AnimGraph AG_AISHIELD { nStates = 128 nActions = 568 nAnimLayers = 128 nNodes = 746 nEffectInstances = 149 nCallbackParams = 389 nStateConstants = 1478 } 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 -> State5 (FIGHT_BLOCK_SWITCH) `-[N004] (ACTION = 2.000) |-[A005] TokenCUR -> State29 (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] (ACTION != 0.000) |-[A007] TokenCUR -> State1 (ACTIONSWITCH) `-[N007] (MOVESPEED != 0.000) |-[A008] TokenCUR -> State7 (FIGHT_MOVEMENTSWITCH) `-[N008] (HASTARGET != 0.000) |-[N009] (ANGLETOTARGET <= -0.350) | |-[A009] TokenCUR -> State26 (FIGHT_TURNSWITCH) | `-[N010] (ANGLETOTARGET >= 0.350) | |-[A010] TokenCUR -> State26 (FIGHT_TURNSWITCH) | `-[N011] (AIMODE = 10.000) | |-[A011] TokenCUR -> State26 (FIGHT_TURNSWITCH) | `-[N012] (CANBLOCK != 0.000) | |-[A012] TokenCUR -> State4 (FIGHT_IDLEBLOCK) | `-[N013] (STATETIME >= 0.000) | |-[A013] TokenCUR -> State3 (FIGHT_IDLE) | `-[FAIL] `-[N013] (STATETIME >= 0.000) |-[A013] 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 = 14 iBaseAction = 14 iBasePropertyParam = 0 NodeTree: [N014] (ACTION != 0.000) |-[A014] TokenCUR -> State2 (FIGHT_SWITCH) `-[N015] (MOVESPEED != 0.000) |-[A015] TokenCUR -> State7 (FIGHT_MOVEMENTSWITCH) `-[N016] (HASTARGET != 0.000) |-[N017] (ANGLETOTARGET <= -0.350) | |-[A016] TokenCUR -> State26 (FIGHT_TURNSWITCH) | `-[N018] (ANGLETOTARGET >= 0.350) | |-[A017] TokenCUR -> State26 (FIGHT_TURNSWITCH) | `-[N019] (AIMODE = 10.000) | |-[A018] TokenCUR -> State26 (FIGHT_TURNSWITCH) | `-[FAIL] `-[FAIL] } - - - - - - - - - - - - - - - - - - - - State4 (FIGHT_IDLEBLOCK) { Flags[0] = 0x00000000 <........ ........ ........ ........> Flags[1] = 0x00000000 <........ ........ ........ ........> iBaseConstant = 13 nBaseConstants = 4 StateConstants: [C013](ID 10) STATEGROUP = 48 (0x00000030) (uint32) [C014](ID 13) POINTOFINTEREST = 2 (0x00000002) (uint32) [C015](ID 81) RIGHTSLOT = 0 (0x00000000) (uint32) [C016](ID 80) LEFTSLOT = 1 (0x00000001) (uint32) Priority = 0 nAnimLayers = 1 iBaseAnimLayer = 4 iLoopControlAnimLayer = 0 AnimLayers: [L004] iBaseNode = 20 iBaseAction = 19 iBasePropertyParam = 0 NodeTree: [N020] (ACTION != 0.000) |-[A019] TokenCUR -> State2 (FIGHT_SWITCH) `-[N021] (MOVESPEED != 0.000) |-[A020] TokenCUR -> State7 (FIGHT_MOVEMENTSWITCH) `-[N022] (HASTARGET != 0.000) |-[N023] (ANGLETOTARGET <= -0.350) | |-[A021] TokenCUR -> State26 (FIGHT_TURNSWITCH) | `-[N024] (ANGLETOTARGET >= 0.350) | |-[A022] TokenCUR -> State26 (FIGHT_TURNSWITCH) | `-[N025] (AIMODE = 10.000) | |-[A023] TokenCUR -> State26 (FIGHT_TURNSWITCH) | `-[FAIL] `-[FAIL] } - - - - - - - - - - - - - - - - - - - - State5 (FIGHT_BLOCK_SWITCH) { Flags[0] = 0x00000000 <........ ........ ........ ........> Flags[1] = 0x00000000 <........ ........ ........ ........> iBaseConstant = 17 nBaseConstants = 1 StateConstants: [C017](ID 10) STATEGROUP = 48 (0x00000030) (uint32) Priority = 0 nAnimLayers = 1 iBaseAnimLayer = 5 iLoopControlAnimLayer = 0 AnimLayers: [L005] iBaseNode = 26 iBaseAction = 24 iBasePropertyParam = 0 NodeTree: [N026] (ACTION != 1.000) |-[A024] TokenCUR -> State1 (ACTIONSWITCH) `-[N027] (STATETIME >= 0.000) |-[A025] TokenCUR -> State6 (FIGHT_BLOCK_IDLE) `-[FAIL] } - - - - - - - - - - - - - - - - - - - - State6 (FIGHT_BLOCK_IDLE) { Flags[0] = 0x00000000 <........ ........ ........ ........> Flags[1] = 0x00000000 <........ ........ ........ ........> iBaseConstant = 18 nBaseConstants = 2 StateConstants: [C018](ID 13) POINTOFINTEREST = 2 (0x00000002) (uint32) [C019](ID 10) STATEGROUP = 48 (0x00000030) (uint32) Priority = 0 nAnimLayers = 1 iBaseAnimLayer = 6 iLoopControlAnimLayer = 0 AnimLayers: [L006] iBaseNode = 28 iBaseAction = 26 iBasePropertyParam = 0 NodeTree: [N028] (ACTION != 1.000) |-[A026] TokenCUR -> State5 (FIGHT_BLOCK_SWITCH) `-[FAIL] } - - - - - - - - - - - - - - - - - - - - State7 (FIGHT_MOVEMENTSWITCH) { Flags[0] = 0x00000000 <........ ........ ........ ........> Flags[1] = 0x00000000 <........ ........ ........ ........> iBaseConstant = 20 nBaseConstants = 3 StateConstants: [C020](ID 10) STATEGROUP = 16 (0x00000010) (uint32) [C021](ID 81) RIGHTSLOT = 0 (0x00000000) (uint32) [C022](ID 80) LEFTSLOT = 1 (0x00000001) (uint32) Priority = 0 nAnimLayers = 1 iBaseAnimLayer = 7 iLoopControlAnimLayer = 0 AnimLayers: [L007] iBaseNode = 29 iBaseAction = 27 iBasePropertyParam = 0 NodeTree: [N029] (MOVESPEED = 0.000) |-[A027] TokenCUR -> State2 (FIGHT_SWITCH) `-[N030] (ACTION != 0.000) |-[A028] TokenCUR -> State2 (FIGHT_SWITCH) `-[N031] (HASTARGET = 0.000) |-[N032] (MOVESPEED = 2.000) | |-[A029] TokenCUR -> State8 (FIGHT_JOGFWD) | `-[N033] (MOVESPEED = 1.000) | |-[A030] TokenCUR -> State9 (FIGHT_WALKFWD) | `-[N034] (HASTARGET != 0.000) | |-[N035] (AIMODE = 11.000) | | |-[N036] (MOVEDIR = 1.000) | | | |-[A031] TokenCUR -> State14 (FIGHT_RUSHFWD) | | | `-[N037] (MOVEDIR = 2.000) | | | |-[A032] TokenCUR -> State15 (FIGHT_RUSHBWD) | | | `-[N038] (MOVEDIR = 4.000) | | | |-[A033] TokenCUR -> State16 (FIGHT_RUSHLFT) | | | `-[N039] (MOVEDIR = 8.000) | | | |-[A034] TokenCUR -> State17 (FIGHT_RUSHRGT) | | | `-[FAIL] | | `-[N040] (MOVEDIR = 1.000) | | |-[N041] (CANBLOCK != 0.000) | | | |-[A035] TokenCUR -> State18 (FIGHT_MOVEFWDBLOCK) | | | `-[A041] TokenCUR -> State10 (FIGHT_MOVEFWD) | | `-[N042] (MOVEDIR = 2.000) | | |-[N043] (CANBLOCK != 0.000) | | | |-[A036] TokenCUR -> State19 (FIGHT_MOVEBWDBLOCK) | | | `-[A042] TokenCUR -> State11 (FIGHT_MOVEBWD) | | `-[N044] (MOVEDIR = 4.000) | | |-[N045] (CANBLOCK != 0.000) | | | |-[N046] (AIMODE = 12.000) | | | | |-[A037] TokenCUR -> State24 (FIGHT_NOTURNMOVELFTBLOCK) | | | | `-[A039] TokenCUR -> State20 (FIGHT_MOVELFTBLOCK) | | | `-[N047] (AIMODE = 12.000) | | | |-[A043] TokenCUR -> State22 (FIGHT_NOTURNMOVELFT) | | | `-[A045] TokenCUR -> State12 (FIGHT_MOVELFT) | | `-[N048] (MOVEDIR = 8.000) | | |-[N049] (CANBLOCK != 0.000) | | | |-[N050] (AIMODE = 12.000) | | | | |-[A038] TokenCUR -> State25 (FIGHT_NOTURNMOVERGTBLOCK) | | | | `-[A040] TokenCUR -> State21 (FIGHT_MOVERGTBLOCK) | | | `-[N051] (AIMODE = 12.000) | | | |-[A044] TokenCUR -> State23 (FIGHT_NOTURNMOVERGT) | | | `-[A046] TokenCUR -> State13 (FIGHT_MOVERGT) | | `-[FAIL] | `-[FAIL] `-[N034] (HASTARGET != 0.000) |-[N035] (AIMODE = 11.000) | |-[N036] (MOVEDIR = 1.000) | | |-[A031] TokenCUR -> State14 (FIGHT_RUSHFWD) | | `-[N037] (MOVEDIR = 2.000) | | |-[A032] TokenCUR -> State15 (FIGHT_RUSHBWD) | | `-[N038] (MOVEDIR = 4.000) | | |-[A033] TokenCUR -> State16 (FIGHT_RUSHLFT) | | `-[N039] (MOVEDIR = 8.000) | | |-[A034] TokenCUR -> State17 (FIGHT_RUSHRGT) | | `-[FAIL] | `-[N040] (MOVEDIR = 1.000) | |-[N041] (CANBLOCK != 0.000) | | |-[A035] TokenCUR -> State18 (FIGHT_MOVEFWDBLOCK) | | `-[A041] TokenCUR -> State10 (FIGHT_MOVEFWD) | `-[N042] (MOVEDIR = 2.000) | |-[N043] (CANBLOCK != 0.000) | | |-[A036] TokenCUR -> State19 (FIGHT_MOVEBWDBLOCK) | | `-[A042] TokenCUR -> State11 (FIGHT_MOVEBWD) | `-[N044] (MOVEDIR = 4.000) | |-[N045] (CANBLOCK != 0.000) | | |-[N046] (AIMODE = 12.000) | | | |-[A037] TokenCUR -> State24 (FIGHT_NOTURNMOVELFTBLOCK) | | | `-[A039] TokenCUR -> State20 (FIGHT_MOVELFTBLOCK) | | `-[N047] (AIMODE = 12.000) | | |-[A043] TokenCUR -> State22 (FIGHT_NOTURNMOVELFT) | | `-[A045] TokenCUR -> State12 (FIGHT_MOVELFT) | `-[N048] (MOVEDIR = 8.000) | |-[N049] (CANBLOCK != 0.000) | | |-[N050] (AIMODE = 12.000) | | | |-[A038] TokenCUR -> State25 (FIGHT_NOTURNMOVERGTBLOCK) | | | `-[A040] TokenCUR -> State21 (FIGHT_MOVERGTBLOCK) | | `-[N051] (AIMODE = 12.000) | | |-[A044] TokenCUR -> State23 (FIGHT_NOTURNMOVERGT) | | `-[A046] TokenCUR -> State13 (FIGHT_MOVERGT) | `-[FAIL] `-[FAIL] } - - - - - - - - - - - - - - - - - - - - State8 (FIGHT_JOGFWD) { Flags[0] = 0x00000000 <........ ........ ........ ........> Flags[1] = 0x00000000 <........ ........ ........ ........> iBaseConstant = 23 nBaseConstants = 7 StateConstants: [C023](ID 2) TURNCONTROLSCALE = 0.400 (fp4) [C024](ID 3) TURNCONTROLMAX = 1.000 (fp4) [C025](ID 0) ANIMMOVESCALE = 1.000 (fp4) [C026](ID 13) POINTOFINTEREST = 2 (0x00000002) (uint32) [C027](ID 10) STATEGROUP = 16 (0x00000010) (uint32) [C028](ID 81) RIGHTSLOT = 0 (0x00000000) (uint32) [C029](ID 80) LEFTSLOT = 1 (0x00000001) (uint32) Priority = 0 nAnimLayers = 1 iBaseAnimLayer = 8 iLoopControlAnimLayer = 0 AnimLayers: [L008] iBaseNode = 52 iBaseAction = 47 iBasePropertyParam = 0 NodeTree: [N052] (MOVESPEED != 2.000) |-[A047] TokenCUR -> State7 (FIGHT_MOVEMENTSWITCH) `-[N053] (HASTARGET != 0.000) |-[A048] TokenCUR -> State7 (FIGHT_MOVEMENTSWITCH) `-[N054] (ACTION != 0.000) |-[A049] TokenCUR -> State7 (FIGHT_MOVEMENTSWITCH) `-[N055] (ANIMLOOPTIME >= 999.000) |-[A050] TokenCUR -> State7 (FIGHT_MOVEMENTSWITCH) `-[N056] (ANIMLOOPCOUNT >= 1.000) |-[A051] TokenCUR -> State7 (FIGHT_MOVEMENTSWITCH) `-[FAIL] } - - - - - - - - - - - - - - - - - - - - State9 (FIGHT_WALKFWD) { Flags[0] = 0x00000000 <........ ........ ........ ........> Flags[1] = 0x00000000 <........ ........ ........ ........> iBaseConstant = 30 nBaseConstants = 7 StateConstants: [C030](ID 2) TURNCONTROLSCALE = 1.000 (fp4) [C031](ID 3) TURNCONTROLMAX = 0.400 (fp4) [C032](ID 0) ANIMMOVESCALE = 1.000 (fp4) [C033](ID 13) POINTOFINTEREST = 2 (0x00000002) (uint32) [C034](ID 10) STATEGROUP = 16 (0x00000010) (uint32) [C035](ID 81) RIGHTSLOT = 0 (0x00000000) (uint32) [C036](ID 80) LEFTSLOT = 1 (0x00000001) (uint32) Priority = 0 nAnimLayers = 1 iBaseAnimLayer = 9 iLoopControlAnimLayer = 0 AnimLayers: [L009] iBaseNode = 57 iBaseAction = 52 iBasePropertyParam = 0 NodeTree: [N057] (MOVESPEED != 1.000) |-[A052] TokenCUR -> State7 (FIGHT_MOVEMENTSWITCH) `-[N058] (HASTARGET != 0.000) |-[A053] TokenCUR -> State7 (FIGHT_MOVEMENTSWITCH) `-[N059] (ACTION != 0.000) |-[A054] TokenCUR -> State7 (FIGHT_MOVEMENTSWITCH) `-[N060] (ANIMLOOPTIME >= 999.000) |-[A055] TokenCUR -> State7 (FIGHT_MOVEMENTSWITCH) `-[N061] (ANIMLOOPCOUNT >= 1.000) |-[A056] TokenCUR -> State7 (FIGHT_MOVEMENTSWITCH) `-[FAIL] } - - - - - - - - - - - - - - - - - - - - State10 (FIGHT_MOVEFWD) { Flags[0] = 0x00000000 <........ ........ ........ ........> Flags[1] = 0x00000000 <........ ........ ........ ........> iBaseConstant = 37 nBaseConstants = 13 StateConstants: [C037](ID 20) TURNTOTARGETCORRECTION_STARTTIME0 = -1.000 (fp4) [C038](ID 21) TURNTOTARGETCORRECTION_ENDTIME0 = -1.000 (fp4) [C039](ID 22) TURNTOTARGETCORRECTION_OFFSET0 = 0 (0x00000000) (uint32) [C040](ID 0) ANIMMOVESCALE = 1.000 (fp4) [C046](ID 13) POINTOFINTEREST = 2 (0x00000002) (uint32) [C047](ID 10) STATEGROUP = 16 (0x00000010) (uint32) [C048](ID 81) RIGHTSLOT = 0 (0x00000000) (uint32) [C049](ID 80) LEFTSLOT = 1 (0x00000001) (uint32) Priority = 0 nAnimLayers = 1 iBaseAnimLayer = 10 iLoopControlAnimLayer = 0 AnimLayers: [L010] iBaseNode = 62 iBaseAction = 57 iBasePropertyParam = 0 NodeTree: [N062] (ANIMLOOPCOUNT >= 0.100) |-[N063] (AIMODE = 11.000) | |-[A057] TokenCUR -> State7 (FIGHT_MOVEMENTSWITCH) | `-[N064] (MOVEDIR != 1.000) | |-[N065] (ANIMLOOPCOUNT >= 0.100) | | |-[A058] TokenCUR -> State7 (FIGHT_MOVEMENTSWITCH) | | `-[N066] (ACTION != 0.000) | | |-[A059] TokenCUR -> State7 (FIGHT_MOVEMENTSWITCH) | | `-[N067] (HASTARGET = 0.000) | | |-[A060] TokenCUR -> State7 (FIGHT_MOVEMENTSWITCH) | | `-[N068] (ANIMLOOPTIME >= 999.000) | | |-[A061] TokenCUR -> State7 (FIGHT_MOVEMENTSWITCH) | | `-[N069] (ANIMLOOPCOUNT >= 1.000) | | |-[A062] TokenCUR -> State7 (FIGHT_MOVEMENTSWITCH) | | `-[FAIL] | `-[N066] (ACTION != 0.000) | |-[A059] TokenCUR -> State7 (FIGHT_MOVEMENTSWITCH) | `-[N067] (HASTARGET = 0.000) | |-[A060] TokenCUR -> State7 (FIGHT_MOVEMENTSWITCH) | `-[N068] (ANIMLOOPTIME >= 999.000) | |-[A061] TokenCUR -> State7 (FIGHT_MOVEMENTSWITCH) | `-[N069] (ANIMLOOPCOUNT >= 1.000) | |-[A062] TokenCUR -> State7 (FIGHT_MOVEMENTSWITCH) | `-[FAIL] `-[N070] (MOVEDIR != 1.000) |-[N071] (ANIMLOOPCOUNT >= 0.100) | |-[A058] TokenCUR -> State7 (FIGHT_MOVEMENTSWITCH) | `-[N067] (HASTARGET = 0.000) | |-[A060] TokenCUR -> State7 (FIGHT_MOVEMENTSWITCH) | `-[N068] (ANIMLOOPTIME >= 999.000) | |-[A061] TokenCUR -> State7 (FIGHT_MOVEMENTSWITCH) | `-[N069] (ANIMLOOPCOUNT >= 1.000) | |-[A062] TokenCUR -> State7 (FIGHT_MOVEMENTSWITCH) | `-[FAIL] `-[N067] (HASTARGET = 0.000) |-[A060] TokenCUR -> State7 (FIGHT_MOVEMENTSWITCH) `-[N068] (ANIMLOOPTIME >= 999.000) |-[A061] TokenCUR -> State7 (FIGHT_MOVEMENTSWITCH) `-[N069] (ANIMLOOPCOUNT >= 1.000) |-[A062] TokenCUR -> State7 (FIGHT_MOVEMENTSWITCH) `-[FAIL] } - - - - - - - - - - - - - - - - - - - - State11 (FIGHT_MOVEBWD) { Flags[0] = 0x00000000 <........ ........ ........ ........> Flags[1] = 0x00000000 <........ ........ ........ ........> iBaseConstant = 50 nBaseConstants = 13 StateConstants: [C050](ID 20) TURNTOTARGETCORRECTION_STARTTIME0 = -1.000 (fp4) [C051](ID 21) TURNTOTARGETCORRECTION_ENDTIME0 = -1.000 (fp4) [C052](ID 22) TURNTOTARGETCORRECTION_OFFSET0 = 0 (0x00000000) (uint32) [C053](ID 0) ANIMMOVESCALE = 1.000 (fp4) [C059](ID 13) POINTOFINTEREST = 2 (0x00000002) (uint32) [C060](ID 10) STATEGROUP = 16 (0x00000010) (uint32) [C061](ID 81) RIGHTSLOT = 0 (0x00000000) (uint32) [C062](ID 80) LEFTSLOT = 1 (0x00000001) (uint32) Priority = 0 nAnimLayers = 1 iBaseAnimLayer = 11 iLoopControlAnimLayer = 0 AnimLayers: [L011] iBaseNode = 72 iBaseAction = 63 iBasePropertyParam = 0 NodeTree: [N072] (ANIMLOOPCOUNT >= 0.100) |-[N073] (AIMODE = 11.000) | |-[A063] TokenCUR -> State7 (FIGHT_MOVEMENTSWITCH) | `-[N074] (MOVEDIR != 2.000) | |-[N075] (ANIMLOOPCOUNT >= 0.100) | | |-[A064] TokenCUR -> State7 (FIGHT_MOVEMENTSWITCH) | | `-[N076] (ACTION != 0.000) | | |-[A065] TokenCUR -> State7 (FIGHT_MOVEMENTSWITCH) | | `-[N077] (HASTARGET = 0.000) | | |-[A066] TokenCUR -> State7 (FIGHT_MOVEMENTSWITCH) | | `-[N078] (ANIMLOOPTIME >= 999.000) | | |-[A067] TokenCUR -> State7 (FIGHT_MOVEMENTSWITCH) | | `-[N079] (ANIMLOOPCOUNT >= 1.000) | | |-[A068] TokenCUR -> State7 (FIGHT_MOVEMENTSWITCH) | | `-[FAIL] | `-[N076] (ACTION != 0.000) | |-[A065] TokenCUR -> State7 (FIGHT_MOVEMENTSWITCH) | `-[N077] (HASTARGET = 0.000) | |-[A066] TokenCUR -> State7 (FIGHT_MOVEMENTSWITCH) | `-[N078] (ANIMLOOPTIME >= 999.000) | |-[A067] TokenCUR -> State7 (FIGHT_MOVEMENTSWITCH) | `-[N079] (ANIMLOOPCOUNT >= 1.000) | |-[A068] TokenCUR -> State7 (FIGHT_MOVEMENTSWITCH) | `-[FAIL] `-[N080] (MOVEDIR != 2.000) |-[N081] (ANIMLOOPCOUNT >= 0.100) | |-[A064] TokenCUR -> State7 (FIGHT_MOVEMENTSWITCH) | `-[N077] (HASTARGET = 0.000) | |-[A066] TokenCUR -> State7 (FIGHT_MOVEMENTSWITCH) | `-[N078] (ANIMLOOPTIME >= 999.000) | |-[A067] TokenCUR -> State7 (FIGHT_MOVEMENTSWITCH) | `-[N079] (ANIMLOOPCOUNT >= 1.000) | |-[A068] TokenCUR -> State7 (FIGHT_MOVEMENTSWITCH) | `-[FAIL] `-[N077] (HASTARGET = 0.000) |-[A066] TokenCUR -> State7 (FIGHT_MOVEMENTSWITCH) `-[N078] (ANIMLOOPTIME >= 999.000) |-[A067] TokenCUR -> State7 (FIGHT_MOVEMENTSWITCH) `-[N079] (ANIMLOOPCOUNT >= 1.000) |-[A068] TokenCUR -> State7 (FIGHT_MOVEMENTSWITCH) `-[FAIL] } - - - - - - - - - - - - - - - - - - - - State12 (FIGHT_MOVELFT) { Flags[0] = 0x00000000 <........ ........ ........ ........> Flags[1] = 0x00000000 <........ ........ ........ ........> iBaseConstant = 63 nBaseConstants = 13 StateConstants: [C063](ID 20) TURNTOTARGETCORRECTION_STARTTIME0 = -1.000 (fp4) [C064](ID 21) TURNTOTARGETCORRECTION_ENDTIME0 = -1.000 (fp4) [C065](ID 22) TURNTOTARGETCORRECTION_OFFSET0 = 0 (0x00000000) (uint32) [C066](ID 0) ANIMMOVESCALE = 1.000 (fp4) [C072](ID 13) POINTOFINTEREST = 2 (0x00000002) (uint32) [C073](ID 10) STATEGROUP = 16 (0x00000010) (uint32) [C074](ID 81) RIGHTSLOT = 0 (0x00000000) (uint32) [C075](ID 80) LEFTSLOT = 1 (0x00000001) (uint32) Priority = 0 nAnimLayers = 1 iBaseAnimLayer = 12 iLoopControlAnimLayer = 0 AnimLayers: [L012] iBaseNode = 82 iBaseAction = 69 iBasePropertyParam = 0 NodeTree: [N082] (ANIMLOOPCOUNT >= 0.100) |-[N083] (AIMODE = 11.000) | |-[A069] TokenCUR -> State7 (FIGHT_MOVEMENTSWITCH) | `-[N084] (MOVEDIR != 4.000) | |-[N085] (ANIMLOOPCOUNT >= 0.100) | | |-[A070] TokenCUR -> State7 (FIGHT_MOVEMENTSWITCH) | | `-[N086] (ACTION != 0.000) | | |-[A071] TokenCUR -> State7 (FIGHT_MOVEMENTSWITCH) | | `-[N087] (HASTARGET = 0.000) | | |-[A072] TokenCUR -> State7 (FIGHT_MOVEMENTSWITCH) | | `-[N088] (ANIMLOOPTIME >= 999.000) | | |-[A073] TokenCUR -> State7 (FIGHT_MOVEMENTSWITCH) | | `-[N089] (ANIMLOOPCOUNT >= 1.000) | | |-[A074] TokenCUR -> State7 (FIGHT_MOVEMENTSWITCH) | | `-[FAIL] | `-[N086] (ACTION != 0.000) | |-[A071] TokenCUR -> State7 (FIGHT_MOVEMENTSWITCH) | `-[N087] (HASTARGET = 0.000) | |-[A072] TokenCUR -> State7 (FIGHT_MOVEMENTSWITCH) | `-[N088] (ANIMLOOPTIME >= 999.000) | |-[A073] TokenCUR -> State7 (FIGHT_MOVEMENTSWITCH) | `-[N089] (ANIMLOOPCOUNT >= 1.000) | |-[A074] TokenCUR -> State7 (FIGHT_MOVEMENTSWITCH) | `-[FAIL] `-[N090] (MOVEDIR != 4.000) |-[N091] (ANIMLOOPCOUNT >= 0.100) | |-[A070] TokenCUR -> State7 (FIGHT_MOVEMENTSWITCH) | `-[N087] (HASTARGET = 0.000) | |-[A072] TokenCUR -> State7 (FIGHT_MOVEMENTSWITCH) | `-[N088] (ANIMLOOPTIME >= 999.000) | |-[A073] TokenCUR -> State7 (FIGHT_MOVEMENTSWITCH) | `-[N089] (ANIMLOOPCOUNT >= 1.000) | |-[A074] TokenCUR -> State7 (FIGHT_MOVEMENTSWITCH) | `-[FAIL] `-[N087] (HASTARGET = 0.000) |-[A072] TokenCUR -> State7 (FIGHT_MOVEMENTSWITCH) `-[N088] (ANIMLOOPTIME >= 999.000) |-[A073] TokenCUR -> State7 (FIGHT_MOVEMENTSWITCH) `-[N089] (ANIMLOOPCOUNT >= 1.000) |-[A074] TokenCUR -> State7 (FIGHT_MOVEMENTSWITCH) `-[FAIL] } - - - - - - - - - - - - - - - - - - - - State13 (FIGHT_MOVERGT) { Flags[0] = 0x00000000 <........ ........ ........ ........> Flags[1] = 0x00000000 <........ ........ ........ ........> iBaseConstant = 76 nBaseConstants = 13 StateConstants: [C076](ID 20) TURNTOTARGETCORRECTION_STARTTIME0 = -1.000 (fp4) [C077](ID 21) TURNTOTARGETCORRECTION_ENDTIME0 = -1.000 (fp4) [C078](ID 22) TURNTOTARGETCORRECTION_OFFSET0 = 0 (0x00000000) (uint32) [C079](ID 0) ANIMMOVESCALE = 1.000 (fp4) [C085](ID 13) POINTOFINTEREST = 2 (0x00000002) (uint32) [C086](ID 10) STATEGROUP = 16 (0x00000010) (uint32) [C087](ID 81) RIGHTSLOT = 0 (0x00000000) (uint32) [C088](ID 80) LEFTSLOT = 1 (0x00000001) (uint32) Priority = 0 nAnimLayers = 1 iBaseAnimLayer = 13 iLoopControlAnimLayer = 0 AnimLayers: [L013] iBaseNode = 92 iBaseAction = 75 iBasePropertyParam = 0 NodeTree: [N092] (ANIMLOOPCOUNT >= 0.100) |-[N093] (AIMODE = 11.000) | |-[A075] TokenCUR -> State7 (FIGHT_MOVEMENTSWITCH) | `-[N094] (MOVEDIR != 8.000) | |-[N095] (ANIMLOOPCOUNT >= 0.100) | | |-[A076] TokenCUR -> State7 (FIGHT_MOVEMENTSWITCH) | | `-[N096] (ACTION != 0.000) | | |-[A077] TokenCUR -> State7 (FIGHT_MOVEMENTSWITCH) | | `-[N097] (HASTARGET = 0.000) | | |-[A078] TokenCUR -> State7 (FIGHT_MOVEMENTSWITCH) | | `-[N098] (ANIMLOOPTIME >= 999.000) | | |-[A079] TokenCUR -> State7 (FIGHT_MOVEMENTSWITCH) | | `-[N099] (ANIMLOOPCOUNT >= 1.000) | | |-[A080] TokenCUR -> State7 (FIGHT_MOVEMENTSWITCH) | | `-[FAIL] | `-[N096] (ACTION != 0.000) | |-[A077] TokenCUR -> State7 (FIGHT_MOVEMENTSWITCH) | `-[N097] (HASTARGET = 0.000) | |-[A078] TokenCUR -> State7 (FIGHT_MOVEMENTSWITCH) | `-[N098] (ANIMLOOPTIME >= 999.000) | |-[A079] TokenCUR -> State7 (FIGHT_MOVEMENTSWITCH) | `-[N099] (ANIMLOOPCOUNT >= 1.000) | |-[A080] TokenCUR -> State7 (FIGHT_MOVEMENTSWITCH) | `-[FAIL] `-[N100] (MOVEDIR != 8.000) |-[N101] (ANIMLOOPCOUNT >= 0.100) | |-[A076] TokenCUR -> State7 (FIGHT_MOVEMENTSWITCH) | `-[N097] (HASTARGET = 0.000) | |-[A078] TokenCUR -> State7 (FIGHT_MOVEMENTSWITCH) | `-[N098] (ANIMLOOPTIME >= 999.000) | |-[A079] TokenCUR -> State7 (FIGHT_MOVEMENTSWITCH) | `-[N099] (ANIMLOOPCOUNT >= 1.000) | |-[A080] TokenCUR -> State7 (FIGHT_MOVEMENTSWITCH) | `-[FAIL] `-[N097] (HASTARGET = 0.000) |-[A078] TokenCUR -> State7 (FIGHT_MOVEMENTSWITCH) `-[N098] (ANIMLOOPTIME >= 999.000) |-[A079] TokenCUR -> State7 (FIGHT_MOVEMENTSWITCH) `-[N099] (ANIMLOOPCOUNT >= 1.000) |-[A080] TokenCUR -> State7 (FIGHT_MOVEMENTSWITCH) `-[FAIL] } - - - - - - - - - - - - - - - - - - - - State14 (FIGHT_RUSHFWD) { Flags[0] = 0x00000000 <........ ........ ........ ........> Flags[1] = 0x00000000 <........ ........ ........ ........> iBaseConstant = 89 nBaseConstants = 13 StateConstants: [C089](ID 20) TURNTOTARGETCORRECTION_STARTTIME0 = -1.000 (fp4) [C090](ID 21) TURNTOTARGETCORRECTION_ENDTIME0 = -1.000 (fp4) [C091](ID 22) TURNTOTARGETCORRECTION_OFFSET0 = 0 (0x00000000) (uint32) [C092](ID 0) ANIMMOVESCALE = 1.000 (fp4) [C098](ID 13) POINTOFINTEREST = 2 (0x00000002) (uint32) [C099](ID 10) STATEGROUP = 16 (0x00000010) (uint32) [C100](ID 81) RIGHTSLOT = 0 (0x00000000) (uint32) [C101](ID 80) LEFTSLOT = 1 (0x00000001) (uint32) Priority = 0 nAnimLayers = 1 iBaseAnimLayer = 14 iLoopControlAnimLayer = 0 AnimLayers: [L014] iBaseNode = 102 iBaseAction = 81 iBasePropertyParam = 0 NodeTree: [N102] (MOVEDIR != 1.000) |-[N103] (ANIMLOOPCOUNT >= 0.000) | |-[A081] TokenCUR -> State7 (FIGHT_MOVEMENTSWITCH) | `-[N104] (ACTION != 0.000) | |-[N105] (ANIMLOOPCOUNT >= 0.000) | | |-[A082] TokenCUR -> State7 (FIGHT_MOVEMENTSWITCH) | | `-[N106] (HASTARGET = 0.000) | | |-[A083] TokenCUR -> State7 (FIGHT_MOVEMENTSWITCH) | | `-[N107] (ANIMLOOPTIME >= 999.000) | | |-[A084] TokenCUR -> State7 (FIGHT_MOVEMENTSWITCH) | | `-[N108] (ANIMLOOPCOUNT >= 1.000) | | |-[A085] TokenCUR -> State7 (FIGHT_MOVEMENTSWITCH) | | `-[FAIL] | `-[N106] (HASTARGET = 0.000) | |-[A083] TokenCUR -> State7 (FIGHT_MOVEMENTSWITCH) | `-[N107] (ANIMLOOPTIME >= 999.000) | |-[A084] TokenCUR -> State7 (FIGHT_MOVEMENTSWITCH) | `-[N108] (ANIMLOOPCOUNT >= 1.000) | |-[A085] TokenCUR -> State7 (FIGHT_MOVEMENTSWITCH) | `-[FAIL] `-[N104] (ACTION != 0.000) |-[N105] (ANIMLOOPCOUNT >= 0.000) | |-[A082] TokenCUR -> State7 (FIGHT_MOVEMENTSWITCH) | `-[N106] (HASTARGET = 0.000) | |-[A083] TokenCUR -> State7 (FIGHT_MOVEMENTSWITCH) | `-[N107] (ANIMLOOPTIME >= 999.000) | |-[A084] TokenCUR -> State7 (FIGHT_MOVEMENTSWITCH) | `-[N108] (ANIMLOOPCOUNT >= 1.000) | |-[A085] TokenCUR -> State7 (FIGHT_MOVEMENTSWITCH) | `-[FAIL] `-[N106] (HASTARGET = 0.000) |-[A083] TokenCUR -> State7 (FIGHT_MOVEMENTSWITCH) `-[N107] (ANIMLOOPTIME >= 999.000) |-[A084] TokenCUR -> State7 (FIGHT_MOVEMENTSWITCH) `-[N108] (ANIMLOOPCOUNT >= 1.000) |-[A085] TokenCUR -> State7 (FIGHT_MOVEMENTSWITCH) `-[FAIL] } - - - - - - - - - - - - - - - - - - - - State15 (FIGHT_RUSHBWD) { Flags[0] = 0x00000000 <........ ........ ........ ........> Flags[1] = 0x00000000 <........ ........ ........ ........> iBaseConstant = 102 nBaseConstants = 13 StateConstants: [C102](ID 20) TURNTOTARGETCORRECTION_STARTTIME0 = -1.000 (fp4) [C103](ID 21) TURNTOTARGETCORRECTION_ENDTIME0 = -1.000 (fp4) [C104](ID 22) TURNTOTARGETCORRECTION_OFFSET0 = 0 (0x00000000) (uint32) [C105](ID 0) ANIMMOVESCALE = 1.000 (fp4) [C111](ID 13) POINTOFINTEREST = 2 (0x00000002) (uint32) [C112](ID 10) STATEGROUP = 16 (0x00000010) (uint32) [C113](ID 81) RIGHTSLOT = 0 (0x00000000) (uint32) [C114](ID 80) LEFTSLOT = 1 (0x00000001) (uint32) Priority = 0 nAnimLayers = 1 iBaseAnimLayer = 15 iLoopControlAnimLayer = 0 AnimLayers: [L015] iBaseNode = 109 iBaseAction = 86 iBasePropertyParam = 0 NodeTree: [N109] (MOVEDIR != 2.000) |-[N110] (ANIMLOOPCOUNT >= 1.000) | |-[A086] TokenCUR -> State7 (FIGHT_MOVEMENTSWITCH) | `-[N111] (ACTION != 0.000) | |-[N112] (ANIMLOOPCOUNT >= 0.000) | | |-[A087] TokenCUR -> State7 (FIGHT_MOVEMENTSWITCH) | | `-[N113] (HASTARGET = 0.000) | | |-[A088] TokenCUR -> State7 (FIGHT_MOVEMENTSWITCH) | | `-[N114] (ANIMLOOPTIME >= 999.000) | | |-[A089] TokenCUR -> State7 (FIGHT_MOVEMENTSWITCH) | | `-[N115] (ANIMLOOPCOUNT >= 1.000) | | |-[A090] TokenCUR -> State7 (FIGHT_MOVEMENTSWITCH) | | `-[FAIL] | `-[N113] (HASTARGET = 0.000) | |-[A088] TokenCUR -> State7 (FIGHT_MOVEMENTSWITCH) | `-[N114] (ANIMLOOPTIME >= 999.000) | |-[A089] TokenCUR -> State7 (FIGHT_MOVEMENTSWITCH) | `-[N115] (ANIMLOOPCOUNT >= 1.000) | |-[A090] TokenCUR -> State7 (FIGHT_MOVEMENTSWITCH) | `-[FAIL] `-[N111] (ACTION != 0.000) |-[N112] (ANIMLOOPCOUNT >= 0.000) | |-[A087] TokenCUR -> State7 (FIGHT_MOVEMENTSWITCH) | `-[N113] (HASTARGET = 0.000) | |-[A088] TokenCUR -> State7 (FIGHT_MOVEMENTSWITCH) | `-[N114] (ANIMLOOPTIME >= 999.000) | |-[A089] TokenCUR -> State7 (FIGHT_MOVEMENTSWITCH) | `-[N115] (ANIMLOOPCOUNT >= 1.000) | |-[A090] TokenCUR -> State7 (FIGHT_MOVEMENTSWITCH) | `-[FAIL] `-[N113] (HASTARGET = 0.000) |-[A088] TokenCUR -> State7 (FIGHT_MOVEMENTSWITCH) `-[N114] (ANIMLOOPTIME >= 999.000) |-[A089] TokenCUR -> State7 (FIGHT_MOVEMENTSWITCH) `-[N115] (ANIMLOOPCOUNT >= 1.000) |-[A090] TokenCUR -> State7 (FIGHT_MOVEMENTSWITCH) `-[FAIL] } - - - - - - - - - - - - - - - - - - - - State16 (FIGHT_RUSHLFT) { Flags[0] = 0x00000000 <........ ........ ........ ........> Flags[1] = 0x00000000 <........ ........ ........ ........> iBaseConstant = 115 nBaseConstants = 13 StateConstants: [C115](ID 20) TURNTOTARGETCORRECTION_STARTTIME0 = -1.000 (fp4) [C116](ID 21) TURNTOTARGETCORRECTION_ENDTIME0 = -1.000 (fp4) [C117](ID 22) TURNTOTARGETCORRECTION_OFFSET0 = 0 (0x00000000) (uint32) [C118](ID 0) ANIMMOVESCALE = 1.000 (fp4) [C124](ID 13) POINTOFINTEREST = 2 (0x00000002) (uint32) [C125](ID 10) STATEGROUP = 16 (0x00000010) (uint32) [C126](ID 81) RIGHTSLOT = 0 (0x00000000) (uint32) [C127](ID 80) LEFTSLOT = 1 (0x00000001) (uint32) Priority = 0 nAnimLayers = 1 iBaseAnimLayer = 16 iLoopControlAnimLayer = 0 AnimLayers: [L016] iBaseNode = 116 iBaseAction = 91 iBasePropertyParam = 0 NodeTree: [N116] (MOVEDIR != 4.000) |-[N117] (ANIMLOOPCOUNT >= 1.000) | |-[A091] TokenCUR -> State7 (FIGHT_MOVEMENTSWITCH) | `-[N118] (ACTION != 0.000) | |-[N119] (ANIMLOOPCOUNT >= 0.000) | | |-[A092] TokenCUR -> State7 (FIGHT_MOVEMENTSWITCH) | | `-[N120] (HASTARGET = 0.000) | | |-[A093] TokenCUR -> State7 (FIGHT_MOVEMENTSWITCH) | | `-[N121] (ANIMLOOPTIME >= 999.000) | | |-[A094] TokenCUR -> State7 (FIGHT_MOVEMENTSWITCH) | | `-[N122] (ANIMLOOPCOUNT >= 1.000) | | |-[A095] TokenCUR -> State7 (FIGHT_MOVEMENTSWITCH) | | `-[FAIL] | `-[N120] (HASTARGET = 0.000) | |-[A093] TokenCUR -> State7 (FIGHT_MOVEMENTSWITCH) | `-[N121] (ANIMLOOPTIME >= 999.000) | |-[A094] TokenCUR -> State7 (FIGHT_MOVEMENTSWITCH) | `-[N122] (ANIMLOOPCOUNT >= 1.000) | |-[A095] TokenCUR -> State7 (FIGHT_MOVEMENTSWITCH) | `-[FAIL] `-[N118] (ACTION != 0.000) |-[N119] (ANIMLOOPCOUNT >= 0.000) | |-[A092] TokenCUR -> State7 (FIGHT_MOVEMENTSWITCH) | `-[N120] (HASTARGET = 0.000) | |-[A093] TokenCUR -> State7 (FIGHT_MOVEMENTSWITCH) | `-[N121] (ANIMLOOPTIME >= 999.000) | |-[A094] TokenCUR -> State7 (FIGHT_MOVEMENTSWITCH) | `-[N122] (ANIMLOOPCOUNT >= 1.000) | |-[A095] TokenCUR -> State7 (FIGHT_MOVEMENTSWITCH) | `-[FAIL] `-[N120] (HASTARGET = 0.000) |-[A093] TokenCUR -> State7 (FIGHT_MOVEMENTSWITCH) `-[N121] (ANIMLOOPTIME >= 999.000) |-[A094] TokenCUR -> State7 (FIGHT_MOVEMENTSWITCH) `-[N122] (ANIMLOOPCOUNT >= 1.000) |-[A095] TokenCUR -> State7 (FIGHT_MOVEMENTSWITCH) `-[FAIL] } - - - - - - - - - - - - - - - - - - - - State17 (FIGHT_RUSHRGT) { Flags[0] = 0x00000000 <........ ........ ........ ........> Flags[1] = 0x00000000 <........ ........ ........ ........> iBaseConstant = 128 nBaseConstants = 13 StateConstants: [C128](ID 20) TURNTOTARGETCORRECTION_STARTTIME0 = -1.000 (fp4) [C129](ID 21) TURNTOTARGETCORRECTION_ENDTIME0 = -1.000 (fp4) [C130](ID 22) TURNTOTARGETCORRECTION_OFFSET0 = 0 (0x00000000) (uint32) [C131](ID 0) ANIMMOVESCALE = 1.000 (fp4) [C137](ID 13) POINTOFINTEREST = 2 (0x00000002) (uint32) [C138](ID 10) STATEGROUP = 16 (0x00000010) (uint32) [C139](ID 81) RIGHTSLOT = 0 (0x00000000) (uint32) [C140](ID 80) LEFTSLOT = 1 (0x00000001) (uint32) Priority = 0 nAnimLayers = 1 iBaseAnimLayer = 17 iLoopControlAnimLayer = 0 AnimLayers: [L017] iBaseNode = 123 iBaseAction = 96 iBasePropertyParam = 0 NodeTree: [N123] (MOVEDIR != 8.000) |-[N124] (ANIMLOOPCOUNT >= 1.000) | |-[A096] TokenCUR -> State7 (FIGHT_MOVEMENTSWITCH) | `-[N125] (ACTION != 0.000) | |-[N126] (ANIMLOOPCOUNT >= 0.000) | | |-[A097] TokenCUR -> State7 (FIGHT_MOVEMENTSWITCH) | | `-[N127] (HASTARGET = 0.000) | | |-[A098] TokenCUR -> State7 (FIGHT_MOVEMENTSWITCH) | | `-[N128] (ANIMLOOPTIME >= 999.000) | | |-[A099] TokenCUR -> State7 (FIGHT_MOVEMENTSWITCH) | | `-[N129] (ANIMLOOPCOUNT >= 1.000) | | |-[A100] TokenCUR -> State7 (FIGHT_MOVEMENTSWITCH) | | `-[FAIL] | `-[N127] (HASTARGET = 0.000) | |-[A098] TokenCUR -> State7 (FIGHT_MOVEMENTSWITCH) | `-[N128] (ANIMLOOPTIME >= 999.000) | |-[A099] TokenCUR -> State7 (FIGHT_MOVEMENTSWITCH) | `-[N129] (ANIMLOOPCOUNT >= 1.000) | |-[A100] TokenCUR -> State7 (FIGHT_MOVEMENTSWITCH) | `-[FAIL] `-[N125] (ACTION != 0.000) |-[N126] (ANIMLOOPCOUNT >= 0.000) | |-[A097] TokenCUR -> State7 (FIGHT_MOVEMENTSWITCH) | `-[N127] (HASTARGET = 0.000) | |-[A098] TokenCUR -> State7 (FIGHT_MOVEMENTSWITCH) | `-[N128] (ANIMLOOPTIME >= 999.000) | |-[A099] TokenCUR -> State7 (FIGHT_MOVEMENTSWITCH) | `-[N129] (ANIMLOOPCOUNT >= 1.000) | |-[A100] TokenCUR -> State7 (FIGHT_MOVEMENTSWITCH) | `-[FAIL] `-[N127] (HASTARGET = 0.000) |-[A098] TokenCUR -> State7 (FIGHT_MOVEMENTSWITCH) `-[N128] (ANIMLOOPTIME >= 999.000) |-[A099] TokenCUR -> State7 (FIGHT_MOVEMENTSWITCH) `-[N129] (ANIMLOOPCOUNT >= 1.000) |-[A100] TokenCUR -> State7 (FIGHT_MOVEMENTSWITCH) `-[FAIL] } - - - - - - - - - - - - - - - - - - - - State18 (FIGHT_MOVEFWDBLOCK) { Flags[0] = 0x00000000 <........ ........ ........ ........> Flags[1] = 0x00000000 <........ ........ ........ ........> iBaseConstant = 141 nBaseConstants = 13 StateConstants: [C141](ID 10) STATEGROUP = 48 (0x00000030) (uint32) [C142](ID 20) TURNTOTARGETCORRECTION_STARTTIME0 = -1.000 (fp4) [C143](ID 21) TURNTOTARGETCORRECTION_ENDTIME0 = -1.000 (fp4) [C144](ID 22) TURNTOTARGETCORRECTION_OFFSET0 = 0 (0x00000000) (uint32) [C145](ID 0) ANIMMOVESCALE = 1.000 (fp4) [C151](ID 13) POINTOFINTEREST = 2 (0x00000002) (uint32) [C152](ID 81) RIGHTSLOT = 0 (0x00000000) (uint32) [C153](ID 80) LEFTSLOT = 1 (0x00000001) (uint32) Priority = 0 nAnimLayers = 1 iBaseAnimLayer = 18 iLoopControlAnimLayer = 0 AnimLayers: [L018] iBaseNode = 130 iBaseAction = 101 iBasePropertyParam = 0 NodeTree: [N130] (ANIMLOOPCOUNT >= 0.100) |-[N131] (AIMODE = 11.000) | |-[A101] TokenCUR -> State7 (FIGHT_MOVEMENTSWITCH) | `-[N132] (MOVEDIR != 1.000) | |-[N133] (ANIMLOOPCOUNT >= 0.100) | | |-[A102] TokenCUR -> State7 (FIGHT_MOVEMENTSWITCH) | | `-[N134] (ACTION != 0.000) | | |-[A103] TokenCUR -> State7 (FIGHT_MOVEMENTSWITCH) | | `-[N135] (HASTARGET = 0.000) | | |-[A104] TokenCUR -> State7 (FIGHT_MOVEMENTSWITCH) | | `-[N136] (ANIMLOOPTIME >= 999.000) | | |-[A105] TokenCUR -> State7 (FIGHT_MOVEMENTSWITCH) | | `-[N137] (ANIMLOOPCOUNT >= 1.000) | | |-[A106] TokenCUR -> State7 (FIGHT_MOVEMENTSWITCH) | | `-[FAIL] | `-[N134] (ACTION != 0.000) | |-[A103] TokenCUR -> State7 (FIGHT_MOVEMENTSWITCH) | `-[N135] (HASTARGET = 0.000) | |-[A104] TokenCUR -> State7 (FIGHT_MOVEMENTSWITCH) | `-[N136] (ANIMLOOPTIME >= 999.000) | |-[A105] TokenCUR -> State7 (FIGHT_MOVEMENTSWITCH) | `-[N137] (ANIMLOOPCOUNT >= 1.000) | |-[A106] TokenCUR -> State7 (FIGHT_MOVEMENTSWITCH) | `-[FAIL] `-[N138] (MOVEDIR != 1.000) |-[N139] (ANIMLOOPCOUNT >= 0.100) | |-[A102] TokenCUR -> State7 (FIGHT_MOVEMENTSWITCH) | `-[N135] (HASTARGET = 0.000) | |-[A104] TokenCUR -> State7 (FIGHT_MOVEMENTSWITCH) | `-[N136] (ANIMLOOPTIME >= 999.000) | |-[A105] TokenCUR -> State7 (FIGHT_MOVEMENTSWITCH) | `-[N137] (ANIMLOOPCOUNT >= 1.000) | |-[A106] TokenCUR -> State7 (FIGHT_MOVEMENTSWITCH) | `-[FAIL] `-[N135] (HASTARGET = 0.000) |-[A104] TokenCUR -> State7 (FIGHT_MOVEMENTSWITCH) `-[N136] (ANIMLOOPTIME >= 999.000) |-[A105] TokenCUR -> State7 (FIGHT_MOVEMENTSWITCH) `-[N137] (ANIMLOOPCOUNT >= 1.000) |-[A106] TokenCUR -> State7 (FIGHT_MOVEMENTSWITCH) `-[FAIL] } - - - - - - - - - - - - - - - - - - - - State19 (FIGHT_MOVEBWDBLOCK) { Flags[0] = 0x00000000 <........ ........ ........ ........> Flags[1] = 0x00000000 <........ ........ ........ ........> iBaseConstant = 154 nBaseConstants = 13 StateConstants: [C154](ID 10) STATEGROUP = 48 (0x00000030) (uint32) [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) [C164](ID 13) POINTOFINTEREST = 2 (0x00000002) (uint32) [C165](ID 81) RIGHTSLOT = 0 (0x00000000) (uint32) [C166](ID 80) LEFTSLOT = 1 (0x00000001) (uint32) Priority = 0 nAnimLayers = 1 iBaseAnimLayer = 19 iLoopControlAnimLayer = 0 AnimLayers: [L019] iBaseNode = 140 iBaseAction = 107 iBasePropertyParam = 0 NodeTree: [N140] (ANIMLOOPCOUNT >= 0.100) |-[N141] (AIMODE = 11.000) | |-[A107] TokenCUR -> State7 (FIGHT_MOVEMENTSWITCH) | `-[N142] (MOVEDIR != 2.000) | |-[N143] (ANIMLOOPCOUNT >= 0.100) | | |-[A108] TokenCUR -> State7 (FIGHT_MOVEMENTSWITCH) | | `-[N144] (ACTION != 0.000) | | |-[A109] TokenCUR -> State7 (FIGHT_MOVEMENTSWITCH) | | `-[N145] (HASTARGET = 0.000) | | |-[A110] TokenCUR -> State7 (FIGHT_MOVEMENTSWITCH) | | `-[N146] (ANIMLOOPTIME >= 999.000) | | |-[A111] TokenCUR -> State7 (FIGHT_MOVEMENTSWITCH) | | `-[N147] (ANIMLOOPCOUNT >= 1.000) | | |-[A112] TokenCUR -> State7 (FIGHT_MOVEMENTSWITCH) | | `-[FAIL] | `-[N144] (ACTION != 0.000) | |-[A109] TokenCUR -> State7 (FIGHT_MOVEMENTSWITCH) | `-[N145] (HASTARGET = 0.000) | |-[A110] TokenCUR -> State7 (FIGHT_MOVEMENTSWITCH) | `-[N146] (ANIMLOOPTIME >= 999.000) | |-[A111] TokenCUR -> State7 (FIGHT_MOVEMENTSWITCH) | `-[N147] (ANIMLOOPCOUNT >= 1.000) | |-[A112] TokenCUR -> State7 (FIGHT_MOVEMENTSWITCH) | `-[FAIL] `-[N148] (MOVEDIR != 2.000) |-[N149] (ANIMLOOPCOUNT >= 0.100) | |-[A108] TokenCUR -> State7 (FIGHT_MOVEMENTSWITCH) | `-[N145] (HASTARGET = 0.000) | |-[A110] TokenCUR -> State7 (FIGHT_MOVEMENTSWITCH) | `-[N146] (ANIMLOOPTIME >= 999.000) | |-[A111] TokenCUR -> State7 (FIGHT_MOVEMENTSWITCH) | `-[N147] (ANIMLOOPCOUNT >= 1.000) | |-[A112] TokenCUR -> State7 (FIGHT_MOVEMENTSWITCH) | `-[FAIL] `-[N145] (HASTARGET = 0.000) |-[A110] TokenCUR -> State7 (FIGHT_MOVEMENTSWITCH) `-[N146] (ANIMLOOPTIME >= 999.000) |-[A111] TokenCUR -> State7 (FIGHT_MOVEMENTSWITCH) `-[N147] (ANIMLOOPCOUNT >= 1.000) |-[A112] TokenCUR -> State7 (FIGHT_MOVEMENTSWITCH) `-[FAIL] } - - - - - - - - - - - - - - - - - - - - State20 (FIGHT_MOVELFTBLOCK) { Flags[0] = 0x00000000 <........ ........ ........ ........> Flags[1] = 0x00000000 <........ ........ ........ ........> iBaseConstant = 167 nBaseConstants = 13 StateConstants: [C167](ID 10) STATEGROUP = 48 (0x00000030) (uint32) [C168](ID 20) TURNTOTARGETCORRECTION_STARTTIME0 = -1.000 (fp4) [C169](ID 21) TURNTOTARGETCORRECTION_ENDTIME0 = -1.000 (fp4) [C170](ID 22) TURNTOTARGETCORRECTION_OFFSET0 = 0 (0x00000000) (uint32) [C171](ID 0) ANIMMOVESCALE = 1.000 (fp4) [C177](ID 13) POINTOFINTEREST = 2 (0x00000002) (uint32) [C178](ID 81) RIGHTSLOT = 0 (0x00000000) (uint32) [C179](ID 80) LEFTSLOT = 1 (0x00000001) (uint32) Priority = 0 nAnimLayers = 1 iBaseAnimLayer = 20 iLoopControlAnimLayer = 0 AnimLayers: [L020] iBaseNode = 150 iBaseAction = 113 iBasePropertyParam = 0 NodeTree: [N150] (ANIMLOOPCOUNT >= 0.100) |-[N151] (AIMODE = 11.000) | |-[A113] TokenCUR -> State7 (FIGHT_MOVEMENTSWITCH) | `-[N152] (MOVEDIR != 4.000) | |-[N153] (ANIMLOOPCOUNT >= 0.100) | | |-[A114] TokenCUR -> State7 (FIGHT_MOVEMENTSWITCH) | | `-[N154] (ACTION != 0.000) | | |-[A115] TokenCUR -> State7 (FIGHT_MOVEMENTSWITCH) | | `-[N155] (HASTARGET = 0.000) | | |-[A116] TokenCUR -> State7 (FIGHT_MOVEMENTSWITCH) | | `-[N156] (ANIMLOOPTIME >= 999.000) | | |-[A117] TokenCUR -> State7 (FIGHT_MOVEMENTSWITCH) | | `-[N157] (ANIMLOOPCOUNT >= 1.000) | | |-[A118] TokenCUR -> State7 (FIGHT_MOVEMENTSWITCH) | | `-[FAIL] | `-[N154] (ACTION != 0.000) | |-[A115] TokenCUR -> State7 (FIGHT_MOVEMENTSWITCH) | `-[N155] (HASTARGET = 0.000) | |-[A116] TokenCUR -> State7 (FIGHT_MOVEMENTSWITCH) | `-[N156] (ANIMLOOPTIME >= 999.000) | |-[A117] TokenCUR -> State7 (FIGHT_MOVEMENTSWITCH) | `-[N157] (ANIMLOOPCOUNT >= 1.000) | |-[A118] TokenCUR -> State7 (FIGHT_MOVEMENTSWITCH) | `-[FAIL] `-[N158] (MOVEDIR != 4.000) |-[N159] (ANIMLOOPCOUNT >= 0.100) | |-[A114] TokenCUR -> State7 (FIGHT_MOVEMENTSWITCH) | `-[N155] (HASTARGET = 0.000) | |-[A116] TokenCUR -> State7 (FIGHT_MOVEMENTSWITCH) | `-[N156] (ANIMLOOPTIME >= 999.000) | |-[A117] TokenCUR -> State7 (FIGHT_MOVEMENTSWITCH) | `-[N157] (ANIMLOOPCOUNT >= 1.000) | |-[A118] TokenCUR -> State7 (FIGHT_MOVEMENTSWITCH) | `-[FAIL] `-[N155] (HASTARGET = 0.000) |-[A116] TokenCUR -> State7 (FIGHT_MOVEMENTSWITCH) `-[N156] (ANIMLOOPTIME >= 999.000) |-[A117] TokenCUR -> State7 (FIGHT_MOVEMENTSWITCH) `-[N157] (ANIMLOOPCOUNT >= 1.000) |-[A118] TokenCUR -> State7 (FIGHT_MOVEMENTSWITCH) `-[FAIL] } - - - - - - - - - - - - - - - - - - - - State21 (FIGHT_MOVERGTBLOCK) { Flags[0] = 0x00000000 <........ ........ ........ ........> Flags[1] = 0x00000000 <........ ........ ........ ........> iBaseConstant = 180 nBaseConstants = 13 StateConstants: [C180](ID 10) STATEGROUP = 48 (0x00000030) (uint32) [C181](ID 20) TURNTOTARGETCORRECTION_STARTTIME0 = -1.000 (fp4) [C182](ID 21) TURNTOTARGETCORRECTION_ENDTIME0 = -1.000 (fp4) [C183](ID 22) TURNTOTARGETCORRECTION_OFFSET0 = 0 (0x00000000) (uint32) [C184](ID 0) ANIMMOVESCALE = 1.000 (fp4) [C190](ID 13) POINTOFINTEREST = 2 (0x00000002) (uint32) [C191](ID 81) RIGHTSLOT = 0 (0x00000000) (uint32) [C192](ID 80) LEFTSLOT = 1 (0x00000001) (uint32) Priority = 0 nAnimLayers = 1 iBaseAnimLayer = 21 iLoopControlAnimLayer = 0 AnimLayers: [L021] iBaseNode = 160 iBaseAction = 119 iBasePropertyParam = 0 NodeTree: [N160] (ANIMLOOPCOUNT >= 0.100) |-[N161] (AIMODE = 11.000) | |-[A119] TokenCUR -> State7 (FIGHT_MOVEMENTSWITCH) | `-[N162] (MOVEDIR != 8.000) | |-[N163] (ANIMLOOPCOUNT >= 0.100) | | |-[A120] TokenCUR -> State7 (FIGHT_MOVEMENTSWITCH) | | `-[N164] (ACTION != 0.000) | | |-[A121] TokenCUR -> State7 (FIGHT_MOVEMENTSWITCH) | | `-[N165] (HASTARGET = 0.000) | | |-[A122] TokenCUR -> State7 (FIGHT_MOVEMENTSWITCH) | | `-[N166] (ANIMLOOPTIME >= 999.000) | | |-[A123] TokenCUR -> State7 (FIGHT_MOVEMENTSWITCH) | | `-[N167] (ANIMLOOPCOUNT >= 1.000) | | |-[A124] TokenCUR -> State7 (FIGHT_MOVEMENTSWITCH) | | `-[FAIL] | `-[N164] (ACTION != 0.000) | |-[A121] TokenCUR -> State7 (FIGHT_MOVEMENTSWITCH) | `-[N165] (HASTARGET = 0.000) | |-[A122] TokenCUR -> State7 (FIGHT_MOVEMENTSWITCH) | `-[N166] (ANIMLOOPTIME >= 999.000) | |-[A123] TokenCUR -> State7 (FIGHT_MOVEMENTSWITCH) | `-[N167] (ANIMLOOPCOUNT >= 1.000) | |-[A124] TokenCUR -> State7 (FIGHT_MOVEMENTSWITCH) | `-[FAIL] `-[N168] (MOVEDIR != 8.000) |-[N169] (ANIMLOOPCOUNT >= 0.100) | |-[A120] TokenCUR -> State7 (FIGHT_MOVEMENTSWITCH) | `-[N165] (HASTARGET = 0.000) | |-[A122] TokenCUR -> State7 (FIGHT_MOVEMENTSWITCH) | `-[N166] (ANIMLOOPTIME >= 999.000) | |-[A123] TokenCUR -> State7 (FIGHT_MOVEMENTSWITCH) | `-[N167] (ANIMLOOPCOUNT >= 1.000) | |-[A124] TokenCUR -> State7 (FIGHT_MOVEMENTSWITCH) | `-[FAIL] `-[N165] (HASTARGET = 0.000) |-[A122] TokenCUR -> State7 (FIGHT_MOVEMENTSWITCH) `-[N166] (ANIMLOOPTIME >= 999.000) |-[A123] TokenCUR -> State7 (FIGHT_MOVEMENTSWITCH) `-[N167] (ANIMLOOPCOUNT >= 1.000) |-[A124] TokenCUR -> State7 (FIGHT_MOVEMENTSWITCH) `-[FAIL] } - - - - - - - - - - - - - - - - - - - - State22 (FIGHT_NOTURNMOVELFT) { Flags[0] = 0x00000000 <........ ........ ........ ........> Flags[1] = 0x00000000 <........ ........ ........ ........> iBaseConstant = 193 nBaseConstants = 13 StateConstants: [C193](ID 20) TURNTOTARGETCORRECTION_STARTTIME0 = 999 (0x000003E7) (uint32) [C194](ID 21) TURNTOTARGETCORRECTION_ENDTIME0 = 999 (0x000003E7) (uint32) [C195](ID 22) TURNTOTARGETCORRECTION_OFFSET0 = 0 (0x00000000) (uint32) [C196](ID 0) ANIMMOVESCALE = 1.000 (fp4) [C202](ID 13) POINTOFINTEREST = 2 (0x00000002) (uint32) [C203](ID 10) STATEGROUP = 16 (0x00000010) (uint32) [C204](ID 81) RIGHTSLOT = 0 (0x00000000) (uint32) [C205](ID 80) LEFTSLOT = 1 (0x00000001) (uint32) Priority = 0 nAnimLayers = 1 iBaseAnimLayer = 22 iLoopControlAnimLayer = 0 AnimLayers: [L022] iBaseNode = 170 iBaseAction = 125 iBasePropertyParam = 0 NodeTree: [N170] (ANIMLOOPCOUNT >= 0.100) |-[N171] (AIMODE = 11.000) | |-[A125] TokenCUR -> State7 (FIGHT_MOVEMENTSWITCH) | `-[N172] (MOVEDIR != 4.000) | |-[N173] (ANIMLOOPCOUNT >= 0.100) | | |-[A126] TokenCUR -> State7 (FIGHT_MOVEMENTSWITCH) | | `-[N174] (ACTION != 0.000) | | |-[A127] TokenCUR -> State7 (FIGHT_MOVEMENTSWITCH) | | `-[N175] (HASTARGET = 0.000) | | |-[A128] TokenCUR -> State7 (FIGHT_MOVEMENTSWITCH) | | `-[N176] (ANIMLOOPTIME >= 999.000) | | |-[A129] TokenCUR -> State7 (FIGHT_MOVEMENTSWITCH) | | `-[N177] (ANIMLOOPCOUNT >= 1.000) | | |-[A130] TokenCUR -> State7 (FIGHT_MOVEMENTSWITCH) | | `-[FAIL] | `-[N174] (ACTION != 0.000) | |-[A127] TokenCUR -> State7 (FIGHT_MOVEMENTSWITCH) | `-[N175] (HASTARGET = 0.000) | |-[A128] TokenCUR -> State7 (FIGHT_MOVEMENTSWITCH) | `-[N176] (ANIMLOOPTIME >= 999.000) | |-[A129] TokenCUR -> State7 (FIGHT_MOVEMENTSWITCH) | `-[N177] (ANIMLOOPCOUNT >= 1.000) | |-[A130] TokenCUR -> State7 (FIGHT_MOVEMENTSWITCH) | `-[FAIL] `-[N178] (MOVEDIR != 4.000) |-[N179] (ANIMLOOPCOUNT >= 0.100) | |-[A126] TokenCUR -> State7 (FIGHT_MOVEMENTSWITCH) | `-[N175] (HASTARGET = 0.000) | |-[A128] TokenCUR -> State7 (FIGHT_MOVEMENTSWITCH) | `-[N176] (ANIMLOOPTIME >= 999.000) | |-[A129] TokenCUR -> State7 (FIGHT_MOVEMENTSWITCH) | `-[N177] (ANIMLOOPCOUNT >= 1.000) | |-[A130] TokenCUR -> State7 (FIGHT_MOVEMENTSWITCH) | `-[FAIL] `-[N175] (HASTARGET = 0.000) |-[A128] TokenCUR -> State7 (FIGHT_MOVEMENTSWITCH) `-[N176] (ANIMLOOPTIME >= 999.000) |-[A129] TokenCUR -> State7 (FIGHT_MOVEMENTSWITCH) `-[N177] (ANIMLOOPCOUNT >= 1.000) |-[A130] TokenCUR -> State7 (FIGHT_MOVEMENTSWITCH) `-[FAIL] } - - - - - - - - - - - - - - - - - - - - State23 (FIGHT_NOTURNMOVERGT) { Flags[0] = 0x00000000 <........ ........ ........ ........> Flags[1] = 0x00000000 <........ ........ ........ ........> iBaseConstant = 206 nBaseConstants = 13 StateConstants: [C206](ID 20) TURNTOTARGETCORRECTION_STARTTIME0 = 999 (0x000003E7) (uint32) [C207](ID 21) TURNTOTARGETCORRECTION_ENDTIME0 = 999 (0x000003E7) (uint32) [C208](ID 22) TURNTOTARGETCORRECTION_OFFSET0 = 0 (0x00000000) (uint32) [C209](ID 0) ANIMMOVESCALE = 1.000 (fp4) [C215](ID 13) POINTOFINTEREST = 2 (0x00000002) (uint32) [C216](ID 10) STATEGROUP = 16 (0x00000010) (uint32) [C217](ID 81) RIGHTSLOT = 0 (0x00000000) (uint32) [C218](ID 80) LEFTSLOT = 1 (0x00000001) (uint32) Priority = 0 nAnimLayers = 1 iBaseAnimLayer = 23 iLoopControlAnimLayer = 0 AnimLayers: [L023] iBaseNode = 180 iBaseAction = 131 iBasePropertyParam = 0 NodeTree: [N180] (ANIMLOOPCOUNT >= 0.100) |-[N181] (AIMODE = 11.000) | |-[A131] TokenCUR -> State7 (FIGHT_MOVEMENTSWITCH) | `-[N182] (MOVEDIR != 8.000) | |-[N183] (ANIMLOOPCOUNT >= 0.100) | | |-[A132] TokenCUR -> State7 (FIGHT_MOVEMENTSWITCH) | | `-[N184] (ACTION != 0.000) | | |-[A133] TokenCUR -> State7 (FIGHT_MOVEMENTSWITCH) | | `-[N185] (HASTARGET = 0.000) | | |-[A134] TokenCUR -> State7 (FIGHT_MOVEMENTSWITCH) | | `-[N186] (ANIMLOOPTIME >= 999.000) | | |-[A135] TokenCUR -> State7 (FIGHT_MOVEMENTSWITCH) | | `-[N187] (ANIMLOOPCOUNT >= 1.000) | | |-[A136] TokenCUR -> State7 (FIGHT_MOVEMENTSWITCH) | | `-[FAIL] | `-[N184] (ACTION != 0.000) | |-[A133] TokenCUR -> State7 (FIGHT_MOVEMENTSWITCH) | `-[N185] (HASTARGET = 0.000) | |-[A134] TokenCUR -> State7 (FIGHT_MOVEMENTSWITCH) | `-[N186] (ANIMLOOPTIME >= 999.000) | |-[A135] TokenCUR -> State7 (FIGHT_MOVEMENTSWITCH) | `-[N187] (ANIMLOOPCOUNT >= 1.000) | |-[A136] TokenCUR -> State7 (FIGHT_MOVEMENTSWITCH) | `-[FAIL] `-[N188] (MOVEDIR != 8.000) |-[N189] (ANIMLOOPCOUNT >= 0.100) | |-[A132] TokenCUR -> State7 (FIGHT_MOVEMENTSWITCH) | `-[N185] (HASTARGET = 0.000) | |-[A134] TokenCUR -> State7 (FIGHT_MOVEMENTSWITCH) | `-[N186] (ANIMLOOPTIME >= 999.000) | |-[A135] TokenCUR -> State7 (FIGHT_MOVEMENTSWITCH) | `-[N187] (ANIMLOOPCOUNT >= 1.000) | |-[A136] TokenCUR -> State7 (FIGHT_MOVEMENTSWITCH) | `-[FAIL] `-[N185] (HASTARGET = 0.000) |-[A134] TokenCUR -> State7 (FIGHT_MOVEMENTSWITCH) `-[N186] (ANIMLOOPTIME >= 999.000) |-[A135] TokenCUR -> State7 (FIGHT_MOVEMENTSWITCH) `-[N187] (ANIMLOOPCOUNT >= 1.000) |-[A136] TokenCUR -> State7 (FIGHT_MOVEMENTSWITCH) `-[FAIL] } - - - - - - - - - - - - - - - - - - - - State24 (FIGHT_NOTURNMOVELFTBLOCK) { Flags[0] = 0x00000000 <........ ........ ........ ........> Flags[1] = 0x00000000 <........ ........ ........ ........> iBaseConstant = 219 nBaseConstants = 13 StateConstants: [C219](ID 20) TURNTOTARGETCORRECTION_STARTTIME0 = 999 (0x000003E7) (uint32) [C220](ID 21) TURNTOTARGETCORRECTION_ENDTIME0 = 999 (0x000003E7) (uint32) [C221](ID 10) STATEGROUP = 48 (0x00000030) (uint32) [C222](ID 22) TURNTOTARGETCORRECTION_OFFSET0 = 0 (0x00000000) (uint32) [C223](ID 0) ANIMMOVESCALE = 1.000 (fp4) [C229](ID 13) POINTOFINTEREST = 2 (0x00000002) (uint32) [C230](ID 81) RIGHTSLOT = 0 (0x00000000) (uint32) [C231](ID 80) LEFTSLOT = 1 (0x00000001) (uint32) Priority = 0 nAnimLayers = 1 iBaseAnimLayer = 24 iLoopControlAnimLayer = 0 AnimLayers: [L024] iBaseNode = 190 iBaseAction = 137 iBasePropertyParam = 0 NodeTree: [N190] (ANIMLOOPCOUNT >= 0.100) |-[N191] (AIMODE = 11.000) | |-[A137] TokenCUR -> State7 (FIGHT_MOVEMENTSWITCH) | `-[N192] (MOVEDIR != 4.000) | |-[N193] (ANIMLOOPCOUNT >= 0.100) | | |-[A138] TokenCUR -> State7 (FIGHT_MOVEMENTSWITCH) | | `-[N194] (ACTION != 0.000) | | |-[A139] TokenCUR -> State7 (FIGHT_MOVEMENTSWITCH) | | `-[N195] (HASTARGET = 0.000) | | |-[A140] TokenCUR -> State7 (FIGHT_MOVEMENTSWITCH) | | `-[N196] (ANIMLOOPTIME >= 999.000) | | |-[A141] TokenCUR -> State7 (FIGHT_MOVEMENTSWITCH) | | `-[N197] (ANIMLOOPCOUNT >= 1.000) | | |-[A142] TokenCUR -> State7 (FIGHT_MOVEMENTSWITCH) | | `-[FAIL] | `-[N194] (ACTION != 0.000) | |-[A139] TokenCUR -> State7 (FIGHT_MOVEMENTSWITCH) | `-[N195] (HASTARGET = 0.000) | |-[A140] TokenCUR -> State7 (FIGHT_MOVEMENTSWITCH) | `-[N196] (ANIMLOOPTIME >= 999.000) | |-[A141] TokenCUR -> State7 (FIGHT_MOVEMENTSWITCH) | `-[N197] (ANIMLOOPCOUNT >= 1.000) | |-[A142] TokenCUR -> State7 (FIGHT_MOVEMENTSWITCH) | `-[FAIL] `-[N198] (MOVEDIR != 4.000) |-[N199] (ANIMLOOPCOUNT >= 0.100) | |-[A138] TokenCUR -> State7 (FIGHT_MOVEMENTSWITCH) | `-[N195] (HASTARGET = 0.000) | |-[A140] TokenCUR -> State7 (FIGHT_MOVEMENTSWITCH) | `-[N196] (ANIMLOOPTIME >= 999.000) | |-[A141] TokenCUR -> State7 (FIGHT_MOVEMENTSWITCH) | `-[N197] (ANIMLOOPCOUNT >= 1.000) | |-[A142] TokenCUR -> State7 (FIGHT_MOVEMENTSWITCH) | `-[FAIL] `-[N195] (HASTARGET = 0.000) |-[A140] TokenCUR -> State7 (FIGHT_MOVEMENTSWITCH) `-[N196] (ANIMLOOPTIME >= 999.000) |-[A141] TokenCUR -> State7 (FIGHT_MOVEMENTSWITCH) `-[N197] (ANIMLOOPCOUNT >= 1.000) |-[A142] TokenCUR -> State7 (FIGHT_MOVEMENTSWITCH) `-[FAIL] } - - - - - - - - - - - - - - - - - - - - State25 (FIGHT_NOTURNMOVERGTBLOCK) { Flags[0] = 0x00000000 <........ ........ ........ ........> Flags[1] = 0x00000000 <........ ........ ........ ........> iBaseConstant = 232 nBaseConstants = 13 StateConstants: [C232](ID 20) TURNTOTARGETCORRECTION_STARTTIME0 = 999 (0x000003E7) (uint32) [C233](ID 21) TURNTOTARGETCORRECTION_ENDTIME0 = 999 (0x000003E7) (uint32) [C234](ID 10) STATEGROUP = 48 (0x00000030) (uint32) [C235](ID 22) TURNTOTARGETCORRECTION_OFFSET0 = 0 (0x00000000) (uint32) [C236](ID 0) ANIMMOVESCALE = 1.000 (fp4) [C242](ID 13) POINTOFINTEREST = 2 (0x00000002) (uint32) [C243](ID 81) RIGHTSLOT = 0 (0x00000000) (uint32) [C244](ID 80) LEFTSLOT = 1 (0x00000001) (uint32) Priority = 0 nAnimLayers = 1 iBaseAnimLayer = 25 iLoopControlAnimLayer = 0 AnimLayers: [L025] iBaseNode = 200 iBaseAction = 143 iBasePropertyParam = 0 NodeTree: [N200] (ANIMLOOPCOUNT >= 0.100) |-[N201] (AIMODE = 11.000) | |-[A143] TokenCUR -> State7 (FIGHT_MOVEMENTSWITCH) | `-[N202] (MOVEDIR != 8.000) | |-[N203] (ANIMLOOPCOUNT >= 0.100) | | |-[A144] TokenCUR -> State7 (FIGHT_MOVEMENTSWITCH) | | `-[N204] (ACTION != 0.000) | | |-[A145] TokenCUR -> State7 (FIGHT_MOVEMENTSWITCH) | | `-[N205] (HASTARGET = 0.000) | | |-[A146] TokenCUR -> State7 (FIGHT_MOVEMENTSWITCH) | | `-[N206] (ANIMLOOPTIME >= 999.000) | | |-[A147] TokenCUR -> State7 (FIGHT_MOVEMENTSWITCH) | | `-[N207] (ANIMLOOPCOUNT >= 1.000) | | |-[A148] TokenCUR -> State7 (FIGHT_MOVEMENTSWITCH) | | `-[FAIL] | `-[N204] (ACTION != 0.000) | |-[A145] TokenCUR -> State7 (FIGHT_MOVEMENTSWITCH) | `-[N205] (HASTARGET = 0.000) | |-[A146] TokenCUR -> State7 (FIGHT_MOVEMENTSWITCH) | `-[N206] (ANIMLOOPTIME >= 999.000) | |-[A147] TokenCUR -> State7 (FIGHT_MOVEMENTSWITCH) | `-[N207] (ANIMLOOPCOUNT >= 1.000) | |-[A148] TokenCUR -> State7 (FIGHT_MOVEMENTSWITCH) | `-[FAIL] `-[N208] (MOVEDIR != 8.000) |-[N209] (ANIMLOOPCOUNT >= 0.100) | |-[A144] TokenCUR -> State7 (FIGHT_MOVEMENTSWITCH) | `-[N205] (HASTARGET = 0.000) | |-[A146] TokenCUR -> State7 (FIGHT_MOVEMENTSWITCH) | `-[N206] (ANIMLOOPTIME >= 999.000) | |-[A147] TokenCUR -> State7 (FIGHT_MOVEMENTSWITCH) | `-[N207] (ANIMLOOPCOUNT >= 1.000) | |-[A148] TokenCUR -> State7 (FIGHT_MOVEMENTSWITCH) | `-[FAIL] `-[N205] (HASTARGET = 0.000) |-[A146] TokenCUR -> State7 (FIGHT_MOVEMENTSWITCH) `-[N206] (ANIMLOOPTIME >= 999.000) |-[A147] TokenCUR -> State7 (FIGHT_MOVEMENTSWITCH) `-[N207] (ANIMLOOPCOUNT >= 1.000) |-[A148] TokenCUR -> State7 (FIGHT_MOVEMENTSWITCH) `-[FAIL] } - - - - - - - - - - - - - - - - - - - - State26 (FIGHT_TURNSWITCH) { Flags[0] = 0x00000000 <........ ........ ........ ........> Flags[1] = 0x00000000 <........ ........ ........ ........> iBaseConstant = 245 nBaseConstants = 3 StateConstants: [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 = 26 iLoopControlAnimLayer = 0 AnimLayers: [L026] iBaseNode = 210 iBaseAction = 149 iBasePropertyParam = 0 NodeTree: [N210] (ANGLETOTARGET < 0.000) |-[A149] TokenCUR -> State27 (FIGHT_TURNLFT) `-[N211] (STATETIME >= 0.000) |-[A150] TokenCUR -> State28 (FIGHT_TURNRGT) `-[FAIL] } - - - - - - - - - - - - - - - - - - - - State27 (FIGHT_TURNLFT) { Flags[0] = 0x00000000 <........ ........ ........ ........> Flags[1] = 0x00000000 <........ ........ ........ ........> iBaseConstant = 248 nBaseConstants = 10 StateConstants: [C248](ID 0) ANIMMOVESCALE = 1.000 (fp4) [C249](ID 1) ANIMTURNSCALE = 0.000 (fp4) [C250](ID 20) TURNTOTARGETCORRECTION_STARTTIME0 = -1.000 (fp4) [C251](ID 21) TURNTOTARGETCORRECTION_ENDTIME0 = -1.000 (fp4) [C252](ID 22) TURNTOTARGETCORRECTION_OFFSET0 = 0 (0x00000000) (uint32) [C254](ID 13) POINTOFINTEREST = 2 (0x00000002) (uint32) [C255](ID 10) STATEGROUP = 16 (0x00000010) (uint32) [C256](ID 81) RIGHTSLOT = 0 (0x00000000) (uint32) [C257](ID 80) LEFTSLOT = 1 (0x00000001) (uint32) Priority = 0 nAnimLayers = 1 iBaseAnimLayer = 27 iLoopControlAnimLayer = 0 AnimLayers: [L027] iBaseNode = 212 iBaseAction = 151 iBasePropertyParam = 0 NodeTree: [N212] (STATETIME >= 2.000) |-[A151] TokenCUR -> State2 (FIGHT_SWITCH) `-[N213] (ANIMLOOPCOUNT >= 1.000) |-[A152] TokenCUR -> State2 (FIGHT_SWITCH) `-[N214] (MOVESPEED != 0.000) |-[A153] TokenCUR -> State2 (FIGHT_SWITCH) `-[N215] (ACTION != 0.000) |-[A154] TokenCUR -> State2 (FIGHT_SWITCH) `-[N216] (HASTARGET = 0.000) |-[A155] TokenCUR -> State2 (FIGHT_SWITCH) `-[FAIL] } - - - - - - - - - - - - - - - - - - - - State28 (FIGHT_TURNRGT) { Flags[0] = 0x00000000 <........ ........ ........ ........> Flags[1] = 0x00000000 <........ ........ ........ ........> iBaseConstant = 258 nBaseConstants = 14 StateConstants: [C258](ID 0) ANIMMOVESCALE = 1.000 (fp4) [C259](ID 1) ANIMTURNSCALE = 0.000 (fp4) [C260](ID 20) TURNTOTARGETCORRECTION_STARTTIME0 = -1.000 (fp4) [C261](ID 21) TURNTOTARGETCORRECTION_ENDTIME0 = -1.000 (fp4) [C262](ID 22) TURNTOTARGETCORRECTION_OFFSET0 = 0 (0x00000000) (uint32) [C264](ID 13) POINTOFINTEREST = 2 (0x00000002) (uint32) [C269](ID 10) STATEGROUP = 16 (0x00000010) (uint32) [C270](ID 81) RIGHTSLOT = 0 (0x00000000) (uint32) [C271](ID 80) LEFTSLOT = 1 (0x00000001) (uint32) Priority = 0 nAnimLayers = 1 iBaseAnimLayer = 28 iLoopControlAnimLayer = 0 AnimLayers: [L028] iBaseNode = 217 iBaseAction = 156 iBasePropertyParam = 0 NodeTree: [N217] (MOVEDIR != 0.000) |-[N218] (ANIMLOOPCOUNT >= 0.000) | |-[A156] TokenCUR -> State7 (FIGHT_MOVEMENTSWITCH) | `-[N219] (ACTION != 0.000) | |-[N220] (ANIMLOOPCOUNT >= 0.000) | | |-[A157] TokenCUR -> State7 (FIGHT_MOVEMENTSWITCH) | | `-[N221] (HASTARGET = 0.000) | | |-[A158] TokenCUR -> State7 (FIGHT_MOVEMENTSWITCH) | | `-[N222] (ANIMLOOPTIME >= 1.700) | | |-[A159] TokenCUR -> State7 (FIGHT_MOVEMENTSWITCH) | | `-[N223] (ANIMLOOPCOUNT >= 1.000) | | |-[A160] TokenCUR -> State7 (FIGHT_MOVEMENTSWITCH) | | `-[FAIL] | `-[N221] (HASTARGET = 0.000) | |-[A158] TokenCUR -> State7 (FIGHT_MOVEMENTSWITCH) | `-[N222] (ANIMLOOPTIME >= 1.700) | |-[A159] TokenCUR -> State7 (FIGHT_MOVEMENTSWITCH) | `-[N223] (ANIMLOOPCOUNT >= 1.000) | |-[A160] TokenCUR -> State7 (FIGHT_MOVEMENTSWITCH) | `-[FAIL] `-[N219] (ACTION != 0.000) |-[N220] (ANIMLOOPCOUNT >= 0.000) | |-[A157] TokenCUR -> State7 (FIGHT_MOVEMENTSWITCH) | `-[N221] (HASTARGET = 0.000) | |-[A158] TokenCUR -> State7 (FIGHT_MOVEMENTSWITCH) | `-[N222] (ANIMLOOPTIME >= 1.700) | |-[A159] TokenCUR -> State7 (FIGHT_MOVEMENTSWITCH) | `-[N223] (ANIMLOOPCOUNT >= 1.000) | |-[A160] TokenCUR -> State7 (FIGHT_MOVEMENTSWITCH) | `-[FAIL] `-[N221] (HASTARGET = 0.000) |-[A158] TokenCUR -> State7 (FIGHT_MOVEMENTSWITCH) `-[N222] (ANIMLOOPTIME >= 1.700) |-[A159] TokenCUR -> State7 (FIGHT_MOVEMENTSWITCH) `-[N223] (ANIMLOOPCOUNT >= 1.000) |-[A160] TokenCUR -> State7 (FIGHT_MOVEMENTSWITCH) `-[FAIL] } - - - - - - - - - - - - - - - - - - - - State29 (FIGHT_ATTACK_INIT) { Flags[0] = 0x00000000 <........ ........ ........ ........> Flags[1] = 0x00000000 <........ ........ ........ ........> iBaseConstant = 272 nBaseConstants = 4 StateConstants: [C272](ID 10) STATEGROUP = 20 (0x00000014) (uint32) [C273](ID 13) POINTOFINTEREST = 1 (0x00000001) (uint32) [C274](ID 81) RIGHTSLOT = 0 (0x00000000) (uint32) [C275](ID 80) LEFTSLOT = 1 (0x00000001) (uint32) Priority = 0 nAnimLayers = 1 iBaseAnimLayer = 29 iLoopControlAnimLayer = 0 AnimLayers: [L029] iBaseNode = 224 iBaseAction = 161 iBasePropertyParam = 0 NodeTree: [N224] (STATETIME = 0.000) |-[A161] TokenCUR -> State31 (FIGHT_ATTACK_SWITCH) `-[FAIL] } - - - - - - - - - - - - - - - - - - - - State30 (FIGHT_ATTACK_EXIT) { Flags[0] = 0x00000000 <........ ........ ........ ........> Flags[1] = 0x00000000 <........ ........ ........ ........> iBaseConstant = 276 nBaseConstants = 3 StateConstants: [C276](ID 10) STATEGROUP = 16 (0x00000010) (uint32) [C277](ID 81) RIGHTSLOT = 0 (0x00000000) (uint32) [C278](ID 80) LEFTSLOT = 1 (0x00000001) (uint32) Priority = 0 nAnimLayers = 1 iBaseAnimLayer = 30 iLoopControlAnimLayer = 0 AnimLayers: [L030] iBaseNode = 225 iBaseAction = 162 iBasePropertyParam = 0 NodeTree: [N225] (STATETIME = 0.000) |-[A162] TokenCUR -> State1 (ACTIONSWITCH) `-[FAIL] } - - - - - - - - - - - - - - - - - - - - State31 (FIGHT_ATTACK_SWITCH) { Flags[0] = 0x00000000 <........ ........ ........ ........> Flags[1] = 0x00000000 <........ ........ ........ ........> iBaseConstant = 279 nBaseConstants = 4 StateConstants: [C279](ID 10) STATEGROUP = 20 (0x00000014) (uint32) [C280](ID 13) POINTOFINTEREST = 1 (0x00000001) (uint32) [C281](ID 81) RIGHTSLOT = 0 (0x00000000) (uint32) [C282](ID 80) LEFTSLOT = 1 (0x00000001) (uint32) Priority = 0 nAnimLayers = 1 iBaseAnimLayer = 31 iLoopControlAnimLayer = 0 AnimLayers: [L031] iBaseNode = 226 iBaseAction = 163 iBasePropertyParam = 0 NodeTree: [N226] (ATTACK(4216.000) != 0.000) |-[A163] TokenCUR -> State44 (FIGHT_ATTACK_SPECIALSWITCH) `-[N227] (TARGETCONTEXT != 0.000) |-[A164] TokenCUR -> State32 (FIGHT_ATTACK_CONTEXTSWITCH) `-[N228] (STATETIME >= 0.000) |-[A165] TokenCUR -> State33 (FIGHT_ATTACK_FWDMEDSWITCH) `-[FAIL] } - - - - - - - - - - - - - - - - - - - - State32 (FIGHT_ATTACK_CONTEXTSWITCH) { Flags[0] = 0x00000000 <........ ........ ........ ........> Flags[1] = 0x00000000 <........ ........ ........ ........> iBaseConstant = 283 nBaseConstants = 4 StateConstants: [C283](ID 10) STATEGROUP = 20 (0x00000014) (uint32) [C284](ID 13) POINTOFINTEREST = 1 (0x00000001) (uint32) [C285](ID 81) RIGHTSLOT = 0 (0x00000000) (uint32) [C286](ID 80) LEFTSLOT = 1 (0x00000001) (uint32) Priority = 0 nAnimLayers = 1 iBaseAnimLayer = 32 iLoopControlAnimLayer = 0 AnimLayers: [L032] iBaseNode = 229 iBaseAction = 166 iBasePropertyParam = 1 NodeTree: [N229] (TARGETCONTEXT = 1.000) |-[A166] TokenCUR -> State33 (FIGHT_ATTACK_FWDMEDSWITCH) `-[N230] (STATETIME = 0.000) |-[A167] TokenCUR -> State33 (FIGHT_ATTACK_FWDMEDSWITCH) `-[FAIL] } - - - - - - - - - - - - - - - - - - - - State33 (FIGHT_ATTACK_FWDMEDSWITCH) { Flags[0] = 0x00000000 <........ ........ ........ ........> Flags[1] = 0x00000000 <........ ........ ........ ........> iBaseConstant = 287 nBaseConstants = 4 StateConstants: [C287](ID 10) STATEGROUP = 16 (0x00000010) (uint32) [C288](ID 81) RIGHTSLOT = 0 (0x00000000) (uint32) [C289](ID 80) LEFTSLOT = 1 (0x00000001) (uint32) [C290](ID 13) POINTOFINTEREST = 1 (0x00000001) (uint32) Priority = 0 nAnimLayers = 1 iBaseAnimLayer = 33 iLoopControlAnimLayer = 0 AnimLayers: [L033] iBaseNode = 231 iBaseAction = 168 iBasePropertyParam = 5 NodeTree: [N231] (ATTACK(2.000) != 0.000) |-[N232] (CANBLOCK != 0.000) | |-[A168] TokenCUR -> State39 (FIGHT_ATTACKBLOCK_LEFT) | | `-[E008] CONSUMEATTACK(1.000) | `-[A170] TokenCUR -> State34 (FIGHT_ATTACK_LEFT) | `-[E010] CONSUMEATTACK(1.000) `-[N233] (CANBLOCK != 0.000) |-[N234] (ATTACK(4100.000) != 0.000) | |-[A169] TokenCUR -> State41 (FIGHT_ATTACKBLOCK_HEAVY) | | `-[E009] CONSUMEATTACK(1.000) | `-[N235] (STATETIME >= 0.000) | |-[A172] TokenCUR -> State30 (FIGHT_ATTACK_EXIT) | `-[FAIL] `-[N236] (ATTACK(4100.000) != 0.000) |-[A171] TokenCUR -> State36 (FIGHT_ATTACK_HEAVY) | `-[E011] CONSUMEATTACK(1.000) `-[N235] (STATETIME >= 0.000) |-[A172] TokenCUR -> State30 (FIGHT_ATTACK_EXIT) `-[FAIL] } - - - - - - - - - - - - - - - - - - - - State34 (FIGHT_ATTACK_LEFT) { Flags[0] = 0x00000000 <........ ........ ........ ........> Flags[1] = 0x00000000 <........ ........ ........ ........> iBaseConstant = 291 nBaseConstants = 32 StateConstants: [C291](ID 50) ATTACK_ATTACKID0 = 2 (0x00000002) (uint32) [C292](ID 57) ATTACK_DAMAGEMULTIPLIER0 = 1.000 (fp4) [C293](ID 51) ATTACK_STARTTIME0 = 0.400 (fp4) [C294](ID 52) ATTACK_ENDTIME0 = 0.700 (fp4) [C295](ID 20) TURNTOTARGETCORRECTION_STARTTIME0 = 0.050 (fp4) [C296](ID 21) TURNTOTARGETCORRECTION_ENDTIME0 = 0.350 (fp4) [C297](ID 22) TURNTOTARGETCORRECTION_OFFSET0 = 0.000 (fp4) [C298](ID 56) ATTACK_SLOT0 = 0 (0x00000000) (uint32) [C305](ID 58) ATTACK_COLOR0 = 4210752 (0x00404040) (uint32) [C306](ID 68) ATTACK_COLOR1 = 4210752 (0x00404040) (uint32) [C307](ID 78) ATTACK_COLOR2 = 4210752 (0x00404040) (uint32) [C308](ID 66) ATTACK_SLOT1 = 0 (0x00000000) (uint32) [C309](ID 76) ATTACK_SLOT2 = 0 (0x00000000) (uint32) [C310](ID 24) TURNTOTARGETCORRECTION_TYPE0 = 1 (0x00000001) (uint32) [C311](ID 30) TURNTOTARGETCORRECTION_STARTTIME1 = 0.000 (fp4) [C312](ID 31) TURNTOTARGETCORRECTION_ENDTIME1 = 0.100 (fp4) [C313](ID 32) TURNTOTARGETCORRECTION_OFFSET1 = 0.000 (fp4) [C314](ID 34) TURNTOTARGETCORRECTION_TYPE1 = 1 (0x00000001) (uint32) [C315](ID 40) TURNTOTARGETCORRECTION_STARTTIME2 = 0.000 (fp4) [C316](ID 41) TURNTOTARGETCORRECTION_ENDTIME2 = 0.100 (fp4) [C317](ID 42) TURNTOTARGETCORRECTION_OFFSET2 = 0.000 (fp4) [C318](ID 44) TURNTOTARGETCORRECTION_TYPE2 = 1 (0x00000001) (uint32) [C319](ID 10) STATEGROUP = 20 (0x00000014) (uint32) [C320](ID 13) POINTOFINTEREST = 1 (0x00000001) (uint32) [C321](ID 81) RIGHTSLOT = 0 (0x00000000) (uint32) [C322](ID 80) LEFTSLOT = 1 (0x00000001) (uint32) Priority = 0 nAnimLayers = 1 iBaseAnimLayer = 34 iLoopControlAnimLayer = 0 AnimLayers: [L034] iBaseNode = 237 iBaseAction = 173 iBasePropertyParam = 9 NodeTree: [N237] (ANIMLOOPTIME = 1.150) |-[N238] (ATTACK(2.000) != 0.000) | |-[A173] TokenCUR -> State35 (FIGHT_ATTACK_RIGHT_VARIATION1) | | `-[E012] CONSUMEATTACK(1.000) | `-[N239] (ANIMLOOPTIME > 1.250) | |-[A174] TokenCUR -> State30 (FIGHT_ATTACK_EXIT) | `-[N240] (ANIMLOOPCOUNT >= 1.000) | |-[A175] TokenCUR -> State30 (FIGHT_ATTACK_EXIT) | `-[FAIL] `-[N239] (ANIMLOOPTIME > 1.250) |-[A174] TokenCUR -> State30 (FIGHT_ATTACK_EXIT) `-[N240] (ANIMLOOPCOUNT >= 1.000) |-[A175] TokenCUR -> State30 (FIGHT_ATTACK_EXIT) `-[FAIL] } - - - - - - - - - - - - - - - - - - - - State35 (FIGHT_ATTACK_RIGHT_VARIATION1) { Flags[0] = 0x00000000 <........ ........ ........ ........> Flags[1] = 0x00000000 <........ ........ ........ ........> iBaseConstant = 323 nBaseConstants = 32 StateConstants: [C323](ID 50) ATTACK_ATTACKID0 = 2 (0x00000002) (uint32) [C324](ID 57) ATTACK_DAMAGEMULTIPLIER0 = 1.000 (fp4) [C325](ID 51) ATTACK_STARTTIME0 = 0.500 (fp4) [C326](ID 52) ATTACK_ENDTIME0 = 0.800 (fp4) [C327](ID 20) TURNTOTARGETCORRECTION_STARTTIME0 = 0.250 (fp4) [C328](ID 21) TURNTOTARGETCORRECTION_ENDTIME0 = 0.450 (fp4) [C329](ID 22) TURNTOTARGETCORRECTION_OFFSET0 = 0.000 (fp4) [C330](ID 56) ATTACK_SLOT0 = 0 (0x00000000) (uint32) [C337](ID 58) ATTACK_COLOR0 = 4210752 (0x00404040) (uint32) [C338](ID 68) ATTACK_COLOR1 = 4210752 (0x00404040) (uint32) [C339](ID 78) ATTACK_COLOR2 = 4210752 (0x00404040) (uint32) [C340](ID 66) ATTACK_SLOT1 = 0 (0x00000000) (uint32) [C341](ID 76) ATTACK_SLOT2 = 0 (0x00000000) (uint32) [C342](ID 24) TURNTOTARGETCORRECTION_TYPE0 = 1 (0x00000001) (uint32) [C343](ID 30) TURNTOTARGETCORRECTION_STARTTIME1 = 0.000 (fp4) [C344](ID 31) TURNTOTARGETCORRECTION_ENDTIME1 = 0.100 (fp4) [C345](ID 32) TURNTOTARGETCORRECTION_OFFSET1 = 0.000 (fp4) [C346](ID 34) TURNTOTARGETCORRECTION_TYPE1 = 1 (0x00000001) (uint32) [C347](ID 40) TURNTOTARGETCORRECTION_STARTTIME2 = 0.000 (fp4) [C348](ID 41) TURNTOTARGETCORRECTION_ENDTIME2 = 0.100 (fp4) [C349](ID 42) TURNTOTARGETCORRECTION_OFFSET2 = 0.000 (fp4) [C350](ID 44) TURNTOTARGETCORRECTION_TYPE2 = 1 (0x00000001) (uint32) [C351](ID 10) STATEGROUP = 20 (0x00000014) (uint32) [C352](ID 13) POINTOFINTEREST = 1 (0x00000001) (uint32) [C353](ID 81) RIGHTSLOT = 0 (0x00000000) (uint32) [C354](ID 80) LEFTSLOT = 1 (0x00000001) (uint32) Priority = 0 nAnimLayers = 1 iBaseAnimLayer = 35 iLoopControlAnimLayer = 0 AnimLayers: [L035] iBaseNode = 241 iBaseAction = 176 iBasePropertyParam = 10 NodeTree: [N241] (ANIMLOOPTIME > 1.050) |-[A176] TokenCUR -> State30 (FIGHT_ATTACK_EXIT) `-[N242] (ANIMLOOPCOUNT >= 1.000) |-[A177] TokenCUR -> State30 (FIGHT_ATTACK_EXIT) `-[FAIL] } - - - - - - - - - - - - - - - - - - - - State36 (FIGHT_ATTACK_HEAVY) { Flags[0] = 0x00000000 <........ ........ ........ ........> Flags[1] = 0x00000000 <........ ........ ........ ........> iBaseConstant = 355 nBaseConstants = 32 StateConstants: [C355](ID 50) ATTACK_ATTACKID0 = 4100 (0x00001004) (uint32) [C356](ID 57) ATTACK_DAMAGEMULTIPLIER0 = 1.000 (fp4) [C357](ID 51) ATTACK_STARTTIME0 = 0.500 (fp4) [C358](ID 52) ATTACK_ENDTIME0 = 0.800 (fp4) [C359](ID 20) TURNTOTARGETCORRECTION_STARTTIME0 = 0.200 (fp4) [C360](ID 21) TURNTOTARGETCORRECTION_ENDTIME0 = 0.400 (fp4) [C361](ID 22) TURNTOTARGETCORRECTION_OFFSET0 = 0.000 (fp4) [C362](ID 56) ATTACK_SLOT0 = 0 (0x00000000) (uint32) [C369](ID 58) ATTACK_COLOR0 = 4210752 (0x00404040) (uint32) [C370](ID 68) ATTACK_COLOR1 = 4210752 (0x00404040) (uint32) [C371](ID 78) ATTACK_COLOR2 = 4210752 (0x00404040) (uint32) [C372](ID 66) ATTACK_SLOT1 = 0 (0x00000000) (uint32) [C373](ID 76) ATTACK_SLOT2 = 0 (0x00000000) (uint32) [C374](ID 24) TURNTOTARGETCORRECTION_TYPE0 = 1 (0x00000001) (uint32) [C375](ID 30) TURNTOTARGETCORRECTION_STARTTIME1 = 0.000 (fp4) [C376](ID 31) TURNTOTARGETCORRECTION_ENDTIME1 = 0.100 (fp4) [C377](ID 32) TURNTOTARGETCORRECTION_OFFSET1 = 0.000 (fp4) [C378](ID 34) TURNTOTARGETCORRECTION_TYPE1 = 1 (0x00000001) (uint32) [C379](ID 40) TURNTOTARGETCORRECTION_STARTTIME2 = 0.000 (fp4) [C380](ID 41) TURNTOTARGETCORRECTION_ENDTIME2 = 0.100 (fp4) [C381](ID 42) TURNTOTARGETCORRECTION_OFFSET2 = 0.000 (fp4) [C382](ID 44) TURNTOTARGETCORRECTION_TYPE2 = 1 (0x00000001) (uint32) [C383](ID 10) STATEGROUP = 20 (0x00000014) (uint32) [C384](ID 13) POINTOFINTEREST = 1 (0x00000001) (uint32) [C385](ID 81) RIGHTSLOT = 0 (0x00000000) (uint32) [C386](ID 80) LEFTSLOT = 1 (0x00000001) (uint32) Priority = 0 nAnimLayers = 1 iBaseAnimLayer = 36 iLoopControlAnimLayer = 0 AnimLayers: [L036] iBaseNode = 243 iBaseAction = 178 iBasePropertyParam = 11 NodeTree: [N243] (ANIMLOOPTIME = 1.000) |-[N244] (ATTACK(4100.000) != 0.000) | |-[A178] TokenCUR -> State37 (FIGHT_ATTACK_SUPERHEAVY) | | `-[E013] CONSUMEATTACK(1.000) | `-[N245] (ANIMLOOPTIME > 1.050) | |-[A179] TokenCUR -> State30 (FIGHT_ATTACK_EXIT) | `-[N246] (ANIMLOOPCOUNT >= 1.000) | |-[A180] TokenCUR -> State30 (FIGHT_ATTACK_EXIT) | `-[FAIL] `-[N245] (ANIMLOOPTIME > 1.050) |-[A179] TokenCUR -> State30 (FIGHT_ATTACK_EXIT) `-[N246] (ANIMLOOPCOUNT >= 1.000) |-[A180] TokenCUR -> State30 (FIGHT_ATTACK_EXIT) `-[FAIL] } - - - - - - - - - - - - - - - - - - - - State37 (FIGHT_ATTACK_SUPERHEAVY) { Flags[0] = 0x00000000 <........ ........ ........ ........> Flags[1] = 0x00000000 <........ ........ ........ ........> iBaseConstant = 387 nBaseConstants = 32 StateConstants: [C387](ID 50) ATTACK_ATTACKID0 = 4100 (0x00001004) (uint32) [C388](ID 57) ATTACK_DAMAGEMULTIPLIER0 = 1.500 (fp4) [C389](ID 51) ATTACK_STARTTIME0 = 0.400 (fp4) [C390](ID 52) ATTACK_ENDTIME0 = 0.700 (fp4) [C391](ID 20) TURNTOTARGETCORRECTION_STARTTIME0 = 0.300 (fp4) [C392](ID 21) TURNTOTARGETCORRECTION_ENDTIME0 = 0.500 (fp4) [C393](ID 22) TURNTOTARGETCORRECTION_OFFSET0 = 0.000 (fp4) [C394](ID 56) ATTACK_SLOT0 = 0 (0x00000000) (uint32) [C401](ID 58) ATTACK_COLOR0 = 4210752 (0x00404040) (uint32) [C402](ID 68) ATTACK_COLOR1 = 4210752 (0x00404040) (uint32) [C403](ID 78) ATTACK_COLOR2 = 4210752 (0x00404040) (uint32) [C404](ID 66) ATTACK_SLOT1 = 0 (0x00000000) (uint32) [C405](ID 76) ATTACK_SLOT2 = 0 (0x00000000) (uint32) [C406](ID 24) TURNTOTARGETCORRECTION_TYPE0 = 1 (0x00000001) (uint32) [C407](ID 30) TURNTOTARGETCORRECTION_STARTTIME1 = 0.000 (fp4) [C408](ID 31) TURNTOTARGETCORRECTION_ENDTIME1 = 0.100 (fp4) [C409](ID 32) TURNTOTARGETCORRECTION_OFFSET1 = 0.000 (fp4) [C410](ID 34) TURNTOTARGETCORRECTION_TYPE1 = 1 (0x00000001) (uint32) [C411](ID 40) TURNTOTARGETCORRECTION_STARTTIME2 = 0.000 (fp4) [C412](ID 41) TURNTOTARGETCORRECTION_ENDTIME2 = 0.100 (fp4) [C413](ID 42) TURNTOTARGETCORRECTION_OFFSET2 = 0.000 (fp4) [C414](ID 44) TURNTOTARGETCORRECTION_TYPE2 = 1 (0x00000001) (uint32) [C415](ID 10) STATEGROUP = 20 (0x00000014) (uint32) [C416](ID 13) POINTOFINTEREST = 1 (0x00000001) (uint32) [C417](ID 81) RIGHTSLOT = 0 (0x00000000) (uint32) [C418](ID 80) LEFTSLOT = 1 (0x00000001) (uint32) Priority = 0 nAnimLayers = 1 iBaseAnimLayer = 37 iLoopControlAnimLayer = 0 AnimLayers: [L037] iBaseNode = 247 iBaseAction = 181 iBasePropertyParam = 13 NodeTree: [N247] (ANIMLOOPTIME = 1.150) |-[N248] (ATTACK(4100.000) != 0.000) | |-[A181] TokenCUR -> State38 (FIGHT_ATTACK_2SWEEPCOMBO) | | `-[E014] CONSUMEATTACK(1.000) | `-[N249] (ANIMLOOPTIME > 1.250) | |-[A182] TokenCUR -> State30 (FIGHT_ATTACK_EXIT) | `-[N250] (ANIMLOOPCOUNT >= 1.000) | |-[A183] TokenCUR -> State30 (FIGHT_ATTACK_EXIT) | `-[FAIL] `-[N249] (ANIMLOOPTIME > 1.250) |-[A182] TokenCUR -> State30 (FIGHT_ATTACK_EXIT) `-[N250] (ANIMLOOPCOUNT >= 1.000) |-[A183] TokenCUR -> State30 (FIGHT_ATTACK_EXIT) `-[FAIL] } - - - - - - - - - - - - - - - - - - - - State38 (FIGHT_ATTACK_2SWEEPCOMBO) { Flags[0] = 0x00000000 <........ ........ ........ ........> Flags[1] = 0x00000000 <........ ........ ........ ........> iBaseConstant = 419 nBaseConstants = 32 StateConstants: [C419](ID 50) ATTACK_ATTACKID0 = 4100 (0x00001004) (uint32) [C420](ID 57) ATTACK_DAMAGEMULTIPLIER0 = 1.000 (fp4) [C421](ID 51) ATTACK_STARTTIME0 = 0.500 (fp4) [C422](ID 52) ATTACK_ENDTIME0 = 0.800 (fp4) [C423](ID 20) TURNTOTARGETCORRECTION_STARTTIME0 = 0.250 (fp4) [C424](ID 21) TURNTOTARGETCORRECTION_ENDTIME0 = 0.450 (fp4) [C425](ID 22) TURNTOTARGETCORRECTION_OFFSET0 = 0.000 (fp4) [C426](ID 56) ATTACK_SLOT0 = 0 (0x00000000) (uint32) [C433](ID 58) ATTACK_COLOR0 = 4210752 (0x00404040) (uint32) [C434](ID 68) ATTACK_COLOR1 = 4210752 (0x00404040) (uint32) [C435](ID 78) ATTACK_COLOR2 = 4210752 (0x00404040) (uint32) [C436](ID 66) ATTACK_SLOT1 = 0 (0x00000000) (uint32) [C437](ID 76) ATTACK_SLOT2 = 0 (0x00000000) (uint32) [C438](ID 24) TURNTOTARGETCORRECTION_TYPE0 = 1 (0x00000001) (uint32) [C439](ID 30) TURNTOTARGETCORRECTION_STARTTIME1 = 0.000 (fp4) [C440](ID 31) TURNTOTARGETCORRECTION_ENDTIME1 = 0.100 (fp4) [C441](ID 32) TURNTOTARGETCORRECTION_OFFSET1 = 0.000 (fp4) [C442](ID 34) TURNTOTARGETCORRECTION_TYPE1 = 1 (0x00000001) (uint32) [C443](ID 40) TURNTOTARGETCORRECTION_STARTTIME2 = 0.000 (fp4) [C444](ID 41) TURNTOTARGETCORRECTION_ENDTIME2 = 0.100 (fp4) [C445](ID 42) TURNTOTARGETCORRECTION_OFFSET2 = 0.000 (fp4) [C446](ID 44) TURNTOTARGETCORRECTION_TYPE2 = 1 (0x00000001) (uint32) [C447](ID 10) STATEGROUP = 20 (0x00000014) (uint32) [C448](ID 13) POINTOFINTEREST = 1 (0x00000001) (uint32) [C449](ID 81) RIGHTSLOT = 0 (0x00000000) (uint32) [C450](ID 80) LEFTSLOT = 1 (0x00000001) (uint32) Priority = 0 nAnimLayers = 1 iBaseAnimLayer = 38 iLoopControlAnimLayer = 0 AnimLayers: [L038] iBaseNode = 251 iBaseAction = 184 iBasePropertyParam = 14 NodeTree: [N251] (ANIMLOOPTIME > 1.050) |-[A184] TokenCUR -> State30 (FIGHT_ATTACK_EXIT) `-[N252] (ANIMLOOPCOUNT >= 1.000) |-[A185] TokenCUR -> State30 (FIGHT_ATTACK_EXIT) `-[FAIL] } - - - - - - - - - - - - - - - - - - - - State39 (FIGHT_ATTACKBLOCK_LEFT) { Flags[0] = 0x00000000 <........ ........ ........ ........> Flags[1] = 0x00000000 <........ ........ ........ ........> iBaseConstant = 451 nBaseConstants = 32 StateConstants: [C451](ID 10) STATEGROUP = 52 (0x00000034) (uint32) [C452](ID 50) ATTACK_ATTACKID0 = 2 (0x00000002) (uint32) [C453](ID 57) ATTACK_DAMAGEMULTIPLIER0 = 1.000 (fp4) [C454](ID 51) ATTACK_STARTTIME0 = 0.600 (fp4) [C455](ID 52) ATTACK_ENDTIME0 = 1.250 (fp4) [C456](ID 20) TURNTOTARGETCORRECTION_STARTTIME0 = 0.200 (fp4) [C457](ID 21) TURNTOTARGETCORRECTION_ENDTIME0 = 0.500 (fp4) [C458](ID 22) TURNTOTARGETCORRECTION_OFFSET0 = 0.000 (fp4) [C459](ID 56) ATTACK_SLOT0 = 0 (0x00000000) (uint32) [C466](ID 58) ATTACK_COLOR0 = 4210752 (0x00404040) (uint32) [C467](ID 68) ATTACK_COLOR1 = 4210752 (0x00404040) (uint32) [C468](ID 78) ATTACK_COLOR2 = 4210752 (0x00404040) (uint32) [C469](ID 66) ATTACK_SLOT1 = 0 (0x00000000) (uint32) [C470](ID 76) ATTACK_SLOT2 = 0 (0x00000000) (uint32) [C471](ID 24) TURNTOTARGETCORRECTION_TYPE0 = 1 (0x00000001) (uint32) [C472](ID 30) TURNTOTARGETCORRECTION_STARTTIME1 = 0.000 (fp4) [C473](ID 31) TURNTOTARGETCORRECTION_ENDTIME1 = 0.100 (fp4) [C474](ID 32) TURNTOTARGETCORRECTION_OFFSET1 = 0.000 (fp4) [C475](ID 34) TURNTOTARGETCORRECTION_TYPE1 = 1 (0x00000001) (uint32) [C476](ID 40) TURNTOTARGETCORRECTION_STARTTIME2 = 0.000 (fp4) [C477](ID 41) TURNTOTARGETCORRECTION_ENDTIME2 = 0.100 (fp4) [C478](ID 42) TURNTOTARGETCORRECTION_OFFSET2 = 0.000 (fp4) [C479](ID 44) TURNTOTARGETCORRECTION_TYPE2 = 1 (0x00000001) (uint32) [C480](ID 13) POINTOFINTEREST = 1 (0x00000001) (uint32) [C481](ID 81) RIGHTSLOT = 0 (0x00000000) (uint32) [C482](ID 80) LEFTSLOT = 1 (0x00000001) (uint32) Priority = 0 nAnimLayers = 1 iBaseAnimLayer = 39 iLoopControlAnimLayer = 0 AnimLayers: [L039] iBaseNode = 253 iBaseAction = 186 iBasePropertyParam = 15 NodeTree: [N253] (ANIMLOOPTIME = 1.800) |-[N254] (ATTACK(2.000) != 0.000) | |-[A186] TokenCUR -> State40 (FIGHT_ATTACKBLOCK_RIGHT_VARIATION1) | | `-[E015] CONSUMEATTACK(1.000) | `-[N255] (ANIMLOOPTIME > 2.280) | |-[A187] TokenCUR -> State30 (FIGHT_ATTACK_EXIT) | `-[N256] (ANIMLOOPCOUNT >= 1.000) | |-[A188] TokenCUR -> State30 (FIGHT_ATTACK_EXIT) | `-[FAIL] `-[N255] (ANIMLOOPTIME > 2.280) |-[A187] TokenCUR -> State30 (FIGHT_ATTACK_EXIT) `-[N256] (ANIMLOOPCOUNT >= 1.000) |-[A188] TokenCUR -> State30 (FIGHT_ATTACK_EXIT) `-[FAIL] } - - - - - - - - - - - - - - - - - - - - State40 (FIGHT_ATTACKBLOCK_RIGHT_VARIATION1) { Flags[0] = 0x00000000 <........ ........ ........ ........> Flags[1] = 0x00000000 <........ ........ ........ ........> iBaseConstant = 483 nBaseConstants = 32 StateConstants: [C483](ID 10) STATEGROUP = 52 (0x00000034) (uint32) [C484](ID 50) ATTACK_ATTACKID0 = 2 (0x00000002) (uint32) [C485](ID 57) ATTACK_DAMAGEMULTIPLIER0 = 1.000 (fp4) [C486](ID 51) ATTACK_STARTTIME0 = 0.900 (fp4) [C487](ID 52) ATTACK_ENDTIME0 = 1.450 (fp4) [C488](ID 20) TURNTOTARGETCORRECTION_STARTTIME0 = 0.250 (fp4) [C489](ID 21) TURNTOTARGETCORRECTION_ENDTIME0 = 0.650 (fp4) [C490](ID 22) TURNTOTARGETCORRECTION_OFFSET0 = 0.000 (fp4) [C491](ID 56) ATTACK_SLOT0 = 0 (0x00000000) (uint32) [C498](ID 58) ATTACK_COLOR0 = 4210752 (0x00404040) (uint32) [C499](ID 68) ATTACK_COLOR1 = 4210752 (0x00404040) (uint32) [C500](ID 78) ATTACK_COLOR2 = 4210752 (0x00404040) (uint32) [C501](ID 66) ATTACK_SLOT1 = 0 (0x00000000) (uint32) [C502](ID 76) ATTACK_SLOT2 = 0 (0x00000000) (uint32) [C503](ID 24) TURNTOTARGETCORRECTION_TYPE0 = 1 (0x00000001) (uint32) [C504](ID 30) TURNTOTARGETCORRECTION_STARTTIME1 = 0.000 (fp4) [C505](ID 31) TURNTOTARGETCORRECTION_ENDTIME1 = 0.100 (fp4) [C506](ID 32) TURNTOTARGETCORRECTION_OFFSET1 = 0.000 (fp4) [C507](ID 34) TURNTOTARGETCORRECTION_TYPE1 = 1 (0x00000001) (uint32) [C508](ID 40) TURNTOTARGETCORRECTION_STARTTIME2 = 0.000 (fp4) [C509](ID 41) TURNTOTARGETCORRECTION_ENDTIME2 = 0.100 (fp4) [C510](ID 42) TURNTOTARGETCORRECTION_OFFSET2 = 0.000 (fp4) [C511](ID 44) TURNTOTARGETCORRECTION_TYPE2 = 1 (0x00000001) (uint32) [C512](ID 13) POINTOFINTEREST = 1 (0x00000001) (uint32) [C513](ID 81) RIGHTSLOT = 0 (0x00000000) (uint32) [C514](ID 80) LEFTSLOT = 1 (0x00000001) (uint32) Priority = 0 nAnimLayers = 1 iBaseAnimLayer = 40 iLoopControlAnimLayer = 0 AnimLayers: [L040] iBaseNode = 257 iBaseAction = 189 iBasePropertyParam = 16 NodeTree: [N257] (ANIMLOOPTIME > 1.900) |-[A189] TokenCUR -> State30 (FIGHT_ATTACK_EXIT) `-[N258] (ANIMLOOPCOUNT >= 1.000) |-[A190] TokenCUR -> State30 (FIGHT_ATTACK_EXIT) `-[FAIL] } - - - - - - - - - - - - - - - - - - - - State41 (FIGHT_ATTACKBLOCK_HEAVY) { Flags[0] = 0x00000000 <........ ........ ........ ........> Flags[1] = 0x00000000 <........ ........ ........ ........> iBaseConstant = 515 nBaseConstants = 32 StateConstants: [C515](ID 10) STATEGROUP = 52 (0x00000034) (uint32) [C516](ID 50) ATTACK_ATTACKID0 = 4100 (0x00001004) (uint32) [C517](ID 57) ATTACK_DAMAGEMULTIPLIER0 = 2.000 (fp4) [C518](ID 51) ATTACK_STARTTIME0 = 0.900 (fp4) [C519](ID 52) ATTACK_ENDTIME0 = 1.450 (fp4) [C520](ID 20) TURNTOTARGETCORRECTION_STARTTIME0 = 0.250 (fp4) [C521](ID 21) TURNTOTARGETCORRECTION_ENDTIME0 = 0.650 (fp4) [C522](ID 22) TURNTOTARGETCORRECTION_OFFSET0 = 0.000 (fp4) [C523](ID 56) ATTACK_SLOT0 = 0 (0x00000000) (uint32) [C530](ID 58) ATTACK_COLOR0 = 4210752 (0x00404040) (uint32) [C531](ID 68) ATTACK_COLOR1 = 4210752 (0x00404040) (uint32) [C532](ID 78) ATTACK_COLOR2 = 4210752 (0x00404040) (uint32) [C533](ID 66) ATTACK_SLOT1 = 0 (0x00000000) (uint32) [C534](ID 76) ATTACK_SLOT2 = 0 (0x00000000) (uint32) [C535](ID 24) TURNTOTARGETCORRECTION_TYPE0 = 1 (0x00000001) (uint32) [C536](ID 30) TURNTOTARGETCORRECTION_STARTTIME1 = 0.000 (fp4) [C537](ID 31) TURNTOTARGETCORRECTION_ENDTIME1 = 0.100 (fp4) [C538](ID 32) TURNTOTARGETCORRECTION_OFFSET1 = 0.000 (fp4) [C539](ID 34) TURNTOTARGETCORRECTION_TYPE1 = 1 (0x00000001) (uint32) [C540](ID 40) TURNTOTARGETCORRECTION_STARTTIME2 = 0.000 (fp4) [C541](ID 41) TURNTOTARGETCORRECTION_ENDTIME2 = 0.100 (fp4) [C542](ID 42) TURNTOTARGETCORRECTION_OFFSET2 = 0.000 (fp4) [C543](ID 44) TURNTOTARGETCORRECTION_TYPE2 = 1 (0x00000001) (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 = 259 iBaseAction = 191 iBasePropertyParam = 17 NodeTree: [N259] (ANIMLOOPTIME = 1.700) |-[N260] (ATTACK(4100.000) != 0.000) | |-[A191] TokenCUR -> State42 (FIGHT_ATTACKBLOCK_SUPERHEAVY) | | `-[E016] CONSUMEATTACK(1.000) | `-[N261] (ANIMLOOPTIME > 1.900) | |-[A192] TokenCUR -> State30 (FIGHT_ATTACK_EXIT) | `-[N262] (ANIMLOOPCOUNT >= 1.000) | |-[A193] TokenCUR -> State30 (FIGHT_ATTACK_EXIT) | `-[FAIL] `-[N261] (ANIMLOOPTIME > 1.900) |-[A192] TokenCUR -> State30 (FIGHT_ATTACK_EXIT) `-[N262] (ANIMLOOPCOUNT >= 1.000) |-[A193] TokenCUR -> State30 (FIGHT_ATTACK_EXIT) `-[FAIL] } - - - - - - - - - - - - - - - - - - - - State42 (FIGHT_ATTACKBLOCK_SUPERHEAVY) { Flags[0] = 0x00000000 <........ ........ ........ ........> Flags[1] = 0x00000000 <........ ........ ........ ........> iBaseConstant = 547 nBaseConstants = 32 StateConstants: [C547](ID 10) STATEGROUP = 52 (0x00000034) (uint32) [C548](ID 50) ATTACK_ATTACKID0 = 4100 (0x00001004) (uint32) [C549](ID 57) ATTACK_DAMAGEMULTIPLIER0 = 1.500 (fp4) [C550](ID 51) ATTACK_STARTTIME0 = 0.600 (fp4) [C551](ID 52) ATTACK_ENDTIME0 = 1.250 (fp4) [C552](ID 20) TURNTOTARGETCORRECTION_STARTTIME0 = 0.200 (fp4) [C553](ID 21) TURNTOTARGETCORRECTION_ENDTIME0 = 0.500 (fp4) [C554](ID 22) TURNTOTARGETCORRECTION_OFFSET0 = 0.000 (fp4) [C555](ID 56) ATTACK_SLOT0 = 0 (0x00000000) (uint32) [C562](ID 58) ATTACK_COLOR0 = 4210752 (0x00404040) (uint32) [C563](ID 68) ATTACK_COLOR1 = 4210752 (0x00404040) (uint32) [C564](ID 78) ATTACK_COLOR2 = 4210752 (0x00404040) (uint32) [C565](ID 66) ATTACK_SLOT1 = 0 (0x00000000) (uint32) [C566](ID 76) ATTACK_SLOT2 = 0 (0x00000000) (uint32) [C567](ID 24) TURNTOTARGETCORRECTION_TYPE0 = 1 (0x00000001) (uint32) [C568](ID 30) TURNTOTARGETCORRECTION_STARTTIME1 = 0.000 (fp4) [C569](ID 31) TURNTOTARGETCORRECTION_ENDTIME1 = 0.100 (fp4) [C570](ID 32) TURNTOTARGETCORRECTION_OFFSET1 = 0.000 (fp4) [C571](ID 34) TURNTOTARGETCORRECTION_TYPE1 = 1 (0x00000001) (uint32) [C572](ID 40) TURNTOTARGETCORRECTION_STARTTIME2 = 0.000 (fp4) [C573](ID 41) TURNTOTARGETCORRECTION_ENDTIME2 = 0.100 (fp4) [C574](ID 42) TURNTOTARGETCORRECTION_OFFSET2 = 0.000 (fp4) [C575](ID 44) TURNTOTARGETCORRECTION_TYPE2 = 1 (0x00000001) (uint32) [C576](ID 13) POINTOFINTEREST = 1 (0x00000001) (uint32) [C577](ID 81) RIGHTSLOT = 0 (0x00000000) (uint32) [C578](ID 80) LEFTSLOT = 1 (0x00000001) (uint32) Priority = 0 nAnimLayers = 1 iBaseAnimLayer = 42 iLoopControlAnimLayer = 0 AnimLayers: [L042] iBaseNode = 263 iBaseAction = 194 iBasePropertyParam = 19 NodeTree: [N263] (ANIMLOOPTIME = 1.800) |-[N264] (ATTACK(4100.000) != 0.000) | |-[A194] TokenCUR -> State43 (FIGHT_ATTACKBLOCK_2SWEEPCOMBO) | | `-[E017] CONSUMEATTACK(1.000) | `-[N265] (ANIMLOOPTIME > 2.280) | |-[A195] TokenCUR -> State30 (FIGHT_ATTACK_EXIT) | `-[N266] (ANIMLOOPCOUNT >= 1.000) | |-[A196] TokenCUR -> State30 (FIGHT_ATTACK_EXIT) | `-[FAIL] `-[N265] (ANIMLOOPTIME > 2.280) |-[A195] TokenCUR -> State30 (FIGHT_ATTACK_EXIT) `-[N266] (ANIMLOOPCOUNT >= 1.000) |-[A196] TokenCUR -> State30 (FIGHT_ATTACK_EXIT) `-[FAIL] } - - - - - - - - - - - - - - - - - - - - State43 (FIGHT_ATTACKBLOCK_2SWEEPCOMBO) { Flags[0] = 0x00000000 <........ ........ ........ ........> Flags[1] = 0x00000000 <........ ........ ........ ........> iBaseConstant = 579 nBaseConstants = 32 StateConstants: [C579](ID 10) STATEGROUP = 52 (0x00000034) (uint32) [C580](ID 50) ATTACK_ATTACKID0 = 4100 (0x00001004) (uint32) [C581](ID 57) ATTACK_DAMAGEMULTIPLIER0 = 1.000 (fp4) [C582](ID 51) ATTACK_STARTTIME0 = 0.900 (fp4) [C583](ID 52) ATTACK_ENDTIME0 = 1.450 (fp4) [C584](ID 20) TURNTOTARGETCORRECTION_STARTTIME0 = 0.250 (fp4) [C585](ID 21) TURNTOTARGETCORRECTION_ENDTIME0 = 0.650 (fp4) [C586](ID 22) TURNTOTARGETCORRECTION_OFFSET0 = 0.000 (fp4) [C587](ID 56) ATTACK_SLOT0 = 0 (0x00000000) (uint32) [C594](ID 58) ATTACK_COLOR0 = 4210752 (0x00404040) (uint32) [C595](ID 68) ATTACK_COLOR1 = 4210752 (0x00404040) (uint32) [C596](ID 78) ATTACK_COLOR2 = 4210752 (0x00404040) (uint32) [C597](ID 66) ATTACK_SLOT1 = 0 (0x00000000) (uint32) [C598](ID 76) ATTACK_SLOT2 = 0 (0x00000000) (uint32) [C599](ID 24) TURNTOTARGETCORRECTION_TYPE0 = 1 (0x00000001) (uint32) [C600](ID 30) TURNTOTARGETCORRECTION_STARTTIME1 = 0.000 (fp4) [C601](ID 31) TURNTOTARGETCORRECTION_ENDTIME1 = 0.100 (fp4) [C602](ID 32) TURNTOTARGETCORRECTION_OFFSET1 = 0.000 (fp4) [C603](ID 34) TURNTOTARGETCORRECTION_TYPE1 = 1 (0x00000001) (uint32) [C604](ID 40) TURNTOTARGETCORRECTION_STARTTIME2 = 0.000 (fp4) [C605](ID 41) TURNTOTARGETCORRECTION_ENDTIME2 = 0.100 (fp4) [C606](ID 42) TURNTOTARGETCORRECTION_OFFSET2 = 0.000 (fp4) [C607](ID 44) TURNTOTARGETCORRECTION_TYPE2 = 1 (0x00000001) (uint32) [C608](ID 13) POINTOFINTEREST = 1 (0x00000001) (uint32) [C609](ID 81) RIGHTSLOT = 0 (0x00000000) (uint32) [C610](ID 80) LEFTSLOT = 1 (0x00000001) (uint32) Priority = 0 nAnimLayers = 1 iBaseAnimLayer = 43 iLoopControlAnimLayer = 0 AnimLayers: [L043] iBaseNode = 267 iBaseAction = 197 iBasePropertyParam = 20 NodeTree: [N267] (ANIMLOOPTIME > 1.900) |-[A197] TokenCUR -> State30 (FIGHT_ATTACK_EXIT) `-[N268] (ANIMLOOPCOUNT >= 1.000) |-[A198] TokenCUR -> State30 (FIGHT_ATTACK_EXIT) `-[FAIL] } - - - - - - - - - - - - - - - - - - - - State44 (FIGHT_ATTACK_SPECIALSWITCH) { Flags[0] = 0x00000000 <........ ........ ........ ........> Flags[1] = 0x00000000 <........ ........ ........ ........> iBaseConstant = 611 nBaseConstants = 4 StateConstants: [C611](ID 10) STATEGROUP = 276 (0x00000114) (uint32) [C612](ID 13) POINTOFINTEREST = 1 (0x00000001) (uint32) [C613](ID 81) RIGHTSLOT = 0 (0x00000000) (uint32) [C614](ID 80) LEFTSLOT = 1 (0x00000001) (uint32) Priority = 0 nAnimLayers = 1 iBaseAnimLayer = 44 iLoopControlAnimLayer = 0 AnimLayers: [L044] iBaseNode = 269 iBaseAction = 199 iBasePropertyParam = 24 NodeTree: [N269] (ATTACK(4104.000) != 0.000) |-[A199] TokenCUR -> State45 (FIGHT_ATTACK_SPECIAL0) | `-[E018] CONSUMEATTACK(1.000) `-[N270] (ATTACK(4112.000) != 0.000) |-[A200] TokenCUR -> State46 (FIGHT_ATTACK_SPECIAL1) | `-[E019] CONSUMEATTACK(1.000) `-[N271] (ATTACK(4128.000) != 0.000) |-[A201] TokenCUR -> State47 (FIGHT_ATTACK_SPECIAL2) | `-[E020] CONSUMEATTACK(1.000) `-[N272] (ATTACK(4160.000) != 0.000) |-[A202] TokenCUR -> State48 (FIGHT_ATTACK_SPECIAL3) | `-[E021] CONSUMEATTACK(1.000) `-[FAIL] } - - - - - - - - - - - - - - - - - - - - State45 (FIGHT_ATTACK_SPECIAL0) { Flags[0] = 0x00000000 <........ ........ ........ ........> Flags[1] = 0x00000000 <........ ........ ........ ........> iBaseConstant = 615 nBaseConstants = 54 StateConstants: [C615](ID 16) POIOFFSET = 0.000 (fp4) [C616](ID 18) RESPONSEIMMUNE_STARTTIME = 999 (0x000003E7) (uint32) [C617](ID 19) RESPONSEIMMUNE_ENDTIME = 999 (0x000003E7) (uint32) [C618](ID 50) ATTACK_ATTACKID0 = 4100 (0x00001004) (uint32) [C619](ID 53) ATTACK_RESPONSEID0_0 = -1.000 (fp4) [C620](ID 54) ATTACK_RESPONSEID0_1 = -1.000 (fp4) [C621](ID 55) ATTACK_RESPONSEID0_2 = -1.000 (fp4) [C622](ID 57) ATTACK_DAMAGEMULTIPLIER0 = 1.000 (fp4) [C623](ID 56) ATTACK_SLOT0 = 0 (0x00000000) (uint32) [C624](ID 51) ATTACK_STARTTIME0 = 0.350 (fp4) [C625](ID 52) ATTACK_ENDTIME0 = 0.600 (fp4) [C626](ID 20) TURNTOTARGETCORRECTION_STARTTIME0 = 0.250 (fp4) [C627](ID 21) TURNTOTARGETCORRECTION_ENDTIME0 = 0.500 (fp4) [C628](ID 22) TURNTOTARGETCORRECTION_OFFSET0 = 0.000 (fp4) [C629](ID 60) ATTACK_ATTACKID1 = 4100 (0x00001004) (uint32) [C630](ID 63) ATTACK_RESPONSEID1_0 = -1.000 (fp4) [C631](ID 64) ATTACK_RESPONSEID1_1 = -1.000 (fp4) [C632](ID 65) ATTACK_RESPONSEID1_2 = -1.000 (fp4) [C633](ID 67) ATTACK_DAMAGEMULTIPLIER1 = 1.000 (fp4) [C634](ID 66) ATTACK_SLOT1 = 0 (0x00000000) (uint32) [C635](ID 61) ATTACK_STARTTIME1 = 1.250 (fp4) [C636](ID 62) ATTACK_ENDTIME1 = 1.600 (fp4) [C637](ID 30) TURNTOTARGETCORRECTION_STARTTIME1 = 1.050 (fp4) [C638](ID 31) TURNTOTARGETCORRECTION_ENDTIME1 = 1.300 (fp4) [C639](ID 32) TURNTOTARGETCORRECTION_OFFSET1 = 0.000 (fp4) [C640](ID 70) ATTACK_ATTACKID2 = 0 (0x00000000) (uint32) [C641](ID 73) ATTACK_RESPONSEID2_0 = -1.000 (fp4) [C642](ID 74) ATTACK_RESPONSEID2_1 = -1.000 (fp4) [C643](ID 75) ATTACK_RESPONSEID2_2 = -1.000 (fp4) [C644](ID 77) ATTACK_DAMAGEMULTIPLIER2 = 1.000 (fp4) [C645](ID 76) ATTACK_SLOT2 = -8.000 (fp4) [C646](ID 71) ATTACK_STARTTIME2 = 999 (0x000003E7) (uint32) [C647](ID 72) ATTACK_ENDTIME2 = 999 (0x000003E7) (uint32) [C648](ID 40) TURNTOTARGETCORRECTION_STARTTIME2 = 999 (0x000003E7) (uint32) [C649](ID 41) TURNTOTARGETCORRECTION_ENDTIME2 = 999 (0x000003E7) (uint32) [C650](ID 42) TURNTOTARGETCORRECTION_OFFSET2 = 0 (0x00000000) (uint32) [C659](ID 58) ATTACK_COLOR0 = 4210752 (0x00404040) (uint32) [C660](ID 68) ATTACK_COLOR1 = 4210752 (0x00404040) (uint32) [C661](ID 78) ATTACK_COLOR2 = 4210752 (0x00404040) (uint32) [C662](ID 24) TURNTOTARGETCORRECTION_TYPE0 = 1 (0x00000001) (uint32) [C663](ID 34) TURNTOTARGETCORRECTION_TYPE1 = 1 (0x00000001) (uint32) [C664](ID 44) TURNTOTARGETCORRECTION_TYPE2 = 1 (0x00000001) (uint32) [C665](ID 10) STATEGROUP = 20 (0x00000014) (uint32) [C666](ID 13) POINTOFINTEREST = 1 (0x00000001) (uint32) [C667](ID 81) RIGHTSLOT = 0 (0x00000000) (uint32) [C668](ID 80) LEFTSLOT = 1 (0x00000001) (uint32) Priority = 0 nAnimLayers = 1 iBaseAnimLayer = 45 iLoopControlAnimLayer = 0 AnimLayers: [L045] iBaseNode = 273 iBaseAction = 203 iBasePropertyParam = 28 NodeTree: [N273] (ANIMLOOPTIME > 1.800) |-[A203] TokenCUR -> State30 (FIGHT_ATTACK_EXIT) `-[N274] (ANIMLOOPCOUNT >= 1.000) |-[A204] TokenCUR -> State30 (FIGHT_ATTACK_EXIT) `-[N275] (DISTANCETOTARGET > 9999.000) |-[A205] TokenCUR -> State30 (FIGHT_ATTACK_EXIT) `-[FAIL] } - - - - - - - - - - - - - - - - - - - - State46 (FIGHT_ATTACK_SPECIAL1) { Flags[0] = 0x00000000 <........ ........ ........ ........> Flags[1] = 0x00000000 <........ ........ ........ ........> iBaseConstant = 669 nBaseConstants = 54 StateConstants: [C669](ID 16) POIOFFSET = 0.000 (fp4) [C670](ID 18) RESPONSEIMMUNE_STARTTIME = 999 (0x000003E7) (uint32) [C671](ID 19) RESPONSEIMMUNE_ENDTIME = 999 (0x000003E7) (uint32) [C672](ID 50) ATTACK_ATTACKID0 = 2 (0x00000002) (uint32) [C673](ID 53) ATTACK_RESPONSEID0_0 = -1.000 (fp4) [C674](ID 54) ATTACK_RESPONSEID0_1 = -1.000 (fp4) [C675](ID 55) ATTACK_RESPONSEID0_2 = -1.000 (fp4) [C676](ID 57) ATTACK_DAMAGEMULTIPLIER0 = 1.000 (fp4) [C677](ID 56) ATTACK_SLOT0 = 0 (0x00000000) (uint32) [C678](ID 51) ATTACK_STARTTIME0 = 0.000 (fp4) [C679](ID 52) ATTACK_ENDTIME0 = 999 (0x000003E7) (uint32) [C680](ID 20) TURNTOTARGETCORRECTION_STARTTIME0 = 0.000 (fp4) [C681](ID 21) TURNTOTARGETCORRECTION_ENDTIME0 = 0.100 (fp4) [C682](ID 22) TURNTOTARGETCORRECTION_OFFSET0 = 0.000 (fp4) [C683](ID 60) ATTACK_ATTACKID1 = 0 (0x00000000) (uint32) [C684](ID 63) ATTACK_RESPONSEID1_0 = -1.000 (fp4) [C685](ID 64) ATTACK_RESPONSEID1_1 = -1.000 (fp4) [C686](ID 65) ATTACK_RESPONSEID1_2 = -1.000 (fp4) [C687](ID 67) ATTACK_DAMAGEMULTIPLIER1 = 1.000 (fp4) [C688](ID 66) ATTACK_SLOT1 = -8.000 (fp4) [C689](ID 61) ATTACK_STARTTIME1 = 999 (0x000003E7) (uint32) [C690](ID 62) ATTACK_ENDTIME1 = 999 (0x000003E7) (uint32) [C691](ID 30) TURNTOTARGETCORRECTION_STARTTIME1 = 999 (0x000003E7) (uint32) [C692](ID 31) TURNTOTARGETCORRECTION_ENDTIME1 = 999 (0x000003E7) (uint32) [C693](ID 32) TURNTOTARGETCORRECTION_OFFSET1 = 0 (0x00000000) (uint32) [C694](ID 70) ATTACK_ATTACKID2 = 0 (0x00000000) (uint32) [C695](ID 73) ATTACK_RESPONSEID2_0 = -1.000 (fp4) [C696](ID 74) ATTACK_RESPONSEID2_1 = -1.000 (fp4) [C697](ID 75) ATTACK_RESPONSEID2_2 = -1.000 (fp4) [C698](ID 77) ATTACK_DAMAGEMULTIPLIER2 = 1.000 (fp4) [C699](ID 76) ATTACK_SLOT2 = -8.000 (fp4) [C700](ID 71) ATTACK_STARTTIME2 = 999 (0x000003E7) (uint32) [C701](ID 72) ATTACK_ENDTIME2 = 999 (0x000003E7) (uint32) [C702](ID 40) TURNTOTARGETCORRECTION_STARTTIME2 = 999 (0x000003E7) (uint32) [C703](ID 41) TURNTOTARGETCORRECTION_ENDTIME2 = 999 (0x000003E7) (uint32) [C704](ID 42) TURNTOTARGETCORRECTION_OFFSET2 = 0 (0x00000000) (uint32) [C713](ID 58) ATTACK_COLOR0 = 4210752 (0x00404040) (uint32) [C714](ID 68) ATTACK_COLOR1 = 4210752 (0x00404040) (uint32) [C715](ID 78) ATTACK_COLOR2 = 4210752 (0x00404040) (uint32) [C716](ID 24) TURNTOTARGETCORRECTION_TYPE0 = 1 (0x00000001) (uint32) [C717](ID 34) TURNTOTARGETCORRECTION_TYPE1 = 1 (0x00000001) (uint32) [C718](ID 44) TURNTOTARGETCORRECTION_TYPE2 = 1 (0x00000001) (uint32) [C719](ID 10) STATEGROUP = 20 (0x00000014) (uint32) [C720](ID 13) POINTOFINTEREST = 1 (0x00000001) (uint32) [C721](ID 81) RIGHTSLOT = 0 (0x00000000) (uint32) [C722](ID 80) LEFTSLOT = 1 (0x00000001) (uint32) Priority = 0 nAnimLayers = 1 iBaseAnimLayer = 46 iLoopControlAnimLayer = 0 AnimLayers: [L046] iBaseNode = 276 iBaseAction = 206 iBasePropertyParam = 28 NodeTree: [N276] (ANIMLOOPTIME > 999.000) |-[A206] TokenCUR -> State30 (FIGHT_ATTACK_EXIT) `-[N277] (ANIMLOOPCOUNT >= 1.000) |-[A207] TokenCUR -> State30 (FIGHT_ATTACK_EXIT) `-[N278] (DISTANCETOTARGET > 9999.000) |-[A208] TokenCUR -> State30 (FIGHT_ATTACK_EXIT) `-[FAIL] } - - - - - - - - - - - - - - - - - - - - State47 (FIGHT_ATTACK_SPECIAL2) { Flags[0] = 0x00000000 <........ ........ ........ ........> Flags[1] = 0x00000000 <........ ........ ........ ........> iBaseConstant = 723 nBaseConstants = 54 StateConstants: [C723](ID 16) POIOFFSET = 0.000 (fp4) [C724](ID 18) RESPONSEIMMUNE_STARTTIME = 999 (0x000003E7) (uint32) [C725](ID 19) RESPONSEIMMUNE_ENDTIME = 999 (0x000003E7) (uint32) [C726](ID 50) ATTACK_ATTACKID0 = 2 (0x00000002) (uint32) [C727](ID 53) ATTACK_RESPONSEID0_0 = -1.000 (fp4) [C728](ID 54) ATTACK_RESPONSEID0_1 = -1.000 (fp4) [C729](ID 55) ATTACK_RESPONSEID0_2 = -1.000 (fp4) [C730](ID 57) ATTACK_DAMAGEMULTIPLIER0 = 1.000 (fp4) [C731](ID 56) ATTACK_SLOT0 = 0 (0x00000000) (uint32) [C732](ID 51) ATTACK_STARTTIME0 = 0.000 (fp4) [C733](ID 52) ATTACK_ENDTIME0 = 999 (0x000003E7) (uint32) [C734](ID 20) TURNTOTARGETCORRECTION_STARTTIME0 = 0.000 (fp4) [C735](ID 21) TURNTOTARGETCORRECTION_ENDTIME0 = 0.100 (fp4) [C736](ID 22) TURNTOTARGETCORRECTION_OFFSET0 = 0.000 (fp4) [C737](ID 60) ATTACK_ATTACKID1 = 0 (0x00000000) (uint32) [C738](ID 63) ATTACK_RESPONSEID1_0 = -1.000 (fp4) [C739](ID 64) ATTACK_RESPONSEID1_1 = -1.000 (fp4) [C740](ID 65) ATTACK_RESPONSEID1_2 = -1.000 (fp4) [C741](ID 67) ATTACK_DAMAGEMULTIPLIER1 = 1.000 (fp4) [C742](ID 66) ATTACK_SLOT1 = -8.000 (fp4) [C743](ID 61) ATTACK_STARTTIME1 = 999 (0x000003E7) (uint32) [C744](ID 62) ATTACK_ENDTIME1 = 999 (0x000003E7) (uint32) [C745](ID 30) TURNTOTARGETCORRECTION_STARTTIME1 = 999 (0x000003E7) (uint32) [C746](ID 31) TURNTOTARGETCORRECTION_ENDTIME1 = 999 (0x000003E7) (uint32) [C747](ID 32) TURNTOTARGETCORRECTION_OFFSET1 = 0 (0x00000000) (uint32) [C748](ID 70) ATTACK_ATTACKID2 = 0 (0x00000000) (uint32) [C749](ID 73) ATTACK_RESPONSEID2_0 = -1.000 (fp4) [C750](ID 74) ATTACK_RESPONSEID2_1 = -1.000 (fp4) [C751](ID 75) ATTACK_RESPONSEID2_2 = -1.000 (fp4) [C752](ID 77) ATTACK_DAMAGEMULTIPLIER2 = 1.000 (fp4) [C753](ID 76) ATTACK_SLOT2 = -8.000 (fp4) [C754](ID 71) ATTACK_STARTTIME2 = 999 (0x000003E7) (uint32) [C755](ID 72) ATTACK_ENDTIME2 = 999 (0x000003E7) (uint32) [C756](ID 40) TURNTOTARGETCORRECTION_STARTTIME2 = 999 (0x000003E7) (uint32) [C757](ID 41) TURNTOTARGETCORRECTION_ENDTIME2 = 999 (0x000003E7) (uint32) [C758](ID 42) TURNTOTARGETCORRECTION_OFFSET2 = 0 (0x00000000) (uint32) [C767](ID 58) ATTACK_COLOR0 = 4210752 (0x00404040) (uint32) [C768](ID 68) ATTACK_COLOR1 = 4210752 (0x00404040) (uint32) [C769](ID 78) ATTACK_COLOR2 = 4210752 (0x00404040) (uint32) [C770](ID 24) TURNTOTARGETCORRECTION_TYPE0 = 1 (0x00000001) (uint32) [C771](ID 34) TURNTOTARGETCORRECTION_TYPE1 = 1 (0x00000001) (uint32) [C772](ID 44) TURNTOTARGETCORRECTION_TYPE2 = 1 (0x00000001) (uint32) [C773](ID 10) STATEGROUP = 20 (0x00000014) (uint32) [C774](ID 13) POINTOFINTEREST = 1 (0x00000001) (uint32) [C775](ID 81) RIGHTSLOT = 0 (0x00000000) (uint32) [C776](ID 80) LEFTSLOT = 1 (0x00000001) (uint32) Priority = 0 nAnimLayers = 1 iBaseAnimLayer = 47 iLoopControlAnimLayer = 0 AnimLayers: [L047] iBaseNode = 279 iBaseAction = 209 iBasePropertyParam = 28 NodeTree: [N279] (ANIMLOOPTIME > 999.000) |-[A209] TokenCUR -> State30 (FIGHT_ATTACK_EXIT) `-[N280] (ANIMLOOPCOUNT >= 1.000) |-[A210] TokenCUR -> State30 (FIGHT_ATTACK_EXIT) `-[N281] (DISTANCETOTARGET > 9999.000) |-[A211] TokenCUR -> State30 (FIGHT_ATTACK_EXIT) `-[FAIL] } - - - - - - - - - - - - - - - - - - - - State48 (FIGHT_ATTACK_SPECIAL3) { Flags[0] = 0x00000000 <........ ........ ........ ........> Flags[1] = 0x00000000 <........ ........ ........ ........> iBaseConstant = 777 nBaseConstants = 54 StateConstants: [C777](ID 16) POIOFFSET = 0.000 (fp4) [C778](ID 18) RESPONSEIMMUNE_STARTTIME = 999 (0x000003E7) (uint32) [C779](ID 19) RESPONSEIMMUNE_ENDTIME = 999 (0x000003E7) (uint32) [C780](ID 50) ATTACK_ATTACKID0 = 2 (0x00000002) (uint32) [C781](ID 53) ATTACK_RESPONSEID0_0 = -1.000 (fp4) [C782](ID 54) ATTACK_RESPONSEID0_1 = -1.000 (fp4) [C783](ID 55) ATTACK_RESPONSEID0_2 = -1.000 (fp4) [C784](ID 57) ATTACK_DAMAGEMULTIPLIER0 = 1.000 (fp4) [C785](ID 56) ATTACK_SLOT0 = 0 (0x00000000) (uint32) [C786](ID 51) ATTACK_STARTTIME0 = 0.000 (fp4) [C787](ID 52) ATTACK_ENDTIME0 = 999 (0x000003E7) (uint32) [C788](ID 20) TURNTOTARGETCORRECTION_STARTTIME0 = 0.000 (fp4) [C789](ID 21) TURNTOTARGETCORRECTION_ENDTIME0 = 0.100 (fp4) [C790](ID 22) TURNTOTARGETCORRECTION_OFFSET0 = 0.000 (fp4) [C791](ID 60) ATTACK_ATTACKID1 = 0 (0x00000000) (uint32) [C792](ID 63) ATTACK_RESPONSEID1_0 = -1.000 (fp4) [C793](ID 64) ATTACK_RESPONSEID1_1 = -1.000 (fp4) [C794](ID 65) ATTACK_RESPONSEID1_2 = -1.000 (fp4) [C795](ID 67) ATTACK_DAMAGEMULTIPLIER1 = 1.000 (fp4) [C796](ID 66) ATTACK_SLOT1 = -8.000 (fp4) [C797](ID 61) ATTACK_STARTTIME1 = 999 (0x000003E7) (uint32) [C798](ID 62) ATTACK_ENDTIME1 = 999 (0x000003E7) (uint32) [C799](ID 30) TURNTOTARGETCORRECTION_STARTTIME1 = 999 (0x000003E7) (uint32) [C800](ID 31) TURNTOTARGETCORRECTION_ENDTIME1 = 999 (0x000003E7) (uint32) [C801](ID 32) TURNTOTARGETCORRECTION_OFFSET1 = 0 (0x00000000) (uint32) [C802](ID 70) ATTACK_ATTACKID2 = 0 (0x00000000) (uint32) [C803](ID 73) ATTACK_RESPONSEID2_0 = -1.000 (fp4) [C804](ID 74) ATTACK_RESPONSEID2_1 = -1.000 (fp4) [C805](ID 75) ATTACK_RESPONSEID2_2 = -1.000 (fp4) [C806](ID 77) ATTACK_DAMAGEMULTIPLIER2 = 1.000 (fp4) [C807](ID 76) ATTACK_SLOT2 = -8.000 (fp4) [C808](ID 71) ATTACK_STARTTIME2 = 999 (0x000003E7) (uint32) [C809](ID 72) ATTACK_ENDTIME2 = 999 (0x000003E7) (uint32) [C810](ID 40) TURNTOTARGETCORRECTION_STARTTIME2 = 999 (0x000003E7) (uint32) [C811](ID 41) TURNTOTARGETCORRECTION_ENDTIME2 = 999 (0x000003E7) (uint32) [C812](ID 42) TURNTOTARGETCORRECTION_OFFSET2 = 0 (0x00000000) (uint32) [C821](ID 58) ATTACK_COLOR0 = 4210752 (0x00404040) (uint32) [C822](ID 68) ATTACK_COLOR1 = 4210752 (0x00404040) (uint32) [C823](ID 78) ATTACK_COLOR2 = 4210752 (0x00404040) (uint32) [C824](ID 24) TURNTOTARGETCORRECTION_TYPE0 = 1 (0x00000001) (uint32) [C825](ID 34) TURNTOTARGETCORRECTION_TYPE1 = 1 (0x00000001) (uint32) [C826](ID 44) TURNTOTARGETCORRECTION_TYPE2 = 1 (0x00000001) (uint32) [C827](ID 10) STATEGROUP = 20 (0x00000014) (uint32) [C828](ID 13) POINTOFINTEREST = 1 (0x00000001) (uint32) [C829](ID 81) RIGHTSLOT = 0 (0x00000000) (uint32) [C830](ID 80) LEFTSLOT = 1 (0x00000001) (uint32) Priority = 0 nAnimLayers = 1 iBaseAnimLayer = 48 iLoopControlAnimLayer = 0 AnimLayers: [L048] iBaseNode = 282 iBaseAction = 212 iBasePropertyParam = 28 NodeTree: [N282] (ANIMLOOPTIME > 999.000) |-[A212] TokenCUR -> State30 (FIGHT_ATTACK_EXIT) `-[N283] (ANIMLOOPCOUNT >= 1.000) |-[A213] TokenCUR -> State30 (FIGHT_ATTACK_EXIT) `-[N284] (DISTANCETOTARGET > 9999.000) |-[A214] TokenCUR -> State30 (FIGHT_ATTACK_EXIT) `-[FAIL] } - - - - - - - - - - - - - - - - - - - - State49 (DIVINE_ENTER) { Flags[0] = 0x00000000 <........ ........ ........ ........> Flags[1] = 0x00000000 <........ ........ ........ ........> iBaseConstant = 831 nBaseConstants = 7 StateConstants: [C835](ID 2) TURNCONTROLSCALE = 0.100 (fp4) [C836](ID 3) TURNCONTROLMAX = 0.050 (fp4) [C837](ID 10) STATEGROUP = 512 (0x00000200) (uint32) Priority = 0 nAnimLayers = 1 iBaseAnimLayer = 49 iLoopControlAnimLayer = 0 AnimLayers: [L049] iBaseNode = 285 iBaseAction = 215 iBasePropertyParam = 34 NodeTree: [N285] (STATETIME = 0.000) |-[A215] | `-[E022] PERFORMDIVINEPOWER(6.000) `-[N286] (ANIMLOOPCOUNT >= 1.000) |-[A216] TokenCUR -> State50 (DIVINE_IDLE) `-[N287] (ANIMLOOPTIME > 0.550) |-[A217] TokenCUR -> State50 (DIVINE_IDLE) `-[N288] (ACTION != 4.000) |-[A218] TokenCUR -> State51 (DIVINE_ABORT) | `-[E023] PERFORMDIVINEPOWER(7.000) `-[N289] (DIVINE = 1.000) |-[A219] TokenCUR -> State53 (DIVINE_HEALING) | `-[E024] PERFORMDIVINEPOWER(7.000) `-[N290] (DIVINE = 2.000) |-[A220] TokenCUR -> State54 (DIVINE_AURA) | `-[E025] PERFORMDIVINEPOWER(7.000) `-[N291] (DIVINE = 3.000) |-[A221] TokenCUR -> State55 (DIVINE_SHOCKWAVE) | `-[E026] PERFORMDIVINEPOWER(7.000) `-[N292] (DIVINE = 4.000) |-[A222] TokenCUR -> State56 (DIVINE_BOLTS) | `-[E027] PERFORMDIVINEPOWER(7.000) `-[FAIL] } - - - - - - - - - - - - - - - - - - - - State50 (DIVINE_IDLE) { Flags[0] = 0x00000000 <........ ........ ........ ........> Flags[1] = 0x00000000 <........ ........ ........ ........> iBaseConstant = 838 nBaseConstants = 7 StateConstants: [C842](ID 2) TURNCONTROLSCALE = 0.100 (fp4) [C843](ID 3) TURNCONTROLMAX = 0.050 (fp4) [C844](ID 10) STATEGROUP = 512 (0x00000200) (uint32) Priority = 0 nAnimLayers = 1 iBaseAnimLayer = 50 iLoopControlAnimLayer = 0 AnimLayers: [L050] iBaseNode = 293 iBaseAction = 223 iBasePropertyParam = 39 NodeTree: [N293] (ACTION != 4.000) |-[A223] TokenCUR -> State51 (DIVINE_ABORT) | `-[E028] PERFORMDIVINEPOWER(7.000) `-[N294] (DIVINE = 1.000) |-[A224] TokenCUR -> State53 (DIVINE_HEALING) | `-[E029] PERFORMDIVINEPOWER(7.000) `-[N295] (DIVINE = 2.000) |-[A225] TokenCUR -> State54 (DIVINE_AURA) | `-[E030] PERFORMDIVINEPOWER(7.000) `-[N296] (DIVINE = 3.000) |-[A226] TokenCUR -> State55 (DIVINE_SHOCKWAVE) | `-[E031] PERFORMDIVINEPOWER(7.000) `-[N297] (DIVINE = 4.000) |-[A227] TokenCUR -> State56 (DIVINE_BOLTS) | `-[E032] PERFORMDIVINEPOWER(7.000) `-[FAIL] } - - - - - - - - - - - - - - - - - - - - State51 (DIVINE_ABORT) { Flags[0] = 0x00000000 <........ ........ ........ ........> Flags[1] = 0x00000000 <........ ........ ........ ........> iBaseConstant = 845 nBaseConstants = 7 StateConstants: [C849](ID 2) TURNCONTROLSCALE = 0.100 (fp4) [C850](ID 3) TURNCONTROLMAX = 0.050 (fp4) [C851](ID 10) STATEGROUP = 512 (0x00000200) (uint32) Priority = 0 nAnimLayers = 1 iBaseAnimLayer = 51 iLoopControlAnimLayer = 0 AnimLayers: [L051] iBaseNode = 298 iBaseAction = 228 iBasePropertyParam = 40 NodeTree: [N298] (STATETIME = 0.000) |-[A228] | `-[E033] PERFORMDIVINEPOWER(7.000) `-[N299] (ANIMLOOPCOUNT >= 1.000) |-[A229] TokenCUR -> State52 (DIVINE_LEAVE) `-[N300] (ANIMLOOPTIME >= 999.000) |-[A230] TokenCUR -> State52 (DIVINE_LEAVE) `-[FAIL] } - - - - - - - - - - - - - - - - - - - - State52 (DIVINE_LEAVE) { Flags[0] = 0x00000000 <........ ........ ........ ........> Flags[1] = 0x00000000 <........ ........ ........ ........> iBaseConstant = 852 nBaseConstants = 1 StateConstants: [C852](ID 10) STATEGROUP = 512 (0x00000200) (uint32) Priority = 0 nAnimLayers = 1 iBaseAnimLayer = 52 iLoopControlAnimLayer = 0 AnimLayers: [L052] iBaseNode = 301 iBaseAction = 231 iBasePropertyParam = 40 NodeTree: [N301] (STATETIME = 0.000) |-[A231] TokenCUR -> State1 (ACTIONSWITCH) | `-[E034] CONSUMEDIVINEPOWER `-[FAIL] } - - - - - - - - - - - - - - - - - - - - State53 (DIVINE_HEALING) { Flags[0] = 0x00000000 <........ ........ ........ ........> Flags[1] = 0x00000000 <........ ........ ........ ........> iBaseConstant = 853 nBaseConstants = 9 StateConstants: [C861](ID 10) STATEGROUP = 512 (0x00000200) (uint32) Priority = 0 nAnimLayers = 1 iBaseAnimLayer = 53 iLoopControlAnimLayer = 0 AnimLayers: [L053] iBaseNode = 302 iBaseAction = 232 iBasePropertyParam = 45 NodeTree: [N302] (STATETIME = 0.000) |-[A232] | `-[E035] PERFORMDIVINEPOWER(1.000) `-[N303] (ANIMLOOPTIME = 0.600) |-[A233] | `-[E036] PERFORMDIVINEPOWER(2.000) `-[N304] (ANIMLOOPTIME = 2.100) |-[A234] | `-[E037] PERFORMDIVINEPOWER(3.000) `-[N305] (ANIMLOOPTIME = -1.100) |-[A235] | `-[E038] PERFORMDIVINEPOWER(4.000) `-[N306] (ANIMLOOPTIME >= 3.200) |-[A236] TokenCUR -> State52 (DIVINE_LEAVE) | `-[E039] PERFORMDIVINEPOWER(5.000) `-[FAIL] } - - - - - - - - - - - - - - - - - - - - State54 (DIVINE_AURA) { Flags[0] = 0x00000000 <........ ........ ........ ........> Flags[1] = 0x00000000 <........ ........ ........ ........> iBaseConstant = 862 nBaseConstants = 9 StateConstants: [C870](ID 10) STATEGROUP = 512 (0x00000200) (uint32) Priority = 0 nAnimLayers = 1 iBaseAnimLayer = 54 iLoopControlAnimLayer = 0 AnimLayers: [L054] iBaseNode = 307 iBaseAction = 237 iBasePropertyParam = 50 NodeTree: [N307] (STATETIME = 0.000) |-[A237] | `-[E040] PERFORMDIVINEPOWER(1.000) `-[N308] (ANIMLOOPTIME = 0.900) |-[A238] | `-[E041] PERFORMDIVINEPOWER(2.000) `-[N309] (ANIMLOOPTIME = 1.650) |-[A239] | `-[E042] PERFORMDIVINEPOWER(3.000) `-[N310] (ANIMLOOPTIME = -1.100) |-[A240] | `-[E043] PERFORMDIVINEPOWER(4.000) `-[N311] (ANIMLOOPTIME >= 2.700) |-[A241] TokenCUR -> State52 (DIVINE_LEAVE) | `-[E044] PERFORMDIVINEPOWER(5.000) `-[FAIL] } - - - - - - - - - - - - - - - - - - - - State55 (DIVINE_SHOCKWAVE) { Flags[0] = 0x00000000 <........ ........ ........ ........> Flags[1] = 0x00000000 <........ ........ ........ ........> iBaseConstant = 871 nBaseConstants = 9 StateConstants: [C879](ID 10) STATEGROUP = 512 (0x00000200) (uint32) Priority = 0 nAnimLayers = 1 iBaseAnimLayer = 55 iLoopControlAnimLayer = 0 AnimLayers: [L055] iBaseNode = 312 iBaseAction = 242 iBasePropertyParam = 55 NodeTree: [N312] (STATETIME = 0.000) |-[A242] | `-[E045] PERFORMDIVINEPOWER(1.000) `-[N313] (ANIMLOOPTIME = 0.650) |-[A243] | `-[E046] PERFORMDIVINEPOWER(2.000) `-[N314] (ANIMLOOPTIME = 1.500) |-[A244] | `-[E047] PERFORMDIVINEPOWER(3.000) `-[N315] (ANIMLOOPTIME = -1.100) |-[A245] | `-[E048] PERFORMDIVINEPOWER(4.000) `-[N316] (ANIMLOOPTIME >= 2.700) |-[A246] TokenCUR -> State52 (DIVINE_LEAVE) | `-[E049] PERFORMDIVINEPOWER(5.000) `-[FAIL] } - - - - - - - - - - - - - - - - - - - - State56 (DIVINE_BOLTS) { Flags[0] = 0x00000000 <........ ........ ........ ........> Flags[1] = 0x00000000 <........ ........ ........ ........> iBaseConstant = 880 nBaseConstants = 9 StateConstants: [C888](ID 10) STATEGROUP = 512 (0x00000200) (uint32) Priority = 0 nAnimLayers = 1 iBaseAnimLayer = 56 iLoopControlAnimLayer = 0 AnimLayers: [L056] iBaseNode = 317 iBaseAction = 247 iBasePropertyParam = 60 NodeTree: [N317] (STATETIME = 0.000) |-[A247] | `-[E050] PERFORMDIVINEPOWER(1.000) `-[N318] (ANIMLOOPTIME = 0.850) |-[A248] | `-[E051] PERFORMDIVINEPOWER(2.000) `-[N319] (ANIMLOOPTIME = 0.950) |-[A249] | `-[E052] PERFORMDIVINEPOWER(3.000) `-[N320] (ANIMLOOPTIME = -1.100) |-[A250] | `-[E053] PERFORMDIVINEPOWER(4.000) `-[N321] (ANIMLOOPTIME >= 2.500) |-[A251] TokenCUR -> State52 (DIVINE_LEAVE) | `-[E054] PERFORMDIVINEPOWER(5.000) `-[FAIL] } - - - - - - - - - - - - - - - - - - - - State57 (BOW_ENTER) { Flags[0] = 0x00000000 <........ ........ ........ ........> Flags[1] = 0x00000000 <........ ........ ........ ........> iBaseConstant = 889 nBaseConstants = 0 StateConstants: (empty) Priority = 0 nAnimLayers = 1 iBaseAnimLayer = 57 iLoopControlAnimLayer = 0 AnimLayers: [L057] iBaseNode = 322 iBaseAction = 252 iBasePropertyParam = 60 NodeTree: [N322] (BOWHASARROW != 0.000) |-[N323] (ISBOT != 0.000) | |-[A252] TokenCUR -> State64 (BOW3P_ENTER) | `-[N324] (ISBOT = 0.000) | |-[A253] TokenCUR -> State59 (BOW1P_CHARGEDIDLE) | `-[FAIL] `-[FAIL] } - - - - - - - - - - - - - - - - - - - - State58 (BOW1P_LEAVE) { Flags[0] = 0x00000000 <........ ........ ........ ........> Flags[1] = 0x00000000 <........ ........ ........ ........> iBaseConstant = 889 nBaseConstants = 4 StateConstants: [C889](ID 12) VIEWMODE = 1 (0x00000001) (uint32) [C890](ID 10) STATEGROUP = 1024 (0x00000400) (uint32) [C891](ID 81) RIGHTSLOT = 2 (0x00000002) (uint32) [C892](ID 80) LEFTSLOT = -8.000 (fp4) Priority = 0 nAnimLayers = 1 iBaseAnimLayer = 58 iLoopControlAnimLayer = 0 AnimLayers: [L058] iBaseNode = 325 iBaseAction = 254 iBasePropertyParam = 60 NodeTree: [N325] (ANIMLOOPCOUNT >= 1.000) |-[A254] TokenCUR -> State1 (ACTIONSWITCH) `-[N326] (ACTION != 3.000) |-[A255] TokenCUR -> State1 (ACTIONSWITCH) `-[FAIL] } - - - - - - - - - - - - - - - - - - - - State59 (BOW1P_CHARGEDIDLE) { Flags[0] = 0x00000000 <........ ........ ........ ........> Flags[1] = 0x00000000 <........ ........ ........ ........> iBaseConstant = 893 nBaseConstants = 4 StateConstants: [C893](ID 12) VIEWMODE = 1 (0x00000001) (uint32) [C894](ID 10) STATEGROUP = 1024 (0x00000400) (uint32) [C895](ID 81) RIGHTSLOT = 2 (0x00000002) (uint32) [C896](ID 80) LEFTSLOT = -8.000 (fp4) Priority = 0 nAnimLayers = 1 iBaseAnimLayer = 59 iLoopControlAnimLayer = 0 AnimLayers: [L059] iBaseNode = 327 iBaseAction = 256 iBasePropertyParam = 60 NodeTree: [N327] (BOWFIREARROW != 0.000) |-[N328] (BOWHASARROW != 0.000) | |-[A256] TokenCUR -> State60 (BOW1P_SHOOTNRELOAD) | `-[N329] (ACTION != 3.000) | |-[A258] TokenCUR -> State58 (BOW1P_LEAVE) | `-[FAIL] `-[N329] (ACTION != 3.000) |-[A258] TokenCUR -> State58 (BOW1P_LEAVE) `-[FAIL] } - - - - - - - - - - - - - - - - - - - - State60 (BOW1P_SHOOTNRELOAD) { Flags[0] = 0x00000000 <........ ........ ........ ........> Flags[1] = 0x00000000 <........ ........ ........ ........> iBaseConstant = 897 nBaseConstants = 4 StateConstants: [C897](ID 12) VIEWMODE = 1 (0x00000001) (uint32) [C898](ID 10) STATEGROUP = 1024 (0x00000400) (uint32) [C899](ID 81) RIGHTSLOT = 2 (0x00000002) (uint32) [C900](ID 80) LEFTSLOT = -8.000 (fp4) Priority = 0 nAnimLayers = 1 iBaseAnimLayer = 60 iLoopControlAnimLayer = 0 AnimLayers: [L060] iBaseNode = 330 iBaseAction = 259 iBasePropertyParam = 61 NodeTree: [N330] (STATETIME = 0.000) |-[A259] | `-[E055] ACTIVATEITEM(13568.000) `-[N331] (ANIMLOOPCOUNT >= 1.000) |-[A260] TokenCUR -> State59 (BOW1P_CHARGEDIDLE) `-[N332] (ACTION != 3.000) |-[A261] TokenCUR -> State58 (BOW1P_LEAVE) `-[FAIL] } - - - - - - - - - - - - - - - - - - - - State61 (BOW1P_SHOOTNRELAX) { Flags[0] = 0x00000000 <........ ........ ........ ........> Flags[1] = 0x00000000 <........ ........ ........ ........> iBaseConstant = 901 nBaseConstants = 4 StateConstants: [C901](ID 12) VIEWMODE = 1 (0x00000001) (uint32) [C902](ID 10) STATEGROUP = 1024 (0x00000400) (uint32) [C903](ID 81) RIGHTSLOT = 2 (0x00000002) (uint32) [C904](ID 80) LEFTSLOT = -8.000 (fp4) Priority = 0 nAnimLayers = 1 iBaseAnimLayer = 61 iLoopControlAnimLayer = 0 AnimLayers: [L061] iBaseNode = 333 iBaseAction = 262 iBasePropertyParam = 62 NodeTree: [N333] (STATETIME = 0.000) |-[A262] | `-[E056] ACTIVATEITEM(13568.000) `-[N334] (ANIMLOOPCOUNT >= 1.000) |-[A263] TokenCUR -> State58 (BOW1P_LEAVE) `-[N335] (ACTION != 3.000) |-[A264] TokenCUR -> State58 (BOW1P_LEAVE) `-[FAIL] } - - - - - - - - - - - - - - - - - - - - State62 (RESPONSE_HURTBOW1P) { Flags[0] = 0x00000000 <........ ........ ........ ........> Flags[1] = 0x00000000 <........ ........ ........ ........> iBaseConstant = 905 nBaseConstants = 8 StateConstants: [C909](ID 10) STATEGROUP = 1180672 (0x00120400) (uint32) [C910](ID 12) VIEWMODE = 1 (0x00000001) (uint32) [C911](ID 81) RIGHTSLOT = 2 (0x00000002) (uint32) [C912](ID 80) LEFTSLOT = -8.000 (fp4) Priority = 0 nAnimLayers = 1 iBaseAnimLayer = 62 iLoopControlAnimLayer = 0 AnimLayers: [L062] iBaseNode = 336 iBaseAction = 265 iBasePropertyParam = 62 NodeTree: [N336] (ANIMLOOPCOUNT >= 1.000) |-[A265] TokenCUR -> State59 (BOW1P_CHARGEDIDLE) `-[FAIL] } - - - - - - - - - - - - - - - - - - - - State63 (RESPONSE_DEATHBOW1P) { Flags[0] = 0x00000000 <........ ........ ........ ........> Flags[1] = 0x00000000 <........ ........ ........ ........> iBaseConstant = 913 nBaseConstants = 8 StateConstants: [C917](ID 10) STATEGROUP = 1310720 (0x00140000) (uint32) [C918](ID 81) RIGHTSLOT = -7.000 (fp4) [C919](ID 80) LEFTSLOT = -7.000 (fp4) Priority = 0 nAnimLayers = 1 iBaseAnimLayer = 63 iLoopControlAnimLayer = 0 AnimLayers: [L063] iBaseNode = 337 iBaseAction = 266 iBasePropertyParam = 63 NodeTree: [N337] (STATETIME = 0.000) |-[A266] | `-[E057] SELECTWEAPON(4.000) `-[N338] (ISDEAD = 0.000) |-[N339] (ANIMLOOPTIME >= 0.500) | |-[A267] | | `-[E058] SETDEADPHYS | `-[N340] (ANIMLOOPCOUNT >= 1.000) | |-[A268] | | `-[E058] SETDEADPHYS | `-[FAIL] `-[FAIL] } - - - - - - - - - - - - - - - - - - - - State64 (BOW3P_ENTER) { Flags[0] = 0x00000000 <........ ........ ........ ........> Flags[1] = 0x00000000 <........ ........ ........ ........> iBaseConstant = 921 nBaseConstants = 5 StateConstants: [C921](ID 81) RIGHTSLOT = 0 (0x00000000) (uint32) [C922](ID 80) LEFTSLOT = 1 (0x00000001) (uint32) [C923](ID 12) VIEWMODE = 0 (0x00000000) (uint32) [C924](ID 10) STATEGROUP = 2048 (0x00000800) (uint32) [C925](ID 13) POINTOFINTEREST = 2 (0x00000002) (uint32) Priority = 0 nAnimLayers = 1 iBaseAnimLayer = 64 iLoopControlAnimLayer = 0 AnimLayers: [L064] iBaseNode = 341 iBaseAction = 269 iBasePropertyParam = 63 NodeTree: [N341] (ANIMLOOPTIME >= 0.750) |-[A269] TokenCUR -> State65 (BOW3P_WIELDBOW) `-[N342] (ANIMLOOPCOUNT >= 1.000) |-[A270] TokenCUR -> State65 (BOW3P_WIELDBOW) `-[FAIL] } - - - - - - - - - - - - - - - - - - - - State65 (BOW3P_WIELDBOW) { Flags[0] = 0x00000000 <........ ........ ........ ........> Flags[1] = 0x00000000 <........ ........ ........ ........> iBaseConstant = 926 nBaseConstants = 5 StateConstants: [C926](ID 81) RIGHTSLOT = 0 (0x00000000) (uint32) [C927](ID 80) LEFTSLOT = 3 (0x00000003) (uint32) [C928](ID 12) VIEWMODE = 0 (0x00000000) (uint32) [C929](ID 10) STATEGROUP = 2048 (0x00000800) (uint32) [C930](ID 13) POINTOFINTEREST = 2 (0x00000002) (uint32) Priority = 0 nAnimLayers = 1 iBaseAnimLayer = 65 iLoopControlAnimLayer = 0 AnimLayers: [L065] iBaseNode = 343 iBaseAction = 271 iBasePropertyParam = 63 NodeTree: [N343] (ANIMLOOPTIME >= 1.100) |-[A271] TokenCUR -> State66 (BOW3P_UNWIELDWEAPON) `-[N344] (ANIMLOOPCOUNT >= 1.000) |-[A272] TokenCUR -> State66 (BOW3P_UNWIELDWEAPON) `-[FAIL] } - - - - - - - - - - - - - - - - - - - - State66 (BOW3P_UNWIELDWEAPON) { Flags[0] = 0x00000000 <........ ........ ........ ........> Flags[1] = 0x00000000 <........ ........ ........ ........> iBaseConstant = 931 nBaseConstants = 5 StateConstants: [C931](ID 81) RIGHTSLOT = -8.000 (fp4) [C932](ID 80) LEFTSLOT = 3 (0x00000003) (uint32) [C933](ID 12) VIEWMODE = 0 (0x00000000) (uint32) [C934](ID 10) STATEGROUP = 2048 (0x00000800) (uint32) [C935](ID 13) POINTOFINTEREST = 2 (0x00000002) (uint32) Priority = 0 nAnimLayers = 1 iBaseAnimLayer = 66 iLoopControlAnimLayer = 0 AnimLayers: [L066] iBaseNode = 345 iBaseAction = 273 iBasePropertyParam = 63 NodeTree: [N345] (ANIMLOOPTIME >= 1.500) |-[A273] TokenCUR -> State67 (BOW3P_WIELDAMMO) `-[N346] (ANIMLOOPCOUNT >= 1.000) |-[A274] TokenCUR -> State67 (BOW3P_WIELDAMMO) `-[FAIL] } - - - - - - - - - - - - - - - - - - - - State67 (BOW3P_WIELDAMMO) { Flags[0] = 0x00000000 <........ ........ ........ ........> Flags[1] = 0x00000000 <........ ........ ........ ........> iBaseConstant = 936 nBaseConstants = 5 StateConstants: [C936](ID 81) RIGHTSLOT = 2 (0x00000002) (uint32) [C937](ID 80) LEFTSLOT = 3 (0x00000003) (uint32) [C938](ID 12) VIEWMODE = 0 (0x00000000) (uint32) [C939](ID 10) STATEGROUP = 2048 (0x00000800) (uint32) [C940](ID 13) POINTOFINTEREST = 2 (0x00000002) (uint32) Priority = 0 nAnimLayers = 1 iBaseAnimLayer = 67 iLoopControlAnimLayer = 0 AnimLayers: [L067] iBaseNode = 347 iBaseAction = 275 iBasePropertyParam = 63 NodeTree: [N347] (ANIMLOOPCOUNT >= 1.000) |-[A275] TokenCUR -> State68 (BOW3P_CHARGE_ARROW) `-[FAIL] } - - - - - - - - - - - - - - - - - - - - State68 (BOW3P_CHARGE_ARROW) { Flags[0] = 0x00000000 <........ ........ ........ ........> Flags[1] = 0x00000000 <........ ........ ........ ........> iBaseConstant = 941 nBaseConstants = 5 StateConstants: [C941](ID 12) VIEWMODE = 0 (0x00000000) (uint32) [C942](ID 10) STATEGROUP = 2048 (0x00000800) (uint32) [C943](ID 13) POINTOFINTEREST = 2 (0x00000002) (uint32) [C944](ID 81) RIGHTSLOT = 2 (0x00000002) (uint32) [C945](ID 80) LEFTSLOT = 3 (0x00000003) (uint32) Priority = 0 nAnimLayers = 1 iBaseAnimLayer = 68 iLoopControlAnimLayer = 0 AnimLayers: [L068] iBaseNode = 348 iBaseAction = 276 iBasePropertyParam = 63 NodeTree: [N348] (ANIMLOOPCOUNT >= 1.000) |-[A276] TokenCUR -> State74 (BOW3P_CHARGEDIDLE) `-[N349] (ACTION != 3.000) |-[N350] (ANIMLOOPCOUNT < 0.200) | |-[A277] TokenCUR -> State69 (BOW3P_LEAVE) | `-[FAIL] `-[FAIL] } - - - - - - - - - - - - - - - - - - - - State69 (BOW3P_LEAVE) { Flags[0] = 0x00000000 <........ ........ ........ ........> Flags[1] = 0x00000000 <........ ........ ........ ........> iBaseConstant = 946 nBaseConstants = 5 StateConstants: [C946](ID 12) VIEWMODE = 0 (0x00000000) (uint32) [C947](ID 10) STATEGROUP = 2048 (0x00000800) (uint32) [C948](ID 13) POINTOFINTEREST = 2 (0x00000002) (uint32) [C949](ID 81) RIGHTSLOT = 2 (0x00000002) (uint32) [C950](ID 80) LEFTSLOT = 3 (0x00000003) (uint32) Priority = 0 nAnimLayers = 1 iBaseAnimLayer = 69 iLoopControlAnimLayer = 0 AnimLayers: [L069] iBaseNode = 351 iBaseAction = 278 iBasePropertyParam = 63 NodeTree: [N351] (ANIMLOOPTIME >= 0.850) |-[A278] TokenCUR -> State70 (BOW3P_WIELDWEAPON) `-[N352] (ANIMLOOPCOUNT >= 1.000) |-[A279] TokenCUR -> State70 (BOW3P_WIELDWEAPON) `-[FAIL] } - - - - - - - - - - - - - - - - - - - - State70 (BOW3P_WIELDWEAPON) { Flags[0] = 0x00000000 <........ ........ ........ ........> Flags[1] = 0x00000000 <........ ........ ........ ........> iBaseConstant = 951 nBaseConstants = 5 StateConstants: [C951](ID 81) RIGHTSLOT = 0 (0x00000000) (uint32) [C952](ID 80) LEFTSLOT = 3 (0x00000003) (uint32) [C953](ID 10) STATEGROUP = 16 (0x00000010) (uint32) [C954](ID 12) VIEWMODE = 0 (0x00000000) (uint32) [C955](ID 13) POINTOFINTEREST = 2 (0x00000002) (uint32) Priority = 0 nAnimLayers = 1 iBaseAnimLayer = 70 iLoopControlAnimLayer = 0 AnimLayers: [L070] iBaseNode = 353 iBaseAction = 280 iBasePropertyParam = 63 NodeTree: [N353] (ANIMLOOPTIME >= 1.600) |-[A280] TokenCUR -> State71 (BOW3P_WIELDSHIELD) `-[N354] (ANIMLOOPCOUNT >= 1.000) |-[A281] TokenCUR -> State71 (BOW3P_WIELDSHIELD) `-[FAIL] } - - - - - - - - - - - - - - - - - - - - State71 (BOW3P_WIELDSHIELD) { Flags[0] = 0x00000000 <........ ........ ........ ........> Flags[1] = 0x00000000 <........ ........ ........ ........> iBaseConstant = 956 nBaseConstants = 5 StateConstants: [C956](ID 81) RIGHTSLOT = 0 (0x00000000) (uint32) [C957](ID 80) LEFTSLOT = 1 (0x00000001) (uint32) [C958](ID 10) STATEGROUP = 16 (0x00000010) (uint32) [C959](ID 12) VIEWMODE = 0 (0x00000000) (uint32) [C960](ID 13) POINTOFINTEREST = 2 (0x00000002) (uint32) Priority = 0 nAnimLayers = 1 iBaseAnimLayer = 71 iLoopControlAnimLayer = 0 AnimLayers: [L071] iBaseNode = 355 iBaseAction = 282 iBasePropertyParam = 63 NodeTree: [N355] (ANIMLOOPCOUNT >= 1.000) |-[A282] TokenCUR -> State1 (ACTIONSWITCH) `-[FAIL] } - - - - - - - - - - - - - - - - - - - - State72 (BOW3P_SHOOT) { Flags[0] = 0x00000000 <........ ........ ........ ........> Flags[1] = 0x00000000 <........ ........ ........ ........> iBaseConstant = 961 nBaseConstants = 5 StateConstants: [C961](ID 81) RIGHTSLOT = -8.000 (fp4) [C962](ID 12) VIEWMODE = 0 (0x00000000) (uint32) [C963](ID 10) STATEGROUP = 2048 (0x00000800) (uint32) [C964](ID 13) POINTOFINTEREST = 2 (0x00000002) (uint32) [C965](ID 80) LEFTSLOT = 3 (0x00000003) (uint32) Priority = 0 nAnimLayers = 1 iBaseAnimLayer = 72 iLoopControlAnimLayer = 0 AnimLayers: [L072] iBaseNode = 356 iBaseAction = 283 iBasePropertyParam = 64 NodeTree: [N356] (STATETIME = 0.000) |-[A283] | `-[E059] ACTIVATEITEM(13568.000) `-[N357] (ANIMLOOPTIME >= 0.900) |-[A284] TokenCUR -> State73 (BOW3P_RELOAD) `-[N358] (ANIMLOOPCOUNT >= 1.000) |-[A285] TokenCUR -> State73 (BOW3P_RELOAD) `-[FAIL] } - - - - - - - - - - - - - - - - - - - - State73 (BOW3P_RELOAD) { Flags[0] = 0x00000000 <........ ........ ........ ........> Flags[1] = 0x00000000 <........ ........ ........ ........> iBaseConstant = 966 nBaseConstants = 5 StateConstants: [C966](ID 12) VIEWMODE = 0 (0x00000000) (uint32) [C967](ID 10) STATEGROUP = 2048 (0x00000800) (uint32) [C968](ID 13) POINTOFINTEREST = 2 (0x00000002) (uint32) [C969](ID 81) RIGHTSLOT = 2 (0x00000002) (uint32) [C970](ID 80) LEFTSLOT = 3 (0x00000003) (uint32) Priority = 0 nAnimLayers = 1 iBaseAnimLayer = 73 iLoopControlAnimLayer = 0 AnimLayers: [L073] iBaseNode = 359 iBaseAction = 286 iBasePropertyParam = 64 NodeTree: [N359] (ANIMLOOPCOUNT >= 1.000) |-[N360] (ACTION != 3.000) | |-[A286] TokenCUR -> State69 (BOW3P_LEAVE) | `-[A287] TokenCUR -> State68 (BOW3P_CHARGE_ARROW) `-[FAIL] } - - - - - - - - - - - - - - - - - - - - State74 (BOW3P_CHARGEDIDLE) { Flags[0] = 0x00000000 <........ ........ ........ ........> Flags[1] = 0x00000000 <........ ........ ........ ........> iBaseConstant = 971 nBaseConstants = 5 StateConstants: [C971](ID 12) VIEWMODE = 0 (0x00000000) (uint32) [C972](ID 10) STATEGROUP = 2048 (0x00000800) (uint32) [C973](ID 13) POINTOFINTEREST = 2 (0x00000002) (uint32) [C974](ID 81) RIGHTSLOT = 2 (0x00000002) (uint32) [C975](ID 80) LEFTSLOT = 3 (0x00000003) (uint32) Priority = 0 nAnimLayers = 1 iBaseAnimLayer = 74 iLoopControlAnimLayer = 0 AnimLayers: [L074] iBaseNode = 361 iBaseAction = 288 iBasePropertyParam = 64 NodeTree: [N361] (BOWFIREARROW != 0.000) |-[N362] (BOWHASARROW != 0.000) | |-[A288] TokenCUR -> State72 (BOW3P_SHOOT) | `-[N363] (ACTION != 3.000) | |-[A289] TokenCUR -> State69 (BOW3P_LEAVE) | `-[FAIL] `-[N363] (ACTION != 3.000) |-[A289] TokenCUR -> State69 (BOW3P_LEAVE) `-[FAIL] } - - - - - - - - - - - - - - - - - - - - State75 (RESPONSE_TRIGGER) { Flags[0] = 0x00000000 <........ ........ ........ ........> Flags[1] = 0x00000000 <........ ........ ........ ........> iBaseConstant = 976 nBaseConstants = 0 StateConstants: (empty) Priority = 0 nAnimLayers = 1 iBaseAnimLayer = 75 iLoopControlAnimLayer = 0 AnimLayers: [L075] iBaseNode = 364 iBaseAction = 290 iBasePropertyParam = 64 NodeTree: [N364] (RESPONSE != -1.000) |-[A290] TokenCUR -> State80 (RESPONSE_SWITCH) | `-[E060] SAVESTATEGROUP `-[FAIL] } - - - - - - - - - - - - - - - - - - - - State76 (KNOCKEDKNEE_GETUP) { Flags[0] = 0x00000000 <........ ........ ........ ........> Flags[1] = 0x00000000 <........ ........ ........ ........> iBaseConstant = 976 nBaseConstants = 10 StateConstants: [C976](ID 10) STATEGROUP = 1576960 (0x00181000) (uint32) [C983](ID 0) ANIMMOVESCALE = 1.000 (fp4) [C984](ID 81) RIGHTSLOT = -7.000 (fp4) [C985](ID 80) LEFTSLOT = -7.000 (fp4) Priority = 0 nAnimLayers = 1 iBaseAnimLayer = 76 iLoopControlAnimLayer = 0 AnimLayers: [L076] iBaseNode = 365 iBaseAction = 291 iBasePropertyParam = 64 NodeTree: [N365] (STATETIME = 0.000) |-[A291] | `-[E061] HEALSELF `-[N366] (SAVEDSTATEGROUP & 2048.000) |-[N367] (ANIMLOOPTIME >= 2.400) | |-[A292] TokenCUR -> State68 (BOW3P_CHARGE_ARROW) | `-[N368] (ANIMLOOPCOUNT >= 1.000) | |-[A293] TokenCUR -> State68 (BOW3P_CHARGE_ARROW) | `-[N369] (ACTION = 1.000) | |-[N370] (ANIMLOOPTIME >= 999.000) | | |-[A294] TokenCUR -> State68 (BOW3P_CHARGE_ARROW) | | `-[FAIL] | `-[FAIL] `-[N371] (ANIMLOOPTIME >= 2.400) |-[A295] TokenCUR -> State0 (FIGHT_ENTER) `-[N372] (ANIMLOOPCOUNT >= 1.000) |-[A296] TokenCUR -> State0 (FIGHT_ENTER) `-[N373] (ACTION = 1.000) |-[N374] (ANIMLOOPTIME >= 999.000) | |-[A297] TokenCUR -> State0 (FIGHT_ENTER) | `-[FAIL] `-[FAIL] } - - - - - - - - - - - - - - - - - - - - State77 (DUMMYRESPONSE) { Flags[0] = 0x00000000 <........ ........ ........ ........> Flags[1] = 0x00000000 <........ ........ ........ ........> iBaseConstant = 986 nBaseConstants = 0 StateConstants: (empty) Priority = 0 nAnimLayers = 1 iBaseAnimLayer = 77 iLoopControlAnimLayer = 0 AnimLayers: [L077] iBaseNode = 375 iBaseAction = 298 iBasePropertyParam = 64 NodeTree: [N375] (STATETIME < -1.000) |-[A298] TokenCUR -> State78 (DUMMY_SPAWNDEAD) `-[FAIL] } - - - - - - - - - - - - - - - - - - - - State78 (DUMMY_SPAWNDEAD) { Flags[0] = 0x00000000 <........ ........ ........ ........> Flags[1] = 0x00000000 <........ ........ ........ ........> iBaseConstant = 986 nBaseConstants = 0 StateConstants: (empty) Priority = 0 nAnimLayers = 1 iBaseAnimLayer = 78 iLoopControlAnimLayer = 0 AnimLayers: [L078] iBaseNode = -1 iBaseAction = 299 iBasePropertyParam = -1 NodeTree: (empty) } - - - - - - - - - - - - - - - - - - - - State79 (RESPONSE_INIT) { Flags[0] = 0x00000000 <........ ........ ........ ........> Flags[1] = 0x00000000 <........ ........ ........ ........> iBaseConstant = 986 nBaseConstants = 0 StateConstants: (empty) Priority = 0 nAnimLayers = 1 iBaseAnimLayer = 79 iLoopControlAnimLayer = 0 AnimLayers: [L079] iBaseNode = 376 iBaseAction = 299 iBasePropertyParam = 388 NodeTree: [N376] (STATETIME >= 0.000) |-[A299] TokenCUR -> State75 (RESPONSE_TRIGGER) | |-[E062] REGISTERRESPONSE(0.000 2064.000 0.000 1179648.000 0.000 0.000 2.000 180.000 0.000) | |-[E063] REGISTERRESPONSE(1.000 2064.000 0.000 1179648.000 -45.000 0.000 2.000 180.000 0.000) | |-[E064] REGISTERRESPONSE(2.000 2064.000 0.000 1179648.000 45.000 0.000 2.000 180.000 0.000) | |-[E065] REGISTERRESPONSE(3.000 2064.000 0.000 1179648.000 0.000 45.000 2.000 180.000 0.000) | |-[E066] REGISTERRESPONSE(4.000 2064.000 0.000 1179648.000 180.000 0.000 2.000 90.000 2.000) | |-[E067] REGISTERRESPONSE(5.000 2064.000 0.000 1179648.000 0.000 0.000 2.000 180.000 1.000) | |-[E068] REGISTERRESPONSE(10.000 -1.000 0.000 1048608.000 0.000 0.000 2.000 0.000 0.000) | |-[E069] REGISTERRESPONSE(11.000 -1.000 0.000 1048608.000 0.000 45.000 2.000 0.000 0.000) | |-[E070] REGISTERRESPONSE(12.000 -1.000 0.000 1048608.000 -90.000 0.000 2.000 0.000 0.000) | |-[E071] REGISTERRESPONSE(13.000 -1.000 0.000 1048608.000 90.000 0.000 2.000 0.000 0.000) | |-[E072] REGISTERRESPONSE(14.000 -1.000 0.000 1048608.000 180.000 0.000 2.000 0.000 0.000) | |-[E073] REGISTERRESPONSE(15.000 -1.000 0.000 1048608.000 0.000 0.000 4100.000 180.000 1.000) | |-[E074] REGISTERRESPONSE(16.000 -1.000 0.000 1048608.000 0.000 0.000 4100.000 180.000 1.000) | |-[E075] REGISTERRESPONSE(20.000 2064.000 0.000 1179648.000 0.000 0.000 2.000 90.000 0.000) | |-[E076] REGISTERRESPONSE(21.000 2064.000 0.000 1179648.000 0.000 0.000 4100.000 90.000 0.000) | |-[E077] REGISTERRESPONSE(40.000 -1.000 0.000 1581056.000 0.000 0.000 2.000 180.000 0.000) | |-[E078] REGISTERRESPONSE(41.000 -1.000 0.000 1576960.000 0.000 0.000 2.000 180.000 0.000) | |-[E079] REGISTERRESPONSE(30.000 -1.000 12288.000 1310720.000 0.000 0.000 2.000 90.000 0.000) | |-[E080] REGISTERRESPONSE(31.000 -1.000 12288.000 1310720.000 180.000 0.000 2.000 90.000 0.000) | |-[E081] REGISTERRESPONSE(32.000 -1.000 12288.000 1310720.000 0.000 -50.000 2.000 90.000 0.000) | |-[E082] REGISTERRESPONSE(50.000 1581056.000 0.000 1318912.000 0.000 0.000 2.000 0.000 0.000) | |-[E083] REGISTERRESPONSE(51.000 1576960.000 0.000 1314816.000 180.000 0.000 2.000 90.000 1.000) | |-[E084] REGISTERRESPONSE(52.000 1576960.000 0.000 1314816.000 0.000 0.000 2.000 90.000 3.000) | |-[E085] REGISTERRESPONSE(53.000 1839104.000 0.000 1314816.000 0.000 0.000 2.000 180.000 0.000) | |-[E086] REGISTERRESPONSE(60.000 1024.000 0.000 1179648.000 0.000 0.000 2.000 180.000 0.000) | |-[E087] REGISTERRESPONSE(65.000 1024.000 0.000 1310720.000 0.000 0.000 2.000 180.000 0.000) | |-[E088] REGISTERRESPONSE(70.000 -1.000 0.000 1179648.000 0.000 0.000 2.000 180.000 1.000) | |-[E089] REGISTERRESPONSE(71.000 -1.000 0.000 1179648.000 0.000 0.000 2.000 180.000 1.000) | |-[E090] REGISTERRESPONSE(72.000 -1.000 0.000 1179648.000 0.000 0.000 2.000 180.000 1.000) | |-[E091] REGISTERRESPONSE(73.000 -1.000 0.000 1179648.000 0.000 0.000 2.000 180.000 1.000) | |-[E092] REGISTERRESPONSE(74.000 -1.000 0.000 1179648.000 0.000 0.000 2.000 180.000 1.000) | |-[E093] REGISTERRESPONSE(80.000 -1.000 0.000 1310720.000 0.000 0.000 2.000 180.000 1.000) | |-[E094] REGISTERRESPONSE(100.000 -1.000 0.000 1179648.000 0.000 0.000 2.000 0.000 1.000) | |-[E095] REGISTERRESPONSE(101.000 -1.000 0.000 1179648.000 0.000 0.000 2.000 0.000 1.000) | |-[E096] REGISTERRESPONSE(200.000 -1.000 0.000 1179648.000 -45.000 0.000 2.000 0.000 8.000) | `-[E097] 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 = 986 nBaseConstants = 0 StateConstants: (empty) Priority = 0 nAnimLayers = 1 iBaseAnimLayer = 80 iLoopControlAnimLayer = 0 AnimLayers: [L080] iBaseNode = 377 iBaseAction = 300 iBasePropertyParam = 388 NodeTree: [N377] (STATETIME = 0.000) |-[N378] (RESPONSE >= 0.000) | |-[N379] (RESPONSE < 50.000) | | |-[A300] TokenCUR -> State81 (RESPONSE_SWITCH_0_49) | | `-[A301] TokenCUR -> State82 (RESPONSE_SWITCH_50_200) | `-[A301] TokenCUR -> State82 (RESPONSE_SWITCH_50_200) `-[FAIL] } - - - - - - - - - - - - - - - - - - - - State81 (RESPONSE_SWITCH_0_49) { Flags[0] = 0x00000000 <........ ........ ........ ........> Flags[1] = 0x00000000 <........ ........ ........ ........> iBaseConstant = 986 nBaseConstants = 0 StateConstants: (empty) Priority = 0 nAnimLayers = 1 iBaseAnimLayer = 81 iLoopControlAnimLayer = 0 AnimLayers: [L081] iBaseNode = 380 iBaseAction = 302 iBasePropertyParam = 388 NodeTree: [N380] (CANBLOCK != 0.000) |-[N381] (RESPONSE = 0.000) | |-[A302] Token0 -> State83 (RESPONSE_HURTFRONT) | | `-[E098] CONSUMERESPONSE | `-[N382] (RESPONSE = 1.000) | |-[A304] Token0 -> State84 (RESPONSE_HURTFRONTLFT) | | `-[E100] CONSUMERESPONSE | `-[N383] (RESPONSE = 2.000) | |-[A306] Token0 -> State85 (RESPONSE_HURTFRONTRGT) | | `-[E102] CONSUMERESPONSE | `-[N384] (RESPONSE = 3.000) | |-[A308] Token0 -> State86 (RESPONSE_HURTFRONTABOVE) | | `-[E104] CONSUMERESPONSE | `-[N385] (RESPONSE = 4.000) | |-[A310] Token0 -> State87 (RESPONSE_HURTBACK) | | `-[E106] CONSUMERESPONSE | `-[N386] (RESPONSE = 5.000) | |-[A311] Token0 -> State88 (RESPONSE_HURTARROW) | | `-[E107] CONSUMERESPONSE | `-[N387] (RESPONSE = 10.000) | |-[A312] Token0 -> State122 (RESPONSE_BLOCKFRONT) | | `-[E108] CONSUMERESPONSE | `-[N388] (RESPONSE = 11.000) | |-[A313] Token0 -> State123 (RESPONSE_BLOCKABOVE) | | `-[E109] CONSUMERESPONSE | `-[N389] (RESPONSE = 12.000) | |-[A314] Token0 -> State124 (RESPONSE_BLOCKLFT) | | `-[E110] CONSUMERESPONSE | `-[N390] (RESPONSE = 13.000) | |-[A315] Token0 -> State125 (RESPONSE_BLOCKRGT) | | `-[E111] CONSUMERESPONSE | `-[N391] (RESPONSE = 14.000) | |-[A316] Token0 -> State126 (RESPONSE_BLOCKBACK) | | `-[E112] CONSUMERESPONSE | `-[N392] (RESPONSE = 15.000) | |-[A317] Token0 -> State94 (RESPONSE_BLOCKBREAKERRESPONSE) | | `-[E113] CONSUMERESPONSE | `-[N393] (RESPONSE = 16.000) | |-[A318] Token0 -> State95 (RESPONSE_BLOCKPUSHEDBACK) | | `-[E114] CONSUMERESPONSE | `-[N394] (RESPONSE = 20.000) | |-[A319] Token0 -> State96 (RESPONSE_PUSHEDBWD) | | `-[E115] CONSUMERESPONSE | `-[N395] (RESPONSE = 21.000) | |-[A320] Token0 -> State97 (RESPONSE_PUSHEDBWDFAR) | | `-[E116] CONSUMERESPONSE | `-[N396] (RESPONSE = 40.000) | |-[A321] Token0 -> State101 (RESPONSE_KNOCKEDGROUND) | | `-[E117] CONSUMERESPONSE | `-[N397] (RESPONSE = 41.000) | |-[A322] Token0 -> State102 (RESPONSE_KNOCKEDKNEE) | | `-[E118] CONSUMERESPONSE | `-[N398] (RESPONSE = 30.000) | |-[A323] Token0 -> State98 (RESPONSE_DEATHBWD) | | `-[E119] CONSUMERESPONSE | `-[N399] (RESPONSE = 31.000) | |-[A324] Token0 -> State99 (RESPONSE_DEATHFWD) | | `-[E120] CONSUMERESPONSE | `-[N400] (RESPONSE = 32.000) | |-[A325] Token0 -> State100 (RESPONSE_DEATHBWDFLIP) | | `-[E121] CONSUMERESPONSE | `-[N401] (STATETIME >= 0.000) | |-[A326] TokenCUR -> State75 (RESPONSE_TRIGGER) | | `-[E122] CONSUMERESPONSE | `-[FAIL] `-[N402] (RESPONSE = 0.000) |-[A303] Token0 -> State118 (RESPONSE_NOBLOCKHURTFRONT) | `-[E099] CONSUMERESPONSE `-[N403] (RESPONSE = 1.000) |-[A305] Token0 -> State119 (RESPONSE_NOBLOCKHURTFRONTLFT) | `-[E101] CONSUMERESPONSE `-[N404] (RESPONSE = 2.000) |-[A307] Token0 -> State120 (RESPONSE_NOBLOCKHURTFRONTRGT) | `-[E103] CONSUMERESPONSE `-[N405] (RESPONSE = 3.000) |-[A309] Token0 -> State121 (RESPONSE_NOBLOCKHURTFRONTABOVE) | `-[E105] CONSUMERESPONSE `-[N385] (RESPONSE = 4.000) |-[A310] Token0 -> State87 (RESPONSE_HURTBACK) | `-[E106] CONSUMERESPONSE `-[N386] (RESPONSE = 5.000) |-[A311] Token0 -> State88 (RESPONSE_HURTARROW) | `-[E107] CONSUMERESPONSE `-[N387] (RESPONSE = 10.000) |-[A312] Token0 -> State122 (RESPONSE_BLOCKFRONT) | `-[E108] CONSUMERESPONSE `-[N388] (RESPONSE = 11.000) |-[A313] Token0 -> State123 (RESPONSE_BLOCKABOVE) | `-[E109] CONSUMERESPONSE `-[N389] (RESPONSE = 12.000) |-[A314] Token0 -> State124 (RESPONSE_BLOCKLFT) | `-[E110] CONSUMERESPONSE `-[N390] (RESPONSE = 13.000) |-[A315] Token0 -> State125 (RESPONSE_BLOCKRGT) | `-[E111] CONSUMERESPONSE `-[N391] (RESPONSE = 14.000) |-[A316] Token0 -> State126 (RESPONSE_BLOCKBACK) | `-[E112] CONSUMERESPONSE `-[N392] (RESPONSE = 15.000) |-[A317] Token0 -> State94 (RESPONSE_BLOCKBREAKERRESPONSE) | `-[E113] CONSUMERESPONSE `-[N393] (RESPONSE = 16.000) |-[A318] Token0 -> State95 (RESPONSE_BLOCKPUSHEDBACK) | `-[E114] CONSUMERESPONSE `-[N394] (RESPONSE = 20.000) |-[A319] Token0 -> State96 (RESPONSE_PUSHEDBWD) | `-[E115] CONSUMERESPONSE `-[N395] (RESPONSE = 21.000) |-[A320] Token0 -> State97 (RESPONSE_PUSHEDBWDFAR) | `-[E116] CONSUMERESPONSE `-[N396] (RESPONSE = 40.000) |-[A321] Token0 -> State101 (RESPONSE_KNOCKEDGROUND) | `-[E117] CONSUMERESPONSE `-[N397] (RESPONSE = 41.000) |-[A322] Token0 -> State102 (RESPONSE_KNOCKEDKNEE) | `-[E118] CONSUMERESPONSE `-[N398] (RESPONSE = 30.000) |-[A323] Token0 -> State98 (RESPONSE_DEATHBWD) | `-[E119] CONSUMERESPONSE `-[N399] (RESPONSE = 31.000) |-[A324] Token0 -> State99 (RESPONSE_DEATHFWD) | `-[E120] CONSUMERESPONSE `-[N400] (RESPONSE = 32.000) |-[A325] Token0 -> State100 (RESPONSE_DEATHBWDFLIP) | `-[E121] CONSUMERESPONSE `-[N401] (STATETIME >= 0.000) |-[A326] TokenCUR -> State75 (RESPONSE_TRIGGER) | `-[E122] CONSUMERESPONSE `-[FAIL] } - - - - - - - - - - - - - - - - - - - - State82 (RESPONSE_SWITCH_50_200) { Flags[0] = 0x00000000 <........ ........ ........ ........> Flags[1] = 0x00000000 <........ ........ ........ ........> iBaseConstant = 986 nBaseConstants = 0 StateConstants: (empty) Priority = 0 nAnimLayers = 1 iBaseAnimLayer = 82 iLoopControlAnimLayer = 0 AnimLayers: [L082] iBaseNode = 406 iBaseAction = 327 iBasePropertyParam = 388 NodeTree: [N406] (RESPONSE = 50.000) |-[A327] Token0 -> State103 (RESPONSE_FINISHEDGROUND) | `-[E123] CONSUMERESPONSE `-[N407] (RESPONSE = 51.000) |-[A328] Token0 -> State104 (RESPONSE_FINISHEDKNEEFWD) | `-[E124] CONSUMERESPONSE `-[N408] (RESPONSE = 52.000) |-[A329] Token0 -> State105 (RESPONSE_FINISHEDKNEEBWD) | `-[E125] CONSUMERESPONSE `-[N409] (RESPONSE = 53.000) |-[A330] Token0 -> State106 (RESPONSE_FINISHEDKNEESLASH) | `-[E126] CONSUMERESPONSE `-[N410] (RESPONSE = 60.000) |-[A331] Token0 -> State62 (RESPONSE_HURTBOW1P) | `-[E127] CONSUMERESPONSE `-[N411] (RESPONSE = 65.000) |-[A332] Token0 -> State63 (RESPONSE_DEATHBOW1P) | `-[E128] CONSUMERESPONSE `-[N412] (RESPONSE = 70.000) |-[A333] Token0 -> State107 (RESPONSE_HURTSPECIAL0) | `-[E129] CONSUMERESPONSE `-[N413] (RESPONSE = 71.000) |-[A334] Token0 -> State108 (RESPONSE_HURTSPECIAL1) | `-[E130] CONSUMERESPONSE `-[N414] (RESPONSE = 72.000) |-[A335] Token0 -> State109 (RESPONSE_HURTSPECIAL2) | `-[E131] CONSUMERESPONSE `-[N415] (RESPONSE = 73.000) |-[A336] Token0 -> State110 (RESPONSE_HURTSPECIAL3) | `-[E132] CONSUMERESPONSE `-[N416] (RESPONSE = 74.000) |-[A337] Token0 -> State111 (RESPONSE_HURTSPECIAL3END) | `-[E133] CONSUMERESPONSE `-[N417] (RESPONSE = 80.000) |-[A338] Token0 -> State112 (RESPONSE_DEATHSPECIAL3END) | `-[E134] CONSUMERESPONSE `-[N418] (RESPONSE = 100.000) |-[A339] Token0 -> State114 (RESPONSE_KNEED) | `-[E135] CONSUMERESPONSE `-[N419] (RESPONSE = 101.000) |-[A340] Token0 -> State115 (RESPONSE_ENTANGLED) | `-[E136] CONSUMERESPONSE `-[N420] (RESPONSE = 200.000) |-[A341] Token3 -> State116 (RESPONSE_PARTIAL_HURTLEFT) | `-[E137] CONSUMERESPONSE `-[N421] (RESPONSE = 201.000) |-[A342] Token3 -> State117 (RESPONSE_PARTIAL_HURTRIGHT) | `-[E138] CONSUMERESPONSE `-[N422] (STATETIME >= 0.000) |-[A343] TokenCUR -> State75 (RESPONSE_TRIGGER) | `-[E139] CONSUMERESPONSE `-[FAIL] } - - - - - - - - - - - - - - - - - - - - State83 (RESPONSE_HURTFRONT) { Flags[0] = 0x00000000 <........ ........ ........ ........> Flags[1] = 0x00000000 <........ ........ ........ ........> iBaseConstant = 986 nBaseConstants = 12 StateConstants: [C991](ID 0) ANIMMOVESCALE = 1.000 (fp4) [C992](ID 18) RESPONSEIMMUNE_STARTTIME = 999 (0x000003E7) (uint32) [C993](ID 19) RESPONSEIMMUNE_ENDTIME = 999 (0x000003E7) (uint32) [C994](ID 10) STATEGROUP = 1179664 (0x00120010) (uint32) [C996](ID 81) RIGHTSLOT = -7.000 (fp4) [C997](ID 80) LEFTSLOT = -7.000 (fp4) Priority = 0 nAnimLayers = 1 iBaseAnimLayer = 83 iLoopControlAnimLayer = 0 AnimLayers: [L083] iBaseNode = 423 iBaseAction = 344 iBasePropertyParam = 388 NodeTree: [N423] (SAVEDSTATEGROUP & 2048.000) |-[N424] (ANIMLOOPTIME >= 1.000) | |-[A344] TokenCUR -> State68 (BOW3P_CHARGE_ARROW) | `-[N425] (ANIMLOOPCOUNT >= 1.000) | |-[A345] TokenCUR -> State68 (BOW3P_CHARGE_ARROW) | `-[N426] (ACTION = 1.000) | |-[N427] (ANIMLOOPTIME >= 999.000) | | |-[A346] TokenCUR -> State68 (BOW3P_CHARGE_ARROW) | | `-[FAIL] | `-[FAIL] `-[N428] (ANIMLOOPTIME >= 1.000) |-[A347] TokenCUR -> State0 (FIGHT_ENTER) `-[N429] (ANIMLOOPCOUNT >= 1.000) |-[A348] TokenCUR -> State0 (FIGHT_ENTER) `-[N430] (ACTION = 1.000) |-[N431] (ANIMLOOPTIME >= 999.000) | |-[A349] TokenCUR -> State0 (FIGHT_ENTER) | `-[FAIL] `-[FAIL] } - - - - - - - - - - - - - - - - - - - - State84 (RESPONSE_HURTFRONTLFT) { Flags[0] = 0x00000000 <........ ........ ........ ........> Flags[1] = 0x00000000 <........ ........ ........ ........> iBaseConstant = 998 nBaseConstants = 12 StateConstants: [C1003](ID 0) ANIMMOVESCALE = 1.000 (fp4) [C1004](ID 18) RESPONSEIMMUNE_STARTTIME = 999 (0x000003E7) (uint32) [C1005](ID 19) RESPONSEIMMUNE_ENDTIME = 999 (0x000003E7) (uint32) [C1006](ID 10) STATEGROUP = 1179664 (0x00120010) (uint32) [C1008](ID 81) RIGHTSLOT = -7.000 (fp4) [C1009](ID 80) LEFTSLOT = -7.000 (fp4) Priority = 0 nAnimLayers = 1 iBaseAnimLayer = 84 iLoopControlAnimLayer = 0 AnimLayers: [L084] iBaseNode = 432 iBaseAction = 350 iBasePropertyParam = 388 NodeTree: [N432] (SAVEDSTATEGROUP & 2048.000) |-[N433] (ANIMLOOPTIME >= 1.000) | |-[A350] TokenCUR -> State68 (BOW3P_CHARGE_ARROW) | `-[N434] (ANIMLOOPCOUNT >= 1.000) | |-[A351] TokenCUR -> State68 (BOW3P_CHARGE_ARROW) | `-[N435] (ACTION = 1.000) | |-[N436] (ANIMLOOPTIME >= 999.000) | | |-[A352] TokenCUR -> State68 (BOW3P_CHARGE_ARROW) | | `-[FAIL] | `-[FAIL] `-[N437] (ANIMLOOPTIME >= 1.000) |-[A353] TokenCUR -> State0 (FIGHT_ENTER) `-[N438] (ANIMLOOPCOUNT >= 1.000) |-[A354] TokenCUR -> State0 (FIGHT_ENTER) `-[N439] (ACTION = 1.000) |-[N440] (ANIMLOOPTIME >= 999.000) | |-[A355] TokenCUR -> State0 (FIGHT_ENTER) | `-[FAIL] `-[FAIL] } - - - - - - - - - - - - - - - - - - - - State85 (RESPONSE_HURTFRONTRGT) { Flags[0] = 0x00000000 <........ ........ ........ ........> Flags[1] = 0x00000000 <........ ........ ........ ........> iBaseConstant = 1010 nBaseConstants = 12 StateConstants: [C1015](ID 0) ANIMMOVESCALE = 1.000 (fp4) [C1016](ID 18) RESPONSEIMMUNE_STARTTIME = 999 (0x000003E7) (uint32) [C1017](ID 19) RESPONSEIMMUNE_ENDTIME = 999 (0x000003E7) (uint32) [C1018](ID 10) STATEGROUP = 1179664 (0x00120010) (uint32) [C1020](ID 81) RIGHTSLOT = -7.000 (fp4) [C1021](ID 80) LEFTSLOT = -7.000 (fp4) Priority = 0 nAnimLayers = 1 iBaseAnimLayer = 85 iLoopControlAnimLayer = 0 AnimLayers: [L085] iBaseNode = 441 iBaseAction = 356 iBasePropertyParam = 388 NodeTree: [N441] (SAVEDSTATEGROUP & 2048.000) |-[N442] (ANIMLOOPTIME >= 1.100) | |-[A356] TokenCUR -> State68 (BOW3P_CHARGE_ARROW) | `-[N443] (ANIMLOOPCOUNT >= 1.000) | |-[A357] TokenCUR -> State68 (BOW3P_CHARGE_ARROW) | `-[N444] (ACTION = 1.000) | |-[N445] (ANIMLOOPTIME >= 999.000) | | |-[A358] TokenCUR -> State68 (BOW3P_CHARGE_ARROW) | | `-[FAIL] | `-[FAIL] `-[N446] (ANIMLOOPTIME >= 1.100) |-[A359] TokenCUR -> State0 (FIGHT_ENTER) `-[N447] (ANIMLOOPCOUNT >= 1.000) |-[A360] TokenCUR -> State0 (FIGHT_ENTER) `-[N448] (ACTION = 1.000) |-[N449] (ANIMLOOPTIME >= 999.000) | |-[A361] TokenCUR -> State0 (FIGHT_ENTER) | `-[FAIL] `-[FAIL] } - - - - - - - - - - - - - - - - - - - - State86 (RESPONSE_HURTFRONTABOVE) { Flags[0] = 0x00000000 <........ ........ ........ ........> Flags[1] = 0x00000000 <........ ........ ........ ........> iBaseConstant = 1022 nBaseConstants = 12 StateConstants: [C1027](ID 0) ANIMMOVESCALE = 1.000 (fp4) [C1028](ID 18) RESPONSEIMMUNE_STARTTIME = 999 (0x000003E7) (uint32) [C1029](ID 19) RESPONSEIMMUNE_ENDTIME = 999 (0x000003E7) (uint32) [C1030](ID 10) STATEGROUP = 1179664 (0x00120010) (uint32) [C1032](ID 81) RIGHTSLOT = -7.000 (fp4) [C1033](ID 80) LEFTSLOT = -7.000 (fp4) Priority = 0 nAnimLayers = 1 iBaseAnimLayer = 86 iLoopControlAnimLayer = 0 AnimLayers: [L086] iBaseNode = 450 iBaseAction = 362 iBasePropertyParam = 388 NodeTree: [N450] (SAVEDSTATEGROUP & 2048.000) |-[N451] (ANIMLOOPTIME >= 1.100) | |-[A362] TokenCUR -> State68 (BOW3P_CHARGE_ARROW) | `-[N452] (ANIMLOOPCOUNT >= 1.000) | |-[A363] TokenCUR -> State68 (BOW3P_CHARGE_ARROW) | `-[N453] (ACTION = 1.000) | |-[N454] (ANIMLOOPTIME >= 999.000) | | |-[A364] TokenCUR -> State68 (BOW3P_CHARGE_ARROW) | | `-[FAIL] | `-[FAIL] `-[N455] (ANIMLOOPTIME >= 1.100) |-[A365] TokenCUR -> State0 (FIGHT_ENTER) `-[N456] (ANIMLOOPCOUNT >= 1.000) |-[A366] TokenCUR -> State0 (FIGHT_ENTER) `-[N457] (ACTION = 1.000) |-[N458] (ANIMLOOPTIME >= 999.000) | |-[A367] TokenCUR -> State0 (FIGHT_ENTER) | `-[FAIL] `-[FAIL] } - - - - - - - - - - - - - - - - - - - - State87 (RESPONSE_HURTBACK) { Flags[0] = 0x00000000 <........ ........ ........ ........> Flags[1] = 0x00000000 <........ ........ ........ ........> iBaseConstant = 1034 nBaseConstants = 12 StateConstants: [C1039](ID 0) ANIMMOVESCALE = 1.000 (fp4) [C1040](ID 18) RESPONSEIMMUNE_STARTTIME = 999 (0x000003E7) (uint32) [C1041](ID 19) RESPONSEIMMUNE_ENDTIME = 999 (0x000003E7) (uint32) [C1042](ID 10) STATEGROUP = 1179664 (0x00120010) (uint32) [C1044](ID 81) RIGHTSLOT = -7.000 (fp4) [C1045](ID 80) LEFTSLOT = -7.000 (fp4) Priority = 0 nAnimLayers = 1 iBaseAnimLayer = 87 iLoopControlAnimLayer = 0 AnimLayers: [L087] iBaseNode = 459 iBaseAction = 368 iBasePropertyParam = 388 NodeTree: [N459] (SAVEDSTATEGROUP & 2048.000) |-[N460] (ANIMLOOPTIME >= 1.200) | |-[A368] TokenCUR -> State68 (BOW3P_CHARGE_ARROW) | `-[N461] (ANIMLOOPCOUNT >= 1.000) | |-[A369] TokenCUR -> State68 (BOW3P_CHARGE_ARROW) | `-[N462] (ACTION = 1.000) | |-[N463] (ANIMLOOPTIME >= 999.000) | | |-[A370] TokenCUR -> State68 (BOW3P_CHARGE_ARROW) | | `-[FAIL] | `-[FAIL] `-[N464] (ANIMLOOPTIME >= 1.200) |-[A371] TokenCUR -> State0 (FIGHT_ENTER) `-[N465] (ANIMLOOPCOUNT >= 1.000) |-[A372] TokenCUR -> State0 (FIGHT_ENTER) `-[N466] (ACTION = 1.000) |-[N467] (ANIMLOOPTIME >= 999.000) | |-[A373] TokenCUR -> State0 (FIGHT_ENTER) | `-[FAIL] `-[FAIL] } - - - - - - - - - - - - - - - - - - - - State88 (RESPONSE_HURTARROW) { Flags[0] = 0x00000000 <........ ........ ........ ........> Flags[1] = 0x00000000 <........ ........ ........ ........> iBaseConstant = 1046 nBaseConstants = 12 StateConstants: [C1051](ID 0) ANIMMOVESCALE = 1.000 (fp4) [C1052](ID 18) RESPONSEIMMUNE_STARTTIME = 999 (0x000003E7) (uint32) [C1053](ID 19) RESPONSEIMMUNE_ENDTIME = 999 (0x000003E7) (uint32) [C1054](ID 10) STATEGROUP = 1179664 (0x00120010) (uint32) [C1056](ID 81) RIGHTSLOT = -7.000 (fp4) [C1057](ID 80) LEFTSLOT = -7.000 (fp4) Priority = 0 nAnimLayers = 1 iBaseAnimLayer = 88 iLoopControlAnimLayer = 0 AnimLayers: [L088] iBaseNode = 468 iBaseAction = 374 iBasePropertyParam = 388 NodeTree: [N468] (SAVEDSTATEGROUP & 2048.000) |-[N469] (ANIMLOOPTIME >= 0.700) | |-[A374] TokenCUR -> State68 (BOW3P_CHARGE_ARROW) | `-[N470] (ANIMLOOPCOUNT >= 1.000) | |-[A375] TokenCUR -> State68 (BOW3P_CHARGE_ARROW) | `-[N471] (ACTION = 1.000) | |-[N472] (ANIMLOOPTIME >= 999.000) | | |-[A376] TokenCUR -> State68 (BOW3P_CHARGE_ARROW) | | `-[FAIL] | `-[FAIL] `-[N473] (ANIMLOOPTIME >= 0.700) |-[A377] TokenCUR -> State0 (FIGHT_ENTER) `-[N474] (ANIMLOOPCOUNT >= 1.000) |-[A378] TokenCUR -> State0 (FIGHT_ENTER) `-[N475] (ACTION = 1.000) |-[N476] (ANIMLOOPTIME >= 999.000) | |-[A379] TokenCUR -> State0 (FIGHT_ENTER) | `-[FAIL] `-[FAIL] } - - - - - - - - - - - - - - - - - - - - State89 (RESPONSE_BLOCKFRONT) { Flags[0] = 0x00000000 <........ ........ ........ ........> Flags[1] = 0x00000000 <........ ........ ........ ........> iBaseConstant = 1058 nBaseConstants = 12 StateConstants: [C1063](ID 0) ANIMMOVESCALE = 1.000 (fp4) [C1064](ID 18) RESPONSEIMMUNE_STARTTIME = 999 (0x000003E7) (uint32) [C1065](ID 19) RESPONSEIMMUNE_ENDTIME = 999 (0x000003E7) (uint32) [C1066](ID 10) STATEGROUP = 1048624 (0x00100030) (uint32) [C1068](ID 81) RIGHTSLOT = -7.000 (fp4) [C1069](ID 80) LEFTSLOT = -7.000 (fp4) Priority = 0 nAnimLayers = 1 iBaseAnimLayer = 89 iLoopControlAnimLayer = 0 AnimLayers: [L089] iBaseNode = 477 iBaseAction = 380 iBasePropertyParam = 388 NodeTree: [N477] (SAVEDSTATEGROUP & 2048.000) |-[N478] (ANIMLOOPTIME >= 1.000) | |-[A380] TokenCUR -> State68 (BOW3P_CHARGE_ARROW) | `-[N479] (ANIMLOOPCOUNT >= 1.000) | |-[A381] TokenCUR -> State68 (BOW3P_CHARGE_ARROW) | `-[N480] (ACTION = 1.000) | |-[N481] (ANIMLOOPTIME >= 999.000) | | |-[A382] TokenCUR -> State68 (BOW3P_CHARGE_ARROW) | | `-[FAIL] | `-[FAIL] `-[N482] (ANIMLOOPTIME >= 1.000) |-[A383] TokenCUR -> State0 (FIGHT_ENTER) `-[N483] (ANIMLOOPCOUNT >= 1.000) |-[A384] TokenCUR -> State0 (FIGHT_ENTER) `-[N484] (ACTION = 1.000) |-[N485] (ANIMLOOPTIME >= 999.000) | |-[A385] TokenCUR -> State0 (FIGHT_ENTER) | `-[FAIL] `-[FAIL] } - - - - - - - - - - - - - - - - - - - - State90 (RESPONSE_BLOCKABOVE) { Flags[0] = 0x00000000 <........ ........ ........ ........> Flags[1] = 0x00000000 <........ ........ ........ ........> iBaseConstant = 1070 nBaseConstants = 12 StateConstants: [C1075](ID 0) ANIMMOVESCALE = 1.000 (fp4) [C1076](ID 18) RESPONSEIMMUNE_STARTTIME = 999 (0x000003E7) (uint32) [C1077](ID 19) RESPONSEIMMUNE_ENDTIME = 999 (0x000003E7) (uint32) [C1078](ID 10) STATEGROUP = 1048624 (0x00100030) (uint32) [C1080](ID 81) RIGHTSLOT = -7.000 (fp4) [C1081](ID 80) LEFTSLOT = -7.000 (fp4) Priority = 0 nAnimLayers = 1 iBaseAnimLayer = 90 iLoopControlAnimLayer = 0 AnimLayers: [L090] iBaseNode = 486 iBaseAction = 386 iBasePropertyParam = 388 NodeTree: [N486] (SAVEDSTATEGROUP & 2048.000) |-[N487] (ANIMLOOPTIME >= 1.000) | |-[A386] TokenCUR -> State68 (BOW3P_CHARGE_ARROW) | `-[N488] (ANIMLOOPCOUNT >= 1.000) | |-[A387] TokenCUR -> State68 (BOW3P_CHARGE_ARROW) | `-[N489] (ACTION = 1.000) | |-[N490] (ANIMLOOPTIME >= 999.000) | | |-[A388] TokenCUR -> State68 (BOW3P_CHARGE_ARROW) | | `-[FAIL] | `-[FAIL] `-[N491] (ANIMLOOPTIME >= 1.000) |-[A389] TokenCUR -> State0 (FIGHT_ENTER) `-[N492] (ANIMLOOPCOUNT >= 1.000) |-[A390] TokenCUR -> State0 (FIGHT_ENTER) `-[N493] (ACTION = 1.000) |-[N494] (ANIMLOOPTIME >= 999.000) | |-[A391] TokenCUR -> State0 (FIGHT_ENTER) | `-[FAIL] `-[FAIL] } - - - - - - - - - - - - - - - - - - - - State91 (RESPONSE_BLOCKLFT) { Flags[0] = 0x00000000 <........ ........ ........ ........> Flags[1] = 0x00000000 <........ ........ ........ ........> iBaseConstant = 1082 nBaseConstants = 12 StateConstants: [C1087](ID 0) ANIMMOVESCALE = 1.000 (fp4) [C1088](ID 18) RESPONSEIMMUNE_STARTTIME = 999 (0x000003E7) (uint32) [C1089](ID 19) RESPONSEIMMUNE_ENDTIME = 999 (0x000003E7) (uint32) [C1090](ID 10) STATEGROUP = 1048624 (0x00100030) (uint32) [C1092](ID 81) RIGHTSLOT = -7.000 (fp4) [C1093](ID 80) LEFTSLOT = -7.000 (fp4) Priority = 0 nAnimLayers = 1 iBaseAnimLayer = 91 iLoopControlAnimLayer = 0 AnimLayers: [L091] iBaseNode = 495 iBaseAction = 392 iBasePropertyParam = 388 NodeTree: [N495] (SAVEDSTATEGROUP & 2048.000) |-[N496] (ANIMLOOPTIME >= 1.000) | |-[A392] TokenCUR -> State68 (BOW3P_CHARGE_ARROW) | `-[N497] (ANIMLOOPCOUNT >= 1.000) | |-[A393] TokenCUR -> State68 (BOW3P_CHARGE_ARROW) | `-[N498] (ACTION = 1.000) | |-[N499] (ANIMLOOPTIME >= 999.000) | | |-[A394] TokenCUR -> State68 (BOW3P_CHARGE_ARROW) | | `-[FAIL] | `-[FAIL] `-[N500] (ANIMLOOPTIME >= 1.000) |-[A395] TokenCUR -> State0 (FIGHT_ENTER) `-[N501] (ANIMLOOPCOUNT >= 1.000) |-[A396] TokenCUR -> State0 (FIGHT_ENTER) `-[N502] (ACTION = 1.000) |-[N503] (ANIMLOOPTIME >= 999.000) | |-[A397] TokenCUR -> State0 (FIGHT_ENTER) | `-[FAIL] `-[FAIL] } - - - - - - - - - - - - - - - - - - - - State92 (RESPONSE_BLOCKRGT) { Flags[0] = 0x00000000 <........ ........ ........ ........> Flags[1] = 0x00000000 <........ ........ ........ ........> iBaseConstant = 1094 nBaseConstants = 12 StateConstants: [C1099](ID 0) ANIMMOVESCALE = 1.000 (fp4) [C1100](ID 18) RESPONSEIMMUNE_STARTTIME = 999 (0x000003E7) (uint32) [C1101](ID 19) RESPONSEIMMUNE_ENDTIME = 999 (0x000003E7) (uint32) [C1102](ID 10) STATEGROUP = 1048624 (0x00100030) (uint32) [C1104](ID 81) RIGHTSLOT = -7.000 (fp4) [C1105](ID 80) LEFTSLOT = -7.000 (fp4) Priority = 0 nAnimLayers = 1 iBaseAnimLayer = 92 iLoopControlAnimLayer = 0 AnimLayers: [L092] iBaseNode = 504 iBaseAction = 398 iBasePropertyParam = 388 NodeTree: [N504] (SAVEDSTATEGROUP & 2048.000) |-[N505] (ANIMLOOPTIME >= 1.000) | |-[A398] TokenCUR -> State68 (BOW3P_CHARGE_ARROW) | `-[N506] (ANIMLOOPCOUNT >= 1.000) | |-[A399] TokenCUR -> State68 (BOW3P_CHARGE_ARROW) | `-[N507] (ACTION = 1.000) | |-[N508] (ANIMLOOPTIME >= 999.000) | | |-[A400] TokenCUR -> State68 (BOW3P_CHARGE_ARROW) | | `-[FAIL] | `-[FAIL] `-[N509] (ANIMLOOPTIME >= 1.000) |-[A401] TokenCUR -> State0 (FIGHT_ENTER) `-[N510] (ANIMLOOPCOUNT >= 1.000) |-[A402] TokenCUR -> State0 (FIGHT_ENTER) `-[N511] (ACTION = 1.000) |-[N512] (ANIMLOOPTIME >= 999.000) | |-[A403] TokenCUR -> State0 (FIGHT_ENTER) | `-[FAIL] `-[FAIL] } - - - - - - - - - - - - - - - - - - - - State93 (RESPONSE_BLOCKBACK) { Flags[0] = 0x00000000 <........ ........ ........ ........> Flags[1] = 0x00000000 <........ ........ ........ ........> iBaseConstant = 1106 nBaseConstants = 12 StateConstants: [C1111](ID 0) ANIMMOVESCALE = 1.000 (fp4) [C1112](ID 18) RESPONSEIMMUNE_STARTTIME = 999 (0x000003E7) (uint32) [C1113](ID 19) RESPONSEIMMUNE_ENDTIME = 999 (0x000003E7) (uint32) [C1114](ID 10) STATEGROUP = 1048624 (0x00100030) (uint32) [C1116](ID 81) RIGHTSLOT = -7.000 (fp4) [C1117](ID 80) LEFTSLOT = -7.000 (fp4) Priority = 0 nAnimLayers = 1 iBaseAnimLayer = 93 iLoopControlAnimLayer = 0 AnimLayers: [L093] iBaseNode = 513 iBaseAction = 404 iBasePropertyParam = 388 NodeTree: [N513] (SAVEDSTATEGROUP & 2048.000) |-[N514] (ANIMLOOPTIME >= 1.000) | |-[A404] TokenCUR -> State68 (BOW3P_CHARGE_ARROW) | `-[N515] (ANIMLOOPCOUNT >= 1.000) | |-[A405] TokenCUR -> State68 (BOW3P_CHARGE_ARROW) | `-[N516] (ACTION = 1.000) | |-[N517] (ANIMLOOPTIME >= 999.000) | | |-[A406] TokenCUR -> State68 (BOW3P_CHARGE_ARROW) | | `-[FAIL] | `-[FAIL] `-[N518] (ANIMLOOPTIME >= 1.000) |-[A407] TokenCUR -> State0 (FIGHT_ENTER) `-[N519] (ANIMLOOPCOUNT >= 1.000) |-[A408] TokenCUR -> State0 (FIGHT_ENTER) `-[N520] (ACTION = 1.000) |-[N521] (ANIMLOOPTIME >= 999.000) | |-[A409] TokenCUR -> State0 (FIGHT_ENTER) | `-[FAIL] `-[FAIL] } - - - - - - - - - - - - - - - - - - - - State94 (RESPONSE_BLOCKBREAKERRESPONSE) { Flags[0] = 0x00000000 <........ ........ ........ ........> Flags[1] = 0x00000000 <........ ........ ........ ........> iBaseConstant = 1118 nBaseConstants = 12 StateConstants: [C1123](ID 0) ANIMMOVESCALE = 0.500 (fp4) [C1124](ID 18) RESPONSEIMMUNE_STARTTIME = 0.500 (fp4) [C1125](ID 19) RESPONSEIMMUNE_ENDTIME = 0.900 (fp4) [C1126](ID 10) STATEGROUP = 1179664 (0x00120010) (uint32) [C1128](ID 81) RIGHTSLOT = -7.000 (fp4) [C1129](ID 80) LEFTSLOT = -7.000 (fp4) Priority = 0 nAnimLayers = 1 iBaseAnimLayer = 94 iLoopControlAnimLayer = 0 AnimLayers: [L094] iBaseNode = 522 iBaseAction = 410 iBasePropertyParam = 388 NodeTree: [N522] (SAVEDSTATEGROUP & 2048.000) |-[N523] (ANIMLOOPTIME >= 999.000) | |-[A410] TokenCUR -> State68 (BOW3P_CHARGE_ARROW) | `-[N524] (ANIMLOOPCOUNT >= 1.000) | |-[A411] TokenCUR -> State68 (BOW3P_CHARGE_ARROW) | `-[N525] (ACTION = 1.000) | |-[N526] (ANIMLOOPTIME >= 999.000) | | |-[A412] TokenCUR -> State68 (BOW3P_CHARGE_ARROW) | | `-[FAIL] | `-[FAIL] `-[N527] (ANIMLOOPTIME >= 999.000) |-[A413] TokenCUR -> State0 (FIGHT_ENTER) `-[N528] (ANIMLOOPCOUNT >= 1.000) |-[A414] TokenCUR -> State0 (FIGHT_ENTER) `-[N529] (ACTION = 1.000) |-[N530] (ANIMLOOPTIME >= 999.000) | |-[A415] TokenCUR -> State0 (FIGHT_ENTER) | `-[FAIL] `-[FAIL] } - - - - - - - - - - - - - - - - - - - - State95 (RESPONSE_BLOCKPUSHEDBACK) { Flags[0] = 0x00000000 <........ ........ ........ ........> Flags[1] = 0x00000000 <........ ........ ........ ........> iBaseConstant = 1130 nBaseConstants = 12 StateConstants: [C1135](ID 0) ANIMMOVESCALE = 1.000 (fp4) [C1136](ID 18) RESPONSEIMMUNE_STARTTIME = 999 (0x000003E7) (uint32) [C1137](ID 19) RESPONSEIMMUNE_ENDTIME = 999 (0x000003E7) (uint32) [C1138](ID 10) STATEGROUP = 1048624 (0x00100030) (uint32) [C1140](ID 81) RIGHTSLOT = -7.000 (fp4) [C1141](ID 80) LEFTSLOT = -7.000 (fp4) Priority = 0 nAnimLayers = 1 iBaseAnimLayer = 95 iLoopControlAnimLayer = 0 AnimLayers: [L095] iBaseNode = 531 iBaseAction = 416 iBasePropertyParam = 388 NodeTree: [N531] (SAVEDSTATEGROUP & 2048.000) |-[N532] (ANIMLOOPTIME >= 999.000) | |-[A416] TokenCUR -> State68 (BOW3P_CHARGE_ARROW) | `-[N533] (ANIMLOOPCOUNT >= 1.000) | |-[A417] TokenCUR -> State68 (BOW3P_CHARGE_ARROW) | `-[N534] (ACTION = 1.000) | |-[N535] (ANIMLOOPTIME >= 999.000) | | |-[A418] TokenCUR -> State68 (BOW3P_CHARGE_ARROW) | | `-[FAIL] | `-[FAIL] `-[N536] (ANIMLOOPTIME >= 999.000) |-[A419] TokenCUR -> State0 (FIGHT_ENTER) `-[N537] (ANIMLOOPCOUNT >= 1.000) |-[A420] TokenCUR -> State0 (FIGHT_ENTER) `-[N538] (ACTION = 1.000) |-[N539] (ANIMLOOPTIME >= 999.000) | |-[A421] TokenCUR -> State0 (FIGHT_ENTER) | `-[FAIL] `-[FAIL] } - - - - - - - - - - - - - - - - - - - - State96 (RESPONSE_PUSHEDBWD) { Flags[0] = 0x00000000 <........ ........ ........ ........> Flags[1] = 0x00000000 <........ ........ ........ ........> iBaseConstant = 1142 nBaseConstants = 12 StateConstants: [C1147](ID 0) ANIMMOVESCALE = 1.000 (fp4) [C1148](ID 18) RESPONSEIMMUNE_STARTTIME = 999 (0x000003E7) (uint32) [C1149](ID 19) RESPONSEIMMUNE_ENDTIME = 999 (0x000003E7) (uint32) [C1150](ID 10) STATEGROUP = 1179664 (0x00120010) (uint32) [C1152](ID 81) RIGHTSLOT = -7.000 (fp4) [C1153](ID 80) LEFTSLOT = -7.000 (fp4) Priority = 0 nAnimLayers = 1 iBaseAnimLayer = 96 iLoopControlAnimLayer = 0 AnimLayers: [L096] iBaseNode = 540 iBaseAction = 422 iBasePropertyParam = 388 NodeTree: [N540] (SAVEDSTATEGROUP & 2048.000) |-[N541] (ANIMLOOPTIME >= 1.200) | |-[A422] TokenCUR -> State68 (BOW3P_CHARGE_ARROW) | `-[N542] (ANIMLOOPCOUNT >= 1.000) | |-[A423] TokenCUR -> State68 (BOW3P_CHARGE_ARROW) | `-[N543] (ACTION = 1.000) | |-[N544] (ANIMLOOPTIME >= 999.000) | | |-[A424] TokenCUR -> State68 (BOW3P_CHARGE_ARROW) | | `-[FAIL] | `-[FAIL] `-[N545] (ANIMLOOPTIME >= 1.200) |-[A425] TokenCUR -> State0 (FIGHT_ENTER) `-[N546] (ANIMLOOPCOUNT >= 1.000) |-[A426] TokenCUR -> State0 (FIGHT_ENTER) `-[N547] (ACTION = 1.000) |-[N548] (ANIMLOOPTIME >= 999.000) | |-[A427] TokenCUR -> State0 (FIGHT_ENTER) | `-[FAIL] `-[FAIL] } - - - - - - - - - - - - - - - - - - - - State97 (RESPONSE_PUSHEDBWDFAR) { Flags[0] = 0x00000000 <........ ........ ........ ........> Flags[1] = 0x00000000 <........ ........ ........ ........> iBaseConstant = 1154 nBaseConstants = 12 StateConstants: [C1159](ID 0) ANIMMOVESCALE = 1.000 (fp4) [C1160](ID 18) RESPONSEIMMUNE_STARTTIME = 999 (0x000003E7) (uint32) [C1161](ID 19) RESPONSEIMMUNE_ENDTIME = 999 (0x000003E7) (uint32) [C1162](ID 10) STATEGROUP = 1179664 (0x00120010) (uint32) [C1164](ID 81) RIGHTSLOT = -7.000 (fp4) [C1165](ID 80) LEFTSLOT = -7.000 (fp4) Priority = 0 nAnimLayers = 1 iBaseAnimLayer = 97 iLoopControlAnimLayer = 0 AnimLayers: [L097] iBaseNode = 549 iBaseAction = 428 iBasePropertyParam = 388 NodeTree: [N549] (SAVEDSTATEGROUP & 2048.000) |-[N550] (ANIMLOOPTIME >= 1.200) | |-[A428] TokenCUR -> State68 (BOW3P_CHARGE_ARROW) | `-[N551] (ANIMLOOPCOUNT >= 1.000) | |-[A429] TokenCUR -> State68 (BOW3P_CHARGE_ARROW) | `-[N552] (ACTION = 1.000) | |-[N553] (ANIMLOOPTIME >= 999.000) | | |-[A430] TokenCUR -> State68 (BOW3P_CHARGE_ARROW) | | `-[FAIL] | `-[FAIL] `-[N554] (ANIMLOOPTIME >= 1.200) |-[A431] TokenCUR -> State0 (FIGHT_ENTER) `-[N555] (ANIMLOOPCOUNT >= 1.000) |-[A432] TokenCUR -> State0 (FIGHT_ENTER) `-[N556] (ACTION = 1.000) |-[N557] (ANIMLOOPTIME >= 999.000) | |-[A433] TokenCUR -> State0 (FIGHT_ENTER) | `-[FAIL] `-[FAIL] } - - - - - - - - - - - - - - - - - - - - State98 (RESPONSE_DEATHBWD) { Flags[0] = 0x00000000 <........ ........ ........ ........> Flags[1] = 0x00000000 <........ ........ ........ ........> iBaseConstant = 1166 nBaseConstants = 12 StateConstants: [C1172](ID 0) ANIMMOVESCALE = 1.000 (fp4) [C1173](ID 18) RESPONSEIMMUNE_STARTTIME = 0.400 (fp4) [C1174](ID 19) RESPONSEIMMUNE_ENDTIME = 999 (0x000003E7) (uint32) [C1175](ID 10) STATEGROUP = 1310720 (0x00140000) (uint32) [C1176](ID 81) RIGHTSLOT = -7.000 (fp4) [C1177](ID 80) LEFTSLOT = -7.000 (fp4) Priority = 0 nAnimLayers = 1 iBaseAnimLayer = 98 iLoopControlAnimLayer = 0 AnimLayers: [L098] iBaseNode = 558 iBaseAction = 434 iBasePropertyParam = 388 NodeTree: [N558] (ISDEAD = 0.000) |-[N559] (ANIMLOOPTIME >= 0.000) | |-[A434] | | `-[E140] SETDEADPHYS | `-[N560] (ANIMLOOPCOUNT >= 1.000) | |-[A435] | | `-[E140] SETDEADPHYS | `-[FAIL] `-[FAIL] } - - - - - - - - - - - - - - - - - - - - State99 (RESPONSE_DEATHFWD) { Flags[0] = 0x00000000 <........ ........ ........ ........> Flags[1] = 0x00000000 <........ ........ ........ ........> iBaseConstant = 1178 nBaseConstants = 12 StateConstants: [C1184](ID 0) ANIMMOVESCALE = 1.000 (fp4) [C1185](ID 18) RESPONSEIMMUNE_STARTTIME = 0.400 (fp4) [C1186](ID 19) RESPONSEIMMUNE_ENDTIME = 999 (0x000003E7) (uint32) [C1187](ID 10) STATEGROUP = 1310720 (0x00140000) (uint32) [C1188](ID 81) RIGHTSLOT = -7.000 (fp4) [C1189](ID 80) LEFTSLOT = -7.000 (fp4) Priority = 0 nAnimLayers = 1 iBaseAnimLayer = 99 iLoopControlAnimLayer = 0 AnimLayers: [L099] iBaseNode = 561 iBaseAction = 436 iBasePropertyParam = 388 NodeTree: [N561] (ISDEAD = 0.000) |-[N562] (ANIMLOOPTIME >= 0.000) | |-[A436] | | `-[E141] SETDEADPHYS | `-[N563] (ANIMLOOPCOUNT >= 1.000) | |-[A437] | | `-[E141] SETDEADPHYS | `-[FAIL] `-[FAIL] } - - - - - - - - - - - - - - - - - - - - State100 (RESPONSE_DEATHBWDFLIP) { Flags[0] = 0x00000000 <........ ........ ........ ........> Flags[1] = 0x00000000 <........ ........ ........ ........> iBaseConstant = 1190 nBaseConstants = 12 StateConstants: [C1196](ID 0) ANIMMOVESCALE = 1.650 (fp4) [C1197](ID 18) RESPONSEIMMUNE_STARTTIME = 0.000 (fp4) [C1198](ID 19) RESPONSEIMMUNE_ENDTIME = 999 (0x000003E7) (uint32) [C1199](ID 10) STATEGROUP = 1310720 (0x00140000) (uint32) [C1200](ID 81) RIGHTSLOT = -7.000 (fp4) [C1201](ID 80) LEFTSLOT = -7.000 (fp4) Priority = 0 nAnimLayers = 1 iBaseAnimLayer = 100 iLoopControlAnimLayer = 0 AnimLayers: [L100] iBaseNode = 564 iBaseAction = 438 iBasePropertyParam = 388 NodeTree: [N564] (ISDEAD = 0.000) |-[N565] (ANIMLOOPTIME >= 0.000) | |-[A438] | | `-[E142] SETDEADPHYS | `-[N566] (ANIMLOOPCOUNT >= 1.000) | |-[A439] | | `-[E142] SETDEADPHYS | `-[FAIL] `-[FAIL] } - - - - - - - - - - - - - - - - - - - - State101 (RESPONSE_KNOCKEDGROUND) { Flags[0] = 0x00000000 <........ ........ ........ ........> Flags[1] = 0x00000000 <........ ........ ........ ........> iBaseConstant = 1202 nBaseConstants = 10 StateConstants: [C1207](ID 0) ANIMMOVESCALE = 1.000 (fp4) [C1208](ID 10) STATEGROUP = 1581056 (0x00182000) (uint32) [C1210](ID 81) RIGHTSLOT = 0 (0x00000000) (uint32) [C1211](ID 80) LEFTSLOT = 1 (0x00000001) (uint32) Priority = 0 nAnimLayers = 1 iBaseAnimLayer = 101 iLoopControlAnimLayer = 0 AnimLayers: [L101] iBaseNode = 567 iBaseAction = 440 iBasePropertyParam = 389 NodeTree: [N567] (STATETIME = 2.000) |-[A440] | `-[E143] SENDDAMAGETOSELF(10000.000) `-[FAIL] } - - - - - - - - - - - - - - - - - - - - State102 (RESPONSE_KNOCKEDKNEE) { Flags[0] = 0x00000000 <........ ........ ........ ........> Flags[1] = 0x00000000 <........ ........ ........ ........> iBaseConstant = 1212 nBaseConstants = 10 StateConstants: [C1217](ID 0) ANIMMOVESCALE = 1.500 (fp4) [C1218](ID 10) STATEGROUP = 1576960 (0x00181000) (uint32) [C1220](ID 81) RIGHTSLOT = 0 (0x00000000) (uint32) [C1221](ID 80) LEFTSLOT = 1 (0x00000001) (uint32) Priority = 0 nAnimLayers = 1 iBaseAnimLayer = 102 iLoopControlAnimLayer = 0 AnimLayers: [L102] iBaseNode = 568 iBaseAction = 441 iBasePropertyParam = 389 NodeTree: [N568] (ANIMLOOPTIME >= 3.800) |-[A441] TokenCUR -> State76 (KNOCKEDKNEE_GETUP) `-[N569] (ANIMLOOPCOUNT >= 1.000) |-[A442] TokenCUR -> State76 (KNOCKEDKNEE_GETUP) `-[FAIL] } - - - - - - - - - - - - - - - - - - - - State103 (RESPONSE_FINISHEDGROUND) { Flags[0] = 0x00000000 <........ ........ ........ ........> Flags[1] = 0x00000000 <........ ........ ........ ........> iBaseConstant = 1222 nBaseConstants = 10 StateConstants: [C1228](ID 0) ANIMMOVESCALE = 1.000 (fp4) [C1229](ID 10) STATEGROUP = 1318912 (0x00142000) (uint32) [C1230](ID 81) RIGHTSLOT = -7.000 (fp4) [C1231](ID 80) LEFTSLOT = -7.000 (fp4) Priority = 0 nAnimLayers = 1 iBaseAnimLayer = 103 iLoopControlAnimLayer = 0 AnimLayers: [L103] iBaseNode = 570 iBaseAction = 443 iBasePropertyParam = 389 NodeTree: [N570] (ISDEAD = 0.000) |-[N571] (ANIMLOOPTIME >= 0.000) | |-[A443] | | `-[E144] SETDEADPHYS | `-[N572] (ANIMLOOPCOUNT >= 1.000) | |-[A444] | | `-[E144] SETDEADPHYS | `-[FAIL] `-[FAIL] } - - - - - - - - - - - - - - - - - - - - State104 (RESPONSE_FINISHEDKNEEFWD) { Flags[0] = 0x00000000 <........ ........ ........ ........> Flags[1] = 0x00000000 <........ ........ ........ ........> iBaseConstant = 1232 nBaseConstants = 10 StateConstants: [C1238](ID 0) ANIMMOVESCALE = 1.000 (fp4) [C1239](ID 10) STATEGROUP = 1314816 (0x00141000) (uint32) [C1240](ID 81) RIGHTSLOT = -7.000 (fp4) [C1241](ID 80) LEFTSLOT = -7.000 (fp4) Priority = 0 nAnimLayers = 1 iBaseAnimLayer = 104 iLoopControlAnimLayer = 0 AnimLayers: [L104] iBaseNode = 573 iBaseAction = 445 iBasePropertyParam = 389 NodeTree: [N573] (ISDEAD = 0.000) |-[N574] (ANIMLOOPTIME >= 3.600) | |-[A445] | | `-[E145] SETDEADPHYS | `-[N575] (ANIMLOOPCOUNT >= 1.000) | |-[A446] | | `-[E145] SETDEADPHYS | `-[FAIL] `-[FAIL] } - - - - - - - - - - - - - - - - - - - - State105 (RESPONSE_FINISHEDKNEEBWD) { Flags[0] = 0x00000000 <........ ........ ........ ........> Flags[1] = 0x00000000 <........ ........ ........ ........> iBaseConstant = 1242 nBaseConstants = 10 StateConstants: [C1248](ID 0) ANIMMOVESCALE = 1.000 (fp4) [C1249](ID 10) STATEGROUP = 1314816 (0x00141000) (uint32) [C1250](ID 81) RIGHTSLOT = -7.000 (fp4) [C1251](ID 80) LEFTSLOT = -7.000 (fp4) Priority = 0 nAnimLayers = 1 iBaseAnimLayer = 105 iLoopControlAnimLayer = 0 AnimLayers: [L105] iBaseNode = 576 iBaseAction = 447 iBasePropertyParam = 389 NodeTree: [N576] (ISDEAD = 0.000) |-[N577] (ANIMLOOPTIME >= 4.000) | |-[A447] | | `-[E146] SETDEADPHYS | `-[N578] (ANIMLOOPCOUNT >= 1.000) | |-[A448] | | `-[E146] SETDEADPHYS | `-[FAIL] `-[FAIL] } - - - - - - - - - - - - - - - - - - - - State106 (RESPONSE_FINISHEDKNEESLASH) { Flags[0] = 0x00000000 <........ ........ ........ ........> Flags[1] = 0x00000000 <........ ........ ........ ........> iBaseConstant = 1252 nBaseConstants = 10 StateConstants: [C1258](ID 0) ANIMMOVESCALE = 1.000 (fp4) [C1259](ID 10) STATEGROUP = 1314816 (0x00141000) (uint32) [C1260](ID 81) RIGHTSLOT = -7.000 (fp4) [C1261](ID 80) LEFTSLOT = -7.000 (fp4) Priority = 0 nAnimLayers = 1 iBaseAnimLayer = 106 iLoopControlAnimLayer = 0 AnimLayers: [L106] iBaseNode = 579 iBaseAction = 449 iBasePropertyParam = 389 NodeTree: [N579] (ISDEAD = 0.000) |-[N580] (ANIMLOOPTIME >= 1.800) | |-[A449] | | `-[E147] SETDEADPHYS | `-[N581] (ANIMLOOPCOUNT >= 1.000) | |-[A450] | | `-[E147] SETDEADPHYS | `-[FAIL] `-[FAIL] } - - - - - - - - - - - - - - - - - - - - State107 (RESPONSE_HURTSPECIAL0) { Flags[0] = 0x00000000 <........ ........ ........ ........> Flags[1] = 0x00000000 <........ ........ ........ ........> iBaseConstant = 1262 nBaseConstants = 12 StateConstants: [C1267](ID 0) ANIMMOVESCALE = 1.000 (fp4) [C1268](ID 18) RESPONSEIMMUNE_STARTTIME = 999 (0x000003E7) (uint32) [C1269](ID 19) RESPONSEIMMUNE_ENDTIME = 999 (0x000003E7) (uint32) [C1270](ID 10) STATEGROUP = 1179664 (0x00120010) (uint32) [C1272](ID 81) RIGHTSLOT = -7.000 (fp4) [C1273](ID 80) LEFTSLOT = -7.000 (fp4) Priority = 0 nAnimLayers = 1 iBaseAnimLayer = 107 iLoopControlAnimLayer = 0 AnimLayers: [L107] iBaseNode = 582 iBaseAction = 451 iBasePropertyParam = 389 NodeTree: [N582] (SAVEDSTATEGROUP & 2048.000) |-[N583] (ANIMLOOPTIME >= 1.050) | |-[A451] TokenCUR -> State68 (BOW3P_CHARGE_ARROW) | `-[N584] (ANIMLOOPCOUNT >= 1.000) | |-[A452] TokenCUR -> State68 (BOW3P_CHARGE_ARROW) | `-[N585] (ACTION = 1.000) | |-[N586] (ANIMLOOPTIME >= 999.000) | | |-[A453] TokenCUR -> State68 (BOW3P_CHARGE_ARROW) | | `-[FAIL] | `-[FAIL] `-[N587] (ANIMLOOPTIME >= 1.050) |-[A454] TokenCUR -> State0 (FIGHT_ENTER) `-[N588] (ANIMLOOPCOUNT >= 1.000) |-[A455] TokenCUR -> State0 (FIGHT_ENTER) `-[N589] (ACTION = 1.000) |-[N590] (ANIMLOOPTIME >= 999.000) | |-[A456] TokenCUR -> State0 (FIGHT_ENTER) | `-[FAIL] `-[FAIL] } - - - - - - - - - - - - - - - - - - - - State108 (RESPONSE_HURTSPECIAL1) { Flags[0] = 0x00000000 <........ ........ ........ ........> Flags[1] = 0x00000000 <........ ........ ........ ........> iBaseConstant = 1274 nBaseConstants = 15 StateConstants: [C1279](ID 0) ANIMMOVESCALE = 1.000 (fp4) [C1280](ID 18) RESPONSEIMMUNE_STARTTIME = 0.200 (fp4) [C1281](ID 19) RESPONSEIMMUNE_ENDTIME = 0.650 (fp4) [C1282](ID 20) TURNTOTARGETCORRECTION_STARTTIME0 = 0.300 (fp4) [C1283](ID 21) TURNTOTARGETCORRECTION_ENDTIME0 = 0.550 (fp4) [C1284](ID 22) TURNTOTARGETCORRECTION_OFFSET0 = 0 (0x00000000) (uint32) [C1285](ID 10) STATEGROUP = 1179664 (0x00120010) (uint32) [C1287](ID 81) RIGHTSLOT = -7.000 (fp4) [C1288](ID 80) LEFTSLOT = -7.000 (fp4) Priority = 0 nAnimLayers = 1 iBaseAnimLayer = 108 iLoopControlAnimLayer = 0 AnimLayers: [L108] iBaseNode = 591 iBaseAction = 457 iBasePropertyParam = 389 NodeTree: [N591] (SAVEDSTATEGROUP & 2048.000) |-[N592] (ANIMLOOPTIME >= 1.200) | |-[A457] TokenCUR -> State68 (BOW3P_CHARGE_ARROW) | `-[N593] (ANIMLOOPCOUNT >= 1.000) | |-[A458] TokenCUR -> State68 (BOW3P_CHARGE_ARROW) | `-[N594] (ACTION = 1.000) | |-[N595] (ANIMLOOPTIME >= 999.000) | | |-[A459] TokenCUR -> State68 (BOW3P_CHARGE_ARROW) | | `-[FAIL] | `-[FAIL] `-[N596] (ANIMLOOPTIME >= 1.200) |-[A460] TokenCUR -> State0 (FIGHT_ENTER) `-[N597] (ANIMLOOPCOUNT >= 1.000) |-[A461] TokenCUR -> State0 (FIGHT_ENTER) `-[N598] (ACTION = 1.000) |-[N599] (ANIMLOOPTIME >= 999.000) | |-[A462] TokenCUR -> State0 (FIGHT_ENTER) | `-[FAIL] `-[FAIL] } - - - - - - - - - - - - - - - - - - - - State109 (RESPONSE_HURTSPECIAL2) { Flags[0] = 0x00000000 <........ ........ ........ ........> Flags[1] = 0x00000000 <........ ........ ........ ........> iBaseConstant = 1289 nBaseConstants = 15 StateConstants: [C1294](ID 0) ANIMMOVESCALE = 1.000 (fp4) [C1295](ID 18) RESPONSEIMMUNE_STARTTIME = 0.150 (fp4) [C1296](ID 19) RESPONSEIMMUNE_ENDTIME = 1.250 (fp4) [C1297](ID 20) TURNTOTARGETCORRECTION_STARTTIME0 = 0.400 (fp4) [C1298](ID 21) TURNTOTARGETCORRECTION_ENDTIME0 = 0.850 (fp4) [C1299](ID 22) TURNTOTARGETCORRECTION_OFFSET0 = 0 (0x00000000) (uint32) [C1300](ID 10) STATEGROUP = 1179664 (0x00120010) (uint32) [C1302](ID 81) RIGHTSLOT = -7.000 (fp4) [C1303](ID 80) LEFTSLOT = -7.000 (fp4) Priority = 0 nAnimLayers = 1 iBaseAnimLayer = 109 iLoopControlAnimLayer = 0 AnimLayers: [L109] iBaseNode = 600 iBaseAction = 463 iBasePropertyParam = 389 NodeTree: [N600] (SAVEDSTATEGROUP & 2048.000) |-[N601] (ANIMLOOPTIME >= 1.600) | |-[A463] TokenCUR -> State68 (BOW3P_CHARGE_ARROW) | `-[N602] (ANIMLOOPCOUNT >= 1.000) | |-[A464] TokenCUR -> State68 (BOW3P_CHARGE_ARROW) | `-[N603] (ACTION = 1.000) | |-[N604] (ANIMLOOPTIME >= 999.000) | | |-[A465] TokenCUR -> State68 (BOW3P_CHARGE_ARROW) | | `-[FAIL] | `-[FAIL] `-[N605] (ANIMLOOPTIME >= 1.600) |-[A466] TokenCUR -> State0 (FIGHT_ENTER) `-[N606] (ANIMLOOPCOUNT >= 1.000) |-[A467] TokenCUR -> State0 (FIGHT_ENTER) `-[N607] (ACTION = 1.000) |-[N608] (ANIMLOOPTIME >= 999.000) | |-[A468] TokenCUR -> State0 (FIGHT_ENTER) | `-[FAIL] `-[FAIL] } - - - - - - - - - - - - - - - - - - - - State110 (RESPONSE_HURTSPECIAL3) { Flags[0] = 0x00000000 <........ ........ ........ ........> Flags[1] = 0x00000000 <........ ........ ........ ........> iBaseConstant = 1304 nBaseConstants = 12 StateConstants: [C1309](ID 0) ANIMMOVESCALE = 1.000 (fp4) [C1310](ID 18) RESPONSEIMMUNE_STARTTIME = 999 (0x000003E7) (uint32) [C1311](ID 19) RESPONSEIMMUNE_ENDTIME = 999 (0x000003E7) (uint32) [C1312](ID 10) STATEGROUP = 1179664 (0x00120010) (uint32) [C1314](ID 81) RIGHTSLOT = -7.000 (fp4) [C1315](ID 80) LEFTSLOT = -7.000 (fp4) Priority = 0 nAnimLayers = 1 iBaseAnimLayer = 110 iLoopControlAnimLayer = 0 AnimLayers: [L110] iBaseNode = 609 iBaseAction = 469 iBasePropertyParam = 389 NodeTree: [N609] (SAVEDSTATEGROUP & 2048.000) |-[N610] (ANIMLOOPTIME >= 1.000) | |-[A469] TokenCUR -> State68 (BOW3P_CHARGE_ARROW) | `-[N611] (ANIMLOOPCOUNT >= 1.000) | |-[A470] TokenCUR -> State68 (BOW3P_CHARGE_ARROW) | `-[N612] (ACTION = 1.000) | |-[N613] (ANIMLOOPTIME >= 999.000) | | |-[A471] TokenCUR -> State68 (BOW3P_CHARGE_ARROW) | | `-[FAIL] | `-[FAIL] `-[N614] (ANIMLOOPTIME >= 1.000) |-[A472] TokenCUR -> State0 (FIGHT_ENTER) `-[N615] (ANIMLOOPCOUNT >= 1.000) |-[A473] TokenCUR -> State0 (FIGHT_ENTER) `-[N616] (ACTION = 1.000) |-[N617] (ANIMLOOPTIME >= 999.000) | |-[A474] TokenCUR -> State0 (FIGHT_ENTER) | `-[FAIL] `-[FAIL] } - - - - - - - - - - - - - - - - - - - - State111 (RESPONSE_HURTSPECIAL3END) { Flags[0] = 0x00000000 <........ ........ ........ ........> Flags[1] = 0x00000000 <........ ........ ........ ........> iBaseConstant = 1316 nBaseConstants = 12 StateConstants: [C1321](ID 0) ANIMMOVESCALE = 1.000 (fp4) [C1322](ID 18) RESPONSEIMMUNE_STARTTIME = 1.700 (fp4) [C1323](ID 19) RESPONSEIMMUNE_ENDTIME = 2.900 (fp4) [C1324](ID 10) STATEGROUP = 1179664 (0x00120010) (uint32) [C1326](ID 81) RIGHTSLOT = -7.000 (fp4) [C1327](ID 80) LEFTSLOT = -7.000 (fp4) Priority = 0 nAnimLayers = 1 iBaseAnimLayer = 111 iLoopControlAnimLayer = 0 AnimLayers: [L111] iBaseNode = 618 iBaseAction = 475 iBasePropertyParam = 389 NodeTree: [N618] (SAVEDSTATEGROUP & 2048.000) |-[N619] (ANIMLOOPTIME >= 3.200) | |-[A475] TokenCUR -> State68 (BOW3P_CHARGE_ARROW) | `-[N620] (ANIMLOOPCOUNT >= 1.000) | |-[A476] TokenCUR -> State68 (BOW3P_CHARGE_ARROW) | `-[N621] (ACTION = 1.000) | |-[N622] (ANIMLOOPTIME >= 999.000) | | |-[A477] TokenCUR -> State68 (BOW3P_CHARGE_ARROW) | | `-[FAIL] | `-[FAIL] `-[N623] (ANIMLOOPTIME >= 3.200) |-[A478] TokenCUR -> State0 (FIGHT_ENTER) `-[N624] (ANIMLOOPCOUNT >= 1.000) |-[A479] TokenCUR -> State0 (FIGHT_ENTER) `-[N625] (ACTION = 1.000) |-[N626] (ANIMLOOPTIME >= 999.000) | |-[A480] TokenCUR -> State0 (FIGHT_ENTER) | `-[FAIL] `-[FAIL] } - - - - - - - - - - - - - - - - - - - - State112 (RESPONSE_DEATHSPECIAL3END) { Flags[0] = 0x00000000 <........ ........ ........ ........> Flags[1] = 0x00000000 <........ ........ ........ ........> iBaseConstant = 1328 nBaseConstants = 12 StateConstants: [C1334](ID 0) ANIMMOVESCALE = 1.000 (fp4) [C1335](ID 18) RESPONSEIMMUNE_STARTTIME = 1.700 (fp4) [C1336](ID 19) RESPONSEIMMUNE_ENDTIME = 999 (0x000003E7) (uint32) [C1337](ID 10) STATEGROUP = 1310720 (0x00140000) (uint32) [C1338](ID 81) RIGHTSLOT = -7.000 (fp4) [C1339](ID 80) LEFTSLOT = -7.000 (fp4) Priority = 0 nAnimLayers = 1 iBaseAnimLayer = 112 iLoopControlAnimLayer = 0 AnimLayers: [L112] iBaseNode = 627 iBaseAction = 481 iBasePropertyParam = 389 NodeTree: [N627] (ANIMLOOPTIME >= 2.100) |-[A481] TokenCUR -> State113 (RESPONSE_DEATHSPECIAL3END_FREEZE) `-[N628] (ISDEAD = 0.000) |-[N629] (ANIMLOOPTIME >= 2.000) | |-[A482] | | `-[E148] SETDEADPHYS | `-[N630] (ANIMLOOPCOUNT >= 1.000) | |-[A483] | | `-[E148] SETDEADPHYS | `-[FAIL] `-[FAIL] } - - - - - - - - - - - - - - - - - - - - State113 (RESPONSE_DEATHSPECIAL3END_FREEZE) { Flags[0] = 0x00000000 <........ ........ ........ ........> Flags[1] = 0x00000000 <........ ........ ........ ........> iBaseConstant = 1340 nBaseConstants = 0 StateConstants: (empty) Priority = 0 nAnimLayers = 1 iBaseAnimLayer = 113 iLoopControlAnimLayer = 0 AnimLayers: [L113] iBaseNode = -1 iBaseAction = 484 iBasePropertyParam = -1 NodeTree: (empty) } - - - - - - - - - - - - - - - - - - - - State114 (RESPONSE_KNEED) { Flags[0] = 0x00000000 <........ ........ ........ ........> Flags[1] = 0x00000000 <........ ........ ........ ........> iBaseConstant = 1340 nBaseConstants = 12 StateConstants: [C1345](ID 0) ANIMMOVESCALE = 1.000 (fp4) [C1346](ID 18) RESPONSEIMMUNE_STARTTIME = 999 (0x000003E7) (uint32) [C1347](ID 19) RESPONSEIMMUNE_ENDTIME = 999 (0x000003E7) (uint32) [C1348](ID 10) STATEGROUP = 1179664 (0x00120010) (uint32) [C1350](ID 81) RIGHTSLOT = -7.000 (fp4) [C1351](ID 80) LEFTSLOT = -7.000 (fp4) Priority = 0 nAnimLayers = 1 iBaseAnimLayer = 114 iLoopControlAnimLayer = 0 AnimLayers: [L114] iBaseNode = 631 iBaseAction = 484 iBasePropertyParam = 389 NodeTree: [N631] (SAVEDSTATEGROUP & 2048.000) |-[N632] (ANIMLOOPTIME >= 1.450) | |-[A484] TokenCUR -> State68 (BOW3P_CHARGE_ARROW) | `-[N633] (ANIMLOOPCOUNT >= 1.000) | |-[A485] TokenCUR -> State68 (BOW3P_CHARGE_ARROW) | `-[N634] (ACTION = 1.000) | |-[N635] (ANIMLOOPTIME >= 999.000) | | |-[A486] TokenCUR -> State68 (BOW3P_CHARGE_ARROW) | | `-[FAIL] | `-[FAIL] `-[N636] (ANIMLOOPTIME >= 1.450) |-[A487] TokenCUR -> State0 (FIGHT_ENTER) `-[N637] (ANIMLOOPCOUNT >= 1.000) |-[A488] TokenCUR -> State0 (FIGHT_ENTER) `-[N638] (ACTION = 1.000) |-[N639] (ANIMLOOPTIME >= 999.000) | |-[A489] TokenCUR -> State0 (FIGHT_ENTER) | `-[FAIL] `-[FAIL] } - - - - - - - - - - - - - - - - - - - - State115 (RESPONSE_ENTANGLED) { Flags[0] = 0x00000000 <........ ........ ........ ........> Flags[1] = 0x00000000 <........ ........ ........ ........> iBaseConstant = 1352 nBaseConstants = 12 StateConstants: [C1357](ID 0) ANIMMOVESCALE = 1.000 (fp4) [C1358](ID 18) RESPONSEIMMUNE_STARTTIME = 999 (0x000003E7) (uint32) [C1359](ID 19) RESPONSEIMMUNE_ENDTIME = 999 (0x000003E7) (uint32) [C1360](ID 10) STATEGROUP = 1179664 (0x00120010) (uint32) [C1362](ID 81) RIGHTSLOT = -7.000 (fp4) [C1363](ID 80) LEFTSLOT = -7.000 (fp4) Priority = 0 nAnimLayers = 1 iBaseAnimLayer = 115 iLoopControlAnimLayer = 0 AnimLayers: [L115] iBaseNode = 640 iBaseAction = 490 iBasePropertyParam = 389 NodeTree: [N640] (SAVEDSTATEGROUP & 2048.000) |-[N641] (ANIMLOOPTIME >= 999.000) | |-[A490] TokenCUR -> State68 (BOW3P_CHARGE_ARROW) | `-[N642] (ANIMLOOPCOUNT >= 1.000) | |-[A491] TokenCUR -> State68 (BOW3P_CHARGE_ARROW) | `-[N643] (ACTION = 1.000) | |-[N644] (ANIMLOOPTIME >= 999.000) | | |-[A492] TokenCUR -> State68 (BOW3P_CHARGE_ARROW) | | `-[FAIL] | `-[FAIL] `-[N645] (ANIMLOOPTIME >= 999.000) |-[A493] TokenCUR -> State0 (FIGHT_ENTER) `-[N646] (ANIMLOOPCOUNT >= 1.000) |-[A494] TokenCUR -> State0 (FIGHT_ENTER) `-[N647] (ACTION = 1.000) |-[N648] (ANIMLOOPTIME >= 999.000) | |-[A495] TokenCUR -> State0 (FIGHT_ENTER) | `-[FAIL] `-[FAIL] } - - - - - - - - - - - - - - - - - - - - State116 (RESPONSE_PARTIAL_HURTLEFT) { Flags[0] = 0x00000000 <........ ........ ........ ........> Flags[1] = 0x00000000 <........ ........ ........ ........> iBaseConstant = 1364 nBaseConstants = 12 StateConstants: [C1369](ID 0) ANIMMOVESCALE = 1.000 (fp4) [C1370](ID 18) RESPONSEIMMUNE_STARTTIME = 999 (0x000003E7) (uint32) [C1371](ID 19) RESPONSEIMMUNE_ENDTIME = 999 (0x000003E7) (uint32) [C1372](ID 10) STATEGROUP = 1179664 (0x00120010) (uint32) [C1374](ID 81) RIGHTSLOT = -7.000 (fp4) [C1375](ID 80) LEFTSLOT = -7.000 (fp4) Priority = 0 nAnimLayers = 1 iBaseAnimLayer = 116 iLoopControlAnimLayer = 0 AnimLayers: [L116] iBaseNode = 649 iBaseAction = 496 iBasePropertyParam = 389 NodeTree: [N649] (ANIMLOOPTIME >= 0.550) |-[A496] Token3 -> TERMINATE `-[N650] (ANIMLOOPCOUNT >= 1.000) |-[A497] Token3 -> TERMINATE `-[N651] (SAVEDSTATEGROUP & 2048.000) |-[N652] (ACTION = 1.000) | |-[N653] (ANIMLOOPTIME >= 999.000) | | |-[A500] TokenCUR -> State68 (BOW3P_CHARGE_ARROW) | | `-[FAIL] | `-[FAIL] `-[N654] (ACTION = 1.000) |-[N655] (ANIMLOOPTIME >= 999.000) | |-[A503] TokenCUR -> State0 (FIGHT_ENTER) | `-[FAIL] `-[FAIL] } - - - - - - - - - - - - - - - - - - - - State117 (RESPONSE_PARTIAL_HURTRIGHT) { Flags[0] = 0x00000000 <........ ........ ........ ........> Flags[1] = 0x00000000 <........ ........ ........ ........> iBaseConstant = 1376 nBaseConstants = 12 StateConstants: [C1381](ID 0) ANIMMOVESCALE = 1.000 (fp4) [C1382](ID 18) RESPONSEIMMUNE_STARTTIME = 999 (0x000003E7) (uint32) [C1383](ID 19) RESPONSEIMMUNE_ENDTIME = 999 (0x000003E7) (uint32) [C1384](ID 10) STATEGROUP = 1179664 (0x00120010) (uint32) [C1386](ID 81) RIGHTSLOT = -7.000 (fp4) [C1387](ID 80) LEFTSLOT = -7.000 (fp4) Priority = 0 nAnimLayers = 1 iBaseAnimLayer = 117 iLoopControlAnimLayer = 0 AnimLayers: [L117] iBaseNode = 656 iBaseAction = 504 iBasePropertyParam = 389 NodeTree: [N656] (ANIMLOOPTIME >= 0.550) |-[A504] Token3 -> TERMINATE `-[N657] (ANIMLOOPCOUNT >= 1.000) |-[A505] Token3 -> TERMINATE `-[N658] (SAVEDSTATEGROUP & 2048.000) |-[N659] (ACTION = 1.000) | |-[N660] (ANIMLOOPTIME >= 999.000) | | |-[A508] TokenCUR -> State68 (BOW3P_CHARGE_ARROW) | | `-[FAIL] | `-[FAIL] `-[N661] (ACTION = 1.000) |-[N662] (ANIMLOOPTIME >= 999.000) | |-[A511] TokenCUR -> State0 (FIGHT_ENTER) | `-[FAIL] `-[FAIL] } - - - - - - - - - - - - - - - - - - - - State118 (RESPONSE_NOBLOCKHURTFRONT) { Flags[0] = 0x00000000 <........ ........ ........ ........> Flags[1] = 0x00000000 <........ ........ ........ ........> iBaseConstant = 1388 nBaseConstants = 10 StateConstants: [C1394](ID 0) ANIMMOVESCALE = 1.000 (fp4) [C1395](ID 81) RIGHTSLOT = -7.000 (fp4) [C1396](ID 80) LEFTSLOT = -7.000 (fp4) [C1397](ID 10) STATEGROUP = 16 (0x00000010) (uint32) Priority = 0 nAnimLayers = 1 iBaseAnimLayer = 118 iLoopControlAnimLayer = 0 AnimLayers: [L118] iBaseNode = 663 iBaseAction = 512 iBasePropertyParam = 389 NodeTree: [N663] (SAVEDSTATEGROUP & 2048.000) |-[N664] (ANIMLOOPTIME >= 1.000) | |-[A512] TokenCUR -> State68 (BOW3P_CHARGE_ARROW) | `-[N665] (ANIMLOOPCOUNT >= 1.000) | |-[A513] TokenCUR -> State68 (BOW3P_CHARGE_ARROW) | `-[N666] (ACTION = 1.000) | |-[N667] (ANIMLOOPTIME >= 999.000) | | |-[A514] TokenCUR -> State68 (BOW3P_CHARGE_ARROW) | | `-[FAIL] | `-[FAIL] `-[N668] (ANIMLOOPTIME >= 1.000) |-[A515] TokenCUR -> State0 (FIGHT_ENTER) `-[N669] (ANIMLOOPCOUNT >= 1.000) |-[A516] TokenCUR -> State0 (FIGHT_ENTER) `-[N670] (ACTION = 1.000) |-[N671] (ANIMLOOPTIME >= 999.000) | |-[A517] TokenCUR -> State0 (FIGHT_ENTER) | `-[FAIL] `-[FAIL] } - - - - - - - - - - - - - - - - - - - - State119 (RESPONSE_NOBLOCKHURTFRONTLFT) { Flags[0] = 0x00000000 <........ ........ ........ ........> Flags[1] = 0x00000000 <........ ........ ........ ........> iBaseConstant = 1398 nBaseConstants = 10 StateConstants: [C1404](ID 0) ANIMMOVESCALE = 1.000 (fp4) [C1405](ID 81) RIGHTSLOT = -7.000 (fp4) [C1406](ID 80) LEFTSLOT = -7.000 (fp4) [C1407](ID 10) STATEGROUP = 16 (0x00000010) (uint32) Priority = 0 nAnimLayers = 1 iBaseAnimLayer = 119 iLoopControlAnimLayer = 0 AnimLayers: [L119] iBaseNode = 672 iBaseAction = 518 iBasePropertyParam = 389 NodeTree: [N672] (SAVEDSTATEGROUP & 2048.000) |-[N673] (ANIMLOOPTIME >= 1.000) | |-[A518] TokenCUR -> State68 (BOW3P_CHARGE_ARROW) | `-[N674] (ANIMLOOPCOUNT >= 1.000) | |-[A519] TokenCUR -> State68 (BOW3P_CHARGE_ARROW) | `-[N675] (ACTION = 1.000) | |-[N676] (ANIMLOOPTIME >= 999.000) | | |-[A520] TokenCUR -> State68 (BOW3P_CHARGE_ARROW) | | `-[FAIL] | `-[FAIL] `-[N677] (ANIMLOOPTIME >= 1.000) |-[A521] TokenCUR -> State0 (FIGHT_ENTER) `-[N678] (ANIMLOOPCOUNT >= 1.000) |-[A522] TokenCUR -> State0 (FIGHT_ENTER) `-[N679] (ACTION = 1.000) |-[N680] (ANIMLOOPTIME >= 999.000) | |-[A523] TokenCUR -> State0 (FIGHT_ENTER) | `-[FAIL] `-[FAIL] } - - - - - - - - - - - - - - - - - - - - State120 (RESPONSE_NOBLOCKHURTFRONTRGT) { Flags[0] = 0x00000000 <........ ........ ........ ........> Flags[1] = 0x00000000 <........ ........ ........ ........> iBaseConstant = 1408 nBaseConstants = 10 StateConstants: [C1414](ID 0) ANIMMOVESCALE = 1.000 (fp4) [C1415](ID 81) RIGHTSLOT = -7.000 (fp4) [C1416](ID 80) LEFTSLOT = -7.000 (fp4) [C1417](ID 10) STATEGROUP = 16 (0x00000010) (uint32) Priority = 0 nAnimLayers = 1 iBaseAnimLayer = 120 iLoopControlAnimLayer = 0 AnimLayers: [L120] iBaseNode = 681 iBaseAction = 524 iBasePropertyParam = 389 NodeTree: [N681] (SAVEDSTATEGROUP & 2048.000) |-[N682] (ANIMLOOPTIME >= 1.100) | |-[A524] TokenCUR -> State68 (BOW3P_CHARGE_ARROW) | `-[N683] (ANIMLOOPCOUNT >= 1.000) | |-[A525] TokenCUR -> State68 (BOW3P_CHARGE_ARROW) | `-[N684] (ACTION = 1.000) | |-[N685] (ANIMLOOPTIME >= 999.000) | | |-[A526] TokenCUR -> State68 (BOW3P_CHARGE_ARROW) | | `-[FAIL] | `-[FAIL] `-[N686] (ANIMLOOPTIME >= 1.100) |-[A527] TokenCUR -> State0 (FIGHT_ENTER) `-[N687] (ANIMLOOPCOUNT >= 1.000) |-[A528] TokenCUR -> State0 (FIGHT_ENTER) `-[N688] (ACTION = 1.000) |-[N689] (ANIMLOOPTIME >= 999.000) | |-[A529] TokenCUR -> State0 (FIGHT_ENTER) | `-[FAIL] `-[FAIL] } - - - - - - - - - - - - - - - - - - - - State121 (RESPONSE_NOBLOCKHURTFRONTABOVE) { Flags[0] = 0x00000000 <........ ........ ........ ........> Flags[1] = 0x00000000 <........ ........ ........ ........> iBaseConstant = 1418 nBaseConstants = 10 StateConstants: [C1424](ID 0) ANIMMOVESCALE = 1.000 (fp4) [C1425](ID 81) RIGHTSLOT = -7.000 (fp4) [C1426](ID 80) LEFTSLOT = -7.000 (fp4) [C1427](ID 10) STATEGROUP = 16 (0x00000010) (uint32) Priority = 0 nAnimLayers = 1 iBaseAnimLayer = 121 iLoopControlAnimLayer = 0 AnimLayers: [L121] iBaseNode = 690 iBaseAction = 530 iBasePropertyParam = 389 NodeTree: [N690] (SAVEDSTATEGROUP & 2048.000) |-[N691] (ANIMLOOPTIME >= 1.300) | |-[A530] TokenCUR -> State68 (BOW3P_CHARGE_ARROW) | `-[N692] (ANIMLOOPCOUNT >= 1.000) | |-[A531] TokenCUR -> State68 (BOW3P_CHARGE_ARROW) | `-[N693] (ACTION = 1.000) | |-[N694] (ANIMLOOPTIME >= 999.000) | | |-[A532] TokenCUR -> State68 (BOW3P_CHARGE_ARROW) | | `-[FAIL] | `-[FAIL] `-[N695] (ANIMLOOPTIME >= 1.300) |-[A533] TokenCUR -> State0 (FIGHT_ENTER) `-[N696] (ANIMLOOPCOUNT >= 1.000) |-[A534] TokenCUR -> State0 (FIGHT_ENTER) `-[N697] (ACTION = 1.000) |-[N698] (ANIMLOOPTIME >= 999.000) | |-[A535] TokenCUR -> State0 (FIGHT_ENTER) | `-[FAIL] `-[FAIL] } - - - - - - - - - - - - - - - - - - - - State122 (RESPONSE_BLOCKFRONT) { Flags[0] = 0x00000000 <........ ........ ........ ........> Flags[1] = 0x00000000 <........ ........ ........ ........> iBaseConstant = 1428 nBaseConstants = 10 StateConstants: [C1432](ID 10) STATEGROUP = 1048624 (0x00100030) (uint32) [C1435](ID 0) ANIMMOVESCALE = 1.000 (fp4) [C1436](ID 81) RIGHTSLOT = -7.000 (fp4) [C1437](ID 80) LEFTSLOT = -7.000 (fp4) Priority = 0 nAnimLayers = 1 iBaseAnimLayer = 122 iLoopControlAnimLayer = 0 AnimLayers: [L122] iBaseNode = 699 iBaseAction = 536 iBasePropertyParam = 389 NodeTree: [N699] (SAVEDSTATEGROUP & 2048.000) |-[N700] (ANIMLOOPTIME >= 1.000) | |-[A536] TokenCUR -> State68 (BOW3P_CHARGE_ARROW) | `-[N701] (ANIMLOOPCOUNT >= 1.000) | |-[A537] TokenCUR -> State68 (BOW3P_CHARGE_ARROW) | `-[N702] (ACTION = 1.000) | |-[N703] (ANIMLOOPTIME >= 999.000) | | |-[A538] TokenCUR -> State68 (BOW3P_CHARGE_ARROW) | | `-[FAIL] | `-[FAIL] `-[N704] (ANIMLOOPTIME >= 1.000) |-[A539] TokenCUR -> State0 (FIGHT_ENTER) `-[N705] (ANIMLOOPCOUNT >= 1.000) |-[A540] TokenCUR -> State0 (FIGHT_ENTER) `-[N706] (ACTION = 1.000) |-[N707] (ANIMLOOPTIME >= 999.000) | |-[A541] TokenCUR -> State0 (FIGHT_ENTER) | `-[FAIL] `-[FAIL] } - - - - - - - - - - - - - - - - - - - - State123 (RESPONSE_BLOCKABOVE) { Flags[0] = 0x00000000 <........ ........ ........ ........> Flags[1] = 0x00000000 <........ ........ ........ ........> iBaseConstant = 1438 nBaseConstants = 10 StateConstants: [C1442](ID 10) STATEGROUP = 1048624 (0x00100030) (uint32) [C1445](ID 0) ANIMMOVESCALE = 1.000 (fp4) [C1446](ID 81) RIGHTSLOT = -7.000 (fp4) [C1447](ID 80) LEFTSLOT = -7.000 (fp4) Priority = 0 nAnimLayers = 1 iBaseAnimLayer = 123 iLoopControlAnimLayer = 0 AnimLayers: [L123] iBaseNode = 708 iBaseAction = 542 iBasePropertyParam = 389 NodeTree: [N708] (SAVEDSTATEGROUP & 2048.000) |-[N709] (ANIMLOOPTIME >= 1.000) | |-[A542] TokenCUR -> State68 (BOW3P_CHARGE_ARROW) | `-[N710] (ANIMLOOPCOUNT >= 1.000) | |-[A543] TokenCUR -> State68 (BOW3P_CHARGE_ARROW) | `-[N711] (ACTION = 1.000) | |-[N712] (ANIMLOOPTIME >= 999.000) | | |-[A544] TokenCUR -> State68 (BOW3P_CHARGE_ARROW) | | `-[FAIL] | `-[FAIL] `-[N713] (ANIMLOOPTIME >= 1.000) |-[A545] TokenCUR -> State0 (FIGHT_ENTER) `-[N714] (ANIMLOOPCOUNT >= 1.000) |-[A546] TokenCUR -> State0 (FIGHT_ENTER) `-[N715] (ACTION = 1.000) |-[N716] (ANIMLOOPTIME >= 999.000) | |-[A547] TokenCUR -> State0 (FIGHT_ENTER) | `-[FAIL] `-[FAIL] } - - - - - - - - - - - - - - - - - - - - State124 (RESPONSE_BLOCKLFT) { Flags[0] = 0x00000000 <........ ........ ........ ........> Flags[1] = 0x00000000 <........ ........ ........ ........> iBaseConstant = 1448 nBaseConstants = 10 StateConstants: [C1452](ID 10) STATEGROUP = 1048624 (0x00100030) (uint32) [C1455](ID 0) ANIMMOVESCALE = 1.000 (fp4) [C1456](ID 81) RIGHTSLOT = -7.000 (fp4) [C1457](ID 80) LEFTSLOT = -7.000 (fp4) Priority = 0 nAnimLayers = 1 iBaseAnimLayer = 124 iLoopControlAnimLayer = 0 AnimLayers: [L124] iBaseNode = 717 iBaseAction = 548 iBasePropertyParam = 389 NodeTree: [N717] (SAVEDSTATEGROUP & 2048.000) |-[N718] (ANIMLOOPTIME >= 1.000) | |-[A548] TokenCUR -> State68 (BOW3P_CHARGE_ARROW) | `-[N719] (ANIMLOOPCOUNT >= 1.000) | |-[A549] TokenCUR -> State68 (BOW3P_CHARGE_ARROW) | `-[N720] (ACTION = 1.000) | |-[N721] (ANIMLOOPTIME >= 999.000) | | |-[A550] TokenCUR -> State68 (BOW3P_CHARGE_ARROW) | | `-[FAIL] | `-[FAIL] `-[N722] (ANIMLOOPTIME >= 1.000) |-[A551] TokenCUR -> State0 (FIGHT_ENTER) `-[N723] (ANIMLOOPCOUNT >= 1.000) |-[A552] TokenCUR -> State0 (FIGHT_ENTER) `-[N724] (ACTION = 1.000) |-[N725] (ANIMLOOPTIME >= 999.000) | |-[A553] TokenCUR -> State0 (FIGHT_ENTER) | `-[FAIL] `-[FAIL] } - - - - - - - - - - - - - - - - - - - - State125 (RESPONSE_BLOCKRGT) { Flags[0] = 0x00000000 <........ ........ ........ ........> Flags[1] = 0x00000000 <........ ........ ........ ........> iBaseConstant = 1458 nBaseConstants = 10 StateConstants: [C1462](ID 10) STATEGROUP = 1048624 (0x00100030) (uint32) [C1465](ID 0) ANIMMOVESCALE = 1.000 (fp4) [C1466](ID 81) RIGHTSLOT = -7.000 (fp4) [C1467](ID 80) LEFTSLOT = -7.000 (fp4) Priority = 0 nAnimLayers = 1 iBaseAnimLayer = 125 iLoopControlAnimLayer = 0 AnimLayers: [L125] iBaseNode = 726 iBaseAction = 554 iBasePropertyParam = 389 NodeTree: [N726] (SAVEDSTATEGROUP & 2048.000) |-[N727] (ANIMLOOPTIME >= 1.000) | |-[A554] TokenCUR -> State68 (BOW3P_CHARGE_ARROW) | `-[N728] (ANIMLOOPCOUNT >= 1.000) | |-[A555] TokenCUR -> State68 (BOW3P_CHARGE_ARROW) | `-[N729] (ACTION = 1.000) | |-[N730] (ANIMLOOPTIME >= 999.000) | | |-[A556] TokenCUR -> State68 (BOW3P_CHARGE_ARROW) | | `-[FAIL] | `-[FAIL] `-[N731] (ANIMLOOPTIME >= 1.000) |-[A557] TokenCUR -> State0 (FIGHT_ENTER) `-[N732] (ANIMLOOPCOUNT >= 1.000) |-[A558] TokenCUR -> State0 (FIGHT_ENTER) `-[N733] (ACTION = 1.000) |-[N734] (ANIMLOOPTIME >= 999.000) | |-[A559] TokenCUR -> State0 (FIGHT_ENTER) | `-[FAIL] `-[FAIL] } - - - - - - - - - - - - - - - - - - - - State126 (RESPONSE_BLOCKBACK) { Flags[0] = 0x00000000 <........ ........ ........ ........> Flags[1] = 0x00000000 <........ ........ ........ ........> iBaseConstant = 1468 nBaseConstants = 10 StateConstants: [C1472](ID 10) STATEGROUP = 1048624 (0x00100030) (uint32) [C1475](ID 0) ANIMMOVESCALE = 1.000 (fp4) [C1476](ID 81) RIGHTSLOT = -7.000 (fp4) [C1477](ID 80) LEFTSLOT = -7.000 (fp4) Priority = 0 nAnimLayers = 1 iBaseAnimLayer = 126 iLoopControlAnimLayer = 0 AnimLayers: [L126] iBaseNode = 735 iBaseAction = 560 iBasePropertyParam = 389 NodeTree: [N735] (SAVEDSTATEGROUP & 2048.000) |-[N736] (ANIMLOOPTIME >= 1.000) | |-[A560] TokenCUR -> State68 (BOW3P_CHARGE_ARROW) | `-[N737] (ANIMLOOPCOUNT >= 1.000) | |-[A561] TokenCUR -> State68 (BOW3P_CHARGE_ARROW) | `-[N738] (ACTION = 1.000) | |-[N739] (ANIMLOOPTIME >= 999.000) | | |-[A562] TokenCUR -> State68 (BOW3P_CHARGE_ARROW) | | `-[FAIL] | `-[FAIL] `-[N740] (ANIMLOOPTIME >= 1.000) |-[A563] TokenCUR -> State0 (FIGHT_ENTER) `-[N741] (ANIMLOOPCOUNT >= 1.000) |-[A564] TokenCUR -> State0 (FIGHT_ENTER) `-[N742] (ACTION = 1.000) |-[N743] (ANIMLOOPTIME >= 999.000) | |-[A565] TokenCUR -> State0 (FIGHT_ENTER) | `-[FAIL] `-[FAIL] } - - - - - - - - - - - - - - - - - - - - State127 (INIT) { Flags[0] = 0x00000000 <........ ........ ........ ........> Flags[1] = 0x00000000 <........ ........ ........ ........> iBaseConstant = 1478 nBaseConstants = 0 StateConstants: (empty) Priority = 0 nAnimLayers = 1 iBaseAnimLayer = 127 iLoopControlAnimLayer = 0 AnimLayers: [L127] iBaseNode = 744 iBaseAction = 566 iBasePropertyParam = 389 NodeTree: [N744] (STATETIME = 0.000) |-[A566] Token1 -> State79 (RESPONSE_INIT) `-[N745] (STATETIME > 0.000) |-[A567] Token0 -> State1 (ACTIONSWITCH) `-[FAIL] } } Actions: { Action[A000] = State127 (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] = State5 (FIGHT_BLOCK_SWITCH), ABDuration 0.000> Action[A005] = State29 (FIGHT_ATTACK_INIT), ABDuration 0.000> Action[A006] = State2 (FIGHT_SWITCH), ABDuration -1.000> Action[A007] = State1 (ACTIONSWITCH), ABDuration -1.000> Action[A008] = State7 (FIGHT_MOVEMENTSWITCH), ABDuration -2.000> Action[A009] = State26 (FIGHT_TURNSWITCH), ABDuration -2.000> Action[A010] = State26 (FIGHT_TURNSWITCH), ABDuration -2.000> Action[A011] = State26 (FIGHT_TURNSWITCH), ABDuration -2.000> Action[A012] = State4 (FIGHT_IDLEBLOCK), ABDuration -1.000> Action[A013] = State3 (FIGHT_IDLE), ABDuration -1.000> Action[A014] = State2 (FIGHT_SWITCH), ABDuration -2.000> Action[A015] = State7 (FIGHT_MOVEMENTSWITCH), ABDuration -2.000> Action[A016] = State26 (FIGHT_TURNSWITCH), ABDuration -2.000> Action[A017] = State26 (FIGHT_TURNSWITCH), ABDuration -2.000> Action[A018] = State26 (FIGHT_TURNSWITCH), ABDuration -2.000> Action[A019] = State2 (FIGHT_SWITCH), ABDuration -2.000> Action[A020] = State7 (FIGHT_MOVEMENTSWITCH), ABDuration -2.000> Action[A021] = State26 (FIGHT_TURNSWITCH), ABDuration -2.000> Action[A022] = State26 (FIGHT_TURNSWITCH), ABDuration -2.000> Action[A023] = State26 (FIGHT_TURNSWITCH), ABDuration -2.000> Action[A024] = State1 (ACTIONSWITCH), ABDuration 0.000> Action[A025] = State6 (FIGHT_BLOCK_IDLE), ABDuration 0.200> Action[A026] = State5 (FIGHT_BLOCK_SWITCH), ABDuration 0.100> Action[A027] = State2 (FIGHT_SWITCH), ABDuration -1.000> Action[A028] = State2 (FIGHT_SWITCH), ABDuration -1.000> Action[A029] = State8 (FIGHT_JOGFWD), ABDuration 0.100> Action[A030] = State9 (FIGHT_WALKFWD), ABDuration 0.100> Action[A031] = State14 (FIGHT_RUSHFWD), ABDuration 0.100> Action[A032] = State15 (FIGHT_RUSHBWD), ABDuration 0.100> Action[A033] = State16 (FIGHT_RUSHLFT), ABDuration 0.100> Action[A034] = State17 (FIGHT_RUSHRGT), ABDuration 0.100> Action[A035] = State18 (FIGHT_MOVEFWDBLOCK), ABDuration 0.100> Action[A036] = State19 (FIGHT_MOVEBWDBLOCK), ABDuration 0.100> Action[A037] = State24 (FIGHT_NOTURNMOVELFTBLOCK), ABDuration 0.100> Action[A038] = State25 (FIGHT_NOTURNMOVERGTBLOCK), ABDuration 0.100> Action[A039] = State20 (FIGHT_MOVELFTBLOCK), ABDuration 0.100> Action[A040] = State21 (FIGHT_MOVERGTBLOCK), ABDuration 0.100> Action[A041] = State10 (FIGHT_MOVEFWD), ABDuration 0.100> Action[A042] = State11 (FIGHT_MOVEBWD), ABDuration 0.100> Action[A043] = State22 (FIGHT_NOTURNMOVELFT), ABDuration 0.100> Action[A044] = State23 (FIGHT_NOTURNMOVERGT), ABDuration 0.100> Action[A045] = State12 (FIGHT_MOVELFT), ABDuration 0.100> Action[A046] = State13 (FIGHT_MOVERGT), ABDuration 0.100> Action[A047] = State7 (FIGHT_MOVEMENTSWITCH), ABDuration 0.100> Action[A048] = State7 (FIGHT_MOVEMENTSWITCH), ABDuration 0.100> Action[A049] = State7 (FIGHT_MOVEMENTSWITCH), ABDuration 0.100> Action[A050] = State7 (FIGHT_MOVEMENTSWITCH), ABDuration 0.100> Action[A051] = State7 (FIGHT_MOVEMENTSWITCH), ABDuration 0.100> Action[A052] = State7 (FIGHT_MOVEMENTSWITCH), ABDuration 0.100> Action[A053] = State7 (FIGHT_MOVEMENTSWITCH), ABDuration 0.100> Action[A054] = State7 (FIGHT_MOVEMENTSWITCH), ABDuration 0.100> Action[A055] = State7 (FIGHT_MOVEMENTSWITCH), ABDuration 0.100> Action[A056] = State7 (FIGHT_MOVEMENTSWITCH), ABDuration 0.100> Action[A057] = State7 (FIGHT_MOVEMENTSWITCH), ABDuration 0.000> Action[A058] = State7 (FIGHT_MOVEMENTSWITCH), ABDuration 0.000> Action[A059] = State7 (FIGHT_MOVEMENTSWITCH), ABDuration 0.000> Action[A060] = State7 (FIGHT_MOVEMENTSWITCH), ABDuration 0.000> Action[A061] = State7 (FIGHT_MOVEMENTSWITCH), ABDuration 0.000> Action[A062] = State7 (FIGHT_MOVEMENTSWITCH), ABDuration 0.000> Action[A063] = State7 (FIGHT_MOVEMENTSWITCH), ABDuration 0.100> Action[A064] = State7 (FIGHT_MOVEMENTSWITCH), ABDuration 0.100> Action[A065] = State7 (FIGHT_MOVEMENTSWITCH), ABDuration 0.100> Action[A066] = State7 (FIGHT_MOVEMENTSWITCH), ABDuration 0.100> Action[A067] = State7 (FIGHT_MOVEMENTSWITCH), ABDuration 0.100> Action[A068] = State7 (FIGHT_MOVEMENTSWITCH), ABDuration 0.100> Action[A069] = State7 (FIGHT_MOVEMENTSWITCH), ABDuration 0.100> Action[A070] = State7 (FIGHT_MOVEMENTSWITCH), ABDuration 0.100> Action[A071] = State7 (FIGHT_MOVEMENTSWITCH), ABDuration 0.100> Action[A072] = State7 (FIGHT_MOVEMENTSWITCH), ABDuration 0.100> Action[A073] = State7 (FIGHT_MOVEMENTSWITCH), ABDuration 0.100> Action[A074] = State7 (FIGHT_MOVEMENTSWITCH), ABDuration 0.100> Action[A075] = State7 (FIGHT_MOVEMENTSWITCH), ABDuration 0.100> Action[A076] = State7 (FIGHT_MOVEMENTSWITCH), ABDuration 0.100> Action[A077] = State7 (FIGHT_MOVEMENTSWITCH), ABDuration 0.100> Action[A078] = State7 (FIGHT_MOVEMENTSWITCH), ABDuration 0.100> Action[A079] = State7 (FIGHT_MOVEMENTSWITCH), ABDuration 0.100> Action[A080] = State7 (FIGHT_MOVEMENTSWITCH), ABDuration 0.100> Action[A081] = State7 (FIGHT_MOVEMENTSWITCH), ABDuration 0.100> Action[A082] = State7 (FIGHT_MOVEMENTSWITCH), ABDuration 0.100> Action[A083] = State7 (FIGHT_MOVEMENTSWITCH), ABDuration 0.100> Action[A084] = State7 (FIGHT_MOVEMENTSWITCH), ABDuration 0.100> Action[A085] = State7 (FIGHT_MOVEMENTSWITCH), ABDuration 0.100> Action[A086] = State7 (FIGHT_MOVEMENTSWITCH), ABDuration 0.100> Action[A087] = State7 (FIGHT_MOVEMENTSWITCH), ABDuration 0.100> Action[A088] = State7 (FIGHT_MOVEMENTSWITCH), ABDuration 0.100> Action[A089] = State7 (FIGHT_MOVEMENTSWITCH), ABDuration 0.100> Action[A090] = State7 (FIGHT_MOVEMENTSWITCH), ABDuration 0.100> Action[A091] = State7 (FIGHT_MOVEMENTSWITCH), ABDuration 0.100> Action[A092] = State7 (FIGHT_MOVEMENTSWITCH), ABDuration 0.100> Action[A093] = State7 (FIGHT_MOVEMENTSWITCH), ABDuration 0.100> Action[A094] = State7 (FIGHT_MOVEMENTSWITCH), ABDuration 0.100> Action[A095] = State7 (FIGHT_MOVEMENTSWITCH), ABDuration 0.100> Action[A096] = State7 (FIGHT_MOVEMENTSWITCH), ABDuration 0.100> Action[A097] = State7 (FIGHT_MOVEMENTSWITCH), ABDuration 0.100> Action[A098] = State7 (FIGHT_MOVEMENTSWITCH), ABDuration 0.100> Action[A099] = State7 (FIGHT_MOVEMENTSWITCH), ABDuration 0.100> Action[A100] = State7 (FIGHT_MOVEMENTSWITCH), ABDuration 0.100> Action[A101] = State7 (FIGHT_MOVEMENTSWITCH), ABDuration 0.000> Action[A102] = State7 (FIGHT_MOVEMENTSWITCH), ABDuration 0.000> Action[A103] = State7 (FIGHT_MOVEMENTSWITCH), ABDuration 0.000> Action[A104] = State7 (FIGHT_MOVEMENTSWITCH), ABDuration 0.000> Action[A105] = State7 (FIGHT_MOVEMENTSWITCH), ABDuration 0.000> Action[A106] = State7 (FIGHT_MOVEMENTSWITCH), ABDuration 0.000> Action[A107] = State7 (FIGHT_MOVEMENTSWITCH), ABDuration 0.100> Action[A108] = State7 (FIGHT_MOVEMENTSWITCH), ABDuration 0.100> Action[A109] = State7 (FIGHT_MOVEMENTSWITCH), ABDuration 0.100> Action[A110] = State7 (FIGHT_MOVEMENTSWITCH), ABDuration 0.100> Action[A111] = State7 (FIGHT_MOVEMENTSWITCH), ABDuration 0.100> Action[A112] = State7 (FIGHT_MOVEMENTSWITCH), ABDuration 0.100> Action[A113] = State7 (FIGHT_MOVEMENTSWITCH), ABDuration 0.100> Action[A114] = State7 (FIGHT_MOVEMENTSWITCH), ABDuration 0.100> Action[A115] = State7 (FIGHT_MOVEMENTSWITCH), ABDuration 0.100> Action[A116] = State7 (FIGHT_MOVEMENTSWITCH), ABDuration 0.100> Action[A117] = State7 (FIGHT_MOVEMENTSWITCH), ABDuration 0.100> Action[A118] = State7 (FIGHT_MOVEMENTSWITCH), ABDuration 0.100> Action[A119] = State7 (FIGHT_MOVEMENTSWITCH), ABDuration 0.100> Action[A120] = State7 (FIGHT_MOVEMENTSWITCH), ABDuration 0.100> Action[A121] = State7 (FIGHT_MOVEMENTSWITCH), ABDuration 0.100> Action[A122] = State7 (FIGHT_MOVEMENTSWITCH), ABDuration 0.100> Action[A123] = State7 (FIGHT_MOVEMENTSWITCH), ABDuration 0.100> Action[A124] = State7 (FIGHT_MOVEMENTSWITCH), ABDuration 0.100> Action[A125] = State7 (FIGHT_MOVEMENTSWITCH), ABDuration 0.100> Action[A126] = State7 (FIGHT_MOVEMENTSWITCH), ABDuration 0.100> Action[A127] = State7 (FIGHT_MOVEMENTSWITCH), ABDuration 0.100> Action[A128] = State7 (FIGHT_MOVEMENTSWITCH), ABDuration 0.100> Action[A129] = State7 (FIGHT_MOVEMENTSWITCH), ABDuration 0.100> Action[A130] = State7 (FIGHT_MOVEMENTSWITCH), ABDuration 0.100> Action[A131] = State7 (FIGHT_MOVEMENTSWITCH), ABDuration 0.100> Action[A132] = State7 (FIGHT_MOVEMENTSWITCH), ABDuration 0.100> Action[A133] = State7 (FIGHT_MOVEMENTSWITCH), ABDuration 0.100> Action[A134] = State7 (FIGHT_MOVEMENTSWITCH), ABDuration 0.100> Action[A135] = State7 (FIGHT_MOVEMENTSWITCH), ABDuration 0.100> Action[A136] = State7 (FIGHT_MOVEMENTSWITCH), ABDuration 0.100> Action[A137] = State7 (FIGHT_MOVEMENTSWITCH), ABDuration 0.100> Action[A138] = State7 (FIGHT_MOVEMENTSWITCH), ABDuration 0.100> Action[A139] = State7 (FIGHT_MOVEMENTSWITCH), ABDuration 0.100> Action[A140] = State7 (FIGHT_MOVEMENTSWITCH), ABDuration 0.100> Action[A141] = State7 (FIGHT_MOVEMENTSWITCH), ABDuration 0.100> Action[A142] = State7 (FIGHT_MOVEMENTSWITCH), ABDuration 0.100> Action[A143] = State7 (FIGHT_MOVEMENTSWITCH), ABDuration 0.100> Action[A144] = State7 (FIGHT_MOVEMENTSWITCH), ABDuration 0.100> Action[A145] = State7 (FIGHT_MOVEMENTSWITCH), ABDuration 0.100> Action[A146] = State7 (FIGHT_MOVEMENTSWITCH), ABDuration 0.100> Action[A147] = State7 (FIGHT_MOVEMENTSWITCH), ABDuration 0.100> Action[A148] = State7 (FIGHT_MOVEMENTSWITCH), ABDuration 0.100> Action[A149] = State27 (FIGHT_TURNLFT), ABDuration 0.000> Action[A150] = State28 (FIGHT_TURNRGT), ABDuration 0.000> Action[A151] = State2 (FIGHT_SWITCH), ABDuration -1.000> Action[A152] = State2 (FIGHT_SWITCH), ABDuration -1.000> Action[A153] = State2 (FIGHT_SWITCH), ABDuration -1.000> Action[A154] = State2 (FIGHT_SWITCH), ABDuration -1.000> Action[A155] = State2 (FIGHT_SWITCH), ABDuration -1.000> Action[A156] = State7 (FIGHT_MOVEMENTSWITCH), ABDuration 0.000> Action[A157] = State7 (FIGHT_MOVEMENTSWITCH), ABDuration 0.000> Action[A158] = State7 (FIGHT_MOVEMENTSWITCH), ABDuration 0.000> Action[A159] = State7 (FIGHT_MOVEMENTSWITCH), ABDuration 0.000> Action[A160] = State7 (FIGHT_MOVEMENTSWITCH), ABDuration 0.000> Action[A161] = State31 (FIGHT_ATTACK_SWITCH), ABDuration 0.000> Action[A162] = State1 (ACTIONSWITCH), ABDuration -1.000> Action[A163] = State44 (FIGHT_ATTACK_SPECIALSWITCH), ABDuration 0.000> Action[A164] = State32 (FIGHT_ATTACK_CONTEXTSWITCH), ABDuration 0.000> Action[A165] = State33 (FIGHT_ATTACK_FWDMEDSWITCH), ABDuration 0.000> Action[A166] = State33 (FIGHT_ATTACK_FWDMEDSWITCH), ABDuration 0.000> Action[A167] = State33 (FIGHT_ATTACK_FWDMEDSWITCH), ABDuration 0.000> Action[A168] = State39 (FIGHT_ATTACKBLOCK_LEFT), ABDuration 0.100> Action[A169] = State41 (FIGHT_ATTACKBLOCK_HEAVY), ABDuration 0.100> Action[A170] = State34 (FIGHT_ATTACK_LEFT), ABDuration 0.100> Action[A171] = State36 (FIGHT_ATTACK_HEAVY), ABDuration 0.100> Action[A172] = State30 (FIGHT_ATTACK_EXIT), ABDuration 0.000> Action[A173] = State35 (FIGHT_ATTACK_RIGHT_VARIATION1), ABDuration 0.100> Action[A174] = State30 (FIGHT_ATTACK_EXIT), ABDuration 0.100> Action[A175] = State30 (FIGHT_ATTACK_EXIT), ABDuration 0.000> Action[A176] = State30 (FIGHT_ATTACK_EXIT), ABDuration 0.100> Action[A177] = State30 (FIGHT_ATTACK_EXIT), ABDuration 0.000> Action[A178] = State37 (FIGHT_ATTACK_SUPERHEAVY), ABDuration 0.100> Action[A179] = State30 (FIGHT_ATTACK_EXIT), ABDuration 0.100> Action[A180] = State30 (FIGHT_ATTACK_EXIT), ABDuration 0.000> Action[A181] = State38 (FIGHT_ATTACK_2SWEEPCOMBO), ABDuration 0.100> Action[A182] = State30 (FIGHT_ATTACK_EXIT), ABDuration 0.100> Action[A183] = State30 (FIGHT_ATTACK_EXIT), ABDuration 0.000> Action[A184] = State30 (FIGHT_ATTACK_EXIT), ABDuration 0.100> Action[A185] = State30 (FIGHT_ATTACK_EXIT), ABDuration 0.000> Action[A186] = State40 (FIGHT_ATTACKBLOCK_RIGHT_VARIATION1), ABDuration 0.100> Action[A187] = State30 (FIGHT_ATTACK_EXIT), ABDuration 0.100> Action[A188] = State30 (FIGHT_ATTACK_EXIT), ABDuration 0.000> Action[A189] = State30 (FIGHT_ATTACK_EXIT), ABDuration 0.100> Action[A190] = State30 (FIGHT_ATTACK_EXIT), ABDuration 0.000> Action[A191] = State42 (FIGHT_ATTACKBLOCK_SUPERHEAVY), ABDuration 0.100> Action[A192] = State30 (FIGHT_ATTACK_EXIT), ABDuration 0.100> Action[A193] = State30 (FIGHT_ATTACK_EXIT), ABDuration 0.000> Action[A194] = State43 (FIGHT_ATTACKBLOCK_2SWEEPCOMBO), ABDuration 0.100> Action[A195] = State30 (FIGHT_ATTACK_EXIT), ABDuration 0.100> Action[A196] = State30 (FIGHT_ATTACK_EXIT), ABDuration 0.000> Action[A197] = State30 (FIGHT_ATTACK_EXIT), ABDuration 0.100> Action[A198] = State30 (FIGHT_ATTACK_EXIT), ABDuration 0.000> Action[A199] = State45 (FIGHT_ATTACK_SPECIAL0), ABDuration 0.100> Action[A200] = State46 (FIGHT_ATTACK_SPECIAL1), ABDuration 0.100> Action[A201] = State47 (FIGHT_ATTACK_SPECIAL2), ABDuration 0.100> Action[A202] = State48 (FIGHT_ATTACK_SPECIAL3), ABDuration 0.100> Action[A203] = State30 (FIGHT_ATTACK_EXIT), ABDuration 0.100> Action[A204] = State30 (FIGHT_ATTACK_EXIT), ABDuration 0.000> Action[A205] = State30 (FIGHT_ATTACK_EXIT), ABDuration 0.200> Action[A206] = State30 (FIGHT_ATTACK_EXIT), ABDuration 0.100> Action[A207] = State30 (FIGHT_ATTACK_EXIT), ABDuration 0.000> Action[A208] = State30 (FIGHT_ATTACK_EXIT), ABDuration 0.200> Action[A209] = State30 (FIGHT_ATTACK_EXIT), ABDuration 0.100> Action[A210] = State30 (FIGHT_ATTACK_EXIT), ABDuration 0.000> Action[A211] = State30 (FIGHT_ATTACK_EXIT), ABDuration 0.200> Action[A212] = State30 (FIGHT_ATTACK_EXIT), ABDuration 0.100> Action[A213] = State30 (FIGHT_ATTACK_EXIT), ABDuration 0.000> Action[A214] = State30 (FIGHT_ATTACK_EXIT), ABDuration 0.200> Action[A215] = Action[A216] = State50 (DIVINE_IDLE), ABDuration 0.200> Action[A217] = State50 (DIVINE_IDLE), ABDuration 0.200> Action[A218] = State51 (DIVINE_ABORT), ABDuration 0.050> Action[A219] = State53 (DIVINE_HEALING), ABDuration 0.300> Action[A220] = State54 (DIVINE_AURA), ABDuration 0.300> Action[A221] = State55 (DIVINE_SHOCKWAVE), ABDuration 0.300> Action[A222] = State56 (DIVINE_BOLTS), ABDuration 0.300> Action[A223] = State51 (DIVINE_ABORT), ABDuration 0.050> Action[A224] = State53 (DIVINE_HEALING), ABDuration 0.300> Action[A225] = State54 (DIVINE_AURA), ABDuration 0.300> Action[A226] = State55 (DIVINE_SHOCKWAVE), ABDuration 0.300> Action[A227] = State56 (DIVINE_BOLTS), ABDuration 0.300> Action[A228] = Action[A229] = State52 (DIVINE_LEAVE), ABDuration 0.050> Action[A230] = State52 (DIVINE_LEAVE), ABDuration 0.050> Action[A231] = State1 (ACTIONSWITCH), ABDuration 0.000> Action[A232] = Action[A233] = Action[A234] = Action[A235] = Action[A236] = State52 (DIVINE_LEAVE), ABDuration 0.050> Action[A237] = Action[A238] = Action[A239] = Action[A240] = Action[A241] = State52 (DIVINE_LEAVE), ABDuration 0.100> Action[A242] = Action[A243] = Action[A244] = Action[A245] = Action[A246] = State52 (DIVINE_LEAVE), ABDuration 0.050> Action[A247] = Action[A248] = Action[A249] = Action[A250] = Action[A251] = State52 (DIVINE_LEAVE), ABDuration 0.100> Action[A252] = State64 (BOW3P_ENTER), ABDuration 0.200> Action[A253] = State59 (BOW1P_CHARGEDIDLE), ABDuration 0.000> Action[A254] = State1 (ACTIONSWITCH), ABDuration 0.000> Action[A255] = State1 (ACTIONSWITCH), ABDuration 0.000> Action[A256] = State60 (BOW1P_SHOOTNRELOAD), ABDuration 0.000> Action[A257] = State61 (BOW1P_SHOOTNRELAX), ABDuration 0.000> Action[A258] = State58 (BOW1P_LEAVE), ABDuration 0.000> Action[A259] = Action[A260] = State59 (BOW1P_CHARGEDIDLE), ABDuration 0.000> Action[A261] = State58 (BOW1P_LEAVE), ABDuration 0.000> Action[A262] = Action[A263] = State58 (BOW1P_LEAVE), ABDuration 0.000> Action[A264] = State58 (BOW1P_LEAVE), ABDuration 0.000> Action[A265] = State59 (BOW1P_CHARGEDIDLE), ABDuration 0.000> Action[A266] = Action[A267] = Action[A268] = Action[A269] = State65 (BOW3P_WIELDBOW), ABDuration 0.000> Action[A270] = State65 (BOW3P_WIELDBOW), ABDuration 0.000> Action[A271] = State66 (BOW3P_UNWIELDWEAPON), ABDuration 0.000> Action[A272] = State66 (BOW3P_UNWIELDWEAPON), ABDuration 0.000> Action[A273] = State67 (BOW3P_WIELDAMMO), ABDuration 0.000> Action[A274] = State67 (BOW3P_WIELDAMMO), ABDuration 0.000> Action[A275] = State68 (BOW3P_CHARGE_ARROW), ABDuration 0.200> Action[A276] = State74 (BOW3P_CHARGEDIDLE), ABDuration 0.200> Action[A277] = State69 (BOW3P_LEAVE), ABDuration 0.300> Action[A278] = State70 (BOW3P_WIELDWEAPON), ABDuration 0.050> Action[A279] = State70 (BOW3P_WIELDWEAPON), ABDuration 0.050> Action[A280] = State71 (BOW3P_WIELDSHIELD), ABDuration 0.050> Action[A281] = State71 (BOW3P_WIELDSHIELD), ABDuration 0.050> Action[A282] = State1 (ACTIONSWITCH), ABDuration 0.300> Action[A283] = Action[A284] = State73 (BOW3P_RELOAD), ABDuration 0.050> Action[A285] = State73 (BOW3P_RELOAD), ABDuration 0.050> Action[A286] = State69 (BOW3P_LEAVE), ABDuration 0.300> Action[A287] = State68 (BOW3P_CHARGE_ARROW), ABDuration 0.200> Action[A288] = State72 (BOW3P_SHOOT), ABDuration 0.000> Action[A289] = State69 (BOW3P_LEAVE), ABDuration 0.300> Action[A290] = State80 (RESPONSE_SWITCH), ABDuration 0.000> Action[A291] = Action[A292] = State68 (BOW3P_CHARGE_ARROW), ABDuration 0.050> Action[A293] = State68 (BOW3P_CHARGE_ARROW), ABDuration 0.050> Action[A294] = State68 (BOW3P_CHARGE_ARROW), ABDuration 0.050> Action[A295] = State0 (FIGHT_ENTER), ABDuration 0.050> Action[A296] = State0 (FIGHT_ENTER), ABDuration 0.050> Action[A297] = State0 (FIGHT_ENTER), ABDuration 0.050> Action[A298] = State78 (DUMMY_SPAWNDEAD), ABDuration 0.000> Action[A299] = State75 (RESPONSE_TRIGGER), ABDuration 0.000> Action[A300] = State81 (RESPONSE_SWITCH_0_49), ABDuration 0.000> Action[A301] = State82 (RESPONSE_SWITCH_50_200), ABDuration 0.000> Action[A302] = State83 (RESPONSE_HURTFRONT), ABDuration 0.050> Action[A303] = State118 (RESPONSE_NOBLOCKHURTFRONT), ABDuration 0.050> Action[A304] = State84 (RESPONSE_HURTFRONTLFT), ABDuration 0.050> Action[A305] = State119 (RESPONSE_NOBLOCKHURTFRONTLFT), ABDuration 0.050> Action[A306] = State85 (RESPONSE_HURTFRONTRGT), ABDuration 0.050> Action[A307] = State120 (RESPONSE_NOBLOCKHURTFRONTRGT), ABDuration 0.050> Action[A308] = State86 (RESPONSE_HURTFRONTABOVE), ABDuration 0.050> Action[A309] = State121 (RESPONSE_NOBLOCKHURTFRONTABOVE), ABDuration 0.100> Action[A310] = State87 (RESPONSE_HURTBACK), ABDuration 0.050> Action[A311] = State88 (RESPONSE_HURTARROW), ABDuration 0.050> Action[A312] = State122 (RESPONSE_BLOCKFRONT), ABDuration 0.050> Action[A313] = State123 (RESPONSE_BLOCKABOVE), ABDuration 0.050> Action[A314] = State124 (RESPONSE_BLOCKLFT), ABDuration 0.050> Action[A315] = State125 (RESPONSE_BLOCKRGT), ABDuration 0.050> Action[A316] = State126 (RESPONSE_BLOCKBACK), ABDuration 0.050> Action[A317] = State94 (RESPONSE_BLOCKBREAKERRESPONSE), ABDuration 0.050> Action[A318] = State95 (RESPONSE_BLOCKPUSHEDBACK), ABDuration 0.050> Action[A319] = State96 (RESPONSE_PUSHEDBWD), ABDuration 0.050> Action[A320] = State97 (RESPONSE_PUSHEDBWDFAR), ABDuration 0.050> Action[A321] = State101 (RESPONSE_KNOCKEDGROUND), ABDuration 0.050> Action[A322] = State102 (RESPONSE_KNOCKEDKNEE), ABDuration 0.100> Action[A323] = State98 (RESPONSE_DEATHBWD), ABDuration 0.100> Action[A324] = State99 (RESPONSE_DEATHFWD), ABDuration 0.100> Action[A325] = State100 (RESPONSE_DEATHBWDFLIP), ABDuration 0.100> Action[A326] = State75 (RESPONSE_TRIGGER), ABDuration 0.000> Action[A327] = State103 (RESPONSE_FINISHEDGROUND), ABDuration 0.050> Action[A328] = State104 (RESPONSE_FINISHEDKNEEFWD), ABDuration 0.050> Action[A329] = State105 (RESPONSE_FINISHEDKNEEBWD), ABDuration 0.050> Action[A330] = State106 (RESPONSE_FINISHEDKNEESLASH), ABDuration 0.100> Action[A331] = State62 (RESPONSE_HURTBOW1P), ABDuration 0.050> Action[A332] = State63 (RESPONSE_DEATHBOW1P), ABDuration 0.050> Action[A333] = State107 (RESPONSE_HURTSPECIAL0), ABDuration 0.100> Action[A334] = State108 (RESPONSE_HURTSPECIAL1), ABDuration 0.100> Action[A335] = State109 (RESPONSE_HURTSPECIAL2), ABDuration 0.100> Action[A336] = State110 (RESPONSE_HURTSPECIAL3), ABDuration 0.100> Action[A337] = State111 (RESPONSE_HURTSPECIAL3END), ABDuration 0.100> Action[A338] = State112 (RESPONSE_DEATHSPECIAL3END), ABDuration 0.100> Action[A339] = State114 (RESPONSE_KNEED), ABDuration 0.050> Action[A340] = State115 (RESPONSE_ENTANGLED), ABDuration 0.050> Action[A341] = State116 (RESPONSE_PARTIAL_HURTLEFT), ABDuration 0.150> Action[A342] = State117 (RESPONSE_PARTIAL_HURTRIGHT), ABDuration 0.150> Action[A343] = State75 (RESPONSE_TRIGGER), ABDuration 0.000> Action[A344] = State68 (BOW3P_CHARGE_ARROW), ABDuration 0.100> Action[A345] = State68 (BOW3P_CHARGE_ARROW), ABDuration 0.100> Action[A346] = State68 (BOW3P_CHARGE_ARROW), ABDuration 0.100> Action[A347] = State0 (FIGHT_ENTER), ABDuration 0.100> Action[A348] = State0 (FIGHT_ENTER), ABDuration 0.100> Action[A349] = State0 (FIGHT_ENTER), ABDuration 0.100> Action[A350] = State68 (BOW3P_CHARGE_ARROW), ABDuration 0.100> Action[A351] = State68 (BOW3P_CHARGE_ARROW), ABDuration 0.100> Action[A352] = State68 (BOW3P_CHARGE_ARROW), ABDuration 0.100> Action[A353] = State0 (FIGHT_ENTER), ABDuration 0.100> Action[A354] = State0 (FIGHT_ENTER), ABDuration 0.100> Action[A355] = State0 (FIGHT_ENTER), ABDuration 0.100> Action[A356] = State68 (BOW3P_CHARGE_ARROW), ABDuration 0.100> Action[A357] = State68 (BOW3P_CHARGE_ARROW), ABDuration 0.100> Action[A358] = State68 (BOW3P_CHARGE_ARROW), ABDuration 0.100> Action[A359] = State0 (FIGHT_ENTER), ABDuration 0.100> Action[A360] = State0 (FIGHT_ENTER), ABDuration 0.100> Action[A361] = State0 (FIGHT_ENTER), ABDuration 0.100> Action[A362] = State68 (BOW3P_CHARGE_ARROW), ABDuration 0.100> Action[A363] = State68 (BOW3P_CHARGE_ARROW), ABDuration 0.100> Action[A364] = State68 (BOW3P_CHARGE_ARROW), ABDuration 0.100> Action[A365] = State0 (FIGHT_ENTER), ABDuration 0.100> Action[A366] = State0 (FIGHT_ENTER), ABDuration 0.100> Action[A367] = State0 (FIGHT_ENTER), ABDuration 0.100> Action[A368] = State68 (BOW3P_CHARGE_ARROW), ABDuration 0.000> Action[A369] = State68 (BOW3P_CHARGE_ARROW), ABDuration 0.000> Action[A370] = State68 (BOW3P_CHARGE_ARROW), ABDuration 0.000> Action[A371] = State0 (FIGHT_ENTER), ABDuration 0.000> Action[A372] = State0 (FIGHT_ENTER), ABDuration 0.000> Action[A373] = State0 (FIGHT_ENTER), ABDuration 0.000> Action[A374] = State68 (BOW3P_CHARGE_ARROW), ABDuration 0.200> Action[A375] = State68 (BOW3P_CHARGE_ARROW), ABDuration 0.200> Action[A376] = State68 (BOW3P_CHARGE_ARROW), ABDuration 0.200> Action[A377] = State0 (FIGHT_ENTER), ABDuration 0.200> Action[A378] = State0 (FIGHT_ENTER), ABDuration 0.200> Action[A379] = State0 (FIGHT_ENTER), ABDuration 0.200> Action[A380] = State68 (BOW3P_CHARGE_ARROW), ABDuration 0.050> Action[A381] = State68 (BOW3P_CHARGE_ARROW), ABDuration 0.050> Action[A382] = State68 (BOW3P_CHARGE_ARROW), ABDuration 0.050> Action[A383] = State0 (FIGHT_ENTER), ABDuration 0.050> Action[A384] = State0 (FIGHT_ENTER), ABDuration 0.050> Action[A385] = State0 (FIGHT_ENTER), ABDuration 0.050> Action[A386] = State68 (BOW3P_CHARGE_ARROW), ABDuration 0.050> Action[A387] = State68 (BOW3P_CHARGE_ARROW), ABDuration 0.050> Action[A388] = State68 (BOW3P_CHARGE_ARROW), ABDuration 0.050> Action[A389] = State0 (FIGHT_ENTER), ABDuration 0.050> Action[A390] = State0 (FIGHT_ENTER), ABDuration 0.050> Action[A391] = State0 (FIGHT_ENTER), ABDuration 0.050> Action[A392] = State68 (BOW3P_CHARGE_ARROW), ABDuration 0.050> Action[A393] = State68 (BOW3P_CHARGE_ARROW), ABDuration 0.050> Action[A394] = State68 (BOW3P_CHARGE_ARROW), ABDuration 0.050> Action[A395] = State0 (FIGHT_ENTER), ABDuration 0.050> Action[A396] = State0 (FIGHT_ENTER), ABDuration 0.050> Action[A397] = State0 (FIGHT_ENTER), ABDuration 0.050> Action[A398] = State68 (BOW3P_CHARGE_ARROW), ABDuration 0.050> Action[A399] = State68 (BOW3P_CHARGE_ARROW), ABDuration 0.050> Action[A400] = State68 (BOW3P_CHARGE_ARROW), ABDuration 0.050> Action[A401] = State0 (FIGHT_ENTER), ABDuration 0.050> Action[A402] = State0 (FIGHT_ENTER), ABDuration 0.050> Action[A403] = State0 (FIGHT_ENTER), ABDuration 0.050> Action[A404] = State68 (BOW3P_CHARGE_ARROW), ABDuration 0.050> Action[A405] = State68 (BOW3P_CHARGE_ARROW), ABDuration 0.050> Action[A406] = State68 (BOW3P_CHARGE_ARROW), ABDuration 0.050> Action[A407] = State0 (FIGHT_ENTER), ABDuration 0.050> Action[A408] = State0 (FIGHT_ENTER), ABDuration 0.050> Action[A409] = State0 (FIGHT_ENTER), ABDuration 0.050> Action[A410] = State68 (BOW3P_CHARGE_ARROW), ABDuration 0.050> Action[A411] = State68 (BOW3P_CHARGE_ARROW), ABDuration 0.050> Action[A412] = State68 (BOW3P_CHARGE_ARROW), ABDuration 0.050> Action[A413] = State0 (FIGHT_ENTER), ABDuration 0.050> Action[A414] = State0 (FIGHT_ENTER), ABDuration 0.050> Action[A415] = State0 (FIGHT_ENTER), ABDuration 0.050> Action[A416] = State68 (BOW3P_CHARGE_ARROW), ABDuration 0.050> Action[A417] = State68 (BOW3P_CHARGE_ARROW), ABDuration 0.050> Action[A418] = State68 (BOW3P_CHARGE_ARROW), ABDuration 0.050> Action[A419] = State0 (FIGHT_ENTER), ABDuration 0.050> Action[A420] = State0 (FIGHT_ENTER), ABDuration 0.050> Action[A421] = State0 (FIGHT_ENTER), ABDuration 0.050> Action[A422] = State68 (BOW3P_CHARGE_ARROW), ABDuration 0.050> Action[A423] = State68 (BOW3P_CHARGE_ARROW), ABDuration 0.050> Action[A424] = State68 (BOW3P_CHARGE_ARROW), ABDuration 0.050> Action[A425] = State0 (FIGHT_ENTER), ABDuration 0.050> Action[A426] = State0 (FIGHT_ENTER), ABDuration 0.050> Action[A427] = State0 (FIGHT_ENTER), ABDuration 0.050> Action[A428] = State68 (BOW3P_CHARGE_ARROW), ABDuration 0.050> Action[A429] = State68 (BOW3P_CHARGE_ARROW), ABDuration 0.050> Action[A430] = State68 (BOW3P_CHARGE_ARROW), ABDuration 0.050> Action[A431] = State0 (FIGHT_ENTER), ABDuration 0.050> Action[A432] = State0 (FIGHT_ENTER), ABDuration 0.050> Action[A433] = State0 (FIGHT_ENTER), ABDuration 0.050> Action[A434] = Action[A435] = Action[A436] = Action[A437] = Action[A438] = Action[A439] = Action[A440] = Action[A441] = State76 (KNOCKEDKNEE_GETUP), ABDuration 0.100> Action[A442] = State76 (KNOCKEDKNEE_GETUP), ABDuration 0.100> Action[A443] = Action[A444] = Action[A445] = Action[A446] = Action[A447] = Action[A448] = Action[A449] = Action[A450] = Action[A451] = State68 (BOW3P_CHARGE_ARROW), ABDuration 0.100> Action[A452] = State68 (BOW3P_CHARGE_ARROW), ABDuration 0.100> Action[A453] = State68 (BOW3P_CHARGE_ARROW), ABDuration 0.100> Action[A454] = State0 (FIGHT_ENTER), ABDuration 0.100> Action[A455] = State0 (FIGHT_ENTER), ABDuration 0.100> Action[A456] = State0 (FIGHT_ENTER), ABDuration 0.100> Action[A457] = State68 (BOW3P_CHARGE_ARROW), ABDuration 0.150> Action[A458] = State68 (BOW3P_CHARGE_ARROW), ABDuration 0.150> Action[A459] = State68 (BOW3P_CHARGE_ARROW), ABDuration 0.150> Action[A460] = State0 (FIGHT_ENTER), ABDuration 0.150> Action[A461] = State0 (FIGHT_ENTER), ABDuration 0.150> Action[A462] = State0 (FIGHT_ENTER), ABDuration 0.150> Action[A463] = State68 (BOW3P_CHARGE_ARROW), ABDuration 0.100> Action[A464] = State68 (BOW3P_CHARGE_ARROW), ABDuration 0.100> Action[A465] = State68 (BOW3P_CHARGE_ARROW), ABDuration 0.100> Action[A466] = State0 (FIGHT_ENTER), ABDuration 0.100> Action[A467] = State0 (FIGHT_ENTER), ABDuration 0.100> Action[A468] = State0 (FIGHT_ENTER), ABDuration 0.100> Action[A469] = State68 (BOW3P_CHARGE_ARROW), ABDuration 0.100> Action[A470] = State68 (BOW3P_CHARGE_ARROW), ABDuration 0.100> Action[A471] = State68 (BOW3P_CHARGE_ARROW), ABDuration 0.100> Action[A472] = State0 (FIGHT_ENTER), ABDuration 0.100> Action[A473] = State0 (FIGHT_ENTER), ABDuration 0.100> Action[A474] = State0 (FIGHT_ENTER), ABDuration 0.100> Action[A475] = State68 (BOW3P_CHARGE_ARROW), ABDuration 0.100> Action[A476] = State68 (BOW3P_CHARGE_ARROW), ABDuration 0.100> Action[A477] = State68 (BOW3P_CHARGE_ARROW), ABDuration 0.100> Action[A478] = State0 (FIGHT_ENTER), ABDuration 0.100> Action[A479] = State0 (FIGHT_ENTER), ABDuration 0.100> Action[A480] = State0 (FIGHT_ENTER), ABDuration 0.100> Action[A481] = State113 (RESPONSE_DEATHSPECIAL3END_FREEZE), ABDuration 0.000> Action[A482] = Action[A483] = Action[A484] = State68 (BOW3P_CHARGE_ARROW), ABDuration 0.000> Action[A485] = State68 (BOW3P_CHARGE_ARROW), ABDuration 0.000> Action[A486] = State68 (BOW3P_CHARGE_ARROW), ABDuration 0.000> Action[A487] = State0 (FIGHT_ENTER), ABDuration 0.000> Action[A488] = State0 (FIGHT_ENTER), ABDuration 0.000> Action[A489] = State0 (FIGHT_ENTER), ABDuration 0.000> Action[A490] = State68 (BOW3P_CHARGE_ARROW), ABDuration 0.000> Action[A491] = State68 (BOW3P_CHARGE_ARROW), ABDuration 0.000> Action[A492] = State68 (BOW3P_CHARGE_ARROW), ABDuration 0.000> Action[A493] = State0 (FIGHT_ENTER), ABDuration 0.000> Action[A494] = State0 (FIGHT_ENTER), ABDuration 0.000> Action[A495] = State0 (FIGHT_ENTER), ABDuration 0.000> Action[A496] = TERMINATE, ABDuration 0.100> Action[A497] = TERMINATE, ABDuration 0.100> Action[A498] = State68 (BOW3P_CHARGE_ARROW), ABDuration 0.100> Action[A499] = State68 (BOW3P_CHARGE_ARROW), ABDuration 0.100> Action[A500] = State68 (BOW3P_CHARGE_ARROW), ABDuration 0.100> Action[A501] = State0 (FIGHT_ENTER), ABDuration 0.100> Action[A502] = State0 (FIGHT_ENTER), ABDuration 0.100> Action[A503] = State0 (FIGHT_ENTER), ABDuration 0.100> Action[A504] = TERMINATE, ABDuration 0.100> Action[A505] = TERMINATE, ABDuration 0.100> Action[A506] = State68 (BOW3P_CHARGE_ARROW), ABDuration 0.100> Action[A507] = State68 (BOW3P_CHARGE_ARROW), ABDuration 0.100> Action[A508] = State68 (BOW3P_CHARGE_ARROW), ABDuration 0.100> Action[A509] = State0 (FIGHT_ENTER), ABDuration 0.100> Action[A510] = State0 (FIGHT_ENTER), ABDuration 0.100> Action[A511] = State0 (FIGHT_ENTER), ABDuration 0.100> Action[A512] = State68 (BOW3P_CHARGE_ARROW), ABDuration 0.100> Action[A513] = State68 (BOW3P_CHARGE_ARROW), ABDuration 0.100> Action[A514] = State68 (BOW3P_CHARGE_ARROW), ABDuration 0.100> Action[A515] = State0 (FIGHT_ENTER), ABDuration 0.100> Action[A516] = State0 (FIGHT_ENTER), ABDuration 0.100> Action[A517] = State0 (FIGHT_ENTER), ABDuration 0.100> Action[A518] = State68 (BOW3P_CHARGE_ARROW), ABDuration 0.100> Action[A519] = State68 (BOW3P_CHARGE_ARROW), ABDuration 0.100> Action[A520] = State68 (BOW3P_CHARGE_ARROW), ABDuration 0.100> Action[A521] = State0 (FIGHT_ENTER), ABDuration 0.100> Action[A522] = State0 (FIGHT_ENTER), ABDuration 0.100> Action[A523] = State0 (FIGHT_ENTER), ABDuration 0.100> Action[A524] = State68 (BOW3P_CHARGE_ARROW), ABDuration 0.100> Action[A525] = State68 (BOW3P_CHARGE_ARROW), ABDuration 0.100> Action[A526] = State68 (BOW3P_CHARGE_ARROW), ABDuration 0.100> Action[A527] = State0 (FIGHT_ENTER), ABDuration 0.100> Action[A528] = State0 (FIGHT_ENTER), ABDuration 0.100> Action[A529] = State0 (FIGHT_ENTER), ABDuration 0.100> Action[A530] = State68 (BOW3P_CHARGE_ARROW), ABDuration 0.100> Action[A531] = State68 (BOW3P_CHARGE_ARROW), ABDuration 0.100> Action[A532] = State68 (BOW3P_CHARGE_ARROW), ABDuration 0.100> Action[A533] = State0 (FIGHT_ENTER), ABDuration 0.100> Action[A534] = State0 (FIGHT_ENTER), ABDuration 0.100> Action[A535] = State0 (FIGHT_ENTER), ABDuration 0.100> Action[A536] = State68 (BOW3P_CHARGE_ARROW), ABDuration 0.050> Action[A537] = State68 (BOW3P_CHARGE_ARROW), ABDuration 0.050> Action[A538] = State68 (BOW3P_CHARGE_ARROW), ABDuration 0.050> Action[A539] = State0 (FIGHT_ENTER), ABDuration 0.050> Action[A540] = State0 (FIGHT_ENTER), ABDuration 0.050> Action[A541] = State0 (FIGHT_ENTER), ABDuration 0.050> Action[A542] = State68 (BOW3P_CHARGE_ARROW), ABDuration 0.050> Action[A543] = State68 (BOW3P_CHARGE_ARROW), ABDuration 0.050> Action[A544] = State68 (BOW3P_CHARGE_ARROW), ABDuration 0.050> Action[A545] = State0 (FIGHT_ENTER), ABDuration 0.050> Action[A546] = State0 (FIGHT_ENTER), ABDuration 0.050> Action[A547] = State0 (FIGHT_ENTER), ABDuration 0.050> Action[A548] = State68 (BOW3P_CHARGE_ARROW), ABDuration 0.050> Action[A549] = State68 (BOW3P_CHARGE_ARROW), ABDuration 0.050> Action[A550] = State68 (BOW3P_CHARGE_ARROW), ABDuration 0.050> Action[A551] = State0 (FIGHT_ENTER), ABDuration 0.050> Action[A552] = State0 (FIGHT_ENTER), ABDuration 0.050> Action[A553] = State0 (FIGHT_ENTER), ABDuration 0.050> Action[A554] = State68 (BOW3P_CHARGE_ARROW), ABDuration 0.050> Action[A555] = State68 (BOW3P_CHARGE_ARROW), ABDuration 0.050> Action[A556] = State68 (BOW3P_CHARGE_ARROW), ABDuration 0.050> Action[A557] = State0 (FIGHT_ENTER), ABDuration 0.050> Action[A558] = State0 (FIGHT_ENTER), ABDuration 0.050> Action[A559] = State0 (FIGHT_ENTER), ABDuration 0.050> Action[A560] = State68 (BOW3P_CHARGE_ARROW), ABDuration 0.050> Action[A561] = State68 (BOW3P_CHARGE_ARROW), ABDuration 0.050> Action[A562] = State68 (BOW3P_CHARGE_ARROW), ABDuration 0.050> Action[A563] = State0 (FIGHT_ENTER), ABDuration 0.050> Action[A564] = State0 (FIGHT_ENTER), ABDuration 0.050> Action[A565] = State0 (FIGHT_ENTER), ABDuration 0.050> Action[A566] = State79 (RESPONSE_INIT), ABDuration 0.000> Action[A567] = 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] = AnimLayer[L119] = AnimLayer[L120] = AnimLayer[L121] = AnimLayer[L122] = AnimLayer[L123] = AnimLayer[L124] = AnimLayer[L125] = AnimLayer[L126] = AnimLayer[L127] = } 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] = EffectInstance[E142] = EffectInstance[E143] = EffectInstance[E144] = EffectInstance[E145] = EffectInstance[E146] = EffectInstance[E147] = EffectInstance[E148] = } CallbackParams: { Param[P000] = 4216.000 Param[P001] = 1.000 Param[P002] = 1.000 Param[P003] = 1.000 Param[P004] = 1.000 Param[P005] = 2.000 Param[P006] = 4100.000 Param[P007] = 4100.000 Param[P008] = 1.000 Param[P009] = 2.000 Param[P010] = 1.000 Param[P011] = 4100.000 Param[P012] = 1.000 Param[P013] = 4100.000 Param[P014] = 1.000 Param[P015] = 2.000 Param[P016] = 1.000 Param[P017] = 4100.000 Param[P018] = 1.000 Param[P019] = 4100.000 Param[P020] = 1.000 Param[P021] = 1.000 Param[P022] = 1.000 Param[P023] = 1.000 Param[P024] = 4104.000 Param[P025] = 4112.000 Param[P026] = 4128.000 Param[P027] = 4160.000 Param[P028] = 6.000 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] = 7.000 Param[P038] = 7.000 Param[P039] = 7.000 Param[P040] = 1.000 Param[P041] = 2.000 Param[P042] = 3.000 Param[P043] = 4.000 Param[P044] = 5.000 Param[P045] = 1.000 Param[P046] = 2.000 Param[P047] = 3.000 Param[P048] = 4.000 Param[P049] = 5.000 Param[P050] = 1.000 Param[P051] = 2.000 Param[P052] = 3.000 Param[P053] = 4.000 Param[P054] = 5.000 Param[P055] = 1.000 Param[P056] = 2.000 Param[P057] = 3.000 Param[P058] = 4.000 Param[P059] = 5.000 Param[P060] = 13568.000 Param[P061] = 13568.000 Param[P062] = 4.000 Param[P063] = 13568.000 Param[P064] = 0.000 Param[P065] = 2064.000 Param[P066] = 0.000 Param[P067] = 1179648.000 Param[P068] = 0.000 Param[P069] = 0.000 Param[P070] = 2.000 Param[P071] = 180.000 Param[P072] = 0.000 Param[P073] = 1.000 Param[P074] = 2064.000 Param[P075] = 0.000 Param[P076] = 1179648.000 Param[P077] = -45.000 Param[P078] = 0.000 Param[P079] = 2.000 Param[P080] = 180.000 Param[P081] = 0.000 Param[P082] = 2.000 Param[P083] = 2064.000 Param[P084] = 0.000 Param[P085] = 1179648.000 Param[P086] = 45.000 Param[P087] = 0.000 Param[P088] = 2.000 Param[P089] = 180.000 Param[P090] = 0.000 Param[P091] = 3.000 Param[P092] = 2064.000 Param[P093] = 0.000 Param[P094] = 1179648.000 Param[P095] = 0.000 Param[P096] = 45.000 Param[P097] = 2.000 Param[P098] = 180.000 Param[P099] = 0.000 Param[P100] = 4.000 Param[P101] = 2064.000 Param[P102] = 0.000 Param[P103] = 1179648.000 Param[P104] = 180.000 Param[P105] = 0.000 Param[P106] = 2.000 Param[P107] = 90.000 Param[P108] = 2.000 Param[P109] = 5.000 Param[P110] = 2064.000 Param[P111] = 0.000 Param[P112] = 1179648.000 Param[P113] = 0.000 Param[P114] = 0.000 Param[P115] = 2.000 Param[P116] = 180.000 Param[P117] = 1.000 Param[P118] = 10.000 Param[P119] = -1.000 Param[P120] = 0.000 Param[P121] = 1048608.000 Param[P122] = 0.000 Param[P123] = 0.000 Param[P124] = 2.000 Param[P125] = 0.000 Param[P126] = 0.000 Param[P127] = 11.000 Param[P128] = -1.000 Param[P129] = 0.000 Param[P130] = 1048608.000 Param[P131] = 0.000 Param[P132] = 45.000 Param[P133] = 2.000 Param[P134] = 0.000 Param[P135] = 0.000 Param[P136] = 12.000 Param[P137] = -1.000 Param[P138] = 0.000 Param[P139] = 1048608.000 Param[P140] = -90.000 Param[P141] = 0.000 Param[P142] = 2.000 Param[P143] = 0.000 Param[P144] = 0.000 Param[P145] = 13.000 Param[P146] = -1.000 Param[P147] = 0.000 Param[P148] = 1048608.000 Param[P149] = 90.000 Param[P150] = 0.000 Param[P151] = 2.000 Param[P152] = 0.000 Param[P153] = 0.000 Param[P154] = 14.000 Param[P155] = -1.000 Param[P156] = 0.000 Param[P157] = 1048608.000 Param[P158] = 180.000 Param[P159] = 0.000 Param[P160] = 2.000 Param[P161] = 0.000 Param[P162] = 0.000 Param[P163] = 15.000 Param[P164] = -1.000 Param[P165] = 0.000 Param[P166] = 1048608.000 Param[P167] = 0.000 Param[P168] = 0.000 Param[P169] = 4100.000 Param[P170] = 180.000 Param[P171] = 1.000 Param[P172] = 16.000 Param[P173] = -1.000 Param[P174] = 0.000 Param[P175] = 1048608.000 Param[P176] = 0.000 Param[P177] = 0.000 Param[P178] = 4100.000 Param[P179] = 180.000 Param[P180] = 1.000 Param[P181] = 20.000 Param[P182] = 2064.000 Param[P183] = 0.000 Param[P184] = 1179648.000 Param[P185] = 0.000 Param[P186] = 0.000 Param[P187] = 2.000 Param[P188] = 90.000 Param[P189] = 0.000 Param[P190] = 21.000 Param[P191] = 2064.000 Param[P192] = 0.000 Param[P193] = 1179648.000 Param[P194] = 0.000 Param[P195] = 0.000 Param[P196] = 4100.000 Param[P197] = 90.000 Param[P198] = 0.000 Param[P199] = 40.000 Param[P200] = -1.000 Param[P201] = 0.000 Param[P202] = 1581056.000 Param[P203] = 0.000 Param[P204] = 0.000 Param[P205] = 2.000 Param[P206] = 180.000 Param[P207] = 0.000 Param[P208] = 41.000 Param[P209] = -1.000 Param[P210] = 0.000 Param[P211] = 1576960.000 Param[P212] = 0.000 Param[P213] = 0.000 Param[P214] = 2.000 Param[P215] = 180.000 Param[P216] = 0.000 Param[P217] = 30.000 Param[P218] = -1.000 Param[P219] = 12288.000 Param[P220] = 1310720.000 Param[P221] = 0.000 Param[P222] = 0.000 Param[P223] = 2.000 Param[P224] = 90.000 Param[P225] = 0.000 Param[P226] = 31.000 Param[P227] = -1.000 Param[P228] = 12288.000 Param[P229] = 1310720.000 Param[P230] = 180.000 Param[P231] = 0.000 Param[P232] = 2.000 Param[P233] = 90.000 Param[P234] = 0.000 Param[P235] = 32.000 Param[P236] = -1.000 Param[P237] = 12288.000 Param[P238] = 1310720.000 Param[P239] = 0.000 Param[P240] = -50.000 Param[P241] = 2.000 Param[P242] = 90.000 Param[P243] = 0.000 Param[P244] = 50.000 Param[P245] = 1581056.000 Param[P246] = 0.000 Param[P247] = 1318912.000 Param[P248] = 0.000 Param[P249] = 0.000 Param[P250] = 2.000 Param[P251] = 0.000 Param[P252] = 0.000 Param[P253] = 51.000 Param[P254] = 1576960.000 Param[P255] = 0.000 Param[P256] = 1314816.000 Param[P257] = 180.000 Param[P258] = 0.000 Param[P259] = 2.000 Param[P260] = 90.000 Param[P261] = 1.000 Param[P262] = 52.000 Param[P263] = 1576960.000 Param[P264] = 0.000 Param[P265] = 1314816.000 Param[P266] = 0.000 Param[P267] = 0.000 Param[P268] = 2.000 Param[P269] = 90.000 Param[P270] = 3.000 Param[P271] = 53.000 Param[P272] = 1839104.000 Param[P273] = 0.000 Param[P274] = 1314816.000 Param[P275] = 0.000 Param[P276] = 0.000 Param[P277] = 2.000 Param[P278] = 180.000 Param[P279] = 0.000 Param[P280] = 60.000 Param[P281] = 1024.000 Param[P282] = 0.000 Param[P283] = 1179648.000 Param[P284] = 0.000 Param[P285] = 0.000 Param[P286] = 2.000 Param[P287] = 180.000 Param[P288] = 0.000 Param[P289] = 65.000 Param[P290] = 1024.000 Param[P291] = 0.000 Param[P292] = 1310720.000 Param[P293] = 0.000 Param[P294] = 0.000 Param[P295] = 2.000 Param[P296] = 180.000 Param[P297] = 0.000 Param[P298] = 70.000 Param[P299] = -1.000 Param[P300] = 0.000 Param[P301] = 1179648.000 Param[P302] = 0.000 Param[P303] = 0.000 Param[P304] = 2.000 Param[P305] = 180.000 Param[P306] = 1.000 Param[P307] = 71.000 Param[P308] = -1.000 Param[P309] = 0.000 Param[P310] = 1179648.000 Param[P311] = 0.000 Param[P312] = 0.000 Param[P313] = 2.000 Param[P314] = 180.000 Param[P315] = 1.000 Param[P316] = 72.000 Param[P317] = -1.000 Param[P318] = 0.000 Param[P319] = 1179648.000 Param[P320] = 0.000 Param[P321] = 0.000 Param[P322] = 2.000 Param[P323] = 180.000 Param[P324] = 1.000 Param[P325] = 73.000 Param[P326] = -1.000 Param[P327] = 0.000 Param[P328] = 1179648.000 Param[P329] = 0.000 Param[P330] = 0.000 Param[P331] = 2.000 Param[P332] = 180.000 Param[P333] = 1.000 Param[P334] = 74.000 Param[P335] = -1.000 Param[P336] = 0.000 Param[P337] = 1179648.000 Param[P338] = 0.000 Param[P339] = 0.000 Param[P340] = 2.000 Param[P341] = 180.000 Param[P342] = 1.000 Param[P343] = 80.000 Param[P344] = -1.000 Param[P345] = 0.000 Param[P346] = 1310720.000 Param[P347] = 0.000 Param[P348] = 0.000 Param[P349] = 2.000 Param[P350] = 180.000 Param[P351] = 1.000 Param[P352] = 100.000 Param[P353] = -1.000 Param[P354] = 0.000 Param[P355] = 1179648.000 Param[P356] = 0.000 Param[P357] = 0.000 Param[P358] = 2.000 Param[P359] = 0.000 Param[P360] = 1.000 Param[P361] = 101.000 Param[P362] = -1.000 Param[P363] = 0.000 Param[P364] = 1179648.000 Param[P365] = 0.000 Param[P366] = 0.000 Param[P367] = 2.000 Param[P368] = 0.000 Param[P369] = 1.000 Param[P370] = 200.000 Param[P371] = -1.000 Param[P372] = 0.000 Param[P373] = 1179648.000 Param[P374] = -45.000 Param[P375] = 0.000 Param[P376] = 2.000 Param[P377] = 0.000 Param[P378] = 8.000 Param[P379] = 201.000 Param[P380] = -1.000 Param[P381] = 0.000 Param[P382] = 1179648.000 Param[P383] = 45.000 Param[P384] = 0.000 Param[P385] = 2.000 Param[P386] = 0.000 Param[P387] = 8.000 Param[P388] = 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_ACTIONSWITCH' (DCBF5083) Action[A008]: 'FIGHT_SWITCH.ACTION_MOVEMENT' (1A2A6FBE) Action[A009]: 'FIGHT_SWITCH.ACTION_TURN' (76EC58DC) Action[A009]: 'FIGHT_SWITCH.ACTION_TURN' (76EC58DC) Action[A009]: 'FIGHT_SWITCH.ACTION_TURN' (76EC58DC) Action[A012]: 'FIGHT_SWITCH.ACTION_IDLEBLOCK' (6428E9DC) Action[A013]: 'FIGHT_SWITCH.ACTION_IDLE' (76E60791) Action[A014]: 'FIGHT_IDLE.ACTION_ENDIDLE' (613E2C34) Action[A015]: 'FIGHT_IDLE.ACTION_ENDIDLEBYMOVE' (6A6852E6) Action[A016]: 'FIGHT_IDLE.ACTION_ENDIDLEBYTURN' (6A6C4298) Action[A016]: 'FIGHT_IDLE.ACTION_ENDIDLEBYTURN' (6A6C4298) Action[A016]: 'FIGHT_IDLE.ACTION_ENDIDLEBYTURN' (6A6C4298) Action[A019]: 'FIGHT_IDLEBLOCK.ACTION_ENDIDLE' (672FD4FF) Action[A020]: 'FIGHT_IDLEBLOCK.ACTION_ENDIDLEBYMOVE' (A36627F1) Action[A021]: 'FIGHT_IDLEBLOCK.ACTION_ENDIDLEBYTURN' (A36A17A3) Action[A021]: 'FIGHT_IDLEBLOCK.ACTION_ENDIDLEBYTURN' (A36A17A3) Action[A021]: 'FIGHT_IDLEBLOCK.ACTION_ENDIDLEBYTURN' (A36A17A3) Action[A024]: 'FIGHT_BLOCK_SWITCH.ACTION_ACTIONSWITCH' (1BE35EED) Action[A025]: 'FIGHT_BLOCK_SWITCH.ACTION_IDLE' (E37F4BFB) Action[A026]: 'FIGHT_BLOCK_IDLE.ACTION_ENDIDLE' (60FFFDDE) Action[A027]: 'FIGHT_MOVEMENTSWITCH.ACTION_ENDMOVEMENT' (1D9F1CA0) Action[A027]: 'FIGHT_MOVEMENTSWITCH.ACTION_ENDMOVEMENT' (1D9F1CA0) Action[A029]: 'FIGHT_MOVEMENTSWITCH.ACTION_JOGFWD' (9B83E7BF) Action[A030]: 'FIGHT_MOVEMENTSWITCH.ACTION_WALKFWD' (D46AAF8E) Action[A031]: 'FIGHT_MOVEMENTSWITCH.ACTION_RUSHFWD' (82ABB2C1) Action[A032]: 'FIGHT_MOVEMENTSWITCH.ACTION_RUSHBWD' (82ABA1BD) Action[A033]: 'FIGHT_MOVEMENTSWITCH.ACTION_RUSHLFT' (82ABCA26) Action[A034]: 'FIGHT_MOVEMENTSWITCH.ACTION_RUSHRGT' (82ABE3CD) Action[A035]: 'FIGHT_MOVEMENTSWITCH.ACTION_MOVEFWDBLOCK' (7EE66101) Action[A036]: 'FIGHT_MOVEMENTSWITCH.ACTION_MOVEBWDBLOCK' (CDDF0D7D) Action[A037]: 'FIGHT_MOVEMENTSWITCH.ACTION_NOTURNMOVELFTBLOCK' (B53260EC) Action[A038]: 'FIGHT_MOVEMENTSWITCH.ACTION_NOTURNMOVERGTBLOCK' (8BB79AF3) Action[A039]: 'FIGHT_MOVEMENTSWITCH.ACTION_MOVELFTBLOCK' (1125DF86) Action[A040]: 'FIGHT_MOVEMENTSWITCH.ACTION_MOVERGTBLOCK' (E7AB198D) Action[A041]: 'FIGHT_MOVEMENTSWITCH.ACTION_MOVEFWD' (F3FE3396) Action[A042]: 'FIGHT_MOVEMENTSWITCH.ACTION_MOVEBWD' (F3FE2292) Action[A043]: 'FIGHT_MOVEMENTSWITCH.ACTION_NOTURNMOVELFT' (DC54D4A1) Action[A044]: 'FIGHT_MOVEMENTSWITCH.ACTION_NOTURNMOVERGT' (DC54EE48) Action[A045]: 'FIGHT_MOVEMENTSWITCH.ACTION_MOVELFT' (F3FE4AFB) Action[A046]: 'FIGHT_MOVEMENTSWITCH.ACTION_MOVERGT' (F3FE64A2) Action[A047]: 'FIGHT_JOGFWD.ACTION_MOVEMENTSWITCH' (572922BF) Action[A047]: 'FIGHT_JOGFWD.ACTION_MOVEMENTSWITCH' (572922BF) Action[A047]: 'FIGHT_JOGFWD.ACTION_MOVEMENTSWITCH' (572922BF) Action[A047]: 'FIGHT_JOGFWD.ACTION_MOVEMENTSWITCH' (572922BF) Action[A047]: 'FIGHT_JOGFWD.ACTION_MOVEMENTSWITCH' (572922BF) Action[A052]: 'FIGHT_WALKFWD.ACTION_MOVEMENTSWITCH' (FB579ACE) Action[A052]: 'FIGHT_WALKFWD.ACTION_MOVEMENTSWITCH' (FB579ACE) Action[A052]: 'FIGHT_WALKFWD.ACTION_MOVEMENTSWITCH' (FB579ACE) Action[A052]: 'FIGHT_WALKFWD.ACTION_MOVEMENTSWITCH' (FB579ACE) Action[A052]: 'FIGHT_WALKFWD.ACTION_MOVEMENTSWITCH' (FB579ACE) Action[A057]: 'FIGHT_MOVEFWD.ACTION_ENDMOVEMENTONRUSH' (C2596D5A) Action[A058]: 'FIGHT_MOVEFWD.ACTION_ENDMOVEMENT' (D08D23BB) Action[A058]: 'FIGHT_MOVEFWD.ACTION_ENDMOVEMENT' (D08D23BB) Action[A058]: 'FIGHT_MOVEFWD.ACTION_ENDMOVEMENT' (D08D23BB) Action[A058]: 'FIGHT_MOVEFWD.ACTION_ENDMOVEMENT' (D08D23BB) Action[A058]: 'FIGHT_MOVEFWD.ACTION_ENDMOVEMENT' (D08D23BB) Action[A063]: 'FIGHT_MOVEBWD.ACTION_ENDMOVEMENTONRUSH' (B7E96FD6) Action[A064]: 'FIGHT_MOVEBWD.ACTION_ENDMOVEMENT' (5DBF937) Action[A064]: 'FIGHT_MOVEBWD.ACTION_ENDMOVEMENT' (5DBF937) Action[A064]: 'FIGHT_MOVEBWD.ACTION_ENDMOVEMENT' (5DBF937) Action[A064]: 'FIGHT_MOVEBWD.ACTION_ENDMOVEMENT' (5DBF937) Action[A064]: 'FIGHT_MOVEBWD.ACTION_ENDMOVEMENT' (5DBF937) Action[A069]: 'FIGHT_MOVELFT.ACTION_ENDMOVEMENTONRUSH' (7922105F) Action[A070]: 'FIGHT_MOVELFT.ACTION_ENDMOVEMENT' (E12D2700) Action[A070]: 'FIGHT_MOVELFT.ACTION_ENDMOVEMENT' (E12D2700) Action[A070]: 'FIGHT_MOVELFT.ACTION_ENDMOVEMENT' (E12D2700) Action[A070]: 'FIGHT_MOVELFT.ACTION_ENDMOVEMENT' (E12D2700) Action[A070]: 'FIGHT_MOVELFT.ACTION_ENDMOVEMENT' (E12D2700) Action[A075]: 'FIGHT_MOVERGT.ACTION_ENDMOVEMENTONRUSH' (9C4323E6) Action[A076]: 'FIGHT_MOVERGT.ACTION_ENDMOVEMENT' (E243E147) Action[A076]: 'FIGHT_MOVERGT.ACTION_ENDMOVEMENT' (E243E147) Action[A076]: 'FIGHT_MOVERGT.ACTION_ENDMOVEMENT' (E243E147) Action[A076]: 'FIGHT_MOVERGT.ACTION_ENDMOVEMENT' (E243E147) Action[A076]: 'FIGHT_MOVERGT.ACTION_ENDMOVEMENT' (E243E147) Action[A081]: 'FIGHT_RUSHFWD.ACTION_ENDMOVEMENT' (B0B10D06) Action[A081]: 'FIGHT_RUSHFWD.ACTION_ENDMOVEMENT' (B0B10D06) Action[A081]: 'FIGHT_RUSHFWD.ACTION_ENDMOVEMENT' (B0B10D06) Action[A081]: 'FIGHT_RUSHFWD.ACTION_ENDMOVEMENT' (B0B10D06) Action[A081]: 'FIGHT_RUSHFWD.ACTION_ENDMOVEMENT' (B0B10D06) Action[A086]: 'FIGHT_RUSHBWD.ACTION_ENDMOVEMENT' (E5FFE282) Action[A086]: 'FIGHT_RUSHBWD.ACTION_ENDMOVEMENT' (E5FFE282) Action[A086]: 'FIGHT_RUSHBWD.ACTION_ENDMOVEMENT' (E5FFE282) Action[A086]: 'FIGHT_RUSHBWD.ACTION_ENDMOVEMENT' (E5FFE282) Action[A086]: 'FIGHT_RUSHBWD.ACTION_ENDMOVEMENT' (E5FFE282) Action[A091]: 'FIGHT_RUSHLFT.ACTION_ENDMOVEMENT' (C151104B) Action[A091]: 'FIGHT_RUSHLFT.ACTION_ENDMOVEMENT' (C151104B) Action[A091]: 'FIGHT_RUSHLFT.ACTION_ENDMOVEMENT' (C151104B) Action[A091]: 'FIGHT_RUSHLFT.ACTION_ENDMOVEMENT' (C151104B) Action[A091]: 'FIGHT_RUSHLFT.ACTION_ENDMOVEMENT' (C151104B) Action[A096]: 'FIGHT_RUSHRGT.ACTION_ENDMOVEMENT' (C267CA92) Action[A096]: 'FIGHT_RUSHRGT.ACTION_ENDMOVEMENT' (C267CA92) Action[A096]: 'FIGHT_RUSHRGT.ACTION_ENDMOVEMENT' (C267CA92) Action[A096]: 'FIGHT_RUSHRGT.ACTION_ENDMOVEMENT' (C267CA92) Action[A096]: 'FIGHT_RUSHRGT.ACTION_ENDMOVEMENT' (C267CA92) Action[A101]: 'FIGHT_MOVEFWDBLOCK.ACTION_ENDMOVEMENTONRUSH' (BA9FB825) Action[A102]: 'FIGHT_MOVEFWDBLOCK.ACTION_ENDMOVEMENT' (4D11F246) Action[A102]: 'FIGHT_MOVEFWDBLOCK.ACTION_ENDMOVEMENT' (4D11F246) Action[A102]: 'FIGHT_MOVEFWDBLOCK.ACTION_ENDMOVEMENT' (4D11F246) Action[A102]: 'FIGHT_MOVEFWDBLOCK.ACTION_ENDMOVEMENT' (4D11F246) Action[A102]: 'FIGHT_MOVEFWDBLOCK.ACTION_ENDMOVEMENT' (4D11F246) Action[A107]: 'FIGHT_MOVEBWDBLOCK.ACTION_ENDMOVEMENTONRUSH' (75C0A821) Action[A108]: 'FIGHT_MOVEBWDBLOCK.ACTION_ENDMOVEMENT' (FF2D9542) Action[A108]: 'FIGHT_MOVEBWDBLOCK.ACTION_ENDMOVEMENT' (FF2D9542) Action[A108]: 'FIGHT_MOVEBWDBLOCK.ACTION_ENDMOVEMENT' (FF2D9542) Action[A108]: 'FIGHT_MOVEBWDBLOCK.ACTION_ENDMOVEMENT' (FF2D9542) Action[A108]: 'FIGHT_MOVEBWDBLOCK.ACTION_ENDMOVEMENT' (FF2D9542) Action[A113]: 'FIGHT_MOVELFTBLOCK.ACTION_ENDMOVEMENTONRUSH' (32F0064A) Action[A114]: 'FIGHT_MOVELFTBLOCK.ACTION_ENDMOVEMENT' (621FC8AB) Action[A114]: 'FIGHT_MOVELFTBLOCK.ACTION_ENDMOVEMENT' (621FC8AB) Action[A114]: 'FIGHT_MOVELFTBLOCK.ACTION_ENDMOVEMENT' (621FC8AB) Action[A114]: 'FIGHT_MOVELFTBLOCK.ACTION_ENDMOVEMENT' (621FC8AB) Action[A114]: 'FIGHT_MOVELFTBLOCK.ACTION_ENDMOVEMENT' (621FC8AB) Action[A119]: 'FIGHT_MOVERGTBLOCK.ACTION_ENDMOVEMENTONRUSH' (FF9D6631) Action[A120]: 'FIGHT_MOVERGTBLOCK.ACTION_ENDMOVEMENT' (6190752) Action[A120]: 'FIGHT_MOVERGTBLOCK.ACTION_ENDMOVEMENT' (6190752) Action[A120]: 'FIGHT_MOVERGTBLOCK.ACTION_ENDMOVEMENT' (6190752) Action[A120]: 'FIGHT_MOVERGTBLOCK.ACTION_ENDMOVEMENT' (6190752) Action[A120]: 'FIGHT_MOVERGTBLOCK.ACTION_ENDMOVEMENT' (6190752) Action[A125]: 'FIGHT_NOTURNMOVELFT.ACTION_ENDMOVEMENTONRUSH' (B35FF2C5) Action[A126]: 'FIGHT_NOTURNMOVELFT.ACTION_ENDMOVEMENT' (B62B4E6) Action[A126]: 'FIGHT_NOTURNMOVELFT.ACTION_ENDMOVEMENT' (B62B4E6) Action[A126]: 'FIGHT_NOTURNMOVELFT.ACTION_ENDMOVEMENT' (B62B4E6) Action[A126]: 'FIGHT_NOTURNMOVELFT.ACTION_ENDMOVEMENT' (B62B4E6) Action[A126]: 'FIGHT_NOTURNMOVELFT.ACTION_ENDMOVEMENT' (B62B4E6) Action[A131]: 'FIGHT_NOTURNMOVERGT.ACTION_ENDMOVEMENTONRUSH' (D681064C) Action[A132]: 'FIGHT_NOTURNMOVERGT.ACTION_ENDMOVEMENT' (C796F2D) Action[A132]: 'FIGHT_NOTURNMOVERGT.ACTION_ENDMOVEMENT' (C796F2D) Action[A132]: 'FIGHT_NOTURNMOVERGT.ACTION_ENDMOVEMENT' (C796F2D) Action[A132]: 'FIGHT_NOTURNMOVERGT.ACTION_ENDMOVEMENT' (C796F2D) Action[A132]: 'FIGHT_NOTURNMOVERGT.ACTION_ENDMOVEMENT' (C796F2D) Action[A137]: 'FIGHT_NOTURNMOVELFTBLOCK.ACTION_ENDMOVEMENTONRUSH' (77195870) Action[A138]: 'FIGHT_NOTURNMOVELFTBLOCK.ACTION_ENDMOVEMENT' (3557F651) Action[A138]: 'FIGHT_NOTURNMOVELFTBLOCK.ACTION_ENDMOVEMENT' (3557F651) Action[A138]: 'FIGHT_NOTURNMOVELFTBLOCK.ACTION_ENDMOVEMENT' (3557F651) Action[A138]: 'FIGHT_NOTURNMOVELFTBLOCK.ACTION_ENDMOVEMENT' (3557F651) Action[A138]: 'FIGHT_NOTURNMOVELFTBLOCK.ACTION_ENDMOVEMENT' (3557F651) Action[A143]: 'FIGHT_NOTURNMOVERGTBLOCK.ACTION_ENDMOVEMENTONRUSH' (43C6B857) Action[A144]: 'FIGHT_NOTURNMOVERGTBLOCK.ACTION_ENDMOVEMENT' (D95134F8) Action[A144]: 'FIGHT_NOTURNMOVERGTBLOCK.ACTION_ENDMOVEMENT' (D95134F8) Action[A144]: 'FIGHT_NOTURNMOVERGTBLOCK.ACTION_ENDMOVEMENT' (D95134F8) Action[A144]: 'FIGHT_NOTURNMOVERGTBLOCK.ACTION_ENDMOVEMENT' (D95134F8) Action[A144]: 'FIGHT_NOTURNMOVERGTBLOCK.ACTION_ENDMOVEMENT' (D95134F8) Action[A149]: 'FIGHT_TURNSWITCH.ACTION_TURNLFT' (235DC3CB) Action[A150]: 'FIGHT_TURNSWITCH.ACTION_TURNRGT' (235DDD72) Action[A151]: 'FIGHT_TURNLFT.ACTION_ENDMOVEMENT' (1EEB832) Action[A151]: 'FIGHT_TURNLFT.ACTION_ENDMOVEMENT' (1EEB832) Action[A151]: 'FIGHT_TURNLFT.ACTION_ENDMOVEMENT' (1EEB832) Action[A151]: 'FIGHT_TURNLFT.ACTION_ENDMOVEMENT' (1EEB832) Action[A151]: 'FIGHT_TURNLFT.ACTION_ENDMOVEMENT' (1EEB832) Action[A156]: 'FIGHT_TURNRGT.ACTION_ENDMOVEMENT' (3057279) Action[A156]: 'FIGHT_TURNRGT.ACTION_ENDMOVEMENT' (3057279) Action[A156]: 'FIGHT_TURNRGT.ACTION_ENDMOVEMENT' (3057279) Action[A156]: 'FIGHT_TURNRGT.ACTION_ENDMOVEMENT' (3057279) Action[A156]: 'FIGHT_TURNRGT.ACTION_ENDMOVEMENT' (3057279) Action[A161]: 'FIGHT_ATTACK_INIT.ACTION_INITIALIZED' (ECE32AE2) Action[A162]: 'FIGHT_ATTACK_EXIT.ACTION_CLEANEDUP' (2A6295C3) Action[A163]: 'FIGHT_ATTACK_SWITCH.ACTION_SPECIAL' (6E5CEC8B) Action[A164]: 'FIGHT_ATTACK_SWITCH.ACTION_CONTEXT' (9D1018CF) Action[A165]: 'FIGHT_ATTACK_SWITCH.ACTION_DEFAULT' (D21BD28F) Action[A166]: 'FIGHT_ATTACK_CONTEXTSWITCH.ACTION_FWDMED' (F2524286) Action[A167]: 'FIGHT_ATTACK_CONTEXTSWITCH.ACTION_DEFAULT' (78C72074) Action[A168]: 'FIGHT_ATTACK_FWDMEDSWITCH.ACTION_FIGHT_ATTACKBLOCK_NORMAL' (FB7549DD) Action[A169]: 'FIGHT_ATTACK_FWDMEDSWITCH.ACTION_FIGHT_ATTACKBLOCK_HEAVY' (B1D70971) Action[A170]: 'FIGHT_ATTACK_FWDMEDSWITCH.ACTION_FIGHT_ATTACK_NORMAL' (643ECA52) Action[A171]: 'FIGHT_ATTACK_FWDMEDSWITCH.ACTION_FIGHT_ATTACK_HEAVY' (C487CF46) Action[A172]: 'FIGHT_ATTACK_FWDMEDSWITCH.ACTION_SAFEDEFAULT' (8F9F7925) Action[A173]: 'FIGHT_ATTACK_LEFT.ACTION_FIGHT_ATTACK_RIGHT_VARIATION1' (403D6B66) Action[A174]: 'FIGHT_ATTACK_LEFT.ACTION_END' (62030F3A) Action[A175]: 'FIGHT_ATTACK_LEFT.ACTION_LOOPED' (DFEAA3E6) Action[A176]: 'FIGHT_ATTACK_RIGHT_VARIATION1.ACTION_END' (91C801EA) Action[A177]: 'FIGHT_ATTACK_RIGHT_VARIATION1.ACTION_LOOPED' (AE42D896) Action[A178]: 'FIGHT_ATTACK_HEAVY.ACTION_FIGHT_ATTACK_SUPERHEAVY' (B9D5D089) Action[A179]: 'FIGHT_ATTACK_HEAVY.ACTION_END' (45E0D06C) Action[A180]: 'FIGHT_ATTACK_HEAVY.ACTION_LOOPED' (7C982FD8) Action[A181]: 'FIGHT_ATTACK_SUPERHEAVY.ACTION_FIGHT_ATTACK_2SWEEPCOMBO' (9337F952) Action[A182]: 'FIGHT_ATTACK_SUPERHEAVY.ACTION_END' (A847AEBB) Action[A183]: 'FIGHT_ATTACK_SUPERHEAVY.ACTION_LOOPED' (7259FC7) Action[A184]: 'FIGHT_ATTACK_2SWEEPCOMBO.ACTION_END' (1929E395) Action[A185]: 'FIGHT_ATTACK_2SWEEPCOMBO.ACTION_LOOPED' (81C2DE61) Action[A186]: 'FIGHT_ATTACKBLOCK_LEFT.ACTION_FIGHT_ATTACKBLOCK_RIGHT_VARIATION1' (353362FC) Action[A187]: 'FIGHT_ATTACKBLOCK_LEFT.ACTION_END' (55CFE5A5) Action[A188]: 'FIGHT_ATTACKBLOCK_LEFT.ACTION_LOOPED' (45CA6671) Action[A189]: 'FIGHT_ATTACKBLOCK_RIGHT_VARIATION1.ACTION_END' (363ED0D5) Action[A190]: 'FIGHT_ATTACKBLOCK_RIGHT_VARIATION1.ACTION_LOOPED' (F86FC3A1) Action[A191]: 'FIGHT_ATTACKBLOCK_HEAVY.ACTION_FIGHT_ATTACK_SUPERHEAVY' (F98797D4) Action[A192]: 'FIGHT_ATTACKBLOCK_HEAVY.ACTION_END' (B3487437) Action[A193]: 'FIGHT_ATTACKBLOCK_HEAVY.ACTION_LOOPED' (9E7043C3) Action[A194]: 'FIGHT_ATTACKBLOCK_SUPERHEAVY.ACTION_FIGHT_ATTACKBLOCK_2SWEEPCOMBO' (E0DE8C08) Action[A195]: 'FIGHT_ATTACKBLOCK_SUPERHEAVY.ACTION_END' (A0746966) Action[A196]: 'FIGHT_ATTACKBLOCK_SUPERHEAVY.ACTION_LOOPED' (862DDE92) Action[A197]: 'FIGHT_ATTACKBLOCK_2SWEEPCOMBO.ACTION_END' (16EDF3A0) Action[A198]: 'FIGHT_ATTACKBLOCK_2SWEEPCOMBO.ACTION_LOOPED' (E1D2F68C) Action[A199]: 'FIGHT_ATTACK_SPECIALSWITCH.ACTION_SPECIAL0' (A195315C) Action[A200]: 'FIGHT_ATTACK_SPECIALSWITCH.ACTION_SPECIAL1' (A195315D) Action[A201]: 'FIGHT_ATTACK_SPECIALSWITCH.ACTION_SPECIAL2' (A195315E) Action[A202]: 'FIGHT_ATTACK_SPECIALSWITCH.ACTION_SPECIAL3' (A195315F) Action[A203]: 'FIGHT_ATTACK_SPECIAL0.ACTION_END' (7B049740) Action[A204]: 'FIGHT_ATTACK_SPECIAL0.ACTION_LOOPED' (2FE2762C) Action[A205]: 'FIGHT_ATTACK_SPECIAL0.ACTION_ENDONRANGE' (BCE7B7EA) Action[A206]: 'FIGHT_ATTACK_SPECIAL1.ACTION_END' (ABF7F4A1) Action[A207]: 'FIGHT_ATTACK_SPECIAL1.ACTION_LOOPED' (D329E3ED) Action[A208]: 'FIGHT_ATTACK_SPECIAL1.ACTION_ENDONRANGE' (6DC21E2B) Action[A209]: 'FIGHT_ATTACK_SPECIAL2.ACTION_END' (DCEB5202) Action[A210]: 'FIGHT_ATTACK_SPECIAL2.ACTION_LOOPED' (767151AE) Action[A211]: 'FIGHT_ATTACK_SPECIAL2.ACTION_ENDONRANGE' (1E9C846C) Action[A212]: 'FIGHT_ATTACK_SPECIAL3.ACTION_END' (DDEAF63) Action[A213]: 'FIGHT_ATTACK_SPECIAL3.ACTION_LOOPED' (19B8BF6F) Action[A214]: 'FIGHT_ATTACK_SPECIAL3.ACTION_ENDONRANGE' (CF76EAAD) Action[A215]: 'DIVINE_ENTER.ACTION_PERFORMPHASE_ENTERIDLE' (FDCEFFB3) Action[A216]: 'DIVINE_ENTER.ACTION_LOOPED' (4D69574F) Action[A216]: 'DIVINE_ENTER.ACTION_LOOPED' (4D69574F) Action[A218]: 'DIVINE_ENTER.ACTION_ABORT' (F2067764) Action[A219]: 'DIVINE_ENTER.ACTION_HEALING' (AE584204) Action[A220]: 'DIVINE_ENTER.ACTION_AURA' (1E9BAA15) Action[A221]: 'DIVINE_ENTER.ACTION_SHOCKWAVE' (8C692817) Action[A222]: 'DIVINE_ENTER.ACTION_BOLTS' (F21FA450) Action[A223]: 'DIVINE_IDLE.ACTION_ABORT' (E8BD9304) Action[A224]: 'DIVINE_IDLE.ACTION_HEALING' (2F44C5A4) Action[A225]: 'DIVINE_IDLE.ACTION_AURA' (70DD1B5) Action[A226]: 'DIVINE_IDLE.ACTION_SHOCKWAVE' (FA8513B7) Action[A227]: 'DIVINE_IDLE.ACTION_BOLTS' (E8D6BFF0) Action[A228]: 'DIVINE_ABORT.ACTION_PERFORMPHASE_LEAVEIDLE' (1D2C2BFC) Action[A229]: 'DIVINE_ABORT.ACTION_LOOPED' (67F682A9) Action[A229]: 'DIVINE_ABORT.ACTION_LOOPED' (67F682A9) Action[A231]: 'DIVINE_LEAVE.ACTION_LEAVE' (394A78C8) Action[A232]: 'DIVINE_HEALING.ACTION_PERFORMPHASE_START' (C403629F) Action[A233]: 'DIVINE_HEALING.ACTION_PERFORMPHASE_BUILDUP' (B8AAEB66) Action[A234]: 'DIVINE_HEALING.ACTION_PERFORMPHASE_LAUNCH' (32CEAD4C) Action[A235]: 'DIVINE_HEALING.ACTION_PERFORMPHASE_RECOVER' (62918A07) Action[A236]: 'DIVINE_HEALING.ACTION_LOOPED_PERFORMPHASE_END' (75F112AA) Action[A237]: 'DIVINE_AURA.ACTION_PERFORMPHASE_START' (25E29950) Action[A238]: 'DIVINE_AURA.ACTION_PERFORMPHASE_BUILDUP' (F329257) Action[A239]: 'DIVINE_AURA.ACTION_PERFORMPHASE_LAUNCH' (D094BA1D) Action[A240]: 'DIVINE_AURA.ACTION_PERFORMPHASE_RECOVER' (B91930F8) Action[A241]: 'DIVINE_AURA.ACTION_LOOPED_PERFORMPHASE_END' (6EA31FFB) Action[A242]: 'DIVINE_SHOCKWAVE.ACTION_PERFORMPHASE_START' (24CD4C32) Action[A243]: 'DIVINE_SHOCKWAVE.ACTION_PERFORMPHASE_BUILDUP' (739585B9) Action[A244]: 'DIVINE_SHOCKWAVE.ACTION_PERFORMPHASE_LAUNCH' (ACD5C93F) Action[A245]: 'DIVINE_SHOCKWAVE.ACTION_PERFORMPHASE_RECOVER' (1D7C245A) Action[A246]: 'DIVINE_SHOCKWAVE.ACTION_LOOPED_PERFORMPHASE_END' (953AF01D) Action[A247]: 'DIVINE_BOLTS.ACTION_PERFORMPHASE_START' (7FC8D22B) Action[A248]: 'DIVINE_BOLTS.ACTION_PERFORMPHASE_BUILDUP' (7B8A6DF2) Action[A249]: 'DIVINE_BOLTS.ACTION_PERFORMPHASE_LAUNCH' (67420E58) Action[A250]: 'DIVINE_BOLTS.ACTION_PERFORMPHASE_RECOVER' (25710C93) Action[A251]: 'DIVINE_BOLTS.ACTION_LOOPED_PERFORMPHASE_END' (880619B6) Action[A252]: 'BOW_ENTER.ACTION_BOW3P' (A5F15C20) Action[A253]: 'BOW_ENTER.ACTION_BOW1P' (A5F15BDE) Action[A254]: 'BOW1P_LEAVE.ACTION_ACTIONSWITCH' (90933775) Action[A254]: 'BOW1P_LEAVE.ACTION_ACTIONSWITCH' (90933775) Action[A256]: 'BOW1P_CHARGEDIDLE.ACTION_SHOOTNRELOAD' (B40C41B6) Action[A257]: 'BOW1P_CHARGEDIDLE.ACTION_SHOOTNRELAX' (34005D5B) Action[A258]: 'BOW1P_CHARGEDIDLE.ACTION_BOWLEAVE' (BFB8CA19) Action[A259]: 'BOW1P_SHOOTNRELOAD.ACTION_SHOOT' (FA526BB7) Action[A260]: 'BOW1P_SHOOTNRELOAD.ACTION_LOOPED' (34CA746D) Action[A261]: 'BOW1P_SHOOTNRELOAD.ACTION_BOWLEAVE' (6907D8BF) Action[A262]: 'BOW1P_SHOOTNRELAX.ACTION_SHOOT' (8298E65C) Action[A263]: 'BOW1P_SHOOTNRELAX.ACTION_LOOPEDORBOWLEAVE' (2AEA6788) Action[A263]: 'BOW1P_SHOOTNRELAX.ACTION_LOOPEDORBOWLEAVE' (2AEA6788) Action[A265]: 'RESPONSE_HURTBOW1P.ACTION_LOOPED' (5B7DA2D) Action[A266]: 'RESPONSE_DEATHBOW1P.ACTION_SELECTBOW' (7AD277D5) Action[A267]: 'RESPONSE_DEATHBOW1P.ACTION_SETDEADPHYS' (9EB8776B) Action[A267]: 'RESPONSE_DEATHBOW1P.ACTION_SETDEADPHYS' (9EB8776B) Action[A269]: 'BOW3P_ENTER.ACTION_WIELDBOW' (EB3A1115) Action[A269]: 'BOW3P_ENTER.ACTION_WIELDBOW' (EB3A1115) Action[A271]: 'BOW3P_WIELDBOW.ACTION_UNWIELDWEAPON' (A15BC459) Action[A271]: 'BOW3P_WIELDBOW.ACTION_UNWIELDWEAPON' (A15BC459) Action[A273]: 'BOW3P_UNWIELDWEAPON.ACTION_WIELDAMMO' (1171DEBB) Action[A273]: 'BOW3P_UNWIELDWEAPON.ACTION_WIELDAMMO' (1171DEBB) Action[A275]: 'BOW3P_WIELDAMMO.ACTION_CHARGE_ARROW' (252A128D) Action[A276]: 'BOW3P_CHARGE_ARROW.ACTION_CHARGEDIDLE' (16E7CBFA) Action[A277]: 'BOW3P_CHARGE_ARROW.ACTION_BOWLEAVE' (BD558A23) Action[A278]: 'BOW3P_LEAVE.ACTION_WIELDWEAPON' (322A9906) Action[A278]: 'BOW3P_LEAVE.ACTION_WIELDWEAPON' (322A9906) Action[A280]: 'BOW3P_WIELDWEAPON.ACTION_WIELDSHIELD' (5F745607) Action[A280]: 'BOW3P_WIELDWEAPON.ACTION_WIELDSHIELD' (5F745607) Action[A282]: 'BOW3P_WIELDSHIELD.ACTION_ACTIONSWITCH' (3AE0C6F8) Action[A283]: 'BOW3P_SHOOT.ACTION_SHOOT' (BA57DE54) Action[A284]: 'BOW3P_SHOOT.ACTION_RELOAD' (2C68F7E) Action[A284]: 'BOW3P_SHOOT.ACTION_RELOAD' (2C68F7E) Action[A286]: 'BOW3P_RELOAD.ACTION_BOWLEAVE' (19103866) Action[A287]: 'BOW3P_RELOAD.ACTION_LOOPED' (D818BE54) Action[A288]: 'BOW3P_CHARGEDIDLE.ACTION_SHOOT' (55D979D3) Action[A289]: 'BOW3P_CHARGEDIDLE.ACTION_BOWLEAVE' (F2EB815B) Action[A290]: 'RESPONSE_TRIGGER.ACTION_RESPONSE' (7B119EA1) Action[A291]: 'KNOCKEDKNEE_GETUP.ACTION_RECOVERHEALTH' (FAA6C602) Action[A292]: 'KNOCKEDKNEE_GETUP.ACTION_LOOPED_TOBOW' (FD0E003) Action[A292]: 'KNOCKEDKNEE_GETUP.ACTION_LOOPED_TOBOW' (FD0E003) Action[A292]: 'KNOCKEDKNEE_GETUP.ACTION_LOOPED_TOBOW' (FD0E003) Action[A295]: 'KNOCKEDKNEE_GETUP.ACTION_LOOPED_TOFIGHT' (47CDCE4D) Action[A295]: 'KNOCKEDKNEE_GETUP.ACTION_LOOPED_TOFIGHT' (47CDCE4D) Action[A295]: 'KNOCKEDKNEE_GETUP.ACTION_LOOPED_TOFIGHT' (47CDCE4D) Action[A298]: 'DUMMYRESPONSE.ACTION_SPAWNDEAD' (5C03EF42) Action[A299]: 'RESPONSE_INIT.ACTION_INITIALIZEANDLAUNCH' (27164032) Action[A300]: 'RESPONSE_SWITCH.ACTION_RESPONSE_0_49' (3C8038BA) Action[A301]: 'RESPONSE_SWITCH.ACTION_RESPONSE_50_200' (65E01794) Action[A302]: 'RESPONSE_SWITCH_0_49.ACTION_RESPONSE_HURTFRONT' (B69041C5) Action[A303]: 'RESPONSE_SWITCH_0_49.ACTION_RESPONSE_NOBLOCKHURTFRONT' (E7A4950D) Action[A304]: 'RESPONSE_SWITCH_0_49.ACTION_RESPONSE_HURTFRONTLFT' (10A280AB) Action[A305]: 'RESPONSE_SWITCH_0_49.ACTION_RESPONSE_NOBLOCKHURTFRONTLFT' (C6E16EF3) Action[A306]: 'RESPONSE_SWITCH_0_49.ACTION_RESPONSE_HURTFRONTRGT' (10A29A52) Action[A307]: 'RESPONSE_SWITCH_0_49.ACTION_RESPONSE_NOBLOCKHURTFRONTRGT' (C6E1889A) Action[A308]: 'RESPONSE_SWITCH_0_49.ACTION_RESPONSE_HURTFRONTABOVE' (C27C12B2) Action[A309]: 'RESPONSE_SWITCH_0_49.ACTION_RESPONSE_NOBLOCKHURTFRONTABOVE' (42FB2FA) Action[A310]: 'RESPONSE_SWITCH_0_49.ACTION_RESPONSE_HURTBACK' (B7F25FCD) Action[A311]: 'RESPONSE_SWITCH_0_49.ACTION_RESPONSE_HURTARROW' (B635D427) Action[A312]: 'RESPONSE_SWITCH_0_49.ACTION_RESPONSE_BLOCKFRONT' (8167E14D) Action[A313]: 'RESPONSE_SWITCH_0_49.ACTION_RESPONSE_BLOCKABOVE' (8104A1B1) Action[A314]: 'RESPONSE_SWITCH_0_49.ACTION_RESPONSE_BLOCKLFT' (716D43EA) Action[A315]: 'RESPONSE_SWITCH_0_49.ACTION_RESPONSE_BLOCKRGT' (716D5D91) Action[A316]: 'RESPONSE_SWITCH_0_49.ACTION_RESPONSE_BLOCKBACK' (9F102E55) Action[A317]: 'RESPONSE_SWITCH_0_49.ACTION_RESPONSE_BLOCKBREAKERRESPONSE' (92F0850F) Action[A318]: 'RESPONSE_SWITCH_0_49.ACTION_RESPONSE_BLOCKPUSHEDBACK' (536E369E) Action[A319]: 'RESPONSE_SWITCH_0_49.ACTION_RESPONSE_PUSHEDBWD' (8B5622FF) Action[A320]: 'RESPONSE_SWITCH_0_49.ACTION_RESPONSE_PUSHEDBWDFAR' (E6C87578) Action[A321]: 'RESPONSE_SWITCH_0_49.ACTION_RESPONSE_KNOCKEDGROUND' (CF7DC267) Action[A322]: 'RESPONSE_SWITCH_0_49.ACTION_RESPONSE_KNOCKEDKNEE' (6366D9BB) Action[A323]: 'RESPONSE_SWITCH_0_49.ACTION_RESPONSE_DEATHBWD' (FA2DE9C) Action[A324]: 'RESPONSE_SWITCH_0_49.ACTION_RESPONSE_DEATHFWD' (FA2EFA0) Action[A325]: 'RESPONSE_SWITCH_0_49.ACTION_RESPONSE_DEATHBWDFLIP' (CD2294A7) Action[A326]: 'RESPONSE_SWITCH_0_49.ACTION_RESETTRIGGER' (2D668D62) Action[A327]: 'RESPONSE_SWITCH_50_200.ACTION_RESPONSE_FINISHEDGROUND' (5531A14C) Action[A328]: 'RESPONSE_SWITCH_50_200.ACTION_RESPONSE_FINISHEDKNEEFWD' (253C4101) Action[A329]: 'RESPONSE_SWITCH_50_200.ACTION_RESPONSE_FINISHEDKNEEBWD' (253C2FFD) Action[A330]: 'RESPONSE_SWITCH_50_200.ACTION_RESPONSE_FINISHEDKNEESLASH' (6635BE1B) Action[A331]: 'RESPONSE_SWITCH_50_200.ACTION_RESPONSE_HURTBOW1P' (40E1E19F) Action[A332]: 'RESPONSE_SWITCH_50_200.ACTION_RESPONSE_DEATHBOW1P' (61DE1242) Action[A333]: 'RESPONSE_SWITCH_50_200.ACTION_RESPONSE_HURTSPECIAL0' (F3DC92E7) Action[A334]: 'RESPONSE_SWITCH_50_200.ACTION_RESPONSE_HURTSPECIAL1' (F3DC92E8) Action[A335]: 'RESPONSE_SWITCH_50_200.ACTION_RESPONSE_HURTSPECIAL2' (F3DC92E9) Action[A336]: 'RESPONSE_SWITCH_50_200.ACTION_RESPONSE_HURTSPECIAL3' (F3DC92EA) Action[A337]: 'RESPONSE_SWITCH_50_200.ACTION_RESPONSE_HURTSPECIAL3END' (6ED5EE1) Action[A338]: 'RESPONSE_SWITCH_50_200.ACTION_RESPONSE_DEATHSPECIAL3END' (E3A23DC4) Action[A339]: 'RESPONSE_SWITCH_50_200.ACTION_RESPONSE_KNEED' (7A4BB03A) Action[A340]: 'RESPONSE_SWITCH_50_200.ACTION_RESPONSE_ENTANGLED' (DC16CCE5) Action[A341]: 'RESPONSE_SWITCH_50_200.ACTION_RESPONSE_PARTIAL_HURTLEFT' (3EFB8E0D) Action[A342]: 'RESPONSE_SWITCH_50_200.ACTION_RESPONSE_PARTIAL_HURTRIGHT' (1EDC1760) Action[A343]: 'RESPONSE_SWITCH_50_200.ACTION_RESETTRIGGER' (6A77FEBC) Action[A344]: 'RESPONSE_HURTFRONT.ACTION_LOOPED_TOBOW' (2B6E30D7) Action[A344]: 'RESPONSE_HURTFRONT.ACTION_LOOPED_TOBOW' (2B6E30D7) Action[A344]: 'RESPONSE_HURTFRONT.ACTION_LOOPED_TOBOW' (2B6E30D7) Action[A347]: 'RESPONSE_HURTFRONT.ACTION_LOOPED_TOFIGHT' (C002A421) Action[A347]: 'RESPONSE_HURTFRONT.ACTION_LOOPED_TOFIGHT' (C002A421) Action[A347]: 'RESPONSE_HURTFRONT.ACTION_LOOPED_TOFIGHT' (C002A421) Action[A350]: 'RESPONSE_HURTFRONTLFT.ACTION_LOOPED_TOBOW' (2232F87D) Action[A350]: 'RESPONSE_HURTFRONTLFT.ACTION_LOOPED_TOBOW' (2232F87D) Action[A350]: 'RESPONSE_HURTFRONTLFT.ACTION_LOOPED_TOBOW' (2232F87D) Action[A353]: 'RESPONSE_HURTFRONTLFT.ACTION_LOOPED_TOFIGHT' (7B17ED47) Action[A353]: 'RESPONSE_HURTFRONTLFT.ACTION_LOOPED_TOFIGHT' (7B17ED47) Action[A353]: 'RESPONSE_HURTFRONTLFT.ACTION_LOOPED_TOFIGHT' (7B17ED47) Action[A356]: 'RESPONSE_HURTFRONTRGT.ACTION_LOOPED_TOBOW' (4620FBA4) Action[A356]: 'RESPONSE_HURTFRONTRGT.ACTION_LOOPED_TOBOW' (4620FBA4) Action[A356]: 'RESPONSE_HURTFRONTRGT.ACTION_LOOPED_TOBOW' (4620FBA4) Action[A359]: 'RESPONSE_HURTFRONTRGT.ACTION_LOOPED_TOFIGHT' (5293562E) Action[A359]: 'RESPONSE_HURTFRONTRGT.ACTION_LOOPED_TOFIGHT' (5293562E) Action[A359]: 'RESPONSE_HURTFRONTRGT.ACTION_LOOPED_TOFIGHT' (5293562E) Action[A362]: 'RESPONSE_HURTFRONTABOVE.ACTION_LOOPED_TOBOW' (EF081284) Action[A362]: 'RESPONSE_HURTFRONTABOVE.ACTION_LOOPED_TOBOW' (EF081284) Action[A362]: 'RESPONSE_HURTFRONTABOVE.ACTION_LOOPED_TOBOW' (EF081284) Action[A365]: 'RESPONSE_HURTFRONTABOVE.ACTION_LOOPED_TOFIGHT' (D19BA50E) Action[A365]: 'RESPONSE_HURTFRONTABOVE.ACTION_LOOPED_TOFIGHT' (D19BA50E) Action[A365]: 'RESPONSE_HURTFRONTABOVE.ACTION_LOOPED_TOFIGHT' (D19BA50E) Action[A368]: 'RESPONSE_HURTBACK.ACTION_LOOPED_TOBOW' (3DBB1F9F) Action[A368]: 'RESPONSE_HURTBACK.ACTION_LOOPED_TOBOW' (3DBB1F9F) Action[A368]: 'RESPONSE_HURTBACK.ACTION_LOOPED_TOBOW' (3DBB1F9F) Action[A371]: 'RESPONSE_HURTBACK.ACTION_LOOPED_TOFIGHT' (994664E9) Action[A371]: 'RESPONSE_HURTBACK.ACTION_LOOPED_TOFIGHT' (994664E9) Action[A371]: 'RESPONSE_HURTBACK.ACTION_LOOPED_TOFIGHT' (994664E9) Action[A374]: 'RESPONSE_HURTARROW.ACTION_LOOPED_TOBOW' (8D68A839) Action[A374]: 'RESPONSE_HURTARROW.ACTION_LOOPED_TOBOW' (8D68A839) Action[A374]: 'RESPONSE_HURTARROW.ACTION_LOOPED_TOBOW' (8D68A839) Action[A377]: 'RESPONSE_HURTARROW.ACTION_LOOPED_TOFIGHT' (8A787C03) Action[A377]: 'RESPONSE_HURTARROW.ACTION_LOOPED_TOFIGHT' (8A787C03) Action[A377]: 'RESPONSE_HURTARROW.ACTION_LOOPED_TOFIGHT' (8A787C03) Action[A380]: 'RESPONSE_BLOCKFRONT.ACTION_LOOPED_TOBOW' (1318CF9F) Action[A380]: 'RESPONSE_BLOCKFRONT.ACTION_LOOPED_TOBOW' (1318CF9F) Action[A380]: 'RESPONSE_BLOCKFRONT.ACTION_LOOPED_TOBOW' (1318CF9F) Action[A383]: 'RESPONSE_BLOCKFRONT.ACTION_LOOPED_TOFIGHT' (3CD014E9) Action[A383]: 'RESPONSE_BLOCKFRONT.ACTION_LOOPED_TOFIGHT' (3CD014E9) Action[A383]: 'RESPONSE_BLOCKFRONT.ACTION_LOOPED_TOFIGHT' (3CD014E9) Action[A386]: 'RESPONSE_BLOCKABOVE.ACTION_LOOPED_TOBOW' (9DA76A03) Action[A386]: 'RESPONSE_BLOCKABOVE.ACTION_LOOPED_TOBOW' (9DA76A03) Action[A386]: 'RESPONSE_BLOCKABOVE.ACTION_LOOPED_TOBOW' (9DA76A03) Action[A389]: 'RESPONSE_BLOCKABOVE.ACTION_LOOPED_TOFIGHT' (A56ED84D) Action[A389]: 'RESPONSE_BLOCKABOVE.ACTION_LOOPED_TOFIGHT' (A56ED84D) Action[A389]: 'RESPONSE_BLOCKABOVE.ACTION_LOOPED_TOFIGHT' (A56ED84D) Action[A392]: 'RESPONSE_BLOCKLFT.ACTION_LOOPED_TOBOW' (95C8643C) Action[A392]: 'RESPONSE_BLOCKLFT.ACTION_LOOPED_TOBOW' (95C8643C) Action[A392]: 'RESPONSE_BLOCKLFT.ACTION_LOOPED_TOBOW' (95C8643C) Action[A395]: 'RESPONSE_BLOCKLFT.ACTION_LOOPED_TOFIGHT' (29B744C6) Action[A395]: 'RESPONSE_BLOCKLFT.ACTION_LOOPED_TOFIGHT' (29B744C6) Action[A395]: 'RESPONSE_BLOCKLFT.ACTION_LOOPED_TOFIGHT' (29B744C6) Action[A398]: 'RESPONSE_BLOCKRGT.ACTION_LOOPED_TOBOW' (B9B66763) Action[A398]: 'RESPONSE_BLOCKRGT.ACTION_LOOPED_TOBOW' (B9B66763) Action[A398]: 'RESPONSE_BLOCKRGT.ACTION_LOOPED_TOBOW' (B9B66763) Action[A401]: 'RESPONSE_BLOCKRGT.ACTION_LOOPED_TOFIGHT' (132ADAD) Action[A401]: 'RESPONSE_BLOCKRGT.ACTION_LOOPED_TOFIGHT' (132ADAD) Action[A401]: 'RESPONSE_BLOCKRGT.ACTION_LOOPED_TOFIGHT' (132ADAD) Action[A404]: 'RESPONSE_BLOCKBACK.ACTION_LOOPED_TOBOW' (E7A90567) Action[A404]: 'RESPONSE_BLOCKBACK.ACTION_LOOPED_TOBOW' (E7A90567) Action[A404]: 'RESPONSE_BLOCKBACK.ACTION_LOOPED_TOBOW' (E7A90567) Action[A407]: 'RESPONSE_BLOCKBACK.ACTION_LOOPED_TOFIGHT' (7644DCB1) Action[A407]: 'RESPONSE_BLOCKBACK.ACTION_LOOPED_TOFIGHT' (7644DCB1) Action[A407]: 'RESPONSE_BLOCKBACK.ACTION_LOOPED_TOFIGHT' (7644DCB1) Action[A410]: 'RESPONSE_BLOCKBREAKERRESPONSE.ACTION_LOOPED_TOBOW' (C50D50E1) Action[A410]: 'RESPONSE_BLOCKBREAKERRESPONSE.ACTION_LOOPED_TOBOW' (C50D50E1) Action[A410]: 'RESPONSE_BLOCKBREAKERRESPONSE.ACTION_LOOPED_TOBOW' (C50D50E1) Action[A413]: 'RESPONSE_BLOCKBREAKERRESPONSE.ACTION_LOOPED_TOFIGHT' (3DE9EEAB) Action[A413]: 'RESPONSE_BLOCKBREAKERRESPONSE.ACTION_LOOPED_TOFIGHT' (3DE9EEAB) Action[A413]: 'RESPONSE_BLOCKBREAKERRESPONSE.ACTION_LOOPED_TOFIGHT' (3DE9EEAB) Action[A416]: 'RESPONSE_BLOCKPUSHEDBACK.ACTION_LOOPED_TOBOW' (5C4E17B0) Action[A416]: 'RESPONSE_BLOCKPUSHEDBACK.ACTION_LOOPED_TOBOW' (5C4E17B0) Action[A416]: 'RESPONSE_BLOCKPUSHEDBACK.ACTION_LOOPED_TOBOW' (5C4E17B0) Action[A419]: 'RESPONSE_BLOCKPUSHEDBACK.ACTION_LOOPED_TOFIGHT' (A877A53A) Action[A419]: 'RESPONSE_BLOCKPUSHEDBACK.ACTION_LOOPED_TOFIGHT' (A877A53A) Action[A419]: 'RESPONSE_BLOCKPUSHEDBACK.ACTION_LOOPED_TOFIGHT' (A877A53A) Action[A422]: 'RESPONSE_PUSHEDBWD.ACTION_LOOPED_TOBOW' (89CF5311) Action[A422]: 'RESPONSE_PUSHEDBWD.ACTION_LOOPED_TOBOW' (89CF5311) Action[A422]: 'RESPONSE_PUSHEDBWD.ACTION_LOOPED_TOBOW' (89CF5311) Action[A425]: 'RESPONSE_PUSHEDBWD.ACTION_LOOPED_TOFIGHT' (3B353CDB) Action[A425]: 'RESPONSE_PUSHEDBWD.ACTION_LOOPED_TOFIGHT' (3B353CDB) Action[A425]: 'RESPONSE_PUSHEDBWD.ACTION_LOOPED_TOFIGHT' (3B353CDB) Action[A428]: 'RESPONSE_PUSHEDBWDFAR.ACTION_LOOPED_TOBOW' (72FF85CA) Action[A428]: 'RESPONSE_PUSHEDBWDFAR.ACTION_LOOPED_TOBOW' (72FF85CA) Action[A428]: 'RESPONSE_PUSHEDBWDFAR.ACTION_LOOPED_TOBOW' (72FF85CA) Action[A431]: 'RESPONSE_PUSHEDBWDFAR.ACTION_LOOPED_TOFIGHT' (313D01D4) Action[A431]: 'RESPONSE_PUSHEDBWDFAR.ACTION_LOOPED_TOFIGHT' (313D01D4) Action[A431]: 'RESPONSE_PUSHEDBWDFAR.ACTION_LOOPED_TOFIGHT' (313D01D4) Action[A434]: 'RESPONSE_DEATHBWD.ACTION_SETDEADPHYS' (65C250DF) Action[A434]: 'RESPONSE_DEATHBWD.ACTION_SETDEADPHYS' (65C250DF) Action[A436]: 'RESPONSE_DEATHFWD.ACTION_SETDEADPHYS' (30737B63) Action[A436]: 'RESPONSE_DEATHFWD.ACTION_SETDEADPHYS' (30737B63) Action[A438]: 'RESPONSE_DEATHBWDFLIP.ACTION_SETDEADPHYS' (1564220A) Action[A438]: 'RESPONSE_DEATHBWDFLIP.ACTION_SETDEADPHYS' (1564220A) Action[A440]: 'RESPONSE_KNOCKEDGROUND.ACTION_BLEEDONGROUND' (99AAB174) Action[A441]: 'RESPONSE_KNOCKEDKNEE.ACTION_LOOPED' (F2A43423) Action[A441]: 'RESPONSE_KNOCKEDKNEE.ACTION_LOOPED' (F2A43423) Action[A443]: 'RESPONSE_FINISHEDGROUND.ACTION_SETDEADPHYS' (18123635) Action[A443]: 'RESPONSE_FINISHEDGROUND.ACTION_SETDEADPHYS' (18123635) Action[A445]: 'RESPONSE_FINISHEDKNEEFWD.ACTION_SETDEADPHYS' (8C32EFCA) Action[A445]: 'RESPONSE_FINISHEDKNEEFWD.ACTION_SETDEADPHYS' (8C32EFCA) Action[A447]: 'RESPONSE_FINISHEDKNEEBWD.ACTION_SETDEADPHYS' (C181C546) Action[A447]: 'RESPONSE_FINISHEDKNEEBWD.ACTION_SETDEADPHYS' (C181C546) Action[A449]: 'RESPONSE_FINISHEDKNEESLASH.ACTION_SETDEADPHYS' (F65762A4) Action[A449]: 'RESPONSE_FINISHEDKNEESLASH.ACTION_SETDEADPHYS' (F65762A4) Action[A451]: 'RESPONSE_HURTSPECIAL0.ACTION_LOOPED_TOBOW' (B07791F) Action[A451]: 'RESPONSE_HURTSPECIAL0.ACTION_LOOPED_TOBOW' (B07791F) Action[A451]: 'RESPONSE_HURTSPECIAL0.ACTION_LOOPED_TOBOW' (B07791F) Action[A454]: 'RESPONSE_HURTSPECIAL0.ACTION_LOOPED_TOFIGHT' (EB0F1E69) Action[A454]: 'RESPONSE_HURTSPECIAL0.ACTION_LOOPED_TOFIGHT' (EB0F1E69) Action[A454]: 'RESPONSE_HURTSPECIAL0.ACTION_LOOPED_TOFIGHT' (EB0F1E69) Action[A457]: 'RESPONSE_HURTSPECIAL1.ACTION_LOOPED_TOBOW' (5C1473A0) Action[A457]: 'RESPONSE_HURTSPECIAL1.ACTION_LOOPED_TOBOW' (5C1473A0) Action[A457]: 'RESPONSE_HURTSPECIAL1.ACTION_LOOPED_TOBOW' (5C1473A0) Action[A460]: 'RESPONSE_HURTSPECIAL1.ACTION_LOOPED_TOFIGHT' (B344BD2A) Action[A460]: 'RESPONSE_HURTSPECIAL1.ACTION_LOOPED_TOFIGHT' (B344BD2A) Action[A460]: 'RESPONSE_HURTSPECIAL1.ACTION_LOOPED_TOFIGHT' (B344BD2A) Action[A463]: 'RESPONSE_HURTSPECIAL2.ACTION_LOOPED_TOBOW' (AD216E21) Action[A463]: 'RESPONSE_HURTSPECIAL2.ACTION_LOOPED_TOBOW' (AD216E21) Action[A463]: 'RESPONSE_HURTSPECIAL2.ACTION_LOOPED_TOBOW' (AD216E21) Action[A466]: 'RESPONSE_HURTSPECIAL2.ACTION_LOOPED_TOFIGHT' (7B7A5BEB) Action[A466]: 'RESPONSE_HURTSPECIAL2.ACTION_LOOPED_TOFIGHT' (7B7A5BEB) Action[A466]: 'RESPONSE_HURTSPECIAL2.ACTION_LOOPED_TOFIGHT' (7B7A5BEB) Action[A469]: 'RESPONSE_HURTSPECIAL3.ACTION_LOOPED_TOBOW' (FE2E68A2) Action[A469]: 'RESPONSE_HURTSPECIAL3.ACTION_LOOPED_TOBOW' (FE2E68A2) Action[A469]: 'RESPONSE_HURTSPECIAL3.ACTION_LOOPED_TOBOW' (FE2E68A2) Action[A472]: 'RESPONSE_HURTSPECIAL3.ACTION_LOOPED_TOFIGHT' (43AFFAAC) Action[A472]: 'RESPONSE_HURTSPECIAL3.ACTION_LOOPED_TOFIGHT' (43AFFAAC) Action[A472]: 'RESPONSE_HURTSPECIAL3.ACTION_LOOPED_TOFIGHT' (43AFFAAC) Action[A475]: 'RESPONSE_HURTSPECIAL3END.ACTION_LOOPED_TOBOW' (26A67619) Action[A475]: 'RESPONSE_HURTSPECIAL3END.ACTION_LOOPED_TOBOW' (26A67619) Action[A475]: 'RESPONSE_HURTSPECIAL3END.ACTION_LOOPED_TOBOW' (26A67619) Action[A478]: 'RESPONSE_HURTSPECIAL3END.ACTION_LOOPED_TOFIGHT' (6A6141E3) Action[A478]: 'RESPONSE_HURTSPECIAL3END.ACTION_LOOPED_TOFIGHT' (6A6141E3) Action[A478]: 'RESPONSE_HURTSPECIAL3END.ACTION_LOOPED_TOFIGHT' (6A6141E3) Action[A481]: 'RESPONSE_DEATHSPECIAL3END.ACTION_FREEZEANIM' (2CFE9B95) Action[A482]: 'RESPONSE_DEATHSPECIAL3END.ACTION_SETDEADPHYS' (EB626FAD) Action[A482]: 'RESPONSE_DEATHSPECIAL3END.ACTION_SETDEADPHYS' (EB626FAD) Action[A484]: 'RESPONSE_KNEED.ACTION_LOOPED_TOBOW' (61FD7DF2) Action[A484]: 'RESPONSE_KNEED.ACTION_LOOPED_TOBOW' (61FD7DF2) Action[A484]: 'RESPONSE_KNEED.ACTION_LOOPED_TOBOW' (61FD7DF2) Action[A487]: 'RESPONSE_KNEED.ACTION_LOOPED_TOFIGHT' (D799A3FC) Action[A487]: 'RESPONSE_KNEED.ACTION_LOOPED_TOFIGHT' (D799A3FC) Action[A487]: 'RESPONSE_KNEED.ACTION_LOOPED_TOFIGHT' (D799A3FC) Action[A490]: 'RESPONSE_ENTANGLED.ACTION_LOOPED_TOBOW' (C970AE1D) Action[A490]: 'RESPONSE_ENTANGLED.ACTION_LOOPED_TOBOW' (C970AE1D) Action[A490]: 'RESPONSE_ENTANGLED.ACTION_LOOPED_TOBOW' (C970AE1D) Action[A493]: 'RESPONSE_ENTANGLED.ACTION_LOOPED_TOFIGHT' (E8998AE7) Action[A493]: 'RESPONSE_ENTANGLED.ACTION_LOOPED_TOFIGHT' (E8998AE7) Action[A493]: 'RESPONSE_ENTANGLED.ACTION_LOOPED_TOFIGHT' (E8998AE7) Action[A496]: 'RESPONSE_PARTIAL_HURTLEFT.ACTION_LOOPED_TOTERMINATE' (BCF54BA6) Action[A496]: 'RESPONSE_PARTIAL_HURTLEFT.ACTION_LOOPED_TOTERMINATE' (BCF54BA6) Action[A498]: 'RESPONSE_PARTIAL_HURTLEFT.ACTION_LOOPED_TOBOW' (90ADE345) Action[A498]: 'RESPONSE_PARTIAL_HURTLEFT.ACTION_LOOPED_TOBOW' (90ADE345) Action[A498]: 'RESPONSE_PARTIAL_HURTLEFT.ACTION_LOOPED_TOBOW' (90ADE345) Action[A501]: 'RESPONSE_PARTIAL_HURTLEFT.ACTION_LOOPED_TOFIGHT' (73F8AA0F) Action[A501]: 'RESPONSE_PARTIAL_HURTLEFT.ACTION_LOOPED_TOFIGHT' (73F8AA0F) Action[A501]: 'RESPONSE_PARTIAL_HURTLEFT.ACTION_LOOPED_TOFIGHT' (73F8AA0F) Action[A504]: 'RESPONSE_PARTIAL_HURTRIGHT.ACTION_LOOPED_TOTERMINATE' (2BA44EB9) Action[A504]: 'RESPONSE_PARTIAL_HURTRIGHT.ACTION_LOOPED_TOTERMINATE' (2BA44EB9) Action[A506]: 'RESPONSE_PARTIAL_HURTRIGHT.ACTION_LOOPED_TOBOW' (60A8D418) Action[A506]: 'RESPONSE_PARTIAL_HURTRIGHT.ACTION_LOOPED_TOBOW' (60A8D418) Action[A506]: 'RESPONSE_PARTIAL_HURTRIGHT.ACTION_LOOPED_TOBOW' (60A8D418) Action[A509]: 'RESPONSE_PARTIAL_HURTRIGHT.ACTION_LOOPED_TOFIGHT' (2E731BA2) Action[A509]: 'RESPONSE_PARTIAL_HURTRIGHT.ACTION_LOOPED_TOFIGHT' (2E731BA2) Action[A509]: 'RESPONSE_PARTIAL_HURTRIGHT.ACTION_LOOPED_TOFIGHT' (2E731BA2) Action[A512]: 'RESPONSE_NOBLOCKHURTFRONT.ACTION_LOOPED_TOBOW' (64EBEEDF) Action[A512]: 'RESPONSE_NOBLOCKHURTFRONT.ACTION_LOOPED_TOBOW' (64EBEEDF) Action[A512]: 'RESPONSE_NOBLOCKHURTFRONT.ACTION_LOOPED_TOBOW' (64EBEEDF) Action[A515]: 'RESPONSE_NOBLOCKHURTFRONT.ACTION_LOOPED_TOFIGHT' (4FE80429) Action[A515]: 'RESPONSE_NOBLOCKHURTFRONT.ACTION_LOOPED_TOFIGHT' (4FE80429) Action[A515]: 'RESPONSE_NOBLOCKHURTFRONT.ACTION_LOOPED_TOFIGHT' (4FE80429) Action[A518]: 'RESPONSE_NOBLOCKHURTFRONTLFT.ACTION_LOOPED_TOBOW' (AEC45985) Action[A518]: 'RESPONSE_NOBLOCKHURTFRONTLFT.ACTION_LOOPED_TOBOW' (AEC45985) Action[A518]: 'RESPONSE_NOBLOCKHURTFRONTLFT.ACTION_LOOPED_TOBOW' (AEC45985) Action[A521]: 'RESPONSE_NOBLOCKHURTFRONTLFT.ACTION_LOOPED_TOFIGHT' (7185B04F) Action[A521]: 'RESPONSE_NOBLOCKHURTFRONTLFT.ACTION_LOOPED_TOFIGHT' (7185B04F) Action[A521]: 'RESPONSE_NOBLOCKHURTFRONTLFT.ACTION_LOOPED_TOFIGHT' (7185B04F) Action[A524]: 'RESPONSE_NOBLOCKHURTFRONTRGT.ACTION_LOOPED_TOBOW' (D2B25CAC) Action[A524]: 'RESPONSE_NOBLOCKHURTFRONTRGT.ACTION_LOOPED_TOBOW' (D2B25CAC) Action[A524]: 'RESPONSE_NOBLOCKHURTFRONTRGT.ACTION_LOOPED_TOBOW' (D2B25CAC) Action[A527]: 'RESPONSE_NOBLOCKHURTFRONTRGT.ACTION_LOOPED_TOFIGHT' (49011936) Action[A527]: 'RESPONSE_NOBLOCKHURTFRONTRGT.ACTION_LOOPED_TOFIGHT' (49011936) Action[A527]: 'RESPONSE_NOBLOCKHURTFRONTRGT.ACTION_LOOPED_TOFIGHT' (49011936) Action[A530]: 'RESPONSE_NOBLOCKHURTFRONTABOVE.ACTION_LOOPED_TOBOW' (E575D58C) Action[A530]: 'RESPONSE_NOBLOCKHURTFRONTABOVE.ACTION_LOOPED_TOBOW' (E575D58C) Action[A530]: 'RESPONSE_NOBLOCKHURTFRONTABOVE.ACTION_LOOPED_TOBOW' (E575D58C) Action[A533]: 'RESPONSE_NOBLOCKHURTFRONTABOVE.ACTION_LOOPED_TOFIGHT' (1A864A16) Action[A533]: 'RESPONSE_NOBLOCKHURTFRONTABOVE.ACTION_LOOPED_TOFIGHT' (1A864A16) Action[A533]: 'RESPONSE_NOBLOCKHURTFRONTABOVE.ACTION_LOOPED_TOFIGHT' (1A864A16) Action[A380]: 'RESPONSE_BLOCKFRONT.ACTION_LOOPED_TOBOW' (1318CF9F) Action[A380]: 'RESPONSE_BLOCKFRONT.ACTION_LOOPED_TOBOW' (1318CF9F) Action[A380]: 'RESPONSE_BLOCKFRONT.ACTION_LOOPED_TOBOW' (1318CF9F) Action[A383]: 'RESPONSE_BLOCKFRONT.ACTION_LOOPED_TOFIGHT' (3CD014E9) Action[A383]: 'RESPONSE_BLOCKFRONT.ACTION_LOOPED_TOFIGHT' (3CD014E9) Action[A383]: 'RESPONSE_BLOCKFRONT.ACTION_LOOPED_TOFIGHT' (3CD014E9) Action[A386]: 'RESPONSE_BLOCKABOVE.ACTION_LOOPED_TOBOW' (9DA76A03) Action[A386]: 'RESPONSE_BLOCKABOVE.ACTION_LOOPED_TOBOW' (9DA76A03) Action[A386]: 'RESPONSE_BLOCKABOVE.ACTION_LOOPED_TOBOW' (9DA76A03) Action[A389]: 'RESPONSE_BLOCKABOVE.ACTION_LOOPED_TOFIGHT' (A56ED84D) Action[A389]: 'RESPONSE_BLOCKABOVE.ACTION_LOOPED_TOFIGHT' (A56ED84D) Action[A389]: 'RESPONSE_BLOCKABOVE.ACTION_LOOPED_TOFIGHT' (A56ED84D) Action[A392]: 'RESPONSE_BLOCKLFT.ACTION_LOOPED_TOBOW' (95C8643C) Action[A392]: 'RESPONSE_BLOCKLFT.ACTION_LOOPED_TOBOW' (95C8643C) Action[A392]: 'RESPONSE_BLOCKLFT.ACTION_LOOPED_TOBOW' (95C8643C) Action[A395]: 'RESPONSE_BLOCKLFT.ACTION_LOOPED_TOFIGHT' (29B744C6) Action[A395]: 'RESPONSE_BLOCKLFT.ACTION_LOOPED_TOFIGHT' (29B744C6) Action[A395]: 'RESPONSE_BLOCKLFT.ACTION_LOOPED_TOFIGHT' (29B744C6) Action[A398]: 'RESPONSE_BLOCKRGT.ACTION_LOOPED_TOBOW' (B9B66763) Action[A398]: 'RESPONSE_BLOCKRGT.ACTION_LOOPED_TOBOW' (B9B66763) Action[A398]: 'RESPONSE_BLOCKRGT.ACTION_LOOPED_TOBOW' (B9B66763) Action[A401]: 'RESPONSE_BLOCKRGT.ACTION_LOOPED_TOFIGHT' (132ADAD) Action[A401]: 'RESPONSE_BLOCKRGT.ACTION_LOOPED_TOFIGHT' (132ADAD) Action[A401]: 'RESPONSE_BLOCKRGT.ACTION_LOOPED_TOFIGHT' (132ADAD) Action[A404]: 'RESPONSE_BLOCKBACK.ACTION_LOOPED_TOBOW' (E7A90567) Action[A404]: 'RESPONSE_BLOCKBACK.ACTION_LOOPED_TOBOW' (E7A90567) Action[A404]: 'RESPONSE_BLOCKBACK.ACTION_LOOPED_TOBOW' (E7A90567) Action[A407]: 'RESPONSE_BLOCKBACK.ACTION_LOOPED_TOFIGHT' (7644DCB1) Action[A407]: 'RESPONSE_BLOCKBACK.ACTION_LOOPED_TOFIGHT' (7644DCB1) Action[A407]: 'RESPONSE_BLOCKBACK.ACTION_LOOPED_TOFIGHT' (7644DCB1) Action[A566]: 'INIT.ACTION_SPAWNRESPONSETOKEN' (8E5A843D) Action[A567]: 'INIT.ACTION_LAUNCHMAINTOKEN' (30C49345) } ExportedStates: { State0: 'FIGHT_ENTER' State1: 'ACTIONSWITCH' State2: 'FIGHT_SWITCH' State3: 'FIGHT_IDLE' State4: 'FIGHT_IDLEBLOCK' State5: 'FIGHT_BLOCK_SWITCH' State6: 'FIGHT_BLOCK_IDLE' State7: 'FIGHT_MOVEMENTSWITCH' State8: 'FIGHT_JOGFWD' State9: 'FIGHT_WALKFWD' State10: 'FIGHT_MOVEFWD' State11: 'FIGHT_MOVEBWD' State12: 'FIGHT_MOVELFT' State13: 'FIGHT_MOVERGT' State14: 'FIGHT_RUSHFWD' State15: 'FIGHT_RUSHBWD' State16: 'FIGHT_RUSHLFT' State17: 'FIGHT_RUSHRGT' State18: 'FIGHT_MOVEFWDBLOCK' State19: 'FIGHT_MOVEBWDBLOCK' State20: 'FIGHT_MOVELFTBLOCK' State21: 'FIGHT_MOVERGTBLOCK' State22: 'FIGHT_NOTURNMOVELFT' State23: 'FIGHT_NOTURNMOVERGT' State24: 'FIGHT_NOTURNMOVELFTBLOCK' State25: 'FIGHT_NOTURNMOVERGTBLOCK' State26: 'FIGHT_TURNSWITCH' State27: 'FIGHT_TURNLFT' State28: 'FIGHT_TURNRGT' State29: 'FIGHT_ATTACK_INIT' State30: 'FIGHT_ATTACK_EXIT' State31: 'FIGHT_ATTACK_SWITCH' State32: 'FIGHT_ATTACK_CONTEXTSWITCH' State33: 'FIGHT_ATTACK_FWDMEDSWITCH' State34: 'FIGHT_ATTACK_LEFT' State35: 'FIGHT_ATTACK_RIGHT_VARIATION1' State36: 'FIGHT_ATTACK_HEAVY' State37: 'FIGHT_ATTACK_SUPERHEAVY' State38: 'FIGHT_ATTACK_2SWEEPCOMBO' State39: 'FIGHT_ATTACKBLOCK_LEFT' State40: 'FIGHT_ATTACKBLOCK_RIGHT_VARIATION1' State41: 'FIGHT_ATTACKBLOCK_HEAVY' State42: 'FIGHT_ATTACKBLOCK_SUPERHEAVY' State43: 'FIGHT_ATTACKBLOCK_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: 'RESPONSE_NOBLOCKHURTFRONT' State119: 'RESPONSE_NOBLOCKHURTFRONTLFT' State120: 'RESPONSE_NOBLOCKHURTFRONTRGT' State121: 'RESPONSE_NOBLOCKHURTFRONTABOVE' State122: 'RESPONSE_BLOCKFRONT' State123: 'RESPONSE_BLOCKABOVE' State124: 'RESPONSE_BLOCKLFT' State125: 'RESPONSE_BLOCKRGT' State126: 'RESPONSE_BLOCKBACK' State127: '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) }