ACTOR Health_particles
{
	+NOBLOCKMAP
+NOINTERACTION
	Gravity 0.125
	RenderStyle Add
	Scale 0.4
	States
	{
	Spawn:
		03FX FG 7 BRIGHT 
		Stop
	}
}



ACTOR Health0_particles : Health_Particles
{
Scale 0.25
Translation "0:255=%[0.00,0.00,0.00]:[1.01,1.01,2.00]"
}

ACTOR Health3_particles : Health_Particles
{
Translation "0:253=%[0.00,0.00,0.00]:[1.21,1.21,1.21]"
}



// Health bonus -------------------------------------------------------------

ACTOR Dusk_HealthBonus : Health replaces HealthBonus
{
	//$Category Doosk Items/Health
	//$Sprite HLT0A0
	//$Title +1 health
	//$Color 1 
//	Game Doom
	SpawnID 152
	+COUNTITEM
	+INVENTORY.ALWAYSPICKUP
	Inventory.Amount 1
	Inventory.MaxAmount 200
	Inventory.PickupMessage "$HEALTH_BONUS_PICK"
	Inventory.PickupSound "misc/h_pkup"
//Inventory.RespawnTics 525
	Height 48
	Radius 20
	Scale 0.18
	States
	{
	Spawn:
		HLT0 ABCDEFGHIJKLMNOP 4 bright A_SpawnItemEx("Health0_Particles", random2[BoltSpark]()*0.025625, random2[BoltSpark]()*0.025625, random2[BoltSpark]()*0.025625+8, 0,0,0,0,SXF_ABSOLUTEPOSITION, 150)
		"####" "#" 0 A_CheckSight("Simple")
		loop

	Simple:
		HLT0 ABCDEFGHIJKLMNOP 4 bright 
		Goto Spawn

	}
}
	
// Stimpack -----------------------------------------------------------------

ACTOR Dusk_Stimpack : Health replaces Stimpack
{
	//$Category Doosk Items/Health
	//$Sprite HLT1A0
	//$Title +10 health
	//$Color 1 
//	Game Doom
	SpawnID 23
	Inventory.Amount 10
	Inventory.PickupMessage "$HEALTH_SMALL_PICK"
	Inventory.PickupSound "misc/h_pkup"
//Inventory.RespawnTics 1050
	Height 48
	Radius 20
	Scale 0.275
	States
	{
	Spawn:
		HLT1 ABCDEFGHIJKLMNOP 4 bright
		loop
	}
}

// Medikit -----------------------------------------------------------------

ACTOR Dusk_Medikit : Health replaces Medikit
{
	//$Category Doosk Items/Health
	//$Sprite HLT2A0
	//$Title +25 health
	//$Color 1 
//	Game Doom
	SpawnID 24
	Inventory.Amount 25
	Inventory.PickupMessage "$HEALTH_PACK_PICK"
	Health.LowMessage 25, "$GOTMEDINEED"
	Inventory.PickupSound "misc/h_pkup"
//Inventory.RespawnTics 1050
	Height 48
	Radius 20
	Scale 0.175
	States
	{
	Spawn:
		HLT2 ABCDEFGHIJKLMNOP 4 bright
		loop
	}
}



// Soulsphere --------------------------------------------------------------

ACTOR Dusk_Soulsphere : Health replaces Soulsphere
{
	//$Category Doosk Items/Health
	//$Sprite HLT3A0
	//$Title Hallowed health
	//$Color 1 
//	Game Doom
	SpawnID 25
	+COUNTITEM
	+INVENTORY.AUTOACTIVATE
	+INVENTORY.ALWAYSPICKUP
	+INVENTORY.FANCYPICKUPSOUND
	Inventory.Amount 100
	Inventory.MaxAmount 200
	Inventory.PickupMessage "$HALLOWED_PICK"
	Inventory.PickupSound "misc/p_pkup"
//Inventory.RespawnTics 1050
	Height 48
	Radius 20
	Scale 0.35
	States
	{
	Spawn:
		HLT3 ABCDEFGHIJKLMNOP 4 bright A_SpawnItemEx("Health3_Particles", random2[BoltSpark]()*0.055625, random2[BoltSpark]()*0.065625, random2[BoltSpark]()*0.075625+24, 0,0,1,0,SXF_ABSOLUTEPOSITION, 50)
		"####" "#" 0 A_CheckSight("Simple")
		loop

Simple:
		HLT3 ABCDEFGHIJKLMNOP 4 bright 
		Goto Spawn

	}
}




//Dusk monsters variation.
ACTOR Dusk_Stimpack_7 : Dusk_Stimpack
{
	Inventory.Amount 7
	Inventory.PickupMessage "A small medical kit. (+7)"
}



ACTOR Dusk_Medikit_15 : Dusk_Medikit
{
	Inventory.Amount 15
	Inventory.PickupMessage "A medical kit. (+15)"
}