ACTOR DMace: Weapon {
	Weapon.SelectionOrder 3700
	Weapon.KickBack 500
	+WEAPON.MELEEWEAPON
	Inventory.Pickupmessage "Picked up a Mace"
	
	States{
		Ready:
		MACE A 1 A_WeaponReady
		Loop
		
		Deselect:
		MACE A 1 A_Lower
		Loop
		
		Select:
		MACE A 1 A_Raise
		Loop
		
		Fire:
		MACE B 2 A_PlaySound("weapon/macewhack",CHAN_WEAPON,1)
		MACE CDE 2
		MACE F 2 A_CustomPunch(100,0)
		MACE GHI 2
		Goto Ready
		
	AltFire:
		SHIE EFG 1
		TNT1 A 0 A_ReFire
		SHIE G 0 A_AlertMonsters
		SHIE GI 1
		TNT1 A 0   A_firecustommissile("ThrownShieldsaw")
	   SHEILD_THROWN:
	    TNT1 A 0 A_JUMPIFINVENTORY("SHEILD_TOKEN",1,"READY_1")
		SHIE J 1
		LOOP
		READY_1:
		SHID A 3 A_TAKEINVENTORY("SHEILD_TOKEN",1)
		Goto Ready
	AltHold:
	    TNT1 A 0 A_JumpIfHealthLower(25,"READY")
	    TNT1 A 0 A_SetReflective
		SHIE H 4 A_GiveInventory("PowerShieldsawBlock")
		TNT1 A 0 A_ReFire
		SHIE GFE 1 A_UnSetReflective
		Goto Ready
		
		Spawn:
		MACP A -1
		Loop
	}
}