// Chainsaw Spawn

ACTOR ChainsawSpawnActor : CustomInventory 10000
{
	Tag "Chainsaw"
	//$Category Weapons
	//$Sprite CSAWA0
	+NOBLOCKMAP
	+NOGRAVITY
	States
	{
	Spawn:
	  TNT1 A 0
	  TNT1 A 1 A_JumpIf(CallACS("BladeModeSpawn") == 666,"Nothing")
	  TNT1 A 0 A_JumpIf(CallACS("BigGunSpawn") == true,"BigGun")
	  TNT1 A 1 A_SpawnItemEx("ChainsawSpawner")
	Nothing:
	  TNT1 A 1
	  TNT1 A -1
	  Stop
	BigGun:
	  TNT1 A 1 A_SpawnItemEx("WeaponSpawner6")
	  Stop
	}
}

ACTOR ChainsawSpawner : RandomSpawner
{
	DropItem "StartingChainsaw"
}


// Knife Spawn

ACTOR KnifeSpawnActor : CustomInventory 10089
{
	Tag "Knife"
	//$Category Weapons
	//$Sprite KNFEA0
	+NOBLOCKMAP
	+NOGRAVITY
	States
	{
	Spawn:
	  TNT1 A 0
	  TNT1 A 1 A_JumpIf(CallACS("BladeModeSpawn") == 666,"Nothing")
	  TNT1 A 0 A_JumpIf(CallACS("BigGunSpawn") == true,"BigGun")
	  TNT1 A 1 A_SpawnItemEx("KnifeSpawner")
	Nothing:
	  TNT1 A 1
	  TNT1 A -1
	  Stop
	BigGun:
	  TNT1 A 1 A_SpawnItemEx("WeaponSpawner6")
	  Stop
	}
}

ACTOR KnifeSpawner : RandomSpawner
{
	DropItem "Knife"
}


// Vorpal Blade Spawn

ACTOR BladeSpawnActor : CustomInventory 10001
{
	Tag "Vorpal Blade"
	//$Category Weapons
	//$Sprite WVBLA0
	+NOBLOCKMAP
	+NOGRAVITY
	States
	{
	Spawn:
	  TNT1 A 0
	  TNT1 A 1 A_JumpIf(CallACS("BladeModeSpawn") == 666,"Nothing")
	  TNT1 A 0 A_JumpIf(CallACS("BigGunSpawn") == true,"BigGun")
	  TNT1 A 1 A_SpawnItemEx("BladeSpawner")
	Nothing:
	  TNT1 A 1
	  TNT1 A -1
	  Stop
	BigGun:
	  TNT1 A 1 A_SpawnItemEx("WeaponSpawner6")
	  Stop
	}
}

ACTOR BladeSpawner : RandomSpawner
{
	DropItem "Blade"
}