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fr-030.csl

Nov 29th, 2021
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  1.  
  2. /****************************************************************************/
  3. /*** ***/
  4. /*** General Globals ***/
  5. /*** ***/
  6. /****************************************************************************/
  7.  
  8. class bitmap = 0x0100.0009;
  9. class mesh = 0x0100.000b;
  10. class material = 0x0100.0008;
  11. class scene = 0x0100.000c
  12. {
  13. float3 scale = [1.0,1.0,1.0][*0.01];
  14. float3 rotate = [0.0,0.0,0.0][*0.001];
  15. float3 translate = [0.0,0.0,0.0][*0.01];
  16. int count = 1 [ 1..256 ];
  17. };
  18. class matpass = 0x0100.000d
  19. {
  20. float aspect;
  21. float size;
  22. int renderpass;
  23. int4 color;
  24. float enlarge;
  25. };
  26. class fxchain = 0x0100.000e
  27. {
  28. int4 color = #ff808080["rgba"];
  29. int2 zoom = [1.0,1.0][[0.001,0.001] .. [1000.0,1000.0] *0.01];
  30. int rotate = 0.0 [-100.0 .. 100.0 *0.001];
  31. float2 center = [0.5,0.5][[-100.0,-100.0] .. [100.0,100.0] *0.01];
  32. float3 campos = [0.0,0.0,0.0][*0.01];
  33. float3 camrot = [0.0,0.0,0.0][*0.001];
  34. };
  35. class matrix = 0x0100.000f
  36. {
  37. float3 scale = [1.0,1.0,1.0][*0.01];
  38. float3 rotate = [0.0,0.0,0.0][*0.001];
  39. float3 translate = [0.0,0.0,0.0][*0.01];
  40. };
  41. class spline = 0x0100.0010;
  42. class player = 0x0100.0007;
  43. class meshanim = 0x0100.0011
  44. {
  45. int3 scale = [1.0,1.0,1.0][*0.01];
  46. int3 rotate = [0.0,0.0,0.0][*0.001];
  47. int3 translate = [0.0,0.0,0.0][*0.01];
  48. int3 vector = [0.0,0.0,0.0][*0.01];
  49. int parameter = 0.0[*0.01];
  50. };
  51. class light = 0x0100.0012
  52. {
  53. int4 diffuse = #ff808080["rgba"];
  54. int4 ambient = #ff404040["rgba"];
  55. int4 specular = #ffffffff["rgba"];
  56. float range = 1.0 [ 0.0 .. 256 ];
  57. float rangecut = 0.25 [ 0.01 .. 1.00 ];
  58. float amplify = 1.0 [ 0.0 .. 256 ];
  59. float spotfalloff = 0.0 [ 0.0 .. 1.0 ];
  60. float spotinner = 0.0 [ 0.0 .. 1.0 ];
  61. float spotouter = 0.25 [ 0.0 .. 1.0 ];
  62. };
  63. class particles = 0x0100.0013;
  64.  
  65. /****************************************************************************/
  66.  
  67. void OnInit() = 1;
  68. void OnFrame() = 2;
  69. void OnSound() = 3;
  70. void OnGenerate() = 4; // used by tool only
  71.  
  72. /****************************************************************************/
  73.  
  74. int SystemTime; // global #0
  75. int SystemBeat; // global #1
  76. int SystemTicks; // global #2
  77. int SystemBPM; // global #3
  78. int SystemBeatMax; // global #4
  79. player SystemPlayer; // global #5
  80. int SystemMouseX; // global #6
  81. int SystemMouseY; // global #7
  82. // global #8 is first operator-object!!
  83.  
  84. /****************************************************************************/
  85. /*** ***/
  86. /*** Mesh Generator ***/
  87. /*** ***/
  88. /****************************************************************************/
  89.  
  90.  
  91. void Cube(
  92. int x = 3 [ 1 .. 64 ] ,
  93. int y = 3 [ 1 .. 64 ] ,
  94. int z = 3 [ 1 .. 64 ] ,
  95. int crease = 1 [ "cycle:smooth shading|hard shading" ],
  96. ) ( mesh -- mesh ) = -0x01,"mod rowa",'q';
  97.  
  98. void SelectAll(
  99. int maskset = 0 [ "mask24:efv" ],
  100. int maskclr = 0 [ "mask24:efv" ],
  101. ) ( mesh -- mesh ) = -0x02,"mod";
  102.  
  103. void SelectCube(
  104. float3 center = [0.0,0.0,0.0][*0.001],
  105. float3 size = [1.0,1.0,1.0][*0.01],
  106. int flags = 0 [ "cycle:add|set" ],
  107. int maskset = 0 [ "mask24:efv" ],
  108. int maskclr = 0 [ "mask24:efv" ],
  109. ) ( mesh -- mesh ) = -0x03,"mod",'Q';
  110.  
  111. void Subdivide(
  112. int mask = 0 [ "mask8:f" ],
  113. float alpha = 1.0 [*0.01],
  114. int count = 1 [ "cycle:off|1|2|3|4|5|6" ],
  115. )( mesh -- mesh ) = -0x04,"mod rowc",'u';
  116.  
  117. void Extrude(
  118. int inputmask = 0 [ "mask8:f" ],
  119. int mode = 0 [ "cycle:normal|groups|faces|indface" ],
  120. int outputmask = 0 [ "mask8:v" ],
  121. ) ( mesh -- mesh ) = -0x05,"mod rowc",'e';
  122.  
  123. void Transform(
  124. int mask = 0 [ "mask8:v" ],
  125. float3 s = [1.0,1.0,1.0][*0.01],
  126. float3 r = [0.0,0.0,0.0][*0.001],
  127. float3 t = [0.0,0.0,0.0][*0.01],
  128. ) ( mesh -- mesh ) = -0x06,"mod",'t';
  129.  
  130. void Cylinder(
  131. int x = 3 [ 3 .. 64 ],
  132. int y = 3 [ 3 .. 64 ],
  133. ) ( mesh -- mesh ) = -0x09,"mod rowa",'c';
  134.  
  135. void NewMesh(
  136. int dummy0 = 0 [ 0 .. 3],
  137. int dummy1 = 0 [ 0 .. 3],
  138. // int colorSets = 0 [ "cycle:0|1" ],
  139. // int uvSets = 0 [ "cycle:1|2|3|4 "]
  140. ) ( -- mesh ) = -0x0a,"mod",'n';
  141.  
  142. void MeshMaterial(
  143. int id = 1 [ 1 .. 255 ],
  144. int mask = 0 [ "mask8:f" ],
  145. ) ( mesh material -- mesh ) = -0x0b,"mod link2",'m';
  146.  
  147. void TransformEx(
  148. int mask = 0 [ "mask8:v" ],
  149. int sj = 0 [ "cycle:pos|norm|tangent|color0|color1|uv0|uv1|uv2|uv3" ],
  150. int dj = 0 [ "cycle:pos|norm|tangent|color0|color1|uv0|uv1|uv2|uv3" ],
  151. float3 s = [1.0,1.0,1.0][*0.01],
  152. float3 r = [0.0,0.0,0.0][*0.001],
  153. float3 t = [0.0,0.0,0.0][*0.01],
  154. ) ( mesh -- mesh ) = -0x0d,"mod",'T';
  155.  
  156. void Crease(
  157. int mask = 0 [ "mask8:f" ],
  158. int what = 2 [ "cycle:*1|norm:*2|tangent:*3|color0:*4|color1:\n*5|uv0:*6|uv1:*7|uv2:*8|uv3" ],
  159. int selType = 0 [ "cycle:face|edge" ],
  160. ) ( mesh -- mesh ) = -0x0e,"mod";
  161.  
  162. void UnCrease(
  163. int mask = 0 [ "mask8:f" ],
  164. int what = 2 [ "cycle:*1|norm:*2|tangent:*3|color0:*4|color1:\n*5|uv0:*6|uv1:*7|uv2:*8|uv3" ],
  165. int selType = 0 [ "cycle:face|edge" ],
  166. ) ( mesh -- mesh ) = -0x0f,"mod";
  167.  
  168. void CalcNormals(
  169. int ignoreCreases = 0 [ "cycle:no|yes" ],
  170. int mask = 0 [ "mask8:f" ],
  171. int calcWhat = 1 [ "cycle:|normals:*1|tangents" ]
  172. ) ( mesh -- mesh ) = -0x10,"mod";
  173.  
  174. void Torus(
  175. int x = 8 [ 3 .. 64 ],
  176. int y = 4 [ 3 .. 64 ],
  177. float radiusi = 0.333 [*0.001],
  178. int phase = 0.0 [*0.01],
  179. float arclen = 1.0 [ 0.0 .. 1.0 *0.001],
  180. ) ( mesh -- mesh ) = -0x11,"mod rowa",'o';
  181.  
  182. void Sphere(
  183. int x = 12 [ 3 .. 64 ],
  184. int y = 6 [ 3 .. 64 ],
  185. ) ( mesh -- mesh ) = -0x12,"mod rowa",'h';
  186.  
  187. void Triangulate(
  188. int threshold = 5 [ 4 .. 64 ],
  189. int mask = 0 [ "mask8:f" ],
  190. int tesselation = 0 [ "cycle:quad->4tris|quad->2tris" ],
  191. ) ( mesh -- mesh ) = -0x13,"mod rowc";
  192.  
  193. void Cut(
  194. float2 direction = [0.0,0.0][*0.01],
  195. float offset = 0.0 [*0.01],
  196. int mode = 1 [ "cycle:clip|cut" ],
  197. ) ( mesh -- mesh ) = -0x14,"mod rowc";
  198.  
  199. void ExtrudeNormal(
  200. float distance = 0.125 [*0.005],
  201. int mask = 0 [ "mask8:v" ],
  202. ) ( mesh -- mesh ) = -0x15,"mod";
  203.  
  204. void Displace(
  205. float amplitude = 0.125 [*0.005],
  206. int mask = 0 [ "mask8:v" ],
  207. ) ( mesh bitmap -- mesh ) = -0x16,"mod",'D';
  208.  
  209. void Bevel(
  210. float elevation = 0.125 [*0.005],
  211. float pullin = 0.125 [*0.005],
  212. int inputmask = 0 [ "mask8:f" ],
  213. int mode = 1 [ "cycle:normal|groups|faces|indface" ],
  214. int outputmask = 0 [ "mask8:v" ],
  215. ) ( mesh -- mesh ) = -0x17,"mod rowc",'b';
  216.  
  217. void Perlin3D(
  218. int mask = 0 [ "mask8:v" ],
  219. float3 s = [1.0,1.0,1.0][*0.01],
  220. float3 r = [0.0,0.0,0.0][*0.001],
  221. float3 t = [0.0,0.0,0.0][*0.01],
  222. float3 amplitude = [0.100,0.100,0.100][*0.001],
  223. ) ( mesh -- mesh ) = -0x18,"mod",'p';
  224.  
  225. void Add(
  226. ) ( mesh mesh -- mesh ) = -0x19,"mod copy2 multi",'a';
  227.  
  228. void DeleteFaces(
  229. int mask = 0 [ "mask8:f" ],
  230. ) ( mesh -- mesh ) = -0x1a,"mod rowc",'d';
  231.  
  232. void Babe(
  233. string file = 0 [ "string" ],
  234. // int colorSets = 0 [ "cycle:0|1" ],
  235. // int uvSets = 0 [ "cycle:1|2|3|4" ],
  236. int dummy0 = 0 [ 0 .. 3],
  237. int2 animrange = [0,16][*0.125],
  238. int animphase = 0.0[*0.001],
  239. int animation = 0 [ "cycle:on|off" ],
  240. ) ( -- mesh ) = -0x1b,"mod";
  241.  
  242. void BeginRecord(
  243. ) ( mesh -- mesh ) = -0x1c,"mod rowb";
  244.  
  245. void AnimLabel(
  246. int label = 0 ["label"],
  247. int flags = 0 [ "cycle:|double" ],
  248. ) ( mesh -- mesh ) = -0x1d,"mod rowb";
  249.  
  250. void SelectRandom(
  251. int ratio = 128 [ 0 .. 255 ],
  252. int seed = 123 [ 0 .. 255 ],
  253. int maskset = 0 [ "mask24:efv" ],
  254. int maskclr = 0 [ "mask24:efv" ],
  255. ) ( mesh -- mesh ) = -0x1f,"mod";
  256.  
  257. void MeshMultiply(
  258. float3 s = [1.0,1.0,1.0][*0.01],
  259. float3 r = [0.0,0.0,0.0][*0.001],
  260. float3 t = [0.0,0.0,0.0][*0.01],
  261. int count = 1 [ 1 .. 256 ],
  262. ) ( mesh -- mesh ) = -0x20,"copy";
  263.  
  264. void SelectAngle(
  265. float angle = 0.8 [ 0.0 .. 1.0 *0.01],
  266. int maskset = 0 [ "mask8:e" ],
  267. int maskclr = 0 [ "mask8:e" ]
  268. ) ( mesh -- mesh ) = -0x21,"mod";
  269.  
  270. void ExtrudeWK(
  271. int mask = 0 [ "mask8:f" ],
  272. int mode = 0 [ "cycle:normal|groups|faces|indface" ],
  273. int count = 1 [ 1 .. 256 ],
  274. float distance = 1.0 [ *0.01 ],
  275. float3 s = [1.0,1.0,1.0][*0.01],
  276. float3 r = [0.0,0.0,0.0][*0.001],
  277. int scalemode = 0 [ "cycle:local|global" ]
  278. ) ( mesh -- mesh ) = -0x22,"mod";
  279.  
  280. /****************************************************************************/
  281. /*** ***/
  282. /*** Misc ***/
  283. /*** ***/
  284. /****************************************************************************/
  285.  
  286. void PrintDez(int num) = -0x51;
  287. void PrintHex(int num) = -0x52;
  288. void Print(string str) = -0x53;
  289. // void Show() ( object -- object ) = -0x54;
  290. void Copy() ( object -- object ) = -0x55;
  291. void LoadSong(player pl,string name,int mode=0["cycle:v2m|ogg|mp3"]) = -0x56;
  292. void PlaySong(player pl,int songnr) = -0x57;
  293. object FindLabel(string name) = -0x58;
  294. int Pow(int a,int b) = -0x59;
  295.  
  296. /****************************************************************************/
  297.  
  298. void CamFrustrum(int near,int far) = -0x61;
  299. void CamMat() ( matrix -- ) = -0x66;
  300. void ObjMat() ( matrix -- ) = -0x67;
  301.  
  302. // obsolete....
  303. void CamPos(int3 pos,int3 rot) = -0x62;
  304. void CamSet() = -0x63;
  305. void ObjPos(int3 scale,int3 rot,int3 trans) = -0x64;
  306. void ObjSet() = -0x65;
  307.  
  308. /****************************************************************************/
  309.  
  310. void MatrixGenerate(float3 s,float3 r,float3 t,int mode) ( -- matrix )= -0x71;
  311. void MatrixModify(float3 s,float3 r,float3 t,int mode) ( matrix -- matrix ) = -0x72;
  312. void MatrixLabel(int label) = -0x73;
  313.  
  314. void SplineKey4(
  315. int time = 0.0 [ 0 .. 1 *0.01 ],
  316. int4 v = [0.0,0.0,0.0,1.0] [ *0.01 ]
  317. ) ( spline -- spline ) = -0x46,"mod" ;
  318.  
  319. void Spline(int count,int tension,int continuity) ( -- spline ) = -0x41;
  320. void SplineSort() ( spline -- ) = -0x42;
  321. void SplineKey1(int time,int v) ( spline -- spline ) = -0x43;
  322. void SplineKey2(int time,int2 v) ( spline -- spline ) = -0x44;
  323. void SplineKey3(int time,int3 v) ( spline -- spline ) = -0x45;
  324. int SplineCalc1(int time) ( spline -- ) = -0x47;
  325. int2 SplineCalc2(int time) ( spline -- ) = -0x48;
  326. int3 SplineCalc3(int time) ( spline -- ) = -0x49;
  327. int4 SplineCalc4(int time) ( spline -- ) = -0x4a;
  328.  
  329. /****************************************************************************/
  330. /*** ***/
  331. /*** Texture Generator ***/
  332. /*** ***/
  333. /****************************************************************************/
  334.  
  335. void SetSize(
  336. int x = 8 [ "cycle:1|2|4|8|16|32|64|128|256|512|1024|2048" ],
  337. int y = 8 [ "cycle:1|2|4|8|16|32|64|128|256|512|1024|2048" ]
  338. ) ( -- ) = -0x81;
  339.  
  340. void MakeTexture(
  341. ) ( bitmap -- bitmap ) = -0x82,"mod",'m';
  342.  
  343. void SetTexture(
  344. int nr = 0 [ 0 .. 8 ]
  345. ) ( bitmap -- bitmap ) = -0x83;
  346.  
  347. void Flat(
  348. int4 color = [0,0,0,0]["rgba"]
  349. ) ( -- bitmap ) = -0x84,"mod",'f';
  350.  
  351. void Merge(
  352. int mode = 0 [ "cycle:add|sub|mul|diff|makealpha" ]
  353. ) ( bitmap bitmap -- bitmap ) = -0x85,"mod copy2",'a';
  354.  
  355. void Color(
  356. int mode = 0 [ "cycle:mul|add|sub|gray|invert|scale" ],
  357. int4 color = #ff808080["rgba"]
  358. ) ( bitmap -- bitmap ) = -0x86,"mod",'c';
  359.  
  360. void GlowRect(
  361. float2 center = [0.5,0.5][*0.001],
  362. float2 radius = [0.25,0.25][[0,0]*0.001],
  363. float2 size = [0.0,0.0][[0,0]*0.001],
  364. int4 color = #ffffffff["rgba"],
  365. float alpha = 1.0 [0*0.001],
  366. float power = 0.5 [0*0.001]
  367. ) ( bitmap -- bitmap ) = -0x87,"mod",'g';
  368.  
  369. void Dots(
  370. int4 col0 = #ff000000["rgba"],
  371. int4 col1 = #ffffffff["rgba"],
  372. int count = 16 [ 0 .. 32767 ],
  373. int seed = 0 [ 0 .. 32767 ]
  374. ) ( bitmap -- bitmap ) = -0x88,"mod";
  375.  
  376. void Blur(
  377. int order = 1 ["cycle:off|box|triangle|gauss"],
  378. int2 size = [0.1,0.1][[0,0]*0.001],
  379. int amp = 1.0[0*0.01]
  380. ) ( bitmap -- bitmap ) = -0x89,"mod",'b';
  381.  
  382. void Mask(
  383. ) ( bitmap bitmap bitmap -- bitmap ) = -0x8a,"mod mod2";
  384.  
  385. void HSCB(
  386. int h = 0.0 [*0.01],
  387. int s = 1.0 [*0.01],
  388. int c = 1.0 [0*0.01],
  389. int b = 1.0 [*0.01]
  390. ) ( bitmap -- bitmap ) = -0x8b,"mod",'h';
  391.  
  392. void Rotate(
  393. float angle = 0.0 [*0.001],
  394. float2 zoom = [1.0,1.0][*0.001],
  395. int2 center = [0.5,0.5][*0.001],
  396. int border = 0 ["cycle:wrapu|clampu|mirroru:*2wrapv|clampv|mirrorv"]
  397. ) ( bitmap -- bitmap ) = -0x8c,"mod",'r';
  398.  
  399. void Distort(
  400. int str = 0.1 [*0.01],
  401. int border = 0 ["cycle:wrapu|clampu|mirroru:*2wrapv|clampv|mirrorv"]
  402. ) ( bitmap bitmap -- bitmap ) = -0x8d,"mod copy2",'d';
  403.  
  404. void Normals(
  405. int str = 0.1 [*0.01],
  406. int mode = 0 ["cycle:2d|3d:*1normal|tangent"]
  407. ) ( bitmap -- bitmap ) = -0x8e,"mod",'n';
  408.  
  409. void Light(
  410. int mode = 0 [ "cycle:spot|point|directional" ],
  411. float3 pos = [0.5,0.5,0.25][*0.001],
  412. float2 dir = [0.0,0.25][*0.001],
  413. int4 diffuse = #ffff0000["rgba"],
  414. int4 ambient = #ff404040["rgba"],
  415. float outer = 0.8 [0 .. 1*0.001],
  416. float falloff = 1.0 [0 .. 16*0.01],
  417. float amp = 1.0[*0.01]
  418. ) ( bitmap -- bitmap ) = -0x8f,"mod",'l';
  419.  
  420. void Bump(
  421. int mode = 0 [ "cycle:spot|point|directional" ],
  422. float3 pos = [0.5,0.5,0.25][*0.001],
  423. float2 dir = [0.0,0.25][*0.001],
  424. int4 diffuse = #ffff0000["rgba"],
  425. int4 ambient = #ff404040["rgba"],
  426. float outer = 0.8 [0 .. 1*0.001],
  427. float falloff = 1.0 [0 .. 16*0.01],
  428. float amp = 1.0[*0.01],
  429. int4 specular = #ff000000["rgba"],
  430. float spow = 16.0 [0*0.1],
  431. int samp = 1.0[0..16*0.01]
  432. ) ( bitmap bitmap -- bitmap ) = -0x90,"mod copy2",'B';
  433.  
  434. void Text(
  435. int2 pos = [0.1,0.1][*0.001],
  436. int height = 0.1[*0.001],
  437. int width = 0.0[*0.001],
  438. int4 color = #ffffffff["rgba"],
  439. string text = 0 ["string"]
  440. ) ( bitmap -- bitmap ) = -0x91,"mod",'t';
  441.  
  442. void Wavelet(
  443. int mode = 0 ["cycle:encode|decode"],
  444. int steps = 1 ["cycle:0|1|2|3|4|5|6|7|8"]
  445. ) ( bitmap -- bitmap ) = -0x94,"mod";
  446.  
  447. void Perlin(
  448. int frequency = 2 [ 1 .. 12 ],
  449. int octaves = 3 [ 1 .. 12 ],
  450. float fadeoff = 0.5 [ 0*0.001],
  451. int seed = 0 [ 0 .. 255 ],
  452. int mode = 0 [ "cycle:normal|abs|sin|sin&abs" ],
  453. float amp = 1.0 [ 0*0.001],
  454. float gamma = 1.0 [ 0*0.001],
  455. int4 c0 = #ff000000["rgba"],
  456. int4 c1 = #ffffffff["rgba"]
  457. ) ( -- bitmap ) = -0x92,"mod",'p';
  458.  
  459. void Cell(
  460. int4 c0 = #ffff0000["rgba"],
  461. int4 c1 = #ffffffff["rgba"],
  462. int4 cb = #ff000000["rgba"],
  463. int count = 16 [ 1 .. 256 ],
  464. int seed = 0 [ 0 .. 32767 ],
  465. float amp = 1.0 [ *0.001],
  466. float gamma = 0.5 [ 0*0.001],
  467. int mode = 1 [ "cycle:out|in:*1range|color:*2normal|invert" ]
  468. ) ( -- bitmap ) = -0x93,"mod",'C';
  469.  
  470. void Gradient(
  471. int4 c0 = #ff000000["rgba"],
  472. int4 c1 = #ffffffff["rgba"],
  473. int offset = 0.0 [*0.005],
  474. float angle = 0.125 [*0.001],
  475. float len = 1.414 [*0.003]
  476. ) ( -- bitmap ) = -0x95,"mod";
  477.  
  478. /****************************************************************************/
  479. /*** ***/
  480. /*** Material (and scene) ***/
  481. /*** ***/
  482. /****************************************************************************/
  483. /*
  484. void NewScene // obsolete
  485. (
  486. ) ( -- scene ) = -0xc0;
  487. */
  488. void Scene
  489. (
  490. float3 s = [1.0,1.0,1.0][*0.01],
  491. float3 r = [0.0,0.0,0.0][*0.001],
  492. float3 t = [0.0,0.0,0.0][*0.01]
  493. ) ( mesh -- scene ) = -0xc1,"link",'n';
  494.  
  495. void TransScene
  496. (
  497. float3 s = [1.0,1.0,1.0][*0.01],
  498. float3 r = [0.0,0.0,0.0][*0.001],
  499. float3 t = [0.0,0.0,0.0][*0.01]
  500. ) ( scene -- scene ) = -0xc2,"link",'t';
  501.  
  502. void Multiply
  503. (
  504. float3 s = [1.0,1.0,1.0][*0.01],
  505. float3 r = [0.0,0.0,0.0][*0.001],
  506. float3 t = [0.0,0.0,0.0][*0.01],
  507. int count = 1 [ 1 .. 256 ]
  508. ) ( scene -- scene ) = -0xc3,"link",'m';
  509.  
  510. void AddScene
  511. (
  512. ) ( scene scene -- scene ) = -0xc4,"link multi",'a';
  513.  
  514. void PaintScene
  515. (
  516. ) ( scene -- scene ) = -0xc5;
  517.  
  518. void LabelScene
  519. (
  520. int label = 0 ["label"],
  521. ) ( scene -- scene ) = -0xc6,"mod",'l';
  522.  
  523. void LightScene
  524. (
  525. float3 scale = [1.0,1.0,1.0][*0.01],
  526. float3 rotate = [0.0,0.0,0.0][*0.001],
  527. float3 translate = [0.0,0.0,0.0][*0.01],
  528. int mode = 0 ["cycle:point|spot|dir|ambient:*3world space|camera space"],
  529. int mask = 0 [ 0 .. 23 ],
  530. int label = 0 ["label"],
  531. float range = 1.0 [ 0.0 .. 256 ],
  532. float rangecut = 0.25 [ 0.01 .. 1.00 *0.01],
  533. float amplify = 1.0 [ 0.0 .. 256 *0.01 ],
  534. float spotfalloff = 1.0 [ 0.0 .. 16.0 *0.01],
  535. float spotinner = 0.0 [ 0.0 .. 1.0 *0.01],
  536. float spotouter = 0.25 [ 0.0 .. 1.0 *0.01],
  537. int4 diffuse = #ff808080["rgba"],
  538. int4 ambient = #ff404040["rgba"],
  539. int4 specular = #ffffffff["rgba"]
  540. ) ( -- scene ) = -0xc7,"link",'L';
  541. /*
  542. void PaintSceneLater
  543. (
  544. ) ( scene -- scene ) = -0xc8;
  545. */
  546. void PartScene
  547. (
  548. ) ( particles -- scene ) = -0xc9,"link",'p';
  549.  
  550. /****************************************************************************/
  551.  
  552. void NewMaterial
  553. (
  554. ) ( -- material ) = -0xe0,"mod",'n';
  555.  
  556. void MatBase
  557. (
  558. int mpass = 0 [ 0 .. 15 ],
  559. int flags = 0x0300 ["cycle:singlesided|doublesided:*1|renormalize:*2light off|light on:*3diffuse|tfactor:*8zoff|zwrite|zread|zon:*12blendoff|blendalpha|blendadd|blendmul|blendsmooth:*4counterclockwise|clockwise:*11draw|only z/stencil"],
  560. int mode = 2 ["cycle:off|flat|tex|add|mul|addsmooth"],
  561. int renderpass = 0 [ 0 .. 255 ],
  562. int4 color = #ffff8080["rgba"]
  563. ) ( material -- material ) = -0xe1,"mod",'b';
  564.  
  565. void MatTexture
  566. (
  567. int mpass = 0 [ 0 .. 15 ],
  568. int stage = 0 [ 0 .. 7 ],
  569. int flags = 7 ["cycle:filter off|filter min|filter mag|filter on:*2mip off|mip on:*3tile|clamp:*8uv0|uv1|uv2|uv3|uv4|uv5|uv6|uv7|envi|specular|eye space|world space|model space"]
  570. ) ( material bitmap -- material ) = -0xe2,"mod link2",'t';
  571.  
  572. void MatFinalizer
  573. (
  574. int mpass = 0 [ 0 .. 15 ],
  575. int program = 1 ["cycle:off|static|dynamic|sprites|trees|thicklines|outlines|shadow|spikes|finns" ],
  576. float aspect = 1.0 [ 0.001 .. 16 *0.001],
  577. float size = 0.01 [ 0.001 .. 16 *0.001],
  578. float enlarge = 0.00 [ 0.000 .. 256 *0.001],
  579. ) ( material -- material ) = -0xe3,"mod",'f';
  580.  
  581. void MatLabel
  582. (
  583. int label = 0 ["label"],
  584. int mpass = 0 [ 0 .. 15 ]
  585. ) ( material -- material ) = -0xe4,"mod";
  586.  
  587. void MatTexTrans
  588. (
  589. int label = 0 ["label"],
  590. int mpass = 0 [ 0 .. 15 ],
  591. int stage = 0 [ 0 .. 7 ],
  592. float3 scale = [1.0,1.0,1.0][*0.01],
  593. float3 rotate = [0.0,0.0,0.0][*0.001],
  594. float3 translate = [0.0,0.0,0.0][*0.01]
  595. ) ( material -- material ) = -0xe5,"mod";
  596.  
  597. void MatDX7
  598. (
  599. int mpass = 0 [ 0 .. 15 ],
  600. int color0 = 32 [ "cycle:diffuse|current|texture|tfactor:*2..|invert|alpha|invalpha:*8disable|selectarg1|selectarg2|modulate|modulate2x|modulate4x|add|addsigned|addsigned2x|subtract|addsmooth|blenddiffusealpha|blendtexturealpha|blendfactoralpha|blendtexturealphapm|blendcurrentalpha|---|modulatealph_addcolor|modulatecolor_addalpha|modulateinvalpha_addcolor|modulateinvcolor_addalpha|---|---|dotproduct3|---|---:*4diffuse|current|texture|tfactor|specular:*6..|invert|alpha|invalpha" ],
  601. int color1 = 33 [ "cycle:diffuse|current|texture|tfactor:*2..|invert|alpha|invalpha:*8disable|selectarg1|selectarg2|modulate|modulate2x|modulate4x|add|addsigned|addsigned2x|subtract|addsmooth|blenddiffusealpha|blendtexturealpha|blendfactoralpha|blendtexturealphapm|blendcurrentalpha|---|modulatealph_addcolor|modulatecolor_addalpha|modulateinvalpha_addcolor|modulateinvcolor_addalpha|---|---|dotproduct3|---|---:*4diffuse|current|texture|tfactor|specular:*6..|invert|alpha|invalpha" ],
  602. int alpha0 = 32 [ "cycle:diffuse|current|texture|tfactor:*2..|invert:*8disable|selectarg1|selectarg2|modulate|modulate2x|modulate4x|add|addsigned|addsigned2x|subtract|addsmooth:*4diffuse|current|texture|tfactor|specular:*6..|invert" ],
  603. int alpha1 = 33 [ "cycle:diffuse|current|texture|tfactor:*2..|invert:*8disable|selectarg1|selectarg2|modulate|modulate2x|modulate4x|add|addsigned|addsigned2x|subtract|addsmooth:*4diffuse|current|texture|tfactor|specular:*6..|invert" ]
  604. ) ( material -- material ) = -0xe6,"mod";
  605.  
  606. void MatBlend
  607. (
  608. int mpass = 0 [ 0 .. 15 ],
  609. int alphatest = 4 [ "cycle:never|less|equal|lessequal|greater|notequal|greaterequal|always" ],
  610. int alpharef = 4 [ 0 .. 255 ],
  611. int source = 1 [ "cycle:zero|one|srccolor|invsrccolor|srcalpha|invsrcalpha|destalpha|invdestalpha|destcolor|invdestcolor|srcaplhasat" ],
  612. int op = 0 [ "cycle:off|add|subtract|revsubtract|min|max" ],
  613. int dest = 1 [ "cycle:zero|one|srccolor|invsrccolor|srcalpha|invsrcalpha|destalpha|invdestalpha|destcolor|invdestcolor" ]
  614. ) ( material -- material ) = -0xe7,"mod";
  615.  
  616. void MatStencil
  617. (
  618. int mpass = 0 [ 0 .. 15 ],
  619. int stenciltest = 7 [ "cycle:never|less|equal|lessequal|greater|notequal|greaterequal|always" ],
  620. int stencilref = 0 [ 0 .. 255 ],
  621.  
  622. int stencilfail = 0 [ "cycle:keep|zero|replace|incrsat|decrsat|invert|incr|decr" ],
  623. int zfail = 0 [ "cycle:keep|zero|replace|incrsat|decrsat|invert|incr|decr" ],
  624. int pass = 0 [ "cycle:keep|zero|replace|incrsat|decrsat|invert|incr|decr" ]
  625. ) ( material -- material ) = -0xe8,"mod";
  626.  
  627. void MatLight
  628. (
  629. int mpass = 0 [ 0 .. 15 ],
  630. int diffusesource = 0 [ "cycle:material|vertex" ],
  631. int specularsource = 0 [ "cycle:material|vertex" ],
  632. int ambientsource = 0 [ "cycle:material|vertex" ],
  633. int emissivesource = 0 [ "cycle:material|vertex" ],
  634. int4 diffuse = #ffffffff["rgba"],
  635. int4 specular = #ffffffff["rgba"],
  636. int4 ambient = #ffffffff["rgba"],
  637. int4 emissive = #00000000["rgba"],
  638. float specularity = 0.0 [0 .. 64 *0.02],
  639. int specular = 0 ["cycle:off|on"],
  640. int mask = 1 [ "mask24" ]
  641. ) ( material -- material ) = -0xe9,"mod";
  642.  
  643. /****************************************************************************/
  644.  
  645. void MeshMatBase
  646. (
  647. int mpass = 0 [ 0 .. 15 ],
  648. int flags = 0x0300 ["cycle:singlesided|doublesided:*1|renormalize:*2light off|light on:*3diffuse|tfactor:*8zoff|zwrite|zread|zon:*12blendoff|blendalpha|blendadd|blendmul|blendsmooth:*4counterclockwise|clockwise:*11draw|only z/stencil"],
  649. int mode = 2 ["cycle:off|flat|tex|add|mul|addsmooth"],
  650. int renderpass = 0 [ 0 .. 255 ],
  651. int4 color = #ffff8080["rgba"]
  652. ) ( mesh -- mesh ) = -0xf1,"mod rowb";
  653.  
  654. void MeshMatTexture
  655. (
  656. int mpass = 0 [ 0 .. 15 ],
  657. int stage = 0 [ 0 .. 7 ],
  658. int flags = 7 ["cycle:filter off|filter min|filter mag|filter on:*2mipmap off|mipmap on:*3tile|clamp:*8uv0|uv1|uv2|uv3|uv4|uv5|uv6|uv7|envi|specular|eye space|world space|model space"]
  659. ) ( mesh bitmap -- mesh ) = -0xf2,"mod rowb link2";
  660.  
  661. void MeshMatFinalizer
  662. (
  663. int mpass = 0 [ 0 .. 15 ],
  664. int program = 1 ["cycle:off|static|dynamic|sprites|trees|thicklines|outlines|shadow|spikes|finns" ],
  665. float aspect = 1.0 [ 0.001 .. 16 *0.001],
  666. float size = 0.01 [ 0.001 .. 16 *0.001],
  667. float enlarge = 0.00 [ 0.000 .. 256 *0.001],
  668. ) ( mesh -- mesh ) = -0xf3,"mod rowb";
  669.  
  670. void MeshMatLabel
  671. (
  672. int label = 0 ["label"],
  673. int mpass = 0 [ 0 .. 15 ]
  674. ) ( mesh -- mesh ) = -0xf4,"mod rowb";
  675.  
  676. /****************************************************************************/
  677. /*** ***/
  678. /*** FX Chain and post-processing effects ***/
  679. /*** ***/
  680. /****************************************************************************/
  681.  
  682. void NewFXChain
  683. (
  684. int size = 0 [ "cycle:full|large|medium|small" ],
  685. int ocount = 0,
  686. int4 color = #ff000000["rgba"]
  687. ) ( -- fxchain ) = -0x100,"mod fxalloc",'n';
  688.  
  689. void BeginViewport
  690. (
  691. int3 pos = [0.0,0.0,-5.0][*0.01],
  692. int3 parm2 = [0.0,0.0,0.0][*0.01],
  693. int aspect = 1.0 [ 0.0 .. 100.0 *0.01],
  694. int mode = 0 [ "cycle:none|color|z|both:*2rotate|lookat" ],
  695. int ocount = 0,
  696. int4 color = #ff000000 ["rgba"],
  697. int zoom = 1.0 [ 0.001 .. 1000.0 *0.01]
  698. ) ( fxchain -- fxchain ) = -0x101;//,"link",'v';
  699.  
  700. void RenderChain
  701. (
  702. ) ( fxchain -- ) = -0x102;
  703.  
  704. void Layer2D
  705. (
  706. int4 color = #ffff0000["rgba"],
  707. int4 screenrect = [0.5,0.5,1.0,1.0][*0.01],
  708. int4 uvrect = [0.0,0.0,1.0,1.0][*0.01],
  709. int z = 1.0 [ 0.0 .. 1.0 * 0.0005],
  710. int clear = 0 [ "cycle:none|color|z|both" ],
  711. int ocount = 0,
  712. float2 zoom = [1.0,1.0][[0.0625,0.0625] .. [100.0,100.0] *0.01],
  713. int rotate = 0.0 [ -100.0 .. 100.0 *0.01],
  714. float2 center = [0.5,0.5][[-100.0,-100.0] .. [100.0,100.0] *0.01]
  715. ) ( fxchain material -- fxchain ) = -0x103,"link",'l';
  716.  
  717. void FXMerge
  718. (
  719. int mode = 0 [ "cycle:add|mul|blend|sub|addsmooth" ],
  720. int param = 0.0 [ 0.0 .. 1.0 * 0.01],
  721. float2 zoom = [1.0,1.0][[0.0625,0.0625] .. [100.0,100.0] *0.01],
  722. int rotate = 0.0 [ -100.0 .. 100.0 *0.01],
  723. float2 center = [0.5,0.5][[-100.0,-100.0] .. [100.0,100.0] *0.01],
  724. int size = 0 [ "cycle:full|large|medium|small" ],
  725. int ocount = 0
  726. ) ( fxchain fxchain -- fxchain ) = -0x104,"link fxalloc",'a';
  727.  
  728. void FXColor
  729. (
  730. int mode = 0 [ "cycle:add|mul|blend|sub" ],
  731. int4 color = #ff808080["rgba"],
  732. int size = 0 [ "cycle:full|large|medium|small" ],
  733. int ocount = 0,
  734. float2 zoom = [1.0,1.0][[0.0625,0.0625] .. [100.0,100.0] *0.01],
  735. int rotate = 0.0 [ -100.0 .. 100.0 *0.01],
  736. float2 center = [0.5,0.5][[-100.0,100.0] .. [100.0,100.0] *0.01],
  737. int lighten = 0.0 [ -1.0 .. 3.0 * 0.01]
  738. ) ( fxchain -- fxchain ) = -0x105,"link fxalloc",'c';
  739.  
  740. void EndViewport
  741. (
  742. int ocount = 0
  743. ) ( fxchain -- fxchain ) = -0x106;//,"link",'e';
  744.  
  745. void FXPaintScene
  746. (
  747. int ocount = 0
  748. ) ( fxchain scene -- fxchain ) = -0x0107;//,"link",'p';
  749.  
  750. void Blend4x
  751. (
  752. float4 rect0 = [0.0,0.0,1.0,1.0][*0.01],
  753. float4 rect1 = [0.0,0.0,1.0,1.0][*0.01],
  754. float4 rect2 = [0.0,0.0,1.0,1.0][*0.01],
  755. float4 rect3 = [0.0,0.0,1.0,1.0][*0.01],
  756. int coords = 0 [ "cycle:absolute|relpix" ],
  757. int size = 0 [ "cycle:full|large|medium|small" ],
  758. int ocount = 0,
  759. int amplify = 1.0 [ 0.0 .. 4.0 *0.01]
  760. ) ( fxchain -- fxchain ) = -0x109,"link fxalloc";
  761.  
  762. void Viewport
  763. (
  764. int3 pos = [0.0,0.0,-5.0][*0.01],
  765. int3 parm2 = [0.0,0.0,0.0][*0.01],
  766. int aspect = 1.0 [ 0.0 .. 100.0 * 0.01],
  767. int mode = 0 [ "cycle:none|color|z|both:*2rotate|lookat" ],
  768. int ocount = 0,
  769. int4 color = #ff000000 ["rgba"],
  770. int zoom = 1.0 [ 0.001 .. 1000.0 *0.01]
  771. ) ( fxchain scene -- fxchain ) = -0x10a,"link",'v';
  772.  
  773. void FXResetAlloc
  774. (
  775. ) = -0x10b;//,"link",'f';
  776.  
  777. void LabelChain
  778. (
  779. int label = 0 ["label"],
  780. int ocount = 0
  781. ) ( fxchain -- fxchain ) = -0x10c,"link",'l';
  782.  
  783. /****************************************************************************/
  784. /****************************************************************************/
  785.  
  786. void Particles
  787. (
  788. float rate = 25.0 [ 0 .. 1024 * 0.1 ],
  789. float jitter = 0.0 [ 0 .. 1 * 0.01 ],
  790. int max = 1000 [ 16 .. 16384 * 1 ],
  791. float life = 2.0 [ 0 .. 1024 * 0.1 ],
  792. float3 gravity = [0.0,0.0,0.0] [ *0.001 ],
  793. ) ( material -- particles ) = -0x120,"link",'n';
  794.  
  795. void PartEmitter
  796. (
  797. float3 scale = [1.0,1.0,1.0][*0.01],
  798. float3 rotate = [0.0,0.0,0.0][*0.001],
  799. float3 translate = [0.0,0.0,0.0][*0.01],
  800. int flags = 0 [ "cycle:sphere|hemisphere" ],
  801. float surface = 0.0 [ 0 .. 1 * 0.01 ],
  802. float scatter = 0.0 [ -1 .. 1 * 0.01 ],
  803. float speed = 0.0 [ *0.01 ],
  804. float speedrand = 0.0 [ *0.001 ],
  805. ) ( particles -- particles ) = -0x121,"mod",'e';
  806.  
  807. void PartRotate
  808. (
  809. float RotStart = 0.0 [ 0 .. 1 *0.01 ],
  810. float RotRand = 0.0 [ 0 .. 1 *0.01 ],
  811. float RotSpeed = 0.0 [ 0 .. 1 *0.01 ],
  812. ) ( particles -- particles ) = -0x122,"mod",'r';
  813.  
  814. void PartLife
  815. (
  816. float2 Size = [ 0.1,0.1 ] [ [0,0] .. [16,16] * 0.01 ],
  817. float2 SizeTime = [ 0.1,0.9 ] [ [0,0] .. [1,1] *0.01 ],
  818. float Aspect = 1 [ 0.01 .. 100.0 *0.01 ],
  819. int4 Color0=#ffffc0c0["rgba"],
  820. int4 Color1=#ffc0ffc0["rgba"],
  821. int4 Color2=#ffc0c0ff["rgba"],
  822. float3 ColorTime = [0.125,0.5,0.875] [ [0,0,0] .. [1,1,1] * 0.01 ],
  823. ) ( particles -- particles ) = -0x123,"mod",'l';
  824.  
  825. void PartSpline
  826. (
  827. int mode = 0 ["cycle:off|move|follow"],
  828. float force = 0.01 [ 0.000 .. 1.000 * 0.001 ],
  829. ) ( particles spline -- particles ) = -0x124,"mod";
  830.  
  831. /****************************************************************************/
  832. /****************************************************************************/
  833.  
  834. // Material Base Flags
  835.  
  836. const int MBF_DOUBLESIDED = 0x0001;
  837. const int MBF_RENORMALIZE = 0x0002;
  838. const int MBF_LIGHT = 0x0004;
  839.  
  840. const int MBF_ZOFF = 0x0000;
  841. const int MBF_ZWRITE = 0x0100;
  842. const int MBF_ZREAD = 0x0200;
  843. const int MBF_ZON = 0x0300;
  844.  
  845. const int MBF_BLENDOFF = 0x0000;
  846. const int MBF_BLENDALPHA = 0x1000;
  847. const int MBF_BLENDADD = 0x2000;
  848. const int MBF_BLENDMUL = 0x3000;
  849.  
  850. /****************************************************************************/
  851.  
  852. // Material Base Mode
  853.  
  854. const int MBM_FLAT = 1;
  855. const int MBM_TEX = 2;
  856. const int MBM_ADD = 3;
  857. const int MBM_MUL = 4;
  858.  
  859. /****************************************************************************/
  860.  
  861. // Material Texture Flags
  862.  
  863. const int MTF_FILTERMIN = 0x0001;
  864. const int MTF_FILTERMAG = 0x0002;
  865. const int MTF_FILTER = 0x0003;
  866. const int MTF_MIPMAP = 0x0004;
  867. const int MTF_CLAMP = 0x0008;
  868.  
  869. const int MTF_UV0 = 0x0000;
  870. const int MTF_UV1 = 0x0100;
  871. const int MTF_UV2 = 0x0200;
  872. const int MTF_UV3 = 0x0300;
  873. const int MTF_UV4 = 0x0400;
  874. const int MTF_UV5 = 0x0500;
  875. const int MTF_UV6 = 0x0600;
  876. const int MTF_UV7 = 0x0700;
  877. const int MTF_UVENVI = 0x0800;
  878. const int MTF_UVSPEC = 0x0900;
  879. const int MTF_UVPOS = 0x0a00;
  880.  
  881. /****************************************************************************/
  882. /****************************************************************************/
  883. /*
  884. void ExtrudeSRT(
  885. int mask = 0 [ "mask8:f" ],
  886. int mode = 0 [ "cycle:normal|groups|faces|indface" ],
  887. int3 s = [1.0,1.0,1.0][*0.01],
  888. int3 r = [0.0,0.0,0.0][*0.001],
  889. int3 t = [0.0,0.0,0.0][*0.01],
  890. int count = 1 [ 1 .. 64 ],
  891. ) ( mesh -- mesh ),"mod rowc"
  892. {
  893. int i;
  894. i=0;
  895. while(i<count)
  896. {
  897. Extrude(mask,mode,1);
  898. Transform(1,s,r,t);
  899. i = i+1;
  900. }
  901. }
  902. */
  903. void ExtrudeSRT() {}
  904.  
  905. void Flatshade(
  906. int mask = 0 [ "mask8:f" ]
  907. ) ( mesh -- mesh ),"mod"
  908. {
  909. Crease(mask,2,2);
  910. }
  911.  
  912. void Crashzoom(
  913. int steps = 3 [ 1 .. 9 ],
  914. int zoom = 1.5 [ 1.0 .. 20.0 *0.005],
  915. int size = 0 [ "cycle:full|large|medium|small" ],
  916. int ocount = 0,
  917. int amplify = 1.0 [ 0.0 .. 4.0 *0.01]
  918. ) ( fxchain -- fxchain ),"link fxalloc",'z'
  919. {
  920. int oc;
  921. int z1;
  922. int z2;
  923. int z3;
  924. int amp;
  925.  
  926. while(steps>0)
  927. {
  928. oc = 1;
  929. amp = 1.0;
  930. if(steps==1)
  931. {
  932. oc = ocount;
  933. amp = amplify;
  934. }
  935.  
  936. z1 = Pow(zoom,Pow(4.0,-steps));
  937. z1 = z1;
  938. z2 = z1*z1;
  939. z3 = z2*z1;
  940. steps = steps-1;
  941.  
  942. Blend4x([0,0,1,1],
  943. [0.5-0.5/z1,0.5-0.5/z1,0.5+0.5/z1,0.5+0.5/z1],
  944. [0.5-0.5/z2,0.5-0.5/z2,0.5+0.5/z2,0.5+0.5/z2],
  945. [0.5-0.5/z3,0.5-0.5/z3,0.5+0.5/z3,0.5+0.5/z3],
  946. 0,size,oc,amp);
  947. }
  948. }
  949.  
  950. void FXWideBlur(
  951. int radius = 12.0 [ 1.0 .. 128.0 ],
  952. int minradius = 1.0 [ 1.0 .. 128.0 ],
  953. int size = 0 [ "cycle:full|large|medium|small" ],
  954. int ocount = 0,
  955. int amplify = 1.0 [ 0.0 .. 4.0 *0.01 ],
  956. int shape = 1 [ "cycle:diamond|square "]
  957. ) ( fxchain -- fxchain ),"link fxalloc",'b'
  958. {
  959. int oc;
  960. int amp;
  961. int r;
  962.  
  963. r = radius;
  964. while(r>=minradius)
  965. r = r*0.5;
  966. amplify = amplify / 2;
  967.  
  968. while(r<radius)
  969. {
  970. oc = 1;
  971. amp = 1.0;
  972. if(r*2>=radius)
  973. {
  974. oc = ocount;
  975. amp = amplify;
  976. }
  977.  
  978. if(shape==0)
  979. Blend4x([-r,0,-r,0],[r,0,r,0],[0,-r,0,-r],[0,r,0,r],1,size,oc,amp);
  980. else
  981. Blend4x([-r,-r,-r,-r],[r,-r,r,-r],[-r,r,-r,r],[r,r,r,r],1,size,oc,amp);
  982.  
  983. r = r * 2;
  984. }
  985. }
  986.  
  987. void FXNop(
  988. ) ( fxchain -- fxchain ),"nop",'N'
  989. {
  990. }
  991.  
  992. void FXBlur8(
  993. int size = 0 [ "cycle:full|large|medium|small" ],
  994. int ocount = 0,
  995. int amplify = 1.0 [ 0.0 .. 2.0 *0.01]
  996. ) ( fxchain -- fxchain ),"link fxalloc"
  997. {
  998. Blend4x([-2.5,0,-2.5,0],[-0.5,0,-0.5,0],[1.5,0,1.5,0],[3.5,0,3.5,0],1,size,1,1.0);
  999. Blend4x([0,-2.5,0,-2.5],[0,-0.5,0,-0.5],[0,1.5,0,1.5],[0,3.5,0,3.5],1,size,ocount,amplify);
  1000. }
  1001.  
  1002. void Matrix() ( -- matrix )
  1003. { MatrixGenerate([1,1,1],[0,0,0],[0,0,0],0); }
  1004. void MatrixSRT(int3 s,int3 r,int3 t) ( -- matrix )
  1005. { MatrixGenerate(s,r,t,0); }
  1006. void MatrixOrbit(int3 s,int3 r,int3 t) ( -- matrix )
  1007. { MatrixGenerate(s,r,t,1); }
  1008. void MatrixLockAt(int3 v) ( matrix -- matrix )
  1009. { MatrixModify([1,1,1],[0,0,0],v,2); }
  1010. void MatrixMulSRT(int3 s,int3 r,int3 t) ( matrix -- matrix )
  1011. { MatrixModify(s,r,t,3); }
  1012. void MatrixTranspose() ( matrix -- matrix )
  1013. { MatrixModify([1,1,1],[0,0,0],[0,0,0],4); }
  1014.  
  1015. void SplineNew(
  1016. int tension = 0.0 [ 0 .. 1 *0.01 ],
  1017. int continuity = 0.0 [ 0 .. 1 *0.01 ]
  1018. ) ( -- spline ),"mod"
  1019. {
  1020. Spline(4,tension,continuity);
  1021. }
  1022.  
  1023. void FXResample(
  1024. int size = 0 [ "cycle:full|large|medium|small" ],
  1025. int ocount = 0
  1026. ) ( fxchain -- fxchain),"link fxalloc",'r'
  1027. {
  1028. FXColor(0,#00000000,size,ocount,[1.0,1.0],0.0,[0.5,0.5],0);
  1029. }
  1030.  
  1031. /*
  1032. void ExtrudeWKOld(
  1033. int mask = 0 [ "mask8:f" ],
  1034. int mode = 0 [ "cycle:normal|groups|faces|indface" ],
  1035. int count = 1 [ 1 .. 64 ],
  1036. int distance = 1.0 [ *0.01 ],
  1037. int3 s = [1.0,1.0,1.0][*0.01],
  1038. int3 r = [0.0,0.0,0.0][*0.001]
  1039. ) ( mesh -- mesh ),"mod rowc"
  1040. {
  1041. int i;
  1042. i=0;
  1043. while(i<count)
  1044. {
  1045. Extrude(mask,mode,1);
  1046. ExtrudeNormal(distance,1);
  1047. Transform(1,s,r,[0,0,0]);
  1048. TransformEx(1,1,1,[1.0,1.0,1.0],r,[0.0,0.0,0.0]);
  1049. i = i+1;
  1050. }
  1051. }
  1052. */
  1053. void ExtrudeWKOld() {}
  1054.  
  1055. void FXChaosBlur(
  1056. int radius = 12.0 [ 1.0 .. 128.0 ],
  1057. int stages = 1 [ 1 .. 8 ],
  1058. int size = 3 [ "cycle:full|large|medium|small" ],
  1059. int ocount = 0,
  1060. int amplify = 1.0 [ 0.0 .. 4.0 *0.01 ],
  1061. int shape = 1 [ "cycle:diamond|square "]
  1062. ) ( fxchain -- fxchain ),"link fxalloc",0
  1063. {
  1064. int oc;
  1065. int i;
  1066. int r;
  1067.  
  1068. r = radius;
  1069. i = stages;
  1070. while(i>0)
  1071. {
  1072. r = r / 2;
  1073. i = i - 1;
  1074. }
  1075.  
  1076. while(stages>0)
  1077. {
  1078. oc = 1;
  1079. if(stages==1)
  1080. oc = ocount;
  1081.  
  1082. if(shape==0)
  1083. Blend4x([-r,0,-r,0],[r,0,r,0],[0,-r,0,-r],[0,r,0,r],1,size,oc,amplify);
  1084. else
  1085. Blend4x([-r,-r,-r,-r],[r,-r,r,-r],[-r,r,-r,r],[r,r,r,r],1,size,oc,amplify);
  1086.  
  1087. r = r * 2;
  1088. stages = stages -1;
  1089. }
  1090. }
  1091.  
  1092. /*
  1093. void FXChaosCrash(
  1094. int steps = 3 [ 1 .. 9 ],
  1095. int zoom = 1.5 [ 1.0 .. 20.0 *0.005],
  1096. int size = 0 [ "cycle:full|large|medium|small" ],
  1097. int ocount = 0,
  1098. int amplify = 1.0 [ 0.0 .. 4.0 *0.01],
  1099. int fadeoff = 1.0 [ 0.0 .. 2.0 *0.01]
  1100. ) ( fxchain -- fxchain ),"link fxalloc",0
  1101. {
  1102. int oc;
  1103. int z1;
  1104. int z2;
  1105. int z3;
  1106. int amp;
  1107.  
  1108. amp = amplify;
  1109. while(steps>0)
  1110. {
  1111. oc = 1;
  1112. if(steps==1)
  1113. oc = ocount;
  1114.  
  1115. z1 = Pow(zoom,Pow(4.0,-steps));
  1116. z1 = z1;
  1117. z2 = z1*z1;
  1118. z3 = z2*z1;
  1119. steps = steps-1;
  1120.  
  1121. Blend4x([0,0,1,1],
  1122. [0.5-0.5/z1,0.5-0.5/z1,0.5+0.5/z1,0.5+0.5/z1],
  1123. [0.5-0.5/z2,0.5-0.5/z2,0.5+0.5/z2,0.5+0.5/z2],
  1124. [0.5-0.5/z3,0.5-0.5/z3,0.5+0.5/z3,0.5+0.5/z3],
  1125. 0,size,oc,amp);
  1126.  
  1127. amp = amp * fadeoff;
  1128. }
  1129. }
  1130. */
  1131. fxchain blau_raum_fx9; // global #8
  1132. material kissen_mat; // global #9
  1133. scene blau_raum2; // global #10
  1134. scene daten; // global #11
  1135. fxchain bunt; // global #12
  1136. scene fightclubraum; // global #13
  1137. mesh fightclub; // global #14
  1138. material rotate_mat; // global #15
  1139. material blender; // global #16
  1140. fxchain real_end; // global #17
  1141. material blue_room_babe_mat; // global #18
  1142. fxchain walk_scene_fx1; // global #19
  1143. scene walk_scene_babe; // global #20
  1144. material blender_white; // global #21
  1145. fxchain walk_scene_fx2; // global #22
  1146. scene walk_scene_babe2; // global #23
  1147. material blu; // global #24
  1148. fxchain babe_sprung_scene_fx1; // global #25
  1149. scene walk_scene_room; // global #26
  1150. material blend_black; // global #27
  1151. fxchain rotate_josie_fx; // global #28
  1152. scene kissen; // global #29
  1153. fxchain blau_raum_fx8; // global #30
  1154. scene fx8_scene; // global #31
  1155. scene blau_raum; // global #32
  1156. fxchain blau_raum_fx8_2; // global #33
  1157. fxchain bday; // global #34
  1158. material babe_wire_mat; // global #35
  1159. fxchain zusammenbruch; // global #36
  1160. scene z1; // global #37
  1161. fxchain zusammenbruch2; // global #38
  1162. fxchain zusammenbruch3; // global #39
  1163. fxchain water; // global #40
  1164. mesh waterface; // global #41
  1165. fxchain blau_raum_fx1; // global #42
  1166. material blue_room_babe_mat_static; // global #43
  1167. fxchain blau_raum_fx5; // global #44
  1168. fxchain start004; // global #45
  1169. fxchain start003; // global #46
  1170. fxchain start01; // global #47
  1171. fxchain start02; // global #48
  1172. fxchain start; // global #49
  1173. fxchain blau_raum_fx0; // global #50
  1174. material glow2; // global #51
  1175. fxchain blau_raum_fxs; // global #52
  1176. material glow; // global #53
  1177. fxchain _temp0000; // global #54
  1178. mesh _temp0001; // global #55
  1179. bitmap _temp0002; // global #56
  1180. bitmap _temp0003; // global #57
  1181. mesh _temp0004; // global #58
  1182. bitmap _temp0005; // global #59
  1183. bitmap _temp0006; // global #60
  1184. mesh _temp0007; // global #61
  1185. bitmap _temp0008; // global #62
  1186. bitmap _temp0009; // global #63
  1187. bitmap _temp0010; // global #64
  1188. bitmap _temp0011; // global #65
  1189. fxchain _temp0012; // global #66
  1190. mesh _temp0013; // global #67
  1191. bitmap _temp0014; // global #68
  1192. bitmap _temp0015; // global #69
  1193. mesh _temp0016; // global #70
  1194. bitmap _temp0017; // global #71
  1195. bitmap _temp0018; // global #72
  1196. fxchain _temp0019; // global #73
  1197. mesh _temp0020; // global #74
  1198. mesh _temp0021; // global #75
  1199. bitmap _temp0022; // global #76
  1200. fxchain _temp0023; // global #77
  1201. mesh _temp0024; // global #78
  1202. mesh _temp0025; // global #79
  1203. bitmap _temp0026; // global #80
  1204. bitmap _temp0027; // global #81
  1205. fxchain _temp0028; // global #82
  1206. mesh _temp0029; // global #83
  1207. mesh _temp0030; // global #84
  1208. bitmap _temp0031; // global #85
  1209. bitmap _temp0032; // global #86
  1210. fxchain _temp0033; // global #87
  1211. mesh _temp0034; // global #88
  1212. mesh _temp0035; // global #89
  1213. fxchain _temp0036; // global #90
  1214. mesh _temp0037; // global #91
  1215. mesh _temp0038; // global #92
  1216. bitmap _temp0039; // global #93
  1217. bitmap _temp0040; // global #94
  1218. fxchain _temp0041; // global #95
  1219. fxchain _temp0042; // global #96
  1220. mesh _temp0043; // global #97
  1221. bitmap _temp0044; // global #98
  1222. bitmap _temp0045; // global #99
  1223. mesh _temp0046; // global #100
  1224. fxchain _temp0047; // global #101
  1225. mesh _temp0048; // global #102
  1226. fxchain _temp0049; // global #103
  1227. fxchain _temp0050; // global #104
  1228. fxchain _temp0051; // global #105
  1229. mesh _temp0052; // global #106
  1230. mesh _temp0053; // global #107
  1231. bitmap _temp0054; // global #108
  1232. bitmap _temp0055; // global #109
  1233. bitmap _temp0056; // global #110
  1234. fxchain _temp0057; // global #111
  1235. mesh _temp0058; // global #112
  1236. bitmap _temp0059; // global #113
  1237. bitmap _temp0060; // global #114
  1238. mesh _temp0061; // global #115
  1239. fxchain _temp0062; // global #116
  1240. mesh _temp0063; // global #117
  1241. fxchain _temp0064; // global #118
  1242. mesh _temp0065; // global #119
  1243. fxchain _temp0066; // global #120
  1244. mesh _temp0067; // global #121
  1245. fxchain _temp0068; // global #122
  1246. mesh _temp0069; // global #123
  1247. fxchain _temp0070; // global #124
  1248. mesh _temp0071; // global #125
  1249. fxchain _temp0072; // global #126
  1250. fxchain _temp0073; // global #127
  1251. mesh _temp0074; // global #128
  1252. mesh _temp0075; // global #129
  1253. bitmap _temp0076; // global #130
  1254. fxchain _temp0077; // global #131
  1255. mesh _temp0078; // global #132
  1256. mesh _temp0079; // global #133
  1257. bitmap _temp0080; // global #134
  1258. void OnGenerate()
  1259. {
  1260. FXResetAlloc();
  1261. NewFXChain(0,1,#ff000000);
  1262. Babe("babe.mesh",19,[9,10],0x0000.0000,0);
  1263. AnimLabel(1,0);
  1264. Transform(0x0000.0000,[0x0000.3afd,0x0000.3afd,0x0000.3afd],
  1265. [0x0000.0000,0x0000.0000,0x0000.0000],[0x0000.7841,0xfffd.2eff,0x0001.0a00]);
  1266. Subdivide(0x0000.0000,0x0001.0000,1);
  1267. CalcNormals(0,0x0000.0000,0);
  1268. NewMaterial();
  1269. MatBase(0,774,2,0,#ffff8080);
  1270. Flat(#0000000f);
  1271. GlowRect([0x0000.b1c4,0x0000.5bb1],[0x0002.6c00,0x0000.d3c6],
  1272. [0x0000.0000,0x0000.0000],#ffccabbb,0x0000.a8a8,0x0000.008a);
  1273. GlowRect([0x0000.8000,0x0000.8000],[0x0000.7df4,0x0000.789f],
  1274. [0x0000.0000,0x0000.0000],#ff95ffff,0x0000.4624,0x0000.18ea);
  1275. GlowRect([0x0000.3762,0x0000.a698],[0x0000.71c4,0x0000.c200],
  1276. [0x0000.0000,0x0000.0000],#ffacade6,0x0000.abf5,0x0000.0620);
  1277. GlowRect([0x0000.a102,0x0000.c141],[0x0000.789f,0x0000.475d],
  1278. [0x0000.0000,0x0000.0000],#ffb7cbff,0x0001.6b00,0x0000.0620);
  1279. GlowRect([0x0000.8000,0x0000.8000],[0x0000.638c,0x0000.2453],
  1280. [0x0000.0000,0x0000.0000],#ffeaf8d5,0x0001.5800,0x0000.18ea);
  1281. MakeTexture();
  1282. store _temp0002;
  1283. load _temp0002;
  1284. MatTexture(0,0,2055);
  1285. MatLight(0,0,0,0,0,#ffd3d3d3,#ffffffff,#ff000000,#00000000,
  1286. 0x0001.7000,1,0x0000.0001);
  1287. MatFinalizer(0,2,0x0002.9100,0x0000.0082,0x0000.0000);
  1288. MatBase(1,17158,2,0,#ffff8080);
  1289. Perlin(2,2,0x0000.8000,0,2,0x0001.2400,0x0003.7900,#ff1b0311,
  1290. #ffc49667);
  1291. GlowRect([0x0000.8000,0x0000.8000],[0x0000.8c6d,0x0000.8961],
  1292. [0x0000.0000,0x0000.0000],#ffbd9989,0x0000.f38f,0x0000.292a);
  1293. GlowRect([0x0000.318b,0x0000.4cf7],[0x0000.3411,0x0000.6d73],
  1294. [0x0000.0000,0x0000.0000],#ffffbe79,0x0000.f8a3,0x0000.3b31);
  1295. GlowRect([0x0000.c89e,0x0000.524c],[0x0000.3925,0x0000.6d73],
  1296. [0x0000.0000,0x0000.0000],#ffffbe79,0x0000.f34e,0x0000.3b31);
  1297. GlowRect([0x0000.3bb3,0x0000.bd72],[0x0000.4000,0x0000.0aef],
  1298. [0x0000.0000,0x0000.0000],#ffaa907e,0x0001.0d00,0x0000.3b31);
  1299. GlowRect([0x0000.bdb3,0x0000.be76],[0x0000.3f7e,0x0000.09eb],
  1300. [0x0000.0000,0x0000.0000],#ffab8779,0x0001.0800,0x0000.3d39);
  1301. MakeTexture();
  1302. store _temp0003;
  1303. load _temp0003;
  1304. MatTexture(1,0,2055);
  1305. MatLight(0,0,0,0,0,#ff6455ff,#ff4a6fa4,#ff000000,#002929b3,
  1306. 0x0005.8400,1,0x0000.0001);
  1307. MatFinalizer(1,2,0x0001.cf00,0x0000.0104,0x0000.0000);
  1308. MatTexTrans(0,1,0,[0x0001.0000,0x0001.0000,0x0001.0000],[0x0000.0000,0x0000.0000,0x0000.0000],
  1309. [0x0000.0000,0xfffe.61ff,0x0000.0000]);
  1310. store kissen_mat;
  1311. load kissen_mat;
  1312. MeshMaterial(1,0x0000.0000);
  1313. store _temp0001;
  1314. load _temp0001;
  1315. Scene([0x0001.0000,0x0001.0000,0x0001.0000],[0x0000.0000,0x0000.0000,0x0000.0000],
  1316. [0x0000.0000,0x0000.0000,0x0000.0000]);
  1317. TransScene([0x0000.c527,0x0000.c527,0x0000.c527],[0x0000.0000,0x0002.2300,0x0000.0000],
  1318. [0x0000.1eb4,0x0000.47a4,0x0000.ab6d]);
  1319. LightScene([0x0001.0000,0x0001.0000,0x0001.0000],[0xffff.e5d9,0x0000.3511,0x0001.4700],
  1320. [0x0012.2800,0x000a.3c00,0xffe7.cdff],2,0,0,0x00a8.6000,0x0000.fac7,
  1321. 0x0000.5204,0x0001.0000,0x0000.3ff7,0x0001.0000,#ffffffff,
  1322. #ff000000,#ff5e5ea1);
  1323. LabelScene(2);
  1324. AddScene();
  1325. LightScene([0x0001.0000,0x0001.0000,0x0001.0000],[0xffff.bdfc,0xffff.d8e6,0x0000.1b2b],
  1326. [0x0003.3200,0x0003.4700,0xffff.a673],2,0,0,0x000e.6000,0x0000.fac7,
  1327. 0x0000.3afd,0x0001.0000,0x0000.3ff7,0x0001.0000,#ffcf00cf,
  1328. #ff009000,#ffffffff);
  1329. AddScene();
  1330. LightScene([0x0001.0000,0x0001.0000,0x0001.0000],[0xffff.9f84,0x0000.e2fe,0xfffe.aeff],
  1331. [0xffe2.f9ff,0xfff6.e5ff,0x000f.8f00],2,0,0,0x0100.0000,0x0000.f838,
  1332. 0x0001.7000,0x0001.0000,0x0000.3ff7,0x0001.0000,#ffffb75f,
  1333. #ff000000,#ffd6d6d6);
  1334. AddScene();
  1335. NewMesh(1,19);
  1336. Cube(2,2,2,0);
  1337. SelectRandom(39,66,0x0000.0100,0x0000.0000);
  1338. ExtrudeWK(0x0000.0001,3,2,0x0000.0a60,[0x0001.8c00,0x0001.8c00,0x0001.8c00],
  1339. [0x0000.0000,0x0000.0000,0x0000.0000],1);
  1340. Subdivide(0x0000.0000,0x0001.0000,2);
  1341. CalcNormals(0,0x0000.0000,1);
  1342. Transform(0x0000.0000,[0xffff.00ff,0xffff.5c29,0xffff.00ff],
  1343. [0x0000.0000,0x0000.0000,0x0000.0000],[0x0000.0000,0x0000.0000,0x0000.0000]);
  1344. NewMaterial();
  1345. MatBase(0,774,5,0,#ffff8080);
  1346. Flat(#00060508);
  1347. Text([0x0000.08d7,0x0000.1999],0x0000.3de8,0xffff.bfc3,#ffa5a5a5,
  1348. "030");
  1349. MakeTexture();
  1350. store _temp0005;
  1351. load _temp0005;
  1352. MatTexture(0,0,2567);
  1353. MatFinalizer(0,2,0x0000.ac36,0x0000.061d,0x0000.0000);
  1354. MatTexTrans(0,0,0,[0x0000.386e,0x0000.2685,0x0000.386e],[0x0000.0000,0x0000.0000,0x0000.0000],
  1355. [0x0000.0000,0x0000.0000,0x0000.0000]);
  1356. MatBase(1,17158,2,0,#ffff8080);
  1357. Flat(#0032181a);
  1358. GlowRect([0x0000.8000,0x0000.8000],[0x0000.9140,0x0000.8eb6],
  1359. [0x0000.1040,0x0000.2616],#ff591482,0x0001.5900,0x0000.0fff);
  1360. MakeTexture();
  1361. store _temp0006;
  1362. load _temp0006;
  1363. MatTexture(1,0,2055);
  1364. MatFinalizer(1,1,0x0000.01c7,0x0000.0041,0x0000.0000);
  1365. MeshMaterial(1,0x0000.0000);
  1366. store _temp0004;
  1367. load _temp0004;
  1368. Scene([0x0001.0000,0x0001.0000,0x0001.0000],[0x0000.0000,0x0000.0000,0x0000.0000],
  1369. [0x0000.0000,0x0000.0000,0x0000.0000]);
  1370. TransScene([0x0029.f500,0x0029.1900,0x0029.ed00],[0x0000.1aea,0x0000.20c1,0x0000.334a],
  1371. [0xffff.4f75,0x0001.d400,0x0001.3f00]);
  1372. LabelScene(3);
  1373. store blau_raum2;
  1374. load blau_raum2;
  1375. TransScene([0x0003.1e00,0x0003.1b00,0x0002.cc00],[0x0000.685b,0x0000.e3c1,0x0001.2c00],
  1376. [0x0000.0000,0x0020.f100,0x0000.0000]);
  1377. AddScene();
  1378. NewMesh(0,3);
  1379. Cube(1,2,1,0);
  1380. Subdivide(0x0000.0000,0x0000.c7b6,0);
  1381. Transform(0x0000.0000,[0x0000.75d6,0x0001.a300,0x0000.7347],
  1382. [0x0000.0000,0x0000.0000,0x0000.0000],[0x0000.0000,0x0000.0000,0x0000.0000]);
  1383. NewMaterial();
  1384. MatBase(1,17152,5,0,#ffff8080);
  1385. Flat(#00000000);
  1386. GlowRect([0x0000.8000,0x0000.8000],[0x0000.4000,0x0000.4000],
  1387. [0x0000.0000,0x0000.0000],#ff89ff99,0x0001.0000,0x0000.4a24);
  1388. MakeTexture();
  1389. store _temp0008;
  1390. load _temp0008;
  1391. MatTexture(1,0,2055);
  1392. MatFinalizer(1,1,0x000c.8300,0x0000.0041,0x0000.0000);
  1393. MeshMaterial(1,0x0000.0000);
  1394. store _temp0007;
  1395. load _temp0007;
  1396. Scene([0x0001.0000,0x0001.0000,0x0001.0000],[0x0000.0000,0x0000.0000,0x0000.0000],
  1397. [0x0000.0000,0x0000.0000,0x0000.0000]);
  1398. Multiply([0x0001.0000,0x0001.0000,0x0001.0000],[0x0000.0000,0x0000.35d4,0x0000.0000],
  1399. [0x0000.0000,0x0009.a200,0x0000.0000],3);
  1400. Multiply([0x0001.0000,0x0001.0000,0x0001.0000],[0x0000.0000,0x0000.2512,0x0000.0000],
  1401. [0x0000.0000,0x0010.0a00,0x0000.0000],2);
  1402. Multiply([0x0001.0000,0x0001.0000,0x0001.0000],[0x0000.0000,0x0000.0000,0x0000.0000],
  1403. [0x0000.0000,0xffe2.58ff,0x0000.0000],2);
  1404. Multiply([0x0001.0000,0x0001.0000,0x0001.0000],[0x0000.0000,0x0000.a406,0x0000.0000],
  1405. [0x0000.0000,0x0006.cb00,0x0002.e000],3);
  1406. Multiply([0x0001.0000,0x0001.0000,0x0001.0000],[0x0000.0000,0x0000.6757,0x0000.0000],
  1407. [0xffff.8530,0x0000.0000,0x0001.7000],2);
  1408. store daten;
  1409. load daten;
  1410. TransScene([0x0000.4539,0x0000.4539,0x0000.4539],[0x0000.0000,0x0000.0000,0x0000.0000],
  1411. [0x0000.9466,0x0000.3ff7,0x0001.6100]);
  1412. LabelScene(4);
  1413. load daten;
  1414. TransScene([0x0000.4539,0x0001.1100,0x0000.4539],[0x0000.0000,0x0000.6716,0x0000.0000],
  1415. [0x0000.9c13,0x0000.3ff7,0x0001.f800]);
  1416. LabelScene(5);
  1417. AddScene();
  1418. TransScene([0x0000.2167,0x0000.2167,0x0000.4ce6],[0x0000.0df7,0x0000.0104,0x0000.01c7],
  1419. [0x0000.879b,0xffff.a155,0xffff.2167]);
  1420. AddScene();
  1421. TransScene([0x0001.0000,0x0001.0000,0x0001.0000],[0x0000.0000,0x0000.0000,0x0000.0000],
  1422. [0x0000.0000,0x0000.f082,0x0000.0000]);
  1423. Viewport([0xffff.fa80,0x0000.c442,0xffff.6187],[0xffff.990f,0x000d.3100,0x0000.0000],
  1424. 0x0001.0000,0,1,#ff000000,0x0001.0000);
  1425. LabelChain(6,2);
  1426. store _temp0000;
  1427. load _temp0000;
  1428. FXNop();
  1429. FXNop();
  1430. FXNop();
  1431. FXNop();
  1432. load _temp0000;
  1433. FXColor(2,#ff00002c,3,1,[0x0001.0000,0x0001.0000],0x0000.0000,
  1434. [0x0000.8000,0x0000.8000],0x0000.0000);
  1435. FXBlur8(3,1,0x0001.8500);
  1436. Crashzoom(4,0x0001.9d00,3,1,0x0001.7100);
  1437. FXColor(3,#ff215f70,3,1,[0x0001.0000,0x0001.0000],0x0000.0000,
  1438. [0x0000.8000,0x0000.8000],0x0001.4900);
  1439. FXMerge(4,0x0000.91d7,[0x0001.0000,0x0001.0000],0x0000.0000,
  1440. [0x0000.8000,0x0000.8000],0,-1);
  1441. store blau_raum_fx9;
  1442. FXResetAlloc();
  1443. NewFXChain(0,-1,#ff000000);
  1444. LightScene([0x0001.0000,0x0001.0000,0x0001.0000],[0x0000.2a26,0xffff.daad,0x0000.13ce],
  1445. [0x000e.a400,0x001e.bb00,0xffd4.74ff],0,0,0,0x00a8.6000,0x0000.fac7,
  1446. 0x0000.7865,0x0001.0000,0x0000.3ff7,0x0001.0000,#ffd60058,
  1447. #ff3b2546,#ff000000);
  1448. NewMesh(1,19);
  1449. Cube(1,2,2,1);
  1450. Transform(0x0000.0000,[0xffff.00ff,0xffff.7d5f,0xffff.3ad9],
  1451. [0x0000.0000,0x0000.0000,0x0000.0000],[0x0000.0000,0xffff.ee17,0x0000.0000]);
  1452. Subdivide(0x0000.0000,0x0001.0000,2);
  1453. CalcNormals(1,0x0000.0000,0);
  1454. NewMaterial();
  1455. MatBase(0,774,3,0,#ffff8080);
  1456. Flat(#00000000);
  1457. GlowRect([0x0000.b1c4,0x0000.5bb1],[0x0001.6100,0x0001.3800],
  1458. [0x0000.0000,0x0000.0000],#ff9a7989,0x0000.8bb6,0x0000.00cb);
  1459. GlowRect([0x0000.8000,0x0000.8000],[0x0000.7df4,0x0000.789f],
  1460. [0x0000.0000,0x0000.0000],#ff651900,0x0000.4624,0x0000.155c);
  1461. GlowRect([0x0000.3762,0x0000.a698],[0x0000.71c4,0x0000.c200],
  1462. [0x0000.0000,0x0000.0000],#ff8b8cc5,0x0000.aec0,0x0000.059e);
  1463. GlowRect([0x0000.a102,0x0000.c141],[0x0000.789f,0x0000.685f],
  1464. [0x0000.0000,0x0000.0000],#ff8a9ed2,0x0000.a24f,0x0000.0828);
  1465. GlowRect([0x0000.8000,0x0000.8000],[0x0000.3cf4,0x0000.2453],
  1466. [0x0000.0000,0x0000.0f3c],#ff741d00,0x0000.b0c8,0x0000.1395);
  1467. GlowRect([0x0000.8000,0x0000.8000],[0x0000.1cb5,0x0000.1d78],
  1468. [0x0000.6243,0x0000.650e],#ff487e97,0x0000.5727,0x0000.3b31);
  1469. MakeTexture();
  1470. store _temp0009;
  1471. load _temp0009;
  1472. MatTexture(0,0,2055);
  1473. MatTexTrans(0,0,0,[0x0001.0000,0x0001.0000,0x0001.0000],[0x0000.0000,0x0000.0000,0x0000.0000],
  1474. [0x0000.0000,0x0000.0000,0x0000.0000]);
  1475. MatFinalizer(0,2,0x0000.ac36,0x0000.061d,0x0000.0000);
  1476. MatBase(1,8966,2,0,#ffff8080);
  1477. Flat(#00060508);
  1478. Text([0x0000.08d7,0x0000.1999],0x0000.3de8,0xffff.bfc3,#ffa7a9a7,
  1479. "030");
  1480. MakeTexture();
  1481. store _temp0010;
  1482. load _temp0010;
  1483. MatTexture(1,0,2567);
  1484. MatLight(0,0,0,0,0,#ffffffff,#ffffffff,#ffececec,#00616161,
  1485. 0x0035.bb00,0,0x0000.0001);
  1486. MatFinalizer(1,1,0x0001.cf00,0x0000.0104,0x0000.0000);
  1487. MatTexTrans(7,1,0,[0x0000.8012,0x0000.8012,0x0000.8012],[0x0000.0000,0x0000.0000,0x0000.0000],
  1488. [0x0000.7fee,0x0000.7fee,0x0000.7fee]);
  1489. store rotate_mat;
  1490. load rotate_mat;
  1491. MeshMaterial(1,0x0000.0000);
  1492. store fightclub;
  1493. load fightclub;
  1494. Scene([0x0001.0000,0x0001.0000,0x0001.0000],[0x0000.0000,0x0000.0000,0x0000.0000],
  1495. [0x0000.0000,0x0000.0000,0x0000.0000]);
  1496. TransScene([0x000f.2c00,0x0009.d000,0x000f.9c00],[0x0000.0000,0x0000.0000,0x0000.0000],
  1497. [0x0003.4200,0x0000.bd56,0x0000.0000]);
  1498. store fightclubraum;
  1499. load fightclubraum;
  1500. TransScene([0x0006.3f00,0x0008.5800,0x000a.fc00],[0x0001.9900,0xfffe.93ff,0x0000.ad6b],
  1501. [0x0000.879b,0x0006.e000,0x0000.0000]);
  1502. LabelScene(8);
  1503. AddScene();
  1504. Viewport([0x0001.5400,0x0000.985e,0x0000.bf5e],[0x0000.29cc,0x000a.6a00,0x0000.0000],
  1505. 0x0001.0000,0,-1,#ff000000,0x0002.4200);
  1506. NewMaterial();
  1507. MatBase(0,12290,2,0,#ffff8080);
  1508. Flat(#00ffffff);
  1509. MakeTexture();
  1510. store _temp0011;
  1511. load _temp0011;
  1512. MatTexture(0,0,7);
  1513. MatFinalizer(0,1,0x0001.0000,0x0000.028f,0x0000.0000);
  1514. store blender;
  1515. load blender;
  1516. Layer2D(#ffffffff,[0x0000.0012,0x0000.0012,0x0001.0000,0x0001.0000],
  1517. [0x0000.0000,0x0000.0000,0x0001.0000,0x0001.0000],0x0001.0000,
  1518. 2,-1,[0x0001.0000,0x0001.0000],0x0000.0000,[0x0000.8000,0x0000.8000]);
  1519. LabelChain(9,-1);
  1520. store bunt;
  1521. FXResetAlloc();
  1522. NewFXChain(0,1,#ff000000);
  1523. LightScene([0x0001.0000,0x0001.0000,0x0001.0000],[0xffff.0524,0xffff.cd38,0xffff.02db],
  1524. [0xffe2.f9ff,0xfff6.e5ff,0x000f.8f00],2,0,0,0x0100.0000,0x0000.f838,
  1525. 0x0001.1e00,0x0001.0000,0x0000.3ff7,0x0001.0000,#ffff8497,
  1526. #ff000000,#ff969696);
  1527. Babe("babe.mesh",3,[3,3],0x0000.0249,0);
  1528. AnimLabel(1,0);
  1529. Transform(0x0000.0000,[0x0000.19ba,0x0000.19ba,0x0000.19ba],
  1530. [0x0000.0000,0x0000.0000,0x0000.0000],[0x0000.0000,0xffff.3d8c,0x0000.0000]);
  1531. AnimLabel(10,0);
  1532. Subdivide(0x0000.0000,0x0001.0000,2);
  1533. CalcNormals(0,0x0000.0000,0);
  1534. NewMaterial();
  1535. MatBase(0,774,2,0,#ffff8080);
  1536. Flat(#0000000f);
  1537. GlowRect([0x0000.b1c4,0x0000.5bb1],[0x0002.6c00,0x0000.d3c6],
  1538. [0x0000.0000,0x0000.0000],#ffccabbb,0x0000.a8a8,0x0000.008a);
  1539. GlowRect([0x0000.8000,0x0000.8000],[0x0000.7df4,0x0000.789f],
  1540. [0x0000.0000,0x0000.0000],#ff95ffff,0x0000.4624,0x0000.18ea);
  1541. GlowRect([0x0000.3762,0x0000.a698],[0x0000.71c4,0x0000.c200],
  1542. [0x0000.0000,0x0000.0000],#ffacade6,0x0000.abf5,0x0000.0620);
  1543. GlowRect([0x0000.a102,0x0000.c141],[0x0000.789f,0x0000.475d],
  1544. [0x0000.0000,0x0000.0000],#ffb7cbff,0x0001.6b00,0x0000.0620);
  1545. GlowRect([0x0000.8000,0x0000.8000],[0x0000.638c,0x0000.2453],
  1546. [0x0000.0000,0x0000.0000],#ffeaf8d5,0x0001.5800,0x0000.18ea);
  1547. MakeTexture();
  1548. store _temp0014;
  1549. load _temp0014;
  1550. MatTexture(0,0,2055);
  1551. MatLight(0,0,0,0,0,#ffd3d3d3,#ffffffff,#ff000000,#00000000,
  1552. 0x0001.7000,1,0x0000.0001);
  1553. MatFinalizer(0,2,0x0002.9100,0x0000.0082,0x0000.0000);
  1554. MatBase(1,17156,2,0,#ffff8080);
  1555. Perlin(2,3,0x0000.8000,0,2,0x0001.2400,0x0000.9a70,#ff1b0311,
  1556. #ffc49667);
  1557. GlowRect([0x0000.8000,0x0000.8000],[0x0000.8c6d,0x0000.8961],
  1558. [0x0000.0000,0x0000.0000],#ffbd9989,0x0000.f38f,0x0000.292a);
  1559. GlowRect([0x0000.318b,0x0000.4cf7],[0x0000.3411,0x0000.6d73],
  1560. [0x0000.0000,0x0000.0000],#ffffbe79,0x0001.2e00,0x0000.3b31);
  1561. GlowRect([0x0000.c89e,0x0000.524c],[0x0000.3925,0x0000.6d73],
  1562. [0x0000.0000,0x0000.0000],#ffffbe79,0x0001.2e00,0x0000.3b31);
  1563. GlowRect([0x0000.3bb3,0x0000.bd72],[0x0000.4000,0x0000.0aef],
  1564. [0x0000.0000,0x0000.0000],#ffaa907e,0x0001.b200,0x0000.3b31);
  1565. GlowRect([0x0000.bdb3,0x0000.be76],[0x0000.3f7e,0x0000.09eb],
  1566. [0x0000.0000,0x0000.0000],#ffab8779,0x0001.b200,0x0000.3b31);
  1567. MakeTexture();
  1568. store _temp0015;
  1569. load _temp0015;
  1570. MatTexture(1,0,7);
  1571. MatLight(0,0,0,0,0,#ff3755ff,#ff9c9c9c,#ff000000,#00292929,
  1572. 0x0010.0000,1,0x0000.0001);
  1573. MatFinalizer(1,2,0x0001.cf00,0x0000.0104,0x0000.0000);
  1574. MatTexTrans(0,1,0,[0x0001.0000,0x0001.0000,0x0001.0000],[0x0000.0000,0x0000.0000,0x0000.0000],
  1575. [0x0000.0000,0xfffe.61ff,0x0000.0000]);
  1576. store blue_room_babe_mat;
  1577. load blue_room_babe_mat;
  1578. MeshMaterial(1,0x0000.0000);
  1579. store _temp0013;
  1580. load _temp0013;
  1581. Scene([0x0001.0000,0x0001.0000,0x0001.0000],[0x0000.0000,0x0000.0000,0x0000.0000],
  1582. [0x0000.0000,0x0000.0000,0x0000.0000]);
  1583. TransScene([0x0001.0000,0x0001.0000,0x0001.0000],[0x0000.0000,0x0000.0000,0x0000.0000],
  1584. [0x0001.6600,0x0000.0000,0x0000.5c1c]);
  1585. AddScene();
  1586. NewMesh(0,0);
  1587. Cube(3,3,3,1);
  1588. Transform(0x0000.0000,[0x0003.ce00,0x0000.f5c4,0xffff.a408],
  1589. [0xffff.df3f,0xffff.fdb7,0x0000.0efb],[0x0003.0500,0xffff.615e,0xffff.b0af]);
  1590. Subdivide(0x0000.0000,0x0001.0000,2);
  1591. NewMaterial();
  1592. MatBase(0,770,2,0,#ffff8080);
  1593. Flat(#00000000);
  1594. GlowRect([0x0000.7d76,0x0000.9248],[0x0001.0400,0x0000.0496],
  1595. [0x0002.6f00,0x0000.0000],#ffffffff,0x0001.5800,0x0000.18ea);
  1596. MakeTexture();
  1597. store _temp0017;
  1598. load _temp0017;
  1599. MatTexture(0,0,3079);
  1600. MatFinalizer(0,1,0x0002.9100,0x0000.0082,0x0000.0000);
  1601. MeshMaterial(1,0x0000.0000);
  1602. store _temp0016;
  1603. load _temp0016;
  1604. Scene([0x0001.0000,0x0001.0000,0x0001.0000],[0x0000.0000,0x0000.0000,0x0000.0000],
  1605. [0x0000.0000,0x0000.0000,0x0000.0000]);
  1606. AddScene();
  1607. TransScene([0x0000.c527,0x0000.c527,0x0000.c527],[0x0000.0000,0x0002.2300,0x0000.0000],
  1608. [0xffff.b5cd,0x0001.6d00,0x0000.0000]);
  1609. Viewport([0xffff.33f6,0x0004.8000,0xfff9.13ff],[0x0000.7d71,0x0000.539c,0x0000.0000],
  1610. 0x0001.0000,0,1,#ff000000,0x0003.5400);
  1611. NewMaterial();
  1612. MatBase(0,8960,3,0,#ffffffff);
  1613. Flat(#00000000);
  1614. Text([0xffff.ff72,0x0000.0508],0x0000.5b9d,0x0000.1289,#ffffffff,
  1615. "chaos ryg");
  1616. Text([0x0000.0d69,0x0000.574c],0x0000.46cb,0x0000.1040,#ffffffff,
  1617. " giZMo");
  1618. Text([0x0000.02bf,0x0000.8d20],0x0000.7173,0x0000.1207,#ffffffff,
  1619. " kb");
  1620. store _temp0018;
  1621. load _temp0018;
  1622. MatTexture(0,0,7);
  1623. Layer2D(#ffffffff,[0x0000.bad9,0x0000.d6fe,0x0001.1e00,0x0001.3300],
  1624. [0x0000.0000,0x0000.0000,0x0000.fd71,0x0001.0000],0x0001.0000,
  1625. 2,2,[0x0000.baeb,0x0000.7af4],0x0000.028f,[0x0000.70a6,0x0000.5710]);
  1626. store _temp0012;
  1627. load _temp0012;
  1628. FXNop();
  1629. FXNop();
  1630. FXNop();
  1631. FXNop();
  1632. load _temp0012;
  1633. FXColor(2,#ff000091,3,1,[0x0001.0000,0x0001.0000],0x0000.0000,
  1634. [0x0000.8000,0x0000.8000],0x0000.0000);
  1635. FXBlur8(3,1,0x0001.8500);
  1636. Crashzoom(4,0x0001.8f00,3,1,0x0001.bd00);
  1637. FXColor(3,#ff20797d,3,1,[0x0001.0000,0x0001.0000],0x0000.0000,
  1638. [0x0000.8000,0x0000.8000],0x0000.8a06);
  1639. FXMerge(4,0x0000.91d7,[0x0001.0000,0x0001.0000],0x0000.0000,
  1640. [0x0000.8000,0x0000.8000],0,-1);
  1641. load blender;
  1642. Layer2D(#ffffffff,[0x0000.0012,0x0000.0012,0x0001.0000,0x0001.0000],
  1643. [0x0000.0000,0x0000.0000,0x0001.0000,0x0001.0000],0x0001.0000,
  1644. 2,-1,[0x0001.0000,0x0001.0000],0x0000.0000,[0x0000.828f,0x0000.8000]);
  1645. LabelChain(9,-1);
  1646. store real_end;
  1647. FXResetAlloc();
  1648. NewFXChain(0,1,#ff000000);
  1649. Babe("babe.mesh",19,[24,38],0x0000.0000,0);
  1650. AnimLabel(11,0);
  1651. Transform(0x0000.0000,[0x0000.3afd,0x0000.3afd,0x0000.3afd],
  1652. [0x0000.0000,0x0000.0000,0x0000.0000],[0x0000.7841,0xfffd.2eff,0x0001.0a00]);
  1653. Subdivide(0x0000.0000,0x0001.0000,1);
  1654. CalcNormals(0,0x0000.0000,0);
  1655. load blue_room_babe_mat;
  1656. MeshMaterial(1,0x0000.0000);
  1657. store _temp0020;
  1658. load _temp0020;
  1659. Scene([0x0001.0000,0x0001.0000,0x0001.0000],[0x0000.0000,0x0000.0000,0x0000.0000],
  1660. [0x0000.0000,0x0000.0000,0x0000.0000]);
  1661. TransScene([0x0000.ae20,0x0000.ae20,0x0000.ae20],[0x0000.0000,0xfffd.aeff,0x0000.0000],
  1662. [0x0000.0000,0xffff.70b8,0x0000.0000]);
  1663. store walk_scene_babe;
  1664. load walk_scene_babe;
  1665. TransScene([0x0001.8500,0x0001.8500,0x0001.8500],[0x0000.0b2c,0xffff.f9e8,0xffff.ff3d],
  1666. [0xffff.b33e,0xffff.ee17,0x0000.07ad]);
  1667. LabelScene(12);
  1668. LightScene([0x0001.0000,0x0001.0000,0x0001.0000],[0x0000.707b,0xffff.c496,0x0000.22c9],
  1669. [0x0006.8900,0x0006.e000,0x000f.8f00],0,0,0,0x0100.0000,0x0000.fac7,
  1670. 0x0000.598d,0x0001.0000,0x0000.3ff7,0x0001.0000,#ff8f537d,
  1671. #ff00111b,#ff000000);
  1672. AddScene();
  1673. LightScene([0x0001.0000,0x0001.0000,0x0001.0000],[0x0000.1b6c,0x0000.171b,0xffff.e390],
  1674. [0xfffc.e1ff,0x000b.0b00,0x000f.8f00],2,0,0,0x0100.0000,0x0000.e8de,
  1675. 0x0000.2685,0x0001.0000,0x0000.3ff7,0x0001.0000,#ff0000ff,
  1676. #ff680000,#ffffffff);
  1677. AddScene();
  1678. LightScene([0x0001.0000,0x0001.0000,0x0001.0000],[0x0000.0000,0x0000.0000,0x0000.0000],
  1679. [0x0001.7200,0xffff.82a1,0x0002.c700],0,0,0,0x0100.0000,0x0000.4000,
  1680. 0x0000.1c49,0x0001.0000,0x0000.0000,0x0000.ccb9,#ff8b2fff,
  1681. #ff000000,#ffffffff);
  1682. AddScene();
  1683. NewMesh(1,19);
  1684. Cube(1,2,2,0);
  1685. Transform(0x0000.0000,[0x0000.a155,0x0001.3300,0x0001.8a00],
  1686. [0x0000.0000,0x0000.0000,0x0000.0000],[0xffff.d710,0xffff.ee17,0x0000.0000]);
  1687. Subdivide(0x0000.0000,0x0001.0000,1);
  1688. CalcNormals(1,0x0000.0000,0);
  1689. SelectRandom(128,123,0x0000.0100,0x0000.0000);
  1690. BeginRecord();
  1691. ExtrudeWK(0x0000.0000,3,4,0x0000.f0a6,[0x0000.e66a,0x0000.f335,0x0000.f853],
  1692. [0x0000.08e3,0x0000.134c,0x0000.2698],0);
  1693. AnimLabel(13,0);
  1694. Subdivide(0x0000.0000,0x0001.0000,1);
  1695. CalcNormals(1,0x0000.0000,0);
  1696. load kissen_mat;
  1697. MeshMaterial(1,0x0000.0000);
  1698. store _temp0021;
  1699. load _temp0021;
  1700. Scene([0x0001.0000,0x0000.b5cd,0x0001.0000],[0x0000.0000,0x0000.0000,0x0000.0000],
  1701. [0x0000.0000,0x0000.0000,0x0000.0000]);
  1702. TransScene([0x0001.9900,0x0001.1400,0x0003.3d00],[0xffff.a9ed,0xffff.bf82,0xffff.0afb],
  1703. [0xffff.149c,0xffff.120d,0xfffd.a6ff]);
  1704. LabelScene(14);
  1705. TransScene([0x001b.2500,0x0006.5d00,0x000c.1f00],[0x0000.04d3,0x0000.23cd,0x0000.13ce],
  1706. [0x0000.0000,0x0000.0000,0x0000.0000]);
  1707. AddScene();
  1708. TransScene([0x0001.0000,0x0001.0000,0x0001.0000],[0xffff.ed77,0xffff.f28b,0xffff.f619],
  1709. [0x0000.1996,0x0000.35bb,0xffff.a155]);
  1710. Viewport([0x0000.b714,0xffff.982d,0x0000.997e],[0x0000.2357,0xfffe.1aff,0x0000.0000],
  1711. 0x0001.0000,0,1,#ff000000,0x0001.0000);
  1712. LabelChain(15,2);
  1713. store _temp0019;
  1714. load _temp0019;
  1715. FXNop();
  1716. FXNop();
  1717. FXNop();
  1718. FXNop();
  1719. load _temp0019;
  1720. FXColor(0,#ff000000,2,1,[0x0001.0000,0x0001.0000],0x0000.0000,
  1721. [0x0000.8000,0x0000.8000],0x0000.0000);
  1722. FXBlur8(2,1,0x0002.0000);
  1723. FXChaosBlur(0x0012.8000,2,2,1,0x0001.7500,0);
  1724. FXColor(1,#ffa0593a,2,1,[0x0001.0000,0x0001.0000],0x0000.0000,
  1725. [0x0000.8000,0x0000.8000],0x0001.6900);
  1726. FXMerge(0,0x0000.47c8,[0x0001.0000,0x0001.0000],0x0000.0000,
  1727. [0x0000.8000,0x0000.8000],0,-1);
  1728. NewMaterial();
  1729. MatBase(0,8962,2,0,#ffff8080);
  1730. Flat(#00ffffff);
  1731. MakeTexture();
  1732. store _temp0022;
  1733. load _temp0022;
  1734. MatTexture(0,0,7);
  1735. MatFinalizer(0,1,0x0001.0000,0x0000.028f,0x0000.0000);
  1736. store blender_white;
  1737. load blender_white;
  1738. Layer2D(#ff000000,[0x0000.0012,0x0000.0012,0x0001.0000,0x0001.0000],
  1739. [0x0000.0000,0x0000.0000,0x0001.0000,0x0001.0000],0x0001.0000,
  1740. 2,-1,[0x0001.0000,0x0001.0000],0x0000.0000,[0x0000.8000,0x0000.8000]);
  1741. LabelChain(9,-1);
  1742. load blender;
  1743. Layer2D(#ff000000,[0x0000.0012,0x0000.0012,0x0001.0000,0x0001.0000],
  1744. [0x0000.0000,0x0000.0000,0x0001.0000,0x0001.0000],0x0001.0000,
  1745. 2,-1,[0x0001.0000,0x0001.0000],0x0000.0000,[0x0000.8000,0x0000.8000]);
  1746. LabelChain(16,-1);
  1747. store walk_scene_fx1;
  1748. FXResetAlloc();
  1749. NewFXChain(0,1,#ff000000);
  1750. Babe("babe.mesh",19,[24,38],0x0000.0000,0);
  1751. AnimLabel(11,0);
  1752. Transform(0x0000.0000,[0x0000.42aa,0x0000.42aa,0x0000.42aa],
  1753. [0x0000.08a2,0x0000.8241,0xffff.f862],[0xfffd.9fff,0xfffc.daff,0x0000.23d2]);
  1754. Subdivide(0x0000.0000,0x0001.0000,1);
  1755. CalcNormals(0,0x0000.0000,0);
  1756. load kissen_mat;
  1757. MeshMaterial(1,0x0000.0000);
  1758. store _temp0024;
  1759. load _temp0024;
  1760. Scene([0x0001.0000,0x0001.0000,0x0001.0000],[0x0000.0000,0x0000.0000,0x0000.0000],
  1761. [0x0000.0000,0x0000.0000,0x0000.0000]);
  1762. TransScene([0x0000.ae20,0x0000.ae20,0x0000.ae20],[0x0000.0000,0xfffd.aeff,0x0000.0000],
  1763. [0x0000.0000,0xffff.70b8,0x0000.0000]);
  1764. store walk_scene_babe2;
  1765. load walk_scene_babe2;
  1766. TransScene([0x0000.debd,0x0000.debd,0x0000.debd],[0x0000.0861,0x0000.6a22,0xffff.febb],
  1767. [0x0000.1478,0x0001.1e00,0xffff.d481]);
  1768. LabelScene(17);
  1769. LightScene([0x0001.0000,0x0001.0000,0x0001.0000],[0x0000.0000,0x0000.0000,0x0000.0000],
  1770. [0x0003.e500,0xffff.5ecf,0x0000.5eab],0,0,0,0x0100.0000,0x0000.4000,
  1771. 0x0000.948a,0x0001.0000,0x0000.0000,0x0000.4000,#ff782200,
  1772. #ff000000,#ffff3a00);
  1773. AddScene();
  1774. LightScene([0x0001.0000,0x0001.0000,0x0001.0000],[0x0000.0000,0x0000.0000,0x0000.0000],
  1775. [0x0003.e500,0xffff.5ecf,0x0000.5eab],2,0,0,0x0100.0000,0x0000.4000,
  1776. 0x0000.7347,0x0001.0000,0x0000.0000,0x0000.4000,#ffff3fff,
  1777. #ff000000,#ff00ff00);
  1778. AddScene();
  1779. LightScene([0x0001.0000,0x0001.0000,0x0001.0000],[0xfffd.f9ff,0x0001.1400,0xfffe.ebff],
  1780. [0xffea.52ff,0xfff1.20ff,0xffd4.e9ff],2,0,0,0x0100.0000,0x0000.4000,
  1781. 0x0000.2143,0x0001.0000,0x0000.0000,0x0000.4000,#ff22b5ff,
  1782. #ff8d7e95,#ff00baff);
  1783. AddScene();
  1784. NewMesh(1,19);
  1785. Cube(1,2,2,0);
  1786. Transform(0x0000.0000,[0x0000.f0a6,0x0001.1e00,0x0000.d481],
  1787. [0x0000.0596,0x0000.5307,0x0000.0000],[0x0000.0000,0xffff.ee17,0x0000.0000]);
  1788. Subdivide(0x0000.0000,0x0001.0000,1);
  1789. CalcNormals(1,0x0000.0000,0);
  1790. SelectRandom(23,115,0x0000.0100,0x0000.0000);
  1791. BeginRecord();
  1792. ExtrudeWK(0x0000.0001,0,29,0x0003.fd00,[0x0000.e3db,0x0000.e66a,0x0000.f335],
  1793. [0x0001.6900,0x0000.c1fc,0xffff.bf00],0);
  1794. AnimLabel(13,0);
  1795. CalcNormals(1,0x0000.0000,0);
  1796. NewMaterial();
  1797. MatBase(0,8454,3,0,#ffff8080);
  1798. Flat(#0000000f);
  1799. GlowRect([0x0000.b1c4,0x0000.5bb1],[0x0002.6c00,0x0000.d3c6],
  1800. [0x0000.0000,0x0000.0000],#ffccabbb,0x0000.a8a8,0x0000.008a);
  1801. GlowRect([0x0000.8000,0x0000.8000],[0x0000.7df4,0x0000.789f],
  1802. [0x0000.0000,0x0000.0000],#ff95ffff,0x0000.4624,0x0000.18ea);
  1803. GlowRect([0x0000.3762,0x0000.a698],[0x0000.71c4,0x0000.c200],
  1804. [0x0000.0000,0x0000.0000],#ffacade6,0x0000.abf5,0x0000.0620);
  1805. GlowRect([0x0000.a102,0x0000.c141],[0x0000.789f,0x0000.475d],
  1806. [0x0000.0000,0x0000.0000],#ffb7cbff,0x0001.6b00,0x0000.0620);
  1807. GlowRect([0x0000.8000,0x0000.8000],[0x0000.638c,0x0000.2453],
  1808. [0x0000.0000,0x0000.0000],#ffeaf8d5,0x0001.5800,0x0000.18ea);
  1809. MakeTexture();
  1810. store _temp0026;
  1811. load _temp0026;
  1812. MatTexture(0,0,2567);
  1813. MatLight(0,0,0,0,0,#ffd3d3d3,#ffffffff,#ff000000,#00000000,
  1814. 0x0001.7000,1,0x0000.0001);
  1815. MatFinalizer(0,5,0x0002.9100,0x0000.0082,0x0000.0000);
  1816. MatBase(1,17156,3,0,#ffff8080);
  1817. Perlin(2,3,0x0000.8000,0,2,0x0001.2400,0x0000.9a70,#ff1b0311,
  1818. #ffc49667);
  1819. GlowRect([0x0000.8000,0x0000.8000],[0x0000.8c6d,0x0000.8961],
  1820. [0x0000.0000,0x0000.0000],#ffbd9989,0x0000.f38f,0x0000.292a);
  1821. GlowRect([0x0000.318b,0x0000.4cf7],[0x0000.3411,0x0000.6d73],
  1822. [0x0000.0000,0x0000.0000],#ffffbe79,0x0001.2e00,0x0000.3b31);
  1823. GlowRect([0x0000.c89e,0x0000.524c],[0x0000.3925,0x0000.6d73],
  1824. [0x0000.0000,0x0000.0000],#ffffbe79,0x0001.2e00,0x0000.3b31);
  1825. GlowRect([0x0000.3bb3,0x0000.bd72],[0x0000.4000,0x0000.0aef],
  1826. [0x0000.0000,0x0000.0000],#ffaa907e,0x0001.b200,0x0000.3b31);
  1827. GlowRect([0x0000.bdb3,0x0000.be76],[0x0000.3f7e,0x0000.09eb],
  1828. [0x0000.0000,0x0000.0000],#ffab8779,0x0001.b200,0x0000.3b31);
  1829. MakeTexture();
  1830. store _temp0027;
  1831. load _temp0027;
  1832. MatTexture(1,0,2567);
  1833. MatLight(0,0,0,0,0,#ff3755ff,#ff9c9c9c,#ff000000,#00292929,
  1834. 0x0005.8400,1,0x0000.0001);
  1835. MatFinalizer(1,2,0x0001.cf00,0x0000.0104,0x0000.0000);
  1836. MatTexTrans(0,1,0,[0x0001.0000,0x0001.0000,0x0001.0000],[0x0000.0000,0x0000.0000,0x0000.0000],
  1837. [0x0000.0000,0xfffe.61ff,0x0000.0000]);
  1838. store blu;
  1839. load blu;
  1840. MeshMaterial(1,0x0000.0000);
  1841. store _temp0025;
  1842. load _temp0025;
  1843. Scene([0x0001.0000,0x0000.b5cd,0x0001.0000],[0x0000.0000,0x0000.0000,0x0000.0000],
  1844. [0x0000.0000,0x0000.0000,0x0000.0000]);
  1845. TransScene([0x0001.b000,0x0002.2600,0x0001.7a00],[0x0000.3a25,0xfffc.dcff,0x0000.348f],
  1846. [0xffff.9c37,0x0000.b5a9,0x0009.0100]);
  1847. LabelScene(18);
  1848. AddScene();
  1849. TransScene([0x0001.0000,0x0001.0000,0x0001.0000],[0x0000.0000,0xffff.6bb8,0x0000.0000],
  1850. [0xffff.baeb,0x0000.d6ec,0x0000.0000]);
  1851. Viewport([0xffff.083d,0x0001.f000,0x0000.39b7],[0x0000.1336,0x0008.9b00,0x0000.0000],
  1852. 0x0001.0000,0,1,#ff000000,0x0001.4700);
  1853. LabelChain(15,2);
  1854. store _temp0023;
  1855. load _temp0023;
  1856. FXNop();
  1857. FXNop();
  1858. FXNop();
  1859. FXNop();
  1860. load _temp0023;
  1861. FXColor(0,#ff000000,3,1,[0x0001.0000,0x0001.0000],0x0000.0000,
  1862. [0x0000.8000,0x0000.8000],0x0001.6900);
  1863. FXBlur8(3,1,0x0002.0000);
  1864. FXWideBlur(0x0006.a000,0x0001.0000,3,1,0x0004.0000,1);
  1865. FXColor(1,#ff43230e,3,1,[0x0001.0000,0x0001.0000],0x0000.0000,
  1866. [0x0000.8000,0x0000.8000],0x0003.0000);
  1867. FXMerge(0,0x0000.f335,[0x0001.0000,0x0001.0000],0x0000.0000,
  1868. [0x0000.8000,0x0000.8000],0,-1);
  1869. load blender_white;
  1870. Layer2D(#ff000000,[0x0000.0012,0x0000.0012,0x0001.0000,0x0001.0000],
  1871. [0x0000.0000,0x0000.0000,0x0001.0000,0x0001.0000],0x0001.0000,
  1872. 2,-1,[0x0001.0000,0x0001.0000],0x0000.0000,[0x0000.8000,0x0000.8000]);
  1873. LabelChain(9,-1);
  1874. store walk_scene_fx2;
  1875. FXResetAlloc();
  1876. NewFXChain(0,1,#ff000000);
  1877. NewMesh(1,19);
  1878. Cube(1,2,2,1);
  1879. Transform(0x0000.0000,[0xffff.00ff,0xffff.332c,0xffff.00ff],
  1880. [0x0000.0000,0x0000.0000,0x0000.0000],[0x0000.0000,0xffff.ee17,0x0000.0000]);
  1881. Subdivide(0x0000.0000,0x0001.0000,3);
  1882. CalcNormals(1,0x0000.0000,0);
  1883. load rotate_mat;
  1884. MeshMaterial(1,0x0000.0000);
  1885. store _temp0029;
  1886. load _temp0029;
  1887. Scene([0x0001.0000,0x0001.0000,0x0001.0000],[0x0000.0000,0x0000.0000,0x0000.0000],
  1888. [0x0000.0000,0x0000.0000,0x0000.0000]);
  1889. TransScene([0x0004.f700,0x000a.1800,0x000a.da00],[0x0000.0000,0xffff.e3d1,0x0000.0000],
  1890. [0xfffe.f8ff,0x0001.d400,0x0001.3f00]);
  1891. LabelScene(3);
  1892. store walk_scene_room;
  1893. load walk_scene_room;
  1894. TransScene([0x0004.3a00,0x0003.f700,0x0004.9300],[0xffff.87e7,0x0000.0000,0x0000.0000],
  1895. [0x0000.51e0,0x0000.a131,0x0000.bd56]);
  1896. Babe("babe.mesh",19,[16,23],0x0000.0000,0);
  1897. AnimLabel(19,0);
  1898. Transform(0x0000.0000,[0x0000.3afd,0x0000.3afd,0x0000.3afd],
  1899. [0x0000.0000,0x0000.0000,0x0000.0000],[0x0000.7841,0xfffd.2eff,0x0001.0a00]);
  1900. Subdivide(0x0000.0000,0x0001.0000,1);
  1901. CalcNormals(0,0x0000.0000,1);
  1902. SelectRandom(1,100,0x0000.0100,0x0000.0000);
  1903. ExtrudeWK(0x0000.0001,0,16,0x0000.0000,[0x0000.ae20,0x0000.ae20,0x0000.ae20],
  1904. [0x0000.0000,0x0000.0000,0x0000.0000],0);
  1905. AnimLabel(20,0);
  1906. CalcNormals(0,0x0000.0000,0);
  1907. load blue_room_babe_mat;
  1908. Copy();
  1909. MatBase(3,8202,3,0,#ff000000);
  1910. Flat(#0000000f);
  1911. GlowRect([0x0000.b1c4,0x0000.5bb1],[0x0002.6c00,0x0000.d3c6],
  1912. [0x0000.0000,0x0000.0000],#ffccabbb,0x0000.a8a8,0x0000.008a);
  1913. GlowRect([0x0000.8000,0x0000.8000],[0x0000.7df4,0x0000.789f],
  1914. [0x0000.0000,0x0000.0000],#ff95ffff,0x0000.4624,0x0000.18ea);
  1915. GlowRect([0x0000.3762,0x0000.a698],[0x0000.71c4,0x0000.c200],
  1916. [0x0000.0000,0x0000.0000],#ffacade6,0x0000.abf5,0x0000.0620);
  1917. GlowRect([0x0000.a102,0x0000.c141],[0x0000.789f,0x0000.475d],
  1918. [0x0000.0000,0x0000.0000],#ffb7cbff,0x0001.6b00,0x0000.0620);
  1919. GlowRect([0x0000.8000,0x0000.8000],[0x0000.638c,0x0000.2453],
  1920. [0x0000.0000,0x0000.0000],#ffeaf8d5,0x0001.5800,0x0000.18ea);
  1921. MakeTexture();
  1922. store _temp0031;
  1923. load _temp0031;
  1924. MatTexture(3,0,2567);
  1925. MatLight(3,0,0,0,0,#ffd3d3d3,#ffffffff,#ff000000,#00000000,
  1926. 0x0001.7000,1,0x0000.0001);
  1927. MatFinalizer(3,5,0x0001.0000,0x0000.018b,0x0000.0000);
  1928. MatLabel(21,3);
  1929. MeshMaterial(1,0x0000.0000);
  1930. store _temp0030;
  1931. load _temp0030;
  1932. Scene([0x0001.0000,0x0001.0000,0x0001.0000],[0x0000.0000,0x0000.0000,0x0000.0000],
  1933. [0x0000.0000,0x0000.0000,0x0000.0000]);
  1934. TransScene([0x0000.ae20,0x0000.ae20,0x0000.ae20],[0x0000.0000,0xfffc.e5ff,0x0000.0000],
  1935. [0x0000.56fe,0xffff.e14c,0x0000.0000]);
  1936. AddScene();
  1937. LightScene([0x0001.0000,0x0001.0000,0x0001.0000],[0x0000.1b6c,0xffff.fb6e,0xffff.e390],
  1938. [0xfffb.9aff,0xfff6.e5ff,0x000f.8f00],2,0,0,0x0100.0000,0x0000.fac7,
  1939. 0x0000.e66a,0x0001.0000,0x0000.3ff7,0x0001.0000,#ff29001d,
  1940. #ff1b1b41,#ffa1a1a1);
  1941. AddScene();
  1942. LightScene([0x0001.0000,0x0001.0000,0x0001.0000],[0xfffe.90ff,0x0002.1c00,0x0003.6100],
  1943. [0xfff9.1fff,0xfffc.00ff,0x0066.5800],2,0,0,0x0100.0000,0x0000.fac7,
  1944. 0x0000.ccd4,0x0001.0000,0x0000.3ff7,0x0001.0000,#ff000000,
  1945. #ff667227,#ff000000);
  1946. AddScene();
  1947. LightScene([0x0001.0000,0x0001.0000,0x0001.0000],[0x0000.0000,0x0000.0000,0x0000.0000],
  1948. [0x0001.7200,0xffff.82a1,0x0002.c700],0,0,0,0x0018.8000,0x0000.4000,
  1949. 0x0000.debd,0x0001.0000,0x0000.0000,0x0000.ccb9,#ff000000,
  1950. #ff000000,#ffb3b3b3);
  1951. AddScene();
  1952. LightScene([0x0001.0000,0x0001.0000,0x0001.0000],[0x0000.707b,0xffff.c496,0x0000.22c9],
  1953. [0xfffb.9aff,0x0013.0700,0x000f.8f00],0,0,0,0x0100.0000,0x0000.fac7,
  1954. 0x0001.c200,0x0001.0000,0x0000.3ff7,0x0001.0000,#ff822b5e,
  1955. #ff000035,#ff585858);
  1956. AddScene();
  1957. TransScene([0x0001.0000,0x0001.0000,0x0001.0000],[0x0000.0000,0x0000.0000,0x0000.0000],
  1958. [0x0000.0000,0x0000.0000,0x0000.0000]);
  1959. LabelScene(22);
  1960. Viewport([0xffff.a19f,0x0001.a100,0xffff.2c29],[0x0000.f144,0x0000.56db,0x0000.0000],
  1961. 0x0001.0000,0,2,#ff000000,0x0001.0000);
  1962. store _temp0028;
  1963. load _temp0028;
  1964. FXNop();
  1965. FXNop();
  1966. FXNop();
  1967. load _temp0028;
  1968. FXBlur8(2,1,0x0001.2300);
  1969. FXChaosBlur(0x000f.4000,3,2,1,0x0001.3500,0);
  1970. FXColor(3,#ff647c41,2,1,[0x0001.0000,0x0001.0000],0x0000.0000,
  1971. [0x0000.8000,0x0000.8000],0x0000.0000);
  1972. FXMerge(2,0x0000.c7b6,[0x0001.0000,0x0001.0000],0x0000.0000,
  1973. [0x0000.8000,0x0000.8000],0,-1);
  1974. NewMaterial();
  1975. MatBase(0,13058,2,0,#ffff8080);
  1976. Flat(#00ffffff);
  1977. MakeTexture();
  1978. store _temp0032;
  1979. load _temp0032;
  1980. MatTexture(0,0,7);
  1981. MatFinalizer(0,1,0x0001.0000,0x0000.028f,0x0000.0000);
  1982. store blend_black;
  1983. load blend_black;
  1984. Layer2D(#ff000000,[0x0000.0012,0x0000.0012,0x0001.0000,0x0001.0000],
  1985. [0x0000.0000,0x0000.0000,0x0001.0000,0x0001.0000],0x0001.0000,
  1986. 2,-1,[0x0001.0000,0x0001.0000],0x0000.0000,[0x0000.8000,0x0000.8000]);
  1987. LabelChain(9,-1);
  1988. store babe_sprung_scene_fx1;
  1989. FXResetAlloc();
  1990. NewFXChain(0,1,#ff000000);
  1991. Babe("babe.mesh",19,[7,7],0x0000.0000,1);
  1992. Transform(0x0000.0000,[0x0000.3afd,0x0000.3afd,0x0000.3afd],
  1993. [0x0000.0000,0x0000.0a69,0x0000.0082],[0x0000.7841,0xfffd.2eff,0x0001.0a00]);
  1994. Subdivide(0x0000.0000,0x0001.0000,1);
  1995. CalcNormals(0,0x0000.0000,0);
  1996. load blue_room_babe_mat;
  1997. MeshMaterial(1,0x0000.0000);
  1998. store _temp0034;
  1999. load _temp0034;
  2000. Scene([0x0001.0000,0x0001.0000,0x0001.0000],[0x0000.0000,0x0000.0000,0x0000.0000],
  2001. [0x0000.0000,0x0000.0000,0x0000.0000]);
  2002. TransScene([0x0000.c527,0x0000.c527,0x0000.c527],[0x0000.0208,0x0001.c600,0xffff.f619],
  2003. [0xffff.d710,0x0000.2e0e,0x0000.0000]);
  2004. LightScene([0x0001.0000,0x0001.0000,0x0001.0000],[0xffff.cbb2,0x0000.381d,0xffff.ff7e],
  2005. [0x0013.3f00,0xfffa.d0ff,0x000a.2f00],2,0,0,0x0033.a000,0x0000.fac7,
  2006. 0x0000.2914,0x0001.0000,0x0000.3ff7,0x0001.0000,#ffffffff,
  2007. #ff000000,#ffdeffde);
  2008. AddScene();
  2009. LightScene([0x0001.0000,0x0001.0000,0x0001.0000],[0x0000.2616,0x0000.8d6d,0x0000.0fbe],
  2010. [0x0015.9100,0x0011.1e00,0xffed.75ff],2,0,0,0x009f.2000,0x0000.fac7,
  2011. 0x0000.2e32,0x0001.0000,0x0000.3ff7,0x0001.0000,#ffffffff,
  2012. #ff000028,#ffe0ffc0);
  2013. AddScene();
  2014. NewMesh(1,19);
  2015. Cube(1,1,1,0);
  2016. Transform(0x0000.0000,[0x0000.c298,0x0000.f5c4,0x0001.0c00],
  2017. [0x0000.0000,0x0000.0000,0x0000.0000],[0x0000.0000,0xffff.c7b6,0xffff.d710]);
  2018. CalcNormals(0,0x0000.0000,0);
  2019. SelectRandom(8,123,0x0000.0100,0x0000.0000);
  2020. ExtrudeWK(0x0000.0001,3,9,0x0002.4a00,[0x0000.dc2e,0x0001.2300,0x0000.dc2e],
  2021. [0x0000.b405,0xffff.dfc1,0xffff.ebf1],1);
  2022. Subdivide(0x0000.0000,0x0001.0000,2);
  2023. CalcNormals(0,0x0000.0000,0);
  2024. load kissen_mat;
  2025. MeshMaterial(1,0x0000.0000);
  2026. store _temp0035;
  2027. load _temp0035;
  2028. Scene([0x0001.0000,0x0001.0000,0x0001.0000],[0x0000.0000,0x0000.0000,0x0000.0000],
  2029. [0x0000.0000,0x0000.0000,0x0000.0000]);
  2030. TransScene([0x0000.baeb,0x0000.baeb,0x0000.baeb],[0x0000.2512,0xffff.dfc1,0x0000.4920],
  2031. [0x0000.0000,0xffff.ae20,0x0000.0000]);
  2032. store kissen;
  2033. load kissen;
  2034. TransScene([0x0003.a600,0x0003.0200,0x0001.0000],[0xffff.f24a,0xffff.bb72,0xffff.56e6],
  2035. [0xfffe.5cff,0xfffd.17ff,0x0000.4f51]);
  2036. AddScene();
  2037. Multiply([0x0001.0000,0x0001.0000,0x0001.0000],[0x0000.0000,0x0000.550f,0x0000.0000],
  2038. [0xffff.8012,0x0000.0a3c,0x0003.1b00],3);
  2039. load daten;
  2040. TransScene([0x0000.4539,0x0000.4539,0x0000.4539],[0x0000.0000,0x0000.0000,0x0000.0000],
  2041. [0x0000.9466,0x0000.3ff7,0x0001.6100]);
  2042. LabelScene(4);
  2043. AddScene();
  2044. load daten;
  2045. TransScene([0x0000.4539,0x0001.1100,0x0000.4539],[0x0000.0000,0x0000.6716,0x0000.0000],
  2046. [0x0000.9c13,0x0000.3ff7,0x0001.f800]);
  2047. LabelScene(5);
  2048. AddScene();
  2049. TransScene([0x0001.0000,0x0001.0000,0x0001.0000],[0x0000.0000,0x0000.0000,0x0000.0000],
  2050. [0xfffe.f8ff,0x0002.c700,0xfffe.a4ff]);
  2051. LabelScene(23);
  2052. TransScene([0x0001.0000,0x0001.0000,0x0001.0000],[0x0000.0000,0xfff5.00ff,0x0000.0000],
  2053. [0x0000.0000,0x0000.0000,0x0000.0000]);
  2054. LabelScene(24);
  2055. load fightclubraum;
  2056. TransScene([0x0005.d800,0x0008.aa00,0x0003.5100],[0xffff.0c40,0xfffe.76ff,0xfffe.c2ff],
  2057. [0x0001.3300,0x0000.a8de,0x0001.6d00]);
  2058. LabelScene(25);
  2059. AddScene();
  2060. Viewport([0x0002.7200,0x0005.4b00,0x0002.1500],[0x0000.d118,0x0029.9500,0x0000.0000],
  2061. 0x0001.0000,0,1,#ff000000,0x0001.6b00);
  2062. LabelChain(15,2);
  2063. store _temp0033;
  2064. load _temp0033;
  2065. FXNop();
  2066. FXNop();
  2067. FXNop();
  2068. FXNop();
  2069. load _temp0033;
  2070. FXColor(0,#ff000000,2,1,[0x0001.0000,0x0001.0000],0x0000.0000,
  2071. [0x0000.8000,0x0000.8000],0x0000.0000);
  2072. FXBlur8(2,1,0x0001.0000);
  2073. FXWideBlur(0x0008.0000,0x0004.2000,2,1,0x0002.f500,0);
  2074. FXColor(1,#ff324537,2,1,[0x0001.0000,0x0001.0000],0x0000.0000,
  2075. [0x0000.8000,0x0000.8000],0x0002.8500);
  2076. FXMerge(0,0x0000.b5cd,[0x0001.0000,0x0001.0000],0x0000.0000,
  2077. [0x0000.8000,0x0000.8000],0,-1);
  2078. load blender;
  2079. Layer2D(#ff000000,[0x0000.0012,0x0000.0012,0x0001.0000,0x0001.0000],
  2080. [0x0000.0000,0x0000.0000,0x0001.0000,0x0001.0000],0x0001.0000,
  2081. 2,-1,[0x0001.0000,0x0001.0000],0x0000.0000,[0x0000.8000,0x0000.8000]);
  2082. LabelChain(9,-1);
  2083. store rotate_josie_fx;
  2084. FXResetAlloc();
  2085. NewFXChain(0,1,#ff000000);
  2086. Babe("babe.mesh",19,[5,5],0x0000.0000,1);
  2087. Transform(0x0000.0000,[0x0000.3afd,0x0000.3afd,0x0000.3afd],
  2088. [0x0000.0000,0x0000.0000,0x0000.0000],[0x0000.7841,0xfffd.2eff,0x0001.0a00]);
  2089. Subdivide(0x0000.0000,0x0001.0000,2);
  2090. CalcNormals(0,0x0000.0000,0);
  2091. load blue_room_babe_mat;
  2092. MeshMaterial(1,0x0000.0000);
  2093. store _temp0037;
  2094. load _temp0037;
  2095. Scene([0x0001.0000,0x0001.0000,0x0001.0000],[0x0000.0000,0x0000.0000,0x0000.0000],
  2096. [0x0000.0000,0x0000.0000,0x0000.0000]);
  2097. load kissen;
  2098. TransScene([0x0001.7500,0x0001.6100,0x0000.dc2e],[0xffff.e6dd,0x0000.2184,0xffff.f71d],
  2099. [0x0000.35bb,0xfffd.8dff,0xfffe.d9ff]);
  2100. Multiply([0x0001.0000,0x0001.0000,0x0001.0000],[0x0000.0000,0x0000.0000,0x0000.0000],
  2101. [0x0000.0000,0xfffe.c5ff,0x0000.0000],4);
  2102. AddScene();
  2103. load kissen;
  2104. TransScene([0x0001.7f00,0x0003.7000,0x0000.ab91],[0x0000.5389,0x0000.fce4,0xffff.f71d],
  2105. [0x0000.ccb0,0xfffe.00ff,0xffff.f853]);
  2106. AddScene();
  2107. TransScene([0x0000.ae20,0x0000.ae20,0x0000.ae20],[0xffff.f9e8,0x0003.1800,0x0000.0bef],
  2108. [0x0000.56fe,0x0000.9c13,0xffff.a902]);
  2109. LabelScene(26);
  2110. LightScene([0x0001.0000,0x0001.0000,0x0001.0000],[0x0000.138d,0x0000.379b,0xffff.814d],
  2111. [0x0013.3f00,0xfffa.d0ff,0x000a.2f00],2,0,0,0x0100.0000,0x0000.fac7,
  2112. 0x0000.ca21,0x0001.0000,0x0000.3ff7,0x0001.0000,#ff4418a0,
  2113. #00000000,#ffffffff);
  2114. AddScene();
  2115. LightScene([0x0001.0000,0x0001.0000,0x0001.0000],[0x0000.7cec,0x0001.0b00,0xffff.2112],
  2116. [0x0015.9100,0x0011.1e00,0xffed.75ff],2,0,0,0x0100.0000,0x0000.fac7,
  2117. 0x0000.47c8,0x0001.0000,0x0000.3ff7,0x0001.0000,#ff7f90a0,
  2118. #ff602690,#ffffff70);
  2119. AddScene();
  2120. LightScene([0x0001.0000,0x0001.0000,0x0001.0000],[0x0000.2616,0xffff.d69d,0x0000.0fbe],
  2121. [0x0015.9100,0xfff2.41ff,0xffed.75ff],0,0,0,0x009f.2000,0x0000.fac7,
  2122. 0x0000.4539,0x0001.0000,0x0000.3ff7,0x0001.0000,#ff0094b4,
  2123. #ff000000,#ffffffff);
  2124. AddScene();
  2125. NewMesh(1,19);
  2126. Cube(2,2,2,0);
  2127. SelectRandom(151,120,0x0000.0100,0x0000.0000);
  2128. ExtrudeWK(0x0000.0001,3,1,0xffff.a697,[0x0000.f0a6,0x0000.f0a6,0x0000.f0a6],
  2129. [0x0000.0000,0x0000.0000,0x0000.0000],1);
  2130. Subdivide(0x0000.0000,0x0001.0000,2);
  2131. CalcNormals(0,0x0000.0000,1);
  2132. Transform(0x0000.0000,[0xffff.00ff,0xffff.5c29,0xffff.00ff],
  2133. [0x0000.0000,0x0000.0000,0x0000.0000],[0x0000.0000,0x0000.0000,0x0000.0000]);
  2134. NewMaterial();
  2135. MatBase(0,774,2,0,#ffff8080);
  2136. Perlin(2,3,0x0000.8000,0,0,0x0001.0000,0x0001.0000,#ff3e3e3e,
  2137. #ff282828);
  2138. Text([0x0000.05cb,0x0000.a643],0x0000.3811,0x0000.3fbb,#ffababab,
  2139. "farb");
  2140. Text([0xffff.fe2d,0xffff.eff5],0x0000.3d25,0x0000.25d5,#ffbcbcbc,
  2141. "rausch");
  2142. MakeTexture();
  2143. store _temp0039;
  2144. load _temp0039;
  2145. MatTexture(0,0,2567);
  2146. MatFinalizer(0,2,0x0000.ac36,0x0000.061d,0x0000.0000);
  2147. MatTexTrans(0,1,0,[0x0000.0a60,0x0000.0a60,0x0000.0a60],[0x0000.0000,0x0000.0000,0x0000.0000],
  2148. [0x0000.0000,0x0000.0000,0x0000.0000]);
  2149. MatBase(1,17158,2,0,#ffff8080);
  2150. Perlin(1,1,0x0000.8000,2,1,0x0007.1800,0x0001.0000,#ff878787,
  2151. #ff3a3a3a);
  2152. GlowRect([0x0000.8000,0x0000.8000],[0x0000.8c6d,0x0000.8961],
  2153. [0x0000.0000,0x0000.0000],#ff672756,0x0000.f38f,0x0000.14da);
  2154. MakeTexture();
  2155. store _temp0040;
  2156. load _temp0040;
  2157. MatTexture(1,0,2567);
  2158. MatTexTrans(0,0,0,[0x0000.2914,0x0000.2914,0x0000.2914],[0x0000.0000,0x0000.0000,0x0000.0000],
  2159. [0x0000.0000,0x0000.0000,0x0000.0000]);
  2160. MatLabel(27,1);
  2161. MatFinalizer(1,1,0x0000.1923,0x0000.0041,0x0000.0000);
  2162. MeshMaterial(1,0x0000.0000);
  2163. store _temp0038;
  2164. load _temp0038;
  2165. Scene([0x0001.0000,0x0001.0000,0x0001.0000],[0x0000.0000,0x0000.0000,0x0000.0000],
  2166. [0x0000.0000,0x0000.0000,0x0000.0000]);
  2167. TransScene([0x0029.f500,0x0029.1900,0x0029.ed00],[0x0000.1aea,0x0000.20c1,0x0000.334a],
  2168. [0xffff.4ce6,0x0001.d100,0x0001.3d00]);
  2169. LabelScene(3);
  2170. store blau_raum;
  2171. load blau_raum;
  2172. TransScene([0x0002.fd00,0x0002.9b00,0x0003.5b00],[0x0000.3697,0x0001.7d00,0xffff.0114],
  2173. [0x0001.4200,0x0000.a8de,0x0001.6d00]);
  2174. LabelScene(28);
  2175. AddScene();
  2176. TransScene([0x0001.0000,0x0001.0000,0x0001.0000],[0x0000.0000,0x0000.0000,0x0000.0000],
  2177. [0x0000.0000,0x0000.f082,0x0000.0000]);
  2178. store fx8_scene;
  2179. load fx8_scene;
  2180. Viewport([0x0003.6b00,0x0001.fa00,0xffff.1fc8],[0x0000.6081,0x000b.6c00,0x0000.0000],
  2181. 0x0001.0000,0,1,#ff000000,0x0001.8700);
  2182. LabelChain(15,2);
  2183. store _temp0036;
  2184. load _temp0036;
  2185. FXNop();
  2186. FXNop();
  2187. FXNop();
  2188. FXNop();
  2189. load _temp0036;
  2190. FXColor(0,#ff000000,3,1,[0x0001.0000,0x0001.0000],0x0000.0000,
  2191. [0x0000.8000,0x0000.8000],0x0000.0000);
  2192. FXBlur8(3,1,0x0001.b800);
  2193. Crashzoom(4,0x0001.9d00,3,1,0x0001.5100);
  2194. FXColor(3,#ffaf7b21,3,1,[0x0001.0000,0x0001.0000],0x0000.0000,
  2195. [0x0000.8000,0x0000.8000],0x0000.544b);
  2196. FXMerge(4,0x0000.b31a,[0x0001.0000,0x0001.0000],0x0000.0000,
  2197. [0x0000.8000,0x0000.8000],0,-1);
  2198. load blender_white;
  2199. Layer2D(#ff000000,[0x0000.0012,0x0000.0012,0x0001.0000,0x0001.0000],
  2200. [0x0000.0000,0x0000.0000,0x0001.0000,0x0001.0000],0x0001.0000,
  2201. 2,-1,[0x0001.0000,0x0001.0000],0x0000.0000,[0x0000.8000,0x0000.8000]);
  2202. LabelChain(9,-1);
  2203. store blau_raum_fx8;
  2204. FXResetAlloc();
  2205. NewFXChain(0,1,#ff000000);
  2206. load fx8_scene;
  2207. Viewport([0xffff.48f9,0x0001.aa00,0x0000.c5ec],[0x0000.9731,0x0008.5b00,0x0000.0000],
  2208. 0x0001.0000,0,2,#ff000000,0x0001.8700);
  2209. store _temp0041;
  2210. load _temp0041;
  2211. FXNop();
  2212. FXNop();
  2213. FXNop();
  2214. FXNop();
  2215. load _temp0041;
  2216. FXColor(0,#ff000000,3,1,[0x0001.0000,0x0001.0000],0x0000.0000,
  2217. [0x0000.8000,0x0000.8000],0x0000.0000);
  2218. FXBlur8(3,1,0x0001.b800);
  2219. Crashzoom(4,0x0001.9d00,3,1,0x0001.5100);
  2220. FXColor(3,#ff34362d,3,1,[0x0001.0000,0x0001.0000],0x0000.0000,
  2221. [0x0000.8000,0x0000.8000],0x0000.d6c8);
  2222. FXMerge(0,0x0000.b5cd,[0x0001.0000,0x0001.0000],0x0000.0000,
  2223. [0x0000.8000,0x0000.8000],0,-1);
  2224. load blender_white;
  2225. Layer2D(#ff000000,[0x0000.0012,0x0000.0012,0x0001.0000,0x0001.0000],
  2226. [0x0000.0000,0x0000.0000,0x0001.0000,0x0001.0000],0x0001.0000,
  2227. 2,-1,[0x0001.0000,0x0001.0000],0x0000.0000,[0x0000.8000,0x0000.8000]);
  2228. LabelChain(9,-1);
  2229. load blender;
  2230. Layer2D(#ff000000,[0x0000.0012,0x0000.0012,0x0001.0000,0x0001.0000],
  2231. [0x0000.0000,0x0000.0000,0x0001.0000,0x0001.0000],0x0001.0000,
  2232. 2,-1,[0x0001.0000,0x0001.0000],0x0000.0000,[0x0000.8000,0x0000.8000]);
  2233. LabelChain(29,-1);
  2234. store blau_raum_fx8_2;
  2235. FXResetAlloc();
  2236. NewFXChain(0,1,#ff000000);
  2237. Babe("babe.mesh",19,[3,3],0x0000.0000,1);
  2238. AnimLabel(11,0);
  2239. Transform(0x0000.0000,[0x0000.3afd,0x0000.3afd,0x0000.3afd],
  2240. [0x0000.0000,0x0000.0000,0x0000.0000],[0x0000.7841,0xfffd.2eff,0x0001.0a00]);
  2241. Subdivide(0x0000.0000,0x0001.0000,1);
  2242. CalcNormals(0,0x0000.0000,0);
  2243. NewMaterial();
  2244. MatBase(0,774,2,0,#ffff8080);
  2245. Flat(#0026112f);
  2246. GlowRect([0x0000.8000,0x0000.9554],[0x0000.47df,0x0000.44d3],
  2247. [0x0000.0000,0x0000.0000],#ffffe5e7,0x0000.f38f,0x0000.292a);
  2248. GlowRect([0x0000.39ab,0x0000.779f],[0x0000.2b2e,0x0000.6490],
  2249. [0x0000.0000,0x0000.0000],#ffffffff,0x0001.4000,0x0000.3cf8);
  2250. MakeTexture();
  2251. store _temp0044;
  2252. load _temp0044;
  2253. MatTexture(0,0,2055);
  2254. MatLight(0,0,0,0,0,#ff6b6b6b,#ffacacac,#ff383838,#00323232,
  2255. 0x0015.1b00,1,0x0000.0001);
  2256. MatFinalizer(0,2,0x0002.9100,0x0000.0082,0x0000.0000);
  2257. MatBase(1,8710,2,0,#ffff8080);
  2258. Flat(#00073675);
  2259. GlowRect([0x0000.8000,0x0000.8000],[0x0000.4000,0x0000.4000],
  2260. [0x0000.0000,0x0000.0000],#ffffffff,0x0001.5800,0x0000.18ea);
  2261. MakeTexture();
  2262. store _temp0045;
  2263. load _temp0045;
  2264. MatTexture(1,0,2823);
  2265. MatTexTrans(30,1,0,[0x0001.0000,0x0001.0000,0x0001.0000],[0x0000.0000,0x0000.0000,0x0000.0000],
  2266. [0x0000.0000,0x0000.0000,0x0000.0000]);
  2267. MatFinalizer(1,5,0x0003.7000,0x0000.00c3,0x0000.0000);
  2268. store babe_wire_mat;
  2269. load babe_wire_mat;
  2270. MeshMaterial(1,0x0000.0000);
  2271. store _temp0043;
  2272. load _temp0043;
  2273. Scene([0x0001.0000,0x0001.0000,0x0001.0000],[0x0000.0000,0x0000.0000,0x0000.0000],
  2274. [0x0000.0000,0x0000.0000,0x0000.0000]);
  2275. TransScene([0x0000.d481,0x0000.d481,0x0000.d481],[0x0000.130b,0xfffd.15ff,0x0000.22c9],
  2276. [0x0000.0000,0x0000.0000,0x0000.0000]);
  2277. TransScene([0x0000.e14c,0x0000.e14c,0x0000.e14c],[0x0000.130b,0xfffd.15ff,0x0000.22c9],
  2278. [0x0000.0000,0x0000.0000,0x0000.0000]);
  2279. LabelScene(31);
  2280. LightScene([0x0001.0000,0x0001.0000,0x0001.0000],[0x0000.3b6a,0x0000.2963,0xffff.e6dd],
  2281. [0x0001.f200,0xffff.82a1,0x0002.c700],2,0,0,0x0018.8000,0x0000.4000,
  2282. 0x0000.a3e4,0x0001.0000,0x0000.0000,0x0000.ccb9,#ff9d713d,
  2283. #ff0095d3,#ffbcbcbc);
  2284. AddScene();
  2285. LightScene([0x0001.0000,0x0001.0000,0x0001.0000],[0x0000.707b,0xffff.c496,0x0000.22c9],
  2286. [0xfffb.9aff,0x0013.0700,0x000f.8f00],0,0,0,0x0100.0000,0x0000.fac7,
  2287. 0x0000.ccd4,0x0001.0000,0x0000.3ff7,0x0001.0000,#ff0000ff,
  2288. #ff0b0b40,#ff8bfdff);
  2289. AddScene();
  2290. LightScene([0x0001.0000,0x0001.0000,0x0001.0000],[0x0000.0000,0x0000.0000,0x0000.0000],
  2291. [0x0000.0000,0x0000.0000,0x0000.0000],0,0,0,0x0067.e000,0x0000.4000,
  2292. 0x0000.82a1,0x0001.0000,0x0000.0000,0x0000.4000,#ff380077,
  2293. #ffc11015,#ffffffd3);
  2294. AddScene();
  2295. load walk_scene_room;
  2296. TransScene([0x001a.c900,0x0005.d800,0x000b.c300],[0x0000.038e,0x0000.479a,0xffff.d599],
  2297. [0xfffb.15ff,0xffff.91fb,0x0000.0000]);
  2298. AddScene();
  2299. NewMesh(1,19);
  2300. Cube(1,2,2,0);
  2301. Transform(0x0000.0000,[0x0000.f0a6,0x0001.1e00,0x0000.d481],
  2302. [0x0000.0596,0x0000.5307,0x0000.0000],[0x0000.0000,0xffff.ee17,0x0000.0000]);
  2303. Subdivide(0x0000.0000,0x0001.0000,1);
  2304. CalcNormals(1,0x0000.0000,0);
  2305. SelectRandom(18,74,0x0000.0100,0x0000.0000);
  2306. BeginRecord();
  2307. ExtrudeWK(0x0000.0001,0,29,0x0003.fd00,[0x0000.baeb,0x0000.948a,0x0000.f335],
  2308. [0xffff.961f,0x0000.c1fc,0xffff.bf00],0);
  2309. AnimLabel(13,0);
  2310. SelectRandom(24,123,0x0000.0200,0x0000.0000);
  2311. ExtrudeWK(0x0000.0002,3,1,0x0000.401b,[0x0001.0000,0x0001.0000,0x0001.0000],
  2312. [0x0000.0000,0x0000.0000,0x0000.0000],0);
  2313. CalcNormals(1,0x0000.0000,0);
  2314. load blu;
  2315. MeshMaterial(1,0x0000.0000);
  2316. store _temp0046;
  2317. load _temp0046;
  2318. Scene([0x0001.0000,0x0000.b5cd,0x0001.0000],[0x0000.0000,0x0000.0000,0x0000.0000],
  2319. [0x0000.0000,0x0000.0000,0x0000.0000]);
  2320. TransScene([0x0001.b000,0x0002.2600,0x0001.7a00],[0x0000.3a25,0xfffc.dcff,0x0000.348f],
  2321. [0x0002.ce00,0xfffa.08ff,0x0005.7c00]);
  2322. LabelScene(18);
  2323. AddScene();
  2324. TransScene([0x0001.0000,0x0001.0000,0x0001.0000],[0xffff.ed77,0xffff.f28b,0xffff.f619],
  2325. [0x0000.1996,0x0000.35bb,0xffff.a155]);
  2326. Viewport([0xfffe.f6ff,0x0000.1197,0xfffc.87ff],[0x0000.19ad,0x0006.8800,0x0000.0000],
  2327. 0x0001.0000,0,2,#ff000000,0x0001.a100);
  2328. store _temp0042;
  2329. load _temp0042;
  2330. FXNop();
  2331. FXNop();
  2332. FXNop();
  2333. FXNop();
  2334. load _temp0042;
  2335. FXColor(0,#ff000000,2,1,[0x0001.0000,0x0001.0000],0x0000.0000,
  2336. [0x0000.8000,0x0000.8000],0x0000.0000);
  2337. FXBlur8(2,1,0x0001.b800);
  2338. Crashzoom(4,0x0002.f900,2,1,0x0001.5c00);
  2339. FXColor(3,#ff20797d,2,1,[0x0001.0000,0x0001.0000],0x0000.0000,
  2340. [0x0000.8000,0x0000.8000],0x0000.544b);
  2341. FXMerge(0,0x0000.b5cd,[0x0001.0000,0x0001.0000],0x0000.0000,
  2342. [0x0000.8000,0x0000.8000],0,-1);
  2343. load blender_white;
  2344. Layer2D(#ff000000,[0x0000.0012,0x0000.0012,0x0001.0000,0x0001.0000],
  2345. [0x0000.0000,0x0000.0000,0x0001.0000,0x0001.0000],0x0001.0000,
  2346. 2,-1,[0x0001.0000,0x0001.0000],0x0000.0000,[0x0000.8000,0x0000.8000]);
  2347. LabelChain(9,-1);
  2348. store bday;
  2349. FXResetAlloc();
  2350. NewFXChain(0,1,#ff000000);
  2351. Babe("babe.mesh",19,[11,15],0x0000.0000,0);
  2352. AnimLabel(11,0);
  2353. Transform(0x0000.0000,[0x0000.3afd,0x0000.3afd,0x0000.3afd],
  2354. [0x0000.0000,0x0000.0000,0x0000.0000],[0x0000.7841,0xfffd.2eff,0x0001.0a00]);
  2355. Subdivide(0x0000.0000,0x0001.0000,1);
  2356. CalcNormals(0,0x0000.0000,0);
  2357. load blue_room_babe_mat;
  2358. MeshMaterial(1,0x0000.0000);
  2359. store _temp0048;
  2360. load _temp0048;
  2361. Scene([0x0001.0000,0x0001.0000,0x0001.0000],[0x0000.0000,0x0000.0000,0x0000.0000],
  2362. [0x0000.0000,0x0000.0000,0x0000.0000]);
  2363. TransScene([0x0000.ae20,0x0000.ae20,0x0000.ae20],[0x0000.0000,0xfffd.aeff,0x0000.0000],
  2364. [0x0000.0000,0xffff.70b8,0x0000.0000]);
  2365. store z1;
  2366. load z1;
  2367. TransScene([0x0001.8500,0x0001.8500,0x0001.8500],[0x0000.0b2c,0xffff.f9e8,0xffff.ff3d],
  2368. [0xffff.b33e,0xffff.ee17,0x0000.07ad]);
  2369. LightScene([0x0001.0000,0x0001.0000,0x0001.0000],[0x0000.707b,0xffff.c496,0x0000.22c9],
  2370. [0xfffb.9aff,0x0013.0700,0x000f.8f00],0,0,0,0x0100.0000,0x0000.fac7,
  2371. 0x0003.1e00,0x0001.0000,0x0000.3ff7,0x0001.0000,#ff5e115e,
  2372. #ff000035,#ff585858);
  2373. AddScene();
  2374. LightScene([0x0001.0000,0x0001.0000,0x0001.0000],[0x0000.1b6c,0x0000.171b,0xffff.e390],
  2375. [0xfffc.e1ff,0x000b.0b00,0x000f.8f00],2,0,0,0x0100.0000,0x0000.fac7,
  2376. 0x0001.b500,0x0001.0000,0x0000.3ff7,0x0001.0000,#ff541014,
  2377. #ff000026,#ffa1a1a1);
  2378. LabelScene(32);
  2379. AddScene();
  2380. LightScene([0x0001.0000,0x0001.0000,0x0001.0000],[0xfffe.90ff,0x0002.1c00,0x0003.6100],
  2381. [0xfff9.1fff,0xfffc.00ff,0x0066.5800],2,0,0,0x0100.0000,0x0000.fac7,
  2382. 0x0000.ccd4,0x0001.0000,0x0000.3ff7,0x0001.0000,#ff4f2b00,
  2383. #ff667227,#ff000000);
  2384. AddScene();
  2385. LightScene([0x0001.0000,0x0001.0000,0x0001.0000],[0x0000.0000,0x0000.0000,0x0000.0000],
  2386. [0x0001.7200,0xffff.82a1,0x0002.c700],0,0,0,0x0018.8000,0x0000.4000,
  2387. 0x0000.debd,0x0001.0000,0x0000.0000,0x0000.ccb9,#ff000000,
  2388. #ff000000,#ffb3b3b3);
  2389. AddScene();
  2390. load walk_scene_room;
  2391. TransScene([0x001b.2500,0x0006.5d00,0x000c.1f00],[0x0000.04d3,0x0000.23cd,0x0000.13ce],
  2392. [0x0000.0000,0x0000.0000,0x0000.0000]);
  2393. AddScene();
  2394. TransScene([0x0001.0000,0x0001.0000,0x0001.0000],[0xffff.ed77,0xffff.f28b,0xffff.f619],
  2395. [0x0000.1996,0x0000.35bb,0xffff.a155]);
  2396. Viewport([0x0000.d469,0x0001.3400,0xfffe.4bff],[0x0000.1678,0xffff.4564,0x0000.0000],
  2397. 0x0001.0000,0,2,#ff000000,0x0001.a100);
  2398. store _temp0047;
  2399. load _temp0047;
  2400. FXNop();
  2401. FXNop();
  2402. load _temp0047;
  2403. FXWideBlur(0x0004.8000,0x0001.0000,3,1,0x0002.eb00,0);
  2404. FXColor(3,#ffffa350,3,1,[0x0001.0000,0x0001.0000],0x0000.0000,
  2405. [0x0000.8000,0x0000.8000],0x0000.0000);
  2406. FXMerge(0,0x0000.b5cd,[0x0001.0000,0x0001.0000],0x0000.0000,
  2407. [0x0000.8000,0x0000.8000],0,-1);
  2408. store zusammenbruch;
  2409. FXResetAlloc();
  2410. NewFXChain(0,1,#ff000000);
  2411. load z1;
  2412. TransScene([0x0001.8500,0x0001.8500,0x0001.8500],[0x0000.1aa9,0xffff.edf9,0xffff.fc31],
  2413. [0xffff.b33e,0xffff.ee17,0x0000.07ad]);
  2414. LightScene([0x0001.0000,0x0001.0000,0x0001.0000],[0x0000.707b,0xffff.c496,0x0000.22c9],
  2415. [0xfffb.9aff,0x0013.0700,0x000f.8f00],0,0,0,0x0100.0000,0x0000.fac7,
  2416. 0x0003.4400,0x0001.0000,0x0000.3ff7,0x0001.0000,#ff2b0808,
  2417. #ff000622,#ff2679a1);
  2418. AddScene();
  2419. LightScene([0x0001.0000,0x0001.0000,0x0001.0000],[0xfffe.90ff,0x0002.1c00,0x0003.6100],
  2420. [0xfff9.1fff,0xfffc.00ff,0x0066.5800],2,0,0,0x0100.0000,0x0000.fac7,
  2421. 0x0000.d710,0x0001.0000,0x0000.3ff7,0x0001.0000,#ff4f2b00,
  2422. #ff000000,#ff000000);
  2423. AddScene();
  2424. LightScene([0x0001.0000,0x0001.0000,0x0001.0000],[0x0000.0000,0x0000.0000,0x0000.0000],
  2425. [0x0001.7200,0xffff.82a1,0x0002.c700],0,0,0,0x0018.8000,0x0000.4000,
  2426. 0x0000.debd,0x0001.0000,0x0000.0000,0x0000.ccb9,#ff000000,
  2427. #ff000000,#ff2a2a2a);
  2428. AddScene();
  2429. load kissen;
  2430. TransScene([0x0005.0c00,0x0000.9719,0x000b.c100],[0x0000.1595,0xffff.f0c4,0xffff.fe39],
  2431. [0xfffe.4dff,0xfffb.caff,0xffff.b33e]);
  2432. AddScene();
  2433. load walk_scene_room;
  2434. TransScene([0x001b.2500,0x0006.5d00,0x000c.1f00],[0x0000.04d3,0x0000.23cd,0x0000.13ce],
  2435. [0x0000.0000,0x0000.0000,0x0000.0000]);
  2436. AddScene();
  2437. TransScene([0x0001.0000,0x0001.0000,0x0001.0000],[0xffff.ed77,0xffff.f28b,0xffff.f619],
  2438. [0x0000.1996,0x0000.35bb,0xffff.a155]);
  2439. Viewport([0xffff.5e84,0xffff.4ba1,0x0005.e900],[0x0000.4049,0x0003.5400,0x0000.0000],
  2440. 0x0001.0000,0,1,#ff000000,0x0001.a100);
  2441. LabelChain(33,2);
  2442. store _temp0049;
  2443. load _temp0049;
  2444. FXNop();
  2445. FXNop();
  2446. load _temp0049;
  2447. FXWideBlur(0x0004.8000,0x0001.0000,3,1,0x0004.0000,0);
  2448. FXColor(3,#ffffd51a,3,1,[0x0001.0000,0x0001.0000],0x0000.0000,
  2449. [0x0000.8000,0x0000.8000],0x0000.0000);
  2450. FXMerge(0,0x0000.ae20,[0x0001.0000,0x0001.0000],0x0000.0000,
  2451. [0x0000.8000,0x0000.8000],0,-1);
  2452. load blender;
  2453. Layer2D(#ffffffff,[0x0000.0012,0x0000.0012,0x0001.0000,0x0001.0000],
  2454. [0x0000.0000,0x0000.0000,0x0001.0000,0x0001.0000],0x0001.0000,
  2455. 2,-1,[0x0001.0000,0x0001.0000],0x0000.0000,[0x0000.8000,0x0000.8000]);
  2456. LabelChain(9,-1);
  2457. store zusammenbruch2;
  2458. FXResetAlloc();
  2459. NewFXChain(0,1,#ff000000);
  2460. load z1;
  2461. TransScene([0x0001.8500,0x0001.8500,0x0001.8500],[0x0000.1aa9,0xffff.edf9,0xffff.fc31],
  2462. [0xffff.b33e,0xffff.ee17,0x0000.07ad]);
  2463. LightScene([0x0001.0000,0x0001.0000,0x0001.0000],[0x0000.707b,0xffff.c496,0x0000.22c9],
  2464. [0xfffb.9aff,0x0013.0700,0x000f.8f00],0,0,0,0x0100.0000,0x0000.fac7,
  2465. 0x0000.eb64,0x0001.0000,0x0000.3ff7,0x0001.0000,#ff5e115e,
  2466. #ff000035,#ff585858);
  2467. AddScene();
  2468. LightScene([0x0001.0000,0x0001.0000,0x0001.0000],[0x0000.1b6c,0x0000.171b,0xffff.e390],
  2469. [0xfffc.e1ff,0x000b.0b00,0x000f.8f00],2,0,0,0x0100.0000,0x0000.fac7,
  2470. 0x0002.4200,0x0001.0000,0x0000.3ff7,0x0001.0000,#ff541014,
  2471. #ff000017,#ffa1a1a1);
  2472. LabelScene(32);
  2473. AddScene();
  2474. LightScene([0x0001.0000,0x0001.0000,0x0001.0000],[0xfffe.90ff,0x0002.1c00,0x0003.6100],
  2475. [0xfff9.1fff,0xfffc.00ff,0x0066.5800],2,0,0,0x0100.0000,0x0000.fac7,
  2476. 0x0000.ccd4,0x0001.0000,0x0000.3ff7,0x0001.0000,#ff4f2b00,
  2477. #ff667227,#ff000000);
  2478. AddScene();
  2479. LightScene([0x0001.0000,0x0001.0000,0x0001.0000],[0x0000.0000,0x0000.0000,0x0000.0000],
  2480. [0x0001.7200,0xffff.82a1,0x0002.c700],0,0,0,0x0018.8000,0x0000.4000,
  2481. 0x0002.b800,0x0001.0000,0x0000.0000,0x0000.ccb9,#ffff0000,
  2482. #ff000000,#ffb3b3b3);
  2483. AddScene();
  2484. load walk_scene_room;
  2485. TransScene([0x001b.2500,0x0006.5d00,0x000c.1f00],[0x0000.04d3,0x0000.23cd,0x0000.13ce],
  2486. [0x0000.0000,0x0000.0000,0x0000.0000]);
  2487. AddScene();
  2488. TransScene([0x0001.0000,0x0001.0000,0x0001.0000],[0xffff.ed77,0xffff.f28b,0xffff.f619],
  2489. [0x0000.1996,0x0000.35bb,0xffff.a155]);
  2490. Viewport([0xfffd.bdff,0xfffd.a8ff,0x0002.1c00],[0xffff.e96e,0x0003.5a00,0x0000.0000],
  2491. 0x0001.0000,0,2,#ff000000,0x0001.a100);
  2492. store _temp0050;
  2493. load _temp0050;
  2494. FXNop();
  2495. FXNop();
  2496. load _temp0050;
  2497. FXWideBlur(0x0004.8000,0x0001.0000,3,1,0x0002.7000,0);
  2498. FXColor(3,#ffffff06,3,1,[0x0001.0000,0x0001.0000],0x0000.0000,
  2499. [0x0000.8000,0x0000.8000],0x0000.0000);
  2500. FXMerge(0,0x0000.b5cd,[0x0001.0000,0x0001.0000],0x0000.0000,
  2501. [0x0000.8000,0x0000.8000],0,-1);
  2502. load blender;
  2503. Layer2D(#ff000000,[0x0000.0012,0x0000.0012,0x0001.0000,0x0001.0000],
  2504. [0x0000.0000,0x0000.0000,0x0001.0000,0x0001.0000],0x0001.0000,
  2505. 2,-1,[0x0001.0000,0x0001.0000],0x0000.0000,[0x0000.8000,0x0000.8000]);
  2506. LabelChain(9,-1);
  2507. store zusammenbruch3;
  2508. FXResetAlloc();
  2509. NewFXChain(0,1,#ff000000);
  2510. Babe("babe.mesh",3,[6,8],0x0000.0000,0);
  2511. AnimLabel(34,0);
  2512. Transform(0x0000.0000,[0x0000.3afd,0x0000.3afd,0x0000.3afd],
  2513. [0x0000.0186,0x0000.0000,0xffff.f79f],[0x0000.7841,0xfffd.d2ff,0x0001.0a00]);
  2514. Subdivide(0x0000.0000,0x0001.0000,1);
  2515. CalcNormals(0,0x0000.0000,0);
  2516. load blue_room_babe_mat;
  2517. MeshMaterial(1,0x0000.0000);
  2518. store _temp0052;
  2519. load _temp0052;
  2520. Scene([0x0001.0000,0x0001.0000,0x0001.0000],[0x0000.66d5,0x0000.603b,0xffff.50ce],
  2521. [0x0000.0000,0x0001.1400,0x0000.0000]);
  2522. TransScene([0x0001.0000,0x0001.0000,0x0001.0000],[0x0000.0000,0x0000.0000,0x0000.0000],
  2523. [0x0000.0000,0x0000.0000,0x0000.0000]);
  2524. TransScene([0x0001.0000,0x0001.0000,0x0001.0000],[0x0000.0000,0x0000.0000,0x0000.0000],
  2525. [0x0000.0000,0x0000.0000,0x0000.0000]);
  2526. LabelScene(31);
  2527. LightScene([0x0001.0000,0x0001.0000,0x0001.0000],[0x0000.16da,0x0000.2963,0xffff.e6dd],
  2528. [0x0001.f200,0xffff.82a1,0x0002.c700],2,0,0,0x0018.8000,0x0000.4000,
  2529. 0x0001.3d00,0x0001.0000,0x0000.0000,0x0000.ccb9,#ff9e827d,
  2530. #f71e0000,#ffbcbcbc);
  2531. AddScene();
  2532. LightScene([0x0001.0000,0x0001.0000,0x0001.0000],[0x0000.86d3,0xffff.ac36,0xffff.fe39],
  2533. [0xfffb.9aff,0x0013.0700,0x000f.8f00],2,0,0,0x0100.0000,0x0000.fac7,
  2534. 0x0000.615e,0x0001.0000,0x0000.3ff7,0x0001.0000,#ff000000,
  2535. #ff000000,#ff8bfdff);
  2536. AddScene();
  2537. LightScene([0x0001.0000,0x0001.0000,0x0001.0000],[0x0000.2490,0x0000.1c70,0x0000.6db0],
  2538. [0x0000.0000,0x0000.0000,0x0000.0000],2,0,0,0x0067.e000,0x0000.4000,
  2539. 0x0000.63ed,0x0001.0000,0x0000.0000,0x0000.4000,#ff380077,
  2540. #ff4f184f,#ffffffd3);
  2541. AddScene();
  2542. load walk_scene_room;
  2543. TransScene([0x0010.8a00,0x000c.fb00,0x000d.a400],[0x0000.038e,0x0000.c17a,0xffff.d599],
  2544. [0xfffb.15ff,0xffff.91fb,0x0000.0000]);
  2545. AddScene();
  2546. NewMesh(1,19);
  2547. Cube(3,1,3,0);
  2548. Transform(0x0000.0000,[0x0001.0000,0x0001.0000,0x0001.0000],
  2549. [0x0000.3ffc,0x0000.0000,0x0000.0000],[0x0000.0000,0x0000.0000,0x0000.0000]);
  2550. SelectCube([0x0000.0000,0x0000.fff0,0x0000.0000],[0x0001.0000,0x0001.0000,0x0001.0000],
  2551. 0,0x0000.0100,0x0000.0000);
  2552. Transform(0x0000.0000,[0x0055.3300,0x0015.fa00,0x0055.3300],
  2553. [0x0000.0000,0x0000.0000,0x0000.0000],[0x0000.0000,0xfff6.6fff,0x0000.0000]);
  2554. Subdivide(0x0000.0001,0x0001.0000,2);
  2555. BeginRecord();
  2556. Perlin3D(0x0000.0000,[0x0000.0f7e,0x0000.0f7e,0x0000.0f7e],
  2557. [0xffff.ab32,0xffff.9ab1,0xffff.ccb6],[0xfff4.5bff,0x0000.2b7f,0x0000.0000],
  2558. [0x0000.e4fa,0x0005.f400,0x0000.e4fa]);
  2559. AnimLabel(35,0);
  2560. Subdivide(0x0000.0001,0x0001.0000,2);
  2561. store waterface;
  2562. load waterface;
  2563. Copy();
  2564. SelectRandom(245,160,0x0000.0000,0x0000.0100);
  2565. SelectCube([0x0000.0000,0x0000.0000,0x0000.0000],[0x000e.e400,0x000e.e400,0x000e.e400],
  2566. 0,0x0000.0000,0x0000.0100);
  2567. CalcNormals(0,0x0000.0001,1);
  2568. ExtrudeWK(0x0000.0001,0,6,0x0000.0000,[0x0000.fd71,0x0000.fd71,0x0000.fd71],
  2569. [0x0000.0000,0x0000.0000,0x0000.0000],0);
  2570. AnimLabel(36,0);
  2571. CalcNormals(0,0x0000.0000,1);
  2572. Perlin3D(0x0000.0000,[0x0000.172b,0x0000.172b,0x0000.172b],
  2573. [0xffff.d454,0xffff.ac77,0x0000.0000],[0xfffb.e1ff,0x0000.2b7f,0x0000.0000],
  2574. [0x0000.e4fa,0x0002.2e00,0x0000.e4fa]);
  2575. AnimLabel(37,0);
  2576. CalcNormals(1,0x0000.0001,0);
  2577. NewMaterial();
  2578. MatBase(0,768,2,0,#ffff8080);
  2579. Flat(#002d5f7f);
  2580. GlowRect([0x0000.b1c4,0x0000.5bb1],[0x0002.6c00,0x0000.d3c6],
  2581. [0x0000.0000,0x0000.0000],#ffccabbb,0x0000.b4d8,0x0000.008a);
  2582. GlowRect([0x0000.8000,0x0000.8000],[0x0000.7df4,0x0000.789f],
  2583. [0x0000.0000,0x0000.0000],#ff95ffff,0x0000.4624,0x0000.18ea);
  2584. GlowRect([0x0000.3762,0x0000.a698],[0x0000.71c4,0x0000.c200],
  2585. [0x0000.0000,0x0000.0000],#ffacade6,0x0000.abf5,0x0000.0620);
  2586. GlowRect([0x0000.a102,0x0000.c141],[0x0000.789f,0x0000.475d],
  2587. [0x0000.0000,0x0000.0000],#ffb7cbff,0x0001.6b00,0x0000.0620);
  2588. GlowRect([0x0000.8000,0x0000.8000],[0x0000.638c,0x0000.2453],
  2589. [0x0000.0000,0x0000.0000],#ffeaf8d5,0x0001.5800,0x0000.18ea);
  2590. Color(0,#ff646464);
  2591. MakeTexture();
  2592. store _temp0054;
  2593. load _temp0054;
  2594. MatTexture(0,0,2311);
  2595. Flat(#00000000);
  2596. GlowRect([0x0000.8000,0x0000.8000],[0x0000.6657,0x0000.6657],
  2597. [0x0000.19a5,0x0000.19a5],#ffffffff,0x0001.0200,0x0000.318b);
  2598. store _temp0055;
  2599. load _temp0055;
  2600. MatTexture(0,1,7);
  2601. MatFinalizer(0,2,0x0001.0000,0x0000.028f,0x0000.0000);
  2602. MatBase(1,17152,2,0,#ffff8080);
  2603. MatFinalizer(1,5,0x0001.0000,0x0000.1559,0x0000.0cf3);
  2604. Flat(#00000000);
  2605. GlowRect([0x0000.8000,0x0000.8000],[0x0000.6657,0x0000.6657],
  2606. [0x0000.19a5,0x0000.19a5],#ffffffff,0x0001.0000,0x0000.4c75);
  2607. store _temp0056;
  2608. load _temp0056;
  2609. MatTexture(1,0,7);
  2610. MeshMaterial(1,0x0000.0000);
  2611. store _temp0053;
  2612. load _temp0053;
  2613. Scene([0x0001.0000,0x0001.0000,0x0001.0000],[0x0000.0000,0x0000.0000,0x0000.0000],
  2614. [0x0000.0000,0x0000.0000,0x0000.0000]);
  2615. TransScene([0x0001.0000,0x0001.0000,0x0001.0000],[0x0000.0000,0x0000.0000,0x0000.0000],
  2616. [0x0000.0000,0xfff9.feff,0x0000.0000]);
  2617. LabelScene(18);
  2618. AddScene();
  2619. TransScene([0x0001.0000,0x0001.0000,0x0001.0000],[0x0000.0000,0xffff.e3d1,0x0000.0000],
  2620. [0x0000.0000,0x0000.0000,0x0000.0000]);
  2621. LabelScene(38);
  2622. Viewport([0x0000.0000,0x0000.0000,0xfff6.85ff],[0x0000.0000,0xffff.5c40,0x0000.0000],
  2623. 0x0001.0000,4,2,#ff000000,0x0001.a100);
  2624. store _temp0051;
  2625. load _temp0051;
  2626. FXNop();
  2627. FXNop();
  2628. FXNop();
  2629. FXNop();
  2630. load _temp0051;
  2631. FXColor(3,#ff252525,2,1,[0x0001.0000,0x0001.0000],0x0000.0000,
  2632. [0x0000.8000,0x0000.8000],0x0000.0000);
  2633. FXBlur8(2,1,0x0002.0000);
  2634. FXChaosBlur(0x0004.8000,2,2,1,0x0001.0c00,1);
  2635. FXColor(3,#ff246960,2,1,[0x0001.0000,0x0001.0000],0x0000.0000,
  2636. [0x0000.8000,0x0000.8000],0x0000.d439);
  2637. FXMerge(4,0x0000.b5cd,[0x0001.0000,0x0001.0000],0x0000.0000,
  2638. [0x0000.8000,0x0000.8000],0,-1);
  2639. load blender;
  2640. Layer2D(#ff000000,[0x0000.0012,0x0000.0012,0x0001.0000,0x0001.0000],
  2641. [0x0000.0000,0x0000.0000,0x0001.0000,0x0001.0000],0x0001.0000,
  2642. 2,-1,[0x0001.0000,0x0001.0000],0x0000.0000,[0x0000.8000,0x0000.8000]);
  2643. LabelChain(9,-1);
  2644. store water;
  2645. FXResetAlloc();
  2646. NewFXChain(0,1,#ff000000);
  2647. Babe("babe.mesh",19,[39,39],0x0000.0000,1);
  2648. Transform(0x0000.0000,[0x0000.3afd,0x0000.3afd,0x0000.3afd],
  2649. [0x0000.0000,0x0000.0000,0x0000.0000],[0x0000.7841,0xfffd.2eff,0x0001.0a00]);
  2650. Subdivide(0x0000.0000,0x0001.0000,2);
  2651. CalcNormals(0,0x0000.0000,0);
  2652. NewMaterial();
  2653. MatBase(0,774,2,0,#ffff8080);
  2654. Flat(#0000000f);
  2655. GlowRect([0x0000.b1c4,0x0000.5bb1],[0x0002.6c00,0x0000.d3c6],
  2656. [0x0000.0000,0x0000.0000],#ffccabbb,0x0000.a8a8,0x0000.008a);
  2657. GlowRect([0x0000.8000,0x0000.8000],[0x0000.7df4,0x0000.789f],
  2658. [0x0000.0000,0x0000.0000],#ff95ffff,0x0000.4624,0x0000.18ea);
  2659. GlowRect([0x0000.3762,0x0000.a698],[0x0000.71c4,0x0000.c200],
  2660. [0x0000.0000,0x0000.0000],#ffacade6,0x0000.abf5,0x0000.0620);
  2661. GlowRect([0x0000.a102,0x0000.c141],[0x0000.789f,0x0000.475d],
  2662. [0x0000.0000,0x0000.0000],#ffb7cbff,0x0001.6b00,0x0000.0620);
  2663. GlowRect([0x0000.8000,0x0000.8000],[0x0000.638c,0x0000.2453],
  2664. [0x0000.0000,0x0000.0000],#ffeaf8d5,0x0001.5800,0x0000.18ea);
  2665. MakeTexture();
  2666. store _temp0059;
  2667. load _temp0059;
  2668. MatTexture(0,0,2311);
  2669. MatLight(0,0,0,0,0,#ffd3d3d3,#ffffffff,#ff000000,#00000000,
  2670. 0x0001.7000,1,0x0000.0001);
  2671. MatFinalizer(0,1,0x0002.9100,0x0000.0082,0x0000.0000);
  2672. MatBase(1,17158,2,0,#ffff8080);
  2673. Perlin(2,3,0x0000.8000,0,0,0x0001.0000,0x0001.0000,#ff000000,
  2674. #fff4d8b3);
  2675. GlowRect([0x0000.318b,0x0000.4cf7],[0x0000.3411,0x0000.6d73],
  2676. [0x0000.0000,0x0000.0000],#ffffbe79,0x0001.2e00,0x0000.3b31);
  2677. GlowRect([0x0000.c89e,0x0000.524c],[0x0000.3925,0x0000.6d73],
  2678. [0x0000.0000,0x0000.0000],#ffffbe79,0x0001.2e00,0x0000.3b31);
  2679. GlowRect([0x0000.3bb3,0x0000.bd72],[0x0000.4000,0x0000.0aef],
  2680. [0x0000.0000,0x0000.0000],#ffaa907e,0x0001.b200,0x0000.3b31);
  2681. GlowRect([0x0000.bdb3,0x0000.be76],[0x0000.3f7e,0x0000.09eb],
  2682. [0x0000.0000,0x0000.0000],#ffab8779,0x0001.b200,0x0000.3b31);
  2683. GlowRect([0x0000.8000,0x0000.8000],[0x0000.8c6d,0x0000.8961],
  2684. [0x0000.0000,0x0000.0000],#ffbd9989,0x0000.f38f,0x0000.292a);
  2685. MakeTexture();
  2686. store _temp0060;
  2687. load _temp0060;
  2688. MatTexture(1,0,7);
  2689. MatLight(0,0,0,0,0,#ff3755ff,#ff9c9c9c,#ff000000,#00292929,
  2690. 0x0005.8400,1,0x0000.0001);
  2691. MatFinalizer(1,1,0x0001.cf00,0x0000.0104,0x0000.0000);
  2692. MatTexTrans(0,1,0,[0x0001.0000,0x0001.0000,0x0001.0000],[0x0000.0000,0x0000.0000,0x0000.0000],
  2693. [0x0000.0000,0xfffe.61ff,0x0000.0000]);
  2694. store blue_room_babe_mat_static;
  2695. load blue_room_babe_mat_static;
  2696. MeshMaterial(1,0x0000.0000);
  2697. store _temp0058;
  2698. load _temp0058;
  2699. Scene([0x0001.0000,0x0001.0000,0x0001.0000],[0x0000.0000,0x0000.0000,0x0000.0000],
  2700. [0x0000.0000,0x0000.0000,0x0000.0000]);
  2701. TransScene([0x0000.c527,0x0000.c527,0x0000.c527],[0xffff.febb,0x0000.3921,0x0000.0000],
  2702. [0xffff.e8f9,0x0000.4f51,0xffff.5c40]);
  2703. LightScene([0x0001.0000,0x0001.0000,0x0001.0000],[0x0000.0000,0x0000.0000,0x0000.0000],
  2704. [0xffff.a902,0x0000.0000,0x0001.2100],0,0,0,0x00c9.0000,0x0000.4000,
  2705. 0x0001.0000,0x0001.0000,0x0000.0000,0x0000.4000,#ffdc2a1a,
  2706. #ff000000,#ffffffff);
  2707. AddScene();
  2708. LightScene([0x0001.0000,0x0001.0000,0x0001.0000],[0x0000.0000,0x0000.0000,0x0000.0000],
  2709. [0x0006.a800,0x0000.0000,0xfffa.92ff],0,0,0,0x00c9.0000,0x0000.4000,
  2710. 0x0000.a902,0x0001.0000,0x0000.0000,0x0000.4000,#ff5fffff,
  2711. #ff0000b0,#ffffffff);
  2712. AddScene();
  2713. load walk_scene_room;
  2714. TransScene([0x0004.ff00,0x0001.cc00,0x0004.8400],[0x0000.0000,0x0000.0000,0x0000.0000],
  2715. [0x0000.0000,0x0000.0000,0x0000.0000]);
  2716. AddScene();
  2717. NewMesh(1,19);
  2718. Cube(9,6,14,0);
  2719. SelectRandom(5,123,0x0000.0100,0x0000.0000);
  2720. ExtrudeWK(0x0000.0001,3,4,0x0001.3300,[0x0001.7f00,0x0001.7f00,0x0001.7f00],
  2721. [0x0000.038e,0x0000.49a2,0xffff.ff7e],0);
  2722. CalcNormals(1,0x0000.0000,0);
  2723. CalcNormals(1,0x0000.0000,0);
  2724. Subdivide(0x0000.0000,0x0001.0000,1);
  2725. CalcNormals(1,0x0000.0000,0);
  2726. load blue_room_babe_mat_static;
  2727. MeshMaterial(1,0x0000.0000);
  2728. store _temp0061;
  2729. load _temp0061;
  2730. Scene([0x0001.0000,0x0001.0000,0x0001.0000],[0x0000.0000,0x0000.0000,0x0000.0000],
  2731. [0x0000.0000,0x0000.0000,0x0000.0000]);
  2732. TransScene([0x0002.1100,0x0000.8a4e,0x0002.1600],[0x0000.0000,0xffff.f821,0x0000.0000],
  2733. [0xffff.4f75,0xfffd.76ff,0x0000.1478]);
  2734. AddScene();
  2735. TransScene([0x0001.0000,0x0001.0000,0x0001.0000],[0x0000.0000,0xfffd.73ff,0x0000.0000],
  2736. [0x0000.0000,0x0000.f082,0x0000.0000]);
  2737. LabelScene(39);
  2738. Viewport([0xffff.28aa,0xffff.65fe,0x0002.3700],[0xffff.f321,0x0002.b600,0x0000.0000],
  2739. 0x0001.0000,0,2,#ff000000,0x0001.0000);
  2740. store _temp0057;
  2741. load _temp0057;
  2742. FXNop();
  2743. FXNop();
  2744. FXNop();
  2745. FXNop();
  2746. load _temp0057;
  2747. FXColor(3,#ff900000,2,1,[0x0001.0000,0x0001.0000],0x0000.0000,
  2748. [0x0000.8000,0x0000.8000],0x0000.0000);
  2749. FXBlur8(2,1,0x0001.0a00);
  2750. FXChaosBlur(0x0006.c000,3,3,1,0x0001.2900,1);
  2751. FXColor(3,#ff37d637,2,1,[0x0001.0000,0x0001.0000],0x0000.0000,
  2752. [0x0000.8000,0x0000.8000],0x0001.a300);
  2753. FXMerge(4,0x0000.baeb,[0x0001.0000,0x0001.0000],0x0000.0000,
  2754. [0x0000.8000,0x0000.8000],0,-1);
  2755. load blend_black;
  2756. Layer2D(#ff000000,[0x0000.0012,0x0000.0012,0x0001.0000,0x0001.0000],
  2757. [0x0000.0000,0x0000.0000,0x0001.0000,0x0001.0000],0x0001.0000,
  2758. 2,-1,[0x0001.0000,0x0001.0000],0x0000.0000,[0x0000.8000,0x0000.8000]);
  2759. LabelChain(9,-1);
  2760. load blender;
  2761. Layer2D(#ffffffff,[0x0000.0012,0x0000.0012,0x0001.0000,0x0001.0000],
  2762. [0x0000.0000,0x0000.0000,0x0001.0000,0x0001.0000],0x0001.0000,
  2763. 2,-1,[0x0001.0000,0x0001.0000],0x0000.0000,[0x0000.8000,0x0000.8000]);
  2764. LabelChain(40,-1);
  2765. store blau_raum_fx1;
  2766. FXResetAlloc();
  2767. NewFXChain(0,1,#ff000000);
  2768. Babe("babe.mesh",19,[1,1],0x0000.0000,1);
  2769. Transform(0x0000.0000,[0x0000.3afd,0x0000.3afd,0x0000.3afd],
  2770. [0x0000.0000,0x0000.0000,0x0000.0000],[0x0000.7841,0xfffc.cdff,0x0001.0a00]);
  2771. SelectRandom(5,75,0x0000.0100,0x0000.0080);
  2772. Triangulate(4,0x0000.0000,1);
  2773. BeginRecord();
  2774. ExtrudeWK(0x0000.0001,3,12,0x0000.75d6,[0x0000.f5c4,0x0001.1900,0x0000.fae2],
  2775. [0x0000.0000,0x0000.0000,0x0000.0000],1);
  2776. AnimLabel(13,0);
  2777. load blue_room_babe_mat;
  2778. MeshMaterial(1,0x0000.0001);
  2779. Subdivide(0x0000.0000,0x0001.0000,1);
  2780. CalcNormals(0,0x0000.0000,1);
  2781. load blu;
  2782. MeshMaterial(2,0x0000.0001);
  2783. store _temp0063;
  2784. load _temp0063;
  2785. Scene([0x0001.0000,0x0001.0000,0x0001.0000],[0x0000.0000,0x0000.0000,0x0000.0000],
  2786. [0x0000.0000,0x0000.0000,0x0000.0000]);
  2787. TransScene([0x0000.ab91,0x0000.ab91,0x0000.ab91],[0x0000.0000,0x0000.0000,0x0000.0000],
  2788. [0x0000.0000,0x0000.4286,0x0000.0000]);
  2789. LightScene([0x0001.0000,0x0001.0000,0x0001.0000],[0x0000.0000,0x0000.0000,0x0000.0000],
  2790. [0xffff.a902,0x0000.0000,0x0001.2100],0,0,0,0x00c9.0000,0x0000.4000,
  2791. 0x0000.546f,0x0001.0000,0x0000.0000,0x0000.4000,#ff9d9f8d,
  2792. #ff000000,#ffffffff);
  2793. AddScene();
  2794. LightScene([0x0001.0000,0x0001.0000,0x0001.0000],[0x0000.0000,0x0000.0000,0x0000.0000],
  2795. [0x0006.a800,0x0000.0000,0xfffa.92ff],2,0,0,0x00c9.0000,0x0000.4000,
  2796. 0x0000.7841,0x0001.0000,0x0000.0000,0x0000.4000,#ff5f5fff,
  2797. #ff000000,#ffffffff);
  2798. LabelScene(41);
  2799. AddScene();
  2800. load walk_scene_room;
  2801. TransScene([0x0004.3a00,0x0003.f700,0x0004.9300],[0xffff.87e7,0x0000.0000,0x0000.0000],
  2802. [0x0000.51e0,0x0000.a131,0x0000.bd56]);
  2803. AddScene();
  2804. TransScene([0x0001.0000,0x0001.0000,0x0001.0000],[0x0000.0000,0xfff5.f5ff,0x0000.0000],
  2805. [0x0000.0000,0x0000.f082,0x0000.0000]);
  2806. LabelScene(39);
  2807. Viewport([0x0001.8e00,0x0000.0032,0xfffe.39ff],[0xffff.e30c,0x0005.9400,0x0000.0000],
  2808. 0x0001.0000,0,1,#ff000000,0x0001.0000);
  2809. LabelChain(33,2);
  2810. store _temp0062;
  2811. load _temp0062;
  2812. FXNop();
  2813. FXNop();
  2814. FXNop();
  2815. FXNop();
  2816. load _temp0062;
  2817. FXColor(3,#ff000000,2,1,[0x0001.0000,0x0001.0000],0x0000.0000,
  2818. [0x0000.8000,0x0000.8000],0x0000.0000);
  2819. FXBlur8(2,1,0x0001.0a00);
  2820. FXChaosBlur(0x0006.c000,3,3,1,0x0001.2900,1);
  2821. FXColor(3,#ff27ff25,2,1,[0x0001.0000,0x0001.0000],0x0000.0000,
  2822. [0x0000.8000,0x0000.8000],0x0001.a300);
  2823. FXMerge(4,0x0000.baeb,[0x0001.0000,0x0001.0000],0x0000.0000,
  2824. [0x0000.8000,0x0000.8000],0,-1);
  2825. load blend_black;
  2826. Layer2D(#ff000000,[0x0000.0012,0x0000.0012,0x0001.0000,0x0001.0000],
  2827. [0x0000.0000,0x0000.0000,0x0001.0000,0x0001.0000],0x0001.0000,
  2828. 2,-1,[0x0001.0000,0x0001.0000],0x0000.0000,[0x0000.8000,0x0000.8000]);
  2829. LabelChain(9,-1);
  2830. load blender;
  2831. Layer2D(#ffffffff,[0x0000.0012,0x0000.0012,0x0001.0000,0x0001.0000],
  2832. [0x0000.0000,0x0000.0000,0x0001.0000,0x0001.0000],0x0001.0000,
  2833. 2,-1,[0x0001.0000,0x0001.0000],0x0000.0000,[0x0000.8000,0x0000.8000]);
  2834. LabelChain(40,-1);
  2835. store blau_raum_fx5;
  2836. FXResetAlloc();
  2837. NewFXChain(0,1,#ff000000);
  2838. Babe("babe.mesh",19,[10,3],0x0000.0000,1);
  2839. Transform(0x0000.0000,[0x0000.3afd,0x0000.3afd,0x0000.3afd],
  2840. [0x0000.0000,0x0000.0000,0x0000.0000],[0x0000.7841,0xfffd.2eff,0x0001.0a00]);
  2841. Subdivide(0x0000.0000,0x0001.0000,2);
  2842. CalcNormals(0,0x0000.0000,0);
  2843. load blue_room_babe_mat_static;
  2844. MeshMaterial(1,0x0000.0000);
  2845. store _temp0065;
  2846. load _temp0065;
  2847. Scene([0x0001.0000,0x0001.0000,0x0001.0000],[0x0000.0000,0x0000.0000,0x0000.0000],
  2848. [0x0000.0000,0x0000.0000,0x0000.0000]);
  2849. TransScene([0x0000.c527,0x0000.c527,0x0000.c527],[0x0000.0000,0x0000.0000,0x0000.0000],
  2850. [0x0000.0000,0x0000.598d,0x0000.0000]);
  2851. LabelScene(42);
  2852. LightScene([0x0001.0000,0x0001.0000,0x0001.0000],[0x0000.175c,0xffff.adfd,0x0000.13ce],
  2853. [0x0012.2800,0x000b.3100,0xffe7.cdff],2,0,0,0x00a8.6000,0x0000.fac7,
  2854. 0x0000.70b8,0x0001.0000,0x0000.3ff7,0x0001.0000,#ff8aba7a,
  2855. #ff3b4fff,#ffff0093);
  2856. AddScene();
  2857. LightScene([0x0001.0000,0x0001.0000,0x0001.0000],[0x0000.2a26,0xffff.e20a,0x0000.175c],
  2858. [0x0003.3200,0x0003.4700,0xffff.a673],0,0,0,0x000e.6000,0x0000.fac7,
  2859. 0x0000.8cdd,0x0001.0000,0x0000.3ff7,0x0001.0000,#ffedb17c,
  2860. #ff000000,#ff5f855f);
  2861. AddScene();
  2862. load fightclubraum;
  2863. TransScene([0x0002.db00,0x0002.3000,0x0002.f500],[0xffff.bb31,0x0000.2cb0,0xffff.4e85],
  2864. [0x0000.879b,0x0000.0000,0x0000.0000]);
  2865. AddScene();
  2866. TransScene([0x0001.1100,0x0001.1100,0x0001.1100],[0x0000.0000,0x0000.0000,0x0000.0000],
  2867. [0x0000.0000,0x0000.e8d5,0x0000.0000]);
  2868. Viewport([0x0001.5400,0x0000.985e,0x0000.bf5e],[0x0000.29cc,0x000a.6a00,0x0000.0000],
  2869. 0x0001.0000,0,2,#ff000000,0x0002.4200);
  2870. store _temp0064;
  2871. load _temp0064;
  2872. FXNop();
  2873. FXNop();
  2874. FXNop();
  2875. FXNop();
  2876. load _temp0064;
  2877. FXColor(0,#ff000000,3,1,[0x0001.0000,0x0001.0000],0x0000.0000,
  2878. [0x0000.8000,0x0000.8000],0x0000.0000);
  2879. FXBlur8(3,1,0x0001.6e00);
  2880. FXWideBlur(0x0006.0000,0x0001.0000,3,1,0x0003.3500,0);
  2881. FXColor(3,#ffc48bd7,3,1,[0x0001.0000,0x0001.0000],0x0000.0000,
  2882. [0x0000.8000,0x0000.8000],0xffff.d481);
  2883. FXMerge(0,0x0000.0000,[0x0001.0000,0x0001.0000],0x0000.0000,
  2884. [0x0000.8000,0x0000.8000],1,-1);
  2885. load blender;
  2886. Layer2D(#ffffffff,[0x0000.0012,0x0000.0012,0x0001.0000,0x0001.0000],
  2887. [0x0000.0000,0x0000.0000,0x0001.0000,0x0001.0000],0x0001.0000,
  2888. 2,-1,[0x0001.0000,0x0001.0000],0x0000.0000,[0x0000.8000,0x0000.8000]);
  2889. LabelChain(9,-1);
  2890. store start004;
  2891. FXResetAlloc();
  2892. NewFXChain(0,1,#ff000000);
  2893. Babe("babe.mesh",19,[3,3],0x0000.0000,1);
  2894. Transform(0x0000.0000,[0x0000.3afd,0x0000.3afd,0x0000.3afd],
  2895. [0x0000.0000,0x0000.0000,0x0000.0000],[0x0000.7841,0xfffd.2eff,0x0001.0a00]);
  2896. Subdivide(0x0000.0000,0x0001.0000,2);
  2897. CalcNormals(0,0x0000.0000,0);
  2898. load blue_room_babe_mat_static;
  2899. MeshMaterial(1,0x0000.0000);
  2900. store _temp0067;
  2901. load _temp0067;
  2902. Scene([0x0001.0000,0x0001.0000,0x0001.0000],[0x0000.0000,0x0000.0000,0x0000.0000],
  2903. [0x0000.0000,0x0000.0000,0x0000.0000]);
  2904. TransScene([0x0000.c527,0x0000.c527,0x0000.c527],[0x0000.0000,0x0000.0000,0x0000.0000],
  2905. [0x0000.0000,0x0000.598d,0x0000.0000]);
  2906. LabelScene(43);
  2907. LightScene([0x0001.0000,0x0001.0000,0x0001.0000],[0x0000.2a26,0xffff.e20a,0x0000.13ce],
  2908. [0x0012.2800,0x000b.3100,0xffe7.cdff],0,0,0,0x00a8.6000,0x0000.fac7,
  2909. 0x0000.7865,0x0001.0000,0x0000.3ff7,0x0001.0000,#ffd08bc8,
  2910. #ff454492,#ff95a695);
  2911. AddScene();
  2912. LightScene([0x0001.0000,0x0001.0000,0x0001.0000],[0x0000.2a26,0xffff.e20a,0x0000.175c],
  2913. [0x0003.3200,0x0003.4700,0xffff.a673],0,0,0,0x000e.6000,0x0000.fac7,
  2914. 0x0000.75d6,0x0001.0000,0x0000.3ff7,0x0001.0000,#ffff637c,
  2915. #ff000000,#ffa85f5f);
  2916. AddScene();
  2917. load fightclubraum;
  2918. TransScene([0x0004.1b00,0x000a.9000,0x000e.b800],[0x0000.5348,0x0000.1d33,0xffff.ae7f],
  2919. [0x0000.879b,0x0000.0000,0x0000.0000]);
  2920. AddScene();
  2921. TransScene([0x0001.1100,0x0001.1100,0x0001.1100],[0x0000.0000,0x0000.0000,0x0000.0000],
  2922. [0x0000.0000,0x0000.f082,0x0000.0000]);
  2923. Viewport([0x0001.2800,0x0001.3200,0xffff.0d0f],[0x0000.5069,0x0005.7d00,0x0000.0000],
  2924. 0x0001.0000,0,2,#ff000000,0x0001.f300);
  2925. store _temp0066;
  2926. load _temp0066;
  2927. FXNop();
  2928. FXNop();
  2929. FXNop();
  2930. FXNop();
  2931. load _temp0066;
  2932. FXColor(0,#ff000000,3,1,[0x0001.0000,0x0001.0000],0x0000.0000,
  2933. [0x0000.8000,0x0000.8000],0x0000.0000);
  2934. FXBlur8(3,1,0x0001.6e00);
  2935. FXWideBlur(0x0006.0000,0x0001.0000,3,1,0x0003.3500,0);
  2936. FXColor(3,#ffc48bd7,3,1,[0x0001.0000,0x0001.0000],0x0000.0000,
  2937. [0x0000.8000,0x0000.8000],0xffff.d99f);
  2938. FXMerge(0,0x0000.b5cd,[0x0001.0000,0x0001.0000],0x0000.0000,
  2939. [0x0000.8000,0x0000.8000],0,-1);
  2940. load blender;
  2941. Layer2D(#ffffffff,[0x0000.0012,0x0000.0012,0x0001.0000,0x0001.0000],
  2942. [0x0000.0000,0x0000.0000,0x0001.0000,0x0001.0000],0x0001.0000,
  2943. 2,-1,[0x0001.0000,0x0001.0000],0x0000.0000,[0x0000.8000,0x0000.8000]);
  2944. LabelChain(9,-1);
  2945. store start003;
  2946. FXResetAlloc();
  2947. NewFXChain(0,1,#ff000000);
  2948. Babe("babe.mesh",19,[4,4],0x0000.0000,1);
  2949. Transform(0x0000.0000,[0x0000.3afd,0x0000.3afd,0x0000.3afd],
  2950. [0x0000.0000,0x0000.0000,0x0000.0000],[0x0000.7841,0xfffd.2eff,0x0001.0a00]);
  2951. Subdivide(0x0000.0000,0x0001.0000,2);
  2952. CalcNormals(0,0x0000.0000,0);
  2953. load blue_room_babe_mat_static;
  2954. MeshMaterial(1,0x0000.0000);
  2955. store _temp0069;
  2956. load _temp0069;
  2957. Scene([0x0001.0000,0x0001.0000,0x0001.0000],[0x0000.0000,0x0000.0000,0x0000.0000],
  2958. [0x0000.0000,0x0000.0000,0x0000.0000]);
  2959. TransScene([0x0000.c527,0x0000.c527,0x0000.c527],[0x0000.0000,0x0000.0000,0x0000.0000],
  2960. [0x0000.0000,0x0000.598d,0x0000.0000]);
  2961. LabelScene(44);
  2962. LightScene([0x0001.0000,0x0001.0000,0x0001.0000],[0xffff.d823,0x0000.3511,0x0001.4700],
  2963. [0x0012.2800,0x000a.3c00,0xffe7.cdff],2,0,0,0x00a8.6000,0x0000.fac7,
  2964. 0x0000.c7b6,0x0001.0000,0x0000.3ff7,0x0001.0000,#ffc05aff,
  2965. #ff293729,#ffa1b2c0);
  2966. AddScene();
  2967. LightScene([0x0001.0000,0x0001.0000,0x0001.0000],[0x0000.09a6,0x0000.7f76,0x0000.991b],
  2968. [0x0003.3200,0x0003.4700,0xffff.a673],2,0,0,0x000e.6000,0x0000.fac7,
  2969. 0x0000.91fb,0x0001.0000,0x0000.3ff7,0x0001.0000,#ff87637c,
  2970. #ff1f0036,#ffdc0004);
  2971. AddScene();
  2972. load fightclubraum;
  2973. TransScene([0x000e.3e00,0x000c.a400,0x000e.3e00],[0x0000.0fff,0xffff.ff7e,0xffff.ae7f],
  2974. [0x0000.879b,0x0000.0000,0x0000.0000]);
  2975. AddScene();
  2976. TransScene([0x0001.1100,0x0001.1100,0x0001.1100],[0x0000.0000,0x0000.0000,0x0000.0000],
  2977. [0x0000.0000,0x0000.f082,0x0000.0000]);
  2978. Viewport([0x0000.b3d1,0x0001.8100,0x0001.1700],[0x0000.19bb,0x0003.ae00,0x0000.0000],
  2979. 0x0001.0000,0,2,#ff000000,0x0001.f300);
  2980. store _temp0068;
  2981. load _temp0068;
  2982. FXNop();
  2983. FXNop();
  2984. FXNop();
  2985. FXNop();
  2986. load _temp0068;
  2987. FXColor(0,#ff000000,3,1,[0x0001.0000,0x0001.0000],0x0000.0000,
  2988. [0x0000.8000,0x0000.8000],0x0000.0000);
  2989. FXBlur8(3,1,0x0001.6e00);
  2990. FXWideBlur(0x0006.0000,0x0001.0000,3,1,0x0003.3500,0);
  2991. FXColor(3,#ffbf86d2,3,1,[0x0001.0000,0x0001.0000],0x0000.0000,
  2992. [0x0000.8000,0x0000.8000],0xffff.a3e4);
  2993. FXMerge(0,0x0000.b5cd,[0x0001.0000,0x0001.0000],0x0000.0000,
  2994. [0x0000.8000,0x0000.8000],0,-1);
  2995. load blender;
  2996. Layer2D(#ffffffff,[0x0000.0012,0x0000.0012,0x0001.0000,0x0001.0000],
  2997. [0x0000.0000,0x0000.0000,0x0001.0000,0x0001.0000],0x0001.0000,
  2998. 2,-1,[0x0001.0000,0x0001.0000],0x0000.0000,[0x0000.8000,0x0000.8000]);
  2999. LabelChain(9,-1);
  3000. store start01;
  3001. FXResetAlloc();
  3002. NewFXChain(0,1,#ff000000);
  3003. Babe("babe.mesh",19,[5,5],0x0000.0000,1);
  3004. Transform(0x0000.0000,[0x0000.3afd,0x0000.3afd,0x0000.3afd],
  3005. [0x0000.0000,0x0000.0000,0x0000.0000],[0x0000.7841,0xfffd.2eff,0x0001.0a00]);
  3006. Subdivide(0x0000.0000,0x0001.0000,2);
  3007. CalcNormals(0,0x0000.0000,0);
  3008. load blue_room_babe_mat_static;
  3009. MeshMaterial(1,0x0000.0000);
  3010. store _temp0071;
  3011. load _temp0071;
  3012. Scene([0x0001.0000,0x0001.0000,0x0001.0000],[0x0000.0000,0x0000.0000,0x0000.0000],
  3013. [0x0000.0000,0x0000.0000,0x0000.0000]);
  3014. TransScene([0x0000.c527,0x0000.c527,0x0000.c527],[0x0000.0000,0x0000.0000,0x0000.0000],
  3015. [0x0000.0000,0x0000.598d,0x0000.0000]);
  3016. LabelScene(45);
  3017. LightScene([0x0001.0000,0x0001.0000,0x0001.0000],[0x0000.0a28,0xffff.ddfa,0x0000.0fbe],
  3018. [0xffef.61ff,0x0008.f400,0x0009.6200],0,0,0,0x0022.6000,0x0000.fac7,
  3019. 0x0000.4539,0x0001.0000,0x0000.3ff7,0x0001.0000,#ff398ef5,
  3020. #ff4f5aa8,#ffffffff);
  3021. AddScene();
  3022. LightScene([0x0001.0000,0x0001.0000,0x0001.0000],[0xffff.bcb7,0xffff.ddfa,0x0000.134c],
  3023. [0x0007.6a00,0xfffd.69ff,0xffff.a673],0,0,0,0x000e.6000,0x0000.fac7,
  3024. 0x0000.b33e,0x0001.0000,0x0000.3ff7,0x0001.0000,#ff7467ff,
  3025. #ffad1f38,#ff94a6d3);
  3026. AddScene();
  3027. load fightclubraum;
  3028. TransScene([0x0001.c700,0x0001.c700,0x0001.c700],[0x0000.960f,0x0001.3f00,0xffff.77e8],
  3029. [0x0000.0000,0x0000.0000,0x0000.0000]);
  3030. AddScene();
  3031. TransScene([0x0001.1100,0x0001.1100,0x0001.1100],[0x0000.0000,0x0000.0000,0x0000.0000],
  3032. [0x0000.0000,0x0000.f082,0x0000.0000]);
  3033. Viewport([0x0000.7a88,0x0001.bc00,0x0000.8a31],[0x0000.303e,0x0003.f500,0x0000.0000],
  3034. 0x0001.0000,0,2,#ff000000,0x0001.f300);
  3035. store _temp0070;
  3036. load _temp0070;
  3037. FXNop();
  3038. FXNop();
  3039. FXNop();
  3040. FXNop();
  3041. load _temp0070;
  3042. FXColor(0,#ff0b0000,3,1,[0x0001.0000,0x0001.0000],0x0000.0000,
  3043. [0x0000.8000,0x0000.8000],0x0000.0000);
  3044. FXBlur8(3,1,0x0001.bd00);
  3045. FXWideBlur(0x0006.0000,0x0001.0000,3,1,0x0002.5b00,0);
  3046. FXColor(3,#ffc8659f,3,1,[0x0001.0000,0x0001.0000],0x0000.0000,
  3047. [0x0000.8000,0x0000.8000],0x0000.dbe6);
  3048. FXMerge(0,0x0000.b5cd,[0x0001.0000,0x0001.0000],0x0000.0000,
  3049. [0x0000.8000,0x0000.8000],0,-1);
  3050. load blender;
  3051. Layer2D(#ffffffff,[0x0000.0012,0x0000.0012,0x0001.0000,0x0001.0000],
  3052. [0x0000.0000,0x0000.0000,0x0001.0000,0x0001.0000],0x0001.0000,
  3053. 2,-1,[0x0001.0000,0x0001.0000],0x0000.0000,[0x0000.8000,0x0000.8000]);
  3054. LabelChain(9,-1);
  3055. store start02;
  3056. FXResetAlloc();
  3057. NewFXChain(0,1,#ff000000);
  3058. load daten;
  3059. TransScene([0x0001.7000,0x0001.7000,0x0001.7000],[0x0000.3f39,0x0000.5613,0xffff.fefc],
  3060. [0xffde.e5ff,0x0000.07ad,0x0013.fd00]);
  3061. LabelScene(5);
  3062. load daten;
  3063. TransScene([0x0001.7000,0x0001.7000,0x0001.7000],[0x0000.3f39,0x0000.5695,0x0000.0000],
  3064. [0x0000.0000,0x0000.0000,0x0000.0000]);
  3065. LabelScene(4);
  3066. AddScene();
  3067. LightScene([0x0001.0000,0x0001.0000,0x0001.0000],[0x0000.b9dc,0x0000.138d,0xffff.3f08],
  3068. [0x0013.3f00,0xfff8.18ff,0x000a.2f00],2,0,0,0x0100.0000,0x0000.fac7,
  3069. 0x0001.0a00,0x0001.0000,0x0000.3ff7,0x0001.0000,#ff50ffff,
  3070. #ff29748b,#ff636bae);
  3071. AddScene();
  3072. LightScene([0x0001.0000,0x0001.0000,0x0001.0000],[0x0000.2b6b,0xffff.dcf6,0x0000.0fbe],
  3073. [0xffd4.36ff,0x0011.e600,0x0008.f700],0,0,0,0x0100.0000,0x0000.fac7,
  3074. 0x0001.0400,0x0001.0000,0x0000.3ff7,0x0001.0000,#ff5e37cb,
  3075. #ff140314,#ff20251e);
  3076. AddScene();
  3077. LightScene([0x0001.0000,0x0001.0000,0x0001.0000],[0x0000.2616,0xffff.ddfa,0x0000.0fbe],
  3078. [0x0000.c792,0xffff.87bf,0xffff.35df],0,0,0,0x0100.0000,0x0000.fac7,
  3079. 0x0000.0f5a,0x0001.0000,0x0000.3ff7,0x0001.0000,#ffff9cb4,
  3080. #ff04151b,#ffecffff);
  3081. AddScene();
  3082. load walk_scene_room;
  3083. TransScene([0x0032.7300,0x0002.c700,0x0002.5900],[0xffff.0565,0xfffe.93ff,0x0000.0104],
  3084. [0x0000.7fee,0xfffd.21ff,0xfffc.e1ff]);
  3085. LabelScene(46);
  3086. AddScene();
  3087. TransScene([0x0001.0000,0x0001.0000,0x0001.0000],[0x0000.0000,0x0000.0000,0x0000.0000],
  3088. [0x0000.0000,0x0000.0000,0x0000.0000]);
  3089. LabelScene(22);
  3090. Viewport([0xfff9.a7ff,0x0003.3100,0xffff.32a9],[0x0000.7704,0x0001.7100,0x0000.0000],
  3091. 0x0001.0000,4,1,#ff000000,0x0001.0000);
  3092. LabelChain(47,2);
  3093. store _temp0072;
  3094. load _temp0072;
  3095. FXNop();
  3096. FXNop();
  3097. FXNop();
  3098. FXNop();
  3099. load _temp0072;
  3100. FXColor(0,#ff0b0000,2,1,[0x0001.0000,0x0001.0000],0x0000.0000,
  3101. [0x0000.8000,0x0000.8000],0x0000.0000);
  3102. FXChaosBlur(0x000c.0000,3,2,1,0x0001.1100,1);
  3103. FXBlur8(2,1,0x0001.bd00);
  3104. FXColor(3,#ffc8659f,2,1,[0x0001.0000,0x0001.0000],0x0000.0000,
  3105. [0x0000.8000,0x0000.8000],0x0000.dbe6);
  3106. FXMerge(0,0x0000.b5cd,[0x0001.0000,0x0001.0000],0x0000.0000,
  3107. [0x0000.8000,0x0000.8000],0,-1);
  3108. load blender;
  3109. Layer2D(#ffffffff,[0x0000.0012,0x0000.0012,0x0001.0000,0x0001.0000],
  3110. [0x0000.0000,0x0000.0000,0x0001.0000,0x0001.0000],0x0001.0000,
  3111. 2,-1,[0x0001.0000,0x0001.0000],0x0000.0000,[0x0000.8000,0x0000.8000]);
  3112. LabelChain(9,-1);
  3113. store start;
  3114. FXResetAlloc();
  3115. NewFXChain(0,1,#ff000000);
  3116. Babe("babe.mesh",43,[19,23],0x0000.0000,0);
  3117. AnimLabel(11,0);
  3118. Transform(0x0000.0000,[0x0000.3afd,0x0000.3afd,0x0000.3afd],
  3119. [0x0000.0000,0x0000.0000,0x0000.0000],[0x0000.1eb4,0xfffd.29ff,0x0000.91d7]);
  3120. SelectRandom(0,80,0x0000.0100,0x0000.0080);
  3121. Triangulate(4,0x0000.0000,0);
  3122. ExtrudeWK(0x0000.0001,3,9,0x0006.8c00,[0x0001.3f00,0x0001.8c00,0x0000.e8f9],
  3123. [0x0000.3309,0x0001.0200,0x0000.1aea],1);
  3124. Subdivide(0x0000.0000,0x0001.0000,1);
  3125. CalcNormals(0,0x0000.0000,0);
  3126. load blue_room_babe_mat;
  3127. MeshMaterial(1,0x0000.0000);
  3128. store _temp0074;
  3129. load _temp0074;
  3130. Scene([0x0001.0000,0x0001.0000,0x0001.0000],[0x0000.0000,0x0000.0000,0x0000.0000],
  3131. [0x0000.0000,0x0000.0000,0x0000.0000]);
  3132. TransScene([0x0000.ae20,0x0000.ae20,0x0000.ae20],[0x0000.0000,0xfffd.aeff,0x0000.0000],
  3133. [0x0000.0000,0xffff.70b8,0x0000.0000]);
  3134. LabelScene(48);
  3135. LightScene([0x0001.0000,0x0001.0000,0x0001.0000],[0x0000.3a66,0xffff.ddfa,0x0000.0fbe],
  3136. [0x0000.8a2a,0xfffd.f3ff,0xffff.35df],0,0,0,0x0100.0000,0x0000.c79b,
  3137. 0x0001.e300,0x0001.0000,0x0000.3ff7,0x0001.0000,#ff2059ff,
  3138. #ff003a00,#ffffffff);
  3139. AddScene();
  3140. LightScene([0x0001.0000,0x0001.0000,0x0001.0000],[0x0000.cadf,0x0000.640a,0x0000.82c3],
  3141. [0x0000.8a2a,0x0000.309d,0xffff.35df],2,0,0,0x0100.0000,0x0000.4000,
  3142. 0x0000.9ea2,0x0001.0000,0x0000.3ff7,0x0001.0000,#ffff0000,
  3143. #ff9c00ff,#ff00ffff);
  3144. AddScene();
  3145. NewMesh(0,0);
  3146. Cube(9,3,8,1);
  3147. NewMaterial();
  3148. MatBase(1,8452,4,0,#ffff8080);
  3149. Flat(#00000000);
  3150. GlowRect([0x0000.b142,0x0000.6f3e],[0x0000.27a0,0x0000.2822],
  3151. [0x0000.0000,0x0000.0000],#ff40603e,0x0002.cf00,0x0000.3929);
  3152. MakeTexture();
  3153. store _temp0076;
  3154. load _temp0076;
  3155. MatTexture(1,0,7);
  3156. MatFinalizer(1,3,0x0000.9281,0x0000.6d33,0x0000.0000);
  3157. store glow2;
  3158. load glow2;
  3159. MeshMaterial(1,0x0000.0000);
  3160. Transform(0x0000.0000,[0x0004.3700,0xfffb.52ff,0x0002.e800],
  3161. [0x0000.08e3,0x0000.1450,0x0000.0000],[0x0000.0000,0x0000.0000,0x0000.0000]);
  3162. store _temp0075;
  3163. load _temp0075;
  3164. Scene([0x0001.0000,0x0001.0000,0x0001.0000],[0x0000.0000,0x0000.0000,0x0000.0000],
  3165. [0x0000.0000,0x0000.0000,0x0000.0000]);
  3166. AddScene();
  3167. TransScene([0x0001.0000,0x0001.0000,0x0001.0000],[0x0000.0000,0x0000.0000,0x0000.0000],
  3168. [0x0000.0000,0x0000.8cb9,0x0000.0000]);
  3169. Viewport([0x0001.b900,0x0001.2e00,0xfffe.deff],[0xffff.78c2,0x0005.5700,0x0000.b089],
  3170. 0x0001.0000,0,1,#ff000000,0x0001.0000);
  3171. LabelChain(15,2);
  3172. store _temp0073;
  3173. load _temp0073;
  3174. FXNop();
  3175. FXNop();
  3176. FXNop();
  3177. FXNop();
  3178. load _temp0073;
  3179. FXColor(0,#ff000000,2,1,[0x0001.0000,0x0001.0000],0x0000.0000,
  3180. [0x0000.8000,0x0000.8000],0x0000.0000);
  3181. FXBlur8(2,1,0x0001.6100);
  3182. FXWideBlur(0x0008.0000,0x0004.1900,2,1,0x0001.df00,1);
  3183. FXColor(1,#ff52356c,2,1,[0x0001.0000,0x0001.0000],0x0000.0000,
  3184. [0x0000.8000,0x0000.8000],0x0003.0000);
  3185. FXMerge(4,0x0000.c298,[0x0001.0000,0x0001.0000],0x0000.0000,
  3186. [0x0000.8000,0x0000.8000],0,-1);
  3187. load blender;
  3188. Layer2D(#ffffffff,[0x0000.0012,0x0000.0012,0x0001.0000,0x0001.0000],
  3189. [0x0000.0000,0x0000.0000,0x0001.0000,0x0001.0000],0x0001.0000,
  3190. 2,-1,[0x0001.0000,0x0001.0000],0x0000.0000,[0x0000.8000,0x0000.8000]);
  3191. LabelChain(9,-1);
  3192. load blender_white;
  3193. Layer2D(#ff000000,[0x0000.0012,0x0000.0012,0x0001.0000,0x0001.0000],
  3194. [0x0000.0000,0x0000.0000,0x0001.0000,0x0001.0000],0x0001.0000,
  3195. 2,-1,[0x0001.0000,0x0001.0000],0x0000.0000,[0x0000.8000,0x0000.8000]);
  3196. LabelChain(29,-1);
  3197. store blau_raum_fx0;
  3198. FXResetAlloc();
  3199. NewFXChain(0,1,#ff000000);
  3200. NewMesh(0,0);
  3201. Cube(4,4,4,1);
  3202. load glow2;
  3203. MeshMaterial(1,0x0000.0000);
  3204. Transform(0x0000.0000,[0x0004.3700,0xfffb.52ff,0x0002.e800],
  3205. [0x0000.08e3,0x0000.1450,0x0000.0000],[0x0000.0000,0x0000.0000,0x0000.0000]);
  3206. store _temp0078;
  3207. load _temp0078;
  3208. Scene([0x0001.0000,0x0001.0000,0x0001.0000],[0x0000.0000,0x0000.0000,0x0000.0000],
  3209. [0x0000.0000,0x0000.0000,0x0000.0000]);
  3210. LightScene([0x0001.0000,0x0001.0000,0x0001.0000],[0x0000.3a66,0x0000.375a,0x0000.4cae],
  3211. [0x0008.da00,0xfffb.b6ff,0xfffe.69ff],0,0,0,0x0100.0000,0x0000.c79b,
  3212. 0x0001.2600,0x0001.0000,0x0000.3ff7,0x0001.0000,#ff2059ff,
  3213. #ff003a00,#ffffffff);
  3214. AddScene();
  3215. LightScene([0x0001.0000,0x0001.0000,0x0001.0000],[0x0000.d138,0x0000.640a,0x0000.7aa3],
  3216. [0x0000.8a2a,0x0000.309d,0xffff.35df],2,0,0,0x0100.0000,0x0000.4000,
  3217. 0x0001.8700,0x0001.0000,0x0000.3ff7,0x0001.0000,#ff6000ff,
  3218. #ff0000ff,#ff00ffff);
  3219. AddScene();
  3220. Babe("babe.mesh",43,[8,9],0x0000.0000,0);
  3221. AnimLabel(11,0);
  3222. Transform(0x0000.0000,[0x0000.3afd,0x0000.3afd,0x0000.3afd],
  3223. [0x0000.0000,0x0000.0000,0x0000.0000],[0x0000.1eb4,0xfffd.29ff,0x0000.91d7]);
  3224. Triangulate(4,0x0000.0000,0);
  3225. CalcNormals(0,0x0000.0000,1);
  3226. SelectRandom(0,69,0x0000.0100,0x0000.0080);
  3227. load blu;
  3228. MeshMaterial(1,0x0000.0001);
  3229. ExtrudeWK(0x0000.0001,0,2,0x0000.ae20,[0x0000.e8f9,0x0000.e8f9,0x0000.e8f9],
  3230. [0x0000.1658,0xffff.fa29,0x0000.0186],0);
  3231. Subdivide(0x0000.0000,0x0001.0000,0);
  3232. CalcNormals(0,0x0000.0000,0);
  3233. NewMaterial();
  3234. MatBase(1,8452,4,0,#ffff8080);
  3235. Flat(#00000000);
  3236. GlowRect([0x0000.9b2b,0x0000.7b2d],[0x0000.3f7e,0x0000.4000],
  3237. [0x0000.0041,0x0000.0000],#ff6262ff,0x0001.2500,0x0000.1ec1);
  3238. Text([0xffff.fb62,0x0000.478e],0x0000.62fa,0x0000.275b,#ff6493ff,
  3239. ".oO3o.");
  3240. MakeTexture();
  3241. store _temp0080;
  3242. load _temp0080;
  3243. MatTexture(1,0,7);
  3244. MatFinalizer(1,3,0x0000.eebc,0x0000.40c4,0x0000.0000);
  3245. store glow;
  3246. load glow;
  3247. MeshMaterial(2,0x0000.0001);
  3248. store _temp0079;
  3249. load _temp0079;
  3250. Scene([0x0001.0000,0x0001.0000,0x0001.0000],[0x0000.0000,0x0000.0000,0x0000.0000],
  3251. [0x0000.0000,0x0000.0000,0x0000.0000]);
  3252. TransScene([0x0000.ae20,0x0000.ae20,0x0000.ae20],[0x0000.0000,0x0000.0000,0x0000.0000],
  3253. [0x0000.0000,0xffff.70b8,0x0000.0000]);
  3254. LabelScene(48);
  3255. AddScene();
  3256. TransScene([0x0001.0000,0x0001.0000,0x0001.0000],[0x0000.0000,0x0000.0000,0x0000.0000],
  3257. [0x0000.0000,0x0000.8cb9,0x0000.0000]);
  3258. Viewport([0x0001.7600,0x0000.7a91,0xfffe.adff],[0xffff.e2ec,0xfff2.74ff,0x0000.b087],
  3259. 0x0001.0000,0,1,#ff000000,0x0001.0000);
  3260. LabelChain(15,2);
  3261. store _temp0077;
  3262. load _temp0077;
  3263. FXNop();
  3264. FXNop();
  3265. FXNop();
  3266. FXNop();
  3267. load _temp0077;
  3268. FXColor(0,#ff000000,2,1,[0x0001.0000,0x0001.0000],0x0000.0000,
  3269. [0x0000.8000,0x0000.8000],0x0000.0000);
  3270. FXBlur8(2,1,0x0001.3d00);
  3271. FXWideBlur(0x0008.1900,0x0004.0000,2,1,0x0002.2600,1);
  3272. FXColor(1,#ff52356c,2,1,[0x0001.0000,0x0001.0000],0x0000.0000,
  3273. [0x0000.8000,0x0000.8000],0x0003.0000);
  3274. FXMerge(4,0x0000.c298,[0x0001.0000,0x0001.0000],0x0000.0000,
  3275. [0x0000.8000,0x0000.8000],0,-1);
  3276. load blender;
  3277. Layer2D(#ffffffff,[0x0000.0012,0x0000.0012,0x0001.0000,0x0001.0000],
  3278. [0x0000.0000,0x0000.0000,0x0001.0000,0x0001.0000],0x0001.0000,
  3279. 2,-1,[0x0001.0000,0x0001.0000],0x0000.0000,[0x0000.8000,0x0000.8000]);
  3280. LabelChain(9,-1);
  3281. load blender_white;
  3282. Layer2D(#ff000000,[0x0000.0012,0x0000.0012,0x0001.0000,0x0001.0000],
  3283. [0x0000.0000,0x0000.0000,0x0001.0000,0x0001.0000],0x0001.0000,
  3284. 2,-1,[0x0001.0000,0x0001.0000],0x0000.0000,[0x0000.8000,0x0000.8000]);
  3285. LabelChain(29,-1);
  3286. store blau_raum_fxs;
  3287. }
  3288. scene start02_start02_anim;
  3289. spline Spline_0;
  3290. fxchain start02_blend;
  3291. spline Spline_1;
  3292. matrix start02_anim030;
  3293. spline Spline_2;
  3294. scene start01_start01_anim;
  3295. spline Spline_3;
  3296. fxchain start01_blend;
  3297. spline Spline_4;
  3298. matrix start01_anim030;
  3299. spline Spline_5;
  3300. scene start003_start003_anim;
  3301. spline Spline_6;
  3302. fxchain start003_blend;
  3303. spline Spline_7;
  3304. matrix start003_anim030;
  3305. spline Spline_8;
  3306. scene start004_start004_anim;
  3307. spline Spline_9;
  3308. spline Spline_10;
  3309. fxchain start004_blend;
  3310. spline Spline_11;
  3311. matrix start004_anim030;
  3312. spline Spline_12;
  3313. fxchain bunt_blend;
  3314. spline Spline_13;
  3315. scene bunt_blubber;
  3316. spline Spline_14;
  3317. scene start_start_raum;
  3318. spline Spline_15;
  3319. fxchain start_start_cam;
  3320. spline Spline_16;
  3321. fxchain start_blend;
  3322. spline Spline_17;
  3323. scene start_daten1;
  3324. spline Spline_18;
  3325. scene start_daten2;
  3326. spline Spline_19;
  3327. meshanim walk_scene_fx1_babe_walk;
  3328. spline Spline_20;
  3329. fxchain walk_scene_fx1_blend;
  3330. spline Spline_21;
  3331. scene walk_scene_fx1_walk_scene_glitter;
  3332. spline Spline_22;
  3333. fxchain walk_scene_fx1_scroll;
  3334. spline Spline_23;
  3335. fxchain walk_scene_fx1_blend_black;
  3336. spline Spline_24;
  3337. meshanim walk_scene_fx2_babe_walk;
  3338. spline Spline_25;
  3339. scene walk_scene_fx2_rock;
  3340. spline Spline_26;
  3341. fxchain walk_scene_fx2_blend;
  3342. spline Spline_27;
  3343. fxchain walk_scene_fx2_scroll;
  3344. spline Spline_28;
  3345. meshanim walk_scene_fx2_extrude;
  3346. spline Spline_29;
  3347. spline Spline_30;
  3348. spline Spline_31;
  3349. scene rotate_josie_fx_rotate_josie;
  3350. spline Spline_32;
  3351. scene rotate_josie_fx_rotate_josie_raum;
  3352. spline Spline_33;
  3353. fxchain rotate_josie_fx_scroll;
  3354. spline Spline_34;
  3355. spline Spline_35;
  3356. fxchain rotate_josie_fx_blend;
  3357. spline Spline_36;
  3358. scene rotate_josie_fx_daten1;
  3359. spline Spline_37;
  3360. scene rotate_josie_fx_daten2;
  3361. spline Spline_38;
  3362. scene bday_walk_room_anim;
  3363. spline Spline_39;
  3364. scene bday_starmove;
  3365. spline Spline_40;
  3366. fxchain bday_blend;
  3367. spline Spline_41;
  3368. meshanim bday_extrude;
  3369. spline Spline_42;
  3370. spline Spline_43;
  3371. meshanim blau_raum_fxs_babe_walk;
  3372. spline Spline_44;
  3373. fxchain blau_raum_fxs_scroll;
  3374. spline Spline_45;
  3375. fxchain blau_raum_fxs_blend;
  3376. spline Spline_46;
  3377. meshanim zusammenbruch_babe_walk;
  3378. spline Spline_47;
  3379. scene zusammenbruch_walk_room_anim;
  3380. spline Spline_48;
  3381. scene blau_raum_fx0_rot_baby;
  3382. spline Spline_49;
  3383. spline Spline_50;
  3384. fxchain blau_raum_fx0_blend;
  3385. spline Spline_51;
  3386. spline Spline_52;
  3387. fxchain blau_raum_fx0_blend2;
  3388. spline Spline_53;
  3389. fxchain blau_raum_fx0_scroll;
  3390. spline Spline_54;
  3391. meshanim blau_raum_fx0_babe_walk;
  3392. spline Spline_55;
  3393. scene water_wat_cam;
  3394. spline Spline_56;
  3395. meshanim water_wat_perl1;
  3396. spline Spline_57;
  3397. meshanim water_wat_perl2;
  3398. spline Spline_58;
  3399. meshanim water_wat_bab;
  3400. spline Spline_59;
  3401. spline Spline_60;
  3402. meshanim water_wat_extr1;
  3403. spline Spline_61;
  3404. spline Spline_62;
  3405. fxchain water_blend;
  3406. spline Spline_63;
  3407. scene water_starmove;
  3408. spline Spline_64;
  3409. spline Spline_65;
  3410. spline Spline_66;
  3411. scene blau_raum_fx8_2_fx8_josie;
  3412. spline Spline_67;
  3413. spline Spline_68;
  3414. scene blau_raum_fx8_2_schweb_raum;
  3415. spline Spline_69;
  3416. fxchain blau_raum_fx8_2_blend;
  3417. spline Spline_70;
  3418. fxchain blau_raum_fx8_2_blend2;
  3419. spline Spline_71;
  3420. meshanim blau_raum_fx9_open_heart;
  3421. spline Spline_72;
  3422. scene blau_raum_fx9_daten1;
  3423. spline Spline_73;
  3424. scene blau_raum_fx9_daten2;
  3425. spline Spline_74;
  3426. scene blau_raum_fx9_light;
  3427. spline Spline_75;
  3428. spline Spline_76;
  3429. meshanim zusammenbruch2_babe_walk;
  3430. spline Spline_77;
  3431. scene zusammenbruch2_walk_room_anim;
  3432. spline Spline_78;
  3433. fxchain zusammenbruch2_cam;
  3434. spline Spline_79;
  3435. spline Spline_80;
  3436. fxchain zusammenbruch2_blend;
  3437. spline Spline_81;
  3438. scene blau_raum_fx8_schweb_raum;
  3439. spline Spline_82;
  3440. scene blau_raum_fx8_fx8_josie;
  3441. spline Spline_83;
  3442. spline Spline_84;
  3443. fxchain blau_raum_fx8_blend;
  3444. spline Spline_85;
  3445. fxchain blau_raum_fx8_scroll;
  3446. spline Spline_86;
  3447. fxchain real_end_blend;
  3448. spline Spline_87;
  3449. meshanim real_end_end_rot;
  3450. spline Spline_88;
  3451. scene blau_raum_fx5_schwimm;
  3452. spline Spline_89;
  3453. meshanim blau_raum_fx5_extrude;
  3454. spline Spline_90;
  3455. spline Spline_91;
  3456. fxchain blau_raum_fx5_cam;
  3457. spline Spline_92;
  3458. scene blau_raum_fx5_licht;
  3459. spline Spline_93;
  3460. fxchain blau_raum_fx5_blend_white;
  3461. spline Spline_94;
  3462. fxchain blau_raum_fx5_blend;
  3463. spline Spline_95;
  3464. meshanim zusammenbruch3_babe_walk;
  3465. spline Spline_96;
  3466. scene zusammenbruch3_walk_room_anim;
  3467. spline Spline_97;
  3468. fxchain zusammenbruch3_blend;
  3469. spline Spline_98;
  3470. meshanim babe_sprung_scene_fx1_babe_sprung;
  3471. spline Spline_99;
  3472. scene babe_sprung_scene_fx1_sprung_raum;
  3473. spline Spline_100;
  3474. meshanim babe_sprung_scene_fx1_sprungextrude;
  3475. spline Spline_101;
  3476. spline Spline_102;
  3477. fxchain babe_sprung_scene_fx1_blend;
  3478. spline Spline_103;
  3479. matpass babe_sprung_scene_fx1_sprungmat;
  3480. spline Spline_104;
  3481. spline Spline_105;
  3482. fxchain blau_raum_fx1_blend;
  3483. spline Spline_106;
  3484. scene blau_raum_fx1_schwimm;
  3485. spline Spline_107;
  3486. spline Spline_108;
  3487. fxchain blau_raum_fx1_blend_white;
  3488. spline Spline_109;
  3489. void timeline_OnInit()
  3490. {
  3491. Spline(3,0x0000.0000,0x0000.0000);
  3492. SplineKey3(0x0000.0000,[0xffff.ff00,0x0000.0000,0x0000.0000]);
  3493. SplineKey3(0x0001.0000,[0x0000.2100,0x0000.0b00,0x0000.2100]);
  3494. store Spline_0;
  3495. Spline(4,0x0000.f800,0x0000.0000);
  3496. SplineKey4(0x0000.0000,[0xffff.00ff,0xfffe.feff,0xfffe.fdff,0xfffe.ffff]);
  3497. SplineKey4(0x0000.2fbd,[0x0000.0000,0x0000.0000,0x0000.0000,0x0000.0000]);
  3498. SplineKey4(0x0000.9b00,[0xffff.fb00,0x0000.0000,0x0000.0000,0x0000.0000]);
  3499. SplineKey4(0x0001.0000,[0xfffe.1dff,0xfffe.1cff,0xfffe.1dff,0xfffe.1bff]);
  3500. store Spline_1;
  3501. Spline(3,0x0000.0000,0x0000.0000);
  3502. SplineKey3(0x0000.0000,[0x0000.0000,0x0000.0000,0x0000.0000]);
  3503. SplineKey3(0x0001.0000,[0x0002.1300,0x0000.0000,0x0000.0000]);
  3504. store Spline_2;
  3505. Spline(3,0x0000.0000,0x0000.0000);
  3506. SplineKey3(0x0000.0000,[0xffff.fe00,0x0000.0100,0x0000.0000]);
  3507. SplineKey3(0x0001.0000,[0xffff.f800,0xffff.fb00,0x0000.0000]);
  3508. store Spline_3;
  3509. Spline(4,0x0000.de00,0x0000.0000);
  3510. SplineKey4(0x0000.0000,[0xfffe.ffff,0xfffe.ffff,0xfffe.feff,0xffff.0500]);
  3511. SplineKey4(0x0000.3116,[0xffff.fe00,0x0000.0000,0x0000.0000,0x0000.0000]);
  3512. SplineKey4(0x0000.8180,[0xffff.fb00,0x0000.0000,0x0000.0000,0x0000.0000]);
  3513. SplineKey4(0x0001.0000,[0xfffd.aeff,0xfffd.acff,0xfffd.afff,0xfffe.33ff]);
  3514. store Spline_4;
  3515. Spline(3,0x0000.0000,0x0000.0000);
  3516. SplineKey3(0x0000.0000,[0x0000.0000,0x0000.0000,0x0000.0000]);
  3517. SplineKey3(0x0001.0000,[0xfffd.c7ff,0x0000.0000,0x0000.0000]);
  3518. store Spline_5;
  3519. Spline(3,0x0000.0000,0x0000.0000);
  3520. SplineKey3(0x0000.0000,[0xffff.f100,0xffff.fc00,0xffff.ff00]);
  3521. SplineKey3(0x0001.0000,[0x0000.0400,0x0000.0200,0x0000.0000]);
  3522. store Spline_6;
  3523. Spline(4,0x0000.d000,0x0000.0000);
  3524. SplineKey4(0x0000.0000,[0xfffe.feff,0xfffe.feff,0xfffe.feff,0xfffe.f6ff]);
  3525. SplineKey4(0x0000.30a0,[0xffff.fe00,0x0000.0000,0x0000.0000,0x0000.0000]);
  3526. SplineKey4(0x0000.8200,[0xffff.e200,0xffff.e700,0xffff.e200,0x0000.0000]);
  3527. SplineKey4(0x0001.0000,[0xfffd.60ff,0xfffd.58ff,0xfffd.58ff,0xfffe.4eff]);
  3528. store Spline_7;
  3529. Spline(3,0xffff.fe00,0x0000.0000);
  3530. SplineKey3(0x0000.0000,[0x0000.0000,0x0000.0000,0x0000.0000]);
  3531. SplineKey3(0x0001.0000,[0x0002.0700,0x0000.0000,0x0000.0000]);
  3532. store Spline_8;
  3533. Spline(3,0x0000.0000,0x0000.0000);
  3534. SplineKey3(0x0000.0000,[0xffff.d500,0x0000.3700,0x0000.0000]);
  3535. SplineKey3(0x0001.0000,[0x0000.1600,0xffff.b800,0x0000.0000]);
  3536. store Spline_9;
  3537. Spline(3,0x0000.0000,0x0000.0000);
  3538. SplineKey3(0x0000.0000,[0x0000.0000,0xffff.f300,0x0000.0000]);
  3539. SplineKey3(0x0001.0000,[0x0000.0100,0x0000.1400,0x0000.0000]);
  3540. store Spline_10;
  3541. Spline(4,0x0001.3600,0x0000.0000);
  3542. SplineKey4(0x0000.0000,[0xfffe.ffff,0xfffe.ffff,0xfffe.feff,0xffff.0900]);
  3543. SplineKey4(0x0000.304e,[0x0000.0000,0x0000.0000,0x0000.0000,0x0000.0000]);
  3544. SplineKey4(0x0000.7f80,[0xffff.ec00,0xffff.f100,0xffff.fb00,0x0000.0000]);
  3545. SplineKey4(0x0001.0000,[0xfffe.a1ff,0xfffe.9cff,0xfffe.9cff,0xfffe.9cff]);
  3546. store Spline_11;
  3547. Spline(3,0x0000.0000,0x0000.0000);
  3548. SplineKey3(0x0000.0000,[0x0000.0000,0x0000.0000,0x0000.0000]);
  3549. SplineKey3(0x0001.0000,[0xfffe.78ff,0x0000.0000,0x0000.0000]);
  3550. store Spline_12;
  3551. Spline(4,0x0000.0000,0x0000.0000);
  3552. SplineKey4(0x0000.0000,[0xfffc.0eff,0xfffb.ffff,0xfffb.ffff,0xfffc.07ff]);
  3553. SplineKey4(0x0000.3521,[0x0000.0000,0x0000.0000,0x0000.0000,0x0000.0000]);
  3554. SplineKey4(0x0000.7de2,[0xfffe.5dff,0xffff.1500,0xffff.de00,0xfffe.c1ff]);
  3555. SplineKey4(0x0000.ce45,[0xfffe.48ff,0xffff.c400,0xffff.4300,0x0000.0000]);
  3556. SplineKey4(0x0001.0000,[0xfffc.0dff,0xfffb.feff,0xfffc.03ff,0x0000.1300]);
  3557. store Spline_13;
  3558. Spline(3,0x0000.0000,0x0000.0000);
  3559. SplineKey3(0x0000.0000,[0x0000.0000,0x0000.0000,0x0000.0000]);
  3560. SplineKey3(0x0001.0000,[0xfffe.85ff,0x0000.0000,0x0000.0000]);
  3561. store Spline_14;
  3562. Spline(3,0x0000.0000,0x0000.0000);
  3563. SplineKey3(0x0000.0066,[0x0000.0700,0x0000.0000,0x0000.0000]);
  3564. SplineKey3(0x0000.a2b1,[0xffac.93ff,0xfffe.5dff,0x0030.2c00]);
  3565. SplineKey3(0x0001.0000,[0xff54.61ff,0xfffc.b4ff,0x0062.7300]);
  3566. store Spline_15;
  3567. Spline(3,0x0000.0000,0x0000.0000);
  3568. SplineKey3(0x0000.0000,[0xfff8.28ff,0xfffa.56ff,0x0000.0000]);
  3569. SplineKey3(0x0000.415f,[0xfffa.c5ff,0x0000.6f00,0xffff.9000]);
  3570. SplineKey3(0x0000.c791,[0x000e.7b00,0x0002.2d00,0xfff7.b9ff]);
  3571. SplineKey3(0x0001.0000,[0x003e.b100,0xfffc.a8ff,0xffde.94ff]);
  3572. store Spline_16;
  3573. Spline(4,0x0000.0000,0x0000.0000);
  3574. SplineKey4(0x0000.0000,[0x0000.0000,0x0000.0000,0x0000.0000,0x0000.0000]);
  3575. SplineKey4(0x0001.0000,[0xffff.4200,0xffff.3500,0x0000.0000,0x0000.0000]);
  3576. store Spline_17;
  3577. Spline(3,0x0000.0000,0x0000.0000);
  3578. SplineKey3(0x0000.0000,[0xffc5.7dff,0x0000.0000,0x001f.d900]);
  3579. SplineKey3(0x0001.0000,[0x0021.fd00,0x0000.4300,0xffeb.15ff]);
  3580. store Spline_18;
  3581. Spline(3,0x0000.0000,0x0000.0000);
  3582. SplineKey3(0x0000.0000,[0xffea.7aff,0x0000.0000,0x000f.db00]);
  3583. SplineKey3(0x0001.0000,[0x0023.1d00,0x0000.0000,0xffe9.58ff]);
  3584. store Spline_19;
  3585. Spline(1,0x0000.0000,0x0000.0000);
  3586. SplineKey1(0x0000.0000,0x0000.4000);
  3587. SplineKey1(0x0001.0000,0x0004.0600);
  3588. store Spline_20;
  3589. Spline(4,0x0000.9a00,0x0000.0400);
  3590. SplineKey4(0x0000.0000,[0x0000.0900,0x0000.0900,0x0000.0900,0x0000.0900]);
  3591. SplineKey4(0x0000.f60d,[0x0000.0800,0x0000.0600,0x0000.0900,0x0000.0d00]);
  3592. SplineKey4(0x0001.0000,[0x0001.d500,0x0001.e200,0x0001.d900,0x0001.df00]);
  3593. store Spline_21;
  3594. Spline(3,0x0000.9a00,0x0000.0400);
  3595. SplineKey3(0x0000.0000,[0x0000.0000,0x0000.0000,0x0000.0000]);
  3596. SplineKey3(0x0001.0000,[0x0000.4300,0x0000.c100,0x0000.0000]);
  3597. store Spline_22;
  3598. Spline(3,0x0000.9a00,0x0000.0400);
  3599. SplineKey3(0x0000.0000,[0xfffe.c4ff,0x0000.3f00,0x0001.2e00]);
  3600. SplineKey3(0x0000.8e80,[0x0000.0900,0x0000.0000,0x0000.0000]);
  3601. SplineKey3(0x0001.0000,[0x0000.0900,0x0000.0400,0x0000.0900]);
  3602. store Spline_23;
  3603. Spline(4,0x0000.9a00,0x0000.0400);
  3604. SplineKey4(0x0000.0000,[0x0000.0000,0x0000.0000,0x0000.0000,0x0000.0000]);
  3605. SplineKey4(0x0000.3700,[0x0001.1500,0x0001.1000,0x0001.1b00,0x0000.0000]);
  3606. store Spline_24;
  3607. Spline(1,0x0000.0000,0x0000.0000);
  3608. SplineKey1(0x0000.0000,0x0000.0000);
  3609. SplineKey1(0x0001.0000,0x0004.0400);
  3610. store Spline_25;
  3611. Spline(3,0x0000.0000,0x0000.0000);
  3612. SplineKey3(0x0000.0000,[0x0000.0000,0x0000.0000,0x0000.0000]);
  3613. SplineKey3(0x0001.0000,[0xffff.9f00,0x0001.d900,0x0000.3c00]);
  3614. store Spline_26;
  3615. Spline(4,0x0000.0000,0x0000.0000);
  3616. SplineKey4(0x0000.0000,[0x0001.c500,0x0001.c500,0x0001.c100,0x0000.0000]);
  3617. SplineKey4(0x0000.1200,[0x0000.0000,0x0000.0000,0x0000.0000,0x0000.0000]);
  3618. SplineKey4(0x0000.d000,[0x0000.0000,0x0000.0000,0x0000.0000,0x0000.0000]);
  3619. SplineKey4(0x0001.0000,[0x0001.db00,0x0001.d700,0x0001.1800,0x0000.0000]);
  3620. store Spline_27;
  3621. Spline(3,0x0000.0000,0x0000.0000);
  3622. SplineKey3(0x0000.0000,[0x0000.0000,0x0000.0000,0x0000.0000]);
  3623. SplineKey3(0x0000.e080,[0xffff.ed00,0x0000.0400,0x0000.0000]);
  3624. SplineKey3(0x0001.0000,[0xffff.ed00,0x0001.0200,0xffff.7c00]);
  3625. store Spline_28;
  3626. Spline(3,0x0000.0000,0x0000.0000);
  3627. SplineKey3(0x0000.0000,[0xfffe.55ff,0x0000.5700,0x0000.df00]);
  3628. SplineKey3(0x0000.7080,[0xfffe.eeff,0xfffe.92ff,0xffff.3c00]);
  3629. SplineKey3(0x0001.0000,[0xffff.5f00,0xfffe.c4ff,0xffff.c100]);
  3630. store Spline_29;
  3631. Spline(1,0x0000.0000,0x0000.0000);
  3632. SplineKey1(0x0000.0000,0xfffd.24ff);
  3633. SplineKey1(0x0000.d1a5,0x0000.0000);
  3634. SplineKey1(0x0001.0000,0x0000.7200);
  3635. store Spline_30;
  3636. Spline(3,0x0000.0000,0x0000.0000);
  3637. SplineKey3(0x0000.0000,[0x0000.0000,0x0000.0000,0x0000.0000]);
  3638. SplineKey3(0x0001.0000,[0x0000.1f00,0x0000.0a00,0xffff.a500]);
  3639. store Spline_31;
  3640. Spline(3,0x0000.0000,0x0000.0000);
  3641. SplineKey3(0x0000.005f,[0x0000.0000,0x0000.4a00,0x0000.0000]);
  3642. SplineKey3(0x0001.0000,[0x0000.0000,0xfffe.54ff,0x0000.0000]);
  3643. store Spline_32;
  3644. Spline(3,0x0000.0000,0x0000.0000);
  3645. SplineKey3(0x0000.0029,[0x0000.0000,0xffff.8300,0xffff.de00]);
  3646. SplineKey3(0x0001.0000,[0xffff.ff00,0xffff.5b00,0xffff.7500]);
  3647. store Spline_33;
  3648. Spline(3,0x0000.0000,0x0000.0000);
  3649. SplineKey3(0x0000.006c,[0xfffc.b2ff,0xfff9.1aff,0xffef.b1ff]);
  3650. SplineKey3(0x0000.3ad4,[0xffff.1800,0x0001.1600,0x0001.cb00]);
  3651. SplineKey3(0x0000.7230,[0x0000.7d00,0x0001.2700,0x0001.4200]);
  3652. SplineKey3(0x0000.9622,[0x0001.4b00,0xffff.7f00,0x0000.3b00]);
  3653. SplineKey3(0x0000.c454,[0x0001.2300,0xffff.2400,0x0000.7d00]);
  3654. SplineKey3(0x0001.0000,[0xffff.8a00,0x0000.0000,0x0000.0000]);
  3655. store Spline_34;
  3656. Spline(3,0x0000.0000,0x0000.0000);
  3657. SplineKey3(0x0000.0000,[0x0000.0000,0x0000.0000,0x0000.0000]);
  3658. SplineKey3(0x0000.6200,[0xffff.ec00,0xffff.f600,0x0000.2600]);
  3659. SplineKey3(0x0000.bf00,[0xffff.b100,0x0000.3500,0x0000.0000]);
  3660. SplineKey3(0x0001.0000,[0x0000.0000,0x0000.0000,0x0000.0000]);
  3661. store Spline_35;
  3662. Spline(4,0x0000.0000,0x0000.0000);
  3663. SplineKey4(0x0000.01e8,[0xffff.fc00,0xffff.ff00,0x0000.0300,0x0000.0000]);
  3664. SplineKey4(0x0000.1de9,[0x0000.f400,0x0001.0100,0x0001.0100,0x0000.0000]);
  3665. SplineKey4(0x0001.0000,[0x0000.ed00,0x0000.fd00,0x0001.2500,0x0000.0000]);
  3666. store Spline_36;
  3667. Spline(3,0x0000.0000,0x0000.0000);
  3668. SplineKey3(0x0000.00a8,[0x0000.0000,0x0009.8d00,0x0000.0000]);
  3669. SplineKey3(0x0001.0000,[0x0000.0400,0xfffa.d2ff,0x0000.0000]);
  3670. store Spline_37;
  3671. Spline(3,0x0000.0000,0x0000.0000);
  3672. SplineKey3(0x0000.0000,[0x0000.0000,0xffe3.1cff,0x0000.0000]);
  3673. SplineKey3(0x0001.0000,[0x0000.0000,0x0017.7100,0x0000.0000]);
  3674. store Spline_38;
  3675. Spline(3,0x0000.0000,0x0000.0000);
  3676. SplineKey3(0x0000.0000,[0x0000.0000,0x0000.0000,0x0000.0000]);
  3677. SplineKey3(0x0001.0000,[0x0000.0000,0x0004.5500,0x0000.0000]);
  3678. store Spline_39;
  3679. Spline(3,0x0000.0000,0x0000.0000);
  3680. SplineKey3(0x0000.0000,[0x0000.0000,0x0000.0000,0x0000.0000]);
  3681. SplineKey3(0x0000.9e00,[0xffff.8900,0x0000.4b00,0xffff.2a00]);
  3682. SplineKey3(0x0001.0000,[0xffff.2f00,0x0002.0400,0xfffc.c7ff]);
  3683. store Spline_40;
  3684. Spline(4,0xffff.dc00,0x0000.0000);
  3685. SplineKey4(0x0000.0000,[0x0000.1000,0x0000.0000,0x0000.0000,0x0000.0000]);
  3686. SplineKey4(0x0000.e500,[0x0000.3a00,0x0000.3a00,0x0000.3a00,0x0000.3700]);
  3687. SplineKey4(0x0001.0000,[0x0001.b800,0x0001.b800,0x0001.b800,0x0001.b400]);
  3688. store Spline_41;
  3689. Spline(3,0xffff.dc00,0x0000.0000);
  3690. SplineKey3(0x0000.0000,[0xfffe.ddff,0x0000.0000,0x0000.0000]);
  3691. SplineKey3(0x0001.0000,[0x0001.c000,0x0000.0000,0x0000.0000]);
  3692. store Spline_42;
  3693. Spline(3,0xffff.dc00,0x0000.0000);
  3694. SplineKey3(0x0000.0000,[0x0000.0000,0x0000.0000,0x0000.0000]);
  3695. SplineKey3(0x0001.0000,[0x0000.0000,0xfffd.6eff,0x0000.0000]);
  3696. store Spline_43;
  3697. Spline(1,0x0000.0000,0x0000.0000);
  3698. SplineKey1(0x0000.0000,0x0000.7900);
  3699. SplineKey1(0x0000.9880,0x0000.0900);
  3700. SplineKey1(0x0000.ff98,0x0000.8b00);
  3701. store Spline_44;
  3702. Spline(3,0x0000.0000,0x0000.0000);
  3703. SplineKey3(0x0000.0000,[0x0001.4300,0x0000.9f00,0xfffe.f6ff]);
  3704. SplineKey3(0x0000.5f00,[0x0000.2b00,0xffff.ca00,0x0000.2b00]);
  3705. SplineKey3(0x0000.b081,[0xffff.f400,0xffff.7200,0x0000.1f00]);
  3706. SplineKey3(0x0001.0000,[0x0000.1800,0xffff.f900,0x0000.0000]);
  3707. SplineKey3(0x0001.0000,[0x0000.9f00,0x0000.1300,0xffff.4800]);
  3708. store Spline_45;
  3709. Spline(4,0x0000.0000,0x0000.0000);
  3710. SplineKey4(0x0000.0000,[0xffff.5900,0xffff.5900,0xffff.6600,0x0000.0000]);
  3711. SplineKey4(0x0000.3439,[0x0000.c200,0x0000.b400,0x0000.c200,0x0000.0000]);
  3712. SplineKey4(0x0000.d746,[0xffff.f200,0x0000.0000,0x0000.0000,0x0000.0000]);
  3713. SplineKey4(0x0001.0000,[0xfffe.f7ff,0xfffe.dbff,0xfffe.f7ff,0x0000.0000]);
  3714. store Spline_46;
  3715. Spline(1,0x0000.0000,0x0000.0000);
  3716. SplineKey1(0x0000.0000,0x0000.0000);
  3717. SplineKey1(0x0001.0000,0x0000.4200);
  3718. store Spline_47;
  3719. Spline(3,0x0000.0000,0x0000.0000);
  3720. SplineKey3(0x0000.0000,[0x0000.0000,0x0000.0000,0x0000.0000]);
  3721. SplineKey3(0x0001.0000,[0x0000.0600,0x0000.2700,0x0000.0000]);
  3722. store Spline_48;
  3723. Spline(3,0x0000.0000,0x0000.0000);
  3724. SplineKey3(0x0000.0000,[0x0000.0800,0xffff.9f00,0x0000.0000]);
  3725. SplineKey3(0x0001.0000,[0xffff.f700,0xfffd.e4ff,0x0000.0000]);
  3726. store Spline_49;
  3727. Spline(3,0x0000.0000,0x0000.0000);
  3728. SplineKey3(0x0000.0000,[0x0000.0000,0xfffd.03ff,0x0000.0000]);
  3729. SplineKey3(0x0000.44a4,[0xffff.f700,0xffff.c200,0x0000.0000]);
  3730. SplineKey3(0x0001.0000,[0x0000.0000,0x0003.ac00,0x0000.0000]);
  3731. store Spline_50;
  3732. Spline(4,0x0000.0000,0x0000.0000);
  3733. SplineKey4(0x0000.0000,[0xfffe.f1ff,0xfffe.fbff,0xfffe.fbff,0xffff.1300]);
  3734. SplineKey4(0x0000.30f5,[0xffff.f800,0xffff.f700,0xffff.f900,0xffff.fb00]);
  3735. SplineKey4(0x0000.4eb7,[0x0000.0000,0x0000.0000,0x0000.0000,0x0000.0000]);
  3736. SplineKey4(0x0000.8034,[0x0000.0000,0x0000.0000,0x0000.0000,0x0000.0000]);
  3737. SplineKey4(0x0000.c1bd,[0x0000.0000,0x0000.0000,0x0000.0000,0x0000.0000]);
  3738. SplineKey4(0x0000.dc14,[0xffff.f500,0xffff.f500,0xffff.f500,0xffff.f300]);
  3739. SplineKey4(0x0001.0000,[0xffff.0800,0xffff.0800,0xffff.0800,0xfffe.fcff]);
  3740. store Spline_51;
  3741. Spline(4,0x0000.0000,0x0000.0000);
  3742. SplineKey4(0x0000.0000,[0x0000.0000,0x0000.0000,0x0000.0000,0x0000.0000]);
  3743. SplineKey4(0x0000.1d21,[0xffff.e100,0x0000.0000,0x0000.0000,0x0000.0000]);
  3744. SplineKey4(0x0000.3b86,[0xffff.a800,0x0000.0300,0x0000.0000,0x0000.0000]);
  3745. SplineKey4(0x0000.7e2c,[0xffff.4200,0xffff.9e00,0x0000.2100,0x0000.0000]);
  3746. SplineKey4(0x0000.7ff3,[0xffff.f900,0x0000.0000,0x0000.0000,0x0000.0000]);
  3747. SplineKey4(0x0001.0000,[0x0000.0000,0x0000.0000,0x0000.0000,0x0000.0000]);
  3748. store Spline_52;
  3749. Spline(4,0x0000.0000,0x0000.0000);
  3750. SplineKey4(0x0000.0000,[0x0000.0000,0x0000.0000,0x0000.0000,0x0000.0000]);
  3751. SplineKey4(0x0000.80e5,[0x0000.0000,0x0000.0000,0x0000.0000,0x0000.0000]);
  3752. SplineKey4(0x0000.85a3,[0x0000.d100,0x0000.d100,0x0000.9100,0x0001.0700]);
  3753. SplineKey4(0x0000.908d,[0x0000.0000,0x0000.0000,0x0000.0000,0x0000.0000]);
  3754. SplineKey4(0x0001.0000,[0x0000.0000,0x0000.0000,0x0000.0000,0x0000.0000]);
  3755. store Spline_53;
  3756. Spline(3,0x0000.0000,0x0000.0000);
  3757. SplineKey3(0x0000.0000,[0x0000.0000,0x0000.0000,0x0000.0000]);
  3758. SplineKey3(0x0000.4278,[0x0000.0000,0xffff.9400,0xffff.df00]);
  3759. SplineKey3(0x0000.9822,[0xffff.5c00,0x0001.6200,0x0000.e400]);
  3760. SplineKey3(0x0000.d755,[0xffff.b900,0x0000.2500,0x0000.0000]);
  3761. SplineKey3(0x0001.0000,[0xffff.9400,0xffff.b000,0x0000.c800]);
  3762. store Spline_54;
  3763. Spline(1,0x0000.0000,0x0000.0000);
  3764. SplineKey1(0x0000.0000,0xffff.1200);
  3765. SplineKey1(0x0000.4580,0xffff.e300);
  3766. SplineKey1(0x0000.8900,0xffff.7200);
  3767. SplineKey1(0x0000.cc00,0xffff.eb00);
  3768. SplineKey1(0x0001.0000,0xffff.0800);
  3769. store Spline_55;
  3770. Spline(3,0x0000.0000,0x0000.0000);
  3771. SplineKey3(0x0000.0000,[0x0000.0000,0xffff.d500,0x0000.0000]);
  3772. SplineKey3(0x0000.803f,[0x0000.0000,0xffff.eb00,0x0000.0000]);
  3773. SplineKey3(0x0001.0000,[0x0000.0000,0x0000.1b00,0x0000.0000]);
  3774. store Spline_56;
  3775. Spline(3,0x0000.0000,0x0000.0000);
  3776. SplineKey3(0x0000.0000,[0x0003.1d00,0xfffd.01ff,0x0000.0000]);
  3777. SplineKey3(0x0001.0000,[0x0000.0000,0x0000.0000,0x0000.0000]);
  3778. store Spline_57;
  3779. Spline(3,0x0000.0000,0x0000.0000);
  3780. SplineKey3(0x0000.0000,[0x0000.0000,0x0002.a700,0xfffd.7cff]);
  3781. SplineKey3(0x0001.0000,[0x0000.0000,0x0000.0000,0x0000.0000]);
  3782. store Spline_58;
  3783. Spline(1,0x0000.f000,0x0000.0000);
  3784. SplineKey1(0x0000.0000,0x0000.4900);
  3785. SplineKey1(0x0000.8eb8,0x0000.8800);
  3786. SplineKey1(0x0001.0000,0x0000.f900);
  3787. store Spline_59;
  3788. Spline(3,0x0000.3400,0x0000.3e00);
  3789. SplineKey3(0x0000.0000,[0x0000.0000,0x0000.0000,0x0000.0000]);
  3790. SplineKey3(0x0000.a480,[0x0000.0000,0x0000.0000,0xffff.8900]);
  3791. SplineKey3(0x0001.0000,[0x0000.0000,0x0000.0000,0xfffc.24ff]);
  3792. store Spline_60;
  3793. Spline(1,0x0000.0000,0x0000.0000);
  3794. SplineKey1(0x0000.0000,0x0000.0000);
  3795. SplineKey1(0x0000.3c03,0x0000.0000);
  3796. SplineKey1(0x0000.40e8,0x0000.0000);
  3797. SplineKey1(0x0000.4bf5,0x0000.5400);
  3798. SplineKey1(0x0000.b576,0x000a.c600);
  3799. SplineKey1(0x0001.0000,0x0014.cb00);
  3800. store Spline_61;
  3801. Spline(3,0x0000.5400,0x0000.e400);
  3802. SplineKey3(0x0000.0000,[0x0000.0000,0x0000.0000,0x0000.0000]);
  3803. SplineKey3(0x0000.6685,[0x0000.0000,0x0000.0000,0x0000.0000]);
  3804. SplineKey3(0x0000.74c1,[0x0000.0000,0x0000.0000,0x0000.0000]);
  3805. SplineKey3(0x0000.7716,[0x0000.0000,0x0000.0000,0x0000.0000]);
  3806. SplineKey3(0x0000.c115,[0xffff.e000,0xffff.e400,0xffff.df00]);
  3807. SplineKey3(0x0001.0000,[0xffff.d300,0xffff.d300,0xffff.d200]);
  3808. store Spline_62;
  3809. Spline(4,0x0000.5400,0x0000.e400);
  3810. SplineKey4(0x0000.0000,[0x0000.0000,0x0000.0000,0x0000.0000,0x0000.0000]);
  3811. SplineKey4(0x0000.1800,[0x0001.1500,0x0001.0600,0x0001.0b00,0x0000.0000]);
  3812. store Spline_63;
  3813. Spline(3,0x0000.5400,0x0000.e400);
  3814. SplineKey3(0x0000.0000,[0x0000.1100,0x0000.1c00,0xffff.d000]);
  3815. SplineKey3(0x0001.0000,[0x0000.1200,0x0000.0000,0x0000.2f00]);
  3816. store Spline_64;
  3817. Spline(3,0x0000.5400,0x0000.e400);
  3818. SplineKey3(0x0000.0000,[0xffff.ba00,0x0001.1b00,0x0000.3300]);
  3819. SplineKey3(0x0001.0000,[0xffff.cc00,0xffff.5600,0xfffe.ecff]);
  3820. store Spline_65;
  3821. Spline(3,0x0000.5400,0x0000.e400);
  3822. SplineKey3(0x0000.0000,[0xffff.de00,0x0000.0000,0x0010.f300]);
  3823. SplineKey3(0x0000.2fef,[0xfff9.86ff,0x0000.4800,0x0003.df00]);
  3824. SplineKey3(0x0001.0000,[0x0000.0000,0x0000.0000,0x0000.0000]);
  3825. store Spline_66;
  3826. Spline(3,0x0000.0000,0x0000.0000);
  3827. SplineKey3(0x0000.0000,[0xfffd.6eff,0x0000.6400,0x0000.0000]);
  3828. SplineKey3(0x0001.0000,[0x0003.5500,0xfffe.4bff,0xffff.2900]);
  3829. store Spline_67;
  3830. Spline(3,0x0000.0000,0x0000.0000);
  3831. SplineKey3(0x0000.0000,[0x0000.0000,0x0000.0000,0x0000.0000]);
  3832. SplineKey3(0x0000.ce00,[0xffff.e800,0x0000.1700,0xffff.e300]);
  3833. SplineKey3(0x0001.0000,[0xffff.e100,0x0000.1e00,0xffff.d000]);
  3834. store Spline_68;
  3835. Spline(3,0x0000.0000,0x0000.0000);
  3836. SplineKey3(0x0000.0000,[0x0000.0000,0x0000.0000,0x0000.0000]);
  3837. SplineKey3(0x0001.0000,[0xffff.1e00,0x0000.5700,0x0000.0000]);
  3838. store Spline_69;
  3839. Spline(4,0x0000.0000,0x0000.0000);
  3840. SplineKey4(0x0000.0000,[0x0001.2b00,0x0000.f600,0x0000.ff00,0x0000.0000]);
  3841. SplineKey4(0x0000.2d00,[0x0000.2500,0xffff.f500,0x0000.0000,0x0000.0000]);
  3842. SplineKey4(0x0000.e780,[0xffff.ec00,0x0000.0900,0xffff.f400,0x0000.0000]);
  3843. SplineKey4(0x0001.0000,[0x0001.0400,0x0001.2100,0x0001.1800,0x0000.0000]);
  3844. store Spline_70;
  3845. Spline(4,0x0000.0000,0x0000.0000);
  3846. SplineKey4(0x0000.0000,[0x0001.0e00,0x0001.0300,0x0000.fe00,0x0000.0000]);
  3847. SplineKey4(0x0000.b100,[0x0000.f800,0x0000.f700,0x0001.0900,0x0000.0000]);
  3848. SplineKey4(0x0000.dd00,[0x0000.6500,0x0000.b200,0x0001.0400,0x0000.0000]);
  3849. SplineKey4(0x0001.0000,[0x0000.9500,0x0001.2100,0x0001.5600,0x0000.0000]);
  3850. store Spline_71;
  3851. Spline(1,0x0000.0000,0x0000.0000);
  3852. SplineKey1(0x0000.0000,0x0000.0000);
  3853. SplineKey1(0x0000.3f26,0x0000.d900);
  3854. SplineKey1(0x0000.fe80,0x0000.fa00);
  3855. store Spline_72;
  3856. Spline(3,0x0000.0000,0x0000.0000);
  3857. SplineKey3(0x0000.0000,[0x0000.0000,0xfffd.bdff,0x0000.0000]);
  3858. SplineKey3(0x0001.0000,[0x0000.0000,0x0009.a800,0x0000.0000]);
  3859. store Spline_73;
  3860. Spline(3,0x0000.0000,0x0000.0000);
  3861. SplineKey3(0x0000.0000,[0x0000.0000,0xfff8.c3ff,0x0000.0000]);
  3862. SplineKey3(0x0001.0000,[0x0000.0000,0x000d.0000,0x0000.0000]);
  3863. store Spline_74;
  3864. Spline(3,0x0000.0000,0x0000.0a00);
  3865. SplineKey3(0x0000.00f2,[0x0000.2000,0x0000.0000,0x0000.0000]);
  3866. SplineKey3(0x0000.2b30,[0xffff.ea00,0x0000.0000,0x0000.0000]);
  3867. SplineKey3(0x0000.493a,[0x0000.0a00,0x0000.0000,0x0000.0000]);
  3868. SplineKey3(0x0001.0000,[0x0000.3100,0x0000.0000,0x0000.0000]);
  3869. store Spline_75;
  3870. Spline(3,0x0000.0000,0x0000.0000);
  3871. SplineKey3(0x0000.0000,[0x0000.0000,0xffff.c900,0x0000.0000]);
  3872. SplineKey3(0x0000.3995,[0x0000.0000,0x0000.0000,0x0000.0000]);
  3873. SplineKey3(0x0000.6a6c,[0x0000.0000,0xffff.cd00,0x0000.0000]);
  3874. SplineKey3(0x0001.0000,[0x0000.0000,0xffff.cd00,0x0000.0000]);
  3875. store Spline_76;
  3876. Spline(1,0x0000.0000,0x0000.0000);
  3877. SplineKey1(0x0000.0000,0x0000.2a00);
  3878. SplineKey1(0x0000.5e00,0x0000.5d00);
  3879. SplineKey1(0x0000.9980,0x0000.ea00);
  3880. SplineKey1(0x0001.0000,0x0000.f400);
  3881. store Spline_77;
  3882. Spline(3,0x0000.0000,0x0000.0000);
  3883. SplineKey3(0x0000.0000,[0x0000.0000,0x0000.0000,0x0000.0000]);
  3884. SplineKey3(0x0000.7180,[0x0000.0000,0x0000.0000,0x0000.0000]);
  3885. SplineKey3(0x0001.0000,[0x0000.0100,0x0000.0300,0x0000.0100]);
  3886. store Spline_78;
  3887. Spline(3,0x0000.0000,0x0000.0000);
  3888. SplineKey3(0x0000.0000,[0xfffe.53ff,0xffff.7b00,0xfffd.25ff]);
  3889. SplineKey3(0x0000.7bfe,[0xfffd.71ff,0xfffe.cbff,0xfffd.16ff]);
  3890. SplineKey3(0x0001.0000,[0xfffe.64ff,0xfffe.fdff,0xfffc.04ff]);
  3891. store Spline_79;
  3892. Spline(3,0x0000.0000,0x0000.0000);
  3893. SplineKey3(0x0000.0000,[0xffff.2500,0xffff.5600,0x0000.5000]);
  3894. SplineKey3(0x0000.86f6,[0xffff.7700,0xffff.7500,0xffff.6700]);
  3895. SplineKey3(0x0001.0000,[0x0000.0000,0x0000.0000,0x0000.0000]);
  3896. store Spline_80;
  3897. Spline(4,0x0000.0000,0x0000.0000);
  3898. SplineKey4(0x0000.0000,[0x0000.0000,0x0000.0000,0x0000.0000,0x0000.0000]);
  3899. SplineKey4(0x0000.bf80,[0x0000.0000,0x0000.0000,0x0000.0000,0x0000.0000]);
  3900. SplineKey4(0x0001.0000,[0xfffe.eeff,0xfffe.f8ff,0xfffe.f3ff,0x0000.0000]);
  3901. store Spline_81;
  3902. Spline(3,0x0000.0000,0x0000.0000);
  3903. SplineKey3(0x0000.0000,[0x0000.0000,0x0000.0000,0x0000.0000]);
  3904. SplineKey3(0x0001.0000,[0x0000.e700,0x0000.2b00,0x0000.0000]);
  3905. store Spline_82;
  3906. Spline(3,0xfffd.0400,0x0000.0800);
  3907. SplineKey3(0x0000.0000,[0x0000.0000,0x0000.0000,0x0000.0000]);
  3908. SplineKey3(0x0000.379e,[0xffff.c200,0x0000.3c00,0x0000.4200]);
  3909. SplineKey3(0x0000.7d5a,[0x0000.4000,0xffff.dc00,0xffff.f800]);
  3910. SplineKey3(0x0000.e228,[0xffff.c400,0xffff.d500,0x0000.4700]);
  3911. SplineKey3(0x0001.0000,[0x0000.0000,0x0000.0000,0x0000.0000]);
  3912. store Spline_83;
  3913. Spline(3,0xfffd.0400,0x0000.0800);
  3914. SplineKey3(0x0000.0000,[0x0000.0000,0x0000.0000,0x0000.0000]);
  3915. SplineKey3(0x0000.63dd,[0x0000.0300,0xffff.f800,0x0000.0000]);
  3916. SplineKey3(0x0000.b1e8,[0xffff.fa00,0x0000.0600,0x0000.0000]);
  3917. SplineKey3(0x0001.0000,[0x0000.0000,0x0000.0000,0x0000.0000]);
  3918. store Spline_84;
  3919. Spline(4,0xffff.ca00,0x0000.0800);
  3920. SplineKey4(0x0000.0000,[0xffff.e700,0xffff.c500,0xffff.9500,0x0000.0000]);
  3921. SplineKey4(0x0000.3e55,[0xffff.bb00,0xffff.f500,0xffff.d800,0x0000.0000]);
  3922. SplineKey4(0x0000.cb91,[0x0000.0700,0x0000.0000,0x0000.0000,0x0000.0000]);
  3923. SplineKey4(0x0001.0000,[0x0001.2200,0x0001.2100,0x0001.3500,0x0000.0000]);
  3924. store Spline_85;
  3925. Spline(3,0xffff.ca00,0x0000.0800);
  3926. SplineKey3(0x0000.0000,[0x0000.0000,0x0000.0000,0x0000.0000]);
  3927. SplineKey3(0x0000.71b4,[0xfffe.02ff,0x0000.0900,0x0000.5400]);
  3928. SplineKey3(0x0001.0000,[0x0000.0000,0x0000.0000,0x0000.0000]);
  3929. store Spline_86;
  3930. Spline(4,0x0000.0000,0x0000.0000);
  3931. SplineKey4(0x0000.0000,[0xfffe.daff,0xfffe.d0ff,0xfffe.d5ff,0xfffe.daff]);
  3932. SplineKey4(0x0000.6000,[0x0000.0000,0x0000.0000,0x0000.0000,0x0000.0000]);
  3933. SplineKey4(0x0000.9da2,[0x0000.0100,0x0000.0100,0xffff.ff00,0xffff.1200]);
  3934. SplineKey4(0x0000.a105,[0xffff.0600,0xffff.0c00,0xffff.0900,0x0000.0000]);
  3935. SplineKey4(0x0001.0000,[0xfffe.edff,0xfffe.cbff,0xfffe.b4ff,0xfffe.97ff]);
  3936. store Spline_87;
  3937. Spline(3,0x0000.0000,0x0000.0000);
  3938. SplineKey3(0x0000.0000,[0x0000.0000,0x0000.0000,0x0000.0000]);
  3939. SplineKey3(0x0001.0000,[0x0000.0000,0x0000.1500,0x0000.0000]);
  3940. store Spline_88;
  3941. Spline(3,0x0000.0000,0x0000.0000);
  3942. SplineKey3(0x0000.0000,[0x0000.0000,0x0000.0000,0x0000.0000]);
  3943. SplineKey3(0x0001.0000,[0x0000.2a00,0x0000.a500,0xffff.d500]);
  3944. store Spline_89;
  3945. Spline(1,0x0000.0000,0x0000.0000);
  3946. SplineKey1(0x0000.0000,0xffff.a300);
  3947. SplineKey1(0x0000.1980,0xffff.d900);
  3948. SplineKey1(0x0000.2380,0x0000.8c00);
  3949. SplineKey1(0x0000.3f00,0x0001.5c00);
  3950. SplineKey1(0x0000.7500,0x0001.d000);
  3951. SplineKey1(0x0000.8880,0x0000.a400);
  3952. SplineKey1(0x0000.9c00,0xffff.6e00);
  3953. SplineKey1(0x0000.cb80,0xffff.fb00);
  3954. SplineKey1(0x0000.e180,0x0000.fc00);
  3955. SplineKey1(0x0001.0000,0x0001.d300);
  3956. store Spline_90;
  3957. Spline(3,0x0000.0000,0x0000.0000);
  3958. SplineKey3(0x0000.0000,[0xffff.1f00,0xfffe.feff,0xffff.fb00]);
  3959. SplineKey3(0x0000.2480,[0xffff.5900,0xffff.2a00,0xffff.a300]);
  3960. SplineKey3(0x0000.5100,[0xffff.9e00,0xffff.6e00,0xffff.9900]);
  3961. SplineKey3(0x0000.8a80,[0x0000.0500,0x0000.3500,0xffff.9900]);
  3962. SplineKey3(0x0000.c780,[0x0000.1800,0x0000.9b00,0xffff.ca00]);
  3963. SplineKey3(0x0001.0000,[0xffff.e700,0x0001.3300,0xffff.9400]);
  3964. store Spline_91;
  3965. Spline(3,0x0000.0000,0x0000.0000);
  3966. SplineKey3(0x0000.0000,[0xffff.9500,0x0000.8700,0x0000.2100]);
  3967. SplineKey3(0x0000.2300,[0xffff.6400,0x0001.1400,0x0000.7900]);
  3968. SplineKey3(0x0000.5986,[0x0000.0000,0x0000.b400,0x0000.0000]);
  3969. SplineKey3(0x0000.c994,[0xffff.e400,0x0000.e000,0xffff.fc00]);
  3970. SplineKey3(0x0001.0000,[0xffff.7800,0x0000.bd00,0x0000.9100]);
  3971. store Spline_92;
  3972. Spline(3,0x0000.0000,0x0000.0000);
  3973. SplineKey3(0x0000.0000,[0x0000.0000,0x0000.ab00,0x0000.0000]);
  3974. SplineKey3(0x0000.1880,[0x0000.0000,0x0000.4000,0x0000.0000]);
  3975. SplineKey3(0x0000.393a,[0x0000.0000,0x0000.2a00,0x0000.0000]);
  3976. SplineKey3(0x0000.5e87,[0x0000.0000,0x0000.2000,0x0000.0000]);
  3977. SplineKey3(0x0000.d7a3,[0x0000.0000,0x0000.eb00,0x0000.0000]);
  3978. SplineKey3(0x0001.0000,[0x0000.0000,0x0000.7900,0x0000.0000]);
  3979. store Spline_93;
  3980. Spline(4,0x0000.0000,0x0000.0000);
  3981. SplineKey4(0x0000.0000,[0x0000.0000,0x0000.0000,0x0000.0000,0x0000.0000]);
  3982. SplineKey4(0x0000.5f09,[0xffff.3f00,0x0000.0000,0x0000.0000,0x0000.0000]);
  3983. SplineKey4(0x0000.9c5b,[0x0000.0000,0x0000.0000,0x0000.0000,0x0000.0000]);
  3984. SplineKey4(0x0000.e051,[0x0000.0000,0x0000.0000,0x0000.0000,0x0000.0000]);
  3985. SplineKey4(0x0001.0000,[0xfffe.ffff,0xfffe.f5ff,0xfffe.f5ff,0x0000.0000]);
  3986. store Spline_94;
  3987. Spline(4,0x0000.0000,0x0000.0000);
  3988. SplineKey4(0x0000.0000,[0x0000.0000,0x0000.0000,0x0000.0000,0x0000.0000]);
  3989. SplineKey4(0x0000.1300,[0x0001.0d00,0x0001.1100,0x0001.0d00,0x0000.0000]);
  3990. SplineKey4(0x0000.f100,[0x0001.0d00,0x0001.1900,0x0001.0900,0x0000.0000]);
  3991. SplineKey4(0x0001.0000,[0x0000.0000,0x0000.0000,0x0000.0000,0x0000.0000]);
  3992. store Spline_95;
  3993. Spline(1,0x0000.0000,0x0000.0000);
  3994. SplineKey1(0x0000.0000,0x0000.fb00);
  3995. SplineKey1(0x0000.45d2,0x0000.f800);
  3996. SplineKey1(0x0000.aebf,0x0000.fa00);
  3997. SplineKey1(0x0001.0000,0x0000.fa00);
  3998. store Spline_96;
  3999. Spline(3,0x0000.0000,0x0000.0000);
  4000. SplineKey3(0x0000.0000,[0x0000.0000,0x0000.0000,0x0000.0000]);
  4001. SplineKey3(0x0001.0000,[0xffff.fd00,0x0000.0000,0x0000.0000]);
  4002. store Spline_97;
  4003. Spline(4,0x0000.fe00,0x0000.0000);
  4004. SplineKey4(0x0000.0000,[0xffff.f400,0xffff.f900,0xffff.f400,0x0001.0900]);
  4005. SplineKey4(0x0000.2800,[0x0000.ff00,0x0000.ff00,0x0000.ff00,0x0001.0400]);
  4006. SplineKey4(0x0001.0000,[0xffff.fb00,0x0000.0000,0x0000.0000,0x0000.0000]);
  4007. store Spline_98;
  4008. Spline(1,0x0000.0e00,0xffff.fe00);
  4009. SplineKey1(0x0000.007e,0x0000.7500);
  4010. SplineKey1(0x0000.1e67,0x0000.6500);
  4011. SplineKey1(0x0000.5480,0x0000.1a00);
  4012. SplineKey1(0x0000.6b7c,0x0000.7a00);
  4013. SplineKey1(0x0000.7bdb,0x0000.a000);
  4014. SplineKey1(0x0000.84a3,0x0000.d600);
  4015. SplineKey1(0x0000.9752,0x0000.fc00);
  4016. SplineKey1(0x0000.dbce,0x0000.dd00);
  4017. SplineKey1(0x0001.0000,0x0000.5700);
  4018. store Spline_99;
  4019. Spline(3,0x0000.0200,0xffff.ea00);
  4020. SplineKey3(0x0000.0000,[0x0000.0000,0x0000.2300,0x0000.0000]);
  4021. SplineKey3(0x0000.ffa8,[0x0000.1f00,0xfffe.64ff,0x0000.0000]);
  4022. store Spline_100;
  4023. Spline(1,0xffff.fe00,0x0000.0000);
  4024. SplineKey1(0x0000.0000,0x0002.0400);
  4025. SplineKey1(0x0000.538d,0x0001.bb00);
  4026. SplineKey1(0x0000.75a2,0x0000.6100);
  4027. SplineKey1(0x0000.86e1,0x0000.0000);
  4028. SplineKey1(0x0000.9594,0x0000.0000);
  4029. SplineKey1(0x0001.0000,0x0000.0000);
  4030. store Spline_101;
  4031. Spline(3,0xffff.fe00,0x0000.0000);
  4032. SplineKey3(0x0000.0000,[0x0000.0200,0x0000.c900,0x0000.3000]);
  4033. SplineKey3(0x0000.5b3c,[0xffff.ff00,0x0000.6d00,0x0000.0000]);
  4034. SplineKey3(0x0000.7d8c,[0x0000.0000,0x0000.0000,0x0000.0000]);
  4035. SplineKey3(0x0000.89ce,[0x0000.0000,0x0000.0000,0x0000.0000]);
  4036. SplineKey3(0x0001.0000,[0x0000.0000,0x0000.0000,0x0000.0000]);
  4037. store Spline_102;
  4038. Spline(4,0xffff.fe00,0x0000.0000);
  4039. SplineKey4(0x0000.0000,[0x0000.0000,0x0000.0000,0x0000.0000,0x0000.0000]);
  4040. SplineKey4(0x0000.1100,[0x0001.4900,0x0001.4d00,0x0001.4900,0x0000.0000]);
  4041. SplineKey4(0x0000.ef00,[0x0001.2500,0x0001.1d00,0x0001.1900,0x0000.0000]);
  4042. SplineKey4(0x0001.0000,[0x0000.0000,0x0000.0000,0x0000.0000,0x0000.0000]);
  4043. store Spline_103;
  4044. Spline(4,0x0000.0000,0x0000.0000);
  4045. SplineKey4(0x0000.0080,[0x0000.d400,0x0000.cf00,0x0000.c300,0x0000.0000]);
  4046. SplineKey4(0x0000.8538,[0x0000.ec00,0x0000.eb00,0x0000.eb00,0x0000.0000]);
  4047. SplineKey4(0x0000.9458,[0x0000.3700,0x0000.3000,0x0000.3300,0x0000.0000]);
  4048. SplineKey4(0x0000.c188,[0x0000.0000,0x0000.0200,0x0000.0200,0x0000.0000]);
  4049. SplineKey4(0x0001.0000,[0x0000.0000,0x0000.0000,0x0000.0000,0x0000.0000]);
  4050. store Spline_104;
  4051. Spline(1,0xffff.fe00,0x0000.0000);
  4052. SplineKey1(0x0000.0000,0x0000.0000);
  4053. SplineKey1(0x0000.7480,0x0000.0000);
  4054. SplineKey1(0x0000.8600,0x0000.2400);
  4055. SplineKey1(0x0000.ae00,0x0002.5400);
  4056. store Spline_105;
  4057. Spline(4,0x0000.0000,0x0000.0000);
  4058. SplineKey4(0x0000.0000,[0x0000.0000,0x0000.0000,0x0000.0000,0x0000.0000]);
  4059. SplineKey4(0x0000.37a4,[0x0000.ff00,0x0001.0700,0x0001.0a00,0x0001.0300]);
  4060. SplineKey4(0x0000.5345,[0x0000.c900,0x0000.b100,0x0000.9600,0x0000.ae00]);
  4061. SplineKey4(0x0000.8a7e,[0x0001.7e00,0x0000.9e00,0x0000.c500,0x0000.c500]);
  4062. SplineKey4(0x0000.b9e3,[0x0000.aa00,0x0001.5400,0x0000.c900,0x0000.a600]);
  4063. SplineKey4(0x0001.0000,[0x0001.0300,0x0001.0700,0x0001.0e00,0x0001.0e00]);
  4064. store Spline_106;
  4065. Spline(3,0x0000.0000,0x0000.0000);
  4066. SplineKey3(0x0000.0000,[0x0000.0000,0x0000.6800,0x0000.0000]);
  4067. SplineKey3(0x0000.8b44,[0x0000.0000,0x0000.c000,0x0000.0000]);
  4068. SplineKey3(0x0001.0000,[0x0000.0000,0x0000.d600,0x0000.0000]);
  4069. store Spline_107;
  4070. Spline(3,0x0000.0000,0x0000.0000);
  4071. SplineKey3(0x0000.0000,[0x0000.0000,0x0000.0000,0x0000.0000]);
  4072. SplineKey3(0x0001.0000,[0x0000.df00,0x0000.0000,0xfffe.e9ff]);
  4073. SplineKey3(0x0001.0c00,[0x0000.0000,0x0000.0000,0x0000.0000]);
  4074. store Spline_108;
  4075. Spline(4,0x0000.0000,0x0000.0000);
  4076. SplineKey4(0x0000.0080,[0x0000.0000,0x0000.0000,0x0000.0000,0x0000.0000]);
  4077. SplineKey4(0x0000.c300,[0xffff.fb00,0xffff.f600,0xffff.fb00,0x0000.0000]);
  4078. SplineKey4(0x0001.0000,[0xffff.0400,0xffff.00ff,0xffff.0900,0xffff.00ff]);
  4079. store Spline_109;
  4080. load start02; FindLabel(45); store start02_start02_anim;
  4081. load start02; FindLabel(9); store start02_blend;
  4082. load start02; FindLabel(7); store start02_anim030;
  4083. load start01; FindLabel(44); store start01_start01_anim;
  4084. load start01; FindLabel(9); store start01_blend;
  4085. load start01; FindLabel(7); store start01_anim030;
  4086. load start003; FindLabel(43); store start003_start003_anim;
  4087. load start003; FindLabel(9); store start003_blend;
  4088. load start003; FindLabel(7); store start003_anim030;
  4089. load start004; FindLabel(42); store start004_start004_anim;
  4090. load start004; FindLabel(9); store start004_blend;
  4091. load start004; FindLabel(7); store start004_anim030;
  4092. load bunt; FindLabel(9); store bunt_blend;
  4093. load bunt; FindLabel(8); store bunt_blubber;
  4094. load start; FindLabel(46); store start_start_raum;
  4095. load start; FindLabel(47); store start_start_cam;
  4096. load start; FindLabel(9); store start_blend;
  4097. load start; FindLabel(4); store start_daten1;
  4098. load start; FindLabel(5); store start_daten2;
  4099. load walk_scene_fx1; FindLabel(11); store walk_scene_fx1_babe_walk;
  4100. load walk_scene_fx1; FindLabel(9); store walk_scene_fx1_blend;
  4101. load walk_scene_fx1; FindLabel(14); store walk_scene_fx1_walk_scene_glitter;
  4102. load walk_scene_fx1; FindLabel(15); store walk_scene_fx1_scroll;
  4103. load walk_scene_fx1; FindLabel(16); store walk_scene_fx1_blend_black;
  4104. load walk_scene_fx2; FindLabel(11); store walk_scene_fx2_babe_walk;
  4105. load walk_scene_fx2; FindLabel(18); store walk_scene_fx2_rock;
  4106. load walk_scene_fx2; FindLabel(9); store walk_scene_fx2_blend;
  4107. load walk_scene_fx2; FindLabel(15); store walk_scene_fx2_scroll;
  4108. load walk_scene_fx2; FindLabel(13); store walk_scene_fx2_extrude;
  4109. load rotate_josie_fx; FindLabel(24); store rotate_josie_fx_rotate_josie;
  4110. load rotate_josie_fx; FindLabel(25); store rotate_josie_fx_rotate_josie_raum;
  4111. load rotate_josie_fx; FindLabel(15); store rotate_josie_fx_scroll;
  4112. load rotate_josie_fx; FindLabel(9); store rotate_josie_fx_blend;
  4113. load rotate_josie_fx; FindLabel(4); store rotate_josie_fx_daten1;
  4114. load rotate_josie_fx; FindLabel(5); store rotate_josie_fx_daten2;
  4115. load bday; FindLabel(3); store bday_walk_room_anim;
  4116. load bday; FindLabel(31); store bday_starmove;
  4117. load bday; FindLabel(9); store bday_blend;
  4118. load bday; FindLabel(13); store bday_extrude;
  4119. load blau_raum_fxs; FindLabel(11); store blau_raum_fxs_babe_walk;
  4120. load blau_raum_fxs; FindLabel(15); store blau_raum_fxs_scroll;
  4121. load blau_raum_fxs; FindLabel(9); store blau_raum_fxs_blend;
  4122. load zusammenbruch; FindLabel(11); store zusammenbruch_babe_walk;
  4123. load zusammenbruch; FindLabel(3); store zusammenbruch_walk_room_anim;
  4124. load blau_raum_fx0; FindLabel(48); store blau_raum_fx0_rot_baby;
  4125. load blau_raum_fx0; FindLabel(9); store blau_raum_fx0_blend;
  4126. load blau_raum_fx0; FindLabel(29); store blau_raum_fx0_blend2;
  4127. load blau_raum_fx0; FindLabel(15); store blau_raum_fx0_scroll;
  4128. load blau_raum_fx0; FindLabel(11); store blau_raum_fx0_babe_walk;
  4129. load water; FindLabel(38); store water_wat_cam;
  4130. load water; FindLabel(35); store water_wat_perl1;
  4131. load water; FindLabel(37); store water_wat_perl2;
  4132. load water; FindLabel(34); store water_wat_bab;
  4133. load water; FindLabel(36); store water_wat_extr1;
  4134. load water; FindLabel(9); store water_blend;
  4135. load water; FindLabel(31); store water_starmove;
  4136. load blau_raum_fx8_2; FindLabel(26); store blau_raum_fx8_2_fx8_josie;
  4137. load blau_raum_fx8_2; FindLabel(28); store blau_raum_fx8_2_schweb_raum;
  4138. load blau_raum_fx8_2; FindLabel(9); store blau_raum_fx8_2_blend;
  4139. load blau_raum_fx8_2; FindLabel(29); store blau_raum_fx8_2_blend2;
  4140. load blau_raum_fx9; FindLabel(1); store blau_raum_fx9_open_heart;
  4141. load blau_raum_fx9; FindLabel(4); store blau_raum_fx9_daten1;
  4142. load blau_raum_fx9; FindLabel(5); store blau_raum_fx9_daten2;
  4143. load blau_raum_fx9; FindLabel(2); store blau_raum_fx9_light;
  4144. load zusammenbruch2; FindLabel(11); store zusammenbruch2_babe_walk;
  4145. load zusammenbruch2; FindLabel(3); store zusammenbruch2_walk_room_anim;
  4146. load zusammenbruch2; FindLabel(33); store zusammenbruch2_cam;
  4147. load zusammenbruch2; FindLabel(9); store zusammenbruch2_blend;
  4148. load blau_raum_fx8; FindLabel(28); store blau_raum_fx8_schweb_raum;
  4149. load blau_raum_fx8; FindLabel(26); store blau_raum_fx8_fx8_josie;
  4150. load blau_raum_fx8; FindLabel(9); store blau_raum_fx8_blend;
  4151. load blau_raum_fx8; FindLabel(15); store blau_raum_fx8_scroll;
  4152. load real_end; FindLabel(9); store real_end_blend;
  4153. load real_end; FindLabel(10); store real_end_end_rot;
  4154. load blau_raum_fx5; FindLabel(39); store blau_raum_fx5_schwimm;
  4155. load blau_raum_fx5; FindLabel(13); store blau_raum_fx5_extrude;
  4156. load blau_raum_fx5; FindLabel(33); store blau_raum_fx5_cam;
  4157. load blau_raum_fx5; FindLabel(41); store blau_raum_fx5_licht;
  4158. load blau_raum_fx5; FindLabel(40); store blau_raum_fx5_blend_white;
  4159. load blau_raum_fx5; FindLabel(9); store blau_raum_fx5_blend;
  4160. load zusammenbruch3; FindLabel(11); store zusammenbruch3_babe_walk;
  4161. load zusammenbruch3; FindLabel(3); store zusammenbruch3_walk_room_anim;
  4162. load zusammenbruch3; FindLabel(9); store zusammenbruch3_blend;
  4163. load babe_sprung_scene_fx1; FindLabel(19); store babe_sprung_scene_fx1_babe_sprung;
  4164. load babe_sprung_scene_fx1; FindLabel(22); store babe_sprung_scene_fx1_sprung_raum;
  4165. load babe_sprung_scene_fx1; FindLabel(20); store babe_sprung_scene_fx1_sprungextrude;
  4166. load babe_sprung_scene_fx1; FindLabel(9); store babe_sprung_scene_fx1_blend;
  4167. load babe_sprung_scene_fx1; FindLabel(21); store babe_sprung_scene_fx1_sprungmat;
  4168. load blau_raum_fx1; FindLabel(9); store blau_raum_fx1_blend;
  4169. load blau_raum_fx1; FindLabel(39); store blau_raum_fx1_schwimm;
  4170. load blau_raum_fx1; FindLabel(40); store blau_raum_fx1_blend_white;
  4171. }
  4172. void timeline_OnFrame()
  4173. {
  4174. int time;
  4175. int t0;
  4176. int t1;
  4177. t0=0x0038.0000;t1=0x0048.0000;if((SystemBeat>=t0) & (SystemBeat<t1))
  4178. {
  4179. time = (SystemBeat-t0)/(t1-t0);
  4180. load Spline_0; start02_start02_anim.translate = start02_start02_anim.translate + SplineCalc3(time);
  4181. load Spline_1; start02_blend.color = start02_blend.color + SplineCalc4(time);
  4182. load Spline_2; start02_anim030.translate = start02_anim030.translate + SplineCalc3(time);
  4183. load start02; RenderChain();
  4184. }
  4185. t0=0x0028.0000;t1=0x0038.0000;if((SystemBeat>=t0) & (SystemBeat<t1))
  4186. {
  4187. time = (SystemBeat-t0)/(t1-t0);
  4188. load Spline_3; start01_start01_anim.rotate = start01_start01_anim.rotate + SplineCalc3(time);
  4189. load Spline_4; start01_blend.color = start01_blend.color + SplineCalc4(time);
  4190. load Spline_5; start01_anim030.translate = start01_anim030.translate + SplineCalc3(time);
  4191. load start01; RenderChain();
  4192. }
  4193. t0=0x0018.0000;t1=0x0028.0000;if((SystemBeat>=t0) & (SystemBeat<t1))
  4194. {
  4195. time = (SystemBeat-t0)/(t1-t0);
  4196. load Spline_6; start003_start003_anim.rotate = start003_start003_anim.rotate + SplineCalc3(time);
  4197. load Spline_7; start003_blend.color = start003_blend.color + SplineCalc4(time);
  4198. load Spline_8; start003_anim030.translate = start003_anim030.translate + SplineCalc3(time);
  4199. load start003; RenderChain();
  4200. }
  4201. t0=0x0008.0000;t1=0x0018.0000;if((SystemBeat>=t0) & (SystemBeat<t1))
  4202. {
  4203. time = (SystemBeat-t0)/(t1-t0);
  4204. load Spline_9; start004_start004_anim.translate = start004_start004_anim.translate + SplineCalc3(time);
  4205. load Spline_10; start004_start004_anim.rotate = start004_start004_anim.rotate + SplineCalc3(time);
  4206. load Spline_11; start004_blend.color = start004_blend.color + SplineCalc4(time);
  4207. load Spline_12; start004_anim030.translate = start004_anim030.translate + SplineCalc3(time);
  4208. load start004; RenderChain();
  4209. }
  4210. t0=0x0000.0000;t1=0x0008.0000;if((SystemBeat>=t0) & (SystemBeat<t1))
  4211. {
  4212. time = (SystemBeat-t0)/(t1-t0);
  4213. load Spline_13; bunt_blend.color = bunt_blend.color + SplineCalc4(time);
  4214. load Spline_14; bunt_blubber.scale = bunt_blubber.scale + SplineCalc3(time);
  4215. load bunt; RenderChain();
  4216. }
  4217. t0=0x0048.0000;t1=0x0054.8000;if((SystemBeat>=t0) & (SystemBeat<t1))
  4218. {
  4219. time = (SystemBeat-t0)/(t1-t0);
  4220. load Spline_15; start_start_raum.translate = start_start_raum.translate + SplineCalc3(time);
  4221. load Spline_16; start_start_cam.campos = start_start_cam.campos + SplineCalc3(time);
  4222. load Spline_17; start_blend.color = start_blend.color + SplineCalc4(time);
  4223. load Spline_18; start_daten1.translate = start_daten1.translate + SplineCalc3(time);
  4224. load Spline_19; start_daten2.translate = start_daten2.translate + SplineCalc3(time);
  4225. load start; RenderChain();
  4226. }
  4227. t0=0x0059.0000;t1=0x0068.0000;if((SystemBeat>=t0) & (SystemBeat<t1))
  4228. {
  4229. time = (SystemBeat-t0)/(t1-t0);
  4230. load Spline_20; walk_scene_fx1_babe_walk.parameter = walk_scene_fx1_babe_walk.parameter + SplineCalc1(time);
  4231. load Spline_21; walk_scene_fx1_blend.color = walk_scene_fx1_blend.color + SplineCalc4(time);
  4232. load Spline_22; walk_scene_fx1_walk_scene_glitter.rotate = walk_scene_fx1_walk_scene_glitter.rotate + SplineCalc3(time);
  4233. load Spline_23; walk_scene_fx1_scroll.campos = walk_scene_fx1_scroll.campos + SplineCalc3(time);
  4234. load Spline_24; walk_scene_fx1_blend_black.color = walk_scene_fx1_blend_black.color + SplineCalc4(time);
  4235. load walk_scene_fx1; RenderChain();
  4236. }
  4237. t0=0x0068.0000;t1=0x0078.0000;if((SystemBeat>=t0) & (SystemBeat<t1))
  4238. {
  4239. time = (SystemBeat-t0)/(t1-t0);
  4240. load Spline_25; walk_scene_fx2_babe_walk.parameter = walk_scene_fx2_babe_walk.parameter + SplineCalc1(time);
  4241. load Spline_26; walk_scene_fx2_rock.rotate = walk_scene_fx2_rock.rotate + SplineCalc3(time);
  4242. load Spline_27; walk_scene_fx2_blend.color = walk_scene_fx2_blend.color + SplineCalc4(time);
  4243. load Spline_28; walk_scene_fx2_scroll.campos = walk_scene_fx2_scroll.campos + SplineCalc3(time);
  4244. load Spline_29; walk_scene_fx2_extrude.rotate = walk_scene_fx2_extrude.rotate + SplineCalc3(time);
  4245. load Spline_30; walk_scene_fx2_extrude.parameter = walk_scene_fx2_extrude.parameter + SplineCalc1(time);
  4246. load Spline_31; walk_scene_fx2_extrude.scale = walk_scene_fx2_extrude.scale + SplineCalc3(time);
  4247. load walk_scene_fx2; RenderChain();
  4248. }
  4249. t0=0x0054.8000;t1=0x0055.3000;if((SystemBeat>=t0) & (SystemBeat<t1))
  4250. {
  4251. time = (SystemBeat-t0)/(t1-t0);
  4252. load Spline_3; start01_start01_anim.rotate = start01_start01_anim.rotate + SplineCalc3(time);
  4253. load Spline_4; start01_blend.color = start01_blend.color + SplineCalc4(time);
  4254. load Spline_5; start01_anim030.translate = start01_anim030.translate + SplineCalc3(time);
  4255. load start01; RenderChain();
  4256. }
  4257. t0=0x0058.0000;t1=0x0059.0000;if((SystemBeat>=t0) & (SystemBeat<t1))
  4258. {
  4259. time = (SystemBeat-t0)/(t1-t0);
  4260. load Spline_0; start02_start02_anim.translate = start02_start02_anim.translate + SplineCalc3(time);
  4261. load Spline_1; start02_blend.color = start02_blend.color + SplineCalc4(time);
  4262. load Spline_2; start02_anim030.translate = start02_anim030.translate + SplineCalc3(time);
  4263. load start02; RenderChain();
  4264. }
  4265. t0=0x0098.0000;t1=0x00b3.7000;if((SystemBeat>=t0) & (SystemBeat<t1))
  4266. {
  4267. time = (SystemBeat-t0)/(t1-t0);
  4268. load Spline_32; rotate_josie_fx_rotate_josie.rotate = rotate_josie_fx_rotate_josie.rotate + SplineCalc3(time);
  4269. load Spline_33; rotate_josie_fx_rotate_josie_raum.rotate = rotate_josie_fx_rotate_josie_raum.rotate + SplineCalc3(time);
  4270. load Spline_34; rotate_josie_fx_scroll.campos = rotate_josie_fx_scroll.campos + SplineCalc3(time);
  4271. load Spline_35; rotate_josie_fx_scroll.camrot = rotate_josie_fx_scroll.camrot + SplineCalc3(time);
  4272. load Spline_36; rotate_josie_fx_blend.color = rotate_josie_fx_blend.color + SplineCalc4(time);
  4273. load Spline_37; rotate_josie_fx_daten1.translate = rotate_josie_fx_daten1.translate + SplineCalc3(time);
  4274. load Spline_38; rotate_josie_fx_daten2.translate = rotate_josie_fx_daten2.translate + SplineCalc3(time);
  4275. load rotate_josie_fx; RenderChain();
  4276. }
  4277. t0=0x00e8.0000;t1=0x00f5.6000;if((SystemBeat>=t0) & (SystemBeat<t1))
  4278. {
  4279. time = (SystemBeat-t0)/(t1-t0);
  4280. load Spline_39; bday_walk_room_anim.scale = bday_walk_room_anim.scale + SplineCalc3(time);
  4281. load Spline_40; bday_starmove.translate = bday_starmove.translate + SplineCalc3(time);
  4282. load Spline_41; bday_blend.color = bday_blend.color + SplineCalc4(time);
  4283. load Spline_42; bday_extrude.rotate = bday_extrude.rotate + SplineCalc3(time);
  4284. load Spline_43; bday_extrude.rotate = bday_extrude.rotate + SplineCalc3(time);
  4285. load bday; RenderChain();
  4286. }
  4287. t0=0x0078.0000;t1=0x0088.0000;if((SystemBeat>=t0) & (SystemBeat<t1))
  4288. {
  4289. time = (SystemBeat-t0)/(t1-t0);
  4290. load Spline_44; blau_raum_fxs_babe_walk.parameter = blau_raum_fxs_babe_walk.parameter + SplineCalc1(time);
  4291. load Spline_45; blau_raum_fxs_scroll.campos = blau_raum_fxs_scroll.campos + SplineCalc3(time);
  4292. load Spline_46; blau_raum_fxs_blend.color = blau_raum_fxs_blend.color + SplineCalc4(time);
  4293. load blau_raum_fxs; RenderChain();
  4294. }
  4295. t0=0x00f5.6000;t1=0x00f8.0000;if((SystemBeat>=t0) & (SystemBeat<t1))
  4296. {
  4297. time = (SystemBeat-t0)/(t1-t0);
  4298. load Spline_47; zusammenbruch_babe_walk.parameter = zusammenbruch_babe_walk.parameter + SplineCalc1(time);
  4299. load Spline_48; zusammenbruch_walk_room_anim.rotate = zusammenbruch_walk_room_anim.rotate + SplineCalc3(time);
  4300. load zusammenbruch; RenderChain();
  4301. }
  4302. t0=0x0088.0000;t1=0x0098.0000;if((SystemBeat>=t0) & (SystemBeat<t1))
  4303. {
  4304. time = (SystemBeat-t0)/(t1-t0);
  4305. load Spline_49; blau_raum_fx0_rot_baby.rotate = blau_raum_fx0_rot_baby.rotate + SplineCalc3(time);
  4306. load Spline_50; blau_raum_fx0_rot_baby.translate = blau_raum_fx0_rot_baby.translate + SplineCalc3(time);
  4307. load Spline_51; blau_raum_fx0_blend.color = blau_raum_fx0_blend.color + SplineCalc4(time);
  4308. load Spline_52; blau_raum_fx0_blend.color = blau_raum_fx0_blend.color + SplineCalc4(time);
  4309. load Spline_53; blau_raum_fx0_blend2.color = blau_raum_fx0_blend2.color + SplineCalc4(time);
  4310. load Spline_54; blau_raum_fx0_scroll.campos = blau_raum_fx0_scroll.campos + SplineCalc3(time);
  4311. load Spline_55; blau_raum_fx0_babe_walk.parameter = blau_raum_fx0_babe_walk.parameter + SplineCalc1(time);
  4312. load blau_raum_fx0; RenderChain();
  4313. }
  4314. t0=0x00d8.0000;t1=0x00e8.0000;if((SystemBeat>=t0) & (SystemBeat<t1))
  4315. {
  4316. time = (SystemBeat-t0)/(t1-t0);
  4317. load Spline_56; water_wat_cam.rotate = water_wat_cam.rotate + SplineCalc3(time);
  4318. load Spline_57; water_wat_perl1.translate = water_wat_perl1.translate + SplineCalc3(time);
  4319. load Spline_58; water_wat_perl2.translate = water_wat_perl2.translate + SplineCalc3(time);
  4320. load Spline_59; water_wat_bab.parameter = water_wat_bab.parameter + SplineCalc1(time);
  4321. load Spline_60; water_wat_cam.translate = water_wat_cam.translate + SplineCalc3(time);
  4322. load Spline_61; water_wat_extr1.parameter = water_wat_extr1.parameter + SplineCalc1(time);
  4323. load Spline_62; water_wat_extr1.scale = water_wat_extr1.scale + SplineCalc3(time);
  4324. load Spline_63; water_blend.color = water_blend.color + SplineCalc4(time);
  4325. load Spline_64; water_starmove.rotate = water_starmove.rotate + SplineCalc3(time);
  4326. load Spline_65; water_starmove.translate = water_starmove.translate + SplineCalc3(time);
  4327. load Spline_66; water_starmove.translate = water_starmove.translate + SplineCalc3(time);
  4328. load water; RenderChain();
  4329. }
  4330. t0=0x00c8.0000;t1=0x00d8.0000;if((SystemBeat>=t0) & (SystemBeat<t1))
  4331. {
  4332. time = (SystemBeat-t0)/(t1-t0);
  4333. load Spline_67; blau_raum_fx8_2_fx8_josie.translate = blau_raum_fx8_2_fx8_josie.translate + SplineCalc3(time);
  4334. load Spline_68; blau_raum_fx8_2_fx8_josie.rotate = blau_raum_fx8_2_fx8_josie.rotate + SplineCalc3(time);
  4335. load Spline_69; blau_raum_fx8_2_schweb_raum.rotate = blau_raum_fx8_2_schweb_raum.rotate + SplineCalc3(time);
  4336. load Spline_70; blau_raum_fx8_2_blend.color = blau_raum_fx8_2_blend.color + SplineCalc4(time);
  4337. load Spline_71; blau_raum_fx8_2_blend2.color = blau_raum_fx8_2_blend2.color + SplineCalc4(time);
  4338. load blau_raum_fx8_2; RenderChain();
  4339. }
  4340. t0=0x00b3.7000;t1=0x00b8.0000;if((SystemBeat>=t0) & (SystemBeat<t1))
  4341. {
  4342. time = (SystemBeat-t0)/(t1-t0);
  4343. load Spline_72; blau_raum_fx9_open_heart.parameter = blau_raum_fx9_open_heart.parameter + SplineCalc1(time);
  4344. load Spline_73; blau_raum_fx9_daten1.translate = blau_raum_fx9_daten1.translate + SplineCalc3(time);
  4345. load Spline_74; blau_raum_fx9_daten2.translate = blau_raum_fx9_daten2.translate + SplineCalc3(time);
  4346. load Spline_75; blau_raum_fx9_light.rotate = blau_raum_fx9_light.rotate + SplineCalc3(time);
  4347. load Spline_76; blau_raum_fx9_light.rotate = blau_raum_fx9_light.rotate + SplineCalc3(time);
  4348. load blau_raum_fx9; RenderChain();
  4349. }
  4350. t0=0x00f8.0000;t1=0x00fe.0000;if((SystemBeat>=t0) & (SystemBeat<t1))
  4351. {
  4352. time = (SystemBeat-t0)/(t1-t0);
  4353. load Spline_77; zusammenbruch2_babe_walk.parameter = zusammenbruch2_babe_walk.parameter + SplineCalc1(time);
  4354. load Spline_78; zusammenbruch2_walk_room_anim.rotate = zusammenbruch2_walk_room_anim.rotate + SplineCalc3(time);
  4355. load Spline_79; zusammenbruch2_cam.campos = zusammenbruch2_cam.campos + SplineCalc3(time);
  4356. load Spline_80; zusammenbruch2_cam.camrot = zusammenbruch2_cam.camrot + SplineCalc3(time);
  4357. load Spline_81; zusammenbruch2_blend.color = zusammenbruch2_blend.color + SplineCalc4(time);
  4358. load zusammenbruch2; RenderChain();
  4359. }
  4360. t0=0x00b8.0000;t1=0x00c8.0000;if((SystemBeat>=t0) & (SystemBeat<t1))
  4361. {
  4362. time = (SystemBeat-t0)/(t1-t0);
  4363. load Spline_82; blau_raum_fx8_schweb_raum.rotate = blau_raum_fx8_schweb_raum.rotate + SplineCalc3(time);
  4364. load Spline_83; blau_raum_fx8_fx8_josie.translate = blau_raum_fx8_fx8_josie.translate + SplineCalc3(time);
  4365. load Spline_84; blau_raum_fx8_fx8_josie.rotate = blau_raum_fx8_fx8_josie.rotate + SplineCalc3(time);
  4366. load Spline_85; blau_raum_fx8_blend.color = blau_raum_fx8_blend.color + SplineCalc4(time);
  4367. load Spline_86; blau_raum_fx8_scroll.campos = blau_raum_fx8_scroll.campos + SplineCalc3(time);
  4368. load blau_raum_fx8; RenderChain();
  4369. }
  4370. t0=0x019a.0000;t1=0x01bb.6000;if((SystemBeat>=t0) & (SystemBeat<t1))
  4371. {
  4372. time = (SystemBeat-t0)/(t1-t0);
  4373. load Spline_87; real_end_blend.color = real_end_blend.color + SplineCalc4(time);
  4374. load Spline_88; real_end_end_rot.rotate = real_end_end_rot.rotate + SplineCalc3(time);
  4375. load real_end; RenderChain();
  4376. }
  4377. t0=0x0118.0000;t1=0x0158.0000;if((SystemBeat>=t0) & (SystemBeat<t1))
  4378. {
  4379. time = (SystemBeat-t0)/(t1-t0);
  4380. load Spline_89; blau_raum_fx5_schwimm.rotate = blau_raum_fx5_schwimm.rotate + SplineCalc3(time);
  4381. load Spline_90; blau_raum_fx5_extrude.parameter = blau_raum_fx5_extrude.parameter + SplineCalc1(time);
  4382. load Spline_91; blau_raum_fx5_extrude.rotate = blau_raum_fx5_extrude.rotate + SplineCalc3(time);
  4383. load Spline_92; blau_raum_fx5_cam.campos = blau_raum_fx5_cam.campos + SplineCalc3(time);
  4384. load Spline_93; blau_raum_fx5_licht.rotate = blau_raum_fx5_licht.rotate + SplineCalc3(time);
  4385. load Spline_94; blau_raum_fx5_blend_white.color = blau_raum_fx5_blend_white.color + SplineCalc4(time);
  4386. load Spline_95; blau_raum_fx5_blend.color = blau_raum_fx5_blend.color + SplineCalc4(time);
  4387. load blau_raum_fx5; RenderChain();
  4388. }
  4389. t0=0x00fe.0000;t1=0x0108.d000;if((SystemBeat>=t0) & (SystemBeat<t1))
  4390. {
  4391. time = (SystemBeat-t0)/(t1-t0);
  4392. load Spline_96; zusammenbruch3_babe_walk.parameter = zusammenbruch3_babe_walk.parameter + SplineCalc1(time);
  4393. load Spline_97; zusammenbruch3_walk_room_anim.rotate = zusammenbruch3_walk_room_anim.rotate + SplineCalc3(time);
  4394. load Spline_98; zusammenbruch3_blend.color = zusammenbruch3_blend.color + SplineCalc4(time);
  4395. load zusammenbruch3; RenderChain();
  4396. }
  4397. t0=0x0158.0000;t1=0x019a.0000;if((SystemBeat>=t0) & (SystemBeat<t1))
  4398. {
  4399. time = (SystemBeat-t0)/(t1-t0);
  4400. load Spline_99; babe_sprung_scene_fx1_babe_sprung.parameter = babe_sprung_scene_fx1_babe_sprung.parameter + SplineCalc1(time);
  4401. load Spline_100; babe_sprung_scene_fx1_sprung_raum.rotate = babe_sprung_scene_fx1_sprung_raum.rotate + SplineCalc3(time);
  4402. load Spline_101; babe_sprung_scene_fx1_sprungextrude.parameter = babe_sprung_scene_fx1_sprungextrude.parameter + SplineCalc1(time);
  4403. load Spline_102; babe_sprung_scene_fx1_sprungextrude.rotate = babe_sprung_scene_fx1_sprungextrude.rotate + SplineCalc3(time);
  4404. load Spline_103; babe_sprung_scene_fx1_blend.color = babe_sprung_scene_fx1_blend.color + SplineCalc4(time);
  4405. load Spline_104; babe_sprung_scene_fx1_sprungmat.color = babe_sprung_scene_fx1_sprungmat.color + SplineCalc4(time);
  4406. load Spline_105; babe_sprung_scene_fx1_sprungmat.enlarge = babe_sprung_scene_fx1_sprungmat.enlarge + SplineCalc1(time);
  4407. load babe_sprung_scene_fx1; RenderChain();
  4408. }
  4409. t0=0x0056.0000;t1=0x0056.b000;if((SystemBeat>=t0) & (SystemBeat<t1))
  4410. {
  4411. time = (SystemBeat-t0)/(t1-t0);
  4412. load Spline_6; start003_start003_anim.rotate = start003_start003_anim.rotate + SplineCalc3(time);
  4413. load Spline_7; start003_blend.color = start003_blend.color + SplineCalc4(time);
  4414. load Spline_8; start003_anim030.translate = start003_anim030.translate + SplineCalc3(time);
  4415. load start003; RenderChain();
  4416. }
  4417. t0=0x0056.b000;t1=0x0057.7000;if((SystemBeat>=t0) & (SystemBeat<t1))
  4418. {
  4419. time = (SystemBeat-t0)/(t1-t0);
  4420. load Spline_3; start01_start01_anim.rotate = start01_start01_anim.rotate + SplineCalc3(time);
  4421. load Spline_4; start01_blend.color = start01_blend.color + SplineCalc4(time);
  4422. load Spline_5; start01_anim030.translate = start01_anim030.translate + SplineCalc3(time);
  4423. load start01; RenderChain();
  4424. }
  4425. t0=0x0108.d000;t1=0x0118.0000;if((SystemBeat>=t0) & (SystemBeat<t1))
  4426. {
  4427. time = (SystemBeat-t0)/(t1-t0);
  4428. load Spline_106; blau_raum_fx1_blend.color = blau_raum_fx1_blend.color + SplineCalc4(time);
  4429. load Spline_107; blau_raum_fx1_schwimm.rotate = blau_raum_fx1_schwimm.rotate + SplineCalc3(time);
  4430. load Spline_108; blau_raum_fx1_schwimm.translate = blau_raum_fx1_schwimm.translate + SplineCalc3(time);
  4431. load Spline_109; blau_raum_fx1_blend_white.color = blau_raum_fx1_blend_white.color + SplineCalc4(time);
  4432. load blau_raum_fx1; RenderChain();
  4433. }
  4434. t0=0x0057.7000;t1=0x0058.0000;if((SystemBeat>=t0) & (SystemBeat<t1))
  4435. {
  4436. time = (SystemBeat-t0)/(t1-t0);
  4437. load Spline_9; start004_start004_anim.translate = start004_start004_anim.translate + SplineCalc3(time);
  4438. load Spline_10; start004_start004_anim.rotate = start004_start004_anim.rotate + SplineCalc3(time);
  4439. load Spline_11; start004_blend.color = start004_blend.color + SplineCalc4(time);
  4440. load Spline_12; start004_anim030.translate = start004_anim030.translate + SplineCalc3(time);
  4441. load start004; RenderChain();
  4442. }
  4443. t0=0x0055.3000;t1=0x0056.0000;if((SystemBeat>=t0) & (SystemBeat<t1))
  4444. {
  4445. time = (SystemBeat-t0)/(t1-t0);
  4446. load Spline_9; start004_start004_anim.translate = start004_start004_anim.translate + SplineCalc3(time);
  4447. load Spline_10; start004_start004_anim.rotate = start004_start004_anim.rotate + SplineCalc3(time);
  4448. load Spline_11; start004_blend.color = start004_blend.color + SplineCalc4(time);
  4449. load Spline_12; start004_anim030.translate = start004_anim030.translate + SplineCalc3(time);
  4450. load start004; RenderChain();
  4451. }
  4452. start02_start02_anim.translate = [0x0000.0000,0x0000.598d,0x0000.0000];
  4453. start02_blend.color = [0x0000.ff00,0x0000.ff00,0x0000.ff00,0x0000.ff00];
  4454. start02_anim030.translate = [0x0000.7fee,0x0000.7fee,0x0000.7fee];
  4455. start01_start01_anim.rotate = [0x0000.0000,0x0000.0000,0x0000.0000];
  4456. start01_blend.color = [0x0000.ff00,0x0000.ff00,0x0000.ff00,0x0000.ff00];
  4457. start01_anim030.translate = [0x0000.7fee,0x0000.7fee,0x0000.7fee];
  4458. start003_start003_anim.rotate = [0x0000.0000,0x0000.0000,0x0000.0000];
  4459. start003_blend.color = [0x0000.ff00,0x0000.ff00,0x0000.ff00,0x0000.ff00];
  4460. start003_anim030.translate = [0x0000.7fee,0x0000.7fee,0x0000.7fee];
  4461. start004_start004_anim.translate = [0x0000.0000,0x0000.598d,0x0000.0000];
  4462. start004_start004_anim.rotate = [0x0000.0000,0x0000.0000,0x0000.0000];
  4463. start004_blend.color = [0x0000.ff00,0x0000.ff00,0x0000.ff00,0x0000.ff00];
  4464. start004_anim030.translate = [0x0000.7fee,0x0000.7fee,0x0000.7fee];
  4465. bunt_blend.color = [0x0000.ff00,0x0000.ff00,0x0000.ff00,0x0000.ff00];
  4466. bunt_blubber.scale = [0x0006.3f00,0x0008.5800,0x000a.fc00];
  4467. start_start_raum.translate = [0x0000.7fee,0xfffd.21ff,0xfffc.e1ff];
  4468. start_start_cam.campos = [0xfff9.a7ff,0x0003.3100,0xffff.32a9];
  4469. start_blend.color = [0x0000.ff00,0x0000.ff00,0x0000.ff00,0x0000.ff00];
  4470. start_daten1.translate = [0x0000.0000,0x0000.0000,0x0000.0000];
  4471. start_daten2.translate = [0xffde.e5ff,0x0000.07ad,0x0013.fd00];
  4472. walk_scene_fx1_babe_walk.parameter = 0x0000.0000;
  4473. walk_scene_fx1_blend.color = [0x0000.0000,0x0000.0000,0x0000.0000,0x0000.ff00];
  4474. walk_scene_fx1_walk_scene_glitter.rotate = [0xffff.a9ed,0xffff.bf82,0xffff.0afb];
  4475. walk_scene_fx1_scroll.campos = [0x0000.b714,0xffff.982d,0x0000.997e];
  4476. walk_scene_fx1_blend_black.color = [0x0000.0000,0x0000.0000,0x0000.0000,0x0000.ff00];
  4477. walk_scene_fx2_babe_walk.parameter = 0x0000.0000;
  4478. walk_scene_fx2_rock.rotate = [0x0000.3a25,0xfffc.dcff,0x0000.348f];
  4479. walk_scene_fx2_blend.color = [0x0000.0000,0x0000.0000,0x0000.0000,0x0000.ff00];
  4480. walk_scene_fx2_scroll.campos = [0xffff.083d,0x0001.f000,0x0000.39b7];
  4481. walk_scene_fx2_extrude.rotate = [0x0000.0000,0x0000.0000,0x0000.0000];
  4482. walk_scene_fx2_extrude.parameter = 0x0000.0000;
  4483. walk_scene_fx2_extrude.scale = [0x0001.0000,0x0001.0000,0x0001.0000];
  4484. start01_start01_anim.rotate = [0x0000.0000,0x0000.0000,0x0000.0000];
  4485. start01_blend.color = [0x0000.ff00,0x0000.ff00,0x0000.ff00,0x0000.ff00];
  4486. start01_anim030.translate = [0x0000.7fee,0x0000.7fee,0x0000.7fee];
  4487. start02_start02_anim.translate = [0x0000.0000,0x0000.598d,0x0000.0000];
  4488. start02_blend.color = [0x0000.ff00,0x0000.ff00,0x0000.ff00,0x0000.ff00];
  4489. start02_anim030.translate = [0x0000.7fee,0x0000.7fee,0x0000.7fee];
  4490. rotate_josie_fx_rotate_josie.rotate = [0x0000.0000,0xfff5.00ff,0x0000.0000];
  4491. rotate_josie_fx_rotate_josie_raum.rotate = [0xffff.0c40,0xfffe.76ff,0xfffe.c2ff];
  4492. rotate_josie_fx_scroll.campos = [0x0002.7200,0x0005.4b00,0x0002.1500];
  4493. rotate_josie_fx_scroll.camrot = [0x0000.d118,0x0029.9500,0x0000.0000];
  4494. rotate_josie_fx_blend.color = [0x0000.0000,0x0000.0000,0x0000.0000,0x0000.ff00];
  4495. rotate_josie_fx_daten1.translate = [0x0000.9466,0x0000.3ff7,0x0001.6100];
  4496. rotate_josie_fx_daten2.translate = [0x0000.9c13,0x0000.3ff7,0x0001.f800];
  4497. bday_walk_room_anim.scale = [0x0004.f700,0x000a.1800,0x000a.da00];
  4498. bday_starmove.translate = [0x0000.0000,0x0000.0000,0x0000.0000];
  4499. bday_blend.color = [0x0000.0000,0x0000.0000,0x0000.0000,0x0000.ff00];
  4500. bday_extrude.rotate = [0x0000.0000,0x0000.0000,0x0000.0000];
  4501. bday_extrude.rotate = [0x0000.0000,0x0000.0000,0x0000.0000];
  4502. blau_raum_fxs_babe_walk.parameter = 0x0000.0000;
  4503. blau_raum_fxs_scroll.campos = [0x0001.7600,0x0000.7a91,0xfffe.adff];
  4504. blau_raum_fxs_blend.color = [0x0000.ff00,0x0000.ff00,0x0000.ff00,0x0000.ff00];
  4505. zusammenbruch_babe_walk.parameter = 0x0000.0000;
  4506. zusammenbruch_walk_room_anim.rotate = [0x0000.0000,0xffff.e3d1,0x0000.0000];
  4507. blau_raum_fx0_rot_baby.rotate = [0x0000.0000,0xfffd.aeff,0x0000.0000];
  4508. blau_raum_fx0_rot_baby.translate = [0x0000.0000,0xffff.70b8,0x0000.0000];
  4509. blau_raum_fx0_blend.color = [0x0000.ff00,0x0000.ff00,0x0000.ff00,0x0000.ff00];
  4510. blau_raum_fx0_blend.color = [0x0000.ff00,0x0000.ff00,0x0000.ff00,0x0000.ff00];
  4511. blau_raum_fx0_blend2.color = [0x0000.0000,0x0000.0000,0x0000.0000,0x0000.ff00];
  4512. blau_raum_fx0_scroll.campos = [0x0001.b900,0x0001.2e00,0xfffe.deff];
  4513. blau_raum_fx0_babe_walk.parameter = 0x0000.0000;
  4514. water_wat_cam.rotate = [0x0000.0000,0xffff.e3d1,0x0000.0000];
  4515. water_wat_perl1.translate = [0x0000.0000,0x0000.0000,0x0000.0000];
  4516. water_wat_perl2.translate = [0x0000.0000,0x0000.0000,0x0000.0000];
  4517. water_wat_bab.parameter = 0x0000.0000;
  4518. water_wat_cam.translate = [0x0000.0000,0x0000.0000,0x0000.0000];
  4519. water_wat_extr1.parameter = 0x0000.0000;
  4520. water_wat_extr1.scale = [0x0001.0000,0x0001.0000,0x0001.0000];
  4521. water_blend.color = [0x0000.0000,0x0000.0000,0x0000.0000,0x0000.ff00];
  4522. water_starmove.rotate = [0x0000.0000,0x0000.0000,0x0000.0000];
  4523. water_starmove.translate = [0x0000.0000,0x0000.0000,0x0000.0000];
  4524. water_starmove.translate = [0x0000.0000,0x0000.0000,0x0000.0000];
  4525. blau_raum_fx8_2_fx8_josie.translate = [0x0000.56fe,0x0000.9c13,0xffff.a902];
  4526. blau_raum_fx8_2_fx8_josie.rotate = [0xffff.f9e8,0x0003.1800,0x0000.0bef];
  4527. blau_raum_fx8_2_schweb_raum.rotate = [0x0000.3697,0x0001.7d00,0xffff.0114];
  4528. blau_raum_fx8_2_blend.color = [0x0000.0000,0x0000.0000,0x0000.0000,0x0000.ff00];
  4529. blau_raum_fx8_2_blend2.color = [0x0000.0000,0x0000.0000,0x0000.0000,0x0000.ff00];
  4530. blau_raum_fx9_open_heart.parameter = 0x0000.0000;
  4531. blau_raum_fx9_daten1.translate = [0x0000.9466,0x0000.3ff7,0x0001.6100];
  4532. blau_raum_fx9_daten2.translate = [0x0000.9c13,0x0000.3ff7,0x0001.f800];
  4533. blau_raum_fx9_light.rotate = [0xffff.e5d9,0x0000.3511,0x0001.4700];
  4534. blau_raum_fx9_light.rotate = [0xffff.e5d9,0x0000.3511,0x0001.4700];
  4535. zusammenbruch2_babe_walk.parameter = 0x0000.0000;
  4536. zusammenbruch2_walk_room_anim.rotate = [0x0000.0000,0xffff.e3d1,0x0000.0000];
  4537. zusammenbruch2_cam.campos = [0xffff.5e84,0xffff.4ba1,0x0005.e900];
  4538. zusammenbruch2_cam.camrot = [0x0000.4049,0x0003.5400,0x0000.0000];
  4539. zusammenbruch2_blend.color = [0x0000.ff00,0x0000.ff00,0x0000.ff00,0x0000.ff00];
  4540. blau_raum_fx8_schweb_raum.rotate = [0x0000.3697,0x0001.7d00,0xffff.0114];
  4541. blau_raum_fx8_fx8_josie.translate = [0x0000.56fe,0x0000.9c13,0xffff.a902];
  4542. blau_raum_fx8_fx8_josie.rotate = [0xffff.f9e8,0x0003.1800,0x0000.0bef];
  4543. blau_raum_fx8_blend.color = [0x0000.0000,0x0000.0000,0x0000.0000,0x0000.ff00];
  4544. blau_raum_fx8_scroll.campos = [0x0003.6b00,0x0001.fa00,0xffff.1fc8];
  4545. real_end_blend.color = [0x0000.ff00,0x0000.ff00,0x0000.ff00,0x0000.ff00];
  4546. real_end_end_rot.rotate = [0x0000.0000,0x0000.0000,0x0000.0000];
  4547. blau_raum_fx5_schwimm.rotate = [0x0000.0000,0xfff5.f5ff,0x0000.0000];
  4548. blau_raum_fx5_extrude.parameter = 0x0000.0000;
  4549. blau_raum_fx5_extrude.rotate = [0x0000.0000,0x0000.0000,0x0000.0000];
  4550. blau_raum_fx5_cam.campos = [0x0001.8e00,0x0000.0032,0xfffe.39ff];
  4551. blau_raum_fx5_licht.rotate = [0x0000.0000,0x0000.0000,0x0000.0000];
  4552. blau_raum_fx5_blend_white.color = [0x0000.ff00,0x0000.ff00,0x0000.ff00,0x0000.ff00];
  4553. blau_raum_fx5_blend.color = [0x0000.0000,0x0000.0000,0x0000.0000,0x0000.ff00];
  4554. zusammenbruch3_babe_walk.parameter = 0x0000.0000;
  4555. zusammenbruch3_walk_room_anim.rotate = [0x0000.0000,0xffff.e3d1,0x0000.0000];
  4556. zusammenbruch3_blend.color = [0x0000.0000,0x0000.0000,0x0000.0000,0x0000.ff00];
  4557. babe_sprung_scene_fx1_babe_sprung.parameter = 0x0000.0000;
  4558. babe_sprung_scene_fx1_sprung_raum.rotate = [0x0000.0000,0x0000.0000,0x0000.0000];
  4559. babe_sprung_scene_fx1_sprungextrude.parameter = 0x0000.0000;
  4560. babe_sprung_scene_fx1_sprungextrude.rotate = [0x0000.0000,0x0000.0000,0x0000.0000];
  4561. babe_sprung_scene_fx1_blend.color = [0x0000.0000,0x0000.0000,0x0000.0000,0x0000.ff00];
  4562. babe_sprung_scene_fx1_sprungmat.color = [0x0000.0000,0x0000.0000,0x0000.0000,0x0000.ff00];
  4563. babe_sprung_scene_fx1_sprungmat.enlarge = 0x0000.0000;
  4564. start003_start003_anim.rotate = [0x0000.0000,0x0000.0000,0x0000.0000];
  4565. start003_blend.color = [0x0000.ff00,0x0000.ff00,0x0000.ff00,0x0000.ff00];
  4566. start003_anim030.translate = [0x0000.7fee,0x0000.7fee,0x0000.7fee];
  4567. start01_start01_anim.rotate = [0x0000.0000,0x0000.0000,0x0000.0000];
  4568. start01_blend.color = [0x0000.ff00,0x0000.ff00,0x0000.ff00,0x0000.ff00];
  4569. start01_anim030.translate = [0x0000.7fee,0x0000.7fee,0x0000.7fee];
  4570. blau_raum_fx1_blend.color = [0x0000.0000,0x0000.0000,0x0000.0000,0x0000.ff00];
  4571. blau_raum_fx1_schwimm.rotate = [0x0000.0000,0xfffd.73ff,0x0000.0000];
  4572. blau_raum_fx1_schwimm.translate = [0x0000.0000,0x0000.f082,0x0000.0000];
  4573. blau_raum_fx1_blend_white.color = [0x0000.ff00,0x0000.ff00,0x0000.ff00,0x0000.ff00];
  4574. start004_start004_anim.translate = [0x0000.0000,0x0000.598d,0x0000.0000];
  4575. start004_start004_anim.rotate = [0x0000.0000,0x0000.0000,0x0000.0000];
  4576. start004_blend.color = [0x0000.ff00,0x0000.ff00,0x0000.ff00,0x0000.ff00];
  4577. start004_anim030.translate = [0x0000.7fee,0x0000.7fee,0x0000.7fee];
  4578. start004_start004_anim.translate = [0x0000.0000,0x0000.598d,0x0000.0000];
  4579. start004_start004_anim.rotate = [0x0000.0000,0x0000.0000,0x0000.0000];
  4580. start004_blend.color = [0x0000.ff00,0x0000.ff00,0x0000.ff00,0x0000.ff00];
  4581. start004_anim030.translate = [0x0000.7fee,0x0000.7fee,0x0000.7fee];
  4582. }
  4583. // new text
  4584. // please code something cool
  4585.  
  4586. void OnInit()
  4587. {
  4588. LoadSong(SystemPlayer,"josie_.v2m",0);
  4589. PlaySong(SystemPlayer,0);
  4590. SystemBPM = 132.0;
  4591. SystemBeatMax = 420;
  4592. timeline_OnInit();
  4593. }
  4594.  
  4595. void OnFrame()
  4596. {
  4597. timeline_OnFrame();
  4598. }
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