// Yellow Armor

ACTOR YellowArmorSpawnActor : CustomInventory 10061
{
	Tag "Yellow Armor"
	//$Category Health and Armor
	//$Sprite ARMYA0
	+NOBLOCKMAP
	+NOGRAVITY
	States
	{
	Spawn:
	  TNT1 A 0
	  TNT1 A 1
	  TNT1 A 1 A_JumpIf(CallACS("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") == 3,"ExplGun")
	  TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("WeaponGroupSpawn") == 4,"PlasmaGun")
	  TNT1 A 1 A_SpawnItemEx("YellowArmorSpawner")
	Nothing:
	  TNT1 A 1
	  TNT1 A -1
	  Stop
	ShotGun:
	BulletGun:
	  TNT1 A 1 A_SpawnItemEx("BulletArmorSpawner")
	  Stop
	ExplGun:
	  TNT1 A 1 A_SpawnItemEx("FragArmorSpawner")
	  Stop
	PlasmaGun:
	  TNT1 A 1 A_SpawnItemEx("TechArmorSpawner")
	  Stop
	}
}

ACTOR YellowArmorSpawner : RandomSpawner
{
	DropItem "IDMYellowArmor"
}

ACTOR IDMYellowArmor : BasicArmorPickup
{
	Radius 20
	Height 16
	Inventory.PickupMessage "Yellow armor!"
	Inventory.PickupSound "misc/armor_pkup"
	Inventory.Icon "ARMYA0"
	Inventory.RespawnTics 1050
	Armor.SavePercent 50
	Armor.SaveAmount 200
	DamageFactor "Normal", 0.5
	Tag "Yellow Armor"
	+BASEARMOR
	States
	{
	Spawn:
      ARMY A 6
      ARMY B 6 Bright
      Loop
	}
}