// Random Weapon Spawners (used by vanilla multiplayer maps)

ACTOR WeaponSpawner1 : RandomSpawner
{
	DropItem "IDMSuperShotgun", 256, 500
	DropItem "IDMShotgun", 256, 100
	DropItem "SuperChaingun", 256, 100
	DropItem "HeavyMachinegun",255, 100
	DropItem "RiotShotgun", 256, 100
	DropItem "Screwgun", 256, 100
	DropItem "SuperNailgun", 256, 100
	DropItem "IDMRocketlauncher", 256, 100
	DropItem "IDMGrenadeLauncher", 256, 100
	DropItem "IDMRailgun", 256, 100
	DropItem "IDMPlasmagun", 256, 100
}


ACTOR WeaponSpawner2 : RandomSpawner
{
	DropItem "IDMSuperShotgun", 256, 150
	DropItem "IDMShotgun", 256, 150
	DropItem "SuperChaingun", 256, 150
	DropItem "RiotShotgun", 256, 150
	DropItem "IDMRailgun", 256, 150
	DropItem "SuperNailgun", 256, 125
	DropItem "Screwgun", 256, 125
	DropItem "HeavyMachinegun",255, 125
	DropItem "IDMRocketlauncher", 256, 125
	DropItem "IDMGrenadeLauncher", 256, 125
	DropItem "IDMPlasmagun", 256, 125
/*
	DropItem "IDMSuperShotgun", 256, 300
	DropItem "IDMShotgun", 256, 150
	DropItem "SuperChaingun", 256, 150
	DropItem "IDMRocketlauncher", 256, 150
	DropItem "IDMRailgun", 256, 150
	DropItem "SuperNailgun", 256, 100
	DropItem "RiotShotgun", 256, 100
	DropItem "Screwgun", 256, 100
	DropItem "HeavyMachinegun",255, 100
	DropItem "IDMGrenadeLauncher", 256, 100
	DropItem "IDMPlasmagun", 256, 100
*/
}


ACTOR WeaponSpawner3 : RandomSpawner
{
	DropItem "SuperNailgun"
	DropItem "SuperChaingun"
	DropItem "HeavyMachinegun"
	DropItem "AssaultRifle"
}


ACTOR WeaponSpawner4 : RandomSpawner
{
	DropItem "IDMRocketlauncher"
	DropItem "IDMGrenadeLauncher"
	DropItem "BarrageLauncher"
	DropItem "HeatSeeker"
	DropItem "MiniBomber"
}


ACTOR WeaponSpawner5 : RandomSpawner
{
	DropItem "PlasMachineGun"
	DropItem "PulseRifle"
	DropItem "PlasmaBeam"
	DropItem "IonBlaster"
}


ACTOR WeaponSpawner6 : RandomSpawner
{
	DropItem "BFG9000"
	DropItem "HellstormCannon"
	DropItem "QuadShotgun"
	DropItem "IDMMinigun"
	DropItem "Stinger"
	DropItem "IDMWraithVerge"
	DropItem "FreezeThrower"
	DropItem "Unmaker"
	DropItem "IDMBloodScourge"
	DropItem "IDMBFG10K"
	DropItem "Devastator"
	DropItem "IDMMace"
	DropItem "Meowitzer"
	DropItem "IDMFlamethrower"
	DropItem "IDMPyroCannon"
	DropItem "IDMSigil"
	DropItem "Devastator1000"
	DropItem "HandCannon"
	DropItem "BarrelGun"
	DropItem "Redeemer"
}


ACTOR WeaponSpawnActor1 : CustomInventory 82
{
	Tag "Common Weapon Spawner 1"
	//$Category Weapons
	//$Sprite SGN2A0
	+NOGRAVITY
	States
	{
	Spawn:
	  TNT1 A 0
	  TNT1 A 0 A_JumpIf(CallACS("BladeModeSpawn") == 666,"Nothing")
	  TNT1 A 0 A_JumpIf(CallACS("BigGunSpawn") == true,"BigGun")
	  TNT1 A 1 A_SpawnItemEx("WeaponSpawner1")
	Nothing:
	  TNT1 A 1
	  TNT1 A -1
	  Stop
	BigGun:
	  TNT1 A 1 A_SpawnItemEx("WeaponSpawner6")
	  Stop
	}
}

ACTOR WeaponSpawnActor2 : CustomInventory replaces Shotgun
{
	Tag "Common Weapon Spawner 2"
	//$Category Weapons
	//$Sprite SHOTA0
	+NOBLOCKMAP
	+NOGRAVITY
	States
	{
	Spawn:
	  TNT1 A 0
	  TNT1 A 0 A_JumpIf(CallACS("BladeModeSpawn") == 666,"Nothing")
	  TNT1 A 0 A_JumpIf(CallACS("BigGunSpawn") == true,"BigGun")
	  TNT1 A 1 A_SpawnItemEx("WeaponSpawner2")
	Nothing:
	  TNT1 A 1
	  TNT1 A -1
	  Stop
	BigGun:
	  TNT1 A 1 A_SpawnItemEx("WeaponSpawner6")
	  Stop
	}
}

ACTOR WeaponSpawnActor3 : CustomInventory replaces Chaingun
{
	Tag "Bullet Weapon Spawner"
	//$Category Weapons
	//$Sprite MGUNA0
	+NOBLOCKMAP
	+NOGRAVITY
	States
	{
	Spawn:
	  TNT1 A 0
	  TNT1 A 0 A_JumpIf(CallACS("BladeModeSpawn") == 666,"Nothing")
	  TNT1 A 0 A_JumpIf(CallACS("BigGunSpawn") == true,"BigGun")
	  TNT1 A 1 A_SpawnItemEx("WeaponSpawner3")
	Nothing:
	  TNT1 A 1
	  TNT1 A -1
	  Stop
	BigGun:
	  TNT1 A 1 A_SpawnItemEx("WeaponSpawner6")
	  Stop
	}
}

ACTOR WeaponSpawnActor4 : CustomInventory replaces RocketLauncher
{
	Tag "Explosive Weapon Spawner"
	//$Category Weapons
	//$Sprite LAUNA0
	+NOBLOCKMAP
	+NOGRAVITY
	States
	{
	Spawn:
	  TNT1 A 0
	  TNT1 A 0 A_JumpIf(CallACS("BladeModeSpawn") == 666,"Nothing")
	  TNT1 A 0 A_JumpIf(CallACS("BigGunSpawn") == true,"BigGun")
	  TNT1 A 1 A_SpawnItemEx("WeaponSpawner4")
	Nothing:
	  TNT1 A 1
	  TNT1 A -1
	  Stop
	BigGun:
	  TNT1 A 1 A_SpawnItemEx("WeaponSpawner6")
	  Stop
	}
}

ACTOR WeaponSpawnActor5 : CustomInventory replaces PlasmaRifle
{
	Tag "Plasma Weapon Spawner"
	//$Category Weapons
	//$Sprite PLASA0
	+NOBLOCKMAP
	+NOGRAVITY
	States
	{
	Spawn:
	  TNT1 A 0
	  TNT1 A 0 A_JumpIf(CallACS("BladeModeSpawn") == 666,"Nothing")
	  TNT1 A 0 A_JumpIf(CallACS("BigGunSpawn") == true,"BigGun")
	  TNT1 A 1 A_SpawnItemEx("WeaponSpawner5")
	Nothing:
	  TNT1 A 1
	  TNT1 A -1
	  Stop
	BigGun:
	  TNT1 A 1 A_SpawnItemEx("WeaponSpawner6")
	  Stop
	}
}

ACTOR WeaponSpawnActor6 : CustomInventory 2006 // BFG9000 spawn
{
	Tag "Big Weapon Spawner"
	//$Category Weapons
	//$Sprite BFUGA0
	+NOBLOCKMAP
	+NOGRAVITY
	States
	{
	Spawn:
	  TNT1 A 0
	  TNT1 A 0 A_JumpIf(CallACS("BladeModeSpawn") == 666,"Nothing")
	  TNT1 A 1 A_SpawnItemEx("WeaponSpawner6")
	Nothing:
	  TNT1 A 1
	  TNT1 A -1
	  Stop
	}
}