ACTOR Mp40CaseSpawn
{
	Speed 20
	PROJECTILE
	+NOCLIP
	+CLIENTSIDEONLY
	States
	{
	Spawn:
		TNT1 A 0
		TNT1 A 1 A_CustomMissile("EmptyBrassMP40",-5,0,random(-80,-100),2,random(45,80))
		TNT1 A 0
		Stop

	}
}


ACTOR GrenadeJunk1CaseSpawn
{
	Speed 20
	PROJECTILE
	+NOCLIP
	+CLIENTSIDEONLY
	States
	{
	Spawn:
		TNT1 A 0
		TNT1 A 1 A_CustomMissile("GrenadeJunk1",-5,0,random(-80,-100),2,random(45,80))
		Stop
	}
}

ACTOR GrenadeJunk2CaseSpawn
{
	Speed 24
	PROJECTILE
	+NOCLIP
	+CLIENTSIDEONLY
	States
	{
	Spawn:
		TNT1 A 0
		TNT1 A 1 A_CustomMissile("GrenadeJunk2",-5,0,random(-80,-100),2,random(45,80))
		Stop
	}
}


ACTOR RifleCaseSpawn
{
	Speed 20
	PROJECTILE
	+NOCLIP
	+CLIENTSIDEONLY
	States
	{
	Spawn:
		TNT1 A 0
		TNT1 A 1 A_CustomMissile("EmptyBrass",-5,0,random(-80,-100),2,random(45,80))
		TNT1 A 0
		Stop
		
		SpawnNO:
		TNT1 A 0
		Stop
		
	}
}

ACTOR RifleMonCaseSpawn
{
	Speed 20
	PROJECTILE
	+NOCLIP
	+CLIENTSIDEONLY
	States
	{
	Spawn:
		TNT1 A 0
		TNT1 A 1 A_CustomMissile("EmptyMonBrass",-5,0,random(-80,-100),2,random(45,80))
		TNT1 A 0
		Stop
	}
}




ACTOR MagCaseSpawn
{
	Speed 20
	PROJECTILE
	+NOCLIP
	+CLIENTSIDEONLY
	States
	{
	Spawn:
		TNT1 A 0
		TNT1 A 1 A_CustomMissile("MagEmptyBrass",-5,0,random(-80,-100),2,random(45,80))
		TNT1 A 0
		Stop
	}
}

ACTOR ShotCaseSpawn: RifleCaseSpawn
{
	States
	{
	Spawn:
		TNT1 A 0
		TNT1 A 1 A_CustomMissile("ShotgunCasing",-5,0,random(-80,-100),2,random(45,60))
		TNT1 A 0
		Stop
	}
} 

Actor SSGCaseSpawner: ShotcaseSpawn
{
	States
	{
	Spawn:
		TNT1 A 0
		TNT1 A 0 Thing_ChangeTID(0,390)
		TNT1 A 1
		Goto Death
	Death:
		TNT1 A 0 A_CustomMissile("ShotgunCasing",0,0,random(80,100),2,random(50,70))
		TNT1 A 0
		Stop
	}
}

ACTOR 50CaseSpawn
{
	Speed 20
	PROJECTILE
	+NOCLIP
	+CLIENTSIDEONLY
	States
	{
	Spawn:
		TNT1 A 0
		TNT1 A 1 A_CustomMissile("EmptyBrass",-5,0,random(80,100),2,random(40,80))		
		TNT1 A 0
		Stop
	}
}

ACTOR EmptyBrassMP40
{
	Height 2
	Radius 2
	Speed 8
	Scale 0.15
	BounceType "Doom"
	-NOGRAVITY
	+CLIENTSIDEONLY
	+MOVEWITHSECTOR
	+MISSILE
	+NOBLOCKMAP
	-DROPOFF
	+FLOORCLIP
	+NOTELEPORT
	+FORCEYBILLBOARD
	+NOTDMATCH
	BounceCount 4
	Mass 1
	BounceSound "weapons/smcasebounce"
	States
	{
	Spawn:
		CAS6 EFABCD 2 A_SpawnItemEx("BulletCasingSmoke", 0, 0, 0, 0, 0, 0, 0, 160) 
		Loop
		


	Death:
		TNT1 A 0 A_StopSoundEx("weapons/smcasebounce")
		TNT1 A 0 A_PlaySound("decasebounce")
		
		LCPJ A 0 A_Jump(256,"Rest1","Rest2","Rest3","Rest4","Rest5","Rest6","Rest7","Rest8")
		Goto Rest1
	Rest1:
		CAS6  D 20000
		Stop
	Rest2:
		CAS6  E 20000
		TNT1 A 0 A_CheckSight("Vanish")
		Stop
	Rest3:
		CAS6  F 20000
		TNT1 A 0 A_CheckSight("Vanish")
		Stop
	Rest4:
		CAS6  E 20000
		TNT1 A 0 A_CheckSight("Vanish")
		Stop
	Rest5:
		CAS6  F 20000
		TNT1 A 0 A_CheckSight("Vanish")
		Stop
	Rest6:
		CAS6  D 20000
		TNT1 A 0 A_CheckSight("Vanish")
		Stop
	Rest7:
		CAS6  F 20000
		TNT1 A 0 A_CheckSight("Vanish")
		Stop
	Rest8:
		CAS6  D 20000
		TNT1 A 0 A_CheckSight("Vanish")
		Stop
	Vanish:
		TNT1 A 0
		Stop

	Splash:
		TNT1 A 0
		TNT1 A 0 A_SpawnItem("UnderwaterEmptyBrass")
		Stop
	}
}


ACTOR GrenadeJunk1
{
	Radius 4
	Height 4
	Projectile
	Speed 20
    Damage 0
    Gravity 0.7
	Scale 0.2
	Projectile
	+MISSILE
    -NOGRAVITY
    -BLOODSPLATTER
	-EXTREMEDEATH
	//+DOOMBOUNCE
	+EXPLODEONWATER
	+SKYEXPLODE
	+DOOMBOUNCE
	BounceFactor 0.5
	WallBounceFactor 0.25
	//+BOUNCEONACTORS
    Health 5
    SeeSound "None"
	DeathSound "none"
	Obituary "%o ate %k grenade."
	States
	{
	Spawn:
		GNK1 ABCDE 2 
		Loop

	Death:
		TNT1 A 0 A_StopSoundEx("weapons/smcasebounce")
		TNT1 A 0 A_PlaySound("decasebounce")
		
		LCPJ A 0 A_Jump(256,"Rest1","Rest2","Rest3","Rest4","Rest5","Rest6","Rest7","Rest8")
		Goto Rest1
	Rest1:
		GNK1 E 20000
		Stop
	Rest2:
		GNK1 E 20000
		TNT1 A 0 A_CheckSight("Vanish")
		Stop
	Rest3:
		GNK1 E 20000
		TNT1 A 0 A_CheckSight("Vanish")
		Stop
	Rest4:
		GNK1 E 20000
		TNT1 A 0 A_CheckSight("Vanish")
		Stop
	Rest5:
		GNK1 E 20000
		TNT1 A 0 A_CheckSight("Vanish")
		Stop
	Rest6:
		GNK1 E 20000
		TNT1 A 0 A_CheckSight("Vanish")
		Stop
	Rest7:
		GNK1 E 20000
		TNT1 A 0 A_CheckSight("Vanish")
		Stop
	Rest8:
		GNK1 E 20000
		TNT1 A 0 A_CheckSight("Vanish")
		Stop
	Vanish:
		TNT1 A 0
		Stop

	Splash:
		TNT1 A 0
		TNT1 A 0 A_SpawnItem("UnderwaterEmptyBrass")
		Stop
	}
}


ACTOR GrenadeJunk2
{
	Radius 4
	Height 4
	Projectile
	Speed 20
    Damage 0
    Gravity 0.7
	Scale 0.2
	Projectile
	+MISSILE
    -NOGRAVITY
    -BLOODSPLATTER
	-EXTREMEDEATH
	//+DOOMBOUNCE
	+EXPLODEONWATER
	+SKYEXPLODE
	+DOOMBOUNCE
	BounceFactor 0.5
	WallBounceFactor 0.25
	//+BOUNCEONACTORS
    Health 5
    SeeSound "None"
	DeathSound "none"
	Obituary "%o ate %k grenade."
	States
	{
	Spawn:
		GNK2 A 2 
		Loop

	Death:
		TNT1 A 0 A_StopSoundEx("weapons/smcasebounce")
		TNT1 A 0 A_PlaySound("decasebounce")
		
		LCPJ A 0 A_Jump(256,"Rest1","Rest2","Rest3","Rest4","Rest5","Rest6","Rest7","Rest8")
		Goto Rest1
	Rest1:
		GNK2 A 20000
		Stop
	Rest2:
		GNK2 A 20000
		TNT1 A 0 A_CheckSight("Vanish")
		Stop
	Rest3:
		GNK2 A 20000
		TNT1 A 0 A_CheckSight("Vanish")
		Stop
	Rest4:
		GNK2 A 20000
		TNT1 A 0 A_CheckSight("Vanish")
		Stop
	Rest5:
		GNK2 A 20000
		TNT1 A 0 A_CheckSight("Vanish")
		Stop
	Rest6:
		GNK2 A 20000
		TNT1 A 0 A_CheckSight("Vanish")
		Stop
	Rest7:
		GNK2 A 20000
		TNT1 A 0 A_CheckSight("Vanish")
		Stop
	Rest8:
		GNK2 A 20000
		TNT1 A 0 A_CheckSight("Vanish")
		Stop
	Vanish:
		TNT1 A 0
		Stop

	Splash:
		TNT1 A 0
		TNT1 A 0 A_SpawnItem("UnderwaterEmptyBrass")
		Stop
	}
}



ACTOR EmptyBrass
{
	Height 2
	Radius 2
	Speed 8
	Scale 0.12
	BounceType "Doom"
	-NOGRAVITY
	+CLIENTSIDEONLY
	+MOVEWITHSECTOR
	+MISSILE
	+NOBLOCKMAP
	-DROPOFF
	+FLOORCLIP
	+NOTELEPORT
	+FORCEYBILLBOARD
	+NOTDMATCH
	BounceCount 4
	Mass 1
	BounceSound "weapons/casing"
	States
	{
	Spawn:
		CAS7 GHABCDEF 2 A_SpawnItemEx("BulletCasingSmoke", 0, 0, 0, 0, 0, 0, 0, 160) 
		Loop

	Death:
		
		LCPJ A 0 A_Jump(256,"Rest1","Rest2","Rest3","Rest4","Rest5","Rest6","Rest7","Rest8")
		Goto Rest1
	Rest1:
		CAS3 I 20000
		TNT1 A 0 A_CheckSight("Vanish")
		Stop
	Rest2:
		CAS3 J 20000
		TNT1 A 0 A_CheckSight("Vanish")
		Stop
	Rest3:
		CAS3 K 20000
		TNT1 A 0 A_CheckSight("Vanish")
		Stop
	Rest4:
		CAS3 L 20000
		TNT1 A 0 A_CheckSight("Vanish")
		Stop
	Rest5:
		CAS3 M 20000
		TNT1 A 0 A_CheckSight("Vanish")
		Stop
	Rest6:
		CAS3 I 20000
		TNT1 A 0 A_CheckSight("Vanish")
		Stop
	Rest7:
		CAS3 J 20000
		TNT1 A 0 A_CheckSight("Vanish")
		Stop
	Rest8:
		CAS3 K 20000
		TNT1 A 0 A_CheckSight("Vanish")
		Stop
	Vanish:
		TNT1 A 0
		Stop

	Splash:
		TNT1 A 0
		TNT1 A 0 A_SpawnItem("UWaterMP40EmptyBrass")
		Stop
	}
}


ACTOR EmptyMonBrass
{
	Height 2
	Radius 2
	Speed 8
	Scale 0.12
	BounceType "Doom"
	-NOGRAVITY
	+CLIENTSIDEONLY
	+MOVEWITHSECTOR
	+MISSILE
	+NOBLOCKMAP
	-DROPOFF
	+FLOORCLIP
	+NOTELEPORT
	+FORCEYBILLBOARD
	+NOTDMATCH
	BounceCount 4
	Mass 1
	BounceSound "None"
	States
	{
	Spawn:
		CAS7 GHABCDEF 2 
		Loop

	Death:
		
		LCPJ A 0 A_Jump(256,"Rest1","Rest2","Rest3","Rest4","Rest5","Rest6","Rest7","Rest8")
		Goto Rest1
	Rest1:
		CAS3 I 20000
		TNT1 A 0 A_CheckSight("Vanish")
		Stop
	Rest2:
		CAS3 J 20000
		TNT1 A 0 A_CheckSight("Vanish")
		Stop
	Rest3:
		CAS3 K 20000
		TNT1 A 0 A_CheckSight("Vanish")
		Stop
	Rest4:
		CAS3 L 20000
		TNT1 A 0 A_CheckSight("Vanish")
		Stop
	Rest5:
		CAS3 M 20000
		TNT1 A 0 A_CheckSight("Vanish")
		Stop
	Rest6:
		CAS3 I 20000
		TNT1 A 0 A_CheckSight("Vanish")
		Stop
	Rest7:
		CAS3 J 20000
		TNT1 A 0 A_CheckSight("Vanish")
		Stop
	Rest8:
		CAS3 K 20000
		TNT1 A 0 A_CheckSight("Vanish")
		Stop
	Vanish:
		TNT1 A 0
		Stop

	Splash:
		TNT1 A 0
		TNT1 A 0 A_SpawnItem("UWaterMP40EmptyBrass")
		Stop
	}
}



ACTOR MagEmptyBrass
{
	Height 2
	Radius 2
	Speed 8
	Scale 0.10
	BounceType "Doom"
	-NOGRAVITY
	+CLIENTSIDEONLY
	+MOVEWITHSECTOR
	+MISSILE
	+NOBLOCKMAP
	-DROPOFF
	+FLOORCLIP
	+NOTELEPORT
	+FORCEYBILLBOARD
	+NOTDMATCH
	BounceCount 4
	Mass 1
	BounceSound "weapons/casing"
	States
	{
	Spawn:
		CASM HABCDEF 2 A_SpawnItemEx("BulletCasingSmoke", 0, 0, 0, 0, 0, 0, 0, 160) 
		Loop

	Death:
		
		LCPJ A 0 A_Jump(256,"Rest1","Rest2","Rest3","Rest4","Rest5","Rest6","Rest7","Rest8")
		Goto Rest1
	Rest1:
		CASM C 20000
		TNT1 A 0 A_CheckSight("Vanish")
		Stop
	Rest2:
		CASM G 20000
		TNT1 A 0 A_CheckSight("Vanish")
		Stop
	Rest3:
		CASM C 20000
		TNT1 A 0 A_CheckSight("Vanish")
		Stop
	Rest4:
		CASM G 20000
		TNT1 A 0 A_CheckSight("Vanish")
		Stop
	Rest5:
		CASM C 20000
		TNT1 A 0 A_CheckSight("Vanish")
		Stop
	Rest6:
		CASM G 20000
		TNT1 A 0 A_CheckSight("Vanish")
		Stop
	Rest7:
		CASM C 20000
		TNT1 A 0 A_CheckSight("Vanish")
		Stop
	Rest8:
		CASM G 20000
		TNT1 A 0 A_CheckSight("Vanish")
		Stop
	Vanish:
		TNT1 A 0
		Stop

	Splash:
		TNT1 A 0
		TNT1 A 0 A_SpawnItem("UWaterMP40EmptyBrass")
		Stop
	}
}

ACTOR underwaterEmptyBrass: EmptyBrass
{
	Speed 0
	-DOOMBOUNCE
	Mass 1
	BounceSound "none"
	States
	{
	Spawn:
		BLUD C 0 ThrustThingZ (0,7,1,0)
		CAS3 ABCD 3 
		BLUD C 0 ThrustThingZ (0,7,1,0)
		CAS3 EFGH 3
		BLUD C 0 ThrustThingZ (0,7,1,0)
		CAS3 ABCD 3 
		BLUD C 0 ThrustThingZ (0,7,1,0)
		CAS3 EFGH 3
		TNT1 A 0 A_SpawnItem("BUBULZ")
		Loop
	}
}

ACTOR UWaterMP40EmptyBrass: EmptyBrass
{
	Speed 0
	-DOOMBOUNCE
	Mass 1
	BounceSound "none"
	States
	{
	Spawn:
		BLUD C 0 ThrustThingZ (0,7,1,0)
		MPB3 ABCD 3 
		BLUD C 0 ThrustThingZ (0,7,1,0)
		MPB3 EFGH 3
		BLUD C 0 ThrustThingZ (0,7,1,0)
		MPB3 ABCD 3 
		BLUD C 0 ThrustThingZ (0,7,1,0)
		MPB3 EFGH 3
		TNT1 A 0 A_SpawnItem("BUBULZ")
		Loop
	}
}

ACTOR ShotgunCasing
{
	Height 12
	Radius 9
	Speed 6
	Scale 0.20
	BounceType "Doom"
	-NOGRAVITY
	+CLIENTSIDEONLY
	+MOVEWITHSECTOR
	+MISSILE
	+NOBLOCKMAP
	-DROPOFF
	+FLOORCLIP
	+NOTELEPORT
	+FORCEYBILLBOARD
	+NOTDMATCH
	BounceCount 4
	Mass 1
	BounceSound ""
	States
	{
	Spawn:
		REDC ABCDEFGH 2 A_SpawnItemEx("CasingSmoke",frandom(0.3,0.2),random(0,-1.0),0,0,0,frandom(0.5,0.1),0,SXF_CLIENTSIDE,0)
			TNT1 A 0 A_PlaySound("weapons/shell")
		Loop
	Death:
		TNT1 A 0 A_StopSoundEx("weapons/shell")
		LCPJ A 0 A_Jump(256,"Rest1","Rest2","Rest3","Rest4","Rest5","Rest6")
		Goto Rest1
	Rest1:
		CAS2 IIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIII 2 A_SpawnItemEx("CasingSmoke",frandom(0.3,0.2),random(0,-1.0),0,0,0,frandom(0.5,0.1),0,SXF_CLIENTSIDE,0)
		CAS2 I 20000
		TNT1 A 0 A_CheckSight("Vanish")
		Stop
	Rest2:
	    CAS2 JJJJJJJJJJJJJJJJJJJJJJJJJJJ 2 A_SpawnItemEx("CasingSmoke",frandom(0.3,0.2),random(0,-1.0),0,0,0,frandom(0.5,0.1),0,SXF_CLIENTSIDE,0)
		CAS2 J 20000 A_SpawnItemEx("CasingSmoke",frandom(0.3,0.2),random(0,-1.0),0,0,0,frandom(0.5,0.1),0,SXF_CLIENTSIDE,0)
		TNT1 A 0 A_CheckSight("Vanish")
		Stop
	Rest3:
		CAS2 KKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKK 2 A_SpawnItemEx("CasingSmoke",frandom(0.3,0.2),random(0,-1.0),0,0,0,frandom(0.5,0.1),0,SXF_CLIENTSIDE,0)
		CAS2 K 20000 A_SpawnItemEx("CasingSmoke",frandom(0.3,0.2),random(0,-1.0),0,0,0,frandom(0.5,0.1),0,SXF_CLIENTSIDE,0)
		TNT1 A 0 A_CheckSight("Vanish")
		Stop
	Rest4:
		CAS2 LLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLL 2 A_SpawnItemEx("CasingSmoke",frandom(0.3,0.2),random(0,-1.0),0,0,0,frandom(0.5,0.1),0,SXF_CLIENTSIDE,0)
		CAS2 L 20000 A_SpawnItemEx("CasingSmoke",frandom(0.3,0.2),random(0,-1.0),0,0,0,frandom(0.5,0.1),0,SXF_CLIENTSIDE,0)
		TNT1 A 0 A_CheckSight("Vanish")
		Stop
	Rest5:
		CAS2 MMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMM 2 A_SpawnItemEx("CasingSmoke",frandom(0.3,0.2),random(0,-1.0),0,0,0,frandom(0.5,0.1),0,SXF_CLIENTSIDE,0)
		CAS2 M 20000 A_SpawnItemEx("CasingSmoke",frandom(0.3,0.2),random(0,-1.0),0,0,0,frandom(0.5,0.1),0,SXF_CLIENTSIDE,0)
		TNT1 A 0 A_CheckSight("Vanish")
		Stop
	Rest6:
		CAS2 NNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNN 2 A_SpawnItemEx("CasingSmoke",frandom(0.3,0.2),random(0,-1.0),0,0,0,frandom(0.5,0.1),0,SXF_CLIENTSIDE,0)
		CAS2 N 20000 A_SpawnItemEx("CasingSmoke",frandom(0.3,0.2),random(0,-1.0),0,0,0,frandom(0.5,0.1),0,SXF_CLIENTSIDE,0)
		TNT1 A 0 A_CheckSight("Vanish")
		Stop
		
	Vanish:
		TNT1 A 0
		Stop

	}
}



ACTOR EmptyClipMP40
{
	Height 12
	Radius 9
	Speed 4
	Scale 0.125
	BounceType "Doom"
	-NOGRAVITY
	+CLIENTSIDEONLY
	+MOVEWITHSECTOR
	+MISSILE
	+NOBLOCKMAP
	-DROPOFF
	+FLOORCLIP
	+NOTELEPORT
	+FORCEXYBILLBOARD
	+NOTDMATCH
	Mass 1
	BounceSound "weapons/smallmagdrop"
	States
	{
	Spawn:
		TNT1 A 7
		CLP4 ABCDEFGH 4
		Goto Spawn+1
	Death:
		CLP4 G 20000
		Stop
	}
}

ACTOR EmptyClip
{
	Height 12
	Radius 9
	Speed 4
	Scale 1.01
	BounceType "Doom"
	-NOGRAVITY
	+CLIENTSIDEONLY
	+MOVEWITHSECTOR
	+MISSILE
	+NOBLOCKMAP
	-DROPOFF
	+FLOORCLIP
	+NOTELEPORT
	+FORCEXYBILLBOARD
	+NOTDMATCH
	Mass 1
	BounceSound "weapons/largemagdrop"
	States
	{
	Spawn:
		TNT1 A 7
		ECLI ABCDEFGH 4
		Goto Spawn+1
	Death:
		TNT1 A 0 A_Jump(200,"Death2","Death3","Death4")
		ECLI I 20000
		Stop
		
			Death2:
			TNT1 A 0 A_Jump(100,"Death3","Death4","Death")
		ECLI J 20000
		Stop
		
			Death3:
				TNT1 A 0 A_Jump(100,"Death2","Death4","Death")
		ECLI K 20000
		Stop
		
			Death4:
					TNT1 A 0 A_Jump(100,"Death2","Death3","Death")
		ECLI L 20000
		Stop
		
	}
}

ACTOR EmptyRocketChamber
{
	Height 12
	Radius 9
	Speed 7
	Scale 1.5
	BounceType "Doom"
	-NOGRAVITY
	+CLIENTSIDEONLY
	+MOVEWITHSECTOR
	+MISSILE
	+NOBLOCKMAP
	-DROPOFF
	+FLOORCLIP
	+NOTELEPORT
	+FORCEXYBILLBOARD
	+NOTDMATCH
	Mass 1
	BounceSound "weapons/barrelpain"
	States
	{
	Spawn:
		TNT1 A 7
		RCSE ABCDEFGH 4
		Goto Spawn+1
	Death:
		
		RCSE G 20000
		Stop
	}
}

ACTOR EmptyCell
{
	Height 12
	Radius 9
	Speed 5
	Scale 0.7
	BounceType "Doom"
	-NOGRAVITY
	+CLIENTSIDEONLY
	+MOVEWITHSECTOR
	+MISSILE
	+NOBLOCKMAP
	-DROPOFF
	+FLOORCLIP
	+NOTELEPORT
	+FORCEXYBILLBOARD
	+NOTDMATCH
	Mass 1
	BounceSound "weapons/largemagdrop"
	States
	{
	Spawn:
		TNT1 A 7
		ECEL ABCDEFGH 4
		Goto Spawn+1
	Death:
		
		ECEL A 20000
		Stop
	}
}

ACTOR RocketCaseSpawn
{
	Speed 20
	PROJECTILE
	+NOCLIP
	+CLIENTSIDEONLY
	States
	{
	Spawn:
		TNT1 A 0
		TNT1 A 1 A_CustomMissile("EmptyRocketChamber",0,0,random(-80,-100),2,random(40,60))
		Stop
	}
} 

ACTOR PlasmaCaseSpawn: RifleCaseSpawn
{
	States
	{
	Spawn:
		TNT1 A 0
		TNT1 A 1 A_CustomMissile("EmptyCell",0,0,random(-80,-100),2,random(40,60))
		Stop
	   }
}
	
ACTOR BulletCasingSmoke
{
   Radius 1
   Height 1
   PROJECTILE
   +NOCLIP
   Scale 0.02
   Speed 0
   RENDERSTYLE ADD
   ALPHA 0.2
	+NOTIMEFREEZE
   States
   {
   Spawn:
	  SMOK A 0
	  SMOK A 0 Thing_ChangeTID (0, 1330) 
	  TNT1 A 1
      SMOK ABCDEFGHIJKLMNOPQ 2 BRIGHT A_Fadeout(0.01)
      Stop
   }
}