
///////////////////////////////////////////////////////////// 					BROKEN WEAPONS			 ///////////////////////////////////
actor hasbeendropped : inventory {inventory.maxamount 1}	

actor BrokenPistol
{
scale 0.25
 radius 5
 height 5
 +THRUACTORS 
 +FORCEXYBILLBOARD +invulnerable 
 +SHOOTABLE 
 
 +NOBLOOD
  species "dismantleable"
  states
  {
  Spawn:
     PIST Z 0
	 "####" "#" 0  A_ChangeFlag("XFLIP",random(0,1))
STAY:	
	PIST Z 1
	TNT1 A 0 a_jumpifinventory("removeingredient",1,"Dismantle")
	loop

Dismantle:
	TNT1 A 0 A_spawnitem("pistolpart2",1)
	TNT1 A 0 A_jumpifinventory("hasbeendropped",1,1)
	goto chanceforammo
	TNT1 A 0 
	stop
ChanceforAmmo:
	TNT1 A 0 A_jump(80,1)
	stop
	TNT1 A 0 A_spawnitem("clip1",1)
	TNT1 A 0 a_print("There was still some functional ammo stuck in it!")
	stop
	}}
	
actor BrokenRevolver
{
scale 0.4
 radius 5
 height 5
 +THRUACTORS +FORCEXYBILLBOARD +invulnerable +SHOOTABLE   +NOBLOOD
  species "dismantleable"
  states
  {
  Spawn:
     TNT1 A 0
	 "####" "#" 0  A_ChangeFlag("XFLIP",random(0,1))
STAY:	
	RVIC Z 1 a_jumpifinventory("removeingredient",1,"Dismantle")
	loop

Dismantle:
	TNT1 A 0 A_spawnitem("REVOLVERpart2",1)
	TNT1 A 0 A_jumpifinventory("hasbeendropped",1,1)
	goto chanceforammo
	TNT1 A 0
	stop
ChanceforAmmo:
	TNT1 A 0 A_jump(80,1)
	stop
	TNT1 A 0 A_spawnitem("50AMMO",1)
	TNT1 A 0 a_print("There was still some functional ammo stuck in it!")
	stop
	}}

actor BrokenSMG
{
scale 0.57
 radius 8
 height 8

 +THRUACTORS +FORCEXYBILLBOARD +invulnerable +SHOOTABLE   +NOBLOOD
  species "dismantleable"
  states
  {
  Spawn:
     TNT1 A 0
	 "####" "#" 0  A_ChangeFlag("XFLIP",random(0,1))
STAY:	
	SMGZ Z 1 a_jumpifinventory("removeingredient",1,"Dismantle")
	loop

Dismantle:
	TNT1 A 0 A_spawnitem("SMGpart2",1)
	TNT1 A 0 A_jumpifinventory("hasbeendropped",1,1)
	goto chanceforammo
	TNT1 A 0
	stop
ChanceforAmmo:
	TNT1 A 0 A_jump(150,1)
	stop
	TNT1 A 0 A_spawnitem("clip1",1)
	TNT1 A 0 a_print("There was still some functional ammo stuck in it!")
	stop
	}}
	
actor BrokenShotgun
{
Yscale 0.51
XSCALE 0.49
 radius 20
 height 20

 +THRUACTORS +FORCEXYBILLBOARD +invulnerable +SHOOTABLE   +NOBLOOD
  species "dismantleable"
  states
  {
  Spawn:
     TNT1 A 0
	 "####" "#" 0  A_ChangeFlag("XFLIP",random(0,1))
STAY:	
	SGNW Z 1 a_jumpifinventory("removeingredient",1,"Dismantle")
	loop

Dismantle:
	TNT1 A 0 A_spawnitem("SHOTGUNpart2",1)
	TNT1 A 0 A_jumpifinventory("hasbeendropped",1,1)
	goto chanceforammo
	TNT1 A 0
	stop
ChanceforAmmo:
	TNT1 A 0 A_jump(60,1)
	stop
	TNT1 A 0 a_print("There was still some functional ammo stuck in it!")
	TNT1 A 0 A_jump(50,2)
	TNT1 A 0 A_spawnitem("AMMOSHELLSMALL",1)
	STOP
	TNT1 A 0 A_spawnitem("AMMOSHELL",1)
	stop
	}}
	
actor BrokenASG
{
scale 0.39
 radius 20
 height 20

 +THRUACTORS +FORCEXYBILLBOARD +invulnerable +SHOOTABLE   +NOBLOOD
  species "dismantleable"
  states
  {
  Spawn:
     TNT1 A 0
	 "####" "#" 0  A_ChangeFlag("XFLIP",random(0,1))
STAY:	
	A12P Z 1 a_jumpifinventory("removeingredient",1,"Dismantle")
	loop

Dismantle:
	TNT1 A 0 A_spawnitem("ASGpart2",1)
	TNT1 A 0 A_jumpifinventory("hasbeendropped",1,1)
	goto chanceforammo
	TNT1 A 0
	stop
ChanceforAmmo:
	TNT1 A 0 A_jump(80,1)
	stop
	TNT1 A 0 a_print("There was still some functional ammo stuck in it!")
	TNT1 A 0 A_jump(80,2)
	TNT1 A 0 A_spawnitem("AMMOSHELLSMALL",1)
	STOP
	TNT1 A 0 A_spawnitem("AMMOSHELL",1)
	stop
	}}
	
actor BrokenRifle
{
scale 0.4
 radius 20
 height 20

 +THRUACTORS +FORCEXYBILLBOARD +invulnerable +SHOOTABLE   +NOBLOOD
  species "dismantleable"
  states
  {
  Spawn:
     TNT1 A 0
	 "####" "#" 0  A_ChangeFlag("XFLIP",random(0,1))
STAY:	
	BADP Z 1 a_jumpifinventory("removeingredient",1,"Dismantle")
	loop

Dismantle:
	TNT1 A 0 A_spawnitem("riflepart2",1)
	TNT1 A 0 A_jumpifinventory("hasbeendropped",1,1)
	goto chanceforammo
	TNT1 A 0
	stop
ChanceforAmmo:
	TNT1 A 0 A_jump(75,1)
	stop
	TNT1 A 0 a_print("There was still some functional ammo stuck in it!")
	TNT1 A 0 A_jump(75,2)
	TNT1 A 0 A_spawnitem("clip3",1)
	STOP
	TNT1 A 0 A_spawnitem("clip2",1)
	stop
	}}

actor BrokenMMG
{
scale 0.45
 radius 24
 height 24

 +THRUACTORS +FORCEXYBILLBOARD +invulnerable +SHOOTABLE   +NOBLOOD
  species "dismantleable"
  states
  {
  Spawn:
     TNT1 A 0
	 "####" "#" 0  A_ChangeFlag("XFLIP",random(0,1))
STAY:	
	MGN2 Z 1 a_jumpifinventory("removeingredient",1,"Dismantle")
	loop

Dismantle:
	TNT1 A 0 A_spawnitem("mmgpart2",1)
	TNT1 A 0 A_jumpifinventory("hasbeendropped",1,1)
	goto chanceforammo
	TNT1 A 0
	stop
ChanceforAmmo:
	TNT1 A 0 A_jump(80,1)
	stop
	TNT1 A 0 a_print("There was still some functional ammo stuck in it!")
	TNT1 A 0 A_spawnitem("CLIPbox3",1)
	stop
	}}

actor BrokenMINIGUN
{
scale 0.8
 radius 24
 height 24

 +THRUACTORS +FORCEXYBILLBOARD +invulnerable +SHOOTABLE  +NOBLOOD
  species "dismantleable"
  states
  {
  Spawn:
     TNT1 A 0
	 "####" "#" 0  A_ChangeFlag("XFLIP",random(0,1))
STAY:	
	MGUN Z 1 a_jumpifinventory("removeingredient",1,"Dismantle")
	loop

Dismantle:
	TNT1 A 0 A_spawnitem("minigunpart2",1)
	TNT1 A 0 A_jumpifinventory("hasbeendropped",1,1)
	goto chanceforammo
	TNT1 A 0
	stop
ChanceforAmmo:
	TNT1 A 0 A_jump(60,1)
	stop
	TNT1 A 0 a_print("There was still some functional ammo stuck in it!")
	TNT1 A 0 A_spawnitem("minigunammodropped",1)
	stop
	}}
	
actor BrokenPLASMAGUN
{
 scale 0.24
 radius 24
 height 24

 +THRUACTORS +FORCEXYBILLBOARD +invulnerable +SHOOTABLE   +NOBLOOD
  species "dismantleable"
  states
  {
  Spawn:
     TNT1 A 0
	 "####" "#" 0  A_ChangeFlag("XFLIP",random(0,1))
STAY:	
	PLAS Z 1 a_jumpifinventory("removeingredient",1,"Dismantle")
	loop

Dismantle:
	TNT1 A 0 A_spawnitem("electronicparts",1)
	TNT1 A 0 A_jumpifinventory("hasbeendropped",1,1)
	goto chanceforammo
	TNT1 A 0
	stop
ChanceforAmmo:
	TNT1 A 0 A_jump(150,1)
	stop
	TNT1 A 0 a_print("You somehow managed to save its energy cell!")
	TNT1 A 0 A_spawnitem("ammocell",1)
	stop
	}}
	
actor BrokenPLASMALANCE
{
 scale 0.24
 radius 24
 height 24

 +THRUACTORS +FORCEXYBILLBOARD +invulnerable +SHOOTABLE   +NOBLOOD
  species "dismantleable"
  states
  {
  Spawn:
     TNT1 A 0
	 "####" "#" 0  A_ChangeFlag("XFLIP",random(0,1))
STAY:	
	SNPP Z 1 a_jumpifinventory("removeingredient",1,"Dismantle")
	loop
	 
Dismantle:
	TNT1 A 0 A_spawnitem("electronicparts",1)
	TNT1 A 0 A_jumpifinventory("hasbeendropped",1,1)
	goto chanceforammo
	TNT1 A 0
	stop
ChanceforAmmo:
	TNT1 A 0 A_jump(200,1)
	stop
	TNT1 A 0 a_print("You somehow managed to save its energy cell!")
	TNT1 A 0 A_spawnitem("ammocell",1)
	stop
	}}
	
actor BrokenSSG
{
 scale 0.35
 radius 24
 height 24

 +THRUACTORS +FORCEXYBILLBOARD +invulnerable +SHOOTABLE   +NOBLOOD
  species "dismantleable"
  states
  {
  Spawn:
     TNT1 A 0
	 "####" "#" 0  A_ChangeFlag("XFLIP",random(0,1))
STAY:	
	SOSP Z 1 a_jumpifinventory("removeingredient",1,"Dismantle")
	loop

Dismantle:
	TNT1 A 0 a_print("You managed to free some demonic adrenaline lingering inside the weapon!")
	TNT1 AAAA 0 A_SpawnItemEx("HealthPlusFatalityBonus", 0, 0, 5, random (-1, 1), random (-1, 1), 8)
	stop
	}}
	
actor BrokenROCKET
{
SCALE 0.345
 radius 24
 height 24

 +THRUACTORS +FORCEXYBILLBOARD +invulnerable +SHOOTABLE   +NOBLOOD
  species "dismantleable"
  states
  {
  Spawn:
     TNT1 A 0
	 "####" "#" 0  A_ChangeFlag("XFLIP",random(0,1))
STAY:	
	RLAU Z 1 a_jumpifinventory("removeingredient",1,"Dismantle")
	loop

Dismantle:
	TNT1 A 0 A_spawnitem("RLpart2",1)
	TNT1 A 0 A_jumpifinventory("hasbeendropped",1,1)
	goto chanceforammo
	TNT1 A 0
	stop
ChanceforAmmo:
	TNT1 A 0 A_jump(40,1)
	stop
	TNT1 A 0 a_print("There was still a functional rocket stuck in it!")
	TNT1 A 0 A_spawnitem("ammorocket",1)
	stop
	}}
	
actor BrokenGL 
{
 scale 0.348
 radius 24
 height 24

 +THRUACTORS +FORCEXYBILLBOARD +invulnerable +SHOOTABLE   +NOBLOOD
  species "dismantleable"
  states
  {
  Spawn:
     TNT1 A 0
	 "####" "#" 0  A_ChangeFlag("XFLIP",random(0,1))
STAY:	
	GLAP Z 1 a_jumpifinventory("removeingredient",1,"Dismantle")
	loop

Dismantle:
	TNT1 A 0 A_spawnitem("GLpart2",1)
	TNT1 A 0 A_jumpifinventory("hasbeendropped",1,1)
	goto chanceforammo
	TNT1 A 0
	stop
ChanceforAmmo:
	TNT1 A 0 A_jump(75,1)
	stop
	TNT1 A 0 a_print("There was still some functional ammo stuck in it!")
	TNT1 A 0 A_spawnitem("grenadeammo",1)
	stop
	}}

//// Melee
	
ACTOR BrokenAxe
{
	scale 0.5
	+rollsprite
	+rollcenter
	+touchy
	+missile
	+thruactors
	Species "marines"
	 +THRUACTORS +FORCEXYBILLBOARD +invulnerable +SHOOTABLE   +NOBLOOD
	 species "dismantleable"
	States
	{
	Spawn:
		TNT1 A 0  nodelay a_spawnitemex("axehandle",0,-2,0,random(-1,1),random(-1,-3),2)
	Fly:
		BRAX AAAAAAAAAAAA 2 a_setroll(roll+45)
	Death:
		BRAX A 3 a_setroll(15)
		BRAX A 3 a_setroll(-15)
		BRAX A 3 a_setroll(15)
		BRAX A 3 a_setroll(-15)
		BRAX A 1 a_setroll(-10)
	Waiting:
		BRAX A 1 a_checkproximity("Dismantle","Disarm",30,1)
		loop
	
	Dismantle:
	TNT1 A 0 A_spawnitem("scrapmetal",1)
	stop

	}
}

ACTOR AxeHandle : BrokenAxe
{
-shootable
	States
	{
	Spawn:
		TNT1 A 0 
	Fly:
		BRAX BBBBBBBBBBBB 2 a_setroll(roll-45)
	Death:
		BRAX B 3 a_setroll(15)
		BRAX B 3 a_setroll(-15)
		BRAX B 3 a_setroll(15)
		BRAX B 3 a_setroll(-15)
		BRAX B 1 a_setroll(15)
		BRAX B -1
		stop
	}
}

ACTOR BrokenKnife
{
	PROJECTILE
	-NOGRAVITY
	+thruactors
	scale 0.15
	+ROLLSPRITE
	+ROLLCENTER
	Bouncetype Doom
	BounceFactor 0.5
	Speed 4
	BounceSound "TINK1"
	+FORCEXYBILLBOARD +invulnerable +SHOOTABLE 
	States
	{
	Spawn:
		BRKN A -1 NODELAY A_ChangeFlag("XFLIP",random(0,1))
		stop
	Death:
		"####" "#" -1 //{ A_SetRoll(Randompick(0,180); A_ChangeFlag("XFLIP",random(0,1)); }
		stop
	}
}	
ACTOR BrokenKnife2: BrokenKnife
{
	scale 0.15
	Speed 2
	States
	{
	Spawn:
		BRKN B -1 NODELAY A_ChangeFlag("XFLIP",random(0,1))
		stop
	}
}	
ACTOR BrokenKnife3: BrokenKnife
{
	scale 0.15
	Speed 2
	States
	{
	Spawn:
		BRKN C -1 NODELAY A_ChangeFlag("XFLIP",random(0,1))
		stop
	}
}	

///////////////////////////////////////////////////////////// 					WEAPON PARTS			 ///////////////////////////////////
actor WeaponPartBase : custominventory
{
 scale 0.13
 radius 24
 height 24
 +FORCEXYBILLBOARD +invulnerable +SHOOTABLE 
 inventory.pickupsound"METALPK"
 inventory.pickupmessage""
  states
  {
  Spawn:
     TNT1 A 0
	WPAR T -1
	stop
	
Pickup:
	TNT1 A 0 
	 stop
	}}

actor PistolPart : inventory {inventory.maxamount 2}	
actor PistolPart2 : WeaponPartBase
{
 tag"Pistol parts"
states
	{
Pickup:
	TNT1 A 0 A_giveinventory("PistolPart",1)
	TNT1 A 0 A_jumpifinventory("pistolpart",2,"merge")
	TNT1 A 0 A_log("$PISTOLPART1")
	Stop
Merge:
	TNT1 A 0 A_takeinventory("pistolpart",2)
	TNT1 A 0 A_jumpifinventory("brutalpistol",1,"repair")
	TNT1 A 0 A_giveinventory("brutalpistol",1)
	TNT1 A 0 A_giveinventory("pistoldurability",5)
	TNT1 A 0 A_log("$PISTOLPART2")
	stop
Repair:
	TNT1 A 0 A_giveinventory("pistoldurability",50)
	TNT1 A 0 A_log("$PISTOLPARTrepair")
	stop
}}

actor revolverPart : inventory {inventory.maxamount 2}	
actor RevolverPart2 : WeaponPartBase
{
 tag"Revolver parts"
states
	{
Pickup:
	TNT1 A 0 A_giveinventory("revolverPart",1)
	TNT1 A 0 A_jumpifinventory("revolverpart",2,"merge")
	TNT1 A 0 A_log("$revolverPART1")
	Stop
Merge:
	TNT1 A 0 A_takeinventory("revolverpart",2)
	TNT1 A 0 A_jumpifinventory("revolver",1,"repair")
	
	TNT1 A 0 A_giveinventory("revolver",1)
	TNT1 A 0 A_giveinventory("revolverdurability",5)
	TNT1 A 0 A_log("$revolverPART2")
	stop
Repair:
	TNT1 A 0 A_giveinventory("revolverdurability",30)
	TNT1 A 0 A_log("$revolverPARTrepair")
	stop
}}

actor SMGPART : inventory {inventory.maxamount 2}	
actor SMGPART2 : WeaponPartBase
{
 tag"SMG parts"
states
	{
Pickup:
	TNT1 A 0 A_giveinventory("SMGPART",1)
	TNT1 A 0 A_jumpifinventory("SMGPART",2,"merge")
	TNT1 A 0 A_log("$SMGPART1")
	Stop
Merge:
	TNT1 A 0 A_takeinventory("SMGPART",2)
	TNT1 A 0 A_jumpifinventory("brutalsmg",1,"repair")
	
	TNT1 A 0 A_giveinventory("brutalsmg",1)
	TNT1 A 0 A_giveinventory("smgdurability",5)
	TNT1 A 0 A_log("$SMGPART2")
	stop
Repair:
	TNT1 A 0 A_giveinventory("smgdurability",40)
	TNT1 A 0 A_log("$SMGPARTrepair")
	stop
}}

actor shotgunPart : inventory {inventory.maxamount 3}	
actor ShotgunPart2 : WeaponPartBase
{
 tag"Pump Shotgun parts"
states
	{
Pickup:
	TNT1 A 0 A_giveinventory("shotgunpart",1)
	TNT1 A 0 A_jumpifinventory("shotgunpart",2,"merge")
	TNT1 A 0 A_log("$shotgunpart1")
	Stop
Merge:
	TNT1 A 0 A_takeinventory("shotgunpart",3)
	TNT1 A 0 A_jumpifinventory("shot_gun",1,"repair")
	
	TNT1 A 0 A_giveinventory("shot_gun",1)
	TNT1 A 0 A_giveinventory("shotgundurability",5)
	TNT1 A 0 A_log("$shotgunpart2")
	stop
Repair:
	TNT1 A 0 A_giveinventory("shotgundurability",30)
	TNT1 A 0 A_log("$shotgunpartrepair")
	stop
}}

actor ASGPart : inventory {inventory.maxamount 3}	
actor ASGPart2 : WeaponPartBase
{
 tag"Assault Shotgun parts"
states
	{
Pickup:
	TNT1 A 0 A_giveinventory("ASGpart",1)
	TNT1 A 0 A_jumpifinventory("ASGpart",2,"merge")
	TNT1 A 0 A_log("$ASGpart1")
	Stop

Merge:
	TNT1 A 0 A_takeinventory("ASGpart",3)
	TNT1 A 0 A_jumpifinventory("assaultshotgun",1,"repair")
	
	TNT1 A 0 A_giveinventory("assaultshotgun",1)
	TNT1 A 0 A_giveinventory("asgdurability",5)
	TNT1 A 0 A_log("$ASGpart2")
	stop
Repair:
	TNT1 A 0 A_giveinventory("asgdurability",30)
	TNT1 A 0 A_log("$ASGpartrepair")
	stop
}}

actor RiflePart : inventory {inventory.maxamount 3}	
actor RiflePart2 : WeaponPartBase
{
 tag"Rifle parts"
states
	{
Pickup:
	TNT1 A 0 A_giveinventory("riflepart",1)
	TNT1 A 0 A_jumpifinventory("riflepart",2,"merge")
	TNT1 A 0 A_log("$riflepart1")
	Stop
	TNT1 A 0 A_log("$riflepart2")
	Stop	
Merge:
	TNT1 A 0 A_takeinventory("riflepart",3)
	TNT1 A 0 A_jumpifinventory("litrifle",1,"repair")
	
	TNT1 A 0 A_giveinventory("litrifle",1)
	TNT1 A 0 A_giveinventory("rifledurability",5)
	TNT1 A 0 A_log("$riflepart2")
	stop
Repair:
	TNT1 A 0 A_giveinventory("rifledurability",40)
	TNT1 A 0 A_log("$riflepartrepair")
	stop
}}

actor MINIGUNPART : inventory {inventory.maxamount 3}	
actor MINIGUNPart2 : WeaponPartBase
{
 tag"Microgun parts"
states
	{
Pickup:
	TNT1 A 0 A_giveinventory("MINIGUNpart",1)
	TNT1 A 0 A_jumpifinventory("MINIGUNpart",3,"merge")
	TNT1 A 0 A_jumpifinventory("MINIGUNpart",2,2)
	TNT1 A 0 A_log("$MINIGUNpart1")
	Stop
	TNT1 A 0 A_log("$MINIGUNpart2")
	Stop	
Merge:
	TNT1 A 0 A_takeinventory("MINIGUNpart",3)
	TNT1 A 0 A_jumpifinventory("MINIGUN",1,"repair")
	
	TNT1 A 0 A_giveinventory("MINIGUN",1)
	TNT1 A 0 A_giveinventory("MINIGUNdurability",5)
	TNT1 A 0 A_log("$MINIGUNpart3")
	stop
Repair:
	TNT1 A 0 A_giveinventory("MINIGUNdurability",120)
	TNT1 A 0 A_log("$MINIGUNpartrepair")
	stop
}}

actor MMGPart : inventory {inventory.maxamount 3}	
actor MMGPart2 : WeaponPartBase
{
 tag"Machinegun parts"
states
	{
Pickup:
	TNT1 A 0 A_giveinventory("MMGpart",1)
	TNT1 A 0 A_jumpifinventory("MMGpart",2,"merge")
	TNT1 A 0 A_log("$MMGpart1")
	Stop
Merge:
	TNT1 A 0 A_takeinventory("MMGpart",3)
	TNT1 A 0 A_jumpifinventory("MACHINEGUN",1,"repair")
	
	TNT1 A 0 A_giveinventory("MACHINEGUN",1)
	TNT1 A 0 A_giveinventory("LMGdurability",5)
	TNT1 A 0 A_log("$MMGpart2")
	stop
Repair:
	TNT1 A 0 A_giveinventory("LMGdurability",60)
	TNT1 A 0 A_log("$MMGpartrepair")
	stop
}}

actor RLPart : inventory {inventory.maxamount 2}	
actor RLPart2 : WeaponPartBase
{
 tag"Rocket Launcher parts"
states
	{
Pickup:
	TNT1 A 0 A_giveinventory("RLPART",1)
	TNT1 A 0 A_jumpifinventory("RLPART",2,"merge")
	TNT1 A 0 A_log("$RLPART1")
	Stop
Merge:
	TNT1 A 0 A_takeinventory("RLPART",2)
	TNT1 A 0 A_jumpifinventory("ROCKET_LAUNCHER",1,"repair")
	
	TNT1 A 0 A_giveinventory("ROCKET_LAUNCHER",1)
	TNT1 A 0 A_giveinventory("RLdurability",2)
	TNT1 A 0 A_log("$RLPART2")
	stop
Repair:
	TNT1 A 0 A_giveinventory("RLdurability",4)
	TNT1 A 0 A_log("$RLPARTrepair")
	stop
}}

actor GLPART : inventory {inventory.maxamount 2}	
actor GLPART2 : WeaponPartBase
{
 tag"Grenade Launcher parts"
states
	{
Pickup:
	TNT1 A 0 A_giveinventory("GLPART",1)
	TNT1 A 0 A_jumpifinventory("GLPART",2,"merge")
	TNT1 A 0 A_log("$GLPART1")
	Stop
Merge:
	TNT1 A 0 A_takeinventory("GLPART",2)
	TNT1 A 0 A_jumpifinventory("GRENADELAUNCHER",1,"repair")
	
	TNT1 A 0 A_giveinventory("GRENADELAUNCHER",1)
	TNT1 A 0 A_giveinventory("GLdurability",5)
	TNT1 A 0 A_log("$GLPART2")
	stop
Repair:
	TNT1 A 0 A_giveinventory("gLdurability",20)
	TNT1 A 0 A_log("$GLPARTrepair")
	stop
}}

//////////////////////////////////////////////////////////////////////////////////////////////////////// 		RANDOM SPAWNER			 //////////////////////////////////////////////////////////////////////////////////////////////////////// 

actor BrokenWeaponSpawner : randomspawner
{
dropitem "brokenpistol"
dropitem "brokenshotgun"
dropitem "brokenrifle"
dropitem "brokenpistol"
dropitem "brokensmg"
dropitem "BrokenWeaponSpawnerRare"
}

actor BrokenWeaponSpawnerRare : randomspawner
{
dropitem "brokenASG"
dropitem "brokenMMG"
dropitem "brokenRocket"
dropitem "brokenplasmagun"
dropitem "brokenrevolver"
dropitem "brokenminigun"
dropitem "brokenGL"
}