
	ACTOR ArmorBonusI : ItemBaseNew 
{
	-SOLID
	+THRUSPECIES
	Scale 0.9
	States
{
	Spawn:
		BON2 ABCDCB 4
	Loop
	Active:
		tnt1 a 0 A_JumpIfInTargetInventory("ArmorBonus_INV",1,"Spawn2")
	TNT1 A 0 A_playsound("MOVE")
	tnt1 a 0 a_changeflag(forcexybillboard,1)
	tnt1 a 0 A_ChangeVelocity(0,0,5)
		TNT1 A 0 A_NoBlocking
		TNT1 A 0 A_ChangeFLag("USESPECIAL", 0)
		TNT1 A 0 A_FaceTarget
		BON2 A 1 A_Recoil(-6)
		TNT1 A 0 A_GiveToTarget("ArmorBonus_INV",1)
		tnt1 a 0 a_givetotarget("CrossHairUnt",1)
		BON2 A 1 A_FadeOut(0.04)
		Wait
	Spawn2:
	tnt1 a 0 a_spawnitemex("ArmorBonusI",0,0,1)
	stop
	}
}

	Actor GreenArmorSpawn : RandomSpawner Replaces GreenArmor
{
	DropItem "GreenArmorI", 255, 10
	DropItem "RandomMedic2", 255, 100
	DropItem "InfraredI", 255, 2
}

	ACTOR GreenArmorI : ItemBaseNew 
{
	-SOLID
	+THRUSPECIES
	Scale 0.9
	States
{
	Spawn:
		ARM1 A 4
	Loop
	Active:
		tnt1 a 0 A_JumpIfInTargetInventory("GreenArmor_INV",1,"Spawn2")
	TNT1 A 0 A_playsound("MOVE")
	tnt1 a 0 a_changeflag(forcexybillboard,1)
	tnt1 a 0 A_ChangeVelocity(0,0,5)
		TNT1 A 0 A_NoBlocking
		TNT1 A 0 A_ChangeFLag("USESPECIAL", 0)
		TNT1 A 0 A_FaceTarget
		ARM1 A 1 A_Recoil(-6)
		TNT1 A 0 A_GiveToTarget("GreenArmor_INV",1)
		tnt1 a 0 a_givetotarget("CrossHairUnt",2)
		ARM1 A 1 A_FadeOut(0.04)
		Wait
	Spawn2:
	tnt1 a 0 a_spawnitemex("GreenArmorI",0,0,1)
	stop
	}
}

	ACTOR BlueArmorI : ItemBaseNew Replaces BlueArmor
{
	-SOLID
	+THRUSPECIES
	Scale 0.9
	States
{
	Spawn:
		ARM2 B 4
	Loop
	Active:
		tnt1 a 0 A_JumpIfInTargetInventory("BlueArmor_INV",1,"Spawn2")
	TNT1 A 0 A_playsound("MOVE")
	tnt1 a 0 a_changeflag(forcexybillboard,1)
	tnt1 a 0 A_ChangeVelocity(0,0,5)
		TNT1 A 0 A_NoBlocking
		TNT1 A 0 A_ChangeFLag("USESPECIAL", 0)
		TNT1 A 0 A_FaceTarget
		ARM2 B 1 A_Recoil(-6)
		TNT1 A 0 A_GiveToTarget("BlueArmor_INV",1)
		tnt1 a 0 a_givetotarget("CrossHairUnt",2)
		ARM2 B 1 A_FadeOut(0.04)
		Wait
	Spawn2:
	tnt1 a 0 a_spawnitemex("BlueArmorI",0,0,1)
	stop
	}
}

    Actor BlueArmorSpawn : RandomSpawner Replaces BlueArmor
{
	DropItem "BlueArmorI", 255, 20
	DropItem "NADA", 255, 100
	DropItem "InfraredI", 255, 2
}



Actor ArmorBonusUNLIMITED : ArmorBonus Replaces ArmorBonus
{
	Radius 20
	Height 16
	Inventory.Pickupmessage "$GOTARMBONUS"
	Inventory.Icon "BON2A0"
	Armor.Savepercent 33.335
	Armor.Saveamount 1
	Armor.Maxsaveamount 1000
	+COUNTITEM
	+INVENTORY.ALWAYSPICKUP
	States
	{
	Spawn:
		BON2 ABCDCB 6
		loop
	}
}


///////////////////////////////////////////////////////////////////////////////////////////////////////////
///////////////////////////////ARMORBASES//////////////////////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////////////////////////////////////////////


// Armor bonus --------------------------------------------------------------

Actor CorazaDeTela : BasicArmorBonus 
{
	Game Doom
	Radius 20
	Height 16
	Inventory.Pickupmessage "$GOTARMBONUS"
	Inventory.Icon "IRAGA0"
	Armor.Savepercent 11.1
	Armor.Saveamount 1
	Armor.Maxsaveamount 999
	+COUNTITEM
	+INVENTORY.ALWAYSPICKUP
	States
	{
	Spawn:
		BON2 ABCDCB 6
		loop
	}
}

// Green armor --------------------------------------------------------------

Actor CorazaVerde : BasicArmorBonus 
{
	Game Doom
	Radius 20
	Height 16
	Inventory.Pickupmessage "$GOTARMOR"
	Inventory.Icon "ARM5B0"
	Armor.SavePercent 33.3
	Armor.SaveAmount 3
	Armor.Maxsaveamount 300
	+COUNTITEM
	+INVENTORY.ALWAYSPICKUP
	States
	{
	Spawn:
		ARM5 B 6
		loop
	}
}

// Blue armor ---------------------------------------------------------------

Actor CorazaAzul : BasicArmorBonus 
{
	Game Doom
	Radius 20
	Height 16
	Inventory.Pickupmessage "$GOTMEGA"
	Inventory.Icon "ARM3B0"
	Armor.Savepercent 66.6
	Armor.Saveamount 7
	Armor.Maxsaveamount 600
	+COUNTITEM
	+INVENTORY.ALWAYSPICKUP
	States
	{
	Spawn:
		ARM3 B 6
		ARM2 B 6 bright
		loop
	}
}

