
ACTOR Bag_INV : CustomInventory
{
Inventory.Amount 1
Inventory.MaxAmount 5
Inventory.InterHubAmount 5
Inventory.UseSound "MOVE"
Inventory.Icon "PEDON0"
+INVENTORY.INVBAR
States
{
Spawn:
		tnt1 a 1
		TNT1 A 0 A_SpawnItemEx("Bagi",0,0,0,FRANDOM(2,4),0,5,FRANDOM(350,370),SXF_NOCHECKPOSITION)
		Stop
Use:
		TNT1 A 0 A_JumpIfInventory("UsoBASE",1,"Fallo")
		TNT1 A 0 A_GiveInventory("UsoBASE",1)
		TNT1 A 0 A_playsound("MOVE")
		PED0 A 1 a_giveinventory("UsoBag",1)
	  Stop

Fallo:
		TNT1 A 0 
	Fail
	}
}

ACTOR MegaSphere_INV : CustomInventory
{
Inventory.Amount 1
Inventory.MaxAmount 3
Inventory.InterHubAmount 3
Inventory.UseSound "MOVE"
Inventory.Icon "PEDOJ0"
+INVENTORY.INVBAR
States
{
Spawn:
		tnt1 a 1
		TNT1 A 0 A_SpawnItemEx("MegaSpherei",0,0,0,FRANDOM(2,4),0,5,FRANDOM(350,370),SXF_NOCHECKPOSITION)
		Stop
Use:
		TNT1 A 0 A_playsound("misc/p_pkup")
		TNT1 A 0 A_Print("HP +200 DEF 50% +200")
		MEGA A 1 a_giveinventory("MegaSphere",1)
	  Stop
	}
}

ACTOR BlurSphere_INV : CustomInventory
{
Inventory.Amount 1
Inventory.MaxAmount 60
Inventory.InterHubAmount 60
Inventory.UseSound "MOVE"
Inventory.Icon "PEDOL0"
+INVENTORY.INVBAR
+INVENTORY.UNDROPPABLE
States
{
Spawn:
      PINS A -1
      Stop
Use:
		TNT1 A 0 A_JumpIfInventory("UsoBASE",1,"Fallo")
		TNT1 A 0 A_GiveInventory("UsoBASE",1)
		TNT1 A 0 A_playsound("misc/p_pkup")
		MEGA A 1 a_giveinventory("UsoBlurSphere",1)
	  Fail

Fallo:
		TNT1 A 0 
	Fail
	}
}
				Actor PowerInvisibility2 : PowerInvisibility
				{
				powerup.duration 0x7fffffff
				}
				
ACTOR RadSuit_INV : CustomInventory
{
Inventory.Amount 1
Inventory.MaxAmount 30
Inventory.InterHubAmount 30
Inventory.UseSound "MOVE"
Inventory.Icon "PEDOI0"
+INVENTORY.INVBAR
+INVENTORY.UNDROPPABLE
States
{
Spawn:
      SUIT A -1
      Stop
Use:
		TNT1 A 0 A_JumpIfInventory("UsoBASE",1,"Fallo")
		TNT1 A 0 A_GiveInventory("UsoBASE",1)
		TNT1 A 0 A_GiveInventory("UsoRadSuit",1)
		TNT1 A 0 A_playsound("misc/p_pkup")
	  Fail
	
Fallo:
		TNT1 A 0 
	Fail
	}
}
				Actor PowerIronFeet2 : PowerIronFeet
				{
				powerup.duration 0x7fffffff
				}

ACTOR Infrared_INV : CustomInventory
{
Inventory.Amount 1
Inventory.MaxAmount 60
Inventory.InterHubAmount 60
Inventory.UseSound "MOVE"
Inventory.Icon "PEDOH0"
+INVENTORY.INVBAR
+INVENTORY.UNDROPPABLE
States
{
Spawn:
      PVIS A -1
      Stop
Use:
		TNT1 A 0 A_JumpIfInventory("UsoBASE",1,"Fallo")
		PVIS A 1 a_giveinventory("UsoBASE",1)
		PVIS A 1 a_giveinventory("UsoInfrared",1)
	  Fail
	  
Fallo:
		TNT1 A 0 
	Fail
	}
}
				Actor PowerLightAmp2 : PowerLightAmp
				{
				powerup.duration 0x7fffffff
				}

ACTOR Allmap_INV : CustomInventory
{
Inventory.Amount 1
Inventory.MaxAmount 3
Inventory.InterHubAmount 3
Inventory.UseSound "MOVE"
Inventory.Icon "PEDOM0"
+INVENTORY.INVBAR
States
{
Spawn:
		tnt1 a 1
		TNT1 A 0 A_SpawnItemEx("AllmapI",0,0,0,FRANDOM(2,4),0,5,FRANDOM(350,370),SXF_NOCHECKPOSITION)
		Stop
Use:
		TNT1 A 0 A_playsound("misc/p_pkup")
		PMAP A 1 a_giveinventory("Allmap",1)
	  Stop
	}
}
