Actor Canteen: Health replaces Stimpack
{
	Inventory.PickupMessage "Canteen"
	Inventory.PickupSound "pickup_canteen"
	Inventory.Amount 10
	Scale 0.5
	+INVENTORY.NOSCREENFLASH
	+DONTGIB
	States
	{
	Spawn:
		CANT A -1
		Stop
	}
}

Actor DoctorBag: CustomInventory replaces Medikit
{
	Inventory.PickupMessage "Medical Bag"
	Inventory.PickupSound "pickup_doctorbag"
	Inventory.MaxAmount 15
	Inventory.InterHubAmount 15
	Inventory.Icon I_DOCBAG
	Scale 0.5
	+INVENTORY.NOSCREENFLASH
	+DONTGIB
	+INVBAR
	States
	{
	Spawn:
		DRBG A -1
		Stop
	Use:
		TNT1 A 0 ACS_NamedExecute("gun_heal",0)
		TNT1 A 1
		Fail
	}
}

Actor Elixer: Health replaces MegaSphere
{
	Inventory.PickupMessage "Elixer! Full health!"
	Inventory.PickupSound "pickup_elixer"
	Inventory.Amount 100
	Inventory.MaxAmount 100
	Scale 0.5
	+INVENTORY.NOSCREENFLASH
	+DONTGIB
	States
	{
	Spawn:
		ELIX A -1
		Stop
	}
}

Actor LiteBoiler: BasicArmorPickup replaces GreenArmor
{
	Inventory.PickupMessage "Light Boiler Plate"
	Inventory.PickupSound "pickup_boiler"
	Armor.SaveAmount 100
	Armor.SavePercent 66
	Scale 0.4
	+INVENTORY.NOSCREENFLASH
	+DONTGIB
	States
	{
	Spawn:
		BOIL A -1
		Stop
	}
}

Actor HeavyBoiler: BasicArmorPickup replaces BlueArmor
{
	Inventory.PickupMessage "Heavy Boiler Plate"
	Inventory.PickupSound "pickup_boiler"
	Armor.SaveAmount 200
	Armor.SavePercent 66
	Scale 0.7
	+INVENTORY.NOSCREENFLASH
	+DONTGIB
	States
	{
	Spawn:
		BOIL A -1
		Stop
	}
}

Actor LampOil: Ammo replaces Infrared
{
	Inventory.PickupMessage "Lamp Oil"
	Inventory.PickupSound "pickup_ammo"
	Inventory.Amount 1000
	Inventory.MaxAmount 1000
	Scale 0.6
	+INVENTORY.NOSCREENFLASH
	+DONTGIB
	States
	{
	Spawn:
		LOIL A -1
		Stop
	}
}

Actor VanishingCream: BlurSphere replaces BlurSphere
{
	Inventory.PickupMessage "Acme Vanishing Cream"
	Inventory.PickupSound "pickup_elixer"
	-VISIBILITYPULSE
	+INVENTORY.NOSCREENFLASH
	+DONTGIB
	Scale 0.4
	States
	{
	Spawn:
		VNSH A -1
		Stop
	}
}

Actor SnakeOil: Radsuit replaces Radsuit
{
	Inventory.PickupMessage "Dr. Friendly's Snake Oil Foot Liniment"
	Inventory.PickupSound "pickup_elixer"
	Powerup.Color Grey 0.1
	Scale 0.4
	+INVENTORY.NOSCREENFLASH
	+DONTGIB
	States
	{
	Spawn:
		SOIL A -1
		Stop
	}
}

Actor OlMap: Allmap replaces Allmap
{
	Inventory.PickupMessage "Map"
	Inventory.PickupSound "pickup_ammo"
	Scale 0.6
	+INVENTORY.NOSCREENFLASH
	+DONTGIB
	States
	{
	Spawn:
		NMAP A -1
		Stop
	}
}

Actor SheriffBadge: CustomInventory replaces InvulnerabilitySphere
{
	Inventory.PickupMessage "Sheriff's Badge!"
	Inventory.PickupSound "pickup_badge"
	+COUNTITEM
	+INVENTORY.AUTOACTIVATE
	+INVENTORY.ALWAYSPICKUP
	+INVENTORY.BIGPOWERUP
	+INVENTORY.NOSCREENFLASH
	+DONTGIB
	Inventory.MaxAmount 0
	Scale 0.5
	States
	{
	Spawn:
		BADG ABCDEFGH 3
		Loop
	Pickup:
		TNT1 A 0 A_GiveInventory("OlInvincibility",1)
		TNT1 A 0 A_GiveInventory("OlDoubleDamage",1)
		Stop
	}
}

Actor OlInvincibility: PowerupGiver
{
	+INVENTORY.AUTOACTIVATE
	Powerup.Type Invulnerable
	Powerup.Duration -30
}

Actor OlDoubleDamage: PowerupGiver
{
	+INVENTORY.AUTOACTIVATE
	Powerup.Type DoubleDamage
	Powerup.Duration -30
}

Actor PowerDoubleDamage: PowerDamage 
{
	Inventory.Icon SPINSTR1
	DamageFactor "Normal", 2
}

Actor FakeIronKey: CustomInventory replaces RedCard
{
	Inventory.PickupMessage "Iron Key"
	Inventory.PickupSound "pickup_key"
	Inventory.MaxAmount 1
	Inventory.InterHubAmount 0
	Inventory.Icon "I_IRNKEY"
	+INVBAR
	+UNDROPPABLE
	+INVENTORY.NOSCREENFLASH
	+DONTGIB
	Scale 0.5
	States
	{
	Spawn:
		IKEY A -1
		Stop
	Pickup:
		IKEY A 0
		IKEY A 1 A_GiveInventory("OlIronKey",1)
		Stop
	Use:
		IKEY A 0
		Fail
	}
}

Actor OlIronKey: DoomKey{}

Actor FakeBrassKey: FakeIronKey replaces YellowCard
{
	Inventory.PickupMessage "Brass Key"
	Inventory.Icon "I_BRSKEY"
	States
	{
	Spawn:
		BKEY A -1
		Stop
	Pickup:
		BKEY A 0
		BKEY A 1 A_GiveInventory("OlBrassKey",1)
		Stop
	}
}

Actor OlBrassKey: DoomKey{}

Actor FakeSteelKey: FakeIronKey replaces BlueCard
{
	Inventory.PickupMessage "Steel Key"
	Inventory.Icon "I_STLKEY"
	States
	{
	Spawn:
		STKY A -1
		Stop
	Pickup:
		STKY A 0
		STKY A 1 A_GiveInventory("OlSteelKey",1)
		Stop
	}
}

Actor OlSteelKey: DoomKey{}

Actor FakeRustKey: FakeIronKey replaces RedSkull
{
	Inventory.PickupMessage "Rusted Key"
	Inventory.Icon "I_RSTKEY"
	States
	{
	Spawn:
		RKEY A -1
		Stop
	Pickup:
		RKEY A 0
		RKEY A 1 A_GiveInventory("OlRustKey",1)
		Stop
	}
}

Actor OlRustKey: DoomKey{}

Actor FakeGoldKey: FakeIronKey replaces YellowSkull
{
	Inventory.PickupMessage "Gold Key"
	Inventory.Icon "I_GLDKEY"
	States
	{
	Spawn:
		GKEY A -1
		Stop
	Pickup:
		GKEY A 0
		GKEY A 1 A_GiveInventory("OlGoldKey",1)
		Stop
	}
}

Actor OlGoldKey: DoomKey{}

Actor FakeSilverKey: FakeIronKey replaces BlueSkull
{
	Inventory.PickupMessage "Silver Key"
	Inventory.Icon "I_SILKEY"
	States
	{
	Spawn:
		SIKY A -1
		Stop
	Pickup:
		SIKY A 0
		SIKY A 1 A_GiveInventory("OlSilverKey",1)
		Stop
	}
}

Actor OlSilverKey: DoomKey{}

Actor NullItem1 replaces ArmorBonus{}
Actor NullItem2 replaces HealthBonus{}