//DUAL WIELD SPECIAL

ACTOR DualRifles_UDV : DualRifles replaces DualRifles
{
	States
	{
	NoDualWield:
		TNT1 A 0 ACS_NamedExecuteWithResult("DualRifleAmmoRemove",0)
		TNT1 A 0 A_Takeinventory("GoWeaponSpecialAbility",1)
		TNT1 A 0 A_SelectWeapon("Rifle_UDV")
		Goto Select
	}
}



ACTOR DualMagnums_UDV : DualMagnums replaces DualMagnums
{
	States
	{
	NoDualWield:
		TNT1 A 0 ACS_NamedExecuteWithResult("DualRevolverAmmoRemove",0)
		TNT1 A 0 A_Takeinventory("GoWeaponSpecialAbility",1)
		TNT1 A 0 A_SelectWeapon("Revolver_UDV")
		Goto Select
	}
}

ACTOR DualSSG_UDV : DualSSG replaces DualSSG
{
	States
	{
	NoDualWield:
		TNT1 A 0 A_Takeinventory("GoWeaponSpecialAbility",1)
		TNT1 A 0 A_SelectWeapon("SSG_UDV")
		Goto Select
	}
}

ACTOR DualCarbines_UDV : DualCarbines replaces DualCarbines
{
	States
	{
	NoDualWield:
		TNT1 A 0 ACS_NamedExecuteWithResult("DualCarbineAmmoRemove",0)
		TNT1 A 0 A_Takeinventory("GoWeaponSpecialAbility",1)
		TNT1 A 0 A_SelectWeapon("SAssaultRifleX_UDV")
		Goto Select
	}
}

ACTOR DualAutoShotguns_UDV : DualAutoShotguns replaces DualAutoShotguns
{
	States
	{
	NoDualWield:
		TNT1 A 0 ACS_NamedExecuteWithResult("DualASGAmmoRemove",0)
		TNT1 A 0 A_Takeinventory("GoWeaponSpecialAbility",1)
		TNT1 A 0 A_SelectWeapon("AutoShotgun_UDV")
		Goto Select
	}
}

ACTOR DualPlasmaRifles_UDV : DualPlasmaRifles replaces DualPlasmaRifles
{
	States
	{
	NoDualWield:
		TNT1 A 0 ACS_NamedExecuteWithResult("DualPlasmaAmmoRemove",0)
		TNT1 A 0 A_Takeinventory("GoWeaponSpecialAbility",1)
		TNT1 A 0 A_SelectWeapon("Plasma_Gun_UDV")
		Goto Select
	}
}

ACTOR DualM2PlasmaRifles_UDV : DualM2PlasmaRifles replaces DualM2PlasmaRifles
{
	States
	{
	NoDualWield:
		TNT1 A 0 ACS_NamedExecuteWithResult("DualM2PlasmaAmmoRemove",0)
		TNT1 A 0 A_Takeinventory("GoWeaponSpecialAbility",1)
		TNT1 A 0 A_SelectWeapon("M2PlasmaRifle_UDV")
		Goto Select
	}
}

ACTOR Handgun_UDV : Handgun replaces Handgun
{
	States
	{
	NoDualWield:
		TNT1 A 0 ACS_NamedExecuteWithResult("DualPistolAmmoRemove",0)
		TNT1 A 0 A_Takeinventory("GoWeaponSpecialAbility",1)
		TNT1 A 0 A_SelectWeapon("BDPistol_UDV")
		Goto Select
	}
}

//WEAPONS

/*
ACTOR LandMineLayer_UDV : LandMineLayer replaces LandMineLayer
{
	States
	{
	Spawn:
		TNT1 A 0 
		TNT1 A 0 ACS_NamedExecuteWithResult("RadarChanger",0)
		Goto Super::Spawn
	}
}
*/

ACTOR Sledge_UDV : Sledge replaces Sledge
{
	States
	{
	Spawn:
		TNT1 A 0 
		TNT1 A 0 ACS_NamedExecuteWithResult("RadarChanger",0)
		Goto Super::Spawn
	}
}

ACTOR Chain_saw_UDV : Chain_saw replaces Chain_saw
{
	States
	{
	Spawn:
		TNT1 A 0 
		TNT1 A 0 ACS_NamedExecuteWithResult("RadarChanger",0)
		Goto Super::Spawn
	}
}

ACTOR Revolver_UDV : Revolver replaces Revolver
{
	States
	{
	Spawn:
		TNT1 A 0 
		TNT1 A 0 ACS_NamedExecuteWithResult("RadarChanger",0)
		Goto Super::Spawn
	SwitchToDualWield:
		TNT1 A 0 ACS_NamedExecuteWithResult("RevolverAmmoRemove",0)
		TNT1 A 0 A_SelectWeapon("DualMagnums_UDV")
		Goto Select
	}
}


ACTOR BDPistol_UDV : BDPistol replaces BDPistol
{
	States
	{
	Spawn:
		TNT1 A 0 
		TNT1 A 0 ACS_NamedExecuteWithResult("RadarChanger",0)
		Goto Super::Spawn
	SwitchToDualWield:
		TNT1 A 0 ACS_NamedExecuteWithResult("PistolAmmoRemove",0)
		TNT1 A 0 A_SelectWeapon("Handgun_UDV")
		Goto Select
	}
}

ACTOR AutoShotgun_UDV : AutoShotgun replaces AutoShotgun
{
	States
	{
	Spawn:
		TNT1 A 0 
		TNT1 A 0 ACS_NamedExecuteWithResult("RadarChanger",0)
		Goto Super::Spawn
	SwitchToDualWield:
		TNT1 A 0 ACS_NamedExecuteWithResult("ASGAmmoRemove",0)
		TNT1 A 0 A_SelectWeapon("DualAutoShotguns_UDV")
		Goto Select
	}
}

ACTOR Shot_Gun_UDV : Shot_Gun replaces Shot_Gun
{
	States
	{
	Spawn:
		TNT1 A 0 
		TNT1 A 0 ACS_NamedExecuteWithResult("RadarChanger",0)
		Goto Super::Spawn
	}
}

ACTOR SSG_UDV : SSG replaces SSG
{
	States
	{
	Spawn:
		TNT1 A 0 
		TNT1 A 0 ACS_NamedExecuteWithResult("RadarChanger",0)
		Goto Super::Spawn+1
	SwitchToDualWield:
		TNT1 A 0 A_SelectWeapon("DualSSG_UDV")
		Goto Select
	}
}

ACTOR Quad_SSG_UDV : Quad_SSG replaces Quad_SSG
{
	States
	{
	Spawn:
		TNT1 A 0 
		TNT1 A 0 ACS_NamedExecuteWithResult("RadarChanger",0)
		Goto Super::Spawn
	}
}

ACTOR NewChain_Gun_UDV : NewChain_Gun replaces NewChain_Gun
{
	States
	{
	Spawn:
		TNT1 A 0 
		TNT1 A 0 ACS_NamedExecuteWithResult("RadarChanger",0)
		Goto Super::Spawn
	}
}

ACTOR Mini_Gun_UDV : Mini_Gun replaces Mini_Gun
{
	States
	{
	Spawn:
		TNT1 A 0 
		TNT1 A 0 ACS_NamedExecuteWithResult("RadarChanger",0)
		Goto Super::Spawn
	}
}

ACTOR Rifle_UDV : Rifle replaces Rifle
{
	States
	{
	Spawn:
		TNT1 A 0 
		TNT1 A 0 ACS_NamedExecuteWithResult("RadarChanger",0)
		Goto Super::Spawn
	SwitchToDualWield:
		TNT1 A 0 ACS_NamedExecuteWithResult("RifleAmmoRemove",0)
		TNT1 A 0 A_SelectWeapon("DualRifles_UDV")
		Goto Select
	}
}

ACTOR SAssaultRifleX_UDV : SAssaultRifleX replaces SAssaultRifleX
{
	States
	{
	Spawn:
		TNT1 A 0 
		TNT1 A 0 ACS_NamedExecuteWithResult("RadarChanger",0)
		Goto Super::Spawn
	SwitchToDualWield:
		TNT1 A 0 ACS_NamedExecuteWithResult("CarbineAmmoRemove",0)
		TNT1 A 0 A_SelectWeapon("DualCarbines_UDV")
		Goto Select
	}
}

ACTOR Super_Grenade_Launcher_UDV : Super_Grenade_Launcher replaces Super_Grenade_Launcher
{
	Speed 0
	States
	{
	Spawn:
		TNT1 A 0 
		TNT1 A 0 ACS_NamedExecuteWithResult("RadarChanger",0)
		Goto Super::Spawn
	}
}

ACTOR Grenade_Launcher_UDV : Grenade_Launcher replaces Grenade_Launcher
{
	States
	{
	Spawn:
		TNT1 A 0 
		TNT1 A 0 ACS_NamedExecuteWithResult("RadarChanger",0)
		Goto Super::Spawn
	}
}

ACTOR Rocket_Launcher_UDV : Rocket_Launcher replaces Rocket_Launcher
{
	Speed 0
	States
	{
	Spawn:
		TNT1 A 0 
		TNT1 A 0 ACS_NamedExecuteWithResult("RadarChanger",0)
		Goto Super::Spawn
	}
}

ACTOR Rail_Gun_UDV : Rail_Gun replaces Rail_Gun
{
	States
	{
	Spawn:
		TNT1 A 0 
		TNT1 A 0 ACS_NamedExecuteWithResult("RadarChanger",0)
		Goto Super::Spawn
	}
}

ACTOR Plasma_Gun_UDV : Plasma_Gun replaces Plasma_Gun
{
	States
	{
	Spawn:
		TNT1 A 0 
		TNT1 A 0 ACS_NamedExecuteWithResult("RadarChanger",0)
		Goto Super::Spawn
	SwitchToDualWield:
		TNT1 A 0 ACS_NamedExecuteWithResult("PlasmaAmmoRemove",0)
		TNT1 A 0 A_SelectWeapon("DualPlasmaRifles_UDV")
		Goto Select
	}
}

ACTOR M2PlasmaRifle_UDV : M2PlasmaRifle replaces M2PlasmaRifle
{
	States
	{
	Spawn:
		TNT1 A 0 
		TNT1 A 0 ACS_NamedExecuteWithResult("RadarChanger",0)
		Goto Super::Spawn
	SwitchToDualWield:
		TNT1 A 0 ACS_NamedExecuteWithResult("M2PlasmaAmmoRemove",0)
		TNT1 A 0 A_SelectWeapon("DualM2PlasmaRifles_UDV")
		Goto Select
	}
}

ACTOR FreezerRifle_UDV : FreezerRifle replaces FreezerRifle
{
	States
	{
	Spawn:
		TNT1 A 0 
		TNT1 A 0 ACS_NamedExecuteWithResult("RadarChanger",0)
		Goto Super::Spawn
	}
}

ACTOR BIG_FUCKING_GUN_MKIV_UDV : BIG_FUCKING_GUN_MKIV replaces BIG_FUCKING_GUN_MKIV
{
	States
	{
	Spawn:
		TNT1 A 0 
		TNT1 A 0 ACS_NamedExecuteWithResult("RadarChanger",0)
		Goto Super::Spawn
	}
}

ACTOR HellishMissileLauncher_UDV : HellishMissileLauncher replaces HellishMissileLauncher
{
	States
	{
	Spawn:
		TNT1 A 0 
		TNT1 A 0 ACS_NamedExecuteWithResult("RadarChanger",0)
		Goto Super::Spawn
	}
}

ACTOR FlameCannon_UDV : FlameCannon replaces FlameCannon
{
	States
	{
	Spawn:
		TNT1 A 0 
		TNT1 A 0 ACS_NamedExecuteWithResult("RadarChanger",0)
		Goto Super::Spawn
	}
}

ACTOR SecretWeapon_MP40_UDV : SecretWeapon_MP40 replaces SecretWeapon_MP40
{
	States
	{
	Spawn:
		TNT1 A 0 
		TNT1 A 0 ACS_NamedExecuteWithResult("RadarChanger",0)
		Goto Super::Spawn
	}
}

ACTOR PlasmaBeam_UDV : PlasmaBeam replaces PlasmaBeam
{
	States
	{
	Spawn:
		TNT1 A 0 
		TNT1 A 0 ACS_NamedExecuteWithResult("RadarChanger",0)
		Goto Super::Spawn
	}
}

ACTOR Hell_rifle_UDV : Hell_rifle replaces Hell_rifle
{
	States
	{
	Spawn:
		TNT1 A 0 
		TNT1 A 0 ACS_NamedExecuteWithResult("RadarChanger",0)
		Goto Super::Spawn
	}
}

ACTOR CompactSMG_UDV : CompactSMG replaces CompactSMG
{
	States
	{
	Spawn:
		TNT1 A 0 
		TNT1 A 0 ACS_NamedExecuteWithResult("RadarChanger",0)
		Goto Super::Spawn
	}
}

ACTOR BHGEN_UDV : BHGEN replaces BHGEN
{
	States
	{
	Spawn:
		TNT1 A 0 
		TNT1 A 0 ACS_NamedExecuteWithResult("RadarChanger",0)
		Goto Super::Spawn
	}
}

//Special Weapon Pickup Fixes

ACTOR Hellgun_UDV : Hellgun replaces Hellgun
{
	States
	{
	Pickup:
        TNT1 A 0 A_GiveInventory ("Hell_rifle_UDV")
		Stop
	}
}

ACTOR StockedHellRifle_UDV : StockedHellRifle replaces StockedHellRifle
{
	States
	{
	Pickup:
    TNT1 A 0 A_GiveInventory ("Hell_rifle_UDV")
	Stop
	}
}
