ACTOR RifleCaseSpawn
{
	Speed 20
	PROJECTILE
	+NOCLIP
	+CLIENTSIDEONLY
	States
	{
	Spawn:
        TNT1 A 0
		TNT1 A 1 A_CustomMissile("EmptyBrass",1,0,random(-80,-100),2,random(45,80))
		Stop
	}
}
ACTOR EmptyBrass
{
   Height 2
   Radius 2
   Speed 6
   Scale 0.15
   +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 FFGGHHAABBCCDDEEFFGGHHAABBCCDDEEFFGGHH 1
	  C4S3 FFGGHHAABBCCDDEEFFGGHHAABBCCDDEEFFGGHH 1
      STOP
   Death:
      C4S3 I 0
      LCPJ A 0 A_Jump(256,"Rest1","Rest2","Rest3","Rest4","Rest5","Rest6","Rest7","Rest8")
      Goto Rest1
    Rest1:
      C4S3 I 200
	  C4S3 I -1
      Loop
    Rest2:
      C4S3 J 200
	  C4S3 J -1
      Loop
    Rest3:
      C4S3 K 200
	  C4S3 K -1
      Loop
    Rest4:
      C4S3 L 200
	  C4S3 L -1
      Loop
    Rest5:
      C4S3 M 200
	  C4S3 M -1
      Loop
    Rest6:
      C4S3 I 200
	  C4S3 I -1
      Loop
    Rest7:
      C4S3 J 200
	  C4S3 J -1
      Loop
    Rest8:
      C4S3 K 200
	  C4S3 K -1
      Loop
   }
}
ACTOR PistolCaseSpawn : RifleCaseSpawn
{
	States
	{
	Spawn:
        TNT1 A 0
		TNT1 A 1 A_CustomMissile("PistolCasing",0,0,random(-80,-100),2,random(40,60))
		Stop
	}
} 
ACTOR PistolCasing: EMptyBrass
{
   
   Scale 0.1
   States
   {
   Spawn:
	  TNT1 A 0	  
      C4S1 FFGGHHAABBCCDDEEFFGGHHAABBCCDDEEFFGGHH 1
      STOP
   Death:
       C4S1 I 0
      LCPJ A 0 A_Jump(256,"Rest1","Rest2","Rest3","Rest4","Rest5")
      Goto Rest1
    Rest1:
      C4S1 I 200
      Loop
    Rest2:
      C4S1 J 200
      Loop
    Rest3:
      C4S1 K 200
      Loop
    Rest4:
      C4S1 L 200
      Loop
    Rest5:
      C4S1 M 200
      Loop
   }
}
ACTOR ShotCaseSpawn : RifleCaseSpawn
{
	States
	{
	Spawn:
        TNT1 A 0
		TNT1 A 1 A_CustomMissile("ShotgunCasing",0,0,random(-80,-100),2,random(40,60))
		Stop
	}
} 
ACTOR ShotgunCasing
{
   Height 2
   Radius 2
   Speed 6
   Scale 0.25
   +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:
      CASS AABBCCDDEEFFAABBCCDDEEFF 1
      Stop
   Death:
	  TNT1 A 0
      LCPJ A 0 A_Jump(256,"Rest1","Rest2")
      Goto Rest1
    Rest1:
      CASS A 200
      Loop
    Rest2:
      CASS E 200
      Loop
   }
}