
ACTOR RifleCaseSpawn
{
	Speed 20
	PROJECTILE
	+NOCLIP
	+CLIENTSIDEONLY
	States
	{
	Spawn:
        TNT1 A 0
		TNT1 A 1 A_CustomMissile("EmptyCase",1,0,random(50,80),2,random(45,80))
		Stop
	}
}

ACTOR ShotCaseSpawn : RifleCaseSpawn
{
	States
	{
	Spawn:
        TNT1 A 0
		TNT1 A 1 A_CustomMissile("ShotgunCase",1,0,random(50,80),2,random(45,80))
		Stop
	}
} 

ACTOR ShotCaseSpawn2 : RifleCaseSpawn
{
	States
	{
	Spawn:
        TNT1 A 0
		TNT1 A 1 A_CustomMissile("ShotgunCase",1,0,random(-50,-80),2,random(45,80))
		Stop
	}
} 

ACTOR EmptyCase
{
   Height 2
   Radius 2
   Speed 8
   Scale 0.1
   +DOOMBOUNCE
   -CANBOUNCEWATER
   - NOGRAVITY
   +WINDTHRUST
   +CLIENTSIDEONLY
   +MOVEWITHSECTOR
   +MISSILE
   +NOBLOCKMAP
   -DROPOFF
   +NOTELEPORT
   +FORCEXYBILLBOARD
   +NOTDMATCH
   +GHOST
   //+DONTSPLASH
   //+CANBOUNCEWATER
   +FLOORCLIP
   +THRUACTORS
   Mass 0
   BounceFactor 0.3
   DeathSound "weapons/casing"
   BounceSound "weapons/casing"
   States
   {
   Spawn:
      //C4S3 FGHABCDEFGHABCDEFGH 3 
	  TNT1 A 0
	  TNT1 A 0 A_JumpIf(waterlevel > 1, "Splash")
	  C4S3 FFGGHHAABBCCDDEEFFGGHHAABBCCDDEEFFGGHH 1
	  C4S3 FFGGHHAABBCCDDEEFFGGHHAABBCCDDEEFFGGHH 1
      STOP

   Death:
      C4S3 I 0
      LCPJ A 0 A_Jump(256,"Rest1","Rest2","Rest3","Rest4","Rest5","Rest6","Rest7")
      Goto Rest1
    Rest1:
      C4S3 I 100
	  Stop
    Rest2:
      C4S3 J 100
	  Stop
    Rest3:
      C4S3 K 100
	  Stop
    Rest4:
      C4S3 L 100
	  Stop
    Rest5:
      C4S3 M 100
	  Stop
    Rest6:
      C4S3 I 100
	  Stop
    Rest7:
      C4S3 J 100
	  Stop
	 
	Splash:
	TNT1 A 0
	Stop
   }
}


ACTOR ShotgunCase
{
   Height 2
   Radius 2
   Speed 7
   Scale 0.15
   +DOOMBOUNCE
   -CANBOUNCEWATER
   - NOGRAVITY
   +WINDTHRUST
   +CLIENTSIDEONLY
   +MOVEWITHSECTOR
   +MISSILE
   +NOBLOCKMAP
   -DROPOFF
   +NOTELEPORT
   +FORCEXYBILLBOARD
   +NOTDMATCH
   +GHOST
   //+CANBOUNCEWATER
   //+DONTSPLASH
   Mass 2
   BounceFactor 0.3
   DeathSound "weapons/shell"
   BounceSound "weapons/shell"
   States
   {
    Spawn:
      C4S2 AABBCCDDEEFFGGHHAABBCCDDEEFFGGHH 1
      Stop
   Death:
	  TNT1 A 0
      LCPJ A 0 A_Jump(256,"Rest1","Rest2","Rest3","Rest4","Rest5","Rest6","Rest7")
      Goto Rest1
     Rest1:
      C4S2 I 100
	  Stop
    Rest2:
      C4S2 J 100
	  Stop
    Rest3:
      C4S2 K 100
	  Stop
    Rest4:
      C4S2 L 100
	  Stop
    Rest5:
      C4S2 M 100
	  Stop
    Rest6:
      C4S2 I 100
	  Stop
    Rest7:
      C4S2 J 100
	  Stop
	Stoping:
		TNT1 A 0
		Stop
   }
}