/****************************************************************************
  HEALTH
*****************************************************************************/

class Soda : HealthBonus
{
	Default
	{
		Inventory.PickupMessage "$GOTSODA";
		Inventory.PickupSound "misc/hb_pkup";
	}
	States
	{
	Spawn:
		SODA A -1;
		Stop;
	}
}

class Cake : HealthBonus
{
	Default
	{
		Inventory.PickupMessage "$GOTCAKE";
		Inventory.PickupSound "misc/hb_pkup";
		Inventory.Amount 5;
	}
	States
	{
	Spawn:
		CAKE A 0;
		CAKE A 0 A_JumpIf(waterlevel >= 2, 2);
		CAKE A -1;
		CAK2 A -1;
		Stop;
	}
}

// That's some baaaad cake.
class BadCake : Cake
{
	Default
	{
		Inventory.PickupMessage "$GOTBADCAKE";
		Inventory.Amount 2;
		Translation "32:47=160:175", "80:95=210:221";
	}
}

class Burger : Health
{
	Default
	{
		-COUNTITEM;
		Inventory.Amount 10;
		Inventory.PickupMessage "$GOTBURGER";
		Inventory.PickupSound "misc/h_pkup";
	}
	States
	{
	Spawn:
		BURG A 0;
		BURG A 0 A_JumpIf(waterlevel >= 2, 2);
		BURG A -1;
		BUR2 A -1;
		Stop;
	}
}

class BadBurger : Burger
{
	Default
	{
		Inventory.Amount 5;
		Inventory.PickupMessage "$GOTBADBURGER";
		Translation "83:83=224:224", "144:159=208:223", "112:127=128:143";
	}
}

class Lemonade : Health
{
	Default
	{
		-COUNTITEM;
		Inventory.PickupMessage "$GOTLEMONADE";
		Health.LowMessage 20, "$GOTLEMONADENEED";
		Inventory.PickupSound "misc/h_pkup";
		Inventory.Amount 25;
	}
	States
	{
	Spawn:
		LEMO A 0;
		LEMO A 0 A_JumpIf(waterlevel >= 2, 2);
		LEMO A -1;
		LEM2 A -1;
		Stop;
	}
}

class BadLemonade : Lemonade
{
	Default
	{
		Inventory.PickupMessage "$GOTBADLEMONADE";
		Health.LowMessage 20, "$GOTBADLEMONADENEED";
		Inventory.Amount 15;
		Translation "244:246=241:243";
	}
}

class Pie : HealthBonus
{
	Default
	{
		Inventory.PickupMessage "$GOTPIE";
		Inventory.PickupSound "misc/hb_pkup";
		Inventory.Amount 20;
	}
	States
	{
	Spawn:
		PPIE A 0;
		PPIE A 0 A_JumpIf(waterlevel >= 2, 2);
		PPIE A -1;
		PPI2 A -1;
		Stop;
	}
}

class BadPie : Pie
{
	Default
	{
		Inventory.PickupMessage "$GOTBADPIE";
		Inventory.Amount 10;
		Translation "32:47=160:175", "224:239=87:95";
	}
}

class CircoolAid : Lemonade
{
	Default
	{
		Inventory.PickupMessage "$GOTCOOLAID";
		Health.LowMessage 20, "$GOTCOOLNEED";
		Inventory.Amount 100;
		Inventory.PickupSound "misc/p_pkup";
	}
	States
	{
	Spawn:
		CAID A 0;
		CAID A 0 A_JumpIf(waterlevel >= 2, 2);
		CAID A -1;
		CAI2 A -1;
		Stop;
	}
}

class BadCircoolAid : CircoolAid
{
	Default
	{
		Inventory.PickupMessage "$GOTBADCOOLAID";
		Health.LowMessage 20, "$GOTBADCOOLNEED";
		Inventory.Amount 50;
		Inventory.PickupSound "misc/h_pkup";
		Translation "198:200=194:196";
	}
}


class FizzoPop : HealthBonus
{
	Default
	{
		Inventory.PickupMessage "$GOTFIZZO";
		Inventory.Amount 50;
		Inventory.PickupSound "misc/p_pkup";
	}
	States
	{
	Spawn:
		FIZZ ABC 5;
		Loop;
	}
}

class BadFizzoPop : FizzoPop
{
	Default
	{
		Inventory.PickupMessage "$GOTBADFIZZO";
		Inventory.Amount 25;
		Translation "38:38=40:40", "41:41=40:40";
	}
	States
	{
	Spawn:
		FIZZ A -1;
		Stop;
	}
}

/****************************************************************************
	ARMOR
*****************************************************************************/

class ArmorCardboard : BasicArmorPickup
{
	Default
	{
		Inventory.PickupMessage "$GOTARMOR1";
		Inventory.PickupSound "misc/a_pkup";
		Inventory.Icon "AICNA0";
		Armor.SavePercent 33.33333;
		Armor.SaveAmount 50;
	}
	States
	{
	Spawn:
		AMR1 A 6;
		AMR1 A 6 Bright;
		Loop;
	}
}

class ArmorWood : BasicArmorPickup
{
	Default
	{
		Inventory.PickupMessage "$GOTARMOR2";
		Inventory.PickupSound "misc/a_pkup";
		Inventory.Icon "AICNB0";
		Armor.SavePercent 50;
		Armor.SaveAmount 100;
	}
	States
	{
	Spawn:
		AMR2 A 6;
		AMR2 A 6 Bright;
		Loop;
	}
}

class ArmorBrick : BasicArmorPickup
{
	Default
	{
		Inventory.PickupMessage "$GOTARMOR3";
		Inventory.PickupSound "misc/a_pkup";
		Inventory.Icon "AICNC0";
		Armor.SavePercent 75;
		Armor.SaveAmount 150;
	}
	States
	{
	Spawn:
		AMR3 A 6;
		AMR3 A 6 Bright;
		Loop;
	}
}

class ArmorDiamond : BasicArmorPickup
{
	Default
	{
		Inventory.PickupMessage "$GOTARMOR4";
		Inventory.PickupSound "misc/a_pkup";
		Inventory.Icon "AICND0";
		Armor.SavePercent 90;
		Armor.SaveAmount 200;
	}
	States
	{
	Spawn:
		AMR4 A 6;
		AMR4 B 6 Bright;
		Loop;
	}
}

class ArmorThunderbox : BasicArmorPickup
{
	Default
	{
		Inventory.PickupMessage "$GOTTHUNDERBOX";
		Inventory.PickupSound "misc/t_pkup";
		Inventory.Icon "AICNJ0";
		Armor.SavePercent 100;
		Armor.SaveAmount 200;
	}
	States
	{
	Spawn:
		ARMJ A -1;
		Stop;
	}
}
