// Purple Armor

ACTOR PurpleArmorSpawnActor : CustomInventory 10067
{
	Tag "Purple Armor"
	//$Category Health and Armor
	//$Sprite ARM5A0
	+NOBLOCKMAP
	+NOGRAVITY
	States
	{
	Spawn:
	  TNT1 A 0
	  TNT1 A 1
	  TNT1 A 1 A_JumpIf(ACS_NamedExecuteWithResult("GunModifierSpawn") == 666,"Nothing")
	  TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("WeaponGroupSpawn") == 1,"ShotGun")
	  TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("WeaponGroupSpawn") == 2,"BulletGun")
	  TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("WeaponGroupSpawn") == 4,"ExplGun")
	  TNT1 A 1 A_SpawnItemEx("PurpleArmorSpawner")
	Nothing:
	  TNT1 A 1
	  TNT1 A -1
	  Stop
	ShotGun:
	BulletGun:
	  TNT1 A 1 A_SpawnItemEx("BlueArmorSpawner")
	  Stop
	ExplGun:
	  TNT1 A 1 A_SpawnItemEx("RedArmorSpawner")
	  Stop
	}
}

ACTOR PurpleArmorSpawner : RandomSpawner
{
	DropItem "PurpleArmor"
}

ACTOR PurpleArmor : BasicArmorPickup
{
  Radius 20
  Height 16
  Inventory.PickupSound "misc/powarmor_pkup"
  Inventory.PickupMessage "Purple Armor!"
  Inventory.Icon "ARM5A0"
  Inventory.RespawnTics 2100
  Armor.SavePercent 83.3333
  Armor.SaveAmount 300
  DamageFactor "Ice", 0.2
  DamageFactor "Plasma", 0.2
  DamageFactor "HitPlasma", 0.2
  DamageFactor "Pulse", 0.2
  DamageFactor "Blaster", 0.2
  DamageFactor "Railgun", 0.2
  DamageFactor "BFG", 0.2
  DamageFactor "BFGSpray", 0.2
  DamageFactor "BFG10k", 0.2
  DamageFactor "RedPlasma", 0.2
  Tag "Purple Armor"
  +SUPERARMOR
  States
  {
  Spawn:
    ARM5 A -1 Bright
    Stop
  }
}