
Actor MegasphereI : ItemBaseNew Replaces MegaSphere
{
	-SOLID
	+THRUSPECIES
	+FLOATBOB
	Scale 0.65
	States
{
	Spawn:
		MEGA A 3 A_SpawnItemEx("MantequitaLG")
	Loop
	
	Active:
		tnt1 a 0 A_JumpIfInTargetInventory("MegaSphere_INV",3,"Spawn2")
	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_FaceTarget
		TNT1 A 0 A_SpawnItemEx("MantequitaLG")
		MEGA A 1 BRIGHT A_Recoil(-6)
		TNT1 A 0 A_GiveToTarget("MegaSphere_INV",1)
		tnt1 a 0 a_givetotarget("CrossHairUnt",1)
		TNT1 A 0 A_PlaySound("GREENPICK")
		MEGA A 1 BRIGHT A_FadeOut(0.04)
		Wait
	Spawn2:
	tnt1 a 0 a_spawnitemex("MegasphereI",0,0,1)
	stop
	}
}

Actor BlurSphereI : ItemBaseNew Replaces BlurSphere
{
	-SOLID
	+THRUSPECIES
	+FLOATBOB
	Scale 0.65
	States
{
	Spawn:
		PINS ABCDCB 3 A_SpawnItemEx("RojitoLG")
	Loop
	
	Active:
		tnt1 a 0 A_JumpIfInTargetInventory("BlurSphere_INV",999,"Spawn2")
	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_FaceTarget
		TNT1 A 0 A_SpawnItemEx("RojitoLG")
		PINS A 1 BRIGHT A_Recoil(-6)
		TNT1 A 0 A_GiveToTarget("BlurSphere_INV",30)
		tnt1 a 0 a_givetotarget("CrossHairUnt",1)
		TNT1 A 0 A_PlaySound("GREENPICK")
		PINS A 1 BRIGHT A_FadeOut(0.04)
		Wait
	Spawn2:
	tnt1 a 0 a_spawnitemex("BlurSphereI",0,0,1)
	stop
	}
}

Actor RadSuitI : ItemBaseNew Replaces RadSuit
{
	-SOLID
	+THRUSPECIES
	Scale 0.65
	States
{
	Spawn:
		SUIT A 6 BRIGHT
	Loop
	
	Active:
		tnt1 a 0 A_JumpIfInTargetInventory("RadSuit_INV",60,"Spawn2")
	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
		SUIT A 1 BRIGHT A_Recoil(-6)
		TNT1 A 0 A_GiveToTarget("RadSuit_INV",30)
		tnt1 a 0 a_givetotarget("CrossHairUnt",1)
		TNT1 A 0 A_playsound("Move")
		SUIT A 1 BRIGHT A_FadeOut(0.04)
		Wait
	Spawn2:
	tnt1 a 0 a_spawnitemex("RadSuitI",0,0,1)
	stop
	}
}

Actor InfraredI : ItemBaseNew Replaces Infrared
{
	-SOLID
	+THRUSPECIES
	Scale 0.3
	States
{
	Spawn:
		PEDO H 6 BRIGHT
	Loop
	
	Active:
		tnt1 a 0 A_JumpIfInTargetInventory("Infrared_INV",60,"Spawn2")
	TNT1 A 0 A_playsound("MOVE")
	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
		PEDO H 1 BRIGHT A_Recoil(-6)
		TNT1 A 0 A_GiveToTarget("Infrared_INV",20)
		tnt1 a 0 a_givetotarget("CrossHairUnt",1)
		PEDO H 1 BRIGHT A_FadeOut(0.04)
		Wait
	Spawn2:
	tnt1 a 0 a_spawnitemex("InfraredI",0,0,1)
	stop
	}
}

Actor AllmapI : ItemBaseNew Replaces Allmap
{
	-SOLID
	+THRUSPECIES
	Scale 0.3
	States
{
	Spawn:
		PMAP ABCDCB 3 A_SpawnItemEx("VerdeCitoLG") 
	Loop
	
	Active:
		tnt1 a 0 A_JumpIfInTargetInventory("Allmap_INV",3,"Spawn2")
	TNT1 A 0 A_playsound("MOVE")
	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
		PMAP A 1 BRIGHT A_Recoil(-6)
		TNT1 A 0 A_GiveToTarget("Allmap_INV",1)
		tnt1 a 0 a_givetotarget("CrossHairUnt",1)
		PMAP ABCD 1 BRIGHT A_FadeOut(0.04)
		Wait
	Spawn2:
	tnt1 a 0 a_spawnitemex("AllmapI",0,0,1)
	stop
	}
}
