ACTOR AxeDurability : Ammo
{
	Game Doom
	Inventory.PickupMessage "You found some parts to repair your axe!"
	Inventory.Amount 100
	Inventory.MaxAmount 100
	Ammo.BackpackAmount 0
	Ammo.BackpackMaxAmount 100
	Scale 0.7
	Inventory.Icon "AXEDB0"
	//Inventory.AltHUDIcon "GASOA0"
	States
	{
	Spawn:
		AXE1 A -1
		Stop
	}
}

ACTOR BrutalAxe : BrutalWeapon
{
	Weapon.AmmoUse1 0
	Weapon.AmmoGive1 0			  						 
	Obituary "%o was choped down by %k's axe."
    AttackSound "None"
    Inventory.PickupSound "AXESELE"
	Inventory.Pickupmessage "$GOTAXE3"
    +WEAPON.NOAUTOAIM
    +WEAPON.NOAUTOFIRE
    +FORCEXYBILLBOARD
	damagetype Saw
	+WEAPON.NOALERT
	+WEAPON.AXEBLOOD
	Weapon.SelectionOrder 3000
	XScale 0.4
	YSCALE 0.4
	Tag "Axe"
	States
	{
	
	Steady:
		TNT1 A 1
		Goto Ready	
	Spawn:
		AXEK B 1
		AXEK B -1
		Stop
	
	Inspect:
		TNT1 A 0 
		AXEG A 0 A_startSound("AXEINSPE", 15,0,1.0,0,0,1.0)
		TNT1 A 9
		TNT1 A 0 A_TakeInventory("neverfoundaxe", 1)
		AXEG A 0 A_startSound("AXESW1", 11,0,0.6)	
		TNT1 A 0 A_TakeInventory("JustStartedGame",1)
		AXEI ABCDEFGHIJKLMNOPQR 1 A_InspectReady
		AXEI STUUUUVVVVWXYZ 1 A_InspectReady
		AXE1 ABCDEFGH 1 A_InspectReady
		AXE1 IJKKKKKKKKKKKK 1 A_InspectReady
		AXE1 LMNO 1 A_InspectReady
		AXEG A 0 A_startSound("ADSIN", 11)
		AXE1 PQRSTU 1 A_InspectReady
		goto Ready3	
	
	Select:
		TNT1 A 0  A_Overlay(-10,"FirstPersonLegsStand")
		TNT1 A 0 a_removelight(1)
		TNT1 A 0 A_removelight(2)	
		TNT1 A 0 SetPlayerProperty(0,0,2)
		TNT1 A 0 A_TakeInventory("axethrowmode", 1)
		TNT1 A 0 A_TakeInventory("raredropselected",1)
		AXEG A 0 A_Giveinventory("GoSpecial",1)
		TNT1 A 0 ACS_NAMEDEXECUTE("WEAPONSELECT",0)
		AXEG A 0 A_Giveinventory("HasCutingWeapon",1)
		TNT1 A 0 A_SetRoll(0)
		AXEG A 0 A_PlaySound("AXESELE")
		TNT1 A 1 a_raise
	Select2:
		TNT1 A 0 A_Raise
		loop
	
	Ready:
	SelectAnimation:
		TNT1 A 1 
		//Inspect check
		TNT1 A 0 a_jumpif(GetCVAR("weaponinspect") == 1,2)
		TNT1 A 0 A_JumpIfInventory("neverfoundaxe",1,"Inspect")
		//
        AXES ABCDEFG 1
		TNT1 A 0 A_SetROLL(0)
		AXEG A 0 A_JumpIfInventory("AxeDurability",1, 4)
		TNT1 A 1 A_Print("The axe has broken!")
		TNT1 A 0 A_spawnItemex("BrokenAxe",-5,0,30,5)	
		TNT1 A 1 A_TakeInventory("BrutalAxe",1)
        AXEG A 0 
		Goto Ready3
	
	


	Ready3:
		AXEG A 0 A_JumpIfInventory("ExecuteDownedEnemy", 1, "DoExecution")
		//DURABILITY CHECK
		AXEG A 0 A_JumpIfInventory("AxeDurability",1, 5)
		TNT1 A 1 A_Print("The axe has broken!")
		TNT1 A 0 A_spawnItemex("BrokenAxe",-5,0,30,5)	
		TNT1 A 1 A_TakeInventory("BrutalAxe",1)
		AXEG A 0 A_Takeinventory("HasCutingWeapon",1)
		///
        AXEG A 0 A_JumpIfInventory("Kicking",1,"DOKICKAXE")
		AXEG A 0 A_Giveinventory("HasCutingWeapon",1)
		RIFG A 0 A_JumpIfInventory("StartDualWield",1,"Throwswitch")
		AXES G 1 A_WeaponReadyLit
		Loop
	
	Deselect:
		AXEG A 0 A_Takeinventory("HasCutingWeapon",1)
		AXEG A 0 A_TakeInventory("throwtoken", 1)
		TNT1 A 0 A_TakeInventory("slashtoken", 1)
		TNT1 A 0 A_TakeInventory("firstslash", 1)
		TNT1 A 0 A_TakeInventory("secondslash", 1)
		TNT1 A 0 A_TakeInventory("axecleave", 1)
		TNT1 A 0 A_TakeInventory("flaretoken", 1)
		AXEG A 0 A_TakeInventory("TossGrenade", 1)
		AXEG A 0 A_startSound("AXEPREP", 19,0,0.6)	
        AXES GFEDCBA 1
		TNT1 A 0 A_TakeInventory("axethrowmode", 1)
		TNT1 AAAAAAAAAAAAAAAAAA 0 A_Lower
		TNT1 A 1 A_Lower
		Wait
		
	goingtoaction:
		AXEG A 0 A_startSound("AXEPREP", 19,0,0.6)	
		AXES GFEDCBA 1
		TNT1 A 0 A_TakeInventory("axethrowmode", 1)
		TNT1 A 0 A_TakeInventory("throwtoken", 1)
		TNT1 A 0 A_TakeInventory("slashtoken", 1)
		TNT1 A 0 A_TakeInventory("flaretoken", 1)
		AXEG A 0 A_TakeInventory("TossGrenade", 1)
		TNT1 A 0 A_JumpIfInventory("weargasmask", 1, "wearanimation")
		TNT1 A 0 A_JumpIfInventory("removegasmask", 1, "removeanimation")
		TNT1 A 0 A_JumpIfInventory("battledrugtoken",1,"drugshot")
		TNT1 A 0 A_JumpIfInventory("BANDAGETOKEN",1,"BANDAGE")
		goto repair
	
    Fire:
		AXEG A 0
		AXEG A 0 A_TakeInventory("AxeHit", 1)
		AXEG A 0 A_JumpIfInventory("axethrowmode",1, "Throw")
		TNT1 A 0 A_JumpIf(GetPlayerInput(INPUT_BUTTONS) & BT_CROUCH, "Sweep")
		AXEG A 0 A_JumpIfInventory("firstslash",1, "LeftSlash")
		AXEG A 0 A_JumpIfInventory("secondslash",1, "LastSlash")
		AXEG A 0 A_JumpIfInventory("axecleave",1, "LeftSlash")
		NULL A 0 A_JumpIf (momZ > 0, "JumpingSlash")
		NULL A 0 A_JumpIf (momZ < 0, "JumpingSlash")
	Firestart:
        AXEA ABCD 1 A_SetROLL(ROLL+2)
	Hold:
		AXEG A 0
		AXEG A 0 A_TakeInventory("AxeHit", 1)
		AXEA E 1 A_WeaponReady(WRF_NOFIRE)
		AXEG A 0 A_Refire
		
	RightSlash:
		TNT1 A 0 A_JumpIfInventory("isdoomguy", 1, 6)
		AXEG A 0 A_JumpIfInventory("powerstrength2", 1, 4)
		TNT1 A 0 A_JumpifInventory("LARGESTAMINA",1,2)
		TNT1 A 0 A_JumpifInventory("UsedStamina",90,"TiredAttack")
		TNT1 A 0 A_JumpifInventory("UsedStamina",1980,"TiredAttack")
		TNT1 A 0 A_Giveinventory("UsedStamina",15)
	    AXEG A 0 A_PlaySound("AXESW1", 1)
		 AXEG A 0 A_OVERLAY(3,"RightSwingOverlay")
		AXEA FGHI 1
		AXEG A 0 A_Saw("", "", 3, "AxePuffs", 0, 120, 0,16)
		
		AXEG A 0 A_JumpIfInventory("powerstrength2", 1, 2)
		AXEG A 0 A_Jump(256,2)
		AXEG AA 0 A_FireCustomMissile("AxeAttack", 0, 0, 0, 0)
		
		AXEA JKLM 1 A_SetROLL(ROLL-1)
		TNT1 A 0 A_Giveinventory("firstslash",1)
		TNT1 AAAA 1 A_SetROLL(ROLL -1)
		TNT1 AA 1
		TNT1 AAAAAAAAA 1 A_WeaponReady(WRF_ALLOWRELOAD)
		Goto Endswing
	
	JumpingSlash:
		TNT1 A 0 A_JumpIfInventory("isdoomguy", 1, 4)
		TNT1 A 0 A_JumpifInventory("LARGESTAMINA",1,2)
		TNT1 A 0 A_JumpifInventory("UsedStamina",90,"StopSprintTired")
		TNT1 A 0 A_JumpifInventory("usedstamina", 1980,"StopSprintTired")
		TNT1 A 0 a_recoil(4)
		AXE4 ABC 1
		TNT1 A 1	
	LeftSlash:	
		TNT1 A 0 A_JumpIfInventory("isdoomguy", 1, 2)
		TNT1 A 0 A_Giveinventory("UsedStamina",20)
		AXEG A 0 A_OVERLAY(3,"LEFTSwingOverlay")
		AXEA OP 1 A_SetROLL(ROLL+1)
	   AXEG A 0 A_PlaySound("AXESW2", 1)
		AXEG A 0 A_Saw("", "", 3, "AxePuffs", 0, 120, 0,16)
		
		AXEG A 0 A_JumpIfInventory("powerstrength2", 1, 2)
		AXEG A 0 A_Jump(256,2)
		AXEG AA 0 A_FireCustomMissile("AxeAttack", 0, 0, 0, 0)
		
		AXEA QRST 1 A_SetROLL(ROLL+1)
		TNT1 A 0 A_takeinventory("firstslash",1)
		TNT1 A 0 A_Giveinventory("secondslash",1)
		TNT1 A 0 A_takeinventory("axecleave",1)
		TNT1 AAAAAA 1 A_SetROLL(ROLL -1)
		TNT1 AAAAAAAAA 1 A_WeaponReady(WRF_ALLOWRELOAD)
		Goto Endswing
		
	LastSlash:
		TNT1 A 5
		TNT1 A 0 A_JumpIfInventory("isdoomguy", 1, 6)
		AXEG A 0 A_JumpIfInventory("powerstrength2", 1, 4)
		TNT1 A 0 A_JumpifInventory("LARGESTAMINA",1,2)
		TNT1 A 0 A_JumpifInventory("UsedStamina",90,"stopsprinttired")
		TNT1 A 0 A_JumpifInventory("UsedStamina",1980,"stopsprinttired")
		TNT1 A 0 A_Giveinventory("UsedStamina",25)
	    AXEG A 0 A_STARTSound("AXESW1", 1,0,1.0,0,0.8)
		 AXEG A 0 A_OVERLAY(3,"RightSwingOverlay")
		AXEA FGHI 1
		AXEG A 0 A_Saw("", "", 3, "AxePuffs", 0, 120, 0,16)
		
		AXEG A 0 A_JumpIfInventory("powerstrength2", 1, 2)
		AXEG A 0 A_Jump(256,2)
		AXEG AA 0 A_FireCustomMissile("AxeAttack", 0, 0, 0, 0)
		
		AXEA JKLM 1 A_SetROLL(ROLL-1)
		TNT1 A 0 A_takeinventory("firstslash",1)
		TNT1 A 0 A_takeinventory("secondslash",1)
		TNT1 A 0 A_takeinventory("axecleave",1)
		AXEG A 0 A_JumpIfInventory("powerstrength2", 1, 2)
		TNT1 AAAA 1 A_SetROLL(ROLL -1)
		TNT1 A 2
		Goto Endswing
	
	Cleave:
		AXEG A 0 A_PlaySound("AXESW3", 1)
		TNT1 A 0 A_JumpIfInventory("isdoomguy", 1, 6)
		AXEG A 0 A_JumpIfInventory("powerstrength2", 1, 4)
		TNT1 A 0 A_JumpifInventory("LARGESTAMINA",1,2)
		TNT1 A 0 A_JumpifInventory("UsedStamina",50,"stopsprinttired")
		TNT1 A 0 A_JumpifInventory("UsedStamina",1900,"stopsprinttired")
		TNT1 A 0 A_Giveinventory("UsedStamina",100)
		AXEG A 0 A_CLEAROVERLAYS(3,4)
		AXEG A 0 A_OVERLAY(4,"CleaveOverlay")
		AXEG A 0 a_recoil(-6)
		TNT1 A 0 A_GIVEinventory("AXECLEAVE",1)
		AXEG A 0 A_JumpIfInventory("secondslash", 1, 4)
		AXE4 ABC 1
		TNT1 A 5
		AXEG A 0 A_STARTSOUND("GRUNT", 22, 0,1.0,0,0.9)
		AXE4 D 1 A_SetROLL(ROLL-1)
		AXE4 EFG 1 A_SetROLL(ROLL-2)
		TNT1 A 0 A_TAKEinventory("firstslash",1)
		TNT1 A 0 A_TAKEinventory("secondslash",1)
		AXEG A 0 A_Saw("", "", 3, "AxePuffs", 0, 120, 0,16)
		AXEG A 0 A_JumpIfInventory("powerstrength2", 1, 2)
		AXEG A 0 A_Jump(256,2)
		AXEG AA 0 A_FireCustomMissile("ALTAxeAttack", 0, 0, 0, 0)
		AXE4 GHIJ 1 A_SetROLL(ROLL-2)
		AXEG A 0 A_OVERLAY(4,"CleaveOverlay2")
		TNT1 A 8
		TNT1 AAAAA 1 A_WeaponReady(WRF_ALLOWRELOAD | WRF_NOsecondary)
		goto EndSwing
	
	Sweep:
		TNT1 A 0 A_TAKEinventory("firstslash",1)
		TNT1 A 0 A_TAKEinventory("secondslash",1)
		TNT1 A 0 A_takeinventory("axecleave",1)
		
		TNT1 A 0 A_JumpIfInventory("isdoomguy", 1, 6)
		AXEG A 0 A_JumpIfInventory("powerstrength2", 1, 4)
		TNT1 A 0 A_JumpifInventory("LARGESTAMINA",1,2)
		TNT1 A 0 A_JumpifInventory("UsedStamina",90,"Firestart")
		TNT1 A 0 A_JumpifInventory("UsedStamina",1980,"Firestart")
		TNT1 A 0 A_Giveinventory("UsedStamina",25)		
		AXES FEDCBA 1
		TNT1 A 3
		TNT1 A 0 {a_overlayflags(1, pspf_flip, 1); a_overlayflags(1, pspf_mirror, 1);}
		AXEA C 1 offset(0,60)
		AXEA C 1 offset(0,32)
		AXEA D 1 offset(0,60)
		AXEA D 1 offset(0,32)
		AXEA EFG 2
	SweepHold:
		AXEA G 1
		TNT1 A 0 A_JumpIf(GetPlayerInput(INPUT_BUTTONS) & BT_attack, "SweepHold")
		TNT1 A 0 A_JumpIf(GetPlayerInput(INPUT_BUTTONS) & BT_CROUCH, 2)
		TNT1 A 0 {a_overlayflags(1, pspf_flip, 0); a_overlayflags(1, pspf_mirror, 0);}
		goto leftslash
		AXEG A 0 A_STARTSOUND("PREGRNT", 22, 0,1.0,0,0.9)
		AXEG A 0 A_OVERLAY(3,"LEFTSwingOverlay")
		AXEG A 0 A_setpitch(15)
		AXEA HI 1
		AXEG A 0 A_JumpIfInventory("powerstrength2", 1, 2)
		AXEG A 0 A_Jump(256,2)
		AXEG AA 0 A_FireCustomMissile("AxeSweep", 0, 0, 0, 0)
		AXEA JKLM 1
		TNT1 A 0 {a_overlayflags(1, pspf_flip, 0); a_overlayflags(1, pspf_mirror, 0);}
		goto endswing
	
	SprintAttack:
		TNT1 A 0 A_JumpIfInventory("isdoomguy", 1, 6)
		AXEG A 0 A_JumpIfInventory("powerstrength2", 1, 4)
		TNT1 A 0 A_JumpifInventory("LARGESTAMINA",1,2)
		TNT1 A 0 A_JumpifInventory("UsedStamina",20,"Trip2")
		TNT1 A 0 A_JumpifInventory("UsedStamina",1900,"Trip2")
		TNT1 A 0 A_Giveinventory("UsedStamina",50)
		
		NULL A 0 ThrustThing(angle*256/360,20,0,0)
		//prepare
		AXEG A 0 A_startSound("AXEPREP", 19,0,1.0)	
		AXEG A 0 A_overlay(5,"sprintattackoverlay")
		AXEC ABC 1
		TNT1 A 1
		TNT1 A 0 A_startSound("AXESW2", 17,0,0.6)
		AXEC D 1 offset(1,32)
		AXEC D 1 offset(-20,32)
		AXEC E 1 offset(1,32)
		AXEC E 1 offset(-20,32)
		AXEC F 1 offset(1,32)
		AXEC F 1 offset(-20,32)
		AXEC G 1 offset(1,32)
		AXEC G 1 offset(-20,32)
		AXEC H 1 offset(1,32)
		TNT1 A 0 A_OverlayPivotAlign(0, PSPA_CENTER,PSPA_CENTER)
		AXEC H 1 offset(-30,32) 
		AXEC H 1 offset(-60,17) A_overlayrotate(0,10)
		AXEC H 1 offset(-90,1) A_overlayrotate(0,20)
		AXEC H 1 offset(-120,-18) A_overlayrotate(0,30)
		TNT1 A 1 offset(1,32) A_overlayrotate(0,0)
		// first attack
		AXEG A 0 A_PlaySound("AXESW2", 1)
		AXEG A 0 A_STARTSOUND("GRUNT", 22, 0,1.0,0,0.9)
		AXE4 D 1 A_SetROLL(ROLL-1)
		AXE4 EFG 1 A_SetROLL(ROLL-2)
		TNT1 A 0 A_TAKEinventory("firstslash",1)
		TNT1 A 0 A_TAKEinventory("secondslash",1)
		AXEG A 0 A_Saw("", "", 3, "AxePuffs", 0, 120, 0,16)
		AXEG A 0 A_JumpIfInventory("powerstrength2", 1, 2)
		AXEG A 0 A_Jump(256,2)
		AXEG AA 0 A_FireCustomMissile("ALTAxeAttack", 0, 0, 0, 0)
		AXE4 GHIJ 1 A_SetROLL(ROLL-2)
		AXEG A 0 A_OVERLAY(4,"CleaveOverlay2")
		TNT1 A 8
		// second attack
		TNT1 A 0 A_JumpIfInventory("isdoomguy", 1, 2)
		TNT1 A 0 A_Giveinventory("UsedStamina",20)
		TNT1 A 0 A_startSound("AXESW1", 18,0,1.0,0,1.3)
		AXEG A 0 A_OVERLAY(3,"LEFTSwingOverlay")
		AXEA OPQ 1 A_SetROLL(ROLL+1)
	    
	    AXEG A 0 A_Saw("", "", 3, "AxePuffs", 0, 120, 0,16)
		
		AXEG A 0 A_JumpIfInventory("powerstrength2", 1, 2)
		AXEG A 0 A_Jump(256,2)
		AXEG AA 0 A_FireCustomMissile("AxeAttack", 0, 0, 0, 0)
		AXEA RST 1 A_SetROLL(ROLL+1)
		TNT1 A 5
		
		// third attack
		AXEG A 0 A_OVERLAY(3,"RIGHTSwingOverlay")
		TNT1 A 0 A_JumpIfInventory("isdoomguy", 1, 2)
		TNT1 A 0 A_Giveinventory("UsedStamina",20)
		TNT1 A 0 A_startSound("AXESW2", 18,0,1.0,0,1.8)
		AXER CDE 1 A_SetROLL(ROLL+2)
		AXEG A 0 A_Saw("", "", 3, "AxePuffs", 0, 120, 0,16)
		AXEG A 0 A_JumpIfInventory("powerstrength2", 1, 2)
		AXEG A 0 A_Jump(256,2)
		AXEG AA 0 A_FireCustomMissile("AxeAttack", 0, 0, 0, 0)
		AXER FGHIJ 1
		TNT1 AAAAAA 1 A_SetROLL(ROLL-2)
		goto endswing
	
	SprintattackOverlay:
		TNT1 AAAAAAAAAAAAAAAAAAAA 1 A_setangle(angle+18)
		stop
	
	EndSwing:	
		TNT1 A 1 A_SetROLL(0)
		TNT1 A 0 A_TAKEinventory("firstslash",1)
		TNT1 A 0 A_TAKEinventory("secondslash",1)
		TNT1 A 0 A_takeinventory("axecleave",1)
		TNT1 A 0 A_SetROLL(0)
		AXEG A 0 A_JumpIfInventory("AxeDurability",1, "Ready")
		TNT1 A 1 A_Print("The axe has broken!")
		AXEG A 0 A_Takeinventory("HasCutingWeapon",1)
		TNT1 A 0 A_spawnItemex("BrokenAxe",-5,0,30,5)
		TNT1 A 1 A_TakeInventory("BrutalAxe",1)
		Goto Ready

	
	TiredAttack:
		AXEG A 0 A_STARTSOUND("PREGRNT", 22, 0,1.0,0,0.9)
		AXEA EEEEEFFFFFGGGGGGG 1
		AXEG A 0 A_OVERLAY(3,"RightSwingOverlay")
		AXEG A 0 A_STARTSOUND("GRUNT", 22, 0,1.0,0,0.9)
		AXEA FGHIJ 1
	    AXEG A 0 A_PlaySound("AXESW1", 1)
		AXEG A 0 A_Saw("", "", 3, "AxePuffs", 0, 120, 0,16)
		AXEG A 0 A_FireCustomMissile("AxeAttack", 0, 0, 0, 0)
		AXEA KLM 1 A_SetROLL(ROLL-2)
		TNT1 A 20 A_SetROLL(ROLL-2)
		SHTZ A 0 A_STARTSound("Tired", 21)
		Goto EndSwing

	//Alt Fire Mode
    AltFire:
		TNT1 A 0 A_JumpIfInventory("isdoomguy", 1, 4)
		TNT1 A 0 A_JumpifInventory("LARGESTAMINA",1,2)
		TNT1 A 0 A_JumpifInventory("UsedStamina",80,"StopSprintTired")
		TNT1 A 0 A_JumpifInventory("usedstamina", 1980,"StopSprintTired")
		ASEG A 0 A_TakeInventory("AxeHit", 1)
		TNT1 A 0 A_JumpIfInventory("axethrowmode", 1, "Rend")
		TNT1 A 0 A_JumpIfInventory("secondslash", 1, "Cleave")
		NULL A 0 A_JumpIf (momZ > 0, "Cleave")
		NULL A 0 A_JumpIf (momZ < 0, "Cleave")
		AXEG A 0 A_startSound("AXEPREP", 19,0,1.0)	
		AXEG A 0 A_STARTSOUND("PREGRNT", 22, 0,1.0,0,0.9)
        AXEC ABC 1
		TNT1 A 15
		TNT1 A 0 A_startSound("AXESW", 17,0,0.3,0,0.8)
		AXEC D 1 offset(1,32)
		AXEC D 1 offset(-20,32)
		AXEC E 1 offset(1,32)
		AXEC E 1 offset(-20,32)
		AXEC F 1 offset(1,32)
		AXEC F 1 offset(-20,32)
		AXEC G 1 offset(1,32)
		AXEC G 1 offset(-20,32)
		TNT1 A 3 A_OverlayPivotAlign(0, PSPA_CENTER,PSPA_CENTER)
		AXEC H 1 offset(-100,-40) A_overlayrotate(0,30)
		AXEC H 1 offset(-30,-25) A_overlayrotate(0,20)
		AXEC H 1 offset(-10,5) A_overlayrotate(0,10)
		AXEC H 1 offset(1,32) A_overlayrotate(0,0)
		"####" "#" 0 A_JumpIf(GetPlayerInput(INPUT_BUTTONS) & BT_ALTATTACK, 3)	
		AXEG A 0 A_OVERLAY(3,"RendOverlay2")
	    AXEG A 0 A_startSound("AXESW3", 14,0,1.0,0,0,0.2)
		goto RendStart		
	AltHold:
		ASEG A 0 A_TakeInventory("AxeHit", 1)
		AXEY A 1 A_WeaponReady(WRF_NOFIRE)
		AXEY A 0 A_Refire
	REND:
		TNT1 A 0 A_TAKEinventory("firstslash",1)
		TNT1 A 0 A_TAKEinventory("secondslash",1)
		AXEG A 0 A_OVERLAY(3,"RendOverlay")
	    AXEG A 0 A_PlaySound("AXESW3", 1)
		AXEY A 1 offset(0,20)
		AXEY A 1 offset(0,0)
		AXEY A 1 offset(0,-30)
		AXEY A 7 offset(0,-40)
		AXEY A 1 offset(0,32)
	Rendstart:
		AXEG A 0 A_STARTSOUND("GRUNT", 22, 0,1.0,0,0.9)
		AXEY A 1 offset(0,36)
		AXEC HIJ 1
		TNT1 A 0 A_JumpIfInventory("isdoomguy", 1, 2)
		TNT1 A 0 A_Giveinventory("UsedStamina",35)
		
		AXEG A 0 A_JumpIfInventory("powerstrength2", 1, 2)
		AXEG A 0 A_Jump(256,2)
		AXEG AA 0 A_FireCustomMissile("ALTAxeAttack", 0, 0, 0, 0)
		AXEG A 0 A_FireCustomMissile("ALTAxeAttackSCAN", 0, 0, 0, 0)
		ASEG A 0 A_Saw("", "", 3, "AxePuffs", 0, 120, 0,16)
		AXEC KLM 1
		
	AltEndSwing:	
		TNT1 A 15
		ASEG A 0 A_TakeInventory("Axethrowmode", 1)
		AXEG A 0 A_JumpIfInventory("AxeDurability",1, "Ready")
		AXEG A 0 A_Takeinventory("HasCutingWeapon",1)
		TNT1 A 1 A_Print("The axe has broken!")
		TNT1 A 0 A_spawnItemex("BrokenAxe",-5,0,30,5)	
		TNT1 A 1 A_TakeInventory("BrutalAxe",1)
		Goto Ready
	
/// CAMERA SHAKES	
	LeftSwingOverlay:
		TNT1 AAAAAAAAAA 1 A_SetANGLE(angle-3)
		TNT1 AAAA 1 A_SetANGLE(angle+1)
		STOP
	
	//RightSwingOverlay:
		//TNT1 AAAAAAAAAA 1 A_SetANGLE(angle+3)
		//TNT1 AAAA 1 A_SetANGLE(angle-1)
		//STOP
	RightSwingOverlay:
		TNT1 A 1 A_SetAngle(angle-0.3)
		TNT1 A 1 A_SetAngle(angle-1)
		TNT1 AAAAAA 1 A_SetANGLE(angle+5)
		TNT1 AA 1 A_SetANGLE(angle+3)
		TNT1 A 1 A_SetANGLE(angle+1)
		TNT1 AAA 1 A_SetANGLE(angle-1)
		TNT1 AA 1 A_SetANGLE(angle-0.5)
		STOP
		
	CleaveOverlay:
		TNT1 AAAAA 1 A_SetANGLE(angle+3)
		TNT1 AAAA 1 A_SetPITCH(PITCH+3)
		TNT1 AAAAA 1 A_SetANGLE(angle-3)
		TNT1 AAAA 1 A_SetPITCH(PITCH-3)
		STOP
	CleaveOverlay2:
		TNT1 AAAAAAAAAAAAAAAA 1 A_SetROLL(ROLL+1)
		stop
		
	RendOverlay:
		TNT1 AAAAAAAAA 1 A_Setpitch(pitch-1)
		TNT1 A 2
		TNT1 A 1 A_Setpitch(pitch+9)
	RendOverlay2:
		TNT1 A 1 A_SetPitch(PITCH+2)
		TNT1 AAAAAAA 1 A_SetPitch(PITCH+6)
		TNT1 A 1 A_SetPitch(PITCH+2)
		TNT1 AA 1 A_SetPitch(PITCH-2)
		TNT1 AAAAAAAAA 1 A_SetPitch(PITCH-4)
		TNT1 A 1 A_SetPitch(PITCH-2)
		TNT1 AAA 1 A_SetPitch(PITCH-1)
		stop
		

///////////////////////////	
	
	RELOAD:
	PARRY:
		PIST F 0 A_JumpIfInventory("REPAIRMODE",1,"KITREPAIR")
		TNT1 A 0 A_giveinventory("DashResist",1)	
		AXEG A 0 A_STARTSound("SSGMACE2", 14,0,1.0,0,1.5)
		AXER AB 1
		TNT1 A 2
		AXER CD 1
		TNT1 A 0 A_spawnItemex("Axeparry", 0, 0, 40,0,0,0,0,SXF_SETMASTER)	
		AXER EF 1
		AXER GHIJ 1 A_JumpIfInventory("triptoken",1,"Knockdown")
		TNT1 A 5 A_JumpIfInventory("triptoken",1,"Knockdown")
		AXEG A 0 A_JumpIfInventory("triptoken",1,"Knockdown")
		TNT1 A 0 A_jumpifinventory("parrytoken",1,2)
		TNT1 A 30
		TNT1 A 0 A_TakeInventory("parrytoken", 1)
		goto Ready
	
	Throwswitch:
		TNT1 A 0 A_TakeInventory("StartDualWield", 1)
		//swoosh
		AXEG A 0 A_JumpIfInventory("axethrowmode",1,"ThrowmodeOut")
	ThrowmodeIn:
		AXEG A 0 A_startSound("AXEPREP", 19,0,1.0)	
		AXEC ABC 1
		TNT1 A 7
		AXEC D 1 offset(1,32)
		AXEC D 1 offset(-20,32)
		AXEC E 1 offset(1,32)
		AXEC E 1 offset(-20,32)
		AXEC F 1 offset(1,32)
		AXEC F 1 offset(-20,32)
		AXEC G 1 offset(1,32)
		AXEC G 1 offset(-20,32)
		TNT1 A 3 A_OverlayPivotAlign(0, PSPA_CENTER,PSPA_CENTER)
		AXEC H 1 offset(-100,-40) A_overlayrotate(0,30)
		AXEC H 1 offset(-30,-25) A_overlayrotate(0,20)
		AXEC H 1 offset(-10,5) A_overlayrotate(0,10)
		AXEC H 1 offset(1,32) A_overlayrotate(0,0)
		AXEG A 0 A_Giveinventory("axethrowmode",1)
		goto ThrowReady
	ThrowmodeOut:
		AXEG A 0 A_PlaySound("AXESELE")
		AXEC H 1
		TNT1 A 1
		AXEC GFED 1
		TNT1 A 7
		AXEC CBA 1
		TNT1 A 0 A_TakeInventory("axethrowmode", 1)
		goto Ready3
		
	ThrowReady:
		TNT1 A 0 A_JumpIfInventory("ExecuteDownedEnemy", 1, "DoExecution")
		//DURABILITY CHECK
		AXEG A 0 A_JumpIfInventory("AxeDurability",1, 5)
		TNT1 A 1 A_Print("The axe has broken!")
		TNT1 A 0 A_spawnItemex("BrokenAxe",-5,0,30,5)	
		TNT1 A 1 A_TakeInventory("BrutalAxe",1)
		AXEG A 0 A_Takeinventory("HasCutingWeapon",1)
		///
        AXEG A 0 A_JumpIfInventory("Kicking",1,"DOKICKAXE")
		AXEG A 0 A_Giveinventory("HasCutingWeapon",1)
		 TNT1 A 0 A_JumpIfInventory("Taunting",1,"Taunt")
		TNT1 A 0 A_JumpIfInventory("weargasmask", 1, "goingtoaction")
		TNT1 A 0 A_JumpIfInventory("removegasmask", 1, "goingtoaction")
		TNT1 A 0 A_JumpIfInventory("battledrugtoken",1,"goingtoaction")
		TNT1 A 0 A_JumpIfInventory("repairtoken",1,"goingtoaction")
		TNT1 A 0 A_JumpIfInventory("BANDAGETOKEN",1,"goingtoaction")
		AXEG A 0 A_JumpIfInventory("flaretoken",1,"TossFlare")
		AXEG A 0 A_JumpIf(GetPlayerInput(INPUT_BUTTONS) & BT_USER3, "TOSSGRENADE")
		AXEG A 0 A_JumpIf(GetPlayerInput(INPUT_BUTTONS) & BT_USER4, "ThrowSwitch")
		RIFG A 0 A_JumpIfInventory("StartDualWield",1,"Throwswitch")
		AXEY A 1 A_WeaponReady(WRF_ALLOWRELOAD)
		Loop
	
	Throw:
		AXEG A 0 A_PlaySound("AXESW3", 1)
		TNT1 A 0 A_JumpIfInventory("isdoomguy", 1, 6)
		TNT1 A 0 A_JumpifInventory("LARGESTAMINA",1,2)
		TNT1 A 0 A_JumpifInventory("UsedStamina",90,"wimpythrow")
		TNT1 A 0 A_JumpifInventory("usedstamina", 1990,"wimpythrow")
		TNT1 A 0 A_Giveinventory("UsedStamina",15)
		AXEY A 1 offset(0,30)
		AXEY A 1 offset(0,15)
		AXEY A 1 offset(0,1)
		AXEY A 1 offset(0,-15)
		AXEY A 1 offset(0,-30)
		AXEY A 7 offset(0,-40)
		AXEY A 1 offset(0,-30)
		AXEY A 1 offset(0,1)
		AXEY A 1 offset(0,32)
		AXEC HIJ 1
		AXEG A 0 A_TakeInventory ("AxeDurability", 3)
		AXEG A 0 A_JumpIfInventory("powerstrength2", 1, "StrongThrow")
		AXEG A 0 A_FireCustomMissile("ThrowedAxe", 0, 0, 0, 0)
		AXEG A 0 A_Takeinventory("HasCutingWeapon",1)
		AXEY BCD 1
		Goto AxeAfterThrow
	
	WIMPYTHROW:
	    TNT1 A 0 A_Giveinventory("UsedStamina",15)
		AXEY A 2 offset(0,30)
		AXEY A 2 offset(0,20)
		AXEY A 2 offset(0,10)
		AXEY A 2 offset(0,0)
		AXEY A 2 offset(0,-10)
		AXEY A 2 offset(0,-20)
		AXEY A 2 offset(0,-30)
		AXEY A 15 offset(0,-40)
		AXEY A 1 offset(0,-30)
		AXEY A 1 offset(0,-10)
		AXEY A 1 offset(0,20)
		AXEY A 1 offset(0,32)
		AXEC HIJ 1
		AXEG A 0 A_TakeInventory ("AxeDurability", 1)
		AXEG A 0 A_JumpIfInventory("powerstrength2", 1, "StrongThrow")
		AXEG A 0 A_FireCustomMissile("WIMPYAxe", 0, 0, 0, 0)
		AXEG A 0 A_Takeinventory("HasCutingWeapon",1)
		AXEY BCD 1
		Goto AxeAfterThrow
	
	StrongThrow:	
		TNT1 A 0
		AXEG A 0 A_TakeInventory ("AxeDurability", 3)
		AXEG A 0 A_FireCustomMissile("ThrowedAxeStrong", 0, 0, 0, 0)
		AXEG A 0 A_Takeinventory("HasCutingWeapon",1)
		AXEY BCD 1
		Goto AxeAfterThrow
	
	CheckSprint:
		AXEG A 0
		//AXES G 1 A_WeaponReady(WRF_NOFIRE)
		AXEG A 0 A_JumpIfInventory("IsStandingStill", 1, "Ready3")
		AXEG A 0 A_JumpIfInventory("IsTacticalClass", 1, "StartSprint")
		Goto Ready
		
	StartSprint:
		AXES FED 1 A_WeaponReady(WRF_NOFIRE)
		TNT1 A 0 A_JumpIfInventory("LARGESTAMINA", 1, 2)
		TNT1 A 0 A_JumpIfInventory("UsedStamina", 70, "Trip")
		AXEG A 0 A_JumpIfInventory("UsedStamina", 1400, "Trip")	
		
	Sprinting:	
		AXEP A 0 offset(-9,32) 
		AXEG A 0 offset(-9,32) A_JumpIfInventory("IsStandingStill", 1, "Ready3")
		TNT1 A 0 A_JumpIfInventory("LARGESTAMINA", 1, 2)
		TNT1 A 0 A_JumpIfInventory("UsedStamina", 100, "StopSprintTired")
		AXEG A 0 A_JumpIfInventory("UsedStamina", 2000, "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("powerstrength2", 1, 2)
		AXEG A 0 offset(-9,32) A_GiveInventory("UsedStamina", 5)
		AXEG A 0 offset(-9,32) A_overlay(10,"sprintoverlay",false)
		AXES C 1 offset(-9,34)  A_JumpIf(GetPlayerInput(INPUT_BUTTONS) & BT_attack, "Cleave")
		AXES C 1 offset(-6,36) A_JumpIf(GetPlayerInput(INPUT_BUTTONS) & BT_altattack, "sprintAttack")
		AXES C 1 offset(-3,38) A_JumpIf(GetPlayerInput(INPUT_BUTTONS) & BT_attack, "Cleave")
		AXES C 1 offset(0,38) A_JumpIf(GetPlayerInput(INPUT_BUTTONS) & BT_altattack, "sprintAttack")
		AXES C 1 offset(3,36) A_JumpIf(GetPlayerInput(INPUT_BUTTONS) & BT_attack, "Cleave")
		AXES C 1 offset(6,34) A_JumpIf(GetPlayerInput(INPUT_BUTTONS) & BT_altattack, "sprintAttack")
		AXES C 1 offset(9,32) A_JumpIf(GetPlayerInput(INPUT_BUTTONS) & BT_attack, "Cleave")
		AXEG A 0 offset(9,32) A_WeaponReady(WRF_NOBOB)
		AXEG A 0 A_JumpIfInventory("Kicking",1,"DOKICKAXE")
        AXEG A 0 A_JumpIfInventory("Taunting",1,"Taunt")
		AXEG A 0 offset(-9,32) A_GiveInventory("usedstamina", 1)
		AXEG A 0 offset(9,33) A_SpawnItemEx("FootStep", 0, 0, 2, 0, 0, -4)
		AXES C 1 offset(9,34) A_JumpIf(GetPlayerInput(INPUT_BUTTONS) & BT_altattack, "sprintAttack")
		AXES C 1 offset(6,36) A_JumpIf(GetPlayerInput(INPUT_BUTTONS) & BT_attack, "Cleave")
		AXES C 1 offset(3,38) A_JumpIf(GetPlayerInput(INPUT_BUTTONS) & BT_altattack, "sprintAttack")
		AXES C 1 offset(0,38) A_JumpIf(GetPlayerInput(INPUT_BUTTONS) & BT_attack, "Cleave")
		AXES C 1 offset(-3,36) A_JumpIf(GetPlayerInput(INPUT_BUTTONS) & BT_altattack, "sprintAttack")
		AXES C 1 offset(-6,34) A_JumpIf(GetPlayerInput(INPUT_BUTTONS) & BT_attack, "Cleave")
		AXES C 1 offset(-9,32) A_JumpIf(GetPlayerInput(INPUT_BUTTONS) & BT_altattack, "sprintAttack")
		AXEG A 0 offset(-9,32) 
		AXEG A 0 offset(-9,32) A_JumpIfInventory("IsRunning", 1, "Sprinting")
		Goto StopSprint

	SprintOverlay:
		TNT1 AAAAAAA 1 A_SetPitch(pitch -0.5)
		TNT1 AAAAAAA 1 A_SetPitch(pitch +0.5)
		stop
		

	StopSprintTired:
		AXES DEF 1
		PLAY A 0 ACS_ExecuteAlways(853, 0, 0, 0, 0)//Makes player slower.
		AXEG A 0 A_PlaySound("Tired", 2)
		TNT1 A 0 A_Jumpifhealthlower(25,"rupturesprint")												  
		AXES G 25 
		Goto Ready3
	StopSprint:
		AXES DEF 1
		TNT1 A 0 A_JumpIfInventory("LARGESTAMINA", 1, 2)
		TNT1 A 0 A_JumpIfInventory("UsedStamina", 70, "StopSprintTired")
		AXEG A 0 A_JumpIfInventory("UsedStamina", 1400, "StopSprintTired")
		PLAY A 0 ACS_ExecuteAlways(853, 0, 0, 0, 0)//Makes player slower.
		Goto Ready3	
	
User4:
		TNT1 A 0 a_STARTSOUND("MAGGRAB2", 120,0,0.6)
		AXE1 UTSRQPON 1
		AXEI R 1
	CheckHold:
		AXEI S 1 a_weaponready(WRF_NOFIRE | WRF_NOSWITCH)
		TNT1 A 0 ACS_NAMEDEXECUTEalways("AXEDURABILITYCHECK",0)
		PISA D 0 A_JumpIf(GetPlayerInput(INPUT_BUTTONS) & BT_USER4, "CHECKHOLD")
		
		TNT1 A 0 A_PlaySound("axesele")
		AXEI R 1
		AXE1 NOPQRSTU 1
		goto Ready3

	
	
	KITREPAIR:
		TNT1 A 0 A_JumpIFInventory("survivalkituses",1, 2)
		PIST F 0 A_Jump(256,"kitbroke")
		AXES G 1
		
		TNT1 A 0 A_JumpIFInventory("AXEDurability",100, "NoNeedRepair")
		PIST F 0 A_JumpIfInventory("scrapmetal",1, 2)
		PIST F 0 A_Jump(256,"outofmetal")
		
	KITREPAIR2:
		PIST F 0 A_GIVEinventory("AXEDurability",30)
		BADF A 0 A_Takeinventory("survivalkituses",1)
		BADF A 0 A_Takeinventory("scrapmetal",1)
		TNT1 A 0 A_playsound("WIRECUT",1)
		AXES GFEDCBA 1
		TNT1 A 35
		AXES ABCDEFG 1
		
		TNT1 A 0 A_JumpIFInventory("survivalkituses",1, 2)
		PIST F 0 A_Jump(256,"kitbroke")
		AXES G 1
		goto Ready3	
		
	DoKICKAXE:
		NULL A 0 A_JumpIf (momZ > 0, "SpecialKick")
		NULL A 0 A_JumpIf (momZ < 0, "SpecialKick")
		TNT1 A 0 A_JumpIfInventory("IsCrouching", 1, "SpecialKick")
		
		TNT1 A 0 A_JumpIfInventory("isdoomguy", 1, 4)
		TNT1 A 0 A_JumpIfInventory("LARGESTAMINA", 1, 2)
		TNT1 A 0 A_JumpifInventory("UsedStamina",95,4)
		TNT1 A 0 A_JumpifInventory("UsedStamina",1995,3)
		
	AXEBASH:
		"####" A 0 A_Takeinventory("Kicking",1)
		TNT1 A 0 A_JumpIfInventory("GoFatality", 1, "Steady")
		 TNT1 A 0 a_Setroll(0)
		TNT1 A 0 A_JumpIfInventory("isdoomguy", 1, 5)
		TNT1 A 0 A_JumpIfInventory("LARGESTAMINA", 1, 2)
		TNT1 A 0 A_JumpifInventory("UsedStamina",95,"TiredAxeBash")
		TNT1 A 0 A_JumpifInventory("UsedStamina",1995,"TiredAxeBash")
		TNT1 A 0 A_Giveinventory("UsedStamina",10)
		
		AXEP NABC 1
		
		TNT1 A 2
		TNT1 A 0 A_JumpIfInventory("kicking", 1, "AxeBashHeavy")
		AXEG A 0 A_PlaySound("AXEPARRY", 1)
		AXEB BA 1
		AXEP EFG 1
		AXEG A 0 A_JumpIfInventory("powerstrength2", 1, 2)
		AXEG A 0 A_Jump(256,2)
		TNT1 A 0 A_FireCustomMissile("SuperKickAttack", 0, 0, 0, -7)
		TNT1 A 0 A_FireCustomMissile("KickAttack", 0, 0, 0, -7)
		AXEP HHHIJKLM 1
		Goto SelectingAnimation
		
		
	 AxeBashHeavy:
		TNT1 A 7
		AXEG A 0 A_PlaySound("AXEPARRY", 1)
		AXEG A 0 A_STARTSOUND("PREGRNT", 22, 0,1.0,0,0.9)
		TNT1 A 0 A_JumpIfInventory("isdoomguy", 1, 2)
		TNT1 A 0 A_Giveinventory("UsedStamina",15)
		AXEB CDE 1
		AXEG A 0 A_JumpIfInventory("powerstrength2", 1, 2)
		AXEG A 0 A_Jump(256,2)
		"####" AA 0 A_FireCustomMissile("AxeBash", 0, 0, 0, -7)
		AXEB FGHHH 1
		 AXEB IJKLMNOPQ 1
		TNT1 A 0 SetPlayerProperty(0,0,0)
		TNT1 A 0 A_JumpIfInventory("ExecuteDownedEnemy", 1, "DoExecution")
		TNT1 A 0 A_JumpIfInventory("GoFatality", 1, "Steady")
		Goto SelectingAnimation

	TiredAxeBash:
		AXEB QPON 2
		TNT1 A 10
		AXEG A 0 A_STARTSOUND("GRUNT", 22, 0,1.0,0,0.9)
		AXEG A 0 A_PlaySound("AXEPARRY", 1)
		AXEB MLKJ 1
		"####" A 0 A_FireCustomMissile("Kickattack", 0, 0, 0, -7)
		AXEB IIIIIIIIIIIIIHHHHHGFEDC 1
		TNT1 A 15
		Goto SelectingAnimation
		
	SpecialKick:
		TNT1 A 0 A_JumpIfInventory("isdoomguy", 1, 4)
		TNT1 A 0 A_JumpIfInventory("LARGESTAMINA", 1, 2)
		TNT1 A 0 A_JumpifInventory("UsedStamina",90,"trip")
		TNT1 A 0 A_JumpifInventory("UsedStamina",1500,"trip")
		TNT1 A 0 A_overlay(3,"loweredAxe")
		TNT1 A 0 a_Jump(256,"Dokick")
		goto Ready3
		TNT1 A 0 A_overlay(3,"loweredAXETired")
		TNT1 A 0 a_Jump(256,"Dokick")
		goto Ready3	
	LOWEREDaxe:
		AXES FED 1
		AXES C 9
		AXES DEF 1
		AXES G 6
		STOP
	LOWEREDaxeTIRED:
		AXES FED 2
		AXES C 37
		AXES DEF 2
		STOP
	
	Execution1Overlay:
		TNT1 A 0 A_Setpitch(20)
		TNT1 AAAAA 1 A_Setpitch(pitch+3)
		TNT1 AAAAAA 1 A_Setangle(angle-3)
		TNT1 AAAAAAAAAA 1 A_Setpitch(pitch-3)
		TNT1 A 0 ACS_NAMEDEXECUTE("CROUCH",0)
		TNT1 AAAAAAAA 1 A_Setangle(angle+7)
		TNT1 AA 1 A_Setangle(angle-8)
		TNT1 AA 1 A_Setpitch(pitch+6)
		TNT1 AA 1 A_Setangle(angle-8)
		TNT1 AA 1 A_Setpitch(pitch+6)
		TNT1 AA 1 A_Setangle(angle-8)
		TNT1 AA 1 A_Setpitch(pitch+6)
		TNT1 AA 1 A_Setangle(angle-8)
		TNT1 AA 1 A_Setpitch(pitch+6)
		TNT1 A 0 ACS_NAMEDEXECUTE("GETUP",0)
		TNT1 AAAAAAAAAA 1 A_Setpitch(pitch-5)
		TNT1 AA 1 A_Setangle(angle+6)
		TNT1 AA 1 A_Setpitch(pitch-2)
		TNT1 AA 1 A_Setangle(angle+6)
		TNT1 AA 1 A_Setpitch(pitch-2)
		TNT1 AAAAAA 1 A_Setangle(angle+8)
		TNT1 AAAA 1 A_Setpitch(pitch+2)
		TNT1 AAAAAAAAAAA 1 A_Setangle(angle-9)
		TNT1 AAAA 1 A_Setangle(angle+5)
		stop
	
	Execution1: ////////  "MAIM"
	// cut leg
		AXES GGGGGG 1 A_RADIUSGIVE("AXEFINISHER",100, RGF_MONSTERS | RGF_NOSIGHT,1)
		AXEP NMLKJI 1 A_RADIUSGIVE("AXEFINISHER",100, RGF_MONSTERS | RGF_NOSIGHT,1)
		AXEG A 0 A_PlaySound("AXEPARRY", 1)
		TNT1 A 0 A_startSound("KICKMON", 12)
		AXEP H 5 
		AXEP GFEDC 1 
		TNT1 A 3  
		AXEP BAN 1 
		TNT1 A 0 a_overlay(5,"EXECUTION1OVERLAY")
		AXEG A 0 A_startSound("AXEPREP", 19,0,1.0)	
		AXEC ABC 2
		TNT1 A 3 
		TNT1 A 0 A_startSound("AXESW2", 17,0,0.5)
		AXEC D 1 offset(1,32)
		AXEC D 1 offset(-20,32)
		AXEC E 1 offset(1,32)
		AXEC E 1 offset(-20,32)
		AXEC F 1 offset(1,32)
		AXEC F 1 offset(-20,32)
		AXEC G 1 offset(1,32)
		AXEC G 1 offset(-20,32)
		AXEC H 1 offset(1,32)
		TNT1 A 0 A_OverlayPivotAlign(0, PSPA_CENTER,PSPA_CENTER)
		AXEC H 2 offset(-30,32) 
		AXEC H 2 offset(-60,17) A_overlayrotate(0,10)
		AXEC H 2 offset(-90,1) A_overlayrotate(0,20)
		AXEC H 2 offset(-120,-18) A_overlayrotate(0,30)
		TNT1 A 10 offset(1,32) A_overlayrotate(0,0)
		
		AXEG A 0 A_startSound("axehit1", 1)
		TNT1 A 0 {a_overlayflags(1, pspf_flip, 1); a_overlayflags(1, pspf_mirror, 1);}
		AXE4 D 1 A_SetROLL(ROLL+3)
		AXE4 EFG 1 A_SetROLL(ROLL+3)
		AXEG A 0 A_Saw("", "", 3, "AxePuffs", 0, 120, 0,16)
		AXEG A 0 A_STARTSOUND("GRUNT", 22, 0,1.0,0,0.9)
		AXEG A 0 Radius_Quake (2, 6, 0, 5, 0)
		AXEG A 0 A_FireCustomMissile("AxeAttack", 0, 0, 0, 0)
		AXE4 GHIJ 1 A_SetROLL(ROLL-3)
		TNT1 A 0 {a_overlayflags(1, pspf_flip, 0); a_overlayflags(1, pspf_mirror, 0);}	
	
	// behead
		TNT1 A 5
		TNT1 A 0 A_startSound("AXESW1", 17,0,0.6)
		AXEC D 1 offset(1,32)
		AXEC D 1 offset(-20,32)
		AXEC E 1 offset(1,32)
		AXEC E 1 offset(-20,32)
		AXEC F 1 offset(1,32)
		AXEC F 1 offset(-20,32)
		AXEC G 1 offset(1,32)
		AXEC G 1 offset(-20,32)
		AXEC H 1 offset(1,32)
		AXEC H 2 offset(-30,32) 
		AXEC H 2 offset(-60,17) A_overlayrotate(0,10)
		AXEC H 2 offset(-90,1) A_overlayrotate(0,20)
		AXEC H 2 offset(-120,-18) A_overlayrotate(0,30)
		TNT1 A 1 offset(1,32) A_overlayrotate(0,0)
		TNT1 A 0 {a_overlayflags(1, pspf_flip, 1); a_overlayflags(1, pspf_mirror, 1);}
		AXEG A 0 A_startSound("axehit2", 1)
		AXEA G 1 offset(0,20) A_SetROLL(ROLL+1)
		AXEA G 1 offset(10,25) A_SetROLL(ROLL+1)
		AXEA F 1 offset(20,30) A_SetROLL(ROLL+1)
		AXEA F 1 offset(30,32) A_SetROLL(ROLL+1)
		AXEA E 1
		AXEA HI 1
		AXEG A 0 Radius_Quake (2, 6, 0, 5, 0)
		AXEG A 0 A_FireCustomMissile("AxeAttack", 0, 0, 0, 0)
		AXEA JKLM 1 
		TNT1 A 0 {a_overlayflags(1, pspf_flip, 0); a_overlayflags(1, pspf_mirror, 0);}	
		TNT1 AAAA 1 A_SetROLL(ROLL-1)
		TNT1 A 1 A_SetROLL(0)
		goto finishexecution+8
	
		Execution2:  //////// "SPLIT"
		//hook
		TNT1 A 0 A_SetPitch(50)
		AXEG A 0 A_STARTSound("SSGMACE2", 14,0,1.0,0,1.8)
		AXER ABZ 1 A_RADIUSGIVE("AXEFINISHER2",100, RGF_MONSTERS | RGF_NOSIGHT,1)
		TNT1 A 0 A_takeInventory("PressedUSe", 1)
		TNT1 A 0 A_Overlay(4,"Execution2Overlay2")
		TNT1 A 0 {a_overlayflags(1, pspf_flip, 1); a_overlayflags(1, pspf_mirror, 1);}
		AXER CDEFGH 1 A_RADIUSGIVE("AXEFINISHER2",100, RGF_MONSTERS | RGF_NOSIGHT,1)
		AXEG A 0 Radius_Quake (2, 4, 0, 5, 0)
		AXEG A 0 A_STARTSound("PARRIED", 14,0,1.0,0,1.3)
		TNT1 A 0 A_startSound("HRDBODY",3)
		AXER IJZ 1
		TNT1 A 0 {a_overlayflags(1, pspf_flip, 0); a_overlayflags(1, pspf_mirror, 0);}	
		AXER BA 1
		AXES G 1
		//taunt
		AXE1 UTSRQPONMLKJIHGFEEEFG 1 
		AXEG A 0 A_startSound("AXETAP", 11)
		AXE1 HHHHHHHH 1 
		AXE1 IJK 1 
		AXE1 L 1 offset(10,40)
		AXE1 L 1 offset(20,50)
		AXE1 L 1 offset(30,60)
		AXEG A 0 A_startSound("AXEPREP", 19,0,1.0)	
		TNT1 A 3 offset(1,32)
		//raise
		TNT1 A 0 A_Overlay(4,"Execution2Overlay")
		TNT1 A 0 A_startSound("AXESW", 17,0,0.4)
		AXEC D 1 offset(1,32)
		AXEC D 1 offset(-20,32)
		AXEC E 1 offset(1,32)
		AXEC E 1 offset(-20,32)
		AXEC F 1 offset(1,32)
		AXEC F 1 offset(-20,32)
		AXEC G 1 offset(1,32)
		AXEC G 1 offset(-20,32)
		TNT1 A 3 A_OverlayPivotAlign(0, PSPA_CENTER,PSPA_CENTER)
		AXEC H 1 offset(-100,-40) A_overlayrotate(0,30)
		AXEC H 1 offset(-30,-25) A_overlayrotate(0,20)
		AXEC H 1 offset(-10,5) A_overlayrotate(0,10)
		AXEC H 1 offset(1,32) A_overlayrotate(0,0)
		//first chop
	    AXEG A 0 A_PlaySound("AXESW3", 1)
		AXEY A 1 offset(0,20)
		AXEY A 1 offset(0,0)
		AXEY A 1 offset(0,-30)
		AXEY A 3 offset(0,-40)
		AXEY A 1 offset(0,32)
		AXEY A 1 offset(0,36)
		TNT1 A 0 A_startSound("AXEHIT2", 17,0,1.0)
		AXEC HIJ 1
		TNT1 A 0 A_startSound("AXEMEAT3", 18,0,1.0)
		AXEG A 0 Radius_Quake (5, 6, 0, 5, 0)
		AXEC KL 1 
		AXEC N 3 offset(6,32)
		AXEC N 3 offset(-6,32)
		AXEC N 3 offset(1,32)
		//raise again
		TNT1 A 0 A_startSound("AXESW", 17,0,0.6)
		AXEC LKJIH 2 
		AXEY A 2 offset(0,20)
		AXEY A 2 offset(0,10)
		AXEY A 2 offset(0,1)
		AXEY A 2 offset(0,-10)
		AXEY A 2 offset(0,-20)
		//second chop
		AXEG A 0 
		AXEY A 1 offset(0,-30)
		AXEY A 9 offset(0,-40)
		AXEY A 1 offset(1,-41)
		AXEY A 1 offset(0,-40)
		AXEY A 1 offset(-1,-41)
		AXEY A 1 offset(0,-40)
		AXEY A 1 offset(1,-41)
		AXEY A 1 offset(1,-41)
		AXEY A 1 offset(0,-40)
		AXEY A 1 offset(-1,-41)
		AXEY A 1 offset(0,-40)
		AXEY A 1 offset(1,-41)
		AXEG A 0 A_PlaySound("AXESW3", 1)
		AXEY A 1 offset(0,32)
		TNT1 A 0 A_startSound("AXEHIT1", 17,0,1.0)
		AXEC HIJ 1
		AXEG A 0 Radius_Quake (5, 6, 0, 5, 0)
		AXEG A 0 A_STARTSOUND("GRUNT", 22, 0,1.0,0,0.9)
		TNT1 A 0 A_startSound("AXEMEAT2", 18,0,1.0)
		AXEC KL 1 
		TNT1 A 5 a_stop
		goto finishexecution+8
		
	Execution2Overlay:
		TNT1 AAAAAAAAAAAAAAAAAA 1 A_Setpitch(pitch-3)
		TNT1 A 3
		TNT1 AAAAA 1 A_Setpitch(pitch+12)
		TNT1 AA 1 A_Setpitch(pitch+3)
		TNT1 A 5
		TNT1 AAAAAAAAAAAAAAAAAAAAA 1 A_Setpitch(pitch-3)
		TNT1 A 19
		TNT1 AAAAA 1 A_Setpitch(pitch+14)
		TNT1 A 8
		TNT1 AAAAAAA 1 A_Setpitch(pitch-4)
		stop
	
	Execution2Overlay2:
		TNT1 AAAAAAAAAAAAAAAAAAAAAAA 1 a_setangle(angle-2)
		stop
	}
}

//////////////////////////////////////////////////// PARRY
ACTOR Axeparry
{
scale 0.15
alpha 0.7
Radius 20
  +NOBLOCKMAP
  +NOGRAVITY
  states
  {
		Spawn:	
			TNT1 A 0
			TNT1 AAAAAAAAA 1 A_Warp(AAPTR_MASTER,10,0,40)
			Stop	
  }
}
 
 ACTOR ParryEffect 
{
	+noclip
	+thruactors
	+nogravity
	scale 0.1
	radius 20
	alpha 0.1
	states
	{
	Spawn:
	TNT1 A 0
	SHWK ABCDEFGHIJKLMN 1 bright A_Warp(AAPTR_MASTER,5,0,35)
	stop
	}
}
 
////////////////////////////////////////////////////////////////////////////////////////////////////////

ACTOR AxeBash : Kickattack
{
	Damage(random(40,40))
	ProjectileKickBack 20
}


ACTOR AxeAttack: FastProjectile
{
	Radius 15
	Height 14
	DamageType "Cut"
	+MISSILE
	+FORCEXYBILLBOARD
	+FORCERADIUSDMG
	+BLOODSPLATTER
	+FORCEPAIN
	RenderStyle Add
	Alpha 0.6
    Damage (random(80,80))
    Speed 50
	SeeSound "none"
	DeathSound "none"
	decal "Horizontalcut"
	Scale 0.01
	States
	{
	Spawn:
		GASO C 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_STARTSound("AXETHUD", 12)
				AXEG A 0 A_TakeFromTarget ("AxeDurability", 1)												  
				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("powerstrength2", 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_JumpIfINTARGETInventory("SSGSELECTED", 1, 3)
	AXEG A 0 A_STARTSound("AXETHUD", 12)
	AXEG A 0 A_Jump(256,2)
	AXEG A 0 A_STARTSound("SSGBONK", 12)
	
	
	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)
			AXEG A 0 A_STARTSound("AXEMEAT", 12, CHANF_NOSTOP)
			AXEG A 0 A_TakeFromTarget ("AxeDurability", 1)												 
			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("powerstrength2", 1, "Berserk")
			TNT1 A 10
			Stop
			
	Berserk:
		TNT1 A 1
		AXEG A 0 A_explode(90, 5, 0)
		TNT1 A 10
		Stop
	}
}

ACTOR Axesweep : axeattack
{
 Damage (random(125,130))
 Damagetype "leg"
 }

Actor AltAxeAttack: AxeAttack
{
Radius 12
Height 2
Damagetype "saw"
Damage (random(186, 186))
decal "verticalcut"
ProjectileKickBack 40
+FORCEPAIN
}

Actor AltAxeAttackScan: AxeAttack
{
Radius 12
Height 2
Damagetype "saw"
decal "verticalcut"
Damage (random(1, 1))
States
{

	Death:
				AXEG A 0
				AXEG A 0
				TNT1 AB 0 bright
				TNT1 A 0 A_giveToTarget("AxeHit", 1)
				AXEG A 0 Radius_Quake (5, 10, 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_TakeFromTarget ("AxeDurability", 4)												  
				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("powerstrength2", 1, "Berserk")
				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_STARTSound("AXEMEAT", 12)
			AXEG A 0 A_TakeFromTarget ("AxeDurability", 4)												 
			AXEG A 0 A_SpawnItemEx ("PLOFT2",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)
			AXEG A 0 Radius_Quake (5, 10, 0, 5, 0)//(intensity, duration, damrad, tremrad, tid)
			//AXEG A 0 A_JumpIfInTargetInventory("powerstrength2", 1, "Berserk")
			TNT1 A 10
			Stop
    }
}

ACTOR AxePuffs: HitPuff
{
  renderstyle Translucent
scale 0.15
alpha 0.7
Radius 20
damagetype "Cut"
decal "none"
  +NOBLOCKMAP
  +NOGRAVITY
  +NOEXTREMEDEATH
  +FORCEXYBILLBOARD
  +BLOODSPLATTER
  states
  {
Spawn:
Death:
XDeath:
Melee:
		
		TNT1 A 20
		
Stop	
  }
}




ACTOR ThrowedAxe : custominventory
{
	Radius 8
	Height 8
	Speed 30
	Damage (random(180, 180))
	DamageType "Saw"
	+MISSILE
	+FORCEXYBILLBOARD
	-NOGRAVITY
	+skyexplode
	+NOEXTREMEDEATH
	+THRUSPECIES
	+BLOODSPLATTER
	+CORPSE
	+forcepain
	+DONTTHRUST
	+NODAMAGETHRUST
	+NORADIUSDMG
	 Inventory.PickupSound "AXEDRAW"
	Inventory.Pickupmessage "$GOTAXE3"
	Species "Marines"
	tag "Fire Axe"
	Gravity 1.0
	scale 0.4
	States
	{
	Spawn:
		AXET ABCDEFGH 2 A_STARTSound("AXESW2", 11, CHANF_LOOPING)
		Loop
	Death:	
		AXET A 2 A_STARTSound("AXETHUD", 11)
		TNT1 A 0 A_Jumpifinventory("stopgravity", 1, "dropdown")	
		TNT1 A 0 A_Jumpifintargetinventory("AxeDurability", 1, 2)		
		TNT1 A 0 A_spawnItemex("BrokenAxe",0,0,0,0,1)
		stop
		TNT1 A 0 A_Jumpifintargetinventory("powerstrength2", 1, 2)		
		AXET A 1 a_recoil(7)
		TNT1 A 0 A_Jumpifinventory("stopgravity", 1, "dropdown")		
		TNT1 A 0 a_changeflag("NOGRAVITY",1)	
		AXET A 0 a_stop
		AXET A -1
		stop
	
	Pickup:
		TNT1 A 0 a_giveinventory("BrutalAxe")
		stop
	
	Dropdown:
	Crash:	
		AXET A 1 A_STARTSound("AXETHUD", 11)
		TNT1 A 0 A_Jump(256,2)
	XDeath:
		AXET A 1 A_STARTSound("AXEHIT0", 11)
		TNT1 A 0 A_explode(10,20,0,0,20,0,0,"none","kick")
		TNT1 A 0 A_Jumpifintargetinventory("AxeDurability", 1, 2)		
		TNT1 A 0 A_spawnItemex("BrokenAxe",0,0,0,0,1)
		Stop
		AXET A 0 a_stop
		AXET AB 3 a_recoil(-2)
		AXET Z -1
		Stop
	}
}


ACTOR ThrowedAxeStrong: ThrowedAxe
{
	+RIPPER
	Speed 80
	Damagetype "slug"
	Damage (random(200, 200))
}

ACTOR WIMPYAxe: ThrowedAxe
{
	Speed 10
	Damagetype "bullet"
	Damage (random(70, 70))
}


 
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
    }
}


ACTOR axethrowmode : Inventory {Inventory.MaxAmount 1}
ACTOR firstslash : Inventory {Inventory.MaxAmount 1}
ACTOR secondslash : Inventory {Inventory.MaxAmount 1}
ACTOR axecleave : Inventory {Inventory.MaxAmount 1}
ACTOR parrytoken : Inventory {Inventory.MaxAmount 1}

ACTOR AXEFINISHER : Inventory {Inventory.MaxAmount 1}
ACTOR AXEFINISHER2 : Inventory {Inventory.MaxAmount 1}