ACTOR UltraSphereNoAmmo : Ultrasphere
{
 -INVENTORY.BIGPOWERUP
 States
  {
  Pickup:
	TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("CheckHealthPool") == 1 && ACS_NamedExecuteWithResult("CheckArmorPool") == 1,"Null")
	TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("ArmorFlags") == 1,2)
	TNT1 A 0 ACS_NamedExecuteAlways("GiveArmorPool",0,250,2)
	TNT1 A 0 ACS_NamedExecuteAlways("GiveHealthPool",0,250)
	Stop
 }
}

Actor HellStormBomb : HellStormBombbase
{
+FRIENDLY
Species "Player"
}

Actor HellStormBomb1 : HellStormBomb1Base
{
+FRIENDLY
Species "Player"
}

Actor ttkUseIcon
{
Scale 0.75
+NOBLOCKMAP
+NOTELEPORT
+DONTSPLASH
+NOINTERACTION
-FLOAT
 States
 {
  Spawn:
	USME BBBBBB 3 A_Warp(AAPTR_MASTER,0,0,20,0,WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE)
	USME BBBBBB 3 A_Warp(AAPTR_MASTER,0,0,25,0,WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE)
	Loop
 }
}

Actor ttkGiveAll: CustomInventory
{
 Inventory.MaxAmount 2
 States
 {
  Pickup:
	TNT1 A 0 ACS_NamedExecuteAlways("ttkGivingAll")
	Stop
 }
}

Actor ttkFader: CustomInventory
{
 States
 {
  Pickup:
	TNT1 A 0 A_ChangeFlag("SHOOTABLE",false)
	TNT1 A 0 A_ChangeFlag("NONSHOOTABLE",true)
	Stop
 }
}

Actor ttkAntiFader: CustomInventory
{
 States
 {
  Pickup:
	TNT1 A 0 A_ChangeFlag("SHOOTABLE",true)
	TNT1 A 0 A_ChangeFlag("NONSHOOTABLE",false)
	Stop
 }
}

Actor ttkHackroStunner: CustomInventory
{
 States
 {
  Pickup:
	TNT1 A 0 A_SetTics(-1)
	Stop
  Use:
	TNT1 A 0 A_SetTics(1)
	Stop
 }
}

Actor ttkHackroNopain: CustomInventory
{
 States
 {
  Pickup:
	TNT1 A 0 A_ChangeFlag("NOPAIN",true)
	Stop
 }
}

Actor ttkHackropain: CustomInventory
{
 States
 {
  Pickup:
	TNT1 A 0 A_ChangeFlag("NOPAIN",false)
	Stop
 }
}