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

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 A_SpawnItem("BlueFlareSmallItem",0,7)
		Loop
	Spawn3:
		BON1 A 9
		Goto Spawn2
	Vanilla:
		BON1 ABCDCB 2
		Loop
	}
}


Actor HealthPlusNoCount : HealthPlus
{
	-COUNTITEM
}

Actor HealthPlusFatalityBonus : HealthPlus
{
	Inventory.Amount 5
	Inventory.MaxAmount 300
	+THRUACTORS
	-COUNTITEM
	States
	{
	Spawn:
		BON1 A 0
		BON1 ABCDCB 2
		TNT1 A 0 A_ChangeFlag("THRUACTORS", 0)
		Goto Spawn2
	}
}


Actor HealthPlusFatalityBonus2 : HealthPlusFatalityBonus
{
	Inventory.Amount 2
	Inventory.MaxAmount 300
}

// 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 A 10
		ARM1 AAAAAA 2 bright A_SpawnItem("GreenFlareMedium",0,10)
		loop
	Spawn2:
		ARM1 A 19
		Goto Spawn
	}
}

// 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 50.1
	Armor.Saveamount 200
    Inventory.PickupSound "ARMOR"
	States
	{
	Spawn:
		TNT1 A 0 A_CheckSight("Spawn2")
		ARM2 A 10
		ARM2 AAAAA 2 bright A_SpawnItem("BlueFlareMedium3",0,10)
		loop
	Spawn2:
		ARM2 A 19
		Goto Spawn	
	}
}


Actor GiveArmor : BasicArmorBonus
{
	Game Doom
	SpawnID 22
	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
		loop
	}
}


ACTOR CrueltyBonus5armor : BasicArmorBonus
{
	Game Doom
	SpawnID 152
	-COUNTITEM
	Radius 220
	+INVENTORY.ALWAYSPICKUP
	
	Inventory.Icon "BON2A0"
	Armor.Savepercent 50.1
	Armor.Saveamount 5
	Armor.Maxsaveamount 300
	Inventory.PickupMessage "*** Cruelty Bonus awarded! +5 Armor ***"
	States
	{
	Spawn:
        TNT1 A 50
		Stop
	}
}


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

Actor ArmorShard : BasicArmorBonus 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 AAABCDB 2
		Loop
	}
}


Actor ArmorShardNoCount: ArmorShard
{
-COUNTITEM
}



Actor ArmorShardFatalityBonus : ArmorShard
{
	Armor.Saveamount 5
	Armor.Maxsaveamount 300
	+THRUGHOST
	+GHOST
	+THRUACTORS
	-COUNTITEM
	States
	{
	Spawn:
		BON2 AAABCDBAAABCDBAAABCDB 2
		TNT1 A 0 A_ChangeFlag("THRUACTORS", 0)
		Goto Spawn2
	Spawn2:
		BON2 AAABCDB 2
		Loop
	}
}

Actor ArmorShardFatalityBonus2 : ArmorShardFatalityBonus
{
	Armor.Saveamount 2
	Armor.Maxsaveamount 300
}


Actor ArmorShardDroped : BasicArmorBonus
{
	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:
        //TNT1 A 0 A_CheckSight ("Spawn2")
		BON2 AAABCDB 2 //A_SpawnItem("GreenFlareSmall",0,7)
		Loop
	Spawn2:
		BON2 A 9
		Goto Spawn
	}
}






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
	}
}

// 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 GiveHealth : Health
{
	Game Doom
	SpawnID 152
	+COUNTITEM
	+INVENTORY.ALWAYSPICKUP
	Inventory.Amount 1
	Inventory.MaxAmount 9999
	Inventory.PickupMessage "$GOTHTHBONUS"
	States
	{
	Spawn:
		BON1 AAABBBCCCDDDCCCBBB 2
		Loop
	}
}

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




















ACTOR CrueltyBonus5health : Health
{
	Game Doom
	SpawnID 152
	-COUNTITEM
	Radius 220
	+INVENTORY.ALWAYSPICKUP
	Inventory.Amount 5
	Inventory.MaxAmount 9999
	Inventory.PickupMessage "*** Cruelty Bonus awarded! +5 health ***"
	States
	{
	Spawn:
        TNT1 A 50
		Stop
	}
}




ACTOR CrueltyBonus15armor : CrueltyBonus5armor
{
	Armor.Saveamount 15
	Inventory.PickupMessage "*** Cruelty Bonus awarded! +15 Armor ***"
}

ACTOR CrueltyBonus10armor : CrueltyBonus5armor
{
	Armor.Saveamount 10
	Inventory.PickupMessage "*** Cruelty Bonus awarded! +10 Armor ***"
}


ACTOR CrueltyBonus1health : CrueltyBonus5health
{
	Inventory.Amount 1
	Inventory.PickupMessage "*** Cruelty Bonus awarded! +1 Health ***"
}