


actor mastergun : Weapon
{
  Weapon.AmmoUse 0
  +WEAPON.NOALERT
  +WEAPON.NOAUTOFIRE
  +WEAPON.AMMO_OPTIONAL
  +WEAPON.ALT_AMMO_OPTIONAL
  +WEAPON.CHEATNOTWEAPON
  +INVENTORY.UNDROPPABLE
  States
  {
  Ready:
    TNT1 A 1 A_WeaponReady
    Loop
  Deselect:
    TNT1 A 1 A_Lower
    Loop
  Select:
    TNT1 A 1 A_Raise
	// Taking old weapon forced (if KeepInventory enable or some shit) 
	TNT1 A 0 A_TakeInventory ("ZombieRifle",1)
	TNT1 A 0 A_TakeInventory ("ImpBaller",1)
	TNT1 A 0 A_TakeInventory ("ZombieShotGun",1)
	TNT1 A 0 A_TakeInventory ("ChainGuyGun",1)
	TNT1 A 0 A_TakeInventory ("Demonmouth",1)
	TNT1 A 0 A_TakeInventory ("SpectreMouth",1)
	TNT1 A 0 A_TakeInventory ("RevenantGun",1) 
	TNT1 A 0 A_TakeInventory ("KnightHand",1)
	TNT1 A 0 A_TakeInventory ("BaronHand",1)
	TNT1 A 0 A_TakeInventory ("CacoBaller",1) 
	TNT1 A 0 A_TakeInventory ("FatsoGun",1)
	TNT1 A 0 A_TakeInventory ("ArPlasmaGun",1)
	TNT1 A 0 A_TakeInventory ("CyberDemonRL",1)
	TNT1 A 0 A_TakeInventory ("MasterMindGun",1)
	TNT1 A 0 A_TakeInventory ("VileHands",1)
	TNT1 A 0 A_TakeInventory ("SSmp40",1)
	TNT1 A 0 A_TakeInventory ("PainElementWeap",1)
	TNT1 A 0 A_TakeInventory ("MLostSoulWeap",1)
	TNT1 A 0 A_TakeInventory ("ZombieChainSaw",1)
	TNT1 A 0 A_TakeInventory ("DarkImpHand",1)
	TNT1 A 0 A_TakeInventory ("ZombieSuperShotgun",1)
	TNT1 A 0 A_TakeInventory ("DoubleChainGun",1)
	TNT1 A 0 A_TakeInventory ("BloodDemonMouth",1)
	TNT1 A 0 A_TakeInventory ("ShadowHand",1)
	TNT1 A 0 A_TakeInventory ("CacolanterMounth",1)
	TNT1 A 0 A_TakeInventory ("AbaddonMounth",1)
	TNT1 A 0 A_TakeInventory ("BelphegorHand",1)
	TNT1 A 0 A_TakeInventory ("Hectebusguns",1)
	TNT1 A 0 A_TakeInventory ("HarvesterHand",1)
	//set properties
	TNT1 A 0 SetPlayerProperty (0, 0, 0)
	TNT1 A 0 SetPlayerProperty (0, 0, 4)
	TNT1 A 0 SetPlayerProperty (0,1,3)
	// Give ClassChecker
	TNT1 A 0 A_GiveInventory("ImMMaster")
    Loop
  Fire:
    TNT1 A 0 ACS_ExecuteAlways(403) 
	TNT1 A 35
	goto ready
  AltFire:
    TNT1 A 0 ACS_ExecuteAlways(406)
    TNT1 A 25
	goto ready 
  Spawn:
    TNT1 A 1 Thing_Remove (0)
    Stop
  }
}

actor controlp
{
  Radius 16
  Height 8
  Speed 28
  Damage 9999
  Projectile
  +NOEXTREMEDEATH
  +NOBLOCKMAP
  +NOGRAVITY
  +BLOODLESSIMPACT
  DamageType "Control"
  
  States
  {
  Spawn:
    TNT1 AAA 3 
  Death:
    TNT1 A 1 Thing_Remove (0)
    stop
  }
}

actor ImMMaster : Inventory
{
  inventory.amount 1
  inventory.maxamount 1
  states
  {
  Spawn:
    TNT1 A -1
    stop
  }
}


