Actor DrinkBonus1 : HealthBonus
{
    Scale 0.4
	Inventory.Amount 2
	+COUNTITEM
	+ALWAYSPICKUP
	Inventory.PickupSound "CANPKP"
	Inventory.PickupMessage "\c[Red][ \c[White]Grape Soda\c- \c[Red]]"
    Tag "Grape Soda"
	States
	{
	Spawn:
	    DRBN A 9
		DRBN A 9 bright
		loop
	}
}

Actor DrinkBonus2 : DrinkBonus1
{
	Inventory.PickupSound "CANPKP"
	Inventory.PickupMessage "\c[Red][ \c[White]0% Alcohol Beer\c- \c[Red]]"
    Tag "0% Alcohol Beer"
	States
	{
	Spawn:
	    DRBN B 9
	    DRBN B 9 bright
		loop
	}
}

Actor DrinkBonus3 : DrinkBonus1
{
	Inventory.PickupSound "CANPKP"
	Inventory.PickupMessage "\c[Red][ \c[White]Energy Drink\c- \c[Red]]"
    Tag "Energy Drink"
	States
	{
	Spawn:
	    DRBN C 9
	    DRBN C 9 bright
		loop
	}
}

Actor BarBonus1 : HealthBonus
{
    Scale 0.3
	Inventory.Amount 4
	+COUNTITEM
	+ALWAYSPICKUP
	Inventory.PickupSound "CARPKP"
	Inventory.PickupMessage "\c[Red][ \c[White]Chocolate Bar w/ Nuts\c- \c[Red]]"
    Tag "Chocolate Bar w/ Nuts"
	States
	{
	Spawn:
	    BABN A 9
		BABN A 9 bright
		loop
	}
}

Actor BarBonus2 : BarBonus1
{
	Inventory.PickupSound "CARPKP"
	Inventory.PickupMessage "\c[Red][ \c[White]Classic Chocolate Bar w/ Nuts\c- \c[Red]]"
    Tag "Classic Chocolate Bar"
	States
	{
	Spawn:
	    BABN B 9
	    BABN B 9 bright
		loop
	}
}

Actor BarBonus3 : BarBonus1
{
	Inventory.PickupSound "CARPKP"
	Inventory.PickupMessage "\c[Red][ \c[White]Chocolate Bar W/Nuts (And Caramel)\c- \c[Red]]"
    Tag "Chocolate Bar W/Nuts (And Caramel)"
	States
	{
	Spawn:
	    BABN C 9
	    BABN C 9 bright
		loop
	}
}

Actor DroppedBonus1 : HealthBonus
{
    Scale 0.5
	Inventory.Amount 1
	-COUNTITEM
	+ALWAYSPICKUP
	Inventory.PickupSound "PREPKP"
	Inventory.PickupMessage "\c[Red][ \c[White]Expired Pills\c- \c[Red]]"
    Tag "Expired Pills"
	States
	{
	Spawn:
	    PILL A 9
		PILL A 9 bright
		loop
	}
}

Actor DroppedBonus2 : DroppedBonus1
{
    Scale 0.35
	Inventory.PickupSound "SPRPKP"
	Inventory.PickupMessage "\c[Red][ \c[White]Antiseptic Spray\c- \c[Red]]"
    Tag "Antiseptic Spray"
	States
	{
	Spawn:
	    SPRY A 9
	    SPRY A 9 bright
		loop
	}
}

Actor DroppedBonus3 : DroppedBonus1
{
    Scale 0.5
	Inventory.PickupSound "BANPKP"
	Inventory.PickupMessage "\c[Red][ \c[White]Used Bandage Roll\c- \c[Red]]"
    Tag "Used Bandage Roll"
	States
	{
	Spawn:
	    BAND A 9
	    BAND A 9 bright
		loop
	}
}

Actor Painkillers : Health replaces Stimpack
{
    Scale 0.5
	Inventory.Amount 15
	Inventory.PickupSound "STMPKP"
	Inventory.PickupMessage "\c[Red][ \c[White]EX-Relief Pills\c- \c[Red]]"
	Health.LowMessage 20, "\c[Red][ \c[White]'100% Natural'? Ugh, y'know what's also natural? Opium.\c- \c[Red]]"
    Tag "Stimpack"
	States
	{
	Spawn:
		STPK A 1
		loop
	}
}

Actor FirstAidKit : Health replaces Medikit
{
    Scale 0.4
	Inventory.Amount 25
	Inventory.PickupSound "MDKPKP"
	Inventory.PickupMessage "\c[Red][ \c[White]First-Aid Kit\c- \c[Red]]"
	Health.LowMessage 20, "\c[Red][ \c[White]Can't believe those sewing lessons FINALLY came in handy.\c- \c[Red]]"
    Tag "First-Aid Kit"
	States
	{
	Spawn:
		MDKT A 1
		loop
	}
}

Actor IvySerum : CustomInventory replaces Soulsphere
{
	Inventory.PickupMessage "\c[Green][ \c[Red]ISL-181 Concentrate Vial\c- \c[Green]]"
    Tag "ISL-181 Concentrate Vial"
	Inventory.PickupSound "ISLPKP"
	Inventory.MaxAmount 0
	Scale 0.12
	+COUNTITEM
	+INVENTORY.ALWAYSPICKUP
	States
	{
	Spawn:
		SERU A 48 
		SERU E 4 BRIGHT
		SERU DCB 4
	    loop
	Pickup:
	    DDMG A 0 A_JumpIfInventory("SpeedItem",1,"PickupTime")
	    DDMG E 0 A_SetBlend("FFFFFF",0.75,40,"7FFF00")
		TNT1 A 0 A_GiveInventory("HQRegenHealth", 1)
		TNT1 A 0 A_GiveInventory("HQOverHealth", 1)
		stop
	PickupTime:
	    DDMG E 0 A_SetBlend("FFFFFF",0.75,40,"7FFF00")
		TNT1 A 0 A_GiveInventory("HQOverHealth2", 1)
		stop
	}
}

Actor FrenzySerum : CustomInventory replaces InvulnerabilitySphere
{
	Inventory.PickupMessage "\c[Orange][ \c[Red]ULTRA-T53 Combat Hyper-Stimulant\c- \c[Orange]]"
    Tag "ULTRA-T53 Combat Hyper-Stimulant"
	Inventory.PickupSound "ULTPKP"
	Inventory.MaxAmount 0
	Scale 0.16
	+COUNTITEM
	+INVENTORY.ALWAYSPICKUP
	States
	{
	Spawn:
		FRNZ A 48 
		FRNZ E 4 BRIGHT
		FRNZ DCB 4
	    loop
	Pickup:
	    DDMG A 0 A_PlaySound("SerumTalk",CHAN_VOICE)
	    DDMG A 0 A_JumpIfInventory("SpeedItem",1,"PickupTime")
	    DDMG E 0 A_SetBlend("FFD700",0.75,40)
	    DDMG E 0 radius_quake(3, 5, 0, 1, 0)
		TNT1 A 0 A_GiveInventory("HQInvulnerability", 1)
		TNT1 A 0 A_GiveInventory("HQOverHealth", 1)
		stop
	PickupTime:
	    DDMG E 0 A_SetBlend("FFD700",0.75,40)
	    DDMG E 0 radius_quake(3, 5, 0, 1, 0)
		TNT1 A 0 A_GiveInventory("HQInvulnerability", 1)
		TNT1 A 0 A_GiveInventory("HQOverHealth2", 1)
		stop
	}
}

ACTOR HQInvulnerability : PowerInvulnerable
{
	-COUNTITEM
    Powerup.ColorMap 0.2, 0.1, 0.0, 1.6, 0.8, 0.0
	Powerup.Duration -50
}

Actor HQOverHealth : Health
{
	-COUNTITEM
    Inventory.MaxAmount 200
	Inventory.Amount 50
}

Actor HQRegenHealth : PowerRegeneration
{
  +INVENTORY.HUBPOWER
  Powerup.Color "7FFF00", 0.15
  Powerup.Duration -120
  Powerup.Strength 2
}


Actor HQOverHealth2 : Health
{
	-COUNTITEM
    Inventory.MaxAmount 9999999999
	Inventory.Amount 50
}