
ACTOR LAK47Magazine : Ammo 
{
+IGNORESKILL
Inventory.Amount 0
Inventory.MaxAmount 31
Ammo.BackpackAmount 0
Ammo.BackpackMaxAmount 31
Inventory.Icon "A47IA0"
}
/*
ACTOR LegendaryBulletMag : Ammo 16803
{
//$Category Ammunition/LCA
//$Sprite LBLPA0
//$Title "Legendary Bullet Magazine"
	Scale 0.3
	Inventory.PickupMessage "Legendary Bullets"
	Inventory.PickupSound "items/clipbox"
	Inventory.Amount 10
	Inventory.MaxAmount 150
	Ammo.BackpackAmount 30
	Ammo.BackpackMaxAmount 300
	Inventory.Icon "LBLPA0"
	+NOTIMEFREEZE
	States 
	{
	Spawn:
		LBLP A -1
		Stop
    }
}*/

ACTOR LegRifleCasing : BulletCasing 
{
Scale 0.18
+NOTIMEFREEZE
Seesound "weapons/casing1"
States 
	{
	Spawn:
		TNT1 A 0
		TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1, "Toaster")
		CAS9 GHABCDEF 2
		Loop
	Death:
		TNT1 A 0
		TNT1 A 0 A_Jump(128,3)
		CAS9 A 100
		CAS9 A 5 A_FadeOut(0.1,1)
		Goto Death+3
		CAS9 E 100
		CAS9 E 5 A_FadeOut(0.1,1)
		Goto Death+5
	}
}
ACTOR LegAK47EmptyMagSpawner : CasingSpawner 
{
	+NOTIMEFREEZE
	States 
	{
	Spawn:
		TNT1 A 0
		TNT1 A 1 A_SpawnItemEx("LegAK47EmptyMag", 2, 0, -12, 1, 0, 0, Random(-100, -110), 128)
		Stop
    }
}

ACTOR LegAK47EmptyMag : BulletCasing 
{
	Scale 0.40
    SeeSound "MP40/EmptyMagazine"
	+NOTIMEFREEZE
    States 
	{
	Spawn:
		TNT1 A 0
		TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1, "Toaster")
		LA4C ABCD 3  
		Loop
    Death:
		TNT1 A 0
		TNT1 A 0 A_Jump(128,3)
		LA4C B 100
		LA4C B 5 A_FadeOut(0.1,1)
		Goto Death+3
		LA4C D 100
		LA4C D 5 A_FadeOut(0.1,1)
		Goto Death+5
	}
}