
// MEDICAL POWERUPS

ACTOR Bandagespower : PowerupGIVER
{
	Inventory.MaxAmount 10
	Scale 0.4
	+INVENTORY.AUTOACTIVATE
	+INVENTORY.ADDITIVETIME
	powerup.type Regeneration
	powerup.duration -10
	powerup.strength 1
	Tag "Bandages"
	States
	{
		Spawn:
		BNDG B -1
		Stop
	}
}	

ACTOR Regeneration2 : PowerRegeneration {}

ACTOR HealthPackpower : PowerupGiver
{
	Inventory.MaxAmount 1
	Scale 0.6
	+INVENTORY.AUTOACTIVATE
	+INVENTORY.ADDITIVETIME
	powerup.type Regeneration2
	powerup.duration -10
	powerup.strength 5
	Tag "Healthpack2"
	Inventory.Icon "PKMKB0"
	States
	{
		Spawn:
		PKMK A -1
		Stop
	}
}


///
///BERSERKER RAGE 
///

//DAMAGE RESIST
ACTOR PowerForceField : PowerProtection  {DamageFactor "Normal", 0.1}
ACTOR PowerIframes : PowerProtection {DamageFactor "Normal", 0.15}
ACTOR PowerToughness : PowerProtection {DamageFactor "Normal", 0.3}
ACTOR BerserkResist : PowerupGiver
{
  Inventory.PickupMessage "Damageresist"
  Powerup.Type "Toughness"
  Powerup.Duration -60
  +INVENTORY.AUTOACTIVATE
  States
  {
  Spawn:
    MEGA ABCD 4 Bright
    Loop
  }}
  
  ACTOR Dashresist : BerserkResist
{
  Powerup.Duration 20
  Powerup.Type "Iframes"
  States
  {
  Spawn:
    MEGA ABCD 4 Bright
    Loop
  }}
 


// STRENGTH
ACTOR PowerStrength2 : PowerStrength
{Powerup.Color 255, 0, 0, 0.05}
actor DemonStrength : Powerupgiver
{
  Powerup.Color 255, 0, 0, 0.05
  powerup.type "Powerstrength"
  States
    {
    Spawn:
    INVU ABCD 3
    loop
	}}

// DAMAGE	
Actor PowerBerserkDamage : PowerDamage{Damagefactor "Normal", 3}
Actor BerserkDamage : PowerupGiver
{
  +Inventory.AlwaysPickup
  +Inventory.AutoActivate
  Inventory.MaxAmount 1
  Powerup.Type BerserkDamage
  Powerup.Duration -60
  States
  {
  Spawn:
    BLDS A 10 Bright
    BLDS B 15 Bright
    BLDS C 8 Bright
    BLDS D 6 Bright
    Loop
  }
}

//DRAIN
Actor BerserkDrain : PowerupGiver
{
  +Inventory.AlwaysPickup
  +Inventory.AutoActivate
  Inventory.MaxAmount 1
  Powerup.Type PowerDrain
  Powerup.Duration -60
  States
  {
  Spawn:
    BLDS A 10 Bright
    BLDS B 15 Bright
    BLDS C 8 Bright
    BLDS D 6 Bright
    Loop
  }
}

/////
///////////////////////////
/////

//STIMULANTS INJECTORS


// HEALTH  MILD
ACTOR HealStim : CustomInventory
{
	+INVBAR
+canpass
	+CANNOTPUSH
	Inventory.MaxAmount 6
	Inventory.Interhubamount 6
	Inventory.PickupMessage "$GOTMILDSTIM"
	Inventory.PickUpSound "STIMBAG"
	Tag "Healing stimulant"
	Inventory.Icon "BSYRB0"
	SCALE 0.3
	States
	{
		Spawn:
		BSYR A 1
		TNT1 A 0 
		
		Stay:
		BSYR A -1
		Stop
		
		FailDrug:
		TNT1 A 0 
		Fail
		
		Use:
		TNT1 A 0 a_jumpifinventory("choosingreward",1, "Faildrug")
		TNT1 A 0 a_jumpifinventory("readingammo",1, "Faildrug")
		TNT1 A 0 A_Giveinventory("battledrugtoken",1)
		TNT1 A 0 A_Giveinventory("bluedrug",1)
		
		TNT1 A 0 A_Takeinventory("usedstamina",75)
		TNT1 A 0 HEALTHING(25,300)		
		
		TNT1 A 1 A_playsound("DRUG1",3,1.0)
	}
}	

// HEALTH POTENT
ACTOR HealStim2 : CustomInventory
{
	+INVBAR
	+CANNOTPUSH
	Inventory.MaxAmount 6
	Inventory.Interhubamount 6
	Inventory.PickupMessage "$GOTPOTENTSTIM"
	Inventory.PickUpSound "STIMBAG"
	Tag "Potent Healing Stimulant"
	Inventory.Icon "BSYRC0"
	SCALE 0.35
	States
	{
	Spawn:
		TNT1 A 0 
		BSYR A 1 a_jumpifinventory("removeingredient",1,"Disappear")
		loop
		
	Faildrug:
		TNT1 A 0 
		Fail
		
	Use:
		TNT1 A 0 a_jumpifinventory("choosingreward",1, "Faildrug")
		TNT1 A 0 a_jumpifinventory("readingammo",1, "Faildrug")
		TNT1 A 0 A_Giveinventory("battledrugtoken",1)
		TNT1 A 0 A_Giveinventory("bluedrug",1)

		TNT1 A 0 A_Takeinventory("usedstamina",150)
		TNT1 A 0 HEALTHING(50,300)		
		TNT1 A 1 A_playsound("DRUG1",3,1.0)
		
	Disappear:
		TNT1 A 0
		stop
	}
}	

Actor Healstim2Crafted : custominventory
{
	Inventory.PickupMessage "$GOTPOTENTSTIM"
	Inventory.PickUpSound "STIMBAG"
	Tag "Potent Healing Stimulant"
	SCALE 0.35
	States
	{
	Spawn:
		BSYR A 1
		BSYR A -1
		stop
		
	Pickup:
		TNT1 A 0 a_jumpifinventory("healstim2",6, 2)
		TNT1 A 0 A_Giveinventory("healstim2",1)
		stop
		TNT1 A 0
		Fail
	}
}
	


//INVULNERABILITY
ACTOR IRONSTIM : CustomInventory
{
	+INVBAR
+canpass
	+CANNOTPUSH
	Inventory.MaxAmount 6
	Inventory.Interhubamount 6
	Inventory.PickupMessage "$GOTADAMANTINESTIM"
	Inventory.PickUpSound "STIMBAG"
	Tag "Adamantine Skin Stimulant"
	Inventory.Icon "CSYRB0"
	SCALE 0.3
	States
	{
		Spawn:
		CSYR A 1
		CSYR A -1
		Stop
		
		Faildrug:
		TNT1 A 0 
		Fail
		
		Use:
		TNT1 A 0 a_jumpifinventory("choosingreward",1, "Faildrug")
		TNT1 A 0 a_jumpifinventory("readingammo",1, "Faildrug")
		TNT1 A 0 A_Takeinventory("rockskinpower",1)
		TNT1 A 0 A_Giveinventory("battledrugtoken",1)
		TNT1 A 0 A_Giveinventory("cyandrug",1)		
		TNT1 A 1 A_playsound("DRUG1",3,1.0)
		TNT1 A 1 ACS_NamedExecuteAlways("GIVEIRONSKIN",0)
		
	}
}	

//50% DAMAGE RESIST
ACTOR ROCKSTIM : CustomInventory
{
	+INVBAR
+canpass
	+CANNOTPUSH
	Inventory.MaxAmount 6
	Inventory.Interhubamount 6
	Inventory.PickupMessage "$GOTROCKSTIM"
	Inventory.PickUpSound "STIMBAG"
	Tag "Rock skin stimulant"
	Inventory.Icon "OSYRB0"
	SCALE 0.3
	States
	{
		Spawn:
		OSYR A 1
		TNT1 A 0 
		OSYR A -1
		Stop
		
		Faildrug:
		TNT1 A 0 
		Fail
		
		Use:
		TNT1 A 0 a_jumpifinventory("choosingreward",1, "Faildrug")
		TNT1 A 0 a_jumpifinventory("readingammo",1, "Faildrug")
		TNT1 A 0 A_Takeinventory("IRONskinpower",1)
		TNT1 A 0 A_Giveinventory("battledrugtoken",1)
		TNT1 A 0 A_Giveinventory("REDdrug",1)		
		TNT1 A 1 A_playsound("DRUG1",3,1.0)
		TNT1 A 1 ACS_NamedExecuteAlways("GIVEROCKSKIN",0)
		
	}
}	
//STAMINA
ACTOR StaminaStim : CustomInventory
{
	+INVBAR
+canpass
	+CANNOTPUSH
	Inventory.MaxAmount 6
	Inventory.Interhubamount 6
	Inventory.PickupMessage "$GOTSTAMINASTIM"
	Inventory.PickUpSound "STIMBAG"
	Tag "Stamina Stimulant"
	Inventory.Icon "YSYRB0"
	SCALE 0.3
	States
	{
		Spawn:
		YSYR A 1
		TNT1 A 0 
		YSYR A -1
		Stop
		
		Faildrug:
		TNT1 A 0 
		Fail
		
		Use:
		TNT1 A 0 a_jumpifinventory("choosingreward",1, "Faildrug")
		TNT1 A 0 a_jumpifinventory("readingammo",1, "Faildrug")
		TNT1 A 0 A_Giveinventory("battledrugtoken",1)
		TNT1 A 0 A_Giveinventory("yellowdrug",1)
		TNT1 A 0 ACS_NamedExecute("StaminaSTIM",0)
		TNT1 A 1 A_playsound("DRUG1",3,1.0)
	}
}	


// BERSERK
ACTOR BerserkStim : CustomInventory
{
	+INVBAR
+canpass
	+CANNOTPUSH
	Inventory.MaxAmount 6
	Inventory.Interhubamount 6
	Inventory.PickupMessage "$GOTBERSERKSTIM"
	Inventory.PickUpSound "STIMBAG"
	Tag "Berserk Stimulant"
	Inventory.Icon "RSYRB0"
	SCALE 0.3
	States
	{
	Spawn:
		TNT1 A 0 
		RSYR A 1 a_jumpifinventory("removeingredient",1,"Disappear")
		loop
		
		Faildrug:
		TNT1 A 0 
		Fail
		
		Use:
		TNT1 A 0 a_jumpifinventory("choosingreward",1, "Faildrug")
		TNT1 A 0 a_jumpifinventory("readingammo",1, "Faildrug")
		TNT1 A 0 A_Giveinventory("battledrugtoken",1)
		TNT1 A 0 A_Giveinventory("REDdrug",1)
		
		TNT1 A 0 ACS_NamedExecute("StrengthTimer",0)	
		TNT1 A 0 ACS_NamedExecute("BERSERKSTIM")
		TNT1 A 1 A_playsound("BERSPKUP",3,1.0)
		TNT1 A 0 A_takeinventory("usedstamina",601)
		TNT1 A 0 A_GiveInventory("BerserkTimer", 100)
		
		DEATH.REMOVESTIM:
		PAIN.REMOVESTIM:
		TNT1 A 0
		STOP
	}
}	

// RAMPAGE
ACTOR RampageStim : CustomInventory
{
	+INVBAR
+canpass
	+CANNOTPUSH
	Inventory.MaxAmount 6
	Inventory.Interhubamount 6
	Inventory.PickupMessage "$GOTRAMPAGESTIM"
	Inventory.PickUpSound "STIMBAG"
	Tag "Rampage Stimulant"
	Inventory.Icon "RSYRD0"
	SCALE 0.3
	States
	{
	Spawn:
		RSYR C 1
		TNT1 A 0 
		RSYR C -1
		Stop
		
		Faildrug:
		TNT1 A 0 
		Fail
		
		Use:
		TNT1 A 0 a_jumpifinventory("choosingreward",1, "Faildrug")
		TNT1 A 0 a_jumpifinventory("readingammo",1, "Faildrug")
		TNT1 A 0 A_Giveinventory("battledrugtoken",1)
		TNT1 A 0 A_Giveinventory("REDdrug",1)
		
		TNT1 A 0 ACS_NamedExecute("RAMPAGESTIM")
		TNT1 A 1 A_playsound("BERSPKUP",3,1.0)
		stop
	}
}	

// MAX HEALTH
ACTOR ChaosStim : CustomInventory
{
	+INVBAR
+canpass
	+CANNOTPUSH
	Inventory.MaxAmount 6
	Inventory.Interhubamount 6
	Inventory.PickupMessage "$GOTCHAOSSTIM"
	Inventory.PickUpSound "STIMBAG"
	Tag "Chaos Stimulant"
	Inventory.Icon "PSYRB0"
	SCALE 0.3
	States
	{
	Spawn:
		PSYR A 1
		TNT1 A 0 
		PSYR A -1
		Stop
		
		Faildrug:
		TNT1 A 0 
		Fail
		
		Use:
		TNT1 A 0 a_jumpifinventory("choosingreward",1, "Faildrug")
		TNT1 A 0 a_jumpifinventory("readingammo",1, "Faildrug")
		TNT1 A 0 A_Giveinventory("battledrugtoken",1)
		TNT1 A 0 A_Giveinventory("purpledrug",1)
		TNT1 A 0 A_Giveinventory("chaosstamina",1)
		
		
		TNT1 A 0 Healthing(300,300)
		TNT1 A 0 A_Giveinventory("UpgradeStamina",20)
		TNT1 A 0 A_TAKEinventory("USEDStamina",2000)
		TNT1 A 1 A_playsound("BERSPKUP",3,1.0)
		Stop
	}
}	

//FEAR
ACTOR Pheromones : CustomInventory
{
	+INVBAR
+canpass
	+CANNOTPUSH
	Inventory.MaxAmount 6
	Inventory.Interhubamount 6
	Inventory.PickupMessage "$GOTPHEROMONES"
	Inventory.PickUpSound "STIMBAG"
	Tag "Demon Pheromones"
	Inventory.Icon "GSYRH0"
	SCALE 0.3
	States
	{
	Spawn:
		GSYR G 1
		TNT1 A 0 
		GSYR G -1
		Stop
		
		Faildrug:
		TNT1 A 0 
		Fail
		
		Use:
		TNT1 A 0 a_jumpifinventory("choosingreward",1, "Faildrug")
		TNT1 A 0 a_jumpifinventory("readingammo",1, "Faildrug")
		TNT1 A 0 A_Giveinventory("battledrugtoken",1)
		TNT1 A 0 A_Giveinventory("yellowdrug",1)
		TNT1 A 0 ACS_NamedExecute("GIVEterror",0)
		Stop
	}
}	

//NIGHTVISION+INVISIBILITY
ACTOR PredatorStim : CustomInventory
{
	+INVBAR
+canpass
	+CANNOTPUSH
	Inventory.MaxAmount 6
	Inventory.Interhubamount 6
	Inventory.PickupMessage "$GOTPREDATORSTIM"
	Inventory.PickUpSound "STIMBAG"
	Tag "Predator Stimulant"
	Inventory.Icon "GSYRD0"
	SCALE 0.3
	States
	{
	Spawn:
		GSYR C 1
		TNT1 A 0 
		GSYR C -1
		Stop
		
	Faildrug:
		TNT1 A 0 
		Fail
		
	Use:
		TNT1 A 0 a_jumpifinventory("choosingreward",1, "Faildrug")
		TNT1 A 0 a_jumpifinventory("readingammo",1, "Faildrug")
		TNT1 A 0 A_Giveinventory("battledrugtoken",1)
		TNT1 A 0 A_Giveinventory("greendrug",1)
		TNT1 A 0 ACS_NamedExecute("GIVEpredator",0)
		Stop
	}
}	

// ANTI-HAZARD
ACTOR HazardStim : CustomInventory
{
	+INVBAR
	+canpass
	+CANNOTPUSH
	Inventory.MaxAmount 6
	Inventory.Interhubamount 6
	Inventory.PickupMessage "$GOTHAZARDSTIM"
	Inventory.PickUpSound "STIMBAG"
	Tag "Anti-Hazard Stimulant"
	Inventory.Icon "GSYRF0"
	SCALE 0.3
	States
	{
	Spawn:
		GSYR E 1
		TNT1 A 0 
		GSYR E -1
		Stop
		
		Faildrug:
		TNT1 A 0 
		Fail
		
		Use:
		TNT1 A 0 a_jumpifinventory("choosingreward",1, "Faildrug")
		TNT1 A 0 a_jumpifinventory("readingammo",1, "Faildrug")
		TNT1 A 0 A_Giveinventory("battledrugtoken",1)
		TNT1 A 0 A_Giveinventory("cyandrug",1)
		TNT1 A 0 ACS_NamedExecute("GIVEANTIHAZARD",0)
		Stop
	}
}	

ACTOR ANTIDOTEStim : CustomInventory
{
	+INVBAR
	+CANNOTPUSH
	Inventory.MaxAmount 6
	Inventory.Interhubamount 6
	Inventory.PickUpSound "GLVIALPK"
	Tag "Antidote"
	Inventory.Icon "ANTID0"
	States
	{
		Spawn:
		SYRS B 1
		TNT1 A 0 
		SYRS  B -1
		Stop
		
		Faildrug:
		TNT1 A 0 
		Fail
		
		Use:
		TNT1 A 0 a_jumpifinventory("choosingreward",1, "Faildrug")
		TNT1 A 0 a_jumpifinventory("readingammo",1, "Faildrug")
		TNT1 A 0 A_Giveinventory("battledrugtoken",1)
		TNT1 A 0 A_Giveinventory("GREENdrug2",1)
		TNT1 A 0 ACS_NamedExecute("POISONCURE",0)
		Stop
	}
}	

// CLAIRVOYANCE
ACTOR ClairVoyance : CustomInventory
{
	+INVBAR
	+CANNOTPUSH
	Inventory.MaxAmount 6
	Inventory.Interhubamount 6
+canpass
	Inventory.PickupMessage "$GOTCLAIRVOYANCE"
	Inventory.PickUpSound "STIMBAG"
	Tag "Clairvoyance stimulant"
	Inventory.Icon "GSYRB0"
	SCALE 0.3
	States
	{
	Spawn:
		GSYR A 1
		TNT1 A 0 
		GSYR A -1
		Stop
		
		Faildrug:
		TNT1 A 0 
		Fail
		
		Use:
		TNT1 A 0 a_jumpifinventory("choosingreward",1, "Faildrug")
		TNT1 A 0 a_jumpifinventory("readingammo",1, "Faildrug")
		TNT1 A 0 A_Giveinventory("battledrugtoken",1)
		TNT1 A 0 A_Giveinventory("greendrug",1)
		TNT1 A 0 A_Giveinventory("Allmap")
		TNT1 A 0 A_Giveinventory("PowerScanner")
		TNT1 A 0 ACS_NamedExecute("GIVECLAIRVOYANCE",0)
		Stop
	}
}	



/////
///////////////////////////
/////

// COMPLEMENTS

ACTOR chaosstamina : inventory
{Inventory.Amount 1
Inventory.MaxAmount 5}

ACTOR Drugtimeryellow : PowerRegeneration{ Powerup.Strength 0}
ACTOR Yellowdrugscreen : PowerupGiver
{
	-COUNTITEM
	Inventory.MaxAmount 0
	Powerup.Type "drugtimeryellow"
	Powerup.Duration -20
	Powerup.Color yellow 0.05
	Renderstyle Add
	+INVENTORY.AUTOACTIVATE
	+INVENTORY.ALWAYSPICKUP
	+INVENTORY.NOSCREENBLINK
}

ACTOR CHAOSSCREENtoken : PowerRegeneration{ Powerup.Strength 0}
ACTOR Chaosscreen : PowerupGiver
{
	-COUNTITEM
	Inventory.MaxAmount 0
	Powerup.Type "chaosscreentoken"
	Powerup.Duration -7
	Powerup.Colormap 1.0, 1.0, 1.0, 0.5, 0.0, 0.5
	Renderstyle Add
	+INVENTORY.AUTOACTIVATE
	+INVENTORY.ALWAYSPICKUP
	+INVENTORY.NOSCREENBLINK
}

ACTOR BlueSight : PowerupGiver
{
	-COUNTITEM
	Inventory.MaxAmount 0
	Powerup.Type "chaosscreentoken"
	Powerup.Duration 5
	Powerup.Color blue 0.3
	Renderstyle Add
	+INVENTORY.AUTOACTIVATE
	+INVENTORY.ALWAYSPICKUP
	+INVENTORY.NOSCREENBLINK
}

ACTOR Clairpower : PowerupGiver
{
	-COUNTITEM
	Inventory.MaxAmount 0
	Powerup.Type powerscanner
	Powerup.Duration -80
	Powerup.Colormap 0.5, 0.5, 0.5, 0.2, 0.0, 0.2
	Renderstyle Add
	+INVENTORY.AUTOACTIVATE
	+INVENTORY.ALWAYSPICKUP
	+INVENTORY.NOSCREENBLINK
}

ACTOR PredatorVision : PowerLightAmp { Powerup.Duration -60}
ACTOR PredatorPower : PowerupGiver
{
  Powerup.Type "PredatorVision"
  Powerup.Duration -100
  Powerup.Color bluemap
  +INVENTORY.AUTOACTIVATE
  States
  {
  Spawn:
    MEGA ABCD 4 Bright
    Loop
  }
}

Actor BerserkDrainStim : PowerupGiver
{
  +Inventory.AlwaysPickup
  +Inventory.AutoActivate
  Inventory.MaxAmount 1
  Powerup.Type PowerDrain
  Powerup.Duration -30
  Powerup.Strength 0.2
  States
  {
  Spawn:
    BLDS A 10 Bright
    BLDS B 15 Bright
    BLDS C 8 Bright
    BLDS D 6 Bright
    Loop
  }
}

ACTOR TerrorPower : PowerupGiver
{
   +COUNTITEM
   +INVENTORY.AUTOACTIVATE
   +INVENTORY.ALWAYSPICKUP
   +INVENTORY.BIGPOWERUP
   Inventory.MaxAmount 1
   Powerup.Type Frightener
   powerup.duration -120
   Powerup.Color GoldMap
   Translation "112:127=176:191", "176:191=192:207"
   States
   {
   Spawn:
       PINV ABCD 6 Bright
       Loop
   }
}

Actor Radpickup : PowerupGiver
{
  +Inventory.AlwaysPickup
  +Inventory.AutoActivate
  Inventory.MaxAmount 1
  Powerup.Type PowerMask
  Powerup.Duration -5
	Inventory.PickupSound ""
	Inventory.Pickupmessage ""
	+INVENTORY.NOSCREENBLINK
  States
  {
  Spawn:
	TNT1 A 1
	TNT1 A 1
    Loop
  }
}

ACTOR PowerROCK : PowerProtection {DamageFactor "Normal", 0.6}
ACTOR Antiacid : PowerProtection {DamageFactor "Acid", 0.0}

ACTOR Acidimmunity : PowerupGiver
{
  Inventory.PickupMessage "Damageresist"
  Powerup.Type "Antiacid"
  Powerup.Duration -2
  +INVENTORY.AUTOACTIVATE
  +INVENTORY.ALWAYSPICKUP
  States
  {
  Spawn:
    ACID J 4 Bright
    Loop
  }}

ACTOR ROCKSKINPower : PowerupGiver
{
  Inventory.PickupMessage "Damageresist"
  Powerup.Type "PowerRock"
  Powerup.Duration -800
  Powerup.Color TAN, 0.05
  +INVENTORY.AUTOACTIVATE
  +INVENTORY.ALWAYSPICKUP
  States
  {
  Spawn:
    MEGA ABCD 4 Bright
    Loop
  }}
  
  ACTOR ForcefieldPower : PowerupGiver
{
  Powerup.Type "PowerForceField"
  Powerup.Duration 5
  Powerup.Color cyan, 0.02
  +INVENTORY.AUTOACTIVATE
  States
  {
  Spawn:
    MEGA ABCD 4 Bright
    Loop
  }}

ACTOR IRONSKINPower : PowerupGiver
{
  Inventory.PickupMessage "Damageresist"
  Powerup.Type "Powerinvulnerable"
  Powerup.Duration -10
  Powerup.Colormap 0.0, 0.0, 0.0, 1.0, 1.0, 1.0
  +INVENTORY.AUTOACTIVATE
  +INVENTORY.ALWAYSPICKUP
  States
  {
  Spawn:
    MEGA ABCD 4 Bright
    Loop
  }}

Actor PowerRampageDamage : PowerDamage
{Damagefactor "Normal", 2}
Actor RampageDoubleDamage : PowerupGiver
{
  +CountItem
  +NoGravity
  +Inventory.AlwaysPickup
  +Inventory.AutoActivate
  Inventory.MaxAmount 1
  Powerup.Type RampageDamage
  Powerup.Color redMap
  Powerup.Duration -10
  States
  {
  Spawn:
    DOOM A 10 Bright
    DOOM B 15 Bright
    DOOM C 8 Bright
    DOOM D 6 Bright
    Loop
  }
}

//SLOWMO
ACTOR SlomoScreen : PowerupGiver
{
	-COUNTITEM
	Inventory.MaxAmount 0
	Powerup.Type "PowerSlomoUseless"
	Powerup.Duration 0x7FFFFFFD
	Powerup.Color yellow 0.05
	Renderstyle Add
	+INVENTORY.AUTOACTIVATE
	+INVENTORY.ALWAYSPICKUP
	+INVENTORY.NOSCREENBLINK
}

ACTOR PowerSlomoUseless : PowerRegeneration{Powerup.Strength 0}
ACTOR SlomoGiver : PowerupGiver
{
	-COUNTITEM
	Inventory.MaxAmount 0
	Powerup.Type "SMPowerTimeFreezerSound" //"TimeFreezer"
	Powerup.Duration 0x7FFFFFFD
	//Powerup.Color White 0.05
	//Renderstyle Add
	+INVENTORY.AUTOACTIVATE
	+INVENTORY.ALWAYSPICKUP
}