//------------------------------------------------------------------------------
actor MedPatch : HealthPickup 2011
{
	Game Strife
	ConversationID 125, 121, 124
	Health 10
	Mass 20
	Tag "Med_patch"
	Inventory.PickupMessage "$txt_medpatch"
	Inventory.MaxAmount 20
	Inventory.Icon "i_stmp"
	+FloorClip
	HealthPickup.Autouse 3
	states
	{
	Spawn:
		STMP A -1
		Stop
	}
}

//------------------------------------------------------------------------------
actor MedicalKit : HealthPickup 2012
{
	Game Strife
	ConversationID 126, 122, 125
	Health 25
	Mass 15
	Tag "Medical_kit"
	Inventory.PickupMessage "$txt_medicalkit"
	Inventory.MaxAmount 15
	Inventory.Icon "i_mdkt"
	+FloorClip
	HealthPickup.Autouse 3
	states
	{
	Spawn:
		MDKT A -1
		Stop
	}
}

//------------------------------------------------------------------------------
actor SurgeryKit : HealthPickup 83
{
	Game Strife
	ConversationID 127, 123, 126
	Health -100
	Mass 5
	Tag "Surgery_Kit"	// "full_health" in the Teaser
	Inventory.PickupMessage "$txt_surgerykit"
	Inventory.MaxAmount 5
	Inventory.Icon "i_full"
	+FloorClip
	states
	{
	Spawn:
		FULL AB 35
		Loop
	}
}

//------------------------------------------------------------------------------
actor ShadowArmor : PowerupGiver 2024
{
	Game Strife
	SpawnID 135
	ConversationID 160, 156, 159
	RenderStyle Translucent
	Tag "Shadow_armor"
	Inventory.MaxAmount 2
	Inventory.PickupMessage "$txt_shadowarmor"
	Inventory.PickupSound "misc/i_pkup"
	Inventory.Icon "i_shd1"
	Powerup.Type Shadow
	+FloorClip
	+VisibilityPulse
	states
	{
	Spawn:
		SHD1 A -1
		Stop
	}
}

//------------------------------------------------------------------------------
actor EnvironmentalSuit : PowerupGiver 2025
{
	Game Strife
	SpawnID 136
	ConversationID 161, 157, 160
	Tag "Environmental_Suit"
	Inventory.PickupMessage "$txt_envsuit"
	Inventory.PickupSound "misc/i_pkup"
	Inventory.MaxAmount 5
	Inventory.Icon "i_mask"
	Powerup.Type Mask
	+FloorClip
	states
	{
	Spawn:
		MASK A -1
		Stop
	}
}

//------------------------------------------------------------------------------
actor GuardUniform : Inventory 90
{
	Game Strife
	ConversationID 162, 158, 161
	Tag "Guard_Uniform"
	Inventory.PickupMessage "$txt_guarduniform"
	Inventory.GiveQuest 15
	Inventory.Icon "i_unif"
	+FloorClip
	+Inventory.InvBar
	states
	{
	Spawn:
		UNIF A -1
		Stop
	}
}

//------------------------------------------------------------------------------
actor OfficersUniform : Inventory 52
{
	Game Strife
	ConversationID 163, 159, 162
	Tag "Officer's_Uniform"
	Inventory.PickupMessage "$txt_officersuniform"
	Inventory.Icon "i_ofic"
	+FloorClip
	+Inventory.InvBar
	states
	{
	Spawn:
		OFIC A -1
		Stop
	}
}

//------------------------------------------------------------------------------
actor StrifeMap : MapRevealer 2026
{
	Game Strife
	SpawnID 137
	ConversationID 164, 160, 163
	Inventory.PickupMessage "$txt_strifemap"
	Inventory.PickupSound "misc/p_pkup"
	+FloorClip
	states
	{
	Spawn:
		SMAP AB 6 Bright
		Loop
	}
}

//------------------------------------------------------------------------------
actor Targeter : PowerupGiver 207
{
	Game Strife
	ConversationID 167, 169, 173
	Tag "Targeter"
	Inventory.MaxAmount 5
	Inventory.PickupMessage "$txt_targeter"
	Inventory.PickupSound "misc/i_pkup"
	Inventory.Icon "i_targ"
	Powerup.Type Targeter
	+FloorClip
	states
	{
	Spawn:
		TARG A -1
		Stop
	}
}

//------------------------------------------------------------------------------
actor BeldinsRing : Inventory
{
	Game Strife
	ConversationID 173, 165, 169
	Tag "ring"
	Inventory.PickupMessage "$txt_beldinsring"
	Inventory.Icon "i_ring"
	Inventory.GiveQuest 1
	+NotDMatch
	+FloorClip
	+Inventory.InvBar
	states
	{
	Spawn:
		RING A -1
		Stop
	}
}

//------------------------------------------------------------------------------
actor OfferingChalice : Inventory 205
{
	Game Strife
	ConversationID 174, 166, 170
	Radius 10
	Height 8
	Tag "Offering_Chalice"
	Inventory.PickupMessage "$txt_offeringchalice"
	Inventory.Icon "i_relc"
	Inventory.GiveQuest 2
	+Dropped
	+FloorClip
	+Inventory.InvBar
	states
	{
	Spawn:
		RELC A -1 Bright
		Stop
	}
}

//------------------------------------------------------------------------------
actor Ear : Inventory
{
	Game Strife
	ConversationID 175, 167, 171
	Inventory.PickupMessage "$txt_ear"
	Inventory.MaxAmount 1
	Inventory.Icon "i_ears"
	Inventory.GiveQuest 9
	+FloorClip
	+Inventory.InvBar
	states
	{
	Spawn:
		EARS A -1
		Stop
	}
}

//------------------------------------------------------------------------------
actor Communicator : Inventory 206
{
	Game Strife
	ConversationID 176, 168, 172
	Tag "Communicator"
	Inventory.PickupMessage "$txt_communicator"
	Inventory.PickupSound  "misc/p_pkup"
	Inventory.Icon "i_comm"
	+NotDMatch
	states
	{
	Spawn:
		COMM A -1
		Stop
	}
}

//------------------------------------------------------------------------------
actor FlameThrowerParts : Inventory
{
	Game Strife
	ConversationID 191, 185, 189
	Tag "flame_thrower_parts"
	Inventory.PickupMessage "$txt_fthrowerparts"
	Inventory.Icon "i_bflm"
	+FloorClip
	+Inventory.InvBar
	states
	{
	Spawn:
		BFLM A -1
		Stop
	}
}

//------------------------------------------------------------------------------
actor BrokenPowerCoupling : Inventory 226
{
	Game Strife
	ConversationID 289, -1, -1
	Health 40
	Radius 16
	Height 8
	Tag "BROKEN_POWER_COUPLING"
	Inventory.MaxAmount 1
	Inventory.Icon "i_coup"
	Inventory.GiveQuest 8
	Inventory.PickupMessage "$txt_brokencoupling"
	+Dropped
	+FloorClip
	+Inventory.InvBar
	states
	{
	Spawn:
		COUP C -1
		Stop
	}
}

//------------------------------------------------------------------------------
actor Info : Inventory
{
	Game Strife
	ConversationID 300, 282, 299
	Tag "info"
	Inventory.PickupMessage "$txt_info"
	Inventory.Icon "i_tokn"
	+FloorClip
	+Inventory.InvBar
	states
	{
	Spawn:
		TOKN A -1
		Stop
	}
}

//------------------------------------------------------------------------------
actor InterrogatorReport : Inventory
{
	Game Strife
	ConversationID 308, 289, 306
	Tag "report"
	Inventory.PickupMessage "$txt_report"
	Inventory.Icon "i_tokn"
	+FloorClip
	+Inventory.InvBar
	states
	{
	Spawn:
		TOKN A -1
		Stop
	}
}

//------------------------------------------------------------------------------
actor GunTraining : Inventory
{
	ConversationID 310, -1, -1
	Tag "Accuracy"
	+FloorClip
	Inventory.MaxAmount 100
	Inventory.Icon "i_gunt"
	+Inventory.InvBar
	+Inventory.Undroppable
	states
	{
	Spawn:
		GUNT A -1
		Stop
	}
}
