actor GunAmmoSpawner : RandomSpawner
{
    DropItem "MediumAmmo", 255, 6
    DropItem "SubAmmo", 255, 4
    DropItem "ShotgunAmmo", 255, 3
    DropItem "HeavyAmmo", 255, 2
    //DropItem "ExplosiveAmmo"
}

actor HeavyAmmoSpawner : RandomSpawner
{
    DropItem "MediumAmmo"
    DropItem "SubAmmo", 255, 3
    DropItem "ShotgunAmmo", 255, 2
    //DropItem "HeavyAmmo"
}

actor LauncherAmmoSpawner : RandomSpawner
{
    DropItem "MediumAmmo", 255, 2
    DropItem "HeavyAmmo", 255, 4
    DropItem "ExplosiveAmmo"
}

actor RareAmmoSpawner : RandomSpawner
{
    DropItem "HeavyAmmo", 255, 2
    DropItem "ExplosiveAmmo", 255, 5
}

actor GunAmmoSpawner1 : HeavyAmmoSpawner replaces Clip {}
actor GunAmmoSpawner2 : GunAmmoSpawner replaces ClipBox {}
actor GunAmmoSpawner3 : HeavyAmmoSpawner replaces Shell {}
actor GunAmmoSpawner4 : GunAmmoSpawner replaces ShellBox {}
actor GunAmmoSpawner5 : RareAmmoSpawner replaces RocketAmmo {}
actor GunAmmoSpawner6 : RareAmmoSpawner replaces RocketBox {}
actor GunAmmoSpawner7 : LauncherAmmoSpawner replaces Cell {}
actor GunAmmoSpawner8 : LauncherAmmoSpawner replaces CellPack {}

actor GunSpawner : RandomSpawner
{
    DropItem "TacticalInsertionPickup"
}

actor GunSpawner1 : GunSpawner replaces Chainsaw {
    DropItem "USP45Pickup"
    DropItem "44MagnumPickup"
    DropItem "G18Pickup"
    DropItem "PP2000Pickup"
    DropItem "M93RPickup"
    DropItem "DeaglePickup"
    DropItem "M9Pickup"
}
actor GunSpawner2 : GunSpawner1 replaces Pistol{
}
actor GunSpawner3 : GunSpawner replaces Shotgun{
    DropItem "SPASPickup"
    DropItem "AA12Pickup"
    DropItem "RangerPickup"
    DropItem "StrikerPickup"
    DropItem "M1014Pickup"
    DropItem "M1887Pickup"
    DropItem "UMP45Pickup"
    DropItem "VectorPickup"
    DropItem "MiniUziPickup"
    DropItem "P90Pickup"
    DropItem "MP5Pickup"
    //DropItem "USP45Pickup"
    //DropItem "44MagnumPickup"
    //DropItem "G18Pickup"
    //DropItem "PP2000Pickup"
    //DropItem "M93RPickup"
    //DropItem "DeaglePickup"
    //DropItem "M9Pickup"
}
actor GunSpawner4 : GunSpawner replaces SuperShotgun{
    /*DropItem "ACRPickup"
    DropItem "SCARHPickup"
    DropItem "M4A1Pickup"
    DropItem "F2000Pickup"*/
    DropItem "SPASPickup", 255, 2
    DropItem "AA12Pickup", 255, 2
    DropItem "RangerPickup", 255, 2
    DropItem "StrikerPickup", 255, 2
    DropItem "M1014Pickup", 255, 2
    DropItem "M1887Pickup", 255, 2
    DropItem "UMP45Pickup"
    DropItem "VectorPickup"
    DropItem "MiniUziPickup"
    DropItem "P90Pickup"
    DropItem "MP5Pickup"
}
actor GunSpawner5 : GunSpawner replaces Chaingun{
    DropItem "FAMASPickup", 255, 3
    DropItem "ACRPickup", 255, 3
    DropItem "M4A1Pickup", 255, 3
    DropItem "F2000Pickup", 255, 3
    DropItem "FALPickup", 255, 2
    DropItem "SCARHPickup", 255, 2
    DropItem "M16Pickup", 255, 2
    DropItem "AKMPickup", 255, 2
    /*DropItem "SPASPickup"
    DropItem "AA12Pickup"
    DropItem "RangerPickup"
    DropItem "StrikerPickup"
    DropItem "M1014Pickup"
    DropItem "M1887Pickup"*/
    DropItem "UMP45Pickup"
    DropItem "VectorPickup"
    DropItem "MiniUziPickup"
    DropItem "P90Pickup"
    DropItem "MP5Pickup"
}
actor GunSpawner7 : GunSpawner replaces RocketLauncher{
    //DropItem "AUGHBARPickup"
    //DropItem "MG4Pickup"
    //DropItem "M240Pickup"
    //DropItem "L86Pickup"
    DropItem "ThumperPickup", 255, 2
    DropItem "AT4Pickup", 255, 3
    DropItem "RPGPickup", 255, 4
}
actor GunSpawner9 : GunSpawner replaces PlasmaRifle{
    DropItem "FALPickup", 255, 3
    DropItem "SCARHPickup", 255, 3
    DropItem "M16Pickup", 255, 3
    DropItem "AKMPickup", 255, 3
    DropItem "InterventionPickup"
    DropItem "BarrettPickup"
    DropItem "WA2000Pickup"
    DropItem "M14Pickup"
}
actor GunSpawner11 : GunSpawner replaces BFG9000{
    DropItem "AUGHBARPickup"
    DropItem "MG4Pickup"
    DropItem "M240Pickup"
    DropItem "L86Pickup"
    //DropItem "InterventionPickup"
    //DropItem "BarrettPickup"
    //DropItem "WA2000Pickup"
    //DropItem "M14Pickup"
    //DropItem "ThumperPickup"
    //DropItem "AT4Pickup"
    //DropItem "RPGPickup"
}
actor BFG10K : RGUWeapon
{
}
actor GrenadeLauncher : RGUWeapon
{
}
actor Minigun : RGUWeapon
{
}
actor Railgun : RGUWeapon
{
}
actor GunSpawner12 : GunSpawner11 replaces BFG10K{}
actor GunSpawner13 : GunSpawner replaces GrenadeLauncher{
    DropItem "ThumperPickup", 255, 4
    DropItem "AT4Pickup", 255, 2
    DropItem "RPGPickup", 255, 3
}
actor GunSpawner14 : GunSpawner5 replaces Minigun{
    DropItem "FAMASPickup", 255
    DropItem "ACRPickup", 255
    DropItem "M4A1Pickup", 255
    DropItem "F2000Pickup", 255
    DropItem "FALPickup", 255
    DropItem "SCARHPickup", 255
    DropItem "M16Pickup", 255
    DropItem "AKMPickup", 255
}
actor GunSpawner15 : GunSpawner replaces Railgun{
    DropItem "InterventionPickup"
    DropItem "BarrettPickup"
    DropItem "WA2000Pickup"
    DropItem "M14Pickup"
}

actor HealthBonus_2 : HealthBonus replaces HealthBonus
{
	Tag "Health Bonus"
	+RANDOMIZE
	Scale 0.75
	Inventory.PickupSound "pickup/healthbonus"
	Inventory.Amount 2
	-TELESTOMP
	States
	{
	Spawn:
		BON5 ABCDCB 5
		BON5 EF 5 BRIGHT
		BON5 CDCB 5
		Loop
	}
}

actor HealthBonus_3_Effect : HealthBonus
{
	Scale 0.9
	+INVENTORY.QUIET
	-COUNTITEM
	States
	{
	Spawn:
		BON1 ABCDCBABCDCBABCDCBABCDCBABCDCB 6
		BON1 ABCDCBABCDCBABCDCBABCDCBABCDCB 6
		BON1 ABCDCBABCDCBABCDCBABCDCBABCDCB 6
		BON1 ABCDCBABCDCBABCDCB 6
		BON1 A 0 A_FadeOut (0.05)
		Goto Spawn+90
	}
}

actor HealthBonus_3_Drop : CustomInventory
{
	Tag ""
	Scale 0.9
	+INVENTORY.QUIET
	+INVENTORY.AUTOACTIVATE
	+INVENTORY.ALWAYSPICKUP
	+INVENTORY.NEVERRESPAWN
	+NOTELEPORT
	-TELESTOMP
	States
	{
	Spawn:
		BON1 ABCDCBABCDCBABCDCBABCDCBABCDCB 6
		BON1 ABCDCBABCDCBABCDCBABCDCBABCDCB 6
		BON1 ABCDCBABCDCBABCDCBABCDCBABCDCB 6
		BON1 ABCDCBABCDCBABCDCB 6
		BON1 A 0 A_FadeOut (0.05)
		Goto Spawn+90
	Pickup:
		TNT1 A 0
		TNT1 A 0 A_PlaySound("pickup/healthvial")
		TNT1 A 0 A_GiveInventory("HealthBonus_3_Effect",1)
		TNT1 A 10 ACS_NamedExecuteWithResult("RefPickC",0,0,0)
		stop
	}
}

actor ArmorBonus_2 : ArmorBonus replaces ArmorBonus
{
	Tag "Armor Bonus"
	+RANDOMIZE
	Inventory.PickupSound "pickup/armorbonus"
	Armor.SaveAmount 2
	States
	{
	Spawn:
		BON2 ABCDCB 5
		BON2 EF 5 BRIGHT
		BON2 CDCB 5
		Loop
	}
}

/*actor ArmorBonus_3_Effect : ArmorBonus
{
	Scale 0.95
	+INVENTORY.QUIET
	-COUNTITEM
	Armor.SaveAmount 2
	States
	{
	Spawn:
		BON2 ABCDCBABCDCBABCDCBABCDCBABCDCB 6
		BON2 ABCDCBABCDCBABCDCBABCDCBABCDCB 6
		BON2 ABCDCBABCDCBABCDCBABCDCBABCDCB 6
		BON2 ABCDCBABCDCBABCDCB 6
		BON2 A 0 A_FadeOut (0.05)
		Goto Spawn+90
	}
}

actor ArmorBonus_3_Drop : CustomInventory
{
	Tag ""
	Scale 0.95
	+INVENTORY.QUIET
	+INVENTORY.AUTOACTIVATE
	+INVENTORY.ALWAYSPICKUP
	+INVENTORY.NEVERRESPAWN
	+NOTELEPORT
	-TELESTOMP
	States
	{
	Spawn:
		BON6 ABCDCBABCDCBABCDCBABCDCBABCDCB 6
		BON6 ABCDCBABCDCBABCDCBABCDCBABCDCB 6
		BON6 ABCDCBABCDCBABCDCBABCDCBABCDCB 6
		BON6 ABCDCBABCDCBABCDCB 6
		BON6 A 0 A_FadeOut (0.05)
		Goto Spawn+90
	Pickup:
		TNT1 A 0
		TNT1 A 0 A_PlaySound("pickup/armorscrap")
		TNT1 A 0 A_GiveInventory("ArmorBonus_3_Effect",1)
		TNT1 A 10 ACS_NamedExecuteWithResult("RefPickC",0,0,0)
		stop
	}
}*/

actor HealthBonus_3 : RandomSpawner
{
    DropItem "HealthBonus_3_Drop", 255, 5
    //DropItem "ArmorBonus_3_Drop", 255, 1
}
actor ArmorBonus_3 : RandomSpawner
{
    DropItem "HealthBonus_3_Drop", 255, 1
    //DropItem "ArmorBonus_3_Drop", 255, 4
}

actor GreenArmor_2 : GreenArmor replaces GreenArmor
{
	Tag "Armor"
	Inventory.PickupSound "pickup/armor_mid"
	Armor.SavePercent 40
}

actor GreenArmorStart : GreenArmor_2
{
	Tag ""
	+INVENTORY.QUIET
	Armor.SavePercent 40
	Armor.SaveAmount 25
}

actor BlueArmor_2 : BlueArmor replaces BlueArmor
{
	Tag "MegaArmor"
	Inventory.PickupSound "pickup/armor_high"
}

actor StoneArmor : GreenArmor
{
	Tag ""
	Inventory.PickupMessage "Picked up the stone carapace."
	Inventory.PickupSound "pickup/armor_low"
	Inventory.Icon "ARM3A0"
	Armor.SavePercent 33.335
	Armor.SaveAmount 60
	-TELESTOMP
	States
	{
	Spawn:
		ARM3 A 6
		ARM3 B 7 Bright
		Loop
	}
}

actor Backpack_2 : Backpack replaces Backpack
{
	Tag "Backpack"
	Inventory.PickupSound "pickup/backpack"
}

actor RadSuit_2 : RadSuit replaces RadSuit
{
	Tag "Radiation Suit"
	Inventory.PickupSound "pickup/armor"
}

actor HandgunSpawner : RandomSpawner
{
    //DropItem "SubAmmo" 255 15
    DropItem "USP45Drop"// 200 3
    //DropItem "44MagnumDrop" 200 2
    DropItem "M93RDrop"
    DropItem "M9Drop"
}

actor ShotgunSpawner : RandomSpawner
{
    //DropItem "ShotgunAmmo" 255 10
    DropItem "SPASDrop"// 200 2
    //DropItem "AA12Drop" 200 1
    DropItem "M1887Drop"
    DropItem "StrikerDrop"
}

actor ARSpawner : RandomSpawner
{
    DropItem "ACRDrop"
    DropItem "SCARHDrop"
    DropItem "M4A1Drop"
    DropItem "F2000Drop"
}

actor SniperSpawner : RandomSpawner
{
    DropItem "InterventionDrop"
    //DropItem "BarrettDrop"
    DropItem "WA2000Drop"
    DropItem "M14Drop"
}
actor LauncherSpawner : RandomSpawner
{
    DropItem "ThumperDrop"
    DropItem "AT4Drop"
    DropItem "RPGDrop"
}

actor MachineGunSpawner : RandomSpawner
{
    DropItem "AUGHBARDrop"
    DropItem "MG4Drop"
    //DropItem "M240Drop"
    //DropItem "L86Drop"
}

actor SniperRifleSpawner : RandomSpawner
{
    DropItem "HeavyAmmo" 255 10
    DropItem "InterventionDrop" 210 3
    DropItem "BarrettDrop" 210 2
}
