ACTOR RepeaterOnTheFloor: CustomInventory Replaces Rifle
{
 scale 1.0
 radius 16
 height 16
 +THRUACTORS
 damage 0
   Mass 1
   Inventory.PickupMessage "You got the Repeater!"
    States
    {

	 Spawn:
		TNT1 A 0
		D4W2 B 10
		TNT1 A 0 A_ChangeFlag("THRUACTORS", 0)
		D4W2 B -1
		Stop
	Pickup:
	    TNT1 A 0
		TNT1 A 0 A_JumpIfInventory("D4Repeater", 1, "Pickup2")
		TNT1 A 0 A_GiveInventory("D4Repeater", 1)
		TNT1 A 0 A_GiveInventory("Clip2", 10)
		Stop
	Pickup2:
	    TNT1 A 0 A_GiveInventory("DualRepeaters", 1)
		TNT1 A 0 A_GiveInventory("Clip2", 10)
		Stop
    }
}


ACTOR RepeaterOnTheFloorDroped: RepeaterOnTheFloor
{
    States
    {

	 Spawn:
		D4W2 B 10
		TNT1 A 0 A_ChangeFlag("THRUACTORS", 0)
		D4W2 B -1
		Stop
	Pickup:
	    TNT1 A 0
		TNT1 A 0 A_JumpIfInventory("D4Repeater", 1, "Pickup2")
		TNT1 A 0 A_GiveInventory("D4Repeater", 1)
		Stop
	Pickup2:
	    TNT1 A 0 A_GiveInventory("DualRepeaters", 1)
		Stop	
    }
}





ACTOR D4PistolOnTheFloor: CustomInventory
{
 scale 1.0
 radius 16
 height 16
 +THRUACTORS
 damage 0
   Mass 1
   Inventory.PickupMessage "You got the Pistol!"
    States
    {

	 Spawn:
		TNT1 A 0
		D4W1 A 10
		TNT1 A 0 A_ChangeFlag("THRUACTORS", 0)
		D4W1 A -1
		Stop
	Pickup:
	    TNT1 A 0
		TNT1 A 0 A_JumpIfInventory("D4Pistol", 1, "Pickup2")
		TNT1 A 0 A_GiveInventory("D4Pistol", 1)
		Stop
	Pickup2:
	    TNT1 A 0 A_GiveInventory("DualD4PeaShooter", 1)
		Stop
    }
}


















ACTOR D4SSGOnTheFloor: CustomInventory Replaces SSG
{
 scale 1.0
 radius 16
 height 16
 +THRUACTORS
 damage 0
   Mass 1
   Inventory.PickupMessage "You got the Super Shotgun!"
    States
    {

	 Spawn:
		TNT1 A 0
		D4W3 B 10
		TNT1 A 0 A_ChangeFlag("THRUACTORS", 0)
		D4W3 B -1
		Stop
	Pickup:
	    TNT1 A 0
		TNT1 A 0 A_JumpIfInventory("D4SSG", 1, "Pickup2")
		TNT1 A 0 A_GiveInventory("D4SSG", 1)
		TNT1 A 0 A_GiveInventory("Shell", 6)
		Stop
	Pickup2:
	    TNT1 A 0 A_GiveInventory("D4DualSSG", 1)
		TNT1 A 0 A_GiveInventory("Shell", 6)
		Stop
    }
}


ACTOR D4SSGOnTheFloorDroped: D4SSGOnTheFloor
{
    States
    {

	 Spawn:
		D4W2 B 10
		TNT1 A 0 A_ChangeFlag("THRUACTORS", 0)
		D4W2 B -1
		Stop
	Pickup:
	    TNT1 A 0
		TNT1 A 0 A_JumpIfInventory("D4SSG", 1, "Pickup2")
		TNT1 A 0 A_GiveInventory("D4SSG", 1)
		Stop
	Pickup2:
	    TNT1 A 0 A_GiveInventory("D4DualSSG", 1)
		Stop	
    }
}






ACTOR MachinegunOnTheFloor: CustomInventory  Replaces Minigun
{
 scale 1.0
 radius 16
 height 4
 +THRUACTORS
 damage 0
   Mass 1
   Inventory.PickupMessage "You got the Machinegun!"
    States
    {

	 Spawn:
		D4W4 A 10
		TNT1 A 0 A_ChangeFlag("THRUACTORS", 0)
		D4W4 A -1
		Stop
	Pickup:
	    TNT1 A 0
		TNT1 A 0 A_JumpIfInventory("D4Machinegun", 1, "Pickup2")
		TNT1 A 0 A_GiveInventory("D4Machinegun", 1)
		TNT1 A 0 A_GiveInventory("Clip2", 20)
		Stop
	Pickup2:
	    TNT1 A 0 A_GiveInventory("DualMachineguns", 1)
		TNT1 A 0 A_GiveInventory("Clip2", 20)
		Stop
    }
}



ACTOR MachinegunOnTheFloorDroped: MachinegunOnTheFloor
{
    States
    {

	 Spawn:
		D4W4 A 10
		TNT1 A 0 A_ChangeFlag("THRUACTORS", 0)
		D4W4 A -1
		Stop
	Pickup:
	    TNT1 A 0
		TNT1 A 0 A_JumpIfInventory("D4Machinegun", 1, "Pickup2")
		TNT1 A 0 A_GiveInventory("D4Machinegun", 1)
		Stop
	Pickup2:
	    TNT1 A 0 A_GiveInventory("DualMachineguns", 1)
		Stop	
    }
}








ACTOR D4RLOnTheFloor: CustomInventory
{
 scale 1.0
 radius 16
 height 16
 +THRUACTORS
 damage 0
   Mass 1
   Inventory.PickupMessage "You got the Rocket Launcher!"
    States
    {

	 Spawn:
		TNT1 A 0
		D4W5 A 10
		TNT1 A 0 A_ChangeFlag("THRUACTORS", 0)
		D4W5 A -1
		Stop
	Pickup:
	    TNT1 A 0
		TNT1 A 0 A_JumpIfInventory("D4RocketLauncher", 1, "Pickup2")
		TNT1 A 0 A_GiveInventory("D4RocketLauncher", 1)
		TNT1 A 0 A_GiveInventory("RocketAmmo", 4)
		Stop
	Pickup2:
	    TNT1 A 0 A_GiveInventory("DualD4RocketLaunchers", 1)
		TNT1 A 0 A_GiveInventory("RocketAmmo", 4)
		Stop
    }
}


ACTOR D4RLOnTheFloorDroped: D4RLOnTheFloor
{
    States
    {

	 Spawn:
		D4W5 A 10
		TNT1 A 0 A_ChangeFlag("THRUACTORS", 0)
		D4W5 A -1
		Stop
	Pickup:
	    TNT1 A 0
		TNT1 A 0 A_JumpIfInventory("D4RocketLauncher", 1, "Pickup2")
		TNT1 A 0 A_GiveInventory("D4RocketLauncher", 1)
		Stop
	Pickup2:
	    TNT1 A 0 A_GiveInventory("DualD4RocketLaunchers", 1)
		Stop	
    }
}






ACTOR D4PlasmagunOnTheFloor: CustomInventory
{
 scale 1.0
 radius 16
 height 16
 +THRUACTORS
 damage 0
   Mass 1
   Inventory.PickupMessage "You got the Plasma Rifle!"
    States
    {

	 Spawn:
		TNT1 A 0
		D4W6 A 10
		TNT1 A 0 A_ChangeFlag("THRUACTORS", 0)
		D4W6 A -1
		Stop
	Pickup:
	    TNT1 A 0
		TNT1 A 0 A_JumpIfInventory("D4Plasmagun", 1, "Pickup2")
		TNT1 A 0 A_GiveInventory("D4Plasmagun", 1)
		TNT1 A 0 A_GiveInventory("Cell", 50)
		Stop
	Pickup2:
	    TNT1 A 0 A_GiveInventory("DualD4Plasmaguns", 1)
		TNT1 A 0 A_GiveInventory("Cell", 50)
		Stop
    }
}


ACTOR D4PlasmagunOnTheFloorDroped: D4PlasmagunOnTheFloor
{
    States
    {

	 Spawn:
		D4W6 A 10
		TNT1 A 0 A_ChangeFlag("THRUACTORS", 0)
		D4W6 A -1
		Stop
	Pickup:
	    TNT1 A 0
		TNT1 A 0 A_JumpIfInventory("D4Plasmagun", 1, "Pickup2")
		TNT1 A 0 A_GiveInventory("D4Plasmagun", 1)
		Stop
	Pickup2:
	    TNT1 A 0 A_GiveInventory("DualD4Plasmaguns", 1)
		Stop	
    }
}