Actor Satanic_HeadAmmo : Ammo
{
	+IGNORESKILL
	+COUNTITEM
	Scale 0.5
	Inventory.Amount 		1
	Inventory.MaxAmount 	30
	Inventory.PickupMessage "You take the head from a former human."
	Inventory.Icon			DEDHA0
	Ammo.BackpackAmount 	1
	Ammo.BackpackMaxAmount 	60
	States
	{
	Spawn:
		DEDH A 1
		Loop
	}
}


Actor Satanic_EagleCartridgeAmmo : Ammo
{
	+IGNORESKILL
	Inventory.Amount 		1
	Inventory.MaxAmount 	16
	Inventory.Icon 			CLIPA0
	Inventory.PickupMessage	""
    Ammo.BackpackAmount 	0
	Ammo.BackpackMaxAmount	16
	+ALWAYSPICKUP
	States
	{
	Spawn:
		CLIP A -1
		Stop
	}
}

Actor Satanic_Clip : Ammo Replaces Clip
{
	+COUNTITEM
	SpawnID	11
	Inventory.PickupMessage	"you found a .666 caliber ammo clip for the Eagle."
	Inventory.Amount 		8
	Inventory.MaxAmount 	80
	Inventory.Icon 			AMMOA0
    Ammo.BackpackAmount 	16
	Ammo.BackpackMaxAmount	160
    States
	{
	Spawn:
		CLIP A -1
		Stop
	}
}

Actor Satanic_ClipInsteadOfStimpack : Satanic_Clip {} //Replaces Stimpack

Actor Satanic_ClipInsteadOfMedikit : Satanic_Clip {}//Replaces Medikit

Actor Satanic_BoxOfAmmo : Satanic_Clip Replaces ClipBox
{
	SpawnID 139
	Inventory.PickupMessage	"you found a .666 caliber ammo clip for the Eagle."
	Inventory.Amount 		8
	States
	{
	Spawn:
		CLIP A -1
		Stop
	}
}

Actor Satanic_Shell : Ammo Replaces Shell
{
	+COUNTITEM
	SpawnID	12
	Inventory.PickupMessage	"you picked up 4 Defiler shells."
	Inventory.Amount 		4
	Inventory.MaxAmount 	24
	Inventory.Icon 			SBOXA0
	Ammo.BackpackAmount 	4
	Ammo.BackpackMaxAmount	48
	States
	{
	Spawn:
		SHEL A -1
		Stop
	}
}

Actor Satanic_ShellBox : Satanic_Shell Replaces ShellBox
{
	SpawnID 143
}

ACTOR ShellKit : Satanic_Shell
{
	Inventory.PickupMessage "you picked up a defiler shell kit."
	Inventory.Amount 8
	Ammo.BackpackAMount 0
	States
	{
	Spawn:
		ASKT A -1
		Stop
	}
}

Actor Satanic_HellfireDeviceAmmo : Ammo
{
	+COUNTITEM
	Inventory.PickupMessage	"you found a Hellfire fuel canister."
	Inventory.PickupSound 	"Satanic/Weapons/FlameAmmo"
	Inventory.Amount 		10
	Inventory.MaxAmount 	50
	Inventory.Icon 			FAMOA0
	Ammo.BackpackAmount 	15
	Ammo.BackpackMaxAmount	100
	Scale 0.5
	States
	{
	Spawn:
		FAMO A -1
		Stop
	}
}

Actor Satanic_HellfireDeviceAmmoSecondType : Satanic_HellfireDeviceAmmo {}

Actor Satanic_ShotgunCartridgeAmmo : AMMO
{
	+IGNORESKILL
	Inventory.Amount		0
	Inventory.MaxAmount		8
	Inventory.PickupMessage	""
	Inventory.Icon			SHELA0
	Ammo.BackpackAmount		0
	Ammo.BackpackMaxAmount	8
	+ALWAYSPICKUP
	States
	{
	Spawn:
		NULL A 1
		Loop
   }
}

ACTOR Satanic_TaintedCrossAltAmmo : Ammo
{
	+COUNTITEM
	Radius 16
	Height 30
	Inventory.PickupMessage "you picked up a tainted manacube."
	Inventory.Amount 4
	Inventory.MaxAmount 24 
	Ammo.BackpackAmount 4
	Ammo.BackpackMaxAmount 48
	//Inventory.Icon "MAN2A0"
	Inventory.Icon "I_MAN2"
	States
	{
	Spawn:
		MAN2 ABCDEFGHIJLMNOP 4 BRIGHT
		MAN2 ABCDEFGHIJLMNOP 3 BRIGHT
		MAN2 ABCDEFGHIJLMNOP 2 BRIGHT
		MAN2 ABCDEFGHIJLMNOP 1 BRIGHT
		MAN2 ABCDEFGHIJLMNOP 2 BRIGHT
		MAN2 ABCDEFGHIJLMNOP 3 BRIGHT
		Loop
	}
}



Actor Satanic_VengefulAmmo : Ammo
{
	+COUNTITEM
	Radius	20
	Height 	6
	Inventory.PickupMessage	"you picked up a kit of 'vengeful' high-explosive ammo."
	Inventory.Amount 		8
	Inventory.MaxAmount 	24
	Ammo.BackpackAmount 	8
	Ammo.BackpackMaxAmount 	48
	Inventory.Icon 			VBOXA0
    States
	{
	Spawn:
		VBOX A -1
		Stop
	}
}

ACTOR Satanic_VengefulAmmoSmall : Satanic_VengefulAmmo
{
	Inventory.Amount 		4
	States
	{
	Spawn:
		VSHL A -1
		Stop
	}
}

Actor Satanic_VengefulAmmoAgain : Satanic_VengefulAmmo {}

ACTOR Satanic_ExplosiveAmmoSpawner replaces RocketAmmo
{
	SpawnID	75
	States
	{
	Spawn:
		TNT1 A 0
		TNT1 A 0 A_JumpIfInventory("Satanic_Vengeful",1,"SpawnVengefulAmmoAlso",AAPTR_PLAYER1)
		TNT1 A 0 A_SpawnItemEx("Satanic_HellfireDeviceAmmo")
		Stop
	SpawnVengefulAmmoAlso:
		TNT1 A 0 A_SpawnItemEx("Satanic_VengefulAmmo",0,0,0,random(-1,1),random(-1,1),random(1,2),0,0,192)
		TNT1 A 0 A_SpawnItemEx("Satanic_HellfireDeviceAmmo")
		Stop
	}
}

ACTOR Satanic_ExplosiveAmmoSpawner2nd replaces RocketBox
{
	SpawnID	142
	States
	{
	Spawn:
		TNT1 A 0
		TNT1 A 0 A_JumpIfInventory("Satanic_Vengeful",1,"SpawnVengefulAmmoAlso",AAPTR_PLAYER1)
		TNT1 A 0 A_SpawnItemEx("Satanic_HellfireDeviceAmmo")
		Stop
	SpawnVengefulAmmoAlso:
		TNT1 A 0 A_SpawnItemEx("Satanic_VengefulAmmo",0,0,0,random(-1,1),random(-1,1),random(1,2),0,0,192)
		TNT1 A 0 A_SpawnItemEx("Satanic_HellfireDeviceAmmo")
		Stop
	}
}

Actor Satanic_SoulAmmo : Ammo Replaces HealthBonus
{
	+COUNTITEM
	Radius 15
	Height 15
	Inventory.PickupMessage	"You devour a weak soul energy..."
	Inventory.PickupSound	"Satanic/Weapons/Piece"
	Inventory.Amount		3
	Inventory.MaxAmount		400
	Inventory.Icon			SOL2A0
	Ammo.BackpackAmount		0
	Ammo.BackpackMaxAmount	400
	Scale 0.3
	+FLOATBOB
	States
	{
	Spawn:
		SOUL ABCD 4 BRIGHT Light ("genericsmallredpickuplight")
		Loop
	}
}

Actor Satanic_SoulAmmoSmall : Satanic_SoulAmmo Replaces ArmorBonus {}

Actor Satanic_SoulAmmoAgain : Satanic_SoulAmmo Replaces Cell
{
	Inventory.PickupMessage	"You devour a minor soul energy..."
	Inventory.Amount		15
	Scale 0.4
}

ACTOR SoulAmmoOrHeartSpawner : RandomSpawner
{
	+ISMONSTER
	DropItem "Satanic_SoulAmmoAgain2" 255 2
	DropItem "HeartHealth" 255 1
}

Actor Satanic_SoulAmmoAgain2 : Satanic_SoulAmmoAgain replaces Stimpack {}

ACTOR HeartHealth : HealthBonus
{
	Scale 0.5
	Inventory.PickupSound	"Satanic/Weapons/Piece"
	Inventory.PickupMessage "you devour a still-beating heart."
	Inventory.Amount 10
	States
	{
	Spawn:
		TNT1 A 0
		TNT1 A 0 A_CheckSight("SpawnNoEffectA")
		TNT1 A 0 A_SpawnItemEx("HeartAfterImageA",0,0,0,frandom(-1,1),frandom(-1,1),frandom(-1,1),0,SXF_NOCHECKPOSITION)
		HHRT A 3 BRIGHT
	B:	
		TNT1 A 0 A_CheckSight("SpawnNoEffectB")
		TNT1 A 0 A_SpawnItemEx("HeartAfterImageB",0,0,0,frandom(-1,1),frandom(-1,1),frandom(-1,1),0,SXF_NOCHECKPOSITION)
		HHRT B 3 BRIGHT
	C:
		TNT1 A 0 A_CheckSight("SpawnNoEffectC")
		TNT1 A 0 A_SpawnItemEx("HeartAfterImageC",0,0,0,frandom(-1,1),frandom(-1,1),frandom(-1,1),0,SXF_NOCHECKPOSITION)
		HHRT C 3 BRIGHT
	D:	
		TNT1 A 0 A_CheckSight("SpawnNoEffectD")
		TNT1 A 0 A_SpawnItemEx("HeartAfterImageD",0,0,0,frandom(-1,1),frandom(-1,1),frandom(-1,1),0,SXF_NOCHECKPOSITION)
		HHRT D 3 BRIGHT
		Goto Spawn
	SpawnNoEffectA:
		HHRT A 3 BRIGHT
		Goto B
	SpawnNoEffectB:
		HHRT B 3 BRIGHT
		Goto C
	SpawnNoEffectC:
		HHRT C 3 BRIGHT
		Goto D
	SpawnNoEffectD:
		HHRT D 3 BRIGHT
		Goto Spawn
	}
}

ACTOR HeartAfterImageA
{
	Scale 0.5
	+NOINTERACTION
	RenderStyle "Add"
	Alpha 0.35
	States
	{
	Spawn:
		HHRT A 1 BRIGHT A_FadeOut(0.045,1)
		Loop
	}
}

ACTOR HeartAfterImageB : HeartAfterImageA
{
	States
	{
	Spawn:
		HHRT B 1 BRIGHT A_FadeOut(0.045,1)
		Loop
	}
}

ACTOR HeartAfterImageC : HeartAfterImageA
{
	States
	{
	Spawn:
		HHRT C 1 BRIGHT A_FadeOut(0.045,1)
		Loop
	}
}

ACTOR HeartAfterImageD : HeartAfterImageA
{
	States
	{
	Spawn:
		HHRT D 1 BRIGHT A_FadeOut(0.045,1)
		Loop
	}
}

ACTOR LargeSoulAmmoOrHeartSpawner : RandomSpawner
{
	+ISMONSTER
	DropItem "Satanic_SoulAmmoAgain2" 255 2
	DropItem "HeartHealthLarge" 255 1
}

ACTOR HeartHealthLarge : HeartHealth
{
	Scale 0.75
	Inventory.Amount 25
	Inventory.PickupMessage "you devour a large, powerfully-beating heart."
	States
	{
	Spawn:
		TNT1 A 0
		TNT1 A 0 A_CheckSight("SpawnNoEffectA")
		TNT1 A 0 A_SpawnItemEx("HeartAfterImageLargeA",0,0,0,frandom(-1,1),frandom(-1,1),frandom(-1,1),0,SXF_NOCHECKPOSITION)
		HHRT A 3 BRIGHT
	B:	
		TNT1 A 0 A_CheckSight("SpawnNoEffectB")
		TNT1 A 0 A_SpawnItemEx("HeartAfterImageLargeB",0,0,0,frandom(-1,1),frandom(-1,1),frandom(-1,1),0,SXF_NOCHECKPOSITION)
		HHRT B 3 BRIGHT
	C:
		TNT1 A 0 A_CheckSight("SpawnNoEffectC")
		TNT1 A 0 A_SpawnItemEx("HeartAfterImageLargeC",0,0,0,frandom(-1,1),frandom(-1,1),frandom(-1,1),0,SXF_NOCHECKPOSITION)
		HHRT C 3 BRIGHT
	D:	
		TNT1 A 0 A_CheckSight("SpawnNoEffectD")
		TNT1 A 0 A_SpawnItemEx("HeartAfterImageLargeD",0,0,0,frandom(-1,1),frandom(-1,1),frandom(-1,1),0,SXF_NOCHECKPOSITION)
		HHRT D 3 BRIGHT
		Goto Spawn
	SpawnNoEffectA:
		HHRT A 3 BRIGHT
		Goto B
	SpawnNoEffectB:
		HHRT B 3 BRIGHT
		Goto C
	SpawnNoEffectC:
		HHRT C 3 BRIGHT
		Goto D
	SpawnNoEffectD:
		HHRT D 3 BRIGHT
		Goto Spawn
	}
}

ACTOR HeartAfterImageLargeA
{
	Scale 0.75
	+NOINTERACTION
	RenderStyle "Add"
	Alpha 0.35
	States
	{
	Spawn:
		HHRT A 1 BRIGHT A_FadeOut(0.045,1)
		Loop
	}
}

ACTOR HeartAfterImageLargeB : HeartAfterImageLargeA
{
	States
	{
	Spawn:
		HHRT B 1 BRIGHT A_FadeOut(0.045,1)
		Loop
	}
}

ACTOR HeartAfterImageLargeC : HeartAfterImageLargeA
{
	States
	{
	Spawn:
		HHRT C 1 BRIGHT A_FadeOut(0.045,1)
		Loop
	}
}

ACTOR HeartAfterImageLargeD : HeartAfterImageLargeA
{
	States
	{
	Spawn:
		HHRT D 1 BRIGHT A_FadeOut(0.045,1)
		Loop
	}
}

Actor Satanic_SoulAmmoAgain3 : Satanic_SoulAmmoAgain Replaces Medikit {}

ACTOR Satanic_SoulAmmoAgain4 : Satanic_SoulAmmoAgain Replaces Infrared {}

ACTOR Satanic_SoulAmmoAgain5 : Satanic_SoulAmmoAgain Replaces RadSuit {}

Actor Satanic_SoulAmmoMore : Satanic_SoulAmmo Replaces SuperShotGun
{
	Inventory.Amount		1
	States
	{
	Spawn:
		TNT1 A 0
		TNT1 A 1 A_SpawnItem("Satanic_Shotgun")
		Stop
	}
}

Actor Satanic_SoulAmmoOnceMore : Satanic_SoulAmmoAgain Replaces Chaingun {}

Actor Satanic_SoulAmmoNotTheLastOne : Satanic_SoulAmmo Replaces CellPack
{
	Inventory.PickupMessage	"You devour a common soul energy..."
	Inventory.Amount		30
	Scale 0.5
}

Actor Satanic_SoulAmmoMedium : Satanic_SoulAmmo Replaces GreenArmor
{
	Inventory.PickupMessage	"You devour a medium soul energy..."
	Inventory.Amount		50
	Radius 20
	Height 20
	Scale 0.55
}

Actor Satanic_SoulAmmoBig : Satanic_SoulAmmo Replaces BlueArmor
{
	Inventory.PickupMessage	"You devour a large soul energy..."
	Inventory.Amount		100
	Radius 20
	Height 20
	Scale 0.6
	States
	{
	Spawn:
		SOUL ABCD 4 BRIGHT Light ("genericlargeredpickuplight")
		Loop
	}
}

Actor Satanic_SoulAmmoVeryBig : Satanic_SoulAmmo Replaces Chainsaw
{
	Inventory.PickupMessage	"You devour a large soul energy..."
	Radius 20
	Height 20
	Inventory.Amount		100
	Scale 1.0
	States
	{
	Spawn:
		SOUL ABCD 4 BRIGHT Light ("generichugeredpickuplight")
		Loop
	}
}

ACTOR Satanic_SecretWeaponSpawner : RandomSpawner //replaces Megasphere
{
	DropItem "SpecialLeech" 255 1
	DropItem "SpecialVengeful" 255 1
	DropItem "SpecialBookofShadows" 255 4
}


ACTOR Satanic_SmartSecretWeaponSpawner replaces Megasphere
{
	States
	{
	Spawn:
		TNT1 A 0
	SpawnAWeapon:
		TNT1 A 0 A_JumpIfInventory("Satanic_Leech",1,"SpawnBookOrShotty",AAPTR_PLAYER1)
		TNT1 A 0 A_JumpIfInventory("Satanic_Vengeful",1,"SpawnBookOrSword",AAPTR_PLAYER1)
		TNT1 A 0 A_JumpIfInventory("Satanic_BookofShadows",1,"SpawnShottyOrSword",AAPTR_PLAYER1)
		TNT1 A 0 A_JumpIfInventory("ShadowSigil",1,"SpawnShottyOrSword",AAPTR_PLAYER1)
	SpawnAny:
		TNT1 A 0 A_Jump(256,"SpawnBook","SpawnShotty","SpawnSword")
		Stop
	SpawnBookOrShotty:
		TNT1 A 0 A_JumpIfInventory("Satanic_BookofShadows",1,"SpawnShotty",AAPTR_PLAYER1)
		TNT1 A 0 A_JumpIfInventory("ShadowSigil",1,"SpawnShotty",AAPTR_PLAYER1)
		TNT1 A 0 A_Jump(256,"SpawnBook","SpawnShotty")
		Stop
	SpawnBookOrSword:
		TNT1 A 0 A_JumpIfInventory("Satanic_BookofShadows",1,"SpawnSword",AAPTR_PLAYER1)
		TNT1 A 0 A_JumpIfInventory("ShadowSigil",1,"SpawnSword",AAPTR_PLAYER1)
		TNT1 A 0 A_Jump(256,"SpawnBook","SpawnSword")
		Stop
	SpawnShottyOrSword:
		TNT1 A 0 A_JumpIfInventory("Satanic_Vengeful",1,"SpawnSword",AAPTR_PLAYER1)
		TNT1 A 0 A_Jump(256,"SpawnShotty","SpawnSword")
		Stop
	SpawnBook:
		TNT1 A 0 A_SpawnItemEx("Satanic_ShadowBookWrapper")
		Stop
	SpawnShotty:
		TNT1 A 0 A_SpawnItemEx("Satanic_Vengeful")
		Stop
	SpawnSword:
		TNT1 A 0 A_SpawnItemEx("Satanic_Leech")
		Stop
	}
}

ACTOR Satanic_HealthAdder : Health
{         
	Inventory.Amount	1
	Inventory.MaxAmount	200
	-COUNTITEM
	States
	{
	Spawn:
		NONE A -1
		Loop
	}
}

ACTOR Satanic_HealthAdder1000 : Health
{         
	Inventory.Amount	1
	Inventory.MaxAmount	1000
	-COUNTITEM
	States
	{
	Spawn:
		NONE A -1
		Loop
	}
}

ACTOR DrainedHealth : HealthBonus
{
	Inventory.MaxAmount 200
}

//-----------------------------------------------------------------------------/