actor AllmapRB : ItemRunBallSixFrameBright replaces Allmap
{
	Inventory.Respawntics 2010
	+COUNTITEM
	+INVENTORY.FANCYPICKUPSOUND
	Inventory.PickupSound "misc/p_pkup"
	Inventory.PickupMessage "$GOTMAP"
	states
	{
		Spawn:
			PMAP A 0
			goto Initialize
		Transform:
			PMRB A 0
			goto super::Transform
		Pickup:
			TNT1 A 0 A_GiveInventory("Allmap")
			stop
	}
}

actor ArmorBonusRB : ItemRunBallSixFrame replaces ArmorBonus
{
	+COUNTITEM
	Inventory.PickupSound "misc/armor_pkup"
	Inventory.PickupMessage "$GOTARMBONUS"
	states
	{
		Spawn:
			BON2 A 0
			goto Initialize
		Transform:
			ABRB A 0
			goto super::Transform
		Pickup:
			TNT1 A 0 A_GiveInventory("ArmorBonus")
			stop
	}
}

actor BerserkRB : ItemRunBallSingleFrame replaces Berserk
{
	+COUNTITEM
	Inventory.PickupMessage "$GOTBERSERK"
	Inventory.PickupSound "misc/p_pkup"
	states
	{
		Spawn:
			PSTR A 0
			goto Initialize
		Transform:
			BERB A 0
			goto super::Transform
		Pickup:
			TNT1 A 0 A_GiveInventory("Berserk")
			stop
	}
}

actor BlueArmorRB : ItemRunBallTwoFrameBrightSecond replaces BlueArmor
{
	Inventory.PickupMessage "$GOTMEGA"
	Inventory.PickupSound "misc/armor_pkup"
	states
	{
		Spawn:
			ARM2 A 0
			goto Initialize
		Transform:
			A2RB A 0
			goto super::Transform
		Pickup:
			TNT1 A 0 A_GiveInventory("BlueArmor")
			stop
	}
}

actor BlurSphereRB : ItemRunBallFourFrameBright replaces BlurSphere
{
	RenderStyle Translucent
	+COUNTITEM
	+VISIBILITYPULSE
	+INVENTORY.BIGPOWERUP
	+INVENTORY.FANCYPICKUPSOUND
	Inventory.PickupMessage "$GOTINVIS"
	Inventory.PickupSound "misc/p_pkup"
	states
	{
		Spawn:
			PINS A 0
			goto Initialize
		Transform:
			PIRB A 0
			goto super::Transform
		Pickup:
			TNT1 A 0 A_GiveInventory("BlurSphere")
			stop
	}
}

actor GreenArmorRB : ItemRunBallTwoFrameBrightSecond replaces GreenArmor
{
	Inventory.PickupMessage "$GOTARMOR"
	Inventory.PickupSound "misc/armor_pkup"
	states
	{
		Spawn:
			ARM1 A 0
			goto Initialize
		Transform:
			A1RB A 0
			goto super::Transform
		Pickup:
			TNT1 A 0 A_GiveInventory("GreenArmor")
			stop
	}
}

actor HealthBonusRB : ItemRunBallSixFrame replaces HealthBonus
{
	+COUNTITEM
	Inventory.PickupSound "misc/health_pkup"
	Inventory.PickupMessage "$GOTHTHBONUS"
	states
	{
		Spawn:
			BON1 A 0
			goto Initialize
		Transform:
			BNRB A 0
			goto super::Transform
		Pickup:
			TNT1 A 0 A_GiveInventory("HealthBonus")
			stop
	}
}

actor InfraredRB : ItemRunBallTwoFrameBrightFirst replaces Infrared
{
	+COUNTITEM
	+INVENTORY.FANCYPICKUPSOUND
	Inventory.PickupMessage "$GOTVISOR"
	Inventory.PickupSound "misc/p_pkup"
	states
	{
		Spawn:
			PVIS A 0
			goto Initialize
		Transform:
			PVRB A 0
			goto super::Transform
		Pickup:
			TNT1 A 0 A_GiveInventory("Infrared")
			stop
	}
}

actor InvulnerabilitySphereRB : ItemRunBallFourFrameBright replaces InvulnerabilitySphere
{
	+COUNTITEM
	+INVENTORY.FANCYPICKUPSOUND
	+INVENTORY.BIGPOWERUP
	Inventory.PickupMessage "$GOTINVUL"
	Inventory.PickupSound "misc/p_pkup"
	states
	{
		Spawn:
			PINV A 0
			goto Initialize
		Transform:
			ISRB A 0
			goto super::Transform
		Pickup:
			TNT1 A 0 A_GiveInventory("InvulnerabilitySphere")
			stop
	}
}

actor MedikitRB : ItemRunBallSingleFrame replaces Medikit
{
	Inventory.PickupSound "misc/health_pkup"
	Inventory.PickupMessage "$GOTMEDIKIT"
	//Health.LowMessage 25, "$GOTMEDINEED"
	states
	{
		Spawn:
			MEDI A 0
			goto Initialize
		Transform:
			MERB A 0
			goto super::Transform
		Pickup:
			TNT1 A 0 A_GiveInventory("Medikit")
			stop
	}
}

actor MegaSphereRB : ItemRunBallFourFrameBright replaces MegaSphere
{
	+COUNTITEM
	Inventory.PickupMessage "$GOTMSPHERE"
	Inventory.PickupSound "misc/p_pkup"
	states
	{
		Spawn:
			MEGA A 0
			goto Initialize
		Transform:
			MSRB A 0
			goto super::Transform
		Pickup:
			TNT1 A 0 A_GiveInventory("BlueArmorForMegasphere")
			TNT1 A 0 A_GiveInventory("MegasphereHealth")
			stop
	}
}

actor SoulSphereRB : ItemRunBallSixFrameBright replaces SoulSphere
{
	+COUNTITEM
	+INVENTORY.FANCYPICKUPSOUND
	Inventory.PickupMessage "$GOTSUPER"
	Inventory.PickupSound "misc/p_pkup"
	states
	{
		Spawn:
			SOUL A 0
			goto Initialize
		Transform:
			SORB A 0
			goto super::Transform
		Pickup:
			TNT1 A 0 A_GiveInventory("SoulSphere")
			stop
	}
}

actor StimpackRB : ItemRunBallSingleFrame replaces Stimpack
{
	Inventory.PickupSound "misc/health_pkup"
	Inventory.PickupMessage "$GOTSTIM"
	states
	{
		Spawn:
			STIM A 0
			goto Initialize
		Transform:
			SPRB A 0
			goto super::Transform
		Pickup:
			TNT1 A 0 A_GiveInventory("Stimpack")
			stop
	}
}