ACTOR HealBackpack : CustomInventory
{
  -INVENTORY.ALWAYSPICKUP
  Height 36
  Inventory.PickupMessage "You picked up a Heal Backpack! Now you can feel  bit survived ;)"
  States
  {
  Pickup:
	TNT1 A 0 A_GiveInventory("LifeSphere", 1)
    TNT1 A 0 A_GiveInventory("StandardBackpack", 1)
    TNT1 A 0 A_GiveInventory("HealthFlask", 1)
    TNT1 A 0 A_GiveInventory("StimKit", 1)
    TNT1 A 0 A_GiveInventory("PortableMedkit", 1)
    TNT1 A 0 A_GiveInventory("PortableMedCell", 1)
    TNT1 A 0 A_GiveInventory("PortableMedCellPack", 1)
	TNT1 A 0 A_GiveInventory("HealBackPck2", 1)
    TNT1 A 0 A_GiveInventory("HealthBonus", 10)
    Stop
  Spawn:
    HBPK GFEDCBA 5
    Loop
  }
}

ACTOR HealBackPck2 : CustomInventory 32402
{
Scale 0.85
Inventory.Amount 1
Inventory.MaxAmount 1
Inventory.InterHubAmount 1
Inventory.PickupMessage "Portable Medkit"
Inventory.PickupSound "pickups/pmedkit"
Inventory.UseSound "pmed/use"
Inventory.Icon "BPK2A0"
+INVENTORY.INVBAR
+FLOORCLIP
States
{
Use:
		TNT1 A 1
		TNT1 A 1 A_JumpIf(ACS_NamedExecuteWithResult("Hem_GetCurrentHealth") >= 500,"Full")
		TNT1 A 1 HealThing(100,500)
		Stop
Spawn:
		HBPK GFEDCBA 5
		Loop
      } 
}