Actor ZWaterSplash : WaterSplash replaces WaterSplash
{
	Renderstyle Add
}

Actor ZWaterSplashBase : WaterSplashBase replaces WaterSplashBase
{
	Renderstyle Add
	States
	{
	Spawn:
		SPSH EFGHIJK 5
		SPSH H 0 A_Jump(16,"Reagent")
		Stop
	Reagent:
		TNT1 A 200
		TNT1 A 0 A_SpawnItemEx ("ReagentBlue", 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0, 0)
		Stop
	}
}

//////////////////////////////////////////////////////// GREEN REAGENT

ACTOR ReagentGreen : CustomInventory
{
  +COUNTITEM
  +INVENTORY.INVBAR
  Inventory.MaxAmount 999
  Inventory.Icon "ARTIRGN1"
  Inventory.PickupSound "misc/p_pkup"
  Inventory.PickupMessage "GREEN REAGENT"
  Tag "Green Reagent"
  //+KEEPDEPLETED
  States
  {
  Spawn:
    SLIM H 700
    Stop
  Use:
	TNT1 A 0 A_JumpIfInventory ("ArtiGreenFlask", 25, "TooMany")
    TNT1 A 0 A_JumpIfInventory ("ReagentGreen",2,"CheckFlask") //Check Reagents
    TNT1 A 0 A_Print ("you need at least 2 green reagents!")
    Fail
  TooMany:
	TNT1 A 0 A_Print ("you have too many flasks!")
    Fail
  CheckFlask:
    TNT1 A 0 A_JumpIfInventory ("ArtiEmptyFlask",1,"Success") //Check for empty flasks
    TNT1 A 0 A_Print ("you need a empty flask!")
    Fail
  Success:
    TNT1 A 0 A_TakeInventory ("ReagentGreen", 1) //(1 + 1 when using this artifact = 2)
    TNT1 A 0 A_TakeInventory ("ArtiEmptyFlask", 1)
    TNT1 A 0 A_GiveInventory ("ArtiGreenFlask", 1)
    Stop
  }
}

ACTOR zSludgeSplash : SludgeSplash replaces SludgeSplash
{
  +NOBLOCKMAP
  +NOCLIP
  +NOGRAVITY
  +DONTSPLASH
  Renderstyle Add
  States
  {
  Spawn:
    SLDG EFGH 6
    SLDG H 0 A_Jump(16,"Reagent")
    Stop
  Reagent:
    TNT1 A 200
    TNT1 A 0 A_SpawnItemEx ("ReagentTan", 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0, 0)
    Stop
  }
}

Actor zSludgeChunk : SludgeChunk replaces SludgeChunk
{
	Renderstyle Add
	Alpha 0.67
}

/////////////////////////////////////////////////////// RED REAGENT

ACTOR ReagentRed : CustomInventory
{
  +COUNTITEM
  +INVENTORY.INVBAR
  Inventory.MaxAmount 999
  Inventory.Icon "ARTIRGN2"
  Inventory.PickupSound "misc/p_pkup"
  Inventory.PickupMessage "RED REAGENT"
  Tag "Red Reagent"
  //+KEEPDEPLETED
  States
  {
  Spawn:
    RGN2 A 700
    Stop
  Use:
	TNT1 A 0 A_JumpIfInventory ("ArtiRedFlask",25,"TooMany")
    TNT1 A 0 A_JumpIfInventory ("ReagentRed",2,"CheckFlask") //Check Reagents
    TNT1 A 0 A_Print ("you need at least 2 red reagents!")
    Fail
  TooMany:
	TNT1 A 0 A_Print ("you have too many flasks!")
    Fail
  CheckFlask:
    TNT1 A 0 A_JumpIfInventory ("ArtiEmptyFlask",1,"Success") //Check for empty flasks
    TNT1 A 0 A_Print ("you need a empty flask!")
    Fail
  Success:
    TNT1 A 0 A_TakeInventory ("ReagentRed", 1) //(1 + 1 when using this artifact = 2)
    TNT1 A 0 A_TakeInventory ("ArtiEmptyFlask", 1)
    TNT1 A 0 A_GiveInventory ("ArtiRedFlask", 1)
    Stop
  }
}

ACTOR zLavaSplash : LavaSplash replaces LavaSplash
{
  +NOBLOCKMAP
  +NOCLIP
  +NOGRAVITY
  +DONTSPLASH
  Renderstyle Add
  States
  {
  Spawn:
    LVAS ABCDEF 5 Bright
    LVAS F 0 Bright A_Jump(16,"Reagent")
    Stop
  Reagent:
    TNT1 A 200
    TNT1 A 0 A_SpawnItemEx ("ReagentRed", 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0, 0)
    stop
  }
}

ACTOR zBloodSplashBase : BloodSplashBase replaces BloodSplashBase
{
  +NOBLOCKMAP
  +NOCLIP
  +NOGRAVITY
  +DONTSPLASH
  Renderstyle Add
  States
  {
  Spawn:
    BSPH EFGHIJK 5 Bright
    BSPH F 0 Bright A_Jump(16,"Reagent")
    Stop
  Reagent:
    TNT1 A 200
    TNT1 A 0 A_SpawnItemEx ("ReagentRed", 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0, 0)
    stop
  }
}

/////////////////////////////////////////////////////// BLUE REAGENT

ACTOR ReagentBlue : CustomInventory
{
  +COUNTITEM
  +INVENTORY.INVBAR
  Inventory.MaxAmount 999
  Inventory.Icon "ARTIRGN3"
  Inventory.PickupSound "misc/p_pkup"
  Inventory.PickupMessage "BLUE REAGENT"
  Tag "Blue Reagent"
  //+KEEPDEPLETED
  States
  {
  Spawn:
    RGN3 A 700
    Stop
  Use:
	TNT1 A 0 A_JumpIfInventory ("ArtiBlueFlask",25,"TooMany")
    TNT1 A 0 A_JumpIfInventory ("ReagentBlue",2,"CheckFlask") //Check Reagents
    TNT1 A 0 A_Print ("you need at least 2 blue reagents!")
    Fail
  TooMany:
	TNT1 A 0 A_Print ("you have too many flasks!")
    Fail
  CheckFlask:
    TNT1 A 0 A_JumpIfInventory ("ArtiEmptyFlask",1,"Success") //Check for empty flasks
    TNT1 A 0 A_Print ("you need a empty flask!")
    Fail
  Success:
    TNT1 A 0 A_TakeInventory ("ReagentBlue", 1) //(1 + 1 when using this artifact = 2)
    TNT1 A 0 A_TakeInventory ("ArtiEmptyFlask", 1)
    TNT1 A 0 A_GiveInventory ("ArtiBlueFlask", 1)
    Stop
  }
}

ACTOR BlueSpawner
{
  +NOBLOCKMAP
  +NOCLIP
  +NOGRAVITY
  +DONTSPLASH
  States
  {
  Spawn:
    TNT1 A 0
    TNT1 A 0 A_Jump(16,"Reagent")
    Stop
  Reagent:
    TNT1 A 200
    TNT1 A 0 A_SpawnItemEx ("ReagentBlue", 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0, 0)
    stop
  }
}

/////////////////////////////////////////////////////// TAN REAGENT

ACTOR ReagentTan : CustomInventory
{
  +COUNTITEM
  +INVENTORY.INVBAR
  Inventory.MaxAmount 999
  Inventory.Icon "ARTIRGN4"
  Inventory.PickupSound "misc/p_pkup"
  Inventory.PickupMessage "TAN REAGENT"
  Tag "Tan Reagent"
  //+KEEPDEPLETED
  States
  {
  Spawn:
    LEF2 A 700
    Stop
  Use:
	TNT1 A 0 A_JumpIfInventory ("ArtiTanFlask",25,"TooMany")
    TNT1 A 0 A_JumpIfInventory ("ReagentTan",2,"CheckFlask") //Check Reagents
    TNT1 A 0 A_Print ("you need at least 2 tan reagents!")
    Fail
  TooMany:
	TNT1 A 0 A_Print ("you have too many flasks!")
    Fail                          
  CheckFlask:
    TNT1 A 0 A_JumpIfInventory ("ArtiEmptyFlask",1,"Success") //Check for empty flasks
    TNT1 A 0 A_Print ("you need a empty flask!")
    Fail
  Success:
    TNT1 A 0 A_TakeInventory ("ReagentTan", 1) //(1 + 1 when using this artifact = 2)
    TNT1 A 0 A_TakeInventory ("ArtiEmptyFlask", 1)
    TNT1 A 0 A_GiveInventory ("ArtiTanFlask", 1)
    Stop
  }
}

ACTOR TanSpawner
{
  +NOBLOCKMAP
  +NOCLIP
  +NOGRAVITY
  +DONTSPLASH
  States
  {
  Spawn:
    TNT1 A 0
    TNT1 A 0 A_Jump(16,"Reagent")
    Stop
  Reagent:
    TNT1 A 200
    TNT1 A 0 A_SpawnItemEx ("ReagentTan", 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0, 0)
    stop
  }
}

ACTOR zSlimeSplash : SlimeSplash replaces SlimeSplash
{
  +NOBLOCKMAP
  +NOCLIP
  +NOGRAVITY
  +DONTSPLASH
  Renderstyle Add
  States
  {
  Spawn:
    SLIM EFGH 6
    TNT1 A 0 A_Jump(16,"Reagent")
    Stop
  Reagent:
    TNT1 A 200
    TNT1 A 0 A_SpawnItemEx ("ReagentGreen", 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0, 0)
    stop
  }
}