Actor B_MenuOpened : Inventory { Inventory.MaxAmount 1 }

Actor B_BlockTool : Weapon
{
	+UNDROPPABLE
	+WEAPON.NOALERT
	+WEAPON.NOAUTOAIM

	Tag " "

	States
	{
	Ready:
		PUNG A 1 A_WeaponReady
		NULL A 0 A_JumpIfInventory("B_CopyButton", 1, "Copy")
		Loop
	Select:
		PUNG A 1 A_Raise
		Loop
	Deselect:
		PUNG A 1 A_Lower
		Loop
	Fire:
		NULL A 0 A_JumpIfInventory("B_MenuOpened", 1, "Ready")
		PUNG B 5 A_FireCustomMissile("B_SpawnBlock", 0, 0, 0, 11)
		Goto Ready
	AltFire:
		PUNG B 5 ACS_ExecuteAlways(23, 0)
		Goto Ready
	Copy:
		NULL A 0 A_TakeInventory("B_CopyButton", 1)
		PUNG B 5 ACS_ExecuteAlways(24, 0)
		Goto Ready
	}
}

Actor B_BlockTool_1 : B_BlockTool
{
	States
	{
	Select:
		PUNG A 0 ACS_ExecuteAlways(50, 0, 0)
		PUNG A 1 A_Raise
		Loop
	}
}

Actor B_BlockTool_2 : B_BlockTool
{
	States
	{
	Select:
		PUNG A 0 ACS_ExecuteAlways(50, 0, 1)
		PUNG A 1 A_Raise
		Loop
	}
}

Actor B_BlockTool_3 : B_BlockTool
{
	States
	{
	Select:
		PUNG A 0 ACS_ExecuteAlways(50, 0, 2)
		PUNG A 1 A_Raise
		Loop
	}
}

Actor B_BlockTool_4 : B_BlockTool
{
	States
	{
	Select:
		PUNG A 0 ACS_ExecuteAlways(50, 0, 3)
		PUNG A 1 A_Raise
		Loop
	}
}

Actor B_BlockTool_5 : B_BlockTool
{
	States
	{
	Select:
		PUNG A 0 ACS_ExecuteAlways(50, 0, 4)
		PUNG A 1 A_Raise
		Loop
	}
}

Actor B_BlockTool_6 : B_BlockTool
{
	States
	{
	Select:
		PUNG A 0 ACS_ExecuteAlways(50, 0, 5)
		PUNG A 1 A_Raise
		Loop
	}
}

Actor B_BlockTool_7 : B_BlockTool
{
	States
	{
	Select:
		PUNG A 0 ACS_ExecuteAlways(50, 0, 6)
		PUNG A 1 A_Raise
		Loop
	}
}

Actor B_BlockTool_8 : B_BlockTool
{
	States
	{
	Select:
		PUNG A 0 ACS_ExecuteAlways(50, 0, 7)
		PUNG A 1 A_Raise
		Loop
	}
}

Actor B_BlockTool_9 : B_BlockTool
{
	States
	{
	Select:
		PUNG A 0 ACS_ExecuteAlways(50, 0, 8)
		PUNG A 1 A_Raise
		Loop
	}
}