//I'm gonna space out the states for the rocket tier ammo
//seeing as it has two separate checks

//==ROCKET TIER AMMO==
actor smalldarkgem: custominventory replaces rocketammo
{
	+notimefreeze
	+ignoreskill
	+quiet
	scale 0.80
	states
	{
	spawn:
		SDGM ABCDCBAAAAA 4 bright
		loop
		
	//Blaz
	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,"ArcaneCheck")
		TNT1 A 0 A_SetBlend (FFFF00,0.1,5)
		TNT1 A 0 ACS_NamedExecuteAlways("AmmoLog",0,4,0,0)			
		TNT1 A 0 A_PlaySound ("powerups/smallammo",CHAN_ITEM) 
		TNT1 A 0 A_GiveInventory ("DecayPause",1)
		TNT1 A 0 A_GiveInventory ("BlazterEnergy", 5)
		TNT1 A 1 A_GiveInventory ("ArcaneForce", 5)
		stop
	ArcaneCheck:
		TNT1 A 0 A_JumpIfInventory ("ArcaneForce",0,"NoGet")
		TNT1 A 0 A_SetBlend (FFFF00,0.1,5)
		TNT1 A 0 ACS_NamedExecuteAlways("AmmoLog",0,4,0,0)			
		TNT1 A 0 A_PlaySound ("powerups/smallammo",CHAN_ITEM) 
		TNT1 A 0 A_GiveInventory ("DecayPause",1)
		TNT1 A 0 A_GiveInventory ("BlazterEnergy", 5)
		TNT1 A 1 A_GiveInventory ("ArcaneForce", 5)
		stop
	
		
	//Doomslayer
	GiveSlayerAmmo:
		TNT1 A 0
		TNT1 A 0 A_JumpIfInventory ("SlayerMettle",0,"GritCheck")
		TNT1 A 0 A_SetBlend (FFFF00,0.1,5)
		TNT1 A 0 A_PlaySound ("Doomslayer/Itemget",CHAN_ITEM) 
		TNT1 A 0 ACS_NamedExecuteAlways("AmmoLog",0,4,0,0)
		//TNT1 A 0 a_log ("Small wrath gem")
		TNT1 A 1 A_GiveInventory ("SlayerMettle",5)
		TNT1 A 1 A_GiveInventory ("SlayerGrit",5)
		stop
	GritCheck:
		TNT1 A 0 A_JumpIfInventory ("SlayerGrit",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",0,4,0,0)
		TNT1 A 1 A_GiveInventory ("SlayerMettle",5)
		TNT1 A 1 A_GiveInventory ("SlayerGrit",5)
		stop
	
	//Kustam
	GiveKustamAmmo:
		TNT1 A 0
		TNT1 A 0 A_JumpIfInventory ("SentinelForm",1,"GetLiveCharge")
		TNT1 A 0 A_JumpIfInventory ("KustamLaserBattery",0,"KineticCheck")
		TNT1 A 0 A_SetBlend (FFFF00,0.1,5)
		TNT1 A 0 A_PlaySound ("Kustam/Smallammo",CHAN_ITEM) 
		TNT1 A 0 ACS_NamedExecuteAlways("AmmoLog",0,4,0,0)
		//TNT1 A 0 a_log ("Small wrath gem")
		TNT1 A 1 A_GiveInventory ("KustamLaserBattery",5)
		TNT1 A 1 A_GiveInventory ("KustamKineticBattery",5)
		stop
	KineticCheck:
		TNT1 A 0
		TNT1 A 0 A_JumpIfInventory ("KustamKineticBattery",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",0,4,0,0)
		//TNT1 A 0 a_log ("Small wrath gem")
		TNT1 A 1 A_GiveInventory ("KustamLaserBattery",5)
		TNT1 A 1 A_GiveInventory ("KustamKineticBattery",5)
		stop
	NoGet:
		SDGM 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 smalldarkgemdrop : smalldarkgem
{
	+DROPPED
}


actor bigdarkgem : custominventory replaces rocketbox
{
	+notimefreeze
	+ignoreskill
	+quiet
	states
	{
	spawn:
		BDGM ABCDCBAAAAA 4 bright
		loop
	//Blaz
	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,"ArcaneCheck")
		TNT1 A 0 A_SetBlend (FFFF00,0.1,5)
		TNT1 A 0 ACS_NamedExecuteAlways("AmmoLog",0,5,0,0)			
		TNT1 A 0 A_PlaySound ("powerups/bigammo",CHAN_ITEM) 
		TNT1 A 0 A_GiveInventory ("DecayPause",1)
		TNT1 A 0 A_GiveInventory ("BlazterEnergy", 20)
		TNT1 A 1 A_GiveInventory ("ArcaneForce", 20)
		stop
	ArcaneCheck:
		TNT1 A 0 A_JumpIfInventory ("ArcaneForce",0,"NoGet")
		TNT1 A 0 A_SetBlend (FFFF00,0.1,5)
		TNT1 A 0 ACS_NamedExecuteAlways("AmmoLog",0,5,0,0)			
		TNT1 A 0 A_PlaySound ("powerups/bigammo",CHAN_ITEM) 
		TNT1 A 0 A_GiveInventory ("DecayPause",1)
		TNT1 A 0 A_GiveInventory ("BlazterEnergy", 20)
		TNT1 A 1 A_GiveInventory ("ArcaneForce", 20)
		stop
		
	//Doomslayer
	GiveSlayerAmmo:
		TNT1 A 0
		TNT1 A 0 A_JumpIfInventory ("SlayerMettle",0,"GritCheck")
		TNT1 A 0 A_SetBlend (FFFF00,0.1,5)
		TNT1 A 0 A_PlaySound ("Doomslayer/Bigitem",CHAN_ITEM) 
		TNT1 A 0 ACS_NamedExecuteAlways("AmmoLog",0,5,0,0)
		//TNT1 A 0 a_log ("Big wrath gem!")
		TNT1 A 0 A_GiveInventory ("SlayerMettle",20)
		TNT1 A 1 A_GiveInventory ("SlayerGrit",20)
		stop
	GritCheck:
		TNT1 A 0 A_JumpIfInventory ("SlayerGrit",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",0,5,0,0)
		//TNT1 A 0 a_log ("Big wrath gem!")
		TNT1 A 0 A_GiveInventory ("SlayerMettle",20)
		TNT1 A 1 A_GiveInventory ("SlayerGrit",20)
		stop
	
	//Kustam
	GiveKustamAmmo:
		TNT1 A 0
		TNT1 A 0 A_JumpIfInventory ("SentinelForm",1,"GetLiveCharge")
		TNT1 A 0 A_JumpIfInventory ("KustamLaserBattery",0,"KineticCheck")
		TNT1 A 0 A_SetBlend (FFFF00,0.1,5)
		TNT1 A 0 A_PlaySound ("Kustam/Bigammo",CHAN_ITEM) 
		TNT1 A 0 ACS_NamedExecuteAlways("AmmoLog",0,5,0,0)
		//TNT1 A 0 a_log ("Big wrath gem!")
		TNT1 A 1 A_GiveInventory ("KustamLaserBattery",20)
		TNT1 A 1 A_GiveInventory ("KustamKineticBattery",20)
		stop
	KineticCheck:
		TNT1 A 0
		TNT1 A 0 A_JumpIfInventory ("KustamKineticBattery",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",0,5,0,0)
		//TNT1 A 0 a_log ("Big wrath gem!")
		TNT1 A 1 A_GiveInventory ("KustamLaserBattery",20)
		TNT1 A 1 A_GiveInventory ("KustamKineticBattery",20)
		stop
		
	NoGet:
		BDGM 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 bigdarkgemdrop : bigdarkgem
{
	+DROPPED
}
