actor NewShadowPlatform replaces ShadowPlatform
{
//$Category MM8BDM-Interactive Props
-FORCEXYBILLBOARD
+NOGRAVITY
+SOLID
species "ShadowPlatform"
+THRUSPECIES
+THRUGHOST 
+DONTBLAST
height 20
radius 23
scale 2.5
States
{
Spawn:
SHPL A 0 
SHPL A 0 A_SpawnItemEx("ShadowPlatformDetect", 0, 0, 25)
SHPL A 0 A_JumpIfInventory("ShadowPlatformFlag",1,"PlatOpen")
SHPL A 2 
goto Spawn+2
PlatOpen:
SHPL A 3 A_TakeInventory("ShadowPlatformFlag",1)
SHPL BC 3
SHPL D 3 A_ChangeFlag("SOLID",0)
SHPL EEEEEEEEEEEE 4 
Goto PlayerCheck
PlayerCheck:
SHPL E 2
SHPL E 2 A_JumpIf(ACS_ExecuteWithResult(261, 64) == 1, "PlayerCheck")
SHPL D 0 A_ChangeFlag("SOLID",1)
SHPL DCB 3
SHPL A 2 
goto Spawn+1
}
}

actor KyorownVC : Kyorown replaces Kyorown
{
-SHOOTABLE
}

actor BlankActor1
{
states
{
spawn:
TNT1 A 0
stop
}
}

//actor BlankActor82 : BlankActor1 replaces LaserBusterUpgrade
//{
//}

//actor BlankActor83 : BlankActor1 replaces ArrowBusterUpgrade
//{
//}

actor BlankActor84 : BlankActor1 replaces DuoFistUpgrade
{
}

actor BlankActor85 : BlankActor1 replaces TrebleBoostUpgrade
{
}

/*actor BlankActor86 : BlankActor1 replaces WTank
{
}*/

actor BlankActor87 : BlankActor1 replaces EnergyBalancer
{
}

actor BlankActor88 : BlankActor1 replaces ExitUnitItem
{
}

actor MTankSpawnerVC : CustomInventory replaces MTank
{
inventory.amount 1
inventory.maxamount 5
//Inventory.RespawnTics 350
inventory.pickupmessage "$PU_MTANK"
Tag "$TAG_MTANK"
inventory.icon "MTANK"
Inventory.PickupSound "item/1up"
+INVBAR
+COUNTITEM
scale 2.0
states
{
Spawn:
EBAL G 0
EBAL G 0 Thing_ChangeTID(0,999)
EBAL GE 6
Goto Spawn+2
Pickup:
TNT1 A 0 A_JumpIfInventory("IsACopywep",1,"Next")
TNT1 A 0 A_JumpIfInventory("IsFromMM8",1,"AssistMM8")
TNT1 A 0 A_GiveInventory("EnemyAssist")
stop
AssistMM8:
TNT1 A 0 A_GiveInventory("EnemyAssistMM8")
stop
Next:
WEAP Q 0 A_GiveInventory("MTank",1)
stop
}
}

actor EddieSummonV : EddieSummon
{
States
{
SpawnLoop:
WEAP QQ 0
stop
}
}

actor BlankActor91 : BlankActor1 replaces EddieSummon
{
}

actor BlankActor100 : BlankActor1 replaces ProtoUpgrade
{
}

actor BlankActor101 : BlankActor1 replaces BassUpgrade
{
}

actor BlankActor102 : BlankActor1 replaces MegaArmUpgrade
{
}

actor TakeBusterVC : CustomInventory replaces TakeBuster
{
inventory.amount 1
inventory.maxamount 1
+AUTOACTIVATE
States
{
Spawn:
TNT1 A 1
Stop
Use:
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")
Goto Death
KeepTreble:
//TNT1 A 0 A_TakeInventory("TrebleBoost",1)
TNT1 A 0 A_TakeInventory("ProtoBuster",1)
TNT1 A 0 A_TakeInventory("MegaBusterV",1)
TNT1 A 0 A_TakeInventory("SuperadaptorWep",1)
TNT1 A 0 A_TakeInventory("LaserBuster",1)
TNT1 A 0 A_TakeInventory("ArrowBuster",1)
TNT1 A 0 A_TakeInventory("DuoFist",1)
Goto Death
KeepDuo:
TNT1 A 0 A_TakeInventory("TrebleBoost",1)
TNT1 A 0 A_TakeInventory("ProtoBuster",1)
TNT1 A 0 A_TakeInventory("MegaBusterV",1)
TNT1 A 0 A_TakeInventory("SuperadaptorWep",1)
TNT1 A 0 A_TakeInventory("LaserBuster",1)
TNT1 A 0 A_TakeInventory("ArrowBuster",1)
//TNT1 A 0 A_TakeInventory("DuoFist",1)
Goto Death
KeepArrow:
TNT1 A 0 A_TakeInventory("TrebleBoost",1)
TNT1 A 0 A_TakeInventory("ProtoBuster",1)
TNT1 A 0 A_TakeInventory("MegaBusterV",1)
TNT1 A 0 A_TakeInventory("SuperadaptorWep",1)
TNT1 A 0 A_TakeInventory("LaserBuster",1)
//TNT1 A 0 A_TakeInventory("ArrowBuster",1)
TNT1 A 0 A_TakeInventory("DuoFist",1)
Goto Death
KeepLaser:
TNT1 A 0 A_TakeInventory("TrebleBoost",1)
TNT1 A 0 A_TakeInventory("ProtoBuster",1)
TNT1 A 0 A_TakeInventory("MegaBusterV",1)
TNT1 A 0 A_TakeInventory("SuperadaptorWep",1)
//TNT1 A 0 A_TakeInventory("LaserBuster",1)
TNT1 A 0 A_TakeInventory("ArrowBuster",1)
TNT1 A 0 A_TakeInventory("DuoFist",1)
Goto Death
KeepAdaptor:
TNT1 A 0 A_TakeInventory("TrebleBoost",1)
TNT1 A 0 A_TakeInventory("ProtoBuster",1)
TNT1 A 0 A_TakeInventory("MegaBusterV",1)
//TNT1 A 0 A_TakeInventory("SuperadaptorWep",1)
TNT1 A 0 A_TakeInventory("LaserBuster",1)
TNT1 A 0 A_TakeInventory("ArrowBuster",1)
TNT1 A 0 A_TakeInventory("DuoFist",1)
Goto Death
KeepProto:
TNT1 A 0 A_TakeInventory("TrebleBoost",1)
//TNT1 A 0 A_TakeInventory("ProtoBuster",1)
TNT1 A 0 A_TakeInventory("MegaBusterV",1)
TNT1 A 0 A_TakeInventory("SuperadaptorWep",1)
TNT1 A 0 A_TakeInventory("LaserBuster",1)
TNT1 A 0 A_TakeInventory("ArrowBuster",1)
TNT1 A 0 A_TakeInventory("DuoFist",1)
Goto Death
Death:
TNT1 A 0 A_TakeInventory("BusterGiven",999)
stop
}
}

actor CopywepGiver : CustomInventory
{
inventory.pickupsound "weapon/weaponup"
inventory.amount 1
inventory.maxamount 1
inventory.respawntics 5
scale 2.0
States
{
Spawn:
TNT1 A 1
loop
Pickup:
TNT1 A 0 A_JumpIfInventory("IsACopywep",1, "Pickup2")
fail
Pickup2:
TNT1 B 0 A_JumpIfInventory("MegaBusterV",1, "No")
TNT1 B 0 A_GiveInventory("MegaBusterV",1)
stop
No:
TNT1 B 0 
fail
}
}

actor WTankSpawnerVC : CustomInventory replaces WTank
{
//$Category MM8BDM-Assists
//$Title W-Tank
inventory.amount 1
inventory.maxamount 5
//Inventory.RespawnTics 350
inventory.pickupmessage "$PU_WTANK"
Tag "$TAG_WTANK"
inventory.icon "WTANK"
Inventory.PickupSound "item/1up"
+INVBAR
+COUNTITEM
scale 2.0
states
{
Spawn:
EBAL H 0
EBAL H 0 Thing_ChangeTID(0,999)
EBAL HE 6
Goto Spawn+2
Pickup:
TNT1 A 0 A_JumpIfInventory("IsACopywep",1,"Next")
TNT1 A 0 A_JumpIfInventory("IsFromMM8",1,"AssistMM8")
TNT1 A 0 A_GiveInventory("EnemyAssist")
stop
AssistMM8:
TNT1 A 0 A_GiveInventory("EnemyAssistMM8")
stop
Next:
WEAP Q 0 A_GiveInventory("WTank",1)
stop
}
}

actor ETankSpawnerVC : CustomInventory replaces ETank
{
//$Category MM8BDM-Assists
//$Title E-Tank
inventory.amount 1
inventory.maxamount 1
//Inventory.RespawnTics 350
inventory.pickupmessage "$PU_ETANK"
Tag "$TAG_ETANK"
inventory.icon "ETANK"
Inventory.PickupSound "item/1up"
+INVBAR
+COUNTITEM
scale 2.0
states
{
Spawn:
EBAL F 0
EBAL F 0 Thing_ChangeTID(0,999)
EBAL FE 6
Goto Spawn+2
Pickup:
TNT1 A 0 A_JumpIfInventory("ETankHealFlag",1,"Nope")
TNT1 A 0 A_JumpIfInventory("IsTheTerminator",1,"Next")
TNT1 A 0 A_JumpIfInventory("IsFromMM8",1,"PickupMM8")
TNT1 A 0 A_GiveInventory("ETank")
stop
PickupMM8:
TNT1 A 0 A_GiveInventory("ETankMM8")
stop
Next:
WEAP Q 0 A_GiveInventory("EnemyAssist",1)
stop
Nope:
TNT1 A 0
stop
}
}

actor Item1SpawnerVC : CustomInventory replaces Item1
{
//$Category MM8BDM-Assists
//$Title Item-1
//$Sprite WEA2A0
Inventory.RespawnTics 210
inventory.amount 3
inventory.maxamount 3
inventory.pickupmessage "$PU_ITEM1"
inventory.icon "ITEM1"
Tag "$TAG_ITEM1"
Inventory.PickupSound "item/1up"
scale 2.0
+COUNTITEM
+INVBAR
states
{
Spawn:
WEA2 A -1
loop
Pickup:
TNT1 A 0 A_JumpIfInventory("IsACopywep",1,"Next")
TNT1 A 0 A_JumpIfInventory("IsFromMM8",1,"AssistMM8")
TNT1 A 0 A_GiveInventory("EnemyAssist")
stop
AssistMM8:
TNT1 A 0 A_GiveInventory("EnemyAssistMM8")
stop
Next:
WEAP Q 0 A_GiveInventory("Item1",3)
stop
}
}

actor Item2SpawnerVC : CustomInventory replaces Item2
{
//$Category MM8BDM-Assists
//$Title Item-2
//$Sprite WEA2D0
Inventory.RespawnTics 210
inventory.amount 2
inventory.maxamount 2
inventory.pickupmessage "$PU_ITEM2"
inventory.icon "ITEM2"
Tag "$TAG_ITEM2"
Inventory.PickupSound "item/1up"
scale 2.0
+COUNTITEM
+INVBAR
states
{
Spawn:
WEA2 D -1
loop
Pickup:
TNT1 A 0 A_JumpIfInventory("IsACopywep",1,"Next")
TNT1 A 0 A_JumpIfInventory("IsFromMM8",1,"AssistMM8")
TNT1 A 0 A_GiveInventory("EnemyAssist")
stop
AssistMM8:
TNT1 A 0 A_GiveInventory("EnemyAssistMM8")
stop
Next:
WEAP Q 0 A_GiveInventory("Item2",2)
stop
}
}

actor Item3SpawnerVC : CustomInventory replaces Item3
{
//$Category MM8BDM-Assists
//$Title Item-3
//$Sprite ITM3A0
Inventory.RespawnTics 210
inventory.amount 2
inventory.maxamount 2
inventory.pickupmessage "$PU_ITEM3"
inventory.icon "ITEM3"
Tag "$TAG_ITEM3"
Inventory.PickupSound "item/1up"
scale 2.0
+COUNTITEM
+INVBAR
states
{
Spawn:
ITM3 A -1
loop
Pickup:
TNT1 A 0 A_JumpIfInventory("IsACopywep",1,"Next")
TNT1 A 0 A_JumpIfInventory("IsFromMM8",1,"AssistMM8")
TNT1 A 0 A_GiveInventory("EnemyAssist")
stop
AssistMM8:
TNT1 A 0 A_GiveInventory("EnemyAssistMM8")
stop
Next:
WEAP Q 0 A_GiveInventory("Item3",2)
stop
}
}

actor RushCoilSpawnerVC : CustomInventory replaces RushCoil
{
//$Category MM8BDM-Assists
//$Title Rush Coil
//$Sprite WEAPB0
Inventory.RespawnTics 245
inventory.amount 1
inventory.maxamount 1
inventory.pickupmessage "$PU_RUSHCOIL"
Inventory.ForbiddenTo BassV
inventory.icon "RCOIL"
Tag "$TAG_RUSHCOIL"
Inventory.PickupSound "item/1up"
scale 2.0
+COUNTITEM
+INVBAR
states
{
Spawn:
WEAP B -1
loop
Pickup:
TNT1 A 0 A_JumpIfInventory("IsACopywep",1,"Next")
TNT1 A 0 A_JumpIfInventory("IsFromMM8",1,"AssistMM8")
TNT1 A 0 A_GiveInventory("EnemyAssist")
stop
AssistMM8:
TNT1 A 0 A_GiveInventory("EnemyAssistMM8")
stop
Next:
WEAP Q 0 A_GiveInventory("RushCoil",1)
stop
}
}

actor WireAdaptorSpawnerVC : CustomInventory replaces WireAdaptor
{
//$Category MM8BDM-Assists
//$Title Wire Adaptor
//$Sprite WADPA0
Inventory.RespawnTics 245
inventory.amount 2
inventory.maxamount 2
inventory.pickupmessage "$PU_WIREADAPTOR"
inventory.icon "WIRE"
Tag "$TAG_WIREADAPTOR"
Inventory.PickupSound "item/1up"
scale 2.0
+COUNTITEM
+INVBAR
states
{
Spawn:
WADP A -1
loop
Pickup:
TNT1 A 0 A_JumpIfInventory("IsACopywep",1,"Next")
TNT1 A 0 A_JumpIfInventory("IsFromMM8",1,"AssistMM8")
TNT1 A 0 A_GiveInventory("EnemyAssist")
stop
AssistMM8:
TNT1 A 0 A_GiveInventory("EnemyAssistMM8")
stop
Next:
WEAP Q 0 A_GiveInventory("WireAdaptor",2)
stop
}
}

actor BeatSupportSpawnerVC : CustomInventory replaces BeatSupport
{
//$Category MM8BDM-Assists
//$Title Beat Support
//$Sprite WEA4O0
//Inventory.RespawnTics 300
inventory.amount 1
inventory.maxamount 1
inventory.pickupmessage "$PU_BEATSUPPORT"
Tag "$TAG_BEATSUPPORT"
inventory.icon "BEATI"
Inventory.PickupSound "item/1up"
scale 2.0
+COUNTITEM
+INVBAR
+NOBLOOD
states
{
Spawn:
WEA4 O -1
loop
Pickup:
TNT1 A 0 A_JumpIfInventory("IsACopywep",1,"Next")
TNT1 A 0 A_JumpIfInventory("IsFromMM8",1,"AssistMM8")
TNT1 A 0 A_GiveInventory("EnemyAssist")
stop
AssistMM8:
TNT1 A 0 A_GiveInventory("EnemyAssistMM8")
stop
Next:
WEAP Q 0 A_GiveInventory("BeatSupport",1)
stop
}
}

actor TangoSummonSpawnerVC : CustomInventory replaces TangoSummon
{
//$Category MM8BDM-Assists
//$Title Tango Roll
//$Sprite WEA3B0
Inventory.RespawnTics 350
inventory.amount 1
inventory.maxamount 1
inventory.pickupmessage "$PU_TANGOROLL"
Tag "$TAG_TANGOSUMMON"
inventory.icon "TANGOSI"
Inventory.PickupSound "item/1up"
Inventory.ForbiddenTo BassV
scale 2.0
+COUNTITEM
+INVBAR
states
{
Spawn:
WEA3 B -1
loop
Pickup:
TNT1 A 0 A_JumpIfInventory("IsACopywep",1,"Next")
TNT1 A 0 A_JumpIfInventory("IsFromMM8",1,"AssistMM8")
TNT1 A 0 A_GiveInventory("EnemyAssist")
stop
AssistMM8:
TNT1 A 0 A_GiveInventory("EnemyAssistMM8")
stop
Next:
WEAP Q 0 A_GiveInventory("TangoSummon",1)
stop
}
}

actor RushJetSpawnerVC : CustomInventory replaces RushJet
{
//$Category MM8BDM-Assists
//$Title Rush Jet
//$Sprite WEA2B0
Inventory.RespawnTics 525
inventory.amount 1
inventory.maxamount 1
inventory.pickupmessage "$PU_RUSHJET"
Inventory.ForbiddenTo BassV
inventory.icon "RUSHJ"
Tag "$TAG_RUSHJET"
Inventory.PickupSound "item/1up"
scale 2.0
+COUNTITEM
+INVBAR
states
{
Spawn:
WEA2 B -1
loop
Pickup:
TNT1 A 0 A_JumpIfInventory("IsACopywep",1,"Next")
TNT1 A 0 A_JumpIfInventory("IsFromMM8",1,"AssistMM8")
TNT1 A 0 A_GiveInventory("EnemyAssist")
stop
AssistMM8:
TNT1 A 0 A_GiveInventory("EnemyAssistMM8")
stop
Next:
WEAP Q 0 A_GiveInventory("RushJet",1)
stop
}
}

actor RushMarineSpawnerVC : CustomInventory replaces RushMarine
{
//$Category MM8BDM-Assists
//$Title Rush Marine
//$Sprite RUSHN0
Inventory.RespawnTics 525
inventory.amount 1
inventory.maxamount 1
inventory.pickupmessage "$PU_RUSHMARINE"
Inventory.ForbiddenTo BassV
inventory.icon "RUSHM"
Tag "$TAG_RUSHMARINE"
Inventory.PickupSound "item/1up"
scale 2.0
+COUNTITEM
+INVBAR
states
{
Spawn:
RUSH N -1
loop
Pickup:
TNT1 A 0 A_JumpIfInventory("IsACopywep",1,"Next")
TNT1 A 0 A_JumpIfInventory("IsFromMM8",1,"AssistMM8")
TNT1 A 0 A_GiveInventory("EnemyAssist")
stop
AssistMM8:
TNT1 A 0 A_GiveInventory("EnemyAssistMM8")
stop
Next:
WEAP Q 0 A_GiveInventory("RushMarine",1)
stop
}
}

actor TrebleSentrySpawnerVC : CustomInventory replaces TrebleSentry
{
//$Category MM8BDM-Assists
//$Title Treble Sentry
//$Sprite TRBIA0
//Inventory.RespawnTics 300
inventory.amount 1
inventory.maxamount 1
inventory.pickupmessage "$PU_TREBLESENTRY"
Inventory.ForbiddenTo Duo, ProtoManV, MegaManV
Tag "$TAG_TREBLESENTRY"
inventory.icon "TRBLSI"
Inventory.PickupSound "item/1up"
scale 2.0
+COUNTITEM
+INVBAR
states
{
Spawn:
TRBI A -1
Loop
Pickup:
TNT1 A 0 A_JumpIfInventory("IsACopywep",1,"Next")
TNT1 A 0 A_JumpIfInventory("IsFromMM8",1,"AssistMM8")
TNT1 A 0 A_GiveInventory("EnemyAssist")
stop
AssistMM8:
TNT1 A 0 A_GiveInventory("EnemyAssistMM8")
stop
Next:
WEAP Q 0 A_GiveInventory("TrebleSentry",1)
stop
Nope:
TNT1 A 0
stop
}
}

actor EddieBomberSpawnerVC : CustomInventory replaces EddieBomber
{
//$Category MM8BDM-Assists
//$Title Eddie Bomber
//$Sprite EDDIQ0
Inventory.RespawnTics 350
inventory.amount 1
inventory.maxamount 1
inventory.pickupmessage "$PU_EDDIEBOMBER"
Tag "$TAG_EDDIEBOMBER"
inventory.icon "EDDIEB"
Inventory.PickupSound "item/1up"
scale 2.0
+COUNTITEM
+INVBAR
states
{
Spawn:
EDDI Q -1
loop
Pickup:
TNT1 A 0 A_JumpIfInventory("IsBass",1,"Evil")
TNT1 A 0 A_JumpIfInventory("IsACopywep",1,"Next")
TNT1 A 0 A_JumpIfInventory("IsFromMM8",1,"PickupMM8")
Evil:
TNT1 A 0 A_GiveInventory("EddieBomberEvil")
stop
PickupMM8:
TNT1 A 0 A_GiveInventory("EddieBomberEvilMM8")
stop
Next:
WEAP Q 0 A_GiveInventory("EddieBomber",1)
stop
}
}

actor BeatBoostItemSpawnerVC : CustomInventory replaces BeatBoostItem
{
//$Category MM8BDM-Assists
//$Title Beat Call
//$Sprite WEA3I0
Inventory.RespawnTics 245
inventory.amount 1
inventory.maxamount 1
inventory.pickupmessage "$PU_BEATCALL"
Tag "$TAG_BEATCALL"
inventory.icon "BEATBSTI"
Inventory.PickupSound "item/1up"
scale 2.0
+COUNTITEM
+INVBAR
states
{
Spawn:
WEA3 I -1
wait
Pickup:
TNT1 A 0 A_JumpIfInventory("IsACopywep",1,"Next")
TNT1 A 0 A_JumpIfInventory("IsFromMM8",1,"PickupMM8")
TNT1 A 0 A_GiveInventory("PeatBoostItem")
stop
PickupMM8:
TNT1 A 0 A_GiveInventory("PeatBoostItemMM8")
stop
Next:
WEAP Q 0 A_GiveInventory("BeatBoostItem",1)
stop
}
}

actor RollingCutterPickup : CopywepGiver replaces RollingCutterWep
{
Inventory.Pickupmessage "$PU_ROLLINGCUTTER"
States
{
Spawn:
WEA2 F 1
loop
Pickup2:
TNT1 A 0 A_JumpIfInventory("RollingCutterWepM",1, "No")
TNT1 A 0 A_GiveInventory("RollingCutterWepM",1)
stop
}
}

actor SuperArmPickup : CopywepGiver replaces SuperArmWep
{
Inventory.Pickupmessage "$PU_SUPERARM"
States
{
Spawn:
WEAP O 1
loop
Pickup2:
TNT1 A 0 A_JumpIfInventory("SuperArmWepM",1, "No")
TNT1 A 0 A_GiveInventory("SuperArmWepM",1)
stop
}
}

actor HyperBombPickup : CopywepGiver replaces HyperBombWep
{
Inventory.Pickupmessage "$PU_HYPERBOMB"
States
{
Spawn:
WEAP H 1
loop
Pickup2:
TNT1 A 0 A_JumpIfInventory("HyperBombWepM",1, "No")
TNT1 A 0 A_GiveInventory("HyperBombWepM",1)
stop
}
}

actor FireStormPickup : CopywepGiver replaces FireStormWep
{
Inventory.Pickupmessage "$PU_FIRESTORM"
States
{
Spawn:
WEAP Y 1
loop
Pickup2:
TNT1 A 0 A_JumpIfInventory("FireStormWepM",1, "No")
TNT1 A 0 A_GiveInventory("FireStormWepM",1)
stop
}
}

actor IceSlasherPickup : CopywepGiver replaces IceSlasherWep
{
Inventory.Pickupmessage "$PU_ICESLASHER"
States
{
Spawn:
WEAP P 1
loop
Pickup2:
TNT1 A 0 A_JumpIfInventory("IceSlasherWepM",1, "No")
TNT1 A 0 A_GiveInventory("IceSlasherWepM",1)
stop
}
}

actor ThunderBeamPickup : CopywepGiver replaces ThunderBeamWep
{
Inventory.Pickupmessage "$PU_THUNDERBEAM"
States
{
Spawn:
WEAP R 1
loop
Pickup2:
TNT1 A 0 A_JumpIfInventory("ThunderBeamWepM",1, "No")
TNT1 A 0 A_GiveInventory("ThunderBeamWepM",1)
stop
}
}

actor OilSliderPickup : CopywepGiver replaces OilSliderWep
{
Inventory.Pickupmessage "$PU_OILSLIDER"
States
{
Spawn:
WEA7 J 1
loop
Pickup2:
TNT1 A 0 A_JumpIfInventory("OilSliderWepM",1, "No")
TNT1 A 0 A_GiveInventory("OilSliderWepM",1)
stop
}
}

actor TimeSlowPickup : CopywepGiver replaces TimeSlowWep
{
Inventory.Pickupmessage "$PU_TIMESLOW"
States
{
Spawn:
SLOT X 1
loop
Pickup2:
TNT1 A 0 A_JumpIfInventory("TimeSlowWepM",1, "No")
TNT1 A 0 A_GiveInventory("TimeSlowWepM",1)
stop
}
}

actor MagnetBeamPickup : CopywepGiver replaces LaserBusterUpgrade
{
Inventory.Pickupmessage "$PU_MAGNETBEAM"
States
{
Spawn:
MBEA A 1
loop
Pickup2:
TNT1 A 0 A_JumpIfInventory("MagnetBeamWepM",1, "No")
TNT1 A 0 A_GiveInventory("MagnetBeamWepM",1)
stop
}
}

actor AirShooterPickup : CopywepGiver replaces AirShooterWep
{
Inventory.Pickupmessage "$PU_AIRSHOOTER"
States
{
Spawn:
WEAP G 1
loop
Pickup2:
TNT1 A 0 A_JumpIfInventory("AirShooterWepM",1, "No")
TNT1 A 0 A_GiveInventory("AirShooterWepM",1)
stop
}
}

actor AtomicFirePickup : CopywepGiver replaces AtomicFireWep
{
Inventory.Pickupmessage "$PU_ATOMICFIRE"
States
{
Spawn:
WEAP E 1
loop
Pickup2:
TNT1 A 0 A_JumpIfInventory("AtomicFireWepM",1, "No")
TNT1 A 0 A_GiveInventory("AtomicFireWepM",1)
stop
}
}

actor BubbleLeadPickup : CopywepGiver replaces BubbleLeadWep
{
Inventory.Pickupmessage "$PU_BUBBLELEAD"
States
{
Spawn:
WEAP D 1
loop
Pickup2:
TNT1 A 0 A_JumpIfInventory("BubbleLeadWepM",1, "No")
TNT1 A 0 A_GiveInventory("BubbleLeadWepM",1)
stop
}
}

actor CrashBombPickup : CopywepGiver replaces CrashBombWep
{
Inventory.Pickupmessage "$PU_CRASHBOMB"
States
{
Spawn:
WEA2 C 1
loop
Pickup2:
TNT1 A 0 A_JumpIfInventory("CrashBombWepM",1, "No")
TNT1 A 0 A_GiveInventory("CrashBombWepM",1)
stop
}
}

actor LeafShieldPickup : CopywepGiver replaces LeafShieldWep
{
Inventory.Pickupmessage "$PU_LEAFSHIELD"
States
{
Spawn:
WEAP F 1
loop
Pickup2:
TNT1 A 0 A_JumpIfInventory("LeafShieldWepM",1, "No")
TNT1 A 0 A_GiveInventory("LeafShieldWepM",1)
stop
}
}

actor MetalBladePickup : CopywepGiver replaces MetalBladeWep
{
Inventory.Pickupmessage "$PU_METALBLADE"
States
{
Spawn:
WEAP S 1
loop
Pickup2:
TNT1 A 0 A_JumpIfInventory("MetalBladeWepM",1, "No")
TNT1 A 0 A_GiveInventory("MetalBladeWepM",1)
stop
}
}

actor QuickBoomerangPickup : CopywepGiver replaces QuickBoomerangWep
{
Inventory.Pickupmessage "$PU_QUICKBOOMERANG"
States
{
Spawn:
WEAP Z 1
loop
Pickup2:
TNT1 A 0 A_JumpIfInventory("QuickBoomerangWepM",1, "No")
TNT1 A 0 A_GiveInventory("QuickBoomerangWepM",1)
stop
}
}

actor TimeStopperPickup : CopywepGiver replaces TimeStopperWep
{
Inventory.Pickupmessage "$PU_TIMESTOPPER"
States
{
Spawn:
TNT1 A 0//WEAP N 1
stop
Pickup2:
TNT1 A 0 A_JumpIfInventory("TimeStopperWepM",1, "No")
TNT1 A 0 A_GiveInventory("TimeStopperWepM",1)
stop
}
}

//MM3//MM3//MM3//MM3//MM3//MM3
//MM3//MM3//MM3//MM3//MM3//MM3
actor GeminiLaserPickup : CopywepGiver replaces GeminiLaserWep
{
Inventory.Pickupmessage "$PU_GEMINILASER"
States
{
Spawn:
WEAP M 1
loop
Pickup2:
TNT1 A 0 A_JumpIfInventory("GeminiLaserWepM",1, "No")
TNT1 A 0 A_GiveInventory("GeminiLaserWepM",1)
stop
}
}

actor HardKnucklePickup : CopywepGiver replaces HardKnuckleWep
{
Inventory.Pickupmessage "$PU_HARDKNUCKLE"
States
{
Spawn:
WEAP T 1
loop
Pickup2:
TNT1 A 0 A_JumpIfInventory("HardKnuckleWepM",1, "No")
TNT1 A 0 A_GiveInventory("HardKnuckleWepM",1)
stop
}
}

actor MagnetMissilePickup : CopywepGiver replaces MagnetMissileWep
{
Inventory.Pickupmessage "$PU_MAGNETMISSILE"
States
{
Spawn:
WEAP I 1
loop
Pickup2:
TNT1 A 0 A_JumpIfInventory("MagnetMissileWepM",1, "No")
TNT1 A 0 A_GiveInventory("MagnetMissileWepM",1)
stop
}
}

actor NeedleCannonPickup : CopywepGiver replaces NeedleCannonWep
{
Inventory.Pickupmessage "$PU_NEEDLECANNON"
States
{
Spawn:
WEAP L 1
loop
Pickup2:
TNT1 A 0 A_JumpIfInventory("NeedleCannonWepM",1, "No")
TNT1 A 0 A_GiveInventory("NeedleCannonWepM",1)
stop
}
}

actor SearchSnakePickup : CopywepGiver replaces SearchSnakeWep
{
Inventory.Pickupmessage "$PU_SEARCHSNAKE"
States
{
Spawn:
WEAP K 1
loop
Pickup2:
TNT1 A 0 A_JumpIfInventory("SearchSnakeWepM",1, "No")
TNT1 A 0 A_GiveInventory("SearchSnakeWepM",1)
stop
}
}

actor ShadowBladePickup : CopywepGiver replaces ShadowBladeWep
{
Inventory.Pickupmessage "$PU_SHADOWBLADE"
States
{
Spawn:
WEAP A 1
loop
Pickup2:
TNT1 A 0 A_JumpIfInventory("ShadowBladeWepM",1, "No")
TNT1 A 0 A_GiveInventory("ShadowBladeWepM",1)
stop
}
}

actor SparkShockPickup : CopywepGiver replaces SparkShockWep
{
Inventory.Pickupmessage "$PU_SPARKSHOCK"
States
{
Spawn:
WEA2 G 1
loop
Pickup2:
TNT1 A 0 A_JumpIfInventory("SparkShockWepM",1, "No")
TNT1 A 0 A_GiveInventory("SparkShockWepM",1)
stop
}
}

actor TopSpinPickup : CopywepGiver replaces TopSpinWep
{
Inventory.Pickupmessage "$PU_TOPSPIN"
States
{
Spawn:
WEAP J 1
loop
Pickup2:
TNT1 A 0 A_JumpIfInventory("TopSpinWepM",1, "No")
TNT1 A 0 A_GiveInventory("TopSpinWepM",1)
stop
}
}

//MM4//MM4//MM4//MM4//MM4//MM4
//MM4//MM4//MM4//MM4//MM4//MM4
actor DiveMissilePickup : CopywepGiver replaces DiveMissileWep
{
Inventory.Pickupmessage "$PU_DIVEMISSILE"
States
{
Spawn:
WEA2 S 1
loop
Pickup2:
TNT1 A 0 A_JumpIfInventory("DiveMissileWepM",1, "No")
TNT1 A 0 A_GiveInventory("DiveMissileWepM",1)
stop
}
}

actor DrillBombPickup : CopywepGiver replaces DrillBombWep
{
Inventory.Pickupmessage "$PU_DRILLBOMB"
States
{
Spawn:
WEAP V 1
loop
Pickup2:
TNT1 A 0 A_JumpIfInventory("DrillBombWepM",1, "No")
TNT1 A 0 A_GiveInventory("DrillBombWepM",1)
stop
}
}

actor DustCrusherPickup : CopywepGiver replaces DustCrusherWep
{
Inventory.Pickupmessage "$PU_DUSTCRUSHER"
States
{
Spawn:
WEA2 K 1
loop
Pickup2:
TNT1 A 0 A_JumpIfInventory("DustCrusherWepM",1, "No")
TNT1 A 0 A_GiveInventory("DustCrusherWepM",1)
stop
}
}

actor FlashStopperPickup : CopywepGiver replaces FlashStopperWep
{
Inventory.Pickupmessage "$PU_FLASHSTOPPER"
States
{
Spawn:
WEA3 E 1
loop
Pickup2:
TNT1 A 0 A_JumpIfInventory("FlashStopperWepM",1, "No")
TNT1 A 0 A_GiveInventory("FlashStopperWepM",1)
stop
}
}

actor PharaohShotPickup : CopywepGiver replaces PharaohShotWep
{
Inventory.Pickupmessage "$PU_PHARAOHSHOT"
States
{
Spawn:
WEA2 L 1
loop
Pickup2:
TNT1 A 0 A_JumpIfInventory("PharaohShotWepM",1, "No")
TNT1 A 0 A_GiveInventory("PharaohShotWepM",1)
stop
}
}

actor RainFlushPickup : CopywepGiver replaces RainFlushWep
{
Inventory.Pickupmessage "$PU_RAINFLUSH"
States
{
Spawn:
WEA2 Y 1
loop
Pickup2:
TNT1 A 0 A_JumpIfInventory("RainFlushWepM",1, "No")
TNT1 A 0 A_GiveInventory("RainFlushWepM",1)
stop
}
}

actor RingBoomerangPickup : CopywepGiver replaces RingBoomerangWep
{
Inventory.Pickupmessage "$PU_RINGBOOMERANG"
States
{
Spawn:
WEA2 H 1
loop
Pickup2:
TNT1 A 0 A_JumpIfInventory("RingBoomerangWepM",1, "No")
TNT1 A 0 A_GiveInventory("RingBoomerangWepM",1)
stop
}
}

actor SkullBarrierPickup : CopywepGiver replaces SkullBarrierWep
{
Inventory.Pickupmessage "$PU_SKULLBARRIER"
States
{
Spawn:
WEA2 O 1
loop
Pickup2:
TNT1 A 0 A_JumpIfInventory("SkullBarrierWepM",1, "No")
TNT1 A 0 A_GiveInventory("SkullBarrierWepM",1)
stop
}
}

//MM5//MM5//MM5//MM5//MM5//MM5
//MM5//MM5//MM5//MM5//MM5//MM5
actor ChargeKickPickup : CopywepGiver replaces ChargeKickWep
{
Inventory.Pickupmessage "$PU_CHARGEKICK"
States
{
Spawn:
WEA2 E 1
loop
Pickup2:
TNT1 A 0 A_JumpIfInventory("ChargeKickWepM",1, "No")
TNT1 A 0 A_GiveInventory("ChargeKickWepM",1)
stop
}
}

actor CrystalEyePickup : CopywepGiver replaces CrystalEyeWep
{
Inventory.Pickupmessage "$PU_CRYSTALEYE"
States
{
Spawn:
WEA2 N 1
loop
Pickup2:
TNT1 A 0 A_JumpIfInventory("CrystalEyeWepM",1, "No")
TNT1 A 0 A_GiveInventory("CrystalEyeWepM",1)
stop
}
}

actor GravityHoldPickup : CopywepGiver replaces GravityHoldWep
{
Inventory.Pickupmessage "$PU_GRAVITYHOLD"
States
{
Spawn:
WEA3 F 1
loop
Pickup2:
TNT1 A 0 A_JumpIfInventory("GravityHoldWepM",1, "No")
TNT1 A 0 A_GiveInventory("GravityHoldWepM",1)
stop
}
}

actor GyroAttackPickup : CopywepGiver replaces GyroAttackWep
{
Inventory.Pickupmessage "$PU_GYROATTACK"
States
{
Spawn:
WEA2 I 1
loop
Pickup2:
TNT1 A 0 A_JumpIfInventory("GyroAttackWepM",1, "No")
TNT1 A 0 A_GiveInventory("GyroAttackWepM",1)
stop
}
}

actor NapalmBombPickup : CopywepGiver replaces NapalmBombWep
{
Inventory.Pickupmessage "$PU_NAPALMBOMB"
States
{
Spawn:
WEAP C 1
loop
Pickup2:
TNT1 A 0 A_JumpIfInventory("NapalmBombWepM",1, "No")
TNT1 A 0 A_GiveInventory("NapalmBombWepM",1)
stop
}
}

actor PowerStonePickup : CopywepGiver replaces PowerStoneWep
{
Inventory.Pickupmessage "$PU_POWERSTONE"
States
{
Spawn:
WEA2 J 1
loop
Pickup2:
TNT1 A 0 A_JumpIfInventory("PowerStoneWepM",1, "No")
TNT1 A 0 A_GiveInventory("PowerStoneWepM",1)
stop
}
}

actor StarCrashPickup : CopywepGiver replaces StarCrashWep
{
Inventory.Pickupmessage "$PU_STARCRASH"
States
{
Spawn:
WEA2 X 1
loop
Pickup2:
TNT1 A 0 A_JumpIfInventory("StarCrashWepM",1, "No")
TNT1 A 0 A_GiveInventory("StarCrashWepM",1)
stop
}
}

actor WaterWavePickup : CopywepGiver replaces WaterWaveWep
{
Inventory.Pickupmessage "$PU_WATERWAVE"
States
{
Spawn:
WEA2 M 1
loop
Pickup2:
TNT1 A 0 A_JumpIfInventory("WaterWaveWepM",1, "No")
TNT1 A 0 A_GiveInventory("WaterWaveWepM",1)
stop
}
}


actor SuperArrowPickup : CopywepGiver replaces ArrowBusterUpgrade
{
Inventory.Pickupmessage "$PU_SUPERARROW"
States
{
Spawn:
SARW C 1
loop
Pickup2:
TNT1 A 0 A_JumpIfInventory("SuperArrowWepM",1, "No")
TNT1 A 0 A_GiveInventory("SuperArrowWepM",1)
stop
}
}

//MM6//MM6//MM6//MM6//MM6//MM6
//MM6//MM6//MM6//MM6//MM6//MM6
actor BlizzardAttackPickup : CopywepGiver replaces BlizzardAttackWep
{
Inventory.Pickupmessage "$PU_BLIZZARDATTACK"
States
{
Spawn:
WEAP W 1
loop
Pickup2:
TNT1 A 0 A_JumpIfInventory("BlizzardAttackWepM",1, "No")
TNT1 A 0 A_GiveInventory("BlizzardAttackWepM",1)
stop
}
}

actor CentaurFlashPickup : CopywepGiver replaces CentaurFlashWep
{
Inventory.Pickupmessage "$PU_CENTAURFLASH"
States
{
Spawn:
WEA3 G 1
loop
Pickup2:
TNT1 A 0 A_JumpIfInventory("CentaurFlashWepM",1, "No")
TNT1 A 0 A_GiveInventory("CentaurFlashWepM",1)
stop
}
}

actor FlameBlastPickup : CopywepGiver replaces FlameBlastWep
{
Inventory.Pickupmessage "$PU_FLAMEBLAST"
States
{
Spawn:
WEA2 P 1
loop
Pickup2:
TNT1 A 0 A_JumpIfInventory("FlameBlastWepM",1, "No")
TNT1 A 0 A_GiveInventory("FlameBlastWepM",1)
stop
}
}

actor KnightCrushPickup : CopywepGiver replaces KnightCrushWep
{
Inventory.Pickupmessage "$PU_KNIGHTCRUSH"
States
{
Spawn:
WEA2 W 1
loop
Pickup2:
TNT1 A 0 A_JumpIfInventory("KnightCrushWepM",1, "No")
TNT1 A 0 A_GiveInventory("KnightCrushWepM",1)
stop
}
}

actor PlantBarrierPickup : CopywepGiver replaces PlantBarrierWep
{
Inventory.Pickupmessage "$PU_PLANTBARRIER"
States
{
Spawn:
WEA2 T 1
loop
Pickup2:
TNT1 A 0 A_JumpIfInventory("PlantBarrierWepM",1, "No")
TNT1 A 0 A_GiveInventory("PlantBarrierWepM",1)
stop
}
}

actor SilverTomahawkPickup : CopywepGiver replaces SilverTomahawkWep
{
Inventory.Pickupmessage "$PU_SILVERTOMAHAWK"
States
{
Spawn:
WEA2 U 1
loop
Pickup2:
TNT1 A 0 A_JumpIfInventory("SilverTomahawkWepM",1, "No")
TNT1 A 0 A_GiveInventory("SilverTomahawkWepM",1)
stop
}
}

actor WindStormPickup : CopywepGiver replaces WindStormWep
{
Inventory.Pickupmessage "$PU_WINDSTORM"
States
{
Spawn:
WEA2 V 1
loop
Pickup2:
TNT1 A 0 A_JumpIfInventory("WindStormWepM",1, "No")
TNT1 A 0 A_GiveInventory("WindStormWepM",1)
stop
}
}

actor YamatoSpearPickup : CopywepGiver replaces YamatoSpearWep
{
Inventory.Pickupmessage "$PU_YAMATOSPEAR"
States
{
Spawn:
WEA2 R 1
loop
Pickup2:
TNT1 A 0 A_JumpIfInventory("YamatoSpearWepM",1, "No")
TNT1 A 0 A_GiveInventory("YamatoSpearWepM",1)
stop
}
}

//MM7//MM7//MM7//MM7//MM7//MM7
//MM7//MM7//MM7//MM7//MM7//MM7
actor FreezeCrackerPickup : CopywepGiver replaces FreezeCrackerWep
{
Inventory.Pickupmessage "$PU_FREEZECRACKER"
States
{
Spawn:
WEA3 O 1
loop
Pickup2:
TNT1 A 0 A_JumpIfInventory("FreezeCrackerWepM",1, "No")
TNT1 A 0 A_GiveInventory("FreezeCrackerWepM",1)
stop
}
}

actor DangerWrapPickup : CopywepGiver replaces DangerWrapWep
{
Inventory.Pickupmessage "$PU_DANGERWRAP"
States
{
Spawn:
WEA3 L 1
loop
Pickup2:
TNT1 A 0 A_JumpIfInventory("DangerWrapWepM",1, "No")
TNT1 A 0 A_GiveInventory("DangerWrapWepM",1)
stop
}
}

actor JunkShieldPickup : CopywepGiver replaces JunkShieldWep
{
Inventory.Pickupmessage "$PU_JUNKSHIELD"
States
{
Spawn:
WEA3 N 1
loop
Pickup2:
TNT1 A 0 A_JumpIfInventory("JunkShieldWepM",1, "No")
TNT1 A 0 A_GiveInventory("JunkShieldWepM",1)
stop
}
}

actor NoiseCrushPickup : CopywepGiver replaces NoiseCrushWep
{
Inventory.Pickupmessage "$PU_NOISECRUSH"
States
{
Spawn:
WEA3 J 1
loop
Pickup2:
TNT1 A 0 A_JumpIfInventory("NoiseCrushWepM",1, "No")
TNT1 A 0 A_GiveInventory("NoiseCrushWepM",1)
stop
}
}

actor ScorchWheelPickup : CopywepGiver replaces ScorchWheelWep
{
Inventory.Pickupmessage "$PU_SCORCHWHEEL"
States
{
Spawn:
WEA3 M 1
loop
Pickup2:
TNT1 A 0 A_JumpIfInventory("ScorchWheelWepM",1, "No")
TNT1 A 0 A_GiveInventory("ScorchWheelWepM",1)
stop
}
}

actor ThunderBoltPickup : CopywepGiver replaces ThunderBoltWep
{
Inventory.Pickupmessage "$PU_THUNDERBOLT"
States
{
Spawn:
WEA3 R 1
loop
Pickup2:
TNT1 A 0 A_JumpIfInventory("ThunderBoltWepM",1, "No")
TNT1 A 0 A_GiveInventory("ThunderBoltWepM",1)
stop
}
}

actor WildCoilPickup : CopywepGiver replaces WildCoilWep
{
Inventory.Pickupmessage "$PU_WILDCOIL"
States
{
Spawn:
WEA3 K 1
loop
Pickup2:
TNT1 A 0 A_JumpIfInventory("WildCoilWepM",1, "No")
TNT1 A 0 A_GiveInventory("WildCoilWepM",1)
stop
}
}

actor SlashClawPickup : CopywepGiver replaces SlashClawWep
{
Inventory.Pickupmessage "$PU_SLASHCLAW"
States
{
Spawn:
WEA3 Q 1
loop
Pickup2:
TNT1 A 0 A_JumpIfInventory("SlashClawWepM",1, "No")
TNT1 A 0 A_GiveInventory("SlashClawWepM",1)
stop
}
}

actor MegaBallPickup : CopywepGiver replaces MegaBallWep
{
Inventory.Pickupmessage "$PU_MEGABALL"
States
{
Spawn:
WEA4 D 1
loop
Pickup2:
TNT1 A 0 A_JumpIfInventory("MegaBallWepM",1, "No")
TNT1 A 0 A_GiveInventory("MegaBallWepM",1)
stop
}
}

actor AstroCrushPickup : CopywepGiver replaces AstroCrushWep
{
Inventory.Pickupmessage "$PU_ASTROCRUSH"
States
{
Spawn:
WEA4 E 1
loop
Pickup2:
TNT1 A 0 A_JumpIfInventory("AstroCrushWepM",1, "No")
TNT1 A 0 A_GiveInventory("AstroCrushWepM",1)
stop
}
}

actor FlameSwordPickup : CopywepGiver replaces FlameSwordWep
{
Inventory.Pickupmessage "$PU_FLAMESWORD"
States
{
Spawn:
WEA4 F 1
loop
Pickup2:
TNT1 A 0 A_JumpIfInventory("FlameSwordWepM",1, "No")
TNT1 A 0 A_GiveInventory("FlameSwordWepM",1)
stop
}
}

actor FlashBombPickup : CopywepGiver replaces FlashBombWep
{
Inventory.Pickupmessage "$PU_FLASHBOMB"
States
{
Spawn:
WEA4 B 1
loop
Pickup2:
TNT1 A 0 A_JumpIfInventory("FlashBombWepM",1, "No")
TNT1 A 0 A_GiveInventory("FlashBombWepM",1)
stop
}
}

actor HomingSniperPickup : CopywepGiver replaces HomingSniperWep
{
Inventory.Pickupmessage "$PU_HOMINGSNIPER"
States
{
Spawn:
WEA4 H 1
loop
Pickup2:
TNT1 A 0 A_JumpIfInventory("HomingSniperWepM",1, "No")
TNT1 A 0 A_GiveInventory("HomingSniperWepM",1)
stop
}
}

actor IceWavePickup : CopywepGiver replaces IceWaveWep
{
Inventory.Pickupmessage "$PU_ICEWAVE"
States
{
Spawn:
WEA4 A 1
loop
Pickup2:
TNT1 A 0 A_JumpIfInventory("IceWaveWepM",1, "No")
TNT1 A 0 A_GiveInventory("IceWaveWepM",1)
stop
}
}

actor ThunderClawPickup : CopywepGiver replaces ThunderClawWep
{
Inventory.Pickupmessage "$PU_THUNDERCLAW"
States
{
Spawn:
WEA4 G 1
loop
Pickup2:
TNT1 A 0 A_JumpIfInventory("ThunderClawWepM",1, "No")
TNT1 A 0 A_GiveInventory("ThunderClawWepM",1)
stop
}
}

actor TornadoHoldPickup : CopywepGiver replaces TornadoHoldWep
{
Inventory.Pickupmessage "$PU_TORNADOHOLD"
States
{
Spawn:
WEA4 C 1
loop
Pickup2:
TNT1 A 0 A_JumpIfInventory("TornadoHoldWepM",1, "No")
TNT1 A 0 A_GiveInventory("TornadoHoldWepM",1)
stop
}
}

actor WaterBalloonPickup : CopywepGiver replaces WaterBalloonWep
{
Inventory.Pickupmessage "$PU_WATERBALLOON"
States
{
Spawn:
WEA4 I 1
loop
Pickup2:
TNT1 A 0 A_JumpIfInventory("WaterBalloonWepM",1, "No")
TNT1 A 0 A_GiveInventory("WaterBalloonWepM",1)
stop
}
}

//MMB//MMB//MMB//MMB//MMB//MMB
//MMB//MMB//MMB//MMB//MMB//MMB
actor TenguBladePickup : CopywepGiver replaces TenguBladeWep
{
Inventory.Pickupmessage "$PU_TENGUBLADE"
States
{
Spawn:
TBLA X 1
loop
Pickup2:
TNT1 A 0 A_JumpIfInventory("TenguBladeWepM",1, "No")
TNT1 A 0 A_GiveInventory("TenguBladeWepM",1)
stop
}
}

actor WaveBurnerPickup : CopywepGiver replaces WaveBurnerWep
{
Inventory.Pickupmessage "$PU_WAVEBURNER"
States
{
Spawn:
WABU X 1
loop
Pickup2:
TNT1 A 0 A_JumpIfInventory("WaveBurnerWepM",1, "No")
TNT1 A 0 A_GiveInventory("WaveBurnerWepM",1)
stop
}
}

actor SpreadDrillPickup : CopywepGiver replaces SpreadDrillWep
{
Inventory.Pickupmessage "$PU_SPREADDRILL"
States
{
Spawn:
SPRE X 1
loop
Pickup2:
TNT1 A 0 A_JumpIfInventory("SpreadDrillWepM",1, "No")
TNT1 A 0 A_GiveInventory("SpreadDrillWepM",1)
stop
}
}

actor CopyVisionPickup : CopywepGiver replaces CopyVisionWep
{
Inventory.Pickupmessage "$PU_COPYVISION"
States
{
Spawn:
COPY X 1
loop
Pickup2:
TNT1 A 0 A_JumpIfInventory("CopyVisionWepM",1, "No")
TNT1 A 0 A_GiveInventory("CopyVisionWepM",1)
stop
}
}

actor MagicCardPickup : CopywepGiver replaces MagicCardWep
{
Inventory.Pickupmessage "$PU_MAGICCARD"
States
{
Spawn:
MCAR X 1
loop
Pickup2:
TNT1 A 0 A_JumpIfInventory("MagicCardWepM",1, "No")
TNT1 A 0 A_GiveInventory("MagicCardWepM",1)
stop
}
}

actor RemoteMinePickup : CopywepGiver replaces RemoteMineWep
{
Inventory.Pickupmessage "$PU_REMOTEMINE"
States
{
Spawn:
REMI X 1
loop
Pickup2:
TNT1 A 0 A_JumpIfInventory("RemoteMineWepM",1, "No")
TNT1 A 0 A_GiveInventory("RemoteMineWepM",1)
stop
}
}

actor IceWallPickup : CopywepGiver replaces IceWallWep
{
Inventory.Pickupmessage "$PU_ICEWALL"
States
{
Spawn:
ICWL X 1
loop
Pickup2:
TNT1 A 0 A_JumpIfInventory("IceWallWepM",1, "No")
TNT1 A 0 A_GiveInventory("IceWallWepM",1)
stop
}
}

actor LightningBoltPickup : CopywepGiver replaces LightningBoltWep
{
Inventory.Pickupmessage "$PU_LIGHTNINGBOLT"
States
{
Spawn:
LIBO A 1
loop
Pickup2:
TNT1 A 0 A_JumpIfInventory("LightningBoltWepM",1, "No")
TNT1 A 0 A_GiveInventory("LightningBoltWepM",1)
stop
}
}

//MM9//MM9//MM9//MM9//MM9//MM9
//MM9//MM9//MM9//MM9//MM9//MM9
actor ConcreteShotPickup : CopywepGiver replaces ConcreteShotWep
{
inventory.pickupmessage "$PU_CONCRETESHOT"
States
{
Spawn:
CONC A 1
loop
Pickup2:
TNT1 A 0 A_JumpIfInventory("ConcreteShotWepM",1, "No")
TNT1 A 0 A_GiveInventory("ConcreteShotWepM",1)
stop
}
}

actor TornadoBlowPickup : CopywepGiver replaces TornadoBlowWep
{
inventory.pickupmessage "$PU_TORNADOBLOW"
States
{
Spawn:
TBLO A 1
loop
Pickup2:
TNT1 A 0 A_JumpIfInventory("TornadoBlowWepM",1, "No")
TNT1 A 0 A_GiveInventory("TornadoBlowWepM",1)
stop
}
}

actor LaserTridentPickup : CopywepGiver replaces LaserTridentWep
{
inventory.pickupmessage "$PU_LASERTRIDENT"
States
{
Spawn:
LTRI A 1
loop
Pickup2:
TNT1 A 0 A_JumpIfInventory("LaserTridentWepM",1, "No")
TNT1 A 0 A_GiveInventory("LaserTridentWepM",1)
stop
}
}

actor PlugBallPickup : CopywepGiver replaces PlugBallWep
{
inventory.pickupmessage "$PU_PLUGBALL"
States
{
Spawn:
PBAL A 1
loop
Pickup2:
TNT1 A 0 A_JumpIfInventory("PlugBallWepM",1, "No")
TNT1 A 0 A_GiveInventory("PlugBallWepM",1)
stop
}
}

actor HornetChaserPickup : CopywepGiver replaces HornetChaserWep
{
inventory.pickupmessage "$PU_HORNETCHASER"
States
{
Spawn:
HCHS A 1
loop
Pickup2:
TNT1 A 0 A_JumpIfInventory("HornetChaserWepM",1, "No")
TNT1 A 0 A_GiveInventory("HornetChaserWepM",1)
stop
}
}

actor MagmaBazookaPickup : CopywepGiver replaces MagmaBazookaWep
{
inventory.pickupmessage "$PU_MAGMABAZOOKA"
States
{
Spawn:
MGM1 A 1
loop
Pickup2:
TNT1 A 0 A_JumpIfInventory("MagmaBazookaWepM",1, "No")
TNT1 A 0 A_GiveInventory("MagmaBazookaWepM",1)
stop
}
}

actor BlackHoleBombPickup : CopywepGiver replaces BlackHoleBombWep
{
inventory.pickupmessage "$PU_BLACKHOLEBOMB"
States
{
Spawn:
BLKH A 1
loop
Pickup2:
TNT1 A 0 A_JumpIfInventory("BlackHoleBombWepM",1, "No")
TNT1 A 0 A_GiveInventory("BlackHoleBombWepM",1)
stop
}
}

actor JewelSatellitePickup : CopywepGiver replaces JewelSatelliteWep
{
inventory.pickupmessage "$PU_JEWELSATELLITE"
States
{
Spawn:
JEWE A 1
loop
Pickup2:
TNT1 A 0 A_JumpIfInventory("JewelSatelliteWepM",1, "No")
TNT1 A 0 A_GiveInventory("JewelSatelliteWepM",1)
stop
}
}

actor TripleBladePickup : CopywepGiver replaces TripleBladeWep
{
Inventory.Pickupmessage "$PU_TRIPLEBLADE"
States
{
Spawn:
TRIP A 1
loop
Pickup2:
TNT1 A 0 A_JumpIfInventory("TripleBladeWepM",1, "No")
TNT1 A 0 A_GiveInventory("TripleBladeWepM",1)
stop
}
}

actor WaterShieldPickup : CopywepGiver replaces WaterShieldWep
{
Inventory.Pickupmessage "$PU_WATERSHIELD"
States
{
Spawn:
WATS A 1
loop
Pickup2:
TNT1 A 0 A_JumpIfInventory("WaterShieldWepM",1, "No")
TNT1 A 0 A_GiveInventory("WaterShieldWepM",1)
stop
}
}

actor CommandoBombPickup : CopywepGiver replaces CommandoBombWep
{
Inventory.Pickupmessage "$PU_COMMANDOBOMB"
States
{
Spawn:
COMM A 1
loop
Pickup2:
TNT1 A 0 A_JumpIfInventory("CommandoBombWepM",1, "No")
TNT1 A 0 A_GiveInventory("CommandoBombWepM",1)
stop
}
}

actor ChillSpikePickup : CopywepGiver replaces ChillSpikeWep
{
Inventory.Pickupmessage "$PU_CHILLSPIKE"
States
{
Spawn:
CHIL A 1
loop
Pickup2:
TNT1 A 0 A_JumpIfInventory("ChillSpikeWepM",1, "No")
TNT1 A 0 A_GiveInventory("ChillSpikeWepM",1)
stop
}
}

actor ThunderWoolPickup : CopywepGiver replaces ThunderWoolWep
{
Inventory.Pickupmessage "$PU_THUNDERWOOL"
States
{
Spawn:
THWO A 1
loop
Pickup2:
TNT1 A 0 A_JumpIfInventory("ThunderWoolWepM",1, "No")
TNT1 A 0 A_GiveInventory("ThunderWoolWepM",1)
stop
}
}

actor ReboundStrikerPickup : CopywepGiver replaces ReboundStrikerWep
{
Inventory.Pickupmessage "$PU_REBOUNDSTRIKER"
States
{
Spawn:
STRI A 1
loop
Pickup2:
TNT1 A 0 A_JumpIfInventory("ReboundStrikerWepM",1, "No")
TNT1 A 0 A_GiveInventory("ReboundStrikerWepM",1)
stop
}
}

actor WheelCutterPickup : CopywepGiver replaces WheelCutterWep
{
Inventory.Pickupmessage "$PU_WHEELCUTTER"
States
{
Spawn:
WHEE A 1
loop
Pickup2:
TNT1 A 0 A_JumpIfInventory("WheelCutterWepM",1, "No")
TNT1 A 0 A_GiveInventory("WheelCutterWepM",1)
stop
}
}

actor SolarBlazePickup : CopywepGiver replaces SolarBlazeWep
{
Inventory.Pickupmessage "$PU_SOLARBLAZE"
States
{
Spawn:
SOLA A 1
loop
Pickup2:
TNT1 A 0 A_JumpIfInventory("SolarBlazeWepM",1, "No")
TNT1 A 0 A_GiveInventory("SolarBlazeWepM",1)
stop
}
}

actor GrabBusterPickup : CopywepGiver replaces GrabBusterWep
{
Inventory.Pickupmessage "$PU_GRABBUSTER"
States
{
Spawn:
GRBU A 1
loop
Pickup2:
TNT1 A 0 A_JumpIfInventory("GrabBusterWepM",1, "No")
TNT1 A 0 A_GiveInventory("GrabBusterWepM",1)
stop
}
}

actor BubbleBombPickup : CopywepGiver replaces BubbleBombWep
{
Inventory.Pickupmessage "$PU_BUBBLEBOMB"
States
{
Spawn:
BBOM A 1
loop
Pickup2:
TNT1 A 0 A_JumpIfInventory("BubbleBombWepM",1, "No")
TNT1 A 0 A_GiveInventory("BubbleBombWepM",1)
stop
}
}

actor SparkChaserPickup : CopywepGiver replaces SparkChaserWep
{
Inventory.Pickupmessage "$PU_SPARKCHASER"
States
{
Spawn:
SCHS A 1
loop
Pickup2:
TNT1 A 0 A_JumpIfInventory("SparkChaserWepM",1, "No")
TNT1 A 0 A_GiveInventory("SparkChaserWepM",1)
stop
}
}

actor PhotonMissilePickup : CopywepGiver replaces PhotonMissileWep
{
Inventory.Pickupmessage "$PU_PHOTONMISSILE"
States
{
Spawn:
PMIS A 1
loop
Pickup2:
TNT1 A 0 A_JumpIfInventory("PhotonMissileWepM",1, "No")
TNT1 A 0 A_GiveInventory("PhotonMissileWepM",1)
stop
}
}

actor ElectricShockPickup : CopywepGiver replaces ElectricShockWep
{
Inventory.Pickupmessage "$PU_ELECTRICSHOCK"
States
{
Spawn:
ESPA A 1
loop
Pickup2:
TNT1 A 0 A_JumpIfInventory("ElectricShockWepM",1, "No")
TNT1 A 0 A_GiveInventory("ElectricShockWepM",1)
stop
}
}

actor BlackHolePickup : CopywepGiver replaces BlackHoleWep
{
Inventory.Pickupmessage "$PU_BLACKHOLE"
States
{
Spawn:
BHOL A 1
loop
Pickup2:
TNT1 A 0 A_JumpIfInventory("BlackHoleWepM",1, "No")
TNT1 A 0 A_GiveInventory("BlackHoleWepM",1)
stop
}
}

actor DeepDiggerPickup : CopywepGiver replaces DeepDiggerWep
{
Inventory.Pickupmessage "$PU_DEEPDIGGER"
States
{
Spawn:
DDIG A 1
loop
Pickup2:
TNT1 A 0 A_JumpIfInventory("DeepDiggerWepM",1, "No")
TNT1 A 0 A_GiveInventory("DeepDiggerWepM",1)
stop
}
}

actor SaltWaterPickup : CopywepGiver replaces SaltWaterWep
{
Inventory.Pickupmessage "$PU_SALTWATER"
States
{
Spawn:
SWAT A 1
loop
Pickup2:
TNT1 A 0 A_JumpIfInventory("SaltWaterWepM",1, "No")
TNT1 A 0 A_GiveInventory("SaltWaterWepM",1)
stop
}
}

actor BreakDashPickup : CopywepGiver replaces BreakDashWep
{
Inventory.Pickupmessage "$PU_BREAKDASH"
States
{
Spawn:
BDAS A 1
loop
Pickup2:
TNT1 A 0 A_JumpIfInventory("BreakDashWepM",1, "No")
TNT1 A 0 A_GiveInventory("BreakDashWepM",1)
stop
}
}

actor DawnBreakerPickup : CopywepGiver replaces DawnBreakerWep
{
Inventory.Pickupmessage "$PU_DAWNBREAKER"
States
{
Spawn:
DBR1 A 1
loop
Pickup2:
TNT1 A 0 A_JumpIfInventory("DawnBreakerWepM",1, "No")
TNT1 A 0 A_GiveInventory("DawnBreakerWepM",1)
stop
}
}

actor TimeStopperGiverC : TimeStopperGiver replaces TimeStopperGiver
{
states
{
Pickup:
DUST B 0 A_JumpIfInventory("IsACopyWep",1,2)
DUST B 0 
fail
DUST B 0 A_GiveInventory("TimeStopperWepM",1)
stop
}
}

actor FlashStopperGiverC : FlashStopperGiver replaces FlashStopperGiver
{
states
{
Pickup:
DUST B 0 A_JumpIfInventory("IsACopyWep",1,2)
DUST B 0 
fail
DUST B 0 A_GiveInventory("FlashStopperWepM",1)
stop
}
}

actor SkullBarrierGiverC : SkullBarrierGiver replaces SkullBarrierGiver
{
states
{
Pickup:
DUST B 0 A_JumpIfInventory("IsACopyWep",1,2)
DUST B 0 
fail
DUST B 0 A_GiveInventory("SkullBarrierWepM",1)
stop
}
}

actor SakugarneGiverC : SakugarneGiver replaces SakugarneWep
{
states
{
Pickup:
DUST B 0 A_JumpIfInventory("IsACopyWep",1,2)
DUST B 0 
fail
DUST B 0 A_GiveInventory("SakugarneWepM",1)
stop
}
}

actor MirrorBusterPickup : CopywepGiver replaces MirrorBusterWep
{
Inventory.Pickupmessage "$PU_MIRRORBUSTER"
States
{
Spawn:
WEA3 H 1
loop
Pickup2:
TNT1 A 0 A_JumpIfInventory("MirrorBusterWepM",1, "No")
TNT1 A 0 A_GiveInventory("MirrorBusterWepM",1)
stop
}
}

actor ScrewCrusherPickup : CopywepGiver replaces ScrewCrusherWep
{
Inventory.Pickupmessage "$PU_SCREWCRUSHER"
States
{
Spawn:
WEA3 D 1
loop
Pickup2:
TNT1 A 0 A_JumpIfInventory("ScrewCrusherWepM",1, "No")
TNT1 A 0 A_GiveInventory("ScrewCrusherWepM",1)
stop
}
}

actor BalladeCrackerPickup : CopywepGiver replaces BalladeCrackerWep
{
Inventory.Pickupmessage "$PU_BALLADECRACKER"
States
{
Spawn:
WEA3 C 1
loop
Pickup2:
TNT1 A 0 A_JumpIfInventory("BalladeCrackerWepM",1, "No")
TNT1 A 0 A_GiveInventory("BalladeCrackerWepM",1)
stop
}
}

actor AdaptorPickup : CopywepGiver replaces AdaptorUpgrade
{
Inventory.Pickupmessage "$PU_SUPERADAPTOR"
Inventory.PickupSound "item/1up"
inventory.icon "ADAPSI"
Inventory.ForbiddenTo Protomanv, BassV, Duo
States
{
Spawn:
WEA3 P 1
loop
Pickup2:
TNT1 A 0 A_JumpIfInventory("SuperAdaptorWep",1, "No")
TNT1 A 0 A_GiveInventory("AdaptorUpgrade",1)
stop
}
}

Actor ThunderClawPegVC replaces ThunderClawPeg
{
//$Category MM8BDM-Interactive Props
+SHOOTABLE
+NODAMAGE
+NODAMAGETHRUST
+NOGRAVITY
+NOBLOOD
+QUICKTORETALIATE
+NORADIUSDMG
+FORCEXYBILLBOARD
+CANTSEEK
+THRUSPECIES
species "ClawPeg"
Health 9999
Mass 99999
Height 32
Radius 16
Speed 0
painchance 256
Scale 2.5
States
{
Spawn:
THOO A 0
THOO A 0 A_SpawnItemEx("PegChainTop",0,0,20)
THOO A 0 A_JumpIf(ceilingz - z < 16, "Spawn2")
THOO A 0 A_JumpIf(Args[0]>0, "Spawn2") //FUN WITH ARGS!
THOO A 1 A_SpawnItemEx("PegChain",0,0,8,0,0,25)
Spawn2:
THOO A 1
loop
pain.ThunderClaw:
THOO A 1
THOO A 0 A_JumpIfInTargetInventory("WireFlag", 1, "TargetClear")
THOO A 0 A_GiveToTarget("WireFlag", 1)
THOO A 0 ACS_ExecuteAlways(248,0)
Goto Spawn2
TargetClear:
THOO A 0 
THOO A 0 A_ClearTarget
Goto Spawn2
}
}

actor ReggaeCallSpawnerVC : CustomInventory replaces ReggaeCall
{
//$Category MM8BDM-Assists
//$Title Reggae Call
inventory.amount 1
inventory.maxamount 1
inventory.pickupmessage "$PU_REGGAECALL"
inventory.icon "REGGS"
//Tag "$TAG_REGGAECALL"
Inventory.ForbiddenTo MegaManV, Duo, ProtoManV
Inventory.PickupSound "item/1up"
scale 2.0
+COUNTITEM
+INVBAR
states
{
Spawn:
WEA9 Z -1
loop
Pickup:
TNT1 A 0 A_JumpIfInventory("IsFromMM8",1,"PickupMM8")
TNT1 A 0 A_GiveInventory("ReggaeCall")
stop
PickupMM8:
TNT1 A 0 A_GiveInventory("ReggaeCallMM8")
stop
}
}

actor RandomItemVC replaces RandomItem
{
+NOINTERACTION
+NOGRAVITY
-SOLID
States
{
Spawn:
TNT1 A 0
TNT1 A 1 A_Jump(128, "Tanks")
TNT1 A 1 A_Jump(192, "Assists")
TNT1 A 1 A_Jump(256, "Pickups")
stop

Tanks:
TNT1 A 1 A_Jump(256, "WTank")
stop

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

AssistWeps:
TNT1 A 1 A_Jump(128, "TrebleBeat", "EddieBomber")
TNT1 A 1 A_Jump(256, "TangoSummon")
stop

	TrebleBeat:
	TNT1 A 1 A_Jump(192, "TrebleSentry")
	TNT1 A 1 A_Jump(256, "BeatSupport")
	stop
	
AssistOther:
TNT1 A 1 A_Jump(256, "ReggaeCall")
stop

Pickups:
TNT1 A 1 A_Jump(96,
"BigHealth",
"BigWeaponEnergy"
)
TNT1 A 1 A_Jump(256,
"SmallHealth",
"WeaponEnergy"
)
stop

WTank:
TNT1 A 1 A_SpawnItemEx("WTank")
stop
TangoSummon:
TNT1 A 1 A_SpawnItemEx("TangoSummon")
stop
TrebleSentry:
TNT1 A 1 A_SpawnItemEx("TrebleSentry")
stop
EddieBomber:
TNT1 A 1 A_SpawnItemEx("EddieBomber")
stop
BeatSupport:
TNT1 A 1 A_SpawnItemEx("BeatSupport")
stop
ReggaeCall:
TNT1 A 1 A_SpawnItemEx("ReggaeCall")
stop
SmallHealth:
TNT1 A 1 A_SpawnItemEx("SmallHealth")
stop
BigHealth:
TNT1 A 1 A_SpawnItemEx("BigHealth")
stop
WeaponEnergy:
TNT1 A 1 A_SpawnItemEx("WeaponEnergy")
stop
BigWeaponEnergy:
TNT1 A 1 A_SpawnItemEx("BigWeaponEnergy")
stop
}
}