actor RandomItemC : RandomItem replaces RandomItem
{
States
{
//N = new line
//E = editted line
	METanks:
	TNT1 A 1 A_Jump(192, "ETank")
	TNT1 A 1 A_Jump(40, "MTank")
	TNT1 A 1 A_Jump(96, "AssistOther")//N
	TNT1 A 1 A_Jump(256, "Pickups")
	stop

Assists:
TNT1 A 1 A_Jump(192, "AssistWeps")
TNT1 A 1 A_Jump(192, "AssistOther")
TNT1 A 1 A_Jump(64, "CopyClassUpgrade")//N
TNT1 A 1 A_Jump(256, "Pickups")
stop

AssistWeps:
TNT1 A 1 A_Jump(128, "TrebleBeat")//E
TNT1 A 1 A_Jump(128, "EddieReggae")//N
TNT1 A 1 A_Jump(256, "TangoSummon")
stop

	EddieReggae://N
	TNT1 A 1 A_Jump(192, "EddieBomber")
	TNT1 A 1 A_Jump(192, "ReggaeCall")
	TNT1 A 1 A_Jump(256, "EnergyBalancer")
	stop

AssistOther:
TNT1 A 1 A_Jump(128, "CopyClassUpgrade")//E
TNT1 A 1 A_Jump(256, "EnergyBalancer")
stop

Pickups://E
TNT1 A 1 A_Jump(32, "CopyClassUpgrade")
goto Super::Pickups

CopyClassUpgrade:
TNT1 A 1 A_SpawnItemEx("CopyClassUpgrade")
stop
}
}


// IIIII  TTTTT  EEEEE  M   M   SSSS
//   I      T    E      MM MM  S
//   I      T    EEE    M M M   SSS
//   I      T    E      M   M      S
// IIIII    T    EEEEE  M   M  SSSS

actor MTankX : MTank //replaces MTank
{
States
{
Use:
EBAL E 0 A_PlaySound("item/energyup")
EBAL E 0 A_PlaySoundEx("item/refill","Voice")
EBAL E 0 ACS_ExecuteAlways(CBM_HealMyThing,0,0,30000)
EBAL E 0 ACS_ExecuteAlways(992, 0, 0, 1)
EBAL E 0 A_SpawnItemEx("MTankX_FX",-1,0,36,0,0,2)
EBAL E 0 A_TakeInventory("MTankX",1)
fail
}
}
actor MTankX_FX : BasicExplosion
{
RenderStyle Translucent
Alpha 0.85
Scale 2.5
States
{
Spawn:
EBAL "G^G^G^G^G^G^G^G" 2
stop
}
}

actor ETankC : ETank
{
States
{
Use:
EBAL E 0 A_JumpIf(ACS_ExecuteWithResult(CBM_FetchMyHealth,2),"Success")
fail
Success:
EBAL E 0 A_PlaySound("item/energyup")
EBAL E 0 A_PlaySoundEx("item/refill","Voice")
EBAL E 0 ACS_ExecuteAlways(CBM_HealMyThing,0,0,30000)
EBAL E 0 A_SpawnItemEx("ETankC_FX",-1,0,36,0,0,2)
EBAL E 0 A_TakeInventory("ETankC",1)
fail
}
}
actor ETankC_FX : MTankX_FX
{
States
{
Spawn:
EBAL "F^F^F^F^F^F^F^F" 2
stop
}
}

actor ETankLite : ETank
{
Translation"192:192=196:196","198:198=197:197"
inventory.pickupmessage "$PU_ETANKLITE"
Tag "$TAG_ETANKLITE"
inventory.icon "ETANKCBM"
States
{
Spawn:
EBAL E 6
CARY X 6
loop
Use:
EBAL E 0 A_JumpIf(ACS_ExecuteWithResult(CBM_FetchMyHealth,2),"Success")
fail
Success:
EBAL E 0 A_PlaySound("item/energyup")
EBAL E 0 A_PlaySoundEx("item/refill","Voice")
EBAL E 0 ACS_ExecuteAlways(CBM_HealMyThing,0,1,40)
EBAL E 0 A_SpawnItemEx("ETankLite_FX",-1,0,36,0,0,2)
EBAL E 0 A_TakeInventory("ETankLite",1)
fail
}
}
actor ETankLite_FX : MTankX_FX
{
Translation"192:192=196:196","198:198=197:197"
States
{
Spawn:
CARY "X^X^X^X^X^X^X^X" 2
stop
}
}

actor WTankC : WTank
{
States
{
Success:
EBAL E 0 A_PlaySound("item/energyup")
EBAL E 0 A_PlaySoundEx("item/refill","Voice")
EBAL E 0 ACS_Execute(992, 0, 100)
EBAL E 0 A_SpawnItemEx("WTankC_FX",-1,0,36,0,0,2)
EBAL E 0 A_TakeInventory("WTankC",1)
fail
}
}
actor WTankC_FX : MTankX_FX
{
States
{
Spawn:
EBAL "H^H^H^H^H^H^H^H" 2
stop
}
}


actor RushCoilC : RushCoil{}

actor RushMarineC : RushMarine{}

actor RushJetC : RushJet{}

/*
actor Item1C : Item1{}

actor Item2C : Item2{}

actor Item3C : Item3{}

actor WireAdaptorC : WireAdaptor{}

actor WireHookShotEndC : CustomInventory replaces WireHookShotEnd
{
States
{
Pickup:
TNT1 A 0 A_TakeInventory("WireAdaptorC",1)
TNT1 A 0 A_TakeInventory("WireAdaptorDelay",1)
stop
}
}
*/
actor Carry : BasicItemPickup
{
Inventory.RespawnTics 210
inventory.pickupmessage "$PU_CARRY"
Tag "$TAG_CARRY"
inventory.icon "CARRI"
states
{
Spawn:
CARY D 1
loop
Use:
HFIS A 0 A_JumpIf(momz==0, "land")
WEA2 A 0 A_SpawnItemEx("CarryPlatform",0,0,2,0,0,1)//14
stop
Land:
WEA2 A 0 A_SpawnItemEx("CarryPlatform",56,0,38,1)
stop
}
}

actor DocCarry : Carry
{
inventory.maxamount 20
Tag "$TAG_DOCCARRY"
states
{
Use:
TNT1 A 0 A_JumpIf(momz==0, "land")
TNT1 A 0 A_SpawnItemEx("DocCarryPlatform",0,0,2,0,0,1)//14
stop
Land:
TNT1 A 0 A_SpawnItemEx("DocCarryPlatform",56,0,38,1)
stop
}
}

actor CarryPlatform
{
+FORCEYBILLBOARD
+NOGRAVITY
-SHOOTABLE
+SOLID
+THRUSPECIES
+THRUGHOST
+DONTBLAST
+DONTREFLECT
+MISSILE
+THRUSPECIES
species "MovingPlatform"
ReactionTime 1
height 4
radius 24
scale 2.5
States
{
Spawn:
CARY C 1
CARY C 0 A_Stop
CARY C 0 A_ChangeFlag(MISSILE,0)
CARY C 2 A_ChangeFlag(THRUGHOST,0)
CARY ABCABCABCABCABCABCABCABCABCABCABCABC 3
CARY "A^B^C^A^B^C^" 3
CARY A 1 A_CountDown
wait
Death:
MMFX B 0 A_ChangeFlag("SOLID",0)
MMFX B 0 A_ChangeFlag("NOINTERACTION",1)
MMFX B 0 A_ChangeFlag("NOCLIP",1)
MMFX BCDE 2
stop
}
}

actor DocCarryPlatform : CarryPlatform
{
States
{
Spawn:
CARY C 1
CARY C 0 A_Stop
CARY C 0 A_ChangeFlag(MISSILE,0)
CARY C 2 A_ChangeFlag(THRUGHOST,0)
CARY ABCABCABCABCABCABC 3
CARY "A^B^C^A^B^C^" 3
CARY A 1 A_CountDown
wait
}
}

//actor BeatCallC : BeatCall{}

actor TangoSummonC : TangoSummon{}

actor TrebleSentryC : TrebleSentry{}

actor EddieBomberC : EddieBomber{}

actor ReggaeCallC : ReggaeCall{}

actor BeatSupportC : BeatSupport{}

actor EddieSummonC : EddieSummon{}

actor TrebleSummon : EddieSummon
{
inventory.pickupmessage "$PU_TREBLECALL"
Tag "$TAG_TREBLECALL"
inventory.icon "TrebEddy"
states
{
Spawn:
TRB2 A 1
loop
Use:
WEAP Q 0 A_PlaySoundEx("item/refill","Voice")
WEAP Q 0 A_SpawnItemEx("TrebleTeleportI", 80, 0, 256, 0, 0, -24, 0, SXF_NOCHECKPOSITION, 0)
stop
}
}

actor TrebleTeleportI : EddieTeleport
{
states
{
Spawn:
TRBL F 0
TRBL F 9 
TRBL F 0 A_ChangeFlag("NOINTERACTION", 0)
TRBL FFFFFFFFFF 1 A_CheckFloor("Next")
Goto Next
Next:
TRBL F 0 //A_ChangeFlag(NOGRAVITY, false)
Goto Death
Death:
TNT1 A 0 A_SpawnItemEx("TrebleI",0,0,3,0,0,momz,0,SXF_NOCHECKPOSITION,0) 
stop
}
}

actor TrebleI : Eddie
{
speed 0
states
{
Spawn:
TRBL F 0 A_Jump(256,"Death")
TRBL F 0 A_ChangeFlag("MISSILE",0)
TRBL F 0 A_ChangeVelocity(0, 0, -32, CVF_REPLACE)
TRBL F 1 A_JumpIf(z-floorz<=0, "Search")
Goto Spawn+2
Search:
TRBL A 0 A_ChangeFlag("NOCLIP",0)
TRBL GH 2
TREB H 0 A_PlaySound("misc/polarroar",1,1.0)
TRBL BBCCBBCCBBCCBBCCBBCC 1 A_Chase
TRBL A 0 A_CountDown
Goto Search+4
Melee:
TRBL D 7 A_FaceTarget
TRBL E 18 A_SpawnItemEx("RandomWeapon",0,0,32,0,0,0)
TRBL E 0 A_Die
Goto Death
Death:
TRBL F 0 ThrustThingZ(0, 34, 0, 1)
TRBL F 0 A_ChangeFlag("NOGRAVITY", 1)
TRBL F 1 A_JumpIf(z-ceilingz==0-32, "Bye")
Goto Death+2
Bye:
TRBL F 1
stop
}
}

// BBBBB   U   U   SSSS  TTTTT  EEEEE  RRRR
// B    B  U   U  S        T    E      R   R
// BBBBB   U   U   SSS     T    EEE    RRRR
// B    B  U   U      S    T    E      R  R
// BBBBB    UUU   SSSS     T    EEEEE  R   R

actor UpgradeSelectBase_P : CustomInventory
{
States
{
Pickup:
TNT1 A 0 A_JumpIfInventory("MegaFlag",1,"Mega")
TNT1 A 0 A_JumpIfInventory("GreenSupremeFlag",1,"Maestro")
stop
Mega:
TNT1 A 0 A_GiveInventory("UpgradeSelectBase_Mega",1)
stop
Maestro:
TNT1 A 0 A_GiveInventory("UpgradeSelectBase_Maestro",1)
stop
}
}

actor UpgradeSelectBase_Mega : CustomInventory
{
States
{
Pickup:
TNT1 A 0 A_GiveInventory("MegaBusterBoss",1)
TNT1 A 0 A_GiveInventory("BaseWepAltOverride_F",1)
TNT1 A 0 A_SelectWeapon("MegaBusterBoss")
stop
}
}
actor UpgradeSelectBase_Maestro : CustomInventory
{
States
{
Pickup:
TNT1 A 0 A_GiveInventory("MaestroBusterBoss",1)
TNT1 A 0 A_SelectWeapon("MaestroBusterBoss")
stop
}
}

actor BusterUpgradeMain_P : CustomInventory
{
States
{
Pickup:
TNT1 A 0 SetPlayerProperty(0,0,0)
TNT1 A 0 A_GiveInventory("FlightDisableCheck",1)
//TNT1 A 0 SetPlayerProperty(0,0,4)
TNT1 A 0 ACS_ExecuteAlways(CORE_ACS_191,0,APROP_Speed,1,1)//FixJump/Speed for Mega
TNT1 A 0 ACS_ExecuteAlways(CORE_ACS_191,0,APROP_JumpZ,10,1)
TNT1 A 0 A_PlaySoundEx("item/refill","Voice")
stop
}
}


actor BassUpgrade2 : BassUpgrade //replaces BassUpgrade
{
states
{
Use:
TNT1 A 0 A_GiveInventory("BusterUpgradeMain_P",1)
TNT1 A 0 A_JumpIfInventory("BassBusterC",1,"Back")
TNT1 A 0 A_TakeInventory("BusterGiven",999)
TNT1 A 0 A_GiveInventory("BusterGiven",1)
TNT1 A 0 A_GiveInventory("UpgradeSelectBass",1)
stop
Back:
TNT1 A 0 A_GiveInventory("UpgradeSelectBase_P",1)
TNT1 A 0 A_TakeInventory("BassBusterC",1)
stop
}
}
actor UpgradeSelectBass : CustomInventory
{
States
{
Pickup:
TNT1 A 0 A_GiveInventory("BassBusterC",1)
TNT1 A 0 A_SelectWeapon("BassBusterC")
stop
}
}

actor JetUpgrade : BasicItemPickup //replaces BassUpgrade
{
inventory.pickupmessage "$PU_JETADAPTOR"
Tag "$TAG_JETADAPTOR"
inventory.icon "JETUP"
states
{
Spawn:
JETB D 1
loop
Use:
TNT1 A 0 A_GiveInventory("BusterUpgradeMain_P",1)
TNT1 A 0 A_JumpIfInventory("JetBusterC",1,"Back")
TNT1 A 0 A_TakeInventory("BusterGiven",999)
TNT1 A 0 A_GiveInventory("BusterGiven",1)
TNT1 A 0 A_GiveInventory("UpgradeSelectJet",1)
stop
Back:
TNT1 A 0 A_GiveInventory("UpgradeSelectBase_P",1)
TNT1 A 0 A_TakeInventory("JetBusterC",1)
stop
}
}
actor UpgradeSelectJet : CustomInventory
{
States
{
Pickup:
TNT1 A 0 A_GiveInventory("JetBusterC",1)
TNT1 A 0 A_SelectWeapon("JetBusterC")
stop
}
}


actor ProtoUpgrade2 : ProtoUpgrade //replaces ProtoUpgrade
{
states
{
Use:
TNT1 A 0 A_GiveInventory("BusterUpgradeMain_P",1)
TNT1 A 0 A_JumpIfInventory("ProtoBusterC",1,"Back")
TNT1 A 0 A_TakeInventory("BusterGiven",999)
TNT1 A 0 A_GiveInventory("BusterGiven",2)
TNT1 A 0 A_GiveInventory("UpgradeSelectProto",1)
stop
Back:
TNT1 A 0 A_GiveInventory("UpgradeSelectBase_P",1)
TNT1 A 0 A_TakeInventory("ProtoBusterC",1)
stop
}
}
actor UpgradeSelectProto : CustomInventory
{
States
{
Pickup:
TNT1 A 0 A_GiveInventory("ProtoBusterC",1)
TNT1 A 0 A_SelectWeapon("ProtoBusterC")
stop
}
}

actor PowerUpgrade : BasicItemPickup //replaces ProtoUpgrade
{
inventory.pickupmessage "$PU_POWERADAPTOR"
Tag "$TAG_POWERADAPTOR"
inventory.icon "POWUP"
states
{
Spawn:
POWA H 1
loop
Use:
TNT1 A 0 A_GiveInventory("BusterUpgradeMain_P",1)
TNT1 A 0 A_JumpIfInventory("PowerFistC",1,"Back")
TNT1 A 0 A_TakeInventory("BusterGiven",999)
TNT1 A 0 A_GiveInventory("BusterGiven",2)
TNT1 A 0 A_GiveInventory("UpgradeSelectPower",1)
stop
Back:
TNT1 A 0 A_GiveInventory("UpgradeSelectBase_P",1)
TNT1 A 0 A_TakeInventory("PowerFistC",1)
stop
}
}
actor UpgradeSelectPower : CustomInventory
{
States
{
Pickup:
TNT1 A 0 A_GiveInventory("PowerFistC",1)
TNT1 A 0 A_SelectWeapon("PowerFistC")
stop
}
}

actor AdaptorUpgrade2 : AdaptorUpgrade //replaces AdaptorUpgrade
{
states
{
Use:
TNT1 A 0 A_GiveInventory("BusterUpgradeMain_P",1)
TNT1 A 0 A_JumpIfInventory("SuperAdaptorWepC",1,"Back")
TNT1 A 0 A_TakeInventory("BusterGiven",999)
TNT1 A 0 A_GiveInventory("BusterGiven",3)
TNT1 A 0 A_GiveInventory("UpgradeSelectSuperA",1)
stop
Back:
TNT1 A 0 A_GiveInventory("UpgradeSelectBase_P",1)
TNT1 A 0 A_TakeInventory("SuperAdaptorWepC",1)
stop
}
}

actor UpgradeSelectSuperA : CustomInventory
{
States
{
Pickup:
TNT1 A 0 A_GiveInventory("SuperAdaptorWepC",1)
TNT1 A 0 A_SelectWeapon("SuperAdaptorWepC")
stop
}
}

actor LaserBusterUpgrade2 : LaserBusterUpgrade //replaces LaserBusterUpgrade
{
states
{
Use:
TNT1 A 0 A_GiveInventory("BusterUpgradeMain_P",1)
TNT1 A 0 A_JumpIfInventory("LaserBusterC",1,"Back")
TNT1 A 0 A_TakeInventory("BusterGiven",999)
TNT1 A 0 A_GiveInventory("BusterGiven",4)
TNT1 A 0 A_GiveInventory("UpgradeSelectLaser",1)
stop
Back:
TNT1 A 0 A_GiveInventory("UpgradeSelectBase_P",1)
TNT1 A 0 A_TakeInventory("LaserBusterC",1)
stop
}
}
actor UpgradeSelectLaser : CustomInventory
{
States
{
Pickup:
TNT1 A 0 A_GiveInventory("LaserBusterC",1)
TNT1 A 0 A_SelectWeapon("LaserBusterC")
stop
}
}

actor ArrowBusterUpgrade2 : ArrowBusterUpgrade //replaces ArrowBusterUpgrade
{
states
{
Use:
TNT1 A 0 A_GiveInventory("BusterUpgradeMain_P",1)
TNT1 A 0 A_JumpIfInventory("ArrowBusterC",1,"Back")
TNT1 A 0 A_TakeInventory("BusterGiven",999)
TNT1 A 0 A_GiveInventory("BusterGiven",5)
TNT1 A 0 A_GiveInventory("UpgradeSelectArrow",1)
stop
Back:
TNT1 A 0 A_GiveInventory("UpgradeSelectBase_P",1)
TNT1 A 0 A_TakeInventory("ArrowBusterC",1)
stop
}
}
actor UpgradeSelectArrow : CustomInventory
{
States
{
Pickup:
TNT1 A 0 A_GiveInventory("ArrowBusterC",1)
TNT1 A 0 A_SelectWeapon("ArrowBusterC")
stop
}
}

actor DuoFistUpgrade2 : DuoFistUpgrade //replaces DuoFistUpgrade
{
states
{
Use:
TNT1 A 0 A_GiveInventory("BusterUpgradeMain_P",1)
TNT1 A 0 A_JumpIfInventory("DuoFistC",1,"Back")
TNT1 A 0 A_TakeInventory("BusterGiven",999)
TNT1 A 0 A_GiveInventory("BusterGiven",6)
TNT1 A 0 A_GiveInventory("UpgradeSelectDuo",1)
stop
Back:
TNT1 A 0 A_GiveInventory("UpgradeSelectBase_P",1)
TNT1 A 0 A_TakeInventory("DuoFistC",1)
stop
}
}
actor UpgradeSelectDuo : CustomInventory
{
States
{
Pickup:
TNT1 A 0 A_GiveInventory("DuoFistC",1)
TNT1 A 0 A_SelectWeapon("DuoFistC")
stop
}
}

actor TrebleBoostUpgrade2 : TrebleBoostUpgrade //replaces TrebleBoostUpgrade
{
states
{
Use:
TNT1 A 0 A_GiveInventory("BusterUpgradeMain_P",1)
TNT1 A 0 A_JumpIfInventory("TrebleBoostC",1,"Back")
TNT1 A 0 A_TakeInventory("BusterGiven",999)
TNT1 A 0 A_GiveInventory("BusterGiven",7)
TNT1 A 0 A_GiveInventory("UpgradeSelectTrebleB",1)
stop
Back:
TNT1 A 0 A_GiveInventory("UpgradeSelectBase_P",1)
TNT1 A 0 A_TakeInventory("TrebleBoostC",1)
stop
}
}
actor UpgradeSelectTrebleB : CustomInventory
{
States
{
Pickup:
TNT1 A 0 A_GiveInventory("TrebleBoostC",1)
TNT1 A 0 A_SelectWeapon("TrebleBoostC")
stop
}
}

actor MegaArmUpgrade2 : MegaArmUpgrade //replaces MegaArmUpgrade
{
states
{
Use:
TNT1 A 0 A_GiveInventory("BusterUpgradeMain_P",1)
TNT1 A 0 A_JumpIfInventory("MegaArmC",1,"Back")
TNT1 A 0 A_TakeInventory("BusterGiven",999)
TNT1 A 0 A_GiveInventory("BusterGiven",8)
TNT1 A 0 A_GiveInventory("UpgradeSelectMegaArm",1)
stop
Back:
TNT1 A 0 A_GiveInventory("UpgradeSelectBase_P",1)
TNT1 A 0 A_TakeInventory("MegaArmC",1)
stop
}
}
actor UpgradeSelectMegaArm : CustomInventory
{
States
{
Pickup:
TNT1 A 0 A_GiveInventory("MegaArmC",1)
TNT1 A 0 A_SelectWeapon("MegaArmC")
stop
}
}


actor TakeBuster_P : UpgradeSelectBase_P
{
States
{
Mega:
TNT1 A 0 A_GiveInventory("TakeBuster_Mega",1)
stop
Maestro:
TNT1 A 0 A_GiveInventory("TakeBuster_Maestro",1)
stop
}
}

actor TakeBuster_Mega : CustomInventory replaces TakeBuster
{
inventory.amount 1
inventory.maxamount 1
+AUTOACTIVATE
States
{
SpawnLoop:
TNT1 A 1
Stop
Use:
TNT1 A 0 A_JumpIfInventory("BusterGiven", 8, "KeepMegaArm")
TNT1 A 0 A_JumpIfInventory("BusterGiven", 7, "KeepTreble")
TNT1 A 0 A_JumpIfInventory("BusterGiven", 6, "KeepDuo")
TNT1 A 0 A_JumpIfInventory("BusterGiven", 5, "KeepArrow")
TNT1 A 0 A_JumpIfInventory("BusterGiven", 4, "KeepLaser")
TNT1 A 0 A_JumpIfInventory("BusterGiven", 3, "KeepAdaptor")
TNT1 A 0 A_JumpIfInventory("BusterGiven", 2, "KeepPower")
TNT1 A 0 A_JumpIfInventory("BusterGiven", 1, "KeepJet")
Goto Death
KeepMegaArm:
TNT1 A 0 A_GiveInventory("BaseWepAltOverride_F",1)
//TNT1 A 0 A_TakeInventory("MegaArmC",1)
TNT1 A 0 A_TakeInventory("TrebleBoostC",1)
TNT1 A 0 A_TakeInventory("MegaBusterBoss",1)
TNT1 A 0 A_TakeInventory("LaserBusterC",1)
TNT1 A 0 A_TakeInventory("ArrowBusterC",1)
TNT1 A 0 A_TakeInventory("DuoFistC",1)
TNT1 A 0 A_TakeInventory("SuperAdaptorWepC",1)
TNT1 A 0 A_TakeInventory("PowerFistC",1)
TNT1 A 0 A_TakeInventory("JetBusterC",1)
Goto Death
KeepTreble:
TNT1 A 0 A_TakeInventory("BaseWepAltOverride_F",1)
TNT1 A 0 A_TakeInventory("MegaArmC",1)
//TNT1 A 0 A_TakeInventory("TrebleBoostC",1)
TNT1 A 0 A_TakeInventory("MegaBusterBoss",1)
TNT1 A 0 A_TakeInventory("LaserBusterC",1)
TNT1 A 0 A_TakeInventory("ArrowBusterC",1)
TNT1 A 0 A_TakeInventory("DuoFistC",1)
TNT1 A 0 A_TakeInventory("SuperAdaptorWepC",1)
TNT1 A 0 A_TakeInventory("PowerFistC",1)
TNT1 A 0 A_TakeInventory("JetBusterC",1)
Goto Death
KeepDuo:
TNT1 A 0 A_TakeInventory("BaseWepAltOverride_F",1)
TNT1 A 0 A_TakeInventory("MegaArmC",1)
TNT1 A 0 A_TakeInventory("TrebleBoostC",1)
TNT1 A 0 A_TakeInventory("MegaBusterBoss",1)
TNT1 A 0 A_TakeInventory("LaserBusterC",1)
TNT1 A 0 A_TakeInventory("ArrowBusterC",1)
//TNT1 A 0 A_TakeInventory("DuoFistC",1)
TNT1 A 0 A_TakeInventory("SuperAdaptorWepC",1)
TNT1 A 0 A_TakeInventory("PowerFistC",1)
TNT1 A 0 A_TakeInventory("JetBusterC",1)
Goto Death
KeepArrow:
TNT1 A 0 A_GiveInventory("BaseWepAltOverride_F",1)
TNT1 A 0 A_TakeInventory("MegaArmC",1)
TNT1 A 0 A_TakeInventory("TrebleBoostC",1)
TNT1 A 0 A_TakeInventory("MegaBusterBoss",1)
TNT1 A 0 A_TakeInventory("LaserBusterC",1)
//TNT1 A 0 A_TakeInventory("ArrowBusterC",1)
TNT1 A 0 A_TakeInventory("DuoFistC",1)
TNT1 A 0 A_TakeInventory("SuperAdaptorWepC",1)
TNT1 A 0 A_TakeInventory("PowerFistC",1)
TNT1 A 0 A_TakeInventory("JetBusterC",1)
Goto Death
KeepLaser:
TNT1 A 0 A_GiveInventory("BaseWepAltOverride_F",1)
TNT1 A 0 A_TakeInventory("MegaArmC",1)
TNT1 A 0 A_TakeInventory("TrebleBoostC",1)
TNT1 A 0 A_TakeInventory("MegaBusterBoss",1)
//TNT1 A 0 A_TakeInventory("LaserBusterC",1)
TNT1 A 0 A_TakeInventory("ArrowBusterC",1)
TNT1 A 0 A_TakeInventory("DuoFistC",1)
TNT1 A 0 A_TakeInventory("SuperAdaptorWepC",1)
TNT1 A 0 A_TakeInventory("PowerFistC",1)
TNT1 A 0 A_TakeInventory("JetBusterC",1)
Goto Death
KeepAdaptor:
TNT1 A 0 A_TakeInventory("BaseWepAltOverride_F",1)
TNT1 A 0 A_TakeInventory("MegaArmC",1)
TNT1 A 0 A_TakeInventory("TrebleBoostC",1)
TNT1 A 0 A_TakeInventory("MegaBusterBoss",1)
TNT1 A 0 A_TakeInventory("LaserBusterC",1)
TNT1 A 0 A_TakeInventory("ArrowBusterC",1)
TNT1 A 0 A_TakeInventory("DuoFistC",1)
//TNT1 A 0 A_TakeInventory("SuperAdaptorWepC",1)
TNT1 A 0 A_TakeInventory("PowerFistC",1)
TNT1 A 0 A_TakeInventory("JetBusterC",1)
Goto Death
KeepPower:
TNT1 A 0 A_TakeInventory("BaseWepAltOverride_F",1)
TNT1 A 0 A_TakeInventory("MegaArmC",1)
TNT1 A 0 A_TakeInventory("TrebleBoostC",1)
TNT1 A 0 A_TakeInventory("MegaBusterBoss",1)
TNT1 A 0 A_TakeInventory("LaserBusterC",1)
TNT1 A 0 A_TakeInventory("ArrowBusterC",1)
TNT1 A 0 A_TakeInventory("DuoFistC",1)
TNT1 A 0 A_TakeInventory("SuperAdaptorWepC",1)
//TNT1 A 0 A_TakeInventory("PowerFistC",1)
TNT1 A 0 A_TakeInventory("JetBusterC",1)
Goto Death
KeepJet:
TNT1 A 0 A_TakeInventory("BaseWepAltOverride_F",1)
TNT1 A 0 A_TakeInventory("MegaArmC",1)
TNT1 A 0 A_TakeInventory("TrebleBoostC",1)
TNT1 A 0 A_TakeInventory("MegaBusterBoss",1)
TNT1 A 0 A_TakeInventory("LaserBusterC",1)
TNT1 A 0 A_TakeInventory("ArrowBusterC",1)
TNT1 A 0 A_TakeInventory("DuoFistC",1)
TNT1 A 0 A_TakeInventory("SuperAdaptorWepC",1)
TNT1 A 0 A_TakeInventory("PowerFistC",1)
//TNT1 A 0 A_TakeInventory("JetBusterC",1)
Goto Death
Death:
TNT1 A 0 A_TakeInventory("BusterGiven",999)
stop
}
}


actor TakeBuster_Maestro : CustomInventory
{
States
{
Pickup:
TNT1 A 0 A_JumpIfInventory("BusterGiven",8,"KeepMegaArm")
TNT1 A 0 A_JumpIfInventory("BusterGiven",7,"KeepTreble")
TNT1 A 0 A_JumpIfInventory("BusterGiven",6,"KeepDuo")
TNT1 A 0 A_JumpIfInventory("BusterGiven",5,"KeepArrow")
TNT1 A 0 A_JumpIfInventory("BusterGiven",4,"KeepLaser")
TNT1 A 0 A_JumpIfInventory("BusterGiven",3,"KeepAdaptor")
TNT1 A 0 A_JumpIfInventory("BusterGiven",2,"KeepProto")
TNT1 A 0 A_JumpIfInventory("BusterGiven",1,"KeepBass")
Goto KeepEnd
KeepMegaArm:
TNT1 A 0 A_TakeInventory("MaestroBusterBoss",1)
//TNT1 A 0 A_TakeInventory("MegaArmC",1)
TNT1 A 0 A_TakeInventory("TrebleBoostC",1)
TNT1 A 0 A_TakeInventory("LaserBusterC",1)
TNT1 A 0 A_TakeInventory("ArrowBusterC",1)
TNT1 A 0 A_TakeInventory("DuoFistC",1)
TNT1 A 0 A_TakeInventory("SuperAdaptorWepC",1)
TNT1 A 0 A_TakeInventory("ProtoBusterC",1)
TNT1 A 0 A_TakeInventory("BassBusterC",1)
Goto Death
KeepTreble:
TNT1 A 0 A_TakeInventory("MaestroBusterBoss",1)
TNT1 A 0 A_TakeInventory("MegaArmC",1)
//TNT1 A 0 A_TakeInventory("TrebleBoostC",1)
TNT1 A 0 A_TakeInventory("LaserBusterC",1)
TNT1 A 0 A_TakeInventory("ArrowBusterC",1)
TNT1 A 0 A_TakeInventory("DuoFistC",1)
TNT1 A 0 A_TakeInventory("SuperAdaptorWepC",1)
TNT1 A 0 A_TakeInventory("ProtoBusterC",1)
TNT1 A 0 A_TakeInventory("BassBusterC",1)
Goto KeepEnd
KeepDuo:
TNT1 A 0 A_TakeInventory("MaestroBusterBoss",1)
TNT1 A 0 A_TakeInventory("MegaArmC",1)
TNT1 A 0 A_TakeInventory("TrebleBoostC",1)
TNT1 A 0 A_TakeInventory("LaserBusterC",1)
TNT1 A 0 A_TakeInventory("ArrowBusterC",1)
//TNT1 A 0 A_TakeInventory("DuoFistC",1)
TNT1 A 0 A_TakeInventory("SuperAdaptorWepC",1)
TNT1 A 0 A_TakeInventory("ProtoBusterC",1)
TNT1 A 0 A_TakeInventory("BassBusterC",1)
Goto KeepEnd
KeepArrow:
TNT1 A 0 A_TakeInventory("MaestroBusterBoss",1)
TNT1 A 0 A_TakeInventory("MegaArmC",1)
TNT1 A 0 A_TakeInventory("TrebleBoostC",1)
TNT1 A 0 A_TakeInventory("LaserBusterC",1)
//TNT1 A 0 A_TakeInventory("ArrowBusterC",1)
TNT1 A 0 A_TakeInventory("DuoFistC",1)
TNT1 A 0 A_TakeInventory("SuperAdaptorWepC",1)
TNT1 A 0 A_TakeInventory("ProtoBusterC",1)
TNT1 A 0 A_TakeInventory("BassBusterC",1)
Goto KeepEnd
KeepLaser:
TNT1 A 0 A_TakeInventory("MaestroBusterBoss",1)
TNT1 A 0 A_TakeInventory("MegaArmC",1)
TNT1 A 0 A_TakeInventory("TrebleBoostC",1)
//TNT1 A 0 A_TakeInventory("LaserBusterC",1)
TNT1 A 0 A_TakeInventory("ArrowBusterC",1)
TNT1 A 0 A_TakeInventory("DuoFistC",1)
TNT1 A 0 A_TakeInventory("SuperAdaptorWepC",1)
TNT1 A 0 A_TakeInventory("ProtoBusterC",1)
TNT1 A 0 A_TakeInventory("BassBusterC",1)
Goto KeepEnd
KeepAdaptor:
TNT1 A 0 A_TakeInventory("MaestroBusterBoss",1)
TNT1 A 0 A_TakeInventory("MegaArmC",1)
TNT1 A 0 A_TakeInventory("TrebleBoostC",1)
TNT1 A 0 A_TakeInventory("LaserBusterC",1)
TNT1 A 0 A_TakeInventory("ArrowBusterC",1)
TNT1 A 0 A_TakeInventory("DuoFistC",1)
//TNT1 A 0 A_TakeInventory("SuperAdaptorWepC",1)
TNT1 A 0 A_TakeInventory("ProtoBusterC",1)
TNT1 A 0 A_TakeInventory("BassBusterC",1)
Goto KeepEnd
KeepProto:
TNT1 A 0 A_TakeInventory("MaestroBusterBoss",1)
TNT1 A 0 A_TakeInventory("MegaArmC",1)
TNT1 A 0 A_TakeInventory("TrebleBoostC",1)
TNT1 A 0 A_TakeInventory("LaserBusterC",1)
TNT1 A 0 A_TakeInventory("ArrowBusterC",1)
TNT1 A 0 A_TakeInventory("DuoFistC",1)
TNT1 A 0 A_TakeInventory("SuperAdaptorWepC",1)
//TNT1 A 0 A_TakeInventory("ProtoBusterC",1)
TNT1 A 0 A_TakeInventory("BassBusterC",1)
Goto KeepEnd
KeepBass:
TNT1 A 0 A_TakeInventory("MaestroBusterBoss",1)
TNT1 A 0 A_TakeInventory("MegaArmC",1)
TNT1 A 0 A_TakeInventory("TrebleBoostC",1)
TNT1 A 0 A_TakeInventory("LaserBusterC",1)
TNT1 A 0 A_TakeInventory("ArrowBusterC",1)
TNT1 A 0 A_TakeInventory("DuoFistC",1)
TNT1 A 0 A_TakeInventory("SuperAdaptorWepC",1)
TNT1 A 0 A_TakeInventory("ProtoBusterC",1)
//TNT1 A 0 A_TakeInventory("BassBusterC",1)
Goto KeepEnd
KeepEnd:
TNT1 A 0 A_TakeInventory("BusterGiven",999)
stop
}
}