// Weapon Auxiliary 
///////////////////////////////////////////////////////////////////////////


//
//actor NullWeapon0 replaces Chainsaw{}


//Action reload system - based on DoomRater's code
////////////////////////////////////////////////////////
actor Action_Reload : CustomInventory{
   Inventory.Amount 1
   Inventory.MaxAmount 1
   -INVBAR
   States{
       Use:
       TNT1 A 0 A_GiveInventory("ReloadingWeapon",1)
       Fail
   } 
}

actor Action_ReloadCancel : CustomInventory{
   Inventory.Amount 1
   Inventory.MaxAmount 1
   -INVBAR
   States{
       Use:
       TNT1 A 0 A_TakeInventory("ReloadingWeapon",1)
       Fail
   } 
}

actor ReloadingWeapon : Inventory{
	-INVBAR
	Inventory.Amount 1
	Inventory.MaxAmount 1
}
////////////////////////////////////////////////////////
actor Action_Nade : CustomInventory{
   Inventory.Amount 1
   Inventory.MaxAmount 1
   -INVBAR
   States{
       Use:
       TNT1 A 0 A_GiveInventory("TossGrenade",1)
       Fail
   } 
}

actor Action_NadeCancel : CustomInventory{
   Inventory.Amount 1
   Inventory.MaxAmount 1
   -INVBAR
   States{
       Use:
       TNT1 A 0 A_TakeInventory("TossGrenade",1)
       Fail
   } 
}

actor TossGrenade : Inventory{
	-INVBAR
	Inventory.Amount 1
	Inventory.MaxAmount 1
}


//////////////////////////////////////////////////////
actor Action_AltFunc : CustomInventory{
   Inventory.Amount 1
   Inventory.MaxAmount 1
   -INVBAR
   States{
       Use:
       TNT1 A 0 A_GiveInventory("AltFuncSwitch",1)
       Fail
   } 
}

actor Action_AltFuncCancel : CustomInventory{
   Inventory.Amount 1
   Inventory.MaxAmount 1
   -INVBAR
   States{
       Use:
       TNT1 A 0 A_TakeInventory("AltFuncSwitch",1)
       Fail
   } 
}


actor AltFuncSwitch : Inventory{
	-INVBAR
	Inventory.Amount 1
	Inventory.MaxAmount 1
}

//////////////////////////////////////////////////////
actor xhair_switch : Inventory{
	-INVBAR
	Inventory.Amount 1
	Inventory.MaxAmount 1
}

actor xhair_hold : Inventory{
	-INVBAR
	Inventory.Amount 1
	Inventory.MaxAmount 1
}

//////////////////////////////////////////////////////
actor SprintingPlayer : Inventory {
	+INVBAR
	Inventory.Amount 1
	Inventory.MaxAmount 1
} 

actor EvadingPlayer : Inventory {
	Inventory.Amount 1
	Inventory.MaxAmount 1
}

actor WeaponActive : Inventory {
	Inventory.Amount 1
	Inventory.MaxAmount 1
}

actor PlayerIsJumping : Inventory {
	Inventory.Amount 1
	Inventory.MaxAmount 1
}

actor PlayerPowerJumping : Inventory {
	Inventory.Amount 1
	Inventory.MaxAmount 1
}

actor SuitIsPowered : Inventory {
	Inventory.Amount 1
	Inventory.MaxAmount 1
}

actor SuitIsOvercharged : Inventory {
	Inventory.Amount 1
	Inventory.MaxAmount 1
}