;---------------------------------------------------------------------------
; Stand
[Statedef 0]
type=U
movetype=U
physics=U
hitdefpersist=1
movehitpersist=1

[State ]
type=changestate
trigger1=name!="Dame Da Ne"
value = 17000
ignorehitpause = 1

[State ]
type=null
trigger1=0
;---------------------------------------------------------------------------
; Stand to Crouch
[Statedef 10]
type=U
movetype=U
physics=U
hitdefpersist=1
movehitpersist=1

[State ]
type=changestate
trigger1=name!="Dame Da Ne"
value = 17000
ignorehitpause = 1

[State ]
type=null
trigger1=0
;---------------------------------------------------------------------------
; Crouching
[Statedef 11]
type=U
movetype=U
physics=U
hitdefpersist=1
movehitpersist=1

[State ]
type=changestate
trigger1=name!="Dame Da Ne"
value = 17000
ignorehitpause = 1

[State ]
type=null
trigger1=0

;---------------------------------------------------------------------------
; Crouch to Stand
[Statedef 12]
type=U
movetype=U
physics=U
hitdefpersist=1
movehitpersist=1

[State ]
type=changestate
trigger1=name!="Dame Da Ne"
value = 17000
ignorehitpause = 1

[State ]
type=null
trigger1=0

;---------------------------------------------------------------------------
; Walk
[Statedef 20]
type=U
movetype=U
physics=U
hitdefpersist=1
movehitpersist=1

[State ]
type=changestate
trigger1=name!="Dame Da Ne"
value = 17000
ignorehitpause = 1

[State ]
type=null
trigger1=0

;---------------------------------------------------------------------------
; Jump Start
[Statedef 40]
type=U
movetype=U
physics=U
hitdefpersist=1
movehitpersist=1

[State ]
type=changestate
trigger1=name!="Dame Da Ne"
value = 17000
ignorehitpause = 1

[State ]
type=null
trigger1=0
;---------------------------------------------------------------------------
; AirJump Start
[Statedef 45]
type=U
movetype=U
physics=U
hitdefpersist=1
movehitpersist=1

[State ]
type=changestate
trigger1=name!="Dame Da Ne"
value = 17000
ignorehitpause = 1

[State ]
type=null
trigger1=0
;---------------------------------------------------------------------------
; Jump Up
[Statedef 50]
type=U
movetype=U
physics=U
hitdefpersist=1
movehitpersist=1

[State ]
type=changestate
trigger1=name!="Dame Da Ne"
value = 17000
ignorehitpause = 1

[State ]
type=null
trigger1=0
;---------------------------------------------------------------------------
; Jump Down (empty state for compatibility)
[Statedef 51]
type=U
movetype=U
physics=U
hitdefpersist=1
movehitpersist=1

[State ]
type=changestate
trigger1=name!="Dame Da Ne"
value = 17000
ignorehitpause = 1

[State ]
type=null
trigger1=0
;---------------------------------------------------------------------------
; Jump Land
[Statedef 52]
type=U
movetype=U
physics=U
hitdefpersist=1
movehitpersist=1

[State ]
type=changestate
trigger1=name!="Dame Da Ne"
value = 17000
ignorehitpause = 1

[State ]
type=null
trigger1=0
;---------------------------------------------------------------------------
; RUN_FWD
[Statedef 100]
type=U
movetype=U
physics=U
hitdefpersist=1
movehitpersist=1

[State ]
type=changestate
trigger1=name!="Dame Da Ne"
value = 17000
ignorehitpause = 1

[State ]
type=null
trigger1=0
;---------------------------------------------------------------------------
; RUN_BACK
[Statedef 105]
type=U
movetype=U
physics=U
hitdefpersist=1
movehitpersist=1

[State ]
type=changestate
trigger1=name!="Dame Da Ne"
value = 17000
ignorehitpause = 1

[State ]
type=null
trigger1=0

;---------------------------------------------------------------------------
; RUN_BACK2 (land)
[Statedef 106]
type=U
movetype=U
physics=U
hitdefpersist=1
movehitpersist=1

[State ]
type=changestate
trigger1=name!="Dame Da Ne"
value = 17000
ignorehitpause = 1

[State ]
type=null
trigger1=0
;---------------------------------------------------------------------------
; RUN_UP
[Statedef 110]
type=U
movetype=U
physics=U
hitdefpersist=1
movehitpersist=1

[State ]
type=changestate
trigger1=name!="Dame Da Ne"
value = 17000
ignorehitpause = 1

[State ]
type=null
trigger1=0

;---------------------------------------------------------------------------
; RUN_DOWN
[Statedef 115]
type=U
movetype=U
physics=U
hitdefpersist=1
movehitpersist=1

[State ]
type=changestate
trigger1=name!="Dame Da Ne"
value = 17000
ignorehitpause = 1

[State ]
type=null
trigger1=0

;---------------------------------------------------------------------------
; GUARD (start)
[Statedef 120]
type=U
movetype=U
physics=U
hitdefpersist=1
movehitpersist=1

[State ]
type=changestate
trigger1=name!="Dame Da Ne"
value = 17000
ignorehitpause = 1

[State ]
type=null
trigger1=0
;---------------------------------------------------------------------------
; STAND GUARD (guarding)
[Statedef 130]
type=U
movetype=U
physics=U
hitdefpersist=1
movehitpersist=1

[State ]
type=changestate
trigger1=name!="Dame Da Ne"
value = 17000
ignorehitpause = 1

[State ]
type=null
trigger1=0
;---------------------------------------------------------------------------
; CROUCH GUARD (guarding)
[Statedef 131]
type=U
movetype=U
physics=U
hitdefpersist=1
movehitpersist=1

[State ]
type=changestate
trigger1=name!="Dame Da Ne"
value = 17000
ignorehitpause = 1

[State ]
type=null
trigger1=0

;---------------------------------------------------------------------------
; AIR GUARD (guarding)
[Statedef 132]
type=U
movetype=U
physics=U
hitdefpersist=1
movehitpersist=1

[State ]
type=changestate
trigger1=name!="Dame Da Ne"
value = 17000
ignorehitpause = 1

[State ]
type=null
trigger1=0

;---------------------------------------------------------------------------
; GUARD (end)
[Statedef 140]
type=U
movetype=U
physics=U
hitdefpersist=1
movehitpersist=1

[State ]
type=changestate
trigger1=name!="Dame Da Ne"
value = 17000
ignorehitpause = 1

[State ]
type=null
trigger1=0

;---------------------------------------------------------------------------
; SGUARDHIT (shaking)
[Statedef 150]
type=U
movetype=U
physics=U
hitdefpersist=1
movehitpersist=1

[State ]
type=changestate
trigger1=name!="Dame Da Ne"
value = 17000
ignorehitpause = 1

[State ]
type=null
trigger1=0

;---------------------------------------------------------------------------
; SGUARDHIT2 (knocked back)
[Statedef 151]
type=U
movetype=U
physics=U
hitdefpersist=1
movehitpersist=1

[State ]
type=changestate
trigger1=name!="Dame Da Ne"
value = 17000
ignorehitpause = 1

[State ]
type=null
trigger1=0
;---------------------------------------------------------------------------
; CGUARDHIT (shaking)
[Statedef 152]
type=U
movetype=U
physics=U
hitdefpersist=1
movehitpersist=1

[State ]
type=changestate
trigger1=name!="Dame Da Ne"
value = 17000
ignorehitpause = 1

[State ]
type=null
trigger1=0
;---------------------------------------------------------------------------
; CGUARDHIT2 (knocked back)
[Statedef 153]
type=U
movetype=U
physics=U
hitdefpersist=1
movehitpersist=1

[State ]
type=changestate
trigger1=name!="Dame Da Ne"
value = 17000
ignorehitpause = 1

[State ]
type=null
trigger1=0

;---------------------------------------------------------------------------
; AGUARDHIT (shaking)
[Statedef 154]
type=U
movetype=U
physics=U
hitdefpersist=1
movehitpersist=1

[State ]
type=changestate
trigger1=name!="Dame Da Ne"
value = 17000
ignorehitpause = 1

[State ]
type=null
trigger1=0

;---------------------------------------------------------------------------
; AGUARDHIT2 (knocked away)
[Statedef 155]
type=U
movetype=U
physics=U
hitdefpersist=1
movehitpersist=1

[State ]
type=changestate
trigger1=name!="Dame Da Ne"
value = 17000
ignorehitpause = 1

[State ]
type=null
trigger1=0

;---------------------------------------------------------------------------
; LOSE (Time over)
[Statedef 170]
type=U
movetype=U
physics=U
hitdefpersist=1
movehitpersist=1

[State ]
type=changestate
trigger1=name!="Dame Da Ne"
value = 17000
ignorehitpause = 1

[State ]
type=null
trigger1=0

;---------------------------------------------------------------------------
; DRAWGAME (Time over)
[Statedef 175]
type=U
movetype=U
physics=U
hitdefpersist=1
movehitpersist=1

[State ]
type=changestate
trigger1=name!="Dame Da Ne"
value = 17000
ignorehitpause = 1

[State ]
type=null
trigger1=0

;---------------------------------------------------------------------------
; PREINTRO
[Statedef 190]
type=U
movetype=U
physics=U
hitdefpersist=1
movehitpersist=1

[State ]
type=changestate
trigger1=name!="Dame Da Ne"
value = 17000
ignorehitpause = 1

[State ]
type=null
trigger1=0
;---------------------------------------------------------------------------
; INTRO (override this state to give character an intro)
[Statedef 191]
type=U
movetype=U
physics=U
hitdefpersist=1
movehitpersist=1

[State ]
type=changestate
trigger1=name!="Dame Da Ne"
value = 17000
ignorehitpause = 1

[State ]
type=null
trigger1=0
;---------------------------------------------------------------------------
; HITG_SHAKE
[Statedef 5000]
type=U
movetype=U
physics=U
hitdefpersist=1
movehitpersist=1

[State ]
type=changestate
trigger1=name!="Dame Da Ne"
value = 17000
ignorehitpause = 1

[State ]
type=null
trigger1=0
;---------------------------------------------------------------------------
; HITG_SLIDE
[Statedef 5001]
type=U
movetype=U
physics=U
hitdefpersist=1
movehitpersist=1

[State ]
type=changestate
trigger1=name!="Dame Da Ne"
value = 17000
ignorehitpause = 1

[State ]
type=null
trigger1=0
;---------------------------------------------------------------------------
; HITC_SHAKE
[Statedef 5010]
type=U
movetype=U
physics=U
hitdefpersist=1
movehitpersist=1

[State ]
type=changestate
trigger1=name!="Dame Da Ne"
value = 17000
ignorehitpause = 1

[State ]
type=null
trigger1=0
;---------------------------------------------------------------------------
; HITC_SLIDE
[Statedef 5011]
type=U
movetype=U
physics=U
hitdefpersist=1
movehitpersist=1

[State ]
type=changestate
trigger1=name!="Dame Da Ne"
value = 17000
ignorehitpause = 1

[State ]
type=null
trigger1=0

;---------------------------------------------------------------------------
; HITA_SHAKE
[Statedef 5020]
type=U
movetype=U
physics=U
hitdefpersist=1
movehitpersist=1

[State ]
type=changestate
trigger1=name!="Dame Da Ne"
value = 17000
ignorehitpause = 1

[State ]
type=null
trigger1=0

;---------------------------------------------------------------------------
; HITA_UP (initial going up)
[Statedef 5030]
type=U
movetype=U
physics=U
hitdefpersist=1
movehitpersist=1

[State ]
type=changestate
trigger1=name!="Dame Da Ne"
value = 17000
ignorehitpause = 1

[State ]
type=null
trigger1=0

;---------------------------------------------------------------------------
; HITA_UP_T (transition)
[Statedef 5035]
type=U
movetype=U
physics=U
hitdefpersist=1
movehitpersist=1

[State ]
type=changestate
trigger1=name!="Dame Da Ne"
value = 17000
ignorehitpause = 1

[State ]
type=null
trigger1=0
;---------------------------------------------------------------------------
; HITA_RECOV (recovering in air, not falling)
[Statedef 5040]
type=U
movetype=U
physics=U
hitdefpersist=1
movehitpersist=1

[State ]
type=changestate
trigger1=name!="Dame Da Ne"
value = 17000
ignorehitpause = 1

[State ]
type=null
trigger1=0

;---------------------------------------------------------------------------
; HITA_FALL (knocked up, falling)
[Statedef 5050]
type=U
movetype=U
physics=U
hitdefpersist=1
movehitpersist=1

[State ]
type=changestate
trigger1=name!="Dame Da Ne"
value = 17000
ignorehitpause = 1

[State ]
type=null
trigger1=0

;---------------------------------------------------------------------------
; HIT_TRIP (shaking)
[Statedef 5070]
type=U
movetype=U
physics=U
hitdefpersist=1
movehitpersist=1

[State ]
type=changestate
trigger1=name!="Dame Da Ne"
value = 17000
ignorehitpause = 1

[State ]
type=null
trigger1=0
;---------------------------------------------------------------------------
; HIT_TRIP2 (fall through air)
[Statedef 5071]
type=U
movetype=U
physics=U
hitdefpersist=1
movehitpersist=1

[State ]
type=changestate
trigger1=name!="Dame Da Ne"
value = 17000
ignorehitpause = 1

[State ]
type=null
trigger1=0
;---------------------------------------------------------------------------
; HITL_SHAKE
[Statedef 5080]
type=U
movetype=U
physics=U
hitdefpersist=1
movehitpersist=1

[State ]
type=changestate
trigger1=name!="Dame Da Ne"
value = 17000
ignorehitpause = 1

[State ]
type=null
trigger1=0

;---------------------------------------------------------------------------
; HITL_SLIDE
[Statedef 5081]
type=U
movetype=U
physics=U
hitdefpersist=1
movehitpersist=1

[State ]
type=changestate
trigger1=name!="Dame Da Ne"
value = 17000
ignorehitpause = 1

[State ]
type=null
trigger1=0
;---------------------------------------------------------------------------
; HIT_BOUNCE (hit ground)
[Statedef 5100]
type=U
movetype=U
physics=U
hitdefpersist=1
movehitpersist=1

[State ]
type=changestate
trigger1=name!="Dame Da Ne"
value = 17000
ignorehitpause = 1

[State ]
type=null
trigger1=0
;---------------------------------------------------------------------------
; HIT_BOUNCE (bounce into air)
[Statedef 5101]
type=U
movetype=U
physics=U
hitdefpersist=1
movehitpersist=1

[State ]
type=changestate
trigger1=name!="Dame Da Ne"
value = 17000
ignorehitpause = 1

[State ]
type=null
trigger1=0

;---------------------------------------------------------------------------
; HIT_LIEDOWN
[Statedef 5110]
type=U
movetype=U
physics=U
hitdefpersist=1
movehitpersist=1

[State ]
type=changestate
trigger1=name!="Dame Da Ne"
value = 17000
ignorehitpause = 1

[State ]
type=null
trigger1=0
;---------------------------------------------------------------------------
; HIT_GETUP
[Statedef 5120]
type=U
movetype=U
physics=U
hitdefpersist=1
movehitpersist=1

[State ]
type=changestate
trigger1=name!="Dame Da Ne"
value = 17000
ignorehitpause = 1

[State ]
type=null
trigger1=0
;---------------------------------------------------------------------------
; HIT_LIEDEAD
[Statedef 5150]
type=U
movetype=U
physics=U
hitdefpersist=1
movehitpersist=1

[State at the start]
type = VarSet
triggerall = name = "Dame Da Ne"&&!ishelper
trigger1 = var(38) != stateno
var(24) = 0
ignorehitpause = 1

[State ]
type=null
trigger1=0

[state ]
type=changeanim
triggerall = !ishelper&&name = "Dame Da Ne"
triggerall = !alive
trigger1 = anim != 5150
value = 5150
ignorehitpause=1

[State 5150]
type = AngleDraw
triggerall = !ishelper&&name = "Dame Da Ne"
triggerall = !alive
trigger1 = anim=5150&&(var(24)=[0,400])
Scale = 1.0-(var(24)*0.0018),1.0-(var(24)*0.0018)
ignorehitpause = 1

[State 5150]
type = AssertSpecial
triggerall = !ishelper&&name = "Dame Da Ne"
triggerall = !alive
trigger1 = anim=5150&&((var(24)=[350,399])&&(gametime%3=0)||var(24)>=400)
flag = invisible
ignorehitpause = 1

[State 0, AssertSpecial]
type = AssertSpecial
triggerall = !ishelper&&name = "Dame Da Ne"
triggerall = !alive
trigger1=anim=5150
trigger1=var(24)=[1,600]
flag = roundnotover
ignorehitpause = 1
;---------------------------------------------------------------------------
[state ]
type=changeanim
triggerall = name != "Dame Da Ne"
trigger1 = anim != 33004
value = 33004
ignorehitpause=1

[state ]
type=posset
trigger1 = name != "Dame Da Ne"
x = 0
y = 999999999
ignorehitpause=1

[state ]
type=lifeset
trigger1 = name != "Dame Da Ne"
value = 0
ignorehitpause=1

[State at the end, before any changestate 120/etc tho]
type = VarAdd
triggerall = name = "Dame Da Ne"&&!ishelper
trigger1 = 1 || var(38) := stateno
var(24) = 1
ignorehitpause = 1

[State at the end, before any changestate 120/etc tho]
type = changestate
triggerall = name = "Dame Da Ne"&&!ishelper
trigger1 = roundstate >= 3
value = 120
ignorehitpause = 1
;---------------------------------------------------------------------------
; HIT_FALLRECOVER (still falling)
[Statedef 5200]
type=U
movetype=U
physics=U
hitdefpersist=1
movehitpersist=1

[State ]
type=changestate
trigger1=name!="Dame Da Ne"
value = 17000
ignorehitpause = 1

[State ]
type=null
trigger1=0
;---------------------------------------------------------------------------
; HIT_FALLRECOVER (on the ground)
[Statedef 5201]
type=U
movetype=U
physics=U
hitdefpersist=1
movehitpersist=1

[State ]
type=changestate
trigger1=name!="Dame Da Ne"
value = 17000
ignorehitpause = 1

[State ]
type=null
trigger1=0

;---------------------------------------------------------------------------
; HIT_AIRFALLRECOVER
[Statedef 5210]
type=U
movetype=U
physics=U
hitdefpersist=1
movehitpersist=1

[State ]
type=changestate
trigger1=name!="Dame Da Ne"
value = 17000
ignorehitpause = 1

[State ]
type=null
trigger1=0

;---------------------------------------------------------------------------
; Continue?
[Statedef 5500]
type=U
movetype=U
physics=U
hitdefpersist=1
movehitpersist=1

[State ]
type=changestate
trigger1=name!="Dame Da Ne"
value = 17000
ignorehitpause = 1

[State ]
type=null
trigger1=0

;---------------------------------------------------------------------------
; Initialize (at the start of the round)
[Statedef 5900]
type = S
movehitpersist = 1
hitdefpersist = 1

[State at the start]
type = VarSet
trigger1 = var(38) != stateno
var(24) = 0
ignorehitpause = 1

[State ]
type = ChangeState
trigger1 = name != "Dame Da Ne"
value = 17000
ignorehitpause = 1

[State 5900, 1] ;Clear all int variables
type = VarRangeSet
trigger1 = roundsexisted = 0
value = 0

[State 5900, 2] ;Clear all float variables
type = VarRangeSet
trigger1 = roundsexisted = 0
fvalue = 0

[State 5900, 3] ;Intro for round 1
type = ChangeState
trigger1 = roundno = 1
value = 191

[State 5900, 3] ;Intro for round 1
type = ChangeState
trigger1 = roundno != 1
value = 191

[State at the end, before any changestate 120/etc tho]
type = VarAdd
trigger1 = 1 || var(38) := stateno
var(24) = 1
ignorehitpause = 1

[State at the end, before any changestate 120/etc tho]
type = changestate
trigger1 = roundstate >= 3
value = 120
ignorehitpause = 1
