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BulletCasing
 
These actors represent the spent ammunition flying out of weapons, or cartridges that are left behind during a reload. They look for the bd_janitor_ammo CVAR/console variable to determine if they should stay indefinitely or gradually fade out after a while.

File

Flags

Properties

bouncefactor0.3
height2
mass4
radius2
scale0.15
seesound"weapons/casing"
speed8

States

Spawn: CAS3 ABCDEFGHABCDEFGHABCDEFGHABCDEFGH 3 STOP Death: TNT1 A 0 TNT1 A 0 A_Jump(256,"Rest1","Rest2","Rest3","Rest4","Rest5","Rest6","Rest7","Rest8") Rest1: CAS3 I 1 Goto Lying Rest2: CAS3 J 1 Goto Lying Rest3: CAS3 K 1 Goto Lying Rest4: CAS3 L 1 Goto Lying Rest5: CAS3 M 1 Goto Lying Rest6: CAS3 I 1 Goto Lying Rest7: CAS3 J 1 Goto Lying Rest8: CAS3 K 1 Goto Lying Lying: "----" A 1 A_JumpIf(GetCVar("bd_janitor_ammo") == 1, "Expiring") //If the janitor cvar is on, skip the infinite frame and go away after a random time instead "----" A -1 Expiring: "----" A random(600, 1200) Fading: "----" A 1 A_FadeOut(0.05) Loop

Class Hierarchy

Classes defined in \effects\BDCASING.txt