actor spawnmech : weapon
{
   Weapon.SlotNumber 0
   +WEAPON.NOALERT
   +WEAPON.NOAUTOFIRE
   Weapon.AmmoType AirDropFlare
   Weapon.AmmoUse 1
   weapon.ammogive 0
   States
   {
   Ready:
    TNT1 A 1 A_WeaponReady
    Loop
  Deselect:
    TNT1 A 1 A_Lower
    Loop
  Select:
   TNT1 A 1 A_Raise
    Loop
  Fire:
    TNT1 A 3 A_SpawnItem(mech,75)
    Goto Ready
    
  }
}

actor spawntank : weapon
{
   Weapon.SlotNumber 0
   +WEAPON.NOALERT
   +WEAPON.NOAUTOFIRE
   Weapon.AmmoType AirDropFlare 
   Weapon.AmmoUse 1
   weapon.ammogive 0
   States
   {
   Ready:
    TNT1 A 1 A_WeaponReady
    Loop
  Deselect:
    TNT1 A 1 A_Lower
    Loop
  Select:
   TNT1 A 1 A_Raise
    Loop
  Fire:
    TNT1 A 3 A_SpawnItem(tank,130)
    Goto Ready
    
  }
}

actor spawnhelicopter : weapon
{
   Weapon.SlotNumber 0
   +WEAPON.NOALERT
   +WEAPON.NOAUTOFIRE
   Weapon.AmmoType AirDropFlare
   Weapon.AmmoUse 1
   weapon.ammogive 0
   States
   {
   Ready:
    TNT1 A 1 A_WeaponReady
    Loop
  Deselect:
    TNT1 A 1 A_Lower
    Loop
  Select:
   TNT1 A 1 A_Raise
    Loop
  Fire:
    TNT1 A 3 A_SpawnItem(attackhelicopter,130)
    Goto Ready
    
  }
}

actor spawnlighttank : weapon
{
   Weapon.SlotNumber 0
   +WEAPON.NOALERT
   +WEAPON.NOAUTOFIRE
   Weapon.AmmoType AirDropFlare
   Weapon.AmmoUse 1
   weapon.ammogive 0
   States
   {
   Ready:
    TNT1 A 1 A_WeaponReady
    Loop
  Deselect:
    TNT1 A 1 A_Lower
    Loop
  Select:
   TNT1 A 1 A_Raise
    Loop
  Fire:
    TNT1 A 3 A_SpawnItem(ArtilleryTank,130)
    Goto Ready
    
  }
}

actor AirDropFlare : Ammo 
{
  Inventory.PickupMessage "Air Drop Flare"
  Inventory.Amount 1
  Inventory.MaxAmount 4
  inventory.icon "DERPA0" 
  Ammo.BackpackAmount 1
  Ammo.BackpackMaxAmount 8
  states
  {
  Spawn:
    DERP A -1
    stop
  }
}