Actor SSTBlueArmor : BlueArmor
{
}

ACTOR SSTShell : CustomInventory replaces Shell//2008
{
	Game Doom
	SpawnID 12
	Inventory.PickupMessage "$GOTSHELLS"
	Inventory.Amount 1
	Inventory.MaxAmount 50
	inventory.pickupsound	"misc/ammo_pkup"
	States
	{
	Spawn:
		SHEL A 0
		SHEL A 0 A_Jump(128,"Spawn2")
	Spawn1:
		SHEL A -1
		Stop
	Spawn2:
		SHEL B -1
		Stop
  Pickup:
  	TNT1 A 0 A_GiveInventory("Shell",4)
	Stop
	}
}

ACTOR SSTHealthBonus : CustomInventory //replaces healthbonus //2014
{
  Game Doom
  SpawnID 152
  +COUNTITEM
  +INVENTORY.ALWAYSPICKUP
  Inventory.Amount 1
  Inventory.MaxAmount 200
  Inventory.PickupMessage "$GOTHTHBONUS" // "Picked up a health bonus."
  inventory.pickupsound "misc/healthbonus"
  States
  {
  Spawn:
    BON1 ABCDCB 6
    Loop
  Pickup:
  	TNT1 A 0 A_GiveInventory("HealthBonus",1)
    SGRN A 0 Bright A_SpawnItemEx ("BluePickupCloud", 0,0,0, 0, 0, 0, 0, SXF_NOCHECKPOSITION|SXF_CLIENTSIDE) 
  	//TNT1 A 0 ACS_ExecuteAlways(781,0, 1,0,0)
	Stop
  }
}

Actor SSTArmorBonus : CustomInventory //replaces armorbonus//2015
{
  Game Doom
  SpawnID 22
  Radius 20
  Height 16
  Inventory.Pickupmessage "$GOTARMBONUS" // "Picked up an armor bonus."
  inventory.pickupsound "misc/armorbonus"
  +COUNTITEM
  +INVENTORY.ALWAYSPICKUP
  States
  {
  Spawn:
    BON2 ABCDCB 6
    loop
  Pickup:
  	TNT1 A 0 A_GiveInventory("ArmorBonus",1)
    SGRN A 0 Bright A_SpawnItemEx ("GreenPickupCloud", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION|SXF_CLIENTSIDE) 
  	//TNT1 A 0 ACS_ExecuteAlways(781,0, 3,0,0)
	Stop
  }
}

ACTOR SSTMaxArmorBonus : CustomInventory replaces maxarmorbonus//5091
{
	Game Doom
	Game Heretic
	Game Hexen
	SpawnID 167
	Radius 20
	Height 16
	Inventory.Pickupmessage "$PICKUP_MAXARMORBONUS"
  inventory.pickupsound "misc/armorbonus"
	+COUNTITEM
	+INVENTORY.ALWAYSPICKUP
	States
	{
	Spawn:
		BON4 ABCDCB 6
		loop
  Pickup:
  	TNT1 A 0 A_GiveInventory("MaxArmorBonus",1)
    SGRN A 0 Bright A_SpawnItemEx ("BluePickupCloud2", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION|SXF_CLIENTSIDE) 
  	//TNT1 A 0 ACS_ExecuteAlways(781,0, 3,0,0)
	Stop
	}
}

ACTOR SSTMaxHealthBonus : CustomInventory replaces maxhealthbonus//5090
{
	Game Doom
	Game Heretic
	Game Hexen
	SpawnID 166
	+COUNTITEM
	+INVENTORY.ALWAYSPICKUP
	Inventory.Amount 1
	Inventory.MaxAmount 50
	Health 200
	Inventory.PickupMessage "$PICKUP_MAXHEALTHBONUS"
  inventory.pickupsound "misc/healthbonus"
	States
	{
	Spawn:
		BON3 ABCDCB 6
		Loop
  Pickup:
  	TNT1 A 0 A_GiveInventory("MaxHealthBonus",1)
    SGRN A 0 Bright A_SpawnItemEx ("RedPickupCloud", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION|SXF_CLIENTSIDE) 
  	//TNT1 A 0 ACS_ExecuteAlways(781,0, 3,0,0)
	Stop
	}
}

ACTOR RedPickupCloud
{
  Radius 20
  Height 16
  +NOTDMATCH
  +NOBLOCKMAP
  +NOTELEPORT
  +NOGRAVITY
  +NOCLIP
  +DONTSPLASH
  +CLIENTSIDEONLY
  +NOINTERACTION
   RenderStyle add
   Alpha 0.35
  Scale 0.5
   States
   {
   Spawn:
      NULL A 0
   //Death:
      BSP4 A 1 A_FadeOut(0.01)
      BSP4 BCDEFGHIJKLMNOPQRSTUVWXYZ 1 A_FadeOut(0.01)
      BSP5 AB 1
      Stop
   }
}

ACTOR BluePickupCloud
{
  Radius 20
  Height 16
  +NOTDMATCH
  +NOBLOCKMAP
  +NOTELEPORT
  +NOGRAVITY
  +NOCLIP
  +DONTSPLASH
  +CLIENTSIDEONLY
  +NOINTERACTION
   RenderStyle add
   Alpha 0.35
   Scale 0.5
   States
   {
   Spawn:
      NULL A 0
   //Death:
      NBMC ABCDEFGHIJKLMNOPQRSTUVWXYZ 1 A_FadeOut(0.01)
      Stop
   }
}

ACTOR GreenPickupCloud
{
  Radius 20
  Height 16
  +NOTDMATCH
  +NOBLOCKMAP
  +NOTELEPORT
  +NOGRAVITY
  +NOCLIP
  +DONTSPLASH
  +CLIENTSIDEONLY
  +NOINTERACTION
   RenderStyle add
   Alpha 0.35
   Scale 0.5
   States
   {
   Spawn:
      NULL A 0
   //Death:
      OXPL ABCDEFGHIJKL 1 A_FadeOut(0.02)
      Stop
   }
}

ACTOR BluePickupCloud2
{
  Radius 20
  Height 16
  +NOTDMATCH
  +NOBLOCKMAP
  +NOTELEPORT
  +NOGRAVITY
  +NOCLIP
  +DONTSPLASH
  +CLIENTSIDEONLY
  +NOINTERACTION
  translation ice
   RenderStyle add
   Alpha 0.35
   Scale 0.5
   States
   {
   Spawn:
      NULL A 0
   //Death:
      OXPL ABCDEFGHIJKL 1 A_FadeOut(0.02)
      Stop
   }
}

// i'm too high to remember why the fuck i did this next part
// but i'm afraid to delete it
ACTOR SSTMaxHealthBonus1 : SSTMaxHealthBonus
{
}
ACTOR SSTMaxHealthBonus2 : SSTMaxHealthBonus
{
}
ACTOR SSTMaxHealthBonus3 : SSTMaxHealthBonus
{
}
ACTOR SSTMaxHealthBonus4 : SSTMaxHealthBonus
{
}
ACTOR SSTMaxArmorBonus1 : SSTMaxArmorBonus
{
}
ACTOR SSTMaxArmorBonus2 : SSTMaxArmorBonus
{
}
ACTOR SSTMaxArmorBonus3 : SSTMaxArmorBonus
{
}
ACTOR SSTMaxArmorBonus4 : SSTMaxArmorBonus
{
}

ACTOR SSTMegasphere : CustomInventory //83
{
	+INVENTORY.AUTOACTIVATE
	+INVENTORY.ALWAYSPICKUP
	Inventory.MaxAmount 0
  Inventory.PickupMessage "$GOTMSPHERE" // "MegaSphere!"
  Inventory.PickupSound "misc/megasphere"
  SpawnID 132
	States
	{
	Spawn:
		MEGA ABCD 6 BRIGHT
		Loop
	Pickup:
  	    TNT1 A 0 ACS_ExecuteAlways(887,0, 0,0,0)
		TNT1 A 0 A_GiveInventory("BlueArmorForMegasphere", 1)
		TNT1 A 0 A_GiveInventory("MegasphereHealth", 1)
		Stop
	}
}

ACTOR SSTBerserk : Berserk replaces Berserk
{
	+INVENTORY.AUTOACTIVATE
	+INVENTORY.ALWAYSPICKUP
	Inventory.MaxAmount 0
  Game Doom
  SpawnID 134
  +COUNTITEM
  Inventory.PickupMessage "Berserk! (Bro-tip: Hold fire while running to do a running-punch!)" // "Berserk! Rip and tear!"
  Inventory.PickupSound "misc/berserk"
  States
  {
  Spawn:
    PSTR A -1
    Stop
  Pickup:
	TNT1 A 0
  Use:
	TNT1 A 0 A_JumpIfInventory("PowerStrength",1, 2)
    TNT1 A 0 A_SelectWeapon("SSTFist")
    TNT1 A 0
  	TNT1 A 0 ACS_ExecuteAlways(887,0, 0,0,0)
    TNT1 A 0 A_GiveInventory("PowerStrength")
    TNT1 A 0 HealThing(100, 0)
    Stop
  }
}

ACTOR SSTSoulSphere : CustomInventory replaces soulsphere//2013
{
	+INVENTORY.AUTOACTIVATE
	+INVENTORY.ALWAYSPICKUP
	Inventory.MaxAmount 0
	SpawnID 25
	Inventory.PickupMessage "$GOTSUPER"
    Inventory.PickupSound "misc/soulsphere"
	States
	{
	Spawn:
		SOUL ABCDCB 6 Bright
		Loop
  Pickup:
	TNT1 A 0
    TNT1 A 0 A_GiveInventory("HealthBonus", 100)
  Use:
  	TNT1 A 0 ACS_ExecuteAlways(887,0, 0,0,0)
    Stop
	}
}

ACTOR SSTRadSuit : CustomInventory replaces radsuit//2025
{
	+INVENTORY.AUTOACTIVATE
	+INVENTORY.ALWAYSPICKUP
	Inventory.MaxAmount 0
	SpawnID 136
	Inventory.PickupSound "misc/HazMat"
	Inventory.PickupMessage "$GOTSUIT"
	States
	{
	Spawn:
		SUIT A -1 Bright
		Stop
  Pickup:
	TNT1 A 0
  Use:
  	TNT1 A 0 ACS_ExecuteAlways(887,0, 0,0,0)
    TNT1 A 0 A_GiveInventory("Radsuit")
    Stop
	}
}	

ACTOR SSTInvulnerabilitySphere : CustomInventory replaces InvulnerabilitySphere// 2022
{
	+INVENTORY.AUTOACTIVATE
	+INVENTORY.ALWAYSPICKUP
	Inventory.MaxAmount 0
	SpawnID 133
	Inventory.PickupMessage "$GOTINVUL"
	Inventory.PickupSound "misc/invul"
	States
	{
	Spawn:
		PINV ABCD 6 Bright
		Loop
  Pickup:
	TNT1 A 0
  Use:
  	TNT1 A 0 ACS_ExecuteAlways(887,0, 0,0,0)
    TNT1 A 0 A_GiveInventory("InvulnerabilitySphere")
    Stop
    }
}

ACTOR SSTAllMap : CustomInventory replaces AllMap// 2026
{
	+INVENTORY.AUTOACTIVATE
	+INVENTORY.ALWAYSPICKUP
	Inventory.MaxAmount 0
	SpawnID 137
	Inventory.PickupSound "misc/gps"
	Inventory.PickupMessage "$GOTMAP"
	States
	{
	Spawn:
		PMAP ABCDCB 6 Bright
		Loop
  Pickup:
	TNT1 A 0
  Use:
  	TNT1 A 0 ACS_ExecuteAlways(887,0, 0,0,0)
    TNT1 A 0 A_GiveInventory("AllMap")
    Stop
    }
}

ACTOR SSTBlurSphere : CustomInventory //replaces BlurSphere//2024
{
	+INVENTORY.AUTOACTIVATE
	+INVENTORY.ALWAYSPICKUP
	Inventory.MaxAmount 0
	SpawnID 135
	Inventory.PickupMessage "$GOTINVIS"
	Inventory.PickupSound "misc/invis"
	States
	{
	Spawn:
		PINS ABCD 6 Bright
		Loop
  Pickup:
	TNT1 A 0
  Use:
  	TNT1 A 0 ACS_ExecuteAlways(887,0, 0,0,0)
    TNT1 A 0 A_GiveInventory("BlurSphere")
    Stop
	}
}

ACTOR SSTInvisibilitySphere : Custominventory replaces InvisibilitySphere //5035
{
	+INVENTORY.AUTOACTIVATE
	+INVENTORY.ALWAYSPICKUP
	Inventory.MaxAmount 0
	Inventory.PickupMessage "$PICKUP_INVISIBILITY"
	Inventory.PickupSound "misc/invis"
	SpawnID 174
	States
	{
	Spawn:
		SINV ABCD 6 Bright
		Loop
  Pickup:
	TNT1 A 0
  Use:
  	TNT1 A 0 ACS_ExecuteAlways(887,0, 0,0,0)
    TNT1 A 0 A_GiveInventory("InvisibilitySphere")
    Stop
	}
}

ACTOR SSTInfrared : Custominventory replaces Infrared//2045
{
	SpawnID 138
	+COUNTITEM
	+INVENTORY.AUTOACTIVATE
	+INVENTORY.ALWAYSPICKUP
	Inventory.MaxAmount 0
	Inventory.PickupMessage "$GOTVISOR"
	Inventory.PickupSound "misc/nightvision"
	States
	{
	Spawn:
		PVIS A 6 Bright
		PVIS B 6
		Loop
  Pickup:
	TNT1 A 0
  Use:
  	TNT1 A 0 ACS_ExecuteAlways(887,0, 0,0,0)
    TNT1 A 0 A_GiveInventory("Infrared")
    Stop
	}
}

ACTOR SSTTurbosphere : Custominventory replaces Turbosphere // 5030
{
	Game Doom
	Game Heretic
	Game Hexen
	SpawnID 169
	+COUNTITEM
	+NOGRAVITY
	+INVENTORY.AUTOACTIVATE
	+INVENTORY.ALWAYSPICKUP
	Inventory.MaxAmount 0
	Inventory.PickupMessage "$PICKUP_TURBOSPHERE"
	Inventory.PickupAnnouncerEntry "turbosphere"
	States
	{
	Spawn:
		TURB ABCD 3 Bright
		Loop
  Pickup:
	TNT1 A 0
  Use:
  	TNT1 A 0 ACS_ExecuteAlways(887,0, 0,0,0)
    TNT1 A 0 A_GiveInventory("TurboSphere")
    Stop
	}
}
ACTOR SSTTimeFreezeSphere : Custominventory replaces timefreezesphere// 5032
{
	Game Doom
	Game Heretic
	Game Hexen
	SpawnID 171
	+COUNTITEM
	+NOGRAVITY
	+INVENTORY.AUTOACTIVATE
	+INVENTORY.ALWAYSPICKUP
	Inventory.MaxAmount 0
	Inventory.PickupMessage "$PICKUP_TIMEFREEZER"
	Inventory.PickupAnnouncerEntry "timefreeze"
	States
	{
	Spawn:
		TIME ABCD 6 Bright
		Loop
  Pickup:
	TNT1 A 0
  Use:
  	TNT1 A 0 ACS_ExecuteAlways(887,0, 0,0,0)
    TNT1 A 0 A_GiveInventory("TimeFreezeSphere")
    Stop
	}
}
ACTOR SSTDoomsphere : Custominventory replaces Doomsphere//5036
{
	Game Doom
	Game Heretic
	Game Hexen
	SpawnID 175
	+COUNTITEM
	+NOGRAVITY
	+INVENTORY.AUTOACTIVATE
	+INVENTORY.ALWAYSPICKUP
	Inventory.MaxAmount 0
	Inventory.PickupMessage "$PICKUP_DOOMSPHERE"
	Inventory.PickupAnnouncerEntry "doomsphere"
	States
	{
	Spawn:
		DOOM A 10 Bright
		DOOM B 15 Bright
		DOOM C 8 Bright
		DOOM D 6 Bright
		Loop
  Pickup:
	TNT1 A 0
  Use:
  	TNT1 A 0 ACS_ExecuteAlways(887,0, 0,0,0)
    TNT1 A 0 A_GiveInventory("Doomsphere")
    Stop
	}
}
ACTOR SSTGuardsphere : Custominventory replaces guardsphere//5037
{
	Game Doom
	Game Heretic
	Game Hexen
	SpawnID 0
	+COUNTITEM
	+NOGRAVITY
	+INVENTORY.AUTOACTIVATE
	+INVENTORY.ALWAYSPICKUP
	Inventory.MaxAmount 0
	Inventory.PickupMessage "$PICKUP_GUARDSPHERE"
	Inventory.PickupAnnouncerEntry "guardsphere"
	States
	{
	Spawn:
		GARD ABCD 6 Bright
		Loop
  Pickup:
	TNT1 A 0
  Use:
  	TNT1 A 0 ACS_ExecuteAlways(887,0, 0,0,0)
    TNT1 A 0 A_GiveInventory("Guardsphere")
    Stop
	}
}

ACTOR SSTBackpack : Backpack replaces Backpack
{
  Game Doom
  SpawnID 144
  Height 26
  Inventory.PickupMessage "$GOTBACKPACK" // "Picked up a backpack full of ammo!"
  Inventory.PickupSound "misc/backpack"
  States
  {
  Spawn:
    BPAK A -1
    Stop
  }
}


ACTOR WeedSphere : Custominventory 30420
{
	//$Category Powerups
	-INVBAR
	+INVENTORY.PICKUPFLASH
	+INVENTORY.AUTOACTIVATE
	+INVENTORY.ALWAYSPICKUP
	+FORCEXYBILLBOARD
	Inventory.PickupMessage "WeedSphere, man!"
	Scale .50
	//Inventory.PickupAnnouncerEntry "invulnerability"
	Inventory.PickupSound "misc/weedsphere"
        States
        {
        Spawn:
          W33D ABCDEFGHI 3 Bright
          LOOP
        PickUp:
		  TNT1 A 0 ACS_ExecuteAlways(887,0, 0,0,0)
          W33D A 0 A_GiveInventory("WeedSphereActive",1)//3
          W33D A 0 A_GiveInventory("HealthBonus",50)
          W33D A 0 A_GiveInventory("MaxHealthBonus",50)//250
          W33D AAAAAAAAAA 0 A_GiveInventory("MaxArmorBonus",1)//wtf why can't I give more than 1 at once???
          W33D AAAAAAAAAA 0 A_GiveInventory("MaxArmorBonus",1)
          W33D AAAAAAAAAA 0 A_GiveInventory("MaxArmorBonus",1)
          W33D AAAAAAAAAA 0 A_GiveInventory("MaxArmorBonus",1)
          W33D AAAAAAAAAA 0 A_GiveInventory("MaxArmorBonus",1)
		  TNT1 AAAAAAAA 0 A_SpawnItemEx ("UnderwaterSteam", 0,0,random(24,32), random(-5,5),random(-5,5),0, 0, 160)  
		  TNT1 AAAAAAAA 0 A_SpawnItemEx ("UnderwaterSteam", 0,0,random(16,40), random(-3,3),random(-3,3),random(0,2), 0, 160)  
		  W33D AAAAAAAAAA 0 A_SpawnItemEx("hectshotflare", random(-64,64),random(-64,64),random(0,56), random(-12,12),random(-12,12),random(-12,12), 0, 160)
          NULL A 1 //ACS_ExecuteAlways(982,0,0,0,0)
          Stop
        }
}

ACTOR WeedsphereActive : Inventory
{
Inventory.Amount 1
Inventory.MaxAmount 1//3//5
}