ACTOR MMegasphere : Megasphere replaces Megasphere
{
  Inventory.RespawnTics 3150 //4200
  -INVENTORY.ALWAYSPICKUP
  
  States
  {
  Spawn:
    MEGA ABCD 6 BRIGHT
    Loop
  Pickup:
	MEGA A 1 A_JumpIf((ACS_ExecuteWithResult(3024,0,0,0)>0),"GiveSphere")
	Fail
	Goto Spawn
  GiveSphere:
    TNT1 A 0 A_GiveInventory("MBlueArmor", 1)
    TNT1 A 0 A_GiveInventory("MegasphereHealth", 1)
    Stop  
 // FailState:
 //   TNT1 A 1
 //  Fail
  }
}

ACTOR MSoulsphere : Soulsphere replaces Soulsphere
{
  Inventory.RespawnTics 3150
  -INVENTORY.ALWAYSPICKUP
}

ACTOR MInvulnSphere : InvulnerabilitySphere replaces InvulnerabilitySphere
{
  Inventory.RespawnTics 2100
  //Powerup.Mode Reflective
}

Actor MBlueArmor : BlueArmor replaces BlueArmor 
{
  Inventory.RespawnTics 2100
  Inventory.Icon "AICONB"
  Inventory.PickupSound  armor_pkup1
  -INVENTORY.ALWAYSPICKUP
}

ACTOR BlackOpsVest : BasicArmorPickup
{
  Radius 20
  Height 16
  Inventory.PickupMessage "You Picked up the Blackops BodyVest"
  Inventory.Icon "AICONG"
  Armor.SavePercent 75
  Armor.SaveAmount 350
  -INVENTORY.ALWAYSPICKUP
  Inventory.RespawnTics 3150
  Inventory.PickupSound  armor_pkup1
  States
  {
  Spawn:
    ARM3 A 3 Bright
    ARM3 B 3 Bright
	ARM3 C 3 Bright
    ARM3 B 3 Bright
    Loop
  }
}

Actor MHealthBonus : HealthBonus replaces HealthBonus
{
  Inventory.Amount 2
}



Actor MStimpack : Stimpack replaces Stimpack
{
  Inventory.Amount 15
  //Inventory.PickupSound need_it_bad // added 
}

Actor MMedikit : Medikit replaces Medikit
{
  Inventory.Amount 30
  //Inventory.PickupSound need_it_bad // added 
}

Actor MarineHealthRegen : MMedikit
{
  Inventory.Amount 1
}

Actor MarineCarryMedkit : Inventory
{
  Inventory.Amount 0
  Inventory.MaxAmount 100
}


Actor MGreenArmor : GreenArmor replaces GreenArmor
{
  Inventory.Icon "AICONR"
  Inventory.PickupSound  armor_pkup1
  -INVENTORY.ALWAYSPICKUP
}

// Start armor
Actor StartArmor : MGreenArmor
{
  Armor.Saveamount 100
}

Actor MArmorBonus : ArmorBonus replaces ArmorBonus
{
  Inventory.Icon "AICONR"
  Armor.Saveamount 2
}

ACTOR MBerserk : Berserk replaces Berserk
{
  Inventory.PickupSound much_better
  States
  {
  Spawn:
    PSTR A -1
    Stop
  Pickup:
    TNT1 A 0 A_GiveInventory("PowerStrength")
    TNT1 A 0 HealThing(100, 0) //50
    Stop
  }
}

// Starting Invulnerability
ACTOR MSpawnProt : PowerupGiver
{
  +INVENTORY.AUTOACTIVATE
  +INVENTORY.ALWAYSPICKUP
  Inventory.MaxAmount 0
  Powerup.Type "Invulnerable"
  Powerup.Color GoldMap
  Powerup.Duration 210
  //Powerup.Mode Reflective
  States
  {
  Spawn:
    TNT1 A 1
    stop
  }
}

// BFG shield AltFireY
ACTOR MShieldProt : PowerupGiver
{
  +INVENTORY.AUTOACTIVATE
  +INVENTORY.ALWAYSPICKUP
  Inventory.MaxAmount 0
  Powerup.Type "Invulnerable"
  Powerup.Color GreenMap
  Powerup.Duration 210 //35*6 secs
  //Powerup.Mode Reflective
  States
  {
  Spawn:
    TNT1 A 1
    stop
  }
}

// BFG shield AltFireY
ACTOR MTeleportProt : PowerupGiver
{
  +INVENTORY.AUTOACTIVATE
  +INVENTORY.ALWAYSPICKUP
  Inventory.MaxAmount 0
  Powerup.Type "Invulnerable"
  Powerup.Duration 175 //35*5 secs
  //Powerup.Mode Reflective
  States
  {
  Spawn:
    TNT1 A 1
    stop
  }
}


// Full bright textures
actor MFullBrightnessFlag : Inventory
{
  inventory.amount 0
  inventory.maxamount 1
  +Inventory.Undroppable
}

ACTOR MFullBrightnessOn : PowerupGiver
{
  +INVENTORY.AUTOACTIVATE
  +INVENTORY.ALWAYSPICKUP
  Inventory.MaxAmount 1
  Powerup.Type "LightAmp"
  Powerup.Duration 9999999
  States
  {
  Spawn:
    TNT1 A 1 
    stop
  }
}


