
Actor CasingLC   /////EL ACTOR EN SI
{
	Height 2
	Radius 2
	Speed 4
	Scale 0.15
	PROJECTILE
	gravity 0.75
	BounceFactor 0.3
	bouncecount 6
	+BOUNCEONWALLS
	+FORCEXYBILLBOARD
	+USEBOUNCESTATE
	+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 1 
	CASA BCDEFGHIJKLMNOP 1 
	loop
	
	Bounce:
	Bounce.Floor:
	Bounce.Ceiling:
	Bounce.Wall:
	Bounce.Actor:
	TNT1 A 0 A_playsound("pistol/casings")
	tnt1 a 0 a_recoil(random(-5,5))
	Goto RollingLoop
	
	death:
	TNT1 A 0 
	TNT1 A 0 A_jump(256, "dead1","dead2")
	loop
	
	dead1:
	NULL A 0 A_playsound("DeathCasing")
	CASA T 60
	CASA T 1 A_fadeout(0.01)
	wait
	
	dead2:
	NULL A 0 A_playsound("DeathCasing")
	casa u 60 
	casa u 1 A_fadeout(0.01)
	wait
}
}

Actor CasingHC   /////EL ACTOR EN SI
{
	Height 2
	Radius 2
	Speed 4
	Scale 0.13
	PROJECTILE
	gravity 0.75
	BounceFactor 0.3
	bouncecount 6
	+BOUNCEONWALLS
	+FORCEXYBILLBOARD
	+USEBOUNCESTATE
	+DOOMBOUNCE
	+DONTSPLASH
	-NOGRAVITY
	+WINDTHRUST
	+CLIENTSIDEONLY
	+MOVEWITHSECTOR
	+MISSILE
	+NOBLOCKMAP
	-DROPOFF
	+NOTDMATCH
	Mass 1
	SeeSound "pistol/casings"
	states
{
    spawn:
	CASC ABCCCDDD 1 
	goto rollingloop
	
	rollingloop:
	CASC A 0 A_jump(128,1,3,5,7)
	CASC A 3 
	CASC BCDEFGHIJKLMNOP 3 
	loop
	
	Bounce:
	Bounce.Floor:
	Bounce.Ceiling:
	Bounce.Wall:
	Bounce.Actor:
	TNT1 A 0 A_playsound("pistol/casings")
	tnt1 a 0 a_recoil(random(-2,7))
	Goto RollingLoop
	
	death:
	TNT1 A 0
	TNT1 A 0 A_jump(256, "dead1","dead2")
	loop
	
	dead1:
	NULL A 0 A_playsound("DeathCasing")
	CASC Q 60
	CASC Q 1 A_fadeout(0.01)
	wait
	
	dead2:
	NULL A 0 A_playsound("DeathCasing")
	CASC V 60 
	CASC V 1 A_fadeout(0.01)
	wait
}
}

Actor CasingHHC   /////EL ACTOR EN SI
{
	Height 2
	Radius 2
	Speed 4
	Scale 0.15
	PROJECTILE
	gravity 0.75
	BounceFactor 0.4
	bouncecount 6
	+BOUNCEONWALLS
	+FORCEXYBILLBOARD
	+USEBOUNCESTATE
	+DOOMBOUNCE
	+DONTSPLASH
	-NOGRAVITY
	+WINDTHRUST
	+CLIENTSIDEONLY
	+MOVEWITHSECTOR
	+MISSILE
	+NOBLOCKMAP
	-DROPOFF
	+NOTDMATCH
	Mass 1
	SeeSound "pistol/casings"
	states
{
    spawn:
	CASK ABCCCDDD 1 
	goto rollingloop
	
	rollingloop:
	CASK A 0 A_jump(128,1,3,5,7)
	CASK A 3 
	CASK BCDEFGHIJKLMNOP 3 
	loop
	
	Bounce:
	Bounce.Floor:
	Bounce.Ceiling:
	Bounce.Wall:
	Bounce.Actor:
	TNT1 A 0 A_playsound("pistol/casings")
	tnt1 a 0 a_recoil(random(-2,7))
	Goto RollingLoop
	
	death:
	TNT1 A 0 
	TNT1 A 0 A_jump(256, "dead1","dead2")
	loop
	
	dead1:
	NULL A 0 A_playsound("DeathCasing")
	CASK Q 60
	CASK Q 1 A_fadeout(0.01)
	wait
	
	dead2:
	NULL A 0 A_playsound("DeathCasing")
	CASK V 60 
	CASK V 1 A_fadeout(0.01)
	wait
}
}

Actor ShellCasing
{
	Height 2
	Radius 2
	Speed 3
	Scale 0.2
	PROJECTILE
	gravity 0.75
	BounceFactor 0.3
	bouncecount 6
	+BOUNCEONWALLS
	+FORCEXYBILLBOARD
	+USEBOUNCESTATE
	+DOOMBOUNCE
	+DONTSPLASH
	-NOGRAVITY
	+WINDTHRUST
	+CLIENTSIDEONLY
	+MOVEWITHSECTOR
	+MISSILE
	+NOBLOCKMAP
	-DROPOFF
	+NOTDMATCH
	Mass 1
	SeeSound "SHOTGUN/casings"
	states
{
spawn:
	CAS2 D 1 
	goto rollingloop
	
	rollingloop:
	CAS2 A 0 A_jump(128,1,3,5,7)
	CAS2 CBA 3 
	CAS2 BCDEFGH 3 
	loop
	
	Bounce:
	Bounce.Floor:
	Bounce.Ceiling:
	Bounce.Wall:
	Bounce.Actor:
	TNT1 A 0 A_playsound("SHOTGUN/casings")
	tnt1 a 0 a_recoil(random(-2,7))
	Goto RollingLoop
	
	death:
	TNT1 A 0 
	TNT1 A 0 A_jump(256, "dead1","dead2")
	loop
	
	dead1:
	NULL A 0 A_playsound("DeathSGCassing")
	CAS2 M 60
	CAS2 M 1 A_fadeout(0.01)
	wait
	
	dead2:
	NULL A 0 A_playsound("DeathSGCassing")
	CAS2 K 60
	CAS2 K 1 A_fadeout(0.01)
	wait
	}
	}

////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
//////////CARGADORES/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////

Actor PistolclipF
{
	Height 2
	Radius 2
	Speed 1
	Scale 0.4
	PROJECTILE
	gravity 0.7
	BounceFactor 0.3
	bouncecount 14
	+BOUNCEONWALLS
	+FORCEXYBILLBOARD
	+USEBOUNCESTATE
	+DOOMBOUNCE
	+DONTSPLASH
	-NOGRAVITY
	+WINDTHRUST
	+CLIENTSIDEONLY
	+MOVEWITHSECTOR
	+MISSILE
	+NOBLOCKMAP
	-DROPOFF
	+NOTDMATCH
	Mass 1
	SeeSound "Clip/Bounce"
	states
{
    spawn:
	PSM8 BB 3 
	goto rollingloop
	
	rollingloop:
	PSM8 A 0 A_jump(128,1,3,5,7)
	PSM8 B 1 
	PSM8 CDEFGHIABCDEFGHI 7 A_SetScale(0.3)
	loop
	
	Bounce:
	Bounce.Floor:
	Bounce.Ceiling:
	Bounce.Wall:
	Bounce.Actor:
	TNT1 A 0 A_playsound("Clip/Bounce")
	tnt1 a 0 a_recoil(random(-10,10))
	Goto RollingLoop
	
	death:
	TNT1 A 0 A_jump(256, "dead1","dead2")
	loop
	
	dead1:
	PSM8 A 0 A_playsound("ClipDeath")
	PSM8 K 60
	PSM8 K 1 A_fadeout(0.01)
	wait
	
	dead2:
	PSM8 A 0 A_playsound("ClipDeath")
	PSM8 J 60 
	PSM8 J 1 A_fadeout(0.01)
	wait
}
}

Actor MP5clipF : PistolclipF
{
	Scale 0.4
	states
{
    spawn:
	MPM8 AA 3 
	goto rollingloop
	
	rollingloop:
	MPM8 A 0 A_jump(128,1,3,5,7)
	MPM8 A 1
	MPM8 BCDEFGHIABCDEFGHI 7 A_SetScale(0.3)
	loop
	
	Bounce:
	Bounce.Floor:
	Bounce.Ceiling:
	Bounce.Wall:
	Bounce.Actor:
	TNT1 A 0 A_playsound("Clip/Bounce")
	tnt1 a 0 a_recoil(random(-10,10))
	Goto RollingLoop
	
	death:
	TNT1 A 0 A_jump(256, "dead1","dead2")
	loop
	
	dead1:
	PSM8 A 0 A_playsound("ClipDeath")
	MPM8 K 60
	MPM8 K 1 A_fadeout(0.01)
	wait
	
	dead2:
	PSM8 A 0 A_playsound("ClipDeath")
	MPM8 J 60 
	MPM8 J 1 A_fadeout(0.01)
	wait
}
}

Actor AKclipF : PistolclipF
{
	Scale 0.4
	states
{
    spawn:
	AKM8 LL 3 
	goto rollingloop
	
	rollingloop:
	AKM8 A 0 A_jump(128,1,3,5,7)
	AKM8 L 1
	AKM8 BCDEFGHIABCDEFGHI 7 A_SetScale(0.3)
	Loop
	
	Bounce:
	Bounce.Floor:
	Bounce.Ceiling:
	Bounce.Wall:
	Bounce.Actor:
	TNT1 A 0 A_playsound("Clip/Bounce")
	tnt1 a 0 a_recoil(random(-10,10))
	Goto RollingLoop
	
	death:
	TNT1 A 0 A_jump(256, "dead1","dead2")
	loop
	
	dead1:
	AKM8 A 0 A_playsound("ClipDeath")
	AKM8 K 60
	AKM8 K 1 A_fadeout(0.01)
	wait
	
	dead2:
	AKM8 A 0 A_playsound("ClipDeath")
	AKM8 J 60 
	AKM8 J 1 A_fadeout(0.01)
	wait
}
}

Actor SCOTclipF : PistolclipF
{
	Scale 0.5
	states
{
    spawn:
	SCO8 AA 3 
	goto rollingloop
	
	rollingloop:
	AKM8 A 0 A_jump(128,1,3,5,7)
	SCO8 A 1
	SCO8 BCDEFGHIABCDEFGHI 7 A_SetScale(0.4)
	Loop
	
	Bounce:
	Bounce.Floor:
	Bounce.Ceiling:
	Bounce.Wall:
	Bounce.Actor:
	TNT1 A 0 A_playsound("Clip/Bounce")
	tnt1 a 0 a_recoil(random(-10,10))
	Goto RollingLoop
	
	death:
	TNT1 A 0 A_jump(256, "dead1","dead2")
	loop
	
	dead1:
	AKM8 A 0 A_playsound("ClipDeath")
	SCO8 K 60
	SCO8 K 1 A_fadeout(0.01)
	wait
	
	dead2:
	SCO8 A 0 A_playsound("ClipDeath")
	SCO8 J 60 
	SCO8 J 1 A_fadeout(0.01)
	wait
}
}

////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////

Actor CascoDrop : PistolclipF
{
	Scale 1
	Speed 3
	states
{
    spawn:
	A99X AA 3 
	goto rollingloop
	
	rollingloop:
	A99X A 0 A_jump(128,1,3,5,7)
	A99X A 1
	A99X BCDEFGH 7
	Loop
	
	Bounce:
	Bounce.Floor:
	Bounce.Ceiling:
	Bounce.Wall:
	Bounce.Actor:
	TNT1 A 0 A_playsound("Clip/Bounce")
	tnt1 a 0 a_recoil(random(-3,3))
	Goto RollingLoop
	
	death:
	TNT1 A 0 A_jump(256, "dead1","dead2")
	loop
	
	dead1:
	AKM8 A 0 A_playsound("ClipDeath")
	A99X E 60
	A99X E 1 A_fadeout(0.01)
	wait
	
	dead2:
	SCO8 A 0 A_playsound("ClipDeath")
	A99X A 60 
	A99X A 1 A_fadeout(0.01)
	wait
}
}

Actor GreenArmorDrop : PistolclipF
{
	Scale 1
	Speed 3
	states
{
    spawn:
	A114 AA 3 
	goto rollingloop
	
	rollingloop:
	A114 A 0 A_jump(128,1,3,5,7)
	A114 A 1
	A114 BCDEFGH 7
	Loop
	
	Bounce:
	Bounce.Floor:
	Bounce.Ceiling:
	Bounce.Wall:
	Bounce.Actor:
	TNT1 A 0 A_playsound("Clip/Bounce")
	tnt1 a 0 a_recoil(random(-3,3))
	Goto RollingLoop
	
	death:
	TNT1 A 0 A_jump(256, "dead1","dead2")
	loop
	
	dead1:
	AKM8 A 0 A_playsound("ClipDeath")
	A114 J 60
	A114 J 1 A_fadeout(0.01)
	wait
	
	dead2:
	SCO8 A 0 A_playsound("ClipDeath")
	A114 I 60 
	A114 I 1 A_fadeout(0.01)
	wait
}
}

Actor BlueArmorDrop : PistolclipF
{
	Scale 1
	Speed 3
	states
{
    spawn:
	A114 KK 3 
	goto rollingloop
	
	rollingloop:
	A114 A 0 A_jump(128,1,3,5,7)
	A114 K 1
	A114 LMNOPQR 7
	Loop
	
	Bounce:
	Bounce.Floor:
	Bounce.Ceiling:
	Bounce.Wall:
	Bounce.Actor:
	TNT1 A 0 A_playsound("Clip/Bounce")
	tnt1 a 0 a_recoil(random(-3,3))
	Goto RollingLoop
	
	death:
	TNT1 A 0 A_jump(256, "dead1","dead2")
	loop
	
	dead1:
	AKM8 A 0 A_playsound("ClipDeath")
	A114 S 60
	A114 S 1 A_fadeout(0.01)
	wait
	
	dead2:
	SCO8 A 0 A_playsound("ClipDeath")
	A114 T 60 
	A114 T 1 A_fadeout(0.01)
	wait
}
}

Actor P1Drop : PistolclipF
{
	yScale 0.85
	Scale 0.65
	Speed 6
	gravity 0.3
	states
{
    spawn:
	A113 AA 3 
	goto rollingloop
	
	rollingloop:
	A113 A 0 A_jump(128,1,3,5,7)
	A113 A 1
	A113 BCDEFGH 7
	Loop
	
	Bounce:
	Bounce.Floor:
	Bounce.Ceiling:
	Bounce.Wall:
	Bounce.Actor:
	TNT1 A 0 A_playsound("Clip/Bounce")
	tnt1 a 0 a_recoil(random(-3,3))
	Goto RollingLoop
	
	death:
	TNT1 A 0 A_jump(256, "dead1","dead2")
	loop
	
	dead1:
	AKM8 A 0 A_playsound("ClipDeath")
	A113 E 60
	A113 E 1 A_fadeout(0.01)
	wait
	
	dead2:
	SCO8 A 0 A_playsound("ClipDeath")
	A113 A 60 
	A113 A 1 A_fadeout(0.01)
	wait
}
}

Actor PVDrop : PistolclipF
{
	yScale 0.55
	Scale 0.35
	Speed 6
	gravity 0.3
	states
{
    spawn:
	LIQU BB 3 
	goto rollingloop
	
	rollingloop:
	LIQU B 0 A_jump(128,1,3,5,7)
	LIQU B 1
	LIQU CDEFGH 5
	Loop
	
	Bounce:
	Bounce.Floor:
	Bounce.Ceiling:
	Bounce.Wall:
	Bounce.Actor:
	TNT1 A 0 A_playsound("Clip/Bounce")
	tnt1 a 0 a_recoil(random(-3,3))
	Goto RollingLoop
	
	death:
	TNT1 A 0 A_jump(256, "dead1","dead2")
	loop
	
	dead1:
	AKM8 A 0 A_playsound("ClipDeath")
	LIQU D 60
	LIQU D 1 A_fadeout(0.01)
	wait
	
	dead2:
	SCO8 A 0 A_playsound("ClipDeath")
	LIQU G 60 
	LIQU G 1 A_fadeout(0.01)
	wait
}
}

Actor PBDrop : PistolclipF
{
	yScale 0.85
	Scale 0.65
	Speed 6
	gravity 0.3
	states
{
    spawn:
	A112 AA 3 
	goto rollingloop
	
	rollingloop:
	A112 A 0 A_jump(128,1,3,5,7)
	A112 A 1
	A112 BCDEFGH 7
	Loop
	
	Bounce:
	Bounce.Floor:
	Bounce.Ceiling:
	Bounce.Wall:
	Bounce.Actor:
	TNT1 A 0 A_playsound("Clip/Bounce")
	tnt1 a 0 a_recoil(random(-3,3))
	Goto RollingLoop
	
	death:
	TNT1 A 0 A_jump(256, "dead1","dead2")
	loop
	
	dead1:
	AKM8 A 0 A_playsound("ClipDeath")
	A112 E 60
	A112 E 1 A_fadeout(0.01)
	wait
	
	dead2:
	SCO8 A 0 A_playsound("ClipDeath")
	A112 A 60 
	A112 A 1 A_fadeout(0.01)
	wait
}
}