///////////////////////////////////////////////////////////////////////////////////////////////////////////////
//BOXES/////////////////////////////////////////////////////////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////////////////////////////////////////////////

ACTOR AmmoBoxL: ItemBaseNew
{
	-SOLID
	Mass 999
	Scale 0.7
	States
	{
	Spawn:
		AMMO B 1
		Loop
	Death:
	Active:
		TNT1 A 0 A_NoBlocking
		TNT1 A 0 A_ChangeFLag("USESPECIAL", 0)
		AMMO B 1
		tnt1 a 0 a_givetotarget("CrossHairUnt",2)
		TNT1 A 0 A_playsound("SGPUMP1")
		TNT1 A 0 A_SpawnItemEx("ClipLSP")
		TNT1 AA 0 A_SpawnItemEx("PistolClipl",0,0,0,FRandom(0,2),0,FRandom(5,6),Random(1,360),SXF_NOCHECKPOSITION)
		AMMO C 60
		AMMO C 1 A_FadeOut(0.02)
		Wait
	}
}

ACTOR AmmoBoxH: ItemBaseNew
{
	-SOLID
	Mass 999
	Scale 0.7
	States
	{
	Spawn:
		AMMH A 1
		Loop
		Death:
	Active:
		TNT1 A 0 A_NoBlocking
		TNT1 A 0 A_ChangeFLag("USESPECIAL", 0)
		AMMH A 1
		tnt1 a 0 a_givetotarget("CrossHairUnt",2)
		TNT1 A 0 A_playsound("SGPUMP1")
		TNT1 A 0 A_SpawnItemEx("ClipHSP")
		TNT1 AA 0 A_SpawnItemEx("AK47Clipl",0,0,0,FRandom(0,2),0,FRandom(5,6),Random(1,360),SXF_NOCHECKPOSITION)
		AMMH B 60
		AMMH B 1 A_FadeOut(0.02)
		Wait
	}
}

ACTOR AmmoBoxHH: ItemBaseNew
{
	-SOLID
	Mass 999
	Scale 0.55
	States
	{
	Spawn:
		AMMH C 1
		Loop
		Death:
	Active:
		TNT1 A 0 A_NoBlocking
		TNT1 A 0 A_ChangeFLag("USESPECIAL", 0)
		AMMH C 1
		tnt1 a 0 a_givetotarget("CrossHairUnt",2)
		TNT1 A 0 A_playsound("SGPUMP1")
		TNT1 AAA 0 A_SpawnItemEx("ClipHHSP")
		AMMH D 60
		AMMH D 1 A_FadeOut(0.02)
		Wait
	}
}

ACTOR SHELLboxes: ItemBaseNew
{
	-SOLID
	Mass 999
	Scale 0.7
	States
	{
	Spawn:
		SHEL A 1
		Loop
		Death:
	Active:
		TNT1 A 0 A_NoBlocking
		TNT1 A 0 A_ChangeFLag("USESPECIAL", 0)
		tnt1 a 0 a_givetotarget("CrossHairUnt",2)
		TNT1 A 0 A_PlaySound("SGINSERT")
		SHEL BCD 1 A_FaceTarget
		SHEL EEEE 0 A_SpawnItemEx("ShellI",0,0,0,FRandom(1,3),0,FRandom(1,2),Random(85,95),SXF_NOCHECKPOSITION)
		SHEL E 60
		SHEL E 1 A_FadeOut(0.02)
		Wait
	}
}

										ACTOR ROCKETBOXSPAWN : RandomSpawner Replaces RocketBox
										{
											DropItem "Nada", 255, 3
											DropItem "Minai", 255, 7
										}

ACTOR RocketBoxI : ItemBaseNew 
{
	-SOLID
	Mass 999
	Scale 0.51
	States
	{
	Spawn:
		BROK A 1
		Loop
		Death:
	Active:
		TNT1 A 0 A_NoBlocking
		TNT1 A 0 A_ChangeFLag("USESPECIAL", 0)
		tnt1 a 0 a_givetotarget("CrossHairUnt",2)
		TNT1 A 0 A_playsound("SGPUMP1")
		BROK A 5
		tnt1 a 0 a_givetotarget("CrossHairUnt",2)
		TNT1 A 0 A_playsound("SGPUMP1")
		BROK B 1
		TNT1 AAA 0 A_SpawnItemEx("RocketI",0,0,0,FRandom(2,3),0,FRandom(2,3),Random(1,360),SXF_NOCHECKPOSITION)
		BROK B 60
		BROK B 1 A_FadeOut(0.02)
		Wait
	}
}

