//====BEAM AMMO====


//-------------------ICE AMMO------------------------------
actor iceammo : ammo
{
	Inventory.PickupMessage "Ice beam shells"
	Inventory.PickupSound "items/ammo"
	Inventory.Amount 4
	Inventory.MaxAmount 100
	Ammo.BackpackAmount 8
	Ammo.BackpackMaxAmount 200
	states
	{
	spawn:
		BAL1 A 1 bright
		loop
	}
}

actor smallicecharge : custominventory replaces shell
{
	Inventory.PickupMessage "small ice charge"
	Inventory.PickupSound "items/ammo"
	+bright
	scale 1
	states
	{
	spawn:
		ICSA A 1
		loop
	pickup:
		TNT1 A 0
		TNT1 A 1 a_giveinventory ("iceammo", 4)
		stop
	}
}

actor bigicecharge : custominventory replaces shellbox
{
	Inventory.PickupMessage "Big ice charge"
	Inventory.PickupSound "items/ammo"
	+bright
	scale 1
	states
	{
	spawn:
		ICBA A 1
		loop
	pickup:
		TNT1 A 0
		TNT1 A 1 a_giveinventory ("iceammo", 20)
		stop
	}
}
//----------------------WAVE AMMO-------------------------
actor waveammo : ammo
{
	Inventory.PickupMessage "Wave beam charges"
	Inventory.PickupSound "items/ammo"
	Inventory.Amount 10
	Inventory.MaxAmount 200
	Ammo.BackpackAmount 20
	Ammo.BackpackMaxAmount 400
	states
	{
	spawn:
		BAL1 A 1 bright
		loop
	}
}

actor smallwavecharge : custominventory replaces clip
{
	Inventory.PickupMessage "small wave charge"
	Inventory.PickupSound "items/ammo"
	+bright
	scale 1
	states
	{
	spawn:
		WVSA A 1
		loop
	pickup:
		TNT1 A 0
		TNT1 A 1 a_giveinventory ("waveammo", 5)
		stop
	}
}

actor bigwavecharge : custominventory replaces clipbox
{
	Inventory.PickupMessage "Big wave charge"
	Inventory.PickupSound "items/ammo"
	+bright
	scale 1
	states
	{
	spawn:
		WVBA A 1
		loop
	pickup:
		TNT1 A 0
		TNT1 A 1 a_giveinventory ("waveammo", 50)
		stop
	}
}

//---------PLASMA AMMO--------------------------

actor plasmaammo : ammo
{
	Inventory.PickupMessage "Plasma charges"
	Inventory.PickupSound "items/ammo"
	Inventory.Amount 3
	Inventory.MaxAmount 60
	Ammo.BackpackAmount 8
	Ammo.BackpackMaxAmount 120
	states
	{
	spawn:
		BAL1 A 1 bright
		loop
	}
}

actor smallplasmacharge : custominventory replaces cell
{
	Inventory.PickupMessage "small plasma charge"
	Inventory.PickupSound "items/ammo"
	+bright
	scale 1
	states
	{
	spawn:
		PLSA A 1
		loop
	pickup:
		TNT1 A 0
		TNT1 A 1 a_giveinventory ("plasmaammo", 3)
		stop
	}
}

actor bigplasmacharge : custominventory replaces cellpack
{
	Inventory.PickupMessage "Big plasma charge"
	Inventory.PickupSound "items/ammo"
	+bright
	scale 1
	states
	{
	spawn:
		PLBA A 1
		loop
	pickup:
		TNT1 A 0
		TNT1 A 1 a_giveinventory ("plasmaammo", 8)
		stop
	}
}


//=================MISSILE AMMO========================

actor missileammo : ammo
{
	Inventory.PickupMessage "Missiles"
	Inventory.PickupSound "items/ammo"
	Inventory.Amount 1
	Inventory.MaxAmount 120
	Ammo.BackpackAmount 20
	Ammo.BackpackMaxAmount 255
	states
	{
	spawn:
		BAL1 A 1 bright
		loop
	}
}

actor smallmissilepack : custominventory replaces rocketammo
{
	Inventory.PickupMessage "small missile pack"
	Inventory.PickupSound "items/ammo"
	+bright
	scale 1
	states
	{
	spawn:
		MSSA A 1
		loop
	pickup:
		TNT1 A 0
		TNT1 A 1 a_giveinventory ("missileammo", 2)
		stop
	}
}

actor bigmissilepack : custominventory replaces rocketbox
{
	Inventory.PickupMessage "Big missile pack"
	Inventory.PickupSound "items/ammo"
	+bright
	scale 1
	states
	{
	spawn:
		MSBA A 1
		loop
	pickup:
		TNT1 A 0
		TNT1 A 1 a_giveinventory ("missileammo", 10)
		stop
	}
}

actor singlemissile : custominventory
{
	Inventory.PickupMessage "missile found"
	Inventory.PickupSound "items/ammo"
	+bright
	+nogravity
	scale 1
	states
	{
	spawn:
		SMMS A 1
		SMMS B 1
		loop
	pickup:
		TNT1 A 0
		TNT1 A 1 a_giveinventory ("missileammo", 1)
		stop
	}
}	