

Actor 64Berserk : Berserk Replaces Berserk
{
	Scale 0.82
	states
	{
	Pickup:
		TNT1 A 0 A_SetBlend ("ff0000", 0.75, 70)
    		TNT1 A 0 A_GiveInventory("PowerStrength")
    		TNT1 A 0 HealThing(100, 0)
    		TNT1 A 0 A_SelectWeapon("64Fist")
    		Stop
  	}
}

Actor 64GreenArmor : GreenArmor Replaces GreenArmor
{
	Scale 0.82
	Inventory.PickupSound "ARMOR"
}

Actor 64BlueArmor : BlueArmor Replaces BlueArmor
{
	Scale 0.82
	Inventory.PickupSound "ARMOR"
}

Actor 64BlurSphere : BlurSphere Replaces BlurSphere
{
	Scale 0.82
	-VISIBILITYPULSE
	powerup.strength 50
	States
	{
	Spawn:
		PINS ABCD 2 Bright A_SpawnItem("RedFlareSmall", 0, 25)
		loop
		//Pickup:
			//TNT1 A 1
    		//TNT1 A 0 A_GiveInventory("PowerInvisibility")
			//TNT1 A 0 ACS_ExecuteALways(299)
    		//Stop	
	}
}

Actor 64InvulnerabilitySphere : InvulnerabilitySphere Replaces InvulnerabilitySphere
{
	powerup.color "FF FF FF", 0.30
	Scale 0.82
	states
	{
	Spawn:
		PINV ABCDCB 6 bright
		loop
	}
}

Actor 64Medikit : Medikit Replaces Medikit
{
	Scale 0.82
}

Actor 64Megasphere : Megasphere Replaces Megasphere
{
	Scale 0.82
	Inventory.PickupSound "misc/p_pkup"
}

Actor 64RadSuit : RadSuit Replaces RadSuit
{
	Scale 0.82
	powerup.color "green", 0.15
	States
	{
	Spawn:
		SUIT A 6 bright
		SUIT B 5
		loop
	}
}

Actor 64Soulsphere : Soulsphere Replaces Soulsphere
{
	Scale 0.7
	States
	{
	Spawn:
		SOUL AAABBBCCCDDDCCCBBB 1  A_SpawnItemEx("BlueFlareSmall", 0, 0, 22)
		Loop
		}
}

Actor 64Stimpack : Stimpack Replaces Stimpack
{
	Scale 0.82
}

Actor 64Backpack : Backpack Replaces Backpack 
{
	Scale 0.82
}

Actor 64Cell : Cell Replaces Cell 
{
	Scale 0.82
	Inventory.PickupSound "IPICK"
}

Actor 64CellPack : CellPack Replaces CellPack 
{
	Scale 0.82
	Inventory.PickupSound "IPICK"
}

Actor 64ClipBox : ClipBox Replaces ClipBox 
{
	Scale 0.82
	Inventory.PickupSound "IPICK"
}

Actor 64RocketAmmo : RocketAmmo Replaces RocketAmmo 
{
	Scale 0.82
	Inventory.PickupSound "IPICK"
}


Actor 64ShellBox : ShellBox Replaces ShellBox
{
	Scale 0.82
	Inventory.PickupSound "IPICK"
}

Actor 64Allmap : Allmap Replaces Allmap 
{
	Scale 0.82
	states
	{
	Spawn:
		PMAP ABCBAD 6 bright
		loop
	}
}

Actor 64HealthBonus : HealthBonus Replaces HealthBonus
{
	Scale 0.82
	Inventory.Amount 2
	states
	{
	Spawn:
		BON1 AABBCCDD 2 A_SpawnItem("BlueFlareSmallItem", 0, 7)
		loop
	}
}

Actor 64ArmorBonus : ArmorBonus Replaces ArmorBonus
{
	Scale 0.82
	Armor.SaveAmount 2
	States
	{
	Spawn:
		BON2 A 6
		BON2 BBCCDDCCBB 2 A_SpawnItem("GreenFlareSmallItem", 0, 7)
		loop
	}
}

Actor 64Shell : Shell Replaces Shell
{
	Scale 0.82
	Inventory.PickupSound "IPICK"
}

Actor 64Clip : Clip Replaces Clip 
{
	Scale 0.82
	Inventory.PickupSound "IPICK"
}

ACTOR WeaponPower : Inventory
{
  Game Doom
  +UNDROPPABLE
  Inventory.MaxAmount 3
}

//ACTOR PowerInvisibility : Inventory
//{
//  Game Doom
//  +UNDROPPABLE
//  Inventory.MaxAmount 1
//}

ACTOR WpnPower1Icon : Inventory
{
  Game Doom
  +UNDROPPABLE
  Inventory.MaxAmount 1
}

ACTOR WpnPower2Icon : Inventory
{
  Game Doom
  +UNDROPPABLE
  Inventory.MaxAmount 1
}

ACTOR WpnPower3Icon : Inventory
{
  Game Doom
  +UNDROPPABLE
  Inventory.MaxAmount 1
}

ACTOR WpnPower1 : CustomInventory 9905
{
  //$Category Powerups
  Game Doom
  Inventory.Icon POW1E0
  Inventory.PickupMessage "You have a feeling that it wasn't meant to be touched."
  Inventory.PickupSound "misc/i_pkup"
  +COUNTITEM
  -INTERHUBSTRIP
  States
  {
  Spawn:
    POW1 ABCDEDCB 5 BRIGHT
    Loop
  Pickup:
    TNT1 A 0 A_GiveInventory ("WeaponPower", 1)
    TNT1 A 0 A_GiveInventory ("WpnPower1Icon", 1)
    stop
  }
}

ACTOR WpnPower2 : CustomInventory 9906
{
  //$Category Powerups
  Game Doom
  Inventory.Amount 1
  inventory.MaxAmount 1
  Inventory.Icon POW2E0
  Inventory.PickupMessage "It must do something..."
  Inventory.PickupSound "misc/i_pkup"
  +COUNTITEM
  -INTERHUBSTRIP
  States
  {
  Spawn:
    POW2 ABCDEDCB 5 BRIGHT
    Loop
  Pickup:
    TNT1 A 0 A_GiveInventory ("WeaponPower", 1)
    TNT1 A 0 A_GiveInventory ("WpnPower2Icon", 1)
    stop
  }
}   

ACTOR WpnPower3 : CustomInventory 9907
{
  //$Category Powerups
  Game Doom
  Inventory.Amount 1
  inventory.MaxAmount 1
  Inventory.Icon POW3E0
  Inventory.PickupMessage "Whatever it is, it doesn't belong in this world."
  Inventory.PickupSound "misc/i_pkup"
  +COUNTITEM
  -INTERHUBSTRIP
  States
  {
  Spawn:
    POW3 ABCDEDCB 5 BRIGHT
    Loop
  Pickup:
    TNT1 A 0 A_GiveInventory ("WeaponPower", 1)
    TNT1 A 0 A_GiveInventory ("WpnPower3Icon", 1)
    stop
  }
}

Actor GLBlueCard : BlueCard Replaces BlueCard
{
	Scale 0.82
	States
	{
	Spawn:
	BKEY AAAAA 3 BRIGHT A_SpawnItem("LensFlareTorchBlue",0,10)
	BKEY B 12
	Loop
	}
}

Actor GLBlueSkull : BlueSkull Replaces BlueSkull
{
	Scale 0.82
	States
	{
	Spawn:
	BSKU AAAAA 3 BRIGHT A_SpawnItem("LensFlareTorchBlue",0,10)
	BSKU B 12
	Loop
	}
}

Actor GLRedCard : RedCard Replaces RedCard
{
	Scale 0.82
	States
	{
	Spawn:
	RKEY AAAAA 3 BRIGHT A_SpawnItem("LensFlareTorchRed",0,10)
	RKEY B 12
	Loop
	}
}

Actor GLRedSkull : RedSkull Replaces RedSkull
{
	Scale 0.82
	States
	{
	Spawn:
	RSKU AAAAA 3 BRIGHT A_SpawnItem("LensFlareTorchRed",0,10)
	RSKU B 12
	Loop
	}
}

Actor GLYellowCard : YellowCard Replaces YellowCard
{
	Scale 0.82
	States
	{
	Spawn:
	YKEY AAAAA 3 BRIGHT A_SpawnItem("LensFlareTorchYellow",0,10)
	YKEY B 12
	Loop
	}
}

Actor GLYellowSkull : YellowSkull Replaces YellowSkull
{
	Scale 0.82
	States
	{
	Spawn:
	YSKU AAAAA 3 BRIGHT A_SpawnItem("LensFlareTorchYellow",0,10)
	YSKU B 12
	Loop
	}
}

Actor 64Scanner : CustomInventory 9967
{
	Scale 0.82
	Game Doom
	Inventory.Amount 0
	Inventory.MaxAmount 0
	Inventory.PickupSound "misc/p_pkup"
	Inventory.PickupMessage "Computer Area Scanner"
	+COUNTITEM
	+INVENTORY.ALWAYSPICKUP
	+INVENTORY.FANCYPICKUPSOUND
	States
	{
	Spawn:
		PSCN A 15 bright
		PSCN BCD 3 bright
		PSCN E 15 bright
		PSCN DCB 3 bright
		loop
	Pickup:
		TNT1 A 0 A_GiveInventory ("NewScanner", 1)
		stop
	}
}

actor NewScanner : PowerScanner replaces PowerScanner
{
	Powerup.Duration 0x7FFFFFFF
}