Actor ClpiSp : RandomSpawner Replaces RocketLauncher
{
 DropItem "ClipLSP", 255 , 30
 DropItem "ClipHSP", 255 , 25
 DropItem "ClipHHSP", 255 , 20
 
 DropItem "NADA", 255, 400
 
  DropItem "PistolClip", 255, 9
  DropItem "MP5Clip", 255, 7
  DropItem "AK47Clip", 6
}

Actor ClpiSp : RandomSpawner Replaces Clip
{
 DropItem "ClipLSP", 255 , 30
 DropItem "ClipHSP", 255 , 25
 DropItem "ClipHHSP", 255 , 20
 
 DropItem "NADA", 255, 630
 
  DropItem "PistolClipl", 255, 9
  DropItem "MP5Clipl", 255, 7
  DropItem "AK47Clipl", 6
}

Actor ClipBoxSP : RandomSpawner Replaces BFG9000
{
	DropItem "ScoutCClipI", 30
	DropItem "PistolClipl", 255, 10
	DropItem "MP5Clipl", 255, 50
	DropItem "AK47Clipl", 60
	
	DropItem "NADA", 255, 200
	
	DropItem "ZMBMDROP1", 255, 15
	DropItem "CHGUYDROP2", 255, 15
	
	DropItem "AmmoBoxL", 255 , 5
	DropItem "AmmoBoxH", 255 , 5
	DropItem "AmmoBoxHH", 255 , 4
}

Actor ClipBoxSP : RandomSpawner Replaces ClipBox
{
    DropItem "NADA", 255, 530
	DropItem "ScoutCClipI", 30
	DropItem "PistolClipl", 255, 10
	DropItem "MP5Clipl", 255, 50
	DropItem "AK47Clipl", 60
	
	DropItem "ZMBMDROP1", 255, 15
	DropItem "CHGUYDROP2", 255, 15
	
	DropItem "AmmoBoxL", 255 , 5
	DropItem "AmmoBoxH", 255 , 5
	DropItem "AmmoBoxHH", 255 , 4
}

Actor RandomAmmoUnitSpawn : RandomSpawner Replaces Cell 30791
{
 DropItem "ClipLI", 255 , 2
 DropItem "ClipHI", 255 , 2
 DropItem "ClipHHI", 255 , 3
 DropItem "ShellI", 255 , 3
}

Actor RandomAmmoUnitSpawn : RandomSpawner Replaces Clip
{
 DropItem "NADA", 255, 730
 DropItem "ClipLI", 255 , 2
 DropItem "ClipHI", 255 , 2
 DropItem "ClipHHI", 255 , 3
 DropItem "ShellI", 255 , 3
}

ACTOR NewShell : Ammo 
{
	Inventory.MaxAmount 20
	Ammo.BackpackMaxAmount 20
	Inventory.Icon "SHELA0"
	States
	{
	Spawn:
		SHEL A -1
		Stop
	}
}

Actor ClipL : Ammo    
{
	Inventory.Amount 1
	Inventory.MaxAmount 120
	Ammo.BackpackMaxAmount 120
	Ammo.BackpackAmount 15
	Scale 0.3
	Inventory.PickupMessage "$GOTSTIM"
	Inventory.Icon "CALIA0"
	States
	{
	Spawn:
		CALI A -1
		Stop
	}
}


Actor ClipH : Ammo   
{
	Inventory.Amount 1
	Inventory.MaxAmount 90
	Ammo.BackpackMaxAmount 90
	Ammo.BackpackAmount 30
	Scale 0.3
	Inventory.PickupMessage "$GOTSTIM"
	Inventory.Icon "CALIB0"
	States
	{
	Spawn:
		CALI B -1
		Stop
	}
}

						

Actor ClipHH : Ammo        
{
	Inventory.Amount 1
	Inventory.MaxAmount 20
	Ammo.BackpackMaxAmount 20
	Ammo.BackpackAmount 10
	Scale 0.3
	Inventory.PickupMessage "$GOTSTIM"
	Inventory.Icon "CALIC0"
	States
	{
	Spawn:
		CALI C -1
		Stop
	}
}

ACTOR NewRocketAmmo : Ammo 
{
	Inventory.MaxAmount 100
	Ammo.BackpackMaxAmount 100
	Inventory.Icon "ROCKA0"
	States
	{
	Spawn:
		ROCK A -1
		Stop
	}
}




Actor ClipLSP 
{
	States
	{
	Spawn:
		TNT1 AAAAAA 0 A_SpawnItemEx(ClipLi,0,0,0,FRandom(0,2),0,FRandom(0,3),Random(1,360),SXF_NOCHECKPOSITION)
		TNT1 A 0 A_JUMP(200,1)
		STOP
		TNT1 A 0 A_SpawnItemEx(ClipLi,0,0,0,FRandom(0,5),0,FRandom(0,5),Random(1,360),SXF_NOCHECKPOSITION)
		TNT1 A 0 A_JUMP(200,1)
		STOP
		TNT1 A 0 A_SpawnItemEx(ClipLi,0,0,0,FRandom(0,5),0,FRandom(0,5),Random(1,360),SXF_NOCHECKPOSITION)
		TNT1 A 0 A_JUMP(0,0)
		STOP
		TNT1 A 0 A_SpawnItemEx(ClipLi,0,0,0,FRandom(0,5),0,FRandom(0,5),Random(1,360),SXF_NOCHECKPOSITION)
		TNT1 A 0 A_Jump(0,0)
		STOP
		TNT1 A 0 A_SpawnItemEx(ClipLi,0,0,0,FRandom(0,5),0,FRandom(0,5),Random(1,360),SXF_NOCHECKPOSITION)
		TNT1 A 0 A_Jump(0,0)
		STOP
		TNT1 A 0 A_SpawnItemEx(ClipLi,0,0,0,FRandom(0,5),0,FRandom(0,5),Random(1,360),SXF_NOCHECKPOSITION)
		TNT1 A 0 A_Jump(130,1)
		STOP
		TNT1 A 0 A_SpawnItemEx(ClipLi,0,0,0,FRandom(0,5),0,FRandom(0,5),Random(1,360),SXF_NOCHECKPOSITION)
		Stop
	}
}




 
Actor ClipHSP 
{
	States
	{
	Spawn:
	TNT1 AAAA 0 A_SpawnItemEx(ClipHi,0,0,0,FRandom(0,1),0,FRandom(0,3),Random(1,360),SXF_NOCHECKPOSITION)
		TNT1 A 0 A_JUMP(200,1)
		STOP
		TNT1 A 0 A_SpawnItemEx(ClipHi,0,0,0,FRandom(0,2),0,FRandom(0,5),Random(1,360),SXF_NOCHECKPOSITION)
		TNT1 A 0 A_JUMP(200,1)
		STOP
		TNT1 A 0 A_SpawnItemEx(ClipHi,0,0,0,FRandom(0,2),0,FRandom(0,5),Random(1,360),SXF_NOCHECKPOSITION)
		TNT1 A 0 A_JUMP(0,0)
		STOP
		TNT1 A 0 A_SpawnItemEx(ClipHi,0,0,0,FRandom(0,2),0,FRandom(0,5),Random(1,360),SXF_NOCHECKPOSITION)
		TNT1 A 0 A_Jump(0,0)
		STOP
		TNT1 A 0 A_SpawnItemEx(ClipHi,0,0,0,FRandom(0,2),0,FRandom(0,5),Random(1,360),SXF_NOCHECKPOSITION)
		TNT1 A 0 A_Jump(0,0)
		STOP
		TNT1 A 0 A_SpawnItemEx(ClipHi,0,0,0,FRandom(0,2),0,FRandom(0,5),Random(1,360),SXF_NOCHECKPOSITION)
		TNT1 A 0 A_Jump(130,1)
		STOP
		TNT1 A 0 A_SpawnItemEx(ClipHi,0,0,0,FRandom(0,2),0,FRandom(0,5),Random(1,360),SXF_NOCHECKPOSITION)
		Stop
	}
}








Actor ClipHHSP 
{
	States
	{
	Spawn:
		TNT1 AAA 0 A_SpawnItemEx(ClipHHi,0,0,0,FRandom(0,3),0,FRandom(0,5),Random(1,360),SXF_NOCHECKPOSITION)
		TNT1 A 0 A_JUMP(150,1)
		STOP
		TNT1 A 0 A_SpawnItemEx(ClipHHi,0,0,0,FRandom(0,3),0,FRandom(0,5),Random(1,360),SXF_NOCHECKPOSITION)
		TNT1 A 0 A_JUMP(100,1)
		STOP
		TNT1 A 0 A_SpawnItemEx(ClipHHi,0,0,0,FRandom(0,3),0,FRandom(0,5),Random(1,360),SXF_NOCHECKPOSITION)
		TNT1 A 0 A_Jump(0,0)
		STOP
		TNT1 A 0 A_SpawnItemEx(ClipHHi,0,0,0,FRandom(0,3),0,FRandom(0,5),Random(1,360),SXF_NOCHECKPOSITION)
		TNT1 A 0 A_Jump(0,0)
		STOP
		TNT1 A 0 A_SpawnItemEx(ClipHHi,0,0,0,FRandom(0,3),0,FRandom(0,5),Random(1,360),SXF_NOCHECKPOSITION)
		TNT1 A 0 A_Jump(130,1)
		STOP
		TNT1 A 0 A_SpawnItemEx(ClipHHi,0,0,0,FRandom(0,3),0,FRandom(0,5),Random(1,360),SXF_NOCHECKPOSITION)
		Stop
	}
}




Actor 1SHELD : Ammo
{
	Game Doom
	+INVENTORY.ALWAYSPICKUP
	SpawnID 23
	Inventory.Amount 1
	Inventory.MaxAmount 99
	Scale 0.4
	Inventory.PickupMessage "$GOTSTIM"
	States
	{
	Spawn:
	TNT1 AA 0 A_SpawnItemEx(SHELLI,0,0,0,FRandom(0,5),0,FRandom(0,5),Random(1,360))
		TNT1 A 0 A_Jump(150,1)
		Stop
		TNT1 A 0 A_SpawnItemEx(SHELLI,0,0,0,FRandom(0,5),0,FRandom(0,5),Random(1,360))
		TNT1 A 0 A_Jump(0,0)
		Stop
		TNT1 A 0 A_SpawnItemEx(SHELLI,0,0,0,FRandom(0,5),0,FRandom(0,5),Random(1,360))
		TNT1 A 0 A_Jump(130,1)
		STOP
		TNT1 A 0 A_SpawnItemEx(SHELLI,0,0,0,FRandom(0,5),0,FRandom(0,5),Random(1,360))
		STOP
		
	}
}








Actor 2SHELD : Ammo
{
	Game Doom
	+INVENTORY.ALWAYSPICKUP
	SpawnID 23
	Inventory.Amount 1
	Inventory.MaxAmount 99
	Scale 0.4
	Inventory.PickupMessage "$GOTSTIM"
	States
	{
	Spawn:
	tnt1 a 0
		TNT1 A 0 A_SpawnItemEx(SHELLboxes,0,0,0,FRandom(0,5),0,FRandom(0,5),Random(1,360))
		TNT1 A 0 A_Jump(230,1)
		STOP
		TNT1 A 0 A_SpawnItemEx(SHELLI,0,0,0,FRandom(0,5),0,FRandom(0,5),Random(1,360))
		TNT1 A 0 A_Jump(0,1)
		STOP
		TNT1 A 0 A_SpawnItemEx(SHELLI,0,0,0,FRandom(0,5),0,FRandom(0,5),Random(1,360))
		TNT1 A 0 A_Jump(0,1)
		STOP
		TNT1 A 0 A_SpawnItemEx(SHELLI,0,0,0,FRandom(0,5),0,FRandom(0,5),Random(1,360))
		TNT1 A 0 A_Jump(130,1)
		STOP
		TNT1 A 0 A_SpawnItemEx(SHELLI,0,0,0,FRandom(0,5),0,FRandom(0,5),Random(1,360))
		STOP
		
	}
}
