ACTOR DemonTechAxe : FWeapAxe 21106
{
	Weapon.YAdjust 0
	Weapon.AmmoType "DemonAmmo"
	weapon.Ammogive 120
	Weapon.AmmoUse 10
	Inventory.Pickupmessage "You've picked up the Demon Tech Axe!"
	Tag "Demon Tech Axe"
	Obituary "%o was ripped to shreds by %k's axe."
	Weapon.PreferredSkin "Chainsaw-Marine"
	states
	{
		Spawn:
		WFAX A 3
		loop
		
		Ready:
		TNT1 A 0 A_JumpIfInventory("HandGrenadeAction",1,"GrenadeCheck")
		TNT1 A 0 A_JumpIfInventory("MineAction",1,"MineCheck")
		FAXE A 1 A_FAxeCheckReady
		Loop
		
		Fire:
		FAXE B 1 Offset(48, 16) A_FAxeCheckAtk
		TNT1 A 0 A_PlaySound("weapons/axeswing")
		FAXE C 1 Offset(23, 32)
		FAXE C 1 Offset(21, 32)
		FAXE C 1 Offset(19, 32)
		
		FAXE D 1 Offset(15, 32)
		FAXE D 1 Offset(13, 32)
		TNT1 A 0 A_JumpIfInventory("PowerStrength", 1, "PowerSmash")
		FAXE D 1 Offset(-5, 70) A_CustomPunch(80, true, 0, "HitWallPuff", 144)
		FAXE D 1 Offset(-25, 90)
		FAXE D 1 Offset(-27, 90)
		FAXE E 1 Offset(15, 32)
		FAXE E 2 Offset(10, 54)
		FAXE E 7 Offset(10, 150)
		FAXE A 1 Offset(0, 60) A_ReFire
		FAXE A 1 Offset(0, 52)
		FAXE A 1 Offset(0, 44)
		FAXE A 1 Offset(0, 36)
		FAXE A 1
		Goto Ready
		
		PowerSmash:
		FAXE D 1 Offset(-5, 70) A_CustomPunch(500, true, 0, "HitWallPuff", 144)
		FAXE D 1 Offset(-25, 90)
		FAXE D 1 Offset(-27, 90)
		FAXE E 1 Offset(15, 32)
		FAXE E 2 Offset(10, 54)
		FAXE E 7 Offset(10, 150)
		FAXE A 1 Offset(0, 60) A_ReFire
		FAXE A 1 Offset(0, 52)
		FAXE A 1 Offset(0, 44)
		FAXE A 1 Offset(0, 36)
		FAXE A 1
		Goto Ready
		
		SelectGlow:
		FAXE AYZY 1 A_FAxeCheckUpG
		Loop
		
		DeselectGlow:
		FAXE AYZY 1 A_Lower
		Loop
		
		ReadyGlow:
		TNT1 A 0 A_JumpIfInventory("HandGrenadeAction",1,"GrenadeCheck")
		TNT1 A 0 A_JumpIfInventory("MineAction",1,"MineCheck")
		TNT1 A 0 A_PlaySound("weapons/hum")
		FAXE AYZY 6 A_FAxeCheckReadyG
		Loop
		
		FireGlow:
		FAXE B 1 Offset(48, 16)
		TNT1 A 0 A_PlaySound("weapons/axeswing")
		FAXE C 1 Offset(23, 32)
		FAXE C 1 Offset(21, 32)
		FAXE C 1 Offset(19, 32)
		
		FAXE D 1 Offset(15, 32)
		FAXE D 1 Offset(13, 32)
		TNT1 A 0 A_JumpIfInventory("PowerStrength", 1, "PowerSmashGlow")
		FAXE D 1 Offset(-5, 70) A_CustomPunch(700, true, CPF_USEAMMO, "DemonTechPuff", 144)
		FAXE D 1 Offset(-25, 90)
		FAXE D 1 Offset(-27, 90)
		FAXE E 1 Offset(15, 32)
		FAXE E 2 Offset(10, 54)
		FAXE E 7 Offset(10, 150)
		FAXE A 1 Offset(0, 60) A_ReFire
		FAXE A 1 Offset(0, 52)
		FAXE A 1 Offset(0, 44)
		FAXE A 1 Offset(0, 36)
		FAXE A 1
		Goto ReadyGlow
		
		PowerSmashGlow:
		FAXE D 1 Offset(-5, 70) A_CustomPunch(1200, true, CPF_USEAMMO, "DemonTechPuff", 144)
		FAXE D 1 Offset(-25, 90)
		FAXE D 1 Offset(-27, 90)
		FAXE E 1 Offset(15, 32)
		FAXE E 2 Offset(10, 54)
		FAXE E 7 Offset(10, 150)
		FAXE A 1 Offset(0, 60) A_ReFire
		FAXE A 1 Offset(0, 52)
		FAXE A 1 Offset(0, 44)
		FAXE A 1 Offset(0, 36)
		FAXE A 1
		Goto ReadyGlow
		
 GrenadeCheck:
	TNT1 A 0 A_JumpIfInventory("HandGrenadeAmmo",1,"GrenadeToss")
	TNT1 A 0 A_TakeInventory("HandGrenadeAction",1)
	Goto Ready
	
 GrenadeToss:
  	TNT1 A 0 A_PlayWeaponSound("weapons/weapondown") 
	FAXE A 1 Offset(0,30)
	FAXE A 1 Offset(0,40)
	FAXE A 1 Offset(0,50)
	FAXE A 1 Offset(0,60)
	FAXE A 1 Offset(0,70)
	TNT1 A 4 Offset(0,10)
	HGRN ABC 1 
	HGRN D 2
	HGRN EFG 1
	HGRN HI 2
	TNT1 A 15 A_PlayWeaponSound("weapons/hgrenadepin")
	TNT1 A 0 A_PlayWeaponSound("weapons/hgrenadethrow")
	TNT1 A 0 A_TakeInventory("HandGrenadeAmmo",1)
	HGNE A 1 A_FireCustomMissile("ThrownGrenade",0,0,0,0)
	HGRN J 1
	HGRN KLM 2
	HGRN NO 1
	TNT1 A 6
	TNT1 A 0 A_JumpIfInventory("HandGrenadeAmmo",1,2)
    TNT1 A 0 A_TakeInventory("Hand Grenade",1)
	TNT1 A 0 A_TakeInventory("HandGrenadeAction",1)
	TNT1 A 0
	FAXE A 1 Offset(0,70)
	FAXE A 1 Offset(0,60)
	FAXE A 1 Offset(0,50)
	FAXE A 1 Offset(0,40)
	FAXE A 1 Offset(0,30)
	Goto Ready
	
 MineCheck:
	TNT1 A 0 A_JumpIfInventory("MineAmmo",1,"MineToss")
	TNT1 A 0 A_TakeInventory("MineAction",1)
	Goto Ready
	
 MineToss:
  	TNT1 A 0 A_PlayWeaponSound("weapons/weapondown") 
	FAXE A 1 Offset(0,30)
	FAXE A 1 Offset(0,40)
	FAXE A 1 Offset(0,50)
	FAXE A 1 Offset(0,60)
	FAXE A 1 Offset(0,70)
	TNT1 A 8 Offset(0,10)
	TNT1 A 0 A_PlayWeaponSound("weapons/hgrenadethrow")
	MINE ABCDEF 1		
	TNT1 A 0 A_TakeInventory("MineAmmo",1)	  
	MINE G 1 A_FireCustomMissile("ThrownMine",0,0,0,0)
	MINE HI 1
	MINE JK 2
	TNT1 A 0 A_JumpIfInventory("MineAmmo",1,2)
    TNT1 A 0 A_TakeInventory("Land Mine",1)
	TNT1 A 0 A_TakeInventory("MineAction",1)
	TNT1 A 0
	TNT1 A 5
	FAXE A 1 Offset(0,70)
	FAXE A 1 Offset(0,60)
	FAXE A 1 Offset(0,50)
	FAXE A 1 Offset(0,40)
	FAXE A 1 Offset(0,30)
	Goto Ready
	}
}
ACTOR HitWallPuff : AxePuff replaces AxePuff
{
  +NOBLOCKMAP
  +NOGRAVITY
  -PUFFONACTORS
  RenderStyle Translucent
  Alpha 1.0
  SeeSound "weapons/axehit"
  AttackSound "weapons/axehit"
  ActiveSound "FighterHammerMiss"
  States
  {
  Spawn:
	//TNT1 AAA 0 A_CustomMissile("Kaboom7", 0, 0, random(0,360), 2, random(0,360))
	TNT1 AAAAA 0 A_CustomMissile("SmokeFX4", 0, 0, random(0,360), 2, random(0,360))
	TNT1 A 1 Bright
    Stop
  }
}
ACTOR DemonTechPuff : AxePuffGlow replaces AxePuffGlow
{
  +NOBLOCKMAP
  +NOGRAVITY
  +PUFFONACTORS
  RenderStyle Translucent
  Alpha 1.0
  
  SeeSound "weapons/plasmashock"
  AttackSound "weapons/plasmashock"
  ActiveSound "FighterHammerMiss"
  States
  {
  Spawn:
    TNT1 A 0 A_SpawnItemEx("GreenParticleSpawnerDT", 0, 0, 0, 0, 0, 0, 0, 128)
	TNT1 A 0 A_SpawnItemEx("DemonTechEx",0,0,0,0,0,0,0,128,0)
	TNT1 AAA 0 A_CustomMissile("Kaboom7", 0, 0, random(0,360), 2, random(0,360))
	TNT1 AAA 0 A_CustomMissile("SmokeFX4", 0, 0, random(0,360), 2, random(0,360))
	TNT1 A 1 Bright
    Stop
  }
}