ACTOR Berserk2 : CustomInventory
{
	+COUNTITEM
	+INVENTORY.NOSCREENFLASH
	+INVENTORY.AUTOACTIVATE
	+INVENTORY.ALWAYSPICKUP
	+INVENTORY.FANCYPICKUPSOUND
	Inventory.PickupMessage "$GOTBERSERK" // "Berserk!"
	Inventory.PickupSound "powerups/berserk"
	States
	{
	Spawn:
		PSTR A -1
		Stop
	Pickup:
		TNT1 A 0 A_GiveInventory("PowerStrength", 1)
		TNT1 A 0 A_SetBlend("66 00 00", GetCvar("led_TogBrskBrght"), 35)
		TNT1 A 0 HealThing(100)
		Stop
	}
}

ACTOR Supercharge : CustomInventory
{
	+COUNTITEM
	+INVENTORY.AUTOACTIVATE
	+INVENTORY.ALWAYSPICKUP
	+INVENTORY.FANCYPICKUPSOUND
	+INVENTORY.NOSCREENFLASH
	Inventory.PickupMessage "$GOTSUPER" // "Supercharge!"
	Inventory.PickupSound "powerups/soul"
	States
	{
	Spawn:
		SOUL ABCDCB 6 Bright
		Loop
	Pickup:
		TNT1 A 0 A_GiveInventory("Soulsphere", 1)
		TNT1 A 0 A_SetBlend("00 00 FF", GetCvar("led_TogSolSph"), 50)
		Stop
	}
}

ACTOR MegaSphere2 : CustomInventory
{
	+COUNTITEM
	+INVENTORY.AUTOACTIVATE
	+INVENTORY.ALWAYSPICKUP
	+INVENTORY.FANCYPICKUPSOUND
	+INVENTORY.NOSCREENFLASH
	Inventory.PickupMessage "$GOTMSPHERE" // "Megasphere!"
	Inventory.PickupSound "powerups/mega"
	States
	{
	Spawn:
		MEGA ABCDCB 6 Bright
		Loop
	Pickup:
		TNT1 A 0 A_GiveInventory("Megasphere", 1)
		TNT1 A 0 A_SetBlend("FF FF 66", GetCvar("led_TogMgSph"), 50)
		Stop
	}
}

ACTOR InvisSphere : CustomInventory
{
	+COUNTITEM
	+INVENTORY.AUTOACTIVATE
	+INVENTORY.ALWAYSPICKUP
	+INVENTORY.FANCYPICKUPSOUND
	+INVENTORY.NOSCREENFLASH
	Inventory.PickupMessage "$GOTINVIS" // "Partial Invisibility!"
	Inventory.PickupSound "powerups/invis"
	States
	{
	Spawn:
		PINS ABCDCB 6 Bright
		Loop
	Pickup:
		TNT1 A 0 A_GiveInventory("Blursphere", 1)
		TNT1 A 0 A_SetBlend("FF 00 FF", GetCvar("led_TogPartVis"), 50)
		Stop
	}
}

ACTOR InvulnSphere : CustomInventory
{
	+COUNTITEM
	+INVENTORY.AUTOACTIVATE
	+INVENTORY.ALWAYSPICKUP
	+INVENTORY.FANCYPICKUPSOUND
	+INVENTORY.NOSCREENFLASH
	Inventory.PickupMessage "$GOTINVUL" // "Invulnerability!"
	Inventory.PickupSound "powerups/invuln"
	States
	{
	Spawn:
		PINV ABCDCB 6 Bright
		Loop
	Pickup:
		TNT1 A 0 A_GiveInventory("InvulnerabilitySphere", 1)
		TNT1 A 0 A_SetBlend("00 00 FF", GetCvar("led_TogInvln"), 90)
		Stop
	}
}

ACTOR CompMap : CustomInventory
{
	+COUNTITEM
	+INVENTORY.AUTOACTIVATE
	+INVENTORY.ALWAYSPICKUP
	+INVENTORY.FANCYPICKUPSOUND
	+INVENTORY.NOSCREENFLASH
	Inventory.PickupMessage "$GOTMAP" // "Computer Area Map"
	Inventory.PickupSound "powerups/amap"
	States
	{
	Spawn:
		PMAP ABCDCB 6 Bright
		Loop
	Pickup:
		TNT1 A 0 A_GiveInventory("Allmap", 1)
		TNT1 A 0 A_SetBlend("00 00 FF", GetCvar("led_TogCmpMp"), 35)
		Stop
	}
}

ACTOR LightAmp : CustomInventory
{
	+COUNTITEM
	+INVENTORY.AUTOACTIVATE
	+INVENTORY.ALWAYSPICKUP
	+INVENTORY.FANCYPICKUPSOUND
	+INVENTORY.NOSCREENFLASH
	Inventory.PickupMessage "$GOTVISOR" // "Light Amplification Visor"
	Inventory.PickupSound "powerups/lamp"
	States
	{
	Spawn:
		PVIS A 6 Bright
		PVIS B 6
		Loop
	Pickup:
		TNT1 A 0 A_GiveInventory("Infrared", 1)
		TNT1 A 0 A_SetBlend("Green", GetCvar("led_TogLghtAmp"), 50)
		Stop
	}
}

ACTOR FeetSuit : CustomInventory
{
	+INVENTORY.AUTOACTIVATE
	+INVENTORY.ALWAYSPICKUP
	+INVENTORY.FANCYPICKUPSOUND
	+INVENTORY.NOSCREENFLASH
	Inventory.PickupMessage "$GOTSUIT" // "Radiation Protection Suit"
	Inventory.PickupSound "powerups/suit"
	States
	{
	Spawn:
		SUIT A -1 Bright
		Stop
	Pickup:
		TNT1 A 0 A_GiveInventory("RadSuit2", 1)
		TNT1 A 0 A_SetBlend("Green", GetCvar("led_TogRadSuit"), 35)
		Stop
	}
}

ACTOR RadSuit2 : PowerupGiver
{
	+INVENTORY.AUTOACTIVATE
	+INVENTORY.ALWAYSPICKUP
	Powerup.Type "DimIronFeet"
}

ACTOR PowerDimIronFeet : PowerIronFeet
{
	Powerup.Color 0, 255, 0, 0.0625
}