;---------------------------------------------------------------------------

; Player Death KO

[Statedef 5151]

type = U

movetype = H

physics = N

sprpriority = 0

velset = 0,0

[State 5151, 0]

type = VelSet

trigger1 = 1

x = 0

y = 0

[State 5150, 0]

type = NotHitBy

trigger1 = 1

value = SCA

time = 1

[State 5150, Anim]

type = ChangeAnim

trigger1 = Time <= 0

value = ifelse((GetHitVar(groundtype) = 1),5000,5010)

[State 5150, PlaySnd]

type = PlaySnd

trigger1 = Time <= 0

persistent = 0

value = 12, 0

channel = 0

[State 5150, Sound]

type = PlaySnd

trigger1 = Anim = 5000 || Anim = 5010

trigger1 = AnimTime = 0

value = 11,10

channel = 5

;----- Explosions -----

[State 5150, Projectile]

type = Projectile

trigger1 = Anim = 5000 || Anim = 5010

trigger1 = AnimTime = 0

trigger2 = Time = 25

projanim = 6000

projhitanim = 6000

offset = 0, (-35 * Const(size.yscale))

velocity = 0, (-2.5 * Const(size.yscale))

projheightbound = -1000,1000

projedgebound = 1000

projstagebound = 1000

sprpriority = 5

[State 5150, Projectile]

type = Projectile

trigger1 = Anim = 5000 || Anim = 5010

trigger1 = AnimTime = 0

trigger2 = Time = 25

projanim = 6000

projhitanim = 6000

offset = (5 * Const(size.xscale)), (-30 * Const(size.yscale))

velocity = (1.5 * Const(size.xscale)), (-1.5 * Const(size.yscale))

projheightbound = -1000,1000

projedgebound = 1000

projstagebound = 1000

sprpriority = 5

[State 5150, Projectile]

type = Projectile

trigger1 = Anim = 5000 || Anim = 5010

trigger1 = AnimTime = 0

trigger2 = Time = 25

projanim = 6000

projhitanim = 6000

offset = (10 * Const(size.xscale)), (-25 * Const(size.yscale))

velocity = (2.5 * Const(size.xscale)), 0

projheightbound = -1000,1000

projedgebound = 1000

projstagebound = 1000

sprpriority = 5

[State 5150, Projectile]

type = Projectile

trigger1 = Anim = 5000 || Anim = 5010

trigger1 = AnimTime = 0

trigger2 = Time = 25

projanim = 6000

projhitanim = 6000

offset = (5 * Const(size.xscale)), (-20 * Const(size.yscale))

velocity = (1.5 * Const(size.xscale)), (1.5 * Const(size.yscale))

projheightbound = -1000,1000

projedgebound = 1000

projstagebound = 1000

sprpriority = 5

[State 5150, Projectile]

type = Projectile

trigger1 = Anim = 5000 || Anim = 5010

trigger1 = AnimTime = 0

trigger2 = Time = 25

projanim = 6000

projhitanim = 6000

offset = 0, (-15 * Const(size.yscale))

velocity = 0, (2.5 * Const(size.yscale))

projheightbound = -1000,1000

projedgebound = 1000

projstagebound = 1000

sprpriority = 5

[State 5150, Projectile]

type = Projectile

trigger1 = Anim = 5000 || Anim = 5010

trigger1 = AnimTime = 0

trigger2 = Time = 25

projanim = 6000

projhitanim = 6000

offset = (-5 * Const(size.xscale)), (-20 * Const(size.yscale))

velocity = (-1.5 * Const(size.xscale)), (1.5 * Const(size.yscale))

projheightbound = -1000,1000

projedgebound = 1000

projstagebound = 1000

sprpriority = 5

[State 5150, Projectile]

type = Projectile

trigger1 = Anim = 5000 || Anim = 5010

trigger1 = AnimTime = 0

trigger2 = Time = 25

projanim = 6000

projhitanim = 6000

offset = (-10 * Const(size.xscale)), (-25 * Const(size.yscale))

velocity = (-2.5 * Const(size.xscale)), 0

projheightbound = -1000,1000

projedgebound = 1000

projstagebound = 1000

sprpriority = 5

[State 5150, Projectile]

type = Projectile

trigger1 = Anim = 5000 || Anim = 5010

trigger1 = AnimTime = 0

trigger2 = Time = 25

projanim = 6000

projhitanim = 6000

offset = (-5 * Const(size.xscale)), (-30 * Const(size.yscale))

velocity = (-1.5 * Const(size.xscale)), (-1.5 * Const(size.yscale))

projheightbound = -1000,1000

projedgebound = 1000

projstagebound = 1000

sprpriority = 5

;--------------------

[State 5150, StateTypeSet]

type = StateTypeSet

trigger1 = Anim = 5000 || Anim = 5010

trigger1 = AnimTime = 0

trigger2 = Anim != 5000 && Anim != 5010

StateType = L

[State 5150, AssertSpecial]

type = AssertSpecial

trigger1 = Anim = 5000 || Anim = 5010

trigger1 = AnimTime = 0

trigger2 = Anim != 5000 && Anim != 5010

flag = NoShadow

flag2 = Invisible

[State 5150, Anim]

type = ChangeAnim

trigger1 = Anim = 5000 || Anim = 5010

trigger1 = AnimTime = 0

value = 5150

[state 5150, State]

type = ChangeState

trigger1 = Time >= 25

value = 5150