//Utility Gun items, etc.
actor C4Box : AmmoPack {
	inventory.pickupmessage "Picked up a C4 box."
	renderstyle Translucent
	alpha 0.0
	+NOGRAVITY
	+NOCLIP
	states {
	Spawn:
		C4BX AAAAAAAAAA 3 A_FadeIn(0.1)
		C4BX A 0 A_SetTranslucent (1.0, 0)
		C4BX A 0 A_ChangeFlag ("NOCLIP", 0)
		C4BX A 0 A_Gravity
		C4BX A -1
		stop
	Pickup:
		TNT1 A 0 ACS_ExecuteAlways (951, 0, 2) // refill c4
		stop
	}
}

actor FullRefillPack : AmmoPack {
	inventory.pickupmessage "Picked up a full refill pack."
	renderstyle Translucent
	alpha 0.0
	+NOGRAVITY
	+NOCLIP
	states {
	Spawn:
		BPK2 AAAAAAAAAA 3 A_FadeIn(0.1)
		BPK2 A 0 A_SetTranslucent (1.0, 0)
		BPK2 A 0 A_ChangeFlag ("NOCLIP", 0)
		BPK2 A 0 A_Gravity
		BPK2 A -1
		stop
	Pickup:
		TNT1 A 0 ACS_ExecuteWithResult (SC_FullRefillPack)
		stop
	}
}

actor Utility_Raven : RavenSwitchPickup {
	renderstyle translucent
	alpha 1.0
	states {
	Spawn:
		TNT1 A 0
		TNT1 A 0 A_CheckSight("Nope")
		TNT1 A 0 A_JumpIf (ACS_ExecuteWithResult (750, 0) == 0, "Nope")
		RAV2 B -1
		stop
	Nope:
		"----" A 2 A_PlaySound("weapons/timedeath")
		"----" AAAAAAAAAA 2 A_Fadeout(0.1) 
		stop
	}
}

actor Utility_Wolverine : WolverineSwitchPickup {
	renderstyle translucent
	alpha 1.0
	states {
	Spawn:
		TNT1 A 0
		TNT1 A 0 A_CheckSight("Nope")
		TNT1 A 0 A_JumpIf (ACS_ExecuteWithResult (750, 0) == 0, "Nope")
		ROB1 A -1
		stop
	Nope:
		"----" A 2 A_PlaySound("weapons/timedeath")
		"----" AAAAAAAAAA 2 A_Fadeout(0.1) 
		stop
	}
}