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

ACTOR Godmode : PowerupGiver replaces InvulnerabilitySphere
{
	+BRIGHT
	+COUNTITEM
	+FLOATBOB
	+INVENTORY.AUTOACTIVATE
	+INVENTORY.ALWAYSPICKUP
	+INVENTORY.BIGPOWERUP
	Inventory.MaxAmount 0
	Powerup.Type Invulnerable
	Powerup.Color Blue 0.35
	Inventory.PickupMessage "Invulnerability!"
	Inventory.PickupSound "misc/Godm"
	Scale 0.5
	States
	{
	Spawn:
		TNT1 A 0 A_SetTranslucent(0.75)
		PINV ABCDCB 3 BRIGHT
		loop
	}
}

//======================================================================
//
// Invisibility
//
//======================================================================

ACTOR Invisibility : Blursphere
{
	+FLOATBOB
	+BRIGHT
	Inventory.PickupMessage "Invisibility!"
	Inventory.PickupSound "Misc/Invis"
	Scale 0.5
	States
	{
	Spawn:
		TNT1 A 0 A_SetTranslucent(0.75)
		PINS ABCDCB 3 BRIGHT
		Loop
	}
}

ACTOR SecretPower : RandomSpawner replaces Blursphere
{
	DropItem "Invisibility" 256 9
	DropItem "HastePower" 256 1
}

//======================================================================
//
// Megahealth (replaces Soulsphere)
//
//======================================================================

ACTOR MegaHealth : Soulsphere replaces SoulSphere
{
	+BRIGHT
	+FLOATBOB
	Inventory.PickupMessage "+100 Health!"
	Inventory.PickupSound "Misc/Heal4"
	Scale 0.5
	States
	{
	Spawn:
		TNT1 A 0 A_SetTranslucent(0.75)
		SOUL ABCDCB 3 BRIGHT
		loop
	}
}

//======================================================================
//
// Megasphere Pack
//
//======================================================================

ACTOR FullHealing : MegaSphere replaces MegaSphere
{
	+BRIGHT
	+FLOATBOB
	Inventory.PickupMessage "+200 Health and Armor!"
	Inventory.PickupSound "Misc/Heal5"
	Scale 0.5
	States
	{
	Spawn:
		TNT1 A 0 A_SetTranslucent(0.75)
		MEGA ABCDCB 3 BRIGHT
		loop
	}
}

//======================================================================
//
// Area Map
//
//======================================================================

ACTOR Localmap : MapRevealer replaces Allmap
{
	+COUNTITEM
	+INVENTORY.FANCYPICKUPSOUND
	+INVENTORY.ALWAYSPICKUP
	Inventory.MaxAmount 0
	Inventory.PickupSound "misc/mapc"
	Inventory.PickupMessage "You found a map of this area."
	Scale 0.8
	States
	{
	Spawn:
		PMAP A 1
		Loop
	}
}

//======================================================================
//
// Lighter
//
//======================================================================

ACTOR Lighter : PowerupGiver replaces Infrared
{
	+FLOATBOB
	+COUNTITEM
	+INVENTORY.AUTOACTIVATE
	+INVENTORY.ALWAYSPICKUP
	Inventory.MaxAmount 0
	Powerup.Type Torch
	Inventory.PickupMessage "You got a lighter!"
	Inventory.PickupSound "misc/power"
	Scale 0.2
	States
	{
	Spawn:
		ISQU A 1
		Loop
	}
}

//======================================================================
//
// Radioactive Protection
//
//======================================================================

ACTOR Radioactive : PowerupGiver replaces Radsuit
{
	+INVENTORY.AUTOACTIVATE
	+INVENTORY.ALWAYSPICKUP
	Inventory.MaxAmount 0
	Inventory.PickupMessage "You got a Radiation Suit."
	Inventory.PickupSound "misc/Radp"
	Powerup.Type IronFeet
	Scale 0.7
	States
	{
	Spawn:
		SUIT A 1
		Loop
	}
}	

//======================================================================
//
// Stimpack
//
//======================================================================

ACTOR FAK : Health replaces Stimpack
{
	Inventory.Amount 10
	Inventory.PickupMessage "+10 Health"
	Inventory.PickupSound "Misc/Heal"
	Scale 0.65
	States
	{
	Spawn:
		FAKH A 1
		Loop
	}
}

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

ACTOR EAK : Health replaces Medikit
{
	Inventory.Amount 25
	Inventory.PickupMessage "+25 Health"
	Inventory.PickupSound "Misc/Heal"
	Inventory.Icon "LIFEA0"
	Scale 0.8
	States
	{
	Spawn:
		MDKH A 1
		Loop
	}
}

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

ACTOR Berserker : Berserk replaces Berserk
{
	Inventory.PickupMessage "Berserk!"
	Inventory.PickupSound "Misc/Rage"
	Scale 0.9
	States
	{
	Spawn:
		PSTR 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 120
	Inventory.MaxAmount 120
	+INVENTORY.ALWAYSPICKUP
}

ACTOR SpeedBoost : PowerSpeed
{
Speed 1.5
powerup.duration -60
Inventory.MaxAmount 1
}

//======================================================================
//
// Light Gear
//
//======================================================================

ACTOR Lightgear : GreenArmor replaces GreenArmor
{
	Inventory.Pickupmessage "+100 Armor"
	Inventory.PickupSound "misc/Armor1"
	Inventory.Icon "ARMOA0"
	Armor.SavePercent 33.335
	Armor.SaveAmount 100
	Scale 0.95
	States
	{
	Spawn:
		ARM1 A 1
		loop
	}
}

//======================================================================
//
// Heavy Gear
//
//======================================================================
	
ACTOR Heavygear : BlueArmor replaces BlueArmor
{
	Inventory.Pickupmessage "+200 Armor"
	Inventory.PickupSound "misc/Armor2"
	Inventory.Icon "ARMOA0"
	Armor.SavePercent 50
	Armor.SaveAmount 200
	Scale 1.25
	States
	{
	Spawn:
		ARM2 A 1
		loop
	}
}

//======================================================================
//
// Cigarettes
//
//======================================================================

ACTOR Cigarettes : Health replaces HealthBonus
{
	+COUNTITEM
	+INVENTORY.ALWAYSPICKUP
	Inventory.Amount 1
	Inventory.MaxAmount 200
	Inventory.PickupMessage "Got some Cigarettes."
	Inventory.PickupSound "misc/cigs"
	Scale 0.9
	States
	{
	Spawn:
		BON1 A 1
		Loop
	}
}

//======================================================================
//
// Painkillers
//
//======================================================================

ACTOR Painkillers : ArmorBonus replaces ArmorBonus
{
	+COUNTITEM
	+INVENTORY.ALWAYSPICKUP
	Radius 20
	Height 16
	Inventory.Pickupmessage "Painkillers."
	Inventory.PickupSound "misc/Armor3"
	States
	{
	Spawn:
		BON2 A 1
		Loop
	}
}

//END OF FILE