;--------------------------------------------------------------------------------------------------------------------------------------
;Fatality 1  
[Statedef 3000]
type    = S
movetype= A
physics = S
ctrl = 0
velset = 0,0
anim =0
sprpriority=0

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = time= 30
value = 3000
;elem = 1
;ignorehitpause = 
;persistent = 


[State 9130, SetFatal]
type = Varset
trigger1 = time = 0
V = 4
value = 1

[State 0, HitDef]
type = HitDef
trigger1 = 1
attr = S,NA        ;SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
hitflag = MAF        ;HLAFD+-
guardflag = MA         ;HLA
;affectteam = E          ;B,E,F
animtype = light          ;light,medium,hard,back,up,diagup
air.animtype = light
;fall.animtype = Back
;priority = 4,Hit
damage = 0,0
pausetime = 0 ,0
;guard.pausetime = 0,0
sparkno = -1
guard.sparkno =-1
hitsound = -1
guardsound =-1
ground.type = High      ;Low,Trip,None
p2stateno=3010
p1stateno=3001
kill = 0
numhits = 0







[State 0, ChangeState]
type = ChangeState
trigger1 = time>35
value =3001
ctrl = 0


;p1 smoking
[Statedef 3001];--------------------------------------------------------------------------------------------------------------------------------------
type    = S
movetype= A
physics = S
ctrl = 0
velset = 0,0
sprpriority=0
anim=0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time =0
trigger2 = time =30
trigger3 = time =70
value = 3000,0;F=common snd
volumescale = 100



[State 0, smok-many-malo]
type = Explod
trigger1 =1
anim =  ifelse(random>500,12033,12034)
facing = 1-2*(random%2)
vfacing = 1-2*(random%2)
bindtime = 1
scale = 0.4,0.4
pos = 0,-60
random = 10,110
sprpriority =  ifelse(random>500,-2,2)
ownpal = 1
trans=add
angle=random
vel= -((random%22-11)*.1),-random%5*.1

[State 0, smok-many-malo]
type = Explod
trigger1 = 1
anim =  ifelse(random>500,12033,12034)
facing = 1-2*(random%2)
vfacing = 1-2*(random%2)
bindtime = 1
scale = 0.4,0.4
pos = 0,-60
random = 10,110
sprpriority =  ifelse(random>500,-2,2)
ownpal = 1
trans=sub
angle=random
vel= -((random%22-11)*.1),-random%11*.1

[State 0, ChangeState]
type = ChangeState
trigger1 = time = 100
value =3002
ctrl = 0





;p1 smok IN
[Statedef 3002];--------------------------------------------------------------------------------------------------------------------------------------
type    = S
movetype= A
physics = S
ctrl = 0
velset = 0,0
sprpriority=0
anim=1200

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = anim=1200 && animtime = 0
value = 888

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time =0
trigger2 = time =30
trigger3 = time =60
trigger4 = time =90
value = 1000,0;F=common snd
volumescale = 150

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time =60
trigger2 = time =90
value = 3000,1;F=common snd
volumescale = 200


[State 0, fly]
type = Explod
trigger1 =1
anim =  12036
facing = 1-2*(random%2)
vfacing = 1-2*(random%2)
bindtime = 1
scale = 0.4,0.4
pos = 10,-110
random = 10,10
sprpriority =  ifelse(random>500,-2,2)
ownpal = 1
trans=add
angle=random
persistent=4
vel=3,-1.5
accel = 0,.1

[State 0, fly]
type = Explod
trigger1 = 1
anim =  12036
facing = 1-2*(random%2)
vfacing = 1-2*(random%2)
bindtime = 1
scale = 0.4,0.4
pos = 10,-110
random = 10,10
sprpriority = -3
ownpal = 1
trans=sub
angle=random
persistent=10
vel=3,-1.5
accel = 0,.1

[State 0, TargetState]
type = TargetState
triggerall = NumTarget;()
trigger1 = time = 0
value =3011
ID = -1
;ignorehitpause = 
;persistent = 



[State 0, smok-many-malo2]
type = Explod
trigger1 = 1
anim =  ifelse(random>500,12033,12034)
facing = 1-2*(random%2)
vfacing = 1-2*(random%2)
bindtime = 1
scale = 0.3,0.3
pos = 0,-60
random = 10,110
sprpriority =  ifelse(random>500,-2,2)
ownpal = 1
trans=add
angle=random
vel=.5+random%5*.1,-random%10*.1


[State 0, smok-many-malo2]
type = Explod
trigger1 = 1
anim =  ifelse(random>500,12033,12034)
facing = 1-2*(random%2)
vfacing = 1-2*(random%2)
bindtime = 1
scale = 0.4,0.4
pos = 0,-60
random = 10,110
sprpriority =  ifelse(random>500,-2,2)
ownpal = 1
trans=sub
angle=random
vel=.2+random%5*.1,-random%10*.1

[State 0, ChangeState]
type = ChangeState
trigger1 =time = 100
value =3003
ctrl = 0
;anim =
;ignorehitpause = 
;persistent = 


;p1 PIKING
[Statedef 3003];--------------------------------------------------------------------------------------------------------------------------------------
type    = S
movetype= A
physics = S
ctrl = 0
velset = 0,0
sprpriority=0
anim=888



[State 0, Helper]
type = Helper
trigger1 = time= 30
name = "pika"
ID = 3006
stateno = 3006
pos = 0,-90
postype = p2    ;p2,front,back,left,right

[State 2, blood111]
type = Helper
trigger1 = time= 31
stateno = 29
pos = -10, -90
postype = p2
persistent = 0
ignorehitpause = 1

[State 2, blood111]
type = Helper
trigger1 = time= 32
stateno = 7410
facing=-1
pos = 10, -90
postype = p2
persistent = 0
ignorehitpause = 1


[State 2, blood111]
type = Helper
trigger1 = time= [33,38]
stateno = 7475
pos = -10, -90
postype = p2
persistent = 0
ignorehitpause = 1

[State 2, kapli]
type = Helper
trigger1 = time=180 
trigger2 = time=190 
trigger3 = time=200 
trigger3 = time=210 
stateno = 27
pos = -10, -90
postype = p2
persistent = 0
ignorehitpause = 1
persistent=10
facing =  ifelse(random>500,-1,1)

[State 0, out]
type = PlaySnd
trigger1 = time =130
value = F3,7;=common snd
volumescale = 100

[State 0, out]
type = PlaySnd
trigger1 = time =140
value = F3,8;=common snd
volumescale = 40
loop=1
channel=6



[State 0, ChangeState]
type = ChangeState
trigger1 = time = 280
value =3004
ctrl = 0



;p1 OUT UP
[Statedef 3004];--------------------------------------------------------------------------------------------------------------------------------------
type    = S
movetype= A
physics = N
ctrl = 0
velset = 0,0
sprpriority=0
anim=3001

[State 0, 2]
type = Explod
trigger1 =  time<10
anim =  ifelse(random>500,12033,12034)
facing = 1-2*(random%2)
vfacing = 1-2*(random%2)
bindtime = 1
scale = 1,1
pos = 0,-70
random = 10,70
sprpriority = ifelse(random>500,2,5)
ownpal = 1
angle=random/3
trans=add

[State 0, StopSnd]
type = StopSnd
trigger1 =  time=0
channel = 6
;ignorehitpause = 
;persistent = 

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time =0
value = F5,18;F=common snd
volumescale = 200

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time =0
value = F5,101;F=common snd
volumescale = 200


[State 10000, visible]
type = varset
trigger1 =time = 0
v = 17
value = 0

[State 0, EnvShake]
type = EnvShake
trigger1 = time =10
time = 15
freq = 60;скорость 0 - 180
ampl = -5;смещение экрана вверх-низ
phase = 90

[State 2, boomblood]
type = Helper
trigger1 = time = 0
ID = 28
stateno = 7442
pos = 0, -100
postype = p2

[State 2, kishki]
type = Helper
trigger1 = time <3
ID = 29
stateno = 7480
facing=1
pos =0, -120
postype = p2

[State 2, mnogo]
type = Helper
trigger1 = time <12
ID = 29
stateno = 7470+random%16
facing=1
pos =0, -120
postype = p2

[State 2, skull]
type = Helper
trigger1 = time =3
ID = 29
stateno = 6901
facing=1
pos =0, -120
postype = p2

[State 2, skull]
type = Helper
trigger1 = time <7
ID = 29
stateno = 6907+random%3
facing=1
pos =0, -120
postype = p2



[State 0, PosSet]
type = PosSet
trigger1 = time=0
x = enemynear,pos x
y = var(57)-20

[State 0, VelSet]
type = VelSet
trigger1 = time=0
y = -6

[State 0, VelAdd]
type = VelAdd
trigger1 = time>0
y = 0.2

[State 0, ChangeState]
type = ChangeState
trigger1 = time > 0 && pos y >var(57)-20
value =3005

[State 0, TargetState]
type = TargetState
triggerall = NumTarget;()
trigger1 = time = 0
value =3012
ID = -1
;ignorehitpause = 
;persistent = 


;p1 GND
[Statedef 3005];--------------------------------------------------------------------------------------------------------------------------------------
type    = S
movetype= A
physics = N
ctrl = 0
velset = 0,0
sprpriority=0
anim=3002

[State 0, PosSet]
type = PosSet
trigger1 = time=0
y = var(57)


[State 0, ChangeState]
type = ChangeState
trigger1 = animtime = 0
value =0
ctrl = 1





[Statedef 3006];--------------------------------------------------------------------------------------------------------------------------------------
type    = S
movetype= A
physics = S
sprpriority=0
anim=888

[State 0, out]
type = PlaySnd
trigger1 = time =0
trigger2 = time =10
value = 3000,2;F=common snd
volumescale = 100


[State 0, out]
type = PlaySnd
trigger1 = time =170

value = 3000,3;F=common snd
volumescale = 100


[State 0, smok-many-malo]
type = Explod
trigger1 = random>500 && time>5 && time<170
anim = 12037
facing = 1-2*(random%2)
vfacing = 1-2*(random%2)
bindtime = 1
scale = 0.5,0.5
pos = 0,-0
random = 40,40
sprpriority = ifelse(random>500,2,5)
ownpal = 1
vel=0,-2+random%3
angle=random/3

[State 0, 2]
type = Explod
trigger1 =  time>160
anim =  ifelse(random>500,12033,12034)
facing = 1-2*(random%2)
vfacing = 1-2*(random%2)
bindtime = 1
scale = 0.5,0.5
pos = 0,-0
random = 40,40
sprpriority = ifelse(random>500,2,5)
ownpal = 1
vel=0,-2-random%4
persistent=2
angle=random/3
trans=add

[State 0, 2]
type = Explod
trigger1 =  time>150
anim =  ifelse(random>500,12033,12034)
facing = 1-2*(random%2)
vfacing = 1-2*(random%2)
bindtime = 1
scale = 0.5,0.5
pos = 0,-0
random = 40,40
sprpriority = ifelse(random>500,2,5)
ownpal = 1
vel=0,-2-random%3
persistent=4
trans=sub
angle=random/3


[State 0, <]
type = Explod
trigger1 =  time>160
anim =  ifelse(random>500,12033,12034)
facing = 1-2*(random%2)
vfacing = 1-2*(random%2)
bindtime = 1
pos = 0,-0
random = 1,1
sprpriority = 6
ownpal = 1
vel=6,.3
accel=-.3,-.2
persistent=2
angle=random/3
trans=add
scale=.3,.3
removetime=17

[State 0, >]
type = Explod
trigger1 =  time>160
anim =  ifelse(random>500,12033,12034)
facing = 1-2*(random%2)
vfacing = 1-2*(random%2)
bindtime = 1
pos = 10,-10
random = 1,1
sprpriority = 6
ownpal = 1
vel=-7,.3
accel=.3,-.3
persistent=2
angle=random/3
trans=add
scale=.3,.3
removetime=17



[State 0, EnvShake]
type = EnvShake
trigger1 = time =10
time = 15
freq = 60;скорость 0 - 180
ampl = -5;смещение экрана вверх-низ
phase = 90

[State 0, pika]
type = Explod
trigger1 = time=0
anim = 3010
ID = 22222
pos = 0,0
postype = p1;  p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1; -1 forever
random = 2,2
removetime = -1;"-2" odin raz; "-1" forever
pausemovetime = 0
scale = 1,1
sprpriority = 4
ontop = 0
ownpal = 0
removeongethit = 0

[State 0, pika]
type = Explod
trigger1 = time=6
anim = 3010
ID = 22222
pos = 0,0
postype = p1;  p2,front,back,left,right
facing = 1-2*(random%2)
vfacing = 1-2*(random%2)
bindtime = 1; -1 forever
random = 2,2
removetime = -1;"-2" odin raz; "-1" forever
pausemovetime = 0
scale = .5,.5
sprpriority = 6
ontop = 0
ownpal = 0
removeongethit = 0
angle=random


[State 0, pika]
type = Explod
trigger1 = time=2
anim = 3010
ID = 22222
pos = 0,0
postype = p1;  p2,front,back,left,right
facing = 1-2*(random%2)
vfacing = 1-2*(random%2)
bindtime = 1; -1 forever
random = 2,2
removetime = -1;"-2" odin raz; "-1" forever
pausemovetime = 0
scale = .9,.9
sprpriority = -3
ontop = 0
ownpal = 0
removeongethit = 0
angle=random/3

[State 0, pika]
type = Explod
trigger1 = time=6
anim = 3010
ID = 22222
pos = 0,0
postype = p1;  p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1; -1 forever
random = 2,2
removetime = -1;"-2" odin raz; "-1" forever
pausemovetime = 0
scale = 1.2,1.2
sprpriority = -3
ontop = 0
ownpal = 0
removeongethit = 0
angle=random


[State 0, EnvShake]
type = EnvShake
trigger1 = time =200
time = 1500
freq = 60;скорость 0 - 180
ampl = -2;смещение экрана вверх-низ
phase = 90

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = time = 250
id = 22222

[State 0, DestroySelf]
type = DestroySelf
trigger1 = time = 250
;ignorehitpause = 
;persistent = 



;en stand
[Statedef 3010 ];--------------------------------------------------
type = S;CALU
movetype=H;IHU
physics=N;SCAU
velset=0,0
ctrl=0
sprpriority=-0
facep2 = 1


[State 0, EnvShake]
type = EnvShake
trigger1 = time = 33330
time = 10
freq = 60;скорость 0 - 180
ampl = -4;смещение экрана вверх-низ
phase = 90

;en smok in
[Statedef 3011 ];--------------------------------------------------
type = S;CALU
movetype=H;IHU
physics=N;SCAU
velset=0,0
ctrl=0
sprpriority=-0
facep2 = 1

[State 0, pain]
type = PlaySnd
trigger1 = time =10
value = 3,3;=common snd
volumescale = 100

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


[State 0, EnvShake]
type = EnvShake
trigger1 = time =0
time = 2000
freq = 60;скорость 0 - 180
ampl = -1;смещение экрана вверх-низ
phase = 90



[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = time<60&&time>15
value = 5820

;[State 1005, VEL1]
;type = offset
;trigger1 = time >40 && time%3 = 0
;x = 4*ifelse(time%6 = 0, -1, 1)


;en boom
[Statedef 3012 ];--------------------------------------------------
type = S;CALU
movetype=H;IHU
physics=N;SCAU
velset=0,0
ctrl=0
sprpriority=-2
facep2 = 1
anim=888



[State 0, GIBSS]
type = helper
trigger1 =time <8
triggerall = numhelper(6800) < 13
triggerall = selfanimexist(6800)
ID = 6800
stateno = 4153
pos = 0,-90


[State 9125, invis]
type = varset
trigger1 = time = 30
v = 26
value = 1

[State 200, 7]
type = lifeadd
trigger1 = time = 30
value = -9999

[State 200, 7]
type = selfstate
trigger1 = time = 30
value = 5110


;--------------------------------------------------------------------------------------------------------------------------------------
;Fatality 2
[Statedef 3100]
type    = S
movetype= A
physics = S
ctrl = 0
velset = 0,0
anim =3100
sprpriority=0

[State 9130, SetFatal]
type = Varset
trigger1 = time = 0
V = 4
value = 1

[State 0, PlaySnd]
type = PlaySnd
trigger1 =animelem=6,=1
value = 2,13
volumescale = 100

[State 0, PlaySnd]
type = PlaySnd
trigger1 =animelem=5,=1
value = f5,156
volumescale = 100

[State 0, HitDef]
type = HitDef
trigger1 = 1
attr = S,NA        ;SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
hitflag = MAF        ;HLAFD+-
guardflag = MA         ;HLA
;affectteam = E          ;B,E,F
animtype = light          ;light,medium,hard,back,up,diagup
air.animtype = light
;fall.animtype = Back
;priority = 4,Hit
damage = 0,0
pausetime = 0 ,0
;guard.pausetime = 0,0
sparkno = -1
guard.sparkno =-1
hitsound = -1
guardsound =-1
ground.type = High      ;Low,Trip,None
p2stateno=3110
p1stateno=3101
kill = 0
numhits = 0

[Statedef 3101];--------------------------------------------------------------------------------------------------------------------------------------
type    = S
movetype= A
physics = S
ctrl = 0
velset = 0,0
sprpriority=0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time =0
value = F5,0;F=common snd
volumescale = 100

[State 0, out]
type = PlaySnd
trigger1 = time =0
value = F3,8;=common snd
volumescale = 200
loop=1
channel=6

[State 0, smok-many-malo]
type = Explod
trigger1 =1
anim =  ifelse(random>500,12033,12034)
facing = 1-2*(random%2)
vfacing = 1-2*(random%2)
bindtime = 1
scale = 0.5,0.5
pos = 0,-60
postype=p2
random = 20,110
sprpriority = 6
ownpal = 1
trans=add
angle=random
vel= -((random%11-11)*.1),0
accel=-(random%10)*.1,0

[State 0, smok-many-malo]
type = Explod
trigger1 = 1
anim =  ifelse(random>500,12033,12034)
facing = 1-2*(random%2)
vfacing = 1-2*(random%2)
bindtime = 1
scale = 0.4,0.4
pos = 0,-60
postype=p2
random = 20,110
sprpriority = 5
ownpal = 1
trans=sub
angle=random
vel= -((random%11-11)*.1),0
accel=-(random%10)*.1,0

[State 0, ChangeState]
type = ChangeState
trigger1 = time = 200
value =3102
ctrl = 0


[Statedef 3102];--------------------------------------------------------------------------------------------------------------------------------------
type    = S
movetype= A
physics = S
ctrl = 0
velset = 0,0
sprpriority=0
anim = 3102

[State 0, EnvShake]
type = EnvShake
trigger1 = time = 0
time = 1
freq = 60;скорость 0 - 180
ampl = -3;смещение экрана вверх-низ
phase = 90

[State 0, StopSnd]
type = StopSnd
trigger1 =  time=0
channel = 6
;ignorehitpause = 
;persistent = 

[State 0, PlaySnd]
type = PlaySnd
trigger1 =animelem=2,=1
value = f5,156
volumescale = 100

[State 0, dead]
type = Helper
trigger1 = time = 0
name = "dead"
ID = 11111
stateno = 3105
pos = 0,0
postype = p2    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1




[State 0, TargetState]
type = TargetState
triggerall = NumTarget;()
trigger1 =time = 0
value =3111
ID = -1
;ignorehitpause = 
;persistent = 

[State 0, ChangeState]
type = ChangeState
trigger1 = animtime = 0
value =0
ctrl = 1
;anim =
;ignorehitpause = 
;persistent = 

;DEAD
[Statedef 3105];--------------------------------------------------------------------------------------------------------------------------------------
type    = S
movetype= A
physics = S
ctrl = 0
velset = 0,0
sprpriority=0
anim = 888

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time =40
value = F5,18
volumescale = 100
channel = -1
freqmul = 1.0
loop = 0
pan = 0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time =50
value = F5,17
volumescale = 100
channel = -1
freqmul = 1.0
loop = 0
pan = 0


[State 0, smok-many-malo]
type = Explod
trigger1 = time>50
anim =  ifelse(random>500,12033,12034)
facing = 1-2*(random%2)
vfacing = 1-2*(random%2)
bindtime = 1
scale = 0.2,0.2
pos = 0,-10
random = 70,20
sprpriority =  ifelse(random>500,-4,7)
ownpal = 1
trans=sub
angle=random
vel= 0,-random%15*.1

[State 0, PalFXWiz]
type = PalFX
trigger1 = time = 0
time = 99999
add = -40,-40,-40
mul = 256,256,256
sinadd = 0,0,0,1
invertall = 0
color = 256

[State 0, dead]
type = Explod
trigger1 = time=0
anim = 3110
ID = 3110
pos = 0,0
postype = p1;  p2,front,back,left,right
facing = 1;1-2*(random%2)
vfacing = 1
bindtime = 1; -1 forever
removetime = -1;"-2" odin raz; "-1" forever
pausemovetime = 0
scale = 1,1
sprpriority = 5
ontop = 0
ownpal = 0

[State 0, Explod]
type = Explod
trigger1 = time=50
anim = F7433
ID = 7433
pos = 0,0
postype = p1;  p2,front,back,left,right
facing = 1;1-2*(random%2)
vfacing = 1
bindtime = 1; -1 forever
removetime = -1;"-2" odin raz; "-1" forever
pausemovetime = 0
scale = 2,1
sprpriority = -3
ontop = 0
ownpal = 0
removeongethit = 0

;en1
[Statedef 3110 ];--------------------------------------------------
type = S;CALU
movetype=H;IHU
physics=N;SCAU
velset=0,0
ctrl=0
sprpriority=-0
facep2 = 1
anim=21238

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time =10
value = 3,12;F=common snd
volumescale = 100



[State 0, EnvShake]
type = EnvShake
trigger1 = time = 0
time = 1000
freq = 60;скорость 0 - 180
ampl = -3;смещение экрана вверх-низ
phase = 90


;en2
[Statedef 3111 ];--------------------------------------------------
type = S;CALU
movetype=H;IHU
physics=N;SCAU
velset=0,0
ctrl=0
sprpriority=-0
anim=888

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time =0
value = 4,1
volumescale = 100
channel = -1
freqmul = 1.0
loop = 0
pan = 0
;lowpriority = -1
;abspan = 
;ignorehitpause = 
;persistent = 


[State 9125, invis]
type = varset
trigger1 = time = 0
v = 26
value = 1

[State 200, 7]
type = lifeadd
trigger1 = time = 1
value = -9999

[State 200, 7]
type = selfstate
trigger1 = time = 3
value = 5150



;--------------------------------------------------------------------------------------------------------------------------------------
;Fatality 3
[Statedef 3200]
type    = S
movetype= A
physics = S
ctrl = 0
velset = 0,0
anim =0
sprpriority=0

[State 9130, SetFatal]
type = Varset
trigger1 = time = 0
V = 4
value = 1


[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = time= 30
value = 1340

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = animtime= 0 && anim=1340
value = 888



[State 0, Helper]
type = Helper
trigger1 = time= 30
name = "smoker"
ID = 3205
stateno = 3205
pos = 0,0
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 0

[State 10000, visible]
type = varset
trigger1 = helper(3205),stateno=3206
v = 17
value = 0

[State 0, ChangeState]
type = ChangeState
trigger1 = helper(3205),stateno=3206
value =0
ctrl = 1
;anim =
;ignorehitpause = 
;persistent = 







;smoker
[Statedef 3205];--------------------------------------------------------------------------------------------------------------------------------------
type    = S
movetype= A
physics = N
ctrl = 0
velset = 0,0
sprpriority=0
anim=3200

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time =0
value = 1000,0;F=common snd
volumescale = 100

[State 0, out]
type = PlaySnd
trigger1 = time =0
value = F3,8;=common snd
volumescale = 100
loop=1
channel=6


[State 0, HitDef]
type = HitDef
trigger1 = 1
attr = S,NA        ;SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
hitflag = MAF        ;HLAFD+-
guardflag = MA         ;HLA
;affectteam = E          ;B,E,F
animtype = light          ;light,medium,hard,back,up,diagup
air.animtype = light
;fall.animtype = Back
;priority = 4,Hit
damage = 0,0
pausetime = 0 ,0
;guard.pausetime = 0,0
sparkno = -1
guard.sparkno =-1
hitsound = -1
guardsound =-1
ground.type = High      ;Low,Trip,None
p2stateno=3210
kill = 0
numhits = 0




[State 2, blood111]
type = Helper
trigger1 = movehit=1
stateno = 7442
pos = -10, -80
postype = p2
persistent = 0
ignorehitpause = 1

[State 2, blood111]
type = Helper
trigger1 = movehit=1
stateno = 7444
pos = -10, -0
postype = p2
persistent = 0
ignorehitpause = 1

[State 2, blood111]
type = Helper
trigger1 = movehit>21
stateno = 7443
pos = 0, random%3
postype = p2
persistent = 3
ignorehitpause = 1





[State 0, smok-many-malo]
type = Explod
trigger1 =1
anim =  ifelse(random>500,12033,12034)
facing = 1-2*(random%2)
vfacing = 1-2*(random%2)
bindtime = 1
scale = 0.4,0.4
pos = 0,-60
random = 10,110
sprpriority =  ifelse(random>500,-2,2)
ownpal = 1
trans=add
angle=random
vel= -((random%22-11)*.1),-random%5*.1

[State 0, smok-many-malo]
type = Explod
trigger1 = 1
anim =  ifelse(random>500,12033,12034)
facing = 1-2*(random%2)
vfacing = 1-2*(random%2)
bindtime = 1
scale = 0.4,0.4
pos = 0,-60
random = 10,110
sprpriority =  ifelse(random>500,-2,2)
ownpal = 1
trans=sub
angle=random
vel= -((random%22-11)*.1),-random%11*.1

[State 0, VelSet]
type = VelSet
trigger1 = time =50
x = 7

[State 0, VelSet]
type = VelSet
trigger1 = movehit=20
x = -7

[State 0, DestroySelf]
type = changestate
trigger1 = movehit && rootdist x>20
;ignorehitpause = 
;persistent = 
value=3206

[Statedef 3206];--------------------------------------------------------------------------------------------------------------------------------------
type    = S
movetype= A
physics = N
ctrl = 0
velset = 0,0
sprpriority=0
anim=888

[State 0, PosAdd]
type = PosAdd
trigger1 = time = 0
x = 20


[State 0, smok-many-malo]
type = Explod
trigger1 =1
anim =  ifelse(random>500,12033,12034)
facing = 1-2*(random%2)
vfacing = 1-2*(random%2)
bindtime = 1
scale = 0.4,0.4
pos = 0,-60
random = 60,110
sprpriority =  ifelse(random>950,2,-2)
ownpal = 1
trans=add
angle=random
vel=((Random%3)-1)*.4,-random%9*.1

[State 0, smok-many-malo]
type = Explod
trigger1 = 1
anim =  ifelse(random>500,12033,12034)
facing = 1-2*(random%2)
vfacing = 1-2*(random%2)
bindtime = 1
scale = 0.4,0.4
pos = 0,-60
random = 60,110
sprpriority =  -3
ownpal = 1
trans=sub
angle=random
vel= 0,-random%11*.1



;en cuted
[Statedef 3210 ];--------------------------------------------------
type = S;CALU
movetype=H;IHU
physics=N;SCAU
velset=0,0
ctrl=0
sprpriority=-0
anim=888

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time =0
value = F5,18
volumescale = 100

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time =0
value = 4,1
volumescale = 100
channel = -1
freqmul = 1.0
loop = 0
pan = 0
;lowpriority = -1
;abspan = 
;ignorehitpause = 
;persistent = 



[State 0, EnvShake]
type = EnvShake
trigger1 = time = 0
time = 10
freq = 60;скорость 0 - 180
ampl = -2;смещение экрана вверх-низ
phase = 90

[State 0, nogi]
type = Explod
trigger1 = time=0
anim = 6702
ID = 6702
pos = 0,0
postype = p1;  p2,front,back,left,right
bindtime = 1; -1 forever
removetime = -1;"-2" odin raz; "-1" forever
pausemovetime = 0
scale = 1,1
sprpriority = -5
ownpal = 0
removeongethit = 0

[State 0, ass]
type = Explod
trigger1 = time=0
anim = 6703
ID = 6702
pos = -5,-2
postype = p1;  p2,front,back,left,right
bindtime = 1; -1 forever
removetime = -1;"-2" odin raz; "-1" forever
pausemovetime = 0
scale = 1,1
sprpriority = -4
ownpal = 0
removeongethit = 0

[State 0, body]
type = Explod
trigger1 = time=0
anim = 6704
ID = 6702
pos = -10,-4
postype = p1;  p2,front,back,left,right
bindtime = 1; -1 forever
removetime = -1;"-2" odin raz; "-1" forever
pausemovetime = 0
scale = 1,1
sprpriority = -3
ownpal = 0
removeongethit = 0

[State 0, head]
type = Explod
trigger1 = time=0
anim = 6705
ID = 6702
pos = -15,-6
postype = p1;  p2,front,back,left,right
bindtime = 1; -1 forever
removetime = -1;"-2" odin raz; "-1" forever
pausemovetime = 0
scale = 1,1
sprpriority = -2
ownpal = 0
removeongethit = 0


[State 9125, invis]
type = varset
trigger1 = time = 0
v = 26
value = 1

[State 200, 7]
type = lifeadd
trigger1 = time = 0
value = -9999

[State 200, 7]
type = selfstate
trigger1 = time = 20
value = 5110



;--------------------------------------------------------------------------------------------------------------------------------------
;Fatality 2
[Statedef 3700]
type    = S
movetype= A
physics = S
ctrl = 0
velset = 0,0
anim =0
sprpriority=0

[State 9130, SetFatal]
type = Varset
trigger1 = time = 0
V = 4
value = 3

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 =time= 50
value = 3700

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 =animtime= 0 && anim = 3700
value = 0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = anim=3700 && animelem=4,=2
value = F5,30;F=common snd
volumescale = 100
channel = -1
freqmul = 1.0
loop = 0
pan = 0
;lowpriority = -1
;abspan = 
;ignorehitpause = 
;persistent = 


[State 0, smok-many-malo]
type = Explod
trigger1 = anim=3700 && animelem=4,>0
anim =  ifelse(random>500,12033,12034)
facing = 1-2*(random%2)
vfacing = 1-2*(random%2)
pos = 33,-100
bindtime = 1
scale = 0.2,0.2
sprpriority =  2
ownpal = 1
trans=add
angle=random
vel=2,-2
persistent=3
removetime=15

[State 0, Helper]
type = Helper
trigger1 = anim=3700 && animelem=4,=20
name = "her"
ID = 3710
stateno = 3710
pos = 70,-140
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 0

[State 0, HitDef]
type = HitDef
trigger1 = 1
attr = S,NA        ;SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
hitflag = MAF        ;HLAFD+-
guardflag = MA         ;HLA
;affectteam = E          ;B,E,F
animtype = light          ;light,medium,hard,back,up,diagup
air.animtype = light
;fall.animtype = Back
;priority = 4,Hit
damage = 0,0
pausetime = 0 ,0
;guard.pausetime = 0,0
sparkno = -1
guard.sparkno =-1
hitsound = -1
guardsound =-1
ground.type = High      ;Low,Trip,None
p2stateno=3720
kill = 0
numhits = 0

[State 0, ChangeState]
type = ChangeState
trigger1 = time = 200
value =0
ctrl = 1
;anim =
;ignorehitpause = 
;persistent = 


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

[Statedef 3710]
type    = S
movetype= A
physics = S
ctrl = 0
velset = 0,0
anim =888
sprpriority=0

[State 0, VarSet]
type = VarSet
trigger1 = time=0
fv = 10    ;fv = 10
value = 0
;ignorehitpause = 
;persistent = 


[State 0, 1]
type = Explod
trigger1 = time=0
anim = 3711
ID = 3710
pos = 0,0
postype = p1;  p2,front,back,left,right
bindtime = 1; -1 forever
removetime = -1;"-2" odin raz; "-1" forever
scale=.4,.4
angle=0

[State 0, 1]
type = Explod
trigger1 = time=0
anim = 3711
ID = 3711
pos = 0,0
postype = p1;  p2,front,back,left,right
bindtime = 1; -1 forever
removetime = -1;"-2" odin raz; "-1" forever
scale=.4,.4
trans=sub
angle=0


[State 0, smok-many-malo]
type = Explod
trigger1 = 1
anim =  ifelse(random>500,12033,12034)
facing = 1-2*(random%2)
vfacing = 1-2*(random%2)
pos = 0,-20
bindtime = 1
scale = 0.4,0.4
sprpriority =  -2
ownpal = 1
trans=add
angle=random
persistent=6
random=30,0
vel=0,-1

[State 0, smok-many-malo]
type = Explod
trigger1 = time<40
anim =  ifelse(random>500,12033,12034)
facing = 1-2*(random%2)
vfacing = 1-2*(random%2)
pos = 0,0
bindtime = 1
scale = 0.6,0.6
sprpriority =  -2
ownpal = 1
trans=add
angle=random
persistent=6



[State 0, VarAdd]
type = VarAdd
trigger1 = 1
fv =    10
value = 0.1
;ignorehitpause = 
;persistent = 


;en 
;--------------------------------------------------------------------------------------------------------------------------------------
[Statedef 3720]
type    = S
movetype= H
physics = N
ctrl = 0
velset = 0,0
sprpriority=0
anim=888

[State 0, Explod]
type = Explod
trigger1 = time=0
anim =5300
ID = 5300
pos = 0,0
postype = p1;  p2,front,back,left,right
facing = 1;1-2*(random%2)
vfacing = 1
bindtime = 1; -1 forever
removetime = -1;"-2" odin raz; "-1" forever
pausemovetime = 0
scale = 1,1
sprpriority = 0
ontop = 0
ownpal = 0
removeongethit = 0

[State 9125, invis]
type = varset
trigger1 = time = 0
v = 26
value = 1


[State 0, PosSet]
type = PosSet
trigger1 = time = 1
y = var(57) 


[State 200, 7]
type = lifeadd
trigger1 = time = 2
value = -9999

[State 200, 7]
type = selfstate
trigger1 = time = 3
value = 5150


;--------------------------------------------------------------------------------------------------------------------------------------
;DOAlity
[Statedef 3050]
type    = S
movetype= A
physics = S
ctrl = 0
velset = 0,0
anim =3052
sprpriority=0

[State 0, StopSnd]
type = StopSnd
trigger1 =  time=0
channel = -1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time =0
value = F5,10;F=common snd
volumescale = 100

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time=30
trigger2 = time=40
trigger3 = time=50
value = F5,153;F=common snd
volumescale = 100
channel=3

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem=7,=1 && anim=3050
value = 3050,0;F=common snd
volumescale = 200


[State 0, huracane]
type = Explod
trigger1 = time=30
anim = F41
ID = 41
pos = 0,0
postype = p1;  p2,front,back,left,right
facing = 1;1-2*(random%2)
vfacing = 1
bindtime = 1; -1 forever
removetime = 30
scale = 1,1
sprpriority = 7
ontop = 0
ownpal =1

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = time= 30
value =888
;elem = 1
;ignorehitpause = 
;persistent = 

[State 0, EnvShake]
type = EnvShake
trigger1 = time= 58
time = 10
freq = 60;скорость 0 - 180
ampl = -4;смещение экрана вверх-низ
phase = 90
;ignorehitpause = 
;persistent = 

[State 0, light]
type = Explod
trigger1 = time=58
anim = F910
ID = 910
pos = 0,-70
postype = p1;  p2,front,back,left,right
facing = 1;1-2*(random%2)
vfacing = 1
bindtime = 1; -1 forever
removetime = -2;"-2" odin raz; "-1" forever
pausemovetime = 0
scale = 1,1
sprpriority = -5
ontop = 0
ownpal = 0
trans=add



[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = time= 58
value =3050

[State 0, me]
type = Explod
trigger1 = time= 58
anim = 3050
ID = 3050
pos = 0,0
postype = p1;  p2,front,back,left,right
sprpriority = 6

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time= 58
value = F200,111;F=common snd
volumescale = 100



[State 0, Helper]
type = Helper
trigger1 = enemynear,stateno=3060 && numhelper(3051)=0
name = "kisska"
ID = 3051
stateno = 3051
pos = 0,-110
postype = p2    ;p2,front,back,left,right

[State 0, HitDef]
type = HitDef
trigger1 = anim=3052
attr = S,NA        ;SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
hitflag = MAF        ;HLAFD+-
guardflag = MA         ;HLA
animtype = light          ;light,medium,hard,back,up,diagup
air.animtype = light
damage = 0,0
pausetime = 0 ,0
sparkno = -1
guard.sparkno =-1
hitsound = -1
guardsound =-1
ground.type = High      ;Low,Trip,None
p2stateno = 3062
kill = 0
numhits = 0

[State 0, HitDef]
type = HitDef
trigger1 = anim=3050
attr = S,NA        ;SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
hitflag = MAF        ;HLAFD+-
guardflag = MA         ;HLA
animtype = light          ;light,medium,hard,back,up,diagup
air.animtype = light
damage = 0,0
pausetime = 0 ,0
sparkno = -1
guard.sparkno =-1
hitsound = -1
guardsound =-1
ground.type = High      ;Low,Trip,None
p2stateno = 3060
kill = 0
numhits = 0

[State 9125, invis]
type = varset
trigger1 = time = 30
v = 26
value = 1

[State 0, ChangeState]
type = ChangeState
trigger1 = time = 300
value =0
ctrl = 1
;anim =
;ignorehitpause = 
;persistent = 

;--------------------------------------------------------------------------------------------------------------------------------------
;kisska
[Statedef 3051]
type    = S
movetype= A
physics = S
ctrl = 0
velset = 0,0
anim =888
sprpriority=0

[State 0, Explod]
type = Explod
trigger1 = time<70
anim = 3051
ID = 3051
pos = 0,0
postype = p1;  p2,front,back,left,right
facing = 1;1-2*(random%2)
vfacing = 1
bindtime = 1; -1 forever
vel = (random%3)-1,-1-random%2
accel = 0,.3-(random%5)*.1
random = 10,10
removetime = 30+random%30
pausemovetime = 0
scale = .2,.2
sprpriority = 5
ownpal =1
angle=random/3
trans=add
persistent=3




;en1
[Statedef 3060 ];--------------------------------------------------
type = S;CALU
movetype=H;IHU
physics=N;SCAU
velset=0,0
ctrl=0
sprpriority=4
facep2 = 1
anim=5720

[State 200, 7]
type = angledraw
trigger1 = time > 80
value = (1+1*(time > 92))*(time - 80)

[State 200, 7]
type = changestate
trigger1 = time = 112
value = 3061

;en2
[Statedef 3061]; --------------------------------------------
type    = S
movetype= H
physics = S
sprpriority = 2
ctrl = 0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time =0
value = F5,102;F=common snd
volumescale = 100
channel = -1
freqmul = 1.0
loop = 0
pan = 0
;lowpriority = -1
;abspan = 
;ignorehitpause = 
;persistent = 


[State 200, 7]
type = posadd
trigger1 = time = 0
x = -70



[State 0, me]
type = Explod
trigger1 = time=0
anim = 5830
ID = 5830
pos = 0,0
postype = p1;  p2,front,back,left,right
sprpriority = 5





[State 9125, invis]
type = varset
trigger1 = time = 0
v = 26
value = 1

[State 200, 7]
type = envshake
trigger1 = time = 0
time = 12
ampl = 3
freq = 70



[State 200, 7]
type = lifeadd
trigger1 = time = 1
value = -9999

[State 200, 7]
type = selfstate
trigger1 = time = 2
value = 5150


;en0
[Statedef 3062 ];--------------------------------------------------
type = S;CALU
movetype=H;IHU
physics=N;SCAU
velset=0,0
ctrl=0
sprpriority=4
facep2 = 1

[State 0, Null]
type = Null
trigger1 = 0
;ignorehitpause = 
;persistent = 

