Actor HellfireLifeEssence : NewHealthBonus
{
 Scale 0.8
 Inventory.Amount 30
 Inventory.MaxAmount 666
 Inventory.PickupMessage "Hellfire Health Bonus"
 +INVENTORY.BIGPOWERUP
 +NOTIMEFREEZE
 -FLOAT
 States
 {
  Spawn:
	HHBZ A 0 NoDelay ACS_NamedExecuteAlways("SpawnEffectsOnItem",0,4)
  SpawnLoop:
	HHBZ ABC 4
	Loop
 }
}

Actor HellfireArmorBonus : ComplexArmorBonus
{
 Armor.SaveAmount 1
 Armor.MaxSaveAmount 666
 DamageFactor "Normal", 0.4
 DamageFactor "PDTBFG", 0.3
 DamageFactor "PDTBFGTracer", 0.3
 DamageFactor "Cyber10K", 0.05
 DamageFactor "Legendary", 0.3
 DamageFactor "LegendaryGuru", 0.3
 DamageFactor "BFGSplash", 0.3
 DamageFactor "BFGSpray", 0.3
 DamageFactor "Fire", 0.2
 DamageFactor "SatanGuard", 0.35
 Inventory.Icon "HABZC0"
 States
 {
  Spawn:
	HABZ A 0 NoDelay ACS_NamedExecuteAlways("SpawnEffectsOnItem",0,4)
  SpawnLoop:
	HABZ CDEF 4 Bright
	Loop
 }
}

Actor HellfireArmorBonusMax : CustomInventory 
{
 Scale 1.0
 Inventory.Pickupmessage "$CFLegendaryArmorBonusMaxPickup"
 Inventory.PickupSound "pickups/armorbonusmax"
 +NOTIMEFREEZE
 -INVENTORY.ALWAYSPICKUP
 -COUNTITEM
 +INVENTORY.BIGPOWERUP
 States
 {
  Spawn:
	HABZ A 0 NoDelay A_JumpIf(ACS_NamedExecuteWithResult("ArmorFlags") == 1,"HoldAndDestroy")
	TNT1 A 0 ACS_NamedExecuteAlways("SpawnEffectsOnItem",0,4)
  SpawnLoop:
	HABZ CDEF 4 Bright
	Loop
  Pickup:
	TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("ArmorBonus",40,25,500) == 0, "Null")
	TNT1 A 0 A_RailWait
	TNT1 A 0 ACS_NamedExecuteWithResult("GiveArmorBonus",40,25,500)
    Stop
  }
}


Actor EnragedLegendaryLifeEssence : NewHealthBonus 
{
 Scale 0.7
 Inventory.Amount 35
 Inventory.MaxAmount 750
 Inventory.PickupMessage "Enraged Health Bonus"
 +INVENTORY.BIGPOWERUP
 +NOTIMEFREEZE
 -FLOAT
 States
 {
  Spawn:
	BEXF A 0 NoDelay ACS_NamedExecuteAlways("SpawnEffectsOnItem",0,54)
  SpawnLoop:
	BEXF ABCD 3 Bright
	Loop
 }
}

Actor EnragedLegendaryArmorBonus : ComplexArmorBonus
{
  Armor.SaveAmount 1
  Armor.MaxSaveAmount 750
  Inventory.Icon "ELGAA0"
  DamageFactor "Normal", 0.4
  DamageFactor "PDTBFG", 0.3
  DamageFactor "PDTBFGTracer", 0.3
  DamageFactor "Cyber10K", 0.4
  DamageFactor "Legendary", 0.3
  DamageFactor "Legendary1", 0.3
  DamageFactor "LegendaryGuru", 0.3
  DamageFactor "BFGSplash", 0.3
  DamageFactor "BFGSpray", 0.3
  DamageFactor "SatanGuard", 0.35
  DamageFactor "PlayerLegendary", 0.1
  States
  {
  Spawn:
	TNT1 A 1
	Stop
  }
}

ACTOR EnragedLegendaryArmorBonusMax : CustomInventory
{
 scale 0.75
 Inventory.Pickupmessage "Enraged Armor Bonus"
  +NOTIMEFREEZE
  -INVENTORY.ALWAYSPICKUP
  -COUNTITEM
  +INVENTORY.BIGPOWERUP
 States
 {
  Spawn:
	BXXF A 0 NoDelay A_JumpIf(ACS_NamedExecuteWithResult("ArmorFlags") == 1,"HoldAndDestroy")
	TNT1 A 0 ACS_NamedExecuteAlways("SpawnEffectsOnItem",0,55)
  SpawnLoop:
	BXXF ABCDEFGHIJKJIHGFEDCB 2 Bright
	Loop
  Pickup:
	TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("ArmorBonus",35,26,750) == 0, "Null")
	TNT1 A 0 A_RailWait
	TNT1 A 0 ACS_NamedExecuteWithResult("GiveArmorBonus",35,26,750)
	Stop
 }
}


/*Actor SuperHealthBonus : HellfireHealthBonus
{
 Scale 0.8
 Inventory.Amount 128
 Inventory.PickupSound "Pickups/LichSkull"
 Inventory.PickupMessage "Mysterious Health Bonus filled with Pure Rage"
 Inventory.MaxAmount 6666
 +INVENTORY.BIGPOWERUP
 +NOTIMEFREEZE
 +BIGPOWERUP
 States
 {
  Spawn:
	TNT1 A 0 NoDelay ACS_NamedExecuteAlways("SpawnEffectsOnItem",0,55,107)
  SpawnLoop:
	EHLZ A 5 Bright
	Loop
 }
}

Actor SuperArmorBonus : ComplexArmorBonus 
{
 +NORADIUSDMG
 +NOTIMEFREEZE
 +BIGPOWERUP
 -INVENTORY.QUIET
 +INVENTORY.BIGPOWERUP
 Scale 0.8
 Armor.SaveAmount 128
 Armor.MaxSaveAmount 6666
 Inventory.PickupMessage "Mysterious Armor Bonus Filled with Pure Rage"
 DamageFactor  0.01
 Inventory.Icon "EHLXA0"
 States
 {
  Spawn:
	TNT1 A 0 NoDelay ACS_NamedExecuteAlways("SpawnEffectsOnItem",0,55,108)
  SpawnLoop:
	EHLX A 5 Bright
	Loop
 }
}