ACTOR SFortPoisonBlaster : Weapon
{
  Weapon.SelectionOrder 1000
  Weapon.AmmoType1 "Cell"
  Weapon.AmmoUse1 4
  Weapon.AmmoGive 40
  Weapon.AmmoType2 "Cell"
  Weapon.AmmoUse2 1
  Inventory.PickupSound "misc/w_pkup"
  Inventory.PickupMessage "You got the poison blaster!"
  Inventory.RestrictedTo "MedicPlayer"
  Tag "Poison blaster"
  +WEAPON.ALT_AMMO_OPTIONAL
  +WEAPON.NOAUTOAIM
  +WEAPON.NOLMS
  +WEAPON.ALLOW_WITH_RESPAWN_INVUL
  States
  {
  Spawn:
	POIS A -1
	Stop
  Ready:
	POBO A 1 A_WeaponReady(WRF_ALLOWRELOAD)
	Loop
  Select:
    TNT1 A 0 A_Raise
	POBO A 1 A_Raise
	Loop
  Deselect:
	POBO A 0 A_Lower
	Loop
  Fire:
	TNT1 A 0 A_TakeInventory("PowerInvulnerable",1)
	TNT1 A 0 A_JumpIfInventory("PowerQuadDamage",1,"Quad")
	POBO C 4 Bright A_FireCustomMissile("PoisonBlasterBall")
	POBO B 4 Bright
	POBO A 6
	TNT1 A 0 A_Refire
	Goto Ready
  Quad:
    TNT1 A 0 A_Playsound("misc/qdmg",CHAN_AUTO)
	Goto Fire+2
  AltFire:
	TNT1 A 0 A_JumpIfNoAmmo("AltFail")
	TNT1 A 0 A_TakeInventory("PowerInvulnerable",1)
	TNT1 A 0 A_Playsound("weapons/pblastheal",CHAN_WEAPON)
	POBO C 2 Bright A_RailAttack(0,0,1,"None","LightGreen",RGF_NOPIERCING,1.5,"SFortHealPuff",0,0,0,10,3.0,10.0)//A_FireBullets(0,0,1,0,"SFortHealPuff")
	POBO B 2 Bright
	POBO A 1
	TNT1 A 0 A_Refire
	Goto Ready
  AltFail:
    TNT1 A 0 ACS_NamedExecuteAlways("MedicHealNoAmmo",0)
	Goto Ready
/*
  AltFire:
	TNT1 A 0 A_TakeInventory("PowerInvulnerable",1)
	TNT1 A 0 A_JumpIfInventory("BlueTeamToken",1,"Blue")
	TNT1 A 0 A_JumpIfInventory("RedTeamToken",1,"Red")
	TNT1 A 0 A_JumpIfInventory("GreenTeamToken",1,"Green")
	TNT1 A 0 A_JumpIfInventory("GoldTeamToken",1,"Gold")
	Goto Ready
  Blue:
	TNT1 A 0 A_Playsound("grenade/throw",CHAN_WEAPON)
	TNT1 AA 0 A_FireCustomMissile("BlueMediBag",frandom(-5,5),1,frandom(-1,1),1,1,frandom(0,5))
	Goto AltEnd
  Red:
	TNT1 A 0 A_Playsound("grenade/throw",CHAN_WEAPON)
	TNT1 AA 0 A_FireCustomMissile("RedMediBag",frandom(-5,5),1,frandom(-1,1),1,1,frandom(0,5))
	Goto AltEnd
  Green:
	TNT1 A 0 A_Playsound("grenade/throw",CHAN_WEAPON)
	TNT1 AA 0 A_FireCustomMissile("GreenMediBag",frandom(-5,5),1,frandom(-1,1),1,1,frandom(0,5))
	Goto AltEnd
  Gold:
	TNT1 A 0 A_Playsound("grenade/throw",CHAN_WEAPON)
	TNT1 AA 0 A_FireCustomMissile("GoldMediBag",frandom(-5,5),1,frandom(-1,1),1,1,frandom(0,5))
	Goto AltEnd
  AltEnd:
	HNDG ABCD 2
	TNT1 A 6
	Goto Ready*/
  Reload:
	TNT1 A 0 A_Print("$INFO_MEDIC",0.0625)
    Goto Ready
  }
}

ACTOR PoisonBlasterBall
{
  Projectile
  ProjectileKickback 400
  Radius 6
  Height 8
  Speed 60
  Scale 0.75
  Damage 0
  DamageType "Poison"
  PoisonDamage 150
  PoisonDamageType "Poison"
  +ADDITIVEPOISONDURATION
  +RANDOMIZE
  Renderstyle Add
  Alpha 0.75
  SeeSound "weapons/pblaster"
  DeathSound "weapons/pblastx"
  Obituary "%o didn't receive medicine from %k's poison blaster."
  SelfObituary "%o exposed %hself to %p own poison."
  Decal DoomImpScorch
  States
  {
  Spawn:
    POBL AB 3 Bright
	Loop
  Death:
	TNT1 A 0 A_Explode(64,80)
    POBL C 4 Bright A_SetScale(1.0)
    POBL DE 4 Bright
	Stop
  }
}

ACTOR SFortHealPuff
{
  +ALWAYSPUFF
  +PUFFGETSOWNER
  +PUFFONACTORS
  +NOGRAVITY
  +FORCEALLYCOLLISION
  Seesound "weapons/pblasthealhit"
  DamageType "Plasma"
  Renderstyle Add
  Alpha 0.25
  States
  {
  Spawn:
  See:
  Crash:
	TNT1 A 0
	Stop
  XDeath:
	TNT1 A 0
	//TNT1 A 0 A_TakeInventory("Cell",4,TIF_NOTAKEINFINITE,AAPTR_TARGET)
    APBX A 2 Bright A_RadiusGive("SFortHealPuffItem",64,RGF_PLAYERS|RGF_GIVESELF,20)
	APBX BCD 2 Bright
	Stop
  }
}

ACTOR SFortHealPuffItem : CustomInventory
{
	+INVENTORY.AUTOACTIVATE
	-INVENTORY.INVBAR
	-COUNTITEM
	States
	{
	Pickup:
	  //TNT1 A 0 A_JumpIfInventory("MedicToken",1,"MedicPickup")
	  TNT1 A 0 A_JumpIfInventory("GunnerToken",1,"GunnerPickup")
	  TNT1 A 0 A_JumpIfInventory("CyborgToken",1,"GunnerPickup")
	  /*TNT1 A 0 A_JumpIfHealthLower(100,"LowPickup")
	  TNT1 A 0 A_GiveInventory("MediBagOverHealth",1)
	  Stop
	LowPickup:*/
	  TNT1 A 0 A_GiveInventory("MediBagHealth",1)
	  Stop
	GunnerPickup:
	  /*TNT1 A 0 A_JumpIfHealthLower(200,"GunnerLowPickup")
	  TNT1 A 0 A_GiveInventory("GunnerMediBagOverHealth",1)
	  Stop
	GunnerLowPickup:*/
	  TNT1 A 0 A_GiveInventory("GunnerMediBagHealth",1)
	  Stop
/*	MedicPickup:
	  TNT1 A 0 A_GiveInventory("MedicMediBagHealth",1)
	  Stop*/
	PickupFail:
	  TNT1 A 0
	  Fail
	}
}

ACTOR MedicNailPistol : SFortNailPistol
{
  Weapon.AmmoType2 "Cell"
  Weapon.AmmoUse2 1
  Inventory.RestrictedTo "MedicPlayer"
  +WEAPON.ALT_AMMO_OPTIONAL
  States
  {
  AltFire:
	TNT1 A 0 A_JumpIfNoAmmo("AltFail")
	TNT1 A 0 A_TakeInventory("PowerInvulnerable",1)
	TNT1 A 0 A_Playsound("weapons/pblastheal",CHAN_WEAPON)
	POBO C 2 Bright A_RailAttack(0,0,1,"None","LightGreen",RGF_NOPIERCING,1.5,"SFortHealPuff",0,0,0,10,3.0,10.0)//A_FireBullets(0,0,1,0,"SFortHealPuff")
	POBO B 2 Bright
	POBO A 1
	TNT1 A 0 A_Refire
	Goto Ready
  AltFail:
    TNT1 A 0 ACS_NamedExecuteAlways("MedicHealNoAmmo",0)
	Goto Ready
/*
  AltFire:
	TNT1 A 0 A_TakeInventory("PowerInvulnerable",1)
	TNT1 A 0 A_JumpIfInventory("BlueTeamToken",1,"Blue")
	TNT1 A 0 A_JumpIfInventory("RedTeamToken",1,"Red")
	TNT1 A 0 A_JumpIfInventory("GreenTeamToken",1,"Green")
	TNT1 A 0 A_JumpIfInventory("GoldTeamToken",1,"Gold")
	Goto Ready
  Blue:
	TNT1 A 0 A_Playsound("grenade/throw",CHAN_WEAPON)
	TNT1 AA 0 A_FireCustomMissile("BlueMediBag",frandom(-5,5),1,frandom(-1,1),1,1,frandom(0,5))
	Goto AltEnd
  Red:
	TNT1 A 0 A_Playsound("grenade/throw",CHAN_WEAPON)
	TNT1 AA 0 A_FireCustomMissile("RedMediBag",frandom(-5,5),1,frandom(-1,1),1,1,frandom(0,5))
	Goto AltEnd
  Green:
	TNT1 A 0 A_Playsound("grenade/throw",CHAN_WEAPON)
	TNT1 AA 0 A_FireCustomMissile("GreenMediBag",frandom(-5,5),1,frandom(-1,1),1,1,frandom(0,5))
	Goto AltEnd
  Gold:
	TNT1 A 0 A_Playsound("grenade/throw",CHAN_WEAPON)
	TNT1 AA 0 A_FireCustomMissile("GoldMediBag",frandom(-5,5),1,frandom(-1,1),1,1,frandom(0,5))
	Goto AltEnd
  AltEnd:
	HNDG ABCD 2
	TNT1 A 6
	Goto Ready*/
  Reload:
	TNT1 A 0 A_Print("$INFO_MEDIC",0.0625)
    Goto Ready
  }
}

ACTOR MedicScatterPistol : SFortScatterPistol
{
  Weapon.AmmoType2 "Cell"
  Weapon.AmmoUse2 1
  Inventory.RestrictedTo "MedicPlayer"
  AttackSound ""
  +WEAPON.ALT_AMMO_OPTIONAL
  States
  {
/*  Fire:
	TNT1 A 0 A_PlaySound("weapons/scatterf",CHAN_WEAPON)
	Goto FireNormal*/
  AltFire:
	TNT1 A 0 A_JumpIfNoAmmo("AltFail")
	TNT1 A 0 A_TakeInventory("PowerInvulnerable",1)
	TNT1 A 0 A_Playsound("weapons/pblastheal",CHAN_WEAPON)
	POBO C 2 Bright A_RailAttack(0,0,1,"None","LightGreen",RGF_NOPIERCING,1.5,"SFortHealPuff",0,0,0,10,3.0,10.0)//A_FireBullets(0,0,1,0,"SFortHealPuff")
	POBO B 2 Bright
	POBO A 1
	TNT1 A 0 A_Refire
	Goto Ready
  AltFail:
    TNT1 A 0 ACS_NamedExecuteAlways("MedicHealNoAmmo",0)
	Goto Ready
/*
  AltFire:
	TNT1 A 0 A_TakeInventory("PowerInvulnerable",1)
	TNT1 A 0 A_JumpIfInventory("BlueTeamToken",1,"Blue")
	TNT1 A 0 A_JumpIfInventory("RedTeamToken",1,"Red")
	TNT1 A 0 A_JumpIfInventory("GreenTeamToken",1,"Green")
	TNT1 A 0 A_JumpIfInventory("GoldTeamToken",1,"Gold")
	Goto Ready
  Blue:
	TNT1 A 0 A_Playsound("grenade/throw",CHAN_WEAPON)
	TNT1 AA 0 A_FireCustomMissile("BlueMediBag",frandom(-5,5),1,frandom(-1,1),1,1,frandom(0,5))
	Goto AltEnd
  Red:
	TNT1 A 0 A_Playsound("grenade/throw",CHAN_WEAPON)
	TNT1 AA 0 A_FireCustomMissile("RedMediBag",frandom(-5,5),1,frandom(-1,1),1,1,frandom(0,5))
	Goto AltEnd
  Green:
	TNT1 A 0 A_Playsound("grenade/throw",CHAN_WEAPON)
	TNT1 AA 0 A_FireCustomMissile("GreenMediBag",frandom(-5,5),1,frandom(-1,1),1,1,frandom(0,5))
	Goto AltEnd
  Gold:
	TNT1 A 0 A_Playsound("grenade/throw",CHAN_WEAPON)
	TNT1 AA 0 A_FireCustomMissile("GoldMediBag",frandom(-5,5),1,frandom(-1,1),1,1,frandom(0,5))
	Goto AltEnd
  AltEnd:
	HNDG ABCD 2
	TNT1 A 6
	Goto Ready*/
  Reload:
	TNT1 A 0 A_Print("$INFO_MEDIC",0.0625)
    Goto Ready
  }
}

ACTOR MedicFist : SFortFist
{
  Weapon.AmmoType2 "Cell"
  Weapon.AmmoUse2 1
  Inventory.RestrictedTo "MedicPlayer"
  +WEAPON.ALT_AMMO_OPTIONAL
  States
  {
  Select:
    TNT1 A 0 A_Raise
    PUNG A 1 A_Raise
    Loop
  AltFire:
	TNT1 A 0 A_JumpIfNoAmmo("AltFail")
	TNT1 A 0 A_TakeInventory("PowerInvulnerable",1)
	TNT1 A 0 A_Playsound("weapons/pblastheal",CHAN_WEAPON)
	POBO C 2 Bright A_RailAttack(0,0,1,"None","LightGreen",RGF_NOPIERCING,1.5,"SFortHealPuff",0,0,0,10,3.0,10.0)//A_FireBullets(0,0,1,0,"SFortHealPuff")
	POBO B 2 Bright
	POBO A 1
	TNT1 A 0 A_Refire
	Goto Ready
  AltFail:
    TNT1 A 0 ACS_NamedExecuteAlways("MedicHealNoAmmo",0)
	Goto Ready
/*
  AltFire:
	TNT1 A 0 A_TakeInventory("PowerInvulnerable",1)
	TNT1 A 0 A_JumpIfInventory("BlueTeamToken",1,"Blue")
	TNT1 A 0 A_JumpIfInventory("RedTeamToken",1,"Red")
	TNT1 A 0 A_JumpIfInventory("GreenTeamToken",1,"Green")
	TNT1 A 0 A_JumpIfInventory("GoldTeamToken",1,"Gold")
	Goto Ready
  Blue:
	TNT1 A 0 A_Playsound("grenade/throw",CHAN_WEAPON)
	TNT1 AA 0 A_FireCustomMissile("BlueMediBag",frandom(-5,5),1,frandom(-1,1),1,1,frandom(0,5))
	Goto AltEnd
  Red:
	TNT1 A 0 A_Playsound("grenade/throw",CHAN_WEAPON)
	TNT1 AA 0 A_FireCustomMissile("RedMediBag",frandom(-5,5),1,frandom(-1,1),1,1,frandom(0,5))
	Goto AltEnd
  Green:
	TNT1 A 0 A_Playsound("grenade/throw",CHAN_WEAPON)
	TNT1 AA 0 A_FireCustomMissile("GreenMediBag",frandom(-5,5),1,frandom(-1,1),1,1,frandom(0,5))
	Goto AltEnd
  Gold:
	TNT1 A 0 A_Playsound("grenade/throw",CHAN_WEAPON)
	TNT1 AA 0 A_FireCustomMissile("GoldMediBag",frandom(-5,5),1,frandom(-1,1),1,1,frandom(0,5))
	Goto AltEnd
  AltEnd:
	HNDG ABCD 2
	TNT1 A 6
	Goto Ready*/
  Reload:
	TNT1 A 0 A_Print("$INFO_MEDIC",0.0625)
    Goto Ready
  }
}

ACTOR MedicBurstPistol : SFortBurstPistol
{
  Weapon.AmmoType2 "Cell"
  Weapon.AmmoUse2 1
  Inventory.RestrictedTo "MedicPlayer"
  AttackSound ""
  +WEAPON.ALT_AMMO_OPTIONAL
  States
  {
  Select:
    TNT1 A 0 A_Raise
    PISG A 1 A_Raise
    Loop
  Fire:
  FireNormal:
	TNT1 A 0 A_TakeInventory("PowerInvulnerable",1)
	TNT1 A 0 A_JumpIfInventory("PowerQuadDamage",1,"Quad")
	TNT1 A 0 A_Playsound("weapons/burstpistol",CHAN_WEAPON)
	TNT1 A 0 A_GunFlash
    GLOK A 1 A_FireBullets(2.1,1.75,-1,15,"SFortBulletPuff",FBF_NORANDOM|FBF_USEAMMO)
    GLOK B 2
	TNT1 A 0 A_Playsound("weapons/burstpistol",CHAN_WEAPON)
	TNT1 A 0 A_GunFlash
    GLOK A 1 A_FireBullets(2.1,1.75,-1,15,"SFortBulletPuff",FBF_NORANDOM|FBF_USEAMMO)
    GLOK B 2
	TNT1 A 0 A_Playsound("weapons/burstpistol",CHAN_WEAPON)
	TNT1 A 0 A_GunFlash
    GLOK A 1 A_FireBullets(2.1,1.75,-1,15,"SFortBulletPuff",FBF_NORANDOM|FBF_USEAMMO)
  FireEnd:
    GLOK B 2
    GLOK A 9
    GLOK A 3 A_ReFire
    Goto Ready
  Quad:
    TNT1 A 0 A_Playsound("misc/qdmg2",CHAN_7)
	TNT1 A 0 A_Playsound("weapons/burstpistol",CHAN_WEAPON)
	TNT1 A 0 A_GunFlash
    GLOK A 1 A_FireBullets(2.1,1.75,-1,15,"SFortBulletPuff",FBF_NORANDOM|FBF_USEAMMO)
    GLOK B 2
    TNT1 A 0 A_Playsound("misc/qdmg2",CHAN_7)
	TNT1 A 0 A_Playsound("weapons/burstpistol",CHAN_WEAPON)
	TNT1 A 0 A_GunFlash
    GLOK A 1 A_FireBullets(2.1,1.75,-1,15,"SFortBulletPuff",FBF_NORANDOM|FBF_USEAMMO)
    GLOK B 2
    TNT1 A 0 A_Playsound("misc/qdmg2",CHAN_7)
	TNT1 A 0 A_Playsound("weapons/burstpistol",CHAN_WEAPON)
	TNT1 A 0 A_GunFlash
    GLOK A 1 A_FireBullets(2.1,1.75,-1,15,"SFortBulletPuff",FBF_NORANDOM|FBF_USEAMMO)
	Goto FireEnd
  AltFire:
	TNT1 A 0 A_JumpIfNoAmmo("AltFail")
	TNT1 A 0 A_TakeInventory("PowerInvulnerable",1)
	TNT1 A 0 A_Playsound("weapons/pblastheal",CHAN_WEAPON)
	POBO C 2 Bright A_RailAttack(0,0,1,"None","LightGreen",RGF_NOPIERCING,1.5,"SFortHealPuff",0,0,0,10,3.0,10.0)//A_FireBullets(0,0,1,0,"SFortHealPuff")
	POBO B 2 Bright
	POBO A 1
	TNT1 A 0 A_Refire
	Goto Ready
  AltFail:
    TNT1 A 0 ACS_NamedExecuteAlways("MedicHealNoAmmo",0)
	Goto Ready
/*
  AltFire:
	TNT1 A 0 A_TakeInventory("PowerInvulnerable",1)
	TNT1 A 0 A_JumpIfInventory("BlueTeamToken",1,"Blue")
	TNT1 A 0 A_JumpIfInventory("RedTeamToken",1,"Red")
	TNT1 A 0 A_JumpIfInventory("GreenTeamToken",1,"Green")
	TNT1 A 0 A_JumpIfInventory("GoldTeamToken",1,"Gold")
	Goto Ready
  Blue:
	TNT1 A 0 A_Playsound("grenade/throw",CHAN_WEAPON)
	TNT1 AA 0 A_FireCustomMissile("BlueMediBag",frandom(-5,5),1,frandom(-1,1),1,1,frandom(0,5))
	Goto AltEnd
  Red:
	TNT1 A 0 A_Playsound("grenade/throw",CHAN_WEAPON)
	TNT1 AA 0 A_FireCustomMissile("RedMediBag",frandom(-5,5),1,frandom(-1,1),1,1,frandom(0,5))
	Goto AltEnd
  Green:
	TNT1 A 0 A_Playsound("grenade/throw",CHAN_WEAPON)
	TNT1 AA 0 A_FireCustomMissile("GreenMediBag",frandom(-5,5),1,frandom(-1,1),1,1,frandom(0,5))
	Goto AltEnd
  Gold:
	TNT1 A 0 A_Playsound("grenade/throw",CHAN_WEAPON)
	TNT1 AA 0 A_FireCustomMissile("GoldMediBag",frandom(-5,5),1,frandom(-1,1),1,1,frandom(0,5))
	Goto AltEnd
  AltEnd:
	HNDG ABCD 2
	TNT1 A 6
	Goto Ready*/
  Reload:
	TNT1 A 0 A_Print("$INFO_MEDIC",0.0625)
    Goto Ready
  }
}
/*
ACTOR BlueMediBag : CustomInventory
{
	Gravity 0.5
	Speed 40
	Radius 20
	Height 13
	//Inventory.ForbiddenTo "MedicPlayer"
	Inventory.PickupMessage "Picked up a medibag."
	Inventory.PickupSound "misc/health_pkup"
	+INVENTORY.AUTOACTIVATE
	-INVENTORY.INVBAR
	-COUNTITEM
	+NOTDMATCH
	+NOBLOCKMAP
	+DROPPED
	States
	{
	Spawn:
	  TNT1 A 0
	  TNT1 A 1
	  BMED A 2
	  BMED A 32 A_ChangeFlag(NOBLOCKMAP,0)
	  BMED AAAAAA 3 A_FadeOut(0.143)
	  Stop
	Pickup:
	  TNT1 A 0 A_JumpIfInventory("RedTeamToken",1,"PickupFail")
	  TNT1 A 0 A_JumpIfInventory("GreenTeamToken",1,"PickupFail")
	  TNT1 A 0 A_JumpIfInventory("GoldTeamToken",1,"PickupFail")
	  TNT1 A 0 A_JumpIfInventory("MedicToken",1,"MedicPickup")
	  TNT1 A 0 A_JumpIfInventory("GunnerToken",1,"GunnerPickup")
	  TNT1 A 0 A_JumpIfInventory("CyborgToken",1,"GunnerPickup")
	  TNT1 A 0 A_JumpIfHealthLower(100,"LowPickup")
	  TNT1 A 0 A_GiveInventory("MediBagOverHealth",1)
	  Stop
	LowPickup:
	  TNT1 A 0 A_GiveInventory("MediBagHealth",1)
	  Stop
	GunnerPickup:
	  TNT1 A 0 A_JumpIfHealthLower(200,"GunnerLowPickup")
	  TNT1 A 0 A_GiveInventory("GunnerMediBagOverHealth",1)
	  Stop
	GunnerLowPickup:
	  TNT1 A 0 A_GiveInventory("GunnerMediBagHealth",1)
	  Stop
	MedicPickup:
	  TNT1 A 0 A_GiveInventory("MedicMediBagHealth",1)
	  Stop
	PickupFail:
	  TNT1 A 0
	  Fail
	}
}

ACTOR RedMediBag : BlueMediBag
{
	States
	{
	Spawn:
	  TNT1 A 0
	  TNT1 A 1
	  RMED A 2
	  RMED A 32 A_ChangeFlag(NOBLOCKMAP,0)
	  RMED AAAAAA 3 A_FadeOut(0.143)
	  Stop
	Pickup:
	  TNT1 A 0 A_JumpIfInventory("BlueTeamToken",1,"PickupFail")
	  TNT1 A 0 A_JumpIfInventory("GreenTeamToken",1,"PickupFail")
	  TNT1 A 0 A_JumpIfInventory("GoldTeamToken",1,"PickupFail")
	  TNT1 A 0 A_JumpIfInventory("MedicToken",1,"MedicPickup")
	  TNT1 A 0 A_JumpIfInventory("GunnerToken",1,"GunnerPickup")
	  TNT1 A 0 A_JumpIfInventory("CyborgToken",1,"GunnerPickup")
	  TNT1 A 0 A_JumpIfHealthLower(100,"LowPickup")
	  TNT1 A 0 A_GiveInventory("MediBagOverHealth",1)
	  Stop
	}
}

ACTOR GreenMediBag : BlueMediBag
{
	States
	{
	Spawn:
	  TNT1 A 0
	  TNT1 A 1
	  GMED A 2
	  GMED A 32 A_ChangeFlag(NOBLOCKMAP,0)
	  GMED AAAAAA 3 A_FadeOut(0.143)
	  Stop
	Pickup:
	  TNT1 A 0 A_JumpIfInventory("BlueTeamToken",1,"PickupFail")
	  TNT1 A 0 A_JumpIfInventory("RedTeamToken",1,"PickupFail")
	  TNT1 A 0 A_JumpIfInventory("GoldTeamToken",1,"PickupFail")
	  TNT1 A 0 A_JumpIfInventory("MedicToken",1,"MedicPickup")
	  TNT1 A 0 A_JumpIfInventory("GunnerToken",1,"GunnerPickup")
	  TNT1 A 0 A_JumpIfInventory("CyborgToken",1,"GunnerPickup")
	  TNT1 A 0 A_JumpIfHealthLower(100,"LowPickup")
	  TNT1 A 0 A_GiveInventory("MediBagOverHealth",1)
	  Stop
	}
}

ACTOR GoldMediBag : BlueMediBag
{
	States
	{
	Spawn:
	  TNT1 A 0
	  TNT1 A 1
	  YMED A 2
	  YMED A 32 A_ChangeFlag(NOBLOCKMAP,0)
	  YMED AAAAAA 3 A_FadeOut(0.143)
	  Stop
	Pickup:
	  TNT1 A 0 A_JumpIfInventory("BlueTeamToken",1,"PickupFail")
	  TNT1 A 0 A_JumpIfInventory("RedTeamToken",1,"PickupFail")
	  TNT1 A 0 A_JumpIfInventory("GreenTeamToken",1,"PickupFail")
	  TNT1 A 0 A_JumpIfInventory("MedicToken",1,"MedicPickup")
	  TNT1 A 0 A_JumpIfInventory("GunnerToken",1,"GunnerPickup")
	  TNT1 A 0 A_JumpIfInventory("CyborgToken",1,"GunnerPickup")
	  TNT1 A 0 A_JumpIfHealthLower(100,"LowPickup")
	  TNT1 A 0 A_GiveInventory("MediBagOverHealth",1)
	  Stop
	}
}*/

ACTOR MediBagHealth : Health
{
	Inventory.Amount 100
	Inventory.MaxAmount 200
}
/*
ACTOR MediBagOverHealth : Health
{
	Inventory.Amount 100
	Inventory.MaxAmount 200
}*/

ACTOR GunnerMediBagHealth : Health
{
	Inventory.Amount 100
	Inventory.MaxAmount 300
}
/*
ACTOR GunnerMediBagOverHealth : MediBagHealth
{
	Inventory.Amount 50
	Inventory.MaxAmount 300
}*/

ACTOR MedicMediBagHealth : MediBagHealth
{
	Inventory.Amount 5
	Inventory.MaxAmount 100
}

ACTOR MedicHealthRegen : PowerRegeneration
{
	Powerup.Strength 10
	Powerup.Duration 0x7FFFFFFF
}

ACTOR MedicToken : Inventory {}