ACTOR SidekickClipDrop
{
   Radius 3
   Height 5
   Speed 0
   Scale 0.2
   BounceSound "Clip/Sidekick"
   PROJECTILE
   -NOGRAVITY
   +BOUNCEONACTORS
   +BOUNCEONCEILINGS
   Gravity 0.75
   BounceType Doom
   BounceCount 3
   BounceFactor 0.6
   States
   {
   Spawn:
      CLP1 A 0
      CLP1 ABCDEFGH 1
      Loop
   Death:
      CLP1 A 0 A_SpawnItemEx("SidekickClipLiedown")
      stop
   }
}

actor SidekickClipLiedown
{
	-NOGRAVITY
	+FLOORCLIP
    Scale 0.2
	States
	{
	Spawn:
	  TNT1 A 0
	  TNT1 A 0 A_Jump(255,"Spawn1","Spawn2")
	  stop
	Spawn1:
	  CLP1 J 1
	  Goto Ded
	Spawn2:
	  CLP1 K 1
	  Goto Ded
	Ded:
	  "####" "#" 210 A_CheckSight("Fadying")
	  Loop
	Fadying:
	  "####" "#" 1 A_FadeOut(0.1)
	  Wait
   }
}

ACTOR FMGClipDrop
{
   Radius 4
   Height 6
   Speed 0
   Scale 0.2
   BounceSound "Clip/FMG"
   PROJECTILE
   -NOGRAVITY
   +BOUNCEONACTORS
   +BOUNCEONCEILINGS
   Gravity 0.75
   BounceType Doom
   BounceCount 3
   BounceFactor 0.6
   States
   {
   Spawn:
      CLP2 A 0
      CLP2 ABCDEFGH 1
      Loop
   Death:
      CLP1 A 0 A_SpawnItemEx("FMGClipLiedown")
      stop
   }
}

actor FMGClipLiedown
{
	-NOGRAVITY
	+FLOORCLIP
    Scale 0.2
	States
	{
	Spawn:
	  TNT1 A 0
	  TNT1 A 0 A_Jump(255,"Spawn1","Spawn2")
	  stop
	Spawn1:
	  CLP2 J 1
	  Goto Ded
	Spawn2:
	  CLP2 K 1
	  Goto Ded
	Ded:
	  "####" "#" 210 A_CheckSight("Fadying")
	  Loop
	Fadying:
	  "####" "#" 1 A_FadeOut(0.1)
	  Wait
   }
}

ACTOR PatriarchClipDrop
{
   Radius 5
   Height 7
   Speed 0
   Scale 0.25
   BounceSound "Clip/FMG"
   PROJECTILE
   -NOGRAVITY
   +BOUNCEONACTORS
   +BOUNCEONCEILINGS
   Gravity 0.75
   BounceType Doom
   BounceCount 3
   BounceFactor 0.6
   States
   {
   Spawn:
      CLP3 A 0
      CLP3 ABCDEFGH 1
      Loop
   Death:
      CLP1 A 0 A_SpawnItemEx("PatriarchClipLiedown")
      stop
   }
}

actor PatriarchClipLiedown
{
	-NOGRAVITY
	+FLOORCLIP
    Scale 0.25
	States
	{
	Spawn:
	  TNT1 A 0
	  TNT1 A 0 A_Jump(255,"Spawn1","Spawn2")
	  stop
	Spawn1:
	  CLP3 J 1
	  Goto Ded
	Spawn2:
	  CLP3 K 1
	  Goto Ded
	Ded:
	  "####" "#" 210 A_CheckSight("Fadying")
	  Loop
	Fadying:
	  "####" "#" 1 A_FadeOut(0.1)
	  Wait
   }
}

ACTOR UziClipDrop
{
   Radius 4
   Height 6
   Speed 0
   Scale 0.17
   BounceSound "Clip/Sidekick"
   PROJECTILE
   -NOGRAVITY
   +BOUNCEONACTORS
   +BOUNCEONCEILINGS
   Gravity 0.75
   BounceType Doom
   BounceCount 2
   BounceFactor 0.6
   States
   {
   Spawn:
      CLP4 A 0
      CLP4 ABCDEFGH 2
      Loop
   Death:
      CLP1 A 0 A_SpawnItemEx("UziClipLiedown")
      stop
   }
}

ACTOR UziClipDrop2 : UziClipDrop //Reversed animation
{
   States
   {
   Spawn:
      CLP4 A 0
      CLP4 HGFEDCBA 2
      Loop
   }
}

actor UziClipLiedown
{
	-NOGRAVITY
	+FLOORCLIP
    Scale 0.17
	States
	{
	Spawn:
	  TNT1 A 0
	  TNT1 A 0 A_Jump(255,"Spawn1","Spawn2")
	  stop
	Spawn1:
	  CLP4 J 1
	  Goto Ded
	Spawn2:
	  CLP4 K 1
	  Goto Ded
	Ded:
	  "####" "#" 210 A_CheckSight("Fadying")
	  Loop
	Fadying:
	  "####" "#" 1 A_FadeOut(0.1)
	  Wait
   }
}
