
Actor GLBlueCard : BlueCard //Replaces BlueCard
{
	Scale 0.82
	Inventory.PickupSound "GOTKEY"
	States
	{
	Spawn:
	TNT1 A 0
	TNT1 A 0 //A_SpawnItemEx("EvidenceCheckerBlueKey", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
	Idle:
	BKEY AAAAA 3 BRIGHT A_SpawnItem("ItemFlareBlue",0,10)
	BKEY B 12
	Loop
	}
}

Actor GLBlueSkull : BlueSkull //Replaces BlueSkull
{
	Scale 0.82
	Inventory.PickupSound "GOTSKUL"
	States
	{
	Spawn:
	TNT1 A 0
	TNT1 A 0 //A_SpawnItemEx("EvidenceCheckerBlueSkull", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
	Idle:
	BSKU AAAAA 3 BRIGHT A_SpawnItem("ItemFlareBlue",0,10)
	BSKU B 12
	Loop
	}
}

Actor GLRedCard : RedCard //Replaces RedCard
{
	Scale 0.82
	Inventory.PickupSound "GOTKEY"
	States
	{
	Spawn:
	RKEY AAAAA 3 BRIGHT A_SpawnItem("ItemFlareRed",0,10)
	RKEY B 12
	Loop
	}
}

Actor GLRedSkull : RedSkull //Replaces RedSkull
{
	Scale 0.82
	Inventory.PickupSound "GOTSKUL"
	States
	{
	Spawn:
	RSKU AAAAA 3 BRIGHT A_SpawnItem("ItemFlareRed",0,10)
	RSKU B 12
	Loop
	}
}

Actor GLYellowCard : YellowCard //Replaces YellowCard
{
	Scale 0.82
	Inventory.PickupSound "GOTKEY"
	States
	{
	Spawn:
	YKEY AAAAA 3 BRIGHT A_SpawnItem("ItemFlareYellow",0,10)
	YKEY B 12
	Loop
	}
}

Actor GLYellowSkull : YellowSkull //Replaces YellowSkull
{
	Scale 0.82
	Inventory.PickupSound "GOTSKUL"
	States
	{
	Spawn:
	YSKU AAAAA 3 BRIGHT A_SpawnItem("ItemFlareYellow",0,10)
	YSKU B 12
	Loop
	}
}
