>>1701694

Yea I was just double checking that how about this;

ACTOR RLChestsArmorBonusPickup : RLArmorBonusPickup

{

Spawn:

xxxx ABCDCB 6

Loop

Pickup:

TNT1 A 0

TNT1 A 0 A_JumpIfInventory ("RLFireShieldArmorToken", 1, "NotPickup")

TNT1 A 0 A_JumpIfInventory ("RLTowerShieldArmorToken", 1, "NotPickup")

TNT1 A 0 A_JumpIfInventory ("RLBallisticShieldArmorToken", 1, "NotPickup")

TNT1 A 0 A_JumpIfInventory ("RLEnergyShieldArmorToken", 1, "NotPickup")

TNT1 A 0 A_JumpIfInventory ("RLPlasmaShieldArmorToken", 1, "NotPickup")

TNT1 A 0 A_JumpIfInventory ("RLRechargeableEnergyShieldArmorToken", 1, "NotPickup")

TNT1 A 0 A_JumpIfInventory ("RLNanoAblativeArmorToken", 1, "200ArmorRepair")

TNT1 A 0 A_JumpIfInventory("RL100ArmorWorn",1,"ArmorRepair")

TNT1 A 0 A_JumpIfInventory("RL150ArmorWorn",1,"ArmorRepair")

TNT1 A 0 A_JumpIfInventory("RL200ArmorWorn",1,"ArmorRepair")

Goto NotPickup

ArmorRepair:

TNT1 A 0 A_JumpIfInventory("BasicArmor",75,"NotPickup")

TNT1 A 0 A_GiveInventory("RLArmorBonus1",1)

TNT1 A 0 A_JumpIfInventory("BasicArmor",75,2)

TNT1 A 0 A_Print("Your armor looks better.", 5)

Stop

TNT1 A 0 A_Print("Your armor looks good as new!", 5)

Stop

NotPickup:

TNT1 A 0

Fail

}

ACTOR RLArmorBonus1 : RLArmorBonus100

{

Armor.MaxSaveAmount 1

}