[State 0, Invisible player]
type = AssertSpecial
trigger1 = 1
flag = Invisible
[State 0, Stand face] ;All faces are 1-Tick anims
type = Explod
trigger1 = anim = 0
ID = 1000
anim = 10000 + var(7) ;var(7) is based on where the enemy is, so it picks the correct face anim
[State 0, Stand Explod] ;The player anim is 1-Tick
type = Explod
trigger1 = anim = 0
anim = 1
[State 0, Stand Hover]
type = Offset
trigger1 = anim = 0
y = 1*cos(GameTime/6.0)
[State -3, Control V. Scrolling]
type = varset
triggerall = var(5) = 1 ;Glitching enabled
trigger1 = var(9) = 8 ;Glitch-erizer chose this
trigger1 = var(8) = 1 ;Align with the scanlines glitch
trigger1 = var(7) != [4000,4012] ;Prevent locking -- RESETS TO 4000 WHEN VAR(7) IS GREATER THAN 12 -- SEE BELOW
var(7) = 4000
[State -3, Animate V. Scrolling]
type = varadd
triggerall = var(5) = 1 ;Glitching enabled
trigger1 = var(7) = [4000,4011]
trigger1 = GameTime%6 = 0 ;anim speed ---INCREASES THE ANIM VALUE EVERY 6 TICKS
var(7) = 1