actor spawnmech : weapon
{
   Weapon.SlotNumber 0
   +WEAPON.NOALERT
   +WEAPON.NOAUTOFIRE
   Weapon.AmmoType Radiox
   Weapon.AmmoUse 1
   weapon.ammogive 0
   States
   {
   Ready:
    RADD A 1 A_WeaponReady
    Loop
  Deselect:
    RADD A 1 A_Lower
    Loop
  Select:
   RADD A 1 A_Raise
    Loop
  Fire:
    RADD A 2 A_PlaySound("DERP")
	RADD B 2 A_SpawnItem(mech,75)
    Goto Ready
    
  }
}

actor spawntank : weapon
{
   Weapon.SlotNumber 0
   +WEAPON.NOALERT
   +WEAPON.NOAUTOFIRE
   Weapon.AmmoType Radiox 
   Weapon.AmmoType2 Cache
   Weapon.AmmoUse 1
   Weapon.AmmoUse2 1
   weapon.ammogive 0
   States
   {
   Ready:
    RADD A 1 A_WeaponReady
    Loop
  Deselect:
    RADD A 1 A_Lower
    Loop
  Select:
   RADD A 1 A_Raise
    Loop
  Fire:
    RADD A 2 A_PlaySound("DERP")
	RADD B 2 A_SpawnItem(tank,130)
    Goto Ready
  Altfire:
    THRO A 2 
	THRO B 2 
	THRO C 2 
    THRO D 2
	THRO E 2
	THRO F 2 A_SpawnItem("M1garand",70)
	THRO G 2 A_SpawnItem("Satchelcharge",40)           
	THRO H 2 A_SpawnItem("Panzerfaust",20)
	THRO I 2 A_SpawnItem(RepairTool,13)
	THRO J 2 A_PlaySound("BACKPACK")
	THRO K 2 A_SpawnItem(Resupply,130)
	Goto Ready 
  }
}

actor spawnhelicopter : weapon
{
   Weapon.SlotNumber 0
   +WEAPON.NOALERT
   +WEAPON.NOAUTOFIRE
   Weapon.AmmoType Radiox
   Weapon.AmmoUse 1
   weapon.ammogive 0
   States
   {
   Ready:
    RADD A 1 A_WeaponReady
    Loop
  Deselect:
    RADD A 1 A_Lower
    Loop
  Select:
   RADD A 1 A_Raise
    Loop
  Fire:
	RADD A 2 A_PlaySound("DERP")
	RADD B 2 A_SpawnItem(attackhelicopter,130)
    Goto Ready
    
  }
}

actor spawnlighttank : weapon
{
   Weapon.SlotNumber 0
   +WEAPON.NOALERT
   +WEAPON.NOAUTOFIRE
   Weapon.AmmoType Radiox
   Weapon.AmmoUse 1
   weapon.ammogive 0
   States
   {
   Ready:
    RADD A 1 A_WeaponReady
    Loop
  Deselect:
    RADD A 1 A_Lower
    Loop
  Select:
   RADD A 1 A_Raise
    Loop
  Fire:
    RADD A 1 A_PlaySound("DERP")
	RADD B 1 A_SpawnItem(ArtilleryTank,130)
    Goto Ready
    
  }
}

actor Radiox : Ammo 
{
  Inventory.PickupMessage "Radio"
  Inventory.Amount 1
  Inventory.MaxAmount 4
  inventory.icon "RADOA0" 
  Inventory.Pickupsound "RCKCLIP"
  Ammo.BackpackAmount 1
  Ammo.BackpackMaxAmount 8
  states
  {
  Spawn:
    RAAD A -1
    stop
  }
}

actor Cache : Ammo 
{
  
  Inventory.Amount 1
  Inventory.MaxAmount 4
  Ammo.BackpackAmount 1
  Ammo.BackpackMaxAmount 8
  states
  {
  Spawn:
    REPP A -1
    stop
  }
}


actor Radio : CustomInventory 
{
  Inventory.PickupMessage "Radio"
  inventory.icon "RADOA0" 
  Inventory.Pickupsound "RCKCLIP"
  states
  {
  Spawn:
    RADO A -1
    stop
  Pickup:
    TNT1 A 0 A_GiveInventory("Radiox",1)
	TNT1 A 0 A_GiveInventory("Cache",1)
	stop
  }
}


ACTOR Resupply
{
   +SOLID
   +SHOOTABLE 
   +NOBLOOD
   +DONTGIB
   +NOICEDEATH
   Health 2000
   Radius 7
   Height 48
   States
   {
   Spawn: 
      TNT1 A 0 A_RadiusGive("HelicopterRocketAmmo", 256, RGF_PLAYERS, 2)
	  TNT1 A 0 A_RadiusGive("Health", 256, RGF_PLAYERS, 2)
      TNT1 A 0 A_RadiusGive("TankAmmo", 256, RGF_PLAYERS, 2)
      TNT1 A 0 A_RadiusGive("HeavyMachinegunAmmo", 256, RGF_PLAYERS, 2)
      TNT1 A 0 A_RadiusGive("MechMortarAmmo", 256, RGF_PLAYERS, 2)
      TNT1 A 0 A_RadiusGive("MechRocketAmmo", 256, RGF_PLAYERS, 2)
      REPO A 3 A_RadiusGive("MechLaserAmmo", 256, RGF_PLAYERS, 2)
	  loop
	 Death:
	   TNT1 A 0 A_SpawnItem("BigExplosion1112")
	   TNT1 A 0 A_PlaySound("weapons/explode")
	   stop
   }
}

