//======================================================================
//
// Ammunitions
//
//======================================================================

ACTOR AmmoClip: Ammo replaces Clip
{
	Inventory.PickupMessage "You got a ammo clip."
	Inventory.Amount 20
	Inventory.MaxAmount 250
	Inventory.PickupSound "items/clip_pick"
	Inventory.Icon "64CLA0"
	Ammo.BackpackAmount 25
	Ammo.BackpackMaxAmount 500
	Scale 1.10
	States
	{
	Spawn:
		64CL A -1
		Stop
	}
}

// Heavy Ammo Box ---------------------------------------------------------------

ACTOR HeavyBulletBox: AmmoClip replaces Clipbox
{
	Inventory.PickupMessage "You got a box of UAC-Ammo Box."
	Inventory.PickupSound "items/clipbox_pick"
	Inventory.Amount 50
	Scale 1.25
	States
	{
	Spawn:
		64AM A -1
		Stop
	}
}
// Buckshot ------------------------------------------------------------------

ACTOR Shell2: Ammo replaces Shell
{
	Inventory.PickupMessage "You got some UAC-12 gauge Shotgun Shells."
	Inventory.PickupSound "items/shell_pick"
	Inventory.Amount 4
	Inventory.Icon "SHELA0"
	Inventory.MaxAmount 50
	Ammo.BackpackAmount 2
	Ammo.BackpackMaxAmount 100
	Scale 0.7
	States
	{
	Spawn:
		SHEL A -1
		Stop
	}
}

// Buckshot box ---------------------------------------------------------------

ACTOR ShellShotBox: Shell2 replaces ShellBox
{
	Inventory.PickupMessage "You got a UAC-12 gauge Shotgun Shells Box."
	Inventory.PickupSound "items/shellbox_pick"
	Inventory.Amount 20
	Scale 0.7
	States
	{
	Spawn:
		64SH A -1
		Stop
	}
}

// Rocket ---------------------------------------------------------------

ACTOR RocketAmmo2: Ammo replaces RocketAmmo
{
	Inventory.Icon "RCKTA0"
	Inventory.Amount 1
	Inventory.MaxAmount 50
	Inventory.PickupSound "items/rocket_pick"
	Inventory.PickupMessage "Picked up a UAC-Rocket."
	Ammo.BackpackAmount 4
	Ammo.BackpackMaxAmount 100
	Scale 0.9
	States
	{
	Spawn:
		RCKT A -1
		Stop
	}
}

// Rocket Box ---------------------------------------------------------------

ACTOR RocketAmmoBox: RocketAmmo2 replaces RocketBox
{
	Inventory.Amount 5
	Inventory.PickupSound "items/rocketbox_pick"
	Inventory.PickupMessage "Picked up a UAC-Explosive Box."
	States
	{
	
	Spawn:
		64RB A -1
		Stop
	
	Pickup:
	  TNT1 A 0 A_GiveInventory("GrenadeAmmo", 5)
     Stop

	}
}

// Cell ---------------------------------------------------------------

ACTOR Cell2: Ammo Replaces Cell
{
	Inventory.Icon "64PSA0"
	Inventory.Amount 30
	Inventory.MaxAmount 300
	Inventory.PickupSound "items/cell_pick"
	Inventory.PickupMessage "Picked up a UAC-Energy Cell Charge."
	Ammo.BackpackAmount 50
	Ammo.BackpackMaxAmount 600
	Scale 1.0
	States
	{
	Spawn:
		64PS A -1
		Stop
	}
}

// Cell Box ---------------------------------------------------------------

ACTOR CellPack2: Cell2 replaces CellPack
{
	Inventory.Amount 150
	Inventory.PickupSound "items/cellpack_pick"
	Inventory.PickupMessage "Picked up a UAC-Energy Cell Charge Pack."
	Scale 0.9
	States
	{
	Spawn:
		64PL A -1
		Stop
	}
}

// UAC-Fragmentation Grenades ---------------------------------------------------------------

ACTOR GrenadeAmmo: Ammo
{
	Inventory.PickupMessage "Picked up a UAC-Fragmentation Grenade."
	Inventory.Amount 1
	Inventory.MaxAmount 10
	Inventory.PickUpSound "Weapons/PickUp"
	Inventory.Icon "GREPA0"
	Ammo.BackpackAmount 5
	Ammo.BackpackMaxAmount 20
	Scale 0.65
	States
	{
	Spawn:
		GREP A -1
		Stop
	}
}

ACTOR GrenadeBox: GrenadeAmmo
{
	Inventory.Amount 5
	Inventory.PickupSound "items/rocketbox_pick"
	Inventory.PickupMessage "Picked up a box of UAC-Fragmentation Grenades."
	States
	{
	Spawn:
		LMBX A -1
		Stop
	}
}
// --------------------------------------------------------------------------
//
// Backpack
//
// --------------------------------------------------------------------------

ACTOR QuakeBandolier: Backpack replaces Backpack
{	
	Height 20
	Scale 0.9
	Inventory.PickupMessage "You got a UAC-Bandolier Backpack!"
	Inventory.PickupSound "items/belt_pick"
	States
	{
	Spawn:
		ABLT A -1
		Stop
		
	Pickup:
		TNT1 A 0 A_GiveInventory("AmmoClip", 20)
		TNT1 A 0 A_GiveInventory("Shell2", 8)
		TNT1 A 0 A_GiveInventory("RocketAmmo2", 10)
		TNT1 A 0 A_GiveInventory("Cell2", 40)
		TNT1 A 0 A_GiveInventory("GrenadeAmmo", 5)
		Stop
	}
}