; Mask
[Statedef 20000]
type = A
physics = N
movetype = I
ctrl = 0
velset = 0, 0
[State 20000, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoShadow
[State 0, DisplayToClipboard]
type = DisplayToClipboard
trigger1 = 1
text = "MaskPosX = %f RootPosX = %f"
params = Pos X, (Root,Pos X)
ignorehitpause = 1
[State 20000, PlayerPush]
type = PlayerPush
trigger1 = 1
value = 0
ignorehitpause = 1
[State 20000, BindToRoot]
type = BindToRoot
trigger1 = 1
facing = 1
pos = 0, 0
time = 1
ignorehitpause = 1
[State 10000, Mask On]
type = ParentVarSet
trigger1 = 1
var(51) = 1
ignorehitpause = 1
[State 20000, Mask Flying]
type = ChangeState
trigger1 = Root, MoveType = H
trigger1 = Root, var(52) = 0
value = 28000
[State 20000, SprPriority]
type = SprPriority
trigger1 = Root, MoveType != H
value = 2
[State 20000, SprPriority]
type = SprPriority
trigger1 = Root, MoveType = H
value = 1
[State 20000, ChangeAnim]
type = Changeanim
trigger1 = SelfAnimExist(20000 + Root, Anim)
;triggerall = SelfAnimExist(20000 + Root, Anim)
;trigger1 = Root, Movetype != H
;trigger2 = Root, Movetype = H && Root, StateNo = [5000, 5999]
;trigger3 = Root, Movetype = H && (Root, Anim = 7696 || Root, Anim = 9010)
value = 20000 + Root, Anim
elem = Root, AnimElemNo(0)
[State 20000, ChangeAnim]
type = Changeanim
trigger1 = !SelfAnimExist(20000 + Root, Anim)
;trigger2 = Root, Movetype = H && Root, StateNo != [5000, 5999]
;trigger3 = Root, Movetype = H && (Root, Anim != 7696 || Root, Anim != 9010)
value = 1