Actor DreamerBurnCount : Inventory {
	inventory.amount 1
	inventory.maxamount 70 // decrease by one every 35 tic
}

actor pistolcasing
{
	PROJECTILE
	+CLIENTSIDEONLY
	+DONTSPLASH
	+DOOMBOUNCE
	-ACTIVATEIMPACT
	-NOGRAVITY
	-NOBLOCKMAP
	bouncefactor 0.6
	scale 0.1
    Radius 3
    SeeSound "Weapons/bulletcasing"
    States
    {
    Spawn:
		MCAS ABCDEFGH 2
    Death:
        MCAS C 0 A_Jump (85, "death1", "death2", "death3")
        MCAS C 0 A_Jump (85, "death1", "death2", "death3")
        MCAS C 0 A_Jump (85, "death1", "death2", "death3")
		death0:
		MCAS A 10 a_fadeout(0.05)
        goto death0
		death1:
		MCAS C 10 a_fadeout(0.05)
        goto death1
		death2:
		MCAS E 10 a_fadeout(0.05)
        goto death2
		death3:
		MCAS G 10 a_fadeout(0.05)
        goto death3
    }
}

actor revolvercasing {
	PROJECTILE
	+CLIENTSIDEONLY
	+DONTSPLASH
	+DOOMBOUNCE
	-ACTIVATEIMPACT
	-NOGRAVITY
	-NOBLOCKMAP
	bouncefactor 0.6
	scale 0.25
    Radius 3
    SeeSound "Weapons/bulletcasing"
	States {
		Spawn:
			PCSN ABCDEFGH 3
			loop
		Death:
			TNT1 A 0
			TNT1 A 0 A_Jump(255,"Death1","Death2","Death3","Death4")
			TNT1 A 1
			loop
		Death1:
			PCSN B 2100
			PCSN BBBBBBBBBB 1 A_FadeOut(0.1)
			Stop
		Death2:
			PCSN D 2100
			PCSN DDDDDDDDDD 1 A_FadeOut(0.1)
			Stop
		Death3:
			PCSN H 2100
			PCSN HHHHHHHHHH 1 A_FadeOut(0.1)
			Stop
		Death4:
			PCSN I 2100
			PCSN IIIIIIIIII 1 A_FadeOut(0.1)
			Stop
    }
}

actor shotguncasing
{
	PROJECTILE
	+CLIENTSIDEONLY
	+DONTSPLASH
	+DOOMBOUNCE
	-ACTIVATEIMPACT
	-NOGRAVITY
	-NOBLOCKMAP
	bouncefactor 0.6
	scale 0.25
    Radius 3
    seesound "Weapons/shotguncasing"
    States
    {
    Spawn:
        LCSC A 1 A_SpawnItemEx ("casingsmoke", 0, 0, 0, 0, 0, 1, 0,0, 0) 
        LCSC A 1 A_SpawnItemEx ("casingsmoke", 0, 0, 0, 0, 0, 1, 0,0, 0) 
        LCSC A 1 A_SpawnItemEx ("casingsmoke", 0, 0, 0, 0, 0, 1, 0,0, 0) 
        LCSC B 1 A_SpawnItemEx ("casingsmoke", 0, 0, 0, 0, 0, 1, 0,0, 0) 
        LCSC B 1 A_SpawnItemEx ("casingsmoke", 0, 0, 0, 0, 0, 1, 0,0, 0) 
        LCSC B 1 A_SpawnItemEx ("casingsmoke", 0, 0, 0, 0, 0, 1, 0,0, 0) 
        LCSC C 1 A_SpawnItemEx ("casingsmoke", 0, 0, 0, 0, 0, 1, 0,0, 0) 
        LCSC C 1 A_SpawnItemEx ("casingsmoke", 0, 0, 0, 0, 0, 1, 0,0, 0) 
        LCSC C 1 A_SpawnItemEx ("casingsmoke", 0, 0, 0, 0, 0, 1, 0,0, 0) 
        LCSC D 1 A_SpawnItemEx ("casingsmoke", 0, 0, 0, 0, 0, 1, 0,0, 0) 
        LCSC D 1 A_SpawnItemEx ("casingsmoke", 0, 0, 0, 0, 0, 1, 0,0, 0) 
        LCSC D 1 A_SpawnItemEx ("casingsmoke", 0, 0, 0, 0, 0, 1, 0,0, 0) 
        LCSC E 1 A_SpawnItemEx ("casingsmoke", 0, 0, 0, 0, 0, 1, 0,0, 0) 
        LCSC E 1 A_SpawnItemEx ("casingsmoke", 0, 0, 0, 0, 0, 1, 0,0, 0) 
        LCSC E 1 A_SpawnItemEx ("casingsmoke", 0, 0, 0, 0, 0, 1, 0,0, 0) 
        LCSC F 1 A_SpawnItemEx ("casingsmoke", 0, 0, 0, 0, 0, 1, 0,0, 0) 
        LCSC F 1 A_SpawnItemEx ("casingsmoke", 0, 0, 0, 0, 0, 1, 0,0, 0) 
        LCSC F 1 A_SpawnItemEx ("casingsmoke", 0, 0, 0, 0, 0, 1, 0,0, 0) 
        LCSC G 1 A_SpawnItemEx ("casingsmoke", 0, 0, 0, 0, 0, 1, 0,0, 0) 
        LCSC G 1 A_SpawnItemEx ("casingsmoke", 0, 0, 0, 0, 0, 1, 0,0, 0) 
        LCSC G 1 A_SpawnItemEx ("casingsmoke", 0, 0, 0, 0, 0, 1, 0,0, 0) 
        LCSC H 1 A_SpawnItemEx ("casingsmoke", 0, 0, 0, 0, 0, 1, 0,0, 0) 
        LCSC H 1 A_SpawnItemEx ("casingsmoke", 0, 0, 0, 0, 0, 1, 0,0, 0) 
        LCSC H 1 A_SpawnItemEx ("casingsmoke", 0, 0, 0, 0, 0, 1, 0,0, 0) 
    Death:
        LCSC C 0 A_Jump (85, "death1", "death2", "death3")
        LCSC C 0 A_Jump (85, "death1", "death2", "death3")
        LCSC C 0 A_Jump (85, "death1", "death2", "death3")
		death0:
		LCSC A 10 a_fadeout(0.05)
        goto death0
		death1:
		LCSC C 10 a_fadeout(0.05)
        goto death1
		death2:
		LCSC E 10 a_fadeout(0.05)
        goto death2
		death3:
		LCSC G 10 a_fadeout(0.05)
        goto death3
    }
}

actor leadspittercasing : shotguncasing
{
	Scale 0.15
    States
    {
    Spawn:
        L2SC A 1 A_SpawnItemEx ("casingsmoke", 0, 0, 0, 0, 0, 1, 0,0, 0) 
        L2SC A 1 A_SpawnItemEx ("casingsmoke", 0, 0, 0, 0, 0, 1, 0,0, 0) 
        L2SC A 1 A_SpawnItemEx ("casingsmoke", 0, 0, 0, 0, 0, 1, 0,0, 0) 
        L2SC B 1 A_SpawnItemEx ("casingsmoke", 0, 0, 0, 0, 0, 1, 0,0, 0) 
        L2SC B 1 A_SpawnItemEx ("casingsmoke", 0, 0, 0, 0, 0, 1, 0,0, 0) 
        L2SC B 1 A_SpawnItemEx ("casingsmoke", 0, 0, 0, 0, 0, 1, 0,0, 0) 
        L2SC C 1 A_SpawnItemEx ("casingsmoke", 0, 0, 0, 0, 0, 1, 0,0, 0) 
        L2SC C 1 A_SpawnItemEx ("casingsmoke", 0, 0, 0, 0, 0, 1, 0,0, 0) 
        L2SC C 1 A_SpawnItemEx ("casingsmoke", 0, 0, 0, 0, 0, 1, 0,0, 0) 
        L2SC D 1 A_SpawnItemEx ("casingsmoke", 0, 0, 0, 0, 0, 1, 0,0, 0) 
        L2SC D 1 A_SpawnItemEx ("casingsmoke", 0, 0, 0, 0, 0, 1, 0,0, 0) 
        L2SC D 1 A_SpawnItemEx ("casingsmoke", 0, 0, 0, 0, 0, 1, 0,0, 0) 
        L2SC E 1 A_SpawnItemEx ("casingsmoke", 0, 0, 0, 0, 0, 1, 0,0, 0) 
        L2SC E 1 A_SpawnItemEx ("casingsmoke", 0, 0, 0, 0, 0, 1, 0,0, 0) 
        L2SC E 1 A_SpawnItemEx ("casingsmoke", 0, 0, 0, 0, 0, 1, 0,0, 0) 
        L2SC F 1 A_SpawnItemEx ("casingsmoke", 0, 0, 0, 0, 0, 1, 0,0, 0) 
        L2SC F 1 A_SpawnItemEx ("casingsmoke", 0, 0, 0, 0, 0, 1, 0,0, 0) 
        L2SC F 1 A_SpawnItemEx ("casingsmoke", 0, 0, 0, 0, 0, 1, 0,0, 0) 
        L2SC G 1 A_SpawnItemEx ("casingsmoke", 0, 0, 0, 0, 0, 1, 0,0, 0) 
        L2SC G 1 A_SpawnItemEx ("casingsmoke", 0, 0, 0, 0, 0, 1, 0,0, 0) 
        L2SC G 1 A_SpawnItemEx ("casingsmoke", 0, 0, 0, 0, 0, 1, 0,0, 0) 
        L2SC H 1 A_SpawnItemEx ("casingsmoke", 0, 0, 0, 0, 0, 1, 0,0, 0) 
        L2SC H 1 A_SpawnItemEx ("casingsmoke", 0, 0, 0, 0, 0, 1, 0,0, 0) 
        L2SC H 1 A_SpawnItemEx ("casingsmoke", 0, 0, 0, 0, 0, 1, 0,0, 0) 
    Death:
        L2SC C 0 A_Jump (85, "death1", "death2", "death3")
        L2SC C 0 A_Jump (85, "death1", "death2", "death3")
        L2SC C 0 A_Jump (85, "death1", "death2", "death3")
		death0:
		L2SC A 10 a_fadeout(0.05)
        goto death0
		death1:
		L2SC C 10 a_fadeout(0.05)
        goto death1
		death2:
		L2SC E 10 a_fadeout(0.05)
        goto death2
		death3:
		L2SC G 10 a_fadeout(0.05)
        goto death3
    }
}

actor flechettecasing : shotguncasing
{
    States
    {
    Spawn:
        L3SC A 1 A_SpawnItemEx ("casingsmoke", 0, 0, 0, 0, 0, 1, 0,0, 0) 
        L3SC A 1 A_SpawnItemEx ("casingsmoke", 0, 0, 0, 0, 0, 1, 0,0, 0) 
        L3SC A 1 A_SpawnItemEx ("casingsmoke", 0, 0, 0, 0, 0, 1, 0,0, 0) 
        L3SC B 1 A_SpawnItemEx ("casingsmoke", 0, 0, 0, 0, 0, 1, 0,0, 0) 
        L3SC B 1 A_SpawnItemEx ("casingsmoke", 0, 0, 0, 0, 0, 1, 0,0, 0) 
        L3SC B 1 A_SpawnItemEx ("casingsmoke", 0, 0, 0, 0, 0, 1, 0,0, 0) 
        L3SC C 1 A_SpawnItemEx ("casingsmoke", 0, 0, 0, 0, 0, 1, 0,0, 0) 
        L3SC C 1 A_SpawnItemEx ("casingsmoke", 0, 0, 0, 0, 0, 1, 0,0, 0) 
        L3SC C 1 A_SpawnItemEx ("casingsmoke", 0, 0, 0, 0, 0, 1, 0,0, 0) 
        L3SC D 1 A_SpawnItemEx ("casingsmoke", 0, 0, 0, 0, 0, 1, 0,0, 0) 
        L3SC D 1 A_SpawnItemEx ("casingsmoke", 0, 0, 0, 0, 0, 1, 0,0, 0) 
        L3SC D 1 A_SpawnItemEx ("casingsmoke", 0, 0, 0, 0, 0, 1, 0,0, 0) 
        L3SC E 1 A_SpawnItemEx ("casingsmoke", 0, 0, 0, 0, 0, 1, 0,0, 0) 
        L3SC E 1 A_SpawnItemEx ("casingsmoke", 0, 0, 0, 0, 0, 1, 0,0, 0) 
        L3SC E 1 A_SpawnItemEx ("casingsmoke", 0, 0, 0, 0, 0, 1, 0,0, 0) 
        L3SC F 1 A_SpawnItemEx ("casingsmoke", 0, 0, 0, 0, 0, 1, 0,0, 0) 
        L3SC F 1 A_SpawnItemEx ("casingsmoke", 0, 0, 0, 0, 0, 1, 0,0, 0) 
        L3SC F 1 A_SpawnItemEx ("casingsmoke", 0, 0, 0, 0, 0, 1, 0,0, 0) 
        L3SC G 1 A_SpawnItemEx ("casingsmoke", 0, 0, 0, 0, 0, 1, 0,0, 0) 
        L3SC G 1 A_SpawnItemEx ("casingsmoke", 0, 0, 0, 0, 0, 1, 0,0, 0) 
        L3SC G 1 A_SpawnItemEx ("casingsmoke", 0, 0, 0, 0, 0, 1, 0,0, 0) 
        L3SC H 1 A_SpawnItemEx ("casingsmoke", 0, 0, 0, 0, 0, 1, 0,0, 0) 
        L3SC H 1 A_SpawnItemEx ("casingsmoke", 0, 0, 0, 0, 0, 1, 0,0, 0) 
        L3SC H 1 A_SpawnItemEx ("casingsmoke", 0, 0, 0, 0, 0, 1, 0,0, 0) 
    Death:
        L3SC C 0 A_Jump (85, "death1", "death2", "death3")
        L3SC C 0 A_Jump (85, "death1", "death2", "death3")
        L3SC C 0 A_Jump (85, "death1", "death2", "death3")
		death0:
		L3SC A 10 a_fadeout(0.05)
        goto death0
		death1:
		L3SC C 10 a_fadeout(0.05)
        goto death1
		death2:
		L3SC E 10 a_fadeout(0.05)
        goto death2
		death3:
		L3SC G 10 a_fadeout(0.05)
        goto death3
    }
}

actor electriccasing : shotguncasing
{
    States
    {
    Spawn:
        L4SC A 1 A_SpawnItemEx ("casingsmoke", 0, 0, 0, 0, 0, 1, 0,0, 0) 
        L4SC A 1 A_SpawnItemEx ("casingsmoke", 0, 0, 0, 0, 0, 1, 0,0, 0) 
        L4SC A 1 A_SpawnItemEx ("casingsmoke", 0, 0, 0, 0, 0, 1, 0,0, 0) 
        L4SC B 1 A_SpawnItemEx ("casingsmoke", 0, 0, 0, 0, 0, 1, 0,0, 0) 
        L4SC B 1 A_SpawnItemEx ("casingsmoke", 0, 0, 0, 0, 0, 1, 0,0, 0) 
        L4SC B 1 A_SpawnItemEx ("casingsmoke", 0, 0, 0, 0, 0, 1, 0,0, 0) 
        L4SC C 1 A_SpawnItemEx ("casingsmoke", 0, 0, 0, 0, 0, 1, 0,0, 0) 
        L4SC C 1 A_SpawnItemEx ("casingsmoke", 0, 0, 0, 0, 0, 1, 0,0, 0) 
        L4SC C 1 A_SpawnItemEx ("casingsmoke", 0, 0, 0, 0, 0, 1, 0,0, 0) 
        L4SC D 1 A_SpawnItemEx ("casingsmoke", 0, 0, 0, 0, 0, 1, 0,0, 0) 
        L4SC D 1 A_SpawnItemEx ("casingsmoke", 0, 0, 0, 0, 0, 1, 0,0, 0) 
        L4SC D 1 A_SpawnItemEx ("casingsmoke", 0, 0, 0, 0, 0, 1, 0,0, 0) 
        L4SC E 1 A_SpawnItemEx ("casingsmoke", 0, 0, 0, 0, 0, 1, 0,0, 0) 
        L4SC E 1 A_SpawnItemEx ("casingsmoke", 0, 0, 0, 0, 0, 1, 0,0, 0) 
        L4SC E 1 A_SpawnItemEx ("casingsmoke", 0, 0, 0, 0, 0, 1, 0,0, 0) 
        L4SC F 1 A_SpawnItemEx ("casingsmoke", 0, 0, 0, 0, 0, 1, 0,0, 0) 
        L4SC F 1 A_SpawnItemEx ("casingsmoke", 0, 0, 0, 0, 0, 1, 0,0, 0) 
        L4SC F 1 A_SpawnItemEx ("casingsmoke", 0, 0, 0, 0, 0, 1, 0,0, 0) 
        L4SC G 1 A_SpawnItemEx ("casingsmoke", 0, 0, 0, 0, 0, 1, 0,0, 0) 
        L4SC G 1 A_SpawnItemEx ("casingsmoke", 0, 0, 0, 0, 0, 1, 0,0, 0) 
        L4SC G 1 A_SpawnItemEx ("casingsmoke", 0, 0, 0, 0, 0, 1, 0,0, 0) 
        L4SC H 1 A_SpawnItemEx ("casingsmoke", 0, 0, 0, 0, 0, 1, 0,0, 0) 
        L4SC H 1 A_SpawnItemEx ("casingsmoke", 0, 0, 0, 0, 0, 1, 0,0, 0) 
        L4SC H 1 A_SpawnItemEx ("casingsmoke", 0, 0, 0, 0, 0, 1, 0,0, 0) 
    Death:
        L4SC C 0 A_Jump (85, "death1", "death2", "death3")
        L4SC C 0 A_Jump (85, "death1", "death2", "death3")
        L4SC C 0 A_Jump (85, "death1", "death2", "death3")
		death0:
		L4SC A 10 a_fadeout(0.05)
        goto death0
		death1:
		L4SC C 10 a_fadeout(0.05)
        goto death1
		death2:
		L4SC E 10 a_fadeout(0.05)
        goto death2
		death3:
		L4SC G 10 a_fadeout(0.05)
        goto death3
    }
}

actor piercecasing : shotguncasing
{
    States
    {
    Spawn:
        L5SC A 1 A_SpawnItemEx ("casingsmoke", 0, 0, 0, 0, 0, 1, 0,0, 0) 
        L5SC A 1 A_SpawnItemEx ("casingsmoke", 0, 0, 0, 0, 0, 1, 0,0, 0) 
        L5SC A 1 A_SpawnItemEx ("casingsmoke", 0, 0, 0, 0, 0, 1, 0,0, 0) 
        L5SC B 1 A_SpawnItemEx ("casingsmoke", 0, 0, 0, 0, 0, 1, 0,0, 0) 
        L5SC B 1 A_SpawnItemEx ("casingsmoke", 0, 0, 0, 0, 0, 1, 0,0, 0) 
        L5SC B 1 A_SpawnItemEx ("casingsmoke", 0, 0, 0, 0, 0, 1, 0,0, 0) 
        L5SC C 1 A_SpawnItemEx ("casingsmoke", 0, 0, 0, 0, 0, 1, 0,0, 0) 
        L5SC C 1 A_SpawnItemEx ("casingsmoke", 0, 0, 0, 0, 0, 1, 0,0, 0) 
        L5SC C 1 A_SpawnItemEx ("casingsmoke", 0, 0, 0, 0, 0, 1, 0,0, 0) 
        L5SC D 1 A_SpawnItemEx ("casingsmoke", 0, 0, 0, 0, 0, 1, 0,0, 0) 
        L5SC D 1 A_SpawnItemEx ("casingsmoke", 0, 0, 0, 0, 0, 1, 0,0, 0) 
        L5SC D 1 A_SpawnItemEx ("casingsmoke", 0, 0, 0, 0, 0, 1, 0,0, 0) 
        L5SC E 1 A_SpawnItemEx ("casingsmoke", 0, 0, 0, 0, 0, 1, 0,0, 0) 
        L5SC E 1 A_SpawnItemEx ("casingsmoke", 0, 0, 0, 0, 0, 1, 0,0, 0) 
        L5SC E 1 A_SpawnItemEx ("casingsmoke", 0, 0, 0, 0, 0, 1, 0,0, 0) 
        L5SC F 1 A_SpawnItemEx ("casingsmoke", 0, 0, 0, 0, 0, 1, 0,0, 0) 
        L5SC F 1 A_SpawnItemEx ("casingsmoke", 0, 0, 0, 0, 0, 1, 0,0, 0) 
        L5SC F 1 A_SpawnItemEx ("casingsmoke", 0, 0, 0, 0, 0, 1, 0,0, 0) 
        L5SC G 1 A_SpawnItemEx ("casingsmoke", 0, 0, 0, 0, 0, 1, 0,0, 0) 
        L5SC G 1 A_SpawnItemEx ("casingsmoke", 0, 0, 0, 0, 0, 1, 0,0, 0) 
        L5SC G 1 A_SpawnItemEx ("casingsmoke", 0, 0, 0, 0, 0, 1, 0,0, 0) 
        L5SC H 1 A_SpawnItemEx ("casingsmoke", 0, 0, 0, 0, 0, 1, 0,0, 0) 
        L5SC H 1 A_SpawnItemEx ("casingsmoke", 0, 0, 0, 0, 0, 1, 0,0, 0) 
        L5SC H 1 A_SpawnItemEx ("casingsmoke", 0, 0, 0, 0, 0, 1, 0,0, 0) 
    Death:
        L5SC C 0 A_Jump (85, "death1", "death2", "death3")
        L5SC C 0 A_Jump (85, "death1", "death2", "death3")
        L5SC C 0 A_Jump (85, "death1", "death2", "death3")
		death0:
		L5SC A 10 a_fadeout(0.05)
        goto death0
		death1:
		L5SC C 10 a_fadeout(0.05)
        goto death1
		death2:
		L5SC E 10 a_fadeout(0.05)
        goto death2
		death3:
		L5SC G 10 a_fadeout(0.05)
        goto death3
    }
}

actor exshotguncasing : shotguncasing
{
	Translation "13:15=94:96", "16:47=80:111", "48:79=80:95", "174:191=96:111", "208:223=80:95", "236:239=94:97"
    States
    {
    Spawn:
        LCSC A 1 A_SpawnItemEx ("casingsmoke", 0, 0, 0, 0, 0, 1, 0,0, 0) 
        LCSC A 1 A_SpawnItemEx ("casingsmoke", 0, 0, 0, 0, 0, 1, 0,0, 0) 
        LCSC A 1 A_SpawnItemEx ("casingsmoke", 0, 0, 0, 0, 0, 1, 0,0, 0) 
        LCSC B 1 A_SpawnItemEx ("casingsmoke", 0, 0, 0, 0, 0, 1, 0,0, 0) 
        LCSC B 1 A_SpawnItemEx ("casingsmoke", 0, 0, 0, 0, 0, 1, 0,0, 0) 
        LCSC B 1 A_SpawnItemEx ("casingsmoke", 0, 0, 0, 0, 0, 1, 0,0, 0) 
        LCSC C 1 A_SpawnItemEx ("casingsmoke", 0, 0, 0, 0, 0, 1, 0,0, 0) 
        LCSC C 1 A_SpawnItemEx ("casingsmoke", 0, 0, 0, 0, 0, 1, 0,0, 0) 
        LCSC C 1 A_SpawnItemEx ("casingsmoke", 0, 0, 0, 0, 0, 1, 0,0, 0) 
        LCSC D 1 A_SpawnItemEx ("casingsmoke", 0, 0, 0, 0, 0, 1, 0,0, 0) 
        LCSC D 1 A_SpawnItemEx ("casingsmoke", 0, 0, 0, 0, 0, 1, 0,0, 0) 
        LCSC D 1 A_SpawnItemEx ("casingsmoke", 0, 0, 0, 0, 0, 1, 0,0, 0) 
        LCSC E 1 A_SpawnItemEx ("casingsmoke", 0, 0, 0, 0, 0, 1, 0,0, 0) 
        LCSC E 1 A_SpawnItemEx ("casingsmoke", 0, 0, 0, 0, 0, 1, 0,0, 0) 
        LCSC E 1 A_SpawnItemEx ("casingsmoke", 0, 0, 0, 0, 0, 1, 0,0, 0) 
        LCSC F 1 A_SpawnItemEx ("casingsmoke", 0, 0, 0, 0, 0, 1, 0,0, 0) 
        LCSC F 1 A_SpawnItemEx ("casingsmoke", 0, 0, 0, 0, 0, 1, 0,0, 0) 
        LCSC F 1 A_SpawnItemEx ("casingsmoke", 0, 0, 0, 0, 0, 1, 0,0, 0) 
        LCSC G 1 A_SpawnItemEx ("casingsmoke", 0, 0, 0, 0, 0, 1, 0,0, 0) 
        LCSC G 1 A_SpawnItemEx ("casingsmoke", 0, 0, 0, 0, 0, 1, 0,0, 0) 
        LCSC G 1 A_SpawnItemEx ("casingsmoke", 0, 0, 0, 0, 0, 1, 0,0, 0) 
        LCSC H 1 A_SpawnItemEx ("casingsmoke", 0, 0, 0, 0, 0, 1, 0,0, 0) 
        LCSC H 1 A_SpawnItemEx ("casingsmoke", 0, 0, 0, 0, 0, 1, 0,0, 0) 
        LCSC H 1 A_SpawnItemEx ("casingsmoke", 0, 0, 0, 0, 0, 1, 0,0, 0) 
    Death:
        LCSC C 0 A_Jump (85, "death1", "death2", "death3")
        LCSC C 0 A_Jump (85, "death1", "death2", "death3")
        LCSC C 0 A_Jump (85, "death1", "death2", "death3")
		death0:
		LCSC A 10 a_fadeout(0.05)
        goto death0
		death1:
		LCSC C 10 a_fadeout(0.05)
        goto death1
		death2:
		LCSC E 10 a_fadeout(0.05)
        goto death2
		death3:
		LCSC G 10 a_fadeout(0.05)
        goto death3
    }
}

actor bulletcasing
{
	PROJECTILE
	+CLIENTSIDEONLY
	+DONTSPLASH
	+DOOMBOUNCE
	-ACTIVATEIMPACT
	-NOGRAVITY
	-NOBLOCKMAP
	bouncefactor 0.6
	scale 0.2
    Radius 3
    SeeSound "Weapons/bulletcasing"
    States
    {
    Spawn:
        MCAS A 1 A_SpawnItemEx ("bulletCASINGSMOKE", 0, 0, 0, 0, 0, 1, 0,0, 0) 
        MCAS A 1 A_SpawnItemEx ("bulletCASINGSMOKE", 0, 0, 0, 0, 0, 1, 0,0, 0) 
        MCAS B 1 A_SpawnItemEx ("bulletCASINGSMOKE", 0, 0, 0, 0, 0, 1, 0,0, 0) 
        MCAS B 1 A_SpawnItemEx ("bulletCASINGSMOKE", 0, 0, 0, 0, 0, 1, 0,0, 0) 
        MCAS C 1 A_SpawnItemEx ("bulletCASINGSMOKE", 0, 0, 0, 0, 0, 1, 0,0, 0) 
        MCAS C 1 A_SpawnItemEx ("bulletCASINGSMOKE", 0, 0, 0, 0, 0, 1, 0,0, 0) 
        MCAS D 1 A_SpawnItemEx ("bulletCASINGSMOKE", 0, 0, 0, 0, 0, 1, 0,0, 0) 
        MCAS D 1 A_SpawnItemEx ("bulletCASINGSMOKE", 0, 0, 0, 0, 0, 1, 0,0, 0) 
        MCAS E 1 A_SpawnItemEx ("bulletCASINGSMOKE", 0, 0, 0, 0, 0, 1, 0,0, 0) 
        MCAS E 1 A_SpawnItemEx ("bulletCASINGSMOKE", 0, 0, 0, 0, 0, 1, 0,0, 0) 
        MCAS F 1 A_SpawnItemEx ("bulletCASINGSMOKE", 0, 0, 0, 0, 0, 1, 0,0, 0) 
        MCAS F 1 A_SpawnItemEx ("bulletCASINGSMOKE", 0, 0, 0, 0, 0, 1, 0,0, 0) 
        MCAS G 1 A_SpawnItemEx ("bulletCASINGSMOKE", 0, 0, 0, 0, 0, 1, 0,0, 0) 
        MCAS G 1 A_SpawnItemEx ("bulletCASINGSMOKE", 0, 0, 0, 0, 0, 1, 0,0, 0) 
        MCAS H 1 A_SpawnItemEx ("bulletCASINGSMOKE", 0, 0, 0, 0, 0, 1, 0,0, 0) 
        MCAS H 1 A_SpawnItemEx ("bulletCASINGSMOKE", 0, 0, 0, 0, 0, 1, 0,0, 0) 
        MCAS A 1 A_SpawnItemEx ("bulletCASINGSMOKE", 0, 0, 0, 0, 0, 1, 0,0, 0) 
        MCAS A 1 A_SpawnItemEx ("bulletCASINGSMOKE", 0, 0, 0, 0, 0, 1, 0,0, 0) 
        MCAS B 1 A_SpawnItemEx ("bulletCASINGSMOKE", 0, 0, 0, 0, 0, 1, 0,0, 0) 
        MCAS B 1 A_SpawnItemEx ("bulletCASINGSMOKE", 0, 0, 0, 0, 0, 1, 0,0, 0) 
        MCAS C 1 A_SpawnItemEx ("bulletCASINGSMOKE", 0, 0, 0, 0, 0, 1, 0,0, 0) 
        MCAS C 1 A_SpawnItemEx ("bulletCASINGSMOKE", 0, 0, 0, 0, 0, 1, 0,0, 0) 
        MCAS D 1 A_SpawnItemEx ("bulletCASINGSMOKE", 0, 0, 0, 0, 0, 1, 0,0, 0) 
        MCAS D 1 A_SpawnItemEx ("bulletCASINGSMOKE", 0, 0, 0, 0, 0, 1, 0,0, 0) 
        MCAS E 1 A_SpawnItemEx ("bulletCASINGSMOKE", 0, 0, 0, 0, 0, 1, 0,0, 0) 
        MCAS E 1 A_SpawnItemEx ("bulletCASINGSMOKE", 0, 0, 0, 0, 0, 1, 0,0, 0) 
        MCAS F 1 A_SpawnItemEx ("bulletCASINGSMOKE", 0, 0, 0, 0, 0, 1, 0,0, 0) 
        MCAS F 1 A_SpawnItemEx ("bulletCASINGSMOKE", 0, 0, 0, 0, 0, 1, 0,0, 0) 
        MCAS G 1 A_SpawnItemEx ("bulletCASINGSMOKE", 0, 0, 0, 0, 0, 1, 0,0, 0) 
        MCAS G 1 A_SpawnItemEx ("bulletCASINGSMOKE", 0, 0, 0, 0, 0, 1, 0,0, 0) 
        MCAS H 1 A_SpawnItemEx ("bulletCASINGSMOKE", 0, 0, 0, 0, 0, 1, 0,0, 0) 
        MCAS H 1 A_SpawnItemEx ("bulletCASINGSMOKE", 0, 0, 0, 0, 0, 1, 0,0, 0) 
    Death:
        MCAS C 0 A_Jump (85, "death1", "death2", "death3")
        MCAS C 0 A_Jump (85, "death1", "death2", "death3")
        MCAS C 0 A_Jump (85, "death1", "death2", "death3")
		death0:
		MCAS A 10 a_fadeout(0.05)
        goto death0
		death1:
		MCAS C 10 a_fadeout(0.05)
        goto death1
		death2:
		MCAS E 10 a_fadeout(0.05)
        goto death2
		death3:
		MCAS G 10 a_fadeout(0.05)
        goto death3
    }
}

Actor silverbulletcasing : bulletcasing {
	Translation "0:255=%[0.00,0.00,0.00]:[1.13,1.13,1.13]", "80:111=%[0.13,0.35,0.47]:[0.95,1.22,2.00]"
}

actor shotgunsmoke
{
	vspeed 3
	renderstyle translucent
	scale 0.05
	alpha 0.25
	+clientsideonly
	+NOGRAVITY
	States
	{
		spawn:
		death:
		SMOK ABCDEFGHIJKLNOPQ 1
		stop
	}
}

actor chaingunsmoke
{
	vspeed 3
	renderstyle translucent
	scale 0.04
	alpha 0.25
	+clientsideonly
	+NOGRAVITY
	States
	{
		spawn:
		death:
		SMOK ABCDEFGHIJKLNOPQ 1
		stop
	}
}

actor CASINGSMOKE
{
	vspeed 1
	renderstyle translucent
	scale 0.025
	alpha 0.2
	+clientsideonly
	+NOGRAVITY
	States
	{
		spawn:
		death:
		SMOK ABCDEFGHIJKLNOPQ 1
		stop
	}
}

actor bulletCASINGSMOKE
{
	vspeed 1
	renderstyle translucent
	scale 0.02
	alpha 0.18
	+clientsideonly
	+NOGRAVITY
	States
	{
		spawn:
		death:
		SMOK ABCDEFGHIJKLNOPQ 1
		stop
	}
}

ACTOR AkimboClipDrop
{
   Radius 3
   Height 5
   Speed 8
   Scale 0.2
   BounceSound "Clip/Akimbo"
   PROJECTILE
   -NOGRAVITY
   +BOUNCEONACTORS
   +BOUNCEONCEILINGS
   Gravity 0.75
   BounceType Doom
   BounceCount 3
   BounceFactor 0.6
   +CLIENTSIDEONLY
   States
   {
   Spawn:
      CLP1 A 0
      CLP1 ABCDEFGH 1
      Loop
   Death:
      CLP1 A 0 A_SpawnItemEx("AkimboClipLand")
      stop
   }
}

actor AkimboClipLand
{
	-NOGRAVITY
	+FLOORCLIP
	+CLIENTSIDEONLY
    Scale 0.2
	States
	{
	Spawn:
	  TNT1 A 0
	  TNT1 A 0 A_Jump(256, "Spawn1","Spawn2")
	  stop
	Spawn1:
	  CLP1 J 1
	  Goto Ded
	Spawn2:
	  CLP1 K 1
	  Goto Ded
	Ded:
	  "####" "#" 210 A_CheckSight("Fadying")
	  Loop
	Fadying:
	  "####" "#" 1 A_FadeOut(0.1)
	  Wait
   }
}

ACTOR AcidRifleClipDrop : AkimboClipDrop
{
   Scale 0.45
   BounceSound "weapons/largeclip"
   States
   {
   Spawn:
      CLP3 ABCDEFGH 1
      Loop
   Death:
      TNT1 A 0 A_SpawnItemEx("AcidClipLand")
      stop
   }
}

actor AcidClipLand
{
	-NOGRAVITY
	+FLOORCLIP
	+CLIENTSIDEONLY
    Scale 0.45
	States
	{
	Spawn:
	  TNT1 A 0
	  TNT1 A 0 A_Jump(256, "Spawn1","Spawn2")
	  stop
	Spawn1:
	  CLP3 C 1
	  Goto Ded
	Spawn2:
	  CLP3 F 1
	  Goto Ded
	Ded:
	  "####" "#" 210 A_CheckSight("Fadying")
	  Loop
	Fadying:
	  "####" "#" 1 A_FadeOut(0.1)
	  Wait
   }
}

ACTOR MGClip2Drop : AkimboClipDrop
{
   Scale 0.7
   BounceSound "weapons/largeclip"
   States
   {
   Spawn:
      CLP2 A 0
      CLP2 ABCD 1
      Loop
   Death:
      CLP2 A 0 A_SpawnItemEx("MGClip2Land")
      stop
   }
}

actor MGClip2Land
{
	-NOGRAVITY
	+FLOORCLIP
	+CLIENTSIDEONLY
    Scale 0.7
	States
	{
	Spawn:
	  TNT1 A 0
	  CLP2 A 1 A_FadeOut(0.05)
	  Loop
   }
}

Actor FlameThrowerFuelTankDrop : AkimboClipDrop {
   Scale 0.9
   BounceSound "Flamethrower/FuelBounce"
   States {
	   Spawn:
		  FTAN ABCDEFGH 1
		  Loop
	   Death:
		  TNT1 A 0 A_SpawnItemEx("FlameThrowerFuelTankDropLand")
		  stop
   }
}

actor FlameThrowerFuelTankDropLand
{
	-NOGRAVITY
	+FLOORCLIP
	+CLIENTSIDEONLY
    Scale 0.9
	States
	{
	Spawn:
	  TNT1 A 0 NoDelay A_Jump(128, "Flip")
	  FTAN C 1 A_FadeOut(0.05)
	  Loop
	Flip:
	  FTAN G 1 A_FadeOut(0.05)
	  Loop
   }
}