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Bullet Casing Collision

gameresources_patch1\generated\decls\md6def\md6def\objects\weapons\heavy\chaingun.md6.decl

Bullet casings should not spawn because they have collision with the hitscan tracers.

		anim "md6/objects/weapons/heavy/chaingun/motion/player/human/base/core/shootstate_into.md6anim" {
			event "ae_fireWeaponRightPrimaryOnly" {
				frame 0.0000
				row 0
			}
			event "ae_fireWeaponRightPrimaryOnly" {
				frame 4.0000
				row 0
			}
			event "ae_fireWeaponRightPrimaryOnly" {
				frame 8.0000
				row 0
			}
			event "ae_fireWeaponRightPrimaryOnly" {
				frame 12.0000
				row 0
			}
			event "ae_fireWeaponRightPrimaryOnly" {
				frame 16.0000
				row 0
			}
			event "ae_fireWeaponRightPrimaryOnly" {
				frame 20.0000
				row 0
			}
		}
		anim "md6/objects/weapons/heavy/chaingun/motion/player/human/base/core/shootstate_01.md6anim" {
			event "ae_fireWeaponRightPrimaryOnly" {
				frame 0.0000
				row 0
			}
			event "ae_fireWeaponRightPrimaryOnly" {
				frame 4.0000
				row 0
			}
			event "ae_fireWeaponRightPrimaryOnly" {
				frame 8.0000
				row 0
			}
			event "ae_fireWeaponRightPrimaryOnly" {
				frame 12.0000
				row 0
			}
			event "ae_fireWeaponRightPrimaryOnly" {
				frame 16.0000
				row 0
			}
			event "ae_fireWeaponRightPrimaryOnly" {
				frame 20.0000
				row 0
			}
		}
		anim "md6/objects/weapons/heavy/chaingun/motion/player/human/base/core/turretmode_shootstate_01.md6anim" {
			event "ae_fireWeaponRightSecondaryOnly" {
				frame 0.0000
				row 0
			}
			event "ae_fireWeaponRightSecondaryOnly" {
				frame 4.0000
				row 0
			}
			event "ae_fireWeaponRightSecondaryOnly" {
				frame 8.0000
				row 0
			}
			event "ae_fireWeaponRightSecondaryOnly" {
				frame 12.0000
				row 0
			}
			event "ae_fireWeaponRightSecondaryOnly" {
				frame 16.0000
				row 0
			}
			event "ae_fireWeaponRightSecondaryOnly" {
				frame 20.0000
				row 0
			}
		}