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- [Statedef 0]
- type = S
- physics = S
- sprpriority = 0
- [state 1000]
- type = stopsnd
- trigger1 = time = 0
- channel = 5
- [State 0, 1]
- type = ChangeAnim
- trigger1 = Anim != [0,5]
- trigger2 = Anim = 5 && AnimTime = 0 ;Turn anim over
- trigger3 = Anim = [1,2]
- trigger3 = !animtime
- trigger4 = anim = 4
- trigger4 = !animtime
- value = 0
- [State 0, 1]
- type = ChangeAnim
- trigger1 = Anim = 0
- trigger1 = !animtime
- value = random%3
- [State 0, 1]
- type = ChangeAnim
- triggerall = anim != 3 && anim != 5
- trigger1 = enemynear,pos y <= -35
- trigger2 = enemynear,const(size.head.pos.y) <= -120
- trigger2 = enemynear,anim != [10,12]
- trigger2 = enemynear,statetype != L
- value = 3
- [State 0, 1]
- type = ChangeAnim
- triggerall = anim = 3
- trigger1 = enemynear,pos y > -35
- trigger1 = enemynear,const(size.head.pos.y) > -120
- trigger2 = enemynear,anim = [10,12]
- trigger2 = enemynear,const(size.head.pos.y) <= -120
- trigger3 = enemynear,statetype = L
- trigger3 = enemynear,const(size.head.pos.y) <= -120
- value = 4
- [State 0, 2]
- type = VelSet
- trigger1 = Time = 0
- y = 0
- [State 0, 3] ;Stop moving if low velocity or 4 ticks pass
- type = VelSet
- trigger1 = abs(vel x) < Const(movement.stand.friction.threshold)
- trigger2 = Time = 4
- x = 0
- [State 0, StopSnd]
- type = StopSnd
- trigger1 = time = 0
- trigger1 = prevstateno = 4000
- channel = 3
- ignorehitpause = 1
- [State 0, 4] ;Are you dead?
- type = ChangeState
- trigger1 = !alive
- value = 5050
- ctrl = 0
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