ACTOR NecromancerAxe : Weapon
{
	+WEAPON.MELEEWEAPON
	+WEAPON.NOALERT
	Inventory.PickupMessage "You got an axe!"
	Tag "Axe"
	Obituary "%k butchered %o with his axe!"
    Inventory.RestrictedTo "NecromancerClass"
	States
	{
	Spawn:
		AXEP A -1
		Stop
	Select:
		AXEA AAAAAAAAAA 1 A_Raise
		TNT1 A 0 A_Raise
		TNT1 A 0 A_Raise //To get it to raise
		Goto Ready
	Deselect:
		AXEA A 1 A_Lower
		TNT1 A 0 A_Lower
		TNT1 A 0 A_Lower
		Wait
	Ready:
		AXEA A 1 A_WeaponReady
		loop
	Fire:
		AXEA B 2 Offset(-15, 126)
		AXEA C 2 Offset(21, 160)
		AXEA C 2 Offset(105, 182)
		AXEA C 2 Offset(194, 206)
		TNT1 A 1 A_Refire
	Hold:
		TNT1 A 1
		TNT1 A 1 A_Refire
		AXEA E 1 Offset(302, -40)
		AXEA F 1 Offset(255, -18)
		AXEA F 1 Offset(203, 8)
		AXEA G 1 Offset(173, 40) A_PlaySound("weapons/axeswing", CHAN_WEAPON)
		AXEA G 1 Offset(138, 67)
		AXEA H 1 Offset(113, 102)
		AXEA I 1 Offset(93, 142) A_CustomPunch(100, 1, 0, "AxeHitPuff",96)
		AXEA I 1 Offset(79, 180)
		TNT1 A 6
		AXEA B 2 Offset(-24, 200)
		AXEA B 2 Offset(-26, 167)
		AXEA A 2 Offset(12, 60)
		Goto Ready
		
	AltFire:
		AXEA B 5 Offset(-15, 126)
		AXEA C 3 Offset(21, 160)
		AXEA C 3 Offset(105, 182)
		AXEA C 3 Offset(194, 206)
		TNT1 A 2 A_Refire
	AltHold:
		TNT1 A 1
		TNT1 A 1 A_Refire
		AXEA E 1 Offset(302, -40)
		AXEA F 1 Offset(255, -18)
		AXEA F 1 Offset(203, 8)
		AXEA G 1 Offset(173, 40) A_PlaySound("weapons/axeswing", CHAN_WEAPON)
		AXEA G 1 Offset(138, 67)
		AXEA H 1 Offset(113, 102)
		AXEA I 1 Offset(93, 142) A_CustomPunch(300, 1, 0, "HeavyAxeHitPuff",96)
		AXEA I 1 Offset(79, 180)
		TNT1 A 6
		AXEA B 2 Offset(-24, 200)
		AXEA B 2 Offset(-26, 167)
		AXEA A 20 Offset(12, 60)
		Goto Ready
	}
}


ACTOR AxeHitPuff : BulletPuff
{
  +PUFFONACTORS
  //+NOEXTREMEDEATH --Uncomment and remove this message to prevent gibs
  SeeSound "weapons/axecut"
  AttackSound "weapons/axebang"
  ActiveSound "silent"
  States
  {
  Spawn:
    PUFF ABCD 4
    Stop
  }
}

ACTOR HeavyAxeHitPuff : AxeHitPuff
{
+FoilInvul
}