ACTOR DownedMarker
{
  var int user_active;
  
  translation "80:106=112:127"
  
  radius 2
  height 2
  Renderstyle translucent
  alpha 0.7
  +NOINTERACTION
  +NOGRAVITY
  +FLOATBOB
  +BRIGHT
  scale 1.0
  States
  {
  Spawn:
    MODE A 0
	MODE A 0 A_SetUserVar("user_active", 1)
  Cont:
	//MODE A 1 A_Weave(0, 2, 0.0, 1.0)
	MODE A 1 ACS_NamedExecuteAlways("EZ_MoveMarker", 0, 0,0,0)
	MODE A 0 A_JumpIf(user_active == 0, "Stopp")
	Loop
  Stopp:
    TNT1 A 5 // A_Log("Stopped animating a downed marker")
	Stop
  }
}

ACTOR ResActive : Inventory
{
  Inventory.MaxAmount 1
}

ACTOR ResPoints : Inventory
{
  Inventory.MaxAmount 35
}

ACTOR IsDying : Inventory
{
  Inventory.MaxAmount 1
}

ACTOR IsReviving : Inventory
{
  Inventory.MaxAmount 1
}

ACTOR ViewHeightInventory : Inventory
{
  Inventory.MaxAmount 1000
}

ACTOR GiveFLAGS : CustomInventory
{
  +INVENTORY.ALWAYSPICKUP
  +INVENTORY.AUTOACTIVATE
  States
  {
  Pickup:
    TNT1 A 0 A_ChangeFlag("NOPAIN", 1)
	TNT1 A 0 A_ChangeFlag("USESPECIAL", 1)
    Stop
  }
}

ACTOR TakeFLAGS : CustomInventory
{
  +INVENTORY.ALWAYSPICKUP
  +INVENTORY.AUTOACTIVATE
  States
  {
  Pickup:
    TNT1 A 0 A_ChangeFlag("NOPAIN", 0)
	TNT1 A 0 A_ChangeFlag("USESPECIAL", 0)
    Stop
  }
}

ACTOR GiveSolid : CustomInventory
{
  +INVENTORY.ALWAYSPICKUP
  +INVENTORY.AUTOACTIVATE
  States
  {
  Pickup:
    TNT1 A 0 A_ChangeFlag("SOLID", 1)
    Stop
  }
}

ACTOR TakeSolid : CustomInventory
{
  +INVENTORY.ALWAYSPICKUP
  +INVENTORY.AUTOACTIVATE
  States
  {
  Pickup:
    TNT1 A 0 A_ChangeFlag("SOLID", 0)
    Stop
  }
}

ACTOR TDSpeedMemory : Inventory
{
  Inventory.MaxAmount 100000
}

ACTOR GivRes : Inventory
{
  Inventory.MaxAmount 1
}

ACTOR GetRes : Inventory
{
  Inventory.MaxAmount 1
}

ACTOR PowerDyingSlowness : PowerSpeed
{
  Powerup.Duration -1000
  Speed 0.175
  Powerup.Color 200 0 0, 0.1
}

// The number of times a player has been revived
ACTOR TimesRevived : Inventory
{
  // if you change this then ensure that it matches MAX_REVIVES_LIMIT in ACS
  Inventory.MaxAmount 100
  +INVENTORY.UNDROPPABLE
  +INVENTORY.UNTOSSABLE
  +INVENTORY.QUIET
  +INVENTORY.NEVERRESPAWN
}

ACTOR EZCantAttack : Inventory
{
  Inventory.MaxAmount 1
  +INVENTORY.UNDROPPABLE
  +INVENTORY.UNTOSSABLE
  +INVENTORY.QUIET
  +INVENTORY.NEVERRESPAWN
}

ACTOR GiveDeathScream : CustomInventory
{
  +INVENTORY.ALWAYSPICKUP
  +INVENTORY.AUTOACTIVATE
  States
  {
  Pickup:
    TNT1 A 0 A_PlayerScream
    Stop
  }
}

ACTOR GiveNeverTarget : CustomInventory
{
  +INVENTORY.ALWAYSPICKUP
  +INVENTORY.AUTOACTIVATE
  States
  {
  Pickup:
    TNT1 A 0 A_ChangeFlag("NEVERTARGET", 1)
    Stop
  }
}

ACTOR TakeNeverTarget : CustomInventory
{
  +INVENTORY.ALWAYSPICKUP
  +INVENTORY.AUTOACTIVATE
  States
  {
  Pickup:
    TNT1 A 0 A_ChangeFlag("NEVERTARGET", 0)
    Stop
  }
}

ACTOR GiveUnSetShootable : CustomInventory
{
  +INVENTORY.ALWAYSPICKUP
  +INVENTORY.AUTOACTIVATE
  States
  {
  Pickup:
    TNT1 A 0 A_UnSetShootable
    Stop
  }
}

ACTOR TakeUnSetShootable : CustomInventory
{
  +INVENTORY.ALWAYSPICKUP
  +INVENTORY.AUTOACTIVATE
  States
  {
  Pickup:
    TNT1 A 0 A_SetShootable
    Stop
  }
}
