ACTOR PistolCaseSpawn
{
	Speed 20
	PROJECTILE
	+NOCLIP
	+CLIENTSIDEONLY
	States
	{
	Spawn:
		TNT1 A 0
		TNT1 A 1 A_CustomMissile("EmptyPistolBrass",-5,0,random(-80,-100),2,random(45,80))
		Stop
	}
}

ACTOR EmptyPistolBrass
{
   Height 2
   Radius 2
   Speed 8
   Scale 0.15
   +DOOMBOUNCE
   - NOGRAVITY
   +WINDTHRUST
   +CLIENTSIDEONLY
   +MOVEWITHSECTOR
   +MISSILE
   +NOBLOCKMAP
   -DROPOFF
   +NOTELEPORT
   +FORCEXYBILLBOARD
   +NOTDMATCH
   +GHOST
   //+DONTSPLASH
   //+CANBOUNCEWATER
   +FLOORCLIP
   +THRUACTORS
   Mass 4
   BounceFactor 0.3
   SeeSound "weapons/casing"
   States
   {
   Disappear:
		TNT1 A 1
		Stop
	Spawn:
      MPB3 ABCDEFGH 3
      death:
	  MPB3 M 10
	  loop
	 }
	 
  }
  
  ACTOR EmptyDrumMag
{
   Height 12
   Radius 9
   Speed 4
   Scale 0.25
   +DOOMBOUNCE
   - NOGRAVITY
   +WINDTHRUST
   +CLIENTSIDEONLY
   +MOVEWITHSECTOR
   +MISSILE
   +NOBLOCKMAP
   -DROPOFF
   +NOTELEPORT
   +FORCEXYBILLBOARD
   +NOTDMATCH
   +GHOST
   Mass 1
   SeeSound "weapons/barrelpain"
   States
   {
Disappear:
		TNT1 A 1
		Stop
	Spawn:
		
      TNT1 A 7 A_PlaySound("NULL")
      DRUM ABCDABCD 4
      Goto Spawn+1
   Death:
   
      DRUM A -1
      Stop
   }
}

ACTOR EmptyDrumSpawn
{
	Speed 20
	PROJECTILE
	+NOCLIP
	+CLIENTSIDEONLY
	States
	{
	Spawn:
        TNT1 A 0
		TNT1 A 1 A_CustomMissile("EmptyDrumMag",0,0,random(-80,-100),2,random(40,60))
		Stop
	}
}