Trigger1 = var(2) := enemy,GetHitVar(type)
Trigger1 = var(3) := enemy,GetHitVar(animtype)
Trigger1 = var(4) := enemy,GetHitVar(airtype)
Trigger1 = var(5) := enemy,GetHitVar(groundtype)
Trigger1 = var(6) := enemy,GetHitVar(damage)
Trigger1 = var(7) := enemy,GetHitVar(hitcount)
Trigger1 = var(8) := enemy,GetHitVar(fallcount)
Trigger1 = var(9) := enemy,GetHitVar(hitshaketime)
Trigger1 = var(10) := enemy,GetHitVar(hittime)
Trigger1 = var(11) := enemy,GetHitVar(slidetime)
Trigger1 = var(12) := enemy,GetHitVar(ctrltime)
Trigger1 = var(13) := enemy,GetHitVar(recovertime)
Trigger1 = var(14) := enemy,GetHitVar(xoff)
Trigger1 = var(15) := enemy,GetHitVar(yoff)
Trigger1 = var(16) := enemy,GetHitVar(chainid)
Trigger1 = var(17) := enemy,GetHitVar(guarded)
Trigger1 = var(18) := enemy,GetHitVar(isbound)
Trigger1 = var(19) := enemy,GetHitVar(fall)
Trigger1 = var(20) := enemy,GetHitVar(fall.damage)
Trigger1 = var(21) := enemy,GetHitVar(fall.recover)
Trigger1 = var(22) := enemy,GetHitVar(fall.recovertime)
Trigger1 = var(23) := enemy,GetHitVar(fall.kill)
Trigger1 = var(24) := enemy,GetHitVar(fall.envshake.time)
Trigger1 = var(25) := enemy,GetHitVar(fall.envshake.ampl)
;float variables
Trigger1 = fvar(0) := enemy,GetHitVar(xveladd) ;float
Trigger1 = fvar(1) := enemy,GetHitVar(yveladd) ;float
Trigger1 = fvar(2) := enemy,GetHitVar(xvel) ;float
Trigger1 = fvar(3) := enemy,GetHitVar(yvel) ;float
Trigger1 = fvar(4) := enemy,GetHitVar(yaccel) ;float
Trigger1 = fvar(5) := enemy,GetHitVar(fall.xvel) ;float
Trigger1 = fvar(6) := enemy,GetHitVar(fall.yvel) ;float
Trigger1 = fvar(7) := enemy,GetHitVar(fall.envshake.freq) ;float
Trigger1 = fvar(8) := enemy,GetHitVar(fall.envshake.phase) ;float