actor WeaponSlot : SwitchableDecoration 18011
{
	//$Category GoldenEye Weapon & Ammo Spawners
	//$Arg0 Weapon Slot
	//$Arg0Type 11
	//$Arg0Enum { 0 = "Slot 1"; 1 = "Slot 2"; 2 = "Slot 3"; 3 = "Slot 4"; 4 = "Slot 5"; 5 = "Slot 6"; 6 = "Slot 7"; 7 = "Slot 8"; }
	Activation THINGSPEC_ThingTargets | THINGSPEC_ThingActs | THINGSPEC_Switch
	Radius 20
	Height 1
	+SOLID
	+CANPASS
	+BUMPSPECIAL
	States
	{
		Spawn:
			TNT1 A 1 NoDelay
			TNT1 A 0 ACS_NamedExecuteWithResult("WEAPONSTATE", args[0])
			goto SpawnLoop
		SpawnLoop:
			"####" "#" 35
			"####" "#" 0 ACS_NamedExecuteWithResult("WEAPONSTATE", args[0])
			loop
		WaitForRespawn:
			TNT1 A 0 A_ChangeFlag("BUMPSPECIAL", 0)
			TNT1 A 0 A_ChangeFlag("SOLID", 0)
			TNT1 A 1050 A_SetTics(ACS_NamedExecuteWithResult("CALCULATERESPAWNTIMER", 0))
			TNT1 A 0 A_SpawnItemEx("ItemFog", 0, 0, 0, 0, 0, 0, 0, 0, 0)
			TNT1 A 0 A_PlaySound("misc/spawn", CHAN_AUTO)
			TNT1 A 0 A_ChangeFlag("BUMPSPECIAL", 1)
			TNT1 A 0 A_ChangeFlag("SOLID", 1)
			TNT1 A 0 ACS_NamedExecuteWithResult("WEAPONSTATE", args[0])
			goto SpawnLoop
		Inactive:
		Active:
			"####" "#" 0 ACS_NamedExecuteWithResult("GIVEWEAPONSLOT", args[0])
			goto SpawnLoop
		HideWeapon:
			TNT1 A 0
			goto SpawnLoop
		PP7:
			PIST A 0
			goto SpawnLoop
		AutomaticShotgun:
			SGN2 A 0
			goto SpawnLoop
		ZMG:
			ZMGP A 0
			goto SpawnLoop
		Klobb:
			MGUN A 0
			goto SpawnLoop
		KF7Soviet:
			KF7P A 0
			goto SpawnLoop
		GoldenGun:
			BFUG A 0
			goto SpawnLoop
		GE64Shotgun:
			SHOT A 0
			goto SpawnLoop
		GE64RocketLauncher:
			LAUN A 0
			goto SpawnLoop
		MoonrakerLaser:
			PLAS A 0
			goto SpawnLoop
		CougarMagnum:
			RAIL A 0
			goto SpawnLoop
		SniperRifle:
			SNPR A 0
			goto SpawnLoop
		GE64GrenadeLauncher:
			GRLN A 0
			goto SpawnLoop
		RCP90:
			RCPP A 0
			goto SpawnLoop
		DD44:
			DD4P A 0
			goto SpawnLoop
		AR33:
			AR3P A 0
			goto SpawnLoop
		ThrowingKnives:
			TKNP A 0
			goto SpawnLoop
		HandGrenades:
		ProximityMines:
		RemoteMines:
		TimedMines:
			AMMO A 0
			goto SpawnLoop
	}
}