//======================================================================
// Items
//======================================================================
//
// Bonus Gear
//
//======================================================================

ACTOR Bonusgear : ArmorBonus
{
	-COUNTITEM
	Inventory.Pickupmessage "+1 Armor"
	Inventory.PickupSound 	"Misc/Armor1"
	Scale 0.3
	States
	{
	Spawn:
		BONG A 1
		loop
	}
}

ACTOR ArmorSpawner1 : RandomSpawner replaces ArmorBonus
{
	DropItem "Bonusgear" 	256 8
	DropItem "BOGR1" 		256 6
}

//======================================================================
//
// Helmet
//
//======================================================================

ACTOR BonusHelmet : ArmorBonus
{
	-COUNTITEM
	Inventory.Pickupmessage "+10 Armor"
	Inventory.PickupSound 	"Misc/Bonus3"
	Armor.Saveamount 10
	Scale 0.93
	States
	{
	Spawn:
		BONG B 1
		loop
	}
}

//======================================================================
//
// Boots
//
//======================================================================

ACTOR BonusBoots : ArmorBonus
{
	-COUNTITEM
	Inventory.Pickupmessage "+5 Armor"
	Inventory.PickupSound 	"Misc/Bonus2"
	Armor.Saveamount 5
	Scale 0.35
	States
	{
	Spawn:
		BONG D 1
		loop
	}
}

//======================================================================
//
// Cap
//
//======================================================================

ACTOR BonusCap : ArmorBonus
{
	-COUNTITEM
	Inventory.Pickupmessage "+2 Armor"
	Inventory.PickupSound 	"Misc/Bonus1"
	Armor.Saveamount 2
	Scale 1.03
	States
	{
	Spawn:
		BONG C 1
		loop
	}
}

//======================================================================
//
// Metal Shard
//
//======================================================================

ACTOR BonusShard : ArmorBonus
{
	-COUNTITEM
	Inventory.Pickupmessage "+3 Armor"
	Inventory.PickupSound 	"Misc/Bonus2"
	Armor.Saveamount 3
	Scale 0.9
	States
	{
	Spawn:
		BONG E 1
		loop
	}
}

//======================================================================
//
// Kevlar
//
//======================================================================

ACTOR Lightgear : GreenArmor replaces GreenArmor
{
	Inventory.Pickupmessage "+50 Armor"
	Inventory.PickupSound "Misc/Armor2"
	Armor.Savepercent 75
	Armor.Saveamount 50
	Scale 0.45
	States
	{
	Spawn:
		ARMP A 1
		loop
	}
}

//======================================================================
//
// Monocrys armor
//
//======================================================================

ACTOR Heavygear : BlueArmor replaces BlueArmor
{
	Inventory.Pickupmessage "+100 Armor"
	Inventory.PickupSound "Misc/Armor3"
	Armor.Savepercent 75
	Armor.Saveamount 100
	Scale 0.45
	States
	{
	Spawn:
		ARMP B 1
		loop
	}
}

//======================================================================
//
// Health Bonus #1
//
//======================================================================

ACTOR BonusHeal1 : HealthBonus replaces HealthBonus
{
	-COUNTITEM
	Inventory.PickupMessage "+1 Health"
	Inventory.PickupSound 	"Misc/Heal1"
	Scale 0.7
	States
	{
	Spawn:
		BONH AAABCDDDCB 4
		Loop
	}
}

//======================================================================
//
// Health Bonus #2
//
//======================================================================

ACTOR BonusHeal2 : HealthBonus
{
	-COUNTITEM
	Inventory.Amount 2
	Inventory.PickupMessage "+2 Health"
	Inventory.PickupSound 	"Misc/Heal4"
	Scale 0.5
	States
	{
	Spawn:
		BONH E -1
		Stop
	}
}

//======================================================================
//
// Health Bonus #3 (Cigars)
//
//======================================================================

ACTOR BonusHeal3 : HealthBonus
{
	-COUNTITEM
	Inventory.Amount 3
	Inventory.PickupMessage "+3 Health"
	Inventory.PickupSound 	"Misc/Bonus2"
	Scale 0.85
	States
	{
	Spawn:
		BONH F -1
		Stop
	}
}

//======================================================================
//
// First Aid Spray
//
//======================================================================

ACTOR LowHeal : Stimpack replaces Stimpack
{
	Inventory.PickupMessage "+10 Health"
	Inventory.PickupSound 	"Misc/Heal2"
	Scale 0.6
	States
	{
	Spawn:
		MEDK A 1
		loop
	}
}

//======================================================================
//
// Medikit
//
//======================================================================

ACTOR BigHeal : Medikit replaces Medikit
{
	Inventory.PickupMessage "+25 Health"
	Inventory.PickupSound 	"Misc/Heal3"
	Scale 0.95
	States
	{
	Spawn:
		MEDK B 1
		loop
	}
}

//======================================================================
// Powerups
//======================================================================
//
// Invulnerability
//
//======================================================================

ACTOR GodSphere : PowerupGiver replaces InvulnerabilitySphere
{
	+BRIGHT
	+FLOATBOB
	+INVENTORY.AUTOACTIVATE
	+INVENTORY.ALWAYSPICKUP
	Inventory.MaxAmount 0
	Powerup.Type Invulnerable
	Powerup.Color Blue 0.20
	Inventory.PickupMessage "Invulnerability!"
	Inventory.PickupSound "Misc/power1"
	Scale 0.35
	States
	{
	Spawn:
		GODM ABCDEDCB 3
		Loop
	}
}

//======================================================================
//
// Berserk
//
//======================================================================

ACTOR Berserker : Berserk
{
	-COUNTITEM
	Inventory.PickupMessage "Berserk Pack [+100 Health/Super Strength]"
	Inventory.PickupSound "Misc/power2"
	Scale 0.9
	States
	{
	Spawn:
		NZBK A -1
		Stop
	Pickup:
		TNT1 A 0 A_GiveInventory("SuperBlow")
		TNT1 A 0 A_GiveInventory("Speedboost")
		TNT1 A 0 A_GiveInventory("AdrenalineInjection")
		Stop
		
  }
}

ACTOR SuperBlow : Powerstrength {}

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

ACTOR SpeedBoost : PowerSpeed
{
	Speed 1.5
	powerup.duration -30
	Inventory.MaxAmount 1
}

//======================================================================
//
// Overcharge (replaces Soulsphere)
//
//======================================================================

ACTOR Overcharge : Soulsphere replaces SoulSphere
{
	+BRIGHT
	+FLOATBOB
	Inventory.PickupMessage "Overcharge [+100 Health]"
	Inventory.PickupSound "Misc/power2"
	Scale 0.65
	States
	{
	Spawn:
		NZMG A -1
		Stop
	}
}

//======================================================================
//
// Ultracharge (replaces Megasphere)
//
//======================================================================

ACTOR Ultracharge : MegaSphere replaces MegaSphere
{
	Inventory.PickupMessage "Ultracharge [+200 Health/Armor]"
	Inventory.PickupSound "Misc/power2"
	Scale 1.05
	States
	{
	Spawn:
		NZMG B -1
		Stop
	}
}

//======================================================================
//
// Gas Mask
//
//======================================================================

ACTOR GasMask : Radsuit replaces Radsuit
{
	+BRIGHT
	+FLOATBOB
	Powerup.Color Gold 0.10
	Inventory.PickupMessage "Gasmaske [Environiment protection]"
	Inventory.PickupSound "Misc/power3"
	Scale 0.75
	States
	{
	Spawn:
		MASK A -1
		Stop
	}
}

//======================================================================
//
// Pflaumen klein radar [Area Map]
//
//======================================================================

ACTOR Localmap : MapRevealer replaces Allmap
{
	+INVENTORY.FANCYPICKUPSOUND
	+INVENTORY.ALWAYSPICKUP
	Inventory.MaxAmount 0
	Inventory.PickupSound "Misc/power1"
	Inventory.PickupMessage "Pflaumen Klein Radar [Area Map]"
	Scale 0.8
	States
	{
	Spawn:
		NZMP A -1
		Stop
	}
}

//======================================================================
//
// Nachtsicht [Nightvision]
//
//======================================================================

ACTOR NightVisor : InfraRed replaces InfraRed
{
	Powerup.Type LightAmp
	Inventory.PickupSound "Misc/power1"
	Inventory.PickupMessage "Nachtsicht [Night vision]"
	States
	{
	Spawn:
		NZNV AB 6
		Loop
	}
}

//======================================================================
//
// Health Upgrade
//
//======================================================================

ACTOR HealthUpgrader : UpgradeStamina
{
	Inventory.Amount 10
	Inventory.MaxAmount 100
	Inventory.PickupMessage "Max health increased by 10!"
	Scale 0.3
	States
	{
	Spawn:
		NZMG C -1
		Stop
	}
}

ACTOR SpecialItemSpawnerI : RandomSpawner replaces Berserk
{
	DropItem "Berserker" 			256 8
	DropItem "HealthUpgrader" 		256 2
}

//END OF FILE