actor TimeStopperWep : MegaBuster
{
Weapon.AmmoUse 7
Weapon.AmmoGive 28
Weapon.SlotNumber 6
Obituary "%o was blinded by %k's Time Stopper."
Inventory.Pickupmessage "Power up! Time Stopper!"
weapon.ammotype "TimeAmmo"
inventory.pickupsound "weapon/weaponup"
+WEAPON.AMMO_OPTIONAL
inventory.icon "FLASHSI"
Scale 2.0
States
{
Spawn:
WEAP N 0
WEAP N 0 A_JumpIf(ACS_ExecuteWithResult(975,0)==1,"Death")
WEAP N 1 A_JumpIf(ACS_ExecuteWithResult(975,0)==3,"Death")
WEAP N 1
Goto Spawn + 3
Ready:
TIMS A 0 ACS_ExecuteAlways(998,0,13)
TIMS A 0 ACS_ExecuteAlways(994,0)
TIMS A 0 ACS_Execute(978,0)
TIMS A 1 A_WeaponReady
Goto Ready+3
Deselect:
TNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Lower
TIMS A 1 A_Lower
Loop
Select:
TNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Raise
TIMS A 1 A_Raise
Loop
Fire:
TIMS A 0 ACS_Execute(979,0)
TIMS A 0 A_JumpIfNoAmmo("Hold")
TIMS A 0 ACS_Execute(986,0)
TIMS A 0 ACS_Execute(193,0)
TIMS A 1 ACS_ExecuteAlways(994,0)
TIMS A 0 A_GiveInventory("TimeFreezer",1)
TIMS A 0 SetPlayerProperty(1,1,4)
TIMS A 0 SetPlayerProperty(0,0,4)
Goto TimeStop
TimeStop:
TIMS A 9 A_TakeInventory("TimeAmmo",1)
TIMS A 0 A_JumpIfInventory("TimeAmmo",1,"TimeStop")
TIMS A 0 ACS_Terminate(986,0)
TIMS A 5 ACS_Execute(987,0)
Goto Ready
Hold:
TIMS A 1 
TIMS A 0 A_Refire
Goto Ready+2
Death:
TNT1 A 0
stop
}
}

actor TimeFreezer : PowerupGiver
{
 powerup.type "TimeFreezer"
 powerup.duration 99999
 +AUTOACTIVATE
 States
 {
 Spawn:
 TNT1 A 1
 stop
 }
}

actor TimeAmmo : Ammo
{
inventory.amount 1
inventory.maxamount 28
}

actor TimeStopperGiver : CustomInventory 10043
{
Inventory.Pickupmessage "Power up! Time Stopper!"
inventory.pickupsound "weapon/weaponup"
Inventory.RespawnTics 1800
scale 2.0
states
{
Spawn:
WEAP N 0
WEAP N 0 A_JumpIf(ACS_ExecuteWithResult(975,0)==1,"Death")
WEAP N 1 A_JumpIf(ACS_ExecuteWithResult(975,0)==3,"Death")
WEAP N 1
Goto Spawn+3
Pickup:
WEAP N 0 A_GiveInventory("TimeStopperWep")
stop
Death:
TNT1 A 0
stop
}
}