actor SmallHealth : Health replaces Stimpack 10001
{
inventory.amount 15
inventory.maxamount 100
inventory.pickupmessage "Picked up a health capsule."
+COUNTITEM
inventory.pickupsound "item/energyup"
Scale 2.0
States
{
Spawn:
HBAL AB 6
loop
}
}

actor BigHealth : Health replaces Medikit 10002
{
inventory.amount 30
inventory.maxamount 100
Scale 2.0
inventory.pickupmessage "Picked up a large health capsule."
inventory.pickupsound "item/energyup"
+COUNTITEM
States
{
Spawn:
HBAL CD 6
loop
}
}

actor WeaponEnergy : CustomInventory replaces Shell 10003
{
inventory.pickupmessage "Picked up a small energy capsule."
inventory.amount 1
inventory.pickupsound "item/energyup"
Scale 2.0
States
{
Spawn:
EBAL AB 6
loop
Pickup:
TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(984,0),"Success")
fail
Success:
TNT1 A 0 ACS_ExecuteAlways(992,0,4)
stop
}
}

actor BigWeaponEnergy : CustomInventory replaces ShellBox 10004
{
inventory.pickupmessage "Picked up a large energy capsule."
+COUNTITEM
inventory.pickupsound "item/energyup"
Scale 2.0
States
{
Spawn:
EBAL CD 6
loop
Pickup:
TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(984,0),"Success")
fail
Success:
TNT1 A 0 ACS_ExecuteAlways(992,0,8)
stop
}
}