Sure thing.
 
	 
 
	MP40 
	actor MP40 : DoomWeapon 12304 
	{ 
	   Weapon.SelectionOrder 700 
	   Weapon.AmmoUse 1 
	   Weapon.AmmoGive 20 
	   Weapon.AmmoType "Clip" 
	   Inventory.PickupMessage "You got the MP40!" 
	   Obituary "%o was riddled by %k's MP40." 
	   attacksound "MP40/Fire" 
	   Decal "BulletChip" 
	   Weapon.SlotNumber 4 
	   Scale 0.5 
	   States 
	   { 
	   Ready: 
	     MP40 A 1 A_WeaponReady 
	     Loop 
	   Deselect: 
	     MP40 A 1 A_Lower 
	     Loop 
	   Select: 
	     MP40 A 1 A_Raise 
	     Loop 
	   Fire: 
	     MP40 B 2 Bright A_FireBullets (5, 4, 1, 5, "BulletPuff") 
	     MP40 B 0 A_GunFlash 
	     MP40 D 1 A_SetPitch (pitch-0.4)  
	     MP40 CA 1 A_SetPitch (pitch+0.2)  
	     MP40 A 0 A_ReFire 
	     Goto Ready 
	   Flash: 
	     TNT1 A 5 Bright A_Light1 
	     Goto LightDone 
	     TNT1 A 5 Bright A_Light1 
	     Goto LightDone 
	   Spawn: 
	     MP40 E -1 
	     Stop 
	   } 
	} 
	 
 
	Angled Flashlight  
	ACTOR FlashLightAngled : Weapon 15017 
	{  
	    Weapon.SlotNumber 0 
	    Weapon.Selectionorder 4000 
	    Inventory.PickupSound "misc/p_pkup" 
	    Inventory.PickupMessage "Picked up a flashlight!" 
	    Scale 0.75 
	    +NOALERT 
	    +NOAUTOFIRE 
	    +NOAUTOAIM 
	    +NOTRIGGER 
	    States  
	    {  
	    Spawn:  
	        FLSH A -1  
	        Loop  
	    Ready:  
	        FLIT A 1 A_WeaponReady  
	        Loop  
	        FLIT A 0 A_Light2 
	        FLIT A 1 A_WeaponReady 
	        FLIT A 0 A_FireBullets( 0, 0, 1, 0, "FlashLBeam", FBF_NOFLASH | FBF_NORANDOMPUFFZ, 1500) 
	        Goto Ready+2 
	    Deselect: 
	        FLIT A 0 A_JumpIfInventory("SwitchOn", 1, "LightLower") 
	    Lower: 
	        FLIT A 0 A_Light0 
	        FLIT A 1 A_Lower  
	        Loop 
	    LightLower: 
	        FLIT A 0 A_PlaySound("flashlight/off") 
	        FLIT A 0 A_TakeInventory("SwitchOn", 1) 
	    TrueLightLower: 
	        FLIT A 0 A_Light0 
	        FLIT A 1 A_Lower  
	        Loop 
	    Select:  
	        FLIT A 1 A_Raise  
	        Loop  
	    Fire:  
	        FLIT A 1 A_JumpIfInventory("SwitchOn", 1, 4) 
	        FLIT A 1 A_PlaySound("flashlight/on") 
	        FLIT A 1 A_Light2  
	        FLIT A 1 A_GiveInventory("SwitchOn", 1)   
	        Goto Ready+2   
	        FLIT A 1 A_PlaySound("flashlight/off") 
	        FLIT A 1 A_Light0  
	        FLIT A 1 A_TakeInventory("SwitchOn", 1)   
	        Goto Ready 
	    }  
	} 
 
	 
 
	Centered Flashlight
 
	ACTOR FlashLightCentered : Weapon 15019 
	{ 
	    Weapon.SlotNumber 0 
	    Weapon.Selectionorder 4000 
	    Inventory.PickupSound "misc/p_pkup"  
	    Inventory.PickupMessage "Picked up a flashlight!" 
	    Scale 0.75 
	    +NOALERT 
	    +NOAUTOFIRE 
	    +NOAUTOAIM 
	    States 
	    { 
	    Spawn:  
	        FLSH B -1  
	        Loop  
	    Ready:  
	        FLIT B 1 A_WeaponReady  
	        Loop  
	        FLIT B 0 A_Light2 
	        FLIT B 1 A_WeaponReady 
	        FLIT B 0 A_FireBullets( 0, 0, 1, 0, "FlashLBeam", FBF_NOFLASH | FBF_NORANDOMPUFFZ, 1500) 
	        Goto Ready+2 
	    Deselect: 
	        FLIT B 0 A_JumpIfInventory("SwitchOn", 1, "LightLower") 
	    Lower: 
	        FLIT B 0 A_Light0 
	        FLIT B 1 A_Lower  
	        Loop 
	    LightLower: 
	        FLIT B 0 A_PlaySound("flashlight/off") 
	        FLIT B 0 A_TakeInventory("SwitchOn", 1) 
	    TrueLightLower: 
	        FLIT B 0 A_Light0 
	        FLIT B 1 A_Lower  
	        Loop 
	    Select:  
	        FLIT B 1 A_Raise  
	        Loop 
	    Fire:  
	        FLIT B 1 A_JumpIfInventory("SwitchOn", 1, 4) 
	        FLIT B 1 A_PlaySound("flashlight/on") 
	        FLIT B 1 A_Light2  
	        FLIT B 1 A_GiveInventory("SwitchOn", 1)   
	        Goto Ready+2   
	        FLIT B 1 A_PlaySound("flashlight/off") 
	        FLIT B 1 A_Light0  
	        FLIT B 1 A_TakeInventory("SwitchOn", 1)   
	        Goto Ready 
	    }  
	} 
 
	 
 
	Medipack
 
	Actor Medipack : Health 10394 
	{ 
	 Game Doom 
	 Inventory.Amount 50 
	 Inventory.PickupMessage "Picked up a medipack." 
	 Health.LowMessage 20, "Picked up a medipack that you REALLY need!" 
	    States 
	    { 
	        Spawn: 
	        MEDP A -1 
	        Stop 
	    } 
	}
 
	 
 
	Food
 
	Actor Food : Health 15035 
	{ 
	 Game Doom 
	 Inventory.Amount 15 
	 Inventory.PickupMessage "Picked up a plate of food." 
	 Health.LowMessage 20, "Picked up a plate of food that you REALLY need!" 
	 Inventory.PickupSound "pickup/food" 
	 States 
	{ 
	 Spawn: 
	 FOOD A -1 
	 Stop 
	 } 
	}
 
	 
 
	First-Aid Kit
 
	Actor FirstAidKit : Health 15036 
	{ 
	 Game Doom 
	 Inventory.Amount 25 
	 Inventory.PickupMessage "Picked up a first-aid kit." 
	 Health.LowMessage 20, "Picked up a first-aid kit that you REALLY need!" 
	 Inventory.PickupSound "pickup/medkit" 
	 States 
	{ 
	 Spawn: 
	 MEDK A -1 
	 Stop 
	 } 
	}
 
	 
 
	ArmorShard
 
	actor ArmorShard : ArmorBonus 10395 
	{ 
	    Inventory.Pickupmessage "Picked up an Armor Shard." 
	    Inventory.Icon "ARSDA0" 
	    Inventory.PickupSound "pickup/armorshard" 
	    Armor.Saveamount 5 
	    States 
	    { 
	    Spawn: 
	        ARSD ABCDCB 6 
	        loop 
	    } 
	}
 
	 
 
	Stimbonus
 
	actor Stimbonus 10396 
	{ 
	    +COUNTITEM 
	    Inventory.Pickupmessage "Picked up a Stimbonus." 
	    Inventory.Amount 5 
	    Inventory.MaxAmount 200 
	    Scale 0.75 
	    States 
	    { 
	    Spawn: 
	        SMBS A -1 
	        stop 
	    } 
	}
 
	 
 
	I do believe that's all of them that have the Inventory.Pickupmessage.