// Soulsphere
ACTOR Inventory_Soulsphere : CustomInventory
{
	inventory.pickupmessage "Soulsphere!"
	inventory.icon "ITEM01"
	inventory.maxamount 3
	
	+COUNTITEM
		
	-INVENTORY.AUTOACTIVATE
	-INVENTORY.ALWAYSPICKUP
	+INVENTORY.INVBAR
	+INVENTORY.PICKUPFLASH
	
	States
	{
	Spawn:
		ITM1 ABCDEFGH 2 bright
		ITM1 ABCDEFGH 2 bright
		ITM1 ABCDEFGH 2 bright
		ITM1 ABCDEFGH 2 bright
		ITM1 ABCDEFGH 2 bright
		ITM1 ABCDEFGH 2 bright
		ITM1 ABCDEFGH 2 bright
		ITM1 ABCDEFGH 2 bright
		ITM1 ABCDEFGH 2 bright
		ITM1 ABCDEFGH 2 bright
		ITM1 ABCDEFGH 2 bright
		ITM1 ABCDEFGH 2 bright
		ITM1 ABCDEFGH 2 bright
		ITM1 ABCDEFGH 2 bright
		ITM1 ABCDEFGH 2 bright
		ITM1 ABCDEFGH 2 bright
		ITM1 ABCDEFGH 2 bright
		ITM1 ABCDEFGH 2 bright
		ITM1 ABCDEFGH 2 bright
		ITM1 ABCDEFGH 2 bright
		ITM1 ABCDEFGH 2 bright
		ITM1 ABCDEFGH 2 bright
		ITM1 ABCDEFGH 2 bright
		ITM1 ABCDEFGH 2 bright
		ITM1 ABCDEFGH 2 bright
		ITM1 ABCDEFGH 2 bright
		ITM1 ABCDEFGH 2 bright
		ITM1 ABCDEFGH 2 bright
		ITM1 ABCDEFGH 2 bright
		ITM1 ABCDEFGH 2 bright
		ITM1 ABCDEFGH 2 bright
		ITM1 ABCDEFGH 2 bright
		ITM1 A 4 bright
		NULL ABCDEFGH 2 bright
		ITM1 A 4 bright
		NULL ABCDEFGH 2 bright
		ITM1 A 4 bright
		NULL ABCDEFGH 2 bright
		ITM1 A 4 bright
		NULL ABCDEFGH 2 bright
		ITM1 A 4 bright
		NULL ABCDEFGH 2 bright
		stop
	Use:
		TNT1 A 0 A_GiveInventory("Soulsphere", 1)
		TNT1 A 1 A_PlaySound("p/soulsphere", CHAN_AUTO, 2.0)
                TNT1 A 0 ACS_Execute(126, 0, 3, 0, 0)
		stop
	}
}

// Megasphere
ACTOR Inventory_Megasphere : CustomInventory
{
	inventory.pickupmessage "Megasphere!"
	inventory.icon "ITEM02"
	inventory.maxamount 3
	
	+COUNTITEM
	
	-INVENTORY.AUTOACTIVATE
	-INVENTORY.ALWAYSPICKUP
	+INVENTORY.INVBAR
	+INVENTORY.PICKUPFLASH
	
	States
	{
	Spawn:
		ITM2 ABCDEFGH 2 bright
		ITM2 ABCDEFGH 2 bright
		ITM2 ABCDEFGH 2 bright
		ITM2 ABCDEFGH 2 bright
		ITM2 ABCDEFGH 2 bright
		ITM2 ABCDEFGH 2 bright
		ITM2 ABCDEFGH 2 bright
		ITM2 ABCDEFGH 2 bright
		ITM2 ABCDEFGH 2 bright
		ITM2 ABCDEFGH 2 bright
		ITM2 ABCDEFGH 2 bright
		ITM2 ABCDEFGH 2 bright
		ITM2 ABCDEFGH 2 bright
		ITM2 ABCDEFGH 2 bright
		ITM2 ABCDEFGH 2 bright
		ITM2 ABCDEFGH 2 bright
		ITM2 ABCDEFGH 2 bright
		ITM2 ABCDEFGH 2 bright
		ITM2 ABCDEFGH 2 bright
		ITM2 ABCDEFGH 2 bright
		ITM2 ABCDEFGH 2 bright
		ITM2 ABCDEFGH 2 bright
		ITM2 ABCDEFGH 2 bright
		ITM2 ABCDEFGH 2 bright
		ITM2 ABCDEFGH 2 bright
		ITM2 ABCDEFGH 2 bright
		ITM2 ABCDEFGH 2 bright
		ITM2 ABCDEFGH 2 bright
		ITM2 ABCDEFGH 2 bright
		ITM2 ABCDEFGH 2 bright
		ITM2 ABCDEFGH 2 bright
		ITM2 ABCDEFGH 2 bright
		ITM2 A 4 bright
		NULL ABCDEFGH 2 bright
		ITM2 A 4 bright
		NULL ABCDEFGH 2 bright
		ITM2 A 4 bright
		NULL ABCDEFGH 2 bright
		ITM2 A 4 bright
		NULL ABCDEFGH 2 bright
		ITM2 A 4 bright
		NULL ABCDEFGH 2 bright
		stop
	Use:
		TNT1 A 0 A_GiveInventory("Megasphere", 1)
		TNT1 A 1 A_PlaySound("p/megasphere", CHAN_AUTO, 2.0)
                TNT1 A 0 ACS_Execute(126, 0, 3, 0, 0)
		stop
	}
}

// Godsphere
ACTOR Inventory_Godsphere : CustomInventory
{
	inventory.pickupmessage "Godsphere!"
	inventory.icon "ITEM03"
	inventory.maxamount 1
	
	+COUNTITEM
	
	-INVENTORY.AUTOACTIVATE
	-INVENTORY.ALWAYSPICKUP
	+INVENTORY.INVBAR
	+INVENTORY.PICKUPFLASH
	
	States
	{
	Spawn:
		ITM3 ABCDEFGH 2 bright
		ITM3 ABCDEFGH 2 bright
		ITM3 ABCDEFGH 2 bright
		ITM3 ABCDEFGH 2 bright
		ITM3 ABCDEFGH 2 bright
		ITM3 ABCDEFGH 2 bright
		ITM3 ABCDEFGH 2 bright
		ITM3 ABCDEFGH 2 bright
		ITM3 ABCDEFGH 2 bright
		ITM3 ABCDEFGH 2 bright
		ITM3 ABCDEFGH 2 bright
		ITM3 ABCDEFGH 2 bright
		ITM3 ABCDEFGH 2 bright
		ITM3 ABCDEFGH 2 bright
		ITM3 ABCDEFGH 2 bright
		ITM3 ABCDEFGH 2 bright
		ITM3 ABCDEFGH 2 bright
		ITM3 ABCDEFGH 2 bright
		ITM3 ABCDEFGH 2 bright
		ITM3 ABCDEFGH 2 bright
		ITM3 ABCDEFGH 2 bright
		ITM3 ABCDEFGH 2 bright
		ITM3 ABCDEFGH 2 bright
		ITM3 ABCDEFGH 2 bright
		ITM3 ABCDEFGH 2 bright
		ITM3 ABCDEFGH 2 bright
		ITM3 ABCDEFGH 2 bright
		ITM3 ABCDEFGH 2 bright
		ITM3 ABCDEFGH 2 bright
		ITM3 ABCDEFGH 2 bright
		ITM3 ABCDEFGH 2 bright
		ITM3 ABCDEFGH 2 bright
		ITM3 A 4 bright
		NULL ABCDEFGH 2 bright
		ITM3 A 4 bright
		NULL ABCDEFGH 2 bright
		ITM3 A 4 bright
		NULL ABCDEFGH 2 bright
		ITM3 A 4 bright
		NULL ABCDEFGH 2 bright
		ITM3 A 4 bright
		NULL ABCDEFGH 2 bright
		stop
	Use:
		TNT1 A 0 A_GiveInventory("InvulnerabilitySphere", 1)
		TNT1 A 1 A_PlaySound("p/godsphere", CHAN_AUTO, 2.0)
                TNT1 A 0 ACS_Execute(126, 0, 3, 0, 0)
		stop
	}
}

// Berserk 2.0
ACTOR Inventory_Berserk2 : CustomInventory
{
	inventory.pickupmessage "Berserk 2.0!"
	inventory.icon "ITEM04"
	inventory.maxamount 3
	
	+COUNTITEM
	
	-INVENTORY.AUTOACTIVATE
	-INVENTORY.ALWAYSPICKUP
	+INVENTORY.INVBAR
	+INVENTORY.PICKUPFLASH
	
	States
	{
	Spawn:
		ITM4 ABCDEFGH 2 bright
		ITM4 ABCDEFGH 2 bright
		ITM4 ABCDEFGH 2 bright
		ITM4 ABCDEFGH 2 bright
		ITM4 ABCDEFGH 2 bright
		ITM4 ABCDEFGH 2 bright
		ITM4 ABCDEFGH 2 bright
		ITM4 ABCDEFGH 2 bright
		ITM4 ABCDEFGH 2 bright
		ITM4 ABCDEFGH 2 bright
		ITM4 ABCDEFGH 2 bright
		ITM4 ABCDEFGH 2 bright
		ITM4 ABCDEFGH 2 bright
		ITM4 ABCDEFGH 2 bright
		ITM4 ABCDEFGH 2 bright
		ITM4 ABCDEFGH 2 bright
		ITM4 ABCDEFGH 2 bright
		ITM4 ABCDEFGH 2 bright
		ITM4 ABCDEFGH 2 bright
		ITM4 ABCDEFGH 2 bright
		ITM4 ABCDEFGH 2 bright
		ITM4 ABCDEFGH 2 bright
		ITM4 ABCDEFGH 2 bright
		ITM4 ABCDEFGH 2 bright
		ITM4 ABCDEFGH 2 bright
		ITM4 ABCDEFGH 2 bright
		ITM4 ABCDEFGH 2 bright
		ITM4 ABCDEFGH 2 bright
		ITM4 ABCDEFGH 2 bright
		ITM4 ABCDEFGH 2 bright
		ITM4 ABCDEFGH 2 bright
		ITM4 ABCDEFGH 2 bright
		ITM4 A 4 bright
		NULL ABCDEFGH 2 bright
		ITM4 A 4 bright
		NULL ABCDEFGH 2 bright
		ITM4 A 4 bright
		NULL ABCDEFGH 2 bright
		ITM4 A 4 bright
		NULL ABCDEFGH 2 bright
		ITM4 A 4 bright
		NULL ABCDEFGH 2 bright
		stop
	Use:
		TNT1 A 0 A_TakeInventory("PowerQuadDamage", 1)
		TNT1 A 0 A_GiveInventory("Berserk2", 1)
		TNT1 A 1 A_PlaySound("p/berserk2", CHAN_AUTO, 2.0)
                TNT1 A 0 ACS_Execute(126, 0, 3, 0, 0)
		stop
	}
}

// Ammo Giver
ACTOR Inventory_AmmoGiver : CustomInventory
{
	inventory.pickupmessage "Backpack!"
	inventory.icon "ITEM09"
	inventory.maxamount 3
	
	+COUNTITEM
	
	-INVENTORY.AUTOACTIVATE
	-INVENTORY.ALWAYSPICKUP
	+INVENTORY.INVBAR
	+INVENTORY.PICKUPFLASH
	
	States
	{
	Spawn:
		ITM9 A 300 bright
		ITM9 A 4 bright
		NULL A 4 bright
		ITM9 A 4 bright
		NULL A 4 bright
		ITM9 A 4 bright
		NULL A 4 bright
		ITM9 A 4 bright
		NULL A 4 bright
		ITM9 A 4 bright
		NULL A 4 bright
		stop
	Use:
		TNT1 A 1
		TNT1 A 1 A_GiveInventory("Backpack", 1)
                TNT1 A 1 ACS_Execute(106, 0, 2, 1, 0)
		stop
	}
}

actor Berserk2 : PowerupGiver 32254
{
 inventory.pickupmessage "Berserk 2.0! Hell yeah!"
 powerup.color Red 0.25
	inventory.icon "ITEM04"
 inventory.maxamount 3
 inventory.usesound "pickups/slowmo"
 powerup.type QuadDamage
 powerup.duration 2000
 translation "128:143=120:127"
 +AUTOACTIVATE
inventory.maxamount 5
   states
 {
 Spawn:
   MEGA ABCD 4 bright
   goto Spawn
 }
}

// Saw Drone
ACTOR Inventory_SawDrone : CustomInventory
{
	inventory.pickupmessage "Saw Drone!"
	inventory.icon "ITEM05"
	inventory.maxamount 8
	
	+COUNTITEM
	
	-INVENTORY.AUTOACTIVATE
	-INVENTORY.ALWAYSPICKUP
	+INVENTORY.INVBAR
	+INVENTORY.PICKUPFLASH
	
	States
	{
	Spawn:
		ITM5 ABCDEFGH 2 bright
		ITM5 ABCDEFGH 2 bright
		ITM5 ABCDEFGH 2 bright
		ITM5 ABCDEFGH 2 bright
		ITM5 ABCDEFGH 2 bright
		ITM5 ABCDEFGH 2 bright
		ITM5 ABCDEFGH 2 bright
		ITM5 ABCDEFGH 2 bright
		ITM5 ABCDEFGH 2 bright
		ITM5 ABCDEFGH 2 bright
		ITM5 ABCDEFGH 2 bright
		ITM5 ABCDEFGH 2 bright
		ITM5 ABCDEFGH 2 bright
		ITM5 ABCDEFGH 2 bright
		ITM5 ABCDEFGH 2 bright
		ITM5 ABCDEFGH 2 bright
		ITM5 ABCDEFGH 2 bright
		ITM5 ABCDEFGH 2 bright
		ITM5 ABCDEFGH 2 bright
		ITM5 ABCDEFGH 2 bright
		ITM5 ABCDEFGH 2 bright
		ITM5 ABCDEFGH 2 bright
		ITM5 ABCDEFGH 2 bright
		ITM5 ABCDEFGH 2 bright
		ITM5 ABCDEFGH 2 bright
		ITM5 ABCDEFGH 2 bright
		ITM5 ABCDEFGH 2 bright
		ITM5 ABCDEFGH 2 bright
		ITM5 ABCDEFGH 2 bright
		ITM5 ABCDEFGH 2 bright
		ITM5 ABCDEFGH 2 bright
		ITM5 ABCDEFGH 2 bright
		ITM5 A 4 bright
		NULL ABCDEFGH 2 bright
		ITM5 A 4 bright
		NULL ABCDEFGH 2 bright
		ITM5 A 4 bright
		NULL ABCDEFGH 2 bright
		ITM5 A 4 bright
		NULL ABCDEFGH 2 bright
		ITM5 A 4 bright
		NULL ABCDEFGH 2 bright
		stop
	Use:
		TNT1 A 0 A_SpawnItemEx("sfDroneSaw", 64)
		TNT1 A 1 A_SpawnItemEx("splatEmitter_CFX", 0, 0, 0, 0)
		stop
	}
}


// Mine Drone
ACTOR Inventory_MineDrone : CustomInventory
{
	inventory.pickupmessage "Mine Drone!"
	inventory.icon "ITEM06"
	inventory.maxamount 8
	
	+COUNTITEM
	
	-INVENTORY.AUTOACTIVATE
	-INVENTORY.ALWAYSPICKUP
	+INVENTORY.INVBAR
	+INVENTORY.PICKUPFLASH
	
	States
	{
	Spawn:
		ITM6 ABCDEFGH 2 bright
		ITM6 ABCDEFGH 2 bright
		ITM6 ABCDEFGH 2 bright
		ITM6 ABCDEFGH 2 bright
		ITM6 ABCDEFGH 2 bright
		ITM6 ABCDEFGH 2 bright
		ITM6 ABCDEFGH 2 bright
		ITM6 ABCDEFGH 2 bright
		ITM6 ABCDEFGH 2 bright
		ITM6 ABCDEFGH 2 bright
		ITM6 ABCDEFGH 2 bright
		ITM6 ABCDEFGH 2 bright
		ITM6 ABCDEFGH 2 bright
		ITM6 ABCDEFGH 2 bright
		ITM6 ABCDEFGH 2 bright
		ITM6 ABCDEFGH 2 bright
		ITM6 ABCDEFGH 2 bright
		ITM6 ABCDEFGH 2 bright
		ITM6 ABCDEFGH 2 bright
		ITM6 ABCDEFGH 2 bright
		ITM6 ABCDEFGH 2 bright
		ITM6 ABCDEFGH 2 bright
		ITM6 ABCDEFGH 2 bright
		ITM6 ABCDEFGH 2 bright
		ITM6 ABCDEFGH 2 bright
		ITM6 ABCDEFGH 2 bright
		ITM6 ABCDEFGH 2 bright
		ITM6 ABCDEFGH 2 bright
		ITM6 ABCDEFGH 2 bright
		ITM6 ABCDEFGH 2 bright
		ITM6 ABCDEFGH 2 bright
		ITM6 ABCDEFGH 2 bright
		ITM6 A 4 bright
		NULL ABCDEFGH 2 bright
		ITM6 A 4 bright
		NULL ABCDEFGH 2 bright
		ITM6 A 4 bright
		NULL ABCDEFGH 2 bright
		ITM6 A 4 bright
		NULL ABCDEFGH 2 bright
		ITM6 A 4 bright
		NULL ABCDEFGH 2 bright
		stop
	Use:
		TNT1 A 0 A_SpawnItemEx("sfDroneMine", 64)
		TNT1 A 1 A_SpawnItemEx("splatEmitter_CFX", 0, 0, 0, 0)
		stop
	}
}

// Special: Tesla Coil
ACTOR Inventory_TeslaCoil : CustomInventory
{
	inventory.pickupmessage "TESLA COIL, make use of it!"
	inventory.icon "ITEM07"
	inventory.maxamount 8
	
	+COUNTITEM
	
	-INVENTORY.AUTOACTIVATE
	-INVENTORY.ALWAYSPICKUP
	+INVENTORY.INVBAR
	+INVENTORY.PICKUPFLASH
	
	States
	{
	Spawn:
		ITM7 ABCDEFGH 2 bright
		ITM7 ABCDEFGH 2 bright
		ITM7 ABCDEFGH 2 bright
		ITM7 ABCDEFGH 2 bright
		ITM7 ABCDEFGH 2 bright
		ITM7 ABCDEFGH 2 bright
		ITM7 ABCDEFGH 2 bright
		ITM7 ABCDEFGH 2 bright
		ITM7 ABCDEFGH 2 bright
		ITM7 ABCDEFGH 2 bright
		ITM7 ABCDEFGH 2 bright
		ITM7 ABCDEFGH 2 bright
		ITM7 ABCDEFGH 2 bright
		ITM7 ABCDEFGH 2 bright
		ITM7 ABCDEFGH 2 bright
		ITM7 ABCDEFGH 2 bright
		ITM7 ABCDEFGH 2 bright
		ITM7 ABCDEFGH 2 bright
		ITM7 ABCDEFGH 2 bright
		ITM7 ABCDEFGH 2 bright
		ITM7 ABCDEFGH 2 bright
		ITM7 ABCDEFGH 2 bright
		ITM7 ABCDEFGH 2 bright
		ITM7 ABCDEFGH 2 bright
		ITM7 ABCDEFGH 2 bright
		ITM7 ABCDEFGH 2 bright
		ITM7 ABCDEFGH 2 bright
		ITM7 ABCDEFGH 2 bright
		ITM7 ABCDEFGH 2 bright
		ITM7 ABCDEFGH 2 bright
		ITM7 ABCDEFGH 2 bright
		ITM7 ABCDEFGH 2 bright
		ITM7 A 4 bright
		NULL ABCDEFGH 2 bright
		ITM7 A 4 bright
		NULL ABCDEFGH 2 bright
		ITM7 A 4 bright
		NULL ABCDEFGH 2 bright
		ITM7 A 4 bright
		NULL ABCDEFGH 2 bright
		ITM7 A 4 bright
		NULL ABCDEFGH 2 bright
		stop
	Use:
		TNT1 A 0 A_SpawnItemEx("TurretTesla", 64)
		TNT1 A 1 A_SpawnItemEx("splatEmitter_CFX", 0, 0, 0, 0)
		stop
	}
}

// Special: Bullet Turret
ACTOR Inventory_TurretBullet : CustomInventory
{
	inventory.pickupmessage "Bullet Turret!"
	inventory.icon "ITEM08"
	inventory.maxamount 8
	
	+COUNTITEM
	
	-INVENTORY.AUTOACTIVATE
	-INVENTORY.ALWAYSPICKUP
	+INVENTORY.INVBAR
	+INVENTORY.PICKUPFLASH
	
	States
	{
	Spawn:
		ITM8 ABCDEFGH 2 bright
		ITM8 ABCDEFGH 2 bright
		ITM8 ABCDEFGH 2 bright
		ITM8 ABCDEFGH 2 bright
		ITM8 ABCDEFGH 2 bright
		ITM8 ABCDEFGH 2 bright
		ITM8 ABCDEFGH 2 bright
		ITM8 ABCDEFGH 2 bright
		ITM8 ABCDEFGH 2 bright
		ITM8 ABCDEFGH 2 bright
		ITM8 ABCDEFGH 2 bright
		ITM8 ABCDEFGH 2 bright
		ITM8 ABCDEFGH 2 bright
		ITM8 ABCDEFGH 2 bright
		ITM8 ABCDEFGH 2 bright
		ITM8 ABCDEFGH 2 bright
		ITM8 ABCDEFGH 2 bright
		ITM8 ABCDEFGH 2 bright
		ITM8 ABCDEFGH 2 bright
		ITM8 ABCDEFGH 2 bright
		ITM8 ABCDEFGH 2 bright
		ITM8 ABCDEFGH 2 bright
		ITM8 ABCDEFGH 2 bright
		ITM8 ABCDEFGH 2 bright
		ITM8 ABCDEFGH 2 bright
		ITM8 ABCDEFGH 2 bright
		ITM8 ABCDEFGH 2 bright
		ITM8 ABCDEFGH 2 bright
		ITM8 ABCDEFGH 2 bright
		ITM8 ABCDEFGH 2 bright
		ITM8 ABCDEFGH 2 bright
		ITM8 ABCDEFGH 2 bright
		ITM8 A 4 bright
		NULL ABCDEFGH 2 bright
		ITM8 A 4 bright
		NULL ABCDEFGH 2 bright
		ITM8 A 4 bright
		NULL ABCDEFGH 2 bright
		ITM8 A 4 bright
		NULL ABCDEFGH 2 bright
		ITM8 A 4 bright
		NULL ABCDEFGH 2 bright
		stop
	Use:
		TNT1 A 0 A_SpawnItemEx("TurretBullet", 64)
		TNT1 A 1 A_SpawnItemEx("splatEmitter_CFX", 0, 0, 0, 0)
		stop
	}
}






// item spawning from dead demons, increase the probability that it will NOT spawn
ACTOR Rnd_Inventory_Soulsphere : CustomInventory
{
	radius 10
	height 10
	States
	{
	Spawn:
		NULL A 1
		NULL A 3 A_SpawnItemEx("Inventory_Soulsphere", 0, 0, 0, 0, 0, 0, 0, 0, 110)
		stop
	}
}

ACTOR Rnd_Inventory_Megasphere : CustomInventory
{
	radius 10
	height 10
	States
	{
	Spawn:
		NULL A 1
		NULL A 3 A_SpawnItemEx("Inventory_Megasphere", 0, 0, 0, 0, 0, 0, 0, 0, 110)
		stop
	}
}

//NULL A 3 A_SpawnItemEx("Inventory_Godsphere", 0, 0, 0, 0, 0, 0, 0, 0, 170)
// swapped with ammo giver v1.3 cf beta (swapped back)
ACTOR Rnd_Inventory_Godsphere : CustomInventory
{
	radius 10
	height 10
	States
	{
	Spawn:
		NULL A 1
		NULL A 3 A_SpawnItemEx("Inventory_Godsphere", 0, 0, 0, 0, 0, 0, 0, 0, 110)

		stop
	}
}

ACTOR Rnd_Inventory_Berserk2 : CustomInventory
{
	radius 10
	height 10
	States
	{
	Spawn:
		NULL A 1
		NULL A 3 A_SpawnItemEx("Inventory_Berserk2", 0, 0, 0, 0, 0, 0, 0, 0, 110)
		stop
	}
}

ACTOR Rnd_Inventory_SawDrone : CustomInventory
{
	radius 10
	height 10
	States
	{
	Spawn:
		NULL A 1
		NULL A 3 A_SpawnItemEx("Inventory_SawDrone", 0, 0, 0, 0, 0, 0, 0, 0, 110)
		stop
	}
}

ACTOR Rnd_Inventory_TurretDrone : CustomInventory
{
	radius 10
	height 10
	States
	{
	Spawn:
		NULL A 1
		NULL A 3 A_SpawnItemEx("Inventory_MineDrone", 0, 0, 0, 0, 0, 0, 0, 0, 110)
		stop
	}
}

ACTOR Rnd_Inventory_TeslaCoil : CustomInventory
{
	radius 10
	height 10
	States
	{
	Spawn:
		NULL A 1
		NULL A 1 A_JumpIf(1 == (ACS_ExecuteWithResult(769, 0, 0, 0)),"Skip")
		NULL A 3 A_SpawnItemEx("Inventory_TeslaCoil", 0, 0, 0, 0, 0, 0, 0, 0, 110)
		stop
	Skip:
		NULL A 1
		stop
	}
}


ACTOR Rnd_Inventory_TurretBullet : CustomInventory
{
	radius 10
	height 10
	States
	{
	Spawn:
		NULL A 1
		NULL A 1 A_JumpIf(1 == (ACS_ExecuteWithResult(769, 0, 0, 0)),"Skip")
		NULL A 3 A_SpawnItemEx("Inventory_TurretBullet", 0, 0, 0, 0, 0, 0, 0, 0, 110)
		stop
	Skip:
		NULL A 1
		stop
	}
}





















///// NEW 1.3 HOTFIX1 INVENTORY ITEMS


// Special: Health Dispenser
ACTOR Inventory_HealthDispenser : CustomInventory
{
	inventory.pickupmessage "Health Dispenser!"
	inventory.icon "HDIS0"
	inventory.maxamount 3
	
	+COUNTITEM
	
	-INVENTORY.AUTOACTIVATE
	-INVENTORY.ALWAYSPICKUP
	+INVENTORY.INVBAR
	+INVENTORY.PICKUPFLASH
	
	States
	{
	Spawn:
		HDIS A 100 bright
		HDIS A 100 bright
		NULL ABCDEFGH 2 bright
		HDIS A 4 bright
		NULL ABCDEFGH 2 bright
		HDIS A 4 bright
		NULL ABCDEFGH 2 bright
		HDIS A 4 bright
		NULL ABCDEFGH 2 bright
		HDIS A 4 bright
		NULL ABCDEFGH 2 bright
		stop
	Use:
		TNT1 A 0 A_SpawnItemEx("HealthDispenser", 64)
		TNT1 A 1 A_SpawnItemEx("splatEmitter_CFX", 0, 0, 0, 0)
		stop
	}
}


// Special: Ammo Dispenser
ACTOR Inventory_AmmoDispenser : CustomInventory
{
	inventory.pickupmessage "Ammo Dispenser!"
	inventory.icon "ADIS0"
	inventory.maxamount 3
	
	+COUNTITEM
	
	-INVENTORY.AUTOACTIVATE
	-INVENTORY.ALWAYSPICKUP
	+INVENTORY.INVBAR
	+INVENTORY.PICKUPFLASH
	
	States
	{
	Spawn:
		ADIS A 100 bright
		ADIS A 100 bright
		NULL ABCDEFGH 2 bright
		ADIS A 4 bright
		NULL ABCDEFGH 2 bright
		ADIS A 4 bright
		NULL ABCDEFGH 2 bright
		ADIS A 4 bright
		NULL ABCDEFGH 2 bright
		ADIS A 4 bright
		NULL ABCDEFGH 2 bright
		stop
	Use:
		TNT1 A 0 A_SpawnItemEx("AmmoDispenser", 64)
		TNT1 A 1 A_SpawnItemEx("splatEmitter_CFX", 0, 0, 0, 0)
		stop
	}
}


// Special: Marine Mine
ACTOR Inventory_MarineMine : CustomInventory
{
	inventory.pickupmessage "Your very own Mine!"
	inventory.icon "IMIN0"
	inventory.maxamount 16
	
	+COUNTITEM
	
	-INVENTORY.AUTOACTIVATE
	-INVENTORY.ALWAYSPICKUP
	+INVENTORY.INVBAR
	+INVENTORY.PICKUPFLASH
	
	States
	{
	Spawn:
		IMIN A 100 bright
		IMIN A 100 bright
		NULL ABCDEFGH 2 bright
		IMIN A 4 bright
		NULL ABCDEFGH 2 bright
		IMIN A 4 bright
		NULL ABCDEFGH 2 bright
		IMIN A 4 bright
		NULL ABCDEFGH 2 bright
		IMIN A 4 bright
		NULL ABCDEFGH 2 bright
		stop
	Use:
		TNT1 A 0 A_SpawnItemEx("Landmine", 64,-32)
		TNT1 A 0 A_SpawnItemEx("Landmine", 64,0)
		TNT1 A 0 A_SpawnItemEx("Landmine", 64,32)
		TNT1 A 1 A_SpawnItemEx("splatEmitter_CFX", 0, 0, 0, 0)
		stop
	}
}