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Revision Autor Zeilennr. Zeile
905 lars 1
//
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// Name:     Package_DisruptorPistolCore
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// Purpose:  AI for Non Combat State Romulans
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//
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//---------------------------------------------------------
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$define RANGE_WORK			256
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$define	RANGE_PATROL		1024 //Chrissed -> Orginal was 256
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$define STAGE_TURN			  8
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$define TIME_PLAYER_ATTACK	.75
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//---------------------------------------------------------
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//---------------------------------------------------------
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state START
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//---------------------------------------------------------
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	{
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	entrycommands
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		{
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		setvartime ( "playerattacked" )
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		}
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	states
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		{
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		CORE_MAIN	: default
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		}
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	}
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//---------------------------------------------------------
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state CORE_MAIN
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//---------------------------------------------------------
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{
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	states
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		{
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		CORE_PAIN			: SHOW_PAIN
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		CORE_COWER			: OTHER_DIED
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		PATROL 				: VALID_PATROL_NODE_IN_RANGE ( $RANGE_PATROL$ ) //Added by Chriss
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		//WORK 				: SHOULD_DO_ACTION ( "work" ) VALID_WORK_NODE_IN_RANGE ( $RANGE_WORK$ )
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		//WANDER				: SHOULD_DO_ACTION ( "wander" )
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		HOLD				: default
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		}
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}
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//---------------------------------------------------------
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state PATROL
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//---------------------------------------------------------
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	{
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	entrycommands
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		{
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		incontext "patrol"
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		}
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	Behavior Patrol ( "walk" )
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	states
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		{
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		CORE_PAIN			: SHOW_PAIN
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		CORE_COWER			: OTHER_DIED
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		WORK 				: SHOULD_DO_ACTION ( "work" ) VALID_WORK_NODE_IN_RANGE ( $RANGE_WORK$ )
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		CORE_MAIN			: BEHAVIOR_SUCCESS
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		PATROL_FAILED		: BEHAVIOR_FAILED
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		}
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	}
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//---------------------------------------------------------
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state PATROL_FAILED
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//---------------------------------------------------------
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	{
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	legs
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		{
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		idle : default
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		}
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	time ( 1.0 )
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	states
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		{
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		CORE_PAIN			: SHOW_PAIN
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		CORE_COWER			: OTHER_DIED
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		PATROL	: TIME_DONE
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		}
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	}
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//---------------------------------------------------------
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state WORK
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//---------------------------------------------------------
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{
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	entrycommands
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		{
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		incontext "work"
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		}
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	Behavior Work ( "walk" )
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	states
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		{
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		CORE_PAIN			: SHOW_PAIN
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		CORE_COWER			: OTHER_DIED
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		CORE_MAIN	: BEHAVIOR_SUCCESS
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		WORK_FAILED	: BEHAVIOR_FAILED
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		}
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}
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//---------------------------------------------------------
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state WORK_FAILED
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//---------------------------------------------------------
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{
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	legs
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		{
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		idle : default
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		}
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	time ( 1.0 )
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	states
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		{
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		CORE_PAIN			: SHOW_PAIN
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		CORE_COWER			: OTHER_DIED
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		WORK	: TIME_DONE
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		}
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}
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//---------------------------------------------------------
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state WANDER
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//---------------------------------------------------------
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	{
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	entrycommands
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		{
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		incontext "wander"
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		}
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	Behavior MoveRandomDirection ( "walk" , 128 , 96 )
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	states
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		{
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		CORE_PAIN			: SHOW_PAIN
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		CORE_COWER			: OTHER_DIED
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		WANDER_WAIT			: BEHAVIOR_SUCCESS
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		WANDER_FAILED		: BEHAVIOR_FAILED
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		}
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	}
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//---------------------------------------------------------
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state WANDER_WAIT
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//---------------------------------------------------------
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{
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	Behavior HoldPosition
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	time ( 7.5 , 10 )
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	states
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		{
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		CORE_PAIN			: SHOW_PAIN
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		CORE_COWER			: OTHER_DIED
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		CORE_MAIN			: TIME_DONE
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		}
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}
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//---------------------------------------------------------
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state WANDER_FAILED
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//---------------------------------------------------------
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	{
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	Behavior HoldPosition
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	time ( 1.0 )
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	states
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		{
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		CORE_PAIN			: SHOW_PAIN
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		CORE_COWER			: OTHER_DIED
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		WANDER	: TIME_DONE
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		}
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	}
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//---------------------------------------------------------
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state HOLD
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//---------------------------------------------------------
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	{
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	legs
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		{
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		idle : default
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		}
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	time ( 1.0 )
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	states
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		{
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		CORE_PAIN			: SHOW_PAIN
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		CORE_COWER			: OTHER_DIED
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		CORE_MAIN			: TIME_DONE
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		}
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	}
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//---------------------------------------------------------
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state CORE_COWER
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//---------------------------------------------------------
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{
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	entrycommands
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		{
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		cleartorsoanim
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		}
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	legs
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		{
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		cower : default
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		}
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	time ( 5 , 7.0 )
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	states
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		{
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		CORE_MAIN : TIME_DONE
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		}
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}
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//---------------------------------------------------------
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state CORE_PAIN
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//---------------------------------------------------------
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	{
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	states
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		{
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		CORE_BIG_PAIN	  : MOD ( "explosion" )
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		CORE_BIG_PAIN	  : MOD ( "imod_primary" )
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		CORE_BIG_PAIN	  : MOD ( "plasmashotgun" )
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		CORE_BIG_PAIN	  : MOD ( "small_explosion" )
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		CORE_SMALL_PAIN : default
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		}
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	}
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//---------------------------------------------------------
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state CORE_BIG_PAIN
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//---------------------------------------------------------
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{
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	legs
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		{
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		pain_knockback : default
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		}
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	states
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		{
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		CORE_MAIN : ANIM_DONE
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		}
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}
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//---------------------------------------------------------
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state CORE_SMALL_PAIN
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//---------------------------------------------------------
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{
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	entrycommands
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		{
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		saveofflasthitbone
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		}
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	legs
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		{
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		pain_stomach 	: BONE_DAMAGED ( "Bip01 Pelvis" )
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		pain_stomach 	: BONE_DAMAGED ( "Bip01 Spine" )
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		pain_chest 		: BONE_DAMAGED ( "Bip01 Spine2" )
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		pain_head 		: BONE_DAMAGED ( "Bip01 Head" )
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		pain_shoulder_L : BONE_DAMAGED ( "Bip01 L Clavicle" )
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		pain_shoulder_L : BONE_DAMAGED ( "Bip01 L Upperarm" )
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		pain_shoulder_L : BONE_DAMAGED ( "Bip01 L Forearm" )
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		pain_shoulder_L : BONE_DAMAGED ( "Bip01 L Hand" )
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		pain_shoulder_L : BONE_DAMAGED ( "Bip01 L Finger2" )
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		pain_shoulder_R : BONE_DAMAGED ( "Bip01 R Clavicle" )
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		pain_shoulder_R : BONE_DAMAGED ( "Bip01 R Upperarm" )
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		pain_shoulder_R : BONE_DAMAGED ( "Bip01 R Forearm" )
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		pain_shoulder_R : BONE_DAMAGED ( "Bip01 R Hand" )
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		pain_shoulder_R : BONE_DAMAGED ( "Bip01 R Finger2" )
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		pain_leg_L 		: BONE_DAMAGED ( "Bip01 L Thigh" )
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		pain_L_lowerleg : BONE_DAMAGED ( "Bip01 L Calf" )
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		pain_L_lowerleg : BONE_DAMAGED ( "Bip01 L Foot" )
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		pain_L_lowerleg : BONE_DAMAGED ( "Bip01 L Toe0" )
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		pain_leg_R 		: BONE_DAMAGED ( "Bip01 R Thigh" )
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		pain_R_lowerleg : BONE_DAMAGED ( "Bip01 R Calf" )
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		pain_R_lowerleg : BONE_DAMAGED ( "Bip01 R Foot" )
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		pain_R_lowerleg : BONE_DAMAGED ( "Bip01 R Toe0" )
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		pain_chest		: default
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		}
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	states
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		{
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		CORE_MAIN : ANIM_DONE
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		}
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}