// 0 is full shield
// 1 is damage level 1
// 2 no shield
Actor MasterShieldState : Inventory
{
  inventory.maxamount 2
}

Actor MasterAttacking : Inventory
{
  inventory.maxamount 1
}

Actor MetalShield : ZBaseMetalShield
{
  Health 0x7FFFFFFF
  Mass 0x7FFFFFFF
  radius 32
  height 32
  -FORCERADIUSDMG
  +SHOOTABLE
  +NODAMAGETHRUST
  +NORADIUSDMG
  +NOGRAVITY
  +NOTARGET
  +NEVERTARGET
  -COUNTKILL
  +NOTELEPORT
  +NOTAUTOAIMED
  damagefactor "AlienzShrinker", 0.0
  damagefactor "Shrinkerhit", 0.0
  damagefactor "Explosion", 0.50
  damagefactor "RocketExplosion", 0.50
  damagefactor "ShellExplosion", 0.7
  damagefactor "Fire", 0.5
  damagefactor "BulletFlame", 0.5
  damagefactor "Shrinker", 0.0
  damagefactor "Expander", 0.25
  +DONTSPLASH
  +NOBLOOD
  +NOICEDEATH
  +HEXENBOUNCE
  +BOUNCEONACTORS
  +DONTDRAIN
  Species "MetalShield"
  states
  {
  Spawn:
    TNT1 A 0 NoDelay A_GiveInventory("DummyInventory", 1)
    TNT1 A 1
    loop
  Death:
    TNT1 A 1
    Stop
  }
}

Actor AltShield1 : ZAltShield1
{
  Health 0x7FFFFFFF
  Mass 0x7FFFFFFF
  radius 32
  height 32
  -FORCERADIUSDMG
  +SHOOTABLE
  +NODAMAGETHRUST
  +NORADIUSDMG
  +NOGRAVITY
  +NOTARGET
  +NEVERTARGET
  -COUNTKILL
  +NOTELEPORT
  +NOTAUTOAIMED
  damagefactor "AlienzShrinker", 0.0
  damagefactor "Shrinkerhit", 0.0
  damagefactor "Explosion", 0.50
  damagefactor "RocketExplosion", 0.50
  damagefactor "ShellExplosion", 0.7
  damagefactor "Fire", 0.5
  damagefactor "BulletFlame", 0.5
  damagefactor "Shrinker", 0.0
  damagefactor "Expander", 0.25
  +DONTSPLASH
  +NOBLOOD
  +NOICEDEATH
  +HEXENBOUNCE
  +BOUNCEONACTORS
  +DONTDRAIN
  Species "MetalShield"
  states
  {
  Spawn:
    TNT1 A 0 NoDelay A_GiveInventory("DummyInventory", 1)
    TNT1 A 1
    loop
  Death:
    TNT1 A 1
    Stop
  }
}