//////////////////////////////////////smoke and explosions///////////////////////////////////////////////////////////////

ACTOR BulletSmoke
{
	+NOGRAVITY
	+NOTELEPORT
	+NOCLIP
	+BRIGHT
	Scale 0.10
	States
	{
	Spawn:
		SMOK A 2 A_FadeOut
		Loop
	Death:
		TNT1 A 1
		Stop
	}
}

ACTOR BodySmoke : BulletSmoke
{
	Scale 0.35
}


ACTOR Lighter
{
	States
	{
	Spawn:
		TNT1 A 4 Light("ExplosionLight")
	Death:
		TNT1 A 1
		Stop
	}
}

ACTOR GrenadeParticle
{
	Height 1
	Projectile
	-NOGRAVITY
	Damage (3)
	Radius 1
	+NOTRIGGER
	+BRIGHT
	Scale 0.13
	States
	{
	Spawn:
		TNT1 A 1 A_Jump(255, "Spawn1", "Spawn2", "Spawn3")
	Spawn1:
		JNK1 ABCDEFGH 1
		Loop
	Spawn2:
		JNK2 ABCDEFGH 1
		Loop
	Spawn3:
		JNK3 ABCDEFGH 1
		Loop
	Death:
		TNT1 A 1
		Stop
	}
}

ACTOR LauncherGrenadeSmoke
{
	+NOGRAVITY
	+NOBLOCKMAP
	+NOTRIGGER
	+BRIGHT
	Scale 1.8
	Alpha 0.5
	States
	{
	Spawn:
		SMOK A 15
		SMOK AAAA 1 A_FadeOut
	Death:
		TNT1 A 1
		Stop
	}
}

ACTOR RocketSmoke : LauncherGrenadeSmoke
{
	Scale 0.2
	Alpha 0.1
}

///////////////////////casings///////////////////////////////////////////////////////////////////////////////////////////

ACTOR ShotgunCasing
{
	Height 6
	Radius 6
	Scale 0.8
	Bouncetype Doom
	Bouncesound "CASING"
	+MISSILE
	+NOTELEPORT
	+NOTRIGGER
	+DROPOFF
	+FORCEXYBILLBOARD
	States
	{
	Spawn:
		CAS1 ABCDEFGH 1
		Loop
	Death:
		CAS1 G 2000
	Death1:
		CAS1 G 1 A_Fadeout
		Loop
	}
}

ACTOR BulletCasing : ShotgunCasing
{
	Height 5
	Radius 5
	Scale 0.5
	States
	{
	Spawn:
		CAS2 ABCD 1
		Loop
	Death:
		CAS2 C 2000
	Death1:
		CAS2 C 1 A_Fadeout
		Loop
	}
}

ACTOR RifleCasing : ShotgunCasing
{
	Scale 0.5
	States
	{
	Spawn:
		RIFA ABCD 1
		Loop
	Death:
		RIFA A 2000
	Death1:
		RIFA A 1 A_Fadeout
		Loop
	}
}

