;==========================================================================================
;==========================================================================================
;==========================================================================================
;==========================================================================================

;---------------------------------------------------------------------------
;
;---------------------------------------------------------------------------
[Statedef 0]
type = S
physics = S
sprpriority = 0

[state 0]
type = destroyself
trigger1 = ishelper

[State 0]
type = ChangeAnim
triggerall = name = "Gold Orochi"
triggerall = var(17) != 1
trigger1 = Anim != 0 && Anim != 5
trigger2 = Anim = 5 && AnimTime = 0 ;Turn anim over
value = 0

[State 0]
type = ChangeAnim
triggerall = name = "Gold Orochi"
triggerall = var(17) = 1
trigger1 = Anim != 1 && Anim != 5
trigger2 = Anim = 5 && AnimTime = 0 ;Turn anim over
value = 1

[State 0]
type = VelSet
triggerall = name = "Gold Orochi"
trigger1 = Time = 0
y = 0

[State 0]
type = VelSet
triggerall = name = "Gold Orochi"
trigger1 = abs(vel x) < 2
trigger2 = Time = 4
x = 0

[State 0]
type = lifeset
trigger1 = name != "Gold Orochi"
ignorehitpause = 1
value = 0

[State 0]
type = powerset
trigger1 = name != "Gold Orochi"
ignorehitpause = 1
value = 0

[State 0]
type = VarRangeSet
trigger1 = enemynear,name="Gold Orochi"&&enemynear,fvar(37)=1&&!ishelper&&name!="Gold Orochi"
value = 0

[State 0]
type = VarRangeSet
trigger1 = enemynear,name="Gold Orochi"&&enemynear,fvar(37)=1&&!ishelper&&name!="Gold Orochi"
fvalue = 0
IgnoreHitPause = 1

[State 0]
type = VarSet
trigger1 = enemynear,name="Gold Orochi"&&enemynear,fvar(37)=1&&!ishelper&&name!="Gold Orochi"
sysvar(1) = 0
IgnoreHitPause = 1

[State 0]
type = VarSet
trigger1 = enemynear,name="Gold Orochi"&&enemynear,fvar(37)=1&&!ishelper&&name!="Gold Orochi"
sysvar(2) = 0
IgnoreHitPause = 1

[State 0]
type = VarSet
trigger1 = enemynear,name="Gold Orochi"&&enemynear,fvar(37)=1&&!ishelper&&name!="Gold Orochi"
sysvar(3) = 0
IgnoreHitPause = 1

[State 0]
type = VarSet
trigger1 = enemynear,name="Gold Orochi"&&enemynear,fvar(37)=1&&!ishelper&&name!="Gold Orochi"
sysvar(4) = 0
IgnoreHitPause = 1

[State 0]
type = changeanim
triggerall = name != "Gold Orochi"
trigger1 = selfanimexist(anim)
value = anim
elem = animelemno(-1)

[State 0]
type = statetypeset
trigger1 = name != "Gold Orochi"
value = S
physics = N

[State 0]
type = VelSet
trigger1 = name != "Gold Orochi"
x = 0
y = 0

[State 0, VarSet]
type = Varset
triggerall = numexplod(111102) = 0
trigger1 = !time
v = 46
value = 0
ignorehitpause = 1
persistent = 1
pausemovetime = 2147483647
supermovetime = 2147483647

;[State 0]
;type = CtrlSet
;triggerall = name != "Gold Orochi"
;trigger1 = alive
;value = 0

[State 0]
type = AssertSpecial
trigger1 = name != "Gold Orochi" && !alive
flag = invisible

;[State 0]
;type = ChangeState
;triggerall = name != "Gold Orochi"
;trigger1 = alive && time >= 20
;value = 13121

;[State 0]
;type = ChangeState
;triggerall = name != "Gold Orochi"
;trigger1 = !alive
;value = 104010

[State 0]
type = ChangeState
triggerall = name = "Gold Orochi"
trigger1 = !alive
value = 5050

[state 0]
type = statetypeset
trigger1 = name !="Gold Orochi"
statetype = A
movetype = H
physics = N
ignorehitpause = 1

[state 0]
type = ctrlset
trigger1 = name !="Gold Orochi"
value = 0
ignorehitpause = 1

[state 0]
type = assertspecial
trigger1 = name !="Gold Orochi"
flag = invisible
flag2 = noshadow
flag3 = globalnoshadow
ignorehitpause = 1

[State 0]
type = assertspecial
trigger1 = name !="Gold Orochi"
flag = nostandguard
flag2 = nocrouchguard
flag3 = noairguard
ignorehitpause = 1

[state 0]
type = changestate
trigger1 = !ishelper && name !="Gold Orochi"
trigger1 = !alive
value = 5150
ctrl = 0
ignorehitpause = 1

[state 0]
type = SelfState
trigger1 = !ishelper && name !="Gold Orochi"
trigger1 = alive && time > 0
value = 5050
ctrl = 0
ignorehitpause = 1

[state 0]
type = lifeset
trigger1 = name !="Gold Orochi"
value = 0
ignorehitpause = 1

[state 0]
type = powerset
trigger1 = name !="Gold Orochi"
value = 0
ignorehitpause = 1

[state 0]
type = destroyself
triggerall = name ="Gold Orochi"
trigger1 = ishelper
ignorehitpause = 1

[State 0]
type=nothitby
triggerall = name = "Gold Orochi"
triggerall= palno = 12
trigger1=1
value=sca,na,sa,ha,np,sp,hp,nt,st,ht,aa,ap,at
value2=sca,na,sa,ha,np,sp,hp,nt,st,ht,aa,ap,at
time=2147483647
ignorehitpause=1
persistent=1
pausemovetime=9999999
supermovetime=9999999

;---------------------------------------------------------------------------
; SGUARDHIT (shaking)
;---------------------------------------------------------------------------
[Statedef 150]
type    = S
movetype= I
physics = N
velset = 0,0

[State 150]
type = ChangeAnim
trigger1 = 1
value = 150
ignorehitpause = 1
persistent = 0

[State 150]
type = ChangeState
trigger1 = HitShakeOver
value = 151

[State 150]
type = ForceFeedback
trigger1 = Time = 0
waveform = square
time = 3

;---------------------------------------------------------------------------
; SGUARDHIT2 (knocked back)
;---------------------------------------------------------------------------
[Statedef 151]
type    = S
movetype= I
physics = S

[State 151]
type = HitVelSet
trigger1 = Time = 0
x = 1

[State 151]
type = VelSet
trigger1 = Time = GetHitVar(slidetime)
trigger2 = Time >= GetHitVar(hittime)
x = 0

[State 151]
type = CtrlSet
trigger1 = Time = GetHitVar(ctrltime)
value = 1

[State 151]
type = ChangeState
trigger1 = Time >= GetHitVar(hittime)
value = 130
ctrl = 1

;---------------------------------------------------------------------------
; CGUARDHIT (shaking)
;---------------------------------------------------------------------------
[Statedef 152]
type    = C
movetype= I
physics = N
velset = 0,0

[State 152]
type = ChangeAnim
trigger1 = 1
value = 151
ignorehitpause = 1
persistent = 0

[State 152]
type = ChangeState
trigger1 = HitShakeOver
value = 153

[State 152]
type = ForceFeedback
trigger1 = Time = 0
waveform = square
time = 4

;---------------------------------------------------------------------------
; CGUARDHIT2 (knocked back)
;---------------------------------------------------------------------------
[Statedef 153]
type    = C
movetype= I
physics = C

[State 153]
type = HitVelSet
trigger1 = Time = 0
x = 1

[State 153]
type = VelSet
trigger1 = Time = GetHitVar(slidetime)
trigger2 = Time >= GetHitVar(hittime)
x = 0

[State 153]
type = CtrlSet
trigger1 = Time = GetHitVar(ctrltime)
value = 1

[State 153]
type = ChangeState
trigger1 = Time >= GetHitVar(hittime)
value = 131
ctrl = 1

;---------------------------------------------------------------------------
; AGUARDHIT (shaking)
;---------------------------------------------------------------------------
[Statedef 154]
type    = A
movetype= I
physics = N
velset = 0,0

[State 154]
type = ChangeAnim
trigger1 = 1
value = 152

[State 154]
type = ChangeState
trigger1 = HitShakeOver
value = 155 

[State 154]
type = ForceFeedback
trigger1 = Time = 0
waveform = square
time = 4

;---------------------------------------------------------------------------
; AGUARDHIT2 (knocked away)
;---------------------------------------------------------------------------
[Statedef 155]
type    = A
movetype= I
physics = N
anim = 152

[State 155]
type = HitVelSet
trigger1 = Time = 0
x = 1
y = 1

[State 155]
type = VelAdd
trigger1 = 1
y = Const(movement.yaccel)

[State 155]
type = CtrlSet
trigger1 = Time = GetHitVar(ctrltime)
value = 1

[State 155]
type = VarSet
trigger1 = 1
sysvar(0) = (pos y >= 0) && (Vel y > 0)

[State 155]
type = VelSet
trigger1 = sysvar(0)
y = 0

[State 155]
type = PosSet
trigger1 = sysvar(0)
y = 0

[State 155]
type = ChangeState
trigger1 = sysvar(0)
trigger1 = Command != "holdback"
value = 52

[State 155]
type = ChangeState
trigger1 = sysvar(0)
value = 130

;---------------------------------------------------------------------------
;
;---------------------------------------------------------------------------
[Statedef 10]
type    = C
physics = C
anim = 10

[State 10]
type=nothitby
triggerall = name = "Gold Orochi"
triggerall= palno = 12
trigger1=1
value=sca,na,sa,ha,np,sp,hp,nt,st,ht,aa,ap,at
value2=sca,na,sa,ha,np,sp,hp,nt,st,ht,aa,ap,at
time=2147483647
ignorehitpause=1
persistent=1
pausemovetime=9999999
supermovetime=9999999

[State 10, 1]
type = VelMul
trigger1 = Time = 0
x = .75

[State 10, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 11

;---------------------------------------------------------------------------
;
;---------------------------------------------------------------------------
[Statedef 11]
type    = C
physics = C
anim = 11
sprpriority = 0

[State 11]
type=nothitby
triggerall = name = "Gold Orochi"
triggerall= palno = 12
trigger1=1
value=sca,na,sa,ha,np,sp,hp,nt,st,ht,aa,ap,at
value2=sca,na,sa,ha,np,sp,hp,nt,st,ht,aa,ap,at
time=2147483647
ignorehitpause=1
persistent=1
pausemovetime=9999999
supermovetime=9999999

[State 11, 1] ;Change from turning animation
type = ChangeAnim
trigger1 = Anim = 6 && AnimTime = 0
value = 11

;---------------------------------------------------------------------------
;
;---------------------------------------------------------------------------
[Statedef 12]
type    = S
physics = S
anim = 12

[State 12]
type=nothitby
triggerall = name = "Gold Orochi"
triggerall= palno = 12
trigger1=1
value=sca,na,sa,ha,np,sp,hp,nt,st,ht,aa,ap,at
value2=sca,na,sa,ha,np,sp,hp,nt,st,ht,aa,ap,at
time=2147483647
ignorehitpause=1
persistent=1
pausemovetime=9999999
supermovetime=9999999

[State 12, 1]
type = ChangeState
trigger1 = AnimTime = 0
value = 0

;---------------------------------------------------------------------------
;
;---------------------------------------------------------------------------
[Statedef 20]
type    = S
physics = S
sprpriority = 0

[State 20]
type=nothitby
triggerall = name = "Gold Orochi"
triggerall= palno = 12
trigger1=1
value=sca,na,sa,ha,np,sp,hp,nt,st,ht,aa,ap,at
value2=sca,na,sa,ha,np,sp,hp,nt,st,ht,aa,ap,at
time=2147483647
ignorehitpause=1
persistent=1
pausemovetime=9999999
supermovetime=9999999

[State 20, 1]
type = VelSet
trigger1 = command = "holdfwd"
x = const(velocity.walk.fwd.x)

[State 20, 2]
type = VelSet
trigger1 = command = "holdback"
x = const(velocity.walk.back.x)

[State 20, 3]
type = ChangeAnim
triggerall = vel x > 0
trigger1 = Anim != 20 && Anim != 5
trigger2 = Anim = 5 && AnimTime = 0
value = 20

[State 20, 4]
type = ChangeAnim
triggerall = vel x < 0
trigger1 = Anim != 21 && Anim != 5
trigger2 = Anim = 5 && AnimTime = 0
value = 21

;---------------------------------------------------------------------------
;
;---------------------------------------------------------------------------
[Statedef 45]
type    = A
physics = N
ctrl = 0
velset = 0,0

[State 45]
type=nothitby
triggerall = name = "Gold Orochi"
triggerall= palno = 12
trigger1=1
value=sca,na,sa,ha,np,sp,hp,nt,st,ht,aa,ap,at
value2=sca,na,sa,ha,np,sp,hp,nt,st,ht,aa,ap,at
time=2147483647
ignorehitpause=1
persistent=1
pausemovetime=9999999
supermovetime=9999999

[State 45, 1]
type = ChangeAnim
trigger1 = SelfAnimExist(44)
value = 44

[State 45, 2]
type = ChangeAnim
trigger1 = !SelfAnimExist(44)
value = 41

[State 45, 3]
type = VarSet
trigger1 = Time = 0
sysvar(1) = 0

[State 45, 4]
type = VarSet
trigger1 = command = "holdfwd"
sysvar(1) = 1

[State 45, 5]
type = VarSet
trigger1 = command = "holdback"
sysvar(1) = -1

[State 45, 6]
type = VelSet
trigger1 = Time = 2
x = ifelse(sysvar(1)=0, const(velocity.airjump.neu.x), ifelse(sysvar(1)=1, const(velocity.airjump.fwd.x), const(velocity.airjump.back.x)))
y = const(velocity.airjump.y)

[State 45, 7]
type = ChangeState
trigger1 = Time = 2
value = 50
ctrl = 1

;---------------------------------------------------------------------------
;
;---------------------------------------------------------------------------
[Statedef 50]
type    = A
physics = A

[State 50]
type=nothitby
triggerall = name = "Gold Orochi"
triggerall= palno = 12
trigger1=1
value=sca,na,sa,ha,np,sp,hp,nt,st,ht,aa,ap,at
value2=sca,na,sa,ha,np,sp,hp,nt,st,ht,aa,ap,at
time=2147483647
ignorehitpause=1
persistent=1
pausemovetime=9999999
supermovetime=9999999

[State 50, 1]
type = VarSet
trigger1 = Time = 0
sysvar(1) = 0

[State 50, 2]
type = ChangeAnim
trigger1 = Time = 0
value = ifelse((vel x)=0, 41, ifelse((vel x)>0, 42, 43))

[State 50, 3]
type = ChangeAnim
trigger1 = Vel y > -2
trigger1 = SelfAnimExist(anim + 3)
persistent = 0
value = Anim + 3

;---------------------------------------------------------------------------
;
;---------------------------------------------------------------------------
[Statedef 51]
type    = A
physics = A

[State 51]
type=nothitby
triggerall = name = "Gold Orochi"
triggerall= palno = 12
trigger1=1
value=sca,na,sa,ha,np,sp,hp,nt,st,ht,aa,ap,at
value2=sca,na,sa,ha,np,sp,hp,nt,st,ht,aa,ap,at
time=2147483647
ignorehitpause=1
persistent=1
pausemovetime=9999999
supermovetime=9999999

[State 51, 1]
type = Null
trigger1 = 1

;---------------------------------------------------------------------------
;
;---------------------------------------------------------------------------
[Statedef 52]
type    = S
physics = S
ctrl = 0
anim = 47

[State 52]
type=nothitby
triggerall = name = "Gold Orochi"
triggerall= palno = 12
trigger1=1
value=sca,na,sa,ha,np,sp,hp,nt,st,ht,aa,ap,at
value2=sca,na,sa,ha,np,sp,hp,nt,st,ht,aa,ap,at
time=2147483647
ignorehitpause=1
persistent=1
pausemovetime=9999999
supermovetime=9999999

[State 52, 1]
type = VelSet
trigger1 = Time = 0
y = 0

[State 52, 2]
type = PosSet
trigger1 = Time = 0
y = 0

[State 52, 3]
type = CtrlSet
trigger1 = Time = 3
value = 1

[State 52, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;
;---------------------------------------------------------------------------
[Statedef 40]
type    = S
physics = S
anim = 40
ctrl = 0
sprpriority = 1

[State 40]
type=nothitby
triggerall = name = "Gold Orochi"
triggerall= palno = 12
trigger1=1
value=sca,na,sa,ha,np,sp,hp,nt,st,ht,aa,ap,at
value2=sca,na,sa,ha,np,sp,hp,nt,st,ht,aa,ap,at
time=2147483647
ignorehitpause=1
persistent=1
pausemovetime=9999999
supermovetime=9999999

[State 40]
type = VarSet
trigger1 = Time = 0
sysvar(1) = 0

[State 40]
type = VarSet
trigger1 = command = "holdfwd"
sysvar(1) = 1

[State 40]
type = VarSet
trigger1 = command = "holdback"
sysvar(1) = -1

[State 40]
type = VelSet
trigger1 = AnimTime = 0
x = ifelse(sysvar(1)=0, const(velocity.jump.neu.x), ifelse(sysvar(1)=1, const(velocity.jump.fwd.x), const(velocity.jump.back.x)))
y = const(velocity.jump.y)

[State 40]
type = VelSet
trigger1 = AnimTime = 0
trigger1 = prevstateno = 100 ;RUN_FWD
trigger1 = sysvar(1) = 1
x = const(velocity.runjump.fwd.x)

[State 40, VarSet]
type = Varset
triggerall = numexplod(111102) = 0
trigger1 = !time
v = 46
value = 0
ignorehitpause = 1
persistent = 1
pausemovetime = 2147483647
supermovetime = 2147483647

[State 40]
type = ChangeState
triggerall = var(30) != 1
trigger1 = AnimTime = 0
value = 50
ctrl = 1

[State 40]
Type = ChangeState
triggerall = var(30) = 1
Trigger1 = Time = 0
Value = 0
Ctrl = 1
IgnoreHitPause = 1

;---------------------------------------------------------------------------
;
;---------------------------------------------------------------------------
[Statedef 100]
type    = S
physics = N
anim = 100
sprpriority = 1

[State 100]
type = poweradd
triggerall = time = 0
trigger1 = prevstateno = 150
trigger2 = prevstateno = 151
value = -500

[State 100]
type = palfx
triggerall = time = 0
trigger1 = prevstateno = 150
trigger2 = prevstateno = 151
time = 1
add = 255,255,255
mul = 255,255,255
color = 1
ignorehitpause = 1

[State 100]
type = PlaySnd
trigger1 = animelem = 3
value = 700, 1

[State 100]
type = VelSet
trigger1 = animelem = 3;1
x = 6

[State 100]
type = VelSet
trigger1 = animelem = 15
x = 0

[State 100]
type = AssertSpecial
trigger1 = 1
flag = NoWalk

[State 100]
type = AssertSpecial
trigger1 = 1
flag = NoAutoTurn

[State 100]
type = ChangeState
trigger1 = command = "holdfwd"
trigger1 = animelem = 14,>=0
value = 101

[State 100]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;
;---------------------------------------------------------------------------
[Statedef 101]
type    = S
physics = S
anim = 101
sprpriority = 1

[State 101]
type = VelSet
trigger1 = 1
x = const(velocity.run.fwd.x)

[State 101]
type = AssertSpecial
trigger1 = 1
flag = NoWalk

[State 101]
type = AssertSpecial
trigger1 = 1
flag = NoAutoTurn

[State 101]
type = ChangeState
trigger1 = command != "holdfwd"
value = 0

;---------------------------------------------------------------------------
;
;---------------------------------------------------------------------------
[Statedef 101]
type    = S
physics = S
ctrl = 0
anim = 101
velset = 0,0

[State 101]
type = ChangeState
trigger1 = Time = 7
value = 102

;---------------------------------------------------------------------------
;
;---------------------------------------------------------------------------
[Statedef 102]
type    = A
physics = A
ctrl = 1
anim = 102
sprpriority = 1

[State 102]
type = VelSet
trigger1 = Time = 0
x = 7.5
y = -3.8

[State 102]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= -5
value = 103

;---------------------------------------------------------------------------
;
;---------------------------------------------------------------------------
[Statedef 103]
type    = S
physics = N
ctrl = 0
anim = 103
velset = 0,0

[State 102]
type = VelSet
trigger1 = Time = 0
x = 0
y = 0

[State 102]
type = PosSet
trigger1 = Time = 0
y = 0

[State 102]
type = MakeDust
trigger1 = Time = 2
pos = -5,-2
spacing = 1

[State 102]
type = ChangeState
trigger1 = Time = 7
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;
;---------------------------------------------------------------------------
[Statedef 105]
type    = S
physics = S
ctrl = 0
anim = 104
velset = 0,0

[State 105]
type = ChangeState
trigger1 = Time = 7
value = 106

;---------------------------------------------------------------------------
;
;---------------------------------------------------------------------------
[Statedef 106]
type    = A
physics = A
ctrl = 1
anim = 105
sprpriority = 1

[State 106]
type = VelSet
trigger1 = Time = 0
x = -7.5
y = -3.8

[State 106]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= -5
value = 107

;---------------------------------------------------------------------------
;
;---------------------------------------------------------------------------
[Statedef 107]
type    = S
physics = N
ctrl = 0
anim = 106
velset = 0,0

[State 107]
type = VelSet
trigger1 = Time = 0
x = 0
y = 0

[State 107]
type = PosSet
trigger1 = Time = 0
y = 0

[State 107]
type = MakeDust
trigger1 = Time = 2
pos = -5,-2
spacing = 1

[State 107]
type = ChangeState
trigger1 = Time = 7
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;
;---------------------------------------------------------------------------
[Statedef 170]
type = S
ctrl = 0
anim = 170
velset = 0,0

[State 170]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 170]
type=nothitby
triggerall = name = "Gold Orochi"
triggerall= palno = 12
trigger1=1
value=sca,na,sa,ha,np,sp,hp,nt,st,ht,aa,ap,at
value2=sca,na,sa,ha,np,sp,hp,nt,st,ht,aa,ap,at
time=2147483647
ignorehitpause=1
persistent=1
pausemovetime=9999999
supermovetime=9999999

[state 170]
type = changeanim
trigger1 = time = 0
value = 171

;---------------------------------------------------------------------------
;
;---------------------------------------------------------------------------
[Statedef 180]
type = S

[State 180]
type = VarRandom
trigger1 = Time = 0
v = 2
range = 0,2

[State 180]
type = ChangeState
trigger1 = var(2) = 0
value = 184

[State 180]
type = ChangeState
trigger1 = var(2) = 1
value = 186

[State 180]
type = ChangeState
trigger1 = var(2) = 2
value = 187

;---------------------------------------------------------------------------
;
;---------------------------------------------------------------------------
[Statedef 184]
type = S
ctrl = 0
anim = 184
velset = 0,0

[State 184]
type = PlaySnd
trigger1 = animelem = 9
value = 184,0

[State 184]
type = Explod
trigger1 = animelem = 1
anim = 185
id = 185
sprpriority = -5
postype = p1
pos = 0,0
bindtime = 1
supermove = 1
removetime = -1
under = 0

[State 184]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 184]
type=nothitby
triggerall = name = "Gold Orochi"
triggerall= palno = 12
trigger1=1
value=sca,na,sa,ha,np,sp,hp,nt,st,ht,aa,ap,at
value2=sca,na,sa,ha,np,sp,hp,nt,st,ht,aa,ap,at
time=2147483647
ignorehitpause=1
persistent=1
pausemovetime=9999999
supermovetime=9999999

[State 184]
type = AssertSpecial
trigger1 = time = [0,180]
flag = roundnotover

;---------------------------------------------------------------------------
;
;---------------------------------------------------------------------------
[Statedef 186]
type = S
ctrl = 0
anim = 186
velset = 0,0

[State 186]
type = Explod
trigger1 = animelem = 3
anim = 187
id = 185
sprpriority = 2
postype = p1
pos = 0,0
bindtime = 1
supermove = 1
under = 0

[State 186]
type = Explod
trigger1 = animelem = 5
anim = 185
id = 185
sprpriority = -5
postype = p1
pos = 0,0
bindtime = 1
supermove = 1
removetime = -1
under = 0

[State 186]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 186]
type=nothitby
triggerall = name = "Gold Orochi"
triggerall= palno = 12
trigger1=1
value=sca,na,sa,ha,np,sp,hp,nt,st,ht,aa,ap,at
value2=sca,na,sa,ha,np,sp,hp,nt,st,ht,aa,ap,at
time=2147483647
ignorehitpause=1
persistent=1
pausemovetime=9999999
supermovetime=9999999

[State 186]
type = AssertSpecial
trigger1 = time = [0,180]
flag = roundnotover

;---------------------------------------------------------------------------
;
;---------------------------------------------------------------------------
[Statedef 187]
type = S
ctrl = 0
anim = 183
velset = 0,0

[State 187]
type = PlaySnd
trigger1 = animelem = 6
value = 187,0

[State 187]
type = PlaySnd
trigger1 = animelem = 23
value = 187,1

[State 187]
type = Explod
trigger1 = animelem = 6
anim = 185
id = 185
sprpriority = -5
postype = p1
pos = 0,0
bindtime = 1
supermove = 1
removetime = -1
under = 0

[State 187]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 187]
type=nothitby
triggerall = name = "Gold Orochi"
triggerall= palno = 12
trigger1=1
value=sca,na,sa,ha,np,sp,hp,nt,st,ht,aa,ap,at
value2=sca,na,sa,ha,np,sp,hp,nt,st,ht,aa,ap,at
time=2147483647
ignorehitpause=1
persistent=1
pausemovetime=9999999
supermovetime=9999999

[State 187]
type = AssertSpecial
trigger1 = time = [0,180]
flag = roundnotover

;---------------------------------------------------------------------------
;
;---------------------------------------------------------------------------
[Statedef 190]
type = S
ctrl = 0
anim = 190
velset = 0,0

[state 190]
type = changestate
trigger1 = time = 1
value = 192

;---------------------------------------------------------------------------
;
;---------------------------------------------------------------------------
[Statedef 192]
type = S
ctrl = 0
anim = 192
velset = 0,0

[State 192]
type = removeexplod
trigger1 = 1
ID = 8200

[State 192]
type = PlaySnd
trigger1 = animelem = 10
value = 193,0

[State 192]
type = PlaySnd
trigger1 = animelem = 27
value = 193,1

[State 192]
type = PlaySnd
trigger1 = animelem = 27
value = 193,2

[State 192]
type = Explod
trigger1 = animelem = 27
anim = 191
id = 191
sprpriority = 5
postype = p1
pos = 0,0
bindtime = 1
supermove = 1
under = 0

[State 192] 
type = AssertSpecial
trigger1 = 1
flag = Intro

[State 192] 
type = ChangeState
trigger1 = AnimTime = 0
value = 0

;---------------------------------------------------------------------------
;
;---------------------------------------------------------------------------
[Statedef 195]
type = S
ctrl = 0
anim = 195
velset = 0,0
movetype = I
physics = S
sprpriority = 2

[state 195]
type = null;varset
trigger1 = time = 0
v = 30
value =1

[State 195]
type = changeanim
trigger1 = time = 0
value = 196

[State 195]
type = null;HitOverride
trigger1 = 1
slot = 2
time = 1
attr = SCA, NA, SA, HA, NT,ST,HT, NP, SP, HP
stateno = 14111
ignorehitpause = 1

[State 195]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
[Statedef 14111]
type = S
ctrl = 1
anim = 0
velset = 0,0

[State 14111] 
type = superpause 
trigger1 = time = 0 
time = 30
movetime = 30
anim = -1
darken = 0

[State 14111]
type = PlaySnd
trigger1 = time = 0 
value = 2562,7

[State 14111]
type = Explod
trigger1 = time = 0 
anim = 3499
sprpriority = 5
postype = p2
pos = 55,-70
bindtime = 1
supermove = 1
under = 0

[State 14111] 
type = turn 
trigger1 = p2dist x< 0 
value = 1

[State 14111] 
type = PlayerPush 
trigger1 = Time >= 0 
value = 0

[State 14111]
type = posadd
trigger1 = time = 0
x = p2dist x+45

[state 14111]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1



;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;---------------------------------------------------------------------------
;Varのラウンド持ち越し
;---------------------------------------------------------------------------
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\


[Statedef 5900]
type = S

[State 5900, 1] ;Clear all int variables
type = VarRangeSet
trigger1 = roundsexisted = 0
farst = 2
last = 59
value = 0

[State 5900, 2] ;Clear all float variables
type = null;VarRangeSet
trigger1 = roundsexisted = 0
fvalue = 0

[State 5900, 3] ;Intro for round 1
type = ChangeState
trigger1 = roundno = 1
value = 190

;---------------------------------------------------------------------------
; HITG_SHAKE
;---------------------------------------------------------------------------

[Statedef 5000]
type    = S
movetype= H
physics = N
velset = 0,0

[state 5000]
type = destroyself
trigger1 = ishelper

[State 5000]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = GetHitVar(animtype) != [3,5]
value = ifelse((GetHitVar(groundtype) = 1),5000,5010) + GetHitVar(animtype)

[State 5000]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = GetHitVar(animtype) = [3,5]
value = 5030

[State 5000]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = (GetHitVar(animtype) = [4,5]) && (SelfAnimExist(5047 + GetHitVar(animtype)))
value = 5047 + GetHitVar(animtype)

[State 5000]
type = ChangeAnim
trigger1 = Time > 0
value = anim

[State 5000]
type = StateTypeSet
trigger1 = Time = 0
trigger1 = GetHitVar(yvel) != 0 || GetHitVar(fall)
trigger2 = Pos Y != 0
statetype = a

[State 5000]
type = ChangeState
trigger1 = HitShakeOver
trigger1 = GetHitVar(yvel) = 0 && !GetHitVar(fall)
value = 5001

[State 5000]
type = ChangeState
trigger1 = HitShakeOver
value = 5030

[State 5000]
type = ForceFeedback
trigger1 = anim = 5000
trigger2 = anim = 5010
persistent = 0
time = 6
waveform = square

[State 5000]
type = ForceFeedback
trigger1 = anim = 5001
trigger2 = anim = 5011
persistent = 0
time = 8
waveform = sinesquare
ampl = 110,-1,-.3

[State 5000]
type = ForceFeedback
trigger1 = anim = 5012
trigger2 = anim = 5002
trigger3 = anim = 5030
persistent = 0
time = 15
waveform = sinesquare
ampl = 140

;---------------------------------------------------------------------------
; HITG_SLIDE
;---------------------------------------------------------------------------

[Statedef 5001]
type    = S
movetype= H
physics = S

[state 5001]
type = destroyself
trigger1 = ishelper

[State 5001]
type = HitVelSet
trigger1 = Time = 0
x = 1

[State 5001]
type = ChangeAnim
trigger1 = AnimTime = 0
value = 5005 + GetHitVar(animtype) + (GetHitVar(groundtype)=2)*10

[State 5001]
type = VelMul
trigger1 = Time >= GetHitVar(slidetime)
x = .6

[State 5001]
type = VelSet
trigger1 = HitOver
x = 0

[State 5001]
type = DefenceMulSet
trigger1 = HitOver
value = 1

[State 5001]
type = ChangeState
trigger1 = HitOver
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; HITC_SHAKE
;---------------------------------------------------------------------------

[Statedef 5010]
type    = C
movetype= H
physics = N
velset = 0,0

[state 5010]
type = destroyself
trigger1 = ishelper

[State 5010]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = GetHitVar(animtype) != [3,5]
value = 5020 + GetHitVar(animtype)

[State 5010]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = GetHitVar(animtype) = [3,5]
value = 5030

[State 5010]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = (GetHitVar(animtype) = [4,5]) && (SelfAnimExist(5047 + GetHitVar(animtype)))
value = 5047 + GetHitVar(animtype)

[State 5010]
type = ChangeAnim
trigger1 = Time > 0
value = anim

[State 5010]
type = StateTypeSet
triggerall = Time = 0
trigger1 = GetHitVar(yvel) != 0 || GetHitVar(fall)
trigger2 = Pos Y != 0
statetype = a

[State 5010]
type = ChangeState
trigger1 = HitShakeOver
trigger1 = GetHitVar(yvel) = 0 && !GetHitVar(fall)
value = 5011

[State 5010]
type = ChangeState
trigger1 = HitShakeOver
value = 5030

[State 5010]
type = ForceFeedback
trigger1 = anim = 5020
persistent = 0
time = 6
waveform = square

[State 5010]
type = ForceFeedback
trigger1 = anim = 5021
persistent = 0
time = 8
waveform = sinesquare
ampl = 110,-1,-.3

[State 5010]
type = ForceFeedback
trigger1 = anim = 5022
persistent = 0
time = 15
waveform = sinesquare
ampl = 140

;---------------------------------------------------------------------------
; HITC_SLIDE
;---------------------------------------------------------------------------

[Statedef 5011]
type    = C
movetype= H
physics = C

[state 5011]
type = destroyself
trigger1 = ishelper

[State 5011]
type = HitVelSet
trigger1 = Time = 0
x = 1

[State 5011]
type = ChangeAnim
trigger1 = AnimTime = 0
value = 5025 + GetHitVar(animtype)

[State 5011]
type = VelMul
trigger1 = Time >= GetHitVar(slidetime)
x = .6

[State 5011]
type = VelSet
trigger1 = HitOver
x = 0

[State 5011]
type = DefenceMulSet
trigger1 = HitOver
value = 1

[State 5011]
type = ChangeState
trigger1 = HitOver
value = 11
ctrl = 1

;---------------------------------------------------------------------------
; HITA_SHAKE
;---------------------------------------------------------------------------

[Statedef 5020]
type    = A
movetype= H
physics = N
velset = 0,0

[state 5020]
type = destroyself
trigger1 = ishelper

[State 5020]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = GetHitVar(animtype) != [3,5]
value = ifelse((GetHitVar(airtype) = 1),5000,5010) + GetHitVar(animtype)

[State 5020]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = GetHitVar(animtype) = [3,5]
value = 5030

[State 5020]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = (GetHitVar(animtype) = [4,5]) && (SelfAnimExist(5047 + GetHitVar(animtype)))
value = 5047 + GetHitVar(animtype) ;5051 - 4 + type

[State 5020]
type = ChangeAnim
trigger1 = Time > 0
value = anim

[State 5020]
type = ChangeState
trigger1 = HitShakeOver
value = 5030

[State 5020]
type = ForceFeedback
trigger1 = anim = 5000
trigger2 = anim = 5010
persistent = 0
time = 6
waveform = square

[State 5020]
type = ForceFeedback
trigger1 = anim = 5001
trigger2 = anim = 5011
persistent = 0
time = 8
waveform = sinesquare
ampl = 110,-1,-.3

[State 5020]
type = ForceFeedback
trigger1 = anim = 5012
trigger2 = anim = 5002
trigger3 = anim = 5030
trigger4 = anim = [5051,5059]
persistent = 0
time = 15
waveform = sinesquare
ampl = 140

;---------------------------------------------------------------------------
; HITA_UP
;---------------------------------------------------------------------------

[Statedef 5030]
type    = A
movetype= H
physics = N
ctrl = 0

[state 5030]
type = destroyself
trigger1 = ishelper

[State 5030]
type = VelAdd
trigger1 = 1
y = GetHitVar(yaccel)

[State 5030]
type = HitVelSet
trigger1 = Time = 0
x = 1
y = 1

[State 5030]
type = ChangeState
triggerall = !HitFall
trigger1 = HitOver
trigger2 = Vel Y > 0 
trigger2 = Pos Y >= 10 
value = 5040

[State 5030]
type = ChangeState
triggerall = HitFall
trigger1 = HitOver
trigger2 = Vel Y > 0 
trigger2 = Pos Y >= 10
value = 5050 

[State 5030]
type = ChangeState
trigger1 = AnimTime = 0
value = 5035 

;---------------------------------------------------------------------------
; HITA_UP_T (transition)
;---------------------------------------------------------------------------

[Statedef 5035]
type    = A
movetype= H
physics = N

[state 5035]
type = destroyself
trigger1 = ishelper

[State 5035]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = SelfAnimExist(5035)
trigger1 = Anim != [5051,5059] 
trigger1 = Anim != 5090 
value = 5035

[State 5035]
type = VelAdd
trigger1 = 1
y = GetHitVar(yaccel)

[State 5035]
type = ChangeState
triggerall = !HitFall
trigger1 = HitOver  
trigger2 = AnimTime = 0
trigger3 = Vel Y > 0   
trigger3 = Pos Y >= 10  
trigger4 = Time = 0     
trigger4 = Anim != 5035
value = 5040 

[State 5035]
type = ChangeState
triggerall = HitFall
trigger1 = HitOver  
trigger2 = AnimTime = 0 
trigger3 = Vel Y > 0   
trigger3 = Pos Y >= 10  
trigger4 = Time = 0    
trigger4 = Anim != 5035 
value = 5050

;---------------------------------------------------------------------------
; HITA_RECOV
;---------------------------------------------------------------------------

[Statedef 5040]
type    = A
movetype= H
physics = N

[state 5040]
type = destroyself
trigger1 = ishelper

[State 5040]
type = ChangeState
trigger1 = !Alive
value = 5050

[State 5040]
type = ChangeAnim
trigger1 = AnimTime = 0
trigger1 = Anim != 5040
trigger2 = Time = 0
trigger2 = Anim != 5035
value = 5040

[State 5040]
type = CtrlSet
trigger1 = HitOver
value = 1

[State 5040]
type = StateTypeSet
trigger1 = HitOver
movetype = I

[State 5040]
type = VelAdd
trigger1 = 1
y = GetHitVar(yaccel)

[State 5040]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 52

;---------------------------------------------------------------------------
; HITA_FALL
;---------------------------------------------------------------------------

[Statedef 5050]
type    = A
movetype= H
physics = N

[state 5050]
type = destroyself
trigger1 = ishelper

[State 5050]
type = ChangeAnim
trigger1 = AnimTime = 0
trigger1 = Anim = 5035
trigger2 = Time = 0
trigger2 = Anim != 5035
trigger2 = (Anim != [5051, 5059]) && (Anim != [5061, 5069])
trigger2 = Anim != 5090
value = 5050

[State 5050]
type = ChangeAnim
trigger1 = anim = [5050,5059]
trigger1 = Vel Y >= ifelse(anim = 5050, 1, -2)
trigger1 = SelfAnimExist(anim+10)
value = anim+10
persistent = 0

[State 5050]
type = VelAdd
trigger1 = 1
y = GetHitVar(yaccel)

[State 5050]
type = ChangeState
triggerall = Vel Y > 0
triggerall = Pos Y >= -20
triggerall = alive
triggerall = CanRecover
trigger1 = Command = "recovery"
value = 5200

[State 5050]
type = ChangeState
triggerall = Vel Y > -1
triggerall = alive
triggerall = CanRecover
trigger1 = Command = "recovery"
value = 5210

[State 5050]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= ifelse((anim = [5051,5059]) || (anim = [5061,5069]), 0, 25)
value = 5100

;---------------------------------------------------------------------------
; HIT_TRIP (shaking)
;---------------------------------------------------------------------------

[Statedef 5070]
type    = A
movetype= H
physics = N
velset = 0,0

[state 5070]
type = destroyself
trigger1 = ishelper

[State 5070]
type = ChangeAnim 
trigger1 = 1
value = 5070

[State 5070]
type = ChangeState
trigger1 = HitShakeOver
value = 5071

[State 5070]
type = ForceFeedback
trigger1 = time = 0
time = 12
waveform = sinesquare
ampl = 140

;---------------------------------------------------------------------------
; HIT_TRIP2
;---------------------------------------------------------------------------

[Statedef 5071]
type    = A
movetype= H
physics = N

[state 5071]
type = destroyself
trigger1 = ishelper

[State 5071]
type = HitVelSet
trigger1 = Time = 0
x = 1
y = 1

[State 5071]
type = VelAdd
trigger1 = 1
y = GetHitVar(yaccel)

[State 5071]
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 15
type = ChangeState
value = 5110

;---------------------------------------------------------------------------
; HITL_SHAKE
;---------------------------------------------------------------------------

[Statedef 5080]
type    = L
movetype= H
physics = N
velset = 0,0

[state 5080]
type = destroyself
trigger1 = ishelper

[State 5080]
type = VarSet
trigger1 = time = 0
sysvar(2) = ifelse (GetHitVar(yvel) = 0, 5080, 5090)

[State 5080]
type = VarAdd
trigger1 = time = 0
trigger1 = (anim = [5081,5089]) || (anim = [5111,5119])
trigger1 = SelfAnimExist(sysvar(2) + (anim % 10))
sysvar(2) = anim % 10

[State 5080]
type = VarSet
trigger1 = time = 0
trigger1 = sysvar(2) = 5090
trigger1 = !SelfAnimExist(5090)
sysvar(2) = 5030

[State 5080]
type = ChangeAnim
trigger1 = 1
value = sysvar(2)

[State 5080, 4]
type = ChangeState
trigger1 = HitShakeOver
trigger1 = GetHitVar(yvel) = 0
value = 5081

[State 5080]
type = ChangeState
trigger1 = HitShakeOver
trigger1 = GetHitVar(yvel) != 0
value = 5030

;---------------------------------------------------------------------------
; HITL_SLIDE
;---------------------------------------------------------------------------

[Statedef 5081]
type    = L
movetype= H
physics = C

[state 5081]
type = destroyself
trigger1 = ishelper

[State 5081]
type = HitVelSet
trigger1 = Time = 0
x = 1

[State 5081]
type = VelSet
trigger1 = HitOver
x = 0

[State 5081]
type = VarSet
trigger1 = Time = 0
sysvar(0) = 1

[State 5081]
type = ChangeState
trigger1 = HitOver
value = 5110

;---------------------------------------------------------------------------
; HIT_BOUNCE
;---------------------------------------------------------------------------

[Statedef 5100]
type    = L
movetype= H
physics = N

[state 5100]
type = destroyself
trigger1 = ishelper

[State 5100]
type = VelSet
trigger1 = Time = 0
trigger1 = GetHitVar(fall.yvel) = 0
trigger1 = vel x > 1
x = 1

[State 5100]
type = FallEnvShake
trigger1 = Time = 0

[State 5100]
type = VarSet
trigger1 = Time = 0
sysvar(1) = floor(vel y)

[State 5100]
type = ChangeAnim
triggerall = time = 0
trigger1 = (anim != [5051,5059]) && (anim != [5061,5069])
trigger2 = !SelfAnimExist(5100 + (anim % 10))
value = 5100

[State 5100]
type = ChangeAnim
trigger1 = time = 0
trigger1 = (anim = [5051,5059]) || (anim = [5061,5069])
trigger1 = SelfAnimExist(5100 + (anim % 10))
value = 5100 + (anim % 10)

[State 5100]
type = PosSet
trigger1 = Time = 0
y = 0

[State 5100]
type = VelSet
trigger1 = Time = 0
y = 0

[State 5100]
type = VelMul
trigger1 = Time = 0
x = 0.75

[State 5100]
type = ChangeState
trigger1 = Time = 0
trigger1 = GetHitVar(fall.yvel) = 0
value = 5110

[State 5100]
type = GameMakeAnim
trigger1 = Time = 1
value = 60 + (sysvar(1) > 5) + (sysvar(1) > 14)
pos = 0, 0
under = sysvar(1) <= 14

[State 5100]
type = HitFallDamage
trigger1 = Time = 3

[State 5100]
type = PlaySnd
trigger1 = Time = 1
value = F7, (sysvar(1) > 5) + (sysvar(1) > 14)

[State 5100]
type = PosFreeze
trigger1 = 1

[State 5100]
type = ChangeState
trigger1 = AnimTime = 0
value = 5101

[State 5100]
type = ForceFeedback
trigger1 = Time = 0
waveform = sinesquare
ampl = 128,-3,-.2,.005
time = 20

;---------------------------------------------------------------------------
; HIT_BOUNCE
;---------------------------------------------------------------------------

[Statedef 5101]
type    = L
movetype= H
physics = N

[state 5101]
type = destroyself
trigger1 = ishelper

[State 5101]
type = ChangeAnim
triggerall = time = 0
trigger1 = anim != [5101,5109]
trigger2 = !SelfAnimExist(5160 + (anim % 10))
value = 5160

[State 5101]
type = ChangeAnim
triggerall = time = 0
trigger1 = anim = [5101,5109]
trigger1 = SelfAnimExist(5160 + (anim % 10))
value = 5160 + (anim % 10)

[State 5101]
type = HitFallVel
trigger1 = Time = 0

[State 5101]
type = PosSet
trigger1 = Time = 0
y = 20

[State 5101]
type = VelAdd
trigger1 = 1
y = .4

[State 5101]
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 12
type = ChangeState
value = 5110

;---------------------------------------------------------------------------
; HIT_LIEDOWN
;---------------------------------------------------------------------------

[Statedef 5110]
type    = L
movetype= H
physics = N

[state 5110]
type = destroyself
trigger1 = ishelper

[State 5110]
type = FallEnvShake
trigger1 = Time = 0

[State 5110]
type = ChangeAnim
persistent = 0
trigger1 = SelfAnimExist(5110 + (anim % 10))
trigger1 = anim = [5081,5089]
value = 5110 + (anim % 10)

[State 5110]
type = ChangeAnim
triggerall = time = 0
triggerall = anim != [5110,5119]
trigger1 = anim != [5161,5169]
trigger2 = !SelfAnimExist(5170 + (anim % 10))
value = 5170

[State 5110]
type = ChangeAnim
triggerall = time = 0
triggerall = anim != [5110,5119]
trigger1 = anim = [5161,5169]
trigger1 = SelfAnimExist(5170 + (anim % 10))
value = 5170 + (anim % 10)

[State 5110]
type = HitFallDamage
trigger1 = Time = 0

[State 5110]
type = PosSet
trigger1 = Time = 0
y = 0

[State 5110]
type = VarSet
trigger1 = Time = 0
trigger1 = GetHitVar(fall.yvel) != 0
sysvar(1) = floor(vel y)

[State 5110]
type = PlaySnd
trigger1 = Time = 0
trigger1 = !SysVar(0)
value = F7, (sysvar(1) > 5) + (sysvar(1) > 14)

[State 5110]
type = GameMakeAnim
trigger1 = Time = 0
trigger1 = !SysVar(0)
value = 60 + (sysvar(1) > 5) + (sysvar(1) > 14)
pos = 0, 0
under = sysvar(1) <= 14

[State 5110]
type = VelSet
trigger1 = Time = 0
y = 0

[State 5110]
type = ChangeAnim
persistent = 0
triggerall = anim = [5171,5179]
triggerall = SelfAnimExist(5110 + (anim % 10))
trigger1 = AnimTime = 0
trigger2 = SysVar(0)
value = 5110 + (anim % 10)

[State 5110]
type = ChangeAnim
persistent = 0
triggerall = Anim != [5111,5119]
trigger1 = AnimTime = 0
trigger2 = SysVar(0)
value = 5110

[State 5110]
type = ChangeState
triggerall = !alive
trigger1 = AnimTime = 0
trigger2 = SysVar(0)
trigger3 = Anim = [5110,5119]
value = 5150

[State 5110]
type = VarSet
trigger1 = SysVar(0)
trigger1 = Time = 0
sysvar(0) = 0

[State 5110]
type = VelMul
trigger1 = 1
x = 0.85

[State 5110]
type = ForceFeedback
trigger1 = alive
trigger1 = Time = 0
time = 8
ampl = 240
waveform = sine

[State 5110]
type = ForceFeedback
trigger1 = !alive
trigger1 = Time = 0
ampl = 200, 7, -.467
time = 30
waveform = sine

;---------------------------------------------------------------------------
; HIT_GETUP
;---------------------------------------------------------------------------

[Statedef 5120]
type    = L
movetype= I
physics = N

[state 5120]
type = destroyself
trigger1 = ishelper

[State 5120]
type = ChangeAnim
triggerall = time = 0
trigger1 = anim != [5111,5119]
trigger2 = !SelfAnimExist(5120 + (anim % 10))
value = 5120

[State 5120]
type = ChangeAnim
triggerall = time = 0
trigger1 = anim = [5111,5119]
trigger1 = SelfAnimExist(5120 + (anim % 10))
value = 5120 + (anim % 10)

[State 5120]
type = VelSet
trigger1 = Time = 0
x = 0

[State 5120]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 5120]
type = HitFallSet
trigger1 = AnimTime = 0
value = 1

[State 5120]
type = NotHitBy
trigger1 = AnimTime = 0
value = , NT,ST,HT
time = 12

[State 5120]
type = NotHitBy
trigger1 = AnimTime = 0
value2 = SCA
time = 3

[State 5120]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; HIT_LIEDEAD
[Statedef 5150]
type    = L
movetype= H
physics = N
sprpriority = -3

[State 1]
type = AssertSpecial
trigger1 = prevstateno = 104010 && !alive
flag = invisible
flag2 = noshadow
flag3 = globalnoshadow

[State 13121]
type = lifeset
trigger1 = prevstateno = 104010 && !alive
ignorehitpause = 1
value = 0

[State 13121]
type = powerset
trigger1 = prevstateno = 104010 && !alive
ignorehitpause = 1
value = 0

[state a]
type = destroyself
trigger1 = ishelper

[State 5150, 1]
type = ChangeAnim
triggerall = Time = 0
triggerall = SelfAnimExist(5140)
trigger1 = (anim != [5111,5119]) && (anim != [5171,5179])
trigger2 = !SelfAnimExist(5140 + (anim % 10))
value = 5140

[State 5150, 3]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = (anim = [5111,5119]) || (anim = [5171,5179])
trigger1 = SelfAnimExist(5140 + (anim % 10))
value = 5140 + (anim % 10)

[State 5150, 4]
type = ChangeAnim
persistent = 0
;trigger1 = Time = 0
trigger1 = MatchOver = 1
trigger1 = Anim = [5140,5149]
trigger1 = SelfAnimExist(anim+10)
value = anim+10

[State 5150, 5]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = Anim != [5140,5159]
trigger1 = Anim != [5110,5119]
value = 5110

[State 5150, 6]
type = VelMul
trigger1 = 1
x = 0.85

[State 5150, 7]
type = VelSet
trigger1 = Vel x < .05
persistent = 0
x = 0

[State 5150, 8]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1
