/*
CREDITS:
Sprite - Banjo Soft. (HACX)
Sound - Blizzard (Diablo II)
*/

actor InvuSphereSpawner : RandomSpawner replaces Invulnerabilitysphere
{
    DropItem "ShieldSphere" 255 2
    DropItem "ExtremeSphere" 255 1
    DropItem "ForkSphere" 255 1
}

ACTOR ShieldSphere : PowerupGiver
{
  Inventory.MaxAmount 0
  Inventory.PickupSound "items/shield"
  Powerup.Type "Invulnerable"
  Powerup.Mode "Reflective"
  Powerup.Color Orange 0.1
  Renderstyle Add
  Inventory.PickupMessage "Shieldsphere!"
  +INVENTORY.AUTOACTIVATE
  +INVENTORY.FANCYPICKUPSOUND
  +INVENTORY.ALWAYSPICKUP
  +INVENTORY.HUBPOWER
  +FLOATBOB
  +INFLOAT
  +ADDITIVETIME
  States
  {
  Spawn:
    SPOT ABCDCB 2 Bright
    Loop
  }
}

/*
CREDITS:
Sprite - Eriance
Pickup - ID (Quake 3 Team Arena)
Track - 7 Inches of Blood - Deadly Sinner
Screams - ArtieTSMITW
*/

actor ExtremeSphere : CustomInventory
{
  Inventory.PickupMessage "Awesum ExtremeSPHERE!"
  Inventory.Amount 1
  Inventory.PickupSound "items/Extreme"
  Renderstyle Add
  +INVENTORY.AUTOACTIVATE
  +INVENTORY.FANCYPICKUPSOUND
  +INVENTORY.ALWAYSPICKUP
  +INVENTORY.HUBPOWER
  +FLOATBOB
  +INFLOAT
  +FLOAT
  states
  {
  Use:
  TNT1 A 0 A_PlaySoundEx("items/ExtremeAAA","SoundSlot7",0,2)
  TNT1 A 0 ACS_Execute(702)
  TNT1 A 0 A_GiveInventory("SupremeHp")
  TNT1 A 0 A_GiveInventory("ConquerorShield")

  TNT1 A 0 A_GiveInventory("ExtremeInvulnerability")
  TNT1 A 0 A_GiveInventory("ExtremeBlur")
  TNT1 A 0 A_GiveInventory("ExtremeCarnage")
  TNT1 A 0 A_GiveInventory("ExtremeSpeed")
  TNT1 A 0 A_GiveInventory("ExtremeJump")
  TNT1 A 0 A_GiveInventory("ExtremeFirepower")
  TNT1 A 0 A_GiveInventory("ExtremeAmmo")
  stop
  Spawn:
    CARN ABCD 1 Bright
    loop
  }
}

actor PowerQuadDamage : PowerDamage 
{ 
   DamageFactor "Normal", 4.00
   inventory.icon "TNT1A0" 
} 

actor ExtremeCarnage : PowerupGiver
{ 
powerup.color Orange 0.025
powerup.type QuadDamage
powerup.duration -69
+INVENTORY.AUTOACTIVATE
+INVENTORY.FANCYPICKUPSOUND
+INVENTORY.ALWAYSPICKUP
states 
 { 
 Spawn: 
   TNT1 A 1 bright 
   loop 
 } 
}

ACTOR ExtremeInvulnerability : InvulnerabilitySphere
{
  Powerup.Color Red 0.045
  Powerup.Type "Invulnerable"
  Powerup.Duration -69
}

ACTOR ExtremeBlur : BlurSphere
{
  Powerup.Type "Invisibility"
  Powerup.Duration -1
}

ACTOR ExtremeSpeed : PowerupGiver
{
powerup.color None 0.00
powerup.type Speed
powerup.duration -69
+INVENTORY.AUTOACTIVATE
+INVENTORY.FANCYPICKUPSOUND
+INVENTORY.ALWAYSPICKUP
}

ACTOR ExtremeJump : PowerupGiver
{
powerup.color None 0.00
powerup.type HighJump
powerup.duration -69
+INVENTORY.AUTOACTIVATE
+INVENTORY.FANCYPICKUPSOUND
+INVENTORY.ALWAYSPICKUP
}

ACTOR ExtremeFirepower : PowerupGiver
{
powerup.color None 0.00
powerup.type PowerDoubleFiringSpeed
powerup.duration -69
+INVENTORY.AUTOACTIVATE
+INVENTORY.FANCYPICKUPSOUND
+INVENTORY.ALWAYSPICKUP
}

ACTOR ExtremeAmmo : PowerupGiver
{
powerup.color None 0.00
powerup.type InfiniteAmmo
powerup.duration -69
+INVENTORY.AUTOACTIVATE
+INVENTORY.FANCYPICKUPSOUND
+INVENTORY.ALWAYSPICKUP
}

//End of ExtremeSPHERE!
