Actor SpectreSpawner : DnD_MonsterSpawner replaces Spectre {
	States {
		Spawn:
			TNT1 A 0 NoDelay ACS_ExecuteAlways(957, 0, DND_SPECTREID)
		SpawnLoop:
			TNT1 A 1
		Loop
		Vanilla:
			TNT1 A 1 A_SpawnItemEx("Spectre2", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION | SXF_TRANSFERAMBUSHFLAG)
		Stop
		Var1:
			TNT1 A 1 A_SpawnItemEx("Lurker", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION | SXF_TRANSFERAMBUSHFLAG)
		Stop
		Var2:
			TNT1 A 1 A_SpawnItemEx("Nightmarespectre", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION | SXF_TRANSFERAMBUSHFLAG)
		Stop
		Var3:
			TNT1 A 1 A_SpawnItemEx("FlameDemonGhost", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION | SXF_TRANSFERAMBUSHFLAG)
		Stop
		Var4:
			TNT1 A 1 A_SpawnItemEx("SoulEaterGhost", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION | SXF_TRANSFERAMBUSHFLAG)
		Stop
		Var5:
			TNT1 A 1 A_SpawnItemEx("Gravedigger", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION | SXF_TRANSFERAMBUSHFLAG)
		Stop
		Var6:
			TNT1 A 1 A_SpawnItemEx("Devourer", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION | SXF_TRANSFERAMBUSHFLAG)
		Stop
		Var7:
			TNT1 A 1 A_SpawnItemEx("NhumCignGhost", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION | SXF_TRANSFERAMBUSHFLAG)
		Stop
	}
}