ACTOR HQRevive : CustomInventory
{
  Inventory.PickupMessage "\c[Red][ \c[White]Nano-Defib Module\c- \c[Blue]]"
  Tag "Nano-Defib Module"
  Inventory.PickupSound "DEFPKP"
  Scale 0.13
  States
  {
  Spawn:
    DEFI A 8
    DEFI A 8 BRIGHT
	Loop
  Pickup:
    TNT1 A 0 A_JumpIfInventory("ExtraLife",1,"Failure")
	DDMG A 0 A_PlaySound("HQLAND",CHAN_VOICE)
	TNT1 A 0 A_SetBlend("000000",0.75,40)
    TNT1 A 0 A_GiveInventory("ExtraLife", 1)
	Stop
	Failure:
	TNT1 A 0
	Fail
  }
}

Actor HQSecVest : BasicArmorPickup
{
	Radius 20
	Height 16
	Inventory.Pickupmessage "\c[LightBlue][ \c[White]Used Security Vest\c- \c[LightBlue]]"
    Tag "Used Security Vest"
	Inventory.Icon "GARMA0"
	Inventory.PickupSound "GARPKP"
	Armor.Savepercent 100
	Armor.Saveamount 100
	Scale 0.3
	States
	{
	Spawn:
		GARM A 9
		GARM A 9 bright
		loop
	}
}

Actor HQKevlar : BasicArmorPickup
{
	Radius 20
	Height 16
	Inventory.Pickupmessage "\c[Blue][ \c[White]K.V.G Uniform\c- \c[Blue]]"
    Tag "K.V.G Uniform"
	Inventory.Icon "BARMA0"
	Inventory.PickupSound "BARPKP"
	Armor.Savepercent 100
	Armor.Saveamount 200
	Scale 0.3
	States
	{
	Spawn:
		BARM A 9
		BARM A 9 bright
		loop
	}
}


Actor HQBackpack : Backpack
{
	Inventory.PickupSound "BAKPKP"
	Inventory.PickupMessage "\c[DarkGreen][ \c[White]Backpack\c- \c[DarkGreen]]"
    Tag "Backpack"
	Scale 0.3
	States
	{
	Spawn:
		BAPK A 7
		BAPK A 7 bright
		loop
	}
}

ACTOR HQShield : PowerIronFeet
{
	Powerup.Mode "Full"
	Powerup.Color "BB7733", 0.1
	Powerup.Duration -60
}

ACTOR HQHazmat : CustomInventory replaces Radsuit
{
	+BRIGHT
	+VISIBILITYPULSE
	+COUNTITEM
	+INVENTORY.AUTOACTIVATE
	+INVENTORY.ALWAYSPICKUP
	Inventory.PickupMessage "\c[DarkGreen][ \c[Red]Anti-Toxin Mask\c- \c[DarkGreen]]"
	Inventory.PickupSound "HZMPKP"
    Tag "Anti-Toxin Mask"
	Scale 0.20
	States
	{
	Spawn:
		SHLD A 9
		SHLD A 9 bright
		Loop
	Pickup:
	    DDMG E 0 A_SetBlend("002200",0.75,80)
    	TNT1 A 0 A_GiveInventory("HQShield", 1)
		TNT1 A 0 ACS_NamedExecute("HazmatFX", 0)
        stop
	}
}

ACTOR HQAllMap : CustomInventory replaces Allmap
{
	+BRIGHT
	+VISIBILITYPULSE
	+COUNTITEM
	+INVENTORY.AUTOACTIVATE
	+INVENTORY.ALWAYSPICKUP
	Inventory.PickupSound "MAPPKP"
	Inventory.PickupMessage ""
    Tag "PDA Device"
	Scale 0.3
	Scale 0.3
	States
	{
	Spawn:
		SEAL A 8
		SEAL A 8 bright
		Loop
	Pickup:
	    DDMG E 0 A_SetBlend("00FF00", 0.20, 35)
    	TNT1 A 0 A_GiveInventory("Allmap", 1)
		TNT1 A 0 ACS_NamedExecute("DisasterGotMap", 0)
		TNT1 A 0 A_SpawnItem("DJSpentAllMap")
        stop
	}
}

ACTOR DJSpentAllMap
{
	Gravity 0.4
	Radius 4
	Height 8
	Scale 0.2
	States
	{
		Spawn:
		    SEAL B 350
		    SEAL B 2 A_Fadeout(0.1,TRUE)
			Stop
	}
}

ACTOR HQNVVisor : CustomInventory replaces InfraRed
{
	+COUNTITEM
	+INVENTORY.AUTOACTIVATE
	+INVENTORY.ALWAYSPICKUP
	Inventory.PickupMessage "\c[Green][ \c[Red]NV Goggles\c- \c[Green]]"
	Inventory.PickupSound "NVGPKP"
    Tag "NV Goggles"
	Scale 0.2
	States
	{
	Spawn:
		LGHT A 5 bright
		Loop
	Pickup:
	    DDMG E 0 A_SetBlend("000000",0.75,80)
	    TNT1 A 0 A_GiveInventory("HQVisor", 1)
		TNT1 A 0 ACS_NamedExecute("LightAmpFX", 0)
		Stop
}
}

ACTOR HQVisor : PowerLightAmp
{
	Powerup.ColorMap 0.0, 1.0, 0.0
	Powerup.Duration -60
}