// Pistol Spawn

ACTOR PistolSpawnActor : CustomInventory 10002
{
	Tag "Pistol (Insanity)"
	//$Category Weapons
	//$Sprite PISTA0
	+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("PistolSpawner")
	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 PistolSpawner : RandomSpawner
{
	DropItem "IDMPistol"
}


// Machinegun Spawn

ACTOR MachinegunSpawnActor : CustomInventory 10003
{
	Tag "Machinegun"
	//$Category Weapons
	//$Sprite RGUPA0
	+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("MachinegunSpawner")
	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 MachinegunSpawner : RandomSpawner
{
	DropItem "Machinegun"
}


// Yellowboy Spawn

ACTOR YellowboySpawnActor : CustomInventory 10004
{
	Tag "Yellowboy"
	//$Category Weapons
	//$Sprite WHCEA0
	+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("YellowboySpawner")
	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 YellowboySpawner : RandomSpawner
{
	DropItem "Yellowboy"
}


// Blaster Spawn

ACTOR BlasterSpawnActor : CustomInventory 10005
{
	Tag "Blaster"
	//$Category Weapons
	//$Sprite BLSTA0
	+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("BlasterSpawner")
	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 BlasterSpawner : RandomSpawner
{
	DropItem "IDMBlaster"
}