ACTOR TK1Pistol : Weapon
{
  Weapon.Kickback 100
  Scale 0.1
  Weapon.AmmoUse 1
	Weapon.AmmoGive 10
	Weapon.AmmoType "TK1Ammo_Bullet"
  Inventory.Icon "TKA3J0"
  Inventory.PickupMessage "Pistol"
  Tag "Pistol"
  Obituary  "%o took %k's Pistol Round right in the eye."
  	Inventory.PickupSound "Turok1/Items/PickupWeapon"
  States
  {
  Spawn:
    TKA2 H -1
    Loop
  Ready:
	TNT1 A 0 A_PlayWeaponSound ("Turok1/Weapons/PistolSelect")
    TK04 A 2 
    TK04 B 2
    TK04 C 2
    TK04 D 2
    TK04 EFG 2
    TK04 H -1 A_WeaponReady
    Goto Ready+5
  Deselect:
    TK04 OPQRSTUV 2
    TK04 P 0 A_Lower
    wait
  Select: 
    TK04 A 0 A_Raise 
    Loop  
  Fire: 
 	TNT1 A 0 A_PlayWeaponSound ("Turok1/Weapons/PistolFire")
	TNT1 A 0 A_SpawnItemEx("TK1BulletCasing", 30,cos(pitch)*12,sin(-pitch)*10+30, frandom(0.5,1.2),frandom(0.5,1.2),frandom(1.5,2.5))
    TK04 I 2 BRIGHT A_FireBullets(1.0, 1, 1, 11, "BulletPuff")
	TK04 JKLMN 2
	TK08 K 0 A_Refire
    Goto Ready+8
  }
}

Actor TK1BulletCasing
{
Scale 0.1
radius 3
projectile
gravity 0.3
bouncefactor 0.5
wallbouncefactor 0.4
bouncecount 5
bouncetype "Doom"
-NOGRAVITY
-NOBLOCKMAP
+FORCEXYBILLBOARD
+BOUNCEONCEILINGS
+NOTELEPORT
+DROPOFF
+FLOORCLIP
+THRUACTORS
	states
	{
	Spawn:
		TNT1 A 0 NoDelay A_Jump(255, "Spawn1", "Spawn2", "Spawn3", "Spawn4", "Spawn5")
		goto Spawn1
	Spawn1:
		TF01 ABCDEFGH 2
		loop
	Spawn2:
		TF01 ABCDEFGH 2
		loop
	Spawn3:
		TF01 ABCDEFGH 2
		loop
	Spawn4:
		TF01 ABCDEFGH 2
		loop
	Spawn5:
		TF01 ABCDEFGH 2
		loop
	Death:
		TNT1 A 0 A_Jump(255, "Death1", "Death2")
		goto Death1
	Death1:
		TF01 C 175
		stop
	Death2:
		TF01 C 175
		stop
	}
}