

//Cards
// Blue key card ------------------------------------------------------------

Actor Dusk_BlueCard : CustomInventory replaces BlueCard
{
	//$Category Doosk Keys/Blue
	//$Sprite blcrA0
	//$Title Blue Card (card)
	//$Color 9
	Game Doom
	SpawnID 85
	Inventory.Pickupmessage "$GOTBLUECARD"
	Inventory.Icon "STKEYS0"
	+NOTDMATCH
	Scale 0.2
	States
	{
	Spawn:
		BLCR ABCDEFGHIJKLMNOP 4 bright
		loop
	Pickup:
		TNT1 A 0 A_JumpIf(CallACS("MultiplayerCheck") > 0, "Infinite")
		TNT1 A 0 A_GiveInventory("BlueCard",1)
		Stop
	Infinite:
		TNT1 A 0 ACS_NamedExecuteWithResult("QCDE_GiveKey",1)
		Stop
	}
}

// Yellow key card ----------------------------------------------------------

Actor Dusk_YellowCard : CustomInventory replaces YellowCard
{
	//$Category Doosk Keys/Yellow
	//$Sprite ylkyA0
	//$Title Yellow Card (card)
	//$Color 9
	Game Doom
	SpawnID 87
	Inventory.Pickupmessage "$GOTYELWCARD"
	Inventory.Icon "STKEYS1"
	+NOTDMATCH
	Scale 0.2
	States
	{
	Spawn:
		YLCR ABCDEFGHIJKLMNOP 4 bright
		loop
	Pickup:
		TNT1 A 0 A_JumpIf(CallACS("MultiplayerCheck") > 0, "Infinite")
		TNT1 A 0 A_GiveInventory("YellowCard",1)
		Stop
	Infinite:
		TNT1 A 0 ACS_NamedExecuteWithResult("QCDE_GiveKey",1)
		Stop
	}
}

// Red key card -------------------------------------------------------------

Actor Dusk_RedCard : CustomInventory replaces RedCard
{
	//$Category Doosk Keys/Red
	//$Sprite rdkyA0
	//$Title Red Card (card)
	//$Color 9
	Game Doom
	SpawnID 86
	Inventory.Pickupmessage "$GOTREDCARD"
	Inventory.Icon "STKEYS2"
	+NOTDMATCH
	Scale 0.2
	States
	{
	Spawn:
		RDCR ABCDEFGHIJKLMNOP 4 bright
		loop
	Pickup:
		TNT1 A 0 A_JumpIf(CallACS("MultiplayerCheck") > 0, "Infinite")
		TNT1 A 0 A_GiveInventory("RedCard",1)
		Stop
	Infinite:
		TNT1 A 0 ACS_NamedExecuteWithResult("QCDE_GiveKey",1)
		Stop
	}
}

//Keys
// Blue skull key -----------------------------------------------------------

Actor Dusk_BlueKey : CustomInventory replaces BlueSkull
{
	//$Category Doosk Keys/Blue
	//$Sprite blkyA0
	//$Title Blue Key (skull)
	//$Color 9
	Game Doom
	SpawnID 90
	Inventory.Pickupmessage "$GOTBLUESKUL"
	Inventory.Icon "STKEYS3"
	+NOTDMATCH
	Scale 0.2
	States
	{
	Spawn:
		BLKY ABCDEFGHIJKLMNOP 4 bright
		loop
	Pickup:
		TNT1 A 0 A_JumpIf(CallACS("MultiplayerCheck") > 0, "Infinite")
		TNT1 A 0 A_GiveInventory("BlueSkull",1)
		Stop
	Infinite:
		TNT1 A 0 ACS_NamedExecuteWithResult("QCDE_GiveKey",1)
		Stop
	}
}

// Yellow skull key ---------------------------------------------------------

Actor Dusk_YellowKey : CustomInventory replaces YellowSkull
{
	//$Category Doosk Keys/Yellow
	//$Sprite ylkyA0
	//$Title Yellow Key (skull)
	//$Color 9
	Game Doom
	SpawnID 88
	Inventory.Pickupmessage "$GOTYELWSKUL"
	Inventory.Icon "STKEYS4"
	+NOTDMATCH
	Scale 0.2
	States
	{
	Spawn:
		YLKY ABCDEFGHIJKLMNOP 4 bright
		loop
	Pickup:
		TNT1 A 0 A_JumpIf(CallACS("MultiplayerCheck") > 0, "Infinite")
		TNT1 A 0 A_GiveInventory("YellowSkull",1)
		Stop
	Infinite:
		TNT1 A 0 ACS_NamedExecuteWithResult("QCDE_GiveKey",1)
		Stop
	}
}

// Red skull key ------------------------------------------------------------

Actor Dusk_RedKey : CustomInventory replaces RedSkull
{
	//$Category Doosk Keys/Red
	//$Sprite rdkyA0
	//$Title Red Key (skull)
	//$Color 9
	Game Doom
	SpawnID 89
	Inventory.Pickupmessage "$GOTREDSKUL"
	Inventory.Icon "STKEYS5"
	+NOTDMATCH
	Scale 0.2
	States
	{
	Spawn:
		RDKY ABCDEFGHIJKLMNOP 4 bright
		loop
	Pickup:
		TNT1 A 0 A_JumpIf(CallACS("MultiplayerCheck") > 0, "Infinite")
		TNT1 A 0 A_GiveInventory("RedSkull",1)
		Stop
	Infinite:
		TNT1 A 0 ACS_NamedExecuteWithResult("QCDE_GiveKey",1)
		Stop
	}
}


//Rune keys
