; 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 =(var(13) := 0)

[State Invisible]
type = AssertSpecial
trigger1 = movetype != H
trigger1 = var(9) > 0
flag = Invisible

[State 0, Turn]
type = ChangeAnim
triggerall = time = 0
trigger1 = p2dist x < 0
trigger2 = anim = 48
trigger2 = prevstateno = 52
value = 5

[State 0, Turn]
type = Turn
triggerall = time = 0
trigger1 = p2dist x < 0

[State 0, 2]
type = ChangeAnim
triggerall = anim = [5005, 5017]
trigger1 = anim = [5005, 5006]
trigger1 = animelemno(0) = 3
trigger2 = anim = 5007
trigger2 = animelemno(0) = 6
trigger3 = anim = [5015, 5016]
trigger3 = animelemno(0) = 2
trigger4 = anim = 5017
trigger4 = animelemno(0) = 4
value = anim + 600

[State 0, 1]
type = ChangeAnim
trigger1 = Anim != 0 && Anim != 5 && anim != [5605, 5617]
trigger1 = anim != [5005, 5007]
trigger1 = anim != [5015, 5017]
trigger2 = Anim != 0 && AnimTime = 0 ;Turn anim over
value = 0

[State 0, 2]
type = VelSet
trigger1 = Time = 0
y = 0

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

[State 0, 4] ;Are you dead?
type = ChangeState
trigger1 = !alive
value = 5050

[State Shield Layer]
type = Null
trigger1 = anim = [5615, 5616]
trigger1 = animelemno(0) = [1,2]
trigger1 = var(12) := 1

[State Shield Layer]
type = Null
trigger1 = anim = 5
trigger1 = animelemno(0) = [2,3]
trigger1 = var(12) := 2

;---------------------------------------------------------------------------
; Stand to Crouch
[Statedef 10]
type    = U;C
physics = C
sprpriority =(var(13) := 0)

[State 10, 2]
type = ChangeState
trigger1 = time = 0
trigger1 = statetype = C
value = 11

[State 10, StateTypeSet]
type = StateTypeSet
trigger1 = time = 0
statetype = C

[State 10, 1]
type = ChangeAnim
trigger1 = anim != 10 && anim != 12
value = 10

[State 10, 1]
type = ChangeAnim
trigger1 = anim != 10
trigger1 = animelemno(0) != animelemno(1) || animtime = 0
value = 10
elem = ifelse(animelemno(0) < 5 && animtime, 6 - animelemno(0), 1)

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

[State 10, 2]
type = ChangeAnim
trigger1 = animelemno(0) > 4
trigger1 = p2dist x < 0
value = 6

[State 10, 2]
type = ChangeState
trigger1 = AnimTime = 0
trigger2 = anim != 10 && anim != 12
value = 11

[State Shield Layer]
type = VarSet
trigger1 = anim = 10 && animelemno(0) != 1
trigger2 = anim = 12 && animelemno(0) < 4
var(12) = 1

;---------------------------------------------------------------------------
; Crouching
[Statedef 11]
type    = C
physics = C
sprpriority =(var(13) := 0)

[State Invisible]
type = AssertSpecial
trigger1 = movetype != H
trigger1 = var(9) > 0
flag = Invisible

[State 11, 2]
type = ChangeAnim
trigger1 = anim = [5025, 5027]
trigger1 = animelemno(0) = 3
value = anim + 600

[State 11, 1]
type = ChangeAnim
trigger1 = Anim != 11 && Anim != 6 && anim != [5625, 5627]
trigger1 = anim != [5025, 5027]
trigger2 = Anim != 11 && AnimTime = 0 ;Turn anim over
value = 11

[State Shield Layer]
type = Null
trigger1 = anim = 6 || anim = 11 || anim = [5625, 5627]
trigger1 = var(12) := 1

[State Shield Layer]
type = Null
trigger1 = anim = 6 && animelemno(0) = [2, 3]
trigger1 = var(12) := 2


;---------------------------------------------------------------------------
; Crouch to Stand
[Statedef 12]
type    = S
physics = S
sprpriority =(var(13) := 0)

[State 10, 1]
type = ChangeAnim
trigger1 = anim != 10 && anim != 12
value = 12

[State 10, 1]
type = ChangeAnim
trigger1 = anim != 12
trigger1 = animelemno(0) != animelemno(1) || animtime = 0
value = 12
elem = ifelse(animelemno(0) < 6 && animtime, 6 - animelemno(0), 1)

;[State 12, 1]
;type = ChangeAnim
;trigger1 = anim != 12
;value = 12
;elem = ifelse(anim = 10 && animelemno(0) < 5 && (animelemno(0) != 1 || animelemno(-1) = 1), 5 - animelemno(0), 1)

[State 12, 1]
type = ChangeState
triggerall = anim = 12
trigger1 = AnimTime = 0
trigger2 = animelemno(0) > 4
trigger2 = p2dist x < 0
value = 0

[State Shield Layer]
type = VarSet
trigger1 = anim = 10 && animelemno(0) != 1
trigger2 = anim = 12 && animelemno(0) < 4
var(12) = 1

;---------------------------------------------------------------------------
; Walk
[Statedef 20]
type    = S
physics = S
sprpriority =(var(13) := 0)

[State 20, 1]
type = VelSet
trigger1 = command = "holdfwd"
trigger2 = anim = 20
trigger2 = var(59) > 0
x = const(velocity.walk.fwd.x)

[State 20, 2]
type = VelSet
trigger1 = command = "holdback"
trigger2 = anim = 21
trigger2 = var(59) > 0
x = const(velocity.walk.back.x)

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

[State 20, 4]
type = ChangeAnim
triggerall = vel x < 0
trigger1 = Anim != 21 && Anim != 5
trigger2 = Anim = 5 && animelemno(0) > 1
value = 21

[State Weapon Layer]
type = VarSet
triggerall = anim = 20
trigger1 = animelemno(0) = [3,5]
trigger2 = animelemno(0) = 16
var(11) = 0

[State Shield Layer]
type = Null
trigger1 = animelemno(0) = [9, 12]
trigger1 = anim = 21 || animelemno(0) = [10, 11]
trigger1 = var(12) := 1

;---------------------------------------------------------------------------
; Jump Start
[Statedef 40]
type    = S
physics = S
ctrl = 0
sprpriority =(var(13) := 1)*0 + 1

[State 40, 6]
type = ChangeState
trigger1 = var(59) > 0
trigger1 = p2statetype = L || p2statetype = A
trigger1 = p2movetype = H
trigger1 = prevstateno = [0, 20]
value = prevstateno
ctrl = 1

[State 40, ChangeAnim]
type = ChangeAnim
trigger1 = anim != 40
trigger1 = anim != 10
trigger1 = anim != 12
value = 40

[State 40, ChangeAnim]
type = ChangeAnim
triggerall = anim != 40
triggerall = anim = 10
triggerall = animelemno(0) < 4
trigger1 = animelemno(-1) != animelemno(0)
value = 40
elem = animelemno(0)

[State 40, ChangeAnim]
type = ChangeAnim
triggerall = anim != 40
triggerall = anim = 12
trigger1 = animelem = 4
trigger2 = animelemno(0) != 4
value = 40
elem = ifelse(animelemno(0) < 5, 3, ifelse(animelemno(-1) < 5, 2, 1))

[State 40, 1]
type = Turn
trigger1 = Time = 0
trigger1 = p2dist x < 0

[State 40, 3]
type = VarSet
trigger1 = Time = 0
sysvar(1) = 0

[State 40, 4]
type = VarSet
trigger1 = command = "holdfwd"
trigger2 = var(59) > 0
trigger2 = random < p2bodydist x*2
sysvar(1) = ifelse((sysvar(1) = [-1, 1]), 1, 4)

[State 40, 5]
type = VarSet
trigger1 = command = "holdback"
sysvar(1) = ifelse((sysvar(1) = [-1, 1]), -1, 2)

[State 40, 1]
type = VarAdd
trigger1 = Time = 0
trigger1 = sysvar(1) = [-1, 1]
trigger1 = var(15) > 1
sysvar(1) = 3

[State 40, 4]
type = VelSet
trigger1 = AnimTime = 0 || (anim = 10 && animelemno(0) > 3) || (anim = 12 && animelem = 3)
x = ifelse(sysvar(1)=0||sysvar(1)=3, const(velocity.jump.neu.x), ifelse(sysvar(1)=1||sysvar(1)=4, const(velocity.jump.fwd.x), const(velocity.jump.back.x)))
y = const(velocity.jump.y)

[State 40, 5]
type = VelSet
trigger1 = AnimTime = 0 || (anim = 10 && animelemno(0) > 3) || (anim = 12 && animelem = 3)
trigger1 = sysvar(1) > 1
y = -14

[State 40, highjump]
type = PlaySnd
trigger1 = AnimTime = 0 || (anim = 10 && animelemno(0) > 3) || (anim = 12 && animelem = 3)
trigger1 = sysvar(1) > 1
value = 40, 1
channel = 5

[State 40, highjump]
type = GameMakeAnim
trigger1 = AnimTime = 0 || (anim = 10 && animelemno(0) > 3) || (anim = 12 && animelem = 3)
trigger1 = sysvar(1) > 1
pos = -5, 0
value = 60

[State 40, 6]
type = ChangeState
trigger1 = AnimTime = 0 || (anim = 10 && animelemno(0) > 3) || (anim = 12 && animelem = 3)
trigger1 = var(58) := ifelse(random/fvar(10) < 1000, var(58), -1) || 1
value = 50
ctrl = 1

[State Shield Layer]
type = VarSet
trigger1 = anim = 40 && animelemno(0) != 1
trigger2 = anim = 10 && animelemno(0) != 1
trigger3 = anim = 12 && animelemno(0) < 4
var(12) = 1

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

[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) = ifelse((sysvar(1) = [-1, 1]), 0, 3)

[State 45, 4]
type = VarSet
trigger1 = command = "holdfwd"
sysvar(1) = ifelse((sysvar(1) = [-1, 1]), 0, 4)

[State 45, 5]
type = VarSet
trigger1 = command = "holdback"
sysvar(1) = ifelse((sysvar(1) = [-1, 1]), 0, 2)

[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

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

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

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

[State 50, 2]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = sysvar(1) != [-1, 1]
value = ifelse(sysvar(1) = 3, 51, ifelse(sysvar(1) = 4, 52, 53))

[State 50, 2]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = !ctrl
value = ifelse((sysvar(1) = [-1, 1]), 41, 51)
elem = ifelse((sysvar(1) = [-1, 1]), 8, 14)

[State 50, 2]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = prevstateno = 680
value = ifelse((sysvar(1) = [-1, 1]), 41, 51)
elem = ifelse((sysvar(1) = [-1, 1]), 5, 11)

[State 50, VarSet]
type = VarSet
trigger1 = sysvar(1) != [-1, 1]
trigger1 = p2dist x < 0
sysvar(1) = -sysvar(1)

[State 50, Turn]
type = Turn
trigger1 = sysvar(1) != [-1, 1]
trigger1 = p2dist x < 0

[State 50, VarSet]
type = VarSet
trigger1 = sysvar(1) != [-1, 1]
trigger1 = command != "holdfwd"
trigger1 = command != "holdback"
var(0) = ifelse(sysvar(1) < 0, -1, 1)*(-3*(abs(sysvar(1)) = 2) + 3*(abs(sysvar(1)) = 4))

[State 50, VarSet]
type = VarSet
trigger1 = sysvar(1) > 1
trigger1 = command = "holdfwd"
trigger2 = sysvar(1) < -1
trigger2 = command = "holdback"
var(0) = ifelse(sysvar(1) < 0, -1, 1)*(3*(abs(sysvar(1)) = 3) + 5*(abs(sysvar(1)) = 4))

[State 50, VarSet]
type = VarSet
trigger1 = sysvar(1) < -1
trigger1 = command = "holdfwd"
trigger2 = sysvar(1) > 1
trigger2 = command = "holdback"
var(0) = ifelse(sysvar(1) < 0, -1, 1)*(-3*(abs(sysvar(1)) = 3) - 5*(abs(sysvar(1)) = 2))

[State 50, VelSet]
type = VelSet
trigger1 = sysvar(1) != [-1, 1]
trigger1 = vel x - var(0) = [-0.42, 0.42]
x = var(0)

[State 50, VelAdd]
type = VelAdd
trigger1 = sysvar(1) != [-1, 1]
trigger1 = vel x - var(0) != [-0.42, 0.42]
x = ifelse(vel x < var(0), 0.42, -0.42)

[State Shield Layer]
type = VarSet
trigger1 = anim = 41
trigger1 = animelemno(0) = 4 || animelemno(0) = 8
trigger2 = anim = 42
trigger2 = animelemno(0) = 5 || animelemno(0) = 9
trigger3 = anim = 51
trigger3 = animelemno(0) = 10 || animelemno(0) = 14
trigger4 = anim = 52
trigger4 = animelemno(0) = 11 || animelemno(0) = 15
var(12) = 1
;---------------------------------------------------------------------------
; Jump Down (empty state for compatibility)
[Statedef 51]
type    = A
physics = A

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

;---------------------------------------------------------------------------
; Jump Land
[Statedef 52]
type    = S
physics = S
ctrl = roundstate < 3
anim = 47
velset = 0,0

[State 52, Landing Sound]
type = PlaySnd
trigger1 = Time = 0
value = 52, 0

[State 52, ChangeAnim]
type = ChangeAnim
triggerall = time = 0 || animelemno(-1) != animelemno(0)
trigger1 = p2dist x < 0
value = ifelse(anim = 47, 48, 47)

[State 52, Turn]
type = Turn
triggerall = time = 0 || animelemno(-1) != animelemno(0)
trigger1 = p2dist x < 0

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

[State 52, 3] ;Prevent from turning
type = AssertSpecial
trigger1 = animelemno(1) < 6
flag = NoAutoTurn
flag2 = NoWalk

[State 52, 4]
type = ChangeState
trigger1 = AnimTime = 0
trigger2 = animelemno(0) > 5
trigger2 = (p2dist x < 0 && anim = 47) || (p2dist x >= 0 && anim = 48)
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; RUN_FWD
[Statedef 100]
type    = S
physics = S
anim = 100
sprpriority =(var(13) := 0)
ctrl = 0

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

[State 100, Landing Sound]
type = PlaySnd
trigger1 = animelem = 5
value = 52, 0

[State 100, 1]
type = VelSet
trigger1 = animelem = 6
x = 0

[State 100, 3]
type = CtrlSet
triggerall = roundstate < 3
trigger1 = animelem = 6
value = 1

[State 100, 4]
type = ChangeState
triggerall = ctrl
trigger1 = var(59) < 1
trigger1 = command != "holddown" && (command = "holdfwd" || command = "holdback")
trigger1 = var(0) := 0 || 1
trigger2 = var(59) < 1
trigger2 = command = "holddown"
trigger2 = var(0) := 1
trigger3 = var(59) < 1
trigger3 = command = "holdup"
trigger3 = var(0) := 2
value = ifelse(var(0) = 2, 40, ifelse(var(0) = 1, 10, 20))
ctrl = 1

[State 100, 4]
type = ChangeState
trigger1 = animtime = 0
value = 0

[State Weapon Layer]
type = VarSet
trigger1 = animelemno(0) = 1
var(11) = 0

[State Shield Layer]
type = VarSet
trigger1 = animelemno(0) < 4 || animelemno(0) = 6
var(12) = 1

[State 100, 1]
type = VelSet
trigger1 = animelemno(0) < 5
x = const(velocity.run.fwd.x)

;---------------------------------------------------------------------------
; RUN_BACK
[Statedef 105]
type    = S
physics = S
ctrl = 0
anim = 105
sprpriority =(var(13) := 0)

[State 105, ChangeAnim]
type = ChangeAnim
trigger1 = time = 0
trigger1 = prevstateno = 801
value = 105
elem = 2

[State 105, ChangeAnim]
type = ChangeAnim
trigger1 = animelem = 8
trigger1 = prevstateno = 801
value = 105
elem = 10

[State 105, SprPriority]
type = SprPriority
trigger1 = time = 0
trigger1 = prevstateno = 801
trigger1 = var(13) := -1 || 1
value = -1

[State 105, Turn]
type = Turn
trigger1 = time = 0
trigger1 = prevstateno = 801

[State 105, 3] ;Prevent from turning
type = AssertSpecial
trigger1 = 1
flag = NoAutoTurn

[State 105, Landing Sound]
type = PlaySnd
trigger1 = animelem = 6
value = 52, 0

[State 105, 1]
type = VelSet
trigger1 = animelem = 6
x = 0

[State 105, 3]
type = CtrlSet
triggerall = roundstate < 3
trigger1 = animelem = 6
value = 1

[State 105, PlayerPush]
type = PlayerPush
trigger1 = prevstateno = 801
trigger1 = !ctrl
value = 0

[State 105, NotHitBy]
type = NotHitBy
trigger1 = prevstateno = 801
trigger1 = !ctrl
value = SCA

[State 105, 4]
type = ChangeState
triggerall = ctrl
trigger1 = var(59) < 1
trigger1 = command != "holddown" && (command = "holdfwd" || command = "holdback")
trigger1 = var(0) := 0 || 1
trigger2 = var(59) < 1
trigger2 = command = "holddown"
trigger2 = var(0) := 1
trigger3 = var(59) < 1
trigger3 = command = "holdup"
trigger3 = var(0) := 2
value = ifelse(var(0) = 2, 40, ifelse(var(0) = 1, 10, 20))
ctrl = 1

[State 105, 4]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1

[State 105, 1]
type = VelSet
trigger1 = animelemno(0) < 5
x = const(velocity.run.back.x)

[State Shield Layer]
type = VarSet
trigger1 = animelemno(0) = 3
var(12) = 1

;---------------------------------------------------------------------------
; RUN_UP
[Statedef 110]
type    = S
physics = N

[State 110, 0]
type = CtrlSet
trigger1 = Time = 0
value = 0

[State 110, 1]
type = ChangeAnim
trigger1 = Time = 0
value = 110

[State 110, 2]
type = HitBy
trigger1 = Time = 0
value = SCA, NT, ST, HT
time = 30

[State 110, 3]
type = VelSet
trigger1 = Time = 0
x = 0
z = -7

[State 110, 4]
type = VelMul
trigger1 = 1
z = 0.8

[State 110, 5]
type = VelSet
trigger1 = AnimTime = -8
z = 0

[State 110, 7]
type = CtrlSet
trigger1 = AnimTime = 0
value = 1

[State 110, 8]
type = ChangeState
trigger1 = AnimTime = 0
value = 0

;---------------------------------------------------------------------------
; RUN_DOWN
[Statedef 115]
type    = S
physics = N

[State 115, 0]
type = CtrlSet
trigger1 = Time = 0
value = 0

[State 115, 1]
type = ChangeAnim
trigger1 = Time = 0
value = 110

[State 115, 2]
type = HitBy
trigger1 = Time = 0
value = SCA, NT, ST, HT
time = 30

[State 115, 3]
type = VelSet
trigger1 = Time = 0
x = 0
z = 7

[State 115, 4]
type = VelMul
trigger1 = 1
z = 0.8

[State 115, 5]
type = VelSet
trigger1 = AnimTime = -8
z = 0

[State 115, 7]
type = CtrlSet
trigger1 = AnimTime = 0
value = 1

[State 115, 8]
type = ChangeState
trigger1 = AnimTime = 0
value = 0

;---------------------------------------------------------------------------
; GUARD (start)
[Statedef 120]
type = U    ;Leave state type unchanged
physics = U ;Leave physics unchanged
sprpriority =(var(13) := 0)

[State 120, 1]
type = ChangeAnim
trigger1 = Time = 0
value = 120 + (statetype = C) + (statetype = A)*2

[State 120, 2]
type = StateTypeSet
trigger1 = Time = 0 && statetype = S
physics = S

[State 120, 3]
type = StateTypeSet
trigger1 = Time = 0 && statetype = C
physics = C

[State 120, 4]
type = StateTypeSet
trigger1 = Time = 0 && statetype = A
physics = A

[State 120, Hi to Lo]
type = StateTypeSet
triggerall = statetype = S
trigger1 = command = "holddown"
trigger1 = var(59) < 1
trigger2 = var(59) > 0
trigger2 = enemynear, hitdefattr = C, NA, SA, HA
trigger2 = random < 12*(30 + enemynear, time - fvar(39))
trigger3 = var(59) > 0
trigger3 = time = 0
trigger3 = random < 500 - fvar(39)*10
statetype = C
physics = C

[State 120, Lo to Hi]
type = StateTypeSet
triggerall = statetype = C
trigger1 = command != "holddown"
trigger1 = var(59) < 1
trigger2 = var(59) > 0
trigger2 = enemynear, hitdefattr = SA, NA, SA, HA
trigger2 = random < 12*(30 + enemynear, time + fvar(39))
statetype = S
physics = S

[State 120, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 130 + (statetype = C) + (statetype = A)*2

[State 120, Stop Guarding]
type = ChangeState
trigger1 = var(59) < 1
trigger1 = command != "holdback"
trigger2 = !inguarddist
value = 140

[State Shield Layer]
type = Null
trigger1 = var(12) := 1
ignorehitpause = 1

;---------------------------------------------------------------------------
; STAND GUARD (guarding)
[Statedef 130]
type    = S
physics = S
sprpriority =(var(13) := 0)

[State 130, 1]
type = ChangeAnim
trigger1 = Anim != 130
value = 130

[State 130, Hi to Lo]
type = ChangeState
trigger1 = command = "holddown"
trigger1 = var(59) < 1
trigger2 = var(59) > 0
trigger2 = enemynear, hitdefattr = C, NA, SA, HA
trigger2 = random < (12 + (p2statetype = C)*6)*(30 + enemynear, time)
value = 131

[State 130, Stop Guarding]
type = ChangeState
trigger1 = var(59) < 1
trigger1 = command != "holdback"
trigger2 = !inguarddist
trigger3 = var(59) > 0
trigger3 = enemynear, movecontact
trigger3 = !enemynear, hitdefattr = SCA, AA, AP, AT || time > 10
value = 140

[State Shield Layer]
type = Null
trigger1 = var(12) := 1
ignorehitpause = 1

;---------------------------------------------------------------------------
; CROUCH GUARD (guarding)
[Statedef 131]
type    = C
physics = C
sprpriority =(var(13) := 0)

[State 131, 1]
type = ChangeAnim
trigger1 = Anim != 131
value = 131

[State 131, Lo to Hi]
type = ChangeState
trigger1 = command != "holddown"
trigger1 = var(59) < 1
trigger2 = var(59) > 0
trigger2 = enemynear, hitdefattr = SA, NA, SA, HA
trigger2 = random < 12*(30 + enemynear, time + fvar(39))
value = 130

[State 131, Stop Guarding]
type = ChangeState
trigger1 = var(59) < 1
trigger1 = command != "holdback"
trigger2 = !inguarddist
trigger3 = var(59) > 0
trigger3 = enemynear, movecontact
trigger3 = !enemynear, hitdefattr = SCA, AA, AP, AT || time > 10
trigger3 = !enemynear, numproj
value = 140

[State Shield Layer]
type = Null
trigger1 = var(12) := 1
ignorehitpause = 1

;---------------------------------------------------------------------------
; AIR GUARD (guarding)
[Statedef 132]
type    = A
physics = N

[State 132, 1]
type = ChangeAnim
trigger1 = Anim != 132
value = 132

[State 132, 2]
type = VelAdd
trigger1 = 1
y = Const(movement.yaccel)

[State 132, 3]
type = VarSet
trigger1 = 1
sysvar(0) = (pos y >= 0) && (vel y > 0)

[State 132, 4]
type = VelSet
trigger1 = sysvar(0)
x = 0
y = 0

[State 132, 5]
type = PosSet
trigger1 = sysvar(0)
y = 0

[State 132, PlaySnd]
type = PlaySnd
trigger1 = sysvar(0)
value = 52, 0

[State 132, 6]
type = ChangeState
trigger1 = sysvar(0)
trigger1 = command = "holdback"
trigger1 = inguarddist
value = 130

[State 132, 7]
type = ChangeState
trigger1 = sysvar(0)
value = 52

[State 132, Stop Guarding]
type = ChangeState
trigger1 = var(59) < 1
trigger1 = command != "holdback"
trigger2 = !inguarddist
trigger3 = var(59) > 0
trigger3 = enemynear, movecontact
trigger3 = !enemynear, hitdefattr = SCA, AA, AP, AT || time > 10
trigger3 = !enemynear, numproj
value = 140

[State Shield Layer]
type = Null
trigger1 = var(12) := 1
ignorehitpause = 1

;---------------------------------------------------------------------------
; GUARD (end)
[Statedef 140]
type = U    ;Leave state type unchanged
physics = U ;Leave physics unchanged
ctrl = 1

[State 140, 1]
type = ChangeAnim
trigger1 = Time = 0
value = 140 + (statetype = C) + (statetype = A)*2

[State 140, 2]
type = StateTypeSet
trigger1 = Time = 0 && statetype = S
physics = S

[State 140, 3]
type = StateTypeSet
trigger1 = Time = 0 && statetype = C
physics = C

[State 140, 4]
type = StateTypeSet
trigger1 = Time = 0 && statetype = A
physics = A

[State 140, Hi to Lo]
type = StateTypeSet
triggerall = statetype = S
trigger1 = command = "holddown"
trigger1 = var(59) < 1
trigger2 = var(59) > 0
trigger2 = enemynear, hitdefattr = C, NA, SA, HA
trigger2 = random < 12*(30 + enemynear, time - fvar(39))
statetype = C
physics = C

[State 140, Lo to Hi]
type = StateTypeSet
triggerall = statetype = C
trigger1 = command != "holddown"
trigger1 = var(59) < 1
trigger2 = var(59) > 0
trigger2 = enemynear, hitdefattr = SA, NA, SA, HA
trigger2 = random < 12*(30 + enemynear, time + fvar(39))
statetype = S
physics = S

;[State 140, 5] ;Implemented within engine
;type = ChangeState
;trigger1 = AnimTime = 0
;value = (statetype = C)*11 + (statetype = A)*51

[State Shield Layer]
type = Null
trigger1 = animtime
trigger1 = var(12) := 1
ignorehitpause = 1

;---------------------------------------------------------------------------
; SGUARDHIT (shaking)
[Statedef 150]
type    = S
movetype= H
physics = N
velset = 0,0
movehitpersist = 1

[State 150, 1]
type = ChangeAnim
trigger1 = time = 0
value = 150
elem = ifelse((anim = [130, 132]) || ((anim = [150, 152]) && animelemno(-1) = 1), 1, 2)

[State 150, 1]
type = ChangeAnim
trigger1 = time
value = 150
elem = animelemno(-1)

[State 150, 2]
type = ChangeState
trigger1 = HitShakeOver
value = 151 + 2*(command = "holddown")

[State 150, Hi to Lo]
type = StateTypeSet
triggerall = statetype = S
trigger1 = command = "holddown"
trigger1 = var(59) < 1
trigger2 = var(59) > 0
trigger2 = enemynear, hitdefattr = C, NA, SA, HA
trigger2 = random < 12*(30 + enemynear, time - fvar(39))
statetype = C
physics = C

[State 150, Lo to Hi]
type = StateTypeSet
triggerall = statetype = C
trigger1 = command != "holddown"
trigger1 = var(59) < 1
trigger2 = var(59) > 0
trigger2 = enemynear, hitdefattr = SA, NA, SA, HA
trigger2 = random < 12*(30 + enemynear, time + fvar(39))
statetype = S
physics = S

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

[State Shield Layer]
type = Null
trigger1 = var(12) := 1
ignorehitpause = 1

;---------------------------------------------------------------------------
; SGUARDHIT2 (knocked back)
[Statedef 151]
type    = S
movetype= H
physics = S
movehitpersist = 1

[State 151, 1]
type = ChangeAnim
trigger1 = time = 0
trigger1 = anim != 150
value = 150

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

[State 151, 2]
type = VelSet
trigger1 = Time = GetHitVar(slidetime)
trigger2 = HitOver
x = 0

[State 151, 3]
type = CtrlSet
trigger1 = Time = GetHitVar(ctrltime)
value = 1

[State 151, Hi to Lo]
type = StateTypeSet
triggerall = statetype = S
trigger1 = command = "holddown"
trigger1 = var(59) < 1
trigger2 = var(59) > 0
trigger2 = enemynear, hitdefattr = C, NA, SA, HA
trigger2 = random < 12*(30 + enemynear, time - fvar(39))
statetype = C
physics = C

[State 151, Lo to Hi]
type = StateTypeSet
triggerall = statetype = C
trigger1 = command != "holddown"
trigger1 = var(59) < 1
trigger2 = var(59) > 0
trigger2 = enemynear, hitdefattr = SA, NA, SA, HA
trigger2 = random < 12*(30 + enemynear, time + fvar(39))
statetype = S
physics = S

[State 151, 4]
type = ChangeState
trigger1 = HitOver
value = 130
ctrl = 1

[State Shield Layer]
type = Null
trigger1 = var(12) := 1
ignorehitpause = 1

;---------------------------------------------------------------------------
; CGUARDHIT (shaking)
[Statedef 152]
type    = C
movetype= H
physics = N
velset = 0,0
movehitpersist = 1

[State 151, 1]
type = ChangeAnim
trigger1 = time = 0
value = 151
elem = ifelse((anim = [130, 132]) || ((anim = [150, 152]) && animelemno(-1) = 1), 1, 2)

[State 151, 1]
type = ChangeAnim
trigger1 = time
value = 151
elem = animelemno(-1)

[State 152, 3]
type = ChangeState
trigger1 = HitShakeOver
value = 151 + 2*(command = "holddown")

[State 152, Hi to Lo]
type = StateTypeSet
triggerall = statetype = S
trigger1 = command = "holddown"
trigger1 = var(59) < 1
trigger2 = var(59) > 0
trigger2 = enemynear, hitdefattr = C, NA, SA, HA
trigger2 = random < 12*(30 + enemynear, time - fvar(39))
statetype = C
physics = C

[State 152, Lo to Hi]
type = StateTypeSet
triggerall = statetype = C
trigger1 = command != "holddown"
trigger1 = var(59) < 1
trigger2 = var(59) > 0
trigger2 = enemynear, hitdefattr = SA, NA, SA, HA
trigger2 = random < 12*(30 + enemynear, time + fvar(39))
statetype = S
physics = S

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

[State Shield Layer]
type = Null
trigger1 = var(12) := 1
ignorehitpause = 1

;---------------------------------------------------------------------------
; CGUARDHIT2 (knocked back)
[Statedef 153]
type    = C
movetype= H
physics = C
movehitpersist = 1

[State 153, 1]
type = ChangeAnim
trigger1 = time = 0
trigger1 = anim != 151
value = 151

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

[State 153, 2]
type = VelSet
trigger1 = Time = GetHitVar(slidetime)
trigger2 = HitOver
x = 0

[State 153, 3]
type = CtrlSet
trigger1 = Time = GetHitVar(ctrltime)
value = 1

[State 153, Hi to Lo]
type = StateTypeSet
triggerall = statetype = S
trigger1 = command = "holddown"
trigger1 = var(59) < 1
trigger2 = var(59) > 0
trigger2 = enemynear, hitdefattr = C, NA, SA, HA
trigger2 = random < 12*(30 + enemynear, time - fvar(39))
statetype = C
physics = C

[State 153, Lo to Hi]
type = StateTypeSet
triggerall = statetype = C
trigger1 = command != "holddown"
trigger1 = var(59) < 1
trigger2 = var(59) > 0
trigger2 = enemynear, hitdefattr = SA, NA, SA, HA
trigger2 = random < 12*(30 + enemynear, time + fvar(39))
statetype = S
physics = S

[State 153, 4]
type = ChangeState
trigger1 = HitOver
value = 131
ctrl = 1

[State Shield Layer]
type = Null
trigger1 = var(12) := 1
ignorehitpause = 1

;---------------------------------------------------------------------------
; AGUARDHIT (shaking)
[Statedef 154]
type    = A
movetype= H
physics = N
velset = 0,0
movehitpersist = 1

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

[State 154, 2]
type = ChangeState
trigger1 = HitShakeOver
value = 155 ;AGUARDHIT2

[State 154, 3]
type = ForceFeedback
trigger1 = time = 0
waveform = square
time = 4

[State Shield Layer]
type = Null
trigger1 = var(12) := 1
ignorehitpause = 1

;---------------------------------------------------------------------------
; AGUARDHIT2 (knocked away)
[Statedef 155]
type    = A
movetype= H
physics = N
anim = 152
movehitpersist = 1

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

[State 155, 2]
type = VelAdd
trigger1 = 1
y = Const(movement.yaccel)

[State 155, 3]
type = CtrlSet
trigger1 = Time = GetHitVar(ctrltime)
value = 1

[State 155, 4]
type = VarSet
trigger1 = 1
sysvar(0) = (pos y >= 0) && (vel y > 0)

[State 155, 5]
type = VelSet
trigger1 = sysvar(0)
x = 0
y = 0

[State 155, 6]
type = PosSet
trigger1 = sysvar(0)
y = 0

[State 155, 6]
type = ChangeState
trigger1 = sysvar(0)
trigger1 = command = "holdback"
trigger1 = inguarddist
value = 130

[State 155, 7]
type = ChangeState
trigger1 = sysvar(0)
value = 52

[State Shield Layer]
type = Null
trigger1 = var(12) := 1
ignorehitpause = 1

;---------------------------------------------------------------------------
; LOSE (Time over)
[Statedef 170]
type = S
ctrl = 0
anim = 170
velset = 0,0

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

;---------------------------------------------------------------------------
; DRAWGAME (Time over)
[Statedef 175]
type = S
ctrl = 0
velset = 0,0

[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

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

[State 190, 2] ;Go straight to intro.
type = ChangeState
trigger1 = Time = 0
value = 191

;---------------------------------------------------------------------------
; INTRO (override this state to give character an intro)
[Statedef 191]
type = S
ctrl = 0

[State 191, 1]
type = ChangeState
trigger1 = Time = 0
value = 0

;---------------------------------------------------------------------------
; HITG_SHAKE
[Statedef 5000]
type    = S
movetype= H
physics = N
velset = 0,0
movehitpersist = 1

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

[State 5000, 2] ;Anim for HIT_BACK
type = ChangeAnim
trigger1 = Time = 0
trigger1 = GetHitVar(animtype) = [3,5]
;value = ifelse(abs(gethitvar(xvel)) > abs(gethitvar(yvel)*0.8) && gethitvar(xvel) < -4, 5053, 5031)
value = 5031

[State 5000, 3] ;Anim for HIT_UP/HIT_DIAGUP (only if it exists)
type = ChangeAnim
trigger1 = Time = 0
trigger1 = (GetHitVar(animtype) = [4,5]) && (SelfAnimExist(5047 + GetHitVar(animtype)))
value = 5047 + GetHitVar(animtype) ;5051 - 4 + type

[State 5000, 2] ;Anim for HIT_BACK
type = ChangeAnim
triggerall = time = 0
trigger1 = gethitvar(groundtype) = 2
trigger1 = GetHitVar(yvel) || GetHitVar(fall)
trigger1 = abs(gethitvar(xvel)) > abs(gethitvar(yvel)); && gethitvar(xvel) > 0
value = 5053

[State 5000, 4] ;Freeze anim
type = ChangeAnim
triggerall = animtime = 0
trigger1 = anim = [5000, 5002]
trigger2 = anim = [5010, 5012]
value = anim
elem = 2

[State 5000, 4] ;Freeze anim
type = ChangeAnim
trigger1 = anim != [5000, 5002]
trigger1 = anim != [5010, 5012]
value = anim

[State 5000, 5] ;State type gets set to aerial if getting hit up
type = StateTypeSet
trigger1 = Time = 0
trigger1 = GetHitVar(yvel) != 0 || GetHitVar(fall)
trigger2 = Pos Y != 0
statetype = a

[State 5000, 6]
type = ChangeState
trigger1 = HitShakeOver
trigger1 = GetHitVar(yvel) = 0 && !GetHitVar(fall)
value = 5001 ;HITG_SLIDE

[State 5000, 7]
type = ChangeState
trigger1 = HitShakeOver
value = 5030

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

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

[State 5000, FFB Hard]
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
movehitpersist = 1

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

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

[State 5001, 2]
type = ChangeAnim
trigger1 = anim = 5015
trigger1 = animelemno(0) = 2
trigger1 = gethitvar(hittime) < 6
trigger2 = anim = 5016
trigger2 = animelemno(0) = 2
trigger2 = gethitvar(hittime) < 8
trigger3 = anim = 5017
trigger3 = animelemno(0) = 4
trigger3 = gethitvar(hittime) < 8
value = anim + 600

[State 5001, 3] ;Stop sliding back
type = VelMul
trigger1 = Time >= GetHitVar(slidetime)
x = .6

[State 5001, 4]
type = VelSet
trigger1 = HitOver
x = 0

[State 5001, 5]
type = DefenceMulSet
trigger1 = HitOver
value = 1

[State 5001, 6]
type = ChangeState
trigger1 = HitOver
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; HITC_SHAKE
[Statedef 5010]
type    = C
movetype= H
physics = N
velset = 0,0
movehitpersist = 1

[State 5010, 1] ;Anim for HIT_LIGHT to HIT_HARD
type = ChangeAnim
trigger1 = Time = 0
trigger1 = GetHitVar(animtype) != [3,5]
value = 5020 + GetHitVar(animtype)

[State 5010, 2] ;Anim for HIT_BACK
type = ChangeAnim
trigger1 = Time = 0
trigger1 = GetHitVar(animtype) = [3,5]
value = 5031

[State 5010, 3] ;Anim for HIT_UP/HIT_DIAGUP (only if it exists)
type = ChangeAnim
trigger1 = Time = 0
trigger1 = (GetHitVar(animtype) = [4,5]) && (SelfAnimExist(5047 + GetHitVar(animtype)))
value = 5047 + GetHitVar(animtype) ;5051 - 4 + type

[State 5010, 2] ;Anim for HIT_BACK
type = ChangeAnim
triggerall = time = 0
trigger1 = gethitvar(groundtype) != 1
trigger1 = GetHitVar(yvel) || GetHitVar(fall)
trigger1 = abs(gethitvar(xvel)) > abs(gethitvar(yvel)) && gethitvar(xvel) < -3
value = 5053

[State 5010, 4] ;Freeze anim
type = ChangeAnim
triggerall = animtime = 0
trigger1 = anim = [5020, 5022]
value = anim
elem = 2

[State 5010, 4] ;Freeze anim
type = ChangeAnim
trigger1 = anim != [5020, 5022]
value = anim

[State 5010, 5] ;State type gets set to aerial if getting hit up
type = StateTypeSet
triggerall = Time = 0
trigger1 = GetHitVar(yvel) != 0 || GetHitVar(fall)
trigger2 = Pos Y != 0
statetype = a

[State 5010, 6]
type = ChangeState
trigger1 = HitShakeOver
trigger1 = GetHitVar(yvel) = 0 && !GetHitVar(fall)
value = 5011 ;HITC_SLIDE

[State 5010, 7]
type = ChangeState
trigger1 = HitShakeOver
value = 5030

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

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

[State 5010, FFB Hard]
type = ForceFeedback
trigger1 = anim = 5022
trigger2 = anim = 5031
persistent = 0
time = 15
waveform = sinesquare
ampl = 140

;---------------------------------------------------------------------------
; HITC_SLIDE
[Statedef 5011]
type    = C
movetype= H
physics = C
movehitpersist = 1

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

[State 5011, 2]
type = ChangeAnim
trigger1 = Time = 0;AnimTime = 0
value = 5025 + GetHitVar(animtype)

[State 5011, 2]
type = ChangeAnim
triggerall = animelemno(0) = 3
trigger1 = anim = 5025
trigger1 = gethitvar(hittime) < 4
trigger2 = anim = 5026
trigger2 = gethitvar(hittime) < 5
trigger3 = anim = 5027
trigger3 = gethitvar(hittime) < 6
value = anim + 600

[State 5011, 3] ;Stop sliding back
type = VelMul
trigger1 = Time >= GetHitVar(slidetime)
x = .6

[State 5011, 4]
type = VelSet
trigger1 = HitOver
x = 0

[State 5011, 5]
type = DefenceMulSet
trigger1 = HitOver
value = 1

[State 5011, 6]
type = ChangeState
trigger1 = HitOver
value = 11
ctrl = 1


;---------------------------------------------------------------------------
; HITA_SHAKE
[Statedef 5020]
type    = A
movetype= H
physics = N
velset = 0,0
movehitpersist = 1

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

[State 5020, 2] ;Anim for HIT_BACK
type = ChangeAnim
trigger1 = Time = 0
;trigger1 = GetHitVar(animtype) = [3,5]
value = 5031 + (pos y != 0)

[State 5020, 3] ;Anim for HIT_UP/HIT_DIAGUP (only if it exists)
type = ChangeAnim
trigger1 = Time = 0
trigger1 = (GetHitVar(animtype) = [4,5]) && (SelfAnimExist(5047 + GetHitVar(animtype)))
value = 5047 + GetHitVar(animtype) ;5051 - 4 + type

[State 5020, 4] ;Freeze anim
type = ChangeAnim
trigger1 = Time > 0
value = anim

[State 5020, 5]
type = ChangeState
trigger1 = HitShakeOver
value = 5030

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

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

[State 5020, FFB Hard]
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 (initial going up)
[Statedef 5030]
type    = A
movetype= H
physics = N
ctrl = 0
movehitpersist = 1

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

[State 5030, 2]
type = HitVelSet
trigger1 = Time = 0
x = 1
y = 1

[State 5030, 3]
type = ChangeState
triggerall = !HitFall
trigger1 = HitOver
trigger2 = Vel Y > 0    ;Hit ground
trigger2 = Pos Y >= 10  ;.
value = 5040 ;HITA_RECOV

[State 5030, 4]
type = ChangeState
triggerall = HitFall
trigger1 = HitOver
trigger2 = Vel Y > 0    ;Hit ground
trigger2 = Pos Y >= 10  ;.
value = 5050 ;HITA_FALL

[State 5030, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 5035 ;HITA_UP (transition)

;---------------------------------------------------------------------------
; HITA_UP_T (transition)
[Statedef 5035]
type    = A
movetype= H
physics = N
movehitpersist = 1

[State 5035, 1]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = SelfAnimExist(5035)
trigger1 = Anim != [5051,5059] ;Not if in hit up anim
trigger1 = Anim != 5090 ;Not if hit off ground anim
value = 5035

[State 5035, 2]
type = VelAdd
trigger1 = 1
y = GetHitVar(yaccel)

[State 5035, 3]
type = ChangeState
triggerall = !HitFall
trigger1 = HitOver  ;Hit is over
trigger2 = AnimTime = 0 ;Animation over
trigger3 = Vel Y > 0    ;Hit ground
trigger3 = Pos Y >= 10  ;.
trigger4 = Time = 0     ;No transition anim
trigger4 = Anim != 5035 ;.
value = 5040 ;HITA_RECOV

[State 5035, 4]
type = ChangeState
triggerall = HitFall
trigger1 = HitOver  ;Hit is over
trigger2 = AnimTime = 0 ;Anim is over
trigger3 = Vel Y > 0    ;Hit ground
trigger3 = Pos Y >= 10  ;.
trigger4 = Time = 0     ;No transition anim
trigger4 = Anim != 5035 ;.
value = 5050 ;HITA_FALL

;---------------------------------------------------------------------------
; HITA_RECOV (recovering in air, not falling)
[Statedef 5040]
type    = A
movetype= H
physics = N
movehitpersist = 1

[State 5040, 1]
type = ChangeState
trigger1 = !Alive
value = 5050

[State 5040, 2]
type = ChangeAnim
trigger1 = AnimTime = 0
trigger1 = Anim != 5040
trigger2 = Time = 0
trigger2 = Anim != 5035
value = 5040

[State 5040, PlaySnd]
type = PlaySnd
triggerall = var(9) < 0
trigger1 = anim = 5040
trigger1 = animelem = 5
value = 8, 0

[State 5040, VarSet]
type = VarSet
triggerall = var(9) < 0
trigger1 = anim = 5040
trigger1 = animelem = 5
var(9) = -var(9)

[State 5040, 3]
type = CtrlSet
trigger1 = HitOver
value = 1

[State 5040, 4]
type = StateTypeSet
trigger1 = HitOver
movetype = I

[State 5040, 5]
type = VelAdd
trigger1 = 1
y = GetHitVar(yaccel)

[State 5040, 6]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 52 ;JUMPLAND

;---------------------------------------------------------------------------
; HITA_FALL (knocked up, falling)
[Statedef 5050]
type    = A
movetype= H
physics = N
movehitpersist = 1

[State 5050, 1] ;Change anim when done with transition
type = ChangeAnim
trigger1 = AnimTime = 0
trigger1 = Anim = 5035
trigger2 = Time = 0     ;If no transition anim
trigger2 = Anim != 5035
trigger2 = (Anim != [5051, 5059]) && (Anim != [5061, 5069])
trigger2 = Anim != 5090 ;Not if hit off ground anim
value = 5050

[State 5050, 2] ;Coming down anim
type = ChangeAnim
trigger1 = anim = [5050,5059]
trigger1 = Vel Y >= ifelse(anim = 5050, 1, -8)
trigger1 = SelfAnimExist(anim+10)
value = anim+10
persistent = 0

[State 5050, 3] ;Gravity
type = VelAdd
trigger1 = 1
y = GetHitVar(yaccel)

[State 5050, 4] ;Recover near ground
type = ChangeState
triggerall = Vel Y > 0
triggerall = Pos Y >= -20
triggerall = alive
triggerall = CanRecover
trigger1 = Command = "recovery"
value = 5200 ;HITFALL_RECOVER

[State 5050, 5]; Recover in mid air
type = ChangeState
triggerall = Vel Y > -1
triggerall = alive
triggerall = CanRecover
trigger1 = Command = "recovery"
value = 5210 ;HITFALL_AIRRECOVER

[State 5050, 6]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= ifelse((anim = [5051,5059]) || (anim = [5061,5069]), 0, 25)
value = 5100 ;HIT_BOUNCE

;---------------------------------------------------------------------------
; HIT_TRIP (shaking)
[Statedef 5070]
type    = A
movetype= H
physics = N
velset = 0,0
movehitpersist = 1

[State 5070, 2]
type = ChangeState
trigger1 = HitShakeOver
value = 5071

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

[State 5070, 3]
type = ForceFeedback
trigger1 = time = 0
time = 12
waveform = sinesquare
ampl = 140

;---------------------------------------------------------------------------
; HIT_TRIP2 (fall through air)
[Statedef 5071]
type    = A
movetype= H
physics = N
movehitpersist = 1

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

[State 5071, 2] ;Acceleration
type = VelAdd
trigger1 = 1
y = GetHitVar(yaccel)

[State 5071, 3] ;Hit ground
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
movehitpersist = 1

[State 5080, 1] ;Set default anim
type = VarSet
trigger1 = time = 0
sysvar(2) = ifelse (GetHitVar(yvel) = 0, 5080, 5090)

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

[State 5080, 3] ;If 5090 doesn't exist, default to 5030
type = VarSet
trigger1 = time = 0
trigger1 = sysvar(2) = 5090
trigger1 = !SelfAnimExist(5090)
sysvar(2) = 5030

[State 5080, 3]
type = ChangeAnim
trigger1 = time = 0
trigger1 = sysvar(2) != 5080 || anim != 5080 || animelemno(0) > 2
value = sysvar(2)

[State 5080, 3] ;Freeze
type = ChangeAnim
trigger1 = sysvar(2) != 5080
trigger2 = animelem = 3
value = sysvar(2)

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

[State 5080, 5]
type = ChangeState
trigger1 = HitShakeOver
trigger1 = GetHitVar(yvel) != 0
value = 5030 ;HITA_UP

;---------------------------------------------------------------------------
; HITL_SLIDE
[Statedef 5081]
type    = L
movetype= H
physics = C
movehitpersist = 1

[State 5081, 3] ;Freeze
type = ChangeAnim
trigger1 = anim = 5080
trigger1 = animelem = 3
trigger1 = gethitvar(hittime) > 4
value = 5080

[State 5081, 3]
type = ChangeAnim
trigger1 = time = 0
trigger1 = anim != 5080
trigger2 = anim = 5080
;trigger2 = animelemno(0) < 3
;trigger2 = gethitvar(hittime) < 5 || time > 4
trigger2 = HitOver
value = 5080
elem = 3

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

[State 5081, 2]
type = VelSet
trigger1 = HitOver
x = 0

[State 5081, 3] ;Don't show hit ground frame
type = VarSet
trigger1 = Time = 0
sysvar(0) = 1

[State 5081, 4]
type = ChangeState
trigger1 = HitOver
value = 5110 ;HIT_LIEDOWN

;---------------------------------------------------------------------------
; HIT_BOUNCE (hit ground)
[Statedef 5100]
type    = L
movetype= H
physics = N
movehitpersist = 1

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

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

[State 5100, Var] ;Save fall velocity
type = VarSet
trigger1 = Time = 0
sysvar(1) = floor(vel y)

[State 5100, 3] ;Hit ground anim (for tripped)
type = ChangeAnim
trigger1 = time = 0
trigger1 = anim = 5070
value = 5101

[State 5100, 2] ;Hit ground anim (normal)
type = ChangeAnim
triggerall = time = 0
triggerall = anim != 5101
trigger1 = (anim != [5051,5059]) && (anim != [5061,5069])
trigger2 = !SelfAnimExist(5100 + (anim % 10))
value = 5100

[State 5100, 3] ;Hit ground anim (for hit up)
type = ChangeAnim
trigger1 = time = 0
trigger1 = (anim = [5051,5059]) || (anim = [5061,5069])
trigger1 = SelfAnimExist(5100 + (anim % 10))
value = 5100 + (anim % 10)

[State 5100, 4]
type = PosSet
trigger1 = Time = 0
y = 0

[State 5100, 5]
type = VelSet
trigger1 = Time = 0
y = 0

[State 5100, 6] ;Reduce speed
type = VelMul
trigger1 = Time = 0
x = 0.75

[State 5100, 7]
type = ChangeState
trigger1 = Time = 0
trigger1 = GetHitVar(fall.yvel) = 0
value = 5110 ;HIT_LIEDOWN

[State 5100, 8]
type = GameMakeAnim
trigger1 = Time = 1
value = 60 + (sysvar(1) > 5) + (sysvar(1) > 14)
pos = 0, 0
under = sysvar(1) <= 14

[State 5100, 9]
type = HitFallDamage
trigger1 = Time = 3

;[State 5100, 10]
;type = PlaySnd
;trigger1 = Time = 1
;value = F7, (sysvar(1) > 5) + (sysvar(1) > 14)

[State 5100, 10]
type = PlaySnd
trigger1 = Time = 1
value = 5100, 0

[State 5100, 11]
type = PosFreeze
trigger1 = anim != 5103

[State 5100, 12]
type = ChangeState
trigger1 = AnimTime = 0
value = ifelse(anim = 5103, 5103, 5101)

[State 5100, 13]
type = ForceFeedback
trigger1 = Time = 0
waveform = sinesquare
ampl = 128,-3,-.2,.005
time = 20

;---------------------------------------------------------------------------
; HIT_BOUNCE (bounce into air)
[Statedef 5101]
type    = L
movetype= H
physics = N
movehitpersist = 1

[State 5101, 1] ;Coming hit ground anim (normal)
type = ChangeAnim
triggerall = time = 0
trigger1 = anim != [5101,5109]
trigger2 = !SelfAnimExist(5160 + (anim % 10))
value = 5160

[State 5101, 2] ;Coming hit ground anim (for hit up)
type = ChangeAnim
triggerall = time = 0
trigger1 = anim = [5101,5109]
trigger1 = SelfAnimExist(5160 + (anim % 10))
value = 5160 + (anim % 10)

[State 5101, 3]
type = HitFallVel
trigger1 = Time = 0

[State 5101, 4]
type = PosSet
trigger1 = Time = 0
y = 20

[State 5101, 5] ;Acceleration
type = VelAdd
trigger1 = 1
y = .4

[State 5101, 6] ;Hit ground
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 12
trigger2 = anim = [5161, 5163]
type = ChangeState
value = 5110

;---------------------------------------------------------------------------
; HIT_SLIDE
[Statedef 5103]
type    = L
movetype= H
physics = N
movehitpersist = 1

[State 5103, 1] ;Coming hit ground anim (normal)
type = ChangeAnim
trigger1 = time = 0
value = 5163

[State 5103, PosSet]
type = PosSet
trigger1 = time = 0
y = 0

[State 5103, VelMul] ;Friction
type = VelMul
trigger1 = 1
x = 0.85

[State 5101, 6] ;Stop
type = VelSet
trigger1 = Vel x > -0.5
trigger1 = vel x < 0.5
x = 0

[State 5101, 6] ;Stop
triggerall = animelemno(0) = 7
trigger1 = Vel x = 0
type = ChangeState
value = 5110

;---------------------------------------------------------------------------
; HIT_LIEDOWN
[Statedef 5110]
type    = L
movetype= H
physics = N
movehitpersist = 1

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

[State 5110, 3] ;Hit ground anim (for trip)
type = ChangeAnim
triggerall = time = 0
trigger1 = anim = 5070
value = 5180

[State 5110, 1] ;For hit up/up-diag type (from state 5081)
type = ChangeAnim
persistent = 0
trigger1 = SelfAnimExist(5110 + (anim % 10))
trigger1 = anim = [5081,5089]
value = 5110 + (anim % 10)

[State 5110, 2] ;Hit ground anim (normal)
type = ChangeAnim
triggerall = time = 0
triggerall = anim != [5110,5119] ;Not already changed anim
triggerall = anim != 5180
trigger1 = anim != [5161,5169]
trigger1 = anim != [5151,5159]
trigger2 = !SelfAnimExist(5170 + (anim % 10))
value = 5170

[State 5110, 3] ;Hit ground anim (for hit up)
type = ChangeAnim
triggerall = time = 0
triggerall = anim != [5110,5119] ;Not already changed anim
triggerall = SelfAnimExist(5170 + (anim % 10))
trigger1 = anim = [5161,5169]
trigger2 = anim = [5151,5159]
value = 5170 + (anim % 10)

[State 5110, 4]
type = HitFallDamage
trigger1 = Time = 0

[State 5110, 5]
type = PosSet
trigger1 = Time = 0
y = 0

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

;[State 5110, 6]
;type = PlaySnd
;trigger1 = Time = 0
;trigger1 = !SysVar(0)
;value = F7, (sysvar(1) > 5) + (sysvar(1) > 14)

[State 5110, 6]
type = PlaySnd
trigger1 = Time = 0
trigger1 = !SysVar(0)
trigger1 = anim != [5171, 5172]
value = 5100, 0

[State 5110, 7]
type = GameMakeAnim
trigger1 = Time = 0
trigger1 = !SysVar(0)
;trigger1 = anim != [5171, 5172]
value = 60 + (sysvar(1) > 5) + (sysvar(1) > 14)
pos = 0, 0
under = sysvar(1) <= 14

[State 5110, 8]
type = VelSet
trigger1 = Time = 0
y = 0

[State 5110, 8]
type = VelSet
trigger1 = Time = 0
trigger1 = anim = [5171, 5172]
x = 0
y = 0

[State 5110, 9] ;For hit up type
type = ChangeAnim
persistent = 0
triggerall = anim = [5171,5179]
triggerall = SelfAnimExist(5110 + (anim % 10))
trigger1 = AnimTime = 0
trigger2 = SysVar(0) ;SysVar(0) = 1 avoids hit ground anim
value = 5110 + (anim % 10)

[State 5110, 10] ;For normal
type = ChangeAnim
persistent = 0
triggerall = Anim != [5111,5119]
trigger1 = AnimTime = 0
trigger2 = SysVar(0) ;SysVar(0) = 1 avoids hit ground frame
value = 5110

[State 5110, 11] ;If just died
type = ChangeState
triggerall = !alive
triggerall = Anim = [5110,5119]
trigger1 = AnimTime = 0
trigger2 = SysVar(0) ;SysVar(0) = 1 avoids hit ground frame
value = 5150

[State 5110, 12]
type = VarSet
trigger1 = SysVar(0)
trigger1 = Time = 0
sysvar(0) = 0

[State 5110, 13] ;Friction
type = VelMul
trigger1 = 1
x = 0.85

[State 5110, 14]
type = ForceFeedback
trigger1 = alive
trigger1 = Time = 0
time = 8
ampl = 240
waveform = sine

[State 5110, 15]
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
anim = 5120
sprpriority = 0

[State 5120, 1a] ;Get up anim (no weapon)
type = ChangeAnim
triggerall = time = 0
trigger1 = !numhelper(10000)
trigger2 = helper(10000), stateno = 10010
value = 5129

[State 5120, 2]
type = VelSet
trigger1 = Time = 0
x = 0

[State 5120, 4]
type = ChangeState
triggerall = time = 0
trigger1 = var(59) < 1
trigger1 = command = "holdfwd"
trigger2 = var(59) > 0
trigger2 = p2dist x > 0
trigger2 = random%2
value = 5121

[State 5120, 4]
type = ChangeState
triggerall = time = 0
trigger1 = var(59) < 1
trigger1 = command = "holdback"
trigger2 = var(59) > 0
trigger2 = p2dist x < 0
trigger2 = random%2
value = 5122

[State 5120, 3]
type = NotHitBy
trigger1 = !ctrl
trigger1 = var(55) := 6
value2 = SCA
time = 6

[State 5120, PlaySnd]
type = PlaySnd
triggerall = anim != 5125
trigger1 = animelem = 2
trigger1 = random%3 = 0
trigger1 = life < lifemax/3
trigger1 = !var(25)
trigger1 = var(25) := 1
value = 5120, 0
channel = 0

[State 5120, VarSet]
type = VarSet
triggerall = var(9) < 0
trigger1 = anim = 5129
trigger1 = animelem = 2
var(9) = -var(9)

[State 5120, PlaySnd]
type = PlaySnd
triggerall = anim = 5129
trigger1 = animelem = 9
;trigger2 = animelem = 2
value = 8, 0

[State 5120, 3]
type = ChangeAnim
trigger1 = anim = 5120
trigger1 = animtime = 0
value = 5125

[State 5120, 5] ;Can't be thrown right after getting up
type = NotHitBy
trigger1 = !ctrl
value = , NT,ST,HT
time = 12

[State 5120, 3]
type = CtrlSet
triggerall = roundstate < 3
trigger1 = anim = 5125
trigger2 = anim = 5129
trigger2 = animelem = 11
value = 1

[State 5120, StateTypeSet]
type = StateTypeSet
trigger1 = ctrl
statetype = S
physics = S

[State 5120, 4]
type = HitFallSet
trigger1 = ctrl
value = 1

[State 5120, 4]
type = ChangeState
triggerall = ctrl
trigger1 = var(59) < 1
trigger1 = command != "holddown" && (command = "holdfwd" || command = "holdback")
trigger1 = var(0) := 0 || 1
trigger2 = var(59) < 1
trigger2 = command = "holddown"
trigger2 = var(0) := 1
trigger3 = var(59) < 1
trigger3 = command = "holdup"
trigger3 = var(0) := 2
value = ifelse(var(0) = 2, 40, ifelse(var(0) = 1, 10, 20))
ctrl = 1

[State 5120, 7]
type = ChangeState
trigger1 = AnimTime = 0
trigger2 = ctrl
trigger2 = p2dist x < 0
value = 0
ctrl = 1

[State Weapon Layer]
type = Null
trigger1 = animelemno(0) < 5
trigger1 = var(11) := 0 || 1

[State Shield Layer]
type = Null
trigger1 = anim = 5129
trigger1 = (animelemno(0) = [3, 5]) || animelemno(0) = [8, 10]
trigger1 = var(12) := 1
trigger2 = var(12) := -1


; HIT_GETUP_ROLLFWD
[Statedef 5121]
type    = L
movetype= I
physics = N
anim = 5121
sprpriority = (var(13) := 0)

[State 5121, ChangeAnim] ;Get up anim (no weapon)
type = ChangeAnim
triggerall = time = 0
trigger1 = !numhelper(10000)
trigger2 = helper(10000), stateno = 10010
value = 5131

[State 5121, PlaySnd]
type = PlaySnd
trigger1 = animelem = 9
trigger1 = random%3 = 0
trigger1 = life < lifemax/3
trigger1 = !var(25)
trigger1 = var(25) := 1
value = 5120, 0
channel = 0

[State 5121, VarSet]
type = VarSet
triggerall = var(9) < 0
trigger1 = anim = 5131
trigger1 = animelem = 7
var(9) = -var(9)

[State 5121, PlaySnd]
type = PlaySnd
triggerall = anim = 5131
trigger1 = animelem = 12
;trigger2 = animelem = 7, = -1
value = 8, 0

[State 5121, 2]
type = VelSet
trigger1 = animelem = 4
x = 6.8

[State 5121, 2]
type = VelSet
trigger1 = animelem = 9
x = 0

[State 5121, 5] ;Can't be thrown right after getting up
type = NotHitBy
trigger1 = !ctrl
value = , NT,ST,HT
time = 12

[State 5121, 3]
type = NotHitBy
trigger1 = !ctrl
trigger1 = var(55) := 6
value2 = SCA
time = 6

[State 5121, 3]
type = CtrlSet
triggerall = roundstate < 3
trigger1 = anim = 5121
trigger1 = animelem = 11
trigger2 = anim = 5131
trigger2 = animelem = 14
value = 1

[State 5121, StateTypeSet]
type = StateTypeSet
trigger1 = ctrl
statetype = S
physics = S

[State 5121, 4]
type = HitFallSet
trigger1 = ctrl
value = 1

[State 5121, 4]
type = ChangeState
triggerall = ctrl
trigger1 = var(59) < 1
trigger1 = command != "holddown" && (command = "holdfwd" || command = "holdback")
trigger1 = var(0) := 0 || 1
trigger2 = var(59) < 1
trigger2 = command = "holddown"
trigger2 = var(0) := 1
trigger3 = var(59) < 1
trigger3 = command = "holdup"
trigger3 = var(0) := 2
value = ifelse(var(0) = 2, 40, ifelse(var(0) = 1, 10, 20))
ctrl = 1

[State 5121, 7]
type = ChangeState
trigger1 = AnimTime = 0
trigger2 = ctrl
trigger2 = p2dist x < 0
value = 0
ctrl = 1

[State 5121, PlayerPush]
type = PlayerPush
trigger1 = animelemno(0) = [4, 8]
value = 0

[State Weapon Layer]
type = Null
trigger1 = animelemno(0) < 4
trigger1 = var(11) := 0 || 1

[State Shield Layer]
type = Null
trigger1 = (animelemno(0) = [2,5]) || animelemno(0) = [8,9]
trigger1 = var(12) := 1
trigger2 = anim = 5131
trigger2 = animelemno(0) = 9 || animelemno(0) = [11,13]
trigger2 = var(12) := 1
trigger3 = var(12) := -1

; HIT_GETUP_ROLLBACK
[Statedef 5122]
type    = L
movetype= I
physics = N
anim = 5122
sprpriority = (var(13) := 0)

[State 5122, ChangeAnim] ;Get up anim (no weapon)
type = ChangeAnim
triggerall = time = 0
trigger1 = !numhelper(10000)
trigger2 = helper(10000), stateno = 10010
value = 5132

[State 5122, PlaySnd]
type = PlaySnd
trigger1 = animelem = 5
trigger1 = random%3 = 0
trigger1 = life < lifemax/3
trigger1 = !var(25)
trigger1 = var(25) := 1
value = 5120, 0
channel = 0

[State 5122, VarSet]
type = VarSet
triggerall = var(9) < 0
trigger1 = anim = 5132
trigger1 = animelem = 2
var(9) = -var(9)

[State 5122, PlaySnd]
type = PlaySnd
triggerall = anim = 5132
trigger1 = animelem = 11
;trigger2 = animelem = 4, = -1
value = 8, 0

[State 5122, 2]
type = VelSet
trigger1 = animelem = 2
x = -6.8

[State 5122, 2]
type = VelSet
trigger1 = animelem = 6
x = const(velocity.run.back.x)

[State 5122, 2]
type = VelSet
trigger1 = animelem = 5
trigger2 = animelem = 8
x = 0

[State 5122, 5] ;Can't be thrown right after getting up
type = NotHitBy
trigger1 = !ctrl
value = , NT,ST,HT
time = 12

[State 5122, 3]
type = NotHitBy
trigger1 = !ctrl
trigger1 = var(55) := 6
value2 = SCA
time = 6

[State 5122, 3]
type = CtrlSet
triggerall = roundstate < 3
trigger1 = anim = 5122
trigger1 = animelem = 8
trigger2 = anim = 5132
trigger2 = animelem = 13
value = 1

[State 5122, StateTypeSet]
type = StateTypeSet
trigger1 = ctrl
statetype = S
physics = S

[State 5122, 4]
type = HitFallSet
trigger1 = ctrl
value = 1

[State 5122, 4]
type = ChangeState
triggerall = ctrl
trigger1 = var(59) < 1
trigger1 = command != "holddown" && (command = "holdfwd" || command = "holdback")
trigger1 = var(0) := 0 || 1
trigger2 = var(59) < 1
trigger2 = command = "holddown"
trigger2 = var(0) := 1
trigger3 = var(59) < 1
trigger3 = command = "holdup"
trigger3 = var(0) := 2
value = ifelse(var(0) = 2, 40, ifelse(var(0) = 1, 10, 20))
ctrl = 1

[State 5122, 7]
type = ChangeState
trigger1 = AnimTime = 0
trigger2 = ctrl
trigger2 = p2dist x < 0
value = 0
ctrl = 1

[State 5122, PlayerPush]
type = PlayerPush
trigger1 = animelemno(0) = [2, 7]
value = 0

[State Weapon Layer]
type = Null
trigger1 = animelemno(0) = 1
trigger1 = var(11) := 0 || 1

[State Shield Layer]
type = Null
trigger1 = animelemno(0) = 4 || animelemno(0) = 6
trigger1 = var(12) := 1
trigger2 = anim = 5132
trigger2 = animelemno(0) = [10,12]
trigger2 = var(12) := 1
trigger3 = var(12) := -1

;---------------------------------------------------------------------------
; HIT_LIEDEAD
[Statedef 5150]
type    = L
movetype= H
physics = N
sprpriority =(var(13) := -3)*0 - 3

[State 5150, 1] ;Normal anim
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] ;Hit up type anim
type = ChangeAnim
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
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
trigger1 = Time = 0
trigger1 = Anim != [5140,5159]
trigger1 = Anim != [5110,5119]
value = 5110

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

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

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

;---------------------------------------------------------------------------
; HIT_FALLRECOVER (still falling)
[Statedef 5200]
type    = A
movetype= H
physics = N
movehitpersist = 1

[State 5200, 1] ;Change anim if done with transition
type = ChangeAnim
trigger1 = Anim = 5035
trigger1 = AnimTime = 0
value = 5050

[State 5200, 2]
type = VelAdd
trigger1 = 1
y = GetHitVar(yaccel)

[State 5200, 3]
type = SelfState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 10
value = 5201

;---------------------------------------------------------------------------
; HIT_FALLRECOVER (on the ground)
[Statedef 5201]
type    = A
movetype= H
physics = A
anim = 5200
movehitpersist = 1

[State 5201, PlaySnd]
type = PlaySnd
triggerall = var(9) < 0
trigger1 = time = 0
value = 8, 0

[State 5201, VarSet]
type = VarSet
triggerall = var(9) < 0
trigger1 = time = 0
var(9) = -var(9)

[State 5201, 1] ;Turn if not facing opponent
type = Turn
trigger1 = Time = 0
trigger1 = p2dist X < -5

[State 5201, 2]
type = VelSet
trigger1 = Time = 0
x = -.15
y = -3.5

[State 5201, 3]
type = PosSet
trigger1 = Time = 0
y = 0

[State 5201, 4]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 5201, 5] ;Blink white
type = PalFX
trigger1 = Time = 0
time = 3
add = 128,128,128 ;256,256,256

[State 5201, 6]
type = GameMakeAnim
trigger1 = Time = 1
value = 60
pos = 0, 0
under = 1

[State Weapon Layer]
type = VarSet
trigger1 = animelemno(0) = [1,5]
var(11) = 0

[State Shield Layer]
type = VarSet
trigger1 = animelemno(0) = 6
var(12) = 1

;---------------------------------------------------------------------------
; HIT_AIRFALLRECOVER
[Statedef 5210]
type    = A
movetype= I
physics = N
anim = 5210
ctrl = 0

[State 5210, PlaySnd]
type = PlaySnd
triggerall = var(9) < 0
trigger1 = time = 0
value = 8, 0

[State 5210, VarSet]
type = VarSet
triggerall = var(9) < 0
trigger1 = time = 0
var(9) = -var(9)

[State 5210, 1] ;Blink white
type = PalFX
trigger1 = Time = 0
time = 3
add = 128,128,128 ;256,256,256

[State 5210, 1]
type = PosFreeze
trigger1 = Time = 0
value = 4

[State 5210, 2] ;Turn if not facing opponent
type = Turn
trigger1 = Time = 0
trigger1 = p2dist X < -20

[State 5210, 1] 
type = VelMul
trigger1 = Time = 4
x = .8
y = .8

[State 5210, 1]
type = VelAdd
trigger1 = Time = 4
y = -4.5

[State 5210, 1] 
type = VelMul
trigger1 = Time = 4
trigger1 = Vel Y > 0
y = .5

[State 5210, 1]
type = VelAdd
trigger1 = Time = 4
trigger1 = Vel Y > -3
y = -2

[State 5210, 1]
type = VelAdd
trigger1 = Time = 4
trigger1 = Vel Y > -2
y = -1

[State 5210, 2] ;Go up
type = VelAdd
trigger1 = Time = 4
trigger1 = Command = "holdup"
y = -2

[State 5210, 2] ;Go down
type = VelAdd
trigger1 = Time = 4
trigger1 = Command = "holddown"
y = 1.5

[State 5210, 2] ;Go fwd
type = VelMul
trigger1 = Time = 4
trigger1 = Command = "holdfwd"
x = 1

[State 5210, 2] ;Go back
type = VelAdd
trigger1 = Time = 4
trigger1 = Command = "holdback"
x = -1

[State 5210, 3]
type = NotHitBy
trigger1 = Time = 0
value = SCA
time = 15

[State 5210, 4]
type = CtrlSet
trigger1 = Time = 20
value = 1

[State 5210, 5]
type = VelAdd;Gravity
trigger1 = Time >= 4
y = .35

[State 5210, 5] ;Land on ground
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 52 ;JUMP_LAND
ctrl = 1

[State Weapon Layer]
type = VarSet
trigger1 = animelemno(0) = [1,5]
var(11) = 0

[State Shield Layer]
type = VarSet
trigger1 = animelemno(0) = 6
var(12) = 1

;---------------------------------------------------------------------------
; Continue?
[Statedef 5500]
type = S
ctrl = 0
anim = 5300
velset = 0,0

[State 5500, Regain Weapon]
type = VarSet
trigger1 = 1
var(9) = 1

[State 5500, Regain Weapon]
type = VarSet
trigger1 = 1
var(10) = 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

[State 5900, 1] ;Clear all int variables
type = VarRangeSet
trigger1 = roundsexisted = 0
value = 0
first = 0
last = 8

[State 5900, 1] ;Clear all int variables
type = VarRangeSet
trigger1 = roundsexisted = 0
value = 0
first = 11
last = 18

[State 5900, 1] ;Clear all int variables
type = VarRangeSet
trigger1 = roundsexisted = 0
value = 0
first = 36

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

[State 5900, Regain Weapon]
type = VarSet
trigger1 = var(9) < 0
var(9) = -var(9)

[State 5900, GetUp Sound]
type = VarSet
trigger1 = numenemy
var(25) = 0

[State 5900, Enemy 1 ID]
type = VarSet
trigger1 = numenemy
var(2) = enemy(0), id

[State 5900, Enemy 2 ID]
type = VarSet
trigger1 = numenemy > 1
var(4) = enemy(1), id

[State 5900, 3] ;Intro for round 1
type = ChangeState
trigger1 = 1
value = 5901

[Statedef 5903]

[State 5903, init]
type = VarSet
trigger1 = palno < 7
var(20) = 0

[State 5903, init]
type = VarSet
trigger1 = var(20)
trigger1 = !var(21)
trigger1 = matchno > 1
var(19) = (matchno - 1)*120000

[State 5903, Leveler]
type = Helper
trigger1 = var(20)
name = "leveler"
id = 30100
stateno = 30100 - (roundsexisted = 0 && var(21) = 0); && matchno > 1)
ignorehitpause = 1
pausemovetime = 99999
supermovetime = 99999

[State 5903, init]
type = VarSet
trigger1 = var(20) = 0
trigger1 = var(21) = 0
var(21) = 11114

[State 5903, init]
type = VarSet
trigger1 = var(20)
trigger1 = var(21) = 0
var(21) = 1

[State 5903, init]
type = VarSet
trigger1 = var(20) = 0
trigger1 = var(9) = 5
var(9) = var(34)

[State 5903, init]
type = VarSet
trigger1 = var(20) = 0
trigger1 = var(10) = 5
var(10) = var(35)

[State 5903, init]
type = VarSet
trigger1 = var(9) = 0
var(9) = var(21)%10

[State 5903, init]
type = VarSet
trigger1 = var(20) = 0
trigger1 = var(10) = 0
var(10) = 4

[State 5903, init]
type = VarSet
trigger1 = var(20)
trigger1 = var(10) = 0
var(10) = 1

[State 5903, init]
type = VarSet
trigger1 = var(24) = 0
var(24) = 5

[State 5903, init]
type = VarSet
trigger1 = fvar(8) = 0
fvar(8) = 1

[State 5903, init]
type = VarSet
trigger1 = fvar(8) = 0
fvar(9) = 1

[State 5903, init]
type = VarSet
trigger1 = 1
var(53) = 0

[State 5903, 3]
type = ChangeState
trigger1 = roundno = 1
value = 190

[State 5903, 4]
type = ChangeState
trigger1 = 1
value = 0