// Weapon Spawners

ACTOR WeaponSpawner1 : RandomSpawner
{
	+SERVERSIDEONLY
	DropItem "IDMSuperShotgun", 255, 300
	DropItem "IDMShotgun", 255, 200
	DropItem "IDMRailgun", 255, 200
	DropItem "SuperChaingun", 255, 150
	DropItem "SuperNailgun", 255, 150
	DropItem "RiotShotgun", 255, 100
	DropItem "HeavyMachinegun",255, 100
	DropItem "IDMRocketlauncher", 255, 100
	DropItem "IDMGrenadeLauncher", 255, 100
	DropItem "IDMPlasmagun", 255, 100
}


ACTOR WeaponSpawner2 : RandomSpawner replaces Shotgun
{
	+SERVERSIDEONLY
	DropItem "IDMSuperShotgun", 255, 90
	DropItem "IDMShotgun", 255, 90
	DropItem "IDMRailgun", 255, 90
	DropItem "RiotShotgun", 255, 90
	DropItem "SuperChaingun", 255, 90
	DropItem "IDMRocketlauncher", 255, 240
	DropItem "HeavyMachinegun",255, 90
	DropItem "SuperNailgun", 255, 240
	DropItem "IDMGrenadeLauncher", 255, 240
	DropItem "IDMPlasmagun", 255, 240
}


ACTOR WeaponSpawner3 : RandomSpawner replaces Chaingun
{
	+SERVERSIDEONLY
	DropItem "SuperNailgun"
	DropItem "SuperChaingun"
	DropItem "HeavyMachinegun"
}

ACTOR WeaponSpawner4 : RandomSpawner replaces RocketLauncher
{
	+SERVERSIDEONLY
	DropItem "IDMRocketLauncher"
	DropItem "BarrageLauncher"
	DropItem "IDMGrenadeLauncher"
	DropItem "HeatSeeker"
}

ACTOR WeaponSpawner5 : RandomSpawner replaces PlasmaRifle
{
	+SERVERSIDEONLY
	DropItem "PlasMachineGun"
	DropItem "PulseRifle"
	DropItem "PlasmaBeam"
}

ACTOR WeaponSpawner6 : RandomSpawner // BFG9000 spawn
{
	+SERVERSIDEONLY
	DropItem "BFG9000", 255, 1
	DropItem "HellstormCannon", 255, 1
	DropItem "QuadShotgun", 255, 1
	DropItem "IDMMinigun", 255, 1
	DropItem "IDMWraithVerge", 255, 1
	DropItem "FreezeCannon", 255, 1
	DropItem "Unmaker", 255, 1
	DropItem "IDMBloodScourge", 255, 1
	DropItem "IDMBFG10K", 255, 1
	DropItem "Devastator", 255, 1
	DropItem "IDMMace", 255, 1
}

ACTOR WeaponSpawnActor1 : CustomInventory 82
{
	+NOBLOCKMAP
	+NOGRAVITY
	States
	{
	Spawn:
	  TNT1 A 1
	  TNT1 A 1 A_SpawnItemEx("WeaponSpawner1")
	  TNT1 A -1
	  Stop
	}
}

ACTOR WeaponSpawnActor2 : CustomInventory replaces Shotgun
{
	+NOBLOCKMAP
	+NOGRAVITY
	States
	{
	Spawn:
	  TNT1 A 1
	  TNT1 A 1 A_SpawnItemEx("WeaponSpawner2")
	  TNT1 A -1
	  Stop
	}
}

ACTOR WeaponSpawnActor3 : CustomInventory replaces Chaingun
{
	+NOBLOCKMAP
	+NOGRAVITY
	States
	{
	Spawn:
	  TNT1 A 1
	  TNT1 A 1 A_SpawnItemEx("WeaponSpawner3")
	  TNT1 A -1
	  Stop
	}
}

ACTOR WeaponSpawnActor4 : CustomInventory replaces RocketLauncher
{
	+NOBLOCKMAP
	+NOGRAVITY
	States
	{
	Spawn:
	  TNT1 A 1
	  TNT1 A 1 A_SpawnItemEx("WeaponSpawner4")
	  TNT1 A -1
	  Stop
	}
}

ACTOR WeaponSpawnActor5 : CustomInventory replaces PlasmaRifle
{
	+NOBLOCKMAP
	+NOGRAVITY
	States
	{
	Spawn:
	  TNT1 A 1
	  TNT1 A 1 A_SpawnItemEx("WeaponSpawner5")
	  TNT1 A -1
	  Stop
	}
}

ACTOR WeaponSpawnActor6 : CustomInventory 2006
{
	+NOBLOCKMAP
	+NOGRAVITY
	States
	{
	Spawn:
	  TNT1 A 1
	  TNT1 A 1 A_SpawnItemEx("WeaponSpawner6")
	  TNT1 A -1
	  Stop
	}
}