;==================================

; bar filler set

;==================================

[statedef 8550]

ctrl = 0

sprpriority = 7

anim = 1

[State ChangeState]

type = ChangeState

trigger1 = root,var(4) = 100

trigger1 = root,var(3) = 0

value = 8555

[State ChangeState]

type = ChangeState

trigger1 = root,var(3) = 1

trigger1 = root,var(4) > 0

value = 8560

[State ChangeState]

type = ChangeState

trigger1 = root,var(3) = 2

trigger1 = root,var(4) > 0

value = 8565

;==================================

; bar filler full

;==================================

[statedef 8555]

ctrl = 0

sprpriority = 7

anim = ifelse(root,teamside=1,8500,8600)

[State 0, PosSet]

type = PosSet

trigger1 = 1

x = ifelse(root,teamside=1,screenwidth/9.35-screenwidth/2,screenwidth/2.545)

y = screenheight/8;screenheight/1.09

;ignorehitpause =

;persistent =

[State AngleDraw]

type = AngleDraw

trigger1 = 1

scale = 6,.5

;ignorehitpause =

;persistent =

[State pos correct]

type = VelSet

trigger1 = 1

y = ((screenHeight/8)+190)-ScreenPos Y

ignorehitpause = 1

[State fix grey]

type = PalFX

trigger1 = 1

time = -1

add = 0,0,0

mul = 256,256,256

sinadd = 0,0,0,1

invertall = 0

color = 256

[State ChangeState]

type = ChangeState

trigger1 = root,var(3) = 1

trigger1 = root,var(4) > 0

value = 8560

[State ChangeState]

type = ChangeState

trigger1 = root,var(3) = 4

trigger1 = root,var(4) > 0

value = 8561

;==================================

; bar filler drain

;==================================

[statedef 8560]

ctrl = 0

sprpriority = 7

anim = ifelse(root,teamside=1,8510,8610)

[State 0, PosSet]

type = PosSet

trigger1 = 1

x = ifelse(root,teamside=1,screenwidth/9.35-screenwidth/2,screenwidth/2.545)

y = screenheight/8;screenheight/1.09

;ignorehitpause =

;persistent =

[State AngleDraw]

type = AngleDraw

trigger1 = 1

scale = 6,.5

;ignorehitpause =

;persistent =

[State pos correct]

type = VelSet

trigger1 = 1

y = ((GameHeight/8)+190)-ScreenPos Y

[State green]

type = PalFX

triggerall = root,var(3) = 1

trigger1 = root,var(2) = 1

;trigger1 = time = 1

trigger2 = root,var(2) = 4

;trigger2 = time = 1

time = -1

add = 100,0,256

mul = 256,256,256

sinadd = 0,0,0,1

invertall = 1

color = 256

persistent = 1

[State blue]

type = PalFX

triggerall = root,var(3) = 1

;trigger1 = time = 1

trigger1 = root,var(2) = 2

time = -1

add = 256,100,0

mul = 256,256,256

sinadd = 0,0,0,1

invertall = 1

color = 256

persistent = 1

[State orange]

type = PalFX

triggerall = root,var(3) = 1

;trigger1 = time = 1

trigger1 = root,var(2) = 3

time = -1

add = 0,100,256

mul = 256,256,256

sinadd = 0,0,0,1

invertall = 1

color = 256

persistent = 1

[State grey]

type = PalFX

trigger1 = root,var(3) = 4

;trigger1 = time = 1

time = -1

add = 0,0,0

mul = 256,256,256

sinadd = 0,0,0,1

invertall = 1

color = 256

persistent = 1

[State anim correct]

type = ChangeAnim

trigger1 = roundstate = 0 && time = 1

value = ifelse(root,teamside=1,8510,8610)

elem = root,var(39)

ignorehitpause = 1

persistent = 1

[State ChangeState]

type = ChangeState

trigger1 = root,var(3) = 2

trigger1 = root,var(4) > 0

value = 8565

[State ChangeState]

type = ChangeState

trigger1 = root,var(4) = 100

trigger1 = root,var(3) = 0

value = 8555

;==================================

; bar filler drain special

;==================================

[statedef 8561]

ctrl = 0

sprpriority = 7

anim = ifelse(root,teamside=1,8510,8610)

[State 0, PosSet]

type = PosSet

trigger1 = 1

x = ifelse(root,teamside=1,screenwidth/9.35-screenwidth/2,screenwidth/2.545)

y = screenheight/8;screenheight/1.09

;ignorehitpause =

;persistent =

[State AngleDraw]

type = AngleDraw

trigger1 = 1

scale = 6,.5

;ignorehitpause =

;persistent =

[State pos correct]

type = VelSet

trigger1 = 1

y = ((GameHeight/8)+190)-ScreenPos Y

[State grey]

type = PalFX

trigger1 = root,var(3) = 4

;trigger1 = time = 1

time = -1

add = 0,0,0

mul = 256,256,256

sinadd = 0,0,0,1

invertall = 1

color = 256

persistent = 1

[State anim correct]

type = ChangeAnim

trigger1 = roundstate = 0 && time = 1

value = ifelse(root,teamside=1,8510,8610)

elem = root,var(39)

ignorehitpause = 1

persistent = 1

[State ChangeState]

type = ChangeState

trigger1 = root,var(3) = 2

trigger1 = root,var(4) > 0

value = 8565

[State ChangeState]

type = ChangeState

trigger1 = root,var(4) = 100

trigger1 = root,var(3) = 0

value = 8555

;==================================

; bar filler regen

;==================================

[statedef 8565]

ctrl = 0

sprpriority = 7

anim = ifelse(root,teamside=1,8520,8620)

[State 0, PosSet]

type = PosSet

trigger1 = 1

x = ifelse(root,teamside=1,screenwidth/9.35-screenwidth/2,screenwidth/2.545)

y = screenheight/8;screenheight/1.09

;ignorehitpause =

;persistent = 1

[State AngleDraw]

type = AngleDraw

trigger1 = 1

scale = 6,.5

;ignorehitpause =

;persistent =

[State pos correct]

type = VelSet

trigger1 = 1

y = ((GameHeight/8)+190)-ScreenPos Y

[State fix grey]

type = PalFX

trigger1 = 1

time = -1

add = 0,0,0

mul = 256,256,256

sinadd = 0,0,0,1

invertall = 0

color = 256

[State anim correct]

type = ChangeAnim

trigger1 = roundstate = 0 && time = 1

value = ifelse(root,teamside=1,8520,8620)

elem = root,var(4)

ignorehitpause = 1

persistent = 1

[State ChangeState]

type = ChangeState

trigger1 = root,var(4) = 100

trigger1 = root,var(3) = 0

value = 8555

[State 1111, 0]

type = VelSet

trigger1 = 1

y = ((GameHeight/8)+190)-ScreenPos Y