ACTOR IsReloading : Inventory
{
	Inventory.MaxAmount 1
}

ACTOR HitSomething : Inventory
{
	Inventory.MaxAmount 1
}

// UNUSED
ACTOR ShareMagazineAmmo : Inventory
{
	Inventory.MaxAmount 1
}

ACTOR RightMagFull : Inventory
{
	Inventory.MaxAmount 1
}

ACTOR LeftMagFull : Inventory
{
	Inventory.MaxAmount 1
}

ACTOR InIronSights : Inventory
{
	Inventory.MaxAmount 1
}

ACTOR ReloadingR : Inventory
{
	Inventory.MaxAmount 1
}

ACTOR ReloadingL : Inventory
{
	Inventory.MaxAmount 1
}


ACTOR SynthFireActive : Inventory
{
	Inventory.MaxAmount 1
}

ACTOR SynthFireLeft : Inventory
{
	Inventory.MaxAmount 1
}

ACTOR SynthFireRight : Inventory
{
	Inventory.MaxAmount 1
}

ACTOR SwitchingAmmo : Inventory
{
	Inventory.MaxAmount 1
}

ACTOR FuckYou : Inventory
{
	Inventory.MaxAmount 1
}

ACTOR HasFiringModes : Inventory
{
	Inventory.MaxAmount 1
}

ACTOR HasEnteredHold : Inventory
{
	Inventory.MaxAmount 1
}

ACTOR DoBlocking : Inventory
{
	Inventory.MaxAmount 1
}

ACTOR PullBolt : Inventory
{
	Inventory.MaxAmount 1
}

ACTOR SemiAutomatic : Inventory
{
	Inventory.MaxAmount 1
}

ACTOR TertiaryFire : Inventory
{
	Inventory.MaxAmount 1
}

ACTOR ShooterLight
{
+NOGRAVITY
+NOINTERACTION
+NOBLOCKMAP
+CLIENTSIDEONLY
Renderstyle None
States
{
Spawn:
PUFF A 0
PUFF A 1
Stop
}
}

ACTOR Action_Reload : CustomInventory
{
	Inventory.Amount 1
	Inventory.MaxAmount 1
	-INVBAR
	+INVENTORY.UNDROPPABLE
	States
	{
	Spawn:
	TNT1 A 1
	Loop
	Use:
	TNT1 A 0 A_GiveInventory("IsReloading",1)
	Fail
	}
}

ACTOR Action_SwitchAmmo : CustomInventory
{
	Inventory.Amount 1
	Inventory.MaxAmount 1
	-INVBAR
	+INVENTORY.UNDROPPABLE
	States
	{
	Spawn:
	TNT1 A 1
	Loop
	Use:
	TNT1 A 0 A_GiveInventory("SwitchingAmmo",1)
	Fail
	}
}

ACTOR Action_FuckOff : CustomInventory
{
	Inventory.Amount 1
	Inventory.MaxAmount 1
	-INVBAR
	+INVENTORY.UNDROPPABLE
	States
	{
	Spawn:
	TNT1 A 1
	Loop
	Use:
	TNT1 A 0 A_GiveInventory("FuckYou",1)
	Fail
	}
}

ACTOR Action_QuickGrenade : CustomInventory
{
	Inventory.Amount 1
	Inventory.MaxAmount 1
	-INVBAR
	+INVENTORY.UNDROPPABLE
	States
	{
	Spawn:
	TNT1 A 1
	Loop
	Use:
	TNT1 A 0 ACS_ExecuteAlways(558,0,0,0,1)
	fail
	}
}

ACTOR Action_Block : CustomInventory
{
	Inventory.Amount 1
	Inventory.MaxAmount 1
	-INVBAR
	+INVENTORY.UNDROPPABLE
	States
	{
	Spawn:
	TNT1 A 1
	Loop
	Use:
	TNT1 A 0 A_GiveInventory("DoBlocking",1)
	Fail
	}
}

ACTOR Action_TertiaryFire : CustomInventory
{
	Inventory.Amount 1
	Inventory.MaxAmount 1
	-INVBAR
	+INVENTORY.UNDROPPABLE
	States
	{
	Spawn:
	TNT1 A 1
	Loop
	Use:
	TNT1 A 0 A_GiveInventory("TertiaryFire",1)
	Fail
	}
}