Actor IsUACEliteOfficerClass  : ClassToken {}

Actor UACEliteOfficerClass : PlayerPawn
{
	Speed .90
	Health 175
	Player.MaxHealth 175
	Radius 16
	Height 56
	Mass 175
	PainChance 255
	Player.DisplayName "UAC Elite Officer"
	Player.StartItem "IsPlayer", 1
	Player.StartItem "DefaultHud", 1
	Player.StartItem "DefaultMisc", 1
	Player.StartItem "IsUACEliteOfficerClass"
	Player.StartItem "GD2Pistol"
	Player.StartItem "GD2Chaingun"
	Player.StartItem "GD2Fists"
	Player.StartItem "GD9MMAmmo" 100
	Player.StartItem "GDMinigunAmmo" 250
	Player.StartItem "hatCharacterOffset", 93
	Species "Player"
	Player.ScoreIcon "UACEIcon"
    Player.SoundClass "UACEliteOfficer"
	Player.WeaponSlot 1, GD2Fists, GD2Chainsaw
	Player.WeaponSlot 2, GD2Pistol, GDDualPistols
	Player.WeaponSlot 3, GD2Shotgun, GD2SuperShotgun
	Player.WeaponSlot 4, GD2Chaingun, GD2DoubleChaingun
	Player.WeaponSlot 5, GD2RocketLauncher
	Player.WeaponSlot 6, GD2ImprovedShotgun
	Player.WeaponSlot 7, GD2BFG9000
	DamageFactor "Normal", 0.80
	Player.ColorRange 112, 127
	 States
  {
  Spawn:
    GLDG A -1
    Loop
  See:
    GLDG ABCD 4 
    Loop
  Missile:
    GLDG E 12
    Goto Spawn
  Melee:
    GLDG F 6 BRIGHT
    Goto Missile
  Pain:
    GLDG G 4 
    GLDG G 4 A_Pain
    Goto Spawn
  Death:
    GLDG H 5
    GLDG I 5 A_PlayerScream
    GLDG J 5 A_NoBlocking
    GLDG KLM 5
    GLDG N -1
    Stop
  XDeath:
    GLDG O 5
    GLDG P 5 A_XScream
    GLDG Q 5 A_NoBlocking
    GLDG RSTUV 5
    GLDG W -1
    Stop
  }
}


Actor pistolcasespawn
{
speed 20
projectile
+noclip
+clientsideonly
states
{
spawn:
tnt1 a 0
tnt1 a 1 A_custommissile ("Pistol9mmcasings",0,0,random(-60,-100),2,random(40,60))
stop
}
}

Actor pistolcasespawn2
{
speed 20
projectile
+noclip
+clientsideonly
states
{
spawn:
tnt1 a 0
tnt1 a 1 A_custommissile ("Pistol9mmcasings",0,0,random(+60,+100),2,random(40,60))
stop
}
}

Actor Pistol9mmcasings 
{
	Height 2
	Radius 2
	Speed 4
	Scale 0.2
	PROJECTILE
	gravity 0.75
	BounceFactor 0.3
	bouncecount 6
	+BOUNCEONWALLS
	+DOOMBOUNCE
	+DONTSPLASH
	-NOGRAVITY
	+WINDTHRUST
	+CLIENTSIDEONLY
	+MOVEWITHSECTOR
	+MISSILE
	+NOBLOCKMAP
	-DROPOFF
	+NOTDMATCH
	Mass 1
	SeeSound "pistol/casings"
	states
{
    spawn:
	CASA ABCD 1 
	goto rollingloop
	
	rollingloop:
	CASA A 0 A_jump(128,1,3,5,7)
	CASA A 4 A_playsound("pistol/casings")
	CASA B 4 
	CASA C 4
	CASA D 4 
	CASA E 4
	CASA F 4 
	CASA G 4
	CASA H 4 
	CASA I 4
	CASA J 4 
	CASA K 4
	CASA L 4
	CASA M 4
	CASA N 4
	CASA O 4
	CASA P 4 
	loop
	
	death:
	TNT1 A 0 A_jump(256, "dead1","dead2")
	loop
	
	dead1:
	CASA T 60
	CASA T 1 A_fadeout(0.01)
	wait
	
	dead2:
	casa u 60 
	casa u 1 A_fadeout(0.01)
	wait
}
}


Actor Shotgun12GCaseSpawn
{
speed 20
projectile
+noclip
+clientsideonly
states
{
SPAWN:
tnt1 A 0
tnt1 a 1 A_custommissile ("ShotgunCasings",0,0,random(-60,-100),2,random(40,60))
stop
}
}

Actor ShotgunCasings
{
	Height 2
	Radius 2
	Speed 6
	Scale 0.3
	PROJECTILE
	gravity 0.75
	BounceFactor 0.3
	bouncecount 6
	+BOUNCEONWALLS
	+DOOMBOUNCE
	+DONTSPLASH
	-NOGRAVITY
	+WINDTHRUST
	+CLIENTSIDEONLY
	+MOVEWITHSECTOR
	+MISSILE
	+NOBLOCKMAP
	-DROPOFF
	+NOTDMATCH
	Mass 1
	SeeSound "SHOTGUN/casings"
	states
{
spawn:
	PSHE A 1 
	goto rollingloop
	
	rollingloop:
	PSHE A 0 A_jump(128,1,3,5,7)
	PSHE A 3 A_playsound("SHOTGUN/casings")
	PSHE B 3 
	PSHE C 3
	PSHE D 3 
	PSHE E 3
	PSHE F 3 
	PSHE G 3
	loop
	
	death:
	TNT1 A 0 A_jump(256, "dead1")
	loop
	
	dead1:
	NULL A 0 A_playsound("SHOTGUN/casings")
	PSHE H 60
	PSHE H 1 A_fadeout(0.01)
	wait
	}
	}
