ACTOR NexusAmpGoggles : CustomInventory replaces AmpGoggles
{
Scale 0.75
Inventory.Amount 1
Inventory.MaxAmount 1
Inventory.PickupMessage "Light Amp Goggles"
Inventory.PickupSound "pickups/goggles"
Inventory.UseSound " "
Inventory.Icon "INVIA0"
Tag "Amp Goggles"
-INVENTORY.INVBAR
+INVENTORY.BIGPOWERUP
+INVENTORY.HUBPOWER
+INVENTORY.UNDROPPABLE
+INVENTORY.PERSISTENTPOWER
+FLOORCLIP
+DONTGIB
States
{
Spawn:
      PVIS A 14 Bright
      PVIS B 6
      Loop
Use:
      TNT1 A 0
	  TNT1 A 1 A_JumpIfInventory("NewCell",1,1)
	  Goto Nope
	  TNT1 A 1 A_JumpIfInventory("AmpGogglesCooldown",1,"Nope")
	  TNT1 A 1 A_JumpIfInventory("AmpGogglesInfinite",1,"Disable")
	  TNT1 A 0 A_Playsound("goggles/use")
	  TNT1 A 0 A_GiveInventory("AmpGogglesCooldown",1)
	  TNT1 A 0 A_GiveInventory("AmpGogglesInfinite",1)
	  TNT1 A 1 ACS_NamedExecuteAlways("AmpGogglesActive",0)
      Fail
Disable:
      TNT1 A 0
      TNT1 A 0 A_Playsound("pickups/goggles")
	  TNT1 A 0 A_GiveInventory("AmpGogglesCooldown",1)
	  TNT1 A 1 A_TakeInventory("AmpGogglesInfinite",1)
      Fail
Nope:
      TNT1 A 1
      Fail
      } 
}

Actor AmpGogglesInfinite : PowerLightAmp
{
+INVENTORY.HUBPOWER
+INVENTORY.PERSISTENTPOWER
+NOTIMEFREEZE
Powerup.Duration 0x7FFFFFFF
Powerup.Color Green 0.05
}
Actor AmpGogglesCooldown : PowerDamage
{
+INVENTORY.ADDITIVETIME
DamageFactor "notarealdamagetype", 1.0
Powerup.duration 35
}