ACTOR "AmmoPack " : AmmoPack Replaces AmmoPack
{
Scale 0.8
+FLOORCLIP
+INVENTORY.INVBAR
Inventory.Amount 1
Inventory.MaxAmount 5
Inventory.InterHubAmount 5
Inventory.PickupSound "pickups/iammosatchel"
Inventory.UseSound "Null"
Inventory.PickupMessage "Ammo Satchel"
Inventory.Icon "INASA0"
States
	{
	Spawn:
		ASAT A -1
		Stop
	Use:
		TNT1 A 0
		TNT1 A 0 A_JumpIfInventory("ModdedBackpack",1,"Backpack")
		TNT1 A 0 A_JumpIfInventory("BulletMag",200,"Shells")
		TNT1 A 0 A_PlaySound("ammosatchel/use")
		TNT1 A 0 A_GiveInventory("BulletMag",20)
		TNT1 A 0 A_GiveInventory("LegendaryBulletMag",10)
		TNT1 A 0 A_GiveInventory("NewShell",8)
		TNT1 A 0 A_GiveInventory("LegendaryShell",4)
		TNT1 A 0 A_GiveInventory("Missile",4)
		TNT1 A 0 A_GiveInventory("NewCell",20)
		TNT1 A 0 A_GiveInventory("DemonAmmo",20)
		TNT1 A 0 A_GiveInventory("LDemonAmmo",10)
		TNT1 A 0 A_GiveInventory("HandGrenadeAmmo",1)
		TNT1 A 0 A_GiveInventory("MineAmmo",1)
		Stop
	Shells:
		TNT1 A 0 A_JumpIfInventory("NewShell",50,"LegendaryShells")
		TNT1 A 0 A_PlaySound("ammosatchel/use")
		TNT1 A 0 A_GiveInventory("BulletMag",20)
		TNT1 A 0 A_GiveInventory("LegendaryBulletMag",10)
		TNT1 A 0 A_GiveInventory("NewShell",8)
		TNT1 A 0 A_GiveInventory("LegendaryShell",4)
		TNT1 A 0 A_GiveInventory("Missile",4)
		TNT1 A 0 A_GiveInventory("NewCell",20)
		TNT1 A 0 A_GiveInventory("DemonAmmo",20)
		TNT1 A 0 A_GiveInventory("LDemonAmmo",10)
		TNT1 A 0 A_GiveInventory("HandGrenadeAmmo",1)
		TNT1 A 0 A_GiveInventory("MineAmmo",1)
		Stop
	LegendaryShells:
		TNT1 A 0 A_JumpIfInventory("LegendaryShell",50,"Rockets")
		TNT1 A 0 A_PlaySound("ammosatchel/use")
		TNT1 A 0 A_GiveInventory("BulletMag",20)
		TNT1 A 0 A_GiveInventory("LegendaryBulletMag",10)
		TNT1 A 0 A_GiveInventory("NewShell",8)
		TNT1 A 0 A_GiveInventory("LegendaryShell",4)
		TNT1 A 0 A_GiveInventory("Missile",4)
		TNT1 A 0 A_GiveInventory("NewCell",20)
		TNT1 A 0 A_GiveInventory("DemonAmmo",20)
		TNT1 A 0 A_GiveInventory("LDemonAmmo",10)
		TNT1 A 0 A_GiveInventory("HandGrenadeAmmo",1)
		TNT1 A 0 A_GiveInventory("MineAmmo",1)
		Stop
	Rockets:
		TNT1 A 0 A_JumpIfInventory("Missile",50,"Cells")
		TNT1 A 0 A_PlaySound("ammosatchel/use")
		TNT1 A 0 A_GiveInventory("BulletMag",20)
		TNT1 A 0 A_GiveInventory("LegendaryBulletMag",10)
		TNT1 A 0 A_GiveInventory("NewShell",8)
		TNT1 A 0 A_GiveInventory("LegendaryShell",4)
		TNT1 A 0 A_GiveInventory("Missile",4)
		TNT1 A 0 A_GiveInventory("NewCell",20)
		TNT1 A 0 A_GiveInventory("DemonAmmo",20)
		TNT1 A 0 A_GiveInventory("LDemonAmmo",10)
		TNT1 A 0 A_GiveInventory("HandGrenadeAmmo",1)
		TNT1 A 0 A_GiveInventory("MineAmmo",1)
		Stop
	Cells:
		TNT1 A 0 A_JumpIfInventory("NewCell",300,"DemonPlasma")
		TNT1 A 0 A_PlaySound("ammosatchel/use")
		TNT1 A 0 A_GiveInventory("BulletMag",20)
		TNT1 A 0 A_GiveInventory("LegendaryBulletMag",10)
		TNT1 A 0 A_GiveInventory("NewShell",8)
		TNT1 A 0 A_GiveInventory("LegendaryShell",4)
		TNT1 A 0 A_GiveInventory("Missile",4)
		TNT1 A 0 A_GiveInventory("NewCell",20)
		TNT1 A 0 A_GiveInventory("DemonAmmo",20)
		TNT1 A 0 A_GiveInventory("LDemonAmmo",10)
		TNT1 A 0 A_GiveInventory("HandGrenadeAmmo",1)
		TNT1 A 0 A_GiveInventory("MineAmmo",1)
		Stop
	DemonPlasma:	  
		TNT1 A 0 A_JumpIfInventory("DemonAmmo",300,"LegendaryDemonPlasma")
		TNT1 A 0 A_PlaySound("ammosatchel/use")
		TNT1 A 0 A_GiveInventory("BulletMag",20)
		TNT1 A 0 A_GiveInventory("LegendaryBulletMag",10)
		TNT1 A 0 A_GiveInventory("NewShell",8)
		TNT1 A 0 A_GiveInventory("LegendaryShell",4)
		TNT1 A 0 A_GiveInventory("Missile",4)
		TNT1 A 0 A_GiveInventory("NewCell",20)
		TNT1 A 0 A_GiveInventory("DemonAmmo",20)
		TNT1 A 0 A_GiveInventory("LDemonAmmo",10)
		TNT1 A 0 A_GiveInventory("HandGrenadeAmmo",1)
		TNT1 A 0 A_GiveInventory("MineAmmo",1)
		Stop
	LegendaryDemonPlasma:	  
		TNT1 A 0 A_JumpIfInventory("LDemonAmmo",250,"Grenades")
		TNT1 A 0 A_PlaySound("ammosatchel/use")
		TNT1 A 0 A_GiveInventory("BulletMag",20)
		TNT1 A 0 A_GiveInventory("LegendaryBulletMag",10)
		TNT1 A 0 A_GiveInventory("NewShell",8)
		TNT1 A 0 A_GiveInventory("LegendaryShell",4)
		TNT1 A 0 A_GiveInventory("Missile",4)
		TNT1 A 0 A_GiveInventory("NewCell",20)
		TNT1 A 0 A_GiveInventory("DemonAmmo",20)
		TNT1 A 0 A_GiveInventory("LDemonAmmo",10)
		TNT1 A 0 A_GiveInventory("HandGrenadeAmmo",1)
		TNT1 A 0 A_GiveInventory("MineAmmo",1)
		Stop
	Grenades:
		TNT1 A 0 A_JumpIfInventory("HandGrenadeAmmo",4,"Mines")
		TNT1 A 0 A_PlaySound("ammosatchel/use")
		TNT1 A 0 A_GiveInventory("BulletMag",20)
		TNT1 A 0 A_GiveInventory("LegendaryBulletMag",10)
		TNT1 A 0 A_GiveInventory("NewShell",8)
		TNT1 A 0 A_GiveInventory("LegendaryShell",4)
		TNT1 A 0 A_GiveInventory("Missile",4)
		TNT1 A 0 A_GiveInventory("NewCell",20)
		TNT1 A 0 A_GiveInventory("DemonAmmo",20)
		TNT1 A 0 A_GiveInventory("LDemonAmmo",10)
		TNT1 A 0 A_GiveInventory("HandGrenadeAmmo",1)
		TNT1 A 0 A_GiveInventory("MineAmmo",1)
		Stop
	Mines:
		TNT1 A 0 A_JumpIfInventory("MineAmmo",4,"Full")
		TNT1 A 0 A_PlaySound("ammosatchel/use")
		TNT1 A 0 A_GiveInventory("BulletMag",20)
		TNT1 A 0 A_GiveInventory("LegendaryBulletMag",10)
		TNT1 A 0 A_GiveInventory("NewShell",8)
		TNT1 A 0 A_GiveInventory("LegendaryShell",4)
		TNT1 A 0 A_GiveInventory("Missile",4)
		TNT1 A 0 A_GiveInventory("NewCell",20)
		TNT1 A 0 A_GiveInventory("DemonAmmo",20)
		TNT1 A 0 A_GiveInventory("LDemonAmmo",10)
		TNT1 A 0 A_GiveInventory("HandGrenadeAmmo",1)
		TNT1 A 0 A_GiveInventory("MineAmmo",1)
		Stop		  
	Backpack:
		TNT1 A 0 A_JumpIfInventory("BulletMag",400,"BPShells")
		TNT1 A 0 A_PlaySound("ammosatchel/use")
		TNT1 A 0 A_GiveInventory("BulletMag",20)
		TNT1 A 0 A_GiveInventory("LegendaryBulletMag",10)
		TNT1 A 0 A_GiveInventory("NewShell",8)
		TNT1 A 0 A_GiveInventory("LegendaryShell",4)
		TNT1 A 0 A_GiveInventory("Missile",4)
		TNT1 A 0 A_GiveInventory("NewCell",20)
		TNT1 A 0 A_GiveInventory("DemonAmmo",20)
		TNT1 A 0 A_GiveInventory("LDemonAmmo",10)
		TNT1 A 0 A_GiveInventory("HandGrenadeAmmo",1)
		TNT1 A 0 A_GiveInventory("MineAmmo",1)
		Stop
	BPShells:
		TNT1 A 0 A_JumpIfInventory("NewShell",100,"BPLegendaryShells")
		TNT1 A 0 A_PlaySound("ammosatchel/use")
		TNT1 A 0 A_GiveInventory("BulletMag",20)
		TNT1 A 0 A_GiveInventory("LegendaryBulletMag",10)
		TNT1 A 0 A_GiveInventory("NewShell",8)
		TNT1 A 0 A_GiveInventory("LegendaryShell",4)
		TNT1 A 0 A_GiveInventory("Missile",4)
		TNT1 A 0 A_GiveInventory("NewCell",20)
		TNT1 A 0 A_GiveInventory("DemonAmmo",20)
		TNT1 A 0 A_GiveInventory("LDemonAmmo",10)
		TNT1 A 0 A_GiveInventory("HandGrenadeAmmo",1)
		TNT1 A 0 A_GiveInventory("MineAmmo",1)
		Stop
	BPLegendaryShells:
		TNT1 A 0 A_JumpIfInventory("LegendaryShell",100,"BPRockets")
		TNT1 A 0 A_PlaySound("ammosatchel/use")
		TNT1 A 0 A_GiveInventory("BulletMag",20)
		TNT1 A 0 A_GiveInventory("LegendaryBulletMag",10)
		TNT1 A 0 A_GiveInventory("NewShell",8)
		TNT1 A 0 A_GiveInventory("LegendaryShell",4)
		TNT1 A 0 A_GiveInventory("Missile",4)
		TNT1 A 0 A_GiveInventory("NewCell",20)
		TNT1 A 0 A_GiveInventory("DemonAmmo",20)
		TNT1 A 0 A_GiveInventory("LDemonAmmo",10)
		TNT1 A 0 A_GiveInventory("HandGrenadeAmmo",1)
		TNT1 A 0 A_GiveInventory("MineAmmo",1)
		Stop
	BPRockets:
		TNT1 A 0 A_JumpIfInventory("Missile",100,"BPCells")
		TNT1 A 0 A_PlaySound("ammosatchel/use")
		TNT1 A 0 A_GiveInventory("BulletMag",20)
		TNT1 A 0 A_GiveInventory("LegendaryBulletMag",10)
		TNT1 A 0 A_GiveInventory("NewShell",8)
		TNT1 A 0 A_GiveInventory("LegendaryShell",4)
		TNT1 A 0 A_GiveInventory("Missile",4)
		TNT1 A 0 A_GiveInventory("NewCell",20)
		TNT1 A 0 A_GiveInventory("DemonAmmo",20)
		TNT1 A 0 A_GiveInventory("LDemonAmmo",10)
		TNT1 A 0 A_GiveInventory("HandGrenadeAmmo",1)
		TNT1 A 0 A_GiveInventory("MineAmmo",1)
		Stop
	BPCells:
		TNT1 A 0 A_JumpIfInventory("NewCell",600,"BPDemonPlasma")
		TNT1 A 0 A_PlaySound("ammosatchel/use")
		TNT1 A 0 A_GiveInventory("BulletMag",20)
		TNT1 A 0 A_GiveInventory("LegendaryBulletMag",10)
		TNT1 A 0 A_GiveInventory("NewShell",8)
		TNT1 A 0 A_GiveInventory("LegendaryShell",4)
		TNT1 A 0 A_GiveInventory("Missile",4)
		TNT1 A 0 A_GiveInventory("NewCell",20)
		TNT1 A 0 A_GiveInventory("DemonAmmo",20)
		TNT1 A 0 A_GiveInventory("LDemonAmmo",10)
		TNT1 A 0 A_GiveInventory("HandGrenadeAmmo",1)
		TNT1 A 0 A_GiveInventory("MineAmmo",1)
		Stop
	BPDemonPlasma:	  
		TNT1 A 0 A_JumpIfInventory("DemonAmmo",600,"BPLegendaryDemonPlasma")
		TNT1 A 0 A_PlaySound("ammosatchel/use")
		TNT1 A 0 A_GiveInventory("BulletMag",20)
		TNT1 A 0 A_GiveInventory("LegendaryBulletMag",10)
		TNT1 A 0 A_GiveInventory("NewShell",8)
		TNT1 A 0 A_GiveInventory("LegendaryShell",4)
		TNT1 A 0 A_GiveInventory("Missile",4)
		TNT1 A 0 A_GiveInventory("NewCell",20)
		TNT1 A 0 A_GiveInventory("DemonAmmo",20)
		TNT1 A 0 A_GiveInventory("LDemonAmmo",10)
		TNT1 A 0 A_GiveInventory("HandGrenadeAmmo",1)
		TNT1 A 0 A_GiveInventory("MineAmmo",1)
		Stop
	BPLegendaryDemonPlasma:	
		TNT1 A 0 A_JumpIfInventory("LDemonAmmo",500,"BPGrenades")
		TNT1 A 0 A_PlaySound("ammosatchel/use")
		TNT1 A 0 A_GiveInventory("BulletMag",20)
		TNT1 A 0 A_GiveInventory("LegendaryBulletMag",10)
		TNT1 A 0 A_GiveInventory("NewShell",8)
		TNT1 A 0 A_GiveInventory("LegendaryShell",4)
		TNT1 A 0 A_GiveInventory("Missile",4)
		TNT1 A 0 A_GiveInventory("NewCell",20)
		TNT1 A 0 A_GiveInventory("DemonAmmo",20)
		TNT1 A 0 A_GiveInventory("LDemonAmmo",10)
		TNT1 A 0 A_GiveInventory("HandGrenadeAmmo",1)
		TNT1 A 0 A_GiveInventory("MineAmmo",1)
		Stop
	BPGrenades:
		TNT1 A 0 A_JumpIfInventory("HandGrenadeAmmo",8,"BPMines")
		TNT1 A 0 A_PlaySound("ammosatchel/use")
		TNT1 A 0 A_GiveInventory("BulletMag",20)
		TNT1 A 0 A_GiveInventory("LegendaryBulletMag",10)
		TNT1 A 0 A_GiveInventory("NewShell",8)
		TNT1 A 0 A_GiveInventory("LegendaryShell",4)
		TNT1 A 0 A_GiveInventory("Missile",4)
		TNT1 A 0 A_GiveInventory("NewCell",20)
		TNT1 A 0 A_GiveInventory("DemonAmmo",20)
		TNT1 A 0 A_GiveInventory("LDemonAmmo",10)
		TNT1 A 0 A_GiveInventory("HandGrenadeAmmo",1)
		TNT1 A 0 A_GiveInventory("MineAmmo",1)
		Stop
	BPMines:
		TNT1 A 0 A_JumpIfInventory("MineAmmo",8,"Full")
		TNT1 A 0 A_PlaySound("ammosatchel/use")
		TNT1 A 0 A_GiveInventory("BulletMag",20)
		TNT1 A 0 A_GiveInventory("LegendaryBulletMag",10)
		TNT1 A 0 A_GiveInventory("NewShell",8)
		TNT1 A 0 A_GiveInventory("LegendaryShell",4)
		TNT1 A 0 A_GiveInventory("Missile",4)
		TNT1 A 0 A_GiveInventory("NewCell",20)
		TNT1 A 0 A_GiveInventory("DemonAmmo",20)
		TNT1 A 0 A_GiveInventory("LDemonAmmo",10)
		TNT1 A 0 A_GiveInventory("HandGrenadeAmmo",1)
		TNT1 A 0 A_GiveInventory("MineAmmo",1)
		Stop
	Full:
		TNT1 A 1
		Fail
	} 
}