actor Lith_CustomInventory : CustomInventory { Inventory.PickupMessage "" states { Nope: TNT1 A 0 fail } } actor Lith_AllMap : Lith_CustomInventory replaces Allmap { Tag "Computer Area Map" Inventory.PickupSound "misc/p_pkup" +COUNTITEM +INVENTORY.FANCYPICKUPSOUND states { Spawn: PMAP ABCDCB 6 bright loop Pickup: TNT1 A 0 ACS_NamedExecuteAlways("Lith_LogName", 0, msg_allmap) TNT1 A 0 A_GiveInventory("Allmap") stop } } actor Lith_ArmorBonus : Lith_CustomInventory replaces ArmorBonus { Tag "Armor Bonus" +COUNTITEM states { Spawn: BON2 ABCDCB 6 loop Pickup: TNT1 A 0 ACS_NamedExecuteAlways("Lith_LogName", 0, msg_armorbonus) TNT1 A 0 A_GiveInventory("ArmorBonus") stop } } actor Lith_Backpack : Lith_ScoreItem replaces Backpack { Tag "Backpack" Inventory.PickupSound "player/pickup/item" +COUNTITEM states { Spawn: BPAK A 0 nodelay A_GiveInventory("Lith_ScoreCount", Score_Backpack) BPAK A 0 A_GiveInventory("Lith_ShellAmmo", AmmoAmt_ShellBackpk) BPAK A 0 A_GiveInventory("Lith_RocketAmmo", AmmoAmt_RocketBackpk) BPAK A 0 A_GiveInventory("Lith_PlasmaAmmo", AmmoAmt_CellBackpk) BPAK A 0 A_GiveInventory("Lith_CannonAmmo", AmmoAmt_CannonBackpk) BPAK A -1 stop Pickup: TNT1 A 0 ACS_NamedExecuteAlways("Lith_Discount", 0) TNT1 A 0 ACS_NamedExecuteAlways("Lith_LogName", 0, msg_backpack) goto Super::Pickup } } actor Lith_Berserk : Lith_CustomInventory replaces Berserk { Tag "Berserk" Inventory.PickupSound "misc/p_pkup" +COUNTITEM +INVENTORY.FANCYPICKUPSOUND states { Spawn: PSTR A -1 stop Pickup: TNT1 A 0 ACS_NamedExecuteAlways("Lith_LogName", 0, msg_berserk) TNT1 A 0 A_GiveInventory("Berserk") stop } } actor Lith_BlueArmor : Lith_CustomInventory replaces BlueArmor { Tag "Blue Armor" states { Spawn: ARM2 A 6 ARM2 B 6 bright loop Pickup: TNT1 A 0 A_JumpIf(!CallACS("Lith_CheckArmor", 200), "Nope") TNT1 A 0 ACS_NamedExecuteAlways("Lith_LogName", 0, msg_bluearmor) TNT1 A 0 A_GiveInventory("BlueArmor") stop } } #include "lscripts/Items/BlurSphere.dec" actor Lith_GreenArmor : Lith_CustomInventory replaces GreenArmor { Tag "Green Armor" states { Spawn: ARM1 A 6 ARM1 B 7 bright loop Pickup: TNT1 A 0 A_JumpIf(!CallACS("Lith_CheckArmor", 100), "Nope") TNT1 A 0 ACS_NamedExecuteAlways("Lith_LogName", 0, msg_greenarmor) TNT1 A 0 A_GiveInventory("GreenArmor") stop } } actor Lith_HealthBonus : Lith_CustomInventory replaces HealthBonus { Tag "Health Bonus" Inventory.PickupSound "items/healthbonus" +COUNTITEM states { Spawn: BON1 ABCDCB 6 loop Pickup: TNT1 A 0 ACS_NamedExecuteAlways("Lith_LogName", 0, msg_healthbonus) TNT1 A 0 ACS_NamedExecuteWithResult("Lith_GiveHealthBonus", 1) stop } } actor Lith_Infrared : Lith_CustomInventory replaces Infrared { Tag "CB-Goggles" Inventory.PickupSound "player/pickup/infrared" +COUNTITEM +INVENTORY.FANCYPICKUPSOUND states { Spawn: PVIS A 6 bright PVIS B 6 loop Pickup: TNT1 A 0 ACS_NamedExecuteAlways("Lith_LogName", 0, msg_infrared) TNT1 A 0 A_GiveInventory("Infrared") stop } } actor Lith_InvulnerabilitySphere : Lith_CustomInventory replaces InvulnerabilitySphere { Tag "Invulnerability" Inventory.PickupSound "misc/p_pkup" +FLOATBOB +COUNTITEM +INVENTORY.BIGPOWERUP +INVENTORY.FANCYPICKUPSOUND states { Spawn: PINV ABCD 6 bright loop Pickup: TNT1 A 0 ACS_NamedExecuteAlways("Lith_LogName", 0, msg_invuln) TNT1 A 0 A_GiveInventory("InvulnerabilitySphere") stop } } actor Lith_Medikit : Lith_CustomInventory replaces Medikit { Tag "Medikit" states { Spawn: MEDI A -1 stop Pickup: TNT1 A 0 A_JumpIf(!CallACS("Lith_CheckHealth", 25), "Nope") TNT1 A 0 ACS_NamedExecuteAlways("Lith_LogName", 0, msg_medikit) TNT1 A 0 ACS_NamedExecuteWithResult("Lith_GiveHealth", 25) stop } } actor Lith_Megasphere : Lith_CustomInventory replaces Megasphere { Tag "Tao'chyan" Inventory.PickupSound "misc/p_pkup" +FLOATBOB +COUNTITEM +INVENTORY.FANCYPICKUPSOUND states { Spawn: MEGA ABCDB 6 bright loop Pickup: TNT1 A 0 ACS_NamedExecuteAlways("Lith_LogName", 0, msg_megasphere) TNT1 A 0 A_GiveInventory("BlueArmor") TNT1 A 0 ACS_NamedExecuteWithResult("Lith_GiveHealthBonus", 200) stop } } actor Lith_RadSuit : Lith_CustomInventory replaces RadSuit { Tag "Radiation Shielding Suit" Inventory.PickupSound "misc/p_pkup" +INVENTORY.FANCYPICKUPSOUND states { Spawn: SUIT A -1 bright stop Pickup: TNT1 A 0 ACS_NamedExecuteAlways("Lith_LogName", 0, msg_radsuit) TNT1 A 0 A_GiveInventory("RadSuit") stop } } actor Lith_SoulSphere : Lith_CustomInventory replaces SoulSphere { Tag "Heart" Inventory.PickupSound "misc/p_pkup" +FLOATBOB +COUNTITEM +INVENTORY.FANCYPICKUPSOUND states { Spawn: SOUL ABCDB 6 bright loop Pickup: TNT1 A 0 ACS_NamedExecuteAlways("Lith_LogName", 0, msg_soulsphere) TNT1 A 0 ACS_NamedExecuteWithResult("Lith_GiveHealthBonus", 100) stop } } actor Lith_Stimpack : Lith_CustomInventory replaces Stimpack { Tag "Stimpack" states { Spawn: STIM A -1 stop Pickup: TNT1 A 0 A_JumpIf(!CallACS("Lith_CheckHealth", 10), "Nope") TNT1 A 0 ACS_NamedExecuteAlways("Lith_LogName", 0, msg_stimpack) TNT1 A 0 ACS_NamedExecuteWithResult("Lith_GiveHealth", 10) stop } } // EOF