;---------------------------------------------------------------------------
; FALL DOWN IN AIR hit state
[Statedef 4100]
type = A
movetype= H
physics = N
velset = 0,0
juggle = 0
poweradd= 0
ctrl = 0
anim = 5050
[State 0, VelAdd]
type = VelAdd
trigger1 = 1
;x = 0
y = GetHitVar(yaccel)
;ignorehitpause =
;persistent =
[State 0, PosSet]
type = PosSet
trigger1 = pos y > 40
;x = 0
y = 40
;ignorehitpause =
;persistent =
[State 0, ChangeState]
type = ChangeState
trigger1 = pos y >= 40
value = 4101
ctrl = 1
;anim =
;ignorehitpause =
;persistent =
;---------------------------------------------------------------------------
; BOUNCE ON FLOOR hit state
[Statedef 4101]
type = S
movetype= H
physics = N
velset = 0,0
juggle = 0
poweradd= 0
ctrl = 0
;bounce up
[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = time%20 = [0,9]
value = 5160
;elem = 1
;ignorehitpause =
;persistent =
;bounce down
[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = time%20 = [10,19]
value = 5170
;elem = 1
;ignorehitpause =
;persistent =
;bounce up
[State 0, VelSet]
type = VelSet
trigger1 = time%20 = [0,9]
;x = 1.0
y = -1.0
;ignorehitpause =
;persistent =
;bounce down
[State 0, VelSet]
type = VelSet
trigger1 = time%20 = [10,19]
;x = 1.0
y = 1.0
;ignorehitpause =
;persistent =
[State 0, VelSet]
type = VelSet
trigger1 = time = 12
x = 0
y = 0
;ignorehitpause =
;persistent =
[State 0, ChangeState]
type = ChangeState
trigger1 = time = 20
value = 4102
ctrl = 1
;anim =
;ignorehitpause =
;persistent =
;---------------------------------------------------------------------------
; LIE DOWN hit state
[Statedef 4102]
type = L
movetype= H
physics = N
velset = 0,0
juggle = 0
poweradd= 0
ctrl = 0
anim = 5110
[State 0, ChangeState]
type = ChangeState
trigger1 = animtime = 0
trigger1 = life > 0
value = 4103
ctrl = 1
;anim =
;ignorehitpause =
;persistent =
[State 0, ChangeState]
type = ChangeState
trigger1 = animtime = 0
trigger1 = life = 0
value = 5150
ctrl = 0
;anim =
;ignorehitpause =
;persistent =
;---------------------------------------------------------------------------
; GET UP FROM LIE DOWN hit state
[Statedef 4103]
type = A
movetype= I
physics = N
velset = 0,0
juggle = 0
poweradd= 0
ctrl = 1
anim = 5120
[State 0, VelSet]
type = VelSet
trigger1 = animelemtime(2) >= 0
;x = 0
y = -1.5
;ignorehitpause =
;persistent =
[State 0, ChangeState]
type = ChangeState
trigger1 = pos y < 0
value = 0
ctrl = 1
;anim =
;ignorehitpause =
;persistent =