ACTOR AmericanAmmoHeavy : CustomInventory Replaces ClipBox
{
	Game Doom
	Inventory.PickupMessage "You got a crate of ammo (american weapons)"
	Inventory.PickupSound "BACKPACK"
	Scale 0.7
	States
	{
	Spawn:
		TNT1 A 0
		AMMO A -1
		Stop
	Pickup:
		TNT1 A 0
		TNT1 A 0 A_GiveInventory("556", 40)
		TNT1 A 0 A_GiveInventory("762NATO", 40)
		TNT1 A 0 A_GiveInventory("Ammo45", 40)
		TNT1 A 0 A_GiveInventory("AmmoShell", 10)
		TNT1 A 0 A_GiveInventory("Ammo357", 6)
		TNT1 A 0 A_GiveInventory("9mm", 60)
		TNT1 A 0 A_GiveInventory("AmmoGL", 2)
		TNT1 A 0 A_GiveInventory("AmmoGLShell", 2)
		TNT1 A 0 A_GiveInventory("AmmoBazooka", 1)
		TNT1 A 0 A_GiveInventory("AmmoM202", 1)
		TNT1 A 0 A_GiveInventory("Gas", 10)
		Stop
	}
}


ACTOR CommunistAmmo : CustomInventory Replaces ShellBox
{
	Game Doom
	Inventory.PickupMessage "You got a crate of ammo (communist weapons)"
	Inventory.PickupSound "BACKPACK"
	Scale 0.7
	States
	{
	Spawn:
		TNT1 A 0
		AMMO B -1
		Stop
	Pickup:
		TNT1 A 0
		TNT1 A 0 A_GiveInventory("762", 50)
		TNT1 A 0 A_GiveInventory("762x25", 100)
		Stop
	}
}


Actor FlakVest : BasicArmorPickup Replaces GreenArmor
{
	Game Doom
	SpawnID 68
	Radius 20
	Height 16
	Inventory.Pickupmessage "You got a worn out Flak Vest"
	Inventory.Icon "ARM1A0"
	Armor.SavePercent 33.335
	Armor.SaveAmount 50
	Scale 1.3
	States
	{
	Spawn:
		VEST A 1
		VEST A -1
		Stop
	}
}

// Blue armor ---------------------------------------------------------------

Actor FlakVest2 : BasicArmorPickup Replaces BlueArmor
{
	Game Doom
	SpawnID 69
	Radius 20
	Height 16
	Inventory.Pickupmessage "You got a brand new Flak Vest"
	Inventory.Icon "ARM2A0"
	Armor.Savepercent 33.335
	Armor.Saveamount 100
	Scale 1.3
	States
	{
	Spawn:
		VEST B 1
		VEST B -1
		Stop
	}
}


//Food

ACTOR Rations : CustomInventory 17000
{
	Game Doom
	Inventory.MaxAmount 5
	Inventory.PickupFlash "PickupFlash"
	+INVBAR
	Inventory.Icon "FDSAI0"
	Inventory.PickupSound "misc/p_pkup"
	Inventory.PickupMessage "You got a can of C Rations."
	Tag "C Rations"
	States
	{
	Spawn:
		FDSA A 1
		FDSA A -1
		Loop
	Use:
		TNT1 A 0
		TNT1 A 0 A_JumpIfInventory("Nutrition", 5800, "NotHungry")
		TNT1 A 0 HealThing(10, 200)
		TNT1 A 0 A_GiveInventory("Nutrition", 800)
		TNT1 A 0 A_GiveInventory("Hydration", 100)
		TNT1 A 0 A_Log("Nice...")
		Stop
	NotHungry:
		TNT1 A 0
		TNT1 A 0 A_Print("You are not hungry. You can't eat anymore!", 3)
		TNT1 A 0 A_GiveInventory("Rations", 1)
		Stop
	}
}



ACTOR WaterCantil : Rations 17001
{
	Inventory.Icon "FDSBI0"
	Inventory.MaxAmount 10
	Inventory.PickupMessage "You got a Water Canteen."
	Tag "Water Canteen"
	States
	{
	Spawn:
		FDSB A 1
		FDSB A -1
		Loop
	Use:
		TNT1 A 0
		TNT1 A 0 A_JumpIfInventory("Hydration", 5800, "NotHungry")
		TNT1 A 0 HealThing(2, 200)
		TNT1 A 0 A_GiveInventory("Hydration", 400)
		Stop
	NotHungry:
		TNT1 A 0
		TNT1 A 0 A_Print("You are not thirsty. You can't drink anymore!", 3)
		TNT1 A 0 A_GiveInventory("WaterCantil", 1)
		Stop
	}
}


ACTOR Banana : Rations 17002
{
	Game Doom
	Inventory.Amount 1
	Inventory.MaxAmount 20
	Inventory.PickupFlash "PickupFlash"
	+INVBAR
	Inventory.Icon "FDSCI0"
	Inventory.PickupSound "misc/p_pkup"
	Inventory.PickupMessage "You got bananas."
	Tag "Bananas"
	States
	{
	Spawn:
		FDSC A 1
		FDSC A -1
		Loop
	Use:
		TNT1 A 0
		TNT1 A 0 A_JumpIfInventory("Nutrition", 5800, "NotHungry")
		TNT1 A 0 HealThing(2, 200)
		TNT1 A 0 A_GiveInventory("Nutrition", 100)
		TNT1 A 0 A_GiveInventory("Hydration", 10)
		Stop
	NotHungry:
		TNT1 A 0
		TNT1 A 0 A_Print("You are not hungry. You can't eat anymore!", 3)
		TNT1 A 0 A_GiveInventory("Banana", 1)
		Stop
	}
}

Actor BananaOnTree
{
	+SHOOTABLE
	+NOGRAVITY
    +NOBLOOD
	+DONTFALL
	+SOLID
	Mass 99999
	Health 5
	Radius 9
	Height 32
	DamageFactor "KillMe", 0.0
	States
		{
		Spawn:
			FDSC B 0
			TNT1 A 1 A_Jump(192, "Nothing")
			FDSC B -1
			Stop
		Nothing:
			TNT1 A 0
			TNT1 A 0 A_NoBlocking
			Stop
		Death:
			TNT1 A 0
			TNT1 A 0 A_NoBlocking
			Stop
		Death.Knife:
		Death.Melee:
			TNT1 A 0
			TNT1 A 0 A_NoBlocking
			TNT1 AAAAA 0 A_SpawnItemEx("Banana", 0, 0, 0, random(-3, 3), random(-3, 3), 6, random(-16, 16), 0, 96)
			Stop
}}



ACTOR Fruits : Rations
{
	Game Doom
	Inventory.Amount 1
	Inventory.MaxAmount 50
	Inventory.PickupFlash "PickupFlash"
	+INVBAR
	Inventory.Icon "FDSDI0"
	Inventory.PickupSound "misc/p_pkup"
	Inventory.PickupMessage "You got some small native fruits."
	Tag "Small Fruits"
	States
	{
	Spawn:
		FDSD A 1
		FDSD A -1
		Loop
	Use:
		TNT1 A 0
		TNT1 A 0 A_JumpIfInventory("Nutrition", 5900, "NotHungry")
		TNT1 A 0 HealThing(2, 200)
		TNT1 A 0 A_GiveInventory("Nutrition", 50)
		TNT1 A 0 A_GiveInventory("Hydration", 10)
		Stop
	NotHungry:
		TNT1 A 0
		TNT1 A 0 A_Print("You are not hungry. You can't eat anymore!", 3)
		TNT1 A 0 A_GiveInventory("Fruits", 1)
		Stop
	}
}
