
// Backpack ---------------------------------------------------------------

ACTOR AmmoSuply : BackpackItem Replaces Backpack
{
	Game Doom
	SpawnID 144
	Height 26
	Inventory.PickupMessage "$GOTBACKPACK"
	Inventory.PickupSound "BACKPACK"
	States
	{
	Spawn:
		TNT1 A 0
		BPAK A -1
		Stop
	}
}

ACTOR Clip2 : Ammo Replaces Clip
{
	Inventory.PickupMessage "Picked up a Rifle Magazine."
	Inventory.Amount 30
	Inventory.MaxAmount 300
	Ammo.BackpackAmount 30
	Ammo.BackpackMaxAmount 600
	Inventory.Icon "CLIPA0"
	Inventory.PickupSound "CLIPICK2"
	Scale 0.9
	States
	{
	Spawn:
		CLIP A -1
		Stop
	}
}



ACTOR DoubleRifleAmmo : Ammo
{
   Inventory.Amount 0
   Inventory.MaxAmount 62
   Ammo.BackpackAmount 0
   Ammo.BackpackMaxAmount 62
   Inventory.Icon "RIFLB0"
}



ACTOR Clip1 : Ammo
{
	Game Doom
	Inventory.PickupMessage "Picked up a Pistol Magazine."
	Inventory.Amount 10
	Inventory.MaxAmount 200
	Ammo.BackpackAmount 100
	Ammo.BackpackMaxAmount 400
	Inventory.Icon "CLIPB0"
	Inventory.PickupSound "CLIPICK"
	Scale 0.9
	States
	{
	Spawn:
		CLIP B -1
		Stop
	}
}




ACTOR Clip1Drop: CustomInventory
{
 scale 0.4
 radius 24
 height 24
 +THRUACTORS +FORCEXYBILLBOARD
 Inventory.PickupMessage "Picked up a Pistol Magazine"
 Inventory.PickupSound "CLIPIN"
 Mass 1
    States
    {

	 Spawn:
		TNT1 A 0
		TNT1 A 1
		TNT1 A 0 
		TNT1 A 0 A_ChangeFlag("THRUACTORS", 0)
		TNT1 A 0
	Stay:
		CLIP B 1
		CLIP B -1
		Stop
	Pickup:
	    TNT1 A 0
		TNT1 A 0 A_JumpIfInventory("IsPlayingAsPurist", 1, "Purist")
	PickupNormal:	
		TNT1 A 0 A_GiveInventory("Clip1", 10)
		Stop
	Purist:
	    TNT1 A 0 A_GiveInventory("Clip2", 10)
		Stop
    }
}

ACTOR ClipBox2 : Clip2 Replaces Clipbox
{
	Game Doom
	SpawnID 139
	Inventory.PickupMessage "Picked up a box of rifle ammunition."
	Inventory.PickupSound "CBOXPICK"
	Inventory.Amount 100
	Scale 0.9
	States
	{
	Spawn:
		//***Che
		AMMO A 1
		AMMO A 70 A_Jump(224, 3)
		TNT1 A 0 A_JumpIf(CallACS("GetIsEDAY") || !CallACS("GetDoesAnyPlayerHaveWeaponFor792UAC"), 2)
		TNT1 A 0 A_CustomMissile("792UacAmmoBoxAdder", 32, 0, Random(-180, 180), CMF_AIMOFFSET)
		AMMO A -1
		Stop
	}
}



ACTOR BDSMGAmmo : Ammo
{
   Inventory.Amount 0
   Inventory.MaxAmount 41
   Ammo.BackpackAmount 0
   Ammo.BackpackMaxAmount 41
   Inventory.Icon SMGZA0
}



ACTOR BDDualSMGAmmo : Ammo
{
   Inventory.Amount 0
   Inventory.MaxAmount 82
   Ammo.BackpackAmount 0
   Ammo.BackpackMaxAmount 82
   Inventory.Icon SMGZB0
}


ACTOR AmmoRocket : Ammo Replaces RocketAmmo
{
	Game Doom
	SpawnID 140
	Inventory.PickupMessage "$GOTROCKET"
	Inventory.Amount 1
	Inventory.MaxAmount 50
	Ammo.BackpackAmount 6
	Ammo.BackpackMaxAmount 100
	Inventory.Icon "ROCKA0"
	Inventory.Pickupsound "RCKCLIP"
	Scale 0.9
	+NOTAUTOAIMED
	+SHOOTABLE
	+NOBLOOD
	+NORADIUSDMG
	+FORCERADIUSDMG
	
	damagefactor "Shrapnel", 0.0  damagefactor "Trample", 0.0 
	damagefactor "Head", 0.0	damagefactor "FriendBullet", 0.0    damagefactor "Taunt", 0.0    damagefactor "KillMe", 0.0
	damagefactor "CancelTeleportFog", 0.0	damagefactor "BHFTOnBarrel", 0.0	damagefactor "GibRemoving", 0.0
	damagefactor "SpawnMarine", 0.0	damagefactor "TeleportRemover", 0.0	damagefactor "MinorHead", 0.0
	damagefactor "Decaptate", 0.0	damagefactor "MonsterKnocked", 0.0
	DamageFactor "CauseSplash", 0.0 DamageFactor "CauseObjectsToSplashSlime", 0.0 DamageFactor "CauseObjectsToSplashNukage", 0.0
	DamageFactor "CauseObjectsToSplashBlood", 0.0 DamageFactor "CauseObjectsToSplashLava", 0.0
	damagefactor "HelperMarineFatallity", 0.0	damagefactor "Leg", 0.0
	DamageFactor "KillMeBot", 0.0
	Health 20
	States
	{
	Spawn:
		ROCK A 1
		TNT1 A 0 ACS_NamedExecuteAlways("BDShootableAmmo")//Checks if shootable ammo is enabled
		ROCK A 4
		TNT1 A 0 A_JumpIfInventory("Clip1", 1, "NoShootable")
		ROCK A -1
		Stop
		
	NoShootable:
		ROCK A 1
		TNT1 A 0 A_ChangeFlag("SHOOTABLE", 0)
		ROCK A -1
		Stop
	Death:
		TNT1 A 0
		TNT1 A 0 A_SpawnItemEx ("ExplosionSplashSpawner", 0, 0, -20)
        TNT1 A 0 A_SpawnItemEx ("DetectFloorCrater",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)
	    TNT1 A 0 A_SpawnItemEx ("DetectCeilCrater",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)
	    TNT1 A 0 A_SpawnItemEx ("UnderwaterExplosion",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)
        TNT1 A 0 A_SpawnItemEx ("ExplosionFlareSpawner",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)
        TNT1 AAAAAAAAA 0 A_CustomMissile ("ExplosionParticleHeavy", 0, 0, random (0, 360), 2, random (0, 180))
        TNT1 AAAAAAAAAAAAAAAAAA 0 A_CustomMissile ("ExplosionParticleHeavy", 0, 0, random (0, 360), 2, random (0, 360))
		TNT1 AAAAAAAAA 0 A_CustomMissile ("ExplosionParticleVeryFast", 0, 0, random (0, 360), 2, random (0, 360))
        TNT1 AAAA 0 A_CustomMissile ("MediumExplosionFlames", 0, 0, random (0, 360), 2, random (0, 360))
        EXPL AAAA 0 A_CustomMissile ("ExplosionSmokeFast22", 0, 0, random (0, 360), 2, random (0, 360))
		EXPL A 0 A_CustomMissile ("BigNeoSmoke", 0, 0, random (0, 360), 2, random (0, 360))
		TNT1 A 0 A_SpawnItemEx ("RocketExplosion",0,0,13,0,0,0,0,SXF_NOCHECKPOSITION,0)
		//TNT1 A 0 A_SpawnItemEx ("RocketPenetrator",cos(-pitch)*42,0,0+(sin(pitch)*42),cos(-pitch)*40,0,sin(pitch)*40,0,SXF_TRANSFERPITCH)
		//TNT1 AA 0 A_SpawnItem("SuperExpensiveParticleSpawner")
		
		TNT1 A 2
		TNT1 A 0 A_SpawnItemEx ("LiquidExplosionEffectSpawner",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)
		TNT1 A 0 A_PlaySound("FAREXPL", 3)
		TNT1 A 4
		TNT1 A 0 A_Explode(100, 100)
		TNT1 A 10
		TNT1 A 0 A_PlaySound("distantexp", 5)
		TNT1 AAAAA 4 A_CustomMissile ("HeavyExplosionSmoke", 2, 0, random (0, 360), 2, random (0, 360))
		Stop
	}
}

// Rocket box --------------------------------------------------------------

ACTOR AmmoRocketBox : AmmoRocket Replaces RocketBox
{
	Game Doom
	SpawnID 141
	Inventory.PickupMessage "$GOTROCKBOX"
	Inventory.Amount 3
	Scale 0.9
	Inventory.Pickupsound "RCKCLIP2"
	States
	{
	Spawn:
		TNT1 A 0
		TNT1 A 0 ACS_NamedExecuteAlways("BDShootableAmmo")//Checks if shootable ammo is enabled
		BROK A 4
		TNT1 A 0 A_JumpIfInventory("Clip1", 1, "NoShootable")
		BROK A -1
		Stop
	
	NoShootable:
		BROK A 1
		TNT1 A 0 A_ChangeFlag("SHOOTABLE", 0)
		BROK A -1
		Stop
		
	Death:
		TNT1 A 0
		TNT1 A 0 A_SpawnItemEx ("ExplosionSplashSpawner", 0, 0, -20)
        TNT1 A 0 A_SpawnItemEx ("DetectFloorCrater",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)
	    TNT1 A 0 A_SpawnItemEx ("DetectCeilCrater",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)
	    TNT1 A 0 A_SpawnItemEx ("UnderwaterExplosion",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)
        TNT1 A 0 A_SpawnItemEx ("ExplosionFlareSpawner",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)
        TNT1 AAAAAAAAA 0 A_CustomMissile ("ExplosionParticleHeavy", 0, 0, random (0, 360), 2, random (0, 180))
        TNT1 AAAAAAAAAAAAAAAAAA 0 A_CustomMissile ("ExplosionParticleHeavy", 0, 0, random (0, 360), 2, random (0, 360))
		TNT1 AAAAAAAAA 0 A_CustomMissile ("ExplosionParticleVeryFast", 0, 0, random (0, 360), 2, random (0, 360))
        TNT1 AAAA 0 A_CustomMissile ("MediumExplosionFlames", 0, 0, random (0, 360), 2, random (0, 360))
        EXPL AAAA 0 A_CustomMissile ("ExplosionSmokeFast22", 0, 0, random (0, 360), 2, random (0, 360))
		EXPL A 0 A_CustomMissile ("BigNeoSmoke", 0, 0, random (0, 360), 2, random (0, 360))
		TNT1 A 0 A_SpawnItemEx ("RocketExplosion",0,0,13,0,0,0,0,SXF_NOCHECKPOSITION,0)
		//TNT1 A 0 A_SpawnItemEx ("RocketPenetrator",cos(-pitch)*42,0,0+(sin(pitch)*42),cos(-pitch)*40,0,sin(pitch)*40,0,SXF_TRANSFERPITCH)
		//TNT1 AA 0 A_SpawnItem("SuperExpensiveParticleSpawner")
		EXPL AAA 0 A_CustomMissile ("BarrelKaboom", 0, 0, random (0, 360), 2, random (0, 360))
		TNT1 A 0 A_Explode(150, 300)
		TNT1 A 2
		TNT1 A 0 A_SpawnItemEx ("LiquidExplosionEffectSpawner",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)
		TNT1 A 0 A_PlaySound("FAREXPL", 3)
		TNT1 A 15
		TNT1 A 0 A_PlaySound("distantexp", 5)
		TNT1 AAAAA 4 A_CustomMissile ("HeavyExplosionSmoke", 2, 0, random (0, 360), 2, random (0, 360))
		Stop	
	}
}

// Cell --------------------------------------------------------------------

ACTOR AmmoCell : Ammo Replaces Cell
{
	Game Doom
	SpawnID 75
	Inventory.PickupMessage "$GOTCELL"
	Inventory.Amount 20
	Inventory.MaxAmount 300
	Ammo.BackpackAmount 20
	Ammo.BackpackMaxAmount 600
	Inventory.Icon "CELLA0"
	Scale 0.9
	States
	{
	Spawn:
		CELL A -1
		Stop
	}
}

// Cell pack ---------------------------------------------------------------

ACTOR AmmoCellPack : AmmoCell Replaces CellPack
{
	Game Doom
	SpawnID 142
	Inventory.PickupMessage "$GOTCELLBOX"
	Inventory.Amount 100
	Scale 0.9
	States
	{
	Spawn:
		CELP A -1
		Stop
	}
}

// Shells ------------------------------------------------------------------

ACTOR AmmoShell : Ammo Replaces Shell
{
	Game Doom
	SpawnID 12
	Inventory.PickupMessage "$GOTSHELLS"
	Inventory.Amount 4
	Inventory.MaxAmount 50
	Ammo.BackpackAmount 8
	Ammo.BackpackMaxAmount 100
	Inventory.Icon "SHELA0"
	Inventory.Pickupsound "SHELPK1"
	Scale 0.9
	States
	{
	Spawn:
		SHEL A -1
		Stop
	}
}

// Shell box ---------------------------------------------------------------

ACTOR AmmoShellBox : AmmoShell Replaces SHellBox
{
	Game Doom
	SpawnID 143
	Inventory.PickupMessage "$GOTSHELLBOX"
	Inventory.Amount 20
	Inventory.Pickupsound "SHELPK2"
	Scale 0.9
	States
	{
	Spawn:
		SBOX A -1
		Stop
	}
}



ACTOR SSGAmmo : Ammo
{
   Inventory.Amount 0
   Inventory.MaxAmount 2
   Ammo.BackpackAmount 0
   Ammo.BackpackMaxAmount 2
   Inventory.Icon "SGN2A0"
}

ACTOR PlasmaAmmo : Ammo
{
   Inventory.Amount 0
   Inventory.MaxAmount 50
   Ammo.BackpackAmount 0
   Ammo.BackpackMaxAmount 50
   Inventory.Icon "PLASA0"
}


// *** MODIFIED BY CHEBMASTER
// I mark places modified by me with //***Che 

ACTOR GLAmmo : Ammo
{
   Inventory.Amount 0
   Inventory.MaxAmount 1
   Ammo.BackpackAmount 0
   Ammo.BackpackMaxAmount 1
   Inventory.Icon "GLAPA0"
}


ACTOR DoublePlasmaAmmo : Ammo //Your weapon's magazine ammo.
{
   Inventory.Amount 0
   Inventory.MaxAmount 100 //Your weapon's magazine ammo limit. Always leave one more bullet, so you can do the 12+1 effect.
   Ammo.BackpackAmount 0
   Ammo.BackpackMaxAmount 100
   Inventory.Icon "PLASB0"
}


//***Che: alt fire unguided rocket costs 1/4th of a guided fireball. Increasing ammo pool to 400, fireball costs 4!
ACTOR MiniHellRocketAmmo : Ammo
{
   Inventory.Amount 0
   Inventory.MaxAmount 200 
   //50
   Ammo.BackpackAmount 0
   Ammo.BackpackMaxAmount 400 
   //100
}


ACTOR SoulAmmo : Ammo
{
   Inventory.Amount 0
   Inventory.MaxAmount 125 //999
   Ammo.BackpackAmount 0
   Ammo.BackpackMaxAmount 125 // 999
   Inventory.Icon "CLIPX0"
}
ACTOR DemonTechVirtualAmmo : Ammo // managed by ACS script! 
{
   Inventory.Amount 0
   Inventory.MaxAmount 378 // must equal (<SoulAmmo's> + 1) x3!
   Ammo.BackpackAmount 0
   Ammo.BackpackMaxAmount 378
   Inventory.Icon "YHRLY0" // the gun itself -- shows how many primary fire shots you have (soul ammo x 3 + subammo)
}

//OBSOLETED, already replaced with 7.92 UAC 
ACTOR BuzzSawAmmo : Ammo
{
   Inventory.Amount 100
   //***Che changing the rare ammo management
   Inventory.MaxAmount 600
   Ammo.BackpackAmount 0 //20
   Ammo.BackpackMaxAmount 600
   Inventory.Icon "HBUSE0"
}

ACTOR Gas : Ammo
{
   Inventory.Amount 4 //50
   Inventory.MaxAmount 50 //999
   Ammo.BackpackAmount 6 //100
   Ammo.BackpackMaxAmount 50 //999
   Inventory.Icon "GSLNA0"
   Inventory.PickupMessage "You got Gasoline."
}

ACTOR MP40Ammo : Ammo
{
   Inventory.Amount 0
   Inventory.MaxAmount 32
   Ammo.BackpackAmount 0
   Ammo.BackpackMaxAmount 32
   Inventory.Icon "MP40I0"
   
}


ACTOR DualMP40Ammo : Ammo
{
   Inventory.Amount 0
   Inventory.MaxAmount 64
   Ammo.BackpackAmount 0
   Ammo.BackpackMaxAmount 64
   Inventory.Icon "MP40J0"
   
}

ACTOR RailgunAmmo : Ammo
{
   Inventory.Amount 0
   Inventory.MaxAmount 50
   Ammo.BackpackAmount 0
   Inventory.Icon "SRCGA0"
   Ammo.BackpackMaxAmount 50
}


		
		

ACTOR GrenadeAmmo : Ammo
{
	Game Doom
	Inventory.PickupMessage "Picked up a Grenade."
	Inventory.Amount 1
	Inventory.MaxAmount 10
	Ammo.BackpackAmount 3
	Ammo.BackpackMaxAmount 20
	Inventory.Icon "GRNDA"
	Scale 0.3
	States
	{
	Spawn:
		GRND H -1
		Stop
	}
}


ACTOR GrenadeBox : GrenadeAmmo
{
	Game Doom
	SpawnID 139
	Inventory.PickupMessage "Picked up a box of grenades."
	Inventory.Amount 10
	States
	{
	Spawn:
		GRND H -1
		Stop
	}
}











ACTOR TankAmmo : Ammo
{
	Inventory.PickupMessage "Picked up a Magazine."
	Inventory.Amount 10
	Inventory.MaxAmount 100
	Ammo.BackpackAmount 0
	Ammo.BackpackMaxAmount 100
	Inventory.Icon "NULL"
	States
	{
	Spawn:
		CLIP A -1
		Stop
	}
}


ACTOR MechAmmo : Ammo
{

	Inventory.PickupMessage "Picked up a Magazine."
	Inventory.Amount 10
	Inventory.MaxAmount 100
	Ammo.BackpackAmount 0
	Ammo.BackpackMaxAmount 100
	Inventory.Icon "NULL"
	States
	{
	Spawn:
		CLIP A -1
		Stop
	}
}




ACTOR HeavyMachinegunAmmo : Ammo
{
	Game Doom
	Inventory.PickupMessage "Picked up a Magazine."
	Inventory.Amount 100
	Inventory.MaxAmount 9999 //***Che need it for EDAY shenanigans //2000
	Ammo.BackpackAmount 0
	Ammo.BackpackMaxAmount 9999 //2000
	Inventory.Icon "NULL"
	States
	{
	Spawn:
		CLIP A -1
		Stop
	}
}




ACTOR MechRocketAmmo : Ammo
{
	Game Doom
	Inventory.PickupMessage "Picked up a Magazine."
	Inventory.Amount 5
	Inventory.MaxAmount 999 //***Che need it for EDAY shenanigans //60
	Ammo.BackpackAmount 0
	Ammo.BackpackMaxAmount 999 //60
	Inventory.Icon "NULL"
	States
	{
	Spawn:
		CLIP A -1
		Stop
	}
}


ACTOR MechLaserAmmo : Ammo
{
	Game Doom
	Inventory.PickupMessage "Picked up a Magazine."
	Inventory.Amount 30
	Inventory.MaxAmount 9999 //***Che need it for EDAY shenanigans //200
	Ammo.BackpackAmount 0
	Ammo.BackpackMaxAmount 9999 //200
	Inventory.Icon "NULL"
	States
	{
	Spawn:
		CLIP A -1
		Stop
	}
}



ACTOR MechMOrtarAmmo : Ammo
{
	Game Doom
	Inventory.PickupMessage "Picked up a Magazine."
	Inventory.Amount 1
	Inventory.MaxAmount 999 //***Che need it for EDAY shenanigans //20
	Ammo.BackpackAmount 0
	Ammo.BackpackMaxAmount 999 //20
	Inventory.Icon "NULL"
	States
	{
	Spawn:
		CLIP A -1
		Stop
	}
}



ACTOR HelicopterRocketAmmo : Ammo
{
	Game Doom
	Inventory.PickupMessage "Picked up a Magazine."
	Inventory.Amount 1
	Inventory.MaxAmount 200 //100
	Ammo.BackpackAmount 0
	Ammo.BackpackMaxAmount 200 //100
	Inventory.Icon "NULL"
	States
	{
	Spawn:
		CLIP A -1
		Stop
	}
}


ACTOR HelicopterMissileAmmo : Ammo
{
	Game Doom
	Inventory.PickupMessage "Picked up a Magazine."
	Inventory.Amount 1
	Inventory.MaxAmount 50
	Ammo.BackpackAmount 0
	Ammo.BackpackMaxAmount 50
	Inventory.Icon "NULL"
	States
	{
	Spawn:
		CLIP A -1
		Stop
	}
}


		
ACTOR BDPistolAmmo : Ammo
{
   Inventory.Amount 0
   Inventory.MaxAmount 16
   Ammo.BackpackAmount 0
   Ammo.BackpackMaxAmount 16
   Inventory.Icon PISTG0
}


ACTOR BDDualPistolAmmo : Ammo
{
   Inventory.Amount 0
   Inventory.MaxAmount 32
   Ammo.BackpackAmount 0
   Ammo.BackpackMaxAmount 32
   Inventory.Icon PISTH0
}


ACTOR Nuke : Ammo 
{
	Inventory.PickupMessage "Picked up a Nuke."
	Inventory.Amount 1
	//***Che: modifying the hell out of this for the sake of Chebskies-EDAY 2's campaign.
	Inventory.MaxAmount 5 // 1
	Ammo.BackpackAmount 0 //1
	Ammo.BackpackMaxAmount 5 //1
	Inventory.Icon "CLIPR0" //***Che //"CLIPA0"
	Inventory.Pickupsound "RCKCLIP"
	States
	{
		Spawn:
			ROCK A -1 BRIGHT
			Stop
	}
}

ACTOR NukePickup : CustomInventory 17744
{
	// since we need *something that is *not* given via the GiveAmmo command,
	// but unlike weapons ammo support no such mechanisms natively
	 //$category "EDAY quest items"
	Inventory.MaxAmount 5
	
	+COUNTITEM
	+VISIBILITYPULSE
	+INVENTORY.AUTOACTIVATE
	+INVENTORY.ALWAYSPICKUP
	+INVENTORY.BIGPOWERUP	
	
	Inventory.PickupMessage "$GOT_NUKE"
	
	
	Scale 1.2
	Radius 12 // tailored for that one specific secret in EDAY313
	Translation "0:4=[0,255,0]:[0,128,64]", "5:6=[119,255,119]:[0,255,0]", "9:9=[0,232,0]:[255,255,255]", "13:14=[0,255,0]:[0,196,0]"
	States
	{
		Spawn:
			ROCK A -1 BRIGHT
			Stop
		Pickup:
			TNT1 A 0
			TNT1 A 0 A_GiveInventory("Token_ActualNukeLauncherAmmo", 1)
			TNT1 A 1
			Stop			
	}
}



ACTOR Mauser9mm : Ammo
{
	Game Doom
	Inventory.PickupMessage "Picked up a Pistol Magazine."
	Inventory.Amount 10
	Inventory.MaxAmount 200
	Ammo.BackpackAmount 100
	Ammo.BackpackMaxAmount 400
	Inventory.Icon "CLIPB0"
	Inventory.PickupSound "CLIPICK"
	Scale 0.9
	States
	{
	Spawn:
		CLIP B -1
		Stop
	}
}

//***Che moved from DECORATE.skies
ACTOR Mauser9mmClipDrop: CustomInventory 17617
{
	scale 0.4
	radius 24
	height 24
	+THRUACTORS +FORCEXYBILLBOARD
	Inventory.PickupMessage "$MP40_AMMO" // A magazine of Mauser 9mm for MP40
	Inventory.PickupSound "CLIPICK"
	Mass 1
    States
    {
		Spawn:
			CLIP Y 0
			TNT1 A 1
			TNT1 A 0 
			TNT1 A 0 A_ChangeFlag("THRUACTORS", 0)
			TNT1 A 0
		Stay:
			CLIP Y 1
			CLIP Y -1
			Stop
		Pickup:
			TNT1 A 0
			TNT1 A 0 A_JumpIfInventory("IsPlayingAsPurist", 1, "Purist")
		PickupNormal:	
			TNT1 A 0 A_GiveInventory("Clip1", 30 ) //"Mauser9mm", 30)
			Stop
		Purist:
			TNT1 A 0 A_GiveInventory("Clip2", 20)
			Stop
    }
}


ACTOR 792UAC: Ammo 17727
{
	Game Doom
	Inventory.PickupMessage "Picked up a box of 7.62×51mm UAC rounds."
	Inventory.Amount 75
	Inventory.MaxAmount 150
	Ammo.BackpackAmount 25
	Ammo.BackpackMaxAmount 300
	Inventory.Icon "AMMOF0" //***Che sprite snatched from BD22test4
	Inventory.PickupSound "CBOXPICK"
	Scale 0.9
	States
	{
		Spawn:
			AMMO F -1
			Stop
	}
}


//***Che scattered in secrets in Hell maps of EDAY
ACTOR BuzzSawAmmoBox : CustomInventory 17562
{
	Game Doom
	radius 24
	height 24
	Scale 0.7	
	Inventory.PickupSound "CBOXPICK"
	Inventory.PickupMessage "$BUZZSAW_AMMO" // "A box of 7.92x57 Mauser -- surprisingly the same as UAC 7.92"
	States
	{
		Spawn:
			HBUS E 1
			HBUS E -1
			Stop
		Pickup:
			TNT1 A 0
			TNT1 A 0 A_JumpIfInventory("792UAC", 300, "DontPickup") 
			TNT1 A 0 A_GiveInventory("792UAC", 75)
			Stop
		DontPickup:
			TNT1 A 0
			TNT1 A 0 A_RailWait //do nothing
			Fail 
	}
}



