ACTOR BlueLight : CustomInventory
{
	RenderStyle Add
	Alpha 0.9
	Scale 0.4
	+ALWAYSPICKUP
	Inventory.PickupSound 	""
	Inventory.PickupMessage ""
	States
	{
	Spawn:
		BLLT A 48 BRIGHT
		BLLT A 2 BRIGHT A_SetRenderStyle(0.700,STYLE_ADD)
		BLLT A 1 BRIGHT A_SetRenderStyle(0.450,STYLE_ADD)
		BLLT A 1 BRIGHT A_SetRenderStyle(0.300,STYLE_ADD)
		BLLT A 1 BRIGHT A_SetRenderStyle(0.450,STYLE_ADD)
		BLLT A 1 BRIGHT A_SetRenderStyle(0.300,STYLE_ADD)
		BLLT A 1 BRIGHT A_SetRenderStyle(0.450,STYLE_ADD)
		BLLT A 1 BRIGHT A_SetRenderStyle(0.300,STYLE_ADD)
		BLLT A 1 BRIGHT A_SetRenderStyle(0.450,STYLE_ADD)
		BLLT A 1 BRIGHT A_SetRenderStyle(0.300,STYLE_ADD)
		BLLT A 9 BRIGHT A_SetRenderStyle(0.250,STYLE_ADD)
		BLLT A 2 BRIGHT A_SetRenderStyle(0.700,STYLE_ADD)
		BLLT A 48 BRIGHT A_SetRenderStyle(0.250,STYLE_ADD)
		BLLT A 2 BRIGHT A_SetRenderStyle(0.700,STYLE_ADD)
		BLLT A 24 BRIGHT A_SetRenderStyle(0.250,STYLE_ADD)
		BLLT A 2 BRIGHT A_SetRenderStyle(0.700,STYLE_ADD)
		BLLT A 1 BRIGHT A_SetRenderStyle(1.000,STYLE_ADD)
		Loop
	  Pickup:
	    TNT1 A 0
		Stop
	}
}

ACTOR YellowLight : CustomInventory
{
	RenderStyle Add
	Alpha 0.9
	Scale 0.4
	+ALWAYSPICKUP
	Inventory.PickupSound 	""
	Inventory.PickupMessage ""
	States
	{
	Spawn:
		YLLT A 48 BRIGHT
		YLLT A 2 BRIGHT A_SetRenderStyle(0.700,STYLE_ADD)
		YLLT A 1 BRIGHT A_SetRenderStyle(0.450,STYLE_ADD)
		YLLT A 1 BRIGHT A_SetRenderStyle(0.300,STYLE_ADD)
		YLLT A 1 BRIGHT A_SetRenderStyle(0.450,STYLE_ADD)
		YLLT A 1 BRIGHT A_SetRenderStyle(0.300,STYLE_ADD)
		YLLT A 1 BRIGHT A_SetRenderStyle(0.450,STYLE_ADD)
		YLLT A 1 BRIGHT A_SetRenderStyle(0.300,STYLE_ADD)
		YLLT A 1 BRIGHT A_SetRenderStyle(0.450,STYLE_ADD)
		YLLT A 1 BRIGHT A_SetRenderStyle(0.300,STYLE_ADD)
		YLLT A 9 BRIGHT A_SetRenderStyle(0.250,STYLE_ADD)
		YLLT A 2 BRIGHT A_SetRenderStyle(0.700,STYLE_ADD)
		YLLT A 48 BRIGHT A_SetRenderStyle(0.250,STYLE_ADD)
		YLLT A 2 BRIGHT A_SetRenderStyle(0.700,STYLE_ADD)
		YLLT A 24 BRIGHT A_SetRenderStyle(0.250,STYLE_ADD)
		YLLT A 2 BRIGHT A_SetRenderStyle(0.700,STYLE_ADD)
		YLLT A 1 BRIGHT A_SetRenderStyle(1.000,STYLE_ADD)
		Loop
	  Pickup:
	    TNT1 A 0
		Stop
	}
}

ACTOR RedLight : CustomInventory
{
	RenderStyle Add
	Alpha 0.9
	Scale 0.4
	+ALWAYSPICKUP
	Inventory.PickupSound 	""
	Inventory.PickupMessage ""
	States
	{
	Spawn:
		RDLT A 48 BRIGHT
		RDLT A 2 BRIGHT A_SetRenderStyle(0.700,STYLE_ADD)
		RDLT A 1 BRIGHT A_SetRenderStyle(0.450,STYLE_ADD)
		RDLT A 1 BRIGHT A_SetRenderStyle(0.300,STYLE_ADD)
		RDLT A 1 BRIGHT A_SetRenderStyle(0.450,STYLE_ADD)
		RDLT A 1 BRIGHT A_SetRenderStyle(0.300,STYLE_ADD)
		RDLT A 1 BRIGHT A_SetRenderStyle(0.450,STYLE_ADD)
		RDLT A 1 BRIGHT A_SetRenderStyle(0.300,STYLE_ADD)
		RDLT A 1 BRIGHT A_SetRenderStyle(0.450,STYLE_ADD)
		RDLT A 1 BRIGHT A_SetRenderStyle(0.300,STYLE_ADD)
		RDLT A 9 BRIGHT A_SetRenderStyle(0.250,STYLE_ADD)
		RDLT A 2 BRIGHT A_SetRenderStyle(0.700,STYLE_ADD)
		RDLT A 48 BRIGHT A_SetRenderStyle(0.250,STYLE_ADD)
		RDLT A 2 BRIGHT A_SetRenderStyle(0.700,STYLE_ADD)
		RDLT A 24 BRIGHT A_SetRenderStyle(0.250,STYLE_ADD)
		RDLT A 2 BRIGHT A_SetRenderStyle(0.700,STYLE_ADD)
		RDLT A 1 BRIGHT A_SetRenderStyle(1.000,STYLE_ADD)
		Loop
	  Pickup:
	    TNT1 A 0
		Stop
	}
}

Actor DJBlueCard : CustomInventory replaces BlueCard
{
	Game Doom
	SpawnID 85
	Inventory.Pickupmessage ""
	Tag "B-Level Keypass"
	Inventory.PickupSound "DJGTKEY"
	+NOTDMATCH
	Scale 0.2
	States
	{
	Spawn: 
		BCRD A 0
		BCRD A 0 A_SpawnItemEX("BlueLight")
	Spawn2:
		BCRD A 8
		BCRD A 8 bright
		loop
	Pickup:
	    TNT1 A 0 ACS_NamedExecute("DisasterGotBK",0)
		TNT1 A 0 A_SetBlend("00 00 FF", 0.20, 35)
		TNT1 A 0 A_GiveInventory("BlueCard",1)
		TNT1 A 0 A_Jump(128,2)
		TNT1 A 0 { A_PlaySound("HQKEYS",CHAN_VOICE,1.0); A_Giveinventory("HarleyTalk",1); }
		TNT1 A 0 A_SpawnItem("DJSpentBlueCard")
		Stop
	}
}

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

Actor DJYellowCard : CustomInventory replaces YellowCard
{
	Game Doom
	SpawnID 87
	Inventory.Pickupmessage ""
	Tag "Y-Level Keypass"
	Inventory.PickupSound "DJGTKEY"
	+NOTDMATCH
	Scale 0.2
	States
	{
	Spawn: 
		YCRD A 0
		YCRD A 0 A_SpawnItemEX("YellowLight")
	Spawn2:
		YCRD A 8
		YCRD A 8 bright
		loop
	Pickup:
	    TNT1 A 0 ACS_NamedExecute("DisasterGotYK",0)
		TNT1 A 0 A_SetBlend("Yellow", 0.20, 35)	
		TNT1 A 0 A_GiveInventory("YellowCard",1)
		TNT1 A 0 A_Jump(128,2)
		TNT1 A 0 { A_PlaySound("HQKEYS",CHAN_VOICE,1.0); A_Giveinventory("HarleyTalk",1); }
		TNT1 A 0 A_SpawnItem("DJSpentYellowCard")
		Stop
	}
}

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

Actor DJRedCard : CustomInventory replaces RedCard
{
	Game Doom
	SpawnID 86
	Inventory.Pickupmessage ""
	Tag "R-Level Keypass"
	Inventory.PickupSound "DJGTKEY"
	+NOTDMATCH
	Scale 0.2
	States
	{
	Spawn: 
		RCRD A 0
		RCRD A 0 A_SpawnItemEX("RedLight")
	Spawn2:
		RCRD A 8
		RCRD A 8 bright
		loop
	Pickup:
	    TNT1 A 0 ACS_NamedExecute("DisasterGotRK",0)
	    TNT1 A 0 A_SetBlend("66 00 00", 0.20, 35)
		TNT1 A 0 A_GiveInventory("RedCard",1)
		TNT1 A 0 A_Jump(128,2)
		TNT1 A 0 { A_PlaySound("HQKEYS",CHAN_VOICE,1.0); A_Giveinventory("HarleyTalk",1); }
		TNT1 A 0 A_SpawnItem("DJSpentRedCard")
		Stop
	}
}

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

Actor DJBlueSkull : CustomInventory replaces BlueSkull
{
	Game Doom
	SpawnID 90
	Inventory.Pickupmessage ""
	Tag "Soul Rune"
	Inventory.PickupSound "DJGTSKL"
	+NOTDMATCH
	Scale 0.2
	States
	{
	Spawn: 
		BSKL A 0
		BSKL A 0 A_SpawnItemEX("BlueLight")
	Spawn2:
		BSKL A 8
		BSKL A 8 bright
		loop
	Pickup:
	    TNT1 A 0 ACS_NamedExecute("DisasterGotBS",0)
		TNT1 A 0 A_SetBlend("00 00 FF", 0.20, 35)
		TNT1 A 0 A_GiveInventory("BlueSkull",1)
		TNT1 A 0 A_Jump(128,2)
		TNT1 A 0 { A_PlaySound("HQKEYS",CHAN_VOICE,1.0); A_Giveinventory("HarleyTalk",1); }
		TNT1 A 0 A_SpawnItem("DJSpentBlueSkull")
		Stop
	}
}

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

Actor DJYellowSkull : CustomInventory replaces YellowSkull
{
	Game Doom
	SpawnID 88
	Inventory.Pickupmessage ""
	Tag "Ember Rune"
	Inventory.PickupSound "DJGTSKL"
	+NOTDMATCH
	Scale 0.2
	States
	{
	Spawn: 
		YSKL A 0
		YSKL A 0 A_SpawnItemEX("YellowLight")
	Spawn2:
		YSKL A 8
		YSKL A 8 bright
		loop
	Pickup:
	    TNT1 A 0 ACS_NamedExecute("DisasterGotYS",0)
		TNT1 A 0 A_SetBlend("Yellow", 0.20, 35)	
		TNT1 A 0 A_GiveInventory("YellowSkull",1)
		TNT1 A 0 A_Jump(128,2)
		TNT1 A 0 { A_PlaySound("HQKEYS",CHAN_VOICE,1.0); A_Giveinventory("HarleyTalk",1); }
		TNT1 A 0 A_SpawnItem("DJSpentYellowSkull")
		Stop
	}
}

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


Actor DJRedSkull : CustomInventory replaces RedSkull
{
	Game Doom
	SpawnID 89
	Inventory.Pickupmessage ""
	Tag "Flesh Rune"
	Inventory.PickupSound "DJGTSKL"
	+NOTDMATCH
	Scale 0.2
	States
	{
	Spawn: 
		RSKL A 0
		RSKL A 0 A_SpawnItemEX("RedLight")
	Spawn2:
		RSKL A 8
		RSKL A 8 bright
		loop
	Pickup:
	    TNT1 A 0 ACS_NamedExecute("DisasterGotRS",0)
	    TNT1 A 0 A_SetBlend("66 00 00", 0.20, 35)
		TNT1 A 0 A_GiveInventory("RedSkull",1)
		TNT1 A 0 A_Jump(128,2)
		TNT1 A 0 { A_PlaySound("HQKEYS",CHAN_VOICE,1.0); A_Giveinventory("HarleyTalk",1); }
		TNT1 A 0 A_SpawnItem("DJSpentRedSkull")
		Stop
	}
}

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