// [Lego] Color codes
const int CLR_SPADEJAVELIN = 1501;
const int CLR_ICELIFT = 1502;
const int CLR_STORMCLOUD = 1503;
const int CLR_SEWINGSKEWER = 1504;
const int CLR_ROLLINGBURNOUT = 1505;
const int CLR_SUPPRESSINGFOAM = 1506;
const int CLR_CODEFIREWALL = 1507;
const int CLR_CLOAKEDSLASH = 1508;
const int CLR_RIFTGATE = 1509;
const int CLR_SCRAPCANNON = 1510;
const int CLR_ROLLINGBURNOUTCHG1 = 1511;
const int CLR_ROLLINGBURNOUTCHG2 = 1512;
const int CLR_ROLLINGBURNOUTCHG3 = 1513;
const int CLR_ROLLINGBURNOUTBRN1 = 1514;
const int CLR_ROLLINGBURNOUTBRN2 = 1515;
const int CLR_ROLLINGBURNOUTBRN3 = 1516;
const int TINT_ROLLINGBURNOUTBRN1 = 1517;
const int TINT_ROLLINGBURNOUTBRN2 = 1521;
const int TINT_ROLLINGBURNOUTBRN3 = 1525;

#include "actors/inventory/spadejavelin.txt"
#include "actors/inventory/icelift.txt"
#include "actors/inventory/stormcloud.txt"
#include "actors/inventory/rollingburnout.txt"
#include "actors/inventory/suppressingfoam.txt"
#include "actors/inventory/cloakedslash.txt"
#include "actors/inventory/scrapcannon.txt"

#include "actors/inventory/mmqg_copynerf.txt"

actor MMQGWeapons : MMWeaponGiver 
{
+INVENTORY.AUTOACTIVATE
States
{
SpawnWeapons:
TNT1 A 0
TNT1 A 0 A_SpawnItemEx("SpadeJavelinWep", 32, 0, 0, 0, 0, 0, 36 * 0)
TNT1 A 0 A_SpawnItemEx("IceLiftWep", 32, 0, 0, 0, 0, 0, 36 * 1)
TNT1 A 0 A_SpawnItemEx("StormCloudWep", 32, 0, 0, 0, 0, 0, 36 * 2)
//TNT1 A 0 A_SpawnItemEx("SewingSkewerWep", 32, 0, 0, 0, 0, 0, 36 * 3)
TNT1 A 0 A_SpawnItemEx("RollingBurnoutWep", 32, 0, 0, 0, 0, 0, 36 * 4)
TNT1 A 0 A_SpawnItemEx("SuppressingFoamWep", 32, 0, 0, 0, 0, 0, 36 * 5)
//TNT1 A 0 A_SpawnItemEx("CodeFirewallWep", 32, 0, 0, 0, 0, 0, 36 * 6)
TNT1 A 0 A_SpawnItemEx("CloakedSlashWep", 32, 0, 0, 0, 0, 0, 36 * 7)
//TNT1 A 0 A_SpawnItemEx("RiftGateWep", 32, 0, 0, 0, 0, 0, 36 * 8)
TNT1 A 0 A_SpawnItemEx("ScrapCannonWep", 32, 0, 0, 0, 0, 0, 36 * 9)
stop
Use:
TNT1 A 0 A_PlaySoundEx("item/refill","Voice")
TNT1 A 0 A_GiveInventory("SpadeJavelinWep", 1)
TNT1 A 0 A_GiveInventory("IceLiftWep", 1)
TNT1 A 0 A_GiveInventory("StormCloudWep", 1)
//TNT1 A 0 A_GiveInventory("SewingSkewerWep", 1)
TNT1 A 0 A_GiveInventory("RollingBurnoutWep", 1)
TNT1 A 0 A_GiveInventory("SuppressingFoamWep", 1)
//TNT1 A 0 A_GiveInventory("CodeFirewallWep", 1)
TNT1 A 0 A_GiveInventory("CloakedSlashWep", 1)
//TNT1 A 0 A_GiveInventory("RiftGateWep", 1)
TNT1 A 0 A_GiveInventory("ScrapCannonWep", 1)
stop
}
}
