//----------------------------------------------------------------------------------
//This function makes an item fall to the floor when spawned
IfSpawned				//
  tmpargument = ACTIONJB		  //
  DoAction				  //
  KeepAction				  //
  MakeCrushValid
  MakeAmmoKnown

//----------------------------------------------------------------------------------
IfCrushed
  tmpx = selfx
  tmpy = selfy
  tmpdistance = selfz
  tmpargument = 0
  SpawnExactParticle
  SpawnExactParticle
  SpawnExactParticle
  SpawnExactParticle
  GoPoof
  tmpargument = 1
  SendMessageNear

//----------------------------------------------------------------------------------
//Become useless in water
IfInWater
  tmpargument = 1
  SetState

//----------------------------------------------------------------------------------
IfDropped				// Make it lie on floor
  KeepAction				  //

//----------------------------------------------------------------------------------
IfHitGround				// Make a sound
  tmpargument = 1			  //
  tmpdistance = rand % 2047 + 10000	  //
  PlaySound				  //

//----------------------------------------------------------------------------------
IfGrabbed				// Tell them what they've won...
  SetTargetToWhoeverIsHolding		  //
  IfTargetIsAPlayer
    tmpargument = 0			  //
    SendMessageNear			  //

//----------------------------------------------------------------------------------
IfUsed
  SetTargetToWhoeverIsHolding
  IfHeldInLeftHand
    SetTargetToTargetRightHand
  Else
    SetTargetToTargetLeftHand
  tmpargument = [SHOT]
  IfTargetHasID
    IfStateIs0				//Dry?
      SetTargetToWhoeverIsHolding
      tmpargument = [SHOT]
      RestockTargetAmmoIDFirst
      tmpargument = 0			  //
      tmpdistance = rand % 2047 + 5000	  //
      PlaySound				  //
      tmpdistance = rand % 2047 + 5000	  //
      PlaySound				  //
      tmpdistance = rand % 2047 + 5000	  //
      PlaySound				  //
      tmpargument = 2
      SendMessageNear
      CostAmmo				//Use 1 box
      IfAmmoOut
        GoPoof				//Dissapear
    Else
      tmpargument = 5
      SendMessageNear			//Its all wet!
  Else
    tmpargument = 3
    SendMessageNear			//Nothing to reload

//----------------------------------------------------------------------------------
// Need to be damaged by fire and explode!!
IfKilled
  GoPoof				//Dissapear
  tmpargument = 1
  tmpx = selfx
  tmpy = selfy
  tmpdistance = selfz
  SpawnExactParticle			//Spawn explosion
  tmpargument = 4			//Say kaboom
  SendMessageNear

//----------------------------------------------------------------------------------
End					// All done
//----------------------------------------------------------------------------------
