ACTOR Firstaid : Healthpickup replaces Medikit
{
	Health 25
	+COUNTITEM
	+INVENTORY.FANCYPICKUPSOUND
	+INVBAR
	Inventory.Interhubamount 10
	Inventory.MaxAmount 10
	Inventory.Icon "INVMA0"
	+Inventory.PickupFlash
	Inventory.PickupSound "misc/p_pkup"
	Inventory.PickupMessage "$POWER_MEDKIT"
	Tag "$TAG_MEDKIT"
	HealthPickup.Autouse 1
	inventory.usesound "items/mediuse"
	scale 1.0
	States
	{
	Spawn:
		MEDI A 10
		MEDI A 10 bright
		loop
	}
}
Actor CanneryReplacer : RandomSpawner replaces Healthbonus
{
DropItem "FoodTin1"
DropItem "FoodTin2"
DropItem "FoodTin3"
DropItem "FoodTin4"
}
ACTOR FoodTin1 : Stimpack
{
  Inventory.Amount 2
  Inventory.PickupMessage "$POWER_FOOD"
  Inventory.PickupSound "items/foodpickup"
  Inventory.MaxAmount 200
  scale 0.4
  States
  {
  Spawn:
    BON1 A 20
	BON1 A 5 bright
    loop
  }
}
Actor FoodTin2 : FoodTin1
{
  States
 {
  Spawn:
    BON1 B 20
	BON1 B 5 bright
    loop
  }
}
Actor FoodTin3 : FoodTin1
{
 States
 {
  Spawn:
    BON1 C 20
	BON1 C 5 bright
    loop
  }
}
Actor FoodTin4 : FoodTin1
{
 States
 {
  Spawn:
    BON1 D 20
	BON1 D 5 bright
    loop
  }
}
Actor FoodTin5 : FoodTin1
{
Inventory.PickupSound "items/colapickup"
Inventory.Amount 10
  Inventory.PickupMessage "$POWER_FOOD"
 States
 {
  Spawn:
    BON1 E 20
	BON1 E 5 bright
    loop
  }
}
ACTOR Painkillers : Stimpack replaces Stimpack
{
  Inventory.Amount 15
  Inventory.PickupSound "items/pilluse"
  Inventory.PickupMessage "$POWER_PILLS"
  scale 0.4
  States
  {
  Spawn:
    STIM A 20
	STIM A 5 bright
    loop
  }
}