ACTOR DebrisGeneral
{   
    Radius 1
    Height 1
    Mass 1
    Damage 0
	+MISSILE
	+MOVEWITHSECTOR
	+CANBOUNCEWATER
	+NOBLOCKMAP
    +NOGRAVITY
    +DROPOFF
    +NOTELEPORT
    +NOTDMATCH
    +GHOST
	+CLIENTSIDEONLY
}

ACTOR 9mmSpawner : DebrisGeneral
{
    +NOINTERACTION    
	Speed 20
    States
	{
	Spawn:
		TNT1 A 0
		TNT1 A 1 
		TNT1 A 0 A_CustomMissile("9mmCasing",-8,12,Random(80,100),2,Random(40,80))
		Stop
	}
}

ACTOR 9mmSpawnerRight : DebrisGeneral
{
    +NOINTERACTION    
	Speed 20
    States
	{
	Spawn:
		TNT1 A 0
		TNT1 A 1 
		TNT1 A 0 A_CustomMissile("9mmCasing",-8,16,Random(80,100),2,Random(40,80))
		Stop
	}
}

ACTOR 9mmSpawnerLeft : DebrisGeneral
{
    +NOINTERACTION    
	Speed 20
    States
	{
	Spawn:
		TNT1 A 0
		TNT1 A 1 
		TNT1 A 0 A_CustomMissile("9mmCasing",-8,-16,Random(-80,-100),2,Random(40,80))
		Stop
	}
}

ACTOR 9mmSpawnerEagle : DebrisGeneral
{
    +NOINTERACTION    
	Speed 20
    States
	{
	Spawn:
		TNT1 A 0
		TNT1 A 1 
		TNT1 A 0 A_CustomMissile("9mmCasing",2,-16,Random(-80,-100),2,Random(40,80))
		Stop
	}
}

ACTOR 9mmCasing : DebrisGeneral
{ 
    Radius 3
    Height 3
    Speed 8.5
    BounceFactor 0.5
    Scale .16
    Renderstyle Translucent
    Alpha 1.0
    SeeSound "Pistol/Casings"
	+DOOMBOUNCE
    -NOBLOCKMAP
    -NOGRAVITY
    States
	{
	Spawn:
		TNT1 A 0 A_Jump(256,1,2,3,4,5,6,7,8)
		CAS1 ABCDEFGH 1 
		Goto Spawn+3
	Death:
		TNT1 A 0
		TNT1 A 0 A_Jump(256,"Death1","Death2","Death3","Death4","Death5","Death6")
	Death1:
		CAS1 I 20
		CAS1 IIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIII 1 A_FadeOut(0.1)
		Stop
	Death2:
		CAS1 J 20
		CAS1 JJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJ 1 A_FadeOut(0.01)     
		Stop
	Death3:
		CAS1 K 20
		CAS1 KKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKK 1 A_FadeOut(0.01)
		Stop
	Death4:
		CAS1 L 20
		CAS1 LLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLL 1 A_FadeOut(0.01)
		Stop
	Death5:
		CAS1 M 20
		CAS1 MMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMM 1 A_FadeOut(0.01)
		Stop
    Death6:
		CAS1 N 20
		CAS1 NNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNN 1 A_FadeOut(0.01)
		Stop
	}
}

ACTOR ShellSpawner : 9mmSpawner
{
    States
	{
	Spawn:
		TNT1 A 0 
		TNT1 A 1 
		TNT1 A 0 A_CustomMissile("ShotgunCasing",-10,-3,Random(80,100),2,Random(40,60))
		Stop
	    }
}

ACTOR DoubleShellSpawner : 9mmSpawner
{
    States
	{
	Spawn:
		TNT1 A 0 
		TNT1 A 1 
		TNT1 A 0 A_CustomMissile("ShotgunCasing",-10,3,Random(-80,-100),2,Random(40,60))
		Stop
	    }
}

ACTOR AssaultShellSpawner : 9mmSpawner
{
    Speed 20
    States
	{
    Spawn:
		TNT1 A 0
		TNT1 A 1
		TNT1 A 0 A_CustomMissile("ShotgunCasing",-8,22,Random(-80,-100),2,Random(40,80))
		Stop
	    }
}

ACTOR ShotgunCasing : 9mmCasing
{ 
    Scale .15
    SeeSound "Shotgun/Shells"
    States
	{
	Spawn:
		TNT1 A 0 A_Jump(256,1,2,3,4,5,6,7,8)
		CAS2 ABCDEFGH 1 
		Goto Spawn+3
	Death:
		TNT1 A 0
		TNT1 A 0 A_Jump(256,"Death1","Death2","Death3","Death4","Death5","Death6")
	Death1:
		CAS2 I 20
		CAS2 IIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIII 1 A_FadeOut(0.1)
		Stop
	Death2:
		CAS2 J 20
		CAS2 JJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJ 1 A_FadeOut(0.01)     
		Stop
	Death3:
		CAS2 K 20
		CAS2 KKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKK 1 A_FadeOut(0.01)
		Stop
	Death4:
		CAS2 L 20
		CAS2 LLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLL 1 A_FadeOut(0.01)
		Stop
	Death5:
		CAS2 M 20
		CAS2 MMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMM 1 A_FadeOut(0.01)
		Stop
    Death6:
		CAS2 N 20
		CAS2 NNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNN 1 A_FadeOut(0.01)
		Stop
	}
}

ACTOR ShellExplosiveSpawner : 9mmSpawner
{
    States
	{
	Spawn:
		TNT1 A 0 
		TNT1 A 1 
		TNT1 A 0 A_CustomMissile("ExplosiveShotgunCasing",-10,-3,Random(80,100),2,Random(40,60))
		Stop
	    }
}

ACTOR ExplosiveShotgunCasing : 9mmCasing
{ 
    Scale .15
    Translation "169:191=209:223"
	SeeSound "ExplosiveShotgun/Shells"
    States
	{
	Spawn:
		TNT1 A 0 A_Jump(256,1,2,3,4,5,6,7,8)
		CAS2 ABCDEFGH 1 
		Goto Spawn+3
	Death:
		TNT1 A 0
		TNT1 A 0 A_Jump(256,"Death1","Death2","Death3","Death4","Death5","Death6")
	Death1:
		CAS2 I 20
		CAS2 IIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIII 1 A_FadeOut(0.1)
		Stop
	Death2:
		CAS2 J 20
		CAS2 JJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJ 1 A_FadeOut(0.01)     
		Stop
	Death3:
		CAS2 K 20
		CAS2 KKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKK 1 A_FadeOut(0.01)
		Stop
	Death4:
		CAS2 L 20
		CAS2 LLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLL 1 A_FadeOut(0.01)
		Stop
	Death5:
		CAS2 M 20
		CAS2 MMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMM 1 A_FadeOut(0.01)
		Stop
    Death6:
		CAS2 N 20
		CAS2 NNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNN 1 A_FadeOut(0.01)
		Stop
	}
}

ACTOR ChaingunCasingSpawner : 9mmSpawner
{
    Speed 20
    States
	{
    Spawn:
		TNT1 A 0
		TNT1 A 1
		TNT1 A 0 A_CustomMissile("ChaingunCasing",-8,22,Random(-80,-100),2,Random(40,80))
		Stop
	    }
}

ACTOR ChaingunCasing : 9mmCasing
{ 
     Scale .15
     SeeSound "Rifle/Casing"
     Speed 8
     States
	 {
	 Spawn:
		TNT1 A 0 A_Jump(256,1,2,3,4,5,6,7,8)
		CAS3 ABCDEFGH 1 
		Goto Spawn+3
	Death:
		TNT1 A 0
		TNT1 A 0 A_Jump(256,"Death1","Death2","Death3","Death4","Death5","Death6")
	Death1:
		CAS3 I 20
		CAS3 IIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIII 1 A_FadeOut(0.1)
		Stop
	Death2:
		CAS3 J 20
		CAS3 JJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJ 1 A_FadeOut(0.01)     
		Stop
	Death3:
		CAS3 K 20
		CAS3 KKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKK 1 A_FadeOut(0.01)
		Stop
	Death4:
		CAS3 L 20
		CAS3 LLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLL 1 A_FadeOut(0.01)
		Stop
	Death5:
		CAS3 M 20
		CAS3 MMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMM 1 A_FadeOut(0.01)
		Stop
    Death6:
		CAS3 N 20
		CAS3 NNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNN 1 A_FadeOut(0.01)
		Stop
	}
}