

//Weapon pickups replacement
Actor sword_spawner : RandomSpawner  replaces Chainsaw
{
    DropItem "Sniper_Pickup", 255, 3
    DropItem "Sword_Pickup", 255, 1
}

Actor pistol_spawner : RandomSpawner  replaces Pistol			{	Dropitem "Pistol_Pickup"	}
Actor winchester_spawner : RandomSpawner  replaces Shotgun		{	Dropitem "Winchester_Pickup"	}
Actor sshotgun_spawner : RandomSpawner replaces SuperShotgun	{	Dropitem "SuperShotgun_Pickup"	}
Actor assrifle_spawner : RandomSpawner  replaces Chaingun 		{	Dropitem "AssRifle_Pickup"	}
//Sniper rifle set above.
Actor crossbow_spawner : RandomSpawner  replaces PlasmaRifle 	{	Dropitem "Crossbow_Pickup"	}
Actor mortar_spawner : RandomSpawner  replaces RocketLauncher 	{	Dropitem "Mortar_Pickup"	}
Actor riveter_spawner : RandomSpawner  replaces BFG9000 		{	Dropitem "Riveter_Pickup"	}
//Cigar is only obtainable through cheats.



//Detects if weapons was previously picked up or not.
//If it wasn't picked up, then play a special sound. Otherwise plays normal sound.

//It also detects if it gives you dual weapons or not, based on which weapons you have.
//Also detects which gamemode you're in. If you're on instagib or buckshot, then weapon fails to pick up.

actor Sword_Pickup : custominventory 
{
Inventory.PickupMessage "$SWORD_PICK" 
Inventory.PickupSound "misc/i_pkup" 
  +INVENTORY.AUTOACTIVATE
  -INVENTORY.IGNORESKILL
//Inventory.MaxAmount 1
Inventory.RespawnTics 175
	Height 48
	Radius 20

states
{
Spawn: 
TNT1 A 0 NoDelay A_JumpIf(CallACS("multiplayercheck")==2, "Spawn_DM")
      W01Z ABCDEFGHIJKLMNOP 4 bright
      LOOP 
Spawn_DM: 
TNT1 a 0 A_SetScale(1.2)
      W01Z Z -1 bright 
      LOOP 

Pickup:
TNT1 A 0 A_JumpIf(CallACS("instagibcheck")==1, "FailPickup")
TNT1 A 0 A_JumpIf(CallACS("buckshotcheck")==1, "FailPickup")
TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("WeaponStayCheck",0,0,0,0),"WeaponStay")
    TNT1 A 0

    TNT1 A 0 A_JumpIfInventory("Dusk_Sword",1,2)
    TNT1 A 0 A_PlaySound("misc/1_pkup")
    TNT1 A 0 A_GiveInventory("Dusk_Sword",1)
      STOP


	WeaponStay:
		TNT1 A 0 A_JumpIfInventory("Dusk_Sword",1,"FailPickup")
		TNT1 A 0 A_SpawnItemEx("Dusk_Sword", velx,vely,velz, velx,vely,velz, 0, SXF_NOCHECKPOSITION|SXF_ABSOLUTEPOSITION)
		Fail



  FailPickup:
    W01Z A 0
    fail
	
	}
  }  
  
  
  
  
actor Pistol_Pickup : custominventory 
{
Inventory.PickupMessage "$PIST_PICK" 
Inventory.PickupSound "misc/i_pkup" 
  +INVENTORY.AUTOACTIVATE
  -INVENTORY.IGNORESKILL
//Inventory.MaxAmount 1
Inventory.RespawnTics 175
	Height 48
	Radius 20
states
{
Spawn: 
//TNT1 A 0 A_JumpIf(CallACS("multiplayercheck")==2, "Spawn_DM")
      W02Z ABCDEFGHIJKLMNOP 4 bright 
      LOOP 
Pickup:
TNT1 A 0 A_JumpIf(CallACS("instagibcheck")==1, "FailPickup")
TNT1 A 0 A_JumpIf(CallACS("buckshotcheck")==1, "FailPickup")
TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("WeaponStayCheck",0,0,0,0),"WeaponStay")
    TNT1 A 0
	  TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("MultiplayerCheck",0,0,0,0) == 2,"MP_Pickup")

TNT1 A 0 A_JumpIf(CallACS("ammotype") == 1,"PickupDuskAmmotype")

TNT1 A 0 A_JumpIf(CallACS("PickupType")==3, "Pickup_Take")
TNT1 A 0 A_JumpIf(CallACS("PickupType")==2, "Pickup_2")
TNT1 A 0 A_JumpIf(CallACS("PickupType")==0, "Pickup_2")
    TNT1 A 0 A_JumpIfInventory("Dusk_Pistol2",1,"Weapon3Pickup")
    TNT1 A 0 A_JumpIfInventory("Dusk_Pistol",1,	"Weapon2Pickup")//You already have the gun.
      Goto Weapon1Pickup


MP_Pickup:
    TNT1 A 0 A_JumpIfInventory("Dusk_Pistol2",1,"Weapon3Pickup")
    TNT1 A 0 A_JumpIfInventory("Dusk_Pistol",1,	"Weapon2Pickup")//You already have the gun.
      Goto Weapon1Pickup


Pickup_2:
    TNT1 A 0
    TNT1 A 0 A_JumpIfInventory("Dusk_Pistol",1,	"Weapon1bPickup")//You already have the gun.
      Goto Weapon1Pickup


Pickup_Take:
    TNT1 A 0
    TNT1 A 0 A_JumpIfInventory("Dusk_Pistol2",1,"Weapon3Pickup")
    TNT1 A 0 A_JumpIfInventory("Dusk_Pistol",1,	"WeaponTakePickup")//You already have the gun.
      Goto Weapon1Pickup





  Weapon3Pickup:
    TNT1 A 0
    TNT1 A 0 A_GiveInventory("Dusk_Pistol2",1)
      STOP


  WeaponTakePickup:
    TNT1 A 0 A_PlaySound("misc/1_pkup")
    TNT1 A 0 A_GiveInventory("Dusk_Pistol2",1)
    TNT1 A 0 A_TakeInventory("Dusk_Pistol",1)
    TNT1 A 0 A_GiveInventory("Clip",10)
      STOP

  Weapon2Pickup:
    TNT1 A 0 A_PlaySound("misc/1_pkup")
    TNT1 A 0 A_GiveInventory("Dusk_Pistol2",1)
    TNT1 A 0 A_GiveInventory("Clip",10)
      STOP

  Weapon1Pickup:
    TNT1 A 0 A_PlaySound("misc/1_pkup")
    TNT1 A 0 A_GiveInventory("Dusk_Pistol",1)
    TNT1 A 0 A_GiveInventory("Clip",10)
      STOP

  Weapon1bPickup:
    TNT1 A 0 A_GiveInventory("Dusk_Pistol",1)
//    TNT1 A 0 A_GiveInventory("Clip",10)
      STOP




//Dusk version
PickupDuskAmmotype:
TNT1 A 0 A_JumpIf(CallACS("PickupType")==3, "Pickup_Take_Dusk")
TNT1 A 0 A_JumpIf(CallACS("PickupType")==2, "Pickup_2_Dusk")
TNT1 A 0 A_JumpIf(CallACS("PickupType")==0, "Pickup_2_Dusk")
    TNT1 A 0 A_JumpIfInventory("Dusk_Pistol2",1,"Weapon3Pickup_Dusk")
    TNT1 A 0 A_JumpIfInventory("Dusk_Pistol",1,	"Weapon2Pickup_Dusk")
      Goto Weapon1Pickup_Dusk





Pickup_2_Dusk:
    TNT1 A 0
    TNT1 A 0 A_JumpIfInventory("Dusk_Pistol_NewAmmo",1,	"Weapon1bPickup_Dusk")//You already have the gun.
      Goto Weapon1Pickup_Dusk


Pickup_Take_Dusk:
    TNT1 A 0
    TNT1 A 0 A_JumpIfInventory("Dusk_Pistol2_NewAmmo",1,"Weapon3Pickup_Dusk")
    TNT1 A 0 A_JumpIfInventory("Dusk_Pistol_NewAmmo",1,	"WeaponTakePickup_Dusk")//You already have the gun.
      Goto Weapon1Pickup_Dusk

  Weapon3Pickup_Dusk:
    TNT1 A 0
    TNT1 A 0 A_GiveInventory("Dusk_Pistol2_NewAmmo",1)
      STOP

  WeaponTakePickup_Dusk:
    TNT1 A 0 A_PlaySound("misc/1_pkup")
    TNT1 A 0 A_GiveInventory("Dusk_Pistol2_NewAmmo",1)
    TNT1 A 0 A_TakeInventory("Dusk_Pistol_NewAmmo",1)
    TNT1 A 0 A_GiveInventory("Dusk_Wep3Ammo",4)
      STOP

  Weapon2Pickup_Dusk:
    TNT1 A 0 A_PlaySound("misc/1_pkup")
    TNT1 A 0 A_GiveInventory("Dusk_Pistol2_NewAmmo",1)
    TNT1 A 0 A_GiveInventory("Dusk_Wep3Ammo",4)
      STOP

  Weapon1Pickup_Dusk:
    TNT1 A 0 A_PlaySound("misc/1_pkup")
    TNT1 A 0 A_GiveInventory("Dusk_Pistol_NewAmmo",1)
    TNT1 A 0 A_GiveInventory("Dusk_Wep3Ammo",4)
      STOP

  Weapon1bPickup_Dusk:
    TNT1 A 0 A_GiveInventory("Dusk_Pistol_NewAmmo",1)
//    TNT1 A 0 A_GiveInventory("Shell",4)
      STOP



	WeaponStay:
		TNT1 A 0 A_JumpIfInventory("Dusk_Pistol2",1,"FailPickup")
		TNT1 A 0 A_SpawnItemEx("Dusk_Pistol2", velx,vely,velz, velx,vely,velz, 0, SXF_NOCHECKPOSITION|SXF_ABSOLUTEPOSITION)
		Fail



  FailPickup:
    W02Z A 1
    fail
	
	}
  }
  
  
  
  
  
  
actor Winchester_Pickup : custominventory 
{
Inventory.PickupMessage "$SHOT_PICK" 
Inventory.PickupSound "misc/i_pkup" 
  +INVENTORY.AUTOACTIVATE
  -INVENTORY.IGNORESKILL
//Inventory.MaxAmount 1
Inventory.RespawnTics 175
	Height 48
	Radius 20
states
{
Spawn: 
TNT1 A 0 NoDelay A_JumpIf(CallACS("multiplayercheck")==2, "Spawn_DM")
      W03Z ABCDEFGHIJKLMNOP 4 bright 
      LOOP 
Spawn_DM: 
TNT1 a 0 A_SetScale(1.2)
      W03Z Z -1 bright 
      LOOP 

Pickup:
TNT1 A 0 A_JumpIf(CallACS("instagibcheck")==1, "FailPickup")
TNT1 A 0 A_JumpIf(CallACS("buckshotcheck")==1, "FailPickup")
TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("WeaponStayCheck",0,0,0,0),"WeaponStay")
    TNT1 A 0
	  TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("MultiplayerCheck",0,0,0,0) == 2,"MP_Pickup")

TNT1 A 0 A_JumpIf(CallACS("ammotype") == 1,"PickupDuskAmmotype")


TNT1 A 0 A_JumpIf(CallACS("PickupType")==3, "Pickup_Take")
TNT1 A 0 A_JumpIf(CallACS("PickupType")==2, "Pickup_2")
TNT1 A 0 A_JumpIf(CallACS("PickupType")==0, "Pickup_2")
    TNT1 A 0 A_JumpIfInventory("Dusk_Winchester2",1,"Weapon3Pickup")
    TNT1 A 0 A_JumpIfInventory("Dusk_Winchester",1,	"Weapon2Pickup")
      Goto Weapon1Pickup

MP_Pickup:
    TNT1 A 0 A_JumpIfInventory("Dusk_Winchester2",1,"Weapon3Pickup")
    TNT1 A 0 A_JumpIfInventory("Dusk_Winchester",1,	"Weapon2Pickup")
      Goto Weapon1Pickup

Pickup_2:
    TNT1 A 0
    TNT1 A 0 A_JumpIfInventory("Dusk_Winchester",1,	"Weapon1bPickup")
      Goto Weapon1Pickup


Pickup_Take:
    TNT1 A 0
    TNT1 A 0 A_JumpIfInventory("Dusk_Winchester2",1,"Weapon3Pickup")
    TNT1 A 0 A_JumpIfInventory("Dusk_Winchester",1,	"WeaponTakePickup")
      Goto Weapon1Pickup





//Normal version
  Weapon3Pickup:
    TNT1 A 0
    TNT1 A 0 A_GiveInventory("Dusk_Winchester2",1)
      STOP

  WeaponTakePickup:
    TNT1 A 0 A_PlaySound("misc/1_pkup")
    TNT1 A 0 A_GiveInventory("Dusk_Winchester2",1)
    TNT1 A 0 A_TakeInventory("Dusk_Winchester",1)
    TNT1 A 0 A_GiveInventory("Shell",4)
      STOP

  Weapon2Pickup:
    TNT1 A 0 A_PlaySound("misc/1_pkup")
    TNT1 A 0 A_GiveInventory("Dusk_Winchester2",1)
    TNT1 A 0 A_GiveInventory("Shell",4)
      STOP

  Weapon1Pickup:
    TNT1 A 0 A_PlaySound("misc/1_pkup")
    TNT1 A 0 A_GiveInventory("Dusk_Winchester",1)
    TNT1 A 0 A_GiveInventory("Shell",4)
      STOP

  Weapon1bPickup:
    TNT1 A 0 A_GiveInventory("Dusk_Winchester",1)
//    TNT1 A 0 A_GiveInventory("Shell",4)
      STOP


//Dusk version
PickupDuskAmmotype:
TNT1 A 0 A_JumpIf(CallACS("PickupType")==3, "Pickup_Take_Dusk")
TNT1 A 0 A_JumpIf(CallACS("PickupType")==2, "Pickup_2_Dusk")
TNT1 A 0 A_JumpIf(CallACS("PickupType")==0, "Pickup_2_Dusk")
    TNT1 A 0 A_JumpIfInventory("Dusk_Winchester2",1,"Weapon3Pickup_Dusk")
    TNT1 A 0 A_JumpIfInventory("Dusk_Winchester",1,	"Weapon2Pickup_Dusk")
      Goto Weapon1Pickup_Dusk



Pickup_2_Dusk:
    TNT1 A 0
    TNT1 A 0 A_JumpIfInventory("Dusk_Winchester_NewAmmo",1,	"Weapon1bPickup_Dusk")
      Goto Weapon1Pickup_Dusk


Pickup_Take_Dusk:
    TNT1 A 0
    TNT1 A 0 A_JumpIfInventory("Dusk_Winchester2_NewAmmo",1,"Weapon3Pickup_Dusk")
    TNT1 A 0 A_JumpIfInventory("Dusk_Winchester_NewAmmo",1,	"WeaponTakePickup_Dusk")
      Goto Weapon1Pickup_Dusk

  Weapon3Pickup_Dusk:
    TNT1 A 0
    TNT1 A 0 A_GiveInventory("Dusk_Winchester2_NewAmmo",1)
      STOP

  WeaponTakePickup_Dusk:
    TNT1 A 0 A_PlaySound("misc/1_pkup")
    TNT1 A 0 A_GiveInventory("Dusk_Winchester2_NewAmmo",1)
    TNT1 A 0 A_TakeInventory("Dusk_Winchester_NewAmmo",1)
    TNT1 A 0 A_GiveInventory("Dusk_Wep3Ammo",4)
      STOP

  Weapon2Pickup_Dusk:
    TNT1 A 0 A_PlaySound("misc/1_pkup")
    TNT1 A 0 A_GiveInventory("Dusk_Winchester2_NewAmmo",1)
    TNT1 A 0 A_GiveInventory("Dusk_Wep3Ammo",4)
      STOP

  Weapon1Pickup_Dusk:
    TNT1 A 0 A_PlaySound("misc/1_pkup")
    TNT1 A 0 A_GiveInventory("Dusk_Winchester_NewAmmo",1)
    TNT1 A 0 A_GiveInventory("Dusk_Wep3Ammo",4)
      STOP

  Weapon1bPickup_Dusk:
    TNT1 A 0 A_GiveInventory("Dusk_Winchester_NewAmmo",1)
//    TNT1 A 0 A_GiveInventory("Shell",4)
      STOP


	WeaponStay:
		TNT1 A 0 A_JumpIfInventory("Dusk_Winchester",1,"FailPickup")
		TNT1 A 0 A_SpawnItemEx("Dusk_Winchester", velx,vely,velz, velx,vely,velz, 0, SXF_NOCHECKPOSITION|SXF_ABSOLUTEPOSITION)
		Fail



  FailPickup:
    W03Z A 0
    fail
	
	}
  } 
  
  
  
  
  
  
  
  actor SuperShotgun_Pickup : custominventory 
{
Inventory.PickupMessage "$SSG_PICK" 
Inventory.PickupSound "misc/i_pkup" 
  +IGNORESKILL
  +INVENTORY.AUTOACTIVATE
//Inventory.MaxAmount 1
Inventory.RespawnTics 175
	Height 48
	Radius 20
states
{
Spawn: 
TNT1 A 0 NoDelay A_JumpIf(CallACS("multiplayercheck")==2, "Spawn_DM")
      W04Z ABCDEFGHIJKLMNOP 4 bright 
      LOOP 
Spawn_DM: 
TNT1 a 0 A_SetScale(1.2)
      W04Z Z -1 bright 
      LOOP 

Pickup:
TNT1 A 0 A_JumpIf(CallACS("instagibcheck")==1, "FailPickup")
TNT1 A 0 A_JumpIf(CallACS("buckshotcheck")==1, "FailPickup")
TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("WeaponStayCheck",0,0,0,0),"WeaponStay")

TNT1 A 0 A_JumpIf(CallACS("ammotype") == 1,"PickupDuskAmmotype")
    TNT1 A 0

    TNT1 A 0 A_JumpIfInventory("Dusk_SuperShotgun",1,2)
    TNT1 A 0 A_PlaySound("misc/1_pkup")
    TNT1 A 0 A_GiveInventory("Dusk_SuperShotgun",1)
      STOP

PickupDuskAmmotype:
    TNT1 A 0

    TNT1 A 0 A_JumpIfInventory("Dusk_SuperShotgun_Newammo",1,2)
    TNT1 A 0 A_PlaySound("misc/1_pkup")
    TNT1 A 0 A_GiveInventory("Dusk_SuperShotgun_Newammo",1)
      STOP


	WeaponStay:
		TNT1 A 0 A_JumpIfInventory("Dusk_SuperShotgun",1,"FailPickup")
		TNT1 A 0 A_SpawnItemEx("Dusk_SuperShotgun", velx,vely,velz, velx,vely,velz, 0, SXF_NOCHECKPOSITION|SXF_ABSOLUTEPOSITION)
		Fail



  FailPickup:
    W04Z A 1
    fail
	
	}
  }  
  
  
  
  
  
  
  actor Assrifle_Pickup : custominventory 
{
Inventory.PickupMessage "$ASSR_PICK" 
Inventory.PickupSound "misc/i_pkup" 
  +IGNORESKILL
  +INVENTORY.AUTOACTIVATE
//Inventory.MaxAmount 1
Inventory.RespawnTics 175
	Height 48
	Radius 20
states
{
Spawn: 
TNT1 A 0 NoDelay A_JumpIf(CallACS("multiplayercheck")==2, "Spawn_DM")
      W05Z ABCDEFGHIJKLMNOP 4 bright 
      LOOP 
Spawn_DM: 
TNT1 a 0 A_SetScale(1.2)
      W05Z Z -1 bright 
      LOOP 

Pickup:
TNT1 A 0 A_JumpIf(CallACS("instagibcheck")==1, "FailPickup")
TNT1 A 0 A_JumpIf(CallACS("buckshotcheck")==1, "FailPickup")
TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("WeaponStayCheck",0,0,0,0),"WeaponStay")

TNT1 A 0 A_JumpIf(CallACS("ammotype") == 1,"PickupDuskAmmotype")
    TNT1 A 0 

    TNT1 A 0 A_JumpIfInventory("Dusk_Assrifle",1,2)
    TNT1 A 0 A_PlaySound("misc/1_pkup")
    TNT1 A 0 A_GiveInventory("Dusk_Assrifle",1)
    TNT1 A 0 A_GiveInventory("Clip",20)
      STOP

PickupDuskAmmotype:
    TNT1 A 0 

    TNT1 A 0 A_JumpIfInventory("Dusk_Assrifle_NewAmmo",1,2)
    TNT1 A 0 A_PlaySound("misc/1_pkup")
    TNT1 A 0 A_GiveInventory("Dusk_Assrifle_NewAmmo",1)
//    TNT1 A 0 A_GiveInventory("Dusk_Wep5Ammo",12)
      STOP


	WeaponStay:
		TNT1 A 0 A_JumpIfInventory("Dusk_Assrifle",1,"FailPickup")
		TNT1 A 0 A_SpawnItemEx("Dusk_Assrifle", velx,vely,velz, velx,vely,velz, 0, SXF_NOCHECKPOSITION|SXF_ABSOLUTEPOSITION)
		Fail



  FailPickup:
    W05Z A 0
    fail
	
	}
  }  
  
  
  
  
  
  
  
  actor Sniper_Pickup : custominventory 
{
Inventory.PickupMessage "$SNIP_PICK" 
Inventory.PickupSound "misc/i_pkup" 
  +IGNORESKILL
  +INVENTORY.AUTOACTIVATE
//Inventory.MaxAmount 1
Inventory.RespawnTics 175
	Height 48
	Radius 20
states
{
Spawn: 
TNT1 A 0 NoDelay A_JumpIf(CallACS("multiplayercheck")==2, "Spawn_DM")
      W06Z ABCDEFGHIJKLMNOP 4 bright 
      LOOP 
Spawn_DM: 
TNT1 a 0 A_SetScale(1.2)
      W06Z Z -1 bright 
      LOOP 

Pickup:
TNT1 A 0 A_JumpIf(CallACS("instagibcheck")==1, "FailPickup")
TNT1 A 0 A_JumpIf(CallACS("buckshotcheck")==1, "FailPickup")
TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("WeaponStayCheck",0,0,0,0),"WeaponStay")

TNT1 A 0 A_JumpIf(CallACS("ammotype") == 1,"PickupDuskAmmotype")
    TNT1 A 0

    TNT1 A 0 A_JumpIfInventory("Dusk_Sniper",1,2)
    TNT1 A 0 A_PlaySound("misc/1_pkup")
    TNT1 A 0 A_GiveInventory("Dusk_Sniper",1)
      STOP

PickupDuskAmmotype:
    TNT1 A 0

    TNT1 A 0 A_JumpIfInventory("Dusk_Sniper_Newammo",1,2)
    TNT1 A 0 A_PlaySound("misc/1_pkup")
    TNT1 A 0 A_GiveInventory("Dusk_Sniper_Newammo",1)
      STOP


	WeaponStay:
		TNT1 A 0 A_JumpIfInventory("Dusk_Sniper",1,"FailPickup")
		TNT1 A 0 A_SpawnItemEx("Dusk_Sniper", velx,vely,velz, velx,vely,velz, 0, SXF_NOCHECKPOSITION|SXF_ABSOLUTEPOSITION)
		Fail



  FailPickup:
    W06Z A 0
    fail
	
	}
  }  
  
  
  
  
  
  actor Crossbow_Pickup : custominventory 
{
Inventory.PickupMessage "$CRSBW_PICK" 
Inventory.PickupSound "misc/i_pkup" 
  +IGNORESKILL
  +INVENTORY.AUTOACTIVATE
//Inventory.MaxAmount 1
Inventory.RespawnTics 175
	Height 48
	Radius 20
states
{
Spawn: 
TNT1 A 0 NoDelay A_JumpIf(CallACS("multiplayercheck")==2, "Spawn_DM")
      W07Z ABCDEFGHIJKLMNOP 4 bright 
      LOOP 
Spawn_DM: 
TNT1 a 0 A_SetScale(1.2)
      W07Z Z -1 bright 
      LOOP 

Pickup:
TNT1 A 0 A_JumpIf(CallACS("instagibcheck")==1, "FailPickup")
TNT1 A 0 A_JumpIf(CallACS("buckshotcheck")==1, "FailPickup")
TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("WeaponStayCheck",0,0,0,0),"WeaponStay")

TNT1 A 0 A_JumpIf(CallACS("ammotype") == 1,"PickupDuskAmmotype")
    TNT1 A 0

    TNT1 A 0 A_JumpIfInventory("Dusk_Crossbow",1,2)
    TNT1 A 0 A_PlaySound("misc/1_pkup")
    TNT1 A 0 A_GiveInventory("Dusk_Crossbow",1)
      STOP

PickupDuskAmmotype:
    TNT1 A 0

    TNT1 A 0 A_JumpIfInventory("Dusk_Crossbow_Newammo",1,2)
    TNT1 A 0 A_PlaySound("misc/1_pkup")
    TNT1 A 0 A_GiveInventory("Dusk_Crossbow_Newammo",1)
      STOP


	WeaponStay:
		TNT1 A 0 A_JumpIfInventory("Dusk_Crossbow",1,"FailPickup")
		TNT1 A 0 A_SpawnItemEx("Dusk_Crossbow", velx,vely,velz, velx,vely,velz, 0, SXF_NOCHECKPOSITION|SXF_ABSOLUTEPOSITION)
		Fail



  FailPickup:
    W07Z A 0
    fail
	
	}
  }  
  
  
  
  
  
  
  
  actor Mortar_Pickup : custominventory 
{
Inventory.PickupMessage "$MORT_PICK" 
Inventory.PickupSound "misc/i_pkup" 
  +IGNORESKILL
  +INVENTORY.AUTOACTIVATE
//Inventory.MaxAmount 1
Inventory.RespawnTics 175
	Height 48
	Radius 20
states
{
Spawn: 
TNT1 A 0 NoDelay A_JumpIf(CallACS("multiplayercheck")==2, "Spawn_DM")
      W08Z ABCDEFGHIJKLMNOP 4 bright 
      LOOP 
Spawn_DM: 
TNT1 a 0 A_SetScale(1.2)
      W08Z Z -1 bright 
      LOOP 

Pickup:
TNT1 A 0 A_JumpIf(CallACS("instagibcheck")==1, "FailPickup")
TNT1 A 0 A_JumpIf(CallACS("buckshotcheck")==1, "FailPickup")
TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("WeaponStayCheck",0,0,0,0),"WeaponStay")

TNT1 A 0 A_JumpIf(CallACS("ammotype") == 1,"PickupDuskAmmotype")
    TNT1 A 0

    TNT1 A 0 A_JumpIfInventory("Dusk_Mortar",1,2)
    TNT1 A 0 A_PlaySound("misc/1_pkup")
    TNT1 A 0 A_GiveInventory("Dusk_Mortar",1)
      STOP


PickupDuskAmmotype:

    TNT1 A 0

    TNT1 A 0 A_JumpIfInventory("Dusk_Mortar_NewAmmo",1,2)
    TNT1 A 0 A_PlaySound("misc/1_pkup")
    TNT1 A 0 A_GiveInventory("Dusk_Mortar_NewAmmo",1)
      STOP


	WeaponStay:
		TNT1 A 0 A_JumpIfInventory("Dusk_Mortar",1,"FailPickup")
		TNT1 A 0 A_SpawnItemEx("Dusk_Mortar", velx,vely,velz, velx,vely,velz, 0, SXF_NOCHECKPOSITION|SXF_ABSOLUTEPOSITION)
		Fail



  FailPickup:
    W08Z A 0
    fail
	
	}
  }  
  
  
  
  
  
  
  
  actor Riveter_Pickup : custominventory 
{
Inventory.PickupMessage "$RIVETR_PICK" 
Inventory.PickupSound "misc/i_pkup" 
  +IGNORESKILL
  +INVENTORY.AUTOACTIVATE
//Inventory.MaxAmount 1
Inventory.RespawnTics 175
	Height 48
	Radius 20
states
{
Spawn: 
		TNT1 A 0 NoDelay ACS_NamedExecuteWithResult("ZA_RemoveIfDuel")//Enjoy it, pan.
TNT1 A 0 A_JumpIf(CallACS("multiplayercheck")==2, "Spawn_DM")
      W09Z ABCDEFGHIJKLMNOP 4 bright 
      LOOP 

Spawn_DM: 
		TNT1 A 0 ACS_NamedExecuteWithResult("ZA_RemoveIfDuel")//Enjoy it, pan.
TNT1 a 0 A_SetScale(1.2)
      W09Z Z -1 bright 
      LOOP 

Pickup:
TNT1 A 0 A_JumpIf(CallACS("instagibcheck")==1, "FailPickup")
TNT1 A 0 A_JumpIf(CallACS("buckshotcheck")==1, "FailPickup")
TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("WeaponStayCheck",0,0,0,0),"WeaponStay")

TNT1 A 0 A_JumpIf(CallACS("ammotype") == 1,"PickupDuskAmmotype")

    TNT1 A 0

    TNT1 A 0 A_JumpIfInventory("Dusk_Riveter",1,2)
    TNT1 A 0 A_PlaySound("misc/1_pkup")
    TNT1 A 0 A_GiveInventory("Dusk_Riveter",1)
      STOP



PickupDuskAmmotype:

    TNT1 A 0

    TNT1 A 0 A_JumpIfInventory("Dusk_Riveter_NewAmmo",1,2)
    TNT1 A 0 A_PlaySound("misc/1_pkup")
    TNT1 A 0 A_GiveInventory("Dusk_Riveter_NewAmmo",1)
      STOP


	WeaponStay:
		TNT1 A 0 A_JumpIfInventory("Dusk_Riveter",1,"FailPickup")
		TNT1 A 0 A_SpawnItemEx("Dusk_Riveter", velx,vely,velz, velx,vely,velz, 0, SXF_NOCHECKPOSITION|SXF_ABSOLUTEPOSITION)
		Fail



  FailPickup:
    W09Z A 0
    fail
	
	}
  }  
  
  
  
  
