// Modders can replace these to allow these actors to execute scripts/functions without mass replicating inventory code

actor MM8BDMWepSpawnFunc : CustomInventory
{
states
{
Pickup:
TNT1 A 0 //ACS_NamedExecuteAlways("",0)
TNT1 A 0 ACS_NamedExecuteAlways("cbm_logweaponspot",0)
stop
}
}

actor MM8BDMItemSpawnFunc : CustomInventory
{
states
{
Pickup:
TNT1 A 0 //ACS_NamedExecuteAlways("",0)
TNT1 A 0 A_JumpIf(CheckClass("CBM_BigHealth"),"1Check")
TNT1 A 0 A_JumpIf(CheckClass("CBM_MegaHealth"),"1Check")
TNT1 A 0 A_JumpIf(CheckClass("CBM_SmallHealth"),"2Check")
stop
1Check:
TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("CBM_TestTimerCheck")>3 && ACS_NamedExecuteWithResult("CBM_TestHPRespawnCvarCheck")==false,"Remove")
TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("CBM_TestHPSpawnCvarCheck")<1,"Remove")
stop
2Check:
TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("CBM_TestTimerCheck")>3 && ACS_NamedExecuteWithResult("CBM_TestHPRespawnCvarCheck")==false,"Remove")
TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("CBM_TestHPSpawnCvarCheck")<2,"Remove")
stop
Remove:
TNT1 A 0 Thing_Remove(0)
stop
}
}

actor PartyBallSpawnFunc : CustomInventory
{
states
{
Pickup:
TNT1 A 0 //ACS_NamedExecuteAlways("",0)
stop
}
}

actor MM8BDMFlagSpawnFunc : CustomInventory
{
states
{
Pickup:
TNT1 A 0 //ACS_NamedExecuteAlways("",0)
stop
}
}
