ACTOR AmmoSpawner : RandomSpawner replaces Clip
{
	DropItem PistolAmmo
	DropItem PistolAmmo
	DropItem PistolAmmo
	DropItem PistolAmmo
	DropItem PistolAmmo
	DropItem PistolAmmo
	DropItem PistolAmmo
	DropItem PistolAmmo
	DropItem PistolAmmo
	DropItem PistolAmmo
	DropItem PistolAmmo
	DropItem PistolAmmo
	DropItem PistolAmmo
	DropItem PistolAmmo
	DropItem RifleAmmo
	DropItem RifleAmmo
	DropItem RifleAmmo
	DropItem RifleAmmo
	DropItem ARifle
}

ACTOR RifleAmmo : Ammo 
{
	Inventory.Amount 15
	Inventory.MaxAmount 150
	Ammo.BackpackAmount 30
	Ammo.BackpackMaxAmount 300
	Inventory.Icon "CLIPA0"
	Inventory.PickupMessage "Picked up a rifle magazine."
	Inventory.PickupSound "weapons/rifle/cout"
	States
	{
	Spawn:
		CLIP A -1
		Stop
	}
}

ACTOR PistolAmmo : Ammo
{
	Inventory.Amount 5
	Inventory.MaxAmount 200
	Ammo.BackpackAmount 20
	Ammo.BackpackMaxAmount 400
	Inventory.Icon "CLIPB0"
	Inventory.PickupSound "items/clip"
	Inventory.PickupMessage "Picked up a 9mm ammo clip."
	States
	{
	Spawn:
		CLIP B -1
		Stop
	}
}
			

ACTOR AmmoBox : RandomSpawner replaces Clipbox
{
	DropItem ActualAmmoBox
	DropItem ActualAmmoBox
	DropItem ActualAmmoBox
	DropItem ActualAmmoBox
	DropItem ActualAmmoBox
	DropItem ActualAmmoBox
	DropItem ActualAmmoBox
	DropItem ActualAmmoBox
	DropItem ARifle
	DropItem ARifle
}

ACTOR ActualAmmoBox : CustomInventory
{
	Inventory.PickupSound "items/clipb"
	Inventory.PickupMessage "Picked up a box of ammo."
	States
	{
	Spawn:
		AMMO A -1
		Stop
	Pickup:
		TNT1 A 0 A_GiveInventory ("RifleAmmo", 30)
		TNT1 A 0 A_GiveInventory ("Nato", 75)
		TNT1 A 0 A_GiveInventory ("PistolAmmo", 45)
		Stop
	}
}

ACTOR Nato : Ammo //Minigun Ammo
{
	Inventory.Amount 50
	Inventory.MaxAmount 150
	Inventory.Icon "NATOA0"
	Ammo.BackpackAmount 50
	Ammo.BackpackMaxAmount 300
}

ACTOR SingleShell : Shell
{
	+DONTSPLASH
	Inventory.PickupSound "items/shell"
	Inventory.PickupMessage "Picked up a shotgun shell."
	Inventory.Amount 1
	States
	{
	Spawn:
		SHEL D -1
		Stop
	}
}

ACTOR SingleShell2 : Shell
{
	+DONTSPLASH
	Inventory.PickupSound "items/shell"
	Inventory.PickupMessage "Picked up a shotgun shell."
	Inventory.Amount 1
	States
	{
	Spawn:
		SHEL C -1
		Stop
	}
}

ACTOR SingleShell3 : Shell
{
	+DONTSPLASH
	Inventory.PickupSound "items/shell"
	Inventory.PickupMessage "Picked up a shotgun shell."
	Inventory.Amount 1
	States
	{
	Spawn:
		SHEL B -1
		Stop
	}
}

ACTOR SingleShell4 : Shell
{
	+DONTSPLASH
	Inventory.PickupSound "items/shell"
	Inventory.PickupMessage "Picked up a shotgun shell."
	Inventory.Amount 1
	States
	{
	Spawn:
		SHEL E -1
		Stop
	}
}

ACTOR FourShells : Shell
{
	+DONTSPLASH
	Inventory.PickupMessage "$GOTSHELLS"
	Inventory.Amount 4
	Inventory.Icon "SHELA0"
	inventory.pickupsound "items/shell"
	States
	{
	Spawn:
		SHEL A -1
		Stop
	}
}

ACTOR ShellSpawner replaces Shell
{
	-COUNTITEM
	States
	{
	Spawn:
		TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("led_ShellToggle")==1, 2)
		TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("led_ShellToggle")==0, "FourSpawn")
		TNT1 A 0 A_SpawnItemEx("SingleShell",frandom(-16,16),frandom(-16,16),0,velx,vely,velz,0,SXF_NOCHECKPOSITION)
		TNT1 A 0 A_SpawnItemEx("SingleShell2",frandom(-16,16),frandom(-16,16),0,velx,vely,velz,0,SXF_NOCHECKPOSITION)
		TNT1 A 0 A_SpawnItemEx("SingleShell3",frandom(-16,16),frandom(-16,16),0,velx,vely,velz,0,SXF_NOCHECKPOSITION)
		TNT1 A 0 A_SpawnItemEx("SingleShell4",frandom(-16,16),frandom(-16,16),0,velx,vely,velz,0,SXF_NOCHECKPOSITION)
		Stop
	FourSpawn:
		TNT1 A 0 A_SpawnItemEx("FourShells",0,0,0,velx,vely,velz)
		Stop
	}
}

ACTOR ShellBox2 : ShellBox replaces ShellBox
{
	Inventory.PickupSound "items/sbox"
}

ACTOR RocketAmmo2 : RocketAmmo replaces RocketAmmo
{
	Inventory.PickupSound "items/rocket"
}

ACTOR RocketBox2 : RocketBox replaces RocketBox
{
	Inventory.PickupSound "items/rocketb"
}

ACTOR Cell2 : Cell replaces Cell
{
	Inventory.PickupSound "items/smcell"
}

ACTOR CellPack2 : CellPack replaces CellPack
{
	Inventory.PickupSound "items/cellb"
}

ACTOR Backpack2 : CustomInventory
{
	Inventory.PickupSound "items/bpack"
	Inventory.PickupMessage "$GOTBACKPACK"
	+INVENTORY.NOSCREENFLASH
	States
	{
	Spawn:
		BPAK A -1
		Stop
	Pickup:
		TNT1 A 0 A_GiveInventory("Backpack", 1)
		TNT1 A 0 A_SetBlend("Yellow", GetCvar("led_TogBckPck"), 35)
		Stop
	}
}