ACTOR SLOTONESPAWN : CustomInventory replaces chainsaw 18938
{
 //+INVENTORY.ALWAYSPICKUP
 +COUNTITEM
 States
 {
 Spawn:
  CRAT A -1
  Stop
 Pickup:
  TNT1 A 0 A_JumpIfInventory("Glock18",1,6)
  TNT1 A 0 A_JumpIfInventory("BenFist",1,3)
  TNT1 A 0 A_GiveInventory("Shovel")
  TNT1 A 2 A_Jump(256, 5)
  TNT1 A 0 A_GiveInventory("Wires")
  TNT1 A 2 A_Jump(256, 3)
  TNT1 A 0 A_GiveInventory("Ghettoblaster")
  TNT1 A 0
  TNT1 A 1
  stop
  }
}

ACTOR SLOTONESPAWN2 : CustomInventory replaces Shotgun 18939
{
 //+INVENTORY.ALWAYSPICKUP
 +COUNTITEM
 States
 {
 Spawn:
  CRBT A -1
  Stop
 Pickup:
  TNT1 A 0 A_JumpIfInventory("Glock18",1,6)
  TNT1 A 0 A_JumpIfInventory("BenFist",1,3)
  TNT1 A 0 A_GiveInventory("Gewehr41")
  TNT1 A 2 A_Jump(256, 5)
  TNT1 A 0 A_GiveInventory("ShotgunA")
  TNT1 A 2 A_Jump(256, 3)
  TNT1 A 0 A_GiveInventory("Rifle")
  TNT1 A 0
  TNT1 A 1
  stop
  }
}

ACTOR SLOTONESPAWN3 : CustomInventory replaces SuperShotgun 18940
{
 //+INVENTORY.ALWAYSPICKUP
 +COUNTITEM
 States
 {
 Spawn:
  CRDT A -1
  Stop
 Pickup:
  TNT1 A 0 A_JumpIfInventory("Glock18",1,6)
  TNT1 A 0 A_JumpIfInventory("BenFist",1,3)
  TNT1 A 0 A_GiveInventory("MachineGun")
  TNT1 A 2 A_Jump(256, 5)
  TNT1 A 0 A_GiveInventory("MartiniHenry")
  TNT1 A 2 A_Jump(256, 3)
  TNT1 A 0 A_GiveInventory("SuperShotgunA")
  TNT1 A 0
  TNT1 A 1
  stop
  }
}

ACTOR SLOTONESPAWN4 : CustomInventory replaces Chaingun 18941
{
 //+INVENTORY.ALWAYSPICKUP
 +COUNTITEM
 States
 {
 Spawn:
  CRET A -1
  Stop
 Pickup:
  TNT1 A 0 A_JumpIfInventory("Glock18",1,6)
  TNT1 A 0 A_JumpIfInventory("BenFist",1,3)
  TNT1 A 0 A_GiveInventory("HitlerChaingun")
  TNT1 A 2 A_Jump(256, 5)
  TNT1 A 0 A_GiveInventory("M16")
  TNT1 A 2 A_Jump(256, 3)
  TNT1 A 0 A_GiveInventory("AK47")
  TNT1 A 0
  TNT1 A 1
  stop
  }
} 

ACTOR SLOTONESPAWN5 : CustomInventory replaces RocketLauncher 18942
{
 //+INVENTORY.ALWAYSPICKUP
 +COUNTITEM
 States
 {
 Spawn:
  CRFT A -1
  Stop
 Pickup:
  TNT1 A 0 A_JumpIfInventory("Glock18",1,"PickupMoon")
  TNT1 A 0 A_JumpIfInventory("BenFist",1,"PickupBen")
  PickupHitler:
  TNT1 A 0 A_JumpIfInventory("GasGrenadeLauncher", 1, 3)
  TNT1 A 0 A_JumpIfInventory("Panzerschreck", 1, 4)
  TNT1 A 0 A_Jump(128, 3)
  TNT1 A 0 A_GiveInventory("Panzerschreck")
  TNT1 A 0 A_Jump(256, "PickupEnd")
  TNT1 A 0 A_GiveInventory("GasGrenadeLauncher")
  TNT1 A 0 A_Jump(256, "PickupEnd")
  PickupBen:
  TNT1 A 0 A_JumpIfInventory("NapalmGrenadeLauncher", 1, 3)
  TNT1 A 0 A_JumpIfInventory("NapalmRocketLauncher", 1, 4)
  TNT1 A 0 A_Jump(128, 3)
  TNT1 A 0 A_GiveInventory("NapalmRocketLauncher")
  TNT1 A 0 A_Jump(256, "PickupEnd")
  TNT1 A 0 A_GiveInventory("NapalmGrenadeLauncher")
  TNT1 A 0 A_Jump(256, "PickupEnd")
  PickupMoon:
  TNT1 A 0 A_JumpIfInventory("GrenadeLauncher", 1, 3)
  TNT1 A 0 A_JumpIfInventory("RocketLauncherA", 1, 4)
  TNT1 A 0 A_Jump(128, 3)
  TNT1 A 0 A_GiveInventory("RocketLauncherA")
  TNT1 A 0 A_Jump(256, "PickupEnd")
  TNT1 A 0 A_GiveInventory("GrenadeLauncher")
  PickupEnd:
  TNT1 A 0
  TNT1 A 1
  stop
  }
}

ACTOR SLOTONESPAWN6 : CustomInventory replaces PlasmaRifle 18943
{
 //+INVENTORY.ALWAYSPICKUP
 +COUNTITEM
 States
 {
 Spawn:
  CRGT A -1
  Stop
 Pickup:
  TNT1 A 0 A_JumpIfInventory("Glock18",1,6)
  TNT1 A 0 A_JumpIfInventory("BenFist",1,3)
  TNT1 A 0 A_GiveInventory("Flammenwerfer")
  TNT1 A 2 A_Jump(256, 5)
  TNT1 A 0 A_GiveInventory("Flamethrower1")
  TNT1 A 2 A_Jump(256, 3)
  TNT1 A 0 A_GiveInventory("PlasmaGun")
  TNT1 A 0
  TNT1 A 1
  stop
  }
}

ACTOR SLOTONESPAWN7 : CustomInventory replaces BFG9000 18944
{
 //+INVENTORY.ALWAYSPICKUP
 +COUNTITEM
 States
 {
 Spawn:
  CRHT A -1
  Stop
 Pickup:
  TNT1 A 0 A_JumpIfInventory("Glock18",1,4)
  TNT1 A 0 A_JumpIfInventory("BenFist",1,3)
  TNT1 A 0 A_GiveInventory("MechaSuit")
  TNT1 A 2 A_Jump(256, 3)
  TNT1 A 0 A_GiveInventory("ZyklonBFG")
  TNT1 A 0
  TNT1 A 1
  stop
  }
} 

Actor FakeShotgun : SLOTONESPAWN2
{
 //+INVENTORY.ALWAYSPICKUP
 +COUNTITEM
 States
 {
 Spawn:
  SHOT A -1
  Stop
 Pickup:
  TNT1 A 0 A_JumpIfInventory("Glock18",1,6)
  TNT1 A 0 A_JumpIfInventory("BenFist",1,3)
  TNT1 A 0 A_GiveInventory("Gewehr41")
  TNT1 A 2 A_Jump(256, 5)
  TNT1 A 0 A_GiveInventory("ShotgunA")
  TNT1 A 2 A_Jump(256, 3)
  TNT1 A 0 A_GiveInventory("Rifle")
  TNT1 A 0
  TNT1 A 1
  stop
  }
}

ACTOR FakeAK : SLOTONESPAWN4
{
 //+INVENTORY.ALWAYSPICKUP
 +COUNTITEM
 States
 {
 Spawn:
  AK4I A -1
  Stop
 Pickup:
  TNT1 A 0 A_JumpIfInventory("Glock18",1,6)
  TNT1 A 0 A_JumpIfInventory("BenFist",1,3)
  TNT1 A 0 A_GiveInventory("HitlerChaingun")
  TNT1 A 2 A_Jump(256, 5)
  TNT1 A 0 A_GiveInventory("M16")
  TNT1 A 2 A_Jump(256, 3)
  TNT1 A 0 A_GiveInventory("AK47")
  TNT1 A 0
  TNT1 A 1
  stop
  }
} 

ACTOR FakeUzi : SLOTONESPAWN4
{
 //+INVENTORY.ALWAYSPICKUP
 +COUNTITEM
 States
 {
 Spawn:
  USMG A -1
  Stop
 Pickup:
  TNT1 A 0 A_JumpIfInventory("Glock18",1,6)
  TNT1 A 0 A_JumpIfInventory("BenFist",1,3)
  TNT1 A 0 A_GiveInventory("HitlerChaingun")
  TNT1 A 2 A_Jump(256, 5)
  TNT1 A 0 A_GiveInventory("M16")
  TNT1 A 2 A_Jump(256, 3)
  TNT1 A 0 A_GiveInventory("AK47")
  TNT1 A 0
  TNT1 A 1
  stop
  }
} 