ACTOR RedCard : DoomKey
{
  Inventory.PickupSound "KeyCard/Pickup"
  Scale 0.8
  Species RedCard
  States
  {
  Spawn:
  RCRD AB 10
  Loop
  Pickup:
  TNT1 A 0 A_GiveInventory("RedCard", 1)
  Stop
  }
}

ACTOR YellowCard : DoomKey
{
  Inventory.PickupSound "KeyCard/Pickup"
  Scale 0.8
  Species YellowCard
  States
  {
  Spawn:
  YCRD AB 10
  Loop
  Pickup:
  TNT1 A 0 A_GiveInventory("YellowCard", 1)
  Stop
  }
}

ACTOR BlueCard : DoomKey
{
  Inventory.PickupSound "KeyCard/Pickup"
  Scale 0.8
  Species BlueCard
  States
  {
  Spawn:
  BCRD AB 10
  Loop
  Pickup:
  TNT1 A 0 A_GiveInventory("BlueCard", 1)
  Stop
  }
}

ACTOR RedSkull : DoomKey
{
  Inventory.PickupSound "SkullKey/Pickup"
  Species RedSkull
  States
  {
  Spawn:
  RSKL AB 10
  Loop
  Pickup:
  TNT1 A 0 A_GiveInventory("RedSkull", 1)
  Stop
  }
}

ACTOR YellowSkull : DoomKey
{
  Inventory.PickupSound "SkullKey/Pickup"
  Species YellowSkull
  States
  {
  Spawn:
  YSKL AB 10
  Loop
  Pickup:
  TNT1 A 0 A_GiveInventory("YellowSkull", 1)
  Stop
  }
}

ACTOR BlueSkull : DoomKey
{
  Inventory.PickupSound "SkullKey/Pickup"
  Species BlueSkull
  States
  {
  Spawn:
  BSKL AB 10
  Loop
  Pickup:
  TNT1 A 0 A_GiveInventory("BlueSkull", 1)
  Stop
  }
}