmmo:
    TNT1 A 0 A_JumpIfInventory("Scarammo", 0, "FailPickup")
    Goto GiveMeAmmo
  GiveMeAmmo:
    TNT1 A 0 A_GiveInventory("Scarammo", 999)
    Stop
  PAPOnlyAmmo:
    TNT1 A 0 A_JumpIfInventory("PAPScarammo", 0, "FailPickup")
    TNT1 A 0 A_GiveInventory("PAPScarammo", 999)
    Stop
  FailPickup:
    TNT1 A 0
    Fail
  failpickupnonmule:
    TNT1 A 0 ACS_ExecuteAlways(673,0,0,0,0)
    Fail
  failpickupmule:
    TNT1 A 0 ACS_ExecuteAlways(673,0,0,0,0)
    Fail
  }
}
ACTOR RPGpickup : CustomInventory
{  
  Inventory.Pickupmessage "You got the RPG-7, Go blow something up you little terrorist!"
  States
  {
  Spawn:
    LAUN A -1
    Stop
  Pickup:
    TNT1 A 0 A_JumpIfInventory("PAPRPG", 1, "PAPOnlyAmmo")
    TNT1 A 0 A_JumpIfInventory("RPG", 1, "OnlyAmmo")
    TNT1 A 0 A_JumpIfInventory("mulekick",1,"giveweaponmule")
    TNT1 A 0 A_JumpIfInventory("MuleKickMaxWeapons",2,"failpickupnonmule")
	TNT1 A 0 A_GiveInventory("MuleKickMaxWeapons",1)
    TNT1 A 0 A_GiveInventory("RPG")
    Stop
  giveweaponmule:
    TNT1 A 0 A_JumpIfInventory("MuleKickMaxWeapons",3,"failpickupmule")
    TNT1 A 0 A_GiveInventory("MuleKickMaxWeapons",1)
    TNT1 A 0 A_GiveInventory("RPG")
	stop
  OnlyAmmo:
    TNT1 A 0 A_JumpIfInventory("RPGammo", 0, "FailPickup")
    Goto GiveMeAmmo
  GiveMeAmmo:
    TNT1 A 0 A_GiveInventory("RPGammo", 999)
    Stop
  PAPOnlyAmmo:
    TNT1 A 0 A_JumpIfInventory("PAPRPGammo", 0, "FailPickup")
    TNT1 A 0 A_GiveInventory("PAPRPGammo", 999)
    Stop
  FailPickup:
    TNT1 A 0
    Fail
  failpickupnonmule:
    TNT1 A 0 ACS_ExecuteAlways(673,0,0,0,0)
    Fail
  failpickupmule:
    TNT1 A 0 ACS_ExecuteAlways(673,0,0,0,0)
    Fail
  }
}

ACTOR Type100pickup : CustomInventory
{  
  Inventory.Pickupmessage "Picked up Type 100!!!"
  States
  {
  Spawn:
    TYPS A -1
    Stop
  Pickup:
    TNT1 A 0 A_JumpIfInventory("PAPType100", 1, "PAPOnlyAmmo")
    TNT1 A 0 A_JumpIfInventory("Type100", 1, "OnlyAmmo")
    TNT1 A 0 A_JumpIfInventory("mulekick",1,"giveweaponmule")
    TNT1 A 0 A_JumpIfInventory("MuleKickMaxWeapons",2,"failpickupnonmule")
	TNT1 A 0 A_GiveInventory("MuleKickMaxWeapons",1)
    TNT1 A 0 A_GiveInventory("Type100")
    Stop
  giveweaponmule:
    TNT1 A 0 A_JumpIfInventory("MuleKickMaxWeapons",3,"failpickupmule")
    TNT1 A 0 A_GiveInventory("MuleKickMaxWeapons",1)
    TNT1 A 0 A_GiveInventory("Type100")
	stop
  OnlyAmmo:
    TNT1 A 0 A_JumpIfInventory("Typeammo", 0, "FailPickup")
    Goto GiveMeAmmo
  GiveMeAmmo:
    TNT1 A 0 A_GiveInventory("Typeammo", 999)
    Stop
  PAPOnlyAmmo:
    TNT1 A 0 A_JumpIfInventory("PAPTypeammo", 0, "FailPickup")
    TNT1 A 0 A_GiveInventory("PAPTypeammo", 999)
    Stop
  FailPickup:
    TNT1 A 0
    Fail
  failpickupnonmule:
    TNT1 A 0 ACS_ExecuteAlways(673,0,0,0,0)
    Fail
  failpickupmule:
    TNT1 A 0 ACS_ExecuteAlways(673,0,0,0,0)
    Fail
  }
}

ACTOR PulseMachinegunpickup : CustomInventory
{  
  Inventory.Pickupmessage "Picked up The Pulse Machinegun!!!"
  States
  {
  Spawn:
    BRFL A -1
    Stop
  Pickup:
    TNT1 A 0 A_JumpIfInventory("PAPPulseMachinegun", 1, "PAPOnlyAmmo")
    TNT1 A 0 A_JumpIfInventory("PulseMachinegun", 1, "OnlyAmmo")
    TNT1 A 0 A_JumpIfInventory("mulekick",1,"giveweaponmule")
    TNT1 A 0 A_JumpIfInventory("MuleKickMaxWeapons",2,"failpickupnonmule")
	TNT1 A 0 A_GiveInventory("MuleKickMaxWeapons",1)
    TNT1 A 0 A_GiveInventory("PulseMachinegun")
    Stop
  giveweaponmule:
    TNT1 A 0 A_JumpIfInventory("MuleKickMaxWeapons",3,"failpickupmule")
    TNT1 A 0 A_GiveInventory("MuleKickMaxWeapons",1)
    TNT1 A 0 A_GiveInventory("PulseMachinegun")
	stop
  OnlyAmmo:
    TNT1 A 0 A_JumpIfInventory("PulseMGammo", 0, "FailPickup")
    Goto GiveMeAmmo
  GiveMeAmmo:
    TNT1 A 0 A_GiveInventory("PulseMGammo", 999)
    Stop
  PAPOnlyAmmo:
    TNT1 A 0 A_JumpIfInventory("PAPPulseMGammo", 0, "FailPickup")
    TNT1 A 0 A_GiveInventory("PAPPulseMGammo", 999)
    Stop
  FailPickup:
    TNT1 A 0
    Fail
  failpickupnonmule:
    TNT1 A 0 ACS_ExecuteAlways(673,0,0,0,0)
    Fail
  failpickupmule:
    TNT1 A 0 ACS_ExecuteAlways(673,0,0,0,0)
    Fail
  }
}

ACTOR BFG10Kpickup : CustomInventory
{  
  Inventory.Pickupmessage "Picked up The BFG10k Fucking hell yes!!!"
  States
  {
  Spawn:
    BFG2 A -1
    Stop
  Pickup:
    TNT1 A 0 A_JumpIfInventory("PAPSTBFG10K", 1, "PAPOnlyAmmo")
    TNT1 A 0 A_JumpIfInventory("STBFG10K", 1, "OnlyAmmo")
    TNT1 A 0 A_JumpIfInventory("mulekick",1,"giveweaponmule")
    TNT1 A 0 A_JumpIfInventory("MuleKickMaxWeapons",2,"failpickupnonmule")
	TNT1 A 0 A_GiveInventory("MuleKickMaxWeapons",1)
    TNT1 A 0 A_GiveInventory("STBFG10K")
    Stop
  giveweaponmule:
    TNT1 A 0 A_JumpIfInventory("MuleKickMaxWeapons",3,"failpickupmule")
    TNT1 A 0 A_GiveInventory("MuleKickMaxWeapons",1)
    TNT1 A 0 A_GiveInventory("STBFG10K")
	stop
  OnlyAmmo:
    TNT1 A 0 A_JumpIfInventory("BFG10kammo", 0, "FailPickup")
    Goto GiveMeAmmo
  GiveMeAmmo:
    TNT1 A 0 A_GiveInventory("BFG10kammo", 999)
    Stop
  PAPOnlyAmmo:
    TNT1 A 0 A_JumpIfInventory("PAPBFG10kammo", 0, "FailPickup")
    TNT1 A 0 A_GiveInventory("PAPBFG10kammo", 999)
    Stop
  FailPickup:
    TNT1 A 0
    Fail
  failpickupnonmule:
    TNT1 A 0 ACS_ExecuteAlways(673,0,0,0,0)
    Fail
  failpickupmule:
    TNT1 A 0 ACS_ExecuteAlways(673,0,0,0,0)
    Fail
  }
}

ACTOR Spellbinderpickup : CustomInventory
{  
  Inventory.Pickupmessage "Picked up The Spellbinder by the gods!"
  States
  {
  Spawn:
   HRAD A -1
    Stop
  Pickup:
    TNT1 A 0 A_JumpIfInventory("PAPSpellbinder", 1, "PAPOnlyAmmo")
    TNT1 A 0 A_JumpIfInventory("Spellbinder", 1, "OnlyAmmo")
    TNT1 A 0 A_JumpIfInventory("mulekick",1,"giveweaponmule")
    TNT1 A 0 A_JumpIfInventory("MuleKickMaxWeapons",2,"failpickupnonmule")
	TNT1 A 0 A_GiveInventory("MuleKickMaxWeapons",1)
    TNT1 A 0 A_GiveInventory("Spellbinder")
    Stop
  giveweaponmule:
    TNT1 A 0 A_JumpIfInventory("MuleKickMaxWeapons",3,"failpickupmule")
    TNT1 A 0 A_GiveInventory("MuleKickMaxWeapons",1)
    TNT1 A 0 A_GiveInventory("Spellbinder")
	stop
  OnlyAmmo:
    TNT1 A 0 A_JumpIfInventory("Spellammo", 0, "FailPickup")
    Goto GiveMeAmmo
  GiveMeAmmo:
    TNT1 A 0 A_GiveInventory("Spellammo", 999)
    Stop
  PAPOnlyAmmo:
    TNT1 A 0 A_JumpIfInventory("PAPSpellammo", 0, "FailPickup")
    TNT1 A 0 A_GiveInventory("PAPSpellammo", 999)
    Stop
  FailPickup:
    TNT1 A 0
    Fail
  failpickupnonmule:
    TNT1 A 0 ACS_ExecuteAlways(673,0,0,0,0)
    Fail
  failpickupmule:
    TNT1 A 0 ACS_ExecuteAlways(673,0,0,0,0)
    Fail
  }
}


ACTOR Bloodtommygunpickup : CustomInventory
{  
  Inventory.Pickupmessage "Picked up The Tommygun from Blood now we need tnt!"
  States
  {
  Spawn:
   TOMM A -1
    Stop
  Pickup:
    TNT1 A 0 A_JumpIfInventory("PAPBloodtommygun", 1, "PAPOnlyAmmo")
    TNT1 A 0 A_JumpIfInventory("Bloodtommygun", 1, "OnlyAmmo")
    TNT1 A 0 A_JumpIfInventory("mulekick",1,"giveweaponmule")
    TNT1 A 0 A_JumpIfInventory("MuleKickMaxWeapons",2,"failpickupnonmule")
	TNT1 A 0 A_GiveInventory("MuleKickMaxWeapons",1)
    TNT1 A 0 A_GiveInventory("Bloodtommygun")
    Stop
  giveweaponmule:
    TNT1 A 0 A_JumpIfInventory("MuleKickMaxWeapons",3,"failpickupmule")
    TNT1 A 0 A_GiveInventory("MuleKickMaxWeapons",1)
    TNT1 A 0 A_GiveInventory("Bloodtommygun")
	stop
  OnlyAmmo:
    TNT1 A 0 A_JumpIfInventory("tommammo", 0, "FailPickup")
    Goto GiveMeAmmo
  GiveMeAmmo:
    TNT1 A 0 A_GiveInventory("tommammo", 999)
    Stop
  PAPOnlyAmmo:
    TNT1 A 0 A_JumpIfInventory("PAPtommammo", 0, "FailPickup")
    TNT1 A 0 A_GiveInventory("PAPtommammo", 999)
    Stop
  FailPickup:
    TNT1 A 0
    Fail
  failpickupnonmule:
    TNT1 A 0 ACS_ExecuteAlways(673,0,0,0,0)
    Fail
  failpickupmule:
    TNT1 A 0 ACS_ExecuteAlways(673,0,0,0,0)
    Fail
  }
}

ACTOR Pumpactionshotgunpickup : CustomInventory
{  
  Inventory.Pickupmessage "Picked up The Pump Action Shotgun Put a Hole in them!"
  States
  {
  Spawn:
    XSOT A -1
    Stop
  Pickup:
    TNT1 A 0 A_JumpIfInventory("PAPPumpactionshotgun", 1, "PAPOnlyAmmo")
    TNT1 A 0 A_JumpIfInventory("Pumpactionshotgun", 1, "OnlyAmmo")
    TNT1 A 0 A_JumpIfInventory("mulekick",1,"giveweaponmule")
    TNT1 A 0 A_JumpIfInventory("MuleKickMaxWeapons",2,"failpickupnonmule")
	TNT1 A 0 A_GiveInventory("MuleKickMaxWeapons",1)
    TNT1 A 0 A_GiveInventory("Pumpactionshotgun")
    Stop
  giveweaponmule:
    TNT1 A 0 A_JumpIfInventory("MuleKickMaxWeapons",3,"failpickupmule")
    TNT1 A 0 A_GiveInventory("MuleKickMaxWeapons",1)
    TNT1 A 0 A_GiveInventory("Pumpactionshotgun")
	stop
  OnlyAmmo:
    TNT1 A 0 A_JumpIfInventory("Pumpammo", 0, "FailPickup")
    Goto GiveMeAmmo
  GiveMeAmmo:
    TNT1 A 0 A_GiveInventory("Pumpammo", 999)
    Stop
  PAPOnlyAmmo:
    TNT1 A 0 A_JumpIfInventory("PAPPumpammo", 0, "FailPickup")
    TNT1 A 0 A_GiveInventory("PAPPumpammo", 999)
    Stop
  FailPickup:
    TNT1 A 0
    Fail
  failpickupnonmule:
    TNT1 A 0 ACS_ExecuteAlways(673,0,0,0,0)
    Fail
  failpickupmule:
    TNT1 A 0 ACS_ExecuteAlways(673,0,0,0,0)
    Fail
  }
}

ACTOR BARpickup : CustomInventory
{  
  Inventory.Pickupmessage "Picked up a BAR"
  States
  {
  Spawn:
    BARS A -1
    Stop
  Pickup:
    TNT1 A 0 A_JumpIfInventory("PAPBAR", 1, "PAPOnlyAmmo")
    TNT1 A 0 A_JumpIfInventory("BAR", 1, "OnlyAmmo")
    TNT1 A 0 A_JumpIfInventory("mulekick",1,"giveweaponmule")
    TNT1 A 0 A_JumpIfInventory("MuleKickMaxWeapons",2,"failpickupnonmule")
	TNT1 A 0 A_GiveInventory("MuleKickMaxWeapons",1)
    TNT1 A 0 A_GiveInventory("BAR")
    Stop
  giveweaponmule:
    TNT1 A 0 A_JumpIfInventory("MuleKickMaxWeapons",3,"failpickupmule")
    TNT1 A 0 A_GiveInventory("MuleKickMaxWeapons",1)
    TNT1 A 0 A_GiveInventory("BAR")
	stop
  OnlyAmmo:
    TNT1 A 0 A_JumpIfInventory("BARammo", 0, "FailPickup")
    Goto GiveMeAmmo
  GiveMeAmmo:
    TNT1 A 0 A_GiveInventory("BARammo", 999)
    Stop
  PAPOnlyAmmo:
    TNT1 A 0 A_JumpIfInventory("PAPBARammo", 0, "FailPickup")
    TNT1 A 0 A_GiveInventory("PAPBARammo", 999)
    Stop
  FailPickup:
    TNT1 A 0
    Fail
  failpickupnonmule:
    TNT1 A 0 ACS_ExecuteAlways(673,0,0,0,0)
    Fail
  failpickupmule:
    TNT1 A 0 ACS_ExecuteAlways(673,0,0,0,0)
    Fail
  }
}

ACTOR Model1887pickup : CustomInventory
{  
  Inventory.Pickupmessage "Picked up a Model1887"
  States
  {
  Spawn:
    MSSI A -1
    Stop
  Pickup:
    TNT1 A 0 A_JumpIfInventory("Model115", 1, "PAPOnlyAmmo")
    TNT1 A 0 A_JumpIfInventory("Model1887", 1, "OnlyAmmo")
    TNT1 A 0 A_JumpIfInventory("mulekick",1,"giveweaponmule")
    TNT1 A 0 A_JumpIfInventory("MuleKickMaxWeapons",2,"failpickupnonmule")
	TNT1 A 0 A_GiveInventory("MuleKickMaxWeapons",1)
    TNT1 A 0 A_GiveInventory("Model1887")
    Stop
  giveweaponmule:
    TNT1 A 0 A_JumpIfInventory("MuleKickMaxWeapons",3,"failpickupmule")
    TNT1 A 0 A_GiveInventory("MuleKickMaxWeapons",1)
    TNT1 A 0 A_GiveInventory("Model1887")
	stop
  OnlyAmmo:
    TNT1 A 0 A_JumpIfInventory("Modelammo", 0, "FailPickup")
    Goto GiveMeAmmo
  GiveMeAmmo:
    TNT1 A 0 A_GiveInventory("Modelammo", 999)
    Stop
  PAPOnlyAmmo:
    TNT1 A 0 A_JumpIfInventory("PAPModelammo", 0, "FailPickup")
    TNT1 A 0 A_GiveInventory("PAPModelammo", 999)
    Stop
  FailPickup:
    TNT1 A 0
    Fail
  failpickupnonmule:
    TNT1 A 0 ACS_ExecuteAlways(673,0,0,0,0)
    Fail
  failpickupmule:
    TNT1 A 0 ACS_ExecuteAlways(673,0,0,0,0)
    Fail
  }
}

ACTOR AA12pickup : CustomInventory
{  
  Inventory.Pickupmessage "Picked up a AA12"
  States
  {
  Spawn:
    AA12 E -1
    Stop
  Pickup:
    TNT1 A 0 A_JumpIfInventory("PAPAA12", 1, "PAPOnlyAmmo")
    TNT1 A 0 A_JumpIfInventory("AA12", 1, "OnlyAmmo")
    TNT1 A 0 A_JumpIfInventory("mulekick",1,"giveweaponmule")
    TNT1 A 0 A_JumpIfInventory("MuleKickMaxWeapons",2,"failpickupnonmule")
	TNT1 A 0 A_GiveInventory("MuleKickMaxWeapons",1)
    TNT1 A 0 A_GiveInventory("AA12")
    Stop
  giveweaponmule:
    TNT1 A 0 A_JumpIfInventory("MuleKickMaxWeapons",3,"failpickupmule")
    TNT1 A 0 A_GiveInventory("MuleKickMaxWeapons",1)
    TNT1 A 0 A_GiveInventory("AA12")
	stop
  OnlyAmmo:
    TNT1 A 0 A_JumpIfInventory("AA12ammo", 0, "FailPickup")
    Goto GiveMeAmmo
  GiveMeAmmo:
    TNT1 A 0 A_GiveInventory("AA12ammo", 999)
    Stop
  PAPOnlyAmmo:
    TNT1 A 0 A_JumpIfInventory("PAPAA12ammo",0,"FailPickup")
    TNT1 A 0 A_GiveInventory("PAPAA12ammo", 999)
    Stop
  FailPickup:
    TNT1 A 0
    Fail
  failpickupnonmule:
    TNT1 A 0 ACS_ExecuteAlways(673,0,0,0,0)
    Fail
  failpickupmule:
    TNT1 A 0 ACS_ExecuteAlways(673,0,0,0,0)
    Fail
  }
}

ACTOR UACpickup : CustomInventory
{  
  Inventory.Pickupmessage "Picked up a Uac Machinegun"
  States
  {
  Spawn:
	UCSP A -1
    Stop
  Pickup:
    TNT1 A 0 A_JumpIfInventory("PAPUAC_Machinegun", 1, "PAPOnlyAmmo")
    TNT1 A 0 A_JumpIfInventory("UAC_Machinegun", 1, "OnlyAmmo")
    TNT1 A 0 A_JumpIfInventory("mulekick",1,"giveweaponmule")
    TNT1 A 0 A_JumpIfInventory("MuleKickMaxWeapons",2,"failpickupnonmule")
	TNT1 A 0 A_GiveInventory("MuleKickMaxWeapons",1)
    TNT1 A 0 A_GiveInventory("UAC_Machinegun")
    Stop
  giveweaponmule:
    TNT1 A 0 A_JumpIfInventory("MuleKickMaxWeapons",3,"failpickupmule")
    TNT1 A 0 A_GiveInventory("MuleKickMaxWeapons",1)
    TNT1 A 0 A_GiveInventory("AA12")
	stop
  OnlyAmmo:
    TNT1 A 0 A_JumpIfInventory("UACammo", 0, "FailPickup")
    Goto GiveMeAmmo
  GiveMeAmmo:
    TNT1 A 0 A_GiveInventory("UACammo", 999)
    Stop
  PAPOnlyAmmo:
    TNT1 A 0 A_JumpIfInventory("PAPUACammo", 0, "FailPickup")
    TNT1 A 0 A_GiveInventory("PAPUACammo", 999)
    Stop
  FailPickup:
    TNT1 A 0
    Fail
  failpickupnonmule:
    TNT1 A 0 ACS_ExecuteAlways(673,0,0,0,0)
    Fail
  failpickupmule:
    TNT1 A 0 ACS_ExecuteAlways(673,0,0,0,0)
    Fail
  }
}

ACTOR MP7pickup : CustomInventory
{  
  Inventory.Pickupmessage "Picked up a MP7"
  States
  {
  Spawn:
    MP7W A -1
    Stop
  Pickup:
    TNT1 A 0 A_JumpIfInventory("PAPMP7", 1, "PAPOnlyAmmo")
    TNT1 A 0 A_JumpIfInventory("MP7", 1, "OnlyAmmo")
    TNT1 A 0 A_JumpIfInventory("mulekick",1,"giveweaponmule")
    TNT1 A 0 A_JumpIfInventory("MuleKickMaxWeapons",2,"failpickupnonmule")
	TNT1 A 0 A_GiveInventory("MuleKickMaxWeapons",1)
    TNT1 A 0 A_GiveInventory("MP7")
    Stop
  giveweaponmule:
    TNT1 A 0 A_JumpIfInventory("MuleKickMaxWeapons",3,"failpickupmule")
    TNT1 A 0 A_GiveInventory("MuleKickMaxWeapons",1)
    TNT1 A 0 A_GiveInventory("MP7")
	stop
  OnlyAmmo:
    TNT1 A 0 A_JumpIfInventory("MP7ammo", 0, "FailPickup")
    Goto GiveMeAmmo
  GiveMeAmmo:
    TNT1 A 0 A_GiveInventory("MP7ammo", 999)
    Stop
  PAPOnlyAmmo:
    TNT1 A 0 A_JumpIfInventory("PAPMP7ammo", 0, "FailPickup")
    TNT1 A 0 A_GiveInventory("PAPMP7ammo", 999)
    Stop
  FailPickup:
    TNT1 A 0
    Fail
  failpickupnonmule:
    TNT1 A 0 ACS_ExecuteAlways(673,0,0,0,0)
    Fail
  failpickupmule:
    TNT1 A 0 ACS_ExecuteAlways(673,0,0,0,0)
    Fail
  }
}

ACTOR BFG9000pickup : CustomInventory
{  
  Inventory.Pickupmessage "Picked up a BFG9000 Fuck Yes"
  States
  {
  Spawn:
    BFUG A -1
    Stop
  Pickup:
    TNT1 A 0 A_JumpIfInventory("PAPBFG_9000", 1, "OnlyAmmo")
    TNT1 A 0 A_JumpIfInventory("BFG_9000", 1, "OnlyAmmo")
    TNT1 A 0 A_JumpIfInventory("mulekick",1,"giveweaponmule")
    TNT1 A 0 A_JumpIfInventory("MuleKickMaxWeapons",2,"failpickupnonmule")
	TNT1 A 0 A_GiveInventory("MuleKickMaxWeapons",1)
    TNT1 A 0 A_GiveInventory("BFG_9000")
    Stop
  giveweaponmule:
    TNT1 A 0 A_JumpIfInventory("MuleKickMaxWeapons",3,"failpickupmule")
    TNT1 A 0 A_GiveInventory("MuleKickMaxWeapons",1)
    TNT1 A 0 A_GiveInventory("BFG_9000")
	stop
  OnlyAmmo:
    TNT1 A 0 A_JumpIfInventory("Cell", 0, "FailPickup")
    Goto GiveMeAmmo
  GiveMeAmmo:
    TNT1 A 0 A_GiveInventory("Cell", 999)
    Stop
  FailPickup:
    TNT1 A 0
    Fail
  failpickupnonmule:
    TNT1 A 0 ACS_ExecuteAlways(673,0,0,0,0)
    Fail
  failpickupmule:
    TNT1 A 0 ACS_ExecuteAlways(673,0,0,0,0)
    Fail
  }
}

ACTOR Quadpickup : CustomInventory
{  
  Inventory.Pickupmessage "Picked up a Quad Barrel Shotgun"
  States
  {
  Spawn:
    LICO A -1
    Stop
  Pickup:
    TNT1 A 0 A_JumpIfInventory("PAPQuadShotgun", 1, "OnlyAmmo")
    TNT1 A 0 A_JumpIfInventory("QuadShotgun", 1, "OnlyAmmo")
    TNT1 A 0 A_JumpIfInventory("mulekick",1,"giveweaponmule")
    TNT1 A 0 A_JumpIfInventory("MuleKickMaxWeapons",2,"failpickupnonmule")
	TNT1 A 0 A_GiveInventory("MuleKickMaxWeapons",1)
    TNT1 A 0 A_GiveInventory("QuadShotgun")
    Stop
  giveweaponmule:
    TNT1 A 0 A_JumpIfInventory("MuleKickMaxWeapons",3,"failpickupmule")
    TNT1 A 0 A_GiveInventory("MuleKickMaxWeapons",1)
    TNT1 A 0 A_GiveInventory("QuadShotgun")
	stop
  OnlyAmmo:
    TNT1 A 0 A_JumpIfInventory("Quadammo", 0, "FailPickup")
    Goto GiveMeAmmo
  GiveMeAmmo:
    TNT1 A 0 A_GiveInventory("Quadammo", 999)
    Stop
  FailPickup:
    TNT1 A 0
    Fail
  failpickupnonmule:
    TNT1 A 0 ACS_ExecuteAlways(673,0,0,0,0)
    Fail
  failpickupmule:
    TNT1 A 0 ACS_ExecuteAlways(673,0,0,0,0)
    Fail
  }
}

ACTOR Revolverpickup : CustomInventory
{  
  Inventory.Pickupmessage "Picked up a Revolver"
  States
  {
  Spawn:
    REVP A -1
    Stop
  Pickup:
    TNT1 A 0 A_JumpIfInventory("PAPRevolver", 1, "PAPOnlyAmmo")
    TNT1 A 0 A_JumpIfInventory("Revolver", 1, "OnlyAmmo")
    TNT1 A 0 A_JumpIfInventory("mulekick",1,"giveweaponmule")
    TNT1 A 0 A_JumpIfInventory("MuleKickMaxWeapons",2,"failpickupnonmule")
	TNT1 A 0 A_GiveInventory("MuleKickMaxWeapons",1)
    TNT1 A 0 A_GiveInventory("Revolver")
    Stop
  giveweaponmule:
    TNT1 A 0 A_JumpIfInventory("MuleKickMaxWeapons",3,"failpickupmule")
    TNT1 A 0 A_GiveInventory("MuleKickMaxWeapons",1)
    TNT1 A 0 A_GiveInventory("Revolver")
	stop
  OnlyAmmo:
    TNT1 A 0 A_JumpIfInventory("Revolverammo", 0, "FailPickup")
    Goto GiveMeAmmo
  GiveMeAmmo:
    TNT1 A 0 A_GiveInventory("Revolverammo", 999)
    Stop
  PAPOnlyAmmo:
    TNT1 A 0 A_JumpIfInventory("PAPRevolverammo", 0, "FailPickup")
    TNT1 A 0 A_GiveInventory("PAPRevolverammo", 999)
    Stop
  FailPickup:
    TNT1 A 0
    Fail
  failpickupnonmule:
    TNT1 A 0 ACS_ExecuteAlways(673,0,0,0,0)
    Fail
  failpickupmule:
    TNT1 A 0 ACS_ExecuteAlways(673,0,0,0,0)
    Fail
  }
}

ACTOR Raygunpickup : CustomInventory
{  
  Inventory.Pickupmessage "Picked up a Raygun"
  States
  {
  Spawn:
    RAYP A -1
    Stop
  Pickup:
    TNT1 A 0 A_JumpIfInventory("PAPRaygun", 1, "PAPOnlyAmmo")
    TNT1 A 0 A_JumpIfInventory("Raygun", 1, "OnlyAmmo")
    TNT1 A 0 A_JumpIfInventory("mulekick",1,"giveweaponmule")
    TNT1 A 0 A_JumpIfInventory("MuleKickMaxWeapons",2,"failpickupnonmule")
	TNT1 A 0 A_GiveInventory("MuleKickMaxWeapons",1)
    TNT1 A 0 A_GiveInventory("Raygun")
    Stop
  giveweaponmule:
    TNT1 A 0 A_JumpIfInventory("MuleKickMaxWeapons",3,"failpickupmule")
    TNT1 A 0 A_GiveInventory("MuleKickMaxWeapons",1)
    TNT1 A 0 A_GiveInventory("Raygun")
	stop
  OnlyAmmo:
    TNT1 A 0 A_JumpIfInventory("Raygunammo", 0, "FailPickup")
    Goto GiveMeAmmo
  GiveMeAmmo:
    TNT1 A 0 A_GiveInventory("Raygunammo", 999)
    Stop
  PAPOnlyAmmo:
    TNT1 A 0 A_JumpIfInventory("PAPRaygunammo",0,"FailPickup")
    TNT1 A 0 A_GiveInventory("PAPRaygunammo", 999)
    Stop
  FailPickup:
    TNT1 A 0
    Fail
  failpickupnonmule:
    TNT1 A 0 ACS_ExecuteAlways(673,0,0,0,0)
    Fail
  failpickupmule:
    TNT1 A 0 ACS_ExecuteAlways(673,0,0,0,0)
    Fail
  }
}

ACTOR PlasmaGunpickup : CustomInventory
{
  Inventory.Pickupmessage "Picked up a PlasmaGun"
  States
  {
  Spawn:
    PLAS A -1
    Stop
  Pickup:
    TNT1 A 0 A_JumpIfInventory("PAPPlasmaGun", 1, "OnlyAmmo")
    TNT1 A 0 A_JumpIfInventory("PlasmaGun", 1, "OnlyAmmo")
    TNT1 A 0 A_JumpIfInventory("mulekick",1,"giveweaponmule")
    TNT1 A 0 A_JumpIfInventory("MuleKickMaxWeapons",2,"failpickupnonmule")
	TNT1 A 0 A_GiveInventory("MuleKickMaxWeapons",1)
    TNT1 A 0 A_GiveInventory("PlasmaGun")
    Stop
  giveweaponmule:
    TNT1 A 0 A_JumpIfInventory("MuleKickMaxWeapons",3,"failpickupmule")
    TNT1 A 0 A_GiveInventory("MuleKickMaxWeapons",1)
    TNT1 A 0 A_GiveInventory("PlasmaGun")
	stop
  OnlyAmmo:
    TNT1 A 0 A_JumpIfInventory("Plasmaammo", 0, "FailPickup")
    Goto GiveMeAmmo
  GiveMeAmmo:
    TNT1 A 0 A_GiveInventory("Plasmaammo", 999)
    Stop
  FailPickup:
    TNT1 A 0
    Fail
  failpickupnonmule:
    TNT1 A 0 ACS_ExecuteAlways(673,0,0,0,0)
    Fail
  failpickupmule:
    TNT1 A 0 ACS_ExecuteAlways(673,0,0,0,0)
    Fail
  }
}

ACTOR AUGpickup : CustomInventory
{
  Inventory.Pickupmessage "Picked up a AUG"
  States
  {
  Spawn:
    F88A X -1
    Stop
  Pickup:
    TNT1 A 0 A_JumpIfInventory("PAPAUG", 1, "OnlyAmmo")
    TNT1 A 0 A_JumpIfInventory("AUG", 1, "OnlyAmmo")
    TNT1 A 0 A_JumpIfInventory("mulekick",1,"giveweaponmule")
    TNT1 A 0 A_JumpIfInventory("MuleKickMaxWeapons",2,"failpickupnonmule")
	TNT1 A 0 A_GiveInventory("MuleKickMaxWeapons",1)
    TNT1 A 0 A_GiveInventory("AUG")
    Stop
  giveweaponmule:
    TNT1 A 0 A_JumpIfInventory("MuleKickMaxWeapons",3,"failpickupmule")
    TNT1 A 0 A_GiveInventory("MuleKickMaxWeapons",1)
    TNT1 A 0 A_GiveInventory("AUG")
	stop
  OnlyAmmo:
    TNT1 A 0 A_JumpIfInventory("AUGammo", 0, "FailPickup")
    Goto GiveMeAmmo
  GiveMeAmmo:
    TNT1 A 0 A_GiveInventory("AUGammo", 999)
    Stop
  FailPickup:
    TNT1 A 0
    Fail
  failpickupnonmule:
    TNT1 A 0 ACS_ExecuteAlways(673,0,0,0,0)
    Fail
  failpickupmule:
    TNT1 A 0 ACS_ExecuteAlways(673,0,0,0,0)
    Fail
  }
}

ACTOR FAMASpickup : CustomInventory
{
  Inventory.Pickupmessage "Picked up a FAMAS"
  States
  {
  Spawn:
    FAMS W -1
    Stop
  Pickup:
    TNT1 A 0 A_JumpIfInventory("PAPFAMAS", 1, "OnlyAmmo")
    TNT1 A 0 A_JumpIfInventory("FAMAS", 1, "OnlyAmmo")
    TNT1 A 0 A_JumpIfInventory("mulekick",1,"giveweaponmule")
    TNT1 A 0 A_JumpIfInventory("MuleKickMaxWeapons",2,"failpickupnonmule")
	TNT1 A 0 A_GiveInventory("MuleKickMaxWeapons",1)
    TNT1 A 0 A_GiveInventory("FAMAS")
    Stop
  giveweaponmule:
    TNT1 A 0 A_JumpIfInventory("MuleKickMaxWeapons",3,"failpickupmule")
    TNT1 A 0 A_GiveInventory("MuleKickMaxWeapons",1)
    TNT1 A 0 A_GiveInventory("FAMAS")
	stop
  OnlyAmmo:
    TNT1 A 0 A_JumpIfInventory("FAMASammo", 0, "FailPickup")
    Goto GiveMeAmmo
  GiveMeAmmo:
    TNT1 A 0 A_GiveInventory("FAMASammo", 999)
    Stop
  FailPickup:
    TNT1 A 0
    Fail
  failpickupnonmule:
    TNT1 A 0 ACS_ExecuteAlways(673,0,0,0,0)
    Fail
  failpickupmule:
    TNT1 A 0 ACS_ExecuteAlways(673,0,0,0,0)
    Fail
  }
}

ACTOR M1pickup : CustomInventory
{
  Inventory.Pickupmessage "Picked up a M1"
  States
  {
  Spawn:
    M1GR A -1
    Stop
  Pickup:
    TNT1 A 0 A_JumpIfInventory("PAPM1", 1, "PAPOnlyAmmo")
    TNT1 A 0 A_JumpIfInventory("M1", 1, "OnlyAmmo")
    TNT1 A 0 A_JumpIfInventory("mulekick",1,"giveweaponmule")
    TNT1 A 0 A_JumpIfInventory("MuleKickMaxWeapons",2,"failpickupnonmule")
	TNT1 A 0 A_GiveInventory("MuleKickMaxWeapons",1)
    TNT1 A 0 A_GiveInventory("M1")
    Stop
  giveweaponmule:
    TNT1 A 0 A_JumpIfInventory("MuleKickMaxWeapons",3,"failpickupmule")
    TNT1 A 0 A_GiveInventory("MuleKickMaxWeapons",1)
    TNT1 A 0 A_GiveInventory("M1")
	stop
  OnlyAmmo:
    TNT1 A 0 A_JumpIfInventory("M1ammo", 0, "FailPickup")
    Goto GiveMeAmmo
  GiveMeAmmo:
    TNT1 A 0 A_GiveInventory("M1ammo", 999)
    Stop
  PAPOnlyAmmo:
    TNT1 A 0 A_JumpIfInventory("PAPM1ammo", 0, "FailPickup")
    TNT1 A 0 A_GiveInventory("PAPM1ammo", 999)
    Stop
  FailPickup:
    TNT1 A 0
    Fail
  failpickupnonmule:
    TNT1 A 0 ACS_ExecuteAlways(673,0,0,0,0)
    Fail
  failpickupmule:
    TNT1 A 0 ACS_ExecuteAlways(673,0,0,0,0)
    Fail
  }
}

ACTOR Colt45pickup : CustomInventory
{
  Inventory.Pickupmessage "Picked up a Colt45"
  States
  {
  Spawn:
    COSP A -1
    Stop
  Pickup:
    TNT1 A 0 A_JumpIfInventory("PAPColt45", 1, "GIVEPAPCOLTAMMO")
    TNT1 A 0 A_JumpIfInventory("Colt45", 1, "onlyAmmo")
    TNT1 A 0 A_JumpIfInventory("mulekick",1,"giveweaponmule")
    TNT1 A 0 A_JumpIfInventory("MuleKickMaxWeapons",2,"failpickupnonmule")
	TNT1 A 0 A_GiveInventory("MuleKickMaxWeapons",1)
    TNT1 A 0 A_GiveInventory("Colt45")
    Stop
  giveweaponmule:
    TNT1 A 0 A_JumpIfInventory("MuleKickMaxWeapons",3,"failpickupmule")
    TNT1 A 0 A_GiveInventory("MuleKickMaxWeapons",1)
    TNT1 A 0 A_GiveInventory("Colt45")
	stop
  GIVEPAPCOLTAMMO:
    TNT1 A 0 A_JumpIfInventory("PAPColt45", 60, "FailPickup")
    TNT1 A 0 A_GiveInventory("PAPColt45ammo", 6)
    stop
  OnlyAmmo:
    TNT1 A 0 A_JumpIfInventory("Colt45ammo", 0, "FailPickup")
    TNT1 A 0 A_GiveInventory("Colt45ammo", 999)
    stop
  FailPickup:
    TNT1 A 0
    Fail
  failpickupnonmule:
    TNT1 A 0 ACS_ExecuteAlways(673,0,0,0,0)
    Fail
  failpickupmule:
    TNT1 A 0 ACS_ExecuteAlways(673,0,0,0,0)
    Fail
  }
}

ACTOR Shotgunpickup : CustomInventory
{
  Inventory.Pickupmessage "Picked up a Shotgun"
  States
  {
  Spawn:
    SADA A -1
    Stop
  Pickup:
    TNT1 A 0 A_JumpIfInventory("PAPShotgun", 1, "OnlyAmmo")
    TNT1 A 0 A_JumpIfInventory("normalShotgun", 1, "OnlyAmmo")
    TNT1 A 0 A_JumpIfInventory("mulekick",1,"giveweaponmule")
    TNT1 A 0 A_JumpIfInventory("MuleKickMaxWeapons",2,"failpickupnonmule")
	TNT1 A 0 A_GiveInventory("MuleKickMaxWeapons",1)
    TNT1 A 0 A_GiveInventory("normalshotgun")
    Stop
  giveweaponmule:
    TNT1 A 0 A_JumpIfInventory("MuleKickMaxWeapons",3,"failpickupmule")
    TNT1 A 0 A_GiveInventory("MuleKickMaxWeapons",1)
    TNT1 A 0 A_GiveInventory("normalshotgun")
	stop
  OnlyAmmo:
    TNT1 A 0 A_JumpIfInventory("Shotgunammo", 0, "FailPickup")
    Goto GiveMeAmmo
  GiveMeAmmo:
    TNT1 A 0 A_GiveInventory("shotgunammo", 999)
    Stop
  FailPickup:
    TNT1 A 0
    Fail
  failpickupnonmule:
    TNT1 A 0 ACS_ExecuteAlways(673,0,0,0,0)
    Fail
  failpickupmule:
    TNT1 A 0 ACS_ExecuteAlways(673,0,0,0,0)
    Fail
  }
}

ACTOR SSGpickup : CustomInventory
{
  Inventory.Pickupmessage "Picked up a Super shotgun"
    States
    {
	Spawn:
	    SGN2 A -1
	    stop
  Pickup:
    TNT1 A 0 A_JumpIfInventory("PAPSSG", 1, "OnlyAmmo")
    TNT1 A 0 A_JumpIfInventory("SSG", 1, "OnlyAmmo")
    TNT1 A 0 A_JumpIfInventory("mulekick",1,"giveweaponmule")
    TNT1 A 0 A_JumpIfInventory("MuleKickMaxWeapons",2,"failpickupnonmule")
	TNT1 A 0 A_GiveInventory("MuleKickMaxWeapons",1)
    TNT1 A 0 A_GiveInventory("SSG")
    Stop
  giveweaponmule:
    TNT1 A 0 A_JumpIfInventory("MuleKickMaxWeapons",3,"failpickupmule")
    TNT1 A 0 A_GiveInventory("MuleKickMaxWeapons",1)
    TNT1 A 0 A_GiveInventory("SSG")
	stop
  OnlyAmmo:
    TNT1 A 0 A_JumpIfInventory("SSGammo", 0, "FailPickup")
    Goto GiveMeAmmo
  GiveMeAmmo:
    TNT1 A 0 A_GiveInventory("SSGammo", 999)
    Stop
  FailPickup:
    TNT1 A 0
    Fail
  failpickupnonmule:
    TNT1 A 0 ACS_ExecuteAlways(673,0,0,0,0)
    Fail
  failpickupmule:
    TNT1 A 0 ACS_ExecuteAlways(673,0,0,0,0)
    Fail
  }
}

ACTOR DukeShotgunpickup : CustomInventory
{
  Inventory.Pickupmessage "Picked up a Duke Shotgun"
  States
  {
  Spawn:
    DNSP A -1
    Stop
  Pickup:
    TNT1 A 0 A_JumpIfInventory("PAPDukeShotgun", 1, "PAPOnlyAmmo")
    TNT1 A 0 A_JumpIfInventory("DukeShotgun", 1, "OnlyAmmo")
    TNT1 A 0 A_JumpIfInventory("mulekick",1,"giveweaponmule")
    TNT1 A 0 A_JumpIfInventory("MuleKickMaxWeapons",2,"failpickupnonmule")
	TNT1 A 0 A_GiveInventory("MuleKickMaxWeapons",1)
    TNT1 A 0 A_GiveInventory("Dukeshotgun")
    Stop
  giveweaponmule:
    TNT1 A 0 A_JumpIfInventory("MuleKickMaxWeapons",3,"failpickupmule")
    TNT1 A 0 A_GiveInventory("MuleKickMaxWeapons",1)
    TNT1 A 0 A_GiveInventory("Dukeshotgun")
	stop
  OnlyAmmo:
    TNT1 A 0 A_JumpIfInventory("Dukeammo", 0, "FailPickup")
    Goto GiveMeAmmo
  GiveMeAmmo:
    TNT1 A 0 A_GiveInventory("Dukeammo", 999)
    Stop
  PAPOnlyAmmo:
    TNT1 A 0 A_JumpIfInventory("PAPDukeammo", 0, "FailPickup")
    TNT1 A 0 A_GiveInventory("PAPDukeammo", 999)
	stop
  FailPickup:
    TNT1 A 0
    Fail
  failpickupnonmule:
    TNT1 A 0 ACS_ExecuteAlways(673,0,0,0,0)
    Fail
  failpickupmule:
    TNT1 A 0 ACS_ExecuteAlways(673,0,0,0,0)
    Fail
  }
}

ACTOR AK47pickup : CustomInventory
{
  Inventory.Pickupmessage "Picked up a AK47"
    States
    {
    Spawn:
        AK4I A -1
        stop
  Pickup:
    TNT1 A 0 A_JumpIfInventory("PAPAK47", 1, "PAPOnlyAmmo")
    TNT1 A 0 A_JumpIfInventory("AK47", 1, "OnlyAmmo")
    TNT1 A 0 A_JumpIfInventory("mulekick",1,"giveweaponmule")
    TNT1 A 0 A_JumpIfInventory("MuleKickMaxWeapons",2,"failpickupnonmule")
	TNT1 A 0 A_GiveInventory("MuleKickMaxWeapons",1)
    TNT1 A 0 A_GiveInventory("AK47")
    Stop
  giveweaponmule:
    TNT1 A 0 A_JumpIfInventory("MuleKickMaxWeapons",3,"failpickupmule")
    TNT1 A 0 A_GiveInventory("MuleKickMaxWeapons",1)
    TNT1 A 0 A_GiveInventory("AK47")
	stop
  OnlyAmmo:
    TNT1 A 0 A_JumpIfInventory("AK47ammo", 0, "FailPickup")
    Goto GiveMeAmmo
 GiveMeAmmo:
    TNT1 A 0 A_GiveInventory("AK47ammo", 999)
    Stop
  PAPOnlyAmmo:
    TNT1 A 0 A_JumpIfInventory("PAPAK47ammo", 0, "FailPickup")
    TNT1 A 0 A_GiveInventory("PAPAK47ammo", 999)
    stop
  FailPickup:
    TNT1 A 0
    Fail
  failpickupnonmule:
    TNT1 A 0 ACS_ExecuteAlways(673,0,0,0,0)
    Fail
  failpickupmule:
    TNT1 A 0 ACS_ExecuteAlways(673,0,0,0,0)
    Fail
  }
}

ACTOR Thomsonpickup : CustomInventory
{
  Inventory.Pickupmessage "Picked up a Thomson"
    States
    {
    Spawn:
        THSP A -1
        stop
  Pickup:
    TNT1 A 0 A_JumpIfInventory("PAPThomson", 1, "PAPOnlyAmmo")
    TNT1 A 0 A_JumpIfInventory("Thomson", 1, "OnlyAmmo")
    TNT1 A 0 A_JumpIfInventory("mulekick",1,"giveweaponmule")
    TNT1 A 0 A_JumpIfInventory("MuleKickMaxWeapons",2,"failpickupnonmule")
	TNT1 A 0 A_GiveInventory("MuleKickMaxWeapons",1)
    TNT1 A 0 A_GiveInventory("Thomson")
    Stop
  giveweaponmule:
    TNT1 A 0 A_JumpIfInventory("MuleKickMaxWeapons",3,"failpickupmule")
    TNT1 A 0 A_GiveInventory("MuleKickMaxWeapons",1)
    TNT1 A 0 A_GiveInventory("Thomson")
	stop
  OnlyAmmo:
    TNT1 A 0 A_JumpIfInventory("Thomsonammo", 0, "FailPickup")
    Goto GiveMeAmmo
 GiveMeAmmo:
    TNT1 A 0 A_GiveInventory("Thomsonammo", 999)
    Stop
  PAPOnlyAmmo:
    TNT1 A 0 A_JumpIfInventory("PAPThomsonammo", 0, "FailPickup")
    TNT1 A 0 A_GiveInventory("PAPThomsonammo", 999)
    stop
  FailPickup:
    TNT1 A 0
    Fail
  failpickupnonmule:
    TNT1 A 0 ACS_ExecuteAlways(673,0,0,0,0)
    Fail
  failpickupmule:
    TNT1 A 0 ACS_ExecuteAlways(673,0,0,0,0)
    Fail
  }
}

ACTOR MP40pickup : CustomInventory
{
  Inventory.Pickupmessage "Picked up a MP40"
    States
    {
    Spawn:
        MP40 E -1
        stop
  Pickup:
    TNT1 A 0 A_JumpIfInventory("PAPMP40", 1, "PAPOnlyAmmo")
    TNT1 A 0 A_JumpIfInventory("MP40", 1, "OnlyAmmo")
    TNT1 A 0 A_JumpIfInventory("mulekick",1,"giveweaponmule")
    TNT1 A 0 A_JumpIfInventory("MuleKickMaxWeapons",2,"failpickupnonmule")
	TNT1 A 0 A_GiveInventory("MuleKickMaxWeapons",1)
    TNT1 A 0 A_GiveInventory("MP40")
    Stop
  giveweaponmule:
    TNT1 A 0 A_JumpIfInventory("MuleKickMaxWeapons",3,"failpickupmule")
    TNT1 A 0 A_GiveInventory("MuleKickMaxWeapons",1)
    TNT1 A 0 A_GiveInventory("MP40")
	stop
  OnlyAmmo:
    TNT1 A 0 A_JumpIfInventory("MP40ammo", 0, "FailPickup")
    Goto GiveMeAmmo
 GiveMeAmmo:
    TNT1 A 0 A_GiveInventory("MP40ammo", 999)
    Stop
 PAPOnlyAmmo:
    TNT1 A 0 A_JumpIfInventory("PAPMP40ammo", 0, "FailPickup")
    TNT1 A 0 A_GiveInventory("PAPMP40ammo", 999)
    stop
  FailPickup:
    TNT1 A 0
    Fail
  failpickupnonmule:
    TNT1 A 0 ACS_ExecuteAlways(673,0,0,0,0)
    Fail
  failpickupmule:
    TNT1 A 0 ACS_ExecuteAlways(673,0,0,0,0)
    Fail
  }
}

ACTOR MP5pickup : CustomInventory
{
  Inventory.Pickupmessage "Picked up a MP5K"
    States
    {
    Spawn:
        MP5I A -1
        stop
  Pickup:
    TNT1 A 0 A_JumpIfInventory("PAPMP5", 1, "PAPOnlyAmmo")
    TNT1 A 0 A_JumpIfInventory("MP5", 1, "OnlyAmmo")
    TNT1 A 0 A_JumpIfInventory("mulekick",1,"giveweaponmule")
    TNT1 A 0 A_JumpIfInventory("MuleKickMaxWeapons",2,"failpickupnonmule")
	TNT1 A 0 A_GiveInventory("MuleKickMaxWeapons",1)
    TNT1 A 0 A_GiveInventory("MP5")
    Stop
  giveweaponmule:
    TNT1 A 0 A_JumpIfInventory("MuleKickMaxWeapons",3,"failpickupmule")
    TNT1 A 0 A_GiveInventory("MuleKickMaxWeapons",1)
    TNT1 A 0 A_GiveInventory("MP5")
	stop
  OnlyAmmo:
    TNT1 A 0 A_JumpIfInventory("MP5ammo", 0, "FailPickup")
    Goto GiveMeAmmo
 GiveMeAmmo:
    TNT1 A 0 A_GiveInventory("MP5ammo", 999)
    Stop
  PAPOnlyAmmo:
    TNT1 A 0 A_JumpIfInventory("PAPMP5ammo", 0, "FailPickup")
    TNT1 A 0 A_GiveInventory("PAPMP5ammo", 999)
    stop
  FailPickup:
    TNT1 A 0
    Fail
  failpickupnonmule:
    TNT1 A 0 ACS_ExecuteAlways(673,0,0,0,0)
    Fail
  failpickupmule:
    TNT1 A 0 ACS_ExecuteAlways(673,0,0,0,0)
    Fail
  }
}

ACTOR Chaingunpickup : CustomInventory
{
  Inventory.Pickupmessage "Picked up a Chaingun"
    States
    {
    Spawn:
        MGUN A -1
        stop
  Pickup:
    TNT1 A 0 A_JumpIfInventory("PAPchaingun", 1, "PAPOnlyAmmo")
    TNT1 A 0 A_JumpIfInventory("normalchaingun", 1, "OnlyAmmo")
    TNT1 A 0 A_JumpIfInventory("mulekick",1,"giveweaponmule")
    TNT1 A 0 A_JumpIfInventory("MuleKickMaxWeapons",2,"failpickupnonmule")
	TNT1 A 0 A_GiveInventory("MuleKickMaxWeapons",1)
    TNT1 A 0 A_GiveInventory("normalchaingun")
    Stop
  giveweaponmule:
    TNT1 A 0 A_JumpIfInventory("MuleKickMaxWeapons",3,"failpickupmule")
    TNT1 A 0 A_GiveInventory("MuleKickMaxWeapons",1)
    TNT1 A 0 A_GiveInventory("normalchaingun")
	stop
  OnlyAmmo:
    TNT1 A 0 A_JumpIfInventory("Chaingunammo", 0, "FailPickup")
    Goto GiveMeAmmo
  GiveMeAmmo:
    TNT1 A 0 A_GiveInventory("Chaingunammo", 999)
    Stop
  PAPOnlyAmmo:
    TNT1 A 0 A_JumpIfInventory("PAPChaingunammo", 0, "FailPickup")
    TNT1 A 0 A_GiveInventory("PAPChaingunammo", 999)
    stop
  FailPickup:
    TNT1 A 0
    Fail
  failpickupnonmule:
    TNT1 A 0 ACS_ExecuteAlways(673,0,0,0,0)
    Fail
  failpickupmule:
    TNT1 A 0 ACS_ExecuteAlways(673,0,0,0,0)
    Fail
  }
}


ACTOR Uzipickup : CustomInventory
{
  Inventory.Pickupmessage "Picked up a Uzi"
    States
    {
	Spawn:
	    USMG A -1
	    stop
  Pickup:
    TNT1 A 0 A_JumpIfInventory("PAPUzi", 1, "OnlyAmmo")
    TNT1 A 0 A_JumpIfInventory("Uzi", 1, "OnlyAmmo")
    TNT1 A 0 A_JumpIfInventory("mulekick",1,"giveweaponmule")
    TNT1 A 0 A_JumpIfInventory("MuleKickMaxWeapons",2,"failpickupnonmule")
	TNT1 A 0 A_GiveInventory("MuleKickMaxWeapons",1)
    TNT1 A 0 A_GiveInventory("Uzi")
    Stop
  giveweaponmule:
    TNT1 A 0 A_JumpIfInventory("MuleKickMaxWeapons",3,"failpickupmule")
    TNT1 A 0 A_GiveInventory("MuleKickMaxWeapons",1)
    TNT1 A 0 A_GiveInventory("Uzi")
	stop
  OnlyAmmo:
    TNT1 A 0 A_JumpIfInventory("Uziammo", 0, "FailPickup")
    Goto GiveMeAmmo
  GiveMeAmmo:
    TNT1 A 0 A_GiveInventory("Uziammo", 999)
    Stop
  FailPickup:
    TNT1 A 0
    Fail
  failpickupnonmule:
    TNT1 A 0 ACS_ExecuteAlways(673,0,0,0,0)
    Fail
  failpickupmule:
    TNT1 A 0 ACS_ExecuteAlways(673,0,0,0,0)
    Fail
  }
}


ACTOR dualUzipickup : CustomInventory
{
  Inventory.Pickupmessage "Picked up Dual Uzis"
    States
    {
	Spawn:
	    SMGS A -1
	    stop
  Pickup:
    TNT1 A 0 A_JumpIfInventory("PAPdualUzis", 1, "OnlyAmmo")
    TNT1 A 0 A_JumpIfInventory("dualUzis", 1, "OnlyAmmo")
    TNT1 A 0 A_JumpIfInventory("mulekick",1,"giveweaponmule")
    TNT1 A 0 A_JumpIfInventory("MuleKickMaxWeapons",2,"failpickupnonmule")
	TNT1 A 0 A_GiveInventory("MuleKickMaxWeapons",1)
    TNT1 A 0 A_GiveInventory("dualUzis")
    Stop
  giveweaponmule:
    TNT1 A 0 A_JumpIfInventory("MuleKickMaxWeapons",3,"failpickupmule")
    TNT1 A 0 A_GiveInventory("MuleKickMaxWeapons",1)
    TNT1 A 0 A_GiveInventory("dualUzis")
	stop
  OnlyAmmo:
    TNT1 A 0 A_JumpIfInventory("dualUziammo", 0, "FailPickup")
    Goto GiveMeAmmo
  GiveMeAmmo:
    TNT1 A 0 A_GiveInventory("dualUziammo", 999)
    Stop
  FailPickup:
    TNT1 A 0
    Fail
  failpickupnonmule:
    TNT1 A 0 ACS_ExecuteAlways(673,0,0,0,0)
    Fail
  failpickupmule:
    TNT1 A 0 ACS_ExecuteAlways(673,0,0,0,0)
    Fail
  }
}
ACTOR Riflepickup : CustomInventory
{
  Inventory.Pickupmessage "Picked up a Rifle"
    States
    {
	Spawn:
	    RFUN A -1
	    stop
  Pickup:
    TNT1 A 0 A_JumpIfInventory("PAPRifle", 1, "PAPOnlyAmmo")
    TNT1 A 0 A_JumpIfInventory("Rifle", 1, "OnlyAmmo")
    TNT1 A 0 A_JumpIfInventory("mulekick",1,"giveweaponmule")
    TNT1 A 0 A_JumpIfInventory("MuleKickMaxWeapons",2,"failpickupnonmule")
	TNT1 A 0 A_GiveInventory("MuleKickMaxWeapons",1)
    TNT1 A 0 A_GiveInventory("Rifle")
    Stop
  giveweaponmule:
    TNT1 A 0 A_JumpIfInventory("MuleKickMaxWeapons",3,"failpickupmule")
    TNT1 A 0 A_GiveInventory("MuleKickMaxWeapons",1)
    TNT1 A 0 A_GiveInventory("Rifle")
	stop
  OnlyAmmo:
    TNT1 A 0 A_JumpIfInventory("Rifleammo", 0, "FailPickup")
    Goto GiveMeAmmo
  GiveMeAmmo:
    TNT1 A 0 A_GiveInventory("Rifleammo", 999)
    Stop
  PAPOnlyAmmo:
    TNT1 A 0 A_JumpIfInventory("PAPRifleammo", 0, "FailPickup")
    TNT1 A 0 A_GiveInventory("PAPRifleammo", 999)
   stop
  FailPickup:
    TNT1 A 0
    Fail
  failpickupnonmule:
    TNT1 A 0 ACS_ExecuteAlways(673,0,0,0,0)
    Fail
  failpickupmule:
    TNT1 A 0 ACS_ExecuteAlways(673,0,0,0,0)
    Fail
  }
}


ACTOR PlasmaBeampickup : CustomInventory
{
  Inventory.Pickupmessage "Picked up a PlasmaBeam"
    States
    {
	Spawn:
	    BEMP A -1
	    stop
  Pickup:
    TNT1 A 0 A_JumpIfInventory("PAPPlasmaBeam", 1, "OnlyAmmo")
    TNT1 A 0 A_JumpIfInventory("PlasmaBeam", 1, "OnlyAmmo")
    TNT1 A 0 A_JumpIfInventory("mulekick",1,"giveweaponmule")
    TNT1 A 0 A_JumpIfInventory("MuleKickMaxWeapons",2,"failpickupnonmule")
	TNT1 A 0 A_GiveInventory("MuleKickMaxWeapons",1)
    TNT1 A 0 A_GiveInventory("PlasmaBeam")
    Stop
  giveweaponmule:
    TNT1 A 0 A_JumpIfInventory("MuleKickMaxWeapons",3,"failpickupmule")
    TNT1 A 0 A_GiveInventory("MuleKickMaxWeapons",1)
    TNT1 A 0 A_GiveInventory("PlasmaBeam")
	stop
  OnlyAmmo:
    TNT1 A 0 A_JumpIfInventory("PlasmaBeamammo", 0, "FailPickup")
    Goto GiveMeAmmo
  GiveMeAmmo:
    TNT1 A 0 A_GiveInventory("PlasmaBeamammo", 999)
    Stop
  FailPickup:
    TNT1 A 0
    Fail
  failpickupnonmule:
    TNT1 A 0 ACS_ExecuteAlways(673,0,0,0,0)
    Fail
  failpickupmule:
    TNT1 A 0 ACS_ExecuteAlways(673,0,0,0,0)
    Fail
  }
}

ACTOR M16pickup : CustomInventory
{
  Inventory.Pickupmessage "Picked up a M16"
    States
    {
	Spawn:
	    M16P A -1
	    stop
  Pickup:
    TNT1 A 0 A_JumpIfInventory("PAPM16", 1, "PAPOnlyAmmo")
    TNT1 A 0 A_JumpIfInventory("M16", 1, "OnlyAmmo")
    TNT1 A 0 A_JumpIfInventory("mulekick",1,"giveweaponmule")
    TNT1 A 0 A_JumpIfInventory("MuleKickMaxWeapons",2,"failpickupnonmule")
	TNT1 A 0 A_GiveInventory("MuleKickMaxWeapons",1)
    TNT1 A 0 A_GiveInventory("M16")
    Stop
  giveweaponmule:
    TNT1 A 0 A_JumpIfInventory("MuleKickMaxWeapons",3,"failpickupmule")
    TNT1 A 0 A_GiveInventory("MuleKickMaxWeapons",1)
    TNT1 A 0 A_GiveInventory("M16")
	stop
  OnlyAmmo:
    TNT1 A 0 A_JumpIfInventory("M16ammo", 0, "FailPickup")
    Goto GiveMeAmmo
  GiveMeAmmo:
    TNT1 A 0 A_GiveInventory("M16ammo", 999)
    Stop
  PAPOnlyAmmo:
    TNT1 A 0 A_JumpIfInventory("PAPM16ammo", 0, "FailPickup")
    TNT1 A 0 A_GiveInventory("PAPM16ammo", 999)
    Stop
  FailPickup:
    TNT1 A 0
    Fail
  failpickupnonmule:
    TNT1 A 0 ACS_ExecuteAlways(673,0,0,0,0)
    Fail
  failpickupmule:
    TNT1 A 0 ACS_ExecuteAlways(673,0,0,0,0)
    Fail
  }
}