Actor CFCSSpawner : RandomSpawner
{
DropItem "Chainsaw ", 256, 100
DropItem "DesiccationRod", 256, 10
DropItem "LegendaryChainsaw", 256, 10
DropItem "FlameSword", 256, 7
}

Actor CFCSNLSpawner : RandomSpawner
{
DropItem "Chainsaw ", 256, 110
DropItem "DesiccationRod", 256, 10
DropItem "FlameSword", 256, 7
}

Actor "CompleteChaosWeaponSpawner" : RandomSpawner
{
DropItem "Chainsaw ", 256, 15
DropItem "DesiccationRod", 256, 4
DropItem "LegendaryChainsaw", 256, 1
DropItem "FlameSword", 256, 1
DropItem "Combat Shotgun ", 256, 20
DropItem "Assault Shotgun ", 256, 10
DropItem "Explosive Shotgun", 256, 8
DropItem "HeavyChaingun", 256, 4
DropItem "Legendary Assault Shotgun", 256, 1
DropItem "Enraged Legendary Assault Shotgun", 256, 1
DropItem "Nemesis Assault Shotgun", 256, 1
DropItem "Double Barrel Shotgun ", 256, 15
DropItem "Quad Barrel Shotgun ", 256, 8
DropItem "ExplosiveSSG", 256, 6
DropItem "Hexa-Shotgun", 256, 3
DropItem "Demon Tech Shotgun", 256, 2
DropItem "Legendary Sawed-Off Shotgun", 256, 1
DropItem "Nemesis Sawed-Off Shotgun", 256, 1
DropItem "Assault Rifle ", 256, 16
DropItem "MP-40", 256, 12
DropItem "Minigun2", 256, 8	
DropItem "Explosive Minigun", 256, 3
DropItem "ExplosiveRifle", 256, 4
DropItem "Legendary AK-47", 256, 1
DropItem "Legendary Light Machine Gun", 256, 1
DropItem "Enraged Legendary Light Machine Gun", 256, 1
DropItem "Improved Minigun", 256, 3
DropItem "Rocket Launcher", 256, 14
DropItem "Grenade Launcher", 256, 14
DropItem "BehemothCannon", 256, 7
DropItem "BarbatosCannon", 256, 7
DropItem "HomingRocketLauncher", 256, 4
DropItem "ProxLauncher", 256, 14
DropItem "RuffianCannon", 256, 4
DropItem "AcidWorm", 256, 2
DropItem "RapidRocketlauncher", 256, 5
DropItem "HellstormCannon", 256, 3
DropItem "Legendary Plasmatic Cannon", 256, 1
DropItem "Enraged Legendary Plasmatic Cannon", 256, 1
DropItem "EFG9000", 256, 3
DropItem "Nemesis Plasmatic Cannon", 256, 1
DropItem "Plasma Rifle", 256, 15
DropItem "Freezer Rifle", 256, 12
DropItem "Demon Tech Rifle ", 256, 10
DropItem "LifeLeecher", 256, 3
DropItem "Railgun2", 256, 10
DropItem "HellStaff", 256, 4
DropItem "PlasmaRepeater", 256, 1
DropItem "Welder", 256, 1
DropItem "PhaseRifle", 256, 3
DropItem "Demon Tech Railgun", 256, 6
DropItem "ExplosiveRailgun", 256, 6
DropItem "Legendary Plasmatic Rifle", 256, 1
DropItem "Legendary Railgun", 256, 1
DropItem "Enraged Legendary Plasmatic Rifle", 256, 1
DropItem "Nemesis Rifle", 256, 1
DropItem "BFG9500", 256, 8
DropItem "BFG10K ", 256, 4
DropItem "Demon Tech BFG10K", 256, 8
DropItem "Demon Tech Devastator", 256, 4
DropItem "CommanderDevastator", 256, 2
DropItem "BFG15K", 256, 1
DropItem "FreezerBFG", 256, 1
DropItem "HellStormBFG", 256, 1
DropItem "BFG2704", 256, 8
DropItem "PyroCannon", 256, 1
DropItem "BlackHole Generator", 256, 1
DropItem "Vilestaff", 256, 1
DropItem "NuclearMissileLauncher", 256, 1
DropItem "Nemesis BFG", 256, 1
DropItem "Nemesis", 256, 1
DropItem "EnragedLegendaryChainsaw", 256, 1
}

Actor RandomoChainsaw : Weapon Replaces Chainsaw
{
	States
	{
	Spawn:
		TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("WeaponRandomizerOption") == 1, "RandomChainsaw")
		TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("WeaponRandomizerOption") == 2, "NoLegChainsaw")
		TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("WeaponRandomizerOption") == 3, "NoNemChainsaw")
		TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("WeaponRandomizerOption") == 4, "BasicChainsaw")
		TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("WeaponRandomizerOption") == 5, "Chaos")
	RandomChainsaw:
	    TNT1 A 0 A_SpawnItemEX("CFCSSpawner",0,0,0,0,0,0,0,SXF_SETMASTER|SXF_TRANSFERAMBUSHFLAG|SXF_NOCHECKPOSITION,0)
		Goto Nothing
	NoLegChainsaw:
	    TNT1 A 0 A_SpawnItemEX("CFCSNLSpawner",0,0,0,0,0,0,0,SXF_SETMASTER|SXF_TRANSFERAMBUSHFLAG|SXF_NOCHECKPOSITION,0)
		Goto Nothing
    NoNemChainsaw:
	    TNT1 A 0 A_SpawnItemEX("CFCSSpawner",0,0,0,0,0,0,0,SXF_SETMASTER|SXF_TRANSFERAMBUSHFLAG|SXF_NOCHECKPOSITION,0)
		Goto Nothing
    BasicChainsaw:
	    TNT1 A 0 A_SpawnItemEX("Chainsaw ",0,0,0,0,0,0,0,SXF_SETMASTER|SXF_TRANSFERAMBUSHFLAG|SXF_NOCHECKPOSITION,0)
		Goto Nothing
    Chaos:
	    TNT1 A 0 A_SpawnItemEX("CompleteChaosWeaponSpawner",0,0,0,0,0,0,0,SXF_SETMASTER|SXF_TRANSFERAMBUSHFLAG|SXF_NOCHECKPOSITION,0)
		Goto Nothing
	Nothing:
        TNT1 A 10
        TNT1 A 1 A_Die
        Goto Death
    Death:
        TNT1 A 10
        Stop
    }
}	

Actor CFSHSpawner : RandomSpawner
{
DropItem "Combat Shotgun ", 256, 100
DropItem "Assault Shotgun ", 256, 25
DropItem "CFDBSpawner", 256, 20
DropItem "Explosive Shotgun", 256, 16
DropItem "HeavyChaingun", 256, 8
DropItem "Legendary Assault Shotgun", 256, 5
DropItem "Enraged Legendary Assault Shotgun", 256, 3
DropItem "Nemesis Assault Shotgun", 256, 2
}

Actor CFSHNLSpawner : RandomSpawner
{
DropItem "Combat Shotgun ", 256, 110
DropItem "Assault Shotgun ", 256, 25
DropItem "CFDBNLSpawner", 256, 20
DropItem "Explosive Shotgun", 256, 16
DropItem "HeavyChaingun", 256, 8
}

Actor CFSHNNSpawner : RandomSpawner
{
DropItem "Combat Shotgun ", 256, 100
DropItem "Assault Shotgun ", 256, 25
DropItem "CFDBNNSpawner", 256, 20
DropItem "Explosive Shotgun", 256, 16
DropItem "HeavyChaingun", 256, 8
DropItem "Legendary Assault Shotgun", 256, 5
DropItem "Enraged Legendary Assault Shotgun", 256, 3
}

Actor CFDBSpawner : RandomSpawner
{
DropItem "Double Barrel Shotgun ", 256, 100
DropItem "Quad Barrel Shotgun ", 256, 25
DropItem "ExplosiveSSG", 256, 15
DropItem "Hexa-Shotgun", 256, 15
DropItem "Demon Tech Shotgun", 256, 5
DropItem "Legendary Sawed-Off Shotgun", 256, 5
DropItem "Nemesis Sawed-Off Shotgun", 256, 2
}

Actor CFDBNLSpawner : RandomSpawner
{
DropItem "Double Barrel Shotgun ", 256, 108
DropItem "Quad Barrel Shotgun ", 256, 25
DropItem "ExplosiveSSG", 256, 15
DropItem "Hexa-Shotgun", 256, 15
DropItem "Demon Tech Shotgun", 256, 5
}

Actor CFDBNNSpawner : RandomSpawner
{
DropItem "Double Barrel Shotgun ", 256, 102
DropItem "Quad Barrel Shotgun ", 256, 25
DropItem "ExplosiveSSG", 256, 15
DropItem "Hexa-Shotgun", 256, 15
DropItem "Demon Tech Shotgun", 256, 5
DropItem "Legendary Sawed-Off Shotgun", 256, 5
}

Actor RandomoShotgun : Weapon Replaces Shotgun 2001
{
	States
	{
	Spawn:
		TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("WeaponRandomizerOption") == 1, "RandomShotgun")
		TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("WeaponRandomizerOption") == 2, "NoLegShotgun")
		TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("WeaponRandomizerOption") == 3, "NoNemShotgun")
		TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("WeaponRandomizerOption") == 4, "BasicShotgun")
		TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("WeaponRandomizerOption") == 5, "Chaos")
	RandomShotgun:
	    TNT1 A 0 A_SpawnItemEX("CFSHSpawner",0,0,0,0,0,0,0,SXF_SETMASTER|SXF_TRANSFERAMBUSHFLAG|SXF_NOCHECKPOSITION,0)
		Goto Nothing
	NoLegShotgun:
	    TNT1 A 0 A_SpawnItemEX("CFSHNLSpawner",0,0,0,0,0,0,0,SXF_SETMASTER|SXF_TRANSFERAMBUSHFLAG|SXF_NOCHECKPOSITION,0)
		Goto Nothing
    NoNemShotgun:
	    TNT1 A 0 A_SpawnItemEX("CFSHNNSpawner",0,0,0,0,0,0,0,SXF_SETMASTER|SXF_TRANSFERAMBUSHFLAG|SXF_NOCHECKPOSITION,0)
		Goto Nothing
    BasicShotgun:
	    TNT1 A 0 A_SpawnItemEX("Combat Shotgun ",0,0,0,0,0,0,0,SXF_SETMASTER|SXF_TRANSFERAMBUSHFLAG|SXF_NOCHECKPOSITION,0)
		Goto Nothing
    Chaos:
	    TNT1 A 0 A_SpawnItemEX("CompleteChaosWeaponSpawner",0,0,0,0,0,0,0,SXF_SETMASTER|SXF_TRANSFERAMBUSHFLAG|SXF_NOCHECKPOSITION,0)
		Goto Nothing
	Nothing:
        TNT1 A 10
        TNT1 A 1 A_Die
        Goto Death
    Death:
        TNT1 A 10
        Stop
    }
}	

Actor RandomoDouble : Weapon replaces SuperShotgun 82
{
	States
	{
	Spawn:
		TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("WeaponRandomizerOption") == 1, "RandomShotgun")
		TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("WeaponRandomizerOption") == 2, "NoLegShotgun")
		TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("WeaponRandomizerOption") == 3, "NoNemShotgun")
		TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("WeaponRandomizerOption") == 4, "BasicShotgun")
		TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("WeaponRandomizerOption") == 5, "Chaos")
	RandomShotgun:
	    TNT1 A 0 A_SpawnItemEX("CFDBSpawner",0,0,0,0,0,0,0,SXF_SETMASTER|SXF_TRANSFERAMBUSHFLAG|SXF_NOCHECKPOSITION,0)
		Goto Nothing
	NoLegShotgun:
	    TNT1 A 0 A_SpawnItemEX("CFDBNLSpawner",0,0,0,0,0,0,0,SXF_SETMASTER|SXF_TRANSFERAMBUSHFLAG|SXF_NOCHECKPOSITION,0)
		Goto Nothing
    NoNemShotgun:
	    TNT1 A 0 A_SpawnItemEX("CFDBNNSpawner",0,0,0,0,0,0,0,SXF_SETMASTER|SXF_TRANSFERAMBUSHFLAG|SXF_NOCHECKPOSITION,0)
		Goto Nothing
    BasicShotgun:
	    TNT1 A 0 A_SpawnItemEX("Double Barrel Shotgun ",0,0,0,0,0,0,0,SXF_SETMASTER|SXF_TRANSFERAMBUSHFLAG|SXF_NOCHECKPOSITION,0)
		Goto Nothing
    Chaos:
	    TNT1 A 0 A_SpawnItemEX("CompleteChaosWeaponSpawner",0,0,0,0,0,0,0,SXF_SETMASTER|SXF_TRANSFERAMBUSHFLAG|SXF_NOCHECKPOSITION,0)
		Goto Nothing
	Nothing:
        TNT1 A 10
        TNT1 A 1 A_Die
        Goto Death
    Death:
        TNT1 A 10
        Stop
    }
}	

Actor CFCGSpawner : RandomSpawner
{
DropItem "Assault Rifle ", 256, 100
DropItem "MP-40", 256, 35
DropItem "Minigun2", 256, 35	
DropItem "Explosive Minigun", 256, 17
DropItem "ExplosiveRifle", 256, 13
DropItem "Legendary AK-47", 256, 8
DropItem "Legendary Light Machine Gun", 256, 7
DropItem "Enraged Legendary Light Machine Gun", 256, 6
DropItem "Improved Minigun", 256, 5
}

Actor CFCGNLSpawner : RandomSpawner
{
DropItem "Assault Rifle ", 256, 120
DropItem "MP-40", 256, 35
DropItem "Minigun2", 256, 35	
DropItem "Explosive Minigun", 256, 17
DropItem "ExplosiveRifle", 256, 13
DropItem "Improved Minigun", 256, 5
}

Actor RandomoChains : Weapon replaces Chaingun 2002
{
	States
	{
	Spawn:
		TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("WeaponRandomizerOption") == 1, "RandomChaingun")
		TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("WeaponRandomizerOption") == 2, "NoLegChaingun")
		TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("WeaponRandomizerOption") == 3, "NoNemChaingun")
		TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("WeaponRandomizerOption") == 4, "BasicChaingun")
		TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("WeaponRandomizerOption") == 5, "Chaos")
	RandomChaingun:
	    TNT1 A 0 A_SpawnItemEX("CFCGSpawner",0,0,0,0,0,0,0,SXF_SETMASTER|SXF_TRANSFERAMBUSHFLAG|SXF_NOCHECKPOSITION,0)
		Goto Nothing
	NoLegChaingun:
	    TNT1 A 0 A_SpawnItemEX("CFCGNLSpawner",0,0,0,0,0,0,0,SXF_SETMASTER|SXF_TRANSFERAMBUSHFLAG|SXF_NOCHECKPOSITION,0)
		Goto Nothing
    NoNemChaingun:
	    TNT1 A 0 A_SpawnItemEX("CFCGSpawner",0,0,0,0,0,0,0,SXF_SETMASTER|SXF_TRANSFERAMBUSHFLAG|SXF_NOCHECKPOSITION,0)
		Goto Nothing
    BasicChaingun:
	    TNT1 A 0 A_SpawnItemEX("Assault Rifle ",0,0,0,0,0,0,0,SXF_SETMASTER|SXF_TRANSFERAMBUSHFLAG|SXF_NOCHECKPOSITION,0)
		Goto Nothing
    Chaos:
	    TNT1 A 0 A_SpawnItemEX("CompleteChaosWeaponSpawner",0,0,0,0,0,0,0,SXF_SETMASTER|SXF_TRANSFERAMBUSHFLAG|SXF_NOCHECKPOSITION,0)
		Goto Nothing
	Nothing:
        TNT1 A 10
        TNT1 A 1 A_Die
        Goto Death
    Death:
        TNT1 A 10
        Stop
    }
}	

Actor CFRLSpawner : RandomSpawner
{
DropItem "Rocket Launcher", 256, 100
DropItem "Grenade Launcher", 256, 35
DropItem "BehemothCannon", 256, 25
DropItem "BarbatosCannon", 256, 20
DropItem "HomingRocketLauncher", 256, 20
DropItem "ProxLauncher", 256, 20
DropItem "RuffianCannon", 256, 16
DropItem "AcidWorm", 256, 12
DropItem "RapidRocketlauncher", 256, 12
DropItem "HellstormCannon", 256, 12
DropItem "Legendary Plasmatic Cannon", 256, 10
DropItem "Enraged Legendary Plasmatic Cannon", 256, 7
DropItem "EFG9000", 256, 4
DropItem "Nemesis Plasmatic Cannon", 256, 4
}

Actor CFRLNLSpawner : RandomSpawner
{
DropItem "Rocket Launcher", 256, 110
DropItem "Grenade Launcher", 256, 45
DropItem "BehemothCannon", 256, 25
DropItem "BarbatosCannon", 256, 20
DropItem "HomingRocketLauncher", 256, 20
DropItem "ProxLauncher", 256, 20
DropItem "RuffianCannon", 256, 16
DropItem "AcidWorm", 256, 12
DropItem "RapidRocketlauncher", 256, 12
DropItem "HellstormCannon", 256, 12
DropItem "EFG9000", 256, 4
}

Actor CFRLNNSpawner : RandomSpawner
{
DropItem "Rocket Launcher", 256, 102
DropItem "Grenade Launcher", 256, 37
DropItem "BehemothCannon", 256, 25
DropItem "BarbatosCannon", 256, 20
DropItem "HomingRocketLauncher", 256, 20
DropItem "ProxLauncher", 256, 20
DropItem "RuffianCannon", 256, 16
DropItem "AcidWorm", 256, 12
DropItem "RapidRocketlauncher", 256, 12
DropItem "HellstormCannon", 256, 12
DropItem "Legendary Plasmatic Cannon", 256, 10
DropItem "Enraged Legendary Plasmatic Cannon", 256, 7
DropItem "EFG9000", 256, 4
}

Actor RandomoRockets : Weapon replaces RocketLauncher
{
	States
	{
	Spawn:
		TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("WeaponRandomizerOption") == 1, "RandomRocketLauncher")
		TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("WeaponRandomizerOption") == 2, "NoLegRocketLauncher")
		TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("WeaponRandomizerOption") == 3, "NoNemRocketLauncher")
		TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("WeaponRandomizerOption") == 4, "BasicRocketLauncher")
		TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("WeaponRandomizerOption") == 5, "Chaos")
	RandomRocketLauncher:
	    TNT1 A 0 A_SpawnItemEX("CFRLSpawner",0,0,0,0,0,0,0,SXF_SETMASTER|SXF_TRANSFERAMBUSHFLAG|SXF_NOCHECKPOSITION,0)
		Goto Nothing
	NoLegRocketLauncher:
	    TNT1 A 0 A_SpawnItemEX("CFRLNLSpawner",0,0,0,0,0,0,0,SXF_SETMASTER|SXF_TRANSFERAMBUSHFLAG|SXF_NOCHECKPOSITION,0)
		Goto Nothing
    NoNemRocketLauncher:
	    TNT1 A 0 A_SpawnItemEX("CFRLNNSpawner",0,0,0,0,0,0,0,SXF_SETMASTER|SXF_TRANSFERAMBUSHFLAG|SXF_NOCHECKPOSITION,0)
		Goto Nothing
    BasicRocketLauncher:
	    TNT1 A 0 A_SpawnItemEX("Rocket Launcher",0,0,0,0,0,0,0,SXF_SETMASTER|SXF_TRANSFERAMBUSHFLAG|SXF_NOCHECKPOSITION,0)
		Goto Nothing
    Chaos:
	    TNT1 A 0 A_SpawnItemEX("CompleteChaosWeaponSpawner",0,0,0,0,0,0,0,SXF_SETMASTER|SXF_TRANSFERAMBUSHFLAG|SXF_NOCHECKPOSITION,0)
		Goto Nothing
	Nothing:
        TNT1 A 10
        TNT1 A 1 A_Die
        Goto Death
    Death:
        TNT1 A 10
        Stop
    }
}	

Actor CFPRSpawner : RandomSpawner
{
DropItem "Plasma Rifle", 256, 100
DropItem "Freezer Rifle", 256, 35
DropItem "Demon Tech Rifle ", 256, 25
DropItem "LifeLeecher", 256, 25
DropItem "Railgun2", 256, 25
DropItem "HellStaff", 256, 20
DropItem "PlasmaRepeater", 256, 15
DropItem "Welder", 256, 15
DropItem "Demon Tech Railgun", 256, 15
DropItem "ExplosiveRailgun", 256, 15
DropItem "PhaseRifle", 256, 10
DropItem "Legendary Plasmatic Rifle", 256, 9
DropItem "Legendary Railgun", 256, 8
DropItem "Enraged Legendary Plasmatic Rifle", 256, 6
DropItem "Nemesis Rifle", 256, 3
}

Actor CFPRNLSpawner : RandomSpawner
{
DropItem "Plasma Rifle", 256, 110
DropItem "Freezer Rifle", 256, 35
DropItem "Demon Tech Rifle ", 256, 35
DropItem "LifeLeecher", 256, 25
DropItem "Railgun2", 256, 25
DropItem "HellStaff", 256, 20
DropItem "PlasmaRepeater", 256, 15
DropItem "Welder", 256, 15
DropItem "Demon Tech Railgun", 256, 15
DropItem "ExplosiveRailgun", 256, 15
DropItem "PhaseRifle", 256, 10
}

Actor CFPRNNSpawner : RandomSpawner
{
DropItem "Plasma Rifle", 256, 100
DropItem "Freezer Rifle", 256, 35
DropItem "Demon Tech Rifle ", 256, 25
DropItem "LifeLeecher", 256, 25
DropItem "Railgun2", 256, 25
DropItem "HellStaff", 256, 20
DropItem "PlasmaRepeater", 256, 15
DropItem "Welder", 256, 15
DropItem "Demon Tech Railgun", 256, 15
DropItem "ExplosiveRailgun", 256, 15
DropItem "PhaseRifle", 256, 10
DropItem "Legendary Plasmatic Rifle", 256, 9
DropItem "Legendary Railgun", 256, 8
DropItem "Enraged Legendary Plasmatic Rifle", 256, 6
}

Actor RandomoMelter : Weapon replaces PlasmaRifle
{
	States
	{
	Spawn:
		TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("WeaponRandomizerOption") == 1, "RandomPlasma")
		TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("WeaponRandomizerOption") == 2, "NoLegPlasma")
		TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("WeaponRandomizerOption") == 3, "NoNemPlasma")
		TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("WeaponRandomizerOption") == 4, "BasicPlasma")
		TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("WeaponRandomizerOption") == 5, "Chaos")
	RandomPlasma:
	    TNT1 A 0 A_SpawnItemEX("CFPRSpawner",0,0,0,0,0,0,0,SXF_SETMASTER|SXF_TRANSFERAMBUSHFLAG|SXF_NOCHECKPOSITION,0)
		Goto Nothing
	NoLegPlasma:
	    TNT1 A 0 A_SpawnItemEX("CFPRNLSpawner",0,0,0,0,0,0,0,SXF_SETMASTER|SXF_TRANSFERAMBUSHFLAG|SXF_NOCHECKPOSITION,0)
		Goto Nothing
    NoNemPlasma:
	    TNT1 A 0 A_SpawnItemEX("CFPRNNSpawner",0,0,0,0,0,0,0,SXF_SETMASTER|SXF_TRANSFERAMBUSHFLAG|SXF_NOCHECKPOSITION,0)
		Goto Nothing
    BasicPlasma:
	    TNT1 A 0 A_SpawnItemEX("Plasma Rifle",0,0,0,0,0,0,0,SXF_SETMASTER|SXF_TRANSFERAMBUSHFLAG|SXF_NOCHECKPOSITION,0)
		Goto Nothing
    Chaos:
	    TNT1 A 0 A_SpawnItemEX("CompleteChaosWeaponSpawner",0,0,0,0,0,0,0,SXF_SETMASTER|SXF_TRANSFERAMBUSHFLAG|SXF_NOCHECKPOSITION,0)
		Goto Nothing
	Nothing:
        TNT1 A 10
        TNT1 A 1 A_Die
        Goto Death
    Death:
        TNT1 A 10
        Stop
    }
}	

Actor CFBFGSpawner : RandomSpawner
{
DropItem "BFG9500", 256, 100
DropItem "BFG10K ", 256, 35
DropItem "Demon Tech BFG10K", 256, 25
DropItem "Demon Tech Devastator", 256, 20
DropItem "CommanderDevastator", 256, 15
DropItem "BFG15K", 256, 15
DropItem "FreezerBFG", 256, 15
DropItem "HellStormBFG", 256, 15
DropItem "BFG2704", 256, 10
DropItem "D-BFG", 256, 10
DropItem "Legendary BFG 10K", 256, 10
DropItem "Legendary BFG", 256, 9
DropItem "PyroCannon", 256, 7
DropItem "BlackHole Generator", 256, 5
DropItem "Vilestaff", 256, 2
DropItem "NuclearMissileLauncher", 256, 2
DropItem "Nemesis BFG", 256, 2
DropItem "Nemesis", 256, 1
}

Actor CFBFGNLSpawner : RandomSpawner
{
DropItem "BFG9500", 256, 120
DropItem "BFG10K ", 256, 35
DropItem "Demon Tech BFG10K", 256, 30
DropItem "Demon Tech Devastator", 256, 20
DropItem "CommanderDevastator", 256, 15
DropItem "BFG15K", 256, 15
DropItem "FreezerBFG", 256, 15
DropItem "HellStormBFG", 256, 15
DropItem "BFG2704", 256, 20
DropItem "PyroCannon", 256, 7
DropItem "BlackHole Generator", 256, 5
DropItem "Vilestaff", 256, 2
}

Actor CFBFGNNSpawner : RandomSpawner
{
DropItem "BFG9500", 256, 110
DropItem "BFG10K ", 256, 35
DropItem "Demon Tech BFG10K", 256, 25
DropItem "Demon Tech Devastator", 256, 20
DropItem "CommanderDevastator", 256, 15
DropItem "BFG15K", 256, 15
DropItem "FreezerBFG", 256, 15
DropItem "HellStormBFG", 256, 15
DropItem "BFG2704", 256, 15
DropItem "Legendary BFG 10K", 256, 10
DropItem "Legendary BFG", 256, 9
DropItem "PyroCannon", 256, 7
DropItem "BlackHole Generator", 256, 5
DropItem "Vilestaff", 256, 2
}

Actor RandomoFCKER : Weapon replaces BFG9000
{
	States
	{
	Spawn:
		TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("WeaponRandomizerOption") == 1, "RandomBFG")
		TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("WeaponRandomizerOption") == 2, "NoLegBFG")
		TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("WeaponRandomizerOption") == 3, "NoNemBFG")
		TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("WeaponRandomizerOption") == 4, "BasicBFG")
		TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("WeaponRandomizerOption") == 5, "Chaos")
	RandomBFG:
	    TNT1 A 0 A_SpawnItemEX("CFBFGSpawner",0,0,0,0,0,0,0,SXF_SETMASTER|SXF_TRANSFERAMBUSHFLAG|SXF_NOCHECKPOSITION,0)
		Goto Nothing
	NoLegBFG:
	    TNT1 A 0 A_SpawnItemEX("CFBFGNLSpawner",0,0,0,0,0,0,0,SXF_SETMASTER|SXF_TRANSFERAMBUSHFLAG|SXF_NOCHECKPOSITION,0)
		Goto Nothing
    NoNemBFG:
	    TNT1 A 0 A_SpawnItemEX("CFBFGNNSpawner",0,0,0,0,0,0,0,SXF_SETMASTER|SXF_TRANSFERAMBUSHFLAG|SXF_NOCHECKPOSITION,0)
		Goto Nothing
    BasicBFG:
	    TNT1 A 0 A_SpawnItemEX("BFG9500",0,0,0,0,0,0,0,SXF_SETMASTER|SXF_TRANSFERAMBUSHFLAG|SXF_NOCHECKPOSITION,0)
		Goto Nothing
    Chaos:
	    TNT1 A 0 A_SpawnItemEX("CompleteChaosWeaponSpawner",0,0,0,0,0,0,0,SXF_SETMASTER|SXF_TRANSFERAMBUSHFLAG|SXF_NOCHECKPOSITION,0)
		Goto Nothing
	Nothing:
        TNT1 A 10
        TNT1 A 1 A_Die
        Goto Death
    Death:
        TNT1 A 10
        Stop
    }
}	