void SlashSlashableCombos(lweapon sword){
	int slashable[] = {24,132,25,133,29,137,130,138,57,136,141,55,134,131,139,56,135};
	bool slashnext[] = {false,false,false,false,true,true,true,true,false,false,true,false,false,true,true,false,false};
	//bool continious[] = {false,true,false,true,false,true,false,true,false,true,false,false,true,false,true,false,true};
	bool dropitem[] = {false,false,true,true,false,false,true,true,true,true,true,true,true,true,true,true,true};
	int sprites[] = {0,0,0,0,0,0,0,0,1,1,1,2,2,2,2,3,3};
	for (int i =0; i<= 16; i++){
		int ctype = slashable[i];
		for (int cmb=0; cmb<176; cmb++){
			int type = Screen->ComboT[cmb];
		if ((type==ctype)&&(ComboCollision (cmb, sword))){
			int cx = ComboX(cmb);
			int cy = ComboY(cmb);
			if (slashnext[i]) Screen->ComboD[cmb]++;
			else {
				Screen->ComboD[cmb] = Screen->UnderCombo;
				Screen->ComboC[cmb] = Screen->UnderCSet;
			}
			if (i>7) Game->PlaySound(SFX_GRASSCUT);
			if (dropitem[i]){
				npc drop = Screen->CreateNPC(116);
				drop->X = cx;
				drop->Y = cy;
				drop->CollDetection = false;
				drop->ItemSet = SLASH_ITEM_DROP_SET;
				drop->HP = 0;
			}
			if (sprites[i] == 1){
				int angle = -135;
				for (int i = 1; i<=3; i++){
				lweapon clippings = CreateAnimation (cx, cy, SPR_GRASS_CLIPPINGS, 0, 0, 0, 0, 15, false);
				SetAngularMovement(clippings, angle, 0.5);
				angle = angle+45;
				}
			}
			if (sprites[i] == 2){
				int angle = -135;
				for (int i = 1; i<=4; i++){
				lweapon clippings = CreateAnimation (cx, cy, SPR_BUSH_CLIPPINGS, 0, 0, 0, 0, 30, false);
				SetAngularMovement(clippings, angle, 0.5);
				angle = angle+90;
				}
			}
			if (sprites[i] == 3){
				int angle = -135;
				for (int i = 1; i<=4; i++){
				lweapon clippings = CreateAnimation (cx, cy, SPR_FLOWER_CLIPPINGS, 0, 0, 0, 0, 30, false);
				SetAngularMovement(clippings, angle, 0.5);
				angle = angle+90;
				}
			}
			}
		}
	}
}