AnimGraph AGBLACKDEMON { nStates = 110 nActions = 491 nAnimLayers = 110 nNodes = 671 nEffectInstances = 123 nCallbackParams = 368 nStateConstants = 1368 } 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 = 3.000) |-[A002] TokenCUR -> State47 (BOW_ENTER) `-[N002] (ACTION = 2.000) |-[A003] TokenCUR -> State30 (FIGHT_ATTACK_INIT) `-[N003] (ACTION = 0.000) |-[A004] 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 = 4 iBaseAction = 5 iBasePropertyParam = 0 NodeTree: [N004] (AIMODE = 16.000) |-[A005] TokenCUR -> State4 (FIGHT_ORDERCHARGE) `-[N005] (AIMODE = 15.000) |-[A006] TokenCUR -> State5 (FIGHT_ORDERFLANK) `-[N006] (AIMODE = 17.000) |-[A007] TokenCUR -> State6 (FIGHT_TAUNTSWITCH) `-[N007] (ACTION != 0.000) |-[A008] TokenCUR -> State1 (ACTIONSWITCH) `-[N008] (MOVESPEED != 0.000) |-[A009] TokenCUR -> State12 (FIGHT_MOVEMENTSWITCH) `-[N009] (HASTARGET != 0.000) |-[N010] (ANGLETOTARGET <= -1.000) | |-[A010] TokenCUR -> State9 (FIGHT_TURNSWITCH) | `-[N011] (ANGLETOTARGET >= 1.000) | |-[A011] TokenCUR -> State9 (FIGHT_TURNSWITCH) | `-[N012] (AIMODE = 10.000) | |-[A012] TokenCUR -> State9 (FIGHT_TURNSWITCH) | `-[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] (AIMODE = 15.000) |-[A015] TokenCUR -> State2 (FIGHT_SWITCH) `-[N016] (AIMODE = 16.000) |-[A016] TokenCUR -> State2 (FIGHT_SWITCH) `-[N017] (AIMODE = 17.000) |-[A017] TokenCUR -> State2 (FIGHT_SWITCH) `-[N018] (MOVESPEED != 0.000) |-[A018] TokenCUR -> State12 (FIGHT_MOVEMENTSWITCH) `-[N019] (HASTARGET != 0.000) |-[N020] (ANGLETOTARGET <= -1.000) | |-[A019] TokenCUR -> State9 (FIGHT_TURNSWITCH) | `-[N021] (ANGLETOTARGET >= 1.000) | |-[A020] TokenCUR -> State9 (FIGHT_TURNSWITCH) | `-[N022] (AIMODE = 10.000) | |-[A021] TokenCUR -> State9 (FIGHT_TURNSWITCH) | `-[FAIL] `-[FAIL] } - - - - - - - - - - - - - - - - - - - - State4 (FIGHT_ORDERCHARGE) { Flags[0] = 0x00000000 <........ ........ ........ ........> Flags[1] = 0x00000000 <........ ........ ........ ........> iBaseConstant = 13 nBaseConstants = 10 StateConstants: [C018](ID 0) ANIMMOVESCALE = 1.000 (fp4) [C019](ID 13) POINTOFINTEREST = 2 (0x00000002) (uint32) [C020](ID 10) STATEGROUP = 1073741840 (0x40000010) (uint32) [C021](ID 81) RIGHTSLOT = 0 (0x00000000) (uint32) [C022](ID 80) LEFTSLOT = 1 (0x00000001) (uint32) Priority = 0 nAnimLayers = 1 iBaseAnimLayer = 4 iLoopControlAnimLayer = 0 AnimLayers: [L004] iBaseNode = 23 iBaseAction = 22 iBasePropertyParam = 0 NodeTree: [N023] (ANIMLOOPTIME >= 3.600) |-[A022] TokenCUR -> State2 (FIGHT_SWITCH) `-[N024] (ANIMLOOPCOUNT >= 1.000) |-[A023] TokenCUR -> State2 (FIGHT_SWITCH) `-[FAIL] } - - - - - - - - - - - - - - - - - - - - State5 (FIGHT_ORDERFLANK) { Flags[0] = 0x00000000 <........ ........ ........ ........> Flags[1] = 0x00000000 <........ ........ ........ ........> iBaseConstant = 23 nBaseConstants = 10 StateConstants: [C028](ID 0) ANIMMOVESCALE = 1.000 (fp4) [C029](ID 13) POINTOFINTEREST = 2 (0x00000002) (uint32) [C030](ID 10) STATEGROUP = 1073741840 (0x40000010) (uint32) [C031](ID 81) RIGHTSLOT = 0 (0x00000000) (uint32) [C032](ID 80) LEFTSLOT = 1 (0x00000001) (uint32) Priority = 0 nAnimLayers = 1 iBaseAnimLayer = 5 iLoopControlAnimLayer = 0 AnimLayers: [L005] iBaseNode = 25 iBaseAction = 24 iBasePropertyParam = 0 NodeTree: [N025] (ANIMLOOPTIME >= 3.750) |-[A024] TokenCUR -> State2 (FIGHT_SWITCH) `-[N026] (ANIMLOOPCOUNT >= 1.000) |-[A025] TokenCUR -> State2 (FIGHT_SWITCH) `-[FAIL] } - - - - - - - - - - - - - - - - - - - - State6 (FIGHT_TAUNTSWITCH) { Flags[0] = 0x00000000 <........ ........ ........ ........> Flags[1] = 0x00000000 <........ ........ ........ ........> iBaseConstant = 33 nBaseConstants = 3 StateConstants: [C033](ID 10) STATEGROUP = 16 (0x00000010) (uint32) [C034](ID 81) RIGHTSLOT = 0 (0x00000000) (uint32) [C035](ID 80) LEFTSLOT = 1 (0x00000001) (uint32) Priority = 0 nAnimLayers = 1 iBaseAnimLayer = 6 iLoopControlAnimLayer = 0 AnimLayers: [L006] iBaseNode = 27 iBaseAction = 26 iBasePropertyParam = 0 NodeTree: [N027] (RAND(1.000) < 0.700) |-[A026] TokenCUR -> State7 (FIGHT_TAUNT0) `-[N028] (RAND(1.000) < 1.000) |-[A027] TokenCUR -> State8 (FIGHT_TAUNT1) `-[N029] (STATETIME >= 0.000) |-[A028] TokenCUR -> State8 (FIGHT_TAUNT1) `-[FAIL] } - - - - - - - - - - - - - - - - - - - - State7 (FIGHT_TAUNT0) { Flags[0] = 0x00000000 <........ ........ ........ ........> Flags[1] = 0x00000000 <........ ........ ........ ........> iBaseConstant = 36 nBaseConstants = 10 StateConstants: [C041](ID 10) STATEGROUP = 17 (0x00000011) (uint32) [C042](ID 0) ANIMMOVESCALE = 1.000 (fp4) [C043](ID 13) POINTOFINTEREST = 2 (0x00000002) (uint32) [C044](ID 81) RIGHTSLOT = 0 (0x00000000) (uint32) [C045](ID 80) LEFTSLOT = 1 (0x00000001) (uint32) Priority = 0 nAnimLayers = 1 iBaseAnimLayer = 7 iLoopControlAnimLayer = 0 AnimLayers: [L007] iBaseNode = 30 iBaseAction = 29 iBasePropertyParam = 2 NodeTree: [N030] (ANIMLOOPTIME >= 999.000) |-[A029] TokenCUR -> State2 (FIGHT_SWITCH) `-[N031] (ANIMLOOPCOUNT >= 1.000) |-[A030] TokenCUR -> State2 (FIGHT_SWITCH) `-[FAIL] } - - - - - - - - - - - - - - - - - - - - State8 (FIGHT_TAUNT1) { Flags[0] = 0x00000000 <........ ........ ........ ........> Flags[1] = 0x00000000 <........ ........ ........ ........> iBaseConstant = 46 nBaseConstants = 10 StateConstants: [C051](ID 10) STATEGROUP = 17 (0x00000011) (uint32) [C052](ID 0) ANIMMOVESCALE = 1.000 (fp4) [C053](ID 13) POINTOFINTEREST = 2 (0x00000002) (uint32) [C054](ID 81) RIGHTSLOT = 0 (0x00000000) (uint32) [C055](ID 80) LEFTSLOT = 1 (0x00000001) (uint32) Priority = 0 nAnimLayers = 1 iBaseAnimLayer = 8 iLoopControlAnimLayer = 0 AnimLayers: [L008] iBaseNode = 32 iBaseAction = 31 iBasePropertyParam = 2 NodeTree: [N032] (ANIMLOOPTIME >= 999.000) |-[A031] TokenCUR -> State2 (FIGHT_SWITCH) `-[N033] (ANIMLOOPCOUNT >= 1.000) |-[A032] TokenCUR -> State2 (FIGHT_SWITCH) `-[FAIL] } - - - - - - - - - - - - - - - - - - - - State9 (FIGHT_TURNSWITCH) { Flags[0] = 0x00000000 <........ ........ ........ ........> Flags[1] = 0x00000000 <........ ........ ........ ........> iBaseConstant = 56 nBaseConstants = 3 StateConstants: [C056](ID 10) STATEGROUP = 16 (0x00000010) (uint32) [C057](ID 81) RIGHTSLOT = 0 (0x00000000) (uint32) [C058](ID 80) LEFTSLOT = 1 (0x00000001) (uint32) Priority = 0 nAnimLayers = 1 iBaseAnimLayer = 9 iLoopControlAnimLayer = 0 AnimLayers: [L009] iBaseNode = 34 iBaseAction = 33 iBasePropertyParam = 2 NodeTree: [N034] (ANGLETOTARGET < 0.000) |-[A033] TokenCUR -> State10 (FIGHT_TURNLFT) `-[N035] (STATETIME >= 0.000) |-[A034] TokenCUR -> State11 (FIGHT_TURNRGT) `-[FAIL] } - - - - - - - - - - - - - - - - - - - - State10 (FIGHT_TURNLFT) { Flags[0] = 0x00000000 <........ ........ ........ ........> Flags[1] = 0x00000000 <........ ........ ........ ........> iBaseConstant = 59 nBaseConstants = 10 StateConstants: [C059](ID 0) ANIMMOVESCALE = 1.000 (fp4) [C060](ID 1) ANIMTURNSCALE = 0.000 (fp4) [C061](ID 20) TURNTOTARGETCORRECTION_STARTTIME0 = 0.000 (fp4) [C062](ID 21) TURNTOTARGETCORRECTION_ENDTIME0 = 0.400 (fp4) [C063](ID 22) TURNTOTARGETCORRECTION_OFFSET0 = 0 (0x00000000) (uint32) [C065](ID 13) POINTOFINTEREST = 2 (0x00000002) (uint32) [C066](ID 10) STATEGROUP = 16 (0x00000010) (uint32) [C067](ID 81) RIGHTSLOT = 0 (0x00000000) (uint32) [C068](ID 80) LEFTSLOT = 1 (0x00000001) (uint32) Priority = 0 nAnimLayers = 1 iBaseAnimLayer = 10 iLoopControlAnimLayer = 0 AnimLayers: [L010] iBaseNode = 36 iBaseAction = 35 iBasePropertyParam = 2 NodeTree: [N036] (STATETIME >= 999.000) |-[A035] TokenCUR -> State2 (FIGHT_SWITCH) `-[N037] (ANIMLOOPCOUNT >= 1.000) |-[A036] TokenCUR -> State2 (FIGHT_SWITCH) `-[N038] (MOVESPEED != 0.000) |-[A037] TokenCUR -> State2 (FIGHT_SWITCH) `-[N039] (ACTION != 0.000) |-[A038] TokenCUR -> State2 (FIGHT_SWITCH) `-[N040] (HASTARGET = 0.000) |-[A039] TokenCUR -> State2 (FIGHT_SWITCH) `-[FAIL] } - - - - - - - - - - - - - - - - - - - - State11 (FIGHT_TURNRGT) { Flags[0] = 0x00000000 <........ ........ ........ ........> Flags[1] = 0x00000000 <........ ........ ........ ........> iBaseConstant = 69 nBaseConstants = 14 StateConstants: [C069](ID 0) ANIMMOVESCALE = 1.000 (fp4) [C070](ID 1) ANIMTURNSCALE = 0.000 (fp4) [C071](ID 20) TURNTOTARGETCORRECTION_STARTTIME0 = 0.000 (fp4) [C072](ID 21) TURNTOTARGETCORRECTION_ENDTIME0 = 0.350 (fp4) [C073](ID 22) TURNTOTARGETCORRECTION_OFFSET0 = 0 (0x00000000) (uint32) [C075](ID 13) POINTOFINTEREST = 2 (0x00000002) (uint32) [C080](ID 10) STATEGROUP = 16 (0x00000010) (uint32) [C081](ID 81) RIGHTSLOT = 0 (0x00000000) (uint32) [C082](ID 80) LEFTSLOT = 1 (0x00000001) (uint32) Priority = 0 nAnimLayers = 1 iBaseAnimLayer = 11 iLoopControlAnimLayer = 0 AnimLayers: [L011] iBaseNode = 41 iBaseAction = 40 iBasePropertyParam = 2 NodeTree: [N041] (MOVEDIR != 0.000) |-[N042] (ANIMLOOPCOUNT >= 0.000) | |-[A040] TokenCUR -> State12 (FIGHT_MOVEMENTSWITCH) | `-[N043] (ACTION != 0.000) | |-[N044] (ANIMLOOPCOUNT >= 0.000) | | |-[A041] TokenCUR -> State12 (FIGHT_MOVEMENTSWITCH) | | `-[N045] (HASTARGET = 0.000) | | |-[A042] TokenCUR -> State12 (FIGHT_MOVEMENTSWITCH) | | `-[N046] (ANIMLOOPTIME >= 999.000) | | |-[A043] TokenCUR -> State12 (FIGHT_MOVEMENTSWITCH) | | `-[N047] (ANIMLOOPCOUNT >= 1.000) | | |-[A044] TokenCUR -> State12 (FIGHT_MOVEMENTSWITCH) | | `-[FAIL] | `-[N045] (HASTARGET = 0.000) | |-[A042] TokenCUR -> State12 (FIGHT_MOVEMENTSWITCH) | `-[N046] (ANIMLOOPTIME >= 999.000) | |-[A043] TokenCUR -> State12 (FIGHT_MOVEMENTSWITCH) | `-[N047] (ANIMLOOPCOUNT >= 1.000) | |-[A044] TokenCUR -> State12 (FIGHT_MOVEMENTSWITCH) | `-[FAIL] `-[N043] (ACTION != 0.000) |-[N044] (ANIMLOOPCOUNT >= 0.000) | |-[A041] TokenCUR -> State12 (FIGHT_MOVEMENTSWITCH) | `-[N045] (HASTARGET = 0.000) | |-[A042] TokenCUR -> State12 (FIGHT_MOVEMENTSWITCH) | `-[N046] (ANIMLOOPTIME >= 999.000) | |-[A043] TokenCUR -> State12 (FIGHT_MOVEMENTSWITCH) | `-[N047] (ANIMLOOPCOUNT >= 1.000) | |-[A044] TokenCUR -> State12 (FIGHT_MOVEMENTSWITCH) | `-[FAIL] `-[N045] (HASTARGET = 0.000) |-[A042] TokenCUR -> State12 (FIGHT_MOVEMENTSWITCH) `-[N046] (ANIMLOOPTIME >= 999.000) |-[A043] TokenCUR -> State12 (FIGHT_MOVEMENTSWITCH) `-[N047] (ANIMLOOPCOUNT >= 1.000) |-[A044] TokenCUR -> State12 (FIGHT_MOVEMENTSWITCH) `-[FAIL] } - - - - - - - - - - - - - - - - - - - - State12 (FIGHT_MOVEMENTSWITCH) { Flags[0] = 0x00000000 <........ ........ ........ ........> Flags[1] = 0x00000000 <........ ........ ........ ........> iBaseConstant = 83 nBaseConstants = 3 StateConstants: [C083](ID 10) STATEGROUP = 16 (0x00000010) (uint32) [C084](ID 81) RIGHTSLOT = 0 (0x00000000) (uint32) [C085](ID 80) LEFTSLOT = 1 (0x00000001) (uint32) Priority = 0 nAnimLayers = 1 iBaseAnimLayer = 12 iLoopControlAnimLayer = 0 AnimLayers: [L012] iBaseNode = 48 iBaseAction = 45 iBasePropertyParam = 2 NodeTree: [N048] (MOVESPEED = 0.000) |-[A045] TokenCUR -> State2 (FIGHT_SWITCH) `-[N049] (ACTION != 0.000) |-[A046] TokenCUR -> State2 (FIGHT_SWITCH) `-[N050] (HASTARGET = 0.000) |-[N051] (MOVESPEED = 2.000) | |-[A047] TokenCUR -> State13 (FIGHT_JOGFWD) | `-[N052] (MOVESPEED = 1.000) | |-[A048] TokenCUR -> State14 (FIGHT_WALKFWD) | `-[N053] (HASTARGET != 0.000) | |-[N054] (AIMODE = 18.000) | | |-[A049] TokenCUR -> State29 (FIGHT_2NDSTAGEFREEMOVE) | | `-[N055] (AIMODE = 11.000) | | |-[N056] (MOVEDIR = 1.000) | | | |-[A050] TokenCUR -> State19 (FIGHT_RUSHFWD) | | | `-[N057] (MOVEDIR = 2.000) | | | |-[A051] TokenCUR -> State20 (FIGHT_RUSHBWD) | | | `-[N058] (MOVEDIR = 4.000) | | | |-[A052] TokenCUR -> State21 (FIGHT_RUSHLFT) | | | `-[N059] (MOVEDIR = 8.000) | | | |-[A053] TokenCUR -> State22 (FIGHT_RUSHRGT) | | | `-[FAIL] | | `-[N060] (MOVEDIR = 1.000) | | |-[N061] (AIMODE = 13.000) | | | |-[A054] TokenCUR -> State25 (FIGHT_FREEMOVEFWD) | | | `-[N062] (AIMODE = 14.000) | | | |-[A055] TokenCUR -> State25 (FIGHT_FREEMOVEFWD) | | | `-[A062] TokenCUR -> State15 (FIGHT_MOVEFWD) | | `-[N063] (MOVEDIR = 2.000) | | |-[N064] (AIMODE = 13.000) | | | |-[A056] TokenCUR -> State26 (FIGHT_FREEMOVEBWD) | | | `-[N065] (AIMODE = 14.000) | | | |-[A057] TokenCUR -> State26 (FIGHT_FREEMOVEBWD) | | | `-[A063] TokenCUR -> State16 (FIGHT_MOVEBWD) | | `-[N066] (MOVEDIR = 4.000) | | |-[N067] (AIMODE = 13.000) | | | |-[A058] TokenCUR -> State27 (FIGHT_FREEMOVELFT) | | | `-[N068] (AIMODE = 14.000) | | | |-[A059] TokenCUR -> State27 (FIGHT_FREEMOVELFT) | | | `-[N069] (AIMODE = 12.000) | | | |-[A064] TokenCUR -> State23 (FIGHT_NOTURNMOVELFT) | | | `-[A066] TokenCUR -> State17 (FIGHT_MOVELFT) | | `-[N070] (MOVEDIR = 8.000) | | |-[N071] (AIMODE = 13.000) | | | |-[A060] TokenCUR -> State28 (FIGHT_FREEMOVERGT) | | | `-[N072] (AIMODE = 14.000) | | | |-[A061] TokenCUR -> State28 (FIGHT_FREEMOVERGT) | | | `-[N073] (AIMODE = 12.000) | | | |-[A065] TokenCUR -> State24 (FIGHT_NOTURNMOVERGT) | | | `-[A067] TokenCUR -> State18 (FIGHT_MOVERGT) | | `-[FAIL] | `-[FAIL] `-[N053] (HASTARGET != 0.000) |-[N054] (AIMODE = 18.000) | |-[A049] TokenCUR -> State29 (FIGHT_2NDSTAGEFREEMOVE) | `-[N055] (AIMODE = 11.000) | |-[N056] (MOVEDIR = 1.000) | | |-[A050] TokenCUR -> State19 (FIGHT_RUSHFWD) | | `-[N057] (MOVEDIR = 2.000) | | |-[A051] TokenCUR -> State20 (FIGHT_RUSHBWD) | | `-[N058] (MOVEDIR = 4.000) | | |-[A052] TokenCUR -> State21 (FIGHT_RUSHLFT) | | `-[N059] (MOVEDIR = 8.000) | | |-[A053] TokenCUR -> State22 (FIGHT_RUSHRGT) | | `-[FAIL] | `-[N060] (MOVEDIR = 1.000) | |-[N061] (AIMODE = 13.000) | | |-[A054] TokenCUR -> State25 (FIGHT_FREEMOVEFWD) | | `-[N062] (AIMODE = 14.000) | | |-[A055] TokenCUR -> State25 (FIGHT_FREEMOVEFWD) | | `-[A062] TokenCUR -> State15 (FIGHT_MOVEFWD) | `-[N063] (MOVEDIR = 2.000) | |-[N064] (AIMODE = 13.000) | | |-[A056] TokenCUR -> State26 (FIGHT_FREEMOVEBWD) | | `-[N065] (AIMODE = 14.000) | | |-[A057] TokenCUR -> State26 (FIGHT_FREEMOVEBWD) | | `-[A063] TokenCUR -> State16 (FIGHT_MOVEBWD) | `-[N066] (MOVEDIR = 4.000) | |-[N067] (AIMODE = 13.000) | | |-[A058] TokenCUR -> State27 (FIGHT_FREEMOVELFT) | | `-[N068] (AIMODE = 14.000) | | |-[A059] TokenCUR -> State27 (FIGHT_FREEMOVELFT) | | `-[N069] (AIMODE = 12.000) | | |-[A064] TokenCUR -> State23 (FIGHT_NOTURNMOVELFT) | | `-[A066] TokenCUR -> State17 (FIGHT_MOVELFT) | `-[N070] (MOVEDIR = 8.000) | |-[N071] (AIMODE = 13.000) | | |-[A060] TokenCUR -> State28 (FIGHT_FREEMOVERGT) | | `-[N072] (AIMODE = 14.000) | | |-[A061] TokenCUR -> State28 (FIGHT_FREEMOVERGT) | | `-[N073] (AIMODE = 12.000) | | |-[A065] TokenCUR -> State24 (FIGHT_NOTURNMOVERGT) | | `-[A067] TokenCUR -> State18 (FIGHT_MOVERGT) | `-[FAIL] `-[FAIL] } - - - - - - - - - - - - - - - - - - - - State13 (FIGHT_JOGFWD) { Flags[0] = 0x00000000 <........ ........ ........ ........> Flags[1] = 0x00000000 <........ ........ ........ ........> iBaseConstant = 86 nBaseConstants = 9 StateConstants: [C086](ID 2) TURNCONTROLSCALE = 0.400 (fp4) [C087](ID 3) TURNCONTROLMAX = 1.000 (fp4) [C088](ID 0) ANIMMOVESCALE = 1.200 (fp4) [C089](ID 13) POINTOFINTEREST = 2 (0x00000002) (uint32) [C090](ID 18) RESPONSEIMMUNE_STARTTIME = 999 (0x000003E7) (uint32) [C091](ID 19) RESPONSEIMMUNE_ENDTIME = 999 (0x000003E7) (uint32) [C092](ID 10) STATEGROUP = 16 (0x00000010) (uint32) [C093](ID 81) RIGHTSLOT = 0 (0x00000000) (uint32) [C094](ID 80) LEFTSLOT = 1 (0x00000001) (uint32) Priority = 0 nAnimLayers = 1 iBaseAnimLayer = 13 iLoopControlAnimLayer = 0 AnimLayers: [L013] iBaseNode = 74 iBaseAction = 68 iBasePropertyParam = 2 NodeTree: [N074] (MOVESPEED != 2.000) |-[A068] TokenCUR -> State12 (FIGHT_MOVEMENTSWITCH) `-[N075] (HASTARGET != 0.000) |-[A069] TokenCUR -> State12 (FIGHT_MOVEMENTSWITCH) `-[N076] (ACTION != 0.000) |-[A070] TokenCUR -> State12 (FIGHT_MOVEMENTSWITCH) `-[N077] (ANIMLOOPTIME >= 999.000) |-[A071] TokenCUR -> State12 (FIGHT_MOVEMENTSWITCH) `-[N078] (ANIMLOOPCOUNT >= 1.000) |-[A072] TokenCUR -> State12 (FIGHT_MOVEMENTSWITCH) `-[FAIL] } - - - - - - - - - - - - - - - - - - - - State14 (FIGHT_WALKFWD) { Flags[0] = 0x00000000 <........ ........ ........ ........> Flags[1] = 0x00000000 <........ ........ ........ ........> iBaseConstant = 95 nBaseConstants = 9 StateConstants: [C095](ID 2) TURNCONTROLSCALE = 1.000 (fp4) [C096](ID 3) TURNCONTROLMAX = 0.400 (fp4) [C097](ID 0) ANIMMOVESCALE = 1.000 (fp4) [C098](ID 13) POINTOFINTEREST = 2 (0x00000002) (uint32) [C099](ID 18) RESPONSEIMMUNE_STARTTIME = 999 (0x000003E7) (uint32) [C100](ID 19) RESPONSEIMMUNE_ENDTIME = 999 (0x000003E7) (uint32) [C101](ID 10) STATEGROUP = 16 (0x00000010) (uint32) [C102](ID 81) RIGHTSLOT = 0 (0x00000000) (uint32) [C103](ID 80) LEFTSLOT = 1 (0x00000001) (uint32) Priority = 0 nAnimLayers = 1 iBaseAnimLayer = 14 iLoopControlAnimLayer = 0 AnimLayers: [L014] iBaseNode = 79 iBaseAction = 73 iBasePropertyParam = 2 NodeTree: [N079] (MOVESPEED != 1.000) |-[A073] TokenCUR -> State12 (FIGHT_MOVEMENTSWITCH) `-[N080] (HASTARGET != 0.000) |-[A074] TokenCUR -> State12 (FIGHT_MOVEMENTSWITCH) `-[N081] (ACTION != 0.000) |-[A075] TokenCUR -> State12 (FIGHT_MOVEMENTSWITCH) `-[N082] (ANIMLOOPTIME >= 999.000) |-[A076] TokenCUR -> State12 (FIGHT_MOVEMENTSWITCH) `-[N083] (ANIMLOOPCOUNT >= 1.000) |-[A077] TokenCUR -> State12 (FIGHT_MOVEMENTSWITCH) `-[FAIL] } - - - - - - - - - - - - - - - - - - - - State15 (FIGHT_MOVEFWD) { Flags[0] = 0x00000000 <........ ........ ........ ........> Flags[1] = 0x00000000 <........ ........ ........ ........> iBaseConstant = 104 nBaseConstants = 15 StateConstants: [C104](ID 20) TURNTOTARGETCORRECTION_STARTTIME0 = -1.000 (fp4) [C105](ID 21) TURNTOTARGETCORRECTION_ENDTIME0 = -1.000 (fp4) [C106](ID 22) TURNTOTARGETCORRECTION_OFFSET0 = 0 (0x00000000) (uint32) [C107](ID 0) ANIMMOVESCALE = 1.200 (fp4) [C108](ID 18) RESPONSEIMMUNE_STARTTIME = 999 (0x000003E7) (uint32) [C109](ID 19) RESPONSEIMMUNE_ENDTIME = 999 (0x000003E7) (uint32) [C115](ID 13) POINTOFINTEREST = 2 (0x00000002) (uint32) [C116](ID 10) STATEGROUP = 16 (0x00000010) (uint32) [C117](ID 81) RIGHTSLOT = 0 (0x00000000) (uint32) [C118](ID 80) LEFTSLOT = 1 (0x00000001) (uint32) Priority = 0 nAnimLayers = 1 iBaseAnimLayer = 15 iLoopControlAnimLayer = 0 AnimLayers: [L015] iBaseNode = 84 iBaseAction = 78 iBasePropertyParam = 2 NodeTree: [N084] (ANIMLOOPCOUNT >= 0.200) |-[N085] (AIMODE = 11.000) | |-[A078] TokenCUR -> State12 (FIGHT_MOVEMENTSWITCH) | `-[N086] (MOVEDIR != 1.000) | |-[N087] (ANIMLOOPCOUNT >= 1.000) | | |-[A079] TokenCUR -> State12 (FIGHT_MOVEMENTSWITCH) | | `-[N088] (ACTION != 0.000) | | |-[A080] TokenCUR -> State12 (FIGHT_MOVEMENTSWITCH) | | `-[N089] (HASTARGET = 0.000) | | |-[A081] TokenCUR -> State12 (FIGHT_MOVEMENTSWITCH) | | `-[N090] (ANIMLOOPTIME >= 999.000) | | |-[A082] TokenCUR -> State12 (FIGHT_MOVEMENTSWITCH) | | `-[N091] (ANIMLOOPCOUNT >= 1.000) | | |-[A083] TokenCUR -> State12 (FIGHT_MOVEMENTSWITCH) | | `-[FAIL] | `-[N088] (ACTION != 0.000) | |-[A080] TokenCUR -> State12 (FIGHT_MOVEMENTSWITCH) | `-[N089] (HASTARGET = 0.000) | |-[A081] TokenCUR -> State12 (FIGHT_MOVEMENTSWITCH) | `-[N090] (ANIMLOOPTIME >= 999.000) | |-[A082] TokenCUR -> State12 (FIGHT_MOVEMENTSWITCH) | `-[N091] (ANIMLOOPCOUNT >= 1.000) | |-[A083] TokenCUR -> State12 (FIGHT_MOVEMENTSWITCH) | `-[FAIL] `-[N092] (MOVEDIR != 1.000) |-[N093] (ANIMLOOPCOUNT >= 1.000) | |-[A079] TokenCUR -> State12 (FIGHT_MOVEMENTSWITCH) | `-[N089] (HASTARGET = 0.000) | |-[A081] TokenCUR -> State12 (FIGHT_MOVEMENTSWITCH) | `-[N090] (ANIMLOOPTIME >= 999.000) | |-[A082] TokenCUR -> State12 (FIGHT_MOVEMENTSWITCH) | `-[N091] (ANIMLOOPCOUNT >= 1.000) | |-[A083] TokenCUR -> State12 (FIGHT_MOVEMENTSWITCH) | `-[FAIL] `-[N089] (HASTARGET = 0.000) |-[A081] TokenCUR -> State12 (FIGHT_MOVEMENTSWITCH) `-[N090] (ANIMLOOPTIME >= 999.000) |-[A082] TokenCUR -> State12 (FIGHT_MOVEMENTSWITCH) `-[N091] (ANIMLOOPCOUNT >= 1.000) |-[A083] TokenCUR -> State12 (FIGHT_MOVEMENTSWITCH) `-[FAIL] } - - - - - - - - - - - - - - - - - - - - State16 (FIGHT_MOVEBWD) { Flags[0] = 0x00000000 <........ ........ ........ ........> Flags[1] = 0x00000000 <........ ........ ........ ........> iBaseConstant = 119 nBaseConstants = 15 StateConstants: [C119](ID 20) TURNTOTARGETCORRECTION_STARTTIME0 = -1.000 (fp4) [C120](ID 21) TURNTOTARGETCORRECTION_ENDTIME0 = -1.000 (fp4) [C121](ID 22) TURNTOTARGETCORRECTION_OFFSET0 = 0 (0x00000000) (uint32) [C122](ID 0) ANIMMOVESCALE = 1.000 (fp4) [C123](ID 18) RESPONSEIMMUNE_STARTTIME = 999 (0x000003E7) (uint32) [C124](ID 19) RESPONSEIMMUNE_ENDTIME = 999 (0x000003E7) (uint32) [C130](ID 13) POINTOFINTEREST = 2 (0x00000002) (uint32) [C131](ID 10) STATEGROUP = 16 (0x00000010) (uint32) [C132](ID 81) RIGHTSLOT = 0 (0x00000000) (uint32) [C133](ID 80) LEFTSLOT = 1 (0x00000001) (uint32) Priority = 0 nAnimLayers = 1 iBaseAnimLayer = 16 iLoopControlAnimLayer = 0 AnimLayers: [L016] iBaseNode = 94 iBaseAction = 84 iBasePropertyParam = 2 NodeTree: [N094] (ANIMLOOPCOUNT >= 0.200) |-[N095] (AIMODE = 11.000) | |-[A084] TokenCUR -> State12 (FIGHT_MOVEMENTSWITCH) | `-[N096] (MOVEDIR != 2.000) | |-[N097] (ANIMLOOPCOUNT >= 1.000) | | |-[A085] TokenCUR -> State12 (FIGHT_MOVEMENTSWITCH) | | `-[N098] (ACTION != 0.000) | | |-[A086] TokenCUR -> State12 (FIGHT_MOVEMENTSWITCH) | | `-[N099] (HASTARGET = 0.000) | | |-[A087] TokenCUR -> State12 (FIGHT_MOVEMENTSWITCH) | | `-[N100] (ANIMLOOPTIME >= 999.000) | | |-[A088] TokenCUR -> State12 (FIGHT_MOVEMENTSWITCH) | | `-[N101] (ANIMLOOPCOUNT >= 1.000) | | |-[A089] TokenCUR -> State12 (FIGHT_MOVEMENTSWITCH) | | `-[FAIL] | `-[N098] (ACTION != 0.000) | |-[A086] TokenCUR -> State12 (FIGHT_MOVEMENTSWITCH) | `-[N099] (HASTARGET = 0.000) | |-[A087] TokenCUR -> State12 (FIGHT_MOVEMENTSWITCH) | `-[N100] (ANIMLOOPTIME >= 999.000) | |-[A088] TokenCUR -> State12 (FIGHT_MOVEMENTSWITCH) | `-[N101] (ANIMLOOPCOUNT >= 1.000) | |-[A089] TokenCUR -> State12 (FIGHT_MOVEMENTSWITCH) | `-[FAIL] `-[N102] (MOVEDIR != 2.000) |-[N103] (ANIMLOOPCOUNT >= 1.000) | |-[A085] TokenCUR -> State12 (FIGHT_MOVEMENTSWITCH) | `-[N099] (HASTARGET = 0.000) | |-[A087] TokenCUR -> State12 (FIGHT_MOVEMENTSWITCH) | `-[N100] (ANIMLOOPTIME >= 999.000) | |-[A088] TokenCUR -> State12 (FIGHT_MOVEMENTSWITCH) | `-[N101] (ANIMLOOPCOUNT >= 1.000) | |-[A089] TokenCUR -> State12 (FIGHT_MOVEMENTSWITCH) | `-[FAIL] `-[N099] (HASTARGET = 0.000) |-[A087] TokenCUR -> State12 (FIGHT_MOVEMENTSWITCH) `-[N100] (ANIMLOOPTIME >= 999.000) |-[A088] TokenCUR -> State12 (FIGHT_MOVEMENTSWITCH) `-[N101] (ANIMLOOPCOUNT >= 1.000) |-[A089] TokenCUR -> State12 (FIGHT_MOVEMENTSWITCH) `-[FAIL] } - - - - - - - - - - - - - - - - - - - - State17 (FIGHT_MOVELFT) { Flags[0] = 0x00000000 <........ ........ ........ ........> Flags[1] = 0x00000000 <........ ........ ........ ........> iBaseConstant = 134 nBaseConstants = 15 StateConstants: [C134](ID 20) TURNTOTARGETCORRECTION_STARTTIME0 = -1.000 (fp4) [C135](ID 21) TURNTOTARGETCORRECTION_ENDTIME0 = -1.000 (fp4) [C136](ID 22) TURNTOTARGETCORRECTION_OFFSET0 = 0 (0x00000000) (uint32) [C137](ID 0) ANIMMOVESCALE = 1.000 (fp4) [C138](ID 18) RESPONSEIMMUNE_STARTTIME = 999 (0x000003E7) (uint32) [C139](ID 19) RESPONSEIMMUNE_ENDTIME = 999 (0x000003E7) (uint32) [C145](ID 13) POINTOFINTEREST = 2 (0x00000002) (uint32) [C146](ID 10) STATEGROUP = 16 (0x00000010) (uint32) [C147](ID 81) RIGHTSLOT = 0 (0x00000000) (uint32) [C148](ID 80) LEFTSLOT = 1 (0x00000001) (uint32) Priority = 0 nAnimLayers = 1 iBaseAnimLayer = 17 iLoopControlAnimLayer = 0 AnimLayers: [L017] iBaseNode = 104 iBaseAction = 90 iBasePropertyParam = 2 NodeTree: [N104] (ANIMLOOPCOUNT >= 0.200) |-[N105] (AIMODE = 11.000) | |-[A090] TokenCUR -> State12 (FIGHT_MOVEMENTSWITCH) | `-[N106] (MOVEDIR != 4.000) | |-[N107] (ANIMLOOPCOUNT >= 1.000) | | |-[A091] TokenCUR -> State12 (FIGHT_MOVEMENTSWITCH) | | `-[N108] (ACTION != 0.000) | | |-[A092] TokenCUR -> State12 (FIGHT_MOVEMENTSWITCH) | | `-[N109] (HASTARGET = 0.000) | | |-[A093] TokenCUR -> State12 (FIGHT_MOVEMENTSWITCH) | | `-[N110] (ANIMLOOPTIME >= 999.000) | | |-[A094] TokenCUR -> State12 (FIGHT_MOVEMENTSWITCH) | | `-[N111] (ANIMLOOPCOUNT >= 1.000) | | |-[A095] TokenCUR -> State12 (FIGHT_MOVEMENTSWITCH) | | `-[FAIL] | `-[N108] (ACTION != 0.000) | |-[A092] TokenCUR -> State12 (FIGHT_MOVEMENTSWITCH) | `-[N109] (HASTARGET = 0.000) | |-[A093] TokenCUR -> State12 (FIGHT_MOVEMENTSWITCH) | `-[N110] (ANIMLOOPTIME >= 999.000) | |-[A094] TokenCUR -> State12 (FIGHT_MOVEMENTSWITCH) | `-[N111] (ANIMLOOPCOUNT >= 1.000) | |-[A095] TokenCUR -> State12 (FIGHT_MOVEMENTSWITCH) | `-[FAIL] `-[N112] (MOVEDIR != 4.000) |-[N113] (ANIMLOOPCOUNT >= 1.000) | |-[A091] TokenCUR -> State12 (FIGHT_MOVEMENTSWITCH) | `-[N109] (HASTARGET = 0.000) | |-[A093] TokenCUR -> State12 (FIGHT_MOVEMENTSWITCH) | `-[N110] (ANIMLOOPTIME >= 999.000) | |-[A094] TokenCUR -> State12 (FIGHT_MOVEMENTSWITCH) | `-[N111] (ANIMLOOPCOUNT >= 1.000) | |-[A095] TokenCUR -> State12 (FIGHT_MOVEMENTSWITCH) | `-[FAIL] `-[N109] (HASTARGET = 0.000) |-[A093] TokenCUR -> State12 (FIGHT_MOVEMENTSWITCH) `-[N110] (ANIMLOOPTIME >= 999.000) |-[A094] TokenCUR -> State12 (FIGHT_MOVEMENTSWITCH) `-[N111] (ANIMLOOPCOUNT >= 1.000) |-[A095] TokenCUR -> State12 (FIGHT_MOVEMENTSWITCH) `-[FAIL] } - - - - - - - - - - - - - - - - - - - - State18 (FIGHT_MOVERGT) { Flags[0] = 0x00000000 <........ ........ ........ ........> Flags[1] = 0x00000000 <........ ........ ........ ........> iBaseConstant = 149 nBaseConstants = 15 StateConstants: [C149](ID 20) TURNTOTARGETCORRECTION_STARTTIME0 = -1.000 (fp4) [C150](ID 21) TURNTOTARGETCORRECTION_ENDTIME0 = -1.000 (fp4) [C151](ID 22) TURNTOTARGETCORRECTION_OFFSET0 = 0 (0x00000000) (uint32) [C152](ID 0) ANIMMOVESCALE = 1.000 (fp4) [C153](ID 18) RESPONSEIMMUNE_STARTTIME = 999 (0x000003E7) (uint32) [C154](ID 19) RESPONSEIMMUNE_ENDTIME = 999 (0x000003E7) (uint32) [C160](ID 13) POINTOFINTEREST = 2 (0x00000002) (uint32) [C161](ID 10) STATEGROUP = 16 (0x00000010) (uint32) [C162](ID 81) RIGHTSLOT = 0 (0x00000000) (uint32) [C163](ID 80) LEFTSLOT = 1 (0x00000001) (uint32) Priority = 0 nAnimLayers = 1 iBaseAnimLayer = 18 iLoopControlAnimLayer = 0 AnimLayers: [L018] iBaseNode = 114 iBaseAction = 96 iBasePropertyParam = 2 NodeTree: [N114] (ANIMLOOPCOUNT >= 0.200) |-[N115] (AIMODE = 11.000) | |-[A096] TokenCUR -> State12 (FIGHT_MOVEMENTSWITCH) | `-[N116] (MOVEDIR != 8.000) | |-[N117] (ANIMLOOPCOUNT >= 1.000) | | |-[A097] TokenCUR -> State12 (FIGHT_MOVEMENTSWITCH) | | `-[N118] (ACTION != 0.000) | | |-[A098] TokenCUR -> State12 (FIGHT_MOVEMENTSWITCH) | | `-[N119] (HASTARGET = 0.000) | | |-[A099] TokenCUR -> State12 (FIGHT_MOVEMENTSWITCH) | | `-[N120] (ANIMLOOPTIME >= 999.000) | | |-[A100] TokenCUR -> State12 (FIGHT_MOVEMENTSWITCH) | | `-[N121] (ANIMLOOPCOUNT >= 1.000) | | |-[A101] TokenCUR -> State12 (FIGHT_MOVEMENTSWITCH) | | `-[FAIL] | `-[N118] (ACTION != 0.000) | |-[A098] TokenCUR -> State12 (FIGHT_MOVEMENTSWITCH) | `-[N119] (HASTARGET = 0.000) | |-[A099] TokenCUR -> State12 (FIGHT_MOVEMENTSWITCH) | `-[N120] (ANIMLOOPTIME >= 999.000) | |-[A100] TokenCUR -> State12 (FIGHT_MOVEMENTSWITCH) | `-[N121] (ANIMLOOPCOUNT >= 1.000) | |-[A101] TokenCUR -> State12 (FIGHT_MOVEMENTSWITCH) | `-[FAIL] `-[N122] (MOVEDIR != 8.000) |-[N123] (ANIMLOOPCOUNT >= 1.000) | |-[A097] TokenCUR -> State12 (FIGHT_MOVEMENTSWITCH) | `-[N119] (HASTARGET = 0.000) | |-[A099] TokenCUR -> State12 (FIGHT_MOVEMENTSWITCH) | `-[N120] (ANIMLOOPTIME >= 999.000) | |-[A100] TokenCUR -> State12 (FIGHT_MOVEMENTSWITCH) | `-[N121] (ANIMLOOPCOUNT >= 1.000) | |-[A101] TokenCUR -> State12 (FIGHT_MOVEMENTSWITCH) | `-[FAIL] `-[N119] (HASTARGET = 0.000) |-[A099] TokenCUR -> State12 (FIGHT_MOVEMENTSWITCH) `-[N120] (ANIMLOOPTIME >= 999.000) |-[A100] TokenCUR -> State12 (FIGHT_MOVEMENTSWITCH) `-[N121] (ANIMLOOPCOUNT >= 1.000) |-[A101] TokenCUR -> State12 (FIGHT_MOVEMENTSWITCH) `-[FAIL] } - - - - - - - - - - - - - - - - - - - - State19 (FIGHT_RUSHFWD) { Flags[0] = 0x00000000 <........ ........ ........ ........> Flags[1] = 0x00000000 <........ ........ ........ ........> iBaseConstant = 164 nBaseConstants = 15 StateConstants: [C164](ID 20) TURNTOTARGETCORRECTION_STARTTIME0 = -1.000 (fp4) [C165](ID 21) TURNTOTARGETCORRECTION_ENDTIME0 = -1.000 (fp4) [C166](ID 22) TURNTOTARGETCORRECTION_OFFSET0 = 0 (0x00000000) (uint32) [C167](ID 0) ANIMMOVESCALE = 1.200 (fp4) [C168](ID 18) RESPONSEIMMUNE_STARTTIME = 999 (0x000003E7) (uint32) [C169](ID 19) RESPONSEIMMUNE_ENDTIME = 999 (0x000003E7) (uint32) [C175](ID 13) POINTOFINTEREST = 2 (0x00000002) (uint32) [C176](ID 10) STATEGROUP = 16 (0x00000010) (uint32) [C177](ID 81) RIGHTSLOT = 0 (0x00000000) (uint32) [C178](ID 80) LEFTSLOT = 1 (0x00000001) (uint32) Priority = 0 nAnimLayers = 1 iBaseAnimLayer = 19 iLoopControlAnimLayer = 0 AnimLayers: [L019] iBaseNode = 124 iBaseAction = 102 iBasePropertyParam = 2 NodeTree: [N124] (MOVEDIR != 1.000) |-[N125] (ANIMLOOPCOUNT >= 1.000) | |-[A102] TokenCUR -> State12 (FIGHT_MOVEMENTSWITCH) | `-[N126] (ACTION != 0.000) | |-[N127] (ANIMLOOPCOUNT >= 0.200) | | |-[A103] TokenCUR -> State12 (FIGHT_MOVEMENTSWITCH) | | `-[N128] (HASTARGET = 0.000) | | |-[A104] TokenCUR -> State12 (FIGHT_MOVEMENTSWITCH) | | `-[N129] (ANIMLOOPTIME >= 999.000) | | |-[A105] TokenCUR -> State12 (FIGHT_MOVEMENTSWITCH) | | `-[N130] (ANIMLOOPCOUNT >= 1.000) | | |-[A106] TokenCUR -> State12 (FIGHT_MOVEMENTSWITCH) | | `-[FAIL] | `-[N128] (HASTARGET = 0.000) | |-[A104] TokenCUR -> State12 (FIGHT_MOVEMENTSWITCH) | `-[N129] (ANIMLOOPTIME >= 999.000) | |-[A105] TokenCUR -> State12 (FIGHT_MOVEMENTSWITCH) | `-[N130] (ANIMLOOPCOUNT >= 1.000) | |-[A106] TokenCUR -> State12 (FIGHT_MOVEMENTSWITCH) | `-[FAIL] `-[N126] (ACTION != 0.000) |-[N127] (ANIMLOOPCOUNT >= 0.200) | |-[A103] TokenCUR -> State12 (FIGHT_MOVEMENTSWITCH) | `-[N128] (HASTARGET = 0.000) | |-[A104] TokenCUR -> State12 (FIGHT_MOVEMENTSWITCH) | `-[N129] (ANIMLOOPTIME >= 999.000) | |-[A105] TokenCUR -> State12 (FIGHT_MOVEMENTSWITCH) | `-[N130] (ANIMLOOPCOUNT >= 1.000) | |-[A106] TokenCUR -> State12 (FIGHT_MOVEMENTSWITCH) | `-[FAIL] `-[N128] (HASTARGET = 0.000) |-[A104] TokenCUR -> State12 (FIGHT_MOVEMENTSWITCH) `-[N129] (ANIMLOOPTIME >= 999.000) |-[A105] TokenCUR -> State12 (FIGHT_MOVEMENTSWITCH) `-[N130] (ANIMLOOPCOUNT >= 1.000) |-[A106] TokenCUR -> State12 (FIGHT_MOVEMENTSWITCH) `-[FAIL] } - - - - - - - - - - - - - - - - - - - - State20 (FIGHT_RUSHBWD) { Flags[0] = 0x00000000 <........ ........ ........ ........> Flags[1] = 0x00000000 <........ ........ ........ ........> iBaseConstant = 179 nBaseConstants = 15 StateConstants: [C179](ID 20) TURNTOTARGETCORRECTION_STARTTIME0 = -1.000 (fp4) [C180](ID 21) TURNTOTARGETCORRECTION_ENDTIME0 = -1.000 (fp4) [C181](ID 22) TURNTOTARGETCORRECTION_OFFSET0 = 0 (0x00000000) (uint32) [C182](ID 0) ANIMMOVESCALE = 1.000 (fp4) [C183](ID 18) RESPONSEIMMUNE_STARTTIME = 999 (0x000003E7) (uint32) [C184](ID 19) RESPONSEIMMUNE_ENDTIME = 999 (0x000003E7) (uint32) [C190](ID 13) POINTOFINTEREST = 2 (0x00000002) (uint32) [C191](ID 10) STATEGROUP = 16 (0x00000010) (uint32) [C192](ID 81) RIGHTSLOT = 0 (0x00000000) (uint32) [C193](ID 80) LEFTSLOT = 1 (0x00000001) (uint32) Priority = 0 nAnimLayers = 1 iBaseAnimLayer = 20 iLoopControlAnimLayer = 0 AnimLayers: [L020] iBaseNode = 131 iBaseAction = 107 iBasePropertyParam = 2 NodeTree: [N131] (MOVEDIR != 2.000) |-[N132] (ANIMLOOPCOUNT >= 1.000) | |-[A107] TokenCUR -> State12 (FIGHT_MOVEMENTSWITCH) | `-[N133] (ACTION != 0.000) | |-[N134] (ANIMLOOPCOUNT >= 0.200) | | |-[A108] TokenCUR -> State12 (FIGHT_MOVEMENTSWITCH) | | `-[N135] (HASTARGET = 0.000) | | |-[A109] TokenCUR -> State12 (FIGHT_MOVEMENTSWITCH) | | `-[N136] (ANIMLOOPTIME >= 999.000) | | |-[A110] TokenCUR -> State12 (FIGHT_MOVEMENTSWITCH) | | `-[N137] (ANIMLOOPCOUNT >= 1.000) | | |-[A111] TokenCUR -> State12 (FIGHT_MOVEMENTSWITCH) | | `-[FAIL] | `-[N135] (HASTARGET = 0.000) | |-[A109] TokenCUR -> State12 (FIGHT_MOVEMENTSWITCH) | `-[N136] (ANIMLOOPTIME >= 999.000) | |-[A110] TokenCUR -> State12 (FIGHT_MOVEMENTSWITCH) | `-[N137] (ANIMLOOPCOUNT >= 1.000) | |-[A111] TokenCUR -> State12 (FIGHT_MOVEMENTSWITCH) | `-[FAIL] `-[N133] (ACTION != 0.000) |-[N134] (ANIMLOOPCOUNT >= 0.200) | |-[A108] TokenCUR -> State12 (FIGHT_MOVEMENTSWITCH) | `-[N135] (HASTARGET = 0.000) | |-[A109] TokenCUR -> State12 (FIGHT_MOVEMENTSWITCH) | `-[N136] (ANIMLOOPTIME >= 999.000) | |-[A110] TokenCUR -> State12 (FIGHT_MOVEMENTSWITCH) | `-[N137] (ANIMLOOPCOUNT >= 1.000) | |-[A111] TokenCUR -> State12 (FIGHT_MOVEMENTSWITCH) | `-[FAIL] `-[N135] (HASTARGET = 0.000) |-[A109] TokenCUR -> State12 (FIGHT_MOVEMENTSWITCH) `-[N136] (ANIMLOOPTIME >= 999.000) |-[A110] TokenCUR -> State12 (FIGHT_MOVEMENTSWITCH) `-[N137] (ANIMLOOPCOUNT >= 1.000) |-[A111] TokenCUR -> State12 (FIGHT_MOVEMENTSWITCH) `-[FAIL] } - - - - - - - - - - - - - - - - - - - - State21 (FIGHT_RUSHLFT) { Flags[0] = 0x00000000 <........ ........ ........ ........> Flags[1] = 0x00000000 <........ ........ ........ ........> iBaseConstant = 194 nBaseConstants = 15 StateConstants: [C194](ID 20) TURNTOTARGETCORRECTION_STARTTIME0 = -1.000 (fp4) [C195](ID 21) TURNTOTARGETCORRECTION_ENDTIME0 = -1.000 (fp4) [C196](ID 22) TURNTOTARGETCORRECTION_OFFSET0 = 0 (0x00000000) (uint32) [C197](ID 0) ANIMMOVESCALE = 1.000 (fp4) [C198](ID 18) RESPONSEIMMUNE_STARTTIME = 999 (0x000003E7) (uint32) [C199](ID 19) RESPONSEIMMUNE_ENDTIME = 999 (0x000003E7) (uint32) [C205](ID 13) POINTOFINTEREST = 2 (0x00000002) (uint32) [C206](ID 10) STATEGROUP = 16 (0x00000010) (uint32) [C207](ID 81) RIGHTSLOT = 0 (0x00000000) (uint32) [C208](ID 80) LEFTSLOT = 1 (0x00000001) (uint32) Priority = 0 nAnimLayers = 1 iBaseAnimLayer = 21 iLoopControlAnimLayer = 0 AnimLayers: [L021] iBaseNode = 138 iBaseAction = 112 iBasePropertyParam = 2 NodeTree: [N138] (MOVEDIR != 4.000) |-[N139] (ANIMLOOPCOUNT >= 0.500) | |-[A112] TokenCUR -> State12 (FIGHT_MOVEMENTSWITCH) | `-[N140] (ACTION != 0.000) | |-[N141] (ANIMLOOPCOUNT >= 0.200) | | |-[A113] TokenCUR -> State12 (FIGHT_MOVEMENTSWITCH) | | `-[N142] (HASTARGET = 0.000) | | |-[A114] TokenCUR -> State12 (FIGHT_MOVEMENTSWITCH) | | `-[N143] (ANIMLOOPTIME >= 999.000) | | |-[A115] TokenCUR -> State12 (FIGHT_MOVEMENTSWITCH) | | `-[N144] (ANIMLOOPCOUNT >= 1.000) | | |-[A116] TokenCUR -> State12 (FIGHT_MOVEMENTSWITCH) | | `-[FAIL] | `-[N142] (HASTARGET = 0.000) | |-[A114] TokenCUR -> State12 (FIGHT_MOVEMENTSWITCH) | `-[N143] (ANIMLOOPTIME >= 999.000) | |-[A115] TokenCUR -> State12 (FIGHT_MOVEMENTSWITCH) | `-[N144] (ANIMLOOPCOUNT >= 1.000) | |-[A116] TokenCUR -> State12 (FIGHT_MOVEMENTSWITCH) | `-[FAIL] `-[N140] (ACTION != 0.000) |-[N141] (ANIMLOOPCOUNT >= 0.200) | |-[A113] TokenCUR -> State12 (FIGHT_MOVEMENTSWITCH) | `-[N142] (HASTARGET = 0.000) | |-[A114] TokenCUR -> State12 (FIGHT_MOVEMENTSWITCH) | `-[N143] (ANIMLOOPTIME >= 999.000) | |-[A115] TokenCUR -> State12 (FIGHT_MOVEMENTSWITCH) | `-[N144] (ANIMLOOPCOUNT >= 1.000) | |-[A116] TokenCUR -> State12 (FIGHT_MOVEMENTSWITCH) | `-[FAIL] `-[N142] (HASTARGET = 0.000) |-[A114] TokenCUR -> State12 (FIGHT_MOVEMENTSWITCH) `-[N143] (ANIMLOOPTIME >= 999.000) |-[A115] TokenCUR -> State12 (FIGHT_MOVEMENTSWITCH) `-[N144] (ANIMLOOPCOUNT >= 1.000) |-[A116] TokenCUR -> State12 (FIGHT_MOVEMENTSWITCH) `-[FAIL] } - - - - - - - - - - - - - - - - - - - - State22 (FIGHT_RUSHRGT) { Flags[0] = 0x00000000 <........ ........ ........ ........> Flags[1] = 0x00000000 <........ ........ ........ ........> iBaseConstant = 209 nBaseConstants = 15 StateConstants: [C209](ID 20) TURNTOTARGETCORRECTION_STARTTIME0 = -1.000 (fp4) [C210](ID 21) TURNTOTARGETCORRECTION_ENDTIME0 = -1.000 (fp4) [C211](ID 22) TURNTOTARGETCORRECTION_OFFSET0 = 0 (0x00000000) (uint32) [C212](ID 0) ANIMMOVESCALE = 1.000 (fp4) [C213](ID 18) RESPONSEIMMUNE_STARTTIME = 999 (0x000003E7) (uint32) [C214](ID 19) RESPONSEIMMUNE_ENDTIME = 999 (0x000003E7) (uint32) [C220](ID 13) POINTOFINTEREST = 2 (0x00000002) (uint32) [C221](ID 10) STATEGROUP = 16 (0x00000010) (uint32) [C222](ID 81) RIGHTSLOT = 0 (0x00000000) (uint32) [C223](ID 80) LEFTSLOT = 1 (0x00000001) (uint32) Priority = 0 nAnimLayers = 1 iBaseAnimLayer = 22 iLoopControlAnimLayer = 0 AnimLayers: [L022] iBaseNode = 145 iBaseAction = 117 iBasePropertyParam = 2 NodeTree: [N145] (MOVEDIR != 8.000) |-[N146] (ANIMLOOPCOUNT >= 0.500) | |-[A117] TokenCUR -> State12 (FIGHT_MOVEMENTSWITCH) | `-[N147] (ACTION != 0.000) | |-[N148] (ANIMLOOPCOUNT >= 0.200) | | |-[A118] TokenCUR -> State12 (FIGHT_MOVEMENTSWITCH) | | `-[N149] (HASTARGET = 0.000) | | |-[A119] TokenCUR -> State12 (FIGHT_MOVEMENTSWITCH) | | `-[N150] (ANIMLOOPTIME >= 999.000) | | |-[A120] TokenCUR -> State12 (FIGHT_MOVEMENTSWITCH) | | `-[N151] (ANIMLOOPCOUNT >= 1.000) | | |-[A121] TokenCUR -> State12 (FIGHT_MOVEMENTSWITCH) | | `-[FAIL] | `-[N149] (HASTARGET = 0.000) | |-[A119] TokenCUR -> State12 (FIGHT_MOVEMENTSWITCH) | `-[N150] (ANIMLOOPTIME >= 999.000) | |-[A120] TokenCUR -> State12 (FIGHT_MOVEMENTSWITCH) | `-[N151] (ANIMLOOPCOUNT >= 1.000) | |-[A121] TokenCUR -> State12 (FIGHT_MOVEMENTSWITCH) | `-[FAIL] `-[N147] (ACTION != 0.000) |-[N148] (ANIMLOOPCOUNT >= 0.200) | |-[A118] TokenCUR -> State12 (FIGHT_MOVEMENTSWITCH) | `-[N149] (HASTARGET = 0.000) | |-[A119] TokenCUR -> State12 (FIGHT_MOVEMENTSWITCH) | `-[N150] (ANIMLOOPTIME >= 999.000) | |-[A120] TokenCUR -> State12 (FIGHT_MOVEMENTSWITCH) | `-[N151] (ANIMLOOPCOUNT >= 1.000) | |-[A121] TokenCUR -> State12 (FIGHT_MOVEMENTSWITCH) | `-[FAIL] `-[N149] (HASTARGET = 0.000) |-[A119] TokenCUR -> State12 (FIGHT_MOVEMENTSWITCH) `-[N150] (ANIMLOOPTIME >= 999.000) |-[A120] TokenCUR -> State12 (FIGHT_MOVEMENTSWITCH) `-[N151] (ANIMLOOPCOUNT >= 1.000) |-[A121] TokenCUR -> State12 (FIGHT_MOVEMENTSWITCH) `-[FAIL] } - - - - - - - - - - - - - - - - - - - - State23 (FIGHT_NOTURNMOVELFT) { Flags[0] = 0x00000000 <........ ........ ........ ........> Flags[1] = 0x00000000 <........ ........ ........ ........> iBaseConstant = 224 nBaseConstants = 15 StateConstants: [C224](ID 20) TURNTOTARGETCORRECTION_STARTTIME0 = 999 (0x000003E7) (uint32) [C225](ID 21) TURNTOTARGETCORRECTION_ENDTIME0 = 999 (0x000003E7) (uint32) [C226](ID 22) TURNTOTARGETCORRECTION_OFFSET0 = 0 (0x00000000) (uint32) [C227](ID 0) ANIMMOVESCALE = 1.000 (fp4) [C228](ID 18) RESPONSEIMMUNE_STARTTIME = 999 (0x000003E7) (uint32) [C229](ID 19) RESPONSEIMMUNE_ENDTIME = 999 (0x000003E7) (uint32) [C235](ID 13) POINTOFINTEREST = 2 (0x00000002) (uint32) [C236](ID 10) STATEGROUP = 16 (0x00000010) (uint32) [C237](ID 81) RIGHTSLOT = 0 (0x00000000) (uint32) [C238](ID 80) LEFTSLOT = 1 (0x00000001) (uint32) Priority = 0 nAnimLayers = 1 iBaseAnimLayer = 23 iLoopControlAnimLayer = 0 AnimLayers: [L023] iBaseNode = 152 iBaseAction = 122 iBasePropertyParam = 2 NodeTree: [N152] (ANIMLOOPCOUNT >= 0.200) |-[N153] (AIMODE = 11.000) | |-[A122] TokenCUR -> State12 (FIGHT_MOVEMENTSWITCH) | `-[N154] (MOVEDIR != 4.000) | |-[N155] (ANIMLOOPCOUNT >= 1.000) | | |-[A123] TokenCUR -> State12 (FIGHT_MOVEMENTSWITCH) | | `-[N156] (ACTION != 0.000) | | |-[A124] TokenCUR -> State12 (FIGHT_MOVEMENTSWITCH) | | `-[N157] (HASTARGET = 0.000) | | |-[A125] TokenCUR -> State12 (FIGHT_MOVEMENTSWITCH) | | `-[N158] (ANIMLOOPTIME >= 999.000) | | |-[A126] TokenCUR -> State12 (FIGHT_MOVEMENTSWITCH) | | `-[N159] (ANIMLOOPCOUNT >= 1.000) | | |-[A127] TokenCUR -> State12 (FIGHT_MOVEMENTSWITCH) | | `-[FAIL] | `-[N156] (ACTION != 0.000) | |-[A124] TokenCUR -> State12 (FIGHT_MOVEMENTSWITCH) | `-[N157] (HASTARGET = 0.000) | |-[A125] TokenCUR -> State12 (FIGHT_MOVEMENTSWITCH) | `-[N158] (ANIMLOOPTIME >= 999.000) | |-[A126] TokenCUR -> State12 (FIGHT_MOVEMENTSWITCH) | `-[N159] (ANIMLOOPCOUNT >= 1.000) | |-[A127] TokenCUR -> State12 (FIGHT_MOVEMENTSWITCH) | `-[FAIL] `-[N160] (MOVEDIR != 4.000) |-[N161] (ANIMLOOPCOUNT >= 1.000) | |-[A123] TokenCUR -> State12 (FIGHT_MOVEMENTSWITCH) | `-[N157] (HASTARGET = 0.000) | |-[A125] TokenCUR -> State12 (FIGHT_MOVEMENTSWITCH) | `-[N158] (ANIMLOOPTIME >= 999.000) | |-[A126] TokenCUR -> State12 (FIGHT_MOVEMENTSWITCH) | `-[N159] (ANIMLOOPCOUNT >= 1.000) | |-[A127] TokenCUR -> State12 (FIGHT_MOVEMENTSWITCH) | `-[FAIL] `-[N157] (HASTARGET = 0.000) |-[A125] TokenCUR -> State12 (FIGHT_MOVEMENTSWITCH) `-[N158] (ANIMLOOPTIME >= 999.000) |-[A126] TokenCUR -> State12 (FIGHT_MOVEMENTSWITCH) `-[N159] (ANIMLOOPCOUNT >= 1.000) |-[A127] TokenCUR -> State12 (FIGHT_MOVEMENTSWITCH) `-[FAIL] } - - - - - - - - - - - - - - - - - - - - State24 (FIGHT_NOTURNMOVERGT) { Flags[0] = 0x00000000 <........ ........ ........ ........> Flags[1] = 0x00000000 <........ ........ ........ ........> iBaseConstant = 239 nBaseConstants = 15 StateConstants: [C239](ID 20) TURNTOTARGETCORRECTION_STARTTIME0 = 999 (0x000003E7) (uint32) [C240](ID 21) TURNTOTARGETCORRECTION_ENDTIME0 = 999 (0x000003E7) (uint32) [C241](ID 22) TURNTOTARGETCORRECTION_OFFSET0 = 0 (0x00000000) (uint32) [C242](ID 0) ANIMMOVESCALE = 1.000 (fp4) [C243](ID 18) RESPONSEIMMUNE_STARTTIME = 999 (0x000003E7) (uint32) [C244](ID 19) RESPONSEIMMUNE_ENDTIME = 999 (0x000003E7) (uint32) [C250](ID 13) POINTOFINTEREST = 2 (0x00000002) (uint32) [C251](ID 10) STATEGROUP = 16 (0x00000010) (uint32) [C252](ID 81) RIGHTSLOT = 0 (0x00000000) (uint32) [C253](ID 80) LEFTSLOT = 1 (0x00000001) (uint32) Priority = 0 nAnimLayers = 1 iBaseAnimLayer = 24 iLoopControlAnimLayer = 0 AnimLayers: [L024] iBaseNode = 162 iBaseAction = 128 iBasePropertyParam = 2 NodeTree: [N162] (ANIMLOOPCOUNT >= 0.200) |-[N163] (AIMODE = 11.000) | |-[A128] TokenCUR -> State12 (FIGHT_MOVEMENTSWITCH) | `-[N164] (MOVEDIR != 8.000) | |-[N165] (ANIMLOOPCOUNT >= 1.000) | | |-[A129] TokenCUR -> State12 (FIGHT_MOVEMENTSWITCH) | | `-[N166] (ACTION != 0.000) | | |-[A130] TokenCUR -> State12 (FIGHT_MOVEMENTSWITCH) | | `-[N167] (HASTARGET = 0.000) | | |-[A131] TokenCUR -> State12 (FIGHT_MOVEMENTSWITCH) | | `-[N168] (ANIMLOOPTIME >= 999.000) | | |-[A132] TokenCUR -> State12 (FIGHT_MOVEMENTSWITCH) | | `-[N169] (ANIMLOOPCOUNT >= 1.000) | | |-[A133] TokenCUR -> State12 (FIGHT_MOVEMENTSWITCH) | | `-[FAIL] | `-[N166] (ACTION != 0.000) | |-[A130] TokenCUR -> State12 (FIGHT_MOVEMENTSWITCH) | `-[N167] (HASTARGET = 0.000) | |-[A131] TokenCUR -> State12 (FIGHT_MOVEMENTSWITCH) | `-[N168] (ANIMLOOPTIME >= 999.000) | |-[A132] TokenCUR -> State12 (FIGHT_MOVEMENTSWITCH) | `-[N169] (ANIMLOOPCOUNT >= 1.000) | |-[A133] TokenCUR -> State12 (FIGHT_MOVEMENTSWITCH) | `-[FAIL] `-[N170] (MOVEDIR != 8.000) |-[N171] (ANIMLOOPCOUNT >= 1.000) | |-[A129] TokenCUR -> State12 (FIGHT_MOVEMENTSWITCH) | `-[N167] (HASTARGET = 0.000) | |-[A131] TokenCUR -> State12 (FIGHT_MOVEMENTSWITCH) | `-[N168] (ANIMLOOPTIME >= 999.000) | |-[A132] TokenCUR -> State12 (FIGHT_MOVEMENTSWITCH) | `-[N169] (ANIMLOOPCOUNT >= 1.000) | |-[A133] TokenCUR -> State12 (FIGHT_MOVEMENTSWITCH) | `-[FAIL] `-[N167] (HASTARGET = 0.000) |-[A131] TokenCUR -> State12 (FIGHT_MOVEMENTSWITCH) `-[N168] (ANIMLOOPTIME >= 999.000) |-[A132] TokenCUR -> State12 (FIGHT_MOVEMENTSWITCH) `-[N169] (ANIMLOOPCOUNT >= 1.000) |-[A133] TokenCUR -> State12 (FIGHT_MOVEMENTSWITCH) `-[FAIL] } - - - - - - - - - - - - - - - - - - - - State25 (FIGHT_FREEMOVEFWD) { Flags[0] = 0x00000000 <........ ........ ........ ........> Flags[1] = 0x00000000 <........ ........ ........ ........> iBaseConstant = 254 nBaseConstants = 18 StateConstants: [C255](ID 6) MOVECONTROLREDIRECTION = 1.000 (fp4) [C257](ID 20) TURNTOTARGETCORRECTION_STARTTIME0 = -1.000 (fp4) [C258](ID 21) TURNTOTARGETCORRECTION_ENDTIME0 = -1.000 (fp4) [C259](ID 22) TURNTOTARGETCORRECTION_OFFSET0 = 0 (0x00000000) (uint32) [C260](ID 0) ANIMMOVESCALE = 1.200 (fp4) [C261](ID 18) RESPONSEIMMUNE_STARTTIME = 999 (0x000003E7) (uint32) [C262](ID 19) RESPONSEIMMUNE_ENDTIME = 999 (0x000003E7) (uint32) [C268](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 = 25 iLoopControlAnimLayer = 0 AnimLayers: [L025] iBaseNode = 172 iBaseAction = 134 iBasePropertyParam = 2 NodeTree: [N172] (AIMODE = 14.000) |-[N173] (ANIMLOOPTIME >= 999.000) | |-[A134] TokenCUR -> State29 (FIGHT_2NDSTAGEFREEMOVE) | `-[N174] (ANIMLOOPCOUNT >= 1.000) | |-[A135] TokenCUR -> State29 (FIGHT_2NDSTAGEFREEMOVE) | `-[N175] (ANIMLOOPCOUNT >= 0.200) | |-[N176] (AIMODE = 11.000) | | |-[A136] TokenCUR -> State12 (FIGHT_MOVEMENTSWITCH) | | `-[N177] (MOVEDIR != 1.000) | | |-[N178] (ANIMLOOPCOUNT >= 1.000) | | | |-[A137] TokenCUR -> State12 (FIGHT_MOVEMENTSWITCH) | | | `-[N179] (ACTION != 0.000) | | | |-[A138] TokenCUR -> State12 (FIGHT_MOVEMENTSWITCH) | | | `-[N180] (HASTARGET = 0.000) | | | |-[A139] TokenCUR -> State12 (FIGHT_MOVEMENTSWITCH) | | | `-[N181] (ANIMLOOPTIME >= 999.000) | | | |-[A140] TokenCUR -> State12 (FIGHT_MOVEMENTSWITCH) | | | `-[FAIL] | | `-[N179] (ACTION != 0.000) | | |-[A138] TokenCUR -> State12 (FIGHT_MOVEMENTSWITCH) | | `-[N180] (HASTARGET = 0.000) | | |-[A139] TokenCUR -> State12 (FIGHT_MOVEMENTSWITCH) | | `-[N181] (ANIMLOOPTIME >= 999.000) | | |-[A140] TokenCUR -> State12 (FIGHT_MOVEMENTSWITCH) | | `-[FAIL] | `-[N182] (MOVEDIR != 1.000) | |-[N183] (ANIMLOOPCOUNT >= 1.000) | | |-[A137] TokenCUR -> State12 (FIGHT_MOVEMENTSWITCH) | | `-[N180] (HASTARGET = 0.000) | | |-[A139] TokenCUR -> State12 (FIGHT_MOVEMENTSWITCH) | | `-[N181] (ANIMLOOPTIME >= 999.000) | | |-[A140] TokenCUR -> State12 (FIGHT_MOVEMENTSWITCH) | | `-[FAIL] | `-[N180] (HASTARGET = 0.000) | |-[A139] TokenCUR -> State12 (FIGHT_MOVEMENTSWITCH) | `-[N181] (ANIMLOOPTIME >= 999.000) | |-[A140] TokenCUR -> State12 (FIGHT_MOVEMENTSWITCH) | `-[FAIL] `-[N184] (ANIMLOOPCOUNT >= 1.000) |-[N185] (ANIMLOOPCOUNT >= 0.200) | |-[N186] (AIMODE = 11.000) | | |-[A136] TokenCUR -> State12 (FIGHT_MOVEMENTSWITCH) | | `-[N187] (MOVEDIR != 1.000) | | |-[N188] (ANIMLOOPCOUNT >= 1.000) | | | |-[A137] TokenCUR -> State12 (FIGHT_MOVEMENTSWITCH) | | | `-[N189] (ACTION != 0.000) | | | |-[A138] TokenCUR -> State12 (FIGHT_MOVEMENTSWITCH) | | | `-[N190] (HASTARGET = 0.000) | | | |-[A139] TokenCUR -> State12 (FIGHT_MOVEMENTSWITCH) | | | `-[N191] (ANIMLOOPTIME >= 999.000) | | | |-[A140] TokenCUR -> State12 (FIGHT_MOVEMENTSWITCH) | | | `-[A141] TokenCUR -> State12 (FIGHT_MOVEMENTSWITCH) | | `-[N189] (ACTION != 0.000) | | |-[A138] TokenCUR -> State12 (FIGHT_MOVEMENTSWITCH) | | `-[N190] (HASTARGET = 0.000) | | |-[A139] TokenCUR -> State12 (FIGHT_MOVEMENTSWITCH) | | `-[N191] (ANIMLOOPTIME >= 999.000) | | |-[A140] TokenCUR -> State12 (FIGHT_MOVEMENTSWITCH) | | `-[A141] TokenCUR -> State12 (FIGHT_MOVEMENTSWITCH) | `-[N192] (MOVEDIR != 1.000) | |-[N193] (ANIMLOOPCOUNT >= 1.000) | | |-[A137] TokenCUR -> State12 (FIGHT_MOVEMENTSWITCH) | | `-[N190] (HASTARGET = 0.000) | | |-[A139] TokenCUR -> State12 (FIGHT_MOVEMENTSWITCH) | | `-[N191] (ANIMLOOPTIME >= 999.000) | | |-[A140] TokenCUR -> State12 (FIGHT_MOVEMENTSWITCH) | | `-[A141] TokenCUR -> State12 (FIGHT_MOVEMENTSWITCH) | `-[N190] (HASTARGET = 0.000) | |-[A139] TokenCUR -> State12 (FIGHT_MOVEMENTSWITCH) | `-[N191] (ANIMLOOPTIME >= 999.000) | |-[A140] TokenCUR -> State12 (FIGHT_MOVEMENTSWITCH) | `-[A141] TokenCUR -> State12 (FIGHT_MOVEMENTSWITCH) `-[N175] (ANIMLOOPCOUNT >= 0.200) |-[N176] (AIMODE = 11.000) | |-[A136] TokenCUR -> State12 (FIGHT_MOVEMENTSWITCH) | `-[N177] (MOVEDIR != 1.000) | |-[N178] (ANIMLOOPCOUNT >= 1.000) | | |-[A137] TokenCUR -> State12 (FIGHT_MOVEMENTSWITCH) | | `-[N179] (ACTION != 0.000) | | |-[A138] TokenCUR -> State12 (FIGHT_MOVEMENTSWITCH) | | `-[N180] (HASTARGET = 0.000) | | |-[A139] TokenCUR -> State12 (FIGHT_MOVEMENTSWITCH) | | `-[N181] (ANIMLOOPTIME >= 999.000) | | |-[A140] TokenCUR -> State12 (FIGHT_MOVEMENTSWITCH) | | `-[FAIL] | `-[N179] (ACTION != 0.000) | |-[A138] TokenCUR -> State12 (FIGHT_MOVEMENTSWITCH) | `-[N180] (HASTARGET = 0.000) | |-[A139] TokenCUR -> State12 (FIGHT_MOVEMENTSWITCH) | `-[N181] (ANIMLOOPTIME >= 999.000) | |-[A140] TokenCUR -> State12 (FIGHT_MOVEMENTSWITCH) | `-[FAIL] `-[N182] (MOVEDIR != 1.000) |-[N183] (ANIMLOOPCOUNT >= 1.000) | |-[A137] TokenCUR -> State12 (FIGHT_MOVEMENTSWITCH) | `-[N180] (HASTARGET = 0.000) | |-[A139] TokenCUR -> State12 (FIGHT_MOVEMENTSWITCH) | `-[N181] (ANIMLOOPTIME >= 999.000) | |-[A140] TokenCUR -> State12 (FIGHT_MOVEMENTSWITCH) | `-[FAIL] `-[N180] (HASTARGET = 0.000) |-[A139] TokenCUR -> State12 (FIGHT_MOVEMENTSWITCH) `-[N181] (ANIMLOOPTIME >= 999.000) |-[A140] TokenCUR -> State12 (FIGHT_MOVEMENTSWITCH) `-[FAIL] } - - - - - - - - - - - - - - - - - - - - State26 (FIGHT_FREEMOVEBWD) { Flags[0] = 0x00000000 <........ ........ ........ ........> Flags[1] = 0x00000000 <........ ........ ........ ........> iBaseConstant = 272 nBaseConstants = 18 StateConstants: [C273](ID 6) MOVECONTROLREDIRECTION = 1.000 (fp4) [C275](ID 20) TURNTOTARGETCORRECTION_STARTTIME0 = -1.000 (fp4) [C276](ID 21) TURNTOTARGETCORRECTION_ENDTIME0 = -1.000 (fp4) [C277](ID 22) TURNTOTARGETCORRECTION_OFFSET0 = 0 (0x00000000) (uint32) [C278](ID 0) ANIMMOVESCALE = 1.000 (fp4) [C279](ID 18) RESPONSEIMMUNE_STARTTIME = 999 (0x000003E7) (uint32) [C280](ID 19) RESPONSEIMMUNE_ENDTIME = 999 (0x000003E7) (uint32) [C286](ID 13) POINTOFINTEREST = 2 (0x00000002) (uint32) [C287](ID 10) STATEGROUP = 16 (0x00000010) (uint32) [C288](ID 81) RIGHTSLOT = 0 (0x00000000) (uint32) [C289](ID 80) LEFTSLOT = 1 (0x00000001) (uint32) Priority = 0 nAnimLayers = 1 iBaseAnimLayer = 26 iLoopControlAnimLayer = 0 AnimLayers: [L026] iBaseNode = 194 iBaseAction = 142 iBasePropertyParam = 2 NodeTree: [N194] (AIMODE = 14.000) |-[N195] (ANIMLOOPTIME >= 999.000) | |-[A142] TokenCUR -> State29 (FIGHT_2NDSTAGEFREEMOVE) | `-[N196] (ANIMLOOPCOUNT >= 1.000) | |-[A143] TokenCUR -> State29 (FIGHT_2NDSTAGEFREEMOVE) | `-[N197] (ANIMLOOPCOUNT >= 0.200) | |-[N198] (AIMODE = 11.000) | | |-[A144] TokenCUR -> State12 (FIGHT_MOVEMENTSWITCH) | | `-[N199] (MOVEDIR != 2.000) | | |-[N200] (ANIMLOOPCOUNT >= 1.000) | | | |-[A145] TokenCUR -> State12 (FIGHT_MOVEMENTSWITCH) | | | `-[N201] (ACTION != 0.000) | | | |-[A146] TokenCUR -> State12 (FIGHT_MOVEMENTSWITCH) | | | `-[N202] (HASTARGET = 0.000) | | | |-[A147] TokenCUR -> State12 (FIGHT_MOVEMENTSWITCH) | | | `-[N203] (ANIMLOOPTIME >= 999.000) | | | |-[A148] TokenCUR -> State12 (FIGHT_MOVEMENTSWITCH) | | | `-[FAIL] | | `-[N201] (ACTION != 0.000) | | |-[A146] TokenCUR -> State12 (FIGHT_MOVEMENTSWITCH) | | `-[N202] (HASTARGET = 0.000) | | |-[A147] TokenCUR -> State12 (FIGHT_MOVEMENTSWITCH) | | `-[N203] (ANIMLOOPTIME >= 999.000) | | |-[A148] TokenCUR -> State12 (FIGHT_MOVEMENTSWITCH) | | `-[FAIL] | `-[N204] (MOVEDIR != 2.000) | |-[N205] (ANIMLOOPCOUNT >= 1.000) | | |-[A145] TokenCUR -> State12 (FIGHT_MOVEMENTSWITCH) | | `-[N202] (HASTARGET = 0.000) | | |-[A147] TokenCUR -> State12 (FIGHT_MOVEMENTSWITCH) | | `-[N203] (ANIMLOOPTIME >= 999.000) | | |-[A148] TokenCUR -> State12 (FIGHT_MOVEMENTSWITCH) | | `-[FAIL] | `-[N202] (HASTARGET = 0.000) | |-[A147] TokenCUR -> State12 (FIGHT_MOVEMENTSWITCH) | `-[N203] (ANIMLOOPTIME >= 999.000) | |-[A148] TokenCUR -> State12 (FIGHT_MOVEMENTSWITCH) | `-[FAIL] `-[N206] (ANIMLOOPCOUNT >= 1.000) |-[N207] (ANIMLOOPCOUNT >= 0.200) | |-[N208] (AIMODE = 11.000) | | |-[A144] TokenCUR -> State12 (FIGHT_MOVEMENTSWITCH) | | `-[N209] (MOVEDIR != 2.000) | | |-[N210] (ANIMLOOPCOUNT >= 1.000) | | | |-[A145] TokenCUR -> State12 (FIGHT_MOVEMENTSWITCH) | | | `-[N211] (ACTION != 0.000) | | | |-[A146] TokenCUR -> State12 (FIGHT_MOVEMENTSWITCH) | | | `-[N212] (HASTARGET = 0.000) | | | |-[A147] TokenCUR -> State12 (FIGHT_MOVEMENTSWITCH) | | | `-[N213] (ANIMLOOPTIME >= 999.000) | | | |-[A148] TokenCUR -> State12 (FIGHT_MOVEMENTSWITCH) | | | `-[A149] TokenCUR -> State12 (FIGHT_MOVEMENTSWITCH) | | `-[N211] (ACTION != 0.000) | | |-[A146] TokenCUR -> State12 (FIGHT_MOVEMENTSWITCH) | | `-[N212] (HASTARGET = 0.000) | | |-[A147] TokenCUR -> State12 (FIGHT_MOVEMENTSWITCH) | | `-[N213] (ANIMLOOPTIME >= 999.000) | | |-[A148] TokenCUR -> State12 (FIGHT_MOVEMENTSWITCH) | | `-[A149] TokenCUR -> State12 (FIGHT_MOVEMENTSWITCH) | `-[N214] (MOVEDIR != 2.000) | |-[N215] (ANIMLOOPCOUNT >= 1.000) | | |-[A145] TokenCUR -> State12 (FIGHT_MOVEMENTSWITCH) | | `-[N212] (HASTARGET = 0.000) | | |-[A147] TokenCUR -> State12 (FIGHT_MOVEMENTSWITCH) | | `-[N213] (ANIMLOOPTIME >= 999.000) | | |-[A148] TokenCUR -> State12 (FIGHT_MOVEMENTSWITCH) | | `-[A149] TokenCUR -> State12 (FIGHT_MOVEMENTSWITCH) | `-[N212] (HASTARGET = 0.000) | |-[A147] TokenCUR -> State12 (FIGHT_MOVEMENTSWITCH) | `-[N213] (ANIMLOOPTIME >= 999.000) | |-[A148] TokenCUR -> State12 (FIGHT_MOVEMENTSWITCH) | `-[A149] TokenCUR -> State12 (FIGHT_MOVEMENTSWITCH) `-[N197] (ANIMLOOPCOUNT >= 0.200) |-[N198] (AIMODE = 11.000) | |-[A144] TokenCUR -> State12 (FIGHT_MOVEMENTSWITCH) | `-[N199] (MOVEDIR != 2.000) | |-[N200] (ANIMLOOPCOUNT >= 1.000) | | |-[A145] TokenCUR -> State12 (FIGHT_MOVEMENTSWITCH) | | `-[N201] (ACTION != 0.000) | | |-[A146] TokenCUR -> State12 (FIGHT_MOVEMENTSWITCH) | | `-[N202] (HASTARGET = 0.000) | | |-[A147] TokenCUR -> State12 (FIGHT_MOVEMENTSWITCH) | | `-[N203] (ANIMLOOPTIME >= 999.000) | | |-[A148] TokenCUR -> State12 (FIGHT_MOVEMENTSWITCH) | | `-[FAIL] | `-[N201] (ACTION != 0.000) | |-[A146] TokenCUR -> State12 (FIGHT_MOVEMENTSWITCH) | `-[N202] (HASTARGET = 0.000) | |-[A147] TokenCUR -> State12 (FIGHT_MOVEMENTSWITCH) | `-[N203] (ANIMLOOPTIME >= 999.000) | |-[A148] TokenCUR -> State12 (FIGHT_MOVEMENTSWITCH) | `-[FAIL] `-[N204] (MOVEDIR != 2.000) |-[N205] (ANIMLOOPCOUNT >= 1.000) | |-[A145] TokenCUR -> State12 (FIGHT_MOVEMENTSWITCH) | `-[N202] (HASTARGET = 0.000) | |-[A147] TokenCUR -> State12 (FIGHT_MOVEMENTSWITCH) | `-[N203] (ANIMLOOPTIME >= 999.000) | |-[A148] TokenCUR -> State12 (FIGHT_MOVEMENTSWITCH) | `-[FAIL] `-[N202] (HASTARGET = 0.000) |-[A147] TokenCUR -> State12 (FIGHT_MOVEMENTSWITCH) `-[N203] (ANIMLOOPTIME >= 999.000) |-[A148] TokenCUR -> State12 (FIGHT_MOVEMENTSWITCH) `-[FAIL] } - - - - - - - - - - - - - - - - - - - - State27 (FIGHT_FREEMOVELFT) { Flags[0] = 0x00000000 <........ ........ ........ ........> Flags[1] = 0x00000000 <........ ........ ........ ........> iBaseConstant = 290 nBaseConstants = 18 StateConstants: [C291](ID 6) MOVECONTROLREDIRECTION = 1.000 (fp4) [C293](ID 20) TURNTOTARGETCORRECTION_STARTTIME0 = -1.000 (fp4) [C294](ID 21) TURNTOTARGETCORRECTION_ENDTIME0 = -1.000 (fp4) [C295](ID 22) TURNTOTARGETCORRECTION_OFFSET0 = 0 (0x00000000) (uint32) [C296](ID 0) ANIMMOVESCALE = 1.000 (fp4) [C297](ID 18) RESPONSEIMMUNE_STARTTIME = 999 (0x000003E7) (uint32) [C298](ID 19) RESPONSEIMMUNE_ENDTIME = 999 (0x000003E7) (uint32) [C304](ID 13) POINTOFINTEREST = 2 (0x00000002) (uint32) [C305](ID 10) STATEGROUP = 16 (0x00000010) (uint32) [C306](ID 81) RIGHTSLOT = 0 (0x00000000) (uint32) [C307](ID 80) LEFTSLOT = 1 (0x00000001) (uint32) Priority = 0 nAnimLayers = 1 iBaseAnimLayer = 27 iLoopControlAnimLayer = 0 AnimLayers: [L027] iBaseNode = 216 iBaseAction = 150 iBasePropertyParam = 2 NodeTree: [N216] (AIMODE = 14.000) |-[N217] (ANIMLOOPTIME >= 999.000) | |-[A150] TokenCUR -> State29 (FIGHT_2NDSTAGEFREEMOVE) | `-[N218] (ANIMLOOPCOUNT >= 1.000) | |-[A151] TokenCUR -> State29 (FIGHT_2NDSTAGEFREEMOVE) | `-[N219] (ANIMLOOPCOUNT >= 0.200) | |-[N220] (AIMODE = 11.000) | | |-[A152] TokenCUR -> State12 (FIGHT_MOVEMENTSWITCH) | | `-[N221] (MOVEDIR != 4.000) | | |-[N222] (ANIMLOOPCOUNT >= 1.000) | | | |-[A153] TokenCUR -> State12 (FIGHT_MOVEMENTSWITCH) | | | `-[N223] (ACTION != 0.000) | | | |-[A154] TokenCUR -> State12 (FIGHT_MOVEMENTSWITCH) | | | `-[N224] (HASTARGET = 0.000) | | | |-[A155] TokenCUR -> State12 (FIGHT_MOVEMENTSWITCH) | | | `-[N225] (ANIMLOOPTIME >= 999.000) | | | |-[A156] TokenCUR -> State12 (FIGHT_MOVEMENTSWITCH) | | | `-[FAIL] | | `-[N223] (ACTION != 0.000) | | |-[A154] TokenCUR -> State12 (FIGHT_MOVEMENTSWITCH) | | `-[N224] (HASTARGET = 0.000) | | |-[A155] TokenCUR -> State12 (FIGHT_MOVEMENTSWITCH) | | `-[N225] (ANIMLOOPTIME >= 999.000) | | |-[A156] TokenCUR -> State12 (FIGHT_MOVEMENTSWITCH) | | `-[FAIL] | `-[N226] (MOVEDIR != 4.000) | |-[N227] (ANIMLOOPCOUNT >= 1.000) | | |-[A153] TokenCUR -> State12 (FIGHT_MOVEMENTSWITCH) | | `-[N224] (HASTARGET = 0.000) | | |-[A155] TokenCUR -> State12 (FIGHT_MOVEMENTSWITCH) | | `-[N225] (ANIMLOOPTIME >= 999.000) | | |-[A156] TokenCUR -> State12 (FIGHT_MOVEMENTSWITCH) | | `-[FAIL] | `-[N224] (HASTARGET = 0.000) | |-[A155] TokenCUR -> State12 (FIGHT_MOVEMENTSWITCH) | `-[N225] (ANIMLOOPTIME >= 999.000) | |-[A156] TokenCUR -> State12 (FIGHT_MOVEMENTSWITCH) | `-[FAIL] `-[N228] (ANIMLOOPCOUNT >= 1.000) |-[N229] (ANIMLOOPCOUNT >= 0.200) | |-[N230] (AIMODE = 11.000) | | |-[A152] TokenCUR -> State12 (FIGHT_MOVEMENTSWITCH) | | `-[N231] (MOVEDIR != 4.000) | | |-[N232] (ANIMLOOPCOUNT >= 1.000) | | | |-[A153] TokenCUR -> State12 (FIGHT_MOVEMENTSWITCH) | | | `-[N233] (ACTION != 0.000) | | | |-[A154] TokenCUR -> State12 (FIGHT_MOVEMENTSWITCH) | | | `-[N234] (HASTARGET = 0.000) | | | |-[A155] TokenCUR -> State12 (FIGHT_MOVEMENTSWITCH) | | | `-[N235] (ANIMLOOPTIME >= 999.000) | | | |-[A156] TokenCUR -> State12 (FIGHT_MOVEMENTSWITCH) | | | `-[A157] TokenCUR -> State12 (FIGHT_MOVEMENTSWITCH) | | `-[N233] (ACTION != 0.000) | | |-[A154] TokenCUR -> State12 (FIGHT_MOVEMENTSWITCH) | | `-[N234] (HASTARGET = 0.000) | | |-[A155] TokenCUR -> State12 (FIGHT_MOVEMENTSWITCH) | | `-[N235] (ANIMLOOPTIME >= 999.000) | | |-[A156] TokenCUR -> State12 (FIGHT_MOVEMENTSWITCH) | | `-[A157] TokenCUR -> State12 (FIGHT_MOVEMENTSWITCH) | `-[N236] (MOVEDIR != 4.000) | |-[N237] (ANIMLOOPCOUNT >= 1.000) | | |-[A153] TokenCUR -> State12 (FIGHT_MOVEMENTSWITCH) | | `-[N234] (HASTARGET = 0.000) | | |-[A155] TokenCUR -> State12 (FIGHT_MOVEMENTSWITCH) | | `-[N235] (ANIMLOOPTIME >= 999.000) | | |-[A156] TokenCUR -> State12 (FIGHT_MOVEMENTSWITCH) | | `-[A157] TokenCUR -> State12 (FIGHT_MOVEMENTSWITCH) | `-[N234] (HASTARGET = 0.000) | |-[A155] TokenCUR -> State12 (FIGHT_MOVEMENTSWITCH) | `-[N235] (ANIMLOOPTIME >= 999.000) | |-[A156] TokenCUR -> State12 (FIGHT_MOVEMENTSWITCH) | `-[A157] TokenCUR -> State12 (FIGHT_MOVEMENTSWITCH) `-[N219] (ANIMLOOPCOUNT >= 0.200) |-[N220] (AIMODE = 11.000) | |-[A152] TokenCUR -> State12 (FIGHT_MOVEMENTSWITCH) | `-[N221] (MOVEDIR != 4.000) | |-[N222] (ANIMLOOPCOUNT >= 1.000) | | |-[A153] TokenCUR -> State12 (FIGHT_MOVEMENTSWITCH) | | `-[N223] (ACTION != 0.000) | | |-[A154] TokenCUR -> State12 (FIGHT_MOVEMENTSWITCH) | | `-[N224] (HASTARGET = 0.000) | | |-[A155] TokenCUR -> State12 (FIGHT_MOVEMENTSWITCH) | | `-[N225] (ANIMLOOPTIME >= 999.000) | | |-[A156] TokenCUR -> State12 (FIGHT_MOVEMENTSWITCH) | | `-[FAIL] | `-[N223] (ACTION != 0.000) | |-[A154] TokenCUR -> State12 (FIGHT_MOVEMENTSWITCH) | `-[N224] (HASTARGET = 0.000) | |-[A155] TokenCUR -> State12 (FIGHT_MOVEMENTSWITCH) | `-[N225] (ANIMLOOPTIME >= 999.000) | |-[A156] TokenCUR -> State12 (FIGHT_MOVEMENTSWITCH) | `-[FAIL] `-[N226] (MOVEDIR != 4.000) |-[N227] (ANIMLOOPCOUNT >= 1.000) | |-[A153] TokenCUR -> State12 (FIGHT_MOVEMENTSWITCH) | `-[N224] (HASTARGET = 0.000) | |-[A155] TokenCUR -> State12 (FIGHT_MOVEMENTSWITCH) | `-[N225] (ANIMLOOPTIME >= 999.000) | |-[A156] TokenCUR -> State12 (FIGHT_MOVEMENTSWITCH) | `-[FAIL] `-[N224] (HASTARGET = 0.000) |-[A155] TokenCUR -> State12 (FIGHT_MOVEMENTSWITCH) `-[N225] (ANIMLOOPTIME >= 999.000) |-[A156] TokenCUR -> State12 (FIGHT_MOVEMENTSWITCH) `-[FAIL] } - - - - - - - - - - - - - - - - - - - - State28 (FIGHT_FREEMOVERGT) { Flags[0] = 0x00000000 <........ ........ ........ ........> Flags[1] = 0x00000000 <........ ........ ........ ........> iBaseConstant = 308 nBaseConstants = 18 StateConstants: [C309](ID 6) MOVECONTROLREDIRECTION = 1.000 (fp4) [C311](ID 20) TURNTOTARGETCORRECTION_STARTTIME0 = -1.000 (fp4) [C312](ID 21) TURNTOTARGETCORRECTION_ENDTIME0 = -1.000 (fp4) [C313](ID 22) TURNTOTARGETCORRECTION_OFFSET0 = 0 (0x00000000) (uint32) [C314](ID 0) ANIMMOVESCALE = 1.000 (fp4) [C315](ID 18) RESPONSEIMMUNE_STARTTIME = 999 (0x000003E7) (uint32) [C316](ID 19) RESPONSEIMMUNE_ENDTIME = 999 (0x000003E7) (uint32) [C322](ID 13) POINTOFINTEREST = 2 (0x00000002) (uint32) [C323](ID 10) STATEGROUP = 16 (0x00000010) (uint32) [C324](ID 81) RIGHTSLOT = 0 (0x00000000) (uint32) [C325](ID 80) LEFTSLOT = 1 (0x00000001) (uint32) Priority = 0 nAnimLayers = 1 iBaseAnimLayer = 28 iLoopControlAnimLayer = 0 AnimLayers: [L028] iBaseNode = 238 iBaseAction = 158 iBasePropertyParam = 2 NodeTree: [N238] (AIMODE = 14.000) |-[N239] (ANIMLOOPTIME >= 999.000) | |-[A158] TokenCUR -> State29 (FIGHT_2NDSTAGEFREEMOVE) | `-[N240] (ANIMLOOPCOUNT >= 1.000) | |-[A159] TokenCUR -> State29 (FIGHT_2NDSTAGEFREEMOVE) | `-[N241] (ANIMLOOPCOUNT >= 0.200) | |-[N242] (AIMODE = 11.000) | | |-[A160] TokenCUR -> State12 (FIGHT_MOVEMENTSWITCH) | | `-[N243] (MOVEDIR != 8.000) | | |-[N244] (ANIMLOOPCOUNT >= 1.000) | | | |-[A161] TokenCUR -> State12 (FIGHT_MOVEMENTSWITCH) | | | `-[N245] (ACTION != 0.000) | | | |-[A162] TokenCUR -> State12 (FIGHT_MOVEMENTSWITCH) | | | `-[N246] (HASTARGET = 0.000) | | | |-[A163] TokenCUR -> State12 (FIGHT_MOVEMENTSWITCH) | | | `-[N247] (ANIMLOOPTIME >= 999.000) | | | |-[A164] TokenCUR -> State12 (FIGHT_MOVEMENTSWITCH) | | | `-[FAIL] | | `-[N245] (ACTION != 0.000) | | |-[A162] TokenCUR -> State12 (FIGHT_MOVEMENTSWITCH) | | `-[N246] (HASTARGET = 0.000) | | |-[A163] TokenCUR -> State12 (FIGHT_MOVEMENTSWITCH) | | `-[N247] (ANIMLOOPTIME >= 999.000) | | |-[A164] TokenCUR -> State12 (FIGHT_MOVEMENTSWITCH) | | `-[FAIL] | `-[N248] (MOVEDIR != 8.000) | |-[N249] (ANIMLOOPCOUNT >= 1.000) | | |-[A161] TokenCUR -> State12 (FIGHT_MOVEMENTSWITCH) | | `-[N246] (HASTARGET = 0.000) | | |-[A163] TokenCUR -> State12 (FIGHT_MOVEMENTSWITCH) | | `-[N247] (ANIMLOOPTIME >= 999.000) | | |-[A164] TokenCUR -> State12 (FIGHT_MOVEMENTSWITCH) | | `-[FAIL] | `-[N246] (HASTARGET = 0.000) | |-[A163] TokenCUR -> State12 (FIGHT_MOVEMENTSWITCH) | `-[N247] (ANIMLOOPTIME >= 999.000) | |-[A164] TokenCUR -> State12 (FIGHT_MOVEMENTSWITCH) | `-[FAIL] `-[N250] (ANIMLOOPCOUNT >= 1.000) |-[N251] (ANIMLOOPCOUNT >= 0.200) | |-[N252] (AIMODE = 11.000) | | |-[A160] TokenCUR -> State12 (FIGHT_MOVEMENTSWITCH) | | `-[N253] (MOVEDIR != 8.000) | | |-[N254] (ANIMLOOPCOUNT >= 1.000) | | | |-[A161] TokenCUR -> State12 (FIGHT_MOVEMENTSWITCH) | | | `-[N255] (ACTION != 0.000) | | | |-[A162] TokenCUR -> State12 (FIGHT_MOVEMENTSWITCH) | | | `-[N256] (HASTARGET = 0.000) | | | |-[A163] TokenCUR -> State12 (FIGHT_MOVEMENTSWITCH) | | | `-[N257] (ANIMLOOPTIME >= 999.000) | | | |-[A164] TokenCUR -> State12 (FIGHT_MOVEMENTSWITCH) | | | `-[A165] TokenCUR -> State12 (FIGHT_MOVEMENTSWITCH) | | `-[N255] (ACTION != 0.000) | | |-[A162] TokenCUR -> State12 (FIGHT_MOVEMENTSWITCH) | | `-[N256] (HASTARGET = 0.000) | | |-[A163] TokenCUR -> State12 (FIGHT_MOVEMENTSWITCH) | | `-[N257] (ANIMLOOPTIME >= 999.000) | | |-[A164] TokenCUR -> State12 (FIGHT_MOVEMENTSWITCH) | | `-[A165] TokenCUR -> State12 (FIGHT_MOVEMENTSWITCH) | `-[N258] (MOVEDIR != 8.000) | |-[N259] (ANIMLOOPCOUNT >= 1.000) | | |-[A161] TokenCUR -> State12 (FIGHT_MOVEMENTSWITCH) | | `-[N256] (HASTARGET = 0.000) | | |-[A163] TokenCUR -> State12 (FIGHT_MOVEMENTSWITCH) | | `-[N257] (ANIMLOOPTIME >= 999.000) | | |-[A164] TokenCUR -> State12 (FIGHT_MOVEMENTSWITCH) | | `-[A165] TokenCUR -> State12 (FIGHT_MOVEMENTSWITCH) | `-[N256] (HASTARGET = 0.000) | |-[A163] TokenCUR -> State12 (FIGHT_MOVEMENTSWITCH) | `-[N257] (ANIMLOOPTIME >= 999.000) | |-[A164] TokenCUR -> State12 (FIGHT_MOVEMENTSWITCH) | `-[A165] TokenCUR -> State12 (FIGHT_MOVEMENTSWITCH) `-[N241] (ANIMLOOPCOUNT >= 0.200) |-[N242] (AIMODE = 11.000) | |-[A160] TokenCUR -> State12 (FIGHT_MOVEMENTSWITCH) | `-[N243] (MOVEDIR != 8.000) | |-[N244] (ANIMLOOPCOUNT >= 1.000) | | |-[A161] TokenCUR -> State12 (FIGHT_MOVEMENTSWITCH) | | `-[N245] (ACTION != 0.000) | | |-[A162] TokenCUR -> State12 (FIGHT_MOVEMENTSWITCH) | | `-[N246] (HASTARGET = 0.000) | | |-[A163] TokenCUR -> State12 (FIGHT_MOVEMENTSWITCH) | | `-[N247] (ANIMLOOPTIME >= 999.000) | | |-[A164] TokenCUR -> State12 (FIGHT_MOVEMENTSWITCH) | | `-[FAIL] | `-[N245] (ACTION != 0.000) | |-[A162] TokenCUR -> State12 (FIGHT_MOVEMENTSWITCH) | `-[N246] (HASTARGET = 0.000) | |-[A163] TokenCUR -> State12 (FIGHT_MOVEMENTSWITCH) | `-[N247] (ANIMLOOPTIME >= 999.000) | |-[A164] TokenCUR -> State12 (FIGHT_MOVEMENTSWITCH) | `-[FAIL] `-[N248] (MOVEDIR != 8.000) |-[N249] (ANIMLOOPCOUNT >= 1.000) | |-[A161] TokenCUR -> State12 (FIGHT_MOVEMENTSWITCH) | `-[N246] (HASTARGET = 0.000) | |-[A163] TokenCUR -> State12 (FIGHT_MOVEMENTSWITCH) | `-[N247] (ANIMLOOPTIME >= 999.000) | |-[A164] TokenCUR -> State12 (FIGHT_MOVEMENTSWITCH) | `-[FAIL] `-[N246] (HASTARGET = 0.000) |-[A163] TokenCUR -> State12 (FIGHT_MOVEMENTSWITCH) `-[N247] (ANIMLOOPTIME >= 999.000) |-[A164] TokenCUR -> State12 (FIGHT_MOVEMENTSWITCH) `-[FAIL] } - - - - - - - - - - - - - - - - - - - - State29 (FIGHT_2NDSTAGEFREEMOVE) { Flags[0] = 0x00000000 <........ ........ ........ ........> Flags[1] = 0x00000000 <........ ........ ........ ........> iBaseConstant = 326 nBaseConstants = 9 StateConstants: [C326](ID 2) TURNCONTROLSCALE = 0.400 (fp4) [C327](ID 3) TURNCONTROLMAX = 1.000 (fp4) [C328](ID 0) ANIMMOVESCALE = 1.200 (fp4) [C329](ID 13) POINTOFINTEREST = 2 (0x00000002) (uint32) [C330](ID 18) RESPONSEIMMUNE_STARTTIME = 999 (0x000003E7) (uint32) [C331](ID 19) RESPONSEIMMUNE_ENDTIME = 999 (0x000003E7) (uint32) [C332](ID 10) STATEGROUP = 16 (0x00000010) (uint32) [C333](ID 81) RIGHTSLOT = 0 (0x00000000) (uint32) [C334](ID 80) LEFTSLOT = 1 (0x00000001) (uint32) Priority = 0 nAnimLayers = 1 iBaseAnimLayer = 29 iLoopControlAnimLayer = 0 AnimLayers: [L029] iBaseNode = 260 iBaseAction = 166 iBasePropertyParam = 2 NodeTree: [N260] (MOVESPEED = 0.000) |-[A166] TokenCUR -> State12 (FIGHT_MOVEMENTSWITCH) `-[N261] (HASTARGET = 0.000) |-[A167] TokenCUR -> State12 (FIGHT_MOVEMENTSWITCH) `-[N262] (ACTION != 0.000) |-[A168] TokenCUR -> State12 (FIGHT_MOVEMENTSWITCH) `-[N263] (AIMODE != 14.000) |-[N264] (AIMODE != 18.000) | |-[A169] TokenCUR -> State12 (FIGHT_MOVEMENTSWITCH) | `-[N265] (ANIMLOOPTIME >= 999.000) | |-[A170] TokenCUR -> State29 (FIGHT_2NDSTAGEFREEMOVE) | `-[FAIL] `-[N265] (ANIMLOOPTIME >= 999.000) |-[A170] TokenCUR -> State29 (FIGHT_2NDSTAGEFREEMOVE) `-[FAIL] } - - - - - - - - - - - - - - - - - - - - State30 (FIGHT_ATTACK_INIT) { Flags[0] = 0x00000000 <........ ........ ........ ........> Flags[1] = 0x00000000 <........ ........ ........ ........> iBaseConstant = 335 nBaseConstants = 4 StateConstants: [C335](ID 10) STATEGROUP = 20 (0x00000014) (uint32) [C336](ID 13) POINTOFINTEREST = 1 (0x00000001) (uint32) [C337](ID 81) RIGHTSLOT = 0 (0x00000000) (uint32) [C338](ID 80) LEFTSLOT = 1 (0x00000001) (uint32) Priority = 0 nAnimLayers = 1 iBaseAnimLayer = 30 iLoopControlAnimLayer = 0 AnimLayers: [L030] iBaseNode = 266 iBaseAction = 171 iBasePropertyParam = 2 NodeTree: [N266] (STATETIME = 0.000) |-[A171] TokenCUR -> State32 (FIGHT_ATTACK_SWITCH) `-[FAIL] } - - - - - - - - - - - - - - - - - - - - State31 (FIGHT_ATTACK_EXIT) { Flags[0] = 0x00000000 <........ ........ ........ ........> Flags[1] = 0x00000000 <........ ........ ........ ........> iBaseConstant = 339 nBaseConstants = 3 StateConstants: [C339](ID 10) STATEGROUP = 16 (0x00000010) (uint32) [C340](ID 81) RIGHTSLOT = 0 (0x00000000) (uint32) [C341](ID 80) LEFTSLOT = 1 (0x00000001) (uint32) Priority = 0 nAnimLayers = 1 iBaseAnimLayer = 31 iLoopControlAnimLayer = 0 AnimLayers: [L031] iBaseNode = 267 iBaseAction = 172 iBasePropertyParam = 2 NodeTree: [N267] (STATETIME = 0.000) |-[A172] TokenCUR -> State1 (ACTIONSWITCH) `-[FAIL] } - - - - - - - - - - - - - - - - - - - - State32 (FIGHT_ATTACK_SWITCH) { Flags[0] = 0x00000000 <........ ........ ........ ........> Flags[1] = 0x00000000 <........ ........ ........ ........> iBaseConstant = 342 nBaseConstants = 4 StateConstants: [C342](ID 10) STATEGROUP = 20 (0x00000014) (uint32) [C343](ID 13) POINTOFINTEREST = 1 (0x00000001) (uint32) [C344](ID 81) RIGHTSLOT = 0 (0x00000000) (uint32) [C345](ID 80) LEFTSLOT = 1 (0x00000001) (uint32) Priority = 0 nAnimLayers = 1 iBaseAnimLayer = 32 iLoopControlAnimLayer = 0 AnimLayers: [L032] iBaseNode = 268 iBaseAction = 173 iBasePropertyParam = 2 NodeTree: [N268] (ATTACK(4216.000) != 0.000) |-[A173] TokenCUR -> State42 (FIGHT_ATTACK_SPECIALSWITCH) `-[N269] (TARGETCONTEXT != 0.000) |-[A174] TokenCUR -> State33 (FIGHT_ATTACK_CONTEXTSWITCH) `-[N270] (STATETIME >= 0.000) |-[A175] TokenCUR -> State34 (FIGHT_ATTACK_FWDMEDSWITCH) `-[FAIL] } - - - - - - - - - - - - - - - - - - - - State33 (FIGHT_ATTACK_CONTEXTSWITCH) { Flags[0] = 0x00000000 <........ ........ ........ ........> Flags[1] = 0x00000000 <........ ........ ........ ........> iBaseConstant = 346 nBaseConstants = 4 StateConstants: [C346](ID 10) STATEGROUP = 20 (0x00000014) (uint32) [C347](ID 13) POINTOFINTEREST = 1 (0x00000001) (uint32) [C348](ID 81) RIGHTSLOT = 0 (0x00000000) (uint32) [C349](ID 80) LEFTSLOT = 1 (0x00000001) (uint32) Priority = 0 nAnimLayers = 1 iBaseAnimLayer = 33 iLoopControlAnimLayer = 0 AnimLayers: [L033] iBaseNode = 271 iBaseAction = 176 iBasePropertyParam = 3 NodeTree: [N271] (TARGETCONTEXT = 1.000) |-[A176] TokenCUR -> State34 (FIGHT_ATTACK_FWDMEDSWITCH) `-[N272] (STATETIME = 0.000) |-[A177] TokenCUR -> State34 (FIGHT_ATTACK_FWDMEDSWITCH) `-[FAIL] } - - - - - - - - - - - - - - - - - - - - State34 (FIGHT_ATTACK_FWDMEDSWITCH) { Flags[0] = 0x00000000 <........ ........ ........ ........> Flags[1] = 0x00000000 <........ ........ ........ ........> iBaseConstant = 350 nBaseConstants = 4 StateConstants: [C350](ID 10) STATEGROUP = 16 (0x00000010) (uint32) [C351](ID 81) RIGHTSLOT = 0 (0x00000000) (uint32) [C352](ID 80) LEFTSLOT = 1 (0x00000001) (uint32) [C353](ID 13) POINTOFINTEREST = 1 (0x00000001) (uint32) Priority = 0 nAnimLayers = 1 iBaseAnimLayer = 34 iLoopControlAnimLayer = 0 AnimLayers: [L034] iBaseNode = 273 iBaseAction = 178 iBasePropertyParam = 5 NodeTree: [N273] (ATTACK(2.000) != 0.000) |-[A178] TokenCUR -> State35 (FIGHT_ATTACK_LEFT) | `-[E008] CONSUMEATTACK(1.000) `-[N274] (ATTACK(4100.000) != 0.000) |-[A179] TokenCUR -> State39 (FIGHT_ATTACK_HEAVY) | `-[E009] CONSUMEATTACK(1.000) `-[N275] (STATETIME >= 0.000) |-[A180] TokenCUR -> State31 (FIGHT_ATTACK_EXIT) `-[FAIL] } - - - - - - - - - - - - - - - - - - - - State35 (FIGHT_ATTACK_LEFT) { Flags[0] = 0x00000000 <........ ........ ........ ........> Flags[1] = 0x00000000 <........ ........ ........ ........> iBaseConstant = 354 nBaseConstants = 38 StateConstants: [C354](ID 50) ATTACK_ATTACKID0 = 4100 (0x00001004) (uint32) [C355](ID 57) ATTACK_DAMAGEMULTIPLIER0 = 1.000 (fp4) [C356](ID 56) ATTACK_SLOT0 = 0 (0x00000000) (uint32) [C357](ID 53) ATTACK_RESPONSEID0_0 = 21 (0x00000015) (uint32) [C358](ID 54) ATTACK_RESPONSEID0_1 = 16 (0x00000010) (uint32) [C359](ID 55) ATTACK_RESPONSEID0_2 = -1.000 (fp4) [C360](ID 51) ATTACK_STARTTIME0 = 0.380 (fp4) [C361](ID 52) ATTACK_ENDTIME0 = 0.620 (fp4) [C362](ID 20) TURNTOTARGETCORRECTION_STARTTIME0 = 0.380 (fp4) [C363](ID 21) TURNTOTARGETCORRECTION_ENDTIME0 = 0.620 (fp4) [C364](ID 22) TURNTOTARGETCORRECTION_OFFSET0 = 10 (0x0000000A) (uint32) [C365](ID 16) POIOFFSET = 0.000 (fp4) [C366](ID 18) RESPONSEIMMUNE_STARTTIME = 0.000 (fp4) [C367](ID 19) RESPONSEIMMUNE_ENDTIME = 0.600 (fp4) [C374](ID 58) ATTACK_COLOR0 = 4210752 (0x00404040) (uint32) [C375](ID 68) ATTACK_COLOR1 = 4210752 (0x00404040) (uint32) [C376](ID 78) ATTACK_COLOR2 = 4210752 (0x00404040) (uint32) [C377](ID 66) ATTACK_SLOT1 = 0 (0x00000000) (uint32) [C378](ID 76) ATTACK_SLOT2 = 0 (0x00000000) (uint32) [C379](ID 24) TURNTOTARGETCORRECTION_TYPE0 = 1 (0x00000001) (uint32) [C380](ID 30) TURNTOTARGETCORRECTION_STARTTIME1 = 0.000 (fp4) [C381](ID 31) TURNTOTARGETCORRECTION_ENDTIME1 = 0.100 (fp4) [C382](ID 32) TURNTOTARGETCORRECTION_OFFSET1 = 0.000 (fp4) [C383](ID 34) TURNTOTARGETCORRECTION_TYPE1 = 1 (0x00000001) (uint32) [C384](ID 40) TURNTOTARGETCORRECTION_STARTTIME2 = 0.000 (fp4) [C385](ID 41) TURNTOTARGETCORRECTION_ENDTIME2 = 0.100 (fp4) [C386](ID 42) TURNTOTARGETCORRECTION_OFFSET2 = 0.000 (fp4) [C387](ID 44) TURNTOTARGETCORRECTION_TYPE2 = 1 (0x00000001) (uint32) [C388](ID 10) STATEGROUP = 20 (0x00000014) (uint32) [C389](ID 13) POINTOFINTEREST = 1 (0x00000001) (uint32) [C390](ID 81) RIGHTSLOT = 0 (0x00000000) (uint32) [C391](ID 80) LEFTSLOT = 1 (0x00000001) (uint32) Priority = 0 nAnimLayers = 1 iBaseAnimLayer = 35 iLoopControlAnimLayer = 0 AnimLayers: [L035] iBaseNode = 276 iBaseAction = 181 iBasePropertyParam = 10 NodeTree: [N276] (ANIMLOOPTIME = 999.000) |-[N277] (ATTACK(2.000) != 0.000) | |-[N278] (RAND(1.000) < 0.500) | | |-[A181] TokenCUR -> State36 (FIGHT_ATTACK_RIGHT_VARIATION1) | | | `-[E010] CONSUMEATTACK(1.000) | | `-[A182] TokenCUR -> State37 (FIGHT_ATTACK_RIGHT_VARIATION2) | | `-[E011] CONSUMEATTACK(1.000) | `-[N279] (ATTACK(4100.000) != 0.000) | |-[A183] TokenCUR -> State38 (FIGHT_ATTACK_RIGHTHEAVYCOMBO) | | `-[E012] CONSUMEATTACK(1.000) | `-[N280] (ANIMLOOPTIME > 999.000) | |-[A184] TokenCUR -> State31 (FIGHT_ATTACK_EXIT) | `-[N281] (ANIMLOOPCOUNT >= 1.000) | |-[A185] TokenCUR -> State31 (FIGHT_ATTACK_EXIT) | `-[FAIL] `-[N280] (ANIMLOOPTIME > 999.000) |-[A184] TokenCUR -> State31 (FIGHT_ATTACK_EXIT) `-[N281] (ANIMLOOPCOUNT >= 1.000) |-[A185] TokenCUR -> State31 (FIGHT_ATTACK_EXIT) `-[FAIL] } - - - - - - - - - - - - - - - - - - - - State36 (FIGHT_ATTACK_RIGHT_VARIATION1) { Flags[0] = 0x00000000 <........ ........ ........ ........> Flags[1] = 0x00000000 <........ ........ ........ ........> iBaseConstant = 392 nBaseConstants = 38 StateConstants: [C392](ID 50) ATTACK_ATTACKID0 = 2 (0x00000002) (uint32) [C393](ID 57) ATTACK_DAMAGEMULTIPLIER0 = 1.000 (fp4) [C394](ID 56) ATTACK_SLOT0 = 0 (0x00000000) (uint32) [C395](ID 53) ATTACK_RESPONSEID0_0 = -1.000 (fp4) [C396](ID 54) ATTACK_RESPONSEID0_1 = -1.000 (fp4) [C397](ID 55) ATTACK_RESPONSEID0_2 = -1.000 (fp4) [C398](ID 51) ATTACK_STARTTIME0 = 0.000 (fp4) [C399](ID 52) ATTACK_ENDTIME0 = 999 (0x000003E7) (uint32) [C400](ID 20) TURNTOTARGETCORRECTION_STARTTIME0 = 0.000 (fp4) [C401](ID 21) TURNTOTARGETCORRECTION_ENDTIME0 = 0.100 (fp4) [C402](ID 22) TURNTOTARGETCORRECTION_OFFSET0 = 0.000 (fp4) [C403](ID 16) POIOFFSET = 0.000 (fp4) [C404](ID 18) RESPONSEIMMUNE_STARTTIME = 999 (0x000003E7) (uint32) [C405](ID 19) RESPONSEIMMUNE_ENDTIME = 999 (0x000003E7) (uint32) [C412](ID 58) ATTACK_COLOR0 = 4210752 (0x00404040) (uint32) [C413](ID 68) ATTACK_COLOR1 = 4210752 (0x00404040) (uint32) [C414](ID 78) ATTACK_COLOR2 = 4210752 (0x00404040) (uint32) [C415](ID 66) ATTACK_SLOT1 = 0 (0x00000000) (uint32) [C416](ID 76) ATTACK_SLOT2 = 0 (0x00000000) (uint32) [C417](ID 24) TURNTOTARGETCORRECTION_TYPE0 = 1 (0x00000001) (uint32) [C418](ID 30) TURNTOTARGETCORRECTION_STARTTIME1 = 0.000 (fp4) [C419](ID 31) TURNTOTARGETCORRECTION_ENDTIME1 = 0.100 (fp4) [C420](ID 32) TURNTOTARGETCORRECTION_OFFSET1 = 0.000 (fp4) [C421](ID 34) TURNTOTARGETCORRECTION_TYPE1 = 1 (0x00000001) (uint32) [C422](ID 40) TURNTOTARGETCORRECTION_STARTTIME2 = 0.000 (fp4) [C423](ID 41) TURNTOTARGETCORRECTION_ENDTIME2 = 0.100 (fp4) [C424](ID 42) TURNTOTARGETCORRECTION_OFFSET2 = 0.000 (fp4) [C425](ID 44) TURNTOTARGETCORRECTION_TYPE2 = 1 (0x00000001) (uint32) [C426](ID 10) STATEGROUP = 20 (0x00000014) (uint32) [C427](ID 13) POINTOFINTEREST = 1 (0x00000001) (uint32) [C428](ID 81) RIGHTSLOT = 0 (0x00000000) (uint32) [C429](ID 80) LEFTSLOT = 1 (0x00000001) (uint32) Priority = 0 nAnimLayers = 1 iBaseAnimLayer = 36 iLoopControlAnimLayer = 0 AnimLayers: [L036] iBaseNode = 282 iBaseAction = 186 iBasePropertyParam = 13 NodeTree: [N282] (ANIMLOOPTIME > 999.000) |-[A186] TokenCUR -> State31 (FIGHT_ATTACK_EXIT) `-[N283] (ANIMLOOPCOUNT >= 1.000) |-[A187] TokenCUR -> State31 (FIGHT_ATTACK_EXIT) `-[FAIL] } - - - - - - - - - - - - - - - - - - - - State37 (FIGHT_ATTACK_RIGHT_VARIATION2) { Flags[0] = 0x00000000 <........ ........ ........ ........> Flags[1] = 0x00000000 <........ ........ ........ ........> iBaseConstant = 430 nBaseConstants = 38 StateConstants: [C430](ID 50) ATTACK_ATTACKID0 = 2 (0x00000002) (uint32) [C431](ID 57) ATTACK_DAMAGEMULTIPLIER0 = 1.000 (fp4) [C432](ID 56) ATTACK_SLOT0 = 0 (0x00000000) (uint32) [C433](ID 53) ATTACK_RESPONSEID0_0 = -1.000 (fp4) [C434](ID 54) ATTACK_RESPONSEID0_1 = -1.000 (fp4) [C435](ID 55) ATTACK_RESPONSEID0_2 = -1.000 (fp4) [C436](ID 51) ATTACK_STARTTIME0 = 0.000 (fp4) [C437](ID 52) ATTACK_ENDTIME0 = 999 (0x000003E7) (uint32) [C438](ID 20) TURNTOTARGETCORRECTION_STARTTIME0 = 0.000 (fp4) [C439](ID 21) TURNTOTARGETCORRECTION_ENDTIME0 = 0.100 (fp4) [C440](ID 22) TURNTOTARGETCORRECTION_OFFSET0 = 0.000 (fp4) [C441](ID 16) POIOFFSET = 0.000 (fp4) [C442](ID 18) RESPONSEIMMUNE_STARTTIME = 999 (0x000003E7) (uint32) [C443](ID 19) RESPONSEIMMUNE_ENDTIME = 999 (0x000003E7) (uint32) [C450](ID 58) ATTACK_COLOR0 = 4210752 (0x00404040) (uint32) [C451](ID 68) ATTACK_COLOR1 = 4210752 (0x00404040) (uint32) [C452](ID 78) ATTACK_COLOR2 = 4210752 (0x00404040) (uint32) [C453](ID 66) ATTACK_SLOT1 = 0 (0x00000000) (uint32) [C454](ID 76) ATTACK_SLOT2 = 0 (0x00000000) (uint32) [C455](ID 24) TURNTOTARGETCORRECTION_TYPE0 = 1 (0x00000001) (uint32) [C456](ID 30) TURNTOTARGETCORRECTION_STARTTIME1 = 0.000 (fp4) [C457](ID 31) TURNTOTARGETCORRECTION_ENDTIME1 = 0.100 (fp4) [C458](ID 32) TURNTOTARGETCORRECTION_OFFSET1 = 0.000 (fp4) [C459](ID 34) TURNTOTARGETCORRECTION_TYPE1 = 1 (0x00000001) (uint32) [C460](ID 40) TURNTOTARGETCORRECTION_STARTTIME2 = 0.000 (fp4) [C461](ID 41) TURNTOTARGETCORRECTION_ENDTIME2 = 0.100 (fp4) [C462](ID 42) TURNTOTARGETCORRECTION_OFFSET2 = 0.000 (fp4) [C463](ID 44) TURNTOTARGETCORRECTION_TYPE2 = 1 (0x00000001) (uint32) [C464](ID 10) STATEGROUP = 20 (0x00000014) (uint32) [C465](ID 13) POINTOFINTEREST = 1 (0x00000001) (uint32) [C466](ID 81) RIGHTSLOT = 0 (0x00000000) (uint32) [C467](ID 80) LEFTSLOT = 1 (0x00000001) (uint32) Priority = 0 nAnimLayers = 1 iBaseAnimLayer = 37 iLoopControlAnimLayer = 0 AnimLayers: [L037] iBaseNode = 284 iBaseAction = 188 iBasePropertyParam = 13 NodeTree: [N284] (ANIMLOOPTIME > 999.000) |-[A188] TokenCUR -> State31 (FIGHT_ATTACK_EXIT) `-[N285] (ANIMLOOPCOUNT >= 1.000) |-[A189] TokenCUR -> State31 (FIGHT_ATTACK_EXIT) `-[FAIL] } - - - - - - - - - - - - - - - - - - - - State38 (FIGHT_ATTACK_RIGHTHEAVYCOMBO) { Flags[0] = 0x00000000 <........ ........ ........ ........> Flags[1] = 0x00000000 <........ ........ ........ ........> iBaseConstant = 468 nBaseConstants = 38 StateConstants: [C468](ID 50) ATTACK_ATTACKID0 = 4100 (0x00001004) (uint32) [C469](ID 57) ATTACK_DAMAGEMULTIPLIER0 = 2.000 (fp4) [C470](ID 56) ATTACK_SLOT0 = 0 (0x00000000) (uint32) [C471](ID 53) ATTACK_RESPONSEID0_0 = -1.000 (fp4) [C472](ID 54) ATTACK_RESPONSEID0_1 = -1.000 (fp4) [C473](ID 55) ATTACK_RESPONSEID0_2 = -1.000 (fp4) [C474](ID 51) ATTACK_STARTTIME0 = 0.000 (fp4) [C475](ID 52) ATTACK_ENDTIME0 = 999 (0x000003E7) (uint32) [C476](ID 20) TURNTOTARGETCORRECTION_STARTTIME0 = 0.000 (fp4) [C477](ID 21) TURNTOTARGETCORRECTION_ENDTIME0 = 0.100 (fp4) [C478](ID 22) TURNTOTARGETCORRECTION_OFFSET0 = 0.000 (fp4) [C479](ID 16) POIOFFSET = 0.000 (fp4) [C480](ID 18) RESPONSEIMMUNE_STARTTIME = 999 (0x000003E7) (uint32) [C481](ID 19) RESPONSEIMMUNE_ENDTIME = 999 (0x000003E7) (uint32) [C488](ID 58) ATTACK_COLOR0 = 4210752 (0x00404040) (uint32) [C489](ID 68) ATTACK_COLOR1 = 4210752 (0x00404040) (uint32) [C490](ID 78) ATTACK_COLOR2 = 4210752 (0x00404040) (uint32) [C491](ID 66) ATTACK_SLOT1 = 0 (0x00000000) (uint32) [C492](ID 76) ATTACK_SLOT2 = 0 (0x00000000) (uint32) [C493](ID 24) TURNTOTARGETCORRECTION_TYPE0 = 1 (0x00000001) (uint32) [C494](ID 30) TURNTOTARGETCORRECTION_STARTTIME1 = 0.000 (fp4) [C495](ID 31) TURNTOTARGETCORRECTION_ENDTIME1 = 0.100 (fp4) [C496](ID 32) TURNTOTARGETCORRECTION_OFFSET1 = 0.000 (fp4) [C497](ID 34) TURNTOTARGETCORRECTION_TYPE1 = 1 (0x00000001) (uint32) [C498](ID 40) TURNTOTARGETCORRECTION_STARTTIME2 = 0.000 (fp4) [C499](ID 41) TURNTOTARGETCORRECTION_ENDTIME2 = 0.100 (fp4) [C500](ID 42) TURNTOTARGETCORRECTION_OFFSET2 = 0.000 (fp4) [C501](ID 44) TURNTOTARGETCORRECTION_TYPE2 = 1 (0x00000001) (uint32) [C502](ID 10) STATEGROUP = 20 (0x00000014) (uint32) [C503](ID 13) POINTOFINTEREST = 1 (0x00000001) (uint32) [C504](ID 81) RIGHTSLOT = 0 (0x00000000) (uint32) [C505](ID 80) LEFTSLOT = 1 (0x00000001) (uint32) Priority = 0 nAnimLayers = 1 iBaseAnimLayer = 38 iLoopControlAnimLayer = 0 AnimLayers: [L038] iBaseNode = 286 iBaseAction = 190 iBasePropertyParam = 13 NodeTree: [N286] (ANIMLOOPTIME > 999.000) |-[A190] TokenCUR -> State31 (FIGHT_ATTACK_EXIT) `-[N287] (ANIMLOOPCOUNT >= 1.000) |-[A191] TokenCUR -> State31 (FIGHT_ATTACK_EXIT) `-[FAIL] } - - - - - - - - - - - - - - - - - - - - State39 (FIGHT_ATTACK_HEAVY) { Flags[0] = 0x00000000 <........ ........ ........ ........> Flags[1] = 0x00000000 <........ ........ ........ ........> iBaseConstant = 506 nBaseConstants = 38 StateConstants: [C506](ID 50) ATTACK_ATTACKID0 = 4100 (0x00001004) (uint32) [C507](ID 57) ATTACK_DAMAGEMULTIPLIER0 = 1.500 (fp4) [C508](ID 56) ATTACK_SLOT0 = 0 (0x00000000) (uint32) [C509](ID 53) ATTACK_RESPONSEID0_0 = 21 (0x00000015) (uint32) [C510](ID 54) ATTACK_RESPONSEID0_1 = 16 (0x00000010) (uint32) [C511](ID 55) ATTACK_RESPONSEID0_2 = -1.000 (fp4) [C512](ID 51) ATTACK_STARTTIME0 = 0.640 (fp4) [C513](ID 52) ATTACK_ENDTIME0 = 0.840 (fp4) [C514](ID 20) TURNTOTARGETCORRECTION_STARTTIME0 = 0.640 (fp4) [C515](ID 21) TURNTOTARGETCORRECTION_ENDTIME0 = 0.840 (fp4) [C516](ID 22) TURNTOTARGETCORRECTION_OFFSET0 = 20 (0x00000014) (uint32) [C517](ID 16) POIOFFSET = 0.000 (fp4) [C518](ID 18) RESPONSEIMMUNE_STARTTIME = 0.000 (fp4) [C519](ID 19) RESPONSEIMMUNE_ENDTIME = 0.900 (fp4) [C526](ID 58) ATTACK_COLOR0 = 4210752 (0x00404040) (uint32) [C527](ID 68) ATTACK_COLOR1 = 4210752 (0x00404040) (uint32) [C528](ID 78) ATTACK_COLOR2 = 4210752 (0x00404040) (uint32) [C529](ID 66) ATTACK_SLOT1 = 0 (0x00000000) (uint32) [C530](ID 76) ATTACK_SLOT2 = 0 (0x00000000) (uint32) [C531](ID 24) TURNTOTARGETCORRECTION_TYPE0 = 1 (0x00000001) (uint32) [C532](ID 30) TURNTOTARGETCORRECTION_STARTTIME1 = 0.000 (fp4) [C533](ID 31) TURNTOTARGETCORRECTION_ENDTIME1 = 0.100 (fp4) [C534](ID 32) TURNTOTARGETCORRECTION_OFFSET1 = 0.000 (fp4) [C535](ID 34) TURNTOTARGETCORRECTION_TYPE1 = 1 (0x00000001) (uint32) [C536](ID 40) TURNTOTARGETCORRECTION_STARTTIME2 = 0.000 (fp4) [C537](ID 41) TURNTOTARGETCORRECTION_ENDTIME2 = 0.100 (fp4) [C538](ID 42) TURNTOTARGETCORRECTION_OFFSET2 = 0.000 (fp4) [C539](ID 44) TURNTOTARGETCORRECTION_TYPE2 = 1 (0x00000001) (uint32) [C540](ID 10) STATEGROUP = 20 (0x00000014) (uint32) [C541](ID 13) POINTOFINTEREST = 1 (0x00000001) (uint32) [C542](ID 81) RIGHTSLOT = 0 (0x00000000) (uint32) [C543](ID 80) LEFTSLOT = 1 (0x00000001) (uint32) Priority = 0 nAnimLayers = 1 iBaseAnimLayer = 39 iLoopControlAnimLayer = 0 AnimLayers: [L039] iBaseNode = 288 iBaseAction = 192 iBasePropertyParam = 14 NodeTree: [N288] (ANIMLOOPTIME = 999.000) |-[N289] (ATTACK(4100.000) != 0.000) | |-[A192] TokenCUR -> State40 (FIGHT_ATTACK_SUPERHEAVY) | | `-[E013] CONSUMEATTACK(1.000) | `-[N290] (ANIMLOOPTIME > 999.000) | |-[A193] TokenCUR -> State31 (FIGHT_ATTACK_EXIT) | `-[N291] (ANIMLOOPCOUNT >= 1.000) | |-[A194] TokenCUR -> State31 (FIGHT_ATTACK_EXIT) | `-[FAIL] `-[N290] (ANIMLOOPTIME > 999.000) |-[A193] TokenCUR -> State31 (FIGHT_ATTACK_EXIT) `-[N291] (ANIMLOOPCOUNT >= 1.000) |-[A194] TokenCUR -> State31 (FIGHT_ATTACK_EXIT) `-[FAIL] } - - - - - - - - - - - - - - - - - - - - State40 (FIGHT_ATTACK_SUPERHEAVY) { Flags[0] = 0x00000000 <........ ........ ........ ........> Flags[1] = 0x00000000 <........ ........ ........ ........> iBaseConstant = 544 nBaseConstants = 38 StateConstants: [C544](ID 50) ATTACK_ATTACKID0 = 4100 (0x00001004) (uint32) [C545](ID 57) ATTACK_DAMAGEMULTIPLIER0 = 3.000 (fp4) [C546](ID 56) ATTACK_SLOT0 = 0 (0x00000000) (uint32) [C547](ID 53) ATTACK_RESPONSEID0_0 = -1.000 (fp4) [C548](ID 54) ATTACK_RESPONSEID0_1 = -1.000 (fp4) [C549](ID 55) ATTACK_RESPONSEID0_2 = -1.000 (fp4) [C550](ID 51) ATTACK_STARTTIME0 = 0.000 (fp4) [C551](ID 52) ATTACK_ENDTIME0 = 999 (0x000003E7) (uint32) [C552](ID 20) TURNTOTARGETCORRECTION_STARTTIME0 = 0.000 (fp4) [C553](ID 21) TURNTOTARGETCORRECTION_ENDTIME0 = 0.100 (fp4) [C554](ID 22) TURNTOTARGETCORRECTION_OFFSET0 = 0.000 (fp4) [C555](ID 16) POIOFFSET = 0.000 (fp4) [C556](ID 18) RESPONSEIMMUNE_STARTTIME = 999 (0x000003E7) (uint32) [C557](ID 19) RESPONSEIMMUNE_ENDTIME = 999 (0x000003E7) (uint32) [C564](ID 58) ATTACK_COLOR0 = 4210752 (0x00404040) (uint32) [C565](ID 68) ATTACK_COLOR1 = 4210752 (0x00404040) (uint32) [C566](ID 78) ATTACK_COLOR2 = 4210752 (0x00404040) (uint32) [C567](ID 66) ATTACK_SLOT1 = 0 (0x00000000) (uint32) [C568](ID 76) ATTACK_SLOT2 = 0 (0x00000000) (uint32) [C569](ID 24) TURNTOTARGETCORRECTION_TYPE0 = 1 (0x00000001) (uint32) [C570](ID 30) TURNTOTARGETCORRECTION_STARTTIME1 = 0.000 (fp4) [C571](ID 31) TURNTOTARGETCORRECTION_ENDTIME1 = 0.100 (fp4) [C572](ID 32) TURNTOTARGETCORRECTION_OFFSET1 = 0.000 (fp4) [C573](ID 34) TURNTOTARGETCORRECTION_TYPE1 = 1 (0x00000001) (uint32) [C574](ID 40) TURNTOTARGETCORRECTION_STARTTIME2 = 0.000 (fp4) [C575](ID 41) TURNTOTARGETCORRECTION_ENDTIME2 = 0.100 (fp4) [C576](ID 42) TURNTOTARGETCORRECTION_OFFSET2 = 0.000 (fp4) [C577](ID 44) TURNTOTARGETCORRECTION_TYPE2 = 1 (0x00000001) (uint32) [C578](ID 10) STATEGROUP = 20 (0x00000014) (uint32) [C579](ID 13) POINTOFINTEREST = 1 (0x00000001) (uint32) [C580](ID 81) RIGHTSLOT = 0 (0x00000000) (uint32) [C581](ID 80) LEFTSLOT = 1 (0x00000001) (uint32) Priority = 0 nAnimLayers = 1 iBaseAnimLayer = 40 iLoopControlAnimLayer = 0 AnimLayers: [L040] iBaseNode = 292 iBaseAction = 195 iBasePropertyParam = 16 NodeTree: [N292] (ANIMLOOPTIME = 999.000) |-[N293] (ATTACK(4100.000) != 0.000) | |-[A195] TokenCUR -> State41 (FIGHT_ATTACK_2SWEEPCOMBO) | | `-[E014] CONSUMEATTACK(1.000) | `-[N294] (ANIMLOOPTIME > 999.000) | |-[A196] TokenCUR -> State31 (FIGHT_ATTACK_EXIT) | `-[N295] (ANIMLOOPCOUNT >= 1.000) | |-[A197] TokenCUR -> State31 (FIGHT_ATTACK_EXIT) | `-[FAIL] `-[N294] (ANIMLOOPTIME > 999.000) |-[A196] TokenCUR -> State31 (FIGHT_ATTACK_EXIT) `-[N295] (ANIMLOOPCOUNT >= 1.000) |-[A197] TokenCUR -> State31 (FIGHT_ATTACK_EXIT) `-[FAIL] } - - - - - - - - - - - - - - - - - - - - State41 (FIGHT_ATTACK_2SWEEPCOMBO) { Flags[0] = 0x00000000 <........ ........ ........ ........> Flags[1] = 0x00000000 <........ ........ ........ ........> iBaseConstant = 582 nBaseConstants = 37 StateConstants: [C582](ID 50) ATTACK_ATTACKID0 = 4100 (0x00001004) (uint32) [C583](ID 57) ATTACK_DAMAGEMULTIPLIER0 = 3.000 (fp4) [C584](ID 56) ATTACK_SLOT0 = 0 (0x00000000) (uint32) [C585](ID 54) ATTACK_RESPONSEID0_1 = -1.000 (fp4) [C586](ID 55) ATTACK_RESPONSEID0_2 = -1.000 (fp4) [C587](ID 51) ATTACK_STARTTIME0 = 0.000 (fp4) [C588](ID 52) ATTACK_ENDTIME0 = 999 (0x000003E7) (uint32) [C589](ID 20) TURNTOTARGETCORRECTION_STARTTIME0 = 0.000 (fp4) [C590](ID 21) TURNTOTARGETCORRECTION_ENDTIME0 = 0.100 (fp4) [C591](ID 22) TURNTOTARGETCORRECTION_OFFSET0 = 0.000 (fp4) [C592](ID 16) POIOFFSET = 0.000 (fp4) [C593](ID 18) RESPONSEIMMUNE_STARTTIME = 999 (0x000003E7) (uint32) [C594](ID 19) RESPONSEIMMUNE_ENDTIME = 999 (0x000003E7) (uint32) [C601](ID 58) ATTACK_COLOR0 = 4210752 (0x00404040) (uint32) [C602](ID 68) ATTACK_COLOR1 = 4210752 (0x00404040) (uint32) [C603](ID 78) ATTACK_COLOR2 = 4210752 (0x00404040) (uint32) [C604](ID 66) ATTACK_SLOT1 = 0 (0x00000000) (uint32) [C605](ID 76) ATTACK_SLOT2 = 0 (0x00000000) (uint32) [C606](ID 24) TURNTOTARGETCORRECTION_TYPE0 = 1 (0x00000001) (uint32) [C607](ID 30) TURNTOTARGETCORRECTION_STARTTIME1 = 0.000 (fp4) [C608](ID 31) TURNTOTARGETCORRECTION_ENDTIME1 = 0.100 (fp4) [C609](ID 32) TURNTOTARGETCORRECTION_OFFSET1 = 0.000 (fp4) [C610](ID 34) TURNTOTARGETCORRECTION_TYPE1 = 1 (0x00000001) (uint32) [C611](ID 40) TURNTOTARGETCORRECTION_STARTTIME2 = 0.000 (fp4) [C612](ID 41) TURNTOTARGETCORRECTION_ENDTIME2 = 0.100 (fp4) [C613](ID 42) TURNTOTARGETCORRECTION_OFFSET2 = 0.000 (fp4) [C614](ID 44) TURNTOTARGETCORRECTION_TYPE2 = 1 (0x00000001) (uint32) [C615](ID 10) STATEGROUP = 20 (0x00000014) (uint32) [C616](ID 13) POINTOFINTEREST = 1 (0x00000001) (uint32) [C617](ID 81) RIGHTSLOT = 0 (0x00000000) (uint32) [C618](ID 80) LEFTSLOT = 1 (0x00000001) (uint32) Priority = 0 nAnimLayers = 1 iBaseAnimLayer = 41 iLoopControlAnimLayer = 0 AnimLayers: [L041] iBaseNode = 296 iBaseAction = 198 iBasePropertyParam = 17 NodeTree: [N296] (ANIMLOOPTIME > 999.000) |-[A198] TokenCUR -> State31 (FIGHT_ATTACK_EXIT) `-[N297] (ANIMLOOPCOUNT >= 1.000) |-[A199] TokenCUR -> State31 (FIGHT_ATTACK_EXIT) `-[FAIL] } - - - - - - - - - - - - - - - - - - - - State42 (FIGHT_ATTACK_SPECIALSWITCH) { Flags[0] = 0x00000000 <........ ........ ........ ........> Flags[1] = 0x00000000 <........ ........ ........ ........> iBaseConstant = 619 nBaseConstants = 4 StateConstants: [C619](ID 10) STATEGROUP = 276 (0x00000114) (uint32) [C620](ID 13) POINTOFINTEREST = 1 (0x00000001) (uint32) [C621](ID 81) RIGHTSLOT = 0 (0x00000000) (uint32) [C622](ID 80) LEFTSLOT = 1 (0x00000001) (uint32) Priority = 0 nAnimLayers = 1 iBaseAnimLayer = 42 iLoopControlAnimLayer = 0 AnimLayers: [L042] iBaseNode = 298 iBaseAction = 200 iBasePropertyParam = 21 NodeTree: [N298] (ATTACK(4104.000) != 0.000) |-[A200] TokenCUR -> State43 (FIGHT_ATTACK_SPECIAL0) | `-[E015] CONSUMEATTACK(1.000) `-[N299] (ATTACK(4112.000) != 0.000) |-[A201] TokenCUR -> State44 (FIGHT_ATTACK_SPECIAL1) | `-[E016] CONSUMEATTACK(1.000) `-[N300] (ATTACK(4128.000) != 0.000) |-[A202] TokenCUR -> State45 (FIGHT_ATTACK_SPECIAL2) | `-[E017] CONSUMEATTACK(1.000) `-[N301] (ATTACK(4160.000) != 0.000) |-[A203] TokenCUR -> State46 (FIGHT_ATTACK_SPECIAL3) | `-[E018] CONSUMEATTACK(1.000) `-[FAIL] } - - - - - - - - - - - - - - - - - - - - State43 (FIGHT_ATTACK_SPECIAL0) { Flags[0] = 0x00000000 <........ ........ ........ ........> Flags[1] = 0x00000000 <........ ........ ........ ........> iBaseConstant = 623 nBaseConstants = 53 StateConstants: [C623](ID 0) ANIMMOVESCALE = 2.000 (fp4) [C624](ID 16) POIOFFSET = 0.000 (fp4) [C625](ID 50) ATTACK_ATTACKID0 = 36868 (0x00009004) (uint32) [C626](ID 53) ATTACK_RESPONSEID0_0 = 21 (0x00000015) (uint32) [C627](ID 54) ATTACK_RESPONSEID0_1 = 16 (0x00000010) (uint32) [C628](ID 55) ATTACK_RESPONSEID0_2 = -1.000 (fp4) [C629](ID 57) ATTACK_DAMAGEMULTIPLIER0 = 1.000 (fp4) [C630](ID 56) ATTACK_SLOT0 = 4 (0x00000004) (uint32) [C631](ID 51) ATTACK_STARTTIME0 = 0.100 (fp4) [C632](ID 52) ATTACK_ENDTIME0 = 0.900 (fp4) [C633](ID 20) TURNTOTARGETCORRECTION_STARTTIME0 = 999 (0x000003E7) (uint32) [C634](ID 21) TURNTOTARGETCORRECTION_ENDTIME0 = 999 (0x000003E7) (uint32) [C635](ID 22) TURNTOTARGETCORRECTION_OFFSET0 = 0 (0x00000000) (uint32) [C636](ID 60) ATTACK_ATTACKID1 = 0 (0x00000000) (uint32) [C637](ID 63) ATTACK_RESPONSEID1_0 = -1.000 (fp4) [C638](ID 64) ATTACK_RESPONSEID1_1 = -1.000 (fp4) [C639](ID 65) ATTACK_RESPONSEID1_2 = -1.000 (fp4) [C640](ID 67) ATTACK_DAMAGEMULTIPLIER1 = 1.000 (fp4) [C641](ID 66) ATTACK_SLOT1 = -8.000 (fp4) [C642](ID 61) ATTACK_STARTTIME1 = 999 (0x000003E7) (uint32) [C643](ID 62) ATTACK_ENDTIME1 = 999 (0x000003E7) (uint32) [C644](ID 30) TURNTOTARGETCORRECTION_STARTTIME1 = 999 (0x000003E7) (uint32) [C645](ID 31) TURNTOTARGETCORRECTION_ENDTIME1 = 999 (0x000003E7) (uint32) [C646](ID 32) TURNTOTARGETCORRECTION_OFFSET1 = 0 (0x00000000) (uint32) [C647](ID 70) ATTACK_ATTACKID2 = 0 (0x00000000) (uint32) [C648](ID 73) ATTACK_RESPONSEID2_0 = -1.000 (fp4) [C649](ID 74) ATTACK_RESPONSEID2_1 = -1.000 (fp4) [C650](ID 75) ATTACK_RESPONSEID2_2 = -1.000 (fp4) [C651](ID 77) ATTACK_DAMAGEMULTIPLIER2 = 1.000 (fp4) [C652](ID 76) ATTACK_SLOT2 = -8.000 (fp4) [C653](ID 71) ATTACK_STARTTIME2 = 999 (0x000003E7) (uint32) [C654](ID 72) ATTACK_ENDTIME2 = 999 (0x000003E7) (uint32) [C655](ID 40) TURNTOTARGETCORRECTION_STARTTIME2 = 999 (0x000003E7) (uint32) [C656](ID 41) TURNTOTARGETCORRECTION_ENDTIME2 = 999 (0x000003E7) (uint32) [C657](ID 42) TURNTOTARGETCORRECTION_OFFSET2 = 0 (0x00000000) (uint32) [C666](ID 58) ATTACK_COLOR0 = 4210752 (0x00404040) (uint32) [C667](ID 68) ATTACK_COLOR1 = 4210752 (0x00404040) (uint32) [C668](ID 78) ATTACK_COLOR2 = 4210752 (0x00404040) (uint32) [C669](ID 24) TURNTOTARGETCORRECTION_TYPE0 = 1 (0x00000001) (uint32) [C670](ID 34) TURNTOTARGETCORRECTION_TYPE1 = 1 (0x00000001) (uint32) [C671](ID 44) TURNTOTARGETCORRECTION_TYPE2 = 1 (0x00000001) (uint32) [C672](ID 10) STATEGROUP = 20 (0x00000014) (uint32) [C673](ID 13) POINTOFINTEREST = 1 (0x00000001) (uint32) [C674](ID 81) RIGHTSLOT = 0 (0x00000000) (uint32) [C675](ID 80) LEFTSLOT = 1 (0x00000001) (uint32) Priority = 0 nAnimLayers = 1 iBaseAnimLayer = 43 iLoopControlAnimLayer = 0 AnimLayers: [L043] iBaseNode = 302 iBaseAction = 204 iBasePropertyParam = 25 NodeTree: [N302] (ANIMLOOPTIME > 999.000) |-[A204] TokenCUR -> State31 (FIGHT_ATTACK_EXIT) `-[N303] (ANIMLOOPCOUNT >= 1.000) |-[A205] TokenCUR -> State31 (FIGHT_ATTACK_EXIT) `-[N304] (DISTANCETOTARGET > 9999.000) |-[A206] TokenCUR -> State31 (FIGHT_ATTACK_EXIT) `-[FAIL] } - - - - - - - - - - - - - - - - - - - - State44 (FIGHT_ATTACK_SPECIAL1) { Flags[0] = 0x00000000 <........ ........ ........ ........> Flags[1] = 0x00000000 <........ ........ ........ ........> iBaseConstant = 676 nBaseConstants = 52 StateConstants: [C676](ID 16) POIOFFSET = 0.000 (fp4) [C677](ID 50) ATTACK_ATTACKID0 = 32770 (0x00008002) (uint32) [C678](ID 53) ATTACK_RESPONSEID0_0 = -1.000 (fp4) [C679](ID 54) ATTACK_RESPONSEID0_1 = -1.000 (fp4) [C680](ID 55) ATTACK_RESPONSEID0_2 = -1.000 (fp4) [C681](ID 57) ATTACK_DAMAGEMULTIPLIER0 = 1.000 (fp4) [C682](ID 56) ATTACK_SLOT0 = 6405 (0x00001905) (uint32) [C683](ID 51) ATTACK_STARTTIME0 = 1.000 (fp4) [C684](ID 52) ATTACK_ENDTIME0 = 2.000 (fp4) [C685](ID 20) TURNTOTARGETCORRECTION_STARTTIME0 = 0 (0x00000000) (uint32) [C686](ID 21) TURNTOTARGETCORRECTION_ENDTIME0 = 0.100 (fp4) [C687](ID 22) TURNTOTARGETCORRECTION_OFFSET0 = 0 (0x00000000) (uint32) [C688](ID 60) ATTACK_ATTACKID1 = 0 (0x00000000) (uint32) [C689](ID 63) ATTACK_RESPONSEID1_0 = -1.000 (fp4) [C690](ID 64) ATTACK_RESPONSEID1_1 = -1.000 (fp4) [C691](ID 65) ATTACK_RESPONSEID1_2 = -1.000 (fp4) [C692](ID 67) ATTACK_DAMAGEMULTIPLIER1 = 1.000 (fp4) [C693](ID 66) ATTACK_SLOT1 = -8.000 (fp4) [C694](ID 61) ATTACK_STARTTIME1 = 999 (0x000003E7) (uint32) [C695](ID 62) ATTACK_ENDTIME1 = 999 (0x000003E7) (uint32) [C696](ID 30) TURNTOTARGETCORRECTION_STARTTIME1 = 999 (0x000003E7) (uint32) [C697](ID 31) TURNTOTARGETCORRECTION_ENDTIME1 = 999 (0x000003E7) (uint32) [C698](ID 32) TURNTOTARGETCORRECTION_OFFSET1 = 0 (0x00000000) (uint32) [C699](ID 70) ATTACK_ATTACKID2 = 0 (0x00000000) (uint32) [C700](ID 73) ATTACK_RESPONSEID2_0 = -1.000 (fp4) [C701](ID 74) ATTACK_RESPONSEID2_1 = -1.000 (fp4) [C702](ID 75) ATTACK_RESPONSEID2_2 = -1.000 (fp4) [C703](ID 77) ATTACK_DAMAGEMULTIPLIER2 = 1.000 (fp4) [C704](ID 76) ATTACK_SLOT2 = -8.000 (fp4) [C705](ID 71) ATTACK_STARTTIME2 = 999 (0x000003E7) (uint32) [C706](ID 72) ATTACK_ENDTIME2 = 999 (0x000003E7) (uint32) [C707](ID 40) TURNTOTARGETCORRECTION_STARTTIME2 = 999 (0x000003E7) (uint32) [C708](ID 41) TURNTOTARGETCORRECTION_ENDTIME2 = 999 (0x000003E7) (uint32) [C709](ID 42) TURNTOTARGETCORRECTION_OFFSET2 = 0 (0x00000000) (uint32) [C718](ID 58) ATTACK_COLOR0 = 4210752 (0x00404040) (uint32) [C719](ID 68) ATTACK_COLOR1 = 4210752 (0x00404040) (uint32) [C720](ID 78) ATTACK_COLOR2 = 4210752 (0x00404040) (uint32) [C721](ID 24) TURNTOTARGETCORRECTION_TYPE0 = 1 (0x00000001) (uint32) [C722](ID 34) TURNTOTARGETCORRECTION_TYPE1 = 1 (0x00000001) (uint32) [C723](ID 44) TURNTOTARGETCORRECTION_TYPE2 = 1 (0x00000001) (uint32) [C724](ID 10) STATEGROUP = 20 (0x00000014) (uint32) [C725](ID 13) POINTOFINTEREST = 1 (0x00000001) (uint32) [C726](ID 81) RIGHTSLOT = 0 (0x00000000) (uint32) [C727](ID 80) LEFTSLOT = 1 (0x00000001) (uint32) Priority = 0 nAnimLayers = 1 iBaseAnimLayer = 44 iLoopControlAnimLayer = 0 AnimLayers: [L044] iBaseNode = 305 iBaseAction = 207 iBasePropertyParam = 32 NodeTree: [N305] (ANIMLOOPTIME <= 2.000) |-[N306] (ANIMLOOPTIME = 1.000) | |-[A207] | | `-[E019] ACTIVATEITEM(6405.000) | `-[N307] (ANIMLOOPTIME = 1.100) | |-[A208] | | `-[E020] ACTIVATEITEM(6405.000) | `-[N308] (ANIMLOOPTIME = 1.200) | |-[A209] | | `-[E021] ACTIVATEITEM(6405.000) | `-[N309] (ANIMLOOPTIME = 1.300) | |-[A210] | | `-[E022] ACTIVATEITEM(6405.000) | `-[N310] (ANIMLOOPTIME = 1.400) | |-[A211] | | `-[E023] ACTIVATEITEM(6405.000) | `-[N311] (ANIMLOOPTIME = 1.500) | |-[A212] | | `-[E024] ACTIVATEITEM(6405.000) | `-[N312] (ANIMLOOPTIME = 1.600) | |-[A213] | | `-[E025] ACTIVATEITEM(6405.000) | `-[N313] (ANIMLOOPTIME > 999.000) | |-[A214] TokenCUR -> State31 (FIGHT_ATTACK_EXIT) | `-[N314] (ANIMLOOPCOUNT >= 1.000) | |-[A215] TokenCUR -> State31 (FIGHT_ATTACK_EXIT) | `-[N315] (DISTANCETOTARGET > 9999.000) | |-[A216] TokenCUR -> State31 (FIGHT_ATTACK_EXIT) | `-[FAIL] `-[N313] (ANIMLOOPTIME > 999.000) |-[A214] TokenCUR -> State31 (FIGHT_ATTACK_EXIT) `-[N314] (ANIMLOOPCOUNT >= 1.000) |-[A215] TokenCUR -> State31 (FIGHT_ATTACK_EXIT) `-[N315] (DISTANCETOTARGET > 9999.000) |-[A216] TokenCUR -> State31 (FIGHT_ATTACK_EXIT) `-[FAIL] } - - - - - - - - - - - - - - - - - - - - State45 (FIGHT_ATTACK_SPECIAL2) { Flags[0] = 0x00000000 <........ ........ ........ ........> Flags[1] = 0x00000000 <........ ........ ........ ........> iBaseConstant = 728 nBaseConstants = 52 StateConstants: [C728](ID 16) POIOFFSET = 0.000 (fp4) [C729](ID 50) ATTACK_ATTACKID0 = 4100 (0x00001004) (uint32) [C730](ID 53) ATTACK_RESPONSEID0_0 = 21 (0x00000015) (uint32) [C731](ID 54) ATTACK_RESPONSEID0_1 = 16 (0x00000010) (uint32) [C732](ID 55) ATTACK_RESPONSEID0_2 = -1.000 (fp4) [C733](ID 57) ATTACK_DAMAGEMULTIPLIER0 = 1.000 (fp4) [C734](ID 56) ATTACK_SLOT0 = 4 (0x00000004) (uint32) [C735](ID 51) ATTACK_STARTTIME0 = 0.200 (fp4) [C736](ID 52) ATTACK_ENDTIME0 = 0.400 (fp4) [C737](ID 20) TURNTOTARGETCORRECTION_STARTTIME0 = 999 (0x000003E7) (uint32) [C738](ID 21) TURNTOTARGETCORRECTION_ENDTIME0 = 999 (0x000003E7) (uint32) [C739](ID 22) TURNTOTARGETCORRECTION_OFFSET0 = 0 (0x00000000) (uint32) [C740](ID 60) ATTACK_ATTACKID1 = 0 (0x00000000) (uint32) [C741](ID 63) ATTACK_RESPONSEID1_0 = -1.000 (fp4) [C742](ID 64) ATTACK_RESPONSEID1_1 = -1.000 (fp4) [C743](ID 65) ATTACK_RESPONSEID1_2 = -1.000 (fp4) [C744](ID 67) ATTACK_DAMAGEMULTIPLIER1 = 1.000 (fp4) [C745](ID 66) ATTACK_SLOT1 = -8.000 (fp4) [C746](ID 61) ATTACK_STARTTIME1 = 999 (0x000003E7) (uint32) [C747](ID 62) ATTACK_ENDTIME1 = 999 (0x000003E7) (uint32) [C748](ID 30) TURNTOTARGETCORRECTION_STARTTIME1 = 999 (0x000003E7) (uint32) [C749](ID 31) TURNTOTARGETCORRECTION_ENDTIME1 = 999 (0x000003E7) (uint32) [C750](ID 32) TURNTOTARGETCORRECTION_OFFSET1 = 0 (0x00000000) (uint32) [C751](ID 70) ATTACK_ATTACKID2 = 0 (0x00000000) (uint32) [C752](ID 73) ATTACK_RESPONSEID2_0 = -1.000 (fp4) [C753](ID 74) ATTACK_RESPONSEID2_1 = -1.000 (fp4) [C754](ID 75) ATTACK_RESPONSEID2_2 = -1.000 (fp4) [C755](ID 77) ATTACK_DAMAGEMULTIPLIER2 = 1.000 (fp4) [C756](ID 76) ATTACK_SLOT2 = -8.000 (fp4) [C757](ID 71) ATTACK_STARTTIME2 = 999 (0x000003E7) (uint32) [C758](ID 72) ATTACK_ENDTIME2 = 999 (0x000003E7) (uint32) [C759](ID 40) TURNTOTARGETCORRECTION_STARTTIME2 = 999 (0x000003E7) (uint32) [C760](ID 41) TURNTOTARGETCORRECTION_ENDTIME2 = 999 (0x000003E7) (uint32) [C761](ID 42) TURNTOTARGETCORRECTION_OFFSET2 = 0 (0x00000000) (uint32) [C770](ID 58) ATTACK_COLOR0 = 4210752 (0x00404040) (uint32) [C771](ID 68) ATTACK_COLOR1 = 4210752 (0x00404040) (uint32) [C772](ID 78) ATTACK_COLOR2 = 4210752 (0x00404040) (uint32) [C773](ID 24) TURNTOTARGETCORRECTION_TYPE0 = 1 (0x00000001) (uint32) [C774](ID 34) TURNTOTARGETCORRECTION_TYPE1 = 1 (0x00000001) (uint32) [C775](ID 44) TURNTOTARGETCORRECTION_TYPE2 = 1 (0x00000001) (uint32) [C776](ID 10) STATEGROUP = 20 (0x00000014) (uint32) [C777](ID 13) POINTOFINTEREST = 1 (0x00000001) (uint32) [C778](ID 81) RIGHTSLOT = 0 (0x00000000) (uint32) [C779](ID 80) LEFTSLOT = 1 (0x00000001) (uint32) Priority = 0 nAnimLayers = 1 iBaseAnimLayer = 45 iLoopControlAnimLayer = 0 AnimLayers: [L045] iBaseNode = 316 iBaseAction = 217 iBasePropertyParam = 32 NodeTree: [N316] (ANIMLOOPTIME > 999.000) |-[A217] TokenCUR -> State31 (FIGHT_ATTACK_EXIT) `-[N317] (ANIMLOOPCOUNT >= 1.000) |-[A218] TokenCUR -> State31 (FIGHT_ATTACK_EXIT) `-[N318] (DISTANCETOTARGET > 9999.000) |-[A219] TokenCUR -> State31 (FIGHT_ATTACK_EXIT) `-[FAIL] } - - - - - - - - - - - - - - - - - - - - State46 (FIGHT_ATTACK_SPECIAL3) { Flags[0] = 0x00000000 <........ ........ ........ ........> Flags[1] = 0x00000000 <........ ........ ........ ........> iBaseConstant = 780 nBaseConstants = 52 StateConstants: [C780](ID 16) POIOFFSET = 0.000 (fp4) [C781](ID 50) ATTACK_ATTACKID0 = 2 (0x00000002) (uint32) [C782](ID 53) ATTACK_RESPONSEID0_0 = -1.000 (fp4) [C783](ID 54) ATTACK_RESPONSEID0_1 = -1.000 (fp4) [C784](ID 55) ATTACK_RESPONSEID0_2 = -1.000 (fp4) [C785](ID 57) ATTACK_DAMAGEMULTIPLIER0 = 1.000 (fp4) [C786](ID 56) ATTACK_SLOT0 = 0 (0x00000000) (uint32) [C787](ID 51) ATTACK_STARTTIME0 = 0.000 (fp4) [C788](ID 52) ATTACK_ENDTIME0 = 999 (0x000003E7) (uint32) [C789](ID 20) TURNTOTARGETCORRECTION_STARTTIME0 = 0.000 (fp4) [C790](ID 21) TURNTOTARGETCORRECTION_ENDTIME0 = 0.100 (fp4) [C791](ID 22) TURNTOTARGETCORRECTION_OFFSET0 = 0.000 (fp4) [C792](ID 60) ATTACK_ATTACKID1 = 0 (0x00000000) (uint32) [C793](ID 63) ATTACK_RESPONSEID1_0 = -1.000 (fp4) [C794](ID 64) ATTACK_RESPONSEID1_1 = -1.000 (fp4) [C795](ID 65) ATTACK_RESPONSEID1_2 = -1.000 (fp4) [C796](ID 67) ATTACK_DAMAGEMULTIPLIER1 = 1.000 (fp4) [C797](ID 66) ATTACK_SLOT1 = -8.000 (fp4) [C798](ID 61) ATTACK_STARTTIME1 = 999 (0x000003E7) (uint32) [C799](ID 62) ATTACK_ENDTIME1 = 999 (0x000003E7) (uint32) [C800](ID 30) TURNTOTARGETCORRECTION_STARTTIME1 = 999 (0x000003E7) (uint32) [C801](ID 31) TURNTOTARGETCORRECTION_ENDTIME1 = 999 (0x000003E7) (uint32) [C802](ID 32) TURNTOTARGETCORRECTION_OFFSET1 = 0 (0x00000000) (uint32) [C803](ID 70) ATTACK_ATTACKID2 = 0 (0x00000000) (uint32) [C804](ID 73) ATTACK_RESPONSEID2_0 = -1.000 (fp4) [C805](ID 74) ATTACK_RESPONSEID2_1 = -1.000 (fp4) [C806](ID 75) ATTACK_RESPONSEID2_2 = -1.000 (fp4) [C807](ID 77) ATTACK_DAMAGEMULTIPLIER2 = 1.000 (fp4) [C808](ID 76) ATTACK_SLOT2 = -8.000 (fp4) [C809](ID 71) ATTACK_STARTTIME2 = 999 (0x000003E7) (uint32) [C810](ID 72) ATTACK_ENDTIME2 = 999 (0x000003E7) (uint32) [C811](ID 40) TURNTOTARGETCORRECTION_STARTTIME2 = 999 (0x000003E7) (uint32) [C812](ID 41) TURNTOTARGETCORRECTION_ENDTIME2 = 999 (0x000003E7) (uint32) [C813](ID 42) TURNTOTARGETCORRECTION_OFFSET2 = 0 (0x00000000) (uint32) [C822](ID 58) ATTACK_COLOR0 = 4210752 (0x00404040) (uint32) [C823](ID 68) ATTACK_COLOR1 = 4210752 (0x00404040) (uint32) [C824](ID 78) ATTACK_COLOR2 = 4210752 (0x00404040) (uint32) [C825](ID 24) TURNTOTARGETCORRECTION_TYPE0 = 1 (0x00000001) (uint32) [C826](ID 34) TURNTOTARGETCORRECTION_TYPE1 = 1 (0x00000001) (uint32) [C827](ID 44) TURNTOTARGETCORRECTION_TYPE2 = 1 (0x00000001) (uint32) [C828](ID 10) STATEGROUP = 20 (0x00000014) (uint32) [C829](ID 13) POINTOFINTEREST = 1 (0x00000001) (uint32) [C830](ID 81) RIGHTSLOT = 0 (0x00000000) (uint32) [C831](ID 80) LEFTSLOT = 1 (0x00000001) (uint32) Priority = 0 nAnimLayers = 1 iBaseAnimLayer = 46 iLoopControlAnimLayer = 0 AnimLayers: [L046] iBaseNode = 319 iBaseAction = 220 iBasePropertyParam = 32 NodeTree: [N319] (ANIMLOOPTIME > 999.000) |-[A220] TokenCUR -> State31 (FIGHT_ATTACK_EXIT) `-[N320] (ANIMLOOPCOUNT >= 1.000) |-[A221] TokenCUR -> State31 (FIGHT_ATTACK_EXIT) `-[N321] (DISTANCETOTARGET > 9999.000) |-[A222] TokenCUR -> State31 (FIGHT_ATTACK_EXIT) `-[FAIL] } - - - - - - - - - - - - - - - - - - - - State47 (BOW_ENTER) { Flags[0] = 0x00000000 <........ ........ ........ ........> Flags[1] = 0x00000000 <........ ........ ........ ........> iBaseConstant = 832 nBaseConstants = 0 StateConstants: (empty) Priority = 0 nAnimLayers = 1 iBaseAnimLayer = 47 iLoopControlAnimLayer = 0 AnimLayers: [L047] iBaseNode = 322 iBaseAction = 223 iBasePropertyParam = 32 NodeTree: [N322] (BOWHASARROW != 0.000) |-[N323] (ISBOT != 0.000) | |-[A223] TokenCUR -> State54 (BOW3P_ENTER) | `-[N324] (ISBOT = 0.000) | |-[A224] TokenCUR -> State49 (BOW1P_CHARGEDIDLE) | `-[FAIL] `-[FAIL] } - - - - - - - - - - - - - - - - - - - - State48 (BOW1P_LEAVE) { Flags[0] = 0x00000000 <........ ........ ........ ........> Flags[1] = 0x00000000 <........ ........ ........ ........> iBaseConstant = 832 nBaseConstants = 4 StateConstants: [C832](ID 12) VIEWMODE = 1 (0x00000001) (uint32) [C833](ID 10) STATEGROUP = 1024 (0x00000400) (uint32) [C834](ID 81) RIGHTSLOT = 2 (0x00000002) (uint32) [C835](ID 80) LEFTSLOT = -8.000 (fp4) Priority = 0 nAnimLayers = 1 iBaseAnimLayer = 48 iLoopControlAnimLayer = 0 AnimLayers: [L048] iBaseNode = 325 iBaseAction = 225 iBasePropertyParam = 32 NodeTree: [N325] (ANIMLOOPCOUNT >= 1.000) |-[A225] TokenCUR -> State1 (ACTIONSWITCH) `-[N326] (ACTION != 3.000) |-[A226] TokenCUR -> State1 (ACTIONSWITCH) `-[FAIL] } - - - - - - - - - - - - - - - - - - - - State49 (BOW1P_CHARGEDIDLE) { Flags[0] = 0x00000000 <........ ........ ........ ........> Flags[1] = 0x00000000 <........ ........ ........ ........> iBaseConstant = 836 nBaseConstants = 4 StateConstants: [C836](ID 12) VIEWMODE = 1 (0x00000001) (uint32) [C837](ID 10) STATEGROUP = 1024 (0x00000400) (uint32) [C838](ID 81) RIGHTSLOT = 2 (0x00000002) (uint32) [C839](ID 80) LEFTSLOT = -8.000 (fp4) Priority = 0 nAnimLayers = 1 iBaseAnimLayer = 49 iLoopControlAnimLayer = 0 AnimLayers: [L049] iBaseNode = 327 iBaseAction = 227 iBasePropertyParam = 32 NodeTree: [N327] (BOWFIREARROW != 0.000) |-[N328] (BOWHASARROW != 0.000) | |-[A227] TokenCUR -> State50 (BOW1P_SHOOTNRELOAD) | `-[N329] (ACTION != 3.000) | |-[A229] TokenCUR -> State48 (BOW1P_LEAVE) | `-[FAIL] `-[N329] (ACTION != 3.000) |-[A229] TokenCUR -> State48 (BOW1P_LEAVE) `-[FAIL] } - - - - - - - - - - - - - - - - - - - - State50 (BOW1P_SHOOTNRELOAD) { Flags[0] = 0x00000000 <........ ........ ........ ........> Flags[1] = 0x00000000 <........ ........ ........ ........> iBaseConstant = 840 nBaseConstants = 4 StateConstants: [C840](ID 12) VIEWMODE = 1 (0x00000001) (uint32) [C841](ID 10) STATEGROUP = 1024 (0x00000400) (uint32) [C842](ID 81) RIGHTSLOT = 2 (0x00000002) (uint32) [C843](ID 80) LEFTSLOT = -8.000 (fp4) Priority = 0 nAnimLayers = 1 iBaseAnimLayer = 50 iLoopControlAnimLayer = 0 AnimLayers: [L050] iBaseNode = 330 iBaseAction = 230 iBasePropertyParam = 33 NodeTree: [N330] (STATETIME = 0.000) |-[A230] | `-[E026] ACTIVATEITEM(13568.000) `-[N331] (ANIMLOOPCOUNT >= 1.000) |-[A231] TokenCUR -> State49 (BOW1P_CHARGEDIDLE) `-[N332] (ACTION != 3.000) |-[A232] TokenCUR -> State48 (BOW1P_LEAVE) `-[FAIL] } - - - - - - - - - - - - - - - - - - - - State51 (BOW1P_SHOOTNRELAX) { Flags[0] = 0x00000000 <........ ........ ........ ........> Flags[1] = 0x00000000 <........ ........ ........ ........> iBaseConstant = 844 nBaseConstants = 4 StateConstants: [C844](ID 12) VIEWMODE = 1 (0x00000001) (uint32) [C845](ID 10) STATEGROUP = 1024 (0x00000400) (uint32) [C846](ID 81) RIGHTSLOT = 2 (0x00000002) (uint32) [C847](ID 80) LEFTSLOT = -8.000 (fp4) Priority = 0 nAnimLayers = 1 iBaseAnimLayer = 51 iLoopControlAnimLayer = 0 AnimLayers: [L051] iBaseNode = 333 iBaseAction = 233 iBasePropertyParam = 34 NodeTree: [N333] (STATETIME = 0.000) |-[A233] | `-[E027] ACTIVATEITEM(13568.000) `-[N334] (ANIMLOOPCOUNT >= 1.000) |-[A234] TokenCUR -> State48 (BOW1P_LEAVE) `-[N335] (ACTION != 3.000) |-[A235] TokenCUR -> State48 (BOW1P_LEAVE) `-[FAIL] } - - - - - - - - - - - - - - - - - - - - State52 (RESPONSE_HURTBOW1P) { Flags[0] = 0x00000000 <........ ........ ........ ........> Flags[1] = 0x00000000 <........ ........ ........ ........> iBaseConstant = 848 nBaseConstants = 8 StateConstants: [C852](ID 10) STATEGROUP = 1180672 (0x00120400) (uint32) [C853](ID 12) VIEWMODE = 1 (0x00000001) (uint32) [C854](ID 81) RIGHTSLOT = 2 (0x00000002) (uint32) [C855](ID 80) LEFTSLOT = -8.000 (fp4) Priority = 0 nAnimLayers = 1 iBaseAnimLayer = 52 iLoopControlAnimLayer = 0 AnimLayers: [L052] iBaseNode = 336 iBaseAction = 236 iBasePropertyParam = 34 NodeTree: [N336] (ANIMLOOPCOUNT >= 1.000) |-[A236] TokenCUR -> State49 (BOW1P_CHARGEDIDLE) `-[FAIL] } - - - - - - - - - - - - - - - - - - - - State53 (RESPONSE_DEATHBOW1P) { Flags[0] = 0x00000000 <........ ........ ........ ........> Flags[1] = 0x00000000 <........ ........ ........ ........> iBaseConstant = 856 nBaseConstants = 8 StateConstants: [C860](ID 10) STATEGROUP = 1310720 (0x00140000) (uint32) [C861](ID 81) RIGHTSLOT = -7.000 (fp4) [C862](ID 80) LEFTSLOT = -7.000 (fp4) Priority = 0 nAnimLayers = 1 iBaseAnimLayer = 53 iLoopControlAnimLayer = 0 AnimLayers: [L053] iBaseNode = 337 iBaseAction = 237 iBasePropertyParam = 35 NodeTree: [N337] (STATETIME = 0.000) |-[A237] | `-[E028] SELECTWEAPON(4.000) `-[N338] (ISDEAD = 0.000) |-[N339] (ANIMLOOPTIME >= 0.500) | |-[A238] | | `-[E029] SETDEADPHYS | `-[N340] (ANIMLOOPCOUNT >= 1.000) | |-[A239] | | `-[E029] SETDEADPHYS | `-[FAIL] `-[FAIL] } - - - - - - - - - - - - - - - - - - - - State54 (BOW3P_ENTER) { Flags[0] = 0x00000000 <........ ........ ........ ........> Flags[1] = 0x00000000 <........ ........ ........ ........> iBaseConstant = 864 nBaseConstants = 5 StateConstants: [C864](ID 81) RIGHTSLOT = 0 (0x00000000) (uint32) [C865](ID 80) LEFTSLOT = 1 (0x00000001) (uint32) [C866](ID 12) VIEWMODE = 0 (0x00000000) (uint32) [C867](ID 10) STATEGROUP = 2048 (0x00000800) (uint32) [C868](ID 13) POINTOFINTEREST = 2 (0x00000002) (uint32) Priority = 0 nAnimLayers = 1 iBaseAnimLayer = 54 iLoopControlAnimLayer = 0 AnimLayers: [L054] iBaseNode = 341 iBaseAction = 240 iBasePropertyParam = 35 NodeTree: [N341] (ANIMLOOPTIME >= 0.750) |-[A240] TokenCUR -> State55 (BOW3P_WIELDBOW) `-[N342] (ANIMLOOPCOUNT >= 1.000) |-[A241] TokenCUR -> State55 (BOW3P_WIELDBOW) `-[FAIL] } - - - - - - - - - - - - - - - - - - - - State55 (BOW3P_WIELDBOW) { Flags[0] = 0x00000000 <........ ........ ........ ........> Flags[1] = 0x00000000 <........ ........ ........ ........> iBaseConstant = 869 nBaseConstants = 5 StateConstants: [C869](ID 81) RIGHTSLOT = 0 (0x00000000) (uint32) [C870](ID 80) LEFTSLOT = 3 (0x00000003) (uint32) [C871](ID 12) VIEWMODE = 0 (0x00000000) (uint32) [C872](ID 10) STATEGROUP = 2048 (0x00000800) (uint32) [C873](ID 13) POINTOFINTEREST = 2 (0x00000002) (uint32) Priority = 0 nAnimLayers = 1 iBaseAnimLayer = 55 iLoopControlAnimLayer = 0 AnimLayers: [L055] iBaseNode = 343 iBaseAction = 242 iBasePropertyParam = 35 NodeTree: [N343] (ANIMLOOPTIME >= 1.100) |-[A242] TokenCUR -> State56 (BOW3P_UNWIELDWEAPON) `-[N344] (ANIMLOOPCOUNT >= 1.000) |-[A243] TokenCUR -> State56 (BOW3P_UNWIELDWEAPON) `-[FAIL] } - - - - - - - - - - - - - - - - - - - - State56 (BOW3P_UNWIELDWEAPON) { Flags[0] = 0x00000000 <........ ........ ........ ........> Flags[1] = 0x00000000 <........ ........ ........ ........> iBaseConstant = 874 nBaseConstants = 5 StateConstants: [C874](ID 81) RIGHTSLOT = -8.000 (fp4) [C875](ID 80) LEFTSLOT = 3 (0x00000003) (uint32) [C876](ID 12) VIEWMODE = 0 (0x00000000) (uint32) [C877](ID 10) STATEGROUP = 2048 (0x00000800) (uint32) [C878](ID 13) POINTOFINTEREST = 2 (0x00000002) (uint32) Priority = 0 nAnimLayers = 1 iBaseAnimLayer = 56 iLoopControlAnimLayer = 0 AnimLayers: [L056] iBaseNode = 345 iBaseAction = 244 iBasePropertyParam = 35 NodeTree: [N345] (ANIMLOOPTIME >= 1.500) |-[A244] TokenCUR -> State57 (BOW3P_WIELDAMMO) `-[N346] (ANIMLOOPCOUNT >= 1.000) |-[A245] TokenCUR -> State57 (BOW3P_WIELDAMMO) `-[FAIL] } - - - - - - - - - - - - - - - - - - - - State57 (BOW3P_WIELDAMMO) { Flags[0] = 0x00000000 <........ ........ ........ ........> Flags[1] = 0x00000000 <........ ........ ........ ........> iBaseConstant = 879 nBaseConstants = 5 StateConstants: [C879](ID 81) RIGHTSLOT = 2 (0x00000002) (uint32) [C880](ID 80) LEFTSLOT = 3 (0x00000003) (uint32) [C881](ID 12) VIEWMODE = 0 (0x00000000) (uint32) [C882](ID 10) STATEGROUP = 2048 (0x00000800) (uint32) [C883](ID 13) POINTOFINTEREST = 2 (0x00000002) (uint32) Priority = 0 nAnimLayers = 1 iBaseAnimLayer = 57 iLoopControlAnimLayer = 0 AnimLayers: [L057] iBaseNode = 347 iBaseAction = 246 iBasePropertyParam = 35 NodeTree: [N347] (ANIMLOOPCOUNT >= 1.000) |-[A246] TokenCUR -> State58 (BOW3P_CHARGE_ARROW) `-[FAIL] } - - - - - - - - - - - - - - - - - - - - State58 (BOW3P_CHARGE_ARROW) { Flags[0] = 0x00000000 <........ ........ ........ ........> Flags[1] = 0x00000000 <........ ........ ........ ........> iBaseConstant = 884 nBaseConstants = 5 StateConstants: [C884](ID 12) VIEWMODE = 0 (0x00000000) (uint32) [C885](ID 10) STATEGROUP = 2048 (0x00000800) (uint32) [C886](ID 13) POINTOFINTEREST = 2 (0x00000002) (uint32) [C887](ID 81) RIGHTSLOT = 2 (0x00000002) (uint32) [C888](ID 80) LEFTSLOT = 3 (0x00000003) (uint32) Priority = 0 nAnimLayers = 1 iBaseAnimLayer = 58 iLoopControlAnimLayer = 0 AnimLayers: [L058] iBaseNode = 348 iBaseAction = 247 iBasePropertyParam = 35 NodeTree: [N348] (ANIMLOOPCOUNT >= 1.000) |-[A247] TokenCUR -> State64 (BOW3P_CHARGEDIDLE) `-[N349] (ACTION != 3.000) |-[N350] (ANIMLOOPCOUNT < 0.200) | |-[A248] TokenCUR -> State59 (BOW3P_LEAVE) | `-[FAIL] `-[FAIL] } - - - - - - - - - - - - - - - - - - - - State59 (BOW3P_LEAVE) { Flags[0] = 0x00000000 <........ ........ ........ ........> Flags[1] = 0x00000000 <........ ........ ........ ........> iBaseConstant = 889 nBaseConstants = 5 StateConstants: [C889](ID 12) VIEWMODE = 0 (0x00000000) (uint32) [C890](ID 10) STATEGROUP = 2048 (0x00000800) (uint32) [C891](ID 13) POINTOFINTEREST = 2 (0x00000002) (uint32) [C892](ID 81) RIGHTSLOT = 2 (0x00000002) (uint32) [C893](ID 80) LEFTSLOT = 3 (0x00000003) (uint32) Priority = 0 nAnimLayers = 1 iBaseAnimLayer = 59 iLoopControlAnimLayer = 0 AnimLayers: [L059] iBaseNode = 351 iBaseAction = 249 iBasePropertyParam = 35 NodeTree: [N351] (ANIMLOOPTIME >= 0.850) |-[A249] TokenCUR -> State60 (BOW3P_WIELDWEAPON) `-[N352] (ANIMLOOPCOUNT >= 1.000) |-[A250] TokenCUR -> State60 (BOW3P_WIELDWEAPON) `-[FAIL] } - - - - - - - - - - - - - - - - - - - - State60 (BOW3P_WIELDWEAPON) { Flags[0] = 0x00000000 <........ ........ ........ ........> Flags[1] = 0x00000000 <........ ........ ........ ........> iBaseConstant = 894 nBaseConstants = 5 StateConstants: [C894](ID 81) RIGHTSLOT = 0 (0x00000000) (uint32) [C895](ID 80) LEFTSLOT = 3 (0x00000003) (uint32) [C896](ID 10) STATEGROUP = 16 (0x00000010) (uint32) [C897](ID 12) VIEWMODE = 0 (0x00000000) (uint32) [C898](ID 13) POINTOFINTEREST = 2 (0x00000002) (uint32) Priority = 0 nAnimLayers = 1 iBaseAnimLayer = 60 iLoopControlAnimLayer = 0 AnimLayers: [L060] iBaseNode = 353 iBaseAction = 251 iBasePropertyParam = 35 NodeTree: [N353] (ANIMLOOPTIME >= 1.600) |-[A251] TokenCUR -> State61 (BOW3P_WIELDSHIELD) `-[N354] (ANIMLOOPCOUNT >= 1.000) |-[A252] TokenCUR -> State61 (BOW3P_WIELDSHIELD) `-[FAIL] } - - - - - - - - - - - - - - - - - - - - State61 (BOW3P_WIELDSHIELD) { Flags[0] = 0x00000000 <........ ........ ........ ........> Flags[1] = 0x00000000 <........ ........ ........ ........> iBaseConstant = 899 nBaseConstants = 5 StateConstants: [C899](ID 81) RIGHTSLOT = 0 (0x00000000) (uint32) [C900](ID 80) LEFTSLOT = 1 (0x00000001) (uint32) [C901](ID 10) STATEGROUP = 16 (0x00000010) (uint32) [C902](ID 12) VIEWMODE = 0 (0x00000000) (uint32) [C903](ID 13) POINTOFINTEREST = 2 (0x00000002) (uint32) Priority = 0 nAnimLayers = 1 iBaseAnimLayer = 61 iLoopControlAnimLayer = 0 AnimLayers: [L061] iBaseNode = 355 iBaseAction = 253 iBasePropertyParam = 35 NodeTree: [N355] (ANIMLOOPCOUNT >= 1.000) |-[A253] TokenCUR -> State1 (ACTIONSWITCH) `-[FAIL] } - - - - - - - - - - - - - - - - - - - - State62 (BOW3P_SHOOT) { Flags[0] = 0x00000000 <........ ........ ........ ........> Flags[1] = 0x00000000 <........ ........ ........ ........> iBaseConstant = 904 nBaseConstants = 5 StateConstants: [C904](ID 81) RIGHTSLOT = -8.000 (fp4) [C905](ID 12) VIEWMODE = 0 (0x00000000) (uint32) [C906](ID 10) STATEGROUP = 2048 (0x00000800) (uint32) [C907](ID 13) POINTOFINTEREST = 2 (0x00000002) (uint32) [C908](ID 80) LEFTSLOT = 3 (0x00000003) (uint32) Priority = 0 nAnimLayers = 1 iBaseAnimLayer = 62 iLoopControlAnimLayer = 0 AnimLayers: [L062] iBaseNode = 356 iBaseAction = 254 iBasePropertyParam = 36 NodeTree: [N356] (STATETIME = 0.000) |-[A254] | `-[E030] ACTIVATEITEM(13568.000) `-[N357] (ANIMLOOPTIME >= 0.900) |-[A255] TokenCUR -> State63 (BOW3P_RELOAD) `-[N358] (ANIMLOOPCOUNT >= 1.000) |-[A256] TokenCUR -> State63 (BOW3P_RELOAD) `-[FAIL] } - - - - - - - - - - - - - - - - - - - - State63 (BOW3P_RELOAD) { Flags[0] = 0x00000000 <........ ........ ........ ........> Flags[1] = 0x00000000 <........ ........ ........ ........> iBaseConstant = 909 nBaseConstants = 5 StateConstants: [C909](ID 12) VIEWMODE = 0 (0x00000000) (uint32) [C910](ID 10) STATEGROUP = 2048 (0x00000800) (uint32) [C911](ID 13) POINTOFINTEREST = 2 (0x00000002) (uint32) [C912](ID 81) RIGHTSLOT = 2 (0x00000002) (uint32) [C913](ID 80) LEFTSLOT = 3 (0x00000003) (uint32) Priority = 0 nAnimLayers = 1 iBaseAnimLayer = 63 iLoopControlAnimLayer = 0 AnimLayers: [L063] iBaseNode = 359 iBaseAction = 257 iBasePropertyParam = 36 NodeTree: [N359] (ANIMLOOPCOUNT >= 1.000) |-[N360] (ACTION != 3.000) | |-[A257] TokenCUR -> State59 (BOW3P_LEAVE) | `-[A258] TokenCUR -> State58 (BOW3P_CHARGE_ARROW) `-[FAIL] } - - - - - - - - - - - - - - - - - - - - State64 (BOW3P_CHARGEDIDLE) { Flags[0] = 0x00000000 <........ ........ ........ ........> Flags[1] = 0x00000000 <........ ........ ........ ........> iBaseConstant = 914 nBaseConstants = 5 StateConstants: [C914](ID 12) VIEWMODE = 0 (0x00000000) (uint32) [C915](ID 10) STATEGROUP = 2048 (0x00000800) (uint32) [C916](ID 13) POINTOFINTEREST = 2 (0x00000002) (uint32) [C917](ID 81) RIGHTSLOT = 2 (0x00000002) (uint32) [C918](ID 80) LEFTSLOT = 3 (0x00000003) (uint32) Priority = 0 nAnimLayers = 1 iBaseAnimLayer = 64 iLoopControlAnimLayer = 0 AnimLayers: [L064] iBaseNode = 361 iBaseAction = 259 iBasePropertyParam = 36 NodeTree: [N361] (BOWFIREARROW != 0.000) |-[N362] (BOWHASARROW != 0.000) | |-[A259] TokenCUR -> State62 (BOW3P_SHOOT) | `-[N363] (ACTION != 3.000) | |-[A260] TokenCUR -> State59 (BOW3P_LEAVE) | `-[FAIL] `-[N363] (ACTION != 3.000) |-[A260] TokenCUR -> State59 (BOW3P_LEAVE) `-[FAIL] } - - - - - - - - - - - - - - - - - - - - State65 (RESPONSE_TRIGGER) { Flags[0] = 0x00000000 <........ ........ ........ ........> Flags[1] = 0x00000000 <........ ........ ........ ........> iBaseConstant = 919 nBaseConstants = 0 StateConstants: (empty) Priority = 0 nAnimLayers = 1 iBaseAnimLayer = 65 iLoopControlAnimLayer = 0 AnimLayers: [L065] iBaseNode = 364 iBaseAction = 261 iBasePropertyParam = 36 NodeTree: [N364] (RESPONSE != -1.000) |-[A261] TokenCUR -> State70 (RESPONSE_SWITCH) | `-[E031] SAVESTATEGROUP `-[FAIL] } - - - - - - - - - - - - - - - - - - - - State66 (KNOCKEDKNEE_GETUP) { Flags[0] = 0x00000000 <........ ........ ........ ........> Flags[1] = 0x00000000 <........ ........ ........ ........> iBaseConstant = 919 nBaseConstants = 10 StateConstants: [C919](ID 10) STATEGROUP = 1576960 (0x00181000) (uint32) [C926](ID 0) ANIMMOVESCALE = 1.000 (fp4) [C927](ID 81) RIGHTSLOT = -7.000 (fp4) [C928](ID 80) LEFTSLOT = -7.000 (fp4) Priority = 0 nAnimLayers = 1 iBaseAnimLayer = 66 iLoopControlAnimLayer = 0 AnimLayers: [L066] iBaseNode = 365 iBaseAction = 262 iBasePropertyParam = 36 NodeTree: [N365] (STATETIME = 0.000) |-[A262] | `-[E032] HEALSELF `-[N366] (SAVEDSTATEGROUP & 2048.000) |-[N367] (ANIMLOOPTIME >= 2.400) | |-[A263] TokenCUR -> State58 (BOW3P_CHARGE_ARROW) | `-[N368] (ANIMLOOPCOUNT >= 1.000) | |-[A264] TokenCUR -> State58 (BOW3P_CHARGE_ARROW) | `-[N369] (ACTION = 1.000) | |-[N370] (ANIMLOOPTIME >= 999.000) | | |-[A265] TokenCUR -> State58 (BOW3P_CHARGE_ARROW) | | `-[FAIL] | `-[FAIL] `-[N371] (ANIMLOOPTIME >= 2.400) |-[A266] TokenCUR -> State0 (FIGHT_ENTER) `-[N372] (ANIMLOOPCOUNT >= 1.000) |-[A267] TokenCUR -> State0 (FIGHT_ENTER) `-[N373] (ACTION = 1.000) |-[N374] (ANIMLOOPTIME >= 999.000) | |-[A268] TokenCUR -> State0 (FIGHT_ENTER) | `-[FAIL] `-[FAIL] } - - - - - - - - - - - - - - - - - - - - State67 (DUMMYRESPONSE) { Flags[0] = 0x00000000 <........ ........ ........ ........> Flags[1] = 0x00000000 <........ ........ ........ ........> iBaseConstant = 929 nBaseConstants = 0 StateConstants: (empty) Priority = 0 nAnimLayers = 1 iBaseAnimLayer = 67 iLoopControlAnimLayer = 0 AnimLayers: [L067] iBaseNode = 375 iBaseAction = 269 iBasePropertyParam = 36 NodeTree: [N375] (STATETIME < -1.000) |-[A269] TokenCUR -> State68 (DUMMY_SPAWNDEAD) `-[FAIL] } - - - - - - - - - - - - - - - - - - - - State68 (DUMMY_SPAWNDEAD) { Flags[0] = 0x00000000 <........ ........ ........ ........> Flags[1] = 0x00000000 <........ ........ ........ ........> iBaseConstant = 929 nBaseConstants = 0 StateConstants: (empty) Priority = 0 nAnimLayers = 1 iBaseAnimLayer = 68 iLoopControlAnimLayer = 0 AnimLayers: [L068] iBaseNode = -1 iBaseAction = 270 iBasePropertyParam = -1 NodeTree: (empty) } - - - - - - - - - - - - - - - - - - - - State69 (RESPONSE_INIT) { Flags[0] = 0x00000000 <........ ........ ........ ........> Flags[1] = 0x00000000 <........ ........ ........ ........> iBaseConstant = 929 nBaseConstants = 0 StateConstants: (empty) Priority = 0 nAnimLayers = 1 iBaseAnimLayer = 69 iLoopControlAnimLayer = 0 AnimLayers: [L069] iBaseNode = 376 iBaseAction = 270 iBasePropertyParam = 360 NodeTree: [N376] (STATETIME >= 0.000) |-[A270] TokenCUR -> State65 (RESPONSE_TRIGGER) | |-[E033] REGISTERRESPONSE(0.000 2064.000 0.000 1179648.000 0.000 0.000 2.000 180.000 0.000) | |-[E034] REGISTERRESPONSE(1.000 2064.000 0.000 1179648.000 -45.000 0.000 2.000 180.000 0.000) | |-[E035] REGISTERRESPONSE(2.000 2064.000 0.000 1179648.000 45.000 0.000 2.000 180.000 0.000) | |-[E036] REGISTERRESPONSE(3.000 2064.000 0.000 1179648.000 0.000 45.000 2.000 180.000 0.000) | |-[E037] REGISTERRESPONSE(4.000 2064.000 0.000 1179648.000 180.000 0.000 2.000 90.000 2.000) | |-[E038] REGISTERRESPONSE(5.000 2064.000 0.000 1179648.000 0.000 0.000 2.000 180.000 1.000) | |-[E039] REGISTERRESPONSE(10.000 -1.000 0.000 1048608.000 0.000 0.000 2.000 0.000 0.000) | |-[E040] REGISTERRESPONSE(11.000 -1.000 0.000 1048608.000 0.000 45.000 2.000 0.000 0.000) | |-[E041] REGISTERRESPONSE(12.000 -1.000 0.000 1048608.000 -90.000 0.000 2.000 0.000 0.000) | |-[E042] REGISTERRESPONSE(13.000 -1.000 0.000 1048608.000 90.000 0.000 2.000 0.000 0.000) | |-[E043] REGISTERRESPONSE(14.000 -1.000 0.000 1048608.000 180.000 0.000 2.000 0.000 0.000) | |-[E044] REGISTERRESPONSE(15.000 -1.000 0.000 1048608.000 0.000 0.000 4100.000 180.000 1.000) | |-[E045] REGISTERRESPONSE(16.000 -1.000 0.000 1048608.000 0.000 0.000 4100.000 180.000 1.000) | |-[E046] REGISTERRESPONSE(20.000 2064.000 0.000 1179648.000 0.000 0.000 2.000 90.000 0.000) | |-[E047] REGISTERRESPONSE(21.000 2064.000 0.000 1179648.000 0.000 0.000 4100.000 90.000 0.000) | |-[E048] REGISTERRESPONSE(40.000 -1.000 0.000 1581056.000 0.000 0.000 2.000 180.000 0.000) | |-[E049] REGISTERRESPONSE(41.000 -1.000 0.000 1576960.000 0.000 0.000 2.000 180.000 0.000) | |-[E050] REGISTERRESPONSE(30.000 -1.000 12288.000 1310720.000 0.000 0.000 2.000 90.000 0.000) | |-[E051] REGISTERRESPONSE(31.000 -1.000 12288.000 1310720.000 180.000 0.000 2.000 90.000 0.000) | |-[E052] REGISTERRESPONSE(32.000 -1.000 12288.000 1310720.000 0.000 -50.000 2.000 90.000 0.000) | |-[E053] REGISTERRESPONSE(50.000 1581056.000 0.000 1318912.000 0.000 0.000 2.000 0.000 0.000) | |-[E054] REGISTERRESPONSE(51.000 1576960.000 0.000 1314816.000 180.000 0.000 2.000 90.000 1.000) | |-[E055] REGISTERRESPONSE(52.000 1576960.000 0.000 1314816.000 0.000 0.000 2.000 90.000 3.000) | |-[E056] REGISTERRESPONSE(53.000 1839104.000 0.000 1314816.000 0.000 0.000 2.000 180.000 0.000) | |-[E057] REGISTERRESPONSE(60.000 1024.000 0.000 1179648.000 0.000 0.000 2.000 180.000 0.000) | |-[E058] REGISTERRESPONSE(65.000 1024.000 0.000 1310720.000 0.000 0.000 2.000 180.000 0.000) | |-[E059] REGISTERRESPONSE(70.000 -1.000 0.000 1179648.000 0.000 0.000 2.000 180.000 1.000) | |-[E060] REGISTERRESPONSE(71.000 -1.000 0.000 1179648.000 0.000 0.000 2.000 180.000 1.000) | |-[E061] REGISTERRESPONSE(72.000 -1.000 0.000 1179648.000 0.000 0.000 2.000 180.000 1.000) | |-[E062] REGISTERRESPONSE(73.000 -1.000 0.000 1179648.000 0.000 0.000 2.000 180.000 1.000) | |-[E063] REGISTERRESPONSE(74.000 -1.000 0.000 1179648.000 0.000 0.000 2.000 180.000 1.000) | |-[E064] REGISTERRESPONSE(80.000 -1.000 0.000 1310720.000 0.000 0.000 2.000 180.000 1.000) | |-[E065] REGISTERRESPONSE(100.000 -1.000 0.000 1179648.000 0.000 0.000 2.000 0.000 1.000) | |-[E066] REGISTERRESPONSE(101.000 -1.000 0.000 1179648.000 0.000 0.000 2.000 0.000 1.000) | |-[E067] REGISTERRESPONSE(200.000 -1.000 0.000 1179648.000 -45.000 0.000 2.000 0.000 8.000) | `-[E068] REGISTERRESPONSE(201.000 -1.000 0.000 1179648.000 45.000 0.000 2.000 0.000 8.000) `-[FAIL] } - - - - - - - - - - - - - - - - - - - - State70 (RESPONSE_SWITCH) { Flags[0] = 0x00000000 <........ ........ ........ ........> Flags[1] = 0x00000000 <........ ........ ........ ........> iBaseConstant = 929 nBaseConstants = 0 StateConstants: (empty) Priority = 0 nAnimLayers = 1 iBaseAnimLayer = 70 iLoopControlAnimLayer = 0 AnimLayers: [L070] iBaseNode = 377 iBaseAction = 271 iBasePropertyParam = 360 NodeTree: [N377] (STATETIME = 0.000) |-[N378] (RESPONSE >= 0.000) | |-[N379] (RESPONSE < 50.000) | | |-[A271] TokenCUR -> State71 (RESPONSE_SWITCH_0_49) | | `-[A272] TokenCUR -> State72 (RESPONSE_SWITCH_50_200) | `-[A272] TokenCUR -> State72 (RESPONSE_SWITCH_50_200) `-[FAIL] } - - - - - - - - - - - - - - - - - - - - State71 (RESPONSE_SWITCH_0_49) { Flags[0] = 0x00000000 <........ ........ ........ ........> Flags[1] = 0x00000000 <........ ........ ........ ........> iBaseConstant = 929 nBaseConstants = 0 StateConstants: (empty) Priority = 0 nAnimLayers = 1 iBaseAnimLayer = 71 iLoopControlAnimLayer = 0 AnimLayers: [L071] iBaseNode = 380 iBaseAction = 273 iBasePropertyParam = 360 NodeTree: [N380] (RESPONSE = 0.000) |-[A273] Token0 -> State73 (RESPONSE_HURTFRONT) | `-[E069] CONSUMERESPONSE `-[N381] (RESPONSE = 1.000) |-[A274] Token0 -> State74 (RESPONSE_HURTFRONTLFT) | `-[E070] CONSUMERESPONSE `-[N382] (RESPONSE = 2.000) |-[A275] Token0 -> State75 (RESPONSE_HURTFRONTRGT) | `-[E071] CONSUMERESPONSE `-[N383] (RESPONSE = 3.000) |-[A276] Token0 -> State76 (RESPONSE_HURTFRONTABOVE) | `-[E072] CONSUMERESPONSE `-[N384] (RESPONSE = 4.000) |-[A277] Token0 -> State77 (RESPONSE_HURTBACK) | `-[E073] CONSUMERESPONSE `-[N385] (RESPONSE = 5.000) |-[A278] Token0 -> State78 (RESPONSE_HURTARROW) | `-[E074] CONSUMERESPONSE `-[N386] (RESPONSE = 10.000) |-[A279] Token0 -> State79 (RESPONSE_BLOCKFRONT) | `-[E075] CONSUMERESPONSE `-[N387] (RESPONSE = 11.000) |-[A280] Token0 -> State80 (RESPONSE_BLOCKABOVE) | `-[E076] CONSUMERESPONSE `-[N388] (RESPONSE = 12.000) |-[A281] Token0 -> State81 (RESPONSE_BLOCKLFT) | `-[E077] CONSUMERESPONSE `-[N389] (RESPONSE = 13.000) |-[A282] Token0 -> State82 (RESPONSE_BLOCKRGT) | `-[E078] CONSUMERESPONSE `-[N390] (RESPONSE = 14.000) |-[A283] Token0 -> State83 (RESPONSE_BLOCKBACK) | `-[E079] CONSUMERESPONSE `-[N391] (RESPONSE = 15.000) |-[A284] Token0 -> State84 (RESPONSE_BLOCKBREAKERRESPONSE) | `-[E080] CONSUMERESPONSE `-[N392] (RESPONSE = 16.000) |-[A285] Token0 -> State85 (RESPONSE_BLOCKPUSHEDBACK) | `-[E081] CONSUMERESPONSE `-[N393] (RESPONSE = 20.000) |-[A286] Token0 -> State86 (RESPONSE_PUSHEDBWD) | `-[E082] CONSUMERESPONSE `-[N394] (RESPONSE = 21.000) |-[A287] Token0 -> State87 (RESPONSE_PUSHEDBWDFAR) | `-[E083] CONSUMERESPONSE `-[N395] (RESPONSE = 40.000) |-[A288] Token0 -> State91 (RESPONSE_KNOCKEDGROUND) | `-[E084] CONSUMERESPONSE `-[N396] (RESPONSE = 41.000) |-[A289] Token0 -> State92 (RESPONSE_KNOCKEDKNEE) | `-[E085] CONSUMERESPONSE `-[N397] (RESPONSE = 30.000) |-[A290] Token0 -> State88 (RESPONSE_DEATHBWD) | `-[E086] CONSUMERESPONSE `-[N398] (RESPONSE = 31.000) |-[A291] Token0 -> State89 (RESPONSE_DEATHFWD) | `-[E087] CONSUMERESPONSE `-[N399] (RESPONSE = 32.000) |-[A292] Token0 -> State90 (RESPONSE_DEATHBWDFLIP) | `-[E088] CONSUMERESPONSE `-[N400] (STATETIME >= 0.000) |-[A293] TokenCUR -> State65 (RESPONSE_TRIGGER) | `-[E089] CONSUMERESPONSE `-[FAIL] } - - - - - - - - - - - - - - - - - - - - State72 (RESPONSE_SWITCH_50_200) { Flags[0] = 0x00000000 <........ ........ ........ ........> Flags[1] = 0x00000000 <........ ........ ........ ........> iBaseConstant = 929 nBaseConstants = 0 StateConstants: (empty) Priority = 0 nAnimLayers = 1 iBaseAnimLayer = 72 iLoopControlAnimLayer = 0 AnimLayers: [L072] iBaseNode = 401 iBaseAction = 294 iBasePropertyParam = 360 NodeTree: [N401] (RESPONSE = 50.000) |-[A294] Token0 -> State93 (RESPONSE_FINISHEDGROUND) | `-[E090] CONSUMERESPONSE `-[N402] (RESPONSE = 51.000) |-[A295] Token0 -> State94 (RESPONSE_FINISHEDKNEEFWD) | `-[E091] CONSUMERESPONSE `-[N403] (RESPONSE = 52.000) |-[A296] Token0 -> State95 (RESPONSE_FINISHEDKNEEBWD) | `-[E092] CONSUMERESPONSE `-[N404] (RESPONSE = 53.000) |-[A297] Token0 -> State96 (RESPONSE_FINISHEDKNEESLASH) | `-[E093] CONSUMERESPONSE `-[N405] (RESPONSE = 60.000) |-[A298] Token0 -> State52 (RESPONSE_HURTBOW1P) | `-[E094] CONSUMERESPONSE `-[N406] (RESPONSE = 65.000) |-[A299] Token0 -> State53 (RESPONSE_DEATHBOW1P) | `-[E095] CONSUMERESPONSE `-[N407] (RESPONSE = 70.000) |-[A300] Token0 -> State97 (RESPONSE_HURTSPECIAL0) | `-[E096] CONSUMERESPONSE `-[N408] (RESPONSE = 71.000) |-[A301] Token0 -> State98 (RESPONSE_HURTSPECIAL1) | `-[E097] CONSUMERESPONSE `-[N409] (RESPONSE = 72.000) |-[A302] Token0 -> State99 (RESPONSE_HURTSPECIAL2) | `-[E098] CONSUMERESPONSE `-[N410] (RESPONSE = 73.000) |-[A303] Token0 -> State100 (RESPONSE_HURTSPECIAL3) | `-[E099] CONSUMERESPONSE `-[N411] (RESPONSE = 74.000) |-[A304] Token0 -> State101 (RESPONSE_HURTSPECIAL3END) | `-[E100] CONSUMERESPONSE `-[N412] (RESPONSE = 80.000) |-[A305] Token0 -> State102 (RESPONSE_DEATHSPECIAL3END) | `-[E101] CONSUMERESPONSE `-[N413] (RESPONSE = 100.000) |-[A306] Token0 -> State104 (RESPONSE_KNEED) | `-[E102] CONSUMERESPONSE `-[N414] (RESPONSE = 101.000) |-[A307] Token0 -> State105 (RESPONSE_ENTANGLED) | `-[E103] CONSUMERESPONSE `-[N415] (RESPONSE = 200.000) |-[A308] Token3 -> State106 (RESPONSE_PARTIAL_HURTLEFT) | `-[E104] CONSUMERESPONSE `-[N416] (RESPONSE = 201.000) |-[A309] Token3 -> State107 (RESPONSE_PARTIAL_HURTRIGHT) | `-[E105] CONSUMERESPONSE `-[N417] (STATETIME >= 0.000) |-[A310] TokenCUR -> State65 (RESPONSE_TRIGGER) | `-[E106] CONSUMERESPONSE `-[FAIL] } - - - - - - - - - - - - - - - - - - - - State73 (RESPONSE_HURTFRONT) { Flags[0] = 0x00000000 <........ ........ ........ ........> Flags[1] = 0x00000000 <........ ........ ........ ........> iBaseConstant = 929 nBaseConstants = 12 StateConstants: [C934](ID 0) ANIMMOVESCALE = 1.000 (fp4) [C935](ID 18) RESPONSEIMMUNE_STARTTIME = 0.000 (fp4) [C936](ID 19) RESPONSEIMMUNE_ENDTIME = 0.600 (fp4) [C937](ID 10) STATEGROUP = 1179664 (0x00120010) (uint32) [C939](ID 81) RIGHTSLOT = -7.000 (fp4) [C940](ID 80) LEFTSLOT = -7.000 (fp4) Priority = 0 nAnimLayers = 1 iBaseAnimLayer = 73 iLoopControlAnimLayer = 0 AnimLayers: [L073] iBaseNode = 418 iBaseAction = 311 iBasePropertyParam = 360 NodeTree: [N418] (SAVEDSTATEGROUP & 2048.000) |-[N419] (ANIMLOOPTIME >= 999.000) | |-[A311] TokenCUR -> State58 (BOW3P_CHARGE_ARROW) | `-[N420] (ANIMLOOPCOUNT >= 1.000) | |-[A312] TokenCUR -> State58 (BOW3P_CHARGE_ARROW) | `-[N421] (ACTION = 1.000) | |-[N422] (ANIMLOOPTIME >= 999.000) | | |-[A313] TokenCUR -> State58 (BOW3P_CHARGE_ARROW) | | `-[FAIL] | `-[FAIL] `-[N423] (ANIMLOOPTIME >= 999.000) |-[A314] TokenCUR -> State0 (FIGHT_ENTER) `-[N424] (ANIMLOOPCOUNT >= 1.000) |-[A315] TokenCUR -> State0 (FIGHT_ENTER) `-[N425] (ACTION = 1.000) |-[N426] (ANIMLOOPTIME >= 999.000) | |-[A316] TokenCUR -> State0 (FIGHT_ENTER) | `-[FAIL] `-[FAIL] } - - - - - - - - - - - - - - - - - - - - State74 (RESPONSE_HURTFRONTLFT) { Flags[0] = 0x00000000 <........ ........ ........ ........> Flags[1] = 0x00000000 <........ ........ ........ ........> iBaseConstant = 941 nBaseConstants = 12 StateConstants: [C946](ID 0) ANIMMOVESCALE = 1.000 (fp4) [C947](ID 18) RESPONSEIMMUNE_STARTTIME = 0.000 (fp4) [C948](ID 19) RESPONSEIMMUNE_ENDTIME = 0.600 (fp4) [C949](ID 10) STATEGROUP = 1179664 (0x00120010) (uint32) [C951](ID 81) RIGHTSLOT = -7.000 (fp4) [C952](ID 80) LEFTSLOT = -7.000 (fp4) Priority = 0 nAnimLayers = 1 iBaseAnimLayer = 74 iLoopControlAnimLayer = 0 AnimLayers: [L074] iBaseNode = 427 iBaseAction = 317 iBasePropertyParam = 360 NodeTree: [N427] (SAVEDSTATEGROUP & 2048.000) |-[N428] (ANIMLOOPTIME >= 999.000) | |-[A317] TokenCUR -> State58 (BOW3P_CHARGE_ARROW) | `-[N429] (ANIMLOOPCOUNT >= 1.000) | |-[A318] TokenCUR -> State58 (BOW3P_CHARGE_ARROW) | `-[N430] (ACTION = 1.000) | |-[N431] (ANIMLOOPTIME >= 999.000) | | |-[A319] TokenCUR -> State58 (BOW3P_CHARGE_ARROW) | | `-[FAIL] | `-[FAIL] `-[N432] (ANIMLOOPTIME >= 999.000) |-[A320] TokenCUR -> State0 (FIGHT_ENTER) `-[N433] (ANIMLOOPCOUNT >= 1.000) |-[A321] TokenCUR -> State0 (FIGHT_ENTER) `-[N434] (ACTION = 1.000) |-[N435] (ANIMLOOPTIME >= 999.000) | |-[A322] TokenCUR -> State0 (FIGHT_ENTER) | `-[FAIL] `-[FAIL] } - - - - - - - - - - - - - - - - - - - - State75 (RESPONSE_HURTFRONTRGT) { Flags[0] = 0x00000000 <........ ........ ........ ........> Flags[1] = 0x00000000 <........ ........ ........ ........> iBaseConstant = 953 nBaseConstants = 12 StateConstants: [C958](ID 0) ANIMMOVESCALE = 1.000 (fp4) [C959](ID 18) RESPONSEIMMUNE_STARTTIME = 0.000 (fp4) [C960](ID 19) RESPONSEIMMUNE_ENDTIME = 0.600 (fp4) [C961](ID 10) STATEGROUP = 1179664 (0x00120010) (uint32) [C963](ID 81) RIGHTSLOT = -7.000 (fp4) [C964](ID 80) LEFTSLOT = -7.000 (fp4) Priority = 0 nAnimLayers = 1 iBaseAnimLayer = 75 iLoopControlAnimLayer = 0 AnimLayers: [L075] iBaseNode = 436 iBaseAction = 323 iBasePropertyParam = 360 NodeTree: [N436] (SAVEDSTATEGROUP & 2048.000) |-[N437] (ANIMLOOPTIME >= 999.000) | |-[A323] TokenCUR -> State58 (BOW3P_CHARGE_ARROW) | `-[N438] (ANIMLOOPCOUNT >= 1.000) | |-[A324] TokenCUR -> State58 (BOW3P_CHARGE_ARROW) | `-[N439] (ACTION = 1.000) | |-[N440] (ANIMLOOPTIME >= 999.000) | | |-[A325] TokenCUR -> State58 (BOW3P_CHARGE_ARROW) | | `-[FAIL] | `-[FAIL] `-[N441] (ANIMLOOPTIME >= 999.000) |-[A326] TokenCUR -> State0 (FIGHT_ENTER) `-[N442] (ANIMLOOPCOUNT >= 1.000) |-[A327] TokenCUR -> State0 (FIGHT_ENTER) `-[N443] (ACTION = 1.000) |-[N444] (ANIMLOOPTIME >= 999.000) | |-[A328] TokenCUR -> State0 (FIGHT_ENTER) | `-[FAIL] `-[FAIL] } - - - - - - - - - - - - - - - - - - - - State76 (RESPONSE_HURTFRONTABOVE) { Flags[0] = 0x00000000 <........ ........ ........ ........> Flags[1] = 0x00000000 <........ ........ ........ ........> iBaseConstant = 965 nBaseConstants = 12 StateConstants: [C970](ID 0) ANIMMOVESCALE = 1.000 (fp4) [C971](ID 18) RESPONSEIMMUNE_STARTTIME = 0.000 (fp4) [C972](ID 19) RESPONSEIMMUNE_ENDTIME = 0.600 (fp4) [C973](ID 10) STATEGROUP = 1179664 (0x00120010) (uint32) [C975](ID 81) RIGHTSLOT = -7.000 (fp4) [C976](ID 80) LEFTSLOT = -7.000 (fp4) Priority = 0 nAnimLayers = 1 iBaseAnimLayer = 76 iLoopControlAnimLayer = 0 AnimLayers: [L076] iBaseNode = 445 iBaseAction = 329 iBasePropertyParam = 360 NodeTree: [N445] (SAVEDSTATEGROUP & 2048.000) |-[N446] (ANIMLOOPTIME >= 999.000) | |-[A329] TokenCUR -> State58 (BOW3P_CHARGE_ARROW) | `-[N447] (ANIMLOOPCOUNT >= 1.000) | |-[A330] TokenCUR -> State58 (BOW3P_CHARGE_ARROW) | `-[N448] (ACTION = 1.000) | |-[N449] (ANIMLOOPTIME >= 999.000) | | |-[A331] TokenCUR -> State58 (BOW3P_CHARGE_ARROW) | | `-[FAIL] | `-[FAIL] `-[N450] (ANIMLOOPTIME >= 999.000) |-[A332] TokenCUR -> State0 (FIGHT_ENTER) `-[N451] (ANIMLOOPCOUNT >= 1.000) |-[A333] TokenCUR -> State0 (FIGHT_ENTER) `-[N452] (ACTION = 1.000) |-[N453] (ANIMLOOPTIME >= 999.000) | |-[A334] TokenCUR -> State0 (FIGHT_ENTER) | `-[FAIL] `-[FAIL] } - - - - - - - - - - - - - - - - - - - - State77 (RESPONSE_HURTBACK) { Flags[0] = 0x00000000 <........ ........ ........ ........> Flags[1] = 0x00000000 <........ ........ ........ ........> iBaseConstant = 977 nBaseConstants = 12 StateConstants: [C982](ID 0) ANIMMOVESCALE = 1.000 (fp4) [C983](ID 18) RESPONSEIMMUNE_STARTTIME = 0.000 (fp4) [C984](ID 19) RESPONSEIMMUNE_ENDTIME = 0.600 (fp4) [C985](ID 10) STATEGROUP = 1179664 (0x00120010) (uint32) [C987](ID 81) RIGHTSLOT = -7.000 (fp4) [C988](ID 80) LEFTSLOT = -7.000 (fp4) Priority = 0 nAnimLayers = 1 iBaseAnimLayer = 77 iLoopControlAnimLayer = 0 AnimLayers: [L077] iBaseNode = 454 iBaseAction = 335 iBasePropertyParam = 360 NodeTree: [N454] (SAVEDSTATEGROUP & 2048.000) |-[N455] (ANIMLOOPTIME >= 999.000) | |-[A335] TokenCUR -> State58 (BOW3P_CHARGE_ARROW) | `-[N456] (ANIMLOOPCOUNT >= 1.000) | |-[A336] TokenCUR -> State58 (BOW3P_CHARGE_ARROW) | `-[N457] (ACTION = 1.000) | |-[N458] (ANIMLOOPTIME >= 999.000) | | |-[A337] TokenCUR -> State58 (BOW3P_CHARGE_ARROW) | | `-[FAIL] | `-[FAIL] `-[N459] (ANIMLOOPTIME >= 999.000) |-[A338] TokenCUR -> State0 (FIGHT_ENTER) `-[N460] (ANIMLOOPCOUNT >= 1.000) |-[A339] TokenCUR -> State0 (FIGHT_ENTER) `-[N461] (ACTION = 1.000) |-[N462] (ANIMLOOPTIME >= 999.000) | |-[A340] TokenCUR -> State0 (FIGHT_ENTER) | `-[FAIL] `-[FAIL] } - - - - - - - - - - - - - - - - - - - - State78 (RESPONSE_HURTARROW) { Flags[0] = 0x00000000 <........ ........ ........ ........> Flags[1] = 0x00000000 <........ ........ ........ ........> iBaseConstant = 989 nBaseConstants = 12 StateConstants: [C994](ID 0) ANIMMOVESCALE = 1.000 (fp4) [C995](ID 18) RESPONSEIMMUNE_STARTTIME = 0.000 (fp4) [C996](ID 19) RESPONSEIMMUNE_ENDTIME = 0.100 (fp4) [C997](ID 10) STATEGROUP = 1179664 (0x00120010) (uint32) [C999](ID 81) RIGHTSLOT = -7.000 (fp4) [C1000](ID 80) LEFTSLOT = -7.000 (fp4) Priority = 0 nAnimLayers = 1 iBaseAnimLayer = 78 iLoopControlAnimLayer = 0 AnimLayers: [L078] iBaseNode = 463 iBaseAction = 341 iBasePropertyParam = 360 NodeTree: [N463] (SAVEDSTATEGROUP & 2048.000) |-[N464] (ANIMLOOPTIME >= 0.050) | |-[A341] TokenCUR -> State58 (BOW3P_CHARGE_ARROW) | `-[N465] (ANIMLOOPCOUNT >= 1.000) | |-[A342] TokenCUR -> State58 (BOW3P_CHARGE_ARROW) | `-[N466] (ACTION = 1.000) | |-[N467] (ANIMLOOPTIME >= 999.000) | | |-[A343] TokenCUR -> State58 (BOW3P_CHARGE_ARROW) | | `-[FAIL] | `-[FAIL] `-[N468] (ANIMLOOPTIME >= 0.050) |-[A344] TokenCUR -> State0 (FIGHT_ENTER) `-[N469] (ANIMLOOPCOUNT >= 1.000) |-[A345] TokenCUR -> State0 (FIGHT_ENTER) `-[N470] (ACTION = 1.000) |-[N471] (ANIMLOOPTIME >= 999.000) | |-[A346] TokenCUR -> State0 (FIGHT_ENTER) | `-[FAIL] `-[FAIL] } - - - - - - - - - - - - - - - - - - - - State79 (RESPONSE_BLOCKFRONT) { Flags[0] = 0x00000000 <........ ........ ........ ........> Flags[1] = 0x00000000 <........ ........ ........ ........> iBaseConstant = 1001 nBaseConstants = 12 StateConstants: [C1006](ID 0) ANIMMOVESCALE = 1.000 (fp4) [C1007](ID 18) RESPONSEIMMUNE_STARTTIME = 999 (0x000003E7) (uint32) [C1008](ID 19) RESPONSEIMMUNE_ENDTIME = 999 (0x000003E7) (uint32) [C1009](ID 10) STATEGROUP = 1048624 (0x00100030) (uint32) [C1011](ID 81) RIGHTSLOT = -7.000 (fp4) [C1012](ID 80) LEFTSLOT = -7.000 (fp4) Priority = 0 nAnimLayers = 1 iBaseAnimLayer = 79 iLoopControlAnimLayer = 0 AnimLayers: [L079] iBaseNode = 472 iBaseAction = 347 iBasePropertyParam = 360 NodeTree: [N472] (SAVEDSTATEGROUP & 2048.000) |-[N473] (ANIMLOOPTIME >= 0.260) | |-[A347] TokenCUR -> State58 (BOW3P_CHARGE_ARROW) | `-[N474] (ANIMLOOPCOUNT >= 1.000) | |-[A348] TokenCUR -> State58 (BOW3P_CHARGE_ARROW) | `-[N475] (ACTION = 1.000) | |-[N476] (ANIMLOOPTIME >= 999.000) | | |-[A349] TokenCUR -> State58 (BOW3P_CHARGE_ARROW) | | `-[FAIL] | `-[FAIL] `-[N477] (ANIMLOOPTIME >= 0.260) |-[A350] TokenCUR -> State0 (FIGHT_ENTER) `-[N478] (ANIMLOOPCOUNT >= 1.000) |-[A351] TokenCUR -> State0 (FIGHT_ENTER) `-[N479] (ACTION = 1.000) |-[N480] (ANIMLOOPTIME >= 999.000) | |-[A352] TokenCUR -> State0 (FIGHT_ENTER) | `-[FAIL] `-[FAIL] } - - - - - - - - - - - - - - - - - - - - State80 (RESPONSE_BLOCKABOVE) { Flags[0] = 0x00000000 <........ ........ ........ ........> Flags[1] = 0x00000000 <........ ........ ........ ........> iBaseConstant = 1013 nBaseConstants = 12 StateConstants: [C1018](ID 0) ANIMMOVESCALE = 1.000 (fp4) [C1019](ID 18) RESPONSEIMMUNE_STARTTIME = 999 (0x000003E7) (uint32) [C1020](ID 19) RESPONSEIMMUNE_ENDTIME = 999 (0x000003E7) (uint32) [C1021](ID 10) STATEGROUP = 1048624 (0x00100030) (uint32) [C1023](ID 81) RIGHTSLOT = -7.000 (fp4) [C1024](ID 80) LEFTSLOT = -7.000 (fp4) Priority = 0 nAnimLayers = 1 iBaseAnimLayer = 80 iLoopControlAnimLayer = 0 AnimLayers: [L080] iBaseNode = 481 iBaseAction = 353 iBasePropertyParam = 360 NodeTree: [N481] (SAVEDSTATEGROUP & 2048.000) |-[N482] (ANIMLOOPTIME >= 0.300) | |-[A353] TokenCUR -> State58 (BOW3P_CHARGE_ARROW) | `-[N483] (ANIMLOOPCOUNT >= 1.000) | |-[A354] TokenCUR -> State58 (BOW3P_CHARGE_ARROW) | `-[N484] (ACTION = 1.000) | |-[N485] (ANIMLOOPTIME >= 999.000) | | |-[A355] TokenCUR -> State58 (BOW3P_CHARGE_ARROW) | | `-[FAIL] | `-[FAIL] `-[N486] (ANIMLOOPTIME >= 0.300) |-[A356] TokenCUR -> State0 (FIGHT_ENTER) `-[N487] (ANIMLOOPCOUNT >= 1.000) |-[A357] TokenCUR -> State0 (FIGHT_ENTER) `-[N488] (ACTION = 1.000) |-[N489] (ANIMLOOPTIME >= 999.000) | |-[A358] TokenCUR -> State0 (FIGHT_ENTER) | `-[FAIL] `-[FAIL] } - - - - - - - - - - - - - - - - - - - - State81 (RESPONSE_BLOCKLFT) { Flags[0] = 0x00000000 <........ ........ ........ ........> Flags[1] = 0x00000000 <........ ........ ........ ........> iBaseConstant = 1025 nBaseConstants = 12 StateConstants: [C1030](ID 0) ANIMMOVESCALE = 1.000 (fp4) [C1031](ID 18) RESPONSEIMMUNE_STARTTIME = 999 (0x000003E7) (uint32) [C1032](ID 19) RESPONSEIMMUNE_ENDTIME = 999 (0x000003E7) (uint32) [C1033](ID 10) STATEGROUP = 1048624 (0x00100030) (uint32) [C1035](ID 81) RIGHTSLOT = -7.000 (fp4) [C1036](ID 80) LEFTSLOT = -7.000 (fp4) Priority = 0 nAnimLayers = 1 iBaseAnimLayer = 81 iLoopControlAnimLayer = 0 AnimLayers: [L081] iBaseNode = 490 iBaseAction = 359 iBasePropertyParam = 360 NodeTree: [N490] (SAVEDSTATEGROUP & 2048.000) |-[N491] (ANIMLOOPTIME >= 1.150) | |-[A359] TokenCUR -> State58 (BOW3P_CHARGE_ARROW) | `-[N492] (ANIMLOOPCOUNT >= 1.000) | |-[A360] TokenCUR -> State58 (BOW3P_CHARGE_ARROW) | `-[N493] (ACTION = 1.000) | |-[N494] (ANIMLOOPTIME >= 999.000) | | |-[A361] TokenCUR -> State58 (BOW3P_CHARGE_ARROW) | | `-[FAIL] | `-[FAIL] `-[N495] (ANIMLOOPTIME >= 1.150) |-[A362] TokenCUR -> State0 (FIGHT_ENTER) `-[N496] (ANIMLOOPCOUNT >= 1.000) |-[A363] TokenCUR -> State0 (FIGHT_ENTER) `-[N497] (ACTION = 1.000) |-[N498] (ANIMLOOPTIME >= 999.000) | |-[A364] TokenCUR -> State0 (FIGHT_ENTER) | `-[FAIL] `-[FAIL] } - - - - - - - - - - - - - - - - - - - - State82 (RESPONSE_BLOCKRGT) { Flags[0] = 0x00000000 <........ ........ ........ ........> Flags[1] = 0x00000000 <........ ........ ........ ........> iBaseConstant = 1037 nBaseConstants = 12 StateConstants: [C1042](ID 0) ANIMMOVESCALE = 1.000 (fp4) [C1043](ID 18) RESPONSEIMMUNE_STARTTIME = 999 (0x000003E7) (uint32) [C1044](ID 19) RESPONSEIMMUNE_ENDTIME = 999 (0x000003E7) (uint32) [C1045](ID 10) STATEGROUP = 1048624 (0x00100030) (uint32) [C1047](ID 81) RIGHTSLOT = -7.000 (fp4) [C1048](ID 80) LEFTSLOT = -7.000 (fp4) Priority = 0 nAnimLayers = 1 iBaseAnimLayer = 82 iLoopControlAnimLayer = 0 AnimLayers: [L082] iBaseNode = 499 iBaseAction = 365 iBasePropertyParam = 360 NodeTree: [N499] (SAVEDSTATEGROUP & 2048.000) |-[N500] (ANIMLOOPTIME >= 0.700) | |-[A365] TokenCUR -> State58 (BOW3P_CHARGE_ARROW) | `-[N501] (ANIMLOOPCOUNT >= 1.000) | |-[A366] TokenCUR -> State58 (BOW3P_CHARGE_ARROW) | `-[N502] (ACTION = 1.000) | |-[N503] (ANIMLOOPTIME >= 999.000) | | |-[A367] TokenCUR -> State58 (BOW3P_CHARGE_ARROW) | | `-[FAIL] | `-[FAIL] `-[N504] (ANIMLOOPTIME >= 0.700) |-[A368] TokenCUR -> State0 (FIGHT_ENTER) `-[N505] (ANIMLOOPCOUNT >= 1.000) |-[A369] TokenCUR -> State0 (FIGHT_ENTER) `-[N506] (ACTION = 1.000) |-[N507] (ANIMLOOPTIME >= 999.000) | |-[A370] TokenCUR -> State0 (FIGHT_ENTER) | `-[FAIL] `-[FAIL] } - - - - - - - - - - - - - - - - - - - - State83 (RESPONSE_BLOCKBACK) { Flags[0] = 0x00000000 <........ ........ ........ ........> Flags[1] = 0x00000000 <........ ........ ........ ........> iBaseConstant = 1049 nBaseConstants = 12 StateConstants: [C1054](ID 0) ANIMMOVESCALE = 1.000 (fp4) [C1055](ID 18) RESPONSEIMMUNE_STARTTIME = 999 (0x000003E7) (uint32) [C1056](ID 19) RESPONSEIMMUNE_ENDTIME = 999 (0x000003E7) (uint32) [C1057](ID 10) STATEGROUP = 1048624 (0x00100030) (uint32) [C1059](ID 81) RIGHTSLOT = -7.000 (fp4) [C1060](ID 80) LEFTSLOT = -7.000 (fp4) Priority = 0 nAnimLayers = 1 iBaseAnimLayer = 83 iLoopControlAnimLayer = 0 AnimLayers: [L083] iBaseNode = 508 iBaseAction = 371 iBasePropertyParam = 360 NodeTree: [N508] (SAVEDSTATEGROUP & 2048.000) |-[N509] (ANIMLOOPTIME >= 0.480) | |-[A371] TokenCUR -> State58 (BOW3P_CHARGE_ARROW) | `-[N510] (ANIMLOOPCOUNT >= 1.000) | |-[A372] TokenCUR -> State58 (BOW3P_CHARGE_ARROW) | `-[N511] (ACTION = 1.000) | |-[N512] (ANIMLOOPTIME >= 999.000) | | |-[A373] TokenCUR -> State58 (BOW3P_CHARGE_ARROW) | | `-[FAIL] | `-[FAIL] `-[N513] (ANIMLOOPTIME >= 0.480) |-[A374] TokenCUR -> State0 (FIGHT_ENTER) `-[N514] (ANIMLOOPCOUNT >= 1.000) |-[A375] TokenCUR -> State0 (FIGHT_ENTER) `-[N515] (ACTION = 1.000) |-[N516] (ANIMLOOPTIME >= 999.000) | |-[A376] TokenCUR -> State0 (FIGHT_ENTER) | `-[FAIL] `-[FAIL] } - - - - - - - - - - - - - - - - - - - - State84 (RESPONSE_BLOCKBREAKERRESPONSE) { Flags[0] = 0x00000000 <........ ........ ........ ........> Flags[1] = 0x00000000 <........ ........ ........ ........> iBaseConstant = 1061 nBaseConstants = 12 StateConstants: [C1066](ID 0) ANIMMOVESCALE = 0.500 (fp4) [C1067](ID 18) RESPONSEIMMUNE_STARTTIME = 0.500 (fp4) [C1068](ID 19) RESPONSEIMMUNE_ENDTIME = 0.900 (fp4) [C1069](ID 10) STATEGROUP = 1179664 (0x00120010) (uint32) [C1071](ID 81) RIGHTSLOT = -7.000 (fp4) [C1072](ID 80) LEFTSLOT = -7.000 (fp4) Priority = 0 nAnimLayers = 1 iBaseAnimLayer = 84 iLoopControlAnimLayer = 0 AnimLayers: [L084] iBaseNode = 517 iBaseAction = 377 iBasePropertyParam = 360 NodeTree: [N517] (SAVEDSTATEGROUP & 2048.000) |-[N518] (ANIMLOOPTIME >= 1.600) | |-[A377] TokenCUR -> State58 (BOW3P_CHARGE_ARROW) | `-[N519] (ANIMLOOPCOUNT >= 1.000) | |-[A378] TokenCUR -> State58 (BOW3P_CHARGE_ARROW) | `-[N520] (ACTION = 1.000) | |-[N521] (ANIMLOOPTIME >= 999.000) | | |-[A379] TokenCUR -> State58 (BOW3P_CHARGE_ARROW) | | `-[FAIL] | `-[FAIL] `-[N522] (ANIMLOOPTIME >= 1.600) |-[A380] TokenCUR -> State0 (FIGHT_ENTER) `-[N523] (ANIMLOOPCOUNT >= 1.000) |-[A381] TokenCUR -> State0 (FIGHT_ENTER) `-[N524] (ACTION = 1.000) |-[N525] (ANIMLOOPTIME >= 999.000) | |-[A382] TokenCUR -> State0 (FIGHT_ENTER) | `-[FAIL] `-[FAIL] } - - - - - - - - - - - - - - - - - - - - State85 (RESPONSE_BLOCKPUSHEDBACK) { Flags[0] = 0x00000000 <........ ........ ........ ........> Flags[1] = 0x00000000 <........ ........ ........ ........> iBaseConstant = 1073 nBaseConstants = 12 StateConstants: [C1078](ID 0) ANIMMOVESCALE = 1.000 (fp4) [C1079](ID 18) RESPONSEIMMUNE_STARTTIME = 999 (0x000003E7) (uint32) [C1080](ID 19) RESPONSEIMMUNE_ENDTIME = 999 (0x000003E7) (uint32) [C1081](ID 10) STATEGROUP = 1048624 (0x00100030) (uint32) [C1083](ID 81) RIGHTSLOT = -7.000 (fp4) [C1084](ID 80) LEFTSLOT = -7.000 (fp4) Priority = 0 nAnimLayers = 1 iBaseAnimLayer = 85 iLoopControlAnimLayer = 0 AnimLayers: [L085] iBaseNode = 526 iBaseAction = 383 iBasePropertyParam = 360 NodeTree: [N526] (SAVEDSTATEGROUP & 2048.000) |-[N527] (ANIMLOOPTIME >= 999.000) | |-[A383] TokenCUR -> State58 (BOW3P_CHARGE_ARROW) | `-[N528] (ANIMLOOPCOUNT >= 1.000) | |-[A384] TokenCUR -> State58 (BOW3P_CHARGE_ARROW) | `-[N529] (ACTION = 1.000) | |-[N530] (ANIMLOOPTIME >= 999.000) | | |-[A385] TokenCUR -> State58 (BOW3P_CHARGE_ARROW) | | `-[FAIL] | `-[FAIL] `-[N531] (ANIMLOOPTIME >= 999.000) |-[A386] TokenCUR -> State0 (FIGHT_ENTER) `-[N532] (ANIMLOOPCOUNT >= 1.000) |-[A387] TokenCUR -> State0 (FIGHT_ENTER) `-[N533] (ACTION = 1.000) |-[N534] (ANIMLOOPTIME >= 999.000) | |-[A388] TokenCUR -> State0 (FIGHT_ENTER) | `-[FAIL] `-[FAIL] } - - - - - - - - - - - - - - - - - - - - State86 (RESPONSE_PUSHEDBWD) { Flags[0] = 0x00000000 <........ ........ ........ ........> Flags[1] = 0x00000000 <........ ........ ........ ........> iBaseConstant = 1085 nBaseConstants = 12 StateConstants: [C1090](ID 0) ANIMMOVESCALE = 1.000 (fp4) [C1091](ID 18) RESPONSEIMMUNE_STARTTIME = 999 (0x000003E7) (uint32) [C1092](ID 19) RESPONSEIMMUNE_ENDTIME = 999 (0x000003E7) (uint32) [C1093](ID 10) STATEGROUP = 1179664 (0x00120010) (uint32) [C1095](ID 81) RIGHTSLOT = -7.000 (fp4) [C1096](ID 80) LEFTSLOT = -7.000 (fp4) Priority = 0 nAnimLayers = 1 iBaseAnimLayer = 86 iLoopControlAnimLayer = 0 AnimLayers: [L086] iBaseNode = 535 iBaseAction = 389 iBasePropertyParam = 360 NodeTree: [N535] (SAVEDSTATEGROUP & 2048.000) |-[N536] (ANIMLOOPTIME >= 999.000) | |-[A389] TokenCUR -> State58 (BOW3P_CHARGE_ARROW) | `-[N537] (ANIMLOOPCOUNT >= 1.000) | |-[A390] TokenCUR -> State58 (BOW3P_CHARGE_ARROW) | `-[N538] (ACTION = 1.000) | |-[N539] (ANIMLOOPTIME >= 999.000) | | |-[A391] TokenCUR -> State58 (BOW3P_CHARGE_ARROW) | | `-[FAIL] | `-[FAIL] `-[N540] (ANIMLOOPTIME >= 999.000) |-[A392] TokenCUR -> State0 (FIGHT_ENTER) `-[N541] (ANIMLOOPCOUNT >= 1.000) |-[A393] TokenCUR -> State0 (FIGHT_ENTER) `-[N542] (ACTION = 1.000) |-[N543] (ANIMLOOPTIME >= 999.000) | |-[A394] TokenCUR -> State0 (FIGHT_ENTER) | `-[FAIL] `-[FAIL] } - - - - - - - - - - - - - - - - - - - - State87 (RESPONSE_PUSHEDBWDFAR) { Flags[0] = 0x00000000 <........ ........ ........ ........> Flags[1] = 0x00000000 <........ ........ ........ ........> iBaseConstant = 1097 nBaseConstants = 12 StateConstants: [C1102](ID 0) ANIMMOVESCALE = 1.000 (fp4) [C1103](ID 18) RESPONSEIMMUNE_STARTTIME = 999 (0x000003E7) (uint32) [C1104](ID 19) RESPONSEIMMUNE_ENDTIME = 999 (0x000003E7) (uint32) [C1105](ID 10) STATEGROUP = 1179664 (0x00120010) (uint32) [C1107](ID 81) RIGHTSLOT = -7.000 (fp4) [C1108](ID 80) LEFTSLOT = -7.000 (fp4) Priority = 0 nAnimLayers = 1 iBaseAnimLayer = 87 iLoopControlAnimLayer = 0 AnimLayers: [L087] iBaseNode = 544 iBaseAction = 395 iBasePropertyParam = 360 NodeTree: [N544] (SAVEDSTATEGROUP & 2048.000) |-[N545] (ANIMLOOPTIME >= 999.000) | |-[A395] TokenCUR -> State58 (BOW3P_CHARGE_ARROW) | `-[N546] (ANIMLOOPCOUNT >= 1.000) | |-[A396] TokenCUR -> State58 (BOW3P_CHARGE_ARROW) | `-[N547] (ACTION = 1.000) | |-[N548] (ANIMLOOPTIME >= 999.000) | | |-[A397] TokenCUR -> State58 (BOW3P_CHARGE_ARROW) | | `-[FAIL] | `-[FAIL] `-[N549] (ANIMLOOPTIME >= 999.000) |-[A398] TokenCUR -> State0 (FIGHT_ENTER) `-[N550] (ANIMLOOPCOUNT >= 1.000) |-[A399] TokenCUR -> State0 (FIGHT_ENTER) `-[N551] (ACTION = 1.000) |-[N552] (ANIMLOOPTIME >= 999.000) | |-[A400] TokenCUR -> State0 (FIGHT_ENTER) | `-[FAIL] `-[FAIL] } - - - - - - - - - - - - - - - - - - - - State88 (RESPONSE_DEATHBWD) { Flags[0] = 0x00000000 <........ ........ ........ ........> Flags[1] = 0x00000000 <........ ........ ........ ........> iBaseConstant = 1109 nBaseConstants = 12 StateConstants: [C1115](ID 0) ANIMMOVESCALE = 1.000 (fp4) [C1116](ID 18) RESPONSEIMMUNE_STARTTIME = -1.000 (fp4) [C1117](ID 19) RESPONSEIMMUNE_ENDTIME = -1.000 (fp4) [C1118](ID 10) STATEGROUP = 1310720 (0x00140000) (uint32) [C1119](ID 81) RIGHTSLOT = -7.000 (fp4) [C1120](ID 80) LEFTSLOT = -7.000 (fp4) Priority = 0 nAnimLayers = 1 iBaseAnimLayer = 88 iLoopControlAnimLayer = 0 AnimLayers: [L088] iBaseNode = 553 iBaseAction = 401 iBasePropertyParam = 360 NodeTree: [N553] (ISDEAD = 0.000) |-[N554] (ANIMLOOPTIME >= 0.000) | |-[A401] | | `-[E107] SETDEADPHYS | `-[N555] (ANIMLOOPCOUNT >= 1.000) | |-[A402] | | `-[E107] SETDEADPHYS | `-[FAIL] `-[FAIL] } - - - - - - - - - - - - - - - - - - - - State89 (RESPONSE_DEATHFWD) { Flags[0] = 0x00000000 <........ ........ ........ ........> Flags[1] = 0x00000000 <........ ........ ........ ........> iBaseConstant = 1121 nBaseConstants = 12 StateConstants: [C1127](ID 0) ANIMMOVESCALE = 1.000 (fp4) [C1128](ID 18) RESPONSEIMMUNE_STARTTIME = -1.000 (fp4) [C1129](ID 19) RESPONSEIMMUNE_ENDTIME = -1.000 (fp4) [C1130](ID 10) STATEGROUP = 1310720 (0x00140000) (uint32) [C1131](ID 81) RIGHTSLOT = -7.000 (fp4) [C1132](ID 80) LEFTSLOT = -7.000 (fp4) Priority = 0 nAnimLayers = 1 iBaseAnimLayer = 89 iLoopControlAnimLayer = 0 AnimLayers: [L089] iBaseNode = 556 iBaseAction = 403 iBasePropertyParam = 360 NodeTree: [N556] (ISDEAD = 0.000) |-[N557] (ANIMLOOPTIME >= 0.000) | |-[A403] | | `-[E108] SETDEADPHYS | `-[N558] (ANIMLOOPCOUNT >= 1.000) | |-[A404] | | `-[E108] SETDEADPHYS | `-[FAIL] `-[FAIL] } - - - - - - - - - - - - - - - - - - - - State90 (RESPONSE_DEATHBWDFLIP) { Flags[0] = 0x00000000 <........ ........ ........ ........> Flags[1] = 0x00000000 <........ ........ ........ ........> iBaseConstant = 1133 nBaseConstants = 12 StateConstants: [C1139](ID 0) ANIMMOVESCALE = 1.650 (fp4) [C1140](ID 18) RESPONSEIMMUNE_STARTTIME = -1.000 (fp4) [C1141](ID 19) RESPONSEIMMUNE_ENDTIME = -1.000 (fp4) [C1142](ID 10) STATEGROUP = 1310720 (0x00140000) (uint32) [C1143](ID 81) RIGHTSLOT = -7.000 (fp4) [C1144](ID 80) LEFTSLOT = -7.000 (fp4) Priority = 0 nAnimLayers = 1 iBaseAnimLayer = 90 iLoopControlAnimLayer = 0 AnimLayers: [L090] iBaseNode = 559 iBaseAction = 405 iBasePropertyParam = 360 NodeTree: [N559] (ISDEAD = 0.000) |-[N560] (ANIMLOOPTIME >= 0.000) | |-[A405] | | `-[E109] SETDEADPHYS | `-[N561] (ANIMLOOPCOUNT >= 1.000) | |-[A406] | | `-[E109] SETDEADPHYS | `-[FAIL] `-[FAIL] } - - - - - - - - - - - - - - - - - - - - State91 (RESPONSE_KNOCKEDGROUND) { Flags[0] = 0x00000000 <........ ........ ........ ........> Flags[1] = 0x00000000 <........ ........ ........ ........> iBaseConstant = 1145 nBaseConstants = 10 StateConstants: [C1150](ID 0) ANIMMOVESCALE = 1.000 (fp4) [C1151](ID 10) STATEGROUP = 1581056 (0x00182000) (uint32) [C1153](ID 81) RIGHTSLOT = 0 (0x00000000) (uint32) [C1154](ID 80) LEFTSLOT = 1 (0x00000001) (uint32) Priority = 0 nAnimLayers = 1 iBaseAnimLayer = 91 iLoopControlAnimLayer = 0 AnimLayers: [L091] iBaseNode = 562 iBaseAction = 407 iBasePropertyParam = 361 NodeTree: [N562] (STATETIME = 2.000) |-[A407] | `-[E110] SENDDAMAGETOSELF(10000.000) `-[FAIL] } - - - - - - - - - - - - - - - - - - - - State92 (RESPONSE_KNOCKEDKNEE) { Flags[0] = 0x00000000 <........ ........ ........ ........> Flags[1] = 0x00000000 <........ ........ ........ ........> iBaseConstant = 1155 nBaseConstants = 10 StateConstants: [C1160](ID 0) ANIMMOVESCALE = 1.500 (fp4) [C1161](ID 10) STATEGROUP = 1576960 (0x00181000) (uint32) [C1163](ID 81) RIGHTSLOT = 0 (0x00000000) (uint32) [C1164](ID 80) LEFTSLOT = 1 (0x00000001) (uint32) Priority = 0 nAnimLayers = 1 iBaseAnimLayer = 92 iLoopControlAnimLayer = 0 AnimLayers: [L092] iBaseNode = 563 iBaseAction = 408 iBasePropertyParam = 361 NodeTree: [N563] (ANIMLOOPTIME >= 5.800) |-[A408] TokenCUR -> State66 (KNOCKEDKNEE_GETUP) `-[N564] (ANIMLOOPCOUNT >= 1.000) |-[A409] TokenCUR -> State66 (KNOCKEDKNEE_GETUP) `-[FAIL] } - - - - - - - - - - - - - - - - - - - - State93 (RESPONSE_FINISHEDGROUND) { Flags[0] = 0x00000000 <........ ........ ........ ........> Flags[1] = 0x00000000 <........ ........ ........ ........> iBaseConstant = 1165 nBaseConstants = 10 StateConstants: [C1171](ID 0) ANIMMOVESCALE = 1.000 (fp4) [C1172](ID 10) STATEGROUP = 1318912 (0x00142000) (uint32) [C1173](ID 81) RIGHTSLOT = -7.000 (fp4) [C1174](ID 80) LEFTSLOT = -7.000 (fp4) Priority = 0 nAnimLayers = 1 iBaseAnimLayer = 93 iLoopControlAnimLayer = 0 AnimLayers: [L093] iBaseNode = 565 iBaseAction = 410 iBasePropertyParam = 361 NodeTree: [N565] (ISDEAD = 0.000) |-[N566] (ANIMLOOPTIME >= 0.000) | |-[A410] | | `-[E111] SETDEADPHYS | `-[N567] (ANIMLOOPCOUNT >= 1.000) | |-[A411] | | `-[E111] SETDEADPHYS | `-[FAIL] `-[FAIL] } - - - - - - - - - - - - - - - - - - - - State94 (RESPONSE_FINISHEDKNEEFWD) { Flags[0] = 0x00000000 <........ ........ ........ ........> Flags[1] = 0x00000000 <........ ........ ........ ........> iBaseConstant = 1175 nBaseConstants = 10 StateConstants: [C1181](ID 0) ANIMMOVESCALE = 1.000 (fp4) [C1182](ID 10) STATEGROUP = 1314816 (0x00141000) (uint32) [C1183](ID 81) RIGHTSLOT = -7.000 (fp4) [C1184](ID 80) LEFTSLOT = -7.000 (fp4) Priority = 0 nAnimLayers = 1 iBaseAnimLayer = 94 iLoopControlAnimLayer = 0 AnimLayers: [L094] iBaseNode = 568 iBaseAction = 412 iBasePropertyParam = 361 NodeTree: [N568] (ISDEAD = 0.000) |-[N569] (ANIMLOOPTIME >= 3.600) | |-[A412] | | `-[E112] SETDEADPHYS | `-[N570] (ANIMLOOPCOUNT >= 1.000) | |-[A413] | | `-[E112] SETDEADPHYS | `-[FAIL] `-[FAIL] } - - - - - - - - - - - - - - - - - - - - State95 (RESPONSE_FINISHEDKNEEBWD) { Flags[0] = 0x00000000 <........ ........ ........ ........> Flags[1] = 0x00000000 <........ ........ ........ ........> iBaseConstant = 1185 nBaseConstants = 10 StateConstants: [C1191](ID 0) ANIMMOVESCALE = 1.000 (fp4) [C1192](ID 10) STATEGROUP = 1314816 (0x00141000) (uint32) [C1193](ID 81) RIGHTSLOT = -7.000 (fp4) [C1194](ID 80) LEFTSLOT = -7.000 (fp4) Priority = 0 nAnimLayers = 1 iBaseAnimLayer = 95 iLoopControlAnimLayer = 0 AnimLayers: [L095] iBaseNode = 571 iBaseAction = 414 iBasePropertyParam = 361 NodeTree: [N571] (ISDEAD = 0.000) |-[N572] (ANIMLOOPTIME >= 4.000) | |-[A414] | | `-[E113] SETDEADPHYS | `-[N573] (ANIMLOOPCOUNT >= 1.000) | |-[A415] | | `-[E113] SETDEADPHYS | `-[FAIL] `-[FAIL] } - - - - - - - - - - - - - - - - - - - - State96 (RESPONSE_FINISHEDKNEESLASH) { Flags[0] = 0x00000000 <........ ........ ........ ........> Flags[1] = 0x00000000 <........ ........ ........ ........> iBaseConstant = 1195 nBaseConstants = 10 StateConstants: [C1201](ID 0) ANIMMOVESCALE = 1.000 (fp4) [C1202](ID 10) STATEGROUP = 1314816 (0x00141000) (uint32) [C1203](ID 81) RIGHTSLOT = -7.000 (fp4) [C1204](ID 80) LEFTSLOT = -7.000 (fp4) Priority = 0 nAnimLayers = 1 iBaseAnimLayer = 96 iLoopControlAnimLayer = 0 AnimLayers: [L096] iBaseNode = 574 iBaseAction = 416 iBasePropertyParam = 361 NodeTree: [N574] (ISDEAD = 0.000) |-[N575] (ANIMLOOPTIME >= 1.800) | |-[A416] | | `-[E114] SETDEADPHYS | `-[N576] (ANIMLOOPCOUNT >= 1.000) | |-[A417] | | `-[E114] SETDEADPHYS | `-[FAIL] `-[FAIL] } - - - - - - - - - - - - - - - - - - - - State97 (RESPONSE_HURTSPECIAL0) { Flags[0] = 0x00000000 <........ ........ ........ ........> Flags[1] = 0x00000000 <........ ........ ........ ........> iBaseConstant = 1205 nBaseConstants = 12 StateConstants: [C1210](ID 0) ANIMMOVESCALE = 1.000 (fp4) [C1211](ID 18) RESPONSEIMMUNE_STARTTIME = 0.000 (fp4) [C1212](ID 19) RESPONSEIMMUNE_ENDTIME = 0.600 (fp4) [C1213](ID 10) STATEGROUP = 1179664 (0x00120010) (uint32) [C1215](ID 81) RIGHTSLOT = -7.000 (fp4) [C1216](ID 80) LEFTSLOT = -7.000 (fp4) Priority = 0 nAnimLayers = 1 iBaseAnimLayer = 97 iLoopControlAnimLayer = 0 AnimLayers: [L097] iBaseNode = 577 iBaseAction = 418 iBasePropertyParam = 361 NodeTree: [N577] (SAVEDSTATEGROUP & 2048.000) |-[N578] (ANIMLOOPTIME >= 999.000) | |-[A418] TokenCUR -> State58 (BOW3P_CHARGE_ARROW) | `-[N579] (ANIMLOOPCOUNT >= 1.000) | |-[A419] TokenCUR -> State58 (BOW3P_CHARGE_ARROW) | `-[N580] (ACTION = 1.000) | |-[N581] (ANIMLOOPTIME >= 999.000) | | |-[A420] TokenCUR -> State58 (BOW3P_CHARGE_ARROW) | | `-[FAIL] | `-[FAIL] `-[N582] (ANIMLOOPTIME >= 999.000) |-[A421] TokenCUR -> State0 (FIGHT_ENTER) `-[N583] (ANIMLOOPCOUNT >= 1.000) |-[A422] TokenCUR -> State0 (FIGHT_ENTER) `-[N584] (ACTION = 1.000) |-[N585] (ANIMLOOPTIME >= 999.000) | |-[A423] TokenCUR -> State0 (FIGHT_ENTER) | `-[FAIL] `-[FAIL] } - - - - - - - - - - - - - - - - - - - - State98 (RESPONSE_HURTSPECIAL1) { Flags[0] = 0x00000000 <........ ........ ........ ........> Flags[1] = 0x00000000 <........ ........ ........ ........> iBaseConstant = 1217 nBaseConstants = 15 StateConstants: [C1222](ID 0) ANIMMOVESCALE = 1.000 (fp4) [C1223](ID 18) RESPONSEIMMUNE_STARTTIME = 0.000 (fp4) [C1224](ID 19) RESPONSEIMMUNE_ENDTIME = 0.600 (fp4) [C1225](ID 20) TURNTOTARGETCORRECTION_STARTTIME0 = 999 (0x000003E7) (uint32) [C1226](ID 21) TURNTOTARGETCORRECTION_ENDTIME0 = 999 (0x000003E7) (uint32) [C1227](ID 22) TURNTOTARGETCORRECTION_OFFSET0 = 0 (0x00000000) (uint32) [C1228](ID 10) STATEGROUP = 1179664 (0x00120010) (uint32) [C1230](ID 81) RIGHTSLOT = -7.000 (fp4) [C1231](ID 80) LEFTSLOT = -7.000 (fp4) Priority = 0 nAnimLayers = 1 iBaseAnimLayer = 98 iLoopControlAnimLayer = 0 AnimLayers: [L098] iBaseNode = 586 iBaseAction = 424 iBasePropertyParam = 361 NodeTree: [N586] (SAVEDSTATEGROUP & 2048.000) |-[N587] (ANIMLOOPTIME >= 999.000) | |-[A424] TokenCUR -> State58 (BOW3P_CHARGE_ARROW) | `-[N588] (ANIMLOOPCOUNT >= 1.000) | |-[A425] TokenCUR -> State58 (BOW3P_CHARGE_ARROW) | `-[N589] (ACTION = 1.000) | |-[N590] (ANIMLOOPTIME >= 999.000) | | |-[A426] TokenCUR -> State58 (BOW3P_CHARGE_ARROW) | | `-[FAIL] | `-[FAIL] `-[N591] (ANIMLOOPTIME >= 999.000) |-[A427] TokenCUR -> State0 (FIGHT_ENTER) `-[N592] (ANIMLOOPCOUNT >= 1.000) |-[A428] TokenCUR -> State0 (FIGHT_ENTER) `-[N593] (ACTION = 1.000) |-[N594] (ANIMLOOPTIME >= 999.000) | |-[A429] TokenCUR -> State0 (FIGHT_ENTER) | `-[FAIL] `-[FAIL] } - - - - - - - - - - - - - - - - - - - - State99 (RESPONSE_HURTSPECIAL2) { Flags[0] = 0x00000000 <........ ........ ........ ........> Flags[1] = 0x00000000 <........ ........ ........ ........> iBaseConstant = 1232 nBaseConstants = 15 StateConstants: [C1237](ID 0) ANIMMOVESCALE = 1.000 (fp4) [C1238](ID 18) RESPONSEIMMUNE_STARTTIME = 0.000 (fp4) [C1239](ID 19) RESPONSEIMMUNE_ENDTIME = 0.600 (fp4) [C1240](ID 20) TURNTOTARGETCORRECTION_STARTTIME0 = 999 (0x000003E7) (uint32) [C1241](ID 21) TURNTOTARGETCORRECTION_ENDTIME0 = 999 (0x000003E7) (uint32) [C1242](ID 22) TURNTOTARGETCORRECTION_OFFSET0 = 0 (0x00000000) (uint32) [C1243](ID 10) STATEGROUP = 1179664 (0x00120010) (uint32) [C1245](ID 81) RIGHTSLOT = -7.000 (fp4) [C1246](ID 80) LEFTSLOT = -7.000 (fp4) Priority = 0 nAnimLayers = 1 iBaseAnimLayer = 99 iLoopControlAnimLayer = 0 AnimLayers: [L099] iBaseNode = 595 iBaseAction = 430 iBasePropertyParam = 361 NodeTree: [N595] (SAVEDSTATEGROUP & 2048.000) |-[N596] (ANIMLOOPTIME >= 999.000) | |-[A430] TokenCUR -> State58 (BOW3P_CHARGE_ARROW) | `-[N597] (ANIMLOOPCOUNT >= 1.000) | |-[A431] TokenCUR -> State58 (BOW3P_CHARGE_ARROW) | `-[N598] (ACTION = 1.000) | |-[N599] (ANIMLOOPTIME >= 999.000) | | |-[A432] TokenCUR -> State58 (BOW3P_CHARGE_ARROW) | | `-[FAIL] | `-[FAIL] `-[N600] (ANIMLOOPTIME >= 999.000) |-[A433] TokenCUR -> State0 (FIGHT_ENTER) `-[N601] (ANIMLOOPCOUNT >= 1.000) |-[A434] TokenCUR -> State0 (FIGHT_ENTER) `-[N602] (ACTION = 1.000) |-[N603] (ANIMLOOPTIME >= 999.000) | |-[A435] TokenCUR -> State0 (FIGHT_ENTER) | `-[FAIL] `-[FAIL] } - - - - - - - - - - - - - - - - - - - - State100 (RESPONSE_HURTSPECIAL3) { Flags[0] = 0x00000000 <........ ........ ........ ........> Flags[1] = 0x00000000 <........ ........ ........ ........> iBaseConstant = 1247 nBaseConstants = 12 StateConstants: [C1252](ID 0) ANIMMOVESCALE = 1.000 (fp4) [C1253](ID 18) RESPONSEIMMUNE_STARTTIME = 0.000 (fp4) [C1254](ID 19) RESPONSEIMMUNE_ENDTIME = 0.600 (fp4) [C1255](ID 10) STATEGROUP = 1179664 (0x00120010) (uint32) [C1257](ID 81) RIGHTSLOT = -7.000 (fp4) [C1258](ID 80) LEFTSLOT = -7.000 (fp4) Priority = 0 nAnimLayers = 1 iBaseAnimLayer = 100 iLoopControlAnimLayer = 0 AnimLayers: [L100] iBaseNode = 604 iBaseAction = 436 iBasePropertyParam = 361 NodeTree: [N604] (SAVEDSTATEGROUP & 2048.000) |-[N605] (ANIMLOOPTIME >= 999.000) | |-[A436] TokenCUR -> State58 (BOW3P_CHARGE_ARROW) | `-[N606] (ANIMLOOPCOUNT >= 1.000) | |-[A437] TokenCUR -> State58 (BOW3P_CHARGE_ARROW) | `-[N607] (ACTION = 1.000) | |-[N608] (ANIMLOOPTIME >= 999.000) | | |-[A438] TokenCUR -> State58 (BOW3P_CHARGE_ARROW) | | `-[FAIL] | `-[FAIL] `-[N609] (ANIMLOOPTIME >= 999.000) |-[A439] TokenCUR -> State0 (FIGHT_ENTER) `-[N610] (ANIMLOOPCOUNT >= 1.000) |-[A440] TokenCUR -> State0 (FIGHT_ENTER) `-[N611] (ACTION = 1.000) |-[N612] (ANIMLOOPTIME >= 999.000) | |-[A441] TokenCUR -> State0 (FIGHT_ENTER) | `-[FAIL] `-[FAIL] } - - - - - - - - - - - - - - - - - - - - State101 (RESPONSE_HURTSPECIAL3END) { Flags[0] = 0x00000000 <........ ........ ........ ........> Flags[1] = 0x00000000 <........ ........ ........ ........> iBaseConstant = 1259 nBaseConstants = 12 StateConstants: [C1264](ID 0) ANIMMOVESCALE = 1.000 (fp4) [C1265](ID 18) RESPONSEIMMUNE_STARTTIME = 0.000 (fp4) [C1266](ID 19) RESPONSEIMMUNE_ENDTIME = 0.600 (fp4) [C1267](ID 10) STATEGROUP = 1179664 (0x00120010) (uint32) [C1269](ID 81) RIGHTSLOT = -7.000 (fp4) [C1270](ID 80) LEFTSLOT = -7.000 (fp4) Priority = 0 nAnimLayers = 1 iBaseAnimLayer = 101 iLoopControlAnimLayer = 0 AnimLayers: [L101] iBaseNode = 613 iBaseAction = 442 iBasePropertyParam = 361 NodeTree: [N613] (SAVEDSTATEGROUP & 2048.000) |-[N614] (ANIMLOOPTIME >= 999.000) | |-[A442] TokenCUR -> State58 (BOW3P_CHARGE_ARROW) | `-[N615] (ANIMLOOPCOUNT >= 1.000) | |-[A443] TokenCUR -> State58 (BOW3P_CHARGE_ARROW) | `-[N616] (ACTION = 1.000) | |-[N617] (ANIMLOOPTIME >= 999.000) | | |-[A444] TokenCUR -> State58 (BOW3P_CHARGE_ARROW) | | `-[FAIL] | `-[FAIL] `-[N618] (ANIMLOOPTIME >= 999.000) |-[A445] TokenCUR -> State0 (FIGHT_ENTER) `-[N619] (ANIMLOOPCOUNT >= 1.000) |-[A446] TokenCUR -> State0 (FIGHT_ENTER) `-[N620] (ACTION = 1.000) |-[N621] (ANIMLOOPTIME >= 999.000) | |-[A447] TokenCUR -> State0 (FIGHT_ENTER) | `-[FAIL] `-[FAIL] } - - - - - - - - - - - - - - - - - - - - State102 (RESPONSE_DEATHSPECIAL3END) { Flags[0] = 0x00000000 <........ ........ ........ ........> Flags[1] = 0x00000000 <........ ........ ........ ........> iBaseConstant = 1271 nBaseConstants = 12 StateConstants: [C1277](ID 0) ANIMMOVESCALE = 1.000 (fp4) [C1278](ID 18) RESPONSEIMMUNE_STARTTIME = -1.000 (fp4) [C1279](ID 19) RESPONSEIMMUNE_ENDTIME = -1.000 (fp4) [C1280](ID 10) STATEGROUP = 1310720 (0x00140000) (uint32) [C1281](ID 81) RIGHTSLOT = -7.000 (fp4) [C1282](ID 80) LEFTSLOT = -7.000 (fp4) Priority = 0 nAnimLayers = 1 iBaseAnimLayer = 102 iLoopControlAnimLayer = 0 AnimLayers: [L102] iBaseNode = 622 iBaseAction = 448 iBasePropertyParam = 361 NodeTree: [N622] (ANIMLOOPTIME >= 999.000) |-[A448] TokenCUR -> State103 (RESPONSE_DEATHSPECIAL3END_FREEZE) `-[N623] (ISDEAD = 0.000) |-[N624] (ANIMLOOPTIME >= 2.000) | |-[A449] | | `-[E115] SETDEADPHYS | `-[N625] (ANIMLOOPCOUNT >= 1.000) | |-[A450] | | `-[E115] SETDEADPHYS | `-[FAIL] `-[FAIL] } - - - - - - - - - - - - - - - - - - - - State103 (RESPONSE_DEATHSPECIAL3END_FREEZE) { Flags[0] = 0x00000000 <........ ........ ........ ........> Flags[1] = 0x00000000 <........ ........ ........ ........> iBaseConstant = 1283 nBaseConstants = 0 StateConstants: (empty) Priority = 0 nAnimLayers = 1 iBaseAnimLayer = 103 iLoopControlAnimLayer = 0 AnimLayers: [L103] iBaseNode = -1 iBaseAction = 451 iBasePropertyParam = -1 NodeTree: (empty) } - - - - - - - - - - - - - - - - - - - - State104 (RESPONSE_KNEED) { Flags[0] = 0x00000000 <........ ........ ........ ........> Flags[1] = 0x00000000 <........ ........ ........ ........> iBaseConstant = 1283 nBaseConstants = 12 StateConstants: [C1288](ID 0) ANIMMOVESCALE = 1.000 (fp4) [C1289](ID 18) RESPONSEIMMUNE_STARTTIME = 999 (0x000003E7) (uint32) [C1290](ID 19) RESPONSEIMMUNE_ENDTIME = 999 (0x000003E7) (uint32) [C1291](ID 10) STATEGROUP = 1179664 (0x00120010) (uint32) [C1293](ID 81) RIGHTSLOT = -7.000 (fp4) [C1294](ID 80) LEFTSLOT = -7.000 (fp4) Priority = 0 nAnimLayers = 1 iBaseAnimLayer = 104 iLoopControlAnimLayer = 0 AnimLayers: [L104] iBaseNode = 626 iBaseAction = 451 iBasePropertyParam = 361 NodeTree: [N626] (SAVEDSTATEGROUP & 2048.000) |-[N627] (ANIMLOOPTIME >= 1.450) | |-[A451] TokenCUR -> State58 (BOW3P_CHARGE_ARROW) | `-[N628] (ANIMLOOPCOUNT >= 1.000) | |-[A452] TokenCUR -> State58 (BOW3P_CHARGE_ARROW) | `-[N629] (ACTION = 1.000) | |-[N630] (ANIMLOOPTIME >= 999.000) | | |-[A453] TokenCUR -> State58 (BOW3P_CHARGE_ARROW) | | `-[FAIL] | `-[FAIL] `-[N631] (ANIMLOOPTIME >= 1.450) |-[A454] TokenCUR -> State0 (FIGHT_ENTER) `-[N632] (ANIMLOOPCOUNT >= 1.000) |-[A455] TokenCUR -> State0 (FIGHT_ENTER) `-[N633] (ACTION = 1.000) |-[N634] (ANIMLOOPTIME >= 999.000) | |-[A456] TokenCUR -> State0 (FIGHT_ENTER) | `-[FAIL] `-[FAIL] } - - - - - - - - - - - - - - - - - - - - State105 (RESPONSE_ENTANGLED) { Flags[0] = 0x00000000 <........ ........ ........ ........> Flags[1] = 0x00000000 <........ ........ ........ ........> iBaseConstant = 1295 nBaseConstants = 12 StateConstants: [C1300](ID 0) ANIMMOVESCALE = 1.000 (fp4) [C1301](ID 18) RESPONSEIMMUNE_STARTTIME = 999 (0x000003E7) (uint32) [C1302](ID 19) RESPONSEIMMUNE_ENDTIME = 999 (0x000003E7) (uint32) [C1303](ID 10) STATEGROUP = 1179664 (0x00120010) (uint32) [C1305](ID 81) RIGHTSLOT = -7.000 (fp4) [C1306](ID 80) LEFTSLOT = -7.000 (fp4) Priority = 0 nAnimLayers = 1 iBaseAnimLayer = 105 iLoopControlAnimLayer = 0 AnimLayers: [L105] iBaseNode = 635 iBaseAction = 457 iBasePropertyParam = 361 NodeTree: [N635] (SAVEDSTATEGROUP & 2048.000) |-[N636] (ANIMLOOPTIME >= 999.000) | |-[A457] TokenCUR -> State58 (BOW3P_CHARGE_ARROW) | `-[N637] (ANIMLOOPCOUNT >= 1.000) | |-[A458] TokenCUR -> State58 (BOW3P_CHARGE_ARROW) | `-[N638] (ACTION = 1.000) | |-[N639] (ANIMLOOPTIME >= 999.000) | | |-[A459] TokenCUR -> State58 (BOW3P_CHARGE_ARROW) | | `-[FAIL] | `-[FAIL] `-[N640] (ANIMLOOPTIME >= 999.000) |-[A460] TokenCUR -> State0 (FIGHT_ENTER) `-[N641] (ANIMLOOPCOUNT >= 1.000) |-[A461] TokenCUR -> State0 (FIGHT_ENTER) `-[N642] (ACTION = 1.000) |-[N643] (ANIMLOOPTIME >= 999.000) | |-[A462] TokenCUR -> State0 (FIGHT_ENTER) | `-[FAIL] `-[FAIL] } - - - - - - - - - - - - - - - - - - - - State106 (RESPONSE_PARTIAL_HURTLEFT) { Flags[0] = 0x00000000 <........ ........ ........ ........> Flags[1] = 0x00000000 <........ ........ ........ ........> iBaseConstant = 1307 nBaseConstants = 12 StateConstants: [C1312](ID 0) ANIMMOVESCALE = 1.000 (fp4) [C1313](ID 18) RESPONSEIMMUNE_STARTTIME = 999 (0x000003E7) (uint32) [C1314](ID 19) RESPONSEIMMUNE_ENDTIME = 999 (0x000003E7) (uint32) [C1315](ID 10) STATEGROUP = 1179664 (0x00120010) (uint32) [C1317](ID 81) RIGHTSLOT = -7.000 (fp4) [C1318](ID 80) LEFTSLOT = -7.000 (fp4) Priority = 0 nAnimLayers = 1 iBaseAnimLayer = 106 iLoopControlAnimLayer = 0 AnimLayers: [L106] iBaseNode = 644 iBaseAction = 463 iBasePropertyParam = 361 NodeTree: [N644] (ANIMLOOPTIME >= 0.550) |-[A463] Token3 -> TERMINATE `-[N645] (ANIMLOOPCOUNT >= 1.000) |-[A464] Token3 -> TERMINATE `-[N646] (SAVEDSTATEGROUP & 2048.000) |-[N647] (ACTION = 1.000) | |-[N648] (ANIMLOOPTIME >= 999.000) | | |-[A467] TokenCUR -> State58 (BOW3P_CHARGE_ARROW) | | `-[FAIL] | `-[FAIL] `-[N649] (ACTION = 1.000) |-[N650] (ANIMLOOPTIME >= 999.000) | |-[A470] TokenCUR -> State0 (FIGHT_ENTER) | `-[FAIL] `-[FAIL] } - - - - - - - - - - - - - - - - - - - - State107 (RESPONSE_PARTIAL_HURTRIGHT) { Flags[0] = 0x00000000 <........ ........ ........ ........> Flags[1] = 0x00000000 <........ ........ ........ ........> iBaseConstant = 1319 nBaseConstants = 12 StateConstants: [C1324](ID 0) ANIMMOVESCALE = 1.000 (fp4) [C1325](ID 18) RESPONSEIMMUNE_STARTTIME = 999 (0x000003E7) (uint32) [C1326](ID 19) RESPONSEIMMUNE_ENDTIME = 999 (0x000003E7) (uint32) [C1327](ID 10) STATEGROUP = 1179664 (0x00120010) (uint32) [C1329](ID 81) RIGHTSLOT = -7.000 (fp4) [C1330](ID 80) LEFTSLOT = -7.000 (fp4) Priority = 0 nAnimLayers = 1 iBaseAnimLayer = 107 iLoopControlAnimLayer = 0 AnimLayers: [L107] iBaseNode = 651 iBaseAction = 471 iBasePropertyParam = 361 NodeTree: [N651] (ANIMLOOPTIME >= 0.550) |-[A471] Token3 -> TERMINATE `-[N652] (ANIMLOOPCOUNT >= 1.000) |-[A472] Token3 -> TERMINATE `-[N653] (SAVEDSTATEGROUP & 2048.000) |-[N654] (ACTION = 1.000) | |-[N655] (ANIMLOOPTIME >= 999.000) | | |-[A475] TokenCUR -> State58 (BOW3P_CHARGE_ARROW) | | `-[FAIL] | `-[FAIL] `-[N656] (ACTION = 1.000) |-[N657] (ANIMLOOPTIME >= 999.000) | |-[A478] TokenCUR -> State0 (FIGHT_ENTER) | `-[FAIL] `-[FAIL] } - - - - - - - - - - - - - - - - - - - - State108 (INIT) { Flags[0] = 0x00000000 <........ ........ ........ ........> Flags[1] = 0x00000000 <........ ........ ........ ........> iBaseConstant = 1331 nBaseConstants = 0 StateConstants: (empty) Priority = 0 nAnimLayers = 1 iBaseAnimLayer = 108 iLoopControlAnimLayer = 0 AnimLayers: [L108] iBaseNode = 658 iBaseAction = 479 iBasePropertyParam = 361 NodeTree: [N658] (STATETIME = 0.000) |-[A479] Token1 -> State69 (RESPONSE_INIT) `-[N659] (STATETIME > 0.000) |-[A480] Token0 -> State1 (ACTIONSWITCH) `-[N660] (STATETIME < 0.000) |-[A481] TokenCUR -> State109 (EVENT_LAVASPEW) `-[FAIL] } - - - - - - - - - - - - - - - - - - - - State109 (EVENT_LAVASPEW) { Flags[0] = 0x00000000 <........ ........ ........ ........> Flags[1] = 0x00000000 <........ ........ ........ ........> iBaseConstant = 1331 nBaseConstants = 37 StateConstants: [C1331](ID 10) STATEGROUP = 268435456 (0x10000000) (uint32) [C1332](ID 18) RESPONSEIMMUNE_STARTTIME = -1.000 (fp4) [C1333](ID 19) RESPONSEIMMUNE_ENDTIME = -1.000 (fp4) [C1334](ID 16) POIOFFSET = 0.000 (fp4) [C1335](ID 50) ATTACK_ATTACKID0 = 32770 (0x00008002) (uint32) [C1336](ID 53) ATTACK_RESPONSEID0_0 = -1.000 (fp4) [C1337](ID 54) ATTACK_RESPONSEID0_1 = -1.000 (fp4) [C1338](ID 55) ATTACK_RESPONSEID0_2 = -1.000 (fp4) [C1339](ID 57) ATTACK_DAMAGEMULTIPLIER0 = 1.000 (fp4) [C1340](ID 56) ATTACK_SLOT0 = 6405 (0x00001905) (uint32) [C1341](ID 51) ATTACK_STARTTIME0 = 1.000 (fp4) [C1342](ID 52) ATTACK_ENDTIME0 = 2.000 (fp4) [C1343](ID 20) TURNTOTARGETCORRECTION_STARTTIME0 = 0 (0x00000000) (uint32) [C1344](ID 21) TURNTOTARGETCORRECTION_ENDTIME0 = 0.100 (fp4) [C1345](ID 22) TURNTOTARGETCORRECTION_OFFSET0 = 0 (0x00000000) (uint32) [C1346](ID 60) ATTACK_ATTACKID1 = 0 (0x00000000) (uint32) [C1347](ID 63) ATTACK_RESPONSEID1_0 = -1.000 (fp4) [C1348](ID 64) ATTACK_RESPONSEID1_1 = -1.000 (fp4) [C1349](ID 65) ATTACK_RESPONSEID1_2 = -1.000 (fp4) [C1350](ID 67) ATTACK_DAMAGEMULTIPLIER1 = 1.000 (fp4) [C1351](ID 66) ATTACK_SLOT1 = -8.000 (fp4) [C1352](ID 61) ATTACK_STARTTIME1 = 999 (0x000003E7) (uint32) [C1353](ID 62) ATTACK_ENDTIME1 = 999 (0x000003E7) (uint32) [C1354](ID 30) TURNTOTARGETCORRECTION_STARTTIME1 = 999 (0x000003E7) (uint32) [C1355](ID 31) TURNTOTARGETCORRECTION_ENDTIME1 = 999 (0x000003E7) (uint32) [C1356](ID 32) TURNTOTARGETCORRECTION_OFFSET1 = 0 (0x00000000) (uint32) [C1357](ID 70) ATTACK_ATTACKID2 = 0 (0x00000000) (uint32) [C1358](ID 73) ATTACK_RESPONSEID2_0 = -1.000 (fp4) [C1359](ID 74) ATTACK_RESPONSEID2_1 = -1.000 (fp4) [C1360](ID 75) ATTACK_RESPONSEID2_2 = -1.000 (fp4) [C1361](ID 77) ATTACK_DAMAGEMULTIPLIER2 = 1.000 (fp4) [C1362](ID 76) ATTACK_SLOT2 = -8.000 (fp4) [C1363](ID 71) ATTACK_STARTTIME2 = 999 (0x000003E7) (uint32) [C1364](ID 72) ATTACK_ENDTIME2 = 999 (0x000003E7) (uint32) [C1365](ID 40) TURNTOTARGETCORRECTION_STARTTIME2 = 999 (0x000003E7) (uint32) [C1366](ID 41) TURNTOTARGETCORRECTION_ENDTIME2 = 999 (0x000003E7) (uint32) [C1367](ID 42) TURNTOTARGETCORRECTION_OFFSET2 = 0 (0x00000000) (uint32) Priority = 0 nAnimLayers = 1 iBaseAnimLayer = 109 iLoopControlAnimLayer = 0 AnimLayers: [L109] iBaseNode = 661 iBaseAction = 482 iBasePropertyParam = 368 NodeTree: [N661] (ANIMLOOPTIME <= 2.000) |-[N662] (ANIMLOOPTIME = 1.000) | |-[A482] | | `-[E116] ACTIVATEITEM(6405.000) | `-[N663] (ANIMLOOPTIME = 1.100) | |-[A483] | | `-[E117] ACTIVATEITEM(6405.000) | `-[N664] (ANIMLOOPTIME = 1.200) | |-[A484] | | `-[E118] ACTIVATEITEM(6405.000) | `-[N665] (ANIMLOOPTIME = 1.300) | |-[A485] | | `-[E119] ACTIVATEITEM(6405.000) | `-[N666] (ANIMLOOPTIME = 1.400) | |-[A486] | | `-[E120] ACTIVATEITEM(6405.000) | `-[N667] (ANIMLOOPTIME = 1.500) | |-[A487] | | `-[E121] ACTIVATEITEM(6405.000) | `-[N668] (ANIMLOOPTIME = 1.600) | |-[A488] | | `-[E122] ACTIVATEITEM(6405.000) | `-[N669] (ANIMLOOPCOUNT >= 1.000) | |-[A489] Token0 -> State1 (ACTIONSWITCH) | `-[N670] (ANIMLOOPTIME >= 999.000) | |-[A490] Token0 -> State1 (ACTIONSWITCH) | `-[FAIL] `-[N669] (ANIMLOOPCOUNT >= 1.000) |-[A489] Token0 -> State1 (ACTIONSWITCH) `-[N670] (ANIMLOOPTIME >= 999.000) |-[A490] Token0 -> State1 (ACTIONSWITCH) `-[FAIL] } } Actions: { Action[A000] = State108 (INIT), ABDuration 0.000> Action[A001] = State1 (ACTIONSWITCH), ABDuration 0.000> Action[A002] = State47 (BOW_ENTER), ABDuration 0.000> Action[A003] = State30 (FIGHT_ATTACK_INIT), ABDuration 0.000> Action[A004] = State2 (FIGHT_SWITCH), ABDuration -1.000> Action[A005] = State4 (FIGHT_ORDERCHARGE), ABDuration 0.200> Action[A006] = State5 (FIGHT_ORDERFLANK), ABDuration 0.200> Action[A007] = State6 (FIGHT_TAUNTSWITCH), ABDuration -1.000> Action[A008] = State1 (ACTIONSWITCH), ABDuration -1.000> Action[A009] = State12 (FIGHT_MOVEMENTSWITCH), ABDuration -2.000> Action[A010] = State9 (FIGHT_TURNSWITCH), ABDuration -2.000> Action[A011] = State9 (FIGHT_TURNSWITCH), ABDuration -2.000> Action[A012] = State9 (FIGHT_TURNSWITCH), ABDuration -2.000> Action[A013] = State3 (FIGHT_IDLE), ABDuration -1.000> Action[A014] = State2 (FIGHT_SWITCH), ABDuration -2.000> Action[A015] = State2 (FIGHT_SWITCH), ABDuration -2.000> Action[A016] = State2 (FIGHT_SWITCH), ABDuration -2.000> Action[A017] = State2 (FIGHT_SWITCH), ABDuration -2.000> Action[A018] = State12 (FIGHT_MOVEMENTSWITCH), ABDuration -2.000> Action[A019] = State9 (FIGHT_TURNSWITCH), ABDuration -2.000> Action[A020] = State9 (FIGHT_TURNSWITCH), ABDuration -2.000> Action[A021] = State9 (FIGHT_TURNSWITCH), ABDuration -2.000> Action[A022] = State2 (FIGHT_SWITCH), ABDuration 0.200> Action[A023] = State2 (FIGHT_SWITCH), ABDuration 0.200> Action[A024] = State2 (FIGHT_SWITCH), ABDuration 0.200> Action[A025] = State2 (FIGHT_SWITCH), ABDuration 0.200> Action[A026] = State7 (FIGHT_TAUNT0), ABDuration 0.100> Action[A027] = State8 (FIGHT_TAUNT1), ABDuration 0.100> Action[A028] = State8 (FIGHT_TAUNT1), ABDuration 0.100> Action[A029] = State2 (FIGHT_SWITCH), ABDuration 0.100> Action[A030] = State2 (FIGHT_SWITCH), ABDuration 0.100> Action[A031] = State2 (FIGHT_SWITCH), ABDuration 0.100> Action[A032] = State2 (FIGHT_SWITCH), ABDuration 0.100> Action[A033] = State10 (FIGHT_TURNLFT), ABDuration 0.000> Action[A034] = State11 (FIGHT_TURNRGT), ABDuration 0.000> Action[A035] = State2 (FIGHT_SWITCH), ABDuration -1.000> Action[A036] = State2 (FIGHT_SWITCH), ABDuration -1.000> Action[A037] = State2 (FIGHT_SWITCH), ABDuration -1.000> Action[A038] = State2 (FIGHT_SWITCH), ABDuration -1.000> Action[A039] = State2 (FIGHT_SWITCH), ABDuration -1.000> Action[A040] = State12 (FIGHT_MOVEMENTSWITCH), ABDuration 0.000> Action[A041] = State12 (FIGHT_MOVEMENTSWITCH), ABDuration 0.000> Action[A042] = State12 (FIGHT_MOVEMENTSWITCH), ABDuration 0.000> Action[A043] = State12 (FIGHT_MOVEMENTSWITCH), ABDuration 0.000> Action[A044] = State12 (FIGHT_MOVEMENTSWITCH), ABDuration 0.000> Action[A045] = State2 (FIGHT_SWITCH), ABDuration -1.000> Action[A046] = State2 (FIGHT_SWITCH), ABDuration -1.000> Action[A047] = State13 (FIGHT_JOGFWD), ABDuration 0.100> Action[A048] = State14 (FIGHT_WALKFWD), ABDuration 0.100> Action[A049] = State29 (FIGHT_2NDSTAGEFREEMOVE), ABDuration 0.100> Action[A050] = State19 (FIGHT_RUSHFWD), ABDuration 0.100> Action[A051] = State20 (FIGHT_RUSHBWD), ABDuration 0.100> Action[A052] = State21 (FIGHT_RUSHLFT), ABDuration 0.100> Action[A053] = State22 (FIGHT_RUSHRGT), ABDuration 0.100> Action[A054] = State25 (FIGHT_FREEMOVEFWD), ABDuration 0.100> Action[A055] = State25 (FIGHT_FREEMOVEFWD), ABDuration 0.100> Action[A056] = State26 (FIGHT_FREEMOVEBWD), ABDuration 0.100> Action[A057] = State26 (FIGHT_FREEMOVEBWD), ABDuration 0.100> Action[A058] = State27 (FIGHT_FREEMOVELFT), ABDuration 0.100> Action[A059] = State27 (FIGHT_FREEMOVELFT), ABDuration 0.100> Action[A060] = State28 (FIGHT_FREEMOVERGT), ABDuration 0.100> Action[A061] = State28 (FIGHT_FREEMOVERGT), ABDuration 0.100> Action[A062] = State15 (FIGHT_MOVEFWD), ABDuration 0.100> Action[A063] = State16 (FIGHT_MOVEBWD), ABDuration 0.100> Action[A064] = State23 (FIGHT_NOTURNMOVELFT), ABDuration 0.100> Action[A065] = State24 (FIGHT_NOTURNMOVERGT), ABDuration 0.100> Action[A066] = State17 (FIGHT_MOVELFT), ABDuration 0.100> Action[A067] = State18 (FIGHT_MOVERGT), ABDuration 0.100> Action[A068] = State12 (FIGHT_MOVEMENTSWITCH), ABDuration 0.100> Action[A069] = State12 (FIGHT_MOVEMENTSWITCH), ABDuration 0.100> Action[A070] = State12 (FIGHT_MOVEMENTSWITCH), ABDuration 0.100> Action[A071] = State12 (FIGHT_MOVEMENTSWITCH), ABDuration 0.100> Action[A072] = State12 (FIGHT_MOVEMENTSWITCH), ABDuration 0.100> Action[A073] = State12 (FIGHT_MOVEMENTSWITCH), ABDuration 0.100> Action[A074] = State12 (FIGHT_MOVEMENTSWITCH), ABDuration 0.100> Action[A075] = State12 (FIGHT_MOVEMENTSWITCH), ABDuration 0.100> Action[A076] = State12 (FIGHT_MOVEMENTSWITCH), ABDuration 0.100> Action[A077] = State12 (FIGHT_MOVEMENTSWITCH), ABDuration 0.100> Action[A078] = State12 (FIGHT_MOVEMENTSWITCH), ABDuration 0.100> Action[A079] = State12 (FIGHT_MOVEMENTSWITCH), ABDuration 0.100> Action[A080] = State12 (FIGHT_MOVEMENTSWITCH), ABDuration 0.100> Action[A081] = State12 (FIGHT_MOVEMENTSWITCH), ABDuration 0.100> Action[A082] = State12 (FIGHT_MOVEMENTSWITCH), ABDuration 0.100> Action[A083] = State12 (FIGHT_MOVEMENTSWITCH), ABDuration 0.100> Action[A084] = State12 (FIGHT_MOVEMENTSWITCH), ABDuration 0.100> Action[A085] = State12 (FIGHT_MOVEMENTSWITCH), ABDuration 0.100> Action[A086] = State12 (FIGHT_MOVEMENTSWITCH), ABDuration 0.100> Action[A087] = State12 (FIGHT_MOVEMENTSWITCH), ABDuration 0.100> Action[A088] = State12 (FIGHT_MOVEMENTSWITCH), ABDuration 0.100> Action[A089] = State12 (FIGHT_MOVEMENTSWITCH), ABDuration 0.100> Action[A090] = State12 (FIGHT_MOVEMENTSWITCH), ABDuration 0.100> Action[A091] = State12 (FIGHT_MOVEMENTSWITCH), ABDuration 0.100> Action[A092] = State12 (FIGHT_MOVEMENTSWITCH), ABDuration 0.100> Action[A093] = State12 (FIGHT_MOVEMENTSWITCH), ABDuration 0.100> Action[A094] = State12 (FIGHT_MOVEMENTSWITCH), ABDuration 0.100> Action[A095] = State12 (FIGHT_MOVEMENTSWITCH), ABDuration 0.100> Action[A096] = State12 (FIGHT_MOVEMENTSWITCH), ABDuration 0.100> Action[A097] = State12 (FIGHT_MOVEMENTSWITCH), ABDuration 0.100> Action[A098] = State12 (FIGHT_MOVEMENTSWITCH), ABDuration 0.100> Action[A099] = State12 (FIGHT_MOVEMENTSWITCH), ABDuration 0.100> Action[A100] = State12 (FIGHT_MOVEMENTSWITCH), ABDuration 0.100> Action[A101] = State12 (FIGHT_MOVEMENTSWITCH), ABDuration 0.100> Action[A102] = State12 (FIGHT_MOVEMENTSWITCH), ABDuration 0.100> Action[A103] = State12 (FIGHT_MOVEMENTSWITCH), ABDuration 0.100> Action[A104] = State12 (FIGHT_MOVEMENTSWITCH), ABDuration 0.100> Action[A105] = State12 (FIGHT_MOVEMENTSWITCH), ABDuration 0.100> Action[A106] = State12 (FIGHT_MOVEMENTSWITCH), ABDuration 0.100> Action[A107] = State12 (FIGHT_MOVEMENTSWITCH), ABDuration 0.100> Action[A108] = State12 (FIGHT_MOVEMENTSWITCH), ABDuration 0.100> Action[A109] = State12 (FIGHT_MOVEMENTSWITCH), ABDuration 0.100> Action[A110] = State12 (FIGHT_MOVEMENTSWITCH), ABDuration 0.100> Action[A111] = State12 (FIGHT_MOVEMENTSWITCH), ABDuration 0.100> Action[A112] = State12 (FIGHT_MOVEMENTSWITCH), ABDuration 0.100> Action[A113] = State12 (FIGHT_MOVEMENTSWITCH), ABDuration 0.100> Action[A114] = State12 (FIGHT_MOVEMENTSWITCH), ABDuration 0.100> Action[A115] = State12 (FIGHT_MOVEMENTSWITCH), ABDuration 0.100> Action[A116] = State12 (FIGHT_MOVEMENTSWITCH), ABDuration 0.100> Action[A117] = State12 (FIGHT_MOVEMENTSWITCH), ABDuration 0.100> Action[A118] = State12 (FIGHT_MOVEMENTSWITCH), ABDuration 0.100> Action[A119] = State12 (FIGHT_MOVEMENTSWITCH), ABDuration 0.100> Action[A120] = State12 (FIGHT_MOVEMENTSWITCH), ABDuration 0.100> Action[A121] = State12 (FIGHT_MOVEMENTSWITCH), ABDuration 0.100> Action[A122] = State12 (FIGHT_MOVEMENTSWITCH), ABDuration 0.100> Action[A123] = State12 (FIGHT_MOVEMENTSWITCH), ABDuration 0.100> Action[A124] = State12 (FIGHT_MOVEMENTSWITCH), ABDuration 0.100> Action[A125] = State12 (FIGHT_MOVEMENTSWITCH), ABDuration 0.100> Action[A126] = State12 (FIGHT_MOVEMENTSWITCH), ABDuration 0.100> Action[A127] = State12 (FIGHT_MOVEMENTSWITCH), ABDuration 0.100> Action[A128] = State12 (FIGHT_MOVEMENTSWITCH), ABDuration 0.100> Action[A129] = State12 (FIGHT_MOVEMENTSWITCH), ABDuration 0.100> Action[A130] = State12 (FIGHT_MOVEMENTSWITCH), ABDuration 0.100> Action[A131] = State12 (FIGHT_MOVEMENTSWITCH), ABDuration 0.100> Action[A132] = State12 (FIGHT_MOVEMENTSWITCH), ABDuration 0.100> Action[A133] = State12 (FIGHT_MOVEMENTSWITCH), ABDuration 0.100> Action[A134] = State29 (FIGHT_2NDSTAGEFREEMOVE), ABDuration 0.100> Action[A135] = State29 (FIGHT_2NDSTAGEFREEMOVE), ABDuration 0.100> Action[A136] = State12 (FIGHT_MOVEMENTSWITCH), ABDuration 0.100> Action[A137] = State12 (FIGHT_MOVEMENTSWITCH), ABDuration 0.100> Action[A138] = State12 (FIGHT_MOVEMENTSWITCH), ABDuration 0.100> Action[A139] = State12 (FIGHT_MOVEMENTSWITCH), ABDuration 0.100> Action[A140] = State12 (FIGHT_MOVEMENTSWITCH), ABDuration 0.100> Action[A141] = State12 (FIGHT_MOVEMENTSWITCH), ABDuration 0.100> Action[A142] = State29 (FIGHT_2NDSTAGEFREEMOVE), ABDuration 0.100> Action[A143] = State29 (FIGHT_2NDSTAGEFREEMOVE), ABDuration 0.100> Action[A144] = State12 (FIGHT_MOVEMENTSWITCH), ABDuration 0.100> Action[A145] = State12 (FIGHT_MOVEMENTSWITCH), ABDuration 0.100> Action[A146] = State12 (FIGHT_MOVEMENTSWITCH), ABDuration 0.100> Action[A147] = State12 (FIGHT_MOVEMENTSWITCH), ABDuration 0.100> Action[A148] = State12 (FIGHT_MOVEMENTSWITCH), ABDuration 0.100> Action[A149] = State12 (FIGHT_MOVEMENTSWITCH), ABDuration 0.100> Action[A150] = State29 (FIGHT_2NDSTAGEFREEMOVE), ABDuration 0.100> Action[A151] = State29 (FIGHT_2NDSTAGEFREEMOVE), ABDuration 0.100> Action[A152] = State12 (FIGHT_MOVEMENTSWITCH), ABDuration 0.100> Action[A153] = State12 (FIGHT_MOVEMENTSWITCH), ABDuration 0.100> Action[A154] = State12 (FIGHT_MOVEMENTSWITCH), ABDuration 0.100> Action[A155] = State12 (FIGHT_MOVEMENTSWITCH), ABDuration 0.100> Action[A156] = State12 (FIGHT_MOVEMENTSWITCH), ABDuration 0.100> Action[A157] = State12 (FIGHT_MOVEMENTSWITCH), ABDuration 0.100> Action[A158] = State29 (FIGHT_2NDSTAGEFREEMOVE), ABDuration 0.100> Action[A159] = State29 (FIGHT_2NDSTAGEFREEMOVE), ABDuration 0.100> Action[A160] = State12 (FIGHT_MOVEMENTSWITCH), ABDuration 0.100> Action[A161] = State12 (FIGHT_MOVEMENTSWITCH), ABDuration 0.100> Action[A162] = State12 (FIGHT_MOVEMENTSWITCH), ABDuration 0.100> Action[A163] = State12 (FIGHT_MOVEMENTSWITCH), ABDuration 0.100> Action[A164] = State12 (FIGHT_MOVEMENTSWITCH), ABDuration 0.100> Action[A165] = State12 (FIGHT_MOVEMENTSWITCH), ABDuration 0.100> Action[A166] = State12 (FIGHT_MOVEMENTSWITCH), ABDuration 0.100> Action[A167] = State12 (FIGHT_MOVEMENTSWITCH), ABDuration 0.100> Action[A168] = State12 (FIGHT_MOVEMENTSWITCH), ABDuration 0.100> Action[A169] = State12 (FIGHT_MOVEMENTSWITCH), ABDuration 0.100> Action[A170] = State29 (FIGHT_2NDSTAGEFREEMOVE), ABDuration 0.100> Action[A171] = State32 (FIGHT_ATTACK_SWITCH), ABDuration 0.000> Action[A172] = State1 (ACTIONSWITCH), ABDuration -1.000> Action[A173] = State42 (FIGHT_ATTACK_SPECIALSWITCH), ABDuration 0.000> Action[A174] = State33 (FIGHT_ATTACK_CONTEXTSWITCH), ABDuration 0.000> Action[A175] = State34 (FIGHT_ATTACK_FWDMEDSWITCH), ABDuration 0.000> Action[A176] = State34 (FIGHT_ATTACK_FWDMEDSWITCH), ABDuration 0.000> Action[A177] = State34 (FIGHT_ATTACK_FWDMEDSWITCH), ABDuration 0.000> Action[A178] = State35 (FIGHT_ATTACK_LEFT), ABDuration 0.200> Action[A179] = State39 (FIGHT_ATTACK_HEAVY), ABDuration 0.200> Action[A180] = State31 (FIGHT_ATTACK_EXIT), ABDuration 0.000> Action[A181] = State36 (FIGHT_ATTACK_RIGHT_VARIATION1), ABDuration 0.100> Action[A182] = State37 (FIGHT_ATTACK_RIGHT_VARIATION2), ABDuration 0.100> Action[A183] = State38 (FIGHT_ATTACK_RIGHTHEAVYCOMBO), ABDuration 0.100> Action[A184] = State31 (FIGHT_ATTACK_EXIT), ABDuration 0.200> Action[A185] = State31 (FIGHT_ATTACK_EXIT), ABDuration 0.000> Action[A186] = State31 (FIGHT_ATTACK_EXIT), ABDuration 0.100> Action[A187] = State31 (FIGHT_ATTACK_EXIT), ABDuration 0.000> Action[A188] = State31 (FIGHT_ATTACK_EXIT), ABDuration 0.100> Action[A189] = State31 (FIGHT_ATTACK_EXIT), ABDuration 0.000> Action[A190] = State31 (FIGHT_ATTACK_EXIT), ABDuration 0.100> Action[A191] = State31 (FIGHT_ATTACK_EXIT), ABDuration 0.000> Action[A192] = State40 (FIGHT_ATTACK_SUPERHEAVY), ABDuration 0.100> Action[A193] = State31 (FIGHT_ATTACK_EXIT), ABDuration 0.200> Action[A194] = State31 (FIGHT_ATTACK_EXIT), ABDuration 0.000> Action[A195] = State41 (FIGHT_ATTACK_2SWEEPCOMBO), ABDuration 0.100> Action[A196] = State31 (FIGHT_ATTACK_EXIT), ABDuration 0.100> Action[A197] = State31 (FIGHT_ATTACK_EXIT), ABDuration 0.000> Action[A198] = State31 (FIGHT_ATTACK_EXIT), ABDuration 0.100> Action[A199] = State31 (FIGHT_ATTACK_EXIT), ABDuration 0.000> Action[A200] = State43 (FIGHT_ATTACK_SPECIAL0), ABDuration 0.200> Action[A201] = State44 (FIGHT_ATTACK_SPECIAL1), ABDuration 0.200> Action[A202] = State45 (FIGHT_ATTACK_SPECIAL2), ABDuration 0.200> Action[A203] = State46 (FIGHT_ATTACK_SPECIAL3), ABDuration 0.100> Action[A204] = State31 (FIGHT_ATTACK_EXIT), ABDuration 0.200> Action[A205] = State31 (FIGHT_ATTACK_EXIT), ABDuration 0.000> Action[A206] = State31 (FIGHT_ATTACK_EXIT), ABDuration 0.200> Action[A207] = Action[A208] = Action[A209] = Action[A210] = Action[A211] = Action[A212] = Action[A213] = Action[A214] = State31 (FIGHT_ATTACK_EXIT), ABDuration 0.200> Action[A215] = State31 (FIGHT_ATTACK_EXIT), ABDuration 0.000> Action[A216] = State31 (FIGHT_ATTACK_EXIT), ABDuration 0.200> Action[A217] = State31 (FIGHT_ATTACK_EXIT), ABDuration 0.200> Action[A218] = State31 (FIGHT_ATTACK_EXIT), ABDuration 0.000> Action[A219] = State31 (FIGHT_ATTACK_EXIT), ABDuration 0.200> Action[A220] = State31 (FIGHT_ATTACK_EXIT), ABDuration 0.100> Action[A221] = State31 (FIGHT_ATTACK_EXIT), ABDuration 0.000> Action[A222] = State31 (FIGHT_ATTACK_EXIT), ABDuration 0.200> Action[A223] = State54 (BOW3P_ENTER), ABDuration 0.200> Action[A224] = State49 (BOW1P_CHARGEDIDLE), ABDuration 0.000> Action[A225] = State1 (ACTIONSWITCH), ABDuration 0.000> Action[A226] = State1 (ACTIONSWITCH), ABDuration 0.000> Action[A227] = State50 (BOW1P_SHOOTNRELOAD), ABDuration 0.000> Action[A228] = State51 (BOW1P_SHOOTNRELAX), ABDuration 0.000> Action[A229] = State48 (BOW1P_LEAVE), ABDuration 0.000> Action[A230] = Action[A231] = State49 (BOW1P_CHARGEDIDLE), ABDuration 0.000> Action[A232] = State48 (BOW1P_LEAVE), ABDuration 0.000> Action[A233] = Action[A234] = State48 (BOW1P_LEAVE), ABDuration 0.000> Action[A235] = State48 (BOW1P_LEAVE), ABDuration 0.000> Action[A236] = State49 (BOW1P_CHARGEDIDLE), ABDuration 0.000> Action[A237] = Action[A238] = Action[A239] = Action[A240] = State55 (BOW3P_WIELDBOW), ABDuration 0.000> Action[A241] = State55 (BOW3P_WIELDBOW), ABDuration 0.000> Action[A242] = State56 (BOW3P_UNWIELDWEAPON), ABDuration 0.000> Action[A243] = State56 (BOW3P_UNWIELDWEAPON), ABDuration 0.000> Action[A244] = State57 (BOW3P_WIELDAMMO), ABDuration 0.000> Action[A245] = State57 (BOW3P_WIELDAMMO), ABDuration 0.000> Action[A246] = State58 (BOW3P_CHARGE_ARROW), ABDuration 0.200> Action[A247] = State64 (BOW3P_CHARGEDIDLE), ABDuration 0.200> Action[A248] = State59 (BOW3P_LEAVE), ABDuration 0.300> Action[A249] = State60 (BOW3P_WIELDWEAPON), ABDuration 0.050> Action[A250] = State60 (BOW3P_WIELDWEAPON), ABDuration 0.050> Action[A251] = State61 (BOW3P_WIELDSHIELD), ABDuration 0.050> Action[A252] = State61 (BOW3P_WIELDSHIELD), ABDuration 0.050> Action[A253] = State1 (ACTIONSWITCH), ABDuration 0.300> Action[A254] = Action[A255] = State63 (BOW3P_RELOAD), ABDuration 0.050> Action[A256] = State63 (BOW3P_RELOAD), ABDuration 0.050> Action[A257] = State59 (BOW3P_LEAVE), ABDuration 0.300> Action[A258] = State58 (BOW3P_CHARGE_ARROW), ABDuration 0.200> Action[A259] = State62 (BOW3P_SHOOT), ABDuration 0.000> Action[A260] = State59 (BOW3P_LEAVE), ABDuration 0.300> Action[A261] = State70 (RESPONSE_SWITCH), ABDuration 0.000> Action[A262] = Action[A263] = State58 (BOW3P_CHARGE_ARROW), ABDuration 0.050> Action[A264] = State58 (BOW3P_CHARGE_ARROW), ABDuration 0.050> Action[A265] = State58 (BOW3P_CHARGE_ARROW), ABDuration 0.050> Action[A266] = State0 (FIGHT_ENTER), ABDuration 0.050> Action[A267] = State0 (FIGHT_ENTER), ABDuration 0.050> Action[A268] = State0 (FIGHT_ENTER), ABDuration 0.050> Action[A269] = State68 (DUMMY_SPAWNDEAD), ABDuration 0.000> Action[A270] = State65 (RESPONSE_TRIGGER), ABDuration 0.000> Action[A271] = State71 (RESPONSE_SWITCH_0_49), ABDuration 0.000> Action[A272] = State72 (RESPONSE_SWITCH_50_200), ABDuration 0.000> Action[A273] = State73 (RESPONSE_HURTFRONT), ABDuration 0.000> Action[A274] = State74 (RESPONSE_HURTFRONTLFT), ABDuration 0.000> Action[A275] = State75 (RESPONSE_HURTFRONTRGT), ABDuration 0.000> Action[A276] = State76 (RESPONSE_HURTFRONTABOVE), ABDuration 0.000> Action[A277] = State77 (RESPONSE_HURTBACK), ABDuration 0.000> Action[A278] = State78 (RESPONSE_HURTARROW), ABDuration 0.000> Action[A279] = State79 (RESPONSE_BLOCKFRONT), ABDuration 0.050> Action[A280] = State80 (RESPONSE_BLOCKABOVE), ABDuration 0.200> Action[A281] = State81 (RESPONSE_BLOCKLFT), ABDuration 0.050> Action[A282] = State82 (RESPONSE_BLOCKRGT), ABDuration 0.050> Action[A283] = State83 (RESPONSE_BLOCKBACK), ABDuration 0.050> Action[A284] = State84 (RESPONSE_BLOCKBREAKERRESPONSE), ABDuration 0.050> Action[A285] = State85 (RESPONSE_BLOCKPUSHEDBACK), ABDuration 0.050> Action[A286] = State86 (RESPONSE_PUSHEDBWD), ABDuration 0.000> Action[A287] = State87 (RESPONSE_PUSHEDBWDFAR), ABDuration 0.000> Action[A288] = State91 (RESPONSE_KNOCKEDGROUND), ABDuration 0.050> Action[A289] = State92 (RESPONSE_KNOCKEDKNEE), ABDuration 0.100> Action[A290] = State88 (RESPONSE_DEATHBWD), ABDuration 0.100> Action[A291] = State89 (RESPONSE_DEATHFWD), ABDuration 0.100> Action[A292] = State90 (RESPONSE_DEATHBWDFLIP), ABDuration 0.100> Action[A293] = State65 (RESPONSE_TRIGGER), ABDuration 0.000> Action[A294] = State93 (RESPONSE_FINISHEDGROUND), ABDuration 0.050> Action[A295] = State94 (RESPONSE_FINISHEDKNEEFWD), ABDuration 0.050> Action[A296] = State95 (RESPONSE_FINISHEDKNEEBWD), ABDuration 0.050> Action[A297] = State96 (RESPONSE_FINISHEDKNEESLASH), ABDuration 0.100> Action[A298] = State52 (RESPONSE_HURTBOW1P), ABDuration 0.050> Action[A299] = State53 (RESPONSE_DEATHBOW1P), ABDuration 0.050> Action[A300] = State97 (RESPONSE_HURTSPECIAL0), ABDuration 0.000> Action[A301] = State98 (RESPONSE_HURTSPECIAL1), ABDuration 0.000> Action[A302] = State99 (RESPONSE_HURTSPECIAL2), ABDuration 0.000> Action[A303] = State100 (RESPONSE_HURTSPECIAL3), ABDuration 0.000> Action[A304] = State101 (RESPONSE_HURTSPECIAL3END), ABDuration 0.000> Action[A305] = State102 (RESPONSE_DEATHSPECIAL3END), ABDuration 0.100> Action[A306] = State104 (RESPONSE_KNEED), ABDuration 0.050> Action[A307] = State105 (RESPONSE_ENTANGLED), ABDuration 0.050> Action[A308] = State106 (RESPONSE_PARTIAL_HURTLEFT), ABDuration 0.150> Action[A309] = State107 (RESPONSE_PARTIAL_HURTRIGHT), ABDuration 0.150> Action[A310] = State65 (RESPONSE_TRIGGER), ABDuration 0.000> Action[A311] = State58 (BOW3P_CHARGE_ARROW), ABDuration 0.050> Action[A312] = State58 (BOW3P_CHARGE_ARROW), ABDuration 0.050> Action[A313] = State58 (BOW3P_CHARGE_ARROW), ABDuration 0.050> Action[A314] = State0 (FIGHT_ENTER), ABDuration 0.050> Action[A315] = State0 (FIGHT_ENTER), ABDuration 0.050> Action[A316] = State0 (FIGHT_ENTER), ABDuration 0.050> Action[A317] = State58 (BOW3P_CHARGE_ARROW), ABDuration 0.050> Action[A318] = State58 (BOW3P_CHARGE_ARROW), ABDuration 0.050> Action[A319] = State58 (BOW3P_CHARGE_ARROW), ABDuration 0.050> Action[A320] = State0 (FIGHT_ENTER), ABDuration 0.050> Action[A321] = State0 (FIGHT_ENTER), ABDuration 0.050> Action[A322] = State0 (FIGHT_ENTER), ABDuration 0.050> Action[A323] = State58 (BOW3P_CHARGE_ARROW), ABDuration 0.050> Action[A324] = State58 (BOW3P_CHARGE_ARROW), ABDuration 0.050> Action[A325] = State58 (BOW3P_CHARGE_ARROW), ABDuration 0.050> Action[A326] = State0 (FIGHT_ENTER), ABDuration 0.050> Action[A327] = State0 (FIGHT_ENTER), ABDuration 0.050> Action[A328] = State0 (FIGHT_ENTER), ABDuration 0.050> Action[A329] = State58 (BOW3P_CHARGE_ARROW), ABDuration 0.050> Action[A330] = State58 (BOW3P_CHARGE_ARROW), ABDuration 0.050> Action[A331] = State58 (BOW3P_CHARGE_ARROW), ABDuration 0.050> Action[A332] = State0 (FIGHT_ENTER), ABDuration 0.050> Action[A333] = State0 (FIGHT_ENTER), ABDuration 0.050> Action[A334] = State0 (FIGHT_ENTER), ABDuration 0.050> Action[A335] = State58 (BOW3P_CHARGE_ARROW), ABDuration 0.050> Action[A336] = State58 (BOW3P_CHARGE_ARROW), ABDuration 0.050> Action[A337] = State58 (BOW3P_CHARGE_ARROW), ABDuration 0.050> Action[A338] = State0 (FIGHT_ENTER), ABDuration 0.050> Action[A339] = State0 (FIGHT_ENTER), ABDuration 0.050> Action[A340] = State0 (FIGHT_ENTER), ABDuration 0.050> Action[A341] = State58 (BOW3P_CHARGE_ARROW), ABDuration 0.300> Action[A342] = State58 (BOW3P_CHARGE_ARROW), ABDuration 0.300> Action[A343] = State58 (BOW3P_CHARGE_ARROW), ABDuration 0.300> Action[A344] = State0 (FIGHT_ENTER), ABDuration 0.300> Action[A345] = State0 (FIGHT_ENTER), ABDuration 0.300> Action[A346] = State0 (FIGHT_ENTER), ABDuration 0.300> Action[A347] = State58 (BOW3P_CHARGE_ARROW), ABDuration 0.000> Action[A348] = State58 (BOW3P_CHARGE_ARROW), ABDuration 0.000> Action[A349] = State58 (BOW3P_CHARGE_ARROW), ABDuration 0.000> Action[A350] = State0 (FIGHT_ENTER), ABDuration 0.000> Action[A351] = State0 (FIGHT_ENTER), ABDuration 0.000> Action[A352] = State0 (FIGHT_ENTER), ABDuration 0.000> Action[A353] = State58 (BOW3P_CHARGE_ARROW), ABDuration 0.050> Action[A354] = State58 (BOW3P_CHARGE_ARROW), ABDuration 0.050> Action[A355] = State58 (BOW3P_CHARGE_ARROW), ABDuration 0.050> Action[A356] = State0 (FIGHT_ENTER), ABDuration 0.050> Action[A357] = State0 (FIGHT_ENTER), ABDuration 0.050> Action[A358] = State0 (FIGHT_ENTER), ABDuration 0.050> Action[A359] = State58 (BOW3P_CHARGE_ARROW), ABDuration 0.050> Action[A360] = State58 (BOW3P_CHARGE_ARROW), ABDuration 0.050> Action[A361] = State58 (BOW3P_CHARGE_ARROW), ABDuration 0.050> Action[A362] = State0 (FIGHT_ENTER), ABDuration 0.050> Action[A363] = State0 (FIGHT_ENTER), ABDuration 0.050> Action[A364] = State0 (FIGHT_ENTER), ABDuration 0.050> Action[A365] = State58 (BOW3P_CHARGE_ARROW), ABDuration 0.100> Action[A366] = State58 (BOW3P_CHARGE_ARROW), ABDuration 0.100> Action[A367] = State58 (BOW3P_CHARGE_ARROW), ABDuration 0.100> Action[A368] = State0 (FIGHT_ENTER), ABDuration 0.100> Action[A369] = State0 (FIGHT_ENTER), ABDuration 0.100> Action[A370] = State0 (FIGHT_ENTER), ABDuration 0.100> Action[A371] = State58 (BOW3P_CHARGE_ARROW), ABDuration 0.050> Action[A372] = State58 (BOW3P_CHARGE_ARROW), ABDuration 0.050> Action[A373] = State58 (BOW3P_CHARGE_ARROW), ABDuration 0.050> Action[A374] = State0 (FIGHT_ENTER), ABDuration 0.050> Action[A375] = State0 (FIGHT_ENTER), ABDuration 0.050> Action[A376] = State0 (FIGHT_ENTER), ABDuration 0.050> Action[A377] = State58 (BOW3P_CHARGE_ARROW), ABDuration 0.200> Action[A378] = State58 (BOW3P_CHARGE_ARROW), ABDuration 0.200> Action[A379] = State58 (BOW3P_CHARGE_ARROW), ABDuration 0.200> Action[A380] = State0 (FIGHT_ENTER), ABDuration 0.200> Action[A381] = State0 (FIGHT_ENTER), ABDuration 0.200> Action[A382] = State0 (FIGHT_ENTER), ABDuration 0.200> Action[A383] = State58 (BOW3P_CHARGE_ARROW), ABDuration 0.050> Action[A384] = State58 (BOW3P_CHARGE_ARROW), ABDuration 0.050> Action[A385] = State58 (BOW3P_CHARGE_ARROW), ABDuration 0.050> Action[A386] = State0 (FIGHT_ENTER), ABDuration 0.050> Action[A387] = State0 (FIGHT_ENTER), ABDuration 0.050> Action[A388] = State0 (FIGHT_ENTER), ABDuration 0.050> Action[A389] = State58 (BOW3P_CHARGE_ARROW), ABDuration 0.050> Action[A390] = State58 (BOW3P_CHARGE_ARROW), ABDuration 0.050> Action[A391] = State58 (BOW3P_CHARGE_ARROW), ABDuration 0.050> Action[A392] = State0 (FIGHT_ENTER), ABDuration 0.050> Action[A393] = State0 (FIGHT_ENTER), ABDuration 0.050> Action[A394] = State0 (FIGHT_ENTER), ABDuration 0.050> Action[A395] = State58 (BOW3P_CHARGE_ARROW), ABDuration 0.050> Action[A396] = State58 (BOW3P_CHARGE_ARROW), ABDuration 0.050> Action[A397] = State58 (BOW3P_CHARGE_ARROW), ABDuration 0.050> Action[A398] = State0 (FIGHT_ENTER), ABDuration 0.050> Action[A399] = State0 (FIGHT_ENTER), ABDuration 0.050> Action[A400] = State0 (FIGHT_ENTER), ABDuration 0.050> Action[A401] = Action[A402] = Action[A403] = Action[A404] = Action[A405] = Action[A406] = Action[A407] = Action[A408] = State66 (KNOCKEDKNEE_GETUP), ABDuration 0.200> Action[A409] = State66 (KNOCKEDKNEE_GETUP), ABDuration 0.200> Action[A410] = Action[A411] = Action[A412] = Action[A413] = Action[A414] = Action[A415] = Action[A416] = Action[A417] = Action[A418] = State58 (BOW3P_CHARGE_ARROW), ABDuration 0.050> Action[A419] = State58 (BOW3P_CHARGE_ARROW), ABDuration 0.050> Action[A420] = State58 (BOW3P_CHARGE_ARROW), ABDuration 0.050> Action[A421] = State0 (FIGHT_ENTER), ABDuration 0.050> Action[A422] = State0 (FIGHT_ENTER), ABDuration 0.050> Action[A423] = State0 (FIGHT_ENTER), ABDuration 0.050> Action[A424] = State58 (BOW3P_CHARGE_ARROW), ABDuration 0.050> Action[A425] = State58 (BOW3P_CHARGE_ARROW), ABDuration 0.050> Action[A426] = State58 (BOW3P_CHARGE_ARROW), ABDuration 0.050> Action[A427] = State0 (FIGHT_ENTER), ABDuration 0.050> Action[A428] = State0 (FIGHT_ENTER), ABDuration 0.050> Action[A429] = State0 (FIGHT_ENTER), ABDuration 0.050> Action[A430] = State58 (BOW3P_CHARGE_ARROW), ABDuration 0.050> Action[A431] = State58 (BOW3P_CHARGE_ARROW), ABDuration 0.050> Action[A432] = State58 (BOW3P_CHARGE_ARROW), ABDuration 0.050> Action[A433] = State0 (FIGHT_ENTER), ABDuration 0.050> Action[A434] = State0 (FIGHT_ENTER), ABDuration 0.050> Action[A435] = State0 (FIGHT_ENTER), ABDuration 0.050> Action[A436] = State58 (BOW3P_CHARGE_ARROW), ABDuration 0.050> Action[A437] = State58 (BOW3P_CHARGE_ARROW), ABDuration 0.050> Action[A438] = State58 (BOW3P_CHARGE_ARROW), ABDuration 0.050> Action[A439] = State0 (FIGHT_ENTER), ABDuration 0.050> Action[A440] = State0 (FIGHT_ENTER), ABDuration 0.050> Action[A441] = State0 (FIGHT_ENTER), ABDuration 0.050> Action[A442] = State58 (BOW3P_CHARGE_ARROW), ABDuration 0.050> Action[A443] = State58 (BOW3P_CHARGE_ARROW), ABDuration 0.050> Action[A444] = State58 (BOW3P_CHARGE_ARROW), ABDuration 0.050> Action[A445] = State0 (FIGHT_ENTER), ABDuration 0.050> Action[A446] = State0 (FIGHT_ENTER), ABDuration 0.050> Action[A447] = State0 (FIGHT_ENTER), ABDuration 0.050> Action[A448] = State103 (RESPONSE_DEATHSPECIAL3END_FREEZE), ABDuration 0.000> Action[A449] = Action[A450] = Action[A451] = State58 (BOW3P_CHARGE_ARROW), ABDuration 0.000> Action[A452] = State58 (BOW3P_CHARGE_ARROW), ABDuration 0.000> Action[A453] = State58 (BOW3P_CHARGE_ARROW), ABDuration 0.000> Action[A454] = State0 (FIGHT_ENTER), ABDuration 0.000> Action[A455] = State0 (FIGHT_ENTER), ABDuration 0.000> Action[A456] = State0 (FIGHT_ENTER), ABDuration 0.000> Action[A457] = State58 (BOW3P_CHARGE_ARROW), ABDuration 0.000> Action[A458] = State58 (BOW3P_CHARGE_ARROW), ABDuration 0.000> Action[A459] = State58 (BOW3P_CHARGE_ARROW), ABDuration 0.000> Action[A460] = State0 (FIGHT_ENTER), ABDuration 0.000> Action[A461] = State0 (FIGHT_ENTER), ABDuration 0.000> Action[A462] = State0 (FIGHT_ENTER), ABDuration 0.000> Action[A463] = TERMINATE, ABDuration 0.100> Action[A464] = TERMINATE, ABDuration 0.100> Action[A465] = State58 (BOW3P_CHARGE_ARROW), ABDuration 0.100> Action[A466] = State58 (BOW3P_CHARGE_ARROW), ABDuration 0.100> Action[A467] = State58 (BOW3P_CHARGE_ARROW), ABDuration 0.100> Action[A468] = State0 (FIGHT_ENTER), ABDuration 0.100> Action[A469] = State0 (FIGHT_ENTER), ABDuration 0.100> Action[A470] = State0 (FIGHT_ENTER), ABDuration 0.100> Action[A471] = TERMINATE, ABDuration 0.100> Action[A472] = TERMINATE, ABDuration 0.100> Action[A473] = State58 (BOW3P_CHARGE_ARROW), ABDuration 0.100> Action[A474] = State58 (BOW3P_CHARGE_ARROW), ABDuration 0.100> Action[A475] = State58 (BOW3P_CHARGE_ARROW), ABDuration 0.100> Action[A476] = State0 (FIGHT_ENTER), ABDuration 0.100> Action[A477] = State0 (FIGHT_ENTER), ABDuration 0.100> Action[A478] = State0 (FIGHT_ENTER), ABDuration 0.100> Action[A479] = State69 (RESPONSE_INIT), ABDuration 0.000> Action[A480] = State1 (ACTIONSWITCH), ABDuration 0.000> Action[A481] = State109 (EVENT_LAVASPEW), ABDuration 0.300> Action[A482] = Action[A483] = Action[A484] = Action[A485] = Action[A486] = Action[A487] = Action[A488] = Action[A489] = State1 (ACTIONSWITCH), ABDuration 0.200> Action[A490] = State1 (ACTIONSWITCH), ABDuration 0.200> } 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] = } 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] = } CallbackParams: { Param[P000] = 1.000 Param[P001] = 1.000 Param[P002] = 4216.000 Param[P003] = 1.000 Param[P004] = 1.000 Param[P005] = 2.000 Param[P006] = 4100.000 Param[P007] = 1.000 Param[P008] = 1.000 Param[P009] = 1.000 Param[P010] = 2.000 Param[P011] = 1.000 Param[P012] = 4100.000 Param[P013] = 1.000 Param[P014] = 4100.000 Param[P015] = 1.000 Param[P016] = 4100.000 Param[P017] = 1.000 Param[P018] = 1.000 Param[P019] = 1.000 Param[P020] = 1.000 Param[P021] = 4104.000 Param[P022] = 4112.000 Param[P023] = 4128.000 Param[P024] = 4160.000 Param[P025] = 6405.000 Param[P026] = 6405.000 Param[P027] = 6405.000 Param[P028] = 6405.000 Param[P029] = 6405.000 Param[P030] = 6405.000 Param[P031] = 6405.000 Param[P032] = 13568.000 Param[P033] = 13568.000 Param[P034] = 4.000 Param[P035] = 13568.000 Param[P036] = 0.000 Param[P037] = 2064.000 Param[P038] = 0.000 Param[P039] = 1179648.000 Param[P040] = 0.000 Param[P041] = 0.000 Param[P042] = 2.000 Param[P043] = 180.000 Param[P044] = 0.000 Param[P045] = 1.000 Param[P046] = 2064.000 Param[P047] = 0.000 Param[P048] = 1179648.000 Param[P049] = -45.000 Param[P050] = 0.000 Param[P051] = 2.000 Param[P052] = 180.000 Param[P053] = 0.000 Param[P054] = 2.000 Param[P055] = 2064.000 Param[P056] = 0.000 Param[P057] = 1179648.000 Param[P058] = 45.000 Param[P059] = 0.000 Param[P060] = 2.000 Param[P061] = 180.000 Param[P062] = 0.000 Param[P063] = 3.000 Param[P064] = 2064.000 Param[P065] = 0.000 Param[P066] = 1179648.000 Param[P067] = 0.000 Param[P068] = 45.000 Param[P069] = 2.000 Param[P070] = 180.000 Param[P071] = 0.000 Param[P072] = 4.000 Param[P073] = 2064.000 Param[P074] = 0.000 Param[P075] = 1179648.000 Param[P076] = 180.000 Param[P077] = 0.000 Param[P078] = 2.000 Param[P079] = 90.000 Param[P080] = 2.000 Param[P081] = 5.000 Param[P082] = 2064.000 Param[P083] = 0.000 Param[P084] = 1179648.000 Param[P085] = 0.000 Param[P086] = 0.000 Param[P087] = 2.000 Param[P088] = 180.000 Param[P089] = 1.000 Param[P090] = 10.000 Param[P091] = -1.000 Param[P092] = 0.000 Param[P093] = 1048608.000 Param[P094] = 0.000 Param[P095] = 0.000 Param[P096] = 2.000 Param[P097] = 0.000 Param[P098] = 0.000 Param[P099] = 11.000 Param[P100] = -1.000 Param[P101] = 0.000 Param[P102] = 1048608.000 Param[P103] = 0.000 Param[P104] = 45.000 Param[P105] = 2.000 Param[P106] = 0.000 Param[P107] = 0.000 Param[P108] = 12.000 Param[P109] = -1.000 Param[P110] = 0.000 Param[P111] = 1048608.000 Param[P112] = -90.000 Param[P113] = 0.000 Param[P114] = 2.000 Param[P115] = 0.000 Param[P116] = 0.000 Param[P117] = 13.000 Param[P118] = -1.000 Param[P119] = 0.000 Param[P120] = 1048608.000 Param[P121] = 90.000 Param[P122] = 0.000 Param[P123] = 2.000 Param[P124] = 0.000 Param[P125] = 0.000 Param[P126] = 14.000 Param[P127] = -1.000 Param[P128] = 0.000 Param[P129] = 1048608.000 Param[P130] = 180.000 Param[P131] = 0.000 Param[P132] = 2.000 Param[P133] = 0.000 Param[P134] = 0.000 Param[P135] = 15.000 Param[P136] = -1.000 Param[P137] = 0.000 Param[P138] = 1048608.000 Param[P139] = 0.000 Param[P140] = 0.000 Param[P141] = 4100.000 Param[P142] = 180.000 Param[P143] = 1.000 Param[P144] = 16.000 Param[P145] = -1.000 Param[P146] = 0.000 Param[P147] = 1048608.000 Param[P148] = 0.000 Param[P149] = 0.000 Param[P150] = 4100.000 Param[P151] = 180.000 Param[P152] = 1.000 Param[P153] = 20.000 Param[P154] = 2064.000 Param[P155] = 0.000 Param[P156] = 1179648.000 Param[P157] = 0.000 Param[P158] = 0.000 Param[P159] = 2.000 Param[P160] = 90.000 Param[P161] = 0.000 Param[P162] = 21.000 Param[P163] = 2064.000 Param[P164] = 0.000 Param[P165] = 1179648.000 Param[P166] = 0.000 Param[P167] = 0.000 Param[P168] = 4100.000 Param[P169] = 90.000 Param[P170] = 0.000 Param[P171] = 40.000 Param[P172] = -1.000 Param[P173] = 0.000 Param[P174] = 1581056.000 Param[P175] = 0.000 Param[P176] = 0.000 Param[P177] = 2.000 Param[P178] = 180.000 Param[P179] = 0.000 Param[P180] = 41.000 Param[P181] = -1.000 Param[P182] = 0.000 Param[P183] = 1576960.000 Param[P184] = 0.000 Param[P185] = 0.000 Param[P186] = 2.000 Param[P187] = 180.000 Param[P188] = 0.000 Param[P189] = 30.000 Param[P190] = -1.000 Param[P191] = 12288.000 Param[P192] = 1310720.000 Param[P193] = 0.000 Param[P194] = 0.000 Param[P195] = 2.000 Param[P196] = 90.000 Param[P197] = 0.000 Param[P198] = 31.000 Param[P199] = -1.000 Param[P200] = 12288.000 Param[P201] = 1310720.000 Param[P202] = 180.000 Param[P203] = 0.000 Param[P204] = 2.000 Param[P205] = 90.000 Param[P206] = 0.000 Param[P207] = 32.000 Param[P208] = -1.000 Param[P209] = 12288.000 Param[P210] = 1310720.000 Param[P211] = 0.000 Param[P212] = -50.000 Param[P213] = 2.000 Param[P214] = 90.000 Param[P215] = 0.000 Param[P216] = 50.000 Param[P217] = 1581056.000 Param[P218] = 0.000 Param[P219] = 1318912.000 Param[P220] = 0.000 Param[P221] = 0.000 Param[P222] = 2.000 Param[P223] = 0.000 Param[P224] = 0.000 Param[P225] = 51.000 Param[P226] = 1576960.000 Param[P227] = 0.000 Param[P228] = 1314816.000 Param[P229] = 180.000 Param[P230] = 0.000 Param[P231] = 2.000 Param[P232] = 90.000 Param[P233] = 1.000 Param[P234] = 52.000 Param[P235] = 1576960.000 Param[P236] = 0.000 Param[P237] = 1314816.000 Param[P238] = 0.000 Param[P239] = 0.000 Param[P240] = 2.000 Param[P241] = 90.000 Param[P242] = 3.000 Param[P243] = 53.000 Param[P244] = 1839104.000 Param[P245] = 0.000 Param[P246] = 1314816.000 Param[P247] = 0.000 Param[P248] = 0.000 Param[P249] = 2.000 Param[P250] = 180.000 Param[P251] = 0.000 Param[P252] = 60.000 Param[P253] = 1024.000 Param[P254] = 0.000 Param[P255] = 1179648.000 Param[P256] = 0.000 Param[P257] = 0.000 Param[P258] = 2.000 Param[P259] = 180.000 Param[P260] = 0.000 Param[P261] = 65.000 Param[P262] = 1024.000 Param[P263] = 0.000 Param[P264] = 1310720.000 Param[P265] = 0.000 Param[P266] = 0.000 Param[P267] = 2.000 Param[P268] = 180.000 Param[P269] = 0.000 Param[P270] = 70.000 Param[P271] = -1.000 Param[P272] = 0.000 Param[P273] = 1179648.000 Param[P274] = 0.000 Param[P275] = 0.000 Param[P276] = 2.000 Param[P277] = 180.000 Param[P278] = 1.000 Param[P279] = 71.000 Param[P280] = -1.000 Param[P281] = 0.000 Param[P282] = 1179648.000 Param[P283] = 0.000 Param[P284] = 0.000 Param[P285] = 2.000 Param[P286] = 180.000 Param[P287] = 1.000 Param[P288] = 72.000 Param[P289] = -1.000 Param[P290] = 0.000 Param[P291] = 1179648.000 Param[P292] = 0.000 Param[P293] = 0.000 Param[P294] = 2.000 Param[P295] = 180.000 Param[P296] = 1.000 Param[P297] = 73.000 Param[P298] = -1.000 Param[P299] = 0.000 Param[P300] = 1179648.000 Param[P301] = 0.000 Param[P302] = 0.000 Param[P303] = 2.000 Param[P304] = 180.000 Param[P305] = 1.000 Param[P306] = 74.000 Param[P307] = -1.000 Param[P308] = 0.000 Param[P309] = 1179648.000 Param[P310] = 0.000 Param[P311] = 0.000 Param[P312] = 2.000 Param[P313] = 180.000 Param[P314] = 1.000 Param[P315] = 80.000 Param[P316] = -1.000 Param[P317] = 0.000 Param[P318] = 1310720.000 Param[P319] = 0.000 Param[P320] = 0.000 Param[P321] = 2.000 Param[P322] = 180.000 Param[P323] = 1.000 Param[P324] = 100.000 Param[P325] = -1.000 Param[P326] = 0.000 Param[P327] = 1179648.000 Param[P328] = 0.000 Param[P329] = 0.000 Param[P330] = 2.000 Param[P331] = 0.000 Param[P332] = 1.000 Param[P333] = 101.000 Param[P334] = -1.000 Param[P335] = 0.000 Param[P336] = 1179648.000 Param[P337] = 0.000 Param[P338] = 0.000 Param[P339] = 2.000 Param[P340] = 0.000 Param[P341] = 1.000 Param[P342] = 200.000 Param[P343] = -1.000 Param[P344] = 0.000 Param[P345] = 1179648.000 Param[P346] = -45.000 Param[P347] = 0.000 Param[P348] = 2.000 Param[P349] = 0.000 Param[P350] = 8.000 Param[P351] = 201.000 Param[P352] = -1.000 Param[P353] = 0.000 Param[P354] = 1179648.000 Param[P355] = 45.000 Param[P356] = 0.000 Param[P357] = 2.000 Param[P358] = 0.000 Param[P359] = 8.000 Param[P360] = 10000.000 Param[P361] = 6405.000 Param[P362] = 6405.000 Param[P363] = 6405.000 Param[P364] = 6405.000 Param[P365] = 6405.000 Param[P366] = 6405.000 Param[P367] = 6405.000 } ExportedActions: { Action[A000]: 'STARTACTION' (CC396451) Action[A001]: 'FIGHT_ENTER.ACTION_ENTER' (E2EE637D) Action[A002]: 'ACTIONSWITCH.ACTION_BOW' (192DC368) Action[A003]: 'ACTIONSWITCH.ACTION_ATTACK' (8F3940F8) Action[A004]: 'ACTIONSWITCH.ACTION_FIGHT' (1BF11EF2) Action[A005]: 'FIGHT_SWITCH.ACTION_ORDERCHARGE' (810D3DB9) Action[A006]: 'FIGHT_SWITCH.ACTION_ORDERFLANK' (23295D5B) Action[A007]: 'FIGHT_SWITCH.ACTION_TAUNT' (546C89FF) Action[A008]: 'FIGHT_SWITCH.ACTION_ACTIONSWITCH' (DCBF5083) Action[A009]: 'FIGHT_SWITCH.ACTION_MOVEMENT' (1A2A6FBE) Action[A010]: 'FIGHT_SWITCH.ACTION_TURN' (76EC58DC) Action[A010]: 'FIGHT_SWITCH.ACTION_TURN' (76EC58DC) Action[A010]: 'FIGHT_SWITCH.ACTION_TURN' (76EC58DC) Action[A013]: 'FIGHT_SWITCH.ACTION_IDLE' (76E60791) Action[A014]: 'FIGHT_IDLE.ACTION_ENDIDLE' (613E2C34) Action[A014]: 'FIGHT_IDLE.ACTION_ENDIDLE' (613E2C34) Action[A014]: 'FIGHT_IDLE.ACTION_ENDIDLE' (613E2C34) Action[A014]: 'FIGHT_IDLE.ACTION_ENDIDLE' (613E2C34) Action[A018]: 'FIGHT_IDLE.ACTION_ENDIDLEBYMOVE' (6A6852E6) Action[A019]: 'FIGHT_IDLE.ACTION_ENDIDLEBYTURN' (6A6C4298) Action[A019]: 'FIGHT_IDLE.ACTION_ENDIDLEBYTURN' (6A6C4298) Action[A019]: 'FIGHT_IDLE.ACTION_ENDIDLEBYTURN' (6A6C4298) Action[A022]: 'FIGHT_ORDERCHARGE.ACTION_END' (3FF4ED7E) Action[A022]: 'FIGHT_ORDERCHARGE.ACTION_END' (3FF4ED7E) Action[A024]: 'FIGHT_ORDERFLANK.ACTION_END' (73D94780) Action[A024]: 'FIGHT_ORDERFLANK.ACTION_END' (73D94780) Action[A026]: 'FIGHT_TAUNTSWITCH.ACTION_TAUNT0' (5322815B) Action[A027]: 'FIGHT_TAUNTSWITCH.ACTION_TAUNT1' (5322815C) Action[A027]: 'FIGHT_TAUNTSWITCH.ACTION_TAUNT1' (5322815C) Action[A029]: 'FIGHT_TAUNT0.ACTION_END' (A39F6234) Action[A029]: 'FIGHT_TAUNT0.ACTION_END' (A39F6234) Action[A031]: 'FIGHT_TAUNT1.ACTION_END' (D492BF95) Action[A031]: 'FIGHT_TAUNT1.ACTION_END' (D492BF95) Action[A033]: 'FIGHT_TURNSWITCH.ACTION_TURNLFT' (235DC3CB) Action[A034]: 'FIGHT_TURNSWITCH.ACTION_TURNRGT' (235DDD72) Action[A035]: 'FIGHT_TURNLFT.ACTION_ENDMOVEMENT' (1EEB832) Action[A035]: 'FIGHT_TURNLFT.ACTION_ENDMOVEMENT' (1EEB832) Action[A035]: 'FIGHT_TURNLFT.ACTION_ENDMOVEMENT' (1EEB832) Action[A035]: 'FIGHT_TURNLFT.ACTION_ENDMOVEMENT' (1EEB832) Action[A035]: 'FIGHT_TURNLFT.ACTION_ENDMOVEMENT' (1EEB832) Action[A040]: 'FIGHT_TURNRGT.ACTION_ENDMOVEMENT' (3057279) Action[A040]: 'FIGHT_TURNRGT.ACTION_ENDMOVEMENT' (3057279) Action[A040]: 'FIGHT_TURNRGT.ACTION_ENDMOVEMENT' (3057279) Action[A040]: 'FIGHT_TURNRGT.ACTION_ENDMOVEMENT' (3057279) Action[A040]: 'FIGHT_TURNRGT.ACTION_ENDMOVEMENT' (3057279) Action[A045]: 'FIGHT_MOVEMENTSWITCH.ACTION_ENDMOVEMENT' (1D9F1CA0) Action[A045]: 'FIGHT_MOVEMENTSWITCH.ACTION_ENDMOVEMENT' (1D9F1CA0) Action[A047]: 'FIGHT_MOVEMENTSWITCH.ACTION_JOGFWD' (9B83E7BF) Action[A048]: 'FIGHT_MOVEMENTSWITCH.ACTION_WALKFWD' (D46AAF8E) Action[A049]: 'FIGHT_MOVEMENTSWITCH.ACTION_FASTFREEMOVE' (2600A6A5) Action[A050]: 'FIGHT_MOVEMENTSWITCH.ACTION_RUSHFWD' (82ABB2C1) Action[A051]: 'FIGHT_MOVEMENTSWITCH.ACTION_RUSHBWD' (82ABA1BD) Action[A052]: 'FIGHT_MOVEMENTSWITCH.ACTION_RUSHLFT' (82ABCA26) Action[A053]: 'FIGHT_MOVEMENTSWITCH.ACTION_RUSHRGT' (82ABE3CD) Action[A054]: 'FIGHT_MOVEMENTSWITCH.ACTION_FREEMOVEFWD' (1C7A8D58) Action[A054]: 'FIGHT_MOVEMENTSWITCH.ACTION_FREEMOVEFWD' (1C7A8D58) Action[A056]: 'FIGHT_MOVEMENTSWITCH.ACTION_FREEMOVEBWD' (1C7A7C54) Action[A056]: 'FIGHT_MOVEMENTSWITCH.ACTION_FREEMOVEBWD' (1C7A7C54) Action[A058]: 'FIGHT_MOVEMENTSWITCH.ACTION_FREEMOVELFT' (1C7AA4BD) Action[A058]: 'FIGHT_MOVEMENTSWITCH.ACTION_FREEMOVELFT' (1C7AA4BD) Action[A060]: 'FIGHT_MOVEMENTSWITCH.ACTION_FREEMOVERGT' (1C7ABE64) Action[A060]: 'FIGHT_MOVEMENTSWITCH.ACTION_FREEMOVERGT' (1C7ABE64) Action[A062]: 'FIGHT_MOVEMENTSWITCH.ACTION_MOVEFWD' (F3FE3396) Action[A063]: 'FIGHT_MOVEMENTSWITCH.ACTION_MOVEBWD' (F3FE2292) Action[A064]: 'FIGHT_MOVEMENTSWITCH.ACTION_NOTURNMOVELFT' (DC54D4A1) Action[A065]: 'FIGHT_MOVEMENTSWITCH.ACTION_NOTURNMOVERGT' (DC54EE48) Action[A066]: 'FIGHT_MOVEMENTSWITCH.ACTION_MOVELFT' (F3FE4AFB) Action[A067]: 'FIGHT_MOVEMENTSWITCH.ACTION_MOVERGT' (F3FE64A2) Action[A068]: 'FIGHT_JOGFWD.ACTION_MOVEMENTSWITCH' (572922BF) Action[A068]: 'FIGHT_JOGFWD.ACTION_MOVEMENTSWITCH' (572922BF) Action[A068]: 'FIGHT_JOGFWD.ACTION_MOVEMENTSWITCH' (572922BF) Action[A068]: 'FIGHT_JOGFWD.ACTION_MOVEMENTSWITCH' (572922BF) Action[A068]: 'FIGHT_JOGFWD.ACTION_MOVEMENTSWITCH' (572922BF) Action[A073]: 'FIGHT_WALKFWD.ACTION_MOVEMENTSWITCH' (FB579ACE) Action[A073]: 'FIGHT_WALKFWD.ACTION_MOVEMENTSWITCH' (FB579ACE) Action[A073]: 'FIGHT_WALKFWD.ACTION_MOVEMENTSWITCH' (FB579ACE) Action[A073]: 'FIGHT_WALKFWD.ACTION_MOVEMENTSWITCH' (FB579ACE) Action[A073]: 'FIGHT_WALKFWD.ACTION_MOVEMENTSWITCH' (FB579ACE) Action[A078]: 'FIGHT_MOVEFWD.ACTION_ENDMOVEMENTONRUSH' (C2596D5A) Action[A079]: 'FIGHT_MOVEFWD.ACTION_ENDMOVEMENT' (D08D23BB) Action[A079]: 'FIGHT_MOVEFWD.ACTION_ENDMOVEMENT' (D08D23BB) Action[A079]: 'FIGHT_MOVEFWD.ACTION_ENDMOVEMENT' (D08D23BB) Action[A079]: 'FIGHT_MOVEFWD.ACTION_ENDMOVEMENT' (D08D23BB) Action[A079]: 'FIGHT_MOVEFWD.ACTION_ENDMOVEMENT' (D08D23BB) Action[A084]: 'FIGHT_MOVEBWD.ACTION_ENDMOVEMENTONRUSH' (B7E96FD6) Action[A085]: 'FIGHT_MOVEBWD.ACTION_ENDMOVEMENT' (5DBF937) Action[A085]: 'FIGHT_MOVEBWD.ACTION_ENDMOVEMENT' (5DBF937) Action[A085]: 'FIGHT_MOVEBWD.ACTION_ENDMOVEMENT' (5DBF937) Action[A085]: 'FIGHT_MOVEBWD.ACTION_ENDMOVEMENT' (5DBF937) Action[A085]: 'FIGHT_MOVEBWD.ACTION_ENDMOVEMENT' (5DBF937) Action[A090]: 'FIGHT_MOVELFT.ACTION_ENDMOVEMENTONRUSH' (7922105F) Action[A091]: 'FIGHT_MOVELFT.ACTION_ENDMOVEMENT' (E12D2700) Action[A091]: 'FIGHT_MOVELFT.ACTION_ENDMOVEMENT' (E12D2700) Action[A091]: 'FIGHT_MOVELFT.ACTION_ENDMOVEMENT' (E12D2700) Action[A091]: 'FIGHT_MOVELFT.ACTION_ENDMOVEMENT' (E12D2700) Action[A091]: 'FIGHT_MOVELFT.ACTION_ENDMOVEMENT' (E12D2700) Action[A096]: 'FIGHT_MOVERGT.ACTION_ENDMOVEMENTONRUSH' (9C4323E6) Action[A097]: 'FIGHT_MOVERGT.ACTION_ENDMOVEMENT' (E243E147) Action[A097]: 'FIGHT_MOVERGT.ACTION_ENDMOVEMENT' (E243E147) Action[A097]: 'FIGHT_MOVERGT.ACTION_ENDMOVEMENT' (E243E147) Action[A097]: 'FIGHT_MOVERGT.ACTION_ENDMOVEMENT' (E243E147) Action[A097]: 'FIGHT_MOVERGT.ACTION_ENDMOVEMENT' (E243E147) Action[A102]: 'FIGHT_RUSHFWD.ACTION_ENDMOVEMENT' (B0B10D06) Action[A102]: 'FIGHT_RUSHFWD.ACTION_ENDMOVEMENT' (B0B10D06) Action[A102]: 'FIGHT_RUSHFWD.ACTION_ENDMOVEMENT' (B0B10D06) Action[A102]: 'FIGHT_RUSHFWD.ACTION_ENDMOVEMENT' (B0B10D06) Action[A102]: 'FIGHT_RUSHFWD.ACTION_ENDMOVEMENT' (B0B10D06) Action[A107]: 'FIGHT_RUSHBWD.ACTION_ENDMOVEMENT' (E5FFE282) Action[A107]: 'FIGHT_RUSHBWD.ACTION_ENDMOVEMENT' (E5FFE282) Action[A107]: 'FIGHT_RUSHBWD.ACTION_ENDMOVEMENT' (E5FFE282) Action[A107]: 'FIGHT_RUSHBWD.ACTION_ENDMOVEMENT' (E5FFE282) Action[A107]: 'FIGHT_RUSHBWD.ACTION_ENDMOVEMENT' (E5FFE282) Action[A112]: 'FIGHT_RUSHLFT.ACTION_ENDMOVEMENT' (C151104B) Action[A112]: 'FIGHT_RUSHLFT.ACTION_ENDMOVEMENT' (C151104B) Action[A112]: 'FIGHT_RUSHLFT.ACTION_ENDMOVEMENT' (C151104B) Action[A112]: 'FIGHT_RUSHLFT.ACTION_ENDMOVEMENT' (C151104B) Action[A112]: 'FIGHT_RUSHLFT.ACTION_ENDMOVEMENT' (C151104B) Action[A117]: 'FIGHT_RUSHRGT.ACTION_ENDMOVEMENT' (C267CA92) Action[A117]: 'FIGHT_RUSHRGT.ACTION_ENDMOVEMENT' (C267CA92) Action[A117]: 'FIGHT_RUSHRGT.ACTION_ENDMOVEMENT' (C267CA92) Action[A117]: 'FIGHT_RUSHRGT.ACTION_ENDMOVEMENT' (C267CA92) Action[A117]: 'FIGHT_RUSHRGT.ACTION_ENDMOVEMENT' (C267CA92) Action[A122]: 'FIGHT_NOTURNMOVELFT.ACTION_ENDMOVEMENTONRUSH' (B35FF2C5) Action[A123]: 'FIGHT_NOTURNMOVELFT.ACTION_ENDMOVEMENT' (B62B4E6) Action[A123]: 'FIGHT_NOTURNMOVELFT.ACTION_ENDMOVEMENT' (B62B4E6) Action[A123]: 'FIGHT_NOTURNMOVELFT.ACTION_ENDMOVEMENT' (B62B4E6) Action[A123]: 'FIGHT_NOTURNMOVELFT.ACTION_ENDMOVEMENT' (B62B4E6) Action[A123]: 'FIGHT_NOTURNMOVELFT.ACTION_ENDMOVEMENT' (B62B4E6) Action[A128]: 'FIGHT_NOTURNMOVERGT.ACTION_ENDMOVEMENTONRUSH' (D681064C) Action[A129]: 'FIGHT_NOTURNMOVERGT.ACTION_ENDMOVEMENT' (C796F2D) Action[A129]: 'FIGHT_NOTURNMOVERGT.ACTION_ENDMOVEMENT' (C796F2D) Action[A129]: 'FIGHT_NOTURNMOVERGT.ACTION_ENDMOVEMENT' (C796F2D) Action[A129]: 'FIGHT_NOTURNMOVERGT.ACTION_ENDMOVEMENT' (C796F2D) Action[A129]: 'FIGHT_NOTURNMOVERGT.ACTION_ENDMOVEMENT' (C796F2D) Action[A134]: 'FIGHT_FREEMOVEFWD.ACTION_2NDSTAGEFREEMOVE' (3DD6F6CC) Action[A134]: 'FIGHT_FREEMOVEFWD.ACTION_2NDSTAGEFREEMOVE' (3DD6F6CC) Action[A136]: 'FIGHT_FREEMOVEFWD.ACTION_ENDMOVEMENTONRUSH' (D7E0315C) Action[A137]: 'FIGHT_FREEMOVEFWD.ACTION_ENDMOVEMENT' (28D98E3D) Action[A137]: 'FIGHT_FREEMOVEFWD.ACTION_ENDMOVEMENT' (28D98E3D) Action[A137]: 'FIGHT_FREEMOVEFWD.ACTION_ENDMOVEMENT' (28D98E3D) Action[A137]: 'FIGHT_FREEMOVEFWD.ACTION_ENDMOVEMENT' (28D98E3D) Action[A137]: 'FIGHT_FREEMOVEFWD.ACTION_ENDMOVEMENT' (28D98E3D) Action[A142]: 'FIGHT_FREEMOVEBWD.ACTION_2NDSTAGEFREEMOVE' (EFF299C8) Action[A142]: 'FIGHT_FREEMOVEBWD.ACTION_2NDSTAGEFREEMOVE' (EFF299C8) Action[A144]: 'FIGHT_FREEMOVEBWD.ACTION_ENDMOVEMENTONRUSH' (CD7033D8) Action[A145]: 'FIGHT_FREEMOVEBWD.ACTION_ENDMOVEMENT' (5E2863B9) Action[A145]: 'FIGHT_FREEMOVEBWD.ACTION_ENDMOVEMENT' (5E2863B9) Action[A145]: 'FIGHT_FREEMOVEBWD.ACTION_ENDMOVEMENT' (5E2863B9) Action[A145]: 'FIGHT_FREEMOVEBWD.ACTION_ENDMOVEMENT' (5E2863B9) Action[A145]: 'FIGHT_FREEMOVEBWD.ACTION_ENDMOVEMENT' (5E2863B9) Action[A150]: 'FIGHT_FREEMOVELFT.ACTION_2NDSTAGEFREEMOVE' (52E4CD31) Action[A150]: 'FIGHT_FREEMOVELFT.ACTION_2NDSTAGEFREEMOVE' (52E4CD31) Action[A152]: 'FIGHT_FREEMOVELFT.ACTION_ENDMOVEMENTONRUSH' (8EA8D461) Action[A153]: 'FIGHT_FREEMOVELFT.ACTION_ENDMOVEMENT' (39799182) Action[A153]: 'FIGHT_FREEMOVELFT.ACTION_ENDMOVEMENT' (39799182) Action[A153]: 'FIGHT_FREEMOVELFT.ACTION_ENDMOVEMENT' (39799182) Action[A153]: 'FIGHT_FREEMOVELFT.ACTION_ENDMOVEMENT' (39799182) Action[A153]: 'FIGHT_FREEMOVELFT.ACTION_ENDMOVEMENT' (39799182) Action[A158]: 'FIGHT_FREEMOVERGT.ACTION_2NDSTAGEFREEMOVE' (F6DE0BD8) Action[A158]: 'FIGHT_FREEMOVERGT.ACTION_2NDSTAGEFREEMOVE' (F6DE0BD8) Action[A160]: 'FIGHT_FREEMOVERGT.ACTION_ENDMOVEMENTONRUSH' (B1C9E7E8) Action[A161]: 'FIGHT_FREEMOVERGT.ACTION_ENDMOVEMENT' (3A904BC9) Action[A161]: 'FIGHT_FREEMOVERGT.ACTION_ENDMOVEMENT' (3A904BC9) Action[A161]: 'FIGHT_FREEMOVERGT.ACTION_ENDMOVEMENT' (3A904BC9) Action[A161]: 'FIGHT_FREEMOVERGT.ACTION_ENDMOVEMENT' (3A904BC9) Action[A161]: 'FIGHT_FREEMOVERGT.ACTION_ENDMOVEMENT' (3A904BC9) Action[A166]: 'FIGHT_2NDSTAGEFREEMOVE.ACTION_MOVEMENTSWITCH' (C9C0B00F) Action[A166]: 'FIGHT_2NDSTAGEFREEMOVE.ACTION_MOVEMENTSWITCH' (C9C0B00F) Action[A166]: 'FIGHT_2NDSTAGEFREEMOVE.ACTION_MOVEMENTSWITCH' (C9C0B00F) Action[A166]: 'FIGHT_2NDSTAGEFREEMOVE.ACTION_MOVEMENTSWITCH' (C9C0B00F) Action[A170]: 'FIGHT_2NDSTAGEFREEMOVE.ACTION_LOOP' (3FBF504C) Action[A171]: 'FIGHT_ATTACK_INIT.ACTION_INITIALIZED' (ECE32AE2) Action[A172]: 'FIGHT_ATTACK_EXIT.ACTION_CLEANEDUP' (2A6295C3) Action[A173]: 'FIGHT_ATTACK_SWITCH.ACTION_SPECIAL' (6E5CEC8B) Action[A174]: 'FIGHT_ATTACK_SWITCH.ACTION_CONTEXT' (9D1018CF) Action[A175]: 'FIGHT_ATTACK_SWITCH.ACTION_DEFAULT' (D21BD28F) Action[A176]: 'FIGHT_ATTACK_CONTEXTSWITCH.ACTION_FWDMED' (F2524286) Action[A177]: 'FIGHT_ATTACK_CONTEXTSWITCH.ACTION_DEFAULT' (78C72074) Action[A178]: 'FIGHT_ATTACK_FWDMEDSWITCH.ACTION_FIGHT_ATTACK_NORMAL' (643ECA52) Action[A179]: 'FIGHT_ATTACK_FWDMEDSWITCH.ACTION_FIGHT_ATTACK_HEAVY' (C487CF46) Action[A180]: 'FIGHT_ATTACK_FWDMEDSWITCH.ACTION_SAFEDEFAULT' (8F9F7925) Action[A181]: 'FIGHT_ATTACK_LEFT.ACTION_FIGHT_ATTACK_RIGHT_VARIATION1' (403D6B66) Action[A182]: 'FIGHT_ATTACK_LEFT.ACTION_FIGHT_ATTACK_RIGHT_VARIATION2' (403D6B67) Action[A183]: 'FIGHT_ATTACK_LEFT.ACTION_FIGHT_ATTACK_RIGHTHEAVYCOMBO' (C36AF136) Action[A184]: 'FIGHT_ATTACK_LEFT.ACTION_END' (62030F3A) Action[A185]: 'FIGHT_ATTACK_LEFT.ACTION_LOOPED' (DFEAA3E6) Action[A186]: 'FIGHT_ATTACK_RIGHT_VARIATION1.ACTION_END' (91C801EA) Action[A187]: 'FIGHT_ATTACK_RIGHT_VARIATION1.ACTION_LOOPED' (AE42D896) Action[A188]: 'FIGHT_ATTACK_RIGHT_VARIATION2.ACTION_END' (C2BB5F4B) Action[A189]: 'FIGHT_ATTACK_RIGHT_VARIATION2.ACTION_LOOPED' (518A4657) Action[A190]: 'FIGHT_ATTACK_RIGHTHEAVYCOMBO.ACTION_END' (C9E3297A) Action[A191]: 'FIGHT_ATTACK_RIGHTHEAVYCOMBO.ACTION_LOOPED' (CA2F9626) Action[A192]: 'FIGHT_ATTACK_HEAVY.ACTION_FIGHT_ATTACK_SUPERHEAVY' (B9D5D089) Action[A193]: 'FIGHT_ATTACK_HEAVY.ACTION_END' (45E0D06C) Action[A194]: 'FIGHT_ATTACK_HEAVY.ACTION_LOOPED' (7C982FD8) Action[A195]: 'FIGHT_ATTACK_SUPERHEAVY.ACTION_FIGHT_ATTACK_2SWEEPCOMBO' (9337F952) Action[A196]: 'FIGHT_ATTACK_SUPERHEAVY.ACTION_END' (A847AEBB) Action[A197]: 'FIGHT_ATTACK_SUPERHEAVY.ACTION_LOOPED' (7259FC7) Action[A198]: 'FIGHT_ATTACK_2SWEEPCOMBO.ACTION_END' (1929E395) Action[A199]: 'FIGHT_ATTACK_2SWEEPCOMBO.ACTION_LOOPED' (81C2DE61) Action[A200]: 'FIGHT_ATTACK_SPECIALSWITCH.ACTION_SPECIAL0' (A195315C) Action[A201]: 'FIGHT_ATTACK_SPECIALSWITCH.ACTION_SPECIAL1' (A195315D) Action[A202]: 'FIGHT_ATTACK_SPECIALSWITCH.ACTION_SPECIAL2' (A195315E) Action[A203]: 'FIGHT_ATTACK_SPECIALSWITCH.ACTION_SPECIAL3' (A195315F) Action[A204]: 'FIGHT_ATTACK_SPECIAL0.ACTION_END' (7B049740) Action[A205]: 'FIGHT_ATTACK_SPECIAL0.ACTION_LOOPED' (2FE2762C) Action[A206]: 'FIGHT_ATTACK_SPECIAL0.ACTION_ENDONRANGE' (BCE7B7EA) Action[A207]: 'FIGHT_ATTACK_SPECIAL1.ACTION_SUMMON0' (61175479) Action[A208]: 'FIGHT_ATTACK_SPECIAL1.ACTION_SUMMON1' (6117547A) Action[A209]: 'FIGHT_ATTACK_SPECIAL1.ACTION_SUMMON2' (6117547B) Action[A210]: 'FIGHT_ATTACK_SPECIAL1.ACTION_SUMMON3' (6117547C) Action[A211]: 'FIGHT_ATTACK_SPECIAL1.ACTION_SUMMON4' (6117547D) Action[A212]: 'FIGHT_ATTACK_SPECIAL1.ACTION_SUMMON5' (6117547E) Action[A213]: 'FIGHT_ATTACK_SPECIAL1.ACTION_SUMMON6' (6117547F) Action[A214]: 'FIGHT_ATTACK_SPECIAL1.ACTION_END' (ABF7F4A1) Action[A215]: 'FIGHT_ATTACK_SPECIAL1.ACTION_LOOPED' (D329E3ED) Action[A216]: 'FIGHT_ATTACK_SPECIAL1.ACTION_ENDONRANGE' (6DC21E2B) Action[A217]: 'FIGHT_ATTACK_SPECIAL2.ACTION_END' (DCEB5202) Action[A218]: 'FIGHT_ATTACK_SPECIAL2.ACTION_LOOPED' (767151AE) Action[A219]: 'FIGHT_ATTACK_SPECIAL2.ACTION_ENDONRANGE' (1E9C846C) Action[A220]: 'FIGHT_ATTACK_SPECIAL3.ACTION_END' (DDEAF63) Action[A221]: 'FIGHT_ATTACK_SPECIAL3.ACTION_LOOPED' (19B8BF6F) Action[A222]: 'FIGHT_ATTACK_SPECIAL3.ACTION_ENDONRANGE' (CF76EAAD) Action[A223]: 'BOW_ENTER.ACTION_BOW3P' (A5F15C20) Action[A224]: 'BOW_ENTER.ACTION_BOW1P' (A5F15BDE) Action[A225]: 'BOW1P_LEAVE.ACTION_ACTIONSWITCH' (90933775) Action[A225]: 'BOW1P_LEAVE.ACTION_ACTIONSWITCH' (90933775) Action[A227]: 'BOW1P_CHARGEDIDLE.ACTION_SHOOTNRELOAD' (B40C41B6) Action[A228]: 'BOW1P_CHARGEDIDLE.ACTION_SHOOTNRELAX' (34005D5B) Action[A229]: 'BOW1P_CHARGEDIDLE.ACTION_BOWLEAVE' (BFB8CA19) Action[A230]: 'BOW1P_SHOOTNRELOAD.ACTION_SHOOT' (FA526BB7) Action[A231]: 'BOW1P_SHOOTNRELOAD.ACTION_LOOPED' (34CA746D) Action[A232]: 'BOW1P_SHOOTNRELOAD.ACTION_BOWLEAVE' (6907D8BF) Action[A233]: 'BOW1P_SHOOTNRELAX.ACTION_SHOOT' (8298E65C) Action[A234]: 'BOW1P_SHOOTNRELAX.ACTION_LOOPEDORBOWLEAVE' (2AEA6788) Action[A234]: 'BOW1P_SHOOTNRELAX.ACTION_LOOPEDORBOWLEAVE' (2AEA6788) Action[A236]: 'RESPONSE_HURTBOW1P.ACTION_LOOPED' (5B7DA2D) Action[A237]: 'RESPONSE_DEATHBOW1P.ACTION_SELECTBOW' (7AD277D5) Action[A238]: 'RESPONSE_DEATHBOW1P.ACTION_SETDEADPHYS' (9EB8776B) Action[A238]: 'RESPONSE_DEATHBOW1P.ACTION_SETDEADPHYS' (9EB8776B) Action[A240]: 'BOW3P_ENTER.ACTION_WIELDBOW' (EB3A1115) Action[A240]: 'BOW3P_ENTER.ACTION_WIELDBOW' (EB3A1115) Action[A242]: 'BOW3P_WIELDBOW.ACTION_UNWIELDWEAPON' (A15BC459) Action[A242]: 'BOW3P_WIELDBOW.ACTION_UNWIELDWEAPON' (A15BC459) Action[A244]: 'BOW3P_UNWIELDWEAPON.ACTION_WIELDAMMO' (1171DEBB) Action[A244]: 'BOW3P_UNWIELDWEAPON.ACTION_WIELDAMMO' (1171DEBB) Action[A246]: 'BOW3P_WIELDAMMO.ACTION_CHARGE_ARROW' (252A128D) Action[A247]: 'BOW3P_CHARGE_ARROW.ACTION_CHARGEDIDLE' (16E7CBFA) Action[A248]: 'BOW3P_CHARGE_ARROW.ACTION_BOWLEAVE' (BD558A23) Action[A249]: 'BOW3P_LEAVE.ACTION_WIELDWEAPON' (322A9906) Action[A249]: 'BOW3P_LEAVE.ACTION_WIELDWEAPON' (322A9906) Action[A251]: 'BOW3P_WIELDWEAPON.ACTION_WIELDSHIELD' (5F745607) Action[A251]: 'BOW3P_WIELDWEAPON.ACTION_WIELDSHIELD' (5F745607) Action[A253]: 'BOW3P_WIELDSHIELD.ACTION_ACTIONSWITCH' (3AE0C6F8) Action[A254]: 'BOW3P_SHOOT.ACTION_SHOOT' (BA57DE54) Action[A255]: 'BOW3P_SHOOT.ACTION_RELOAD' (2C68F7E) Action[A255]: 'BOW3P_SHOOT.ACTION_RELOAD' (2C68F7E) Action[A257]: 'BOW3P_RELOAD.ACTION_BOWLEAVE' (19103866) Action[A258]: 'BOW3P_RELOAD.ACTION_LOOPED' (D818BE54) Action[A259]: 'BOW3P_CHARGEDIDLE.ACTION_SHOOT' (55D979D3) Action[A260]: 'BOW3P_CHARGEDIDLE.ACTION_BOWLEAVE' (F2EB815B) Action[A261]: 'RESPONSE_TRIGGER.ACTION_RESPONSE' (7B119EA1) Action[A262]: 'KNOCKEDKNEE_GETUP.ACTION_RECOVERHEALTH' (FAA6C602) Action[A263]: 'KNOCKEDKNEE_GETUP.ACTION_LOOPED_TOBOW' (FD0E003) Action[A263]: 'KNOCKEDKNEE_GETUP.ACTION_LOOPED_TOBOW' (FD0E003) Action[A263]: 'KNOCKEDKNEE_GETUP.ACTION_LOOPED_TOBOW' (FD0E003) Action[A266]: 'KNOCKEDKNEE_GETUP.ACTION_LOOPED_TOFIGHT' (47CDCE4D) Action[A266]: 'KNOCKEDKNEE_GETUP.ACTION_LOOPED_TOFIGHT' (47CDCE4D) Action[A266]: 'KNOCKEDKNEE_GETUP.ACTION_LOOPED_TOFIGHT' (47CDCE4D) Action[A269]: 'DUMMYRESPONSE.ACTION_SPAWNDEAD' (5C03EF42) Action[A270]: 'RESPONSE_INIT.ACTION_INITIALIZEANDLAUNCH' (27164032) Action[A271]: 'RESPONSE_SWITCH.ACTION_RESPONSE_0_49' (3C8038BA) Action[A272]: 'RESPONSE_SWITCH.ACTION_RESPONSE_50_200' (65E01794) Action[A273]: 'RESPONSE_SWITCH_0_49.ACTION_RESPONSE_HURTFRONT' (B69041C5) Action[A274]: 'RESPONSE_SWITCH_0_49.ACTION_RESPONSE_HURTFRONTLFT' (10A280AB) Action[A275]: 'RESPONSE_SWITCH_0_49.ACTION_RESPONSE_HURTFRONTRGT' (10A29A52) Action[A276]: 'RESPONSE_SWITCH_0_49.ACTION_RESPONSE_HURTFRONTABOVE' (C27C12B2) Action[A277]: 'RESPONSE_SWITCH_0_49.ACTION_RESPONSE_HURTBACK' (B7F25FCD) Action[A278]: 'RESPONSE_SWITCH_0_49.ACTION_RESPONSE_HURTARROW' (B635D427) Action[A279]: 'RESPONSE_SWITCH_0_49.ACTION_RESPONSE_BLOCKFRONT' (8167E14D) Action[A280]: 'RESPONSE_SWITCH_0_49.ACTION_RESPONSE_BLOCKABOVE' (8104A1B1) Action[A281]: 'RESPONSE_SWITCH_0_49.ACTION_RESPONSE_BLOCKLFT' (716D43EA) Action[A282]: 'RESPONSE_SWITCH_0_49.ACTION_RESPONSE_BLOCKRGT' (716D5D91) Action[A283]: 'RESPONSE_SWITCH_0_49.ACTION_RESPONSE_BLOCKBACK' (9F102E55) Action[A284]: 'RESPONSE_SWITCH_0_49.ACTION_RESPONSE_BLOCKBREAKERRESPONSE' (92F0850F) Action[A285]: 'RESPONSE_SWITCH_0_49.ACTION_RESPONSE_BLOCKPUSHEDBACK' (536E369E) Action[A286]: 'RESPONSE_SWITCH_0_49.ACTION_RESPONSE_PUSHEDBWD' (8B5622FF) Action[A287]: 'RESPONSE_SWITCH_0_49.ACTION_RESPONSE_PUSHEDBWDFAR' (E6C87578) Action[A288]: 'RESPONSE_SWITCH_0_49.ACTION_RESPONSE_KNOCKEDGROUND' (CF7DC267) Action[A289]: 'RESPONSE_SWITCH_0_49.ACTION_RESPONSE_KNOCKEDKNEE' (6366D9BB) Action[A290]: 'RESPONSE_SWITCH_0_49.ACTION_RESPONSE_DEATHBWD' (FA2DE9C) Action[A291]: 'RESPONSE_SWITCH_0_49.ACTION_RESPONSE_DEATHFWD' (FA2EFA0) Action[A292]: 'RESPONSE_SWITCH_0_49.ACTION_RESPONSE_DEATHBWDFLIP' (CD2294A7) Action[A293]: 'RESPONSE_SWITCH_0_49.ACTION_RESETTRIGGER' (2D668D62) Action[A294]: 'RESPONSE_SWITCH_50_200.ACTION_RESPONSE_FINISHEDGROUND' (5531A14C) Action[A295]: 'RESPONSE_SWITCH_50_200.ACTION_RESPONSE_FINISHEDKNEEFWD' (253C4101) Action[A296]: 'RESPONSE_SWITCH_50_200.ACTION_RESPONSE_FINISHEDKNEEBWD' (253C2FFD) Action[A297]: 'RESPONSE_SWITCH_50_200.ACTION_RESPONSE_FINISHEDKNEESLASH' (6635BE1B) Action[A298]: 'RESPONSE_SWITCH_50_200.ACTION_RESPONSE_HURTBOW1P' (40E1E19F) Action[A299]: 'RESPONSE_SWITCH_50_200.ACTION_RESPONSE_DEATHBOW1P' (61DE1242) Action[A300]: 'RESPONSE_SWITCH_50_200.ACTION_RESPONSE_HURTSPECIAL0' (F3DC92E7) Action[A301]: 'RESPONSE_SWITCH_50_200.ACTION_RESPONSE_HURTSPECIAL1' (F3DC92E8) Action[A302]: 'RESPONSE_SWITCH_50_200.ACTION_RESPONSE_HURTSPECIAL2' (F3DC92E9) Action[A303]: 'RESPONSE_SWITCH_50_200.ACTION_RESPONSE_HURTSPECIAL3' (F3DC92EA) Action[A304]: 'RESPONSE_SWITCH_50_200.ACTION_RESPONSE_HURTSPECIAL3END' (6ED5EE1) Action[A305]: 'RESPONSE_SWITCH_50_200.ACTION_RESPONSE_DEATHSPECIAL3END' (E3A23DC4) Action[A306]: 'RESPONSE_SWITCH_50_200.ACTION_RESPONSE_KNEED' (7A4BB03A) Action[A307]: 'RESPONSE_SWITCH_50_200.ACTION_RESPONSE_ENTANGLED' (DC16CCE5) Action[A308]: 'RESPONSE_SWITCH_50_200.ACTION_RESPONSE_PARTIAL_HURTLEFT' (3EFB8E0D) Action[A309]: 'RESPONSE_SWITCH_50_200.ACTION_RESPONSE_PARTIAL_HURTRIGHT' (1EDC1760) Action[A310]: 'RESPONSE_SWITCH_50_200.ACTION_RESETTRIGGER' (6A77FEBC) Action[A311]: 'RESPONSE_HURTFRONT.ACTION_LOOPED_TOBOW' (2B6E30D7) Action[A311]: 'RESPONSE_HURTFRONT.ACTION_LOOPED_TOBOW' (2B6E30D7) Action[A311]: 'RESPONSE_HURTFRONT.ACTION_LOOPED_TOBOW' (2B6E30D7) Action[A314]: 'RESPONSE_HURTFRONT.ACTION_LOOPED_TOFIGHT' (C002A421) Action[A314]: 'RESPONSE_HURTFRONT.ACTION_LOOPED_TOFIGHT' (C002A421) Action[A314]: 'RESPONSE_HURTFRONT.ACTION_LOOPED_TOFIGHT' (C002A421) Action[A317]: 'RESPONSE_HURTFRONTLFT.ACTION_LOOPED_TOBOW' (2232F87D) Action[A317]: 'RESPONSE_HURTFRONTLFT.ACTION_LOOPED_TOBOW' (2232F87D) Action[A317]: 'RESPONSE_HURTFRONTLFT.ACTION_LOOPED_TOBOW' (2232F87D) Action[A320]: 'RESPONSE_HURTFRONTLFT.ACTION_LOOPED_TOFIGHT' (7B17ED47) Action[A320]: 'RESPONSE_HURTFRONTLFT.ACTION_LOOPED_TOFIGHT' (7B17ED47) Action[A320]: 'RESPONSE_HURTFRONTLFT.ACTION_LOOPED_TOFIGHT' (7B17ED47) Action[A323]: 'RESPONSE_HURTFRONTRGT.ACTION_LOOPED_TOBOW' (4620FBA4) Action[A323]: 'RESPONSE_HURTFRONTRGT.ACTION_LOOPED_TOBOW' (4620FBA4) Action[A323]: 'RESPONSE_HURTFRONTRGT.ACTION_LOOPED_TOBOW' (4620FBA4) Action[A326]: 'RESPONSE_HURTFRONTRGT.ACTION_LOOPED_TOFIGHT' (5293562E) Action[A326]: 'RESPONSE_HURTFRONTRGT.ACTION_LOOPED_TOFIGHT' (5293562E) Action[A326]: 'RESPONSE_HURTFRONTRGT.ACTION_LOOPED_TOFIGHT' (5293562E) Action[A329]: 'RESPONSE_HURTFRONTABOVE.ACTION_LOOPED_TOBOW' (EF081284) Action[A329]: 'RESPONSE_HURTFRONTABOVE.ACTION_LOOPED_TOBOW' (EF081284) Action[A329]: 'RESPONSE_HURTFRONTABOVE.ACTION_LOOPED_TOBOW' (EF081284) Action[A332]: 'RESPONSE_HURTFRONTABOVE.ACTION_LOOPED_TOFIGHT' (D19BA50E) Action[A332]: 'RESPONSE_HURTFRONTABOVE.ACTION_LOOPED_TOFIGHT' (D19BA50E) Action[A332]: 'RESPONSE_HURTFRONTABOVE.ACTION_LOOPED_TOFIGHT' (D19BA50E) Action[A335]: 'RESPONSE_HURTBACK.ACTION_LOOPED_TOBOW' (3DBB1F9F) Action[A335]: 'RESPONSE_HURTBACK.ACTION_LOOPED_TOBOW' (3DBB1F9F) Action[A335]: 'RESPONSE_HURTBACK.ACTION_LOOPED_TOBOW' (3DBB1F9F) Action[A338]: 'RESPONSE_HURTBACK.ACTION_LOOPED_TOFIGHT' (994664E9) Action[A338]: 'RESPONSE_HURTBACK.ACTION_LOOPED_TOFIGHT' (994664E9) Action[A338]: 'RESPONSE_HURTBACK.ACTION_LOOPED_TOFIGHT' (994664E9) Action[A341]: 'RESPONSE_HURTARROW.ACTION_LOOPED_TOBOW' (8D68A839) Action[A341]: 'RESPONSE_HURTARROW.ACTION_LOOPED_TOBOW' (8D68A839) Action[A341]: 'RESPONSE_HURTARROW.ACTION_LOOPED_TOBOW' (8D68A839) Action[A344]: 'RESPONSE_HURTARROW.ACTION_LOOPED_TOFIGHT' (8A787C03) Action[A344]: 'RESPONSE_HURTARROW.ACTION_LOOPED_TOFIGHT' (8A787C03) Action[A344]: 'RESPONSE_HURTARROW.ACTION_LOOPED_TOFIGHT' (8A787C03) Action[A347]: 'RESPONSE_BLOCKFRONT.ACTION_LOOPED_TOBOW' (1318CF9F) Action[A347]: 'RESPONSE_BLOCKFRONT.ACTION_LOOPED_TOBOW' (1318CF9F) Action[A347]: 'RESPONSE_BLOCKFRONT.ACTION_LOOPED_TOBOW' (1318CF9F) Action[A350]: 'RESPONSE_BLOCKFRONT.ACTION_LOOPED_TOFIGHT' (3CD014E9) Action[A350]: 'RESPONSE_BLOCKFRONT.ACTION_LOOPED_TOFIGHT' (3CD014E9) Action[A350]: 'RESPONSE_BLOCKFRONT.ACTION_LOOPED_TOFIGHT' (3CD014E9) Action[A353]: 'RESPONSE_BLOCKABOVE.ACTION_LOOPED_TOBOW' (9DA76A03) Action[A353]: 'RESPONSE_BLOCKABOVE.ACTION_LOOPED_TOBOW' (9DA76A03) Action[A353]: 'RESPONSE_BLOCKABOVE.ACTION_LOOPED_TOBOW' (9DA76A03) Action[A356]: 'RESPONSE_BLOCKABOVE.ACTION_LOOPED_TOFIGHT' (A56ED84D) Action[A356]: 'RESPONSE_BLOCKABOVE.ACTION_LOOPED_TOFIGHT' (A56ED84D) Action[A356]: 'RESPONSE_BLOCKABOVE.ACTION_LOOPED_TOFIGHT' (A56ED84D) Action[A359]: 'RESPONSE_BLOCKLFT.ACTION_LOOPED_TOBOW' (95C8643C) Action[A359]: 'RESPONSE_BLOCKLFT.ACTION_LOOPED_TOBOW' (95C8643C) Action[A359]: 'RESPONSE_BLOCKLFT.ACTION_LOOPED_TOBOW' (95C8643C) Action[A362]: 'RESPONSE_BLOCKLFT.ACTION_LOOPED_TOFIGHT' (29B744C6) Action[A362]: 'RESPONSE_BLOCKLFT.ACTION_LOOPED_TOFIGHT' (29B744C6) Action[A362]: 'RESPONSE_BLOCKLFT.ACTION_LOOPED_TOFIGHT' (29B744C6) Action[A365]: 'RESPONSE_BLOCKRGT.ACTION_LOOPED_TOBOW' (B9B66763) Action[A365]: 'RESPONSE_BLOCKRGT.ACTION_LOOPED_TOBOW' (B9B66763) Action[A365]: 'RESPONSE_BLOCKRGT.ACTION_LOOPED_TOBOW' (B9B66763) Action[A368]: 'RESPONSE_BLOCKRGT.ACTION_LOOPED_TOFIGHT' (132ADAD) Action[A368]: 'RESPONSE_BLOCKRGT.ACTION_LOOPED_TOFIGHT' (132ADAD) Action[A368]: 'RESPONSE_BLOCKRGT.ACTION_LOOPED_TOFIGHT' (132ADAD) Action[A371]: 'RESPONSE_BLOCKBACK.ACTION_LOOPED_TOBOW' (E7A90567) Action[A371]: 'RESPONSE_BLOCKBACK.ACTION_LOOPED_TOBOW' (E7A90567) Action[A371]: 'RESPONSE_BLOCKBACK.ACTION_LOOPED_TOBOW' (E7A90567) Action[A374]: 'RESPONSE_BLOCKBACK.ACTION_LOOPED_TOFIGHT' (7644DCB1) Action[A374]: 'RESPONSE_BLOCKBACK.ACTION_LOOPED_TOFIGHT' (7644DCB1) Action[A374]: 'RESPONSE_BLOCKBACK.ACTION_LOOPED_TOFIGHT' (7644DCB1) Action[A377]: 'RESPONSE_BLOCKBREAKERRESPONSE.ACTION_LOOPED_TOBOW' (C50D50E1) Action[A377]: 'RESPONSE_BLOCKBREAKERRESPONSE.ACTION_LOOPED_TOBOW' (C50D50E1) Action[A377]: 'RESPONSE_BLOCKBREAKERRESPONSE.ACTION_LOOPED_TOBOW' (C50D50E1) Action[A380]: 'RESPONSE_BLOCKBREAKERRESPONSE.ACTION_LOOPED_TOFIGHT' (3DE9EEAB) Action[A380]: 'RESPONSE_BLOCKBREAKERRESPONSE.ACTION_LOOPED_TOFIGHT' (3DE9EEAB) Action[A380]: 'RESPONSE_BLOCKBREAKERRESPONSE.ACTION_LOOPED_TOFIGHT' (3DE9EEAB) Action[A383]: 'RESPONSE_BLOCKPUSHEDBACK.ACTION_LOOPED_TOBOW' (5C4E17B0) Action[A383]: 'RESPONSE_BLOCKPUSHEDBACK.ACTION_LOOPED_TOBOW' (5C4E17B0) Action[A383]: 'RESPONSE_BLOCKPUSHEDBACK.ACTION_LOOPED_TOBOW' (5C4E17B0) Action[A386]: 'RESPONSE_BLOCKPUSHEDBACK.ACTION_LOOPED_TOFIGHT' (A877A53A) Action[A386]: 'RESPONSE_BLOCKPUSHEDBACK.ACTION_LOOPED_TOFIGHT' (A877A53A) Action[A386]: 'RESPONSE_BLOCKPUSHEDBACK.ACTION_LOOPED_TOFIGHT' (A877A53A) Action[A389]: 'RESPONSE_PUSHEDBWD.ACTION_LOOPED_TOBOW' (89CF5311) Action[A389]: 'RESPONSE_PUSHEDBWD.ACTION_LOOPED_TOBOW' (89CF5311) Action[A389]: 'RESPONSE_PUSHEDBWD.ACTION_LOOPED_TOBOW' (89CF5311) Action[A392]: 'RESPONSE_PUSHEDBWD.ACTION_LOOPED_TOFIGHT' (3B353CDB) Action[A392]: 'RESPONSE_PUSHEDBWD.ACTION_LOOPED_TOFIGHT' (3B353CDB) Action[A392]: 'RESPONSE_PUSHEDBWD.ACTION_LOOPED_TOFIGHT' (3B353CDB) Action[A395]: 'RESPONSE_PUSHEDBWDFAR.ACTION_LOOPED_TOBOW' (72FF85CA) Action[A395]: 'RESPONSE_PUSHEDBWDFAR.ACTION_LOOPED_TOBOW' (72FF85CA) Action[A395]: 'RESPONSE_PUSHEDBWDFAR.ACTION_LOOPED_TOBOW' (72FF85CA) Action[A398]: 'RESPONSE_PUSHEDBWDFAR.ACTION_LOOPED_TOFIGHT' (313D01D4) Action[A398]: 'RESPONSE_PUSHEDBWDFAR.ACTION_LOOPED_TOFIGHT' (313D01D4) Action[A398]: 'RESPONSE_PUSHEDBWDFAR.ACTION_LOOPED_TOFIGHT' (313D01D4) Action[A401]: 'RESPONSE_DEATHBWD.ACTION_SETDEADPHYS' (65C250DF) Action[A401]: 'RESPONSE_DEATHBWD.ACTION_SETDEADPHYS' (65C250DF) Action[A403]: 'RESPONSE_DEATHFWD.ACTION_SETDEADPHYS' (30737B63) Action[A403]: 'RESPONSE_DEATHFWD.ACTION_SETDEADPHYS' (30737B63) Action[A405]: 'RESPONSE_DEATHBWDFLIP.ACTION_SETDEADPHYS' (1564220A) Action[A405]: 'RESPONSE_DEATHBWDFLIP.ACTION_SETDEADPHYS' (1564220A) Action[A407]: 'RESPONSE_KNOCKEDGROUND.ACTION_BLEEDONGROUND' (99AAB174) Action[A408]: 'RESPONSE_KNOCKEDKNEE.ACTION_LOOPED' (F2A43423) Action[A408]: 'RESPONSE_KNOCKEDKNEE.ACTION_LOOPED' (F2A43423) Action[A410]: 'RESPONSE_FINISHEDGROUND.ACTION_SETDEADPHYS' (18123635) Action[A410]: 'RESPONSE_FINISHEDGROUND.ACTION_SETDEADPHYS' (18123635) Action[A412]: 'RESPONSE_FINISHEDKNEEFWD.ACTION_SETDEADPHYS' (8C32EFCA) Action[A412]: 'RESPONSE_FINISHEDKNEEFWD.ACTION_SETDEADPHYS' (8C32EFCA) Action[A414]: 'RESPONSE_FINISHEDKNEEBWD.ACTION_SETDEADPHYS' (C181C546) Action[A414]: 'RESPONSE_FINISHEDKNEEBWD.ACTION_SETDEADPHYS' (C181C546) Action[A416]: 'RESPONSE_FINISHEDKNEESLASH.ACTION_SETDEADPHYS' (F65762A4) Action[A416]: 'RESPONSE_FINISHEDKNEESLASH.ACTION_SETDEADPHYS' (F65762A4) Action[A418]: 'RESPONSE_HURTSPECIAL0.ACTION_LOOPED_TOBOW' (B07791F) Action[A418]: 'RESPONSE_HURTSPECIAL0.ACTION_LOOPED_TOBOW' (B07791F) Action[A418]: 'RESPONSE_HURTSPECIAL0.ACTION_LOOPED_TOBOW' (B07791F) Action[A421]: 'RESPONSE_HURTSPECIAL0.ACTION_LOOPED_TOFIGHT' (EB0F1E69) Action[A421]: 'RESPONSE_HURTSPECIAL0.ACTION_LOOPED_TOFIGHT' (EB0F1E69) Action[A421]: 'RESPONSE_HURTSPECIAL0.ACTION_LOOPED_TOFIGHT' (EB0F1E69) Action[A424]: 'RESPONSE_HURTSPECIAL1.ACTION_LOOPED_TOBOW' (5C1473A0) Action[A424]: 'RESPONSE_HURTSPECIAL1.ACTION_LOOPED_TOBOW' (5C1473A0) Action[A424]: 'RESPONSE_HURTSPECIAL1.ACTION_LOOPED_TOBOW' (5C1473A0) Action[A427]: 'RESPONSE_HURTSPECIAL1.ACTION_LOOPED_TOFIGHT' (B344BD2A) Action[A427]: 'RESPONSE_HURTSPECIAL1.ACTION_LOOPED_TOFIGHT' (B344BD2A) Action[A427]: 'RESPONSE_HURTSPECIAL1.ACTION_LOOPED_TOFIGHT' (B344BD2A) Action[A430]: 'RESPONSE_HURTSPECIAL2.ACTION_LOOPED_TOBOW' (AD216E21) Action[A430]: 'RESPONSE_HURTSPECIAL2.ACTION_LOOPED_TOBOW' (AD216E21) Action[A430]: 'RESPONSE_HURTSPECIAL2.ACTION_LOOPED_TOBOW' (AD216E21) Action[A433]: 'RESPONSE_HURTSPECIAL2.ACTION_LOOPED_TOFIGHT' (7B7A5BEB) Action[A433]: 'RESPONSE_HURTSPECIAL2.ACTION_LOOPED_TOFIGHT' (7B7A5BEB) Action[A433]: 'RESPONSE_HURTSPECIAL2.ACTION_LOOPED_TOFIGHT' (7B7A5BEB) Action[A436]: 'RESPONSE_HURTSPECIAL3.ACTION_LOOPED_TOBOW' (FE2E68A2) Action[A436]: 'RESPONSE_HURTSPECIAL3.ACTION_LOOPED_TOBOW' (FE2E68A2) Action[A436]: 'RESPONSE_HURTSPECIAL3.ACTION_LOOPED_TOBOW' (FE2E68A2) Action[A439]: 'RESPONSE_HURTSPECIAL3.ACTION_LOOPED_TOFIGHT' (43AFFAAC) Action[A439]: 'RESPONSE_HURTSPECIAL3.ACTION_LOOPED_TOFIGHT' (43AFFAAC) Action[A439]: 'RESPONSE_HURTSPECIAL3.ACTION_LOOPED_TOFIGHT' (43AFFAAC) Action[A442]: 'RESPONSE_HURTSPECIAL3END.ACTION_LOOPED_TOBOW' (26A67619) Action[A442]: 'RESPONSE_HURTSPECIAL3END.ACTION_LOOPED_TOBOW' (26A67619) Action[A442]: 'RESPONSE_HURTSPECIAL3END.ACTION_LOOPED_TOBOW' (26A67619) Action[A445]: 'RESPONSE_HURTSPECIAL3END.ACTION_LOOPED_TOFIGHT' (6A6141E3) Action[A445]: 'RESPONSE_HURTSPECIAL3END.ACTION_LOOPED_TOFIGHT' (6A6141E3) Action[A445]: 'RESPONSE_HURTSPECIAL3END.ACTION_LOOPED_TOFIGHT' (6A6141E3) Action[A448]: 'RESPONSE_DEATHSPECIAL3END.ACTION_FREEZEANIM' (2CFE9B95) Action[A449]: 'RESPONSE_DEATHSPECIAL3END.ACTION_SETDEADPHYS' (EB626FAD) Action[A449]: 'RESPONSE_DEATHSPECIAL3END.ACTION_SETDEADPHYS' (EB626FAD) Action[A451]: 'RESPONSE_KNEED.ACTION_LOOPED_TOBOW' (61FD7DF2) Action[A451]: 'RESPONSE_KNEED.ACTION_LOOPED_TOBOW' (61FD7DF2) Action[A451]: 'RESPONSE_KNEED.ACTION_LOOPED_TOBOW' (61FD7DF2) Action[A454]: 'RESPONSE_KNEED.ACTION_LOOPED_TOFIGHT' (D799A3FC) Action[A454]: 'RESPONSE_KNEED.ACTION_LOOPED_TOFIGHT' (D799A3FC) Action[A454]: 'RESPONSE_KNEED.ACTION_LOOPED_TOFIGHT' (D799A3FC) Action[A457]: 'RESPONSE_ENTANGLED.ACTION_LOOPED_TOBOW' (C970AE1D) Action[A457]: 'RESPONSE_ENTANGLED.ACTION_LOOPED_TOBOW' (C970AE1D) Action[A457]: 'RESPONSE_ENTANGLED.ACTION_LOOPED_TOBOW' (C970AE1D) Action[A460]: 'RESPONSE_ENTANGLED.ACTION_LOOPED_TOFIGHT' (E8998AE7) Action[A460]: 'RESPONSE_ENTANGLED.ACTION_LOOPED_TOFIGHT' (E8998AE7) Action[A460]: 'RESPONSE_ENTANGLED.ACTION_LOOPED_TOFIGHT' (E8998AE7) Action[A463]: 'RESPONSE_PARTIAL_HURTLEFT.ACTION_LOOPED_TOTERMINATE' (BCF54BA6) Action[A463]: 'RESPONSE_PARTIAL_HURTLEFT.ACTION_LOOPED_TOTERMINATE' (BCF54BA6) Action[A465]: 'RESPONSE_PARTIAL_HURTLEFT.ACTION_LOOPED_TOBOW' (90ADE345) Action[A465]: 'RESPONSE_PARTIAL_HURTLEFT.ACTION_LOOPED_TOBOW' (90ADE345) Action[A465]: 'RESPONSE_PARTIAL_HURTLEFT.ACTION_LOOPED_TOBOW' (90ADE345) Action[A468]: 'RESPONSE_PARTIAL_HURTLEFT.ACTION_LOOPED_TOFIGHT' (73F8AA0F) Action[A468]: 'RESPONSE_PARTIAL_HURTLEFT.ACTION_LOOPED_TOFIGHT' (73F8AA0F) Action[A468]: 'RESPONSE_PARTIAL_HURTLEFT.ACTION_LOOPED_TOFIGHT' (73F8AA0F) Action[A471]: 'RESPONSE_PARTIAL_HURTRIGHT.ACTION_LOOPED_TOTERMINATE' (2BA44EB9) Action[A471]: 'RESPONSE_PARTIAL_HURTRIGHT.ACTION_LOOPED_TOTERMINATE' (2BA44EB9) Action[A473]: 'RESPONSE_PARTIAL_HURTRIGHT.ACTION_LOOPED_TOBOW' (60A8D418) Action[A473]: 'RESPONSE_PARTIAL_HURTRIGHT.ACTION_LOOPED_TOBOW' (60A8D418) Action[A473]: 'RESPONSE_PARTIAL_HURTRIGHT.ACTION_LOOPED_TOBOW' (60A8D418) Action[A476]: 'RESPONSE_PARTIAL_HURTRIGHT.ACTION_LOOPED_TOFIGHT' (2E731BA2) Action[A476]: 'RESPONSE_PARTIAL_HURTRIGHT.ACTION_LOOPED_TOFIGHT' (2E731BA2) Action[A476]: 'RESPONSE_PARTIAL_HURTRIGHT.ACTION_LOOPED_TOFIGHT' (2E731BA2) Action[A479]: 'INIT.ACTION_SPAWNRESPONSETOKEN' (8E5A843D) Action[A480]: 'INIT.ACTION_LAUNCHMAINTOKEN' (30C49345) Action[A481]: 'INIT.ACTION_EVENT_LAVASPEW' (52CF9028) Action[A482]: 'EVENT_LAVASPEW.ACTION_SUMMON0' (52F2C243) Action[A483]: 'EVENT_LAVASPEW.ACTION_SUMMON1' (52F2C244) Action[A484]: 'EVENT_LAVASPEW.ACTION_SUMMON2' (52F2C245) Action[A485]: 'EVENT_LAVASPEW.ACTION_SUMMON3' (52F2C246) Action[A486]: 'EVENT_LAVASPEW.ACTION_SUMMON4' (52F2C247) Action[A487]: 'EVENT_LAVASPEW.ACTION_SUMMON5' (52F2C248) Action[A488]: 'EVENT_LAVASPEW.ACTION_SUMMON6' (52F2C249) Action[A489]: 'EVENT_LAVASPEW.ACTION_END' (79400D6B) Action[A489]: 'EVENT_LAVASPEW.ACTION_END' (79400D6B) } ExportedStates: { State0: 'FIGHT_ENTER' State1: 'ACTIONSWITCH' State2: 'FIGHT_SWITCH' State3: 'FIGHT_IDLE' State4: 'FIGHT_ORDERCHARGE' State5: 'FIGHT_ORDERFLANK' State6: 'FIGHT_TAUNTSWITCH' State7: 'FIGHT_TAUNT0' State8: 'FIGHT_TAUNT1' State9: 'FIGHT_TURNSWITCH' State10: 'FIGHT_TURNLFT' State11: 'FIGHT_TURNRGT' State12: 'FIGHT_MOVEMENTSWITCH' State13: 'FIGHT_JOGFWD' State14: 'FIGHT_WALKFWD' State15: 'FIGHT_MOVEFWD' State16: 'FIGHT_MOVEBWD' State17: 'FIGHT_MOVELFT' State18: 'FIGHT_MOVERGT' State19: 'FIGHT_RUSHFWD' State20: 'FIGHT_RUSHBWD' State21: 'FIGHT_RUSHLFT' State22: 'FIGHT_RUSHRGT' State23: 'FIGHT_NOTURNMOVELFT' State24: 'FIGHT_NOTURNMOVERGT' State25: 'FIGHT_FREEMOVEFWD' State26: 'FIGHT_FREEMOVEBWD' State27: 'FIGHT_FREEMOVELFT' State28: 'FIGHT_FREEMOVERGT' State29: 'FIGHT_2NDSTAGEFREEMOVE' State30: 'FIGHT_ATTACK_INIT' State31: 'FIGHT_ATTACK_EXIT' State32: 'FIGHT_ATTACK_SWITCH' State33: 'FIGHT_ATTACK_CONTEXTSWITCH' State34: 'FIGHT_ATTACK_FWDMEDSWITCH' State35: 'FIGHT_ATTACK_LEFT' State36: 'FIGHT_ATTACK_RIGHT_VARIATION1' State37: 'FIGHT_ATTACK_RIGHT_VARIATION2' State38: 'FIGHT_ATTACK_RIGHTHEAVYCOMBO' State39: 'FIGHT_ATTACK_HEAVY' State40: 'FIGHT_ATTACK_SUPERHEAVY' State41: 'FIGHT_ATTACK_2SWEEPCOMBO' State42: 'FIGHT_ATTACK_SPECIALSWITCH' State43: 'FIGHT_ATTACK_SPECIAL0' State44: 'FIGHT_ATTACK_SPECIAL1' State45: 'FIGHT_ATTACK_SPECIAL2' State46: 'FIGHT_ATTACK_SPECIAL3' State47: 'BOW_ENTER' State48: 'BOW1P_LEAVE' State49: 'BOW1P_CHARGEDIDLE' State50: 'BOW1P_SHOOTNRELOAD' State51: 'BOW1P_SHOOTNRELAX' State52: 'RESPONSE_HURTBOW1P' State53: 'RESPONSE_DEATHBOW1P' State54: 'BOW3P_ENTER' State55: 'BOW3P_WIELDBOW' State56: 'BOW3P_UNWIELDWEAPON' State57: 'BOW3P_WIELDAMMO' State58: 'BOW3P_CHARGE_ARROW' State59: 'BOW3P_LEAVE' State60: 'BOW3P_WIELDWEAPON' State61: 'BOW3P_WIELDSHIELD' State62: 'BOW3P_SHOOT' State63: 'BOW3P_RELOAD' State64: 'BOW3P_CHARGEDIDLE' State65: 'RESPONSE_TRIGGER' State66: 'KNOCKEDKNEE_GETUP' State67: 'DUMMYRESPONSE' State68: 'DUMMY_SPAWNDEAD' State69: 'RESPONSE_INIT' State70: 'RESPONSE_SWITCH' State71: 'RESPONSE_SWITCH_0_49' State72: 'RESPONSE_SWITCH_50_200' State73: 'RESPONSE_HURTFRONT' State74: 'RESPONSE_HURTFRONTLFT' State75: 'RESPONSE_HURTFRONTRGT' State76: 'RESPONSE_HURTFRONTABOVE' State77: 'RESPONSE_HURTBACK' State78: 'RESPONSE_HURTARROW' State79: 'RESPONSE_BLOCKFRONT' State80: 'RESPONSE_BLOCKABOVE' State81: 'RESPONSE_BLOCKLFT' State82: 'RESPONSE_BLOCKRGT' State83: 'RESPONSE_BLOCKBACK' State84: 'RESPONSE_BLOCKBREAKERRESPONSE' State85: 'RESPONSE_BLOCKPUSHEDBACK' State86: 'RESPONSE_PUSHEDBWD' State87: 'RESPONSE_PUSHEDBWDFAR' State88: 'RESPONSE_DEATHBWD' State89: 'RESPONSE_DEATHFWD' State90: 'RESPONSE_DEATHBWDFLIP' State91: 'RESPONSE_KNOCKEDGROUND' State92: 'RESPONSE_KNOCKEDKNEE' State93: 'RESPONSE_FINISHEDGROUND' State94: 'RESPONSE_FINISHEDKNEEFWD' State95: 'RESPONSE_FINISHEDKNEEBWD' State96: 'RESPONSE_FINISHEDKNEESLASH' State97: 'RESPONSE_HURTSPECIAL0' State98: 'RESPONSE_HURTSPECIAL1' State99: 'RESPONSE_HURTSPECIAL2' State100: 'RESPONSE_HURTSPECIAL3' State101: 'RESPONSE_HURTSPECIAL3END' State102: 'RESPONSE_DEATHSPECIAL3END' State103: 'RESPONSE_DEATHSPECIAL3END_FREEZE' State104: 'RESPONSE_KNEED' State105: 'RESPONSE_ENTANGLED' State106: 'RESPONSE_PARTIAL_HURTLEFT' State107: 'RESPONSE_PARTIAL_HURTRIGHT' State108: 'INIT' State109: 'EVENT_LAVASPEW' } 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) }