// Armor bonus --------------------------------------------------------------

Actor ArmorShard : ArmorBonus Replaces ArmorBonus
{
	Game Doom
	SpawnID 22
	Radius 20
	Height 16
	Inventory.Pickupmessage "$GOTARMBONUS"
	Inventory.Icon "BON2A0"
	Armor.Savepercent 50.1
	Armor.Saveamount 2
	Armor.Maxsaveamount 300
	+COUNTITEM
	+INVENTORY.NEVERRESPAWN
	+INVENTORY.ALWAYSPICKUP
	States
	{
	Spawn:
		BON2 A 0
		BON2 A 0 ACS_NamedExecuteAlways("BDCheckDecorations", 0, 0, 0, 0)//Check if advanced decorations are disabled.
	Spawn2:	
        TNT1 A 0 A_CheckSight ("Spawn3")
		BON2 ABCDCB 2 BRIGHT A_SpawnItem("GreenFlareSmall2",0,5)
		Loop
	Spawn3:
		BON2 A 9 BRIGHT
		Goto Spawn2
	Vanilla:
		BON2 ABCDCB 2 BRIGHT
		Loop
	}
}

Actor ArmorShardNoCount: ArmorShard
{
-COUNTITEM
}

Actor ArmorShardDroped : ArmorShard
{
	Game Doom
	Radius 20
	Height 16
	Inventory.Pickupmessage "$GOTARMBONUS"
	Inventory.Icon "BON2A0"
	Armor.Savepercent 50.1
	Armor.Saveamount 5
	Armor.Maxsaveamount 300
	-COUNTITEM
	+INVENTORY.NEVERRESPAWN
	+INVENTORY.ALWAYSPICKUP
	States
	{
	Spawn:
		BON2 ABCDCB 2 bright A_SpawnItem("GreenFlareSmall2",0,5)
		Loop
	}
}

Actor GiveArmor : BasicArmorBonus
{
	Game Doom
	Radius 20
	Height 16
	Inventory.Pickupmessage "$GOTARMBONUS"
	Inventory.Icon "BON2A0"
	Armor.Savepercent 50.1
	Armor.Saveamount 1
	Armor.Maxsaveamount 9999
	+COUNTITEM
	+INVENTORY.ALWAYSPICKUP
	States
	{
	Spawn:
		BON2 AAABBBCCCDDDCCCBBB 2 bright
		loop
	}
}

// Green armor --------------------------------------------------------------

Actor LightArmor : BasicArmorPickup Replaces GreenArmor
{
	Game Doom
    //Scale 0.8
	Scale 1.3
	SpawnID 68
	Radius 20
	Height 16
	Inventory.Pickupmessage "Picked up the Light armor"
	Inventory.Icon "ARM1A0"
	Armor.SavePercent 50.1
	Armor.SaveAmount 100
    Inventory.PickupSound "ARMOR"
	States
	{
	Spawn:
		TNT1 A 0 A_CheckSight("Spawn2")
		ARM1 AAAA 2 bright A_SpawnItem("GreenFlareMedium",0,10)
		loop
	Spawn2:
		ARM1 A 16 BRIGHT
		Goto Spawn
	}
}

actor LightArmorSpawnerReplacer : BasicArmorPickup Replaces Greenarmor
{
    States
    {
	 Spawn:
		TNT1 A 0
		MARN A 0 ACS_NamedExecuteAlways("BDDisableNewGuns", 0, 0, 0, 0)//Check if advanced decorations are disabled.
		TNT1 A 2
		TNT1 A 0 A_Jump(4, "Spawn2")// RiotShield Spawner
		
	Vanilla:	
	Spawn1:
		TNT1 A 0
		TNT1 A 0 A_SpawnItemEx ("LightArmor",0,0,0,0,0,0,0,0,0)
		TNT1 A 1
		TNT1 A -1
		Stop
	
	 Spawn2:
		TNT1 A 0
		TNT1 A 0 A_SpawnItemEx ("RiotShieldSpawner",0,0,0,0,0,0,0,0,0)
		TNT1 A 1
		TNT1 A -1
		Stop
	}
}

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

Actor HeavyArmor : BasicArmorPickup Replaces BlueArmor
{
	Game Doom
    //Scale 0.8
	SpawnID 69
	Scale 1.3
	Radius 20
	Height 16
	Inventory.Pickupmessage "Picked up the Heavy Combat armor"
	Inventory.Icon "ARM2A0"
	Armor.Savepercent 80.1
	Armor.Saveamount 200
    Inventory.PickupSound "ARMOR"
	States
	{
	Spawn:
		TNT1 A 0 A_CheckSight("Spawn2")
		ARM2 AAAA 2 bright A_SpawnItem("BlueFlareMedium3",0,10)
		loop
	Spawn2:
		ARM2 A 16 BRIGHT
		Goto Spawn	
	}
}

// Health bonus -------------------------------------------------------------

ACTOR GiveHealth : Health
{
	Game Doom
	+COUNTITEM
	+INVENTORY.ALWAYSPICKUP
	Inventory.Amount 1
	Inventory.MaxAmount 9999
	Inventory.PickupMessage "$GOTHTHBONUS"
	States
	{
	Spawn:
		BON1 AAABBBCCCDDDCCCBBB 2 A_SpawnItem("BlueFlareSmallItem",0,5)
		Loop
	}
}

ACTOR HealthPlus : Health Replaces HealthBonus
{
	Game Doom
	SpawnID 152
	+COUNTITEM
	+INVENTORY.ALWAYSPICKUP
	+INVENTORY.NEVERRESPAWN
	Inventory.Amount 2
	Inventory.MaxAmount 300
	Tag "Health Bonus"
	Inventory.PickupMessage "$GOTHTHBONUS"
	States
	{
	Spawn:
		BON1 A 0
		BON1 A 0 ACS_NamedExecuteAlways("BDCheckDecorations", 0, 0, 0, 0)//Check if advanced decorations are disabled.
	Spawn2:	
        TNT1 A 0 A_CheckSight ("Spawn3")
		BON1 ABCDCB 2 BRIGHT A_SpawnItem("BlueFlareSmallItem",0,5)
		Loop
	Spawn3:
		BON1 A 9 BRIGHT
		Goto Spawn2
	Vanilla:
		BON1 ABCDCB 2 BRIGHT
		Loop
	}
}


Actor HealthPlusNoCount : HealthPlus
{
	-COUNTITEM
}

ACTOR HealthPlusDropped : HealthPlus
{
	Inventory.Amount 5
	-COUNTITEM
}

// Medikit -----------------------------------------------------------------

ACTOR Medikit2 : Health Replaces Medikit
{
	Game Doom
	SpawnID 24
	Inventory.Amount 25
	Inventory.PickupMessage "$GOTMEDIKIT"
	Health.LowMessage 25, "$GOTMEDINEED"
	Inventory.PickupSound "GOTHPB"
	States
	{
	Spawn:
        MEDK A 1
		MEDK A -1
		Stop	
	}
}

ACTOR Stimpack2 : Health Replaces Stimpack
{
	Game Doom
	SpawnID 23
	Inventory.Amount 10
	Inventory.PickupMessage "$GOTSTIM"
	Inventory.PickupSound "GOTHPS"
	States
	{
	Spawn:
		MEDK B 2
		MEDK B -1
		Stop
	}
}

//Cruelty & Fatality Bonus-----------------------------------------------------

Actor ArmorCrueltyBonus : ArmorBonus
{
	Armor.Saveamount 5
	Armor.Maxsaveamount 300
	Inventory.PickupMessage "*** Cruelty Bonus! +5 Armor ***"
	-COUNTITEM
	States
	{
	Spawn:
		BON2 E 0
		BON2 E 0 ACS_NamedExecuteAlways("BDCheckDecorations", 0, 0, 0, 0)//Check if advanced decorations are disabled.
	Spawn2:	
        TNT1 A 0 A_CheckSight ("Spawn3")
		BON2 EFGHGF 2 BRIGHT A_SpawnItem("RedFlareSmallItem",0,5)
		Loop
	Spawn3:
		BON2 E 9 BRIGHT
		Goto Spawn2
	Vanilla:
		BON2 EFGHGF 2 BRIGHT
		Loop
	}
}

Actor ArmorCrueltyBonus2 : ArmorCrueltyBonus
{
	Scale 0.75
	Armor.Saveamount 2
	Inventory.PickupMessage "*** Cruelty Bonus! +2 Armor ***"
}

Actor HealthCrueltyBonus : Health
{
	Inventory.Amount 5
	Inventory.MaxAmount 300
	Inventory.PickupMessage "*** Cruelty Bonus! +5 Health ***"
	-COUNTITEM
	States
	{
	Spawn:
		BON1 E 0
		BON1 E 0 ACS_NamedExecuteAlways("BDCheckDecorations", 0, 0, 0, 0)//Check if advanced decorations are disabled.
	Spawn2:	
        TNT1 A 0 A_CheckSight ("Spawn3")
		BON1 EFGHGF 2 BRIGHT A_SpawnItem("RedFlareSmallItem",0,5)
		Loop
	Spawn3:
		BON1 E 9 BRIGHT
		Goto Spawn2
	Vanilla:
		BON1 EFGHGF 2 BRIGHT
		Loop
	}
}

Actor HealthCrueltyBonus2 : HealthCrueltyBonus
{
	Scale 0.75
	Inventory.Amount 2
	Inventory.PickupMessage "*** Cruelty Bonus! +2 Health ***"
}