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//////////////////////////////////////////////////////////////////// Starting State: The code will come here first.//////////////////////////////////////////////////////////////////state START{states{STAND : default}}//////////////////////////////////////////////////////////////////// Standing//////////////////////////////////////////////////////////////////state STAND{// movetype legsentrycommands{takepain 1}torso{phaser_idle : IS_WEAPON_ACTIVE "dualhand" "Phaser"phaser_idle : IS_WEAPON_ACTIVE "dualhand" "Phaser-stx"photonburst_idle : IS_WEAPON_ACTIVE "dualhand" "FieldAssaultRifle"romulandisruptorrifle_idle : IS_WEAPON_ACTIVE "dualhand" "RomulanRadGun"i-mod-idle : IS_WEAPON_ACTIVE "dualhand" "AttrexianRifle"i-mod-idle : IS_WEAPON_ACTIVE "dualhand" "I-Mod"compressionrifle_idle : IS_WEAPON_ACTIVE "dualhand" "CompressionRifle"grenadelauncher_idle : IS_WEAPON_ACTIVE "dualhand" "GrenadeLauncher"photonburst_idle : IS_WEAPON_ACTIVE "dualhand" "PhotonBurst"tetryongatlinggun_idle : IS_WEAPON_ACTIVE "dualhand" "TetryonGatlingGun"photonburst_idle : IS_WEAPON_ACTIVE "dualhand" "BurstRifle"photonburst_idle : IS_WEAPON_ACTIVE "dualhand" "FederationSniperRifle"romulandisruptorrifle_idle : IS_WEAPON_ACTIVE "dualhand" "RomulanDisruptor"1hand_smallarms_idle : IS_WEAPON_ACTIVE "dualhand" "Tricorder"1hand_smallarms_idle : IS_WEAPON_ACTIVE "dualhand" "Tricorder-stx"1hand_smallarms_idle : IS_WEAPON_ACTIVE "dualhand" "Tricorder-rom"batleth_idle : IS_WEAPON_ACTIVE "dualhand" "Batleth"staff_idle : IS_WEAPON_ACTIVE "dualhand" "DrullStaff"}states{// Weapon StatesPUTAWAY : PUTAWAYBOTHRAISE_WEAPON : NEW_WEAPONWEAPON_RELOAD : IS_WEAPON_RELOADINGCHECK_LEFT_BUTTON : ATTACKLEFTCHECK_RIGHT_BUTTON : ATTACKRIGHTFORCE_RELOAD : !WEAPON_FULLCLIP WEAPON_FORCERELOAD HAS_INVAMMO "dualhand" WEAPON_CAN_RELOAD// Misc StatesFAKEPLAYER : FAKEPLAYERACTIVE ONGROUND !HAS_WEAPON LEGS "STAND"KILLED : KILLEDWEAPON_HOLSTER : HAS_WEAPON HOLSTERWEAPON}}//////////////////////////////////////////////////////////////////// Player died//////////////////////////////////////////////////////////////////state KILLED{// movetype animtorso{// death : default}states{// KILLED_DONE : ANIMDONE_TORSO}exitcommands{// dead}}state KILLED_DONE{movetype animtorso{death : default}// camera topdown}//////////////////////////////////////////////////////////////////// Player is about to become a fakeplayer//////////////////////////////////////////////////////////////////state FAKEPLAYER{movetype fakeplayerstates{STAND : !FAKEPLAYERACTIVE}}//////////////////////////////////////////////////////////////////// Phaser//////////////////////////////////////////////////////////////////state PHASER_MODE1_PREFIRE{entrycommands{animateweapon pre_fire}torso{phaser_fire : default}states{PHASER_MODE1_FIRE : IS_DUALWEAPON_READY_TO_FIRE "MODE1"RAISE_WEAPON : NEW_WEAPON ANIMDONE_TORSOPHASER_EXIT_FIRE : LEAN_LEFTPHASER_EXIT_FIRE : LEAN_RIGHT// PHASER_MODE1_FIRE : default}}state PHASER_MODE2_PREFIRE{entrycommands{animateweapon pre_fire}torso{phaser_fire : default}states{PHASER_MODE2_FIRE : IS_DUALWEAPON_READY_TO_FIRE "MODE2"RAISE_WEAPON : NEW_WEAPON ANIMDONE_TORSOPHASER_EXIT_FIRE : LEAN_LEFTPHASER_EXIT_FIRE : LEAN_RIGHT// PHASER_MODE2_FIRE : default}}state PHASER_MODE1_FIRE{entrycommands{fire dualhand primary}torso{phaser_fire : default}states{// PHASER_EXIT_RELOADING : !ATTACKLEFT IS_WEAPON_RELOADINGPUTAWAY : PUTAWAYBOTHPHASER_EXIT_FIRE : !HAS_AMMO "dualhand" "MODE1"PHASER_EXIT_FIRE : !ATTACKLEFTPHASER_EXIT_FIRE : LEAN_LEFTPHASER_EXIT_FIRE : LEAN_RIGHT}}state PHASER_MODE2_FIRE{entrycommands{fire dualhand alternate}torso{phaser_fire : default}states{// PHASER_EXIT_RELOADING : !ATTACKRIGHT IS_WEAPON_RELOADINGPUTAWAY : PUTAWAYBOTHPHASER_EXIT_FIRE : !HAS_AMMO "dualhand" "MODE2"PHASER_EXIT_FIRE : !ATTACKRIGHTPHASER_EXIT_FIRE : LEAN_LEFTPHASER_EXIT_FIRE : LEAN_RIGHT}}state PHASER_MODE3_FIRE{entrycommands{fire dualhand primary}torso{phaser_fire : default}states{PUTAWAY : PUTAWAYBOTHPHASER_EXIT_FIRE : !ATTACKLEFTPHASER_EXIT_FIRE : LEAN_LEFTPHASER_EXIT_FIRE : LEAN_RIGHT}}state PHASER_MODE4_FIRE{entrycommands{fire dualhand alternate}torso{phaser_fire : default}states{PUTAWAY : PUTAWAYBOTHPHASER_EXIT_FIRE : !ATTACKRIGHTPHASER_EXIT_FIRE : LEAN_LEFTPHASER_EXIT_FIRE : LEAN_RIGHT}}state PHASER_EXIT_FIRE{entrycommands{stopfire dualhandanimateweapon exit_fire}states{CHECK_LEFT_BUTTON : ATTACKLEFT IS_DUALWEAPON_READY_TO_FIRE "MODE1"CHECK_RIGHT_BUTTON : ATTACKRIGHT IS_DUALWEAPON_READY_TO_FIRE "MODE2"STAND : default}}state PHASER_EXIT_FIRE_NO_STOP{states{CHECK_LEFT_BUTTON : ATTACKLEFT IS_DUALWEAPON_READY_TO_FIRE "MODE1"CHECK_RIGHT_BUTTON : ATTACKRIGHT IS_DUALWEAPON_READY_TO_FIRE "MODE2"STAND : default}}state PHASER_EXIT_RELOADING{states{PHASER_EXIT_FIRE_NO_STOP : !IS_WEAPON_RELOADING}}//////////////////////////////////////////////////////////////////// Field Assault Rifle (burst)//////////////////////////////////////////////////////////////////state BURSTRIFLE_MODE1_PREFIRE{entrycommands{// animateweapon pre_fire}torso{compressionrifle_fire : default}states{// ASSAULTRIFLE_MODE1_FIRE : IS_DUALWEAPON_READY_TO_FIRE "MODE1"BURSTRIFLE_MODE1_FIRE : default}}state BURSTRIFLE_MODE2_PREFIRE{entrycommands{//animateweapon pre_fire// startcharge MODE2}torso{compressionrifle_fire : default}states{// ASSAULTRIFLE_MODE2_FIRE : !ATTACKRIGHTBURSTRIFLE_MODE2_FIRE : default}}state BURSTRIFLE_MODE1_FIRE{entrycommands{fire dualhand primary}torso{compressionrifle_fire : default}states{// ASSAULTRIFLE_EXIT_RELOADING : !ATTACKLEFT IS_WEAPON_RELOADING// ASSAULTRIFLE_MODE1_FIRE_RELOAD : IS_WEAPON_RELOADINGPUTAWAY : PUTAWAYBOTHWEAPON_RELOAD : IS_WEAPON_RELOADINGBURSTRIFLE_MODE1_FIRE_RESET : IS_WEAPON_FINISHED_FIRING}}state BURSTRIFLE_MODE1_FIRE_RESET{torso{compressionrifle_fire : default}states{PUTAWAY : PUTAWAYBOTHWEAPON_RELOAD : IS_WEAPON_RELOADING// ASSAULTRIFLE_MODE1_FIRE_RELOAD : IS_WEAPON_RELOADINGBURSTRIFLE_EXIT_FIRE : !ATTACKLEFTBURSTRIFLE_EXIT_FIRE : !HAS_AMMO "dualhand" "MODE1"BURSTRIFLE_MODE1_FIRE_LOOP : default}}state BURSTRIFLE_MODE1_FIRE_RELOAD{torso{compressionrifle_fire : default}states{BURSTRIFLE_MODE1_FIRE_RESET : !IS_WEAPON_RELOADING}}state BURSTRIFLE_MODE1_FIRE_LOOP{entrycommands{stopfire dualhandfire dualhand primary}torso{compressionrifle_fire : default}states{PUTAWAY : PUTAWAYBOTHBURSTRIFLE_MODE1_FIRE_RESET : IS_WEAPON_FINISHED_FIRING}}state BURSTRIFLE_MODE2_FIRE{entrycommands{fire dualhand alternate// releasefire dualhand MODE2}torso{compressionrifle_fire : default}states{// WEAPON_RELOAD : IS_WEAPON_RELOADING// ASSAULTRIFLE_EXIT_RELOADING : IS_WEAPON_RELOADING// BURSTRIFLE_EXIT_FIRE : IS_WEAPON_FINISHED_FIRING !ATTACKRIGHTPUTAWAY : PUTAWAYBOTHBURSTRIFLE_EXIT_FIRE : IS_WEAPON_FINISHED_FIRING}}state BURSTRIFLE_EXIT_FIRE{entrycommands{stopfire dualhandanimateweapon exit_fire}torso{compressionrifle_fire : default}states{CHECK_LEFT_BUTTON : ATTACKLEFT IS_DUALWEAPON_READY_TO_FIRE "MODE1"CHECK_RIGHT_BUTTON : ATTACKRIGHT IS_DUALWEAPON_READY_TO_FIRE "MODE2"STAND : default}}state BURSTRIFLE_EXIT2_FIRE{entrycommands{animateweapon exit_fire}torso{compressionrifle_fire : default}states{STAND : default}}state BURSTRIFLE_EXIT_FIRE_NO_STOP{states{CHECK_LEFT_BUTTON : ATTACKLEFT IS_DUALWEAPON_READY_TO_FIRE "MODE1"CHECK_RIGHT_BUTTON : ATTACKRIGHT IS_DUALWEAPON_READY_TO_FIRE "MODE1"STAND : default}}//////////////////////////////////////////////////////////////////// Attrexian Rifle//////////////////////////////////////////////////////////////////state ATTREX_MODE1_PREFIRE{entrycommands{// animateweapon pre_fire}torso{fieldassaultrifle_fire : default}states{// ATTREX_MODE1_FIRE : IS_DUALWEAPON_READY_TO_FIRE "MODE1"ATTREX_MODE1_FIRE_NEW : default}}state ATTREX_MODE2_PREFIRE{entrycommands{// animateweapon pre_alt_fire// startcharge}torso{fieldassaultrifle_fire : default}states{// ATTREX_MODE2_PREFIRE2 : IS_DUALWEAPON_READY_TO_FIRE "MODE2"// ATTREX_MODE2_FIRE : !ATTACKRIGHTATTREX_MODE2_FIRE : default}}state ATTREX_MODE2_PREFIRE2{entrycommands{animateweapon pre_alt_idle}torso{fieldassaultrifle_fire : default}states{ATTREX_MODE2_FIRE : !ATTACKRIGHT}}state ATTREX_MODE1_FIRE_NEW{entrycommands{weaponCommand dual startFiringfire dualhand primary}torso{fieldassaultrifle_fire : default}states{PUTAWAY : PUTAWAYBOTHATTREX_EXIT_FIRE : IS_WEAPON_FINISHED_FIRINGATTREX_EXIT_FIRE : IS_DUALWEAPON_READY_TO_FIRE "MODE1" ATTACKLEFTATTREX_EXIT_FIRE : !HAS_AMMO "dualhand" "MODE1"}}state ATTREX_MODE1_FIRE{entrycommands{fire dualhand primary}torso{fieldassaultrifle_fire : default}states{PUTAWAY : PUTAWAYBOTHATTREX_EXIT_FIRE : IS_WEAPON_FINISHED_FIRINGATTREX_EXIT_FIRE : IS_DUALWEAPON_READY_TO_FIRE "MODE1" ATTACKLEFTATTREX_EXIT_FIRE : IS_DUALWEAPON_READY_TO_FIRE "MODE2" ATTACKRIGHTATTREX_EXIT_FIRE : !HAS_AMMO "dualhand" "MODE1"}}state ATTREX_MODE2_FIRE{entrycommands{// fire dualhand alternatereleasefire dualhand alternate}torso{fieldassaultrifle_fire : default}states{// ATTREX_EXIT_RELOADING : !ATTACKRIGHT IS_WEAPON_RELOADING// ATTREX_EXIT_FIRE : !ATTACKRIGHTPUTAWAY : PUTAWAYBOTHATTREX_EXIT_FIRE : IS_WEAPON_FINISHED_FIRING}}state ATTREX_EXIT_FIRE{entrycommands{weaponCommand dual finishedfiring 1stopfire dualhand// animateweapon idle}states{PUTAWAY : PUTAWAYBOTHSTAND : !HAS_AMMO "dualhand" "MODE1"ATTREX_MODE1_FIRE : ATTACKLEFT IS_DUALWEAPON_READY_TO_FIRE "MODE1" "AttrexianRifle" IS_WEAPON_ACTIVE "dualhand" "AttrexianRifle"// CHECK_LEFT_BUTTON : ATTACKLEFT IS_DUALWEAPON_READY_TO_FIRE "MODE1"// CHECK_RIGHT_BUTTON : ATTACKRIGHT IS_DUALWEAPON_READY_TO_FIRE "MODE2"STAND : default}}state ATTREX_EXIT_FIRE_NO_STOP{states{// CHECK_LEFT_BUTTON : ATTACKLEFT IS_DUALWEAPON_READY_TO_FIRE "MODE1"// CHECK_RIGHT_BUTTON : ATTACKRIGHT IS_DUALWEAPON_READY_TO_FIRE "MODE2"STAND : default}}state ATTREX_EXIT_RELOADING{states{ATTREX_EXIT_FIRE_NO_STOP : !IS_WEAPON_RELOADING}}//////////////////////////////////////////////////////////////////// Enterprise Cannon//////////////////////////////////////////////////////////////////state ENTERPRISE_MODE1_PREFIRE{entrycommands{animateweapon pre_fire}torso{compressionrifle_fire : default}states{ENTERPRISE_MODE1_FIRE : IS_DUALWEAPON_READY_TO_FIRE "MODE1"}}state ENTERPRISE_MODE2_PREFIRE{entrycommands{// animateweapon pre_fire}torso{compressionrifle_fire : default}states{ENTERPRISE_MODE2_FIRE : IS_DUALWEAPON_READY_TO_FIRE "MODE2"}}state ENTERPRISE_MODE1_FIRE{entrycommands{fire dualhand primary}torso{compressionrifle_fire : default}states{ENTERPRISE_EXIT_FIRE : IS_WEAPON_FINISHED_FIRING}}state ENTERPRISE_MODE2_FIRE{entrycommands{fire dualhand alternate}torso{compressionrifle_fire : default}states{ENTERPRISE_MODE2_FIRE2 : IS_WEAPON_FINISHED_FIRING}}state ENTERPRISE_MODE2_FIRE2{entrycommands{stopfire dualhandfire dualhand alternate}torso{compressionrifle_fire : default}states{ENTERPRISE_MODE2_FIRE3 : IS_WEAPON_FINISHED_FIRING}}state ENTERPRISE_MODE2_FIRE3{entrycommands{stopfire dualhandfire dualhand alternate}torso{compressionrifle_fire : default}states{ENTERPRISE_EXIT_FIRE : IS_WEAPON_FINISHED_FIRING}}state ENTERPRISE_EXIT_FIRE{entrycommands{stopfire dualhand// animateweapon exit_fire}states{CHECK_LEFT_BUTTON : ATTACKLEFT IS_DUALWEAPON_READY_TO_FIRE "MODE1"CHECK_RIGHT_BUTTON : ATTACKRIGHT IS_DUALWEAPON_READY_TO_FIRE "MODE2"STAND : default}}state ENTERPRISE_EXIT_FIRE_NO_STOP{states{CHECK_LEFT_BUTTON : ATTACKLEFT IS_DUALWEAPON_READY_TO_FIRE "MODE1"CHECK_RIGHT_BUTTON : ATTACKRIGHT IS_DUALWEAPON_READY_TO_FIRE "MODE2"STAND : default}}state ENTERPRISE_EXIT_RELOADING{states{ENTERPRISE_EXIT_FIRE_NO_STOP : !IS_WEAPON_RELOADING}}//////////////////////////////////////////////////////////////////// Romulan radiation gun//////////////////////////////////////////////////////////////////state ROMRAD_MODE1_PREFIRE{entrycommands{animateweapon pre_fire}torso{fieldassaultrifle_fire : default}states{PUTAWAY : PUTAWAYBOTHROMRAD_MODE1_FIRE : IS_DUALWEAPON_READY_TO_FIRE "MODE1"RAISE_WEAPON : NEW_WEAPON ANIMDONE_TORSO}}state ROMRAD_MODE2_PREFIRE{entrycommands{animateweapon pre_fire}torso{fieldassaultrifle_fire : default}states{PUTAWAY : PUTAWAYBOTHROMRAD_MODE2_FIRE : IS_DUALWEAPON_READY_TO_FIRE "MODE2"}}state ROMRAD_MODE1_FIRE{entrycommands{fire dualhand primary}torso{fieldassaultrifle_fire : default}states{// ROMRAD_EXIT_RELOADING : !ATTACKLEFT IS_WEAPON_RELOADING// ROMRAD_EXIT_FIRE : !ATTACKLEFTPUTAWAY : PUTAWAYBOTHROMRAD_EXIT_FIRE : IS_WEAPON_FINISHED_FIRING}}state ROMRAD_MODE2_FIRE{entrycommands{fire dualhand alternate}torso{fieldassaultrifle_fire : default}states{// ROMRAD_EXIT_RELOADING : !ATTACKRIGHT IS_WEAPON_RELOADING// ROMRAD_EXIT_FIRE : !ATTACKRIGHTPUTAWAY : PUTAWAYBOTHROMRAD_EXIT_FIRE : IS_WEAPON_FINISHED_FIRING}}state ROMRAD_EXIT_FIRE{entrycommands{stopfire dualhandanimateweapon exit_fire}states{CHECK_LEFT_BUTTON : ATTACKLEFT IS_DUALWEAPON_READY_TO_FIRE "MODE1"CHECK_RIGHT_BUTTON : ATTACKRIGHT IS_DUALWEAPON_READY_TO_FIRE "MODE2"STAND : default}}state ROMRAD_EXIT_FIRE_NO_STOP{states{CHECK_LEFT_BUTTON : ATTACKLEFT IS_DUALWEAPON_READY_TO_FIRE "MODE1"CHECK_RIGHT_BUTTON : ATTACKRIGHT IS_DUALWEAPON_READY_TO_FIRE "MODE2"STAND : default}}state ROMRAD_EXIT_RELOADING{torso{romulandisruptorrifle_idle : default}states{ROMRAD_EXIT_FIRE_NO_STOP : !IS_WEAPON_RELOADING}}//////////////////////////////////////////////////////////////////// Drull staff//////////////////////////////////////////////////////////////////state DRULLSTAFF_MODE1_PREFIRE{entrycommands{animateweapon pre_fire}torso{phaser_fire : default}states{PUTAWAY : PUTAWAYBOTHDRULLSTAFF_MODE1_FIRE : IS_DUALWEAPON_READY_TO_FIRE "MODE1"RAISE_WEAPON : NEW_WEAPON}}state DRULLSTAFF_MODE2_PREFIRE{entrycommands{animateweapon pre_fire}torso{phaser_fire : default}states{PUTAWAY : PUTAWAYBOTHDRULLSTAFF_MODE2_FIRE : IS_DUALWEAPON_READY_TO_FIRE "MODE2"}}state DRULLSTAFF_MODE1_FIRE{entrycommands{fire dualhand primary}torso{staff_fire_swipe : default}states{PUTAWAY : PUTAWAYBOTHDRULLSTAFF_EXIT_RELOADING : !ATTACKLEFT IS_WEAPON_RELOADINGDRULLSTAFF_EXIT_FIRE : IS_WEAPON_FINISHED_FIRING !ATTACKLEFT}}state DRULLSTAFF_MODE2_FIRE{entrycommands{fire dualhand alternate}torso{staff_fire_freeze : default}states{PUTAWAY : PUTAWAYBOTHDRULLSTAFF_EXIT_RELOADING : !ATTACKRIGHT IS_WEAPON_RELOADING// DRULLSTAFF_EXIT_FIRE : !ATTACKRIGHTDRULLSTAFF_EXIT_FIRE : IS_WEAPON_FINISHED_FIRING}}state DRULLSTAFF_EXIT_FIRE{entrycommands{stopfire dualhandanimateweapon exit_fire}states{CHECK_LEFT_BUTTON : ATTACKLEFT IS_DUALWEAPON_READY_TO_FIRE "MODE1"CHECK_RIGHT_BUTTON : ATTACKRIGHT IS_DUALWEAPON_READY_TO_FIRE "MODE2"STAND : default}}state DRULLSTAFF_EXIT_FIRE_NO_STOP{states{CHECK_LEFT_BUTTON : ATTACKLEFT IS_DUALWEAPON_READY_TO_FIRE "MODE1"CHECK_RIGHT_BUTTON : ATTACKRIGHT IS_DUALWEAPON_READY_TO_FIRE "MODE2"STAND : default}}state DRULLSTAFF_EXIT_RELOADING{states{DRULLSTAFF_EXIT_FIRE_NO_STOP : !IS_WEAPON_RELOADING}}//////////////////////////////////////////////////////////////////// Field Assault Rifle//////////////////////////////////////////////////////////////////state ASSAULTRIFLE_MODE1_PREFIRE{entrycommands{// animateweapon pre_fire}torso{compressionrifle_fire : default}states{// ASSAULTRIFLE_MODE1_FIRE : IS_DUALWEAPON_READY_TO_FIRE "MODE1"ASSAULTRIFLE_MODE1_FIRE : default}}state ASSAULTRIFLE_MODE2_PREFIRE{entrycommands{//animateweapon pre_fire// startcharge MODE2}torso{compressionrifle_fire : default}states{// ASSAULTRIFLE_MODE2_FIRE : !ATTACKRIGHTASSAULTRIFLE_MODE2_FIRE : default}}state ASSAULTRIFLE_MODE1_FIRE{entrycommands{fire dualhand primary}torso{compressionrifle_fire : default}states{// ASSAULTRIFLE_EXIT_RELOADING : !ATTACKLEFT IS_WEAPON_RELOADING// ASSAULTRIFLE_MODE1_FIRE_RELOAD : IS_WEAPON_RELOADINGPUTAWAY : PUTAWAYBOTHWEAPON_RELOAD : IS_WEAPON_RELOADINGASSAULTRIFLE_EXIT_FIRE : IS_WEAPON_FINISHED_FIRING}}state ASSAULTRIFLE_MODE1_FIRE_RESET{torso{compressionrifle_fire : default}states{STAND : default// WEAPON_RELOAD : IS_WEAPON_RELOADING// ASSAULTRIFLE_EXIT_FIRE : !ATTACKLEFT// ASSAULTRIFLE_EXIT_FIRE : !HAS_AMMO "dualhand" "MODE1"// ASSAULTRIFLE_MODE1_FIRE_LOOP : default}}state ASSAULTRIFLE_MODE1_FIRE_RELOAD{torso{compressionrifle_fire : default}states{ASSAULTRIFLE_MODE1_FIRE_RESET : !IS_WEAPON_RELOADING}}state ASSAULTRIFLE_MODE1_FIRE_LOOP{entrycommands{stopfire dualhandfire dualhand primary}torso{compressionrifle_fire : default}states{PUTAWAY : PUTAWAYBOTHASSAULTRIFLE_MODE1_FIRE_RESET : IS_WEAPON_FINISHED_FIRING}}state ASSAULTRIFLE_MODE2_FIRE{entrycommands{fire dualhand alternate// releasefire dualhand MODE2}torso{compressionrifle_fire : default}states{PUTAWAY : PUTAWAYBOTHWEAPON_RELOAD : IS_WEAPON_RELOADING// ASSAULTRIFLE_EXIT_RELOADING : IS_WEAPON_RELOADING// ASSAULTRIFLE_EXIT_FIRE : IS_WEAPON_FINISHED_FIRING !ATTACKRIGHT// ASSAULTRIFLE_EXIT_FIRE : IS_WEAPON_FINISHED_FIRING !ATTACKRIGHTASSAULTRIFLE_EXIT_FIRE : IS_WEAPON_FINISHED_FIRING}}state ASSAULTRIFLE_EXIT_FIRE{entrycommands{stopfire dualhandanimateweapon exit_fire}torso{compressionrifle_fire : default}states{CHECK_LEFT_BUTTON : ATTACKLEFT IS_DUALWEAPON_READY_TO_FIRE "MODE1"CHECK_RIGHT_BUTTON : ATTACKRIGHT IS_DUALWEAPON_READY_TO_FIRE "MODE2"STAND : default}}state ASSAULTRIFLE_EXIT2_FIRE{entrycommands{animateweapon exit_fire}torso{compressionrifle_fire : default}states{STAND : default}}state ASSAULTRIFLE_EXIT_FIRE_NO_STOP{states{CHECK_LEFT_BUTTON : ATTACKLEFT IS_DUALWEAPON_READY_TO_FIRE "MODE1"CHECK_RIGHT_BUTTON : ATTACKRIGHT IS_DUALWEAPON_READY_TO_FIRE "MODE1"STAND : default}}//////////////////////////////////////////////////////////////////// IMod//////////////////////////////////////////////////////////////////state IMOD_MODE1_PREFIRE{entrycommands{animateweapon pre_fire}torso{i-mod_fire : default}states{PUTAWAY : PUTAWAYBOTHIMOD_MODE1_FIRE : IS_DUALWEAPON_READY_TO_FIRE "MODE1"}}state IMOD_MODE2_PREFIRE{entrycommands{animateweapon pre_fire}torso{i-mod_fire : default}states{PUTAWAY : PUTAWAYBOTHIMOD_MODE2_FIRE : IS_DUALWEAPON_READY_TO_FIRE "MODE2"}}state IMOD_MODE1_FIRE{entrycommands{fire dualhand primary}torso{i-mod_fire : default}states{PUTAWAY : PUTAWAYBOTHIMOD_EXIT_RELOADING : !ATTACKLEFT IS_WEAPON_RELOADINGIMOD_EXIT_FIRE : IS_WEAPON_FINISHED_FIRING}}state IMOD_MODE2_FIRE{entrycommands{fire dualhand alternate}torso{i-mod_fire : default}states{PUTAWAY : PUTAWAYBOTHIMOD_EXIT_RELOADING : !ATTACKRIGHT IS_WEAPON_RELOADINGIMOD_EXIT_FIRE : IS_WEAPON_FINISHED_FIRING}}state IMOD_EXIT_FIRE{entrycommands{stopfire dualhandanimateweapon exit_fire}torso{i-mod-idle : default}states{CHECK_LEFT_BUTTON : ATTACKLEFT IS_DUALWEAPON_READY_TO_FIRE "MODE1"CHECK_RIGHT_BUTTON : ATTACKRIGHT IS_DUALWEAPON_READY_TO_FIRE "MODE1"STAND : default}}state IMOD_EXIT_FIRE_NO_STOP{states{CHECK_LEFT_BUTTON : ATTACKLEFT IS_DUALWEAPON_READY_TO_FIRE "MODE1"CHECK_RIGHT_BUTTON : ATTACKRIGHT IS_DUALWEAPON_READY_TO_FIRE "MODE1"STAND : default}}state IMOD_EXIT_RELOADING{torso{i-mod-idle : default}states{IMOD_EXIT_FIRE_NO_STOP : !IS_WEAPON_RELOADING}}//////////////////////////////////////////////////////////////////// Compression Rifle//////////////////////////////////////////////////////////////////state COMPRESSIONRIFLE_MODE1_PREFIRE{entrycommands{// animateweapon pre_fire}torso{compressionrifle_fire : default}states{// COMPRESSIONRIFLE_MODE1_FIRE : IS_DUALWEAPON_READY_TO_FIRE "MODE1"COMPRESSIONRIFLE_MODE1_FIRE : default}}state COMPRESSIONRIFLE_MODE2_PREFIRE{entrycommands{// animateweapon pre_fire}torso{compressionrifle_fire : default}states{// COMPRESSIONRIFLE_MODE2_FIRE : IS_DUALWEAPON_READY_TO_FIRE "MODE2"COMPRESSIONRIFLE_MODE2_FIRE : default}}state COMPRESSIONRIFLE_MODE1_FIRE{entrycommands{fire dualhand primary}torso{compressionrifle_fire : default}states{PUTAWAY : PUTAWAYBOTHWEAPON_RELOAD : IS_WEAPON_RELOADINGCOMPRESSIONRIFLE_EXIT_FIRE : IS_WEAPON_FINISHED_FIRING !ATTACKLEFT}}state COMPRESSIONRIFLE_MODE2_FIRE{entrycommands{fire dualhand alternate}torso{compressionrifle_fire : default}states{PUTAWAY : PUTAWAYBOTHWEAPON_RELOAD : IS_WEAPON_RELOADING// COMPRESSIONRIFLE_EXIT_FIRE : IS_WEAPON_FINISHED_FIRING !ATTACKRIGHTCOMPRESSIONRIFLE_EXIT_FIRE : IS_WEAPON_FINISHED_FIRING}}state COMPRESSIONRIFLE_EXIT_FIRE{entrycommands{stopfire dualhand// animateweapon exit_fire}states{CHECK_LEFT_BUTTON : ATTACKLEFT IS_DUALWEAPON_READY_TO_FIRE "MODE1"CHECK_RIGHT_BUTTON : ATTACKRIGHT IS_DUALWEAPON_READY_TO_FIRE "MODE2"STAND : default}}state COMPRESSIONRIFLE_EXIT_FIRE_NO_STOP{states{CHECK_LEFT_BUTTON : ATTACKLEFT IS_DUALWEAPON_READY_TO_FIRE "MODE1"CHECK_RIGHT_BUTTON : ATTACKRIGHT IS_DUALWEAPON_READY_TO_FIRE "MODE1"STAND : default}}//////////////////////////////////////////////////////////////////// Grenade//////////////////////////////////////////////////////////////////state GRENADE_MODE1_PREFIRE{entrycommands{animateweapon chargestartcharge}torso{compressionrifle_fire : default}states{// GRENADE_MODE1_FIRE : IS_DUALWEAPON_READY_TO_FIRE "MODE1"// GRENADE_MODE1_FIRE : defaultGRENADE_MODE1_FIRE : !ATTACKLEFTPUTAWAY : PUTAWAYBOTHGRENADE_MODE1_PREFIRE2 : IS_DUALWEAPON_READY_TO_FIRE "MODE1"}}state GRENADE_MODE1_PREFIRE2{entrycommands{animateweapon charge_idle}torso{compressionrifle_fire : default}states{GRENADE_MODE1_FIRE : !ATTACKLEFT}}state GRENADE_MODE2_PREFIRE{entrycommands{}torso{grenadelauncher_idle : default}states{STAND : !ATTACKRIGHT}}state GRENADE_MODE1_FIRE{entrycommands{// fire dualhand primaryreleasefire dualhand primaryprojdetonate 0}torso{compressionrifle_fire : default}states{// GRENADE_EXIT_RELOADING : !ATTACKLEFT IS_WEAPON_RELOADING// GRENADE_MODE2_PREFIRE : ATTACKRIGHTGRENADE_EXIT_FIRE : IS_WEAPON_FINISHED_FIRING}}state GRENADE_MODE2_FIRE{entrycommands{// fire dualhand alternatereleasefire dualhand alternate// fire dualhand primary// projdetonate 0}torso{grenadelauncher_idle : default}states{// GRENADE_EXIT_RELOADING : !ATTACKRIGHT IS_WEAPON_RELOADINGGRENADE_EXIT_FIRE2 : IS_WEAPON_FINISHED_FIRING}}state GRENADE_EXIT_FIRE{entrycommands{stopfire dualhand// animateweapon exit_fire// animateweapon idle-A}states{PUTAWAY : PUTAWAYBOTHCHECK_LEFT_BUTTON : ATTACKLEFT IS_DUALWEAPON_READY_TO_FIRE "MODE1"CHECK_RIGHT_BUTTON : ATTACKRIGHT IS_DUALWEAPON_READY_TO_FIRE "MODE2"STAND : default}}state GRENADE_EXIT_FIRE2{entrycommands{stopfire dualhand// animateweapon exit_fire// animateweapon idle// projdetonate 1}states{CHECK_LEFT_BUTTON : ATTACKLEFT IS_DUALWEAPON_READY_TO_FIRE "MODE1"CHECK_RIGHT_BUTTON : ATTACKRIGHT IS_DUALWEAPON_READY_TO_FIRE "MODE2"STAND : default}}state GRENADE_EXIT_FIRE_NO_STOP{states{CHECK_LEFT_BUTTON : ATTACKLEFT IS_DUALWEAPON_READY_TO_FIRE "MODE1"CHECK_RIGHT_BUTTON : ATTACKRIGHT IS_DUALWEAPON_READY_TO_FIRE "MODE2"STAND : default}}state GRENADE_EXIT_RELOADING{states{GRENADE_EXIT_FIRE_NO_STOP : !IS_WEAPON_RELOADING}}//////////////////////////////////////////////////////////////////// Photon//////////////////////////////////////////////////////////////////state PHOTON_MODE1_PREFIRE{entrycommands{// animateweapon pre_fire}torso{2hand_rifle_idle : default}states{// PHOTON_MODE1_FIRE : IS_DUALWEAPON_READY_TO_FIRE "MODE1"PHOTON_MODE1_FIRE1 : default// PHOTON_MODE1_PAUSE : default}}state PHOTON_MODE2_PREFIRE{states{PHOTON_MODE2_FIRE : default}}state PHOTON_MODE1_PAUSE{entrycommands{animateweapon pause}torso{photonburst_fire : default}states{PHOTON_MODE1_FIRE1 : !ATTACKLEFTPHOTON_MODE1_LOAD2 : IS_DUALWEAPON_READY_TO_FIRE "MODE1" HAS_AMMO "dual" "MODE1" "2"PHOTON_MODE1_FIRE1 : IS_DUALWEAPON_READY_TO_FIRE "MODE1"}}state PHOTON_MODE1_LOAD1{entrycommands{animateweapon load_1}torso{photonburst_fire : default}states{PHOTON_MODE1_FIRE1 : !ATTACKLEFT IS_DUALWEAPON_READY_TO_FIRE "MODE1"PHOTON_MODE1_LOAD2 : IS_DUALWEAPON_READY_TO_FIRE "MODE1" HAS_AMMO "dual" "MODE1" "2"PHOTON_MODE1_FIRE1 : IS_DUALWEAPON_READY_TO_FIRE "MODE1"}}state PHOTON_MODE1_LOAD2{entrycommands{animateweapon load_1}torso{photonburst_fire : default}states{PHOTON_MODE1_FIRE2 : !ATTACKLEFT IS_DUALWEAPON_READY_TO_FIRE "MODE1"PHOTON_MODE1_LOAD3 : IS_DUALWEAPON_READY_TO_FIRE "MODE1" HAS_AMMO "dual" "MODE1" "3"PHOTON_MODE1_FIRE2 : IS_DUALWEAPON_READY_TO_FIRE "MODE1"}}state PHOTON_MODE1_LOAD3{entrycommands{animateweapon load_1}torso{photonburst_fire : default}states{PHOTON_MODE1_FIRE3 : IS_DUALWEAPON_READY_TO_FIRE "MODE1"}}state PHOTON_MODE1_FIRE1{entrycommands{animateweapon fire}torso{photonburst_fire : default}states{PUTAWAY : PUTAWAYBOTH// PHOTON_EXIT_FIRE : IS_WEAPON_FINISHED_FIRINGPHOTON_MODE1_LOAD_AT_END : IS_WEAPON_FINISHED_FIRING}}state PHOTON_MODE1_FIRE2{entrycommands{animateweapon fire}torso{photonburst_fire : default}states{PHOTON_MODE1_FIRE1 : IS_WEAPON_FINISHED_FIRING}exitcommands{stopfire dualhandanimateweapon exit_fire}}state PHOTON_MODE1_FIRE3{entrycommands{animateweapon fire}torso{photonburst_fire : default}states{PHOTON_MODE1_FIRE2 : IS_WEAPON_FINISHED_FIRING}exitcommands{stopfire dualhandanimateweapon exit_fire}}state PHOTON_MODE2_FIRE{states{PHOTON_BEAM_OFF : IS_WEAPON_CONTROLLING_PROJECTILEPHOTON_BEAM_ON : default}}state PHOTON_BEAM_ON{entrycommands{animateweapon beam_on}torso{photonburst_fire : default}states{PHOTON_EXIT_FIRE : IS_DUALWEAPON_READY_TO_FIRE "MODE2" !ATTACKRIGHT}}state PHOTON_BEAM_OFF{entrycommands{animateweapon beam_off}torso{photonburst_fire : default}states{PHOTON_EXIT_FIRE : IS_DUALWEAPON_READY_TO_FIRE "MODE2" !ATTACKRIGHT}}state PHOTON_MODE1_LOAD_AT_END{entrycommands{animateweapon load_1}torso{photonburst_fire : default}states{PHOTON_EXIT_FIRE : default// PHOTON_EXIT_FIRE : IS_DUALWEAPON_READY_TO_FIRE "MODE1"}}state PHOTON_EXIT_FIRE{entrycommands{stopfire dualhandanimateweapon exit_fire}states{CHECK_LEFT_BUTTON : ATTACKLEFT IS_DUALWEAPON_READY_TO_FIRE "MODE1"CHECK_RIGHT_BUTTON : ATTACKRIGHT IS_DUALWEAPON_READY_TO_FIRE "MODE2"STAND : default}}state PHOTON_EXIT_FIRE_NO_STOP{states{CHECK_LEFT_BUTTON : ATTACKLEFT IS_DUALWEAPON_READY_TO_FIRE "MODE1"CHECK_RIGHT_BUTTON : ATTACKRIGHT IS_DUALWEAPON_READY_TO_FIRE "MODE2"STAND : default}}state PHOTON_EXIT_RELOADING{states{PHOTON_EXIT_FIRE_NO_STOP : !IS_WEAPON_RELOADING}}//////////////////////////////////////////////////////////////////// Tetryon//////////////////////////////////////////////////////////////////state TETRYON_MODE2_PREFIRE{torso{tetryongatlinggun_fire : default}states{TETRYON_MODE2_FIRE : default}}state TETRYON_MODE1_PREFIRE{torso{tetryongatlinggun_fire : default}states{TETRYON_MODE1_FIRE : default}}state TETRYON_MODE2_FIRE{entrycommands{fire dualhand alternate}torso{tetryongatlinggun_fire : default}states{PUTAWAY : PUTAWAYBOTHTETRYON_EXIT_FIRE2 : IS_WEAPON_FINISHED_FIRING}}state TETRYON_MODE1_FIRE{entrycommands{fire dualhand primary}torso{tetryongatlinggun_fire : default}states{PUTAWAY : PUTAWAYBOTHTETRYON_EXIT_FIRE1 : IS_WEAPON_RELOADINGTETRYON_EXIT_FIRE1 : !HAS_AMMO "dualhand" "MODE1"TETRYON_EXIT_FIRE1 : !ATTACKLEFT}}state TETRYON_EXIT_FIRE2{torso{tetryongatlinggun_idle : default}states{TETRYON_BACK_TO_IDLE : default}}state TETRYON_EXIT_FIRE1{torso{tetryongatlinggun_idle : default}states{TETRYON_BACK_TO_IDLE : default}}state TETRYON_BACK_TO_IDLE{entrycommands{stopfire dualhand}states{STAND : default}}state TETRYON_EXIT_FIRE_NO_STOP{states{CHECK_LEFT_BUTTON : ATTACKLEFT IS_DUALWEAPON_READY_TO_FIRE "MODE1"CHECK_RIGHT_BUTTON : ATTACKRIGHT IS_DUALWEAPON_READY_TO_FIRE "MODE2"STAND : default}}//////////////////////////////////////////////////////////////////// SniperRifle//////////////////////////////////////////////////////////////////state SNIPERRIFLE_MODE1_PREFIRE{entrycommands{animateweapon pre_fire}torso{photonburst_idle : default}states{PUTAWAY : PUTAWAYBOTHSNIPERRIFLE_MODE1_FIRE : IS_DUALWEAPON_READY_TO_FIRE "MODE1"}}state SNIPERRIFLE_MODE2_PREFIRE{entrycommands{animateweapon pre_fire}torso{photonburst_idle : default}states{SNIPERRIFLE_MODE2_FIRE : IS_DUALWEAPON_READY_TO_FIRE "MODE2"}}state SNIPERRIFLE_MODE1_FIRE{entrycommands{fire dualhand primary}torso{photonburst_idle : default}states{PUTAWAY : PUTAWAYBOTH// SNIPERRIFLE_EXIT_RELOADING : !ATTACKLEFT IS_WEAPON_RELOADINGSNIPERRIFLE_HOLD : IS_WEAPON_FINISHED_FIRING}}state SNIPERRIFLE_MODE2_FIRE{entrycommands{fire dualhand alternate}torso{photonburst_idle : default}states{// SNIPERRIFLE_EXIT_RELOADING : !ATTACKRIGHT IS_WEAPON_RELOADINGSNIPERRIFLE_EXIT_FIRE : !ATTACKRIGHT}}state SNIPERRIFLE_HOLD{entrycommands{animateweapon hold// stopfire dualhand}states{PUTAWAY : PUTAWAYBOTH// SNIPERRIFLE_RELOAD : !ATTACKLEFTSTAND : !ATTACKLEFT}exitcommands{stopfire dualhandweaponCommand dual endZoom}}state SNIPERRIFLE_RELOAD{entrycommands{animateweapon reload}states{PUTAWAY : PUTAWAYBOTHSNIPERRIFLE_EXIT_FIRE : IS_WEAPON_FINISHED_FIRING// SNIPERRIFLE_EXIT_FIRE : IS_WEAPON_RELOADING}}state SNIPERRIFLE_EXIT_FIRE{entrycommands{stopfire dualhand// animateweapon exit_fire}states{CHECK_LEFT_BUTTON : ATTACKLEFT IS_DUALWEAPON_READY_TO_FIRE "MODE1"CHECK_RIGHT_BUTTON : ATTACKRIGHT IS_DUALWEAPON_READY_TO_FIRE "MODE2"STAND : default}}state SNIPERRIFLE_EXIT_FIRE_NO_STOP{states{CHECK_LEFT_BUTTON : ATTACKLEFT IS_DUALWEAPON_READY_TO_FIRE "MODE1"CHECK_RIGHT_BUTTON : ATTACKRIGHT IS_DUALWEAPON_READY_TO_FIRE "MODE2"STAND : default}}state SNIPERRIFLE_EXIT_RELOADING{states{SNIPERRIFLE_EXIT_FIRE_NO_STOP : !IS_WEAPON_RELOADING}}//////////////////////////////////////////////////////////////////// Disrupter//////////////////////////////////////////////////////////////////state DISRUPTER_MODE1_PREFIRE{entrycommands{animateweapon pre_fire}torso{romulandisruptorrifle_fire : default}states{// DISRUPTER_MODE1_FIRE : IS_DUALWEAPON_READY_TO_FIRE "MODE1"DISRUPTER_MODE1_FIRE : default}}state DISRUPTER_MODE2_PREFIRE{entrycommands{animateweapon chargestartcharge}torso{romulandisruptorrifle_fire : default}states{PUTAWAY : PUTAWAYBOTHDISRUPTER_MODE2_PREFIRE2 : IS_DUALWEAPON_READY_TO_FIRE "MODE2"DISRUPTER_MODE2_FIRE : !ATTACKRIGHT}}state DISRUPTER_MODE2_PREFIRE2{entrycommands{animateweapon charge_idle}torso{romulandisruptorrifle_fire : default}states{PUTAWAY : PUTAWAYBOTHDISRUPTER_MODE2_FIRE : !ATTACKRIGHT}}state DISRUPTER_MODE1_FIRE{entrycommands{fire dualhand primary}torso{romulandisruptorrifle_fire : default}states{// DISRUPTER_EXIT_RELOADING : !ATTACKLEFT IS_WEAPON_RELOADINGPUTAWAY : PUTAWAYBOTHDISRUPTER_EXIT_FIRE : IS_WEAPON_FINISHED_FIRING}}state DISRUPTER_MODE2_FIRE{entrycommands{// fire dualhand primaryreleasefire dualhand alternate}torso{romulandisruptorrifle_fire : default}states{PUTAWAY : PUTAWAYBOTH// DISRUPTER_EXIT_RELOADING : !ATTACKRIGHT IS_WEAPON_RELOADING// DISRUPTER_EXIT_FIRE : !ATTACKRIGHTDISRUPTER_EXIT_FIRE : IS_WEAPON_FINISHED_FIRING// DISRUPTER_EXIT_FIRE : default}}state DISRUPTER_EXIT_FIRE{entrycommands{stopfire dualhand// animateweapon idle}states{CHECK_LEFT_BUTTON : ATTACKLEFT IS_DUALWEAPON_READY_TO_FIRE "MODE1"CHECK_RIGHT_BUTTON : ATTACKRIGHT IS_DUALWEAPON_READY_TO_FIRE "MODE2"STAND : default}}state DISRUPTER_EXIT_FIRE_NO_STOP{states{CHECK_LEFT_BUTTON : ATTACKLEFT IS_DUALWEAPON_READY_TO_FIRE "MODE1"CHECK_RIGHT_BUTTON : ATTACKRIGHT IS_DUALWEAPON_READY_TO_FIRE "MODE2"STAND : default}}state DISRUPTER_EXIT_RELOADING{states{DISRUPTER_EXIT_FIRE_NO_STOP : !IS_WEAPON_RELOADING}}//////////////////////////////////////////////////////////////////// Tricorder//////////////////////////////////////////////////////////////////state TRICORDER_MODE1_PREFIRE{entrycommands{animateweapon pre_fire}torso{1hand_smallarms_idle : default}states{PUTAWAY : PUTAWAYBOTHTRICORDER_MODE1_FIRE : IS_DUALWEAPON_READY_TO_FIRE "MODE1"TRICORDER_EXIT_FIRE : LEAN_LEFTTRICORDER_EXIT_FIRE : LEAN_RIGHT}}state TRICORDER_MODE2_PREFIRE{entrycommands{animateweapon pre_fire}torso{1hand_smallarms_idle : default}states{PUTAWAY : PUTAWAYBOTHTRICORDER_MODE2_FIRE : IS_DUALWEAPON_READY_TO_FIRE "MODE2"TRICORDER_EXIT_FIRE : LEAN_LEFTTRICORDER_EXIT_FIRE : LEAN_RIGHT}}state TRICORDER_MODE1_FIRE{entrycommands{fire dualhand primary}torso{1hand_smallarms_idle : default}states{PUTAWAY : PUTAWAYBOTHTRICORDER_EXIT_RELOADING : !ATTACKLEFT IS_WEAPON_RELOADINGTRICORDER_EXIT_FIRE : !ATTACKLEFTTRICORDER_EXIT_FIRE : LEAN_LEFTTRICORDER_EXIT_FIRE : LEAN_RIGHT}}state TRICORDER_MODE2_FIRE{entrycommands{fire dualhand alternate}torso{1hand_smallarms_idle : default}states{PUTAWAY : PUTAWAYBOTH// TRICORDER_EXIT_RELOADING : !ATTACKRIGHT IS_WEAPON_RELOADINGTRICORDER_EXIT_FIRE : !ATTACKRIGHTTRICORDER_EXIT_FIRE : LEAN_LEFTTRICORDER_EXIT_FIRE : LEAN_RIGHT}}state TRICORDER_EXIT_FIRE{entrycommands{stopfire dualhand// animateweapon exit_fire}states{CHECK_LEFT_BUTTON : ATTACKLEFT IS_DUALWEAPON_READY_TO_FIRE "MODE1"CHECK_RIGHT_BUTTON : ATTACKRIGHT IS_DUALWEAPON_READY_TO_FIRE "MODE2"STAND : default}}state TRICORDER_EXIT_FIRE_NO_STOP{states{CHECK_LEFT_BUTTON : ATTACKLEFT IS_DUALWEAPON_READY_TO_FIRE "MODE1"CHECK_RIGHT_BUTTON : ATTACKRIGHT IS_DUALWEAPON_READY_TO_FIRE "MODE2"STAND : default}}state TRICORDER_EXIT_RELOADING{states{TRICORDER_EXIT_FIRE_NO_STOP : !IS_WEAPON_RELOADING}}//////////////////////////////////////////////////////////////////// Batleth//////////////////////////////////////////////////////////////////state BATLETH_MODE1_PREFIRE{entrycommands{// animateweapon pre_fire}torso{// 2hand_rifle_idle : default}states{// BATLETH_MODE1_FIRE : IS_DUALWEAPON_READY_TO_FIRE "MODE1"BATLETH_MODE1_FIRE : default}}state BATLETH_MODE2_PREFIRE{entrycommands{// animateweapon pre_fire}torso{// 2hand_rifle_idle : default}states{// BATLETH_MODE2_FIRE : IS_DUALWEAPON_READY_TO_FIRE "MODE2"BATLETH_MODE2_FIRE : default}}state BATLETH_MODE1_FIRE{entrycommands{// fire dualhand primary}torso{// batleth_small : default}states{// BATLETH_EXIT_FIRE : IS_WEAPON_FINISHED_FIRINGPUTAWAY : PUTAWAYBOTHBATLETH_MODE1_FIRE_LEFT : STRAFE_LEFTBATLETH_MODE1_FIRE_RIGHT : STRAFE_RIGHTBATLETH_MODE1_FIRE_CENTER : FORWARDBATLETH_MODE1_FIRE_RANDOM : default}}state BATLETH_MODE1_FIRE_LEFT{entrycommands{animateweapon fire1meleeattackstart}torso{batleth_small : default}states{PUTAWAY : PUTAWAYBOTHBATLETH_EXIT_FIRE : IS_WEAPON_FINISHED_FIRING}}state BATLETH_MODE1_FIRE_RIGHT{entrycommands{animateweapon fire2meleeattackstart}torso{batleth_small : default}states{PUTAWAY : PUTAWAYBOTHBATLETH_EXIT_FIRE : IS_WEAPON_FINISHED_FIRING}}state BATLETH_MODE1_FIRE_CENTER{entrycommands{animateweapon fire3meleeattackstart}torso{batleth_small : default}states{PUTAWAY : PUTAWAYBOTHBATLETH_EXIT_FIRE : IS_WEAPON_FINISHED_FIRING}}state BATLETH_MODE1_FIRE_RANDOM{entrycommands{fire dualhand primarymeleeattackstart}torso{batleth_small : default}states{PUTAWAY : PUTAWAYBOTHBATLETH_EXIT_FIRE : IS_WEAPON_FINISHED_FIRING}}state BATLETH_MODE2_FIRE{entrycommands{fire dualhand alternatemeleeattackstart}torso{batleth_large : default}states{PUTAWAY : PUTAWAYBOTHBATLETH_EXIT_FIRE : IS_WEAPON_FINISHED_FIRING}}state BATLETH_EXIT_FIRE{entrycommands{stopfire dualhandmeleeattackend}states{CHECK_LEFT_BUTTON : ATTACKLEFT IS_DUALWEAPON_READY_TO_FIRE "MODE1"CHECK_RIGHT_BUTTON : ATTACKRIGHT IS_DUALWEAPON_READY_TO_FIRE "MODE2"STAND : default}}state BATLETH_EXIT_FIRE_NO_STOP{states{CHECK_LEFT_BUTTON : ATTACKLEFT IS_DUALWEAPON_READY_TO_FIRE "MODE1"CHECK_RIGHT_BUTTON : ATTACKRIGHT IS_DUALWEAPON_READY_TO_FIRE "MODE2"STAND : default}}state BATLETH_EXIT_RELOADING{states{BATLETH_EXIT_FIRE_NO_STOP : !IS_WEAPON_RELOADING}}//////////////////////////////////////////////////////////////////// Attacks//////////////////////////////////////////////////////////////////state CHECK_LEFT_BUTTON{torso{phaser_idle : IS_WEAPON_ACTIVE "dualhand" "Phaser"phaser_idle : IS_WEAPON_ACTIVE "dualhand" "Phaser-stx"batleth_idle : IS_WEAPON_ACTIVE "dualhand" "Batleth"photonburst_idle : IS_WEAPON_ACTIVE "dualhand" "FieldAssaultRifle"romulandisruptorrifle_idle : IS_WEAPON_ACTIVE "dualhand" "RomulanRadGun"i-mod-idle : IS_WEAPON_ACTIVE "dualhand" "AttrexianRifle"i-mod-idle : IS_WEAPON_ACTIVE "dualhand" "I-Mod"compressionrifle_idle : IS_WEAPON_ACTIVE "dualhand" "CompressionRifle"grenadelauncher_idle : IS_WEAPON_ACTIVE "dualhand" "GrenadeLauncher"photonburst_idle : IS_WEAPON_ACTIVE "dualhand" "PhotonBurst"tetryongatlinggun_idle : IS_WEAPON_ACTIVE "dualhand" "TetryonGatlingGun"photonburst_idle : IS_WEAPON_ACTIVE "dualhand" "BurstRifle"photonburst_idle : IS_WEAPON_ACTIVE "dualhand" "FederationSniperRifle"romulandisruptorrifle_idle : IS_WEAPON_ACTIVE "dualhand" "RomulanDisruptor"1hand_smallarms_idle : IS_WEAPON_ACTIVE "dualhand" "Tricorder"1hand_smallarms_idle : IS_WEAPON_ACTIVE "dualhand" "Tricorder-stx"1hand_smallarms_idle : IS_WEAPON_ACTIVE "dualhand" "Tricorder-rom"staff_idle : IS_WEAPON_ACTIVE "dualhand" "DrullStaff"}states{PUTAWAY : PUTAWAYBOTHPHASER_MODE3_FIRE : !HAS_AMMO "dualhand" "MODE1" IS_WEAPON_ACTIVE "dualhand" "Phaser"PHASER_MODE3_FIRE : !HAS_AMMO "dualhand" "MODE1" IS_WEAPON_ACTIVE "dualhand" "Phaser-stx"PHASER_MODE1_PREFIRE : IS_DUALWEAPON_READY_TO_FIRE "MODE1" "Phaser" IS_WEAPON_ACTIVE "dualhand" "Phaser"PHASER_MODE1_PREFIRE : IS_DUALWEAPON_READY_TO_FIRE "MODE1" "Phaser-stx" IS_WEAPON_ACTIVE "dualhand" "Phaser-stx"ATTREX_MODE1_PREFIRE : IS_DUALWEAPON_READY_TO_FIRE "MODE1" "AttrexianRifle" IS_WEAPON_ACTIVE "dualhand" "AttrexianRifle"ENTERPRISE_MODE1_PREFIRE : IS_DUALWEAPON_READY_TO_FIRE "MODE1" "EnterpriseCannon" IS_WEAPON_ACTIVE "dualhand" "EnterpriseCannon"ROMRAD_MODE1_PREFIRE : IS_DUALWEAPON_READY_TO_FIRE "MODE1" "RomulanRadGun" IS_WEAPON_ACTIVE "dualhand" "RomulanRadGun"DRULLSTAFF_MODE1_PREFIRE : IS_DUALWEAPON_READY_TO_FIRE "MODE1" "DrullStaff" IS_WEAPON_ACTIVE "dualhand" "DrullStaff"ASSAULTRIFLE_MODE1_PREFIRE : IS_DUALWEAPON_READY_TO_FIRE "MODE1" "FieldAssaultRifle" IS_WEAPON_ACTIVE "dualhand" "FieldAssaultRifle"BURSTRIFLE_MODE1_PREFIRE : IS_DUALWEAPON_READY_TO_FIRE "MODE1" "BurstRifle" IS_WEAPON_ACTIVE "dualhand" "BurstRifle"IMOD_MODE1_PREFIRE : IS_DUALWEAPON_READY_TO_FIRE "MODE1" "I-Mod" IS_WEAPON_ACTIVE "dualhand" "I-Mod"COMPRESSIONRIFLE_MODE1_PREFIRE : IS_DUALWEAPON_READY_TO_FIRE "MODE1" "CompressionRifle" IS_WEAPON_ACTIVE "dualhand" "CompressionRifle"GRENADE_MODE1_PREFIRE : IS_DUALWEAPON_READY_TO_FIRE "MODE1" "GrenadeLauncher" IS_WEAPON_ACTIVE "dualhand" "GrenadeLauncher"PHOTON_MODE1_PREFIRE : IS_DUALWEAPON_READY_TO_FIRE "MODE1" "PhotonBurst" IS_WEAPON_ACTIVE "dualhand" "PhotonBurst"TETRYON_MODE1_PREFIRE : IS_DUALWEAPON_READY_TO_FIRE "MODE1" "TetryonGatlingGun" IS_WEAPON_ACTIVE "dualhand" "TetryonGatlingGun"SNIPERRIFLE_MODE1_PREFIRE : IS_DUALWEAPON_READY_TO_FIRE "MODE1" "FederationSniperRifle" IS_WEAPON_ACTIVE "dualhand" "FederationSniperRifle"DISRUPTER_MODE1_PREFIRE : IS_DUALWEAPON_READY_TO_FIRE "MODE1" "RomulanDisruptor" IS_WEAPON_ACTIVE "dualhand" "RomulanDisruptor"TRICORDER_MODE1_PREFIRE : IS_DUALWEAPON_READY_TO_FIRE "MODE1" "Tricorder" IS_WEAPON_ACTIVE "dualhand" "Tricorder"TRICORDER_MODE1_PREFIRE : IS_DUALWEAPON_READY_TO_FIRE "MODE1" "Tricorder-stx" IS_WEAPON_ACTIVE "dualhand" "Tricorder-stx"TRICORDER_MODE1_PREFIRE : IS_DUALWEAPON_READY_TO_FIRE "MODE1" "Tricorder-rom" IS_WEAPON_ACTIVE "dualhand" "Tricorder-rom"BATLETH_MODE1_PREFIRE : IS_DUALWEAPON_READY_TO_FIRE "MODE1" "Batleth" IS_WEAPON_ACTIVE "dualhand" "Batleth"STAND : !ATTACKLEFT}}state CHECK_RIGHT_BUTTON{torso{phaser_idle : IS_WEAPON_ACTIVE "dualhand" "Phaser"phaser_idle : IS_WEAPON_ACTIVE "dualhand" "Phaser-stx"batleth_idle : IS_WEAPON_ACTIVE "dualhand" "Batleth"photonburst_idle : IS_WEAPON_ACTIVE "dualhand" "FieldAssaultRifle"romulandisruptorrifle_idle : IS_WEAPON_ACTIVE "dualhand" "RomulanRadGun"i-mod-idle : IS_WEAPON_ACTIVE "dualhand" "AttrexianRifle"i-mod-idle : IS_WEAPON_ACTIVE "dualhand" "I-Mod"compressionrifle_idle : IS_WEAPON_ACTIVE "dualhand" "CompressionRifle"grenadelauncher_idle : IS_WEAPON_ACTIVE "dualhand" "GrenadeLauncher"photonburst_idle : IS_WEAPON_ACTIVE "dualhand" "PhotonBurst"tetryongatlinggun_idle : IS_WEAPON_ACTIVE "dualhand" "TetryonGatlingGun"photonburst_idle : IS_WEAPON_ACTIVE "dualhand" "BurstRifle"photonburst_idle : IS_WEAPON_ACTIVE "dualhand" "FederationSniperRifle"romulandisruptorrifle_idle : IS_WEAPON_ACTIVE "dualhand" "RomulanDisruptor"1hand_smallarms_idle : IS_WEAPON_ACTIVE "dualhand" "Tricorder"1hand_smallarms_idle : IS_WEAPON_ACTIVE "dualhand" "Tricorder-stx"1hand_smallarms_idle : IS_WEAPON_ACTIVE "dualhand" "Tricorder-rom"staff_idle : IS_WEAPON_ACTIVE "dualhand" "DrullStaff"}states{PUTAWAY : PUTAWAYBOTHPHASER_MODE4_FIRE : !HAS_AMMO "dualhand" "MODE2" IS_WEAPON_ACTIVE "dualhand" "Phaser"PHASER_MODE4_FIRE : !HAS_AMMO "dualhand" "MODE2" IS_WEAPON_ACTIVE "dualhand" "Phaser-stx"PHASER_MODE2_PREFIRE : IS_DUALWEAPON_READY_TO_FIRE "MODE2" "Phaser" IS_WEAPON_ACTIVE "dualhand" "Phaser"PHASER_MODE2_PREFIRE : IS_DUALWEAPON_READY_TO_FIRE "MODE2" "Phaser-stx" IS_WEAPON_ACTIVE "dualhand" "Phaser-stx"ATTREX_MODE2_PREFIRE : IS_DUALWEAPON_READY_TO_FIRE "MODE2" "AttrexianRifle" IS_WEAPON_ACTIVE "dualhand" "AttrexianRifle"ENTERPRISE_MODE2_PREFIRE : IS_DUALWEAPON_READY_TO_FIRE "MODE2" "EnterpriseCannon" IS_WEAPON_ACTIVE "dualhand" "EnterpriseCannon" HAS_FULLAMMO "EnterpriseAlt"ROMRAD_MODE2_PREFIRE : IS_DUALWEAPON_READY_TO_FIRE "MODE2" "RomulanRadGun" IS_WEAPON_ACTIVE "dualhand" "RomulanRadGun"DRULLSTAFF_MODE2_PREFIRE : IS_DUALWEAPON_READY_TO_FIRE "MODE2" "DrullStaff" IS_WEAPON_ACTIVE "dualhand" "DrullStaff"ASSAULTRIFLE_MODE2_PREFIRE : IS_DUALWEAPON_READY_TO_FIRE "MODE2" "FieldAssaultRifle" IS_WEAPON_ACTIVE "dualhand" "FieldAssaultRifle"BURSTRIFLE_MODE2_PREFIRE : IS_DUALWEAPON_READY_TO_FIRE "MODE2" "BurstRifle" IS_WEAPON_ACTIVE "dualhand" "BurstRifle"// BURSTRIFLE_MODE1_PREFIRE : IS_DUALWEAPON_READY_TO_FIRE "MODE1" "BurstRifle" IS_WEAPON_ACTIVE "dualhand" "BurstRifle"IMOD_MODE2_PREFIRE : IS_DUALWEAPON_READY_TO_FIRE "MODE2" "I-Mod" IS_WEAPON_ACTIVE "dualhand" "I-Mod"COMPRESSIONRIFLE_MODE2_PREFIRE : IS_DUALWEAPON_READY_TO_FIRE "MODE2" "CompressionRifle" IS_WEAPON_ACTIVE "dualhand" "CompressionRifle"GRENADE_MODE2_PREFIRE : IS_DUALWEAPON_READY_TO_FIRE "MODE2" "GrenadeLauncher" IS_WEAPON_ACTIVE "dualhand" "GrenadeLauncher"// PHOTON_MODE2_PREFIRE : IS_DUALWEAPON_READY_TO_FIRE "MODE2" "PhotonBurst" IS_WEAPON_ACTIVE "dualhand" "PhotonBurst"TETRYON_MODE2_PREFIRE : IS_DUALWEAPON_READY_TO_FIRE "MODE2" "TetryonGatlingGun" IS_WEAPON_ACTIVE "dualhand" "TetryonGatlingGun"SNIPERRIFLE_MODE2_PREFIRE : IS_DUALWEAPON_READY_TO_FIRE "MODE2" "FederationSniperRifle" IS_WEAPON_ACTIVE "dualhand" "FederationSniperRifle"DISRUPTER_MODE2_PREFIRE : IS_DUALWEAPON_READY_TO_FIRE "MODE2" "RomulanDisruptor" IS_WEAPON_ACTIVE "dualhand" "RomulanDisruptor"TRICORDER_MODE2_PREFIRE : IS_DUALWEAPON_READY_TO_FIRE "MODE2" "Tricorder" IS_WEAPON_ACTIVE "dualhand" "Tricorder"TRICORDER_MODE2_PREFIRE : IS_DUALWEAPON_READY_TO_FIRE "MODE2" "Tricorder-stx" IS_WEAPON_ACTIVE "dualhand" "Tricorder-stx"TRICORDER_MODE2_PREFIRE : IS_DUALWEAPON_READY_TO_FIRE "MODE2" "Tricorder-rom" IS_WEAPON_ACTIVE "dualhand" "Tricorder-rom"BATLETH_MODE2_PREFIRE : IS_DUALWEAPON_READY_TO_FIRE "MODE2" "Batleth" IS_WEAPON_ACTIVE "dualhand" "Batleth"STAND : !ATTACKRIGHT}}state FORCE_RELOAD{entrycommands{forcereload}states{STAND : !IS_WEAPON_RELOADING}}//======================================================================// PUTAWAY_WEAPON//======================================================================state PUTAWAY{entrycommands{weaponCommand dual displayeffect TransportOut FederationWeaponsputawayweapon dual}// torso// {// unequip_big_gun : IS_WEAPON_ACTIVE "dualhand" "QGun"// unequip_bow : IS_WEAPON_ACTIVE "dualhand" "MedicineBow"// unequip_one_handed : IS_WEAPON_ACTIVE "dualhand" "PeaceMaker"// unequip_one_handed : IS_WEAPON_ACTIVE "dualhand" "SymBlaster"// unequip_big_gun : IS_WEAPON_ACTIVE "dualhand" "TOW"// unequip_big_gun : IS_WEAPON_ACTIVE "dualhand" "30mm"// unequip_one_handed : IS_WEAPON_ACTIVE "dualhand" "Rifle"// null : default// }states{STAND : WEAPON_LOWERED}exitcommands{deactivateweapon dualhand}}//======================================================================// RAISE_WEAPON//======================================================================state RAISE_WEAPON{entrycommands{activatenewweaponweaponCommand dual displayeffect TransportIn FederationWeapons}states{RAISING_WEAPON : default}}state RAISING_WEAPON{states{RAISE_WEAPON : NEW_WEAPONSTAND : IS_DUALWEAPON_READY_TO_FIRE "MODE1"STAND : IS_DUALWEAPON_READY_TO_FIRE "MODE2"STAND : !HAS_AMMO "MODE1" !HAS_AMMO "MODE2"}}state WEAPON_RELOAD{torso{phaser_idle : IS_WEAPON_ACTIVE "dualhand" "Phaser"phaser_idle : IS_WEAPON_ACTIVE "dualhand" "Phaser-stx"batleth_idle : IS_WEAPON_ACTIVE "dualhand" "Batleth"photonburst_idle : IS_WEAPON_ACTIVE "dualhand" "FieldAssaultRifle"romulandisruptorrifle_idle : IS_WEAPON_ACTIVE "dualhand" "RomulanRadGun"i-mod-idle : IS_WEAPON_ACTIVE "dualhand" "AttrexianRifle"i-mod-idle : IS_WEAPON_ACTIVE "dualhand" "I-Mod"compressionrifle_idle : IS_WEAPON_ACTIVE "dualhand" "CompressionRifle"grenadelauncher_idle : IS_WEAPON_ACTIVE "dualhand" "GrenadeLauncher"photonburst_idle : IS_WEAPON_ACTIVE "dualhand" "PhotonBurst"tetryongatlinggun_idle : IS_WEAPON_ACTIVE "dualhand" "TetryonGatlingGun"photonburst_idle : IS_WEAPON_ACTIVE "dualhand" "BurstRifle"photonburst_idle : IS_WEAPON_ACTIVE "dualhand" "FederationSniperRifle"romulandisruptorrifle_idle : IS_WEAPON_ACTIVE "dualhand" "RomulanDisruptor"1hand_smallarms_idle : IS_WEAPON_ACTIVE "dualhand" "Tricorder"1hand_smallarms_idle : IS_WEAPON_ACTIVE "dualhand" "Tricorder-stx"1hand_smallarms_idle : IS_WEAPON_ACTIVE "dualhand" "Tricorder-rom"staff_idle : IS_WEAPON_ACTIVE "dualhand" "DrullStaff"}states{STAND : !IS_WEAPON_RELOADING}}state WEAPON_HOLSTER{entrycommands{safeholster 1}states{STAND : default}}