Actor BlueKey : CustomInventory// replaces BlueCard
{
	+COUNTITEM
	+INVENTORY.NOSCREENFLASH
	Inventory.MaxAmount 1
	Inventory.PickupSound "keys/card"
	Inventory.Icon "STKEYS0"
	Inventory.PickupMessage "$GOTBLUECARD"
	States
	{
	Spawn:
		BKYE ABCDEFGHIJKL 3 Bright
		Loop
	Pickup:
		TNT1 A 0 A_GiveInventory("BlueCard", 1)
		TNT1 A 0 A_SetBlend("00 00 FF", GetCvar("led_TogBluKey"), 35)
		Stop
	}
}

Actor RedKey : CustomInventory// replaces RedCard
{
	+COUNTITEM
	+INVENTORY.AUTOACTIVATE
	+INVENTORY.ALWAYSPICKUP
	+INVENTORY.NOSCREENFLASH
	Inventory.PickupSound "keys/card"
	Inventory.Icon "STKEYS2"
	Inventory.PickupMessage "$GOTREDCARD"
	States
	{
	Spawn:
		RKYE ABCDEFGHIJKL 3 Bright
		Loop
	Pickup:
		TNT1 A 0 A_GiveInventory("RedCard", 1)
		TNT1 A 0 A_SetBlend("66 00 00", GetCvar("led_TogRedKey"), 35)
		Stop
	}
}

Actor YellowKey : CustomInventory// replaces YellowCard
{
	+COUNTITEM
	+INVENTORY.AUTOACTIVATE
	+INVENTORY.ALWAYSPICKUP
	+INVENTORY.NOSCREENFLASH
	Inventory.PickupSound "keys/card"
	Inventory.Icon "STKEYS1"
	Inventory.PickupMessage "$GOTYELWCARD"
	States
	{
	Spawn:
		YKYE ABCDEFGHIJKL 3 Bright
		Loop
	Pickup:
		TNT1 A 0 A_GiveInventory("YellowCard", 1)
		TNT1 A 0 A_SetBlend("Yellow", GetCvar("led_TogYlwKey"), 35)
		Stop
	}
}

Actor BlueSkul : CustomInventory// replaces BlueSkull
{
	+COUNTITEM
	+INVENTORY.AUTOACTIVATE
	+INVENTORY.ALWAYSPICKUP
	+INVENTORY.NOSCREENFLASH
	Inventory.PickupSound "keys/skull"
	Inventory.Icon "STKEYS3"
	Inventory.PickupMessage "$GOTBLUESKUL"
	States
	{
	Spawn:
		BSUK ABCDEFGH 3 Bright
		Loop
	Pickup:
		TNT1 A 0 A_GiveInventory("BlueSkull", 1)
		TNT1 A 0 A_SetBlend("00 00 FF", GetCvar("led_TogBluSkl"), 35)
		Stop
	}
}

Actor RedSkul : CustomInventory// replaces RedSkull
{
	+COUNTITEM
	+INVENTORY.AUTOACTIVATE
	+INVENTORY.ALWAYSPICKUP
	+INVENTORY.NOSCREENFLASH
	Inventory.PickupSound "keys/skull"
	Inventory.Icon "STKEYS5"
	Inventory.PickupMessage "$GOTREDSKUL"
	States
	{
	Spawn:
		RSUK ABCDEFGH 3 Bright
		Loop
	Pickup:
		TNT1 A 0 A_GiveInventory("RedSkull", 1)
		TNT1 A 0 A_SetBlend("66 00 00", GetCvar("led_TogRedSkl"), 35)
		Stop
	}
}

Actor YellowSkul : CustomInventory// replaces YellowSkull
{
	+COUNTITEM
	+INVENTORY.AUTOACTIVATE
	+INVENTORY.ALWAYSPICKUP
	+INVENTORY.NOSCREENFLASH
	Inventory.PickupSound "keys/skull"
	Inventory.Icon "STKEYS4"
	Inventory.PickupMessage "$GOTYELWSKUL"
	States
	{
	Spawn:
		YSUK ABCDEFGH 3 Bright
		Loop
	Pickup:
		TNT1 A 0 A_GiveInventory("YellowSkull", 1)
		TNT1 A 0 A_SetBlend("Yellow", GetCvar("led_TogYlwSkl"), 35)
		Stop
	}
}