
ACTOR FreeChainsaw : weapon
{
	Weapon.UpSound "doomguy/doomfist"
	Weapon.SelectionOrder 3700
    Weapon.Kickback 250
    Obituary "%o got Chopped up by a Buzzsaw."
	Inventory.PickupMessage "You got The Reaper Buzzsaw"
    Tag "Reaper Buzzsaw"
    +WEAPON.WIMPY_WEAPON
    +WEAPON.MELEEWEAPON
	Inventory.RestrictedTo "FreedoomGuyClass"
	States
	{
	Ready:
	tnt1 a 0 A_playweaponsound("ANGLEGRINDER/TwistandPeel")
    FDAG C 1 A_WeaponReady
	tnt1 a 0 A_playweaponsound("ANGLEGRINDER/TwistandPeel")
    FDAG d 1 A_WeaponReady
	tnt1 a 0 A_playweaponsound("ANGLEGRINDER/TwistandPeel")
    FDAG e 1 A_WeaponReady
	tnt1 a 0 A_playweaponsound("ANGLEGRINDER/TwistandPeel")
    FDAG f 1 A_WeaponReady
    Loop
	Deselect:
		FDAG C 1 A_Lower
		TNT1 A 0 A_Lower 
		TNT1 A 0 A_Lower 
		Loop
	Select:
		FDAG C 1 A_Raise
		TNT1 A 0 A_Raise 
		TNT1 A 0 A_Raise 
		Loop
	Fire:
     TNT1 A 0 A_PLAYWEAPONSOUND("ANGLEGRINDER/Fuckhim")
	 FDAG A 1 A_CustomPunch(10, 0, 0, "FreedomBLEED", 0) 
     TNT1 A 0 A_PLAYWEAPONSOUND("ANGLEGRINDER/Fuckhim")
	 FDAG B 1 A_CustomPunch(10, 0, 0, "FreedomBLEED", 0)
	 TNT1 A 0 A_REFIRE
		Goto Ready
	}
}

ACTOR FreedomBLEED : BulletPuff
{
	+NoBlockMap
	+NoGravity
	+ActivateImpact
	+ActivatePCross
	+NoTeleport
	+PuffOnActors
	+PuffGetsOwner
	+FORCEXYBILLBOARD
  RenderStyle Translucent
  Alpha 1
  Mass 5
  States
  {
  Spawn:
    // Intentional fall-through
	tnt1 A 0
	stop
  Death:
//     PUFF CD 4
	BL8A A 2 Bright A_SETSCALE(1.1)
	BL8A B 2 Bright A_SETSCALE(1.3)
	BL8A C 2 Bright A_SETSCALE(1.4)
	BL8A D 2 Bright A_SETSCALE(1.5)
	BL8A E 2 Bright A_SETSCALE(1.6)
	BL8A F 2 Bright A_SETSCALE(1.7)
    Stop
  Xdeath:
	TNT1 A 0 A_playsound("Freedom/Twist", 7,1)
    BL8A A 0 A_GiveInventory("HEALTH",2,AAPTR_TARGET)
	stop
  }
}
