actor RifleDrop
{
Radius 0
Height 0
+THRUACTORS
 states
 {
  Spawn:
	 TRII A 0
	 TNT1 A 0 A_Jump(128, "Spawn2")
	 Goto Spawn1

  SPawn1:	
        TNT1 A 0 A_CustomMissile ("DropedRifle", 20, 0, 0, 2, random (30, 50))
        stop
		
  SPawn2:	
        TNT1 A 0 A_CustomMissile ("DropedRifle2", 20, 0, 180, 2, random (30, 50))
        stop		
}
}

ACTOR DropedRifle 
{
 scale 1.0
 speed 6
 health 1
 radius 16
 height 4
 Gravity 0.9
 damage 0
 XScale 0.7
 YScale 0.4
 +THRUACTORS
 +MISSILE
 +NOTELEPORT
 +NOBLOCKMAP
 +BLOODLESSIMPACT 
   +FORCEXYBILLBOARD
   +NODAMAGETHRUST
   +MOVEWITHSECTOR
   +CORPSE
   -DONTSPLASH
   Mass 1
    States
    {

	 Spawn:
	 TRII A 4
	 TNT1 A 0 A_ChangeFlag("THRUACTORS", 0)
	 TRII BCDEFGH 4
	 Loop
	 
	 Death:
	 TNT1 A 0
	 TNT1 A 0 A_SPawnItem("RifleSpawner")
	 Stop
    }
}


ACTOR DropedRifle2: DropedRifle
{
    States
    {

	 Spawn:
	 TRII G 4
	 TNT1 A 0 A_ChangeFlag("THRUACTORS", 0)
	 TRII FEDCBA 4
	 
	 Death:
	 TNT1 A 0
	 TNT1 A 0 A_SPawnItem("RifleSpawner")
	 Stop
    }
}











actor MP40Drop
{
Radius 0
Height 0
+THRUACTORS
 states
 {
  Spawn:
	 TRII A 0
        TNT1 A 0 A_CustomMissile ("DropedMP40", 20, 0, 0, 2, random (30, 50))
        stop	
}
}

ACTOR DropedMP40
{
 scale 1.0
 speed 6
 health 1
 radius 16
 height 4
 Gravity 0.9
 damage 0
 XScale 0.7
 YScale 0.4
 +THRUACTORS
 +MISSILE
 +NOTELEPORT
 +NOBLOCKMAP
 +BLOODLESSIMPACT 
   +FORCEXYBILLBOARD
   +NODAMAGETHRUST
   +MOVEWITHSECTOR
   +CORPSE
   -DONTSPLASH
   Mass 1
    States
    {

	 Spawn:
	 MP40 I 4
	 TNT1 A 0 A_ChangeFlag("THRUACTORS", 0)
	 MP40 IIIIIIIIIIII 4
	 Loop
	 
	 Death:
	 TNT1 A 0
	 TNT1 A 0 A_SPawnItem("MP40Spawner")
	 Stop
    }
}