// --------------------------------------------------------------------------
//
//	9mm Ammo	-	Beretta, SMG, MP40
//
// --------------------------------------------------------------------------

ACTOR U_Clip1 : Clip1
{
//	Game Doom
	Inventory.PickupMessage "Picked up a Pistol Magazine."
	Inventory.Amount 15
//	Inventory.MaxAmount 200
//	Ammo.BackpackAmount 45 //100
//	Ammo.BackpackMaxAmount 400
//	Inventory.Icon "CLIPB0"
	Inventory.PickupSound "CLIPICK"
	Scale 0.4
	States
	{
	Spawn:
		CLIP B -1
		Stop
//loop
  //Pickup:
   //TNT1 A 0 A_GiveInventory("Clip1", 15)

	}
}



ACTOR PAmmoBox: CustomInventory
{
 Game Doom
Scale 0.6
// Scale 1.3
 Radius 20
 Height 16
 Inventory.PickupMessage "You got a pistol ammo box!"
 Inventory.PickupSound "items/pammo"
 States
 {
  Spawn:
   4M0K A 1 bright 
   loop
   
  Pickup:
   TNT1 A 0 A_GiveInventory("Clip1", 75)

   Stop
  }
}

// --------------------------------------------------------------------------
//
//	Bullets
//
// --------------------------------------------------------------------------



ACTOR Rbullet: CustomInventory
{
 Game Doom
Scale 0.14
 Radius 20
 Height 16
 Inventory.PickupMessage "You got a bullet"
 Inventory.PickupSound "revolver/case"
 States
 {
  Spawn:
   CASY S 1 
   loop
   
  Pickup:
   TNT1 A 0 A_GiveInventory("Clip2", 1)

   Stop
  }
}

ACTOR Rbullet2: CustomInventory
{
 Game Doom
Scale 0.14
 Radius 20
 Height 16
 Inventory.PickupMessage "You got a bullet"
 Inventory.PickupSound "revolver/case"
 States
 {
  Spawn:
   CASY T 1 
   loop
   
  Pickup:
   TNT1 A 0 A_GiveInventory("Clip2", 1)

   Stop
  }
}



ACTOR Pbullet: CustomInventory
{
 Game Doom
Scale 0.14
 Radius 20
 Height 16
 Inventory.PickupMessage "You got a bullet"
 Inventory.PickupSound "revolver/case"
 States
 {
  Spawn:
   CASZ Q 1 
   loop
   
  Pickup:
   TNT1 A 0 A_GiveInventory("Clip1", 1)

   Stop
  }
}

ACTOR Pbullet1: CustomInventory
{
 Game Doom
Scale 0.14
 Radius 20
 Height 16
 Inventory.PickupMessage "You got a bullet"
 Inventory.PickupSound "revolver/case"
 States
 {
  Spawn:
   CASZ R 1 
   loop
   
  Pickup:
   TNT1 A 0 A_GiveInventory("Clip1", 1)

   Stop
  }
}

ACTOR Pbullet2: CustomInventory
{
 Game Doom
Scale 0.14
 Radius 20
 Height 16
 Inventory.PickupMessage "You got a bullet"
 Inventory.PickupSound "revolver/case"
 States
 {
  Spawn:
   CASZ S 1 
   loop
   
  Pickup:
   TNT1 A 0 A_GiveInventory("Clip1", 1)

   Stop
  }
}


ACTOR Pbullet3: CustomInventory
{
 Game Doom
Scale 0.14
 Radius 20
 Height 16
 Inventory.PickupMessage "You got a bullet"
 Inventory.PickupSound "revolver/case"
 States
 {
  Spawn:
   CASZ T 1 
   loop
   
  Pickup:
   TNT1 A 0 A_GiveInventory("Clip1", 1)

   Stop
  }
}

ACTOR Pbullet4: CustomInventory
{
 Game Doom
Scale 0.14
 Radius 20
 Height 16
 Inventory.PickupMessage "You got a bullet"
 Inventory.PickupSound "revolver/case"
 States
 {
  Spawn:
   CASZ U 1 
   loop
   
  Pickup:
   TNT1 A 0 A_GiveInventory("Clip1", 1)

   Stop
  }
}

ACTOR Pbullet5: CustomInventory
{
 Game Doom
Scale 0.14
 Radius 20
 Height 16
 Inventory.PickupMessage "You got a bullet"
 Inventory.PickupSound "revolver/case"
 States
 {
  Spawn:
   CASZ V 1 
   loop
   
  Pickup:
   TNT1 A 0 A_GiveInventory("Clip1", 1)

   Stop
  }
}



// --------------------------------------------------------------------------
//
//	Revolver Bullets	-	Revolver
//
// --------------------------------------------------------------------------

Actor RevolverBullets : Ammo
{
	Inventory.Amount 6
	Inventory.MaxAmount 36
	Ammo.BackpackAmount 12 //15
	Ammo.BackpackMaxAmount 66
	Inventory.Icon "RVICB0"
	Inventory.PickupSound "revolver/case"
	Inventory.PickupMessage "You got a some revolver bullets."
	Scale 0.15
	States
	{
	Spawn:
		RVIC C -1
		Stop
	}
}

Actor RevolverBox : RevolverBullets
{
	Inventory.Amount 18 //15
	Inventory.PickupSound "revolver/case"
	Inventory.PickupMessage "You got a pack of revolver bullets."
	Scale 0.6
	States
	{
	Spawn:
		RVIC B -1
		Stop
	}
}


// --------------------------------------------------------------------------
//
//	Green Shells	-	Automatic Shotgun, Assault Shotgun
//
// --------------------------------------------------------------------------

Actor GreenShell : Ammo
{
	Ammo.DropAmount 4
	Inventory.Amount 4
	Inventory.MaxAmount 40
	Ammo.BackpackAmount 12
	Ammo.BackpackMaxAmount 80
	Inventory.Icon "2SHLA0"
	Inventory.Pickupsound "SHELPK1"
	Inventory.PickupMessage "Picked up 4 green shotgun shells."
	Scale 0.9
	States
	{
	Spawn:
		2SHL A -1
		Stop
	}
}

Actor GreenShellBox : GreenShell
{
	Inventory.Amount 12
	Inventory.PickupMessage "Picked up a box of green shotgun shells."
	Inventory.Pickupsound "SHELPK2"
	Scale 0.9
	States
	{
	Spawn:
		2SHL B -1
		Stop
	}
}

Actor SmartGreenShellBox : CustomInventory
{
	Scale 0.9
	States
	{
	Spawn:
		TNT1 A 0
		TNT1 A 0 ACS_NamedExecuteAlways("TE_SmartAmmo")
		2SHL B -1
		Stop
	NoSmart:
		TNT1 A 0 A_SpawnItemEx("GreenShellBox")
		Stop
	}
}



// --------------------------------------------------------------------------
//
//	Red Shells	-	Shotgun, Super Shotgun
//
// --------------------------------------------------------------------------

Actor AmmoShellBox2 : AmmoShellBox
{
	Inventory.Amount 12
}

//ACTOR AmmoShell : Ammo Replaces Shell
//{
//	Game Doom
//	SpawnID 12
//	Inventory.PickupMessage "$GOTSHELLS"
//	Ammo.DropAmount 4	
//	Inventory.Amount 4
//	Inventory.MaxAmount 40
//	Ammo.BackpackAmount 8
//	Ammo.BackpackMaxAmount 80
//	Inventory.Icon "SHELA0"
//	Inventory.Pickupsound "SHELPK1"
//	Scale 0.9
//	States
//	{
//	Spawn:
//		SHEL A -1
//		Stop
//	}
//}

// --------------------------------------------------------------------------
//
//	Clip2	-	Rifle, Machinegun, Sniper
//
// --------------------------------------------------------------------------

Actor RifleMagazine : Clip2
{
	Inventory.Amount 30
	Scale 0.9
	States
	{
	Spawn:
		CLIP A -1
		Stop
	}
}

Actor RifleBox : Clip2
{
	Inventory.Amount 90
	Inventory.PickupMessage "Picked up a box of rifle ammunition."
	Inventory.PickupSound "items/pammo" //"CBOXPICK"
	Scale 0.85 //0.9
	States
	{
	Spawn:
		CLIP C -1
		Stop
	}
}


// --------------------------------------------------------------------------
//
//	MinigunAmmo	-	Minigun
//
// --------------------------------------------------------------------------

Actor MinigunAmmo : Ammo
{
	Inventory.Amount 30
	Inventory.MaxAmount 300
	Ammo.BackpackAmount 90
	Ammo.BackpackMaxAmount 600
	Inventory.Icon "ABOXA0"
	Inventory.PickupMessage "Picked up a belt of minigun ammunition."
	Inventory.PickupSound "CBOXPICK"
	Scale 0.6
	States
	{
	Spawn:
		ABOX B -1
		Stop
	}
}

Actor MinigunBox : CustomInventory
{
	Inventory.PickupMessage "Picked up a box of minigun ammunition."
	Inventory.PickupSound "CBOXPICK"
	Scale 0.6
	States
	{
	Spawn:
		ABOX D -1
		Stop
	Pickup:
		TNT1 A 0 A_JumpIfInventory("IsPlayingAsPurist",1,2)
		TNT1 A 0 A_GiveInventory("MinigunAmmo",90)
		Stop
		TNT1 A 0 A_GiveInventory("Clip2",50)
		Stop
	}
}


// --------------------------------------------------------------------------
//
//	RailCore	-	Railgun, BFG10000
//
// --------------------------------------------------------------------------

Actor RailCore : Ammo
{
	Inventory.Amount 8
	Inventory.MaxAmount 50
	Ammo.BackpackAmount 8
	Ammo.BackpackMaxAmount 100
	Inventory.Icon "RGNAA0"
	Inventory.PickupMessage "Picked up a Rail Core."
	Scale 0.8
	States
	{
	Spawn:
		TNT1 A 0
		TNT1 A 0 A_Jump(256,1,2,3,4)
	Spawn1:
		RGNA ABCD 1
		Loop
	}
}

Actor RailPack : RailCore
{
	Inventory.Amount 24
	Inventory.PickupMessage "Picked up a pack of three Rail Cores."
	Scale 0.8
	States
	{
	Spawn:
		TNT1 A 0
		TNT1 A 0 A_Jump(256,1,2,3,4)
	Spawn1:
		RGNA EFGH 1
		Loop
	}
}
// --------------------------------------------------------------------------
//
//	Gasoline	-	Mancubus Flame Cannon
//
// --------------------------------------------------------------------------

Actor Gasoline : Ammo
{
	Inventory.Amount 50
	Inventory.MaxAmount 400
	Ammo.BackpackAmount 40
	Ammo.BackpackMaxAmount 800
	Inventory.Icon "GSLNA0"
	Inventory.PickupMessage "You got Gasoline."
	States
	{
	Spawn:
		GSLN A -1
	}
}

// --------------------------------------------------------------------------
//
//	Grenade & Rockets	
//
// --------------------------------------------------------------------------


ACTOR GrenadeAmmo : Ammo //Replaces GrenadeAmmo
{
	Game Doom
	Inventory.PickupMessage "Picked up a Grenade."
	Inventory.Amount 1
	Inventory.MaxAmount 20
	Ammo.BackpackAmount 3
	Ammo.BackpackMaxAmount 40
	Inventory.Icon "GRNDA"
	Scale 0.3
	States
	{
	Spawn:
		GRND H -1
		Stop
	}
}





/////////////////////////////
//Misc.
/////////////////////////////

ACTOR U_SoulAmmo : SoulAmmo
{
Inventory.Amount 0
Inventory.MaxAmount 666
Ammo.BackpackAmount 0
Ammo.BackpackMaxAmount 666
}




ACTOR GrenadeBoxNew: CustomInventory
{
 Game Doom
 Scale 0.8
 //Scale 1.3
 Radius 20
 Height 16
 Inventory.PickupMessage "You Picked Up a Box of Grenades!"
 Inventory.PickupSound "RCKCLIP2"
 States
 {
  Spawn:
   9TCK A 1 bright 
   loop
   
  Pickup:
   TNT1 A 0 A_GiveInventory("GrenadeAmmo", 6)

   Stop
  }
}




ACTOR SniperammoBox: CustomInventory
{

 Scale 0.7
 Inventory.PickupMessage "You got a case of sniper rounds!"
 Inventory.PickupSound "items/pammo"
 States
 {
  Spawn:
   SAMO A 1
   loop
   
  Pickup:
   TNT1 A 0 A_GiveInventory("M50Ammo", 20)

   Stop
  }
}
