ACTOR HealthSpawner1 : RandomSpawner
{
	DropItem "IDMStimpackPickup"
	DropItem "IDMMedikitPickup"
}

ACTOR HealthSpawner2 : RandomSpawner
{
	DropItem "IDMMedikitPickup"
	DropItem "IDMMedipackPickup"
}

ACTOR HealthSpawnActor1 : CustomInventory replaces Stimpack
{
	Tag "Health Spawner 1"
	//$Category Health and Armor
	//$Sprite STIMA0
	+NOBLOCKMAP
	+NOGRAVITY
	States
	{
	Spawn:
	  TNT1 A 0
	  TNT1 A 1
	  TNT1 A 1 A_JumpIf(ACS_NamedExecuteWithResult("GunModifierSpawn") == 666,"Nothing")
	  TNT1 A 1 A_SpawnItemEx("HealthSpawner1")
	Nothing:
	  TNT1 A 1
	  TNT1 A -1
	  Stop
	}
}

ACTOR HealthSpawnActor2 : CustomInventory replaces Medikit
{
	Tag "Health Spawner 2"
	//$Category Health and Armor
	//$Sprite MEDIA0
	+NOBLOCKMAP
	+NOGRAVITY
	States
	{
	Spawn:
	  TNT1 A 0
	  TNT1 A 1
	  TNT1 A 1 A_JumpIf(ACS_NamedExecuteWithResult("GunModifierSpawn") == 666,"Nothing")
	  TNT1 A 1 A_SpawnItemEx("HealthSpawner2")
	Nothing:
	  TNT1 A 1
	  TNT1 A -1
	  Stop
	}
}