Actor VoidRune : CustomInventory
{
 +FloatBob
 +Inventory.InvBar
 +Inventory.PickupFlash
 +Inventory.FancyPickupSound
 +INVENTORY.HUBPOWER
 +INVENTORY.PERSISTENTPOWER
 +Inventory.AUTOACTIVATE
 Inventory.Amount 1
 Inventory.MaxAmount 0
 Inventory.Icon "BLRNA0"
 ActiveSound "VoidRune/Idle"
 Inventory.PickupMessage "Void Rune: Gain a fearful invisibility when taking health damage"
 States
 {
  Spawn:
	TNT1 A 0 NoDelay A_JumpIf(ACS_NamedExecuteWithResult("GetCVar",9) == 1, "HoldAndDestroy")
	TNT1 A 0 ACS_NamedExecuteAlways("SpawnEffectsOnItem",0,116)
  SpawnLoop:
	TNT1 A 0 A_PlaySound("VoidRune/Idle",7,1.0,1)
	BLRN ABCDDCBA 4 Bright
	Loop
  Pickup:
	TNT1 A 0 A_JumpIfInventory("VoidRuneToken",1,"Null")
	TNT1 A 0 A_PlaySound("Pyro/blast",6)
	TNT1 A 0 A_GiveInventory("VoidRuneToken")
	TNT1 A 0 A_GiveInventory("VoidRuneFull")
	TNT1 A 1 A_StopSound(7)
	Stop
 }
}

Actor VoidFlameSpawner : RedParticleSpawner
{
 +NOTIMEFREEZE
 +NOINTERACTION
 States
 {
  Spawn:
	TNT1 A 0 
	TNT1 A 1 Bright A_SpawnItemEx("VoidFlame",random(5,-5),random(5,-5),random(10,20),0,0,random(2,4),0,SXF_NOCHECKPOSITION|SXF_CLIENTSIDE,0)
	Stop
 }
}
ACTOR VoidFlame 
{
 RenderStyle Add
 Scale 0.5
 +NOTIMEFREEZE
 +NOINTERACTION
 +FORCEXYBILLBOARD
 +NOBLOCKMAP
 States
 {
  Spawn:
	TNT1 A 1 NoDelay A_JumpIf(ACS_NamedExecuteWithResult("CheckVanilla") == 1, "Vanilla")
	TNT1 A 0 A_SetTics(Random(0,3))
	PMKE ABCDEFGHIJKL 2 Bright A_FadeOut(0.1,1)
	Wait
  Vanilla:
	TNT1 A 1
	Stop
 }
}

Actor VoidRuneToken : LegendaryRuneItem { }
Actor VoidRuneFull : LegendaryRuneItem { }
Actor VoidRuneDepleted : LegendaryRuneItem { }
Actor VoidRuneRegA : LegendaryRuneItem { }
Actor VoidRuneRegB : LegendaryRuneItem { }
Actor VoidRuneRegC : LegendaryRuneItem { }

ACTOR PowerVoid : PowerInvisibility
{
  Powerup.Duration -15
  Powerup.Strength 100
  Powerup.Mode "Cumulative"
}

ACTOR PowerVoidFrighten : PowerFrightener
{
  Powerup.Duration -15
}
