// --------------------------------------------------------------------------
//
//	Magazines
//
// --------------------------------------------------------------------------

ACTOR U_EmptyClip replaces EmptyClip
{
	Height 2
	Radius 2
	Speed 4
	Scale 0.8
	BounceFactor 0.4
	+DOOMBOUNCE
	-NOGRAVITY
	+WINDTHRUST
	+CLIENTSIDEONLY
	+MOVEWITHSECTOR
	+MISSILE
	+NOBLOCKMAP
	-DROPOFF
	+NOTELEPORT
	+FORCEXYBILLBOARD
	+NOTDMATCH
	+GHOST
	Mass 1
	SeeSound "weapons/largemagdrop"
	States
	{
	Spawn:
		TNT1 A 7 A_PlaySound("NULL")
	Fly:
		ECLI ABCDEFGH 4 A_JumpIf(waterlevel > 1, "Splash")
		Loop
	Splash:
		TNT1 A 0 A_ChangeFlag(DOOMBOUNCE,FALSE)
		TNT1 A 0 A_ScaleVelocity(0.5)
		TNT1 A 0 ThrustThingZ (0,7,1,0)
		TNT1 A 0 A_SpawnItem("BUBULZ")
		ECLI ABCD 5
		TNT1 A 0 A_ScaleVelocity(0.5)
		TNT1 A 0 ThrustThingZ (0,7,1,0)
		TNT1 A 0 A_SpawnItem("BUBULZ")
		ECLI EFGH 5
		Loop
	Death:
		TNT1 A 0 ACS_ExecuteAlways(798, 0, 0, 0, 0)//Check Effects
		ECLI G 1000
		TNT1 A 0 A_JumpIfInventory("LowGraphicsMode", 1, "Vanish")
		ECLI G 20000
		Stop
	Vanish:
		ECLI G 1 A_FadeOut(0.1)
		Loop
	}
}

ACTOR U_EmptyRocketChamber : U_EmptyClip replaces EmptyRocketChamber
{
	Scale 1.3
	BounceFactor 0.7
	States
	{
	Spawn:
		TNT1 A 7 A_PlaySound("NULL")
	Fly:
		RCSE ABCDEFGH 4
		Loop
	Splash:
		TNT1 A 0 A_ChangeFlag(DOOMBOUNCE,FALSE)
		TNT1 A 0 A_ScaleVelocity(0.5)
		TNT1 A 0 ThrustThingZ (0,7,1,0)
		TNT1 A 0 A_SpawnItem("BUBULZ")
		RCSE ABCD 5
		TNT1 A 0 A_ScaleVelocity(0.5)
		TNT1 A 0 ThrustThingZ (0,7,1,0)
		TNT1 A 0 A_SpawnItem("BUBULZ")
		RCSE EFGH 5
		Loop
	Death:
		TNT1 A 0 ACS_ExecuteAlways(798, 0, 0, 0, 0)//Check Effects
		RCSE G 1000
		TNT1 A 0 A_JumpIfInventory("LowGraphicsMode", 1, "Vanish")
		RCSE G 20000
		Stop
	Vanish:
		RCSE G 1 A_FadeOut(0.1)
		Loop
	}
}


ACTOR U_EmptyCell : U_EmptyClip replaces EmptyCell
{
	Scale 0.9
	BounceFactor 0.7
	States
	{
	Spawn:
		TNT1 A 7 A_PlaySound("NULL")
	Fly:
		ECEL ABCDEFGH 4
		Stop
	Splash:
		TNT1 A 0 A_ChangeFlag(DOOMBOUNCE,FALSE)
		TNT1 A 0 A_ScaleVelocity(0.5)
		TNT1 A 0 ThrustThingZ (0,7,1,0)
		TNT1 A 0 A_SpawnItem("BUBULZ")
		ECEL ABCD 5
		TNT1 A 0 A_ScaleVelocity(0.5)
		TNT1 A 0 ThrustThingZ (0,7,1,0)
		TNT1 A 0 A_SpawnItem("BUBULZ")
		ECEL EFGH 5
		Loop
	Death:
		TNT1 A 0 ACS_ExecuteAlways(798, 0, 0, 0, 0)//Check Effects
		ECEL A 1000
		TNT1 A 0 A_JumpIfInventory("LowGraphicsMode", 1, "Vanish")
		ECEL A 20000
		Stop
	Vanish:
		ECEL A 1 A_FadeOut(0.1)
		Loop
	}
}

ACTOR EmptyCore : U_EmptyClip
{
	BounceFactor 0.7
	States
	{
	Spawn:
		TNT1 A 7 A_PlaySound("NULL")
	Fly:
		RGNB ABCDEFGH 4
		Stop
	Splash:
		TNT1 A 0 A_ChangeFlag(DOOMBOUNCE,FALSE)
		TNT1 A 0 A_ScaleVelocity(0.5)
		TNT1 A 0 ThrustThingZ (0,7,1,0)
		TNT1 A 0 A_SpawnItem("BUBULZ")
		RGNB ABCD 5
		TNT1 A 0 A_ScaleVelocity(0.5)
		TNT1 A 0 ThrustThingZ (0,7,1,0)
		TNT1 A 0 A_SpawnItem("BUBULZ")
		RGNB EFGH 5
		Loop
	Death:
		TNT1 A 0 ACS_ExecuteAlways(798, 0, 0, 0, 0)//Check Effects
		RGNB I 1000
		TNT1 A 0 A_JumpIfInventory("LowGraphicsMode", 1, "Vanish")
		RGNB I 20000
		Stop
	Vanish:
		RGNB I 1 A_FadeOut(0.1)
		Loop
	}
}

ACTOR EmptyMag9mm : U_EmptyClip
{
	Scale 0.4
	States
	{
	Spawn:
		TNT1 A 7 A_PlaySound("NULL")
	Fly:
		MAG1 ABCDEFGH 4
		Stop
	Splash:
		TNT1 A 0 A_ChangeFlag(DOOMBOUNCE,FALSE)
		TNT1 A 0 A_ScaleVelocity(0.5)
		TNT1 A 0 ThrustThingZ (0,7,1,0)
		TNT1 A 0 A_SpawnItem("BUBULZ")
		MAG1 ABCD 5
		TNT1 A 0 A_ScaleVelocity(0.5)
		TNT1 A 0 ThrustThingZ (0,7,1,0)
		TNT1 A 0 A_SpawnItem("BUBULZ")
		MAG1 EFGH 5
		Loop
	Death:
		TNT1 A 0 ACS_ExecuteAlways(798, 0, 0, 0, 0)//Check Effects
		MAG1 C 1000
		TNT1 A 0 A_JumpIfInventory("LowGraphicsMode", 1, "Vanish")
		MAG1 C 20000
		Stop
	Vanish:
		MAG1 C 1 A_FadeOut(0.1)
		Loop
	}
}


// --------------------------------------------------------------------------
//
// FX
//
// --------------------------------------------------------------------------

ACTOR BulletCasingSmoke
{
	Radius 1
	Height 1
	PROJECTILE
	+NOCLIP
	Scale 0.02
	Speed 0
	RENDERSTYLE ADD
	ALPHA 0.2
	+NOTIMEFREEZE
	States
	{
	Spawn:
		TNT1 A 0
		TNT1 A 0 A_JumpIf(waterlevel > 1, "Splash")
		TNT1 A 0 ThrustThingZ (0,frandom(1,2),0,0)
		SMO2 RBCDEFGHIJKLMNOPQ 2
		Stop
	Splash:
		TNT1 A 0 A_Jump(192, 2)
		TNT1 A 0 A_SpawnItem("BUBULZ")
		TNT1 A 0
		Stop
	}
}

// --------------------------------------------------------------------------
//
// Casing spawner
//
// --------------------------------------------------------------------------

ACTOR U_RifleCaseSpawn replaces RifleCaseSpawn
{
	Speed 20
	PROJECTILE
	+NOCLIP
	+CLIENTSIDEONLY
	States
	{
	Spawn:
		TNT1 A 0
		TNT1 A 1 A_CustomMissile("EmptyBrass",1,0,random(-80,-100),2,random(30,50))
		Stop
	}
}

ACTOR U_ShotCaseSpawn : U_RifleCaseSpawn replaces ShotCaseSpawn
{
	States
	{
	Spawn:
		TNT1 A 0
		TNT1 A 1 A_CustomMissile("ShotgunCasing",0,0,random(-80,-100),2,random(40,60))
		Stop
	}
} 

Actor U_SSGCaseSpawner : U_RifleCaseSpawn replaces SSGCaseSpawner
{
	States
	{
	Spawn:
		TNT1 A 0
		TNT1 A 1 A_CustomMissile("ShotgunCasing",-15,10,random(80,100),2,random(50,60))
		Stop
	}
}

ACTOR RevolverCaseSpawn : U_RifleCaseSpawn
{
	States
	{
	Spawn:
		TNT1 A 0
		TNT1 A 1 A_CustomMissile("EmptyBrassRevolver",-5,0,random(40,-40),2,random(-45,-80))
		Stop
	}
}

ACTOR SniperCaseSpawn : U_RifleCaseSpawn
{
	States
	{
	Spawn:
		TNT1 A 0
		TNT1 A 1 A_CustomMissile("EmptyBrassSniper",-5,0,random(-80,-100),2,random(45,80))
		Stop
	}
}

ACTOR AutoShotCaseSpawn : U_RifleCaseSpawn
{
	States
	{
	Spawn:
        TNT1 A 0
		TNT1 A 1 A_CustomMissile("AutoShotgunCasing",0,0,random(-80,-100),2,random(40,60))
		Stop
	}
}

ACTOR 9mmCaseSpawn : U_RifleCaseSpawn
{
	States
	{
	Spawn:
		TNT1 A 0
		TNT1 A 1 A_CustomMissile("EmptyBrass9mm",0,-3,random(-80,-100),2,random(30,50))
		Stop
	}
}

// --------------------------------------------------------------------------
//
// Casings
//
// --------------------------------------------------------------------------

ACTOR U_EmptyBrass replaces EmptyBrass
{
	Height 2
	Radius 2
	Speed 6
	Scale 0.16
	+RANDOMIZE
	+DOOMBOUNCE
	-NOGRAVITY
	+WINDTHRUST
	+CLIENTSIDEONLY
	+MOVEWITHSECTOR
	+MISSILE
	+NOBLOCKMAP
	-DROPOFF
	+NOTELEPORT
	+FORCEXYBILLBOARD
	+NOTDMATCH
	+GHOST
	+FLOORCLIP
	+THRUACTORS
	Mass 4
	BounceFactor 0.3
	SeeSound "weapons/casing"
	States
	{
	Spawn:
		TNT1 A 0
		TNT1 A 0 A_ScaleVelocity(frandom(0.9,1.2))
		TNT1 A 0 A_Jump(256,1,15,30,45)
	Spawn1:
		CASD AAABBB 1 A_SpawnItemEx("BulletCasingSmoke")
		TNT1 A 0 A_JumpIf(waterlevel > 1, "Splash")
		CASD CCCDDD 1 A_SpawnItemEx("BulletCasingSmoke")
		TNT1 A 0 A_JumpIf(waterlevel > 1, "Splash")
		CASD EEEFFF 1 A_SpawnItemEx("BulletCasingSmoke")
		TNT1 A 0 A_JumpIf(waterlevel > 1, "Splash")
		CASD GGGHHH 1 A_SpawnItemEx("BulletCasingSmoke")
		TNT1 A 0 A_JumpIf(waterlevel > 1, "Splash")
		Loop
	Spawn2:
		CASD HHHGGG 1 A_SpawnItemEx("BulletCasingSmoke")
		TNT1 A 0 A_JumpIf(waterlevel > 1, "Splash")
		CASD FFFEEE 1 A_SpawnItemEx("BulletCasingSmoke")
		TNT1 A 0 A_JumpIf(waterlevel > 1, "Splash")
		CASD DDDCCC 1 A_SpawnItemEx("BulletCasingSmoke")
		TNT1 A 0 A_JumpIf(waterlevel > 1, "Splash")
		CASD BBBAAA 1 A_SpawnItemEx("BulletCasingSmoke")
		TNT1 A 0 A_JumpIf(waterlevel > 1, "Splash")
		Loop
	Death:
		TNT1 A 0 ACS_ExecuteAlways(798, 0, 0, 0, 0)//Check Effects
		TNT1 A 0 A_Jump(256,"Rest1","Rest2","Rest3","Rest4","Rest5","Rest6")
		Goto Rest1
    Rest1:
		CASD I 1000
		TNT1 A 0 A_JumpIfInventory("LowGraphicsMode", 1, "Vanish1")
		CASD I 20000
		Stop
	Vanish1:
		CASD I 1 A_FadeOut(0.1)
		Loop
    Rest2:
		CASD J 1000
		TNT1 A 0 A_JumpIfInventory("LowGraphicsMode", 1, "Vanish2")
		CASD J 20000
		Stop
	Vanish2:
		CASD J 1 A_FadeOut(0.1)
		Loop
    Rest3:
		CASD K 1000
		TNT1 A 0 A_JumpIfInventory("LowGraphicsMode", 1, "Vanish3")
		CASD K 20000
		Stop
	Vanish3:
		CASD K 1 A_FadeOut(0.1)
		Loop
	Rest4:
		CASD L 1000
		TNT1 A 0 A_JumpIfInventory("LowGraphicsMode", 1, "Vanish4")
		CASD L 20000
		Stop
	Vanish4:
		CASD L 1 A_FadeOut(0.1)
		Loop
    Rest5:
		CASD M 1000
		TNT1 A 0 A_JumpIfInventory("LowGraphicsMode", 1, "Vanish5")
		CASD M 20000
		Stop
	Vanish5:
		CASD M 1 A_FadeOut(0.1)
		Loop
    Rest6:
		CASD N 1000
		TNT1 A 0 A_JumpIfInventory("LowGraphicsMode", 1, "Vanish6")
		CASD N 20000
		Stop
	Vanish6:
		CASD N 1 A_FadeOut(0.1)
		Loop
	Splash:
		TNT1 A 0 A_ChangeFlag(DOOMBOUNCE,FALSE)
		TNT1 A 0 A_ScaleVelocity(0.5)
		TNT1 A 0 ThrustThingZ (0,7,1,0)
		CASD ABCD 3
		TNT1 A 0 A_ScaleVelocity(0.5)
		TNT1 A 0 ThrustThingZ (0,7,1,0)
		CASD EFGH 3
		TNT1 A 0 A_ScaleVelocity(0.5)
		TNT1 A 0 ThrustThingZ (0,7,1,0)
		CASD ABCD 3
		TNT1 A 0 A_ScaleVelocity(0.5)
		TNT1 A 0 ThrustThingZ (0,7,1,0)
		CASD EFGH 3
		TNT1 A 0 A_SpawnItem("BUBULZ")
		Loop
	}
}

ACTOR EmptyBrass9mm : U_EmptyBrass
{
	Speed 7
	Scale 0.10
	Mass 2
	BounceFactor 0.4
	States
	{
	Spawn:
		TNT1 A 0
		TNT1 A 0 A_ScaleVelocity(frandom(0.9,1.2))
		TNT1 A 0 A_Jump(256,1,15,30,45)
	Spawn1:
		CASA AAABBB 1 A_SpawnItemEx("BulletCasingSmoke")
		TNT1 A 0 A_JumpIf(waterlevel > 1, "Splash")
		CASA CCCDDD 1 A_SpawnItemEx("BulletCasingSmoke")
		TNT1 A 0 A_JumpIf(waterlevel > 1, "Splash")
		CASA EEEFFF 1 A_SpawnItemEx("BulletCasingSmoke")
		TNT1 A 0 A_JumpIf(waterlevel > 1, "Splash")
		CASA GGGHHH 1 A_SpawnItemEx("BulletCasingSmoke")
		TNT1 A 0 A_JumpIf(waterlevel > 1, "Splash")
		Loop
	Spawn2:
		CASA HHHGGG 1 A_SpawnItemEx("BulletCasingSmoke")
		TNT1 A 0 A_JumpIf(waterlevel > 1, "Splash")
		CASA FFFEEE 1 A_SpawnItemEx("BulletCasingSmoke")
		TNT1 A 0 A_JumpIf(waterlevel > 1, "Splash")
		CASA DDDCCC 1 A_SpawnItemEx("BulletCasingSmoke")
		TNT1 A 0 A_JumpIf(waterlevel > 1, "Splash")
		CASA BBBAAA 1 A_SpawnItemEx("BulletCasingSmoke")
		TNT1 A 0 A_JumpIf(waterlevel > 1, "Splash")
		Loop
	Death:
		TNT1 A 0 ACS_ExecuteAlways(798, 0, 0, 0, 0)//Check Effects
		TNT1 A 0 A_Jump(256,"Rest1","Rest2","Rest3","Rest4","Rest5","Rest6")
		Goto Rest1
	Rest1:
		CASA I 1000
		TNT1 A 0 A_JumpIfInventory("LowGraphicsMode", 1, "Vanish1")
		CASA I 20000
		Stop
	Vanish1:
		CASA I 1 A_FadeOut(0.1)
		Loop
	Rest2:
		CASA J 1000
		TNT1 A 0 A_JumpIfInventory("LowGraphicsMode", 1, "Vanish2")
		CASA J 20000
		Stop
	Vanish2:
		CASA J 1 A_FadeOut(0.1)
		Loop
	Rest3:
		CASA K 1000
		TNT1 A 0 A_JumpIfInventory("LowGraphicsMode", 1, "Vanish3")
		CASA K 20000
		Stop
	Vanish3:
		CASA K 1 A_FadeOut(0.1)
		Loop
	Rest4:
		CASA L 1000
		TNT1 A 0 A_JumpIfInventory("LowGraphicsMode", 1, "Vanish4")
		CASA L 20000
		Stop
	Vanish4:
		CASA L 1 A_FadeOut(0.1)
		Loop
	Rest5:
		CASA M 1000
		TNT1 A 0 A_JumpIfInventory("LowGraphicsMode", 1, "Vanish5")
		CASA M 20000
		Stop
	Vanish5:
		CASA M 1 A_FadeOut(0.1)
		Loop
	Rest6:
		CASA N 1000
		TNT1 A 0 A_JumpIfInventory("LowGraphicsMode", 1, "Vanish6")
		CASA N 20000
		Stop
	Vanish6:
		CASA N 1 A_FadeOut(0.1)
		Loop
	Splash:
		TNT1 A 0 A_ChangeFlag(DOOMBOUNCE,FALSE)
		TNT1 A 0 A_ScaleVelocity(0.5)
		TNT1 A 0 ThrustThingZ (0,7,1,0)
		CASA ABCD 3
		TNT1 A 0 A_ScaleVelocity(0.5)
		TNT1 A 0 ThrustThingZ (0,7,1,0)
		CASA EFGH 3
		TNT1 A 0 A_ScaleVelocity(0.5)
		TNT1 A 0 ThrustThingZ (0,7,1,0)
		CASA ABCD 3
		TNT1 A 0 A_ScaleVelocity(0.5)
		TNT1 A 0 ThrustThingZ (0,7,1,0)
		CASA EFGH 3
		TNT1 A 0 A_SpawnItem("BUBULZ")
		Loop
	}
}

ACTOR EmptyBrassRevolver : U_EmptyBrass
{
	Scale 0.11
	Mass 2
	BounceFactor 0.4
	States
	{
	Spawn:
		TNT1 A 0
		TNT1 A 0 A_ScaleVelocity(frandom(0.9,1.2))
		TNT1 A 0 A_Jump(256,1,15,30,45)
	Spawn1:
		CASB AAABBB 1 A_SpawnItemEx("BulletCasingSmoke")
		TNT1 A 0 A_JumpIf(waterlevel > 1, "Splash")
		CASB CCCDDD 1 A_SpawnItemEx("BulletCasingSmoke")
		TNT1 A 0 A_JumpIf(waterlevel > 1, "Splash")
		CASB EEEFFF 1 A_SpawnItemEx("BulletCasingSmoke")
		TNT1 A 0 A_JumpIf(waterlevel > 1, "Splash")
		CASB GGGHHH 1 A_SpawnItemEx("BulletCasingSmoke")
		TNT1 A 0 A_JumpIf(waterlevel > 1, "Splash")
		Loop
	Spawn2:
		CASB HHHGGG 1 A_SpawnItemEx("BulletCasingSmoke")
		TNT1 A 0 A_JumpIf(waterlevel > 1, "Splash")
		CASB FFFEEE 1 A_SpawnItemEx("BulletCasingSmoke")
		TNT1 A 0 A_JumpIf(waterlevel > 1, "Splash")
		CASB DDDCCC 1 A_SpawnItemEx("BulletCasingSmoke")
		TNT1 A 0 A_JumpIf(waterlevel > 1, "Splash")
		CASB BBBAAA 1 A_SpawnItemEx("BulletCasingSmoke")
		TNT1 A 0 A_JumpIf(waterlevel > 1, "Splash")
		Loop
	Death:
		TNT1 A 0 ACS_ExecuteAlways(798, 0, 0, 0, 0)//Check Effects
		TNT1 A 0 A_Jump(256,"Rest1","Rest2","Rest3","Rest4","Rest5","Rest6")
		Goto Rest1
	Rest1:
		CASB I 1000
		TNT1 A 0 A_JumpIfInventory("LowGraphicsMode", 1, "Vanish1")
		CASB I 20000
		Stop
	Vanish1:
		CASB I 1 A_FadeOut(0.1)
		Loop
	Rest2:
		CASB J 1000
		TNT1 A 0 A_JumpIfInventory("LowGraphicsMode", 1, "Vanish2")
		CASB J 20000
		Stop
	Vanish2:
		CASB J 1 A_FadeOut(0.1)
		Loop
	Rest3:
		CASB K 1000
		TNT1 A 0 A_JumpIfInventory("LowGraphicsMode", 1, "Vanish3")
		CASB K 20000
		Stop
	Vanish3:
		CASB K 1 A_FadeOut(0.1)
		Loop
	Rest4:
		CASB L 1000
		TNT1 A 0 A_JumpIfInventory("LowGraphicsMode", 1, "Vanish4")
		CASB L 20000
		Stop
	Vanish4:
		CASB L 1 A_FadeOut(0.1)
		Loop
	Rest5:
		CASB M 1000
		TNT1 A 0 A_JumpIfInventory("LowGraphicsMode", 1, "Vanish5")
		CASB M 20000
		Stop
	Vanish5:
		CASB M 1 A_FadeOut(0.1)
		Loop
	Rest6:
		CASB N 1000
		TNT1 A 0 A_JumpIfInventory("LowGraphicsMode", 1, "Vanish6")
		CASB N 20000
		Stop
	Vanish6:
		CASB N 1 A_FadeOut(0.1)
		Loop
	Splash:
		TNT1 A 0 A_ChangeFlag(DOOMBOUNCE,FALSE)
		TNT1 A 0 A_ScaleVelocity(0.5)
		TNT1 A 0 ThrustThingZ (0,7,1,0)
		CASB ABCD 3
		TNT1 A 0 A_ScaleVelocity(0.5)
		TNT1 A 0 ThrustThingZ (0,7,1,0)
		CASB EFGH 3
		TNT1 A 0 A_ScaleVelocity(0.5)
		TNT1 A 0 ThrustThingZ (0,7,1,0)
		CASB ABCD 3
		TNT1 A 0 A_ScaleVelocity(0.5)
		TNT1 A 0 ThrustThingZ (0,7,1,0)
		CASB EFGH 3
		TNT1 A 0 A_SpawnItem("BUBULZ")
		Loop
	}
}

ACTOR EmptyBrassSniper : U_EmptyBrass
{
	Mass 2
	Scale 0.14
	BounceFactor 0.4
	States
	{
	Spawn:
		TNT1 A 0
		TNT1 A 0 A_ScaleVelocity(frandom(0.9,1.2))
		TNT1 A 0 A_Jump(256,1,10,20,30)
	Spawn1:
		CASC AABBCCDD 1 A_SpawnItemEx("BulletCasingSmoke")
		TNT1 A 0 A_JumpIf(waterlevel > 1, "Splash")
		CASC EEFFGGHH 1 A_SpawnItemEx("BulletCasingSmoke")
		TNT1 A 0 A_JumpIf(waterlevel > 1, "Splash")
		Loop
	Spawn2:
		CASC HHGGFFEE 1 A_SpawnItemEx("BulletCasingSmoke")
		TNT1 A 0 A_JumpIf(waterlevel > 1, "Splash")
		CASC DDCCBBAA 1 A_SpawnItemEx("BulletCasingSmoke")
		TNT1 A 0 A_JumpIf(waterlevel > 1, "Splash")
		Loop
	Death:
		TNT1 A 0 ACS_ExecuteAlways(798, 0, 0, 0, 0)//Check Effects
		TNT1 A 0 A_Jump(256,"Rest1","Rest2","Rest3","Rest4","Rest5","Rest6")
		Goto Rest1
	Rest1:
		CASC I 1000
		TNT1 A 0 A_JumpIfInventory("LowGraphicsMode", 1, "Vanish1")
		CASC I 20000
		Stop
	Vanish1:
		CASC I 1 A_FadeOut(0.1)
		Loop
	Rest2:
		CASC J 1000
		TNT1 A 0 A_JumpIfInventory("LowGraphicsMode", 1, "Vanish2")
		CASC J 20000
		Stop
	Vanish2:
		CASC J 1 A_FadeOut(0.1)
		Loop
	Rest3:
		CASC K 1000
		TNT1 A 0 A_JumpIfInventory("LowGraphicsMode", 1, "Vanish3")
		CASC K 20000
		Stop
	Vanish3:
		CASC K 1 A_FadeOut(0.1)
		Loop
	Rest4:
		CASC L 1000
		TNT1 A 0 A_JumpIfInventory("LowGraphicsMode", 1, "Vanish4")
		CASC L 20000
		Stop
	Vanish4:
		CASC L 1 A_FadeOut(0.1)
		Loop
	Rest5:
		CASC M 1000
		TNT1 A 0 A_JumpIfInventory("LowGraphicsMode", 1, "Vanish5")
		CASC M 20000
		Stop
	Vanish5:
		CASC M 1 A_FadeOut(0.1)
		Loop
	Rest6:
		CASC N 1000
		TNT1 A 0 A_JumpIfInventory("LowGraphicsMode", 1, "Vanish6")
		CASC N 20000
		Stop
	Vanish6:
		CASC N 1 A_FadeOut(0.1)
		Loop
	Splash:
		TNT1 A 0 A_ChangeFlag(DOOMBOUNCE,FALSE)
		TNT1 A 0 A_ScaleVelocity(0.5)
		TNT1 A 0 ThrustThingZ (0,7,1,0)
		CASC ABCD 3
		TNT1 A 0 A_ScaleVelocity(0.5)
		TNT1 A 0 ThrustThingZ (0,7,1,0)
		CASC EFGH 3
		TNT1 A 0 A_ScaleVelocity(0.5)
		TNT1 A 0 ThrustThingZ (0,7,1,0)
		CASC ABCD 3
		TNT1 A 0 A_ScaleVelocity(0.5)
		TNT1 A 0 ThrustThingZ (0,7,1,0)
		CASC EFGH 3
		TNT1 A 0 A_SpawnItem("BUBULZ")
		Loop
	}
}

ACTOR U_ShotgunCasing : U_EmptyBrass replaces ShotgunCasing
{
	Mass 2
	Scale 0.16
	BounceFactor 0.4
	SeeSound "weapons/shell"
	States
	{
	Spawn:
		TNT1 A 0
		TNT1 A 0 A_ScaleVelocity(frandom(0.9,1.2))
		TNT1 A 0 A_Jump(256,1,15,30,45)
	Spawn1:
		CAS2 AAABBB 1 A_SpawnItemEx("BulletCasingSmoke")
		TNT1 A 0 A_JumpIf(waterlevel > 1, "Splash")
		CAS2 CCCDDD 1 A_SpawnItemEx("BulletCasingSmoke")
		TNT1 A 0 A_JumpIf(waterlevel > 1, "Splash")
		CAS2 EEEFFF 1 A_SpawnItemEx("BulletCasingSmoke")
		TNT1 A 0 A_JumpIf(waterlevel > 1, "Splash")
		CAS2 GGGHHH 1 A_SpawnItemEx("BulletCasingSmoke")
		TNT1 A 0 A_JumpIf(waterlevel > 1, "Splash")
		Loop
	Spawn2:
		CAS2 HHHGGG 1 A_SpawnItemEx("BulletCasingSmoke")
		TNT1 A 0 A_JumpIf(waterlevel > 1, "Splash")
		CAS2 FFFEEE 1 A_SpawnItemEx("BulletCasingSmoke")
		TNT1 A 0 A_JumpIf(waterlevel > 1, "Splash")
		CAS2 DDDCCC 1 A_SpawnItemEx("BulletCasingSmoke")
		TNT1 A 0 A_JumpIf(waterlevel > 1, "Splash")
		CAS2 BBBAAA 1 A_SpawnItemEx("BulletCasingSmoke")
		TNT1 A 0 A_JumpIf(waterlevel > 1, "Splash")
		Loop
	Death:
		TNT1 A 0 ACS_ExecuteAlways(798, 0, 0, 0, 0)//Check Effects
		TNT1 A 0 A_Jump(256,"Rest1","Rest2","Rest3","Rest4","Rest5","Rest6")
		Goto Rest1
	Rest1:
		CAS2 I 1000
		TNT1 A 0 A_JumpIfInventory("LowGraphicsMode", 1, "Vanish1")
		CAS2 I 20000
		Stop
	Vanish1:
		CAS2 I 1 A_FadeOut(0.1)
		Loop
	Rest2:
		CAS2 J 1000
		TNT1 A 0 A_JumpIfInventory("LowGraphicsMode", 1, "Vanish2")
		CAS2 J 20000
		Stop
	Vanish2:
		CAS2 J 1 A_FadeOut(0.1)
		Loop
	Rest3:
		CAS2 K 1000
		TNT1 A 0 A_JumpIfInventory("LowGraphicsMode", 1, "Vanish3")
		CAS2 K 20000
		Stop
	Vanish3:
		CAS2 K 1 A_FadeOut(0.1)
		Loop
	Rest4:
		CAS2 L 1000
		TNT1 A 0 A_JumpIfInventory("LowGraphicsMode", 1, "Vanish4")
		CAS2 L 20000
		Stop
	Vanish4:
		CAS2 L 1 A_FadeOut(0.1)
		Loop
	Rest5:
		CAS2 M 1000
		TNT1 A 0 A_JumpIfInventory("LowGraphicsMode", 1, "Vanish5")
		CAS2 M 20000
		Stop
	Vanish5:
		CAS2 M 1 A_FadeOut(0.1)
		Loop
	Rest6:
		CAS2 N 1000
		TNT1 A 0 A_JumpIfInventory("LowGraphicsMode", 1, "Vanish6")
		CAS2 N 20000
		Stop
	Vanish6:
		CAS2 N 1 A_FadeOut(0.1)
		Loop
	Splash:
		TNT1 A 0 A_ChangeFlag(DOOMBOUNCE,FALSE)
		TNT1 A 0 A_ScaleVelocity(0.5)
		TNT1 A 0 ThrustThingZ (0,7,1,0)
		CAS2 ABCD 3
		TNT1 A 0 A_ScaleVelocity(0.5)
		TNT1 A 0 ThrustThingZ (0,7,1,0)
		CAS2 EFGH 3
		TNT1 A 0 A_ScaleVelocity(0.5)
		TNT1 A 0 ThrustThingZ (0,7,1,0)
		CAS2 ABCD 3
		TNT1 A 0 A_ScaleVelocity(0.5)
		TNT1 A 0 ThrustThingZ (0,7,1,0)
		CAS2 EFGH 3
		TNT1 A 0 A_SpawnItem("BUBULZ")
		Loop
	}
}

ACTOR AutoShotgunCasing : U_ShotgunCasing
{
	translation "176:191=114:127", "16:47=114:127"
}

ACTOR U_GiantEmptyBrass: U_EmptyBrass replaces GiantEmptyBrass
{
	Gravity 0.8
	Speed 12
	Scale 0.5
}