#include "actors/ClassBase.txt"
#include "Wep/DamageReplacing.txt"
#include "actors/BotFixC.txt"
//
#include "actors/Megaman3/DocRobot.txt"
#include "Wep/Megaman3/DocWeapon.txt"
#include "actors/Roll.txt"
#include "Wep/RollWeapons.txt"
#include "actors/Megaman5/DarkMan1.txt"
#include "Wep/Megaman5/DarkManOneBuster.txt"
#include "actors/Megaman5/DarkMan2.txt"
#include "Wep/Megaman5/DarkManTwoBuster.txt"
#include "actors/Megaman5/DarkMan3.txt"
#include "Wep/Megaman5/DarkManThreeBuster.txt"
#include "actors/Megaman5/DarkMan4.txt"
#include "Wep/Megaman5/DarkManFourBuster.txt"
#include "actors/Megaman3/Snakeman.txt"
#include "Wep/Megaman3/SnakemanWep.txt"
#include "Wep/Megaman3/Hardknuckleboss.txt"
#include "actors/Megaman3/Hardman.txt" 
#include "actors/Megaman3/Sparkman.txt"
#include "Wep/Megaman3/Sparkshockboss.txt"
#include "actors/Megaman3/Needleman.txt"
#include "Wep/Megaman3/Needlecannonboss.txt"
#include "actors/Megaman3/Topman.txt"
#include "Wep/Megaman3/Topspinboss.txt"
#include "actors/Megaman3/Shadowman.txt"
#include "Wep/Megaman3/Shadowbladeboss.txt"
#include "Wep/Megaman3/Murumasa.txt"
#include "actors/Megaman3/Magnetman.txt"
#include "Wep/Megaman3/MagnetmanWep.txt"
#include "actors/Megaman3/Geminiman.txt"
#include "Wep/Megaman3/Geminilaserboss.txt"
#include "actors/Protoman.txt"
#include "actors/Breakman.txt"
#include "actors/HairProto.txt"
#include "actors/Megaman/Cutman.txt"
#include "Wep/Megaman/TrollingCutterBoss.txt"
#include "actors/Megaman/Gutsman.txt"
#include "Wep/PoweredUp/TimeSlow.txt"
#include "Wep/PoweredUp/TimeSlowBoss.txt"
#include "actors/Megaman/Timeman.txt"
#include "Wep/PoweredUp/OilSlider.txt"
#include "Wep/PoweredUp/OilSliderBoss.txt"
#include "actors/Megaman/Oilman.txt"
#include "Wep/Megaman/SuperArmBoss.txt"
#include "actors/Megaman/Iceman.txt"
#include "Wep/Megaman/IceSlasherBoss.txt"
#include "actors/Megaman/Bombman.txt"
#include "Wep/Megaman/HyperBombBoss.txt"
#include "actors/Megaman/Fireman.txt"
#include "Wep/Megaman/FireManwep.txt"
#include "actors/Megaman/Elecman.txt"
#include "Wep/Megaman/ThunderBeamBoss.txt"
#include "actors/Megaman5/gyromanclass.txt"
#include "Wep/Megaman5/gyromanweapon.txt"
#include "actors/Megaman5/napalmmanclass.txt"
#include "actors/Megaman5/nespalmmanclass.txt"
#include "Wep/Megaman5/napalmmanweapon.txt"
#include "actors/Megaman5/gravitymanclass.txt"
#include "Wep/Megaman5/gravitymanweapon.txt"
#include "actors/Megaman5/stonemanclass.txt"
#include "Wep/Megaman5/stonemanweapon.txt"
#include "actors/Megaman5/chargeman.txt"
#include "Wep/Megaman5/chargekickweapon.txt"
#include "actors/Megaman5/waveman.txt"
#include "Wep/Megaman5/waterwaveweapon.txt"
#include "actors/Megaman5/crystalmanclass.txt"
#include "Wep/Megaman5/crystalmanweapon.txt"
#include "actors/Megaman5/starmanclass.txt"
#include "Wep/Megaman5/starmanweapon.txt"
#include "Wep/ProtoBusterBoss.txt"
#include "Wep/MegaBusterC.txt"
#include "actors/MegaManC.txt"
#include "actors/hairmega.txt"
#include "actors/megaman?.txt"
#include "actors/Megaman2/MetalMan.txt"
#include "wep/Megaman2/MetalBladeBoss.txt"
#include "actors/Megaman2/HeatMan.txt"
#include "wep/Megaman2/AtomicFireBoss.txt"
#include "actors/Megaman2/BubbleMan.txt"
#include "wep/Megaman2/BubbleLeadBoss.txt"
#include "actors/Megaman2/AirMan.txt"
#include "wep/Megaman2/AirShooterBoss.txt"
#include "actors/Megaman2/WoodMan.txt"
#include "wep/Megaman2/LeafShieldBoss.txt"
#include "actors/Megaman2/FlashMan.txt"
#include "wep/Megaman2/TimeStopperBoss.txt"
#include "actors/Megaman2/DrWily.txt"
#include "wep/Megaman2/WilyGun.txt"
#include "actors/Bass.txt"
#include "Wep/BassBusterBoss.txt"
#include "Wep/Treblebooster.txt"
#include "Wep/Treble.txt"
#include "actors/Megaman2/Crashman.txt" 
#include "Wep/Megaman2/CrashbombBoss.txt"
#include "actors/Megaman2/Quickman.txt" 
#include "Wep/Megaman2/QuickBoomerangBoss.txt"
#include "Wep/JetBuster.txt"
#include "Wep/PowerFist.txt"
#include "actors/Megaman6/Yamatoman.txt"
#include "Wep/Megaman6/YamatoClassWep.txt"
#include "actors/Megaman6/Windman.txt"
#include "Wep/Megaman6/WindClassWep.txt"
#include "actors/Megaman6/Tomahawkman.txt"
#include "Wep/Megaman6/TomahawkClassWep.txt"
#include "Wep/Megaman6/protoKnight2.txt"
#include "actors/Megaman6/Knightman.txt"
#include "Wep/Megaman6/Plantbarrierboss.txt"
#include "actors/Megaman6/plantman.txt"
#include "actors/Megaman6/Centaurman.txt"
#include "Wep/Megaman6/CentaurC.txt"
#include "actors/Megaman6/blizzardman.txt"
#include "wep/Megaman6/BlizzardAttackBoss.txt"
#include "Wep/Megaman6/Flameblastboss.txt"
#include "actors/Megaman6/FlameManBoss.txt"
#include "actors/Enker.txt"
#include "Wep/MirrorBusterEnker.txt"
#include "Wep/ScrewCrushPunk.txt"
#include "Wep/BounceCrusherPunk.txt"
#include "actors/Punk.txt"
#include "Wep/BalladeCrackerBallade.txt"
#include "actors/Ballade.txt"
#include "actors/Ballade-Alt.txt"
#include "Wep/QuintWeapons.txt"
#include "actors/Quint.txt"
#include actors/Megaman4/ringmanclass.txt
#include wep/megaman4/ringmanweapon.txt
#include actors/Megaman4/drillmanclass.txt
#include wep/megaman4/drillmanweapon.txt
#include actors/Megaman4/brightmanclass.txt
#include wep/megaman4/brightmanweapon.txt
#include actors/Megaman4/pharaohmanclass.txt
#include wep/megaman4/pharohmanweapon.txt
#include actors/Megaman4/skullmanclass.txt
#include wep/megaman4/skullmanweapon.txt
#include "actors/Megaman4/dustmanclass.txt"
#include "wep/megaman4/dustmanweapon.txt"
#include actors/Megaman4/toadmanclass.txt
#include wep/megaman4/toadmanweapon.txt
#include actors/Megaman4/divemanclass.txt
#include wep/megaman4/divemanweapon.txt
#include actors/Megaman7/freezeman.txt
#include wep/megaman7/freezecrackerboss.txt
#include actors/Megaman7/burstman.txt
#include wep/megaman7/dangerwrapboss.txt
#include actors/Megaman7/turboman.txt
#include wep/megaman7/scorchwheelboss.txt
#include actors/Megaman7/cloudman.txt
#include wep/megaman7/thunderboltboss.txt
#include actors/Megaman7/springman.txt
#include wep/megaman7/wildcoilboss.txt
#include actors/Megaman7/junkman.txt
#include wep/megaman7/junkshieldboss.txt
#include actors/Megaman7/slashman.txt
#include actors/Megaman7/worseslashmanskin.txt
#include wep/megaman7/slashclawboss.txt
#include actors/Megaman7/shademan.txt
#include wep/megaman7/noisecrushboss.txt
//
#include "Wep/ExtraWeps.txt"
#include "Wep/WeaponSlide.txt"
#include "Wep/WeaponGiver.txt"
#include "Wep/WeaponDropped.txt"
#include "wep/ItemGiver.txt"

actor BearerClass : ClassBase
{
player.displayname "WeaponArchive"
player.soundclass "megaman"
player.startitem "ArchiveBusterC"
player.startitem "BearerFlag"
player.startitem "CanCopyWeapons"
player.morphweapon "ArchiveBusterC"
States
{
Spawn:
//WEAR A 0
WEAR A 0 //A_SelectWeapon("DocBuster")
WEAR B 1 ACS_ExecuteAlways(137)
WEAR A 1 ACS_ExecuteAlways(137)
Goto Spawn+2
See:
WEAR BCDE 5 ACS_ExecuteAlways(137)
Goto Spawn
Missile:
WEAR FG 4 ACS_ExecuteAlways(137)
goto Spawn
ClassPain:
WEAR H 0 A_PlaySoundEX("misc/devilpain","Voice")
goto PainContinue
ClassDeath:
WEAR H 0 A_TakeInventory("ArchiveBusterC")
goto DeathContinue
DropWeapon:
WEAR H 0 A_TakeInventory("ArchiveBusterC")
WEAR Z 0
WEAR Z -1
stop
TimeStopped:
WEAR A 0 SetPlayerProperty(0,1,4)
WEAR AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_Stop
WEAR A 0 SetPlayerProperty(0,0,4)
Goto pain+1
PainContinue:
WEAR H 1 A_SpawnItem("PainFX",0,3)
WEAR H 1 A_Recoil(1)
WEAR H 1 A_SpawnItem("PainFX",0,3)
WEAR H 1 //A_Recoil(1)
WEAR H 1 A_SpawnItem("PainFX",0,3)
WEAR H 1 //A_Recoil(1)
WEAR H 1 A_SpawnItem("PainFX",0,3)
WEAR H 1 //A_Recoil(1)
WEAR H 1 A_SpawnItem("PainFX",0,3)
WEAR H 1 //A_Recoil(1)
WEAR H 1 A_SpawnItem("PainFX",0,3)
WEAR H 1 //A_Recoil(1)
WEAR H 1 A_SpawnItem("PainFX",0,3)
WEAR H 1 //A_Recoil(1)
WEAR H 1 A_SpawnItem("PainFX",0,3)
WEAR H 1 //A_Recoil(1)
WEAR H 1 A_SpawnItem("PainFX",0,3)
WEAR H 1 //A_Recoil(1)
WEAR H 1 A_SpawnItem("PainFX",0,3)
WEAR H 1 //A_Recoil(1)
WEAR H 0 //SetPlayerProperty(0, 0, 4)
WEAR H 0 SetPlayerProperty(0,0,1)
WEAR H 0 SetPlayerProperty(0,0,4)
WEAR H 0 A_Jump(256, "Spawn")
goto Spawn
DeathContinue:
WEAR H 0 A_JumpIfInventory("InstagibFlag",1,"DeathContinueInstagib")
WEAR H 0 A_JumpIfInventory("FallingFlag",1,"DeathContinueFalling")
WEAR H 0 SetPlayerProperty(0, 0, 4)
WEAR H 0 A_TakeInventory("PharaohCharge",999)   
WEAR H 0 A_NoBlocking
WEAR H 0 A_GiveInventory("CutterFlag",999)
WEAR H 0 A_GiveInventory("IsDead",1)
WEAR H 0 A_Stop
WEAR H 0 A_GiveToTarget("KilledMeStock",1)
WEAR H 1 A_GiveToTarget("KilledMe",1)
WEAR H 19 ACS_ExecuteAlways(999,0,0)
WEAR H 0 SetPlayerProperty(0, 0, 4)
WEAR H 0 A_PlaySoundEX("misc/devildeath","Voice") /*A_PlayerScream*/
WEAR Z 0 A_CustomMissile("DeathFX1",0,0,0,2,90)
WEAR Z 0 A_CustomMissile("DeathFX1",0,0,0,2,-90)
WEAR Z 0 A_CustomMissile("DeathFX1",0,0,90,2,45)
WEAR Z 0 A_CustomMissile("DeathFX1",0,0,-90,2,-45)
WEAR Z 0 A_CustomMissile("DeathFX1",0,0,90,2,0)
WEAR Z 0 A_CustomMissile("DeathFX1",0,0,-90,2,0)
WEAR Z 0 A_CustomMissile("DeathFX1",0,0,90,2,-45)
WEAR Z 0 A_CustomMissile("DeathFX1",0,0,-90,2,45)
WEAR Z 0 A_CustomMissile("DeathFX2",0,0,0,2,90)
WEAR Z 0 A_CustomMissile("DeathFX2",0,0,0,2,-90)
WEAR Z 0 A_CustomMissile("DeathFX2",0,0,90,2,45)
WEAR Z 0 A_CustomMissile("DeathFX2",0,0,-90,2,-45)
WEAR Z 0 A_CustomMissile("DeathFX2",0,0,90,2,0)
WEAR Z 0 A_CustomMissile("DeathFX2",0,0,-90,2,0)
WEAR Z 0 A_CustomMissile("DeathFX2",0,0,90,2,-45)
WEAR Z 0 A_CustomMissile("DeathFX2",0,0,-90,2,45)
WEAR H 0 A_Jump(256, "DropWeapon")
goto DropWeapon
}
}

actor ArchiveItem : CustomInventory
{
inventory.amount 1
inventory.maxamount 1
inventory.icon "ArIcon"
scale 2.0
+COUNTITEM
+INVBAR
states
{
Spawn:
GRAI A 1
loop
Use:
EBAL E 0 A_jumpifinventory("RainFlushWepC",1,"30more")
EBAL E 0 A_jumpifinventory("CrystalEyeWepC",1,"20more")
EBAL E 0 A_jumpifinventory("GravityHoldWepC",1,"10more")
EBAL E 0 A_jumpifinventory("FlashStopperWepC",1,"10more")
EBAL E 0 A_jumpifinventory("PowerStoneWepC",1,"10more")
goto Use2
30More:
EBAL E 0 A_giveinventory("ArchiveItemCooldown",10)
20More:
EBAL E 0 A_giveinventory("ArchiveItemCooldown",10)
10More:
EBAL E 0 A_giveinventory("ArchiveItemCooldown",10)
Use2:
EBAL E 0 A_takeinventory("BubbleLeadWepC",1)
EBAL E 0 A_takeinventory("LeafShieldWepC",1)
EBAL E 0 A_takeinventory("AtomicFireWepC",1)
EBAL E 0 A_takeinventory("ShadowBladeWepC",1)
EBAL E 0 A_takeinventory("NapalmBombWepC",1)
EBAL E 0 A_takeinventory("AirShooterWepC",1)
EBAL E 0 A_takeinventory("HyperBombWepC",1)
EBAL E 0 A_takeinventory("MagnetMissileWepC",1)
EBAL E 0 A_takeinventory("TopSpinWepC",1)
EBAL E 0 A_takeinventory("NeedleCannonWepC",1)
EBAL E 0 A_takeinventory("GeminiLaserWepC",1)
EBAL E 0 A_takeinventory("SearchSnakeWepC",1)
//EBAL E 0 A_takeinventory("TimeStopperWepC",1)
EBAL E 0 A_takeinventory("SuperArmWepC",1)
EBAL E 0 A_takeinventory("IceSlasherWepC",1)
EBAL E 0 A_takeinventory("ThunderBeamWepC",1)
EBAL E 0 A_takeinventory("DiveMissileWepC",1)
EBAL E 0 A_takeinventory("MetalBladeWepC",1)
EBAL E 0 A_takeinventory("HardKnuckleWepC",1)
EBAL E 0 A_takeinventory("DrillBombWepC",1)
EBAL E 0 A_takeinventory("BlizzardAttackWepC",1)
EBAL E 0 A_takeinventory("FireStormWepC",1)
EBAL E 0 A_takeinventory("QuickBoomerangWepC",1)
EBAL E 0 A_takeinventory("CrashBombWepC",1)
EBAL E 0 A_takeinventory("ChargeKickWepC",1)
EBAL E 0 A_takeinventory("RollingCutterWepC",1)
EBAL E 0 A_takeinventory("RingBoomerangWepC",1)
EBAL E 0 A_takeinventory("SparkShockWepC",1)
EBAL E 0 A_takeinventory("GyroAttackWepC",1)
EBAL E 0 A_takeinventory("PowerStoneWepC",1)
EBAL E 0 A_takeinventory("DustCrusherWepC",1)
EBAL E 0 A_takeinventory("PharaohShotWepC",1)
EBAL E 0 A_takeinventory("SkullBarrierWepC",1)
EBAL E 0 A_takeinventory("WaterWaveWepC",1)
EBAL E 0 A_takeinventory("CrystalEyeWepC",1)
EBAL E 0 A_takeinventory("FlameBlastWepC",1)
EBAL E 0 A_takeinventory("YamatoSpearWepC",1)
EBAL E 0 A_takeinventory("DiveMissileWepC",1)
EBAL E 0 A_takeinventory("PlantBarrierWepC",1)
EBAL E 0 A_takeinventory("SilverTomahawkWepC",1)
EBAL E 0 A_takeinventory("WindStormWepC",1)
EBAL E 0 A_takeinventory("KnightCrushWepC",1)
EBAL E 0 A_takeinventory("StarCrashWepC",1)
EBAL E 0 A_takeinventory("RainFlushWepC",1)
EBAL E 0 A_takeinventory("SakugarneWepC",1)
EBAL E 0 A_takeinventory("BalladeCrackerWepC",1)
EBAL E 0 A_takeinventory("ScrewCrusherWepC",1)
EBAL E 0 A_takeinventory("FlashStopperWepC",1)
EBAL E 0 A_takeinventory("GravityHoldWepC",1)
EBAL E 0 A_takeinventory("CentaurFlashWepC",1)
EBAL E 0 A_takeinventory("MirrorBusterWepC",1)
EBAL E 0 A_takeinventory("FreezeCrackerWepC",1)
EBAL E 0 A_takeinventory("DangerWrapWepC",1)
EBAL E 0 A_takeinventory("JunkShieldWepC",1)
EBAL E 0 A_takeinventory("ThunderBoltWepC",1)
EBAL E 0 A_takeinventory("SlashClawWepC",1)
EBAL E 0 A_takeinventory("ScorchWheelWepC",1)
EBAL E 0 A_takeinventory("NoiseCrushWepC",1)
EBAL E 0 A_takeinventory("WildCoilWepC",1)
EBAL E 0 A_takeinventory("OilSliderWepC",1)
EBAL E 0 A_takeinventory("TimeSlowWepC",1)
//EBAL E 0 A_takeinventory("TimeBenderWepC",1)
EBAL E 0 A_takeinventory("SkullSniperWepC",1)
EBAL E 0 A_takeinventory("FlashBulbWepC",1)
EBAL E 0 A_takeinventory("GravitySphereWepC",1)
EBAL E 0 A_takeinventory("CentaurArrowWepC",1)
HEAT G 0 A_TakeInventory("WeaponCharge",500)
TOPH A 0 A_TakeInventory("SpinTime",1)
SAKH A 0 A_TakeInventory("SakugarneActive",1)
GUTA A 0 A_TakeInventory("SuperArmTemp",1)
TNT1 A 0 A_TakeInventory("NoiseCrushFlag",1)
JARM A 0 A_TakeInventory("JunkDone",1)
JARM A 0 A_TakeInventory("ShieldCheck",1)
PLAY H 0 A_TakeInventory("PharaohCharge",999)   
TNT1 A 0 ACS_ExecuteAlways(191,0,0)
SKLA A 0 A_ChangeFlag("DONTRIP",0)
SKLA A 0 A_ChangeFlag("SHOOTABLE",1)
EBAL E 0 A_Giveinventory("CanCopyWeapons",1)
EBAL E 0 A_Giveinventory("ArchiveBusterC",1)
EBAL E 0 A_SelectWeapon("ArchiveBusterC")
No:
EBAL E 0
fail
}
}

/*
actor ArchiveItemCooldownTaker
{
Height 0
Radius 0
+NOINTERACTION
-SOLID
+NOGRAVITY
+MISSILE
States
{
Spawn:
TNT1 A 20
TNT1 A 0 A_TakeFromTarget("ArchiveItemCooldown",999)
stop
}
}
*/

actor ArchiveItemCooldown : Inventory
{
inventory.amount 1
inventory.maxamount 999
}

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

actor ArchiveBusterC : MegaBuster
{
Weapon.AmmoUse 1
Weapon.AmmoGive 3
Weapon.SlotNumber 1
Obituary "%o was defeated by %k's Archive Buster."
weapon.ammotype "BusterAmmo"
inventory.pickupsound "weapon/weaponup"
+WEAPON.AMMO_OPTIONAL
Scale 2.0
States
{
Spawn:
TNT1 A 1
stop
Ready:
//DOCR A 0
TNT1 A 0 ACS_ExecuteAlways(998,0,24)
TNT1 A 20 A_GiveInventory("ArchiveItemCooldown",20)
TNT1 A 0 A_jumpifinventory("ArchiveItemCooldown",1,"Ready2")
EBAL E 0 A_jumpifinventory("BubbleLeadWepC",1,"ForceSwitch")
EBAL E 0 A_jumpifinventory("LeafShieldWepC",1,"ForceSwitch")
EBAL E 0 A_jumpifinventory("AtomicFireWepC",1,"ForceSwitch")
EBAL E 0 A_jumpifinventory("ShadowBladeWepC",1,"ForceSwitch")
EBAL E 0 A_jumpifinventory("NapalmBombWepC",1,"ForceSwitch")
EBAL E 0 A_jumpifinventory("AirShooterWepC",1,"ForceSwitch")
EBAL E 0 A_jumpifinventory("HyperBombWepC",1,"ForceSwitch")
EBAL E 0 A_jumpifinventory("MagnetMissileWepC",1,"ForceSwitch")
EBAL E 0 A_jumpifinventory("TopSpinWepC",1,"ForceSwitch")
EBAL E 0 A_jumpifinventory("NeedleCannonWepC",1,"ForceSwitch")
EBAL E 0 A_jumpifinventory("GeminiLaserWepC",1,"ForceSwitch")
EBAL E 0 A_jumpifinventory("SearchSnakeWepC",1,"ForceSwitch")
EBAL E 0 A_jumpifinventory("TimeStopperWepC",1,"ForceSwitch")
EBAL E 0 A_jumpifinventory("SuperArmWepC",1,"ForceSwitch")
EBAL E 0 A_jumpifinventory("IceSlasherWepC",1,"ForceSwitch")
EBAL E 0 A_jumpifinventory("ThunderBeamWepC",1,"ForceSwitch")
EBAL E 0 A_jumpifinventory("DiveMissileWepC",1,"ForceSwitch")
EBAL E 0 A_jumpifinventory("MetalBladeWepC",1,"ForceSwitch")
EBAL E 0 A_jumpifinventory("HardKnuckleWepC",1,"ForceSwitch")
EBAL E 0 A_jumpifinventory("DrillBombWepC",1,"ForceSwitch")
EBAL E 0 A_jumpifinventory("BlizzardAttackWepC",1,"ForceSwitch")
EBAL E 0 A_jumpifinventory("FireStormWepC",1,"ForceSwitch")
EBAL E 0 A_jumpifinventory("QuickBoomerangWepC",1,"ForceSwitch")
EBAL E 0 A_jumpifinventory("CrashBombWepC",1,"ForceSwitch")
EBAL E 0 A_jumpifinventory("ChargeKickWepC",1,"ForceSwitch")
EBAL E 0 A_jumpifinventory("RollingCutterWepC",1,"ForceSwitch")
EBAL E 0 A_jumpifinventory("RingBoomerangWepC",1,"ForceSwitch")
EBAL E 0 A_jumpifinventory("SparkShockWepC",1,"ForceSwitch")
EBAL E 0 A_jumpifinventory("GyroAttackWepC",1,"ForceSwitch")
EBAL E 0 A_jumpifinventory("PowerStoneWepC",1,"ForceSwitch")
EBAL E 0 A_jumpifinventory("DustCrusherWepC",1,"ForceSwitch")
EBAL E 0 A_jumpifinventory("PharaohShotWepC",1,"ForceSwitch")
EBAL E 0 A_jumpifinventory("SkullBarrierWepC",1,"ForceSwitch")
EBAL E 0 A_jumpifinventory("WaterWaveWepC",1,"ForceSwitch")
EBAL E 0 A_jumpifinventory("CrystalEyeWepC",1,"ForceSwitch")
EBAL E 0 A_jumpifinventory("FlameBlastWepC",1,"ForceSwitch")
EBAL E 0 A_jumpifinventory("YamatoSpearWepC",1,"ForceSwitch")
EBAL E 0 A_jumpifinventory("DiveMissileWepC",1,"ForceSwitch")
EBAL E 0 A_jumpifinventory("PlantBarrierWepC",1,"ForceSwitch")
EBAL E 0 A_jumpifinventory("SilverTomahawkWepC",1,"ForceSwitch")
EBAL E 0 A_jumpifinventory("WindStormWepC",1,"ForceSwitch")
EBAL E 0 A_jumpifinventory("KnightCrushWepC",1,"ForceSwitch")
EBAL E 0 A_jumpifinventory("StarCrashWepC",1,"ForceSwitch")
EBAL E 0 A_jumpifinventory("RainFlushWepC",1,"ForceSwitch")
EBAL E 0 A_jumpifinventory("SakugarneWepC",1,"ForceSwitch")
EBAL E 0 A_jumpifinventory("BalladeCrackerWepC",1,"ForceSwitch")
EBAL E 0 A_jumpifinventory("ScrewCrusherWepC",1,"ForceSwitch")
EBAL E 0 A_jumpifinventory("FlashStopperWepC",1,"ForceSwitch")
EBAL E 0 A_jumpifinventory("GravityHoldWepC",1,"ForceSwitch")
EBAL E 0 A_jumpifinventory("CentaurFlashWepC",1,"ForceSwitch")
EBAL E 0 A_jumpifinventory("MirrorBusterWepC",1,"ForceSwitch")
EBAL E 0 A_jumpifinventory("FreezeCrackerWepC",1,"ForceSwitch")
EBAL E 0 A_jumpifinventory("DangerWrapWepC",1,"ForceSwitch")
EBAL E 0 A_jumpifinventory("JunkShieldWepC",1,"ForceSwitch")
EBAL E 0 A_jumpifinventory("ThunderBoltWepC",1,"ForceSwitch")
EBAL E 0 A_jumpifinventory("SlashClawWepC",1,"ForceSwitch")
EBAL E 0 A_jumpifinventory("ScorchWheelWepC",1,"ForceSwitch")
EBAL E 0 A_jumpifinventory("NoiseCrushWepC",1,"ForceSwitch")
EBAL E 0 A_jumpifinventory("WildCoilWepC",1,"ForceSwitch")
EBAL E 0 A_jumpifinventory("OilSliderWepC",1,"ForceSwitch")
EBAL E 0 A_jumpifinventory("TimeSlowWepC",1,"ForceSwitch")
EBAL E 0 A_jumpifinventory("TimeBenderWepC",1,"ForceSwitch")
EBAL E 0 A_jumpifinventory("SkullSniperWepC",1,"ForceSwitch")
EBAL E 0 A_jumpifinventory("FlashBulbWepC",1,"ForceSwitch")
EBAL E 0 A_jumpifinventory("GravitySphereWepC",1,"ForceSwitch")
EBAL E 0 A_jumpifinventory("CentaurArrowWepC",1,"ForceSwitch")
Ready2:
TNT1 A 0 A_TakeInventory("ArchiveItemCooldown",1)
TNT1 A 1 A_WeaponReady
Goto Ready+2
Deselect:
TNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Lower
TNT1 A 1 A_Lower
Loop
Select:
TNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Raise
TNT1 A 1 A_Raise
Loop
AltFire:
Fire:
TNT1 A 0 A_PlaySoundEx("weapon/pshot","weapon")
TNT1 A 0 A_FireCustomMissile("DocShot",0,0,8,0)
TNT1 AA 5
TNT1 A 10 A_TakeInventory("ArchiveItemCooldown",20)
//TNT1 A 0 A_Refire
Goto Ready+2
NoAmmo:
TNT1 A 1 ACS_Execute(979,0)
Goto Ready+2
ForceSwitch:
TNT1 A 0 A_TakeInventory("CanCopyWeapons",1)
TNT1 A 0 A_TakeInventory("ArchiveBusterC",1)
TNT1 A 1 A_GiveInventory("ArchiveBusterC",1)
Goto Ready+2
}
}

actor DocShot
{
Obituary "%o was defeated by %k's Archive Buster."
PROJECTILE
+LOOKALLAROUND
+SKYEXPLODE
+DONTBLAST
Radius 5
Height 5
scale 2.5
damagetype "Buster"
damage (15)
speed 45
States
{
Spawn:
BASB A 1
loop
}
}

actor MTankX : MTank //replaces MTank
{
States
{
Use:
EBAL E 0 A_PlaySound("item/energyup")
EBAL E 0 A_PlaySoundEx("item/refill","Voice")
EBAL E 0 HealThing(100)
EBAL E 0 A_GiveInventory("BubbleAmmo",255)
EBAL E 0 A_GiveInventory("LeafAmmo",255)
EBAL E 0 A_GiveInventory("AtomicAmmo",255)
EBAL E 0 A_GiveInventory("ShadowAmmo",255)
EBAL E 0 A_GiveInventory("NapalmAmmo",255)
EBAL E 0 A_GiveInventory("AirAmmo",255)
EBAL E 0 A_GiveInventory("BombAmmo",255)
EBAL E 0 A_GiveInventory("MagnetAmmo",255)
EBAL E 0 A_GiveInventory("TopAmmo",255)
EBAL E 0 A_GiveInventory("NeedleAmmo",255)
EBAL E 0 A_GiveInventory("GeminiAmmo",255)
EBAL E 0 A_GiveInventory("SnakeAmmo",255)
EBAL E 0 A_GiveInventory("TimeAmmo",255)
EBAL E 0 A_GiveInventory("SuperArmAmmo",255)
EBAL E 0 A_GiveInventory("IceAmmo",255)
EBAL E 0 A_GiveInventory("ThunderBeamAmmo",255)
EBAL E 0 A_GiveInventory("DiveMissileAmmo",255)
EBAL E 0 A_GiveInventory("MetalBladeAmmo",255)
EBAL E 0 A_GiveInventory("HardKnuckleAmmo",255)
EBAL E 0 A_GiveInventory("DrillBombAmmo",255)
EBAL E 0 A_GiveInventory("BlizzardAttackAmmo",255)
EBAL E 0 A_GiveInventory("FireStormAmmo",255)
EBAL E 0 A_GiveInventory("QuickBoomerangAmmo",255)
EBAL E 0 A_GiveInventory("CrashBombAmmo",255)
EBAL E 0 A_GiveInventory("ChargeKickAmmo",255)
EBAL E 0 A_GiveInventory("RollingCutterAmmo",255)
EBAL E 0 A_GiveInventory("RingBoomerangAmmo",255)
EBAL E 0 A_GiveInventory("SparkShockAmmo",255)
EBAL E 0 A_GiveInventory("GyroAttackAmmo",255)
EBAL E 0 A_GiveInventory("PowerStoneAmmo",255)
EBAL E 0 A_GiveInventory("DustCrusherAmmo",255)
EBAL E 0 A_GiveInventory("PharaohShotAmmo",255)
EBAL E 0 A_GiveInventory("SkullBarrierAmmo",255)
EBAL E 0 A_GiveInventory("WaterWaveAmmo",255)
EBAL E 0 A_GiveInventory("CrystalEyeAmmo",255)
EBAL E 0 A_GiveInventory("FlameBlastAmmo",255)
EBAL E 0 A_GiveInventory("YamatoSpearAmmo",255)
EBAL E 0 A_GiveInventory("DiveMissileAmmo",255)
EBAL E 0 A_GiveInventory("PlantBarrierAmmo",255)
EBAL E 0 A_GiveInventory("SilverTomahawkAmmo",255)
EBAL E 0 A_GiveInventory("WindStormAmmo",255)
EBAL E 0 A_GiveInventory("KnightCrushAmmo",255)
EBAL E 0 A_GiveInventory("StarCrashAmmo",255)
EBAL E 0 A_GiveInventory("RainFlushAmmo",255)
EBAL E 0 A_GiveInventory("SakugarneAmmo",255)
EBAL E 0 A_GiveInventory("BalladeCrackerAmmo",255)
EBAL E 0 A_GiveInventory("ScrewCrusherAmmo",255)
EBAL E 0 A_GiveInventory("FlashStopperAmmo",255)
EBAL E 0 A_GiveInventory("GravityHoldAmmo",255)
EBAL E 0 A_GiveInventory("CentaurFlashAmmo",255)
EBAL E 0 A_GiveInventory("MirrorBusterAmmo",255)
EBAL E 0 A_GiveInventory("FreezeCrackerAmmo",255)
EBAL E 0 A_GiveInventory("DangerWrapAmmo",255)
EBAL E 0 A_GiveInventory("JunkShieldAmmo",255)
EBAL E 0 A_GiveInventory("ThunderBoltAmmo",255)
EBAL E 0 A_GiveInventory("SlashClawAmmo",255)
EBAL E 0 A_GiveInventory("ScorchWheelAmmo",255)
EBAL E 0 A_GiveInventory("NoiseCrushAmmo",255)
EBAL E 0 A_GiveInventory("WildCoilAmmo",255)
EBAL E 0 A_GiveInventory("OilAmmo",255)
EBAL E 0 A_GiveInventory("SlowAmmo",255)
EBAL E 0 A_GiveInventory("YouBrokeItAmmo",255)
EBAL E 0 A_GiveInventory("SkullSniperAmmo",255)
EBAL E 0 A_GiveInventory("FlashBulbAmmo",255)
EBAL E 0 A_GiveInventory("GravitySphereAmmo",255)
EBAL E 0 A_GiveInventory("CentaurAmmo",255)
stop
Death:
TNT1 A 0
stop
}
}

actor DocAmmo : CustomInventory
{
States
{
Pickup:
EBAL E 0 A_GiveInventory("BubbleAmmo",1)
EBAL E 0 A_GiveInventory("LeafAmmo",1)
EBAL E 0 A_GiveInventory("AtomicAmmo",2)
EBAL E 0 A_GiveInventory("ShadowAmmo",1)
EBAL E 0 A_GiveInventory("NapalmAmmo",1)
EBAL E 0 A_GiveInventory("AirAmmo",1)
EBAL E 0 A_GiveInventory("BombAmmo",2)
EBAL E 0 A_GiveInventory("MagnetAmmo",1)
EBAL E 0 A_GiveInventory("TopAmmo",1)
EBAL E 0 A_GiveInventory("NeedleAmmo",1)
EBAL E 0 A_GiveInventory("GeminiAmmo",1)
EBAL E 0 A_GiveInventory("SnakeAmmo",1)
//EBAL E 0 A_GiveInventory("TimeAmmo",1)
EBAL E 0 A_GiveInventory("SuperArmAmmo",1)
EBAL E 0 A_GiveInventory("IceAmmo",1)
EBAL E 0 A_GiveInventory("ThunderBeamAmmo",1)
EBAL E 0 A_GiveInventory("DiveMissileAmmo",1)
EBAL E 0 A_GiveInventory("MetalBladeAmmo",1)
EBAL E 0 A_GiveInventory("HardKnuckleAmmo",1)
EBAL E 0 A_GiveInventory("DrillBombAmmo",1)
EBAL E 0 A_GiveInventory("BlizzardAttackAmmo",1)
EBAL E 0 A_GiveInventory("FireStormAmmo",1)
EBAL E 0 A_GiveInventory("QuickBoomerangAmmo",3)
EBAL E 0 A_GiveInventory("CrashBombAmmo",3)
EBAL E 0 A_GiveInventory("ChargeKickAmmo",1)
EBAL E 0 A_GiveInventory("RollingCutterAmmo",1)
EBAL E 0 A_GiveInventory("RingBoomerangAmmo",1)
EBAL E 0 A_GiveInventory("SparkShockAmmo",1)
EBAL E 0 A_GiveInventory("GyroAttackAmmo",1)
EBAL E 0 A_GiveInventory("PowerStoneAmmo",1)
EBAL E 0 A_GiveInventory("DustCrusherAmmo",1)
EBAL E 0 A_GiveInventory("PharaohShotAmmo",1)
EBAL E 0 A_GiveInventory("SkullBarrierAmmo",1)
EBAL E 0 A_GiveInventory("WaterWaveAmmo",1)
EBAL E 0 A_GiveInventory("CrystalEyeAmmo",1)
EBAL E 0 A_GiveInventory("FlameBlastAmmo",1)
EBAL E 0 A_GiveInventory("YamatoSpearAmmo",1)
EBAL E 0 A_GiveInventory("DiveMissileAmmo",1)
TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(975,0)==2,2)
EBAL E 0 A_GiveInventory("PlantBarrierAmmo",1)
EBAL E 0 A_GiveInventory("SilverTomahawkAmmo",1)
EBAL E 0 A_GiveInventory("WindStormAmmo",1)
EBAL E 0 A_GiveInventory("KnightCrushAmmo",1)
EBAL E 0 A_GiveInventory("StarCrashAmmo",1)
EBAL E 0 A_GiveInventory("RainFlushAmmo",1)
EBAL E 0 A_GiveInventory("SakugarneAmmo",1)
EBAL E 0 A_GiveInventory("BalladeCrackerAmmo",1)
EBAL E 0 A_GiveInventory("ScrewCrusherAmmo",1)
EBAL E 0 A_GiveInventory("FlashStopperAmmo",1)
EBAL E 0 A_GiveInventory("GravityHoldAmmo",1)
EBAL E 0 A_GiveInventory("CentaurFlashAmmo",1)
EBAL E 0 A_GiveInventory("MirrorBusterAmmo",1)
EBAL E 0 A_GiveInventory("FreezeCrackerAmmo",1)
EBAL E 0 A_GiveInventory("DangerWrapAmmo",1)
EBAL E 0 A_GiveInventory("JunkShieldAmmo",1)
EBAL E 0 A_GiveInventory("ThunderBoltAmmo",1)
EBAL E 0 A_GiveInventory("SlashClawAmmo",1)
EBAL E 0 A_GiveInventory("ScorchWheelAmmo",1)
EBAL E 0 A_GiveInventory("NoiseCrushAmmo",1)
EBAL E 0 A_GiveInventory("WildCoilAmmo",1)
EBAL E 0 A_GiveInventory("OilAmmo",1)
EBAL E 0 A_GiveInventory("SlowAmmo",1)
//EBAL E 0 A_GiveInventory("YouBrokeItAmmo",1)
EBAL E 0 A_GiveInventory("SkullSniperAmmo",3)
EBAL E 0 A_GiveInventory("FlashBulbAmmo",1)
EBAL E 0 A_GiveInventory("GravitySphereAmmo",1)
EBAL E 0 A_GiveInventory("CentaurAmmo",1)
stop
}
}

actor RandomWeaponC : actor replaces RandomWeapon
{
States
{
Spawn:
TNT1 A 0
TNT1 A 1 A_Jump(256, 
"ETank",
"WTank",
"MTank",
"ProtoUpgrade",
"BassUpgrade",
"TangoSummon",
"RollingCutterWep",
"BubbleLeadWep",
"LeafShieldWep",
"AtomicFireWep",
"ShadowBladeWep",
"NapalmBombWep",
"AirShooterWep",
"HyperBombWep",
"MagnetMissileWep",
"TopSpinWep",
"NeedleCannonWep",
"GeminiLaserWep",
"SearchSnakeWep",
"TimeStopperWep",
"SuperArmWep",
"IceSlasherWep",
"ThunderBeamWep",
"MetalBladeWep",
"HardKnuckleWep",
"BlizzardAttackWep",
"DrillBombWep",
"FireStormWep",
"CrashBombWep",
"ChargeKickWep",
"RingBoomerangWep",
"SparkShockWep",
"PowerStoneWep",
"GyroAttackWep",
"DustCrusherWep",
"PharaohShotWep",
"WaterWaveWep",
"CrystalEyeWep",
"SkullBarrierWep",
"FlameBlastWep",
"YamatoSpearWep",
"DiveMissileWep",
"PlantBarrierWep",
"SilverTomahawkWep",
"WindStormWep",
"KnightCrushWep",
"StarCrashWep",
"RainFlushWep",
"ScrewCrusherWep",
"BalladeCrackerWep",
"CentaurFlashWep",
"DiveMissileWep",
"GravityHoldWep",
"FlashStopperWep",
"MirrorBusterWep",
"SakugarneWep",
"FreezeCrackerWep",
"ThunderBoltWep",
"SlashClawWep",
"ScorchWheelWep",
"DangerWrapWep",
"NoiseCrushWep",
"JunkShieldWep",
"WildCoilWep",
"AdaptorUpgrade",
"TrebleSentry",
"CentaurArrow",
"FlashBulb",
"SkullSniper",
"GravitySphere"
)
stop
ETank:
TNT1 A 1 A_SpawnItemEx("ETank",0,0,0,10,0,5)
stop
WTank:
TNT1 A 1 A_SpawnItemEx("WTank",0,0,0,10,0,5)
stop
MTank:
TNT1 A 1 A_SpawnItemEx("MTank",0,0,0,10,0,5)
stop
ProtoUpgrade:
TNT1 A 1 A_SpawnItemEx("ProtoUpgrade",0,0,0,10,0,5)
stop
BassUpgrade:
TNT1 A 1 A_SpawnItemEx("BassUpgrade",0,0,0,10,0,5)
stop
RollingCutterWep:
TNT1 A 1 A_SpawnItemEx("RollingCutterWepCDropped",0,0,0,10,0,5)
stop
BubbleLeadWep:
TNT1 A 1 A_SpawnItemEx("BubbleLeadWepCDropped",0,0,0,10,0,5)
stop
LeafShieldWep:
TNT1 A 1 A_SpawnItemEx("LeafShieldWepCDropped",0,0,0,10,0,5)
stop
AtomicFireWep:
TNT1 A 1 A_SpawnItemEx("AtomicFireWepCDropped",0,0,0,10,0,5)
stop
ShadowBladeWep:
TNT1 A 1 A_SpawnItemEx("ShadowBladeWepCDropped",0,0,0,10,0,5)
stop
NapalmBombWep:
TNT1 A 1 A_SpawnItemEx("NapalmBombWepCDropped",0,0,0,10,0,5)
stop
AirShooterWep:
TNT1 A 1 A_SpawnItemEx("AirShooterWepCDropped",0,0,0,10,0,5)
stop
HyperBombWep:
TNT1 A 1 A_SpawnItemEx("HyperBombWepCDropped",0,0,0,10,0,5)
stop
MagnetMissileWep:
TNT1 A 1 A_SpawnItemEx("MagnetMissileWepCDropped",0,0,0,10,0,5)
stop
TopSpinWep:
TNT1 A 1 A_SpawnItemEx("TopSpinWepCDropped",0,0,0,10,0,5)
stop
NeedleCannonWep:
TNT1 A 1 A_SpawnItemEx("NeedleCannonWepCDropped",0,0,0,10,0,5)
stop
GeminiLaserWep:
TNT1 A 1 A_SpawnItemEx("GeminiLaserWepCDropped",0,0,0,10,0,5)
stop
SearchSnakeWep:
TNT1 A 1 A_SpawnItemEx("SearchSnakeWepCDropped",0,0,0,10,0,5)
stop
TimeStopperWep:
TNT1 A 1 A_SpawnItemEx("TimeStopperWepCDropped",0,0,0,10,0,5)
stop
SuperArmWep:
TNT1 A 1 A_SpawnItemEx("SuperArmWepCDropped",0,0,0,10,0,5)
stop
IceSlasherWep:
TNT1 A 1 A_SpawnItemEx("IceSlasherWepCDropped",0,0,0,10,0,5)
stop
ThunderBeamWep:
TNT1 A 1 A_SpawnItemEx("ThunderBeamWepCDropped",0,0,0,10,0,5)
stop
MetalBladeWep:
TNT1 A 1 A_SpawnItemEx("MetalBladeWepCDropped",0,0,0,10,0,5)
stop
HardKnuckleWep:
TNT1 A 1 A_SpawnItemEx("HardKnuckleWepCDropped",0,0,0,10,0,5)
stop
FireStormWep:
TNT1 A 1 A_SpawnItemEx("FireStormWepCDropped",0,0,0,10,0,5)
stop
BlizzardAttackWep:
TNT1 A 1 A_SpawnItemEx("BlizzardAttackWepCDropped",0,0,0,10,0,5)
stop
DrillBombWep:
TNT1 A 1 A_SpawnItemEx("DrillBombWepCDropped",0,0,0,10,0,5)
stop
SparkShockWep:
TNT1 A 1 A_SpawnItemEx("SparkShockWepCDropped",0,0,0,10,0,5)
stop
ChargeKickWep:
TNT1 A 1 A_SpawnItemEx("ChargeKickWepCDropped",0,0,0,10,0,5)
stop
RingBoomerangWep:
TNT1 A 1 A_SpawnItemEx("RingBoomerangWepCDropped",0,0,0,10,0,5)
stop
CrashBombWep:
TNT1 A 1 A_SpawnItemEx("CrashBombWepCDropped",0,0,0,10,0,5)
stop
GyroAttackWep:
TNT1 A 1 A_SpawnItemEx("GyroAttackWepCDropped",0,0,0,10,0,5)
stop
PowerStoneWep:
TNT1 A 1 A_SpawnItemEx("PowerStoneWepCDropped",0,0,0,10,0,5)
stop
DustCrusherWep:
TNT1 A 1 A_SpawnItemEx("DustCrusherWepCDropped",0,0,0,10,0,5)
stop
PharaohShotWep:
TNT1 A 1 A_SpawnItemEx("PharaohShotWepCDropped",0,0,0,10,0,5)
stop
WaterWaveWep:
TNT1 A 1 A_SpawnItemEx("WaterWaveWepCDropped",0,0,0,10,0,5)
stop
CrystalEyeWep:
TNT1 A 1 A_SpawnItemEx("CrystalEyeWepCDropped",0,0,0,10,0,5)
stop
SkullBarrierWep:
TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(975,0)==1,"Spawn")
TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(975,0)==4,"Spawn")
TNT1 A 1 A_SpawnItemEx("SkullBarrierWepCDropped",0,0,0,10,0,5)
stop
FlameBlastWep:
TNT1 A 1 A_SpawnItemEx("FlameBlastWepCDropped",0,0,0,10,0,5)
stop
YamatoSpearWep:
TNT1 A 1 A_SpawnItemEx("YamatoSpearWepCDropped",0,0,0,10,0,5)
stop
PlantBarrierWep:
TNT1 A 1 A_SpawnItemEx("PlantBarrierWepCDropped",0,0,0,10,0,5)
stop
SilverTomahawkWep:
TNT1 A 1 A_SpawnItemEx("SilverTomahawkWepCDropped",0,0,0,10,0,5)
stop
WindStormWep:
TNT1 A 1 A_SpawnItemEx("WindStormWepCDropped",0,0,0,10,0,5)
stop
KnightCrushWep:
TNT1 A 1 A_SpawnItemEx("KnightCrushWepCDropped",0,0,0,10,0,5)
stop
StarCrashWep:
TNT1 A 1 A_SpawnItemEx("StarCrashWepCDropped",0,0,0,10,0,5)
stop
RainFlushWep:
TNT1 A 1 A_SpawnItemEx("RainFlushWepCDropped",0,0,0,10,0,5)
stop
TangoSummon:
TNT1 A 1 A_SpawnItemEx("TangoSummon",0,0,0,10,0,5)
stop
BalladeCrackerWep:
TNT1 A 1 A_SpawnItemEx("BalladeCrackerWepCDropped",0,0,0,10,0,5)
stop
ScrewCrusherWep:
TNT1 A 1 A_SpawnItemEx("ScrewCrusherWepCDropped",0,0,0,10,0,5)
stop
CentaurFlashWep:
TNT1 A 1 A_SpawnItemEx("CentaurFlashWepCDropped",0,0,0,10,0,5)
stop
GravityHoldWep:
TNT1 A 1 A_SpawnItemEx("GravityHoldWepCDropped",0,0,0,10,0,5)
stop
DiveMissileWep:
TNT1 A 1 A_SpawnItemEx("DiveMissileWepCDropped",0,0,0,10,0,5)
stop
FlashStopperWep:
TNT1 A 1 A_SpawnItemEx("FlashStopperWepCDropped",0,0,0,10,0,5)
stop
MirrorBusterWep:
TNT1 A 1 A_SpawnItemEx("MirrorBusterWepCDropped",0,0,0,10,0,5)
stop
SakugarneWep:
TNT1 A 1 A_SpawnItemEx("SakugarneWepCDropped",0,0,0,10,0,5)
stop
FreezeCrackerWep:
TNT1 A 1 A_SpawnItemEx("FreezeCrackerWepCDropped",0,0,0,10,0,5)
stop
ThunderBoltWep:
TNT1 A 1 A_SpawnItemEx("ThunderBoltWepCDropped",0,0,0,10,0,5)
stop
SlashClawWep:
TNT1 A 1 A_SpawnItemEx("SlashClawWepCDropped",0,0,0,10,0,5)
stop
ScorchWheelWep:
TNT1 A 1 A_SpawnItemEx("ScorchWheelWepCDropped",0,0,0,10,0,5)
stop
DangerWrapWep:
TNT1 A 1 A_SpawnItemEx("DangerWrapWepCDropped",0,0,0,10,0,5)
stop
NoiseCrushWep:
TNT1 A 1 A_SpawnItemEx("NoiseCrushWepCDropped",0,0,0,10,0,5)
stop
JunkShieldWep:
TNT1 A 1 A_SpawnItemEx("JunkShieldWepCDropped",0,0,0,10,0,5)
stop
WildCoilWep:
TNT1 A 1 A_SpawnItemEx("WildCoilWepCDropped",0,0,0,10,0,5)
stop
AdaptorUpgrade:
TNT1 A 1 A_SpawnItemEx("AdaptorUpgrade",0,0,0,10,0,5)
stop
TrebleSentry:
TNT1 A 1 A_SpawnItemEx("TrebleSentry",0,0,0,10,0,5)
stop
CentaurArrow:
TNT1 A 1 A_SpawnItemEx("CentaurArrowWepCDropped",0,0,0,10,0,5)
stop
SkullSniper:
TNT1 A 1 A_SpawnItemEx("SkullSniperWepCDropped",0,0,0,10,0,5)
stop
GravitySphere:
TNT1 A 1 A_SpawnItemEx("GravitySphereWepCDropped",0,0,0,10,0,5)
stop
FlashBulb:
TNT1 A 1 A_SpawnItemEx("FlashBulbWepCDropped",0,0,0,10,0,5)
stop
}
}