ACTOR BasicAmmoPickup : Health
{
 scale 1.0
 radius 8
 height 16
 +FORCEXYBILLBOARD
 -COUNTITEM
 +INVENTORY.ALWAYSPICKUP
 Inventory.Amount 0
 Inventory.MaxAmount 99999
// Inventory.PickupMessage ""
// Inventory.PickupSound "none"
}

// Backpack ---------------------------------------------------------------

ACTOR AmmoSupply : BackpackItem Replaces Backpack
{
	Game Doom
	SpawnID 144
	Height 26
	Inventory.PickupMessage "$GOTBACKPACK"
	Inventory.PickupSound "BACKPACK"
	States
	{
	Spawn:
		TNT1 A 0
		BPAK A -1
		Stop
	}
}

ACTOR Clip2 : Ammo
{
	Game Doom
	SpawnID 11
	Inventory.PickupMessage "Picked up a Rifle Magazine."
	Inventory.Amount 30
	Inventory.MaxAmount 300
	Ammo.BackpackAmount 30
	Ammo.BackpackMaxAmount 600
	Inventory.Icon "CLIPA0"
	Inventory.PickupSound "CLIPICK2"
	Scale 0.9
	States
	{
	Spawn:
		CLIP A -1
		Stop
	}
}



ACTOR DoubleRifleAmmo : Ammo
{
   Inventory.Amount 0
   Inventory.MaxAmount 62
   Ammo.BackpackAmount 0
   Ammo.BackpackMaxAmount 62
   Inventory.Icon "RIFLB0"
}



ACTOR Clip1 : Ammo
{
	Game Doom
	Inventory.PickupMessage "Picked up a Pistol Magazine."
	Inventory.Amount 10
	Inventory.MaxAmount 200
	Ammo.BackpackAmount 50
	Ammo.BackpackMaxAmount 400
	Inventory.Icon "CLIPC0"
	Inventory.PickupSound "CLIPICK"
	Scale 0.9
	States
	{
	Spawn:
		CLIP C -1
		Stop
	}
}

ACTOR Mauser9mm : Ammo
{
	Game Doom
	Inventory.PickupMessage "Picked up a Mauser 9mm Magazine for the MP40."
	Inventory.Amount 32
	Inventory.MaxAmount 200
	Ammo.BackpackAmount 160
	Ammo.BackpackMaxAmount 400
	Inventory.Icon "CLIPB0"
	Inventory.PickupSound "CLIPICK"
	Scale 0.8
	States
	{
	Spawn:
		CLIP B -1
		Stop
	}
}

Actor ClipSpawner : BasicAmmoPickup Replaces Clip
{
    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(2, "Spawn4") //CompactMG Silencer
		TNT1 A 0 A_Jump(4, "Spawn3") // Mauser 9mm
		TNT1 A 0 A_Jump(16, "Spawn2") // Pistol Ammo
		
	Vanilla:	
	Spawn1:
		TNT1 A 0
		TNT1 A 0 A_SpawnItemEx ("Clip2",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 ("Clip1",0,0,0,0,0,0,0,0,0)
		TNT1 A 1
		TNT1 A -1
		Stop

	Spawn3:
		TNT1 A 0
		TNT1 A 0 A_SpawnItemEx ("Mauser9mm",0,0,0,0,0,0,0,0,0)
		TNT1 A 1
		TNT1 A -1
		Stop
	
	Spawn4:
		TNT1 A 0
		TNT1 A 0 A_SpawnItemEx ("SilencerSpawner",0,0,0,0,0,0,0,0,0)
		TNT1 A 1
		TNT1 A -1
		Stop
    }
}

ACTOR Clip1Drop: CustomInventory
{
 scale 0.9
 radius 24
 height 24
 +THRUACTORS +FORCEXYBILLBOARD
 Inventory.PickupMessage "Picked up a Pistol Magazine"
 Inventory.PickupSound "CLIPIN"
 Mass 1
    States
    {

	 Spawn:
		TNT1 A 0
		TNT1 A 1
		TNT1 A 0 
		TNT1 A 0 A_ChangeFlag("THRUACTORS", 0)
		TNT1 A 0
	Stay:
		CLIP C 1
		CLIP C -1
		Stop
	Pickup:
	    TNT1 A 0
		TNT1 A 0 A_JumpIfInventory("IsPlayingAsPurist", 1, "Purist")
	PickupNormal:	
		TNT1 A 0 A_GiveInventory("Clip1", 10)
		Stop
	Purist:
	    TNT1 A 0 A_GiveInventory("Clip2", 10)
		Stop
    }
}

ACTOR ClipBox2 : Clip2
{
	Game Doom
	SpawnID 139
	Inventory.PickupMessage "Picked up a box of rifle ammunition."
	Inventory.PickupSound "CBOXPICK"
	Inventory.Amount 100
	Scale 0.9
	States
	{
	Spawn:
		AMMO A -1
		Stop
	}
}

ACTOR BuzzSawAmmo : Ammo
{
	Game Doom
	Inventory.PickupMessage "Picked up a belt of MG42 ammo."
	Inventory.PickupSound "CBOXPICK"
	Inventory.Amount 100
	Inventory.MaxAmount 300
	Ammo.BackpackAmount 100
	Ammo.BackpackMaxAmount 600
	Inventory.Icon "HBUSE0"
	Scale 0.6
	States
	{
	Spawn:
		HBUS E -1
		Stop
	}
}

Actor ClipBoxSpawnerReplacer : BasicAmmoPickup Replaces ClipBox
{
    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, "Spawn3") // Buzzsaw ammo
		TNT1 A 0 A_Jump(16, "Spawn2") // Pistol Ammo Box
		
	Vanilla:	
	Spawn1:
		TNT1 A 0
		TNT1 A 0 A_SpawnItemEx ("ClipBox2",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 ("PistolAmmoBox",0,0,0,0,0,0,0,0,0)
		TNT1 A 1
		TNT1 A -1
		Stop

	Spawn3:
		TNT1 A 0
		TNT1 A 0 A_SpawnItemEx ("BuzzSawAmmo",0,0,0,0,0,0,0,0,0)
		TNT1 A 1
		TNT1 A -1
		Stop
    }
}

ACTOR BDSMGAmmo : Ammo
{
   Inventory.Amount 0
   Inventory.MaxAmount 41
   Ammo.BackpackAmount 0
   Ammo.BackpackMaxAmount 41
   Inventory.Icon SMGZA0
}

ACTOR BDDualSMGAmmo : Ammo
{
   Inventory.Amount 0
   Inventory.MaxAmount 82
   Ammo.BackpackAmount 0
   Ammo.BackpackMaxAmount 82
   Inventory.Icon SMGZB0
}

ACTOR AmmoRocket : Ammo
{
	Game Doom
	SpawnID 140
	Inventory.PickupMessage "$GOTROCKET"
	Inventory.Amount 1
	Inventory.MaxAmount 50
	Ammo.BackpackAmount 1
	Ammo.BackpackMaxAmount 100
	Inventory.Icon "ROCKA0"
	Inventory.Pickupsound "RCKCLIP"
	Scale 0.9
	+NOTAUTOAIMED
	+SHOOTABLE
	+NOBLOOD
	+NORADIUSDMG
	+FORCERADIUSDMG
	
	damagefactor "Shrapnel", 0.0  damagefactor "Trample", 0.0 
	damagefactor "Head", 0.0	damagefactor "FriendBullet", 0.0    damagefactor "Taunt", 0.0    damagefactor "KillMe", 0.0
	damagefactor "CancelTeleportFog", 0.0	damagefactor "BHFTOnBarrel", 0.0	damagefactor "GibRemoving", 0.0
	damagefactor "SpawnMarine", 0.0	damagefactor "TeleportRemover", 0.0	damagefactor "MinorHead", 0.0
	damagefactor "Decaptate", 0.0	damagefactor "MonsterKnocked", 0.0
	DamageFactor "CauseSplash", 0.0 DamageFactor "CauseObjectsToSplashSlime", 0.0 DamageFactor "CauseObjectsToSplashNukage", 0.0
	DamageFactor "CauseObjectsToSplashBlood", 0.0 DamageFactor "CauseObjectsToSplashLava", 0.0
	damagefactor "HelperMarineFatallity", 0.0	damagefactor "Leg", 0.0
	DamageFactor "KillMeBot", 0.0
	Health 20
	States
	{
	Spawn:
		ROCK A 1
		TNT1 A 0 ACS_NamedExecuteAlways("BDShootableAmmo")//Checks if shootable ammo is enabled
		ROCK A 4
		TNT1 A 0 A_JumpIfInventory("Clip1", 1, "NoShootable")
		ROCK A -1
		Stop
		
	NoShootable:
		ROCK A 1
		TNT1 A 0 A_ChangeFlag("SHOOTABLE", 0)
		ROCK A -1
		Stop
	Death:
		TNT1 A 0
		TNT1 A 0 A_SpawnItemEx ("ExplosionSplashSpawner", 0, 0, -20)
        TNT1 A 0 A_SpawnItemEx ("DetectFloorCrater",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)
	    TNT1 A 0 A_SpawnItemEx ("DetectCeilCrater",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)
	    TNT1 A 0 A_SpawnItemEx ("UnderwaterExplosion",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)
        TNT1 A 0 A_SpawnItemEx ("ExplosionFlareSpawner",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)
        TNT1 AAAAAAAAA 0 A_CustomMissile ("ExplosionParticleHeavy", 0, 0, random (0, 360), 2, random (0, 180))
        TNT1 AAAAAAAAAAAAAAAAAA 0 A_CustomMissile ("ExplosionParticleHeavy", 0, 0, random (0, 360), 2, random (0, 360))
		TNT1 AAAAAAAAA 0 A_CustomMissile ("ExplosionParticleVeryFast", 0, 0, random (0, 360), 2, random (0, 360))
        TNT1 AAAA 0 A_CustomMissile ("MediumExplosionFlames", 0, 0, random (0, 360), 2, random (0, 360))
        EXPL AAAA 0 A_CustomMissile ("ExplosionSmokeFast22", 0, 0, random (0, 360), 2, random (0, 360))
		EXPL A 0 A_CustomMissile ("BigNeoSmoke", 0, 0, random (0, 360), 2, random (0, 360))
		TNT1 A 0 A_SpawnItemEx ("RocketExplosion",0,0,13,0,0,0,0,SXF_NOCHECKPOSITION,0)
		//TNT1 A 0 A_SpawnItemEx ("RocketPenetrator",cos(-pitch)*42,0,0+(sin(pitch)*42),cos(-pitch)*40,0,sin(pitch)*40,0,SXF_TRANSFERPITCH)
		//TNT1 AA 0 A_SpawnItem("SuperExpensiveParticleSpawner")
		
		TNT1 A 2
		TNT1 A 0 A_SpawnItemEx ("LiquidExplosionEffectSpawner",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)
		TNT1 A 0 A_PlaySound("FAREXPL", 3)
		TNT1 A 4
		TNT1 A 0 A_Explode(100, 100)
		TNT1 A 10
		TNT1 A 0 A_PlaySound("distantexp", 5)
		TNT1 AAAAA 4 A_CustomMissile ("HeavyExplosionSmoke", 2, 0, random (0, 360), 2, random (0, 360))
		Stop
	}
}

// Rocket box --------------------------------------------------------------

ACTOR AmmoRocketBox : AmmoRocket Replaces RocketBox
{
	Game Doom
	SpawnID 141
	Inventory.PickupMessage "$GOTROCKBOX"
	Inventory.Amount 9
	Scale 0.9
	Inventory.Pickupsound "RCKCLIP2"
	States
	{
	Spawn:
		TNT1 A 0
		TNT1 A 0 ACS_NamedExecuteAlways("BDShootableAmmo")//Checks if shootable ammo is enabled
		BROK A 4
		TNT1 A 0 A_JumpIfInventory("Clip1", 1, "NoShootable")
		BROK A -1
		Stop
	
	NoShootable:
		BROK A 1
		TNT1 A 0 A_ChangeFlag("SHOOTABLE", 0)
		BROK A -1
		Stop
		
	Death:
		TNT1 A 0
		TNT1 A 0 A_SpawnItemEx ("ExplosionSplashSpawner", 0, 0, -20)
        TNT1 A 0 A_SpawnItemEx ("DetectFloorCrater",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)
	    TNT1 A 0 A_SpawnItemEx ("DetectCeilCrater",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)
	    TNT1 A 0 A_SpawnItemEx ("UnderwaterExplosion",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)
        TNT1 A 0 A_SpawnItemEx ("ExplosionFlareSpawner",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)
        TNT1 AAAAAAAAA 0 A_CustomMissile ("ExplosionParticleHeavy", 0, 0, random (0, 360), 2, random (0, 180))
        TNT1 AAAAAAAAAAAAAAAAAA 0 A_CustomMissile ("ExplosionParticleHeavy", 0, 0, random (0, 360), 2, random (0, 360))
		TNT1 AAAAAAAAA 0 A_CustomMissile ("ExplosionParticleVeryFast", 0, 0, random (0, 360), 2, random (0, 360))
        TNT1 AAAA 0 A_CustomMissile ("MediumExplosionFlames", 0, 0, random (0, 360), 2, random (0, 360))
        EXPL AAAA 0 A_CustomMissile ("ExplosionSmokeFast22", 0, 0, random (0, 360), 2, random (0, 360))
		EXPL A 0 A_CustomMissile ("BigNeoSmoke", 0, 0, random (0, 360), 2, random (0, 360))
		TNT1 A 0 A_SpawnItemEx ("RocketExplosion",0,0,13,0,0,0,0,SXF_NOCHECKPOSITION,0)
		//TNT1 A 0 A_SpawnItemEx ("RocketPenetrator",cos(-pitch)*42,0,0+(sin(pitch)*42),cos(-pitch)*40,0,sin(pitch)*40,0,SXF_TRANSFERPITCH)
		//TNT1 AA 0 A_SpawnItem("SuperExpensiveParticleSpawner")
		EXPL AAA 0 A_CustomMissile ("BarrelKaboom", 0, 0, random (0, 360), 2, random (0, 360))
		TNT1 A 0 A_Explode(150, 300)
		TNT1 A 2
		TNT1 A 0 A_SpawnItemEx ("LiquidExplosionEffectSpawner",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)
		TNT1 A 0 A_PlaySound("FAREXPL", 3)
		TNT1 A 15
		TNT1 A 0 A_PlaySound("distantexp", 5)
		TNT1 AAAAA 4 A_CustomMissile ("HeavyExplosionSmoke", 2, 0, random (0, 360), 2, random (0, 360))
		Stop	
	}
}

ACTOR AmmoRocketReplacer : BasicAmmoPickup Replaces RocketAmmo
{
	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") // Grenade Ammo
		
	Vanilla:	
	Spawn1:
		TNT1 A 0
		TNT1 A 0 A_SpawnItemEx ("AmmoRocket",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 ("GrenadeAmmo",0,0,0,0,0,0,0,0,0)
		TNT1 A 1
		TNT1 A -1
		Stop
	}
}

// Cell --------------------------------------------------------------------

ACTOR AmmoCell : Ammo Replaces Cell
{
	Game Doom
	SpawnID 75
	Inventory.PickupMessage "$GOTCELL"
	Inventory.PickupSound "CELLPKUP"
	Inventory.Amount 20
	Inventory.MaxAmount 300
	Ammo.BackpackAmount 20
	Ammo.BackpackMaxAmount 600
	Inventory.Icon "CELLA0"
	Scale 0.9
	States
	{
	Spawn:
		CELL A -1
		Stop
	}
}

// Cell pack ---------------------------------------------------------------

ACTOR AmmoCellPack : AmmoCell
{
	Game Doom
	SpawnID 142
	Inventory.PickupMessage "$GOTCELLBOX"
	Inventory.PickupSound "CELLPKUP"
	Inventory.Amount 100
	Scale 0.9
	States
	{
	Spawn:
		CELP A -1
		Stop
	}
}

//Nuclear Missile

ACTOR Nuke : Ammo
{
	Game Doom
	Inventory.PickupMessage "Picked up a nuclear missile."
	Inventory.Amount 1
	Inventory.MaxAmount 1
	Ammo.BackpackAmount 0
	Ammo.BackpackMaxAmount 2
	Inventory.Icon "NKLAA0"
	Inventory.PickupSound "RCKCLIP"
	Scale 0.9
	States
	{
	Spawn:
		BNUK A -1
		Stop
	}
}

ACTOR AmmoNukeBox : Nuke
{
	Game Doom
	Inventory.PickupMessage "Picked up a nuclear missile."
	Inventory.PickupSound "RCKCLIP2"
	Inventory.Amount 1
	Scale 0.6
	States
	{
	Spawn:
		BNUK A -1
		Stop
	}
}

ACTOR AmmoCellPackReplacer : BasicAmmoPickup Replaces CellPack
{
	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(2, "Spawn2") // Nuclear Missile
		TNT1 A 0 A_Jump(4, "Spawn2") // Gas
		
	Vanilla:	
	Spawn1:
		TNT1 A 0
		TNT1 A 0 A_SpawnItemEx ("AmmoCellPack",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 ("Gas",0,0,0,0,0,0,0,0,0)
		TNT1 A 1
		TNT1 A -1
		Stop
	
	Spawn3:
		TNT1 A 0
		TNT1 A 0 A_SpawnItemEx ("AmmoNukeBox",0,0,0,0,0,0,0,0,0)
		TNT1 A 1
		TNT1 A -1
		Stop
	}
}

// Shells ------------------------------------------------------------------

ACTOR AmmoShell : Ammo
{
	Game Doom
	SpawnID 12
	Inventory.PickupMessage "$GOTSHELLS"
	Inventory.Amount 4
	Inventory.MaxAmount 50
	Ammo.BackpackAmount 4
	Ammo.BackpackMaxAmount 100
	Inventory.Icon "SHELA0"
	Inventory.Pickupsound "SHELPK1"
	Scale 0.9
	States
	{
	Spawn:
		SHEL A -1
		Stop
	}
}

// Shell box ---------------------------------------------------------------

ACTOR AmmoShellBox : AmmoShell
{
	Game Doom
	SpawnID 143
	Inventory.PickupMessage "$GOTSHELLBOX"
	Inventory.Amount 20
	Inventory.Pickupsound "SHELPK2"
	Scale 0.9
	States
	{
	Spawn:
		SBOX A -1
		Stop
	}
}

//Magnum Rounds

ACTOR AmmoMagnum : Ammo
{
	Game Doom
	Inventory.PickupMessage "Picked up some magnum rounds."
	Inventory.PickupSound "CBOXPICK"
	Inventory.Amount 6
	Inventory.MaxAmount 30
	Ammo.BackpackAmount 6
	Ammo.BackpackMaxAmount 60
	Inventory.Icon "MAGAA0"
	Scale 0.75
	States
	{
	Spawn:
		MAGA A -1
		Stop
	}
}

ACTOR AmmoMagnumBox : AmmoMagnum
{
	Game Doom
	Inventory.PickupMessage "Picked up a box of magnum rounds."
	Inventory.Amount 18
	Inventory.Pickupsound "CBOXPICK"
	Scale 0.75
	States
	{
	Spawn:
		MBOX A -1
		Stop
	}
}

ACTOR AmmoShellReplacer : BasicAmmoPickup Replaces Shell
{
	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(2, "Spawn2") // Magnum Ammo
		
	Vanilla:	
	Spawn1:
		TNT1 A 0
		TNT1 A 0 A_SpawnItemEx ("AmmoShell",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 ("AmmoMagnum",0,0,0,0,0,0,0,0,0)
		TNT1 A 1
		TNT1 A -1
		Stop
	}
}

ACTOR AmmoShellBoxReplacer : BasicAmmoPickup Replaces ShellBox
{
	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(2, "Spawn3") // Magnum Ammo Box
		TNT1 A 0 A_Jump(4, "Spawn2") // Slug Rounds Upgrade
		
	Vanilla:	
	Spawn1:
		TNT1 A 0
		TNT1 A 0 A_SpawnItemEx ("AmmoShellBox",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 ("SlugRounds",0,0,0,0,0,0,0,0,0)
		TNT1 A 1
		TNT1 A -1
		Stop
	
	Spawn3:
		TNT1 A 0
		TNT1 A 0 A_SpawnItemEx ("AmmoMagnumBox",0,0,0,0,0,0,0,0,0)
		TNT1 A 1
		TNT1 A -1
		Stop
	}
}

ACTOR SSGAmmo : Ammo
{
   Inventory.Amount 0
   Inventory.MaxAmount 2
   Ammo.BackpackAmount 0
   Ammo.BackpackMaxAmount 2
   Inventory.Icon "SGN2A0"
}

ACTOR PlasmaAmmo : Ammo
{
   Inventory.Amount 0
   Inventory.MaxAmount 50
   Ammo.BackpackAmount 0
   Ammo.BackpackMaxAmount 50
   Inventory.Icon "PLASA0"
}

ACTOR GLAmmo : Ammo
{
   Inventory.Amount 0
   Inventory.MaxAmount 1
   Ammo.BackpackAmount 0
   Ammo.BackpackMaxAmount 1
   Inventory.Icon "GLAPA0"
}

ACTOR DoublePlasmaAmmo : Ammo //Your weapon's magazine ammo.
{
   Inventory.Amount 0
   Inventory.MaxAmount 100 //Your weapon's magazine ammo limit. Always leave one more bullet, so you can do the 12+1 effect.
   Ammo.BackpackAmount 0
   Ammo.BackpackMaxAmount 100
   Inventory.Icon "PLASB0"
}

ACTOR MiniHellRocketAmmo : Ammo
{
   Inventory.Amount 0
   Inventory.MaxAmount 50
   Ammo.BackpackAmount 0
   Ammo.BackpackMaxAmount 100
   Inventory.Icon "HMLRA0"
}

ACTOR SoulAmmo : Ammo
{
   Inventory.Amount 0
   Inventory.MaxAmount 300
   Ammo.BackpackAmount 0
   Ammo.BackpackMaxAmount 600
   Inventory.Icon "BDSLA0"
}

ACTOR Gas : Ammo
{
   Inventory.Amount 50
   Inventory.MaxAmount 300
   Ammo.BackpackAmount 50
   Ammo.BackpackMaxAmount 600
   Inventory.Icon "GSLNA0"
   Inventory.PickupMessage "You picked up a jug of Gasoline."
   Scale 0.9
   States
   {
	Spawn:
		GSLN A -1
		Stop
   }
}

ACTOR MP40Ammo : Ammo
{
   Inventory.Amount 0
   Inventory.MaxAmount 32
   Ammo.BackpackAmount 0
   Ammo.BackpackMaxAmount 32
   Inventory.Icon "MP40I0"
   
}

ACTOR DualMP40Ammo : Ammo
{
   Inventory.Amount 0
   Inventory.MaxAmount 64
   Ammo.BackpackAmount 0
   Ammo.BackpackMaxAmount 64
   Inventory.Icon "MP40J0" 
}

ACTOR RailgunAmmo : Ammo
{
   Inventory.Amount 0
   Inventory.MaxAmount 50
   Ammo.BackpackAmount 0
   Inventory.Icon "SRCGA0"
   Ammo.BackpackMaxAmount 50
}	

ACTOR GrenadeAmmo : Ammo
{
	Game Doom
	Inventory.PickupMessage "Picked up a Grenade."
//    Inventory.PickupSound "GRNT"   // doesn't work. Check HandGrenades in Grenades.txt
	Inventory.Amount 1
	Inventory.MaxAmount 30
	Ammo.BackpackAmount 1
	Ammo.BackpackMaxAmount 30
	Inventory.Icon "GRNDA"
	Scale 0.3
	States
	{
	Spawn:
		GRND H -1
		Stop
	}
}

ACTOR GrenadeBox : GrenadeAmmo
{
	Game Doom
	Inventory.PickupMessage "Picked up a box of grenades."
	Inventory.Amount 3
	States
	{
	Spawn:
		GRND H -1
		Stop
	}
}

ACTOR TankCannon10Ammo : Ammo
{
	Inventory.PickupMessage "Picked up a Magazine."
	Inventory.Amount 10
	Inventory.MaxAmount 20
	Ammo.BackpackAmount 0
	Ammo.BackpackMaxAmount 20
	Inventory.Icon "NULL"
	States
	{
	Spawn:
		CLIP A -1
		Stop
	}
}

ACTOR HeavyMachinegunAmmo : Ammo
{
	Game Doom
	Inventory.PickupMessage "Picked up a Magazine."
	Inventory.Amount 100
	Inventory.MaxAmount 5700
	Ammo.BackpackAmount 0
	Ammo.BackpackMaxAmount 5700
	Inventory.Icon "NULL"
	States
	{
	Spawn:
		CLIP A -1
		Stop
	}
}

ACTOR Autocannon2Ammo : Ammo
{
	Game Doom
	Inventory.PickupMessage "Picked up a Magazine."
	Inventory.Amount 100
	Inventory.MaxAmount 500
	Ammo.BackpackAmount 0
	Ammo.BackpackMaxAmount 500
	Inventory.Icon "NULL"
	States
	{
	Spawn:
		CLIP A -1
		Stop
	}
}

ACTOR Autocannon2Ammo2 : Ammo
{
	Game Doom
	Inventory.PickupMessage "Picked up a Magazine."
	Inventory.Amount 100
	Inventory.MaxAmount 1000
	Ammo.BackpackAmount 0
	Ammo.BackpackMaxAmount 1000
	Inventory.Icon "NULL"
	States
	{
	Spawn:
		CLIP A -1
		Stop
	}
}

ACTOR MissileAmmo : Ammo
{
	Game Doom
	Inventory.PickupMessage "Picked up a Magazine."
	Inventory.Amount 5
	Inventory.MaxAmount 120
	Ammo.BackpackAmount 0
	Ammo.BackpackMaxAmount 120
	Inventory.Icon "NULL"
	States
	{
	Spawn:
		CLIP A -1
		Stop
	}
}

ACTOR SRMAmmo : Ammo
{
	Game Doom
	Inventory.PickupMessage "Picked up a Magazine."
	Inventory.Amount 1
	Inventory.MaxAmount 100
	Ammo.BackpackAmount 0
	Ammo.BackpackMaxAmount 100
	Inventory.Icon "NULL"
	States
	{
	Spawn:
		CLIP A -1
		Stop
	}
}
		
ACTOR BDPistolAmmo : Ammo
{
   Inventory.Amount 0
   Inventory.MaxAmount 16
   Ammo.BackpackAmount 0
   Ammo.BackpackMaxAmount 16
   Inventory.Icon PISTG0
}

ACTOR BDDualPistolAmmo : Ammo
{
   Inventory.Amount 0
   Inventory.MaxAmount 32
   Ammo.BackpackAmount 0
   Ammo.BackpackMaxAmount 32
   Inventory.Icon PISTH0
}