// Blue Armor

ACTOR BlueArmorSpawnActor : CustomInventory 10065
{
	Tag "Blue Armor (Insanity)"
	//$Category Health and Armor
	//$Sprite ARM2A0
	+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") == 3,"ExplGun")
	  TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("WeaponGroupSpawn") == 4,"PlasmaGun")
	  TNT1 A 1 A_SpawnItemEx("BlueArmorSpawner")
	Nothing:
	  TNT1 A 1
	  TNT1 A -1
	  Stop
	ExplGun:
	  TNT1 A 1 A_SpawnItemEx("RedArmorSpawner")
	  Stop
	PlasmaGun:
	  TNT1 A 1 A_SpawnItemEx("PurpleArmorSpawner")
	  Stop
	}
}

ACTOR BlueArmorSpawner : RandomSpawner
{
	DropItem "IDMBlueArmor"
}

ACTOR IDMBlueArmor : BasicArmorPickup
{
  Radius 20
  Height 16
  Inventory.PickupMessage "Blue Armor!"
  Inventory.PickupSound "misc/armor_pkup"
  Inventory.Icon "ARM2A0"
  Inventory.RespawnTics 2100
  Armor.SavePercent 66.6667
  Armor.SaveAmount 300
  DamageFactor "Bullet", 0.2
  DamageFactor "Nail", 0.2
  DamageFactor "Punch", 0.2
  DamageFactor "Saw", 0.2
  DamageFactor "Knife", 0.2
  DamageFactor "Blade", 0.2
  DamageFactor "Mace", 0.2
  Tag "Blue Armor"
  +SUPERARMOR
  States
  {
  Spawn:
    ARM2 A 6
    ARM2 B 6 Bright
	Loop
  }
}