actor Perk1_SOH : Ammo
{
    inventory.amount 1
    inventory.maxamount 1
    ammo.backpackamount 0
    ammo.backpackmaxamount 1
    +IGNORESKILL
}

actor Perk1_SOH_PRO : Ammo
{
    inventory.amount 1
    inventory.maxamount 1
    ammo.backpackamount 0
    ammo.backpackmaxamount 1
    +IGNORESKILL
}

actor Perk1_SOH_MIGHTY : Ammo
{
    inventory.amount 1
    inventory.maxamount 1
    ammo.backpackamount 0
    ammo.backpackmaxamount 1
    +IGNORESKILL
}

actor Perk1_ExtremeConditioning : Ammo
{
    inventory.amount 1
    inventory.maxamount 1
    ammo.backpackamount 0
    ammo.backpackmaxamount 1
    +IGNORESKILL
}

actor Perk1_ExtremeConditioning_PRO : Ammo
{
    inventory.amount 1
    inventory.maxamount 1
    ammo.backpackamount 0
    ammo.backpackmaxamount 1
    +IGNORESKILL
}

actor Perk1_ExtremeConditioning_MIGHTY : Ammo
{
    inventory.amount 1
    inventory.maxamount 1
    ammo.backpackamount 0
    ammo.backpackmaxamount 1
    +IGNORESKILL
}

actor Perk1_OneManArmy : Ammo
{
    inventory.amount 1
    inventory.maxamount 1
    ammo.backpackamount 0
    ammo.backpackmaxamount 1
    +IGNORESKILL
}

actor Perk1_OneManArmy_PRO : Ammo
{
    inventory.amount 1
    inventory.maxamount 1
    ammo.backpackamount 0
    ammo.backpackmaxamount 1
    +IGNORESKILL
}

actor Perk1_OneManArmy_MIGHTY : Ammo
{
    inventory.amount 1
    inventory.maxamount 1
    ammo.backpackamount 0
    ammo.backpackmaxamount 1
    +IGNORESKILL
}

actor Perk1_Scavenger : Ammo
{
    inventory.amount 1
    inventory.maxamount 1
    ammo.backpackamount 0
    ammo.backpackmaxamount 1
    +IGNORESKILL
}

actor Perk1_Scavenger_PRO : Ammo
{
    inventory.amount 1
    inventory.maxamount 1
    ammo.backpackamount 0
    ammo.backpackmaxamount 1
    +IGNORESKILL
}

actor Perk2_Juggernaut : Ammo
{
    inventory.amount 1
    inventory.maxamount 1
    ammo.backpackamount 0
    ammo.backpackmaxamount 1
    +IGNORESKILL
}

actor Perk2_Juggernaut_PRO : Ammo
{
    inventory.amount 1
    inventory.maxamount 1
    ammo.backpackamount 0
    ammo.backpackmaxamount 1
    +IGNORESKILL
}

actor Perk2_ColdBlooded : Ammo
{
    inventory.amount 1
    inventory.maxamount 1
    ammo.backpackamount 0
    ammo.backpackmaxamount 1
    +IGNORESKILL
}

actor Perk2_ColdBlooded_PRO : Ammo
{
    inventory.amount 1
    inventory.maxamount 1
    ammo.backpackamount 0
    ammo.backpackmaxamount 1
    +IGNORESKILL
}

actor Perk2_StoppingPower : Ammo
{
    inventory.amount 1
    inventory.maxamount 1
    ammo.backpackamount 0
    ammo.backpackmaxamount 1
    +IGNORESKILL
}

actor Perk2_StoppingPower_PRO : Ammo
{
    inventory.amount 1
    inventory.maxamount 1
    ammo.backpackamount 0
    ammo.backpackmaxamount 1
    +IGNORESKILL
}

actor Perk2_DangerClose : Ammo
{
    inventory.amount 1
    inventory.maxamount 1
    ammo.backpackamount 0
    ammo.backpackmaxamount 1
    +IGNORESKILL
}

actor Perk2_DangerClose_PRO : Ammo
{
    inventory.amount 1
    inventory.maxamount 1
    ammo.backpackamount 0
    ammo.backpackmaxamount 1
    +IGNORESKILL
}

actor Perk3_SteadyAim : Ammo
{
    inventory.amount 1
    inventory.maxamount 1
    ammo.backpackamount 0
    ammo.backpackmaxamount 1
    +IGNORESKILL
}

actor Perk3_SteadyAim_PRO : Ammo
{
    inventory.amount 1
    inventory.maxamount 1
    ammo.backpackamount 0
    ammo.backpackmaxamount 1
    +IGNORESKILL
}

actor Perk3_Commando : Ammo
{
    inventory.amount 1
    inventory.maxamount 1
    ammo.backpackamount 0
    ammo.backpackmaxamount 1
    +IGNORESKILL
}

actor Perk3_Commando_PRO : Ammo
{
    inventory.amount 1
    inventory.maxamount 1
    ammo.backpackamount 0
    ammo.backpackmaxamount 1
    +IGNORESKILL
}

actor Perk3_LastStand : Ammo
{
    inventory.amount 1
    inventory.maxamount 1
    ammo.backpackamount 0
    ammo.backpackmaxamount 1
    +IGNORESKILL
}

actor Perk3_LastStand_PRO : Ammo
{
    inventory.amount 1
    inventory.maxamount 1
    ammo.backpackamount 0
    ammo.backpackmaxamount 1
    +IGNORESKILL
}

actor Perk4_Stun : Ammo
{
    inventory.amount 1
    inventory.maxamount 1
    ammo.backpackamount 0
    ammo.backpackmaxamount 1
    +IGNORESKILL
}

actor Perk4_Inc : Ammo
{
    inventory.amount 1
    inventory.maxamount 1
    ammo.backpackamount 0
    ammo.backpackmaxamount 1
    +IGNORESKILL
}

actor Perk4_StunClass : CustomInventory 
{
  inventory.pickupmessage "Stun Grenades"
  inventory.pickupsound "spas/pump"
  +INVENTORY.AUTOACTIVATE
  //inventory.respawntics 70
  scale 0.17
  States
  {
  Spawn:
    WEP2 J 0
    stop
  Pickup:
    WEP2 J 0
    WEP2 J 0 ACS_NamedExecuteAlways("StunForClass",0)
    stop
  }
}
actor Perk4_IncClass : CustomInventory 
{
  inventory.pickupmessage "Incedinary Grenades"
  inventory.pickupsound "spas/pump"
  +INVENTORY.AUTOACTIVATE
  //inventory.respawntics 70
  scale 0.17
  States
  {
  Spawn:
    WEP2 J 0
    stop
  Pickup:
    WEP2 J 0
    WEP2 J 0 ACS_NamedExecuteAlways("IncForClass",0)
    stop
  }
}

/*actor Perk4_Revivalkit : Ammo
{
    inventory.amount 1
    inventory.maxamount 1
    ammo.backpackamount 0
    ammo.backpackmaxamount 1
    +IGNORESKILL
}*/

actor Perk1_SOHPickup : CustomInventory
{
  Tag "Sleight of Hand"
  Scale 0.5
  inventory.respawntics 2100
  +INVENTORY.QUIET
  +INVENTORY.AUTOACTIVATE
  states
  {
  Spawn:
    PER1 A 6
    PER1 A 6 BRIGHT
    loop
  Pickup:
    TNT1 A 0 A_JumpIfInventory("Perk1_SOH",1,5)
	TNT1 A 0 HealThing(100, 0)
    TNT1 A 0 ACS_NamedExecuteAlways("RefPerkA",0,0,1,0)
	TNT1 A 0 ACS_NamedExecuteWithResult("RefPickC",0,0,0)
    TNT1 A 0 A_JumpIf((ACS_NamedExecuteWithResult("RefCheckVar",1,0,0)) == 1, 1)
    stop
    TNT1 A 0
    fail
  }
}

actor Perk1_ExtremeConditioningPickup : Perk1_SOHPickup
{
  Tag "Extreme Conditioning"
  states
  {
  Spawn:
    PER1 B 6
    PER1 B 6 BRIGHT
    loop
  Pickup:
    TNT1 A 0 A_JumpIfInventory("Perk1_ExtremeConditioning",1,5)
	TNT1 A 0 HealThing(100, 0)
    TNT1 A 0 ACS_NamedExecuteAlways("RefPerkA",0,1,1,0)
	TNT1 A 0 ACS_NamedExecuteWithResult("RefPickC",0,0,0)
    TNT1 A 0 A_JumpIf((ACS_NamedExecuteWithResult("RefCheckVar",1,0,0)) == 1, 1)
    stop
    TNT1 A 0
    fail
  }
}

actor Perk1_OneManArmyPickup : Perk1_SOHPickup
{
  Tag "One Man Army"
  states
  {
  Spawn:
    PER1 C 6
    PER1 C 6 BRIGHT
    loop
  Pickup:
    TNT1 A 0 A_JumpIfInventory("Perk1_OneManArmy",1,5)
	TNT1 A 0 HealThing(100, 0)
    TNT1 A 0 ACS_NamedExecuteAlways("RefPerkA",0,2,1,0)
	TNT1 A 0 ACS_NamedExecuteWithResult("RefPickC",0,0,0)
    TNT1 A 0 A_JumpIf((ACS_NamedExecuteWithResult("RefCheckVar",1,0,0)) == 1, 1)
    stop
    TNT1 A 0
    fail
  }
}
actor Perk1_ScavengerPickup : Perk1_SOHPickup
{
  Tag "Scavenger"
  states
  {
  Spawn:
    PER1 D 6
    PER1 D 6 BRIGHT
    loop
  Pickup:
    TNT1 A 0 A_JumpIfInventory("Perk1_Scavenger",1,5)
	TNT1 A 0 HealThing(100, 0)
    TNT1 A 0 ACS_NamedExecuteAlways("RefPerkA",0,17,1,0)
	TNT1 A 0 ACS_NamedExecuteWithResult("RefPickC",0,0,0)
    TNT1 A 0 A_JumpIf((ACS_NamedExecuteWithResult("RefCheckVar",1,0,0)) == 1, 1)
    stop
    TNT1 A 0
    fail
  }
}

actor Perk2_StoppingPowerPickup : Perk1_SOHPickup
{
  Tag "Stopping Power"
  states
  {
  Spawn:
    PER2 A 6
    PER2 A 6 BRIGHT
    loop
  Pickup:
    TNT1 A 0 A_JumpIfInventory("Perk2_StoppingPower",1,5)
	TNT1 A 0 HealThing(100, 0)
    TNT1 A 0 ACS_NamedExecuteAlways("RefPerkA",0,3,1,0)
	TNT1 A 0 ACS_NamedExecuteWithResult("RefPickC",0,0,0)
    TNT1 A 0 A_JumpIf((ACS_NamedExecuteWithResult("RefCheckVar",1,0,0)) == 1, 1)
    stop
    TNT1 A 0
    fail
  }
}
actor Perk2_DangerClosePickup : Perk1_SOHPickup
{
  Tag "Danger Close"
  states
  {
  Spawn:
    PER2 B 6
    PER2 B 6 BRIGHT
    loop
  Pickup:
    TNT1 A 0 A_JumpIfInventory("Perk2_DangerClose",1,5)
	TNT1 A 0 HealThing(100, 0)
    TNT1 A 0 ACS_NamedExecuteAlways("RefPerkA",0,4,1,0)
	TNT1 A 0 ACS_NamedExecuteWithResult("RefPickC",0,0,0)
    TNT1 A 0 A_JumpIf((ACS_NamedExecuteWithResult("RefCheckVar",1,0,0)) == 1, 1)
    stop
    TNT1 A 0
    fail
  }
}
actor Perk2_JuggernautPickup : Perk1_SOHPickup
{
  Tag "Juggernaut"
  states
  {
  Spawn:
    PER2 C 6
    PER2 C 6 BRIGHT
    loop
  Pickup:
    TNT1 A 0 A_JumpIfInventory("Perk2_Juggernaut",1,5)
	TNT1 A 0 HealThing(100, 0)
    TNT1 A 0 ACS_NamedExecuteAlways("RefPerkA",0,5,1,0)
	TNT1 A 0 ACS_NamedExecuteWithResult("RefPickC",0,0,0)
    TNT1 A 0 A_JumpIf((ACS_NamedExecuteWithResult("RefCheckVar",1,0,0)) == 1, 1)
    stop
    TNT1 A 0
    fail
  }
}
actor Perk2_ColdBloodedPickup : Perk1_SOHPickup
{
  Tag "Cold Blooded"
  states
  {
  Spawn:
    PER2 D 6
    PER2 D 6 BRIGHT
    loop
  Pickup:
    TNT1 A 0 A_JumpIfInventory("Perk2_ColdBlooded",1,5)
	TNT1 A 0 HealThing(100, 0)
    TNT1 A 0 ACS_NamedExecuteAlways("RefPerkA",0,21,1,0)
	TNT1 A 0 ACS_NamedExecuteWithResult("RefPickC",0,0,0)
    TNT1 A 0 A_JumpIf((ACS_NamedExecuteWithResult("RefCheckVar",1,0,0)) == 1, 1)
    stop
    TNT1 A 0
    fail
  }
}
actor Perk3_SteadyAimPickup : Perk1_SOHPickup
{
  Tag "Steady Aim"
  states
  {
  Spawn:
    PER3 A 6
    PER3 A 6 BRIGHT
    loop
  Pickup:
    TNT1 A 0 A_JumpIfInventory("Perk3_SteadyAim",1,5)
	TNT1 A 0 HealThing(100, 0)
    TNT1 A 0 ACS_NamedExecuteAlways("RefPerkA",0,6,1,0)
	TNT1 A 0 ACS_NamedExecuteWithResult("RefPickC",0,0,0)
    TNT1 A 0 A_JumpIf((ACS_NamedExecuteWithResult("RefCheckVar",1,0,0)) == 1, 1)
    stop
    TNT1 A 0
    fail
  }
}
actor Perk3_CommandoPickup : Perk1_SOHPickup
{
  Tag "Commando"
  states
  {
  Spawn:
    PER3 B 6
    PER3 B 6 BRIGHT
    loop
  Pickup:
    TNT1 A 0 A_JumpIfInventory("Perk3_Commando",1,5)
	TNT1 A 0 HealThing(100, 0)
    TNT1 A 0 ACS_NamedExecuteAlways("RefPerkA",0,7,1,0)
	TNT1 A 0 ACS_NamedExecuteWithResult("RefPickC",0,0,0)
    TNT1 A 0 A_JumpIf((ACS_NamedExecuteWithResult("RefCheckVar",1,0,0)) == 1, 1)
    stop
    TNT1 A 0
    fail
  }
}
actor Perk3_LastStandPickup : Perk1_SOHPickup
{
  Tag "Last Stand"
  states
  {
  Spawn:
    PER3 C 6
    PER3 C 6 BRIGHT
    loop
  Pickup:
    TNT1 A 0 A_JumpIfInventory("Perk3_LastStand",1,5)
	TNT1 A 0 HealThing(100, 0)
    TNT1 A 0 ACS_NamedExecuteAlways("RefPerkA",0,8,1,0)
	TNT1 A 0 ACS_NamedExecuteWithResult("RefPickC",0,0,0)
    TNT1 A 0 A_JumpIf((ACS_NamedExecuteWithResult("RefCheckVar",1,0,0)) == 1, 1)
    stop
    TNT1 A 0
    fail
  }
}
actor Perk2_StoppingPowerEffectPower : PowerDamage
{
  Tag ""
  damagefactor "RGABullet", 1.10
  damagefactor "Shotgungib", 1.10
  damagefactor "Shotgun", 1.10
  damagefactor "Dragon", 1.10
  damagefactor "Sniper", 1.10
  damagefactor "Rifle", 1.10
  damagefactor "LMG", 1.10
  damagefactor "BigPistol", 1.10
}

actor Perk2_StoppingPowerEffect : PowerupGiver
{
  Tag ""
  inventory.maxamount 0
  powerup.type "Perk2_StoppingPowerEffectPower"
  powerup.duration -999999
  +AUTOACTIVATE
  states
  {
  Spawn:
    TNT1 A -1
    stop
  }
}

actor Perk2_StoppingPowerEffectPowerPro : PowerDamage
{
  Tag ""
  damagefactor "RGABullet", 1.18
  damagefactor "Shotgungib", 1.18
  damagefactor "Shotgun", 1.18
  damagefactor "Dragon", 1.18
  damagefactor "Sniper", 1.18
  damagefactor "Rifle", 1.18
  damagefactor "LMG", 1.18
  damagefactor "BigPistol", 1.18
}

actor Perk2_StoppingPowerEffectPro : PowerupGiver
{
  Tag ""
  inventory.maxamount 0
  powerup.type "Perk2_StoppingPowerEffectPowerPro"
  powerup.duration -999999
  +AUTOACTIVATE
  states
  {
  Spawn:
    TNT1 A -1
    stop
  }
}

actor RGABotCoopBonusOnePower : Perk2_StoppingPowerEffectPowerPro {}
actor RGABotCoopBonusOneGiver : Perk2_StoppingPowerEffectPro
{
  powerup.type "RGABotCoopBonusOnePower"
}

actor Perk2_DangerCloseEffectPower : PowerDamage
{
  damagefactor "Explosion", 1.10
  damagefactor "ExplosionF", 1.10
  damagefactor "ExplosionC", 1.10
  damagefactor "Dragonsplosion", 1.10
  damagefactor "Stun", 1.10
  damagefactor "Stun2", 1.10
  damagefactor "Stun3", 1.10
}

actor Perk2_DangerCloseEffect : PowerupGiver
{
  Tag ""
  inventory.maxamount 0
  powerup.type "Perk2_DangerCloseEffectPower"
  powerup.duration -999999
  +AUTOACTIVATE
  states
  {
  Spawn:
    TNT1 A -1
    stop
  }
}

actor Perk3_LastStandEffectPower : PowerProtection
{
  damagefactor "RGABullet", 0
  damagefactor "Shotgungib", 0
  damagefactor "Shotgun", 0
  damagefactor "Dragon", 0
  damagefactor "Dragonsplosion", 0
  damagefactor "Rifle", 0
  damagefactor "Sniper", 0
  damagefactor "Explosion", 0
  damagefactor "LMG", 0
  damagefactor "BigPistol", 0
  damagefactor "Fire", 0
  damagefactor "Normal", 0
  damagefactor "NormalExplode", 0
  damagefactor "Slime", 0
  damagefactor "Stun", 0
  damagefactor "Stun2", 0
  damagefactor "Stun3", 0
  damagefactor "ScriptedMarine", 0
  damagefactor "Ice", 0
  damagefactor "RGAFire", 0
  damagefactor "RevenantBall", 0
  damagefactor "Cyber", 0
  damagefactor "Crush", 0
  damagefactor "Step", 0
  damagefactor "BarrelBoom", 0
  damagefactor "CcardsPoison", 0
  damagefactor "CcSpider", 0
  damagefactor "DeathExplosionCard", 0
  damagefactor "TheAncientOne", 0
}

actor Perk3_LastStandEffect : PowerupGiver
{
  Tag ""
  inventory.maxamount 0
  powerup.type "Perk3_LastStandEffectPower"
  powerup.duration -10
  +AUTOACTIVATE
  states
  {
  Spawn:
    TNT1 A -1
    stop
  }
}

actor Perk2_DangerCloseEffectPowerPro : PowerDamage
{
  damagefactor "Explosion", 1.18
  damagefactor "ExplosionF", 1.18
  damagefactor "ExplosionC", 1.18
  damagefactor "Dragonsplosion", 1.18
  damagefactor "Stun", 1.18
  damagefactor "Stun2", 1.18
  damagefactor "Stun3", 1.18
}

actor Perk2_DangerCloseEffectPro : PowerupGiver
{
  Tag ""
  inventory.maxamount 0
  powerup.type "Perk2_DangerCloseEffectPowerPro"
  powerup.duration -999999
  +AUTOACTIVATE
  states
  {
  Spawn:
    TNT1 A -1
    stop
  }
}

actor RGABotCoopBonusTwoPower : Perk2_DangerCloseEffectPowerPro {}
actor RGABotCoopBonusTwoGiver : Perk2_DangerCloseEffectPro
{
  powerup.type "RGABotCoopBonusTwoPower"
}

actor Perk2_JuggernautEffectPower : PowerProtection
{
  damagefactor "RGABullet", 0.9
  damagefactor "Shotgungib", 0.9
  damagefactor "Shotgun", 0.9
  damagefactor "Dragon", 0.9
  damagefactor "DragonF", 0.9
  damagefactor "Dragonsplosion", 0.9
  damagefactor "Rifle", 0.9
  damagefactor "Sniper", 0.9
  damagefactor "Explosion", 0.9
  damagefactor "LMG", 0.9
  damagefactor "BigPistol", 0.9
  damagefactor "Fire", 0.9
  damagefactor "Normal", 0.9
  damagefactor "NormalExplode", 0.9
  damagefactor "Slime", 0.9
  damagefactor "Stun", 0.85
  damagefactor "Stun2", 0.85
  damagefactor "Stun3", 0.85
  damagefactor "ScriptedMarine", 0.9
  damagefactor "Ice", 0.9
  damagefactor "RGAFire", 0.85
  damagefactor "RevenantBall", 0.9
  damagefactor "Cyber", 0.9
  damagefactor "BarrelBoom", 0.9
  damagefactor "Crush", 0.9
  damagefactor "CcardsPoison", 0.9
  damagefactor "CcSpider", 0.9
  damagefactor "DeathExplosionCard", 0.9
  damagefactor "TheAncientOne", 0.9
}

actor Perk2_JuggernautEffect : PowerupGiver
{
  Tag ""
  inventory.maxamount 0
  powerup.type "Perk2_JuggernautEffectPower"
  powerup.duration -999999
  +AUTOACTIVATE
  states
  {
  Spawn:
    TNT1 A -1
    stop
  }
}

actor Perk2_JuggernautEffectPowerPro : PowerProtection
{
  damagefactor "RGABullet", 0.82
  damagefactor "Shotgungib", 0.82
  damagefactor "Shotgun", 0.82
  damagefactor "Dragon", 0.82
  damagefactor "DragonF", 0.82
  damagefactor "Dragonsplosion", 0.82
  damagefactor "Rifle", 0.82
  damagefactor "Sniper", 0.82
  damagefactor "Explosion", 0.82
  damagefactor "LMG", 0.82
  damagefactor "BigPistol", 0.82
  damagefactor "Fire", 0.82
  damagefactor "Normal", 0.82
  damagefactor "NormalExplode", 0.82
  damagefactor "Slime", 0.82
  damagefactor "Stun", 0.72
  damagefactor "Stun2", 0.72
  damagefactor "Stun3", 0.72
  damagefactor "ScriptedMarine", 0.82
  damagefactor "Ice", 0.82
  damagefactor "RGAFire", 0.72
  damagefactor "RevenantBall", 0.82
  damagefactor "Cyber", 0.82
  damagefactor "BarrelBoom", 0.82
  damagefactor "Crush", 0.82
  damagefactor "CcardsPoison", 0.82
  damagefactor "CcSpider", 0.82
  damagefactor "DeathExplosionCard", 0.82
  damagefactor "TheAncientOne", 0.82
}

actor Perk2_JuggernautEffectPro : PowerupGiver
{
  Tag ""
  inventory.maxamount 0
  powerup.type "Perk2_JuggernautEffectPowerPro"
  powerup.duration -999999
  +AUTOACTIVATE
  states
  {
  Spawn:
    TNT1 A -1
    stop
  }
}

actor RGABotCoopBonusThreePower : Perk2_JuggernautEffectPowerPro {}
actor RGABotCoopBonusThreeGiver : Perk2_JuggernautEffectPro
{
  powerup.type "RGABotCoopBonusThreePower"
}

actor Perk2_ColdBloodedEffectPro : CustomInventory
{
  Tag ""
  +INVENTORY.AUTOACTIVATE
  states
  {
  Spawn:
    TNT1 A -1
    stop
  Pickup:
    TNT1 A 0 A_ChangeFlag("CANTSEEK",1)
    stop
  }
}
actor Perk2_ColdBloodedEffectProCancel : CustomInventory
{
  Tag ""
  +INVENTORY.AUTOACTIVATE
  states
  {
  Spawn:
    TNT1 A -1
    stop
  Pickup:
    TNT1 A 0 A_ChangeFlag("CANTSEEK",0)
    stop
  }
}
actor Perk3_CommandoEffectPower : PowerDamage
{
  damagefactor "Knife", 1.1
}

actor Perk3_CommandoEffect : PowerupGiver
{
  Tag ""
  inventory.maxamount 0
  powerup.type "Perk3_CommandoEffectPower"
  powerup.duration -999999
  +AUTOACTIVATE
  states
  {
  Spawn:
    TNT1 A -1
    stop
  }
}

actor Perk3_CommandoEffectPowerPro : PowerDamage
{
  damagefactor "Knife", 1.5
}

actor Perk3_CommandoEffectPro : PowerupGiver
{
  Tag ""
  inventory.maxamount 0
  powerup.type "Perk3_CommandoEffectPowerPro"
  powerup.duration -999999
  +AUTOACTIVATE
  states
  {
  Spawn:
    TNT1 A -1
    stop
  }
}

actor PerkX_GamemodeEffectPower : PowerDamage
{
  damagefactor "Shotgungib", 1.5
  damagefactor "Shotgun", 1.5
  damagefactor "Sniper", 2.0
}

actor PerkX_GamemodeEffect : PowerupGiver
{
  Tag ""
  inventory.maxamount 0
  powerup.type "PerkX_GamemodeEffectPower"
  powerup.duration -999999
  +AUTOACTIVATE
  states
  {
  Spawn:
    TNT1 A -1
    stop
  }
}

actor Rank40Effect1 : PowerupGiver
{
  Tag ""
  inventory.maxamount 0
  powerup.type "PowerDoubleFiringSpeed"
  powerup.duration -999999
  +AUTOACTIVATE
  states
  {
  Spawn:
    TNT1 A -1
    stop
  }
}

actor Rank40Effect2 : PowerupGiver
{
  Tag ""
  inventory.maxamount 0
  powerup.type "PowerDrain"
  powerup.duration -999999
  +AUTOACTIVATE
  states
  {
  Spawn:
    TNT1 A -1
    stop
  }
}

/*actor RGASkill0Effect : PowerProtection
{
  damagefactor "Fire", 0.75
  damagefactor "Normal", 0.75
  damagefactor "NormalExplode", 0.75
  damagefactor "ScriptedMarine", 0.75
  damagefactor "Ice", 0.75
  damagefactor "RGAFire", 0.75
  damagefactor "RevenantBall", 0.75
  damagefactor "Cyber", 0.75
  damagefactor "CcardsPoison", 0.75
  damagefactor "CcSpider", 0.75
  damagefactor "DeathExplosionCard", 0.75
}
actor RGASkill0Perk : PowerupGiver
{
  Tag ""
  inventory.maxamount 0
  powerup.type "RGASkill0Effect"
  powerup.duration -999999
  +AUTOACTIVATE
  states
  {
  Spawn:
    TNT1 A -1
    stop
  }
}
actor RGASkill1Effect : PowerProtection
{
  damagefactor "Fire", 1.25
  damagefactor "Normal", 1.25
  damagefactor "NormalExplode", 1.25
  damagefactor "ScriptedMarine", 1.25
  damagefactor "Ice", 1.25
  damagefactor "RGAFire", 1.25
  damagefactor "RevenantBall", 1.25
  damagefactor "Cyber", 1.25
  damagefactor "CcardsPoison", 1.25
  damagefactor "CcSpider", 1.25
  damagefactor "DeathExplosionCard", 1.25
}

actor RGASkill1Perk : PowerupGiver
{
  Tag ""
  inventory.maxamount 0
  powerup.type "RGASkill1Effect"
  powerup.duration -999999
  +AUTOACTIVATE
  states
  {
  Spawn:
    TNT1 A -1
    stop
  }
}
actor RGASkill2Effect : PowerProtection
{
  damagefactor "Fire", 1.875
  damagefactor "Normal", 1.875
  damagefactor "NormalExplode", 1.875
  damagefactor "ScriptedMarine", 1.875
  damagefactor "Ice", 1.875
  damagefactor "RGAFire", 1.875
  damagefactor "RevenantBall", 1.875
  damagefactor "Cyber", 1.875
  damagefactor "CcardsPoison", 1.875
  damagefactor "CcSpider", 1.875
  damagefactor "DeathExplosionCard", 1.875
}

actor RGASkill2Perk : PowerupGiver
{
  Tag ""
  inventory.maxamount 0
  powerup.type "RGASkill2Effect"
  powerup.duration -999999
  +AUTOACTIVATE
  states
  {
  Spawn:
    TNT1 A -1
    stop
  }
}
actor RGASkill3Effect : PowerProtection
{
  damagefactor "Fire", 2.5
  damagefactor "Normal", 2.5
  damagefactor "NormalExplode", 2.5
  damagefactor "ScriptedMarine", 2.5
  damagefactor "Ice", 2.5
  damagefactor "RGAFire", 2.5
  damagefactor "RevenantBall", 2.5
  damagefactor "Cyber", 2.5
  damagefactor "CcardsPoison", 2.5
  damagefactor "CcSpider", 2.5
  damagefactor "DeathExplosionCard", 2.5
}

actor RGASkill3Perk : PowerupGiver
{
  Tag ""
  inventory.maxamount 0
  powerup.type "RGASkill3Effect"
  powerup.duration -999999
  +AUTOACTIVATE
  states
  {
  Spawn:
    TNT1 A -1
    stop
  }
}



actor HoeSpawn : Perk1_SOHPickup
{
  Tag "Summon Hoe -- A powerful ally"
  states
  {
  Spawn:
    PER1 A -1 BRIGHT
    stop
  Pickup:
    TNT1 A 0 
    TNT1 A 0 A_SpawnItemEx("TeleportFog2",24,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)
    TNT1 A 15 A_SpawnItemEx("RGAHoe",16,0,4,4,0,4,0,SXF_NOCHECKPOSITION,0)
    stop
  }
}*/