//==CELL TIER AMMO==
actor spiritforce : ammo
{
	inventory.amount 10
	inventory.maxamount 20
	ammo.backpackamount 0
	ammo.BackpackMaxAmount 20
	Inventory.Icon "PICNA0"
	states
	{
	spawn:
		PICN A -1
		stop
	}
}

actor smallspiritgem : custominventory replaces cell
{
	+notimefreeze
	+ignoreskill
	+quiet
	states
	{
	spawn:
		SSGM ABCD 4 bright
		loop
	pickup:
		TNT1 A 0
		TNT1 A 0 a_jumpifinventory ("IamDoomslayer",1,"giveslayerammo")
		TNT1 A 0 a_jumpifinventory ("spiritforce",0,"Convert")
		TNT1 A 0 a_setblend (FFFF00,0.1,5)
		TNT1 A 0 ACS_NamedExecuteAlways("AmmoLog",0,4,0,0)			
		//TNT1 A 0 a_log ("Spirit Gem!")
		TNT1 A 0 a_playsound ("powerups/smallammo",CHAN_ITEM) 
		TNT1 A 1 a_giveinventory ("spiritforce", 2)
		stop
	giveslayerammo:
		TNT1 A 0
		TNT1 A 0 a_jumpifinventory ("firegems",0,"noget")
		TNT1 A 0 a_setblend (FFFF00,0.1,5)
		TNT1 A 0 a_playsound ("Doomslayer/Itemget",CHAN_ITEM) 
		TNT1 A 0 ACS_NamedExecuteAlways("AmmoLog",0,4,0,0)			
		//TNT1 A 0 a_log ("Fire gem")
		TNT1 A 1 a_giveinventory ("firegems",10)
		stop
	Noget:
		TNT1 A 0
		fail
	Convert:
		TNT1 A 0
		TNT1 A 0 a_setblend (FFFF00,0.1,5)
		TNT1 A 0 ACS_NamedExecuteAlways("AmmoLog",0,11,0,0)			
		//TNT1 A 0 a_log ("Spirit Gem!")
		TNT1 A 0 a_playsound ("powerups/smallammo",CHAN_ITEM) 
		TNT1 A 0 a_takeinventory ("overheat", 20)
		TNT1 A 1 a_giveinventory ("bulletgem", 8)
		TNT1 A 1 a_takeinventory ("subheat", 250)
		stop
	}
}

actor smallspiritgemdrop : smallspiritgem
{
	+DROPPED
}


actor bigspiritgem : custominventory replaces cellpack
{
	+notimefreeze
	+ignoreskill
	+quiet
	states
	{
	spawn:
		BSGM ABCD 4 bright
		loop
	pickup:
		TNT1 A 0
		TNT1 A 0 a_jumpifinventory ("IamDoomslayer",1,"giveslayerammo")
		TNT1 A 0 a_jumpifinventory ("spiritforce",0,"convert")
		TNT1 A 0 a_setblend (FFFF00,0.1,5)
		TNT1 A 0 ACS_NamedExecuteAlways("AmmoLog",0,5,0,0)			
		//TNT1 A 0 a_log ("Big spirit Gem!")
		TNT1 A 0 a_playsound ("powerups/bigammo",CHAN_ITEM) 
		TNT1 A 1 a_giveinventory ("spiritforce", 7)
		stop
	giveslayerammo:
		TNT1 A 0
		TNT1 A 0 a_jumpifinventory ("firegems",0,"noget")
		TNT1 A 0 a_setblend (FFFF00,0.1,5)
		TNT1 A 0 a_playsound ("Doomslayer/Bigitem",CHAN_ITEM) 
		TNT1 A 0 ACS_NamedExecuteAlways("AmmoLog",0,5,0,0)			
		//TNT1 A 0 a_log ("Large fire gem")
		TNT1 A 1 a_giveinventory ("firegems",25)
		stop
	Noget:
		TNT1 A 0
		fail
	Convert:
		TNT1 A 0
		TNT1 A 0 a_setblend (FFFF00,0.1,5)
		TNT1 A 0 ACS_NamedExecuteAlways("AmmoLog",0,11,0,0)			
		//TNT1 A 0 a_log ("Spirit Gem!")
		TNT1 A 0 a_playsound ("powerups/bigammo",CHAN_ITEM) 
		TNT1 A 0 a_takeinventory ("overheat", 80)
		TNT1 A 1 a_giveinventory ("bulletgem", 20)
		TNT1 A 1 a_takeinventory ("subheat", 600)
		stop
	}
}


actor bigspiritgemdrop : bigspiritgem
{
	+DROPPED
}
