# Bullet Casing Collision

##### gameresources\_patch1\\generated\\decls\\md6def\\md6def\\objects\\weapons\\heavy\\chaingun.md6.decl

<p class="callout info">Bullet casings should not spawn because they have collision with the hitscan tracers.</p>

```
		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
			}
		}
```