Actor NewClip : CustomInventory replaces Clip {
	inventory.pickupsound "items/ammo"
	inventory.pickupmessage "\ccAmmo pickup   : \c[Y5]Clip x 10\c-"
	Radius 20
	Height 16
	States {
		Spawn:
			TNT1 A 0 NoDelay ACS_NamedExecuteAlways("DND Limited Respawn Item Init", 0)
			CLIP A -1
		Stop
		Pickup:
			TNT1 A 0 A_JumpIf(1 == ACS_ExecuteWithResult(992, 0, 1), "Failed")
			TNT1 A 0 A_GiveInventory("Clip", 10 + ACS_ExecuteWithResult(918, 0, 1, 10))
		Stop
		Failed:
			TNT1 A 0
		Fail
	}
}

Actor DroppedClip : NewClip {
	inventory.pickupmessage "\ccAmmo pickup   : \c[Y5]Clip x 5\c-"
	States {
		Spawn:
			CLIP A -1
		Stop
		Pickup:
			TNT1 A 0 A_JumpIf(1 == ACS_ExecuteWithResult(992, 0, 1), "Failed")
			TNT1 A 0 A_GiveInventory("Clip", 5 + ACS_ExecuteWithResult(918, 0, 1, 5))
		Stop
		Failed:
			TNT1 A 0
		Fail
	}
}

Actor NewClipbox : CustomInventory {
	inventory.pickupsound "items/ammo"
	inventory.pickupmessage "\ccAmmo pickup   : \c[Y5]Clip Box x 50\c-"
	Radius 20
	Height 16
	States {
		Spawn:
			TNT1 A 0 NoDelay ACS_NamedExecuteAlways("DND Limited Respawn Item Init", 0)
			AMMO A -1
		Stop
		Pickup:
			TNT1 A 0 A_JumpIf(1 == ACS_ExecuteWithResult(992, 0, 1), "Failed")
			TNT1 A 0 A_GiveInventory("Clip", 50 + ACS_ExecuteWithResult(918, 0, 1, 50))
		Stop
		Failed:
			TNT1 A 0
		Fail
	}
}

Actor NewShell : CustomInventory replaces Shell {
	inventory.pickupsound "items/ammo"
	inventory.pickupmessage "\ccAmmo pickup   : \c[Y5]Shell x 4\c-"
	Radius 20
	Height 16
	States {
		Spawn:
			TNT1 A 0 NoDelay ACS_NamedExecuteAlways("DND Limited Respawn Item Init", 0)
			SHEL A -1
		Stop
		Pickup:
			TNT1 A 0 A_JumpIf(1 == ACS_ExecuteWithResult(992, 1, 1), "Failed")
			TNT1 A 0 A_GiveInventory("Shell", 4 + ACS_ExecuteWithResult(918, 0, 1, 4))
		Stop
		Failed:
			TNT1 A 0
		Fail
	}
}

Actor NewShellBox : CustomInventory {
	inventory.pickupsound "items/ammo"
	inventory.pickupmessage "\ccAmmo pickup   : \c[Y5]Shell Box x 20\c-"
	Radius 20
	Height 16
	States {
		Spawn:
			TNT1 A 0 NoDelay ACS_NamedExecuteAlways("DND Limited Respawn Item Init", 0)
			SBOX A -1
		Stop
		Pickup:
			TNT1 A 0 A_JumpIf(1 == ACS_ExecuteWithResult(992, 1, 1), "Failed")
			TNT1 A 0 A_GiveInventory("Shell", 20 + ACS_ExecuteWithResult(918, 0, 1, 20))
		Stop
		Failed:
			TNT1 A 0
		Fail
	}
}

Actor Slot3AmmoContainer : CustomInventory {
	Radius 20
	Height 20
	inventory.pickupsound "items/ammo"
	inventory.pickupmessage "\ccAmmo pickup   : \c[Y5]Slot 3 Ammos\c-"
	Radius 20
	Height 16
	States {
		Spawn:
			TNT1 A 0 NoDelay ACS_NamedExecuteAlways("DND Limited Respawn Item Init", 0)
			SLO3 A -1
		Stop 
		Pickup:
			TNT1 A 0 A_JumpIf(1 == ACS_ExecuteWithResult(992, 1), "Failed")
			TNT1 A 0 A_GiveInventory("Shell", 20 + ACS_ExecuteWithResult(918, 0, 1, 20))
			TNT1 A 0 A_GiveInventory("ExplodingShell", 15 + ACS_ExecuteWithResult(918, 0, 1, 15))
			TNT1 A 0 A_GiveInventory("SlayerAmmo", 15 + ACS_ExecuteWithResult(918, 0, 1, 15))
			TNT1 A 0 A_GiveInventory("PcanAmmo", 15 + ACS_ExecuteWithResult(918, 0, 1, 15))
			TNT1 A 0 A_GiveInventory("NitrogenCanister", 15 + ACS_ExecuteWithResult(918, 0, 1, 15))
		Stop
		Failed:
			TNT1 A 0
		Fail
	}
}

Actor Slot3AmmoBigSpawner : RandomSpawner replaces ShellBox {
	DropItem "NewShellBox", 255, 16
	DropItem "Slot3AmmoContainer", 255, 8
}

Actor Slot4AmmoContainer : Slot3AmmoContainer {
	Translation "78:78=5:5", "125:126=108:109", "154:159=96:106"
	inventory.pickupmessage "\ccAmmo pickup   : \c[Y5]Slot 4 Ammos\c-"
	Radius 20
	Height 16
	States {
		Spawn:
			TNT1 A 0 NoDelay ACS_NamedExecuteAlways("DND Limited Respawn Item Init", 0)
			AMMO A -1
		Stop
		Pickup:
			TNT1 A 0 A_JumpIf(1 == ACS_ExecuteWithResult(992, 0), "Failed")
			TNT1 A 0 A_GiveInventory("Clip", 50 + ACS_ExecuteWithResult(918, 0, 1, 50))
			TNT1 A 0 A_GiveInventory("EbonyAmmo", 12 + ACS_ExecuteWithResult(918, 0, 1, 16))
			TNT1 A 0 A_GiveInventory("EbonyAmmoX", 6 + ACS_ExecuteWithResult(918, 0, 1, 8))
			TNT1 A 0 A_GiveInventory("RiotgunShell", 40 + ACS_ExecuteWithResult(918, 0, 1, 40))
			TNT1 A 0 A_GiveInventory("AcidAmmo", 40 + ACS_ExecuteWithResult(918, 0, 1, 40))
			TNT1 A 0 A_GiveInventory("RubyAmmo", 43 + ACS_ExecuteWithResult(918, 0, 1, 43))
			TNT1 A 0 A_GiveInventory("ViperAmmo", 20 + ACS_ExecuteWithResult(918, 0, 1, 20))
			TNT1 A 0 A_GiveInventory("DSealAmmo", 50 + ACS_ExecuteWithResult(918, 0, 1, 50))
		Stop
		Failed:
			TNT1 A 0
		Fail
	}
}

Actor Slot4AmmoBigSpawner : Randomspawner replaces ClipBox
{
	DropItem "NewClipbox", 255, 16
	DropItem "Slot4AmmoContainer", 255, 8
}

Actor RocketAmmo2 : CustomInventory replaces RocketAmmo
{ 
	inventory.pickupsound "items/ammo"
	inventory.pickupmessage "\ccAmmo pickup   : \c[Y5]Rocket x 1\c-"
	Radius 20
	Height 16
	States {
		Spawn:
			TNT1 A 0 NoDelay ACS_NamedExecuteAlways("DND Limited Respawn Item Init", 0)
			ROCK A -1
		Stop
		Pickup:
			TNT1 A 0 A_JumpIf(1 == ACS_ExecuteWithResult(992, 2, 1), "Failed")
			TNT1 A 0 A_GiveInventory("RocketAmmo", 1 + ACS_ExecuteWithResult(918, 0, 1, 1))
		Stop
		Failed:
			TNT1 A 0
		Fail
	}
}

Actor RocketBox2 : CustomInventory { 
	inventory.pickupsound "items/ammo"
	inventory.pickupmessage "\ccAmmo pickup   : \c[Y5]Rocket Box x 5\c-"
	Radius 20
	Height 16
	States {
		Spawn:
			TNT1 A 0 NoDelay ACS_NamedExecuteAlways("DND Limited Respawn Item Init", 0)
			BROK A -1
		Stop
		Pickup:
			TNT1 A 0 A_JumpIf(1 == ACS_ExecuteWithResult(992, 2, 1), "Failed")
			TNT1 A 0 A_GiveInventory("RocketAmmo", 5 + ACS_ExecuteWithResult(918, 0, 1, 5))
		Stop
		Failed:
			TNT1 A 0
		Fail
	}
}

Actor Slot5AmmoContainer : Slot3AmmoContainer
{
	inventory.pickupmessage "\ccAmmo pickup   : \c[Y5]Slot 5 Ammos\c-"
	Radius 20
	Height 16
	States
	{
		Spawn:
			TNT1 A 0 NoDelay ACS_NamedExecuteAlways("DND Limited Respawn Item Init", 0)
			SLO5 A -1
		Stop
		Pickup:
			TNT1 A 0 A_JumpIf(1 == ACS_ExecuteWithResult(992, 2), "Failed")
			TNT1 A 0 A_GiveInventory("RocketAmmo", 5 + ACS_ExecuteWithResult(918, 0, 1, 5))
			TNT1 A 0 A_GiveInventory("Grenades", 5 + ACS_ExecuteWithResult(918, 0, 1, 5))
			TNT1 A 0 A_GiveInventory("MISAmmo", 6 + ACS_ExecuteWithResult(918, 0, 1, 6))
			TNT1 A 0 A_GiveInventory("MeteorAmmo", 4 + ACS_ExecuteWithResult(918, 0, 1, 4))
		Stop
		Failed:
			TNT1 A 0
		Fail
	}
}

Actor Slot5AmmoBigSpawner : Randomspawner replaces RocketBox
{
	DropItem "RocketBox2", 255, 16
	DropItem "Slot5AmmoContainer", 255, 8
}

Actor Cell2 : CustomInventory replaces Cell
{ 
	inventory.pickupsound "items/ammo"
	inventory.pickupmessage "\ccAmmo pickup   : \c[Y5]Cell x 20\c-"
	Radius 20
	Height 16
	States {
		Spawn:
			TNT1 A 0 NoDelay ACS_NamedExecuteAlways("DND Limited Respawn Item Init", 0)
			CELL A -1
		Stop
		Pickup:
			TNT1 A 0 A_JumpIf(1 == ACS_ExecuteWithResult(992, 3, 1), "Failed")
			TNT1 A 0 A_GiveInventory("Cell", 20 + ACS_ExecuteWithResult(918, 0, 1, 20))
		Stop
		Failed:
			TNT1 A 0
		Fail
	}
}

Actor Cellpack2 : CustomInventory {
	inventory.pickupsound "items/ammo"
	inventory.pickupmessage "\ccAmmo pickup   : \c[Y5]Cell Pack x 100\c-"
	Radius 20
	Height 16
	States {
		Spawn:
			TNT1 A 0 NoDelay ACS_NamedExecuteAlways("DND Limited Respawn Item Init", 0)
			CELP A -1
		Stop
		Pickup:
			TNT1 A 0 A_JumpIf(1 == ACS_ExecuteWithResult(992, 3, 1), "Failed")
			TNT1 A 0 A_GiveInventory("Cell", 100 + ACS_ExecuteWithResult(918, 0, 1, 100))
		Stop
		Failed:
			TNT1 A 0
		Fail
	}
}

Actor Slot6AmmoContainer : Slot3AmmoContainer {
	Translation "238:238=197:197", "167:167=196:196"
	inventory.pickupmessage "\ccAmmo pickup   : \c[Y5]Slot 6 Ammos\c-"
	Radius 20
	Height 16
	States
	{
		Spawn:
			TNT1 A 0 NoDelay ACS_NamedExecuteAlways("DND Limited Respawn Item Init", 0)
			UPGC A -1
		Stop
		Pickup:
			TNT1 A 0 A_JumpIf(1 == ACS_ExecuteWithResult(992, 3), "Failed")
			TNT1 A 0 A_GiveInventory("Cell", 100 + ACS_ExecuteWithResult(918, 0, 1, 100))
			TNT1 A 0 A_GiveInventory("NailgunAmmo", 40 + ACS_ExecuteWithResult(918, 0, 1, 40))
			TNT1 A 0 A_GiveInventory("GaussRound", 10 + ACS_ExecuteWithResult(918, 0, 1, 10))
			TNT1 A 0 A_GiveInventory("BasiliskAmmo", 16 + ACS_ExecuteWithResult(918, 0, 1, 40))
			TNT1 A 0 A_GiveInventory("Fuel", 75 + ACS_ExecuteWithResult(918, 0, 1, 75))
			TNT1 A 0 A_GiveInventory("LightningCell", 105 + ACS_ExecuteWithResult(918, 0, 1, 105))
			TNT1 A 0 A_GiveInventory("EverIce", 80 + ACS_ExecuteWithResult(918, 0, 1, 80))
			TNT1 A 0 A_GiveInventory("ThunderAmmo", 66 + ACS_ExecuteWithResult(918, 0, 1, 66))
		Stop
		Failed:
			TNT1 A 0
		Fail
	}
}

Actor Slot6AmmoBigSpawner : Randomspawner replaces Cellpack
{
	DropItem "Cellpack2", 255, 16
	DropItem "Slot6AmmoContainer", 255, 8
}

Actor Souls : Ammo
{
	inventory.amount 1
	inventory.maxamount 75
	ammo.backpackamount 0
	ammo.backpackmaxamount 75
	inventory.icon "AMM3A0"
	inventory.pickupmessage "\ccAmmo pickup   : \c[Y5]Souls x 1\c-"
	States
	{
		Spawn:
			AMM3 ABCD 4 Bright
		Loop
	}
}

Actor LargeSouls : Souls
{
	inventory.amount 5
	inventory.pickupmessage "\ccAmmo pickup   : \c[Y5]Souls x 5\c-"
	States
	{
		Spawn:
			AMM3 EFGH 4 Bright
		Loop
	}
}

Actor SoulAmmoSpawner : Randomspawner
{
	DropItem "Souls", 255, 3
	DropItem "LargeSouls", 255, 1
}

Actor AkimboClipLeft : Ammo {
	inventory.amount 1
	inventory.maxamount 12
	inventory.icon "ACLIPICO"
	+IGNORESKILL
}

Actor AkimboClipRight : Ammo {
	inventory.amount 1
	inventory.maxamount 12
	inventory.icon "ACLIPICO"
	+IGNORESKILL
}

Actor BulletSize_6 : Ammo {
	inventory.amount 1
	inventory.maxamount 6
	ammo.backpackamount 0
	ammo.backpackmaxamount 6
	inventory.icon "REVAICO"
	+IGNORESKILL
}

Actor ShellSize_2 : Ammo {
	inventory.amount 1
	inventory.maxamount 2
	ammo.backpackamount 0
	ammo.backpackmaxamount 2
	inventory.icon "SHELAICO"
	+IGNORESKILL
}

Actor ShellSize_8 : Ammo {
	inventory.amount 1
	inventory.maxamount 8
	ammo.backpackamount 0
	ammo.backpackmaxamount 8
	inventory.icon "SHELAICO"
	+IGNORESKILL
}

Actor ShellSize_8N : Ammo {
	inventory.amount 1
	inventory.maxamount 8
	ammo.backpackamount 0
	ammo.backpackmaxamount 8
	inventory.icon "SHELAICO"
	+IGNORESKILL
}

Actor ShellSize_10 : Ammo {
	inventory.amount 1
	inventory.maxamount 10
	ammo.backpackamount 0
	ammo.backpackmaxamount 10
	inventory.icon "SHELAICO"
	+IGNORESKILL
}

Actor ShellSize_12 : Ammo {
	inventory.amount 1
	inventory.maxamount 12
	ammo.backpackamount 0
	ammo.backpackmaxamount 12
	inventory.icon "SHELAICO"
	+IGNORESKILL
}

Actor ExplodingShell : Ammo
{
	inventory.amount 4
	inventory.maxamount 40
	inventory.icon "ESHAA0"
	ammo.backpackamount 4
	ammo.backpackmaxamount 80
	inventory.pickupmessage "\cdAmmo pickup: \cfExplosive Shells (4)\c-"
	inventory.pickupsound "items/ammo"
	+IGNORESKILL
	States
	{
		Spawn:
			ESHA A -1
		Stop
	}
}

Actor MGClip : Ammo {
	inventory.amount 1
	inventory.maxamount 50
	ammo.backpackamount 0
	ammo.backpackmaxamount 50
	inventory.icon "CLIPA0"
	+IGNORESKILL
}

Actor MGClip2 : Ammo {
	inventory.amount 1
	inventory.maxamount 60
	ammo.backpackamount 0
	ammo.backpackmaxamount 60
	inventory.icon "CLIPA0"
	+IGNORESKILL
}

Actor MGClip3 : Ammo {
	inventory.amount 1
	inventory.maxamount 75
	ammo.backpackamount 0
	ammo.backpackmaxamount 75
	inventory.icon "CLIPA0"
	+IGNORESKILL
}

Actor MGClip4 : Ammo {
	inventory.amount 1
	inventory.maxamount 40
	ammo.backpackamount 0
	ammo.backpackmaxamount 40
	inventory.icon "CLIPA0"
	+IGNORESKILL
}

Actor MGClip5 : Ammo {
	inventory.amount 1
	inventory.maxamount 31
	ammo.backpackamount 0
	ammo.backpackmaxamount 31
	inventory.icon "CLIPA0"
	+IGNORESKILL
}

Actor EbonyAmmo : Ammo {
	inventory.amount 1
	inventory.maxamount 60
	ammo.backpackamount 1
	ammo.backpackmaxamount 120
	inventory.icon "EBOPA0"
	+IGNORESKILL
}

Actor EbonyAmmoX : Ammo {
	inventory.amount 1
	inventory.maxamount 30
	ammo.backpackamount 1
	ammo.backpackmaxamount 60
	inventory.icon "EBOPE0"
	+IGNORESKILL
}

Actor Grenades : Ammo
{
	inventory.amount 3
	inventory.maxamount 50
	inventory.icon "GBUNA0"
	ammo.backpackamount 3
	ammo.backpackmaxamount 100
	inventory.pickupmessage "Picked up 3 grenade shells."
	inventory.pickupsound "items/ammo"
	+IGNORESKILL
	States
	{
		Spawn:
			GBUN A -1
		Stop
	}
}

ACTOR MISAmmo : Ammo
{
   Inventory.Amount 2
   Inventory.MaxAmount 80
   Ammo.BackpackAmount 2
   Ammo.BackpackMaxAmount 160
   Inventory.PickupMessage "You picked up two missiles."
   inventory.pickupsound "items/ammo"
   Inventory.Icon "AHRLA0"
   +IGNORESKILL
   States
   {
   Spawn:
      AHRL A -1
      Loop
   }
}

Actor NailgunAmmo : Ammo
{
	inventory.amount 20
	inventory.maxamount 175
	inventory.icon "NPAKA0"
	ammo.backpackamount 5
	ammo.backpackmaxamount 350
	inventory.pickupmessage "\ccAmmo pickup   : \c[Y5]Nails x 10\c-"
	inventory.pickupsound "items/ammo"
	+IGNORESKILL
	States
	{
		Spawn:
			NPAK A -1
		Stop
	}
}

Actor GaussRound : Ammo {
	inventory.amount 5
	inventory.maxamount 75
	inventory.icon "GAUSICO"
	+IGNORESKILL
}

Actor BasiliskAmmo : Ammo {
	inventory.amount 20
	inventory.maxamount 250
	inventory.icon "BASIA01"
	+IGNORESKILL
}

Actor LoadedBasilisk : Ammo {
	inventory.amount 1
	inventory.maxamount 10
	+IGNORESKILL
}

Actor SlayerAmmo : Ammo
{
	inventory.amount 1
	inventory.maxamount 40
	ammo.backpackamount 0
	ammo.backpackmaxamount 40
	+IGNORESKILL
}

Actor PCanAmmo : Ammo {
	inventory.amount 1
	inventory.maxamount 35
	ammo.backpackamount 0
	ammo.backpackmaxamount 35
	inventory.icon "PCNIC1"
	+IGNORESKILL
}

Actor PCanClip : Ammo {
	inventory.amount 1
	inventory.maxamount 5
	ammo.backpackamount 0
	ammo.backpackmaxamount 5
	+IGNORESKILL
}

Actor Fuel : Ammo {
	inventory.amount 1
	inventory.maxamount 250
	ammo.backpackamount 0
	ammo.backpackmaxamount 250
	inventory.icon "FUAMA0"
	+IGNORESKILL
}

Actor FuelClip : Ammo {
	inventory.amount 1
	inventory.maxamount 75
	ammo.backpackamount 0
	ammo.backpackmaxamount 75
	+IGNORESKILL
}

Actor IonAmmo : Ammo {
	inventory.amount 1
	inventory.maxamount 180
	ammo.backpackamount 10
	ammo.backpackmaxamount 180
	inventory.icon "IOAMA0"
	+IGNORESKILL
}

Actor MeteorAmmo : Ammo {
	inventory.amount 1
	inventory.maxamount 40
	ammo.backpackamount 5
	ammo.backpackmaxamount 40
	+IGNORESKILL
}

Actor LightningCell : Ammo {
	inventory.amount 1
	inventory.maxamount 375
	ammo.backpackamount 15
	ammo.backpackmaxamount 375
	+IGNORESKILL
}

Actor NitrogenCanister : Ammo {
	inventory.amount 1
	inventory.maxamount 40
	ammo.backpackamount 5
	ammo.backpackmaxamount 40
	+IGNORESKILL
}

Actor RiotgunShell : Ammo {
	inventory.amount 1
	Inventory.MaxAmount 160
	ammo.backpackamount 0
	ammo.backpackmaxamount 160
	inventory.icon "RIOTJ0"
	+IGNORESKILL
}

actor RiotgunClip : Ammo {
	inventory.amount 1
	Inventory.MaxAmount 8
	ammo.backpackamount 0
	ammo.backpackmaxamount 8
	+IGNORESKILL
}

Actor AcidAmmo : Ammo {
	inventory.amount 1
	inventory.maxamount 160
	ammo.backpackamount 0
	ammo.backpackmaxamount 160
	inventory.icon "D97AA0"
	+IGNORESKILL
}

Actor AcidClip : Ammo {
	inventory.amount 1
	inventory.maxamount 28
	ammo.backpackamount 0
	ammo.backpackmaxamount 28
	+IGNORESKILL
}

Actor EverIce : Ammo {
	Inventory.Amount 1
	Inventory.MaxAmount 240
	Ammo.BackpackAmount 0
	Ammo.BackpackMaxAmount 240
	+IGNORESKILL
}

Actor RubyAmmo : Ammo {
	Inventory.Amount 1
	Inventory.MaxAmount 175
	Ammo.BackpackAmount 0
	Ammo.BackpackMaxAmount 175
	inventory.icon "RBAMA0"
	+IGNORESKILL
}

Actor ThunderAmmo : Ammo {
	Inventory.Amount 1
	Inventory.MaxAmount 200
	Ammo.BackpackAmount 0
	Ammo.BackpackMaxAmount 200
	inventory.icon "D95AA0"
	+IGNORESKILL
}

Actor HeavyGLCounter : Ammo {
	Inventory.Amount 1
	Inventory.MaxAmount 3
	Ammo.BackpackAmount 0
	Ammo.BackpackMaxAmount 3
	+IGNORESKILL
}

Actor ViperAmmo : Ammo {
	Inventory.Amount 1
	inventory.maxamount 80
	Ammo.BackpackAmount 0
	Ammo.BackpackMaxAmount 80
	inventory.icon "C_H2A1"
	+IGNORESKILL
}

Actor DSealAmmo : Ammo {
	Inventory.Amount 1
	inventory.maxamount 200
	Ammo.BackpackAmount 0
	Ammo.BackpackMaxAmount 200
	inventory.icon "DEMSICO"
	+IGNORESKILL
}

//////////////////////////////
//      TEMPORARY AMMO      //
//////////////////////////////

Actor SawedoffCounter : Ammo
{
	inventory.maxamount 2
	ammo.backpackamount 0
	ammo.backpackmaxamount 2
	+IGNORESKILL
}

Actor SawedoffShell : Ammo
{
	inventory.amount 1
	inventory.maxamount 48
	ammo.backpackamount 0
	ammo.backpackmaxamount 48
	inventory.icon "SWSHEL"
	+IGNORESKILL
}

Actor BladeHits : Ammo
{
   Inventory.Amount 1
   Inventory.MaxAmount 100
   Ammo.BackpackAmount 0
   Ammo.BackpackMaxAmount 100
   Inventory.Icon "STTPRCNT"
   +IGNORESKILL
}

ACTOR BladeCharge : Ammo
{
   Inventory.Amount 1
   Inventory.MaxAmount 100
   Ammo.BackpackAmount 0
   Ammo.BackpackMaxAmount 100
   Inventory.PickupMessage "Blade Charged."
   Inventory.Icon "STTPRCNT"
   +IGNORESKILL
   States
   {
   Spawn:
      TNT1 A 1
      Stop
   }
}

Actor SMGAmmo : Ammo
{
	inventory.amount 1
	inventory.maxamount 200
	ammo.backpackamount 0
	ammo.backpackmaxamount 200
	inventory.icon "SMGAMM"
	+IGNORESKILL
}

Actor IronBalls : Ammo
{
	inventory.amount 1
	inventory.maxamount 100
	ammo.backpackamount 0
	ammo.backpackmaxamount 100
	inventory.icon "IBALLS"
	+IGNORESKILL
}

ACTOR GoreMode : Ammo
{
     Inventory.Amount 1
     Inventory.MaxAmount 1
     Ammo.BackpackAmount 0
     Ammo.BackpackMaxAmount 1
}

Actor BloodAmmo : Ammo
{
	inventory.amount 1
	inventory.maxamount 80
	ammo.backpackamount 0
	ammo.backpackmaxamount 80
	inventory.icon "BLOAMM"
	+IGNORESKILL
}

Actor LaserAmmo : Ammo
{
	inventory.amount 1
	inventory.maxamount 150
	ammo.backpackamount 0
	ammo.backpackmaxamount 150
	inventory.icon "LASAMM"
	+IGNORESKILL
}

Actor VenomAmmo : Ammo
{
	inventory.amount 1
	inventory.maxamount 90
	ammo.backpackamount 0
	ammo.backpackmaxamount 90
	inventory.icon "VENOAMM"
	+IGNORESKILL
}

Actor HeartAmmo : Ammo {
	inventory.amount 1
	inventory.maxamount 5
	inventory.icon "HARTAMM"
	+IGNORESKILL
}

Actor BigNail : Ammo {
	inventory.amount 1
	inventory.maxamount 200
	inventory.icon "D98AA0"
	+IGNORESKILL
}

Actor DarkServantEnergy : Ammo {
	inventory.amount 1
	inventory.maxamount 100
	inventory.icon "D99AA0"
	+IGNORESKILL
}

Actor BerettaAmmo : Ammo {
	inventory.amount 1
	inventory.maxamount 48
	inventory.icon "BERTA0"
	+IGNORESKILL
}

Actor PlasmaBolterAmmo : Ammo {
	inventory.amount 1
	inventory.maxamount 125
	inventory.icon "PBL9Y0"
	+IGNORESKILL
}

/*
==========================
=== SPECIAL AMMO TYPES ===
==========================
*/

Actor AmmoMode : Inventory {
	inventory.maxamount 6
}

Actor FlechetteShell : Ammo {
	inventory.amount 1
	inventory.maxamount 40
	inventory.icon "SAM1A0"
}

Actor ElectricShell : Ammo {
	inventory.amount 1
	inventory.maxamount 40
	inventory.icon "SAM2A0"
}

Actor PiercingShell : Ammo {
	inventory.amount 1
	inventory.maxamount 40
	inventory.icon "SAM3A0"
}

Actor NitroShell : Ammo {
	inventory.amount 1
	inventory.maxamount 40
	inventory.icon "SAM4A0"
}

Actor A40mmSonicGrenade : Ammo {
	inventory.amount 1
	inventory.maxamount 25
	inventory.icon "GAM1A0"
}

Actor A40mmHEGrenade : Ammo {
	inventory.amount 1
	inventory.maxamount 25
	inventory.icon "GAM2A0"
}

/*
==========================
===   Overheat Stuff   ===
==========================
*/

Actor DnD_OverheatCanReduce : DnD_Boolean { }

Actor PlasmaOverHeat : Ammo {
	inventory.amount 1
	inventory.maxamount 100
	Inventory.Icon "STTPRCNT"
	+IGNORESKILL
}

Actor ShockerOverheat : Ammo {
	inventory.amount 1
	inventory.maxamount 100
	Inventory.Icon "STTPRCNT"
	+IGNORESKILL
}

Actor IonOverHeat : Ammo {
	inventory.amount 1
	inventory.maxamount 100
	Inventory.Icon "STTPRCNT"
	+IGNORESKILL
}

Actor FreezerOverheat : Ammo {
	inventory.amount 1
	inventory.maxamount 100
	Inventory.Icon "STTPRCNT"
	+IGNORESKILL
}