ACTOR GreenArmour : GreenArmor replaces GreenArmor
{
	Inventory.PickupSound "armorup"
}

ACTOR BlueArmour : BlueArmor replaces BlueArmor
{
	Inventory.PickupSound "armorup"
}

ACTOR ArmourBonus : ArmorBonus replaces ArmorBonus
{
	Inventory.PickupSound "smallarmorup"
	States
	{
	Spawn:
		TNT1 A 0
		Goto Medieval
	Medieval:
		TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("HelmetBonus")==1, "Martain")
		BON2 ABC 6
		TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("HelmetBonus")==1, "Martain")
		BON2 DCB 6
		Loop
	Martain:
		TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("HelmetBonus")==0, "Medieval")
		HELM ABC 6
		TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("HelmetBonus")==0, "Medieval")
		HELM DCB 6
		Loop
	}
}

ACTOR SmallHealthBonus : HealthBonus replaces HealthBonus
{
	Inventory.PickupSound "smallhbonus"
}

ACTOR Medkit : Medikit replaces Medikit
{
	Inventory.PickupSound "healthup"
}

ACTOR Stimkit : Stimpack replaces Stimpack
{
	Inventory.PickupSound "smallhealthup"
}

ACTOR Bakpak : Backpack replaces Backpack
{
	Inventory.PickupSound "backpackup"
	States
	{
	Pickup:
		TNT1 A 0 A_PlaySound("backpackup",0)
		Stop
/*
	States
	{
	Spawn:
		TNT1 A 0
		TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("BackpackGuns")==1, "MP40Backpack")
	1911Backpack:
		TNT1 A 0 A_GiveInventory ("ArmourBonus", 1)
		BPKG B 1 A_GiveInventory ("1911Backpack", 1)
		Loop
	MP40Backpack:
		TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("BackpackGuns")==0, "1911Backpack")
		TNT1 A 0 A_GiveInventory ("ArmourBonus", 1)
		BPKG A 1 A_GiveInventory ("MP40Backpack", 1)
		Loop
*/	
	}
}


ACTOR 1911Backpack : CustomInventory
{
	Inventory.PickupMessage "Picked up a backpack with a 1911!"
	Inventory.PickupSound "backpackup"
	States
	{
	Spawn:
		BPKG B -1
		Stop
	Pickup:
		TNT1 A 0 A_GiveInventory ("Bakpak", 1)
		TNT1 A 0 A_GiveInventory ("1911", 1)
		TNT1 A 0 A_GiveInventory ("ArmourBonus", 1)
	}
}

ACTOR MP40Backpack : CustomInventory
{
	Inventory.PickupMessage "Picked up a backpack with an MP40!"
	Inventory.PickupSound "backpackup"
	States
	{
	Spawn:
		BPKG A -1
		Stop
	Pickup:
		TNT1 A 0 A_GiveInventory ("Bakpak", 1)
		TNT1 A 0 A_GiveInventory ("MP40", 1)
		TNT1 A 0 A_GiveInventory ("ArmourBonus", 1)
	}
}

ACTOR BackpackSpawner : RandomSpawner replaces Backpack
{
	DropItem 1911Backpack
	DropItem MP40Backpack
}

ACTOR RaddSuit : CustomInventory replaces RadSuit
{
	Inventory.PickupSound "none"
	States
	{
	Spawn:
		SUIT A -1 Bright
		Stop
	Pickup:
		TNT1 A 0 A_PlaySound("armorup",0)
		TNT1 A 0 A_PlaySound("misc/p_pkup")
		TNT1 A 0 A_GiveInventory("RadSuit", 1)
	}
}

ACTOR Goggles : CustomInventory replaces Infrared
{
	Inventory.PickupSound "none"
	States
	{
	Spawn:
		PVIS A 6 Bright
		PVIS B 6
		Loop
	Pickup:
		TNT1 A 0 A_PlaySound("gogup",0)
		TNT1 A 0 A_PlaySound("misc/i_pkup")
		TNT1 A 0 A_GiveInventory("Infrared", 1)
	}
}

ACTOR Compmap : CustomInventory replaces Allmap
{
	Inventory.PickupSound "none"
	States
	{
	Spawn:
		PMAP ABCDCB 6 Bright
		Loop
	Pickup:
		TNT1 A 0 A_PlaySound("compup",0)
		TNT1 A 0 A_PlaySound("misc/i_pkup")
		TNT1 A 0 A_GiveInventory("Allmap", 1)
	}
}



ACTOR BlurredSphere : CustomInventory replaces BlurSphere
{
	Inventory.PickupSound "none"
	States
	{
	Spawn:
		PINS ABCD 6 Bright
		Loop
	Pickup:
		TNT1 A 0 A_PlaySound("blurup",0)
		TNT1 A 0 A_PlaySound("misc/i_pkup")
		TNT1 A 0 A_GiveInventory("BlurSphere", 1)
	}
}

ACTOR Spiritsphere : CustomInventory replaces Soulsphere
{
	Inventory.PickupSound "none"
	States
	{
	Spawn:
		SOUL ABCDCB 6 Bright
		Loop
	Pickup:
		TNT1 A 0 A_PlaySound("megaup",0)
		TNT1 A 0 A_PlaySound("misc/i_pkup")
		TNT1 A 0 A_GiveInventory("Soulsphere", 1)
		Stop
	}
}

ACTOR Metasphere : Megasphere replaces Megasphere
{
	Inventory.PickupSound "none"
	States
	{
	Spawn:
		MEGA ABCD 6 BRIGHT
		Loop
	Pickup:
		TNT1 A 0 A_PlaySound("megaup",0)
		TNT1 A 0 A_PlaySound("misc/i_pkup")
		TNT1 A 0 A_GiveInventory("BlueArmorForMegasphere", 1)
		TNT1 A 0 A_GiveInventory("MegasphereHealth", 1)
		Stop
	}
}

ACTOR GoldSphere : CustomInventory replaces InvulnerabilitySphere
{
	Inventory.PickupSound "none"
	States
	{
	Spawn:
		PINV ABCD 6 Bright
		Loop
	Pickup:
		TNT1 A 0 A_PlaySound("invup",0)
		TNT1 A 0 A_PlaySound("misc/i_pkup")
		TNT1 A 0 A_GiveInventory("GodSphere", 1)
		Stop
	}
}

ACTOR GodSphere : InvulnerabilitySphere
{
	Powerup.Color GoldMap
	Inventory.PickupSound "none"
}

ACTOR Berserker : Berserk replaces Berserk
{
	Inventory.PickupSound "none"
	States
	{
	Pickup:
		TNT1 A 0 A_PlaySound("berserkup",0)
		TNT1 A 0 A_PlaySound("misc/i_pkup")
		TNT1 A 0 A_GiveInventory("PowerStrength")
		TNT1 A 0 HealThing(100, 0)
		TNT1 A 0 A_SelectWeapon("Knuckles")
		Stop
	}
}

ACTOR ToxicBarrel// : ExplosiveBarrel replaces ExplosiveBarrel
{
	States
	{
	Spawn:
		BAR1 AB 6
		Loop	
	Death:
		BEXP A 5 
		BEXP B 3  A_Scream
		BEXP C 4 BRIGHT
		BEXP D 4 BRIGHT A_Explode
		BEXP E 4 BRIGHT
		BEXP F 4 
		BEXP G 3
		//BEXP H 1 A_SpawnItem ("BarrelRubble")
		TNT1 A 1050 BRIGHT A_BarrelDestroy
		TNT1 A 5 A_Respawn
		Wait
	}
}
/*
ACTOR ToxicBarrel// : ExplosiveBarrel replaces ExplosiveBarrel
{
	States
	{
	Spawn:
		BAR1 AB 6
		Loop
	Death:
		BEXP A 5 
		BEXP B 3  A_Scream
		BEXP C 4 BRIGHT
		BEXP D 4 BRIGHT A_Explode
		BEXP E 4 BRIGHT
		BEXP F 4 
		BEXP G 3
		//BEXP H 1 A_SpawnItem ("BarrelRubble")
		TNT1 A 1050 BRIGHT A_BarrelDestroy
		TNT1 A 5 A_Respawn
		Wait
	}
}
*/
ACTOR BarrelRubble
{
	Radius 10
	Height 2
	-SOLID
	States
	{
	Spawn:
		BEXP H -1
	Loop
	}
}