/// I hate myself a reasonable amount for making this ungodly mass of spaghetti code. Please forgive me. - Grey_Wolf

actor SURVIVALKIT : BrutalWeapon
{
  Inventory.PickupMessage "$GOTMINES"
  Weapon.SlotNumber 0
  Weapon.Selectionorder 8888
  Weapon.AmmoType1 "Survivalkituses"
  Inventory.PickupSound "Claymore/Place"
  SCALE 0.15
  +WEAPON.NOALERT
  +UNDROPPABLE
  States
  {
  Ready:
  SelectAnimation:
	PIST F 0 A_JumpIfInventory("REPAIRMODE",1,"ReadingAgain")
	PINC ABCDE 1 A_Weaponready
Ready3:
	TNT1 A 0 A_JumpIfInventory("startdualwield", 1, "SpecialAction")
	PINC F 1 A_WeaponReadyLit
	PIST F 0 A_JumpIfInventory("survivalkituses",1,2)
	PIST F 0 A_Jump(256,"kitbroke")
	
	TNT1 A 0 A_Jumpifinventory("kicking",1, "dokick")
	loop


	goingtoaction:
		TNT1 A 0 A_JumpIfInventory("readingkit", 1, "actionfromreading")
		PINC EDCBA 1 
		goto actionchecks
	actionfromreading:	
		SK1T GFEDCBA 1
		TNT1 A 1
		SKIT XWUTS 1
		TNT1 A 0 A_PLAYSOUND("RSUP",1)
		SKIT RQPONMLKJIHGFEDCBA 1
	actionchecks:
		TNT1 A 0 A_PlaySound("weapons/changing")
		TNT1 A 0 SetPlayerProperty(0,0,0)
		TNT1 A 0 A_TakeInventory("readingkit", 1)
		TNT1 A 0 A_TakeInventory("StartDualWield", 1)
		TNT1 A 0 A_TakeInventory("readythrow", 1)
		TNT1 A 0 A_JumpIfInventory("weargasmask", 1, "wearanimation")
		TNT1 A 0 A_JumpIfInventory("removegasmask", 1, "removeanimation")
		TNT1 A 0 A_JumpIfInventory("battledrugtoken",1,"drugshot")
		TNT1 A 0 A_JumpIfInventory("BANDAGETOKEN",1,"BANDAGE")
		goto repair	

 Deselect:
	TNT1 A 0 A_SetCrosshair(0)	
	TNT1 A 0 SetPlayerProperty(0,0,0)
	TNT1 A 0 a_jumpifinventory("weaponbroke",1,"Deselect3")
	 TNT1 A 0 a_jumpifinventory("readingkit",1,"Deselect2")
	PINC EDCBA 1 
	TNT1 AAAAAAAAA 0 A_Lower
	TNT1 A 1 A_Lower
	Wait
Deselect2:
	SK1T GFEDCBA 1
	 TNT1 A 5
	 SKIT XWUTS 1
	 TNT1 A 0 A_PLAYSOUND("RSUP",1)
	 SKIT RQPONMLKJIHGFEDCBA 1
	 TNT1 A 3 A_TakeInventory("READINGKIT",1)
	 TNT1 A 0 SetPlayerProperty(0,0,0)
	 TNT1 A 0 A_SetCrosshair(0)	
	 TNT1 AAAAAAAAA 0 A_Lower
	TNT1 A 1 A_Lower
	wait
Deselect3:
	TNT1 A 1 A_Lower
	loop
	
  Select: 
		TNT1 A 0 A_Overlay(-10,"FirstPersonLegsStand") 
		TNT1 A 0 a_removelight(1)
		TNT1 A 0 A_removelight(2)  
	TNT1 A 0 A_SetCrosshair(0)	
	TNT1 A 0 SetPlayerProperty(0,0,2)
	TNT1 A 0 A_SetRoll(0)
 Select2:
	PINC A 0 A_Raise
	Loop

  Fire:  
 Altfire:
 
	/// Repairs
	TNT1 A 0 A_CheckProximity("repairSentry","SentryGun",90,1,CPXF_CHECKSIGHT)
	TNT1 A 0 A_CheckProximity("repairSentry","SentryBot",90,1,CPXF_CHECKSIGHT)
	TNT1 A 0 A_CheckProximity("repairSentry","Tankused",150,1,CPXF_CHECKSIGHT)
	TNT1 A 0 A_CheckProximity("repairSentry","artilleryTankused",150,1,CPXF_CHECKSIGHT)
	TNT1 A 0 A_CheckProximity("repairSentry","attackhelicopterused",150,1,CPXF_CHECKSIGHT)
	TNT1 A 0 A_CheckProximity("repairSentry","Mechused",150,1,CPXF_CHECKSIGHT)
 
	/// Dismantle items
	TNT1 A 0 A_CheckProximity("removemine","enemyPROXBOMB",90,1,CPXF_CHECKSIGHT)
	TNT1 A 0 A_CheckProximity("removemine","EnemySentry",90,1,CPXF_CHECKSIGHT)
	TNT1 A 0 A_CheckProximity("disassemble","Sentryrip",90,1,CPXF_CHECKSIGHT)
	TNT1 A 0 A_CheckProximity("disassemble","Recombinerstart",90,1,CPXF_CHECKSIGHT)
	TNT1 A 0 A_CheckProximity("disassemble","BEACON",90,1,CPXF_CHECKSIGHT)
	TNT1 A 0 A_CheckProximity("disassemble","Recombinerstatic",90,1,CPXF_CHECKSIGHT)
	TNT1 A 0 A_CheckProximity("disassemble","Recombinerrip",90,1,CPXF_CHECKSIGHT)
	TNT1 A 0 A_CheckProximity("disassemble","REPAIRDEVICE",90,1,CPXF_CHECKSIGHT)
	TNT1 A 0 A_CheckProximity("disassemble","beartraprip",90,1,CPXF_CHECKSIGHT)
	TNT1 A 0 A_CheckProximity("removemine","beartrapset",90,1,CPXF_CHECKSIGHT)
	TNT1 A 0 A_CheckProximity("disassemble","beartrap",90,1,CPXF_CHECKSIGHT)
	TNT1 A 0 A_CheckProximity("disassemble","sentrybox",90,1,CPXF_CHECKSIGHT)
	TNT1 A 0 A_CheckProximity("disassemble","sentryboxinventory",90,1,CPXF_CHECKSIGHT)
	TNT1 A 0 A_CheckProximity("disassemble","sentryboxrandomammo",90,1,CPXF_CHECKSIGHT)
	TNT1 A 0 A_CheckProximity("disassemble","SentryBotTeleportBeacon",90,1,CPXF_CHECKSIGHT)
	TNT1 A 0 A_CheckProximity("disassemble","Artifact_Container",90,1,CPXF_CHECKSIGHT)
	TNT1 A 0 A_CheckProximity("disassemble","Artifact_Container_used",90,1,CPXF_CHECKSIGHT)
	TNT1 A 0 A_CheckProximity("disassemble","LightArmorNew",90,1,CPXF_CHECKSIGHT)
	TNT1 A 0 A_CheckProximity("disassemble","MediumArmor",90,1,CPXF_CHECKSIGHT)
	TNT1 A 0 A_CheckProximity("disassemble","HeavyArmorNew",90,1,CPXF_CHECKSIGHT)
	TNT1 A 0 A_CheckProximity("disassemble","DroppedLightArmor",90,1,CPXF_CHECKSIGHT)
	TNT1 A 0 A_CheckProximity("disassemble","DroppedMediumArmor",90,1,CPXF_CHECKSIGHT)
	TNT1 A 0 A_CheckProximity("disassemble","DroppedHeavyArmor",90,1,CPXF_CHECKSIGHT)
	
	/// Broken Weapons
	TNT1 A 0 A_CheckProximity("fieldstrip","brokenpistol",50,1,CPXF_CHECKSIGHT)
	TNT1 A 0 A_CheckProximity("fieldstrip","brokenrevolver",50,1,CPXF_CHECKSIGHT)
	TNT1 A 0 A_CheckProximity("fieldstrip","brokensmg",50,1,CPXF_CHECKSIGHT)
	TNT1 A 0 A_CheckProximity("fieldstrip","brokenshotgun",50,1,CPXF_CHECKSIGHT)
	TNT1 A 0 A_CheckProximity("fieldstrip","brokenasg",50,1,CPXF_CHECKSIGHT)
	TNT1 A 0 A_CheckProximity("fieldstrip","brokenssg",50,1,CPXF_CHECKSIGHT)
	TNT1 A 0 A_CheckProximity("fieldstrip","brokenrifle",50,1,CPXF_CHECKSIGHT)
	TNT1 A 0 A_CheckProximity("fieldstrip","brokenmmg",50,1,CPXF_CHECKSIGHT)
	TNT1 A 0 A_CheckProximity("fieldstrip","brokenminigun",50,1,CPXF_CHECKSIGHT)
	TNT1 A 0 A_CheckProximity("fieldstrip","brokengl",50,1,CPXF_CHECKSIGHT)
	TNT1 A 0 A_CheckProximity("fieldstrip","brokenrocket",50,1,CPXF_CHECKSIGHT)
	TNT1 A 0 A_CheckProximity("fieldstrip","brokenplasmagun",50,1,CPXF_CHECKSIGHT)
	TNT1 A 0 A_CheckProximity("fieldstrip","brokenplasmalance",50,1,CPXF_CHECKSIGHT)
	TNT1 A 0 A_CheckProximity("fieldstrip","brokenaxe",50,1,CPXF_CHECKSIGHT)
	TNT1 A 0 A_CheckProximity("fieldstrip","axedroped",50,1,CPXF_CHECKSIGHT)
	TNT1 A 0 A_CheckProximity("fieldstrip","axespawner",50,1,CPXF_CHECKSIGHT)
	
	PINC JKLMMNNNNN 1
	PINC MLKJ 1
	TNT1 A 0 A_print("You are not close enough to anything you can disarm or disassemble.", 4)
	PINC F 2
	PINC F 1 A_ReFire
	goto Ready3
	
	Disassemble:
	FieldStrip:
	Removemine:
	 TNT1 A 0 SetPlayerProperty(0,1,PROP_FROZEN)
	 TNT1 A 0 A_playsound("WIRECUT")
	 PINC JKLMMNNNNNMMLMMNNNNNMMLMMNNNNN 1
	 TNT1 A 0 a_Takeinventory("survivalkituses",1)
	 TNT1 A 0 A_radiusgive("removeingredient",50, RGF_NOSIGHT | RGF_OBJECTS, 1, "none", "dismantleable",0,1)
	 TNT1 A 0 A_Firecustommissile("Disarm",0,0,0,-5)
	 TNT1 A 0 SetPlayerProperty(0,0,PROP_FROZEN)
	 PINC MMLKJ 1
	 goto Ready3
	 
	 RepairSentry:
	 TNT1 A 0 a_Jumpifinventory("scrapmetal",1,2)
	 TNT1 A 0 A_print("You need 1 scrap metal to repair it.")
	 goto Ready3
	 TNT1 A 0 SetPlayerProperty(0,1,PROP_FROZEN)
	 TNT1 A 0 A_playsound("WIRECUT")
	PINC JKLMMNNNNNMMLMMNNNNNMMLMMNNNNN 1
	TNT1 A 0 a_Takeinventory("survivalkituses",1)
	 TNT1 A 0 A_Firecustommissile("Disarm",0,0,0,-5)
	 TNT1 A 0 SetPlayerProperty(0,0,PROP_FROZEN)
	 PINC MMLKJ 1
	  TNT1 A 0 a_Takeinventory("scrapmetal",1)
	 TNT1 A 0 A_print("You have successfully repaired it.  \cm(-1 scrap metal)")
	 goto Ready3
	 
	 
	  Spawn:
   KITP K -1
    stop 


///AMMO SPRINT

	CheckSprint:
		PINC F 0 A_JumpIfInventory("IsStandingStill", 1, "Ready3")
		PINC F 0 A_JumpIfInventory("IsTacticalClass", 1, "StartSprint")
		Goto Ready
		
	StartSprint:
	PINC F 1
		TNT1 A 0 A_JumpIfInventory("LARGESTAMINA", 1, 2)
		TNT1 A 0 A_JumpIfInventory("UsedStamina", 70, "Trip")
		TNT1 A 0 A_JumpIfInventory("UsedStamina", 1400, "Trip")
		
	Sprinting:	
		PINC F 0 offset(-9,32) 
		PINC F 0 offset(-9,32) A_JumpIfInventory("IsStandingStill", 1, "Ready3")
		TNT1 A 0 A_JumpIfInventory("LARGESTAMINA", 1, 2)
		TNT1 A 0 A_JumpIfInventory("UsedStamina", 100, "StopSprintTired")
		PINC F 0 offset(-9,32) A_JumpIfInventory("UsedStamina", 2000, "StopSprintTired")
		PLAY A 0 offset(-9,32) ACS_ExecuteAlways(852, 0, 0, 0, 0)//Makes player faster.
		PINC F 0 offset(-9,32) A_JumpIfInventory("Powerstrength2", 1, 2)
		PINC F 0 offset(-9,32) A_GiveInventory("UsedStamina", 3)
		PINC F 0 offset(-9,32)
		PINC F   1 offset(-9,34) A_SetPitch(pitch -0.5)
		PINC F   1 offset(-6,36) A_SetPitch(pitch -0.5)
		PINC F   1 offset(-3,38) A_SetPitch(pitch -0.5)
		PINC F   1 offset(0,38) A_SetPitch(pitch -0.5)
		PINC F   1 offset(3,36) A_SetPitch(pitch -0.5)
		PINC F   1 offset(6,34) A_SetPitch(pitch -0.5)
		PINC F   1 offset(9,32) A_SetPitch(pitch -0.5)
		PINC F 0 offset(9,32) A_WeaponReady(WRF_NOBOB)
		PINC F 0 A_JumpIfInventory("Kicking",1,"DoKick")
        PINC F 0 A_JumpIfInventory("Taunting",1,"Taunt")
        PINC F 0 A_JumpIfInventory("Reloading",1,"Reload")
		PINC F 0 offset(-9,32) A_GiveInventory("UsedStamina", 3)
		PINC F 0 offset(9,33) A_SpawnItemEx("FootStep", 0, 0, 2, 0, 0, -4)
		PINC F   1 offset(9,34) A_SetPitch(pitch +0.5)
		PINC F   1 offset(6,36) A_SetPitch(pitch +0.5)
		PINC F   1 offset(3,38) A_SetPitch(pitch +0.5)
		PINC F   1 offset(0,38) A_SetPitch(pitch +0.5)
		PINC F   1 offset(-3,36) A_SetPitch(pitch +0.5)
		PINC F   1 offset(-6,34) A_SetPitch(pitch +0.5)
		PINC F   1 offset(-9,32) A_SetPitch(pitch +0.5)
		PINC F 0 offset(-9,32) A_WeaponReady(WRF_NOBOB)
		PINC F 0 offset(-9,32) A_JumpIfInventory("IsRunning", 1, "Sprinting")
		Goto StopSprint
		
	StopSprintTired:
		PINC F 1
		PLAY A 0 ACS_ExecuteAlways(853, 0, 0, 0, 0)//Makes player slower.
		PINC F 0 A_PlaySound("Tired", 2)
		PINC F 0 A_TakeInventory("usedstamina", 1)
		TNT1 A 0 A_Jumpifhealthlower(25,"rupturesprint")
		PINC F 5 A_WeaponReady
		PINC F 0 A_TakeInventory("usedstamina", 1)
		PINC F 5 A_WeaponReady
		PINC F 0 A_TakeInventory("usedstamina", 1)
		PINC F 5 A_WeaponReady
		PINC F 0 A_TakeInventory("usedstamina", 1)
		PINC F 5 A_WeaponReady
		PINC F 0 A_TakeInventory("usedstamina", 1)
		PINC F 5 A_WeaponReady
		Goto Ready3
		
		
	StopSprint:
		PINC F 1
		TNT1 A 0 A_JumpIfInventory("LARGESTAMINA", 1, 2)
		TNT1 A 0 A_JumpIfInventory("UsedStamina", 70, "StopSprintTired")
		TNT1 A 0 A_JumpIfInventory("UsedStamina", 1400, "StopSprintTired")
		PLAY A 0 ACS_ExecuteAlways(853, 0, 0, 0, 0)//Makes player slower.
		goto ready3

ReadingAgain:
	PIST F 0 A_JumpIfInventory("survivalkituses",1,2)
	PIST F 0 A_Jump(256,"kitbroke")

	TNT1 A 1 A_takeINVENTORY("REPAIRMODE", 1)
	goto Openkit2
		
	SPECIALACTION:
		PINC F 0 A_TakeInventory("STARTDUALWIELD", 1)
		TNT1 A 0 A_JumpIfInventory("readingkit", 1, 1)
		goto Openkit
	
CLOSEKIT:
	 SK1T GFEDCBA 1
	 TNT1 A 5
	 TNT1 A 0 SetPlayerProperty(0,0,0)
	 TNT1 A 0 A_SetCrosshair(0)	
	 SKIT XWU 1
	 SKIT T 1 A_PLAYSOUND("RSUP",1)
	 SKIT SRQPONMLKJI 1
	 SKIT X 0 A_StopSound(1)
	 SKIT HGFEDCBA 1
	 TNT1 A 3 A_TakeInventory("READINGKIT",1)
	 goto Ready
	
OPENKIT:
	PINC EDCBA 1
	 TNT1 A 3
	 SKIT ABCDEFG 1
	 SKIT H 1 A_PLAYSOUND("ZIPPER",1)
	 SKIT IJKLMNOPQRSTUVWX 1
	 TNT1 A 10
OPENKIT2:
	 SK1T ABCDEFG 1
	TNT1 A 0 A_GIVEInventory("READINGKIT", 1)
	TNT1 A 0 A_SetCrosshair(41)	
	TNT1 A 0 A_STOP
	 goto MainMenu

///////////////////////////////////////		///////////////////////////////////////		///////////////////////////////////////		MAIN MENU 		///////////////////////////////////////		///////////////////////////////////////		///////////////////////////////////////			 
	 MAINMENU:
	 TNT1 A 0 A_PLAYSOUND("Crafting/pageflip",1)
	 TNT1 A 0 SetPlayerProperty(0,1,0)
	 SK1T G 1 a_overlay(3,"mainmenuoverlay")
	 TNT1 A 0 A_JumpIfInventory("startdualwield", 1, "SpecialAction")	 
	 TNT1 A 0 A_jumpifinventory("Repairchecked",1,"RepairSelected")
	TNT1 A 0 A_jumpifinventory("Dismantlechecked",1,"Dismantleselected")
	TNT1 A 0 A_jumpifinventory("Craftingchecked",1,"CraftingSelected")
	TNT1 A 0 A_jumpifinventory("Ammochecked",1,"Ammoselected")
	SK1T G 1 a_overlay(3,"mainmenuoverlay")
	
	RepairSelected:
	TNT1 A 0 A_GIVEInventory("REpairchecked", 1)
	TNT1 A 0 A_takeInventory("Craftingchecked", 1)
	TNT1 A 0 A_takeInventory("Dismantlechecked", 1)
	TNT1 A 0 A_takeInventory("Ammochecked", 1)
	
	TNT1 A 0 A_JumpIfInventory("startdualwield", 1, "SpecialAction")
	 SK1T G 1 a_overlay(3,"REPAIRCHECKBOX")
	 TNT1 A 0 A_JumpIf(GetPlayerInput(INPUT_BUTTONS) & BT_back, "RepairSelected")
	 TNT1 A 0 A_JumpIf(GetPlayerInput(INPUT_BUTTONS) & BT_ALTATTACK, "repairselected")
	TNT1 A 0 A_JumpIf(GetPlayerInput(INPUT_BUTTONS) & BT_forward, "RepairSelected")
	Repairloop:
	SK1T G 1 a_overlay(3,"REPAIRCHECKBOX")
	TNT1 A 0 SetPlayerProperty(0,1,0)
	TNT1 A 0 A_JumpIf(GetPlayerInput(INPUT_BUTTONS) & BT_back, "CraftingSelected")
	TNT1 A 0 A_JumpIf(GetPlayerInput(INPUT_BUTTONS) & BT_forward, "AmmoSelected")
	TNT1 A 0 A_jumpifinventory("Startdualwield",1,"SpecialAction")
	TNT1 A 0 A_JumpIfInventory("repairtoken", 1, "goingtoaction")
	TNT1 A 0 A_JumpIfInventory("weargasmask", 1, "goingtoaction")
	TNT1 A 0 A_JumpIfInventory("removegasmask", 1, "goingtoaction")
	TNT1 A 0 A_JumpIfInventory("battledrugtoken",1,"goingtoaction")
	TNT1 A 0 A_JumpIfInventory("BANDAGETOKEN",1,"goingtoaction")
	TNT1 A 0 A_JumpIf(GetPlayerInput(INPUT_BUTTONS) & BT_ATTACK, "StartRepair")
	TNT1 A 0 A_JumpIf(GetPlayerInput(INPUT_BUTTONS) & BT_ALTATTACK, "CLOSEKIT")
	TNT1 A 0 A_JumpIf(GetPlayerInput(INPUT_BUTTONS) & BT_USE, "StartRepair")
	loop
	
	
	CraftingSelected:
	TNT1 A 0 A_takeInventory("REpairchecked", 1)
	TNT1 A 0 A_GIVEInventory("Craftingchecked", 1)
	TNT1 A 0 A_takeInventory("Dismantlechecked", 1)
	TNT1 A 0 A_takeInventory("Ammochecked", 1)
	
	TNT1 A 0 A_JumpIfInventory("startdualwield", 1, "SpecialAction")
	 SK1T G 1 a_overlay(3,"craftingCHECKBOX")
	 TNT1 A 0 A_JumpIf(GetPlayerInput(INPUT_BUTTONS) & BT_back, "craftingSelected")
	 TNT1 A 0 A_JumpIf(GetPlayerInput(INPUT_BUTTONS) & BT_ALTATTACK, "craftingselected")
	TNT1 A 0 A_JumpIf(GetPlayerInput(INPUT_BUTTONS) & BT_forward, "craftingSelected")
	Craftingloop:
	SK1T G 1 a_overlay(3,"craftingCHECKBOX")
	TNT1 A 0 SetPlayerProperty(0,1,0)
	TNT1 A 0 A_JumpIf(GetPlayerInput(INPUT_BUTTONS) & BT_back, "DismantleSelected")
	TNT1 A 0 A_JumpIf(GetPlayerInput(INPUT_BUTTONS) & BT_forward, "RepairSelected")
	TNT1 A 0 A_jumpifinventory("Startdualwield",1,"SpecialAction")
	TNT1 A 0 A_JumpIfInventory("repairtoken", 1, "goingtoaction")
	TNT1 A 0 A_JumpIfInventory("weargasmask", 1, "goingtoaction")
	TNT1 A 0 A_JumpIfInventory("removegasmask", 1, "goingtoaction")
	TNT1 A 0 A_JumpIfInventory("battledrugtoken",1,"goingtoaction")
	TNT1 A 0 A_JumpIfInventory("BANDAGETOKEN",1,"goingtoaction")
	TNT1 A 0 A_JumpIf(GetPlayerInput(INPUT_BUTTONS) & BT_ATTACK, "CraftingMenu")
	TNT1 A 0 A_JumpIf(GetPlayerInput(INPUT_BUTTONS) & BT_ALTATTACK, "CLOSEKIT")
	TNT1 A 0 A_JumpIf(GetPlayerInput(INPUT_BUTTONS) & BT_USE, "CraftingMenu")
	loop
	
	DismantleSelected:
	TNT1 A 0 A_takeInventory("REpairchecked", 1)
	TNT1 A 0 A_takeInventory("Craftingchecked", 1)
	TNT1 A 0 A_GIVEInventory("Dismantlechecked", 1)
	TNT1 A 0 A_takeInventory("Ammochecked", 1)
	
	TNT1 A 0 A_JumpIfInventory("startdualwield", 1, "SpecialAction")
	 SK1T G 1 a_overlay(3,"dismantleCHECKBOX")
	 TNT1 A 0 A_JumpIf(GetPlayerInput(INPUT_BUTTONS) & BT_back, "dismantleSelected")
	 TNT1 A 0 A_JumpIf(GetPlayerInput(INPUT_BUTTONS) & BT_ALTATTACK, "dismantleselected")
	TNT1 A 0 A_JumpIf(GetPlayerInput(INPUT_BUTTONS) & BT_forward, "dismantleSelected")
	Dismantleloop:
	SK1T G 1 a_overlay(3,"dismantleCHECKBOX")
	TNT1 A 0 SetPlayerProperty(0,1,0)
	TNT1 A 0 A_JumpIf(GetPlayerInput(INPUT_BUTTONS) & BT_back, "AmmoSelected")
	TNT1 A 0 A_JumpIf(GetPlayerInput(INPUT_BUTTONS) & BT_forward, "CraftingSelected")
	TNT1 A 0 A_jumpifinventory("Startdualwield",1,"SpecialAction")
	TNT1 A 0 A_JumpIfInventory("repairtoken", 1, "goingtoaction")
	TNT1 A 0 A_JumpIfInventory("weargasmask", 1, "goingtoaction")
	TNT1 A 0 A_JumpIfInventory("removegasmask", 1, "goingtoaction")
	TNT1 A 0 A_JumpIfInventory("battledrugtoken",1,"goingtoaction")
	TNT1 A 0 A_JumpIfInventory("BANDAGETOKEN",1,"goingtoaction")
	TNT1 A 0 A_JumpIf(GetPlayerInput(INPUT_BUTTONS) & BT_ATTACK, "DismantleMenu")
	TNT1 A 0 A_JumpIf(GetPlayerInput(INPUT_BUTTONS) & BT_ALTATTACK, "CLOSEKIT")
	TNT1 A 0 A_JumpIf(GetPlayerInput(INPUT_BUTTONS) & BT_USE, "DismantleMenu")
	loop
	
	AmmoSelected:
	TNT1 A 0 A_takeInventory("REpairchecked", 1)
	TNT1 A 0 A_takeInventory("Craftingchecked", 1)
	TNT1 A 0 A_takeInventory("Dismantlechecked", 1)
	TNT1 A 0 A_GIVEInventory("Ammochecked", 1)
	
	TNT1 A 0 A_JumpIfInventory("startdualwield", 1, "SpecialAction")
	 SK1T G 1 a_overlay(3,"ammoCHECKBOX")
	 TNT1 A 0 A_JumpIf(GetPlayerInput(INPUT_BUTTONS) & BT_back, "ammoSelected")
	 TNT1 A 0 A_JumpIf(GetPlayerInput(INPUT_BUTTONS) & BT_ALTATTACK, "ammoselected")
	TNT1 A 0 A_JumpIf(GetPlayerInput(INPUT_BUTTONS) & BT_forward, "ammoSelected")
	ammoloop:
	SK1T G 1 a_overlay(3,"ammoCHECKBOX")
	TNT1 A 0 SetPlayerProperty(0,1,0)
	TNT1 A 0 A_JumpIf(GetPlayerInput(INPUT_BUTTONS) & BT_back, "RepairSelected")
	TNT1 A 0 A_JumpIf(GetPlayerInput(INPUT_BUTTONS) & BT_forward, "DismantleSelected")
	TNT1 A 0 A_jumpifinventory("Startdualwield",1,"SpecialAction")
	TNT1 A 0 A_JumpIfInventory("repairtoken", 1, "goingtoaction")
	TNT1 A 0 A_JumpIfInventory("weargasmask", 1, "goingtoaction")
	TNT1 A 0 A_JumpIfInventory("removegasmask", 1, "goingtoaction")
	TNT1 A 0 A_JumpIfInventory("battledrugtoken",1,"goingtoaction")
	TNT1 A 0 A_JumpIfInventory("BANDAGETOKEN",1,"goingtoaction")
	TNT1 A 0 A_JumpIf(GetPlayerInput(INPUT_BUTTONS) & BT_ATTACK, "ammoMenu")
	TNT1 A 0 A_JumpIf(GetPlayerInput(INPUT_BUTTONS) & BT_ALTATTACK, "CLOSEKIT")
	TNT1 A 0 A_JumpIf(GetPlayerInput(INPUT_BUTTONS) & BT_USE, "ammoMenu")
	loop

////				MAIN MENU OVERLAYS	
	MAINMENUOVERLAY:
		SK1T H 1 
		stop	
	Repaircheckbox:
		SK1T H 1 a_overlay(4,"repairoverlay")
		stop
	Craftingcheckbox:
		SK1T H 1 a_overlay(4,"craftingoverlay")
		stop
	Dismantlecheckbox:
		SK1T H 1 a_overlay(4,"dismantleoverlay")
		stop	
	Ammocheckbox:
		SK1T H 1 a_overlay(4,"ammooverlay")
		stop
		
	Repairoverlay:
		CHEC K 1 A_WEAPONREADY(WRF_NOFIRE | WRF_NOBOB)
		STOP
	Craftingoverlay:
		CHEC K 1 offset(0,15) A_WEAPONREADY(WRF_NOFIRE | WRF_NOBOB)
		STOP
	Dismantleoverlay:
		CHEC K 1 offset(0,30) A_WEAPONREADY(WRF_NOFIRE | WRF_NOBOB)
		STOP
	Ammooverlay:
		CHEC K 1 offset(0,45) A_WEAPONREADY(WRF_NOFIRE | WRF_NOBOB)
		STOP

///////////////////////////////////////		///////////////////////////////////////		///////////////////////////////////////		REPAIR 		///////////////////////////////////////		///////////////////////////////////////		///////////////////////////////////////			
	
STARTREPAIR:
	TNT1 A 0 A_GIVEINVENTORY("REPAIRMODE", 1)
	TNT1 A 0 SetPlayerProperty(0,0,0)
	SK1T GFEDCB 1
	SK1T A 1 ThrustThingZ(0,5,0,0)
	TNT1 A 0 acs_namedexecute("REPAIRMODE",0)
Startrepair2:
	TNT1 A 1 A_Lower
	TNT1 A 0 a_selectweapon("Melee_attacks")
	loop

///////////////////////////////////////		///////////////////////////////////////		///////////////////////////////////////		DISMANTLE 		///////////////////////////////////////		///////////////////////////////////////		///////////////////////////////////////				
 DismantleMenu:
 PIST F 0 A_JumpIfInventory("survivalkituses",1,2)
	PIST F 0 A_Jump(256,"kitbroke")
 
	TNT1 A 0 A_JumpIfInventory("startdualwield", 1, "SpecialAction")
	 SK1T G 1 a_overlay(4,"dismantle9mmoverlay")
	 TNT1 A 0 A_JumpIf(GetPlayerInput(INPUT_BUTTONS) & BT_ATTACK, "dismantleMENU")
	TNT1 A 0 A_JumpIf(GetPlayerInput(INPUT_BUTTONS) & BT_USE, "dismantleMENU")
	TNT1 A 0 A_PLAYSOUND("Crafting/pageflip",1)
	
//// 9mm	
	Dismantle9mm:
	PIST F 0 A_JumpIfInventory("survivalkituses",1,2)
	PIST F 0 A_Jump(256,"kitbroke")
	
	TNT1 A 0 A_JumpIfInventory("startdualwield", 1, "SpecialAction")
	 SK1T G 1 a_overlay(4,"dismantle9mmoverlay")
	 TNT1 A 0 A_JumpIf(GetPlayerInput(INPUT_BUTTONS) & BT_ATTACK, "dismantle9mm")
	TNT1 A 0 A_JumpIf(GetPlayerInput(INPUT_BUTTONS) & BT_USE, "dismantle9mm")
	TNT1 A 0 A_JumpIf(GetPlayerInput(INPUT_BUTTONS) & BT_back, "dismantle9mm")
	TNT1 A 0 A_JumpIf(GetPlayerInput(INPUT_BUTTONS) & BT_forward, "dismantle9mm")
	
	Dismantle9mmloop:
	SK1T G 1 a_overlay(4,"dismantle9mmoverlay")
	TNT1 A 0 SetPlayerProperty(0,1,0)
		
	TNT1 A 0 A_JumpIf(GetPlayerInput(INPUT_BUTTONS) & BT_forward, "DismantleHORN")
	TNT1 A 0 A_JumpIf(GetPlayerInput(INPUT_BUTTONS) & BT_back, "Dismantlebuck")
	TNT1 A 0 A_jumpifinventory("Startdualwield",1,"SpecialAction")
		TNT1 A 0 A_JumpIfInventory("repairtoken", 1, "goingtoaction")
	TNT1 A 0 A_JumpIfInventory("weargasmask", 1, "goingtoaction")
	TNT1 A 0 A_JumpIfInventory("removegasmask", 1, "goingtoaction")
	TNT1 A 0 A_JumpIfInventory("battledrugtoken",1,"goingtoaction")
	TNT1 A 0 A_JumpIfInventory("BANDAGETOKEN",1,"goingtoaction")
	TNT1 A 0 A_JumpIf(GetPlayerInput(INPUT_BUTTONS) & BT_ATTACK, "Dismantling9mm")
	TNT1 A 0 A_JumpIf(GetPlayerInput(INPUT_BUTTONS) & BT_ALTATTACK, "mainmenu")
	TNT1 A 0 A_JumpIf(GetPlayerInput(INPUT_BUTTONS) & BT_USE, "Dismantling9mm")
	loop	
	
	Dismantling9mm:
	SK1T G 1 a_overlay(4,"dismantle9mmoverlay")
	TNT1 A 0 A_JumpIfinventory("Clip1",30,2)
	TNT1 A 0 A_log("$NOMATS")
	goto Dismantle9mm
	TNT1 A 0 A_takeinventory("Clip1",30)
	TNT1 A 0 A_takeinventory("survivalkituses",1)
	TNT1 A 0 A_giveinventory("gunpowder",1)
	TNT1 A 0 A_log("$DISMANTLE")
	TNT1 A 0 A_PLAYSOUND("ELECTRPK")
	SK1T GGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGG 1 a_overlay(4,"dismantle9mmoverlay")
	goto Dismantle9mm

/// buckshots		
Dismantlebuck:
	PIST F 0 A_JumpIfInventory("survivalkituses",1,2)
	PIST F 0 A_Jump(256,"kitbroke")
	
	TNT1 A 0 A_JumpIfInventory("startdualwield", 1, "SpecialAction")
	 SK1T G 1 a_overlay(4,"dismantlebuckoverlay")
	 TNT1 A 0 A_JumpIf(GetPlayerInput(INPUT_BUTTONS) & BT_ATTACK, "dismantlebuck")
	TNT1 A 0 A_JumpIf(GetPlayerInput(INPUT_BUTTONS) & BT_USE, "dismantlebuck")
	TNT1 A 0 A_JumpIf(GetPlayerInput(INPUT_BUTTONS) & BT_back, "dismantlebuck")
	TNT1 A 0 A_JumpIf(GetPlayerInput(INPUT_BUTTONS) & BT_forward, "dismantlebuck")
	
	Dismantlebuckloop:
	SK1T G 1 a_overlay(4,"dismantlebuckoverlay")
	TNT1 A 0 SetPlayerProperty(0,1,0)
	
	TNT1 A 0 A_JumpIf(GetPlayerInput(INPUT_BUTTONS) & BT_forward, "Dismantle9mm")
	TNT1 A 0 A_JumpIf(GetPlayerInput(INPUT_BUTTONS) & BT_back, "Dismantleslug")
	TNT1 A 0 A_jumpifinventory("Startdualwield",1,"SpecialAction")
		TNT1 A 0 A_JumpIfInventory("repairtoken", 1, "goingtoaction")
	TNT1 A 0 A_JumpIfInventory("weargasmask", 1, "goingtoaction")
	TNT1 A 0 A_JumpIfInventory("removegasmask", 1, "goingtoaction")
	TNT1 A 0 A_JumpIfInventory("battledrugtoken",1,"goingtoaction")
	TNT1 A 0 A_JumpIfInventory("BANDAGETOKEN",1,"goingtoaction")
	TNT1 A 0 A_JumpIf(GetPlayerInput(INPUT_BUTTONS) & BT_ATTACK, "Dismantlingbuck")
	TNT1 A 0 A_JumpIf(GetPlayerInput(INPUT_BUTTONS) & BT_ALTATTACK, "mainmenu")
	TNT1 A 0 A_JumpIf(GetPlayerInput(INPUT_BUTTONS) & BT_USE, "Dismantlingbuck")
	loop	
	
	Dismantlingbuck:
	SK1T G 1 a_overlay(4,"dismantlebuckoverlay")
	TNT1 A 0 A_JumpIfinventory("ammoshell",4,2)
	TNT1 A 0 A_log("$NOMATS")
	goto Dismantlebuck
	TNT1 A 0 A_takeinventory("ammoshell",4)
	TNT1 A 0 A_takeinventory("survivalkituses",1)
	TNT1 A 0 A_giveinventory("gunpowder",1)
	TNT1 A 0 A_log("$DISMANTLE")
	TNT1 A 0 A_PLAYSOUND("ELECTRPK")
	SK1T GGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGG 1 a_overlay(4,"dismantlebuckoverlay")
	goto Dismantlebuck
	
/// slugs	
Dismantleslug:
	PIST F 0 A_JumpIfInventory("survivalkituses",1,2)
	PIST F 0 A_Jump(256,"kitbroke")
	
	TNT1 A 0 A_JumpIfInventory("startdualwield", 1, "SpecialAction")
	 SK1T G 1 a_overlay(4,"dismantleslugoverlay")
	 TNT1 A 0 A_JumpIf(GetPlayerInput(INPUT_BUTTONS) & BT_ATTACK, "dismantleslug")
	TNT1 A 0 A_JumpIf(GetPlayerInput(INPUT_BUTTONS) & BT_USE, "dismantleslug")
	TNT1 A 0 A_JumpIf(GetPlayerInput(INPUT_BUTTONS) & BT_back, "dismantleslug")
	TNT1 A 0 A_JumpIf(GetPlayerInput(INPUT_BUTTONS) & BT_forward, "dismantleslug")
	
	Dismantleslugloop:
	SK1T G 1 a_overlay(4,"dismantleslugoverlay")
	TNT1 A 0 SetPlayerProperty(0,1,0)
	
	TNT1 A 0 A_JumpIf(GetPlayerInput(INPUT_BUTTONS) & BT_forward, "Dismantlebuck")
	TNT1 A 0 A_JumpIf(GetPlayerInput(INPUT_BUTTONS) & BT_back, "Dismantle50")
	TNT1 A 0 A_jumpifinventory("Startdualwield",1,"SpecialAction")
		TNT1 A 0 A_JumpIfInventory("repairtoken", 1, "goingtoaction")
	TNT1 A 0 A_JumpIfInventory("weargasmask", 1, "goingtoaction")
	TNT1 A 0 A_JumpIfInventory("removegasmask", 1, "goingtoaction")
	TNT1 A 0 A_JumpIfInventory("battledrugtoken",1,"goingtoaction")
	TNT1 A 0 A_JumpIfInventory("BANDAGETOKEN",1,"goingtoaction")
	TNT1 A 0 A_JumpIf(GetPlayerInput(INPUT_BUTTONS) & BT_ATTACK, "Dismantlingslug")
	TNT1 A 0 A_JumpIf(GetPlayerInput(INPUT_BUTTONS) & BT_ALTATTACK, "mainmenu")
	TNT1 A 0 A_JumpIf(GetPlayerInput(INPUT_BUTTONS) & BT_USE, "Dismantlingslug")
	loop	
	
	Dismantlingslug:
	SK1T G 1 a_overlay(4,"dismantleslugoverlay")
	TNT1 A 0 A_JumpIfinventory("ammoslug",3,2)
	TNT1 A 0 A_log("$NOMATS")
	goto Dismantleslug
	TNT1 A 0 A_takeinventory("ammoslug",3)
	TNT1 A 0 A_takeinventory("survivalkituses",1)
	TNT1 A 0 A_giveinventory("gunpowder",1)
	TNT1 A 0 A_log("$DISMANTLE")
	TNT1 A 0 A_PLAYSOUND("ELECTRPK")
	SK1T GGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGG 1 a_overlay(4,"dismantleslugoverlay")
	goto Dismantleslug
	
/// .500 s&w	
Dismantle50:
	PIST F 0 A_JumpIfInventory("survivalkituses",1,2)
	PIST F 0 A_Jump(256,"kitbroke")
	
	TNT1 A 0 A_JumpIfInventory("startdualwield", 1, "SpecialAction")
	 SK1T G 1 a_overlay(4,"dismantle50overlay")
	 TNT1 A 0 A_JumpIf(GetPlayerInput(INPUT_BUTTONS) & BT_ATTACK, "dismantle50")
	TNT1 A 0 A_JumpIf(GetPlayerInput(INPUT_BUTTONS) & BT_USE, "dismantle50")
	TNT1 A 0 A_JumpIf(GetPlayerInput(INPUT_BUTTONS) & BT_back, "dismantle50")
	TNT1 A 0 A_JumpIf(GetPlayerInput(INPUT_BUTTONS) & BT_forward, "dismantle50")
	
	Dismantle50loop:
	SK1T G 1 a_overlay(4,"dismantle50overlay")
	TNT1 A 0 SetPlayerProperty(0,1,0)
	
	TNT1 A 0 A_JumpIf(GetPlayerInput(INPUT_BUTTONS) & BT_forward, "Dismantleslug")
	TNT1 A 0 A_JumpIf(GetPlayerInput(INPUT_BUTTONS) & BT_back, "Dismantle556")
	TNT1 A 0 A_jumpifinventory("Startdualwield",1,"SpecialAction")
		TNT1 A 0 A_JumpIfInventory("repairtoken", 1, "goingtoaction")
	TNT1 A 0 A_JumpIfInventory("weargasmask", 1, "goingtoaction")
	TNT1 A 0 A_JumpIfInventory("removegasmask", 1, "goingtoaction")
	TNT1 A 0 A_JumpIfInventory("battledrugtoken",1,"goingtoaction")
	TNT1 A 0 A_JumpIfInventory("BANDAGETOKEN",1,"goingtoaction")
	TNT1 A 0 A_JumpIf(GetPlayerInput(INPUT_BUTTONS) & BT_ATTACK, "Dismantling50")
	TNT1 A 0 A_JumpIf(GetPlayerInput(INPUT_BUTTONS) & BT_ALTATTACK, "mainmenu")
	TNT1 A 0 A_JumpIf(GetPlayerInput(INPUT_BUTTONS) & BT_USE, "Dismantling50")
	loop	
	
	Dismantling50:
	SK1T G 1 a_overlay(4,"dismantle50overlay")
	TNT1 A 0 A_JumpIfinventory("50ammo",6,2)
	TNT1 A 0 A_log("$NOMATS")
	goto Dismantle50
	TNT1 A 0 A_takeinventory("50ammo",6)
	TNT1 A 0 A_takeinventory("survivalkituses",1)
	TNT1 A 0 A_giveinventory("gunpowder",1)
	TNT1 A 0 A_log("$DISMANTLE")
	TNT1 A 0 A_PLAYSOUND("ELECTRPK")
	SK1T GGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGG 1 a_overlay(4,"dismantle50overlay")
	goto Dismantle50
	
/// 5.56mm 
Dismantle556:
	PIST F 0 A_JumpIfInventory("survivalkituses",1,2)
	PIST F 0 A_Jump(256,"kitbroke")
	
	TNT1 A 0 A_JumpIfInventory("startdualwield", 1, "SpecialAction")
	 SK1T G 1 a_overlay(4,"dismantle556overlay")
	 TNT1 A 0 A_JumpIf(GetPlayerInput(INPUT_BUTTONS) & BT_ATTACK, "dismantle556")
	TNT1 A 0 A_JumpIf(GetPlayerInput(INPUT_BUTTONS) & BT_USE, "dismantle556")
	TNT1 A 0 A_JumpIf(GetPlayerInput(INPUT_BUTTONS) & BT_back, "dismantle556")
	TNT1 A 0 A_JumpIf(GetPlayerInput(INPUT_BUTTONS) & BT_forward, "dismantle556")
	
	Dismantle556loop:
	SK1T G 1 a_overlay(4,"dismantle556overlay")
	TNT1 A 0 SetPlayerProperty(0,1,0)
	
	TNT1 A 0 A_JumpIf(GetPlayerInput(INPUT_BUTTONS) & BT_forward, "Dismantle50")
	TNT1 A 0 A_JumpIf(GetPlayerInput(INPUT_BUTTONS) & BT_back, "Dismantle762")
	TNT1 A 0 A_jumpifinventory("Startdualwield",1,"SpecialAction")
		TNT1 A 0 A_JumpIfInventory("repairtoken", 1, "goingtoaction")
	TNT1 A 0 A_JumpIfInventory("weargasmask", 1, "goingtoaction")
	TNT1 A 0 A_JumpIfInventory("removegasmask", 1, "goingtoaction")
	TNT1 A 0 A_JumpIfInventory("battledrugtoken",1,"goingtoaction")
	TNT1 A 0 A_JumpIfInventory("BANDAGETOKEN",1,"goingtoaction")
	TNT1 A 0 A_JumpIf(GetPlayerInput(INPUT_BUTTONS) & BT_ATTACK, "Dismantling556")
	TNT1 A 0 A_JumpIf(GetPlayerInput(INPUT_BUTTONS) & BT_ALTATTACK, "mainmenu")
	TNT1 A 0 A_JumpIf(GetPlayerInput(INPUT_BUTTONS) & BT_USE, "Dismantling556")
	loop	
	
	Dismantling556:
	SK1T G 1 a_overlay(4,"dismantle556overlay")
	TNT1 A 0 A_JumpIfinventory("minigunammo",20,2)
	TNT1 A 0 A_log("$NOMATS")
	goto Dismantle556
	TNT1 A 0 A_takeinventory("minigunammo",20)
	TNT1 A 0 A_takeinventory("survivalkituses",1)
	TNT1 A 0 A_giveinventory("gunpowder",1)
	TNT1 A 0 A_log("$DISMANTLE")
	TNT1 A 0 A_PLAYSOUND("ELECTRPK")
	SK1T GGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGG 1 a_overlay(4,"dismantle556overlay")
	goto Dismantle556
	
/// 5.56mm 
Dismantle556:
	PIST F 0 A_JumpIfInventory("survivalkituses",1,2)
	PIST F 0 A_Jump(256,"kitbroke")
	
	TNT1 A 0 A_JumpIfInventory("startdualwield", 1, "SpecialAction")
	 SK1T G 1 a_overlay(4,"dismantle556overlay")
	 TNT1 A 0 A_JumpIf(GetPlayerInput(INPUT_BUTTONS) & BT_ATTACK, "dismantle556")
	TNT1 A 0 A_JumpIf(GetPlayerInput(INPUT_BUTTONS) & BT_USE, "dismantle556")
	TNT1 A 0 A_JumpIf(GetPlayerInput(INPUT_BUTTONS) & BT_back, "dismantle556")
	TNT1 A 0 A_JumpIf(GetPlayerInput(INPUT_BUTTONS) & BT_forward, "dismantle556")
	
	Dismantle556loop:
	SK1T G 1 a_overlay(4,"dismantle556overlay")
	TNT1 A 0 SetPlayerProperty(0,1,0)
	
	TNT1 A 0 A_JumpIf(GetPlayerInput(INPUT_BUTTONS) & BT_forward, "Dismantle50")
	TNT1 A 0 A_JumpIf(GetPlayerInput(INPUT_BUTTONS) & BT_back, "Dismantle762")
	TNT1 A 0 A_jumpifinventory("Startdualwield",1,"SpecialAction")
		TNT1 A 0 A_JumpIfInventory("repairtoken", 1, "goingtoaction")
	TNT1 A 0 A_JumpIfInventory("weargasmask", 1, "goingtoaction")
	TNT1 A 0 A_JumpIfInventory("removegasmask", 1, "goingtoaction")
	TNT1 A 0 A_JumpIfInventory("battledrugtoken",1,"goingtoaction")
	TNT1 A 0 A_JumpIfInventory("BANDAGETOKEN",1,"goingtoaction")
	TNT1 A 0 A_JumpIf(GetPlayerInput(INPUT_BUTTONS) & BT_ATTACK, "Dismantling556")
	TNT1 A 0 A_JumpIf(GetPlayerInput(INPUT_BUTTONS) & BT_ALTATTACK, "mainmenu")
	TNT1 A 0 A_JumpIf(GetPlayerInput(INPUT_BUTTONS) & BT_USE, "Dismantling556")
	loop	
	
	Dismantling556:
	SK1T G 1 a_overlay(4,"dismantle556overlay")
	TNT1 A 0 A_JumpIfinventory("minigunammo",20,2)
	TNT1 A 0 A_log("$NOMATS")
	goto Dismantle556
	TNT1 A 0 A_takeinventory("minigunammo",20)
	TNT1 A 0 A_takeinventory("survivalkituses",1)
	TNT1 A 0 A_giveinventory("gunpowder",1)
	TNT1 A 0 A_log("$DISMANTLE")
	TNT1 A 0 A_PLAYSOUND("ELECTRPK")
	SK1T GGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGG 1 a_overlay(4,"dismantle556overlay")
	goto Dismantle556
	
/// 7.62mm 
Dismantle762:
	PIST F 0 A_JumpIfInventory("survivalkituses",1,2)
	PIST F 0 A_Jump(256,"kitbroke")
	
	TNT1 A 0 A_JumpIfInventory("startdualwield", 1, "SpecialAction")
	 SK1T G 1 a_overlay(4,"dismantle762overlay")
	 TNT1 A 0 A_JumpIf(GetPlayerInput(INPUT_BUTTONS) & BT_ATTACK, "dismantle762")
	TNT1 A 0 A_JumpIf(GetPlayerInput(INPUT_BUTTONS) & BT_USE, "dismantle762")
	TNT1 A 0 A_JumpIf(GetPlayerInput(INPUT_BUTTONS) & BT_back, "dismantle762")
	TNT1 A 0 A_JumpIf(GetPlayerInput(INPUT_BUTTONS) & BT_forward, "dismantle762")
	
	Dismantle762loop:
	SK1T G 1 a_overlay(4,"dismantle762overlay")
	TNT1 A 0 SetPlayerProperty(0,1,0)
	
	TNT1 A 0 A_JumpIf(GetPlayerInput(INPUT_BUTTONS) & BT_forward, "Dismantle556")
	TNT1 A 0 A_JumpIf(GetPlayerInput(INPUT_BUTTONS) & BT_back, "Dismantlerocket")
	TNT1 A 0 A_jumpifinventory("Startdualwield",1,"SpecialAction")
		TNT1 A 0 A_JumpIfInventory("repairtoken", 1, "goingtoaction")
	TNT1 A 0 A_JumpIfInventory("weargasmask", 1, "goingtoaction")
	TNT1 A 0 A_JumpIfInventory("removegasmask", 1, "goingtoaction")
	TNT1 A 0 A_JumpIfInventory("battledrugtoken",1,"goingtoaction")
	TNT1 A 0 A_JumpIfInventory("BANDAGETOKEN",1,"goingtoaction")
	TNT1 A 0 A_JumpIf(GetPlayerInput(INPUT_BUTTONS) & BT_ATTACK, "Dismantling762")
	TNT1 A 0 A_JumpIf(GetPlayerInput(INPUT_BUTTONS) & BT_ALTATTACK, "mainmenu")
	TNT1 A 0 A_JumpIf(GetPlayerInput(INPUT_BUTTONS) & BT_USE, "Dismantling762")
	loop	
	
	Dismantling762:
	SK1T G 1 a_overlay(4,"dismantle762overlay")
	TNT1 A 0 A_JumpIfinventory("clip2",12,2)
	TNT1 A 0 A_log("$NOMATS")
	goto Dismantle762
	TNT1 A 0 A_takeinventory("clip2",12)
	TNT1 A 0 A_takeinventory("survivalkituses",1)
	TNT1 A 0 A_giveinventory("gunpowder",1)
	TNT1 A 0 A_log("$DISMANTLE")
	TNT1 A 0 A_PLAYSOUND("ELECTRPK")
	SK1T GGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGG 1 a_overlay(4,"dismantle762overlay")
	goto Dismantle762
	
/// Rocket  
DismantleRocket:
	PIST F 0 A_JumpIfInventory("survivalkituses",1,2)
	PIST F 0 A_Jump(256,"kitbroke")
	
	TNT1 A 0 A_JumpIfInventory("startdualwield", 1, "SpecialAction")
	 SK1T G 1 a_overlay(4,"dismantleRocketoverlay")
	 TNT1 A 0 A_JumpIf(GetPlayerInput(INPUT_BUTTONS) & BT_ATTACK, "dismantleRocket")
	TNT1 A 0 A_JumpIf(GetPlayerInput(INPUT_BUTTONS) & BT_USE, "dismantleRocket")
	TNT1 A 0 A_JumpIf(GetPlayerInput(INPUT_BUTTONS) & BT_back, "dismantleRocket")
	TNT1 A 0 A_JumpIf(GetPlayerInput(INPUT_BUTTONS) & BT_forward, "dismantleRocket")
	
	DismantleRocketloop:
	SK1T G 1 a_overlay(4,"dismantleRocketoverlay")
	TNT1 A 0 SetPlayerProperty(0,1,0)
	
	TNT1 A 0 A_JumpIf(GetPlayerInput(INPUT_BUTTONS) & BT_forward, "Dismantle762")
	TNT1 A 0 A_JumpIf(GetPlayerInput(INPUT_BUTTONS) & BT_back, "DismantleSpike")
	TNT1 A 0 A_jumpifinventory("Startdualwield",1,"SpecialAction")
		TNT1 A 0 A_JumpIfInventory("repairtoken", 1, "goingtoaction")
	TNT1 A 0 A_JumpIfInventory("weargasmask", 1, "goingtoaction")
	TNT1 A 0 A_JumpIfInventory("removegasmask", 1, "goingtoaction")
	TNT1 A 0 A_JumpIfInventory("battledrugtoken",1,"goingtoaction")
	TNT1 A 0 A_JumpIfInventory("BANDAGETOKEN",1,"goingtoaction")
	TNT1 A 0 A_JumpIf(GetPlayerInput(INPUT_BUTTONS) & BT_ATTACK, "DismantlingRocket")
	TNT1 A 0 A_JumpIf(GetPlayerInput(INPUT_BUTTONS) & BT_ALTATTACK, "mainmenu")
	TNT1 A 0 A_JumpIf(GetPlayerInput(INPUT_BUTTONS) & BT_USE, "DismantlingRocket")
	loop	
	
	DismantlingRocket:
	SK1T G 1 a_overlay(4,"dismantleRocketoverlay")
	TNT1 A 0 A_JumpIfinventory("ammorocket",1,2)
	TNT1 A 0 A_log("$NOMATS")
	goto DismantleRocket
	TNT1 A 0 A_takeinventory("ammorocket",1)
	TNT1 A 0 A_takeinventory("survivalkituses",1)
	TNT1 A 0 A_giveinventory("gunpowder",2)
	TNT1 A 0 A_giveinventory("scrapmetal",1)
	TNT1 A 0 A_log("$DISMANTLE")
	TNT1 A 0 A_PLAYSOUND("ELECTRPK")
	SK1T GGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGG 1 a_overlay(4,"dismantleRocketoverlay")
	goto DismantleRocket

/// Spike
DismantleSpike:
	PIST F 0 A_JumpIfInventory("survivalkituses",1,2)
	PIST F 0 A_Jump(256,"kitbroke")
	
	TNT1 A 0 A_JumpIfInventory("startdualwield", 1, "SpecialAction")
	 SK1T G 1 a_overlay(4,"dismantleSpikeoverlay")
	 TNT1 A 0 A_JumpIf(GetPlayerInput(INPUT_BUTTONS) & BT_ATTACK, "dismantleSpike")
	TNT1 A 0 A_JumpIf(GetPlayerInput(INPUT_BUTTONS) & BT_USE, "dismantleSpike")
	TNT1 A 0 A_JumpIf(GetPlayerInput(INPUT_BUTTONS) & BT_back, "dismantleSpike")
	TNT1 A 0 A_JumpIf(GetPlayerInput(INPUT_BUTTONS) & BT_forward, "dismantleSpike")
	
	DismantleSpikeloop:
	SK1T G 1 a_overlay(4,"dismantleSpikeoverlay")
	TNT1 A 0 SetPlayerProperty(0,1,0)
	
	TNT1 A 0 A_JumpIf(GetPlayerInput(INPUT_BUTTONS) & BT_forward, "DismantleRocket")
	TNT1 A 0 A_JumpIf(GetPlayerInput(INPUT_BUTTONS) & BT_back, "DismantleHorn")
	TNT1 A 0 A_jumpifinventory("Startdualwield",1,"SpecialAction")
		TNT1 A 0 A_JumpIfInventory("repairtoken", 1, "goingtoaction")
	TNT1 A 0 A_JumpIfInventory("weargasmask", 1, "goingtoaction")
	TNT1 A 0 A_JumpIfInventory("removegasmask", 1, "goingtoaction")
	TNT1 A 0 A_JumpIfInventory("battledrugtoken",1,"goingtoaction")
	TNT1 A 0 A_JumpIfInventory("BANDAGETOKEN",1,"goingtoaction")
	TNT1 A 0 A_JumpIf(GetPlayerInput(INPUT_BUTTONS) & BT_ATTACK, "DismantlingSpike")
	TNT1 A 0 A_JumpIf(GetPlayerInput(INPUT_BUTTONS) & BT_ALTATTACK, "mainmenu")
	TNT1 A 0 A_JumpIf(GetPlayerInput(INPUT_BUTTONS) & BT_USE, "DismantlingSpike")
	loop	
	
	DismantlingSpike:
	SK1T G 1 a_overlay(4,"dismantleSpikeoverlay")
	TNT1 A 0 A_JumpIfinventory("impspike",2,2)
	TNT1 A 0 A_log("$NOMATS")
	goto DismantleSpike
	TNT1 A 0 A_takeinventory("impspike",2)
	TNT1 A 0 A_takeinventory("survivalkituses",1)
	TNT1 A 0 A_giveinventory("gunpowder",1)
	TNT1 A 0 A_log("$DISMANTLE")
	TNT1 A 0 A_PLAYSOUND("ELECTRPK")
	SK1T GGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGG 1 a_overlay(4,"dismantleSpikeoverlay")
	goto DismantleSpike
	
/// Horn
DismantleHorn:
	PIST F 0 A_JumpIfInventory("survivalkituses",1,2)
	PIST F 0 A_Jump(256,"kitbroke")
	
	TNT1 A 0 A_JumpIfInventory("startdualwield", 1, "SpecialAction")
	 SK1T G 1 a_overlay(4,"dismantleHornoverlay")
	 TNT1 A 0 A_JumpIf(GetPlayerInput(INPUT_BUTTONS) & BT_ATTACK, "dismantleHorn")
	TNT1 A 0 A_JumpIf(GetPlayerInput(INPUT_BUTTONS) & BT_USE, "dismantleHorn")
	TNT1 A 0 A_JumpIf(GetPlayerInput(INPUT_BUTTONS) & BT_back, "dismantleHorn")
	TNT1 A 0 A_JumpIf(GetPlayerInput(INPUT_BUTTONS) & BT_forward, "dismantleHorn")
	
	DismantleHornloop:
	SK1T G 1 a_overlay(4,"dismantleHornoverlay")
	TNT1 A 0 SetPlayerProperty(0,1,0)
	
	TNT1 A 0 A_JumpIf(GetPlayerInput(INPUT_BUTTONS) & BT_forward, "DismantleSpike")
	TNT1 A 0 A_JumpIf(GetPlayerInput(INPUT_BUTTONS) & BT_back, "Dismantle9mm")
	TNT1 A 0 A_jumpifinventory("Startdualwield",1,"SpecialAction")
		TNT1 A 0 A_JumpIfInventory("repairtoken", 1, "goingtoaction")
	TNT1 A 0 A_JumpIfInventory("weargasmask", 1, "goingtoaction")
	TNT1 A 0 A_JumpIfInventory("removegasmask", 1, "goingtoaction")
	TNT1 A 0 A_JumpIfInventory("battledrugtoken",1,"goingtoaction")
	TNT1 A 0 A_JumpIfInventory("BANDAGETOKEN",1,"goingtoaction")
	TNT1 A 0 A_JumpIf(GetPlayerInput(INPUT_BUTTONS) & BT_ATTACK, "DismantlingHorn")
	TNT1 A 0 A_JumpIf(GetPlayerInput(INPUT_BUTTONS) & BT_ALTATTACK, "mainmenu")
	TNT1 A 0 A_JumpIf(GetPlayerInput(INPUT_BUTTONS) & BT_USE, "DismantlingHorn")
	loop	
	
	DismantlingHorn:
	SK1T G 1 a_overlay(4,"dismantleHornoverlay")
	TNT1 A 0 A_JumpIfinventory("bruiserhorn",1,2)
	TNT1 A 0 A_log("$NOMATS")
	goto DismantleHorn
	TNT1 A 0 A_takeinventory("bruiserhorn",1)
	TNT1 A 0 A_takeinventory("survivalkituses",1)
	TNT1 A 0 A_giveinventory("gunpowder",1)
	TNT1 A 0 A_log("$DISMANTLE")
	TNT1 A 0 A_PLAYSOUND("ELECTRPK")
	SK1T GGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGG 1 a_overlay(4,"dismantleHornoverlay")
	goto DismantleHorn

///////////////////////////////////////		
///////////////////////////////////////		

////		DISMANTLE OVERLAYS

Dismantlebase:
	SK1T I 2 A_WEAPONREADY(WRF_NOFIRE | WRF_NOBOB)
	STOP

Dismantle9MMOVERLAY:
	TNT1 A 0 acs_namedexecute("Dismantle9mm",0)
	SK1T J 2 a_overlay(3,"dismantlebase")
	stop	
	
DismantlebuckOVERLAY:
	TNT1 A 0 acs_namedexecute("Dismantlebuck",0)
	SK1T K 2 a_overlay(3,"dismantlebase")
	stop	
	
DismantleSLUGOVERLAY:
	TNT1 A 0 acs_namedexecute("Dismantleslug",0)
	SK1T L 2 a_overlay(3,"dismantlebase")
	stop	

Dismantle50OVERLAY:
	TNT1 A 0 acs_namedexecute("Dismantle50",0)
	SK1T M 2 a_overlay(3,"dismantlebase")
	stop	

Dismantle556OVERLAY:
	TNT1 A 0 acs_namedexecute("Dismantle556",0)
	SK1T N 2 a_overlay(3,"dismantlebase")
	stop	

Dismantle762OVERLAY:
	TNT1 A 0 acs_namedexecute("Dismantle762",0)
	SK1T O 2 a_overlay(3,"dismantlebase")
	stop	

DismantleROCKETOVERLAY:
	TNT1 A 0 acs_namedexecute("DismantleROCKET",0)
	SK1T P 2 a_overlay(3,"dismantlebase")
	stop	
	
DismantleSPIKEOVERLAY:
	TNT1 A 0 acs_namedexecute("DismantleSPIKE",0)
	SK1T Q 2 a_overlay(3,"dismantlebase")
	stop
	
DismantleHORNOVERLAY:
	TNT1 A 0 acs_namedexecute("DismantleHORN",0)
	SK1T R 2 a_overlay(3,"dismantlebase")
	stop	

///////////////////////////////////////		///////////////////////////////////////		///////////////////////////////////////		AMMO  CRAFTING		///////////////////////////////////////		///////////////////////////////////////		///////////////////////////////////////				
 AMMOMenu:
	PIST F 0 A_JumpIfInventory("survivalkituses",1,2)
	PIST F 0 A_Jump(256,"kitbroke")
 
	TNT1 A 0 A_JumpIfInventory("startdualwield", 1, "SpecialAction")
	 SK1T G 1 a_overlay(4,"AmmoCraft9MMOVERLAY")
	 TNT1 A 0 A_JumpIf(GetPlayerInput(INPUT_BUTTONS) & BT_ATTACK, "AMMOMenu")
	TNT1 A 0 A_JumpIf(GetPlayerInput(INPUT_BUTTONS) & BT_USE, "AMMOMenu")
	TNT1 A 0 A_PLAYSOUND("Crafting/pageflip",1)
	
//// 9mm	
	AmmoCraft9mm:
	PIST F 0 A_JumpIfInventory("survivalkituses",1,2)
	PIST F 0 A_Jump(256,"kitbroke")
	
	TNT1 A 0 A_JumpIfInventory("startdualwield", 1, "SpecialAction")
	 SK1T G 1 a_overlay(4,"AmmoCraft9MMOVERLAY")
	 TNT1 A 0 A_JumpIf(GetPlayerInput(INPUT_BUTTONS) & BT_ATTACK, "AmmoCraft9mm")
	TNT1 A 0 A_JumpIf(GetPlayerInput(INPUT_BUTTONS) & BT_USE, "AmmoCraft9mm")
	TNT1 A 0 A_JumpIf(GetPlayerInput(INPUT_BUTTONS) & BT_back, "AmmoCraft9mm")
	TNT1 A 0 A_JumpIf(GetPlayerInput(INPUT_BUTTONS) & BT_forward, "AmmoCraft9mm")
	
	AmmoCraft9mmloop:
	SK1T G 1 a_overlay(4,"AmmoCraft9MMOVERLAY")
	TNT1 A 0 SetPlayerProperty(0,1,0)
		
	TNT1 A 0 A_JumpIf(GetPlayerInput(INPUT_BUTTONS) & BT_forward, "AmmoCraft762")
	TNT1 A 0 A_JumpIf(GetPlayerInput(INPUT_BUTTONS) & BT_back, "AmmoCraftbuck")
	TNT1 A 0 A_jumpifinventory("Startdualwield",1,"SpecialAction")
		TNT1 A 0 A_JumpIfInventory("repairtoken", 1, "goingtoaction")
	TNT1 A 0 A_JumpIfInventory("weargasmask", 1, "goingtoaction")
	TNT1 A 0 A_JumpIfInventory("removegasmask", 1, "goingtoaction")
	TNT1 A 0 A_JumpIfInventory("battledrugtoken",1,"goingtoaction")
	TNT1 A 0 A_JumpIfInventory("BANDAGETOKEN",1,"goingtoaction")
	TNT1 A 0 A_JumpIf(GetPlayerInput(INPUT_BUTTONS) & BT_ATTACK, "Crafting9mm")
	TNT1 A 0 A_JumpIf(GetPlayerInput(INPUT_BUTTONS) & BT_ALTATTACK, "mainmenu")
	TNT1 A 0 A_JumpIf(GetPlayerInput(INPUT_BUTTONS) & BT_USE, "Crafting9mm")
	loop	
	
	Crafting9mm:
	SK1T G 1 a_overlay(4,"AmmoCraft9MMOVERLAY")
	TNT1 A 0 A_JumpIfinventory("scrapmetal",1,2)
	TNT1 A 0 A_log("$NOMATS")
	goto AmmoCraft9mm
	TNT1 A 0 A_JumpIfinventory("gunpowder",1,2)
	TNT1 A 0 A_log("$NOMATS")
	goto AmmoCraft9mm
	TNT1 A 0 A_takeinventory("scrapmetal",1)
	TNT1 A 0 A_takeinventory("gunpowder",1)
	TNT1 A 0 A_takeinventory("survivalkituses",1)
	TNT1 A 0 A_giveinventory("Clip1",30)
	TNT1 A 0 A_log("$AMMOCRAFT")
	TNT1 A 0 A_PLAYSOUND("ELECTRPK")
	SK1T GGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGG 1 a_overlay(4,"AmmoCraft9MMOVERLAY")
	goto AmmoCraft9mm
	
//// Buckshots 
	AmmoCraftBuck:
	PIST F 0 A_JumpIfInventory("survivalkituses",1,2)
	PIST F 0 A_Jump(256,"kitbroke")
	
	TNT1 A 0 A_JumpIfInventory("startdualwield", 1, "SpecialAction")
	 SK1T G 1 a_overlay(4,"AmmoCraftBuckOVERLAY")
	 TNT1 A 0 A_JumpIf(GetPlayerInput(INPUT_BUTTONS) & BT_ATTACK, "AmmoCraftBuck")
	TNT1 A 0 A_JumpIf(GetPlayerInput(INPUT_BUTTONS) & BT_USE, "AmmoCraftBuck")
	TNT1 A 0 A_JumpIf(GetPlayerInput(INPUT_BUTTONS) & BT_back, "AmmoCraftBuck")
	TNT1 A 0 A_JumpIf(GetPlayerInput(INPUT_BUTTONS) & BT_forward, "AmmoCraftBuck")
	
	AmmoCraftBuckloop:
	SK1T G 1 a_overlay(4,"AmmoCraftBuckOVERLAY")
	TNT1 A 0 SetPlayerProperty(0,1,0)
		
	TNT1 A 0 A_JumpIf(GetPlayerInput(INPUT_BUTTONS) & BT_forward, "AmmoCraft9mm")
	TNT1 A 0 A_JumpIf(GetPlayerInput(INPUT_BUTTONS) & BT_back, "AmmoCraftslug")
	TNT1 A 0 A_jumpifinventory("Startdualwield",1,"SpecialAction")
		TNT1 A 0 A_JumpIfInventory("repairtoken", 1, "goingtoaction")
	TNT1 A 0 A_JumpIfInventory("weargasmask", 1, "goingtoaction")
	TNT1 A 0 A_JumpIfInventory("removegasmask", 1, "goingtoaction")
	TNT1 A 0 A_JumpIfInventory("battledrugtoken",1,"goingtoaction")
	TNT1 A 0 A_JumpIfInventory("BANDAGETOKEN",1,"goingtoaction")
	TNT1 A 0 A_JumpIf(GetPlayerInput(INPUT_BUTTONS) & BT_ATTACK, "CraftingBuck")
	TNT1 A 0 A_JumpIf(GetPlayerInput(INPUT_BUTTONS) & BT_ALTATTACK, "mainmenu")
	TNT1 A 0 A_JumpIf(GetPlayerInput(INPUT_BUTTONS) & BT_USE, "CraftingBuck")
	loop	
	
	CraftingBuck:
	SK1T G 1 a_overlay(4,"AmmoCraftBuckOVERLAY")
	TNT1 A 0 A_JumpIfinventory("scrapmetal",1,2)
	TNT1 A 0 A_log("$NOMATS")
	goto AmmoCraftBuck
	TNT1 A 0 A_JumpIfinventory("gunpowder",1,2)
	TNT1 A 0 A_log("$NOMATS")
	goto AmmoCraftBuck
	TNT1 A 0 A_takeinventory("scrapmetal",1)
	TNT1 A 0 A_takeinventory("gunpowder",1)
	TNT1 A 0 A_takeinventory("survivalkituses",1)
	TNT1 A 0 A_giveinventory("ammoshell",4)
	TNT1 A 0 A_log("$AMMOCRAFT")
	TNT1 A 0 A_PLAYSOUND("ELECTRPK")
	SK1T GGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGG 1 a_overlay(4,"AmmoCraftBuckOVERLAY")
	goto AmmoCraftBuck
	
//// Slugs
	AmmoCraftSlug:
	PIST F 0 A_JumpIfInventory("survivalkituses",1,2)
	PIST F 0 A_Jump(256,"kitbroke")
	
	TNT1 A 0 A_JumpIfInventory("startdualwield", 1, "SpecialAction")
	 SK1T G 1 a_overlay(4,"AmmoCraftSlugOVERLAY")
	 TNT1 A 0 A_JumpIf(GetPlayerInput(INPUT_BUTTONS) & BT_ATTACK, "AmmoCraftSlug")
	TNT1 A 0 A_JumpIf(GetPlayerInput(INPUT_BUTTONS) & BT_USE, "AmmoCraftSlug")
	TNT1 A 0 A_JumpIf(GetPlayerInput(INPUT_BUTTONS) & BT_back, "AmmoCraftSlug")
	TNT1 A 0 A_JumpIf(GetPlayerInput(INPUT_BUTTONS) & BT_forward, "AmmoCraftSlug")
	
	AmmoCraftSlugloop:
	SK1T G 1 a_overlay(4,"AmmoCraftSlugOVERLAY")
	TNT1 A 0 SetPlayerProperty(0,1,0)
		
	TNT1 A 0 A_JumpIf(GetPlayerInput(INPUT_BUTTONS) & BT_forward, "AmmoCraftBuck")
	TNT1 A 0 A_JumpIf(GetPlayerInput(INPUT_BUTTONS) & BT_back, "AmmoCraft50")
	TNT1 A 0 A_jumpifinventory("Startdualwield",1,"SpecialAction")
		TNT1 A 0 A_JumpIfInventory("repairtoken", 1, "goingtoaction")
	TNT1 A 0 A_JumpIfInventory("weargasmask", 1, "goingtoaction")
	TNT1 A 0 A_JumpIfInventory("removegasmask", 1, "goingtoaction")
	TNT1 A 0 A_JumpIfInventory("battledrugtoken",1,"goingtoaction")
	TNT1 A 0 A_JumpIfInventory("BANDAGETOKEN",1,"goingtoaction")
	TNT1 A 0 A_JumpIf(GetPlayerInput(INPUT_BUTTONS) & BT_ATTACK, "CraftingSlug")
	TNT1 A 0 A_JumpIf(GetPlayerInput(INPUT_BUTTONS) & BT_ALTATTACK, "mainmenu")
	TNT1 A 0 A_JumpIf(GetPlayerInput(INPUT_BUTTONS) & BT_USE, "CraftingSlug")
	loop	
	
	CraftingSlug:
	SK1T G 1 a_overlay(4,"AmmoCraftSlugOVERLAY")
	TNT1 A 0 A_JumpIfinventory("scrapmetal",1,2)
	TNT1 A 0 A_log("$NOMATS")
	goto AmmoCraftSlug
	TNT1 A 0 A_JumpIfinventory("gunpowder",1,2)
	TNT1 A 0 A_log("$NOMATS")
	goto AmmoCraftSlug
	TNT1 A 0 A_takeinventory("scrapmetal",1)
	TNT1 A 0 A_takeinventory("gunpowder",1)
	TNT1 A 0 A_takeinventory("survivalkituses",1)
	TNT1 A 0 A_giveinventory("ammoslug",3)
	TNT1 A 0 A_log("$AMMOCRAFT")
	TNT1 A 0 A_PLAYSOUND("ELECTRPK")
	SK1T GGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGG 1 a_overlay(4,"AmmoCraftSlugOVERLAY")
	goto AmmoCraftSlug

//// .500 S&W
	AmmoCraft50:
	PIST F 0 A_JumpIfInventory("survivalkituses",1,2)
	PIST F 0 A_Jump(256,"kitbroke")
	
	TNT1 A 0 A_JumpIfInventory("startdualwield", 1, "SpecialAction")
	 SK1T G 1 a_overlay(4,"AmmoCraft50OVERLAY")
	 TNT1 A 0 A_JumpIf(GetPlayerInput(INPUT_BUTTONS) & BT_ATTACK, "AmmoCraft50")
	TNT1 A 0 A_JumpIf(GetPlayerInput(INPUT_BUTTONS) & BT_USE, "AmmoCraft50")
	TNT1 A 0 A_JumpIf(GetPlayerInput(INPUT_BUTTONS) & BT_back, "AmmoCraft50")
	TNT1 A 0 A_JumpIf(GetPlayerInput(INPUT_BUTTONS) & BT_forward, "AmmoCraft50")
	
	AmmoCraft50loop:
	SK1T G 1 a_overlay(4,"AmmoCraft50OVERLAY")
	TNT1 A 0 SetPlayerProperty(0,1,0)
		
	TNT1 A 0 A_JumpIf(GetPlayerInput(INPUT_BUTTONS) & BT_forward, "AmmoCraftSlug")
	TNT1 A 0 A_JumpIf(GetPlayerInput(INPUT_BUTTONS) & BT_back, "AmmoCraft556")
	TNT1 A 0 A_jumpifinventory("Startdualwield",1,"SpecialAction")
		TNT1 A 0 A_JumpIfInventory("repairtoken", 1, "goingtoaction")
	TNT1 A 0 A_JumpIfInventory("weargasmask", 1, "goingtoaction")
	TNT1 A 0 A_JumpIfInventory("removegasmask", 1, "goingtoaction")
	TNT1 A 0 A_JumpIfInventory("battledrugtoken",1,"goingtoaction")
	TNT1 A 0 A_JumpIfInventory("BANDAGETOKEN",1,"goingtoaction")
	TNT1 A 0 A_JumpIf(GetPlayerInput(INPUT_BUTTONS) & BT_ATTACK, "Crafting50")
	TNT1 A 0 A_JumpIf(GetPlayerInput(INPUT_BUTTONS) & BT_ALTATTACK, "mainmenu")
	TNT1 A 0 A_JumpIf(GetPlayerInput(INPUT_BUTTONS) & BT_USE, "Crafting50")
	loop	
	
	Crafting50:
	SK1T G 1 a_overlay(4,"AmmoCraft50OVERLAY")
	TNT1 A 0 A_JumpIfinventory("scrapmetal",1,2)
	TNT1 A 0 A_log("$NOMATS")
	goto AmmoCraft50
	TNT1 A 0 A_JumpIfinventory("gunpowder",1,2)
	TNT1 A 0 A_log("$NOMATS")
	goto AmmoCraft50
	TNT1 A 0 A_takeinventory("scrapmetal",1)
	TNT1 A 0 A_takeinventory("gunpowder",1)
	TNT1 A 0 A_takeinventory("survivalkituses",1)
	TNT1 A 0 A_giveinventory("50ammo",6)
	TNT1 A 0 A_log("$AMMOCRAFT")
	TNT1 A 0 A_PLAYSOUND("ELECTRPK")
	SK1T GGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGG 1 a_overlay(4,"AmmoCraft50OVERLAY")
	goto AmmoCraft50
	
	//// 5.56mm
	AmmoCraft556:
	PIST F 0 A_JumpIfInventory("survivalkituses",1,2)
	PIST F 0 A_Jump(256,"kitbroke")
	
	TNT1 A 0 A_JumpIfInventory("startdualwield", 1, "SpecialAction")
	 SK1T G 1 a_overlay(4,"AmmoCraft556OVERLAY")
	 TNT1 A 0 A_JumpIf(GetPlayerInput(INPUT_BUTTONS) & BT_ATTACK, "AmmoCraft556")
	TNT1 A 0 A_JumpIf(GetPlayerInput(INPUT_BUTTONS) & BT_USE, "AmmoCraft556")
	TNT1 A 0 A_JumpIf(GetPlayerInput(INPUT_BUTTONS) & BT_back, "AmmoCraft556")
	TNT1 A 0 A_JumpIf(GetPlayerInput(INPUT_BUTTONS) & BT_forward, "AmmoCraft556")
	
	AmmoCraft556loop:
	SK1T G 1 a_overlay(4,"AmmoCraft556OVERLAY")
	TNT1 A 0 SetPlayerProperty(0,1,0)
		
	TNT1 A 0 A_JumpIf(GetPlayerInput(INPUT_BUTTONS) & BT_forward, "AmmoCraft50")
	TNT1 A 0 A_JumpIf(GetPlayerInput(INPUT_BUTTONS) & BT_back, "AmmoCraft762")
	TNT1 A 0 A_jumpifinventory("Startdualwield",1,"SpecialAction")
		TNT1 A 0 A_JumpIfInventory("repairtoken", 1, "goingtoaction")
	TNT1 A 0 A_JumpIfInventory("weargasmask", 1, "goingtoaction")
	TNT1 A 0 A_JumpIfInventory("removegasmask", 1, "goingtoaction")
	TNT1 A 0 A_JumpIfInventory("battledrugtoken",1,"goingtoaction")
	TNT1 A 0 A_JumpIfInventory("BANDAGETOKEN",1,"goingtoaction")
	TNT1 A 0 A_JumpIf(GetPlayerInput(INPUT_BUTTONS) & BT_ATTACK, "Crafting556")
	TNT1 A 0 A_JumpIf(GetPlayerInput(INPUT_BUTTONS) & BT_ALTATTACK, "mainmenu")
	TNT1 A 0 A_JumpIf(GetPlayerInput(INPUT_BUTTONS) & BT_USE, "Crafting556")
	loop	
	
	Crafting556:
	SK1T G 1 a_overlay(4,"AmmoCraft556OVERLAY")
	TNT1 A 0 A_JumpIfinventory("scrapmetal",1,2)
	TNT1 A 0 A_log("$NOMATS")
	goto AmmoCraft556
	TNT1 A 0 A_JumpIfinventory("gunpowder",1,2)
	TNT1 A 0 A_log("$NOMATS")
	goto AmmoCraft556
	TNT1 A 0 A_takeinventory("scrapmetal",1)
	TNT1 A 0 A_takeinventory("gunpowder",1)
	TNT1 A 0 A_takeinventory("survivalkituses",1)
	TNT1 A 0 A_giveinventory("minigunammo",20)
	TNT1 A 0 A_log("$AMMOCRAFT")
	TNT1 A 0 A_PLAYSOUND("ELECTRPK")
	SK1T GGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGG 1 a_overlay(4,"AmmoCraft556OVERLAY")
	goto AmmoCraft556
	
	//// 7.62mm
	AmmoCraft762:
	PIST F 0 A_JumpIfInventory("survivalkituses",1,2)
	PIST F 0 A_Jump(256,"kitbroke")
	
	TNT1 A 0 A_JumpIfInventory("startdualwield", 1, "SpecialAction")
	 SK1T G 1 a_overlay(4,"AmmoCraft762OVERLAY")
	 TNT1 A 0 A_JumpIf(GetPlayerInput(INPUT_BUTTONS) & BT_ATTACK, "AmmoCraft762")
	TNT1 A 0 A_JumpIf(GetPlayerInput(INPUT_BUTTONS) & BT_USE, "AmmoCraft762")
	TNT1 A 0 A_JumpIf(GetPlayerInput(INPUT_BUTTONS) & BT_back, "AmmoCraft762")
	TNT1 A 0 A_JumpIf(GetPlayerInput(INPUT_BUTTONS) & BT_forward, "AmmoCraft762")
	
	AmmoCraft762loop:
	SK1T G 1 a_overlay(4,"AmmoCraft762OVERLAY")
	TNT1 A 0 SetPlayerProperty(0,1,0)
		
	TNT1 A 0 A_JumpIf(GetPlayerInput(INPUT_BUTTONS) & BT_forward, "AmmoCraft556")
	TNT1 A 0 A_JumpIf(GetPlayerInput(INPUT_BUTTONS) & BT_back, "AmmoCraft9mm")
	TNT1 A 0 A_jumpifinventory("Startdualwield",1,"SpecialAction")
		TNT1 A 0 A_JumpIfInventory("repairtoken", 1, "goingtoaction")
	TNT1 A 0 A_JumpIfInventory("weargasmask", 1, "goingtoaction")
	TNT1 A 0 A_JumpIfInventory("removegasmask", 1, "goingtoaction")
	TNT1 A 0 A_JumpIfInventory("battledrugtoken",1,"goingtoaction")
	TNT1 A 0 A_JumpIfInventory("BANDAGETOKEN",1,"goingtoaction")
	TNT1 A 0 A_JumpIf(GetPlayerInput(INPUT_BUTTONS) & BT_ATTACK, "Crafting762")
	TNT1 A 0 A_JumpIf(GetPlayerInput(INPUT_BUTTONS) & BT_ALTATTACK, "mainmenu")
	TNT1 A 0 A_JumpIf(GetPlayerInput(INPUT_BUTTONS) & BT_USE, "Crafting762")
	loop	
	
	Crafting762:
	SK1T G 1 a_overlay(4,"AmmoCraft762OVERLAY")
	TNT1 A 0 A_JumpIfinventory("scrapmetal",1,2)
	TNT1 A 0 A_log("$NOMATS")
	goto AmmoCraft762
	TNT1 A 0 A_JumpIfinventory("gunpowder",1,2)
	TNT1 A 0 A_log("$NOMATS")
	goto AmmoCraft762
	TNT1 A 0 A_takeinventory("scrapmetal",1)
	TNT1 A 0 A_takeinventory("gunpowder",1)
	TNT1 A 0 A_takeinventory("survivalkituses",1)
	TNT1 A 0 A_giveinventory("clip2",12)
	TNT1 A 0 A_log("$AMMOCRAFT")
	TNT1 A 0 A_PLAYSOUND("ELECTRPK")
	SK1T GGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGG 1 a_overlay(4,"AmmoCraft762OVERLAY")
	goto AmmoCraft762	

///////////////////////////////////////		
///////////////////////////////////////		

////		AMMO CRAFT OVERLAYS

AmmoCraftbase:
	SK1T S 2 A_WEAPONREADY(WRF_NOFIRE | WRF_NOBOB)
	STOP

AmmoCraft9MMOVERLAY:
	TNT1 A 0 acs_namedexecute("Dismantle9mm",0)
	SK1T T 2 a_overlay(3,"AmmoCraftbase")
	stop	
	
AmmoCraftBUCKOVERLAY:
	TNT1 A 0 acs_namedexecute("Dismantlebuck",0)
	SK1T U 2 a_overlay(3,"AmmoCraftbase")
	stop	
	
AmmoCraftSLUGOVERLAY:
	TNT1 A 0 acs_namedexecute("Dismantleslug",0)
	SK1T V 2 a_overlay(3,"AmmoCraftbase")
	stop	

AmmoCraft50OVERLAY:
	TNT1 A 0 acs_namedexecute("Dismantle50",0)
	SK1T W 2 a_overlay(3,"AmmoCraftbase")
	stop	

AmmoCraft556OVERLAY:
	TNT1 A 0 acs_namedexecute("Dismantle556",0)
	SK1T X 2 a_overlay(3,"AmmoCraftbase")
	stop	

AmmoCraft762OVERLAY:
	TNT1 A 0 acs_namedexecute("Dismantle762",0)
	SK1T Y 2 a_overlay(3,"AmmoCraftbase")
	stop	

///////////////////////////////////////		///////////////////////////////////////		///////////////////////////////////////		IMPROVISED  CRAFTING		///////////////////////////////////////		///////////////////////////////////////		///////////////////////////////////////				
 CRAFTINGMenu:
	PIST F 0 A_JumpIfInventory("survivalkituses",1,2)
	PIST F 0 A_Jump(256,"kitbroke")
 

	TNT1 A 0 A_JumpIfInventory("startdualwield", 1, "SpecialAction")
	 SK1T G 1 a_overlay(4,"CraftBANDAGESOVERLAY")
	 TNT1 A 0 A_JumpIf(GetPlayerInput(INPUT_BUTTONS) & BT_ATTACK, "CRAFTINGMenu")
	TNT1 A 0 A_JumpIf(GetPlayerInput(INPUT_BUTTONS) & BT_USE, "CRAFTINGMenu")
	TNT1 A 0 A_PLAYSOUND("Crafting/pageflip",1)
	
//// BANDAGES	
	CRAFTBANDAGES:
	PIST F 0 A_JumpIfInventory("survivalkituses",1,2)
	PIST F 0 A_Jump(256,"kitbroke")
	
	TNT1 A 0 A_JumpIfInventory("startdualwield", 1, "SpecialAction")
	 SK1T G 1 a_overlay(4,"CraftBANDAGESOVERLAY")
	 TNT1 A 0 A_JumpIf(GetPlayerInput(INPUT_BUTTONS) & BT_ATTACK, "CRAFTBANDAGES")
	TNT1 A 0 A_JumpIf(GetPlayerInput(INPUT_BUTTONS) & BT_USE, "CRAFTBANDAGES")
	TNT1 A 0 A_JumpIf(GetPlayerInput(INPUT_BUTTONS) & BT_back, "CRAFTBANDAGES")
	TNT1 A 0 A_JumpIf(GetPlayerInput(INPUT_BUTTONS) & BT_forward, "CRAFTBANDAGES")
	
	CRAFTBANDAGESloop:
	SK1T G 1 a_overlay(4,"CRAFTBANDAGESOVERLAY")
	TNT1 A 0 SetPlayerProperty(0,1,0)
		
	TNT1 A 0 A_JumpIf(GetPlayerInput(INPUT_BUTTONS) & BT_forward, "CraftTRAP")
	TNT1 A 0 A_JumpIf(GetPlayerInput(INPUT_BUTTONS) & BT_back, "CRAFTARMOR")
	TNT1 A 0 A_jumpifinventory("Startdualwield",1,"SpecialAction")
		TNT1 A 0 A_JumpIfInventory("repairtoken", 1, "goingtoaction")
	TNT1 A 0 A_JumpIfInventory("weargasmask", 1, "goingtoaction")
	TNT1 A 0 A_JumpIfInventory("removegasmask", 1, "goingtoaction")
	TNT1 A 0 A_JumpIfInventory("battledrugtoken",1,"goingtoaction")
	TNT1 A 0 A_JumpIfInventory("BANDAGETOKEN",1,"goingtoaction")
	TNT1 A 0 A_JumpIf(GetPlayerInput(INPUT_BUTTONS) & BT_ATTACK, "CraftingBANDAGES")
	TNT1 A 0 A_JumpIf(GetPlayerInput(INPUT_BUTTONS) & BT_ALTATTACK, "mainmenu")
	TNT1 A 0 A_JumpIf(GetPlayerInput(INPUT_BUTTONS) & BT_USE, "CraftingBANDAGES")
	loop	
	
	CraftingBANDAGES:
	SK1T G 1 a_overlay(4,"CraftBANDAGESOVERLAY")
	TNT1 A 0 A_JumpIfinventory("FABRIC",2,2)
	TNT1 A 0 A_log("$NOMATS")
	goto CRAFTBANDAGES
	TNT1 A 0 A_takeinventory("FABRIC",2)
	TNT1 A 0 A_takeinventory("survivalkituses",1)
	TNT1 A 0 A_giveinventory("BANDAGES",1)
	TNT1 A 0 A_log("$CRAFTED")
	TNT1 A 0 A_PLAYSOUND("CLOTHPK")
	SK1T GGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGG 1 a_overlay(4,"CraftBANDAGESOVERLAY")
	goto CRAFTBANDAGES 
	
//// ARMOR
	CRAFTARMOR:
	PIST F 0 A_JumpIfInventory("survivalkituses",1,2)
	PIST F 0 A_Jump(256,"kitbroke")
	
	TNT1 A 0 A_JumpIfInventory("startdualwield", 1, "SpecialAction")
	 SK1T G 1 a_overlay(4,"CraftARMOROVERLAY")
	 TNT1 A 0 A_JumpIf(GetPlayerInput(INPUT_BUTTONS) & BT_ATTACK, "CRAFTARMOR")
	TNT1 A 0 A_JumpIf(GetPlayerInput(INPUT_BUTTONS) & BT_USE, "CRAFTARMOR")
	TNT1 A 0 A_JumpIf(GetPlayerInput(INPUT_BUTTONS) & BT_back, "CRAFTARMOR")
	TNT1 A 0 A_JumpIf(GetPlayerInput(INPUT_BUTTONS) & BT_forward, "CRAFTARMOR")
	
	CRAFTARMORloop:
	SK1T G 1 a_overlay(4,"CRAFTARMOROVERLAY")
	TNT1 A 0 SetPlayerProperty(0,1,0)
		
	TNT1 A 0 A_JumpIf(GetPlayerInput(INPUT_BUTTONS) & BT_forward, "CraftBANDAGES")
	TNT1 A 0 A_JumpIf(GetPlayerInput(INPUT_BUTTONS) & BT_back, "CRAFTFLARES")
	TNT1 A 0 A_jumpifinventory("Startdualwield",1,"SpecialAction")
		TNT1 A 0 A_JumpIfInventory("repairtoken", 1, "goingtoaction")
	TNT1 A 0 A_JumpIfInventory("weargasmask", 1, "goingtoaction")
	TNT1 A 0 A_JumpIfInventory("removegasmask", 1, "goingtoaction")
	TNT1 A 0 A_JumpIfInventory("battledrugtoken",1,"goingtoaction")
	TNT1 A 0 A_JumpIfInventory("BANDAGETOKEN",1,"goingtoaction")
	TNT1 A 0 A_JumpIf(GetPlayerInput(INPUT_BUTTONS) & BT_ATTACK, "CraftingARMOR")
	TNT1 A 0 A_JumpIf(GetPlayerInput(INPUT_BUTTONS) & BT_ALTATTACK, "mainmenu")
	TNT1 A 0 A_JumpIf(GetPlayerInput(INPUT_BUTTONS) & BT_USE, "CraftingARMOR")
	loop	
	
	CraftingARMOR:
	SK1T G 1 a_overlay(4,"CraftARMOROVERLAY")
	TNT1 A 0 A_JumpIfinventory("FABRIC",2,2)
	TNT1 A 0 A_log("$NOMATS")
	goto CRAFTARMOR 
	TNT1 A 0 A_JumpIfinventory("SCRAPMETAL",3,2)
	TNT1 A 0 A_log("$NOMATS")
	goto CRAFTARMOR 
	TNT1 A 0 A_takeinventory("FABRIC",2)
	TNT1 A 0 A_takeinventory("SCRAPMETAL",3)
	TNT1 A 0 A_takeinventory("survivalkituses",1)
	TNT1 A 0 A_GiveInventory("ArmorUniform")
	TNT1 A 0 A_GiveInventory("ArmorBoots")
	TNT1 A 0 A_log("$CRAFTED")
	TNT1 A 0 A_PLAYSOUND("ARMRPK")
	SK1T GGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGG 1 a_overlay(4,"CraftARMOROVERLAY")
	goto CRAFTARMOR 
	
//// FLARES
	CRAFTFLARES:
	PIST F 0 A_JumpIfInventory("survivalkituses",1,2)
	PIST F 0 A_Jump(256,"kitbroke")
	
	TNT1 A 0 A_JumpIfInventory("startdualwield", 1, "SpecialAction")
	 SK1T G 1 a_overlay(4,"CraftFLARESOVERLAY")
	 TNT1 A 0 A_JumpIf(GetPlayerInput(INPUT_BUTTONS) & BT_ATTACK, "CRAFTFLARES")
	TNT1 A 0 A_JumpIf(GetPlayerInput(INPUT_BUTTONS) & BT_USE, "CRAFTFLARES")
	TNT1 A 0 A_JumpIf(GetPlayerInput(INPUT_BUTTONS) & BT_back, "CRAFTFLARES")
	TNT1 A 0 A_JumpIf(GetPlayerInput(INPUT_BUTTONS) & BT_forward, "CRAFTFLARES")
	
	CRAFTFLARESloop:
	SK1T G 1 a_overlay(4,"CRAFTFLARESOVERLAY")
	TNT1 A 0 SetPlayerProperty(0,1,0)
		
	TNT1 A 0 A_JumpIf(GetPlayerInput(INPUT_BUTTONS) & BT_forward, "CraftARMOR")
	TNT1 A 0 A_JumpIf(GetPlayerInput(INPUT_BUTTONS) & BT_back, "CRAFTKNIFE")
	TNT1 A 0 A_jumpifinventory("Startdualwield",1,"SpecialAction")
		TNT1 A 0 A_JumpIfInventory("repairtoken", 1, "goingtoaction")
	TNT1 A 0 A_JumpIfInventory("weargasmask", 1, "goingtoaction")
	TNT1 A 0 A_JumpIfInventory("removegasmask", 1, "goingtoaction")
	TNT1 A 0 A_JumpIfInventory("battledrugtoken",1,"goingtoaction")
	TNT1 A 0 A_JumpIfInventory("BANDAGETOKEN",1,"goingtoaction")
	TNT1 A 0 A_JumpIf(GetPlayerInput(INPUT_BUTTONS) & BT_ATTACK, "CraftingFLARES")
	TNT1 A 0 A_JumpIf(GetPlayerInput(INPUT_BUTTONS) & BT_ALTATTACK, "mainmenu")
	TNT1 A 0 A_JumpIf(GetPlayerInput(INPUT_BUTTONS) & BT_USE, "CraftingFLARES")
	loop	
	
	CraftingFLARES:
	TNT1 A 0 A_JumpIfinventory("ISSURVIVALISTCLASS",1,2)
	TNT1 A 0 A_log("$SURVIVALISTONLY")
	goto CRAFTFLARES
	SK1T G 1 a_overlay(4,"CraftFLARESOVERLAY")
	TNT1 A 0 A_JumpIfinventory("FABRIC",1,2)
	TNT1 A 0 A_log("$NOMATS")
	goto CRAFTFLARES
	TNT1 A 0 A_JumpIfinventory("SCRAPMETAL",1,2)
	TNT1 A 0 A_log("$NOMATS")
	goto CRAFTFLARES
	TNT1 A 0 A_JumpIfinventory("GUNPOWDER",1,2)
	TNT1 A 0 A_log("$NOMATS")
	goto CRAFTFLARES
	
	TNT1 A 0 A_takeinventory("FABRIC",1)
	TNT1 A 0 A_takeinventory("GUNPOWDER",1)
	TNT1 A 0 A_takeinventory("SCRAPMETAL",1)
	TNT1 A 0 A_takeinventory("survivalkituses",1)
	TNT1 A 0 A_giveinventory("FLARE",5)
	TNT1 A 0 A_log("$CRAFTED")
	TNT1 A 0 A_PLAYSOUND("ELECTRPK")
	SK1T GGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGG 1 a_overlay(4,"CraftFLARESOVERLAY")
	goto CRAFTFLARES 
	
//// KNIFE
	CRAFTKNIFE:
	PIST F 0 A_JumpIfInventory("survivalkituses",1,2)
	PIST F 0 A_Jump(256,"kitbroke")
	
	TNT1 A 0 A_JumpIfInventory("startdualwield", 1, "SpecialAction")
	 SK1T G 1 a_overlay(4,"CraftKNIFEOVERLAY")
	 TNT1 A 0 A_JumpIf(GetPlayerInput(INPUT_BUTTONS) & BT_ATTACK, "CRAFTKNIFE")
	TNT1 A 0 A_JumpIf(GetPlayerInput(INPUT_BUTTONS) & BT_USE, "CRAFTKNIFE")
	TNT1 A 0 A_JumpIf(GetPlayerInput(INPUT_BUTTONS) & BT_back, "CRAFTKNIFE")
	TNT1 A 0 A_JumpIf(GetPlayerInput(INPUT_BUTTONS) & BT_forward, "CRAFTKNIFE")
	
	CRAFTKNIFEloop:
	SK1T G 1 a_overlay(4,"CRAFTKNIFEOVERLAY")
	TNT1 A 0 SetPlayerProperty(0,1,0)
		
	TNT1 A 0 A_JumpIf(GetPlayerInput(INPUT_BUTTONS) & BT_forward, "CraftFLARES")
	TNT1 A 0 A_JumpIf(GetPlayerInput(INPUT_BUTTONS) & BT_back, "CRAFTBACKPACK")
	TNT1 A 0 A_jumpifinventory("Startdualwield",1,"SpecialAction")
		TNT1 A 0 A_JumpIfInventory("repairtoken", 1, "goingtoaction")
	TNT1 A 0 A_JumpIfInventory("weargasmask", 1, "goingtoaction")
	TNT1 A 0 A_JumpIfInventory("removegasmask", 1, "goingtoaction")
	TNT1 A 0 A_JumpIfInventory("battledrugtoken",1,"goingtoaction")
	TNT1 A 0 A_JumpIfInventory("BANDAGETOKEN",1,"goingtoaction")
	TNT1 A 0 A_JumpIf(GetPlayerInput(INPUT_BUTTONS) & BT_ATTACK, "CraftingKNIFE")
	TNT1 A 0 A_JumpIf(GetPlayerInput(INPUT_BUTTONS) & BT_ALTATTACK, "mainmenu")
	TNT1 A 0 A_JumpIf(GetPlayerInput(INPUT_BUTTONS) & BT_USE, "CraftingKNIFE")
	loop	
	
	CraftingKNIFE:
	SK1T G 1 a_overlay(4,"CraftKNIFEOVERLAY")
	TNT1 A 0 A_JumpIfinventory("FABRIC",2,2)
	TNT1 A 0 A_log("$NOMATS")
	goto CRAFTKNIFE
	TNT1 A 0 A_JumpIfinventory("SCRAPMETAL",2,2)
	TNT1 A 0 A_log("$NOMATS")
	goto CRAFTKNIFE
	TNT1 A 0 A_takeinventory("FABRIC",2)
	TNT1 A 0 A_takeinventory("SCRAPMETAL",2)
	TNT1 A 0 A_takeinventory("survivalkituses",1)
	TNT1 A 0 A_giveinventory("KNIFENEW",1)
	TNT1 A 0 A_log("$CRAFTED")
	TNT1 A 0 A_PLAYSOUND("KNIFEPKP")
	SK1T GGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGG 1 a_overlay(4,"CraftKNIFEOVERLAY")
	goto CRAFTKNIFE 

//// BACKPACK
	CRAFTBACKPACK:
	PIST F 0 A_JumpIfInventory("survivalkituses",1,2)
	PIST F 0 A_Jump(256,"kitbroke")
	
	TNT1 A 0 A_JumpIfInventory("startdualwield", 1, "SpecialAction")
	 SK1T G 1 a_overlay(4,"CraftBACKPACKOVERLAY")
	 TNT1 A 0 A_JumpIf(GetPlayerInput(INPUT_BUTTONS) & BT_ATTACK, "CRAFTBACKPACK")
	TNT1 A 0 A_JumpIf(GetPlayerInput(INPUT_BUTTONS) & BT_USE, "CRAFTBACKPACK")
	TNT1 A 0 A_JumpIf(GetPlayerInput(INPUT_BUTTONS) & BT_back, "CRAFTBACKPACK")
	TNT1 A 0 A_JumpIf(GetPlayerInput(INPUT_BUTTONS) & BT_forward, "CRAFTBACKPACK")
	
	CRAFTBACKPACKloop:
	SK1T G 1 a_overlay(4,"CRAFTBACKPACKOVERLAY")
	TNT1 A 0 SetPlayerProperty(0,1,0)
		
	TNT1 A 0 A_JumpIf(GetPlayerInput(INPUT_BUTTONS) & BT_forward, "CraftKNIFE")
	TNT1 A 0 A_JumpIf(GetPlayerInput(INPUT_BUTTONS) & BT_back, "CRAFTANTIDOTE")
	TNT1 A 0 A_jumpifinventory("Startdualwield",1,"SpecialAction")
		TNT1 A 0 A_JumpIfInventory("repairtoken", 1, "goingtoaction")
	TNT1 A 0 A_JumpIfInventory("weargasmask", 1, "goingtoaction")
	TNT1 A 0 A_JumpIfInventory("removegasmask", 1, "goingtoaction")
	TNT1 A 0 A_JumpIfInventory("battledrugtoken",1,"goingtoaction")
	TNT1 A 0 A_JumpIfInventory("BANDAGETOKEN",1,"goingtoaction")
	TNT1 A 0 A_JumpIf(GetPlayerInput(INPUT_BUTTONS) & BT_ATTACK, "CraftingBACKPACK")
	TNT1 A 0 A_JumpIf(GetPlayerInput(INPUT_BUTTONS) & BT_ALTATTACK, "mainmenu")
	TNT1 A 0 A_JumpIf(GetPlayerInput(INPUT_BUTTONS) & BT_USE, "CraftingBACKPACK")
	loop	
	
	CraftingBACKPACK:
	SK1T G 1 a_overlay(4,"CraftBACKPACKOVERLAY")
	TNT1 A 0 A_JumpIfinventory("FABRIC",3,2)
	TNT1 A 0 A_log("$NOMATS")
	goto CRAFTBACKPACK
	TNT1 A 0 A_JumpIfinventory("SCRAPMETAL",2,2)
	TNT1 A 0 A_log("$NOMATS")
	goto CRAFTBACKPACK
	TNT1 A 0 A_takeinventory("FABRIC",3)
	TNT1 A 0 A_takeinventory("SCRAPMETAL",2)
	TNT1 A 0 A_takeinventory("survivalkituses",1)
	TNT1 A 0 A_giveinventory("EMPTYBACKPACK",1)
	TNT1 A 0 A_log("$CRAFTED")
	TNT1 A 0 A_PLAYSOUND("BACKPACK")
	SK1T GGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGG 1 a_overlay(4,"CraftBACKPACKOVERLAY")
	goto CRAFTBACKPACK 

//// ANTIDOTE
	CRAFTANTIDOTE:
	PIST F 0 A_JumpIfInventory("survivalkituses",1,2)
	PIST F 0 A_Jump(256,"kitbroke")
	
	TNT1 A 0 A_JumpIfInventory("startdualwield", 1, "SpecialAction")
	 SK1T G 1 a_overlay(4,"CraftANTIDOTEOVERLAY")
	 TNT1 A 0 A_JumpIf(GetPlayerInput(INPUT_BUTTONS) & BT_ATTACK, "CRAFTANTIDOTE")
	TNT1 A 0 A_JumpIf(GetPlayerInput(INPUT_BUTTONS) & BT_USE, "CRAFTANTIDOTE")
	TNT1 A 0 A_JumpIf(GetPlayerInput(INPUT_BUTTONS) & BT_back, "CRAFTANTIDOTE")
	TNT1 A 0 A_JumpIf(GetPlayerInput(INPUT_BUTTONS) & BT_forward, "CRAFTANTIDOTE")
	
	CRAFTANTIDOTEloop:
	SK1T G 1 a_overlay(4,"CRAFTANTIDOTEOVERLAY")
	TNT1 A 0 SetPlayerProperty(0,1,0)
		
	TNT1 A 0 A_JumpIf(GetPlayerInput(INPUT_BUTTONS) & BT_forward, "CraftBACKPACK")
	TNT1 A 0 A_JumpIf(GetPlayerInput(INPUT_BUTTONS) & BT_back, "CRAFTTOOLS")
	TNT1 A 0 A_jumpifinventory("Startdualwield",1,"SpecialAction")
		TNT1 A 0 A_JumpIfInventory("repairtoken", 1, "goingtoaction")
	TNT1 A 0 A_JumpIfInventory("weargasmask", 1, "goingtoaction")
	TNT1 A 0 A_JumpIfInventory("removegasmask", 1, "goingtoaction")
	TNT1 A 0 A_JumpIfInventory("battledrugtoken",1,"goingtoaction")
	TNT1 A 0 A_JumpIfInventory("BANDAGETOKEN",1,"goingtoaction")
	TNT1 A 0 A_JumpIf(GetPlayerInput(INPUT_BUTTONS) & BT_ATTACK, "CraftingANTIDOTE")
	TNT1 A 0 A_JumpIf(GetPlayerInput(INPUT_BUTTONS) & BT_ALTATTACK, "mainmenu")
	TNT1 A 0 A_JumpIf(GetPlayerInput(INPUT_BUTTONS) & BT_USE, "CraftingANTIDOTE")
	loop	
	
	CraftingANTIDOTE:
	SK1T G 1 a_overlay(4,"CraftANTIDOTEOVERLAY")
	TNT1 A 0 A_JumpIfinventory("IMPSPIKE",1,2)
	TNT1 A 0 A_log("$NOMATS")
	goto CRAFTANTIDOTE
	TNT1 A 0 A_JumpIfinventory("ACIDVIAL",1,2)
	TNT1 A 0 A_log("$NOMATS")
	goto CRAFTANTIDOTE
	TNT1 A 0 A_takeinventory("IMPSPIKE",1)
	TNT1 A 0 A_takeinventory("acidvial",1)
	TNT1 A 0 A_takeinventory("survivalkituses",1)
	TNT1 A 0 A_giveinventory("ANTIDOTESTIM",1)
	TNT1 A 0 A_log("$CRAFTED")
	TNT1 A 0 A_PLAYSOUND("GLVIALPK")
	SK1T GGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGG 1 a_overlay(4,"CraftANTIDOTEOVERLAY")
	goto CRAFTANTIDOTE 
	
//// TOOLS
	CRAFTTOOLS:
	PIST F 0 A_JumpIfInventory("survivalkituses",1,2)
	PIST F 0 A_Jump(256,"kitbroke")
	
	TNT1 A 0 A_JumpIfInventory("startdualwield", 1, "SpecialAction")
	 SK1T G 1 a_overlay(4,"CraftTOOLSOVERLAY")
	 TNT1 A 0 A_JumpIf(GetPlayerInput(INPUT_BUTTONS) & BT_ATTACK, "CRAFTTOOLS")
	TNT1 A 0 A_JumpIf(GetPlayerInput(INPUT_BUTTONS) & BT_USE, "CRAFTTOOLS")
	TNT1 A 0 A_JumpIf(GetPlayerInput(INPUT_BUTTONS) & BT_back, "CRAFTTOOLS")
	TNT1 A 0 A_JumpIf(GetPlayerInput(INPUT_BUTTONS) & BT_forward, "CRAFTTOOLS")
	
	CRAFTTOOLSloop:
	SK1T G 1 a_overlay(4,"CRAFTTOOLSOVERLAY")
	TNT1 A 0 SetPlayerProperty(0,1,0)
		
	TNT1 A 0 A_JumpIf(GetPlayerInput(INPUT_BUTTONS) & BT_forward, "CraftANTIDOTE")
	TNT1 A 0 A_JumpIf(GetPlayerInput(INPUT_BUTTONS) & BT_back, "CRAFTTRAP")
	TNT1 A 0 A_jumpifinventory("Startdualwield",1,"SpecialAction")
		TNT1 A 0 A_JumpIfInventory("repairtoken", 1, "goingtoaction")
	TNT1 A 0 A_JumpIfInventory("weargasmask", 1, "goingtoaction")
	TNT1 A 0 A_JumpIfInventory("removegasmask", 1, "goingtoaction")
	TNT1 A 0 A_JumpIfInventory("battledrugtoken",1,"goingtoaction")
	TNT1 A 0 A_JumpIfInventory("BANDAGETOKEN",1,"goingtoaction")
	TNT1 A 0 A_JumpIf(GetPlayerInput(INPUT_BUTTONS) & BT_ATTACK, "CraftingTOOLS")
	TNT1 A 0 A_JumpIf(GetPlayerInput(INPUT_BUTTONS) & BT_ALTATTACK, "mainmenu")
	TNT1 A 0 A_JumpIf(GetPlayerInput(INPUT_BUTTONS) & BT_USE, "CraftingTOOLS")
	loop	
	
	CraftingTOOLS:
	TNT1 A 0 A_JumpIfinventory("ISSURVIVALISTCLASS",1,2)
	TNT1 A 0 A_log("$SURVIVALISTONLY")
	goto CRAFTTOOLS
	SK1T G 1 a_overlay(4,"CraftTOOLSOVERLAY")
	TNT1 A 0 A_JumpIfinventory("FABRIC",1,2)
	TNT1 A 0 A_log("$NOMATS")
	goto CRAFTTOOLS
	TNT1 A 0 A_JumpIfinventory("SCRAPMETAL",1,2)
	TNT1 A 0 A_log("$NOMATS")
	goto CRAFTTOOLS
	TNT1 A 0 A_JumpIfinventory("ELECTRONICPARTS",1,2)
	TNT1 A 0 A_log("$NOMATS")
	goto CRAFTTOOLS
	TNT1 A 0 A_takeinventory("FABRIC",1)
	TNT1 A 0 A_takeinventory("ELECTRONICPARTS",1)
	TNT1 A 0 A_takeinventory("SCRAPMETAL",1)
	TNT1 A 0 A_giveinventory("SURVIVALKITUSES",8)
	TNT1 A 0 A_log("$CRAFTED")
	TNT1 A 0 A_PLAYSOUND("WIRECUT")
	SK1T GGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGG 1 a_overlay(4,"CraftTOOLSOVERLAY")
	goto CRAFTTOOLS 
	
//// BEAR TRAP
	CRAFTTRAP:
	PIST F 0 A_JumpIfInventory("survivalkituses",1,2)
	PIST F 0 A_Jump(256,"kitbroke")
	
	TNT1 A 0 A_JumpIfInventory("startdualwield", 1, "SpecialAction")
	 SK1T G 1 a_overlay(4,"CraftTRAPOVERLAY")
	 TNT1 A 0 A_JumpIf(GetPlayerInput(INPUT_BUTTONS) & BT_ATTACK, "CRAFTTRAP")
	TNT1 A 0 A_JumpIf(GetPlayerInput(INPUT_BUTTONS) & BT_USE, "CRAFTTRAP")
	TNT1 A 0 A_JumpIf(GetPlayerInput(INPUT_BUTTONS) & BT_back, "CRAFTTRAP")
	TNT1 A 0 A_JumpIf(GetPlayerInput(INPUT_BUTTONS) & BT_forward, "CRAFTTRAP")
	
	CRAFTTRAPloop:
	SK1T G 1 a_overlay(4,"CRAFTTRAPOVERLAY")
	TNT1 A 0 SetPlayerProperty(0,1,0)
		
	TNT1 A 0 A_JumpIf(GetPlayerInput(INPUT_BUTTONS) & BT_forward, "CraftTOOLS")
	TNT1 A 0 A_JumpIf(GetPlayerInput(INPUT_BUTTONS) & BT_back, "CRAFTBANDAGES")
	TNT1 A 0 A_jumpifinventory("Startdualwield",1,"SpecialAction")
		TNT1 A 0 A_JumpIfInventory("repairtoken", 1, "goingtoaction")
	TNT1 A 0 A_JumpIfInventory("weargasmask", 1, "goingtoaction")
	TNT1 A 0 A_JumpIfInventory("removegasmask", 1, "goingtoaction")
	TNT1 A 0 A_JumpIfInventory("battledrugtoken",1,"goingtoaction")
	TNT1 A 0 A_JumpIfInventory("BANDAGETOKEN",1,"goingtoaction")
	TNT1 A 0 A_JumpIf(GetPlayerInput(INPUT_BUTTONS) & BT_ATTACK, "CraftingTRAP")
	TNT1 A 0 A_JumpIf(GetPlayerInput(INPUT_BUTTONS) & BT_ALTATTACK, "mainmenu")
	TNT1 A 0 A_JumpIf(GetPlayerInput(INPUT_BUTTONS) & BT_USE, "CraftingTRAP")
	loop	
	
	CraftingTRAP:
	TNT1 A 0 A_JumpIfinventory("ISSURVIVALISTCLASS",1,2)
	TNT1 A 0 A_log("$SURVIVALISTONLY")
	goto CRAFTTRAP
	SK1T G 1 a_overlay(4,"CraftTRAPOVERLAY")
	TNT1 A 0 A_JumpIfinventory("SCRAPMETAL",2,2)
	TNT1 A 0 A_log("$NOMATS")
	goto CRAFTTRAP
	TNT1 A 0 A_takeinventory("SCRAPMETAL",2)
	TNT1 A 0 A_takeinventory("survivalkituses",1)
	TNT1 A 0 A_giveinventory("BEARTRAP",1)
	TNT1 A 0 A_log("$CRAFTED")
	TNT1 A 0 A_PLAYSOUND("Claymore/Place")
	SK1T GGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGG 1 a_overlay(4,"CraftTRAPOVERLAY")
	goto CRAFTTRAP 
	
///////////////////////////////////////		
///////////////////////////////////////		

////		IMPROVISED CRAFTING OVERLAYS

Craftbase:
	SKI7 A 2 A_WEAPONREADY(WRF_NOFIRE | WRF_NOBOB)
	STOP

CraftBANDAGESOVERLAY:
	TNT1 A 0 acs_namedexecute("SURVKITMATS",0)
	SKI7 B 2 a_overlay(3,"Craftbase")
	stop	
	
CraftARMOROVERLAY:
	TNT1 A 0 acs_namedexecute("SURVKITMATS",0)
	SKI7 C 2 a_overlay(3,"Craftbase")
	stop	
	
CraftFLARESOVERLAY:
	TNT1 A 0 acs_namedexecute("SURVKITMATS",0)
	SKI7 D 2 a_overlay(3,"Craftbase")
	stop	
	
CraftKNIFEOVERLAY:
	TNT1 A 0 acs_namedexecute("SURVKITMATS",0)
	SKI7 H 2 a_overlay(3,"Craftbase")
	stop	
	
CraftBACKPACKOVERLAY:
	TNT1 A 0 acs_namedexecute("SURVKITMATS",0)
	SKI7 I 2 a_overlay(3,"Craftbase")
	stop	
	
CraftANTIDOTEOVERLAY:
	TNT1 A 0 acs_namedexecute("SURVKITMATS",0)
	SKI7 E 2 a_overlay(3,"Craftbase")
	stop	
	
CraftTOOLSOVERLAY:
	TNT1 A 0 acs_namedexecute("SURVKITMATS",0)
	SKI7 F 2 a_overlay(3,"Craftbase")
	stop	
	
CraftTRAPOVERLAY:
	TNT1 A 0 acs_namedexecute("SURVKITMATS",0)
	SKI7 G 2 a_overlay(3,"Craftbase")
	stop	

  }
}

//// MENU TOKENS
ACTOR READINGKIT : Inventory {Inventory.MaxAmount 1}

ACTOR Repairchecked : Inventory {Inventory.MaxAmount 1}
ACTOR Craftingchecked : Inventory {Inventory.MaxAmount 1}
ACTOR Dismantlechecked : Inventory {Inventory.MaxAmount 1}
ACTOR Ammochecked : Inventory {Inventory.MaxAmount 1}

ACTOR REPAIRMODE : Inventory {Inventory.MaxAmount 1}

ACTOR Disarm: FastProjectile
{
	Radius 4
	Height 14
	DamageType Disarm
	+MISSILE
	+FORCEXYBILLBOARD
	+FORCERADIUSDMG
	+BLOODSPLATTER
	+FORCEPAIN
	+spectral
	RenderStyle Add
	Alpha 0.6
    Damage (random(1,1))
    Speed 60
	SeeSound "none"
	DeathSound "none"
	decal "none"
	Scale 0.01
	States
	{
	Spawn:
		TNT1 A 0
		TNT1 A 1 BRIGHT
		Stop
	Death:
		TNT1 A 0 a_explode(1,20,0,0,20,0,0,"bulletpuff","disarm")
		Stop
  }
}