ACTOR BasicWeaponPickup : CustomInventory
{
	+INVENTORY.NOSCREENFLASH
	Inventory.PickupMessage ""
	Inventory.Icon ""
	Inventory.Pickupsound ""
	Scale 0.8
	Radius 8
	Height 8
	+THRUACTORS
	States
	{
	Spawn:
		SHEL A -1
		Stop
	}
}



ACTOR M16Weapon : CustomInventory 3800
{
	+INVENTORY.NOSCREENFLASH
	Inventory.PickupMessage ""
	Inventory.Icon ""
	Inventory.Pickupsound ""
	Scale 0.8
	Radius 16
	Height 8
//$Category "VietDoom Weapons"
	+THRUACTORS
	States
	{
	Spawn:
		WM16 A 70
		TNT1 A 0 A_ChangeFlag("THRUACTORS", 0)
		WM16 A -1
		Stop
	Pickup:
		TNT1 A 0
		TNT1 A 0 A_jumpIfInventory("AK47", 1, "Respawn")
		TNT1 A 0 A_jumpIfInventory("M16", 1, "Respawn")
		TNT1 A 0 A_jumpIfInventory("M14", 1, "Respawn")
		TNT1 A 0 A_jumpIfInventory("XM21", 1, "Respawn")
		TNT1 A 0 A_jumpIfInventory("Nugget", 1, "Respawn")
		TNT1 A 0 A_jumpIfInventory("SKS", 1, "Respawn")
		TNT1 A 0 A_jumpIfInventory("STG44", 1, "Respawn")
		TNT1 A 0 A_jumpIfInventory("BAR1911", 1, "Respawn")
		TNT1 A 0 A_jumpIfInventory("G11", 1, "Respawn")
		Goto Picks
	Picks:
		TNT1 A 0
		TNT1 A 0 A_Log("You got the M-16 Rifle!")
		TNT1 A 0 A_GiveInventory("M16", 1)
		TNT1 A 0 A_PLaySound("RELO1", 4)
		TNT1 A 0 A_SelectWeapon("M16")
		Stop
	Respawn:
		TNT1 A 35
		TNT1 A 0 A_SpawnItem("M16Weapon")
		Stop
	}
}


ACTOR AK47Weapon : M16Weapon  3801
{
	States
	{
	Spawn:
		WAK4 A 70
		TNT1 A 0 A_ChangeFlag("THRUACTORS", 0)
		WAK4 A -1
	Pickup:
		TNT1 A 0
		TNT1 A 0 A_jumpIfInventory("AK47", 1, "Respawn")
		TNT1 A 0 A_jumpIfInventory("M16", 1, "Respawn")
		TNT1 A 0 A_jumpIfInventory("M14", 1, "Respawn")
		TNT1 A 0 A_jumpIfInventory("XM21", 1, "Respawn")
		TNT1 A 0 A_jumpIfInventory("Nugget", 1, "Respawn")
		TNT1 A 0 A_jumpIfInventory("SKS", 1, "Respawn")
		TNT1 A 0 A_jumpIfInventory("STG44", 1, "Respawn")
		TNT1 A 0 A_jumpIfInventory("BAR1911", 1, "Respawn")
		TNT1 A 0 A_jumpIfInventory("G11", 1, "Respawn")
		Goto Picks
	Picks:
		TNT1 A 0
		TNT1 A 0 A_Log("You got the AK-47 Rifle!")
		TNT1 A 0 A_GiveInventory("AK47", 1)
		TNT1 A 0 A_PLaySound("RELO1", 4)
		TNT1 A 0 A_SelectWeapon("AK47")
		Stop
	Respawn:
		TNT1 A 35
		TNT1 A 0 A_SpawnItem("AK47Weapon")
		Stop
	}
}

ACTOR M14Weapon : M16Weapon  3802
{
	States
	{
	Spawn:
		WM14 A 70
		TNT1 A 0 A_ChangeFlag("THRUACTORS", 0)
		WM14 A -1
		Stop
	Pickup:
		TNT1 A 0
		TNT1 A 0 A_jumpIfInventory("AK47", 1, "Respawn")
		TNT1 A 0 A_jumpIfInventory("M16", 1, "Respawn")
		TNT1 A 0 A_jumpIfInventory("M14", 1, "Respawn")
		TNT1 A 0 A_jumpIfInventory("XM21", 1, "Respawn")
		TNT1 A 0 A_jumpIfInventory("Nugget", 1, "Respawn")
		TNT1 A 0 A_jumpIfInventory("SKS", 1, "Respawn")
		TNT1 A 0 A_jumpIfInventory("STG44", 1, "Respawn")
		TNT1 A 0 A_jumpIfInventory("BAR1911", 1, "Respawn")
		TNT1 A 0 A_jumpIfInventory("G11", 1, "Respawn")
		Goto Picks
	Picks:
		TNT1 A 0
		TNT1 A 0 A_Log("You got the M-14 Rifle!")
		TNT1 A 0 A_GiveInventory("M14", 1)
		TNT1 A 0 A_PLaySound("RELO1", 4)
		TNT1 A 0 A_SelectWeapon("M14")
		Stop
	Respawn:
		TNT1 A 70
		TNT1 A 0 A_SpawnItem("M14Weapon")
		Stop
	}
}


ACTOR XM21Weapon : M16Weapon  3803
{
	States
	{
	Spawn:
		WM14 B 70
		TNT1 A 0 A_ChangeFlag("THRUACTORS", 0)
		WM14 B -1
		Stop
	Pickup:
		TNT1 A 0
		TNT1 A 0 A_jumpIfInventory("AK47", 1, "Respawn")
		TNT1 A 0 A_jumpIfInventory("M16", 1, "Respawn")
		TNT1 A 0 A_jumpIfInventory("M14", 1, "Respawn")
		TNT1 A 0 A_jumpIfInventory("XM21", 1, "Respawn")
		TNT1 A 0 A_jumpIfInventory("Nugget", 1, "Respawn")
		TNT1 A 0 A_jumpIfInventory("SKS", 1, "Respawn")
		TNT1 A 0 A_jumpIfInventory("STG44", 1, "Respawn")
		TNT1 A 0 A_jumpIfInventory("BAR1911", 1, "Respawn")
		TNT1 A 0 A_jumpIfInventory("G11", 1, "Respawn")
		Goto Picks
	Picks:
		TNT1 A 0
		TNT1 A 0 A_Log("You got the XM-21 Sniper Rifle!")
		TNT1 A 0 A_GiveInventory("XM21", 1)
		TNT1 A 0 A_PLaySound("RELO1", 4)
		TNT1 A 0 A_SelectWeapon("XM21")
		Stop
	Respawn:
		TNT1 A 35
		TNT1 A 0 A_SpawnItem("XM21Weapon")
		Stop
	}
}



ACTOR SKSWeapon : M16Weapon  3804
{
	States
	{
	Spawn:
		WSKS A 70
		TNT1 A 0 A_ChangeFlag("THRUACTORS", 0)
		WSKS A -1
		Stop
	Pickup:
		TNT1 A 0
		TNT1 A 0 A_jumpIfInventory("AK47", 1, "Respawn")
		TNT1 A 0 A_jumpIfInventory("M16", 1, "Respawn")
		TNT1 A 0 A_jumpIfInventory("M14", 1, "Respawn")
		TNT1 A 0 A_jumpIfInventory("XM21", 1, "Respawn")
		TNT1 A 0 A_jumpIfInventory("Nugget", 1, "Respawn")
		TNT1 A 0 A_jumpIfInventory("SKS", 1, "Respawn")
		TNT1 A 0 A_jumpIfInventory("STG44", 1, "Respawn")
		TNT1 A 0 A_jumpIfInventory("BAR1911", 1, "Respawn")
		TNT1 A 0 A_jumpIfInventory("G11", 1, "Respawn")
		Goto Picks
	Picks:
		TNT1 A 0
		TNT1 A 0 A_Log("You got the SKS Rifle!")
		TNT1 A 0 A_GiveInventory("SKS", 1)
		TNT1 A 0 A_PLaySound("RELO1", 4)
		TNT1 A 0 A_SelectWeapon("SKS")
		Stop
	Respawn:
		TNT1 A 70
		TNT1 A 0 A_SpawnItem("SKSWeapon")
		Stop
	}
}



ACTOR NuggetWeapon : M16Weapon  3805
{
	States
	{
	Spawn:
		WNUG A 70
		TNT1 A 0 A_ChangeFlag("THRUACTORS", 0)
		WNUG A -1
	Pickup:
		TNT1 A 0
		TNT1 A 0 A_jumpIfInventory("AK47", 1, "Respawn")
		TNT1 A 0 A_jumpIfInventory("M16", 1, "Respawn")
		TNT1 A 0 A_jumpIfInventory("M14", 1, "Respawn")
		TNT1 A 0 A_jumpIfInventory("XM21", 1, "Respawn")
		TNT1 A 0 A_jumpIfInventory("Nugget", 1, "Respawn")
		TNT1 A 0 A_jumpIfInventory("SKS", 1, "Respawn")
		TNT1 A 0 A_jumpIfInventory("STG44", 1, "Respawn")
		TNT1 A 0 A_jumpIfInventory("BAR1911", 1, "Respawn")
		TNT1 A 0 A_jumpIfInventory("G11", 1, "Respawn")
		Goto Picks
	Picks:
		TNT1 A 0
		TNT1 A 0 A_Log("You got the Mosin Nagant Rifle!")
		TNT1 A 0 A_GiveInventory("Nugget", 1)
		TNT1 A 0 A_PLaySound("RELO1", 4)
		TNT1 A 0 A_SelectWeapon("Nugget")
		Stop
	Respawn:
		TNT1 A 35
		TNT1 A 0 A_SpawnItem("NuggetWeapon")
		Stop
	}
}



//Shotguns and SMGs



ACTOR IthacaWeapon : M16Weapon  3810
{
	States
	{
	Spawn:
		WSG1 A 70
		TNT1 A 0 A_ChangeFlag("THRUACTORS", 0)
		WSG1 A -1
		Stop
	Pickup:
		TNT1 A 0
		TNT1 A 0 A_jumpIfInventory("SSG", 1, "Respawn")
		TNT1 A 0 A_jumpIfInventory("GrenadeLauncher", 1, "Respawn")
		TNT1 A 0 A_jumpIfInventory("ChinaLake", 1, "Respawn")
		TNT1 A 0 A_jumpIfInventory("Ithaca", 1, "Respawn")
		TNT1 A 0 A_jumpIfInventory("M3A1", 1, "Respawn")
		TNT1 A 0 A_jumpIfInventory("PPSH", 1, "Respawn")
		TNT1 A 0 A_jumpIfInventory("MAT49", 1, "Respawn")
		Goto Picks
	Picks:
		TNT1 A 0
		TNT1 A 0 A_Log("You got the Ithaca 47 Shotgun!")
		TNT1 A 0 A_GiveInventory("Ithaca", 1)
		TNT1 A 0 A_PLaySound("RELO1", 4)
		TNT1 A 0 A_SelectWeapon("Ithaca")
		Stop
	Respawn:
		TNT1 A 35
		TNT1 A 0 A_SpawnItem("IthacaWeapon")
		Stop
	}
}

ACTOR GrenadeLauncherWeapon : M16Weapon  3811
{
	States
	{
	Spawn:
		WM79 A 70
		TNT1 A 0 A_ChangeFlag("THRUACTORS", 0)
		WM79 A -1
		Stop
	Pickup:
		TNT1 A 0
		TNT1 A 0 A_jumpIfInventory("SSG", 1, "Respawn")
		TNT1 A 0 A_jumpIfInventory("GrenadeLauncher", 1, "Respawn")
		TNT1 A 0 A_jumpIfInventory("ChinaLake", 1, "Respawn")
		TNT1 A 0 A_jumpIfInventory("Ithaca", 1, "Respawn")
		TNT1 A 0 A_jumpIfInventory("M3A1", 1, "Respawn")
		TNT1 A 0 A_jumpIfInventory("PPSH", 1, "Respawn")
		TNT1 A 0 A_jumpIfInventory("MAT49", 1, "Respawn")
		Goto Picks
	Picks:
		TNT1 A 0
		TNT1 A 0 A_Log("You got the M79 Grenade Launcher!")
		TNT1 A 0 A_GiveInventory("GrenadeLauncher", 1)
		TNT1 A 0 A_PLaySound("RELO1", 4)
		TNT1 A 0 A_SelectWeapon("GrenadeLauncher")
		Stop
	Respawn:
		TNT1 A 35
		TNT1 A 0 A_SpawnItem("GrenadeLauncherWeapon")
		Stop
	}
}



ACTOR ChinaLakeWeapon : M16Weapon  3812
{
	States
	{
	Spawn:
		WCHI A 70
		TNT1 A 0 A_ChangeFlag("THRUACTORS", 0)
		WCHI A -1
		Stop
	Pickup:
		TNT1 A 0
		TNT1 A 0 A_jumpIfInventory("SSG", 1, "Respawn")
		TNT1 A 0 A_jumpIfInventory("GrenadeLauncher", 1, "Respawn")
		TNT1 A 0 A_jumpIfInventory("ChinaLake", 1, "Respawn")
		TNT1 A 0 A_jumpIfInventory("Ithaca", 1, "Respawn")
		TNT1 A 0 A_jumpIfInventory("M3A1", 1, "Respawn")
		TNT1 A 0 A_jumpIfInventory("PPSH", 1, "Respawn")
		TNT1 A 0 A_jumpIfInventory("MAT49", 1, "Respawn")
		Goto Picks
	Picks:
		TNT1 A 0
		TNT1 A 0 A_Log("You got the China Lake Grenade Launcher!")
		TNT1 A 0 A_GiveInventory("ChinaLake", 1)
		TNT1 A 0 A_PLaySound("RELO1", 4)
		TNT1 A 0 A_SelectWeapon("ChinaLake")
		Stop
	Respawn:
		TNT1 A 35
		TNT1 A 0 A_SpawnItem("ChinaLakeWeapon")
		Stop
	}
}





ACTOR SSGWeapon : M16Weapon  3813
{
	States
	{
	Spawn:
		WSG2 A 70
		TNT1 A 0 A_ChangeFlag("THRUACTORS", 0)
		WSG2 A -1
		Stop
	Pickup:
		TNT1 A 0
		TNT1 A 0 A_jumpIfInventory("SSG", 1, "Respawn")
		TNT1 A 0 A_jumpIfInventory("GrenadeLauncher", 1, "Respawn")
		TNT1 A 0 A_jumpIfInventory("ChinaLake", 1, "Respawn")
		TNT1 A 0 A_jumpIfInventory("Ithaca", 1, "Respawn")
		TNT1 A 0 A_jumpIfInventory("M3A1", 1, "Respawn")
		TNT1 A 0 A_jumpIfInventory("PPSH", 1, "Respawn")
		TNT1 A 0 A_jumpIfInventory("MAT49", 1, "Respawn")
		Goto Picks
	Picks:
		TNT1 A 0
		TNT1 A 0 A_Log("You got the Double Barrel Shotgun!")
		TNT1 A 0 A_GiveInventory("SSG", 1)
		TNT1 A 0 A_PLaySound("RELO1", 4)
		TNT1 A 0 A_SelectWeapon("SSG")
		Stop
	Respawn:
		TNT1 A 35
		TNT1 A 0 A_SpawnItem("SSGWeapon")
		Stop
	}
}




ACTOR M3A1Weapon : M16Weapon  3814
{
	States
	{
	Spawn:
		WM31 A 70
		TNT1 A 0 A_ChangeFlag("THRUACTORS", 0)
		WM31 A -1
		Stop
	Pickup:
		TNT1 A 0
		TNT1 A 0 A_jumpIfInventory("SSG", 1, "Respawn")
		TNT1 A 0 A_jumpIfInventory("GrenadeLauncher", 1, "Respawn")
		TNT1 A 0 A_jumpIfInventory("ChinaLake", 1, "Respawn")
		TNT1 A 0 A_jumpIfInventory("Ithaca", 1, "Respawn")
		TNT1 A 0 A_jumpIfInventory("M3A1", 1, "Respawn")
		TNT1 A 0 A_jumpIfInventory("PPSH", 1, "Respawn")
		TNT1 A 0 A_jumpIfInventory("MAT49", 1, "Respawn")
		Goto Picks
	Picks:
		TNT1 A 0
		TNT1 A 0 A_Log("You got the M3A1 Sub-Machinegun!")
		TNT1 A 0 A_GiveInventory("M3A1", 1)
		TNT1 A 0 A_PLaySound("RELO1", 4)
		TNT1 A 0 A_SelectWeapon("M3A1")
		Stop
	Respawn:
		TNT1 A 35
		TNT1 A 0 A_SpawnItem("M3A1Weapon")
		Stop
	}
}





ACTOR PPSHWeapon : M16Weapon  3815
{
	States
	{
	Spawn:
		WPPS A 70
		TNT1 A 0 A_ChangeFlag("THRUACTORS", 0)
		WPPS A -1
		Stop
	Pickup:
		TNT1 A 0
		TNT1 A 0 A_jumpIfInventory("SSG", 1, "Respawn")
		TNT1 A 0 A_jumpIfInventory("GrenadeLauncher", 1, "Respawn")
		TNT1 A 0 A_jumpIfInventory("ChinaLake", 1, "Respawn")
		TNT1 A 0 A_jumpIfInventory("Ithaca", 1, "Respawn")
		TNT1 A 0 A_jumpIfInventory("M3A1", 1, "Respawn")
		TNT1 A 0 A_jumpIfInventory("PPSH", 1, "Respawn")
		TNT1 A 0 A_jumpIfInventory("MAT49", 1, "Respawn")
		Goto Picks
	Picks:
		TNT1 A 0
		TNT1 A 0 A_Log("You got the PPSH Sub-Machinegun!")
		TNT1 A 0 A_GiveInventory("PPSH", 1)
		TNT1 A 0 A_PLaySound("RELO1", 4)
		TNT1 A 0 A_SelectWeapon("PPSH")
		Stop
	Respawn:
		TNT1 A 35
		TNT1 A 0 A_SpawnItem("PPSHWeapon")
		Stop
	}
}

ACTOR MAT49Weapon : M16Weapon  3816
{
	States
	{
	Spawn:
		Wm49 A 70
		Wm49 A 0 A_ChangeFlag("THRUACTORS", 0)
		Wm49 A -1
		Stop
	Pickup:
		TNT1 A 0
		TNT1 A 0 A_jumpIfInventory("SSG", 1, "Respawn")
		TNT1 A 0 A_jumpIfInventory("GrenadeLauncher", 1, "Respawn")
		TNT1 A 0 A_jumpIfInventory("ChinaLake", 1, "Respawn")
		TNT1 A 0 A_jumpIfInventory("Ithaca", 1, "Respawn")
		TNT1 A 0 A_jumpIfInventory("M3A1", 1, "Respawn")
		TNT1 A 0 A_jumpIfInventory("PPSH", 1, "Respawn")
		TNT1 A 0 A_jumpIfInventory("MAT49", 1, "Respawn")
		Goto Picks
	Picks:
		TNT1 A 0
		TNT1 A 0 A_Log("You got the MAT49 Sub-Machinegun!")
		TNT1 A 0 A_GiveInventory("MAT49", 1)
		TNT1 A 0 A_PLaySound("RELO1", 4)
		TNT1 A 0 A_SelectWeapon("MAT49")
		Stop
	Respawn:
		TNT1 A 35
		TNT1 A 0 A_SpawnItem("MAT49Weapon")
		Stop
	}
}


// HEAVY WEAPONS

ACTOR RPGWEapon : M16Weapon  3840
{
Scale 1.0
	States
	{
	Spawn:
		WRPG A 70
		TNT1 A 0 A_ChangeFlag("THRUACTORS", 0)
		WRPG A -1
		Stop
	Pickup:
		TNT1 A 0
		TNT1 A 0 A_jumpIfInventory("M60", 1, "Respawn")
		TNT1 A 0 A_jumpIfInventory("RPD", 1, "Respawn")
		TNT1 A 0 A_jumpIfInventory("RPG", 1, "Respawn")
		TNT1 A 0 A_jumpIfInventory("Flamethrower2", 1, "Respawn")
		TNT1 A 0 A_jumpIfInventory("M202FLASH", 1, "Respawn")
		TNT1 A 0 A_jumpIfInventory("Stoner", 1, "Respawn")
		TNT1 A 0 A_jumpIfInventory("Bazooka", 1, "Respawn")
		Goto Picks
	Picks:
		TNT1 A 0
		TNT1 A 0 A_Log("You got the RPG!")
		TNT1 A 0 A_GiveInventory("RPG", 1)
		TNT1 A 0 A_PLaySound("RELO1", 4)
		TNT1 A 0 A_SelectWeapon("RPG")
		Stop
	Respawn:
		TNT1 A 35
		TNT1 A 0 A_SpawnItem("RPGWeapon")
		Stop
	}
}





ACTOR M60Weapon : M16Weapon  3841
{
	States
	{
	Spawn:
		WM60 A 70
		TNT1 A 0 A_ChangeFlag("THRUACTORS", 0)
		WM60 A -1
		Stop
	Pickup:
		TNT1 A 0
		TNT1 A 0 A_jumpIfInventory("M60", 1, "Respawn")
		TNT1 A 0 A_jumpIfInventory("RPD", 1, "Respawn")
		TNT1 A 0 A_jumpIfInventory("RPG", 1, "Respawn")
		TNT1 A 0 A_jumpIfInventory("Flamethrower2", 1, "Respawn")
		TNT1 A 0 A_jumpIfInventory("M202FLASH", 1, "Respawn")
		TNT1 A 0 A_jumpIfInventory("Stoner", 1, "Respawn")
		TNT1 A 0 A_jumpIfInventory("Bazooka", 1, "Respawn")
		Goto Picks
	Picks:
		TNT1 A 0
		TNT1 A 0 A_Log("You got the M60 Machinegun!")
		TNT1 A 0 A_GiveInventory("M60", 1)
		TNT1 A 0 A_PLaySound("RELO1", 4)
		TNT1 A 0 A_SelectWeapon("M60")
		Stop
	Respawn:
		TNT1 A 35
		TNT1 A 0 A_SpawnItem("M60Weapon")
		Stop
	}
}


ACTOR StonerWeapon : M16Weapon 3842
{
	States
	{
	Spawn:
		WSTO A 70
		TNT1 A 0 A_ChangeFlag("THRUACTORS", 0)
		WSTO A -1
		Stop
	Pickup:
		TNT1 A 0
		TNT1 A 0 A_jumpIfInventory("M60", 1, "Respawn")
		TNT1 A 0 A_jumpIfInventory("RPD", 1, "Respawn")
		TNT1 A 0 A_jumpIfInventory("RPG", 1, "Respawn")
		TNT1 A 0 A_jumpIfInventory("Flamethrower2", 1, "Respawn")
		TNT1 A 0 A_jumpIfInventory("M202FLASH", 1, "Respawn")
		TNT1 A 0 A_jumpIfInventory("Stoner", 1, "Respawn")
		TNT1 A 0 A_jumpIfInventory("Bazooka", 1, "Respawn")
		Goto Picks
	Picks:
		TNT1 A 0
		TNT1 A 0 A_Log("You got the Stoner 63 Machinegun!")
		TNT1 A 0 A_GiveInventory("Stoner", 1)
		TNT1 A 0 A_PLaySound("RELO1", 4)
		TNT1 A 0 A_SelectWeapon("Stoner")
		Stop
	Respawn:
		TNT1 A 35
		TNT1 A 0 A_SpawnItem("StonerWeapon")
		Stop
	}
}



ACTOR RPDWeapon : M16Weapon 3843
{
	States
	{
	Spawn:
		WRPD A 70
		TNT1 A 0 A_ChangeFlag("THRUACTORS", 0)
		WRPD A -1
		Stop
	Pickup:
		TNT1 A 0
		TNT1 A 0 A_jumpIfInventory("M60", 1, "Respawn")
		TNT1 A 0 A_jumpIfInventory("RPD", 1, "Respawn")
		TNT1 A 0 A_jumpIfInventory("RPG", 1, "Respawn")
		TNT1 A 0 A_jumpIfInventory("Flamethrower2", 1, "Respawn")
		TNT1 A 0 A_jumpIfInventory("M202FLASH", 1, "Respawn")
		TNT1 A 0 A_jumpIfInventory("Stoner", 1, "Respawn")
		TNT1 A 0 A_jumpIfInventory("Bazooka", 1, "Respawn")
		Goto Picks
	Picks:
		TNT1 A 0
		TNT1 A 0 A_Log("You got the RPD Machinegun!")
		TNT1 A 0 A_GiveInventory("RPD", 1)
		TNT1 A 0 A_PLaySound("RELO1", 4)
		TNT1 A 0 A_SelectWeapon("RPD")
		Stop
	Respawn:
		TNT1 A 35
		TNT1 A 0 A_SpawnItem("RPDWeapon")
		Stop
	}
}



ACTOR FlamethrowerWeapon : M16Weapon 3844
{
	States
	{
	Spawn:
		FLMT F 70
		TNT1 A 0 A_ChangeFlag("THRUACTORS", 0)
		FLMT F -1
		Stop
	Pickup:
		TNT1 A 0
		TNT1 A 0 A_jumpIfInventory("M60", 1, "Respawn")
		TNT1 A 0 A_jumpIfInventory("RPD", 1, "Respawn")
		TNT1 A 0 A_jumpIfInventory("RPG", 1, "Respawn")
		TNT1 A 0 A_jumpIfInventory("Flamethrower2", 1, "Respawn")
		TNT1 A 0 A_jumpIfInventory("M202FLASH", 1, "Respawn")
		TNT1 A 0 A_jumpIfInventory("Stoner", 1, "Respawn")
		TNT1 A 0 A_jumpIfInventory("Bazooka", 1, "Respawn")
		Goto Picks
	Picks:
		TNT1 A 0
		TNT1 A 0 A_Log("You got the Flamethrower!")
		TNT1 A 0 A_GiveInventory("Flamethrower2", 1)
		TNT1 A 0 A_PLaySound("RELO1", 4)
		TNT1 A 0 A_SelectWeapon("Flamethrower2")
		Stop
	Respawn:
		TNT1 A 35
		TNT1 A 0 A_SpawnItem("FlamethrowerWeapon")
		Stop
	}
}




ACTOR M202FLASHWeapon : M16Weapon  3845
{
Scale 1.0
	States
	{
	Spawn:
		W202 A 70
		TNT1 A 0 A_ChangeFlag("THRUACTORS", 0)
		W202 A -1
		Stop
	Pickup:
		TNT1 A 0
		TNT1 A 0 A_jumpIfInventory("M60", 1, "Respawn")
		TNT1 A 0 A_jumpIfInventory("RPD", 1, "Respawn")
		TNT1 A 0 A_jumpIfInventory("RPG", 1, "Respawn")
		TNT1 A 0 A_jumpIfInventory("Flamethrower2", 1, "Respawn")
		TNT1 A 0 A_jumpIfInventory("M202FLASH", 1, "Respawn")
		TNT1 A 0 A_jumpIfInventory("Stoner", 1, "Respawn")
		TNT1 A 0 A_jumpIfInventory("Bazooka", 1, "Respawn")
		Goto Picks
	Picks:
		TNT1 A 0
		TNT1 A 0 A_Log("You got the M202 FLASH!")
		TNT1 A 0 A_GiveInventory("M202FLASH", 1)
		TNT1 A 0 A_PLaySound("RELO1", 4)
		TNT1 A 0 A_SelectWeapon("M202FLASH")
		Stop
	Respawn:
		TNT1 A 35
		TNT1 A 0 A_SpawnItem("M202FLASHWeapon")
		Stop
	}
}


ACTOR BazookaWeapon : M16Weapon  3847
{
Scale 1.0
	States
	{
	Spawn:
		WBAZ A 70
		TNT1 A 0 A_ChangeFlag("THRUACTORS", 0)
		WBAZ A -1
		Stop
	Pickup:
		TNT1 A 0
		TNT1 A 0 A_jumpIfInventory("M60", 1, "Respawn")
		TNT1 A 0 A_jumpIfInventory("RPD", 1, "Respawn")
		TNT1 A 0 A_jumpIfInventory("RPG", 1, "Respawn")
		TNT1 A 0 A_jumpIfInventory("Flamethrower2", 1, "Respawn")
		TNT1 A 0 A_jumpIfInventory("M202FLASH", 1, "Respawn")
		TNT1 A 0 A_jumpIfInventory("Stoner", 1, "Respawn")
		TNT1 A 0 A_jumpIfInventory("Bazooka", 1, "Respawn")
		Goto Picks
	Picks:
		TNT1 A 0
		TNT1 A 0 A_Log("You got the Super Bazooka!")
		TNT1 A 0 A_GiveInventory("Bazooka", 1)
		TNT1 A 0 A_PLaySound("RELO1", 4)
		TNT1 A 0 A_SelectWeapon("Bazooka")
		Stop
	Respawn:
		TNT1 A 35
		TNT1 A 0 A_SpawnItem("BazookaWeapon")
		Stop
	}
}


ACTOR M1911Weapon : M16Weapon 3850
{
	States
	{
	Spawn:
		WPIS A 70
		TNT1 A 0 A_ChangeFlag("THRUACTORS", 0)
		WPIS A -1
		Stop
	Pickup:
		TNT1 A 0
		TNT1 A 0 A_jumpIfInventory("M1911", 1, "Respawn")
		TNT1 A 0 A_jumpIfInventory("UZI", 1, "Respawn")
		TNT1 A 0 A_jumpIfInventory("Magnum", 1, "Respawn")
		Goto Picks
	Picks:
		TNT1 A 0
		TNT1 A 0 A_Log("You got the M1911!")
		TNT1 A 0 A_GiveInventory("M1911", 1)
		TNT1 A 0 A_PLaySound("RELO1", 4)
		TNT1 A 0 A_SelectWeapon("M1911")
		Stop
	Respawn:
		TNT1 A 35
		TNT1 A 0 A_SpawnItem("M1911Weapon")
		Stop
	}
}



ACTOR UziWeapon : M16Weapon 3851
{
	States
	{
	Spawn:
		WUZI A 70
		TNT1 A 0 A_ChangeFlag("THRUACTORS", 0)
		WUZI A -1
		Stop
	Pickup:
		TNT1 A 0
		TNT1 A 0 A_jumpIfInventory("M1911", 1, "Respawn")
		TNT1 A 0 A_jumpIfInventory("UZI", 1, "Respawn")
		TNT1 A 0 A_jumpIfInventory("Magnum", 1, "Respawn")
		Goto Picks
	Picks:
		TNT1 A 0
		TNT1 A 0 A_Log("You got the UZI!")
		TNT1 A 0 A_GiveInventory("UZI", 1)
		TNT1 A 0 A_PLaySound("RELO1", 4)
		TNT1 A 0 A_SelectWeapon("UZI")
		Stop
	Respawn:
		TNT1 A 35
		TNT1 A 0 A_SpawnItem("UZIWeapon")
		Stop
	}
}



ACTOR MagnumWeapon : M16Weapon 3852
{
Scale 0.5
	States
	{
	Spawn:
		WMAG A 70
		TNT1 A 0 A_ChangeFlag("THRUACTORS", 0)
		WMAG A -1
		Stop
	Pickup:
		TNT1 A 0
		TNT1 A 0 A_jumpIfInventory("M1911", 1, "Respawn")
		TNT1 A 0 A_jumpIfInventory("UZI", 1, "Respawn")
		TNT1 A 0 A_jumpIfInventory("Magnum", 1, "Respawn")
		Goto Picks
	Picks:
		TNT1 A 0
		TNT1 A 0 A_Log("You got the Magnum!")
		TNT1 A 0 A_GiveInventory("Magnum", 1)
		TNT1 A 0 A_PLaySound("RELO1", 4)
		TNT1 A 0 A_SelectWeapon("Magnum")
		Stop
	Respawn:
		TNT1 A 35
		TNT1 A 0 A_SpawnItem("MagnumWeapon")
		Stop
	}
}