ACTOR AmmoSpawner : RandomSpawner replaces Clip
{
	DropItem StrayMag
	DropItem StrayMag
	DropItem StrayMag
	DropItem StrayMag
	DropItem StrayMag
	DropItem StrayMag
	
	/**/
	DropItem Bullets
	DropItem RifleAmmo
//	DropItem SmallSawFuel
	/**/
}

ACTOR ZombieAmmoSpawner : RandomSpawner
{
	DropItem StrayMag
	DropItem StrayMag
	DropItem StrayMag
	DropItem StrayMag
	DropItem StrayMag
	DropItem StrayMag
	DropItem StrayMag
	DropItem StrayMag
	DropItem StrayMag
	
	/**/
	DropItem Bullets
	DropItem Bullets
	DropItem RifleAmmo
	DropItem RifleAmmo
//	DropItem Beretta
	DropItem MachineRifle
	/**/
}

/*
ACTOR StrayMag : CustomInventory
{
	Inventory.PickupMessage "Salvaged some ammo."
	Inventory.PickupSound "ammoup"
	States
	{
	Spawn:
		TNT1 A 0 A_JumpIf(CallACS("CheckPlayerClass")==1, "RiflePickup")
//		Goto PistolPickup
	PistolPickup:
		TNT1 A 0 A_DropItem("SmallBullets",1)
		Stop
	RiflePickup:
		TNT1 A 0 A_DropItem("RifleAmmo",1)
		Stop
	}
}
*/

ACTOR StrayMag : CustomInventory
{
	Inventory.PickupMessage "Salvaged some ammo."
	Inventory.PickupSound "ammoup"
	States
	{
	Spawn:
		CLIP B -1
		Stop
	Pickup:
		TNT1 A 0 A_GiveInventory ("Clip", 5)
		Stop
	}
}

ACTOR Ammobox : RandomSpawner replaces Clipbox
{
	DropItem Boxofammo
	DropItem Boxofammo
}

ACTOR BoxofAmmo : CustomInventory
{
	Inventory.PickupSound "ammoboxup"
	Inventory.PickupMessage "Picked up a box of ammo."
	States
	{
	Spawn:
		AMMO A -1
		Stop
	Pickup:
		TNT1 A 0 A_GiveInventory ("Clip", 50)
		TNT1 A 0 A_GiveInventory ("Bullets", 10)
		TNT1 A 0 A_GiveInventory ("RifleAmmo", 10)
		TNT1 A 0 A_GiveInventory ("Nato", 80)
	}
}

ACTOR Bullets : Ammo//1911 ammo
{
	Inventory.Amount 10
	Inventory.MaxAmount 30
	Ammo.BackpackAmount 10
	Ammo.BackpackMaxAmount 60
	Inventory.PickupMessage "Collected some ammo."
	Inventory.PickupSound "bulletup"
	States
	{
	Spawn:
		45CL A -1
		Stop
	}
}

ACTOR RifleAmmo : Ammo 
{
	Inventory.Amount 10
	Inventory.MaxAmount 60
	Ammo.BackpackAmount 10
	Ammo.BackpackMaxAmount 120
	Inventory.PickupMessage "Collected a rifle magazine."
	Inventory.PickupSound "weapons/rifle/slap"
	States
	{
	Spawn:
		CLIP A -1
		Stop
	}
}

ACTOR Nato : Ammo //Minigun Ammo
{
	Inventory.Amount 80
	Inventory.MaxAmount 300
	Ammo.BackpackAmount 80
	Ammo.BackpackMaxAmount 600
}

ACTOR Shells : Shell replaces Shell
{
	Inventory.PickupSound "shellup"
}

	ACTOR BoxofShells : Shellbox replaces Shellbox
{
	Inventory.PickupSound "shellup"
}

ACTOR Cells : Cell replaces Cell
{
	Inventory.PickupSound "cellup"
}

ACTOR CellsPack : CellPack replaces Cellpack
{
	Inventory.PickupSound "cellup"
}

ACTOR LargeSawFuel : CustomInventory
{
	Inventory.PickupMessage "Picked up some chainsaw fuel"
	Inventory.PickupSound "FUELJUG"
	States
	{
	Spawn:
		GSCN A -1
		Stop
	Pickup:
		TNT1 A 0 A_GiveInventory ("SawFuel", 60)
	}
}

ACTOR SmallSawFuel : CustomInventory
{
	Inventory.PickupMessage "Picked up some chainsaw fuel"
	Inventory.PickupSound "FUELJUG"
	States
	{
	Spawn:
		GSCN B -1
		Stop
	Pickup:
		TNT1 A 0 A_GiveInventory ("SawFuel", 40)
	}
}

Actor ZombieFullAuto : Inventory {
	Inventory.Maxamount 1
}