//Random Spawners

//New Armor preset based on Project Brutality
Actor BD_Mut_ArmorLevel1Spawner : BasicWeaponPickup Replaces GreenArmor
{
    States
    {
	Spawn:
		TNT1 A 1
		TNT1 A 0 A_Jump(24, "Spawn3") // Armor Belt
		TNT1 A 0 A_Jump(46, "Spawn2") // Medium Armor
		
	Vanilla:	
	Spawn1:
		TNT1 A 0 A_SpawnItemEx ("LightArmor",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION | SXF_TRANSFERAMBUSHFLAG ,0)
		Stop
	
	 Spawn2:
		TNT1 A 0 A_SpawnItemEx ("MediumArmor",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION | SXF_TRANSFERAMBUSHFLAG ,0)
		Stop
	
	 Spawn3:
		TNT1 A 0 A_SpawnItemEx ("LightArmorBelt",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION | SXF_TRANSFERAMBUSHFLAG ,0)
		Stop
    }
}

Actor BD_Mut_ArmorLevel2Spawner : BasicWeaponPickup Replaces BlueArmor
{
    States
    {
	Spawn:
		TNT1 A 1
		TNT1 A 0 A_Jump(12, "Spawn3") // Tech Armor
		TNT1 A 0 A_Jump(38, "Spawn2") // Heavy Armor Belt
		
	Vanilla:	
	Spawn1:
		TNT1 A 0 A_SpawnItemEx ("HeavyArmor",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION | SXF_TRANSFERAMBUSHFLAG ,0)
		Stop
	
	 Spawn2:
		TNT1 A 0 A_SpawnItemEx ("HeavyArmorBelt",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION | SXF_TRANSFERAMBUSHFLAG ,0)
		Stop
	
	 Spawn3:
		TNT1 A 0 A_SpawnItemEx ("TechArmor",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION | SXF_TRANSFERAMBUSHFLAG ,0)
		Stop
    }
}

//New Supply for emergency
Actor BD_Mut_BackPackSpawner : BasicWeaponPickup Replaces Backpack
{
    States
    {
	Spawn:
		TNT1 A 1
		TNT1 A 0 A_Jump(10, "Spawn3") // Backpack+PortableMedikit+PortableArmor
		TNT1 A 0 A_Jump(34, "Spawn2") // Emergency Health Backpack
		
	Vanilla:	
	Spawn1:
		TNT1 A 0 A_SpawnItemEx ("AmmoSuply",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION | SXF_TRANSFERAMBUSHFLAG ,0)
		Stop
	
	 Spawn2:
		TNT1 A 0 A_SpawnItemEx ("HealthBackpack",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION | SXF_TRANSFERAMBUSHFLAG ,0)
		Stop
	
	 Spawn3:
		TNT1 A 0 A_SpawnItemEx ("SupplyPack",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION | SXF_TRANSFERAMBUSHFLAG ,0)
		Stop
    }
}

//Random Spawner for Flarebox
Actor BD_Mut_MedikitSpawner : BasicWeaponPickup Replaces Medikit
{
    States
    {
	Spawn:
		TNT1 A 1
		TNT1 A 0 A_Jump(8, "Spawn2") // Flares		
	Spawn1:
		TNT1 A 0 A_SpawnItemEx ("Medikit2",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION | SXF_TRANSFERAMBUSHFLAG ,0)
		Stop
	
	 Spawn2:
		TNT1 A 0 A_SpawnItemEx ("FlareBox",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION | SXF_TRANSFERAMBUSHFLAG ,0)
		Stop
    }
}

//Random Spawners for new Powerups
Actor BD_Mut_OverpoweredSpawner : BasicWeaponPickup Replaces InvulnerabilitySphere
{
    States
    {
	Spawn:
		TNT1 A 1
		TNT1 A 0 A_Jump(24, "Spawn3") // Doom Sphere
		TNT1 A 0 A_Jump(36, "Spawn2") // Time Sphere
		
	Vanilla:	
	Spawn1:
		TNT1 A 0 A_SpawnItemEx ("InvulnerabilitySphere_",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION | SXF_TRANSFERAMBUSHFLAG ,0)
		Stop
	
	 Spawn2:
		TNT1 A 0 A_SpawnItemEx ("TimeSphere",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION | SXF_TRANSFERAMBUSHFLAG ,0)
		Stop
	
	 Spawn3:
		TNT1 A 0 A_SpawnItemEx ("DoomsphereST",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION | SXF_TRANSFERAMBUSHFLAG ,0)
		Stop
    }
}

Actor BD_Mut_BasicSphereSpawner : BasicWeaponPickup Replaces Soulsphere
{
    States
    {
	Spawn:
		TNT1 A 1
		TNT1 A 0 A_Jump(20, "Spawn3") // More Speed than Flash
		TNT1 A 0 A_Jump(42, "Spawn2") // Double Sphere, Doble Damage
		
	Vanilla:	
	Spawn1:
		TNT1 A 0 A_SpawnItemEx ("LifeSphere",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION | SXF_TRANSFERAMBUSHFLAG ,0)
		Stop
	
	 Spawn2:
		TNT1 A 0 A_SpawnItemEx ("DoubleSphere",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION | SXF_TRANSFERAMBUSHFLAG ,0)
		Stop
	
	 Spawn3:
		TNT1 A 0 A_SpawnItemEx ("TurbosphereST",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION | SXF_TRANSFERAMBUSHFLAG ,0)
		Stop
    }
}

Actor BD_Mut_MegaSphereSpawner : BasicWeaponPickup Replaces Megasphere
{
    States
    {
	Spawn:
		TNT1 A 1
		TNT1 A 0 A_Jump(12, "Spawn3") // Rage Sphere
		TNT1 A 0 A_Jump(36, "Spawn2") // Holy Regeneration Sphere
		
	Vanilla:	
	Spawn1:
		TNT1 A 0 A_SpawnItemEx ("EnergySphere",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION | SXF_TRANSFERAMBUSHFLAG ,0)
		Stop
	
	 Spawn2:
		TNT1 A 0 A_SpawnItemEx ("RegenSphere",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION | SXF_TRANSFERAMBUSHFLAG ,0)
		Stop
	
	 Spawn3:
		TNT1 A 0 A_SpawnItemEx ("RageSphere",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION | SXF_TRANSFERAMBUSHFLAG ,0)
		Stop
    }
}

//BD Mutators Friendly Spawner
Actor BD_Mut_FriendlySpawner : BasicWeaponPickup Replaces CapturedMarine
{
    States
    {
	Spawn:
		TNT1 A 1
		TNT1 A 0 A_Jump(10, "Spawn3") // Support Beacon, Rare
		TNT1 A 0 A_Jump(25, "Spawn2") // UAC - Deployable Auto Turret
		
	Vanilla:	
	Spawn1:
		TNT1 A 0 A_SpawnItemEx ("BD_Mut_CapturedMarine",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION | SXF_TRANSFERAMBUSHFLAG ,0)
		Stop
	
	 Spawn2:
		TNT1 A 0 A_SpawnItemEx ("SentryBox",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION | SXF_TRANSFERAMBUSHFLAG ,0)
		Stop
	
	 Spawn3:
		TNT1 A 0 A_SpawnItemEx ("Beacon",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION | SXF_TRANSFERAMBUSHFLAG ,0)
		Stop
    }
}