AnimGraph AGKOTT { nStates = 23 nActions = 85 nAnimLayers = 23 nNodes = 48 nEffectInstances = 6 nCallbackParams = 8 nStateConstants = 133 } States: { State0 (IDLE) { Flags[0] = 0x00000000 <........ ........ ........ ........> Flags[1] = 0x00000000 <........ ........ ........ ........> iBaseConstant = 0 nBaseConstants = 1 StateConstants: [C000](ID 0) ANIMMOVESCALE = 0 (0x00000000) (uint32) Priority = 0 nAnimLayers = 1 iBaseAnimLayer = 0 iLoopControlAnimLayer = 0 AnimLayers: [L000] iBaseNode = 0 iBaseAction = 1 iBasePropertyParam = 0 NodeTree: [N000] (ANIMLOOPCOUNT > 10.000) |-[N001] (RAND(20.000) > 18.000) | |-[A001] TokenCUR -> State2 (IDLE_FLIP) | `-[N002] (RAND(20.000) > 12.000) | |-[A002] TokenCUR -> State1 (IDLE_REST) | `-[N003] (STATETIME = -1.000) | |-[A003] TokenCUR -> State3 (SECRET_DANCE1) | `-[FAIL] `-[N003] (STATETIME = -1.000) |-[A003] TokenCUR -> State3 (SECRET_DANCE1) `-[FAIL] } - - - - - - - - - - - - - - - - - - - - State1 (IDLE_REST) { Flags[0] = 0x00000000 <........ ........ ........ ........> Flags[1] = 0x00000000 <........ ........ ........ ........> iBaseConstant = 1 nBaseConstants = 2 StateConstants: [C001](ID 0) ANIMMOVESCALE = 1 (0x00000001) (uint32) Priority = 0 nAnimLayers = 1 iBaseAnimLayer = 1 iLoopControlAnimLayer = 0 AnimLayers: [L001] iBaseNode = 4 iBaseAction = 14 iBasePropertyParam = 2 NodeTree: [N004] (ANIMLOOPCOUNT > 1.000) |-[A014] TokenCUR -> State0 (IDLE) `-[N005] (STATETIME = -1.000) |-[A015] TokenCUR -> State5 (FIGHT_ATTACK_SPECIAL_HEADCAP) `-[FAIL] } - - - - - - - - - - - - - - - - - - - - State2 (IDLE_FLIP) { Flags[0] = 0x00000000 <........ ........ ........ ........> Flags[1] = 0x00000000 <........ ........ ........ ........> iBaseConstant = 3 nBaseConstants = 2 StateConstants: [C003](ID 0) ANIMMOVESCALE = 2 (0x00000002) (uint32) Priority = 0 nAnimLayers = 1 iBaseAnimLayer = 2 iLoopControlAnimLayer = 0 AnimLayers: [L002] iBaseNode = 6 iBaseAction = 25 iBasePropertyParam = 2 NodeTree: [N006] (ANIMLOOPCOUNT > 1.000) |-[A025] TokenCUR -> State0 (IDLE) `-[N007] (STATETIME = -1.000) |-[A026] TokenCUR -> State5 (FIGHT_ATTACK_SPECIAL_HEADCAP) `-[FAIL] } - - - - - - - - - - - - - - - - - - - - State3 (SECRET_DANCE1) { Flags[0] = 0x00000000 <........ ........ ........ ........> Flags[1] = 0x00000000 <........ ........ ........ ........> iBaseConstant = 5 nBaseConstants = 2 StateConstants: [C005](ID 0) ANIMMOVESCALE = 3 (0x00000003) (uint32) Priority = 0 nAnimLayers = 1 iBaseAnimLayer = 3 iLoopControlAnimLayer = 0 AnimLayers: [L003] iBaseNode = 8 iBaseAction = 36 iBasePropertyParam = 2 NodeTree: [N008] (ANIMLOOPCOUNT > 1.000) |-[A036] TokenCUR -> State0 (IDLE) `-[N009] (STATETIME = -1.000) |-[A037] TokenCUR -> State5 (FIGHT_ATTACK_SPECIAL_HEADCAP) `-[FAIL] } - - - - - - - - - - - - - - - - - - - - State4 (FIGHT_ATTACK_EXIT) { Flags[0] = 0x00000000 <........ ........ ........ ........> Flags[1] = 0x00000000 <........ ........ ........ ........> iBaseConstant = 7 nBaseConstants = 0 StateConstants: (empty) Priority = 0 nAnimLayers = 1 iBaseAnimLayer = 4 iLoopControlAnimLayer = 0 AnimLayers: [L004] iBaseNode = 10 iBaseAction = 47 iBasePropertyParam = 2 NodeTree: [N010] (STATETIME = 0.000) |-[A047] TokenCUR -> State0 (IDLE) `-[FAIL] } - - - - - - - - - - - - - - - - - - - - State5 (FIGHT_ATTACK_SPECIAL_HEADCAP) { Flags[0] = 0x00000000 <........ ........ ........ ........> Flags[1] = 0x00000000 <........ ........ ........ ........> iBaseConstant = 7 nBaseConstants = 7 StateConstants: [C013](ID 0) ANIMMOVESCALE = 4 (0x00000004) (uint32) Priority = 0 nAnimLayers = 1 iBaseAnimLayer = 5 iLoopControlAnimLayer = 0 AnimLayers: [L005] iBaseNode = 11 iBaseAction = 48 iBasePropertyParam = 2 NodeTree: [N011] (ANIMLOOPTIME > 1.650) |-[A048] TokenCUR -> State4 (FIGHT_ATTACK_EXIT) `-[FAIL] } - - - - - - - - - - - - - - - - - - - - State6 (FIGHT_ATTACK_SPECIAL_360SWIRLLFT) { Flags[0] = 0x00000000 <........ ........ ........ ........> Flags[1] = 0x00000000 <........ ........ ........ ........> iBaseConstant = 14 nBaseConstants = 7 StateConstants: [C020](ID 0) ANIMMOVESCALE = 4 (0x00000004) (uint32) Priority = 0 nAnimLayers = 1 iBaseAnimLayer = 6 iLoopControlAnimLayer = 0 AnimLayers: [L006] iBaseNode = 12 iBaseAction = 49 iBasePropertyParam = 2 NodeTree: [N012] (ANIMLOOPTIME > 1.500) |-[A049] TokenCUR -> State4 (FIGHT_ATTACK_EXIT) `-[FAIL] } - - - - - - - - - - - - - - - - - - - - State7 (FIGHT_ATTACK_SPECIAL_360SWIRLRGT) { Flags[0] = 0x00000000 <........ ........ ........ ........> Flags[1] = 0x00000000 <........ ........ ........ ........> iBaseConstant = 21 nBaseConstants = 7 StateConstants: [C027](ID 0) ANIMMOVESCALE = 4 (0x00000004) (uint32) Priority = 0 nAnimLayers = 1 iBaseAnimLayer = 7 iLoopControlAnimLayer = 0 AnimLayers: [L007] iBaseNode = 13 iBaseAction = 50 iBasePropertyParam = 2 NodeTree: [N013] (ANIMLOOPTIME > 1.250) |-[A050] TokenCUR -> State4 (FIGHT_ATTACK_EXIT) `-[FAIL] } - - - - - - - - - - - - - - - - - - - - State8 (FIGHT_ATTACK_SPECIAL_WINDMILL) { Flags[0] = 0x00000000 <........ ........ ........ ........> Flags[1] = 0x00000000 <........ ........ ........ ........> iBaseConstant = 28 nBaseConstants = 7 StateConstants: [C034](ID 0) ANIMMOVESCALE = 4 (0x00000004) (uint32) Priority = 0 nAnimLayers = 1 iBaseAnimLayer = 8 iLoopControlAnimLayer = 0 AnimLayers: [L008] iBaseNode = 14 iBaseAction = 51 iBasePropertyParam = 2 NodeTree: [N014] (ANIMLOOPTIME > 2.700) |-[A051] TokenCUR -> State4 (FIGHT_ATTACK_EXIT) `-[FAIL] } - - - - - - - - - - - - - - - - - - - - State9 (FIGHT_ATTACK_COMBO1) { Flags[0] = 0x00000000 <........ ........ ........ ........> Flags[1] = 0x00000000 <........ ........ ........ ........> iBaseConstant = 35 nBaseConstants = 7 StateConstants: [C041](ID 0) ANIMMOVESCALE = 4 (0x00000004) (uint32) Priority = 0 nAnimLayers = 1 iBaseAnimLayer = 9 iLoopControlAnimLayer = 0 AnimLayers: [L009] iBaseNode = 15 iBaseAction = 52 iBasePropertyParam = 3 NodeTree: [N015] (STATETIME = 0.000) |-[A052] | `-[E000] SETCOMBO(1.000) `-[N016] (ANIMLOOPTIME >= 0.360) |-[A053] TokenCUR -> State15 (FIGHT_ATTACK_COMBOPART2) `-[N017] (ANIMLOOPTIME > 0.750) |-[A054] TokenCUR -> State4 (FIGHT_ATTACK_EXIT) `-[FAIL] } - - - - - - - - - - - - - - - - - - - - State10 (FIGHT_ATTACK_COMBO2) { Flags[0] = 0x00000000 <........ ........ ........ ........> Flags[1] = 0x00000000 <........ ........ ........ ........> iBaseConstant = 42 nBaseConstants = 7 StateConstants: [C048](ID 0) ANIMMOVESCALE = 4 (0x00000004) (uint32) Priority = 0 nAnimLayers = 1 iBaseAnimLayer = 10 iLoopControlAnimLayer = 0 AnimLayers: [L010] iBaseNode = 18 iBaseAction = 55 iBasePropertyParam = 4 NodeTree: [N018] (STATETIME = 0.000) |-[A055] | `-[E001] SETCOMBO(2.000) `-[N019] (ANIMLOOPTIME >= 0.360) |-[A056] TokenCUR -> State15 (FIGHT_ATTACK_COMBOPART2) `-[N020] (ANIMLOOPTIME > 0.750) |-[A057] TokenCUR -> State4 (FIGHT_ATTACK_EXIT) `-[FAIL] } - - - - - - - - - - - - - - - - - - - - State11 (FIGHT_ATTACK_COMBO3) { Flags[0] = 0x00000000 <........ ........ ........ ........> Flags[1] = 0x00000000 <........ ........ ........ ........> iBaseConstant = 49 nBaseConstants = 7 StateConstants: [C055](ID 0) ANIMMOVESCALE = 4 (0x00000004) (uint32) Priority = 0 nAnimLayers = 1 iBaseAnimLayer = 11 iLoopControlAnimLayer = 0 AnimLayers: [L011] iBaseNode = 21 iBaseAction = 58 iBasePropertyParam = 5 NodeTree: [N021] (STATETIME = 0.000) |-[A058] | `-[E002] SETCOMBO(3.000) `-[N022] (ANIMLOOPTIME >= 0.360) |-[A059] TokenCUR -> State15 (FIGHT_ATTACK_COMBOPART2) `-[N023] (ANIMLOOPTIME > 0.750) |-[A060] TokenCUR -> State4 (FIGHT_ATTACK_EXIT) `-[FAIL] } - - - - - - - - - - - - - - - - - - - - State12 (FIGHT_ATTACK_COMBO4) { Flags[0] = 0x00000000 <........ ........ ........ ........> Flags[1] = 0x00000000 <........ ........ ........ ........> iBaseConstant = 56 nBaseConstants = 7 StateConstants: [C062](ID 0) ANIMMOVESCALE = 4 (0x00000004) (uint32) Priority = 0 nAnimLayers = 1 iBaseAnimLayer = 12 iLoopControlAnimLayer = 0 AnimLayers: [L012] iBaseNode = 24 iBaseAction = 61 iBasePropertyParam = 6 NodeTree: [N024] (STATETIME = 0.000) |-[A061] | `-[E003] SETCOMBO(4.000) `-[N025] (ANIMLOOPTIME >= 0.360) |-[A062] TokenCUR -> State15 (FIGHT_ATTACK_COMBOPART2) `-[N026] (ANIMLOOPTIME > 0.750) |-[A063] TokenCUR -> State4 (FIGHT_ATTACK_EXIT) `-[FAIL] } - - - - - - - - - - - - - - - - - - - - State13 (FIGHT_ATTACK_COMBO5) { Flags[0] = 0x00000000 <........ ........ ........ ........> Flags[1] = 0x00000000 <........ ........ ........ ........> iBaseConstant = 63 nBaseConstants = 7 StateConstants: [C069](ID 0) ANIMMOVESCALE = 4 (0x00000004) (uint32) Priority = 0 nAnimLayers = 1 iBaseAnimLayer = 13 iLoopControlAnimLayer = 0 AnimLayers: [L013] iBaseNode = 27 iBaseAction = 64 iBasePropertyParam = 7 NodeTree: [N027] (STATETIME = 0.000) |-[A064] | `-[E004] SETCOMBO(5.000) `-[N028] (ANIMLOOPTIME >= 0.360) |-[A065] TokenCUR -> State15 (FIGHT_ATTACK_COMBOPART2) `-[N029] (ANIMLOOPTIME > 0.750) |-[A066] TokenCUR -> State4 (FIGHT_ATTACK_EXIT) `-[FAIL] } - - - - - - - - - - - - - - - - - - - - State14 (FIGHT_ATTACK_COMBO6) { Flags[0] = 0x00000000 <........ ........ ........ ........> Flags[1] = 0x00000000 <........ ........ ........ ........> iBaseConstant = 70 nBaseConstants = 7 StateConstants: [C076](ID 0) ANIMMOVESCALE = 4 (0x00000004) (uint32) Priority = 0 nAnimLayers = 1 iBaseAnimLayer = 14 iLoopControlAnimLayer = 0 AnimLayers: [L014] iBaseNode = 30 iBaseAction = 67 iBasePropertyParam = 8 NodeTree: [N030] (STATETIME = 0.000) |-[A067] | `-[E005] SETCOMBO(6.000) `-[N031] (ANIMLOOPTIME >= 0.360) |-[A068] TokenCUR -> State15 (FIGHT_ATTACK_COMBOPART2) `-[N032] (ANIMLOOPTIME > 0.750) |-[A069] TokenCUR -> State4 (FIGHT_ATTACK_EXIT) `-[FAIL] } - - - - - - - - - - - - - - - - - - - - State15 (FIGHT_ATTACK_COMBOPART2) { Flags[0] = 0x00000000 <........ ........ ........ ........> Flags[1] = 0x00000000 <........ ........ ........ ........> iBaseConstant = 77 nBaseConstants = 7 StateConstants: [C083](ID 0) ANIMMOVESCALE = 4 (0x00000004) (uint32) Priority = 0 nAnimLayers = 1 iBaseAnimLayer = 15 iLoopControlAnimLayer = 0 AnimLayers: [L015] iBaseNode = 33 iBaseAction = 70 iBasePropertyParam = 8 NodeTree: [N033] (ANIMLOOPTIME >= 0.500) |-[A070] TokenCUR -> State16 (FIGHT_ATTACK_COMBOPART3) `-[N034] (ANIMLOOPTIME > 0.620) |-[A071] TokenCUR -> State4 (FIGHT_ATTACK_EXIT) `-[FAIL] } - - - - - - - - - - - - - - - - - - - - State16 (FIGHT_ATTACK_COMBOPART3) { Flags[0] = 0x00000000 <........ ........ ........ ........> Flags[1] = 0x00000000 <........ ........ ........ ........> iBaseConstant = 84 nBaseConstants = 7 StateConstants: [C084](ID 0) ANIMMOVESCALE = 4 (0x00000004) (uint32) Priority = 0 nAnimLayers = 1 iBaseAnimLayer = 16 iLoopControlAnimLayer = 0 AnimLayers: [L016] iBaseNode = 35 iBaseAction = 72 iBasePropertyParam = 8 NodeTree: [N035] (COMBO = 6.000) |-[A072] TokenCUR -> State20 (FIGHT_ATTACK_COMBO_FASTCOMBO) `-[N036] (COMBO = 5.000) |-[A073] TokenCUR -> State19 (FIGHT_ATTACK_COMBO_HELICOPTER) `-[N037] (COMBO = 4.000) |-[A074] TokenCUR -> State22 (FIGHT_ATTACK_COMBO_CROSSGOLF) `-[N038] (COMBO = 3.000) |-[A075] TokenCUR -> State17 (FIGHT_ATTACK_COMBO_FAST) `-[N039] (COMBO = 2.000) |-[A076] TokenCUR -> State18 (FIGHT_ATTACK_COMBO_BACKHAND) `-[N040] (COMBO = 1.000) |-[A077] TokenCUR -> State21 (FIGHT_ATTACK_COMBO_GOLF) `-[N041] (ANIMLOOPTIME > 999.000) |-[A078] TokenCUR -> State4 (FIGHT_ATTACK_EXIT) `-[FAIL] } - - - - - - - - - - - - - - - - - - - - State17 (FIGHT_ATTACK_COMBO_FAST) { Flags[0] = 0x00000000 <........ ........ ........ ........> Flags[1] = 0x00000000 <........ ........ ........ ........> iBaseConstant = 91 nBaseConstants = 7 StateConstants: [C097](ID 0) ANIMMOVESCALE = 4 (0x00000004) (uint32) Priority = 0 nAnimLayers = 1 iBaseAnimLayer = 17 iLoopControlAnimLayer = 0 AnimLayers: [L017] iBaseNode = 42 iBaseAction = 79 iBasePropertyParam = 8 NodeTree: [N042] (ANIMLOOPTIME > 0.750) |-[A079] TokenCUR -> State4 (FIGHT_ATTACK_EXIT) `-[FAIL] } - - - - - - - - - - - - - - - - - - - - State18 (FIGHT_ATTACK_COMBO_BACKHAND) { Flags[0] = 0x00000000 <........ ........ ........ ........> Flags[1] = 0x00000000 <........ ........ ........ ........> iBaseConstant = 98 nBaseConstants = 7 StateConstants: [C104](ID 0) ANIMMOVESCALE = 4 (0x00000004) (uint32) Priority = 0 nAnimLayers = 1 iBaseAnimLayer = 18 iLoopControlAnimLayer = 0 AnimLayers: [L018] iBaseNode = 43 iBaseAction = 80 iBasePropertyParam = 8 NodeTree: [N043] (ANIMLOOPTIME > 0.850) |-[A080] TokenCUR -> State4 (FIGHT_ATTACK_EXIT) `-[FAIL] } - - - - - - - - - - - - - - - - - - - - State19 (FIGHT_ATTACK_COMBO_HELICOPTER) { Flags[0] = 0x00000000 <........ ........ ........ ........> Flags[1] = 0x00000000 <........ ........ ........ ........> iBaseConstant = 105 nBaseConstants = 7 StateConstants: [C111](ID 0) ANIMMOVESCALE = 4 (0x00000004) (uint32) Priority = 0 nAnimLayers = 1 iBaseAnimLayer = 19 iLoopControlAnimLayer = 0 AnimLayers: [L019] iBaseNode = 44 iBaseAction = 81 iBasePropertyParam = 8 NodeTree: [N044] (ANIMLOOPTIME > 1.500) |-[A081] TokenCUR -> State4 (FIGHT_ATTACK_EXIT) `-[FAIL] } - - - - - - - - - - - - - - - - - - - - State20 (FIGHT_ATTACK_COMBO_FASTCOMBO) { Flags[0] = 0x00000000 <........ ........ ........ ........> Flags[1] = 0x00000000 <........ ........ ........ ........> iBaseConstant = 112 nBaseConstants = 7 StateConstants: [C118](ID 0) ANIMMOVESCALE = 4 (0x00000004) (uint32) Priority = 0 nAnimLayers = 1 iBaseAnimLayer = 20 iLoopControlAnimLayer = 0 AnimLayers: [L020] iBaseNode = 45 iBaseAction = 82 iBasePropertyParam = 8 NodeTree: [N045] (ANIMLOOPTIME > 2.100) |-[A082] TokenCUR -> State4 (FIGHT_ATTACK_EXIT) `-[FAIL] } - - - - - - - - - - - - - - - - - - - - State21 (FIGHT_ATTACK_COMBO_GOLF) { Flags[0] = 0x00000000 <........ ........ ........ ........> Flags[1] = 0x00000000 <........ ........ ........ ........> iBaseConstant = 119 nBaseConstants = 7 StateConstants: [C125](ID 0) ANIMMOVESCALE = 4 (0x00000004) (uint32) Priority = 0 nAnimLayers = 1 iBaseAnimLayer = 21 iLoopControlAnimLayer = 0 AnimLayers: [L021] iBaseNode = 46 iBaseAction = 83 iBasePropertyParam = 8 NodeTree: [N046] (ANIMLOOPTIME > 1.000) |-[A083] TokenCUR -> State4 (FIGHT_ATTACK_EXIT) `-[FAIL] } - - - - - - - - - - - - - - - - - - - - State22 (FIGHT_ATTACK_COMBO_CROSSGOLF) { Flags[0] = 0x00000000 <........ ........ ........ ........> Flags[1] = 0x00000000 <........ ........ ........ ........> iBaseConstant = 126 nBaseConstants = 7 StateConstants: [C132](ID 0) ANIMMOVESCALE = 4 (0x00000004) (uint32) Priority = 0 nAnimLayers = 1 iBaseAnimLayer = 22 iLoopControlAnimLayer = 0 AnimLayers: [L022] iBaseNode = 47 iBaseAction = 84 iBasePropertyParam = 8 NodeTree: [N047] (ANIMLOOPTIME > 1.100) |-[A084] TokenCUR -> State4 (FIGHT_ATTACK_EXIT) `-[FAIL] } } Actions: { Action[A000] = State0 (IDLE), ABDuration 0.000> Action[A001] = State2 (IDLE_FLIP), ABDuration 0.200> Action[A002] = State1 (IDLE_REST), ABDuration 0.200> Action[A003] = State3 (SECRET_DANCE1), ABDuration 0.200> Action[A004] = State5 (FIGHT_ATTACK_SPECIAL_HEADCAP), ABDuration 0.000> Action[A005] = State6 (FIGHT_ATTACK_SPECIAL_360SWIRLLFT), ABDuration 0.050> Action[A006] = State7 (FIGHT_ATTACK_SPECIAL_360SWIRLRGT), ABDuration 0.050> Action[A007] = State8 (FIGHT_ATTACK_SPECIAL_WINDMILL), ABDuration 0.050> Action[A008] = State9 (FIGHT_ATTACK_COMBO1), ABDuration 0.050> Action[A009] = State10 (FIGHT_ATTACK_COMBO2), ABDuration 0.050> Action[A010] = State11 (FIGHT_ATTACK_COMBO3), ABDuration 0.050> Action[A011] = State12 (FIGHT_ATTACK_COMBO4), ABDuration 0.050> Action[A012] = State13 (FIGHT_ATTACK_COMBO5), ABDuration 0.050> Action[A013] = State14 (FIGHT_ATTACK_COMBO6), ABDuration 0.050> Action[A014] = State0 (IDLE), ABDuration 0.200> Action[A015] = State5 (FIGHT_ATTACK_SPECIAL_HEADCAP), ABDuration 0.000> Action[A016] = State6 (FIGHT_ATTACK_SPECIAL_360SWIRLLFT), ABDuration 0.050> Action[A017] = State7 (FIGHT_ATTACK_SPECIAL_360SWIRLRGT), ABDuration 0.050> Action[A018] = State8 (FIGHT_ATTACK_SPECIAL_WINDMILL), ABDuration 0.050> Action[A019] = State9 (FIGHT_ATTACK_COMBO1), ABDuration 0.050> Action[A020] = State10 (FIGHT_ATTACK_COMBO2), ABDuration 0.050> Action[A021] = State11 (FIGHT_ATTACK_COMBO3), ABDuration 0.050> Action[A022] = State12 (FIGHT_ATTACK_COMBO4), ABDuration 0.050> Action[A023] = State13 (FIGHT_ATTACK_COMBO5), ABDuration 0.050> Action[A024] = State14 (FIGHT_ATTACK_COMBO6), ABDuration 0.050> Action[A025] = State0 (IDLE), ABDuration 0.200> Action[A026] = State5 (FIGHT_ATTACK_SPECIAL_HEADCAP), ABDuration 0.000> Action[A027] = State6 (FIGHT_ATTACK_SPECIAL_360SWIRLLFT), ABDuration 0.050> Action[A028] = State7 (FIGHT_ATTACK_SPECIAL_360SWIRLRGT), ABDuration 0.050> Action[A029] = State8 (FIGHT_ATTACK_SPECIAL_WINDMILL), ABDuration 0.050> Action[A030] = State9 (FIGHT_ATTACK_COMBO1), ABDuration 0.050> Action[A031] = State10 (FIGHT_ATTACK_COMBO2), ABDuration 0.050> Action[A032] = State11 (FIGHT_ATTACK_COMBO3), ABDuration 0.050> Action[A033] = State12 (FIGHT_ATTACK_COMBO4), ABDuration 0.050> Action[A034] = State13 (FIGHT_ATTACK_COMBO5), ABDuration 0.050> Action[A035] = State14 (FIGHT_ATTACK_COMBO6), ABDuration 0.050> Action[A036] = State0 (IDLE), ABDuration 0.200> Action[A037] = State5 (FIGHT_ATTACK_SPECIAL_HEADCAP), ABDuration 0.000> Action[A038] = State6 (FIGHT_ATTACK_SPECIAL_360SWIRLLFT), ABDuration 0.050> Action[A039] = State7 (FIGHT_ATTACK_SPECIAL_360SWIRLRGT), ABDuration 0.050> Action[A040] = State8 (FIGHT_ATTACK_SPECIAL_WINDMILL), ABDuration 0.050> Action[A041] = State9 (FIGHT_ATTACK_COMBO1), ABDuration 0.050> Action[A042] = State10 (FIGHT_ATTACK_COMBO2), ABDuration 0.050> Action[A043] = State11 (FIGHT_ATTACK_COMBO3), ABDuration 0.050> Action[A044] = State12 (FIGHT_ATTACK_COMBO4), ABDuration 0.050> Action[A045] = State13 (FIGHT_ATTACK_COMBO5), ABDuration 0.050> Action[A046] = State14 (FIGHT_ATTACK_COMBO6), ABDuration 0.050> Action[A047] = State0 (IDLE), ABDuration -1.000> Action[A048] = State4 (FIGHT_ATTACK_EXIT), ABDuration 0.200> Action[A049] = State4 (FIGHT_ATTACK_EXIT), ABDuration 0.050> Action[A050] = State4 (FIGHT_ATTACK_EXIT), ABDuration 0.100> Action[A051] = State4 (FIGHT_ATTACK_EXIT), ABDuration 0.200> Action[A052] = Action[A053] = State15 (FIGHT_ATTACK_COMBOPART2), ABDuration 0.050> Action[A054] = State4 (FIGHT_ATTACK_EXIT), ABDuration 0.100> Action[A055] = Action[A056] = State15 (FIGHT_ATTACK_COMBOPART2), ABDuration 0.050> Action[A057] = State4 (FIGHT_ATTACK_EXIT), ABDuration 0.100> Action[A058] = Action[A059] = State15 (FIGHT_ATTACK_COMBOPART2), ABDuration 0.050> Action[A060] = State4 (FIGHT_ATTACK_EXIT), ABDuration 0.100> Action[A061] = Action[A062] = State15 (FIGHT_ATTACK_COMBOPART2), ABDuration 0.050> Action[A063] = State4 (FIGHT_ATTACK_EXIT), ABDuration 0.100> Action[A064] = Action[A065] = State15 (FIGHT_ATTACK_COMBOPART2), ABDuration 0.050> Action[A066] = State4 (FIGHT_ATTACK_EXIT), ABDuration 0.100> Action[A067] = Action[A068] = State15 (FIGHT_ATTACK_COMBOPART2), ABDuration 0.050> Action[A069] = State4 (FIGHT_ATTACK_EXIT), ABDuration 0.100> Action[A070] = State16 (FIGHT_ATTACK_COMBOPART3), ABDuration 0.000> Action[A071] = State4 (FIGHT_ATTACK_EXIT), ABDuration 0.200> Action[A072] = State20 (FIGHT_ATTACK_COMBO_FASTCOMBO), ABDuration 0.050> Action[A073] = State19 (FIGHT_ATTACK_COMBO_HELICOPTER), ABDuration 0.050> Action[A074] = State22 (FIGHT_ATTACK_COMBO_CROSSGOLF), ABDuration 0.050> Action[A075] = State17 (FIGHT_ATTACK_COMBO_FAST), ABDuration 0.050> Action[A076] = State18 (FIGHT_ATTACK_COMBO_BACKHAND), ABDuration 0.050> Action[A077] = State21 (FIGHT_ATTACK_COMBO_GOLF), ABDuration 0.050> Action[A078] = State4 (FIGHT_ATTACK_EXIT), ABDuration 0.050> Action[A079] = State4 (FIGHT_ATTACK_EXIT), ABDuration 0.050> Action[A080] = State4 (FIGHT_ATTACK_EXIT), ABDuration 0.050> Action[A081] = State4 (FIGHT_ATTACK_EXIT), ABDuration 0.200> Action[A082] = State4 (FIGHT_ATTACK_EXIT), ABDuration 0.100> Action[A083] = State4 (FIGHT_ATTACK_EXIT), ABDuration 0.100> Action[A084] = State4 (FIGHT_ATTACK_EXIT), ABDuration 0.100> } ConditionNodes: (N/I) AnimLayers: { AnimLayer[L000] = AnimLayer[L001] = AnimLayer[L002] = AnimLayer[L003] = AnimLayer[L004] = AnimLayer[L005] = AnimLayer[L006] = AnimLayer[L007] = AnimLayer[L008] = AnimLayer[L009] = AnimLayer[L010] = AnimLayer[L011] = AnimLayer[L012] = AnimLayer[L013] = AnimLayer[L014] = AnimLayer[L015] = AnimLayer[L016] = AnimLayer[L017] = AnimLayer[L018] = AnimLayer[L019] = AnimLayer[L020] = AnimLayer[L021] = AnimLayer[L022] = } EffectInstances: { EffectInstance[E000] = EffectInstance[E001] = EffectInstance[E002] = EffectInstance[E003] = EffectInstance[E004] = EffectInstance[E005] = } CallbackParams: { Param[P000] = 20.000 Param[P001] = 20.000 Param[P002] = 1.000 Param[P003] = 2.000 Param[P004] = 3.000 Param[P005] = 4.000 Param[P006] = 5.000 Param[P007] = 6.000 } ExportedActions: { Action[A000]: 'STARTACTION' (CC396451) Action[A001]: 'IDLE.ACTION_IDLEFLIP' (A2C6CF57) Action[A002]: 'IDLE.ACTION_IDLEREST' (A2CD476A) Action[A003]: 'IDLE.ACTION_SECRETDANCE1' (E1A27B40) Action[A004]: 'IDLE.ACTION_SPECIAL_HEADCAP' (70E1E174) Action[A005]: 'IDLE.ACTION_SPECIAL_360LFT' (74D92B6D) Action[A006]: 'IDLE.ACTION_SPECIAL_360RGT' (74D94514) Action[A007]: 'IDLE.ACTION_SPECIAL_WINDMILL' (B73B2A0E) Action[A008]: 'IDLE.ACTION_COMBO1' (37936C2F) Action[A009]: 'IDLE.ACTION_COMBO2' (37936C30) Action[A010]: 'IDLE.ACTION_COMBO3' (37936C31) Action[A011]: 'IDLE.ACTION_COMBO4' (37936C32) Action[A012]: 'IDLE.ACTION_COMBO5' (37936C33) Action[A013]: 'IDLE.ACTION_COMBO6' (37936C34) Action[A014]: 'IDLE_REST.ACTION_TOIDLE' (516C264C) Action[A015]: 'IDLE_REST.ACTION_SPECIAL_HEADCAP' (22612B1) Action[A016]: 'IDLE_REST.ACTION_SPECIAL_360LFT' (AF8DA90A) Action[A017]: 'IDLE_REST.ACTION_SPECIAL_360RGT' (AF8DC2B1) Action[A018]: 'IDLE_REST.ACTION_SPECIAL_WINDMILL' (710582EB) Action[A019]: 'IDLE_REST.ACTION_COMBO1' (29C69CCC) Action[A020]: 'IDLE_REST.ACTION_COMBO2' (29C69CCD) Action[A021]: 'IDLE_REST.ACTION_COMBO3' (29C69CCE) Action[A022]: 'IDLE_REST.ACTION_COMBO4' (29C69CCF) Action[A023]: 'IDLE_REST.ACTION_COMBO5' (29C69CD0) Action[A024]: 'IDLE_REST.ACTION_COMBO6' (29C69CD1) Action[A025]: 'IDLE_FLIP.ACTION_TOIDLE' (252688F9) Action[A026]: 'IDLE_FLIP.ACTION_SPECIAL_HEADCAP' (6DD2C7FE) Action[A027]: 'IDLE_FLIP.ACTION_SPECIAL_360LFT' (F8A268B7) Action[A028]: 'IDLE_FLIP.ACTION_SPECIAL_360RGT' (F8A2825E) Action[A029]: 'IDLE_FLIP.ACTION_SPECIAL_WINDMILL' (5248E1D8) Action[A030]: 'IDLE_FLIP.ACTION_COMBO1' (FD80FF79) Action[A031]: 'IDLE_FLIP.ACTION_COMBO2' (FD80FF7A) Action[A032]: 'IDLE_FLIP.ACTION_COMBO3' (FD80FF7B) Action[A033]: 'IDLE_FLIP.ACTION_COMBO4' (FD80FF7C) Action[A034]: 'IDLE_FLIP.ACTION_COMBO5' (FD80FF7D) Action[A035]: 'IDLE_FLIP.ACTION_COMBO6' (FD80FF7E) Action[A036]: 'SECRET_DANCE1.ACTION_TOIDLE' (BFBD74E2) Action[A037]: 'SECRET_DANCE1.ACTION_SPECIAL_HEADCAP' (B2002A07) Action[A038]: 'SECRET_DANCE1.ACTION_SPECIAL_360LFT' (A372DA0) Action[A039]: 'SECRET_DANCE1.ACTION_SPECIAL_360RGT' (A374747) Action[A040]: 'SECRET_DANCE1.ACTION_SPECIAL_WINDMILL' (1C228501) Action[A041]: 'SECRET_DANCE1.ACTION_COMBO1' (9817EB62) Action[A042]: 'SECRET_DANCE1.ACTION_COMBO2' (9817EB63) Action[A043]: 'SECRET_DANCE1.ACTION_COMBO3' (9817EB64) Action[A044]: 'SECRET_DANCE1.ACTION_COMBO4' (9817EB65) Action[A045]: 'SECRET_DANCE1.ACTION_COMBO5' (9817EB66) Action[A046]: 'SECRET_DANCE1.ACTION_COMBO6' (9817EB67) Action[A047]: 'FIGHT_ATTACK_EXIT.ACTION_CLEANEDUP' (2A6295C3) Action[A048]: 'FIGHT_ATTACK_SPECIAL_HEADCAP.ACTION_END' (2BC70E75) Action[A049]: 'FIGHT_ATTACK_SPECIAL_360SWIRLLFT.ACTION_END' (5786E93F) Action[A050]: 'FIGHT_ATTACK_SPECIAL_360SWIRLRGT.ACTION_END' (A674C86) Action[A051]: 'FIGHT_ATTACK_SPECIAL_WINDMILL.ACTION_END' (DA58EAF) Action[A052]: 'FIGHT_ATTACK_COMBO1.ACTION_INIT' (9D5C900D) Action[A053]: 'FIGHT_ATTACK_COMBO1.ACTION_COMBOPART2' (8BF83912) Action[A054]: 'FIGHT_ATTACK_COMBO1.ACTION_END' (23CC6F70) Action[A055]: 'FIGHT_ATTACK_COMBO2.ACTION_INIT' (ECBB998E) Action[A056]: 'FIGHT_ATTACK_COMBO2.ACTION_COMBOPART2' (3CD29F53) Action[A057]: 'FIGHT_ATTACK_COMBO2.ACTION_END' (54BFCCD1) Action[A058]: 'FIGHT_ATTACK_COMBO3.ACTION_INIT' (3C1AA30F) Action[A059]: 'FIGHT_ATTACK_COMBO3.ACTION_COMBOPART2' (EDAD0594) Action[A060]: 'FIGHT_ATTACK_COMBO3.ACTION_END' (85B32A32) Action[A061]: 'FIGHT_ATTACK_COMBO4.ACTION_INIT' (8B79AC90) Action[A062]: 'FIGHT_ATTACK_COMBO4.ACTION_COMBOPART2' (9E876BD5) Action[A063]: 'FIGHT_ATTACK_COMBO4.ACTION_END' (B6A68793) Action[A064]: 'FIGHT_ATTACK_COMBO5.ACTION_INIT' (DAD8B611) Action[A065]: 'FIGHT_ATTACK_COMBO5.ACTION_COMBOPART2' (4F61D216) Action[A066]: 'FIGHT_ATTACK_COMBO5.ACTION_END' (E799E4F4) Action[A067]: 'FIGHT_ATTACK_COMBO6.ACTION_INIT' (2A37BF92) Action[A068]: 'FIGHT_ATTACK_COMBO6.ACTION_COMBOPART2' (3C3857) Action[A069]: 'FIGHT_ATTACK_COMBO6.ACTION_END' (188D4255) Action[A070]: 'FIGHT_ATTACK_COMBOPART2.ACTION_COMBOPARTS' (D9B3B2EB) Action[A071]: 'FIGHT_ATTACK_COMBOPART2.ACTION_END' (CAC00408) Action[A072]: 'FIGHT_ATTACK_COMBOPART3.ACTION_FASTCOMBO' (273DDAB0) Action[A073]: 'FIGHT_ATTACK_COMBOPART3.ACTION_HELICOPTER' (24749961) Action[A074]: 'FIGHT_ATTACK_COMBOPART3.ACTION_CROSSGOLF' (4506BDC4) Action[A075]: 'FIGHT_ATTACK_COMBOPART3.ACTION_FAST' (721FE600) Action[A076]: 'FIGHT_ATTACK_COMBOPART3.ACTION_FIGHT_ATTACK_BACKHAND' (F9B16906) Action[A077]: 'FIGHT_ATTACK_COMBOPART3.ACTION_GOLF' (7220ACFA) Action[A078]: 'FIGHT_ATTACK_COMBOPART3.ACTION_END' (FBB36169) Action[A079]: 'FIGHT_ATTACK_COMBO_FAST.ACTION_END' (8BB8DAAC) Action[A080]: 'FIGHT_ATTACK_COMBO_BACKHAND.ACTION_END' (B82B7D6A) Action[A081]: 'FIGHT_ATTACK_COMBO_HELICOPTER.ACTION_END' (96A80EED) Action[A082]: 'FIGHT_ATTACK_COMBO_FASTCOMBO.ACTION_END' (4474C79C) Action[A083]: 'FIGHT_ATTACK_COMBO_GOLF.ACTION_END' (939B1166) Action[A084]: 'FIGHT_ATTACK_COMBO_CROSSGOLF.ACTION_END' (D40D1630) } ExportedStates: { State0: 'IDLE' State1: 'IDLE_REST' State2: 'IDLE_FLIP' State3: 'SECRET_DANCE1' State4: 'FIGHT_ATTACK_EXIT' State5: 'FIGHT_ATTACK_SPECIAL_HEADCAP' State6: 'FIGHT_ATTACK_SPECIAL_360SWIRLLFT' State7: 'FIGHT_ATTACK_SPECIAL_360SWIRLRGT' State8: 'FIGHT_ATTACK_SPECIAL_WINDMILL' State9: 'FIGHT_ATTACK_COMBO1' State10: 'FIGHT_ATTACK_COMBO2' State11: 'FIGHT_ATTACK_COMBO3' State12: 'FIGHT_ATTACK_COMBO4' State13: 'FIGHT_ATTACK_COMBO5' State14: 'FIGHT_ATTACK_COMBO6' State15: 'FIGHT_ATTACK_COMBOPART2' State16: 'FIGHT_ATTACK_COMBOPART3' State17: 'FIGHT_ATTACK_COMBO_FAST' State18: 'FIGHT_ATTACK_COMBO_BACKHAND' State19: 'FIGHT_ATTACK_COMBO_HELICOPTER' State20: 'FIGHT_ATTACK_COMBO_FASTCOMBO' State21: 'FIGHT_ATTACK_COMBO_GOLF' State22: 'FIGHT_ATTACK_COMBO_CROSSGOLF' } ExportedProperties: { Property[P0]: 'STATETIME' (ID N/A) Property[P1]: 'ANIMLOOPTIME' (ID N/A) Property[P2]: 'STATELOOPCOUNT' (ID N/A) Property[P3]: 'ANIMLOOPCOUNT' (ID N/A) Property[P4]: 'ANIMEVENT' (ID N/A) Property[P5]: 'RAND' (ID N/A) Property[P6]: 'RANDMOD' (ID N/A) Property[P7]: 'TOKENSTATECONSTANT' (ID N/A) Property[P8]: 'ACTION' (ID N/A) Property[P9]: 'MOVEDIR' (ID N/A) Property[P10]: 'MOVESPEED' (ID N/A) Property[P11]: 'ATTACK' (ID N/A) Property[P12]: 'HASPENDINGATTACK' (ID N/A) Property[P13]: 'DIVINE' (ID N/A) Property[P14]: 'BOWFIREARROW' (ID N/A) Property[P15]: 'BOWHASARROW' (ID N/A) Property[P16]: 'CANBLOCK' (ID N/A) Property[P17]: 'WEAPONTYPE' (ID N/A) Property[P18]: 'HASTARGET' (ID N/A) Property[P19]: 'DISTANCETOTARGET' (ID N/A) Property[P20]: 'ANGLETOTARGET' (ID N/A) Property[P21]: 'TARGETCONTEXT' (ID N/A) Property[P22]: 'TARGETSTATEGROUP' (ID N/A) Property[P23]: 'MOVESTICKFWD' (ID N/A) Property[P24]: 'MOVESTICKBWD' (ID N/A) Property[P25]: 'MOVESTICKLFT' (ID N/A) Property[P26]: 'MOVESTICKRGT' (ID N/A) Property[P27]: 'RESPONSE' (ID N/A) Property[P28]: 'HEALTHFRAC' (ID N/A) Property[P29]: 'ISDEAD' (ID N/A) Property[P30]: 'SAVEDSTATEGROUP' (ID N/A) Property[P31]: 'ISBOT' (ID N/A) Property[P32]: 'EVENTID' (ID N/A) Property[P33]: 'AIMODE' (ID N/A) Property[P34]: 'HASSKILL' (ID N/A) Property[P35]: 'SKILLLEVEL' (ID N/A) Property[P36]: 'COMBO' (ID N/A) } ExportedOperators: { Operator[O0]: '=' (ID N/A) Operator[O1]: '>' (ID N/A) Operator[O2]: '<' (ID N/A) Operator[O3]: '>=' (ID N/A) Operator[O4]: '<=' (ID N/A) Operator[O5]: '!=' (ID N/A) Operator[O6]: 'MOD' (ID N/A) Operator[O7]: '&' (ID N/A) Operator[O8]: '|' (ID N/A) } ExportedEffects: { Effect[E000]: 'SETCHARACTERTIMESCALE' (ID N/A) Effect[E001]: 'SETENGINETIMESCALE' (ID N/A) Effect[E002]: 'GETCLOSESTENEMY' (ID N/A) Effect[E003]: 'SENDDAMAGETOTARGET' (ID N/A) Effect[E004]: 'SENDDAMAGETOSELF' (ID N/A) Effect[E005]: 'HEALSELF' (ID N/A) Effect[E006]: 'SETWEAPONATTACHPOINT' (ID N/A) Effect[E007]: 'SELECTITEM' (ID N/A) Effect[E008]: 'ACTIVATEITEM' (ID N/A) Effect[E009]: 'SELECTWEAPON' (ID N/A) Effect[E010]: 'REGISTERRESPONSE' (ID N/A) Effect[E011]: 'CONSUMERESPONSE' (ID N/A) Effect[E012]: 'SAVESTATEGROUP' (ID N/A) Effect[E013]: 'CLEARSAVEDSTATEGROUP' (ID N/A) Effect[E014]: 'SETDEADPHYS' (ID N/A) Effect[E015]: 'CONSUMEATTACK' (ID N/A) Effect[E016]: 'CONSUMEDIVINEPOWER' (ID N/A) Effect[E017]: 'PERFORMDIVINEPOWER' (ID N/A) Effect[E018]: 'USESKILL' (ID N/A) Effect[E019]: 'RESETEVENTID' (ID N/A) Effect[E020]: 'ERRORMSG' (ID N/A) Effect[E021]: 'SETCOMBO' (ID N/A) } ExportedStateConstants: { StateConstant[C000]: 'ANIMMOVESCALE' (ID N/A) StateConstant[C001]: 'ANIMTURNSCALE' (ID N/A) StateConstant[C002]: 'TURNCONTROLSCALE' (ID N/A) StateConstant[C003]: 'TURNCONTROLMAX' (ID N/A) StateConstant[C004]: 'MOVECONTROLVELOCITY' (ID N/A) StateConstant[C005]: 'MOVECONTROLMAXVELOCITY' (ID N/A) StateConstant[C006]: 'MOVECONTROLREDIRECTION' (ID N/A) StateConstant[C007]: 'NOGRAVITY' (ID N/A) StateConstant[C008]: 'STATEGROUP' (ID N/A) StateConstant[C009]: 'DEFENCE' (ID N/A) StateConstant[C010]: 'VIEWMODE' (ID N/A) StateConstant[C011]: 'POINTOFINTEREST' (ID N/A) StateConstant[C012]: 'TARGETINGDISABLED' (ID N/A) StateConstant[C013]: 'AUTOBLOCK' (ID N/A) StateConstant[C014]: 'POIOFFSET' (ID N/A) StateConstant[C015]: 'POISCALE' (ID N/A) StateConstant[C016]: 'RESPONSEIMMUNE_STARTTIME' (ID N/A) StateConstant[C017]: 'RESPONSEIMMUNE_ENDTIME' (ID N/A) StateConstant[C018]: 'TURNTOTARGETCORRECTION_STARTTIME0' (ID N/A) StateConstant[C019]: 'TURNTOTARGETCORRECTION_ENDTIME0' (ID N/A) StateConstant[C020]: 'TURNTOTARGETCORRECTION_OFFSET0' (ID N/A) StateConstant[C021]: 'TURNTOTARGETCORRECTION_STARTTIME1' (ID N/A) StateConstant[C022]: 'TURNTOTARGETCORRECTION_ENDTIME1' (ID N/A) StateConstant[C023]: 'TURNTOTARGETCORRECTION_OFFSET1' (ID N/A) StateConstant[C024]: 'TURNTOTARGETCORRECTION_STARTTIME2' (ID N/A) StateConstant[C025]: 'TURNTOTARGETCORRECTION_ENDTIME2' (ID N/A) StateConstant[C026]: 'TURNTOTARGETCORRECTION_OFFSET2' (ID N/A) StateConstant[C027]: 'ATTACK_ATTACKID0' (ID N/A) StateConstant[C028]: 'ATTACK_STARTTIME0' (ID N/A) StateConstant[C029]: 'ATTACK_ENDTIME0' (ID N/A) StateConstant[C030]: 'ATTACK_RESPONSEID0_0' (ID N/A) StateConstant[C031]: 'ATTACK_RESPONSEID0_1' (ID N/A) StateConstant[C032]: 'ATTACK_RESPONSEID0_2' (ID N/A) StateConstant[C033]: 'ATTACK_SLOT0' (ID N/A) StateConstant[C034]: 'ATTACK_DAMAGEMULTIPLIER0' (ID N/A) StateConstant[C035]: 'ATTACK_COLOR0' (ID N/A) StateConstant[C036]: 'ATTACK_ATTACKID1' (ID N/A) StateConstant[C037]: 'ATTACK_STARTTIME1' (ID N/A) StateConstant[C038]: 'ATTACK_ENDTIME1' (ID N/A) StateConstant[C039]: 'ATTACK_RESPONSEID1_0' (ID N/A) StateConstant[C040]: 'ATTACK_RESPONSEID1_1' (ID N/A) StateConstant[C041]: 'ATTACK_RESPONSEID1_2' (ID N/A) StateConstant[C042]: 'ATTACK_SLOT1' (ID N/A) StateConstant[C043]: 'ATTACK_DAMAGEMULTIPLIER1' (ID N/A) StateConstant[C044]: 'ATTACK_COLOR1' (ID N/A) StateConstant[C045]: 'ATTACK_ATTACKID2' (ID N/A) StateConstant[C046]: 'ATTACK_STARTTIME2' (ID N/A) StateConstant[C047]: 'ATTACK_ENDTIME2' (ID N/A) StateConstant[C048]: 'ATTACK_RESPONSEID2_0' (ID N/A) StateConstant[C049]: 'ATTACK_RESPONSEID2_1' (ID N/A) StateConstant[C050]: 'ATTACK_RESPONSEID2_2' (ID N/A) StateConstant[C051]: 'ATTACK_SLOT2' (ID N/A) StateConstant[C052]: 'ATTACK_DAMAGEMULTIPLIER2' (ID N/A) StateConstant[C053]: 'ATTACK_COLOR2' (ID N/A) StateConstant[C054]: 'LEFTSLOT' (ID N/A) StateConstant[C055]: 'RIGHTSLOT' (ID N/A) StateConstant[C056]: 'DISTANCETOTARGETCORRECTION_STARTTIME0' (ID N/A) StateConstant[C057]: 'DISTANCETOTARGETCORRECTION_ENDTIME0' (ID N/A) StateConstant[C058]: 'DISTANCETOTARGETCORRECTION_WANTEDDISTANCE0' (ID N/A) StateConstant[C059]: 'DISTANCETOTARGETCORRECTION_MINDISTANCE0' (ID N/A) StateConstant[C060]: 'DISTANCETOTARGETCORRECTION_MAXDISTANCE0' (ID N/A) StateConstant[C061]: 'DISTANCETOTARGETCORRECTION_TYPE0' (ID N/A) StateConstant[C062]: 'DISTANCETOTARGETCORRECTION_STARTTIME1' (ID N/A) StateConstant[C063]: 'DISTANCETOTARGETCORRECTION_ENDTIME1' (ID N/A) StateConstant[C064]: 'DISTANCETOTARGETCORRECTION_WANTEDDISTANCE1' (ID N/A) StateConstant[C065]: 'DISTANCETOTARGETCORRECTION_MINDISTANCE1' (ID N/A) StateConstant[C066]: 'DISTANCETOTARGETCORRECTION_MAXDISTANCE1' (ID N/A) StateConstant[C067]: 'DISTANCETOTARGETCORRECTION_TYPE1' (ID N/A) StateConstant[C068]: 'DISTANCETOTARGETCORRECTION_STARTTIME2' (ID N/A) StateConstant[C069]: 'DISTANCETOTARGETCORRECTION_ENDTIME2' (ID N/A) StateConstant[C070]: 'DISTANCETOTARGETCORRECTION_WANTEDDISTANCE2' (ID N/A) StateConstant[C071]: 'DISTANCETOTARGETCORRECTION_MINDISTANCE2' (ID N/A) StateConstant[C072]: 'DISTANCETOTARGETCORRECTION_MAXDISTANCE2' (ID N/A) StateConstant[C073]: 'DISTANCETOTARGETCORRECTION_TYPE2' (ID N/A) StateConstant[C074]: 'STATEID' (ID N/A) }