![wpn_axe_sounds]:base_sounds
snd_draw				                                          = $no_sound
snd_holster				                                          = $no_sound
snd_shoot				                                          = $no_sound
snd_shoot1				                                          = $no_sound
snd_shoot2				                                          = $no_sound
snd_empty				                                          = $no_sound
snd_reload				                                          = $no_sound
snd_bore				                                          = $no_sound

;--------------------------------------------------------------------------------------------AXE---------------------
![wpn_axe]:new_axe_sounds

hud_fov                                    = 0.5
icons_texture                              = ui\heavy_melee_icons
description                                = st_axe2_descr
inv_grid_width			                   = 4
inv_grid_height			                   = 2
inv_grid_x			                       = 4
inv_grid_y			                       = 0

hit_power                                  = 3.4
hit_power_2                                = 3.1
hit_impulse                                = 13.5
hit_impulse_2                              = 1.5

;Sounds Handled In Scripts
scripted_snd_attack                                               = weapons\new_axe\axe_swing, true
scripted_snd_attack_variant1                                      = weapons\new_axe\axe_swing_var1, true
scripted_snd_attack_variant2                                      = weapons\new_axe\axe_swing_var2, true
scripted_snd_attack2                                              = weapons\new_axe\heavy_overhead_swing, true

![wpn_axe_hud]

item_visual                 = anomaly_weapons\wpn_axe\wpn_axe_hud

item_position               = 0, 0, 0
item_orientation            = 0, 0, 0

hands_orientation                = -0.5, 1, 10
hands_orientation_16x9           = -0.5, 1, 10
hands_position                   = -0.001529, -0.168825, 0.198185
hands_position_16x9              = -0.001529, -0.168825, 0.198185

lowered_hud_offset_pos           = -0.042576, -0.016771, -0.10611
lowered_hud_offset_pos_16x9      = -0.042576, -0.016771, -0.10611
lowered_hud_offset_rot           = 0.274172, -0.033762, -0.066
lowered_hud_offset_rot_16x9      = 0.274172, -0.033762, -0.066

anm_attack                  = barry_axe_light_hands
anm_attack2                 = barry_axe_heavy_hands
anm_hide                    = barry_axe_holster_hands
anm_idle                    = barry_axe_idle_hands
anm_idle_aim                = barry_axe_idle_hands
anm_idle_moving             = barry_axe_walk_hands
anm_idle_sprint             = barry_axe_sprint_hands
anm_show                    = barry_axe_draw_hands
anm_show_empty              = barry_axe_draw_hands
anm_bore                    = barry_axe_inspect_hands

; Custom Animation Types Handled In Scripts
anm_attack_variant1         = barry_axe_light_hands_alt1
anm_attack_variant2         = barry_axe_light_hands_alt2
anm_1h_show                 = barry_axe_1h_draw_hands

; Transition/Intermediate Animations
anm_walk2sprint             = barry_axe_transition_hands
anm_sprint2walk             = barry_axe_transition_hands_alt

; Transition Definitions
ts_pattern_walk2sprint      = .+, anm_idle_sprint, anm_walk2sprint, 1
ts_pattern_sprint2walk      = anm_idle_sprint, ^anm_idle.*, anm_sprint2walk, 1

[new_axe_sounds]:base_sounds
snd_draw				                                          = weapons\new_axe\heavy_draw
snd_holster				                                          = weapons\new_axe\heavy_holster
snd_shoot				                                          = $no_sound
snd_shoot1				                                          = $no_sound
snd_shoot2				                                          = $no_sound

;Sounds Handled In Scripts
scripted_snd_attack                                               = weapons\new_axe\axe_swing, true
scripted_snd_attack_variant1                                      = weapons\new_axe\axe_swing_var1, true
scripted_snd_attack_variant2                                      = weapons\new_axe\axe_swing_var2, true
scripted_snd_attack2                                              = weapons\new_axe\heavy_overhead_swing, true

;------------------------------------------------------------------------------------------AXE2-----------------------
![wpn_axe2]:new_axe_sounds

hud_fov                                    = 0.5
icons_texture                              = ui\heavy_melee_icons
inv_grid_width			                   = 4
inv_grid_height			                   = 2
inv_grid_x			                       = 4
inv_grid_y			                       = 0

hit_power                                  = 3.4
hit_power_2                                = 3.1
hit_impulse                                = 13.5
hit_impulse_2                              = 1.5

;Sounds Handled In Scripts
scripted_snd_attack                                               = weapons\new_axe\axe_swing, true
scripted_snd_attack_variant1                                      = weapons\new_axe\axe_swing_var1, true
scripted_snd_attack_variant2                                      = weapons\new_axe\axe_swing_var2, true
scripted_snd_attack2                                              = weapons\new_axe\heavy_overhead_swing, true

![wpn_axe2_hud]

item_visual                 = anomaly_weapons\wpn_axe\wpn_axe_hud

item_position               = 0, 0, 0
item_orientation            = 0, 0, 0

hands_orientation                = -0.5, 1, 10
hands_orientation_16x9           = -0.5, 1, 10
hands_position                   = -0.001529, -0.168825, 0.198185
hands_position_16x9              = -0.001529, -0.168825, 0.198185

lowered_hud_offset_pos           = -0.042576, -0.016771, -0.10611
lowered_hud_offset_pos_16x9      = -0.042576, -0.016771, -0.10611
lowered_hud_offset_rot           = 0.274172, -0.033762, -0.066
lowered_hud_offset_rot_16x9      = 0.274172, -0.033762, -0.066v

anm_attack                  = barry_axe_light_hands
anm_attack2                 = barry_axe_heavy_hands
anm_hide                    = barry_axe_holster_hands
anm_idle                    = barry_axe_idle_hands
anm_idle_aim                = barry_axe_idle_hands
anm_idle_moving             = barry_axe_walk_hands
anm_idle_sprint             = barry_axe_sprint_hands
anm_show                    = barry_axe_draw_hands
anm_show_empty              = barry_axe_draw_hands
anm_bore                    = barry_axe_inspect_hands

; Custom Animation Types Handled In Scripts
anm_attack_variant1         = barry_axe_light_hands_alt1
anm_attack_variant2         = barry_axe_light_hands_alt2
anm_1h_show                 = barry_axe_1h_draw_hands

; Transition/Intermediate Animations
anm_walk2sprint             = barry_axe_transition_hands
anm_sprint2walk             = barry_axe_transition_hands_alt

; Transition Definitions
ts_pattern_walk2sprint      = .+, anm_idle_sprint, anm_walk2sprint, 1
ts_pattern_sprint2walk      = anm_idle_sprint, ^anm_idle.*, anm_sprint2walk, 1

;-------------------------------------------------------------------------------------SLEDGE-HAMMER----------------------------
![wpn_axe3]:new_axe_sounds

hud_fov                     = 0.5
description			        = st_sledge_hammer_descr
inv_name			        = st_sledge_hammer
inv_name_short			    = st_sledge_hammer
icons_texture               = ui\heavy_melee_icons
inv_grid_width			    = 4
inv_grid_height			    = 2
inv_grid_x			        = 4
inv_grid_y			        = 2

hit_power                   = 3.4
hit_power_2                 = 4.8
hit_impulse                 = 25.5
hit_impulse_2               = 1.5

;Sounds Handled In Scripts
scripted_snd_attack                                               = weapons\new_axe\axe_swing, true
scripted_snd_attack_variant1                                      = weapons\new_axe\axe_swing_var1, true
scripted_snd_attack_variant2                                      = weapons\new_axe\axe_swing_var2, true
scripted_snd_attack2                                              = weapons\new_axe\heavy_overhead_swing_sledge, true

![wpn_axe3_hud]

item_visual                 = anomaly_weapons\wpn_sledge_hammer\wpn_sledge_hud.ogf

item_position               = 0, 0, 0
item_orientation            = 0, 0, 0

hands_orientation           = 6.3614, -4.82933, 9.645867
hands_orientation_16x9      = 6.3614, -4.82933, 9.645867
hands_position              = 0.001152, -0.127219, 0.102892
hands_position_16x9         = 0.001152, -0.127219, 0.102892

lowered_hud_offset_pos           = -0.042576, -0.016771, -0.10611
lowered_hud_offset_pos_16x9      = -0.042576, -0.016771, -0.10611
lowered_hud_offset_rot           = 0.274172, -0.033762, -0.066
lowered_hud_offset_rot_16x9      = 0.274172, -0.033762, -0.066v

anm_attack                  = barry_axe_light_hands
anm_attack2                 = barry_axe_heavy_hands
anm_hide                    = barry_axe_holster_hands
anm_idle                    = barry_axe_idle_hands
anm_idle_aim                = barry_axe_idle_hands
anm_idle_moving             = barry_axe_walk_hands
anm_idle_sprint             = barry_axe_sprint_hands
anm_show                    = barry_axe_draw_hands
anm_show_empty              = barry_axe_draw_hands
anm_bore                    = barry_sledge_inspect_hands

; Custom Animation Types Handled In Scripts
anm_attack_variant1         = barry_axe_light_hands_alt1
anm_attack_variant2         = barry_axe_light_hands
anm_1h_show                 = barry_axe_1h_draw_hands

; Transition/Intermediate Animations
anm_walk2sprint             = barry_axe_transition_hands
anm_sprint2walk             = barry_axe_transition_hands_alt

; Transition Definitions
ts_pattern_walk2sprint      = .+, anm_idle_sprint, anm_walk2sprint, 1
ts_pattern_sprint2walk      = anm_idle_sprint, ^anm_idle.*, anm_sprint2walk, 1