ACTOR PowerKicking : PowerSpeed
{
  Powerup.Duration 9999999
  Speed 0.2
}

// AURAS
ACTOR ItemAuraOrange
{
	+NOGRAVITY
	+NOBLOCKMAP
	+NOCLIP
	+CLIENTSIDEONLY
	Scale 0.25
	Renderstyle Add
	Alpha 0.25
	States
	{
		Spawn:
		IGLO A 0
		IGLO A 2 bright
		Stop
	}
}

ACTOR ItemAuraBlue : ItemAuraOrange
{
	States
	{
		Spawn:
		IGLO B 0
		IGLO B 2 bright
		Stop
	}
}

ACTOR ItemAuraGreen : ItemAuraOrange
{
	States
	{
		Spawn:
		IGLO C 0
		IGLO C 2 bright
		Stop
	}
}

ACTOR Initialized : Inventory
{
	Inventory.MaxAmount 1
}

ACTOR ZTSpawnerBase
{
	Mass 10000
	States
	{
	Spawn:
		TNT1 A 0
		TNT1 A 255
		TNT1 A 0 A_Jump(255,"Backpack1","Backpack2","Backpack3","Backpack4","Backpack5","Backpack6","Backpack7","Backpack8")
		Goto Backpack1
	Backpack1:
		TNT1 A 0 A_Stop
		TNT1 A 0 A_SpawnItemEx("BrownPack1",0,0,0)
		Stop
	Backpack2:
		TNT1 A 0 A_Stop
		TNT1 A 0 A_SpawnItemEx("BrownPack2",0,0,0)
		Stop
	Backpack3:
		TNT1 A 0 A_Stop
		TNT1 A 0 A_SpawnItemEx("BrownPack3",0,0,0)
		Stop
	Backpack4:
		TNT1 A 0 A_Stop
		TNT1 A 0 A_SpawnItemEx("BrownPack4",0,0,0)
		Stop
	Backpack5:
		TNT1 A 0 A_Stop
		TNT1 A 0 A_SpawnItemEx("GreenPack1",0,0,0)
		Stop
	Backpack6:
		TNT1 A 0 A_Stop
		TNT1 A 0 A_SpawnItemEx("GreenPack2",0,0,0)
		Stop
	Backpack7:
		TNT1 A 0 A_Stop
		TNT1 A 0 A_SpawnItemEx("GreenPack3",0,0,0)
		Stop
	Backpack8:
		TNT1 A 0 A_Stop
		TNT1 A 0 A_SpawnItemEx("GreenPack4",0,0,0)
		Stop
	}
}

ACTOR ItemSpawnFX replaces ItemFog
{
	+NOGRAVITY
	+NOBLOCKMAP
	+CLIENTSIDEONLY
	States
	{
	Spawn:
	TNT1 A 0
	TNT1 A 0 A_PlaySound("vile/firestrt")
	TNT1 AAAA 0 A_SpawnItemEx("ImpactSpark",random(-1,1),random(-1,1),random(0,4),random(-2,2),random(-2,2),random(2,4))
	TNT1 A 0 A_SpawnItemEx("ItemMuzzle",0,0,8)
	TNT1 AAAAAA 0 A_SpawnItemEx("SpawnerSmoke1",random(-1,1),random(-1,1),random(0,1),random(-2,2),random(-2,2),random(1,3))
	Stop
	}
}

ACTOR SpawnerSmoke1
{
	Renderstyle Add
	+NOGRAVITY
	+NOBLOCKMAP
	+NOCLIP
	+CLIENTSIDEONLY
	Alpha 0.8
	Scale 0.35
	States
	{
	Spawn:
	SMOK ABCDEFGHIJKLMNOPQR 1 A_FadeOut(0.05)
	Stop
	}
}

ACTOR ItemMuzzle
{
	Renderstyle Add
	+NOGRAVITY
	+NOBLOCKMAP
	+NOCLIP
	+CLIENTSIDEONLY
	Alpha 0.5
	Scale 0.5
	States
	{
	Spawn:
	FIRE ABCDEFGH 1 bright A_FadeOut(0.05)
	Stop
	}
}

ACTOR ItemExplode
{
	-NOGRAVITY
	-LOWGRAVITY
	+NOBLOCKMAP
	Renderstyle None
	Damagetype ItemExplode
	States
	{
	Spawn:
	TNT1 A 0
	TNT1 A 0 A_Explode(5,80)
	Stop
	}
}

// NIGHT VISION
ACTOR NightVision : PowerLightAmp
{
  Powerup.Duration 0x7FFFFFFD
  Powerup.Color GreenMap
}

ACTOR NVBattery : Ammo
{
  Inventory.Amount 1
  Inventory.MaxAmount 100
  Ammo.BackpackAmount 0
  Ammo.BackpackMaxAmount 100
  +IGNORESKILL
  Inventory.Icon "CLIPA0"
}