ACTOR IDMArmorBonusPickup : CustomInventory replaces ArmorBonus
{
	Radius 20
	Height 16
	Inventory.PickupMessage "Armor bonus."
	Inventory.PickupSound "misc/bonus_pkup"
	Inventory.RespawnTics 2100
	//$Category Health and Armor
	//$Sprite BON2A0
	+BASEARMOR
	+COUNTITEM
	+INVENTORY.ALWAYSPICKUP
	States
	{
	Spawn:
	  TNT1 A 0
	  TNT1 A 1
	  TNT1 A 1 A_JumpIf(ACS_NamedExecuteWithResult("GunModifierSpawn") == 666,"Nothing")
	SpawnLoop:
      BON2 ABCDDCB 6
      Loop
    Nothing:
	  TNT1 A 1 A_Die
	  Stop
	Pickup:
	  TNT1 A 0 A_JumpIfArmorType("SuperArmor","Superarmorbonus")
	  TNT1 A 0 A_JumpIfArmorType("IDMBlueArmor","Heavyarmorbonus")
	  TNT1 A 0 A_JumpIfArmorType("IDMRedArmor","Heavyarmorbonus")
	  TNT1 A 0 A_JumpIfArmorType("PurpleArmor","Heavyarmorbonus")
	  TNT1 A 0 A_GiveInventory("IDMArmorBonus",1)
	  Stop
	Heavyarmorbonus:
	  TNT1 A 0 A_GiveInventory("IDMHeavyArmorBonus",1)
	  Stop
	SuperArmorBonus:
	  TNT1 A 0 A_GiveInventory("IDMSuperArmorBonus",1)
	  Stop
	}
}

ACTOR IDMArmorbonus : BasicArmorBonus
{ 
	Inventory.Icon "ARM1A0"
	Armor.SaveAmount 2
	Armor.SavePercent 66.6667
	Armor.MaxSaveAmount 300
	+INVENTORY.ALWAYSPICKUP
}

ACTOR IDMHeavyArmorbonus : IDMArmorBonus
{
	Armor.SaveAmount 3
}

ACTOR IDMSuperArmorbonus : BasicArmorBonus
{ 
	Armor.SaveAmount 5
}