Actor HealthBonus2 : CustomInventory
{
	Inventory.PickupSound "items/hbonus"
	Inventory.PickupMessage "$GOTHTHBONUS"
	+COUNTITEM
	+INVENTORY.NOSCREENFLASH
	States
	{
	Spawn:
		BON1 ABCDCB 6
		Loop
	Pickup:
		TNT1 A 0 A_SetBlend("Blue", GetCvar("led_TogHlthBns"), 10)
		TNT1 A 0 A_GiveInventory("HealthBonus", 1)
		Stop
	}
}

Actor MiniStim : Health
{
	+DONTSPLASH
	Inventory.Amount 5
	Inventory.PickupSound "items/mstim"
	Inventory.PickupMessage "Picked up a mini stimpack."
	States
	{
	Spawn:
		MSTI A -1
		Stop
	}
}

Actor Stimpack2 : Stimpack replaces Stimpack
{
	+DONTSPLASH
	Inventory.PickupSound "items/stim"
}

Actor Medikit2 : Medikit
{
	Inventory.PickupSound "items/health"
}

Actor MedikitSpawner replaces Medikit
{
	-COUNTITEM
	States
	{
	Spawn:
		TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("led_MedToggle")==1, 2)
		TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("led_MedToggle")==0, "VanSpawn")
		TNT1 A 0 A_SpawnItemEx("Stimpack2",frandom(-16,16),frandom(-16,16),0,velx,vely,velz,0,SXF_NOCHECKPOSITION)
		TNT1 A 0 A_SpawnItemEx("Stimpack2",frandom(-16,16),frandom(-16,16),0,velx,vely,velz,0,SXF_NOCHECKPOSITION)
		TNT1 A 0 A_SpawnItemEx("MiniStim",frandom(-16,16),frandom(-16,16),0,velx,vely,velz,0,SXF_NOCHECKPOSITION)
		Stop
	VanSpawn:
		TNT1 A 0 A_SpawnItemEx("Medikit2",0,0,0,velx,vely,velz)
		Stop
	}
}