//==============================================================================
// Ammunitions
//==============================================================================
// Low Caliber Ammo
//==============================================================================

ACTOR BOCL1 : Ammo
{
	Inventory.PickupMessage "+20 light ammunition"
	Inventory.PickupSound "misc/ammo1"
	Inventory.Amount 20
	Inventory.MaxAmount 150
	Inventory.Icon "BOCLA0"
	Ammo.BackpackAmount 10
	Ammo.BackpackMaxAmount 300
	Scale 0.3
	States
	{
	Spawn:
		BOCL A -1
		Stop
	}
}

//==============================================================================
// Low Caliber Box
//==============================================================================

ACTOR BOCL2 : BOCL1 replaces ClipBox
{
	Inventory.PickupMessage "+45 light ammunition"
	Inventory.PickupSound "misc/ammo2"
	Inventory.Amount 45
	Scale 0.6
	States
	{
	Spawn:
		BOCL B -1
		Stop
	}
}

//==============================================================================
// Used Low Caliber Ammo
//==============================================================================

ACTOR BOCL3 : BOCL1
{
	Inventory.PickupMessage "+10 light ammunition"
	Inventory.PickupSound "misc/ammo3"
	Inventory.Amount 20
	Scale 0.3
	States
	{
	Spawn:
		BOCL C -1
		Stop
	}
}

//==============================================================================
// Shotgun Shell
//==============================================================================

ACTOR BOSH1 : Ammo
{
	Inventory.PickupMessage "+4 shotgun ammunition"
	Inventory.PickupSound "misc/ammo1"
	Inventory.Amount 4
	Inventory.Icon "BOSHA0"
	Inventory.MaxAmount 40
	Ammo.BackpackAmount 2
	Ammo.BackpackMaxAmount 80
	Scale 0.6
	States
	{
	Spawn:
		BOSH A -1
		Stop
	}
}

//==============================================================================
// Shotgun Shell Box
//==============================================================================

ACTOR BOSH2 : BOSH1
{
	Inventory.PickupMessage "+12 shotgun ammunition"
	Inventory.PickupSound "misc/ammo2"
	Inventory.Amount 12
	Scale 0.6
	States
	{
	Spawn:
		BOSH B -1
		Stop
	}
}

//==============================================================================
// Used Shotgun Shells
//==============================================================================

ACTOR BOSH3 : BOSH1
{
	Inventory.PickupMessage "+4 shotgun ammunition"
	Inventory.PickupSound "misc/ammo3"
	Inventory.Amount 8
	Scale 0.45
	States
	{
	Spawn:
		BOSH C -1
		Stop
	}
}

//==============================================================================
// High Caliber Ammo
//==============================================================================

ACTOR BOHC1 : Ammo
{
	Inventory.PickupMessage "+5 heavy ammunition"
	Inventory.PickupSound "misc/ammo1"
	Inventory.Amount 5
	Inventory.MaxAmount 100
	Inventory.Icon "BOHCA0"
	Ammo.BackpackAmount 10
	Ammo.BackpackMaxAmount 200
	Scale 0.35
	States
	{
	Spawn:
		BOHC A -1
		Stop
	}
}

//==============================================================================
// High Caliber Box
//==============================================================================

ACTOR BOHC2 : BOHC1
{
	Inventory.PickupMessage "+40 heavy ammunition"
	Inventory.PickupSound "misc/ammo2"
	Inventory.Amount 40
	Scale 0.85
	States
	{
	Spawn:
		BOHC B -1
		Stop
	}
}

//==============================================================================
// Used High Caliber Ammo
//==============================================================================

ACTOR BOHC3 : BOHC1
{
	Inventory.PickupMessage "+10 heavy ammunition"
	Inventory.PickupSound "misc/ammo3"
	Inventory.Amount 20
	Scale 0.35
	States
	{
	Spawn:
		BOHC C -1
		Stop
	}
}

//==============================================================================
// Explosive Ammo
//==============================================================================

ACTOR BOEX1 : Ammo replaces RocketAmmo
{
	Inventory.PickupMessage "+2 explosive ammunition"
	Inventory.PickupSound "misc/ammo1"
	Inventory.Amount 2
	Inventory.MaxAmount 30
	Inventory.Icon "BOEXA0"
	Ammo.BackpackAmount 10
	Ammo.BackpackMaxAmount 60
	Scale 0.55
	States
	{
	Spawn:
		BOEX A -1
		Stop
	}
}

//==============================================================================
// Explosive Ammo Box
//==============================================================================

ACTOR BOEX2 : BOEX1 replaces RocketBox
{
	Inventory.PickupMessage "+4 explosive ammunition"
	Inventory.PickupSound "misc/ammo2"
	Inventory.Amount 4
	Scale 0.65
	States
	{
	Spawn:
		BOEX B -1
		Stop
	}
}

//==============================================================================
// Energy Cell
//==============================================================================

ACTOR BOCE1 : Ammo
{
	Inventory.PickupMessage "+15 plasma cells"
	Inventory.PickupSound "misc/ammo1"
	Inventory.Amount 15
	Inventory.MaxAmount 270
	Inventory.Icon "BOCEA0"
	Ammo.BackpackAmount 30
	Ammo.BackpackMaxAmount 540
	Scale 0.9
	States
	{
	Spawn:
		BOCE A -1
		Stop
	}
}

//==============================================================================
// Energy Cell Pack
//==============================================================================

ACTOR BOCE2 : BOCE1
{
	Inventory.PickupMessage "+45 plasma cells"
	Inventory.PickupSound "misc/ammo2"
	Inventory.Amount 45
	Scale 0.9
	States
	{
	Spawn:
		BOCE B -1
		Stop
	}
}

//==============================================================================
// Used Energy Cell
//==============================================================================

ACTOR BOCE3 : BOCE1
{
	Inventory.PickupMessage "+20 plasma cells"
	Inventory.PickupSound "misc/ammo3"
	Inventory.Amount 40
	Scale 0.6
	States
	{
	Spawn:
		BOCE C -1
		Stop
	}
}

//==============================================================================
// Detonic Battery
//==============================================================================

ACTOR BOBT1 : Ammo
{
	Inventory.PickupMessage "+15 battery charges"
	Inventory.PickupSound "misc/ammo1"
	Inventory.Amount 15
	Inventory.MaxAmount 210
	Inventory.Icon "BOBTA0"
	Ammo.BackpackAmount 30
	Ammo.BackpackMaxAmount 420
	Scale 0.45
	States
	{
	Spawn:
		BOBT A -1
		Stop
	}
}

//==============================================================================
// Detonic Battery Pack
//==============================================================================

ACTOR BOBT2 : BOBT1
{
	Inventory.PickupMessage "+45 battery charges"
	Inventory.PickupSound "misc/ammo2"
	Inventory.Amount 45
	Scale 0.45
	States
	{
	Spawn:
		BOBT B -1
		Stop
	}
}

//==============================================================================
// Stielhandgranate
//==============================================================================

ACTOR BOGR1 : Ammo
{
	Inventory.Icon "BOGRA0"
	Inventory.Amount 1
	Inventory.MaxAmount 10
	Inventory.PickupSound "misc/ammo4"
	Inventory.PickupMessage "+1 Hand Grenade"
	Ammo.BackpackAmount 1
	Ammo.BackpackMaxAmount 20
	Scale 0.65
	States
	{
	Spawn:
		BOGR A -1
		Stop
	}
}

//==============================================================================
// Random Spawners
//==============================================================================

ACTOR BOCLSP2 : RandomSpawner replaces Clip
{
	DropItem "BOCL1" 256 6
	DropItem "DualSpawner4" 256 2
	DropItem "DualSpawner3" 256 2
}

ACTOR BOSHSP1 : RandomSpawner replaces Shell
{
	DropItem "BOSH1" 256 7
	DropItem "BOHC1" 256 3
}

ACTOR BOSHSP2 : RandomSpawner replaces Shellbox
{
	DropItem "BOSH2" 256 7
	DropItem "BOHC2" 256 3
}

ACTOR BOCESP1 : RandomSpawner replaces Cell
{
	DropItem "BOBT1" 256 5
	DropItem "BOCE1" 256 5
}

ACTOR BOCESP2 : RandomSpawner replaces Cellpack
{
	DropItem "BOCE2" 256 5
	DropItem "BOBT2" 256 5
	DropItem "DualSpawner0" 256 1
}

ACTOR BOBPSP1 : RandomSpawner replaces Backpack
{
	DropItem "PlayerBackpack"  256 7
	DropItem "PlayerBandolier" 256 3
}

//==============================================================================
// Backpack
//==============================================================================

ACTOR PlayerBackpack : BackpackItem
{	
	Height 20
	Scale 0.95
	Inventory.PickupMessage "+1 Backpack [Capacity increased]"
	Inventory.PickupSound "misc/ammo5"
	States
	{
	Spawn:
		BOBP A -1
		Stop
	}
}

//==============================================================================
// Bandolier
//==============================================================================

ACTOR PlayerBandolier : CustomInventory
{	
	Height 20
	Scale 0.4
	Inventory.PickupMessage "+1 Bandolier [Limits Increased]"
	Inventory.PickupSound "misc/ammo5"
	States
	{
	Spawn:
		BOBP B -1
		Stop
	Pickup:
		TNT1 A 0 A_GiveInventory("FakeBandolier",1)
		TNT1 A 0 ACS_ExecuteAlways(211,0,0,0,0)
		Stop
	}
}

ACTOR FakeBandolier : CustomInventory
{	
	Scale 0.1
	Inventory.PickupMessage "NOP"
	Inventory.PickupSound ""
	States
	{
	Spawn:
		TNT1 A -1
		Stop
	Pickup:
		TNT1 A 0 ACS_ExecuteAlways(211,0,0,0,0)
		Stop
	}
}

//==============================================================================
// Super Backpack
//==============================================================================

ACTOR SuperBackpack : CustomInventory
{	
	Height 20
	Scale 0.95
	Inventory.PickupMessage "+1 Uber Rucksack [Super Backpack]"
	Inventory.PickupSound "misc/ammo5"
	States
	{
	Spawn:
		BOBP C -1
		Stop
	Pickup:
		TNT1 A 0 A_GiveInventory("PlayerBackpack")
		TNT1 A 0 A_GiveInventory("BOCL1",30)
		TNT1 A 0 A_GiveInventory("BOHC1",30)
		TNT1 A 0 A_GiveInventory("BOSH1",20)
		TNT1 A 0 A_GiveInventory("BOEX1",8)
		TNT1 A 0 A_GiveInventory("BOBT1",40)
		TNT1 A 0 A_GiveInventory("BOCE1",40)
		Stop
	}
}
