//$GZDB_SKIP





/*

//failed attempts at making a specific item spawn if certain user cvar was changed.

//Update, it kinda worked, but I have issues making the backpack forced on cooperative.
//It works fine on singleplayer/dm/tdm/duel though.

Actor BackpackReplacer
{
	Monster
	+NONSHOOTABLE
	-SHOOTABLE
	+NOINTERACTION
	-COUNTKILL
	States
	{
	Spawn:
		TNT1 A 1

	  TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("MultiplayerCheck",0,0,0,0) == 2,"Pack")
//	  TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("NoBackpackSkirmish",0,0,0,0) == 0,"Pack")
		TNT1 A 0
TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("nobackpack",0,0,0,0) == 1,"Soap")
//TNT1 A 0 A_JumpIf(CallACS("nobackpackcheck")==1, "soap")
//TNT1 A 0 A_JumpIf(CallACS("nobackpack")==0, "pack")
//      Goto pack

	pack:	TNT1 A 0 A_SpawnItemEx("Dusk_BackPack",0,0,0,0,0,0,0,SXF_SETMASTER|SXF_NOCHECKPOSITION|SXF_TRANSFERAMBUSHFLAG)	Goto End
	soap:	TNT1 A 0 A_SpawnItemEx("Doosk_Soap",0,0,0,0,0,0,0,SXF_SETMASTER|SXF_NOCHECKPOSITION|SXF_TRANSFERAMBUSHFLAG)	Goto End
	
	//-------------------------------------------------------------------------------------------------------
	//	Special / End of spawner states
	//-------------------------------------------------------------------------------------------------------
	End:
		TNT1 A 1 A_Die
		Wait
	Death:
		TNT1 A 1
		Stop
	}
}




actor BackPackReplacer2 : custominventory 
{
Inventory.PickupMessage "pickypicky" 
Inventory.PickupSound "misc/i_pkup" 
  +INVENTORY.AUTOACTIVATE
  -INVENTORY.IGNORESKILL
Inventory.MaxAmount 1
states
{
Spawn: 
    TNT1 A 1 
TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("nobackpack",0,0,0,0) == 1,"Soap")
TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("nobackpack",0,0,0,0) == 0,"Backpack")
//TNT1 A 0 A_JumpIf(CallACS("nobackpack")==1, "soap")
//TNT1 A 0 A_JumpIf(CallACS("nobackpack")==0, "backpack")
    TNT1 A 1
      Fail

  Backpack:
TNT1 A 0 A_SpawnItemEx("Dusk_BackPack",0,0,0,0,0,0,0,SXF_SETMASTER|SXF_NOCHECKPOSITION|SXF_TRANSFERAMBUSHFLAG)
      STOP

  Soap:
TNT1 A 0 A_SpawnItemEx("Doosk_Soap",0,0,0,0,0,0,0,SXF_SETMASTER|SXF_NOCHECKPOSITION|SXF_TRANSFERAMBUSHFLAG)
      STOP

  FailPickup:
    TNT1 A 1
    fail
	
	}
  }  



*/





/*
actor Dusk_unspecifiedpickup_tomeofpower : RandomSpawner replaces ArtiTomeOfPower
{
    DropItem "blur sphere", 255, 49//or fire barrel
    DropItem "Doosk_Soap", 255, 1
}
*/

/*
Actor Freezepowtest : PowerupGiver //15051
{
  Inventory.Pickupmessage "Time Freezer!"
  Inventory.Icon "MEGAA0"
  Inventory.MaxAmount 0
  Inventory.UseSound "pickups/slowmo"
  Powerup.Type "TimeFreezer"
  Powerup.Duration 2
//  Translation "128:143=48:63"
  +AUTOACTIVATE
  +INVENTORY.FANCYPICKUPSOUND
  States
  {
  Spawn:
    MEGA ABCD 4 bright
    Loop
  }
}
*/

//ACTOR Dual_Pistol : Inventory					{   Inventory.MaxAmount 1	}
//ACTOR Dual_Winch : Inventory					{   Inventory.MaxAmount 1	}

/*
actor Dual_Test : custominventory 
{
Inventory.PickupMessage "You picked up a Winchester." 
Inventory.PickupSound "misc/i_pkup" 
  +INVENTORY.AUTOACTIVATE
Inventory.MaxAmount 1
states
{
Spawn: 
      CLIP A -1 
      LOOP 
Pickup://It detects if you have or not a weapon and it gives you the appropiate weapon.
    TNT1 A 0
    TNT1 A 0 A_JumpIfInventory("Dusk_Winchester2",1,"Winchester3Pickup")
    TNT1 A 0 A_JumpIfInventory("Dusk_Winchester",1,	"Winchester2Pickup")
      Goto Winchester1Pickup


  Winchester2Pickup:
    TNT1 A 0
    TNT1 A 0 A_GiveInventory("Dusk_Winchester2",1)
      STOP

  Winchester2Pickup:
    TNT1 A 0
    TNT1 A 0 A_GiveInventory("Dusk_Winchester2",1)
      STOP

  Winchester1Pickup:
    TNT1 A 0
    TNT1 A 0 A_GiveInventory("Dusk_Winchester",1)
      STOP

  FailPickup:
    CLIP A 1
    fail
	
	}
  }
  
  
actor Assrifle_Test : custominventory 
{
Inventory.PickupMessage "You picked up a sexy ass rifle." 
Inventory.PickupSound "misc/i_pkup" 
  +INVENTORY.AUTOACTIVATE
Inventory.MaxAmount 1
states
{
Spawn: 
      CLIP A -1 
      LOOP 
Pickup://It detects if you have or not a weapon and it gives you the appropiate weapon.
    TNT1 A 0
    TNT1 A 0 A_JumpIfInventory("Dusk_Assrifle",1,"Weapon2Pickup")
      Goto Weapon1Pickup


  Weapon2Pickup:
    TNT1 A 0
    TNT1 A 0 A_GiveInventory("Dusk_Assrifle",1)
      STOP

  Weapon1Pickup:
    TNT1 A 0 A_PlaySound("misc/1_pkup")
    TNT1 A 0 A_GiveInventory("Dusk_Assrifle",1)
      STOP

  FailPickup:
    CLIP A 1
    fail
	
	}
  }  
  
  */