ACTOR BrutalAxe : BrutalWeapon
{
	Obituary "%o was chopped down by %k's axe."
    AttackSound "None"
    Inventory.PickupSound "AXEDRAW"
	Inventory.Pickupmessage "$GOTAXE"
    +WEAPON.NOAUTOAIM
	+WEAPON.NOALERT
	+WEAPON.AXEBLOOD
	+WEAPON.MELEEWEAPON
    +FORCEXYBILLBOARD
	+WEAPON.NO_AUTO_SWITCH
	Weapon.SelectionOrder 2300
	Scale 0.9
	Tag "Axe"
	DropItem "AxeSpawner"
	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)
		GRTH JKLM 1
		TNT1 A 0 A_GiveInventory("UsedStamina", 11)
		TNT1 A 0 A_TakeInventory("HasCutingWeapon", 1)
		TNT1 A 0 A_TakeInventory("BrutalAxe", 1)
		Goto Ready

	StrongThrow:
		TNT1 A 0
		AXEG A 0 A_FireCustomMissile("ThrowedAxeStrong", 0, 0, 0, 0)
		GRTH JKLM 1
		TNT1 A 0 A_GiveInventory("UsedStamina", 11)
		TNT1 A 0 A_TakeInventory("HasCutingWeapon", 1)
		TNT1 A 0 A_TakeInventory("BrutalAxe", 1)
		Goto Ready

	Ready3:
		TNT1 A 0
		TNT1 A 0 A_SetCrosshair(41)
	Ready:
		TNT1 A 0
		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("Kicking",1,"DoKick")
		AXEG A 0 A_Giveinventory("HasCutingWeapon",1)
		AXEG A 0 A_TakeInventory("HasPlasmaWeapon",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")
		TNT1 A 0 A_JumpIfInventory("ExecuteDownedEnemy", 1, "DoExecution")
		RIFG A 0 A_JumpIfInventory("StartDualWield",1,"DualWield")
		AXEG A 0 A_JumpIfInventory("IsRunning",1,"StartSprint")
		Loop

	StartSprint:
		AXEG A 0
		AXEG A 0 A_JumpIfInventory("PowerBloodOnVisor",1,"RedBloodStartSprint")
		AXEG A 0 A_JumpIfInventory("PowerBlueBloodOnVisor",1,"BlueBloodStartSprint")
        AXEG A 0 A_JumpIfInventory("PowerGreenBloodOnVisor",1,"GreenBloodStartSprint")
		AXEG A 1 A_WeaponReady
		SHTN A 0 A_Takeinventory("Zoomed",1)
        SHTN A 0 A_ZoomFactor(1.0)
		SHTN A 0 A_Takeinventory("ADSmode",1)
		RIFG A 0 A_SetCrosshair(0)
		SHTN A 0 A_Giveinventory("GoSpecial",1)
		TNT1 A 0 ACS_NamedExecuteAlways("BDSprint", 0, 0, 0, 0)//Makes player faster.

	Sprinting:
		AXEP A 1 offset(-9,66) A_SetPitch(pitch -0.5)
		AXEP A 1 offset(-6,68) A_SetPitch(pitch -0.5)
		AXEP A 1 offset(-3,70) A_SetPitch(pitch -0.5)
		AXEP A 1 offset(0,70) A_SetPitch(pitch -0.5)
		AXEP A 1 offset(3,68) A_SetPitch(pitch -0.5)
		AXEP A 1 offset(6,66) A_SetPitch(pitch -0.5)
		AXEP A 1 offset(9,64) A_SetPitch(pitch -0.5)
		TNT1 A 0 A_GiveInventory("UsedStamina", 1)
		AXEG A 0 A_WeaponReady(WRF_NOBOB)
		SMGG A 0 A_JumpIfInventory("Kicking",1,"DoKick")
        SMGG A 0 A_JumpIfInventory("Taunting",1,"Taunt")

		AXEP A 1 offset(9,66) A_SetPitch(pitch +0.5)
		AXEP A 1 offset(6,68) A_SetPitch(pitch +0.5)
		AXEP A 1 offset(3,70) A_SetPitch(pitch +0.5)
		AXEP A 1 offset(0,70) A_SetPitch(pitch +0.5)
		AXEP A 1 offset(-3,68) A_SetPitch(pitch +0.5)
		AXEP A 1 offset(-6,66) A_SetPitch(pitch +0.5)
		AXEP A 1 offset(-9,64) A_SetPitch(pitch +0.5)
		TNT1 A 0 A_GiveInventory("UsedStamina", 1)
		AXEG A 0 A_WeaponReady(WRF_NOBOB)
		SMGG A 0 A_JumpIfInventory("Kicking",1,"DoKick")
        SMGG A 0 A_JumpIfInventory("Taunting",1,"Taunt")

		PLAY A 0 ACS_NamedExecuteAlways("BDSprint", 0, 0, 0, 0)//Makes player faster.
		SMGG A 0 A_JumpIfInventory("IsRunning", 1, "Sprinting")
		Goto StopSprint

	StopSprint:
		TNT1 A 0
		TNT1 A 0 A_JumpIfInventory("PowerStrength", 1, 2)
		SMGG A 0 A_JumpIfInventory("UsedStamina", 100, "StopSprintTired")
		AXEG A 1 ACS_NamedExecuteAlways("BDTacticalSpeed", 0, 0, 0, 0)//Makes player slower.
		Goto Ready

	StopSprintTired:
		AXEG A 1 ACS_NamedExecuteAlways("BDTacticalSpeed", 0, 0, 0, 0)//Makes player slower.
		AXEG A 0 A_PlaySound("Tired", 2)
		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)
		AXEG A 0 A_TakeInventory("TossGrenade", 1)
		TNT1 A 0 A_TakeInventory("Unloading", 1)
		TNT1 A 0 A_TakeInventory("Reloading", 1)
		A12G A 0 A_SetCrosshair(0)
		TNT1 AAAAAAAAAAAAAAAAAA 0 A_Lower
		TNT1 A 1 A_Lower
		Wait

	Select:
		AXEG A 0 A_Giveinventory("GoSpecial",1)
		TNT1 A 0 A_TakeInventory("FistsSelected", 1)
		TNT1 A 0 A_TakeInventory("ShotgunSelected", 1)
		TNT1 A 0 A_TakeInventory("MinigunSelected", 1)
		TNT1 A 0 A_TakeInventory("SSGSelected", 1)
		TNT1 A 0 A_TakeInventory("RocketLauncherSelected", 1)
		TNT1 A 0 A_TakeInventory("GrenadeLauncherSelected", 1)
		TNT1 A 0 A_TakeInventory("PlasmaGunSelected", 1)
		TNT1 A 0 A_TakeInventory("RailGunSelected", 1)
		TNT1 A 0 A_TakeInventory("RevenantLauncherSelected", 1)
		TNT1 A 0 A_TakeInventory("SubMachineGunSelected", 1)
		TNT1 A 0 A_TakeInventory("BFG10KSelected", 1)
		TNT1 A 0 A_TakeInventory("BFGSelected", 1)
		TNT1 A 0 A_TakeInventory("FlameCannonSelected", 1)
		TNT1 A 0 A_GiveInventory("SawSelected", 1)
		AXEG A 0 A_TakeInventory("HasPlasmaWeapon",1)
		AXEG A 0 A_Giveinventory("HasCutingWeapon",1)
		AXEG A 0 A_Takeinventory("HasBarrel",1)
		A12G A 0 A_SetCrosshair(41)
		AXEG A 0 A_GunFlash
		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
		Goto Ready3

    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("", "", 5, "AxePuffs", SF_NORANDOM, 48, 0,3)
		AXEG A 0 A_FireCustomMissile("AxeAttack", 0, 0, 0, -8)

	EndSwing:
		AXEG A 0
		AXEF C 1 A_SetPitch(pitch+2)
		AXEF D 1 A_SetPitch(pitch+2)
		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
		TNT1 A 0 A_GiveInventory("UsedStamina", 13)
		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

	StrongAttack:
		AXEG A 0
		//AXEG A 0 A_Saw("", "", 5, "AxePuffs", SF_NORANDOM, 48, 0,3)
		AXEG A 0 A_FireCustomMissile("AxeAttackStrong", 0, 0, 0, -8)
		Goto EndSwing

	Spawn:
		AXE1 A -1
		Stop

	RedBloodReady:
	RedBloodReady3:
		AXRG A 1 A_WeaponReady
        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")
		TNT1 A 0 A_JumpIfInventory("ExecuteDownedEnemy", 1, "DoExecution")
		AXEG A 0 A_TakeInventory("PowerGreenBloodOnVisor", 1)
		AXEG A 0 A_TakeInventory("PowerBlueBloodOnVisor", 1)
		AXEG A 0 A_JumpIfInventory("IsRunning",1,"RedBloodStartSprint")
		Loop

	RedBloodStartSprint:
		AXRG A 1 A_WeaponReady
		SHTN A 0 A_Takeinventory("Zoomed",1)
        SHTN A 0 A_ZoomFactor(1.0)
		SHTN A 0 A_Takeinventory("ADSmode",1)
		RIFG A 0 A_SetCrosshair(0)
		SHTN A 0 A_Giveinventory("GoSpecial",1)
		TNT1 A 0 ACS_NamedExecuteAlways("BDSprint", 0, 0, 0, 0)//Makes player faster.

	RedBloodSprinting:
		AXRP A 1 offset(-9,66) A_SetPitch(pitch -0.5)
		AXRP A 1 offset(-6,68) A_SetPitch(pitch -0.5)
		AXRP A 1 offset(-3,70) A_SetPitch(pitch -0.5)
		AXRP A 1 offset(0,70) A_SetPitch(pitch -0.5)
		AXRP A 1 offset(3,68) A_SetPitch(pitch -0.5)
		AXRP A 1 offset(6,66) A_SetPitch(pitch -0.5)
		AXRP A 1 offset(9,64) A_SetPitch(pitch -0.5)
		TNT1 A 0 A_GiveInventory("UsedStamina", 1)
		AXRG A 0 A_WeaponReady(WRF_NOBOB)
		SMGG A 0 A_JumpIfInventory("Kicking",1,"DoKick")
        SMGG A 0 A_JumpIfInventory("Taunting",1,"Taunt")

		AXRP A 1 offset(9,66) A_SetPitch(pitch +0.5)
		AXRP A 1 offset(6,68) A_SetPitch(pitch +0.5)
		AXRP A 1 offset(3,70) A_SetPitch(pitch +0.5)
		AXRP A 1 offset(0,70) A_SetPitch(pitch +0.5)
		AXRP A 1 offset(-3,68) A_SetPitch(pitch +0.5)
		AXRP A 1 offset(-6,66) A_SetPitch(pitch +0.5)
		AXRP A 1 offset(-9,64) A_SetPitch(pitch +0.5)
		TNT1 A 0 A_GiveInventory("UsedStamina", 1)
		AXRG A 0 A_WeaponReady(WRF_NOBOB)
		SMGG A 0 A_JumpIfInventory("Kicking",1,"DoKick")
        SMGG A 0 A_JumpIfInventory("Taunting",1,"Taunt")

		PLAY A 0 ACS_NamedExecuteAlways("BDSprint", 0, 0, 0, 0)//Makes player faster.
		SMGG A 0 A_JumpIfInventory("IsRunning", 1, "RedBloodSprinting")
		Goto RedBloodStopSprint

	RedBloodStopSprint:
		AXRG A 0
		AXRG A 0 A_JumpIfInventory("PowerStrength", 1, 2)
		AXEG A 0 A_JumpIfInventory("UsedStamina", 100, "RedBloodStopSprintTired")
		AXRG A 1 ACS_NamedExecuteAlways("BDTacticalSpeed", 0, 0, 0, 0)//Makes player slower.
		Goto RedBloodReady

	RedBloodStopSprintTired:
		AXRG A 1 ACS_NamedExecuteAlways("BDTacticalSpeed", 0, 0, 0, 0)//Makes player slower.
		AXEG A 0 A_PlaySound("Tired", 2)
		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("", "", 5, "AxePuffs", SF_NORANDOM, 48, 0,3)
		AXEG A 0 A_FireCustomMissile("AxeAttack", 0, 0, 0, -8)

	RedBloodEndSwing:
		AXRF CD 1
		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
		TNT1 A 0 A_GiveInventory("UsedStamina", 13)
		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("", "", 5, "AxePuffs", SF_NORANDOM, 48, 0,3)
		AXEG A 0 A_FireCustomMissile("AxeAttackStrong", 0, 0, 0, -8)
		Goto RedBloodEndSwing

	BlueBloodReady:
	BlueBloodReady3:
		AXBG A 1 A_WeaponReady
        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")
		TNT1 A 0 A_JumpIfInventory("ExecuteDownedEnemy", 1, "DoExecution")
		AXEG A 0 A_TakeInventory("PowerGreenBloodOnVisor", 1)
		AXEG A 0 A_TakeInventory("PowerBloodOnVisor", 1)
		AXEG A 0 A_JumpIfInventory("IsRunning",1,"BlueBloodStartSprint")
		Loop

	BlueBloodStartSprint:
		AXBG A 1 A_WeaponReady
		SHTN A 0 A_Takeinventory("Zoomed",1)
        SHTN A 0 A_ZoomFactor(1.0)
		SHTN A 0 A_Takeinventory("ADSmode",1)
		RIFG A 0 A_SetCrosshair(0)
		SHTN A 0 A_Giveinventory("GoSpecial",1)
		TNT1 A 0 ACS_NamedExecuteAlways("BDSprint", 0, 0, 0, 0)//Makes player faster.

	BlueBloodSprinting:
		AXBP A 1 offset(-9,66) A_SetPitch(pitch -0.5)
		AXBP A 1 offset(-6,68) A_SetPitch(pitch -0.5)
		AXBP A 1 offset(-3,70) A_SetPitch(pitch -0.5)
		AXBP A 1 offset(0,70) A_SetPitch(pitch -0.5)
		AXBP A 1 offset(3,68) A_SetPitch(pitch -0.5)
		AXBP A 1 offset(6,66) A_SetPitch(pitch -0.5)
		AXBP A 1 offset(9,64) A_SetPitch(pitch -0.5)
		TNT1 A 0 A_GiveInventory("UsedStamina", 1)
		AXBG A 0 A_WeaponReady(WRF_NOBOB)
		SMGG A 0 A_JumpIfInventory("Kicking",1,"DoKick")
        SMGG A 0 A_JumpIfInventory("Taunting",1,"Taunt")

		AXBP A 1 offset(9,66) A_SetPitch(pitch +0.5)
		AXBP A 1 offset(6,68) A_SetPitch(pitch +0.5)
		AXBP A 1 offset(3,70) A_SetPitch(pitch +0.5)
		AXBP A 1 offset(0,70) A_SetPitch(pitch +0.5)
		AXBP A 1 offset(-3,68) A_SetPitch(pitch +0.5)
		AXBP A 1 offset(-6,66) A_SetPitch(pitch +0.5)
		AXBP A 1 offset(-9,64) A_SetPitch(pitch +0.5)
		TNT1 A 0 A_GiveInventory("UsedStamina", 1)
		AXBG A 0 A_WeaponReady(WRF_NOBOB)
		SMGG A 0 A_JumpIfInventory("Kicking",1,"DoKick")
        SMGG A 0 A_JumpIfInventory("Taunting",1,"Taunt")

		PLAY A 0 ACS_NamedExecuteAlways("BDSprint", 0, 0, 0, 0)//Makes player faster.
		SMGG A 0 A_JumpIfInventory("IsRunning", 1, "BlueBloodSprinting")
		Goto BlueBloodStopSprint

	BlueBloodStopSprint:
		AXBG A 0
		AXBG A 0 A_JumpIfInventory("PowerStrength", 1, 2)
		AXEG A 0 A_JumpIfInventory("UsedStamina", 100, "BlueBloodStopSprintTired")
		AXBG A 1 ACS_NamedExecuteAlways("BDTacticalSpeed", 0, 0, 0, 0)//Makes player slower.
		Goto BlueBloodReady

	BlueBloodStopSprintTired:
		AXBG A 1 ACS_NamedExecuteAlways("BDTacticalSpeed", 0, 0, 0, 0)//Makes player slower.
		AXEG A 0 A_PlaySound("Tired", 2)
		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("", "", 5, "AxePuffs", SF_NORANDOM, 48, 0,3)
		AXEG A 0 A_FireCustomMissile("AxeAttack", 0, 0, 0, -8)

	BlueBloodEndSwing:
		AXBF CD 1
		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
		TNT1 A 0 A_GiveInventory("UsedStamina", 13)
		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("", "", 5, "AxePuffs", SF_NORANDOM, 48, 0,3)
		AXEG A 0 A_FireCustomMissile("AxeAttackStrong", 0, 0, 0, -8)
		Goto BlueBloodEndSwing

	GreenBloodReady:
	GreenBloodReady3:
		AXGG A 1 A_WeaponReady
        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")
		TNT1 A 0 A_JumpIfInventory("ExecuteDownedEnemy", 1, "DoExecution")
		AXEG A 0 A_TakeInventory("PowerBlueBloodOnVisor", 1)
		AXEG A 0 A_TakeInventory("PowerBloodOnVisor", 1)
		AXEG A 0 A_JumpIfInventory("IsRunning",1,"GreenBloodStartSprint")
		Loop

	GreenBloodStartSprint:
		AXGG A 1 A_WeaponReady
		SHTN A 0 A_Takeinventory("Zoomed",1)
        SHTN A 0 A_ZoomFactor(1.0)
		SHTN A 0 A_Takeinventory("ADSmode",1)
		RIFG A 0 A_SetCrosshair(0)
		SHTN A 0 A_Giveinventory("GoSpecial",1)
		TNT1 A 0 ACS_NamedExecuteAlways("BDSprint", 0, 0, 0, 0)//Makes player faster.

	GreenBloodSprinting:
		AXGP A 1 offset(-9,66) A_SetPitch(pitch -0.5)
		AXGP A 1 offset(-6,68) A_SetPitch(pitch -0.5)
		AXGP A 1 offset(-3,70) A_SetPitch(pitch -0.5)
		AXGP A 1 offset(0,70) A_SetPitch(pitch -0.5)
		AXGP A 1 offset(3,68) A_SetPitch(pitch -0.5)
		AXGP A 1 offset(6,66) A_SetPitch(pitch -0.5)
		AXGP A 1 offset(9,64) A_SetPitch(pitch -0.5)
		TNT1 A 0 A_GiveInventory("UsedStamina", 1)
		AXGG A 0 A_WeaponReady(WRF_NOBOB)
		SMGG A 0 A_JumpIfInventory("Kicking",1,"DoKick")
        SMGG A 0 A_JumpIfInventory("Taunting",1,"Taunt")

		AXGP A 1 offset(9,66) A_SetPitch(pitch +0.5)
		AXGP A 1 offset(6,68) A_SetPitch(pitch +0.5)
		AXGP A 1 offset(3,70) A_SetPitch(pitch +0.5)
		AXGP A 1 offset(0,70) A_SetPitch(pitch +0.5)
		AXGP A 1 offset(-3,68) A_SetPitch(pitch +0.5)
		AXGP A 1 offset(-6,66) A_SetPitch(pitch +0.5)
		AXGP A 1 offset(-9,64) A_SetPitch(pitch +0.5)
		TNT1 A 0 A_GiveInventory("UsedStamina", 1)
		AXGG A 0 A_WeaponReady(WRF_NOBOB)
		SMGG A 0 A_JumpIfInventory("Kicking",1,"DoKick")
        SMGG A 0 A_JumpIfInventory("Taunting",1,"Taunt")

		PLAY A 0 ACS_NamedExecuteAlways("BDSprint", 0, 0, 0, 0)//Makes player faster.
		SMGG A 0 A_JumpIfInventory("IsRunning", 1, "GreenBloodSprinting")
		Goto GreenBloodStopSprint
	GreenBloodStopSprint:
		AXGG A 0
		AXGG A 0 A_JumpIfInventory("PowerStrength", 1, 2)
		AXEG A 0 A_JumpIfInventory("UsedStamina", 100, "GreenBloodStopSprintTired")
		AXGG A 1 ACS_NamedExecuteAlways("BDTacticalSpeed", 0, 0, 0, 0)//Makes player slower.
		Goto GreenBloodReady

	GreenBloodStopSprintTired:
		AXGG A 1 ACS_NamedExecuteAlways("BDTacticalSpeed", 0, 0, 0, 0)//Makes player slower.
		AXEG A 0 A_PlaySound("Tired", 2)
		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("", "", 5, "AxePuffs", SF_NORANDOM, 48, 0,3)
		AXEG A 0 A_FireCustomMissile("AxeAttack", 0, 0, 0, -8)

	GreenBloodEndSwing:
		AXGF CD 1
		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
		TNT1 A 0 A_GiveInventory("UsedStamina", 13)
		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("", "", 5, "AxePuffs", SF_NORANDOM, 48, 0,3)
		AXEG A 0 A_FireCustomMissile("AxeAttackStrong", 0, 0, 0, -8)
		Goto GreenBloodEndSwing

	//Alt Fire Mode
    AltFire:
		AXEG A 0
		AXEG A 0 A_TakeInventory("AxeHit", 1)
		AXEG A 0 A_JumpIfInventory("PowerBloodOnVisor",1,"AltRedBloodFire")
		AXEG A 0 A_JumpIfInventory("PowerBlueBloodOnVisor",1,"AltBlueBloodFire")
        AXEG A 0 A_JumpIfInventory("PowerGreenBloodOnVisor",1,"AltGreenBloodFire")
        AXEG ABCDE 1
	AltHold:
		AXEG A 0
		AXEG A 0 A_TakeInventory("AxeHit", 1)
		AXEG A 0 A_JumpIfInventory("PowerBloodOnVisor",1,"Hold.AltRedBlood")
		AXEG A 0 A_JumpIfInventory("PowerBlueBloodOnVisor",1,"Hold.AltBlueBlood")
		AXEG A 0 A_JumpIfInventory("PowerGreenBloodOnVisor",1,"Hold.AltGreenBlood")
		AXEG E 1
		AXEG A 0 A_Refire
		AXEG DC 1
	    AXEG A 0 A_PlaySound("weapons/gswing", 1)
		AXEG A 0 A_JumpIfInventory("PowerStrength", 1, "AltStrongAttack")
		//AXEG A 0 A_Saw("", "", 5, "AltAxePuffs", SF_NORANDOM, 48, 3, 0)
		AXEG A 0 A_FireCustomMissile("AltAxeAttack", 0, 0, 0, 0)

	AltEndSwing:
		AXEG A 0
		AXEF I 1 A_SetAngle(angle+2)
		AXEF J 1 A_SetAngle(angle+2)
		AXEF K 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
		AXES A 1
		TNT1 A 0 A_GiveInventory("UsedStamina", 21)
		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

	AltStrongAttack:
		AXEG A 0
		//AXEG A 0 A_Saw("", "", 5, "AltAxePuffs", SF_NORANDOM, 48, 3, 0)
		AXEG A 0 A_FireCustomMissile("AltAxeAttackStrong", 0, 0, 0, 0)
		Goto AltEndSwing

    AltRedBloodFire:
        AXRG ABCDE 1
	Hold.AltRedBlood:
		AXRG E 1
		AXEG A 0 A_TakeInventory("AxeHit", 1)
		AXEG A 0 A_Refire
		AXRG DC 1
	    AXEG A 0 A_PlaySound("weapons/gswing", 1)
		AXEG A 0 A_JumpIfInventory("PowerStrength", 1, "AltRedBloodStrongAttack")
		//AXEG A 0 A_Saw("", "", 5, "AltAxePuffs", SF_NORANDOM, 48, 3, 0)
		AXEG A 0 A_FireCustomMissile("AltAxeAttack", 0, 0, 0, 0)

	AltRedBloodEndSwing:
		AXRF I 1 A_SetAngle(angle+2)
		AXRF J 1 A_SetAngle(angle+2)
		AXRF K 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
		AXRS A 1
		TNT1 A 0 A_GiveInventory("UsedStamina", 21)
		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

	AltRedBloodStrongAttack:
		AXEG A 0
		//AXEG A 0 A_Saw("", "", 5, "AltAxePuffs", SF_NORANDOM, 48, 3, 0)
		AXEG A 0 A_FireCustomMissile("AltAxeAttackStrong", 0, 0, 0, 0)
		Goto AltRedBloodEndSwing

    AltBlueBloodFire:
        AXBG ABCDE 1
	Hold.AltBlueBlood:
		AXBG E 1
		AXEG A 0 A_TakeInventory("AxeHit", 1)
		AXEG A 0 A_Refire
		AXBG DC 1
	    AXEG A 0 A_PlaySound("weapons/gswing", 1)
		AXEG A 0 A_JumpIfInventory("PowerStrength", 1, "AltBlueBloodStrongAttack")
		//AXEG A 0 A_Saw("", "", 5, "AltAxePuffs", SF_NORANDOM, 48, 3, 0)
		AXEG A 0 A_FireCustomMissile("AltAxeAttack", 0, 0, 0, 0)

	AltBlueBloodEndSwing:
		AXBF I 1 A_SetAngle(angle+2)
		AXBF J 1 A_SetAngle(angle+2)
		AXBF K 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
		TNT1 A 0 A_GiveInventory("UsedStamina", 21)
		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

	AltBlueBloodStrongAttack:
		AXEG A 0
		//AXEG A 0 A_Saw("", "", 5, "AltAxePuffs", SF_NORANDOM, 48, 3, 0)
		AXEG A 0 A_FireCustomMissile("AltAxeAttackStrong", 0, 0, 0, 0)
		Goto AltBlueBloodEndSwing

    AltGreenBloodFire:
        AXGG ABCDE 1
	Hold.AltGreenBlood:
		AXGG E 1
		AXEG A 0 A_Refire
		AXGG DC 1
	    AXEG A 0 A_PlaySound("weapons/gswing", 1)
		AXEG A 0 A_JumpIfInventory("PowerStrength", 1, "AltGreenBloodStrongAttack")
		//AXEG A 0 A_Saw("", "", 5, "AltAxePuffs", SF_NORANDOM, 48, 3, 0)
		AXEG A 0 A_FireCustomMissile("AltAxeAttack", 0, 0, 0, 0)

	AltGreenBloodEndSwing:
		AXGF I 1 A_SetAngle(angle+2)
		AXGF J 1 A_SetAngle(angle+2)
		AXGF K 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
		AXGS A 1
		TNT1 A 0 A_GiveInventory("UsedStamina", 21)
		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

	AltGreenBloodStrongAttack:
		AXEG A 0
		//AXEG A 0 A_Saw("", "", 5, "AltAxePuffs", SF_NORANDOM, 48, 3, 0)
		AXEG A 0 A_FireCustomMissile("AltAxeAttackStrong", 0, 0, 0, 0)
		Goto AltGreenBloodEndSwing
	}
}

ACTOR AxeAttack: FastProjectile
{
	Radius 8
	Height 16
	DamageType Cut
	+MISSILE
	+FORCEXYBILLBOARD
	+FORCERADIUSDMG
	+BLOODSPLATTER
	+FORCEPAIN
	+THRUSPECIES
	RenderStyle Add
	Alpha 0.6
	Scale 0.15
    Damage (random(100,100))
    Speed 48
	SeeSound "none"
	DeathSound "none"
	decal "SawVertical"
	Species "Marines"
	States
	{
	Spawn:
		AXEG A 0
		TNT1 A 1 BRIGHT
		Stop
	Crash:
	Death:
		AXEG A 0
		AXEG A 0
		TNT1 AB 0 bright
		TNT1 A 0 A_giveToTarget("AxeHit", 1)
		AXEG A 0 Radius_Quake (1, 7, 0, 1, 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(128)

		TNT1 AAAAAAAAAAAAAAAA 0 A_CustomMissile ("SparkX", 2, 0, random (0, 360), 2, random (30, 170))
		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(128)
		AXEG A 0 A_JumpIfInventory("IsOverWater", 1, "SpawnWater")
		AXEG A 0 A_JumpIfInventory("IsOverNukage", 1, "SpawnNukage")
		TNT1 A 0 A_JumpIfInventory("IsOverOrange", 1, "SpawnOrange")
		TNT1 A 0 A_JumpIfInventory("IsOverPinaColada", 1, "SpawnPinaColada")
		AXEG A 0 A_JumpIfInventory("IsOverPurple", 1, "SpawnPurple")
		AXEG A 0 A_JumpIfInventory("IsOverSlime", 1, "SpawnSlime")
		AXEG A 0 A_JumpIfInventory("IsOverTar", 1, "SpawnTar")
		AXEG A 0 A_JumpIfInventory("IsOverBlood", 1, "SpawnBlood")
		AXEG A 0 A_JumpIfInventory("IsOverLava", 1, "SpawnLava")
		AXEG A 0 A_JumpIfInventory("IsOverMagenta", 1, "SpawnMagenta")
		AXEG A 0 A_JumpIfInventory("IsOverYava", 1, "SpawnYava")
		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_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

	SpawnTar:
		AXEG A 0
		TNT1 A 0 A_PlaySound("bigspl1", 1)
		TNT1 AAAAA 0 A_CustomMissile ("TarParticleXFAster", 8, 0, random (0, 360), 2, random (30, 160))
		TNT1 AAAAA 0 A_CustomMissile ("TarParticleXFAster", 24, 0, random (0, 360), 2, random (30, 160))
		AXEG A 0 A_SpawnItem("TarSplashWaves")
		AXEG A 0 A_SetScale(0.5, 0.5)
		SPHT 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

	SpawnOrange:
		AXEG A 0
		TNT1 A 0 A_PlaySound("bigspl1", 1)
		TNT1 AAAAA 0 A_CustomMissile ("OrangeParticleXFAster", 8, 0, random (0, 360), 2, random (30, 160))
		TNT1 AAAAA 0 A_CustomMissile ("OrangeParticleXFAster", 24, 0, random (0, 360), 2, random (30, 160))
		AXEG A 0 A_SpawnItem("OrangeSplashWaves")
		AXEG A 0 A_SetScale(0.5, 0.5)
		SPHO ABCDE 3
		Stop

	SpawnPinaColada:
		AXEG A 0
		TNT1 A 0 A_PlaySound("bigspl1", 1)
		TNT1 AAAAA 0 A_CustomMissile ("PinaColadaParticleXFAster", 8, 0, random (0, 360), 2, random (30, 160))
		TNT1 AAAAA 0 A_CustomMissile ("PinaColadaParticleXFAster", 24, 0, random (0, 360), 2, random (30, 160))
		AXEG A 0 A_SpawnItem("PinaColadaSplashWaves")
		AXEG A 0 A_SetScale(0.5, 0.5)
		SPHQ ABCDE 3
		Stop

	SpawnPurple:
		AXEG A 0
		TNT1 A 0 A_PlaySound("bigspl1", 1)
		TNT1 AAAAA 0 A_CustomMissile ("purpleParticleXFAster", 8, 0, random (0, 360), 2, random (30, 160))
		TNT1 AAAAA 0 A_CustomMissile ("purpleParticleXFAster", 24, 0, random (0, 360), 2, random (30, 160))
		AXEG A 0 A_SpawnItem("purpleSplashWaves")
		AXEG A 0 A_SetScale(0.5, 0.5)
		SPHP 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

	SpawnMagenta:
		AXEG A 0
		AXEG A 0 A_CustomMissile ("OldschoolRocketSmokeTrailDarker", 12, 0, random (160, 210), 2, random (10, 90))
		AXEG A 0 A_SpawnItemEx("TinyBurningPiece3M", random (-5, 5), random (-5, 5))
		TNT1 AAAAA 0 A_CustomMissile ("MagentaParticleHeavy", 10, 0, random (0, 180), 2, random (10, 90))
		AXEG A 0 A_SetScale(0.5, 0.5)
		INFM ABCDEFGHIJKLMNOPQR 1 BRIGHT
		INFM 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

	SpawnYava:
		TNT1 A 0
		TNT1 A 0 A_CustomMissile ("OldschoolRocketSmokeTrailDarker", 12, 0, random (160, 210), 2, random (10, 90))
		TNT1 A 0 A_SpawnItemEx("TinyBurningPiece3Y", random (-5, 5), random (-5, 5))
		TNT1 AAAAA 0 A_CustomMissile ("YellowParticleHeavy", 10, 0, random (0, 180), 2, random (10, 90))
		TNT1 A 0 A_SetScale(0.5, 0.5)
		INFY ABCDEFGHIJKLMNOPQR 1 BRIGHT
		INFY 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:
		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 (1, 7, 0, 1, 0)//(intensity, duration, damrad, tremrad, tid)
		TNT1 A 10
		Stop
	}
}

Actor AltAxeAttack: AxeAttack
{
	Radius 16
	Height 8
	decal "SawHorizontal"
}

Actor AxeAttackStrong: AxeAttack
{
	Damage (random(200, 200))
}

Actor AltAxeAttackStrong: AxeAttack
{
	Radius 16
	Height 8
	Damage (random(200, 200))
	decal "SawHorizontal"
}

ACTOR AxePuffs: HitPuff
{
	renderstyle Translucent
	scale 0.15
	alpha 0.7
	Radius 16
	damagetype Cut
	decal "SawVertical"
	+NOBLOCKMAP
	+NOGRAVITY
	+NOEXTREMEDEATH
	+FORCEXYBILLBOARD
	+BLOODSPLATTER
	+MTHRUSPECIES
	states
	{
		Spawn:
		Death:
		XDeath:
		Melee:
			TNT1 A 1
			Stop
	}
}

ACTOR AltAxePuffs: AxePuffs
{
	damagetype Cut
	decal "SawHorizontal"
}

ACTOR ThrowedAxe
{
	Radius 8
	Height 16
	Speed 32
	Damage (random(100, 100))
	+MISSILE
	+FORCEXYBILLBOARD
	-NOGRAVITY
	+NOEXTREMEDEATH
	+SKYEXPLODE
	+BLOODSPLATTER
	+THRUSPECIES
	damagetype Cut
	Gravity 1.0
	scale 0.5
	Species "Marines"
	States
	{
	Spawn:
		AXET ABCDEFGH 2
		Loop
	Death:
	XDeath:
		TNT1 A 0
		TNT1 A 0 A_GiveToTarget("AxeHit", 1)
		TNT1 A 0 A_AlertMonsters(128)
		TNT1 A 0 A_spawnItem("BrutalAxe")
		Stop
	}
}

ACTOR ThrowedAxeStrong: ThrowedAxe
{
	Damage (random(200, 200))
	Speed 48
}
