//==CELL TIER AMMO==
actor smallspiritgem : custominventory replaces cell
{
	+notimefreeze
	+ignoreskill
	+quiet
	states
	{
	spawn:
		SSGM ABCD 4 bright
		loop
	pickup:
		TNT1 A 0
		TNT1 A 0 A_JumpIfInventory ("IamKustam",1,"GiveKustamAmmo")
		TNT1 A 0 A_JumpIfInventory ("IamDoomslayer",1,"GiveSlayerAmmo")
		TNT1 A 0 A_JumpIfInventory ("SpiritForce",0,"NoGet")
		TNT1 A 0 A_SetBlend (FFFF00,0.1,5)
		TNT1 A 0 ACS_NamedExecuteAlways("AmmoLog",0,6,0,0)			
		//TNT1 A 0 a_log ("Spirit Gem!")
		TNT1 A 0 A_PlaySound ("powerups/smallammo",CHAN_ITEM) 
		TNT1 A 1 A_GiveInventory ("SpiritForce", 5)
		stop
	GiveSlayerAmmo:
		TNT1 A 0
		TNT1 A 0 A_JumpIfInventory ("SlayerBFGCharge",0,"noget")
		TNT1 A 0 A_SetBlend (FFFF00,0.1,5)
		TNT1 A 0 A_PlaySound ("Doomslayer/Itemget",CHAN_ITEM) 
		TNT1 A 0 ACS_NamedExecuteAlways("AmmoLog",0,6,0,0)			
		TNT1 A 1 A_GiveInventory ("SlayerBFGCharge",20)
		stop
	GiveKustamAmmo:
		TNT1 A 0
		TNT1 A 0 A_JumpIfInventory ("SentinelCharge",0,"noget")
		TNT1 A 0 A_SetBlend (FFFF00,0.1,5)
		TNT1 A 0 A_PlaySound ("Kustam/Smallammo",CHAN_ITEM)  
		TNT1 A 0 ACS_NamedExecuteAlways("AmmoLog",0,6,0,0)			
		TNT1 A 1 A_GiveInventory ("SentinelCharge",5)
		stop
	Noget:
		SSGM A 1 bright
		fail
	}
}

actor smallspiritgemdrop : smallspiritgem
{
	+DROPPED
}


actor bigspiritgem : custominventory replaces cellpack
{
	+notimefreeze
	+ignoreskill
	+quiet
	states
	{
	spawn:
		BSGM ABCD 4 bright
		loop
	pickup:
		TNT1 A 0
		TNT1 A 0 A_JumpIfInventory ("IamKustam",1,"GiveKustamAmmo")
		TNT1 A 0 A_JumpIfInventory ("IamDoomslayer",1,"GiveSlayerAmmo")
		TNT1 A 0 A_JumpIfInventory ("SpiritForce",0,"NoGet")
		TNT1 A 0 A_SetBlend (FFFF00,0.1,5)
		TNT1 A 0 ACS_NamedExecuteAlways("AmmoLog",0,7,0,0)			
		//TNT1 A 0 a_log ("Big spirit Gem!")
		TNT1 A 0 A_PlaySound ("powerups/bigammo",CHAN_ITEM) 
		TNT1 A 1 A_GiveInventory ("SpiritForce", 20)
		stop
	GiveSlayerAmmo:
		TNT1 A 0
		TNT1 A 0 A_JumpIfInventory ("SlayerBFGCharge",0,"noget")
		TNT1 A 0 A_SetBlend (FFFF00,0.1,5)
		TNT1 A 0 A_PlaySound ("Doomslayer/Bigitem",CHAN_ITEM) 
		TNT1 A 0 ACS_NamedExecuteAlways("AmmoLog",0,7,0,0)			
		//TNT1 A 0 a_log ("Large fire gem")
		TNT1 A 1 A_GiveInventory ("SlayerBFGCharge",80)
		stop
	GiveKustamAmmo:
		TNT1 A 0
		TNT1 A 0 A_JumpIfInventory ("SentinelCharge",0,"noget")
		TNT1 A 0 A_SetBlend (FFFF00,0.1,5)
		TNT1 A 0 A_PlaySound ("Kustam/Bigammo",CHAN_ITEM)  
		TNT1 A 0 ACS_NamedExecuteAlways("AmmoLog",0,7,0,0)			
		//TNT1 A 0 a_log ("Large fire gem")
		TNT1 A 1 A_GiveInventory ("SentinelCharge",20)
		stop
	Noget:
		BSGM A 1 bright
		fail
		stop
	}
}


actor bigspiritgemdrop : bigspiritgem
{
	+DROPPED
}
