ACTOR Infrared2 : Inventory replaces NIghtvision 30040
{
  Game Doom
  SpawnID 138
+canpass
   +CANNOTPUSH
  +INVENTORY.HUBPOWER
  +INVENTORY.INVBAR
  scale 0.6
  Inventory.Icon "INFRI0"
  Inventory.MaxAmount 1
  Inventory.PickUpSound "GOGGLES"
  Inventory.PickupMessage "$GOTGOGGLES"
   tag"Night Visor"
  States
  {
  	Spawn:
		INFR A 1
	Stay:
		INFR AAAA 1 bright a_jumpifinventory("removeingredient",1,"Disappear")
		INFU AAAAAAAA 1 a_jumpifinventory("removeingredient",1,"Disappear")
		LOOP
		
	Disappear:
		TNT1 A 0
		stop

  }
}

ACTOR InfraredUsed : CUSTOMInventory
{
+INVENTORY.INVBAR
+THRUACTORS
+UNDROPPABLE
scale 0.6
INVENTORY.ICON "INFRU0"
INVENTORY.MAXAMOUNT 1
Inventory.InterHubAmount 0
STATES
	{
		SPAWN:
		INFU A 10
		INFU A 1 a_spawnitem("infrareddepleted",0,0)
		STOP
		DROP:
		STOP
		
		Use:
		TNT1 A 0 A_jumpifinventory("batterypickup",2,"recharge")
		TNT1 A 0 A_print("You need at least 2 batteries to recharge it",3)
		TNT1 A 0 A_giveinventory("infraredused", 1)
		fail
		
		Recharge:
		TNT1 A 0 A_playsound("PLSDRAW")
		TNT1 A 0 ACS_NamedExecute("GoogleRecharge",0)
		TNT1 A 0 A_takeinventory("infraredused", 1)
		TNT1 A 0 A_takeinventory("batterypickup", 2)
		TNT1 A 0 A_jumpifinventory("infrared2",1,2)
		TNT1 A 0 A_giveinventory("infrared2", 1)
		Stop
		TNT1 A 0 A_spawnitemex("infrared2",0,0,0,0,1,5)
		Stop
	}
}

ACTOR Infrareddepleted
{
scale 0.6
+THRUACTORS
States
{
SPAWN:
INFU A -1
stop
}}

ACTOR PowerLightAmp2 : PowerLightAmp { Powerup.Duration -130 }