//_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.

//These replace all the core weapons with pickup replacements to correctly give the WepC version.
//These can't be grabbed if you already have the WepC version.

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
States
{
Spawn:
TNT1 A 1
loop
Pickup:
DUST B 0 A_JumpIfInventory("CanCopyWeapons",1, "Pickup2")
fail
Pickup2:
DUST B 0 A_JumpIfInventory("MegaBusterC",1, "No")
DUST B 0 A_GiveInventory("MegaBusterC",1)
stop
No:
DUST B 0 
fail
}
}

//MM1//MM1//MM1//MM1//MM1//MM1
//MM1//MM1//MM1//MM1//MM1//MM1
actor RollingCutterWepCGiver : WepCGiver replaces RollingCutterWep
{
Inventory.Pickupmessage "$PU_ROLLINGCUTTER"
States
{
Spawn:
WEA2 F 1
loop
Pickup2:
DUST B 0 A_JumpIfInventory("RollingCutterWepC",1, "No")
DUST B 0 A_GiveInventory("RollingCutterWepC",1)
stop
}
}

actor SuperArmWepCGiver : WepCGiver replaces SuperArmWep
{
Inventory.Pickupmessage "$PU_SUPERARM"
States
{
Spawn:
WEAP O 1
loop
Pickup2:
DUST B 0 A_JumpIfInventory("SuperArmWepC",1, "No")
DUST B 0 A_GiveInventory("SuperArmWepC",1)
stop
}
}

actor HyperBombWepCGiver : WepCGiver replaces HyperBombWep
{
Inventory.Pickupmessage "$PU_HYPERBOMB"
States
{
Spawn:
WEAP H 1
loop
Pickup2:
DUST B 0 A_JumpIfInventory("HyperBombWepC",1, "No")
DUST B 0 A_GiveInventory("HyperBombWepC",1)
stop
}
}

actor FireStormWepCGiver : WepCGiver replaces FireStormWep
{
Inventory.Pickupmessage "$PU_FIRESTORM"
States
{
Spawn:
WEAP Y 1
loop
Pickup2:
DUST B 0 A_JumpIfInventory("FireStormWepC",1, "No")
DUST B 0 A_GiveInventory("FireStormWepC",1)
stop
}
}

actor IceSlasherWepCGiver : WepCGiver replaces IceSlasherWep
{
Inventory.Pickupmessage "$PU_ICESLASHER"
States
{
Spawn:
WEAP P 1
loop
Pickup2:
DUST B 0 A_JumpIfInventory("IceSlasherWepC",1, "No")
DUST B 0 A_GiveInventory("IceSlasherWepC",1)
stop
}
}

actor ThunderBeamWepCGiver : WepCGiver replaces ThunderBeamWep
{
Inventory.Pickupmessage "$PU_THUNDERBEAM"
States
{
Spawn:
WEAP R 1
loop
Pickup2:
DUST B 0 A_JumpIfInventory("ThunderBeamWepC",1, "No")
DUST B 0 A_GiveInventory("ThunderBeamWepC",1)
stop
}
}

actor OilSliderWepCGiver : WepCGiver replaces OilSliderWep
{
Inventory.Pickupmessage "$PU_OILSLIDER"
States
{
Spawn:
WEA7 J 1
loop
Pickup2:
DUST B 0 A_JumpIfInventory("OilSliderWepC",1, "No")
DUST B 0 A_GiveInventory("OilSliderWepC",1)
stop
}
}

actor TimeSlowWepCGiver : WepCGiver replaces TimeSlowWep
{
Inventory.Pickupmessage "$PU_TIMESLOW"
States
{
Spawn:
SLOT X 1
loop
Pickup2:
DUST B 0 A_JumpIfInventory("TimeSlowWepC",1, "No")
DUST B 0 A_GiveInventory("TimeSlowWepC",1)
stop
}
}

//MM2//MM2//MM2//MM2//MM2//MM2
//MM2//MM2//MM2//MM2//MM2//MM2
actor AirShooterWepCGiver : WepCGiver replaces AirShooterWep
{
Inventory.Pickupmessage "$PU_AIRSHOOTER"
States
{
Spawn:
WEAP G 1
loop
Pickup2:
DUST B 0 A_JumpIfInventory("AirShooterWepC",1, "No")
DUST B 0 A_GiveInventory("AirShooterWepC",1)
stop
}
}

actor AtomicFireWepCGiver : WepCGiver replaces AtomicFireWep
{
Inventory.Pickupmessage "$PU_ATOMICFIRE"
States
{
Spawn:
WEAP E 1
loop
Pickup2:
DUST B 0 A_JumpIfInventory("AtomicFireWepC",1, "No")
DUST B 0 A_GiveInventory("AtomicFireWepC",1)
stop
}
}

actor BubbleLeadWepCGiver : WepCGiver replaces BubbleLeadWep
{
Inventory.Pickupmessage "$PU_BUBBLELEAD"
States
{
Spawn:
WEAP D 1
loop
Pickup2:
DUST B 0 A_JumpIfInventory("BubbleLeadWepC",1, "No")
DUST B 0 A_GiveInventory("BubbleLeadWepC",1)
stop
}
}

actor CrashBombWepCGiver : WepCGiver replaces CrashBombWep
{
Inventory.Pickupmessage "$PU_CRASHBOMB"
States
{
Spawn:
WEA2 C 1
loop
Pickup2:
DUST B 0 A_JumpIfInventory("CrashBombWepC",1, "No")
DUST B 0 A_GiveInventory("CrashBombWepC",1)
stop
}
}

actor LeafShieldWepCGiver : WepCGiver replaces LeafShieldWep
{
Inventory.Pickupmessage "$PU_LEAFSHIELD"
States
{
Spawn:
WEAP F 1
loop
Pickup2:
DUST B 0 A_JumpIfInventory("LeafShieldWepC",1, "No")
DUST B 0 A_GiveInventory("LeafShieldWepC",1)
stop
}
}

actor MetalBladeWepCGiver : WepCGiver replaces MetalBladeWep
{
Inventory.Pickupmessage "$PU_METALBLADE"
States
{
Spawn:
WEAP S 1
loop
Pickup2:
DUST B 0 A_JumpIfInventory("MetalBladeWepC",1, "No")
DUST B 0 A_GiveInventory("MetalBladeWepC",1)
stop
}
}

actor QuickBoomerangWepCGiver : WepCGiver replaces QuickBoomerangWep
{
Inventory.Pickupmessage "$PU_QUICKBOOMERANG"
States
{
Spawn:
WEAP Z 1
loop
Pickup2:
DUST B 0 A_JumpIfInventory("QuickBoomerangWepC",1, "No")
DUST B 0 A_GiveInventory("QuickBoomerangWepC",1)
stop
}
}

actor TimeStopperWepCGiver : WepCGiver replaces TimeStopperWep
{
Inventory.Pickupmessage "$PU_TIMESTOPPER"
States
{
Spawn:
WEAP N 1
Loop
Pickup2:
DUST B 0 A_JumpIfInventory("TimeStopperWepC",1, "No")
DUST B 0 A_GiveInventory("TimeStopperWepC",1)
stop
}
}

//MM3//MM3//MM3//MM3//MM3//MM3
//MM3//MM3//MM3//MM3//MM3//MM3
actor GeminiLaserWepCGiver : WepCGiver replaces GeminiLaserWep
{
Inventory.Pickupmessage "$PU_GEMINILASER"
States
{
Spawn:
WEAP M 1
loop
Pickup2:
DUST B 0 A_JumpIfInventory("GeminiLaserWepC",1, "No")
DUST B 0 A_GiveInventory("GeminiLaserWepC",1)
stop
}
}

actor HardKnuckleWepCGiver : WepCGiver replaces HardKnuckleWep
{
Inventory.Pickupmessage "$PU_HARDKNUCKLE"
States
{
Spawn:
WEAP T 1
loop
Pickup2:
DUST B 0 A_JumpIfInventory("HardKnuckleWepC",1, "No")
DUST B 0 A_GiveInventory("HardKnuckleWepC",1)
stop
}
}

actor MagnetMissileWepCGiver : WepCGiver replaces MagnetMissileWep
{
Inventory.Pickupmessage "$PU_MAGNETMISSILE"
States
{
Spawn:
WEAP I 1
loop
Pickup2:
DUST B 0 A_JumpIfInventory("MagnetMissileWepC",1, "No")
DUST B 0 A_GiveInventory("MagnetMissileWepC",1)
stop
}
}

actor NeedleCannonWepCGiver : WepCGiver replaces NeedleCannonWep
{
Inventory.Pickupmessage "$PU_NEEDLECANNON"
States
{
Spawn:
WEAP L 1
loop
Pickup2:
DUST B 0 A_JumpIfInventory("NeedleCannonWepC",1, "No")
DUST B 0 A_GiveInventory("NeedleCannonWepC",1)
stop
}
}

actor SearchSnakeWepCGiver : WepCGiver replaces SearchSnakeWep
{
Inventory.Pickupmessage "$PU_SEARCHSNAKE"
States
{
Spawn:
WEAP K 1
loop
Pickup2:
DUST B 0 A_JumpIfInventory("SearchSnakeWepC",1, "No")
DUST B 0 A_GiveInventory("SearchSnakeWepC",1)
stop
}
}

actor ShadowBladeWepCGiver : WepCGiver replaces ShadowBladeWep
{
Inventory.Pickupmessage "$PU_SHADOWBLADE"
States
{
Spawn:
WEAP A 1
loop
Pickup2:
DUST B 0 A_JumpIfInventory("ShadowBladeWepC",1, "No")
DUST B 0 A_GiveInventory("ShadowBladeWepC",1)
stop
}
}

actor SparkShockWepCGiver : WepCGiver replaces SparkShockWep
{
Inventory.Pickupmessage "$PU_SPARKSHOCK"
States
{
Spawn:
WEA2 G 1
loop
Pickup2:
DUST B 0 A_JumpIfInventory("SparkShockWepC",1, "No")
DUST B 0 A_GiveInventory("SparkShockWepC",1)
stop
}
}

actor TopSpinWepCGiver : WepCGiver replaces TopSpinWep
{
Inventory.Pickupmessage "$PU_TOPSPIN"
States
{
Spawn:
WEAP J 1
loop
Pickup2:
DUST B 0 A_JumpIfInventory("TopSpinWepC",1, "No")
DUST B 0 A_GiveInventory("TopSpinWepC",1)
stop
}
}

//MM4//MM4//MM4//MM4//MM4//MM4
//MM4//MM4//MM4//MM4//MM4//MM4
actor DiveMissileWepCGiver : WepCGiver replaces DiveMissileWep
{
Inventory.Pickupmessage "$PU_DIVEMISSILE"
States
{
Spawn:
WEA2 S 1
loop
Pickup2:
DUST B 0 A_JumpIfInventory("DiveMissileWepC",1, "No")
DUST B 0 A_GiveInventory("DiveMissileWepC",1)
stop
}
}

actor DrillBombWepCGiver : WepCGiver replaces DrillBombWep
{
Inventory.Pickupmessage "$PU_DRILLBOMB"
States
{
Spawn:
WEAP V 1
loop
Pickup2:
DUST B 0 A_JumpIfInventory("DrillBombWepC",1, "No")
DUST B 0 A_GiveInventory("DrillBombWepC",1)
stop
}
}

actor DustCrusherWepCGiver : WepCGiver replaces DustCrusherWep
{
Inventory.Pickupmessage "$PU_DUSTCRUSHER"
States
{
Spawn:
WEA2 K 1
loop
Pickup2:
DUST B 0 A_JumpIfInventory("DustCrusherWepC",1, "No")
DUST B 0 A_GiveInventory("DustCrusherWepC",1)
stop
}
}

actor FlashStopperWepCGiver : WepCGiver replaces FlashStopperWep
{
Inventory.Pickupmessage "$PU_FLASHSTOPPER"
States
{
Spawn:
WEA3 E 1
loop
Pickup2:
DUST B 0 A_JumpIfInventory("FlashStopperWepC",1, "No")
DUST B 0 A_GiveInventory("FlashStopperWepC",1)
stop
}
}

actor PharaohShotWepCGiver : WepCGiver replaces PharaohShotWep
{
Inventory.Pickupmessage "$PU_PHARAOHSHOT"
States
{
Spawn:
WEA2 L 1
loop
Pickup2:
DUST B 0 A_JumpIfInventory("PharaohShotWepC",1, "No")
DUST B 0 A_GiveInventory("PharaohShotWepC",1)
stop
}
}

actor RainFlushWepCGiver : WepCGiver replaces RainFlushWep
{
Inventory.Pickupmessage "$PU_RAINFLUSH"
States
{
Spawn:
WEA2 Y 1
loop
Pickup2:
DUST B 0 A_JumpIfInventory("RainFlushWepC",1, "No")
DUST B 0 A_GiveInventory("RainFlushWepC",1)
stop
}
}

actor RingBoomerangWepCGiver : WepCGiver replaces RingBoomerangWep
{
Inventory.Pickupmessage "$PU_RINGBOOMERANG"
States
{
Spawn:
WEA2 H 1
loop
Pickup2:
DUST B 0 A_JumpIfInventory("RingBoomerangWepC",1, "No")
DUST B 0 A_GiveInventory("RingBoomerangWepC",1)
stop
}
}

actor SkullBarrierWepCGiver : WepCGiver replaces SkullBarrierWep
{
Inventory.Pickupmessage "$PU_SKULLBARRIER"
States
{
Spawn:
WEA2 O 1
loop
Pickup2:
DUST B 0 A_JumpIfInventory("SkullBarrierWepC",1, "No")
DUST B 0 A_GiveInventory("SkullBarrierWepC",1)
stop
}
}

//MM5//MM5//MM5//MM5//MM5//MM5
//MM5//MM5//MM5//MM5//MM5//MM5
actor ChargeKickWepCGiver : WepCGiver replaces ChargeKickWep
{
Inventory.Pickupmessage "$PU_CHARGEKICK"
States
{
Spawn:
WEA2 E 1
loop
Pickup2:
DUST B 0 A_JumpIfInventory("ChargeKickWepC",1, "No")
DUST B 0 A_GiveInventory("ChargeKickWepC",1)
stop
}
}

actor CrystalEyeWepCGiver : WepCGiver replaces CrystalEyeWep
{
Inventory.Pickupmessage "$PU_CRYSTALEYE"
States
{
Spawn:
WEA2 N 1
loop
Pickup2:
DUST B 0 A_JumpIfInventory("CrystalEyeWepC",1, "No")
DUST B 0 A_GiveInventory("CrystalEyeWepC",1)
stop
}
}

actor GravityHoldWepCGiver : WepCGiver replaces GravityHoldWep
{
Inventory.Pickupmessage "$PU_GRAVITYHOLD"
States
{
Spawn:
WEA3 F 1
loop
Pickup2:
DUST B 0 A_JumpIfInventory("GravityHoldWepC",1, "No")
DUST B 0 A_GiveInventory("GravityHoldWepC",1)
stop
}
}

actor GyroAttackWepCGiver : WepCGiver replaces GyroAttackWep
{
Inventory.Pickupmessage "$PU_GYROATTACK"
States
{
Spawn:
WEA2 I 1
loop
Pickup2:
DUST B 0 A_JumpIfInventory("GyroAttackWepC",1, "No")
DUST B 0 A_GiveInventory("GyroAttackWepC",1)
stop
}
}

actor NapalmBombWepCGiver : WepCGiver replaces NapalmBombWep
{
Inventory.Pickupmessage "$PU_NAPALMBOMB"
States
{
Spawn:
WEAP C 1
loop
Pickup2:
DUST B 0 A_JumpIfInventory("NapalmBombWepC",1, "No")
DUST B 0 A_GiveInventory("NapalmBombWepC",1)
stop
}
}

actor PowerStoneWepCGiver : WepCGiver replaces PowerStoneWep
{
Inventory.Pickupmessage "$PU_POWERSTONE"
States
{
Spawn:
WEA2 J 1
loop
Pickup2:
DUST B 0 A_JumpIfInventory("PowerStoneWepC",1, "No")
DUST B 0 A_GiveInventory("PowerStoneWepC",1)
stop
}
}

actor StarCrashWepCGiver : WepCGiver replaces StarCrashWep
{
Inventory.Pickupmessage "$PU_STARCRASH"
States
{
Spawn:
WEA2 X 1
loop
Pickup2:
DUST B 0 A_JumpIfInventory("StarCrashWepC",1, "No")
DUST B 0 A_GiveInventory("StarCrashWepC",1)
stop
}
}

actor WaterWaveWepCGiver : WepCGiver replaces WaterWaveWep
{
Inventory.Pickupmessage "$PU_WATERWAVE"
States
{
Spawn:
WEA2 M 1
loop
Pickup2:
DUST B 0 A_JumpIfInventory("WaterWaveWepC",1, "No")
DUST B 0 A_GiveInventory("WaterWaveWepC",1)
stop
}
}

//MM6//MM6//MM6//MM6//MM6//MM6
//MM6//MM6//MM6//MM6//MM6//MM6
actor BlizzardAttackWepCGiver : WepCGiver replaces BlizzardAttackWep
{
Inventory.Pickupmessage "$PU_BLIZZARDATTACK"
States
{
Spawn:
WEAP W 1
loop
Pickup2:
DUST B 0 A_JumpIfInventory("BlizzardAttackWepC",1, "No")
DUST B 0 A_GiveInventory("BlizzardAttackWepC",1)
stop
}
}

actor CentaurFlashWepCGiver : WepCGiver replaces CentaurFlashWep
{
Inventory.Pickupmessage "$PU_CENTAURFLASH"
States
{
Spawn:
WEA3 G 1
loop
Pickup2:
DUST B 0 A_JumpIfInventory("CentaurFlashWepC",1, "No")
DUST B 0 A_GiveInventory("CentaurFlashWepC",1)
stop
}
}

actor FlameBlastWepCGiver : WepCGiver replaces FlameBlastWep
{
Inventory.Pickupmessage "$PU_FLAMEBLAST"
States
{
Spawn:
WEA2 P 1
loop
Pickup2:
DUST B 0 A_JumpIfInventory("FlameBlastWepC",1, "No")
DUST B 0 A_GiveInventory("FlameBlastWepC",1)
stop
}
}

actor KnightCrushWepCGiver : WepCGiver replaces KnightCrushWep
{
Inventory.Pickupmessage "$PU_KNIGHTCRUSH"
States
{
Spawn:
WEA2 W 1
loop
Pickup2:
DUST B 0 A_JumpIfInventory("KnightCrushWepC",1, "No")
DUST B 0 A_GiveInventory("KnightCrushWepC",1)
stop
}
}

actor PlantBarrierWepCGiver : WepCGiver replaces PlantBarrierWep
{
Inventory.Pickupmessage "$PU_PLANTBARRIER"
States
{
Spawn:
WEA2 T 1
loop
Pickup2:
DUST B 0 A_JumpIfInventory("PlantBarrierWepC",1, "No")
DUST B 0 A_GiveInventory("PlantBarrierWepC",1)
stop
}
}

actor SilverTomahawkWepCGiver : WepCGiver replaces SilverTomahawkWep
{
Inventory.Pickupmessage "$PU_SILVERTOMAHAWK"
States
{
Spawn:
WEA2 U 1
loop
Pickup2:
DUST B 0 A_JumpIfInventory("SilverTomahawkWepC",1, "No")
DUST B 0 A_GiveInventory("SilverTomahawkWepC",1)
stop
}
}

actor WindStormWepCGiver : WepCGiver replaces WindStormWep
{
Inventory.Pickupmessage "$PU_WINDSTORM"
States
{
Spawn:
WEA2 V 1
loop
Pickup2:
DUST B 0 A_JumpIfInventory("WindStormWepC",1, "No")
DUST B 0 A_GiveInventory("WindStormWepC",1)
stop
}
}

actor YamatoSpearWepCGiver : WepCGiver replaces YamatoSpearWep
{
Inventory.Pickupmessage "$PU_YAMATOSPEAR"
States
{
Spawn:
WEA2 R 1
loop
Pickup2:
DUST B 0 A_JumpIfInventory("YamatoSpearWepC",1, "No")
DUST B 0 A_GiveInventory("YamatoSpearWepC",1)
stop
}
}

//MM7//MM7//MM7//MM7//MM7//MM7
//MM7//MM7//MM7//MM7//MM7//MM7
actor FreezeCrackerWepCGiver : WepCGiver replaces FreezeCrackerWep
{
Inventory.Pickupmessage "$PU_FREEZECRACKER"
States
{
Spawn:
WEA3 O 1
loop
Pickup2:
DUST B 0 A_JumpIfInventory("FreezeCrackerWepC",1, "No")
DUST B 0 A_GiveInventory("FreezeCrackerWepC",1)
stop
}
}

actor DangerWrapWepCGiver : WepCGiver replaces DangerWrapWep
{
Inventory.Pickupmessage "$PU_DANGERWRAP"
States
{
Spawn:
WEA3 L 1
loop
Pickup2:
DUST B 0 A_JumpIfInventory("DangerWrapWepC",1, "No")
DUST B 0 A_GiveInventory("DangerWrapWepC",1)
stop
}
}

actor JunkShieldWepCGiver : WepCGiver replaces JunkShieldWep
{
Inventory.Pickupmessage "$PU_JUNKSHIELD"
States
{
Spawn:
WEA3 N 1
loop
Pickup2:
DUST B 0 A_JumpIfInventory("JunkShieldWepC",1, "No")
DUST B 0 A_GiveInventory("JunkShieldWepC",1)
stop
}
}

actor NoiseCrushWepCGiver : WepCGiver replaces NoiseCrushWep
{
Inventory.Pickupmessage "$PU_NOISECRUSH"
States
{
Spawn:
WEA3 J 1
loop
Pickup2:
DUST B 0 A_JumpIfInventory("NoiseCrushWepC",1, "No")
DUST B 0 A_GiveInventory("NoiseCrushWepC",1)
stop
}
}

actor ScorchWheelWepCGiver : WepCGiver replaces ScorchWheelWep
{
Inventory.Pickupmessage "$PU_SCORCHWHEEL"
States
{
Spawn:
WEA3 M 1
loop
Pickup2:
DUST B 0 A_JumpIfInventory("ScorchWheelWepC",1, "No")
DUST B 0 A_GiveInventory("ScorchWheelWepC",1)
stop
}
}

actor ThunderBoltWepCGiver : WepCGiver replaces ThunderBoltWep
{
Inventory.Pickupmessage "$PU_THUNDERBOLT"
States
{
Spawn:
WEA3 R 1
loop
Pickup2:
DUST B 0 A_JumpIfInventory("ThunderBoltWepC",1, "No")
DUST B 0 A_GiveInventory("ThunderBoltWepC",1)
stop
}
}

actor WildCoilWepCGiver : WepCGiver replaces WildCoilWep
{
Inventory.Pickupmessage "$PU_WILDCOIL"
States
{
Spawn:
WEA3 K 1
loop
Pickup2:
DUST B 0 A_JumpIfInventory("WildCoilWepC",1, "No")
DUST B 0 A_GiveInventory("WildCoilWepC",1)
stop
}
}

actor SlashClawWepCGiver : WepCGiver replaces SlashClawWep
{
Inventory.Pickupmessage "$PU_SLASHCLAW"
States
{
Spawn:
WEA3 Q 1
loop
Pickup2:
DUST B 0 A_JumpIfInventory("SlashClawWepC",1, "No")
DUST B 0 A_GiveInventory("SlashClawWepC",1)
stop
}
}

//MM8//MM8//MM8//MM8//MM8//MM8
//MM8//MM8//MM8//MM8//MM8//MM8
actor MegaBallWepCGiver : WepCGiver replaces MegaBallWep
{
Inventory.Pickupmessage "$PU_MEGABALL"
States
{
Spawn:
WEA4 D 1
loop
Pickup2:
DUST B 0 A_JumpIfInventory("MegaBallWepC",1, "No")
DUST B 0 A_GiveInventory("MegaBallWepC",1)
stop
}
}

actor AstroCrushWepCGiver : WepCGiver replaces AstroCrushWep
{
Inventory.Pickupmessage "$PU_ASTROCRUSH"
States
{
Spawn:
WEA4 E 1
loop
Pickup2:
DUST B 0 A_JumpIfInventory("AstroCrushWepC",1, "No")
DUST B 0 A_GiveInventory("AstroCrushWepC",1)
stop
}
}

actor FlameSwordWepCGiver : WepCGiver replaces FlameSwordWep
{
Inventory.Pickupmessage "$PU_FLAMESWORD"
States
{
Spawn:
WEA4 F 1
loop
Pickup2:
DUST B 0 A_JumpIfInventory("FlameSwordWepC",1, "No")
DUST B 0 A_GiveInventory("FlameSwordWepC",1)
stop
}
}

actor FlashBombWepCGiver : WepCGiver replaces FlashBombWep
{
Inventory.Pickupmessage "$PU_FLASHBOMB"
States
{
Spawn:
WEA4 B 1
loop
Pickup2:
DUST B 0 A_JumpIfInventory("FlashBombWepC",1, "No")
DUST B 0 A_GiveInventory("FlashBombWepC",1)
stop
}
}

actor HomingSniperWepCGiver : WepCGiver replaces HomingSniperWep
{
Inventory.Pickupmessage "$PU_HOMINGSNIPER"
States
{
Spawn:
WEA4 H 1
loop
Pickup2:
DUST B 0 A_JumpIfInventory("HomingSniperWepC",1, "No")
DUST B 0 A_GiveInventory("HomingSniperWepC",1)
stop
}
}

actor IceWaveWepCGiver : WepCGiver replaces IceWaveWep
{
Inventory.Pickupmessage "$PU_ICEWAVE"
States
{
Spawn:
WEA4 A 1
loop
Pickup2:
DUST B 0 A_JumpIfInventory("IceWaveWepC",1, "No")
DUST B 0 A_GiveInventory("IceWaveWepC",1)
stop
}
}

actor ThunderClawWepCGiver : WepCGiver replaces ThunderClawWep
{
Inventory.Pickupmessage "$PU_THUNDERCLAW"
States
{
Spawn:
WEA4 G 1
loop
Pickup2:
DUST B 0 A_JumpIfInventory("ThunderClawWepC",1, "No")
DUST B 0 A_GiveInventory("ThunderClawWepC",1)
stop
}
}

actor TornadoHoldWepCGiver : WepCGiver replaces TornadoHoldWep
{
Inventory.Pickupmessage "$PU_TORNADOHOLD"
States
{
Spawn:
WEA4 C 1
loop
Pickup2:
DUST B 0 A_JumpIfInventory("TornadoHoldWepC",1, "No")
DUST B 0 A_GiveInventory("TornadoHoldWepC",1)
stop
}
}

actor WaterBalloonWepCGiver : WepCGiver replaces WaterBalloonWep
{
Inventory.Pickupmessage "$PU_WATERBALLOON"
States
{
Spawn:
WEA4 I 1
loop
Pickup2:
DUST B 0 A_JumpIfInventory("WaterBalloonWepC",1, "No")
DUST B 0 A_GiveInventory("WaterBalloonWepC",1)
stop
}
}

//MMB//MMB//MMB//MMB//MMB//MMB
//MMB//MMB//MMB//MMB//MMB//MMB
actor TenguBladeWepCGiver : WepCGiver replaces TenguBladeWep
{
Inventory.Pickupmessage "$PU_TENGUBLADE"
States
{
Spawn:
TBLA X 1
loop
Pickup2:
DUST B 0 A_JumpIfInventory("TenguBladeWepC",1, "No")
DUST B 0 A_GiveInventory("TenguBladeWepC",1)
stop
}
}

actor WaveBurnerWepCGiver : WepCGiver replaces WaveBurnerWep
{
Inventory.Pickupmessage "$PU_WAVEBURNER"
States
{
Spawn:
WABU X 1
loop
Pickup2:
DUST B 0 A_JumpIfInventory("WaveBurnerWepC",1, "No")
DUST B 0 A_GiveInventory("WaveBurnerWepC",1)
stop
}
}

actor SpreadDrillWepCGiver : WepCGiver replaces SpreadDrillWep
{
Inventory.Pickupmessage "$PU_SPREADDRILL"
States
{
Spawn:
SPRE X 1
loop
Pickup2:
DUST B 0 A_JumpIfInventory("SpreadDrillWepC",1, "No")
DUST B 0 A_GiveInventory("SpreadDrillWepC",1)
stop
}
}

actor CopyVisionWepCGiver : WepCGiver replaces CopyVisionWep
{
Inventory.Pickupmessage "$PU_COPYVISION"
States
{
Spawn:
COPY X 1
loop
Pickup2:
DUST B 0 A_JumpIfInventory("CopyVisionWepC",1, "No")
//DUST B 0  A_JumpIfInventory("NoDroppedWeapons",1, "No")
DUST B 0
//fail
DUST B 0 A_GiveInventory("CopyVisionWepC",1)
stop
}
}

actor MagicCardWepCGiver : WepCGiver replaces MagicCardWep
{
Inventory.Pickupmessage "$PU_MAGICCARD"
States
{
Spawn:
MCAR X 1
loop
Pickup2:
DUST B 0 A_JumpIfInventory("MagicCardWepC",1, "No")
DUST B 0 A_GiveInventory("MagicCardWepC",1)
stop
}
}

actor RemoteMineWepCGiver : WepCGiver replaces RemoteMineWep
{
Inventory.Pickupmessage "$PU_REMOTEMINE"
States
{
Spawn:
REMI X 1
loop
Pickup2:
DUST B 0 A_JumpIfInventory("RemoteMineWepC",1, "No")
DUST B 0 A_GiveInventory("RemoteMineWepC",1)
stop
}
}

actor IceWallWepCGiver : WepCGiver replaces IceWallWep
{
Inventory.Pickupmessage "$PU_ICEWALL"
States
{
Spawn:
ICWL X 1
loop
Pickup2:
DUST B 0 A_JumpIfInventory("IceWallWepC",1, "No")
DUST B 0 A_GiveInventory("IceWallWepC",1)
stop
}
}

actor LightningBoltWepCGiver : WepCGiver replaces LightningBoltWep
{
Inventory.Pickupmessage "$PU_LIGHTNINGBOLT"
States
{
Spawn:
LIBO A 1
loop
Pickup2:
DUST B 0 A_JumpIfInventory("LightningBoltWepC",1, "No")
DUST B 0 A_GiveInventory("LightningBoltWepC",1)
stop
}
}

//MM9//MM9//MM9//MM9//MM9//MM9
//MM9//MM9//MM9//MM9//MM9//MM9
actor ConcreteShotWepCGiver : WepCGiver replaces ConcreteShotWep
{
inventory.pickupmessage "$PU_CONCRETESHOT"
States
{
Spawn:
CONC A 1
loop
Pickup2:
DUST B 0 A_JumpIfInventory("ConcreteShotWepC",1, "No")
TNT1 A 0 A_GiveInventory("ConcreteShotWepC",1)
stop
}
}

actor TornadoBlowWepCGiver : WepCGiver replaces TornadoBlowWep
{
inventory.pickupmessage "$PU_TORNADOBLOW"
States
{
Spawn:
TBLO A 1
loop
Pickup2:
DUST B 0 A_JumpIfInventory("TornadoBlowWepC",1, "No")
TNT1 A 0 A_GiveInventory("TornadoBlowWepC",1)
stop
}
}

actor LaserTridentWepCGiver : WepCGiver replaces LaserTridentWep
{
inventory.pickupmessage "$PU_LASERTRIDENT"
States
{
Spawn:
LTRI A 1
loop
Pickup2:
DUST B 0 A_JumpIfInventory("LaserTridentWepC",1, "No")
TNT1 A 0 A_GiveInventory("LaserTridentWepC",1)
stop
}
}

actor PlugBallWepCGiver : WepCGiver replaces PlugBallWep
{
inventory.pickupmessage "$PU_PLUGBALL"
States
{
Spawn:
PBAL A 1
loop
Pickup2:
DUST B 0 A_JumpIfInventory("PlugBallWepC",1, "No")
TNT1 A 0 A_GiveInventory("PlugBallWepC",1)
stop
}
}

actor HornetChaserWepCGiver : WepCGiver replaces HornetChaserWep
{
inventory.pickupmessage "$PU_HORNETCHASER"
States
{
Spawn:
HCHS A 1
loop
Pickup2:
DUST B 0 A_JumpIfInventory("HornetChaserWepC",1, "No")
TNT1 A 0 A_GiveInventory("HornetChaserWepC",1)
stop
}
}

actor MagmaBazookaWepCGiver : WepCGiver replaces MagmaBazookaWep
{
inventory.pickupmessage "$PU_MAGMABAZOOKA"
States
{
Spawn:
MGM1 A 1
loop
Pickup2:
DUST B 0 A_JumpIfInventory("MagmaBazookaWepC",1, "No")
TNT1 A 0 A_GiveInventory("MagmaBazookaWepC",1)
stop
}
}

actor BlackHoleBombWepCGiver : WepCGiver replaces BlackHoleBombWep
{
inventory.pickupmessage "$PU_BLACKHOLEBOMB"
States
{
Spawn:
BLKH A 1
loop
Pickup2:
DUST B 0 A_JumpIfInventory("BlackHoleBombWepC",1, "No")
TNT1 A 0 A_GiveInventory("BlackHoleBombWepC",1)
stop
}
}

actor JewelSatelliteWepCGiver : WepCGiver replaces JewelSatelliteWep
{
inventory.pickupmessage "$PU_JEWELSATELLITE"
States
{
Spawn:
JEWE A 1
loop
Pickup2:
DUST B 0 A_JumpIfInventory("JewelSatelliteWepC",1, "No")
TNT1 A 0 A_GiveInventory("JewelSatelliteWepC",1)
stop
}
}

//MM10//MM10//MM10//MM10//MM10
//MM10//MM10//MM10//MM10//MM10
/*
actor TripleBladeWepCGiver : WepCGiver replaces TripleBladeWep
{
inventory.pickupmessage "$PU_TRIPLEBLADE"
States
{
Spawn:
TRIP A 1
loop
Pickup2:
DUST B 0 A_JumpIfInventory("TripleBladeWepC",1, "No")
TNT1 A 0 A_GiveInventory("TripleBladeWepC",1)
stop
}
}
actor WaterShieldWepCGiver : WepCGiver replaces WaterShieldWep
{
inventory.pickupmessage "$PU_WATERSHIELD"
States
{
Spawn:
WATS A 1
loop
Pickup2:
DUST B 0 A_JumpIfInventory("WaterShieldWepC",1, "No")
TNT1 A 0 A_GiveInventory("WaterShieldWepC",1)
stop
}
}
actor CommandoBombWepCGiver : WepCGiver replaces CommandoBombWep
{
inventory.pickupmessage "$PU_COMMANDOBOMB"
States
{
Spawn:
COMM A 1
loop
Pickup2:
DUST B 0 A_JumpIfInventory("CommandoBombWepC",1, "No")
TNT1 A 0 A_GiveInventory("CommandoBombWepC",1)
stop
}
}
actor ChillSpikeWepCGiver : WepCGiver replaces ChillSpikeWep
{
inventory.pickupmessage "$PU_CHILLSPIKE"
States
{
Spawn:
CHIL A 1
loop
Pickup2:
DUST B 0 A_JumpIfInventory("ChillSpikeWepC",1, "No")
TNT1 A 0 A_GiveInventory("ChillSpikeWepC",1)
stop
}
}
actor ThunderWoolWepCGiver : WepCGiver replaces ThunderWoolWep
{
inventory.pickupmessage "$PU_THUNDERWOOL"
States
{
Spawn:
THWO A 1
loop
Pickup2:
DUST B 0 A_JumpIfInventory("ThunderWoolWepC",1, "No")
TNT1 A 0 A_GiveInventory("ThunderWoolWepC",1)
stop
}
}
actor ReboundStrikerWepCGiver : WepCGiver replaces ReboundStrikerWep
{
inventory.pickupmessage "$PU_REBOUNDSTRIKER"
States
{
Spawn:
STRI A 1
loop
Pickup2:
DUST B 0 A_JumpIfInventory("ReboundStrikerWepC",1, "No")
TNT1 A 0 A_GiveInventory("ReboundStrikerWepC",1)
stop
}
}
actor WheelCutterWepCGiver : WepCGiver replaces WheelCutterWep
{
inventory.pickupmessage "$PU_WHEELCUTTER"
States
{
Spawn:
WHEE A 1
loop
Pickup2:
DUST B 0 A_JumpIfInventory("WheelCutterWepC",1, "No")
TNT1 A 0 A_GiveInventory("WheelCutterWepC",1)
stop
}
}
*/
actor SolarBlazeWepCGiver : WepCGiver replaces SolarBlazeWep
{
inventory.pickupmessage "$PU_SOLARBLAZE"
States
{
Spawn:
SOLA A 1
loop
Pickup2:
DUST B 0 A_JumpIfInventory("SolarBlazeWepC",1, "No")
TNT1 A 0 A_GiveInventory("SolarBlazeWepC",1)
stop
}
}

actor TripleBladeWepC : Weapon {}
actor WaterShieldWepC : Weapon {}
actor CommandoBombWepC : Weapon {}
actor ChillSpikeWepC : Weapon {}
actor ThunderWoolWepC : Weapon {}
actor ReboundStrikerWepC : Weapon {}
actor WheelCutterWepC : Weapon {}
//actor SolarBlazeWepC : Weapon {}


//MMK//MMK//MMK//MMK//MMK//MMK
//MMK//MMK//MMK//MMK//MMK//MMK
actor BalladeCrackerWepCGiver : WepCGiver replaces BalladeCrackerWep
{
Inventory.Pickupmessage "$PU_BALLADECRACKER"
States
{
Spawn:
WEA3 C 1
loop
Pickup2:
DUST B 0 A_JumpIfInventory("BalladeCrackerWepC",1, "No")
DUST B 0 A_GiveInventory("BalladeCrackerWepC",1)
stop
}
}

actor MirrorBusterWepCGiver : WepCGiver replaces MirrorBusterWep
{
Inventory.Pickupmessage "$PU_MIRRORBUSTER"
States
{
Spawn:
WEA3 H 1
loop
Pickup2:
DUST B 0 A_JumpIfInventory("MirrorBusterWepC",1, "No")
DUST B 0 A_GiveInventory("MirrorBusterWepC",1)
stop
}
}

actor SakugarneWepCGiver : WepCGiver replaces SakugarneWep
{
Inventory.Pickupmessage "$PU_SAKUGARNE"
States
{
Spawn:
WEA2 Z 1
loop
Pickup2:
DUST B 0 A_JumpIfInventory("SakugarneWepC",1, "No")
DUST B 0 A_GiveInventory("SakugarneWepC",1)
stop
}
}

actor ScrewCrusherWepCGiver : WepCGiver replaces ScrewCrusherWep
{
Inventory.Pickupmessage "$PU_SCREWCRUSHER"
States
{
Spawn:
WEA3 D 1
loop
Pickup2:
DUST B 0 A_JumpIfInventory("ScrewCrusherWepC",1, "No")
DUST B 0 A_GiveInventory("ScrewCrusherWepC",1)
stop
}
}

//CBM//CBM//CBM//CBM//CBM//CBM
//CBM//CBM//CBM//CBM//CBM//CBM
actor TimeBenderWepCGiver : WepCGiver replaces TimeBenderWep
{
inventory.pickupmessage "$PU_TIMEBENDER"
States
{
Spawn:
TSTO E 1
loop
Pickup2:
DUST B 0 A_JumpIfInventory("TimeBenderWepC",1, "No")
DUST B 0 A_GiveInventory("TimeBenderWepC",1)
stop
}
}

actor FlashBulbWepCGiver : WepCGiver replaces FlashBulbWep
{
inventory.pickupmessage "$PU_FLASHBULB"
States
{
Spawn:
BULB J 1
loop
Pickup2:
DUST B 0 A_JumpIfInventory("FlashBulbWepC",1, "No")
DUST B 0 A_GiveInventory("FlashBulbWepC",1)
stop
}
}

actor SkullSniperWepCGiver : WepCGiver replaces SkullSniperWep
{
inventory.pickupmessage "$PU_SKULLSNIPER"
States
{
Spawn:
SSNI A 1
loop
Pickup2:
DUST B 0 A_JumpIfInventory("SkullSniperWepC",1, "No")
DUST B 0 A_GiveInventory("SkullSniperWepC",1)
stop
}
}

actor GravitySphereWepCGiver : WepCGiver replaces GravitySphereWep
{
inventory.pickupmessage "$PU_GRAVITYSPHERE"
States
{
Spawn:
GBAL A 1
loop
Pickup2:
DUST B 0 A_JumpIfInventory("GravitySphereWepC",1, "No")
DUST B 0 A_GiveInventory("GravitySphereWepC",1)
stop
}
}

actor DarkShieldWepCGiver : WepCGiver replaces DarkShieldWep
{
inventory.pickupmessage "$PU_DARKSHIELD"
States
{
Spawn:
DKC2 Z 1
loop
Pickup2:
DUST B 0 A_JumpIfInventory("DarkShieldWepC",1, "No")
DUST B 0 A_GiveInventory("DarkShieldWepC",1)
stop
}
}

actor CentaurArrowWepCGiver : WepCGiver replaces CentaurArrowWep
{
inventory.pickupmessage "$PU_CENTAURARROW"
States
{
Spawn:
ARRO A 1
loop
Pickup2:
DUST B 0 A_JumpIfInventory("CentaurArrowWepC",1, "No")
DUST B 0 A_GiveInventory("CentaurArrowWepC",1)
stop
}
}

actor DynamoTendrilWepCGiver : WepCGiver replaces DynamoTendrilWep
{
inventory.pickupmessage "$PU_DYNAMOTENDRIL"
States
{
Spawn:
LIBO X 1
loop
Pickup2:
DUST B 0 A_JumpIfInventory("DynamoTendrilWepC",1, "No")
DUST B 0 A_GiveInventory("DynamoTendrilWepC",1)
stop
}
}

actor RainbowGalaxyCGiver : WepCGiver replaces RainbowGalaxyWep
{
inventory.pickupmessage "$PU_RAINBOWGALAXY"
States
{
Spawn:
BLKH Z 1
loop
Pickup2:
DUST B 0 A_JumpIfInventory("RainbowGalaxyWepC",1, "No")
DUST B 0 A_GiveInventory("RainbowGalaxyWepC",1)
stop
}
}

actor BusterRodGWepCGiver : WepCGiver replaces BusterRodGWep
{
inventory.pickupmessage "$PU_BUSTERRODPOLE"
States
{
Spawn:
BROG X 1500
stop
Pickup2:
DUST B 0 A_JumpIfInventory("BusterRodGWepC",1, "No")
DUST B 0 A_GiveInventory("BusterRodGWepC",1)
stop
}
}

actor MegaWaterSWepCGiver : WepCGiver replaces MegaWaterSWep
{
inventory.pickupmessage "$PU_MEGAWATERBARRIER"
States
{
Spawn:
MWSH X 1500
stop
Pickup2:
DUST B 0 A_JumpIfInventory("MegaWaterSWepC",1, "No")
DUST B 0 A_GiveInventory("MegaWaterSWepC",1)
stop
}
}

actor HyperStormHWepCGiver : WepCGiver replaces HyperStormHWep
{
inventory.pickupmessage "$PU_HYPERSTORMBLASTER"
States
{
Spawn:
HSHH X 1500
stop
Pickup2:
DUST B 0 A_JumpIfInventory("HyperStormHWepC",1, "No")
DUST B 0 A_GiveInventory("HyperStormHWepC",1)
stop
}
}


/*
actor WepCGiver : WepCGiver replaces Wep
{
inventory.pickupmessage "Power up! !"
States
{
Spawn:
WEAP O 1
loop
Pickup2:
DUST B 0 A_JumpIfInventory("WepC",1, "No")
DUST B 0 A_GiveInventory("WepC",1)
stop
}
}
*/