//_Wep : CMM or whoever's original weapon.
//_WepC : The sliding enabled version of the weapon.
//_WepCGiver : Replaces the Weps placed on the map so only those that can copy weapons and don't have the weapon can grab them.
//_WepCDropped : The weapons the players drop; can refill ammo.

actor WepCGiver : CustomInventory
{
inventory.pickupmessage "Power up! Mega Buster!"
inventory.pickupsound "weapon/weaponup"
inventory.amount 1
inventory.maxamount 1
inventory.respawntics 5
scale 2.0
+INVENTORY.AUTOACTIVATE
States
{
Spawn:
TNT1 A 1
loop
Pickup:
DUST B 0 A_JumpIfInventory("MegaBusterC", 1, 2)
DUST B 0 A_JumpIfInventory("CanCopyWeapons", 1, 2)
DUST B 0 
fail
DUST B 0 A_GiveInventory("MegaBusterC",1)
stop
}
}

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

actor PowerStoneWepCGiver : WepCGiver replaces PowerStoneWep
{
inventory.pickupmessage "Power up! Power Stone!"
States
{
Spawn:
WEA2 J 1
loop
Pickup:
DUST B 0 A_JumpIfInventory("PowerStoneWepC", 1, 2)
DUST B 0 A_JumpIfInventory("CanCopyWeapons", 1, 2)
DUST B 0 
fail
DUST B 0 A_GiveInventory("PowerStoneWepC",1)
stop
}
}

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

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

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

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

actor SakugarneWepCGiver : WepCGiver replaces SakugarneWep
{
inventory.pickupmessage "Power up! Sakugarne!"
States
{
Spawn:
WEA2 Z 1
loop
Pickup:
DUST B 0 A_JumpIfInventory("SakugarneWepC", 1, 2)
DUST B 0 A_JumpIfInventory("CanCopyWeapons", 1, 2)
DUST B 0 
fail
DUST B 0 A_GiveInventory("SakugarneWepC",1)
stop
}
}

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

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

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

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

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

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

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

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

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

actor TimeStopperWepCGiver : 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 1
Goto Spawn + 3
Pickup:
DUST B 0 A_JumpIfInventory("TimeStopperWepC", 1, 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 TopSpinWepCGiver : WepCGiver replaces TopSpinWep
{
inventory.pickupmessage "Power up! Top Spin!"
States
{
Spawn:
WEAP J 1
loop
Pickup:
DUST B 0 A_JumpIfInventory("TopSpinWepC", 1, 2)
DUST B 0 A_JumpIfInventory("CanCopyWeapons", 1, 2)
DUST B 0 
fail
DUST B 0 A_GiveInventory("TopSpinWepC",1)
stop
}
}

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

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

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

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

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

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

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

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

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

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

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