ACTOR AmmoDroper : BrutalWeapon
{
	+WEAPON.NOAUTOFIRE
	+WEAPON.DONTBOB
	+WEAPON.NOALERT
	+WEAPON.WIMPY_WEAPON
	+WEAPON.NO_AUTO_SWITCH
	Weapon.SelectionOrder 9999
	
    States
	{
	
	Select: 
		TNT1 A 0 A_Overlay(-10,"FirstPersonLegsStand")
		TNT1 A 0
		TNT1 A 0 a_removelight(1)
		TNT1 A 0 A_removelight(2)
		TNT1 A 0 A_Raise
		loop
		
	Deselect:
		TNT1 A 0
		TNT1 A 0 SetPlayerProperty(0,0,0)
		PDAM M 0 A_playsound("BEP",1,2)
		PDAM M 2
		PDAO A 0 A_playsound("pdaop",1,2)
		PDAM MIHGFEDCBA 1
		PDAO A 0 A_takeinventory("readingammo",1)
		TNT1 A 0 A_SETCROSSHAIR(0)
		TNT1 AAAAAAAAA 0 A_Lower
		TNT1 AAAAAA 1 A_Lower
		
		TNT1 A 1 
		TNT1 A 0 A_TakeInventory("AmmoDroper", 1)
		TNT1 A -1
		Stop
	
	
	Ready:
	SelectAnimation:
	PDAO A 0 A_playsound("pdaop",1,2)
	PDAO A 0 A_giveinventory("readingammo",1)
	PDAM ABCDEFGHIJKLLKKLM 1
	PDAO I 0  A_playsound("BEP",1,2)
	
	Ready3:
		TNT1 A 0
		TNT1 A 0 A_SETCROSSHAIR(41)
		TNT1 A 0 A_JumpIfInventory("Kicking",1,"DoKick")
        TNT1 A 0 A_JumpIfInventory("Taunting",1,"Taunt")
		TNT1 A 0 A_JumpIfInventory("Salute1", 1, "Salute")
		TNT1 A 0 A_JumpIfInventory("Salute2", 1, "Salute")
        TNT1 A 0 A_JumpIfInventory("Reloading",1,"Reload")
		PDAM M 0 A_JumpIf(GetPlayerInput(INPUT_BUTTONS) & BT_USER3, "TOSSGRENADE")
		PDAM M 0 ACS_NAMEDEXECUTEALWAYS("AMMOCHECK",0)
		TNT1 A 0 A_jumpifinventory("CLIP1",1,"9MMREADY")
		TNT1 A 0 A_jumpifinventory("50AMMO",1,"50AEREADY")
		TNT1 A 0 A_jumpifinventory("MINIGUNAMMO",1,"556READY")
		TNT1 A 0 A_jumpifinventory("CLIP2",1,"762READY")
		TNT1 A 0 A_jumpifinventory("AMMOSHELL",1,"shellREADY")
		TNT1 A 0 A_jumpifinventory("AMMOSLUG",1,"SLUGREADY")
		TNT1 A 0 A_jumpifinventory("AMMOCELL",1,"CELLREADY")
		TNT1 A 0 A_jumpifinventory("BATTERY",1,"BATTERYREADY")
		PDAM M 1 A_WeaponReady(WRF_NOPRIMARY)
		loop
//
////  ROW 1
//
	9mmready:	
			PDAM M 1 ACS_NAMEDEXECUTEALWAYS("AMMOCHECK",0)
			TNT1 A 0 A_JumpIf(GetPlayerInput(INPUT_BUTTONS) & BT_MOVELEFT, "9MMREADY")
			TNT1 A 0 A_JumpIf(GetPlayerInput(INPUT_BUTTONS) & BT_MOVERIGHT, "9MMREADY")
	9MMLOOP:
		PDAM M 1 A_WeaponReady(WRF_NOPRIMARY)
		PDAM M 0 ACS_NAMEDEXECUTEALWAYS("AMMOCHECK",0)
		PDAM M 0 A_OVERLAY(3,"9MMOVERLAY",1)
		TNT1 A 0 A_SETCROSSHAIR(41)
		TNT1 A 0 SetPlayerProperty(0,1,0)
		///
		TNT1 A 0 A_JumpIf(GetPlayerInput(INPUT_BUTTONS) & BT_MOVELEFT, "CellReady")
		TNT1 A 0 A_JumpIf(GetPlayerInput(INPUT_BUTTONS) & BT_MOVERIGHT, "50AEReady")
		TNT1 A 0 A_JumpIf(GetPlayerInput(INPUT_BUTTONS) & BT_back, "RocketReady")
		TNT1 A 0 A_JumpIf(GetPlayerInput(INPUT_BUTTONS) & BT_ATTACK, "DROP9MM")
		loop	
	9mmoverlay:
		TNT1 A 0 ACS_NAMEDEXECUTE("9MMSELECT",0)
		TNT1 A 4
		STOP
////////////////	
	50AEready:
			PDAM M 1 ACS_NAMEDEXECUTEALWAYS("AMMOCHECK",0)
			TNT1 A 0 A_JumpIf(GetPlayerInput(INPUT_BUTTONS) & BT_MOVELEFT, "50AEREADY")
			TNT1 A 0 A_JumpIf(GetPlayerInput(INPUT_BUTTONS) & BT_MOVERIGHT, "50AEREADY")
	50AELOOP:
		PDAM M 1 A_WeaponReady(WRF_NOPRIMARY)
		PDAM M 0 ACS_NAMEDEXECUTEALWAYS("AMMOCHECK",0)
		PDAM M 0 A_OVERLAY(3,"50AEOVERLAY",1)
		TNT1 A 0 A_SETCROSSHAIR(41)
		TNT1 A 0 SetPlayerProperty(0,1,0)
		///
		TNT1 A 0 A_JumpIf(GetPlayerInput(INPUT_BUTTONS) & BT_MOVELEFT, "9MMReady")
		TNT1 A 0 A_JumpIf(GetPlayerInput(INPUT_BUTTONS) & BT_MOVERIGHT, "556Ready")
		TNT1 A 0 A_JumpIf(GetPlayerInput(INPUT_BUTTONS) & BT_back, "NUKEReady")
		TNT1 A 0 A_JumpIf(GetPlayerInput(INPUT_BUTTONS) & BT_ATTACK, "DROP50AE")
		loop	
	50AEOverlay:
		TNT1 A 0 ACS_NAMEDEXECUTE("50AESELECT",0)
		TNT1 A 4
		STOP
///////////////	
	556ready:
			PDAM M 1 ACS_NAMEDEXECUTEALWAYS("AMMOCHECK",0)
			TNT1 A 0 A_JumpIf(GetPlayerInput(INPUT_BUTTONS) & BT_MOVELEFT, "556READY")
			TNT1 A 0 A_JumpIf(GetPlayerInput(INPUT_BUTTONS) & BT_MOVERIGHT, "556READY")
	556LOOP:
		PDAM M 1 A_WeaponReady(WRF_NOPRIMARY)
		PDAM M 0 ACS_NAMEDEXECUTEALWAYS("AMMOCHECK",0)
		PDAM M 0 A_OVERLAY(3,"556OVERLAY",1)
		TNT1 A 0 A_SETCROSSHAIR(41)
		TNT1 A 0 SetPlayerProperty(0,1,0)
		///
		TNT1 A 0 A_JumpIf(GetPlayerInput(INPUT_BUTTONS) & BT_MOVELEFT, "50AEReady")
		TNT1 A 0 A_JumpIf(GetPlayerInput(INPUT_BUTTONS) & BT_MOVERIGHT, "762Ready")
		TNT1 A 0 A_JumpIf(GetPlayerInput(INPUT_BUTTONS) & BT_back, "GRENADEReady")
		TNT1 A 0 A_JumpIf(GetPlayerInput(INPUT_BUTTONS) & BT_ATTACK, "DROP556")
		loop	
	556Overlay:
		TNT1 A 0 ACS_NAMEDEXECUTE("556SELECT",0)
		TNT1 A 4
		STOP
////////////////	
	762ready:
			PDAM M 1 ACS_NAMEDEXECUTEALWAYS("AMMOCHECK",0)
			TNT1 A 0 A_JumpIf(GetPlayerInput(INPUT_BUTTONS) & BT_MOVELEFT, "762READY")
			TNT1 A 0 A_JumpIf(GetPlayerInput(INPUT_BUTTONS) & BT_MOVERIGHT, "762READY")
	762LOOP:
		PDAM M 1 A_WeaponReady(WRF_NOPRIMARY)
		PDAM M 0 ACS_NAMEDEXECUTEALWAYS("AMMOCHECK",0)
		PDAM M 0 A_OVERLAY(3,"762OVERLAY",1)
		TNT1 A 0 A_SETCROSSHAIR(41)
		TNT1 A 0 SetPlayerProperty(0,1,0)
		///
		TNT1 A 0 A_JumpIf(GetPlayerInput(INPUT_BUTTONS) & BT_MOVELEFT, "556Ready")
		TNT1 A 0 A_JumpIf(GetPlayerInput(INPUT_BUTTONS) & BT_MOVERIGHT, "SHELLReady")
		TNT1 A 0 A_JumpIf(GetPlayerInput(INPUT_BUTTONS) & BT_back, "CLUSTERREADY")
		TNT1 A 0 A_JumpIf(GetPlayerInput(INPUT_BUTTONS) & BT_ATTACK, "DROP762")
		loop	
	762Overlay:
		TNT1 A 0 ACS_NAMEDEXECUTE("762SELECT",0)
		TNT1 A 4
		STOP
///////////////////		
	ShellReady:
			PDAM M 1 ACS_NAMEDEXECUTEALWAYS("AMMOCHECK",0)
			TNT1 A 0 A_JumpIf(GetPlayerInput(INPUT_BUTTONS) & BT_MOVELEFT, "shellREADY")
			TNT1 A 0 A_JumpIf(GetPlayerInput(INPUT_BUTTONS) & BT_MOVERIGHT, "shellREADY")
	shellLOOP:
		PDAM M 1 A_WeaponReady(WRF_NOPRIMARY)
		PDAM M 0 ACS_NAMEDEXECUTEALWAYS("AMMOCHECK",0)
		PDAM M 0 A_OVERLAY(3,"shellOVERLAY",1)
		TNT1 A 0 A_SETCROSSHAIR(41)
		TNT1 A 0 SetPlayerProperty(0,1,0)
		///
		TNT1 A 0 A_JumpIf(GetPlayerInput(INPUT_BUTTONS) & BT_MOVELEFT, "762Ready")
		TNT1 A 0 A_JumpIf(GetPlayerInput(INPUT_BUTTONS) & BT_MOVERIGHT, "SLUGReady")
		TNT1 A 0 A_JumpIf(GetPlayerInput(INPUT_BUTTONS) & BT_back, "ACIDReady")
		TNT1 A 0 A_JumpIf(GetPlayerInput(INPUT_BUTTONS) & BT_ATTACK, "DROPSHELL")
		loop	
	SHELLOverlay:
		TNT1 A 0 ACS_NAMEDEXECUTE("SHELLSELECT",0)
		TNT1 A 4
		STOP
/////////////////		
	SlugReady:
			PDAM M 1 ACS_NAMEDEXECUTEALWAYS("AMMOCHECK",0)
			TNT1 A 0 A_JumpIf(GetPlayerInput(INPUT_BUTTONS) & BT_MOVELEFT, "SLUGREADY")
			TNT1 A 0 A_JumpIf(GetPlayerInput(INPUT_BUTTONS) & BT_MOVERIGHT, "SLUGREADY")
	SLUGLOOP:
		PDAM M 1 A_WeaponReady(WRF_NOPRIMARY)
		PDAM M 0 ACS_NAMEDEXECUTEALWAYS("AMMOCHECK",0)
		PDAM M 0 A_OVERLAY(3,"SLUGOVERLAY",1)
		TNT1 A 0 A_SETCROSSHAIR(41)
		TNT1 A 0 SetPlayerProperty(0,1,0)
		///
		TNT1 A 0 A_JumpIf(GetPlayerInput(INPUT_BUTTONS) & BT_MOVELEFT, "SHellReady")
		TNT1 A 0 A_JumpIf(GetPlayerInput(INPUT_BUTTONS) & BT_MOVERIGHT, "TurretammoReady")
		TNT1 A 0 A_JumpIf(GetPlayerInput(INPUT_BUTTONS) & BT_back, "HELLFIREReady")
		TNT1 A 0 A_JumpIf(GetPlayerInput(INPUT_BUTTONS) & BT_ATTACK, "DROPSLUG")
		loop	
	SLUGOverlay:
		TNT1 A 0 ACS_NAMEDEXECUTE("SLUGSELECT",0)
		TNT1 A 4
		STOP
///////////////////	
	TurretAmmoReady:
			PDAM M 1 ACS_NAMEDEXECUTEALWAYS("AMMOCHECK",0)
			TNT1 A 0 A_JumpIf(GetPlayerInput(INPUT_BUTTONS) & BT_MOVELEFT, "TurretAmmoREADY")
			TNT1 A 0 A_JumpIf(GetPlayerInput(INPUT_BUTTONS) & BT_MOVERIGHT, "TurretAmmoREADY")
	TurretAmmoLOOP:
		PDAM M 1 A_WeaponReady(WRF_NOPRIMARY)
		PDAM M 0 ACS_NAMEDEXECUTEALWAYS("AMMOCHECK",0)
		PDAM M 0 A_OVERLAY(3,"TurretAmmoOVERLAY",1)
		TNT1 A 0 A_SETCROSSHAIR(41)
		TNT1 A 0 SetPlayerProperty(0,1,0)
		///
		TNT1 A 0 A_JumpIf(GetPlayerInput(INPUT_BUTTONS) & BT_MOVELEFT, "SlugReady")
		TNT1 A 0 A_JumpIf(GetPlayerInput(INPUT_BUTTONS) & BT_MOVERIGHT, "CELLReady")
		TNT1 A 0 A_JumpIf(GetPlayerInput(INPUT_BUTTONS) & BT_back, "fuelReady")
		TNT1 A 0 A_JumpIf(GetPlayerInput(INPUT_BUTTONS) & BT_ATTACK, "DROPTurretAmmo")
		loop	
	TurretAmmoOverlay:
		TNT1 A 0 ACS_NAMEDEXECUTE("TurretAmmoSELECT",0)
		TNT1 A 4
		STOP
///////////////////	
	CellReady:
			PDAM M 1 ACS_NAMEDEXECUTEALWAYS("AMMOCHECK",0)
			TNT1 A 0 A_JumpIf(GetPlayerInput(INPUT_BUTTONS) & BT_MOVELEFT, "CELLREADY")
			TNT1 A 0 A_JumpIf(GetPlayerInput(INPUT_BUTTONS) & BT_MOVERIGHT, "CELLREADY")
	CELLLOOP:
		PDAM M 1 A_WeaponReady(WRF_NOPRIMARY)
		PDAM M 0 ACS_NAMEDEXECUTEALWAYS("AMMOCHECK",0)
		PDAM M 0 A_OVERLAY(3,"CELLOVERLAY",1)
		TNT1 A 0 A_SETCROSSHAIR(41)
		TNT1 A 0 SetPlayerProperty(0,1,0)
		///
		TNT1 A 0 A_JumpIf(GetPlayerInput(INPUT_BUTTONS) & BT_MOVELEFT, "TurretAmmoReady")
		TNT1 A 0 A_JumpIf(GetPlayerInput(INPUT_BUTTONS) & BT_MOVERIGHT, "9MMReady")
		TNT1 A 0 A_JumpIf(GetPlayerInput(INPUT_BUTTONS) & BT_back, "BATTERYReady")
		TNT1 A 0 A_JumpIf(GetPlayerInput(INPUT_BUTTONS) & BT_ATTACK, "DROPCELL")
		loop	
	CELLOverlay:
		TNT1 A 0 ACS_NAMEDEXECUTE("CELLSELECT",0)
		TNT1 A 4
		STOP
//
////ROW 2
//		
	RocketReady:
			PDAM M 1 ACS_NAMEDEXECUTEALWAYS("AMMOCHECK",0)
			TNT1 A 0 A_JumpIf(GetPlayerInput(INPUT_BUTTONS) & BT_MOVELEFT, "ROCKETREADY")
			TNT1 A 0 A_JumpIf(GetPlayerInput(INPUT_BUTTONS) & BT_MOVERIGHT, "ROCKETREADY")
	ROCKETLOOP:
		PDAM M 1 A_WeaponReady(WRF_NOPRIMARY)
		PDAM M 0 ACS_NAMEDEXECUTEALWAYS("AMMOCHECK",0)
		PDAM M 0 A_OVERLAY(3,"ROCKETOVERLAY",1)
		TNT1 A 0 A_SETCROSSHAIR(41)
		TNT1 A 0 SetPlayerProperty(0,1,0)
		///
		TNT1 A 0 A_JumpIf(GetPlayerInput(INPUT_BUTTONS) & BT_MOVELEFT, "BATTERYReady")
		TNT1 A 0 A_JumpIf(GetPlayerInput(INPUT_BUTTONS) & BT_MOVERIGHT, "NUKEReady")
		TNT1 A 0 A_JumpIf(GetPlayerInput(INPUT_BUTTONS) & BT_FORWARD, "9MMREADY")
		TNT1 A 0 A_JumpIf(GetPlayerInput(INPUT_BUTTONS) & BT_ATTACK, "DROPROCKET")
		loop	
	ROCKETOverlay:
		TNT1 A 0 ACS_NAMEDEXECUTE("ROCKETSELECT",0)
		TNT1 A 4
		STOP
////////////	
	NUKEReady:
			PDAM M 1 ACS_NAMEDEXECUTEALWAYS("AMMOCHECK",0)
			TNT1 A 0 A_JumpIf(GetPlayerInput(INPUT_BUTTONS) & BT_MOVELEFT, "NUKEREADY")
			TNT1 A 0 A_JumpIf(GetPlayerInput(INPUT_BUTTONS) & BT_MOVERIGHT, "NUKEREADY")
	NUKELOOP:
		PDAM M 1 A_WeaponReady(WRF_NOPRIMARY)
		PDAM M 0 ACS_NAMEDEXECUTEALWAYS("AMMOCHECK",0)
		PDAM M 0 A_OVERLAY(3,"NUKEOVERLAY",1)
		TNT1 A 0 A_SETCROSSHAIR(41)
		TNT1 A 0 SetPlayerProperty(0,1,0)
		///
		TNT1 A 0 A_JumpIf(GetPlayerInput(INPUT_BUTTONS) & BT_MOVELEFT, "ROCKETReady")
		TNT1 A 0 A_JumpIf(GetPlayerInput(INPUT_BUTTONS) & BT_MOVERIGHT, "GRENADEReady")
		TNT1 A 0 A_JumpIf(GetPlayerInput(INPUT_BUTTONS) & BT_FORWARD, "50AEREADY")
		TNT1 A 0 A_JumpIf(GetPlayerInput(INPUT_BUTTONS) & BT_ATTACK, "DROPNUKE")
		loop	
NUKEOverlay:
		TNT1 A 0 ACS_NAMEDEXECUTE("NUKESELECT",0)
		TNT1 A 4
		STOP
////////////	
	GrenadeReady:
			PDAM M 1 ACS_NAMEDEXECUTEALWAYS("AMMOCHECK",0)
			TNT1 A 0 A_JumpIf(GetPlayerInput(INPUT_BUTTONS) & BT_MOVELEFT, "GrenadeREADY")
			TNT1 A 0 A_JumpIf(GetPlayerInput(INPUT_BUTTONS) & BT_MOVERIGHT, "GrenadeREADY")
	GrenadeLOOP:
		PDAM M 1 A_WeaponReady(WRF_NOPRIMARY)
		PDAM M 0 ACS_NAMEDEXECUTEALWAYS("AMMOCHECK",0)
		PDAM M 0 A_OVERLAY(3,"GrenadeOVERLAY",1)
		TNT1 A 0 A_SETCROSSHAIR(41)
		TNT1 A 0 SetPlayerProperty(0,1,0)
		///
		TNT1 A 0 A_JumpIf(GetPlayerInput(INPUT_BUTTONS) & BT_MOVELEFT, "NUKEReady")
		TNT1 A 0 A_JumpIf(GetPlayerInput(INPUT_BUTTONS) & BT_MOVERIGHT, "CLUSTERReady")
		TNT1 A 0 A_JumpIf(GetPlayerInput(INPUT_BUTTONS) & BT_FORWARD, "556READY")
		TNT1 A 0 A_JumpIf(GetPlayerInput(INPUT_BUTTONS) & BT_ATTACK, "DROPgrenade")
		loop	
	GrenadeOverlay:
		TNT1 A 0 ACS_NAMEDEXECUTE("GrenadeSELECT",0)
		TNT1 A 4
		STOP
//////////
	ClusterReady:
			PDAM M 1 ACS_NAMEDEXECUTEALWAYS("AMMOCHECK",0)
			TNT1 A 0 A_JumpIf(GetPlayerInput(INPUT_BUTTONS) & BT_MOVELEFT, "ClusterREADY")
			TNT1 A 0 A_JumpIf(GetPlayerInput(INPUT_BUTTONS) & BT_MOVERIGHT, "ClusterREADY")
	ClusterLOOP:
		PDAM M 1 A_WeaponReady(WRF_NOPRIMARY)
		PDAM M 0 ACS_NAMEDEXECUTEALWAYS("AMMOCHECK",0)
		PDAM M 0 A_OVERLAY(3,"ClusterOVERLAY",1)
		TNT1 A 0 A_SETCROSSHAIR(41)
		TNT1 A 0 SetPlayerProperty(0,1,0)
		///
		TNT1 A 0 A_JumpIf(GetPlayerInput(INPUT_BUTTONS) & BT_MOVELEFT, "GRENADEReady")
		TNT1 A 0 A_JumpIf(GetPlayerInput(INPUT_BUTTONS) & BT_MOVERIGHT, "MINESReady")
		TNT1 A 0 A_JumpIf(GetPlayerInput(INPUT_BUTTONS) & BT_FORWARD, "762READY")
		TNT1 A 0 A_JumpIf(GetPlayerInput(INPUT_BUTTONS) & BT_ATTACK, "DROPcluster")
		loop	
	ClusterOverlay:
		TNT1 A 0 ACS_NAMEDEXECUTE("CLUSTERSELECT",0)
		TNT1 A 4
		STOP
///////////		
	MinesReady:
			PDAM M 1 ACS_NAMEDEXECUTEALWAYS("AMMOCHECK",0)
			TNT1 A 0 A_JumpIf(GetPlayerInput(INPUT_BUTTONS) & BT_MOVELEFT, "MinesREADY")
			TNT1 A 0 A_JumpIf(GetPlayerInput(INPUT_BUTTONS) & BT_MOVERIGHT, "MinesREADY")
	MinesLOOP:
		PDAM M 1 A_WeaponReady(WRF_NOPRIMARY)
		PDAM M 0 ACS_NAMEDEXECUTEALWAYS("AMMOCHECK",0)
		PDAM M 0 A_OVERLAY(3,"MinesOVERLAY",1)
		TNT1 A 0 A_SETCROSSHAIR(41)
		TNT1 A 0 SetPlayerProperty(0,1,0)
		///
		TNT1 A 0 A_JumpIf(GetPlayerInput(INPUT_BUTTONS) & BT_MOVELEFT, "CLUSTERReady")
		TNT1 A 0 A_JumpIf(GetPlayerInput(INPUT_BUTTONS) & BT_MOVERIGHT, "ACIDReady")
		TNT1 A 0 A_JumpIf(GetPlayerInput(INPUT_BUTTONS) & BT_FORWARD, "762READY")
		TNT1 A 0 A_JumpIf(GetPlayerInput(INPUT_BUTTONS) & BT_ATTACK, "DROPmine")
		loop	
	MinesOverlay:
		TNT1 A 0 ACS_NAMEDEXECUTE("MinesSELECT",0)
		TNT1 A 4
		STOP
//////////	
	AcidReady:
			PDAM M 1 ACS_NAMEDEXECUTEALWAYS("AMMOCHECK",0)
			TNT1 A 0 A_JumpIf(GetPlayerInput(INPUT_BUTTONS) & BT_MOVELEFT, "AcidREADY")
			TNT1 A 0 A_JumpIf(GetPlayerInput(INPUT_BUTTONS) & BT_MOVERIGHT, "AcidREADY")
	AcidLOOP:
		PDAM M 1 A_WeaponReady(WRF_NOPRIMARY)
		PDAM M 0 ACS_NAMEDEXECUTEALWAYS("AMMOCHECK",0)
		PDAM M 0 A_OVERLAY(3,"AcidOVERLAY",1)
		TNT1 A 0 A_SETCROSSHAIR(41)
		TNT1 A 0 SetPlayerProperty(0,1,0)
		///
		TNT1 A 0 A_JumpIf(GetPlayerInput(INPUT_BUTTONS) & BT_MOVELEFT, "MINESReady")
		TNT1 A 0 A_JumpIf(GetPlayerInput(INPUT_BUTTONS) & BT_MOVERIGHT, "HELLFIREReady")
		TNT1 A 0 A_JumpIf(GetPlayerInput(INPUT_BUTTONS) & BT_FORWARD, "SHELLREADY")
		TNT1 A 0 A_JumpIf(GetPlayerInput(INPUT_BUTTONS) & BT_ATTACK, "DROPacid")
		loop	
	AcidOverlay:
		TNT1 A 0 ACS_NAMEDEXECUTE("AcidSELECT",0)
		TNT1 A 4
		STOP
//////////	
	HellfireReady:
			PDAM M 1 ACS_NAMEDEXECUTEALWAYS("AMMOCHECK",0)
			TNT1 A 0 A_JumpIf(GetPlayerInput(INPUT_BUTTONS) & BT_MOVELEFT, "HellfireREADY")
			TNT1 A 0 A_JumpIf(GetPlayerInput(INPUT_BUTTONS) & BT_MOVERIGHT, "HellfireREADY")
	HellfireLOOP:
		PDAM M 1 A_WeaponReady(WRF_NOPRIMARY)
		PDAM M 0 ACS_NAMEDEXECUTEALWAYS("AMMOCHECK",0)
		PDAM M 0 A_OVERLAY(3,"HellfireOVERLAY",1)
		TNT1 A 0 A_SETCROSSHAIR(41)
		TNT1 A 0 SetPlayerProperty(0,1,0)
		///
		TNT1 A 0 A_JumpIf(GetPlayerInput(INPUT_BUTTONS) & BT_MOVELEFT, "ACIDReady")
		TNT1 A 0 A_JumpIf(GetPlayerInput(INPUT_BUTTONS) & BT_MOVERIGHT, "FUELReady")
		TNT1 A 0 A_JumpIf(GetPlayerInput(INPUT_BUTTONS) & BT_FORWARD, "SLUGREADY")
		TNT1 A 0 A_JumpIf(GetPlayerInput(INPUT_BUTTONS) & BT_ATTACK, "DROPhellfire")
		loop	
	HellfireOverlay:
		TNT1 A 0 ACS_NAMEDEXECUTE("HellfireSELECT",0)
		TNT1 A 4
		STOP
//////////	
	FuelReady:
			PDAM M 1 ACS_NAMEDEXECUTEALWAYS("AMMOCHECK",0)
			TNT1 A 0 A_JumpIf(GetPlayerInput(INPUT_BUTTONS) & BT_MOVELEFT, "FuelREADY")
			TNT1 A 0 A_JumpIf(GetPlayerInput(INPUT_BUTTONS) & BT_MOVERIGHT, "FuelREADY")
	FuelLOOP:
		PDAM M 1 A_WeaponReady(WRF_NOPRIMARY)
		PDAM M 0 ACS_NAMEDEXECUTEALWAYS("AMMOCHECK",0)
		PDAM M 0 A_OVERLAY(3,"FuelOVERLAY",1)
		TNT1 A 0 A_SETCROSSHAIR(41)
		TNT1 A 0 SetPlayerProperty(0,1,0)
		///
		TNT1 A 0 A_JumpIf(GetPlayerInput(INPUT_BUTTONS) & BT_MOVELEFT, "HELLFIREReady")
		TNT1 A 0 A_JumpIf(GetPlayerInput(INPUT_BUTTONS) & BT_MOVERIGHT, "BATTERYReady")
		TNT1 A 0 A_JumpIf(GetPlayerInput(INPUT_BUTTONS) & BT_FORWARD, "TurretAmmoREADY")
		TNT1 A 0 A_JumpIf(GetPlayerInput(INPUT_BUTTONS) & BT_ATTACK, "DROPfuel")
		loop	
	FuelOverlay:
		TNT1 A 0 ACS_NAMEDEXECUTE("FuelSELECT",0)
		TNT1 A 4
		STOP
//////////////		
	BatteryReady:
			PDAM M 1 ACS_NAMEDEXECUTEALWAYS("AMMOCHECK",0)
			TNT1 A 0 A_JumpIf(GetPlayerInput(INPUT_BUTTONS) & BT_MOVELEFT, "BatteryREADY")
			TNT1 A 0 A_JumpIf(GetPlayerInput(INPUT_BUTTONS) & BT_MOVERIGHT, "BatteryREADY")
	BatteryLOOP:
		PDAM M 1 A_WeaponReady(WRF_NOPRIMARY)
		PDAM M 0 ACS_NAMEDEXECUTEALWAYS("AMMOCHECK",0)
		PDAM M 0 A_OVERLAY(3,"BatteryOVERLAY",1)
		TNT1 A 0 A_SETCROSSHAIR(41)
		TNT1 A 0 SetPlayerProperty(0,1,0)
		///
		TNT1 A 0 A_JumpIf(GetPlayerInput(INPUT_BUTTONS) & BT_MOVELEFT, "fuelReady")
		TNT1 A 0 A_JumpIf(GetPlayerInput(INPUT_BUTTONS) & BT_MOVERIGHT, "ROCKETReady")
		TNT1 A 0 A_JumpIf(GetPlayerInput(INPUT_BUTTONS) & BT_FORWARD, "CELLREADY")
		TNT1 A 0 A_JumpIf(GetPlayerInput(INPUT_BUTTONS) & BT_ATTACK, "DROPbattery")
		loop	
	BatteryOverlay:
		TNT1 A 0 ACS_NAMEDEXECUTE("BatterySELECT",0)
		TNT1 A 4
		STOP

////////////////////////////////////////////////////
		
		
	Drop9mm:
		PDAM M 1 
		PDAM M 0  A_JumpIFInventory("Clip1", 9, 4)
		TNT1 A 0  A_Print("Not enough ammo to drop", 1)
		Goto 9mmReady
		TNT1 AAAA 0
		TNT1 A 0 A_TakeInventory("Clip1", 9)
		PDAM M 5  A_SpawnItemEx("CLIP1Drop", random(51, 55), random(-4, 4), 40, 2, 0, 2, angle, SXF_ABSOLUTEANGLE)
		TNT1 A 0 A_Refire("DROP9MM")
		Goto 9mmReady
	
	Drop50AE:
		PDAM M 1 
		PDAM M 0  A_JumpIFInventory("50ammo", 6, 4)
		TNT1 A 0  A_Print("Not enough ammo to drop", 1)
		Goto 50aeReady
		TNT1 AAAA 0
		TNT1 A 0 A_TakeInventory("50ammo", 6)
		PDAM M 5  A_SpawnItemEx("50ammo", random(51, 55), random(-4, 4), 40, 2, 0, 2, angle, SXF_ABSOLUTEANGLE)
		TNT1 A 0 A_Refire("DROP50AE")
		Goto 50aeReady
	
	Drop556:
		PDAM M 1 
		PDAM M 0  A_JumpIFInventory("minigunammo", 20, 4)
		TNT1 A 0  A_Print("Not enough ammo to drop", 1)
		Goto 556Ready
		TNT1 AAAA 0
		TNT1 A 0 A_TakeInventory("minigunammo", 20)
		PDAM M 5  A_SpawnItemEx("CLIP3", random(51, 55), random(-4, 4), 40, 2, 0, 2, angle, SXF_ABSOLUTEANGLE)
		TNT1 A 0 A_Refire("DROP556")
		Goto 556Ready
	
	Drop762:
		PDAM M 1 
		PDAM M 0  A_JumpIFInventory("Clip2", 10, 4)
		TNT1 A 0  A_Print("Not enough ammo to drop", 1)
		Goto 762Ready
		TNT1 AAAA 0
		TNT1 A 0 A_TakeInventory("Clip2", 10)
		PDAM M 5  A_SpawnItemEx("DroppedClip2", random(51, 55), random(-4, 4), 40, 2, 0, 2, angle, SXF_ABSOLUTEANGLE)
		TNT1 A 0 A_Refire("DROP762")
		Goto 762Ready	
		
	DropShell:
		PDAM M 1 
		PDAM M 0  A_JumpIFInventory("AmmoSHell", 4, 4)
		TNT1 A 0  A_Print("Not enough ammo to drop", 1)
		Goto ShellReady
		TNT1 AAAA 0
		TNT1 A 0 A_TakeInventory("AmmoSHell", 4)
		PDAM M 5  A_SpawnItemEx("AmmoSHell", random(51, 55), random(-4, 4), 40, 2, 0, 2, angle, SXF_ABSOLUTEANGLE)
		TNT1 A 0 A_Refire("DROPSHELL")
		Goto ShellReady
	
	DropSlug:
		PDAM M 1 
		PDAM M 0  A_JumpIFInventory("AmmoSlug", 3, 4)
		TNT1 A 0  A_Print("Not enough ammo to drop", 1)
		Goto SlugReady
		TNT1 AAAA 0
		TNT1 A 0 A_TakeInventory("AmmoSlug", 3)
		PDAM M 5  A_SpawnItemEx("AmmoSlug", random(51, 55), random(-4, 4), 40, 2, 0, 2, angle, SXF_ABSOLUTEANGLE)
		TNT1 A 0 A_Refire("DROPSLUG")
		Goto SlugReady
		
	DropTurretammo:
		PDAM M 1 
		PDAM M 0  A_JumpIFInventory("sentryturretammo", 50, 4)
		TNT1 A 0  A_Print("Not enough ammo to drop", 1)
		Goto turretammoReady
		TNT1 AAAA 0
		TNT1 A 0 A_TakeInventory("sentryturretammo", 50)
		PDAM M 5  A_SpawnItemEx("sentryturretammo", random(51, 55), random(-4, 4), 40, 2, 0, 2, angle, SXF_ABSOLUTEANGLE)
		TNT1 A 0 A_Refire("DropTurretammo")
		Goto  turretammoReady
	
	DropCell:
		PDAM M 1 
		PDAM M 0  A_JumpIFInventory("AmmoCell", 10, 4)
		TNT1 A 0  A_Print("Not enough ammo to drop", 1)
		Goto CellReady
		TNT1 AAAA 0
		TNT1 A 0 A_TakeInventory("AmmoCell", 10)
		PDAM M 5  A_SpawnItemEx("DroppedCell", random(51, 55), random(-4, 4), 40, 2, 0, 2, angle, SXF_ABSOLUTEANGLE)
		TNT1 A 0 A_Refire("DROPCELL")
		Goto CellReady
		
/////////////////////////////	

	DropRocket:
		PDAM M 1 
		PDAM M 0  A_JumpIFInventory("AmmoRocket", 1, 4)
		TNT1 A 0  A_Print("Not enough ammo to drop", 1)
		Goto RocketReady
		TNT1 AAAA 0
		TNT1 A 0 A_TakeInventory("AmmoRocket", 1)
		PDAM M 5  A_SpawnItemEx("AmmoRocket", random(51, 55), random(-4, 4), 40, 2, 0, 2, angle, SXF_ABSOLUTEANGLE)
		TNT1 A 0 A_Refire("DROPROCKET")
		Goto RocketReady
		
	Dropnuke:
		PDAM M 1 
		PDAM M 0  A_JumpIFInventory("NUKE", 1, 4)
		TNT1 A 0  A_Print("Not enough ammo to drop", 1)
		Goto nukeReady
		TNT1 AAAA 0
		TNT1 A 0 A_TakeInventory("nuke", 1)
		PDAM M 5  A_SpawnItemEx("nuke", random(51, 55), random(-4, 4), 40, 2, 0, 2, angle, SXF_ABSOLUTEANGLE)
		TNT1 A 0 A_Refire("DROPnuke")
		Goto nukeReady
	
	DropGrenade:
		PDAM M 1 
		PDAM M 0  A_JumpIFInventory("GrenadeAmmo", 1, 4)
		TNT1 A 0  A_Print("Not enough ammo to drop", 1)
		Goto GrenadeReady
		TNT1 AAAA 0
		TNT1 A 0 A_TakeInventory("GrenadeAmmo", 1)
		PDAM M 5  A_SpawnItemEx("GrenadeAmmo", random(51, 55), random(-4, 4), 40, 2, 0, 2, angle, SXF_ABSOLUTEANGLE)
		TNT1 A 0 A_Refire("DROPGRENADE")
		Goto GrenadeReady
	
	DropCluster:
		PDAM M 1 
		PDAM M 0  A_JumpIFInventory("ClusterAmmo", 1, 4)
		TNT1 A 0  A_Print("Not enough ammo to drop", 1)
		Goto ClusterReady
		TNT1 AAAA 0
		TNT1 A 0 A_TakeInventory("ClusterAmmo", 1)
		PDAM M 5  A_SpawnItemEx("Clusterammo", random(51, 55), random(-4, 4), 40, 2, 0, 2, angle, SXF_ABSOLUTEANGLE)
		TNT1 A 0 A_Refire("DROPCLUSTER")
		Goto ClusterReady
		
	DropMine:
		PDAM M 1 
		PDAM M 0  A_JumpIFInventory("proxbombammo", 1, 4)
		TNT1 A 0  A_Print("Not enough ammo to drop", 1)
		Goto MinesReady
		TNT1 AAAA 0
		TNT1 A 0 A_TakeInventory("proxbombAmmo", 1)
		PDAM M 5  A_SpawnItemEx("proxbombAMMO", random(51, 55), random(-4, 4), 40, 2, 0, 2, angle, SXF_ABSOLUTEANGLE)
		TNT1 A 0 A_Refire("DROPMINE")
		Goto MinesReady
	
	DropAcid:
		PDAM M 1 
		PDAM M 0  A_JumpIFInventory("acidmistammo", 1, 4)
		TNT1 A 0  A_Print("Not enough ammo to drop", 1)
		Goto AcidReady
		TNT1 AAAA 0
		TNT1 A 0 A_TakeInventory("acidmistAmmo", 1)
		PDAM M 5  A_SpawnItemEx("acidmistammo", random(51, 55), random(-4, 4), 40, 2, 0, 2, angle, SXF_ABSOLUTEANGLE)
		TNT1 A 0 A_Refire("DROPACID")
		Goto AcidReady
	
	DropHellfire:
		PDAM M 1 
		PDAM M 0  A_JumpIFInventory("hellfireammo", 1, 4)
		TNT1 A 0  A_Print("Not enough ammo to drop", 1)
		Goto HellfireReady
		TNT1 AAAA 0
		TNT1 A 0 A_TakeInventory("hellfireAmmo", 1)
		PDAM M 5  A_SpawnItemEx("hellfireammo", random(51, 55), random(-4, 4), 40, 2, 0, 2, angle, SXF_ABSOLUTEANGLE)
		TNT1 A 0 A_Refire("DROPHELLFIRE")
		Goto HellfireReady	
	
	DropFuel:
		PDAM M 1 
		PDAM M 0  A_JumpIFInventory("GASAMMO", 20, 4)
		TNT1 A 0  A_Print("Not enough ammo to drop", 1)
		Goto FuelReady
		TNT1 AAAA 0
		TNT1 A 0 A_TakeInventory("GASAMMO", 20)
		PDAM M 5  A_SpawnItemEx("gasammo", random(51, 55), random(-4, 4), 40, 2, 0, 2, angle, SXF_ABSOLUTEANGLE)
		TNT1 A 0 A_Refire("DROPFUEL")
		Goto FuelReady
		
	Dropbattery:
		PDAM M 1 
		PDAM M 0  A_JumpIFInventory("battery", 50, 4)
		TNT1 A 0  A_Print("Not enough ammo to drop", 1)
		Goto BatteryReady
		TNT1 AAAA 0
		TNT1 A 0 A_TakeInventory("battery", 50)
		PDAM M 5  A_SpawnItemEx("batterypickup", random(51, 55), random(-4, 4), 40, 2, 0, 2, angle, SXF_ABSOLUTEANGLE)
		TNT1 A 0 A_Refire("DROPBATTERY")
		Goto BatteryReady
	
	Fire:
	PDAM M 1
	GOTO ready3
	
	}
}
