;---------------------
[Statedef 3300]; brutal finish
type    = S
movetype= A
physics = N
poweradd= 0
ctrl = 0
sprpriority = 0
velset = 0,0

[State 0, Explod]
type = assertspecial
trigger1 = 1
flag = nomusic
ignorehitpause = 1

[State var];brutal??
type = varset
trigger1 = 1
v = 4
value = 12345

[State 2, blood];uppercut------------------------------------------------------
type = Helper
trigger1 = time = 0 && anim = 2007
ID = 28
stateno = 28
pos = 0, -70
postype = p2
persistent = 0
ignorehitpause = 1

[State 2, blood];uppercut
type = Helper
trigger1 = time = 0 && anim = 2007
ID = 28
stateno = 6901
pos = 0, -70
postype = p2
persistent = 0
ignorehitpause = 1

[State 2, blood];uppercut
type = Helper
trigger1 = time = 0 && anim = 2007
ID = 28
stateno = 6901
pos = 10, -70
facing=-1
postype = p2
persistent = 0
ignorehitpause = 1

[State 0, 2005 fireeee];=\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
type = Helper
trigger1 = anim = 2005 &&time = 0
name = "2170"
ID = 2170
stateno = 2170
pos = 0,0
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
supermovetime = 0
pausemovetime = 0


[State 0, p2 burning]
type = Helper
trigger1 = anim = 2005 &&time = 0
name = "p2 burning"
ID = 330100
stateno = 330100
pos = 0,-60
postype = p2    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
supermovetime = 0
pausemovetime = 0


;-------------------------------------------------------------------2006 headbut



[State 0, SprPriority]
type = SprPriority
trigger1 = anim = 3310
trigger2 = anim = 3313
value = 4
;ignorehitpause = 
;persistent = 

[State 0, EnvShake]
type = EnvShake
triggerall = anim =3310 || anim = 3313
trigger1 = time =25
trigger2 = time =50
trigger3 = time =85
trigger4 = time =125
trigger5 = time =185
time = 10
freq = 60
ampl = -3
phase = 90

[State 0, smoke]
type = Explod
triggerall = anim =3310 || anim = 3313
trigger1 = time =25
trigger2 = time =50
trigger3 = time =85
trigger4 = time =125
trigger5 = time =185
anim = 20020
ID = 20020
pos = 50,0
postype = p1;  p2,front,back,left,right
facing = 1-2*(random%2)
bindtime = 1; -1 forever
removetime = -2;"-2" odin raz; "-1" forever
scale = 2,.6
sprpriority = -7
ownpal = 1
removeongethit = 0
trans=add

[State 0, bochka]
type = PlaySnd
trigger1 = time =28
trigger2 = time =50
triggerall=anim = 3310
value = 3300,0;F=common snd
volumescale = 100




[State 0, seria1]
type = ChangeAnim
trigger1 = anim = 2006 && animelem=8,>2
value = 3310

[State 0, seria2]
type = ChangeAnim
trigger1 = anim = 3310 && animtime = 0
value = 3313

[State 0, bochka1]
type = Explod
trigger1 =anim = 3310 && animelem=1,=1
anim = 3311
ID = 3311
postype = p1;  p2,front,back,left,right
bindtime = 1; -1 forever
removetime = -1;"-2" odin raz; "-1" forever
sprpriority = 6
ownpal = 1



[State 0, gilza]
type = Projectile
trigger1 = anim = 3313 && animelem=1,=1
projanim = 3312
projhitanim = -1
projremanim = 10070
projcancelanim = -1
projscale = 1,1
projremove = 1
velocity =3,-19
remvelocity = 0,-1
accel=0,1.2
offset = 40,-60
postype = p1
projsprpriority = 7

[State 0, bochka1]
type = RemoveExplod
trigger1 = anim = 3313
id = 3311

[State 0, fatality]
type = Explod
trigger1 = animelem= 13,=1 && anim =3313
anim = 3314
ID = 3314
pos = 60,0
postype = p1;  p2,front,back,left,right
facing = ifelse(facing=1,1,-1)
vfacing = 1
bindtime = 1; -1 forever
removetime = -1;"-2" odin raz; "-1" forever
pausemovetime = 0
scale = 1.5,1.5
sprpriority = 7
ontop = 0
ownpal =1


[State 2, Roundhouseblood]
type = Helper
trigger1 = animelem= 16,=1 && anim =3313
ID = 29
stateno = 31 
pos = -50, 90
postype = p2
persistent = 0
ignorehitpause = 1

;-------------------------------------------------------------------
; -------------THOR HAMMER ----------------------------

[State 0, 2013]
type = PosAdd
trigger1 = anim = 2013 && animelem=2,>0 && animelem = 12,<0
x = -2

[State 0, 2013 thor-hammer]
type = Helper
trigger1 = anim = 2013 &&time=0
name = "2160"
ID = 2160
stateno = 2160
pos = 0,0
postype = p2    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
supermovetime = 0
pausemovetime = 0



;-------------------------------------------------------------------
;-----------------RED CAR-----------------------------------
[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = time = 0 && anim = 2009
value = 3302

[State 0, PlaySnd]
type = PlaySnd
trigger1 = anim = 3302
trigger1 = time = 1
value = 3200,1;F=common snd
volumescale = 100

[State 0, PlaySnd]
type = PlaySnd
trigger1 = anim = 3302
trigger1 = time = 1
value = 2000,0;F=common snd
volumescale = 200

[State 0, VelSet]
type = VelSet
trigger1 = anim = 3302
trigger1 = time = 0
y = -10
x=-1

[State 0, VelAdd]
type = VelAdd
trigger1 = anim = 3302
trigger1 = time > 0 && vel y <0
y = .6


[State 0, VelSet]
type = VelSet
trigger1 = anim = 3302
trigger1 = time = [50,90]
y = .3


[State 0, PlaySnd]
type = PlaySnd
trigger1 = anim = 3302
trigger1 = time=[20,90]
value = 1000,0;F=common snd
volumescale = 20
persistent = 10

[State 0, PlaySnd]
type = PlaySnd
trigger1 = anim = 3302
trigger1 = time=[20,92]
value = F5,18;F=common snd
volumescale = 150
persistent = 13


[State 0, fining]
type = Explod
trigger1 = anim = 3302
trigger1 = time>20
anim = 1003
ID = 1003
pos = 53,-98
postype = p1;  p2,front,back,left,right
facing = 1;1-2*(random%2)
vfacing = 1-2*(random%2)
bindtime = 1; -1 forever
removetime = -2;"-2" odin raz; "-1" forever
pausemovetime = 0
scale =  ifelse(random>500,1,1.5), ifelse(random>500,1,1.5)
sprpriority = 7
ontop = 0
ownpal = 1
persistent=4
vel=.5,0
random=2,2

[State 7100, blood]
type = Explod
pos = 0,-60
trigger1 = anim = 3302
trigger1 = time>21
anim = F7230+100*(numexplod(123) > 0)+200*(numexplod(321) > 0)
postype = p2
sprpriority =  ifelse(random>700,-7,7)
persistent=4
angle=random
scale=1,1
random=40,30
removetime = 10

[State 0, down]
type = ChangeAnim
trigger1 = time = 90
trigger1 = anim = 3302
value = 3303

[State 0, down]
type = VelSet
trigger1 = anim = 3303
y = 10


[State 0, ground]
type = ChangeAnim
trigger1 = anim = 3303
trigger1 = pos y >-10
value = 3304

[State 0, VelSet]
type = VelSet
trigger1 = anim = 3304
y = 0
x = 0

[State 0, PosSet]
type = PosSet
trigger1 = anim = 3304
y = 0


[State 7100, ground]
type = Explod
trigger1 = anim = 3304
trigger1 = enemy,stateno=3316 && enemy,time=1
anim = F7231+100*(numexplod(123) > 0)+200*(numexplod(321) > 0)
postype = p2
sprpriority =  6
scale=1.3,.7
removetime=17

[State 7100, ground]
type = Explod
trigger1 = anim = 3304
trigger1 = enemy,stateno=3316 && enemy,time=1
anim = F7233+100*(numexplod(123) > 0)+200*(numexplod(321) > 0)
postype = p2
sprpriority =  -4
scale=4,1

[State 7100, ground]
type = Explod
trigger1 = anim = 3304
trigger1 = enemy,stateno=3316 && enemy,time<5
anim = F7212+100*(numexplod(123) > 0)+200*(numexplod(321) > 0)
postype = p2
sprpriority =  5
pos = 0, -10
random=100,20
scale= ifelse(random>500,1,.6) ,ifelse(random>500,1,1.2)
facing=  ifelse(random>500,-1,1)

[State 2, 222]
type = Helper
trigger1 = anim = 3304
trigger1 = enemy,stateno=3316 && enemy,time=1
ID = 29
stateno =31
postype = p2
pos=-50,90

[State 2, kapli]
type = Helper
trigger1 = anim = 3304
trigger1 = time = [90,130]
ID = 29
stateno =7202
pos = (random-500)/20, -30
postype = p2
ignorehitpause = 1
persistent=10

[State 0, END]
type = ChangeAnim
trigger1 = anim = 3304
trigger1 =  enemy,stateno=3012 && enemy,time=1
value = 3304
elem=2

;--------------------------------------------------------------------

[State 0, END]
type = ChangeAnim
trigger1 = animtime = 0 && anim!=0
value = 0

[State 0, END]
type = ChangeState
trigger1 = time= 350
trigger2 = enemy,stateno = 5150 && enemy,time>20
value =0
ctrl = 1

; p2 burning
[Statedef 330100];-------------------------------------------------------------------;-------------------------------------------------------------------
type    = S
movetype= I
physics = N
poweradd= 0
ctrl = 0
sprpriority = 0
velset = 0,0
anim=888

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time =1
value = 1400,1;F=common snd
volumescale = 200

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time =1
value = 3100,1;F=common snd
volumescale = 200
loop=1

[State 0, 2005];boom
type = Explod
trigger1 = time= 0
anim = 10060
ID = 10060
pos = 0,0
postype = p1 
facing = 1;1-2*(random%2)
vfacing = 1
bindtime = 1; -1 forever
removetime = -2;"-2" odin raz; "-1" forever
scale = 1,1.5
sprpriority = 7
ownpal = 1
trans=add

[State 0, bak]
type = Explod
trigger1 = 1
anim = 20020
ID = 2165
pos = 0,-30
postype = p1;  p2,front,back,left,right
facing = 1-2*(random%2)
vfacing = 1
bindtime = 1; -1 forever
removetime = -2;"-2" odin raz; "-1" forever
pausemovetime = 0
scale = .8,.8
sprpriority =-7
ownpal = 1
angle=random/3
trans=sub
vel=0,-4
random=10,0
persistent=2

[State 0, fire]
type = Explod
trigger1 = 1
anim =  ifelse(random>500,2165,2164)
ID = 2165
pos = 0,0
postype = p1;  p2,front,back,left,right
facing = 1-2*(random%2)
vfacing = 1
bindtime = 1; -1 forever
removetime = -2;"-2" odin raz; "-1" forever
pausemovetime = 0
scale = .4,.4
sprpriority = ifelse(random>500,-1,4)
ownpal = 1
angle=random/3
trans=add
vel=0,ifelse(random>500,-2,-3)
random=30,20

[State 0, small]
type = Explod
trigger1 = 1
anim =  2168
ID = 2165
pos = 0,-40
postype = p1;  p2,front,back,left,right
facing = 1-2*(random%2)
vfacing = 1
bindtime = 1; -1 forever
removetime = -2;"-2" odin raz; "-1" forever
pausemovetime = 0
scale = .1,.1
sprpriority = ifelse(random>500,-1,4)
ownpal = 1
angle=random/3
vel=0,ifelse(random>500,-1,-2)
random=30,0
trans=add
alpha=random/4,random/4





;en
[Statedef 3310 ];--------------------------------------------------
type = S;CALU
movetype=H;IHU
physics=N;SCAU
velset=0,0
ctrl=0
sprpriority=0


[State 0, ChangeState]
type = ChangeState
trigger1 = enemy,anim=2007
value =3311
ctrl = 0


[State 0, ChangeState]
type = ChangeState
trigger1 = enemy,anim=2005
value =3312
ctrl = 0

[State 0, ChangeState]
type = ChangeState
trigger1 = enemy,anim=2006
value =3313
ctrl = 0

[State 0, ChangeState]
type = ChangeState
trigger1 = enemy,anim=2013
value =3314
ctrl = 0


;en 2007 uppercut
[Statedef 3311 ];--------------------------------------------------
type    = S
movetype= H
physics = S
sprpriority = 2
anim = 5005
facep2 = 1
ctrl = 0

[State 0, Explod]
type = envcolor
trigger1 = time = 0
value = 255,255,255
time = 1

[State 0, meat]
type = PlaySnd
trigger1 = time = 2
value = F5,17;F=common snd
volumescale = 200

[State 0, aaaaaaa]
type = PlaySnd
trigger1 = time =3
value = 4,1
volumescale = 100

[State 0, aaaaaaa]
type = PlaySnd
trigger1 = time =3
value = F5,21;F=common snd
volumescale = 200

[State 0, head]
type = explod
trigger1 = time = 0
anim = 662
sprpriority = 1
scale = const(size.xscale),const(size.yscale)
ownpal = 0
facing = -1
bindtime = 1
pos = 10-10*(enemy,var(11)),-3
random = 0,6
shadow = -1,-1,-1

[State 0, body]
type = explod
trigger1 = time=0
ID = 323
anim = 6700
sprpriority = 0
scale = const(size.xscale),const(size.yscale)
ownpal = 0
bindtime = -1
removetime = -1
shadow = -1,-1,-1


[State 0, Explod]
type = playsnd
trigger1 = time = 38 || time = 50
value = f5,140
volumescale = 200

[State 200, 7]
type = varset
trigger1 = time = 0
v = 26
value = 1

[State 0, Explod]
type = screenbound
trigger1 = 1
value = 0

[State 0, ChangeState]
type = ChangeState
trigger1 = time=50
value =3012
ctrl = 0

;en 2005 fire
[Statedef 3312 ];--------------------------------------------------
type    = S
movetype= H
physics = S
sprpriority = 2
anim = 888
facep2 = 1
ctrl = 0

[State 0, die]
type = PlaySnd
trigger1 = time =1
value = 4,1;F=common snd
volumescale = 100



[State 0, body]
type = explod
trigger1 = time=0
ID = 323
anim = 6701
sprpriority = 0
scale = const(size.xscale),const(size.yscale)
ownpal = 0
bindtime = -1
removetime = -1
shadow = -1

[State 0, torso]
type = explod
trigger1 = time=0
ID = 323
anim = 6704
sprpriority = 3
scale = const(size.xscale),const(size.yscale)
ownpal = 0
bindtime = -1
removetime = -1
shadow = -1
trans=add
alpha=100,0

[State 0, head]
type = explod
trigger1 = time=0
ID = 323
anim = 6705
sprpriority = 6
scale = const(size.xscale),const(size.yscale)
ownpal = 0
bindtime = -1
removetime = -1
shadow = -1
trans=add
alpha=0,0

[State 0, ChangeState]
type = ChangeState
trigger1 = time=50
value =3012
ctrl = 0

;en 2006 FATALITY
[Statedef 3313 ];--------------------------------------------------
type    = S
movetype= H
physics = S
sprpriority = 0
facep2 = 1
ctrl = 0



[State 0, ChangeAnim2]
type = ChangeAnim2
trigger1 = time=52
value = 888

[State 0, 1]
type = explod
trigger1 = time=52
ID = 366
anim = 6705
pos = 0,40
sprpriority = 1
scale = const(size.xscale),const(size.yscale)
ownpal = 0
bindtime = 1

[State 0, 1]
type = explod
trigger1 = time=52
ID = 366
anim = 6704
pos = 0,40
sprpriority = 1
scale = const(size.xscale),const(size.yscale)
ownpal = 0
bindtime = 1

[State 0, 1]
type = explod
trigger1 = time=52
ID = 366
anim = 6703
pos = 0,40
sprpriority = 1
scale = const(size.xscale),const(size.yscale)
ownpal = 0
bindtime = 1

[State 0, bodiy parts]
type = removeexplod
trigger1 = time = 85
trigger2 = time = 125
trigger3 = time = 190
ID = 366

[State 0, whoosh]
type = PlaySnd
trigger1 = time = 80
trigger2 = time = 120
trigger3 = time = 185
trigger4 = time = 22
trigger5 = time =45
value = F5,153;F=common snd
volumescale = 200


[State 0, hit]
type = PlaySnd
trigger1 = time = 85
trigger2 = time = 125
trigger3 = time = 190
trigger4 = time = 28
trigger5 = time = 50
trigger6 = time = 2
value = F5,21;F=common snd
volumescale = 200

[State 0, meat]
type = PlaySnd
trigger1 = time = 190
value = F5,17;F=common snd
volumescale = 200

[State 0, aa]
type = PlaySnd
trigger1 = time = 3
trigger2 = time = 30
trigger3 = time = 51
value = 3, ifelse(random>500, ifelse(random>500,3,6), ifelse(random>500,7,8))
volumescale = 100

[State 0, aa]
type = PlaySnd
trigger1 = time = 85
trigger2 = time = 125
value = 3,  ifelse(random>500,1,0)
volumescale = 100

[State 0, aaaaaaa]
type = PlaySnd
trigger1 = time =190
value = 4,1
volumescale = 100


[State 0, 2]
type = explod
trigger1 = time = 85
ID = 366
anim = 6705
pos = 0,76
sprpriority = 1
scale = const(size.xscale),const(size.yscale)
ownpal = 0
bindtime = 1

[State 0, 2]
type = explod
trigger1 = time = 85
ID = 366
anim = 6704
pos = 0,76
sprpriority = 1
scale = const(size.xscale),const(size.yscale)
ownpal = 0
bindtime = 1


[State 0, 3]
type = explod
trigger1 = time = 125
ID = 366
anim = 6705
pos = 0,110
sprpriority = 1
scale = const(size.xscale),const(size.yscale)
ownpal = 0
bindtime = 1




[State 0, ChangeState]
type = ChangeState
trigger1 = time=220
value =3012
ctrl = 0


;en 2013 hammer thor
[Statedef 3314 ];--------------------------------------------------
type    = S
movetype= H
physics = S
sprpriority = 2
facep2 = 1
ctrl = 0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time =4
value = F5,17;F=common snd
volumescale = 200

[State 0, ChangeAnim2]
type = ChangeAnim2
trigger1 = time=26
value = 888

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time =22
value = 4,1;F=common snd
volumescale = 100



[State 0, ChangeState]
type = ChangeState
trigger1 = time=26
value =3012
ctrl = 0


;en 2009 red car
[Statedef 3315 ];--------------------------------------------------
type    = S
movetype= H
physics = N
sprpriority = 0
facep2 = 1
ctrl = 0
anim=5050
velset




[State 0, EnvShake]
type = EnvShake
trigger1 = time = 0
time = 96
freq = 90
ampl = -2
phase = 90


[State 0, VelSet]
type = VelSet
trigger1 = time = 0
y = -10

[State 0, VelAdd]
type = VelAdd
trigger1 = time > 0 && vel y <0
y = .5


[State 0, PosAdd]
type = PosAdd
trigger1 =  time <90
x=-((time%10=1)*3)

[State 0, VelSet]
type = VelSet
trigger1 = time=140
y = 10


[State 0, ChangeAnim]
type = Changestate
trigger1 = time>140 && pos y >-5 
value = 3316




[State 0, ChangeState]
type = ChangeState
trigger1 = time=2600
value =3012
ctrl = 0

;en 2009 red car2
[Statedef 3316 ];--------------------------------------------------
type    = S
movetype= H
physics = N
sprpriority = 0
facep2 = 1
ctrl = 0
velset=0,0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time =0
value = F5,17;F=common snd
volumescale = 200

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time =0
value = 3,0;F=common snd
volumescale = 100

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = time= 0
value = 888




[State 0, PosSet]
type = PosSet
trigger1 = time=0
y = 0

[State 0, ChangeState]
type = ChangeState
trigger1 = time=30
value =3012
ctrl = 0