// Is this even used?
ACTOR BrownBackpackSpawner
{
	-SOLID
	+SHOOTABLE
	+FLOORCLIP
	+MOVEWITHSECTOR
	+THRUACTORS
	+NOCLIP
	DamageFactor "Normal", 0.0
	DamageFactor "ItemExplode", 1.0
	PainChance "Normal", 0
	PainChance "ItemExplode", 255
	+NOBLOOD
	Radius 12
	Height 1
	Mass 99999
	Health 0xfffffff
	Renderstyle None
	States
	{
		Spawn:
		BCPK A 0
		BCPK A 0 A_JumpIfInventory("Initialized",1,1)
		Goto Initialize
		POSS A 1
		Loop
		See:
		TNT1 A 1
		Goto Spawn
		Pain:
		TNT1 A 0
		Goto Spawn
		Pain.ItemExplode:
		SPOS A 1
		Goto Spawning
		Spawning:
		TNT1 A 0 A_ChangeFlag("SHOOTABLE",0)
		SPOS A 200
		TNT1 A 0 A_Stop
		TNT1 A 0 A_ChangeFlag("SHOOTABLE",1)
		Goto ItemSpawnState
		ItemSpawnState:
		TNT1 A 0
		TNT1 A 0 A_SpawnItemEx("BrownBackpackSpawn",0,0,0)
		Goto Spawn
		Initialize:
		TNT1 A 0
		TNT1 A 0 A_GiveInventory("Initialized",1)
		Goto ItemSpawnState
	}
}

ACTOR BrownBackpackSpawn : RandomSpawner
{
	DropItem "BrownPack1"
	DropItem "BrownPack2"
	DropItem "BrownPack3"
	DropItem "BrownPack4"
	DropItem "GreenPack1"
	DropItem "GreenPack2"
	DropItem "GreenPack3"
	DropItem "GreenPack4"
}

ACTOR BrownBackpackPickup : CustomInventory replaces Backpack
{
	//$Category ZT2 - Spawners
	//$Title Spawner - Brown Backpack
	//$Sprite BCPKA0
  Height 26
  Mass 99999
  Scale 0.4
  -SOLID
  Inventory.PickupMessage "You picked up a large backpack of ammo." // "Picked up a backpack full of ammo!"
  Inventory.PickupSound "backpack/pickup"
  States
  {
  Spawn:
	TNT1 A 0
	//TNT1 A 0 A_SpawnItemEx("ItemSpawnFX",0,0,0)
	TNT1 A 0 A_ChangeVelocity(0,0,10,0)
	TNT1 A 0 A_Jump(255,"Brown1","Brown2","Brown3","Brown4","Green1","Green2","Green3","Green4")
  Brown1:
	BCPK A 0
    BCPK A 2 bright A_SpawnItemEx("ItemAuraOrange",0,0,13)
    Loop
  Brown2:
	BCPK A 0
    BCPK B 2 bright A_SpawnItemEx("ItemAuraOrange",0,0,13)
    Loop
  Brown3:
	BCPK A 0
    BCPK C 2 bright A_SpawnItemEx("ItemAuraOrange",0,0,13)
    Loop
  Brown4:
	BCPK A 0
    BCPK D 2 bright A_SpawnItemEx("ItemAuraOrange",0,0,13)
    Loop
  Green1:
	BCPK A 0
    BCPK E 2 bright A_SpawnItemEx("ItemAuraOrange",0,0,13)
    Loop
  Green2:
	BCPK A 0
    BCPK F 2 bright A_SpawnItemEx("ItemAuraOrange",0,0,13)
    Loop
  Green3:
	BCPK A 0
    BCPK G 2 bright A_SpawnItemEx("ItemAuraOrange",0,0,13)
    Loop
  Green4:
	BCPK A 0
    BCPK H 2 bright A_SpawnItemEx("ItemAuraOrange",0,0,13)
    Loop
  Pickup:
	TNT1 A 0
	TNT1 A 0 A_GiveInventory("BrownBackpackBase",1)
	TNT1 A 0 A_SpawnItemEx("ItemExplode",0,0,0)
	Stop
  }
}

ACTOR BrownBackpackBase : BackpackItem
{
  Inventory.PickupMessage "You picked up a large backpack of ammo." // "Picked up a backpack full of ammo!"
  Inventory.PickupSound "backpack/pickup"
}