//can't replace decorate actors with zscript ones if they get loaded first.
/*actor SandmanSpawnerDoom : Actor replaces PulverizerSpawner
{
	+NOINTERACTION
	States
	{
	Spawn:
		TNT1 A 0 NoDelay {
			if(bDROPPED == 0) { A_SpawnItemEx("SandmanDrop",0,0,0,0,0,0,0,SXF_TRANSFERSPECIAL); }
			else 			  { A_DropItem("Pulverizer"); }
		}
		Stop
	}
}

//So it sticks around.
actor SandmanDrop : RandomSpawner
{
	DropItem "Sandman"
}
*/
Actor MourningReplacerDoom : RandomSpawner replaces MatriarchSpawner
{
	DropItem "MourningGlory"
	DropItem "Matriarch"
}

Actor MourningReplacerHeretic : RandomSpawner replaces PhoenixRod
{
	DropItem "MourningGlory"
	DropItem "Matriarch"
}

Actor MourningReplacerHexen : RandomSpawner replaces CWeapFlame
{
	DropItem "MourningGlory"
	DropItem "Matriarch"
}

Actor MourningAmmoReplace
{
	+NOINTERACTION
	States
	{
	Spawn:
		TNT1 A 0 NoDelay {
			A_DropItem("MourningAmmo",1,256);
			A_SpawnItemEx("MourningAmmo",0,0,0,0,0,0,0,SXF_TRANSFERSPECIAL);
		}
		Stop
	}
}

Actor Rocket_Giver2 : RandomSpawner replaces Rocket_Giver
{
	DropItem "MatriarchAmmo2" 255 3
	DropItem "MourningAmmoReplace" 255 1
	DropItem "TNTAmmo" 255 1
}

Actor RocketBox_Giver2 : RandomSpawner replaces RocketBox_Giver
{
	DropItem "MatriarchBox2" 255 3
	Dropitem "MourningBox" 255 1
	Dropitem "TNTBox" 255 1
}

Actor Phoenix_Giver2 : RandomSpawner replaces Phoenix_Giver
{
	DropItem "MatriarchAmmo" 255 3
	DropItem "MourningAmmoReplace" 255 1
	DropItem "TNTAmmo" 255 1
}

Actor PhoenixHefty_Giver2 : RandomSpawner replaces PhoenixHefty_Giver
{
	DropItem "MatriarchBox" 255 3
	Dropitem "MourningBox" 255 1
	Dropitem "TNTBox" 255 1
}

actor BFG9000Spawner2 : RandomSpawner replaces BFG9000Spawner
{
	DropItem "OldDreadful", 255, 2
	DropItem "DraughTomeBringer", 255, 1
	DropItem "PowersuitBringer", 255, 1
	DropItem "DeadmakerMaskBringer", 255, 1
	DropItem "GoldenEmperor", 255, 1
	DropItem "Sandman", 255, 1
}