Actor "Selecting Weapon" : Weapon
{
  Weapon.AmmoUse 0
  Weapon.PreferredSkin "Menu-Marine"
  Weapon.SelectionOrder 65535
  +WEAPON.NOALERT
  +WEAPON.NOAUTOFIRE
  +WEAPON.AMMO_OPTIONAL
  +WEAPON.ALT_AMMO_OPTIONAL
  +WEAPON.CHEATNOTWEAPON
  +INVENTORY.UNDROPPABLE
  +WEAPON.NOAUTOFIRE
  +WEAPON.NO_AUTO_SWITCH
  States
  {
  Ready:
    TNT1 A 1 A_WeaponReady
    Loop
  Deselect:
    TNT1 A 0 A_SetCrosshair(0)
	TNT1 A 1 A_Lower
    Loop
  Select:
    TNT1 A 0 A_SetCrosshair(31)
	TNT1 A 1 A_Raise
    Loop
  Fire:
    TNT1 A 0
	goto ready
  AltFire:
    TNT1 A 0
	goto ready
  Spawn:
    TNT1 A 1 Thing_Remove (0)
    Stop
  }
}
actor "Managing Inventory" : Weapon
{
  Weapon.AmmoUse 0
   Weapon.PreferredSkin "Menu-Marine"
   Weapon.SelectionOrder 65535
  +WEAPON.NOALERT
  +WEAPON.NOAUTOFIRE
  +WEAPON.AMMO_OPTIONAL
  +WEAPON.ALT_AMMO_OPTIONAL
  +WEAPON.CHEATNOTWEAPON
  +INVENTORY.UNDROPPABLE
  +WEAPON.NOAUTOFIRE
  +WEAPON.NO_AUTO_SWITCH
  States
  {
  Ready:
    TNT1 A 1 A_WeaponReady
    Loop
  Deselect:
    TNT1 A 0 A_SetCrosshair(0)
	TNT1 A 1 A_Lower
    Loop
  Select:
    TNT1 A 0 A_SetCrosshair(31)
	TNT1 A 1 A_Raise
    Loop
  Fire:
    TNT1 A 0
	goto ready
  AltFire:
    TNT1 A 0
	goto ready
  Spawn:
    TNT1 A 1 Thing_Remove (0)
    Stop
  }
}
Actor WeaponCheck : Inventory
{
  Inventory.Amount 1
  Inventory.MaxAmount 1
  Inventory.InterHubAmount 1
  -INVENTORY.INVBAR
  -COUNTITEM
  States
  {
    Pickup:
	  TNT1 A 0 
	  TNT1 A 0
	  Stop
  }
}
Actor MenuCheck : Inventory
{
  Inventory.Amount 1
  Inventory.MaxAmount 1
  Inventory.InterHubAmount 1
  -INVENTORY.INVBAR
  -COUNTITEM
  States
  {
    Pickup:
	  TNT1 A 0 
	  TNT1 A 0 //A_Print("Yep, got item")
	  Stop
  }
}
Actor MenuDelay : PowerDamage
{
  damagefactor "notarealdamagetype", 1.0
  powerup.duration 25
}