ACTOR Stimkit : HealthPickup 32401
{
Scale 0.75
Inventory.Amount 1
Inventory.MaxAmount 5
Inventory.InterHubAmount 5
Health 15
Inventory.PickupMessage "Portable Stimpack"
Inventory.PickupSound "pickups/pstimpack"
Inventory.UseSound "pstimp/use"
Inventory.Icon "INM2A0"
+INVENTORY.INVBAR
+FLOORCLIP
States
{
Spawn:
      PME2 A -1
      Stop
      } 
}

ACTOR PortableMedkit : HealthPickup 32402
{
Scale 0.85
Inventory.Amount 1
Inventory.MaxAmount 2
Inventory.InterHubAmount 2
Health 25
Inventory.PickupMessage "Portable Medkit"
Inventory.PickupSound "pickups/pmedkit"
Inventory.UseSound "pmed/use"
Inventory.Icon "INM3A0"
+INVENTORY.INVBAR
+FLOORCLIP
States
{
Spawn:
      PME3 A -1
      Stop
      } 
}

ACTOR AmmoPack : CustomInventory 32690
{
Scale 0.8
Inventory.Amount 1
Inventory.MaxAmount 3 // 2
Inventory.InterHubAmount 3 // 2
Inventory.PickupSound "pickups/iammosatchel"
Inventory.UseSound "Null"
Inventory.PickupMessage "Portable Ammo Bag"
Inventory.Icon "INASA0"
+INVENTORY.INVBAR
+FLOORCLIP
States
{
Spawn:
      ASAT A -1
      Stop
Use:
	  TNT1 A 0 A_PlaySound("ammosatchel/use")
	  TNT1 A 0 A_GiveInventory("Clip1",20)
	  TNT1 A 0 A_GiveInventory("Clip2",30)
	  TNT1 A 0 A_GiveInventory("AmmoShell",8)
	  TNT1 A 0 A_GiveInventory("AmmoRocket",1)
	  TNT1 A 0 A_GiveInventory("AmmoCell",20)
	  TNT1 A 0 A_GiveInventory("Gas",50)
	  TNT1 A 0 A_GiveInventory("GrenadeAmmo",1)
	  Stop

Full:
	  TNT1 A 0 
	  Fail
      } 
}

Actor AmmoShellBoxEZ2: AmmoShellBox
{
	Inventory.Amount 20
}

Actor EasyAmmoBox2:ClipBox2
{
	Inventory.Amount 100
}

Actor RealismAmmoBox2:ClipBox2
{
	Inventory.Amount 30
}

ACTOR ArmorPlate : CustomInventory 32405
{
Scale 0.9
Inventory.Amount 1
Inventory.MaxAmount 1
Inventory.InterHubAmount 1
Inventory.PickupSound "pickups/iarmorplate"
Inventory.UseSound "armorplate/use"
Inventory.PickupMessage "Portable Armor Plate"
Inventory.Icon "IAPLA0"
+INVENTORY.INVBAR
+FLOORCLIP
States
{
Spawn:
      ARMP A -1
      Stop
Use:
	  TNT1 A 0 A_JumpIfInventory("BasicArmor",200,"Full")
      TNT1 A 0 A_GiveInventory("ArmorPlateGiver",1)
      Stop
Full:
	  TNT1 A 0 
	  Fail
      } 
}

ACTOR ArmorPlateGiver : ArmorBonus
{
Armor.SaveAmount 25
Armor.MaxSaveAmount 200
}
