actor TimeStopperWepCDropped : WepCGiver //replaces TimeStopperWep
{
inventory.pickupmessage "Power up! Time Stopper!"
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 6000
Goto Spawn + 3
Pickup:
DUST B 0 A_JumpIfInventory("BearerFlag", 1, 3)
DUST B 0 //A_JumpIfInventory("TimeAmmo", 28, 2)
DUST B 0 A_JumpIfInventory("CanCopyWeapons", 1, 2)
DUST B 0 
fail
DUST B 0 A_GiveInventory("TimeStopperWepC",1)
stop
Death:
TNT1 A 0
stop
}
}

actor DangerWrapWepCDropped : WepCGiver //replaces DangerWrapWep
{
inventory.pickupmessage "Power up! Danger Wrap!"
States
{
Spawn:
WEA3 L 6000
stop /*loop*/
Pickup:
DUST B 0 A_JumpIfInventory("BearerFlag", 1, 3)
DUST B 0 //A_JumpIfInventory("DangerWrapAmmo", 28, 2)
DUST B 0 A_JumpIfInventory("CanCopyWeapons", 1, 2)
DUST B 0 
fail
DUST B 0 A_GiveInventory("DangerWrapWepC",1)
stop
}
}

actor JunkShieldWepCDropped : WepCGiver //replaces JunkShieldWep
{
inventory.pickupmessage "Power up! Junk Shield!"
States
{
Spawn:
WEA3 N 6000
stop /*loop*/
Pickup:
DUST B 0 A_JumpIfInventory("BearerFlag", 1, 3)
DUST B 0 //A_JumpIfInventory("JunkShieldAmmo", 28, 2)
DUST B 0 A_JumpIfInventory("CanCopyWeapons", 1, 2)
DUST B 0 
fail
DUST B 0 A_GiveInventory("JunkShieldWepC",1)
stop
}
}

actor NoiseCrushWepCDropped : WepCGiver //replaces NoiseCrushWep
{
inventory.pickupmessage "Power up! Noise Crush!"
States
{
Spawn:
WEA3 J 6000
stop /*loop*/
Pickup:
DUST B 0 A_JumpIfInventory("BearerFlag", 1, 3)
DUST B 0 //A_JumpIfInventory("NoiseCrushAmmo", 28, 2)
DUST B 0 A_JumpIfInventory("CanCopyWeapons", 1, 2)
DUST B 0 
fail
DUST B 0 A_GiveInventory("NoiseCrushWepC",1)
stop
}
}

actor ScorchWheelWepCDropped : WepCGiver //replaces ScorchWheelWep
{
inventory.pickupmessage "Power up! Scorch Wheel!"
States
{
Spawn:
WEA3 M 6000
stop /*loop*/
Pickup:
DUST B 0 A_JumpIfInventory("BearerFlag", 1, 3)
DUST B 0 //A_JumpIfInventory("ScorchWheelAmmo", 28, 2)
DUST B 0 A_JumpIfInventory("CanCopyWeapons", 1, 2)
DUST B 0 
fail
DUST B 0 A_GiveInventory("ScorchWheelWepC",1)
stop
}
}

actor ThunderBoltWepCDropped : WepCGiver //replaces ThunderBoltWep
{
inventory.pickupmessage "Power up! Thunder Bolt!"
States
{
Spawn:
WEA3 R 6000
stop /*loop*/
Pickup:
DUST B 0 A_JumpIfInventory("BearerFlag", 1, 3)
DUST B 0 //A_JumpIfInventory("ThunderBoltAmmo", 28, 2)
DUST B 0 A_JumpIfInventory("CanCopyWeapons", 1, 2)
DUST B 0 
fail
DUST B 0 A_GiveInventory("ThunderBoltWepC",1)
stop
}
}

actor WildCoilWepCDropped : WepCGiver //replaces WildCoilWep
{
inventory.pickupmessage "Power up! Wild Coil!"
States
{
Spawn:
WEA3 K 6000
stop /*loop*/
Pickup:
DUST B 0 A_JumpIfInventory("BearerFlag", 1, 3)
DUST B 0 //A_JumpIfInventory("WildCoilAmmo", 28, 2)
DUST B 0 A_JumpIfInventory("CanCopyWeapons", 1, 2)
DUST B 0 
fail
DUST B 0 A_GiveInventory("WildCoilWepC",1)
stop
}
}

actor SlashClawWepCDropped : WepCGiver //replaces SlashClawWep
{
inventory.pickupmessage "Power up! Slash Claw!"
States
{
Spawn:
WEA3 Q 6000
stop /*loop*/
Pickup:
DUST B 0 A_JumpIfInventory("BearerFlag", 1, 3)
DUST B 0 //A_JumpIfInventory("SlashClawAmmo", 28, 2)
DUST B 0 A_JumpIfInventory("CanCopyWeapons", 1, 2)
DUST B 0 
fail
DUST B 0 A_GiveInventory("SlashClawWepC",1)
stop
}
}

actor AirShooterWepCDropped : WepCGiver //replaces AirShooterWep
{
inventory.pickupmessage "Power up! Air Shooter!"
States
{
Spawn:
WEAP G 6000
stop /*loop*/
Pickup:
DUST B 0 A_JumpIfInventory("BearerFlag", 1, 3)
DUST B 0 //A_JumpIfInventory("AirAmmo", 28, 2)
DUST B 0 A_JumpIfInventory("CanCopyWeapons", 1, 2)
DUST B 0 
fail
DUST B 0 A_GiveInventory("AirShooterWepC",1)
stop
}
}

actor AtomicFireWepCDropped : WepCGiver //replaces AtomicFireWep
{
inventory.pickupmessage "Power up! Atomic Fire!"
States
{
Spawn:
WEAP E 6000
stop /*loop*/
Pickup:
DUST B 0 A_JumpIfInventory("BearerFlag", 1, 3)
DUST B 0 //A_JumpIfInventory("AtomicAmmo", 28, 2)
DUST B 0 A_JumpIfInventory("CanCopyWeapons", 1, 2)
DUST B 0 
fail
DUST B 0 A_GiveInventory("AtomicFireWepC",1)
stop
}
}

actor BalladeCrackerWepCDropped : WepCGiver //replaces BalladeCrackerWep
{
inventory.pickupmessage "Power up! Ballade Cracker!"
States
{
Spawn:
WEA3 C 6000
stop /*loop*/
Pickup:
DUST B 0 A_JumpIfInventory("BearerFlag", 1, 3)
DUST B 0 //A_JumpIfInventory("BalladeCrackerAmmo", 28, 2)
DUST B 0 A_JumpIfInventory("CanCopyWeapons", 1, 2)
DUST B 0 
fail
DUST B 0 A_GiveInventory("BalladeCrackerWepC",1)
stop
}
}

actor BlizzardAttackWepCDropped : WepCGiver //replaces BlizzardAttackWep
{
inventory.pickupmessage "Power up! Blizzard Attack!"
States
{
Spawn:
WEAP W 6000
stop /*loop*/
Pickup:
DUST B 0 A_JumpIfInventory("BearerFlag", 1, 3)
DUST B 0 //A_JumpIfInventory("BlizzardAttackAmmo", 28, 2)
DUST B 0 A_JumpIfInventory("CanCopyWeapons", 1, 2)
DUST B 0 
fail
DUST B 0 A_GiveInventory("BlizzardAttackWepC",1)
stop
}
}

actor BubbleLeadWepCDropped : WepCGiver //replaces BubbleLeadWep
{
inventory.pickupmessage "Power up! Bubble Lead!"
States
{
Spawn:
WEAP D 6000
stop /*loop*/
Pickup:
DUST B 0 A_JumpIfInventory("BearerFlag", 1, 3)
DUST B 0 //A_JumpIfInventory("BubbleAmmo", 28, 2)
DUST B 0 A_JumpIfInventory("CanCopyWeapons", 1, 2)
DUST B 0 
fail
DUST B 0 A_GiveInventory("BubbleLeadWepC",1)
stop
}
}

actor CentaurFlashWepCDropped : WepCGiver //replaces CentaurFlashWep
{
inventory.pickupmessage "Power up! Centaur Flash!"
States
{
Spawn:
WEA3 G 6000
stop /*loop*/
Pickup:
DUST B 0 A_JumpIfInventory("BearerFlag", 1, 3)
DUST B 0 //A_JumpIfInventory("CentaurFlashAmmo", 28, 2)
DUST B 0 A_JumpIfInventory("CanCopyWeapons", 1, 2)
DUST B 0 
fail
DUST B 0 A_GiveInventory("CentaurFlashWepC",1)
stop
}
}

actor ChargeKickWepCDropped : WepCGiver //replaces ChargeKickWep
{
inventory.pickupmessage "Power up! Charge Kick!"
States
{
Spawn:
WEA2 E 6000
stop /*loop*/
Pickup:
DUST B 0 A_JumpIfInventory("BearerFlag", 1, 3)
DUST B 0 //A_JumpIfInventory("ChargeKickAmmo", 28, 2)
DUST B 0 A_JumpIfInventory("CanCopyWeapons", 1, 2)
DUST B 0 
fail
DUST B 0 A_GiveInventory("ChargeKickWepC",1)
stop
}
}

actor CrashBombWepCDropped : WepCGiver //replaces CrashBombWep
{
inventory.pickupmessage "Power up! Crash Bomb!"
States
{
Spawn:
WEA2 C 6000
stop /*loop*/
Pickup:
DUST B 0 A_JumpIfInventory("BearerFlag", 1, 3)
DUST B 0 //A_JumpIfInventory("CrashBombAmmo", 28, 2)
DUST B 0 A_JumpIfInventory("CanCopyWeapons", 1, 2)
DUST B 0 
fail
DUST B 0 A_GiveInventory("CrashBombWepC",1)
stop
}
}

actor CrystalEyeWepCDropped : WepCGiver //replaces CrystalEyeWep
{
inventory.pickupmessage "Power up! Crystal Eye!"
States
{
Spawn:
WEA2 N 6000
stop /*loop*/
Pickup:
DUST B 0 A_JumpIfInventory("BearerFlag", 1, 3)
DUST B 0 //A_JumpIfInventory("CrystalEyeAmmo", 28, 2)
DUST B 0 A_JumpIfInventory("CanCopyWeapons", 1, 2)
DUST B 0 
fail
DUST B 0 A_GiveInventory("CrystalEyeWepC",1)
stop
}
}

actor DiveMissileWepCDropped : WepCGiver //replaces DiveMissileWep
{
inventory.pickupmessage "Power up! Dive Missile!"
States
{
Spawn:
WEA2 S 6000
stop /*loop*/
Pickup:
DUST B 0 A_JumpIfInventory("BearerFlag", 1, 3)
DUST B 0 //A_JumpIfInventory("DiveMissileAmmo", 28, 2)
DUST B 0 A_JumpIfInventory("CanCopyWeapons", 1, 2)
DUST B 0 
fail
DUST B 0 A_GiveInventory("DiveMissileWepC",1)
stop
}
}

actor DrillBombWepCDropped : WepCGiver //replaces DrillBombWep
{
inventory.pickupmessage "Power up! Drill Bomb!"
States
{
Spawn:
WEAP V 6000
stop /*loop*/
Pickup:
DUST B 0 A_JumpIfInventory("BearerFlag", 1, 3)
DUST B 0 //A_JumpIfInventory("DrillBombAmmo", 28, 2)
DUST B 0 A_JumpIfInventory("CanCopyWeapons", 1, 2)
DUST B 0 
fail
DUST B 0 A_GiveInventory("DrillBombWepC",1)
stop
}
}

actor DustCrusherWepCDropped : WepCGiver //replaces DustCrusherWep
{
inventory.pickupmessage "Power up! Dust Crusher!"
States
{
Spawn:
WEA2 K 6000
stop /*loop*/
Pickup:
DUST B 0 A_JumpIfInventory("BearerFlag", 1, 3)
DUST B 0 //A_JumpIfInventory("DustCrusherAmmo", 28, 2)
DUST B 0 A_JumpIfInventory("CanCopyWeapons", 1, 2)
DUST B 0 
fail
DUST B 0 A_GiveInventory("DustCrusherWepC",1)
stop
}
}

actor FireStormWepCDropped : WepCGiver //replaces FireStormWep
{
inventory.pickupmessage "Power up! Fire Storm!"
States
{
Spawn:
WEAP Y 6000
stop /*loop*/
Pickup:
DUST B 0 A_JumpIfInventory("BearerFlag", 1, 3)
DUST B 0 //A_JumpIfInventory("FireStormAmmo", 28, 2)
DUST B 0 A_JumpIfInventory("CanCopyWeapons", 1, 2)
DUST B 0 
fail
DUST B 0 A_GiveInventory("FireStormWepC",1)
stop
}
}

actor FlameBlastWepCDropped : WepCGiver //replaces FlameBlastWep
{
inventory.pickupmessage "Power up! Flame Blast!"
States
{
Spawn:
WEA2 P 6000
stop /*loop*/
Pickup:
DUST B 0 A_JumpIfInventory("BearerFlag", 1, 3)
DUST B 0 //A_JumpIfInventory("FlameBlastAmmo", 28, 2)
DUST B 0 A_JumpIfInventory("CanCopyWeapons", 1, 2)
DUST B 0 
fail
DUST B 0 A_GiveInventory("FlameBlastWepC",1)
stop
}
}

actor FlashStopperWepCDropped : WepCGiver //replaces FlashStopperWep
{
inventory.pickupmessage "Power up! Flash Stopper!"
States
{
Spawn:
WEA3 E 6000
stop /*loop*/
Pickup:
DUST B 0 A_JumpIfInventory("BearerFlag", 1, 3)
DUST B 0 //A_JumpIfInventory("FlashStopperAmmo", 28, 2)
DUST B 0 A_JumpIfInventory("CanCopyWeapons", 1, 2)
DUST B 0 
fail
DUST B 0 A_GiveInventory("FlashStopperWepC",1)
stop
}
}

actor FreezeCrackerWepCDropped : WepCGiver //replaces FreezeCrackerWep
{
inventory.pickupmessage "Power up! Freeze Cracker!"
States
{
Spawn:
WEA3 O 6000
stop /*loop*/
Pickup:
DUST B 0 A_JumpIfInventory("BearerFlag", 1, 3)
DUST B 0 //A_JumpIfInventory("FreezeCrackerAmmo", 28, 2)
DUST B 0 A_JumpIfInventory("CanCopyWeapons", 1, 2)
DUST B 0 
fail
DUST B 0 A_GiveInventory("FreezeCrackerWepC",1)
stop
}
}

actor GeminiLaserWepCDropped : WepCGiver //replaces GeminiLaserWep
{
inventory.pickupmessage "Power up! Gemini Laser!"
States
{
Spawn:
WEAP M 6000
stop /*loop*/
Pickup:
DUST B 0 A_JumpIfInventory("BearerFlag", 1, 3)
DUST B 0 //A_JumpIfInventory("GeminiAmmo", 28, 2)
DUST B 0 A_JumpIfInventory("CanCopyWeapons", 1, 2)
DUST B 0 
fail
DUST B 0 A_GiveInventory("GeminiLaserWepC",1)
stop
}
}

actor GravityHoldWepCDropped : WepCGiver //replaces GravityHoldWep
{
inventory.pickupmessage "Power up! Gravity Hold!"
States
{
Spawn:
WEA3 F 6000
stop /*loop*/
Pickup:
DUST B 0 A_JumpIfInventory("BearerFlag", 1, 3)
DUST B 0 //A_JumpIfInventory("GravityHoldAmmo", 28, 2)
DUST B 0 A_JumpIfInventory("CanCopyWeapons", 1, 2)
DUST B 0 
fail
DUST B 0 A_GiveInventory("GravityHoldWepC",1)
stop
}
}

actor GyroAttackWepCDropped : WepCGiver //replaces GyroAttackWep
{
inventory.pickupmessage "Power up! Gyro Attack!"
States
{
Spawn:
WEA2 I 6000
stop /*loop*/
Pickup:
DUST B 0 A_JumpIfInventory("BearerFlag", 1, 3)
DUST B 0 //A_JumpIfInventory("GyroAttackAmmo", 28, 2)
DUST B 0 A_JumpIfInventory("CanCopyWeapons", 1, 2)
DUST B 0 
fail
DUST B 0 A_GiveInventory("GyroAttackWepC",1)
stop
}
}

actor HardKnuckleWepCDropped : WepCGiver //replaces HardKnuckleWep
{
inventory.pickupmessage "Power up! Hard Knuckle!"
States
{
Spawn:
WEAP T 6000
stop /*loop*/
Pickup:
DUST B 0 A_JumpIfInventory("BearerFlag", 1, 3)
DUST B 0 //A_JumpIfInventory("HardKnuckleAmmo", 28, 2)
DUST B 0 A_JumpIfInventory("CanCopyWeapons", 1, 2)
DUST B 0 
fail
DUST B 0 A_GiveInventory("HardKnuckleWepC",1)
stop
}
}

actor HyperBombWepCDropped : WepCGiver //replaces HyperBombWep
{
inventory.pickupmessage "Power up! Hyper Bomb!"
States
{
Spawn:
WEAP H 6000
stop /*loop*/
Pickup:
DUST B 0 A_JumpIfInventory("BearerFlag", 1, 3)
DUST B 0 //A_JumpIfInventory("BombAmmo", 28, 2)
DUST B 0 A_JumpIfInventory("CanCopyWeapons", 1, 2)
DUST B 0 
fail
DUST B 0 A_GiveInventory("HyperBombWepC",1)
stop
}
}

actor IceSlasherWepCDropped : WepCGiver //replaces IceSlasherWep
{
inventory.pickupmessage "Power up! Ice Slasher!"
States
{
Spawn:
WEAP P 6000
stop /*loop*/
Pickup:
DUST B 0 A_JumpIfInventory("BearerFlag", 1, 3)
DUST B 0 //A_JumpIfInventory("IceAmmo", 28, 2)
DUST B 0 A_JumpIfInventory("CanCopyWeapons", 1, 2)
DUST B 0 
fail
DUST B 0 A_GiveInventory("IceSlasherWepC",1)
stop
}
}

actor KnightCrushWepCDropped : WepCGiver //replaces KnightCrushWep
{
inventory.pickupmessage "Power up! Knight Crush!"
States
{
Spawn:
WEA2 W 6000
stop /*loop*/
Pickup:
DUST B 0 A_JumpIfInventory("BearerFlag", 1, 3)
DUST B 0 //A_JumpIfInventory("KnightCrushAmmo", 28, 2)
DUST B 0 A_JumpIfInventory("CanCopyWeapons", 1, 2)
DUST B 0 
fail
DUST B 0 A_GiveInventory("KnightCrushWepC",1)
stop
}
}

actor LeafShieldWepCDropped : WepCGiver //replaces LeafShieldWep
{
inventory.pickupmessage "Power up! Leaf Shield!"
States
{
Spawn:
WEAP F 6000
stop /*loop*/
Pickup:
DUST B 0 A_JumpIfInventory("BearerFlag", 1, 3)
DUST B 0 //A_JumpIfInventory("LeafAmmo", 28, 2)
DUST B 0 A_JumpIfInventory("CanCopyWeapons", 1, 2)
DUST B 0 
fail
DUST B 0 A_GiveInventory("LeafShieldWepC",1)
stop
}
}

actor MagnetMissileWepCDropped : WepCGiver //replaces MagnetMissileWep
{
inventory.pickupmessage "Power up! Magnet Missile!"
States
{
Spawn:
WEAP I 6000
stop /*loop*/
Pickup:
DUST B 0 A_JumpIfInventory("BearerFlag", 1, 3)
DUST B 0 //A_JumpIfInventory("MagnetAmmo", 28, 2)
DUST B 0 A_JumpIfInventory("CanCopyWeapons", 1, 2)
DUST B 0 
fail
DUST B 0 A_GiveInventory("MagnetMissileWepC",1)
stop
}
}

actor MetalBladeWepCDropped : WepCGiver //replaces MetalBladeWep
{
inventory.pickupmessage "Power up! Metal Blade!"
States
{
Spawn:
WEAP S 6000
stop /*loop*/
Pickup:
DUST B 0 A_JumpIfInventory("BearerFlag", 1, 3)
DUST B 0 //A_JumpIfInventory("MetalBladeAmmo", 28, 2)
DUST B 0 A_JumpIfInventory("CanCopyWeapons", 1, 2)
DUST B 0 
fail
DUST B 0 A_GiveInventory("MetalBladeWepC",1)
stop
}
}

actor MirrorBusterWepCDropped : WepCGiver //replaces MirrorBusterWep
{
inventory.pickupmessage "Power up! Mirror Buster!"
States
{
Spawn:
WEA3 H 6000
stop /*loop*/
Pickup:
DUST B 0 A_JumpIfInventory("BearerFlag", 1, 3)
DUST B 0 //A_JumpIfInventory("MirrorBusterAmmo", 28, 2)
DUST B 0 A_JumpIfInventory("CanCopyWeapons", 1, 2)
DUST B 0 
fail
DUST B 0 A_GiveInventory("MirrorBusterWepC",1)
stop
}
}

actor NapalmBombWepCDropped : WepCGiver //replaces NapalmBombWep
{
inventory.pickupmessage "Power up! Napalm Bomb!"
States
{
Spawn:
WEAP C 6000
stop /*loop*/
Pickup:
DUST B 0 A_JumpIfInventory("BearerFlag", 1, 3)
DUST B 0 //A_JumpIfInventory("NapalmAmmo", 28, 2)
DUST B 0 A_JumpIfInventory("CanCopyWeapons", 1, 2)
DUST B 0 
fail
DUST B 0 A_GiveInventory("NapalmBombWepC",1)
stop
}
}

actor NeedleCannonWepCDropped : WepCGiver //replaces NeedleCannonWep
{
inventory.pickupmessage "Power up! Needle Cannon!"
States
{
Spawn:
WEAP L 6000
stop /*loop*/
Pickup:
DUST B 0 A_JumpIfInventory("BearerFlag", 1, 3)
DUST B 0 //A_JumpIfInventory("NeedleAmmo", 28, 2)
DUST B 0 A_JumpIfInventory("CanCopyWeapons", 1, 2)
DUST B 0 
fail
DUST B 0 A_GiveInventory("NeedleCannonWepC",1)
stop
}
}

actor PharaohShotWepCDropped : WepCGiver //replaces PharaohShotWep
{
inventory.pickupmessage "Power up! Pharaoh Shot!"
States
{
Spawn:
WEA2 L 6000
stop /*loop*/
Pickup:
DUST B 0 A_JumpIfInventory("BearerFlag", 1, 3)
DUST B 0 //A_JumpIfInventory("PharaohShotAmmo", 28, 2)
DUST B 0 A_JumpIfInventory("CanCopyWeapons", 1, 2)
DUST B 0 
fail
DUST B 0 A_GiveInventory("PharaohShotWepC",1)
stop
}
}

actor PlantBarrierWepCDropped : WepCGiver //replaces PlantBarrierWep
{
inventory.pickupmessage "Power up! Plant Barrier!"
States
{
Spawn:
WEA2 T 6000
stop /*loop*/
Pickup:
DUST B 0 A_JumpIfInventory("BearerFlag", 1, 3)
DUST B 0 //A_JumpIfInventory("PlantBarrierAmmo", 28, 2)
DUST B 0 A_JumpIfInventory("CanCopyWeapons", 1, 2)
DUST B 0 
fail
DUST B 0 A_GiveInventory("PlantBarrierWepC",1)
stop
}
}

actor PowerStoneWepCDropped : WepCGiver //replaces PowerStoneWep
{
inventory.pickupmessage "Power up! Power Stone!"
States
{
Spawn:
WEA2 J 6000
stop /*loop*/
Pickup:
DUST B 0 A_JumpIfInventory("BearerFlag", 1, 3)
DUST B 0 //A_JumpIfInventory("PowerStoneAmmo", 28, 2)
DUST B 0 A_JumpIfInventory("CanCopyWeapons", 1, 2)
DUST B 0 
fail
DUST B 0 A_GiveInventory("PowerStoneWepC",1)
stop
}
}

actor QuickBoomerangWepCDropped : WepCGiver //replaces QuickBoomerangWep
{
inventory.pickupmessage "Power up! Quick Boomerang!"
States
{
Spawn:
WEAP Z 6000
stop /*loop*/
Pickup:
DUST B 0 A_JumpIfInventory("BearerFlag", 1, 3)
DUST B 0 //A_JumpIfInventory("QuickBoomerangAmmo", 600012, 2)
DUST B 0 A_JumpIfInventory("CanCopyWeapons", 1, 2)
DUST B 0 
fail
DUST B 0 A_GiveInventory("QuickBoomerangWepC",1)
stop
}
}

actor RainFlushWepCDropped : WepCGiver //replaces RainFlushWep
{
inventory.pickupmessage "Power up! Rain Flush!"
States
{
Spawn:
WEA2 Y 6000
stop /*loop*/
Pickup:
DUST B 0 A_JumpIfInventory("BearerFlag", 1, 3)
DUST B 0 //A_JumpIfInventory("RainFlushAmmo", 28, 2)
DUST B 0 A_JumpIfInventory("CanCopyWeapons", 1, 2)
DUST B 0 
fail
DUST B 0 A_GiveInventory("RainFlushWepC",1)
stop
}
}

actor RingBoomerangWepCDropped : WepCGiver //replaces RingBoomerangWep
{
inventory.pickupmessage "Power up! Ring Boomerang!"
States
{
Spawn:
WEA2 H 6000
stop /*loop*/
Pickup:
DUST B 0 A_JumpIfInventory("BearerFlag", 1, 3)
DUST B 0 //A_JumpIfInventory("RingBoomerangAmmo", 28, 2)
DUST B 0 A_JumpIfInventory("CanCopyWeapons", 1, 2)
DUST B 0 
fail
DUST B 0 A_GiveInventory("RingBoomerangWepC",1)
stop
}
}

actor RollingCutterWepCDropped : WepCGiver //replaces RollingCutterWep
{
inventory.pickupmessage "Power up! Rolling Cutter!"
States
{
Spawn:
WEA2 F 6000
stop /*loop*/
Pickup:
DUST B 0 A_JumpIfInventory("BearerFlag", 1, 3)
DUST B 0 //A_JumpIfInventory("RollingCutterAmmo", 28, 2)
DUST B 0 A_JumpIfInventory("CanCopyWeapons", 1, 2)
DUST B 0 
fail
DUST B 0 A_GiveInventory("RollingCutterWepC",1)
stop
}
}

actor SakugarneWepCDropped : WepCGiver //replaces SakugarneWep
{
inventory.pickupmessage "Power up! Sakugarne!"
States
{
Spawn:
WEA2 Z 6000
stop /*loop*/
Pickup:
DUST B 0 A_JumpIfInventory("BearerFlag", 1, 3)
DUST B 0 //A_JumpIfInventory("SakugarneAmmo", 28, 2)
DUST B 0 A_JumpIfInventory("CanCopyWeapons", 1, 2)
DUST B 0 
fail
DUST B 0 A_GiveInventory("SakugarneWepC",1)
stop
}
}

actor ScrewCrusherWepCDropped : WepCGiver //replaces ScrewCrusherWep
{
inventory.pickupmessage "Power up! Screw Crusher!"
States
{
Spawn:
WEA3 D 6000
stop /*loop*/
Pickup:
DUST B 0 A_JumpIfInventory("BearerFlag", 1, 3)
DUST B 0 //A_JumpIfInventory("ScrewCrusherAmmo", 600012, 2)
DUST B 0 A_JumpIfInventory("CanCopyWeapons", 1, 2)
DUST B 0 
fail
DUST B 0 A_GiveInventory("ScrewCrusherWepC",1)
stop
}
}

actor SearchSnakeWepCDropped : WepCGiver //replaces SearchSnakeWep
{
inventory.pickupmessage "Power up! Search Snake!"
States
{
Spawn:
WEAP K 6000
stop /*loop*/
Pickup:
DUST B 0 A_JumpIfInventory("BearerFlag", 1, 3)
DUST B 0 //A_JumpIfInventory("SnakeAmmo", 56, 2)
DUST B 0 A_JumpIfInventory("CanCopyWeapons", 1, 2)
DUST B 0 
fail
DUST B 0 A_GiveInventory("SearchSnakeWepC",1)
stop
}
}

actor ShadowBladeWepCDropped : WepCGiver //replaces ShadowBladeWep
{
inventory.pickupmessage "Power up! Shadow Blade!"
States
{
Spawn:
WEAP A 6000
stop /*loop*/
Pickup:
DUST B 0 A_JumpIfInventory("BearerFlag", 1, 3)
DUST B 0 //A_JumpIfInventory("ShadowAmmo", 28, 2)
DUST B 0 A_JumpIfInventory("CanCopyWeapons", 1, 2)
DUST B 0 
fail
DUST B 0 A_GiveInventory("ShadowBladeWepC",1)
stop
}
}

actor SilverTomahawkWepCDropped : WepCGiver //replaces SilverTomahawkWep
{
inventory.pickupmessage "Power up! Silver Tomahawk!"
States
{
Spawn:
WEA2 U 6000
stop /*loop*/
Pickup:
DUST B 0 A_JumpIfInventory("BearerFlag", 1, 3)
DUST B 0 //A_JumpIfInventory("SilverTomahawkAmmo", 28, 2)
DUST B 0 A_JumpIfInventory("CanCopyWeapons", 1, 2)
DUST B 0 
fail
DUST B 0 A_GiveInventory("SilverTomahawkWepC",1)
stop
}
}

actor SkullBarrierWepCDropped : WepCGiver //replaces SkullBarrierWep
{
inventory.pickupmessage "Power up! Skull Barrier!"
States
{
Spawn:
WEA2 O 6000
stop /*loop*/
Pickup:
DUST B 0 A_JumpIfInventory("BearerFlag", 1, 3)
DUST B 0 //A_JumpIfInventory("SkullBarrierAmmo", 28, 2)
DUST B 0 A_JumpIfInventory("CanCopyWeapons", 1, 2)
DUST B 0 
fail
DUST B 0 A_GiveInventory("SkullBarrierWepC",1)
stop
}
}

actor SparkShockWepCDropped : WepCGiver //replaces SparkShockWep
{
inventory.pickupmessage "Power up! Spark Shock!"
States
{
Spawn:
WEA2 G 6000
stop /*loop*/
Pickup:
DUST B 0 A_JumpIfInventory("BearerFlag", 1, 3)
DUST B 0 //A_JumpIfInventory("SparkShockAmmo", 28, 2)
DUST B 0 A_JumpIfInventory("CanCopyWeapons", 1, 2)
DUST B 0 
fail
DUST B 0 A_GiveInventory("SparkShockWepC",1)
stop
}
}

actor StarCrashWepCDropped : WepCGiver //replaces StarCrashWep
{
inventory.pickupmessage "Power up! Star Crash!"
States
{
Spawn:
WEA2 X 6000
stop /*loop*/
Pickup:
DUST B 0 A_JumpIfInventory("BearerFlag", 1, 3)
DUST B 0 //A_JumpIfInventory("StarCrashAmmo", 28, 2)
DUST B 0 A_JumpIfInventory("CanCopyWeapons", 1, 2)
DUST B 0 
fail
DUST B 0 A_GiveInventory("StarCrashWepC",1)
stop
}
}

actor SuperArmWepCDropped : WepCGiver //replaces SuperArmWep
{
inventory.pickupmessage "Power up! Super Arm!"
States
{
Spawn:
WEAP O 6000
stop /*loop*/
Pickup:
DUST B 0 A_JumpIfInventory("BearerFlag", 1, 3)
DUST B 0 //A_JumpIfInventory("SuperArmAmmo", 28, 2)
DUST B 0 A_JumpIfInventory("CanCopyWeapons", 1, 2)
DUST B 0 
fail
DUST B 0 A_GiveInventory("SuperArmWepC",1)
stop
}
}

actor ThunderBeamWepCDropped : WepCGiver //replaces ThunderBeamWep
{
inventory.pickupmessage "Power up! Thunder Beam!"
States
{
Spawn:
WEAP R 6000
stop /*loop*/
Pickup:
DUST B 0 A_JumpIfInventory("BearerFlag", 1, 3)
DUST B 0 //A_JumpIfInventory("ThunderBeamAmmo", 28, 2)
DUST B 0 A_JumpIfInventory("CanCopyWeapons", 1, 2)
DUST B 0 
fail
DUST B 0 A_GiveInventory("ThunderBeamWepC",1)
stop
}
}

actor TopSpinWepCDropped : WepCGiver //replaces TopSpinWep
{
inventory.pickupmessage "Power up! Top Spin!"
States
{
Spawn:
WEAP J 6000
stop /*loop*/
Pickup:
DUST B 0 A_JumpIfInventory("BearerFlag", 1, 3)
DUST B 0 //A_JumpIfInventory("TopAmmo", 28, 2)
DUST B 0 A_JumpIfInventory("CanCopyWeapons", 1, 2)
DUST B 0 
fail
DUST B 0 A_GiveInventory("TopSpinWepC",1)
stop
}
}

actor WaterWaveWepCDropped : WepCGiver //replaces WaterWaveWep
{
inventory.pickupmessage "Power up! Water Wave!"
States
{
Spawn:
WEA2 M 6000
stop /*loop*/
Pickup:
DUST B 0 A_JumpIfInventory("BearerFlag", 1, 3)
DUST B 0 //A_JumpIfInventory("WaterWaveAmmo", 28, 2)
DUST B 0 A_JumpIfInventory("CanCopyWeapons", 1, 2)
DUST B 0 
fail
DUST B 0 A_GiveInventory("WaterWaveWepC",1)
stop
}
}

actor WindStormWepCDropped : WepCGiver //replaces WindStormWep
{
inventory.pickupmessage "Power up! Wind Storm!"
States
{
Spawn:
WEA2 V 6000
stop /*loop*/
Pickup:
DUST B 0 A_JumpIfInventory("BearerFlag", 1, 3)
DUST B 0 //A_JumpIfInventory("WindStormAmmo", 28, 2)
DUST B 0 A_JumpIfInventory("CanCopyWeapons", 1, 2)
DUST B 0 
fail
DUST B 0 A_GiveInventory("WindStormWepC",1)
stop
}
}

actor YamatoSpearWepCDropped : WepCGiver //replaces YamatoSpearWep
{
inventory.pickupmessage "Power up! Yamato Spear!"
States
{
Spawn:
WEA2 R 6000
stop /*loop*/
Pickup:
DUST B 0 A_JumpIfInventory("BearerFlag", 1, 3)
DUST B 0 //A_JumpIfInventory("YamatoSpearAmmo", 28, 2)
DUST B 0 A_JumpIfInventory("CanCopyWeapons", 1, 2)
DUST B 0 
fail
DUST B 0 A_GiveInventory("YamatoSpearWepC",1)
stop
}
}

actor OilSliderWepCDropped : WepCGiver //replaces OilSliderWep
{
inventory.pickupmessage "Power up! Oil Slider!"
States
{
Spawn:
WEA7 J 6000
stop /*loop*/
Pickup:
DUST B 0 A_JumpIfInventory("BearerFlag", 1, 3)
DUST B 0 //A_JumpIfInventory("OilAmmo", 28, 2)
DUST B 0 A_JumpIfInventory("CanCopyWeapons", 1, 2)
DUST B 0 
fail
DUST B 0 A_GiveInventory("OilSliderWepC",1)
stop
}
}

actor TimeSlowWepCDropped : WepCGiver //replaces TimeSlowWep
{
inventory.pickupmessage "Power up! Time Slow!"
States
{
Spawn:
SLOT A 6000
stop /*loop*/
Pickup:
DUST B 0 A_JumpIfInventory("BearerFlag", 1, 3)
DUST B 0 //A_JumpIfInventory("SlowAmmo", 40, 2)
DUST B 0 A_JumpIfInventory("CanCopyWeapons", 1, 2)
DUST B 0 
fail
DUST B 0 A_GiveInventory("TimeSlowWepC",1)
stop
}
}

actor TimeBenderWepCDropped : WepCGiver //replaces TimeBenderWep
{
inventory.pickupmessage "Power up! Time Bender!"
States
{
Spawn:
TSTO E 6000
stop /*loop*/
Pickup:
DUST B 0 A_JumpIfInventory("BearerFlag", 1, 3)
DUST B 0 //A_JumpIfInventory("YouBrokeItAmmo", 28, 2)
DUST B 0 A_JumpIfInventory("CanCopyWeapons", 1, 2)
DUST B 0 
fail
DUST B 0 A_GiveInventory("TimeBenderWepC",1)
stop
}
}

actor FlashBulbWepCDropped : WepCGiver //replaces FlashBulbWep
{
inventory.pickupmessage "Power up! Flash Bulb!"
States
{
Spawn:
BULB J 6000
stop /*loop*/
Pickup:
DUST B 0 A_JumpIfInventory("BearerFlag", 1, 3)
DUST B 0 //A_JumpIfInventory("FlashBulbAmmo", 28, 2)
DUST B 0 A_JumpIfInventory("CanCopyWeapons", 1, 2)
DUST B 0 
fail
DUST B 0 A_GiveInventory("FlashBulbWepC",1)
stop
}
}

actor SkullSniperWepCDropped : WepCGiver //replaces SkullSniperWep
{
inventory.pickupmessage "Power up! Skull Sniper!"
States
{
Spawn:
SSNI A 6000
stop /*loop*/
Pickup:
DUST B 0 A_JumpIfInventory("BearerFlag", 1, 3)
DUST B 0 //A_JumpIfInventory("SkullSniperAmmo", 28, 2)
DUST B 0 A_JumpIfInventory("CanCopyWeapons", 1, 2)
DUST B 0 
fail
DUST B 0 A_GiveInventory("SkullSniperWepC",1)
stop
}
}

actor GravitySphereWepCDropped : WepCGiver //replaces GravitySphereWep
{
inventory.pickupmessage "Power up! Gravity Sphere!"
States
{
Spawn:
GBAL A 6000
stop /*loop*/
Pickup:
DUST B 0 A_JumpIfInventory("BearerFlag", 1, 3)
DUST B 0 //A_JumpIfInventory("GravitySphereAmmo", 28, 2)
DUST B 0 A_JumpIfInventory("CanCopyWeapons", 1, 2)
DUST B 0 
fail
DUST B 0 A_GiveInventory("GravitySphereWepC",1)
stop
}
}

actor CentaurArrowWepCDropped : WepCGiver //replaces CentaurArrowWep
{
inventory.pickupmessage "Power up! Centaur Arrow!"
States
{
Spawn:
ARRO A 6000
stop /*loop*/
Pickup:
DUST B 0 A_JumpIfInventory("BearerFlag", 1, 3)
DUST B 0 //A_JumpIfInventory("CentaurArrowAmmo", 28, 2)
DUST B 0 A_JumpIfInventory("CanCopyWeapons", 1, 2)
DUST B 0 
fail
DUST B 0 A_GiveInventory("CentaurArrowWepC",1)
stop
}
}

/*
actor WepCDropped : WepCGiver //replaces Wep
{
inventory.pickupmessage "Power up! !"
States
{
Spawn:
WEAP O 6000
stop /*loop*/ /*
Pickup:
DUST B 0 A_JumpIfInventory("BearerFlag", 1, 3)
DUST B 0 //A_JumpIfInventory("Ammo", 28, 2)
DUST B 0 A_JumpIfInventory("CanCopyWeapons", 1, 2)
DUST B 0 
fail
DUST B 0 A_GiveInventory("WepC",1)
stop
}
}
*/
