// Red Armor

ACTOR RedArmorSpawnActor : CustomInventory 10066
{
	Tag "Red Armor (Insanity)"
	//$Category Health and Armor
	//$Sprite ARM3A0
	+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,"PlasmaGun")
	  TNT1 A 1 A_SpawnItemEx("RedArmorSpawner")
	Nothing:
	  TNT1 A 1
	  TNT1 A -1
	  Stop
	ShotGun:
	BulletGun:
	  TNT1 A 1 A_SpawnItemEx("BlueArmorSpawner")
	  Stop
	PlasmaGun:
	  TNT1 A 1 A_SpawnItemEx("PurpleArmorSpawner")
	  Stop
	}
}

ACTOR RedArmorSpawner : RandomSpawner
{
	DropItem "IDMRedArmor"
}

ACTOR IDMRedArmor : BasicArmorPickup
{
  Radius 20
  Height 16
  Inventory.PickupMessage "Red armor!"
  Inventory.PickupSound "misc/armor_pkup"
  Inventory.Icon "ARM3A0"
  Inventory.RespawnTics 2100
  Armor.SavePercent 75
  Armor.SaveAmount 300
  DamageFactor "Fire", 0.125
  DamageFactor "Rocket", 0.125
  DamageFactor "Grenade", 0.125
  DamageFactor "Hellstorm", 0.125
  Tag "Red Armor"
  +SUPERARMOR
  States
  {
  Spawn:
    ARM3 A 6
    ARM3 B 6 Bright
    Loop
  }
}