//////////////////////////////
// CASINGS					//
//////////////////////////////

////////////////////////////////
//PISTOL CASING
////////////////////////////////
ACTOR PistolCaseSpawn
{
	Speed 20
	PROJECTILE
	+NOCLIP
	+CLIENTSIDEONLY
	States
	{
	Spawn:
        TNT1 A 0
		TNT1 A 0 A_CustomMissile("Casing1",-5,0,random(-80,-100),CMF_AIMDIRECTION | CMF_TRACKOWNER,random(45,80))
		TNT1 A 1
		TNT1 A 1
		Stop
	}
}

////////////////////////////////
ACTOR Casing1
{
	Height 2
	Radius 2
	Speed 6
	Scale 0.04
	BounceType "Doom"
	-NOGRAVITY
	+WINDTHRUST
	+CLIENTSIDEONLY
	+MOVEWITHSECTOR
	+MISSILE
	+NOBLOCKMAP
	-DROPOFF
	+NOTELEPORT
	+FORCEXYBILLBOARD
	+NOTDMATCH
	+GHOST
	BounceSound "weapons/casing"
	States
	{
	Spawn:
		CAS6 A 0
		CAS6 A 0 A_JumpIf(waterlevel == 2, "Underwater")
		CAS6 ABCDEFGH 2
	Loop

	Underwater:
		CAS6 ABCDEFGHAB 3 A_FadeOut(0.1)
	Stop

	Death:
		CAS6 D 60

	Rest1:
		CAS6 A 2000
	Goto Vanish

	Rest2:
		CAS6 E 2000
	Goto Vanish

	Rest1GD:
		CAS6 A 250
	Stop

	Rest2GD:
		CAS6 E 250
	Stop

	Vanish:
		TNT1 A 0
	Stop
	}
}

////////////////////////////////
//SHOTGUN CASING
////////////////////////////////
ACTOR ShotgunCaseSpawn
{
	Speed 20
	PROJECTILE
	+NOCLIP
	+CLIENTSIDEONLY
	States
	{
	Spawn:
        TNT1 A 0
		TNT1 A 0 A_CustomMissile("ShotgunShell",-5,0,random(-80,-100),CMF_AIMDIRECTION | CMF_TRACKOWNER,random(45,80))
		TNT1 A 1
		TNT1 A 1
		Stop
	}
}

////////////////////////////////
ACTOR ShotgunShell
{
	Height 2
	Radius 2
	Speed 6
	Scale 0.2
	BounceType "Doom"
	-NOGRAVITY
	+WINDTHRUST
	+CLIENTSIDEONLY
	+MOVEWITHSECTOR
	+MISSILE
	+NOBLOCKMAP
	-DROPOFF
	+NOTELEPORT
	+FORCEXYBILLBOARD
	+NOTDMATCH
	+GHOST
	BounceSound "weapons/casing"
	States
	{
	Spawn:
		CASI A 0
		CASI A 0 A_JumpIf(waterlevel == 2, "Underwater")
		CASI ABCDEFGH 2
	Loop

	Underwater:
		CASI ABCDEFGHAB 3 A_FadeOut(0.1)
	Stop

	Death:
		CASI C 60

	Rest1:
		CASI C 2000
	Goto Vanish

	Rest2:
		CASI C 2000
	Goto Vanish

	Rest1GD:
		CASI C 250
	Stop

	Rest2GD:
		CASI C 250
	Stop

	Vanish:
		TNT1 A 0
	Stop
	}
}

////////////////////////////////
//SSG CASING
////////////////////////////////
ACTOR SuperShotgunCaseSpawn
{
	Speed 20
	PROJECTILE
	+NOCLIP
	+CLIENTSIDEONLY
	States
	{
	Spawn:
        TNT1 A 0
		TNT1 A 0 A_CustomMissile("SSGShell",-5,0,random(-80,-100),CMF_AIMDIRECTION | CMF_TRACKOWNER,random(45,80))
		TNT1 A 1
		TNT1 A 1
		Stop
	}
}

////////////////////////////////
ACTOR SSGShell
{
	Height 2
	Radius 2
	Speed 6
	Scale 0.2
	BounceType "Doom"
	-NOGRAVITY
	+WINDTHRUST
	+CLIENTSIDEONLY
	+MOVEWITHSECTOR
	+MISSILE
	+NOBLOCKMAP
	-DROPOFF
	+NOTELEPORT
	+FORCEXYBILLBOARD
	+NOTDMATCH
	+GHOST
	BounceSound "weapons/casing"
	States
	{
	Spawn:
		CAS4 A 0
		CAS4 A 0 A_JumpIf(waterlevel == 2, "Underwater")
		CAS4 ABCDEFGH 2
	Loop

	Underwater:
		CAS4 ABCDEFGHAB 3 A_FadeOut(0.1)
	Stop

	Death:
		CAS4 C 60

	Rest1:
		CAS4 C 2000
	Goto Vanish

	Rest2:
		CAS4 C 2000
	Goto Vanish

	Rest1GD:
		CAS4 C 250
	Stop

	Rest2GD:
		CAS4 C 250
	Stop

	Vanish:
		TNT1 A 0
	Stop
	}
}