/// Health ///

ACTOR IDMHealthBonusPickup : CustomInventory replaces HealthBonus
{
  Radius 20
  Height 16
  Inventory.PickupMessage "Health bonus."
  Inventory.PickupSound "misc/bonus_pkup"
  Inventory.RespawnTics 2100
  Tag "Health Bonus"
  //$Category Health and Armor
  //$Sprite BON1A0
  +BASEHEALTH
  +COUNTITEM
  States
  {
  Spawn:
	TNT1 A 0
	TNT1 A 1
	TNT1 A 1 A_JumpIf(ACS_NamedExecuteWithResult("GunModifierSpawn") == 666,"Nothing")
  SpawnLoop:
    BON1 ABCDDCB 6
    Loop
  Nothing:
	TNT1 A 1 A_Die
	Stop
  Pickup:
	TNT1 A 0 A_JumpIfInventory("PowerSoul",1,"Soulbonus")
	TNT1 A 0 A_GiveInventory("IDMHealthbonus")
	Stop
  Soulbonus:
	TNT1 A 0 A_GiveInventory("SoulHealthbonus",1)
	Stop
  }
}

ACTOR IDMHealthBonus : MaxHealth
{
  +COUNTITEM
  +INVENTORY.ALWAYSPICKUP
  Inventory.Amount 2
  Inventory.MaxAmount 100
  Health 200
  Inventory.PickupMessage "Health bonus."
  Inventory.PickupSound "misc/bhapkup"
  Inventory.RespawnTics 1050
}

ACTOR SoulHealthBonus : IDMHealthbonus
{
  Inventory.Amount 4
}