// The actual Chex Quest flemkeys.

actor BlueFlemKey : BlueSkull 40
{
	Game Chex
	inventory.pickupmessage "$GOTBLUEFLEM"
}

actor YellowFlemKey : YellowSkull 39
{
	Game Chex
	inventory.pickupmessage "$GOTYELLOWFLEM"
}

actor RedFlemKey : RedSkull 38
{
	Game Chex
	inventory.pickupmessage "$GOTREDFLEM"
}



// Doom

ACTOR RedCard2 : CustomInventory replaces RedCard
{
   inventory.pickupmessage "$GOTREDCARD" // "Picked up a red keycard."
   //inventory.icon "STKEYS2"
   inventory.pickupsound "misc/k_pkup"
   +NOTDMATCH
   States
   {
    Spawn:
      RKEY A 10
      RKEY B 10 bright
      loop
    Pickup:
      TNT1 A 0 ACS_ExecuteAlways(902,0,0)
   }
}

ACTOR YellowCard2 : CustomInventory replaces YellowCard
{
   inventory.pickupmessage "$GOTYELWCARD" // "Picked up a yellow keycard."
   //inventory.icon "STKEYS1"
   inventory.pickupsound "misc/k_pkup"
   +NOTDMATCH
   States
   {
    Spawn:
      YKEY A 10
      YKEY B 10 bright
      loop
    Pickup:
      TNT1 A 0 ACS_ExecuteAlways(902,0,1)
   }
}

ACTOR BlueCard2 : CustomInventory replaces BlueCard
{
   inventory.pickupmessage "$GOTBLUECARD" // "Picked up a blue keycard."
   //inventory.icon "STKEYS0"
   inventory.pickupsound "misc/k_pkup"
   +NOTDMATCH
   States
   {
    Spawn:
      BKEY A 10
      BKEY B 10 bright
      loop
    Pickup:
      TNT1 A 0 ACS_ExecuteAlways(902,0,2)
   }
}

ACTOR RedSkull2 : CustomInventory replaces RedSkull
{
   inventory.pickupmessage "$GOTREDSKUL" // "Picked up a red skull key."
   //inventory.icon "STKEYS5"
   inventory.pickupsound "misc/k_pkup"
   +NOTDMATCH
   States
   {
    Spawn:
      RSKU A 10
      RSKU B 10 bright
      loop
    Pickup:
      TNT1 A 0 ACS_ExecuteAlways(902,0,3)
   }
}

ACTOR YellowSkull2 : CustomInventory replaces YellowSkull
{
   inventory.pickupmessage "$GOTYELWSKUL" // "Picked up a yellow skull key."
   //inventory.icon "STKEYS4"
   inventory.pickupsound "misc/k_pkup"
   +NOTDMATCH
   States
   {
    Spawn:
      YSKU A 10
      YSKU B 10 bright
      loop
    Pickup:
      TNT1 A 0 ACS_ExecuteAlways(902,0,4)
   }
}

ACTOR BlueSkull2 : CustomInventory replaces BlueSkull
{
   inventory.pickupmessage "$GOTBLUESKUL" // "Picked up a blue skull key."
   //inventory.icon "STKEYS3"
   inventory.pickupsound "misc/k_pkup"
   +NOTDMATCH
   States
   {
    Spawn:
      BSKU A 10
      BSKU B 10 bright
      loop
    Pickup:
      TNT1 A 0 ACS_ExecuteAlways(902,0,5)
   }
}



// Heretic

ACTOR KeyBlue2 : CustomInventory replaces KeyBlue
{
   inventory.pickupmessage "$TXT_GOTBLUEKEY"
  //Inventory.Icon "BKEYICON"
   inventory.pickupsound "misc/k_pkup"
   +NOTDMATCH
   States
   {
    Spawn:
	  BKYY ABCDEFGHIJ 3 Bright
      loop
    Pickup:
      TNT1 A 0 ACS_ExecuteAlways(902,0,6)
   }
}

ACTOR KeyGreen2 : CustomInventory replaces KeyGreen
{
   inventory.pickupmessage "$TXT_GOTGREENKEY"
  //Inventory.Icon "GKEYICON"
   inventory.pickupsound "misc/k_pkup"
   +NOTDMATCH
   States
   {
    Spawn:
      AKYY ABCDEFGHIJ 3 Bright
      loop
    Pickup:
      TNT1 A 0 ACS_ExecuteAlways(902,0,7)
   }
}

ACTOR KeyYellow2 : CustomInventory replaces KeyYellow
{
   inventory.pickupmessage "$TXT_GOTYELLOWKEY"
  //Inventory.Icon "YKEYICON"
   inventory.pickupsound "misc/k_pkup"
   +NOTDMATCH
   States
   {
    Spawn:
      CKYY ABCDEFGHI 3 Bright
      loop
    Pickup:
      TNT1 A 0 ACS_ExecuteAlways(902,0,8)
   }
}



// Chex Quest

ACTOR ChexRedCard2 : CustomInventory replaces ChexRedCard
{
   inventory.pickupmessage "$GOTCREDKET"
   //inventory.icon "STKEYS2"
   inventory.pickupsound "misc/k_pkup"
   +NOTDMATCH
   States
   {
    Spawn:
      RKEY A 10
      RKEY B 10 bright
      loop
    Pickup:
      TNT1 A 0 ACS_ExecuteAlways(902,0,9)
   }
}

ACTOR ChexYellowCard2 : CustomInventory replaces ChexYellowCard
{
   inventory.pickupmessage "$GOTCYELLOWKEY"
   //inventory.icon "STKEYS1"
   inventory.pickupsound "misc/k_pkup"
   +NOTDMATCH
   States
   {
    Spawn:
      YKEY A 10
      YKEY B 10 bright
      loop
    Pickup:
      TNT1 A 0 ACS_ExecuteAlways(902,0,10)
   }
}

ACTOR ChexBlueCard2 : CustomInventory replaces ChexBlueCard
{
   inventory.pickupmessage "$GOTCBLUEKEY"
   //inventory.icon "STKEYS0"
   inventory.pickupsound "misc/k_pkup"
   +NOTDMATCH
   States
   {
    Spawn:
      BKEY A 10
      BKEY B 10 bright
      loop
    Pickup:
      TNT1 A 0 ACS_ExecuteAlways(902,0,11)
   }
}

ACTOR RedFlemKey2 : CustomInventory replaces RedFlemKey
{
   inventory.pickupmessage "$GOTREDFLEM"
   //inventory.icon "STKEYS5"
   inventory.pickupsound "misc/k_pkup"
   +NOTDMATCH
   States
   {
    Spawn:
      RSKU A 10
      RSKU B 10 bright
      loop
    Pickup:
      TNT1 A 0 ACS_ExecuteAlways(902,0,12)
   }
}

ACTOR YellowFlemKey2 : CustomInventory replaces YellowFlemKey
{
   inventory.pickupmessage "$GOTYELLOWFLEM"
   //inventory.icon "STKEYS4"
   inventory.pickupsound "misc/k_pkup"
   +NOTDMATCH
   States
   {
    Spawn:
      YSKU A 10
      YSKU B 10 bright
      loop
    Pickup:
      TNT1 A 0 ACS_ExecuteAlways(902,0,13)
   }
}

ACTOR BlueFlemKey2 : CustomInventory replaces BlueFlemKey
{
   inventory.pickupmessage "$GOTBLUEFLEM"
   //inventory.icon "STKEYS3"
   inventory.pickupsound "misc/k_pkup"
   +NOTDMATCH
   States
   {
    Spawn:
      BSKU A 10
      BSKU B 10 bright
      loop
    Pickup:
      TNT1 A 0 ACS_ExecuteAlways(902,0,14)
   }
}



// HeXen

ACTOR KeyAxe2 : CustomInventory replaces KeyAxe
{
   inventory.pickupmessage "$TXT_KEY_AXE"
   //inventory.icon "KEYSLOT3"
   inventory.pickupsound "misc/k_pkup"
   +NOTDMATCH
   States
   {
    Spawn:
      KEY3 A -1
      Stop
    Pickup:
      TNT1 A 0 ACS_ExecuteAlways(902,0,15)
   }
}

ACTOR KeyCastle2 : CustomInventory replaces KeyCastle
{
   inventory.pickupmessage "$TXT_KEY_CASTLE"
   //inventory.icon "KEYSLOTB"
   inventory.pickupsound "misc/k_pkup"
   +NOTDMATCH
   States
   {
    Spawn:
      KEYB A -1
      Stop
    Pickup:
      TNT1 A 0 ACS_ExecuteAlways(902,0,16)
   }
}

ACTOR KeyCave2 : CustomInventory replaces KeyCave
{
   inventory.pickupmessage "$TXT_KEY_CAVE"
   //inventory.icon "KEYSLOT2"
   inventory.pickupsound "misc/k_pkup"
   +NOTDMATCH
   States
   {
    Spawn:
      KEY2 A -1
      Stop
    Pickup:
      TNT1 A 0 ACS_ExecuteAlways(902,0,17)
   }
}

ACTOR KeyDungeon2 : CustomInventory replaces KeyDungeon
{
   inventory.pickupmessage "$TXT_KEY_DUNGEON"
   //inventory.icon "KEYSLOT6"
   inventory.pickupsound "misc/k_pkup"
   +NOTDMATCH
   States
   {
    Spawn:
      KEY6 A -1
      Stop
    Pickup:
      TNT1 A 0 ACS_ExecuteAlways(902,0,18)
   }
}

ACTOR KeyEmerald2 : CustomInventory replaces KeyEmerald
{
   inventory.pickupmessage "$TXT_KEY_EMERALD"
   //inventory.icon "KEYSLOT5"
   inventory.pickupsound "misc/k_pkup"
   +NOTDMATCH
   States
   {
    Spawn:
      KEY5 A -1
      Stop
    Pickup:
      TNT1 A 0 ACS_ExecuteAlways(902,0,19)
   }
}

ACTOR KeyFire2 : CustomInventory replaces KeyFire
{
   inventory.pickupmessage "$TXT_KEY_FIRE"
   //inventory.icon "KEYSLOT4"
   inventory.pickupsound "misc/k_pkup"
   +NOTDMATCH
   States
   {
    Spawn:
      KEY4 A -1
      Stop
    Pickup:
      TNT1 A 0 ACS_ExecuteAlways(902,0,20)
   }
}

ACTOR KeyHorn2 : CustomInventory replaces KeyHorn
{
   inventory.pickupmessage "$TXT_KEY_HORN"
   //inventory.icon "KEYSLOT9"
   inventory.pickupsound "misc/k_pkup"
   +NOTDMATCH
   States
   {
    Spawn:
      KEY9 A -1
      Stop
    Pickup:
      TNT1 A 0 ACS_ExecuteAlways(902,0,21)
   }
}

ACTOR KeyRusted2 : CustomInventory replaces KeyRusted
{
   inventory.pickupmessage "$TXT_KEY_RUSTED"
   //inventory.icon "KEYSLOT8"
   inventory.pickupsound "misc/k_pkup"
   +NOTDMATCH
   States
   {
    Spawn:
      KEY8 A -1
      Stop
    Pickup:
      TNT1 A 0 ACS_ExecuteAlways(902,0,22)
   }
}

ACTOR KeySilver2 : CustomInventory replaces KeySilver
{
   inventory.pickupmessage "$TXT_KEY_SILVER"
   //inventory.icon "KEYSLOT7"
   inventory.pickupsound "misc/k_pkup"
   +NOTDMATCH
   States
   {
    Spawn:
      KEY7 A -1
      Stop
    Pickup:
      TNT1 A 0 ACS_ExecuteAlways(902,0,23)
   }
}

ACTOR KeySteel2 : CustomInventory replaces KeySteel
{
   inventory.pickupmessage "$TXT_KEY_STEEL"
   //inventory.icon "KEYSLOT1"
   inventory.pickupsound "misc/k_pkup"
   +NOTDMATCH
   States
   {
    Spawn:
      KEY1 A -1
      Stop
    Pickup:
      TNT1 A 0 ACS_ExecuteAlways(902,0,24)
   }
}

ACTOR KeySwamp2 : CustomInventory replaces KeySwamp
{
   inventory.pickupmessage "$TXT_KEY_SWAMP"
   //inventory.icon "KEYSLOTA"
   inventory.pickupsound "misc/k_pkup"
   +NOTDMATCH
   States
   {
    Spawn:
      KEYA A -1
      Stop
    Pickup:
      TNT1 A 0 ACS_ExecuteAlways(902,0,25)
   }
}