// No Teleport Freeze tokens
/*
ACTOR PowerNoTeleFreezeSpeed : PowerSpeed
{
	Speed 1.00002
	Inventory.Amount 1
	Inventory.MaxAmount 1
	+POWERSPEED.NOTRAIL
}

ACTOR NoTeleFreezeToken : PowerupGiver
{
	Powerup.Type "NoTeleFreezeSpeed"
	Powerup.Duration 0x7FFFFFFF
	-INVENTORY.INVBAR
	+INVENTORY.ALWAYSPICKUP
	+INVENTORY.AUTOACTIVATE
}
*/
// Powerup trails

ACTOR IDMPowerupTrail : PowerSpeed
/* The after-image effect for most powerups which don't utilize the
   Powerup.Colormap property.*/
{
	-INVENTORY.INVBAR
	+CLIENTSIDEONLY
	Powerup.Duration -20
	Inventory.Amount 1
	Inventory.MaxAmount 10
	Speed 1.0
}

ACTOR IDMPowerupTrail10 : IDMPowerupTrail
{
	Powerup.Duration -10
}

ACTOR PowerRageInvulnerable : PowerInvulnerable
{
	Inventory.Icon "INVULN1"
}

ACTOR PowerPickupProtection : PowerRageInvulnerable
{
	+INVENTORY.ADDITIVETIME
}

ACTOR PickupProtection : PowerupGiver
{
	-INVENTORY.INVBAR
	+INVENTORY.AUTOACTIVATE
	+INVENTORY.ALWAYSPICKUP
	Powerup.Color "White", 0.125
	Powerup.Type PickupProtection
	Powerup.Duration 35
}

ACTOR PowerNothing : Powerup
{}

ACTOR OKSphere : CustomInventory 10100
{
	+FLOAT
	+FLOATBOB
	+NOGRAVITY
	-INVENTORY.INVBAR
	+INVENTORY.AUTOACTIVATE
	+INVENTORY.ALWAYSPICKUP
	Inventory.PickupMessage "Ok..."
	Inventory.PickupSound "misc/bonus_pkup"
	Tag "OK Sphere...(Does nothing. Just don't use this in your map.)"
	//$Category Powerups
	States
	{
	Spawn:
	  OKSP A 35 Bright
	  OKSP B 10 Bright
	  Loop
	Pickup:
	  TNT1 A 0 A_Print("\n\n\n\n\n\n\n\n\nOk...")
	  Stop
	}
}

ACTOR PowerShamefulDamage : PowerDamage
{
	DamageFactor "Normal", 0.1
	Powerup.Duration 0x7FFFFFFF
}

ACTOR ModifierDoubleFire : PowerupGiver
{
	Powerup.Type "DoubleFiringSpeed"
	Powerup.Duration 0
	+INVENTORY.AUTOACTIVATE
	+INVENTORY.ALWAYSPICKUP
	-INVENTORY.INVBAR
}