actor VC_CooldownCheat : Inventory
{
inventory.amount 1
inventory.maxamount 1
}

actor VC_CooldownRemover
{
Height 0
Radius 0
+NOINTERACTION
+MISSILE
states
{
Spawn:
TNT1 A 0
TNT1 A 1
TNT1 A 0 A_TakeFromTarget("LimitFlag",1)
TNT1 A 0 A_TakeFromTarget("LimitFlag2",1)
TNT1 A 0 A_TakeFromTarget("PowerUltBuildCooldown",1)
//Mega man
	TNT1 A 0 A_TakeFromTarget("GearCooldown",280)
	TNT1 A 0 A_TakeFromTarget("GearHeat",250)
	TNT1 A 0 A_TakeFromTarget("GearOverheat",250)
	TNT1 A 0 A_TakeFromTarget("NoPowerGearPowerup",1)
	TNT1 A 0 A_TakeFromTarget("SlideCooldown",140)
//Proto Man
	TNTI A 0 A_TakeFromTarget("ProtoDashCooldown",140)
	TNTI A 0 A_TakeFromTarget("ProtoTiredTimer",140)
//Bass
	TNT1 A 0 A_GiveToTarget("BassBusterLimiter",999)
	TNTI A 0 A_TakeFromTarget("BassDashCoolDown",70)
//Duo
	TNTI A 0 A_TakeFromTarget("ShoulderTackleCooldown",140)
//Bomb Man
	TNTI A 0 A_TakeFromTarget("BombDropLimit",70)
//Oil Man
	TNTI A 0 A_TakeFromTarget("OilSliderCooldown",70)
//Time Man
	TNTI A 0 A_TakeFromTarget("TimeManCooldown",70)
//Metal Man
	TNTI A 0 A_TakeFromTarget("MetalMoleActive",1)
//Quick Man
	TNTI A 0 A_TakeFromTarget("QuickManCooldown",175)
//Wood Man
	TNT1 A 0 A_GiveToTarget("WoodAltAmmo",999)
//Needle Man
	TNT1 A 0 A_GiveToTarget("NeedleOverlay",280)
//Toad Man
	TNT1 A 0 A_TakeFromTarget("ToadM1Cooldown",60)
//Skull Man
	TNT1 A 0 A_TakeFromTarget("SkullAltfireCooldown",175)
//Pharaoh Man
	TNT1 A 0 A_TakeFromTarget("PharaohCounterCooldown",1)
//Drill Man
	TNT1 A 0 A_TakeFromTarget("DrillDigCooldown",245)
//Stone Man
	TNT1 A 0 A_TakeFromTarget("StoneManCooldown",350)
//Gyro Man
	TNT1 A 0 A_TakeFromTarget("GyroActiveFlag",1)
//Wave Man
	TNT1 A 0 A_TakeFromTarget("WaveBubbleAmmo",350)
//Dark Man 2
	TNT1 A 0 A_TakeFromTarget("DarkSprintCooldown",280)
	TNT1 A 0 A_TakeFromTarget("DarkSprintQ9Cooldown",70)
//Dark Man 3
	TNT1 A 0 A_TakeFromTarget("DarkRingsCooldown",70)
//Plant Man
	TNT1 A 0 A_TakeFromTarget("PlantManTurretCount",4)
	TNT1 A 0 A_TakeFromTarget("FrenzyFlowerTimer",175)
//Blizzard Man
	TNT1 A 0 A_TakeFromTarget("BlizzardBowlCooldown",350)
//Flame Man
	TNT1 A 0 A_TakeFromTarget("FlameAltCooldown",350)
//Yamato Man
	TNT1 A 0 A_TakeFromTarget("YamatoSpearCooldown",350)
//Burst Man 
	TNT1 A 0 A_GiveToTarget("BurstFloatAmmo",999)
//Slash Man
	TNT1 A 0 A_TakeFromTarget("RollingSlashCooldown",350)
	TNT1 A 0 A_TakeFromTarget("SlashLungeCooldown",350)
//Shade Man
	TNT1 A 0 A_TakeFromTarget("ShadeFlightCooldown",350)
//Spring Man
	TNT1 A 0 A_TakeFromTarget("SpringSlamCooldown",350)
//Mad Grinder
	TNT1 A 0 A_GiveToTarget("MohawkSawAmmo",999)
//Sword Man
	TNT1 A 0 A_TakeFromTarget("DividingStrikeCoolDown",350)
//Tengu Man
	TNT1 A 0 A_TakeFromTarget("TenguManCooldown",350)
//Frost Man
	TNT1 A 0 A_TakeFromTarget("FrostShoulderCooldown",350)
//Astro Man
	TNT1 A 0 A_TakeFromTarget("AstroCancelCooldown",350)
//Plug Man
	TNT1 A 0 A_TakeFromTarget("PlugDashCooldown",350)
//Jewel Man
	TNT1 A 0 A_TakeFromTarget("JewelM1Cooldown",350)
//Strike Man
	TNT1 A 0 A_TakeFromTarget("StrikemanAltCooldown",350)
//Pump Man
	TNT1 A 0 A_TakeFromTarget("PumpAltfireCooldown",350)
//Blast Man
	TNT1 A 0 A_TakeFromTarget("BlastAltCooldown",350)
//Fuse Man
	TNT1 A 0 A_TakeFromTarget("FuseTackleCooldown",350)
//Cold Man
	TNT1 A 0 A_TakeFromTarget("ColdFreezeCooldown",350)
	TNT1 A 0 A_TakeFromTarget("ColdWallActive",1)
	TNT1 A 0 A_TakeFromTarget("ColdCloudActive",1)
//Ground Man
	TNT1 A 0 A_TakeFromTarget("GigaDrillCoolDown",350)
//Burner Man
	TNT1 A 0 A_GiveToTarget("BurnerPoseAmmo",1050)
//King
	TNT1 A 0 A_TakeFromTarget("AxeSpinCooldown",350)
//Mars
	TNT1 A 0 A_GiveToTarget("MarsViolenceMeter",999)
	TNT1 A 0 A_GiveToTarget("MarsTankAmmo",999)	
//Jupiter
	TNT1 A 0 A_TakeFromTarget("JupiterFlightCooldown",350)
//Uranus
	TNT1 A 0 A_TakeFromTarget("BullHornsCooldown",350)
//Venus
	TNT1 A 0 A_TakeFromTarget("BubbleMineTally",4)
//Enker
	TNT1 A 0 A_TakeFromTarget("EnkerAbsorbCooldown",350)
//Sniper Joe
	TNT1 A 0 A_TakeFromTarget("JoeM2Cooldown",350)
//Micro Devil
	TNT1 A 0 A_TakeFromTarget("MicroDevilGravityCoolDown",350)
//Wily
	TNT1 A 0 A_TakeFromTarget("WilyMissileCoolDown",140)


	TNT1 A 0 A_JumpIfInTargetInventory("VC_CooldownCheat",1,"Spawn")
//loop
Death:
TNT1 A 0
stop
}
}