//$GZDB_SKIP

//Custom casings, ripped from Dusk.

ACTOR PistolCaseSpawn
{
	Speed 20
	PROJECTILE
	+NOCLIP
	+CLIENTSIDEONLY
	States
	{
	Spawn:
        TNT1 A 0
		TNT1 A 1 A_CustomMissile("PistolCasing",1,0,random(-80,-100),2,random(45,80))
		Stop
	}
}



ACTOR ShotgunCaseSpawn
{
	Speed 20
	PROJECTILE
	+NOCLIP
	+CLIENTSIDEONLY
	States
	{
	Spawn:
        TNT1 A 0
		TNT1 A 1 A_CustomMissile("ShotgunCasing",1,0,random(-80,-100),2,random(45,80))
		Stop
	}
}

ACTOR ShotgunCaseSpawn2
{
	Speed 20
	PROJECTILE
	+NOCLIP
	+CLIENTSIDEONLY
	States
	{
	Spawn:
        TNT1 A 0
		TNT1 A 1 A_CustomMissile("ShotgunCasing",1,0,random(80,100),2,random(45,80))
		Stop
	}
}





ACTOR AssaultCaseSpawn
{
	Speed 20
	PROJECTILE
	+NOCLIP
	+CLIENTSIDEONLY
	States
	{
	Spawn:
        TNT1 A 0
		TNT1 A 1 A_CustomMissile("AssaultCasing",1,0,random(-80,-100),2,random(45,80))
		Stop
	}
}

ACTOR SniperCaseSpawn
{
	Speed 20
	PROJECTILE
	+NOCLIP
	+CLIENTSIDEONLY
	States
	{
	Spawn:
        TNT1 A 0
		TNT1 A 1 A_CustomMissile("SniperCasing",1,0,random(-80,-100),2,random(45,80))
		Stop
	}
}







ACTOR PistolCasing
{
   Height 2
   Radius 2
   Speed 6
   Scale 0.07
   +DOOMBOUNCE
   - NOGRAVITY
   +WINDTHRUST
   +CLIENTSIDEONLY
   +MOVEWITHSECTOR
   +MISSILE
   +NOBLOCKMAP
   -DROPOFF
   +NOTELEPORT
   +FORCEXYBILLBOARD
   +NOTDMATCH
   +GHOST
//   +DONTSPLASH
   //+CANBOUNCEWATER
   +FLOORCLIP
//   +THRUACTORS
   Mass 1//4
   BounceFactor 0.3
   SeeSound "weapons/casing"
   States
   {
   Spawn:
      12CB ABCDEFGHIJKLMNOOOOOOOOOOOOOOOOOO 1 A_JumpIf(waterlevel > 1, "Splash")
      STOP

   Death:
       12CB I 0
	   //TNT1 A 0 ACS_ExecuteAlways(798, 0, 0, 0, 0)//Check Effects
      LCPJ A 0 A_Jump(256,"Rest1","Rest2")
      Goto Rest1
    Rest1:
      12CB O 400
      Goto Stoping
    Rest2:
      12CB P 400
      Goto Stoping
	 
	Splash:
	TNT1 A 0
	//TNT1 A 0 A_SpawnItem("UnderwaterEmptyBrass")
	Stop
	
	Stoping:
	TNT1 A 0
	Stop
   }
}






ACTOR ShotgunCasing
{
   Height 2
   Radius 2
   Speed 6
   Scale 0.06
   +DOOMBOUNCE
   - NOGRAVITY
   +WINDTHRUST
   +CLIENTSIDEONLY
   +MOVEWITHSECTOR
   +MISSILE
   +NOBLOCKMAP
   -DROPOFF
   +NOTELEPORT
   +FORCEXYBILLBOARD
   +NOTDMATCH
   +GHOST
//   +DONTSPLASH
   //+CANBOUNCEWATER
   +FLOORCLIP
//   +THRUACTORS
   Mass 1//4
   BounceFactor 0.3
   SeeSound "weapons/casing"
   States
   {
   Spawn:
       12CB I 0
	   //TNT1 A 0 ACS_ExecuteAlways(798, 0, 0, 0, 0)//Check Effects
      LCPJ A 0 A_Jump(256,"Spawn1","Spawn2","Spawn3","Spawn4")
      Goto Spawn1

   Spawn1:
      04CA BCDEFGHIJKLMNOOOOOOOOOOOOOOOOOOOO 1 A_JumpIf(waterlevel > 1, "Splash")
      STOP

   Spawn2:
      04CB BCDEFGHIJKLMNNNNNNNNNNNNNNNNNNNNN 1 A_JumpIf(waterlevel > 1, "Splash")
      STOP

   Spawn3:
      04CC BCDEFGHIJKLMNOOOOOOOOOOOOOOOOOOOO 1 A_JumpIf(waterlevel > 1, "Splash")
      STOP

   Spawn4:
      04CD BCDEFGHIJKLMNNNNNNNNNNNNNNNNNNNNN 1 A_JumpIf(waterlevel > 1, "Splash")
      STOP


   Death:
       12CB I 0
	   //TNT1 A 0 ACS_ExecuteAlways(798, 0, 0, 0, 0)//Check Effects
      LCPJ A 0 A_Jump(256,"Rest1","Rest2","Rest3","Rest4","Rest5","Rest6","Rest7","Rest8")
      Goto Rest1
    Rest1:
      04CA M 400
      Goto Stoping
    Rest2:
      04CA P 400
      Goto Stoping
    Rest3:
      04CB M 400
      Goto Stoping
    Rest4:
      04CB O 400
      Goto Stoping
    Rest5:
      04CC M 400
      Goto Stoping
    Rest6:
      04CC P 400
      Goto Stoping
    Rest7:
      04CD M 400
      Goto Stoping
    Rest8:
      04CD O 400
      Goto Stoping



	 
	Splash:
	TNT1 A 0
	//TNT1 A 0 A_SpawnItem("UnderwaterEmptyBrass")
	Stop
	
	Stoping:
	TNT1 A 0
	Stop
   }
}




ACTOR AssaultCasing
{
   Height 2
   Radius 2
   Speed 6
   Scale 0.07
   +DOOMBOUNCE
   - NOGRAVITY
   +WINDTHRUST
   +CLIENTSIDEONLY
   +MOVEWITHSECTOR
   +MISSILE
   +NOBLOCKMAP
   -DROPOFF
   +NOTELEPORT
   +FORCEXYBILLBOARD
   +NOTDMATCH
   +GHOST
//   +DONTSPLASH
   //+CANBOUNCEWATER
   +FLOORCLIP
//   +THRUACTORS
   Mass 1//4
   BounceFactor 0.3
   SeeSound "weapons/casing"
   States
   {
   Spawn:
      05CA ABCDEFGHIJKLLLLLLLLLLLLLLLLLLLLLLLLL 1 A_JumpIf(waterlevel > 1, "Splash")
      STOP

   Death:
       12CB I 0
	   //TNT1 A 0 ACS_ExecuteAlways(798, 0, 0, 0, 0)//Check Effects
      LCPJ A 0 A_Jump(256,"Rest1","Rest2")
      Goto Rest1
    Rest1:
      06CA B 400
      Goto Stoping
    Rest2:
      06CA L 400
      Goto Stoping
	 
	Splash:
	TNT1 A 0
	//TNT1 A 0 A_SpawnItem("UnderwaterEmptyBrass")
	Stop
	
	Stoping:
	TNT1 A 0
	Stop
   }
}




ACTOR SniperCasing
{
   Height 2
   Radius 2
   Speed 6
   Scale 0.07
   +DOOMBOUNCE
   - NOGRAVITY
   +WINDTHRUST
   +CLIENTSIDEONLY
   +MOVEWITHSECTOR
   +MISSILE
   +NOBLOCKMAP
   -DROPOFF
   +NOTELEPORT
   +FORCEXYBILLBOARD
   +NOTDMATCH
   +GHOST
//   +DONTSPLASH
   //+CANBOUNCEWATER
   +FLOORCLIP
//   +THRUACTORS
   Mass 1//4
   BounceFactor 0.3
   SeeSound "weapons/casing"
   States
   {
   Spawn:
       12CB I 0
	   //TNT1 A 0 ACS_ExecuteAlways(798, 0, 0, 0, 0)//Check Effects
      LCPJ A 0 A_Jump(256,"Spawn1","Spawn2")
      Goto Spawn1

   Spawn1:
      06CA ABCDEFGHIJKKKKKKKKKKKKKKKKKKKKKKKKK 1 A_JumpIf(waterlevel > 1, "Splash")
      STOP

   Spawn2:
      06CB BCDEFGGGGGGGGGGGGG 2 A_JumpIf(waterlevel > 1, "Splash")
      STOP


   Death:
       12CB I 0
	   //TNT1 A 0 ACS_ExecuteAlways(798, 0, 0, 0, 0)//Check Effects
      LCPJ A 0 A_Jump(256,"Rest1","Rest2")
      Goto Rest1
    Rest1:
      06CA B 400
      Goto Stoping
    Rest2:
      06CA L 400
      Goto Stoping
	 
	Splash:
	TNT1 A 0
	//TNT1 A 0 A_SpawnItem("UnderwaterEmptyBrass")
	Stop
	
	Stoping:
	TNT1 A 0
	Stop
   }
}