// Backpack ---------------------------------------------------------------

ACTOR AmmoSuply : BackpackItem Replaces Backpack
{
	Game Doom
	SpawnID 144
	Height 26
	Inventory.PickupMessage "$GOTBACKPACK"
	Inventory.PickupSound "BACKPACK"
	States
	{
	Spawn:
		BPAK A -1
		Stop
    Pickup:
        TNT1 A 0 A_GiveInventory("ShellBox", 1)
        TNT1 A 0 A_GiveInventory("ClipBox", 1)
        TNT1 A 0 A_GiveInventory("CellPack", 1)
        TNT1 A 0 A_GiveInventory("RocketBox", 1)
		TNT1 A 0 A_GiveInventory("CLIP3", 15)
		TNT1 A 0 A_GiveInventory("Gas", 15)
		TNT1 A 0 A_GiveInventory("MiniHellRocketAmmo", 5)
        Stop
	}
}

// Clip ---------------------------------------------------------------

ACTOR Clip2 : Ammo Replaces Clip
{
	Game Doom
	SpawnID 11
	Inventory.PickupMessage "Picked up a Magazine."
	    Inventory.PickupSound "MAGUP"
	Inventory.Amount 10
	Inventory.MaxAmount 300
	Ammo.BackpackAmount 10
	Ammo.BackpackMaxAmount 600
	Inventory.Icon "CLIPA0"
	States
	{
	Spawn:
		CLIP A -1
		Stop
	}
}

ACTOR Clip21 : Clip2
{
	Game Doom
	SpawnID 11
	Inventory.Amount 30
	Inventory.PickupMessage "Picked up a Full Clip."
		    Inventory.PickupSound "MAGUP"
	States
	{
	Spawn:
		CLIP B -1
		Stop
	}
}

ACTOR Clip1 : Clip2
{
	Game Doom
	SpawnID 11
	Inventory.Amount 20
	Inventory.PickupMessage "Picked up some Ammo."
		    Inventory.PickupSound "MAGUP"
	States
	{
	Spawn:
		CLIP B -1
		Stop
	}
}

ACTOR 2Clip2 : Clip2
{
	Game Doom
	SpawnID 11
	Inventory.Amount 40
	Inventory.PickupMessage "Picked up 2 Magazines."
		    Inventory.PickupSound "MAGUP"
	States
	{
	Spawn:
		CLI2 B -1
		Stop
	}
}

ACTOR 3Clip2 : Clip2
{
	Game Doom
	SpawnID 11
	Inventory.Amount 60
	Inventory.PickupMessage "Picked up 3 Magazines."
		    Inventory.PickupSound "MAGUP"
	States
	{
	Spawn:
		CLI3 B -1
		Stop
	}
}

// ClipBox ---------------------------------------------------------------


ACTOR ClipBox2 : Clip2 Replaces Clipbox
{
	Game Doom
	SpawnID 139
	Inventory.PickupMessage "Picked up a box of ammunition."
	    Inventory.PickupSound "BOXUP"
	Inventory.Amount 100
	States
	{
	Spawn:
		AMMO A -1
		Stop
	}
}

// Shells ---------------------------------------------------------------

ACTOR NewShell: Shell Replaces Shell
{
	Inventory.PickUpSound "misc/shell_PickUp"
	+FLOORCLIP
	Mass 0x7FFFFFFF
	+COUNTITEM
	-INVENTORY.ALWAYSPICKUP
	-SOLID
	-PUSHABLE
	+SHOOTABLE
	+NOBLOOD
	+ACTIVATEMCROSS
	+DONTGIB
	+NOICEDEATH
	DamageFACTOR "Trample", 0.0
	DamageFACTOR "Kick", 0.0
	DamageFACTOR "Melee", 0.0
	DamageFACTOR "Fatality", 0.0
	DamageFACTOR "SuperPunch", 0.0
	DamageFACTOR "ExplosiveImpact", 0.0
	DamageFACTOR "Extremepunches", 0.0
	DamageFACTOR "Fire", 0.0
	DamageFACTOR "Blood", 1.0	DamageFACTOR "GreenBlood", 0.0	DamageFACTOR "BlueBlood", 0.0	DamageFACTOR "Taunt", 0.0	DamageFACTOR "KillMe", 0.0	DamageFACTOR "Avoid", 0.0	DamageFACTOR "Taunt", 0.0 DamageFACTOR "Head", 0.0 DamageFACTOR "minorhead", 0.0
	DamageFACTOR "bloodsplasher", 1.0	DamageFACTOR "tinybloodsplasher", 1.0	DamageFACTOR "superbloodsplasher", 1.0	DamageFACTOR "smallbloodsplasher", 1.0
	DamageFACTOR "Head", 0.0
	DamageFACTOR "Headcut", 0.0
	DamageFACTOR "MinorHead", 0.0
	DamageFACTOR "Leg", 0.0
	DamageFactor "MinorLeg", 0.0
	Painchance "Blood", 255
	Painchance "Bloodsplasher", 255
	Painchance "Superbloodsplasher", 255
	Painchance "Tinybloodsplasher", 255
	Painchance "SmallBloodSplasher", 255
	States
	{
	Spawn:
		SHEL A 2
		Loop
	Pain.Trample:
	Pain.Blood:
	Pain.Bloodsplasher:
	Pain.Superbloodsplasher:
	Pain.Tinybloodsplasher:
	Pain.SmallBloodSplasher:
		TNT1 A 0
		TNT1 A 0 A_ChangeFlag("PUSHABLE", 0)
		TNT1 A 0 A_ChangeFlag("SHOOTABLE", 0)
		TNT1 A 0 HealThing(100)
		Goto StayBloody
	StayBloody:
		TNT1 A 0 A_ChangeFlag("PUSHABLE", 0)
		SHEL B 2
		Loop
	}
}

ACTOR NewShellBox: ShellBox Replaces ShellBox
{
	Inventory.PickUpSound "misc/shellbox_PickUp"
	Inventory.Amount 16
	+FLOORCLIP
	Radius 14
	Height 1
	Mass 0x7FFFFFFF
	+COUNTITEM
	-SOLID
	-PUSHABLE
	+SHOOTABLE
	+NOBLOOD
	+ACTIVATEMCROSS
	+DONTGIB
	+NOICEDEATH
	DamageFACTOR "Trample", 0.0
	DamageFACTOR "Kick", 0.0
	DamageFACTOR "Melee", 0.0
	DamageFACTOR "Fatality", 0.0
	DamageFACTOR "SuperPunch", 0.0
	DamageFACTOR "ExplosiveImpact", 0.0
	DamageFACTOR "Extremepunches", 0.0
	DamageFACTOR "Fire", 0.0
	DamageFACTOR "Blood", 1.0	DamageFACTOR "GreenBlood", 0.0	DamageFACTOR "BlueBlood", 0.0	DamageFACTOR "Taunt", 0.0	DamageFACTOR "KillMe", 0.0	DamageFACTOR "Avoid", 0.0	DamageFACTOR "Taunt", 0.0 DamageFACTOR "Head", 0.0 DamageFACTOR "minorhead", 0.0
	DamageFACTOR "bloodsplasher", 1.0	DamageFACTOR "tinybloodsplasher", 1.0	DamageFACTOR "superbloodsplasher", 1.0	DamageFACTOR "smallbloodsplasher", 1.0
	DamageFACTOR "Head", 0.0
	DamageFACTOR "Headcut", 0.0
	DamageFACTOR "MinorHead", 0.0
	DamageFACTOR "Leg", 0.0
	DamageFactor "MinorLeg", 0.0
	Painchance "Blood", 255
	Painchance "Bloodsplasher", 255
	Painchance "Superbloodsplasher", 255
	Painchance "Tinybloodsplasher", 255
	Painchance "SmallBloodSplasher", 255
	States
	{
	Spawn:
		SBOX A 2
		Loop
	Pain.Trample:
	Pain.Blood:
	Pain.Bloodsplasher:
	Pain.Superbloodsplasher:
	Pain.Tinybloodsplasher:
	Pain.SmallBloodSplasher:
		TNT1 A 0
		TNT1 A 0 A_ChangeFlag("PUSHABLE", 0)
		TNT1 A 0 A_ChangeFlag("SHOOTABLE", 0)
		TNT1 A 0 HealThing(100)
		Goto StayBloody
	StayBloody:
		TNT1 A 0 A_ChangeFlag("PUSHABLE", 0)
		SBOX B 2
		Loop
	}
}

ACTOR NewCellPack: CellPack Replaces CellPack
{
	Inventory.PickUpSound "misc/bulkcell_PickUp"
	+FLOORCLIP
	Radius 12
	Height 1
	Mass 0x7FFFFFFF
	+COUNTITEM
	-SOLID
	-PUSHABLE
	+SHOOTABLE
	+NOBLOOD
	+ACTIVATEMCROSS
	+DONTGIB
	+NOICEDEATH
	DamageFACTOR "Trample", 0.0
	DamageFACTOR "Kick", 0.0
	DamageFACTOR "Melee", 0.0
	DamageFACTOR "Fatality", 0.0
	DamageFACTOR "SuperPunch", 0.0
	DamageFACTOR "ExplosiveImpact", 0.0
	DamageFACTOR "Extremepunches", 0.0
	DamageFACTOR "Fire", 0.0
	DamageFACTOR "Blood", 1.0	DamageFACTOR "GreenBlood", 0.0	DamageFACTOR "BlueBlood", 0.0	DamageFACTOR "Taunt", 0.0	DamageFACTOR "KillMe", 0.0	DamageFACTOR "Avoid", 0.0	DamageFACTOR "Taunt", 0.0 DamageFACTOR "Head", 0.0 DamageFACTOR "minorhead", 0.0
	DamageFACTOR "bloodsplasher", 1.0	DamageFACTOR "tinybloodsplasher", 1.0	DamageFACTOR "superbloodsplasher", 1.0	DamageFACTOR "smallbloodsplasher", 1.0
	DamageFACTOR "Head", 0.0
	DamageFACTOR "Headcut", 0.0
	DamageFACTOR "MinorHead", 0.0
	DamageFACTOR "Leg", 0.0
	DamageFactor "MinorLeg", 0.0
	Painchance "Blood", 255
	Painchance "Bloodsplasher", 255
	Painchance "Superbloodsplasher", 255
	Painchance "Tinybloodsplasher", 255
	Painchance "SmallBloodSplasher", 255
	States
	{
	Spawn:
		CELP A 2
		Loop
	Pain.Trample:
	Pain.Blood:
	Pain.Bloodsplasher:
	Pain.Superbloodsplasher:
	Pain.Tinybloodsplasher:
	Pain.SmallBloodSplasher:
		TNT1 A 0
		TNT1 A 0 A_ChangeFlag("PUSHABLE", 0)
		TNT1 A 0 A_ChangeFlag("SHOOTABLE", 0)
		TNT1 A 0 HealThing(100)
		Goto StayBloody
	StayBloody:
		TNT1 A 0 A_ChangeFlag("PUSHABLE", 0)
		CELP B 2
		Loop
	}
}

ACTOR NewCell: Cell Replaces Cell
{
	Inventory.PickUpSound "misc/cell_PickUp"
	+FLOORCLIP
	Radius 12
	Height 1
	Mass 0x7FFFFFFF
	+COUNTITEM
	-SOLID
	-PUSHABLE
	+SHOOTABLE
	+NOBLOOD
	+ACTIVATEMCROSS
	+DONTGIB
	+NOICEDEATH
	DamageFACTOR "Trample", 0.0
	DamageFACTOR "Kick", 0.0
	DamageFACTOR "Melee", 0.0
	DamageFACTOR "Fatality", 0.0
	DamageFACTOR "SuperPunch", 0.0
	DamageFACTOR "ExplosiveImpact", 0.0
	DamageFACTOR "Extremepunches", 0.0
	DamageFACTOR "Fire", 0.0
	DamageFACTOR "Blood", 1.0	DamageFACTOR "GreenBlood", 0.0	DamageFACTOR "BlueBlood", 0.0	DamageFACTOR "Taunt", 0.0	DamageFACTOR "KillMe", 0.0	DamageFACTOR "Avoid", 0.0	DamageFACTOR "Taunt", 0.0 DamageFACTOR "Head", 0.0 DamageFACTOR "minorhead", 0.0
	DamageFACTOR "bloodsplasher", 1.0	DamageFACTOR "tinybloodsplasher", 1.0	DamageFACTOR "superbloodsplasher", 1.0	DamageFACTOR "smallbloodsplasher", 1.0
	DamageFACTOR "Head", 0.0
	DamageFACTOR "Headcut", 0.0
	DamageFACTOR "MinorHead", 0.0
	DamageFACTOR "Leg", 0.0
	DamageFactor "MinorLeg", 0.0
	Painchance "Blood", 255
	Painchance "Bloodsplasher", 255
	Painchance "Superbloodsplasher", 255
	Painchance "Tinybloodsplasher", 255
	Painchance "SmallBloodSplasher", 255
	States
	{
	Spawn:
		CELL A 2
		Loop
	Pain.Trample:
	Pain.Blood:
	Pain.Bloodsplasher:
	Pain.Superbloodsplasher:
	Pain.Tinybloodsplasher:
	Pain.SmallBloodSplasher:
		TNT1 A 0
		TNT1 A 0 A_ChangeFlag("PUSHABLE", 0)
		TNT1 A 0 A_ChangeFlag("SHOOTABLE", 0)
		TNT1 A 0 HealThing(100)
		Goto StayBloody
	StayBloody:
		TNT1 A 0 A_ChangeFlag("PUSHABLE", 0)
		CELL B 2
		Loop
	}
}

ACTOR NewRocketAmmo: RocketAmmo Replaces RocketAmmo
{
	Inventory.PickUpSound "misc/rocket_PickUp"
	+FLOORCLIP
}

ACTOR NewRocketBox: RocketBox Replaces RocketBox
{
	Inventory.PickUpSound "misc/rockboxa"
	 Inventory.Amount 3
	+FLOORCLIP
}
