actor ExtremeSphere : CustomInventory
{
  Inventory.PickupMessage "\c[w8]E \c[o5]X \c[w8]T R E M E !\c-"
  Inventory.Amount 1
  Inventory.PickupSound "legendary/defense"
  Renderstyle Add
  +INVENTORY.AUTOACTIVATE
  +INVENTORY.FANCYPICKUPSOUND
  +INVENTORY.ALWAYSPICKUP
  +INVENTORY.HUBPOWER
  +INVENTORY.BIGPOWERUP
  +COUNTITEM
  +FLOATBOB
  -FLOAT
  +DONTGIB
  var int user_music;
  States
  {
  Use:
  TNT1 A 0 A_JumpIf(user_music == 1,3)
  TNT1 A 0 A_GiveInventory("TrueLegendarySphere")
  TNT1 A 0 A_GiveInventory("TrueLegendaryArmorA")
  TNT1 A 0 A_GiveInventory("PowerStrength")

  TNT1 A 0 A_GiveInventory("ExtremeInvulnerability")
  TNT1 A 0 A_GiveInventory("ExtremeQuadDamage")
  TNT1 A 0 A_GiveInventory("ExtremeBlur")
  TNT1 A 0 A_GiveInventory("ExtremeCarnage")
  TNT1 A 0 A_GiveInventory("ExtremeSpeed")
  TNT1 A 0 A_GiveInventory("ExtremeJump")
  TNT1 A 0 A_GiveInventory("ExtremeFirepower")
  TNT1 A 0 A_GiveInventory("ExtremeAmmo")
  stop
  Spawn:
	TNT1 A 0 A_PlaySound("Extreme/idle",CHAN_ITEM,1.0,True)
	TNT1 A 0 Bright A_SpawnItem("EnragedHellionSmokeSpawner",0,0,0,0)
	TNT1 A 0 A_CustomMissile ("RedSparkleSpawner", 0, 0, random(0,-360), 2, random(0,360))
    XTRS ABCDEF 1 Bright A_SpawnItem("RedSphereFlare",0,38)
	TNT1 A 0 A_CustomMissile ("OrangeSparkleSpawner", 0, 0, random(0,-360), 2, random(0,360))
	TNT1 A 0 Bright A_SpawnItem("ILegImpLineSpawner",0,0,0,0)
    Loop
  }
}

actor ExtremeQuadDamage : PowerDamage 
{ 
   DamageFactor "Normal", 4.00
   inventory.icon "TNT1A0"
   powerup.duration -69
  +INVENTORY.AUTOACTIVATE
  +INVENTORY.FANCYPICKUPSOUND
  +INVENTORY.ALWAYSPICKUP
} 

actor ExtremeCarnage : PowerupGiver
{ 
powerup.color None 0.00
powerup.type QuadDamage
powerup.duration -69
+INVENTORY.AUTOACTIVATE
+INVENTORY.FANCYPICKUPSOUND
+INVENTORY.ALWAYSPICKUP
states 
 { 
 Spawn: 
   TNT1 A 1 bright 
   loop 
 } 
}

ACTOR ExtremeInvulnerability : InvulnerabilitySphere
{
  Powerup.Color RedMap
  Powerup.Type "Invulnerable"
  Powerup.Mode Reflective
  Powerup.Duration -69
  +INVENTORY.AUTOACTIVATE
  +INVENTORY.FANCYPICKUPSOUND
  +INVENTORY.ALWAYSPICKUP
}

ACTOR ExtremeBlur : BlurSphere
{
  Powerup.Type "Invisibility"
  Powerup.Duration -1
  +INVENTORY.AUTOACTIVATE
  +INVENTORY.FANCYPICKUPSOUND
  +INVENTORY.ALWAYSPICKUP
}

ACTOR ExtremeSpeed : PowerupGiver
{
powerup.color None 0.00
powerup.type Speed
powerup.duration -69
+INVENTORY.AUTOACTIVATE
+INVENTORY.FANCYPICKUPSOUND
+INVENTORY.ALWAYSPICKUP
}

ACTOR ExtremeJump : PowerupGiver
{
powerup.color None 0.00
powerup.type HighJump
powerup.duration -69
+INVENTORY.AUTOACTIVATE
+INVENTORY.FANCYPICKUPSOUND
+INVENTORY.ALWAYSPICKUP
}

ACTOR ExtremeFirepower : PowerupGiver
{
powerup.color None 0.00
powerup.type PowerDoubleFiringSpeed
powerup.duration -69
+INVENTORY.AUTOACTIVATE
+INVENTORY.FANCYPICKUPSOUND
+INVENTORY.ALWAYSPICKUP
}

ACTOR ExtremeAmmo : PowerupGiver
{
powerup.color None 0.00
powerup.type InfiniteAmmo
powerup.duration -69
+INVENTORY.AUTOACTIVATE
+INVENTORY.FANCYPICKUPSOUND
+INVENTORY.ALWAYSPICKUP
}
