ACTOR UnstabilitySphere : CustomInventory
{
	 +FLOATBOB
	 +COUNTITEM
	 +INVENTORY.ALWAYSPICKUP
	 +INVENTORY.BIGPOWERUP
	 -FLOAT
	 Inventory.PickupSound "Powerup/Unstable"
	 Inventory.PickupMessage "Unstability!"
	 States
	 {
  Spawn:
     TNT1 A 0 A_CustomMissile ("OrangeSparkleSpawner", 0, 0, random(0,-360), 2, random(0,360)) 
     UNST AABB 1 Bright A_SpawnItem("RedSphereFlare",0,38)
     TNT1 A 0 A_CustomMissile ("OrangeSparkleSpawner", 0, 0, random(0,-360), 2, random(0,360))
     UNST CCDD 1 Bright A_SpawnItem("RedSphereFlare",0,38)
     TNT1 A 0 A_CustomMissile ("OrangeSparkleSpawner", 0, 0, random(0,-360), 2, random(0,360))
     UNST CCBB 1 Bright A_SpawnItem("RedSphereFlare",0,38)
	 Loop
  Pickup:
    TNT1 A 0 A_GiveInventory("DoubleDamageGiver2", 1)
    TNT1 A 0 A_GiveInventory("InvulnerabilityGiver2", 1)
    TNT1 A 0 A_GiveInventory("UnstableSpeedGiver", 1)
	Stop
	   }
}


ACTOR DoubleDamageGiver2 : PowerupGiver
{
	 +INVENTORY.AUTOACTIVATE
	 +INVENTORY.ALWAYSPICKUP
	 Inventory.MaxAmount 0
	 Powerup.Duration -60
	 Powerup.Type "DoubleDamage"
}

ACTOR InvulnerabilityGiver2 : PowerupGiver
{
	 +INVENTORY.AUTOACTIVATE
	 +INVENTORY.ALWAYSPICKUP
	 Inventory.MaxAmount 0
	 Powerup.Duration -60
	 Powerup.Type "Invulnerable"
	 Powerup.Mode Reflective
	 Powerup.Color GoldMap	 
}

ACTOR UnstableSpeedGiver : PowerupGiver
{
	 +INVENTORY.AUTOACTIVATE
	 +INVENTORY.ALWAYSPICKUP
	 Inventory.MaxAmount 0
	 Powerup.Duration -60
	 Powerup.Type Speed
}