Actor IsInvisible : Inventory
{
inventory.maxamount 1
}

ACTOR NewAllmap : Allmap Replaces Allmap
{
	Inventory.PickUpSound "misc/map_PickUp"
	+FLOORCLIP
}

// Invulnerability Sphere ---------------------------------------------------

ACTOR InvulnerabilitySphere_  : PowerupGiver Replaces InvulnerabilitySphere
{
	Game Doom
	SpawnID 133
	+COUNTITEM
	+INVENTORY.AUTOACTIVATE
	+INVENTORY.ALWAYSPICKUP
	+INVENTORY.BIGPOWERUP
	Inventory.MaxAmount 0
	Powerup.Type Invulnerable
	Powerup.Color White //InverseMap
	Inventory.PickupMessage "$GOTINVUL"
	Inventory.PickUpSound "misc/invulnerability_PickUp"
	States
	{
	Spawn:
		PINV AAABBBCCCDDD 2 Bright A_SpawnItem("GreenFlareMedium",0,20)
		Loop
	}
}


// Soulsphere --------------------------------------------------------------

ACTOR LifeSphere : CustomInventory Replaces SoulSphere
{
	+COUNTITEM
	+INVENTORY.ALWAYSPICKUP
	Inventory.PickupMessage "Soulsphere"
	Inventory.PickUpSound ""
	States
	{
	Spawn:
		SOUL AAABBBCCCDDDCCCBBB 2 Bright A_SpawnItem("BlueFlareMedium2",0,20)
		Loop
	Pickup:
	    TNT1 A 0 A_Playsound("misc/soulsphere_PickUp",CHAN_AUTO)  
        TNT1 AAAAAAAAAAAAA 0 A_CustomMissile ("ShinnySmoke", 0, 0, random (0, 360), 2, random (0, 360))
		TNT1 A 0 A_GiveInventory("SoulSphereHealth", 1)
		Stop
	}
}

ACTOR SoulSphereHealth : Health	
{
	Inventory.Amount 100
	Inventory.MaxAmount 200
	+INVENTORY.ALWAYSPICKUP
}

ACTOR EnergySphere : CustomInventory Replaces Megasphere
{
	+COUNTITEM
	+INVENTORY.ALWAYSPICKUP
	Inventory.PickupMessage "Megasphere"
	Inventory.PickupSound ""
	States
	{
	Spawn:
		MEGA AABBCCDD 2 BRIGHT A_SpawnItem("LensFlare",0,35)
		Loop
	Pickup:
	   TNT1 A 0 A_Playsound("misc/p_pkup",CHAN_AUTO) 
        TNT1 AAAAAAAAAAAAA 0 A_CustomMissile ("ShinnySmoke", 0, 0, random (0, 360), 2, random (0, 360))
		TNT1 A 0 A_GiveInventory("BlueArmorForMegasphere", 1)
		TNT1 AA 0 A_GiveInventory("SoulsphereHealth", 1)
		Stop
	}
}	


// infrared -----------------------------------------------------------------

ACTOR NightVision: Infrared Replaces Infrared
{
	Inventory.PickUpSound "misc/light_PickUp"
	+FLOORCLIP
	-COUNTITEM
	+Inventory.AUTOACTIVATE
	+INVENTORY.ALWAYSPICKUP
	+INVENTORY.ADDITIVETIME
	Inventory.MaxAmount 0
	Powerup.Duration 2150
	Powerup.Type LightAmp
	Inventory.PickUpMessage "$GOTVISOR"
	States
	{
	Spawn:
		PVIS AAAAA 2 BRIGHT A_SpawnItem("RedFlareVerySmall",0,10)
		PVIS B 10
		Loop
	}
}

Actor HasInfrared : Inventory
{
inventory.maxamount 1
}

// Berserk ------------------------------------------------------------------



ACTOR Berserl1 : CustomInventory Replaces Berserk
{
	Game Doom
    Scale 1.2
	SpawnID 134
	+COUNTITEM
	+INVENTORY.ALWAYSPICKUP
	Inventory.PickupMessage "$GOTBERSERK"
	Inventory.PickupSound ""
    Inventory.PickupSound ""
	States
	{
	Spawn:
		PSTR A 2 A_SpawnItem("RedFlareVerySmall",0,10)
		Loop
	Pickup:
		TNT1 A 0 A_GiveInventory("PowerStrength")
		TNT1 A 0 A_Playsound("BERSPKUP",6)    
		TNT1 A 0 HealThing(100, 0)
		TNT1 A 20
		Stop
	}
}


ACTOR DemonStrengthRune : Berserl1
{
	Game Doom
    Scale 0.2
	SpawnID 134
	+COUNTITEM
	+INVENTORY.ALWAYSPICKUP
	Inventory.PickupMessage "You got the Demon Strength Rune. RIP AND TEAR!"
	Inventory.PickupSound ""
	States
	{
	Spawn:
		DPRF AABBCCBB 2 A_SpawnItem("RedFlareSmall",0,20)
		Loop
	Pickup:
		TNT1 A 0 A_GiveInventory("PowerStrength")
		TNT1 A 0 A_Playsound("misc/p_pkup2",6)
		TNT1 A 0 HealThing(10, 0)
		TNT1 A 20
		TNT1 A 0 A_Print ("You got the Demon Strength Rune. RIP AND TEAR!")
		Stop
	}
}

ACTOR SuperBlurSphere : CustomInventory //Replaces BlurSphere
{
  +COUNTITEM
  +VISIBILITYPULSE
  +INVENTORY.AUTOACTIVATE
  +INVENTORY.ALWAYSPICKUP
  +INVENTORY.BIGPOWERUP
  RenderStyle Translucent
  Inventory.PickupSound "None"
  Inventory.PickupMessage "$GOTINVIS" // "Partial Invisibility"
  States
  {
  Spawn:
     PINS AABBCCDDCCBB 2 Bright A_SpawnItem("RedFlare", 0, 24)
     Loop
  Pickup:
	 TNT1 A 1
	   TNT1 A 0 A_Playsound("misc/invisibility_pickup",CHAN_AUTO)  
     TNT1 A 0 A_GiveInventory("IsInvisible", 1)
	 TNT1 A 0 A_GiveInventory("Blursphere", 1)
	 TNT1 A 1
	 Stop
  }
}




