Actor NothingActorLol
{
	States
	{
	Spawn:
	TNT1 A 1
	Stop
	}
}

actor Enemy1OrNot2 : RandomSpawner Replaces Chaingunguy
{
    DropItem "NothingActorLol"
	DropItem "NothingActorLol"
    DropItem "Enemy1OrNot"
	DropItem "NothingActorLol"
	DropItem "NothingActorLol"
}

actor Enemy1OrNot : RandomSpawner Replaces Shotgunguy
{
    DropItem "Enemy1AlwaysAmbush"
	DropItem "Enemy1"
    DropItem "Enemy1NoSound"
	DropItem "NothingActorLol"
	DropItem "NothingActorLol"
}

actor Enemy1OrNot_Ambush : RandomSpawner Replaces StealthShotgunGuy
{
    DropItem "Enemy1AlwaysAmbush"
	DropItem "NothingActorLol"
	DropItem "NothingActorLol"
}

//Items
actor Level1SpawnType : RandomSpawner Replaces Berserk
{
    DropItem "AmmoPkup_Glock22_single"
	DropItem "AmmoPkup_Shotgun_shells"
	DropItem "HealPkup_Bandages"
    DropItem "NothingActorLol"
}

actor Level2SpawnType : RandomSpawner Replaces Soulsphere
{
    DropItem "AmmoPkup_Glock22_double"
	DropItem "AmmoPkup_Shotgun_shells"
	DropItem "HealPkup_Stimpack"
    DropItem "NothingActorLol"
}

actor Level2SpawnTypeSpread Replaces MegaSphere
{
	States
	{
	Spawn:
	TNT1 AA 0 A_SpawnItemEx("Level2SpawnType",0,0,0,random(-5,5),random(-5,5))
	TNT1 AA 0 A_SpawnItemEx("Level1SpawnType",0,0,0,random(-5,5),random(-5,5))
	Stop
	}
}