
ACTOR HeathBonusI: ItemBaseNew 
{
	-SOLID
	+THRUSPECIES
	Scale 0.50
	States
{
	Spawn:
		BON1 ABCDCB 4
	Loop
	Active:
		tnt1 a 0 A_JumpIfInTargetInventory("HBA",15,"Spawn2")
	TNT1 A 0 A_playsound("GREENPICK")
	tnt1 a 0 a_changeflag(forcexybillboard,1)
	tnt1 a 0 A_ChangeVelocity(0,0,5)
		TNT1 A 0 A_NoBlocking
		TNT1 A 0 A_ChangeFLag("USESPECIAL", 0)
		TNT1 A 0 A_FaceTarget
		BON1 A 1 A_Recoil(-6)
		TNT1 A 0 A_GiveToTarget("HBA",1)
		tnt1 a 0 a_givetotarget("CrossHairUnt",1)
		BON1 A 1 A_FadeOut(0.04)
		Wait
	Spawn2:
	tnt1 a 0 a_spawnitemex("HeathBonusI",0,0,1)
	stop
	}
}

	ACTOR VIALI: ItemBaseNew 
{
	-SOLID
	+THRUSPECIES
	Scale 0.35
	States
{
	Spawn:
		LIQU AAAAAA 4
	Loop
	Active:
		tnt1 a 0 A_JumpIfInTargetInventory("Vial_INV",6,"Spawn2")
	TNT1 A 0 A_playsound("GREENPICK")
	tnt1 a 0 a_changeflag(forcexybillboard,1)
	tnt1 a 0 A_ChangeVelocity(0,0,5)
		TNT1 A 0 A_NoBlocking
		TNT1 A 0 A_ChangeFLag("USESPECIAL", 0)
		TNT1 A 0 A_FaceTarget
		LIQU A 1 A_Recoil(-6)
		TNT1 A 0 A_GiveToTarget("Vial_INV",1)
		tnt1 a 0 a_givetotarget("CrossHairUnt",1)
		LIQU A 1 A_FadeOut(0.04)
		Wait
	Spawn2:
	tnt1 a 0 a_spawnitemex("VIALI",0,0,1)
	stop
	}
}

	ACTOR StimPI: ItemBaseNew Replaces StimP
{
	-SOLID
	+THRUSPECIES
	Scale 0.4
	States
{
	Spawn:
		IRAG B 7
	Loop
	Active:
		tnt1 a 0 A_JumpIfInTargetInventory("StimP",20,"Spawn2")
	TNT1 A 0 A_playsound("SERAJO")
	tnt1 a 0 a_changeflag(forcexybillboard,1)
	tnt1 a 0 A_ChangeVelocity(0,0,5)
		TNT1 A 0 A_NoBlocking
		TNT1 A 0 A_ChangeFLag("USESPECIAL", 0)
		TNT1 A 0 A_FaceTarget
		IRAG B 1 A_Recoil(-6)
		TNT1 A 0 A_GiveToTarget("StimP",1)
		tnt1 a 0 a_givetotarget("CrossHairUnt",1)
		IRAG B 1 A_FadeOut(0.04)
		Wait
	Spawn2:
	tnt1 a 0 a_spawnitemex("StimPI",0,0,1)
	stop
	}
}

ACTOR StimPI: ItemBaseNew Replaces InvulnerabilitySphere
{
	-SOLID
	+THRUSPECIES
	Scale 0.4
	States
{
	Spawn:
		IRAG B 7
	Loop
	Active:
		tnt1 a 0 A_JumpIfInTargetInventory("StimP",20,"Spawn2")
	TNT1 A 0 A_playsound("SERAJO")
	tnt1 a 0 a_changeflag(forcexybillboard,1)
	tnt1 a 0 A_ChangeVelocity(0,0,5)
		TNT1 A 0 A_NoBlocking
		TNT1 A 0 A_ChangeFLag("USESPECIAL", 0)
		TNT1 A 0 A_FaceTarget
		IRAG B 1 A_Recoil(-6)
		TNT1 A 0 A_GiveToTarget("StimP",1)
		tnt1 a 0 a_givetotarget("CrossHairUnt",1)
		IRAG B 1 A_FadeOut(0.04)
		Wait
	Spawn2:
	tnt1 a 0 a_spawnitemex("StimPI",0,0,1)
	stop
	}
}



	ACTOR StimPlI: ItemBaseNew Replaces StimPl
{
	-SOLID
	+THRUSPECIES
	Scale 0.4
	States
{
	Spawn:
		IRAG B 7
	Loop
	Active:
		tnt1 a 0 A_JumpIfInTargetInventory("StimP",20,"Spawn2")
	TNT1 A 0 A_playsound("SERAJO")
	tnt1 a 0 a_changeflag(forcexybillboard,1)
	tnt1 a 0 A_ChangeVelocity(0,0,5)
		TNT1 A 0 A_NoBlocking
		TNT1 A 0 A_ChangeFLag("USESPECIAL", 0)
		TNT1 A 0 A_FaceTarget
		IRAG B 1 A_Recoil(-6)
		TNT1 A 0 A_GiveToTarget("StimP",1)
		tnt1 a 0 a_givetotarget("CrossHairUnt",1)
		IRAG B 1 A_FadeOut(0.04)
		Wait
	Spawn2:
	tnt1 a 0 a_spawnitemex("StimPlI",0,0,1)
	stop
	}
}


	ACTOR SoulsphereI: ItemBaseNew Replaces Soulsphere
{
	-SOLID
	+THRUSPECIES
	 +FORCEXYBILLBOARD
	+FLOATBOB
	Scale 0.8
	States
{
	Spawn:
		SOUL ABCDCB 3 A_SpawnItemEx("AzulCitoLG")
	Loop
	Active:
		tnt1 a 0 A_JumpIfInTargetInventory("HBA",400,"Spawn2")
	TNT1 A 0 A_SpawnItemEx("AzulCitoLG")
	tnt1 a 0 a_changeflag(forcexybillboard,1)
	tnt1 a 0 A_ChangeVelocity(0,0,3)
		TNT1 A 0 A_NoBlocking
		TNT1 A 0 A_ChangeFLag("USESPECIAL", 0)
		TNT1 A 0 A_PlaySound("GREENPICK")
		TNT1 A 0 A_FaceTarget
		SOUL A 1 BRIGHT A_Recoil(-6)
		TNT1 A 0 A_GiveToTarget("HBA",50)
		tnt1 a 0 a_givetotarget("CrossHairUnt",1)
		SOUL A 1 BRIGHT A_FadeOut(0.04)
		Wait
	Spawn2:
	tnt1 a 0 a_spawnitemex("SoulsphereI",0,0,1)
	stop
	}
}

Actor PastillitaI : ItemBaseNew
{
	-SOLID
	+THRUSPECIES
	yScale 0.55
	Scale 0.35
	States
{
	Spawn:
		MEDI E 4
	Loop
	Active:
		tnt1 a 0 A_JumpIfInTargetInventory("Pastilla_INV",15,"Spawn2")
	TNT1 A 0 A_playsound("MISCPICK")
	tnt1 a 0 a_changeflag(forcexybillboard,1)
	tnt1 a 0 A_ChangeVelocity(0,0,5)
		TNT1 A 0 A_NoBlocking
		TNT1 A 0 A_ChangeFLag("USESPECIAL", 0)
		TNT1 A 0 A_FaceTarget
		MEDI E 1 A_Recoil(-6)
		TNT1 A 0 A_GiveToTarget("Pastilla_INV",1)
		tnt1 a 0 a_givetotarget("CrossHairUnt",1)
		MEDI E 1 A_FadeOut(0.04)
		Wait
	Spawn2:
	tnt1 a 0 a_spawnitemex("PastillitaI",0,0,1)
	stop
	}
}

Actor CURITAI : ItemBaseNew
{
	-SOLID
	+THRUSPECIES
	Scale 0.65
	States
{
	Spawn:
		MEDI H 4
	Loop
	Active:
		tnt1 a 0 A_JumpIfInTargetInventory("Curita_INV",25,"Spawn2")
	TNT1 A 0 A_playsound("SERAJO")
	tnt1 a 0 a_changeflag(forcexybillboard,1)
	tnt1 a 0 A_ChangeVelocity(0,0,5)
		TNT1 A 0 A_NoBlocking
		TNT1 A 0 A_ChangeFLag("USESPECIAL", 0)
		TNT1 A 0 A_FaceTarget
		MEDI H 1 A_Recoil(-6)
		TNT1 A 0 A_GiveToTarget("Curita_INV",1)
		tnt1 a 0 a_givetotarget("CrossHairUnt",1)
		MEDI H 1 A_FadeOut(0.04)
		Wait
	Spawn2:
	tnt1 a 0 a_spawnitemex("CURITAI",0,0,1)
	stop
	}
}

Actor PINCHAZOI : ItemBaseNew
{
	-SOLID
	+THRUSPECIES
	yScale 0.85
	Scale 0.65
	States
{
	Spawn:
		MEDI G 4
	Loop
	Active:
		tnt1 a 0 A_JumpIfInTargetInventory("Pinchazo_INV",6,"Spawn2")
	TNT1 A 0 A_playsound("SGCLICK")
	tnt1 a 0 a_changeflag(forcexybillboard,1)
	tnt1 a 0 A_ChangeVelocity(0,0,5)
		TNT1 A 0 A_NoBlocking
		TNT1 A 0 A_ChangeFLag("USESPECIAL", 0)
		TNT1 A 0 A_FaceTarget
		MEDI G 1 A_Recoil(-6)
		TNT1 A 0 A_GiveToTarget("Pinchazo_INV",1)
		tnt1 a 0 a_givetotarget("CrossHairUnt",1)
		MEDI G 1 A_FadeOut(0.04)
		Wait
	Spawn2:
	tnt1 a 0 a_spawnitemex("PINCHAZOI",0,0,1)
	stop
	}
}

Actor PINCHAZO2I : ItemBaseNew
{
	-SOLID
	+THRUSPECIES
	yScale 0.85
	Scale 0.65
	States
{
	Spawn:
	TNT1 A 0 A_Explode(0,25)
	LUP:
	MEDI F 3 A_SpawnItemEx("RojitoLG")
	Loop
	Active:
		tnt1 a 0 A_JumpIfInTargetInventory("Berserk_INV",4,"Spawn2")
	TNT1 A 0 A_playsound("SGCLICK")
	tnt1 a 0 a_jumpifinventory("Berserk_INV",4,"fallo")
	tnt1 a 0 a_changeflag(forcexybillboard,1)
	tnt1 a 0 A_ChangeVelocity(0,0,5)
		TNT1 A 0 A_NoBlocking
		TNT1 A 0 A_ChangeFLag("USESPECIAL", 0)
		TNT1 A 0 A_FaceTarget
		MEDI F 1 BRIGHT A_Recoil(-6)
		TNT1 A 0 A_GiveToTarget("Berserk_INV",1)
		tnt1 a 0 a_givetotarget("CrossHairUnt",1)
		MEDI F 1 BRIGHT A_FadeOut(0.04)
		WAIT
		
	Spawn2:
	tnt1 a 0 a_spawnitemex("PINCHAZO2I",0,0,1)
	stop
	
	fallo:
		TNT1 A 0 A_FaceTarget
		MEDI F 1 BRIGHT A_Recoil(-4)
	Fail
	Goto Spawn
	
	}
}

	ACTOR MEDIKITI: ItemBaseNew
{
	-SOLID
	+THRUSPECIES
	Scale 0.9
	States
{
	Spawn:
		MEDI C 7
	Loop
	Death:
	Active:
		TNT1 A 0 A_NoBlocking
		TNT1 A 0 A_ChangeFLag("USESPECIAL", 0)
		TNT1 A 0 A_playsound("SGPUMP1")
		TNT1 A 0 A_Jump(10,"ALTER")
		TNT1 AAAAAAAAAA 0 A_SpawnItemEx("RandomMedic2",0,0,0,FRandom(0,2),0,FRandom(5,6),Random(1,360),SXF_NOCHECKPOSITION)
		TNT1 A 0 A_Explode(0,25)
		MEDI D 60
		MEDI DDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDD 1 A_FadeOut(0.04)
		Stop
		Alter:
		TNT1 AAAAAAAAA 0 A_SpawnItemEx("RandomMedic2",0,0,0,FRandom(0,2),0,FRandom(0,3),Random(1,360),SXF_NOCHECKPOSITION)
		TNT1 AAAAA 0 A_SpawnItemEx("RandomMedic2",0,0,0,FRandom(0,2),0,FRandom(5,6),Random(1,360),SXF_NOCHECKPOSITION)
		TNT1 A 0 A_Explode(0,25)
		MEDI D 60
		MEDI DDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDD 1 A_FadeOut(0.04)
		STOP
	}
}

	ACTOR MEDIKITIB: ItemBaseNew Replaces Berserk
{
	-SOLID
	+THRUSPECIES
	Scale 0.9
	States
{
	Spawn:
		MEDI C 3 A_SpawnItemEx("RojitoLG")
	Loop
	Death:
	Active:
		TNT1 A 0 A_NoBlocking
		TNT1 A 0 A_ChangeFLag("USESPECIAL", 0)
		TNT1 A 0 A_playsound("SGPUMP1")
		TNT1 AAAAAAAAA 0 A_SpawnItemEx("RandomMedic2",0,0,0,FRandom(0,2),0,FRandom(5,6),Random(1,360),SXF_NOCHECKPOSITION)
		TNT1 A 0 A_Explode(0,25)
		MEDI D 60
		MEDI D 1 A_FadeOut(0.04)
		Wait
	}
}

	ACTOR MINIMEDIKITI: ItemBaseNew
{
	-SOLID
	+THRUSPECIES
	Scale 0.7
	States
{
	Spawn:
		MEDI A 7
	Loop
	Death:
	Active:
		TNT1 A 0 A_NoBlocking
		TNT1 A 0 A_ChangeFLag("USESPECIAL", 0)
		TNT1 A 0 A_playsound("SGPUMP1")
		TNT1 AAAAAAA 0 A_SpawnItemEx("RandomMedic2",0,0,0,FRandom(0,2),0,FRandom(5,6),Random(1,360),SXF_NOCHECKPOSITION)
		TNT1 A 0 A_Explode(0,25)
		MEDI B 60
		MEDI B 1 A_FadeOut(0.04)
		Wait
	}
}




