Actor CABerserk : custominventory replaces Berserk
{
	Radius 14
	Height 14
	+quiet
    +DONTGIB
	States
	{
	Spawn:
		TNT1 A 0
		TNT1 A 1
        TNT1 A 0 a_custommissile ("GauntletSprite",0,0,0,CMF_AIMDIRECTION)
        TNT1 A 0 a_custommissile ("VenterSprite",0,0,0,CMF_AIMDIRECTION)
        TNT1 A 0 a_custommissile ("HandBeamAugSprite",0,0,0,CMF_AIMDIRECTION)
        TNT1 A 0 a_custommissile ("SwordUpgradeSprite",0,0,0,CMF_AIMDIRECTION)
	spawn1:
		DSCR G 1 Bright
		loop
	Pickup:
		TNT1 A 0
		TNT1 A 0 A_JumpIfInventory ("IamArtificer",1,"GiveArtificer")
		TNT1 A 0 A_JumpIfInventory ("IamBlastmaster",1,"GiveBlastMaster")
		TNT1 A 0 A_JumpIfInventory ("IamTechMonk",1,"GiveTechMonk")
		TNT1 A 0 A_JumpIfInventory ("IamPastLinked",1,"GivePastLinked")
		TNT1 A 1
		stop
	GiveArtificer:
		TNT1 A 0
		TNT1 A 0
		TNT1 A 0 ACS_NamedExecuteAlways("WeaponLog",0,6,0,0)	
		TNT1 A 0 a_setblend (FFFF00,0.1,3)
		TNT1 A 0 a_playsound ("misc/weaponget",CHAN_ITEM)
		TNT1 A 0 a_giveinventory ("gauntletHP", 25)
        TNT1 A 0 A_JumpIf(CallACS("BerserkValue") == 1, "VanillaHeal")		
		TNT1 A 0 a_giveinventory ("Healthbonus", 50)
		stop
	GiveBlastmaster:
		TNT1 A 0
		TNT1 A 0
		TNT1 A 0 ACS_NamedExecuteAlways("WeaponLog",0,6,0,0)	
		TNT1 A 0 a_setblend (FFFF00,0.1,3)
		TNT1 A 0 a_playsound ("misc/weaponget",CHAN_ITEM)
		TNT1 A 0 a_giveinventory ("SuperVenter", 1)
        TNT1 A 0 A_JumpIf(CallACS("BerserkValue") == 1, "VanillaHeal")		
		TNT1 A 0 a_giveinventory ("Healthbonus", 50)
		stop
	GiveTechMonk:
		TNT1 A 0
		TNT1 A 0
		TNT1 A 0 ACS_NamedExecuteAlways("WeaponLog",0,6,0,0)	
		TNT1 A 0 a_setblend (FFFF00,0.1,3)
		TNT1 A 0 a_playsound ("misc/weaponget",CHAN_ITEM)
		TNT1 A 0 a_giveinventory ("HandBeamAug", 1)
        TNT1 A 0 A_JumpIf(CallACS("BerserkValue") == 1, "VanillaHeal")		
		TNT1 A 0 a_giveinventory ("Healthbonus", 50)
		stop
	GivePastLinked:
		TNT1 A 0
		TNT1 A 0
		TNT1 A 0 ACS_NamedExecuteAlways("WeaponLog",0,6,0,0)	
		TNT1 A 0 a_setblend (FFFF00,0.1,3)
		TNT1 A 0 a_playsound ("misc/weaponget",CHAN_ITEM)
		TNT1 A 0 a_jumpifinventory ("MagicalSwordToken",1,"GivePerilBeam")
		TNT1 A 0 a_jumpifinventory ("WhiteSwordToken",1,"GiveMagicalSword")
		TNT1 A 0 a_giveinventory ("WhiteSwordToken", 1)
        TNT1 A 0 A_JumpIf(CallACS("BerserkValue") == 1, "VanillaHeal")		
		TNT1 A 0 a_giveinventory ("Healthbonus", 50)
		stop
	GiveMagicalSword:
		TNT1 A 0
		TNT1 A 0
		TNT1 A 0 a_setblend (FFFF00,0.1,3)
		TNT1 A 0 a_playsound ("misc/weaponget",CHAN_ITEM)
		TNT1 A 0 a_giveinventory ("MagicalSwordToken", 1)
        TNT1 A 0 A_JumpIf(CallACS("BerserkValue") == 1, "VanillaHeal")		
		TNT1 A 0 a_giveinventory ("Healthbonus", 50)
		stop
	GivePerilBeam:
		TNT1 A 0
		TNT1 A 0
		TNT1 A 0 a_setblend (FFFF00,0.1,3)
		TNT1 A 0 a_playsound ("misc/weaponget",CHAN_ITEM)
		TNT1 A 0 acs_namedexecutewithresult ("LinkedSwordUpgrade")
		TNT1 A 0 a_giveinventory ("PerilBeamToken",1)
        TNT1 A 0 A_JumpIf(CallACS("BerserkValue") == 1, "VanillaHeal")		
		TNT1 A 0 a_giveinventory ("Healthbonus", 50)
		stop
	
	VanillaHeal:
		TNT1 A 0 a_giveinventory ("Health", 100)
		stop

	}
}


actor GauntletSprite : CAWeaponSprite
{
    VisibleToPlayerClass Artificer
    States
    {
	spawn:
		TNT1 A 0
		GNLT A 1 bright
		TNT1 A 0 a_warp (AAPTR_TARGET,0,0,0,0,WARPF_INTERPOLATE|WARPF_NOCHECKPOSITION)
		TNT1 A 0 a_checkflag ("SPECIAL","spawn",AAPTR_TARGET)
		GNLT A 1 bright
		goto death
	death:
		TNT1 A 1
		stop
    }
}


actor VenterSprite : CAWeaponSprite
{
    renderstyle translucent
	XScale 1
	Yscale 0.70
	alpha 0.50
    VisibleToPlayerClass Blastmaster
    States
    {
	spawn:
		TNT1 A 0
		SPRV A 1 bright
		TNT1 A 0 a_warp (AAPTR_TARGET,0,0,0,0,WARPF_INTERPOLATE|WARPF_NOCHECKPOSITION)
		TNT1 A 0 a_checkflag ("SPECIAL","spawn",AAPTR_TARGET)
		SPRV A 1 bright
		goto death
	death:
		TNT1 A 1
		stop
    }
}

actor HandBeamAugSprite : CAWeaponSprite
{
    VisibleToPlayerClass TechMonk
    States
    {
	spawn:
		TNT1 A 0
		TKPU F 1 bright
		TNT1 A 0 a_warp (AAPTR_TARGET,0,0,0,0,WARPF_INTERPOLATE|WARPF_NOCHECKPOSITION)
		TNT1 A 0 a_checkflag ("SPECIAL","spawn",AAPTR_TARGET)
		TKPU F 1 bright
		goto death
	death:
		TNT1 A 1
		stop
    }
}

actor SwordUpgradeSprite : CAWeaponSprite
{
    VisibleToPlayerClass PastLinked
    States
    {
	spawn:
		TNT1 A 0
		PLPU G 1 bright
		TNT1 A 0 a_warp (AAPTR_TARGET,0,0,0,0,WARPF_INTERPOLATE|WARPF_NOCHECKPOSITION)
		TNT1 A 0 a_checkflag ("SPECIAL","spawn",AAPTR_TARGET)
		PLPU G 1 bright
		goto death
	death:
		TNT1 A 1
		stop
    }
}



actor Superventer : inventory
{inventory.maxamount 1}

actor HandBeamAug : inventory
{inventory.maxamount 1}

actor WhiteSwordToken : inventory
{inventory.maxamount 1}

actor MagicalSwordToken : inventory
{inventory.maxamount 1}

actor PerilBeamToken : inventory
{inventory.maxamount 1}
