actor sexybarrel : explosivebarrel replaces explosivebarrel
{
states
	{
	spawn:
		BAR1 abcdefghijklm 3
		loop
	death:
		TNT1 A 0 A_JumpIf(CallACS("DukeToggle")==1, "dukedeath")
		TNT1 A 0 A_JumpIf(CallACS("RumbleToggle")==1, "quakedeath")
		sexp A 5 Bright
		sexp B 5 Bright A_Scream
		sexp C 3 Bright
		sexp D 2 Bright
		sexp E 3 Bright A_Explode
		sexp FGH 3 Bright
		sexp I 3 Bright
		sexp I 1050 Bright A_BarrelDestroy
		sexp I 5 A_Respawn
	quakedeath:
		TNT1 A 0 A_JumpIf(CallACS("DukeToggle")==1, "dukedeath")
		sexp A 5 Bright
		sexp B 5 Bright A_Scream
		sexp d 0 a_quake (3,10,0,750,0)
		sexp d 0 a_quake (1,25,0,1000,0)
		sexp C 3 Bright
		sexp D 2 Bright
		sexp E 3 Bright A_Explode
		sexp FGH 3 Bright
		sexp I 3 Bright
		sexp I 1050 Bright A_BarrelDestroy
		sexp I 5 A_Respawn
	dukedeath:
		TNT1 A 0 A_JumpIf(CallACS("RumbleToggle")==1, "quakedukedeath")
		sexp A 5 Bright
		sexp B 5 Bright A_Scream
		sexp C 3 Bright
		bexp c 2 Bright
		bexp d 3 Bright A_Explode
		bexp FGHIJKLMN 2 Bright
		bexp N 1050 Bright A_BarrelDestroy
		bexp N 5 A_Respawn
	quakedukedeath:
		sexp A 5 Bright
		sexp B 5 Bright A_Scream
		sexp d 0 a_quake (3,10,0,750,0)
		sexp d 0 a_quake (1,25,0,1000,0)
		sexp C 3 Bright
		bexp c 2 Bright
		bexp d 3 Bright A_Explode
		bexp FGHIJKLMN 2 Bright
		bexp N 1050 Bright A_BarrelDestroy
		bexp N 5 A_Respawn
	}
}

actor sexygreenarmor : greenarmor replaces greenarmor
{
states
	{
	spawn:
	garm ab 4 bright
	garm cdcb 4
	loop
	}
}

actor sexybluearmor : bluearmor replaces bluearmor
{
states
	{
	spawn:
	blar ab 4 bright
	blar cdcb 4
	loop
	}
}

actor sexyflask : healthbonus replaces healthbonus
{
states
	{
	spawn:
	bonu abcdefgfedcb 3
	loop
	}
}

actor sexyhelmet : armorbonus replaces armorbonus
{
states
	{
	spawn: 
	TNT1 A 0
	TNT1 A 0 A_JumpIf(CallACS("AltHelmBonus")==1, "AltSpawn")
	HELB abcdefghgfedcb 3
	loop
	AltSpawn:
	NUBO a 20
	NUBO cdb 3
	loop
	}
}

actor mrsoul : soulsphere replaces soulsphere
{
+FLOATBOB
states
	{
	spawn:
	ZOUL abcdefgfedcb 4 bright
	loop
	}
}

actor megasmooth : megasphere replaces megasphere
{
+FLOATBOB
states
	{
	spawn:
	SMEG abcdefgfedcb 4 bright
	loop
	}
}

actor smoothblur : blursphere replaces blursphere
{
+FLOATBOB
states
	{
	spawn:
	NVIS abcdefgfedcb 4 bright
	loop
	}
}

actor smoothinvul : InvulnerabilitySphere replaces InvulnerabilitySphere
{
+FLOATBOB
states
	{
	spawn:
	NVUL abcdefedcb 4 bright
	loop
	}
}

actor smoothmap : allmap replaces allmap
{
states
	{
	spawn:
	CMAP abcdefgh 3 bright
	loop
	}
}

ACTOR SmoothRedCard : redcard replaces redcard
{
  States
  {
  Spawn:
    TNT1 A 0 A_JumpIf(CallACS("RotatingKeys")==1, "Rotate")
	RDCK ab 4
	RDCK cd 4 bright
	RDCK ef 4
	RDCK gh 4 Bright
    Loop
  Rotate:
    TNT1 A 0 A_JumpIf(CallACS("RotatingKeys")==0, "spawn")
	RTAT abc 3 bright
	RTAT def 3
	RTAT ghi 3 bright
	RTAT jkl 3
	loop
  }
}

ACTOR SmoothBlueCard : bluecard replaces bluecard
{
  States
  {
  Spawn:
    TNT1 A 0 A_JumpIf(CallACS("RotatingKeys")==1, "Rotate")
	BLCK ab 4
	BLCK cd 4 bright
	BLCK ef 4
	BLCK gh 4 Bright
    Loop
  Rotate:
    TNT1 A 0 A_JumpIf(CallACS("RotatingKeys")==0, "spawn")
	btat abc 3 bright
	btat def 3
	btat ghi 3 bright
	btat jkl 3
	loop
  }
}

ACTOR SmoothYellowCard : yellowcard replaces yellowcard
{
  States
  {
  Spawn:
    TNT1 A 0 A_JumpIf(CallACS("RotatingKeys")==1, "Rotate")
	YLCK ab 4
	YLCK cd 4 bright
	YLCK ef 4
	YLCK gh 4 Bright
    Loop
  Rotate:
    TNT1 A 0 A_JumpIf(CallACS("RotatingKeys")==0, "spawn")
	ytat abc 3 bright
	ytat def 3
	ytat ghi 3 bright
	ytat jkl 3
	loop
  }
}

ACTOR SmoothSkullRed : redskull replaces redskull
{
  states
  {
  Spawn:
    TNT1 A 0 A_JumpIf(CallACS("RotatingKeys")==1, "Rotate")
	RSKU A 10
    RSKU B 10 Bright
    Loop
  rotate:
    TNT1 A 0 A_JumpIf(CallACS("RotatingKeys")==0, "spawn")
	RSKY abcd 3 bright
	RSKY efgh 3
	loop
  }
}

ACTOR SmoothSkullBlu : blueskull replaces blueskull
{
  states
  {
  Spawn:
    TNT1 A 0 A_JumpIf(CallACS("RotatingKeys")==1, "Rotate")
	BSKU A 10
    BSKU B 10 Bright
    Loop
  rotate:
    TNT1 A 0 A_JumpIf(CallACS("RotatingKeys")==0, "spawn")
	BSKY abcd 3 bright
	BSKY efgh 3
	loop
  }
}

ACTOR SmoothSkullYel : yellowskull replaces yellowskull
{
  states
  {
  Spawn:
    TNT1 A 0 A_JumpIf(CallACS("RotatingKeys")==1, "Rotate")
	YSKU A 10
    YSKU B 10 Bright
    Loop
  rotate:
    TNT1 A 0 A_JumpIf(CallACS("RotatingKeys")==0, "spawn")
	YSKY abcd 3 bright
	YSKY efgh 3
	loop
  }
}

ACTOR NewClip : Clip replaces Clip
{
	States
	{
	Spawn:
    TNT1 A 0
	TNT1 A 0 A_JumpIf(CallACS("64StylePickups")==1, "64spawn")
	CLIP A -1
    stop
	
	64Spawn:
	CL64 a -1
	stop
	}
}

ACTOR NewClipBox : ClipBox replaces ClipBox
{
	States
	{
	Spawn:
    TNT1 A 0
	TNT1 A 0 A_JumpIf(CallACS("64StylePickups")==1, "64spawn")
	AMMO A -1
    stop
	
	64Spawn:
	AM64 A -1
    stop
	}
}

ACTOR NewShellBox : ShellBox replaces ShellBox
{
	States
	{
	Spawn:
    TNT1 A 0
	TNT1 A 0 A_JumpIf(CallACS("64StylePickups")==1, "64spawn")
	SBOX A -1
    stop
	
	64Spawn:
	SH64 A -1
    stop
	}
}

ACTOR NewRockBox : RocketBox replaces RocketBox
{
	States
	{
	Spawn:
    TNT1 A 0
	TNT1 A 0 A_JumpIf(CallACS("64StylePickups")==1, "64spawn")
	BROK A -1
    stop
	
	64Spawn:
	RB64 A -1
    stop
  }
}

ACTOR NewCell : Cell replaces Cell
{
	States
	{
	Spawn:
	TNT1 A 0
	TNT1 A 0 A_JumpIf(CallACS("64StylePickups")==1, "64spawn")
    CELL A -1
    stop
	
	64Spawn:
	PS64 A -1
	stop
  }
}

ACTOR NewCellBig : CellPack replaces CellPack
{
	States
	{
	Spawn:
	TNT1 A 0
	TNT1 A 0 A_JumpIf(CallACS("64StylePickups")==1, "64spawn")
    CELP A -1
    stop
	
	64Spawn:
    PL64 A -1
    stop
	}
}

ACTOR NewPack : Backpack replaces Backpack
{
	States
	{
	Spawn:
	TNT1 A 0
	TNT1 A 0 A_JumpIf(CallACS("64StylePickups")==1, "64spawn")
    BPAK A -1
    stop
	
	64Spawn:
    BP64 A -1
    stop
	}
}

ACTOR NewStimpack : Stimpack replaces Stimpack
{
states
 {
  Spawn:
    TNT1 A 0
	TNT1 A 0 A_JumpIf(CallACS("64StylePickups")==1, "64spawn")
	STIM A -1
    stop
	
	64Spawn:
	HS64 A -1
    stop
  }
}
  
ACTOR NewMedkit : Medikit replaces Medikit
{
states
 {
  Spawn:
    TNT1 A 0
	TNT1 A 0 A_JumpIf(CallACS("64StylePickups")==1, "64spawn")
	MEDI A -1
    stop
	
	64Spawn:
	HL64 A -1
    stop
  }
}

actor sexygoggles : infrared replaces infrared
{
states
	{
	spawn:
	TNT1 A 0
	TNT1 A 0 A_JumpIf(CallACS("64StylePickups")==1, "64spawn")
	SVIS abcd 3 bright
	SVIS eeee 3
	loop
	64spawn:
	VI64 abcd 3 bright
	VI64 eeee 3
	loop
	}
}
