ACTOR BrutalAxe : BrutalWeapon
{
	Obituary "%o was choped down by %k's axe."
    AttackSound "None"
    Inventory.PickupSound "AXEDRAW"
	Inventory.Pickupmessage "You got the Axe!"
    +WEAPON.NOAUTOAIM
    +WEAPON.NOAUTOFIRE
    +FORCEXYBILLBOARD
	damagetype Saw
	+WEAPON.NOALERT
	+WEAPON.AXEBLOOD
	Weapon.SelectionOrder 3000
	Scale 0.9
	Tag "Axe"
	States
	{
	
	DualWield:
		AXEG ABCDE 1
		TNT1 A 0 A_TakeInventory("StartDualWield", 1)
		AXEF AB 1
	    AXEG A 0 A_PlaySound("weapons/gswing", 1)
		AXEG A 0 A_JumpIfInventory("PowerStrength", 1, "StrongThrow")
		AXEG A 0 A_FireCustomMissile("ThrowedAxe", 0, 0, 0, 0)
		AXEZ ABCD 1
		TNT1 A 0 A_TakeInventory("BrutalAxe", 1)
		Goto Ready
		
	StrongThrow:	
		TNT1 A 0
		AXEG A 0 A_PlaySound("weapons/gswing", 1)
		AXEG A 0 A_FireCustomMissile("ThrowedAxeStrong", 0, 0, 0, 0)
		AXEZ ABCD 1
		TNT1 A 0 A_TakeInventory("BrutalAxe", 1)
		Goto Ready	
		
	Ready3:
	Ready:
        AXEG A 0 A_JumpIfInventory("Kicking",1,"DoKick")
		AXEG A 0 A_Giveinventory("HasCutingWeapon",1)
        AXEG A 0 A_JumpIfInventory("Taunting",1,"Taunt")
		AXEG A 0 A_JumpIfInventory("Salute1", 1, "Salute")
		AXEG A 0 A_JumpIfInventory("Salute2", 1, "Salute")
		AXEG A 0 A_JumpIfInventory("TossGrenade",1,"TossGrenade")
		RIFG A 0 A_JumpIfInventory("StartDualWield",1,"DualWield")
		AXEG A 0 A_JumpIfInventory("PowerBloodOnVisor",1,"RedBloodReady")
        AXEG A 0 A_JumpIfInventory("PowerBlueBloodOnVisor",1,"BlueBloodReady")
        AXEG A 0 A_JumpIfInventory("PowerGreenBloodOnVisor",1,"GreenBloodReady")
		AXEG A 1 A_WeaponReady
		
		AXEG A 0 A_JumpIfInventory("IsRunning",1,"CheckSprint")
		
		Loop
		
	CheckSprint:
		AXEG A 0
		AXEG A 0 A_JumpIfInventory("PowerBloodOnVisor",1,"RedBloodCheckSprint")
		AXEG A 0 A_JumpIfInventory("PowerBlueBloodOnVisor",1,"BlueBloodCheckSprint")
        AXEG A 0 A_JumpIfInventory("PowerGreenBloodOnVisor",1,"GreenBloodCheckSprint")
		AXEG A 1 A_WeaponReady(WRF_NOFIRE)
		AXEG A 0 A_JumpIfInventory("IsStandingStill", 1, "Ready3")
		AXEG A 0 A_JumpIfInventory("IsTacticalClass", 1, "StartSprint")
		Goto Ready
		
	StartSprint:
		AXEG A 1 A_WeaponReady(WRF_NOFIRE)
		AXEG A 0 A_JumpIfInventory("UsedStamina", 40, "StopSprintTired")
		
		
	Sprinting:	
		Sprinting:	
		AXEP A 0 offset(-9,32) 
		AXEG A 0 offset(-9,32) A_JumpIfInventory("IsStandingStill", 1, "Ready3")
		AXEG A 0 offset(-9,32) A_JumpIfInventory("UsedStamina", 100, "StopSprintTired")
		PLAY A 0 offset(-9,32) ACS_ExecuteAlways(852, 0, 0, 0, 0)//Makes player faster.
		AXEG A 0 offset(-9,32) A_JumpIfInventory("PowerStrength", 1, 2)
		AXEG A 0 offset(-9,32) A_GiveInventory("UsedStamina", 2)
		AXEG A 0 offset(-9,32)
		AXEP A 1 offset(-9,34) A_SetPitch(pitch -0.5)
		AXEP A 1 offset(-6,36) A_SetPitch(pitch -0.5)
		AXEP A 1 offset(-3,38) A_SetPitch(pitch -0.5)
		AXEP A 1 offset(0,38) A_SetPitch(pitch -0.5)
		AXEP A 1 offset(3,36) A_SetPitch(pitch -0.5)
		AXEP A 1 offset(6,34) A_SetPitch(pitch -0.5)
		AXEP A 1 offset(9,32) A_SetPitch(pitch -0.5)
		AXEG A 0 offset(9,32) A_WeaponReady(WRF_NOBOB)
		AXEG A 0 A_JumpIfInventory("Kicking",1,"DoKick")
        AXEG A 0 A_JumpIfInventory("Taunting",1,"Taunt")
		AXEG A 0 offset(-9,32) A_GiveInventory("UsedStamina", 2)
		AXEG A 0 offset(9,33) A_SpawnItemEx("FootStep", 0, 0, 2, 0, 0, -4)
		AXEP A 1 offset(9,34) A_SetPitch(pitch +0.5)
		AXEP A 1 offset(6,36) A_SetPitch(pitch +0.5)
		AXEP A 1 offset(3,38) A_SetPitch(pitch +0.5)
		AXEP A 1 offset(0,38) A_SetPitch(pitch +0.5)
		AXEP A 1 offset(-3,36) A_SetPitch(pitch +0.5)
		AXEP A 1 offset(-6,34) A_SetPitch(pitch +0.5)
		AXEP A 1 offset(-9,32) A_SetPitch(pitch +0.5)
		AXEG A 0 offset(-9,32) A_WeaponReady(WRF_NOBOB)
		AXEG A 0 offset(-9,32) A_JumpIfInventory("IsRunning", 1, "Sprinting")
		
		Goto StopSprint
	StopSprintTired:
		AXEG A 1
		PLAY A 0 ACS_ExecuteAlways(853, 0, 0, 0, 0)//Makes player slower.
		AXEG A 0 A_PlaySound("Tired", 2)
		AXEG A 0 A_TakeInventory("UsedStamina", 2)
		AXEG A 5 A_WeaponReady
		AXEG A 0 A_TakeInventory("UsedStamina", 2)
		AXEG A 5 A_WeaponReady
		AXEG A 0 A_TakeInventory("UsedStamina", 2)
		AXEG A 5 A_WeaponReady
		AXEG A 0 A_TakeInventory("UsedStamina", 2)
		AXEG A 5 A_WeaponReady
		AXEG A 0 A_TakeInventory("UsedStamina", 2)
		AXEG A 5 A_WeaponReady
		Goto Ready
	StopSprint:
		AXEP A 1
		AXEG A 0 A_JumpIfInventory("UsedStamina", 60, "StopSprintTired")
		PLAY A 0 ACS_ExecuteAlways(853, 0, 0, 0, 0)//Makes player slower.
		Goto Ready	
		
	Deselect:
        AXES CBA 1
		AXEG A 0 A_Takeinventory("PowerBloodOnVisor",1)
		AXEG A 0 A_Takeinventory("PowerBlueBloodOnVisor",1)
		AXEG A 0 A_Takeinventory("PowerGreenBloodOnVisor",1)
		AXEG A 0 A_Takeinventory("HasCutingWeapon",1)
		TNT1 AAAAAAAAAAAAAAAAAA 0 A_Lower
		AXEG A 0 A_Takeinventory("HasCutingWeapon",1)
		AXEG A 0 A_TakeInventory("TossGrenade", 1)
		TNT1 A 1 A_Lower
		Wait
		
	Select:
		AXEG A 0 A_Giveinventory("GoSpecial",1)
		AXEG A 0 A_Takeinventory("FistsSelected",1)
		AXEG A 0 A_Takeinventory("SawSelected",1)
		AXEG A 0 A_Takeinventory("ShotgunSelected",1)
		AXEG A 0 A_Takeinventory("SSGSelected",1)
		AXEG A 0 A_Takeinventory("MinigunSelected",1)
		AXEG A 0 A_Takeinventory("PlasmaGunSelected",1)
		AXEG A 0 A_Takeinventory("RocketLauncherSelected",1)
		AXEG A 0 A_Takeinventory("GrenadeLauncherSelected",1)
		AXEG A 0 A_Giveinventory("HasCutingWeapon",1)
		AXEG A 0 A_Takeinventory("BFGSelected",1)
		AXEG A 0 A_Takeinventory("BFG10kSelected",1)
		AXEG A 0 A_Takeinventory("RailGunSelected",1)
		AXEG A 0 A_Takeinventory("SubMachineGunSelected",1)
		AXEG A 0 A_Takeinventory("RevenantLauncherSelected",1)
		AXEG A 0 A_Takeinventory("LostSoulSelected",1)
		AXEG A 0 A_Takeinventory("FlameCannonSelected",1)
		AXEG A 0 A_Takeinventory("HasBarrel",1)
		TNT1 A 1
		TNT1 A 1 A_Raise
		TNT1 AAAAAAAAAA 0 A_Raise
		Goto SelectAnimation
		
		
	SelectAnimation:
		TNT1 A 1
	    AXEG A 0 A_JumpIfInventory("GoFatality", 1, "Steady")
        AXEG A 0 A_PlaySound("AXEDRAW")
        AXES ABCD 1
        AXEG A 0 A_GunFlash
		Goto Ready

	
    Fire:
		AXEG A 0
		AXEG A 0 A_TakeInventory("AxeHit", 1)
		AXEG A 0 A_JumpIfInventory("PowerBloodOnVisor",1,"RedBloodFire")
		AXEG A 0 A_JumpIfInventory("PowerBlueBloodOnVisor",1,"BlueBloodFire")
        AXEG A 0 A_JumpIfInventory("PowerGreenBloodOnVisor",1,"GreenBloodFire")
        AXEG ABCDE 1
	Hold:
		AXEG A 0
		AXEG A 0 A_TakeInventory("AxeHit", 1)
		AXEG A 0 A_JumpIfInventory("PowerBloodOnVisor",1,"Hold.RedBlood")
		AXEG A 0 A_JumpIfInventory("PowerBlueBloodOnVisor",1,"Hold.BlueBlood")
		AXEG A 0 A_JumpIfInventory("PowerGreenBloodOnVisor",1,"Hold.GreenBlood")
		AXEG E 1
		AXEG A 0 A_Refire
		AXEG D 1
		AXEF AB 1
	    AXEG A 0 A_PlaySound("weapons/gswing", 1)
		AXEG A 0 A_JumpIfInventory("PowerStrength", 1, "StrongAttack")
		AXEG A 0 A_Saw("", "", 3, "AxePuffs", 0, 120, 0,16)
		AXEG A 0 A_FireCustomMissile("AxeAttack", 0, 0, 0, 0)
		
	EndSwing:	
		AXEF C 1 A_SetPitch(pitch+2)
		//TNT1 A 0 //A_JumpIfInventory("AxeHit", 1, "HasHit")
		AXEF D 1 A_SetPitch(pitch+2)
		//TNT1 A 0 //A_JumpIfInventory("AxeHit", 1, "HasHit")
		AXEF E 1 A_SetPitch(pitch+2)
		TNT1 AA 1 A_SetPitch(pitch+2)
		TNT1 A 2
		TNT1 AAAA 1 A_SetPitch(pitch-2)
		TNT1 A 1
		AXES A 1
		AXES BCD 1 A_WeaponReady(WRF_NOBOB)
		AXEG A 0 A_JumpIfInventory("PowerBloodOnVisor",1,"RedBloodReady")
        AXEG A 0 A_JumpIfInventory("PowerBlueBloodOnVisor",1,"BlueBloodReady")
        AXEG A 0 A_JumpIfInventory("PowerGreenBloodOnVisor",1,"GreenBloodReady")
		Goto Ready
		
	HasHit:
		AXEF DE 1  A_SetPitch(pitch+3)
		AXEF FTFE 1 A_SetPitch(pitch-3)
		AXEF GH 1 A_JumpIfInventory("FiredPrimary", 1, "Hold")
		AXFF HHH 1 A_JumpIfInventory("FiredPrimary", 1, "Hold")
		AXEG A 0 A_JumpIfInventory("PowerBloodOnVisor",1,"RedBloodReady")
        AXEG A 0 A_JumpIfInventory("PowerBlueBloodOnVisor",1,"BlueBloodReady")
        AXEG A 0 A_JumpIfInventory("PowerGreenBloodOnVisor",1,"GreenBloodReady")
		Goto Ready
		
	Combo:	
		AXEF DCBAAA 1
		AXEF BCD 1
	    AXEG A 0 A_PlaySound("weapons/gswing", 1)
		AXEG A 0 A_JumpIfInventory("PowerStrength", 1, "StrongAttack")
		AXEG A 0 A_Saw("", "", 3, "AxePuffs", 0, 120, 0,16)
		AXEG A 0 A_FireCustomMissile("AxeAttack", 0, 0, 0, 0)
		Goto Endswing
		
	HasHitBlue:
		AXBF DE 1 A_SetPitch(pitch+3)
		AXBF FFE 1 A_SetPitch(pitch-3)
		AXBF GH 1 A_JumpIfInventory("FiredPrimary", 1, "Hold.BlueBlood")
		AXBF HHH 1 A_JumpIfInventory("FiredPrimary", 1, "Hold.BlueBlood")
		TNT1 A 0 A_JumpIfInventory("FiredPrimary", 1, "Hold")
		AXEG A 0 A_JumpIfInventory("PowerBloodOnVisor",1,"RedBloodReady")
        AXEG A 0 A_JumpIfInventory("PowerGreenBloodOnVisor",1,"GreenBloodReady")
		AXEG A 0 A_JumpIfInventory("PowerBlueBloodOnVisor",1,"BlueBloodReady")
		Goto BlueBloodReady

		
	HasHitRed:
		AXRF DE 1  A_SetPitch(pitch+3)
		AXRF FFE 1 A_SetPitch(pitch-3)
		AXRF GH 1 A_JumpIfInventory("FiredPrimary", 1, "Hold.RedBlood")
		AXRF HHH 1 A_JumpIfInventory("FiredPrimary", 1, "Hold.RedBlood")
        AXEG A 0 A_JumpIfInventory("PowerBlueBloodOnVisor",1,"BlueBloodReady")
        AXEG A 0 A_JumpIfInventory("PowerGreenBloodOnVisor",1,"GreenBloodReady")
		AXEG A 0 A_JumpIfInventory("PowerBloodOnVisor",1,"RedBloodReady")
		Goto RedBloodReady
	
		
	HasHitGreen:
		AXGF DE 1 A_SetPitch(pitch+3)
		AXGF FFE 1 A_SetPitch(pitch-3)
		AXGF GH 1 A_JumpIfInventory("FiredPrimary", 1, "Hold.GreenBlood")
		AXGF HHH 1 A_JumpIfInventory("FiredPrimary", 1, "Hold.GreenBlood")
		TNT1 A 0 A_JumpIfInventory("FiredPrimary", 1, "Hold.GreenBlood")
        AXEG A 0 A_JumpIfInventory("PowerBlueBloodOnVisor",1,"BlueBloodReady")
		AXEG A 0 A_JumpIfInventory("PowerBloodOnVisor",1,"RedBloodReady")
		AXEG A 0 A_JumpIfInventory("PowerGreenBloodOnVisor",1,"GreenBloodReady")
		Goto GreenBloodReady	
			
	StrongAttack:
		AXEG A 0
		AXEG A 0 A_Saw("", "", 10, "AxePuffs", 0, 120, 0,16)
		TNT1 AA 0 A_FireCustomMissile("AxeAttack", 0, 0, 0, 0)
		Goto EndSwing
		
	Steady:
		TNT1 A 1
		Goto Ready	
	Spawn:
		AXE1 A 1
		AXE1 A -1
		Stop
		
		
	RedBloodReady:
	RedBloodReady3:
        AXEG A 0 A_JumpIfInventory("Kicking",1,"DoKick")
        AXEG A 0 A_JumpIfInventory("Taunting",1,"Taunt")
		AXEG A 0 A_JumpIfInventory("Salute1", 1, "Salute")
		RIFG A 0 A_JumpIfInventory("StartDualWield",1,"DualWield")
		AXEG A 0 A_JumpIfInventory("Salute2", 1, "Salute")
		AXEG A 0 A_JumpIfInventory("TossGrenade",1,"TossGrenade")
		AXEG A 0 A_TakeInventory("PowerGreenBloodOnVisor", 1)
		AXEG A 0 A_TakeInventory("PowerBlueBloodOnVisor", 1)
		AXRG A 1 A_WeaponReady
		AXEG A 0 A_JumpIfInventory("IsRunning",1,"RedBloodCheckSprint")
		
		Loop
		
	RedBloodCheckSprint:
		AXRG A 1 A_WeaponReady(WRF_NOFIRE)
		AXEG A 0 A_JumpIfInventory("IsStandingStill", 1, "RedBloodReady3")
		AXEG A 0 A_JumpIfInventory("IsTacticalClass", 1, "RedBloodStartSprint")
		Goto Ready
		
	RedBloodStartSprint:
		AXRG A 1 A_WeaponReady(WRF_NOFIRE)
		AXEG A 0 A_JumpIfInventory("UsedStamina", 40, "RedBloodStopSprintTired")
		
	RedBloodSprinting:	
		AXEP A 0
		AXEG A 0 A_JumpIfInventory("IsStandingStill", 1, "RedBloodReady3")
		AXEG A 0 A_JumpIfInventory("UsedStamina", 100, "RedBloodStopSprintTired")
		PLAY A 0 ACS_ExecuteAlways(852, 0, 0, 0, 0)//Makes player faster.
		AXEG A 0 A_JumpIfInventory("PowerStrength", 1, 2)
		AXEG A 0 A_GiveInventory("UsedStamina", 3)
		AXEG A 0
		AXRP BCDEFFGG 1 A_SetPitch(pitch -0.5)
		AXEG A 0 A_JumpIfInventory("IsRunning", 1, 2)
		Goto RedBloodStopSprint
		TNT1 AA 0
		AXEG A 0 A_WeaponReady(WRF_NOBOB)
		AXEG A 0 A_SpawnItemEx("FootStep", 0, 0, 2, 0, 0, -4)
		AXRP GFEDCCBB 1 A_SetPitch(pitch +0.5)
		AXEG A 0 A_JumpIfInventory("IsRunning", 1, "RedBloodSprinting")
		AXEG A 0 A_WeaponReady(WRF_NOBOB)
		
		Goto RedBloodStopSprint
	RedBloodStopSprintTired:
		AXRG A 1
		PLAY A 0 ACS_ExecuteAlways(853, 0, 0, 0, 0)//Makes player slower.
		AXEG A 0 A_PlaySound("Tired", 2)
		AXEG A 0 A_TakeInventory("UsedStamina", 2)
		AXRG A 5 A_WeaponReady
		AXEG A 0 A_TakeInventory("UsedStamina", 2)
		AXRG A 5 A_WeaponReady
		AXEG A 0 A_TakeInventory("UsedStamina", 2)
		AXRG A 5 A_WeaponReady
		AXEG A 0 A_TakeInventory("UsedStamina", 2)
		AXRG A 5 A_WeaponReady
		AXEG A 0 A_TakeInventory("UsedStamina", 2)
		AXRG A 5 A_WeaponReady
		Goto RedBloodReady
	RedBloodStopSprint:
		AXRP A 1
		AXEG A 0 A_JumpIfInventory("UsedStamina", 60, "RedBloodStopSprintTired")
		PLAY A 0 ACS_ExecuteAlways(853, 0, 0, 0, 0)//Makes player slower.
		Goto RedBloodReady	
		
		
	
    RedBloodFire:
        AXRG ABCDE 1
	Hold.RedBlood:
		AXRG E 1
		AXEG A 0 A_TakeInventory("AxeHit", 1)
		AXEG A 0 A_Refire
		AXRG D 1
		AXRF AB 1
	    AXEG A 0 A_PlaySound("weapons/gswing", 1)
		AXEG A 0 A_JumpIfInventory("PowerStrength", 1, "RedBloodStrongAttack")
		AXEG A 0 A_Saw("", "", 3, "AxePuffs", 0, 120, 0,16)
		AXEG A 0 A_FireCustomMissile("AxeAttack", 0, 0, 0, 0)
		
	RedBloodEndSwing:	
		AXRF CD 1 //A_JumpIfInventory("AxeHit", 1, "HasHitRed")
		AXRF E 1 A_SetPitch(pitch+3)
		TNT1 AA 1 A_SetPitch(pitch+2)
		TNT1 A 2
		TNT1 AAAA 1 A_SetPitch(pitch-2)
		TNT1 A 1
		AXRS A 1
		AXRS BCD 1 A_WeaponReady(WRF_NOBOB)
        AXEG A 0 A_JumpIfInventory("PowerBlueBloodOnVisor",1,"BlueBloodReady")
        AXEG A 0 A_JumpIfInventory("PowerGreenBloodOnVisor",1,"GreenBloodReady")
		Goto RedBloodReady
	
	RedBloodStrongAttack:
		AXEG A 0
		AXEG A 0 A_Saw("", "", 10, "AxePuffs", 0, 120, 0,16)
		TNT1 AA 0 A_FireCustomMissile("AxeAttack", 0, 0, 0, 0)
		Goto RedBloodEndSwing	
		
		
		
		
	BlueBloodReady:
	BlueBloodReady3:
        AXEG A 0 A_JumpIfInventory("Kicking",1,"DoKick")
        AXEG A 0 A_JumpIfInventory("Taunting",1,"Taunt")
		AXEG A 0 A_JumpIfInventory("Salute1", 1, "Salute")
		RIFG A 0 A_JumpIfInventory("StartDualWield",1,"DualWield")
		AXEG A 0 A_JumpIfInventory("Salute2", 1, "Salute")
		AXEG A 0 A_JumpIfInventory("TossGrenade",1,"TossGrenade")
		AXEG A 0 A_TakeInventory("PowerGreenBloodOnVisor", 1)
		AXEG A 0 A_TakeInventory("PowerBloodOnVisor", 1)
		AXBG A 1 A_WeaponReady
		AXEG A 0 A_JumpIfInventory("IsRunning",1,"BlueBloodCheckSprint")
		
		Loop
		
	BlueBloodCheckSprint:
		AXBG A 1 A_WeaponReady(WRF_NOFIRE)
		AXEG A 0 A_JumpIfInventory("IsStandingStill", 1, "BlueBloodReady3")
		AXEG A 0 A_JumpIfInventory("IsTacticalClass", 1, "BlueBloodStartSprint")
		Goto Ready
		
	BlueBloodStartSprint:
		AXBG A 1 A_WeaponReady(WRF_NOFIRE)
		AXEG A 0 A_JumpIfInventory("UsedStamina", 40, "BlueBloodStopSprintTired")
		
	BlueBloodSprinting:	
		AXEP A 0
		AXEG A 0 A_JumpIfInventory("IsStandingStill", 1, "BlueBloodReady3")
		AXEG A 0 A_JumpIfInventory("UsedStamina", 100, "BlueBloodStopSprintTired")
		PLAY A 0 ACS_ExecuteAlways(852, 0, 0, 0, 0)//Makes player faster.
		AXEG A 0 A_JumpIfInventory("PowerStrength", 1, 2)
		AXEG A 0 A_GiveInventory("UsedStamina", 3)
		AXEG A 0
		AXBP BCDEFFGG 1 A_SetPitch(pitch -0.5)
		AXEG A 0 A_JumpIfInventory("IsRunning", 1, 2)
		Goto BlueBloodStopSprint
		TNT1 AA 0
		AXEG A 0 A_WeaponReady(WRF_NOBOB)
		AXEG A 0 A_SpawnItemEx("FootStep", 0, 0, 2, 0, 0, -4)
		AXBP GFEDCCBB 1 A_SetPitch(pitch +0.5)
		AXEG A 0 A_WeaponReady(WRF_NOBOB)
		AXEG A 0 A_JumpIfInventory("IsRunning", 1, "BlueBloodSprinting")
		
		Goto BlueBloodStopSprint
	BlueBloodStopSprintTired:
		AXBG A 1
		PLAY A 0 ACS_ExecuteAlways(853, 0, 0, 0, 0)//Makes player slower.
		AXEG A 0 A_PlaySound("Tired", 2)
		AXEG A 0 A_TakeInventory("UsedStamina", 2)
		AXBG A 5 A_WeaponReady
		AXEG A 0 A_TakeInventory("UsedStamina", 2)
		AXBG A 5 A_WeaponReady
		AXEG A 0 A_TakeInventory("UsedStamina", 2)
		AXBG A 5 A_WeaponReady
		AXEG A 0 A_TakeInventory("UsedStamina", 2)
		AXBG A 5 A_WeaponReady
		AXEG A 0 A_TakeInventory("UsedStamina", 2)
		AXBG A 5 A_WeaponReady
		Goto BlueBloodReady
	BlueBloodStopSprint:
		AXBP A 1
		AXEG A 0 A_JumpIfInventory("UsedStamina", 60, "BlueBloodStopSprintTired")
		PLAY A 0 ACS_ExecuteAlways(853, 0, 0, 0, 0)//Makes player slower.
		Goto BlueBloodReady	
		
		
	
    BlueBloodFire:
        AXBG ABCDE 1
	Hold.BlueBlood:
		AXBG E 1
		AXEG A 0 A_TakeInventory("AxeHit", 1)
		AXEG A 0 A_Refire
		AXBG D 1
		AXBF AB 1
	    AXEG A 0 A_PlaySound("weapons/gswing", 1)
		AXEG A 0 A_JumpIfInventory("PowerStrength", 1, "BlueBloodStrongAttack")
		AXEG A 0 A_Saw("", "", 3, "AxePuffs", 0, 120, 0,16)
		AXEG A 0 A_FireCustomMissile("AxeAttack", 0, 0, 0, 0)
		
	BlueBloodEndSwing:	
		AXBF CD 1 //A_JumpIfInventory("AxeHit", 1, "HasHitBlue")
		AXBF E 1 A_SetPitch(pitch+3)
		TNT1 AA 1 A_SetPitch(pitch+2)
		TNT1 A 2
		TNT1 AAAA 1 A_SetPitch(pitch-2)
		TNT1 A 1
		AXBS A 1
		AXBS BCD 1 A_WeaponReady(WRF_NOBOB)
		AXEG A 0 A_JumpIfInventory("PowerBloodOnVisor",1,"RedBloodReady")
        AXEG A 0 A_JumpIfInventory("PowerGreenBloodOnVisor",1,"GreenBloodReady")
		Goto BlueBloodReady
	
	BlueBloodStrongAttack:
		AXEG A 0
		AXEG A 0 A_Saw("", "", 10, "AxePuffs", 0, 120, 0,16)
		TNT1 AA 0 A_FireCustomMissile("AxeAttack", 0, 0, 0, 0)
		Goto BlueBloodEndSwing		
		
		GreenBloodReady:
	GreenBloodReady3:
        AXEG A 0 A_JumpIfInventory("Kicking",1,"DoKick")
        AXEG A 0 A_JumpIfInventory("Taunting",1,"Taunt")
		AXEG A 0 A_JumpIfInventory("Salute1", 1, "Salute")
		RIFG A 0 A_JumpIfInventory("StartDualWield",1,"DualWield")
		AXEG A 0 A_JumpIfInventory("Salute2", 1, "Salute")
		AXEG A 0 A_JumpIfInventory("TossGrenade",1,"TossGrenade")
		AXEG A 0 A_TakeInventory("PowerBlueBloodOnVisor", 1)
		AXEG A 0 A_TakeInventory("PowerBloodOnVisor", 1)
		AXGG A 1 A_WeaponReady
		AXEG A 0 A_JumpIfInventory("IsRunning",1,"GreenBloodCheckSprint")
		
		Loop
		
	GreenBloodCheckSprint:
		AXGG A 1 A_WeaponReady(WRF_NOFIRE)
		AXEG A 0 A_JumpIfInventory("IsStandingStill", 1, "GreenBloodReady3")
		AXEG A 0 A_JumpIfInventory("IsTacticalClass", 1, "GreenBloodStartSprint")
		Goto Ready
		
	GreenBloodStartSprint:
		AXGG A 1 A_WeaponReady(WRF_NOFIRE)
		AXEG A 0 A_JumpIfInventory("UsedStamina", 40, "GreenBloodStopSprintTired")
		
	GreenBloodSprinting:	
		AXEP A 0
		AXEG A 0 A_JumpIfInventory("IsStandingStill", 1, "GreenBloodReady3")
		AXEG A 0 A_JumpIfInventory("UsedStamina", 100, "GreenBloodStopSprintTired")
		PLAY A 0 ACS_ExecuteAlways(852, 0, 0, 0, 0)//Makes player faster.
		AXEG A 0 A_JumpIfInventory("PowerStrength", 1, 2)
		AXEG A 0 A_GiveInventory("UsedStamina", 3)
		AXEG A 0
		AXGP BCDEFFGG 1 A_SetPitch(pitch -0.5)
		AXEG A 0 A_JumpIfInventory("IsRunning", 1, 2)
		Goto GreenBloodStopSprint
		TNT1 AA 0
		AXEG A 0 A_WeaponReady(WRF_NOBOB)
		AXEG A 0 A_SpawnItemEx("FootStep", 0, 0, 2, 0, 0, -4)
		AXGP GFEDCCBB 1 A_SetPitch(pitch +0.5)
		AXEG A 0 A_WeaponReady(WRF_NOBOB)
		AXEG A 0 A_JumpIfInventory("IsRunning", 1, "GreenBloodSprinting")
		
		Goto GreenBloodStopSprint
	GreenBloodStopSprintTired:
		AXGG A 1
		PLAY A 0 ACS_ExecuteAlways(853, 0, 0, 0, 0)//Makes player slower.
		AXEG A 0 A_PlaySound("Tired", 2)
		AXEG A 0 A_TakeInventory("UsedStamina", 2)
		AXGG A 5 A_WeaponReady
		AXEG A 0 A_TakeInventory("UsedStamina", 2)
		AXGG A 5 A_WeaponReady
		AXEG A 0 A_TakeInventory("UsedStamina", 2)
		AXGG A 5 A_WeaponReady
		AXEG A 0 A_TakeInventory("UsedStamina", 2)
		AXGG A 5 A_WeaponReady
		AXEG A 0 A_TakeInventory("UsedStamina", 2)
		AXGG A 5 A_WeaponReady
		Goto GreenBloodReady
	GreenBloodStopSprint:
		AXGP A 1
		AXEG A 0 A_JumpIfInventory("UsedStamina", 60, "GreenBloodStopSprintTired")
		PLAY A 0 ACS_ExecuteAlways(853, 0, 0, 0, 0)//Makes player slower.
		Goto GreenBloodReady	
		
		
	
    GreenBloodFire:
        AXGG ABCDE 1
	Hold.GreenBlood:
		AXGG E 1
		AXEG A 0 A_Refire
		AXGG D 1
		AXGF AB 1
	    AXEG A 0 A_PlaySound("weapons/gswing", 1)
		AXEG A 0 A_JumpIfInventory("PowerStrength", 1, "GreenBloodStrongAttack")
		AXEG A 0 A_Saw("", "", 3, "AxePuffs", 0, 120, 0,16)
		AXEG A 0 A_FireCustomMissile("AxeAttack", 0, 0, 0, 0)
		
	GreenBloodEndSwing:	
		AXGF CD 1 //A_JumpIfInventory("AxeHit", 1, "HasHitGreen")
		AXGF E 1 A_SetPitch(pitch+3)
		TNT1 AA 1 A_SetPitch(pitch+2)
		TNT1 A 2
		TNT1 AAAA 1 A_SetPitch(pitch-2)
		TNT1 A 1
		AXGS A 1
		AXGS BCD 1 A_WeaponReady(WRF_NOBOB)
		AXEG A 0 A_JumpIfInventory("PowerBloodOnVisor",1,"RedBloodReady")
        AXEG A 0 A_JumpIfInventory("PowerBlueBloodOnVisor",1,"BlueBloodReady")
		Goto GreenBloodReady
	
	GreenBloodStrongAttack:
		AXEG A 0
		AXEG A 0 A_Saw("", "", 10, "AxePuffs", 0, 120, 0,16)
		TNT1 AA 0 A_FireCustomMissile("AxeAttack", 0, 0, 0, 0)
		Goto GreenBloodEndSwing		
		
		
		
		
	//Alt Fire Mode
	
	
	
    AltFire:
		ASEG A 0
		ASEG A 0 A_TakeInventory("AxeHit", 1)
		ASEG A 0 A_JumpIfInventory("PowerBloodOnVisor",1,"AltRedBloodFire")
		ASEG A 0 A_JumpIfInventory("powerBlueBloodOnVisor",1,"AltBlueBloodFire")
        ASEG A 0 A_JumpIfInventory("powerGreenBloodOnVisor",1,"AltGreenBloodFire")
        ASEG ABCDE 1
	AltHold:
		ASEG A 0
		ASEG A 0 A_TakeInventory("AxeHit", 1)
		ASEG A 0 A_JumpIfInventory("PowerBloodOnVisor",1,"Hold.AltRedBlood")
		ASEG A 0 A_JumpIfInventory("powerBlueBloodOnVisor",1,"Hold.AltBlueBlood")
		ASEG A 0 A_JumpIfInventory("powerGreenBloodOnVisor",1,"Hold.AltGreenBlood")
		ASEG E 1
		ASEG A 0 A_Refire
		ASEG D 1
		ASEF AB 1
	    ASEG A 0 A_PlaySound("weapons/gswing", 1)
		ASEG A 0 A_JumpIfInventory("PowerStrength", 1, "AltStrongAttack")
		ASEG A 0 A_Saw("", "", 3, "AxePuffs", 0, 120, 0,16)
		ASEG A 0 A_FireCustomMissile("AltAxeAttack", 0, 0, 0, 0)
		ASEG A 0 A_FireCustomMissile("AltAxeAttack", 20, 0, 0, 0)
		ASEG A 0 A_FireCustomMissile("AltAxeAttack", -20, 0, 0, 0)
		
	AltEndSwing:	
		ASEF C 1 A_SetAngle(angle+2)
		ASEF D 1 A_SetAngle(angle+2)
		ASEF E 1 A_SetAngle(angle+4)
		TNT1 AA 1 A_SetAngle(angle+4)
		TNT1 A 5
		TNT1 AAAAAAAAA 1 A_SetAngle(angle-2)
		TNT1 A 1
		ASES A 1
		ASES BCD 1 A_WeaponReady(WRF_NOBOB)
		ASEG A 0 A_JumpIfInventory("PowerBloodOnVisor",1,"RedBloodReady")
        ASEG A 0 A_JumpIfInventory("powerBlueBloodOnVisor",1,"BlueBloodReady")
        ASEG A 0 A_JumpIfInventory("powerGreenBloodOnVisor",1,"GreenBloodReady")
		Goto Ready
		
			
	AltStrongAttack:
		ASEG A 0
		ASEG A 0 A_Saw("", "", 10, "AxePuffs", 0, 120, 0,16)
		ASEG AA 0 A_FireCustomMissile("AltAxeAttack", 0, 0, 0, 0)
		ASEG AA 0 A_FireCustomMissile("AltAxeAttack", 20, 0, 0, 0)
		ASEG AA 0 A_FireCustomMissile("AltAxeAttack", -20, 0, 0, 0)
		Goto AltEndSwing

	
    AltRedBloodFire:
        AXRG ABCDE 1
	Hold.AltRedBlood:
		ASRG E 1
		ASEG A 0 A_TakeInventory("AxeHit", 1)
		ASEG A 0 A_Refire
		AXRG D 1
		ASRF AB 1
	    ASEG A 0 A_PlaySound("weapons/gswing", 1)
		ASEG A 0 A_JumpIfInventory("PowerStrength", 1, "AltRedBloodAltStrongAttack")
		ASEG A 0 A_Saw("", "", 3, "AxePuffs", 0, 120, 0,16)
		ASEG A 0 A_FireCustomMissile("AltAxeAttack", 0, 0, 0, 0)
		ASEG A 0 A_FireCustomMissile("AltAxeAttack", 20, 0, 0, 0)
		ASEG A 0 A_FireCustomMissile("AltAxeAttack", -20, 0, 0, 0)
		
	AltRedBloodAltEndSwing:	
		ASRF CD 1 //A_JumpIfInventory("AxeHit", 1, "HasHitRed")
		ASRF E 1 A_SetAngle(angle+4)
		TNT1 AA 1 A_SetAngle(angle+4)
		TNT1 A 5
		TNT1 AAAAAAAAA 1 A_SetAngle(angle-2)
		TNT1 A 1
		ASRS A 1
		ASRS BCD 1 A_WeaponReady(WRF_NOBOB)
        ASEG A 0 A_JumpIfInventory("powerBlueBloodOnVisor",1,"BlueBloodReady")
        ASEG A 0 A_JumpIfInventory("powerGreenBloodOnVisor",1,"GreenBloodReady")
		Goto RedBloodReady
	
	AltRedBloodAltStrongAttack:
		ASEG A 0
		ASEG A 0 A_Saw("", "", 10, "AxePuffs", 0, 120, 0,16)
		ASEG AA 0 A_FireCustomMissile("AltAxeAttack", 0, 0, 0, 0)
		ASEG AA 0 A_FireCustomMissile("AltAxeAttack", 20, 0, 0, 0)
		ASEG AA 0 A_FireCustomMissile("AltAxeAttack", -20, 0, 0, 0)
		Goto AltRedBloodAltEndSwing	
		
		
    AltBlueBloodFire:
        ASBG ABCDE 1
	Hold.AltBlueBlood:
		ASBG E 1
		ASEG A 0 A_TakeInventory("AxeHit", 1)
		ASEG A 0 A_Refire
		AXBG D 1
		ASBF AB 1
	    ASEG A 0 A_PlaySound("weapons/gswing", 1)
		ASEG A 0 A_JumpIfInventory("PowerStrength", 1, "AltBlueBloodAltStrongAttack")
		ASEG A 0 A_Saw("", "", 3, "AxePuffs", 0, 120, 0,16)
		ASEG A 0 A_FireCustomMissile("AltAxeAttack", 0, 0, 0, 0)
		ASEG A 0 A_FireCustomMissile("AltAxeAttack", 20, 0, 0, 0)
		ASEG A 0 A_FireCustomMissile("AltAxeAttack", -20, 0, 0, 0)
		
	AltBlueBloodAltEndSwing:	
		ASBF CD 1 //A_JumpIfInventory("AxeHit", 1, "HasHitBlue")
		ASBF E 1 A_SetAngle(angle+4)
		TNT1 AA 1 A_SetAngle(angle+4)
		TNT1 A 5
		TNT1 AAAAAAAAA 1 A_SetAngle(angle-2)
		TNT1 A 1
		AXBS A 1
		AXBS BCD 1 A_WeaponReady(WRF_NOBOB)
		ASEG A 0 A_JumpIfInventory("PowerBloodOnVisor",1,"RedBloodReady")
        ASEG A 0 A_JumpIfInventory("powerGreenBloodOnVisor",1,"GreenBloodReady")
		Goto BlueBloodReady
	
	AltBlueBloodAltStrongAttack:
		ASEG A 0
		ASEG A 0 A_Saw("", "", 10, "AxePuffs", 0, 120, 0,16)
		ASEG AA 0 A_FireCustomMissile("AltAxeAttack", 0, 0, 0, 0)
		ASEG AA 0 A_FireCustomMissile("AltAxeAttack", 20, 0, 0, 0)
		ASEG AA 0 A_FireCustomMissile("AltAxeAttack", -20, 0, 0, 0)
		Goto AltBlueBloodAltEndSwing		
		
	
    AltGreenBloodFire:
        ASGG ABCDE 1
	Hold.AltGreenBlood:
		ASGG E 1
		ASEG A 0 A_Refire
		ASGG D 1
		ASGF AB 1
	    ASEG A 0 A_PlaySound("weapons/gswing", 1)
		ASEG A 0 A_JumpIfInventory("PowerStrength", 1, "AltGreenBloodAltStrongAttack")
		ASEG A 0 A_Saw("", "", 3, "AxePuffs", 0, 120, 0,16)
		ASEG A 0 A_FireCustomMissile("AltAxeAttack", 0, 0, 0, 0)
		ASEG A 0 A_FireCustomMissile("AltAxeAttack", 20, 0, 0, 0)
		ASEG A 0 A_FireCustomMissile("AltAxeAttack", -20, 0, 0, 0)
		
	AltGreenBloodAltEndSwing:	
		ASGF CD 1 //A_JumpIfInventory("AxeHit", 1, "HasHitGreen")
		ASGF E 1 A_SetAngle(angle+4)
		TNT1 AA 1 A_SetAngle(angle+4)
		TNT1 A 5
		TNT1 AAAAAAAAA 1 A_SetAngle(angle-2)
		TNT1 A 1
		ASGS A 1
		ASGS BCD 1 A_WeaponReady(WRF_NOBOB)
		ASEG A 0 A_JumpIfInventory("PowerBloodOnVisor",1,"RedBloodReady")
        ASEG A 0 A_JumpIfInventory("powerBlueBloodOnVisor",1,"BlueBloodReady")
		Goto GreenBloodReady
	
	AltGreenBloodAltStrongAttack:
		ASEG A 0
		ASEG A 0 A_Saw("", "", 10, "AxePuffs", 0, 120, 0,16)
		ASEG AA 0 A_FireCustomMissile("AltAxeAttack", 0, 0, 0, 0)
		ASEG AA 0 A_FireCustomMissile("AltAxeAttack", 20, 0, 0, 0)
		ASEG AA 0 A_FireCustomMissile("AltAxeAttack", -20, 0, 0, 0)
		Goto AltGreenBloodAltEndSwing		
		
		
		
	}
}




ACTOR AxeAttack: FastProjectile
{
	Radius 4
	Height 14
	DamageType Saw
	+MISSILE
	+FORCEXYBILLBOARD
	+FORCERADIUSDMG
	+BLOODSPLATTER
	+FORCEPAIN
	RenderStyle Add
	Alpha 0.6
    Damage (random(90,95))
    Speed 60
	SeeSound "none"
	DeathSound "none"
	decal "SawVertical"
	Scale 0.01
	States
	{
	Spawn:
		AXEG A 0
		TNT1 A 1 BRIGHT
		Stop
	Death:
				AXEG A 0
				AXEG A 0
				TNT1 AB 0 bright
				TNT1 A 0 A_giveToTarget("AxeHit", 1)
				AXEG A 0 Radius_Quake (2, 6, 0, 5, 0)//(intensity, duration, damrad, tremrad, tid)
				AXEG A 0 A_CheckFloor("SpawnFloor")
				AXEG A 0 A_SpawnItem ("Sparks", 0)
				AXEG A 0 A_PlaySound("AXECLN", 6)
				AXEG A 0 A_ALertMonsters(400)
				
				TNT1 AAAAAAAAAAAAAAAA 0 A_CustomMissile ("SparkX", 2, 0, random (0, 360), 2, random (30, 170))
				AXEG A 0 A_JumpIfInTargetInventory("PowerStrength", 1, "Berserk")
				Stop
				
	
	SpawnFloor:
	AXEG A 0
	AXEG A 0 Acs_namedexecutealways("BDCheckFloorType", 0, 0, 0, 0)//Check if is under a liquid
	TNT1 A 2
	AXEG A 0 A_ALertMonsters(400)
	AXEG A 0 A_JumpIfInventory("IsOverWater", 1, "SpawnWater")
	AXEG A 0 A_JumpIfInventory("IsOverNukage", 1, "SpawnNukage")
	AXEG A 0 A_JumpIfInventory("IsOverSlime", 1, "SpawnSlime")
	AXEG A 0 A_JumpIfInventory("IsOverBlood", 1, "SpawnBlood")
	AXEG A 0 A_JumpIfInventory("IsOverLava", 1, "SpawnLava")
	AXEG A 0 A_JumpIfInventory("IsOverGrass", 1, "SpawnDirt")
	AXEG A 0 A_JumpIfInventory("IsOverSand", 1, "SpawnSand")
	
	AXEG A 0 A_PlaySound("AXECLN", 6)
	PUFF A 0 bright A_PlaySound("ricochet/hit")
	AXEG A 0 A_SpawnItem ("YellowFlareSmall", 0)
	AXEG A 0 A_SetScale(-0.6)
    AXEG A 0 A_Jump (132, 15)
    FX58 ABCD 1 BRIGHT 
	AXEG A 0 A_CustomMissile("OldschoolRocketSmokeTrail2Bigger", 2, 0, random (0, 360), 2, random (0, 360))
	FX58 EFGHIJ 1 bright
    Stop
    TNT1 AAAAA 0
    FX57 ABCD 1 BRIGHT 
	AXEG A 0 A_CustomMissile("OldschoolRocketSmokeTrail2Bigger", 2, 0, random (0, 360), 2, random (0, 360))
	FX57 EFGHIJ 1 bright
    stop
	
	SpawnWater:
	AXEG A 0
	TNT1 A 0 A_PlaySound("bigspl1", 1)
	TNT1 AAAAA 0 A_CustomMissile ("WaterParticleXFAster", 8, 0, random (0, 360), 2, random (30, 160))
	TNT1 AAAAA 0 A_CustomMissile ("WaterParticleXSuperFast", 24, 0, random (0, 360), 2, random (30, 160))
	AXEG A 0 A_SpawnItem("WaterSplashWaves")
	AXEG A 0 A_SetScale(0.5, 0.5)
	SPHW ABCDE 3
	Stop
	
	SpawnSlime:
	AXEG A 0
	TNT1 A 0 A_PlaySound("bigspl1", 1)
	TNT1 AAAAA 0 A_CustomMissile ("SLimeParticleXFAster", 8, 0, random (0, 360), 2, random (30, 160))
	TNT1 AAAAA 0 A_CustomMissile ("SlimeParticleXFAster", 24, 0, random (0, 360), 2, random (30, 160))
	AXEG A 0 A_SpawnItem("SlimeSplashWaves")
	AXEG A 0 A_SetScale(0.5, 0.5)
	SPHB ABCDE 3
	Stop
	
	
	SpawnNukage:
	AXEG A 0
	TNT1 A 0 A_PlaySound("bigspl1", 1)
	TNT1 AAAAA 0 A_CustomMissile ("nukageParticleXFAster", 8, 0, random (0, 360), 2, random (30, 160))
	TNT1 AAAAA 0 A_CustomMissile ("nukageParticleXFAster", 24, 0, random (0, 360), 2, random (30, 160))
	AXEG A 0 A_SpawnItem("NukageSplashWaves")
	AXEG A 0 A_SetScale(0.5, 0.5)
	SPHG ABCDE 3
	Stop
	
	SpawnBlood:
	AXEG A 0
	TNT1 A 0 A_PlaySound("bigspl1", 1)
	TNT1 AAAAA 0 A_CustomMissile ("BloodParticleXFAster", 8, 0, random (0, 360), 2, random (30, 160))
	TNT1 AAAAA 0 A_CustomMissile ("BloodParticleXFAster", 24, 0, random (0, 360), 2, random (30, 160))
	AXEG A 0 A_SpawnItem("BloodSplashWaves")
	AXEG A 0 A_SetScale(0.5, 0.5)
	SPHR ABCDE 3
	Stop
	
	SpawnLava:
	AXEG A 0
	AXEG A 0 A_CustomMissile ("OldschoolRocketSmokeTrailDarker", 12, 0, random (160, 210), 2, random (10, 90))
	AXEG A 0 A_SpawnItemEx("TinyBurningPiece3", random (-5, 5), random (-5, 5))
	TNT1 AAAAA 0 A_CustomMissile ("ExplosionParticleHeavy", 10, 0, random (0, 180), 2, random (10, 90))
	AXEG A 0 A_SetScale(0.5, 0.5)
	INFE ABCDEFGHIJKLMNOPQR 1 BRIGHT 
	INFE ST 1 BRIGHT A_CustomMissile ("OldschoolRocketSmokeTrailDarker", 32, 0, random (160, 210), 2, random (10, 90))
	TNT1 AAA 4 A_CustomMissile ("OldschoolRocketSmokeTrailDarker", 14, 0, random (160, 210), 2, random (10, 90))
	Stop
	
	
	SpawnDirt:
	AXEG A 0
	AXEG A 0 A_CustomMissile ("BrownCloudSmallLong", 0, 0, random (0, 360), 2, random (10, 150))
	TNT1 AA 0 A_CustomMissile ("DirtChunk3", 0, 0, random (0, 360), 2, random (30, 150))
	TNT1 AA 0 A_CustomMissile ("DirtChunk4", 0, 0, random (0, 360), 2, random (30, 150))
	AXEG A 0 A_CustomMissile ("MudDustSmall", 4, 0, random (0, 360), 2, random (30, 150))
	AXEG A 0 A_SpawnItem("DirtRicochet")
	Stop
	
	
	SpawnSand:
	AXEG A 0
	AXEG A 0 A_CustomMissile ("SandCloudSmallLong", 0, 0, random (0, 360), 2, random (10, 90))
	AXEG A 0 A_CustomMissile ("SandCloudSmall", 0, 0, random (0, 360), 2, random (10, 90))
	AXEG A 0 A_CustomMissile ("SandDustSmall", 4, 0, random (0, 360), 2, random (30, 150))
	Stop
	
	
	
	
	XDeath:
	Melee:
	Crash:
			AXEG A 0
			TNT1 A 0 A_giveToTarget("AxeHit", 1)
			PUFF A 0 A_PlaySound("player/cyborg/fist", 3)
			AXEG A 0 A_PlaySound("AXEHIT", 6)
			AXEG A 0 A_SpawnItemEx ("PLOFT2",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)
			AXEG A 0 Radius_Quake (2, 6, 0, 5, 0)//(intensity, duration, damrad, tremrad, tid)
			AXEG A 0 A_JumpIfInTargetInventory("PowerStrength", 1, "Berserk")
			TNT1 A 10
			Stop
			
	Berserk:
		TNT1 A 1
		AXEG A 0 A_explode(90, 5, 0)
		TNT1 A 10
		Stop
	
	}
}

Actor AltAxeAttack: AxeAttack
{
Radius 12
Height 2
Damagetype "Cut"
+RIPPER
Damage (random(5, 5))
}

ACTOR AxePuffs: HitPuff
{
  renderstyle Translucent
scale 0.15
alpha 0.7
Radius 20
damagetype Saw
decal "SawVertical"
  +NOBLOCKMAP
  +NOGRAVITY
  +NOEXTREMEDEATH
  +FORCEXYBILLBOARD
  +BLOODSPLATTER
  states
  {
Spawn:
Death:
XDeath:
Melee:
		
		TNT1 A 20
		
Stop	
  }
}








ACTOR ThrowedAxe
{
	Radius 8
	Height 8
	Speed 30
	Damage (random(120, 120))
	+MISSILE
	+FORCEXYBILLBOARD
	-NOGRAVITY
	+NOEXTREMEDEATH
	+SKYEXPLODE
	+NOEXTREMEDEATH
	+THRUSPECIES
	+BLOODSPLATTER
	Species "Marines"
	Gravity 1.0
	scale 0.5
	States
	{
	Spawn:
		AXET ABCDEFGH 2
		Loop
	Death:	
	XDeath:
		TNT1 A 0
		TNT1 A 0 A_spawnItem("BrutalAxe")
		Stop
	}
}


ACTOR ThrowedAxeStrong: ThrowedAxe
{
	+RIPPER
	Damagetype "Saw"
	Damage (random(32, 32))
}


 
ACTOR BrutalAxeOnWall: CustomInventory
{
 scale 0.5
 +NOGRAVITY
 +FLOAT
    States
    {

	 Spawn:
		AXET A 1
		AXET A -1
		Stop
	Pickup:
	    TNT1 A 0
		TNT1 A 0 A_JumpIfInventory("IsPlayingAsPurist", 1, "Purist")
	PickupNormal:	
		TNT1 A 0 A_GiveInventory("BrutalAxe", 1)
		Stop
	Purist:
	    TNT1 A 0 A_GiveInventory("Clip2", 10)
		Stop
    }
}