Divergent/mods/1st Person Visible Body/gamedata/scripts/swm_legs.script

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2024-03-17 20:18:03 -04:00
--[[ ----------------------------------------------------------------------------------------------
<20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>: CoP 1.6.2
<20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> : <20><><EFBFBD><EFBFBD> <20><> 1-<2D><> <20><><EFBFBD><EFBFBD>
<20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>: 2013 <20> Shoker Mod
<20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> : Shoker, <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
<20><><EFBFBD><EFBFBD> : 31.08.2013<EFBFBD>
Ported from Shoker Weapon Mod 2.1, modified by Wang_Laoshi aka Ethereal to work with Anomaly mod. Thanks a lot to the original creators of this mod - Shoker, <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> and SWM Team in general.
--]] ----------------------------------------------------------------------------------------------
local disabled = false
local hidden = false
local hide_legs_low_crouch
local last_pos_x
local last_pos_z
local cdir
local pos_set
local lean_reset = false
local step_sound
local toggle_turn_step_sound
local turn_step_sound_volume
local use_hd_models
local demo_active
local freelook_hold
local freelook_toggle_on
local swm_current_outfit = {}
local sprint_to_jog_thresold = 1.8
local jog_to_walk_thresold = 1.4
local exo_flag = false
--local blood_cnt = 0
--local blood_cnt_max = 6
--local dirt_cnt = 0
--local dirt_cnt_max = 8
local idle_was_played = false
local ext_body_id
local chance = 0
idle_sound = ""
enable_idle_anims = true
idle_anim_min_cooldown = 3000
idle_anim_max_cooldown = 120000
idle_anim_name = ""
tmr_a = 0
idle_cooldown = 3000
idle_play_time = 2000
idle_anim_random = 0
idle_tm = 1499
last_idle_tm = 2003
can_play = false
idle_pause_rnd = 0
-- local models_path = "gamedata\\meshes\\sm\\actor_legs"
-- local models_path_hd = "meshes\\sm\\actor_legs\\hd"
--<!> <20><><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20> <20><><EFBFBD><EFBFBD>, <20><><EFBFBD><EFBFBD><EFBFBD> <20> system.ltx <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>. <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20> actor_firsteye_cam <20> actor_ladder_cam
local HEIGHT = 0.0 --> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD> <20><> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><> Y
local HEIGHT_ladder = -0.1 --> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD> <20><> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><> Y
local HIDE_DISTANCE = 2 --> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>, <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>
local RSPN_DISTANCE = 5 --> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><> <20><><EFBFBD>, <20><> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>
local DISTANCE_MOD_FWD = -0.65 --> <20><><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>\<5C><><EFBFBD><EFBFBD><EFBFBD> <20> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
local DISTANCE_MOD_FWD_NONCOMBAT = -0.5
local DISTANCE_MOD_RGT = 0.0 --> <20><><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD>\<5C><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
local LEGS_SECTION = "actor_legs" --> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD>
local DEFAULT_LEGS = _u.ltx(LEGS_SECTION, "visual", "str") --> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD>
local DISABLED_FLAGS = { [7] = 64, [14] = 8192, [15] = 16384 } --> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> (<28><><EFBFBD><EFBFBD><EFBFBD> <20><> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><> 2 <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD>\<5C><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>)
local SPEC_SHIFT = { --> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
["lancew_legs_ladder_idle"] = {fwd = -0.3, rgt = DISTANCE_MOD_RGT},
["lancew_legs_ladder_down"] = {fwd = -0.3, rgt = DISTANCE_MOD_RGT},
["lancew_legs_ladder_up"] = {fwd = -0.3, rgt = DISTANCE_MOD_RGT},
["leg_ladder_idle"] = {fwd = -0.15, rgt = DISTANCE_MOD_RGT},
["leg_ladder_up"] = {fwd = -0.15, rgt = DISTANCE_MOD_RGT},
["leg_ladder_down"] = {fwd = -0.15, rgt = DISTANCE_MOD_RGT},
["lancew_legs_sprint"] = {fwd = -0.65, rgt = DISTANCE_MOD_RGT},
-- ["lancew_legs_moving_fl"] = {fwd = -0.64, rgt = DISTANCE_MOD_RGT},
-- ["lancew_legs_moving_fr"] = {fwd = -0.54, rgt = DISTANCE_MOD_RGT},
}
local SPEC_SHIFT_PRONE = {
["lancew_legs_idle_sc"] = {fwd = -1.5, rgt = DISTANCE_MOD_RGT},
["lancew_legs_jump_start_sc"] = {fwd = -1.5, rgt = DISTANCE_MOD_RGT},
["lancew_legs_jump_idle_sc"] = {fwd = -1.5, rgt = DISTANCE_MOD_RGT},
["lancew_legs_walk_sc"] = {fwd = -1.5, rgt = DISTANCE_MOD_RGT},
["lancew_legs_walk_fl_sc"] = {fwd = -1.5, rgt = DISTANCE_MOD_RGT},
["lancew_legs_walk_fr_sc"] = {fwd = -1.5, rgt = DISTANCE_MOD_RGT},
["lancew_legs_walk_fr_sc"] = {fwd = -1.5, rgt = DISTANCE_MOD_RGT},
["lancew_legs_walk_b_sc"] = {fwd = -1.5, rgt = DISTANCE_MOD_RGT},
["lancew_legs_walk_bl_sc"] = {fwd = -1.5, rgt = DISTANCE_MOD_RGT},
["lancew_legs_walk_l_sc"] = {fwd = -1.5, rgt = DISTANCE_MOD_RGT},
["lancew_legs_walk_r_sc"] = {fwd = -1.5, rgt = DISTANCE_MOD_RGT},
}
local SPEC_SHIFT_BY_VISUAL = {
["specops_outfit_legs_hd"] = {fwd = -0.8, rgt = DISTANCE_MOD_RGT}
}
local no_dirt_radius = {
--dead city
["cit_killers"] = 51,
["cit_killers_vs_bandits"] = 41,
--pripyat
["pri_monolith"] = 37,
["mlr_terrain"] = 35,
--pripyat outskirts
["pri_a18_smart_terrain"] = 27,
["pri_a16_mlr_copy"] = 15,
["pri_a16"] = 20,
["pri_a17"] = 20,
--mil warehouse
["mil_smart_terrain_7_10"] = 51,
["mil_smart_terrain_7_7"] = 71,
["mil_smart_terrain_7_12"] = 60,
["mil_smart_terrain_7_8"] = 56,
--yantar
["yan_smart_terrain_6_4"] = 51,
--agroprom
["agr_smart_terrain_1_6_near_1"] = 62,
["agr_smart_terrain_1_6_near_2"] = 74,
["agr_smart_terrain_1_6"] = 61,
["agr_smart_terrain_4_4_near_2"] = 25,
["agr_smart_terrain_4_4_near_3"] = 34,
["agr_smart_terrain_4_4_near_1"] = 31,
["agr_smart_terrain_4_4"] = 45,
--garbage
["gar_smart_terrain_3_5"] = 60,
["gar_smart_terrain_5_2"] = 36,
--dark valley
["val_smart_terrain_7_4"] = 41,
["val_smart_terrain_7_3"] = 55,
["val_smart_terrain_7_5"] = 39,
["val_smart_terrain_8_6"] = 25,
--darkscape
["ds2_domik_st"] = 51,
--escape
["esc_smart_terrain_5_7"] = 43,
["esc_smart_terrain_2_12"] = 67,
--marsh
["mar_smart_terrain_10_5"] = 51,
["mar_smart_terrain_3_3"] = 31,
["mar_smart_terrain_doc"] = 11,
["mar_smart_terrain_base"] = 36,
--zaton
["zat_stalker_base_smart"] = 27,
["zat_b18"] = 12,
["zat_a23_smart_terrain"] = 80,
["zat_b40_smart_terrain"] = 33,
-- jupiter
["jup_a6"] = 25,
["depo_terrain"] = 50,
["jup_b41"] = 17,
["jup_b208"] = 50,
-- bar
["bar_zastava"] = 51,
["bar_visitors"] = 60,
["bar_zastava_2"] = 60,
["bar_dolg_general"] = 70,
["bar_dolg_bunker"] = 70,
-- red forest
["red_smart_terrain_3_2"] = 70,
}
visual_armor_upg_supported = {
["novice_outfit_legs_hd"] = true,
["cs_novice_outfit_legs_hd"] = true,
["ecolog_outfit_blue_legs_hd"] = true,
["ecolog_outfit_green_legs_hd"] = true,
["ecolog_outfit_orange_legs_hd"] = true,
["ecolog_outfit_red_legs_hd"] = true,
["ecolog_outfit_white_legs_hd"] = true,
["ecolog_outfit_yello_legs_hd"] = true
}
function is_calm_state()
local item_in_hands = db.actor:active_item()
if (item_in_hands == nil or not IsWeapon(item_in_hands) or game.actor_weapon_lowered()) and (is_empty(xr_combat_ignore.fighting_with_actor_npcs)) then
return true
else
return false
end
end
function is_slowed_down()
local run_speed = db.actor:get_actor_run_coef()
local runback_speed = db.actor:get_actor_runback_coef()
local sprint_speed = db.actor:get_actor_sprint_koef()
-- news_manager.send_tip(db.actor, "RUN " .. run_speed, nil, "ui\\ui_icon_news_trx_dolg", 6000)
-- news_manager.send_tip(db.actor, "RUNBACK " .. runback_speed, nil, "ui\\ui_icon_news_trx_dolg", 6000)
-- news_manager.send_tip(db.actor, "SPRINT " .. sprint_speed, nil, "ui\\ui_icon_news_trx_dolg", 6000)
if run_speed <= jog_to_walk_thresold or sprint_speed <= sprint_to_jog_thresold then
return true
else
return false
end
end
local actor_flags = {} --> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
--[[
1 - <09><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> (1)
2 - <09><><EFBFBD><EFBFBD><EFBFBD> (2)
3 - <09><><EFBFBD><EFBFBD><EFBFBD> (4)
4 - <09><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> (8)
5 - <09><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> (16)
6 - <09><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> (32)
7 - <09><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>? (64) --> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
8 - <09><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> (<28><><EFBFBD><EFBFBD><EFBFBD>) (128)
9 - <09><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> (<28><><EFBFBD><EFBFBD><EFBFBD>) (256)
10 - <09><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> (<28><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>) (512)
11 - (1024)
12 - <09><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> (2048)
13 - <09><><EFBFBD> (4096)
14 - <09><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD> (8192)
15 - <09><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> (16384)
16 - (32768)
]]
local AnimTable_SlowedDown = {
[1+4096] = "lancew_legs_moving", --> <20><><EFBFBD> ->
[1+4+4096] = "lancew_legs_moving_fl", --> <20><><EFBFBD>+<2B><><EFBFBD><EFBFBD><EFBFBD>
[1+8+4096] = "lancew_legs_moving_fr", --> <20><><EFBFBD>+<2B><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
[1] = "leg_stand_walk_fwd", --> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
[1+4] = "leg_stand_walk_fwd_left", --> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>+<2B><><EFBFBD><EFBFBD><EFBFBD>
[1+8] = "leg_stand_walk_fwd_right", --> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>+<2B><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
[1+16] = "lancew_legs_moving_c", --> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> (ctrl)
[1+4+16] = "lancew_legs_moving_fl_c", --> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>+<2B><><EFBFBD><EFBFBD><EFBFBD> (ctrl)
[1+8+16] = "lancew_legs_moving_fr_c", --> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>+<2B><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> (ctrl)
[2] = "leg_stand_walk_back_shift", --> <20><><EFBFBD><EFBFBD><EFBFBD>
[2+4] = "leg_stand_walk_back_left_shift", --> <20><><EFBFBD><EFBFBD><EFBFBD>+<2B><><EFBFBD><EFBFBD><EFBFBD>
[2+8] = "leg_stand_walk_back_right_shift", --> <20><><EFBFBD><EFBFBD><EFBFBD>+<2B><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
[2+16] = "lancew_legs_moving_b_c", --> <20><><EFBFBD><EFBFBD><EFBFBD> (ctrl)
[2+4+16] = "lancew_legs_moving_bl_c", --> <20><><EFBFBD><EFBFBD><EFBFBD>+<2B><><EFBFBD><EFBFBD><EFBFBD> (ctrl)
[2+8+16] = "lancew_legs_moving_br_c", --> <20><><EFBFBD><EFBFBD><EFBFBD>+<2B><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> (ctrl)
[4] = "leg_stand_walk_left_shift", --> <20><><EFBFBD><EFBFBD><EFBFBD>
[4+16] = "lancew_legs_moving_l_c", --> <20><><EFBFBD><EFBFBD><EFBFBD> (ctrl)
[8] = "leg_stand_walk_right_shift", --> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
[8+16] = "lancew_legs_moving_r_c", --> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> (ctrl)
}
local AnimTable_NonCombat = {
[0] = "leg_stand_idle", --> <20><><EFBFBD><EFBFBD><EFBFBD>
[0+32] = "leg_stand_idle", --> <20><><EFBFBD><EFBFBD><EFBFBD> (shift)
[1+32] = "leg_stand_walk_fwd_shift", --> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> (shift)
[1+4+32] = "leg_stand_walk_fwd_left_shift", --> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>+<2B><><EFBFBD><EFBFBD><EFBFBD> (shift)
[1+8+32] = "leg_stand_walk_fwd_right_shift", --> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>+<2B><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> (shift)
[2+32] = "leg_stand_walk_back_shift", --> <20><><EFBFBD><EFBFBD><EFBFBD> (shift)
[2+4+32] = "leg_stand_walk_back_left_shift", --> <20><><EFBFBD><EFBFBD><EFBFBD>+<2B><><EFBFBD><EFBFBD><EFBFBD> (shift)
[2+8+32] = "leg_stand_walk_back_right_shift", --> <20><><EFBFBD><EFBFBD><EFBFBD>+<2B><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> (shift)
[8+32] = "leg_stand_walk_right_shift", --> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> (shift)
[4+32] = "leg_stand_walk_left_shift", --> <20><><EFBFBD><EFBFBD><EFBFBD> (shift)
[0+16] = "leg_crouch_idle", --> <20><><EFBFBD><EFBFBD><EFBFBD> (ctrl)
[1+16] = "leg_crouch_walk_fwd", --> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> (ctrl)
[1+4+16] = "lancew_legs_moving_fl_c", --> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>+<2B><><EFBFBD><EFBFBD><EFBFBD> (ctrl)
[1+8+16] = "lancew_legs_moving_fr_c", --> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>+<2B><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> (ctrl)
[2+16] = "leg_crouch_walk_back", --> <20><><EFBFBD><EFBFBD><EFBFBD> (ctrl)
[2+4+16] = "lancew_legs_moving_bl_c", --> <20><><EFBFBD><EFBFBD><EFBFBD>+<2B><><EFBFBD><EFBFBD><EFBFBD> (ctrl)
[2+8+16] = "lancew_legs_moving_br_c", --> <20><><EFBFBD><EFBFBD><EFBFBD>+<2B><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> (ctrl)
[4+16] = "leg_crouch_walk_left", --> <20><><EFBFBD><EFBFBD><EFBFBD> (ctrl)
[8+16] = "leg_crouch_walk_right", --> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> (ctrl)
}
local AnimTable_Basic = { --\\ <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>. [0] = "lancew_legs_idle", --> <20><><EFBFBD><EFBFBD><EFBFBD>
[0] = "lancew_legs_idle", --> <20><><EFBFBD><EFBFBD><EFBFBD>
[0+16] = "lancew_legs_idle_c", --> <20><><EFBFBD><EFBFBD><EFBFBD> (ctrl)
[0+32] = "lancew_legs_idle", --> <20><><EFBFBD><EFBFBD><EFBFBD> (shift)
[0+16+32] = "lancew_legs_idle_sc", --> <20><><EFBFBD><EFBFBD><EFBFBD> (ctrl+shift)
[1+4096] = "lancew_legs_sprint", --> <20><><EFBFBD>
[1+4+4096] = "lancew_legs_moving_fl", --> <20><><EFBFBD>+<2B><><EFBFBD><EFBFBD><EFBFBD>
[1+8+4096] = "lancew_legs_moving_fr", --> <20><><EFBFBD>+<2B><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
[128] = "lancew_legs_jump_start", --> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> (<28><><EFBFBD><EFBFBD><EFBFBD>)
[256] = "lancew_legs_jump_idle", --> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> (<28><><EFBFBD><EFBFBD><EFBFBD>)
[512] = "lancew_legs_jump_end", --> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> (<28><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>)
[128+16] = "lancew_legs_jump_start", --> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> (<28><><EFBFBD><EFBFBD><EFBFBD>)(ctrl)
[256+16] = "lancew_legs_jump_idle_c", --> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> (<28><><EFBFBD><EFBFBD><EFBFBD>)(ctrl)
[512+16] = "lancew_legs_jump_end", --> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> (<28><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>)(ctrl)
[128+32] = "lancew_legs_jump_start", --> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> (<28><><EFBFBD><EFBFBD><EFBFBD>)(shift)
[256+32] = "lancew_legs_jump_idle_c", --> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> (<28><><EFBFBD><EFBFBD><EFBFBD>)(shift)
[512+32] = "lancew_legs_jump_end", --> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> (<28><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>)(shift)
[128+16+32] = "lancew_legs_jump_start_sc", --> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> (<28><><EFBFBD><EFBFBD><EFBFBD>)(ctrl+shift)
[256+16+32] = "lancew_legs_jump_idle_sc", --> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> (<28><><EFBFBD><EFBFBD><EFBFBD>)(ctrl+shift)
[512+16+32] = "lancew_legs_jump_end", --> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> (<28><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>)(ctrl+shift)
[128+16] = "lancew_legs_jump_start", --> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> (<28><><EFBFBD><EFBFBD><EFBFBD>)(ctrl)
[256+16] = "lancew_legs_jump_idle_c", --> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> (<28><><EFBFBD><EFBFBD><EFBFBD>)(ctrl)
[512+16] = "lancew_legs_jump_end", --> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> (<28><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>)(ctrl)
[128+32] = "lancew_legs_jump_start", --> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> (<28><><EFBFBD><EFBFBD><EFBFBD>)(shift)
[256+32] = "lancew_legs_jump_idle_c", --> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> (<28><><EFBFBD><EFBFBD><EFBFBD>)(shift)
[512+32] = "lancew_legs_jump_end", --> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> (<28><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>)(shift)
[128+16+32] = "lancew_legs_jump_start_sc", --> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> (<28><><EFBFBD><EFBFBD><EFBFBD>)(ctrl+shift)
[256+16+32] = "lancew_legs_jump_idle_sc", --> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> (<28><><EFBFBD><EFBFBD><EFBFBD>)(ctrl+shift)
[512+16+32] = "lancew_legs_jump_end", --> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> (<28><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>)(ctrl+shift)
[1+128] = "lancew_legs_jump_start", --> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>+<2B><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> (<28><><EFBFBD><EFBFBD><EFBFBD>)
[1+256] = "lancew_legs_jump_idle", --> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>+<2B><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> (<28><><EFBFBD><EFBFBD><EFBFBD>)
[1+512] = "lancew_legs_jump_end", --> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>+<2B><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> (<28><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>)
[1+128+16] = "lancew_legs_jump_start", --> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>+<2B><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> (<28><><EFBFBD><EFBFBD><EFBFBD>)(ctrl)
[1+256+16] = "lancew_legs_jump_idle_c", --> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>+<2B><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> (<28><><EFBFBD><EFBFBD><EFBFBD>)(ctrl)
[1+512+16] = "lancew_legs_jump_end", --> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>+<2B><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> (<28><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>)(ctrl)
[1+128+32] = "lancew_legs_jump_start", --> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>+<2B><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> (<28><><EFBFBD><EFBFBD><EFBFBD>)(shift)
[1+256+32] = "lancew_legs_jump_idle_c", --> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>+<2B><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> (<28><><EFBFBD><EFBFBD><EFBFBD>)(shift)
[1+512+32] = "lancew_legs_jump_end", --> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>+<2B><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> (<28><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>)(shift)
[1+128+16+32] = "lancew_legs_jump_start_sc", --> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>+<2B><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> (<28><><EFBFBD><EFBFBD><EFBFBD>)(ctrl+shift)
[1+256+16+32] = "lancew_legs_jump_idle_sc", --> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>+<2B><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> (<28><><EFBFBD><EFBFBD><EFBFBD>)(ctrl+shift)
[1+512+16+32] = "lancew_legs_jump_end", --> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>+<2B><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> (<28><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>)(ctrl+shift)
[2+128] = "lancew_legs_jump_start", --> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>+<2B><><EFBFBD><EFBFBD><EFBFBD> (<28><><EFBFBD><EFBFBD><EFBFBD>)
[2+256] = "lancew_legs_jump_idle", --> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>+<2B><><EFBFBD><EFBFBD><EFBFBD> (<28><><EFBFBD><EFBFBD><EFBFBD>)
[2+512] = "lancew_legs_jump_end", --> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>+<2B><><EFBFBD><EFBFBD><EFBFBD> (<28><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>)
[2+128+16] = "lancew_legs_jump_start", --> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>+<2B><><EFBFBD><EFBFBD><EFBFBD> (<28><><EFBFBD><EFBFBD><EFBFBD>)(ctrl)
[2+256+16] = "lancew_legs_jump_idle_c", --> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>+<2B><><EFBFBD><EFBFBD><EFBFBD> (<28><><EFBFBD><EFBFBD><EFBFBD>)(ctrl)
[2+512+16] = "lancew_legs_jump_end", --> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>+<2B><><EFBFBD><EFBFBD><EFBFBD> (<28><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>)(ctrl)
[2+128+32] = "lancew_legs_jump_start", --> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>+<2B><><EFBFBD><EFBFBD><EFBFBD> (<28><><EFBFBD><EFBFBD><EFBFBD>)(shift)
[2+256+32] = "lancew_legs_jump_idle_c", --> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>+<2B><><EFBFBD><EFBFBD><EFBFBD> (<28><><EFBFBD><EFBFBD><EFBFBD>)(shift)
[2+512+32] = "lancew_legs_jump_end", --> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>+<2B><><EFBFBD><EFBFBD><EFBFBD> (<28><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>)(shift)
[2+128+16+32] = "lancew_legs_jump_start_sc", --> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>+<2B><><EFBFBD><EFBFBD><EFBFBD> (<28><><EFBFBD><EFBFBD><EFBFBD>)(ctrl+shift)
[2+256+16+32] = "lancew_legs_jump_idle_sc", --> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>+<2B><><EFBFBD><EFBFBD><EFBFBD> (<28><><EFBFBD><EFBFBD><EFBFBD>)(ctrl+shift)
[2+512+16+32] = "lancew_legs_jump_end", --> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>+<2B><><EFBFBD><EFBFBD><EFBFBD> (<28><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>)(ctrl+shift)
[4+128] = "lancew_legs_jump_start", --> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>+<2B><><EFBFBD><EFBFBD><EFBFBD> (<28><><EFBFBD><EFBFBD><EFBFBD>)
[4+256] = "lancew_legs_jump_idle", --> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>+<2B><><EFBFBD><EFBFBD><EFBFBD> (<28><><EFBFBD><EFBFBD><EFBFBD>)
[4+512] = "lancew_legs_jump_end", --> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>+<2B><><EFBFBD><EFBFBD><EFBFBD> (<28><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>)
[4+128+16] = "lancew_legs_jump_start", --> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>+<2B><><EFBFBD><EFBFBD><EFBFBD> (<28><><EFBFBD><EFBFBD><EFBFBD>)(ctrl)
[4+256+16] = "lancew_legs_jump_idle_c", --> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>+<2B><><EFBFBD><EFBFBD><EFBFBD> (<28><><EFBFBD><EFBFBD><EFBFBD>)(ctrl)
[4+512+16] = "lancew_legs_jump_end", --> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>+<2B><><EFBFBD><EFBFBD><EFBFBD> (<28><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>)(ctrl)
[4+128+32] = "lancew_legs_jump_start", --> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>+<2B><><EFBFBD><EFBFBD><EFBFBD> (<28><><EFBFBD><EFBFBD><EFBFBD>)(shift)
[4+256+32] = "lancew_legs_jump_idle_c", --> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>+<2B><><EFBFBD><EFBFBD><EFBFBD> (<28><><EFBFBD><EFBFBD><EFBFBD>)(shift)
[4+512+32] = "lancew_legs_jump_end", --> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>+<2B><><EFBFBD><EFBFBD><EFBFBD> (<28><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>)(shift)
[4+128+16+32] = "lancew_legs_jump_start_sc", --> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>+<2B><><EFBFBD><EFBFBD><EFBFBD> (<28><><EFBFBD><EFBFBD><EFBFBD>)(ctrl+shift)
[4+256+16+32] = "lancew_legs_jump_idle_sc", --> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>+<2B><><EFBFBD><EFBFBD><EFBFBD> (<28><><EFBFBD><EFBFBD><EFBFBD>)(ctrl+shift)
[4+512+16+32] = "lancew_legs_jump_end", --> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>+<2B><><EFBFBD><EFBFBD><EFBFBD> (<28><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>)(ctrl+shift)
[8+128] = "lancew_legs_jump_start", --> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>+<2B><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> (<28><><EFBFBD><EFBFBD><EFBFBD>)
[8+256] = "lancew_legs_jump_idle", --> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>+<2B><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> (<28><><EFBFBD><EFBFBD><EFBFBD>)
[8+512] = "lancew_legs_jump_end", --> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>+<2B><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> (<28><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>)
[8+128+16] = "lancew_legs_jump_start", --> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>+<2B><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> (<28><><EFBFBD><EFBFBD><EFBFBD>)(ctrl)
[8+256+16] = "lancew_legs_jump_idle_c", --> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>+<2B><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> (<28><><EFBFBD><EFBFBD><EFBFBD>)(ctrl)
[8+512+16] = "lancew_legs_jump_end", --> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>+<2B><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> (<28><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>)(ctrl)
[8+128+32] = "lancew_legs_jump_start", --> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>+<2B><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> (<28><><EFBFBD><EFBFBD><EFBFBD>)(shift)
[8+256+32] = "lancew_legs_jump_idle_c", --> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>+<2B><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> (<28><><EFBFBD><EFBFBD><EFBFBD>)(shift)
[8+512+32] = "lancew_legs_jump_end", --> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>+<2B><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> (<28><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>)(shift)
[8+128+16+32] = "lancew_legs_jump_start", --> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>+<2B><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> (<28><><EFBFBD><EFBFBD><EFBFBD>)(ctrl+shift)
[8+256+16+32] = "lancew_legs_jump_idle_sc", --> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>+<2B><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> (<28><><EFBFBD><EFBFBD><EFBFBD>)(ctrl+shift)
[8+512+16+32] = "lancew_legs_jump_end", --> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>+<2B><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> (<28><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>)(ctrl+shift)
[1+4+128] = "lancew_legs_jump_start", --> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>+<2B><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>+<2B><><EFBFBD><EFBFBD><EFBFBD> (<28><><EFBFBD><EFBFBD><EFBFBD>)
[1+4+256] = "lancew_legs_jump_idle", --> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>+<2B><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>+<2B><><EFBFBD><EFBFBD><EFBFBD> (<28><><EFBFBD><EFBFBD><EFBFBD>)
[1+4+512] = "lancew_legs_jump_end", --> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>+<2B><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>+<2B><><EFBFBD><EFBFBD><EFBFBD> (<28><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>)
[1+4+128+16] = "lancew_legs_jump_start", --> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>+<2B><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>+<2B><><EFBFBD><EFBFBD><EFBFBD> (<28><><EFBFBD><EFBFBD><EFBFBD>)(ctrl)
[1+4+256+16] = "lancew_legs_jump_idle_c", --> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>+<2B><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>+<2B><><EFBFBD><EFBFBD><EFBFBD> (<28><><EFBFBD><EFBFBD><EFBFBD>)(ctrl)
[1+4+512+16] = "lancew_legs_jump_end", --> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>+<2B><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>+<2B><><EFBFBD><EFBFBD><EFBFBD> (<28><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>)(ctrl)
[1+4+128+32] = "lancew_legs_jump_start", --> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>+<2B><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>+<2B><><EFBFBD><EFBFBD><EFBFBD> (<28><><EFBFBD><EFBFBD><EFBFBD>)(shift)
[1+4+256+32] = "lancew_legs_jump_idle_c", --> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>+<2B><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>+<2B><><EFBFBD><EFBFBD><EFBFBD> (<28><><EFBFBD><EFBFBD><EFBFBD>)(shift)
[1+4+512+32] = "lancew_legs_jump_end", --> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>+<2B><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>+<2B><><EFBFBD><EFBFBD><EFBFBD> (<28><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>)(shift)
[1+4+128+16+32] = "lancew_legs_jump_start_sc", --> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>+<2B><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>+<2B><><EFBFBD><EFBFBD><EFBFBD> (<28><><EFBFBD><EFBFBD><EFBFBD>)(ctrl+shift)
[1+4+256+16+32] = "lancew_legs_jump_idle_sc", --> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>+<2B><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>+<2B><><EFBFBD><EFBFBD><EFBFBD> (<28><><EFBFBD><EFBFBD><EFBFBD>)(ctrl+shift)
[1+4+512+16+32] = "lancew_legs_jump_end", --> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>+<2B><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>+<2B><><EFBFBD><EFBFBD><EFBFBD> (<28><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>)(ctrl+shift)
[1+8+128] = "lancew_legs_jump_start", --> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>+<2B><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>+<2B><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> (<28><><EFBFBD><EFBFBD><EFBFBD>)
[1+8+256] = "lancew_legs_jump_idle", --> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>+<2B><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>+<2B><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> (<28><><EFBFBD><EFBFBD><EFBFBD>)
[1+8+512] = "lancew_legs_jump_end", --> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>+<2B><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>+<2B><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> (<28><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>)
[1+8+128+16] = "lancew_legs_jump_start", --> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>+<2B><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>+<2B><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> (<28><><EFBFBD><EFBFBD><EFBFBD>)(ctrl)
[1+8+256+16] = "lancew_legs_jump_idle_c", --> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>+<2B><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>+<2B><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> (<28><><EFBFBD><EFBFBD><EFBFBD>)(ctrl)
[1+8+512+16] = "lancew_legs_jump_end", --> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>+<2B><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>+<2B><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> (<28><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>)(ctrl)
[1+8+128+32] = "lancew_legs_jump_start", --> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>+<2B><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>+<2B><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> (<28><><EFBFBD><EFBFBD><EFBFBD>)(shift)
[1+8+256+32] = "lancew_legs_jump_idle_c", --> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>+<2B><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>+<2B><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> (<28><><EFBFBD><EFBFBD><EFBFBD>)(shift)
[1+8+512+32] = "lancew_legs_jump_end", --> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>+<2B><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>+<2B><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> (<28><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>)(shift)
[1+8+128+16+32] = "lancew_legs_jump_start_sc", --> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>+<2B><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>+<2B><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> (<28><><EFBFBD><EFBFBD><EFBFBD>)(ctrl+shift)
[1+8+256+16+32] = "lancew_legs_jump_idle_sc", --> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>+<2B><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>+<2B><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> (<28><><EFBFBD><EFBFBD><EFBFBD>)(ctrl+shift)
[1+8+512+16+32] = "lancew_legs_jump_end", --> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>+<2B><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>+<2B><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> (<28><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>)(ctrl+shift)
[2+4+128] = "lancew_legs_jump_start", --> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>+<2B><><EFBFBD><EFBFBD><EFBFBD>+<2B><><EFBFBD><EFBFBD><EFBFBD> (<28><><EFBFBD><EFBFBD><EFBFBD>)
[2+4+256] = "lancew_legs_jump_idle", --> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>+<2B><><EFBFBD><EFBFBD><EFBFBD>+<2B><><EFBFBD><EFBFBD><EFBFBD> (<28><><EFBFBD><EFBFBD><EFBFBD>)
[2+4+512] = "lancew_legs_jump_end", --> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>+<2B><><EFBFBD><EFBFBD><EFBFBD>+<2B><><EFBFBD><EFBFBD><EFBFBD> (<28><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>)
[2+4+128+16] = "lancew_legs_jump_start", --> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>+<2B><><EFBFBD><EFBFBD><EFBFBD>+<2B><><EFBFBD><EFBFBD><EFBFBD> (<28><><EFBFBD><EFBFBD><EFBFBD>)(ctrl)
[2+4+256+16] = "lancew_legs_jump_idle_c", --> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>+<2B><><EFBFBD><EFBFBD><EFBFBD>+<2B><><EFBFBD><EFBFBD><EFBFBD> (<28><><EFBFBD><EFBFBD><EFBFBD>)(ctrl)
[2+4+512+16] = "lancew_legs_jump_end", --> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>+<2B><><EFBFBD><EFBFBD><EFBFBD>+<2B><><EFBFBD><EFBFBD><EFBFBD> (<28><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>)(ctrl)
[2+4+128+32] = "lancew_legs_jump_start", --> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>+<2B><><EFBFBD><EFBFBD><EFBFBD>+<2B><><EFBFBD><EFBFBD><EFBFBD> (<28><><EFBFBD><EFBFBD><EFBFBD>)(shift)
[2+4+256+32] = "lancew_legs_jump_idle_c", --> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>+<2B><><EFBFBD><EFBFBD><EFBFBD>+<2B><><EFBFBD><EFBFBD><EFBFBD> (<28><><EFBFBD><EFBFBD><EFBFBD>)(shift)
[2+4+512+32] = "lancew_legs_jump_end", --> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>+<2B><><EFBFBD><EFBFBD><EFBFBD>+<2B><><EFBFBD><EFBFBD><EFBFBD> (<28><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>)(shift)
[2+4+128+16+32] = "lancew_legs_jump_start_sc", --> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>+<2B><><EFBFBD><EFBFBD><EFBFBD>+<2B><><EFBFBD><EFBFBD><EFBFBD> (<28><><EFBFBD><EFBFBD><EFBFBD>)(ctrl+shift)
[2+4+256+16+32] = "lancew_legs_jump_idle_sc", --> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>+<2B><><EFBFBD><EFBFBD><EFBFBD>+<2B><><EFBFBD><EFBFBD><EFBFBD> (<28><><EFBFBD><EFBFBD><EFBFBD>)(ctrl+shift)
[2+4+512+16+32] = "lancew_legs_jump_end", --> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>+<2B><><EFBFBD><EFBFBD><EFBFBD>+<2B><><EFBFBD><EFBFBD><EFBFBD> (<28><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>)(ctrl+shift)
[2+8+128] = "lancew_legs_jump_start", --> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>+<2B><><EFBFBD><EFBFBD><EFBFBD>+<2B><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> (<28><><EFBFBD><EFBFBD><EFBFBD>)
[2+8+256] = "lancew_legs_jump_idle", --> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>+<2B><><EFBFBD><EFBFBD><EFBFBD>+<2B><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> (<28><><EFBFBD><EFBFBD><EFBFBD>)
[2+8+512] = "lancew_legs_jump_end", --> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>+<2B><><EFBFBD><EFBFBD><EFBFBD>+<2B><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> (<28><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>)
[2+8+128+16] = "lancew_legs_jump_start", --> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>+<2B><><EFBFBD><EFBFBD><EFBFBD>+<2B><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> (<28><><EFBFBD><EFBFBD><EFBFBD>)(ctrl)
[2+8+256+16] = "lancew_legs_jump_idle_c", --> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>+<2B><><EFBFBD><EFBFBD><EFBFBD>+<2B><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> (<28><><EFBFBD><EFBFBD><EFBFBD>)(ctrl)
[2+8+512+16] = "lancew_legs_jump_end", --> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>+<2B><><EFBFBD><EFBFBD><EFBFBD>+<2B><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> (<28><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>)(ctrl)
[2+8+128+32] = "lancew_legs_jump_start", --> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>+<2B><><EFBFBD><EFBFBD><EFBFBD>+<2B><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> (<28><><EFBFBD><EFBFBD><EFBFBD>)(shift)
[2+8+256+32] = "lancew_legs_jump_idle_c", --> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>+<2B><><EFBFBD><EFBFBD><EFBFBD>+<2B><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> (<28><><EFBFBD><EFBFBD><EFBFBD>)(shift)
[2+8+512+32] = "lancew_legs_jump_end", --> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>+<2B><><EFBFBD><EFBFBD><EFBFBD>+<2B><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> (<28><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>)(shift)
[2+8+128+16+32] = "lancew_legs_jump_start_sc", --> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>+<2B><><EFBFBD><EFBFBD><EFBFBD>+<2B><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> (<28><><EFBFBD><EFBFBD><EFBFBD>)(ctrl+shift)
[2+8+256+16+32] = "lancew_legs_jump_idle_sc", --> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>+<2B><><EFBFBD><EFBFBD><EFBFBD>+<2B><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> (<28><><EFBFBD><EFBFBD><EFBFBD>)(ctrl+shift)
[2+8+512+16+32] = "lancew_legs_jump_end", --> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>+<2B><><EFBFBD><EFBFBD><EFBFBD>+<2B><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> (<28><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>)(ctrl+shift)
[4096+128] = "lancew_legs_jump_start", --> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>+<2B><><EFBFBD> (<28><><EFBFBD><EFBFBD><EFBFBD>)
[4096+256] = "lancew_legs_jump_idle", --> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>+<2B><><EFBFBD> (<28><><EFBFBD><EFBFBD><EFBFBD>)
[4096+512] = "lancew_legs_jump_end", --> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>+<2B><><EFBFBD> (<28><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>)
[1+4096+128] = "lancew_legs_jump_start", --> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>+<2B><><EFBFBD> (<28><><EFBFBD><EFBFBD><EFBFBD>)
[1+4096+256] = "lancew_legs_jump_idle", --> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>+<2B><><EFBFBD> (<28><><EFBFBD><EFBFBD><EFBFBD>)
[1+4096+512] = "lancew_legs_jump_end", --> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>+<2B><><EFBFBD> (<28><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>)
[1] = "lancew_legs_moving", --> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
[1+4] = "lancew_legs_moving_fl", --> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>+<2B><><EFBFBD><EFBFBD><EFBFBD>
[1+8] = "lancew_legs_moving_fr", --> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>+<2B><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
[1+16] = "lancew_legs_moving_c", --> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> (ctrl)
[1+4+16] = "lancew_legs_moving_fl_c", --> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>+<2B><><EFBFBD><EFBFBD><EFBFBD> (ctrl)
[1+8+16] = "lancew_legs_moving_fr_c", --> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>+<2B><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> (ctrl)
[1+32] = "lancew_legs_walk", --> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> (shift)
[1+4+32] = "lancew_legs_walk_l", --> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>+<2B><><EFBFBD><EFBFBD><EFBFBD> (shift)
[1+8+32] = "lancew_legs_walk_r", --> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>+<2B><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> (shift)
[1+16+32] = "lancew_legs_walk_sc", --> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> (ctrl+shift)
[1+4+16+32] = "lancew_legs_walk_fl_sc", --> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>+<2B><><EFBFBD><EFBFBD><EFBFBD> (ctrl+shift)
[1+8+16+32] = "lancew_legs_walk_fr_sc", --> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>+<2B><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> (ctrl+shift)
[2] = "lancew_legs_moving_b", --> <20><><EFBFBD><EFBFBD><EFBFBD>
[2+4] = "lancew_legs_moving_bl", --> <20><><EFBFBD><EFBFBD><EFBFBD>+<2B><><EFBFBD><EFBFBD><EFBFBD>
[2+8] = "lancew_legs_moving_br", --> <20><><EFBFBD><EFBFBD><EFBFBD>+<2B><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
[2+16] = "lancew_legs_moving_b_c", --> <20><><EFBFBD><EFBFBD><EFBFBD> (ctrl)
[2+4+16] = "lancew_legs_moving_bl_c", --> <20><><EFBFBD><EFBFBD><EFBFBD>+<2B><><EFBFBD><EFBFBD><EFBFBD> (ctrl)
[2+8+16] = "lancew_legs_moving_br_c", --> <20><><EFBFBD><EFBFBD><EFBFBD>+<2B><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> (ctrl)
[2+32] = "lancew_legs_walk_b", --> <20><><EFBFBD><EFBFBD><EFBFBD> (shift)
[2+4+32] = "lancew_legs_walk_bl", --> <20><><EFBFBD><EFBFBD><EFBFBD>+<2B><><EFBFBD><EFBFBD><EFBFBD> (shift)
[2+8+32] = "lancew_legs_walk_br", --> <20><><EFBFBD><EFBFBD><EFBFBD>+<2B><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> (shift)
[2+16+32] = "lancew_legs_walk_b_sc", --> <20><><EFBFBD><EFBFBD><EFBFBD> (ctrl+shift)
[2+4+16+32] = "lancew_legs_walk_bl_sc", --> <20><><EFBFBD><EFBFBD><EFBFBD>+<2B><><EFBFBD><EFBFBD><EFBFBD> (ctrl+shift)
[2+8+16+32] = "lancew_legs_walk_br_sc", --> <20><><EFBFBD><EFBFBD><EFBFBD>+<2B><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> (ctrl+shift)
[4] = "lancew_legs_moving_l", --> <20><><EFBFBD><EFBFBD><EFBFBD>
[4+16] = "lancew_legs_moving_l_c", --> <20><><EFBFBD><EFBFBD><EFBFBD> (ctrl)
[4+32] = "lancew_legs_walk_l", --> <20><><EFBFBD><EFBFBD><EFBFBD> (shift)
[4+16+32] = "lancew_legs_walk_l_sc", --> <20><><EFBFBD><EFBFBD><EFBFBD> (ctrl+shift)
[8] = "lancew_legs_moving_r", --> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
[8+16] = "lancew_legs_moving_r_c", --> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> (ctrl)
[8+32] = "lancew_legs_walk_r", --> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> (shift)
[8+16+32] = "lancew_legs_walk_r_sc", --> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> (ctrl+shift)
[2048] = "leg_ladder_idle", --> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
[2048+1] = "leg_ladder_up", --> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD>
[2048+2] = "leg_ladder_up", --> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>
[2048+32] = "leg_ladder_idle", --> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
[2048+1+32] = "leg_ladder_up", --> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD>
[2048+2+32] = "leg_ladder_up", --> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>
}
-- TEST!!!
local AnimTable_BasicTEST = { --\\ <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>. [0] = "leg_stand_idle", --> <20><><EFBFBD><EFBFBD><EFBFBD>
-- Idles
[0] = "leg_stand_idle", --> <20><><EFBFBD><EFBFBD><EFBFBD>
[0+16] = "leg_crouch_idle", --> <20><><EFBFBD><EFBFBD><EFBFBD> (ctrl)
[0+32] = "leg_stand_idle", --> <20><><EFBFBD><EFBFBD><EFBFBD> (shift)
--[0+16+32] = "leg_stand_idle", --> <20><><EFBFBD><EFBFBD><EFBFBD> (ctrl+shift)
-- Stand Run
[1+4096] = "leg_stand_run_fwd", --> <20><><EFBFBD>
[1+4+4096] = "leg_stand_run_left", --> <20><><EFBFBD>+<2B><><EFBFBD><EFBFBD><EFBFBD>
[1+8+4096] = "leg_stand_run_right", --> <20><><EFBFBD>+<2B><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
-- Jump
[128] = "leg_stand_jump_begin", --> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> (<28><><EFBFBD><EFBFBD><EFBFBD>)
[256] = "leg_stand_jump_idle", --> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> (<28><><EFBFBD><EFBFBD><EFBFBD>)
[512] = "leg_stand_jump_end", --> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> (<28><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>)
-- Jump (Ctrl)
[128+16] = "leg_stand_jump_begin", --> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> (<28><><EFBFBD><EFBFBD><EFBFBD>)(ctrl)
[256+16] = "leg_stand_jump_idle", --> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> (<28><><EFBFBD><EFBFBD><EFBFBD>)(ctrl)
[512+16] = "leg_stand_jump_end", --> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> (<28><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>)(ctrl)
-- Jump (Shift)
[128+32] = "leg_stand_jump_begin", --> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> (<28><><EFBFBD><EFBFBD><EFBFBD>)(shift)
[256+32] = "leg_stand_jump_idle", --> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> (<28><><EFBFBD><EFBFBD><EFBFBD>)(shift)
[512+32] = "leg_stand_jump_end", --> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> (<28><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>)(shift)
-- Jump (Ctrl+Shift)
[128+16+32] = "leg_stand_jump_begin", --> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> (<28><><EFBFBD><EFBFBD><EFBFBD>)(ctrl+shift)
[256+16+32] = "leg_stand_jump_idle", --> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> (<28><><EFBFBD><EFBFBD><EFBFBD>)(ctrl+shift)
[512+16+32] = "leg_stand_jump_end", --> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> (<28><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>)(ctrl+shift)
-- Jump Forward
[1+128] = "leg_stand_jump_fwd_begin", --> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>+<2B><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> (<28><><EFBFBD><EFBFBD><EFBFBD>)
[1+256] = "leg_stand_jump_fwd_idle", --> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>+<2B><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> (<28><><EFBFBD><EFBFBD><EFBFBD>)
[1+512] = "leg_stand_jump_fwd_end", --> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>+<2B><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> (<28><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>)
-- Jump Forward (Ctrl)
[1+128+16] = "leg_stand_jump_fwd_begin", --> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>+<2B><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> (<28><><EFBFBD><EFBFBD><EFBFBD>)(ctrl)
[1+256+16] = "leg_stand_jump_fwd_idle", --> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>+<2B><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> (<28><><EFBFBD><EFBFBD><EFBFBD>)(ctrl)
[1+512+16] = "leg_stand_jump_fwd_end", --> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>+<2B><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> (<28><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>)(ctrl)
-- Jump Forward (Shift)
[1+128+32] = "leg_stand_jump_fwd_begin", --> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>+<2B><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> (<28><><EFBFBD><EFBFBD><EFBFBD>)(shift)
[1+256+32] = "leg_stand_jump_fwd_idle", --> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>+<2B><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> (<28><><EFBFBD><EFBFBD><EFBFBD>)(shift)
[1+512+32] = "leg_stand_jump_fwd_end", --> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>+<2B><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> (<28><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>)(shift)
-- Jump Forward (Ctrl+Shift)
[1+128+16+32] = "leg_stand_jump_fwd_begin", --> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>+<2B><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> (<28><><EFBFBD><EFBFBD><EFBFBD>)(ctrl+shift)
[1+256+16+32] = "leg_stand_jump_fwd_idle", --> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>+<2B><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> (<28><><EFBFBD><EFBFBD><EFBFBD>)(ctrl+shift)
[1+512+16+32] = "leg_stand_jump_fwd_end", --> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>+<2B><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> (<28><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>)(ctrl+shift)
-- Jump Back
[2+128] = "leg_stand_jump_back_begin", --> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>+<2B><><EFBFBD><EFBFBD><EFBFBD> (<28><><EFBFBD><EFBFBD><EFBFBD>)
[2+256] = "leg_stand_jump_back_idle", --> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>+<2B><><EFBFBD><EFBFBD><EFBFBD> (<28><><EFBFBD><EFBFBD><EFBFBD>)
[2+512] = "leg_stand_jump_end", --> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>+<2B><><EFBFBD><EFBFBD><EFBFBD> (<28><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>)
-- Jump Back (Ctrl)
[2+128+16] = "leg_stand_jump_back_begin", --> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>+<2B><><EFBFBD><EFBFBD><EFBFBD> (<28><><EFBFBD><EFBFBD><EFBFBD>)(ctrl)
[2+256+16] = "leg_stand_jump_back_idle", --> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>+<2B><><EFBFBD><EFBFBD><EFBFBD> (<28><><EFBFBD><EFBFBD><EFBFBD>)(ctrl)
[2+512+16] = "leg_stand_jump_end", --> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>+<2B><><EFBFBD><EFBFBD><EFBFBD> (<28><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>)(ctrl)
-- Jump Back (Shift)
[2+128+32] = "leg_stand_idle", --> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>+<2B><><EFBFBD><EFBFBD><EFBFBD> (<28><><EFBFBD><EFBFBD><EFBFBD>)(shift)
[2+256+32] = "leg_stand_idle", --> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>+<2B><><EFBFBD><EFBFBD><EFBFBD> (<28><><EFBFBD><EFBFBD><EFBFBD>)(shift)
[2+512+32] = "leg_stand_idle", --> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>+<2B><><EFBFBD><EFBFBD><EFBFBD> (<28><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>)(shift)
-- Jump Back (Ctrl+Shift)
[2+128+16+32] = "leg_stand_idle", --> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>+<2B><><EFBFBD><EFBFBD><EFBFBD> (<28><><EFBFBD><EFBFBD><EFBFBD>)(ctrl+shift)
[2+256+16+32] = "leg_stand_idle", --> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>+<2B><><EFBFBD><EFBFBD><EFBFBD> (<28><><EFBFBD><EFBFBD><EFBFBD>)(ctrl+shift)
[2+512+16+32] = "leg_stand_idle", --> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>+<2B><><EFBFBD><EFBFBD><EFBFBD> (<28><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>)(ctrl+shift)
-- Jump Left
[4+128] = "leg_stand_idle", --> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>+<2B><><EFBFBD><EFBFBD><EFBFBD> (<28><><EFBFBD><EFBFBD><EFBFBD>)
[4+256] = "leg_stand_idle", --> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>+<2B><><EFBFBD><EFBFBD><EFBFBD> (<28><><EFBFBD><EFBFBD><EFBFBD>)
[4+512] = "leg_stand_idle", --> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>+<2B><><EFBFBD><EFBFBD><EFBFBD> (<28><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>)
-- Jump Left (Ctrl)
[4+128+16] = "leg_stand_idle", --> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>+<2B><><EFBFBD><EFBFBD><EFBFBD> (<28><><EFBFBD><EFBFBD><EFBFBD>)(ctrl)
[4+256+16] = "leg_stand_idle", --> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>+<2B><><EFBFBD><EFBFBD><EFBFBD> (<28><><EFBFBD><EFBFBD><EFBFBD>)(ctrl)
[4+512+16] = "leg_stand_idle", --> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>+<2B><><EFBFBD><EFBFBD><EFBFBD> (<28><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>)(ctrl)
-- Jump Left (Shift)
[4+128+32] = "leg_stand_idle", --> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>+<2B><><EFBFBD><EFBFBD><EFBFBD> (<28><><EFBFBD><EFBFBD><EFBFBD>)(shift)
[4+256+32] = "leg_stand_idle", --> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>+<2B><><EFBFBD><EFBFBD><EFBFBD> (<28><><EFBFBD><EFBFBD><EFBFBD>)(shift)
[4+512+32] = "leg_stand_idle", --> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>+<2B><><EFBFBD><EFBFBD><EFBFBD> (<28><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>)(shift)
-- Jump Left (Ctrl+Shift)
[4+128+16+32] = "leg_stand_idle", --> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>+<2B><><EFBFBD><EFBFBD><EFBFBD> (<28><><EFBFBD><EFBFBD><EFBFBD>)(ctrl+shift)
[4+256+16+32] = "leg_stand_idle", --> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>+<2B><><EFBFBD><EFBFBD><EFBFBD> (<28><><EFBFBD><EFBFBD><EFBFBD>)(ctrl+shift)
[4+512+16+32] = "leg_stand_idle", --> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>+<2B><><EFBFBD><EFBFBD><EFBFBD> (<28><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>)(ctrl+shift)
-- Jump Right
[8+128] = "leg_stand_walk_right", --> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>+<2B><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> (<28><><EFBFBD><EFBFBD><EFBFBD>)
[8+256] = "leg_stand_jump_right_idle", --> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>+<2B><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> (<28><><EFBFBD><EFBFBD><EFBFBD>)
[8+512] = "leg_stand_jump_right_end", --> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>+<2B><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> (<28><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>)
-- Jump Right (Ctrl)
[8+128+16] = "leg_stand_idle", --> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>+<2B><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> (<28><><EFBFBD><EFBFBD><EFBFBD>)(ctrl)
[8+256+16] = "leg_stand_idle", --> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>+<2B><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> (<28><><EFBFBD><EFBFBD><EFBFBD>)(ctrl)
[8+512+16] = "leg_stand_idle", --> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>+<2B><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> (<28><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>)(ctrl)
-- Jump Right (Shift)
[8+128+32] = "leg_stand_idle", --> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>+<2B><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> (<28><><EFBFBD><EFBFBD><EFBFBD>)(shift)
[8+256+32] = "leg_stand_idle", --> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>+<2B><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> (<28><><EFBFBD><EFBFBD><EFBFBD>)(shift)
[8+512+32] = "leg_stand_idle", --> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>+<2B><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> (<28><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>)(shift)
-- Jump Right (Ctrl+Shift)
[8+128+16+32] = "leg_stand_idle", --> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>+<2B><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> (<28><><EFBFBD><EFBFBD><EFBFBD>)(ctrl+shift)
[8+256+16+32] = "leg_stand_idle", --> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>+<2B><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> (<28><><EFBFBD><EFBFBD><EFBFBD>)(ctrl+shift)
[8+512+16+32] = "leg_stand_idle", --> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>+<2B><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> (<28><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>)(ctrl+shift)
-- Jump Forward+Left
[1+4+128] = "leg_stand_idle", --> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>+<2B><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>+<2B><><EFBFBD><EFBFBD><EFBFBD> (<28><><EFBFBD><EFBFBD><EFBFBD>)
[1+4+256] = "leg_stand_idle", --> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>+<2B><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>+<2B><><EFBFBD><EFBFBD><EFBFBD> (<28><><EFBFBD><EFBFBD><EFBFBD>)
[1+4+512] = "leg_stand_idle", --> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>+<2B><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>+<2B><><EFBFBD><EFBFBD><EFBFBD> (<28><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>)
-- Jump Forward+Left (Ctrl)
[1+4+128+16] = "leg_stand_idle", --> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>+<2B><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>+<2B><><EFBFBD><EFBFBD><EFBFBD> (<28><><EFBFBD><EFBFBD><EFBFBD>)(ctrl)
[1+4+256+16] = "leg_stand_idle", --> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>+<2B><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>+<2B><><EFBFBD><EFBFBD><EFBFBD> (<28><><EFBFBD><EFBFBD><EFBFBD>)(ctrl)
[1+4+512+16] = "leg_stand_idle", --> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>+<2B><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>+<2B><><EFBFBD><EFBFBD><EFBFBD> (<28><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>)(ctrl)
-- Jump Forward+Left (Shift)
[1+4+128+32] = "leg_stand_idle", --> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>+<2B><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>+<2B><><EFBFBD><EFBFBD><EFBFBD> (<28><><EFBFBD><EFBFBD><EFBFBD>)(shift)
[1+4+256+32] = "leg_stand_idle", --> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>+<2B><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>+<2B><><EFBFBD><EFBFBD><EFBFBD> (<28><><EFBFBD><EFBFBD><EFBFBD>)(shift)
[1+4+512+32] = "leg_stand_idle", --> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>+<2B><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>+<2B><><EFBFBD><EFBFBD><EFBFBD> (<28><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>)(shift)
-- Jump Forward+Left (Ctrl+Shift)
[1+4+128+16+32] = "leg_stand_idle", --> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>+<2B><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>+<2B><><EFBFBD><EFBFBD><EFBFBD> (<28><><EFBFBD><EFBFBD><EFBFBD>)(ctrl+shift)
[1+4+256+16+32] = "leg_stand_idle", --> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>+<2B><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>+<2B><><EFBFBD><EFBFBD><EFBFBD> (<28><><EFBFBD><EFBFBD><EFBFBD>)(ctrl+shift)
[1+4+512+16+32] = "leg_stand_idle", --> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>+<2B><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>+<2B><><EFBFBD><EFBFBD><EFBFBD> (<28><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>)(ctrl+shift)
-- Jump Forward+Right
[1+8+128] = "leg_stand_walk_right", --> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>+<2B><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>+<2B><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> (<28><><EFBFBD><EFBFBD><EFBFBD>)
[1+8+256] = "leg_stand_jump_right_idle", --> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>+<2B><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>+<2B><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> (<28><><EFBFBD><EFBFBD><EFBFBD>)
[1+8+512] = "leg_stand_jump_right_end", --> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>+<2B><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>+<2B><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> (<28><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>)
-- Jump Forward+Right (Ctrl)
[1+8+128+16] = "leg_stand_idle", --> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>+<2B><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>+<2B><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> (<28><><EFBFBD><EFBFBD><EFBFBD>)(ctrl)
[1+8+256+16] = "leg_stand_idle", --> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>+<2B><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>+<2B><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> (<28><><EFBFBD><EFBFBD><EFBFBD>)(ctrl)
[1+8+512+16] = "leg_stand_idle", --> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>+<2B><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>+<2B><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> (<28><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>)(ctrl)
-- Jump Forward+Right (Shift)
[1+8+128+32] = "leg_stand_idle", --> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>+<2B><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>+<2B><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> (<28><><EFBFBD><EFBFBD><EFBFBD>)(shift)
[1+8+256+32] = "leg_stand_idle", --> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>+<2B><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>+<2B><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> (<28><><EFBFBD><EFBFBD><EFBFBD>)(shift)
[1+8+512+32] = "leg_stand_idle", --> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>+<2B><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>+<2B><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> (<28><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>)(shift)
-- Jump Forward+Right (Ctrl+Shift)
[1+8+128+16+32] = "leg_stand_idle", --> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>+<2B><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>+<2B><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> (<28><><EFBFBD><EFBFBD><EFBFBD>)(ctrl+shift)
[1+8+256+16+32] = "leg_stand_idle", --> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>+<2B><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>+<2B><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> (<28><><EFBFBD><EFBFBD><EFBFBD>)(ctrl+shift)
[1+8+512+16+32] = "leg_stand_idle", --> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>+<2B><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>+<2B><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> (<28><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>)(ctrl+shift)
-- Jump Back+Left
[2+4+128] = "leg_stand_idle", --> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>+<2B><><EFBFBD><EFBFBD><EFBFBD>+<2B><><EFBFBD><EFBFBD><EFBFBD> (<28><><EFBFBD><EFBFBD><EFBFBD>)
[2+4+256] = "leg_stand_idle", --> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>+<2B><><EFBFBD><EFBFBD><EFBFBD>+<2B><><EFBFBD><EFBFBD><EFBFBD> (<28><><EFBFBD><EFBFBD><EFBFBD>)
[2+4+512] = "leg_stand_idle", --> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>+<2B><><EFBFBD><EFBFBD><EFBFBD>+<2B><><EFBFBD><EFBFBD><EFBFBD> (<28><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>)
-- Jump Back+Left (Ctrl)
[2+4+128+16] = "leg_stand_idle", --> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>+<2B><><EFBFBD><EFBFBD><EFBFBD>+<2B><><EFBFBD><EFBFBD><EFBFBD> (<28><><EFBFBD><EFBFBD><EFBFBD>)(ctrl)
[2+4+256+16] = "leg_stand_idle", --> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>+<2B><><EFBFBD><EFBFBD><EFBFBD>+<2B><><EFBFBD><EFBFBD><EFBFBD> (<28><><EFBFBD><EFBFBD><EFBFBD>)(ctrl)
[2+4+512+16] = "leg_stand_idle", --> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>+<2B><><EFBFBD><EFBFBD><EFBFBD>+<2B><><EFBFBD><EFBFBD><EFBFBD> (<28><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>)(ctrl)
-- Jump Back+Left (Shift)
[2+4+128+32] = "leg_stand_idle", --> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>+<2B><><EFBFBD><EFBFBD><EFBFBD>+<2B><><EFBFBD><EFBFBD><EFBFBD> (<28><><EFBFBD><EFBFBD><EFBFBD>)(shift)
[2+4+256+32] = "leg_stand_idle", --> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>+<2B><><EFBFBD><EFBFBD><EFBFBD>+<2B><><EFBFBD><EFBFBD><EFBFBD> (<28><><EFBFBD><EFBFBD><EFBFBD>)(shift)
[2+4+512+32] = "leg_stand_idle", --> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>+<2B><><EFBFBD><EFBFBD><EFBFBD>+<2B><><EFBFBD><EFBFBD><EFBFBD> (<28><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>)(shift)
-- Jump Back+Left (Ctrl+Shift)
[2+4+128+16+32] = "leg_stand_idle", --> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>+<2B><><EFBFBD><EFBFBD><EFBFBD>+<2B><><EFBFBD><EFBFBD><EFBFBD> (<28><><EFBFBD><EFBFBD><EFBFBD>)(ctrl+shift)
[2+4+256+16+32] = "leg_stand_idle", --> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>+<2B><><EFBFBD><EFBFBD><EFBFBD>+<2B><><EFBFBD><EFBFBD><EFBFBD> (<28><><EFBFBD><EFBFBD><EFBFBD>)(ctrl+shift)
[2+4+512+16+32] = "leg_stand_idle", --> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>+<2B><><EFBFBD><EFBFBD><EFBFBD>+<2B><><EFBFBD><EFBFBD><EFBFBD> (<28><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>)(ctrl+shift)
-- Jump Back+Right
[2+8+128] = "leg_stand_idle", --> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>+<2B><><EFBFBD><EFBFBD><EFBFBD>+<2B><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> (<28><><EFBFBD><EFBFBD><EFBFBD>)
[2+8+256] = "leg_stand_idle", --> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>+<2B><><EFBFBD><EFBFBD><EFBFBD>+<2B><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> (<28><><EFBFBD><EFBFBD><EFBFBD>)
[2+8+512] = "leg_stand_idle", --> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>+<2B><><EFBFBD><EFBFBD><EFBFBD>+<2B><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> (<28><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>)
-- Jump Back+Right (Ctrl)
[2+8+128+16] = "leg_stand_idle", --> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>+<2B><><EFBFBD><EFBFBD><EFBFBD>+<2B><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> (<28><><EFBFBD><EFBFBD><EFBFBD>)(ctrl)
[2+8+256+16] = "leg_stand_idle", --> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>+<2B><><EFBFBD><EFBFBD><EFBFBD>+<2B><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> (<28><><EFBFBD><EFBFBD><EFBFBD>)(ctrl)
[2+8+512+16] = "leg_stand_idle", --> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>+<2B><><EFBFBD><EFBFBD><EFBFBD>+<2B><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> (<28><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>)(ctrl)
-- Jump Back+Right (Shift)
[2+8+128+32] = "leg_stand_idle", --> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>+<2B><><EFBFBD><EFBFBD><EFBFBD>+<2B><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> (<28><><EFBFBD><EFBFBD><EFBFBD>)(shift)
[2+8+256+32] = "leg_stand_idle", --> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>+<2B><><EFBFBD><EFBFBD><EFBFBD>+<2B><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> (<28><><EFBFBD><EFBFBD><EFBFBD>)(shift)
[2+8+512+32] = "leg_stand_idle", --> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>+<2B><><EFBFBD><EFBFBD><EFBFBD>+<2B><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> (<28><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>)(shift)
-- Jump Back+Right (Ctrl+Shift)
[2+8+128+16+32] = "leg_stand_idle", --> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>+<2B><><EFBFBD><EFBFBD><EFBFBD>+<2B><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> (<28><><EFBFBD><EFBFBD><EFBFBD>)(ctrl+shift)
[2+8+256+16+32] = "leg_stand_idle", --> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>+<2B><><EFBFBD><EFBFBD><EFBFBD>+<2B><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> (<28><><EFBFBD><EFBFBD><EFBFBD>)(ctrl+shift)
[2+8+512+16+32] = "leg_stand_idle", --> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>+<2B><><EFBFBD><EFBFBD><EFBFBD>+<2B><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> (<28><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>)(ctrl+shift)
-- Jump Run
[4096+128] = "leg_stand_run_fwd", --> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>+<2B><><EFBFBD> (<28><><EFBFBD><EFBFBD><EFBFBD>)
[4096+256] = "leg_stand_jump_fwd_idle", --> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>+<2B><><EFBFBD> (<28><><EFBFBD><EFBFBD><EFBFBD>)
[4096+512] = "leg_stand_jump_fwd_end", --> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>+<2B><><EFBFBD> (<28><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>)
[1+4096+128] = "leg_stand_run_fwd", --> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>+<2B><><EFBFBD> (<28><><EFBFBD><EFBFBD><EFBFBD>)
[1+4096+256] = "leg_stand_jump_fwd_idle", --> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>+<2B><><EFBFBD> (<28><><EFBFBD><EFBFBD><EFBFBD>)
[1+4096+512] = "leg_stand_jump_fwd_end", --> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>+<2B><><EFBFBD> (<28><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>)
-- Walk
[1] = "leg_stand_walk_fwd", --> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
[1+4] = "leg_stand_walk_fwd_left", --> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>+<2B><><EFBFBD><EFBFBD><EFBFBD>
[1+8] = "leg_stand_walk_fwd_right", --> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>+<2B><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
-- Crouch (Ctrl)
[1+16] = "leg_crouch_walk_fwd", --> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> (ctrl)
[1+4+16] = "leg_stand_idle", --> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>+<2B><><EFBFBD><EFBFBD><EFBFBD> (ctrl)
[1+8+16] = "leg_stand_idle", --> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>+<2B><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> (ctrl)
-- Walk (Shift)
[1+32] = "leg_stand_walk_fwd_shift", --> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> (shift)
[1+4+32] = "leg_stand_walk_fwd_left_shift", --> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>+<2B><><EFBFBD><EFBFBD><EFBFBD> (shift)
[1+8+32] = "leg_stand_walk_fwd_right_shift", --> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>+<2B><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> (shift)
-- Walk (Ctrl+Shift)
--[1+16+32] = "leg_stand_idle", --> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> (ctrl+shift)
--[1+4+16+32] = "leg_stand_idle", --> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>+<2B><><EFBFBD><EFBFBD><EFBFBD> (ctrl+shift)
--[1+8+16+32] = "leg_stand_idle", --> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>+<2B><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> (ctrl+shift)
-- Back
[2] = "leg_stand_walk_back", --> <20><><EFBFBD><EFBFBD><EFBFBD>
[2+4] = "leg_stand_walk_back_left", --> <20><><EFBFBD><EFBFBD><EFBFBD>+<2B><><EFBFBD><EFBFBD><EFBFBD>
[2+8] = "leg_stand_walk_back_right", --> <20><><EFBFBD><EFBFBD><EFBFBD>+<2B><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
-- Back (Ctrl)
[2+16] = "leg_crouch_walk_back", --> <20><><EFBFBD><EFBFBD><EFBFBD> (ctrl)
[2+4+16] = "leg_stand_idle", --> <20><><EFBFBD><EFBFBD><EFBFBD>+<2B><><EFBFBD><EFBFBD><EFBFBD> (ctrl)
[2+8+16] = "leg_stand_idle", --> <20><><EFBFBD><EFBFBD><EFBFBD>+<2B><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> (ctrl)
-- Back (Shift)
[2+32] = "leg_stand_walk_back_shift", --> <20><><EFBFBD><EFBFBD><EFBFBD> (shift)
[2+4+32] = "leg_stand_walk_back_left_shift", --> <20><><EFBFBD><EFBFBD><EFBFBD>+<2B><><EFBFBD><EFBFBD><EFBFBD> (shift)
[2+8+32] = "leg_stand_walk_back_right_shift", --> <20><><EFBFBD><EFBFBD><EFBFBD>+<2B><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> (shift)
-- Back (Ctrl+Shift)
--[2+16+32] = "leg_stand_idle", --> <20><><EFBFBD><EFBFBD><EFBFBD> (ctrl+shift)
--[2+4+16+32] = "leg_stand_idle", --> <20><><EFBFBD><EFBFBD><EFBFBD>+<2B><><EFBFBD><EFBFBD><EFBFBD> (ctrl+shift)
--[2+8+16+32] = "leg_stand_idle", --> <20><><EFBFBD><EFBFBD><EFBFBD>+<2B><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> (ctrl+shift)
-- Left
[4] = "leg_stand_walk_left", --> <20><><EFBFBD><EFBFBD><EFBFBD>
[4+16] = "leg_crouch_walk_left", --> <20><><EFBFBD><EFBFBD><EFBFBD> (ctrl)
[4+32] = "leg_stand_walk_left_shift", --> <20><><EFBFBD><EFBFBD><EFBFBD> (shift)
--[4+16+32] = "leg_stand_idle", --> <20><><EFBFBD><EFBFBD><EFBFBD> (ctrl+shift)
-- Right
[8] = "leg_stand_walk_right", --> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
[8+16] = "leg_crouch_walk_right", --> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> (ctrl)
[8+32] = "leg_stand_walk_right_shift", --> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> (shift)
--[8+16+32] = "leg_stand_idle", --> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> (ctrl+shift)
-- Ledder
[2048] = "leg_ladder_idle", --> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
[2048+1] = "leg_ladder_up", --> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD>
[2048+2] = "leg_ladder_down", --> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>
}
function hid_sw()
hidden = false
return true
end
materials = {"wood", "earth", "metal", "water", "tin", "grass", "gravel", "asphalt"}
dirty_materials = {["earth"] = 5, ["water"] = 10, ["grass"] = 5, ["gravel"] = 10}
current_mat = "default"
function get_material(mat)
local sf = string.find
local current = tostring(mat)
for n, val in next, materials do
if sf(current, val) then
current_mat = val
break
else
current_mat = "default"
end
end
--if enable_dirt then
--chance = dirty_materials[current_mat]
-- if chance and math.random(1,100) <= chance and dirt_cnt < dirt_cnt_max and not actor_in_clear_zone() then
-- place_decal("dirt_marks", math.random(-5,5), 0.2, 0.3)
-- end
--if dirt_cnt < dirt_cnt_max and not actor_in_clear_zone() then
--place_decal("dirt_marks", math.random(-5,5), 0.2, 0.3)
--end
--end
end
function get_dirty_by_step(current_mat)
if not enable_dirt then return end
local chance = dirty_materials[current_mat]
-- for k,v in pairs(dirty_materials) do
-- if current_mat[dirty_materials] then
-- chance = dirty_materials[v]
-- end
-- end
if chance and math.random() < chance and not actor_in_clear_zone() then
place_decal("dirt_marks", math.random(-5,5), 0.2, 0.3)
end
news_manager.send_tip(db.actor, current_mat, nil, "ui\\ui_icon_news_trx_dolg", 6000)
news_manager.send_tip(db.actor, chance, nil, "ui\\ui_icon_news_trx_dolg", 6000)
end
function play_step_sound()
local item = db.actor:item_in_slot(7)
if exo_servo_sounds then
exo_flag = item and SYS_GetParam(0, item:section(), "repair_type") == "outfit_exo"
end
local function play()
step_sound = sound_object("material\\actor\\step\\" .. current_mat .. "_" .. math.random(1,4))
step_sound:play(db.actor, 0, sound_object.s2d)
step_sound.volume = turn_step_sound_volume
return true
end
local function play_add()
step_sound = sound_object("gear_rustle\\tac_gear_" .. math.random(1,8))
step_sound:play(db.actor, 0, sound_object.s2d)
step_sound.volume = turn_step_sound_volume + 0.2
return true
end
local function play_add_exo()
if not exo_servo_sounds or not exo_servo_sounds_mcm or not toggle_turn_step_sound_exo then return end
step_sound = sound_object("exo-servo\\light_servo_exo_walk" .. math.random(2))
step_sound:play(db.actor, 0, sound_object.s2d)
step_sound.volume = exo_servo_sounds_mcm.get_config("volume_walk") or 0.1
return true
end
if not freelook_hold then
-- if not (IsMoveState("mcCrouch") and IsMoveState("mcAccel")) then
-- play()
-- CreateTimeEvent("2ndstep", "2ndstep", 0.5, play)
-- end
play_add()
if exo_flag then
play_add_exo()
CreateTimeEvent("2ndstep_exo", "2ndstep_exo", 0.5, play_add_exo)
end
end
if IsMoveState("mcAnyMove") then
RemoveTimeEvent("2ndstep", "2ndstep")
RemoveTimeEvent("2ndstep_exo", "2ndstep_exo")
return
end
end
function on_key_press(key)
if key ~= bind_to_dik(key_bindings.kFREELOOK) then return end
if freelook_toggle_on and key == bind_to_dik(key_bindings.kFREELOOK) then
if not freelook_hold then
freelook_hold = true
else
freelook_hold = false
end
end
end
function on_key_hold(key)
if key ~= bind_to_dik(key_bindings.kFREELOOK) then return end
if key == bind_to_dik(key_bindings.kFREELOOK) and not freelook_toggle_on then
freelook_hold = true
end
end
function on_key_release(key)
if key ~= bind_to_dik(key_bindings.kFREELOOK) then return end
if key == bind_to_dik(key_bindings.kFREELOOK) and not freelook_toggle_on then
freelook_hold = false
end
end
--\\ <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
function actor_update()
--actor_menu.set_msg(1, LEGS_SECTION, 3)
--\\ <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20><> <20><> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD>
local ActorSobj = alife():object(db.actor:id())
--local body_flag = swm_legs.get_actor_body_flag()
local body_flag = level.actor_moving_state()
-- local alco = IsMoveState('mcTurn')
-- actor_menu.set_msg(1,alco,3)
local iBite = 1
for i=1, 16 do
if body_flag ~= nil then
actor_flags[i] = ( bit_and(body_flag, iBite) ~= 0 )
iBite = iBite * 2
else
actor_flags[i] = false
end
end
--\\ <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>
if se_legs.LegsTbl[level.name()] == nil and CanShowLegs() then
alife():create(LEGS_SECTION, db.actor:position(), 1, db.actor:game_vertex_id())
end
end
--\\ <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD> <20><> <20><><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>
function CanShowLegs()
--* <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD> <20><> <20><> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>, <20> <20><><EFBFBD> <20><> <20><> <20><> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
local abp = db.actor:bone_position("bip01_head")
if device().cam_pos:distance_to_sqr(abp) > (HIDE_DISTANCE*HIDE_DISTANCE) or not db.actor:alive() or hidden == true or disabled == true or level.get_active_cam() ~= 0 then
return false
end
return true
end
function actor_on_first_update()
end
function delete()
for i = 1, 65534 do
local obj = alife_object(i)
if obj then
local sec = obj:section_name()
local id = obj.id
if obj:clsid() == clsid.legs_s then
printf("legs object %s with id %s released",sec,id)
alife_release(obj)
end
end
end
end
function smooth_lean()
if IsMoveState('mcRLookout') then
if dir_rgt_mod > -0.15 and dir_rgt_mod <= 0 then
dir_rgt_mod = dir_rgt_mod + 0.01
end
elseif IsMoveState('mcLLookout') then
if dir_rgt_mod < 0.15 and dir_rgt_mod <= 0 then
dir_rgt_mod = dir_rgt_mod - 0.01
end
end
actor_menu.set_msg(1, dir_rgt_mod, 3)
end
function notify_missing_model(model_name)
if not enable_debug_warnings then return end
if model_name ~= nil and model_name ~= "" then
news_manager.send_tip(db.actor, game.translate_string('st_visbody_no_model_msg') .. model_name, nil, "ui\\ui_icon_news_trx_dolg", 15000)
news_manager.send_tip(db.actor, game.translate_string('st_visbody_no_model_msg_2'), nil, "ui\\ui_icon_news_trx_dolg", 15000)
else
news_manager.send_tip(db.actor, game.translate_string('st_visbody_empty_model_msg'), nil, "ui\\ui_icon_news_trx_dolg", 15000)
end
end
function notify_missing_section(sec_name)
if not enable_debug_warnings then return end
if sec_name ~= nil and sec_name ~= "" then
news_manager.send_tip(db.actor, game.translate_string('st_visbody_no_sec_msg') .. sec_name, nil, "ui\\ui_icon_news_trx_dolg", 15000)
else
news_manager.send_tip(db.actor, game.translate_string('st_visbody_empty_sec_msg'), nil, "ui\\ui_icon_news_trx_dolg", 15000)
end
end
function actor_item_to_slot(item)
model_name = ""
model_name_armorupg = ""
local body_obj = level.object_by_id(ext_body_id)
local fs = getFS()
if IsOutfit(item) then
swm_current_outfit[item:id()] = true
local sec = item:section()
-- a few safety layers just in case to avoid crashes
if not use_hd_models then -- vanilla models
if _u.ltxExist(sec .. "_legs", "visual") then -- body section exists?
model_name = SYS_GetParam(0, sec .. "_legs", "visual") .. '.ogf'
else
model_name = "sm\\actor_legs\\no_outfit.ogf" -- default if no section
end
else -- hd models
if visual_upg_enabled and check_outfit_upgrade("prop_armor") and visual_armor_upg_supported[sec .. "_legs_hd"] then
if _u.ltxExist(sec .. "_legs_hd_armorupg", "visual") then -- body armorupg section exists?
model_name_armorupg = SYS_GetParam(0, sec .. "_legs_hd_armorupg", "visual") .. '.ogf'
--model_name_armorupg = model_name
else
model_name = SYS_GetParam(0, sec .. "_legs_hd", "visual") .. '.ogf'
end
else
if _u.ltxExist(sec .. "_legs_hd", "visual") then -- no armorupg, but usual hd one?
model_name = SYS_GetParam(0, sec .. "_legs_hd", "visual") .. '.ogf'
else
model_name = "sm\\actor_legs\\no_outfit_hd.ogf" -- default hd if no section
end
end
end
if not use_hd_models then -- vanilla models
if _u.ltxExist(sec .. "_legs", "visual") then -- body section exists?
if fs:exist("$game_meshes$",model_name) then -- ok, but is the model file there?
LEGS_SECTION = sec .. "_legs"
else
notify_missing_model(model_name)
LEGS_SECTION = "actor_legs" -- default if no model
end
else
LEGS_SECTION = "actor_legs" -- default if no section
end
else -- hd models
if check_outfit_upgrade("prop_armor") and visual_armor_upg_supported[sec .. "_legs_hd"] then -- visual armor upg supported and has section?
if fs:exist("$game_meshes$",model_name_armorupg) then
LEGS_SECTION = sec .. "_legs_hd" .. "_armorupg"
else -- armorupg not found
if fs:exist("$game_meshes$",model_name) then
LEGS_SECTION = sec .. "_legs_hd"
else
notify_missing_model(model_name)
LEGS_SECTION = "actor_legs_hd"
end
end
elseif _u.ltxExist(sec .. "_legs_hd", "visual") then -- no visual upg
if fs:exist("$game_meshes$",model_name) then
LEGS_SECTION = sec .. "_legs_hd"
else
notify_missing_model(model_name)
LEGS_SECTION = "actor_legs_hd"
end
elseif _u.ltxExist(sec .. "_legs", "visual") then
if fs:exist("$game_meshes$",model_name) then
LEGS_SECTION = sec .. "_legs"
else
notify_missing_model(model_name)
LEGS_SECTION = "actor_legs_hd"
end
else
LEGS_SECTION = "actor_legs_hd"
end
end
--[[if visual_armor_upg_supported[LEGS_SECTION] and body_obj then
if check_outfit_upgrade("prop_armor") then
body_obj:set_bone_visible("armorupg",true)
end
end]]--
if string.find(GAME_VERSION,"1.5.1") then
hidden = true
CreateTimeEvent("rest1","rest1", 0.05, hid_sw)
end
--blood_cnt = 0
--dirt_cnt = 0
end
end
function reset_legs_model()
if not use_hd_models then
LEGS_SECTION = "actor_legs"
else
LEGS_SECTION = "actor_legs_hd"
end
if string.find(GAME_VERSION,"1.5.1") then
hidden = true
CreateTimeEvent("rest2","rest2", 0.05, hid_sw)
end
return true
end
function actor_item_to_ruck(item)
if swm_current_outfit[item:id()] == true and IsOutfit(item) then
swm_current_outfit[item:id()] = nil
reset_legs_model()
--blood_cnt = 0
--dirt_cnt = 0
end
end
function load_settings(MCM)
freelook_toggle_on = get_console():get_bool("g_freelook_toggle")
local suit = db.actor:item_in_slot(7)
DISTANCE_MOD_FWD = swm_legs_mcm.get_config("legs_offset")
DISTANCE_MOD_RGT = swm_legs_mcm.get_config("legs_offset_side")
DISTANCE_MOD_FWD_NONCOMBAT = swm_legs_mcm.get_config("legs_offset_noncombat")
hide_legs_low_crouch = swm_legs_mcm.get_config("hide_legs_low_crouch")
toggle_turn_step_sound = swm_legs_mcm.get_config("toggle_turn_step_sound")
toggle_turn_step_sound_exo = swm_legs_mcm.get_config("toggle_turn_step_sound_exo") turn_step_sound_volume = swm_legs_mcm.get_config("turn_step_sound_volume")
use_hd_models = swm_legs_mcm.get_config("use_hd_models")
enable_idle_anims = swm_legs_mcm.get_config("enable_idle_anims")
idle_anim_min_cooldown = swm_legs_mcm.get_config("idle_anim_min_cooldown") * 1000
idle_anim_max_cooldown = swm_legs_mcm.get_config("idle_anim_max_cooldown") * 1000
use_combat_state = swm_legs_mcm.get_config("use_combat_state") or true
use_special_noncombat_shift = swm_legs_mcm.get_config("use_special_noncombat_shift")
use_slow_down_state = swm_legs_mcm.get_config("use_slow_down_state")
--enable_dirt = swm_legs_mcm.get_config("enable_dirt")
--enable_blood = swm_legs_mcm.get_config("enable_blood")
visual_upg_enabled = swm_legs_mcm.get_config("visual_upg_enabled")
enable_debug_warnings = swm_legs_mcm.get_config("enable_debug_warnings")
disabled = swm_legs_mcm.get_config("disabled")
if suit then
actor_item_to_slot(suit)
end
idle_pause_rnd = math.random(idle_anim_min_cooldown, idle_anim_max_cooldown)
if disabled then
delete()
end
end
--\\ <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD>
function bind( obj )
local new_binder = legs_binder(obj)
obj:bind_object( new_binder )
end
local ray_pos = {}
function ray()
local pick = ray_pick()
local pos = db.actor:bone_position("bip01_pelvis")
local dir = device().cam_dir
pick:set_position(pos)
pick:set_direction(dir)
pick:set_flags(0)
pick:set_range(200)
pick:query()
local dir_f = pick:set_direction(dir)
return dir_f
end
-- use only these for body: bip01_l_calf,bip01_l_foot,bip01_l_thigh,bip01_l_toe0,bip01_pelvis,bip01_r_calf,bip01_r_foot,bip01_r_thigh,bip01_r_toe0,bip01_spine,body,wpn_body
local bone_list = {
[1] = "bip01_l_calf",
[2] = "bip01_r_calf",
[3] = "bip01_l_toe0",
[4] = "bip01_r_toe0",
[5] = "bip01_l_thigh",
[6] = "bip01_r_thigh",
[7] = "bip01_pelvis",
}
function place_decal(decal_sec,y_pos_mod,size_skel,size)
local body_obj = level.object_by_id(ext_body_id)
if body_obj then
local fx_pos = body_obj:bone_position(bone_list[math.random(1,7)])
fx_pos.y = fx_pos.y + y_pos_mod
local blood_trace = vector():set(0,-1,0)
wallmarks_manager():place_skeleton(body_obj, decal_sec, fx_pos, blood_trace, size_skel,-1)
--actor_menu.set_msg(1,"placed",3)
--wallmarks_manager():place(blood_trace, fx_pos, 0.5, size, decal_sec, body_obj,-1)
else
-- actor_menu.set_msg(1, "SHIT_YOURSELF", 3)
end
end
function actor_on_before_hit(s_hit)
if enable_blood then
if s_hit.type == hit.fire_wound or s_hit.type == hit.fire_wound or s_hit.type == hit.wound then
if blood_cnt < blood_cnt_max then
if s_hit.power >= 0.2 and s_hit.power <= 0.4 then
place_decal("bloody_marks", -1, 0.05, 0.1)
elseif s_hit.power > 0.4 then
place_decal("bloody_marks", -1, 0.2, 0.3)
end
blood_cnt = blood_cnt + 1
end
end
end
end
function actor_in_clear_zone()
local id = smart_terrain.nearest_to_actor_smart.id
local smart = id and alife_object(id)
local dist = smart_terrain.nearest_to_actor_smart.dist
if (smart) and (no_dirt_radius[smart:name()]) and (dist <= no_dirt_radius[smart:name()]) then
return true
end
return false
end
function get_anim_type(body_flag)
if use_combat_state and is_calm_state() and AnimTable_NonCombat[body_flag] then
anim_name = AnimTable_NonCombat[body_flag] or "leg_stand_idle"
elseif use_slow_down_state and is_slowed_down() and AnimTable_SlowedDown[body_flag] then
anim_name = AnimTable_SlowedDown[body_flag] or "lancew_legs_idle"
else
anim_name = AnimTable_Basic[body_flag] or "lancew_legs_idle"
end
return anim_name
end
local idl_tmr
can_play = false
idles_time = {
["legs_stand_1"] = 900,
["legs_stand_2"] = 1900,
["legs_stand_3"] = 1200
}
function play_idle_snd()
idle_sound = sound_object("gear_rustle\\tac_gear_" .. math.random(1,8))
idle_sound:play(db.actor, 0, sound_object.s2d)
idle_sound.volume = 0.15
end
function set_idle()
anim_name = "legs_stand_" .. idle_anim_random
idle_tm = idles_time[anim_name] or 2000
end
local stand_tmr = 10000 --unused
function stand_timer()
local tg = time_global()
if (stand_tmr and tg < stand_tmr) and angle_down > -0.65 then return end
stand_tmr = tg + 2000
end
function startidle()
local tg = time_global()
can_play = true
idle_anim_random = math.random(1,3)
set_idle()
play_idle_snd()
tmr_a = tg + idle_tm
RemoveTimeEvent("ff","ff")
end
function can_play_idle()
--actor_menu.set_msg(1,can_play,3)
if not enable_idle_anims then return end
local tg = time_global()
if (tmr_a and tg > tmr_a) and can_play then
can_play = false
tmr_a = tg + idle_pause_rnd
elseif tg > tmr_a and idle_allowed then
CreateTimeEvent("ff","ff",idle_pause_rnd/1000,startidle)
end
if not idle_allowed then
can_play = false
RemoveTimeEvent("ff","ff")
end
end
function testshit()
news_manager.send_tip(db.actor, time_global(), nil, "ui\\ui_icon_news_trx_dolg", 6000)
news_manager.send_tip(db.actor, "tmr_a " .. tmr_a, nil, "ui\\ui_icon_news_trx_dolg", 6000)
news_manager.send_tip(db.actor, "idle_pause_rnd " .. idle_pause_rnd, nil, "ui\\ui_icon_news_trx_dolg", 6000)
end
function check_outfit_upgrade(prop_to_check)
local outfit = db.actor:item_in_slot(7)
if outfit and visual_upg_enabled then
local outfit_id = outfit:id()
local installed_upgr = utils_item.get_upgrades_installed(outfit,outfit_id,true)
for key,upgrade in pairs(installed_upgr) do
if SYS_GetParam(0, key, "property") == prop_to_check then
return true
end
end
return false
end
end
local tmr_upg
function check_outfit_upgrade_timer()
local outfit = db.actor:item_in_slot(7)
if not visual_upg_enabled then return end
local tg = time_global()
if (tmr_upg and tg < tmr_upg) then return end
tmr_upg = tg + 1000
check_outfit_upgrade(prop_armor)
actor_item_to_slot(outfit)
end
function check_armor_upgrade_dumbversion()
local outfit = db.actor:item_in_slot(7)
if outfit and outfit:has_upgrade("up_firsta_novice_1") then
return true
else
return false
end
end
local dirt_tmr
function dirty_over_time()
if not enable_dirt then return end
local tg = time_global()
if (dirt_tmr and dirt_tmr < tg) then return end
dirt_tmr = tg + 5000
local chance = 0
if IsMoveState('mcCrouch') or IsMoveState('mcSprint') then
chance = 10
if current_mat[dirty_materials] then
chance = 25
end
else
chance = 5
if current_mat[dirty_materials] then
chance = 15
end
end
if not actor_in_clear_zone() and IsMoveState('mcAnyMove') then
if dirt_cnt < dirt_cnt_max and math.random() < chance then
place_decal("dirt_marks", math.random(-5.0,5.0,0.2), 0.2, 0.3)
dirt_cnt = dirt_cnt + 1
end
else
dirt_cnt = 0
end
news_manager.send_tip(db.actor, current_mat, nil, "ui\\ui_icon_news_trx_dolg", 6000)
news_manager.send_tip(db.actor, chance, nil, "ui\\ui_icon_news_trx_dolg", 6000)
end
function set_specific_body_model(visual)
local body_obj = level.object_by_id(ext_body_id)
if body_obj and getFS():exist("$game_meshes$",visual) then body_obj:set_visual_name(visual) end
end
class "legs_binder" ( object_binder )
function legs_binder:__init( obj ) super( obj )
self.id = self.object:id()
self.object :set_fastcall(self.fastcall, self)
self.VisualUpdateCnt = 0
self.current_visual = nil --> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
self.current_anim = nil --> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
self.lastActorPos = nil
self.posTimer = 0
self.lastTurnTime = 0 --> <20><><EFBFBD><EFBFBD><EFBFBD>, <20><><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
self.turnAnim = "lancew_legs_turn_left"
end
--\\ <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD>
function legs_binder:fastcall()
local tg = time_global()
if self.object then ext_body_id = self.object:id() end
xr_logic.mob_capture(self.object, true)
self.object.health = 1
--\\ <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20> <20><><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD>
--* <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD>
-- (1.5.2 only)
legs_visual = SYS_GetParam(0, LEGS_SECTION, "visual")
--actor_menu.set_msg(1,legs_visual,3)
if legs_visual ~= self.current_visual then
self.current_visual = legs_visual
self.object:set_visual_name(legs_visual)
self.VisualUpdateCnt = 5
self.current_anim = nil
end
--\\ <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>
pos = device().cam_pos
cdir = device().cam_dir
angle_down = cdir.y
distance_H2B = device().cam_pos:distance_to(db.actor:position())
--\\ <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20><> <20><> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD>
--local body_flag = swm_legs.get_actor_body_flag()
body_flag = level.actor_moving_state()
--\\ <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><> <20><><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD>
for key, numb in pairs(DISABLED_FLAGS) do
if actor_flags[key] == true then
body_flag = body_flag - numb
end
end
--\\ <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
anim_name = get_anim_type(body_flag) or "lancew_legs_idle"
idle_allowed = enable_idle_anims and (body_flag == 0 or body_flag == 32) and is_calm_state() and angle_down <= -0.65
if idle_allowed and can_play then set_idle() end
if self.posTimer < time_global() and distance_H2B < 1.7 then --> <20> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
pos.y = db.actor:position().y
self.posTimer = 0
else
local shift = 1.5
if actor_flags[5] then --> ctrl
if actor_flags[6] then --> shift
shift = 0.95
else
shift = 1.23
end
end
pos.y = pos.y - shift
if self.posTimer == 0 then
self.posTimer = time_global() + 1000
end
end
if IsMoveState('mcClimb') then
pos.y = pos.y + HEIGHT_ladder
else
pos.y = pos.y + HEIGHT
end
--pos = vector():set(0,0,0)
--dir_fwd = vector():setHP(device().cam_dir:getH(), 0)
--dir_fwd = vector():setHP(device().cam_top:getH(), 0)
if angle_down <= -0.65 then
if (IsMoveState('mcTurn') and not IsMoveState('mcClimb')) or (IsMoveState('mcLLookout') or IsMoveState('mcRLookout')) then
dir_fwd = vector():setHP(device().cam_top:getH(), 0)
else
dir_fwd = db.actor:direction()
end
else
dir_fwd = vector():setHP(device().cam_dir:getH(), 0)
end
-- pos = utils_obj.safe_bone_pos(self.object,"bip01_pelvis")
dir_rgt = vector():setHP(device().cam_right:getH(), 0)
if use_special_noncombat_shift and is_calm_state() then
dir_fwd_mod = DISTANCE_MOD_FWD_NONCOMBAT
else
dir_fwd_mod = DISTANCE_MOD_FWD
end
dir_rgt_mod = DISTANCE_MOD_RGT
local movestate = level.actor_moving_state()
local shift_tbl = SPEC_SHIFT[anim_name]
local shift_visual_tbl = SPEC_SHIFT_BY_VISUAL[LEGS_SECTION]
local shift_prone_tbl = SPEC_SHIFT_PRONE[anim_name]
if shift_tbl then
if shift_tbl.fwd then
dir_fwd_mod = shift_tbl.fwd
end
if shift_tbl.rgt then
dir_rgt_mod = shift_tbl.rgt
end
end
if shift_visual_tbl and swm_visible_body_azetrix_addon_dummy then
if shift_visual_tbl.fwd then
dir_fwd_mod = shift_visual_tbl.fwd
end
if shift_visual_tbl.rgt then
dir_rgt_mod = shift_visual_tbl.rgt
end
end
if shift_prone_tbl and hide_legs_low_crouch and (IsMoveState('mcAccel') and IsMoveState('mcCrouch')) then
if shift_prone_tbl.fwd then
dir_fwd_mod = shift_prone_tbl.fwd
end
if shift_prone_tbl.rgt then
dir_rgt_mod = shift_prone_tbl.rgt
end
end
if not IsMoveState('mcClimb') then
if IsMoveState('mcRLookout') then
dir_rgt_mod = dir_rgt_mod - 0.2
elseif IsMoveState('mcLLookout') then
dir_rgt_mod = dir_rgt_mod + 0.15
end
end
--actor_menu.set_msg(1, dir_rgt_mod, 3)
pos = pos:add(dir_fwd:mul(dir_fwd_mod))
pos = pos:add(dir_rgt:mul(dir_rgt_mod))
-- pos = pos:add(dir_fwd)
-- pos = pos:add(dir_rgt)
self.object:set_npc_position(pos)
--\\ <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
local bHided = false
if CanShowLegs() == false then
--self.object:force_visibility_state(0) --> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>, <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><> <20><> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
bHided = true
local sobj = alife():object(self.id)
if sobj then
alife():release(sobj, true)
end
se_legs.LegsTbl[level.name()] = nil
delete()
return
else
--self.object:force_visibility_state(2)
end
---\\ <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD> <20><> <20><> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><> <20><><EFBFBD>
if self.lastActorPos ~= nil then
if bHided == false and db.actor:position():distance_to_sqr(self.lastActorPos) > (RSPN_DISTANCE * RSPN_DISTANCE) then
self:respawn()
return true
end
end
--\\ <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
if not IsMoveState('mcAnyMove') and not IsMoveState('mcClimb') then
if self.lastTurnTime >= time_global() then
anim_name = self.turnAnim
else
local AngleBetween = _u.calc_Y(db.actor:direction():getH(), self.object:direction():getH())
local turn_threshold = 0.2
--actor_menu.set_msg(1, AngleBetween, 3)
if not (IsMoveState('mcLLookout') or IsMoveState('mcRLookout')) then
if angle_down < -0.65 then
turn_threshold = 0.08
end
else
turn_threshold = 0.2
end
-- if angle_down > -0.65 and not (IsMoveState('mcLLookout') or IsMoveState('mcRLookout')) then
-- turn_threshold = 0.35
-- end
--actor_menu.set_msg(1,turn_threshold,3)
if math.abs(AngleBetween) > turn_threshold then
if time_global() - self.lastTurnTime >= 500 then
self.lastTurnTime = time_global() + 500
if AngleBetween <= 0.0 and IsMoveState('mcTurn') then
self.turnAnim = "lancew_legs_turn_right"
if toggle_turn_step_sound then
play_step_sound()
end
if IsMoveState("mcAnyMove") then
RemoveTimeEvent("2ndstep", "2ndstep")
RemoveTimeEvent("2ndstep_exo", "2ndstep_exo")
return
end
else
if IsMoveState('mcTurn') then
self.turnAnim = "lancew_legs_turn_left"
if toggle_turn_step_sound then
play_step_sound()
end
if IsMoveState("mcAnyMove") then
RemoveTimeEvent("2ndstep", "2ndstep")
RemoveTimeEvent("2ndstep_exo", "2ndstep_exo")
return
end
end
end
anim_name = self.turnAnim
end
end
end
end
-- local tDir = utils_obj.safe_bone_pos(self.object,"bip01_pelvis")
local tDir
if angle_down <= -0.65 then
if (IsMoveState('mcTurn') and not IsMoveState('mcClimb')) or (IsMoveState('mcLLookout') or IsMoveState('mcRLookout')) then
tDir = vector():setHP(device().cam_top:getH(), 0)
-- actor_menu.set_msg(1, "TOP", 3)
else
tDir = db.actor:direction()
-- actor_menu.set_msg(1, "ACT_DIR", 3)
end
else
tDir = vector():setHP(device().cam_dir:getH(), 0)
-- actor_menu.set_msg(1, "CAM_DIR", 3)
end
local look_dir = look()
look_dir:type(2)
look_dir:direct(tDir)
action(self.object, look_dir, cond(cond.look_end))
--actor_menu.set_msg(1, angle_down, 3)
-- local cp1 = tDir.x
-- local cp2 = tDir.y
-- local cp3 = tDir.z
-- news_manager.send_tip(db.actor, "tDir " .. cp1, nil, "ui\\ui_icon_news_trx_dolg", 6000)
-- news_manager.send_tip(db.actor, "tDir " .. cp2, nil, "ui\\ui_icon_news_trx_dolg", 6000)
-- news_manager.send_tip(db.actor, "tDir " .. cp3, nil, "ui\\ui_icon_news_trx_dolg", 6000)
--\\ <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
if not bHided then
if self.VisualUpdateCnt <= 0 then
self:play_anim(anim_name)
else
self.VisualUpdateCnt = self.VisualUpdateCnt - 1
end
else
self.object:clear_animations()
self.VisualUpdateCnt = 5
end
--actor_menu.set_msg(1,self.VisualUpdateCnt,3)
--self.lastActorPos = db.actor:position()
end
function legs_binder:respawn()
local sobj = alife():object(self.id)
if sobj then
alife():release(sobj, true)
se_legs.LegsTbl[level.name()] = nil
end
if not disabled then
alife():create(LEGS_SECTION, db.actor:position(), 1, db.actor:game_vertex_id())
end
return true
end
function legs_binder:play_anim(anim_name)
if self.current_anim ~= anim_name then
self.object:play_cycle(anim_name, true)
self.current_anim = anim_name
end
end
function on_game_start()
RegisterScriptCallback("actor_item_to_slot", actor_item_to_slot)
RegisterScriptCallback("actor_item_to_ruck", actor_item_to_ruck)
RegisterScriptCallback("actor_on_item_drop", actor_item_to_ruck)
RegisterScriptCallback("on_option_change", load_settings)
RegisterScriptCallback("actor_on_first_update", load_settings)
RegisterScriptCallback("actor_on_footstep", get_material)
--RegisterScriptCallback("actor_on_footstep", get_dirty_by_step)
RegisterScriptCallback("actor_on_update", actor_update)
--RegisterScriptCallback("actor_on_update", check_outfit_upgrade_timer)
--RegisterScriptCallback("actor_on_update", play_idle_anim)
RegisterScriptCallback("actor_on_update", can_play_idle)
--RegisterScriptCallback("actor_on_update", stand_timer)
--RegisterScriptCallback("actor_on_update", testshit)
--RegisterScriptCallback("actor_on_update", dirty_over_time)
RegisterScriptCallback("on_key_press", on_key_press)
RegisterScriptCallback("on_key_hold", on_key_hold)
RegisterScriptCallback("on_key_release", on_key_release)
--RegisterScriptCallback("actor_on_before_hit", actor_on_before_hit)
--RegisterScriptCallback("actor_on_update", smooth_lean)
--RegisterScriptCallback("actor_on_first_update", actor_on_first_update)
end