//The fix zone
//The fix zone
//The fix zone

//PartyBall in CoreActorReplace for spawn height issue and Bobbing

actor Beef_ElectricShockDamager_Fix : Beef_ElectricShockDamager replaces Beef_ElectricShockDamager
{
damagetype "ElectricShock"
}

actor Item2Platform_Fix : Item2Platform replaces Item2Platform
{
damagefactor "Normal", 0.0
}

//The fix zone
//The fix zone
//The fix zone



//Objects that need DONTDRAIN for Plantman and friends

actor OilCanister_Drain : OilCanister replaces OilCanister{+DONTDRAIN Health 100}

actor LeafShieldGuard_Drain : LeafShieldGuard replaces LeafShieldGuard{+DONTDRAIN}//Might not be needed

actor ConcreteBlock_Drain : ConcreteBlock replaces ConcreteBlock{+DONTDRAIN Health 50}

actor BlackHolePart_Drain : BlackHolePart replaces BlackHolePart{+DONTDRAIN +NOTARGETSWITCH}

//Within actors/CopyWep/BeefUpCoreDam.txt
//OilBlob
//IceWall

//Within actors/General_C/CoreActorReplace.txt
//FirePillar
//TeruTeru
//PirateMine
//MirrorBuster1
//MirrorBuster2


//Original Skulltag/Zandronum runes

ACTOR Rune_ST : PowerupGiver
{
	Game Doom
	Game Heretic
	Game Hexen
	+COUNTITEM
	+NOGRAVITY
	+INVENTORY.AUTOACTIVATE
	+INVENTORY.INVBAR
	+INVENTORY.FANCYPICKUPSOUND
	Inventory.DefMaxAmount
	Inventory.MaxAmount 0
	Powerup.Duration 0x7FFFFFFC
}


ACTOR PowerStrength_ST : PowerDamage
{
	Damagefactor normal, 2.0
}
ACTOR PowerRage_ST : PowerDoubleFiringSpeed{}
ACTOR PowerDrain_ST : PowerDrain{}
ACTOR PowerSpread_ST : PowerSpread{}
ACTOR PowerResistance_ST : PowerProtection
{
	Damagefactor normal, 0.5
}
ACTOR PowerRegeneration_ST : PowerRegeneration
{
Powerup.Strength 5
}
ACTOR PowerProsperity_ST : PowerInfiniteAmmo{}//PowerProsperity{}//This breaks PowerRegeneration
ACTOR PowerReflection_ST : PowerReflection{}
ACTOR PowerHighJump_ST : PowerHighJump
{
	//Powerup.Strength 1.5//2
}
ACTOR PowerHaste_ST : PowerSpeed
{
	Speed 1.25
}

ACTOR RUNECOLLECTION_ST : BasicHelper
{
States
{
Spawn:
TNT1 A 0
TNT1 A 0 A_SpawnItemEx("StrengthRune_ST",50,-100)
TNT1 A 0 A_SpawnItemEx("RageRune_ST",50,-80)
TNT1 A 0 A_SpawnItemEx("DrainRune_ST",50,-60)
TNT1 A 0 A_SpawnItemEx("SpreadRune_ST",50,-40)
TNT1 A 0 A_SpawnItemEx("ResistanceRune_ST",50,-20)
TNT1 A 0 A_SpawnItemEx("RegenerationRune_ST",50,0)
TNT1 A 0 A_SpawnItemEx("ProsperityRune_ST",50,20)
TNT1 A 0 A_SpawnItemEx("ReflectionRune_ST",50,40)
TNT1 A 0 A_SpawnItemEx("HighJumpRune_ST",50,60)
TNT1 A 0 A_SpawnItemEx("HasteRune_ST",50,80)
stop
}
}

ACTOR StrengthRune_ST : Rune_ST
{
	Inventory.Icon STRRA0
	Powerup.Type Strength_ST
	Inventory.PickupMessage "$PICKUP_STRENGTH"
	Inventory.PickupAnnouncerEntry "strength"
	States
	{
	Spawn:
		ST_R "YZ[" 6
		//STRR ABCD 6
		Loop
	}
}

ACTOR RageRune_ST : Rune_ST
{
	Inventory.Icon RAGRA0
	Powerup.Type Rage_ST
	Inventory.PickupMessage "$PICKUP_RAGE"
	Inventory.PickupAnnouncerEntry "rage"
	States
	{
	Spawn:
		ST_R LMNO 6
		//RAGR ABCDEFGH 6
		Loop
	}
}

ACTOR DrainRune_ST : Rune_ST
{
	Inventory.Icon DRARA0
	Powerup.Type Drain_ST
	Inventory.PickupMessage "$PICKUP_DRAIN"
	Inventory.PickupAnnouncerEntry "drain"
	States
	{
	Spawn:
		ST_R AB 6
		//DRAR ABCD 6
		Loop
	}
}

ACTOR SpreadRune_ST : Rune_ST
{
	+FLOATBOB
	Inventory.Icon SPRRA0
	Powerup.Type Spread_ST
	Inventory.PickupMessage "$PICKUP_SPREAD"
	Inventory.PickupAnnouncerEntry "spread"
	States
	{
	Spawn:
		ST_R WX 6
		//SPRR ABCD 6
		Loop
	}
}

ACTOR ResistanceRune_ST : Rune_ST
{
	Inventory.Icon RESRA0
	Powerup.Type Resistance_ST
	Inventory.PickupMessage "$PICKUP_RESISTANCE"
	Inventory.PickupAnnouncerEntry "resistance"
	States
	{
	Spawn:
		ST_R TUV 6
		//RESR ABCDEFGH 6
		Loop
	}
}

ACTOR RegenerationRune_ST : Rune_ST
{
	+FLOATBOB
	Inventory.Icon REGRA0
	Powerup.Type Regeneration_ST
	Inventory.PickupMessage "$PICKUP_REGENERATION"
	Inventory.PickupAnnouncerEntry "regeneration"
	Powerup.Strength 25
	States
	{
	Spawn:
		ST_R RS 6
		//REGR AB 6
		Loop
	}
}

ACTOR ProsperityRune_ST : Rune_ST
{
	Inventory.Icon PRSRA0
	Powerup.Type Prosperity_ST
	Inventory.PickupMessage "$PICKUP_PROSPERITY"
	Inventory.PickupAnnouncerEntry "prosperity"
	States
	{
	Spawn:
		ST_R IJK 6
		//PRSR ABCD 6
		Loop
	}
}

ACTOR ReflectionRune_ST : Rune_ST
{
	+FLOATBOB
	Inventory.Icon REFRA0
	Powerup.Type Reflection_ST
	Inventory.PickupMessage "$PICKUP_REFLECTION"
	Inventory.PickupAnnouncerEntry "reflection"
	States
	{
	Spawn:
		ST_R PQ 6
		//REFR BA 6
		Loop
	}
}

ACTOR HighJumpRune_ST : Rune_ST
{
	Inventory.Icon HIJRA0
	Powerup.Type HighJump_ST
	Inventory.PickupMessage "$PICKUP_HIGHJUMP"
	Inventory.PickupAnnouncerEntry "highjump"
	States
	{
	Spawn:
		ST_R GH 6
		//HIJR ABCD 6
		Loop
	}
}

ACTOR HasteRune_ST : Rune_ST
{
	+FLOATBOB
	Inventory.Icon HASRA0
	Powerup.Type Haste_ST
	Inventory.PickupMessage "$PICKUP_HASTE"
	Inventory.PickupAnnouncerEntry "haste"
	States
	{
	Spawn:
		ST_R CDEF 6
		//HASR ABCD 6
		Loop
	}
}

#include "actors/General_C/FunForAll.txt"