Files
firestorm/Gameleap/mw4/Content/Mechs/jenner2c/jenner2c.animscript
T
a67d1c00d2 Install six V4H chassis as content assets (no registration yet)
Lands the art and data for Champion, Dasher, Griffin, Jenner IIC, Marauder
and Thunderbolt. Nothing is registered in core.build, the code arrays or the
shell scripts yet, so this commit is inert at runtime: packing is manifest
driven, the editor never enumerates Content\Mechs, and deploy drops Content\*.
The one exception is textures.hint, which is not inert -- textures.build has
no explicit .tga lines and packs via texturepool=textures\textures.hint, so
these pages will be picked up by the next textures.mw4 repack.

Contents:
  - 11 chassis/wreck folders (658 files), 30 skin TGAs, 15 footstep TGAs
  - 6 mech portraits (800x250, 24bpp; hsh/Mechs already mixes 8/24bpp)
  - generic damage dolls into hsh/hud and hsh/radar/hud
  - 45 textures.hint pages, copied verbatim from the Annihilator template
    (30 skin mip pages + 15 footstep pages); Dasher needed none, its
    @adas* and footstep pages already exist

Our own Jenner IIC was deleted first rather than copied over. Only 2 of its
84 files shared a path with the V4H set, so a copy would have left 78 stale
j2c_* files behind.

Decisions applied:
  - jump jets: LEGJUMPMOVETYPE on champion, griffin, jenner2c, thunderbolt.
    Dasher and Marauder declare CanLoadJumpJets=No and are left alone.
  - Champion gets its own wreck instead of borrowing Loki's.
  - Renames to canonical stems: jenner_2c.* -> jenner2c.*,
    champion_stroyed.* -> champion_destroyed.*,
    thunderbolt_destroyed.obb -> thunderbolt_destroyed_solid.obb.
    All internal references updated to match.
  - jenner2c.instance page [jenner_iic1] -> [jenner2c]. Every one of the 89
    shipped mechs and all five staged siblings name the page after the
    chassis; this was the sole outlier.
  - thunderbolt.data footstep typo thunerbolt_dirt -> thunderbolt_dirt.

Verified: 1217/1217 file references resolve, 273 text files are pure ASCII
with consistent CRLF (the staged .data files arrived with an LF-only
Shadow={} block), no hint page duplicates a existing name, and all 278
binaries are stored as LFS pointers.

Still to come: Content/textures/HUD/generic.tga and hsh/MFD/generic.bmp must
be authored, then the [hud\generic] page, then the registration phase.

Co-authored-by: Claude Opus 5 (Anthropic) <noreply@anthropic.com>
Co-authored-by: GitHub Copilot <copilot@github.com>
2026-08-09 17:20:24 -05:00

1356 lines
37 KiB
Plaintext

//#############################################
//######### Animation Defines
//#############################################
!MECH=jenner2c
!MC=j2c
!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=$(FallLeft)
[StandState::FallLeftState]
TransitionStart=any
PlayOldStateTill=0.0
StartNewState=1.0
OverrideNewStatePosition=default
StartOverlapCurve=$(LinearUpCurve) 0.0 1.0 0.0 1.0 0 0
EndOverlapCurve=$(LinearUpCurve) 0.0 1.0 0.0 1.0 1 0
AnimType=CycleType
Start=0.0
Position=0.0
Anim=$(FallLeft)
[::FallLeftState]
TransitionStart=any
PlayOldStateTill=0.2
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=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)