ACTOR Whiskey : CustomInventory
{
  Inventory.Icon ARTIWHSK
  Inventory.PickupMessage "Obtained the piss-brand whiskey!"
  Inventory.MaxAmount 200
  Inventory.Amount 100
  Inventory.InterHubAmount 200
  Inventory.PickupSound "Whiskey/Pickup"
  Inventory.UseSound ""
  Tag "Pass the Whiskey, mate"
  Scale 0.9
  +INVBAR
  +INVENTORY.UNDROPPABLE
  States
  {
  Spawn:
    WHSK A -1
    Stop
  Use:
    TNT1 A 0 A_JumpIf(Health >= 100, "Neigh")
    TNT1 A 0 A_PlaySound("Whiskey/Use",3)
  HealingLoop:
    TNT1 A 0 A_JumpIfInventory("Whiskey",1,1)
	Stop
	TNT1 A 0 A_SetBlend("Yellow",0.15,25)
    TNT1 A 0 A_JumpIf(Health >= 100, "Neigh")
    TNT1 A 0 A_GiveInventory("WhiskeyHealth",1)
	TNT1 A 0 A_TakeInventory("Whiskey",1)
	Loop
  Neigh:
    TNT1 A 0
    Fail
  }
}

ACTOR WhiskeyHealth : Health
{
  Inventory.Amount 1
}