; Common state file for M.U.G.E.N beta 2002.04.14
;
; System variables usage
; ----------------------
; Var name    Type   Purpose
; --------    ----   -------
; sysvar(0)   Temp   Set by state 5081 (HITL_SLIDE) to 1 to prevent
;                    showing ground hit frame in state 5110 (HIT_LIEDOWN).
;                    Used by guarding states.
; sysvar(1)   Temp   Used by state 40 (Jump Start) amd 45 (Air Jump Start)
;                    to keep track of which way to jump.
;                    Used by state 5100 and 5110 to remember downward
;                    velocity of player just before hitting the ground.
;                    Used in state 5080 for storing the anim # to display.

; The following states have special handling within MUGEN, and should be
; overridden with caution:
; Jump Start (40): airjumping bookkeeping at time = 0
; All guard states (120-155): guard handling throughout state
; Hit_trip, shaking (5070): defence increases at time = 0
; Hit_bounce (5100): defence increases at time = 0, player becomes
;                    invincible if within 10 ticks of getting up
; Hit_liedown (5110): player changes to get-up state (5120) when ready
; Hit_getup (5120): player's defence is restored to normal at time = 0
; Hitfall_recover (5200): player's defence is restored at time = 0
; Hitfall_airrecover (5210): player's defence is restored at time = 0

;---------------------------------------------------------------------------
; Stand
[Statedef 0]
type = S
physics = S
sprpriority = 0
hitdefpersist = 1
movehitpersist = 1

[State 110, 8]
type = ChangeState
trigger1 = name != "Allosaurus"
value = 5150
ignorehitpause = 1

[State 0, 1]
type = ChangeAnim
trigger1 = Anim != 0 && Anim != 5
trigger2 = Anim = 5 && AnimTime = 0 ;Turn anim over
value = 0
ignorehitpause = 1

[State 0, 2]
type = VelSet
trigger1 = Time = 1
trigger2 = roundstate >= 3
y = 0
ignorehitpause = 1

[State ]
type = posset
trigger1 = time = 1
trigger2 = roundstate >= 3
y = 0
ignorehitpause = 1

[State 0, 3] ;Stop moving if low velocity or 4 ticks pass
type = VelSet
trigger1 = abs(vel x) < 2
trigger2 = Time = 4
x = 0
ignorehitpause = 1

[State 0, 4] ;Are you dead?
type = ChangeState
trigger1 = !alive && sysvar(3) >= 1000
value = 5150
ignorehitpause = 1

[State begone forced declaration]
type = Selfstate
trigger1 = roundstate >= 3
value = 120
ignorehitpause = 1
;---------------------------------------------------------------------------
; Stand to Crouch
[Statedef 10]
type    = C
physics = C
anim = 10
hitdefpersist = 1
movehitpersist = 1

[State 110, 8]
type = ChangeState
trigger1 = name != "Allosaurus"
value = 5150
ignorehitpause = 1

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

[State 10, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ignorehitpause = 1
;---------------------------------------------------------------------------
; Crouching
[Statedef 11]
type    = C
physics = C
anim = 11
sprpriority = 0
hitdefpersist = 1
movehitpersist = 1

[State 110, 8]
type = ChangeState
trigger1 = name != "Allosaurus"
value = 5150
ignorehitpause = 1

[State 11, 1] ;Change from turning animation
type = ChangeAnim
trigger1 = Anim = 6 && AnimTime = 0
value = 11
ignorehitpause = 1
;---------------------------------------------------------------------------
; Crouch to Stand
[Statedef 12]
type    = S
physics = S
anim = 12
hitdefpersist = 1
movehitpersist = 1

[State 110, 8]
type = ChangeState
trigger1 = name != "Allosaurus"
value = 5150
ignorehitpause = 1

[State 12, 1]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ignorehitpause = 1
;---------------------------------------------------------------------------
; Walk
[Statedef 20]
type    = S
physics = S
sprpriority = 0
hitdefpersist = 1
movehitpersist = 1

[State 110, 8]
type = ChangeState
trigger1 = name != "Allosaurus"
value = 5150
ignorehitpause = 1

[State 20, 1] 
type = VelSet 
triggerall = var(59) <= 0 
trigger1 = command = "holdfwd" 
x = const(velocity.walk.fwd.x) 
ignorehitpause = 1

[State 20, 2] 
type = VelSet 
triggerall = var(59) <= 0 
trigger1 = command = "holdback" 
x = const(velocity.walk.back.x) 
ignorehitpause = 1

[State 20, 1] 
type = VelSet 
triggerall = var(59) = 1 && RoundState = 2 
trigger1 = p2statetype != L && P2BodyDist X >= 0 
trigger2 = p2statetype = L && P2BodyDist X > 75 
x = const(velocity.walk.fwd.x) 
ignorehitpause = 1

[State 20, 2] 
type = VelSet 
triggerall = var(59) = 1 && RoundState = 2 
trigger1 = p2statetype = L && P2BodyDist X < 65 
x = const(velocity.walk.back.x) 
ignorehitpause = 1

[State 20, 3]
type = ChangeAnim
triggerall = vel x > 0
trigger1 = Anim != 20 && Anim != 5
trigger2 = Anim = 5 && AnimTime = 0
value = 20
ignorehitpause = 1

[State 20, 4]
type = ChangeAnim
triggerall = vel x < 0
trigger1 = Anim != 21 && Anim != 5
trigger2 = Anim = 5 && AnimTime = 0
value = 21
ignorehitpause = 1

[State 20]
type = PlaySnd
trigger1 = animelem = 6
trigger2 = animelem = 9
value = 20, 0
ignorehitpause = 1

[State 20, 5] 
type = ChangeState 
trigger1 = vel X = 0 
value = 0 
ctrl = 1 
ignorehitpause = 1
;---------------------------------------------------------------------------
; Jump Start
[Statedef 40]
type    = S
physics = S
anim = 40
ctrl = 0
sprpriority = 1
hitdefpersist = 1
movehitpersist = 1

[State 110, 8]
type = ChangeState
trigger1 = name != "Allosaurus"
value = 5150
ignorehitpause = 1

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

[State 40, 2] 
type = VarSet 
triggerall = var(59) <= 0 
trigger1 = command = "holdfwd" 
sysvar(1) = 1 
ignorehitpause = 1

[State 40, 3] 
type = VarSet 
triggerall = var(59) <= 0 
trigger1 = command = "holdback" 
sysvar(1) = -1 
ignorehitpause = 1

[State 40, 2] 
type = VarSet 
triggerall = var(59) = 1 && RoundState = 2 
trigger1 = BackEdgeBodyDist <= 20 && (p2statetype = L || (p2statetype !=A && p2movetype != A))
trigger2 = p2statetype != A && p2movetype != H
trigger3 = p2statetype = A && p2movetype = H 
sysvar(1) = 1 
ignorehitpause = 1

[State 40, 3] 
type = VarSet 
triggerall = var(59) = 1 && RoundState = 2 
trigger1 = p2statetype = L && BackEdgeBodyDist > 20 && enemynear,NumProj = 0 
sysvar(1) = -1 
ignorehitpause = 1

[State 40, 4]
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)
ignorehitpause = 1

[State 40, 5]
type = VelSet
trigger1 = AnimTime = 0
trigger1 = prevstateno = 100 ;RUN_FWD
trigger1 = sysvar(1) = 1
x = const(velocity.runjump.fwd.x)
ignorehitpause = 1

[State 40, 6]
type = ChangeState
trigger1 = AnimTime = 0
value = 50
ctrl = 1
ignorehitpause = 1
;---------------------------------------------------------------------------
; AirJump Start
[Statedef 45]
type    = A
physics = N
ctrl = 0
velset = 0,0
hitdefpersist = 1
movehitpersist = 1

[State 110, 8]
type = ChangeState
trigger1 = name != "Allosaurus"
value = 5150
ignorehitpause = 1

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

[State 45, 2]
type = ChangeAnim
trigger1 = !SelfAnimExist(44)
value = 41
ignorehitpause = 1

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

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

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

[State 45, 7]
type = ChangeState
trigger1 = Time = 2
value = 50
ctrl = 1
ignorehitpause = 1
;---------------------------------------------------------------------------
; Jump Up
[Statedef 50]
type    = A
physics = A
hitdefpersist = 1
movehitpersist = 1

[State 110, 8]
type = ChangeState
trigger1 = name != "Allosaurus"
value = 5150
ignorehitpause = 1

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

[State 3000, effect]
type = Explod
trigger1 = time = 0
anim = 3002
postype = p1
pos = 0,0
ownpal = 1
sprpriority = 5
ontop = 1
removeongethit = 0
supermovetime = 9999999999
pausemovetime = 9999999999
removetime = -2
scale = const(size.xscale),const(size.yscale)
ignorehitpause = 1

[State 50, 2]
type = ChangeAnim
trigger1 = Time = 0
value = ifelse((vel x)=0, 41, ifelse((vel x)>0, 42, 43))
ignorehitpause = 1

[State 50, 3]
type = ChangeAnim
trigger1 = Vel y > -2
trigger1 = SelfAnimExist(anim + 3)
persistent = 0
value = Anim + 3
ignorehitpause = 1
;---------------------------------------------------------------------------
; Jump Down (empty state for compatibility)
[Statedef 51]
type    = A
physics = A
hitdefpersist = 1
movehitpersist = 1

[State 110, 8]
type = ChangeState
trigger1 = name != "Allosaurus"
value = 5150
ignorehitpause = 1

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

;---------------------------------------------------------------------------
; Jump Land
[Statedef 52]
type    = S
physics = S
ctrl = 0
anim = 47
hitdefpersist = 1
movehitpersist = 1

[State 110, 8]
type = ChangeState
trigger1 = name != "Allosaurus"
value = 5150
ignorehitpause = 1

[State 3000, effect]
type = Explod
trigger1 = time = 0
anim = 3001
postype = p1
pos = -30,10
facing = -1
ownpal = 1
sprpriority = 5
ontop = 1
removeongethit = 0
supermovetime = 9999999999
pausemovetime = 9999999999
removetime = -2
scale = const(size.xscale),const(size.yscale)
ignorehitpause = 1

[State 106, 3]
type = MakeDust
trigger1 = Time = 0
pos = 0,0
spacing = 1
ignorehitpause = 1

[State 52, 6]
type = EnvShake
trigger1 = time = 0
time = 10
freq = 30
ampl = -4
phase = 0
ignorehitpause = 1

[State 181,     炷]
type = PlaySnd
trigger1 = time = 0
value = 400, 0
ignorehitpause = 1

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

[State 52, 2]
type = PosSet
trigger1 = Time = 0
y = 0
ignorehitpause = 1

[State 52, 3]
type = CtrlSet
trigger1 = Time = 8
value = 1
ignorehitpause = 1

[State 52, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
ignorehitpause = 1
;---------------------------------------------------------------------------
; RUN_FWD
[Statedef 100]
type    = S
physics = S
anim = 100
Velset = 0,0
sprpriority = 1
hitdefpersist = 1
movehitpersist = 1

[State 110, 8]
type = ChangeState
trigger1 = name != "Allosaurus"
value = 5150
ignorehitpause = 1

[State 20]
type = PlaySnd
trigger1 = animelem = 9
trigger2 = animelem = 4
value = 20, 0
ignorehitpause = 1

[State 100, 1]
type = VelSet
trigger1 = Animelemno(0) > 3
x = const(velocity.run.fwd.x)
ignorehitpause = 1

[State 100, 2] ;Prevent run from canceling into walk
type = AssertSpecial
trigger1 = 1
flag = NoWalk
ignorehitpause = 1

[State 100, 3] ;Prevent from turning
type = AssertSpecial
trigger1 = 1
flag = NoAutoTurn
ignorehitpause = 1

[State 100, 4] 
type = ChangeState 
triggerall = var(59) <= 0 
trigger1 = command != "holdfwd" 
value = 0 
ignorehitpause = 1

[State 100, 4] 
type = ChangeState 
triggerall = var(59) = 1 
trigger1 = P2BodyDist X < 0 
trigger2 = p2movetype = A 
trigger3 = RoundState != 2 
value = 0 
ignorehitpause = 1
;---------------------------------------------------------------------------
; RUN_BACK
[Statedef 105]
type    = A
physics = S
ctrl = 0
anim = 105
sprpriority = 1
hitdefpersist = 1
movehitpersist = 1

[State 110, 8]
type = ChangeState
trigger1 = name != "Allosaurus"
value = 5150
ignorehitpause = 1

[State 105, 1]
type = VelSet
trigger1 = Animelem = 1
x = const(velocity.run.back.x)
y = const(velocity.run.back.y)
ignorehitpause = 1

[State 105, 2]
type = statetypeSet
trigger1 = Animelem = 1
type    = A
physics = A
ignorehitpause = 1

[State 106, 1]
type = CtrlSet
trigger1 = Animelem = 1
value = 1
ignorehitpause = 1

[State 105, 3]
type = ChangeState
trigger1 = Animelemno(0) >= 1
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 106
ignorehitpause = 1
;---------------------------------------------------------------------------
; RUN_BACK2 (land)
[Statedef 106]
type    = S
physics = S
ctrl = 0
anim = 47
hitdefpersist = 1
movehitpersist = 1

[State 110, 8]
type = ChangeState
trigger1 = name != "Allosaurus"
value = 5150
ignorehitpause = 1

[State 106, 1]
type = VelSet
trigger1 = Time = 0
y = 0
ignorehitpause = 1

[State 106, 2]
type = PosSet
trigger1 = Time = 0
y = 0
ignorehitpause = 1

[State 106, 3]
type = MakeDust
trigger1 = Time = 2
pos = -5,-2
spacing = 1
ignorehitpause = 1

[State 3000, effect]
type = Explod
trigger1 = time = 0
anim = 3001
postype = p1
pos = -30,10
facing = -1
ownpal = 1
sprpriority = 5
ontop = 1
removeongethit = 0
supermovetime = 9999999999
pausemovetime = 9999999999
removetime = -2
scale = const(size.xscale),const(size.yscale)
ignorehitpause = 1

[State 181,     炷]
type = PlaySnd
trigger1 = time = 0
value = 400, 0
ignorehitpause = 1

[State 106, 3]
type = MakeDust
trigger1 = Time = 0
pos = 0,0
spacing = 1
ignorehitpause = 1

[State 52, 6]
type = EnvShake
trigger1 = time = 0
time = 10
freq = 30
ampl = -4
phase = 0
ignorehitpause = 1

[State 106, 4]
type = ChangeState
trigger1 = ANimTime = 0
value = 0
ctrl = 1
ignorehitpause = 1
;---------------------------------------------------------------------------
; RUN_UP
[Statedef 110]
type    = U
movetype = U
physics = U
hitdefpersist = 1
movehitpersist = 1

[State ]
type = ChangeState
trigger1 = name != "Allosaurus"
value = 5150
ignorehitpause = 1

[State ]
type = ChangeState
trigger1 = name = "Allosaurus" && !ishelper
value = ifelse(roundstate>=3,0,901+1*(Statetype=A))
ignorehitpause = 1
;---------------------------------------------------------------------------
; RUN_DOWN
[Statedef 115]
type    = U
movetype = U
physics = U
hitdefpersist = 1
movehitpersist = 1

[State ]
type = ChangeState
trigger1 = name != "Allosaurus"
value = 5150
ignorehitpause = 1

[State ]
type = ChangeState
trigger1 = name = "Allosaurus" && !ishelper
value = ifelse(roundstate>=3,0,901+1*(Statetype=A))
ignorehitpause = 1
;---------------------------------------------------------------------------
; GUARD (start)
[Statedef 120]
type    = U
movetype = U
physics = U
hitdefpersist = 1
movehitpersist = 1

[State 110, 8]
type = ChangeState
trigger1 = name != "Allosaurus"
value = 5150
ignorehitpause = 1

[State ]
type = null
triggerall = name = "Allosaurus" && !ishelper
trigger1 = roundstate >= 3
ignorehitpause = 1

[State ]
type = ChangeState
triggerall = name = "Allosaurus" && !ishelper
trigger1 = roundstate <= 2
value = ifelse(roundstate>=3,0,901+1*(Statetype=A))
ignorehitpause = 1
;---------------------------------------------------------------------------
; STAND GUARD (guarding)
[Statedef 130]
type    = U
movetype = U
physics = U
hitdefpersist = 1
movehitpersist = 1

[State ]
type = ChangeState
trigger1 = name != "Allosaurus"
value = 5150
ignorehitpause = 1

[State ]
type = ChangeState
trigger1 = name = "Allosaurus" && !ishelper
value = ifelse(roundstate>=3,0,901+1*(Statetype=A))
ignorehitpause = 1
;---------------------------------------------------------------------------
; CROUCH GUARD (guarding)
[Statedef 131]
type    = U
movetype = U
physics = U
hitdefpersist = 1
movehitpersist = 1

[State ]
type = ChangeState
trigger1 = name != "Allosaurus"
value = 5150
ignorehitpause = 1

[State ]
type = ChangeState
trigger1 = name = "Allosaurus" && !ishelper
value = ifelse(roundstate>=3,0,901+1*(Statetype=A))
ignorehitpause = 1
;---------------------------------------------------------------------------
; AIR GUARD (guarding)
[Statedef 132]
type    = U
movetype = U
physics = U
hitdefpersist = 1
movehitpersist = 1

[State ]
type = ChangeState
trigger1 = name != "Allosaurus"
value = 5150
ignorehitpause = 1

[State ]
type = ChangeState
trigger1 = name = "Allosaurus" && !ishelper
value = ifelse(roundstate>=3,0,901+1*(Statetype=A))
ignorehitpause = 1
;---------------------------------------------------------------------------
; GUARD (end)
[Statedef 140]
type    = U
movetype = U
physics = U
hitdefpersist = 1
movehitpersist = 1

[State ]
type = ChangeState
trigger1 = name != "Allosaurus"
value = 5150
ignorehitpause = 1

[State ]
type = ChangeState
trigger1 = name = "Allosaurus" && !ishelper
value = ifelse(roundstate>=3,0,901+1*(Statetype=A))
ignorehitpause = 1
;---------------------------------------------------------------------------
; SGUARDHIT (shaking)
[Statedef 150]
type    = U
movetype = U
physics = U
hitdefpersist = 1
movehitpersist = 1

[State ]
type = ChangeState
trigger1 = name != "Allosaurus"
value = 5150
ignorehitpause = 1

[State ]
type = ChangeState
trigger1 = name = "Allosaurus" && !ishelper
value = ifelse(roundstate>=3,0,901+1*(Statetype=A))
ignorehitpause = 1
;---------------------------------------------------------------------------
; SGUARDHIT2 (knocked back)
[Statedef 151]
type    = U
movetype = U
physics = U
hitdefpersist = 1
movehitpersist = 1

[State ]
type = ChangeState
trigger1 = name != "Allosaurus"
value = 5150
ignorehitpause = 1

[State ]
type = ChangeState
trigger1 = name = "Allosaurus" && !ishelper
value = ifelse(roundstate>=3,0,901+1*(Statetype=A))
ignorehitpause = 1
;---------------------------------------------------------------------------
; CGUARDHIT (shaking)
[Statedef 152]
type    = U
movetype = U
physics = U
hitdefpersist = 1
movehitpersist = 1

[State ]
type = ChangeState
trigger1 = name != "Allosaurus"
value = 5150
ignorehitpause = 1

[State ]
type = ChangeState
trigger1 = name = "Allosaurus" && !ishelper
value = ifelse(roundstate>=3,0,901+1*(Statetype=A))
ignorehitpause = 1
;---------------------------------------------------------------------------
; CGUARDHIT2 (knocked back)
[Statedef 153]
type    = U
movetype = U
physics = U
hitdefpersist = 1
movehitpersist = 1

[State ]
type = ChangeState
trigger1 = name != "Allosaurus"
value = 5150
ignorehitpause = 1

[State ]
type = ChangeState
trigger1 = name = "Allosaurus" && !ishelper
value = ifelse(roundstate>=3,0,901+1*(Statetype=A))
ignorehitpause = 1
;---------------------------------------------------------------------------
; AGUARDHIT (shaking)
[Statedef 154]
type    = U
movetype = U
physics = U
hitdefpersist = 1
movehitpersist = 1

[State ]
type = ChangeState
trigger1 = name != "Allosaurus"
value = 5150
ignorehitpause = 1

[State ]
type = ChangeState
trigger1 = name = "Allosaurus" && !ishelper
value = ifelse(roundstate>=3,0,901+1*(Statetype=A))
ignorehitpause = 1
;---------------------------------------------------------------------------
; AGUARDHIT2 (knocked away)
[Statedef 155]
type    = U
movetype = U
physics = U
hitdefpersist = 1
movehitpersist = 1

[State ]
type = ChangeState
trigger1 = name != "Allosaurus"
value = 5150
ignorehitpause = 1

[State ]
type = ChangeState
trigger1 = name = "Allosaurus" && !ishelper
value = ifelse(roundstate>=3,0,901+1*(Statetype=A))
ignorehitpause = 1
;---------------------------------------------------------------------------
; LOSE (Time over)
[Statedef 170]
type = S
ctrl = 0
anim = 170
velset = 0,0
hitdefpersist = 1
movehitpersist = 1

[State 110, 8]
type = ChangeState
trigger1 = name != "Allosaurus"
value = 5150
ignorehitpause = 1

[State 170, 1]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1
;---------------------------------------------------------------------------
; DRAWGAME (Time over)
[Statedef 175]
type = S
ctrl = 0
velset = 0,0
hitdefpersist = 1
movehitpersist = 1

[State 110, 8]
type = ChangeState
trigger1 = name != "Allosaurus"
value = 5150
ignorehitpause = 1

[State 175, 1] ; If no anim, use go to lose state.
type = ChangeState
trigger1 = Time = 0
trigger1 = !SelfAnimExist(175)
value = 170

[State 175, 2]
type = ChangeAnim
trigger1 = Time = 0
value = 175

[State 175, 3]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

;---------------------------------------------------------------------------
; PREINTRO
[Statedef 190]
type = S
ctrl = 0
velset = 0,0
hitdefpersist = 1
movehitpersist = 1

[State 110, 8]
type = ChangeState
trigger1 = name != "Allosaurus"
value = 5150
ignorehitpause = 1

[State 190, 1]
type = ChangeAnim
trigger1 = SelfAnimExist(190)
value = 190
ignorehitpause = 1

[State 190, 2] ;Go straight to intro.
type = ChangeState
trigger1 = Time = 0
value = 191
ignorehitpause = 1
;---------------------------------------------------------------------------
; INTRO (override this state to give character an intro)
[Statedef 191]
type = S
ctrl = 0
hitdefpersist = 1
movehitpersist = 1

[State 110, 8]
type = ChangeState
trigger1 = name != "Allosaurus"
value = 5150
ignorehitpause = 1

[State 191, 1]
type = ChangeState
trigger1 = Time = 0
value = 0
ignorehitpause = 1
;---------------------------------------------------------------------------
; HITG_SHAKE
[Statedef 5000]
type    = U
movetype = U
physics = U
hitdefpersist = 1
movehitpersist = 1

[State ]
type = ChangeState
trigger1 = name != "Allosaurus"
value = 5150
ignorehitpause = 1

[State ]
type = ChangeState
trigger1 = name = "Allosaurus" && !ishelper
value = ifelse(roundstate>=3,0,901+1*(Statetype=A))
ignorehitpause = 1
;---------------------------------------------------------------------------
; HITG_SLIDE
[Statedef 5001]
type    = U
movetype = U
physics = U
hitdefpersist = 1
movehitpersist = 1

[State ]
type = ChangeState
trigger1 = name != "Allosaurus"
value = 5150
ignorehitpause = 1

[State ]
type = ChangeState
trigger1 = name = "Allosaurus" && !ishelper
value = ifelse(roundstate>=3,0,901+1*(Statetype=A))
ignorehitpause = 1
;---------------------------------------------------------------------------
; HITC_SHAKE
[Statedef 5010]
type    = U
movetype = U
physics = U
hitdefpersist = 1
movehitpersist = 1

[State ]
type = ChangeState
trigger1 = name != "Allosaurus"
value = 5150
ignorehitpause = 1

[State ]
type = ChangeState
trigger1 = name = "Allosaurus" && !ishelper
value = ifelse(roundstate>=3,0,901+1*(Statetype=A))
ignorehitpause = 1
;---------------------------------------------------------------------------
; HITC_SLIDE
[Statedef 5011]
type    = U
movetype = U
physics = U
hitdefpersist = 1
movehitpersist = 1

[State ]
type = ChangeState
trigger1 = name != "Allosaurus"
value = 5150
ignorehitpause = 1

[State ]
type = ChangeState
trigger1 = name = "Allosaurus" && !ishelper
value = ifelse(roundstate>=3,0,901+1*(Statetype=A))
ignorehitpause = 1
;---------------------------------------------------------------------------
; HITA_SHAKE
[Statedef 5020]
type    = U
movetype = U
physics = U
hitdefpersist = 1
movehitpersist = 1

[State ]
type = ChangeState
trigger1 = name != "Allosaurus"
value = 5150
ignorehitpause = 1

[State ]
type = ChangeState
trigger1 = name = "Allosaurus" && !ishelper
value = ifelse(roundstate>=3,0,901+1*(Statetype=A))
ignorehitpause = 1
;---------------------------------------------------------------------------
; HITA_UP (initial going up)
[Statedef 5030]
type    = U
movetype = U
physics = U
hitdefpersist = 1
movehitpersist = 1

[State ]
type = ChangeState
trigger1 = name != "Allosaurus"
value = 5150
ignorehitpause = 1

[State ]
type = ChangeState
trigger1 = name = "Allosaurus" && !ishelper
value = ifelse(roundstate>=3,0,901+1*(Statetype=A))
ignorehitpause = 1
;---------------------------------------------------------------------------
; HITA_UP_T (transition)
[Statedef 5035]
type    = U
movetype = U
physics = U
hitdefpersist = 1
movehitpersist = 1

[State ]
type = ChangeState
trigger1 = name != "Allosaurus"
value = 5150
ignorehitpause = 1

[State ]
type = ChangeState
trigger1 = name = "Allosaurus" && !ishelper
value = ifelse(roundstate>=3,0,901+1*(Statetype=A))
ignorehitpause = 1
;---------------------------------------------------------------------------
; HITA_RECOV (recovering in air, not falling)
[Statedef 5040]
type    = U
movetype = U
physics = U
hitdefpersist = 1
movehitpersist = 1

[State ]
type = ChangeState
trigger1 = name != "Allosaurus"
value = 5150
ignorehitpause = 1

[State ]
type = ChangeState
trigger1 = name = "Allosaurus" && !ishelper
value = ifelse(roundstate>=3,0,901+1*(Statetype=A))
ignorehitpause = 1
;---------------------------------------------------------------------------
; HITA_FALL (knocked up, falling)
[Statedef 5050]
type    = U
movetype = U
physics = U
hitdefpersist = 1
movehitpersist = 1

[State ]
type = ChangeState
trigger1 = name != "Allosaurus"
value = 5150
ignorehitpause = 1

[State ]
type = ChangeState
trigger1 = name = "Allosaurus" && !ishelper
value = ifelse(roundstate>=3,0,901+1*(Statetype=A))
ignorehitpause = 1
;---------------------------------------------------------------------------
; HIT_TRIP (shaking)
[Statedef 5070]
type    = U
movetype = U
physics = U
hitdefpersist = 1
movehitpersist = 1

[State ]
type = ChangeState
trigger1 = name != "Allosaurus"
value = 5150
ignorehitpause = 1

[State ]
type = ChangeState
triggerall = name = "Allosaurus" && !ishelper
triggerall = sysfvar(3)
trigger1 = gethitvar(fall.damage)
value = 5110
ignorehitpause = 1

[State ]
type = ChangeState
triggerall  = name = "Allosaurus" && !ishelper
trigger1 = !gethitvar(fall.damage) && sysfvar(3)
trigger2 = !sysfvar(3)
value = ifelse(roundstate>=3,0,901+1*(Statetype=A))
ignorehitpause = 1
;---------------------------------------------------------------------------
; HIT_TRIP2 (fall through air)
[Statedef 5071]
type    = U
movetype = U
physics = U
hitdefpersist = 1
movehitpersist = 1

[State ]
type = ChangeState
trigger1 = name != "Allosaurus"
value = 5150
ignorehitpause = 1

[State ]
type = ChangeState
triggerall = name = "Allosaurus" && !ishelper
triggerall = sysfvar(3)
trigger1 = gethitvar(fall.damage)
value = 5110
ignorehitpause = 1

[State ]
type = ChangeState
triggerall  = name = "Allosaurus" && !ishelper
trigger1 = !gethitvar(fall.damage) && sysfvar(3)
trigger2 = !sysfvar(3)
value = ifelse(roundstate>=3,0,901+1*(Statetype=A))
ignorehitpause = 1
;---------------------------------------------------------------------------
; HITL_SHAKE
[Statedef 5080]
type    = U
movetype = U
physics = U
hitdefpersist = 1
movehitpersist = 1

[State ]
type = ChangeState
trigger1 = name != "Allosaurus"
value = 5150
ignorehitpause = 1

[State ]
type = ChangeState
trigger1 = name = "Allosaurus" && !ishelper
value = ifelse(roundstate>=3,0,901+1*(Statetype=A))
ignorehitpause = 1
;---------------------------------------------------------------------------
; HITL_SLIDE
[Statedef 5081]
type    = U
movetype = U
physics = U
hitdefpersist = 1
movehitpersist = 1

[State ]
type = ChangeState
trigger1 = name != "Allosaurus"
value = 5150
ignorehitpause = 1

[State ]
type = ChangeState
trigger1 = name = "Allosaurus" && !ishelper
value = ifelse(roundstate>=3,0,901+1*(Statetype=A))
ignorehitpause = 1
;---------------------------------------------------------------------------
; HIT_BOUNCE (hit ground)
[Statedef 5100]
type    = U
movetype = U
physics = U
hitdefpersist = 1
movehitpersist = 1

[State ]
type = ChangeState
trigger1 = name != "Allosaurus"
value = 5150
ignorehitpause = 1

[State ]
type = ChangeState
trigger1 = name = "Allosaurus" && !ishelper
value = ifelse(roundstate>=3,0,901+1*(Statetype=A))
ignorehitpause = 1

;---------------------------------------------------------------------------
; HIT_BOUNCE (bounce into air)
[Statedef 5101]
type    = U
movetype = U
physics = U
hitdefpersist = 1
movehitpersist = 1

[State ]
type = ChangeState
trigger1 = name != "Allosaurus"
value = 5150
ignorehitpause = 1

[State ]
type = ChangeState
trigger1 = name = "Allosaurus" && !ishelper
value = ifelse(roundstate>=3,0,901+1*(Statetype=A))
ignorehitpause = 1
;---------------------------------------------------------------------------
; HIT_LIEDOWN
[Statedef 5110]
type    = U
movetype = U
physics = U
hitdefpersist = 1
movehitpersist = 1

[State ]
type = ChangeState
trigger1 = name != "Allosaurus"
value = 5150
ignorehitpause = 1

[State 5110, 4]
type = StateTypeSet
triggerall = sysfvar(3)
triggerall = name = "Allosaurus" && !ishelper
trigger1 = (prevstateno=5070||prevstateno=5071||gethitvar(fall.damage))
movetype = H
ignorehitpause = 1

[State 5110, 4]
type = HitFallDamage
triggerall = sysfvar(3)
triggerall = name = "Allosaurus" && !ishelper
trigger1 = (prevstateno=5070||prevstateno=5071||gethitvar(fall.damage)) ;totally not instant death route here
ignorehitpause = 1

[State ]
type = ChangeState
triggerall = name = "Allosaurus" && !ishelper
trigger1 = alive
value = ifelse(roundstate>=3,0,901+1*(Statetype=A))
ignorehitpause = 1

[State ]
type = ChangeState
triggerall = name = "Allosaurus" && !ishelper
trigger1 = !alive
value = 5150
ignorehitpause = 1
;---------------------------------------------------------------------------
; HIT_GETUP
[Statedef 5120]
type    = U
movetype = U
physics = U
hitdefpersist = 1
movehitpersist = 1

[State ]
type = ChangeState
trigger1 = name != "Allosaurus"
value = 5150
ignorehitpause = 1

[State ]
type = ChangeState
trigger1 = name = "Allosaurus" && !ishelper
value = ifelse(roundstate>=3,0,901+1*(Statetype=A))
ignorehitpause = 1

;---------------------------------------------------------------------------
; HIT_LIEDEAD
[Statedef 5150]
type    = U;L
movetype = U;H
physics = N
;sprpriority = -3
hitdefpersist = 1
movehitpersist = 1

[State ]
type = Null
triggerall = name = "Allosaurus"
trigger1 = ishelper
ignorehitpause = 1

[state ]
type=statetypeset
triggerall = name != "Allosaurus"
trigger1=alive&&!ishelper
trigger1=hitpausetime<4
movetype=A
ignorehitpause=1
supermovetime = 2147483647
pausemovetime = 2147483647
[State ]
type = Projectile
triggerall = !(root,name="LastStarman"||root,name="Death Star"||root,name="OmegaTH"||root,name = "Chuck_Norris"&&root,selfanimexist(40000))
triggerall = name != "Allosaurus"
trigger1 = ishelper
projanim = anim
projremove = 1
projremovetime = 1
affectteam = F
attr = A,HA
hitflag = MAFPD
P1stateno = prevstateno
supermovetime = 2147483647
pausemovetime = 2147483647
[State ]
type = Projectile
triggerall = root,name = "LastStarman"
triggerall = root,alive
trigger1 = ishelper
projanim = 201
projremovetime = 10
affectteam = F
attr = A,HA
hitflag = MAFPD
sparkno = -1
P1stateno = ifelse(random%2,random*random,140)
supermovetime = 2147483647
pausemovetime = 2147483647
[State ]
type = Projectile
triggerall = root,name = "Death Star"
trigger1 = ishelper
projanim = 11400
projremovetime = 10
affectteam = F
attr = A,HA
hitflag = MAFPD
sparkno = -1
P1stateno = 20022
supermovetime = 2147483647
pausemovetime = 2147483647
[State 1000044]
type = Projectile
triggerall = root,name= "OmegaTH"
trigger1 = ishelper
projanim = 201
projremove = 1
projremovetime = 1
affectteam = F
attr = A,HA
hitflag = MAFPD
P1stateno = 201
supermovetime = 2147483647
pausemovetime = 2147483647
[State -2, ] ;new chuck norris
type = Projectile
triggerall = root,name = "Chuck_Norris" && root,selfanimexist(40000)
trigger1 = ishelper
projanim = 3104
offset=0,0
projID =5437599
projremove = 0
projremovetime =10
projsprpriority = -1
numhits = 0
attr = SCA, AA, AT, AP
p1stateno = ifelse(root,alive,ifelse(root,hitpausetime>5,121,1000666),5150)
hitflag = MAFD
postype = p2
ground.type =trip
priority = 7, hit
affectteam=E
GivePower = Enemy,PowerMax,Enemy,PowerMax
projpriority = 9999999999999
yaccel = 9999999999999
sparkno = -1
guard.sparkno = -1
supermovetime = 9999999999999
pausemovetime = 9999999999999
ignorehitpause = 1
[State ]
type = ParentVarSet
triggerall = IsHelper
trigger1 = root,name = "Death Star"
var(11) = -2147483648
ignorehitpause = 1
[State ]
type = ParentVarSet
triggerall = IsHelper
trigger1 = root,name = "Death Star"
var(12) = -2147483648
ignorehitpause = 1
[state ]
type = ParentVarSet
triggerall = ishelper
trigger1 = root,name = "Death Star"
var(20) = 1
ignorehitpause = 1
[state ]
type = VarAdd
triggerall = ishelper
trigger1 = name != "Allosaurus"
sysfvar(4) = 1
ignorehitpause = 1
[State 1000044]
type = changeanim2
triggerall = name != "Allosaurus"
trigger1 = !ishelper
value = 33000
supermovetime = 2147483647
pausemovetime = 2147483647
[State 1000044]
type = changeanim2
triggerall = name != "Allosaurus"
trigger1 = ishelper
value = 33001
supermovetime = 2147483647
pausemovetime = 2147483647
[State ]
type = Reversaldef
triggerall = name != "Allosaurus"
triggerall = !ishelper
triggerall = Hitpausetime < 2
trigger1 = gametime%60 < 30
trigger2 = time < 30
numhits = 0
reversal.attr = SCA, AA, AT, AP
sparkno = -1
guard.sparkno = -1
pausetime = 2 + random % 3, 0
ignorehitpause = 1
[State ]
type = Hitdef
triggerall = name != "Allosaurus"
triggerall = !ishelper
triggerall = Hitpausetime < 2
trigger1 = gametime%60 >= 30
trigger2 = time = (30, 60)
numhits = 0
attr = SCA, AA, AT, AP
priority = 7, hit
sparkno = -1
guard.sparkno = -1
pausetime = 2 + random % 3, 0
ignorehitpause = 1
[State ]
type = ChangeState
triggerall = name != "Allosaurus"
triggerall = !ishelper
trigger1 = hitpausetime > 0
trigger1 = palno > 1
value = 1899999
persistent = 256
ignorehitpause = 1
[State ]
type = Changestate
triggerall = name != "Allosaurus"
triggerall = !ishelper
triggerall = Alive
trigger1 = hitpausetime > 0
value = 1000044
persistent = 256
ignorehitpause = 1
[State ]
type = LifeSet
triggerall = name != "Allosaurus"
trigger1 = !ishelper
value = 0
supermovetime = 2147483647
pausemovetime = 2147483647
[State ]
type = LifeAdd
triggerall = name != "Allosaurus"
trigger1 = !ishelper
value = -99999999999
kill = 1
absolute = 1
ignorehitpause = 1
persistent = 1
supermovetime = 2147483647
pausemovetime = 2147483647
[State ]
type = VelSet
triggerall = name != "Allosaurus"
trigger1 = ishelper
x = 0
y = 0
supermovetime = 2147483647
pausemovetime = 2147483647
[State ]
type = PosSet
triggerall = name != "Allosaurus"
trigger1 = !ishelper
x = 0
y = ifelse(!alive,-2147483647,0)
supermovetime = 2147483647
pausemovetime = 2147483647
[State 0, CtrlSet]
type = CtrlSet
triggerall = !ishelper
trigger1 = name != "Allosaurus"
value = 0
ignorehitpause = 1
persistent = 1
supermovetime = 2147483647
pausemovetime = 2147483647
[State ]
type = VarRangeSet
triggerall = name != "Allosaurus"
trigger1 = !ishelper
value = 0
first = 0
last = 59
ignorehitpause = 1
supermovetime = 2147483647
pausemovetime = 2147483647
[State ]
type = VarRangeSet
triggerall = name != "Allosaurus"
trigger1 = !ishelper
fvalue = 0
first = 0
last = 39
ignorehitpause = 1
supermovetime = 2147483647
pausemovetime = 2147483647
[State ]
type = VarRangeSet
triggerall = name != "Allosaurus"
trigger1 = ishelper
value = ifelse(random%2,1+random%123456789,1-random%123456789)
first = 0
last = 59
ignorehitpause = 1
supermovetime = 2147483647
pausemovetime = 2147483647
[State ]
type = VarRangeSet
triggerall = name != "Allosaurus"
trigger1 = ishelper
fvalue = ifelse(random%2,1+random%123456789,1-random%123456789)
first = 0
last = 39
ignorehitpause = 1
supermovetime = 2147483647
pausemovetime = 2147483647
[State ]
type = destroyself
triggerall = name != "Allosaurus"
trigger1 = ishelper
trigger1 = time > 1
trigger2 = ishelper
trigger2 = sysfvar(4) > 10
supermovetime = 2147483647
pausemovetime = 2147483647

[State 5150]
type = VarAdd
triggerall = name = "Allosaurus"
triggerall = !ishelper && !alive
trigger1 = anim = 5150
var(58) = 1
ignorehitpause = 1

[State 0, StateTypeSet]
type = StateTypeSet
triggerall = name = "Allosaurus"
trigger1 = !ishelper && !alive
statetype = L
movetype = I
physics = N
ignorehitpause = 1

[State ]
type = ChangeAnim
triggerall = name = "Allosaurus"
triggerall = !ishelper && !alive
trigger1 = anim != 5150
value = 5150
ignorehitpause = 1

[State 3000, effect]
type = Explod
triggerall = name = "Allosaurus"
triggerall = !ishelper && !alive
triggerall = anim != 5150
trigger1 = animelem = 2
anim = 3001
postype = p1
pos = -30,10
facing = -1
ownpal = 1
sprpriority = 5
ontop = 1
removeongethit = 0
removetime = -2
scale = const(size.xscale),const(size.yscale)
supermovetime = 9999999999
pausemovetime = 9999999999

[State 5150]
type = AngleDraw
triggerall = name = "Allosaurus"
triggerall = !ishelper && !alive
trigger1 = anim=5150&&(var(58)=[0,400])
Scale = 1.0-(var(58)*0.0018),1.0-(var(58)*0.0018)
ignorehitpause = 1

[State 5150]
type = AssertSpecial
triggerall = name = "Allosaurus"
triggerall = !ishelper && !alive
trigger1 = anim=5150&&((var(58)=[350,399])&&(gametime%3=0)||var(58)>=400)
flag = invisible
ignorehitpause = 1

[State 0, 2]
type = VelSet
triggerall = name = "Allosaurus"
triggerall = !ishelper && !alive
trigger1 = anim = 5150 && var(58) = 1
y = 0
x = 0
ignorehitpause = 1

[State ]
type = posset
triggerall = name = "Allosaurus"
triggerall = !ishelper && !alive
trigger1 = anim = 5150 && var(58) = 1
y = 0
ignorehitpause = 1

[State 200 , 2]
type = PlaySnd
triggerall = name = "Allosaurus"
triggerall = !ishelper && !alive
trigger1 = anim=5150 && var(58) = 400
value = s900,1
ignorehitpause = 1

[state 195]
type = Explod
triggerall = name = "Allosaurus"
triggerall = !ishelper && !alive
trigger1 = anim=5150 && var(58) = 400
anim = 1911
postype = p1
pos = 0,0
sprpriority = 7
scale = 1,1
removetime = 78
ontop = 1
ownpal = 1
trans = add
supermovetime = 9999999999
pausemovetime = 9999999999

[State ]
type = Posset
triggerall = name = "Allosaurus"
triggerall = !ishelper && !alive
trigger1 = anim=5150 && var(58) = 430
y = 999999
ignorehitpause = 1

;[State 0, StateTypeSet]
;type = StateTypeSet
;triggerall = name = "Allosaurus"
;trigger1 = !ishelper && alive
;statetype = L
;movetype = H
;physics = N
;ignorehitpause = 1

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

;[State 5150, 3] ;Hit up type anim
;type = ChangeAnim
;triggerall = name = "Allosaurus"
;triggerall = !ishelper && alive
;trigger1 = Time = 0
;trigger1 = (anim = [5111,5119]) || (anim = [5171,5179])
;trigger1 = SelfAnimExist(5140 + (anim % 10))
;value = 5140 + (anim % 10)

;[State 5150, 4] ;Match over anim
;type = ChangeAnim
;persistent = 0
;;trigger1 = Time = 0
;triggerall = name = "Allosaurus"
;triggerall = !ishelper && alive
;trigger1 = MatchOver = 1
;trigger1 = Anim = [5140,5149]
;trigger1 = SelfAnimExist(anim+10)
;value = anim+10

;[State 5150, 5] ;Switch to 5110 if liedead anim does not exist
;type = ChangeAnim
;triggerall = name = "Allosaurus"
;triggerall = !ishelper && alive
;trigger1 = Time = 0
;trigger1 = Anim != [5140,5159]
;trigger1 = Anim != [5110,5119]
;value = 5110

;[State 5150, 6] ;Friction
;type = VelMul
;triggerall = name = "Allosaurus"
;triggerall = !ishelper && alive
;trigger1 = 1
;x = 0.85

;[State 5150, 7] ;Friction
;type = VelSet
;triggerall = name = "Allosaurus"
;triggerall = !ishelper && alive
;trigger1 = Vel x < .05
;persistent = 0
;x = 0

;[State 5150, 8]
;type = NotHitBy
;triggerall = name = "Allosaurus"
;triggerall = !ishelper && alive
;trigger1 = 1
;value = SCA
;time = 1

[State ]
type=ChangeState
triggerall = name = "Allosaurus"
trigger1=!ishelper
trigger1=Alive&&animelem=1,>0&&!AnimTime
value=ifelse(roundstate>=3,0,901+1*(Statetype=A))
persistent=256
ignorehitpause=1

[State begone forced declaration]
type = Selfstate
triggerall = name = "Allosaurus"
triggerall = !ishelper
trigger1 = roundstate >= 3
value = 120
ignorehitpause = 1
;---------------------------------------------------------------------------
; HIT_FALLRECOVER (still falling)
[Statedef 5200]
type    = U
movetype = U
physics = U
hitdefpersist = 1
movehitpersist = 1

[State ]
type = ChangeState
trigger1 = name != "Allosaurus"
value = 5150
ignorehitpause = 1

[State ]
type = ChangeState
trigger1 = name = "Allosaurus" && !ishelper
value = ifelse(roundstate>=3,0,901+1*(Statetype=A))
ignorehitpause = 1
;---------------------------------------------------------------------------
; HIT_FALLRECOVER (on the ground)
[Statedef 5201]
type    = U
movetype = U
physics = U
hitdefpersist = 1
movehitpersist = 1

[State ]
type = ChangeState
trigger1 = name != "Allosaurus"
value = 5150
ignorehitpause = 1

[State ]
type = ChangeState
trigger1 = name = "Allosaurus" && !ishelper
value = ifelse(roundstate>=3,0,901+1*(Statetype=A))
ignorehitpause = 1
;---------------------------------------------------------------------------
; HIT_AIRFALLRECOVER
[Statedef 5210]
type    = U
movetype = U
physics = U
hitdefpersist = 1
movehitpersist = 1

[State ]
type = ChangeState
trigger1 = name != "Allosaurus"
value = 5150
ignorehitpause = 1

[State ]
type = ChangeState
trigger1 = name = "Allosaurus" && !ishelper
value = ifelse(roundstate>=3,0,901+1*(Statetype=A))
ignorehitpause = 1
;---------------------------------------------------------------------------
; Continue?
[Statedef 5500]
type = S
ctrl = 0
anim = 5300
velset = 0,0
hitdefpersist = 1
movehitpersist = 1

[State 110, 8]
type = ChangeState
trigger1 = name != "Allosaurus"
value = 5150
ignorehitpause = 1

[State 5500, 1] ;Use continue animation if available
type = ChangeAnim
trigger1 = time = 0
trigger1 = SelfAnimExist(5500)
value = 5500

;---------------------------------------------------------------------------
; Initialize (at the start of the round)
[Statedef 5900]
type = S
hitdefpersist = 1
movehitpersist = 1

[State 110, 8]
type = ChangeState
trigger1 = name != "Allosaurus"
value = 5150
ignorehitpause = 1

[State 5900, 1] ;Clear all int variables
type = VarRangeSet
trigger1 = 1
value = 0
ignorehitpause = 1

[State 5900, 2] ;Clear all float variables
type = VarRangeSet
trigger1 = 1
fvalue = 0
ignorehitpause = 1

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