//Berserk
ACTOR Berserk2 : Berserk replaces Berserk
{
  Inventory.PickupMessage "Berserk unit!"
  Inventory.PickupSound "Berserk/Pickup"
  States
  {
  Spawn:
    PSTR A -1
    Stop
  Pickup:
    TNT1 A 0 A_GiveInventory("PowerStrength2")
	TNT1 A 0 A_GiveInventory("StrengthIcon")
    TNT1 A 0 HealThing(100, 0)
    TNT1 A 0 A_SelectWeapon("Macheterang")
    Stop
  }
}


ACTOR PowerStrength2 : PowerStrength
{
  -INVENTORY.HUBPOWER
}

actor StrengthIcon : PowerupGiver
{
  Inventory.Amount 0
  powerup.type "StrengthFake"
  powerup.duration -0x7FFFFFFF
  +INVENTORY.AUTOACTIVATE
  +INVENTORY.ALWAYSPICKUP
  states
  {
  Spawn:
    TNT1 A 1
    stop
  }
}

actor PowerStrengthFake : PowerDamage
{	
    Inventory.Icon "BRZERK0"
	DamageFactor "Normal", 1.0
}