ACTOR SFortBackPack : BackPack replaces BackPack
{
	Inventory.PickupSound "misc/bpak_pkup"
}

ACTOR SFortBackPack2 : SFortBackPack replaces Chainsaw {}

ACTOR SFortAmmoPack : CustomInventory
{
	Inventory.PickupMessage "Picked up an ammo pack."
	Inventory.PickupSound "misc/bpak_pkup"
	+INVENTORY.ALWAYSPICKUP
	+DROPPED
	States
	{
	Spawn:
	  GPAK A 1015
	  GPAK AAAAA 7 A_FadeOut(0.2)
	  Stop
	Pickup:
	  TNT1 A 0 A_GiveInventory("Clip",20)
	  TNT1 A 0 A_GiveInventory("Shell",4)
	  TNT1 A 0 A_GiveInventory("RocketAmmo",4)
	  TNT1 A 0 A_GiveInventory("Cell",20)
	  Stop
	}
}
/*
Individual ammo counts for each class. Wont work without modifying SBARINFO to
display the right ammo counts, which will disable the Skulltag fullscreen HUD
altogether, which I don't want. I might implement this if I somehow consider to
just forego Skulltag HUD compatibility, but right now I like it so much that I
don't want to add a custom SBARINFO, if I absolutely don't have to.

ACTOR SFortClip : CustomInventory replaces Clip
{
	+INVENTORY.AUTOACTIVATE
	-INVENTORY.INVBAR
	States
	{
	Spawn:
	  CLIP A -1
	  Stop
	Pickup:
	  TNT1 A 0 A_JumpIfInventory("InfantryToken",1,"Infantry")
	  TNT1 A 0 A_GiveInventory("Clip",10)
	  Stop
	Infantry:
	  TNT1 A 0 A_GiveInventory("InfantryClip",10)
	  Stop
	}
}*/

ACTOR SFortClip : Clip replaces Clip
{
	Inventory.ForbiddenTo "CyborgPlayer"
	Inventory.RespawnTics 350
}

ACTOR SFortShell : Shell replaces Shell
{
	Inventory.ForbiddenTo "CyborgPlayer"
	Inventory.RespawnTics 350
}

ACTOR SFortRocketAmmo : RocketAmmo replaces RocketAmmo
{
	Inventory.RestrictedTo "ScoutPlayer", "RocketeerPlayer", "DemolitionerPlayer"
	Inventory.RespawnTics 350
}

ACTOR SFortCell : Cell replaces Cell
{
	Inventory.RestrictedTo "InfantryPlayer", "ScorcherPlayer", "MarksmanPlayer", "MedicPlayer", "GhostPlayer", "CyborgPlayer"
	Inventory.RespawnTics 350
}

ACTOR SFortClipBox : ClipBox replaces ClipBox
{
	Inventory.ForbiddenTo "CyborgPlayer"
	Inventory.RespawnTics 1050
}

ACTOR SFortShellBox : ShellBox replaces ShellBox
{
	Inventory.ForbiddenTo "CyborgPlayer"
	Inventory.RespawnTics 1050
}

ACTOR SFortRocketBox : RocketBox replaces RocketBox
{
	Inventory.RestrictedTo "ScoutPlayer", "RocketeerPlayer", "DemolitionerPlayer"
	Inventory.RespawnTics 1050
}

ACTOR SFortCellPack : CellPack replaces CellPack
{
	Inventory.RestrictedTo "InfantryPlayer", "ScorcherPlayer", "MarksmanPlayer", "MedicPlayer", "GhostPlayer", "CyborgPlayer"
	Inventory.RespawnTics 1050
}

ACTOR CGClip : SFortClip replaces Chaingun {}

ACTOR MGClipBox : SFortClipBox replaces Minigun {}

ACTOR SGShell : SFortShell replaces Shotgun {}

ACTOR SSGShell : SFortShell replaces SuperShotgun {}

ACTOR RLRocketBox : SFortRocketBox replaces RocketLauncher {}

ACTOR GLRocketBox : SFortRocketBox replaces GrenadeLauncher {}

ACTOR PGCellPack : SFortCellPack replaces PlasmaRifle {}

ACTOR RGCellPack : SFortCellPack replaces Railgun {}
/*
ACTOR Cell3 : CellPack replaces BFG9000
{}

ACTOR Cell4 : CellPack replaces BFG10K
{}
*/

ACTOR DispenserClip : Clip
{
	+INVENTORY.IGNORESKILL
}

ACTOR DispenserShell : Shell
{
	+INVENTORY.IGNORESKILL
}

ACTOR DispenserRocketAmmo : RocketAmmo
{
	+INVENTORY.IGNORESKILL
}

ACTOR DispenserCell : Cell
{
	+INVENTORY.IGNORESKILL
}

ACTOR RegenCell : Cell
{
	+INVENTORY.IGNORESKILL
}

Actor StickyBomb : Ammo
{
  Inventory.Icon "SBRED0"
  Inventory.Amount 1
  Inventory.MaxAmount 10
  Ammo.BackPackAmount 0
  Ammo.BackPackMaxAmount 10
  +INVENTORY.IGNORESKILL
}

ACTOR ThunderboltBattery : Ammo
{
	Inventory.Icon "LGBTA0"
	Inventory.Amount 1
	Inventory.MaxAmount 100
	Ammo.BackPackAmount 0
	Ammo.BackPackMaxAmount 100
	+INVENTORY.IGNORESKILL
}