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 GunzerkingGiver : PowerupGiver
{
	Powerup.Duration -45
	Powerup.Strength 7
	Powerup.Type "Gunzerking"
	+INVENTORY.AUTOACTIVATE
	+INVENTORY.ADDITIVETIME
}


ACTOR PowerGunzerking : PowerRegeneration
{
	Inventory.Icon "GNZERK0"
	Powerup.Strength 7
}

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

actor PowerGunzerkNotDamage : PowerProtection
{
	DamageFactor "Normal", 0.75
	DamageFactor "Matriarch", 0.75
	DamageFactor "Manuel", 0.75
	DamageFactor "FuckRevenants", 0.75
	DamageFactor "Bueller", 0.85
	
	DamageFactor "Meteorfist", 0.75
	DamageFactor "Fire", 0.75
	DamageFactor "Acid", 0.75
	DamageFactor "Ice", 0.75
	DamageFactor "LightningBlue", 0.75
	DamageFactor "Lightning", 0.75
	DamageFactor "Annihilation", 0.75

	DamageFactor "Tiberium", 0.75
	DamageFactor "BlueTiberium", 0.75
	
	DamageFactor "Breath", 0.75
	DamageFactor "Flesh", 0.75
	DamageFactor "Crow", 0.75
	DamageFactor "Crow2", 0.75
	
	DamageFactor "CloseCombat", 0.75
	DamageFactor "Shoelaces", 0.75
	DamageFactor "SuperCloseCombat", 0.75
	DamageFactor "SuperShoelaces", 0.75
	DamageFactor "SuperMidasCloseCombat", 0.75
	DamageFactor "SuperMidasShoelaces", 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
{
	Inventory.Icon "BRZERK0"
	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
{
	Inventory.Icon "BRZERK0"
	DamageFactor "SuperCloseCombat", 4
	DamageFactor "SuperShoelaces", 4
	DamageFactor "SuperMidasCloseCombat", 4
	DamageFactor "SuperMidasShoelaces", 4
}

actor PowerBerserkNotDamage : PowerProtection
{
	DamageFactor "Normal", 0.75
	DamageFactor "Matriarch", 0.75
	DamageFactor "Manuel", 0.75
	DamageFactor "FuckRevenants", 0.75
	DamageFactor "Bueller", 0.85
	
	DamageFactor "Meteorfist", 0.75
	DamageFactor "Fire", 0.75
	DamageFactor "Acid", 0.75
	DamageFactor "Ice", 0.75
	DamageFactor "LightningBlue", 0.75
	DamageFactor "Lightning", 0.75
	DamageFactor "Annihilation", 0.75

	DamageFactor "Tiberium", 0.75
	DamageFactor "BlueTiberium", 0.75
	
	DamageFactor "Breath", 0.75
	DamageFactor "Flesh", 0.75
	DamageFactor "Crow", 0.75
	DamageFactor "Crow2", 0.75
	
	DamageFactor "CloseCombat", 0.75
	DamageFactor "Shoelaces", 0.75
	DamageFactor "SuperCloseCombat", 0.75
	DamageFactor "SuperShoelaces", 0.75
	DamageFactor "SuperMidasCloseCombat", 0.75
	DamageFactor "SuperMidasShoelaces", 0.75
}

Actor BerserkStep_Effect
{
	+NoInteraction
	+ForceXYBillboard
	RenderStyle Add
	Scale 0.05
	States
	{
		Spawn:
			TNT1 A 0 NoDelay A_JumpIfInTargetInventory("PowerMidasMode",1,"MidasZerk")
			TNT1 A 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
			Goto Main
		MidasZerk:
			TNT1 A 0 A_Jump(256,"MidasA","MidasB","MidasC","MidasD")
			Goto Main
		MidasA:
			CLMD A 0
			Goto Main
		MidasB:
			CLMD B 0
			Goto Main
		MidasC:
			CLMD C 0
			Goto Main
		MidasD:
			CLMD D 0
		Main:
			"####" "#" 0 A_SetScale(ScaleX + FRandom(0.015, 0.025))
			"####" "#" 1 A_FadeOut(0.05)
			Loop
	}
}
