//==Bullet tier ammo==

actor smallbulletgem : custominventory replaces clip
{
	+notimefreeze
	+ignoreskill
	+quiet
	states
	{
	spawn:
		SBLG A 15 bright
		SBLG ABCDE 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 ("BlazterEnergy",0,"NoGet")
		TNT1 A 0 A_SetBlend (FFFF00,0.1,5)
		TNT1 A 0 ACS_NamedExecuteAlways("AmmoLog",0,0,0,0)			
		TNT1 A 0 A_PlaySound ("powerups/smallammo",CHAN_ITEM) 
		TNT1 A 1 A_GiveInventory ("BlazterEnergy", 5)
		stop
		
	GiveSlayerAmmo:
		TNT1 A 0
		TNT1 A 0 A_JumpIfInventory ("SlayerMettle",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",0,0,0,0)			
		TNT1 A 1 A_GiveInventory ("SlayerMettle",5)
		stop
	GiveKustamAmmo:
		TNT1 A 0
		TNT1 A 0 A_JumpIfInventory ("SentinelForm",1,"GetLiveCharge")
		TNT1 A 0 A_JumpIfInventory ("KustamLaserBattery",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",0,0,0,0)			
		//TNT1 A 0 a_log ("Small bullet gem!")
		TNT1 A 1 A_GiveInventory ("KustamLaserBattery",5)
		stop
	NoGet:
		SBLG A 1 bright
		fail
	GetLiveCharge:
		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 0 A_GiveInventory ("SentinelCharge",5)
		TNT1 A 1
		stop
	}
}	

actor smallbulletgemdrop : smallbulletgem
{
	+DROPPED
}

actor BigBulletGem : custominventory replaces clipbox
{
	+notimefreeze
	+ignoreskill
	+quiet
	states
	{
	spawn:
		BBLG A 15 bright
		BBLG ABCDE 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 ("BlazterEnergy",0,"NoGet")
		TNT1 A 0 A_SetBlend (FFFF00,0.1,5)
		TNT1 A 0 ACS_NamedExecuteAlways("AmmoLog",0,1,0,0)			
		TNT1 A 0 A_PlaySound ("powerups/bigammo",CHAN_ITEM) 
		TNT1 A 1 A_GiveInventory ("BlazterEnergy", 20)
		stop
	GiveSlayerAmmo:
		TNT1 A 0
		TNT1 A 0 A_JumpIfInventory ("SlayerMettle",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",0,1,0,0)			
		//TNT1 A 0 a_log ("Big bullet gem!")
		TNT1 A 1 A_GiveInventory ("SlayerMettle",20)
		stop
	GiveKustamAmmo:
		TNT1 A 0
		TNT1 A 0 A_JumpIfInventory ("SentinelForm",1,"GetLiveCharge")
		TNT1 A 0 A_JumpIfInventory ("KustamLaserBattery",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",0,1,0,0)			
		//TNT1 A 0 a_log ("Big bullet gem!")
		TNT1 A 1 A_GiveInventory ("KustamLaserBattery",20)
		stop
	NoGet:
		BBLG A 1 bright
		fail
	GetLiveCharge:
		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_GiveInventory ("SentinelCharge",20)
		TNT1 A 1
		stop
	}
}

actor bigbulletgemdrop : bigbulletgem
{
	+DROPPED
}


