public boolean woodcutting() {
		int WCAxe = 0;
		if (IsCutting == true) {
			WCAxe = 1; //If Cutting -> Go trough loop, passby WCCheckAxe to prevent originalweapon loss, 1 to tell you got axe, no function left for WCAxe if cutting, so 1 is enough.
		} else {
			WCAxe = WCCheckAxe();
		}
		if (WCAxe > 0) {
			if (playerLevel[playerWoodcutting] >= woodcutting[1]) {
				if (freeSlots() > 0) {
					if (actionTimer == 0 && IsCutting == false) {
						actionAmount++;
						sendMessage("You swing your axe at the tree...");
						actionTimer = (int)((woodcutting[0] + 10) - WCAxe);
						if (actionTimer < 1) {
							actionTimer = 1;
						}
						setAnimation(0x284);
						IsCutting = true;
					}
					if (actionTimer == 0 && IsCutting == true) {
						addSkillXP((woodcutting[2] * woodcutting[3]), playerWoodcutting);
						addItem(woodcutting[4], 1);
						sendMessage("You get some logs.");
						playerEquipment[playerWeapon] = OriginalWeapon;
						OriginalWeapon = -1;
						resetAnimation();
						IsCutting = false;
						resetWC();
					}
				} else {
					sendMessage("Not enough space in your inventory.");
					resetWC();
					return false;
				}
			} else {
				sendMessage("You need "+woodcutting[1]+" "+statName[playerWoodcutting]+" to cut those logs.");
				resetWC();
				return false;
			}
		} else {
			sendMessage("You need an Axe to cut logs.");
			resetWC();
			return false;
		}
		return true;
	}