actor ErasusCasing : Ammo //Inventory
{
	Inventory.Amount 1
	Inventory.MaxAmount 400
	Ammo.BackpackMaxAmount 800
	Ammo.BackPackAmount 200
	Inventory.InterHubAmount 0x7FFFFFFF
	//Inventory.InterHubAmount 800
	Inventory.Icon ARTIERGO
	Inventory.PickupMessage "" //Picked up a depleted HE shell.
	Inventory.PickupFlash None
	+INVBAR
	+QUIET
	Scale 0.6
	States
	{
	Spawn:
	  TNT1 A 0
	  TNT1 A 0 A_JumpIfInTargetInventory("QuadUpgrade",1,"QSpawn")
	  TNT1 A 0 A_Jump(255,"Spawn1","Spawn2","Spawn3","Spawn4","Spawn5","Spawn6")
	  stop
	Spawn1:
	  SHLP I 150
	  SHLP I 0 A_Jump(64,1)
	  Loop
	  SHLP I 1 A_FadeOut(0.1)
	  Wait
	Spawn2:
	  SHLP J 150
	  SHLP J 0 A_Jump(64,1)
	  Loop
	  SHLP J 1 A_FadeOut(0.1)
	  Wait
	Spawn3:
	  SHLP K 150
	  SHLP K 0 A_Jump(64,1)
	  Loop
	  SHLP K 1 A_FadeOut(0.1)
	  Wait
	Spawn4:
	  SHLP L 150
	  SHLP L 0 A_Jump(64,1)
	  Loop
	  SHLP L 1 A_FadeOut(0.1)
	  Wait
	Spawn5:
	  SHLP M 150
	  SHLP M 0 A_Jump(64,1)
	  Loop
	  SHLP M 1 A_FadeOut(0.1)
	  Wait
	Spawn6:
	  SHLP N 150
	  SHLP N 0 A_Jump(64,1)
	  Loop
	  SHLP N 1 A_FadeOut(0.1)
	  Wait
	  
	QSpawn:
	  TNT1 A 0
	  TNT1 A 0 A_Jump(255,"QSpawn1","QSpawn2","QSpawn3","QSpawn4","QSpawn5","QSpawn6")
	  stop
	QSpawn1:
	  QHLP I 150
	  QHLP I 0 A_Jump(64,1)
	  Loop
	  QHLP I 1 A_FadeOut(0.1)
	  Wait
	QSpawn2:
	  QHLP J 150
	  QHLP J 0 A_Jump(64,1)
	  Loop
	  QHLP J 1 A_FadeOut(0.1)
	  Wait
	QSpawn3:
	  QHLP K 150
	  QHLP K 0 A_Jump(64,1)
	  Loop
	  QHLP K 1 A_FadeOut(0.1)
	  Wait
	QSpawn4:
	  QHLP L 150
	  QHLP L 0 A_Jump(64,1)
	  Loop
	  QHLP L 1 A_FadeOut(0.1)
	  Wait
	QSpawn5:
	  QHLP M 150
	  QHLP M 0 A_Jump(64,1)
	  Loop
	  QHLP M 1 A_FadeOut(0.1)
	  Wait
	QSpawn6:
	  QHLP N 150
	  QHLP N 0 A_Jump(64,1)
	  Loop
	  QHLP N 1 A_FadeOut(0.1)
	  Wait
   }
}

actor BooletCasing : Ammo //Inventory
{
	Inventory.Amount 1
	Inventory.MaxAmount 600
	Ammo.BackpackMaxAmount 1200
	Ammo.BackPackAmount 200
	Inventory.InterHubAmount 0x7FFFFFFF
	//Inventory.InterHubAmount 1200
	Inventory.Icon ARTISUM
	+INVBAR
}