public boolean firemaking() {
		if (playerLevel[playerFiremaking] >= firemaking[1]) {
			if (actionTimer == 0 && IsMakingFire == false) {
				actionAmount++;
				sendMessage("You attempt to light a fire...");
				OriginalWeapon = playerEquipment[playerWeapon];
				OriginalShield = playerEquipment[playerShield];
				playerEquipment[playerWeapon] = 590;
				playerEquipment[playerShield] = -1;
				actionTimer = 5;
				if (actionTimer < 1) {
					actionTimer = 1;
				}
				setAnimation(0x2DD);
				IsMakingFire = true;
			}
			if (actionTimer == 0 && IsMakingFire == true) {
				addSkillXP((firemaking[2] * firemaking[3]), playerFiremaking);
				server.itemHandler.DroppedItemsSDelay[firemaking[4]] = server.itemHandler.MaxDropShowDelay + 1;
				CreateNewFire();
				sendMessage("You light a fire.");
				playerEquipment[playerWeapon] = OriginalWeapon;
				OriginalWeapon = -1;
				resetAnimation();
				IsMakingFire = false;
				resetFM();
			}
		} else {
			sendMessage("You need "+firemaking[1]+" "+statName[playerFiremaking]+" to light these logs.");
			resetFM();
			return false;
		}
		return true;
	}