// Boomstick Spawn

ACTOR BoomstickSpawnActor : CustomInventory 10006
{
	Tag "Boomstick"
	//$Category Weapons
	//$Sprite BOMSA0
	+NOBLOCKMAP
	+NOGRAVITY
	States
	{
	Spawn:
	  TNT1 A 0
	  TNT1 A 1
	  TNT1 A 1 A_JumpIf(ACS_NamedExecuteWithResult("GunModifierSpawn") == 666,"Nothing")
	  TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("BigGunSpawn") == true,"BigGun")
	  TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("WeaponGroupSpawn") == 1,"ShotGun")
	  TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("WeaponGroupSpawn") == 2,"BulletGun")
	  TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("WeaponGroupSpawn") == 3,"ExplGun")
	  TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("WeaponGroupSpawn") == 4,"PlasmaGun")
	  TNT1 A 1 A_SpawnItemEx("BoomstickSpawner")
	Nothing:
	  TNT1 A 1
	  TNT1 A -1
	  Stop
	BigGun:
	  TNT1 A 1 A_SpawnItemEx("WeaponSpawner6")
	  Stop
	ShotGun:
	  TNT1 A 1 A_SpawnItemEx("DuelWeaponSpawner1")
	  Stop
	BulletGun:
	  TNT1 A 1 A_SpawnItemEx("WeaponSpawner3")
	  Stop
	ExplGun:
	  TNT1 A 1 A_SpawnItemEx("WeaponSpawner4")
	  Stop
	PlasmaGun:
	  TNT1 A 1 A_SpawnItemEx("CellShockSpawner")
	  Stop
	}
}

ACTOR BoomstickSpawner : RandomSpawner
{
	DropItem "Boomstick"
}


// Buckshot Spawn

ACTOR BuckshotSpawnActor : CustomInventory 10007
{
	Tag "Buckshot"
	//$Category Weapons
	//$Sprite DBMSA0
	+NOBLOCKMAP
	+NOGRAVITY
	States
	{
	Spawn:
	  TNT1 A 0
	  TNT1 A 1
	  TNT1 A 1 A_JumpIf(ACS_NamedExecuteWithResult("GunModifierSpawn") == 666,"Nothing")
	  TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("BigGunSpawn") == true,"BigGun")
	  TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("WeaponGroupSpawn") == 1,"ShotGun")
	  TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("WeaponGroupSpawn") == 2,"BulletGun")
	  TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("WeaponGroupSpawn") == 3,"ExplGun")
	  TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("WeaponGroupSpawn") == 4,"PlasmaGun")
	  TNT1 A 1 A_SpawnItemEx("BuckShotSpawner")
	Nothing:
	  TNT1 A 1
	  TNT1 A -1
	  Stop
	BigGun:
	  TNT1 A 1 A_SpawnItemEx("WeaponSpawner6")
	  Stop
	ShotGun:
	  TNT1 A 1 A_SpawnItemEx("DuelWeaponSpawner1")
	  Stop
	BulletGun:
	  TNT1 A 1 A_SpawnItemEx("WeaponSpawner3")
	  Stop
	ExplGun:
	  TNT1 A 1 A_SpawnItemEx("WeaponSpawner4")
	  Stop
	PlasmaGun:
	  TNT1 A 1 A_SpawnItemEx("CellShockSpawner")
	  Stop
	}
}

ACTOR BuckshotSpawner : RandomSpawner
{
	DropItem "BuckShot"
}


// Combat Shotgun Spawn

ACTOR ShotgunSpawnActor : CustomInventory 10008
{
	Tag "Combat Shotgun (Insanity)"
	//$Category Weapons
	//$Sprite SHOTA0
	+NOBLOCKMAP
	+NOGRAVITY
	States
	{
	Spawn:
	  TNT1 A 0
	  TNT1 A 1
	  TNT1 A 1 A_JumpIf(ACS_NamedExecuteWithResult("GunModifierSpawn") == 666,"Nothing")
	  TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("BigGunSpawn") == true,"BigGun")
	  TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("WeaponGroupSpawn") == 1,"ShotGun")
	  TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("WeaponGroupSpawn") == 2,"BulletGun")
	  TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("WeaponGroupSpawn") == 3,"ExplGun")
	  TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("WeaponGroupSpawn") == 4,"PlasmaGun")
	  TNT1 A 1 A_SpawnItemEx("ShotgunSpawner")
	Nothing:
	  TNT1 A 1
	  TNT1 A -1
	  Stop
	BigGun:
	  TNT1 A 1 A_SpawnItemEx("WeaponSpawner6")
	  Stop
	ShotGun:
	  TNT1 A 1 A_SpawnItemEx("DuelWeaponSpawner1")
	  Stop
	BulletGun:
	  TNT1 A 1 A_SpawnItemEx("WeaponSpawner3")
	  Stop
	ExplGun:
	  TNT1 A 1 A_SpawnItemEx("WeaponSpawner4")
	  Stop
	PlasmaGun:
	  TNT1 A 1 A_SpawnItemEx("CellShockSpawner")
	  Stop
	}
}

ACTOR ShotgunSpawner : RandomSpawner
{
	DropItem "IDMShotgun"
}


// Super Shotgun Spawn

ACTOR SuperShotgunSpawnActor : CustomInventory 10009
{
	Tag "Super Shotgun (Insanity)"
	//$Category Weapons
	//$Sprite SGN2A0
	+NOBLOCKMAP
	+NOGRAVITY
	States
	{
	Spawn:
	  TNT1 A 0
	  TNT1 A 1
	  TNT1 A 1 A_JumpIf(ACS_NamedExecuteWithResult("GunModifierSpawn") == 666,"Nothing")
	  TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("BigGunSpawn") == true,"BigGun")
	  TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("WeaponGroupSpawn") == 1,"ShotGun")
	  TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("WeaponGroupSpawn") == 2,"BulletGun")
	  TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("WeaponGroupSpawn") == 3,"ExplGun")
	  TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("WeaponGroupSpawn") == 4,"PlasmaGun")
	  TNT1 A 1 A_SpawnItemEx("SuperShotgunSpawner")
	Nothing:
	  TNT1 A 1
	  TNT1 A -1
	  Stop
	BigGun:
	  TNT1 A 1 A_SpawnItemEx("WeaponSpawner6")
	  Stop
	ShotGun:
	  TNT1 A 1 A_SpawnItemEx("DuelWeaponSpawner1")
	  Stop
	BulletGun:
	  TNT1 A 1 A_SpawnItemEx("WeaponSpawner3")
	  Stop
	ExplGun:
	  TNT1 A 1 A_SpawnItemEx("WeaponSpawner4")
	  Stop
	PlasmaGun:
	  TNT1 A 1 A_SpawnItemEx("CellShockSpawner")
	  Stop
	}
}

ACTOR SuperShotgunSpawner : RandomSpawner
{
	DropItem "IDMSuperShotgun"
}


// Riot Shotgun Spawn

ACTOR RiotShotgunSpawnActor : CustomInventory 10010
{
	Tag "Riot Shotgun"
	//$Category Weapons
	//$Sprite ASHTA0
	+NOBLOCKMAP
	+NOGRAVITY
	States
	{
	Spawn:
	  TNT1 A 0
	  TNT1 A 1
	  TNT1 A 1 A_JumpIf(ACS_NamedExecuteWithResult("GunModifierSpawn") == 666,"Nothing")
	  TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("BigGunSpawn") == true,"BigGun")
	  TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("WeaponGroupSpawn") == 1,"ShotGun")
	  TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("WeaponGroupSpawn") == 2,"BulletGun")
	  TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("WeaponGroupSpawn") == 3,"ExplGun")
	  TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("WeaponGroupSpawn") == 4,"PlasmaGun")
	  TNT1 A 1 A_SpawnItemEx("RiotShotgunSpawner")
	Nothing:
	  TNT1 A 1
	  TNT1 A -1
	  Stop
	BigGun:
	  TNT1 A 1 A_SpawnItemEx("WeaponSpawner6")
	  Stop
	ShotGun:
	  TNT1 A 1 A_SpawnItemEx("DuelWeaponSpawner1")
	  Stop
	BulletGun:
	  TNT1 A 1 A_SpawnItemEx("WeaponSpawner3")
	  Stop
	ExplGun:
	  TNT1 A 1 A_SpawnItemEx("WeaponSpawner4")
	  Stop
	PlasmaGun:
	  TNT1 A 1 A_SpawnItemEx("CellShockSpawner")
	  Stop
	}
}

ACTOR RiotShotgunSpawner : RandomSpawner
{
	DropItem "RiotShotgun"
}


// Screwgun Spawn

ACTOR ScrewgunSpawnActor : CustomInventory 10011
{
	Tag "Screwgun"
	//$Category Weapons
	//$Sprite NLSGD0
	+NOBLOCKMAP
	+NOGRAVITY
	States
	{
	Spawn:
	  TNT1 A 0
	  TNT1 A 1
	  TNT1 A 1 A_JumpIf(ACS_NamedExecuteWithResult("GunModifierSpawn") == 666,"Nothing")
	  TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("BigGunSpawn") == true,"BigGun")
	  TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("WeaponGroupSpawn") == 1,"ShotGun")
	  TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("WeaponGroupSpawn") == 2,"BulletGun")
	  TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("WeaponGroupSpawn") == 3,"ExplGun")
	  TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("WeaponGroupSpawn") == 4,"PlasmaGun")
	  TNT1 A 1 A_SpawnItemEx("ScrewgunSpawner")
	Nothing:
	  TNT1 A 1
	  TNT1 A -1
	  Stop
	BigGun:
	  TNT1 A 1 A_SpawnItemEx("WeaponSpawner6")
	  Stop
	ShotGun:
	  TNT1 A 1 A_SpawnItemEx("DuelWeaponSpawner1")
	  Stop
	BulletGun:
	  TNT1 A 1 A_SpawnItemEx("WeaponSpawner3")
	  Stop
	ExplGun:
	  TNT1 A 1 A_SpawnItemEx("WeaponSpawner4")
	  Stop
	PlasmaGun:
	  TNT1 A 1 A_SpawnItemEx("CellShockSpawner")
	  Stop
	}
}

ACTOR ScrewgunSpawner : RandomSpawner
{
	DropItem "Screwgun"
}


// Quad Shotgun Spawn

ACTOR QuadShotgunSpawnActor : CustomInventory 10030
{
	Tag "Quad-Shotgun"
	//$Category Weapons
	//$Sprite QSGWA0
	+NOBLOCKMAP
	+NOGRAVITY
	States
	{
	Spawn:
	  TNT1 A 0
	  TNT1 A 1
	  TNT1 A 1 A_JumpIf(ACS_NamedExecuteWithResult("GunModifierSpawn") == 666,"Nothing")
	  TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("BigGunSpawn") == true,"BigGun")
	  TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("WeaponGroupSpawn") == 1,"ShotGun")
	  TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("WeaponGroupSpawn") == 2,"BulletGun")
	  TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("WeaponGroupSpawn") == 3,"ExplGun")
	  TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("WeaponGroupSpawn") == 4,"PlasmaGun")
	  TNT1 A 1 A_SpawnItemEx("QuadShotgunSpawner")
	Nothing:
	  TNT1 A 1
	  TNT1 A -1
	  Stop
	BigGun:
	  TNT1 A 1 A_SpawnItemEx("WeaponSpawner6")
	  Stop
	ShotGun:
	  TNT1 A 1 A_SpawnItemEx("BigPointBlankWeaponSpawner")
	  Stop
	BulletGun:
	  TNT1 A 1 A_SpawnItemEx("BigBulletHellWeaponSpawner")
	  Stop
	ExplGun:
	  TNT1 A 1 A_SpawnItemEx("BigBlockBusterWeaponSpawner")
	  Stop
	PlasmaGun:
	  TNT1 A 1 A_SpawnItemEx("BigCellShockWeaponSpawner")
	  Stop
	}
}

ACTOR QuadShotgunSpawner : RandomSpawner
{
	DropItem "QuadShotgun"
}


// Hand Cannon Spawner

ACTOR HandCannonSpawnActor : CustomInventory 10085
{
	Tag "Hand Cannon"
	//$Category Weapons
	//$Sprite KSSGL0
	+NOBLOCKMAP
	+NOGRAVITY
	States
	{
	Spawn:
	  TNT1 A 0
	  TNT1 A 1
	  TNT1 A 1 A_JumpIf(ACS_NamedExecuteWithResult("GunModifierSpawn") == 666,"Nothing")
	  TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("BigGunSpawn") == true,"BigGun")
	  TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("WeaponGroupSpawn") == 1,"ShotGun")
	  TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("WeaponGroupSpawn") == 2,"BulletGun")
	  TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("WeaponGroupSpawn") == 3,"ExplGun")
	  TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("WeaponGroupSpawn") == 4,"PlasmaGun")
	  TNT1 A 1 A_SpawnItemEx("HandCannonSpawner")
	Nothing:
	  TNT1 A 1
	  TNT1 A -1
	  Stop
	BigGun:
	  TNT1 A 1 A_SpawnItemEx("WeaponSpawner6")
	  Stop
	ShotGun:
	  TNT1 A 1 A_SpawnItemEx("BigPointBlankWeaponSpawner")
	  Stop
	BulletGun:
	  TNT1 A 1 A_SpawnItemEx("BigBulletHellWeaponSpawner")
	  Stop
	ExplGun:
	  TNT1 A 1 A_SpawnItemEx("BigBlockBusterWeaponSpawner")
	  Stop
	PlasmaGun:
	  TNT1 A 1 A_SpawnItemEx("BigCellShockWeaponSpawner")
	  Stop
	}
}

ACTOR HandCannonSpawner : RandomSpawner
{
	DropItem "HandCannon"
}