//Keys
Actor H_FakeIronKey : FakeIronKey replaces KeyGreen {+NOTDMATCH}
Actor H_FakeSteelKey : FakeSteelKey replaces KeyBlue {+NOTDMATCH}
Actor H_FakeBrassKey : FakeBrassKey replaces KeyYellow {+NOTDMATCH}

//Ammo
Actor H_SmallBulletBox : SmallBulletBox replaces GoldWandAmmo {}
Actor H_BulletBox : BulletBox replaces GoldWandHefty {}
Actor H_SmallAmmoSpawner : SmallAmmoSpawner replaces CrossbowAmmo {}
Actor H_BigAmmoSpawner : BigAmmoSpawner replaces CrossbowHefty {}
Actor H_SmallBulletBox2 : SmallBulletBox replaces BlasterAmmo {}
Actor H_BulletBox2 : BulletBox replaces BlasterHefty {}
Actor H_SmallAmmoSpawner2 : SmallAmmoSpawner replaces SkullRodAmmo {}
Actor H_BigAmmoSpawner2 : BigAmmoSpawner replaces SkullRodHefty {}
Actor H_TNTSticks : TNTSticks replaces PhoenixRodAmmo {}
Actor H_TNTBox : TNTBox replaces PhoenixRodHefty {}
Actor H_BigAmmoSpawner3 : BigAmmoSpawner replaces MaceAmmo {}
Actor H_GatlingBelt : GatlingBelt replaces MaceHefty {}
Actor H_OlBackpack : OlBackpack replaces BagOfHolding {}

//Weapons
Actor H_Rifle replaces Crossbow
{
	States
	{
	Spawn:
		TNT1 A 0
		TNT1 A 1 A_SpawnItemEx("Rifle",0,0,0,0,0,0,0,288)
		Stop
	}
}

Actor H_KnifePack : KnifePack replaces Gauntlets {}

Actor H_GatlingGun replaces Mace
{
	States
	{
	Spawn:
		TNT1 A 0
		TNT1 A 1 A_SpawnItemEx("GatlingGun",0,0,0,0,0,0,0,288)
		Stop
	}
}

Actor H_OlShotgun replaces Blaster
{
	States
	{
	Spawn:
		TNT1 A 0
		TNT1 A 1 A_SpawnItemEx("OlShotgun",0,0,0,0,0,0,0,288)
		Stop
	}
}

Actor H_SawnoffShotgun replaces PhoenixRod
{
	States
	{
	Spawn:
		TNT1 A 0
		TNT1 A 1 A_SpawnItemEx("SawnoffShotgun",0,0,0,0,0,0,0,288)
		Stop
	}
}

Actor H_DBShotgun replaces SkullRod
{
	States
	{
	Spawn:
		TNT1 A 0
		TNT1 A 1 A_SpawnItemEx("DBShotgun",0,0,0,0,0,0,0,288)
		Stop
	}
}

//Armor
Actor H_LiteBoiler : LiteBoiler replaces SilverShield {}
Actor H_HeavyBoiler : HeavyBoiler replaces EnchantedShield {}

//Health
Actor H_Canteen : Canteen replaces CrystalVial {}
Actor H_DoctorBag replaces ArtiHealth
{
	States
	{
	Spawn:
		TNT1 A 0
		TNT1 A 1 A_SpawnItemEx("DoctorBag",0,0,0,0,0,0,0,288)
		Stop
	}
}

//Artifacts
Actor H_OlMap : OlMap replaces SuperMap {}
Actor H_VanishingCream : VanishingCream replaces ArtiInvisibility {}
Actor H_KnifePack2 : KnifePack replaces ArtiEgg {}
Actor H_KnifePack3 : KnifePack replaces ArtiTomeOfPower {}
Actor H_Satchel : Satchel replaces ArtiSuperHealth {}
Actor H_SheriffBadge : SheriffBadge replaces ArtiInvulnerability {}
Actor H_LampOil : LampOil replaces ArtiTorch {}
Actor H_NullItem replaces ArtiTimeBomb {}
Actor H_NullItem2 replaces ArtiTeleport {}


Actor H_FlightPickup : CustomInventory replaces ArtiFly
{
    +FLOATBOB
    +INVENTORY.BIGPOWERUP
    +INVENTORY.NOSCREENFLASH
    +INVENTORY.HUBPOWER
    +COUNTITEM
    Inventory.PickupMessage "Flight!"
    Inventory.PickupSound "dsparil/rise"
    States
    {
      Spawn:
        SOAR ABCB 5 BRIGHT
        Loop
      Pickup:
		TNT1 A 0
        TNT1 A 1 A_GiveInventory("PowerFlight2")
        Stop
    }
}

Actor PowerFlight2 : PowerFlight
{
    +INVENTORY.HUBPOWER
    Powerup.Duration -60
}

//Monsters
Actor Mummy2 : Mummy replaces Mummy {DropItem None}
Actor MummyLeader2 : MummyLeader replaces MummyLeader {DropItem None}
Actor Mummy3 : Mummy2 replaces MummyGhost {DropItem None}
Actor MummyLeader3 : MummyLeader2 replaces MummyLeaderGhost {DropItem None}
Actor Knight2 : Knight replaces Knight {DropItem None}

Actor KnightGhost2 : KnightGhost replaces KnightGhost
{
	-GHOST
	RenderStyle Normal
	Alpha 1
	DropItem None
}

Actor Wizard2 : Wizard replaces Wizard {DropItem None}
Actor Clink2 : Clink replaces Clink {DropItem None}
Actor Beast2 : Beast replaces Beast {DropItem None}
Actor Snake2 : Snake replaces Snake {DropItem None}
Actor IronLich2 : Ironlich replaces Ironlich {DropItem None}
Actor Minotaur2 : Minotaur replaces Minotaur {DropItem None}