const int CLR_ROCKBUSTER = 3320;
const int CLR_DELAYFLAME = 3321;
const int CLR_RISINGSUN = 3322;
const int CLR_SPINWHEEL = 3323;
const int CLR_PROTOCHARGE = 3324;
const int CLR_PROTOCHARGEC1 = 3325;
const int CLR_PROTOCHARGEC2 = 3326;
const int TCLR_PROTOCHARGEC2 = 3327;//-3332
const int CLR_ZAWARUDO = 3333;
const int CLR_WINDSLICER = 3334;
const int CLR_ICECIRCLE = 3335;
const int CLR_RUMBLINGBANG = 3336;

#include "actors/inventory/items/rnc_copynerf.txt"
#include "actors/inventory/items/rnc_pickups.txt"
#include "actors/inventory/items/rnc_tanks.txt"
#include "actors/inventory/items/rnc_Item-1.txt"
#include "actors/inventory/items/rnc_Item-2.txt"

#Include "actors/inventory/weapons/RockBuster.txt"
#Include "actors/inventory/weapons/DelayFlame.txt"
#Include "actors/inventory/weapons/IceCircle.txt"
#Include "actors/inventory/weapons/ProtoCharge.txt"
#Include "actors/inventory/weapons/RisingSun.txt"
#Include "actors/inventory/weapons/RumblingBang.txt"
#Include "actors/inventory/weapons/SpinWheel.txt"
#Include "actors/inventory/weapons/WindSlicer.txt"
#Include "actors/inventory/weapons/ZaWarudo.txt"

actor RNCWeapons : MMWeaponGiver
{
    +INVENTORY.AUTOACTIVATE
    States
    {
        SpawnWeapons:
            TNT1 A 0
            TNT1 A 0 A_SpawnItemEx("RockBusterUpgrade")
            TNT1 A 0 A_SpawnItemEx("DelayFlameWep",32)
            TNT1 A 0 A_SpawnItemEx("IceCircleWep",32,0,0,0,0,0,45)
            TNT1 A 0 A_SpawnItemEx("ProtoChargeWep",32,0,0,0,0,0,90)
            TNT1 A 0 A_SpawnItemEx("RisingSunWep",32,0,0,0,0,0,135)
            TNT1 A 0 A_SpawnItemEx("RumblingBangWep",32,0,0,0,0,0,180)
            TNT1 A 0 A_SpawnItemEx("SpinWheelWep",32,0,0,0,0,0,225)
            TNT1 A 0 A_SpawnItemEx("WindSlicerWep",32,0,0,0,0,0,270)
            TNT1 A 0 A_SpawnItemEx("ZaWarudoWep",32,0,0,0,0,0,315)
            stop
        Use:
            TNT1 A 0 A_PlaySoundEx("item/refill","Voice")
            TNT1 A 0 A_GiveInventory("RockBusterUpgrade",1)
            TNT1 A 0 A_GiveInventory("DelayFlameWep",1)
            TNT1 A 0 A_GiveInventory("IceCircleWep",1)
            TNT1 A 0 A_GiveInventory("ProtoChargeWep",1)
            TNT1 A 0 A_GiveInventory("RisingSunWep",1)
            TNT1 A 0 A_GiveInventory("RumblingBangWep",1)
            TNT1 A 0 A_GiveInventory("SpinWheelWep",1)
            TNT1 A 0 A_GiveInventory("WindSlicerWep",1)
            TNT1 A 0 A_GiveInventory("ZaWarudoWep",1)
            stop
    }
}