actor DeathScytheWep_NormalBar : NormalBar{args 215,58}
actor DeathScytheWep : BaseMM8BDMWep 
{
Weapon.AmmoUse 7
Weapon.AmmoGive 28
Weapon.SlotNumber 4
Inventory.Pickupmessage "$PU_DEATHSCYTHE"
Obituary "$OB_DEATHSCYTHE"
Tag "$TAG_DEATHSCYTHE"
weapon.ammotype "DeathScytheAmmo"
inventory.icon "DSCYICON"
States
{
SpawnLoop:
DSCY Z -1
loop
Ready:
DSCY A 0 ACS_NamedExecuteWithResult("core_weaponcolor",COLOR_DEATHSCYTHE)
DSCY A 1 A_WeaponReady
Goto Ready+1
ReadyC: Goto Ready+1
Deselect:
DSCY A 0 
goto DeselectSwap
Select:
DSCY A 0 
goto SelectSwap
Fire:
DSCY A 0 A_JumpIfNoAmmo("NoAmmo")
DSCY B 1 OffSet(0,50) ACS_NamedExecuteAlways("vile_statechange",0,2)
DSCY B 1 OffSet(2,80) ACS_NamedExecuteAlways("vile_statechange",0,2)
DSCY B 1 OffSet(4,88) ACS_NamedExecuteAlways("vile_statechange",0,2)
DSCY B 1 OffSet(6,96) ACS_NamedExecuteAlways("vile_statechange",0,2)
DSCY B 1 OffSet(10,98) ACS_NamedExecuteAlways("vile_statechange",0,2)
DSCY B 1 OffSet(12,100) ACS_NamedExecuteAlways("vile_statechange",0,2)
DSCY B 1 OffSet(20,102) ACS_NamedExecuteAlways("vile_statechange",0,2)
DSCY B 1 OffSet(30,104) ACS_NamedExecuteAlways("vile_statechange",0,2)
DSCY B 1 OffSet(42,106) ACS_NamedExecuteAlways("vile_statechange",0,2)
DSCY B 2 OffSet(54,108) ACS_NamedExecuteAlways("vile_statechange",0,2)
DSCY B 2 OffSet(66,110) ACS_NamedExecuteAlways("vile_statechange",0,2)
DSCY B 2 OffSet(70,110) ACS_NamedExecuteAlways("vile_statechange",0,2)
DSCY B 2 OffSet(66,110) ACS_NamedExecuteAlways("vile_statechange",0,2)
DSCY B 2 OffSet(70,110) ACS_NamedExecuteAlways("vile_statechange",0,2)
DSCY B 2 OffSet(66,110) ACS_NamedExecuteAlways("vile_statechange",0,2)
DSCY B 2 OffSet(70,110) ACS_NamedExecuteAlways("vile_statechange",0,2)
DSCY B 2 OffSet(66,110) ACS_NamedExecuteAlways("vile_statechange",0,2)
DSCY B 2 OffSet(70,110) ACS_NamedExecuteAlways("vile_statechange",0,2)
//DSCY B 2 OffSet(66,110)
//DSCY B 2 OffSet(70,110)
//DSCY B 2 OffSet(66,110)
//DSCY B 2 OffSet(70,110)
FireGo:
DSCY B 1 A_PlaySoundEx("misc/kingswing","Weapon")
DSCY C 1 A_FireCustomMissile("DeathScytheSlash",0,1,0,0)
DSCY C 1 OffSet(-40,50)
//DSCY C 1 OffSet(-82,35)
DSCY C 1 OffSet(-126,30)
DSCY C 1 OffSet(-172,35)
DSCY C 1 OffSet(-220,45)
//DSCY C 1 OffSet(-240,47)
DSCY C 1 OffSet(-280,45)
DSCY C 1 OffSet(-320,45)
TNT1 A 8
goto FireEnd
FireEnd:
DSCY A 1 OffSet(14,172)
DSCY A 1 OffSet(12,152)
DSCY A 1 OffSet(10,132)
DSCY A 1 OffSet(8,112)
DSCY A 1 OffSet(6,92)
DSCY A 2 OffSet(4,72)
DSCY A 2 OffSet(2,52)
Goto Ready+1

NoAmmo:
DSCY A 1 ACS_NamedExecuteAlways("core_noammo",0)
Goto Ready+1
}
}

actor DeathScytheAmmo : Ammo
{
inventory.amount 1
inventory.maxamount 28
+INVENTORY.IGNORESKILL
}

actor DeathScytheSlash : BasicProjectile
{
+HITTRACER
translation "192:192=215:215", "198:198=58:58"
PROJECTILE
xscale 3.75
Radius 36
Height 36
scale 3.5
damage (CallACS("vile_cbm_damage",85))
damagetype "DeathScythe"
Obituary "$OB_DEATHSCYTHE"
speed 70
States
{
Spawn:
F_PR D 0
F_PR D 0 A_SpawnItemEx("ThunderClawPegHelper")
F_PR D 1 A_ScaleVelocity(0.70) 
F_PR D 0 A_SpawnItemEx("ThunderClawPegHelper")
F_PR D 1 A_ScaleVelocity(0.70) 
F_PR D 0 A_SpawnItemEx("ThunderClawPegHelper")
F_PR D 1 A_ScaleVelocity(0.70) 
F_PR D 0 A_SpawnItemEx("ThunderClawPegHelper")
F_PR E 1 A_ScaleVelocity(0.70) 
F_PR D 0 A_SpawnItemEx("ThunderClawPegHelper")
F_PR E 1 A_ScaleVelocity(0.70) 
F_PR D 0 A_SpawnItemEx("ThunderClawPegHelper")
F_PR E 1 A_ScaleVelocity(0.70) 
F_PR D 0 A_SpawnItemEx("ThunderClawPegHelper")
F_PR E 1 A_ScaleVelocity(0.70) 
F_PR D 0 A_SpawnItemEx("ThunderClawPegHelper")
F_PR E 1 A_ScaleVelocity(0.70) 
F_PR D 0 A_SpawnItemEx("ThunderClawPegHelper")
F_PR E 1 A_ScaleVelocity(0.70) 
F_PR D 0 A_SpawnItemEx("ThunderClawPegHelper")
F_PR E 1 A_ScaleVelocity(0.70) 
F_PR D 0 A_SpawnItemEx("ThunderClawPegHelper")

stop
XDeath:
F_PR A 0 A_JumpIfInventory("CanBeGrabBustered", 1, "TeamCheck", AAPTR_TRACER)
stop
TeamCheck:
F_PR A 0 A_GiveInventory("TracerAndTargetTeamsMatchCheck",1)
F_PR A 0 A_JumpIfInventory("TracerAndTargetTeamsMatchFlag", 1, "Failed")
goto HealReturn
Failed:
TNT1 A 0
stop
HealReturn:
TNT1 A 0 A_GiveToTarget("DeathScytheHealBurst",1)
TNT1 A 3
stop
}
}

actor DeathScytheHealCooldown : Powerup {Powerup.Duration 20} //SPREAD RUNE ANTIFUCK.
//IM NOT LETTING THAT GO UNCHECKED.

actor DeathScytheHealBurst : CustomInventory //this engine fucking sucks
{
States
{
Pickup:
TNT1 A 0 
TNT1 A 0 A_JumpIfInventory("DeathScytheHealCooldown",1,"Nope")
TNT1 A 0 A_GiveInventory("DeathScytheHealCooldown", 1)
TNT1 A 0 A_GiveInventory("Health", CallACS("vile_cbm_damage",40))
TNT1 A 0 A_PlaySoundEx("item/energyup","Body")
TNT1 A 0 A_SpawnItemEx("ETankParticle1",50,0,24,momx,momy,momz+random(1,4),0,   SXF_ABSOLUTEMOMENTUM|SXF_WEPFXCOLOR)
TNT1 A 0 A_SpawnItemEx("ETankParticle1",50,0,24,momx,momy,momz+random(1,4),1*45,SXF_ABSOLUTEMOMENTUM|SXF_WEPFXCOLOR)
TNT1 A 0 A_SpawnItemEx("ETankParticle1",50,0,24,momx,momy,momz+random(1,4),2*45,SXF_ABSOLUTEMOMENTUM|SXF_WEPFXCOLOR)
TNT1 A 0 A_SpawnItemEx("ETankParticle1",50,0,24,momx,momy,momz+random(1,4),3*45,SXF_ABSOLUTEMOMENTUM|SXF_WEPFXCOLOR)
TNT1 A 0 A_SpawnItemEx("ETankParticle1",50,0,24,momx,momy,momz+random(1,4),4*45,SXF_ABSOLUTEMOMENTUM|SXF_WEPFXCOLOR)
TNT1 A 0 A_SpawnItemEx("ETankParticle1",50,0,24,momx,momy,momz+random(1,4),5*45,SXF_ABSOLUTEMOMENTUM|SXF_WEPFXCOLOR)
TNT1 A 0 A_SpawnItemEx("ETankParticle1",50,0,24,momx,momy,momz+random(1,4),6*45,SXF_ABSOLUTEMOMENTUM|SXF_WEPFXCOLOR)
TNT1 A 0 A_SpawnItemEx("ETankParticle1",50,0,24,momx,momy,momz+random(1,4),7*45,SXF_ABSOLUTEMOMENTUM|SXF_WEPFXCOLOR)stop
Nope:
TNT1 A 0
stop
}
}

actor DeathScytheKnockback : Vile_KnockbackHelper
{
Mass 32
Accuracy 0
}