@inputs 
@outputs 
@persist X Y Ent:entity Ents:array Limit Head:string


runOnTick(10)
if (first()) {Y = 1 Limit = 2
    runOnTick(1)

    Head="anim_attachment_RH"
    
   
}
if (owner():keyAttack1()) {
if (Y <= Limit) {
       if (owner():weapon():type()=="weapon_crowbar"){
 for(I=1,1){
Ent = propSpawn("models/weapons/c_models/c_sd_cleaver/v_sd_cleaver.mdl",1)
Y++

Ent:setMass(50000)
Ents[Y,entity] = Ent
Ent:setPos(owner():pos() + vec(0,0,90) + entity():forward()*24)
Ent:setAng(ang(0,0,80) + owner():angles())
Ent:propFreeze(0)
Ent:applyForce(owner():eyeAngles():forward()*1000*Ent:mass())
Ent:applyAngForce(-Ent:angles() + ang(0,curtime()*10000,900)*Ent:mass())



        holoCreate(I)
        holoAlpha(I,255)
        holoPos(I,owner():attachmentPos(Head))
        holoAng(I,owner():attachmentAng(Head))
        holoPos(I,holoEntity(I):toWorld(vec(0,0,0+(-I*0))))
        holoAng(I,holoEntity(I):toWorld(ang(0,10,(-I*10)-0)))
        holoParentAttachment(I,owner(),Head)
        holoModel(I,"models/weapons/c_models/c_sd_cleaver/v_sd_cleaver.mdl")
        holoMaterial(I,"models/weapons/c_models/c_sd_cleaver/v_sd_cleaver.mdl")
        holoScale(I,vec(1,1,1))
                owner():weapon():setColor(0,0,0,0)
}}}}
else{owner():weapon():setColor(255,255,255,255)
    holoAlpha(1,0)}

if(Y > Limit){
    Ents:propDelete()
Y = 1}

