// Tech Armor

ACTOR TechArmor : CustomInventory 
{
  Radius 20
  Height 16
  Inventory.PickupMessage "Tech Armor!"
  Inventory.PickupSound ""
  Inventory.RespawnTics 1050
  +BASEARMOR
  States
  {
  Spawn:
    ARM4 A -1 Bright
    Stop
  Pickup:
    TNT1 A 0 A_JumpIfArmorType("BulletArmorProtection","Ammo",200)
    TNT1 A 0 A_JumpIfArmorType("FragArmorProtection","Ammo",200)
    TNT1 A 0 A_JumpIfArmorType("TechArmorProtection","Ammo",200)
    TNT1 A 0 A_JumpIfArmorType("IDMYellowArmor","Ammo",200)
    TNT1 A 0 A_JumpIfArmorType("IDMBlueArmor","Ammo",200)
    TNT1 A 0 A_JumpIfArmorType("IDMRedArmor","Ammo",200)
    TNT1 A 0 A_JumpIfArmorType("PurpleArmor","Ammo",200)
    TNT1 A 0 A_JumpIfArmorType("SuperArmor","Ammo",200)
	TNT1 A 0 A_PlaySound("misc/powarmor",CHAN_ITEM)
    TNT1 A 0 A_GiveInventory("TechArmorProtection")
    TNT1 A 0 A_GiveInventory("IDMCell",100)
	Stop
  Ammo:
	TNT1 A 0 A_PlaySound("misc/ammpkup",CHAN_ITEM)
    TNT1 A 0 A_GiveInventory("IDMCell",100)
    Stop
  }
}

ACTOR TechArmorProtection : BasicArmorPickup
{
  Radius 20
  Height 16
  Inventory.PickupSound "misc/powarmor"
  Inventory.PickupMessage ""
  Inventory.Icon "ARM4A0"
  Armor.SavePercent 66.6667
  Armor.SaveAmount 200
  DamageFactor "Plasma", 0.3
  DamageFactor "HitPlasma", 0.3
  DamageFactor "Pulse", 0.3
  DamageFactor "Blaster", 0.3
  DamageFactor "Railgun", 0.3
  DamageFactor "BFG", 0.3
  DamageFactor "BFGSpray", 0.3
  DamageFactor "BFG10k", 0.3
  States
  {
  Spawn:
    ARM4 A -1 Bright
    Stop
  }
}