//======================================================================
//
// Weapon Basis
//
//======================================================================

ACTOR D64Weapon : Weapon replaces Weapon
{
	+WEAPON.NOALERT 
	+WEAPON.NOAUTOAIM 
	Weapon.Kickback 100
	Weapon.SelectionOrder 100
	Weapon.BobStyle inversesmooth
  	Weapon.BobSpeed 2.0
	Weapon.BobRangeX 0.3
	Weapon.BobRangeY 0.5
}
// Kicking Commands by WildWeasel (without ACS)

ACTOR Action_Kick : CustomInventory
{
   Inventory.Amount 1
   Inventory.MaxAmount 1
   -INVBAR
   +INVENTORY.UNDROPPABLE
   States
   {
      Use:
       TNT1 A 0 A_GiveInventory("IsKicking",1)
       Fail
   }
}

ACTOR Action_KickCancel : CustomInventory
{
   Inventory.Amount 1
   Inventory.MaxAmount 1
   -INVBAR
   +INVENTORY.UNDROPPABLE
   States
   {
      Use:
       TNT1 A 0 A_TakeInventory("IsKicking",1)
       Fail
   }
}

ACTOR IsKicking : Inventory
{
   Inventory.Amount 1
   Inventory.MaxAmount 1
   -INVBAR
   +INVENTORY.UNDROPPABLE
}

// Quick Mine Commands


ACTOR Action_Grenade : CustomInventory
{
   Inventory.Amount 1
   Inventory.MaxAmount 1
   -INVBAR
   +INVENTORY.UNDROPPABLE
   States
   {
      Use:
       TNT1 A 0 A_GiveInventory("IsGrenading",1)
       Fail
   }
}

ACTOR Action_GrenadeCancel : CustomInventory
{
   Inventory.Amount 1
   Inventory.MaxAmount 1
   -INVBAR
   +INVENTORY.UNDROPPABLE
   States
   {
      Use:
       TNT1 A 0 A_TakeInventory("IsGrenading",1)
       Fail
   }
}

ACTOR IsGrenading: Inventory
{
   Inventory.Amount 1
   Inventory.MaxAmount 1
   -INVBAR
   +INVENTORY.UNDROPPABLE
}

// Chaingun Random Spawner

ACTOR BulletGuns: RandomSpawner replaces Chaingun
{
	DropItem "D64Chaingun"
	DropItem "D64HMG"
}

ACTOR RocketGuns: RandomSpawner replaces RocketLauncher
{
	DropItem "D64RocketLauncher"
	DropItem "D64Devastator"
}

ACTOR PlasmaGuns: RandomSpawner replaces PlasmaRifle
{
	DropItem "D64Plasma"
	DropItem "D64Railgun"
}

ACTOR BFGGuns: RandomSpawner replaces BFG9000
{
	DropItem "D64BFG11K"
	DropItem "D64Unmaker"
}