// Weapon giver [good for testing]
actor WilyIncWeapons : MMWeaponGiver
{
+INVENTORY.AUTOACTIVATE
States
{
Spawn:
TNT1 A 0
TNT1 A 0 A_SpawnItemEx("ArrowLaserWep", 0, 0, 0, 0, 0, 0, 0)

TNT1 A 0 A_SpawnItemEx("BerserkerRushWep", 16 * 2, 0, 0, 0, 0, 0, 90 * 0)
TNT1 A 0 A_SpawnItemEx("ShieldSpiralWep", 16 * 2, 0, 0, 0, 0, 0, 90 * 1)
TNT1 A 0 A_SpawnItemEx("RestrictionRingWep", 16 * 2, 0, 0, 0, 0, 0, 90 * 2)
TNT1 A 0 A_SpawnItemEx("OnslaughtGatlingWep", 16 * 2, 0, 0, 0, 0, 0, 90 * 3)

TNT1 A 0 A_SpawnItemEx("TunnelDriverWep", 16 * 3, 0, 0, 0, 0, 0, 45 * 0)
TNT1 A 0 A_SpawnItemEx("SneakTraverserWep", 16 * 3, 0, 0, 0, 0, 0, 45 * 1)
TNT1 A 0 A_SpawnItemEx("FlameBargeWep", 16 * 3, 0, 0, 0, 0, 0, 45 * 2)
TNT1 A 0 A_SpawnItemEx("ScorchBurstWep", 16 * 3, 0, 0, 0, 0, 0, 45 * 3)
TNT1 A 0 A_SpawnItemEx("PlasmaTridentWep", 16 * 3, 0, 0, 0, 0, 0, 45 * 4)
TNT1 A 0 A_SpawnItemEx("SeaCallWep", 16 * 3, 0, 0, 0, 0, 0, 45 * 5)
TNT1 A 0 A_SpawnItemEx("FrostShardWep", 16 * 3, 0, 0, 0, 0, 0, 45 * 6)
TNT1 A 0 A_SpawnItemEx("FreezeSpliceWep", 16 * 3, 0, 0, 0, 0, 0, 45 * 7)

TNT1 A 0 A_SpawnItemEx("ToxinBombWep", 16 * 4, 0, 0, 0, 0, 0, 30 * 0)
TNT1 A 0 A_SpawnItemEx("CrashBangWep", 16 * 4, 0, 0, 0, 0, 0, 30 * 1)
TNT1 A 0 A_SpawnItemEx("PoliceBunbyWep", 16 * 4, 0, 0, 0, 0, 0, 30 * 2)
TNT1 A 0 A_SpawnItemEx("AirWallWep", 16 * 4, 0, 0, 0, 0, 0, 30 * 3)
TNT1 A 0 A_SpawnItemEx("BoomerangRushWep", 16 * 4, 0, 0, 0, 0, 0, 30 * 4)
TNT1 A 0 A_SpawnItemEx("FlashClockWep", 16 * 4, 0, 0, 0, 0, 0, 30 * 5)
TNT1 A 0 A_SpawnItemEx("ForestTossWep", 16 * 4, 0, 0, 0, 0, 0, 30 * 6)
TNT1 A 0 A_SpawnItemEx("NapalmCrashWep", 16 * 4, 0, 0, 0, 0, 0, 30 * 7)
TNT1 A 0 A_SpawnItemEx("GearMetalWep", 16 * 4, 0, 0, 0, 0, 0, 30 * 8)
TNT1 A 0 A_SpawnItemEx("GeminiSplitterWep", 16 * 4, 0, 0, 0, 0, 0, 30 * 9)
TNT1 A 0 A_SpawnItemEx("ShadowStarWep", 16 * 4, 0, 0, 0, 0, 0, 30 * 10)
TNT1 A 0 A_SpawnItemEx("SonicSpinWep", 16 * 4, 0, 0, 0, 0, 0, 30 * 11)

TNT1 A 0 A_SpawnItemEx("TenorBlasterWep", 16 * 5, 0, 0, 0, 0, 0, 90 * 0)
TNT1 A 0 A_SpawnItemEx("BombBlastWep", 16 * 5, 0, 0, 0, 0, 0, 90 * 1)
TNT1 A 0 A_SpawnItemEx("NebulousGuardWep", 16 * 5, 0, 0, 0, 0, 0, 90 * 2)
TNT1 A 0 A_SpawnItemEx("BinarySplitterWep", 16 * 5, 0, 0, 0, 0, 0, 90 * 3)
stop
Pickup:
Use:
TNT1 A 0 A_PlaySoundEx("item/refill","Voice")
TNT1 A 0 A_GiveInventory("BerserkerRushWep", 1)
TNT1 A 0 A_GiveInventory("ShieldSpiralWep", 1)
TNT1 A 0 A_GiveInventory("RestrictionRingWep", 1)
TNT1 A 0 A_GiveInventory("OnslaughtGatlingWep", 1)
TNT1 A 0 A_GiveInventory("TunnelDriverWep", 1)
TNT1 A 0 A_GiveInventory("SneakTraverserWep", 1)
TNT1 A 0 A_GiveInventory("FlameBargeWep", 1)
TNT1 A 0 A_GiveInventory("ScorchBurstWep", 1)
TNT1 A 0 A_GiveInventory("PlasmaTridentWep", 1)
TNT1 A 0 A_GiveInventory("SeaCallWep", 1)
TNT1 A 0 A_GiveInventory("FrostShardWep", 1)
TNT1 A 0 A_GiveInventory("FreezeSpliceWep", 1)
TNT1 A 0 A_GiveInventory("ToxinBombWep", 1)
TNT1 A 0 A_GiveInventory("CrashBangWep", 1)
TNT1 A 0 A_GiveInventory("PoliceBunbyWep", 1)
TNT1 A 0 A_GiveInventory("AirWallWep", 1)
TNT1 A 0 A_GiveInventory("BoomerangRushWep", 1)
TNT1 A 0 A_GiveInventory("FlashClockWep", 1)
TNT1 A 0 A_GiveInventory("ForestTossWep", 1)
TNT1 A 0 A_GiveInventory("NapalmCrashWep", 1)
TNT1 A 0 A_GiveInventory("GearMetalWep", 1)
TNT1 A 0 A_GiveInventory("GeminiSplitterWep", 1)
TNT1 A 0 A_GiveInventory("ShadowStarWep", 1)
TNT1 A 0 A_GiveInventory("SonicSpinWep", 1)
TNT1 A 0 A_GiveInventory("TenorBlasterWep", 1)
TNT1 A 0 A_GiveInventory("BombBlastWep", 1)
TNT1 A 0 A_GiveInventory("NebulousGuardWep", 1)
TNT1 A 0 A_GiveInventory("BinarySplitterWep", 1)
stop
}
}

actor MiscCBMWeapons : MMWeaponGiver
{
+INVENTORY.AUTOACTIVATE
States
{
Spawn:
TNT1 A 0
TNT1 A 0 A_SpawnItemEx("LunarDiscsWep", 0, 0, 0, 0, 0, 0, 0)

TNT1 A 0 A_SpawnItemEx("AutoBomberWep", 16 * 2, 0, 0, 0, 0, 0, 60 * 0)
TNT1 A 0 A_SpawnItemEx("BoxartRocketWep", 16 * 2, 0, 0, 0, 0, 0, 60 * 1)
TNT1 A 0 A_SpawnItemEx("JusticeMeteorWep", 16 * 2, 0, 0, 0, 0, 0, 60 * 2)
TNT1 A 0 A_SpawnItemEx("TrioTribeamWep", 16 * 2, 0, 0, 0, 0, 0, 60 * 3)
TNT1 A 0 A_SpawnItemEx("HoneycombHiveWep", 16 * 2, 0, 0, 0, 0, 0, 60 * 4)
TNT1 A 0 A_SpawnItemEx("RoyalSpinWep", 16 * 2, 0, 0, 0, 0, 0, 60 * 5)
stop
Pickup:
Use:
TNT1 A 0 A_PlaySoundEx("item/refill","Voice")
TNT1 A 0 A_GiveInventory("AutoBomberWep", 1)
TNT1 A 0 A_GiveInventory("BoxartRocketWep", 1)
TNT1 A 0 A_GiveInventory("JusticeMeteorWep", 1)
TNT1 A 0 A_GiveInventory("TrioTribeamWep", 1)
TNT1 A 0 A_GiveInventory("HoneycombHiveWep", 1)
TNT1 A 0 A_GiveInventory("RoyalSpinWep", 1)
TNT1 A 0 A_GiveInventory("LunarDiscsWep", 1)
stop
}
}

actor MaGMMLWeapons : MMWeaponGiver
{
+INVENTORY.AUTOACTIVATE
States
{
Spawn:
TNT1 A 0
TNT1 A 0 A_SpawnItemEx("ElementSuperChargeWep", 0, 0, 0, 0, 0, 0, 0)

TNT1 A 0 A_SpawnItemEx("HauntPumpkinWep", 16 * 2, 0, 0, 0, 0, 0, 45 * 0)
TNT1 A 0 A_SpawnItemEx("BadgeBarrierWep", 16 * 2, 0, 0, 0, 0, 0, 45 * 1)
TNT1 A 0 A_SpawnItemEx("NeapolitanBombWep", 16 * 2, 0, 0, 0, 0, 0, 45 * 2)
TNT1 A 0 A_SpawnItemEx("TruffleClusterWep", 16 * 2, 0, 0, 0, 0, 0, 45 * 3)
TNT1 A 0 A_SpawnItemEx("CyberDistorterWep", 16 * 2, 0, 0, 0, 0, 0, 45 * 4)
TNT1 A 0 A_SpawnItemEx("ForceBeamWep", 16 * 2, 0, 0, 0, 0, 0, 45 * 5)
TNT1 A 0 A_SpawnItemEx("HazardTrapperWep", 16 * 2, 0, 0, 0, 0, 0, 45 * 6)
TNT1 A 0 A_SpawnItemEx("MatchBlastWep", 16 * 2, 0, 0, 0, 0, 0, 45 * 7)

TNT1 A 0 A_SpawnItemEx("PowerOrbWep", 16 * 3, 0, 0, 0, 0, 0, 45 * 0)
TNT1 A 0 A_SpawnItemEx("JoeGrenadeWep", 16 * 3, 0, 0, 0, 0, 0, 45 * 1)
TNT1 A 0 A_SpawnItemEx("WishingShieldWep", 16 * 3, 0, 0, 0, 0, 0, 45 * 2)
TNT1 A 0 A_SpawnItemEx("SearCombustionWep", 16 * 3, 0, 0, 0, 0, 0, 45 * 3)
TNT1 A 0 A_SpawnItemEx("UsagiKunaiWep", 16 * 3, 0, 0, 0, 0, 0, 45 * 4)
TNT1 A 0 A_SpawnItemEx("BoilBlazerWep", 16 * 3, 0, 0, 0, 0, 0, 45 * 5)
TNT1 A 0 A_SpawnItemEx("GroovitySparkWep", 16 * 3, 0, 0, 0, 0, 0, 45 * 6)
TNT1 A 0 A_SpawnItemEx("NeonFlashWep", 16 * 3, 0, 0, 0, 0, 0, 45 * 7)

TNT1 A 0 A_SpawnItemEx("SpikeMillWep", 16 * 4, 0, 0, 0, 0, 0, 45 * 0)
TNT1 A 0 A_SpawnItemEx("ScatterTrickshotWep", 16 * 4, 0, 0, 0, 0, 0, 45 * 1)
stop
Pickup:
Use:
TNT1 A 0 A_PlaySoundEx("item/refill","Voice")
TNT1 A 0 A_GiveInventory("ElementSuperChargeWep", 1)
TNT1 A 0 A_GiveInventory("HauntPumpkinWep", 1)
TNT1 A 0 A_GiveInventory("BadgeBarrierWep", 1)
TNT1 A 0 A_GiveInventory("NeapolitanBombWep", 1)
TNT1 A 0 A_GiveInventory("TruffleClusterWep", 1)
TNT1 A 0 A_GiveInventory("CyberDistorterWep", 1)
TNT1 A 0 A_GiveInventory("ForceBeamWep", 1)
TNT1 A 0 A_GiveInventory("HazardTrapperWep", 1)
TNT1 A 0 A_GiveInventory("MatchBlastWep", 1)
TNT1 A 0 A_GiveInventory("PowerOrbWep", 1)
TNT1 A 0 A_GiveInventory("JoeGrenadeWep", 1)
TNT1 A 0 A_GiveInventory("WishingShieldWep", 1)
TNT1 A 0 A_GiveInventory("SearCombustionWep", 1)
TNT1 A 0 A_GiveInventory("UsagiKunaiWep", 1)
TNT1 A 0 A_GiveInventory("BoilBlazerWep", 1)
TNT1 A 0 A_GiveInventory("GroovitySparkWep", 1)
TNT1 A 0 A_GiveInventory("NeonFlashWep", 1)
TNT1 A 0 A_GiveInventory("SpikeMillWep", 1)
TNT1 A 0 A_GiveInventory("ScatterTrickshotWep", 1)
stop
}
}

actor RFFusionWeapons : MMWeaponGiver
{
+INVENTORY.AUTOACTIVATE
States
{
Spawn:
TNT1 A 0
TNT1 A 0 A_SpawnItemEx("TerrorSpinesWep", 16 * 2, 0, 0, 0, 0, 0, 30 * 0)
TNT1 A 0 A_SpawnItemEx("ThrillBlitzWep", 16 * 2, 0, 0, 0, 0, 0, 30 * 1)
TNT1 A 0 A_SpawnItemEx("PlaguePurgeWep", 16 * 2, 0, 0, 0, 0, 0, 30 * 2)
TNT1 A 0 A_SpawnItemEx("LavaLauncherWep", 16 * 2, 0, 0, 0, 0, 0, 30 * 3)
TNT1 A 0 A_SpawnItemEx("FlareBurstWep", 16 * 2, 0, 0, 0, 0, 0, 30 * 4)
TNT1 A 0 A_SpawnItemEx("PortInterfaceWep", 16 * 2, 0, 0, 0, 0, 0, 30 * 5)
TNT1 A 0 A_SpawnItemEx("PowerParcelWep", 16 * 2, 0, 0, 0, 0, 0, 30 * 6)
TNT1 A 0 A_SpawnItemEx("WarSwordWep", 16 * 2, 0, 0, 0, 0, 0, 30 * 7)
TNT1 A 0 A_SpawnItemEx("DeathScytheWep", 16 * 2, 0, 0, 0, 0, 0, 30 * 8)
TNT1 A 0 A_SpawnItemEx("FishFinderWep", 16 * 2, 0, 0, 0, 0, 0, 30 * 9)
TNT1 A 0 A_SpawnItemEx("PolarPlowsWep", 16 * 2, 0, 0, 0, 0, 0, 30 * 10)
TNT1 A 0 A_SpawnItemEx("RighteousSpiralWep", 16 * 2, 0, 0, 0, 0, 0, 30 * 11)
stop
Pickup:
Use:
TNT1 A 0 A_PlaySoundEx("item/refill","Voice")
TNT1 A 0 A_GiveInventory("TerrorSpinesWep", 1)
TNT1 A 0 A_GiveInventory("ThrillBlitzWep", 1)
TNT1 A 0 A_GiveInventory("PlaguePurgeWep", 1)
TNT1 A 0 A_GiveInventory("LavaLauncherWep", 1)
TNT1 A 0 A_GiveInventory("FlareBurstWep", 1)
TNT1 A 0 A_GiveInventory("PortInterfaceWep", 1)
TNT1 A 0 A_GiveInventory("PowerParcelWep", 1)
TNT1 A 0 A_GiveInventory("WarSwordWep", 1)
TNT1 A 0 A_GiveInventory("DeathScytheWep", 1)
TNT1 A 0 A_GiveInventory("FishFinderWep", 1)
TNT1 A 0 A_GiveInventory("PolarPlowsWep", 1)
TNT1 A 0 A_GiveInventory("RighteousSpiralWep", 1)
stop
}
}

actor CaveStoryWeapons : MMWeaponGiver
{
+INVENTORY.AUTOACTIVATE
States
{
Spawn:
TNT1 A 0
TNT1 A 0 A_SpawnItemEx("StarSpurUpgrade", 0, 0, 0, 0, 0, 0, 0)

TNT1 A 0 A_SpawnItemEx("MachineGunWep", 16 * 2, 0, 0, 0, 0, 0, 45 * 0)
TNT1 A 0 A_SpawnItemEx("GoldenTriadWep", 16 * 2, 0, 0, 0, 0, 0, 45 * 1)
TNT1 A 0 A_SpawnItemEx("KinglyBladeWep", 16 * 2, 0, 0, 0, 0, 0, 45 * 2)
TNT1 A 0 A_SpawnItemEx("TorrentBubbleWep", 16 * 2, 0, 0, 0, 0, 0, 45 * 3)
TNT1 A 0 A_SpawnItemEx("InfernoFireballWep", 16 * 2, 0, 0, 0, 0, 0, 45 * 4)
TNT1 A 0 A_SpawnItemEx("PierceSnakeWep", 16 * 2, 0, 0, 0, 0, 0, 45 * 5)
TNT1 A 0 A_SpawnItemEx("NemesisStrikerWep", 16 * 2, 0, 0, 0, 0, 0, 45 * 6)
TNT1 A 0 A_SpawnItemEx("BraceBarrierWep", 16 * 2, 0, 0, 0, 0, 0, 45 * 7)
TNT1 A 0 A_SpawnItemEx("RabidBurstWep", 16 * 3, 0, 0, 0, 0, 0, 45 * 0)
TNT1 A 0 A_SpawnItemEx("SandSwarmWep", 16 * 3, 0, 0, 0, 0, 0, 45 * 1)
TNT1 A 0 A_SpawnItemEx("FloralHibiscusWep", 16 * 3, 0, 0, 0, 0, 0, 45 * 2)
TNT1 A 0 A_SpawnItemEx("BlackSwelterWep", 16 * 3, 0, 0, 0, 0, 0, 45 * 3)
TNT1 A 0 A_SpawnItemEx("CrossClawWep", 16 * 3, 0, 0, 0, 0, 0, 45 * 4)
TNT1 A 0 A_SpawnItemEx("PorcupineFishWep", 16 * 3, 0, 0, 0, 0, 0, 45 * 5)
TNT1 A 0 A_SpawnItemEx("CrystalineCaveWep", 16 * 3, 0, 0, 0, 0, 0, 45 * 6)
TNT1 A 0 A_SpawnItemEx("RendingShieldWep", 16 * 3, 0, 0, 0, 0, 0, 45 * 7)
TNT1 A 0 A_SpawnItemEx("RiotMissileWep", 16 * 4, 0, 0, 0, 0, 0, 45 * 2)
TNT1 A 0 A_SpawnItemEx("CurseThunderWep", 16 * 4, 0, 0, 0, 0, 0, 45 * 5)
TNT1 A 0 A_SpawnItemEx("PolarisBoostUpgrade", 16 * 4, 0, 0, 0, 0, 0, 45 * 0)
stop
Pickup:
Use:
TNT1 A 0 A_PlaySoundEx("item/refill","Voice")
TNT1 A 0 A_GiveInventory("StarSpurUpgrade", 1)
TNT1 A 0 A_GiveInventory("MachineGunWep", 1)
TNT1 A 0 A_GiveInventory("GoldenTriadWep", 1)
TNT1 A 0 A_GiveInventory("KinglyBladeWep", 1)
TNT1 A 0 A_GiveInventory("TorrentBubbleWep", 1)
TNT1 A 0 A_GiveInventory("InfernoFireballWep", 1)
TNT1 A 0 A_GiveInventory("PierceSnakeWep", 1)
TNT1 A 0 A_GiveInventory("NemesisStrikerWep", 1)
TNT1 A 0 A_GiveInventory("BraceBarrierWep", 1)
TNT1 A 0 A_GiveInventory("RiotMissileWep", 1)
TNT1 A 0 A_GiveInventory("CurseThunderWep", 1)
TNT1 A 0 A_GiveInventory("RabidBurstWep", 1)
TNT1 A 0 A_GiveInventory("SandSwarmWep", 1)
TNT1 A 0 A_GiveInventory("FloralHibiscusWep", 1)
TNT1 A 0 A_GiveInventory("BlackSwelterWep", 1)
TNT1 A 0 A_GiveInventory("CrossClawWep", 1)
TNT1 A 0 A_GiveInventory("PorcupineFishWep", 1)
TNT1 A 0 A_GiveInventory("CrystalineCaveWep", 1)
TNT1 A 0 A_GiveInventory("RendingShieldWep", 1)
TNT1 A 0 A_GiveInventory("PolarisBoostUpgrade", 1)
stop
}
}

actor FunkManWeapons : MMWeaponGiver
{
+INVENTORY.AUTOACTIVATE
States
{
Spawn:
TNT1 A 0
TNT1 A 0 A_SpawnItemEx("RhythmUpgrade", 16 * 2, 0, 0, 0, 0, 0, 45 * 0)
TNT1 A 0 A_SpawnItemEx("SpeakerSupportWep", 16 * 2, 0, 0, 0, 0, 0, 45 * 1)
TNT1 A 0 A_SpawnItemEx("SoundTestWep", 16 * 2, 0, 0, 0, 0, 0, 45 * 2)
TNT1 A 0 A_SpawnItemEx("DoubleSpookWep", 16 * 2, 0, 0, 0, 0, 0, 45 * 3)
TNT1 A 0 A_SpawnItemEx("BlamBarrageWep", 16 * 2, 0, 0, 0, 0, 0, 45 * 4)
TNT1 A 0 A_SpawnItemEx("LimoBoogieWep", 16 * 2, 0, 0, 0, 0, 0, 45 * 5)
TNT1 A 0 A_SpawnItemEx("PetalSproutWep", 16 * 2, 0, 0, 0, 0, 0, 45 * 6)
TNT1 A 0 A_SpawnItemEx("AssaultCannonWep", 16 * 2, 0, 0, 0, 0, 0, 45 * 7)
stop
Pickup:
Use:
TNT1 A 0 A_PlaySoundEx("item/refill","Voice")
TNT1 A 0 A_GiveInventory("RhythmUpgrade", 1)
TNT1 A 0 A_GiveInventory("SpeakerSupportWep", 1)
TNT1 A 0 A_GiveInventory("SoundTestWep", 1)
TNT1 A 0 A_GiveInventory("DoubleSpookWep", 1)
TNT1 A 0 A_GiveInventory("BlamBarrageWep", 1)
TNT1 A 0 A_GiveInventory("LimoBoogieWep", 1)
TNT1 A 0 A_GiveInventory("PetalSproutWep", 1)
TNT1 A 0 A_GiveInventory("AssaultCannonWep", 1)
stop
}
}

actor ArtificialWeapons : MMWeaponGiver
{
+INVENTORY.AUTOACTIVATE
States
{
Spawn:
TNT1 A 0
//TNT1 A 0 A_SpawnItemEx("RounderCallWep", 16 * 2, 0, 0, 0, 0, 0, 45 * 0)
//TNT1 A 0 A_SpawnItemEx("NanotechSeekerWep", 16 * 2, 0, 0, 0, 0, 0, 45 * 1)
TNT1 A 0 A_SpawnItemEx("PaintSplashWep", 16 * 2, 0, 0, 0, 0, 0, 45 * 2)
TNT1 A 0 A_SpawnItemEx("SurgeTorrentWep", 16 * 2, 0, 0, 0, 0, 0, 45 * 3)
TNT1 A 0 A_SpawnItemEx("DeflectorPanelWep", 16 * 2, 0, 0, 0, 0, 0, 45 * 4)
TNT1 A 0 A_SpawnItemEx("LeechCrossbowWep", 16 * 2, 0, 0, 0, 0, 0, 45 * 5)
//TNT1 A 0 A_SpawnItemEx("ToxinBurstWep", 16 * 2, 0, 0, 0, 0, 0, 45 * 6)
//TNT1 A 0 A_SpawnItemEx("GearCutterWep", 16 * 2, 0, 0, 0, 0, 0, 45 * 7)
stop
Pickup:
Use:
TNT1 A 0 A_PlaySoundEx("item/refill","Voice")
//TNT1 A 0 A_GiveInventory("RounderCallWep", 1)
//TNT1 A 0 A_GiveInventory("NanotechSeekerWep", 1)
TNT1 A 0 A_GiveInventory("PaintSplashWep", 1)
TNT1 A 0 A_GiveInventory("SurgeTorrentWep", 1)
TNT1 A 0 A_GiveInventory("DeflectorPanelWep", 1)
TNT1 A 0 A_GiveInventory("LeechCrossbowWep", 1)
//TNT1 A 0 A_GiveInventory("ToxinBurstWep", 1)
//TNT1 A 0 A_GiveInventory("GearCutterWep", 1)
stop
}
}

actor MM11Weapons : MMWeaponGiver
{
+INVENTORY.AUTOACTIVATE
States
{
Spawn:
TNT1 A 0
TNT1 A 0 A_SpawnItemEx("BlockDropperWep", 16 * 2, 0, 0, 0, 0, 0, 45 * 0)
TNT1 A 0 A_SpawnItemEx("PileDriverWep", 16 * 2, 0, 0, 0, 0, 0, 45 * 1)
TNT1 A 0 A_SpawnItemEx("TundraStormWep", 16 * 2, 0, 0, 0, 0, 0, 45 * 2)
TNT1 A 0 A_SpawnItemEx("BounceBallWep", 16 * 2, 0, 0, 0, 0, 0, 45 * 3)
TNT1 A 0 A_SpawnItemEx("ChainBlastWep", 16 * 2, 0, 0, 0, 0, 0, 45 * 4)
TNT1 A 0 A_SpawnItemEx("ScrambleThunderWep", 16 * 2, 0, 0, 0, 0, 0, 45 * 5)
TNT1 A 0 A_SpawnItemEx("BlazingTorchWep", 16 * 2, 0, 0, 0, 0, 0, 45 * 6)
TNT1 A 0 A_SpawnItemEx("AcidBarrierWep", 16 * 2, 0, 0, 0, 0, 0, 45 * 7)
stop
Pickup:
Use:
TNT1 A 0 A_PlaySoundEx("item/refill","Voice")
TNT1 A 0 A_GiveInventory("BlockDropperWep", 1)
TNT1 A 0 A_GiveInventory("PileDriverWep", 1)
TNT1 A 0 A_GiveInventory("TundraStormWep", 1)
TNT1 A 0 A_GiveInventory("BounceBallWep", 1)
TNT1 A 0 A_GiveInventory("ChainBlastWep", 1)
TNT1 A 0 A_GiveInventory("ScrambleThunderWep", 1)
TNT1 A 0 A_GiveInventory("BlazingTorchWep", 1)
TNT1 A 0 A_GiveInventory("AcidBarrierWep", 1)
stop
}
}

actor RedistributedWeapons : MMWeaponGiver
{
+INVENTORY.AUTOACTIVATE
States
{
Spawn:
TNT1 A 0
TNT1 A 0 A_SpawnItemEx("ClusterBombWep", 16 * 2, 0, 0, 0, 0, 0, 30 * 0)
TNT1 A 0 A_SpawnItemEx("TimeHoldWep", 16 * 2, 0, 0, 0, 0, 0, 30 * 1)
TNT1 A 0 A_SpawnItemEx("SpinTopWep", 16 * 2, 0, 0, 0, 0, 0, 30 * 2)
TNT1 A 0 A_SpawnItemEx("SparkLobberWep", 16 * 2, 0, 0, 0, 0, 0, 30 * 3)
TNT1 A 0 A_SpawnItemEx("RainGrenadeWep", 16 * 2, 0, 0, 0, 0, 0, 30 * 4)
TNT1 A 0 A_SpawnItemEx("DiveMineWep", 16 * 2, 0, 0, 0, 0, 0, 30 * 5)
TNT1 A 0 A_SpawnItemEx("SkullSpiralWep", 16 * 2, 0, 0, 0, 0, 0, 30 * 6)
TNT1 A 0 A_SpawnItemEx("GyroBoomerangWep", 16 * 2, 0, 0, 0, 0, 0, 30 * 7)
TNT1 A 0 A_SpawnItemEx("YamatoSpreadWep", 16 * 2, 0, 0, 0, 0, 0, 30 * 8)
TNT1 A 0 A_SpawnItemEx("PlantPastureWep", 16 * 2, 0, 0, 0, 0, 0, 30 * 9)
TNT1 A 0 A_SpawnItemEx("SniperBarrageWep", 16 * 2, 0, 0, 0, 0, 0, 30 * 10)
TNT1 A 0 A_SpawnItemEx("JewelEncaserWep", 16 * 2, 0, 0, 0, 0, 0, 30 * 11)
TNT1 A 0 A_SpawnItemEx("TimeArrowWep", 16 * 3, 0, 0, 0, 0, 0, 45 * 0)
TNT1 A 0 A_SpawnItemEx("CompactFlashWep", 16 * 3, 0, 0, 0, 0, 0, 45 * 3)
TNT1 A 0 A_SpawnItemEx("StarFlowWep", 16 * 3, 0, 0, 0, 0, 0, 45 * 1)
TNT1 A 0 A_SpawnItemEx("GravityCoilWep", 16 * 3, 0, 0, 0, 0, 0, 45 * 2)
TNT1 A 0 A_SpawnItemEx("SpreaderFlameWep", 16 * 3, 0, 0, 0, 0, 0, 45 * 7)
TNT1 A 0 A_SpawnItemEx("StrikeLightningWep", 16 * 3, 0, 0, 0, 0, 0, 45 * 4)
TNT1 A 0 A_SpawnItemEx("JetblackRepulsorWep", 16 * 3, 0, 0, 0, 0, 0, 45 * 5)
TNT1 A 0 A_SpawnItemEx("SaturnOrbiterWep", 16 * 3, 0, 0, 0, 0, 0, 45 * 6)
stop
Pickup:
Use:
TNT1 A 0 A_PlaySoundEx("item/refill","Voice")
TNT1 A 0 A_GiveInventory("ClusterBombWep", 1)
TNT1 A 0 A_GiveInventory("TimeHoldWep", 1)
TNT1 A 0 A_GiveInventory("SpinTopWep", 1)
TNT1 A 0 A_GiveInventory("SparkLobberWep", 1)
TNT1 A 0 A_GiveInventory("RainGrenadeWep", 1)
TNT1 A 0 A_GiveInventory("DiveMineWep", 1)
TNT1 A 0 A_GiveInventory("SkullSpiralWep", 1)
TNT1 A 0 A_GiveInventory("GyroBoomerangWep", 1)
TNT1 A 0 A_GiveInventory("YamatoSpreadWep", 1)
TNT1 A 0 A_GiveInventory("PlantPastureWep", 1)
TNT1 A 0 A_GiveInventory("SniperBarrageWep", 1)
TNT1 A 0 A_GiveInventory("JewelEncaserWep", 1)
TNT1 A 0 A_GiveInventory("TimeArrowWep", 1)
TNT1 A 0 A_GiveInventory("CompactFlashWep", 1)
TNT1 A 0 A_GiveInventory("StarFlowWep", 1)
TNT1 A 0 A_GiveInventory("GravityCoilWep", 1)
TNT1 A 0 A_GiveInventory("SpreaderFlameWep", 1)
TNT1 A 0 A_GiveInventory("StrikeLightningWep", 1)
TNT1 A 0 A_GiveInventory("JetblackRepulsorWep", 1)
TNT1 A 0 A_GiveInventory("SaturnOrbiterWep", 1)
stop
}
}

actor RokkoChanWeapons : MMWeaponGiver
{
+INVENTORY.AUTOACTIVATE
States
{
SpawnWeapons:
TNT1 A 0
TNT1 A 0 A_SpawnItemEx("RollingRingWep",32,0,0,0,0,0,45 * 0)
TNT1 A 0 A_SpawnItemEx("JetMissileWep",32,0,0,0,0,0,45 * 1)
TNT1 A 0 A_SpawnItemEx("VolcanoCannonWep",32,0,0,0,0,0,45 * 2)
TNT1 A 0 A_SpawnItemEx("LightningFlashWep",32,0,0,0,0,0,45 * 3)
TNT1 A 0 A_SpawnItemEx("IceShieldWep",32,0,0,0,0,0,45 * 4)
TNT1 A 0 A_SpawnItemEx("ForestWhipWep",32,0,0,0,0,0,45 * 5)
TNT1 A 0 A_SpawnItemEx("RedoundAxeWep",32,0,0,0,0,0,45 * 6)
TNT1 A 0 A_SpawnItemEx("AssaultLanceWep",32,0,0,0,0,0,45 * 7)
stop
Pickup:
Use:
TNT1 A 0 A_PlaySoundEx("item/refill","Voice")
TNT1 A 0 A_GiveInventory("RollingRingWep", 1)
TNT1 A 0 A_GiveInventory("JetMissileWep", 1)
TNT1 A 0 A_GiveInventory("VolcanoCannonWep", 1)
TNT1 A 0 A_GiveInventory("LightningFlashWep", 1)
TNT1 A 0 A_GiveInventory("IceShieldWep", 1)
TNT1 A 0 A_GiveInventory("ForestWhipWep", 1)
TNT1 A 0 A_GiveInventory("RedoundAxeWep", 1)
TNT1 A 0 A_GiveInventory("AssaultLanceWep", 1)
stop
}
}

actor QuintsRevengeWeapons : MMWeaponGiver
{
+INVENTORY.AUTOACTIVATE
States
{
Spawn:
TNT1 A 0
TNT1 A 0 A_SpawnItemEx("CopipiSwarmWep_V", 16 * 2, 0, 0, 0, 0, 0, 45 * 0)
TNT1 A 0 A_SpawnItemEx("HardSlamWep_V", 16 * 2, 0, 0, 0, 0, 0, 45 * 1)
TNT1 A 0 A_SpawnItemEx("LeafBombWep_V", 16 * 2, 0, 0, 0, 0, 0, 45 * 2)
TNT1 A 0 A_SpawnItemEx("MagnetChaserWep_V", 16 * 2, 0, 0, 0, 0, 0, 45 * 3)
TNT1 A 0 A_SpawnItemEx("NeedleCrusherWep_V", 16 * 2, 0, 0, 0, 0, 0, 45 * 4)
TNT1 A 0 A_SpawnItemEx("MetalCatcherWep_V", 16 * 2, 0, 0, 0, 0, 0, 45 * 5)
TNT1 A 0 A_SpawnItemEx("SpinningTopWep_V", 16 * 2, 0, 0, 0, 0, 0, 45 * 6)
TNT1 A 0 A_SpawnItemEx("ClashBlasterWep_V", 16 * 2, 0, 0, 0, 0, 0, 45 * 7)
TNT1 A 0 A_SpawnItemEx("VulcanBurstWep_V", 16 * 3, 0, 0, 0, 0, 0, 45 * 0)
TNT1 A 0 A_SpawnItemEx("RecursiveBomberWep_V", 16 * 3, 0, 0, 0, 0, 0, 45 * 1)
TNT1 A 0 A_SpawnItemEx("DreamTwinsWep_V", 16 * 3, 0, 0, 0, 0, 0, 45 * 2)
TNT1 A 0 A_SpawnItemEx("SurgeBinderWep_V", 16 * 3, 0, 0, 0, 0, 0, 45 * 3)
TNT1 A 0 A_SpawnItemEx("HookDrillWep_V", 16 * 3, 0, 0, 0, 0, 0, 45 * 4)
TNT1 A 0 A_SpawnItemEx("SonicBoomerangWep_V", 16 * 3, 0, 0, 0, 0, 0, 45 * 5)
TNT1 A 0 A_SpawnItemEx("TimeWrapWep_V", 16 * 3, 0, 0, 0, 0, 0, 45 * 6)
TNT1 A 0 A_SpawnItemEx("SnakeCommandoWep_V", 16 * 3, 0, 0, 0, 0, 0, 45 * 7)

stop
Pickup:
Use:
TNT1 A 0 A_PlaySoundEx("item/refill","Voice")
TNT1 A 0 A_GiveInventory("CopipiSwarmWep_V", 1)
TNT1 A 0 A_GiveInventory("HardSlamWep_V", 1)
TNT1 A 0 A_GiveInventory("LeafBombWep_V", 1)
TNT1 A 0 A_GiveInventory("MagnetChaserWep_V", 1)
TNT1 A 0 A_GiveInventory("NeedleCrusherWep_V", 1)
TNT1 A 0 A_GiveInventory("MetalCatcherWep_V", 1)
TNT1 A 0 A_GiveInventory("SpinningTopWep_V", 1)
TNT1 A 0 A_GiveInventory("ClashBlasterWep_V", 1)
TNT1 A 0 A_GiveInventory("VulcanBurstWep_V", 1)
TNT1 A 0 A_GiveInventory("RecursiveBomberWep_V", 1)
TNT1 A 0 A_GiveInventory("DreamTwinsWep_V", 1)
TNT1 A 0 A_GiveInventory("SurgeBinderWep_V", 1)
TNT1 A 0 A_GiveInventory("HookDrillWep_V", 1)
TNT1 A 0 A_GiveInventory("SonicBoomerangWep_V", 1)
TNT1 A 0 A_GiveInventory("TimeWrapWep_V", 1)
TNT1 A 0 A_GiveInventory("SnakeCommandoWep_V", 1)
stop
}
}


actor ChristmasCarolWeapons : MMWeaponGiver
{
+INVENTORY.AUTOACTIVATE
States
{
Spawn:
TNT1 A 0
TNT1 A 0 A_SpawnItemEx("MarleyShackleWep", 16 * 2, 0, 0, 0, 0, 0, 30 * 0)
TNT1 A 0 A_SpawnItemEx("PastMinionWep", 16 * 2, 0, 0, 0, 0, 0, 30 * 1)
TNT1 A 0 A_SpawnItemEx("PresentSurpriseWep", 16 * 2, 0, 0, 0, 0, 0, 30 * 2)
TNT1 A 0 A_SpawnItemEx("FutureScytheWep", 16 * 2, 0, 0, 0, 0, 0, 30 * 3)
TNT1 A 0 A_SpawnItemEx("RubberDuffWep", 16 * 2, 0, 0, 0, 0, 0, 30 * 4)
TNT1 A 0 A_SpawnItemEx("HumBugWep", 16 * 2, 0, 0, 0, 0, 0, 30 * 5)
TNT1 A 0 A_SpawnItemEx("CandyCaneWep", 16 * 2, 0, 0, 0, 0, 0, 30 * 6)
TNT1 A 0 A_SpawnItemEx("TwinkleBusterWep", 16 * 2, 0, 0, 0, 0, 0, 30 * 7)
TNT1 A 0 A_SpawnItemEx("DanceTornadoWep", 16 * 2, 0, 0, 0, 0, 0, 30 * 8)
TNT1 A 0 A_SpawnItemEx("HatBoomerangWep", 16 * 2, 0, 0, 0, 0, 0, 30 * 9)
TNT1 A 0 A_SpawnItemEx("MistletoeBarrierWep", 16 * 2, 0, 0, 0, 0, 0, 30 * 10)
TNT1 A 0 A_SpawnItemEx("MothersPieWep", 16 * 2, 0, 0, 0, 0, 0, 30 * 11)
stop
Pickup:
Use:
TNT1 A 0 A_PlaySoundEx("item/refill","Voice")
TNT1 A 0 A_GiveInventory("MarleyShackleWep", 1)
TNT1 A 0 A_GiveInventory("PastMinionWep", 1)
TNT1 A 0 A_GiveInventory("PresentSurpriseWep", 1)
TNT1 A 0 A_GiveInventory("FutureScytheWep", 1)
TNT1 A 0 A_GiveInventory("RubberDuffWep", 1)
TNT1 A 0 A_GiveInventory("HumBugWep", 1)
TNT1 A 0 A_GiveInventory("CandyCaneWep", 1)
TNT1 A 0 A_GiveInventory("TwinkleBusterWep", 1)
TNT1 A 0 A_GiveInventory("DanceTornadoWep", 1)
TNT1 A 0 A_GiveInventory("HatBoomerangWep", 1)
TNT1 A 0 A_GiveInventory("MistletoeBarrierWep", 1)
TNT1 A 0 A_GiveInventory("MothersPieWep", 1)
stop
}
}

actor CampaignWeapons : MMWeaponGiver
{
+INVENTORY.AUTOACTIVATE
States
{
Spawn:
TNT1 A 0
TNT1 A 0 A_SpawnItemEx("OpticRayWep", 16 * 2, 0, 0, 0, 0, 0, 36 * 0)
TNT1 A 0 A_SpawnItemEx("AcidDripWep", 16 * 2, 0, 0, 0, 0, 0, 36 * 1)
TNT1 A 0 A_SpawnItemEx("RechargeGlimmerWep", 16 * 2, 0, 0, 0, 0, 0, 36 * 2)
TNT1 A 0 A_SpawnItemEx("MetoolSlamWep", 16 * 2, 0, 0, 0, 0, 0, 36 * 3)
TNT1 A 0 A_SpawnItemEx("SwirlFlameWep", 16 * 2, 0, 0, 0, 0, 0, 36 * 4)
TNT1 A 0 A_SpawnItemEx("CrescentKickWep", 16 * 2, 0, 0, 0, 0, 0, 36 * 5)
TNT1 A 0 A_SpawnItemEx("DropThunderWep", 16 * 2, 0, 0, 0, 0, 0, 36 * 6)
TNT1 A 0 A_SpawnItemEx("SharkLaserWep", 16 * 2, 0, 0, 0, 0, 0, 36 * 7)
TNT1 A 0 A_SpawnItemEx("GolemPoundWep", 16 * 2, 0, 0, 0, 0, 0, 36 * 8)
TNT1 A 0 A_SpawnItemEx("SunriseSalvoWep", 16 * 2, 0, 0, 0, 0, 0, 36 * 9)
stop
Pickup:
Use:
TNT1 A 0 A_PlaySoundEx("item/refill","Voice")
TNT1 A 0 A_GiveInventory("OpticRayWep", 1)
TNT1 A 0 A_GiveInventory("AcidDripWep", 1)
TNT1 A 0 A_GiveInventory("RechargeGlimmerWep", 1)
TNT1 A 0 A_GiveInventory("MetoolSlamWep", 1)
TNT1 A 0 A_GiveInventory("SwirlFlameWep", 1)
TNT1 A 0 A_GiveInventory("CrescentKickWep", 1)
TNT1 A 0 A_GiveInventory("DropThunderWep", 1)
TNT1 A 0 A_GiveInventory("SharkLaserWep", 1)
TNT1 A 0 A_GiveInventory("GolemPoundWep", 1)
TNT1 A 0 A_GiveInventory("SunriseSalvoWep", 1)
stop
}
}

actor MMB2Weapons : MMWeaponGiver
{
+INVENTORY.AUTOACTIVATE
States
{
SpawnWeapons:
TNT1 A 0
Spawn:
TNT1 A 0
TNT1 A 0 A_SpawnItemEx("BulletVulcanWep", 16 * 2, 0, 0, 0, 0, 0, 30 * 0)
TNT1 A 0 A_SpawnItemEx("BrassBulletWep", 16 * 2, 0, 0, 0, 0, 0, 30 * 1)
TNT1 A 0 A_SpawnItemEx("FlameShowerWep", 16 * 2, 0, 0, 0, 0, 0, 30 * 2)
TNT1 A 0 A_SpawnItemEx("FlameMixerWep", 16 * 2, 0, 0, 0, 0, 0, 30 * 3)
TNT1 A 0 A_SpawnItemEx("DoppelCrashWep", 16 * 2, 0, 0, 0, 0, 0, 30 * 4)
TNT1 A 0 A_SpawnItemEx("DopplerAttackWep", 16 * 2, 0, 0, 0, 0, 0, 30 * 5)
TNT1 A 0 A_SpawnItemEx("TimeSwitchWep", 16 * 2, 0, 0, 0, 0, 0, 30 * 6)
TNT1 A 0 A_SpawnItemEx("TimeBombWep", 16 * 2, 0, 0, 0, 0, 0, 30 * 7)
TNT1 A 0 A_SpawnItemEx("BarrierWindWep", 16 * 2, 0, 0, 0, 0, 0, 30 * 8)
TNT1 A 0 A_SpawnItemEx("WindCycloneWep", 16 * 2, 0, 0, 0, 0, 0, 30 * 9)
TNT1 A 0 A_SpawnItemEx("TrailsparkNeedleWep", 16 * 2, 0, 0, 0, 0, 0, 30 * 10)
TNT1 A 0 A_SpawnItemEx("CardinalRingWep", 16 * 2, 0, 0, 0, 0, 0, 30 * 11)
stop
Use:
TNT1 A 0 A_PlaySoundEx("item/refill","Voice")
TNT1 A 0 A_GiveInventory("BulletVulcanWep", 1)
TNT1 A 0 A_GiveInventory("BrassBulletWep", 1)
TNT1 A 0 A_GiveInventory("TimeBombWep", 1)
TNT1 A 0 A_GiveInventory("TimeSwitchWep", 1)
TNT1 A 0 A_GiveInventory("FlameShowerWep", 1)
TNT1 A 0 A_GiveInventory("FlameMixerWep", 1)
TNT1 A 0 A_GiveInventory("DoppelCrashWep", 1)
TNT1 A 0 A_GiveInventory("DopplerAttackWep", 1)
TNT1 A 0 A_GiveInventory("BarrierWindWep", 1)
TNT1 A 0 A_GiveInventory("WindCycloneWep", 1)
TNT1 A 0 A_GiveInventory("TrailsparkNeedleWep", 1)
TNT1 A 0 A_GiveInventory("CardinalRingWep", 1)
stop
}
}

actor EncMiscWeapons : MMWeaponGiver
{
+INVENTORY.AUTOACTIVATE
States
{
SpawnWeapons:
TNT1 A 0 A_SpawnItemEx("BondingPasteWep",16)
TNT1 A 0 A_SpawnItemEx("PurityMeteorWep",16,0,0,0,0,0,180)
TNT1 A 0 A_SpawnItemEx("KingRodWep",32)
TNT1 A 0 A_SpawnItemEx("TidalBulwarkWep",32,0,0,0,0,0,90)
TNT1 A 0 A_SpawnItemEx("HyperTorrentWep",32,0,0,0,0,0,180)
TNT1 A 0 A_SpawnItemEx("NovaBeamWep",32,0,0,0,0,0,270)
TNT1 A 0 A_SpawnItemEx("MaestroUpgrade",48,0,0,0,0,0,0)
TNT1 A 0 A_SpawnItemEx("JoeUpgrade",48,0,0,0,0,0,120)
TNT1 A 0 A_SpawnItemEx("RevolverUpgrade",48,0,0,0,0,0,240)
stop
Use:
TNT1 A 0 A_PlaySoundEx("item/refill","Voice")
TNT1 A 0 A_GiveInventory("BondingPasteWep",1)
TNT1 A 0 A_GiveInventory("PurityMeteorWep",1)
TNT1 A 0 A_GiveInventory("KingRodWep",1)
TNT1 A 0 A_GiveInventory("TidalBulwarkWep",1)
TNT1 A 0 A_GiveInventory("HyperTorrentWep",1)
TNT1 A 0 A_GiveInventory("NovaBeamWep",1)
TNT1 A 0 A_GiveInventory("MaestroUpgrade",1)
TNT1 A 0 A_GiveInventory("JoeUpgrade",1)
TNT1 A 0 A_GiveInventory("RevolverUpgrade",1)
stop
}
}

actor VileMiscWeapons : MMWeaponGiver
{
+INVENTORY.AUTOACTIVATE
States
{
Spawn:
TNT1 A 0
TNT1 A 0 A_SpawnItemEx("WasteLobberWep", 16 * 2, 0, 0, 0, 0, 0, 45 * 0)
TNT1 A 0 A_SpawnItemEx("GlitchShotWep", 16 * 2, 0, 0, 0, 0, 0, 45 * 1)
TNT1 A 0 A_SpawnItemEx("ParallelBeamWep", 16 * 2, 0, 0, 0, 0, 0, 45 * 2)
TNT1 A 0 A_SpawnItemEx("VantaGatlingUpgrade", 16 * 2, 0, 0, 0, 0, 0, 45 * 3)
TNT1 A 0 A_SpawnItemEx("BondingPasteWep", 16 * 2, 0, 0, 0, 0, 0, 45 * 4)
TNT1 A 0 A_SpawnItemEx("WarpPortalWep", 16 * 2, 0, 0, 0, 0, 0, 45 * 5)
TNT1 A 0 A_SpawnItemEx("HyperBusterUpgrade", 16 * 2, 0, 0, 0, 0, 0, 45 * 6)
TNT1 A 0 A_SpawnItemEx("BreakBarrierWep", 16 * 2, 0, 0, 0, 0, 0, 45 * 7)
TNT1 A 0 A_SpawnItemEx("ClammyHarpoonWep", 16 * 3, 0, 0, 0, 0, 0, 45 * 0)
TNT1 A 0 A_SpawnItemEx("OkamiClawWep", 16 * 3, 0, 0, 0, 0, 0, 45 * 1)
//TNT1 A 0 A_SpawnItemEx("SweetLeechWep", 16 * 3, 0, 0, 0, 0, 0, 45 * 2)
TNT1 A 0 A_SpawnItemEx("WidowmakerWep", 16 * 3, 0, 0, 0, 0, 0, 45 * 2)
TNT1 A 0 A_SpawnItemEx("RighteousBison", 16 * 3, 0, 0, 0, 0, 0, 45 * 3)
stop
Pickup:
Use:
TNT1 A 0 A_PlaySoundEx("item/refill","Voice")
TNT1 A 0 A_GiveInventory("WasteLobberWep", 1)
TNT1 A 0 A_GiveInventory("GlitchShotWep", 1)
TNT1 A 0 A_GiveInventory("ParallelBeamWep", 1)
TNT1 A 0 A_GiveInventory("VantaGatlingUpgrade", 1)
TNT1 A 0 A_GiveInventory("BondingPasteWep", 1)
TNT1 A 0 A_GiveInventory("WarpPortalWep", 1)
TNT1 A 0 A_GiveInventory("HyperBusterUpgrade", 1)
TNT1 A 0 A_GiveInventory("BreakBarrierWep", 1)
TNT1 A 0 A_GiveInventory("ClammyHarpoonWep", 1)
TNT1 A 0 A_GiveInventory("OkamiClawWep", 1)
//TNT1 A 0 A_GiveInventory("SweetLeechWep", 1)
TNT1 A 0 A_GiveInventory("WidowmakerWep", 1)
TNT1 A 0 A_GiveInventory("RighteousBisonUpgrade", 1)
stop
}
}

actor VileMWEPWeapons : MMWeaponGiver
{
+INVENTORY.AUTOACTIVATE
States
{
Spawn:
TNT1 A 0
TNT1 A 0 A_SpawnItemEx("VileMiscWeapons", 16 * 2, 0, 0, 0, 0, 0, 135 * 0)
TNT1 A 0 A_SpawnItemEx("WilyIncWeapons", 16 * 2, 0, 0, 0, 0, 0, 90 * 0)
TNT1 A 0 A_SpawnItemEx("MiscCBMWeapons", 16 * 2, 0, 0, 0, 0, 0, 90 * 1)
TNT1 A 0 A_SpawnItemEx("MaGMMLWeapons", 16 * 2, 0, 0, 0, 0, 0, 90 * 2)
TNT1 A 0 A_SpawnItemEx("RFFusionWeapons", 16 * 2, 0, 0, 0, 0, 0, 90 * 3)
TNT1 A 0 A_SpawnItemEx("CaveStoryWeapons", 16 * 3, 0, 0, 0, 0, 0, 45 * 0)
TNT1 A 0 A_SpawnItemEx("FunkManWeapons", 16 * 3, 0, 0, 0, 0, 0, 45 * 1)
TNT1 A 0 A_SpawnItemEx("ArtificialWeapons", 16 * 3, 0, 0, 0, 0, 0, 45 * 2)
TNT1 A 0 A_SpawnItemEx("MM11Weapons", 16 * 3, 0, 0, 0, 0, 0, 45 * 3)
TNT1 A 0 A_SpawnItemEx("RedistributedWeapons", 16 * 4, 0, 0, 0, 0, 0, 45 * 0)
//TNT1 A 0 A_SpawnItemEx("ReprogrammedWeapons", 16 * 4, 0, 0, 0, 0, 0, 45 * 1)
TNT1 A 0 A_SpawnItemEx("RokkoChanWeapons", 16 * 4, 0, 0, 0, 0, 0, 45 * 2)
TNT1 A 0 A_SpawnItemEx("QuintsRevengeWeapons", 16 * 4, 0, 0, 0, 0, 0, 45 * 3)
TNT1 A 0 A_SpawnItemEx("ChristmasCarolWeapons", 16 * 4, 0, 0, 0, 0, 0, 45 * 4)
TNT1 A 0 A_SpawnItemEx("CampaignWeapons", 16 * 4, 0, 0, 0, 0, 0, 45 * 5)
//TNT1 A 0 A_SpawnItemEx("HolySixtetWeapons", 16 * 4, 0, 0, 0, 0, 0, 45 * 6)
//TNT1 A 0 A_SpawnItemEx("DebaucheryWeapons", 16 * 4, 0, 0, 0, 0, 0, 45 * 7)
//TNT1 A 0 A_SpawnItemEx("SolsticeSeaWeapons", 16 * 5, 0, 0, 0, 0, 0, 45 * 0)
TNT1 A 0 A_SpawnItemEx("MMB2Weapons", 16 * 5, 0, 0, 0, 0, 0, 45 * 1)
TNT1 A 0 A_SpawnItemEx("EncMiscWeapons", 16 * 5, 0, 0, 0, 0, 0, 45 * 2)
stop
Pickup:
Use:
TNT1 A 0 A_PlaySoundEx("item/refill","Voice")
TNT1 A 0 A_GiveInventory("WasteLobberWep", 1)
TNT1 A 0 A_GiveInventory("WilyIncWeapons", 1)
TNT1 A 0 A_GiveInventory("MiscCBMWeapons", 1)
TNT1 A 0 A_GiveInventory("MaGMMLWeapons", 1)
TNT1 A 0 A_GiveInventory("RFFusionWeapons", 1)
TNT1 A 0 A_GiveInventory("CaveStoryWeapons", 1)
TNT1 A 0 A_GiveInventory("FunkManWeapons", 1)
TNT1 A 0 A_GiveInventory("ArtificialWeapons", 1)
TNT1 A 0 A_GiveInventory("MM11Weapons", 1)
TNT1 A 0 A_GiveInventory("RedistributedWeapons", 1)
//TNT1 A 0 A_GiveInventory("ReprogrammedWeapons", 1)
TNT1 A 0 A_GiveInventory("RokkoChanWeapons", 1)
TNT1 A 0 A_GiveInventory("QuintsRevengeWeapons", 1)
TNT1 A 0 A_GiveInventory("ChristmasCarolWeapons", 1)
TNT1 A 0 A_GiveInventory("CampaignWeapons", 1)
//TNT1 A 0 A_GiveInventory("HolySixtetWeapons", 1)
//TNT1 A 0 A_GiveInventory("DebaucheryWeapons", 1)
//TNT1 A 0 A_GiveInventory("SolsticeSeaWeapons", 1)
TNT1 A 0 A_GiveInventory("MMB2Weapons", 1)
TNT1 A 0 A_GiveInventory("EncMiscWeapons", 1)
TNT1 A 0 A_GiveInventory("VileMiscWeapons", 1)

stop
}
}