// BFG Prototype Spawn

ACTOR BFGPrototypeSpawnActor : CustomInventory 10035
{
	Tag "BFG Prototype (Insanity)"
	//$Category Weapons
	//$Sprite BFUGA0
	+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("BFGPrototypeSpawner")
	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 BFGPrototypeSpawner : RandomSpawner
{
	DropItem "IDMBFG9000"
}


// BFG10K Spawn

ACTOR BFG10KSpawnActor : CustomInventory 10036
{
	Tag "BFG10K (Insanity)"
	//$Category Weapons
	//$Sprite BFG2A0
	+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("BFG10KSpawner")
	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 BFG10KSpawner : RandomSpawner
{
	DropItem "IDMBFG10K"
}


// Devastator 1000 Spawn

ACTOR Devastator1000SpawnActor : CustomInventory 10037
{
	Tag "Devastator 1000"
	//$Category Weapons
	//$Sprite WDEVA0
	+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("Devastator1000Spawner")
	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 Devastator1000Spawner : RandomSpawner
{
	DropItem "Devastator1000"
}


// Unmaker Spawn

ACTOR UnmakerSpawnActor : CustomInventory 10038
{
	Tag "Unmaker"
	//$Category Weapons
	//$Sprite UNMAA0
	+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("UnmakerSpawner")
	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 UnmakerSpawner : RandomSpawner
{
	DropItem "Unmaker"
}


// Fire Mace Spawn

ACTOR MaceSpawnActor : CustomInventory 10039
{
	Tag "Fire Mace"
	//$Category Weapons
	//$Sprite WMCEA0
	+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("IDMMaceSpawner")
	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 IDMMaceSpawner : RandomSpawner
{
	DropItem "IDMMace"
}


// Bloodscourge Spawn

ACTOR BloodScourgeSpawnActor : CustomInventory 10040
{
	Tag "Bloodscourge"
	//$Category Weapons
	//$Sprite WMBSA0
	+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("BloodScourgeSpawner")
	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 BloodscourgeSpawner : RandomSpawner
{
	DropItem "IDMBloodscourge"
}


// Wraithverge Spawn

ACTOR WraithvergeSpawnActor : CustomInventory 10041
{
	Tag "Wraithverge"
	//$Category Weapons
	//$Sprite WCHSA0
	+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("WraithvergeSpawner")
	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 WraithvergeSpawner : RandomSpawner
{
	DropItem "IDMWraithverge"
}


// Quietus Spawn

ACTOR QuietusSpawnActor : CustomInventory 10106
{
	Tag "Quietus"
	//$Category Weapons
	//$Sprite WFRQA0
	+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("QuietusSpawner")
	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 QuietusSpawner : RandomSpawner
{
	DropItem "IDMQuietus"
}


// Meowitzer Spawn

ACTOR MeowitzerSpawnActor : CustomInventory 10042
{
	Tag "Meowitzer"
	//$Category Weapons
	//$Sprite CATGA0
	+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("MeowitzerSpawner")
	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 MeowitzerSpawner : RandomSpawner
{
	DropItem "MeowitzerItem"
}


// Flamethrower Spawn

ACTOR FlamethrowerSpawnActor : CustomInventory 10043
{
	Tag "Flamethrower"
	//$Category Weapons
	//$Sprite WFLMA0
	+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("FlamethrowerSpawner")
	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 FlamethrowerSpawner : RandomSpawner
{
	DropItem "IDMFlamethrower"
}


// Pyro Cannon Spawn

ACTOR PyroCannonSpawnActor : CustomInventory 10088
{
	Tag "Pyro Cannon"
	//$Category Weapons
	//$Sprite WPYRA0
	+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("PyroCannonSpawner")
	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 PyroCannonSpawner : RandomSpawner
{
	DropItem "IDMPyroCannon"
}


// Heatwave Spawn

ACTOR HeatWaveSpawnActor : CustomInventory 10105
{
	Tag "Heatwave Generator"
	//$Category Weapons
	//$Sprite HTGNA0
	+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("HeatWaveSpawner")
	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 HeatWaveSpawner : RandomSpawner
{
	DropItem "IDMHeatWave"
}


// SIGIL Spawn

ACTOR SigilSpawnActor : CustomInventory 10044
{
	Tag "The SIGIL"
	//$Category Weapons
	//$Sprite SIGLE0
	+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("SigilSpawner")
	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 SigilSpawner : RandomSpawner
{
	DropItem "IDMSigil"
}


// Redeemer Spawn

ACTOR RedeemerSpawnActor : CustomInventory 10098
{
	Tag "Redeemer"
	//$Category Weapons
	//$Sprite RDMGX0
	+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("RedeemerSpawner")
	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 RedeemerSpawner : RandomSpawner
{
	DropItem "Redeemer"
}

ACTOR RedeemerRespawningActor : CustomInventory 10101
{
  Inventory.PickupMessage "Redeemer!"
  Inventory.PickupSound "misc/w_pkup"
  Inventory.RespawnTics 4200
  Tag "Redeemer (Respawning)"
  //$Category Weapons
  //$Sprite RDMGX0
  States
  {
  Spawn:
	TNT1 A 0
	TNT1 A 1
	TNT1 A 1 A_JumpIf(ACS_NamedExecuteWithResult("GunModifierSpawn") == 666,"Nothing")
    RDMG X -1
    Stop
  Pickup:
	TNT1 A 0 A_GiveInventory("Redeemer")
	Stop
  Nothing:
	TNT1 A 1 A_Die
	Stop
  }
}