Files
firestorm/Gameleap/mw4/Content/Mechs/Hellspawn/hellspawn.animscript
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2026-06-24 21:28:16 -05:00

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//#############################################
//######### Animation Defines
//#############################################
!MECH=hellspawn
!MC=hs
!PATH=content\mechs
!Back=$(PATH)\$(MECH)\animation\$(MC)_back
!BackUp=$(PATH)\$(MECH)\animation\$(MC)_backU
!BackDown=$(PATH)\$(MECH)\animation\$(MC)_backd
!BackLeft=$(PATH)\$(MECH)\animation\$(MC)_backl
!BackRight=$(PATH)\$(MECH)\animation\$(MC)_backr
!Walk=$(PATH)\$(MECH)\animation\$(MC)_walk
!WalkUp=$(PATH)\$(MECH)\animation\$(MC)_walku
!WalkDown=$(PATH)\$(MECH)\animation\$(MC)_walkd
!WalkLeft=$(PATH)\$(MECH)\animation\$(MC)_walkl
!WalkRight=$(PATH)\$(MECH)\animation\$(MC)_walkr
!Run=$(PATH)\$(MECH)\animation\$(MC)_run
!RunUp=$(PATH)\$(MECH)\animation\$(MC)_runu
!RunDown=$(PATH)\$(MECH)\animation\$(MC)_rund
!RunLeft=$(PATH)\$(MECH)\animation\$(MC)_runl
!RunRight=$(PATH)\$(MECH)\animation\$(MC)_runr
!StandPose=$(PATH)\$(MECH)\animation\$(MC)_standpose
!StandUpPose=$(PATH)\$(MECH)\animation\$(MC)_standposeU
!StandDownPose=$(PATH)\$(MECH)\animation\$(MC)_standposeD
!StandLeftPose=$(PATH)\$(MECH)\animation\$(MC)_standposeL
!StandRightPose=$(PATH)\$(MECH)\animation\$(MC)_standposeR
!GimpLeftPose=$(PATH)\$(MECH)\animation\$(MC)_lgimppose
!GimpLeftUpPose=$(PATH)\$(MECH)\animation\$(MC)_lgimpposeu
!GimpLeftDownPose=$(PATH)\$(MECH)\animation\$(MC)_lgimpposed
!GimpLeftLeftPose=$(PATH)\$(MECH)\animation\$(MC)_lgimpposel
!GimpLeftRightPose=$(PATH)\$(MECH)\animation\$(MC)_lgimpposer
!GimpRightPose=$(PATH)\$(MECH)\animation\$(MC)_rgimppose
!GimpRightUpPose=$(PATH)\$(MECH)\animation\$(MC)_rgimpposeu
!GimpRightDownPose=$(PATH)\$(MECH)\animation\$(MC)_rgimpposed
!GimpRightLeftPose=$(PATH)\$(MECH)\animation\$(MC)_rgimpposer
!GimpRightRightPose=$(PATH)\$(MECH)\animation\$(MC)_rgimpposel
!GimpLeft=$(PATH)\$(MECH)\animation\$(MC)_lgimp
!GimpLeftUp=$(PATH)\$(MECH)\animation\$(MC)_lgimpu
!GimpLeftDown=$(PATH)\$(MECH)\animation\$(MC)_lgimpd
!GimpLeftRight=$(PATH)\$(MECH)\animation\$(MC)_lgimpr
!GimpLeftLeft=$(PATH)\$(MECH)\animation\$(MC)_lgimpl
!GimpRight=$(PATH)\$(MECH)\animation\$(MC)_rgimp
!GimpRightUp=$(PATH)\$(MECH)\animation\$(MC)_rgimpu
!GimpRightDown=$(PATH)\$(MECH)\animation\$(MC)_rgimpd
!GimpRightRight=$(PATH)\$(MECH)\animation\$(MC)_rgimpr
!GimpRightLeft=$(PATH)\$(MECH)\animation\$(MC)_rgimpl
!WalkStand=$(PATH)\$(MECH)\animation\$(MC)_walkstand
!WalkStandUp=$(PATH)\$(MECH)\animation\$(MC)_walkstandu
!WalkStandDown=$(PATH)\$(MECH)\animation\$(MC)_walkstandd
!WalkStandLeft=$(PATH)\$(MECH)\animation\$(MC)_walkstandl
!WalkStandRight=$(PATH)\$(MECH)\animation\$(MC)_walkstandr
!WalkStandHalf=$(PATH)\$(MECH)\animation\$(MC)_walkstandrev
!WalkStandHalfUp=$(PATH)\$(MECH)\animation\$(MC)_walkstandrevu
!WalkStandHalfDown=$(PATH)\$(MECH)\animation\$(MC)_walkstandrevd
!WalkStandHalfLeft=$(PATH)\$(MECH)\animation\$(MC)_walkstandrevl
!WalkStandHalfRight=$(PATH)\$(MECH)\animation\$(MC)_walkstandrevr
!StandWalk=$(PATH)\$(MECH)\animation\$(MC)_standwalk
!StandWalkUp=$(PATH)\$(MECH)\animation\$(MC)_standwalku
!StandWalkDown=$(PATH)\$(MECH)\animation\$(MC)_standwalkd
!StandWalkLeft=$(PATH)\$(MECH)\animation\$(MC)_standwalkl
!StandWalkRight=$(PATH)\$(MECH)\animation\$(MC)_standwalkr
!BackStand=$(PATH)\$(MECH)\animation\$(MC)_backstand
!BackStandUp=$(PATH)\$(MECH)\animation\$(MC)_backstandu
!BackStandDown=$(PATH)\$(MECH)\animation\$(MC)_backstandd
!BackStandLeft=$(PATH)\$(MECH)\animation\$(MC)_backstandl
!BackStandRight=$(PATH)\$(MECH)\animation\$(MC)_backstandr
!BackStandHalf=$(PATH)\$(MECH)\animation\$(MC)_backstandrev
!BackStandHalfUp=$(PATH)\$(MECH)\animation\$(MC)_backstandrevu
!BackStandHalfDown=$(PATH)\$(MECH)\animation\$(MC)_backstandrevd
!BackStandHalfLeft=$(PATH)\$(MECH)\animation\$(MC)_backstandrevl
!BackStandHalfRight=$(PATH)\$(MECH)\animation\$(MC)_backstandrevr
!StandBack=$(PATH)\$(MECH)\animation\$(MC)_standback
!StandBackUp=$(PATH)\$(MECH)\animation\$(MC)_standbacku
!StandBackDown=$(PATH)\$(MECH)\animation\$(MC)_standbackd
!StandBackLeft=$(PATH)\$(MECH)\animation\$(MC)_standbackl
!StandBackRight=$(PATH)\$(MECH)\animation\$(MC)_standbackr
!GimpLeftStand=$(PATH)\$(MECH)\animation\$(MC)_lgimpstand
!GimpLeftStandUp=$(PATH)\$(MECH)\animation\$(MC)_lgimpstandu
!GimpLeftStandDown=$(PATH)\$(MECH)\animation\$(MC)_lgimpstandd
!GimpLeftStandLeft=$(PATH)\$(MECH)\animation\$(MC)_lgimpstandl
!GimpLeftStandRight=$(PATH)\$(MECH)\animation\$(MC)_lgimpstandr
!StandGimpLeft=$(PATH)\$(MECH)\animation\$(MC)_standlgimp
!StandGimpLeftUp=$(PATH)\$(MECH)\animation\$(MC)_standlgimpu
!StandGimpLeftDown=$(PATH)\$(MECH)\animation\$(MC)_standlgimpd
!StandGimpLeftLeft=$(PATH)\$(MECH)\animation\$(MC)_standlgimpl
!StandGimpLeftRight=$(PATH)\$(MECH)\animation\$(MC)_standlgimpr
!GimpRightStand=$(PATH)\$(MECH)\animation\$(MC)_rgimpstand
!GimpRightStandUp=$(PATH)\$(MECH)\animation\$(MC)_rgimpstandu
!GimpRightStandDown=$(PATH)\$(MECH)\animation\$(MC)_rgimpstandd
!GimpRightStandLeft=$(PATH)\$(MECH)\animation\$(MC)_rgimpstandl
!GimpRightStandRight=$(PATH)\$(MECH)\animation\$(MC)_rgimpstandr
!StandGimpRight=$(PATH)\$(MECH)\animation\$(MC)_standrgimp
!StandGimpRightUp=$(PATH)\$(MECH)\animation\$(MC)_standrgimpu
!StandGimpRightDown=$(PATH)\$(MECH)\animation\$(MC)_standrgimpd
!StandGimpRightLeft=$(PATH)\$(MECH)\animation\$(MC)_standrgimpl
!StandGimpRightRight=$(PATH)\$(MECH)\animation\$(MC)_standrgimpr
!PowerDown=$(PATH)\$(MECH)\animation\$(MC)_powerdown
!PowerDownUp=$(PATH)\$(MECH)\animation\$(MC)_powerdownU
!PowerDownDown=$(PATH)\$(MECH)\animation\$(MC)_powerdownD
!PowerDownLeft=$(PATH)\$(MECH)\animation\$(MC)_powerdownL
!PowerDownRight=$(PATH)\$(MECH)\animation\$(MC)_powerdownR
!PowerUp=$(PATH)\$(MECH)\animation\$(MC)_powerup
!PowerUpUp=$(PATH)\$(MECH)\animation\$(MC)_powerupU
!PowerUpDown=$(PATH)\$(MECH)\animation\$(MC)_powerupD
!PowerUpLeft=$(PATH)\$(MECH)\animation\$(MC)_powerupL
!PowerUpRight=$(PATH)\$(MECH)\animation\$(MC)_powerupR
!SquatDown=$(PATH)\$(MECH)\animation\$(MC)_squatdown
!SquatDownUp=$(PATH)\$(MECH)\animation\$(MC)_squatdownU
!SquatDownDown=$(PATH)\$(MECH)\animation\$(MC)_squatdownD
!SquatDownLeft=$(PATH)\$(MECH)\animation\$(MC)_squatdownL
!SquatDownRight=$(PATH)\$(MECH)\animation\$(MC)_squatdownR
!SquatUp=$(PATH)\$(MECH)\animation\$(MC)_squatup
!SquatUpUp=$(PATH)\$(MECH)\animation\$(MC)_squatupU
!SquatUpDown=$(PATH)\$(MECH)\animation\$(MC)_squatupD
!SquatUpLeft=$(PATH)\$(MECH)\animation\$(MC)_squatupL
!SquatUpRight=$(PATH)\$(MECH)\animation\$(MC)_squatupR
!LandForward=$(PATH)\$(MECH)\animation\$(MC)_landforward
!LandStand=$(PATH)\$(MECH)\animation\$(MC)_landstand
!LandStandUp=$(PATH)\$(MECH)\animation\$(MC)_landstandU
!LandStandDown=$(PATH)\$(MECH)\animation\$(MC)_landstandD
!LandStandLeft=$(PATH)\$(MECH)\animation\$(MC)_landstandL
!LandStandRight=$(PATH)\$(MECH)\animation\$(MC)_landstandR
!FallForward=$(PATH)\$(MECH)\animation\$(MC)_fallforward
!FallBackward=$(PATH)\$(MECH)\animation\$(MC)_fallback
!FallLeft=$(PATH)\$(MECH)\animation\$(MC)_fallleft
!FallRight=$(PATH)\$(MECH)\animation\$(MC)_fallright
!GetUp=$(PATH)\$(MECH)\animation\$(MC)_getup
!GetUpRight=$(PATH)\$(MECH)\animation\$(MC)_getupright
!Fly=$(PATH)\$(MECH)\animation\$(MC)_jump
!TurnLeft=$(PATH)\$(MECH)\animation\$(MC)_turnLeft
!TurnLeftUp=$(PATH)\$(MECH)\animation\$(MC)_turnLeftU
!TurnLeftDown=$(PATH)\$(MECH)\animation\$(MC)_turnLeftD
!TurnLeftLeft=$(PATH)\$(MECH)\animation\$(MC)_turnLeftL
!TurnLeftRight=$(PATH)\$(MECH)\animation\$(MC)_turnLeftR
!TurnRight=$(PATH)\$(MECH)\animation\$(MC)_turnRight
!TurnRightUp=$(PATH)\$(MECH)\animation\$(MC)_turnRightU
!TurnRightDown=$(PATH)\$(MECH)\animation\$(MC)_turnRightD
!TurnRightLeft=$(PATH)\$(MECH)\animation\$(MC)_turnRightL
!TurnRightRight=$(PATH)\$(MECH)\animation\$(MC)_turnRightR
!LGimpTurnLeft=$(PATH)\$(MECH)\animation\$(MC)_LGimpTurnLeft
!LGimpTurnLeftUp=$(PATH)\$(MECH)\animation\$(MC)_LGimpTurnLeftU
!LGimpTurnLeftDown=$(PATH)\$(MECH)\animation\$(MC)_LGimpTurnLeftD
!LGimpTurnLeftLeft=$(PATH)\$(MECH)\animation\$(MC)_LGimpTurnLeftL
!LGimpTurnLeftRight=$(PATH)\$(MECH)\animation\$(MC)_LGimpTurnLeftR
!LGimpTurnRight=$(PATH)\$(MECH)\animation\$(MC)_LGimpTurnRight
!LGimpTurnRightUp=$(PATH)\$(MECH)\animation\$(MC)_LGimpTurnRightU
!LGimpTurnRightDown=$(PATH)\$(MECH)\animation\$(MC)_LGimpTurnRightD
!LGimpTurnRightLeft=$(PATH)\$(MECH)\animation\$(MC)_LGimpTurnRightL
!LGimpTurnRightRight=$(PATH)\$(MECH)\animation\$(MC)_LGimpTurnRightR
!RGimpTurnLeft=$(PATH)\$(MECH)\animation\$(MC)_RGimpTurnLeft
!RGimpTurnLeftUp=$(PATH)\$(MECH)\animation\$(MC)_RGimpTurnLeftU
!RGimpTurnLeftDown=$(PATH)\$(MECH)\animation\$(MC)_RGimpTurnLeftD
!RGimpTurnLeftLeft=$(PATH)\$(MECH)\animation\$(MC)_RGimpTurnLeftL
!RGimpTurnLeftRight=$(PATH)\$(MECH)\animation\$(MC)_RGimpTurnLeftR
!RGimpTurnRight=$(PATH)\$(MECH)\animation\$(MC)_RGimpTurnRight
!RGimpTurnRightUp=$(PATH)\$(MECH)\animation\$(MC)_RGimpTurnRightU
!RGimpTurnRightDown=$(PATH)\$(MECH)\animation\$(MC)_RGimpTurnRightD
!RGimpTurnRightLeft=$(PATH)\$(MECH)\animation\$(MC)_RGimpTurnRightL
!RGimpTurnRightRight=$(PATH)\$(MECH)\animation\$(MC)_RGimpTurnRightR
//#############################################
//######### Curve Defines
//#############################################
!LinearUpCurve=0
!CubedCurve=1
!EaseUpCurve=2
!EdgeCurve=3
!BumpCurve=4
!EaseUpSplineCurve=5
!CurveUpCurve=6
!SpikeUpCurve=7
!BellCurveCurve=8
!SpikeCurve=9
!LongBumpCurve=10
!BumpSpikeCurve=11
!SpikeBell=12
//#############################################
//######### States
//#############################################
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
[StandState]
AnimType=FullHeightPoseHolderType
Start=0.0
Position=0.0
PitchAttrib=LocalGroundPitch
RollAttrib=LocalGroundRoll
UpAnim=$(StandUpPose)
DownAnim=$(StandDownPose)
EvenAnim=$(StandPose)
LeftAnim=$(StandLeftPose)
RightAnim=$(StandRightPose)
[StandHalfState]
AnimType=FullHeightPoseHolderType
Start=0.0
Position=0.0
PitchAttrib=LocalGroundPitch
RollAttrib=LocalGroundRoll
UpAnim=$(StandUpPose)
DownAnim=$(StandDownPose)
EvenAnim=$(StandPose)
LeftAnim=$(StandLeftPose)
RightAnim=$(StandRightPose)
[Stand_1_8_thState]
AnimType=FullHeightPoseHolderType
Start=0.0
Position=0.0
PitchAttrib=LocalGroundPitch
RollAttrib=LocalGroundRoll
UpAnim=$(StandUpPose)
DownAnim=$(StandDownPose)
EvenAnim=$(StandPose)
LeftAnim=$(StandLeftPose)
RightAnim=$(StandRightPose)
[Stand_2_8_thState]
AnimType=FullHeightPoseHolderType
Start=0.0
Position=0.0
PitchAttrib=LocalGroundPitch
RollAttrib=LocalGroundRoll
UpAnim=$(StandUpPose)
DownAnim=$(StandDownPose)
EvenAnim=$(StandPose)
LeftAnim=$(StandLeftPose)
RightAnim=$(StandRightPose)
[Stand_3_8_thState]
AnimType=FullHeightPoseHolderType
Start=0.0
Position=0.0
PitchAttrib=LocalGroundPitch
RollAttrib=LocalGroundRoll
UpAnim=$(StandUpPose)
DownAnim=$(StandDownPose)
EvenAnim=$(StandPose)
LeftAnim=$(StandLeftPose)
RightAnim=$(StandRightPose)
[Stand_5_8_thState]
AnimType=FullHeightPoseHolderType
Start=0.0
Position=0.0
PitchAttrib=LocalGroundPitch
RollAttrib=LocalGroundRoll
UpAnim=$(StandUpPose)
DownAnim=$(StandDownPose)
EvenAnim=$(StandPose)
LeftAnim=$(StandLeftPose)
RightAnim=$(StandRightPose)
[Stand_6_8_thState]
AnimType=FullHeightPoseHolderType
Start=0.0
Position=0.0
PitchAttrib=LocalGroundPitch
RollAttrib=LocalGroundRoll
UpAnim=$(StandUpPose)
DownAnim=$(StandDownPose)
EvenAnim=$(StandPose)
LeftAnim=$(StandLeftPose)
RightAnim=$(StandRightPose)
[Stand_7_8_thState]
AnimType=FullHeightPoseHolderType
Start=0.0
Position=0.0
PitchAttrib=LocalGroundPitch
RollAttrib=LocalGroundRoll
UpAnim=$(StandUpPose)
DownAnim=$(StandDownPose)
EvenAnim=$(StandPose)
LeftAnim=$(StandLeftPose)
RightAnim=$(StandRightPose)
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
[ForwardState]
AnimType=FullHeightSpeedBlenderCycleType
Start=0.0
Position=0.0
SpeedAttrib=CurrentSpeedMPS
PitchAttrib=LocalGroundPitch
RollAttrib=LocalGroundRoll
SlowUpAnim=$(WalkUp)
SlowDownAnim=$(WalkDown)
SlowEvenAnim=$(Walk)
SlowLeftAnim=$(WalkLeft)
SlowRightAnim=$(WalkRight)
FastUpAnim=$(RunUp)
FastDownAnim=$(RunDown)
FastEvenAnim=$(Run)
FastLeftAnim=$(RunLeft)
FastRightAnim=$(RunRight)
[StandState::ForwardState]
TransitionStart=0.0
PlayOldStateTill=0.0
StartNewState=1.0
OverrideNewStatePosition=default
StartOverlapCurve=$(LinearUpCurve) 0.0 1.0 0.0 1.0 0 0
EndOverlapCurve=$(LinearUpCurve) 0.0 1.0 0.0 1.0 1 0
AnimType=FullHeightBlenderCycleType
Start=0.0
Position=0.0
SpeedAttrib=CurrentSpeedMPS
PitchAttrib=LocalGroundPitch
RollAttrib=LocalGroundRoll
UpAnim=$(StandWalkUp)
DownAnim=$(StandWalkDown)
EvenAnim=$(StandWalk)
LeftAnim=$(StandWalkLeft)
RightAnim=$(StandWalkRight)
[ForwardState::StandState]
TransitionStart=0.0
PlayOldStateTill=0.0
StartNewState=1.0
OverrideNewStatePosition=default
StartOverlapCurve=$(LinearUpCurve) 0.0 1.0 0.0 1.0 0 0
EndOverlapCurve=$(LinearUpCurve) 0.0 1.0 0.0 1.0 1 0
AnimType=FullHeightBlenderCycleType
Start=0.0
Position=0.0
SpeedAttrib=CurrentSpeedMPS
PitchAttrib=LocalGroundPitch
RollAttrib=LocalGroundRoll
UpAnim=$(WalkStandUp)
DownAnim=$(WalkStandDown)
EvenAnim=$(WalkStand)
LeftAnim=$(WalkStandLeft)
RightAnim=$(WalkStandRight)
[ForwardState::Stand_1_8_thState]
TransitionStart=0.125
PlayOldStateTill=0.5
StartNewState=1.0
OverrideNewStatePosition=default
StartOverlapCurve=$(LinearUpCurve) 0.0 1.0 0.0 1.0 0 0
EndOverlapCurve=$(LinearUpCurve) 0.0 1.0 0.0 1.0 1 0
AnimType=FullHeightBlenderCycleType
Start=0.0
Position=0.250
SpeedAttrib=CurrentSpeedMPS
PitchAttrib=LocalGroundPitch
RollAttrib=LocalGroundRoll
UpAnim=$(WalkStandUp)
DownAnim=$(WalkStandDown)
EvenAnim=$(WalkStand)
LeftAnim=$(WalkStandLeft)
RightAnim=$(WalkStandRight)
[ForwardState::Stand_2_8_thState]
TransitionStart=0.250
PlayOldStateTill=0.6
StartNewState=1.0
OverrideNewStatePosition=default
StartOverlapCurve=$(LinearUpCurve) 0.0 1.0 0.0 1.0 0 0
EndOverlapCurve=$(LinearUpCurve) 0.0 1.0 0.0 1.0 1 0
AnimType=FullHeightBlenderCycleType
Start=0.0
Position=0.5
SpeedAttrib=CurrentSpeedMPS
PitchAttrib=LocalGroundPitch
RollAttrib=LocalGroundRoll
UpAnim=$(WalkStandUp)
DownAnim=$(WalkStandDown)
EvenAnim=$(WalkStand)
LeftAnim=$(WalkStandLeft)
RightAnim=$(WalkStandRight)
[ForwardState::Stand_3_8_thState]
TransitionStart=0.375
PlayOldStateTill=0.9
StartNewState=1.0
OverrideNewStatePosition=default
StartOverlapCurve=$(LinearUpCurve) 0.0 1.0 0.0 1.0 0 0
EndOverlapCurve=$(LinearUpCurve) 0.0 1.0 0.0 1.0 1 0
AnimType=FullHeightBlenderCycleType
Start=0.0
Position=0.7
SpeedAttrib=CurrentSpeedMPS
PitchAttrib=LocalGroundPitch
RollAttrib=LocalGroundRoll
UpAnim=$(WalkStandUp)
DownAnim=$(WalkStandDown)
EvenAnim=$(WalkStand)
LeftAnim=$(WalkStandLeft)
RightAnim=$(WalkStandRight)
[ForwardState::StandHalfState]
TransitionStart=0.5
PlayOldStateTill=0.0
StartNewState=1.0
OverrideNewStatePosition=default
StartOverlapCurve=$(LinearUpCurve) 0.0 1.0 0.0 1.0 0 0
EndOverlapCurve=$(LinearUpCurve) 0.0 1.0 0.0 1.0 1 0
AnimType=FullHeightBlenderCycleType
Start=0.0
Position=0.0
SpeedAttrib=CurrentSpeedMPS
PitchAttrib=LocalGroundPitch
RollAttrib=LocalGroundRoll
UpAnim=$(WalkStandHalfUp)
DownAnim=$(WalkStandHalfDown)
EvenAnim=$(WalkStandHalf)
LeftAnim=$(WalkStandHalfLeft)
RightAnim=$(WalkStandHalfRight)
[ForwardState::Stand_5_8_thState]
TransitionStart=0.625
PlayOldStateTill=0.5
StartNewState=1.0
OverrideNewStatePosition=default
StartOverlapCurve=$(LinearUpCurve) 0.0 1.0 0.0 1.0 0 0
EndOverlapCurve=$(LinearUpCurve) 0.0 1.0 0.0 1.0 1 0
AnimType=FullHeightBlenderCycleType
Start=0.0
Position=0.250
SpeedAttrib=CurrentSpeedMPS
PitchAttrib=LocalGroundPitch
RollAttrib=LocalGroundRoll
UpAnim=$(WalkStandHalfUp)
DownAnim=$(WalkStandHalfDown)
EvenAnim=$(WalkStandHalf)
LeftAnim=$(WalkStandHalfLeft)
RightAnim=$(WalkStandHalfRight)
[ForwardState::Stand_6_8_thState]
TransitionStart=0.750
PlayOldStateTill=0.6
StartNewState=1.0
OverrideNewStatePosition=default
StartOverlapCurve=$(LinearUpCurve) 0.0 1.0 0.0 1.0 0 0
EndOverlapCurve=$(LinearUpCurve) 0.0 1.0 0.0 1.0 1 0
AnimType=FullHeightBlenderCycleType
Start=0.0
Position=0.5
SpeedAttrib=CurrentSpeedMPS
PitchAttrib=LocalGroundPitch
RollAttrib=LocalGroundRoll
UpAnim=$(WalkStandHalfUp)
DownAnim=$(WalkStandHalfDown)
EvenAnim=$(WalkStandHalf)
LeftAnim=$(WalkStandHalfLeft)
RightAnim=$(WalkStandHalfRight)
[ForwardState::Stand_7_8_thState]
TransitionStart=0.875
PlayOldStateTill=0.9
StartNewState=1.0
OverrideNewStatePosition=default
StartOverlapCurve=$(LinearUpCurve) 0.0 1.0 0.0 1.0 0 0
EndOverlapCurve=$(LinearUpCurve) 0.0 1.0 0.0 1.0 1 0
AnimType=FullHeightBlenderCycleType
Start=0.0
Position=0.700
SpeedAttrib=CurrentSpeedMPS
PitchAttrib=LocalGroundPitch
RollAttrib=LocalGroundRoll
UpAnim=$(WalkStandHalfUp)
DownAnim=$(WalkStandHalfDown)
EvenAnim=$(WalkStandHalf)
LeftAnim=$(WalkStandHalfLeft)
RightAnim=$(WalkStandHalfRight)
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
[BackwardState]
AnimType=FullHeightBlenderCycleType
Start=0.0
Position=0.0
SpeedAttrib=CurrentSpeedMPS
PitchAttrib=LocalGroundPitch
RollAttrib=LocalGroundRoll
UpAnim=$(BackDown)
DownAnim=$(BackUp)
EvenAnim=$(Back)
LeftAnim=$(BackLeft)
RightAnim=$(BackRight)
[StandState::BackwardState]
TransitionStart=0.0
PlayOldStateTill=0.0
StartNewState=1.0
OverrideNewStatePosition=default
StartOverlapCurve=$(LinearUpCurve) 0.0 1.0 0.0 1.0 0 0
EndOverlapCurve=$(LinearUpCurve) 0.0 1.0 0.0 1.0 1 0
AnimType=FullHeightBlenderCycleType
Start=0.0
Position=0.0
SpeedAttrib=CurrentSpeedMPS
PitchAttrib=LocalGroundPitch
RollAttrib=LocalGroundRoll
UpAnim=$(StandBackDown)
DownAnim=$(StandBackUp)
EvenAnim=$(StandBack)
LeftAnim=$(StandBackLeft)
RightAnim=$(StandBackRight)
[BackwardState::StandState]
TransitionStart=0.0
PlayOldStateTill=0.0
StartNewState=1.0
OverrideNewStatePosition=default
StartOverlapCurve=$(LinearUpCurve) 0.0 1.0 0.0 1.0 0 0
EndOverlapCurve=$(LinearUpCurve) 0.0 1.0 0.0 1.0 1 0
AnimType=FullHeightBlenderCycleType
Start=0.0
Position=0.0
SpeedAttrib=CurrentSpeedMPS
PitchAttrib=LocalGroundPitch
RollAttrib=LocalGroundRoll
UpAnim=$(BackStandDown)
DownAnim=$(BackStandUp)
EvenAnim=$(BackStand)
LeftAnim=$(BackStandLeft)
RightAnim=$(BackStandRight)
[BackwardState::Stand_1_8_thState]
TransitionStart=0.125
PlayOldStateTill=0.5
StartNewState=1.0
OverrideNewStatePosition=default
StartOverlapCurve=$(LinearUpCurve) 0.0 1.0 0.0 1.0 0 0
EndOverlapCurve=$(LinearUpCurve) 0.0 1.0 0.0 1.0 1 0
AnimType=FullHeightBlenderCycleType
Start=0.0
Position=0.250
SpeedAttrib=CurrentSpeedMPS
PitchAttrib=LocalGroundPitch
RollAttrib=LocalGroundRoll
UpAnim=$(BackStandDown)
DownAnim=$(BackStandUp)
EvenAnim=$(BackStand)
LeftAnim=$(BackStandLeft)
RightAnim=$(BackStandRight)
[BackwardState::Stand_2_8_thState]
TransitionStart=0.250
PlayOldStateTill=0.6
StartNewState=1.0
OverrideNewStatePosition=default
StartOverlapCurve=$(LinearUpCurve) 0.0 1.0 0.0 1.0 0 0
EndOverlapCurve=$(LinearUpCurve) 0.0 1.0 0.0 1.0 1 0
AnimType=FullHeightBlenderCycleType
Start=0.0
Position=0.5
SpeedAttrib=CurrentSpeedMPS
PitchAttrib=LocalGroundPitch
RollAttrib=LocalGroundRoll
UpAnim=$(BackStandDown)
DownAnim=$(BackStandUp)
EvenAnim=$(BackStand)
LeftAnim=$(BackStandLeft)
RightAnim=$(BackStandRight)
[BackwardState::Stand_3_8_thState]
TransitionStart=0.375
PlayOldStateTill=0.9
StartNewState=1.0
OverrideNewStatePosition=default
StartOverlapCurve=$(LinearUpCurve) 0.0 1.0 0.0 1.0 0 0
EndOverlapCurve=$(LinearUpCurve) 0.0 1.0 0.0 1.0 1 0
AnimType=FullHeightBlenderCycleType
Start=0.0
Position=0.7
SpeedAttrib=CurrentSpeedMPS
PitchAttrib=LocalGroundPitch
RollAttrib=LocalGroundRoll
UpAnim=$(BackStandDown)
DownAnim=$(BackStandUp)
EvenAnim=$(BackStand)
LeftAnim=$(BackStandLeft)
RightAnim=$(BackStandRight)
[BackwardState::StandHalfState]
TransitionStart=0.5
PlayOldStateTill=0.0
StartNewState=1.0
OverrideNewStatePosition=default
StartOverlapCurve=$(LinearUpCurve) 0.0 1.0 0.0 1.0 0 0
EndOverlapCurve=$(LinearUpCurve) 0.0 1.0 0.0 1.0 1 0
AnimType=FullHeightBlenderCycleType
Start=0.0
Position=0.0
SpeedAttrib=CurrentSpeedMPS
PitchAttrib=LocalGroundPitch
RollAttrib=LocalGroundRoll
UpAnim=$(BackStandHalfDown)
DownAnim=$(BackStandHalfUp)
EvenAnim=$(BackStandHalf)
LeftAnim=$(BackStandHalfLeft)
RightAnim=$(BackStandHalfRight)
[BackwardState::Stand_5_8_thState]
TransitionStart=0.625
PlayOldStateTill=0.5
StartNewState=1.0
OverrideNewStatePosition=default
StartOverlapCurve=$(LinearUpCurve) 0.0 1.0 0.0 1.0 0 0
EndOverlapCurve=$(LinearUpCurve) 0.0 1.0 0.0 1.0 1 0
AnimType=FullHeightBlenderCycleType
Start=0.0
Position=0.250
SpeedAttrib=CurrentSpeedMPS
PitchAttrib=LocalGroundPitch
RollAttrib=LocalGroundRoll
UpAnim=$(BackStandHalfDown)
DownAnim=$(BackStandHalfUp)
EvenAnim=$(BackStandHalf)
LeftAnim=$(BackStandHalfLeft)
RightAnim=$(BackStandHalfRight)
[BackwardState::Stand_6_8_thState]
TransitionStart=0.750
PlayOldStateTill=0.6
StartNewState=1.0
OverrideNewStatePosition=default
StartOverlapCurve=$(LinearUpCurve) 0.0 1.0 0.0 1.0 0 0
EndOverlapCurve=$(LinearUpCurve) 0.0 1.0 0.0 1.0 1 0
AnimType=FullHeightBlenderCycleType
Start=0.0
Position=0.5
SpeedAttrib=CurrentSpeedMPS
PitchAttrib=LocalGroundPitch
RollAttrib=LocalGroundRoll
UpAnim=$(BackStandHalfDown)
DownAnim=$(BackStandHalfUp)
EvenAnim=$(BackStandHalf)
LeftAnim=$(BackStandHalfLeft)
RightAnim=$(BackStandHalfRight)
[BackwardState::Stand_7_8_thState]
TransitionStart=0.875
PlayOldStateTill=0.9
StartNewState=1.0
OverrideNewStatePosition=default
StartOverlapCurve=$(LinearUpCurve) 0.0 1.0 0.0 1.0 0 0
EndOverlapCurve=$(LinearUpCurve) 0.0 1.0 0.0 1.0 1 0
AnimType=FullHeightBlenderCycleType
Start=0.0
Position=0.700
SpeedAttrib=CurrentSpeedMPS
PitchAttrib=LocalGroundPitch
RollAttrib=LocalGroundRoll
UpAnim=$(BackStandHalfDown)
DownAnim=$(BackStandHalfUp)
EvenAnim=$(BackStandHalf)
LeftAnim=$(BackStandHalfLeft)
RightAnim=$(BackStandHalfRight)
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
[GimpStandLeftState]
AnimType=FullHeightPoseHolderType
Start=0.0
Position=0.0
PitchAttrib=LocalGroundPitch
RollAttrib=LocalGroundRoll
UpAnim=$(GimpLeftUpPose)
DownAnim=$(GimpLeftDownPose)
EvenAnim=$(GimpLeftPose)
LeftAnim=$(GimpLeftLeftPose)
RightAnim=$(GimpLeftRightPose)
[GimpForwardLeftState]
AnimType=FullHeightBlenderCycleType
Start=0.0
Position=0.0
SpeedAttrib=CurrentSpeedMPS
PitchAttrib=LocalGroundPitch
RollAttrib=LocalGroundRoll
UpAnim=$(GimpLeftUp)
DownAnim=$(GimpLeftDown)
EvenAnim=$(GimpLeft)
LeftAnim=$(GimpLeftLeft)
RightAnim=$(GimpLeftRight)
[GimpStandLeftState::GimpForwardLeftState]
TransitionStart=0.0
PlayOldStateTill=0.0
StartNewState=1.0
OverrideNewStatePosition=default
StartOverlapCurve=$(LinearUpCurve) 0.0 1.0 0.0 1.0 0 0
EndOverlapCurve=$(LinearUpCurve) 0.0 1.0 0.0 1.0 1 0
AnimType=FullHeightBlenderCycleType
Start=0.0
Position=0.0
SpeedAttrib=CurrentSpeedMPS
PitchAttrib=LocalGroundPitch
RollAttrib=LocalGroundRoll
UpAnim=$(StandGimpLeftUp)
DownAnim=$(StandGimpLeftDown)
EvenAnim=$(StandGimpLeft)
LeftAnim=$(StandGimpLeftLeft)
RightAnim=$(StandGimpLeftRight)
[GimpForwardLeftState::GimpStandLeftState]
TransitionStart=0.0
PlayOldStateTill=0.0
StartNewState=1.0
OverrideNewStatePosition=default
StartOverlapCurve=$(LinearUpCurve) 0.0 1.0 0.0 1.0 0 0
EndOverlapCurve=$(LinearUpCurve) 0.0 1.0 0.0 1.0 1 0
AnimType=FullHeightBlenderCycleType
Start=0.0
Position=0.0
SpeedAttrib=CurrentSpeedMPS
PitchAttrib=LocalGroundPitch
RollAttrib=LocalGroundRoll
UpAnim=$(GimpLeftStandUp)
DownAnim=$(GimpLeftStandDown)
EvenAnim=$(GimpLeftStand)
LeftAnim=$(GimpLeftStandLeft)
RightAnim=$(GimpLeftStandRight)
[::GimpForwardLeftState]
TransitionStart=0.0
PlayOldStateTill=0.3
StartNewState=1.0
OverrideNewStatePosition=default
StartOverlapCurve=$(LinearUpCurve) 0.0 1.0 0.0 1.0 0 0
EndOverlapCurve=$(LinearUpCurve) 0.0 1.0 0.0 1.0 1 0
AnimType=FullHeightBlenderCycleType
Start=0.0
Position=0.0
SpeedAttrib=CurrentSpeedMPS
PitchAttrib=LocalGroundPitch
RollAttrib=LocalGroundRoll
UpAnim=$(GimpLeftUp)
DownAnim=$(GimpLeftDown)
EvenAnim=$(GimpLeft)
LeftAnim=$(GimpLeftLeft)
RightAnim=$(GimpLeftRight)
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
[GimpStandRightState]
AnimType=FullHeightPoseHolderType
Start=0.0
Position=0.0
PitchAttrib=LocalGroundPitch
RollAttrib=LocalGroundRoll
UpAnim=$(GimpRightUpPose)
DownAnim=$(GimpRightDownPose)
EvenAnim=$(GimpRightPose)
RightAnim=$(GimpRightLeftPose)
LeftAnim=$(GimpRightRightPose)
[GimpForwardRightState]
AnimType=FullHeightBlenderCycleType
Start=0.0
Position=0.0
SpeedAttrib=CurrentSpeedMPS
PitchAttrib=LocalGroundPitch
RollAttrib=LocalGroundRoll
UpAnim=$(GimpRightUp)
DownAnim=$(GimpRightDown)
EvenAnim=$(GimpRight)
LeftAnim=$(GimpRightLeft)
RightAnim=$(GimpRightRight)
[GimpStandRightState::GimpForwardRightState]
TransitionStart=0.0
PlayOldStateTill=0.0
StartNewState=1.0
OverrideNewStatePosition=default
StartOverlapCurve=$(LinearUpCurve) 0.0 1.0 0.0 1.0 0 0
EndOverlapCurve=$(LinearUpCurve) 0.0 1.0 0.0 1.0 1 0
AnimType=FullHeightBlenderCycleType
Start=0.0
Position=0.0
SpeedAttrib=CurrentSpeedMPS
PitchAttrib=LocalGroundPitch
RollAttrib=LocalGroundRoll
UpAnim=$(StandGimpRightUp)
DownAnim=$(StandGimpRightDown)
EvenAnim=$(StandGimpRight)
LeftAnim=$(StandGimpRightLeft)
RightAnim=$(StandGimpRightRight)
[GimpForwardRightState::GimpStandRightState]
TransitionStart=0.0
PlayOldStateTill=0.0
StartNewState=1.0
OverrideNewStatePosition=default
StartOverlapCurve=$(LinearUpCurve) 0.0 1.0 0.0 1.0 0 0
EndOverlapCurve=$(LinearUpCurve) 0.0 1.0 0.0 1.0 1 0
AnimType=FullHeightBlenderCycleType
Start=0.0
Position=0.0
SpeedAttrib=CurrentSpeedMPS
PitchAttrib=LocalGroundPitch
RollAttrib=LocalGroundRoll
UpAnim=$(GimpRightStandUp)
DownAnim=$(GimpRightStandDown)
EvenAnim=$(GimpRightStand)
LeftAnim=$(GimpRightStandLeft)
RightAnim=$(GimpRightStandRight)
[::GimpForwardRightState]
TransitionStart=0.5
PlayOldStateTill=0.3
StartNewState=1.0
OverrideNewStatePosition=default
StartOverlapCurve=$(LinearUpCurve) 0.0 1.0 0.0 1.0 0 0
EndOverlapCurve=$(LinearUpCurve) 0.0 1.0 0.0 1.0 1 0
AnimType=FullHeightBlenderCycleType
Start=0.0
Position=0.0
SpeedAttrib=CurrentSpeedMPS
PitchAttrib=LocalGroundPitch
RollAttrib=LocalGroundRoll
UpAnim=$(GimpRightUp)
DownAnim=$(GimpRightDown)
EvenAnim=$(GimpRight)
LeftAnim=$(GimpRightLeft)
RightAnim=$(GimpRightRight)
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
[FallForwardState]
AnimType=PoseType
Start=0.0
Position=1.0
Anim=$(FallForward)
[StandState::FallForwardState]
TransitionStart=any
PlayOldStateTill=0.0
StartNewState=1.0
OverrideNewStatePosition=default
StartOverlapCurve=$(CubedCurve) 0.0 1.0 0.0 1.0 0 0
EndOverlapCurve=$(CubedCurve) 0.0 1.0 0.0 1.0 1 0
AnimType=CycleType
Start=0.0
Position=0.0
Anim=$(FallForward)
[::FallForwardState]
TransitionStart=any
PlayOldStateTill=0.2
StartNewState=1.0
OverrideNewStatePosition=default
StartOverlapCurve=$(CubedCurve) 0.0 1.0 0.0 1.0 0 0
EndOverlapCurve=$(CubedCurve) 0.0 1.0 0.0 1.0 1 0
AnimType=CycleType
Start=0.0
Position=0.0
Anim=$(FallForward)
[FallForwardState::StandState]
TransitionStart=0.0
PlayOldStateTill=0.0
StartNewState=0.6
OverrideNewStatePosition=default
StartOverlapCurve=$(LinearUpCurve) 0.0 1.0 0.0 1.0 0 0
EndOverlapCurve=$(LinearUpCurve) 0.0 1.0 0.0 1.0 1 0
AnimType=CycleType
Start=0.0
Position=0.0
Anim=$(GetUp)
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
[FallBackwardState]
AnimType=PoseType
Start=0.0
Position=1.0
Anim=$(FallBackward)
[StandState::FallBackwardState]
TransitionStart=any
PlayOldStateTill=0.0
StartNewState=1.0
OverrideNewStatePosition=default
StartOverlapCurve=$(CubedCurve) 0.0 1.0 0.0 1.0 0 0
EndOverlapCurve=$(CubedCurve) 0.0 1.0 0.0 1.0 1 0
AnimType=CycleType
Start=0.0
Position=0.0
Anim=$(FallBackward)
[::FallBackwardState]
TransitionStart=any
PlayOldStateTill=0.2
StartNewState=1.0
OverrideNewStatePosition=default
StartOverlapCurve=$(CubedCurve) 0.0 1.0 0.0 1.0 0 0
EndOverlapCurve=$(CubedCurve) 0.0 1.0 0.0 1.0 1 0
AnimType=CycleType
Start=0.0
Position=0.0
Anim=$(FallBackward)
[FallBackwardState::StandState]
TransitionStart=0.0
PlayOldStateTill=0.0
StartNewState=0.6
OverrideNewStatePosition=default
StartOverlapCurve=$(LinearUpCurve) 0.0 1.0 0.0 1.0 0 0
EndOverlapCurve=$(LinearUpCurve) 0.0 1.0 0.0 1.0 1 0
AnimType=CycleType
Start=0.0
Position=0.0
Anim=$(GetUp)
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
[FallLeftState]
AnimType=PoseType
Start=0.0
Position=1.0
Anim=$(FallLeft)
[StandState::FallLeftState]
TransitionStart=any
PlayOldStateTill=0.0
StartNewState=1.0
OverrideNewStatePosition=default
StartOverlapCurve=$(CubedCurve) 0.0 1.0 0.0 1.0 0 0
EndOverlapCurve=$(CubedCurve) 0.0 1.0 0.0 1.0 1 0
AnimType=CycleType
Start=0.0
Position=0.0
Anim=$(FallLeft)
[::FallLeftState]
TransitionStart=any
PlayOldStateTill=0.2
StartNewState=1.0
OverrideNewStatePosition=default
StartOverlapCurve=$(CubedCurve) 0.0 1.0 0.0 1.0 0 0
EndOverlapCurve=$(CubedCurve) 0.0 1.0 0.0 1.0 1 0
AnimType=CycleType
Start=0.0
Position=0.0
Anim=$(FallLeft)
[FallLeftState::StandState]
TransitionStart=0.0
PlayOldStateTill=0.0
StartNewState=0.6
OverrideNewStatePosition=default
StartOverlapCurve=$(LinearUpCurve) 0.0 1.0 0.0 1.0 0 0
EndOverlapCurve=$(LinearUpCurve) 0.0 1.0 0.0 1.0 1 0
AnimType=CycleType
Start=0.0
Position=0.0
Anim=$(GetUp)
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
[FallRightState]
AnimType=PoseType
Start=0.0
Position=1.0
Anim=$(FallRight)
[StandState::FallRightState]
TransitionStart=any
PlayOldStateTill=0.0
StartNewState=1.0
OverrideNewStatePosition=default
StartOverlapCurve=$(CubedCurve) 0.0 1.0 0.0 1.0 0 0
EndOverlapCurve=$(CubedCurve) 0.0 1.0 0.0 1.0 1 0
AnimType=CycleType
Start=0.0
Position=0.0
Anim=$(FallRight)
[::FallRightState]
TransitionStart=any
PlayOldStateTill=0.2
StartNewState=1.0
OverrideNewStatePosition=default
StartOverlapCurve=$(CubedCurve) 0.0 1.0 0.0 1.0 0 0
EndOverlapCurve=$(CubedCurve) 0.0 1.0 0.0 1.0 1 0
AnimType=CycleType
Start=0.0
Position=0.0
Anim=$(FallRight)
[FallRightState::StandState]
TransitionStart=0.0
PlayOldStateTill=0.0
StartNewState=0.6
OverrideNewStatePosition=default
StartOverlapCurve=$(LinearUpCurve) 0.0 1.0 0.0 1.0 0 0
EndOverlapCurve=$(LinearUpCurve) 0.0 1.0 0.0 1.0 1 0
AnimType=CycleType
Start=0.0
Position=0.0
Anim=$(GetUpRight)
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
[PowerDownState]
AnimType=FullHeightPoseHolderType
Start=0.0
Position=0.0
PitchAttrib=LocalGroundPitch
RollAttrib=LocalGroundRoll
UpAnim=$(PowerUpUp)
DownAnim=$(PowerUpDown)
EvenAnim=$(PowerUp)
LeftAnim=$(PowerUpLeft)
RightAnim=$(PowerUpRight)
[StandState::PowerDownState]
TransitionStart=0.0
PlayOldStateTill=0.0
StartNewState=1.0
OverrideNewStatePosition=default
StartOverlapCurve=$(LinearUpCurve) 0.0 1.0 0.0 1.0 0 0
EndOverlapCurve=$(LinearUpCurve) 0.0 1.0 0.0 1.0 1 0
AnimType=FullHeightBlenderCycleType
Start=0.0
Position=0.0
SpeedAttrib=CurrentSpeedMPS
PitchAttrib=LocalGroundPitch
RollAttrib=LocalGroundRoll
UpAnim=$(PowerDownUp)
DownAnim=$(PowerDownDown)
EvenAnim=$(PowerDown)
LeftAnim=$(PowerDownLeft)
RightAnim=$(PowerDownRight)
[PowerDownState::StandState]
TransitionStart=0.0
PlayOldStateTill=0.0
StartNewState=1.0
OverrideNewStatePosition=default
StartOverlapCurve=$(LinearUpCurve) 0.0 1.0 0.0 1.0 0 0
EndOverlapCurve=$(LinearUpCurve) 0.0 1.0 0.0 1.0 1 0
AnimType=FullHeightBlenderCycleType
Start=0.0
Position=0.0
SpeedAttrib=CurrentSpeedMPS
PitchAttrib=LocalGroundPitch
RollAttrib=LocalGroundRoll
UpAnim=$(PowerUpUp)
DownAnim=$(PowerUpDown)
EvenAnim=$(PowerUp)
LeftAnim=$(PowerUpLeft)
RightAnim=$(PowerUpRight)
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
[CrouchState]
AnimType=FullHeightPoseHolderType
Start=0.0
Position=0.0
PitchAttrib=LocalGroundPitch
RollAttrib=LocalGroundRoll
UpAnim=$(SquatUpUp)
DownAnim=$(SquatUpDown)
EvenAnim=$(SquatUp)
LeftAnim=$(SquatUpLeft)
RightAnim=$(SquatUpRight)
[StandState::CrouchState]
TransitionStart=0.0
PlayOldStateTill=0.0
StartNewState=1.0
OverrideNewStatePosition=default
StartOverlapCurve=$(LinearUpCurve) 0.0 1.0 0.0 1.0 0 0
EndOverlapCurve=$(LinearUpCurve) 0.0 1.0 0.0 1.0 1 0
AnimType=FullHeightBlenderCycleType
Start=0.0
Position=0.0
SpeedAttrib=CurrentSpeedMPS
PitchAttrib=LocalGroundPitch
RollAttrib=LocalGroundRoll
UpAnim=$(SquatDownUp)
DownAnim=$(SquatDownDown)
EvenAnim=$(SquatDown)
LeftAnim=$(SquatDownLeft)
RightAnim=$(SquatDownRight)
[CrouchState::StandState]
TransitionStart=0.0
PlayOldStateTill=0.0
StartNewState=1.0
OverrideNewStatePosition=default
StartOverlapCurve=$(LinearUpCurve) 0.0 1.0 0.0 1.0 0 0
EndOverlapCurve=$(LinearUpCurve) 0.0 1.0 0.0 1.0 1 0
AnimType=FullHeightBlenderCycleType
Start=0.0
Position=0.0
SpeedAttrib=CurrentSpeedMPS
PitchAttrib=LocalGroundPitch
RollAttrib=LocalGroundRoll
UpAnim=$(SquatUpUp)
DownAnim=$(SquatUpDown)
EvenAnim=$(SquatUp)
LeftAnim=$(SquatUpLeft)
RightAnim=$(SquatUpRight)
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
[TurnLeftState]
AnimType=FullHeightBlenderCycleType
carryover=false
Start=0.0
Position=0.0
SpeedAttrib=CurrentSpeedMPS
PitchAttrib=LocalGroundPitch
RollAttrib=LocalGroundRoll
UpAnim=$(TurnLeftUp)
DownAnim=$(TurnLeftDown)
EvenAnim=$(TurnLeft)
LeftAnim=$(TurnLeftLeft)
RightAnim=$(TurnLeftRight)
[TurnRightState]
AnimType=FullHeightBlenderCycleType
carryover=false
Start=0.0
Position=0.0
SpeedAttrib=CurrentSpeedMPS
PitchAttrib=LocalGroundPitch
RollAttrib=LocalGroundRoll
UpAnim=$(TurnRightUp)
DownAnim=$(TurnRightDown)
EvenAnim=$(TurnRight)
LeftAnim=$(TurnRightLeft)
RightAnim=$(TurnRightRight)
[LGimpTurnLeftState]
AnimType=FullHeightBlenderCycleType
carryover=false
Start=0.0
Position=0.0
SpeedAttrib=CurrentSpeedMPS
PitchAttrib=LocalGroundPitch
RollAttrib=LocalGroundRoll
UpAnim=$(LGimpTurnLeftUp)
DownAnim=$(LGimpTurnLeftDown)
EvenAnim=$(LGimpTurnLeft)
LeftAnim=$(LGimpTurnLeftLeft)
RightAnim=$(LGimpTurnLeftRight)
[LGimpTurnRightState]
AnimType=FullHeightBlenderCycleType
carryover=false
Start=0.0
Position=0.0
SpeedAttrib=CurrentSpeedMPS
PitchAttrib=LocalGroundPitch
RollAttrib=LocalGroundRoll
UpAnim=$(LGimpTurnRightUp)
DownAnim=$(LGimpTurnRightDown)
EvenAnim=$(LGimpTurnRight)
LeftAnim=$(LGimpTurnRightLeft)
RightAnim=$(LGimpTurnRightRight)
[RGimpTurnLeftState]
AnimType=FullHeightBlenderCycleType
carryover=false
Start=0.0
Position=0.0
SpeedAttrib=CurrentSpeedMPS
PitchAttrib=LocalGroundPitch
RollAttrib=LocalGroundRoll
UpAnim=$(RGimpTurnLeftUp)
DownAnim=$(RGimpTurnLeftDown)
EvenAnim=$(RGimpTurnLeft)
LeftAnim=$(RGimpTurnLeftLeft)
RightAnim=$(RGimpTurnLeftRight)
[RGimpTurnRightState]
AnimType=FullHeightBlenderCycleType
carryover=false
Start=0.0
Position=0.0
SpeedAttrib=CurrentSpeedMPS
PitchAttrib=LocalGroundPitch
RollAttrib=LocalGroundRoll
UpAnim=$(RGimpTurnRightUp)
DownAnim=$(RGimpTurnRightDown)
EvenAnim=$(RGimpTurnRight)
LeftAnim=$(RGimpTurnRightLeft)
RightAnim=$(RGimpTurnRightRight)
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
[FlyState]
AnimType=CycleType
Start=0.0
Position=0.0
Anim=$(Fly)
[::FlyState]
TransitionStart=any
PlayOldStateTill=1.0
StartNewState=1.0
OverrideNewStatePosition=default
StartOverlapCurve=$(LinearUpCurve) 0.0 1.0 0.0 1.0 0 0
EndOverlapCurve=$(LinearUpCurve) 0.0 1.0 0.0 1.0 1 0
AnimType=LerpCycleType
Start=0.0
Position=0.0
LerpTime=0.8
Anim=$(Fly)
[FlyState::ForwardState]
TransitionStart=any
PlayOldStateTill=0.19
StartNewState=0.2
OverrideNewStatePosition=0.2
StartOverlapCurve=$(LinearUpCurve) 0.0 1.0 0.0 1.0 0 0
EndOverlapCurve=$(LinearUpCurve) 0.0 1.0 0.0 1.0 1 0
AnimType=CycleType
Start=0.0
Position=0.0
Anim=$(LandForward)
[FlyState::StandState]
TransitionStart=any
PlayOldStateTill=0.1
StartNewState=1.0
OverrideNewStatePosition=default
StartOverlapCurve=$(LinearUpCurve) 0.0 1.0 0.0 1.0 0 0
EndOverlapCurve=$(LinearUpCurve) 0.0 1.0 0.0 1.0 1 0
AnimType=FullHeightBlenderCycleType
Start=0.0
Position=0.0
SpeedAttrib=CurrentSpeedMPS
PitchAttrib=LocalGroundPitch
RollAttrib=LocalGroundRoll
UpAnim=$(LandStandUp)
DownAnim=$(LandStandDown)
EvenAnim=$(LandStand)
LeftAnim=$(LandStandLeft)
RightAnim=$(LandStandRight)