SpriteHandler: TNT1 A 1 Bright { PlayerInfo Player = Self.Player; PSprite PSP = Player.FindPSprite(PSP_WEAPON); PSprite ThisPSP = Player.FindPSprite(OverlayID()); If (Player && Player.Mo && Player.Mo == Self && Player.ReadyWeapon Is "PileBunker" && PSP && ThisPSP) { If (CountInv("PilebunkerSuperAmmo")) { If (PSP.Sprite == GetSpriteIndex("PILG")) { PSP.Sprite = GetSpriteIndex("SPLG"); } Else If (PSP.Sprite == GetSpriteIndex("PILS")) { PSP.Sprite = GetSpriteIndex("SPLS"); } Else If (PSP.Sprite == GetSpriteIndex("PILD")) { PSP.Sprite = GetSpriteIndex("SPLD"); } Else If (PSP.Sprite == GetSpriteIndex("PILF")) { PSP.Sprite = GetSpriteIndex("SPLF"); } } If (PSP.Sprite == GetSpriteIndex("SPLG")) { ThisPSP.Sprite = GetSpriteIndex("PSLG"); ThisPSP.Frame = (Level.Time / 5) % 6; } Else If (PSP.Sprite == GetSpriteIndex("SPLS")) { ThisPSP.Sprite = GetSpriteIndex("PSLS"); ThisPSP.Frame = PSP.Frame; } Else If (PSP.Sprite == GetSpriteIndex("SPLD")) { ThisPSP.Sprite = GetSpriteIndex("PSLD"); ThisPSP.Frame = PSP.Frame; } Else If (PSP.Sprite == GetSpriteIndex("SPLF")) { ThisPSP.Sprite = GetSpriteIndex("PSLF"); ThisPSP.Frame = PSP.Frame; } A_OverlayOffset(OverlayID(), OverlayX(1), OverlayY(1) - 32, WOF_INTERPOLATE); A_OverlayFlags(OverlayID(), PSPF_RENDERSTYLE, True); A_OverlayRenderstyle(OverlayID(), (CountInv("PilebunkerSuperAmmo") && Health > 0) ? STYLE_Add : STYLE_None); } } Wait;