
ACTOR ArmorBonus_INV : CustomInventory
{
Inventory.Amount 1
Inventory.MaxAmount 1
Inventory.InterHubAmount 1
Inventory.UseSound "MOVE"
Inventory.Icon "PEDOA0"
+INVENTORY.INVBAR
States
{
Spawn:
		tnt1 a 1
		TNT1 A 0 A_SpawnItemEx("ArmorBonusi",0,0,0,FRANDOM(2,4),0,5,FRANDOM(350,370),SXF_NOCHECKPOSITION)
		Stop
Use:
		TNT1 A 0 A_JumpIfInventory("UsoBASE",1,"Fallo")
		TNT1 A 1 a_giveinventory("UsoBASE",1)
		TNT1 A 0 A_GiveInventory("UsoArmorBonus",1)
		TNT1 A 0 A_playsound("Move")
		TNT1 A 0 A_Print("ARMOR +25 DEF 33%")
	  Stop
	  
Fallo:
		TNT1 A 0 A_Print("Nope")
		Fail
	}
}

ACTOR GreenArmor_INV : CustomInventory
{
Inventory.Amount 1
Inventory.MaxAmount 1
Inventory.InterHubAmount 1
Inventory.UseSound "MOVE"
Inventory.Icon "PEDOB0"
+INVENTORY.INVBAR
States
{
Spawn:
		tnt1 a 1
		TNT1 A 0 A_SpawnItemEx("GreenArmori",0,0,0,FRANDOM(2,4),0,5,FRANDOM(350,370),SXF_NOCHECKPOSITION)
		Stop
Use:
		TNT1 A 0 A_JumpIfInventory("UsoBASE",1,"Fallo")
		TNT1 A 1 a_giveinventory("UsoBASE",1)
		TNT1 A 1 a_giveinventory("UsoGreenArmor",1)
		TNT1 A 0 A_playsound("Move")
		TNT1 A 0 A_Print("ARMOR +100 DEF 33% +2 bleeding prevention")
	  Stop

Fallo:
		TNT1 A 0 A_Print("Nope")
	Fail
	}
}

ACTOR BlueArmor_INV : CustomInventory
{
Inventory.Amount 1
Inventory.MaxAmount 1
Inventory.InterHubAmount 1
Inventory.UseSound "MOVE"
Inventory.Icon "PEDOC0"
+INVENTORY.INVBAR
States
{
Spawn:
		tnt1 a 1
		TNT1 A 0 A_SpawnItemEx("BlueArmori",0,0,0,FRANDOM(2,4),0,5,FRANDOM(350,370),SXF_NOCHECKPOSITION)
		Stop
Use:
		TNT1 A 0 A_JumpIfInventory("UsoBASE",1,"Fallo")
		TNT1 A 1 a_giveinventory("UsoBASE",1)
		TNT1 A 1 a_giveinventory("UsoBlueArmor",1)
		TNT1 A 0 A_Print("ARMOR +200 DEF 50% +4 bleeding prevention")
	  Stop
	  
Fallo:
		TNT1 A 0 A_Print("Nope")
		Fail
	}
}


////////////////////////////////////////////////////////////////////////////////
//Meto la granada aca porque me sale de las pelotas, no jodas por lo desorganizado que soy chabon
////////////////////////////////////////////////////////////////////////////////

Actor GrenadeItem : CustomInventory
{
	Inventory.Amount 1
	Inventory.MaxAmount 5
	Inventory.InterHubAmount 5
	Inventory.UseSound "MOVE"
	Inventory.Icon "HGN1I0"
	+INVENTORY.INVBAR
	States
	{
	Spawn:
		tnt1 a 1
		TNT1 A 0 A_SpawnItemEx("GrenadeI",0,0,0,FRANDOM(2,4),0,5,FRANDOM(350,370),SXF_NOCHECKPOSITION)
		Stop
	Use:
		TNT1 A 1 a_giveinventory("lanzalaputog",1)
	  Fail
	}
}

Actor MineItem : CustomInventory
{
	Inventory.Amount 1
	Inventory.MaxAmount 10
	Inventory.InterHubAmount 10
	Inventory.UseSound "MOVE"
	Inventory.Icon "PEDOO0"
	+INVENTORY.INVBAR
	States
	{
	Spawn:
		tnt1 a 1
		TNT1 A 0 A_SpawnItemEx("MinaI",0,0,0,FRANDOM(2,4),0,5,FRANDOM(350,370),SXF_NOCHECKPOSITION)
		Stop
	Use:
		TNT1 A 0 A_JumpIfInventory("UsoBASE",1,"Fallo")
		TNT1 A 1 a_giveinventory("UsoBASE",1)
		TNT1 A 0 A_GiveInventory("UsoMina",1)
		TNT1 A 0 A_playsound("Move")
	  Stop
	  
Fallo:
		TNT1 A 0 A_Print("Nope")
		Fail
	}
}