actor RifleDrop
{
Radius 0
Height 0
+THRUACTORS
 states
 {
  Spawn:
	 TRII A 0
	 TNT1 A 0 A_Jump(128, "Spawn2")
	 Goto Spawn1

  SPawn1:	
        TNT1 A 0 A_CustomMissile ("DropedRifle", 20, 0, 0, 2, random (30, 50))
        stop
		
  SPawn2:	
        TNT1 A 0 A_CustomMissile ("DropedRifle2", 20, 0, 180, 2, random (30, 50))
        stop		
}
}

ACTOR DropedRifle 
{
 scale 0.40
 speed 6
 health 1
 radius 16
 height 4
 Gravity 0.9
 damage 0
 +THRUACTORS
 +MISSILE
 +NOTELEPORT
 +NOBLOCKMAP
 +rollsprite
 +BLOODLESSIMPACT 
   +FORCEXYBILLBOARD
   +NODAMAGETHRUST
   +MOVEWITHSECTOR
   +CORPSE
   -DONTSPLASH
   Mass 1
    States
    {

	 Spawn:
	  BADP A 4
	 TNT1 A 0 A_ChangeFlag("THRUACTORS", 0)
	 //TRII BCDEFGH 4
	 BADP AAAAAA 4 a_SETROLL(ROLL+45)
	 Loop
	 
	 Death:
	 TNT1 A 0
	 TNT1 A 0 A_SPawnItem("CustomRifleSpawn")
	 Stop
    }
}


ACTOR DropedRifle2: DropedRifle
{
    States
    {
	 Spawn:
	/* TRII G 4
	 TNT1 A 0 A_ChangeFlag("THRUACTORS", 0)
	 TRII FEDCBA 4
	*/
	 BADP A 4
	 TNT1 A 0 A_ChangeFlag("THRUACTORS", 0)
	 //TRII BCDEFGH 4
	 BADP AAAAAA 4 a_SETROLL(ROLL+45)
	 Loop
	 
	 Death:
	 TNT1 A 0
	 TNT1 A 0 A_SPawnItem("CustomRifleSpawn")
	 Stop
    }
}

ACTOR CMGSpawner : RandomSpawner
{
dropitem "SMGSpawner"
}

ACTOR RiotShieldDrop
{
	Health 1000000000000
	Mass 5
	Radius 4
	Height 2
	+NoTarget
	//+NeverTarget
	+CantSeek
	-CountKill
	+NonShootable
	+NoRadiusDmg
	+DropOff
	+NoTeleport
	+Corpse
	+NotAutoaimed
	+NoBlood
	+Notarget
	+Friendly
	States
	{
	Spawn:
		TNT1 A 0 A_GiveInventory("TargetIsAMarine")
	Fly:
		5L1D ABCDEFGH 3 A_CheckFloor("Ground")
		Loop
	Ground:
		TNT1 A 0 A_PlaySound ("barrel/pain")
		TNT1 A 0 A_SpawnItem("PistolSpawner")
		TNT1 A 0 A_SpawnItem("ArmorShard")
	Death:
		5L1D I -1
		Stop
	}
}

ACTOR QSSGSpawner : RandomSpawner
{
dropitem "SSGSpawner"
}
