// Ammo packs
actor AmmoPack : CustomInventory replaces Backpack {
	+ALWAYSPICKUP
	Inventory.Pickupmessage "Picked up an ammo pack."
	Inventory.RespawnTics 2100
	Inventory.PickupSound "misc/i_pkup"
	Inventory.MaxAmount 9999
	states {
	Spawn:
		BKPK A -1
		stop
	Pickup:
		TNT1 A 0 A_GiveInventory ("NewClipAmmo", 30)
		TNT1 A 0 A_GiveInventory ("RifleAmmo", 5)
		TNT1 A 0 A_GiveInventory ("RifleGrenadeAmmo", 1)
		//TNT1 A 0 A_GiveInventory ("MortarAmmo", 4)
		TNT1 A 0 A_GiveInventory ("MachineGunAmmo", 30)
		TNT1 A 0 A_GiveInventory ("LaserRifleAmmo", 10)
		TNT1 A 0 A_GiveInventory ("FlamerAmmo", 25)
		TNT1 A 0 A_GiveInventory ("GrenadeAmmo", 4)
		TNT1 A 0 A_GiveInventory ("MissileAmmo", 2)
		TNT1 A 0 A_GiveInventory ("GaussRifleAmmo", 4)
		TNT1 A 0 A_GiveInventory ("ChemicalAmmo", 25)
		TNT1 A 0 A_GiveInventory ("LaserChaingunAmmo", 25)
		TNT1 A 0 A_GiveInventory ("PlasmaCannonAmmo", 1)
		TNT1 A 0 A_GiveInventory ("ShotgunAmmo", 5)
		TNT1 A 0 A_GiveInventory ("CryoBolt", 3)
		TNT1 A 0 A_GiveInventory ("SniperAmmo", 4)
		TNT1 A 0 A_GiveInventory ("GeneporiumCharge",25)
		TNT1 A 0 A_GiveInventory ("TE21CalAmmo", 20)
		TNT1 A 0 A_GiveInventory ("FA21CalAmmo", 20)
		TNT1 A 0 A_GiveInventory ("ArtilleryShellAmmo", 2)
		TNT1 A 0 A_GiveInventory ("PlasmaRifleAmmo", 20)
		TNT1 A 0 A_GiveInventory ("KarasawaAmmo", 4)
		TNT1 A 0 A_GiveInventory ("TimeGunAmmo", 2)
		TNT1 A 0 A_GiveInventory ("StealthCharge", 10)
		TNT1 A 0 A_GiveInventory ("JetpackFuel", 7)
		TNT1 A 0 A_GiveInventory ("Nails", 40)
		TNT1 A 0 ACS_ExecuteAlways (814, 0, 5) // give credits
		stop
	}
}

// [JD] This is used for full refills only.
/*Actor AmmoPackNoCredits : AmmoPack
{
	States
	{
		Pickup:
			TNT1 A 0 A_GiveInventory ("NewClipAmmo", 20)
			TNT1 A 0 A_GiveInventory ("RifleAmmo", 5)
			TNT1 A 0 A_GiveInventory ("RifleGrenadeAmmo", 1)
			//TNT1 A 0 A_GiveInventory ("MortarAmmo", 4)
			TNT1 A 0 A_GiveInventory ("MachineGunAmmo", 20)
			TNT1 A 0 A_GiveInventory ("LaserRifleAmmo", 10)
			TNT1 A 0 A_GiveInventory ("FlamerAmmo", 25)
			TNT1 A 0 A_GiveInventory ("GrenadeAmmo", 4)
			TNT1 A 0 A_GiveInventory ("MissileAmmo", 2)
			TNT1 A 0 A_GiveInventory ("GaussRifleAmmo", 4)
			TNT1 A 0 A_GiveInventory ("ChemicalAmmo", 25)
			TNT1 A 0 A_GiveInventory ("LaserChaingunAmmo", 25)
			TNT1 A 0 A_GiveInventory ("PlasmaCannonAmmo", 1)
			TNT1 A 0 A_GiveInventory ("ShotgunAmmo", 5)
			TNT1 A 0 A_GiveInventory ("CryoBolt", 3)
			TNT1 A 0 A_GiveInventory ("SniperAmmo", 4)
			TNT1 A 0 A_GiveInventory ("GeneporiumCharge",25)
			TNT1 A 0 A_GiveInventory ("TE21CalAmmo", 20)
			TNT1 A 0 A_GiveInventory ("FA21CalAmmo", 20)
			TNT1 A 0 A_GiveInventory ("ArtilleryShellAmmo", 2)
			TNT1 A 0 A_GiveInventory ("PlasmaRifleAmmo", 20)
			TNT1 A 0 A_GiveInventory ("KarasawaAmmo", 1)
			TNT1 A 0 A_GiveInventory ("TimeGunAmmo", 2)
			TNT1 A 0 A_GiveInventory ("StealthCharge", 10)
			TNT1 A 0 A_GiveInventory ("JetpackFuel", 7)
			TNT1 A 0 A_GiveInventory ("Nails", 40)
			Stop
	}
}*/

actor MedicPack : CustomInventory 21082 {
	+ALWAYSPICKUP
	Inventory.RespawnTics 2100
	Inventory.PickupSound "misc/i_pkup"
	Inventory.MaxAmount 9999
	Inventory.PickupMessage "Picked up a medical pack."
	states {
	Spawn:
		BKPK A -1
		stop
	Pickup:
		TNT1 A 0 HealThing (130)
		TNT1 A 0 A_GiveInventory ("Refunds", 50)
		stop
	}
}

actor EngineerPack : MedicPack 21067 {
	Inventory.PickupMessage "Picked up a support pack."
	states {
	Pickup:
		TNT1 A 0 HealThing (25)
		TNT1 A 0 A_GiveInventory ("TimedC4", 1)
		stop
	}
}
