actor SmallHealth : Health replaces Stimpack 10001
{
//Inventory.RespawnTics 210
inventory.amount 15
inventory.maxamount 100
inventory.pickupmessage "Picked up a health capsule."
+COUNTITEM
inventory.pickupsound "item/energyup"
Scale 2.0
States
{
Spawn:
HBAL AB 6
loop
}
}

actor BigHealth : Health replaces Medikit 10002
{
//Inventory.RespawnTics 550
inventory.amount 30
inventory.maxamount 100
Scale 2.0
inventory.pickupmessage "Picked up a large health capsule."
inventory.pickupsound "item/energyup"
+COUNTITEM
States
{
Spawn:
HBAL CD 6
loop
}
}

actor WeaponEnergy : CustomInventory replaces Shell 10003
{
//Inventory.RespawnTics 210
inventory.pickupmessage "Picked up a small energy capsule."
inventory.amount 1
inventory.pickupsound "item/energyup"
Scale 2.0
States
{
Spawn:
EBAL AB 6
loop
Pickup:
TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(984,0),"Success")
fail
Success:
TNT1 A 0 ACS_ExecuteAlways(992,0,4)
stop
}
}

actor BigWeaponEnergy : CustomInventory replaces ShellBox 10004
{
//Inventory.RespawnTics 350
inventory.pickupmessage "Picked up a large energy capsule."
+COUNTITEM
inventory.pickupsound "item/energyup"
Scale 2.0
States
{
Spawn:
EBAL CD 6
loop
Pickup:
TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(984,0),"Success")
fail
Success:
TNT1 A 0 ACS_ExecuteAlways(992,0,8)
stop
}
}

ACTOR OrangeFlag : Flag 10005
{
//	SpawnID 177
	Radius 20
	Height 16
	+INTERHUBSTRIP
	+NOTDMATCH
	Inventory.PickupSound "misc/k_pkup"
	Inventory.PickupMessage "You got the orange flag!"
	Inventory.Icon "OFLAB0"
	States
	{
	Spawn:
		OFLA CCC 3
		OFLA DDD 3 BRIGHT
		Loop
	Carry:
		OFLA AAABBB 3
		Loop
	}
}

ACTOR PurpleFlag : Flag 10006
{
//	SpawnID 177
	Radius 20
	Height 16
	+INTERHUBSTRIP
	+NOTDMATCH
	Inventory.PickupSound "misc/k_pkup"
	Inventory.PickupMessage "You got the purple flag!"
	Inventory.Icon "PFLAB0"
	States
	{
	Spawn:
		PFLA CCC 3
		PFLA DDD 3 BRIGHT
		Loop
	Carry:
		PFLA AAABBB 3
		Loop
	}
}

// No one plays this mode so forget it!

ACTOR OrangeSkullST : BlueSkullST
{
}

ACTOR PurpleSkullST : BlueSkullST
{
}


actor PossessionStone2 : PossessionStone replaces PossessionStone
{
//+SHOOTABLE
+AUTOACTIVATE
mass 99999
dropitem "PossessionStone2"
inventory.PickupMessage "Picked up the Circuit Board!"
Inventory.PickupSound "misc/k_pkup"
States
{
Spawn:
PPOS ABCDEF 4
PPOS F 0 A_GiveInventory("Clip",1)
PPOS F 0 A_JumpIfInventory("Clip",50,"Restart")
loop
Restart:
PPOS F 0 ACS_Execute(189,0)
stop
}
}