ACTOR SynthFireActive : Inventory { Inventory.MaxAmount 1 }
ACTOR SynthFireLeft : Inventory { Inventory.MaxAmount 1 }
ACTOR SynthFireRight : Inventory { Inventory.MaxAmount 1 }

//POWER READING, POWER SNORTING, POWER STOPPING, POWER SMELTING, POWER MELTING. POWERTHIIIIIRST! *insert mandatory powerscream and hump catting here*
actor GunzerkIcon : PowerupGiver
{
  Inventory.Amount 0
  Powerup.Type "GunzerkFake"
  Powerup.Duration -45
  Powerup.Color Purple, 0.05
  +INVENTORY.AUTOACTIVATE
  +INVENTORY.ADDITIVETIME
}

actor PowerGunzerkFake : PowerDamage
{	
	Inventory.Icon "GNZERK0"
	DamageFactor "Normal", 1.0
}

ACTOR PowerGunzerking : PowerRegeneration
{
	Powerup.Duration -45
	Powerup.Strength 7
	+INVENTORY.AUTOACTIVATE
	+INVENTORY.ADDITIVETIME
}

ACTOR PowerGunzerkingResist : PowerupGiver
{
	Powerup.Duration -45
	Powerup.Type "GunzerkNotDamage"
	Inventory.MaxAmount 0
	+INVENTORY.AUTOACTIVATE
	+INVENTORY.ADDITIVETIME
}

actor PowerGunzerkNotDamage : PowerProtection
{
	DamageFactor "Normal", 0.75
	DamageFactor "Fire", 0.75
	DamageFactor "Fire2", 0.75
	DamageFactor "Sovereign", 0.75
	DamageFactor "Acid", 0.75
	DamageFactor "Ice", 0.75
}

//Berserk
actor BerserkIcon : PowerupGiver
{
  Inventory.Amount 0
  Powerup.Type "BerserkFake"
  Powerup.Duration -45
  Powerup.Color Red, 0.05
  +INVENTORY.AUTOACTIVATE
  +INVENTORY.ADDITIVETIME
}

actor PowerBerserkFake : PowerDamage
{	
	Inventory.Icon "BRZERK0"
	DamageFactor "Normal", 1.0
}

ACTOR PowerBerserking : PowerupGiver
{
	Powerup.Duration -45
	Powerup.Type "BerserkDamage"
	Inventory.MaxAmount 0
	+INVENTORY.AUTOACTIVATE
	+INVENTORY.ADDITIVETIME
}

ACTOR PowerBerserkingResist : PowerupGiver
{
	Powerup.Duration -45
	Powerup.Type "BerserkNotDamage"
	Inventory.MaxAmount 0
	+INVENTORY.AUTOACTIVATE
	+INVENTORY.ADDITIVETIME
}

ACTOR PowerSpeeding : PowerSpeed
{
	Powerup.Duration -45
	+INVENTORY.AUTOACTIVATE
	+INVENTORY.ADDITIVETIME
	Inventory.Icon ""
}

ACTOR PowerJumping : PowerHighJump
{
	Powerup.Duration -45
	+INVENTORY.AUTOACTIVATE
	+INVENTORY.ADDITIVETIME
}

actor PowerBerserkDamage : PowerDamage
{
	DamageFactor "SuperCloseCombat", 4
	DamageFactor "SuperShoelaces", 4
}

actor PowerBerserkNotDamage : PowerProtection
{
	DamageFactor "Normal", 0.75
	DamageFactor "Fire", 0.75
	DamageFactor "Fire2", 0.75
	DamageFactor "Sovereign", 0.75
	DamageFactor "Acid", 0.75
	DamageFactor "Ice", 0.75
}

Actor BerserkStep_Effect
{
	+NoInteraction
	+ForceXYBillboard
	RenderStyle Add
	Scale 0.05
	States
	{
		Spawn:
			TNT1 AA 0 A_Jump(256,"SpriteA","SpriteB","SpriteG","SpriteH")
		SpriteA:
			CLOD A 0
			Goto Main
		SpriteB:
			CLOD B 0
			Goto Main
		SpriteG:
			CLOD G 0
			Goto Main
		SpriteH:
			CLOD H 0
		Main:
			"####" "#" 0 A_SetScale(ScaleX + FRandom(0.015, 0.025))
			"####" "#" 1 A_FadeOut(0.05)
			Loop
	}
}