/*
CREDITS:
Sprites - ?
Sound - ID (Quake 3)
*/

ACTOR MinorHp : Health replaces HealthBonus
{
   Inventory.PickupSound "misc/healthbonus"
   Inventory.PickupMessage "Picked up a minor health."
   Inventory.Amount 2
   Inventory.MaxAmount 999999
   Renderstyle Add
   +FLOAT
   +FLOATBOB
   +INVENTORY.ALWAYSPICKUP
   -COUNTITEM
   Scale 0.25
   States
   {
   Spawn:
    MED1 A 1 A_SpawnItemEx("MinorHpFX", random(1,-1), random(1,-1), 10+random(0.8,-0.8), 0, 0, 0.1*random(3,7), 0, 128, 0)
    Loop
   }
}

ACTOR MinorHpFX
{
   Renderstyle Add
   Alpha 0.4
   Scale 0.25
   //+FLOAT
   //+FLOATBOB
   +NOINTERACTION
   +CLIENTSIDEONLY
   States
   {
   Spawn:
    MED1 B 1 A_FadeOut(0.05)
    Loop
   }
}

ACTOR MediumHp : Health replaces Stimpack
{
   inventory.amount 10
   Inventory.MaxAmount 999999
   inventory.pickupsound "misc/stimpack"
   inventory.pickupmessage "Picked up a medium health."
   Renderstyle Add
   +FLOAT
   +FLOATBOB
   Scale 0.5
   States
   {
   Spawn:
    MED2 A 1 A_SpawnItemEx("MediumHpFX", random(1,-1), random(1,-1), 17+random(1,-1), 0, 0, 0.1*random(3,7), 0, 128, 0)
    Loop
   }
}

ACTOR MediumHpFX : MinorHpFX
{
   Scale 0.5
   States
   {
   Spawn:
    MED2 B 1 A_FadeOut(0.05)
    Loop
   }
}

actor MajorHp : Health replaces Medikit
{
   inventory.amount 25
   Inventory.MaxAmount 999999
   inventory.pickupsound "misc/medikit"
   inventory.pickupmessage "Picked up a major health."
   Renderstyle Add
   +FLOAT
   +FLOATBOB
   Scale 0.75
   States
   {
   Spawn:
    MED3 A 1 A_SpawnItemEx("MajorHpFX", random(1,-1), random(1,-1), 22+random(1,-1), 0, 0, 0.1*random(4,10), 0, 128, 0)
    Loop
   }
}

ACTOR MajorHpFX : MinorHpFX
{
   Scale 0.75
   States
   {
   Spawn:
    MED3 B 1 A_FadeOut(0.05)
    Loop
   }
}
