Actor MacheteFirstSlash : Inventory { Inventory.MaxAmount 1 }

Actor Macheterang : Weapon
{
  Weapon.SlotNumber 1
  Weapon.SelectionOrder 8
  Weapon.UpSound "Machete/Up"
  Weapon.Kickback 50
  Weapon.AmmoType "MacheteAmmo"
  Weapon.AmmoGive 0
  Weapon.AmmoUse 1
  Weapon.AmmoType2 "MacheteAmmo"
  Weapon.AmmoUse2 1
  Inventory.PickupSound "misc/w_pkup"
  Inventory.PickupMessage "Got your hands at ''Macheterang''! Chop chop, motherfuckers. (1)"
  Obituary "%o was sliced'n'diced by %k's ''Macheterang''."
  Weapon.BobStyle InverseSmooth
  Weapon.BobSpeed 2.2
  Weapon.BobRangeY 0.5
  Weapon.BobRangeX 0.8
  +NOALERT
  +NOAUTOFIRE
  //+NOAUTOAIM
  States
  {
  Ready:
    TNT1 A 0 A_JumpIfInventory("PowerBlazing",1,2)
    MCHU A 1 A_JumpIf(Health<75,1)
	MCHU B 1
    TNT1 A 0 A_JumpIfInventory("PowerBlazing",1,2)
	MCHU C 1 A_JumpIf(Health<50,1)
	MCHU D 1
	TNT1 A 0 A_JumpIfInventory("PowerBlazing",1,2)
	MCHU E 1 A_JumpIf(Health<25,1)
	MCHU F 1
  ReadyMain:
    MCHG A 1 A_WeaponReady(WRF_ALLOWZOOM)
    Loop
  Deselect:
    TNT1 A 0 A_JumpIfInventory("PowerBlazing",1,2)
    MCHU F 1 A_JumpIf(Health<75,1)
	MCHU E 1
    TNT1 A 0 A_JumpIfInventory("PowerBlazing",1,2)
	MCHU D 1 A_JumpIf(Health<50,1)
	MCHU C 1
    TNT1 A 0 A_JumpIfInventory("PowerBlazing",1,2)
	MCHU B 1 A_JumpIf(Health<25,1)
	MCHU A 1
    TNT1 A 0 SetPlayerProperty(0, 0, PROP_INSTANTWEAPONSWITCH)
    TNT1 AAAAAAAAAAAAAAA 0 A_Lower
    TNT1 A 1 A_Lower
    Wait
  Select:
    TNT1 A 0 SetPlayerProperty(0, 1, PROP_INSTANTWEAPONSWITCH)
    TNT1 A 0 A_Raise
    TNT1 A 1 A_Raise
    Loop
  Fire:
    TNT1 A 0 A_JumpIfInventory("MacheteFirstSlash",1,"HackitySlashSlash")
    MC4S A 0 A_PlaySound("Machete1/Slash",1,0.9)
    MC4S A 0 A_PlaySound("Machete2/Slash",5,0.2)
    MC1S F 1
    TNT1 A 0 A_JumpIfInventory("PowerBlazing",1,2)
	TNT1 A 0 A_JumpIf(Health<75,2)
	MC5S AB 1
	TNT1 A 0 A_JumpIfInventory("PowerStrength2",1,4)
	TNT1 A 0 A_CustomPunch(40, 1, CPF_PULLIN, "MacheteInvisPuff", 100)
	TNT1 A 0 A_CustomPunch(40, 1, CPF_PULLIN, "MacheteImpactRight", 100)
	TNT1 A 0 A_Jump(256,3)
	TNT1 A 0 A_CustomPunch(120, 1, CPF_PULLIN, "MacheteInvisPuff", 150)
	TNT1 A 0 A_CustomPunch(120, 1, CPF_PULLIN, "MacheteBerserkImpactRight", 150)
    TNT1 A 0 A_JumpIfInventory("PowerBlazing",1,2)
	TNT1 A 0 A_JumpIf(Health<50,2)
	MC5S CD 1
    TNT1 A 0 A_JumpIfInventory("PowerBlazing",1,2)
	TNT1 A 0 A_JumpIf(Health<25,2)
	MC5S EF 1
	TNT1 A 0 A_GiveInventory("MacheteFirstSlash",1)
	TNT1 A 9 A_WeaponReady
	TNT1 A 0 A_ReFire("HackitySlashSlash")
	TNT1 A 0 A_TakeInventory("MacheteFirstSlash",1)
	Goto Ready
  HackitySlashSlash:
    TNT1 A 0 A_Jump(255,"Slash3","Slash4","Slash5","Slash6")
	Loop
  /*Slash1: //Right
    TNT1 A 0 A_PlaySound("Machete1/Slash",1,0.9)
    TNT1 A 0 A_PlaySound("Machete2/Slash",5,0.2)
    MC1S ABCDE 1
	MC1S H 0 A_CustomPunch(50, 1, CPF_PULLIN, "MacheteImpactRight", 100)
	MC1S FGHIJ 1
	TNT1 A 5 A_WeaponReady
	TNT1 A 0 A_TakeInventory("MacheteFirstSlash",1)
	Goto Ready
  Slash2: //Left
    TNT1 A 0 A_PlaySound("Machete1/Slash",1,0.9)
    TNT1 A 0 A_PlaySound("Machete2/Slash",5,0.2)
    MC2S ABCDE 1
	TNT1 A 0 A_JumpIfInventory("PowerStrength2",1,4)
	TNT1 A 0 A_CustomPunch(40, 1, CPF_PULLIN, "MacheteInvisPuff", 100)
	TNT1 A 0 A_CustomPunch(40, 1, CPF_PULLIN, "MacheteImpactLeft", 100)
	TNT1 A 0 A_Jump(256,3)
	TNT1 A 0 A_CustomPunch(150, 1, CPF_PULLIN, "MacheteInvisPuff", 150)
	TNT1 A 0 A_CustomPunch(150, 1, CPF_PULLIN, "MacheteBerserkImpactLeft", 150)
	MC2S FGHIJ 1
	TNT1 A 5 A_WeaponReady
	TNT1 A 0 A_TakeInventory("MacheteFirstSlash",1)
	Goto Ready*/
  Slash3: //Left
    TNT1 A 0 A_PlaySound("Machete1/Slash",1,0.9)
    TNT1 A 0 A_PlaySound("Machete2/Slash",5,0.2)
    MC3S AB 1
	TNT1 A 0 A_JumpIfInventory("PowerBlazing",1,3)
	TNT1 A 0 A_JumpIf(Health<75,2)
	MC3S CD 1
	TNT1 A 0 A_JumpIfInventory("PowerStrength2",1,4)
	TNT1 A 0 A_CustomPunch(40, 1, CPF_PULLIN, "MacheteInvisPuff", 100)
	TNT1 A 0 A_CustomPunch(40, 1, CPF_PULLIN, "MacheteImpactLeft", 100)
	TNT1 A 0 A_Jump(256,3)
	TNT1 A 0 A_CustomPunch(120, 1, CPF_PULLIN, "MacheteInvisPuff", 150)
	TNT1 A 0 A_CustomPunch(120, 1, CPF_PULLIN, "MacheteBerserkImpactLeft", 150)
	TNT1 A 0 A_JumpIfInventory("PowerBlazing",1,3)
	TNT1 A 0 A_JumpIf(Health<50,2)
	MC3S EF 1
	TNT1 A 0 A_JumpIfInventory("PowerBlazing",1,3)
	TNT1 A 0 A_JumpIf(Health<25,2)
	MC3S GH 1
	MC3S IJ 1 A_WeaponReady
	TNT1 A 5 A_WeaponReady
	TNT1 A 0 A_ReFire("HackitySlashSlash")
	TNT1 A 0 A_TakeInventory("MacheteFirstSlash",1)
	Goto Ready
  Slash4: //Right
    TNT1 A 0 A_PlaySound("Machete1/Slash",1,0.9)
    TNT1 A 0 A_PlaySound("Machete2/Slash",5,0.2)
    MC4S AB 1
	TNT1 A 0 A_JumpIfInventory("PowerBlazing",1,3)
	TNT1 A 0 A_JumpIf(Health<25,2)
	MC4S CD 1
	TNT1 A 0 A_JumpIfInventory("PowerStrength2",1,4)
	TNT1 A 0 A_CustomPunch(40, 1, CPF_PULLIN, "MacheteInvisPuff", 100)
	TNT1 A 0 A_CustomPunch(40, 1, CPF_PULLIN, "MacheteImpactRight", 100)
	TNT1 A 0 A_Jump(256,3)
	TNT1 A 0 A_CustomPunch(120, 1, CPF_PULLIN, "MacheteInvisPuff", 150)
	TNT1 A 0 A_CustomPunch(120, 1, CPF_PULLIN, "MacheteBerserkImpactRight", 150)
    TNT1 A 0 A_JumpIfInventory("PowerBlazing",1,3)
	TNT1 A 0 A_JumpIf(Health<50,2)
	MC4S EF 1
	TNT1 A 0 A_JumpIfInventory("PowerBlazing",1,3)
	TNT1 A 0 A_JumpIf(Health<25,2)
	MC4S GH 1
	MC4S IJ 1 A_WeaponReady
	TNT1 A 5 A_WeaponReady
	TNT1 A 0 A_ReFire("HackitySlashSlash")
	TNT1 A 0 A_TakeInventory("MacheteFirstSlash",1)
	Goto Ready
  Slash5: //Right
    TNT1 A 0 A_PlaySound("Machete1/Slash",1,0.9)
    TNT1 A 0 A_PlaySound("Machete2/Slash",5,0.2)
	MC4S ABCD 1
	TNT1 A 0 A_JumpIfInventory("PowerBlazing",1,3)
	TNT1 A 0 A_JumpIf(Health<75,2)
	MC5S AB 1
	TNT1 A 0 A_JumpIfInventory("PowerStrength2",1,4)
	TNT1 A 0 A_CustomPunch(40, 1, CPF_PULLIN, "MacheteInvisPuff", 100)
	TNT1 A 0 A_CustomPunch(40, 1, CPF_PULLIN, "MacheteImpactRight", 100)
	TNT1 A 0 A_Jump(256,3)
	TNT1 A 0 A_CustomPunch(120, 1, CPF_PULLIN, "MacheteInvisPuff", 150)
	TNT1 A 0 A_CustomPunch(120, 1, CPF_PULLIN, "MacheteBerserkImpactRight", 150)
	TNT1 A 0 A_JumpIfInventory("PowerBlazing",1,3)
	TNT1 A 0 A_JumpIf(Health<50,2)
	MC5S CD 1
	TNT1 A 0 A_JumpIfInventory("PowerBlazing",1,3)
	TNT1 A 0 A_JumpIf(Health<25,2)
	MC5S EF 1
	TNT1 A 5 A_WeaponReady
	TNT1 A 0 A_ReFire("HackitySlashSlash")
	TNT1 A 0 A_TakeInventory("MacheteFirstSlash",1)
	Goto Ready
  Slash6: //Left
    TNT1 A 0 A_PlaySound("Machete1/Slash",1,0.9)
    TNT1 A 0 A_PlaySound("Machete2/Slash",5,0.2)
	MC3S ABCD 1
	TNT1 A 0 A_JumpIfInventory("PowerBlazing",1,3)
	TNT1 A 0 A_JumpIf(Health<75,2)
	MC6S AB 1
	TNT1 A 0 A_JumpIfInventory("PowerStrength2",1,4)
	TNT1 A 0 A_CustomPunch(40, 1, CPF_PULLIN, "MacheteInvisPuff", 100)
	TNT1 A 0 A_CustomPunch(40, 1, CPF_PULLIN, "MacheteImpactLeft", 100)
	TNT1 A 0 A_Jump(256,3)
	TNT1 A 0 A_CustomPunch(120, 1, CPF_PULLIN, "MacheteInvisPuff", 150)
	TNT1 A 0 A_CustomPunch(120, 1, CPF_PULLIN, "MacheteBerserkImpactLeft", 150)
	TNT1 A 0 A_JumpIfInventory("PowerBlazing",1,3)
	TNT1 A 0 A_JumpIf(Health<50,2)
	MC6S CD 1
	TNT1 A 0 A_JumpIfInventory("PowerBlazing",1,3)
	TNT1 A 0 A_JumpIf(Health<25,2)
	MC6S EF 1
	TNT1 A 5 A_WeaponReady
	TNT1 A 0 A_ReFire("HackitySlashSlash")
	TNT1 A 0 A_TakeInventory("MacheteFirstSlash",1)
	Goto Ready
  AltFire:
	// There used to be a check here that said, "Hey! Don't spawn the missile at all!"
    TNT1 A 0 A_JumpIfInventory("PowerBlazing",1,2)
	MCHB A 1 A_JumpIf(Health<75,1)
	MCHB B 1
	TNT1 A 0 A_JumpIfInventory("PowerBlazing",1,2)
	MCHB C 1 A_JumpIf(Health<50,1)
	MCHB D 1
	TNT1 A 0 A_JumpIfInventory("PowerBlazing",1,2)
	MCHB E 1 A_JumpIf(Health<25,1)
	MCHB F 1
    MC4S A 0 A_PlaySound("Machete1/Slash",1,0.9)
    MC4S A 0 A_PlaySound("Machete2/Slash",5,0.2)
	MCHT ABC 1
	TNT1 A 0 A_TakeInventory("MacheteAmmo",1)
	TNT1 A 0 A_JumpIfInventory("PowerStrength2",1,3)
	MCHT A 0 A_SpawnItemEX("MacheterangProjectile",cos(-pitch)*48,0,32+(sin(-pitch)*48),cos(-pitch)*35,0,sin(-pitch)*35,0,SXF_NOCHECKPOSITION|SXF_TRANSFERPITCH)
	TNT1 A 0 A_Jump(256,2)
	MCHT A 0 A_SpawnItemEX("MacheterangBerserkProjectile",cos(-pitch)*48,0,32+(sin(-pitch)*48),cos(-pitch)*25,0,sin(-pitch)*25,0,SXF_NOCHECKPOSITION|SXF_TRANSFERPITCH)
	// This solution is ten times better. Just let it bouncecount out.
    TNT1 A 0 A_JumpIfInventory("PowerBlazing",1,2)
	MCHT D 1 A_JumpIf(Health<75,1)
	MCHT E 1
	TNT1 A 0 A_JumpIfInventory("PowerBlazing",1,2)
	MCHT F 1 A_JumpIf(Health<50,1)
	MCHT G 1
	TNT1 A 0 A_JumpIfInventory("PowerBlazing",1,2)
	MCHT H 1 A_JumpIf(Health<25,1)
	MCHT I 1
	TNT1 A 3
	TNT1 A 0 A_JumpIfNoAmmo(2)
	TNT1 A 0 A_ReFire
	Goto Ready
	MCHT A 0 A_TakeInventory("Macheterang")
	Goto Ready
    //MCHG A 0 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
	//Goto Deselect+6
  Zoom:
	QML1 A 0 A_Gunflash("PunchFlash", GFF_NOEXTCHANGE)
	QML1 A 0 A_JumpIfInventory("PowerStrength2",1,2)
    QML1 A 0 A_Jump(256,3)
  	FML1 A 0 A_SetBlend("Orange",0.05,10)
	FML1 A 0 A_PlaySound("Melee/Firepunch",0)
	"####" A 0 A_JumpIfInventory("PowerBlazing",1,3)
	"####" A 0 A_JumpIf(Health<75,2)
	"####" A 1 A_SetPitch(pitch-0.3)
	"####" B 1 A_SetPitch(pitch-0.3)
	"####" A 0 A_JumpIfInventory("PowerBlazing",1,3)
	"####" A 0 A_JumpIf(Health<50,2)
	"####" C 1 A_SetPitch(pitch-0.3)
	"####" D 1 A_SetPitch(pitch-0.3)
	"####" A 0 A_JumpIfInventory("PowerStrength2",1,3)
	"####" A 0 A_CustomPunch(30, 1, 0, "PunchCracker", 100)
	"####" A 0 A_Jump(256,2)
	"####" A 0 A_CustomPunch(90, 1, 0, "FlamePunchCracker", 150)
	"####" A 0 A_JumpIfInventory("PowerBlazing",1,3)
	"####" A 0 A_JumpIf(Health<25,2)
	"####" E 1 A_SetPitch(pitch+0.3)
	"####" F 1 A_SetPitch(pitch+0.3)
	"####" A 0 A_JumpIfInventory("PowerBlazing",1,3)
	"####" A 0 A_JumpIf(Health<75,2)
	"####" G 1 A_SetPitch(pitch+0.3)
	"####" H 1 A_SetPitch(pitch+0.3)
	"####" A 0 A_JumpIfInventory("PowerBlazing",1,3)
	"####" A 0 A_JumpIf(Health<50,2)
	"####" I 1
	"####" J 1
	"####" A 0 A_JumpIfInventory("PowerBlazing",1,3)
	"####" A 0 A_JumpIf(Health<25,2)
	"####" K 1
	TNT1 A 5
	Goto ReadyMain
  Flash:
    TNT1 A 2 A_Light1
    TNT1 A 3 A_Light2
    TNT1 A 0 A_Light0
    Stop
  PunchFlash:
	MCHG A 1 A_PlaySound("Punch/Swing",6,1.0)
	MCHN ABC 1
	TNT1 A 0 A_JumpIfInventory("PowerBlazing",1,3)
	TNT1 A 0 A_JumpIf(Health<75,2)
	MCHN DE 1
	TNT1 A 0 A_JumpIfInventory("PowerBlazing",1,3)
	TNT1 A 0 A_JumpIf(Health<50,2)
	MCHN FE 1
	TNT1 A 0 A_JumpIfInventory("PowerBlazing",1,3)
	TNT1 A 0 A_JumpIf(Health<25,2)
	MCHN DC 1
	TNT1 A 0 A_JumpIfInventory("PowerBlazing",1,3)
	TNT1 A 0 A_JumpIf(Health<75,2)
	MCHN BA 1
	TNT1 A 0 A_JumpIfInventory("PowerBlazing",1,3)
	TNT1 A 0 A_JumpIf(Health<50,2)
	MCHG AA 1
	TNT1 A 0 A_JumpIfInventory("PowerBlazing",1,3)
	TNT1 A 0 A_JumpIf(Health<25,2)
	MCHG AA 1
	Stop
  Spawn:
    MCHG X -1
    Stop
  }
}

ACTOR MacheterangProjectile
{
  Speed 25
  Height 16
  Radius 12
  Damage 0
  DeathSound ""
  Scale 0.35
  ProjectileKickback 0
  PROJECTILE
  BounceFactor 1.0
  WallBounceFactor 1.0
  BounceCount 12
  //-NOGRAVITY
  +RIPPER
  +NOEXTREMEDEATH
  +BLOODSPLATTER
  +SKYEXPLODE
  +SEEKERMISSILE
  +FORCERADIUSDMG
  +BOUNCEONWALLS
  +BOUNCEONFLOORS
  +BOUNCEONCEILINGS
  +THRUACTORS
  +CANBOUNCEWATER
  var int User_Counter;
  states
  {
  Spawn:
   MCHP AA 0 A_SetUserVar("User_Counter",4)
  SpawnLoop:
   MCHP A 0 A_PlaySound("Machete/Fly",5,1.0,1)
   MCHP A 0 A_Explode(20,32,0)
   MCHP H 1 A_JumpIf(User_Counter <= 0, "Spawn2")
   MCHP A 0 A_Explode(20,32,0)
   MCHP G 1 A_JumpIf(User_Counter <= 0, "Spawn2")
   MCHP A 0 A_Explode(20,32,0)
   MCHP F 1 A_JumpIf(User_Counter <= 0, "Spawn2")
   MCHP A 0 A_Explode(20,32,0)
   MCHP E 1 A_JumpIf(User_Counter <= 0, "Spawn2")
   MCHP A 0 A_Explode(20,32,0)
   MCHP D 1 A_JumpIf(User_Counter <= 0, "Spawn2")
   MCHP A 0 A_Explode(20,32,0)
   MCHP C 1 A_JumpIf(User_Counter <= 0, "Spawn2")
   MCHP A 0 A_Explode(20,32,0)
   MCHP B 1 A_JumpIf(User_Counter <= 0, "Spawn2")
   MCHP A 0 A_Explode(20,32,0)
   MCHP A 1 A_JumpIf(User_Counter <= 0, "Spawn2")
   MCHP A 0 A_SetUserVar("User_Counter", User_Counter - 1)
   Loop
  /*Bounce:
   MCHP A 0
   Goto Spawn2*/
  Spawn2:
   MCHP A 0 A_RearrangePointers(AAPTR_DEFAULT, AAPTR_DEFAULT, AAPTR_TARGET)
   MCHP A 0 A_PlaySound("Machete/Fly",5,1.0,1)
   MCHP A 0 A_Explode(20,32,0)
   MCHP A 0 A_SeekerMissile (6, 8, SMF_PRECISE|SMF_CURSPEED, 256, 15) 
   MCHP H 1 A_JumpIf(CallACS("MacheteMagic"), "Death")
   MCHP A 0 A_Explode(20,32,0)
   MCHP A 0 A_SeekerMissile (6, 8, SMF_PRECISE|SMF_CURSPEED, 256, 15) 
   MCHP G 1 A_JumpIf(CallACS("MacheteMagic"), "Death")
   MCHP A 0 A_Explode(20,32,0)
   MCHP A 0 A_SeekerMissile (6, 8, SMF_PRECISE|SMF_CURSPEED, 256, 15) 
   MCHP F 1 A_JumpIf(CallACS("MacheteMagic"), "Death")
   MCHP A 0 A_Explode(20,32,0)
   MCHP A 0 A_SeekerMissile (6, 8, SMF_PRECISE|SMF_CURSPEED, 256, 15) 
   MCHP E 1 A_JumpIf(CallACS("MacheteMagic"), "Death")
   MCHP A 0 A_Explode(20,32,0)
   MCHP A 0 A_SeekerMissile (6, 8, SMF_PRECISE|SMF_CURSPEED, 256, 15) 
   MCHP D 1 A_JumpIf(CallACS("MacheteMagic"), "Death")
   MCHP A 0 A_Explode(20,32,0)
   MCHP A 0 A_SeekerMissile (6, 8, SMF_PRECISE|SMF_CURSPEED, 256, 15) 
   MCHP C 1 A_JumpIf(CallACS("MacheteMagic"), "Death")
   MCHP A 0 A_Explode(20,32,0)
   MCHP A 0 A_SeekerMissile (6, 8, SMF_PRECISE|SMF_CURSPEED, 256, 15) 
   MCHP B 1 A_JumpIf(CallACS("MacheteMagic"), "Death")
   MCHP A 0 A_Explode(20,32,0)
   MCHP A 0 A_SeekerMissile (6, 8, SMF_PRECISE|SMF_CURSPEED, 256, 15) 
   MCHP A 1 A_JumpIf(CallACS("MacheteMagic"), "Death")
   loop
  Death:
  Crush:
   TNT1 A 0 A_StopSound(5)
   TNT1 A 0 A_GiveToTarget("GotItBack",1)
   TNT1 A 0 A_GiveToTarget("Macheterang",1)
   TNT1 A 0 A_GiveToTarget("MacheteAmmo",1)
   Stop
  }
}

ACTOR GotItBack : CustomInventory
{
	Inventory.MaxAmount 0
	+Inventory.Autoactivate
	+Inventory.Alwayspickup
	States
	{
	Spawn:
	MCHG X -1
	Stop
	Use:
	TNT1 A 0 A_SetBlend("Gray",0.05,10)
	//TNT1 A 0 A_PlaySound("Machete/Up",4,0.5)
	Stop
	}
}

ACTOR MacheterangBerserkProjectile : MacheterangProjectile
{

  states
  {
  Spawn:
   MCHP AA 0 A_SetUserVar("User_Counter",4)
  SpawnLoop:
   MCHP A 0 A_PlaySound("Machete/Fly",5,1.0,1)
   MCHP A 0 A_Explode(40,32,0)
   MCHP A 0 A_SpawnItemEx("MacheterangBerserkH",0,0,0,0,0,0,0,SXF_CLIENTSIDE,0)
   MCHP H 1 A_JumpIf(User_Counter <= 0, "Spawn2")
   MCHP A 0 A_Explode(40,32,0)
   MCHP A 0 A_SpawnItemEx("MacheterangBerserkG",0,0,0,0,0,0,0,SXF_CLIENTSIDE,0)
   MCHP G 1 A_JumpIf(User_Counter <= 0, "Spawn2")
   MCHP A 0 A_Explode(40,32,0)
   MCHP A 0 A_SpawnItemEx("MacheterangBerserkF",0,0,0,0,0,0,0,SXF_CLIENTSIDE,0)
   MCHP F 1 A_JumpIf(User_Counter <= 0, "Spawn2")
   MCHP A 0 A_Explode(40,32,0)
   MCHP A 0 A_SpawnItemEx("MacheterangBerserkE",0,0,0,0,0,0,0,SXF_CLIENTSIDE,0)
   MCHP E 1 A_JumpIf(User_Counter <= 0, "Spawn2")
   MCHP A 0 A_Explode(40,32,0)
   MCHP A 0 A_SpawnItemEx("MacheterangBerserkD",0,0,0,0,0,0,0,SXF_CLIENTSIDE,0)
   MCHP D 1 A_JumpIf(User_Counter <= 0, "Spawn2")
   MCHP A 0 A_Explode(40,32,0)
   MCHP A 0 A_SpawnItemEx("MacheterangBerserkC",0,0,0,0,0,0,0,SXF_CLIENTSIDE,0)
   MCHP C 1 A_JumpIf(User_Counter <= 0, "Spawn2")
   MCHP A 0 A_Explode(40,32,0)
   MCHP A 0 A_SpawnItemEx("MacheterangBerserkB",0,0,0,0,0,0,0,SXF_CLIENTSIDE,0)
   MCHP B 1 A_JumpIf(User_Counter <= 0, "Spawn2")
   MCHP A 0 A_Explode(40,32,0)
   MCHP A 0 A_SpawnItemEx("MacheterangBerserkA",0,0,0,0,0,0,0,SXF_CLIENTSIDE,0)
   MCHP A 1 A_JumpIf(User_Counter <= 0, "Spawn2")
   MCHP A 0 A_SetUserVar("User_Counter", User_Counter - 1)
   Loop
  /*Bounce:
   MCHP A 0
   Goto Spawn2*/
  Spawn2:
   MCHP A 0 A_RearrangePointers(AAPTR_DEFAULT, AAPTR_DEFAULT, AAPTR_TARGET)
   MCHP A 0 A_PlaySound("Machete/Fly",5,1.0,1)
   MCHP A 0 A_Explode(40,32,0)
   MCHP A 0 A_SpawnItemEx("MacheterangBerserkH",0,0,0,0,0,0,0,SXF_CLIENTSIDE,0)
   MCHP A 0 A_SeekerMissile (6, 8, SMF_PRECISE|SMF_CURSPEED, 256, 15) 
   MCHP H 1 A_JumpIf(CallACS("MacheteMagic"), "Death")
   MCHP A 0 A_Explode(40,32,0)
   MCHP A 0 A_SpawnItemEx("MacheterangBerserkG",0,0,0,0,0,0,0,SXF_CLIENTSIDE,0)
   MCHP A 0 A_SeekerMissile (6, 8, SMF_PRECISE|SMF_CURSPEED, 256, 15) 
   MCHP G 1 A_JumpIf(CallACS("MacheteMagic"), "Death")
   MCHP A 0 A_Explode(40,32,0)
   MCHP A 0 A_SpawnItemEx("MacheterangBerserkF",0,0,0,0,0,0,0,SXF_CLIENTSIDE,0)
   MCHP A 0 A_SeekerMissile (6, 8, SMF_PRECISE|SMF_CURSPEED, 256, 15) 
   MCHP F 1 A_JumpIf(CallACS("MacheteMagic"), "Death")
   MCHP A 0 A_Explode(40,32,0)
   MCHP A 0 A_SpawnItemEx("MacheterangBerserkE",0,0,0,0,0,0,0,SXF_CLIENTSIDE,0)
   MCHP A 0 A_SeekerMissile (6, 8, SMF_PRECISE|SMF_CURSPEED, 256, 15) 
   MCHP E 1 A_JumpIf(CallACS("MacheteMagic"), "Death")
   MCHP A 0 A_Explode(40,32,0)
   MCHP A 0 A_SpawnItemEx("MacheterangBerserkD",0,0,0,0,0,0,0,SXF_CLIENTSIDE,0)
   MCHP A 0 A_SeekerMissile (6, 8, SMF_PRECISE|SMF_CURSPEED, 256, 15) 
   MCHP D 1 A_JumpIf(CallACS("MacheteMagic"), "Death")
   MCHP A 0 A_Explode(40,32,0)
   MCHP A 0 A_SpawnItemEx("MacheterangBerserkC",0,0,0,0,0,0,0,SXF_CLIENTSIDE,0)
   MCHP A 0 A_SeekerMissile (6, 8, SMF_PRECISE|SMF_CURSPEED, 256, 15) 
   MCHP C 1 A_JumpIf(CallACS("MacheteMagic"), "Death")
   MCHP A 0 A_Explode(40,32,0)
   MCHP A 0 A_SpawnItemEx("MacheterangBerserkB",0,0,0,0,0,0,0,SXF_CLIENTSIDE,0)
   MCHP A 0 A_SeekerMissile (6, 8, SMF_PRECISE|SMF_CURSPEED, 256, 15) 
   MCHP B 1 A_JumpIf(CallACS("MacheteMagic"), "Death")
   MCHP A 0 A_Explode(40,32,0)
   MCHP A 0 A_SpawnItemEx("MacheterangBerserkA",0,0,0,0,0,0,0,SXF_CLIENTSIDE,0)
   MCHP A 0 A_SeekerMissile (6, 8, SMF_PRECISE|SMF_CURSPEED, 256, 15) 
   MCHP A 1 A_JumpIf(CallACS("MacheteMagic"), "Death")
   loop
  }
}

ACTOR MacheterangBerserkA
{
	+NOINTERACTION
	+NOGRAVITY
	Scale 0.35
	Renderstyle Add
	States
	{
	Spawn:
	MCBP A 0
	Goto Miensmen
	Miensmen:
	"####" "#" 0 A_FadeOut(0.2)
	"####" "#" 1 A_SetScale(ScaleX-0.005)
	"####" "#" 0 A_JumpIf(ScaleX <= 0,"NULL") //Always just in case.
	Loop
	}
}

ACTOR MacheterangBerserkB : MacheterangBerserkA
{
	States
	{
	Spawn:
	MCBP B 0
	Goto Miensmen
	}
}

ACTOR MacheterangBerserkC : MacheterangBerserkA
{
	States
	{
	Spawn:
	MCBP C 0
	Goto Miensmen
	}
}

ACTOR MacheterangBerserkD : MacheterangBerserkA
{
	States
	{
	Spawn:
	MCBP D 0
	Goto Miensmen
	}
}

ACTOR MacheterangBerserkE : MacheterangBerserkA
{
	States
	{
	Spawn:
	MCBP E 0
	Goto Miensmen
	}
}

ACTOR MacheterangBerserkF : MacheterangBerserkA
{
	States
	{
	Spawn:
	MCBP F 0
	Goto Miensmen
	}
}

ACTOR MacheterangBerserkG : MacheterangBerserkA
{
	States
	{
	Spawn:
	MCBP G 0
	Goto Miensmen
	}
}

ACTOR MacheterangBerserkH : MacheterangBerserkA
{
	States
	{
	Spawn:
	MCBP H 0
	Goto Miensmen
	}
}