ACTOR UnstabilitySphere : CustomInventory 17754
{
//$Category Powerups/DUST
//$Sprite UNSTA0
//$Title "Unstability Sphere"
  +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
}