actor RGABerserkPowerEffect : PowerProtection
{
  damagefactor "RGABullet", 0.85
  damagefactor "Shotgungib", 0.85
  damagefactor "Shotgun", 0.85
  damagefactor "Dragon", 0.85
  damagefactor "Dragonsplosion", 0.85
  damagefactor "Rifle", 0.85
  damagefactor "Sniper", 0.85
  damagefactor "Explosion", 0.85
  damagefactor "LMG", 0.85
  damagefactor "BigPistol", 0.85
  damagefactor "Fire", 0.85
  damagefactor "Normal", 0.85
  damagefactor "NormalExplode", 0.85
  damagefactor "Slime", 0.85
  damagefactor "Stun", 0.85
  damagefactor "Stun2", 0.85
  damagefactor "Stun3", 0.85
  damagefactor "ScriptedMarine", 0.85
  damagefactor "Ice", 0.85
  damagefactor "RGAFire", 0.85
  damagefactor "RevenantBall", 0.85
  damagefactor "Cyber", 0.85
  damagefactor "BarrelBoom", 0.85
  damagefactor "Crush", 0.85
  damagefactor "CcardsPoison", 0.85
  damagefactor "CcSpider", 0.85
  damagefactor "DeathExplosionCard", 0.85
}

actor RGABerserkPower : PowerupGiver
{
  Tag ""
  inventory.maxamount 0
  powerup.type "RGABerserkPowerEffect"
  Powerup.Color 255, 0, 0, 0.1
  powerup.duration -30
  +AUTOACTIVATE
  states
  {
  Spawn:
    TNT1 A -1
    stop
  }
}

actor RGABerserk : Berserk replaces Berserk
{
  Inventory.PickupMessage "Berserk Pack! Heal and 15% resistance!"
  States
  {
  Spawn:
    PSTR A -1
    Stop
  Pickup:
    TNT1 A 0 A_GiveInventory("RGABerserkPower")
    TNT1 A 0 HealThing(100, 0)
    Stop
  }
}

actor RGAInfraredPowerEffect : PowerDamage
{
  Tag ""
  damagefactor "RGABullet", 1.25
  damagefactor "Shotgungib", 1.25
  damagefactor "Shotgun", 1.25
  damagefactor "Dragon", 1.25
  damagefactor "DragonF", 1.25
  damagefactor "Sniper", 1.25
  damagefactor "Rifle", 1.25
  damagefactor "LMG", 1.25
  damagefactor "BigPistol", 1.25
}

ACTOR RGAInfrared : Infrared replaces Infrared
{
  Inventory.PickupMessage "Target Visor! 25% bullet damage!"
  Powerup.Type "RGAInfraredPowerEffect"
  Powerup.Color 0, 255, 0, 0.1
  powerup.duration -30
}

actor InvulSphere : InvulnerabilitySphere replaces InvulnerabilitySphere
{
	Tag "Invulnerability"
	Inventory.RespawnTics 2100
	powerup.color GoldMap
}

actor BlurSphere2 : BlurSphere replaces BlurSphere
{
	Tag "Partial Invisibility"
	Inventory.RespawnTics 1575
}

actor Soulsphere2 : SoulSphere replaces SoulSphere
{
	Tag "Supercharge"
	Inventory.Amount 100
	Inventory.MaxAmount 300
}

actor Soulsphere3 : Soulsphere2
{
	Tag "Supercharge"
	-COUNTITEM
	-TELESTOMP
	States
	{
	Spawn:
		SOUL ABCDCBABCDCBABCDCBABCDCBABCDCB 6 BRIGHT
		SOUL ABCDCBABCDCBABCDCBABCDCBABCDCB 6 BRIGHT
		SOUL ABCDCBABCDCBABCDCBABCDCBABCDCB 6 BRIGHT
		SOUL ABCDCBABCDCBABCDCBABCDCBABCDCB 6 BRIGHT
		SOUL ABCDCBABCDCBABCDCBABCDCBABCDCB 6 BRIGHT
		SOUL A 0 A_FadeOut (0.05)
		Goto Spawn+90
	}
}

actor Megasphere2 : Megasphere replaces Megasphere
{
	Tag "MegaSphere"
	Inventory.RespawnTics 1575

	States
	{
	Pickup:
		TNT1 A 0 A_GiveInventory("BlueArmorForMegasphere", 1)
		TNT1 A 0 A_JumpIfInventory("DustonMedallion", 1, "Give500")
		TNT1 A 0 A_GiveInventory("MegasphereHealth300", 1)
		Stop
	Give500:
		TNT1 A 0 A_GiveInventory("MegasphereHealth500", 1)
		Stop
	}
}
actor MegasphereHealth300 : MegasphereHealth
{
	Inventory.Amount 300
	Inventory.MaxAmount 300
}
actor MegasphereHealth500 : MegasphereHealth
{
	Inventory.Amount 500
	Inventory.MaxAmount 500
}