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
{
	speed 6
	radius 16
	height 4
	Gravity 0.9
	damage 0
	+THRUACTORS
	+MISSILE
	+NOTELEPORT
	+NOBLOCKMAP
	+BLOODLESSIMPACT
	+FORCEXYBILLBOARD
	+NODAMAGETHRUST
	+MOVEWITHSECTOR
	+CORPSE
	-DONTSPLASH
	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 H 4
	 TNT1 A 0 A_ChangeFlag("THRUACTORS", 0)
	 TRII GFEDCBA 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
{
	speed 6
	radius 16
	height 4
	Gravity 0.9
	damage 0
	+THRUACTORS
	+MISSILE
	+NOTELEPORT
	+NOBLOCKMAP
	+BLOODLESSIMPACT
	+FORCEXYBILLBOARD
	+NODAMAGETHRUST
	+MOVEWITHSECTOR
	+CORPSE
	-DONTSPLASH
	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
	}
}