AnimGraph AG_MASTERASSASSIN { nStates = 119 nActions = 515 nAnimLayers = 119 nNodes = 692 nEffectInstances = 142 nCallbackParams = 386 nStateConstants = 1399 } States: { State0 (FIGHT_ENTER) { Flags[0] = 0x00000000 <........ ........ ........ ........> Flags[1] = 0x00000000 <........ ........ ........ ........> iBaseConstant = 0 nBaseConstants = 3 StateConstants: [C000](ID 10) STATEGROUP = 16 (0x00000010) (uint32) [C001](ID 81) RIGHTSLOT = 0 (0x00000000) (uint32) [C002](ID 80) LEFTSLOT = 1 (0x00000001) (uint32) Priority = 0 nAnimLayers = 1 iBaseAnimLayer = 0 iLoopControlAnimLayer = 0 AnimLayers: [L000] iBaseNode = 0 iBaseAction = 1 iBasePropertyParam = 0 NodeTree: [N000] (STATETIME > 0.000) |-[A001] TokenCUR -> State1 (ACTIONSWITCH) `-[FAIL] } - - - - - - - - - - - - - - - - - - - - State1 (ACTIONSWITCH) { Flags[0] = 0x00000000 <........ ........ ........ ........> Flags[1] = 0x00000000 <........ ........ ........ ........> iBaseConstant = 3 nBaseConstants = 3 StateConstants: [C003](ID 10) STATEGROUP = 16 (0x00000010) (uint32) [C004](ID 81) RIGHTSLOT = 0 (0x00000000) (uint32) [C005](ID 80) LEFTSLOT = 1 (0x00000001) (uint32) Priority = 0 nAnimLayers = 1 iBaseAnimLayer = 1 iLoopControlAnimLayer = 0 AnimLayers: [L001] iBaseNode = 1 iBaseAction = 2 iBasePropertyParam = 0 NodeTree: [N001] (ACTION = 4.000) |-[A002] TokenCUR -> State49 (DIVINE_ENTER) `-[N002] (ACTION = 3.000) |-[A003] TokenCUR -> State57 (BOW_ENTER) `-[N003] (ACTION = 1.000) |-[A004] TokenCUR -> State9 (FIGHT_BLOCK_SWITCH) `-[N004] (ACTION = 2.000) |-[A005] TokenCUR -> State32 (FIGHT_ATTACK_INIT) `-[N005] (ACTION = 0.000) |-[A006] TokenCUR -> State2 (FIGHT_SWITCH) `-[FAIL] } - - - - - - - - - - - - - - - - - - - - State2 (FIGHT_SWITCH) { Flags[0] = 0x00000000 <........ ........ ........ ........> Flags[1] = 0x00000000 <........ ........ ........ ........> iBaseConstant = 6 nBaseConstants = 3 StateConstants: [C006](ID 10) STATEGROUP = 16 (0x00000010) (uint32) [C007](ID 81) RIGHTSLOT = 0 (0x00000000) (uint32) [C008](ID 80) LEFTSLOT = 1 (0x00000001) (uint32) Priority = 0 nAnimLayers = 1 iBaseAnimLayer = 2 iLoopControlAnimLayer = 0 AnimLayers: [L002] iBaseNode = 6 iBaseAction = 7 iBasePropertyParam = 0 NodeTree: [N006] (AIMODE = 16.000) |-[A007] TokenCUR -> State4 (FIGHT_ORDERCHARGE) `-[N007] (AIMODE = 15.000) |-[A008] TokenCUR -> State5 (FIGHT_ORDERFLANK) `-[N008] (AIMODE = 17.000) |-[A009] TokenCUR -> State6 (FIGHT_TAUNTSWITCH) `-[N009] (ACTION != 0.000) |-[A010] TokenCUR -> State1 (ACTIONSWITCH) `-[N010] (MOVESPEED != 0.000) |-[A011] TokenCUR -> State11 (FIGHT_MOVEMENTSWITCH) `-[N011] (HASTARGET != 0.000) |-[N012] (ANGLETOTARGET <= -0.250) | |-[A012] TokenCUR -> State29 (FIGHT_TURNSWITCH) | `-[N013] (ANGLETOTARGET >= 0.250) | |-[A013] TokenCUR -> State29 (FIGHT_TURNSWITCH) | `-[N014] (AIMODE = 10.000) | |-[A014] TokenCUR -> State29 (FIGHT_TURNSWITCH) | `-[N015] (STATETIME >= 0.000) | |-[A015] TokenCUR -> State3 (FIGHT_IDLE) | `-[FAIL] `-[N015] (STATETIME >= 0.000) |-[A015] TokenCUR -> State3 (FIGHT_IDLE) `-[FAIL] } - - - - - - - - - - - - - - - - - - - - State3 (FIGHT_IDLE) { Flags[0] = 0x00000000 <........ ........ ........ ........> Flags[1] = 0x00000000 <........ ........ ........ ........> iBaseConstant = 9 nBaseConstants = 4 StateConstants: [C009](ID 13) POINTOFINTEREST = 2 (0x00000002) (uint32) [C010](ID 10) STATEGROUP = 16 (0x00000010) (uint32) [C011](ID 81) RIGHTSLOT = 0 (0x00000000) (uint32) [C012](ID 80) LEFTSLOT = 1 (0x00000001) (uint32) Priority = 0 nAnimLayers = 1 iBaseAnimLayer = 3 iLoopControlAnimLayer = 0 AnimLayers: [L003] iBaseNode = 16 iBaseAction = 16 iBasePropertyParam = 0 NodeTree: [N016] (ACTION != 0.000) |-[A016] TokenCUR -> State2 (FIGHT_SWITCH) `-[N017] (AIMODE = 15.000) |-[A017] TokenCUR -> State2 (FIGHT_SWITCH) `-[N018] (AIMODE = 16.000) |-[A018] TokenCUR -> State2 (FIGHT_SWITCH) `-[N019] (AIMODE = 17.000) |-[A019] TokenCUR -> State2 (FIGHT_SWITCH) `-[N020] (MOVESPEED != 0.000) |-[A020] TokenCUR -> State11 (FIGHT_MOVEMENTSWITCH) `-[N021] (HASTARGET != 0.000) |-[N022] (ANGLETOTARGET <= -0.250) | |-[A021] TokenCUR -> State29 (FIGHT_TURNSWITCH) | `-[N023] (ANGLETOTARGET >= 0.250) | |-[A022] TokenCUR -> State29 (FIGHT_TURNSWITCH) | `-[N024] (AIMODE = 10.000) | |-[A023] TokenCUR -> State29 (FIGHT_TURNSWITCH) | `-[FAIL] `-[FAIL] } - - - - - - - - - - - - - - - - - - - - State4 (FIGHT_ORDERCHARGE) { Flags[0] = 0x00000000 <........ ........ ........ ........> Flags[1] = 0x00000000 <........ ........ ........ ........> iBaseConstant = 13 nBaseConstants = 10 StateConstants: [C018](ID 0) ANIMMOVESCALE = 1.000 (fp4) [C019](ID 13) POINTOFINTEREST = 2 (0x00000002) (uint32) [C020](ID 10) STATEGROUP = 1073741840 (0x40000010) (uint32) [C021](ID 81) RIGHTSLOT = 0 (0x00000000) (uint32) [C022](ID 80) LEFTSLOT = 1 (0x00000001) (uint32) Priority = 0 nAnimLayers = 1 iBaseAnimLayer = 4 iLoopControlAnimLayer = 0 AnimLayers: [L004] iBaseNode = 25 iBaseAction = 24 iBasePropertyParam = 0 NodeTree: [N025] (ANIMLOOPTIME >= 3.600) |-[A024] TokenCUR -> State2 (FIGHT_SWITCH) `-[N026] (ANIMLOOPCOUNT >= 1.000) |-[A025] TokenCUR -> State2 (FIGHT_SWITCH) `-[FAIL] } - - - - - - - - - - - - - - - - - - - - State5 (FIGHT_ORDERFLANK) { Flags[0] = 0x00000000 <........ ........ ........ ........> Flags[1] = 0x00000000 <........ ........ ........ ........> iBaseConstant = 23 nBaseConstants = 10 StateConstants: [C028](ID 0) ANIMMOVESCALE = 1.000 (fp4) [C029](ID 13) POINTOFINTEREST = 2 (0x00000002) (uint32) [C030](ID 10) STATEGROUP = 1073741840 (0x40000010) (uint32) [C031](ID 81) RIGHTSLOT = 0 (0x00000000) (uint32) [C032](ID 80) LEFTSLOT = 1 (0x00000001) (uint32) Priority = 0 nAnimLayers = 1 iBaseAnimLayer = 5 iLoopControlAnimLayer = 0 AnimLayers: [L005] iBaseNode = 27 iBaseAction = 26 iBasePropertyParam = 0 NodeTree: [N027] (ANIMLOOPTIME >= 3.750) |-[A026] TokenCUR -> State2 (FIGHT_SWITCH) `-[N028] (ANIMLOOPCOUNT >= 1.000) |-[A027] TokenCUR -> State2 (FIGHT_SWITCH) `-[FAIL] } - - - - - - - - - - - - - - - - - - - - State6 (FIGHT_TAUNTSWITCH) { Flags[0] = 0x00000000 <........ ........ ........ ........> Flags[1] = 0x00000000 <........ ........ ........ ........> iBaseConstant = 33 nBaseConstants = 3 StateConstants: [C033](ID 10) STATEGROUP = 16 (0x00000010) (uint32) [C034](ID 81) RIGHTSLOT = 0 (0x00000000) (uint32) [C035](ID 80) LEFTSLOT = 1 (0x00000001) (uint32) Priority = 0 nAnimLayers = 1 iBaseAnimLayer = 6 iLoopControlAnimLayer = 0 AnimLayers: [L006] iBaseNode = 29 iBaseAction = 28 iBasePropertyParam = 0 NodeTree: [N029] (RAND(1.000) < 0.700) |-[A028] TokenCUR -> State7 (FIGHT_TAUNT0) `-[N030] (RAND(1.000) < 1.000) |-[A029] TokenCUR -> State8 (FIGHT_TAUNT1) `-[N031] (STATETIME >= 0.000) |-[A030] TokenCUR -> State8 (FIGHT_TAUNT1) `-[FAIL] } - - - - - - - - - - - - - - - - - - - - State7 (FIGHT_TAUNT0) { Flags[0] = 0x00000000 <........ ........ ........ ........> Flags[1] = 0x00000000 <........ ........ ........ ........> iBaseConstant = 36 nBaseConstants = 10 StateConstants: [C041](ID 10) STATEGROUP = 17 (0x00000011) (uint32) [C042](ID 0) ANIMMOVESCALE = 1.000 (fp4) [C043](ID 13) POINTOFINTEREST = 2 (0x00000002) (uint32) [C044](ID 81) RIGHTSLOT = 0 (0x00000000) (uint32) [C045](ID 80) LEFTSLOT = 1 (0x00000001) (uint32) Priority = 0 nAnimLayers = 1 iBaseAnimLayer = 7 iLoopControlAnimLayer = 0 AnimLayers: [L007] iBaseNode = 32 iBaseAction = 31 iBasePropertyParam = 2 NodeTree: [N032] (ANIMLOOPTIME >= 999.000) |-[A031] TokenCUR -> State2 (FIGHT_SWITCH) `-[N033] (ANIMLOOPCOUNT >= 1.000) |-[A032] TokenCUR -> State2 (FIGHT_SWITCH) `-[FAIL] } - - - - - - - - - - - - - - - - - - - - State8 (FIGHT_TAUNT1) { Flags[0] = 0x00000000 <........ ........ ........ ........> Flags[1] = 0x00000000 <........ ........ ........ ........> iBaseConstant = 46 nBaseConstants = 10 StateConstants: [C051](ID 10) STATEGROUP = 17 (0x00000011) (uint32) [C052](ID 0) ANIMMOVESCALE = 1.000 (fp4) [C053](ID 13) POINTOFINTEREST = 2 (0x00000002) (uint32) [C054](ID 81) RIGHTSLOT = 0 (0x00000000) (uint32) [C055](ID 80) LEFTSLOT = 1 (0x00000001) (uint32) Priority = 0 nAnimLayers = 1 iBaseAnimLayer = 8 iLoopControlAnimLayer = 0 AnimLayers: [L008] iBaseNode = 34 iBaseAction = 33 iBasePropertyParam = 2 NodeTree: [N034] (ANIMLOOPTIME >= 999.000) |-[A033] TokenCUR -> State2 (FIGHT_SWITCH) `-[N035] (ANIMLOOPCOUNT >= 1.000) |-[A034] TokenCUR -> State2 (FIGHT_SWITCH) `-[FAIL] } - - - - - - - - - - - - - - - - - - - - State9 (FIGHT_BLOCK_SWITCH) { Flags[0] = 0x00000000 <........ ........ ........ ........> Flags[1] = 0x00000000 <........ ........ ........ ........> iBaseConstant = 56 nBaseConstants = 1 StateConstants: [C056](ID 10) STATEGROUP = 48 (0x00000030) (uint32) Priority = 0 nAnimLayers = 1 iBaseAnimLayer = 9 iLoopControlAnimLayer = 0 AnimLayers: [L009] iBaseNode = 36 iBaseAction = 35 iBasePropertyParam = 2 NodeTree: [N036] (ACTION != 1.000) |-[A035] TokenCUR -> State1 (ACTIONSWITCH) `-[N037] (STATETIME >= 0.000) |-[A036] TokenCUR -> State10 (FIGHT_BLOCK_IDLE) `-[FAIL] } - - - - - - - - - - - - - - - - - - - - State10 (FIGHT_BLOCK_IDLE) { Flags[0] = 0x00000000 <........ ........ ........ ........> Flags[1] = 0x00000000 <........ ........ ........ ........> iBaseConstant = 57 nBaseConstants = 2 StateConstants: [C057](ID 13) POINTOFINTEREST = 2 (0x00000002) (uint32) [C058](ID 10) STATEGROUP = 48 (0x00000030) (uint32) Priority = 0 nAnimLayers = 1 iBaseAnimLayer = 10 iLoopControlAnimLayer = 0 AnimLayers: [L010] iBaseNode = 38 iBaseAction = 37 iBasePropertyParam = 2 NodeTree: [N038] (ACTION != 1.000) |-[A037] TokenCUR -> State9 (FIGHT_BLOCK_SWITCH) `-[FAIL] } - - - - - - - - - - - - - - - - - - - - State11 (FIGHT_MOVEMENTSWITCH) { Flags[0] = 0x00000000 <........ ........ ........ ........> Flags[1] = 0x00000000 <........ ........ ........ ........> iBaseConstant = 59 nBaseConstants = 3 StateConstants: [C059](ID 10) STATEGROUP = 16 (0x00000010) (uint32) [C060](ID 81) RIGHTSLOT = 0 (0x00000000) (uint32) [C061](ID 80) LEFTSLOT = 1 (0x00000001) (uint32) Priority = 0 nAnimLayers = 1 iBaseAnimLayer = 11 iLoopControlAnimLayer = 0 AnimLayers: [L011] iBaseNode = 39 iBaseAction = 38 iBasePropertyParam = 2 NodeTree: [N039] (MOVESPEED = 0.000) |-[A038] TokenCUR -> State2 (FIGHT_SWITCH) `-[N040] (ACTION != 0.000) |-[A039] TokenCUR -> State2 (FIGHT_SWITCH) `-[N041] (HASTARGET = 0.000) |-[N042] (MOVESPEED = 2.000) | |-[A040] TokenCUR -> State12 (FIGHT_JOGFWD) | `-[N043] (MOVESPEED = 1.000) | |-[A041] TokenCUR -> State13 (FIGHT_WALKFWD) | `-[N044] (HASTARGET != 0.000) | |-[N045] (AIMODE = 18.000) | | |-[A042] TokenCUR -> State28 (FIGHT_2NDSTAGEFREEMOVE) | | `-[N046] (AIMODE = 11.000) | | |-[N047] (MOVEDIR = 1.000) | | | |-[A043] TokenCUR -> State18 (FIGHT_RUSHFWD) | | | `-[N048] (MOVEDIR = 2.000) | | | |-[A044] TokenCUR -> State19 (FIGHT_RUSHBWD) | | | `-[N049] (MOVEDIR = 4.000) | | | |-[A045] TokenCUR -> State20 (FIGHT_RUSHLFT) | | | `-[N050] (MOVEDIR = 8.000) | | | |-[A046] TokenCUR -> State21 (FIGHT_RUSHRGT) | | | `-[FAIL] | | `-[N051] (MOVEDIR = 1.000) | | |-[N052] (AIMODE = 13.000) | | | |-[A047] TokenCUR -> State24 (FIGHT_FREEMOVEFWD) | | | `-[N053] (AIMODE = 14.000) | | | |-[A048] TokenCUR -> State24 (FIGHT_FREEMOVEFWD) | | | `-[A055] TokenCUR -> State14 (FIGHT_MOVEFWD) | | `-[N054] (MOVEDIR = 2.000) | | |-[N055] (AIMODE = 13.000) | | | |-[A049] TokenCUR -> State25 (FIGHT_FREEMOVEBWD) | | | `-[N056] (AIMODE = 14.000) | | | |-[A050] TokenCUR -> State25 (FIGHT_FREEMOVEBWD) | | | `-[A056] TokenCUR -> State15 (FIGHT_MOVEBWD) | | `-[N057] (MOVEDIR = 4.000) | | |-[N058] (AIMODE = 13.000) | | | |-[A051] TokenCUR -> State26 (FIGHT_FREEMOVELFT) | | | `-[N059] (AIMODE = 14.000) | | | |-[A052] TokenCUR -> State26 (FIGHT_FREEMOVELFT) | | | `-[N060] (AIMODE = 12.000) | | | |-[A057] TokenCUR -> State22 (FIGHT_NOTURNMOVELFT) | | | `-[A059] TokenCUR -> State16 (FIGHT_MOVELFT) | | `-[N061] (MOVEDIR = 8.000) | | |-[N062] (AIMODE = 13.000) | | | |-[A053] TokenCUR -> State27 (FIGHT_FREEMOVERGT) | | | `-[N063] (AIMODE = 14.000) | | | |-[A054] TokenCUR -> State27 (FIGHT_FREEMOVERGT) | | | `-[N064] (AIMODE = 12.000) | | | |-[A058] TokenCUR -> State23 (FIGHT_NOTURNMOVERGT) | | | `-[A060] TokenCUR -> State17 (FIGHT_MOVERGT) | | `-[FAIL] | `-[FAIL] `-[N044] (HASTARGET != 0.000) |-[N045] (AIMODE = 18.000) | |-[A042] TokenCUR -> State28 (FIGHT_2NDSTAGEFREEMOVE) | `-[N046] (AIMODE = 11.000) | |-[N047] (MOVEDIR = 1.000) | | |-[A043] TokenCUR -> State18 (FIGHT_RUSHFWD) | | `-[N048] (MOVEDIR = 2.000) | | |-[A044] TokenCUR -> State19 (FIGHT_RUSHBWD) | | `-[N049] (MOVEDIR = 4.000) | | |-[A045] TokenCUR -> State20 (FIGHT_RUSHLFT) | | `-[N050] (MOVEDIR = 8.000) | | |-[A046] TokenCUR -> State21 (FIGHT_RUSHRGT) | | `-[FAIL] | `-[N051] (MOVEDIR = 1.000) | |-[N052] (AIMODE = 13.000) | | |-[A047] TokenCUR -> State24 (FIGHT_FREEMOVEFWD) | | `-[N053] (AIMODE = 14.000) | | |-[A048] TokenCUR -> State24 (FIGHT_FREEMOVEFWD) | | `-[A055] TokenCUR -> State14 (FIGHT_MOVEFWD) | `-[N054] (MOVEDIR = 2.000) | |-[N055] (AIMODE = 13.000) | | |-[A049] TokenCUR -> State25 (FIGHT_FREEMOVEBWD) | | `-[N056] (AIMODE = 14.000) | | |-[A050] TokenCUR -> State25 (FIGHT_FREEMOVEBWD) | | `-[A056] TokenCUR -> State15 (FIGHT_MOVEBWD) | `-[N057] (MOVEDIR = 4.000) | |-[N058] (AIMODE = 13.000) | | |-[A051] TokenCUR -> State26 (FIGHT_FREEMOVELFT) | | `-[N059] (AIMODE = 14.000) | | |-[A052] TokenCUR -> State26 (FIGHT_FREEMOVELFT) | | `-[N060] (AIMODE = 12.000) | | |-[A057] TokenCUR -> State22 (FIGHT_NOTURNMOVELFT) | | `-[A059] TokenCUR -> State16 (FIGHT_MOVELFT) | `-[N061] (MOVEDIR = 8.000) | |-[N062] (AIMODE = 13.000) | | |-[A053] TokenCUR -> State27 (FIGHT_FREEMOVERGT) | | `-[N063] (AIMODE = 14.000) | | |-[A054] TokenCUR -> State27 (FIGHT_FREEMOVERGT) | | `-[N064] (AIMODE = 12.000) | | |-[A058] TokenCUR -> State23 (FIGHT_NOTURNMOVERGT) | | `-[A060] TokenCUR -> State17 (FIGHT_MOVERGT) | `-[FAIL] `-[FAIL] } - - - - - - - - - - - - - - - - - - - - State12 (FIGHT_JOGFWD) { Flags[0] = 0x00000000 <........ ........ ........ ........> Flags[1] = 0x00000000 <........ ........ ........ ........> iBaseConstant = 62 nBaseConstants = 9 StateConstants: [C062](ID 2) TURNCONTROLSCALE = 0.400 (fp4) [C063](ID 3) TURNCONTROLMAX = 1.000 (fp4) [C064](ID 0) ANIMMOVESCALE = 1.000 (fp4) [C065](ID 13) POINTOFINTEREST = 2 (0x00000002) (uint32) [C066](ID 18) RESPONSEIMMUNE_STARTTIME = 999 (0x000003E7) (uint32) [C067](ID 19) RESPONSEIMMUNE_ENDTIME = 999 (0x000003E7) (uint32) [C068](ID 10) STATEGROUP = 16 (0x00000010) (uint32) [C069](ID 81) RIGHTSLOT = 0 (0x00000000) (uint32) [C070](ID 80) LEFTSLOT = 1 (0x00000001) (uint32) Priority = 0 nAnimLayers = 1 iBaseAnimLayer = 12 iLoopControlAnimLayer = 0 AnimLayers: [L012] iBaseNode = 65 iBaseAction = 61 iBasePropertyParam = 2 NodeTree: [N065] (MOVESPEED != 2.000) |-[A061] TokenCUR -> State11 (FIGHT_MOVEMENTSWITCH) `-[N066] (HASTARGET != 0.000) |-[A062] TokenCUR -> State11 (FIGHT_MOVEMENTSWITCH) `-[N067] (ACTION != 0.000) |-[A063] TokenCUR -> State11 (FIGHT_MOVEMENTSWITCH) `-[N068] (ANIMLOOPTIME >= 999.000) |-[A064] TokenCUR -> State11 (FIGHT_MOVEMENTSWITCH) `-[N069] (ANIMLOOPCOUNT >= 1.000) |-[A065] TokenCUR -> State11 (FIGHT_MOVEMENTSWITCH) `-[FAIL] } - - - - - - - - - - - - - - - - - - - - State13 (FIGHT_WALKFWD) { Flags[0] = 0x00000000 <........ ........ ........ ........> Flags[1] = 0x00000000 <........ ........ ........ ........> iBaseConstant = 71 nBaseConstants = 9 StateConstants: [C071](ID 2) TURNCONTROLSCALE = 1.000 (fp4) [C072](ID 3) TURNCONTROLMAX = 0.400 (fp4) [C073](ID 0) ANIMMOVESCALE = 1.000 (fp4) [C074](ID 13) POINTOFINTEREST = 2 (0x00000002) (uint32) [C075](ID 18) RESPONSEIMMUNE_STARTTIME = 999 (0x000003E7) (uint32) [C076](ID 19) RESPONSEIMMUNE_ENDTIME = 999 (0x000003E7) (uint32) [C077](ID 10) STATEGROUP = 16 (0x00000010) (uint32) [C078](ID 81) RIGHTSLOT = 0 (0x00000000) (uint32) [C079](ID 80) LEFTSLOT = 1 (0x00000001) (uint32) Priority = 0 nAnimLayers = 1 iBaseAnimLayer = 13 iLoopControlAnimLayer = 0 AnimLayers: [L013] iBaseNode = 70 iBaseAction = 66 iBasePropertyParam = 2 NodeTree: [N070] (MOVESPEED != 1.000) |-[A066] TokenCUR -> State11 (FIGHT_MOVEMENTSWITCH) `-[N071] (HASTARGET != 0.000) |-[A067] TokenCUR -> State11 (FIGHT_MOVEMENTSWITCH) `-[N072] (ACTION != 0.000) |-[A068] TokenCUR -> State11 (FIGHT_MOVEMENTSWITCH) `-[N073] (ANIMLOOPTIME >= 999.000) |-[A069] TokenCUR -> State11 (FIGHT_MOVEMENTSWITCH) `-[N074] (ANIMLOOPCOUNT >= 1.000) |-[A070] TokenCUR -> State11 (FIGHT_MOVEMENTSWITCH) `-[FAIL] } - - - - - - - - - - - - - - - - - - - - State14 (FIGHT_MOVEFWD) { Flags[0] = 0x00000000 <........ ........ ........ ........> Flags[1] = 0x00000000 <........ ........ ........ ........> iBaseConstant = 80 nBaseConstants = 15 StateConstants: [C080](ID 20) TURNTOTARGETCORRECTION_STARTTIME0 = -1.000 (fp4) [C081](ID 21) TURNTOTARGETCORRECTION_ENDTIME0 = -1.000 (fp4) [C082](ID 22) TURNTOTARGETCORRECTION_OFFSET0 = 0 (0x00000000) (uint32) [C083](ID 0) ANIMMOVESCALE = 1.000 (fp4) [C084](ID 18) RESPONSEIMMUNE_STARTTIME = 999 (0x000003E7) (uint32) [C085](ID 19) RESPONSEIMMUNE_ENDTIME = 999 (0x000003E7) (uint32) [C091](ID 13) POINTOFINTEREST = 2 (0x00000002) (uint32) [C092](ID 10) STATEGROUP = 16 (0x00000010) (uint32) [C093](ID 81) RIGHTSLOT = 0 (0x00000000) (uint32) [C094](ID 80) LEFTSLOT = 1 (0x00000001) (uint32) Priority = 0 nAnimLayers = 1 iBaseAnimLayer = 14 iLoopControlAnimLayer = 0 AnimLayers: [L014] iBaseNode = 75 iBaseAction = 71 iBasePropertyParam = 2 NodeTree: [N075] (ANIMLOOPCOUNT >= 0.100) |-[N076] (AIMODE = 11.000) | |-[A071] TokenCUR -> State11 (FIGHT_MOVEMENTSWITCH) | `-[N077] (MOVEDIR != 1.000) | |-[N078] (ANIMLOOPCOUNT >= 0.100) | | |-[A072] TokenCUR -> State11 (FIGHT_MOVEMENTSWITCH) | | `-[N079] (ACTION != 0.000) | | |-[A073] TokenCUR -> State11 (FIGHT_MOVEMENTSWITCH) | | `-[N080] (HASTARGET = 0.000) | | |-[A074] TokenCUR -> State11 (FIGHT_MOVEMENTSWITCH) | | `-[N081] (ANIMLOOPTIME >= 999.000) | | |-[A075] TokenCUR -> State11 (FIGHT_MOVEMENTSWITCH) | | `-[N082] (ANIMLOOPCOUNT >= 1.000) | | |-[A076] TokenCUR -> State11 (FIGHT_MOVEMENTSWITCH) | | `-[FAIL] | `-[N079] (ACTION != 0.000) | |-[A073] TokenCUR -> State11 (FIGHT_MOVEMENTSWITCH) | `-[N080] (HASTARGET = 0.000) | |-[A074] TokenCUR -> State11 (FIGHT_MOVEMENTSWITCH) | `-[N081] (ANIMLOOPTIME >= 999.000) | |-[A075] TokenCUR -> State11 (FIGHT_MOVEMENTSWITCH) | `-[N082] (ANIMLOOPCOUNT >= 1.000) | |-[A076] TokenCUR -> State11 (FIGHT_MOVEMENTSWITCH) | `-[FAIL] `-[N083] (MOVEDIR != 1.000) |-[N084] (ANIMLOOPCOUNT >= 0.100) | |-[A072] TokenCUR -> State11 (FIGHT_MOVEMENTSWITCH) | `-[N080] (HASTARGET = 0.000) | |-[A074] TokenCUR -> State11 (FIGHT_MOVEMENTSWITCH) | `-[N081] (ANIMLOOPTIME >= 999.000) | |-[A075] TokenCUR -> State11 (FIGHT_MOVEMENTSWITCH) | `-[N082] (ANIMLOOPCOUNT >= 1.000) | |-[A076] TokenCUR -> State11 (FIGHT_MOVEMENTSWITCH) | `-[FAIL] `-[N080] (HASTARGET = 0.000) |-[A074] TokenCUR -> State11 (FIGHT_MOVEMENTSWITCH) `-[N081] (ANIMLOOPTIME >= 999.000) |-[A075] TokenCUR -> State11 (FIGHT_MOVEMENTSWITCH) `-[N082] (ANIMLOOPCOUNT >= 1.000) |-[A076] TokenCUR -> State11 (FIGHT_MOVEMENTSWITCH) `-[FAIL] } - - - - - - - - - - - - - - - - - - - - State15 (FIGHT_MOVEBWD) { Flags[0] = 0x00000000 <........ ........ ........ ........> Flags[1] = 0x00000000 <........ ........ ........ ........> iBaseConstant = 95 nBaseConstants = 15 StateConstants: [C095](ID 20) TURNTOTARGETCORRECTION_STARTTIME0 = -1.000 (fp4) [C096](ID 21) TURNTOTARGETCORRECTION_ENDTIME0 = -1.000 (fp4) [C097](ID 22) TURNTOTARGETCORRECTION_OFFSET0 = 0 (0x00000000) (uint32) [C098](ID 0) ANIMMOVESCALE = 1.000 (fp4) [C099](ID 18) RESPONSEIMMUNE_STARTTIME = 999 (0x000003E7) (uint32) [C100](ID 19) RESPONSEIMMUNE_ENDTIME = 999 (0x000003E7) (uint32) [C106](ID 13) POINTOFINTEREST = 2 (0x00000002) (uint32) [C107](ID 10) STATEGROUP = 16 (0x00000010) (uint32) [C108](ID 81) RIGHTSLOT = 0 (0x00000000) (uint32) [C109](ID 80) LEFTSLOT = 1 (0x00000001) (uint32) Priority = 0 nAnimLayers = 1 iBaseAnimLayer = 15 iLoopControlAnimLayer = 0 AnimLayers: [L015] iBaseNode = 85 iBaseAction = 77 iBasePropertyParam = 2 NodeTree: [N085] (ANIMLOOPCOUNT >= 0.100) |-[N086] (AIMODE = 11.000) | |-[A077] TokenCUR -> State11 (FIGHT_MOVEMENTSWITCH) | `-[N087] (MOVEDIR != 2.000) | |-[N088] (ANIMLOOPCOUNT >= 0.100) | | |-[A078] TokenCUR -> State11 (FIGHT_MOVEMENTSWITCH) | | `-[N089] (ACTION != 0.000) | | |-[A079] TokenCUR -> State11 (FIGHT_MOVEMENTSWITCH) | | `-[N090] (HASTARGET = 0.000) | | |-[A080] TokenCUR -> State11 (FIGHT_MOVEMENTSWITCH) | | `-[N091] (ANIMLOOPTIME >= 999.000) | | |-[A081] TokenCUR -> State11 (FIGHT_MOVEMENTSWITCH) | | `-[N092] (ANIMLOOPCOUNT >= 1.000) | | |-[A082] TokenCUR -> State11 (FIGHT_MOVEMENTSWITCH) | | `-[FAIL] | `-[N089] (ACTION != 0.000) | |-[A079] TokenCUR -> State11 (FIGHT_MOVEMENTSWITCH) | `-[N090] (HASTARGET = 0.000) | |-[A080] TokenCUR -> State11 (FIGHT_MOVEMENTSWITCH) | `-[N091] (ANIMLOOPTIME >= 999.000) | |-[A081] TokenCUR -> State11 (FIGHT_MOVEMENTSWITCH) | `-[N092] (ANIMLOOPCOUNT >= 1.000) | |-[A082] TokenCUR -> State11 (FIGHT_MOVEMENTSWITCH) | `-[FAIL] `-[N093] (MOVEDIR != 2.000) |-[N094] (ANIMLOOPCOUNT >= 0.100) | |-[A078] TokenCUR -> State11 (FIGHT_MOVEMENTSWITCH) | `-[N090] (HASTARGET = 0.000) | |-[A080] TokenCUR -> State11 (FIGHT_MOVEMENTSWITCH) | `-[N091] (ANIMLOOPTIME >= 999.000) | |-[A081] TokenCUR -> State11 (FIGHT_MOVEMENTSWITCH) | `-[N092] (ANIMLOOPCOUNT >= 1.000) | |-[A082] TokenCUR -> State11 (FIGHT_MOVEMENTSWITCH) | `-[FAIL] `-[N090] (HASTARGET = 0.000) |-[A080] TokenCUR -> State11 (FIGHT_MOVEMENTSWITCH) `-[N091] (ANIMLOOPTIME >= 999.000) |-[A081] TokenCUR -> State11 (FIGHT_MOVEMENTSWITCH) `-[N092] (ANIMLOOPCOUNT >= 1.000) |-[A082] TokenCUR -> State11 (FIGHT_MOVEMENTSWITCH) `-[FAIL] } - - - - - - - - - - - - - - - - - - - - State16 (FIGHT_MOVELFT) { Flags[0] = 0x00000000 <........ ........ ........ ........> Flags[1] = 0x00000000 <........ ........ ........ ........> iBaseConstant = 110 nBaseConstants = 15 StateConstants: [C110](ID 20) TURNTOTARGETCORRECTION_STARTTIME0 = -1.000 (fp4) [C111](ID 21) TURNTOTARGETCORRECTION_ENDTIME0 = -1.000 (fp4) [C112](ID 22) TURNTOTARGETCORRECTION_OFFSET0 = 0 (0x00000000) (uint32) [C113](ID 0) ANIMMOVESCALE = 1.000 (fp4) [C114](ID 18) RESPONSEIMMUNE_STARTTIME = 999 (0x000003E7) (uint32) [C115](ID 19) RESPONSEIMMUNE_ENDTIME = 999 (0x000003E7) (uint32) [C121](ID 13) POINTOFINTEREST = 2 (0x00000002) (uint32) [C122](ID 10) STATEGROUP = 16 (0x00000010) (uint32) [C123](ID 81) RIGHTSLOT = 0 (0x00000000) (uint32) [C124](ID 80) LEFTSLOT = 1 (0x00000001) (uint32) Priority = 0 nAnimLayers = 1 iBaseAnimLayer = 16 iLoopControlAnimLayer = 0 AnimLayers: [L016] iBaseNode = 95 iBaseAction = 83 iBasePropertyParam = 2 NodeTree: [N095] (ANIMLOOPCOUNT >= 0.100) |-[N096] (AIMODE = 11.000) | |-[A083] TokenCUR -> State11 (FIGHT_MOVEMENTSWITCH) | `-[N097] (MOVEDIR != 4.000) | |-[N098] (ANIMLOOPCOUNT >= 0.100) | | |-[A084] TokenCUR -> State11 (FIGHT_MOVEMENTSWITCH) | | `-[N099] (ACTION != 0.000) | | |-[A085] TokenCUR -> State11 (FIGHT_MOVEMENTSWITCH) | | `-[N100] (HASTARGET = 0.000) | | |-[A086] TokenCUR -> State11 (FIGHT_MOVEMENTSWITCH) | | `-[N101] (ANIMLOOPTIME >= 999.000) | | |-[A087] TokenCUR -> State11 (FIGHT_MOVEMENTSWITCH) | | `-[N102] (ANIMLOOPCOUNT >= 1.000) | | |-[A088] TokenCUR -> State11 (FIGHT_MOVEMENTSWITCH) | | `-[FAIL] | `-[N099] (ACTION != 0.000) | |-[A085] TokenCUR -> State11 (FIGHT_MOVEMENTSWITCH) | `-[N100] (HASTARGET = 0.000) | |-[A086] TokenCUR -> State11 (FIGHT_MOVEMENTSWITCH) | `-[N101] (ANIMLOOPTIME >= 999.000) | |-[A087] TokenCUR -> State11 (FIGHT_MOVEMENTSWITCH) | `-[N102] (ANIMLOOPCOUNT >= 1.000) | |-[A088] TokenCUR -> State11 (FIGHT_MOVEMENTSWITCH) | `-[FAIL] `-[N103] (MOVEDIR != 4.000) |-[N104] (ANIMLOOPCOUNT >= 0.100) | |-[A084] TokenCUR -> State11 (FIGHT_MOVEMENTSWITCH) | `-[N100] (HASTARGET = 0.000) | |-[A086] TokenCUR -> State11 (FIGHT_MOVEMENTSWITCH) | `-[N101] (ANIMLOOPTIME >= 999.000) | |-[A087] TokenCUR -> State11 (FIGHT_MOVEMENTSWITCH) | `-[N102] (ANIMLOOPCOUNT >= 1.000) | |-[A088] TokenCUR -> State11 (FIGHT_MOVEMENTSWITCH) | `-[FAIL] `-[N100] (HASTARGET = 0.000) |-[A086] TokenCUR -> State11 (FIGHT_MOVEMENTSWITCH) `-[N101] (ANIMLOOPTIME >= 999.000) |-[A087] TokenCUR -> State11 (FIGHT_MOVEMENTSWITCH) `-[N102] (ANIMLOOPCOUNT >= 1.000) |-[A088] TokenCUR -> State11 (FIGHT_MOVEMENTSWITCH) `-[FAIL] } - - - - - - - - - - - - - - - - - - - - State17 (FIGHT_MOVERGT) { Flags[0] = 0x00000000 <........ ........ ........ ........> Flags[1] = 0x00000000 <........ ........ ........ ........> iBaseConstant = 125 nBaseConstants = 15 StateConstants: [C125](ID 20) TURNTOTARGETCORRECTION_STARTTIME0 = -1.000 (fp4) [C126](ID 21) TURNTOTARGETCORRECTION_ENDTIME0 = -1.000 (fp4) [C127](ID 22) TURNTOTARGETCORRECTION_OFFSET0 = 0 (0x00000000) (uint32) [C128](ID 0) ANIMMOVESCALE = 1.000 (fp4) [C129](ID 18) RESPONSEIMMUNE_STARTTIME = 999 (0x000003E7) (uint32) [C130](ID 19) RESPONSEIMMUNE_ENDTIME = 999 (0x000003E7) (uint32) [C136](ID 13) POINTOFINTEREST = 2 (0x00000002) (uint32) [C137](ID 10) STATEGROUP = 16 (0x00000010) (uint32) [C138](ID 81) RIGHTSLOT = 0 (0x00000000) (uint32) [C139](ID 80) LEFTSLOT = 1 (0x00000001) (uint32) Priority = 0 nAnimLayers = 1 iBaseAnimLayer = 17 iLoopControlAnimLayer = 0 AnimLayers: [L017] iBaseNode = 105 iBaseAction = 89 iBasePropertyParam = 2 NodeTree: [N105] (ANIMLOOPCOUNT >= 0.100) |-[N106] (AIMODE = 11.000) | |-[A089] TokenCUR -> State11 (FIGHT_MOVEMENTSWITCH) | `-[N107] (MOVEDIR != 8.000) | |-[N108] (ANIMLOOPCOUNT >= 0.100) | | |-[A090] TokenCUR -> State11 (FIGHT_MOVEMENTSWITCH) | | `-[N109] (ACTION != 0.000) | | |-[A091] TokenCUR -> State11 (FIGHT_MOVEMENTSWITCH) | | `-[N110] (HASTARGET = 0.000) | | |-[A092] TokenCUR -> State11 (FIGHT_MOVEMENTSWITCH) | | `-[N111] (ANIMLOOPTIME >= 999.000) | | |-[A093] TokenCUR -> State11 (FIGHT_MOVEMENTSWITCH) | | `-[N112] (ANIMLOOPCOUNT >= 1.000) | | |-[A094] TokenCUR -> State11 (FIGHT_MOVEMENTSWITCH) | | `-[FAIL] | `-[N109] (ACTION != 0.000) | |-[A091] TokenCUR -> State11 (FIGHT_MOVEMENTSWITCH) | `-[N110] (HASTARGET = 0.000) | |-[A092] TokenCUR -> State11 (FIGHT_MOVEMENTSWITCH) | `-[N111] (ANIMLOOPTIME >= 999.000) | |-[A093] TokenCUR -> State11 (FIGHT_MOVEMENTSWITCH) | `-[N112] (ANIMLOOPCOUNT >= 1.000) | |-[A094] TokenCUR -> State11 (FIGHT_MOVEMENTSWITCH) | `-[FAIL] `-[N113] (MOVEDIR != 8.000) |-[N114] (ANIMLOOPCOUNT >= 0.100) | |-[A090] TokenCUR -> State11 (FIGHT_MOVEMENTSWITCH) | `-[N110] (HASTARGET = 0.000) | |-[A092] TokenCUR -> State11 (FIGHT_MOVEMENTSWITCH) | `-[N111] (ANIMLOOPTIME >= 999.000) | |-[A093] TokenCUR -> State11 (FIGHT_MOVEMENTSWITCH) | `-[N112] (ANIMLOOPCOUNT >= 1.000) | |-[A094] TokenCUR -> State11 (FIGHT_MOVEMENTSWITCH) | `-[FAIL] `-[N110] (HASTARGET = 0.000) |-[A092] TokenCUR -> State11 (FIGHT_MOVEMENTSWITCH) `-[N111] (ANIMLOOPTIME >= 999.000) |-[A093] TokenCUR -> State11 (FIGHT_MOVEMENTSWITCH) `-[N112] (ANIMLOOPCOUNT >= 1.000) |-[A094] TokenCUR -> State11 (FIGHT_MOVEMENTSWITCH) `-[FAIL] } - - - - - - - - - - - - - - - - - - - - State18 (FIGHT_RUSHFWD) { Flags[0] = 0x00000000 <........ ........ ........ ........> Flags[1] = 0x00000000 <........ ........ ........ ........> iBaseConstant = 140 nBaseConstants = 15 StateConstants: [C140](ID 20) TURNTOTARGETCORRECTION_STARTTIME0 = -1.000 (fp4) [C141](ID 21) TURNTOTARGETCORRECTION_ENDTIME0 = -1.000 (fp4) [C142](ID 22) TURNTOTARGETCORRECTION_OFFSET0 = 0 (0x00000000) (uint32) [C143](ID 0) ANIMMOVESCALE = 1.000 (fp4) [C144](ID 18) RESPONSEIMMUNE_STARTTIME = 999 (0x000003E7) (uint32) [C145](ID 19) RESPONSEIMMUNE_ENDTIME = 999 (0x000003E7) (uint32) [C151](ID 13) POINTOFINTEREST = 2 (0x00000002) (uint32) [C152](ID 10) STATEGROUP = 16 (0x00000010) (uint32) [C153](ID 81) RIGHTSLOT = 0 (0x00000000) (uint32) [C154](ID 80) LEFTSLOT = 1 (0x00000001) (uint32) Priority = 0 nAnimLayers = 1 iBaseAnimLayer = 18 iLoopControlAnimLayer = 0 AnimLayers: [L018] iBaseNode = 115 iBaseAction = 95 iBasePropertyParam = 2 NodeTree: [N115] (MOVEDIR != 1.000) |-[N116] (ANIMLOOPCOUNT >= 0.000) | |-[A095] TokenCUR -> State11 (FIGHT_MOVEMENTSWITCH) | `-[N117] (ACTION != 0.000) | |-[N118] (ANIMLOOPCOUNT >= 0.000) | | |-[A096] TokenCUR -> State11 (FIGHT_MOVEMENTSWITCH) | | `-[N119] (HASTARGET = 0.000) | | |-[A097] TokenCUR -> State11 (FIGHT_MOVEMENTSWITCH) | | `-[N120] (ANIMLOOPTIME >= 999.000) | | |-[A098] TokenCUR -> State11 (FIGHT_MOVEMENTSWITCH) | | `-[N121] (ANIMLOOPCOUNT >= 1.000) | | |-[A099] TokenCUR -> State11 (FIGHT_MOVEMENTSWITCH) | | `-[FAIL] | `-[N119] (HASTARGET = 0.000) | |-[A097] TokenCUR -> State11 (FIGHT_MOVEMENTSWITCH) | `-[N120] (ANIMLOOPTIME >= 999.000) | |-[A098] TokenCUR -> State11 (FIGHT_MOVEMENTSWITCH) | `-[N121] (ANIMLOOPCOUNT >= 1.000) | |-[A099] TokenCUR -> State11 (FIGHT_MOVEMENTSWITCH) | `-[FAIL] `-[N117] (ACTION != 0.000) |-[N118] (ANIMLOOPCOUNT >= 0.000) | |-[A096] TokenCUR -> State11 (FIGHT_MOVEMENTSWITCH) | `-[N119] (HASTARGET = 0.000) | |-[A097] TokenCUR -> State11 (FIGHT_MOVEMENTSWITCH) | `-[N120] (ANIMLOOPTIME >= 999.000) | |-[A098] TokenCUR -> State11 (FIGHT_MOVEMENTSWITCH) | `-[N121] (ANIMLOOPCOUNT >= 1.000) | |-[A099] TokenCUR -> State11 (FIGHT_MOVEMENTSWITCH) | `-[FAIL] `-[N119] (HASTARGET = 0.000) |-[A097] TokenCUR -> State11 (FIGHT_MOVEMENTSWITCH) `-[N120] (ANIMLOOPTIME >= 999.000) |-[A098] TokenCUR -> State11 (FIGHT_MOVEMENTSWITCH) `-[N121] (ANIMLOOPCOUNT >= 1.000) |-[A099] TokenCUR -> State11 (FIGHT_MOVEMENTSWITCH) `-[FAIL] } - - - - - - - - - - - - - - - - - - - - State19 (FIGHT_RUSHBWD) { Flags[0] = 0x00000000 <........ ........ ........ ........> Flags[1] = 0x00000000 <........ ........ ........ ........> iBaseConstant = 155 nBaseConstants = 15 StateConstants: [C155](ID 20) TURNTOTARGETCORRECTION_STARTTIME0 = -1.000 (fp4) [C156](ID 21) TURNTOTARGETCORRECTION_ENDTIME0 = -1.000 (fp4) [C157](ID 22) TURNTOTARGETCORRECTION_OFFSET0 = 0 (0x00000000) (uint32) [C158](ID 0) ANIMMOVESCALE = 1.000 (fp4) [C159](ID 18) RESPONSEIMMUNE_STARTTIME = 0.550 (fp4) [C160](ID 19) RESPONSEIMMUNE_ENDTIME = 1.300 (fp4) [C166](ID 13) POINTOFINTEREST = 2 (0x00000002) (uint32) [C167](ID 10) STATEGROUP = 16 (0x00000010) (uint32) [C168](ID 81) RIGHTSLOT = 0 (0x00000000) (uint32) [C169](ID 80) LEFTSLOT = 1 (0x00000001) (uint32) Priority = 0 nAnimLayers = 1 iBaseAnimLayer = 19 iLoopControlAnimLayer = 0 AnimLayers: [L019] iBaseNode = 122 iBaseAction = 100 iBasePropertyParam = 2 NodeTree: [N122] (MOVEDIR != 2.000) |-[N123] (ANIMLOOPCOUNT >= 1.000) | |-[A100] TokenCUR -> State11 (FIGHT_MOVEMENTSWITCH) | `-[N124] (ACTION != 0.000) | |-[N125] (ANIMLOOPCOUNT >= 1.000) | | |-[A101] TokenCUR -> State11 (FIGHT_MOVEMENTSWITCH) | | `-[N126] (HASTARGET = 0.000) | | |-[A102] TokenCUR -> State11 (FIGHT_MOVEMENTSWITCH) | | `-[N127] (ANIMLOOPTIME >= 1.650) | | |-[A103] TokenCUR -> State11 (FIGHT_MOVEMENTSWITCH) | | `-[N128] (ANIMLOOPCOUNT >= 1.000) | | |-[A104] TokenCUR -> State11 (FIGHT_MOVEMENTSWITCH) | | `-[FAIL] | `-[N126] (HASTARGET = 0.000) | |-[A102] TokenCUR -> State11 (FIGHT_MOVEMENTSWITCH) | `-[N127] (ANIMLOOPTIME >= 1.650) | |-[A103] TokenCUR -> State11 (FIGHT_MOVEMENTSWITCH) | `-[N128] (ANIMLOOPCOUNT >= 1.000) | |-[A104] TokenCUR -> State11 (FIGHT_MOVEMENTSWITCH) | `-[FAIL] `-[N124] (ACTION != 0.000) |-[N125] (ANIMLOOPCOUNT >= 1.000) | |-[A101] TokenCUR -> State11 (FIGHT_MOVEMENTSWITCH) | `-[N126] (HASTARGET = 0.000) | |-[A102] TokenCUR -> State11 (FIGHT_MOVEMENTSWITCH) | `-[N127] (ANIMLOOPTIME >= 1.650) | |-[A103] TokenCUR -> State11 (FIGHT_MOVEMENTSWITCH) | `-[N128] (ANIMLOOPCOUNT >= 1.000) | |-[A104] TokenCUR -> State11 (FIGHT_MOVEMENTSWITCH) | `-[FAIL] `-[N126] (HASTARGET = 0.000) |-[A102] TokenCUR -> State11 (FIGHT_MOVEMENTSWITCH) `-[N127] (ANIMLOOPTIME >= 1.650) |-[A103] TokenCUR -> State11 (FIGHT_MOVEMENTSWITCH) `-[N128] (ANIMLOOPCOUNT >= 1.000) |-[A104] TokenCUR -> State11 (FIGHT_MOVEMENTSWITCH) `-[FAIL] } - - - - - - - - - - - - - - - - - - - - State20 (FIGHT_RUSHLFT) { Flags[0] = 0x00000000 <........ ........ ........ ........> Flags[1] = 0x00000000 <........ ........ ........ ........> iBaseConstant = 170 nBaseConstants = 15 StateConstants: [C170](ID 20) TURNTOTARGETCORRECTION_STARTTIME0 = -1.000 (fp4) [C171](ID 21) TURNTOTARGETCORRECTION_ENDTIME0 = -1.000 (fp4) [C172](ID 22) TURNTOTARGETCORRECTION_OFFSET0 = 0 (0x00000000) (uint32) [C173](ID 0) ANIMMOVESCALE = 1.000 (fp4) [C174](ID 18) RESPONSEIMMUNE_STARTTIME = 999 (0x000003E7) (uint32) [C175](ID 19) RESPONSEIMMUNE_ENDTIME = 999 (0x000003E7) (uint32) [C181](ID 13) POINTOFINTEREST = 2 (0x00000002) (uint32) [C182](ID 10) STATEGROUP = 16 (0x00000010) (uint32) [C183](ID 81) RIGHTSLOT = 0 (0x00000000) (uint32) [C184](ID 80) LEFTSLOT = 1 (0x00000001) (uint32) Priority = 0 nAnimLayers = 1 iBaseAnimLayer = 20 iLoopControlAnimLayer = 0 AnimLayers: [L020] iBaseNode = 129 iBaseAction = 105 iBasePropertyParam = 2 NodeTree: [N129] (MOVEDIR != 4.000) |-[N130] (ANIMLOOPCOUNT >= 1.000) | |-[A105] TokenCUR -> State11 (FIGHT_MOVEMENTSWITCH) | `-[N131] (ACTION != 0.000) | |-[N132] (ANIMLOOPCOUNT >= 1.000) | | |-[A106] TokenCUR -> State11 (FIGHT_MOVEMENTSWITCH) | | `-[N133] (HASTARGET = 0.000) | | |-[A107] TokenCUR -> State11 (FIGHT_MOVEMENTSWITCH) | | `-[N134] (ANIMLOOPTIME >= 999.000) | | |-[A108] TokenCUR -> State11 (FIGHT_MOVEMENTSWITCH) | | `-[N135] (ANIMLOOPCOUNT >= 1.000) | | |-[A109] TokenCUR -> State11 (FIGHT_MOVEMENTSWITCH) | | `-[FAIL] | `-[N133] (HASTARGET = 0.000) | |-[A107] TokenCUR -> State11 (FIGHT_MOVEMENTSWITCH) | `-[N134] (ANIMLOOPTIME >= 999.000) | |-[A108] TokenCUR -> State11 (FIGHT_MOVEMENTSWITCH) | `-[N135] (ANIMLOOPCOUNT >= 1.000) | |-[A109] TokenCUR -> State11 (FIGHT_MOVEMENTSWITCH) | `-[FAIL] `-[N131] (ACTION != 0.000) |-[N132] (ANIMLOOPCOUNT >= 1.000) | |-[A106] TokenCUR -> State11 (FIGHT_MOVEMENTSWITCH) | `-[N133] (HASTARGET = 0.000) | |-[A107] TokenCUR -> State11 (FIGHT_MOVEMENTSWITCH) | `-[N134] (ANIMLOOPTIME >= 999.000) | |-[A108] TokenCUR -> State11 (FIGHT_MOVEMENTSWITCH) | `-[N135] (ANIMLOOPCOUNT >= 1.000) | |-[A109] TokenCUR -> State11 (FIGHT_MOVEMENTSWITCH) | `-[FAIL] `-[N133] (HASTARGET = 0.000) |-[A107] TokenCUR -> State11 (FIGHT_MOVEMENTSWITCH) `-[N134] (ANIMLOOPTIME >= 999.000) |-[A108] TokenCUR -> State11 (FIGHT_MOVEMENTSWITCH) `-[N135] (ANIMLOOPCOUNT >= 1.000) |-[A109] TokenCUR -> State11 (FIGHT_MOVEMENTSWITCH) `-[FAIL] } - - - - - - - - - - - - - - - - - - - - State21 (FIGHT_RUSHRGT) { Flags[0] = 0x00000000 <........ ........ ........ ........> Flags[1] = 0x00000000 <........ ........ ........ ........> iBaseConstant = 185 nBaseConstants = 15 StateConstants: [C185](ID 20) TURNTOTARGETCORRECTION_STARTTIME0 = -1.000 (fp4) [C186](ID 21) TURNTOTARGETCORRECTION_ENDTIME0 = -1.000 (fp4) [C187](ID 22) TURNTOTARGETCORRECTION_OFFSET0 = 0 (0x00000000) (uint32) [C188](ID 0) ANIMMOVESCALE = 1.000 (fp4) [C189](ID 18) RESPONSEIMMUNE_STARTTIME = 999 (0x000003E7) (uint32) [C190](ID 19) RESPONSEIMMUNE_ENDTIME = 999 (0x000003E7) (uint32) [C196](ID 13) POINTOFINTEREST = 2 (0x00000002) (uint32) [C197](ID 10) STATEGROUP = 16 (0x00000010) (uint32) [C198](ID 81) RIGHTSLOT = 0 (0x00000000) (uint32) [C199](ID 80) LEFTSLOT = 1 (0x00000001) (uint32) Priority = 0 nAnimLayers = 1 iBaseAnimLayer = 21 iLoopControlAnimLayer = 0 AnimLayers: [L021] iBaseNode = 136 iBaseAction = 110 iBasePropertyParam = 2 NodeTree: [N136] (MOVEDIR != 8.000) |-[N137] (ANIMLOOPCOUNT >= 1.000) | |-[A110] TokenCUR -> State11 (FIGHT_MOVEMENTSWITCH) | `-[N138] (ACTION != 0.000) | |-[N139] (ANIMLOOPCOUNT >= 1.000) | | |-[A111] TokenCUR -> State11 (FIGHT_MOVEMENTSWITCH) | | `-[N140] (HASTARGET = 0.000) | | |-[A112] TokenCUR -> State11 (FIGHT_MOVEMENTSWITCH) | | `-[N141] (ANIMLOOPTIME >= 999.000) | | |-[A113] TokenCUR -> State11 (FIGHT_MOVEMENTSWITCH) | | `-[N142] (ANIMLOOPCOUNT >= 1.000) | | |-[A114] TokenCUR -> State11 (FIGHT_MOVEMENTSWITCH) | | `-[FAIL] | `-[N140] (HASTARGET = 0.000) | |-[A112] TokenCUR -> State11 (FIGHT_MOVEMENTSWITCH) | `-[N141] (ANIMLOOPTIME >= 999.000) | |-[A113] TokenCUR -> State11 (FIGHT_MOVEMENTSWITCH) | `-[N142] (ANIMLOOPCOUNT >= 1.000) | |-[A114] TokenCUR -> State11 (FIGHT_MOVEMENTSWITCH) | `-[FAIL] `-[N138] (ACTION != 0.000) |-[N139] (ANIMLOOPCOUNT >= 1.000) | |-[A111] TokenCUR -> State11 (FIGHT_MOVEMENTSWITCH) | `-[N140] (HASTARGET = 0.000) | |-[A112] TokenCUR -> State11 (FIGHT_MOVEMENTSWITCH) | `-[N141] (ANIMLOOPTIME >= 999.000) | |-[A113] TokenCUR -> State11 (FIGHT_MOVEMENTSWITCH) | `-[N142] (ANIMLOOPCOUNT >= 1.000) | |-[A114] TokenCUR -> State11 (FIGHT_MOVEMENTSWITCH) | `-[FAIL] `-[N140] (HASTARGET = 0.000) |-[A112] TokenCUR -> State11 (FIGHT_MOVEMENTSWITCH) `-[N141] (ANIMLOOPTIME >= 999.000) |-[A113] TokenCUR -> State11 (FIGHT_MOVEMENTSWITCH) `-[N142] (ANIMLOOPCOUNT >= 1.000) |-[A114] TokenCUR -> State11 (FIGHT_MOVEMENTSWITCH) `-[FAIL] } - - - - - - - - - - - - - - - - - - - - State22 (FIGHT_NOTURNMOVELFT) { Flags[0] = 0x00000000 <........ ........ ........ ........> Flags[1] = 0x00000000 <........ ........ ........ ........> iBaseConstant = 200 nBaseConstants = 15 StateConstants: [C200](ID 20) TURNTOTARGETCORRECTION_STARTTIME0 = 999 (0x000003E7) (uint32) [C201](ID 21) TURNTOTARGETCORRECTION_ENDTIME0 = 999 (0x000003E7) (uint32) [C202](ID 22) TURNTOTARGETCORRECTION_OFFSET0 = 0 (0x00000000) (uint32) [C203](ID 0) ANIMMOVESCALE = 1.000 (fp4) [C204](ID 18) RESPONSEIMMUNE_STARTTIME = 999 (0x000003E7) (uint32) [C205](ID 19) RESPONSEIMMUNE_ENDTIME = 999 (0x000003E7) (uint32) [C211](ID 13) POINTOFINTEREST = 2 (0x00000002) (uint32) [C212](ID 10) STATEGROUP = 16 (0x00000010) (uint32) [C213](ID 81) RIGHTSLOT = 0 (0x00000000) (uint32) [C214](ID 80) LEFTSLOT = 1 (0x00000001) (uint32) Priority = 0 nAnimLayers = 1 iBaseAnimLayer = 22 iLoopControlAnimLayer = 0 AnimLayers: [L022] iBaseNode = 143 iBaseAction = 115 iBasePropertyParam = 2 NodeTree: [N143] (ANIMLOOPCOUNT >= 0.100) |-[N144] (AIMODE = 11.000) | |-[A115] TokenCUR -> State11 (FIGHT_MOVEMENTSWITCH) | `-[N145] (MOVEDIR != 4.000) | |-[N146] (ANIMLOOPCOUNT >= 0.100) | | |-[A116] TokenCUR -> State11 (FIGHT_MOVEMENTSWITCH) | | `-[N147] (ACTION != 0.000) | | |-[A117] TokenCUR -> State11 (FIGHT_MOVEMENTSWITCH) | | `-[N148] (HASTARGET = 0.000) | | |-[A118] TokenCUR -> State11 (FIGHT_MOVEMENTSWITCH) | | `-[N149] (ANIMLOOPTIME >= 999.000) | | |-[A119] TokenCUR -> State11 (FIGHT_MOVEMENTSWITCH) | | `-[N150] (ANIMLOOPCOUNT >= 1.000) | | |-[A120] TokenCUR -> State11 (FIGHT_MOVEMENTSWITCH) | | `-[FAIL] | `-[N147] (ACTION != 0.000) | |-[A117] TokenCUR -> State11 (FIGHT_MOVEMENTSWITCH) | `-[N148] (HASTARGET = 0.000) | |-[A118] TokenCUR -> State11 (FIGHT_MOVEMENTSWITCH) | `-[N149] (ANIMLOOPTIME >= 999.000) | |-[A119] TokenCUR -> State11 (FIGHT_MOVEMENTSWITCH) | `-[N150] (ANIMLOOPCOUNT >= 1.000) | |-[A120] TokenCUR -> State11 (FIGHT_MOVEMENTSWITCH) | `-[FAIL] `-[N151] (MOVEDIR != 4.000) |-[N152] (ANIMLOOPCOUNT >= 0.100) | |-[A116] TokenCUR -> State11 (FIGHT_MOVEMENTSWITCH) | `-[N148] (HASTARGET = 0.000) | |-[A118] TokenCUR -> State11 (FIGHT_MOVEMENTSWITCH) | `-[N149] (ANIMLOOPTIME >= 999.000) | |-[A119] TokenCUR -> State11 (FIGHT_MOVEMENTSWITCH) | `-[N150] (ANIMLOOPCOUNT >= 1.000) | |-[A120] TokenCUR -> State11 (FIGHT_MOVEMENTSWITCH) | `-[FAIL] `-[N148] (HASTARGET = 0.000) |-[A118] TokenCUR -> State11 (FIGHT_MOVEMENTSWITCH) `-[N149] (ANIMLOOPTIME >= 999.000) |-[A119] TokenCUR -> State11 (FIGHT_MOVEMENTSWITCH) `-[N150] (ANIMLOOPCOUNT >= 1.000) |-[A120] TokenCUR -> State11 (FIGHT_MOVEMENTSWITCH) `-[FAIL] } - - - - - - - - - - - - - - - - - - - - State23 (FIGHT_NOTURNMOVERGT) { Flags[0] = 0x00000000 <........ ........ ........ ........> Flags[1] = 0x00000000 <........ ........ ........ ........> iBaseConstant = 215 nBaseConstants = 15 StateConstants: [C215](ID 20) TURNTOTARGETCORRECTION_STARTTIME0 = 999 (0x000003E7) (uint32) [C216](ID 21) TURNTOTARGETCORRECTION_ENDTIME0 = 999 (0x000003E7) (uint32) [C217](ID 22) TURNTOTARGETCORRECTION_OFFSET0 = 0 (0x00000000) (uint32) [C218](ID 0) ANIMMOVESCALE = 1.000 (fp4) [C219](ID 18) RESPONSEIMMUNE_STARTTIME = 999 (0x000003E7) (uint32) [C220](ID 19) RESPONSEIMMUNE_ENDTIME = 999 (0x000003E7) (uint32) [C226](ID 13) POINTOFINTEREST = 2 (0x00000002) (uint32) [C227](ID 10) STATEGROUP = 16 (0x00000010) (uint32) [C228](ID 81) RIGHTSLOT = 0 (0x00000000) (uint32) [C229](ID 80) LEFTSLOT = 1 (0x00000001) (uint32) Priority = 0 nAnimLayers = 1 iBaseAnimLayer = 23 iLoopControlAnimLayer = 0 AnimLayers: [L023] iBaseNode = 153 iBaseAction = 121 iBasePropertyParam = 2 NodeTree: [N153] (ANIMLOOPCOUNT >= 0.100) |-[N154] (AIMODE = 11.000) | |-[A121] TokenCUR -> State11 (FIGHT_MOVEMENTSWITCH) | `-[N155] (MOVEDIR != 8.000) | |-[N156] (ANIMLOOPCOUNT >= 0.100) | | |-[A122] TokenCUR -> State11 (FIGHT_MOVEMENTSWITCH) | | `-[N157] (ACTION != 0.000) | | |-[A123] TokenCUR -> State11 (FIGHT_MOVEMENTSWITCH) | | `-[N158] (HASTARGET = 0.000) | | |-[A124] TokenCUR -> State11 (FIGHT_MOVEMENTSWITCH) | | `-[N159] (ANIMLOOPTIME >= 999.000) | | |-[A125] TokenCUR -> State11 (FIGHT_MOVEMENTSWITCH) | | `-[N160] (ANIMLOOPCOUNT >= 1.000) | | |-[A126] TokenCUR -> State11 (FIGHT_MOVEMENTSWITCH) | | `-[FAIL] | `-[N157] (ACTION != 0.000) | |-[A123] TokenCUR -> State11 (FIGHT_MOVEMENTSWITCH) | `-[N158] (HASTARGET = 0.000) | |-[A124] TokenCUR -> State11 (FIGHT_MOVEMENTSWITCH) | `-[N159] (ANIMLOOPTIME >= 999.000) | |-[A125] TokenCUR -> State11 (FIGHT_MOVEMENTSWITCH) | `-[N160] (ANIMLOOPCOUNT >= 1.000) | |-[A126] TokenCUR -> State11 (FIGHT_MOVEMENTSWITCH) | `-[FAIL] `-[N161] (MOVEDIR != 8.000) |-[N162] (ANIMLOOPCOUNT >= 0.100) | |-[A122] TokenCUR -> State11 (FIGHT_MOVEMENTSWITCH) | `-[N158] (HASTARGET = 0.000) | |-[A124] TokenCUR -> State11 (FIGHT_MOVEMENTSWITCH) | `-[N159] (ANIMLOOPTIME >= 999.000) | |-[A125] TokenCUR -> State11 (FIGHT_MOVEMENTSWITCH) | `-[N160] (ANIMLOOPCOUNT >= 1.000) | |-[A126] TokenCUR -> State11 (FIGHT_MOVEMENTSWITCH) | `-[FAIL] `-[N158] (HASTARGET = 0.000) |-[A124] TokenCUR -> State11 (FIGHT_MOVEMENTSWITCH) `-[N159] (ANIMLOOPTIME >= 999.000) |-[A125] TokenCUR -> State11 (FIGHT_MOVEMENTSWITCH) `-[N160] (ANIMLOOPCOUNT >= 1.000) |-[A126] TokenCUR -> State11 (FIGHT_MOVEMENTSWITCH) `-[FAIL] } - - - - - - - - - - - - - - - - - - - - State24 (FIGHT_FREEMOVEFWD) { Flags[0] = 0x00000000 <........ ........ ........ ........> Flags[1] = 0x00000000 <........ ........ ........ ........> iBaseConstant = 230 nBaseConstants = 18 StateConstants: [C231](ID 6) MOVECONTROLREDIRECTION = 1.000 (fp4) [C233](ID 20) TURNTOTARGETCORRECTION_STARTTIME0 = -1.000 (fp4) [C234](ID 21) TURNTOTARGETCORRECTION_ENDTIME0 = -1.000 (fp4) [C235](ID 22) TURNTOTARGETCORRECTION_OFFSET0 = 0 (0x00000000) (uint32) [C236](ID 0) ANIMMOVESCALE = 1.000 (fp4) [C237](ID 18) RESPONSEIMMUNE_STARTTIME = 999 (0x000003E7) (uint32) [C238](ID 19) RESPONSEIMMUNE_ENDTIME = 999 (0x000003E7) (uint32) [C244](ID 13) POINTOFINTEREST = 2 (0x00000002) (uint32) [C245](ID 10) STATEGROUP = 16 (0x00000010) (uint32) [C246](ID 81) RIGHTSLOT = 0 (0x00000000) (uint32) [C247](ID 80) LEFTSLOT = 1 (0x00000001) (uint32) Priority = 0 nAnimLayers = 1 iBaseAnimLayer = 24 iLoopControlAnimLayer = 0 AnimLayers: [L024] iBaseNode = 163 iBaseAction = 127 iBasePropertyParam = 2 NodeTree: [N163] (AIMODE = 14.000) |-[N164] (ANIMLOOPTIME >= 999.000) | |-[A127] TokenCUR -> State28 (FIGHT_2NDSTAGEFREEMOVE) | `-[N165] (ANIMLOOPCOUNT >= 1.000) | |-[A128] TokenCUR -> State28 (FIGHT_2NDSTAGEFREEMOVE) | `-[N166] (ANIMLOOPCOUNT >= 0.100) | |-[N167] (AIMODE = 11.000) | | |-[A129] TokenCUR -> State11 (FIGHT_MOVEMENTSWITCH) | | `-[N168] (MOVEDIR != 1.000) | | |-[N169] (ANIMLOOPCOUNT >= 0.100) | | | |-[A130] TokenCUR -> State11 (FIGHT_MOVEMENTSWITCH) | | | `-[N170] (ACTION != 0.000) | | | |-[A131] TokenCUR -> State11 (FIGHT_MOVEMENTSWITCH) | | | `-[N171] (HASTARGET = 0.000) | | | |-[A132] TokenCUR -> State11 (FIGHT_MOVEMENTSWITCH) | | | `-[N172] (ANIMLOOPTIME >= 999.000) | | | |-[A133] TokenCUR -> State11 (FIGHT_MOVEMENTSWITCH) | | | `-[FAIL] | | `-[N170] (ACTION != 0.000) | | |-[A131] TokenCUR -> State11 (FIGHT_MOVEMENTSWITCH) | | `-[N171] (HASTARGET = 0.000) | | |-[A132] TokenCUR -> State11 (FIGHT_MOVEMENTSWITCH) | | `-[N172] (ANIMLOOPTIME >= 999.000) | | |-[A133] TokenCUR -> State11 (FIGHT_MOVEMENTSWITCH) | | `-[FAIL] | `-[N173] (MOVEDIR != 1.000) | |-[N174] (ANIMLOOPCOUNT >= 0.100) | | |-[A130] TokenCUR -> State11 (FIGHT_MOVEMENTSWITCH) | | `-[N171] (HASTARGET = 0.000) | | |-[A132] TokenCUR -> State11 (FIGHT_MOVEMENTSWITCH) | | `-[N172] (ANIMLOOPTIME >= 999.000) | | |-[A133] TokenCUR -> State11 (FIGHT_MOVEMENTSWITCH) | | `-[FAIL] | `-[N171] (HASTARGET = 0.000) | |-[A132] TokenCUR -> State11 (FIGHT_MOVEMENTSWITCH) | `-[N172] (ANIMLOOPTIME >= 999.000) | |-[A133] TokenCUR -> State11 (FIGHT_MOVEMENTSWITCH) | `-[FAIL] `-[N175] (ANIMLOOPCOUNT >= 1.000) |-[N176] (ANIMLOOPCOUNT >= 0.100) | |-[N177] (AIMODE = 11.000) | | |-[A129] TokenCUR -> State11 (FIGHT_MOVEMENTSWITCH) | | `-[N178] (MOVEDIR != 1.000) | | |-[N179] (ANIMLOOPCOUNT >= 0.100) | | | |-[A130] TokenCUR -> State11 (FIGHT_MOVEMENTSWITCH) | | | `-[N180] (ACTION != 0.000) | | | |-[A131] TokenCUR -> State11 (FIGHT_MOVEMENTSWITCH) | | | `-[N181] (HASTARGET = 0.000) | | | |-[A132] TokenCUR -> State11 (FIGHT_MOVEMENTSWITCH) | | | `-[N182] (ANIMLOOPTIME >= 999.000) | | | |-[A133] TokenCUR -> State11 (FIGHT_MOVEMENTSWITCH) | | | `-[A134] TokenCUR -> State11 (FIGHT_MOVEMENTSWITCH) | | `-[N180] (ACTION != 0.000) | | |-[A131] TokenCUR -> State11 (FIGHT_MOVEMENTSWITCH) | | `-[N181] (HASTARGET = 0.000) | | |-[A132] TokenCUR -> State11 (FIGHT_MOVEMENTSWITCH) | | `-[N182] (ANIMLOOPTIME >= 999.000) | | |-[A133] TokenCUR -> State11 (FIGHT_MOVEMENTSWITCH) | | `-[A134] TokenCUR -> State11 (FIGHT_MOVEMENTSWITCH) | `-[N183] (MOVEDIR != 1.000) | |-[N184] (ANIMLOOPCOUNT >= 0.100) | | |-[A130] TokenCUR -> State11 (FIGHT_MOVEMENTSWITCH) | | `-[N181] (HASTARGET = 0.000) | | |-[A132] TokenCUR -> State11 (FIGHT_MOVEMENTSWITCH) | | `-[N182] (ANIMLOOPTIME >= 999.000) | | |-[A133] TokenCUR -> State11 (FIGHT_MOVEMENTSWITCH) | | `-[A134] TokenCUR -> State11 (FIGHT_MOVEMENTSWITCH) | `-[N181] (HASTARGET = 0.000) | |-[A132] TokenCUR -> State11 (FIGHT_MOVEMENTSWITCH) | `-[N182] (ANIMLOOPTIME >= 999.000) | |-[A133] TokenCUR -> State11 (FIGHT_MOVEMENTSWITCH) | `-[A134] TokenCUR -> State11 (FIGHT_MOVEMENTSWITCH) `-[N166] (ANIMLOOPCOUNT >= 0.100) |-[N167] (AIMODE = 11.000) | |-[A129] TokenCUR -> State11 (FIGHT_MOVEMENTSWITCH) | `-[N168] (MOVEDIR != 1.000) | |-[N169] (ANIMLOOPCOUNT >= 0.100) | | |-[A130] TokenCUR -> State11 (FIGHT_MOVEMENTSWITCH) | | `-[N170] (ACTION != 0.000) | | |-[A131] TokenCUR -> State11 (FIGHT_MOVEMENTSWITCH) | | `-[N171] (HASTARGET = 0.000) | | |-[A132] TokenCUR -> State11 (FIGHT_MOVEMENTSWITCH) | | `-[N172] (ANIMLOOPTIME >= 999.000) | | |-[A133] TokenCUR -> State11 (FIGHT_MOVEMENTSWITCH) | | `-[FAIL] | `-[N170] (ACTION != 0.000) | |-[A131] TokenCUR -> State11 (FIGHT_MOVEMENTSWITCH) | `-[N171] (HASTARGET = 0.000) | |-[A132] TokenCUR -> State11 (FIGHT_MOVEMENTSWITCH) | `-[N172] (ANIMLOOPTIME >= 999.000) | |-[A133] TokenCUR -> State11 (FIGHT_MOVEMENTSWITCH) | `-[FAIL] `-[N173] (MOVEDIR != 1.000) |-[N174] (ANIMLOOPCOUNT >= 0.100) | |-[A130] TokenCUR -> State11 (FIGHT_MOVEMENTSWITCH) | `-[N171] (HASTARGET = 0.000) | |-[A132] TokenCUR -> State11 (FIGHT_MOVEMENTSWITCH) | `-[N172] (ANIMLOOPTIME >= 999.000) | |-[A133] TokenCUR -> State11 (FIGHT_MOVEMENTSWITCH) | `-[FAIL] `-[N171] (HASTARGET = 0.000) |-[A132] TokenCUR -> State11 (FIGHT_MOVEMENTSWITCH) `-[N172] (ANIMLOOPTIME >= 999.000) |-[A133] TokenCUR -> State11 (FIGHT_MOVEMENTSWITCH) `-[FAIL] } - - - - - - - - - - - - - - - - - - - - State25 (FIGHT_FREEMOVEBWD) { Flags[0] = 0x00000000 <........ ........ ........ ........> Flags[1] = 0x00000000 <........ ........ ........ ........> iBaseConstant = 248 nBaseConstants = 18 StateConstants: [C249](ID 6) MOVECONTROLREDIRECTION = 1.000 (fp4) [C251](ID 20) TURNTOTARGETCORRECTION_STARTTIME0 = -1.000 (fp4) [C252](ID 21) TURNTOTARGETCORRECTION_ENDTIME0 = -1.000 (fp4) [C253](ID 22) TURNTOTARGETCORRECTION_OFFSET0 = 0 (0x00000000) (uint32) [C254](ID 0) ANIMMOVESCALE = 1.000 (fp4) [C255](ID 18) RESPONSEIMMUNE_STARTTIME = 999 (0x000003E7) (uint32) [C256](ID 19) RESPONSEIMMUNE_ENDTIME = 999 (0x000003E7) (uint32) [C262](ID 13) POINTOFINTEREST = 2 (0x00000002) (uint32) [C263](ID 10) STATEGROUP = 16 (0x00000010) (uint32) [C264](ID 81) RIGHTSLOT = 0 (0x00000000) (uint32) [C265](ID 80) LEFTSLOT = 1 (0x00000001) (uint32) Priority = 0 nAnimLayers = 1 iBaseAnimLayer = 25 iLoopControlAnimLayer = 0 AnimLayers: [L025] iBaseNode = 185 iBaseAction = 135 iBasePropertyParam = 2 NodeTree: [N185] (AIMODE = 14.000) |-[N186] (ANIMLOOPTIME >= 999.000) | |-[A135] TokenCUR -> State28 (FIGHT_2NDSTAGEFREEMOVE) | `-[N187] (ANIMLOOPCOUNT >= 1.000) | |-[A136] TokenCUR -> State28 (FIGHT_2NDSTAGEFREEMOVE) | `-[N188] (ANIMLOOPCOUNT >= 0.100) | |-[N189] (AIMODE = 11.000) | | |-[A137] TokenCUR -> State11 (FIGHT_MOVEMENTSWITCH) | | `-[N190] (MOVEDIR != 2.000) | | |-[N191] (ANIMLOOPCOUNT >= 0.100) | | | |-[A138] TokenCUR -> State11 (FIGHT_MOVEMENTSWITCH) | | | `-[N192] (ACTION != 0.000) | | | |-[A139] TokenCUR -> State11 (FIGHT_MOVEMENTSWITCH) | | | `-[N193] (HASTARGET = 0.000) | | | |-[A140] TokenCUR -> State11 (FIGHT_MOVEMENTSWITCH) | | | `-[N194] (ANIMLOOPTIME >= 999.000) | | | |-[A141] TokenCUR -> State11 (FIGHT_MOVEMENTSWITCH) | | | `-[FAIL] | | `-[N192] (ACTION != 0.000) | | |-[A139] TokenCUR -> State11 (FIGHT_MOVEMENTSWITCH) | | `-[N193] (HASTARGET = 0.000) | | |-[A140] TokenCUR -> State11 (FIGHT_MOVEMENTSWITCH) | | `-[N194] (ANIMLOOPTIME >= 999.000) | | |-[A141] TokenCUR -> State11 (FIGHT_MOVEMENTSWITCH) | | `-[FAIL] | `-[N195] (MOVEDIR != 2.000) | |-[N196] (ANIMLOOPCOUNT >= 0.100) | | |-[A138] TokenCUR -> State11 (FIGHT_MOVEMENTSWITCH) | | `-[N193] (HASTARGET = 0.000) | | |-[A140] TokenCUR -> State11 (FIGHT_MOVEMENTSWITCH) | | `-[N194] (ANIMLOOPTIME >= 999.000) | | |-[A141] TokenCUR -> State11 (FIGHT_MOVEMENTSWITCH) | | `-[FAIL] | `-[N193] (HASTARGET = 0.000) | |-[A140] TokenCUR -> State11 (FIGHT_MOVEMENTSWITCH) | `-[N194] (ANIMLOOPTIME >= 999.000) | |-[A141] TokenCUR -> State11 (FIGHT_MOVEMENTSWITCH) | `-[FAIL] `-[N197] (ANIMLOOPCOUNT >= 1.000) |-[N198] (ANIMLOOPCOUNT >= 0.100) | |-[N199] (AIMODE = 11.000) | | |-[A137] TokenCUR -> State11 (FIGHT_MOVEMENTSWITCH) | | `-[N200] (MOVEDIR != 2.000) | | |-[N201] (ANIMLOOPCOUNT >= 0.100) | | | |-[A138] TokenCUR -> State11 (FIGHT_MOVEMENTSWITCH) | | | `-[N202] (ACTION != 0.000) | | | |-[A139] TokenCUR -> State11 (FIGHT_MOVEMENTSWITCH) | | | `-[N203] (HASTARGET = 0.000) | | | |-[A140] TokenCUR -> State11 (FIGHT_MOVEMENTSWITCH) | | | `-[N204] (ANIMLOOPTIME >= 999.000) | | | |-[A141] TokenCUR -> State11 (FIGHT_MOVEMENTSWITCH) | | | `-[A142] TokenCUR -> State11 (FIGHT_MOVEMENTSWITCH) | | `-[N202] (ACTION != 0.000) | | |-[A139] TokenCUR -> State11 (FIGHT_MOVEMENTSWITCH) | | `-[N203] (HASTARGET = 0.000) | | |-[A140] TokenCUR -> State11 (FIGHT_MOVEMENTSWITCH) | | `-[N204] (ANIMLOOPTIME >= 999.000) | | |-[A141] TokenCUR -> State11 (FIGHT_MOVEMENTSWITCH) | | `-[A142] TokenCUR -> State11 (FIGHT_MOVEMENTSWITCH) | `-[N205] (MOVEDIR != 2.000) | |-[N206] (ANIMLOOPCOUNT >= 0.100) | | |-[A138] TokenCUR -> State11 (FIGHT_MOVEMENTSWITCH) | | `-[N203] (HASTARGET = 0.000) | | |-[A140] TokenCUR -> State11 (FIGHT_MOVEMENTSWITCH) | | `-[N204] (ANIMLOOPTIME >= 999.000) | | |-[A141] TokenCUR -> State11 (FIGHT_MOVEMENTSWITCH) | | `-[A142] TokenCUR -> State11 (FIGHT_MOVEMENTSWITCH) | `-[N203] (HASTARGET = 0.000) | |-[A140] TokenCUR -> State11 (FIGHT_MOVEMENTSWITCH) | `-[N204] (ANIMLOOPTIME >= 999.000) | |-[A141] TokenCUR -> State11 (FIGHT_MOVEMENTSWITCH) | `-[A142] TokenCUR -> State11 (FIGHT_MOVEMENTSWITCH) `-[N188] (ANIMLOOPCOUNT >= 0.100) |-[N189] (AIMODE = 11.000) | |-[A137] TokenCUR -> State11 (FIGHT_MOVEMENTSWITCH) | `-[N190] (MOVEDIR != 2.000) | |-[N191] (ANIMLOOPCOUNT >= 0.100) | | |-[A138] TokenCUR -> State11 (FIGHT_MOVEMENTSWITCH) | | `-[N192] (ACTION != 0.000) | | |-[A139] TokenCUR -> State11 (FIGHT_MOVEMENTSWITCH) | | `-[N193] (HASTARGET = 0.000) | | |-[A140] TokenCUR -> State11 (FIGHT_MOVEMENTSWITCH) | | `-[N194] (ANIMLOOPTIME >= 999.000) | | |-[A141] TokenCUR -> State11 (FIGHT_MOVEMENTSWITCH) | | `-[FAIL] | `-[N192] (ACTION != 0.000) | |-[A139] TokenCUR -> State11 (FIGHT_MOVEMENTSWITCH) | `-[N193] (HASTARGET = 0.000) | |-[A140] TokenCUR -> State11 (FIGHT_MOVEMENTSWITCH) | `-[N194] (ANIMLOOPTIME >= 999.000) | |-[A141] TokenCUR -> State11 (FIGHT_MOVEMENTSWITCH) | `-[FAIL] `-[N195] (MOVEDIR != 2.000) |-[N196] (ANIMLOOPCOUNT >= 0.100) | |-[A138] TokenCUR -> State11 (FIGHT_MOVEMENTSWITCH) | `-[N193] (HASTARGET = 0.000) | |-[A140] TokenCUR -> State11 (FIGHT_MOVEMENTSWITCH) | `-[N194] (ANIMLOOPTIME >= 999.000) | |-[A141] TokenCUR -> State11 (FIGHT_MOVEMENTSWITCH) | `-[FAIL] `-[N193] (HASTARGET = 0.000) |-[A140] TokenCUR -> State11 (FIGHT_MOVEMENTSWITCH) `-[N194] (ANIMLOOPTIME >= 999.000) |-[A141] TokenCUR -> State11 (FIGHT_MOVEMENTSWITCH) `-[FAIL] } - - - - - - - - - - - - - - - - - - - - State26 (FIGHT_FREEMOVELFT) { Flags[0] = 0x00000000 <........ ........ ........ ........> Flags[1] = 0x00000000 <........ ........ ........ ........> iBaseConstant = 266 nBaseConstants = 18 StateConstants: [C267](ID 6) MOVECONTROLREDIRECTION = 1.000 (fp4) [C269](ID 20) TURNTOTARGETCORRECTION_STARTTIME0 = -1.000 (fp4) [C270](ID 21) TURNTOTARGETCORRECTION_ENDTIME0 = -1.000 (fp4) [C271](ID 22) TURNTOTARGETCORRECTION_OFFSET0 = 0 (0x00000000) (uint32) [C272](ID 0) ANIMMOVESCALE = 1.000 (fp4) [C273](ID 18) RESPONSEIMMUNE_STARTTIME = 999 (0x000003E7) (uint32) [C274](ID 19) RESPONSEIMMUNE_ENDTIME = 999 (0x000003E7) (uint32) [C280](ID 13) POINTOFINTEREST = 2 (0x00000002) (uint32) [C281](ID 10) STATEGROUP = 16 (0x00000010) (uint32) [C282](ID 81) RIGHTSLOT = 0 (0x00000000) (uint32) [C283](ID 80) LEFTSLOT = 1 (0x00000001) (uint32) Priority = 0 nAnimLayers = 1 iBaseAnimLayer = 26 iLoopControlAnimLayer = 0 AnimLayers: [L026] iBaseNode = 207 iBaseAction = 143 iBasePropertyParam = 2 NodeTree: [N207] (AIMODE = 14.000) |-[N208] (ANIMLOOPTIME >= 999.000) | |-[A143] TokenCUR -> State28 (FIGHT_2NDSTAGEFREEMOVE) | `-[N209] (ANIMLOOPCOUNT >= 1.000) | |-[A144] TokenCUR -> State28 (FIGHT_2NDSTAGEFREEMOVE) | `-[N210] (ANIMLOOPCOUNT >= 0.100) | |-[N211] (AIMODE = 11.000) | | |-[A145] TokenCUR -> State11 (FIGHT_MOVEMENTSWITCH) | | `-[N212] (MOVEDIR != 4.000) | | |-[N213] (ANIMLOOPCOUNT >= 0.100) | | | |-[A146] TokenCUR -> State11 (FIGHT_MOVEMENTSWITCH) | | | `-[N214] (ACTION != 0.000) | | | |-[A147] TokenCUR -> State11 (FIGHT_MOVEMENTSWITCH) | | | `-[N215] (HASTARGET = 0.000) | | | |-[A148] TokenCUR -> State11 (FIGHT_MOVEMENTSWITCH) | | | `-[N216] (ANIMLOOPTIME >= 999.000) | | | |-[A149] TokenCUR -> State11 (FIGHT_MOVEMENTSWITCH) | | | `-[FAIL] | | `-[N214] (ACTION != 0.000) | | |-[A147] TokenCUR -> State11 (FIGHT_MOVEMENTSWITCH) | | `-[N215] (HASTARGET = 0.000) | | |-[A148] TokenCUR -> State11 (FIGHT_MOVEMENTSWITCH) | | `-[N216] (ANIMLOOPTIME >= 999.000) | | |-[A149] TokenCUR -> State11 (FIGHT_MOVEMENTSWITCH) | | `-[FAIL] | `-[N217] (MOVEDIR != 4.000) | |-[N218] (ANIMLOOPCOUNT >= 0.100) | | |-[A146] TokenCUR -> State11 (FIGHT_MOVEMENTSWITCH) | | `-[N215] (HASTARGET = 0.000) | | |-[A148] TokenCUR -> State11 (FIGHT_MOVEMENTSWITCH) | | `-[N216] (ANIMLOOPTIME >= 999.000) | | |-[A149] TokenCUR -> State11 (FIGHT_MOVEMENTSWITCH) | | `-[FAIL] | `-[N215] (HASTARGET = 0.000) | |-[A148] TokenCUR -> State11 (FIGHT_MOVEMENTSWITCH) | `-[N216] (ANIMLOOPTIME >= 999.000) | |-[A149] TokenCUR -> State11 (FIGHT_MOVEMENTSWITCH) | `-[FAIL] `-[N219] (ANIMLOOPCOUNT >= 1.000) |-[N220] (ANIMLOOPCOUNT >= 0.100) | |-[N221] (AIMODE = 11.000) | | |-[A145] TokenCUR -> State11 (FIGHT_MOVEMENTSWITCH) | | `-[N222] (MOVEDIR != 4.000) | | |-[N223] (ANIMLOOPCOUNT >= 0.100) | | | |-[A146] TokenCUR -> State11 (FIGHT_MOVEMENTSWITCH) | | | `-[N224] (ACTION != 0.000) | | | |-[A147] TokenCUR -> State11 (FIGHT_MOVEMENTSWITCH) | | | `-[N225] (HASTARGET = 0.000) | | | |-[A148] TokenCUR -> State11 (FIGHT_MOVEMENTSWITCH) | | | `-[N226] (ANIMLOOPTIME >= 999.000) | | | |-[A149] TokenCUR -> State11 (FIGHT_MOVEMENTSWITCH) | | | `-[A150] TokenCUR -> State11 (FIGHT_MOVEMENTSWITCH) | | `-[N224] (ACTION != 0.000) | | |-[A147] TokenCUR -> State11 (FIGHT_MOVEMENTSWITCH) | | `-[N225] (HASTARGET = 0.000) | | |-[A148] TokenCUR -> State11 (FIGHT_MOVEMENTSWITCH) | | `-[N226] (ANIMLOOPTIME >= 999.000) | | |-[A149] TokenCUR -> State11 (FIGHT_MOVEMENTSWITCH) | | `-[A150] TokenCUR -> State11 (FIGHT_MOVEMENTSWITCH) | `-[N227] (MOVEDIR != 4.000) | |-[N228] (ANIMLOOPCOUNT >= 0.100) | | |-[A146] TokenCUR -> State11 (FIGHT_MOVEMENTSWITCH) | | `-[N225] (HASTARGET = 0.000) | | |-[A148] TokenCUR -> State11 (FIGHT_MOVEMENTSWITCH) | | `-[N226] (ANIMLOOPTIME >= 999.000) | | |-[A149] TokenCUR -> State11 (FIGHT_MOVEMENTSWITCH) | | `-[A150] TokenCUR -> State11 (FIGHT_MOVEMENTSWITCH) | `-[N225] (HASTARGET = 0.000) | |-[A148] TokenCUR -> State11 (FIGHT_MOVEMENTSWITCH) | `-[N226] (ANIMLOOPTIME >= 999.000) | |-[A149] TokenCUR -> State11 (FIGHT_MOVEMENTSWITCH) | `-[A150] TokenCUR -> State11 (FIGHT_MOVEMENTSWITCH) `-[N210] (ANIMLOOPCOUNT >= 0.100) |-[N211] (AIMODE = 11.000) | |-[A145] TokenCUR -> State11 (FIGHT_MOVEMENTSWITCH) | `-[N212] (MOVEDIR != 4.000) | |-[N213] (ANIMLOOPCOUNT >= 0.100) | | |-[A146] TokenCUR -> State11 (FIGHT_MOVEMENTSWITCH) | | `-[N214] (ACTION != 0.000) | | |-[A147] TokenCUR -> State11 (FIGHT_MOVEMENTSWITCH) | | `-[N215] (HASTARGET = 0.000) | | |-[A148] TokenCUR -> State11 (FIGHT_MOVEMENTSWITCH) | | `-[N216] (ANIMLOOPTIME >= 999.000) | | |-[A149] TokenCUR -> State11 (FIGHT_MOVEMENTSWITCH) | | `-[FAIL] | `-[N214] (ACTION != 0.000) | |-[A147] TokenCUR -> State11 (FIGHT_MOVEMENTSWITCH) | `-[N215] (HASTARGET = 0.000) | |-[A148] TokenCUR -> State11 (FIGHT_MOVEMENTSWITCH) | `-[N216] (ANIMLOOPTIME >= 999.000) | |-[A149] TokenCUR -> State11 (FIGHT_MOVEMENTSWITCH) | `-[FAIL] `-[N217] (MOVEDIR != 4.000) |-[N218] (ANIMLOOPCOUNT >= 0.100) | |-[A146] TokenCUR -> State11 (FIGHT_MOVEMENTSWITCH) | `-[N215] (HASTARGET = 0.000) | |-[A148] TokenCUR -> State11 (FIGHT_MOVEMENTSWITCH) | `-[N216] (ANIMLOOPTIME >= 999.000) | |-[A149] TokenCUR -> State11 (FIGHT_MOVEMENTSWITCH) | `-[FAIL] `-[N215] (HASTARGET = 0.000) |-[A148] TokenCUR -> State11 (FIGHT_MOVEMENTSWITCH) `-[N216] (ANIMLOOPTIME >= 999.000) |-[A149] TokenCUR -> State11 (FIGHT_MOVEMENTSWITCH) `-[FAIL] } - - - - - - - - - - - - - - - - - - - - State27 (FIGHT_FREEMOVERGT) { Flags[0] = 0x00000000 <........ ........ ........ ........> Flags[1] = 0x00000000 <........ ........ ........ ........> iBaseConstant = 284 nBaseConstants = 18 StateConstants: [C285](ID 6) MOVECONTROLREDIRECTION = 1.000 (fp4) [C287](ID 20) TURNTOTARGETCORRECTION_STARTTIME0 = -1.000 (fp4) [C288](ID 21) TURNTOTARGETCORRECTION_ENDTIME0 = -1.000 (fp4) [C289](ID 22) TURNTOTARGETCORRECTION_OFFSET0 = 0 (0x00000000) (uint32) [C290](ID 0) ANIMMOVESCALE = 1.000 (fp4) [C291](ID 18) RESPONSEIMMUNE_STARTTIME = 999 (0x000003E7) (uint32) [C292](ID 19) RESPONSEIMMUNE_ENDTIME = 999 (0x000003E7) (uint32) [C298](ID 13) POINTOFINTEREST = 2 (0x00000002) (uint32) [C299](ID 10) STATEGROUP = 16 (0x00000010) (uint32) [C300](ID 81) RIGHTSLOT = 0 (0x00000000) (uint32) [C301](ID 80) LEFTSLOT = 1 (0x00000001) (uint32) Priority = 0 nAnimLayers = 1 iBaseAnimLayer = 27 iLoopControlAnimLayer = 0 AnimLayers: [L027] iBaseNode = 229 iBaseAction = 151 iBasePropertyParam = 2 NodeTree: [N229] (AIMODE = 14.000) |-[N230] (ANIMLOOPTIME >= 999.000) | |-[A151] TokenCUR -> State28 (FIGHT_2NDSTAGEFREEMOVE) | `-[N231] (ANIMLOOPCOUNT >= 1.000) | |-[A152] TokenCUR -> State28 (FIGHT_2NDSTAGEFREEMOVE) | `-[N232] (ANIMLOOPCOUNT >= 0.100) | |-[N233] (AIMODE = 11.000) | | |-[A153] TokenCUR -> State11 (FIGHT_MOVEMENTSWITCH) | | `-[N234] (MOVEDIR != 8.000) | | |-[N235] (ANIMLOOPCOUNT >= 0.100) | | | |-[A154] TokenCUR -> State11 (FIGHT_MOVEMENTSWITCH) | | | `-[N236] (ACTION != 0.000) | | | |-[A155] TokenCUR -> State11 (FIGHT_MOVEMENTSWITCH) | | | `-[N237] (HASTARGET = 0.000) | | | |-[A156] TokenCUR -> State11 (FIGHT_MOVEMENTSWITCH) | | | `-[N238] (ANIMLOOPTIME >= 999.000) | | | |-[A157] TokenCUR -> State11 (FIGHT_MOVEMENTSWITCH) | | | `-[FAIL] | | `-[N236] (ACTION != 0.000) | | |-[A155] TokenCUR -> State11 (FIGHT_MOVEMENTSWITCH) | | `-[N237] (HASTARGET = 0.000) | | |-[A156] TokenCUR -> State11 (FIGHT_MOVEMENTSWITCH) | | `-[N238] (ANIMLOOPTIME >= 999.000) | | |-[A157] TokenCUR -> State11 (FIGHT_MOVEMENTSWITCH) | | `-[FAIL] | `-[N239] (MOVEDIR != 8.000) | |-[N240] (ANIMLOOPCOUNT >= 0.100) | | |-[A154] TokenCUR -> State11 (FIGHT_MOVEMENTSWITCH) | | `-[N237] (HASTARGET = 0.000) | | |-[A156] TokenCUR -> State11 (FIGHT_MOVEMENTSWITCH) | | `-[N238] (ANIMLOOPTIME >= 999.000) | | |-[A157] TokenCUR -> State11 (FIGHT_MOVEMENTSWITCH) | | `-[FAIL] | `-[N237] (HASTARGET = 0.000) | |-[A156] TokenCUR -> State11 (FIGHT_MOVEMENTSWITCH) | `-[N238] (ANIMLOOPTIME >= 999.000) | |-[A157] TokenCUR -> State11 (FIGHT_MOVEMENTSWITCH) | `-[FAIL] `-[N241] (ANIMLOOPCOUNT >= 1.000) |-[N242] (ANIMLOOPCOUNT >= 0.100) | |-[N243] (AIMODE = 11.000) | | |-[A153] TokenCUR -> State11 (FIGHT_MOVEMENTSWITCH) | | `-[N244] (MOVEDIR != 8.000) | | |-[N245] (ANIMLOOPCOUNT >= 0.100) | | | |-[A154] TokenCUR -> State11 (FIGHT_MOVEMENTSWITCH) | | | `-[N246] (ACTION != 0.000) | | | |-[A155] TokenCUR -> State11 (FIGHT_MOVEMENTSWITCH) | | | `-[N247] (HASTARGET = 0.000) | | | |-[A156] TokenCUR -> State11 (FIGHT_MOVEMENTSWITCH) | | | `-[N248] (ANIMLOOPTIME >= 999.000) | | | |-[A157] TokenCUR -> State11 (FIGHT_MOVEMENTSWITCH) | | | `-[A158] TokenCUR -> State11 (FIGHT_MOVEMENTSWITCH) | | `-[N246] (ACTION != 0.000) | | |-[A155] TokenCUR -> State11 (FIGHT_MOVEMENTSWITCH) | | `-[N247] (HASTARGET = 0.000) | | |-[A156] TokenCUR -> State11 (FIGHT_MOVEMENTSWITCH) | | `-[N248] (ANIMLOOPTIME >= 999.000) | | |-[A157] TokenCUR -> State11 (FIGHT_MOVEMENTSWITCH) | | `-[A158] TokenCUR -> State11 (FIGHT_MOVEMENTSWITCH) | `-[N249] (MOVEDIR != 8.000) | |-[N250] (ANIMLOOPCOUNT >= 0.100) | | |-[A154] TokenCUR -> State11 (FIGHT_MOVEMENTSWITCH) | | `-[N247] (HASTARGET = 0.000) | | |-[A156] TokenCUR -> State11 (FIGHT_MOVEMENTSWITCH) | | `-[N248] (ANIMLOOPTIME >= 999.000) | | |-[A157] TokenCUR -> State11 (FIGHT_MOVEMENTSWITCH) | | `-[A158] TokenCUR -> State11 (FIGHT_MOVEMENTSWITCH) | `-[N247] (HASTARGET = 0.000) | |-[A156] TokenCUR -> State11 (FIGHT_MOVEMENTSWITCH) | `-[N248] (ANIMLOOPTIME >= 999.000) | |-[A157] TokenCUR -> State11 (FIGHT_MOVEMENTSWITCH) | `-[A158] TokenCUR -> State11 (FIGHT_MOVEMENTSWITCH) `-[N232] (ANIMLOOPCOUNT >= 0.100) |-[N233] (AIMODE = 11.000) | |-[A153] TokenCUR -> State11 (FIGHT_MOVEMENTSWITCH) | `-[N234] (MOVEDIR != 8.000) | |-[N235] (ANIMLOOPCOUNT >= 0.100) | | |-[A154] TokenCUR -> State11 (FIGHT_MOVEMENTSWITCH) | | `-[N236] (ACTION != 0.000) | | |-[A155] TokenCUR -> State11 (FIGHT_MOVEMENTSWITCH) | | `-[N237] (HASTARGET = 0.000) | | |-[A156] TokenCUR -> State11 (FIGHT_MOVEMENTSWITCH) | | `-[N238] (ANIMLOOPTIME >= 999.000) | | |-[A157] TokenCUR -> State11 (FIGHT_MOVEMENTSWITCH) | | `-[FAIL] | `-[N236] (ACTION != 0.000) | |-[A155] TokenCUR -> State11 (FIGHT_MOVEMENTSWITCH) | `-[N237] (HASTARGET = 0.000) | |-[A156] TokenCUR -> State11 (FIGHT_MOVEMENTSWITCH) | `-[N238] (ANIMLOOPTIME >= 999.000) | |-[A157] TokenCUR -> State11 (FIGHT_MOVEMENTSWITCH) | `-[FAIL] `-[N239] (MOVEDIR != 8.000) |-[N240] (ANIMLOOPCOUNT >= 0.100) | |-[A154] TokenCUR -> State11 (FIGHT_MOVEMENTSWITCH) | `-[N237] (HASTARGET = 0.000) | |-[A156] TokenCUR -> State11 (FIGHT_MOVEMENTSWITCH) | `-[N238] (ANIMLOOPTIME >= 999.000) | |-[A157] TokenCUR -> State11 (FIGHT_MOVEMENTSWITCH) | `-[FAIL] `-[N237] (HASTARGET = 0.000) |-[A156] TokenCUR -> State11 (FIGHT_MOVEMENTSWITCH) `-[N238] (ANIMLOOPTIME >= 999.000) |-[A157] TokenCUR -> State11 (FIGHT_MOVEMENTSWITCH) `-[FAIL] } - - - - - - - - - - - - - - - - - - - - State28 (FIGHT_2NDSTAGEFREEMOVE) { Flags[0] = 0x00000000 <........ ........ ........ ........> Flags[1] = 0x00000000 <........ ........ ........ ........> iBaseConstant = 302 nBaseConstants = 9 StateConstants: [C302](ID 2) TURNCONTROLSCALE = 0.400 (fp4) [C303](ID 3) TURNCONTROLMAX = 1.000 (fp4) [C304](ID 0) ANIMMOVESCALE = 1.000 (fp4) [C305](ID 13) POINTOFINTEREST = 2 (0x00000002) (uint32) [C306](ID 18) RESPONSEIMMUNE_STARTTIME = 999 (0x000003E7) (uint32) [C307](ID 19) RESPONSEIMMUNE_ENDTIME = 999 (0x000003E7) (uint32) [C308](ID 10) STATEGROUP = 16 (0x00000010) (uint32) [C309](ID 81) RIGHTSLOT = 0 (0x00000000) (uint32) [C310](ID 80) LEFTSLOT = 1 (0x00000001) (uint32) Priority = 0 nAnimLayers = 1 iBaseAnimLayer = 28 iLoopControlAnimLayer = 0 AnimLayers: [L028] iBaseNode = 251 iBaseAction = 159 iBasePropertyParam = 2 NodeTree: [N251] (MOVESPEED = 0.000) |-[A159] TokenCUR -> State11 (FIGHT_MOVEMENTSWITCH) `-[N252] (HASTARGET = 0.000) |-[A160] TokenCUR -> State11 (FIGHT_MOVEMENTSWITCH) `-[N253] (ACTION != 0.000) |-[A161] TokenCUR -> State11 (FIGHT_MOVEMENTSWITCH) `-[N254] (AIMODE != 14.000) |-[N255] (AIMODE != 18.000) | |-[A162] TokenCUR -> State11 (FIGHT_MOVEMENTSWITCH) | `-[N256] (ANIMLOOPTIME >= 999.000) | |-[A163] TokenCUR -> State28 (FIGHT_2NDSTAGEFREEMOVE) | `-[FAIL] `-[N256] (ANIMLOOPTIME >= 999.000) |-[A163] TokenCUR -> State28 (FIGHT_2NDSTAGEFREEMOVE) `-[FAIL] } - - - - - - - - - - - - - - - - - - - - State29 (FIGHT_TURNSWITCH) { Flags[0] = 0x00000000 <........ ........ ........ ........> Flags[1] = 0x00000000 <........ ........ ........ ........> iBaseConstant = 311 nBaseConstants = 3 StateConstants: [C311](ID 10) STATEGROUP = 16 (0x00000010) (uint32) [C312](ID 81) RIGHTSLOT = 0 (0x00000000) (uint32) [C313](ID 80) LEFTSLOT = 1 (0x00000001) (uint32) Priority = 0 nAnimLayers = 1 iBaseAnimLayer = 29 iLoopControlAnimLayer = 0 AnimLayers: [L029] iBaseNode = 257 iBaseAction = 164 iBasePropertyParam = 2 NodeTree: [N257] (ANGLETOTARGET < 0.000) |-[A164] TokenCUR -> State30 (FIGHT_TURNLFT) `-[N258] (STATETIME >= 0.000) |-[A165] TokenCUR -> State31 (FIGHT_TURNRGT) `-[FAIL] } - - - - - - - - - - - - - - - - - - - - State30 (FIGHT_TURNLFT) { Flags[0] = 0x00000000 <........ ........ ........ ........> Flags[1] = 0x00000000 <........ ........ ........ ........> iBaseConstant = 314 nBaseConstants = 10 StateConstants: [C314](ID 0) ANIMMOVESCALE = 0.000 (fp4) [C315](ID 1) ANIMTURNSCALE = 0.000 (fp4) [C316](ID 20) TURNTOTARGETCORRECTION_STARTTIME0 = -1.000 (fp4) [C317](ID 21) TURNTOTARGETCORRECTION_ENDTIME0 = -1.000 (fp4) [C318](ID 22) TURNTOTARGETCORRECTION_OFFSET0 = 0 (0x00000000) (uint32) [C320](ID 13) POINTOFINTEREST = 2 (0x00000002) (uint32) [C321](ID 10) STATEGROUP = 16 (0x00000010) (uint32) [C322](ID 81) RIGHTSLOT = 0 (0x00000000) (uint32) [C323](ID 80) LEFTSLOT = 1 (0x00000001) (uint32) Priority = 0 nAnimLayers = 1 iBaseAnimLayer = 30 iLoopControlAnimLayer = 0 AnimLayers: [L030] iBaseNode = 259 iBaseAction = 166 iBasePropertyParam = 2 NodeTree: [N259] (STATETIME >= 0.800) |-[A166] TokenCUR -> State2 (FIGHT_SWITCH) `-[N260] (ANIMLOOPCOUNT >= 1.000) |-[A167] TokenCUR -> State2 (FIGHT_SWITCH) `-[N261] (MOVESPEED != 0.000) |-[A168] TokenCUR -> State2 (FIGHT_SWITCH) `-[N262] (ACTION != 0.000) |-[A169] TokenCUR -> State2 (FIGHT_SWITCH) `-[N263] (HASTARGET = 0.000) |-[A170] TokenCUR -> State2 (FIGHT_SWITCH) `-[FAIL] } - - - - - - - - - - - - - - - - - - - - State31 (FIGHT_TURNRGT) { Flags[0] = 0x00000000 <........ ........ ........ ........> Flags[1] = 0x00000000 <........ ........ ........ ........> iBaseConstant = 324 nBaseConstants = 14 StateConstants: [C324](ID 0) ANIMMOVESCALE = 0.000 (fp4) [C325](ID 1) ANIMTURNSCALE = 0.000 (fp4) [C326](ID 20) TURNTOTARGETCORRECTION_STARTTIME0 = -1.000 (fp4) [C327](ID 21) TURNTOTARGETCORRECTION_ENDTIME0 = -1.000 (fp4) [C328](ID 22) TURNTOTARGETCORRECTION_OFFSET0 = 0 (0x00000000) (uint32) [C330](ID 13) POINTOFINTEREST = 2 (0x00000002) (uint32) [C335](ID 10) STATEGROUP = 16 (0x00000010) (uint32) [C336](ID 81) RIGHTSLOT = 0 (0x00000000) (uint32) [C337](ID 80) LEFTSLOT = 1 (0x00000001) (uint32) Priority = 0 nAnimLayers = 1 iBaseAnimLayer = 31 iLoopControlAnimLayer = 0 AnimLayers: [L031] iBaseNode = 264 iBaseAction = 171 iBasePropertyParam = 2 NodeTree: [N264] (MOVEDIR != 0.000) |-[N265] (ANIMLOOPCOUNT >= 0.000) | |-[A171] TokenCUR -> State11 (FIGHT_MOVEMENTSWITCH) | `-[N266] (ACTION != 0.000) | |-[N267] (ANIMLOOPCOUNT >= 0.000) | | |-[A172] TokenCUR -> State11 (FIGHT_MOVEMENTSWITCH) | | `-[N268] (HASTARGET = 0.000) | | |-[A173] TokenCUR -> State11 (FIGHT_MOVEMENTSWITCH) | | `-[N269] (ANIMLOOPTIME >= 0.800) | | |-[A174] TokenCUR -> State11 (FIGHT_MOVEMENTSWITCH) | | `-[N270] (ANIMLOOPCOUNT >= 1.000) | | |-[A175] TokenCUR -> State11 (FIGHT_MOVEMENTSWITCH) | | `-[FAIL] | `-[N268] (HASTARGET = 0.000) | |-[A173] TokenCUR -> State11 (FIGHT_MOVEMENTSWITCH) | `-[N269] (ANIMLOOPTIME >= 0.800) | |-[A174] TokenCUR -> State11 (FIGHT_MOVEMENTSWITCH) | `-[N270] (ANIMLOOPCOUNT >= 1.000) | |-[A175] TokenCUR -> State11 (FIGHT_MOVEMENTSWITCH) | `-[FAIL] `-[N266] (ACTION != 0.000) |-[N267] (ANIMLOOPCOUNT >= 0.000) | |-[A172] TokenCUR -> State11 (FIGHT_MOVEMENTSWITCH) | `-[N268] (HASTARGET = 0.000) | |-[A173] TokenCUR -> State11 (FIGHT_MOVEMENTSWITCH) | `-[N269] (ANIMLOOPTIME >= 0.800) | |-[A174] TokenCUR -> State11 (FIGHT_MOVEMENTSWITCH) | `-[N270] (ANIMLOOPCOUNT >= 1.000) | |-[A175] TokenCUR -> State11 (FIGHT_MOVEMENTSWITCH) | `-[FAIL] `-[N268] (HASTARGET = 0.000) |-[A173] TokenCUR -> State11 (FIGHT_MOVEMENTSWITCH) `-[N269] (ANIMLOOPTIME >= 0.800) |-[A174] TokenCUR -> State11 (FIGHT_MOVEMENTSWITCH) `-[N270] (ANIMLOOPCOUNT >= 1.000) |-[A175] TokenCUR -> State11 (FIGHT_MOVEMENTSWITCH) `-[FAIL] } - - - - - - - - - - - - - - - - - - - - State32 (FIGHT_ATTACK_INIT) { Flags[0] = 0x00000000 <........ ........ ........ ........> Flags[1] = 0x00000000 <........ ........ ........ ........> iBaseConstant = 338 nBaseConstants = 4 StateConstants: [C338](ID 10) STATEGROUP = 20 (0x00000014) (uint32) [C339](ID 13) POINTOFINTEREST = 1 (0x00000001) (uint32) [C340](ID 81) RIGHTSLOT = 0 (0x00000000) (uint32) [C341](ID 80) LEFTSLOT = 1 (0x00000001) (uint32) Priority = 0 nAnimLayers = 1 iBaseAnimLayer = 32 iLoopControlAnimLayer = 0 AnimLayers: [L032] iBaseNode = 271 iBaseAction = 176 iBasePropertyParam = 2 NodeTree: [N271] (STATETIME = 0.000) |-[A176] TokenCUR -> State34 (FIGHT_ATTACK_SWITCH) `-[FAIL] } - - - - - - - - - - - - - - - - - - - - State33 (FIGHT_ATTACK_EXIT) { Flags[0] = 0x00000000 <........ ........ ........ ........> Flags[1] = 0x00000000 <........ ........ ........ ........> iBaseConstant = 342 nBaseConstants = 3 StateConstants: [C342](ID 10) STATEGROUP = 16 (0x00000010) (uint32) [C343](ID 81) RIGHTSLOT = 0 (0x00000000) (uint32) [C344](ID 80) LEFTSLOT = 1 (0x00000001) (uint32) Priority = 0 nAnimLayers = 1 iBaseAnimLayer = 33 iLoopControlAnimLayer = 0 AnimLayers: [L033] iBaseNode = 272 iBaseAction = 177 iBasePropertyParam = 2 NodeTree: [N272] (STATETIME = 0.000) |-[A177] TokenCUR -> State1 (ACTIONSWITCH) `-[FAIL] } - - - - - - - - - - - - - - - - - - - - State34 (FIGHT_ATTACK_SWITCH) { Flags[0] = 0x00000000 <........ ........ ........ ........> Flags[1] = 0x00000000 <........ ........ ........ ........> iBaseConstant = 345 nBaseConstants = 4 StateConstants: [C345](ID 10) STATEGROUP = 20 (0x00000014) (uint32) [C346](ID 13) POINTOFINTEREST = 1 (0x00000001) (uint32) [C347](ID 81) RIGHTSLOT = 0 (0x00000000) (uint32) [C348](ID 80) LEFTSLOT = 1 (0x00000001) (uint32) Priority = 0 nAnimLayers = 1 iBaseAnimLayer = 34 iLoopControlAnimLayer = 0 AnimLayers: [L034] iBaseNode = 273 iBaseAction = 178 iBasePropertyParam = 2 NodeTree: [N273] (ATTACK(4216.000) != 0.000) |-[A178] TokenCUR -> State44 (FIGHT_ATTACK_SPECIALSWITCH) `-[N274] (TARGETCONTEXT != 0.000) |-[A179] TokenCUR -> State35 (FIGHT_ATTACK_CONTEXTSWITCH) `-[N275] (STATETIME >= 0.000) |-[A180] TokenCUR -> State36 (FIGHT_ATTACK_FWDMEDSWITCH) `-[FAIL] } - - - - - - - - - - - - - - - - - - - - State35 (FIGHT_ATTACK_CONTEXTSWITCH) { Flags[0] = 0x00000000 <........ ........ ........ ........> Flags[1] = 0x00000000 <........ ........ ........ ........> iBaseConstant = 349 nBaseConstants = 4 StateConstants: [C349](ID 10) STATEGROUP = 20 (0x00000014) (uint32) [C350](ID 13) POINTOFINTEREST = 1 (0x00000001) (uint32) [C351](ID 81) RIGHTSLOT = 0 (0x00000000) (uint32) [C352](ID 80) LEFTSLOT = 1 (0x00000001) (uint32) Priority = 0 nAnimLayers = 1 iBaseAnimLayer = 35 iLoopControlAnimLayer = 0 AnimLayers: [L035] iBaseNode = 276 iBaseAction = 181 iBasePropertyParam = 3 NodeTree: [N276] (TARGETCONTEXT = 1.000) |-[A181] TokenCUR -> State36 (FIGHT_ATTACK_FWDMEDSWITCH) `-[N277] (STATETIME = 0.000) |-[A182] TokenCUR -> State36 (FIGHT_ATTACK_FWDMEDSWITCH) `-[FAIL] } - - - - - - - - - - - - - - - - - - - - State36 (FIGHT_ATTACK_FWDMEDSWITCH) { Flags[0] = 0x00000000 <........ ........ ........ ........> Flags[1] = 0x00000000 <........ ........ ........ ........> iBaseConstant = 353 nBaseConstants = 4 StateConstants: [C353](ID 10) STATEGROUP = 16 (0x00000010) (uint32) [C354](ID 81) RIGHTSLOT = 0 (0x00000000) (uint32) [C355](ID 80) LEFTSLOT = 1 (0x00000001) (uint32) [C356](ID 13) POINTOFINTEREST = 1 (0x00000001) (uint32) Priority = 0 nAnimLayers = 1 iBaseAnimLayer = 36 iLoopControlAnimLayer = 0 AnimLayers: [L036] iBaseNode = 278 iBaseAction = 183 iBasePropertyParam = 5 NodeTree: [N278] (ATTACK(2.000) != 0.000) |-[A183] TokenCUR -> State37 (FIGHT_ATTACK_LEFT) | `-[E008] CONSUMEATTACK(1.000) `-[N279] (ATTACK(4100.000) != 0.000) |-[A184] TokenCUR -> State41 (FIGHT_ATTACK_HEAVY) | `-[E009] CONSUMEATTACK(1.000) `-[N280] (STATETIME >= 0.000) |-[A185] TokenCUR -> State33 (FIGHT_ATTACK_EXIT) `-[FAIL] } - - - - - - - - - - - - - - - - - - - - State37 (FIGHT_ATTACK_LEFT) { Flags[0] = 0x00000000 <........ ........ ........ ........> Flags[1] = 0x00000000 <........ ........ ........ ........> iBaseConstant = 357 nBaseConstants = 38 StateConstants: [C357](ID 50) ATTACK_ATTACKID0 = 2 (0x00000002) (uint32) [C358](ID 57) ATTACK_DAMAGEMULTIPLIER0 = 1.000 (fp4) [C359](ID 56) ATTACK_SLOT0 = 0 (0x00000000) (uint32) [C360](ID 53) ATTACK_RESPONSEID0_0 = -1.000 (fp4) [C361](ID 54) ATTACK_RESPONSEID0_1 = -1.000 (fp4) [C362](ID 55) ATTACK_RESPONSEID0_2 = -1.000 (fp4) [C363](ID 51) ATTACK_STARTTIME0 = 0.200 (fp4) [C364](ID 52) ATTACK_ENDTIME0 = 0.360 (fp4) [C365](ID 20) TURNTOTARGETCORRECTION_STARTTIME0 = 0.000 (fp4) [C366](ID 21) TURNTOTARGETCORRECTION_ENDTIME0 = 0.200 (fp4) [C367](ID 22) TURNTOTARGETCORRECTION_OFFSET0 = 0.000 (fp4) [C368](ID 16) POIOFFSET = 0.000 (fp4) [C369](ID 18) RESPONSEIMMUNE_STARTTIME = 999 (0x000003E7) (uint32) [C370](ID 19) RESPONSEIMMUNE_ENDTIME = 999 (0x000003E7) (uint32) [C377](ID 58) ATTACK_COLOR0 = 4210752 (0x00404040) (uint32) [C378](ID 68) ATTACK_COLOR1 = 4210752 (0x00404040) (uint32) [C379](ID 78) ATTACK_COLOR2 = 4210752 (0x00404040) (uint32) [C380](ID 66) ATTACK_SLOT1 = 0 (0x00000000) (uint32) [C381](ID 76) ATTACK_SLOT2 = 0 (0x00000000) (uint32) [C382](ID 24) TURNTOTARGETCORRECTION_TYPE0 = 1 (0x00000001) (uint32) [C383](ID 30) TURNTOTARGETCORRECTION_STARTTIME1 = 0.000 (fp4) [C384](ID 31) TURNTOTARGETCORRECTION_ENDTIME1 = 0.100 (fp4) [C385](ID 32) TURNTOTARGETCORRECTION_OFFSET1 = 0.000 (fp4) [C386](ID 34) TURNTOTARGETCORRECTION_TYPE1 = 1 (0x00000001) (uint32) [C387](ID 40) TURNTOTARGETCORRECTION_STARTTIME2 = 0.000 (fp4) [C388](ID 41) TURNTOTARGETCORRECTION_ENDTIME2 = 0.100 (fp4) [C389](ID 42) TURNTOTARGETCORRECTION_OFFSET2 = 0.000 (fp4) [C390](ID 44) TURNTOTARGETCORRECTION_TYPE2 = 1 (0x00000001) (uint32) [C391](ID 10) STATEGROUP = 20 (0x00000014) (uint32) [C392](ID 13) POINTOFINTEREST = 1 (0x00000001) (uint32) [C393](ID 81) RIGHTSLOT = 0 (0x00000000) (uint32) [C394](ID 80) LEFTSLOT = 1 (0x00000001) (uint32) Priority = 0 nAnimLayers = 1 iBaseAnimLayer = 37 iLoopControlAnimLayer = 0 AnimLayers: [L037] iBaseNode = 281 iBaseAction = 186 iBasePropertyParam = 10 NodeTree: [N281] (ANIMLOOPTIME = 0.360) |-[N282] (ATTACK(2.000) != 0.000) | |-[N283] (RAND(1.000) < 0.500) | | |-[A186] TokenCUR -> State38 (FIGHT_ATTACK_RIGHT_VARIATION1) | | | `-[E010] CONSUMEATTACK(1.000) | | `-[A187] TokenCUR -> State39 (FIGHT_ATTACK_RIGHT_VARIATION2) | | `-[E011] CONSUMEATTACK(1.000) | `-[N284] (ATTACK(4100.000) != 0.000) | |-[A188] TokenCUR -> State40 (FIGHT_ATTACK_RIGHTHEAVYCOMBO) | | `-[E012] CONSUMEATTACK(1.000) | `-[N285] (ANIMLOOPTIME > 1.180) | |-[A189] TokenCUR -> State33 (FIGHT_ATTACK_EXIT) | `-[N286] (ANIMLOOPCOUNT >= 1.000) | |-[A190] TokenCUR -> State33 (FIGHT_ATTACK_EXIT) | `-[FAIL] `-[N285] (ANIMLOOPTIME > 1.180) |-[A189] TokenCUR -> State33 (FIGHT_ATTACK_EXIT) `-[N286] (ANIMLOOPCOUNT >= 1.000) |-[A190] TokenCUR -> State33 (FIGHT_ATTACK_EXIT) `-[FAIL] } - - - - - - - - - - - - - - - - - - - - State38 (FIGHT_ATTACK_RIGHT_VARIATION1) { Flags[0] = 0x00000000 <........ ........ ........ ........> Flags[1] = 0x00000000 <........ ........ ........ ........> iBaseConstant = 395 nBaseConstants = 38 StateConstants: [C395](ID 50) ATTACK_ATTACKID0 = 2 (0x00000002) (uint32) [C396](ID 57) ATTACK_DAMAGEMULTIPLIER0 = 1.000 (fp4) [C397](ID 56) ATTACK_SLOT0 = 0 (0x00000000) (uint32) [C398](ID 53) ATTACK_RESPONSEID0_0 = -1.000 (fp4) [C399](ID 54) ATTACK_RESPONSEID0_1 = -1.000 (fp4) [C400](ID 55) ATTACK_RESPONSEID0_2 = -1.000 (fp4) [C401](ID 51) ATTACK_STARTTIME0 = 0.340 (fp4) [C402](ID 52) ATTACK_ENDTIME0 = 0.500 (fp4) [C403](ID 20) TURNTOTARGETCORRECTION_STARTTIME0 = 0.000 (fp4) [C404](ID 21) TURNTOTARGETCORRECTION_ENDTIME0 = 0.340 (fp4) [C405](ID 22) TURNTOTARGETCORRECTION_OFFSET0 = 0.000 (fp4) [C406](ID 16) POIOFFSET = 0.000 (fp4) [C407](ID 18) RESPONSEIMMUNE_STARTTIME = 999 (0x000003E7) (uint32) [C408](ID 19) RESPONSEIMMUNE_ENDTIME = 999 (0x000003E7) (uint32) [C415](ID 58) ATTACK_COLOR0 = 4210752 (0x00404040) (uint32) [C416](ID 68) ATTACK_COLOR1 = 4210752 (0x00404040) (uint32) [C417](ID 78) ATTACK_COLOR2 = 4210752 (0x00404040) (uint32) [C418](ID 66) ATTACK_SLOT1 = 0 (0x00000000) (uint32) [C419](ID 76) ATTACK_SLOT2 = 0 (0x00000000) (uint32) [C420](ID 24) TURNTOTARGETCORRECTION_TYPE0 = 1 (0x00000001) (uint32) [C421](ID 30) TURNTOTARGETCORRECTION_STARTTIME1 = 0.000 (fp4) [C422](ID 31) TURNTOTARGETCORRECTION_ENDTIME1 = 0.100 (fp4) [C423](ID 32) TURNTOTARGETCORRECTION_OFFSET1 = 0.000 (fp4) [C424](ID 34) TURNTOTARGETCORRECTION_TYPE1 = 1 (0x00000001) (uint32) [C425](ID 40) TURNTOTARGETCORRECTION_STARTTIME2 = 0.000 (fp4) [C426](ID 41) TURNTOTARGETCORRECTION_ENDTIME2 = 0.100 (fp4) [C427](ID 42) TURNTOTARGETCORRECTION_OFFSET2 = 0.000 (fp4) [C428](ID 44) TURNTOTARGETCORRECTION_TYPE2 = 1 (0x00000001) (uint32) [C429](ID 10) STATEGROUP = 20 (0x00000014) (uint32) [C430](ID 13) POINTOFINTEREST = 1 (0x00000001) (uint32) [C431](ID 81) RIGHTSLOT = 0 (0x00000000) (uint32) [C432](ID 80) LEFTSLOT = 1 (0x00000001) (uint32) Priority = 0 nAnimLayers = 1 iBaseAnimLayer = 38 iLoopControlAnimLayer = 0 AnimLayers: [L038] iBaseNode = 287 iBaseAction = 191 iBasePropertyParam = 13 NodeTree: [N287] (ANIMLOOPTIME > 0.620) |-[A191] TokenCUR -> State33 (FIGHT_ATTACK_EXIT) `-[N288] (ANIMLOOPCOUNT >= 1.000) |-[A192] TokenCUR -> State33 (FIGHT_ATTACK_EXIT) `-[FAIL] } - - - - - - - - - - - - - - - - - - - - State39 (FIGHT_ATTACK_RIGHT_VARIATION2) { Flags[0] = 0x00000000 <........ ........ ........ ........> Flags[1] = 0x00000000 <........ ........ ........ ........> iBaseConstant = 433 nBaseConstants = 38 StateConstants: [C433](ID 50) ATTACK_ATTACKID0 = 2 (0x00000002) (uint32) [C434](ID 57) ATTACK_DAMAGEMULTIPLIER0 = 1.000 (fp4) [C435](ID 56) ATTACK_SLOT0 = 0 (0x00000000) (uint32) [C436](ID 53) ATTACK_RESPONSEID0_0 = -1.000 (fp4) [C437](ID 54) ATTACK_RESPONSEID0_1 = -1.000 (fp4) [C438](ID 55) ATTACK_RESPONSEID0_2 = -1.000 (fp4) [C439](ID 51) ATTACK_STARTTIME0 = 0.340 (fp4) [C440](ID 52) ATTACK_ENDTIME0 = 0.500 (fp4) [C441](ID 20) TURNTOTARGETCORRECTION_STARTTIME0 = 0.000 (fp4) [C442](ID 21) TURNTOTARGETCORRECTION_ENDTIME0 = 0.340 (fp4) [C443](ID 22) TURNTOTARGETCORRECTION_OFFSET0 = 0.000 (fp4) [C444](ID 16) POIOFFSET = 0.000 (fp4) [C445](ID 18) RESPONSEIMMUNE_STARTTIME = 999 (0x000003E7) (uint32) [C446](ID 19) RESPONSEIMMUNE_ENDTIME = 999 (0x000003E7) (uint32) [C453](ID 58) ATTACK_COLOR0 = 4210752 (0x00404040) (uint32) [C454](ID 68) ATTACK_COLOR1 = 4210752 (0x00404040) (uint32) [C455](ID 78) ATTACK_COLOR2 = 4210752 (0x00404040) (uint32) [C456](ID 66) ATTACK_SLOT1 = 0 (0x00000000) (uint32) [C457](ID 76) ATTACK_SLOT2 = 0 (0x00000000) (uint32) [C458](ID 24) TURNTOTARGETCORRECTION_TYPE0 = 1 (0x00000001) (uint32) [C459](ID 30) TURNTOTARGETCORRECTION_STARTTIME1 = 0.000 (fp4) [C460](ID 31) TURNTOTARGETCORRECTION_ENDTIME1 = 0.100 (fp4) [C461](ID 32) TURNTOTARGETCORRECTION_OFFSET1 = 0.000 (fp4) [C462](ID 34) TURNTOTARGETCORRECTION_TYPE1 = 1 (0x00000001) (uint32) [C463](ID 40) TURNTOTARGETCORRECTION_STARTTIME2 = 0.000 (fp4) [C464](ID 41) TURNTOTARGETCORRECTION_ENDTIME2 = 0.100 (fp4) [C465](ID 42) TURNTOTARGETCORRECTION_OFFSET2 = 0.000 (fp4) [C466](ID 44) TURNTOTARGETCORRECTION_TYPE2 = 1 (0x00000001) (uint32) [C467](ID 10) STATEGROUP = 20 (0x00000014) (uint32) [C468](ID 13) POINTOFINTEREST = 1 (0x00000001) (uint32) [C469](ID 81) RIGHTSLOT = 0 (0x00000000) (uint32) [C470](ID 80) LEFTSLOT = 1 (0x00000001) (uint32) Priority = 0 nAnimLayers = 1 iBaseAnimLayer = 39 iLoopControlAnimLayer = 0 AnimLayers: [L039] iBaseNode = 289 iBaseAction = 193 iBasePropertyParam = 13 NodeTree: [N289] (ANIMLOOPTIME > 0.620) |-[A193] TokenCUR -> State33 (FIGHT_ATTACK_EXIT) `-[N290] (ANIMLOOPCOUNT >= 1.000) |-[A194] TokenCUR -> State33 (FIGHT_ATTACK_EXIT) `-[FAIL] } - - - - - - - - - - - - - - - - - - - - State40 (FIGHT_ATTACK_RIGHTHEAVYCOMBO) { Flags[0] = 0x00000000 <........ ........ ........ ........> Flags[1] = 0x00000000 <........ ........ ........ ........> iBaseConstant = 471 nBaseConstants = 38 StateConstants: [C471](ID 50) ATTACK_ATTACKID0 = 4100 (0x00001004) (uint32) [C472](ID 57) ATTACK_DAMAGEMULTIPLIER0 = 2.000 (fp4) [C473](ID 56) ATTACK_SLOT0 = 0 (0x00000000) (uint32) [C474](ID 53) ATTACK_RESPONSEID0_0 = -1.000 (fp4) [C475](ID 54) ATTACK_RESPONSEID0_1 = -1.000 (fp4) [C476](ID 55) ATTACK_RESPONSEID0_2 = -1.000 (fp4) [C477](ID 51) ATTACK_STARTTIME0 = 0.380 (fp4) [C478](ID 52) ATTACK_ENDTIME0 = 1.090 (fp4) [C479](ID 20) TURNTOTARGETCORRECTION_STARTTIME0 = 0.000 (fp4) [C480](ID 21) TURNTOTARGETCORRECTION_ENDTIME0 = 0.380 (fp4) [C481](ID 22) TURNTOTARGETCORRECTION_OFFSET0 = 0.000 (fp4) [C482](ID 16) POIOFFSET = 0.000 (fp4) [C483](ID 18) RESPONSEIMMUNE_STARTTIME = 999 (0x000003E7) (uint32) [C484](ID 19) RESPONSEIMMUNE_ENDTIME = 999 (0x000003E7) (uint32) [C491](ID 58) ATTACK_COLOR0 = 4210752 (0x00404040) (uint32) [C492](ID 68) ATTACK_COLOR1 = 4210752 (0x00404040) (uint32) [C493](ID 78) ATTACK_COLOR2 = 4210752 (0x00404040) (uint32) [C494](ID 66) ATTACK_SLOT1 = 0 (0x00000000) (uint32) [C495](ID 76) ATTACK_SLOT2 = 0 (0x00000000) (uint32) [C496](ID 24) TURNTOTARGETCORRECTION_TYPE0 = 1 (0x00000001) (uint32) [C497](ID 30) TURNTOTARGETCORRECTION_STARTTIME1 = 0.000 (fp4) [C498](ID 31) TURNTOTARGETCORRECTION_ENDTIME1 = 0.100 (fp4) [C499](ID 32) TURNTOTARGETCORRECTION_OFFSET1 = 0.000 (fp4) [C500](ID 34) TURNTOTARGETCORRECTION_TYPE1 = 1 (0x00000001) (uint32) [C501](ID 40) TURNTOTARGETCORRECTION_STARTTIME2 = 0.000 (fp4) [C502](ID 41) TURNTOTARGETCORRECTION_ENDTIME2 = 0.100 (fp4) [C503](ID 42) TURNTOTARGETCORRECTION_OFFSET2 = 0.000 (fp4) [C504](ID 44) TURNTOTARGETCORRECTION_TYPE2 = 1 (0x00000001) (uint32) [C505](ID 10) STATEGROUP = 20 (0x00000014) (uint32) [C506](ID 13) POINTOFINTEREST = 1 (0x00000001) (uint32) [C507](ID 81) RIGHTSLOT = 0 (0x00000000) (uint32) [C508](ID 80) LEFTSLOT = 1 (0x00000001) (uint32) Priority = 0 nAnimLayers = 1 iBaseAnimLayer = 40 iLoopControlAnimLayer = 0 AnimLayers: [L040] iBaseNode = 291 iBaseAction = 195 iBasePropertyParam = 13 NodeTree: [N291] (ANIMLOOPTIME > 1.500) |-[A195] TokenCUR -> State33 (FIGHT_ATTACK_EXIT) `-[N292] (ANIMLOOPCOUNT >= 1.000) |-[A196] TokenCUR -> State33 (FIGHT_ATTACK_EXIT) `-[FAIL] } - - - - - - - - - - - - - - - - - - - - State41 (FIGHT_ATTACK_HEAVY) { Flags[0] = 0x00000000 <........ ........ ........ ........> Flags[1] = 0x00000000 <........ ........ ........ ........> iBaseConstant = 509 nBaseConstants = 38 StateConstants: [C509](ID 50) ATTACK_ATTACKID0 = 4100 (0x00001004) (uint32) [C510](ID 57) ATTACK_DAMAGEMULTIPLIER0 = 2.000 (fp4) [C511](ID 56) ATTACK_SLOT0 = 0 (0x00000000) (uint32) [C512](ID 53) ATTACK_RESPONSEID0_0 = -1.000 (fp4) [C513](ID 54) ATTACK_RESPONSEID0_1 = -1.000 (fp4) [C514](ID 55) ATTACK_RESPONSEID0_2 = -1.000 (fp4) [C515](ID 51) ATTACK_STARTTIME0 = 0.480 (fp4) [C516](ID 52) ATTACK_ENDTIME0 = 0.580 (fp4) [C517](ID 20) TURNTOTARGETCORRECTION_STARTTIME0 = 0.000 (fp4) [C518](ID 21) TURNTOTARGETCORRECTION_ENDTIME0 = 0.480 (fp4) [C519](ID 22) TURNTOTARGETCORRECTION_OFFSET0 = 0.000 (fp4) [C520](ID 16) POIOFFSET = 0.000 (fp4) [C521](ID 18) RESPONSEIMMUNE_STARTTIME = 999 (0x000003E7) (uint32) [C522](ID 19) RESPONSEIMMUNE_ENDTIME = 999 (0x000003E7) (uint32) [C529](ID 58) ATTACK_COLOR0 = 4210752 (0x00404040) (uint32) [C530](ID 68) ATTACK_COLOR1 = 4210752 (0x00404040) (uint32) [C531](ID 78) ATTACK_COLOR2 = 4210752 (0x00404040) (uint32) [C532](ID 66) ATTACK_SLOT1 = 0 (0x00000000) (uint32) [C533](ID 76) ATTACK_SLOT2 = 0 (0x00000000) (uint32) [C534](ID 24) TURNTOTARGETCORRECTION_TYPE0 = 1 (0x00000001) (uint32) [C535](ID 30) TURNTOTARGETCORRECTION_STARTTIME1 = 0.000 (fp4) [C536](ID 31) TURNTOTARGETCORRECTION_ENDTIME1 = 0.100 (fp4) [C537](ID 32) TURNTOTARGETCORRECTION_OFFSET1 = 0.000 (fp4) [C538](ID 34) TURNTOTARGETCORRECTION_TYPE1 = 1 (0x00000001) (uint32) [C539](ID 40) TURNTOTARGETCORRECTION_STARTTIME2 = 0.000 (fp4) [C540](ID 41) TURNTOTARGETCORRECTION_ENDTIME2 = 0.100 (fp4) [C541](ID 42) TURNTOTARGETCORRECTION_OFFSET2 = 0.000 (fp4) [C542](ID 44) TURNTOTARGETCORRECTION_TYPE2 = 1 (0x00000001) (uint32) [C543](ID 10) STATEGROUP = 20 (0x00000014) (uint32) [C544](ID 13) POINTOFINTEREST = 1 (0x00000001) (uint32) [C545](ID 81) RIGHTSLOT = 0 (0x00000000) (uint32) [C546](ID 80) LEFTSLOT = 1 (0x00000001) (uint32) Priority = 0 nAnimLayers = 1 iBaseAnimLayer = 41 iLoopControlAnimLayer = 0 AnimLayers: [L041] iBaseNode = 293 iBaseAction = 197 iBasePropertyParam = 14 NodeTree: [N293] (ANIMLOOPTIME = 0.900) |-[N294] (ATTACK(4100.000) != 0.000) | |-[A197] TokenCUR -> State42 (FIGHT_ATTACK_SUPERHEAVY) | | `-[E013] CONSUMEATTACK(1.000) | `-[N295] (ANIMLOOPTIME > 0.900) | |-[A198] TokenCUR -> State33 (FIGHT_ATTACK_EXIT) | `-[N296] (ANIMLOOPCOUNT >= 1.000) | |-[A199] TokenCUR -> State33 (FIGHT_ATTACK_EXIT) | `-[FAIL] `-[N295] (ANIMLOOPTIME > 0.900) |-[A198] TokenCUR -> State33 (FIGHT_ATTACK_EXIT) `-[N296] (ANIMLOOPCOUNT >= 1.000) |-[A199] TokenCUR -> State33 (FIGHT_ATTACK_EXIT) `-[FAIL] } - - - - - - - - - - - - - - - - - - - - State42 (FIGHT_ATTACK_SUPERHEAVY) { Flags[0] = 0x00000000 <........ ........ ........ ........> Flags[1] = 0x00000000 <........ ........ ........ ........> iBaseConstant = 547 nBaseConstants = 38 StateConstants: [C547](ID 50) ATTACK_ATTACKID0 = 4100 (0x00001004) (uint32) [C548](ID 57) ATTACK_DAMAGEMULTIPLIER0 = 3.000 (fp4) [C549](ID 56) ATTACK_SLOT0 = 0 (0x00000000) (uint32) [C550](ID 53) ATTACK_RESPONSEID0_0 = -1.000 (fp4) [C551](ID 54) ATTACK_RESPONSEID0_1 = -1.000 (fp4) [C552](ID 55) ATTACK_RESPONSEID0_2 = -1.000 (fp4) [C553](ID 51) ATTACK_STARTTIME0 = 1.000 (fp4) [C554](ID 52) ATTACK_ENDTIME0 = 1.170 (fp4) [C555](ID 20) TURNTOTARGETCORRECTION_STARTTIME0 = 0.000 (fp4) [C556](ID 21) TURNTOTARGETCORRECTION_ENDTIME0 = 1.000 (fp4) [C557](ID 22) TURNTOTARGETCORRECTION_OFFSET0 = 0.800 (fp4) [C558](ID 16) POIOFFSET = 0.000 (fp4) [C559](ID 18) RESPONSEIMMUNE_STARTTIME = 999 (0x000003E7) (uint32) [C560](ID 19) RESPONSEIMMUNE_ENDTIME = 999 (0x000003E7) (uint32) [C567](ID 58) ATTACK_COLOR0 = 4210752 (0x00404040) (uint32) [C568](ID 68) ATTACK_COLOR1 = 4210752 (0x00404040) (uint32) [C569](ID 78) ATTACK_COLOR2 = 4210752 (0x00404040) (uint32) [C570](ID 66) ATTACK_SLOT1 = 0 (0x00000000) (uint32) [C571](ID 76) ATTACK_SLOT2 = 0 (0x00000000) (uint32) [C572](ID 24) TURNTOTARGETCORRECTION_TYPE0 = 1 (0x00000001) (uint32) [C573](ID 30) TURNTOTARGETCORRECTION_STARTTIME1 = 0.000 (fp4) [C574](ID 31) TURNTOTARGETCORRECTION_ENDTIME1 = 0.100 (fp4) [C575](ID 32) TURNTOTARGETCORRECTION_OFFSET1 = 0.000 (fp4) [C576](ID 34) TURNTOTARGETCORRECTION_TYPE1 = 1 (0x00000001) (uint32) [C577](ID 40) TURNTOTARGETCORRECTION_STARTTIME2 = 0.000 (fp4) [C578](ID 41) TURNTOTARGETCORRECTION_ENDTIME2 = 0.100 (fp4) [C579](ID 42) TURNTOTARGETCORRECTION_OFFSET2 = 0.000 (fp4) [C580](ID 44) TURNTOTARGETCORRECTION_TYPE2 = 1 (0x00000001) (uint32) [C581](ID 10) STATEGROUP = 20 (0x00000014) (uint32) [C582](ID 13) POINTOFINTEREST = 1 (0x00000001) (uint32) [C583](ID 81) RIGHTSLOT = 0 (0x00000000) (uint32) [C584](ID 80) LEFTSLOT = 1 (0x00000001) (uint32) Priority = 0 nAnimLayers = 1 iBaseAnimLayer = 42 iLoopControlAnimLayer = 0 AnimLayers: [L042] iBaseNode = 297 iBaseAction = 200 iBasePropertyParam = 16 NodeTree: [N297] (ANIMLOOPTIME = 1.450) |-[N298] (ATTACK(4100.000) != 0.000) | |-[A200] TokenCUR -> State43 (FIGHT_ATTACK_2SWEEPCOMBO) | | `-[E014] CONSUMEATTACK(1.000) | `-[N299] (ANIMLOOPTIME > 1.550) | |-[A201] TokenCUR -> State33 (FIGHT_ATTACK_EXIT) | `-[N300] (ANIMLOOPCOUNT >= 1.000) | |-[A202] TokenCUR -> State33 (FIGHT_ATTACK_EXIT) | `-[FAIL] `-[N299] (ANIMLOOPTIME > 1.550) |-[A201] TokenCUR -> State33 (FIGHT_ATTACK_EXIT) `-[N300] (ANIMLOOPCOUNT >= 1.000) |-[A202] TokenCUR -> State33 (FIGHT_ATTACK_EXIT) `-[FAIL] } - - - - - - - - - - - - - - - - - - - - State43 (FIGHT_ATTACK_2SWEEPCOMBO) { Flags[0] = 0x00000000 <........ ........ ........ ........> Flags[1] = 0x00000000 <........ ........ ........ ........> iBaseConstant = 585 nBaseConstants = 37 StateConstants: [C585](ID 50) ATTACK_ATTACKID0 = 4100 (0x00001004) (uint32) [C586](ID 57) ATTACK_DAMAGEMULTIPLIER0 = 3.000 (fp4) [C587](ID 56) ATTACK_SLOT0 = 0 (0x00000000) (uint32) [C588](ID 54) ATTACK_RESPONSEID0_1 = -1.000 (fp4) [C589](ID 55) ATTACK_RESPONSEID0_2 = -1.000 (fp4) [C590](ID 51) ATTACK_STARTTIME0 = 0.200 (fp4) [C591](ID 52) ATTACK_ENDTIME0 = 1.000 (fp4) [C592](ID 20) TURNTOTARGETCORRECTION_STARTTIME0 = 0.000 (fp4) [C593](ID 21) TURNTOTARGETCORRECTION_ENDTIME0 = 0.780 (fp4) [C594](ID 22) TURNTOTARGETCORRECTION_OFFSET0 = 0.000 (fp4) [C595](ID 16) POIOFFSET = 0.000 (fp4) [C596](ID 18) RESPONSEIMMUNE_STARTTIME = 999 (0x000003E7) (uint32) [C597](ID 19) RESPONSEIMMUNE_ENDTIME = 999 (0x000003E7) (uint32) [C604](ID 58) ATTACK_COLOR0 = 4210752 (0x00404040) (uint32) [C605](ID 68) ATTACK_COLOR1 = 4210752 (0x00404040) (uint32) [C606](ID 78) ATTACK_COLOR2 = 4210752 (0x00404040) (uint32) [C607](ID 66) ATTACK_SLOT1 = 0 (0x00000000) (uint32) [C608](ID 76) ATTACK_SLOT2 = 0 (0x00000000) (uint32) [C609](ID 24) TURNTOTARGETCORRECTION_TYPE0 = 1 (0x00000001) (uint32) [C610](ID 30) TURNTOTARGETCORRECTION_STARTTIME1 = 0.000 (fp4) [C611](ID 31) TURNTOTARGETCORRECTION_ENDTIME1 = 0.100 (fp4) [C612](ID 32) TURNTOTARGETCORRECTION_OFFSET1 = 0.000 (fp4) [C613](ID 34) TURNTOTARGETCORRECTION_TYPE1 = 1 (0x00000001) (uint32) [C614](ID 40) TURNTOTARGETCORRECTION_STARTTIME2 = 0.000 (fp4) [C615](ID 41) TURNTOTARGETCORRECTION_ENDTIME2 = 0.100 (fp4) [C616](ID 42) TURNTOTARGETCORRECTION_OFFSET2 = 0.000 (fp4) [C617](ID 44) TURNTOTARGETCORRECTION_TYPE2 = 1 (0x00000001) (uint32) [C618](ID 10) STATEGROUP = 20 (0x00000014) (uint32) [C619](ID 13) POINTOFINTEREST = 1 (0x00000001) (uint32) [C620](ID 81) RIGHTSLOT = 0 (0x00000000) (uint32) [C621](ID 80) LEFTSLOT = 1 (0x00000001) (uint32) Priority = 0 nAnimLayers = 1 iBaseAnimLayer = 43 iLoopControlAnimLayer = 0 AnimLayers: [L043] iBaseNode = 301 iBaseAction = 203 iBasePropertyParam = 17 NodeTree: [N301] (ANIMLOOPTIME > 1.450) |-[A203] TokenCUR -> State33 (FIGHT_ATTACK_EXIT) `-[N302] (ANIMLOOPCOUNT >= 1.000) |-[A204] TokenCUR -> State33 (FIGHT_ATTACK_EXIT) `-[FAIL] } - - - - - - - - - - - - - - - - - - - - State44 (FIGHT_ATTACK_SPECIALSWITCH) { Flags[0] = 0x00000000 <........ ........ ........ ........> Flags[1] = 0x00000000 <........ ........ ........ ........> iBaseConstant = 622 nBaseConstants = 4 StateConstants: [C622](ID 10) STATEGROUP = 276 (0x00000114) (uint32) [C623](ID 13) POINTOFINTEREST = 1 (0x00000001) (uint32) [C624](ID 81) RIGHTSLOT = 0 (0x00000000) (uint32) [C625](ID 80) LEFTSLOT = 1 (0x00000001) (uint32) Priority = 0 nAnimLayers = 1 iBaseAnimLayer = 44 iLoopControlAnimLayer = 0 AnimLayers: [L044] iBaseNode = 303 iBaseAction = 205 iBasePropertyParam = 21 NodeTree: [N303] (ATTACK(4104.000) != 0.000) |-[A205] TokenCUR -> State45 (FIGHT_ATTACK_SPECIAL0) | `-[E015] CONSUMEATTACK(1.000) `-[N304] (ATTACK(4112.000) != 0.000) |-[A206] TokenCUR -> State46 (FIGHT_ATTACK_SPECIAL1) | `-[E016] CONSUMEATTACK(1.000) `-[N305] (ATTACK(4128.000) != 0.000) |-[A207] TokenCUR -> State47 (FIGHT_ATTACK_SPECIAL2) | `-[E017] CONSUMEATTACK(1.000) `-[N306] (ATTACK(4160.000) != 0.000) |-[A208] TokenCUR -> State48 (FIGHT_ATTACK_SPECIAL3) | `-[E018] CONSUMEATTACK(1.000) `-[FAIL] } - - - - - - - - - - - - - - - - - - - - State45 (FIGHT_ATTACK_SPECIAL0) { Flags[0] = 0x00000000 <........ ........ ........ ........> Flags[1] = 0x00000000 <........ ........ ........ ........> iBaseConstant = 626 nBaseConstants = 54 StateConstants: [C626](ID 16) POIOFFSET = 0.000 (fp4) [C627](ID 18) RESPONSEIMMUNE_STARTTIME = 999 (0x000003E7) (uint32) [C628](ID 19) RESPONSEIMMUNE_ENDTIME = 999 (0x000003E7) (uint32) [C629](ID 50) ATTACK_ATTACKID0 = 2 (0x00000002) (uint32) [C630](ID 53) ATTACK_RESPONSEID0_0 = -1.000 (fp4) [C631](ID 54) ATTACK_RESPONSEID0_1 = -1.000 (fp4) [C632](ID 55) ATTACK_RESPONSEID0_2 = -1.000 (fp4) [C633](ID 57) ATTACK_DAMAGEMULTIPLIER0 = 1.500 (fp4) [C634](ID 56) ATTACK_SLOT0 = 0 (0x00000000) (uint32) [C635](ID 51) ATTACK_STARTTIME0 = 0.750 (fp4) [C636](ID 52) ATTACK_ENDTIME0 = 1.600 (fp4) [C637](ID 20) TURNTOTARGETCORRECTION_STARTTIME0 = 0.300 (fp4) [C638](ID 21) TURNTOTARGETCORRECTION_ENDTIME0 = 0.500 (fp4) [C639](ID 22) TURNTOTARGETCORRECTION_OFFSET0 = 0.000 (fp4) [C640](ID 60) ATTACK_ATTACKID1 = 2 (0x00000002) (uint32) [C641](ID 63) ATTACK_RESPONSEID1_0 = -1.000 (fp4) [C642](ID 64) ATTACK_RESPONSEID1_1 = -1.000 (fp4) [C643](ID 65) ATTACK_RESPONSEID1_2 = -1.000 (fp4) [C644](ID 67) ATTACK_DAMAGEMULTIPLIER1 = 1.000 (fp4) [C645](ID 66) ATTACK_SLOT1 = 0 (0x00000000) (uint32) [C646](ID 61) ATTACK_STARTTIME1 = 1.700 (fp4) [C647](ID 62) ATTACK_ENDTIME1 = 2.500 (fp4) [C648](ID 30) TURNTOTARGETCORRECTION_STARTTIME1 = 1.700 (fp4) [C649](ID 31) TURNTOTARGETCORRECTION_ENDTIME1 = 1.900 (fp4) [C650](ID 32) TURNTOTARGETCORRECTION_OFFSET1 = 0.000 (fp4) [C651](ID 70) ATTACK_ATTACKID2 = 4100 (0x00001004) (uint32) [C652](ID 73) ATTACK_RESPONSEID2_0 = -1.000 (fp4) [C653](ID 74) ATTACK_RESPONSEID2_1 = -1.000 (fp4) [C654](ID 75) ATTACK_RESPONSEID2_2 = -1.000 (fp4) [C655](ID 77) ATTACK_DAMAGEMULTIPLIER2 = 1.000 (fp4) [C656](ID 76) ATTACK_SLOT2 = 0 (0x00000000) (uint32) [C657](ID 71) ATTACK_STARTTIME2 = 2.600 (fp4) [C658](ID 72) ATTACK_ENDTIME2 = 2.900 (fp4) [C659](ID 40) TURNTOTARGETCORRECTION_STARTTIME2 = 2.300 (fp4) [C660](ID 41) TURNTOTARGETCORRECTION_ENDTIME2 = 2.500 (fp4) [C661](ID 42) TURNTOTARGETCORRECTION_OFFSET2 = 0.000 (fp4) [C670](ID 58) ATTACK_COLOR0 = 4210752 (0x00404040) (uint32) [C671](ID 68) ATTACK_COLOR1 = 4210752 (0x00404040) (uint32) [C672](ID 78) ATTACK_COLOR2 = 4210752 (0x00404040) (uint32) [C673](ID 24) TURNTOTARGETCORRECTION_TYPE0 = 1 (0x00000001) (uint32) [C674](ID 34) TURNTOTARGETCORRECTION_TYPE1 = 1 (0x00000001) (uint32) [C675](ID 44) TURNTOTARGETCORRECTION_TYPE2 = 1 (0x00000001) (uint32) [C676](ID 10) STATEGROUP = 20 (0x00000014) (uint32) [C677](ID 13) POINTOFINTEREST = 1 (0x00000001) (uint32) [C678](ID 81) RIGHTSLOT = 0 (0x00000000) (uint32) [C679](ID 80) LEFTSLOT = 1 (0x00000001) (uint32) Priority = 0 nAnimLayers = 1 iBaseAnimLayer = 45 iLoopControlAnimLayer = 0 AnimLayers: [L045] iBaseNode = 307 iBaseAction = 209 iBasePropertyParam = 25 NodeTree: [N307] (ANIMLOOPTIME > 999.000) |-[A209] TokenCUR -> State33 (FIGHT_ATTACK_EXIT) `-[N308] (ANIMLOOPCOUNT >= 1.000) |-[A210] TokenCUR -> State33 (FIGHT_ATTACK_EXIT) `-[N309] (DISTANCETOTARGET > 9999.000) |-[A211] TokenCUR -> State33 (FIGHT_ATTACK_EXIT) `-[FAIL] } - - - - - - - - - - - - - - - - - - - - State46 (FIGHT_ATTACK_SPECIAL1) { Flags[0] = 0x00000000 <........ ........ ........ ........> Flags[1] = 0x00000000 <........ ........ ........ ........> iBaseConstant = 680 nBaseConstants = 54 StateConstants: [C680](ID 16) POIOFFSET = 0.000 (fp4) [C681](ID 18) RESPONSEIMMUNE_STARTTIME = 999 (0x000003E7) (uint32) [C682](ID 19) RESPONSEIMMUNE_ENDTIME = 999 (0x000003E7) (uint32) [C683](ID 50) ATTACK_ATTACKID0 = 2 (0x00000002) (uint32) [C684](ID 53) ATTACK_RESPONSEID0_0 = -1.000 (fp4) [C685](ID 54) ATTACK_RESPONSEID0_1 = -1.000 (fp4) [C686](ID 55) ATTACK_RESPONSEID0_2 = -1.000 (fp4) [C687](ID 57) ATTACK_DAMAGEMULTIPLIER0 = 2.000 (fp4) [C688](ID 56) ATTACK_SLOT0 = 0 (0x00000000) (uint32) [C689](ID 51) ATTACK_STARTTIME0 = 0.350 (fp4) [C690](ID 52) ATTACK_ENDTIME0 = 0.600 (fp4) [C691](ID 20) TURNTOTARGETCORRECTION_STARTTIME0 = 0.300 (fp4) [C692](ID 21) TURNTOTARGETCORRECTION_ENDTIME0 = 0.400 (fp4) [C693](ID 22) TURNTOTARGETCORRECTION_OFFSET0 = 0.000 (fp4) [C694](ID 60) ATTACK_ATTACKID1 = 4100 (0x00001004) (uint32) [C695](ID 63) ATTACK_RESPONSEID1_0 = -1.000 (fp4) [C696](ID 64) ATTACK_RESPONSEID1_1 = -1.000 (fp4) [C697](ID 65) ATTACK_RESPONSEID1_2 = -1.000 (fp4) [C698](ID 67) ATTACK_DAMAGEMULTIPLIER1 = 1.000 (fp4) [C699](ID 66) ATTACK_SLOT1 = 0 (0x00000000) (uint32) [C700](ID 61) ATTACK_STARTTIME1 = 0.900 (fp4) [C701](ID 62) ATTACK_ENDTIME1 = 1.200 (fp4) [C702](ID 30) TURNTOTARGETCORRECTION_STARTTIME1 = 0.500 (fp4) [C703](ID 31) TURNTOTARGETCORRECTION_ENDTIME1 = 1.000 (fp4) [C704](ID 32) TURNTOTARGETCORRECTION_OFFSET1 = 0.000 (fp4) [C705](ID 70) ATTACK_ATTACKID2 = 0 (0x00000000) (uint32) [C706](ID 73) ATTACK_RESPONSEID2_0 = -1.000 (fp4) [C707](ID 74) ATTACK_RESPONSEID2_1 = -1.000 (fp4) [C708](ID 75) ATTACK_RESPONSEID2_2 = -1.000 (fp4) [C709](ID 77) ATTACK_DAMAGEMULTIPLIER2 = 1.000 (fp4) [C710](ID 76) ATTACK_SLOT2 = -8.000 (fp4) [C711](ID 71) ATTACK_STARTTIME2 = 999 (0x000003E7) (uint32) [C712](ID 72) ATTACK_ENDTIME2 = 999 (0x000003E7) (uint32) [C713](ID 40) TURNTOTARGETCORRECTION_STARTTIME2 = 999 (0x000003E7) (uint32) [C714](ID 41) TURNTOTARGETCORRECTION_ENDTIME2 = 999 (0x000003E7) (uint32) [C715](ID 42) TURNTOTARGETCORRECTION_OFFSET2 = 0 (0x00000000) (uint32) [C724](ID 58) ATTACK_COLOR0 = 4210752 (0x00404040) (uint32) [C725](ID 68) ATTACK_COLOR1 = 4210752 (0x00404040) (uint32) [C726](ID 78) ATTACK_COLOR2 = 4210752 (0x00404040) (uint32) [C727](ID 24) TURNTOTARGETCORRECTION_TYPE0 = 1 (0x00000001) (uint32) [C728](ID 34) TURNTOTARGETCORRECTION_TYPE1 = 1 (0x00000001) (uint32) [C729](ID 44) TURNTOTARGETCORRECTION_TYPE2 = 1 (0x00000001) (uint32) [C730](ID 10) STATEGROUP = 20 (0x00000014) (uint32) [C731](ID 13) POINTOFINTEREST = 1 (0x00000001) (uint32) [C732](ID 81) RIGHTSLOT = 0 (0x00000000) (uint32) [C733](ID 80) LEFTSLOT = 1 (0x00000001) (uint32) Priority = 0 nAnimLayers = 1 iBaseAnimLayer = 46 iLoopControlAnimLayer = 0 AnimLayers: [L046] iBaseNode = 310 iBaseAction = 212 iBasePropertyParam = 25 NodeTree: [N310] (ANIMLOOPTIME > 999.000) |-[A212] TokenCUR -> State33 (FIGHT_ATTACK_EXIT) `-[N311] (ANIMLOOPCOUNT >= 1.000) |-[A213] TokenCUR -> State33 (FIGHT_ATTACK_EXIT) `-[N312] (DISTANCETOTARGET > 9999.000) |-[A214] TokenCUR -> State33 (FIGHT_ATTACK_EXIT) `-[FAIL] } - - - - - - - - - - - - - - - - - - - - State47 (FIGHT_ATTACK_SPECIAL2) { Flags[0] = 0x00000000 <........ ........ ........ ........> Flags[1] = 0x00000000 <........ ........ ........ ........> iBaseConstant = 734 nBaseConstants = 54 StateConstants: [C734](ID 16) POIOFFSET = 0.000 (fp4) [C735](ID 18) RESPONSEIMMUNE_STARTTIME = 999 (0x000003E7) (uint32) [C736](ID 19) RESPONSEIMMUNE_ENDTIME = 999 (0x000003E7) (uint32) [C737](ID 50) ATTACK_ATTACKID0 = 4100 (0x00001004) (uint32) [C738](ID 53) ATTACK_RESPONSEID0_0 = -1.000 (fp4) [C739](ID 54) ATTACK_RESPONSEID0_1 = -1.000 (fp4) [C740](ID 55) ATTACK_RESPONSEID0_2 = -1.000 (fp4) [C741](ID 57) ATTACK_DAMAGEMULTIPLIER0 = 1.000 (fp4) [C742](ID 56) ATTACK_SLOT0 = 0 (0x00000000) (uint32) [C743](ID 51) ATTACK_STARTTIME0 = 0.200 (fp4) [C744](ID 52) ATTACK_ENDTIME0 = 0.950 (fp4) [C745](ID 20) TURNTOTARGETCORRECTION_STARTTIME0 = 0.350 (fp4) [C746](ID 21) TURNTOTARGETCORRECTION_ENDTIME0 = 0.550 (fp4) [C747](ID 22) TURNTOTARGETCORRECTION_OFFSET0 = 0.000 (fp4) [C748](ID 60) ATTACK_ATTACKID1 = 0 (0x00000000) (uint32) [C749](ID 63) ATTACK_RESPONSEID1_0 = -1.000 (fp4) [C750](ID 64) ATTACK_RESPONSEID1_1 = -1.000 (fp4) [C751](ID 65) ATTACK_RESPONSEID1_2 = -1.000 (fp4) [C752](ID 67) ATTACK_DAMAGEMULTIPLIER1 = 1.000 (fp4) [C753](ID 66) ATTACK_SLOT1 = -8.000 (fp4) [C754](ID 61) ATTACK_STARTTIME1 = 999 (0x000003E7) (uint32) [C755](ID 62) ATTACK_ENDTIME1 = 999 (0x000003E7) (uint32) [C756](ID 30) TURNTOTARGETCORRECTION_STARTTIME1 = 999 (0x000003E7) (uint32) [C757](ID 31) TURNTOTARGETCORRECTION_ENDTIME1 = 999 (0x000003E7) (uint32) [C758](ID 32) TURNTOTARGETCORRECTION_OFFSET1 = 0 (0x00000000) (uint32) [C759](ID 70) ATTACK_ATTACKID2 = 0 (0x00000000) (uint32) [C760](ID 73) ATTACK_RESPONSEID2_0 = -1.000 (fp4) [C761](ID 74) ATTACK_RESPONSEID2_1 = -1.000 (fp4) [C762](ID 75) ATTACK_RESPONSEID2_2 = -1.000 (fp4) [C763](ID 77) ATTACK_DAMAGEMULTIPLIER2 = 1.000 (fp4) [C764](ID 76) ATTACK_SLOT2 = -8.000 (fp4) [C765](ID 71) ATTACK_STARTTIME2 = 999 (0x000003E7) (uint32) [C766](ID 72) ATTACK_ENDTIME2 = 999 (0x000003E7) (uint32) [C767](ID 40) TURNTOTARGETCORRECTION_STARTTIME2 = 999 (0x000003E7) (uint32) [C768](ID 41) TURNTOTARGETCORRECTION_ENDTIME2 = 999 (0x000003E7) (uint32) [C769](ID 42) TURNTOTARGETCORRECTION_OFFSET2 = 0 (0x00000000) (uint32) [C778](ID 58) ATTACK_COLOR0 = 4210752 (0x00404040) (uint32) [C779](ID 68) ATTACK_COLOR1 = 4210752 (0x00404040) (uint32) [C780](ID 78) ATTACK_COLOR2 = 4210752 (0x00404040) (uint32) [C781](ID 24) TURNTOTARGETCORRECTION_TYPE0 = 1 (0x00000001) (uint32) [C782](ID 34) TURNTOTARGETCORRECTION_TYPE1 = 1 (0x00000001) (uint32) [C783](ID 44) TURNTOTARGETCORRECTION_TYPE2 = 1 (0x00000001) (uint32) [C784](ID 10) STATEGROUP = 20 (0x00000014) (uint32) [C785](ID 13) POINTOFINTEREST = 1 (0x00000001) (uint32) [C786](ID 81) RIGHTSLOT = 0 (0x00000000) (uint32) [C787](ID 80) LEFTSLOT = 1 (0x00000001) (uint32) Priority = 0 nAnimLayers = 1 iBaseAnimLayer = 47 iLoopControlAnimLayer = 0 AnimLayers: [L047] iBaseNode = 313 iBaseAction = 215 iBasePropertyParam = 25 NodeTree: [N313] (ANIMLOOPTIME > 999.000) |-[A215] TokenCUR -> State33 (FIGHT_ATTACK_EXIT) `-[N314] (ANIMLOOPCOUNT >= 1.000) |-[A216] TokenCUR -> State33 (FIGHT_ATTACK_EXIT) `-[N315] (DISTANCETOTARGET > 9999.000) |-[A217] TokenCUR -> State33 (FIGHT_ATTACK_EXIT) `-[FAIL] } - - - - - - - - - - - - - - - - - - - - State48 (FIGHT_ATTACK_SPECIAL3) { Flags[0] = 0x00000000 <........ ........ ........ ........> Flags[1] = 0x00000000 <........ ........ ........ ........> iBaseConstant = 788 nBaseConstants = 54 StateConstants: [C788](ID 16) POIOFFSET = 0.000 (fp4) [C789](ID 18) RESPONSEIMMUNE_STARTTIME = 0.000 (fp4) [C790](ID 19) RESPONSEIMMUNE_ENDTIME = 0.900 (fp4) [C791](ID 50) ATTACK_ATTACKID0 = 4100 (0x00001004) (uint32) [C792](ID 53) ATTACK_RESPONSEID0_0 = -1.000 (fp4) [C793](ID 54) ATTACK_RESPONSEID0_1 = -1.000 (fp4) [C794](ID 55) ATTACK_RESPONSEID0_2 = -1.000 (fp4) [C795](ID 57) ATTACK_DAMAGEMULTIPLIER0 = 1.200 (fp4) [C796](ID 56) ATTACK_SLOT0 = 0 (0x00000000) (uint32) [C797](ID 51) ATTACK_STARTTIME0 = 0.250 (fp4) [C798](ID 52) ATTACK_ENDTIME0 = 0.600 (fp4) [C799](ID 20) TURNTOTARGETCORRECTION_STARTTIME0 = 0.300 (fp4) [C800](ID 21) TURNTOTARGETCORRECTION_ENDTIME0 = 0.650 (fp4) [C801](ID 22) TURNTOTARGETCORRECTION_OFFSET0 = 0.000 (fp4) [C802](ID 60) ATTACK_ATTACKID1 = 2 (0x00000002) (uint32) [C803](ID 63) ATTACK_RESPONSEID1_0 = -1.000 (fp4) [C804](ID 64) ATTACK_RESPONSEID1_1 = -1.000 (fp4) [C805](ID 65) ATTACK_RESPONSEID1_2 = -1.000 (fp4) [C806](ID 67) ATTACK_DAMAGEMULTIPLIER1 = 1.000 (fp4) [C807](ID 66) ATTACK_SLOT1 = 0 (0x00000000) (uint32) [C808](ID 61) ATTACK_STARTTIME1 = 0.750 (fp4) [C809](ID 62) ATTACK_ENDTIME1 = 0.940 (fp4) [C810](ID 30) TURNTOTARGETCORRECTION_STARTTIME1 = 0.750 (fp4) [C811](ID 31) TURNTOTARGETCORRECTION_ENDTIME1 = 0.940 (fp4) [C812](ID 32) TURNTOTARGETCORRECTION_OFFSET1 = 0.000 (fp4) [C813](ID 70) ATTACK_ATTACKID2 = 0 (0x00000000) (uint32) [C814](ID 73) ATTACK_RESPONSEID2_0 = -1.000 (fp4) [C815](ID 74) ATTACK_RESPONSEID2_1 = -1.000 (fp4) [C816](ID 75) ATTACK_RESPONSEID2_2 = -1.000 (fp4) [C817](ID 77) ATTACK_DAMAGEMULTIPLIER2 = 1.000 (fp4) [C818](ID 76) ATTACK_SLOT2 = -8.000 (fp4) [C819](ID 71) ATTACK_STARTTIME2 = 999 (0x000003E7) (uint32) [C820](ID 72) ATTACK_ENDTIME2 = 999 (0x000003E7) (uint32) [C821](ID 40) TURNTOTARGETCORRECTION_STARTTIME2 = 999 (0x000003E7) (uint32) [C822](ID 41) TURNTOTARGETCORRECTION_ENDTIME2 = 999 (0x000003E7) (uint32) [C823](ID 42) TURNTOTARGETCORRECTION_OFFSET2 = 0 (0x00000000) (uint32) [C832](ID 58) ATTACK_COLOR0 = 4210752 (0x00404040) (uint32) [C833](ID 68) ATTACK_COLOR1 = 4210752 (0x00404040) (uint32) [C834](ID 78) ATTACK_COLOR2 = 4210752 (0x00404040) (uint32) [C835](ID 24) TURNTOTARGETCORRECTION_TYPE0 = 1 (0x00000001) (uint32) [C836](ID 34) TURNTOTARGETCORRECTION_TYPE1 = 1 (0x00000001) (uint32) [C837](ID 44) TURNTOTARGETCORRECTION_TYPE2 = 1 (0x00000001) (uint32) [C838](ID 10) STATEGROUP = 20 (0x00000014) (uint32) [C839](ID 13) POINTOFINTEREST = 1 (0x00000001) (uint32) [C840](ID 81) RIGHTSLOT = 0 (0x00000000) (uint32) [C841](ID 80) LEFTSLOT = 1 (0x00000001) (uint32) Priority = 0 nAnimLayers = 1 iBaseAnimLayer = 48 iLoopControlAnimLayer = 0 AnimLayers: [L048] iBaseNode = 316 iBaseAction = 218 iBasePropertyParam = 25 NodeTree: [N316] (ANIMLOOPTIME > 999.000) |-[A218] TokenCUR -> State33 (FIGHT_ATTACK_EXIT) `-[N317] (ANIMLOOPCOUNT >= 1.000) |-[A219] TokenCUR -> State33 (FIGHT_ATTACK_EXIT) `-[N318] (DISTANCETOTARGET > 9999.000) |-[A220] TokenCUR -> State33 (FIGHT_ATTACK_EXIT) `-[FAIL] } - - - - - - - - - - - - - - - - - - - - State49 (DIVINE_ENTER) { Flags[0] = 0x00000000 <........ ........ ........ ........> Flags[1] = 0x00000000 <........ ........ ........ ........> iBaseConstant = 842 nBaseConstants = 7 StateConstants: [C846](ID 2) TURNCONTROLSCALE = 0.100 (fp4) [C847](ID 3) TURNCONTROLMAX = 0.050 (fp4) [C848](ID 10) STATEGROUP = 512 (0x00000200) (uint32) Priority = 0 nAnimLayers = 1 iBaseAnimLayer = 49 iLoopControlAnimLayer = 0 AnimLayers: [L049] iBaseNode = 319 iBaseAction = 221 iBasePropertyParam = 31 NodeTree: [N319] (STATETIME = 0.000) |-[A221] | `-[E019] PERFORMDIVINEPOWER(6.000) `-[N320] (ANIMLOOPCOUNT >= 1.000) |-[A222] TokenCUR -> State50 (DIVINE_IDLE) `-[N321] (ANIMLOOPTIME > 0.550) |-[A223] TokenCUR -> State50 (DIVINE_IDLE) `-[N322] (ACTION != 4.000) |-[A224] TokenCUR -> State51 (DIVINE_ABORT) | `-[E020] PERFORMDIVINEPOWER(7.000) `-[N323] (DIVINE = 1.000) |-[A225] TokenCUR -> State53 (DIVINE_HEALING) | `-[E021] PERFORMDIVINEPOWER(7.000) `-[N324] (DIVINE = 2.000) |-[A226] TokenCUR -> State54 (DIVINE_AURA) | `-[E022] PERFORMDIVINEPOWER(7.000) `-[N325] (DIVINE = 3.000) |-[A227] TokenCUR -> State55 (DIVINE_SHOCKWAVE) | `-[E023] PERFORMDIVINEPOWER(7.000) `-[N326] (DIVINE = 4.000) |-[A228] TokenCUR -> State56 (DIVINE_BOLTS) | `-[E024] PERFORMDIVINEPOWER(7.000) `-[FAIL] } - - - - - - - - - - - - - - - - - - - - State50 (DIVINE_IDLE) { Flags[0] = 0x00000000 <........ ........ ........ ........> Flags[1] = 0x00000000 <........ ........ ........ ........> iBaseConstant = 849 nBaseConstants = 7 StateConstants: [C853](ID 2) TURNCONTROLSCALE = 0.100 (fp4) [C854](ID 3) TURNCONTROLMAX = 0.050 (fp4) [C855](ID 10) STATEGROUP = 512 (0x00000200) (uint32) Priority = 0 nAnimLayers = 1 iBaseAnimLayer = 50 iLoopControlAnimLayer = 0 AnimLayers: [L050] iBaseNode = 327 iBaseAction = 229 iBasePropertyParam = 36 NodeTree: [N327] (ACTION != 4.000) |-[A229] TokenCUR -> State51 (DIVINE_ABORT) | `-[E025] PERFORMDIVINEPOWER(7.000) `-[N328] (DIVINE = 1.000) |-[A230] TokenCUR -> State53 (DIVINE_HEALING) | `-[E026] PERFORMDIVINEPOWER(7.000) `-[N329] (DIVINE = 2.000) |-[A231] TokenCUR -> State54 (DIVINE_AURA) | `-[E027] PERFORMDIVINEPOWER(7.000) `-[N330] (DIVINE = 3.000) |-[A232] TokenCUR -> State55 (DIVINE_SHOCKWAVE) | `-[E028] PERFORMDIVINEPOWER(7.000) `-[N331] (DIVINE = 4.000) |-[A233] TokenCUR -> State56 (DIVINE_BOLTS) | `-[E029] PERFORMDIVINEPOWER(7.000) `-[FAIL] } - - - - - - - - - - - - - - - - - - - - State51 (DIVINE_ABORT) { Flags[0] = 0x00000000 <........ ........ ........ ........> Flags[1] = 0x00000000 <........ ........ ........ ........> iBaseConstant = 856 nBaseConstants = 7 StateConstants: [C860](ID 2) TURNCONTROLSCALE = 0.100 (fp4) [C861](ID 3) TURNCONTROLMAX = 0.050 (fp4) [C862](ID 10) STATEGROUP = 512 (0x00000200) (uint32) Priority = 0 nAnimLayers = 1 iBaseAnimLayer = 51 iLoopControlAnimLayer = 0 AnimLayers: [L051] iBaseNode = 332 iBaseAction = 234 iBasePropertyParam = 37 NodeTree: [N332] (STATETIME = 0.000) |-[A234] | `-[E030] PERFORMDIVINEPOWER(7.000) `-[N333] (ANIMLOOPCOUNT >= 1.000) |-[A235] TokenCUR -> State52 (DIVINE_LEAVE) `-[N334] (ANIMLOOPTIME >= 999.000) |-[A236] TokenCUR -> State52 (DIVINE_LEAVE) `-[FAIL] } - - - - - - - - - - - - - - - - - - - - State52 (DIVINE_LEAVE) { Flags[0] = 0x00000000 <........ ........ ........ ........> Flags[1] = 0x00000000 <........ ........ ........ ........> iBaseConstant = 863 nBaseConstants = 1 StateConstants: [C863](ID 10) STATEGROUP = 512 (0x00000200) (uint32) Priority = 0 nAnimLayers = 1 iBaseAnimLayer = 52 iLoopControlAnimLayer = 0 AnimLayers: [L052] iBaseNode = 335 iBaseAction = 237 iBasePropertyParam = 37 NodeTree: [N335] (STATETIME = 0.000) |-[A237] TokenCUR -> State1 (ACTIONSWITCH) | `-[E031] CONSUMEDIVINEPOWER `-[FAIL] } - - - - - - - - - - - - - - - - - - - - State53 (DIVINE_HEALING) { Flags[0] = 0x00000000 <........ ........ ........ ........> Flags[1] = 0x00000000 <........ ........ ........ ........> iBaseConstant = 864 nBaseConstants = 9 StateConstants: [C872](ID 10) STATEGROUP = 512 (0x00000200) (uint32) Priority = 0 nAnimLayers = 1 iBaseAnimLayer = 53 iLoopControlAnimLayer = 0 AnimLayers: [L053] iBaseNode = 336 iBaseAction = 238 iBasePropertyParam = 42 NodeTree: [N336] (STATETIME = 0.000) |-[A238] | `-[E032] PERFORMDIVINEPOWER(1.000) `-[N337] (ANIMLOOPTIME = 0.600) |-[A239] | `-[E033] PERFORMDIVINEPOWER(2.000) `-[N338] (ANIMLOOPTIME = 2.100) |-[A240] | `-[E034] PERFORMDIVINEPOWER(3.000) `-[N339] (ANIMLOOPTIME = -1.100) |-[A241] | `-[E035] PERFORMDIVINEPOWER(4.000) `-[N340] (ANIMLOOPTIME >= 3.200) |-[A242] TokenCUR -> State52 (DIVINE_LEAVE) | `-[E036] PERFORMDIVINEPOWER(5.000) `-[FAIL] } - - - - - - - - - - - - - - - - - - - - State54 (DIVINE_AURA) { Flags[0] = 0x00000000 <........ ........ ........ ........> Flags[1] = 0x00000000 <........ ........ ........ ........> iBaseConstant = 873 nBaseConstants = 9 StateConstants: [C881](ID 10) STATEGROUP = 512 (0x00000200) (uint32) Priority = 0 nAnimLayers = 1 iBaseAnimLayer = 54 iLoopControlAnimLayer = 0 AnimLayers: [L054] iBaseNode = 341 iBaseAction = 243 iBasePropertyParam = 47 NodeTree: [N341] (STATETIME = 0.000) |-[A243] | `-[E037] PERFORMDIVINEPOWER(1.000) `-[N342] (ANIMLOOPTIME = 0.900) |-[A244] | `-[E038] PERFORMDIVINEPOWER(2.000) `-[N343] (ANIMLOOPTIME = 1.650) |-[A245] | `-[E039] PERFORMDIVINEPOWER(3.000) `-[N344] (ANIMLOOPTIME = -1.100) |-[A246] | `-[E040] PERFORMDIVINEPOWER(4.000) `-[N345] (ANIMLOOPTIME >= 2.700) |-[A247] TokenCUR -> State52 (DIVINE_LEAVE) | `-[E041] PERFORMDIVINEPOWER(5.000) `-[FAIL] } - - - - - - - - - - - - - - - - - - - - State55 (DIVINE_SHOCKWAVE) { Flags[0] = 0x00000000 <........ ........ ........ ........> Flags[1] = 0x00000000 <........ ........ ........ ........> iBaseConstant = 882 nBaseConstants = 9 StateConstants: [C890](ID 10) STATEGROUP = 512 (0x00000200) (uint32) Priority = 0 nAnimLayers = 1 iBaseAnimLayer = 55 iLoopControlAnimLayer = 0 AnimLayers: [L055] iBaseNode = 346 iBaseAction = 248 iBasePropertyParam = 52 NodeTree: [N346] (STATETIME = 0.000) |-[A248] | `-[E042] PERFORMDIVINEPOWER(1.000) `-[N347] (ANIMLOOPTIME = 0.650) |-[A249] | `-[E043] PERFORMDIVINEPOWER(2.000) `-[N348] (ANIMLOOPTIME = 1.500) |-[A250] | `-[E044] PERFORMDIVINEPOWER(3.000) `-[N349] (ANIMLOOPTIME = -1.100) |-[A251] | `-[E045] PERFORMDIVINEPOWER(4.000) `-[N350] (ANIMLOOPTIME >= 2.700) |-[A252] TokenCUR -> State52 (DIVINE_LEAVE) | `-[E046] PERFORMDIVINEPOWER(5.000) `-[FAIL] } - - - - - - - - - - - - - - - - - - - - State56 (DIVINE_BOLTS) { Flags[0] = 0x00000000 <........ ........ ........ ........> Flags[1] = 0x00000000 <........ ........ ........ ........> iBaseConstant = 891 nBaseConstants = 9 StateConstants: [C899](ID 10) STATEGROUP = 512 (0x00000200) (uint32) Priority = 0 nAnimLayers = 1 iBaseAnimLayer = 56 iLoopControlAnimLayer = 0 AnimLayers: [L056] iBaseNode = 351 iBaseAction = 253 iBasePropertyParam = 57 NodeTree: [N351] (STATETIME = 0.000) |-[A253] | `-[E047] PERFORMDIVINEPOWER(1.000) `-[N352] (ANIMLOOPTIME = 0.850) |-[A254] | `-[E048] PERFORMDIVINEPOWER(2.000) `-[N353] (ANIMLOOPTIME = 0.950) |-[A255] | `-[E049] PERFORMDIVINEPOWER(3.000) `-[N354] (ANIMLOOPTIME = -1.100) |-[A256] | `-[E050] PERFORMDIVINEPOWER(4.000) `-[N355] (ANIMLOOPTIME >= 2.500) |-[A257] TokenCUR -> State52 (DIVINE_LEAVE) | `-[E051] PERFORMDIVINEPOWER(5.000) `-[FAIL] } - - - - - - - - - - - - - - - - - - - - State57 (BOW_ENTER) { Flags[0] = 0x00000000 <........ ........ ........ ........> Flags[1] = 0x00000000 <........ ........ ........ ........> iBaseConstant = 900 nBaseConstants = 0 StateConstants: (empty) Priority = 0 nAnimLayers = 1 iBaseAnimLayer = 57 iLoopControlAnimLayer = 0 AnimLayers: [L057] iBaseNode = 356 iBaseAction = 258 iBasePropertyParam = 57 NodeTree: [N356] (BOWHASARROW != 0.000) |-[N357] (ISBOT != 0.000) | |-[A258] TokenCUR -> State64 (BOW3P_ENTER) | `-[N358] (ISBOT = 0.000) | |-[A259] TokenCUR -> State59 (BOW1P_CHARGEDIDLE) | `-[FAIL] `-[FAIL] } - - - - - - - - - - - - - - - - - - - - State58 (BOW1P_LEAVE) { Flags[0] = 0x00000000 <........ ........ ........ ........> Flags[1] = 0x00000000 <........ ........ ........ ........> iBaseConstant = 900 nBaseConstants = 4 StateConstants: [C900](ID 12) VIEWMODE = 1 (0x00000001) (uint32) [C901](ID 10) STATEGROUP = 1024 (0x00000400) (uint32) [C902](ID 81) RIGHTSLOT = 2 (0x00000002) (uint32) [C903](ID 80) LEFTSLOT = -8.000 (fp4) Priority = 0 nAnimLayers = 1 iBaseAnimLayer = 58 iLoopControlAnimLayer = 0 AnimLayers: [L058] iBaseNode = 359 iBaseAction = 260 iBasePropertyParam = 57 NodeTree: [N359] (ANIMLOOPCOUNT >= 1.000) |-[A260] TokenCUR -> State1 (ACTIONSWITCH) `-[N360] (ACTION != 3.000) |-[A261] TokenCUR -> State1 (ACTIONSWITCH) `-[FAIL] } - - - - - - - - - - - - - - - - - - - - State59 (BOW1P_CHARGEDIDLE) { Flags[0] = 0x00000000 <........ ........ ........ ........> Flags[1] = 0x00000000 <........ ........ ........ ........> iBaseConstant = 904 nBaseConstants = 4 StateConstants: [C904](ID 12) VIEWMODE = 1 (0x00000001) (uint32) [C905](ID 10) STATEGROUP = 1024 (0x00000400) (uint32) [C906](ID 81) RIGHTSLOT = 2 (0x00000002) (uint32) [C907](ID 80) LEFTSLOT = -8.000 (fp4) Priority = 0 nAnimLayers = 1 iBaseAnimLayer = 59 iLoopControlAnimLayer = 0 AnimLayers: [L059] iBaseNode = 361 iBaseAction = 262 iBasePropertyParam = 57 NodeTree: [N361] (BOWFIREARROW != 0.000) |-[N362] (BOWHASARROW != 0.000) | |-[A262] TokenCUR -> State60 (BOW1P_SHOOTNRELOAD) | `-[N363] (ACTION != 3.000) | |-[A264] TokenCUR -> State58 (BOW1P_LEAVE) | `-[FAIL] `-[N363] (ACTION != 3.000) |-[A264] TokenCUR -> State58 (BOW1P_LEAVE) `-[FAIL] } - - - - - - - - - - - - - - - - - - - - State60 (BOW1P_SHOOTNRELOAD) { Flags[0] = 0x00000000 <........ ........ ........ ........> Flags[1] = 0x00000000 <........ ........ ........ ........> iBaseConstant = 908 nBaseConstants = 4 StateConstants: [C908](ID 12) VIEWMODE = 1 (0x00000001) (uint32) [C909](ID 10) STATEGROUP = 1024 (0x00000400) (uint32) [C910](ID 81) RIGHTSLOT = 2 (0x00000002) (uint32) [C911](ID 80) LEFTSLOT = -8.000 (fp4) Priority = 0 nAnimLayers = 1 iBaseAnimLayer = 60 iLoopControlAnimLayer = 0 AnimLayers: [L060] iBaseNode = 364 iBaseAction = 265 iBasePropertyParam = 58 NodeTree: [N364] (STATETIME = 0.000) |-[A265] | `-[E052] ACTIVATEITEM(13568.000) `-[N365] (ANIMLOOPCOUNT >= 1.000) |-[A266] TokenCUR -> State59 (BOW1P_CHARGEDIDLE) `-[N366] (ACTION != 3.000) |-[A267] TokenCUR -> State58 (BOW1P_LEAVE) `-[FAIL] } - - - - - - - - - - - - - - - - - - - - State61 (BOW1P_SHOOTNRELAX) { Flags[0] = 0x00000000 <........ ........ ........ ........> Flags[1] = 0x00000000 <........ ........ ........ ........> iBaseConstant = 912 nBaseConstants = 4 StateConstants: [C912](ID 12) VIEWMODE = 1 (0x00000001) (uint32) [C913](ID 10) STATEGROUP = 1024 (0x00000400) (uint32) [C914](ID 81) RIGHTSLOT = 2 (0x00000002) (uint32) [C915](ID 80) LEFTSLOT = -8.000 (fp4) Priority = 0 nAnimLayers = 1 iBaseAnimLayer = 61 iLoopControlAnimLayer = 0 AnimLayers: [L061] iBaseNode = 367 iBaseAction = 268 iBasePropertyParam = 59 NodeTree: [N367] (STATETIME = 0.000) |-[A268] | `-[E053] ACTIVATEITEM(13568.000) `-[N368] (ANIMLOOPCOUNT >= 1.000) |-[A269] TokenCUR -> State58 (BOW1P_LEAVE) `-[N369] (ACTION != 3.000) |-[A270] TokenCUR -> State58 (BOW1P_LEAVE) `-[FAIL] } - - - - - - - - - - - - - - - - - - - - State62 (RESPONSE_HURTBOW1P) { Flags[0] = 0x00000000 <........ ........ ........ ........> Flags[1] = 0x00000000 <........ ........ ........ ........> iBaseConstant = 916 nBaseConstants = 8 StateConstants: [C920](ID 10) STATEGROUP = 1180672 (0x00120400) (uint32) [C921](ID 12) VIEWMODE = 1 (0x00000001) (uint32) [C922](ID 81) RIGHTSLOT = 2 (0x00000002) (uint32) [C923](ID 80) LEFTSLOT = -8.000 (fp4) Priority = 0 nAnimLayers = 1 iBaseAnimLayer = 62 iLoopControlAnimLayer = 0 AnimLayers: [L062] iBaseNode = 370 iBaseAction = 271 iBasePropertyParam = 59 NodeTree: [N370] (ANIMLOOPCOUNT >= 1.000) |-[A271] TokenCUR -> State59 (BOW1P_CHARGEDIDLE) `-[FAIL] } - - - - - - - - - - - - - - - - - - - - State63 (RESPONSE_DEATHBOW1P) { Flags[0] = 0x00000000 <........ ........ ........ ........> Flags[1] = 0x00000000 <........ ........ ........ ........> iBaseConstant = 924 nBaseConstants = 8 StateConstants: [C928](ID 10) STATEGROUP = 1310720 (0x00140000) (uint32) [C929](ID 81) RIGHTSLOT = -7.000 (fp4) [C930](ID 80) LEFTSLOT = -7.000 (fp4) Priority = 0 nAnimLayers = 1 iBaseAnimLayer = 63 iLoopControlAnimLayer = 0 AnimLayers: [L063] iBaseNode = 371 iBaseAction = 272 iBasePropertyParam = 60 NodeTree: [N371] (STATETIME = 0.000) |-[A272] | `-[E054] SELECTWEAPON(4.000) `-[N372] (ISDEAD = 0.000) |-[N373] (ANIMLOOPTIME >= 0.500) | |-[A273] | | `-[E055] SETDEADPHYS | `-[N374] (ANIMLOOPCOUNT >= 1.000) | |-[A274] | | `-[E055] SETDEADPHYS | `-[FAIL] `-[FAIL] } - - - - - - - - - - - - - - - - - - - - State64 (BOW3P_ENTER) { Flags[0] = 0x00000000 <........ ........ ........ ........> Flags[1] = 0x00000000 <........ ........ ........ ........> iBaseConstant = 932 nBaseConstants = 5 StateConstants: [C932](ID 81) RIGHTSLOT = 0 (0x00000000) (uint32) [C933](ID 80) LEFTSLOT = 1 (0x00000001) (uint32) [C934](ID 12) VIEWMODE = 0 (0x00000000) (uint32) [C935](ID 10) STATEGROUP = 2048 (0x00000800) (uint32) [C936](ID 13) POINTOFINTEREST = 2 (0x00000002) (uint32) Priority = 0 nAnimLayers = 1 iBaseAnimLayer = 64 iLoopControlAnimLayer = 0 AnimLayers: [L064] iBaseNode = 375 iBaseAction = 275 iBasePropertyParam = 60 NodeTree: [N375] (ANIMLOOPTIME >= 0.750) |-[A275] TokenCUR -> State65 (BOW3P_WIELDBOW) `-[N376] (ANIMLOOPCOUNT >= 1.000) |-[A276] TokenCUR -> State65 (BOW3P_WIELDBOW) `-[FAIL] } - - - - - - - - - - - - - - - - - - - - State65 (BOW3P_WIELDBOW) { Flags[0] = 0x00000000 <........ ........ ........ ........> Flags[1] = 0x00000000 <........ ........ ........ ........> iBaseConstant = 937 nBaseConstants = 5 StateConstants: [C937](ID 81) RIGHTSLOT = 0 (0x00000000) (uint32) [C938](ID 80) LEFTSLOT = 3 (0x00000003) (uint32) [C939](ID 12) VIEWMODE = 0 (0x00000000) (uint32) [C940](ID 10) STATEGROUP = 2048 (0x00000800) (uint32) [C941](ID 13) POINTOFINTEREST = 2 (0x00000002) (uint32) Priority = 0 nAnimLayers = 1 iBaseAnimLayer = 65 iLoopControlAnimLayer = 0 AnimLayers: [L065] iBaseNode = 377 iBaseAction = 277 iBasePropertyParam = 60 NodeTree: [N377] (ANIMLOOPTIME >= 1.100) |-[A277] TokenCUR -> State66 (BOW3P_UNWIELDWEAPON) `-[N378] (ANIMLOOPCOUNT >= 1.000) |-[A278] TokenCUR -> State66 (BOW3P_UNWIELDWEAPON) `-[FAIL] } - - - - - - - - - - - - - - - - - - - - State66 (BOW3P_UNWIELDWEAPON) { Flags[0] = 0x00000000 <........ ........ ........ ........> Flags[1] = 0x00000000 <........ ........ ........ ........> iBaseConstant = 942 nBaseConstants = 5 StateConstants: [C942](ID 81) RIGHTSLOT = -8.000 (fp4) [C943](ID 80) LEFTSLOT = 3 (0x00000003) (uint32) [C944](ID 12) VIEWMODE = 0 (0x00000000) (uint32) [C945](ID 10) STATEGROUP = 2048 (0x00000800) (uint32) [C946](ID 13) POINTOFINTEREST = 2 (0x00000002) (uint32) Priority = 0 nAnimLayers = 1 iBaseAnimLayer = 66 iLoopControlAnimLayer = 0 AnimLayers: [L066] iBaseNode = 379 iBaseAction = 279 iBasePropertyParam = 60 NodeTree: [N379] (ANIMLOOPTIME >= 1.500) |-[A279] TokenCUR -> State67 (BOW3P_WIELDAMMO) `-[N380] (ANIMLOOPCOUNT >= 1.000) |-[A280] TokenCUR -> State67 (BOW3P_WIELDAMMO) `-[FAIL] } - - - - - - - - - - - - - - - - - - - - State67 (BOW3P_WIELDAMMO) { Flags[0] = 0x00000000 <........ ........ ........ ........> Flags[1] = 0x00000000 <........ ........ ........ ........> iBaseConstant = 947 nBaseConstants = 5 StateConstants: [C947](ID 81) RIGHTSLOT = 2 (0x00000002) (uint32) [C948](ID 80) LEFTSLOT = 3 (0x00000003) (uint32) [C949](ID 12) VIEWMODE = 0 (0x00000000) (uint32) [C950](ID 10) STATEGROUP = 2048 (0x00000800) (uint32) [C951](ID 13) POINTOFINTEREST = 2 (0x00000002) (uint32) Priority = 0 nAnimLayers = 1 iBaseAnimLayer = 67 iLoopControlAnimLayer = 0 AnimLayers: [L067] iBaseNode = 381 iBaseAction = 281 iBasePropertyParam = 60 NodeTree: [N381] (ANIMLOOPCOUNT >= 1.000) |-[A281] TokenCUR -> State68 (BOW3P_CHARGE_ARROW) `-[FAIL] } - - - - - - - - - - - - - - - - - - - - State68 (BOW3P_CHARGE_ARROW) { Flags[0] = 0x00000000 <........ ........ ........ ........> Flags[1] = 0x00000000 <........ ........ ........ ........> iBaseConstant = 952 nBaseConstants = 5 StateConstants: [C952](ID 12) VIEWMODE = 0 (0x00000000) (uint32) [C953](ID 10) STATEGROUP = 2048 (0x00000800) (uint32) [C954](ID 13) POINTOFINTEREST = 2 (0x00000002) (uint32) [C955](ID 81) RIGHTSLOT = 2 (0x00000002) (uint32) [C956](ID 80) LEFTSLOT = 3 (0x00000003) (uint32) Priority = 0 nAnimLayers = 1 iBaseAnimLayer = 68 iLoopControlAnimLayer = 0 AnimLayers: [L068] iBaseNode = 382 iBaseAction = 282 iBasePropertyParam = 60 NodeTree: [N382] (ANIMLOOPCOUNT >= 1.000) |-[A282] TokenCUR -> State74 (BOW3P_CHARGEDIDLE) `-[FAIL] } - - - - - - - - - - - - - - - - - - - - State69 (BOW3P_LEAVE) { Flags[0] = 0x00000000 <........ ........ ........ ........> Flags[1] = 0x00000000 <........ ........ ........ ........> iBaseConstant = 957 nBaseConstants = 5 StateConstants: [C957](ID 12) VIEWMODE = 0 (0x00000000) (uint32) [C958](ID 10) STATEGROUP = 2048 (0x00000800) (uint32) [C959](ID 13) POINTOFINTEREST = 2 (0x00000002) (uint32) [C960](ID 81) RIGHTSLOT = 2 (0x00000002) (uint32) [C961](ID 80) LEFTSLOT = 3 (0x00000003) (uint32) Priority = 0 nAnimLayers = 1 iBaseAnimLayer = 69 iLoopControlAnimLayer = 0 AnimLayers: [L069] iBaseNode = 383 iBaseAction = 283 iBasePropertyParam = 60 NodeTree: [N383] (ANIMLOOPTIME >= 0.850) |-[A283] TokenCUR -> State70 (BOW3P_WIELDWEAPON) `-[N384] (ANIMLOOPCOUNT >= 1.000) |-[A284] TokenCUR -> State70 (BOW3P_WIELDWEAPON) `-[FAIL] } - - - - - - - - - - - - - - - - - - - - State70 (BOW3P_WIELDWEAPON) { Flags[0] = 0x00000000 <........ ........ ........ ........> Flags[1] = 0x00000000 <........ ........ ........ ........> iBaseConstant = 962 nBaseConstants = 5 StateConstants: [C962](ID 81) RIGHTSLOT = 0 (0x00000000) (uint32) [C963](ID 80) LEFTSLOT = 3 (0x00000003) (uint32) [C964](ID 10) STATEGROUP = 16 (0x00000010) (uint32) [C965](ID 12) VIEWMODE = 0 (0x00000000) (uint32) [C966](ID 13) POINTOFINTEREST = 2 (0x00000002) (uint32) Priority = 0 nAnimLayers = 1 iBaseAnimLayer = 70 iLoopControlAnimLayer = 0 AnimLayers: [L070] iBaseNode = 385 iBaseAction = 285 iBasePropertyParam = 60 NodeTree: [N385] (ANIMLOOPTIME >= 1.600) |-[A285] TokenCUR -> State71 (BOW3P_WIELDSHIELD) `-[N386] (ANIMLOOPCOUNT >= 1.000) |-[A286] TokenCUR -> State71 (BOW3P_WIELDSHIELD) `-[FAIL] } - - - - - - - - - - - - - - - - - - - - State71 (BOW3P_WIELDSHIELD) { Flags[0] = 0x00000000 <........ ........ ........ ........> Flags[1] = 0x00000000 <........ ........ ........ ........> iBaseConstant = 967 nBaseConstants = 5 StateConstants: [C967](ID 81) RIGHTSLOT = 0 (0x00000000) (uint32) [C968](ID 80) LEFTSLOT = 1 (0x00000001) (uint32) [C969](ID 10) STATEGROUP = 16 (0x00000010) (uint32) [C970](ID 12) VIEWMODE = 0 (0x00000000) (uint32) [C971](ID 13) POINTOFINTEREST = 2 (0x00000002) (uint32) Priority = 0 nAnimLayers = 1 iBaseAnimLayer = 71 iLoopControlAnimLayer = 0 AnimLayers: [L071] iBaseNode = 387 iBaseAction = 287 iBasePropertyParam = 60 NodeTree: [N387] (ANIMLOOPCOUNT >= 1.000) |-[A287] TokenCUR -> State1 (ACTIONSWITCH) `-[FAIL] } - - - - - - - - - - - - - - - - - - - - State72 (BOW3P_SHOOT) { Flags[0] = 0x00000000 <........ ........ ........ ........> Flags[1] = 0x00000000 <........ ........ ........ ........> iBaseConstant = 972 nBaseConstants = 5 StateConstants: [C972](ID 81) RIGHTSLOT = -8.000 (fp4) [C973](ID 12) VIEWMODE = 0 (0x00000000) (uint32) [C974](ID 10) STATEGROUP = 2048 (0x00000800) (uint32) [C975](ID 13) POINTOFINTEREST = 2 (0x00000002) (uint32) [C976](ID 80) LEFTSLOT = 3 (0x00000003) (uint32) Priority = 0 nAnimLayers = 1 iBaseAnimLayer = 72 iLoopControlAnimLayer = 0 AnimLayers: [L072] iBaseNode = 388 iBaseAction = 288 iBasePropertyParam = 61 NodeTree: [N388] (STATETIME = 0.000) |-[A288] | `-[E056] ACTIVATEITEM(13568.000) `-[N389] (ANIMLOOPTIME >= 0.900) |-[A289] TokenCUR -> State73 (BOW3P_RELOAD) `-[N390] (ANIMLOOPCOUNT >= 1.000) |-[A290] TokenCUR -> State73 (BOW3P_RELOAD) `-[FAIL] } - - - - - - - - - - - - - - - - - - - - State73 (BOW3P_RELOAD) { Flags[0] = 0x00000000 <........ ........ ........ ........> Flags[1] = 0x00000000 <........ ........ ........ ........> iBaseConstant = 977 nBaseConstants = 5 StateConstants: [C977](ID 12) VIEWMODE = 0 (0x00000000) (uint32) [C978](ID 10) STATEGROUP = 2048 (0x00000800) (uint32) [C979](ID 13) POINTOFINTEREST = 2 (0x00000002) (uint32) [C980](ID 81) RIGHTSLOT = 2 (0x00000002) (uint32) [C981](ID 80) LEFTSLOT = 3 (0x00000003) (uint32) Priority = 0 nAnimLayers = 1 iBaseAnimLayer = 73 iLoopControlAnimLayer = 0 AnimLayers: [L073] iBaseNode = 391 iBaseAction = 291 iBasePropertyParam = 61 NodeTree: [N391] (ANIMLOOPCOUNT >= 1.000) |-[N392] (ACTION != 3.000) | |-[A291] TokenCUR -> State69 (BOW3P_LEAVE) | `-[A292] TokenCUR -> State68 (BOW3P_CHARGE_ARROW) `-[FAIL] } - - - - - - - - - - - - - - - - - - - - State74 (BOW3P_CHARGEDIDLE) { Flags[0] = 0x00000000 <........ ........ ........ ........> Flags[1] = 0x00000000 <........ ........ ........ ........> iBaseConstant = 982 nBaseConstants = 5 StateConstants: [C982](ID 12) VIEWMODE = 0 (0x00000000) (uint32) [C983](ID 10) STATEGROUP = 2048 (0x00000800) (uint32) [C984](ID 13) POINTOFINTEREST = 2 (0x00000002) (uint32) [C985](ID 81) RIGHTSLOT = 2 (0x00000002) (uint32) [C986](ID 80) LEFTSLOT = 3 (0x00000003) (uint32) Priority = 0 nAnimLayers = 1 iBaseAnimLayer = 74 iLoopControlAnimLayer = 0 AnimLayers: [L074] iBaseNode = 393 iBaseAction = 293 iBasePropertyParam = 61 NodeTree: [N393] (BOWFIREARROW != 0.000) |-[N394] (BOWHASARROW != 0.000) | |-[A293] TokenCUR -> State72 (BOW3P_SHOOT) | `-[N395] (ACTION != 3.000) | |-[A294] TokenCUR -> State69 (BOW3P_LEAVE) | `-[FAIL] `-[N395] (ACTION != 3.000) |-[A294] TokenCUR -> State69 (BOW3P_LEAVE) `-[FAIL] } - - - - - - - - - - - - - - - - - - - - State75 (RESPONSE_TRIGGER) { Flags[0] = 0x00000000 <........ ........ ........ ........> Flags[1] = 0x00000000 <........ ........ ........ ........> iBaseConstant = 987 nBaseConstants = 0 StateConstants: (empty) Priority = 0 nAnimLayers = 1 iBaseAnimLayer = 75 iLoopControlAnimLayer = 0 AnimLayers: [L075] iBaseNode = 396 iBaseAction = 295 iBasePropertyParam = 61 NodeTree: [N396] (RESPONSE != -1.000) |-[A295] TokenCUR -> State80 (RESPONSE_SWITCH) | `-[E057] SAVESTATEGROUP `-[FAIL] } - - - - - - - - - - - - - - - - - - - - State76 (KNOCKEDKNEE_GETUP) { Flags[0] = 0x00000000 <........ ........ ........ ........> Flags[1] = 0x00000000 <........ ........ ........ ........> iBaseConstant = 987 nBaseConstants = 10 StateConstants: [C987](ID 10) STATEGROUP = 1576960 (0x00181000) (uint32) [C994](ID 0) ANIMMOVESCALE = 1.000 (fp4) [C995](ID 81) RIGHTSLOT = -7.000 (fp4) [C996](ID 80) LEFTSLOT = -7.000 (fp4) Priority = 0 nAnimLayers = 1 iBaseAnimLayer = 76 iLoopControlAnimLayer = 0 AnimLayers: [L076] iBaseNode = 397 iBaseAction = 296 iBasePropertyParam = 61 NodeTree: [N397] (STATETIME = 0.000) |-[A296] | `-[E058] HEALSELF `-[N398] (SAVEDSTATEGROUP & 2048.000) |-[N399] (ANIMLOOPTIME >= 2.400) | |-[A297] TokenCUR -> State74 (BOW3P_CHARGEDIDLE) | `-[N400] (ANIMLOOPCOUNT >= 1.000) | |-[A298] TokenCUR -> State74 (BOW3P_CHARGEDIDLE) | `-[N401] (ACTION = 1.000) | |-[N402] (ANIMLOOPTIME >= 999.000) | | |-[A299] TokenCUR -> State74 (BOW3P_CHARGEDIDLE) | | `-[FAIL] | `-[FAIL] `-[N403] (ANIMLOOPTIME >= 2.400) |-[A300] TokenCUR -> State0 (FIGHT_ENTER) `-[N404] (ANIMLOOPCOUNT >= 1.000) |-[A301] TokenCUR -> State0 (FIGHT_ENTER) `-[N405] (ACTION = 1.000) |-[N406] (ANIMLOOPTIME >= 999.000) | |-[A302] TokenCUR -> State0 (FIGHT_ENTER) | `-[FAIL] `-[FAIL] } - - - - - - - - - - - - - - - - - - - - State77 (DUMMYRESPONSE) { Flags[0] = 0x00000000 <........ ........ ........ ........> Flags[1] = 0x00000000 <........ ........ ........ ........> iBaseConstant = 997 nBaseConstants = 0 StateConstants: (empty) Priority = 0 nAnimLayers = 1 iBaseAnimLayer = 77 iLoopControlAnimLayer = 0 AnimLayers: [L077] iBaseNode = 407 iBaseAction = 303 iBasePropertyParam = 61 NodeTree: [N407] (STATETIME < -1.000) |-[A303] TokenCUR -> State78 (DUMMY_SPAWNDEAD) `-[FAIL] } - - - - - - - - - - - - - - - - - - - - State78 (DUMMY_SPAWNDEAD) { Flags[0] = 0x00000000 <........ ........ ........ ........> Flags[1] = 0x00000000 <........ ........ ........ ........> iBaseConstant = 997 nBaseConstants = 0 StateConstants: (empty) Priority = 0 nAnimLayers = 1 iBaseAnimLayer = 78 iLoopControlAnimLayer = 0 AnimLayers: [L078] iBaseNode = -1 iBaseAction = 304 iBasePropertyParam = -1 NodeTree: (empty) } - - - - - - - - - - - - - - - - - - - - State79 (RESPONSE_INIT) { Flags[0] = 0x00000000 <........ ........ ........ ........> Flags[1] = 0x00000000 <........ ........ ........ ........> iBaseConstant = 997 nBaseConstants = 0 StateConstants: (empty) Priority = 0 nAnimLayers = 1 iBaseAnimLayer = 79 iLoopControlAnimLayer = 0 AnimLayers: [L079] iBaseNode = 408 iBaseAction = 304 iBasePropertyParam = 385 NodeTree: [N408] (STATETIME >= 0.000) |-[A304] TokenCUR -> State75 (RESPONSE_TRIGGER) | |-[E059] REGISTERRESPONSE(0.000 2064.000 0.000 1179648.000 0.000 0.000 2.000 180.000 0.000) | |-[E060] REGISTERRESPONSE(1.000 2064.000 0.000 1179648.000 -45.000 0.000 2.000 180.000 0.000) | |-[E061] REGISTERRESPONSE(2.000 2064.000 0.000 1179648.000 45.000 0.000 2.000 180.000 0.000) | |-[E062] REGISTERRESPONSE(3.000 2064.000 0.000 1179648.000 0.000 45.000 2.000 180.000 0.000) | |-[E063] REGISTERRESPONSE(4.000 2064.000 0.000 1179648.000 180.000 0.000 2.000 90.000 2.000) | |-[E064] REGISTERRESPONSE(5.000 2064.000 0.000 1179648.000 0.000 0.000 2.000 180.000 1.000) | |-[E065] REGISTERRESPONSE(10.000 -1.000 0.000 1048608.000 0.000 0.000 2.000 0.000 0.000) | |-[E066] REGISTERRESPONSE(11.000 -1.000 0.000 1048608.000 0.000 45.000 2.000 0.000 0.000) | |-[E067] REGISTERRESPONSE(12.000 -1.000 0.000 1048608.000 -90.000 0.000 2.000 0.000 0.000) | |-[E068] REGISTERRESPONSE(13.000 -1.000 0.000 1048608.000 90.000 0.000 2.000 0.000 0.000) | |-[E069] REGISTERRESPONSE(14.000 -1.000 0.000 1048608.000 180.000 0.000 2.000 0.000 0.000) | |-[E070] REGISTERRESPONSE(15.000 -1.000 0.000 1048608.000 0.000 0.000 4100.000 180.000 1.000) | |-[E071] REGISTERRESPONSE(16.000 -1.000 0.000 1048608.000 0.000 0.000 4100.000 180.000 1.000) | |-[E072] REGISTERRESPONSE(20.000 2064.000 0.000 1179648.000 0.000 0.000 2.000 90.000 0.000) | |-[E073] REGISTERRESPONSE(21.000 2064.000 0.000 1179648.000 0.000 0.000 4100.000 90.000 0.000) | |-[E074] REGISTERRESPONSE(40.000 -1.000 0.000 1581056.000 0.000 0.000 2.000 180.000 0.000) | |-[E075] REGISTERRESPONSE(41.000 -1.000 0.000 1576960.000 0.000 0.000 2.000 180.000 0.000) | |-[E076] REGISTERRESPONSE(30.000 -1.000 12288.000 1310720.000 0.000 0.000 2.000 90.000 0.000) | |-[E077] REGISTERRESPONSE(31.000 -1.000 12288.000 1310720.000 180.000 0.000 2.000 90.000 0.000) | |-[E078] REGISTERRESPONSE(32.000 -1.000 12288.000 1310720.000 0.000 -50.000 2.000 90.000 0.000) | |-[E079] REGISTERRESPONSE(50.000 1581056.000 0.000 1318912.000 0.000 0.000 2.000 0.000 0.000) | |-[E080] REGISTERRESPONSE(51.000 1576960.000 0.000 1314816.000 180.000 0.000 2.000 90.000 1.000) | |-[E081] REGISTERRESPONSE(52.000 1576960.000 0.000 1314816.000 0.000 0.000 2.000 90.000 3.000) | |-[E082] REGISTERRESPONSE(53.000 1839104.000 0.000 1314816.000 0.000 0.000 2.000 180.000 0.000) | |-[E083] REGISTERRESPONSE(60.000 1024.000 0.000 1179648.000 0.000 0.000 2.000 180.000 0.000) | |-[E084] REGISTERRESPONSE(65.000 1024.000 0.000 1310720.000 0.000 0.000 2.000 180.000 0.000) | |-[E085] REGISTERRESPONSE(70.000 -1.000 0.000 1179648.000 0.000 0.000 2.000 180.000 1.000) | |-[E086] REGISTERRESPONSE(71.000 -1.000 0.000 1179648.000 0.000 0.000 2.000 180.000 1.000) | |-[E087] REGISTERRESPONSE(72.000 -1.000 0.000 1179648.000 0.000 0.000 2.000 180.000 1.000) | |-[E088] REGISTERRESPONSE(73.000 -1.000 0.000 1179648.000 0.000 0.000 2.000 180.000 1.000) | |-[E089] REGISTERRESPONSE(74.000 -1.000 0.000 1179648.000 0.000 0.000 2.000 180.000 1.000) | |-[E090] REGISTERRESPONSE(80.000 -1.000 0.000 1310720.000 0.000 0.000 2.000 180.000 1.000) | |-[E091] REGISTERRESPONSE(100.000 -1.000 0.000 1179648.000 0.000 0.000 2.000 0.000 1.000) | |-[E092] REGISTERRESPONSE(101.000 -1.000 0.000 1179648.000 0.000 0.000 2.000 0.000 1.000) | |-[E093] REGISTERRESPONSE(200.000 -1.000 0.000 1179648.000 -45.000 0.000 2.000 0.000 8.000) | `-[E094] REGISTERRESPONSE(201.000 -1.000 0.000 1179648.000 45.000 0.000 2.000 0.000 8.000) `-[FAIL] } - - - - - - - - - - - - - - - - - - - - State80 (RESPONSE_SWITCH) { Flags[0] = 0x00000000 <........ ........ ........ ........> Flags[1] = 0x00000000 <........ ........ ........ ........> iBaseConstant = 997 nBaseConstants = 0 StateConstants: (empty) Priority = 0 nAnimLayers = 1 iBaseAnimLayer = 80 iLoopControlAnimLayer = 0 AnimLayers: [L080] iBaseNode = 409 iBaseAction = 305 iBasePropertyParam = 385 NodeTree: [N409] (STATETIME = 0.000) |-[N410] (RESPONSE >= 0.000) | |-[N411] (RESPONSE < 50.000) | | |-[A305] TokenCUR -> State81 (RESPONSE_SWITCH_0_49) | | `-[A306] TokenCUR -> State82 (RESPONSE_SWITCH_50_200) | `-[A306] TokenCUR -> State82 (RESPONSE_SWITCH_50_200) `-[FAIL] } - - - - - - - - - - - - - - - - - - - - State81 (RESPONSE_SWITCH_0_49) { Flags[0] = 0x00000000 <........ ........ ........ ........> Flags[1] = 0x00000000 <........ ........ ........ ........> iBaseConstant = 997 nBaseConstants = 0 StateConstants: (empty) Priority = 0 nAnimLayers = 1 iBaseAnimLayer = 81 iLoopControlAnimLayer = 0 AnimLayers: [L081] iBaseNode = 412 iBaseAction = 307 iBasePropertyParam = 385 NodeTree: [N412] (RESPONSE = 0.000) |-[A307] Token0 -> State83 (RESPONSE_HURTFRONT) | `-[E095] CONSUMERESPONSE `-[N413] (RESPONSE = 1.000) |-[A308] Token0 -> State84 (RESPONSE_HURTFRONTLFT) | `-[E096] CONSUMERESPONSE `-[N414] (RESPONSE = 2.000) |-[A309] Token0 -> State85 (RESPONSE_HURTFRONTRGT) | `-[E097] CONSUMERESPONSE `-[N415] (RESPONSE = 3.000) |-[A310] Token0 -> State86 (RESPONSE_HURTFRONTABOVE) | `-[E098] CONSUMERESPONSE `-[N416] (RESPONSE = 4.000) |-[A311] Token0 -> State87 (RESPONSE_HURTBACK) | `-[E099] CONSUMERESPONSE `-[N417] (RESPONSE = 5.000) |-[A312] Token0 -> State88 (RESPONSE_HURTARROW) | `-[E100] CONSUMERESPONSE `-[N418] (RESPONSE = 10.000) |-[A313] Token0 -> State89 (RESPONSE_BLOCKFRONT) | `-[E101] CONSUMERESPONSE `-[N419] (RESPONSE = 11.000) |-[A314] Token0 -> State90 (RESPONSE_BLOCKABOVE) | `-[E102] CONSUMERESPONSE `-[N420] (RESPONSE = 12.000) |-[A315] Token0 -> State91 (RESPONSE_BLOCKLFT) | `-[E103] CONSUMERESPONSE `-[N421] (RESPONSE = 13.000) |-[A316] Token0 -> State92 (RESPONSE_BLOCKRGT) | `-[E104] CONSUMERESPONSE `-[N422] (RESPONSE = 14.000) |-[A317] Token0 -> State93 (RESPONSE_BLOCKBACK) | `-[E105] CONSUMERESPONSE `-[N423] (RESPONSE = 15.000) |-[A318] Token0 -> State94 (RESPONSE_BLOCKBREAKERRESPONSE) | `-[E106] CONSUMERESPONSE `-[N424] (RESPONSE = 16.000) |-[A319] Token0 -> State95 (RESPONSE_BLOCKPUSHEDBACK) | `-[E107] CONSUMERESPONSE `-[N425] (RESPONSE = 20.000) |-[A320] Token0 -> State96 (RESPONSE_PUSHEDBWD) | `-[E108] CONSUMERESPONSE `-[N426] (RESPONSE = 21.000) |-[A321] Token0 -> State97 (RESPONSE_PUSHEDBWDFAR) | `-[E109] CONSUMERESPONSE `-[N427] (RESPONSE = 40.000) |-[A322] Token0 -> State101 (RESPONSE_KNOCKEDGROUND) | `-[E110] CONSUMERESPONSE `-[N428] (RESPONSE = 41.000) |-[A323] Token0 -> State102 (RESPONSE_KNOCKEDKNEE) | `-[E111] CONSUMERESPONSE `-[N429] (RESPONSE = 30.000) |-[A324] Token0 -> State98 (RESPONSE_DEATHBWD) | `-[E112] CONSUMERESPONSE `-[N430] (RESPONSE = 31.000) |-[A325] Token0 -> State99 (RESPONSE_DEATHFWD) | `-[E113] CONSUMERESPONSE `-[N431] (RESPONSE = 32.000) |-[A326] Token0 -> State100 (RESPONSE_DEATHBWDFLIP) | `-[E114] CONSUMERESPONSE `-[N432] (STATETIME >= 0.000) |-[A327] TokenCUR -> State75 (RESPONSE_TRIGGER) | `-[E115] CONSUMERESPONSE `-[FAIL] } - - - - - - - - - - - - - - - - - - - - State82 (RESPONSE_SWITCH_50_200) { Flags[0] = 0x00000000 <........ ........ ........ ........> Flags[1] = 0x00000000 <........ ........ ........ ........> iBaseConstant = 997 nBaseConstants = 0 StateConstants: (empty) Priority = 0 nAnimLayers = 1 iBaseAnimLayer = 82 iLoopControlAnimLayer = 0 AnimLayers: [L082] iBaseNode = 433 iBaseAction = 328 iBasePropertyParam = 385 NodeTree: [N433] (RESPONSE = 50.000) |-[A328] Token0 -> State103 (RESPONSE_FINISHEDGROUND) | `-[E116] CONSUMERESPONSE `-[N434] (RESPONSE = 51.000) |-[A329] Token0 -> State104 (RESPONSE_FINISHEDKNEEFWD) | `-[E117] CONSUMERESPONSE `-[N435] (RESPONSE = 52.000) |-[A330] Token0 -> State105 (RESPONSE_FINISHEDKNEEBWD) | `-[E118] CONSUMERESPONSE `-[N436] (RESPONSE = 53.000) |-[A331] Token0 -> State106 (RESPONSE_FINISHEDKNEESLASH) | `-[E119] CONSUMERESPONSE `-[N437] (RESPONSE = 60.000) |-[A332] Token0 -> State62 (RESPONSE_HURTBOW1P) | `-[E120] CONSUMERESPONSE `-[N438] (RESPONSE = 65.000) |-[A333] Token0 -> State63 (RESPONSE_DEATHBOW1P) | `-[E121] CONSUMERESPONSE `-[N439] (RESPONSE = 70.000) |-[A334] Token0 -> State107 (RESPONSE_HURTSPECIAL0) | `-[E122] CONSUMERESPONSE `-[N440] (RESPONSE = 71.000) |-[A335] Token0 -> State108 (RESPONSE_HURTSPECIAL1) | `-[E123] CONSUMERESPONSE `-[N441] (RESPONSE = 72.000) |-[A336] Token0 -> State109 (RESPONSE_HURTSPECIAL2) | `-[E124] CONSUMERESPONSE `-[N442] (RESPONSE = 73.000) |-[A337] Token0 -> State110 (RESPONSE_HURTSPECIAL3) | `-[E125] CONSUMERESPONSE `-[N443] (RESPONSE = 74.000) |-[A338] Token0 -> State111 (RESPONSE_HURTSPECIAL3END) | `-[E126] CONSUMERESPONSE `-[N444] (RESPONSE = 80.000) |-[A339] Token0 -> State112 (RESPONSE_DEATHSPECIAL3END) | `-[E127] CONSUMERESPONSE `-[N445] (RESPONSE = 100.000) |-[A340] Token0 -> State114 (RESPONSE_KNEED) | `-[E128] CONSUMERESPONSE `-[N446] (RESPONSE = 101.000) |-[A341] Token0 -> State115 (RESPONSE_ENTANGLED) | `-[E129] CONSUMERESPONSE `-[N447] (RESPONSE = 200.000) |-[A342] Token3 -> State116 (RESPONSE_PARTIAL_HURTLEFT) | `-[E130] CONSUMERESPONSE `-[N448] (RESPONSE = 201.000) |-[A343] Token3 -> State117 (RESPONSE_PARTIAL_HURTRIGHT) | `-[E131] CONSUMERESPONSE `-[N449] (STATETIME >= 0.000) |-[A344] TokenCUR -> State75 (RESPONSE_TRIGGER) | `-[E132] CONSUMERESPONSE `-[FAIL] } - - - - - - - - - - - - - - - - - - - - State83 (RESPONSE_HURTFRONT) { Flags[0] = 0x00000000 <........ ........ ........ ........> Flags[1] = 0x00000000 <........ ........ ........ ........> iBaseConstant = 997 nBaseConstants = 12 StateConstants: [C1002](ID 0) ANIMMOVESCALE = 1.000 (fp4) [C1003](ID 18) RESPONSEIMMUNE_STARTTIME = 999 (0x000003E7) (uint32) [C1004](ID 19) RESPONSEIMMUNE_ENDTIME = 999 (0x000003E7) (uint32) [C1005](ID 10) STATEGROUP = 1179664 (0x00120010) (uint32) [C1007](ID 81) RIGHTSLOT = -7.000 (fp4) [C1008](ID 80) LEFTSLOT = -7.000 (fp4) Priority = 0 nAnimLayers = 1 iBaseAnimLayer = 83 iLoopControlAnimLayer = 0 AnimLayers: [L083] iBaseNode = 450 iBaseAction = 345 iBasePropertyParam = 385 NodeTree: [N450] (SAVEDSTATEGROUP & 2048.000) |-[N451] (ANIMLOOPTIME >= 0.450) | |-[A345] TokenCUR -> State74 (BOW3P_CHARGEDIDLE) | `-[N452] (ANIMLOOPCOUNT >= 1.000) | |-[A346] TokenCUR -> State74 (BOW3P_CHARGEDIDLE) | `-[N453] (ACTION = 1.000) | |-[N454] (ANIMLOOPTIME >= 999.000) | | |-[A347] TokenCUR -> State74 (BOW3P_CHARGEDIDLE) | | `-[FAIL] | `-[FAIL] `-[N455] (ANIMLOOPTIME >= 0.450) |-[A348] TokenCUR -> State0 (FIGHT_ENTER) `-[N456] (ANIMLOOPCOUNT >= 1.000) |-[A349] TokenCUR -> State0 (FIGHT_ENTER) `-[N457] (ACTION = 1.000) |-[N458] (ANIMLOOPTIME >= 999.000) | |-[A350] TokenCUR -> State0 (FIGHT_ENTER) | `-[FAIL] `-[FAIL] } - - - - - - - - - - - - - - - - - - - - State84 (RESPONSE_HURTFRONTLFT) { Flags[0] = 0x00000000 <........ ........ ........ ........> Flags[1] = 0x00000000 <........ ........ ........ ........> iBaseConstant = 1009 nBaseConstants = 12 StateConstants: [C1014](ID 0) ANIMMOVESCALE = 1.000 (fp4) [C1015](ID 18) RESPONSEIMMUNE_STARTTIME = 999 (0x000003E7) (uint32) [C1016](ID 19) RESPONSEIMMUNE_ENDTIME = 999 (0x000003E7) (uint32) [C1017](ID 10) STATEGROUP = 1179664 (0x00120010) (uint32) [C1019](ID 81) RIGHTSLOT = -7.000 (fp4) [C1020](ID 80) LEFTSLOT = -7.000 (fp4) Priority = 0 nAnimLayers = 1 iBaseAnimLayer = 84 iLoopControlAnimLayer = 0 AnimLayers: [L084] iBaseNode = 459 iBaseAction = 351 iBasePropertyParam = 385 NodeTree: [N459] (SAVEDSTATEGROUP & 2048.000) |-[N460] (ANIMLOOPTIME >= 0.550) | |-[A351] TokenCUR -> State74 (BOW3P_CHARGEDIDLE) | `-[N461] (ANIMLOOPCOUNT >= 1.000) | |-[A352] TokenCUR -> State74 (BOW3P_CHARGEDIDLE) | `-[N462] (ACTION = 1.000) | |-[N463] (ANIMLOOPTIME >= 999.000) | | |-[A353] TokenCUR -> State74 (BOW3P_CHARGEDIDLE) | | `-[FAIL] | `-[FAIL] `-[N464] (ANIMLOOPTIME >= 0.550) |-[A354] TokenCUR -> State0 (FIGHT_ENTER) `-[N465] (ANIMLOOPCOUNT >= 1.000) |-[A355] TokenCUR -> State0 (FIGHT_ENTER) `-[N466] (ACTION = 1.000) |-[N467] (ANIMLOOPTIME >= 999.000) | |-[A356] TokenCUR -> State0 (FIGHT_ENTER) | `-[FAIL] `-[FAIL] } - - - - - - - - - - - - - - - - - - - - State85 (RESPONSE_HURTFRONTRGT) { Flags[0] = 0x00000000 <........ ........ ........ ........> Flags[1] = 0x00000000 <........ ........ ........ ........> iBaseConstant = 1021 nBaseConstants = 12 StateConstants: [C1026](ID 0) ANIMMOVESCALE = 1.000 (fp4) [C1027](ID 18) RESPONSEIMMUNE_STARTTIME = 999 (0x000003E7) (uint32) [C1028](ID 19) RESPONSEIMMUNE_ENDTIME = 999 (0x000003E7) (uint32) [C1029](ID 10) STATEGROUP = 1179664 (0x00120010) (uint32) [C1031](ID 81) RIGHTSLOT = -7.000 (fp4) [C1032](ID 80) LEFTSLOT = -7.000 (fp4) Priority = 0 nAnimLayers = 1 iBaseAnimLayer = 85 iLoopControlAnimLayer = 0 AnimLayers: [L085] iBaseNode = 468 iBaseAction = 357 iBasePropertyParam = 385 NodeTree: [N468] (SAVEDSTATEGROUP & 2048.000) |-[N469] (ANIMLOOPTIME >= 0.460) | |-[A357] TokenCUR -> State74 (BOW3P_CHARGEDIDLE) | `-[N470] (ANIMLOOPCOUNT >= 1.000) | |-[A358] TokenCUR -> State74 (BOW3P_CHARGEDIDLE) | `-[N471] (ACTION = 1.000) | |-[N472] (ANIMLOOPTIME >= 999.000) | | |-[A359] TokenCUR -> State74 (BOW3P_CHARGEDIDLE) | | `-[FAIL] | `-[FAIL] `-[N473] (ANIMLOOPTIME >= 0.460) |-[A360] TokenCUR -> State0 (FIGHT_ENTER) `-[N474] (ANIMLOOPCOUNT >= 1.000) |-[A361] TokenCUR -> State0 (FIGHT_ENTER) `-[N475] (ACTION = 1.000) |-[N476] (ANIMLOOPTIME >= 999.000) | |-[A362] TokenCUR -> State0 (FIGHT_ENTER) | `-[FAIL] `-[FAIL] } - - - - - - - - - - - - - - - - - - - - State86 (RESPONSE_HURTFRONTABOVE) { Flags[0] = 0x00000000 <........ ........ ........ ........> Flags[1] = 0x00000000 <........ ........ ........ ........> iBaseConstant = 1033 nBaseConstants = 12 StateConstants: [C1038](ID 0) ANIMMOVESCALE = 1.000 (fp4) [C1039](ID 18) RESPONSEIMMUNE_STARTTIME = 999 (0x000003E7) (uint32) [C1040](ID 19) RESPONSEIMMUNE_ENDTIME = 999 (0x000003E7) (uint32) [C1041](ID 10) STATEGROUP = 1179664 (0x00120010) (uint32) [C1043](ID 81) RIGHTSLOT = -7.000 (fp4) [C1044](ID 80) LEFTSLOT = -7.000 (fp4) Priority = 0 nAnimLayers = 1 iBaseAnimLayer = 86 iLoopControlAnimLayer = 0 AnimLayers: [L086] iBaseNode = 477 iBaseAction = 363 iBasePropertyParam = 385 NodeTree: [N477] (SAVEDSTATEGROUP & 2048.000) |-[N478] (ANIMLOOPTIME >= 0.800) | |-[A363] TokenCUR -> State74 (BOW3P_CHARGEDIDLE) | `-[N479] (ANIMLOOPCOUNT >= 1.000) | |-[A364] TokenCUR -> State74 (BOW3P_CHARGEDIDLE) | `-[N480] (ACTION = 1.000) | |-[N481] (ANIMLOOPTIME >= 999.000) | | |-[A365] TokenCUR -> State74 (BOW3P_CHARGEDIDLE) | | `-[FAIL] | `-[FAIL] `-[N482] (ANIMLOOPTIME >= 0.800) |-[A366] TokenCUR -> State0 (FIGHT_ENTER) `-[N483] (ANIMLOOPCOUNT >= 1.000) |-[A367] TokenCUR -> State0 (FIGHT_ENTER) `-[N484] (ACTION = 1.000) |-[N485] (ANIMLOOPTIME >= 999.000) | |-[A368] TokenCUR -> State0 (FIGHT_ENTER) | `-[FAIL] `-[FAIL] } - - - - - - - - - - - - - - - - - - - - State87 (RESPONSE_HURTBACK) { Flags[0] = 0x00000000 <........ ........ ........ ........> Flags[1] = 0x00000000 <........ ........ ........ ........> iBaseConstant = 1045 nBaseConstants = 12 StateConstants: [C1050](ID 0) ANIMMOVESCALE = 1.000 (fp4) [C1051](ID 18) RESPONSEIMMUNE_STARTTIME = 999 (0x000003E7) (uint32) [C1052](ID 19) RESPONSEIMMUNE_ENDTIME = 999 (0x000003E7) (uint32) [C1053](ID 10) STATEGROUP = 1179664 (0x00120010) (uint32) [C1055](ID 81) RIGHTSLOT = -7.000 (fp4) [C1056](ID 80) LEFTSLOT = -7.000 (fp4) Priority = 0 nAnimLayers = 1 iBaseAnimLayer = 87 iLoopControlAnimLayer = 0 AnimLayers: [L087] iBaseNode = 486 iBaseAction = 369 iBasePropertyParam = 385 NodeTree: [N486] (SAVEDSTATEGROUP & 2048.000) |-[N487] (ANIMLOOPTIME >= 1.200) | |-[A369] TokenCUR -> State74 (BOW3P_CHARGEDIDLE) | `-[N488] (ANIMLOOPCOUNT >= 1.000) | |-[A370] TokenCUR -> State74 (BOW3P_CHARGEDIDLE) | `-[N489] (ACTION = 1.000) | |-[N490] (ANIMLOOPTIME >= 999.000) | | |-[A371] TokenCUR -> State74 (BOW3P_CHARGEDIDLE) | | `-[FAIL] | `-[FAIL] `-[N491] (ANIMLOOPTIME >= 1.200) |-[A372] TokenCUR -> State0 (FIGHT_ENTER) `-[N492] (ANIMLOOPCOUNT >= 1.000) |-[A373] TokenCUR -> State0 (FIGHT_ENTER) `-[N493] (ACTION = 1.000) |-[N494] (ANIMLOOPTIME >= 999.000) | |-[A374] TokenCUR -> State0 (FIGHT_ENTER) | `-[FAIL] `-[FAIL] } - - - - - - - - - - - - - - - - - - - - State88 (RESPONSE_HURTARROW) { Flags[0] = 0x00000000 <........ ........ ........ ........> Flags[1] = 0x00000000 <........ ........ ........ ........> iBaseConstant = 1057 nBaseConstants = 12 StateConstants: [C1062](ID 0) ANIMMOVESCALE = 1.000 (fp4) [C1063](ID 18) RESPONSEIMMUNE_STARTTIME = 999 (0x000003E7) (uint32) [C1064](ID 19) RESPONSEIMMUNE_ENDTIME = 999 (0x000003E7) (uint32) [C1065](ID 10) STATEGROUP = 1179664 (0x00120010) (uint32) [C1067](ID 81) RIGHTSLOT = -7.000 (fp4) [C1068](ID 80) LEFTSLOT = -7.000 (fp4) Priority = 0 nAnimLayers = 1 iBaseAnimLayer = 88 iLoopControlAnimLayer = 0 AnimLayers: [L088] iBaseNode = 495 iBaseAction = 375 iBasePropertyParam = 385 NodeTree: [N495] (SAVEDSTATEGROUP & 2048.000) |-[N496] (ANIMLOOPTIME >= 0.700) | |-[A375] TokenCUR -> State74 (BOW3P_CHARGEDIDLE) | `-[N497] (ANIMLOOPCOUNT >= 1.000) | |-[A376] TokenCUR -> State74 (BOW3P_CHARGEDIDLE) | `-[N498] (ACTION = 1.000) | |-[N499] (ANIMLOOPTIME >= 999.000) | | |-[A377] TokenCUR -> State74 (BOW3P_CHARGEDIDLE) | | `-[FAIL] | `-[FAIL] `-[N500] (ANIMLOOPTIME >= 0.700) |-[A378] TokenCUR -> State0 (FIGHT_ENTER) `-[N501] (ANIMLOOPCOUNT >= 1.000) |-[A379] TokenCUR -> State0 (FIGHT_ENTER) `-[N502] (ACTION = 1.000) |-[N503] (ANIMLOOPTIME >= 999.000) | |-[A380] TokenCUR -> State0 (FIGHT_ENTER) | `-[FAIL] `-[FAIL] } - - - - - - - - - - - - - - - - - - - - State89 (RESPONSE_BLOCKFRONT) { Flags[0] = 0x00000000 <........ ........ ........ ........> Flags[1] = 0x00000000 <........ ........ ........ ........> iBaseConstant = 1069 nBaseConstants = 12 StateConstants: [C1074](ID 0) ANIMMOVESCALE = 1.000 (fp4) [C1075](ID 18) RESPONSEIMMUNE_STARTTIME = 999 (0x000003E7) (uint32) [C1076](ID 19) RESPONSEIMMUNE_ENDTIME = 999 (0x000003E7) (uint32) [C1077](ID 10) STATEGROUP = 1048624 (0x00100030) (uint32) [C1079](ID 81) RIGHTSLOT = -7.000 (fp4) [C1080](ID 80) LEFTSLOT = -7.000 (fp4) Priority = 0 nAnimLayers = 1 iBaseAnimLayer = 89 iLoopControlAnimLayer = 0 AnimLayers: [L089] iBaseNode = 504 iBaseAction = 381 iBasePropertyParam = 385 NodeTree: [N504] (SAVEDSTATEGROUP & 2048.000) |-[N505] (ANIMLOOPTIME >= 0.260) | |-[A381] TokenCUR -> State74 (BOW3P_CHARGEDIDLE) | `-[N506] (ANIMLOOPCOUNT >= 1.000) | |-[A382] TokenCUR -> State74 (BOW3P_CHARGEDIDLE) | `-[N507] (ACTION = 1.000) | |-[N508] (ANIMLOOPTIME >= 999.000) | | |-[A383] TokenCUR -> State74 (BOW3P_CHARGEDIDLE) | | `-[FAIL] | `-[FAIL] `-[N509] (ANIMLOOPTIME >= 0.260) |-[A384] TokenCUR -> State0 (FIGHT_ENTER) `-[N510] (ANIMLOOPCOUNT >= 1.000) |-[A385] TokenCUR -> State0 (FIGHT_ENTER) `-[N511] (ACTION = 1.000) |-[N512] (ANIMLOOPTIME >= 999.000) | |-[A386] TokenCUR -> State0 (FIGHT_ENTER) | `-[FAIL] `-[FAIL] } - - - - - - - - - - - - - - - - - - - - State90 (RESPONSE_BLOCKABOVE) { Flags[0] = 0x00000000 <........ ........ ........ ........> Flags[1] = 0x00000000 <........ ........ ........ ........> iBaseConstant = 1081 nBaseConstants = 12 StateConstants: [C1086](ID 0) ANIMMOVESCALE = 1.000 (fp4) [C1087](ID 18) RESPONSEIMMUNE_STARTTIME = 999 (0x000003E7) (uint32) [C1088](ID 19) RESPONSEIMMUNE_ENDTIME = 999 (0x000003E7) (uint32) [C1089](ID 10) STATEGROUP = 1048624 (0x00100030) (uint32) [C1091](ID 81) RIGHTSLOT = -7.000 (fp4) [C1092](ID 80) LEFTSLOT = -7.000 (fp4) Priority = 0 nAnimLayers = 1 iBaseAnimLayer = 90 iLoopControlAnimLayer = 0 AnimLayers: [L090] iBaseNode = 513 iBaseAction = 387 iBasePropertyParam = 385 NodeTree: [N513] (SAVEDSTATEGROUP & 2048.000) |-[N514] (ANIMLOOPTIME >= 0.300) | |-[A387] TokenCUR -> State74 (BOW3P_CHARGEDIDLE) | `-[N515] (ANIMLOOPCOUNT >= 1.000) | |-[A388] TokenCUR -> State74 (BOW3P_CHARGEDIDLE) | `-[N516] (ACTION = 1.000) | |-[N517] (ANIMLOOPTIME >= 999.000) | | |-[A389] TokenCUR -> State74 (BOW3P_CHARGEDIDLE) | | `-[FAIL] | `-[FAIL] `-[N518] (ANIMLOOPTIME >= 0.300) |-[A390] TokenCUR -> State0 (FIGHT_ENTER) `-[N519] (ANIMLOOPCOUNT >= 1.000) |-[A391] TokenCUR -> State0 (FIGHT_ENTER) `-[N520] (ACTION = 1.000) |-[N521] (ANIMLOOPTIME >= 999.000) | |-[A392] TokenCUR -> State0 (FIGHT_ENTER) | `-[FAIL] `-[FAIL] } - - - - - - - - - - - - - - - - - - - - State91 (RESPONSE_BLOCKLFT) { Flags[0] = 0x00000000 <........ ........ ........ ........> Flags[1] = 0x00000000 <........ ........ ........ ........> iBaseConstant = 1093 nBaseConstants = 12 StateConstants: [C1098](ID 0) ANIMMOVESCALE = 1.000 (fp4) [C1099](ID 18) RESPONSEIMMUNE_STARTTIME = 999 (0x000003E7) (uint32) [C1100](ID 19) RESPONSEIMMUNE_ENDTIME = 999 (0x000003E7) (uint32) [C1101](ID 10) STATEGROUP = 1048624 (0x00100030) (uint32) [C1103](ID 81) RIGHTSLOT = -7.000 (fp4) [C1104](ID 80) LEFTSLOT = -7.000 (fp4) Priority = 0 nAnimLayers = 1 iBaseAnimLayer = 91 iLoopControlAnimLayer = 0 AnimLayers: [L091] iBaseNode = 522 iBaseAction = 393 iBasePropertyParam = 385 NodeTree: [N522] (SAVEDSTATEGROUP & 2048.000) |-[N523] (ANIMLOOPTIME >= 1.150) | |-[A393] TokenCUR -> State74 (BOW3P_CHARGEDIDLE) | `-[N524] (ANIMLOOPCOUNT >= 1.000) | |-[A394] TokenCUR -> State74 (BOW3P_CHARGEDIDLE) | `-[N525] (ACTION = 1.000) | |-[N526] (ANIMLOOPTIME >= 999.000) | | |-[A395] TokenCUR -> State74 (BOW3P_CHARGEDIDLE) | | `-[FAIL] | `-[FAIL] `-[N527] (ANIMLOOPTIME >= 1.150) |-[A396] TokenCUR -> State0 (FIGHT_ENTER) `-[N528] (ANIMLOOPCOUNT >= 1.000) |-[A397] TokenCUR -> State0 (FIGHT_ENTER) `-[N529] (ACTION = 1.000) |-[N530] (ANIMLOOPTIME >= 999.000) | |-[A398] TokenCUR -> State0 (FIGHT_ENTER) | `-[FAIL] `-[FAIL] } - - - - - - - - - - - - - - - - - - - - State92 (RESPONSE_BLOCKRGT) { Flags[0] = 0x00000000 <........ ........ ........ ........> Flags[1] = 0x00000000 <........ ........ ........ ........> iBaseConstant = 1105 nBaseConstants = 12 StateConstants: [C1110](ID 0) ANIMMOVESCALE = 1.000 (fp4) [C1111](ID 18) RESPONSEIMMUNE_STARTTIME = 999 (0x000003E7) (uint32) [C1112](ID 19) RESPONSEIMMUNE_ENDTIME = 999 (0x000003E7) (uint32) [C1113](ID 10) STATEGROUP = 1048624 (0x00100030) (uint32) [C1115](ID 81) RIGHTSLOT = -7.000 (fp4) [C1116](ID 80) LEFTSLOT = -7.000 (fp4) Priority = 0 nAnimLayers = 1 iBaseAnimLayer = 92 iLoopControlAnimLayer = 0 AnimLayers: [L092] iBaseNode = 531 iBaseAction = 399 iBasePropertyParam = 385 NodeTree: [N531] (SAVEDSTATEGROUP & 2048.000) |-[N532] (ANIMLOOPTIME >= 0.700) | |-[A399] TokenCUR -> State74 (BOW3P_CHARGEDIDLE) | `-[N533] (ANIMLOOPCOUNT >= 1.000) | |-[A400] TokenCUR -> State74 (BOW3P_CHARGEDIDLE) | `-[N534] (ACTION = 1.000) | |-[N535] (ANIMLOOPTIME >= 999.000) | | |-[A401] TokenCUR -> State74 (BOW3P_CHARGEDIDLE) | | `-[FAIL] | `-[FAIL] `-[N536] (ANIMLOOPTIME >= 0.700) |-[A402] TokenCUR -> State0 (FIGHT_ENTER) `-[N537] (ANIMLOOPCOUNT >= 1.000) |-[A403] TokenCUR -> State0 (FIGHT_ENTER) `-[N538] (ACTION = 1.000) |-[N539] (ANIMLOOPTIME >= 999.000) | |-[A404] TokenCUR -> State0 (FIGHT_ENTER) | `-[FAIL] `-[FAIL] } - - - - - - - - - - - - - - - - - - - - State93 (RESPONSE_BLOCKBACK) { Flags[0] = 0x00000000 <........ ........ ........ ........> Flags[1] = 0x00000000 <........ ........ ........ ........> iBaseConstant = 1117 nBaseConstants = 12 StateConstants: [C1122](ID 0) ANIMMOVESCALE = 1.000 (fp4) [C1123](ID 18) RESPONSEIMMUNE_STARTTIME = 999 (0x000003E7) (uint32) [C1124](ID 19) RESPONSEIMMUNE_ENDTIME = 999 (0x000003E7) (uint32) [C1125](ID 10) STATEGROUP = 1048624 (0x00100030) (uint32) [C1127](ID 81) RIGHTSLOT = -7.000 (fp4) [C1128](ID 80) LEFTSLOT = -7.000 (fp4) Priority = 0 nAnimLayers = 1 iBaseAnimLayer = 93 iLoopControlAnimLayer = 0 AnimLayers: [L093] iBaseNode = 540 iBaseAction = 405 iBasePropertyParam = 385 NodeTree: [N540] (SAVEDSTATEGROUP & 2048.000) |-[N541] (ANIMLOOPTIME >= 0.480) | |-[A405] TokenCUR -> State74 (BOW3P_CHARGEDIDLE) | `-[N542] (ANIMLOOPCOUNT >= 1.000) | |-[A406] TokenCUR -> State74 (BOW3P_CHARGEDIDLE) | `-[N543] (ACTION = 1.000) | |-[N544] (ANIMLOOPTIME >= 999.000) | | |-[A407] TokenCUR -> State74 (BOW3P_CHARGEDIDLE) | | `-[FAIL] | `-[FAIL] `-[N545] (ANIMLOOPTIME >= 0.480) |-[A408] TokenCUR -> State0 (FIGHT_ENTER) `-[N546] (ANIMLOOPCOUNT >= 1.000) |-[A409] TokenCUR -> State0 (FIGHT_ENTER) `-[N547] (ACTION = 1.000) |-[N548] (ANIMLOOPTIME >= 999.000) | |-[A410] TokenCUR -> State0 (FIGHT_ENTER) | `-[FAIL] `-[FAIL] } - - - - - - - - - - - - - - - - - - - - State94 (RESPONSE_BLOCKBREAKERRESPONSE) { Flags[0] = 0x00000000 <........ ........ ........ ........> Flags[1] = 0x00000000 <........ ........ ........ ........> iBaseConstant = 1129 nBaseConstants = 12 StateConstants: [C1134](ID 0) ANIMMOVESCALE = 0.500 (fp4) [C1135](ID 18) RESPONSEIMMUNE_STARTTIME = 0.500 (fp4) [C1136](ID 19) RESPONSEIMMUNE_ENDTIME = 0.900 (fp4) [C1137](ID 10) STATEGROUP = 1179664 (0x00120010) (uint32) [C1139](ID 81) RIGHTSLOT = -7.000 (fp4) [C1140](ID 80) LEFTSLOT = -7.000 (fp4) Priority = 0 nAnimLayers = 1 iBaseAnimLayer = 94 iLoopControlAnimLayer = 0 AnimLayers: [L094] iBaseNode = 549 iBaseAction = 411 iBasePropertyParam = 385 NodeTree: [N549] (SAVEDSTATEGROUP & 2048.000) |-[N550] (ANIMLOOPTIME >= 1.600) | |-[A411] TokenCUR -> State74 (BOW3P_CHARGEDIDLE) | `-[N551] (ANIMLOOPCOUNT >= 1.000) | |-[A412] TokenCUR -> State74 (BOW3P_CHARGEDIDLE) | `-[N552] (ACTION = 1.000) | |-[N553] (ANIMLOOPTIME >= 999.000) | | |-[A413] TokenCUR -> State74 (BOW3P_CHARGEDIDLE) | | `-[FAIL] | `-[FAIL] `-[N554] (ANIMLOOPTIME >= 1.600) |-[A414] TokenCUR -> State0 (FIGHT_ENTER) `-[N555] (ANIMLOOPCOUNT >= 1.000) |-[A415] TokenCUR -> State0 (FIGHT_ENTER) `-[N556] (ACTION = 1.000) |-[N557] (ANIMLOOPTIME >= 999.000) | |-[A416] TokenCUR -> State0 (FIGHT_ENTER) | `-[FAIL] `-[FAIL] } - - - - - - - - - - - - - - - - - - - - State95 (RESPONSE_BLOCKPUSHEDBACK) { Flags[0] = 0x00000000 <........ ........ ........ ........> Flags[1] = 0x00000000 <........ ........ ........ ........> iBaseConstant = 1141 nBaseConstants = 12 StateConstants: [C1146](ID 0) ANIMMOVESCALE = 1.000 (fp4) [C1147](ID 18) RESPONSEIMMUNE_STARTTIME = 999 (0x000003E7) (uint32) [C1148](ID 19) RESPONSEIMMUNE_ENDTIME = 999 (0x000003E7) (uint32) [C1149](ID 10) STATEGROUP = 1048624 (0x00100030) (uint32) [C1151](ID 81) RIGHTSLOT = -7.000 (fp4) [C1152](ID 80) LEFTSLOT = -7.000 (fp4) Priority = 0 nAnimLayers = 1 iBaseAnimLayer = 95 iLoopControlAnimLayer = 0 AnimLayers: [L095] iBaseNode = 558 iBaseAction = 417 iBasePropertyParam = 385 NodeTree: [N558] (SAVEDSTATEGROUP & 2048.000) |-[N559] (ANIMLOOPTIME >= 999.000) | |-[A417] TokenCUR -> State74 (BOW3P_CHARGEDIDLE) | `-[N560] (ANIMLOOPCOUNT >= 1.000) | |-[A418] TokenCUR -> State74 (BOW3P_CHARGEDIDLE) | `-[N561] (ACTION = 1.000) | |-[N562] (ANIMLOOPTIME >= 999.000) | | |-[A419] TokenCUR -> State74 (BOW3P_CHARGEDIDLE) | | `-[FAIL] | `-[FAIL] `-[N563] (ANIMLOOPTIME >= 999.000) |-[A420] TokenCUR -> State0 (FIGHT_ENTER) `-[N564] (ANIMLOOPCOUNT >= 1.000) |-[A421] TokenCUR -> State0 (FIGHT_ENTER) `-[N565] (ACTION = 1.000) |-[N566] (ANIMLOOPTIME >= 999.000) | |-[A422] TokenCUR -> State0 (FIGHT_ENTER) | `-[FAIL] `-[FAIL] } - - - - - - - - - - - - - - - - - - - - State96 (RESPONSE_PUSHEDBWD) { Flags[0] = 0x00000000 <........ ........ ........ ........> Flags[1] = 0x00000000 <........ ........ ........ ........> iBaseConstant = 1153 nBaseConstants = 12 StateConstants: [C1158](ID 0) ANIMMOVESCALE = 1.000 (fp4) [C1159](ID 18) RESPONSEIMMUNE_STARTTIME = 999 (0x000003E7) (uint32) [C1160](ID 19) RESPONSEIMMUNE_ENDTIME = 999 (0x000003E7) (uint32) [C1161](ID 10) STATEGROUP = 1179664 (0x00120010) (uint32) [C1163](ID 81) RIGHTSLOT = -7.000 (fp4) [C1164](ID 80) LEFTSLOT = -7.000 (fp4) Priority = 0 nAnimLayers = 1 iBaseAnimLayer = 96 iLoopControlAnimLayer = 0 AnimLayers: [L096] iBaseNode = 567 iBaseAction = 423 iBasePropertyParam = 385 NodeTree: [N567] (SAVEDSTATEGROUP & 2048.000) |-[N568] (ANIMLOOPTIME >= 0.450) | |-[A423] TokenCUR -> State74 (BOW3P_CHARGEDIDLE) | `-[N569] (ANIMLOOPCOUNT >= 1.000) | |-[A424] TokenCUR -> State74 (BOW3P_CHARGEDIDLE) | `-[N570] (ACTION = 1.000) | |-[N571] (ANIMLOOPTIME >= 999.000) | | |-[A425] TokenCUR -> State74 (BOW3P_CHARGEDIDLE) | | `-[FAIL] | `-[FAIL] `-[N572] (ANIMLOOPTIME >= 0.450) |-[A426] TokenCUR -> State0 (FIGHT_ENTER) `-[N573] (ANIMLOOPCOUNT >= 1.000) |-[A427] TokenCUR -> State0 (FIGHT_ENTER) `-[N574] (ACTION = 1.000) |-[N575] (ANIMLOOPTIME >= 999.000) | |-[A428] TokenCUR -> State0 (FIGHT_ENTER) | `-[FAIL] `-[FAIL] } - - - - - - - - - - - - - - - - - - - - State97 (RESPONSE_PUSHEDBWDFAR) { Flags[0] = 0x00000000 <........ ........ ........ ........> Flags[1] = 0x00000000 <........ ........ ........ ........> iBaseConstant = 1165 nBaseConstants = 12 StateConstants: [C1170](ID 0) ANIMMOVESCALE = 1.000 (fp4) [C1171](ID 18) RESPONSEIMMUNE_STARTTIME = 999 (0x000003E7) (uint32) [C1172](ID 19) RESPONSEIMMUNE_ENDTIME = 999 (0x000003E7) (uint32) [C1173](ID 10) STATEGROUP = 1179664 (0x00120010) (uint32) [C1175](ID 81) RIGHTSLOT = -7.000 (fp4) [C1176](ID 80) LEFTSLOT = -7.000 (fp4) Priority = 0 nAnimLayers = 1 iBaseAnimLayer = 97 iLoopControlAnimLayer = 0 AnimLayers: [L097] iBaseNode = 576 iBaseAction = 429 iBasePropertyParam = 385 NodeTree: [N576] (SAVEDSTATEGROUP & 2048.000) |-[N577] (ANIMLOOPTIME >= 999.000) | |-[A429] TokenCUR -> State74 (BOW3P_CHARGEDIDLE) | `-[N578] (ANIMLOOPCOUNT >= 1.000) | |-[A430] TokenCUR -> State74 (BOW3P_CHARGEDIDLE) | `-[N579] (ACTION = 1.000) | |-[N580] (ANIMLOOPTIME >= 999.000) | | |-[A431] TokenCUR -> State74 (BOW3P_CHARGEDIDLE) | | `-[FAIL] | `-[FAIL] `-[N581] (ANIMLOOPTIME >= 999.000) |-[A432] TokenCUR -> State0 (FIGHT_ENTER) `-[N582] (ANIMLOOPCOUNT >= 1.000) |-[A433] TokenCUR -> State0 (FIGHT_ENTER) `-[N583] (ACTION = 1.000) |-[N584] (ANIMLOOPTIME >= 999.000) | |-[A434] TokenCUR -> State0 (FIGHT_ENTER) | `-[FAIL] `-[FAIL] } - - - - - - - - - - - - - - - - - - - - State98 (RESPONSE_DEATHBWD) { Flags[0] = 0x00000000 <........ ........ ........ ........> Flags[1] = 0x00000000 <........ ........ ........ ........> iBaseConstant = 1177 nBaseConstants = 12 StateConstants: [C1183](ID 0) ANIMMOVESCALE = 1.000 (fp4) [C1184](ID 18) RESPONSEIMMUNE_STARTTIME = 0.400 (fp4) [C1185](ID 19) RESPONSEIMMUNE_ENDTIME = 999 (0x000003E7) (uint32) [C1186](ID 10) STATEGROUP = 1310720 (0x00140000) (uint32) [C1187](ID 81) RIGHTSLOT = -7.000 (fp4) [C1188](ID 80) LEFTSLOT = -7.000 (fp4) Priority = 0 nAnimLayers = 1 iBaseAnimLayer = 98 iLoopControlAnimLayer = 0 AnimLayers: [L098] iBaseNode = 585 iBaseAction = 435 iBasePropertyParam = 385 NodeTree: [N585] (ISDEAD = 0.000) |-[N586] (ANIMLOOPTIME >= 0.000) | |-[A435] | | `-[E133] SETDEADPHYS | `-[N587] (ANIMLOOPCOUNT >= 1.000) | |-[A436] | | `-[E133] SETDEADPHYS | `-[FAIL] `-[FAIL] } - - - - - - - - - - - - - - - - - - - - State99 (RESPONSE_DEATHFWD) { Flags[0] = 0x00000000 <........ ........ ........ ........> Flags[1] = 0x00000000 <........ ........ ........ ........> iBaseConstant = 1189 nBaseConstants = 12 StateConstants: [C1195](ID 0) ANIMMOVESCALE = 1.000 (fp4) [C1196](ID 18) RESPONSEIMMUNE_STARTTIME = 0.400 (fp4) [C1197](ID 19) RESPONSEIMMUNE_ENDTIME = 999 (0x000003E7) (uint32) [C1198](ID 10) STATEGROUP = 1310720 (0x00140000) (uint32) [C1199](ID 81) RIGHTSLOT = -7.000 (fp4) [C1200](ID 80) LEFTSLOT = -7.000 (fp4) Priority = 0 nAnimLayers = 1 iBaseAnimLayer = 99 iLoopControlAnimLayer = 0 AnimLayers: [L099] iBaseNode = 588 iBaseAction = 437 iBasePropertyParam = 385 NodeTree: [N588] (ISDEAD = 0.000) |-[N589] (ANIMLOOPTIME >= 0.000) | |-[A437] | | `-[E134] SETDEADPHYS | `-[N590] (ANIMLOOPCOUNT >= 1.000) | |-[A438] | | `-[E134] SETDEADPHYS | `-[FAIL] `-[FAIL] } - - - - - - - - - - - - - - - - - - - - State100 (RESPONSE_DEATHBWDFLIP) { Flags[0] = 0x00000000 <........ ........ ........ ........> Flags[1] = 0x00000000 <........ ........ ........ ........> iBaseConstant = 1201 nBaseConstants = 12 StateConstants: [C1207](ID 0) ANIMMOVESCALE = 1.650 (fp4) [C1208](ID 18) RESPONSEIMMUNE_STARTTIME = 0.000 (fp4) [C1209](ID 19) RESPONSEIMMUNE_ENDTIME = 999 (0x000003E7) (uint32) [C1210](ID 10) STATEGROUP = 1310720 (0x00140000) (uint32) [C1211](ID 81) RIGHTSLOT = -7.000 (fp4) [C1212](ID 80) LEFTSLOT = -7.000 (fp4) Priority = 0 nAnimLayers = 1 iBaseAnimLayer = 100 iLoopControlAnimLayer = 0 AnimLayers: [L100] iBaseNode = 591 iBaseAction = 439 iBasePropertyParam = 385 NodeTree: [N591] (ISDEAD = 0.000) |-[N592] (ANIMLOOPTIME >= 0.000) | |-[A439] | | `-[E135] SETDEADPHYS | `-[N593] (ANIMLOOPCOUNT >= 1.000) | |-[A440] | | `-[E135] SETDEADPHYS | `-[FAIL] `-[FAIL] } - - - - - - - - - - - - - - - - - - - - State101 (RESPONSE_KNOCKEDGROUND) { Flags[0] = 0x00000000 <........ ........ ........ ........> Flags[1] = 0x00000000 <........ ........ ........ ........> iBaseConstant = 1213 nBaseConstants = 10 StateConstants: [C1218](ID 0) ANIMMOVESCALE = 1.000 (fp4) [C1219](ID 10) STATEGROUP = 1581056 (0x00182000) (uint32) [C1221](ID 81) RIGHTSLOT = 0 (0x00000000) (uint32) [C1222](ID 80) LEFTSLOT = 1 (0x00000001) (uint32) Priority = 0 nAnimLayers = 1 iBaseAnimLayer = 101 iLoopControlAnimLayer = 0 AnimLayers: [L101] iBaseNode = 594 iBaseAction = 441 iBasePropertyParam = 386 NodeTree: [N594] (STATETIME = 2.000) |-[A441] | `-[E136] SENDDAMAGETOSELF(10000.000) `-[FAIL] } - - - - - - - - - - - - - - - - - - - - State102 (RESPONSE_KNOCKEDKNEE) { Flags[0] = 0x00000000 <........ ........ ........ ........> Flags[1] = 0x00000000 <........ ........ ........ ........> iBaseConstant = 1223 nBaseConstants = 10 StateConstants: [C1228](ID 0) ANIMMOVESCALE = 1.500 (fp4) [C1229](ID 10) STATEGROUP = 1576960 (0x00181000) (uint32) [C1231](ID 81) RIGHTSLOT = 0 (0x00000000) (uint32) [C1232](ID 80) LEFTSLOT = 1 (0x00000001) (uint32) Priority = 0 nAnimLayers = 1 iBaseAnimLayer = 102 iLoopControlAnimLayer = 0 AnimLayers: [L102] iBaseNode = 595 iBaseAction = 442 iBasePropertyParam = 386 NodeTree: [N595] (ANIMLOOPTIME >= 5.800) |-[A442] TokenCUR -> State76 (KNOCKEDKNEE_GETUP) `-[N596] (ANIMLOOPCOUNT >= 1.000) |-[A443] TokenCUR -> State76 (KNOCKEDKNEE_GETUP) `-[FAIL] } - - - - - - - - - - - - - - - - - - - - State103 (RESPONSE_FINISHEDGROUND) { Flags[0] = 0x00000000 <........ ........ ........ ........> Flags[1] = 0x00000000 <........ ........ ........ ........> iBaseConstant = 1233 nBaseConstants = 10 StateConstants: [C1239](ID 0) ANIMMOVESCALE = 1.000 (fp4) [C1240](ID 10) STATEGROUP = 1318912 (0x00142000) (uint32) [C1241](ID 81) RIGHTSLOT = -7.000 (fp4) [C1242](ID 80) LEFTSLOT = -7.000 (fp4) Priority = 0 nAnimLayers = 1 iBaseAnimLayer = 103 iLoopControlAnimLayer = 0 AnimLayers: [L103] iBaseNode = 597 iBaseAction = 444 iBasePropertyParam = 386 NodeTree: [N597] (ISDEAD = 0.000) |-[N598] (ANIMLOOPTIME >= 0.000) | |-[A444] | | `-[E137] SETDEADPHYS | `-[N599] (ANIMLOOPCOUNT >= 1.000) | |-[A445] | | `-[E137] SETDEADPHYS | `-[FAIL] `-[FAIL] } - - - - - - - - - - - - - - - - - - - - State104 (RESPONSE_FINISHEDKNEEFWD) { Flags[0] = 0x00000000 <........ ........ ........ ........> Flags[1] = 0x00000000 <........ ........ ........ ........> iBaseConstant = 1243 nBaseConstants = 10 StateConstants: [C1249](ID 0) ANIMMOVESCALE = 1.000 (fp4) [C1250](ID 10) STATEGROUP = 1314816 (0x00141000) (uint32) [C1251](ID 81) RIGHTSLOT = -7.000 (fp4) [C1252](ID 80) LEFTSLOT = -7.000 (fp4) Priority = 0 nAnimLayers = 1 iBaseAnimLayer = 104 iLoopControlAnimLayer = 0 AnimLayers: [L104] iBaseNode = 600 iBaseAction = 446 iBasePropertyParam = 386 NodeTree: [N600] (ISDEAD = 0.000) |-[N601] (ANIMLOOPTIME >= 3.600) | |-[A446] | | `-[E138] SETDEADPHYS | `-[N602] (ANIMLOOPCOUNT >= 1.000) | |-[A447] | | `-[E138] SETDEADPHYS | `-[FAIL] `-[FAIL] } - - - - - - - - - - - - - - - - - - - - State105 (RESPONSE_FINISHEDKNEEBWD) { Flags[0] = 0x00000000 <........ ........ ........ ........> Flags[1] = 0x00000000 <........ ........ ........ ........> iBaseConstant = 1253 nBaseConstants = 10 StateConstants: [C1259](ID 0) ANIMMOVESCALE = 1.000 (fp4) [C1260](ID 10) STATEGROUP = 1314816 (0x00141000) (uint32) [C1261](ID 81) RIGHTSLOT = -7.000 (fp4) [C1262](ID 80) LEFTSLOT = -7.000 (fp4) Priority = 0 nAnimLayers = 1 iBaseAnimLayer = 105 iLoopControlAnimLayer = 0 AnimLayers: [L105] iBaseNode = 603 iBaseAction = 448 iBasePropertyParam = 386 NodeTree: [N603] (ISDEAD = 0.000) |-[N604] (ANIMLOOPTIME >= 4.000) | |-[A448] | | `-[E139] SETDEADPHYS | `-[N605] (ANIMLOOPCOUNT >= 1.000) | |-[A449] | | `-[E139] SETDEADPHYS | `-[FAIL] `-[FAIL] } - - - - - - - - - - - - - - - - - - - - State106 (RESPONSE_FINISHEDKNEESLASH) { Flags[0] = 0x00000000 <........ ........ ........ ........> Flags[1] = 0x00000000 <........ ........ ........ ........> iBaseConstant = 1263 nBaseConstants = 10 StateConstants: [C1269](ID 0) ANIMMOVESCALE = 1.000 (fp4) [C1270](ID 10) STATEGROUP = 1314816 (0x00141000) (uint32) [C1271](ID 81) RIGHTSLOT = -7.000 (fp4) [C1272](ID 80) LEFTSLOT = -7.000 (fp4) Priority = 0 nAnimLayers = 1 iBaseAnimLayer = 106 iLoopControlAnimLayer = 0 AnimLayers: [L106] iBaseNode = 606 iBaseAction = 450 iBasePropertyParam = 386 NodeTree: [N606] (ISDEAD = 0.000) |-[N607] (ANIMLOOPTIME >= 1.800) | |-[A450] | | `-[E140] SETDEADPHYS | `-[N608] (ANIMLOOPCOUNT >= 1.000) | |-[A451] | | `-[E140] SETDEADPHYS | `-[FAIL] `-[FAIL] } - - - - - - - - - - - - - - - - - - - - State107 (RESPONSE_HURTSPECIAL0) { Flags[0] = 0x00000000 <........ ........ ........ ........> Flags[1] = 0x00000000 <........ ........ ........ ........> iBaseConstant = 1273 nBaseConstants = 12 StateConstants: [C1278](ID 0) ANIMMOVESCALE = 1.000 (fp4) [C1279](ID 18) RESPONSEIMMUNE_STARTTIME = 999 (0x000003E7) (uint32) [C1280](ID 19) RESPONSEIMMUNE_ENDTIME = 999 (0x000003E7) (uint32) [C1281](ID 10) STATEGROUP = 1179664 (0x00120010) (uint32) [C1283](ID 81) RIGHTSLOT = -7.000 (fp4) [C1284](ID 80) LEFTSLOT = -7.000 (fp4) Priority = 0 nAnimLayers = 1 iBaseAnimLayer = 107 iLoopControlAnimLayer = 0 AnimLayers: [L107] iBaseNode = 609 iBaseAction = 452 iBasePropertyParam = 386 NodeTree: [N609] (SAVEDSTATEGROUP & 2048.000) |-[N610] (ANIMLOOPTIME >= 1.050) | |-[A452] TokenCUR -> State74 (BOW3P_CHARGEDIDLE) | `-[N611] (ANIMLOOPCOUNT >= 1.000) | |-[A453] TokenCUR -> State74 (BOW3P_CHARGEDIDLE) | `-[N612] (ACTION = 1.000) | |-[N613] (ANIMLOOPTIME >= 999.000) | | |-[A454] TokenCUR -> State74 (BOW3P_CHARGEDIDLE) | | `-[FAIL] | `-[FAIL] `-[N614] (ANIMLOOPTIME >= 1.050) |-[A455] TokenCUR -> State0 (FIGHT_ENTER) `-[N615] (ANIMLOOPCOUNT >= 1.000) |-[A456] TokenCUR -> State0 (FIGHT_ENTER) `-[N616] (ACTION = 1.000) |-[N617] (ANIMLOOPTIME >= 999.000) | |-[A457] TokenCUR -> State0 (FIGHT_ENTER) | `-[FAIL] `-[FAIL] } - - - - - - - - - - - - - - - - - - - - State108 (RESPONSE_HURTSPECIAL1) { Flags[0] = 0x00000000 <........ ........ ........ ........> Flags[1] = 0x00000000 <........ ........ ........ ........> iBaseConstant = 1285 nBaseConstants = 15 StateConstants: [C1290](ID 0) ANIMMOVESCALE = 1.000 (fp4) [C1291](ID 18) RESPONSEIMMUNE_STARTTIME = 0.200 (fp4) [C1292](ID 19) RESPONSEIMMUNE_ENDTIME = 0.650 (fp4) [C1293](ID 20) TURNTOTARGETCORRECTION_STARTTIME0 = 0.300 (fp4) [C1294](ID 21) TURNTOTARGETCORRECTION_ENDTIME0 = 0.550 (fp4) [C1295](ID 22) TURNTOTARGETCORRECTION_OFFSET0 = 0 (0x00000000) (uint32) [C1296](ID 10) STATEGROUP = 1179664 (0x00120010) (uint32) [C1298](ID 81) RIGHTSLOT = -7.000 (fp4) [C1299](ID 80) LEFTSLOT = -7.000 (fp4) Priority = 0 nAnimLayers = 1 iBaseAnimLayer = 108 iLoopControlAnimLayer = 0 AnimLayers: [L108] iBaseNode = 618 iBaseAction = 458 iBasePropertyParam = 386 NodeTree: [N618] (SAVEDSTATEGROUP & 2048.000) |-[N619] (ANIMLOOPTIME >= 1.200) | |-[A458] TokenCUR -> State74 (BOW3P_CHARGEDIDLE) | `-[N620] (ANIMLOOPCOUNT >= 1.000) | |-[A459] TokenCUR -> State74 (BOW3P_CHARGEDIDLE) | `-[N621] (ACTION = 1.000) | |-[N622] (ANIMLOOPTIME >= 999.000) | | |-[A460] TokenCUR -> State74 (BOW3P_CHARGEDIDLE) | | `-[FAIL] | `-[FAIL] `-[N623] (ANIMLOOPTIME >= 1.200) |-[A461] TokenCUR -> State0 (FIGHT_ENTER) `-[N624] (ANIMLOOPCOUNT >= 1.000) |-[A462] TokenCUR -> State0 (FIGHT_ENTER) `-[N625] (ACTION = 1.000) |-[N626] (ANIMLOOPTIME >= 999.000) | |-[A463] TokenCUR -> State0 (FIGHT_ENTER) | `-[FAIL] `-[FAIL] } - - - - - - - - - - - - - - - - - - - - State109 (RESPONSE_HURTSPECIAL2) { Flags[0] = 0x00000000 <........ ........ ........ ........> Flags[1] = 0x00000000 <........ ........ ........ ........> iBaseConstant = 1300 nBaseConstants = 15 StateConstants: [C1305](ID 0) ANIMMOVESCALE = 1.000 (fp4) [C1306](ID 18) RESPONSEIMMUNE_STARTTIME = 0.150 (fp4) [C1307](ID 19) RESPONSEIMMUNE_ENDTIME = 1.250 (fp4) [C1308](ID 20) TURNTOTARGETCORRECTION_STARTTIME0 = 0.400 (fp4) [C1309](ID 21) TURNTOTARGETCORRECTION_ENDTIME0 = 0.850 (fp4) [C1310](ID 22) TURNTOTARGETCORRECTION_OFFSET0 = 0 (0x00000000) (uint32) [C1311](ID 10) STATEGROUP = 1179664 (0x00120010) (uint32) [C1313](ID 81) RIGHTSLOT = -7.000 (fp4) [C1314](ID 80) LEFTSLOT = -7.000 (fp4) Priority = 0 nAnimLayers = 1 iBaseAnimLayer = 109 iLoopControlAnimLayer = 0 AnimLayers: [L109] iBaseNode = 627 iBaseAction = 464 iBasePropertyParam = 386 NodeTree: [N627] (SAVEDSTATEGROUP & 2048.000) |-[N628] (ANIMLOOPTIME >= 1.600) | |-[A464] TokenCUR -> State74 (BOW3P_CHARGEDIDLE) | `-[N629] (ANIMLOOPCOUNT >= 1.000) | |-[A465] TokenCUR -> State74 (BOW3P_CHARGEDIDLE) | `-[N630] (ACTION = 1.000) | |-[N631] (ANIMLOOPTIME >= 999.000) | | |-[A466] TokenCUR -> State74 (BOW3P_CHARGEDIDLE) | | `-[FAIL] | `-[FAIL] `-[N632] (ANIMLOOPTIME >= 1.600) |-[A467] TokenCUR -> State0 (FIGHT_ENTER) `-[N633] (ANIMLOOPCOUNT >= 1.000) |-[A468] TokenCUR -> State0 (FIGHT_ENTER) `-[N634] (ACTION = 1.000) |-[N635] (ANIMLOOPTIME >= 999.000) | |-[A469] TokenCUR -> State0 (FIGHT_ENTER) | `-[FAIL] `-[FAIL] } - - - - - - - - - - - - - - - - - - - - State110 (RESPONSE_HURTSPECIAL3) { Flags[0] = 0x00000000 <........ ........ ........ ........> Flags[1] = 0x00000000 <........ ........ ........ ........> iBaseConstant = 1315 nBaseConstants = 12 StateConstants: [C1320](ID 0) ANIMMOVESCALE = 1.000 (fp4) [C1321](ID 18) RESPONSEIMMUNE_STARTTIME = 999 (0x000003E7) (uint32) [C1322](ID 19) RESPONSEIMMUNE_ENDTIME = 999 (0x000003E7) (uint32) [C1323](ID 10) STATEGROUP = 1179664 (0x00120010) (uint32) [C1325](ID 81) RIGHTSLOT = -7.000 (fp4) [C1326](ID 80) LEFTSLOT = -7.000 (fp4) Priority = 0 nAnimLayers = 1 iBaseAnimLayer = 110 iLoopControlAnimLayer = 0 AnimLayers: [L110] iBaseNode = 636 iBaseAction = 470 iBasePropertyParam = 386 NodeTree: [N636] (SAVEDSTATEGROUP & 2048.000) |-[N637] (ANIMLOOPTIME >= 1.000) | |-[A470] TokenCUR -> State74 (BOW3P_CHARGEDIDLE) | `-[N638] (ANIMLOOPCOUNT >= 1.000) | |-[A471] TokenCUR -> State74 (BOW3P_CHARGEDIDLE) | `-[N639] (ACTION = 1.000) | |-[N640] (ANIMLOOPTIME >= 999.000) | | |-[A472] TokenCUR -> State74 (BOW3P_CHARGEDIDLE) | | `-[FAIL] | `-[FAIL] `-[N641] (ANIMLOOPTIME >= 1.000) |-[A473] TokenCUR -> State0 (FIGHT_ENTER) `-[N642] (ANIMLOOPCOUNT >= 1.000) |-[A474] TokenCUR -> State0 (FIGHT_ENTER) `-[N643] (ACTION = 1.000) |-[N644] (ANIMLOOPTIME >= 999.000) | |-[A475] TokenCUR -> State0 (FIGHT_ENTER) | `-[FAIL] `-[FAIL] } - - - - - - - - - - - - - - - - - - - - State111 (RESPONSE_HURTSPECIAL3END) { Flags[0] = 0x00000000 <........ ........ ........ ........> Flags[1] = 0x00000000 <........ ........ ........ ........> iBaseConstant = 1327 nBaseConstants = 12 StateConstants: [C1332](ID 0) ANIMMOVESCALE = 1.000 (fp4) [C1333](ID 18) RESPONSEIMMUNE_STARTTIME = 1.700 (fp4) [C1334](ID 19) RESPONSEIMMUNE_ENDTIME = 2.900 (fp4) [C1335](ID 10) STATEGROUP = 1179664 (0x00120010) (uint32) [C1337](ID 81) RIGHTSLOT = -7.000 (fp4) [C1338](ID 80) LEFTSLOT = -7.000 (fp4) Priority = 0 nAnimLayers = 1 iBaseAnimLayer = 111 iLoopControlAnimLayer = 0 AnimLayers: [L111] iBaseNode = 645 iBaseAction = 476 iBasePropertyParam = 386 NodeTree: [N645] (SAVEDSTATEGROUP & 2048.000) |-[N646] (ANIMLOOPTIME >= 3.200) | |-[A476] TokenCUR -> State74 (BOW3P_CHARGEDIDLE) | `-[N647] (ANIMLOOPCOUNT >= 1.000) | |-[A477] TokenCUR -> State74 (BOW3P_CHARGEDIDLE) | `-[N648] (ACTION = 1.000) | |-[N649] (ANIMLOOPTIME >= 999.000) | | |-[A478] TokenCUR -> State74 (BOW3P_CHARGEDIDLE) | | `-[FAIL] | `-[FAIL] `-[N650] (ANIMLOOPTIME >= 3.200) |-[A479] TokenCUR -> State0 (FIGHT_ENTER) `-[N651] (ANIMLOOPCOUNT >= 1.000) |-[A480] TokenCUR -> State0 (FIGHT_ENTER) `-[N652] (ACTION = 1.000) |-[N653] (ANIMLOOPTIME >= 999.000) | |-[A481] TokenCUR -> State0 (FIGHT_ENTER) | `-[FAIL] `-[FAIL] } - - - - - - - - - - - - - - - - - - - - State112 (RESPONSE_DEATHSPECIAL3END) { Flags[0] = 0x00000000 <........ ........ ........ ........> Flags[1] = 0x00000000 <........ ........ ........ ........> iBaseConstant = 1339 nBaseConstants = 12 StateConstants: [C1345](ID 0) ANIMMOVESCALE = 1.000 (fp4) [C1346](ID 18) RESPONSEIMMUNE_STARTTIME = 1.700 (fp4) [C1347](ID 19) RESPONSEIMMUNE_ENDTIME = 999 (0x000003E7) (uint32) [C1348](ID 10) STATEGROUP = 1310720 (0x00140000) (uint32) [C1349](ID 81) RIGHTSLOT = -7.000 (fp4) [C1350](ID 80) LEFTSLOT = -7.000 (fp4) Priority = 0 nAnimLayers = 1 iBaseAnimLayer = 112 iLoopControlAnimLayer = 0 AnimLayers: [L112] iBaseNode = 654 iBaseAction = 482 iBasePropertyParam = 386 NodeTree: [N654] (ANIMLOOPTIME >= 2.100) |-[A482] TokenCUR -> State113 (RESPONSE_DEATHSPECIAL3END_FREEZE) `-[N655] (ISDEAD = 0.000) |-[N656] (ANIMLOOPTIME >= 2.000) | |-[A483] | | `-[E141] SETDEADPHYS | `-[N657] (ANIMLOOPCOUNT >= 1.000) | |-[A484] | | `-[E141] SETDEADPHYS | `-[FAIL] `-[FAIL] } - - - - - - - - - - - - - - - - - - - - State113 (RESPONSE_DEATHSPECIAL3END_FREEZE) { Flags[0] = 0x00000000 <........ ........ ........ ........> Flags[1] = 0x00000000 <........ ........ ........ ........> iBaseConstant = 1351 nBaseConstants = 0 StateConstants: (empty) Priority = 0 nAnimLayers = 1 iBaseAnimLayer = 113 iLoopControlAnimLayer = 0 AnimLayers: [L113] iBaseNode = -1 iBaseAction = 485 iBasePropertyParam = -1 NodeTree: (empty) } - - - - - - - - - - - - - - - - - - - - State114 (RESPONSE_KNEED) { Flags[0] = 0x00000000 <........ ........ ........ ........> Flags[1] = 0x00000000 <........ ........ ........ ........> iBaseConstant = 1351 nBaseConstants = 12 StateConstants: [C1356](ID 0) ANIMMOVESCALE = 1.000 (fp4) [C1357](ID 18) RESPONSEIMMUNE_STARTTIME = 999 (0x000003E7) (uint32) [C1358](ID 19) RESPONSEIMMUNE_ENDTIME = 999 (0x000003E7) (uint32) [C1359](ID 10) STATEGROUP = 1179664 (0x00120010) (uint32) [C1361](ID 81) RIGHTSLOT = -7.000 (fp4) [C1362](ID 80) LEFTSLOT = -7.000 (fp4) Priority = 0 nAnimLayers = 1 iBaseAnimLayer = 114 iLoopControlAnimLayer = 0 AnimLayers: [L114] iBaseNode = 658 iBaseAction = 485 iBasePropertyParam = 386 NodeTree: [N658] (SAVEDSTATEGROUP & 2048.000) |-[N659] (ANIMLOOPTIME >= 1.450) | |-[A485] TokenCUR -> State74 (BOW3P_CHARGEDIDLE) | `-[N660] (ANIMLOOPCOUNT >= 1.000) | |-[A486] TokenCUR -> State74 (BOW3P_CHARGEDIDLE) | `-[N661] (ACTION = 1.000) | |-[N662] (ANIMLOOPTIME >= 999.000) | | |-[A487] TokenCUR -> State74 (BOW3P_CHARGEDIDLE) | | `-[FAIL] | `-[FAIL] `-[N663] (ANIMLOOPTIME >= 1.450) |-[A488] TokenCUR -> State0 (FIGHT_ENTER) `-[N664] (ANIMLOOPCOUNT >= 1.000) |-[A489] TokenCUR -> State0 (FIGHT_ENTER) `-[N665] (ACTION = 1.000) |-[N666] (ANIMLOOPTIME >= 999.000) | |-[A490] TokenCUR -> State0 (FIGHT_ENTER) | `-[FAIL] `-[FAIL] } - - - - - - - - - - - - - - - - - - - - State115 (RESPONSE_ENTANGLED) { Flags[0] = 0x00000000 <........ ........ ........ ........> Flags[1] = 0x00000000 <........ ........ ........ ........> iBaseConstant = 1363 nBaseConstants = 12 StateConstants: [C1368](ID 0) ANIMMOVESCALE = 1.000 (fp4) [C1369](ID 18) RESPONSEIMMUNE_STARTTIME = 999 (0x000003E7) (uint32) [C1370](ID 19) RESPONSEIMMUNE_ENDTIME = 999 (0x000003E7) (uint32) [C1371](ID 10) STATEGROUP = 1179664 (0x00120010) (uint32) [C1373](ID 81) RIGHTSLOT = -7.000 (fp4) [C1374](ID 80) LEFTSLOT = -7.000 (fp4) Priority = 0 nAnimLayers = 1 iBaseAnimLayer = 115 iLoopControlAnimLayer = 0 AnimLayers: [L115] iBaseNode = 667 iBaseAction = 491 iBasePropertyParam = 386 NodeTree: [N667] (SAVEDSTATEGROUP & 2048.000) |-[N668] (ANIMLOOPTIME >= 999.000) | |-[A491] TokenCUR -> State74 (BOW3P_CHARGEDIDLE) | `-[N669] (ANIMLOOPCOUNT >= 1.000) | |-[A492] TokenCUR -> State74 (BOW3P_CHARGEDIDLE) | `-[N670] (ACTION = 1.000) | |-[N671] (ANIMLOOPTIME >= 999.000) | | |-[A493] TokenCUR -> State74 (BOW3P_CHARGEDIDLE) | | `-[FAIL] | `-[FAIL] `-[N672] (ANIMLOOPTIME >= 999.000) |-[A494] TokenCUR -> State0 (FIGHT_ENTER) `-[N673] (ANIMLOOPCOUNT >= 1.000) |-[A495] TokenCUR -> State0 (FIGHT_ENTER) `-[N674] (ACTION = 1.000) |-[N675] (ANIMLOOPTIME >= 999.000) | |-[A496] TokenCUR -> State0 (FIGHT_ENTER) | `-[FAIL] `-[FAIL] } - - - - - - - - - - - - - - - - - - - - State116 (RESPONSE_PARTIAL_HURTLEFT) { Flags[0] = 0x00000000 <........ ........ ........ ........> Flags[1] = 0x00000000 <........ ........ ........ ........> iBaseConstant = 1375 nBaseConstants = 12 StateConstants: [C1380](ID 0) ANIMMOVESCALE = 1.000 (fp4) [C1381](ID 18) RESPONSEIMMUNE_STARTTIME = 999 (0x000003E7) (uint32) [C1382](ID 19) RESPONSEIMMUNE_ENDTIME = 999 (0x000003E7) (uint32) [C1383](ID 10) STATEGROUP = 1179664 (0x00120010) (uint32) [C1385](ID 81) RIGHTSLOT = -7.000 (fp4) [C1386](ID 80) LEFTSLOT = -7.000 (fp4) Priority = 0 nAnimLayers = 1 iBaseAnimLayer = 116 iLoopControlAnimLayer = 0 AnimLayers: [L116] iBaseNode = 676 iBaseAction = 497 iBasePropertyParam = 386 NodeTree: [N676] (ANIMLOOPTIME >= 0.550) |-[A497] Token3 -> TERMINATE `-[N677] (ANIMLOOPCOUNT >= 1.000) |-[A498] Token3 -> TERMINATE `-[N678] (SAVEDSTATEGROUP & 2048.000) |-[N679] (ACTION = 1.000) | |-[N680] (ANIMLOOPTIME >= 999.000) | | |-[A501] TokenCUR -> State74 (BOW3P_CHARGEDIDLE) | | `-[FAIL] | `-[FAIL] `-[N681] (ACTION = 1.000) |-[N682] (ANIMLOOPTIME >= 999.000) | |-[A504] TokenCUR -> State0 (FIGHT_ENTER) | `-[FAIL] `-[FAIL] } - - - - - - - - - - - - - - - - - - - - State117 (RESPONSE_PARTIAL_HURTRIGHT) { Flags[0] = 0x00000000 <........ ........ ........ ........> Flags[1] = 0x00000000 <........ ........ ........ ........> iBaseConstant = 1387 nBaseConstants = 12 StateConstants: [C1392](ID 0) ANIMMOVESCALE = 1.000 (fp4) [C1393](ID 18) RESPONSEIMMUNE_STARTTIME = 999 (0x000003E7) (uint32) [C1394](ID 19) RESPONSEIMMUNE_ENDTIME = 999 (0x000003E7) (uint32) [C1395](ID 10) STATEGROUP = 1179664 (0x00120010) (uint32) [C1397](ID 81) RIGHTSLOT = -7.000 (fp4) [C1398](ID 80) LEFTSLOT = -7.000 (fp4) Priority = 0 nAnimLayers = 1 iBaseAnimLayer = 117 iLoopControlAnimLayer = 0 AnimLayers: [L117] iBaseNode = 683 iBaseAction = 505 iBasePropertyParam = 386 NodeTree: [N683] (ANIMLOOPTIME >= 0.550) |-[A505] Token3 -> TERMINATE `-[N684] (ANIMLOOPCOUNT >= 1.000) |-[A506] Token3 -> TERMINATE `-[N685] (SAVEDSTATEGROUP & 2048.000) |-[N686] (ACTION = 1.000) | |-[N687] (ANIMLOOPTIME >= 999.000) | | |-[A509] TokenCUR -> State74 (BOW3P_CHARGEDIDLE) | | `-[FAIL] | `-[FAIL] `-[N688] (ACTION = 1.000) |-[N689] (ANIMLOOPTIME >= 999.000) | |-[A512] TokenCUR -> State0 (FIGHT_ENTER) | `-[FAIL] `-[FAIL] } - - - - - - - - - - - - - - - - - - - - State118 (INIT) { Flags[0] = 0x00000000 <........ ........ ........ ........> Flags[1] = 0x00000000 <........ ........ ........ ........> iBaseConstant = 1399 nBaseConstants = 0 StateConstants: (empty) Priority = 0 nAnimLayers = 1 iBaseAnimLayer = 118 iLoopControlAnimLayer = 0 AnimLayers: [L118] iBaseNode = 690 iBaseAction = 513 iBasePropertyParam = 386 NodeTree: [N690] (STATETIME = 0.000) |-[A513] Token1 -> State79 (RESPONSE_INIT) `-[N691] (STATETIME > 0.000) |-[A514] Token0 -> State1 (ACTIONSWITCH) `-[FAIL] } } Actions: { Action[A000] = State118 (INIT), ABDuration 0.000> Action[A001] = State1 (ACTIONSWITCH), ABDuration 0.000> Action[A002] = State49 (DIVINE_ENTER), ABDuration 0.100> Action[A003] = State57 (BOW_ENTER), ABDuration 0.000> Action[A004] = State9 (FIGHT_BLOCK_SWITCH), ABDuration 0.000> Action[A005] = State32 (FIGHT_ATTACK_INIT), ABDuration 0.000> Action[A006] = State2 (FIGHT_SWITCH), ABDuration -1.000> Action[A007] = State4 (FIGHT_ORDERCHARGE), ABDuration 0.200> Action[A008] = State5 (FIGHT_ORDERFLANK), ABDuration 0.200> Action[A009] = State6 (FIGHT_TAUNTSWITCH), ABDuration -1.000> Action[A010] = State1 (ACTIONSWITCH), ABDuration -1.000> Action[A011] = State11 (FIGHT_MOVEMENTSWITCH), ABDuration -2.000> Action[A012] = State29 (FIGHT_TURNSWITCH), ABDuration -2.000> Action[A013] = State29 (FIGHT_TURNSWITCH), ABDuration -2.000> Action[A014] = State29 (FIGHT_TURNSWITCH), ABDuration -2.000> Action[A015] = State3 (FIGHT_IDLE), ABDuration -1.000> Action[A016] = State2 (FIGHT_SWITCH), ABDuration -2.000> Action[A017] = State2 (FIGHT_SWITCH), ABDuration -2.000> Action[A018] = State2 (FIGHT_SWITCH), ABDuration -2.000> Action[A019] = State2 (FIGHT_SWITCH), ABDuration -2.000> Action[A020] = State11 (FIGHT_MOVEMENTSWITCH), ABDuration -2.000> Action[A021] = State29 (FIGHT_TURNSWITCH), ABDuration -2.000> Action[A022] = State29 (FIGHT_TURNSWITCH), ABDuration -2.000> Action[A023] = State29 (FIGHT_TURNSWITCH), ABDuration -2.000> Action[A024] = State2 (FIGHT_SWITCH), ABDuration 0.200> Action[A025] = State2 (FIGHT_SWITCH), ABDuration 0.200> Action[A026] = State2 (FIGHT_SWITCH), ABDuration 0.200> Action[A027] = State2 (FIGHT_SWITCH), ABDuration 0.200> Action[A028] = State7 (FIGHT_TAUNT0), ABDuration 0.100> Action[A029] = State8 (FIGHT_TAUNT1), ABDuration 0.100> Action[A030] = State8 (FIGHT_TAUNT1), ABDuration 0.100> Action[A031] = State2 (FIGHT_SWITCH), ABDuration 0.100> Action[A032] = State2 (FIGHT_SWITCH), ABDuration 0.100> Action[A033] = State2 (FIGHT_SWITCH), ABDuration 0.100> Action[A034] = State2 (FIGHT_SWITCH), ABDuration 0.100> Action[A035] = State1 (ACTIONSWITCH), ABDuration 0.000> Action[A036] = State10 (FIGHT_BLOCK_IDLE), ABDuration 0.150> Action[A037] = State9 (FIGHT_BLOCK_SWITCH), ABDuration 0.150> Action[A038] = State2 (FIGHT_SWITCH), ABDuration -1.000> Action[A039] = State2 (FIGHT_SWITCH), ABDuration -1.000> Action[A040] = State12 (FIGHT_JOGFWD), ABDuration 0.100> Action[A041] = State13 (FIGHT_WALKFWD), ABDuration 0.100> Action[A042] = State28 (FIGHT_2NDSTAGEFREEMOVE), ABDuration 0.100> Action[A043] = State18 (FIGHT_RUSHFWD), ABDuration 0.100> Action[A044] = State19 (FIGHT_RUSHBWD), ABDuration 0.200> Action[A045] = State20 (FIGHT_RUSHLFT), ABDuration 0.100> Action[A046] = State21 (FIGHT_RUSHRGT), ABDuration 0.100> Action[A047] = State24 (FIGHT_FREEMOVEFWD), ABDuration 0.100> Action[A048] = State24 (FIGHT_FREEMOVEFWD), ABDuration 0.100> Action[A049] = State25 (FIGHT_FREEMOVEBWD), ABDuration 0.100> Action[A050] = State25 (FIGHT_FREEMOVEBWD), ABDuration 0.100> Action[A051] = State26 (FIGHT_FREEMOVELFT), ABDuration 0.100> Action[A052] = State26 (FIGHT_FREEMOVELFT), ABDuration 0.100> Action[A053] = State27 (FIGHT_FREEMOVERGT), ABDuration 0.100> Action[A054] = State27 (FIGHT_FREEMOVERGT), ABDuration 0.100> Action[A055] = State14 (FIGHT_MOVEFWD), ABDuration 0.100> Action[A056] = State15 (FIGHT_MOVEBWD), ABDuration 0.100> Action[A057] = State22 (FIGHT_NOTURNMOVELFT), ABDuration 0.100> Action[A058] = State23 (FIGHT_NOTURNMOVERGT), ABDuration 0.100> Action[A059] = State16 (FIGHT_MOVELFT), ABDuration 0.100> Action[A060] = State17 (FIGHT_MOVERGT), ABDuration 0.100> Action[A061] = State11 (FIGHT_MOVEMENTSWITCH), ABDuration 0.100> Action[A062] = State11 (FIGHT_MOVEMENTSWITCH), ABDuration 0.100> Action[A063] = State11 (FIGHT_MOVEMENTSWITCH), ABDuration 0.100> Action[A064] = State11 (FIGHT_MOVEMENTSWITCH), ABDuration 0.100> Action[A065] = State11 (FIGHT_MOVEMENTSWITCH), ABDuration 0.100> Action[A066] = State11 (FIGHT_MOVEMENTSWITCH), ABDuration 0.100> Action[A067] = State11 (FIGHT_MOVEMENTSWITCH), ABDuration 0.100> Action[A068] = State11 (FIGHT_MOVEMENTSWITCH), ABDuration 0.100> Action[A069] = State11 (FIGHT_MOVEMENTSWITCH), ABDuration 0.100> Action[A070] = State11 (FIGHT_MOVEMENTSWITCH), ABDuration 0.100> Action[A071] = State11 (FIGHT_MOVEMENTSWITCH), ABDuration 0.100> Action[A072] = State11 (FIGHT_MOVEMENTSWITCH), ABDuration 0.100> Action[A073] = State11 (FIGHT_MOVEMENTSWITCH), ABDuration 0.100> Action[A074] = State11 (FIGHT_MOVEMENTSWITCH), ABDuration 0.100> Action[A075] = State11 (FIGHT_MOVEMENTSWITCH), ABDuration 0.100> Action[A076] = State11 (FIGHT_MOVEMENTSWITCH), ABDuration 0.100> Action[A077] = State11 (FIGHT_MOVEMENTSWITCH), ABDuration 0.100> Action[A078] = State11 (FIGHT_MOVEMENTSWITCH), ABDuration 0.100> Action[A079] = State11 (FIGHT_MOVEMENTSWITCH), ABDuration 0.100> Action[A080] = State11 (FIGHT_MOVEMENTSWITCH), ABDuration 0.100> Action[A081] = State11 (FIGHT_MOVEMENTSWITCH), ABDuration 0.100> Action[A082] = State11 (FIGHT_MOVEMENTSWITCH), ABDuration 0.100> Action[A083] = State11 (FIGHT_MOVEMENTSWITCH), ABDuration 0.100> Action[A084] = State11 (FIGHT_MOVEMENTSWITCH), ABDuration 0.100> Action[A085] = State11 (FIGHT_MOVEMENTSWITCH), ABDuration 0.100> Action[A086] = State11 (FIGHT_MOVEMENTSWITCH), ABDuration 0.100> Action[A087] = State11 (FIGHT_MOVEMENTSWITCH), ABDuration 0.100> Action[A088] = State11 (FIGHT_MOVEMENTSWITCH), ABDuration 0.100> Action[A089] = State11 (FIGHT_MOVEMENTSWITCH), ABDuration 0.100> Action[A090] = State11 (FIGHT_MOVEMENTSWITCH), ABDuration 0.100> Action[A091] = State11 (FIGHT_MOVEMENTSWITCH), ABDuration 0.100> Action[A092] = State11 (FIGHT_MOVEMENTSWITCH), ABDuration 0.100> Action[A093] = State11 (FIGHT_MOVEMENTSWITCH), ABDuration 0.100> Action[A094] = State11 (FIGHT_MOVEMENTSWITCH), ABDuration 0.100> Action[A095] = State11 (FIGHT_MOVEMENTSWITCH), ABDuration 0.100> Action[A096] = State11 (FIGHT_MOVEMENTSWITCH), ABDuration 0.100> Action[A097] = State11 (FIGHT_MOVEMENTSWITCH), ABDuration 0.100> Action[A098] = State11 (FIGHT_MOVEMENTSWITCH), ABDuration 0.100> Action[A099] = State11 (FIGHT_MOVEMENTSWITCH), ABDuration 0.100> Action[A100] = State11 (FIGHT_MOVEMENTSWITCH), ABDuration 0.300> Action[A101] = State11 (FIGHT_MOVEMENTSWITCH), ABDuration 0.300> Action[A102] = State11 (FIGHT_MOVEMENTSWITCH), ABDuration 0.300> Action[A103] = State11 (FIGHT_MOVEMENTSWITCH), ABDuration 0.300> Action[A104] = State11 (FIGHT_MOVEMENTSWITCH), ABDuration 0.300> Action[A105] = State11 (FIGHT_MOVEMENTSWITCH), ABDuration 0.100> Action[A106] = State11 (FIGHT_MOVEMENTSWITCH), ABDuration 0.100> Action[A107] = State11 (FIGHT_MOVEMENTSWITCH), ABDuration 0.100> Action[A108] = State11 (FIGHT_MOVEMENTSWITCH), ABDuration 0.100> Action[A109] = State11 (FIGHT_MOVEMENTSWITCH), ABDuration 0.100> Action[A110] = State11 (FIGHT_MOVEMENTSWITCH), ABDuration 0.100> Action[A111] = State11 (FIGHT_MOVEMENTSWITCH), ABDuration 0.100> Action[A112] = State11 (FIGHT_MOVEMENTSWITCH), ABDuration 0.100> Action[A113] = State11 (FIGHT_MOVEMENTSWITCH), ABDuration 0.100> Action[A114] = State11 (FIGHT_MOVEMENTSWITCH), ABDuration 0.100> Action[A115] = State11 (FIGHT_MOVEMENTSWITCH), ABDuration 0.100> Action[A116] = State11 (FIGHT_MOVEMENTSWITCH), ABDuration 0.100> Action[A117] = State11 (FIGHT_MOVEMENTSWITCH), ABDuration 0.100> Action[A118] = State11 (FIGHT_MOVEMENTSWITCH), ABDuration 0.100> Action[A119] = State11 (FIGHT_MOVEMENTSWITCH), ABDuration 0.100> Action[A120] = State11 (FIGHT_MOVEMENTSWITCH), ABDuration 0.100> Action[A121] = State11 (FIGHT_MOVEMENTSWITCH), ABDuration 0.100> Action[A122] = State11 (FIGHT_MOVEMENTSWITCH), ABDuration 0.100> Action[A123] = State11 (FIGHT_MOVEMENTSWITCH), ABDuration 0.100> Action[A124] = State11 (FIGHT_MOVEMENTSWITCH), ABDuration 0.100> Action[A125] = State11 (FIGHT_MOVEMENTSWITCH), ABDuration 0.100> Action[A126] = State11 (FIGHT_MOVEMENTSWITCH), ABDuration 0.100> Action[A127] = State28 (FIGHT_2NDSTAGEFREEMOVE), ABDuration 0.100> Action[A128] = State28 (FIGHT_2NDSTAGEFREEMOVE), ABDuration 0.100> Action[A129] = State11 (FIGHT_MOVEMENTSWITCH), ABDuration 0.100> Action[A130] = State11 (FIGHT_MOVEMENTSWITCH), ABDuration 0.100> Action[A131] = State11 (FIGHT_MOVEMENTSWITCH), ABDuration 0.100> Action[A132] = State11 (FIGHT_MOVEMENTSWITCH), ABDuration 0.100> Action[A133] = State11 (FIGHT_MOVEMENTSWITCH), ABDuration 0.100> Action[A134] = State11 (FIGHT_MOVEMENTSWITCH), ABDuration 0.100> Action[A135] = State28 (FIGHT_2NDSTAGEFREEMOVE), ABDuration 0.100> Action[A136] = State28 (FIGHT_2NDSTAGEFREEMOVE), ABDuration 0.100> Action[A137] = State11 (FIGHT_MOVEMENTSWITCH), ABDuration 0.100> Action[A138] = State11 (FIGHT_MOVEMENTSWITCH), ABDuration 0.100> Action[A139] = State11 (FIGHT_MOVEMENTSWITCH), ABDuration 0.100> Action[A140] = State11 (FIGHT_MOVEMENTSWITCH), ABDuration 0.100> Action[A141] = State11 (FIGHT_MOVEMENTSWITCH), ABDuration 0.100> Action[A142] = State11 (FIGHT_MOVEMENTSWITCH), ABDuration 0.100> Action[A143] = State28 (FIGHT_2NDSTAGEFREEMOVE), ABDuration 0.100> Action[A144] = State28 (FIGHT_2NDSTAGEFREEMOVE), ABDuration 0.100> Action[A145] = State11 (FIGHT_MOVEMENTSWITCH), ABDuration 0.100> Action[A146] = State11 (FIGHT_MOVEMENTSWITCH), ABDuration 0.100> Action[A147] = State11 (FIGHT_MOVEMENTSWITCH), ABDuration 0.100> Action[A148] = State11 (FIGHT_MOVEMENTSWITCH), ABDuration 0.100> Action[A149] = State11 (FIGHT_MOVEMENTSWITCH), ABDuration 0.100> Action[A150] = State11 (FIGHT_MOVEMENTSWITCH), ABDuration 0.100> Action[A151] = State28 (FIGHT_2NDSTAGEFREEMOVE), ABDuration 0.100> Action[A152] = State28 (FIGHT_2NDSTAGEFREEMOVE), ABDuration 0.100> Action[A153] = State11 (FIGHT_MOVEMENTSWITCH), ABDuration 0.100> Action[A154] = State11 (FIGHT_MOVEMENTSWITCH), ABDuration 0.100> Action[A155] = State11 (FIGHT_MOVEMENTSWITCH), ABDuration 0.100> Action[A156] = State11 (FIGHT_MOVEMENTSWITCH), ABDuration 0.100> Action[A157] = State11 (FIGHT_MOVEMENTSWITCH), ABDuration 0.100> Action[A158] = State11 (FIGHT_MOVEMENTSWITCH), ABDuration 0.100> Action[A159] = State11 (FIGHT_MOVEMENTSWITCH), ABDuration 0.100> Action[A160] = State11 (FIGHT_MOVEMENTSWITCH), ABDuration 0.100> Action[A161] = State11 (FIGHT_MOVEMENTSWITCH), ABDuration 0.100> Action[A162] = State11 (FIGHT_MOVEMENTSWITCH), ABDuration 0.100> Action[A163] = State28 (FIGHT_2NDSTAGEFREEMOVE), ABDuration 0.100> Action[A164] = State30 (FIGHT_TURNLFT), ABDuration 0.000> Action[A165] = State31 (FIGHT_TURNRGT), ABDuration 0.000> Action[A166] = State2 (FIGHT_SWITCH), ABDuration -1.000> Action[A167] = State2 (FIGHT_SWITCH), ABDuration -1.000> Action[A168] = State2 (FIGHT_SWITCH), ABDuration -1.000> Action[A169] = State2 (FIGHT_SWITCH), ABDuration -1.000> Action[A170] = State2 (FIGHT_SWITCH), ABDuration -1.000> Action[A171] = State11 (FIGHT_MOVEMENTSWITCH), ABDuration 0.000> Action[A172] = State11 (FIGHT_MOVEMENTSWITCH), ABDuration 0.000> Action[A173] = State11 (FIGHT_MOVEMENTSWITCH), ABDuration 0.000> Action[A174] = State11 (FIGHT_MOVEMENTSWITCH), ABDuration 0.000> Action[A175] = State11 (FIGHT_MOVEMENTSWITCH), ABDuration 0.000> Action[A176] = State34 (FIGHT_ATTACK_SWITCH), ABDuration 0.000> Action[A177] = State1 (ACTIONSWITCH), ABDuration -1.000> Action[A178] = State44 (FIGHT_ATTACK_SPECIALSWITCH), ABDuration 0.000> Action[A179] = State35 (FIGHT_ATTACK_CONTEXTSWITCH), ABDuration 0.000> Action[A180] = State36 (FIGHT_ATTACK_FWDMEDSWITCH), ABDuration 0.000> Action[A181] = State36 (FIGHT_ATTACK_FWDMEDSWITCH), ABDuration 0.000> Action[A182] = State36 (FIGHT_ATTACK_FWDMEDSWITCH), ABDuration 0.000> Action[A183] = State37 (FIGHT_ATTACK_LEFT), ABDuration 0.100> Action[A184] = State41 (FIGHT_ATTACK_HEAVY), ABDuration 0.100> Action[A185] = State33 (FIGHT_ATTACK_EXIT), ABDuration 0.000> Action[A186] = State38 (FIGHT_ATTACK_RIGHT_VARIATION1), ABDuration 0.100> Action[A187] = State39 (FIGHT_ATTACK_RIGHT_VARIATION2), ABDuration 0.100> Action[A188] = State40 (FIGHT_ATTACK_RIGHTHEAVYCOMBO), ABDuration 0.100> Action[A189] = State33 (FIGHT_ATTACK_EXIT), ABDuration 0.100> Action[A190] = State33 (FIGHT_ATTACK_EXIT), ABDuration 0.000> Action[A191] = State33 (FIGHT_ATTACK_EXIT), ABDuration 0.200> Action[A192] = State33 (FIGHT_ATTACK_EXIT), ABDuration 0.000> Action[A193] = State33 (FIGHT_ATTACK_EXIT), ABDuration 0.200> Action[A194] = State33 (FIGHT_ATTACK_EXIT), ABDuration 0.000> Action[A195] = State33 (FIGHT_ATTACK_EXIT), ABDuration 0.100> Action[A196] = State33 (FIGHT_ATTACK_EXIT), ABDuration 0.000> Action[A197] = State42 (FIGHT_ATTACK_SUPERHEAVY), ABDuration 0.100> Action[A198] = State33 (FIGHT_ATTACK_EXIT), ABDuration 0.050> Action[A199] = State33 (FIGHT_ATTACK_EXIT), ABDuration 0.000> Action[A200] = State43 (FIGHT_ATTACK_2SWEEPCOMBO), ABDuration 0.100> Action[A201] = State33 (FIGHT_ATTACK_EXIT), ABDuration 0.100> Action[A202] = State33 (FIGHT_ATTACK_EXIT), ABDuration 0.000> Action[A203] = State33 (FIGHT_ATTACK_EXIT), ABDuration 0.100> Action[A204] = State33 (FIGHT_ATTACK_EXIT), ABDuration 0.000> Action[A205] = State45 (FIGHT_ATTACK_SPECIAL0), ABDuration 0.100> Action[A206] = State46 (FIGHT_ATTACK_SPECIAL1), ABDuration 0.100> Action[A207] = State47 (FIGHT_ATTACK_SPECIAL2), ABDuration 0.100> Action[A208] = State48 (FIGHT_ATTACK_SPECIAL3), ABDuration 0.100> Action[A209] = State33 (FIGHT_ATTACK_EXIT), ABDuration 0.100> Action[A210] = State33 (FIGHT_ATTACK_EXIT), ABDuration 0.000> Action[A211] = State33 (FIGHT_ATTACK_EXIT), ABDuration 0.200> Action[A212] = State33 (FIGHT_ATTACK_EXIT), ABDuration 0.100> Action[A213] = State33 (FIGHT_ATTACK_EXIT), ABDuration 0.000> Action[A214] = State33 (FIGHT_ATTACK_EXIT), ABDuration 0.200> Action[A215] = State33 (FIGHT_ATTACK_EXIT), ABDuration 0.100> Action[A216] = State33 (FIGHT_ATTACK_EXIT), ABDuration 0.000> Action[A217] = State33 (FIGHT_ATTACK_EXIT), ABDuration 0.200> Action[A218] = State33 (FIGHT_ATTACK_EXIT), ABDuration 0.300> Action[A219] = State33 (FIGHT_ATTACK_EXIT), ABDuration 0.000> Action[A220] = State33 (FIGHT_ATTACK_EXIT), ABDuration 0.200> Action[A221] = Action[A222] = State50 (DIVINE_IDLE), ABDuration 0.200> Action[A223] = State50 (DIVINE_IDLE), ABDuration 0.200> Action[A224] = State51 (DIVINE_ABORT), ABDuration 0.050> Action[A225] = State53 (DIVINE_HEALING), ABDuration 0.300> Action[A226] = State54 (DIVINE_AURA), ABDuration 0.300> Action[A227] = State55 (DIVINE_SHOCKWAVE), ABDuration 0.300> Action[A228] = State56 (DIVINE_BOLTS), ABDuration 0.300> Action[A229] = State51 (DIVINE_ABORT), ABDuration 0.050> Action[A230] = State53 (DIVINE_HEALING), ABDuration 0.300> Action[A231] = State54 (DIVINE_AURA), ABDuration 0.300> Action[A232] = State55 (DIVINE_SHOCKWAVE), ABDuration 0.300> Action[A233] = State56 (DIVINE_BOLTS), ABDuration 0.300> Action[A234] = Action[A235] = State52 (DIVINE_LEAVE), ABDuration 0.050> Action[A236] = State52 (DIVINE_LEAVE), ABDuration 0.050> Action[A237] = State1 (ACTIONSWITCH), ABDuration 0.000> Action[A238] = Action[A239] = Action[A240] = Action[A241] = Action[A242] = State52 (DIVINE_LEAVE), ABDuration 0.050> Action[A243] = Action[A244] = Action[A245] = Action[A246] = Action[A247] = State52 (DIVINE_LEAVE), ABDuration 0.100> Action[A248] = Action[A249] = Action[A250] = Action[A251] = Action[A252] = State52 (DIVINE_LEAVE), ABDuration 0.050> Action[A253] = Action[A254] = Action[A255] = Action[A256] = Action[A257] = State52 (DIVINE_LEAVE), ABDuration 0.100> Action[A258] = State64 (BOW3P_ENTER), ABDuration 0.200> Action[A259] = State59 (BOW1P_CHARGEDIDLE), ABDuration 0.000> Action[A260] = State1 (ACTIONSWITCH), ABDuration 0.000> Action[A261] = State1 (ACTIONSWITCH), ABDuration 0.000> Action[A262] = State60 (BOW1P_SHOOTNRELOAD), ABDuration 0.000> Action[A263] = State61 (BOW1P_SHOOTNRELAX), ABDuration 0.000> Action[A264] = State58 (BOW1P_LEAVE), ABDuration 0.000> Action[A265] = Action[A266] = State59 (BOW1P_CHARGEDIDLE), ABDuration 0.000> Action[A267] = State58 (BOW1P_LEAVE), ABDuration 0.000> Action[A268] = Action[A269] = State58 (BOW1P_LEAVE), ABDuration 0.000> Action[A270] = State58 (BOW1P_LEAVE), ABDuration 0.000> Action[A271] = State59 (BOW1P_CHARGEDIDLE), ABDuration 0.000> Action[A272] = Action[A273] = Action[A274] = Action[A275] = State65 (BOW3P_WIELDBOW), ABDuration 0.000> Action[A276] = State65 (BOW3P_WIELDBOW), ABDuration 0.000> Action[A277] = State66 (BOW3P_UNWIELDWEAPON), ABDuration 0.000> Action[A278] = State66 (BOW3P_UNWIELDWEAPON), ABDuration 0.000> Action[A279] = State67 (BOW3P_WIELDAMMO), ABDuration 0.000> Action[A280] = State67 (BOW3P_WIELDAMMO), ABDuration 0.000> Action[A281] = State68 (BOW3P_CHARGE_ARROW), ABDuration 0.200> Action[A282] = State74 (BOW3P_CHARGEDIDLE), ABDuration 0.200> Action[A283] = State70 (BOW3P_WIELDWEAPON), ABDuration 0.050> Action[A284] = State70 (BOW3P_WIELDWEAPON), ABDuration 0.050> Action[A285] = State71 (BOW3P_WIELDSHIELD), ABDuration 0.050> Action[A286] = State71 (BOW3P_WIELDSHIELD), ABDuration 0.050> Action[A287] = State1 (ACTIONSWITCH), ABDuration 0.300> Action[A288] = Action[A289] = State73 (BOW3P_RELOAD), ABDuration 0.050> Action[A290] = State73 (BOW3P_RELOAD), ABDuration 0.050> Action[A291] = State69 (BOW3P_LEAVE), ABDuration 0.300> Action[A292] = State68 (BOW3P_CHARGE_ARROW), ABDuration 0.200> Action[A293] = State72 (BOW3P_SHOOT), ABDuration 0.000> Action[A294] = State69 (BOW3P_LEAVE), ABDuration 0.300> Action[A295] = State80 (RESPONSE_SWITCH), ABDuration 0.000> Action[A296] = Action[A297] = State74 (BOW3P_CHARGEDIDLE), ABDuration 0.050> Action[A298] = State74 (BOW3P_CHARGEDIDLE), ABDuration 0.050> Action[A299] = State74 (BOW3P_CHARGEDIDLE), ABDuration 0.050> Action[A300] = State0 (FIGHT_ENTER), ABDuration 0.050> Action[A301] = State0 (FIGHT_ENTER), ABDuration 0.050> Action[A302] = State0 (FIGHT_ENTER), ABDuration 0.050> Action[A303] = State78 (DUMMY_SPAWNDEAD), ABDuration 0.000> Action[A304] = State75 (RESPONSE_TRIGGER), ABDuration 0.000> Action[A305] = State81 (RESPONSE_SWITCH_0_49), ABDuration 0.000> Action[A306] = State82 (RESPONSE_SWITCH_50_200), ABDuration 0.000> Action[A307] = State83 (RESPONSE_HURTFRONT), ABDuration 0.050> Action[A308] = State84 (RESPONSE_HURTFRONTLFT), ABDuration 0.050> Action[A309] = State85 (RESPONSE_HURTFRONTRGT), ABDuration 0.050> Action[A310] = State86 (RESPONSE_HURTFRONTABOVE), ABDuration 0.050> Action[A311] = State87 (RESPONSE_HURTBACK), ABDuration 0.050> Action[A312] = State88 (RESPONSE_HURTARROW), ABDuration 0.050> Action[A313] = State89 (RESPONSE_BLOCKFRONT), ABDuration 0.050> Action[A314] = State90 (RESPONSE_BLOCKABOVE), ABDuration 0.200> Action[A315] = State91 (RESPONSE_BLOCKLFT), ABDuration 0.050> Action[A316] = State92 (RESPONSE_BLOCKRGT), ABDuration 0.050> Action[A317] = State93 (RESPONSE_BLOCKBACK), ABDuration 0.050> Action[A318] = State94 (RESPONSE_BLOCKBREAKERRESPONSE), ABDuration 0.050> Action[A319] = State95 (RESPONSE_BLOCKPUSHEDBACK), ABDuration 0.050> Action[A320] = State96 (RESPONSE_PUSHEDBWD), ABDuration 0.050> Action[A321] = State97 (RESPONSE_PUSHEDBWDFAR), ABDuration 0.050> Action[A322] = State101 (RESPONSE_KNOCKEDGROUND), ABDuration 0.050> Action[A323] = State102 (RESPONSE_KNOCKEDKNEE), ABDuration 0.100> Action[A324] = State98 (RESPONSE_DEATHBWD), ABDuration 0.100> Action[A325] = State99 (RESPONSE_DEATHFWD), ABDuration 0.100> Action[A326] = State100 (RESPONSE_DEATHBWDFLIP), ABDuration 0.100> Action[A327] = State75 (RESPONSE_TRIGGER), ABDuration 0.000> Action[A328] = State103 (RESPONSE_FINISHEDGROUND), ABDuration 0.050> Action[A329] = State104 (RESPONSE_FINISHEDKNEEFWD), ABDuration 0.050> Action[A330] = State105 (RESPONSE_FINISHEDKNEEBWD), ABDuration 0.050> Action[A331] = State106 (RESPONSE_FINISHEDKNEESLASH), ABDuration 0.100> Action[A332] = State62 (RESPONSE_HURTBOW1P), ABDuration 0.050> Action[A333] = State63 (RESPONSE_DEATHBOW1P), ABDuration 0.050> Action[A334] = State107 (RESPONSE_HURTSPECIAL0), ABDuration 0.100> Action[A335] = State108 (RESPONSE_HURTSPECIAL1), ABDuration 0.100> Action[A336] = State109 (RESPONSE_HURTSPECIAL2), ABDuration 0.100> Action[A337] = State110 (RESPONSE_HURTSPECIAL3), ABDuration 0.100> Action[A338] = State111 (RESPONSE_HURTSPECIAL3END), ABDuration 0.100> Action[A339] = State112 (RESPONSE_DEATHSPECIAL3END), ABDuration 0.100> Action[A340] = State114 (RESPONSE_KNEED), ABDuration 0.050> Action[A341] = State115 (RESPONSE_ENTANGLED), ABDuration 0.050> Action[A342] = State116 (RESPONSE_PARTIAL_HURTLEFT), ABDuration 0.150> Action[A343] = State117 (RESPONSE_PARTIAL_HURTRIGHT), ABDuration 0.150> Action[A344] = State75 (RESPONSE_TRIGGER), ABDuration 0.000> Action[A345] = State74 (BOW3P_CHARGEDIDLE), ABDuration 0.000> Action[A346] = State74 (BOW3P_CHARGEDIDLE), ABDuration 0.000> Action[A347] = State74 (BOW3P_CHARGEDIDLE), ABDuration 0.000> Action[A348] = State0 (FIGHT_ENTER), ABDuration 0.000> Action[A349] = State0 (FIGHT_ENTER), ABDuration 0.000> Action[A350] = State0 (FIGHT_ENTER), ABDuration 0.000> Action[A351] = State74 (BOW3P_CHARGEDIDLE), ABDuration 0.000> Action[A352] = State74 (BOW3P_CHARGEDIDLE), ABDuration 0.000> Action[A353] = State74 (BOW3P_CHARGEDIDLE), ABDuration 0.000> Action[A354] = State0 (FIGHT_ENTER), ABDuration 0.000> Action[A355] = State0 (FIGHT_ENTER), ABDuration 0.000> Action[A356] = State0 (FIGHT_ENTER), ABDuration 0.000> Action[A357] = State74 (BOW3P_CHARGEDIDLE), ABDuration 0.000> Action[A358] = State74 (BOW3P_CHARGEDIDLE), ABDuration 0.000> Action[A359] = State74 (BOW3P_CHARGEDIDLE), ABDuration 0.000> Action[A360] = State0 (FIGHT_ENTER), ABDuration 0.000> Action[A361] = State0 (FIGHT_ENTER), ABDuration 0.000> Action[A362] = State0 (FIGHT_ENTER), ABDuration 0.000> Action[A363] = State74 (BOW3P_CHARGEDIDLE), ABDuration 0.000> Action[A364] = State74 (BOW3P_CHARGEDIDLE), ABDuration 0.000> Action[A365] = State74 (BOW3P_CHARGEDIDLE), ABDuration 0.000> Action[A366] = State0 (FIGHT_ENTER), ABDuration 0.000> Action[A367] = State0 (FIGHT_ENTER), ABDuration 0.000> Action[A368] = State0 (FIGHT_ENTER), ABDuration 0.000> Action[A369] = State74 (BOW3P_CHARGEDIDLE), ABDuration 0.000> Action[A370] = State74 (BOW3P_CHARGEDIDLE), ABDuration 0.000> Action[A371] = State74 (BOW3P_CHARGEDIDLE), ABDuration 0.000> Action[A372] = State0 (FIGHT_ENTER), ABDuration 0.000> Action[A373] = State0 (FIGHT_ENTER), ABDuration 0.000> Action[A374] = State0 (FIGHT_ENTER), ABDuration 0.000> Action[A375] = State74 (BOW3P_CHARGEDIDLE), ABDuration 0.200> Action[A376] = State74 (BOW3P_CHARGEDIDLE), ABDuration 0.200> Action[A377] = State74 (BOW3P_CHARGEDIDLE), ABDuration 0.200> Action[A378] = State0 (FIGHT_ENTER), ABDuration 0.200> Action[A379] = State0 (FIGHT_ENTER), ABDuration 0.200> Action[A380] = State0 (FIGHT_ENTER), ABDuration 0.200> Action[A381] = State74 (BOW3P_CHARGEDIDLE), ABDuration 0.000> Action[A382] = State74 (BOW3P_CHARGEDIDLE), ABDuration 0.000> Action[A383] = State74 (BOW3P_CHARGEDIDLE), ABDuration 0.000> Action[A384] = State0 (FIGHT_ENTER), ABDuration 0.000> Action[A385] = State0 (FIGHT_ENTER), ABDuration 0.000> Action[A386] = State0 (FIGHT_ENTER), ABDuration 0.000> Action[A387] = State74 (BOW3P_CHARGEDIDLE), ABDuration 0.050> Action[A388] = State74 (BOW3P_CHARGEDIDLE), ABDuration 0.050> Action[A389] = State74 (BOW3P_CHARGEDIDLE), ABDuration 0.050> Action[A390] = State0 (FIGHT_ENTER), ABDuration 0.050> Action[A391] = State0 (FIGHT_ENTER), ABDuration 0.050> Action[A392] = State0 (FIGHT_ENTER), ABDuration 0.050> Action[A393] = State74 (BOW3P_CHARGEDIDLE), ABDuration 0.050> Action[A394] = State74 (BOW3P_CHARGEDIDLE), ABDuration 0.050> Action[A395] = State74 (BOW3P_CHARGEDIDLE), ABDuration 0.050> Action[A396] = State0 (FIGHT_ENTER), ABDuration 0.050> Action[A397] = State0 (FIGHT_ENTER), ABDuration 0.050> Action[A398] = State0 (FIGHT_ENTER), ABDuration 0.050> Action[A399] = State74 (BOW3P_CHARGEDIDLE), ABDuration 0.100> Action[A400] = State74 (BOW3P_CHARGEDIDLE), ABDuration 0.100> Action[A401] = State74 (BOW3P_CHARGEDIDLE), ABDuration 0.100> Action[A402] = State0 (FIGHT_ENTER), ABDuration 0.100> Action[A403] = State0 (FIGHT_ENTER), ABDuration 0.100> Action[A404] = State0 (FIGHT_ENTER), ABDuration 0.100> Action[A405] = State74 (BOW3P_CHARGEDIDLE), ABDuration 0.050> Action[A406] = State74 (BOW3P_CHARGEDIDLE), ABDuration 0.050> Action[A407] = State74 (BOW3P_CHARGEDIDLE), ABDuration 0.050> Action[A408] = State0 (FIGHT_ENTER), ABDuration 0.050> Action[A409] = State0 (FIGHT_ENTER), ABDuration 0.050> Action[A410] = State0 (FIGHT_ENTER), ABDuration 0.050> Action[A411] = State74 (BOW3P_CHARGEDIDLE), ABDuration 0.200> Action[A412] = State74 (BOW3P_CHARGEDIDLE), ABDuration 0.200> Action[A413] = State74 (BOW3P_CHARGEDIDLE), ABDuration 0.200> Action[A414] = State0 (FIGHT_ENTER), ABDuration 0.200> Action[A415] = State0 (FIGHT_ENTER), ABDuration 0.200> Action[A416] = State0 (FIGHT_ENTER), ABDuration 0.200> Action[A417] = State74 (BOW3P_CHARGEDIDLE), ABDuration 0.050> Action[A418] = State74 (BOW3P_CHARGEDIDLE), ABDuration 0.050> Action[A419] = State74 (BOW3P_CHARGEDIDLE), ABDuration 0.050> Action[A420] = State0 (FIGHT_ENTER), ABDuration 0.050> Action[A421] = State0 (FIGHT_ENTER), ABDuration 0.050> Action[A422] = State0 (FIGHT_ENTER), ABDuration 0.050> Action[A423] = State74 (BOW3P_CHARGEDIDLE), ABDuration 0.050> Action[A424] = State74 (BOW3P_CHARGEDIDLE), ABDuration 0.050> Action[A425] = State74 (BOW3P_CHARGEDIDLE), ABDuration 0.050> Action[A426] = State0 (FIGHT_ENTER), ABDuration 0.050> Action[A427] = State0 (FIGHT_ENTER), ABDuration 0.050> Action[A428] = State0 (FIGHT_ENTER), ABDuration 0.050> Action[A429] = State74 (BOW3P_CHARGEDIDLE), ABDuration 0.050> Action[A430] = State74 (BOW3P_CHARGEDIDLE), ABDuration 0.050> Action[A431] = State74 (BOW3P_CHARGEDIDLE), ABDuration 0.050> Action[A432] = State0 (FIGHT_ENTER), ABDuration 0.050> Action[A433] = State0 (FIGHT_ENTER), ABDuration 0.050> Action[A434] = State0 (FIGHT_ENTER), ABDuration 0.050> Action[A435] = Action[A436] = Action[A437] = Action[A438] = Action[A439] = Action[A440] = Action[A441] = Action[A442] = State76 (KNOCKEDKNEE_GETUP), ABDuration 0.200> Action[A443] = State76 (KNOCKEDKNEE_GETUP), ABDuration 0.200> Action[A444] = Action[A445] = Action[A446] = Action[A447] = Action[A448] = Action[A449] = Action[A450] = Action[A451] = Action[A452] = State74 (BOW3P_CHARGEDIDLE), ABDuration 0.100> Action[A453] = State74 (BOW3P_CHARGEDIDLE), ABDuration 0.100> Action[A454] = State74 (BOW3P_CHARGEDIDLE), ABDuration 0.100> Action[A455] = State0 (FIGHT_ENTER), ABDuration 0.100> Action[A456] = State0 (FIGHT_ENTER), ABDuration 0.100> Action[A457] = State0 (FIGHT_ENTER), ABDuration 0.100> Action[A458] = State74 (BOW3P_CHARGEDIDLE), ABDuration 0.150> Action[A459] = State74 (BOW3P_CHARGEDIDLE), ABDuration 0.150> Action[A460] = State74 (BOW3P_CHARGEDIDLE), ABDuration 0.150> Action[A461] = State0 (FIGHT_ENTER), ABDuration 0.150> Action[A462] = State0 (FIGHT_ENTER), ABDuration 0.150> Action[A463] = State0 (FIGHT_ENTER), ABDuration 0.150> Action[A464] = State74 (BOW3P_CHARGEDIDLE), ABDuration 0.100> Action[A465] = State74 (BOW3P_CHARGEDIDLE), ABDuration 0.100> Action[A466] = State74 (BOW3P_CHARGEDIDLE), ABDuration 0.100> Action[A467] = State0 (FIGHT_ENTER), ABDuration 0.100> Action[A468] = State0 (FIGHT_ENTER), ABDuration 0.100> Action[A469] = State0 (FIGHT_ENTER), ABDuration 0.100> Action[A470] = State74 (BOW3P_CHARGEDIDLE), ABDuration 0.100> Action[A471] = State74 (BOW3P_CHARGEDIDLE), ABDuration 0.100> Action[A472] = State74 (BOW3P_CHARGEDIDLE), ABDuration 0.100> Action[A473] = State0 (FIGHT_ENTER), ABDuration 0.100> Action[A474] = State0 (FIGHT_ENTER), ABDuration 0.100> Action[A475] = State0 (FIGHT_ENTER), ABDuration 0.100> Action[A476] = State74 (BOW3P_CHARGEDIDLE), ABDuration 0.100> Action[A477] = State74 (BOW3P_CHARGEDIDLE), ABDuration 0.100> Action[A478] = State74 (BOW3P_CHARGEDIDLE), ABDuration 0.100> Action[A479] = State0 (FIGHT_ENTER), ABDuration 0.100> Action[A480] = State0 (FIGHT_ENTER), ABDuration 0.100> Action[A481] = State0 (FIGHT_ENTER), ABDuration 0.100> Action[A482] = State113 (RESPONSE_DEATHSPECIAL3END_FREEZE), ABDuration 0.000> Action[A483] = Action[A484] = Action[A485] = State74 (BOW3P_CHARGEDIDLE), ABDuration 0.000> Action[A486] = State74 (BOW3P_CHARGEDIDLE), ABDuration 0.000> Action[A487] = State74 (BOW3P_CHARGEDIDLE), ABDuration 0.000> Action[A488] = State0 (FIGHT_ENTER), ABDuration 0.000> Action[A489] = State0 (FIGHT_ENTER), ABDuration 0.000> Action[A490] = State0 (FIGHT_ENTER), ABDuration 0.000> Action[A491] = State74 (BOW3P_CHARGEDIDLE), ABDuration 0.000> Action[A492] = State74 (BOW3P_CHARGEDIDLE), ABDuration 0.000> Action[A493] = State74 (BOW3P_CHARGEDIDLE), ABDuration 0.000> Action[A494] = State0 (FIGHT_ENTER), ABDuration 0.000> Action[A495] = State0 (FIGHT_ENTER), ABDuration 0.000> Action[A496] = State0 (FIGHT_ENTER), ABDuration 0.000> Action[A497] = TERMINATE, ABDuration 0.100> Action[A498] = TERMINATE, ABDuration 0.100> Action[A499] = State74 (BOW3P_CHARGEDIDLE), ABDuration 0.100> Action[A500] = State74 (BOW3P_CHARGEDIDLE), ABDuration 0.100> Action[A501] = State74 (BOW3P_CHARGEDIDLE), ABDuration 0.100> Action[A502] = State0 (FIGHT_ENTER), ABDuration 0.100> Action[A503] = State0 (FIGHT_ENTER), ABDuration 0.100> Action[A504] = State0 (FIGHT_ENTER), ABDuration 0.100> Action[A505] = TERMINATE, ABDuration 0.100> Action[A506] = TERMINATE, ABDuration 0.100> Action[A507] = State74 (BOW3P_CHARGEDIDLE), ABDuration 0.100> Action[A508] = State74 (BOW3P_CHARGEDIDLE), ABDuration 0.100> Action[A509] = State74 (BOW3P_CHARGEDIDLE), ABDuration 0.100> Action[A510] = State0 (FIGHT_ENTER), ABDuration 0.100> Action[A511] = State0 (FIGHT_ENTER), ABDuration 0.100> Action[A512] = State0 (FIGHT_ENTER), ABDuration 0.100> Action[A513] = State79 (RESPONSE_INIT), ABDuration 0.000> Action[A514] = State1 (ACTIONSWITCH), ABDuration 0.000> } 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] = AnimLayer[L023] = AnimLayer[L024] = AnimLayer[L025] = AnimLayer[L026] = AnimLayer[L027] = AnimLayer[L028] = AnimLayer[L029] = AnimLayer[L030] = AnimLayer[L031] = AnimLayer[L032] = AnimLayer[L033] = AnimLayer[L034] = AnimLayer[L035] = AnimLayer[L036] = AnimLayer[L037] = AnimLayer[L038] = AnimLayer[L039] = AnimLayer[L040] = AnimLayer[L041] = AnimLayer[L042] = AnimLayer[L043] = AnimLayer[L044] = AnimLayer[L045] = AnimLayer[L046] = AnimLayer[L047] = AnimLayer[L048] = AnimLayer[L049] = AnimLayer[L050] = AnimLayer[L051] = AnimLayer[L052] = AnimLayer[L053] = AnimLayer[L054] = AnimLayer[L055] = AnimLayer[L056] = AnimLayer[L057] = AnimLayer[L058] = AnimLayer[L059] = AnimLayer[L060] = AnimLayer[L061] = AnimLayer[L062] = AnimLayer[L063] = AnimLayer[L064] = AnimLayer[L065] = AnimLayer[L066] = AnimLayer[L067] = AnimLayer[L068] = AnimLayer[L069] = AnimLayer[L070] = AnimLayer[L071] = AnimLayer[L072] = AnimLayer[L073] = AnimLayer[L074] = AnimLayer[L075] = AnimLayer[L076] = AnimLayer[L077] = AnimLayer[L078] = AnimLayer[L079] = AnimLayer[L080] = AnimLayer[L081] = AnimLayer[L082] = AnimLayer[L083] = AnimLayer[L084] = AnimLayer[L085] = AnimLayer[L086] = AnimLayer[L087] = AnimLayer[L088] = AnimLayer[L089] = AnimLayer[L090] = AnimLayer[L091] = AnimLayer[L092] = AnimLayer[L093] = AnimLayer[L094] = AnimLayer[L095] = AnimLayer[L096] = AnimLayer[L097] = AnimLayer[L098] = AnimLayer[L099] = AnimLayer[L100] = AnimLayer[L101] = AnimLayer[L102] = AnimLayer[L103] = AnimLayer[L104] = AnimLayer[L105] = AnimLayer[L106] = AnimLayer[L107] = AnimLayer[L108] = AnimLayer[L109] = AnimLayer[L110] = AnimLayer[L111] = AnimLayer[L112] = AnimLayer[L113] = AnimLayer[L114] = AnimLayer[L115] = AnimLayer[L116] = AnimLayer[L117] = AnimLayer[L118] = } EffectInstances: { EffectInstance[E000] = EffectInstance[E001] = EffectInstance[E002] = EffectInstance[E003] = EffectInstance[E004] = EffectInstance[E005] = EffectInstance[E006] = EffectInstance[E007] = EffectInstance[E008] = EffectInstance[E009] = EffectInstance[E010] = EffectInstance[E011] = EffectInstance[E012] = EffectInstance[E013] = EffectInstance[E014] = EffectInstance[E015] = EffectInstance[E016] = EffectInstance[E017] = EffectInstance[E018] = EffectInstance[E019] = EffectInstance[E020] = EffectInstance[E021] = EffectInstance[E022] = EffectInstance[E023] = EffectInstance[E024] = EffectInstance[E025] = EffectInstance[E026] = EffectInstance[E027] = EffectInstance[E028] = EffectInstance[E029] = EffectInstance[E030] = EffectInstance[E031] = EffectInstance[E032] = EffectInstance[E033] = EffectInstance[E034] = EffectInstance[E035] = EffectInstance[E036] = EffectInstance[E037] = EffectInstance[E038] = EffectInstance[E039] = EffectInstance[E040] = EffectInstance[E041] = EffectInstance[E042] = EffectInstance[E043] = EffectInstance[E044] = EffectInstance[E045] = EffectInstance[E046] = EffectInstance[E047] = EffectInstance[E048] = EffectInstance[E049] = EffectInstance[E050] = EffectInstance[E051] = EffectInstance[E052] = EffectInstance[E053] = EffectInstance[E054] = EffectInstance[E055] = EffectInstance[E056] = EffectInstance[E057] = EffectInstance[E058] = EffectInstance[E059] = EffectInstance[E060] = EffectInstance[E061] = EffectInstance[E062] = EffectInstance[E063] = EffectInstance[E064] = EffectInstance[E065] = EffectInstance[E066] = EffectInstance[E067] = EffectInstance[E068] = EffectInstance[E069] = EffectInstance[E070] = EffectInstance[E071] = EffectInstance[E072] = EffectInstance[E073] = EffectInstance[E074] = EffectInstance[E075] = EffectInstance[E076] = EffectInstance[E077] = EffectInstance[E078] = EffectInstance[E079] = EffectInstance[E080] = EffectInstance[E081] = EffectInstance[E082] = EffectInstance[E083] = EffectInstance[E084] = EffectInstance[E085] = EffectInstance[E086] = EffectInstance[E087] = EffectInstance[E088] = EffectInstance[E089] = EffectInstance[E090] = EffectInstance[E091] = EffectInstance[E092] = EffectInstance[E093] = EffectInstance[E094] = EffectInstance[E095] = EffectInstance[E096] = EffectInstance[E097] = EffectInstance[E098] = EffectInstance[E099] = EffectInstance[E100] = EffectInstance[E101] = EffectInstance[E102] = EffectInstance[E103] = EffectInstance[E104] = EffectInstance[E105] = EffectInstance[E106] = EffectInstance[E107] = EffectInstance[E108] = EffectInstance[E109] = EffectInstance[E110] = EffectInstance[E111] = EffectInstance[E112] = EffectInstance[E113] = EffectInstance[E114] = EffectInstance[E115] = EffectInstance[E116] = EffectInstance[E117] = EffectInstance[E118] = EffectInstance[E119] = EffectInstance[E120] = EffectInstance[E121] = EffectInstance[E122] = EffectInstance[E123] = EffectInstance[E124] = EffectInstance[E125] = EffectInstance[E126] = EffectInstance[E127] = EffectInstance[E128] = EffectInstance[E129] = EffectInstance[E130] = EffectInstance[E131] = EffectInstance[E132] = EffectInstance[E133] = EffectInstance[E134] = EffectInstance[E135] = EffectInstance[E136] = EffectInstance[E137] = EffectInstance[E138] = EffectInstance[E139] = EffectInstance[E140] = EffectInstance[E141] = } CallbackParams: { Param[P000] = 1.000 Param[P001] = 1.000 Param[P002] = 4216.000 Param[P003] = 1.000 Param[P004] = 1.000 Param[P005] = 2.000 Param[P006] = 4100.000 Param[P007] = 1.000 Param[P008] = 1.000 Param[P009] = 1.000 Param[P010] = 2.000 Param[P011] = 1.000 Param[P012] = 4100.000 Param[P013] = 1.000 Param[P014] = 4100.000 Param[P015] = 1.000 Param[P016] = 4100.000 Param[P017] = 1.000 Param[P018] = 1.000 Param[P019] = 1.000 Param[P020] = 1.000 Param[P021] = 4104.000 Param[P022] = 4112.000 Param[P023] = 4128.000 Param[P024] = 4160.000 Param[P025] = 6.000 Param[P026] = 7.000 Param[P027] = 7.000 Param[P028] = 7.000 Param[P029] = 7.000 Param[P030] = 7.000 Param[P031] = 7.000 Param[P032] = 7.000 Param[P033] = 7.000 Param[P034] = 7.000 Param[P035] = 7.000 Param[P036] = 7.000 Param[P037] = 1.000 Param[P038] = 2.000 Param[P039] = 3.000 Param[P040] = 4.000 Param[P041] = 5.000 Param[P042] = 1.000 Param[P043] = 2.000 Param[P044] = 3.000 Param[P045] = 4.000 Param[P046] = 5.000 Param[P047] = 1.000 Param[P048] = 2.000 Param[P049] = 3.000 Param[P050] = 4.000 Param[P051] = 5.000 Param[P052] = 1.000 Param[P053] = 2.000 Param[P054] = 3.000 Param[P055] = 4.000 Param[P056] = 5.000 Param[P057] = 13568.000 Param[P058] = 13568.000 Param[P059] = 4.000 Param[P060] = 13568.000 Param[P061] = 0.000 Param[P062] = 2064.000 Param[P063] = 0.000 Param[P064] = 1179648.000 Param[P065] = 0.000 Param[P066] = 0.000 Param[P067] = 2.000 Param[P068] = 180.000 Param[P069] = 0.000 Param[P070] = 1.000 Param[P071] = 2064.000 Param[P072] = 0.000 Param[P073] = 1179648.000 Param[P074] = -45.000 Param[P075] = 0.000 Param[P076] = 2.000 Param[P077] = 180.000 Param[P078] = 0.000 Param[P079] = 2.000 Param[P080] = 2064.000 Param[P081] = 0.000 Param[P082] = 1179648.000 Param[P083] = 45.000 Param[P084] = 0.000 Param[P085] = 2.000 Param[P086] = 180.000 Param[P087] = 0.000 Param[P088] = 3.000 Param[P089] = 2064.000 Param[P090] = 0.000 Param[P091] = 1179648.000 Param[P092] = 0.000 Param[P093] = 45.000 Param[P094] = 2.000 Param[P095] = 180.000 Param[P096] = 0.000 Param[P097] = 4.000 Param[P098] = 2064.000 Param[P099] = 0.000 Param[P100] = 1179648.000 Param[P101] = 180.000 Param[P102] = 0.000 Param[P103] = 2.000 Param[P104] = 90.000 Param[P105] = 2.000 Param[P106] = 5.000 Param[P107] = 2064.000 Param[P108] = 0.000 Param[P109] = 1179648.000 Param[P110] = 0.000 Param[P111] = 0.000 Param[P112] = 2.000 Param[P113] = 180.000 Param[P114] = 1.000 Param[P115] = 10.000 Param[P116] = -1.000 Param[P117] = 0.000 Param[P118] = 1048608.000 Param[P119] = 0.000 Param[P120] = 0.000 Param[P121] = 2.000 Param[P122] = 0.000 Param[P123] = 0.000 Param[P124] = 11.000 Param[P125] = -1.000 Param[P126] = 0.000 Param[P127] = 1048608.000 Param[P128] = 0.000 Param[P129] = 45.000 Param[P130] = 2.000 Param[P131] = 0.000 Param[P132] = 0.000 Param[P133] = 12.000 Param[P134] = -1.000 Param[P135] = 0.000 Param[P136] = 1048608.000 Param[P137] = -90.000 Param[P138] = 0.000 Param[P139] = 2.000 Param[P140] = 0.000 Param[P141] = 0.000 Param[P142] = 13.000 Param[P143] = -1.000 Param[P144] = 0.000 Param[P145] = 1048608.000 Param[P146] = 90.000 Param[P147] = 0.000 Param[P148] = 2.000 Param[P149] = 0.000 Param[P150] = 0.000 Param[P151] = 14.000 Param[P152] = -1.000 Param[P153] = 0.000 Param[P154] = 1048608.000 Param[P155] = 180.000 Param[P156] = 0.000 Param[P157] = 2.000 Param[P158] = 0.000 Param[P159] = 0.000 Param[P160] = 15.000 Param[P161] = -1.000 Param[P162] = 0.000 Param[P163] = 1048608.000 Param[P164] = 0.000 Param[P165] = 0.000 Param[P166] = 4100.000 Param[P167] = 180.000 Param[P168] = 1.000 Param[P169] = 16.000 Param[P170] = -1.000 Param[P171] = 0.000 Param[P172] = 1048608.000 Param[P173] = 0.000 Param[P174] = 0.000 Param[P175] = 4100.000 Param[P176] = 180.000 Param[P177] = 1.000 Param[P178] = 20.000 Param[P179] = 2064.000 Param[P180] = 0.000 Param[P181] = 1179648.000 Param[P182] = 0.000 Param[P183] = 0.000 Param[P184] = 2.000 Param[P185] = 90.000 Param[P186] = 0.000 Param[P187] = 21.000 Param[P188] = 2064.000 Param[P189] = 0.000 Param[P190] = 1179648.000 Param[P191] = 0.000 Param[P192] = 0.000 Param[P193] = 4100.000 Param[P194] = 90.000 Param[P195] = 0.000 Param[P196] = 40.000 Param[P197] = -1.000 Param[P198] = 0.000 Param[P199] = 1581056.000 Param[P200] = 0.000 Param[P201] = 0.000 Param[P202] = 2.000 Param[P203] = 180.000 Param[P204] = 0.000 Param[P205] = 41.000 Param[P206] = -1.000 Param[P207] = 0.000 Param[P208] = 1576960.000 Param[P209] = 0.000 Param[P210] = 0.000 Param[P211] = 2.000 Param[P212] = 180.000 Param[P213] = 0.000 Param[P214] = 30.000 Param[P215] = -1.000 Param[P216] = 12288.000 Param[P217] = 1310720.000 Param[P218] = 0.000 Param[P219] = 0.000 Param[P220] = 2.000 Param[P221] = 90.000 Param[P222] = 0.000 Param[P223] = 31.000 Param[P224] = -1.000 Param[P225] = 12288.000 Param[P226] = 1310720.000 Param[P227] = 180.000 Param[P228] = 0.000 Param[P229] = 2.000 Param[P230] = 90.000 Param[P231] = 0.000 Param[P232] = 32.000 Param[P233] = -1.000 Param[P234] = 12288.000 Param[P235] = 1310720.000 Param[P236] = 0.000 Param[P237] = -50.000 Param[P238] = 2.000 Param[P239] = 90.000 Param[P240] = 0.000 Param[P241] = 50.000 Param[P242] = 1581056.000 Param[P243] = 0.000 Param[P244] = 1318912.000 Param[P245] = 0.000 Param[P246] = 0.000 Param[P247] = 2.000 Param[P248] = 0.000 Param[P249] = 0.000 Param[P250] = 51.000 Param[P251] = 1576960.000 Param[P252] = 0.000 Param[P253] = 1314816.000 Param[P254] = 180.000 Param[P255] = 0.000 Param[P256] = 2.000 Param[P257] = 90.000 Param[P258] = 1.000 Param[P259] = 52.000 Param[P260] = 1576960.000 Param[P261] = 0.000 Param[P262] = 1314816.000 Param[P263] = 0.000 Param[P264] = 0.000 Param[P265] = 2.000 Param[P266] = 90.000 Param[P267] = 3.000 Param[P268] = 53.000 Param[P269] = 1839104.000 Param[P270] = 0.000 Param[P271] = 1314816.000 Param[P272] = 0.000 Param[P273] = 0.000 Param[P274] = 2.000 Param[P275] = 180.000 Param[P276] = 0.000 Param[P277] = 60.000 Param[P278] = 1024.000 Param[P279] = 0.000 Param[P280] = 1179648.000 Param[P281] = 0.000 Param[P282] = 0.000 Param[P283] = 2.000 Param[P284] = 180.000 Param[P285] = 0.000 Param[P286] = 65.000 Param[P287] = 1024.000 Param[P288] = 0.000 Param[P289] = 1310720.000 Param[P290] = 0.000 Param[P291] = 0.000 Param[P292] = 2.000 Param[P293] = 180.000 Param[P294] = 0.000 Param[P295] = 70.000 Param[P296] = -1.000 Param[P297] = 0.000 Param[P298] = 1179648.000 Param[P299] = 0.000 Param[P300] = 0.000 Param[P301] = 2.000 Param[P302] = 180.000 Param[P303] = 1.000 Param[P304] = 71.000 Param[P305] = -1.000 Param[P306] = 0.000 Param[P307] = 1179648.000 Param[P308] = 0.000 Param[P309] = 0.000 Param[P310] = 2.000 Param[P311] = 180.000 Param[P312] = 1.000 Param[P313] = 72.000 Param[P314] = -1.000 Param[P315] = 0.000 Param[P316] = 1179648.000 Param[P317] = 0.000 Param[P318] = 0.000 Param[P319] = 2.000 Param[P320] = 180.000 Param[P321] = 1.000 Param[P322] = 73.000 Param[P323] = -1.000 Param[P324] = 0.000 Param[P325] = 1179648.000 Param[P326] = 0.000 Param[P327] = 0.000 Param[P328] = 2.000 Param[P329] = 180.000 Param[P330] = 1.000 Param[P331] = 74.000 Param[P332] = -1.000 Param[P333] = 0.000 Param[P334] = 1179648.000 Param[P335] = 0.000 Param[P336] = 0.000 Param[P337] = 2.000 Param[P338] = 180.000 Param[P339] = 1.000 Param[P340] = 80.000 Param[P341] = -1.000 Param[P342] = 0.000 Param[P343] = 1310720.000 Param[P344] = 0.000 Param[P345] = 0.000 Param[P346] = 2.000 Param[P347] = 180.000 Param[P348] = 1.000 Param[P349] = 100.000 Param[P350] = -1.000 Param[P351] = 0.000 Param[P352] = 1179648.000 Param[P353] = 0.000 Param[P354] = 0.000 Param[P355] = 2.000 Param[P356] = 0.000 Param[P357] = 1.000 Param[P358] = 101.000 Param[P359] = -1.000 Param[P360] = 0.000 Param[P361] = 1179648.000 Param[P362] = 0.000 Param[P363] = 0.000 Param[P364] = 2.000 Param[P365] = 0.000 Param[P366] = 1.000 Param[P367] = 200.000 Param[P368] = -1.000 Param[P369] = 0.000 Param[P370] = 1179648.000 Param[P371] = -45.000 Param[P372] = 0.000 Param[P373] = 2.000 Param[P374] = 0.000 Param[P375] = 8.000 Param[P376] = 201.000 Param[P377] = -1.000 Param[P378] = 0.000 Param[P379] = 1179648.000 Param[P380] = 45.000 Param[P381] = 0.000 Param[P382] = 2.000 Param[P383] = 0.000 Param[P384] = 8.000 Param[P385] = 10000.000 } ExportedActions: { Action[A000]: 'STARTACTION' (CC396451) Action[A001]: 'FIGHT_ENTER.ACTION_ENTER' (E2EE637D) Action[A002]: 'ACTIONSWITCH.ACTION_DIVINE' (9572E97F) Action[A003]: 'ACTIONSWITCH.ACTION_BOW' (192DC368) Action[A004]: 'ACTIONSWITCH.ACTION_BLOCK' (1BAA836B) Action[A005]: 'ACTIONSWITCH.ACTION_ATTACK' (8F3940F8) Action[A006]: 'ACTIONSWITCH.ACTION_FIGHT' (1BF11EF2) Action[A007]: 'FIGHT_SWITCH.ACTION_ORDERCHARGE' (810D3DB9) Action[A008]: 'FIGHT_SWITCH.ACTION_ORDERFLANK' (23295D5B) Action[A009]: 'FIGHT_SWITCH.ACTION_TAUNT' (546C89FF) Action[A010]: 'FIGHT_SWITCH.ACTION_ACTIONSWITCH' (DCBF5083) Action[A011]: 'FIGHT_SWITCH.ACTION_MOVEMENT' (1A2A6FBE) Action[A012]: 'FIGHT_SWITCH.ACTION_TURN' (76EC58DC) Action[A012]: 'FIGHT_SWITCH.ACTION_TURN' (76EC58DC) Action[A012]: 'FIGHT_SWITCH.ACTION_TURN' (76EC58DC) Action[A015]: 'FIGHT_SWITCH.ACTION_IDLE' (76E60791) Action[A016]: 'FIGHT_IDLE.ACTION_ENDIDLE' (613E2C34) Action[A016]: 'FIGHT_IDLE.ACTION_ENDIDLE' (613E2C34) Action[A016]: 'FIGHT_IDLE.ACTION_ENDIDLE' (613E2C34) Action[A016]: 'FIGHT_IDLE.ACTION_ENDIDLE' (613E2C34) Action[A020]: 'FIGHT_IDLE.ACTION_ENDIDLEBYMOVE' (6A6852E6) Action[A021]: 'FIGHT_IDLE.ACTION_ENDIDLEBYTURN' (6A6C4298) Action[A021]: 'FIGHT_IDLE.ACTION_ENDIDLEBYTURN' (6A6C4298) Action[A021]: 'FIGHT_IDLE.ACTION_ENDIDLEBYTURN' (6A6C4298) Action[A024]: 'FIGHT_ORDERCHARGE.ACTION_END' (3FF4ED7E) Action[A024]: 'FIGHT_ORDERCHARGE.ACTION_END' (3FF4ED7E) Action[A026]: 'FIGHT_ORDERFLANK.ACTION_END' (73D94780) Action[A026]: 'FIGHT_ORDERFLANK.ACTION_END' (73D94780) Action[A028]: 'FIGHT_TAUNTSWITCH.ACTION_TAUNT0' (5322815B) Action[A029]: 'FIGHT_TAUNTSWITCH.ACTION_TAUNT1' (5322815C) Action[A029]: 'FIGHT_TAUNTSWITCH.ACTION_TAUNT1' (5322815C) Action[A031]: 'FIGHT_TAUNT0.ACTION_END' (A39F6234) Action[A031]: 'FIGHT_TAUNT0.ACTION_END' (A39F6234) Action[A033]: 'FIGHT_TAUNT1.ACTION_END' (D492BF95) Action[A033]: 'FIGHT_TAUNT1.ACTION_END' (D492BF95) Action[A035]: 'FIGHT_BLOCK_SWITCH.ACTION_ACTIONSWITCH' (1BE35EED) Action[A036]: 'FIGHT_BLOCK_SWITCH.ACTION_IDLE' (E37F4BFB) Action[A037]: 'FIGHT_BLOCK_IDLE.ACTION_ENDIDLE' (60FFFDDE) Action[A038]: 'FIGHT_MOVEMENTSWITCH.ACTION_ENDMOVEMENT' (1D9F1CA0) Action[A038]: 'FIGHT_MOVEMENTSWITCH.ACTION_ENDMOVEMENT' (1D9F1CA0) Action[A040]: 'FIGHT_MOVEMENTSWITCH.ACTION_JOGFWD' (9B83E7BF) Action[A041]: 'FIGHT_MOVEMENTSWITCH.ACTION_WALKFWD' (D46AAF8E) Action[A042]: 'FIGHT_MOVEMENTSWITCH.ACTION_FASTFREEMOVE' (2600A6A5) Action[A043]: 'FIGHT_MOVEMENTSWITCH.ACTION_RUSHFWD' (82ABB2C1) Action[A044]: 'FIGHT_MOVEMENTSWITCH.ACTION_RUSHBWD' (82ABA1BD) Action[A045]: 'FIGHT_MOVEMENTSWITCH.ACTION_RUSHLFT' (82ABCA26) Action[A046]: 'FIGHT_MOVEMENTSWITCH.ACTION_RUSHRGT' (82ABE3CD) Action[A047]: 'FIGHT_MOVEMENTSWITCH.ACTION_FREEMOVEFWD' (1C7A8D58) Action[A047]: 'FIGHT_MOVEMENTSWITCH.ACTION_FREEMOVEFWD' (1C7A8D58) Action[A049]: 'FIGHT_MOVEMENTSWITCH.ACTION_FREEMOVEBWD' (1C7A7C54) Action[A049]: 'FIGHT_MOVEMENTSWITCH.ACTION_FREEMOVEBWD' (1C7A7C54) Action[A051]: 'FIGHT_MOVEMENTSWITCH.ACTION_FREEMOVELFT' (1C7AA4BD) Action[A051]: 'FIGHT_MOVEMENTSWITCH.ACTION_FREEMOVELFT' (1C7AA4BD) Action[A053]: 'FIGHT_MOVEMENTSWITCH.ACTION_FREEMOVERGT' (1C7ABE64) Action[A053]: 'FIGHT_MOVEMENTSWITCH.ACTION_FREEMOVERGT' (1C7ABE64) Action[A055]: 'FIGHT_MOVEMENTSWITCH.ACTION_MOVEFWD' (F3FE3396) Action[A056]: 'FIGHT_MOVEMENTSWITCH.ACTION_MOVEBWD' (F3FE2292) Action[A057]: 'FIGHT_MOVEMENTSWITCH.ACTION_NOTURNMOVELFT' (DC54D4A1) Action[A058]: 'FIGHT_MOVEMENTSWITCH.ACTION_NOTURNMOVERGT' (DC54EE48) Action[A059]: 'FIGHT_MOVEMENTSWITCH.ACTION_MOVELFT' (F3FE4AFB) Action[A060]: 'FIGHT_MOVEMENTSWITCH.ACTION_MOVERGT' (F3FE64A2) Action[A061]: 'FIGHT_JOGFWD.ACTION_MOVEMENTSWITCH' (572922BF) Action[A061]: 'FIGHT_JOGFWD.ACTION_MOVEMENTSWITCH' (572922BF) Action[A061]: 'FIGHT_JOGFWD.ACTION_MOVEMENTSWITCH' (572922BF) Action[A061]: 'FIGHT_JOGFWD.ACTION_MOVEMENTSWITCH' (572922BF) Action[A061]: 'FIGHT_JOGFWD.ACTION_MOVEMENTSWITCH' (572922BF) Action[A066]: 'FIGHT_WALKFWD.ACTION_MOVEMENTSWITCH' (FB579ACE) Action[A066]: 'FIGHT_WALKFWD.ACTION_MOVEMENTSWITCH' (FB579ACE) Action[A066]: 'FIGHT_WALKFWD.ACTION_MOVEMENTSWITCH' (FB579ACE) Action[A066]: 'FIGHT_WALKFWD.ACTION_MOVEMENTSWITCH' (FB579ACE) Action[A066]: 'FIGHT_WALKFWD.ACTION_MOVEMENTSWITCH' (FB579ACE) Action[A071]: 'FIGHT_MOVEFWD.ACTION_ENDMOVEMENTONRUSH' (C2596D5A) Action[A072]: 'FIGHT_MOVEFWD.ACTION_ENDMOVEMENT' (D08D23BB) Action[A072]: 'FIGHT_MOVEFWD.ACTION_ENDMOVEMENT' (D08D23BB) Action[A072]: 'FIGHT_MOVEFWD.ACTION_ENDMOVEMENT' (D08D23BB) Action[A072]: 'FIGHT_MOVEFWD.ACTION_ENDMOVEMENT' (D08D23BB) Action[A072]: 'FIGHT_MOVEFWD.ACTION_ENDMOVEMENT' (D08D23BB) Action[A077]: 'FIGHT_MOVEBWD.ACTION_ENDMOVEMENTONRUSH' (B7E96FD6) Action[A078]: 'FIGHT_MOVEBWD.ACTION_ENDMOVEMENT' (5DBF937) Action[A078]: 'FIGHT_MOVEBWD.ACTION_ENDMOVEMENT' (5DBF937) Action[A078]: 'FIGHT_MOVEBWD.ACTION_ENDMOVEMENT' (5DBF937) Action[A078]: 'FIGHT_MOVEBWD.ACTION_ENDMOVEMENT' (5DBF937) Action[A078]: 'FIGHT_MOVEBWD.ACTION_ENDMOVEMENT' (5DBF937) Action[A083]: 'FIGHT_MOVELFT.ACTION_ENDMOVEMENTONRUSH' (7922105F) Action[A084]: 'FIGHT_MOVELFT.ACTION_ENDMOVEMENT' (E12D2700) Action[A084]: 'FIGHT_MOVELFT.ACTION_ENDMOVEMENT' (E12D2700) Action[A084]: 'FIGHT_MOVELFT.ACTION_ENDMOVEMENT' (E12D2700) Action[A084]: 'FIGHT_MOVELFT.ACTION_ENDMOVEMENT' (E12D2700) Action[A084]: 'FIGHT_MOVELFT.ACTION_ENDMOVEMENT' (E12D2700) Action[A089]: 'FIGHT_MOVERGT.ACTION_ENDMOVEMENTONRUSH' (9C4323E6) Action[A090]: 'FIGHT_MOVERGT.ACTION_ENDMOVEMENT' (E243E147) Action[A090]: 'FIGHT_MOVERGT.ACTION_ENDMOVEMENT' (E243E147) Action[A090]: 'FIGHT_MOVERGT.ACTION_ENDMOVEMENT' (E243E147) Action[A090]: 'FIGHT_MOVERGT.ACTION_ENDMOVEMENT' (E243E147) Action[A090]: 'FIGHT_MOVERGT.ACTION_ENDMOVEMENT' (E243E147) Action[A095]: 'FIGHT_RUSHFWD.ACTION_ENDMOVEMENT' (B0B10D06) Action[A095]: 'FIGHT_RUSHFWD.ACTION_ENDMOVEMENT' (B0B10D06) Action[A095]: 'FIGHT_RUSHFWD.ACTION_ENDMOVEMENT' (B0B10D06) Action[A095]: 'FIGHT_RUSHFWD.ACTION_ENDMOVEMENT' (B0B10D06) Action[A095]: 'FIGHT_RUSHFWD.ACTION_ENDMOVEMENT' (B0B10D06) Action[A100]: 'FIGHT_RUSHBWD.ACTION_ENDMOVEMENT' (E5FFE282) Action[A100]: 'FIGHT_RUSHBWD.ACTION_ENDMOVEMENT' (E5FFE282) Action[A100]: 'FIGHT_RUSHBWD.ACTION_ENDMOVEMENT' (E5FFE282) Action[A100]: 'FIGHT_RUSHBWD.ACTION_ENDMOVEMENT' (E5FFE282) Action[A100]: 'FIGHT_RUSHBWD.ACTION_ENDMOVEMENT' (E5FFE282) Action[A105]: 'FIGHT_RUSHLFT.ACTION_ENDMOVEMENT' (C151104B) Action[A105]: 'FIGHT_RUSHLFT.ACTION_ENDMOVEMENT' (C151104B) Action[A105]: 'FIGHT_RUSHLFT.ACTION_ENDMOVEMENT' (C151104B) Action[A105]: 'FIGHT_RUSHLFT.ACTION_ENDMOVEMENT' (C151104B) Action[A105]: 'FIGHT_RUSHLFT.ACTION_ENDMOVEMENT' (C151104B) Action[A110]: 'FIGHT_RUSHRGT.ACTION_ENDMOVEMENT' (C267CA92) Action[A110]: 'FIGHT_RUSHRGT.ACTION_ENDMOVEMENT' (C267CA92) Action[A110]: 'FIGHT_RUSHRGT.ACTION_ENDMOVEMENT' (C267CA92) Action[A110]: 'FIGHT_RUSHRGT.ACTION_ENDMOVEMENT' (C267CA92) Action[A110]: 'FIGHT_RUSHRGT.ACTION_ENDMOVEMENT' (C267CA92) Action[A115]: 'FIGHT_NOTURNMOVELFT.ACTION_ENDMOVEMENTONRUSH' (B35FF2C5) Action[A116]: 'FIGHT_NOTURNMOVELFT.ACTION_ENDMOVEMENT' (B62B4E6) Action[A116]: 'FIGHT_NOTURNMOVELFT.ACTION_ENDMOVEMENT' (B62B4E6) Action[A116]: 'FIGHT_NOTURNMOVELFT.ACTION_ENDMOVEMENT' (B62B4E6) Action[A116]: 'FIGHT_NOTURNMOVELFT.ACTION_ENDMOVEMENT' (B62B4E6) Action[A116]: 'FIGHT_NOTURNMOVELFT.ACTION_ENDMOVEMENT' (B62B4E6) Action[A121]: 'FIGHT_NOTURNMOVERGT.ACTION_ENDMOVEMENTONRUSH' (D681064C) Action[A122]: 'FIGHT_NOTURNMOVERGT.ACTION_ENDMOVEMENT' (C796F2D) Action[A122]: 'FIGHT_NOTURNMOVERGT.ACTION_ENDMOVEMENT' (C796F2D) Action[A122]: 'FIGHT_NOTURNMOVERGT.ACTION_ENDMOVEMENT' (C796F2D) Action[A122]: 'FIGHT_NOTURNMOVERGT.ACTION_ENDMOVEMENT' (C796F2D) Action[A122]: 'FIGHT_NOTURNMOVERGT.ACTION_ENDMOVEMENT' (C796F2D) Action[A127]: 'FIGHT_FREEMOVEFWD.ACTION_2NDSTAGEFREEMOVE' (3DD6F6CC) Action[A127]: 'FIGHT_FREEMOVEFWD.ACTION_2NDSTAGEFREEMOVE' (3DD6F6CC) Action[A129]: 'FIGHT_FREEMOVEFWD.ACTION_ENDMOVEMENTONRUSH' (D7E0315C) Action[A130]: 'FIGHT_FREEMOVEFWD.ACTION_ENDMOVEMENT' (28D98E3D) Action[A130]: 'FIGHT_FREEMOVEFWD.ACTION_ENDMOVEMENT' (28D98E3D) Action[A130]: 'FIGHT_FREEMOVEFWD.ACTION_ENDMOVEMENT' (28D98E3D) Action[A130]: 'FIGHT_FREEMOVEFWD.ACTION_ENDMOVEMENT' (28D98E3D) Action[A130]: 'FIGHT_FREEMOVEFWD.ACTION_ENDMOVEMENT' (28D98E3D) Action[A135]: 'FIGHT_FREEMOVEBWD.ACTION_2NDSTAGEFREEMOVE' (EFF299C8) Action[A135]: 'FIGHT_FREEMOVEBWD.ACTION_2NDSTAGEFREEMOVE' (EFF299C8) Action[A137]: 'FIGHT_FREEMOVEBWD.ACTION_ENDMOVEMENTONRUSH' (CD7033D8) Action[A138]: 'FIGHT_FREEMOVEBWD.ACTION_ENDMOVEMENT' (5E2863B9) Action[A138]: 'FIGHT_FREEMOVEBWD.ACTION_ENDMOVEMENT' (5E2863B9) Action[A138]: 'FIGHT_FREEMOVEBWD.ACTION_ENDMOVEMENT' (5E2863B9) Action[A138]: 'FIGHT_FREEMOVEBWD.ACTION_ENDMOVEMENT' (5E2863B9) Action[A138]: 'FIGHT_FREEMOVEBWD.ACTION_ENDMOVEMENT' (5E2863B9) Action[A143]: 'FIGHT_FREEMOVELFT.ACTION_2NDSTAGEFREEMOVE' (52E4CD31) Action[A143]: 'FIGHT_FREEMOVELFT.ACTION_2NDSTAGEFREEMOVE' (52E4CD31) Action[A145]: 'FIGHT_FREEMOVELFT.ACTION_ENDMOVEMENTONRUSH' (8EA8D461) Action[A146]: 'FIGHT_FREEMOVELFT.ACTION_ENDMOVEMENT' (39799182) Action[A146]: 'FIGHT_FREEMOVELFT.ACTION_ENDMOVEMENT' (39799182) Action[A146]: 'FIGHT_FREEMOVELFT.ACTION_ENDMOVEMENT' (39799182) Action[A146]: 'FIGHT_FREEMOVELFT.ACTION_ENDMOVEMENT' (39799182) Action[A146]: 'FIGHT_FREEMOVELFT.ACTION_ENDMOVEMENT' (39799182) Action[A151]: 'FIGHT_FREEMOVERGT.ACTION_2NDSTAGEFREEMOVE' (F6DE0BD8) Action[A151]: 'FIGHT_FREEMOVERGT.ACTION_2NDSTAGEFREEMOVE' (F6DE0BD8) Action[A153]: 'FIGHT_FREEMOVERGT.ACTION_ENDMOVEMENTONRUSH' (B1C9E7E8) Action[A154]: 'FIGHT_FREEMOVERGT.ACTION_ENDMOVEMENT' (3A904BC9) Action[A154]: 'FIGHT_FREEMOVERGT.ACTION_ENDMOVEMENT' (3A904BC9) Action[A154]: 'FIGHT_FREEMOVERGT.ACTION_ENDMOVEMENT' (3A904BC9) Action[A154]: 'FIGHT_FREEMOVERGT.ACTION_ENDMOVEMENT' (3A904BC9) Action[A154]: 'FIGHT_FREEMOVERGT.ACTION_ENDMOVEMENT' (3A904BC9) Action[A159]: 'FIGHT_2NDSTAGEFREEMOVE.ACTION_MOVEMENTSWITCH' (C9C0B00F) Action[A159]: 'FIGHT_2NDSTAGEFREEMOVE.ACTION_MOVEMENTSWITCH' (C9C0B00F) Action[A159]: 'FIGHT_2NDSTAGEFREEMOVE.ACTION_MOVEMENTSWITCH' (C9C0B00F) Action[A159]: 'FIGHT_2NDSTAGEFREEMOVE.ACTION_MOVEMENTSWITCH' (C9C0B00F) Action[A163]: 'FIGHT_2NDSTAGEFREEMOVE.ACTION_LOOP' (3FBF504C) Action[A164]: 'FIGHT_TURNSWITCH.ACTION_TURNLFT' (235DC3CB) Action[A165]: 'FIGHT_TURNSWITCH.ACTION_TURNRGT' (235DDD72) Action[A166]: 'FIGHT_TURNLFT.ACTION_ENDMOVEMENT' (1EEB832) Action[A166]: 'FIGHT_TURNLFT.ACTION_ENDMOVEMENT' (1EEB832) Action[A166]: 'FIGHT_TURNLFT.ACTION_ENDMOVEMENT' (1EEB832) Action[A166]: 'FIGHT_TURNLFT.ACTION_ENDMOVEMENT' (1EEB832) Action[A166]: 'FIGHT_TURNLFT.ACTION_ENDMOVEMENT' (1EEB832) Action[A171]: 'FIGHT_TURNRGT.ACTION_ENDMOVEMENT' (3057279) Action[A171]: 'FIGHT_TURNRGT.ACTION_ENDMOVEMENT' (3057279) Action[A171]: 'FIGHT_TURNRGT.ACTION_ENDMOVEMENT' (3057279) Action[A171]: 'FIGHT_TURNRGT.ACTION_ENDMOVEMENT' (3057279) Action[A171]: 'FIGHT_TURNRGT.ACTION_ENDMOVEMENT' (3057279) Action[A176]: 'FIGHT_ATTACK_INIT.ACTION_INITIALIZED' (ECE32AE2) Action[A177]: 'FIGHT_ATTACK_EXIT.ACTION_CLEANEDUP' (2A6295C3) Action[A178]: 'FIGHT_ATTACK_SWITCH.ACTION_SPECIAL' (6E5CEC8B) Action[A179]: 'FIGHT_ATTACK_SWITCH.ACTION_CONTEXT' (9D1018CF) Action[A180]: 'FIGHT_ATTACK_SWITCH.ACTION_DEFAULT' (D21BD28F) Action[A181]: 'FIGHT_ATTACK_CONTEXTSWITCH.ACTION_FWDMED' (F2524286) Action[A182]: 'FIGHT_ATTACK_CONTEXTSWITCH.ACTION_DEFAULT' (78C72074) Action[A183]: 'FIGHT_ATTACK_FWDMEDSWITCH.ACTION_FIGHT_ATTACK_NORMAL' (643ECA52) Action[A184]: 'FIGHT_ATTACK_FWDMEDSWITCH.ACTION_FIGHT_ATTACK_HEAVY' (C487CF46) Action[A185]: 'FIGHT_ATTACK_FWDMEDSWITCH.ACTION_SAFEDEFAULT' (8F9F7925) Action[A186]: 'FIGHT_ATTACK_LEFT.ACTION_FIGHT_ATTACK_RIGHT_VARIATION1' (403D6B66) Action[A187]: 'FIGHT_ATTACK_LEFT.ACTION_FIGHT_ATTACK_RIGHT_VARIATION2' (403D6B67) Action[A188]: 'FIGHT_ATTACK_LEFT.ACTION_FIGHT_ATTACK_RIGHTHEAVYCOMBO' (C36AF136) Action[A189]: 'FIGHT_ATTACK_LEFT.ACTION_END' (62030F3A) Action[A190]: 'FIGHT_ATTACK_LEFT.ACTION_LOOPED' (DFEAA3E6) Action[A191]: 'FIGHT_ATTACK_RIGHT_VARIATION1.ACTION_END' (91C801EA) Action[A192]: 'FIGHT_ATTACK_RIGHT_VARIATION1.ACTION_LOOPED' (AE42D896) Action[A193]: 'FIGHT_ATTACK_RIGHT_VARIATION2.ACTION_END' (C2BB5F4B) Action[A194]: 'FIGHT_ATTACK_RIGHT_VARIATION2.ACTION_LOOPED' (518A4657) Action[A195]: 'FIGHT_ATTACK_RIGHTHEAVYCOMBO.ACTION_END' (C9E3297A) Action[A196]: 'FIGHT_ATTACK_RIGHTHEAVYCOMBO.ACTION_LOOPED' (CA2F9626) Action[A197]: 'FIGHT_ATTACK_HEAVY.ACTION_FIGHT_ATTACK_SUPERHEAVY' (B9D5D089) Action[A198]: 'FIGHT_ATTACK_HEAVY.ACTION_END' (45E0D06C) Action[A199]: 'FIGHT_ATTACK_HEAVY.ACTION_LOOPED' (7C982FD8) Action[A200]: 'FIGHT_ATTACK_SUPERHEAVY.ACTION_FIGHT_ATTACK_2SWEEPCOMBO' (9337F952) Action[A201]: 'FIGHT_ATTACK_SUPERHEAVY.ACTION_END' (A847AEBB) Action[A202]: 'FIGHT_ATTACK_SUPERHEAVY.ACTION_LOOPED' (7259FC7) Action[A203]: 'FIGHT_ATTACK_2SWEEPCOMBO.ACTION_END' (1929E395) Action[A204]: 'FIGHT_ATTACK_2SWEEPCOMBO.ACTION_LOOPED' (81C2DE61) Action[A205]: 'FIGHT_ATTACK_SPECIALSWITCH.ACTION_SPECIAL0' (A195315C) Action[A206]: 'FIGHT_ATTACK_SPECIALSWITCH.ACTION_SPECIAL1' (A195315D) Action[A207]: 'FIGHT_ATTACK_SPECIALSWITCH.ACTION_SPECIAL2' (A195315E) Action[A208]: 'FIGHT_ATTACK_SPECIALSWITCH.ACTION_SPECIAL3' (A195315F) Action[A209]: 'FIGHT_ATTACK_SPECIAL0.ACTION_END' (7B049740) Action[A210]: 'FIGHT_ATTACK_SPECIAL0.ACTION_LOOPED' (2FE2762C) Action[A211]: 'FIGHT_ATTACK_SPECIAL0.ACTION_ENDONRANGE' (BCE7B7EA) Action[A212]: 'FIGHT_ATTACK_SPECIAL1.ACTION_END' (ABF7F4A1) Action[A213]: 'FIGHT_ATTACK_SPECIAL1.ACTION_LOOPED' (D329E3ED) Action[A214]: 'FIGHT_ATTACK_SPECIAL1.ACTION_ENDONRANGE' (6DC21E2B) Action[A215]: 'FIGHT_ATTACK_SPECIAL2.ACTION_END' (DCEB5202) Action[A216]: 'FIGHT_ATTACK_SPECIAL2.ACTION_LOOPED' (767151AE) Action[A217]: 'FIGHT_ATTACK_SPECIAL2.ACTION_ENDONRANGE' (1E9C846C) Action[A218]: 'FIGHT_ATTACK_SPECIAL3.ACTION_END' (DDEAF63) Action[A219]: 'FIGHT_ATTACK_SPECIAL3.ACTION_LOOPED' (19B8BF6F) Action[A220]: 'FIGHT_ATTACK_SPECIAL3.ACTION_ENDONRANGE' (CF76EAAD) Action[A221]: 'DIVINE_ENTER.ACTION_PERFORMPHASE_ENTERIDLE' (FDCEFFB3) Action[A222]: 'DIVINE_ENTER.ACTION_LOOPED' (4D69574F) Action[A222]: 'DIVINE_ENTER.ACTION_LOOPED' (4D69574F) Action[A224]: 'DIVINE_ENTER.ACTION_ABORT' (F2067764) Action[A225]: 'DIVINE_ENTER.ACTION_HEALING' (AE584204) Action[A226]: 'DIVINE_ENTER.ACTION_AURA' (1E9BAA15) Action[A227]: 'DIVINE_ENTER.ACTION_SHOCKWAVE' (8C692817) Action[A228]: 'DIVINE_ENTER.ACTION_BOLTS' (F21FA450) Action[A229]: 'DIVINE_IDLE.ACTION_ABORT' (E8BD9304) Action[A230]: 'DIVINE_IDLE.ACTION_HEALING' (2F44C5A4) Action[A231]: 'DIVINE_IDLE.ACTION_AURA' (70DD1B5) Action[A232]: 'DIVINE_IDLE.ACTION_SHOCKWAVE' (FA8513B7) Action[A233]: 'DIVINE_IDLE.ACTION_BOLTS' (E8D6BFF0) Action[A234]: 'DIVINE_ABORT.ACTION_PERFORMPHASE_LEAVEIDLE' (1D2C2BFC) Action[A235]: 'DIVINE_ABORT.ACTION_LOOPED' (67F682A9) Action[A235]: 'DIVINE_ABORT.ACTION_LOOPED' (67F682A9) Action[A237]: 'DIVINE_LEAVE.ACTION_LEAVE' (394A78C8) Action[A238]: 'DIVINE_HEALING.ACTION_PERFORMPHASE_START' (C403629F) Action[A239]: 'DIVINE_HEALING.ACTION_PERFORMPHASE_BUILDUP' (B8AAEB66) Action[A240]: 'DIVINE_HEALING.ACTION_PERFORMPHASE_LAUNCH' (32CEAD4C) Action[A241]: 'DIVINE_HEALING.ACTION_PERFORMPHASE_RECOVER' (62918A07) Action[A242]: 'DIVINE_HEALING.ACTION_LOOPED_PERFORMPHASE_END' (75F112AA) Action[A243]: 'DIVINE_AURA.ACTION_PERFORMPHASE_START' (25E29950) Action[A244]: 'DIVINE_AURA.ACTION_PERFORMPHASE_BUILDUP' (F329257) Action[A245]: 'DIVINE_AURA.ACTION_PERFORMPHASE_LAUNCH' (D094BA1D) Action[A246]: 'DIVINE_AURA.ACTION_PERFORMPHASE_RECOVER' (B91930F8) Action[A247]: 'DIVINE_AURA.ACTION_LOOPED_PERFORMPHASE_END' (6EA31FFB) Action[A248]: 'DIVINE_SHOCKWAVE.ACTION_PERFORMPHASE_START' (24CD4C32) Action[A249]: 'DIVINE_SHOCKWAVE.ACTION_PERFORMPHASE_BUILDUP' (739585B9) Action[A250]: 'DIVINE_SHOCKWAVE.ACTION_PERFORMPHASE_LAUNCH' (ACD5C93F) Action[A251]: 'DIVINE_SHOCKWAVE.ACTION_PERFORMPHASE_RECOVER' (1D7C245A) Action[A252]: 'DIVINE_SHOCKWAVE.ACTION_LOOPED_PERFORMPHASE_END' (953AF01D) Action[A253]: 'DIVINE_BOLTS.ACTION_PERFORMPHASE_START' (7FC8D22B) Action[A254]: 'DIVINE_BOLTS.ACTION_PERFORMPHASE_BUILDUP' (7B8A6DF2) Action[A255]: 'DIVINE_BOLTS.ACTION_PERFORMPHASE_LAUNCH' (67420E58) Action[A256]: 'DIVINE_BOLTS.ACTION_PERFORMPHASE_RECOVER' (25710C93) Action[A257]: 'DIVINE_BOLTS.ACTION_LOOPED_PERFORMPHASE_END' (880619B6) Action[A258]: 'BOW_ENTER.ACTION_BOW3P' (A5F15C20) Action[A259]: 'BOW_ENTER.ACTION_BOW1P' (A5F15BDE) Action[A260]: 'BOW1P_LEAVE.ACTION_ACTIONSWITCH' (90933775) Action[A260]: 'BOW1P_LEAVE.ACTION_ACTIONSWITCH' (90933775) Action[A262]: 'BOW1P_CHARGEDIDLE.ACTION_SHOOTNRELOAD' (B40C41B6) Action[A263]: 'BOW1P_CHARGEDIDLE.ACTION_SHOOTNRELAX' (34005D5B) Action[A264]: 'BOW1P_CHARGEDIDLE.ACTION_BOWLEAVE' (BFB8CA19) Action[A265]: 'BOW1P_SHOOTNRELOAD.ACTION_SHOOT' (FA526BB7) Action[A266]: 'BOW1P_SHOOTNRELOAD.ACTION_LOOPED' (34CA746D) Action[A267]: 'BOW1P_SHOOTNRELOAD.ACTION_BOWLEAVE' (6907D8BF) Action[A268]: 'BOW1P_SHOOTNRELAX.ACTION_SHOOT' (8298E65C) Action[A269]: 'BOW1P_SHOOTNRELAX.ACTION_LOOPEDORBOWLEAVE' (2AEA6788) Action[A269]: 'BOW1P_SHOOTNRELAX.ACTION_LOOPEDORBOWLEAVE' (2AEA6788) Action[A271]: 'RESPONSE_HURTBOW1P.ACTION_LOOPED' (5B7DA2D) Action[A272]: 'RESPONSE_DEATHBOW1P.ACTION_SELECTBOW' (7AD277D5) Action[A273]: 'RESPONSE_DEATHBOW1P.ACTION_SETDEADPHYS' (9EB8776B) Action[A273]: 'RESPONSE_DEATHBOW1P.ACTION_SETDEADPHYS' (9EB8776B) Action[A275]: 'BOW3P_ENTER.ACTION_WIELDBOW' (EB3A1115) Action[A275]: 'BOW3P_ENTER.ACTION_WIELDBOW' (EB3A1115) Action[A277]: 'BOW3P_WIELDBOW.ACTION_UNWIELDWEAPON' (A15BC459) Action[A277]: 'BOW3P_WIELDBOW.ACTION_UNWIELDWEAPON' (A15BC459) Action[A279]: 'BOW3P_UNWIELDWEAPON.ACTION_WIELDAMMO' (1171DEBB) Action[A279]: 'BOW3P_UNWIELDWEAPON.ACTION_WIELDAMMO' (1171DEBB) Action[A281]: 'BOW3P_WIELDAMMO.ACTION_CHARGE_ARROW' (252A128D) Action[A282]: 'BOW3P_CHARGE_ARROW.ACTION_CHARGEDIDLE' (16E7CBFA) Action[A283]: 'BOW3P_LEAVE.ACTION_WIELDWEAPON' (322A9906) Action[A283]: 'BOW3P_LEAVE.ACTION_WIELDWEAPON' (322A9906) Action[A285]: 'BOW3P_WIELDWEAPON.ACTION_WIELDSHIELD' (5F745607) Action[A285]: 'BOW3P_WIELDWEAPON.ACTION_WIELDSHIELD' (5F745607) Action[A287]: 'BOW3P_WIELDSHIELD.ACTION_ACTIONSWITCH' (3AE0C6F8) Action[A288]: 'BOW3P_SHOOT.ACTION_SHOOT' (BA57DE54) Action[A289]: 'BOW3P_SHOOT.ACTION_RELOAD' (2C68F7E) Action[A289]: 'BOW3P_SHOOT.ACTION_RELOAD' (2C68F7E) Action[A291]: 'BOW3P_RELOAD.ACTION_BOWLEAVE' (19103866) Action[A292]: 'BOW3P_RELOAD.ACTION_LOOPED' (D818BE54) Action[A293]: 'BOW3P_CHARGEDIDLE.ACTION_SHOOT' (55D979D3) Action[A294]: 'BOW3P_CHARGEDIDLE.ACTION_BOWLEAVE' (F2EB815B) Action[A295]: 'RESPONSE_TRIGGER.ACTION_RESPONSE' (7B119EA1) Action[A296]: 'KNOCKEDKNEE_GETUP.ACTION_RECOVERHEALTH' (FAA6C602) Action[A297]: 'KNOCKEDKNEE_GETUP.ACTION_LOOPED_TOBOW' (FD0E003) Action[A297]: 'KNOCKEDKNEE_GETUP.ACTION_LOOPED_TOBOW' (FD0E003) Action[A297]: 'KNOCKEDKNEE_GETUP.ACTION_LOOPED_TOBOW' (FD0E003) Action[A300]: 'KNOCKEDKNEE_GETUP.ACTION_LOOPED_TOFIGHT' (47CDCE4D) Action[A300]: 'KNOCKEDKNEE_GETUP.ACTION_LOOPED_TOFIGHT' (47CDCE4D) Action[A300]: 'KNOCKEDKNEE_GETUP.ACTION_LOOPED_TOFIGHT' (47CDCE4D) Action[A303]: 'DUMMYRESPONSE.ACTION_SPAWNDEAD' (5C03EF42) Action[A304]: 'RESPONSE_INIT.ACTION_INITIALIZEANDLAUNCH' (27164032) Action[A305]: 'RESPONSE_SWITCH.ACTION_RESPONSE_0_49' (3C8038BA) Action[A306]: 'RESPONSE_SWITCH.ACTION_RESPONSE_50_200' (65E01794) Action[A307]: 'RESPONSE_SWITCH_0_49.ACTION_RESPONSE_HURTFRONT' (B69041C5) Action[A308]: 'RESPONSE_SWITCH_0_49.ACTION_RESPONSE_HURTFRONTLFT' (10A280AB) Action[A309]: 'RESPONSE_SWITCH_0_49.ACTION_RESPONSE_HURTFRONTRGT' (10A29A52) Action[A310]: 'RESPONSE_SWITCH_0_49.ACTION_RESPONSE_HURTFRONTABOVE' (C27C12B2) Action[A311]: 'RESPONSE_SWITCH_0_49.ACTION_RESPONSE_HURTBACK' (B7F25FCD) Action[A312]: 'RESPONSE_SWITCH_0_49.ACTION_RESPONSE_HURTARROW' (B635D427) Action[A313]: 'RESPONSE_SWITCH_0_49.ACTION_RESPONSE_BLOCKFRONT' (8167E14D) Action[A314]: 'RESPONSE_SWITCH_0_49.ACTION_RESPONSE_BLOCKABOVE' (8104A1B1) Action[A315]: 'RESPONSE_SWITCH_0_49.ACTION_RESPONSE_BLOCKLFT' (716D43EA) Action[A316]: 'RESPONSE_SWITCH_0_49.ACTION_RESPONSE_BLOCKRGT' (716D5D91) Action[A317]: 'RESPONSE_SWITCH_0_49.ACTION_RESPONSE_BLOCKBACK' (9F102E55) Action[A318]: 'RESPONSE_SWITCH_0_49.ACTION_RESPONSE_BLOCKBREAKERRESPONSE' (92F0850F) Action[A319]: 'RESPONSE_SWITCH_0_49.ACTION_RESPONSE_BLOCKPUSHEDBACK' (536E369E) Action[A320]: 'RESPONSE_SWITCH_0_49.ACTION_RESPONSE_PUSHEDBWD' (8B5622FF) Action[A321]: 'RESPONSE_SWITCH_0_49.ACTION_RESPONSE_PUSHEDBWDFAR' (E6C87578) Action[A322]: 'RESPONSE_SWITCH_0_49.ACTION_RESPONSE_KNOCKEDGROUND' (CF7DC267) Action[A323]: 'RESPONSE_SWITCH_0_49.ACTION_RESPONSE_KNOCKEDKNEE' (6366D9BB) Action[A324]: 'RESPONSE_SWITCH_0_49.ACTION_RESPONSE_DEATHBWD' (FA2DE9C) Action[A325]: 'RESPONSE_SWITCH_0_49.ACTION_RESPONSE_DEATHFWD' (FA2EFA0) Action[A326]: 'RESPONSE_SWITCH_0_49.ACTION_RESPONSE_DEATHBWDFLIP' (CD2294A7) Action[A327]: 'RESPONSE_SWITCH_0_49.ACTION_RESETTRIGGER' (2D668D62) Action[A328]: 'RESPONSE_SWITCH_50_200.ACTION_RESPONSE_FINISHEDGROUND' (5531A14C) Action[A329]: 'RESPONSE_SWITCH_50_200.ACTION_RESPONSE_FINISHEDKNEEFWD' (253C4101) Action[A330]: 'RESPONSE_SWITCH_50_200.ACTION_RESPONSE_FINISHEDKNEEBWD' (253C2FFD) Action[A331]: 'RESPONSE_SWITCH_50_200.ACTION_RESPONSE_FINISHEDKNEESLASH' (6635BE1B) Action[A332]: 'RESPONSE_SWITCH_50_200.ACTION_RESPONSE_HURTBOW1P' (40E1E19F) Action[A333]: 'RESPONSE_SWITCH_50_200.ACTION_RESPONSE_DEATHBOW1P' (61DE1242) Action[A334]: 'RESPONSE_SWITCH_50_200.ACTION_RESPONSE_HURTSPECIAL0' (F3DC92E7) Action[A335]: 'RESPONSE_SWITCH_50_200.ACTION_RESPONSE_HURTSPECIAL1' (F3DC92E8) Action[A336]: 'RESPONSE_SWITCH_50_200.ACTION_RESPONSE_HURTSPECIAL2' (F3DC92E9) Action[A337]: 'RESPONSE_SWITCH_50_200.ACTION_RESPONSE_HURTSPECIAL3' (F3DC92EA) Action[A338]: 'RESPONSE_SWITCH_50_200.ACTION_RESPONSE_HURTSPECIAL3END' (6ED5EE1) Action[A339]: 'RESPONSE_SWITCH_50_200.ACTION_RESPONSE_DEATHSPECIAL3END' (E3A23DC4) Action[A340]: 'RESPONSE_SWITCH_50_200.ACTION_RESPONSE_KNEED' (7A4BB03A) Action[A341]: 'RESPONSE_SWITCH_50_200.ACTION_RESPONSE_ENTANGLED' (DC16CCE5) Action[A342]: 'RESPONSE_SWITCH_50_200.ACTION_RESPONSE_PARTIAL_HURTLEFT' (3EFB8E0D) Action[A343]: 'RESPONSE_SWITCH_50_200.ACTION_RESPONSE_PARTIAL_HURTRIGHT' (1EDC1760) Action[A344]: 'RESPONSE_SWITCH_50_200.ACTION_RESETTRIGGER' (6A77FEBC) Action[A345]: 'RESPONSE_HURTFRONT.ACTION_LOOPED_TOBOW' (2B6E30D7) Action[A345]: 'RESPONSE_HURTFRONT.ACTION_LOOPED_TOBOW' (2B6E30D7) Action[A345]: 'RESPONSE_HURTFRONT.ACTION_LOOPED_TOBOW' (2B6E30D7) Action[A348]: 'RESPONSE_HURTFRONT.ACTION_LOOPED_TOFIGHT' (C002A421) Action[A348]: 'RESPONSE_HURTFRONT.ACTION_LOOPED_TOFIGHT' (C002A421) Action[A348]: 'RESPONSE_HURTFRONT.ACTION_LOOPED_TOFIGHT' (C002A421) Action[A351]: 'RESPONSE_HURTFRONTLFT.ACTION_LOOPED_TOBOW' (2232F87D) Action[A351]: 'RESPONSE_HURTFRONTLFT.ACTION_LOOPED_TOBOW' (2232F87D) Action[A351]: 'RESPONSE_HURTFRONTLFT.ACTION_LOOPED_TOBOW' (2232F87D) Action[A354]: 'RESPONSE_HURTFRONTLFT.ACTION_LOOPED_TOFIGHT' (7B17ED47) Action[A354]: 'RESPONSE_HURTFRONTLFT.ACTION_LOOPED_TOFIGHT' (7B17ED47) Action[A354]: 'RESPONSE_HURTFRONTLFT.ACTION_LOOPED_TOFIGHT' (7B17ED47) Action[A357]: 'RESPONSE_HURTFRONTRGT.ACTION_LOOPED_TOBOW' (4620FBA4) Action[A357]: 'RESPONSE_HURTFRONTRGT.ACTION_LOOPED_TOBOW' (4620FBA4) Action[A357]: 'RESPONSE_HURTFRONTRGT.ACTION_LOOPED_TOBOW' (4620FBA4) Action[A360]: 'RESPONSE_HURTFRONTRGT.ACTION_LOOPED_TOFIGHT' (5293562E) Action[A360]: 'RESPONSE_HURTFRONTRGT.ACTION_LOOPED_TOFIGHT' (5293562E) Action[A360]: 'RESPONSE_HURTFRONTRGT.ACTION_LOOPED_TOFIGHT' (5293562E) Action[A363]: 'RESPONSE_HURTFRONTABOVE.ACTION_LOOPED_TOBOW' (EF081284) Action[A363]: 'RESPONSE_HURTFRONTABOVE.ACTION_LOOPED_TOBOW' (EF081284) Action[A363]: 'RESPONSE_HURTFRONTABOVE.ACTION_LOOPED_TOBOW' (EF081284) Action[A366]: 'RESPONSE_HURTFRONTABOVE.ACTION_LOOPED_TOFIGHT' (D19BA50E) Action[A366]: 'RESPONSE_HURTFRONTABOVE.ACTION_LOOPED_TOFIGHT' (D19BA50E) Action[A366]: 'RESPONSE_HURTFRONTABOVE.ACTION_LOOPED_TOFIGHT' (D19BA50E) Action[A369]: 'RESPONSE_HURTBACK.ACTION_LOOPED_TOBOW' (3DBB1F9F) Action[A369]: 'RESPONSE_HURTBACK.ACTION_LOOPED_TOBOW' (3DBB1F9F) Action[A369]: 'RESPONSE_HURTBACK.ACTION_LOOPED_TOBOW' (3DBB1F9F) Action[A372]: 'RESPONSE_HURTBACK.ACTION_LOOPED_TOFIGHT' (994664E9) Action[A372]: 'RESPONSE_HURTBACK.ACTION_LOOPED_TOFIGHT' (994664E9) Action[A372]: 'RESPONSE_HURTBACK.ACTION_LOOPED_TOFIGHT' (994664E9) Action[A375]: 'RESPONSE_HURTARROW.ACTION_LOOPED_TOBOW' (8D68A839) Action[A375]: 'RESPONSE_HURTARROW.ACTION_LOOPED_TOBOW' (8D68A839) Action[A375]: 'RESPONSE_HURTARROW.ACTION_LOOPED_TOBOW' (8D68A839) Action[A378]: 'RESPONSE_HURTARROW.ACTION_LOOPED_TOFIGHT' (8A787C03) Action[A378]: 'RESPONSE_HURTARROW.ACTION_LOOPED_TOFIGHT' (8A787C03) Action[A378]: 'RESPONSE_HURTARROW.ACTION_LOOPED_TOFIGHT' (8A787C03) Action[A381]: 'RESPONSE_BLOCKFRONT.ACTION_LOOPED_TOBOW' (1318CF9F) Action[A381]: 'RESPONSE_BLOCKFRONT.ACTION_LOOPED_TOBOW' (1318CF9F) Action[A381]: 'RESPONSE_BLOCKFRONT.ACTION_LOOPED_TOBOW' (1318CF9F) Action[A384]: 'RESPONSE_BLOCKFRONT.ACTION_LOOPED_TOFIGHT' (3CD014E9) Action[A384]: 'RESPONSE_BLOCKFRONT.ACTION_LOOPED_TOFIGHT' (3CD014E9) Action[A384]: 'RESPONSE_BLOCKFRONT.ACTION_LOOPED_TOFIGHT' (3CD014E9) Action[A387]: 'RESPONSE_BLOCKABOVE.ACTION_LOOPED_TOBOW' (9DA76A03) Action[A387]: 'RESPONSE_BLOCKABOVE.ACTION_LOOPED_TOBOW' (9DA76A03) Action[A387]: 'RESPONSE_BLOCKABOVE.ACTION_LOOPED_TOBOW' (9DA76A03) Action[A390]: 'RESPONSE_BLOCKABOVE.ACTION_LOOPED_TOFIGHT' (A56ED84D) Action[A390]: 'RESPONSE_BLOCKABOVE.ACTION_LOOPED_TOFIGHT' (A56ED84D) Action[A390]: 'RESPONSE_BLOCKABOVE.ACTION_LOOPED_TOFIGHT' (A56ED84D) Action[A393]: 'RESPONSE_BLOCKLFT.ACTION_LOOPED_TOBOW' (95C8643C) Action[A393]: 'RESPONSE_BLOCKLFT.ACTION_LOOPED_TOBOW' (95C8643C) Action[A393]: 'RESPONSE_BLOCKLFT.ACTION_LOOPED_TOBOW' (95C8643C) Action[A396]: 'RESPONSE_BLOCKLFT.ACTION_LOOPED_TOFIGHT' (29B744C6) Action[A396]: 'RESPONSE_BLOCKLFT.ACTION_LOOPED_TOFIGHT' (29B744C6) Action[A396]: 'RESPONSE_BLOCKLFT.ACTION_LOOPED_TOFIGHT' (29B744C6) Action[A399]: 'RESPONSE_BLOCKRGT.ACTION_LOOPED_TOBOW' (B9B66763) Action[A399]: 'RESPONSE_BLOCKRGT.ACTION_LOOPED_TOBOW' (B9B66763) Action[A399]: 'RESPONSE_BLOCKRGT.ACTION_LOOPED_TOBOW' (B9B66763) Action[A402]: 'RESPONSE_BLOCKRGT.ACTION_LOOPED_TOFIGHT' (132ADAD) Action[A402]: 'RESPONSE_BLOCKRGT.ACTION_LOOPED_TOFIGHT' (132ADAD) Action[A402]: 'RESPONSE_BLOCKRGT.ACTION_LOOPED_TOFIGHT' (132ADAD) Action[A405]: 'RESPONSE_BLOCKBACK.ACTION_LOOPED_TOBOW' (E7A90567) Action[A405]: 'RESPONSE_BLOCKBACK.ACTION_LOOPED_TOBOW' (E7A90567) Action[A405]: 'RESPONSE_BLOCKBACK.ACTION_LOOPED_TOBOW' (E7A90567) Action[A408]: 'RESPONSE_BLOCKBACK.ACTION_LOOPED_TOFIGHT' (7644DCB1) Action[A408]: 'RESPONSE_BLOCKBACK.ACTION_LOOPED_TOFIGHT' (7644DCB1) Action[A408]: 'RESPONSE_BLOCKBACK.ACTION_LOOPED_TOFIGHT' (7644DCB1) Action[A411]: 'RESPONSE_BLOCKBREAKERRESPONSE.ACTION_LOOPED_TOBOW' (C50D50E1) Action[A411]: 'RESPONSE_BLOCKBREAKERRESPONSE.ACTION_LOOPED_TOBOW' (C50D50E1) Action[A411]: 'RESPONSE_BLOCKBREAKERRESPONSE.ACTION_LOOPED_TOBOW' (C50D50E1) Action[A414]: 'RESPONSE_BLOCKBREAKERRESPONSE.ACTION_LOOPED_TOFIGHT' (3DE9EEAB) Action[A414]: 'RESPONSE_BLOCKBREAKERRESPONSE.ACTION_LOOPED_TOFIGHT' (3DE9EEAB) Action[A414]: 'RESPONSE_BLOCKBREAKERRESPONSE.ACTION_LOOPED_TOFIGHT' (3DE9EEAB) Action[A417]: 'RESPONSE_BLOCKPUSHEDBACK.ACTION_LOOPED_TOBOW' (5C4E17B0) Action[A417]: 'RESPONSE_BLOCKPUSHEDBACK.ACTION_LOOPED_TOBOW' (5C4E17B0) Action[A417]: 'RESPONSE_BLOCKPUSHEDBACK.ACTION_LOOPED_TOBOW' (5C4E17B0) Action[A420]: 'RESPONSE_BLOCKPUSHEDBACK.ACTION_LOOPED_TOFIGHT' (A877A53A) Action[A420]: 'RESPONSE_BLOCKPUSHEDBACK.ACTION_LOOPED_TOFIGHT' (A877A53A) Action[A420]: 'RESPONSE_BLOCKPUSHEDBACK.ACTION_LOOPED_TOFIGHT' (A877A53A) Action[A423]: 'RESPONSE_PUSHEDBWD.ACTION_LOOPED_TOBOW' (89CF5311) Action[A423]: 'RESPONSE_PUSHEDBWD.ACTION_LOOPED_TOBOW' (89CF5311) Action[A423]: 'RESPONSE_PUSHEDBWD.ACTION_LOOPED_TOBOW' (89CF5311) Action[A426]: 'RESPONSE_PUSHEDBWD.ACTION_LOOPED_TOFIGHT' (3B353CDB) Action[A426]: 'RESPONSE_PUSHEDBWD.ACTION_LOOPED_TOFIGHT' (3B353CDB) Action[A426]: 'RESPONSE_PUSHEDBWD.ACTION_LOOPED_TOFIGHT' (3B353CDB) Action[A429]: 'RESPONSE_PUSHEDBWDFAR.ACTION_LOOPED_TOBOW' (72FF85CA) Action[A429]: 'RESPONSE_PUSHEDBWDFAR.ACTION_LOOPED_TOBOW' (72FF85CA) Action[A429]: 'RESPONSE_PUSHEDBWDFAR.ACTION_LOOPED_TOBOW' (72FF85CA) Action[A432]: 'RESPONSE_PUSHEDBWDFAR.ACTION_LOOPED_TOFIGHT' (313D01D4) Action[A432]: 'RESPONSE_PUSHEDBWDFAR.ACTION_LOOPED_TOFIGHT' (313D01D4) Action[A432]: 'RESPONSE_PUSHEDBWDFAR.ACTION_LOOPED_TOFIGHT' (313D01D4) Action[A435]: 'RESPONSE_DEATHBWD.ACTION_SETDEADPHYS' (65C250DF) Action[A435]: 'RESPONSE_DEATHBWD.ACTION_SETDEADPHYS' (65C250DF) Action[A437]: 'RESPONSE_DEATHFWD.ACTION_SETDEADPHYS' (30737B63) Action[A437]: 'RESPONSE_DEATHFWD.ACTION_SETDEADPHYS' (30737B63) Action[A439]: 'RESPONSE_DEATHBWDFLIP.ACTION_SETDEADPHYS' (1564220A) Action[A439]: 'RESPONSE_DEATHBWDFLIP.ACTION_SETDEADPHYS' (1564220A) Action[A441]: 'RESPONSE_KNOCKEDGROUND.ACTION_BLEEDONGROUND' (99AAB174) Action[A442]: 'RESPONSE_KNOCKEDKNEE.ACTION_LOOPED' (F2A43423) Action[A442]: 'RESPONSE_KNOCKEDKNEE.ACTION_LOOPED' (F2A43423) Action[A444]: 'RESPONSE_FINISHEDGROUND.ACTION_SETDEADPHYS' (18123635) Action[A444]: 'RESPONSE_FINISHEDGROUND.ACTION_SETDEADPHYS' (18123635) Action[A446]: 'RESPONSE_FINISHEDKNEEFWD.ACTION_SETDEADPHYS' (8C32EFCA) Action[A446]: 'RESPONSE_FINISHEDKNEEFWD.ACTION_SETDEADPHYS' (8C32EFCA) Action[A448]: 'RESPONSE_FINISHEDKNEEBWD.ACTION_SETDEADPHYS' (C181C546) Action[A448]: 'RESPONSE_FINISHEDKNEEBWD.ACTION_SETDEADPHYS' (C181C546) Action[A450]: 'RESPONSE_FINISHEDKNEESLASH.ACTION_SETDEADPHYS' (F65762A4) Action[A450]: 'RESPONSE_FINISHEDKNEESLASH.ACTION_SETDEADPHYS' (F65762A4) Action[A452]: 'RESPONSE_HURTSPECIAL0.ACTION_LOOPED_TOBOW' (B07791F) Action[A452]: 'RESPONSE_HURTSPECIAL0.ACTION_LOOPED_TOBOW' (B07791F) Action[A452]: 'RESPONSE_HURTSPECIAL0.ACTION_LOOPED_TOBOW' (B07791F) Action[A455]: 'RESPONSE_HURTSPECIAL0.ACTION_LOOPED_TOFIGHT' (EB0F1E69) Action[A455]: 'RESPONSE_HURTSPECIAL0.ACTION_LOOPED_TOFIGHT' (EB0F1E69) Action[A455]: 'RESPONSE_HURTSPECIAL0.ACTION_LOOPED_TOFIGHT' (EB0F1E69) Action[A458]: 'RESPONSE_HURTSPECIAL1.ACTION_LOOPED_TOBOW' (5C1473A0) Action[A458]: 'RESPONSE_HURTSPECIAL1.ACTION_LOOPED_TOBOW' (5C1473A0) Action[A458]: 'RESPONSE_HURTSPECIAL1.ACTION_LOOPED_TOBOW' (5C1473A0) Action[A461]: 'RESPONSE_HURTSPECIAL1.ACTION_LOOPED_TOFIGHT' (B344BD2A) Action[A461]: 'RESPONSE_HURTSPECIAL1.ACTION_LOOPED_TOFIGHT' (B344BD2A) Action[A461]: 'RESPONSE_HURTSPECIAL1.ACTION_LOOPED_TOFIGHT' (B344BD2A) Action[A464]: 'RESPONSE_HURTSPECIAL2.ACTION_LOOPED_TOBOW' (AD216E21) Action[A464]: 'RESPONSE_HURTSPECIAL2.ACTION_LOOPED_TOBOW' (AD216E21) Action[A464]: 'RESPONSE_HURTSPECIAL2.ACTION_LOOPED_TOBOW' (AD216E21) Action[A467]: 'RESPONSE_HURTSPECIAL2.ACTION_LOOPED_TOFIGHT' (7B7A5BEB) Action[A467]: 'RESPONSE_HURTSPECIAL2.ACTION_LOOPED_TOFIGHT' (7B7A5BEB) Action[A467]: 'RESPONSE_HURTSPECIAL2.ACTION_LOOPED_TOFIGHT' (7B7A5BEB) Action[A470]: 'RESPONSE_HURTSPECIAL3.ACTION_LOOPED_TOBOW' (FE2E68A2) Action[A470]: 'RESPONSE_HURTSPECIAL3.ACTION_LOOPED_TOBOW' (FE2E68A2) Action[A470]: 'RESPONSE_HURTSPECIAL3.ACTION_LOOPED_TOBOW' (FE2E68A2) Action[A473]: 'RESPONSE_HURTSPECIAL3.ACTION_LOOPED_TOFIGHT' (43AFFAAC) Action[A473]: 'RESPONSE_HURTSPECIAL3.ACTION_LOOPED_TOFIGHT' (43AFFAAC) Action[A473]: 'RESPONSE_HURTSPECIAL3.ACTION_LOOPED_TOFIGHT' (43AFFAAC) Action[A476]: 'RESPONSE_HURTSPECIAL3END.ACTION_LOOPED_TOBOW' (26A67619) Action[A476]: 'RESPONSE_HURTSPECIAL3END.ACTION_LOOPED_TOBOW' (26A67619) Action[A476]: 'RESPONSE_HURTSPECIAL3END.ACTION_LOOPED_TOBOW' (26A67619) Action[A479]: 'RESPONSE_HURTSPECIAL3END.ACTION_LOOPED_TOFIGHT' (6A6141E3) Action[A479]: 'RESPONSE_HURTSPECIAL3END.ACTION_LOOPED_TOFIGHT' (6A6141E3) Action[A479]: 'RESPONSE_HURTSPECIAL3END.ACTION_LOOPED_TOFIGHT' (6A6141E3) Action[A482]: 'RESPONSE_DEATHSPECIAL3END.ACTION_FREEZEANIM' (2CFE9B95) Action[A483]: 'RESPONSE_DEATHSPECIAL3END.ACTION_SETDEADPHYS' (EB626FAD) Action[A483]: 'RESPONSE_DEATHSPECIAL3END.ACTION_SETDEADPHYS' (EB626FAD) Action[A485]: 'RESPONSE_KNEED.ACTION_LOOPED_TOBOW' (61FD7DF2) Action[A485]: 'RESPONSE_KNEED.ACTION_LOOPED_TOBOW' (61FD7DF2) Action[A485]: 'RESPONSE_KNEED.ACTION_LOOPED_TOBOW' (61FD7DF2) Action[A488]: 'RESPONSE_KNEED.ACTION_LOOPED_TOFIGHT' (D799A3FC) Action[A488]: 'RESPONSE_KNEED.ACTION_LOOPED_TOFIGHT' (D799A3FC) Action[A488]: 'RESPONSE_KNEED.ACTION_LOOPED_TOFIGHT' (D799A3FC) Action[A491]: 'RESPONSE_ENTANGLED.ACTION_LOOPED_TOBOW' (C970AE1D) Action[A491]: 'RESPONSE_ENTANGLED.ACTION_LOOPED_TOBOW' (C970AE1D) Action[A491]: 'RESPONSE_ENTANGLED.ACTION_LOOPED_TOBOW' (C970AE1D) Action[A494]: 'RESPONSE_ENTANGLED.ACTION_LOOPED_TOFIGHT' (E8998AE7) Action[A494]: 'RESPONSE_ENTANGLED.ACTION_LOOPED_TOFIGHT' (E8998AE7) Action[A494]: 'RESPONSE_ENTANGLED.ACTION_LOOPED_TOFIGHT' (E8998AE7) Action[A497]: 'RESPONSE_PARTIAL_HURTLEFT.ACTION_LOOPED_TOTERMINATE' (BCF54BA6) Action[A497]: 'RESPONSE_PARTIAL_HURTLEFT.ACTION_LOOPED_TOTERMINATE' (BCF54BA6) Action[A499]: 'RESPONSE_PARTIAL_HURTLEFT.ACTION_LOOPED_TOBOW' (90ADE345) Action[A499]: 'RESPONSE_PARTIAL_HURTLEFT.ACTION_LOOPED_TOBOW' (90ADE345) Action[A499]: 'RESPONSE_PARTIAL_HURTLEFT.ACTION_LOOPED_TOBOW' (90ADE345) Action[A502]: 'RESPONSE_PARTIAL_HURTLEFT.ACTION_LOOPED_TOFIGHT' (73F8AA0F) Action[A502]: 'RESPONSE_PARTIAL_HURTLEFT.ACTION_LOOPED_TOFIGHT' (73F8AA0F) Action[A502]: 'RESPONSE_PARTIAL_HURTLEFT.ACTION_LOOPED_TOFIGHT' (73F8AA0F) Action[A505]: 'RESPONSE_PARTIAL_HURTRIGHT.ACTION_LOOPED_TOTERMINATE' (2BA44EB9) Action[A505]: 'RESPONSE_PARTIAL_HURTRIGHT.ACTION_LOOPED_TOTERMINATE' (2BA44EB9) Action[A507]: 'RESPONSE_PARTIAL_HURTRIGHT.ACTION_LOOPED_TOBOW' (60A8D418) Action[A507]: 'RESPONSE_PARTIAL_HURTRIGHT.ACTION_LOOPED_TOBOW' (60A8D418) Action[A507]: 'RESPONSE_PARTIAL_HURTRIGHT.ACTION_LOOPED_TOBOW' (60A8D418) Action[A510]: 'RESPONSE_PARTIAL_HURTRIGHT.ACTION_LOOPED_TOFIGHT' (2E731BA2) Action[A510]: 'RESPONSE_PARTIAL_HURTRIGHT.ACTION_LOOPED_TOFIGHT' (2E731BA2) Action[A510]: 'RESPONSE_PARTIAL_HURTRIGHT.ACTION_LOOPED_TOFIGHT' (2E731BA2) Action[A513]: 'INIT.ACTION_SPAWNRESPONSETOKEN' (8E5A843D) Action[A514]: 'INIT.ACTION_LAUNCHMAINTOKEN' (30C49345) } ExportedStates: { State0: 'FIGHT_ENTER' State1: 'ACTIONSWITCH' State2: 'FIGHT_SWITCH' State3: 'FIGHT_IDLE' State4: 'FIGHT_ORDERCHARGE' State5: 'FIGHT_ORDERFLANK' State6: 'FIGHT_TAUNTSWITCH' State7: 'FIGHT_TAUNT0' State8: 'FIGHT_TAUNT1' State9: 'FIGHT_BLOCK_SWITCH' State10: 'FIGHT_BLOCK_IDLE' State11: 'FIGHT_MOVEMENTSWITCH' State12: 'FIGHT_JOGFWD' State13: 'FIGHT_WALKFWD' State14: 'FIGHT_MOVEFWD' State15: 'FIGHT_MOVEBWD' State16: 'FIGHT_MOVELFT' State17: 'FIGHT_MOVERGT' State18: 'FIGHT_RUSHFWD' State19: 'FIGHT_RUSHBWD' State20: 'FIGHT_RUSHLFT' State21: 'FIGHT_RUSHRGT' State22: 'FIGHT_NOTURNMOVELFT' State23: 'FIGHT_NOTURNMOVERGT' State24: 'FIGHT_FREEMOVEFWD' State25: 'FIGHT_FREEMOVEBWD' State26: 'FIGHT_FREEMOVELFT' State27: 'FIGHT_FREEMOVERGT' State28: 'FIGHT_2NDSTAGEFREEMOVE' State29: 'FIGHT_TURNSWITCH' State30: 'FIGHT_TURNLFT' State31: 'FIGHT_TURNRGT' State32: 'FIGHT_ATTACK_INIT' State33: 'FIGHT_ATTACK_EXIT' State34: 'FIGHT_ATTACK_SWITCH' State35: 'FIGHT_ATTACK_CONTEXTSWITCH' State36: 'FIGHT_ATTACK_FWDMEDSWITCH' State37: 'FIGHT_ATTACK_LEFT' State38: 'FIGHT_ATTACK_RIGHT_VARIATION1' State39: 'FIGHT_ATTACK_RIGHT_VARIATION2' State40: 'FIGHT_ATTACK_RIGHTHEAVYCOMBO' State41: 'FIGHT_ATTACK_HEAVY' State42: 'FIGHT_ATTACK_SUPERHEAVY' State43: 'FIGHT_ATTACK_2SWEEPCOMBO' State44: 'FIGHT_ATTACK_SPECIALSWITCH' State45: 'FIGHT_ATTACK_SPECIAL0' State46: 'FIGHT_ATTACK_SPECIAL1' State47: 'FIGHT_ATTACK_SPECIAL2' State48: 'FIGHT_ATTACK_SPECIAL3' State49: 'DIVINE_ENTER' State50: 'DIVINE_IDLE' State51: 'DIVINE_ABORT' State52: 'DIVINE_LEAVE' State53: 'DIVINE_HEALING' State54: 'DIVINE_AURA' State55: 'DIVINE_SHOCKWAVE' State56: 'DIVINE_BOLTS' State57: 'BOW_ENTER' State58: 'BOW1P_LEAVE' State59: 'BOW1P_CHARGEDIDLE' State60: 'BOW1P_SHOOTNRELOAD' State61: 'BOW1P_SHOOTNRELAX' State62: 'RESPONSE_HURTBOW1P' State63: 'RESPONSE_DEATHBOW1P' State64: 'BOW3P_ENTER' State65: 'BOW3P_WIELDBOW' State66: 'BOW3P_UNWIELDWEAPON' State67: 'BOW3P_WIELDAMMO' State68: 'BOW3P_CHARGE_ARROW' State69: 'BOW3P_LEAVE' State70: 'BOW3P_WIELDWEAPON' State71: 'BOW3P_WIELDSHIELD' State72: 'BOW3P_SHOOT' State73: 'BOW3P_RELOAD' State74: 'BOW3P_CHARGEDIDLE' State75: 'RESPONSE_TRIGGER' State76: 'KNOCKEDKNEE_GETUP' State77: 'DUMMYRESPONSE' State78: 'DUMMY_SPAWNDEAD' State79: 'RESPONSE_INIT' State80: 'RESPONSE_SWITCH' State81: 'RESPONSE_SWITCH_0_49' State82: 'RESPONSE_SWITCH_50_200' State83: 'RESPONSE_HURTFRONT' State84: 'RESPONSE_HURTFRONTLFT' State85: 'RESPONSE_HURTFRONTRGT' State86: 'RESPONSE_HURTFRONTABOVE' State87: 'RESPONSE_HURTBACK' State88: 'RESPONSE_HURTARROW' State89: 'RESPONSE_BLOCKFRONT' State90: 'RESPONSE_BLOCKABOVE' State91: 'RESPONSE_BLOCKLFT' State92: 'RESPONSE_BLOCKRGT' State93: 'RESPONSE_BLOCKBACK' State94: 'RESPONSE_BLOCKBREAKERRESPONSE' State95: 'RESPONSE_BLOCKPUSHEDBACK' State96: 'RESPONSE_PUSHEDBWD' State97: 'RESPONSE_PUSHEDBWDFAR' State98: 'RESPONSE_DEATHBWD' State99: 'RESPONSE_DEATHFWD' State100: 'RESPONSE_DEATHBWDFLIP' State101: 'RESPONSE_KNOCKEDGROUND' State102: 'RESPONSE_KNOCKEDKNEE' State103: 'RESPONSE_FINISHEDGROUND' State104: 'RESPONSE_FINISHEDKNEEFWD' State105: 'RESPONSE_FINISHEDKNEEBWD' State106: 'RESPONSE_FINISHEDKNEESLASH' State107: 'RESPONSE_HURTSPECIAL0' State108: 'RESPONSE_HURTSPECIAL1' State109: 'RESPONSE_HURTSPECIAL2' State110: 'RESPONSE_HURTSPECIAL3' State111: 'RESPONSE_HURTSPECIAL3END' State112: 'RESPONSE_DEATHSPECIAL3END' State113: 'RESPONSE_DEATHSPECIAL3END_FREEZE' State114: 'RESPONSE_KNEED' State115: 'RESPONSE_ENTANGLED' State116: 'RESPONSE_PARTIAL_HURTLEFT' State117: 'RESPONSE_PARTIAL_HURTRIGHT' State118: 'INIT' } 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]: 'PENDINGWEAPONTYPE' (ID N/A) Property[P19]: 'HASTARGET' (ID N/A) Property[P20]: 'DISTANCETOTARGET' (ID N/A) Property[P21]: 'ANGLETOTARGET' (ID N/A) Property[P22]: 'TARGETCONTEXT' (ID N/A) Property[P23]: 'TARGETSTATEGROUP' (ID N/A) Property[P24]: 'MOVESTICKFWD' (ID N/A) Property[P25]: 'MOVESTICKBWD' (ID N/A) Property[P26]: 'MOVESTICKLFT' (ID N/A) Property[P27]: 'MOVESTICKRGT' (ID N/A) Property[P28]: 'RESPONSE' (ID N/A) Property[P29]: 'HEALTHFRAC' (ID N/A) Property[P30]: 'ISDEAD' (ID N/A) Property[P31]: 'SAVEDSTATEGROUP' (ID N/A) Property[P32]: 'ISBOT' (ID N/A) Property[P33]: 'EVENTID' (ID N/A) Property[P34]: 'AIMODE' (ID N/A) Property[P35]: 'HASSKILL' (ID N/A) Property[P36]: 'SKILLLEVEL' (ID N/A) Property[P37]: 'PICKUPPENDING' (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) } 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]: 'MAKEZOOM' (ID N/A) StateConstant[C009]: 'STATEGROUP' (ID N/A) StateConstant[C010]: 'DEFENCE' (ID N/A) StateConstant[C011]: 'VIEWMODE' (ID N/A) StateConstant[C012]: 'POINTOFINTEREST' (ID N/A) StateConstant[C013]: 'TARGETINGDISABLED' (ID N/A) StateConstant[C014]: 'AUTOBLOCK' (ID N/A) StateConstant[C015]: 'POIOFFSET' (ID N/A) StateConstant[C016]: 'POISCALE' (ID N/A) StateConstant[C017]: 'RESPONSEIMMUNE_STARTTIME' (ID N/A) StateConstant[C018]: 'RESPONSEIMMUNE_ENDTIME' (ID N/A) StateConstant[C019]: 'TURNTOTARGETCORRECTION_STARTTIME0' (ID N/A) StateConstant[C020]: 'TURNTOTARGETCORRECTION_ENDTIME0' (ID N/A) StateConstant[C021]: 'TURNTOTARGETCORRECTION_OFFSET0' (ID N/A) StateConstant[C022]: 'TURNTOTARGETCORRECTION_VELOCITY0' (ID N/A) StateConstant[C023]: 'TURNTOTARGETCORRECTION_TYPE0' (ID N/A) StateConstant[C024]: 'TURNTOTARGETCORRECTION_STARTTIME1' (ID N/A) StateConstant[C025]: 'TURNTOTARGETCORRECTION_ENDTIME1' (ID N/A) StateConstant[C026]: 'TURNTOTARGETCORRECTION_OFFSET1' (ID N/A) StateConstant[C027]: 'TURNTOTARGETCORRECTION_VELOCITY1' (ID N/A) StateConstant[C028]: 'TURNTOTARGETCORRECTION_TYPE1' (ID N/A) StateConstant[C029]: 'TURNTOTARGETCORRECTION_STARTTIME2' (ID N/A) StateConstant[C030]: 'TURNTOTARGETCORRECTION_ENDTIME2' (ID N/A) StateConstant[C031]: 'TURNTOTARGETCORRECTION_OFFSET2' (ID N/A) StateConstant[C032]: 'TURNTOTARGETCORRECTION_VELOCITY2' (ID N/A) StateConstant[C033]: 'TURNTOTARGETCORRECTION_TYPE2' (ID N/A) StateConstant[C034]: 'ATTACK_ATTACKID0' (ID N/A) StateConstant[C035]: 'ATTACK_STARTTIME0' (ID N/A) StateConstant[C036]: 'ATTACK_ENDTIME0' (ID N/A) StateConstant[C037]: 'ATTACK_RESPONSEID0_0' (ID N/A) StateConstant[C038]: 'ATTACK_RESPONSEID0_1' (ID N/A) StateConstant[C039]: 'ATTACK_RESPONSEID0_2' (ID N/A) StateConstant[C040]: 'ATTACK_SLOT0' (ID N/A) StateConstant[C041]: 'ATTACK_DAMAGEMULTIPLIER0' (ID N/A) StateConstant[C042]: 'ATTACK_COLOR0' (ID N/A) StateConstant[C043]: 'ATTACK_ATTACKID1' (ID N/A) StateConstant[C044]: 'ATTACK_STARTTIME1' (ID N/A) StateConstant[C045]: 'ATTACK_ENDTIME1' (ID N/A) StateConstant[C046]: 'ATTACK_RESPONSEID1_0' (ID N/A) StateConstant[C047]: 'ATTACK_RESPONSEID1_1' (ID N/A) StateConstant[C048]: 'ATTACK_RESPONSEID1_2' (ID N/A) StateConstant[C049]: 'ATTACK_SLOT1' (ID N/A) StateConstant[C050]: 'ATTACK_DAMAGEMULTIPLIER1' (ID N/A) StateConstant[C051]: 'ATTACK_COLOR1' (ID N/A) StateConstant[C052]: 'ATTACK_ATTACKID2' (ID N/A) StateConstant[C053]: 'ATTACK_STARTTIME2' (ID N/A) StateConstant[C054]: 'ATTACK_ENDTIME2' (ID N/A) StateConstant[C055]: 'ATTACK_RESPONSEID2_0' (ID N/A) StateConstant[C056]: 'ATTACK_RESPONSEID2_1' (ID N/A) StateConstant[C057]: 'ATTACK_RESPONSEID2_2' (ID N/A) StateConstant[C058]: 'ATTACK_SLOT2' (ID N/A) StateConstant[C059]: 'ATTACK_DAMAGEMULTIPLIER2' (ID N/A) StateConstant[C060]: 'ATTACK_COLOR2' (ID N/A) StateConstant[C061]: 'LEFTSLOT' (ID N/A) StateConstant[C062]: 'RIGHTSLOT' (ID N/A) StateConstant[C063]: 'DISTANCETOTARGETCORRECTION_STARTTIME0' (ID N/A) StateConstant[C064]: 'DISTANCETOTARGETCORRECTION_ENDTIME0' (ID N/A) StateConstant[C065]: 'DISTANCETOTARGETCORRECTION_WANTEDDISTANCE0' (ID N/A) StateConstant[C066]: 'DISTANCETOTARGETCORRECTION_MINDISTANCE0' (ID N/A) StateConstant[C067]: 'DISTANCETOTARGETCORRECTION_MAXDISTANCE0' (ID N/A) StateConstant[C068]: 'DISTANCETOTARGETCORRECTION_TYPE0' (ID N/A) StateConstant[C069]: 'DISTANCETOTARGETCORRECTION_STARTTIME1' (ID N/A) StateConstant[C070]: 'DISTANCETOTARGETCORRECTION_ENDTIME1' (ID N/A) StateConstant[C071]: 'DISTANCETOTARGETCORRECTION_WANTEDDISTANCE1' (ID N/A) StateConstant[C072]: 'DISTANCETOTARGETCORRECTION_MINDISTANCE1' (ID N/A) StateConstant[C073]: 'DISTANCETOTARGETCORRECTION_MAXDISTANCE1' (ID N/A) StateConstant[C074]: 'DISTANCETOTARGETCORRECTION_TYPE1' (ID N/A) StateConstant[C075]: 'DISTANCETOTARGETCORRECTION_STARTTIME2' (ID N/A) StateConstant[C076]: 'DISTANCETOTARGETCORRECTION_ENDTIME2' (ID N/A) StateConstant[C077]: 'DISTANCETOTARGETCORRECTION_WANTEDDISTANCE2' (ID N/A) StateConstant[C078]: 'DISTANCETOTARGETCORRECTION_MINDISTANCE2' (ID N/A) StateConstant[C079]: 'DISTANCETOTARGETCORRECTION_MAXDISTANCE2' (ID N/A) StateConstant[C080]: 'DISTANCETOTARGETCORRECTION_TYPE2' (ID N/A) StateConstant[C081]: 'PICKUPSTARTTIME' (ID N/A) StateConstant[C082]: 'PICKUPENDTIME' (ID N/A) StateConstant[C083]: 'AIPAUSE' (ID N/A) }