// Health bonus -------------------------------------------------------------

ACTOR HealthPlus : Health Replaces HealthBonus
{
	Game Doom
	+COUNTITEM
	+INVENTORY.ALWAYSPICKUP
	Inventory.Amount 2
	Inventory.MaxAmount 9999
	Inventory.PickupMessage "$GOTHTHBONUS"
	 Inventory.PickupSound "HPB"
	States
	{
	Spawn:
        TNT1 A 0 A_CheckSight ("Spawn2")
		BON1 ABCDCB 2 A_SpawnItem("BlueFlareSmall",0,7)
		Loop
	Spawn2:
		BON1 A 2
		Goto Spawn
	}
}

// Armor bonus --------------------------------------------------------------

Actor ArmorShard : BasicArmorBonus Replaces ArmorBonus
{
	Game Doom
	Radius 20
	Height 16
	Inventory.Pickupmessage "$GOTARMBONUS"
	 Inventory.PickupSound "AB"
	Inventory.Icon "BON2A0"
	Armor.Savepercent 33.335
	Armor.Saveamount 2
	Armor.Maxsaveamount 9999
	+COUNTITEM
	+INVENTORY.ALWAYSPICKUP
	States
	{
	Spawn:
        //TNT1 A 0 A_CheckSight ("Spawn2")
		BON2 AAABCDB 2 //A_SpawnItem("GreenFlareSmall",0,7)
		Loop
	Spawn2:
		BON2 A 2
		Goto Spawn
	}
}






ACTOR Stimpack2 : Health Replaces Stimpack
{
	Game Doom
	Inventory.Amount 10
	Inventory.PickupMessage "$GOTSTIM"
	 Inventory.PickupSound "STIMUP"
	States
	{
	Spawn:
		STIM A 2
		Loop
	}
}

// Medikit -----------------------------------------------------------------

ACTOR Medikit2 : Health Replaces Medikit
{
	Game Doom
	Inventory.Amount 25
	Inventory.PickupMessage "$GOTMEDIKIT"
	 Inventory.PickupSound "MEDUP"
	Health.LowMessage 25, "$GOTMEDINEED"
	States
	{
	Spawn:
        MEDI A 1
		MEDI A -1
		Stop	
	BecomeRealistic:
		TNT1 A 0
		TNT1 A 0 A_NoBlocking
		TNT1 A 0 A_SpawnItem("RealisticMedikit")
		Stop
	}
}















// Green armor --------------------------------------------------------------

Actor LightArmor : BasicArmorPickup Replaces GreenArmor
{
	Game Doom
    //Scale 0.8
	Scale 1.3
	Radius 20
	Height 16
	Inventory.Pickupmessage "Picked up the Light Armor"
	Inventory.Icon "ARM1A0"
	Armor.SavePercent 50
	Armor.SaveAmount 100
    Inventory.PickupSound "ARMOR"
	States
	{
	Spawn:
		ARM1 A 10
		ARM1 BBBBBB 2 bright A_SpawnItem("GreenFlareMedium",0,10)
		loop
	}
}

// Blue armor ---------------------------------------------------------------

Actor HeavyArmor : BasicArmorPickup Replaces BlueArmor
{
	Game Doom
    //Scale 0.8
	Scale 1.3
	Radius 20
	Height 16
	Inventory.Pickupmessage "Picked up the Heavy Armor"
	Inventory.Icon "ARM2A0"
	Armor.Savepercent 80
	Armor.Saveamount 200
    Inventory.PickupSound "ARMOR"
	States
	{
	Spawn:
		ARM2 A 10
		ARM2 BBBBB 2 bright A_SpawnItem("BlueFlareMedium3",0,10)
		loop
	}
}

















ACTOR GiveHealth : Health
{
	Game Doom
	+COUNTITEM
	+INVENTORY.ALWAYSPICKUP
	Inventory.Amount 1
	Inventory.MaxAmount 9999
	Inventory.PickupMessage "$GOTHTHBONUS"
	States
	{
	Spawn:
		BON1 AAABBBCCCDDDCCCBBB 2
		Loop
	}
}

// Armor bonus --------------------------------------------------------------

Actor GiveArmor : BasicArmorBonus
{
	Game Doom
	Radius 20
	Height 16
	Inventory.Pickupmessage "$GOTARMBONUS"
	Inventory.Icon "BON2A0"
	Armor.Savepercent 33.335
	Armor.Saveamount 1
	Armor.Maxsaveamount 9999
	+COUNTITEM
	+INVENTORY.ALWAYSPICKUP
	States
	{
	Spawn:
		BON2 AAABBBCCCDDDCCCBBB 2
		loop
	}
}


// Item Givers --------------------------------------------------------------


ACTOR ItemGiverA1 : CustomInventory
{
   +INVENTORY.AUTOACTIVATE
   Inventory.PickupSound ""
   States
   {
   Use:
      TNT1 A 0 A_PlaySound("CAB",CHAN_VOICE)
      Stop
   }
}

// --------------------------------------------------------------




ACTOR CrueltyAmmoBonus1 : CustomInventory 
{
	Game Doom
	+COUNTITEM
	Radius 20
	+INVENTORY.ALWAYSPICKUP
	Inventory.PickupMessage "*** Picked up Ammo! ***"
	    Inventory.PickupSound "ARAL"
	States
	{
	Spawn:
	
          BULP AAAAA 2 bright A_SpawnItem("YellowFlareSmall",0,10)
		loop
		
		
Pickup:
TNT1 A 0 A_Jump(128, "Pickup2", "Pickup3", "Pickup4")
	    //TNT1 A 0 A_GiveInventory("ItemGiverA1", 1)
		  TNT1 A 0 A_GiveInventory ("Clip2",1)
		Stop
		
		Pickup2:
		TNT1 A 0 A_Jump(45, "Pickup", "Pickup3", "Pickup4")
		  TNT1 A 0 A_GiveInventory ("CrueltyAmmoBonus2",1)
		Stop
		
			Pickup3:
			TNT1 A 0 A_Jump(25, "Pickup2", "Pickup", "Pickup4")
	  TNT1 A 0 A_GiveInventory ("CrueltyAmmoBonus3",1)
		Stop
		
				Pickup4:
TNT1 A 0 A_Jump(65, "Pickup2", "Pickup", "Pickup3")
		  TNT1 A 0 A_GiveInventory ("CrueltyAmmoBonus4",1)
		Stop
	}
}




ACTOR CrueltyAmmoBonus2: CrueltyAmmoBonus1
{
Inventory.PickupMessage "*** Picked up Shotgun Ammo! ***"
	States
	{
	Spawn:
           BULP AAAAA 2 bright A_SpawnItem("RedFlareSmall",0,10)
		loop
Pickup:
	    //TNT1 A 0 A_GiveInventory("ItemGiverA1", 1)
		  TNT1 A 0 A_GiveInventory ("NewShell",1)
		Stop
	}
}

ACTOR CrueltyAmmoBonus3: CrueltyAmmoBonus1
{
Inventory.PickupMessage "*** Picked up Pistol Ammo! ***"
	States
	{
	Spawn:
          BULP AAAAA 2 bright A_SpawnItem("YellowFlareSmall",0,10)
		loop
Pickup:
	    //TNT1 A 0 A_GiveInventory("ItemGiverA1", 1)
		  TNT1 A 0 A_GiveInventory ("Clip3",1)
		Stop
	}
}


ACTOR CrueltyAmmoBonus4: CrueltyAmmoBonus1
{
Inventory.PickupMessage "*** Picked up Plasma Ammo! ***"
	States
	{
	Spawn:
           BULP AAAAA 2 bright A_SpawnItem("BlueFlareSmall",0,10)
		loop
Pickup:
	    //TNT1 A 0 A_GiveInventory("ItemGiverA1", 1)
		  TNT1 A 0 A_GiveInventory ("NewCell",1)
		Stop
	}
}






ACTOR CrueltyBonus5health : Health
{
	Game Doom
	-COUNTITEM
	Radius 220
	+INVENTORY.ALWAYSPICKUP
	Inventory.Amount 5
	Inventory.MaxAmount 9999
	Inventory.PickupMessage "*** Cruelty Bonus awarded! +5 health ***"
	    Inventory.PickupSound "CRAL"
	States
	{
	Spawn:
        TNT1 A 50
		Stop
	}
}
ACTOR CrueltyBonus5armor : BasicArmorBonus
{
	Game Doom
	-COUNTITEM
	Radius 220
	+INVENTORY.ALWAYSPICKUP
	Inventory.Icon "BON2A0"
	Armor.Savepercent 33.335
	Armor.Saveamount 5
	Armor.Maxsaveamount 9999
		    Inventory.PickupSound "CRAL"
	Inventory.PickupMessage "*** Cruelty Bonus awarded! +5 Armor ***"
	States
	{
	Spawn:
        TNT1 A 50
		Stop
	}
}


ACTOR CrueltyBonus15armor : CrueltyBonus5armor
{
	Armor.Saveamount 15
		    Inventory.PickupSound "None"
	Inventory.PickupMessage "*** Cruelty Bonus awarded! +15 Armor ***"
}

ACTOR CrueltyBonus10armor : CrueltyBonus5armor
{
	Armor.Saveamount 10
		    Inventory.PickupSound "CRAL"
	Inventory.PickupMessage "*** Cruelty Bonus awarded! +10 Armor ***"
}


ACTOR CrueltyBonus1health : CrueltyBonus5health
{
	Inventory.Amount 1
		    Inventory.PickupSound "CRAL"
	Inventory.PickupMessage "*** Cruelty Bonus awarded! +1 Health ***"
}