class DeadmakerMaskBringer : AddonBringer
{
	Default
	{
		Inventory.PickupSound "StrangeMask/Pickup";
		Inventory.PickupMessage "\c[darkred]Strange Looking Mask\c-... Wonder what it does?";
		Inventory.Amount 20000; 
		BaseBringer.ItemIsShared TRUE;
		BaseBringer.ItemToBring "DeadmakerMask";
		BaseBringer.AltItemToBring "DeadmakerMaskAutoActivate";
		BaseBringer.SharedItemSound "StrangeMask/Pickup";
		BaseBringer.SharedItemMessage "You've received a shared!... \c[darkred]Strange Looking Mask\c-...?";
		BaseBringer.ItemToUnlock Gcs_AddonShop.deadmakermask;
		+FLOATBOB
	}
	
	override void ToucherEffects(Actor toucher)
	{
		if(toucher) { self.A_RemoveChildren(TRUE,RMVF_EVERYTHING); }
	}
	
	States
	{
	Spawn:
		BASK AA 0 {
			If(multiplayer && !(self.SpawnFlags & MTF_SINGLE) && sv_noweaponspawn)
			{
				Return ResolveState("Null");
			}
			A_SpawnItemEx("DeadmakerMaskFloor",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_SETMASTER);
			A_SpawnItemEx("DeadmakerMaskFloor2",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_SETMASTER);
			A_SpawnItemEx("DeadmakerMaskIdleEffect",0,0,20,0,0,0,0,SXF_CLIENTSIDE|SXF_SETMASTER);
			A_SpawnItemEx("DeadmakerMaskRotoFlame1",30,0,0,0,0,0,88,SXF_CLIENTSIDE|SXF_SETMASTER);
            A_SpawnItemEx("DeadmakerMaskRotoFlame2",30,0,0,0,0,0,160,SXF_CLIENTSIDE|SXF_SETMASTER);
            A_SpawnItemEx("DeadmakerMaskRotoFlame3",30,0,0,0,0,0,232,SXF_CLIENTSIDE|SXF_SETMASTER);
            A_SpawnItemEx("DeadmakerMaskRotoFlame4",30,0,0,0,0,0,304,SXF_CLIENTSIDE|SXF_SETMASTER);
            A_SpawnItemEx("DeadmakerMaskRotoFlame5",30,0,0,0,0,0,16,SXF_CLIENTSIDE|SXF_SETMASTER);
			
			A_SpawnItemEx("BFGMarker",0,0,0,0,0,0,0,SXF_SETTRACER);
			A_PlaySound("DraughTome/Loop",2,0.5,1);
			Return ResolveState(Null);
		}
		BASK A 1 A_SetAngle(Angle - 1.112);
		wait;
	}
}

class DeadmakerMaskAutoActivate : PowersuitItem
{
	Default
	{
		Inventory.MaxAmount 0;
		+INVENTORY.AUTOACTIVATE
		+INVENTORY.ALWAYSPICKUP
	}
	
	states
	{
	Spawn:
		SUIT B -1;
		Stop;
	Use:
		//TNT1 A 0 A_SetBlend("Black",1.0,55,"Orange")
		TNT1 A 0 {
			Guncaster(self).GC_SetPreviousWeapon();
			A_GiveInventory("DeadmakerActivateWeapon");
			A_SelectWeapon("DeadmakerActivateWeapon");
		}
		Stop;
	}
}