; CAR's constants.

[Data]
life = 1000          ;Amount of life to start with
attack = 100         ;100% attack power (more is stronger)
defence = 125        ;100% defensive power (more is stronger)
fall.defence_up = 50 ;Def goes up by 50% everytime player is hit on ground
liedown.time = 60    ;Time player takes before getting up from HIT_LIEDOWN
airjuggle = 0    ;Can do 15 points of juggling
sparkno=0;Default spark number
guard.sparkno=00 ;Default guard spark number
KO.echo = 0          ;1 to enable echo on KO
volume = 0           ;Volume offset (negative for softer)

[Size]
xscale = 1           ;Horizontal scaling factor.
yscale = 1           ;Vertical scaling factor.
ground.back = 65   ;Player width (back, ground)
ground.front = 45    ;Player width (front, ground)
air.back = 0        ;Player width (back, air)
air.front = 0       ;Player width (front, air)
z.width = 0        ;Player width (into and out)
height = 0	     ;Height of player (for opponent to jump over)
attack.width = 4,4   ;Default attack width: back, front
attack.dist = 160    ;Default attack distance
proj.attack.dist = 190 ;Default attack distance for projectiles
proj.doscale = 0     ;Set to 1 to scale projectiles too   
head.pos = -5, -90   ;Approximate position of head
mid.pos = -5, -60    ;Approximate position of midsection
shadowoffset = 0     ;Number of pixels to vertically offset the shadow

[Velocity]
walk.fwd  = 0      ;Walk forward
walk.back = 0     ;Walk backward
run.fwd  = 0, 0    ;Run forward (x, y)  - if y<0, player will hop
run.back = 0,0 ;Run backward (x, y) - if y=0, player will run
jump.neu = 0,0    ;Neutral jumping velocity (x, y)
jump.back = 0    ;Jump back Speed (x, y)
jump.fwd = 0       ;Jump forward Speed (x, y)
runjump.back = 0,0 ;Running jump speeds (opt)
runjump.fwd = 0,0      ;.
airjump.neu = 0,0      ;.
airjump.back = 0,0 ;Air jump speeds (opt)
airjump.fwd = 0,0    ;.

[Movement]
airjump.num = 0    ;Number of air jumps allowed (opt)
airjump.height = 0  ;Minimum distance from ground before you can air jump (opt)
yaccel = 0         ;Vertical acceleration
stand.friction = 0 ;Friction coefficient when standing
crouch.friction = 0 ;Friction coefficient when crouching

;---------------------------------------------------------------------------
; Format:
; [Statedef STATENO]
; type = ?      S/C/A/L  stand/crouch/air/liedown
; movetype = ?  I/A/H    idle/attack/gethit
; physics = ?   S/C/A/N  stand/crouch/air/none
; juggle = ?             air juggle points move requires
;
; [State STATENO, ?]     ? - any number you choose
; type = ?
; ...

;---------------------------------------------------------------------------
; STAND
[Statedef 000]
type = S
movetype = I
physics = S
ctrl = 0

[State 000,0]
type = SprPriority
trigger1 = ctrl = 0
value = -5

[State 000, back]
type = Explod
trigger1 = time = 0
trigger1 = numexplod(171) = 0
anim = 171
id = 171
postype = p1
pos = -11, 5
velocity = 0, 0
removetime = -1
bindtime = -1
sprpriority = -6

[State 000, count]
type = helper
trigger1 = time = 0
trigger1 = life != 0
trigger1 = numhelper(175) = 0
stateno = 175
id = 175
pos = 0, -120
postype = p1
facing = 1
sprpriority = -10
ownpal = 1
type = normal
keyctrl  = 0
bindtime = -1
ontop = 1

[State 0, 1round]
type = lifeset
trigger1 = roundno != 1
trigger1 = time = 20
value = 0

[State 0, 1round]
type = changeanim
trigger1 = roundno != 1
value = 172

[State 000, 0] 
type = PlayerPush 
trigger1 = time >= 0 
value = 0 

[State 000, 0]
type = VelSet
trigger1 = HitVel x != 0
trigger2 = Vel x != 0
x = 0

[State 000, 0]
type = VelSet
trigger1 = HitVel y != 0
trigger2 = Vel y != 0
y = 0
x = 0

[State 000, 0]
type = null;posSet
trigger1 = Pos x != 4
trigger2 = Vel y != -4
x = 4
y = -4

[State 000, 1] 
type = null;NotHitBy 
trigger1 = ctrl = 0 
value = , NT,ST,HT ;These are the throws 
time = 2000 ;You should use a larger value here...

[State 000, Nohit_Genjuro] 
type = NotHitBy 
trigger1 = p2name = "Kibagami Genjuro"
trigger1 = p2stateno = 6310
value = , NT,ST,HT, HA, SA ;These are the throws 
time = 20000

[State 000, Rolento] 
type = NotHitBy 
trigger1 = p2name = "Rolento"
trigger1 = p2stateno = 195
value = , S, SA
time = 20000

[State 000, Nohit_sdio] 
type = NotHitBy 
triggerall = p2name = "Shadow DIO"
trigger1 = p2stateno = 2200
trigger2 = p2stateno = 2000
trigger3 = p2stateno = 2001
value = , NT,ST,HT, HA, SA ;These are the throws 
time = 20000

[State 000, Nohit_picco] 
type = NotHitBy 
triggerall = p2name = "Picco"
trigger1 = p2stateno = 125
trigger2 = p2stateno = 126
value = SCA;All
time = 20000

[State 000, Nohit_kfm] 
type = NotHitBy 
triggerall = p2name = "Kung Fu Man"
trigger1 = p2stateno = 1020
value = SCA;All
time = 20000

[State 000, 2] ;Convertable
type = VarSet
trigger1 = Life = 1000
v = 0
value = 0

[State 000, 3] ;Back Bumper
type = VarSet
trigger1 = Life = 1000
v = 1
value = 0

[State 000, 4] ;Back QuaterPallel
type = VarSet
trigger1 = Life = 1000
v = 2
value = 0

[State 000, 5] ;Hood
type = VarSet
trigger1 = Life = 1000
v = 3
value = 0

[State 000, 6] ;Front Bumper
type = VarSet
trigger1 = Life = 1000
v = 4
value = 0

[State 000, 6] ;Passanger side window
type = VarSet
trigger1 = Life = 1000
v = 5
value = 0

[State 000, 7] ;Part of the hood
type = VarSet
trigger1 = Life = 1000
v = 6
value = 0

[State 000, 8] ;Licence
type = VarSet
trigger1 = Life = 1000
v = 7
value = 0

[State 000, 8] ;Licence
type = VarSet
trigger1 = Life = 1000
v = 8
value = 0

[State 000, 1]
type = VarSet
trigger1 = life = 0
v = 8
value = 1

[State 000, 1]
type = ChangeAnim
trigger1 = life = 0
trigger1 = var(8) = 0
trigger2 = var(8) = 1
value = 170

[State 000, 1]
type = ChangeAnim
trigger1 = life > 0
value = 310

[State 000, 1]
type = ChangeAnim
trigger1 = life >= 50
value = 300

[State 000, 1]
type = ChangeAnim
trigger1 = life >= 75
value = 290

[State 000, 1]
type = ChangeAnim
trigger1 = life >= 100
value = 280

[State 000, 1]
type = ChangeAnim
trigger1 = life >= 200
value = 270

[State 000, 1]
type = ChangeAnim
trigger1 = life >= 300
value = 260

[State 000, 1]
type = ChangeAnim
trigger1 = life >= 400
value = 250

[State 000, 1]
type = ChangeAnim
trigger1 = life >= 500
value = 240

[State 000, 1]
type = ChangeAnim
trigger1 = life >= 600
value = 230

[State 000, 1]
type = ChangeAnim
trigger1 = life >= 700
value = 220

[State 000, 1]
type = ChangeAnim
trigger1 = life >= 800
value = 210

[State 000, 1]
type = ChangeAnim
trigger1 = life >= 900
value = 200

[State 000, 1]
type = ChangeAnim
trigger1 = life >= 950
value = 100

[State 000, steam1]
type = Explod
trigger1 = life = 0
trigger1 = roundno = 1
anim = 570
persistent = 0
postype = p1
pos = -34, -52
velocity = 0, -2.3
accel = 0, .1
removetime = 30

[State 000, steam2]
type = Explod
trigger1 = life = 0
trigger1 = roundno = 1
anim = 570
persistent = 0
postype = p1
pos = 8, -45
velocity = 0, -2.3
accel = 0, .1
removetime = 30

[State 000, ventred]
type = Explod
trigger1 = life = 0
anim = 550
trigger1 = roundno = 1
persistent = 0
postype = p1
pos = -34, -32
velocity = 0, 0
removetime = 300

[State 000, ventblue]
type = Explod
trigger1 = life = 0
trigger1 = time = 6
anim = 560
trigger1 = roundno = 1
persistent = 0
postype = p1
pos = 8, -25
velocity = 0, 0
removetime = 300

[State 000, man]
type = Explod
trigger1 = numexplod(500) = 0
trigger1 = numexplod(510) = 0
trigger1 = life = 0
id = 500
anim = 500
trigger1 = roundno = 1
persistent = 0
postype = p1
pos = -400, 10
velocity = 1.5, 0
removetime = 187
ontop = 1

[State 000, man2]
type = Explod
trigger1 = numexplod(510) = 0
trigger1 = life = 0
trigger1 = roundno = 1
id = 510
anim = 510
persistent = 0
postype = p1
pos = -121, 10
velocity = 0, 0
removetime = -1
ontop = 1

[State 000, ohmygod]
type = PlaySnd
trigger1 = life = 0
trigger1 = time = 230
value = 0, 0
volume = 2

[State 000, fin]
type = changestate
trigger1 = life = 0
trigger1 = time = 250
value = 5150

[State 000, fin]
type = selfstate
trigger1 = life = 0
trigger1 = roundno != 1
value = 5150

;---------------------------------------------------------------------------
; Crap
[Statedef 010]
type = S
movetype = H
physics = S
ctrl = 0

[State 010, 0]
type = ChangeState
trigger1 = ctrl = 0
value = 000

[Statedef 020]
type = S
movetype = H
physics = S
ctrl = 0

[State 020, 0]
type = ChangeState
trigger1 = ctrl = 0
value = 000


[Statedef 040]
type = S
movetype = H
physics = S
ctrl = 0

[State 040, 0]
type = ChangeState
trigger1 = ctrl = 0
value = 000


;---------------------------------------------------------------------------
; Block
[Statedef 130]
type = S
movetype = H
physics = S
ctrl = 0

[State 130, 0]
type = ChangeState
trigger1 = ctrl = 0
value = 5000


;---------------------------------------------------------------------------
; Block
[Statedef 131]
type = S
movetype = H
physics = S
ctrl = 0

[State 131, 0]
type = ChangeState
trigger1 = ctrl = 0
value = 5000


;---------------------------------------------------------------------------
; Block
[Statedef 132]
type = S
movetype = H
physics = S
ctrl = 0

[State 132, 0]
type = ChangeState
trigger1 = ctrl = 0
value = 5000

;---------------------------------------------------------------------------
; INTRO
[Statedef 191]
type = S
ctrl = 0
anim = 100
velset = 0,0,0

[State 191, 1round]
type = assertspecial
trigger1 = time = [0, 3]
flag = intro

[State 191, 0] 
type = PlayerPush 
trigger1 = time >= 0 
value = 0 

[State 000,0]
type = SprPriority
trigger1 = ctrl = 0
value = -5

[State 191, 0]
type = VelSet
trigger1 = HitVel x != 0
trigger2 = Vel x != 0
x = 0

[State 191, 1]
type = VelSet
trigger1 = HitVel y != 0
trigger2 = Vel y != 0
y = 0

;---------------------------------------------------------------------------
; NO THROW
[Statedef 905]
type = S
movetype = H
physics = S
ctrl = 0
p2getp1state = 0

[State 5120, 6] 
type = NotHitBy 
trigger1 = Time = 0 
value = , NT,ST,HT ;These are the throws 
time = 30 ;You should use a larger value here...

[State 5000, 0]
type = VelSet
trigger1 = HitVel y != 0
trigger2 = Vel y != 0
y = 0


;---------------------------------------------------------------------------
; GET HIT Normal
[Statedef 5000]
type = S
movetype = H
physics = S
ctrl = 0

[State 000, Nohit_picco] 
type = NotHitBy 
triggerall = p2name = "Picco"
trigger1 = p2stateno = 125
trigger2 = p2stateno = 126
value = SCA;All
time = 20000

[State 000, Nohit_kfm] 
type = NotHitBy 
triggerall = p2name = "Kung Fu Man"
trigger1 = p2stateno = 1020
value = SCA;All
time = 20000

[State 000, Nohit_sdio] 
type = NotHitBy 
triggerall = p2name = "Shadow DIO"
trigger1 = p2stateno = 2200
trigger2 = p2stateno = 2000
trigger3 = p2stateno = 2001
value = , NT,ST,HT, HA, SA ;These are the throws 
time = 20000


[State 5000, 0]
type = null;PosSet
trigger1 = Pos x != 4
trigger2 = Vel y != -4
x = 4
y = -4

[State 5000, 0] 
type = PlayerPush 
trigger1 = time >= 0 
value = 0 

[State 5000, 0]
type = AssertSpecial
trigger1 = alive = 1
flag = noautoturn

[State 5000, 0]
type = VelSet
trigger1 = HitVel x != 0
trigger2 = Vel x != 0
x = 0

[State 5000, 0]
type = VelSet
trigger1 = HitVel y != 0
trigger2 = Vel y != 0
y = 0

[State 000, 1]
type = ChangeAnim
trigger1 = life = 0
trigger1 = var(8) = 0
value = 170

[State 000, 1]
type = ChangeAnim
trigger1 = life > 0
value = 310

[State 000, 1]
type = ChangeAnim
trigger1 = life >= 50
value = 300

[State 5000, 1]
type = ChangeAnim
trigger1 = life >= 75
value = 290

[State 5000, 1]
type = ChangeAnim
trigger1 = life >= 100
value = 280

[State 5000, 1]
type = ChangeAnim
trigger1 = life >= 200
value = 270

[State 5000, 1]
type = ChangeAnim
trigger1 = life >= 300
value = 260

[State 5000, 1]
type = ChangeAnim
trigger1 = life >= 400
value = 250

[State 5000, 1]
type = ChangeAnim
trigger1 = life >= 500
value = 240

[State 5000, 1]
type = ChangeAnim
trigger1 = life >= 600
value = 230

[State 5000, 1]
type = ChangeAnim
trigger1 = life >= 700
value = 220

[State 5000, 1]
type = ChangeAnim
trigger1 = life >= 800
value = 210

[State 5000, 1]
type = ChangeAnim
trigger1 = life >= 900
value = 200

[State 5000, 1]
type = ChangeAnim
trigger1 = life >= 950
value = 100

[State 5000, 2] ;Did the back bumper break yet?
type = VarSet
trigger1 = Var(1) = 0
trigger1 = Anim = 210
v = 1
value = 1

[State 5000, 2]
type = Projectile
trigger1 = Var(1) = 1
projanim = 6
offset = 78, -68
velocity = 1, -1.5
accel = 0, .3
projremovetime = 120

[State 5000, 2]
type = Projectile
trigger1 = Var(1) = 1
projanim = 6
offset = 78, -68
velocity = 3, -1.5
accel = 0, .3
projremovetime = 120

[State 5000, 2]
type = Projectile
trigger1 = Var(1) = 1
projanim = 6
offset = 78, -68
velocity = 2.5, -1.2
accel = 0, .3
projremovetime = 120

[State 5000, 2]
type = Projectile
trigger1 = Var(1) = 1
projanim = 7
offset = 79, -70
velocity = 1.5, -1.5
accel = 0, .3
projremovetime = 120

[State 5000, break]
type = PlaySnd
trigger1 = Var(1) = 1
value = 1, 0
freqmul = 1.5

[State 5000, 3] ;Oh it has
type = VarSet
trigger1 = Var(1) = 1
v = 1
value = 2

[State 5000, 3] ;Is the car a convertable?
type = VarSet
trigger1 = Var(0) = 0
trigger1 = Anim = 230
v = 0
value = 1

[State 5000, 4]
type = Projectile
trigger1 = Var(0) = 1
projanim = 150
offset = 20, -88
velocity = 0, -1.5
accel = 0, .3
projremovetime = 120

[State 5000, 4]
type = Projectile
trigger1 = Var(0) = 1
projanim = 5
offset = 10, -92
velocity = -1.8, -1.3
accel = 0, .3
projremovetime = 120

[State 5000, 4]
type = Projectile
trigger1 = Var(0) = 1
projanim = 5
offset = 10, -92
velocity = 3, -1.5
accel = 0, .3
projremovetime = 120

[State 5000, 4]
type = Projectile
trigger1 = Var(0) = 1
projanim = 5
offset = 15, -92
velocity = 2.5, -1.2
accel = 0, .3
projremovetime = 120

[State 5000, 4]
type = Projectile
trigger1 = Var(0) = 1
projanim = 5
offset = -10, -92
velocity = 3.3, -1.3
accel = 0, .3
projremovetime = 120

[State 5000, 4]
type = Projectile
trigger1 = Var(0) = 1
projanim = 5
offset = 20, -92
velocity = -3.333, -1.4
accel = 0, .3
projremovetime = 60

[State 5000, 4]
type = Projectile
trigger1 = Var(0) = 1
projanim = 7
offset = 20, -92
velocity = 2.1, -1.5
accel = 0, .3
projremovetime = 120

[State 5000, 4]
type = Projectile
trigger1 = Var(0) = 1
projanim = 7
offset = 0, -92
velocity = .333, -1.5
accel = 0, .3
projremovetime = 120


[State 5000, 4]
type = Projectile
trigger1 = Var(0) = 1
projanim = 8
offset = 0, -92
velocity = .5, -3.5
accel = 0, .3
projremovetime = 120

[State 5000, break]
type = PlaySnd
trigger1 = Var(0) = 1
value = 1, 1

[State 5000, 4] ;Oh it is now!
type = VarSet
trigger1 = Var(0) = 1
v = 0
value = 2

[State 5000, 6] ;Did the back quarterpallel break yet?
type = VarSet
trigger1 = Var(2) = 0
trigger1 = Anim = 240
v = 2
value = 1

[State 5000, 6]
type = Projectile
trigger1 = Var(2) = 1
projanim = 5
offset = 88, -60
velocity = -1.8, -1.3
accel = 0, .3
projremovetime = 120

[State 5000, 6]
type = Projectile
trigger1 = Var(2) = 1
projanim = 6
offset = 88, -60
velocity = 1, -1.5
accel = 0, .3
projremovetime = 120

[State 5000, 6]
type = Projectile
trigger1 = Var(2) = 1
projanim = 5
offset = 88, -60
velocity = 3, -1.5
accel = 0, .3
projremovetime = 120

[State 5000, 6]
type = Projectile
trigger1 = Var(2) = 1
projanim = 6
offset = 88, -60
velocity = 2.5, -1.2
accel = 0, .3
projremovetime = 120

[State 5000, break]
type = PlaySnd
trigger1 = Var(2) = 1
value = 1, 0

[State 5000, 6] ;Oh it has
type = VarSet
trigger1 = Var(2) = 1
v = 2
value = 2

[State 5000, 7] ;Did the hood break yet?
type = VarSet
trigger1 = Var(3) = 0
trigger1 = Anim = 280
v = 3
value = 1

[State 5000, 7]
type = Projectile
trigger1 = Var(3) = 1
projanim = 160
offset = 0, -50
velocity = 3, -6.3
accel = 0, .3
projremovetime = 240

[State 5000, 7]
type = Projectile
trigger1 = Var(3) = 1
projanim = 6
offset = 88, -60
velocity = 1, -1.5
accel = 0, .3
projremovetime = 120

[State 5000, 7]
type = Projectile
trigger1 = Var(3) = 1
projanim = 5
offset = 88, -60
velocity = 3, -1.5
accel = 0, .3
projremovetime = 120

[State 5000, break]
type = PlaySnd
trigger1 = Var(3) = 1
value = 1, 1

[State 5000, 7] ;Oh it has
type = VarSet
trigger1 = Var(3) = 1
v = 3
value = 2

[State 5000, 8] ;Did the front bumper break yet?
type = VarSet
trigger1 = Var(4) = 0
trigger1 = Anim = 310
v = 4
value = 1

[State 5000, 8]
type = Projectile
trigger1 = Var(4) = 1
projanim = 155
offset = -38, -21
velocity = -.333, -4.5
accel = 0, .3
projremovetime = 240

[State 5000, 8]
type = Projectile
trigger1 = Var(4) = 1
projanim = 6
offset = 5, -22
velocity = .5, -3.33
accel = 0, .3
projremovetime = 240

[State 5000, break]
type = PlaySnd
trigger1 = Var(4) = 1
value = 1, 1

[State 5000, 8] ;Oh it has
type = VarSet
trigger1 = Var(4) = 1
v = 4
value = 2

[State 5000, 9] ;How about the passanger side window?
type = VarSet
trigger1 = Var(5) = 0
trigger1 = Anim = 220
v = 5
value = 1

[State 5000, 9]
type = Projectile
trigger1 = Var(5) = 1
projanim = 8
offset = -38, -21
velocity = -.333, -4.5
accel = 0, .3
projremovetime = 240

[State 5000, 9]
type = Projectile
trigger1 = Var(5) = 1
projanim = 8
offset = -36, -65
velocity = -.3, -4.5
accel = 0, .3
projremovetime = 240

[State 5000, 9]
type = Projectile
trigger1 = Var(5) = 1
projanim = 8
offset = -33, -65
velocity = .5, -3.33
accel = 0, .3
projremovetime = 240

[State 5000, break]
type = PlaySnd
trigger1 = Var(5) = 1
value = 1, 0

[State 5000, 9] ;Oh really??
type = VarSet
trigger1 = Var(5) = 1
v = 5
value = 2

[State 5000, 10] ;What about that dingie on the hood?
type = VarSet
trigger1 = Var(6) = 0
trigger1 = Anim = 270
v = 6
value = 1

[State 5000, 10]
type = Projectile
trigger1 = Var(6) = 1
projanim = 5
offset = -60, -55
velocity = .5, -3.33
accel = 0, .3
projremovetime = 240

[State 5000, break]
type = PlaySnd
trigger1 = Var(6) = 1
value = 1, 0
freqmul = 1.1

[State 5000, 10] ;Well I never llked that part anyway.
type = VarSet
trigger1 = Var(6) = 1
v = 6
value = 2

[State 5000, 11] ;Licence and registration please.
type = VarSet
trigger1 = Var(7) = 0
trigger1 = Anim = 290
v = 7
value = 1

[State 5000, 11]
type = Projectile
trigger1 = Var(7) = 1
projanim = 10
offset = -30, -10
velocity = 0, -1.5
accel = 0, .3
projremovetime = 240

[State 5000, break]
type = PlaySnd
trigger1 = Var(7) = 1
value = 1, 0
freqmul = 1.5

[State 5000, 11] ;OK no licence
type = VarSet
trigger1 = Var(7) = 1
v = 7
value = 2

[State 5000, 12]
type = Projectile
trigger1 = life = 0
trigger1 = Var(8) = 0
projanim = 585
offset = 92, -25
velocity = 1.45, -4.5
accel = 0, .35
projremovetime = 240

[State 5000, 12]
type = Projectile
trigger1 = life = 0
trigger1 = Var(8) = 0
projanim = 580
offset = 61, -17
velocity = .8, -7.33
accel = 0, .3
projremovetime = 240

[State 5000, 12]
type = Projectile
trigger1 = life = 0
trigger1 = Var(8) = 0
projanim = 580
offset = -78, -17
velocity = -.999, -6
accel = 0, .3
projremovetime = 240

[State 5000, break]
type = PlaySnd
trigger1 = life = 0
trigger1 = Var(8) = 0
value = 1, 1
freqmul = 0.5
volume = 1

[State 5000, break]
type = PlaySnd
trigger1 = life = 0
trigger1 = Var(8) = 0
value = 1, 0
freqmul = 0.5
volume = 1


[State 5000, 11] ;Tired
type = VarSet
trigger1 = life = 0
v = 8
value = 1

[State 5000, 12]
type = ChangeState
trigger1 = HitOver = 1
value = 000

;---------------------------------------------------------------------------
; GET HIT1
[Statedef 5001]
type = S
movetype = H
physics = S
ctrl = 0

[State 5001, 0] 
type = PlayerPush 
trigger1 = time >= 0 
value = 0 

[State 5001, 0]
type = VelSet
trigger1 = HitVel x != 0
trigger2 = Vel x != 0
x = 0

[State 5001, 0]
type = VelSet
trigger1 = HitVel y != 0
trigger2 = Vel y != 0
y = 0

[State 5001, 0]
type = AssertSpecial
trigger1 = alive = 1
flag = noautoturn

[State 000, 0]
type = null;PosSet
trigger1 = Pos x != 4
trigger2 = Vel y != -4
x = 4
y = -4

[State 5001, 1]
type = ChangeAnim
trigger1 = life > 0
value = 300

[State 5001, 1]
type = ChangeAnim
trigger1 = life >= 50
value = 290

[State 5001, 1]
type = ChangeAnim
trigger1 = life >= 100
value = 280

[State 5001, 1]
type = ChangeAnim
trigger1 = life >= 200
value = 270

[State 5001, 1]
type = ChangeAnim
trigger1 = life >= 300
value = 260

[State 5001, 1]
type = ChangeAnim
trigger1 = life >= 400
value = 250

[State 5001, 1]
type = ChangeAnim
trigger1 = life >= 500
value = 240

[State 5001, 1]
type = ChangeAnim
trigger1 = life >= 600
value = 230

[State 5001, 1]
type = ChangeAnim
trigger1 = life >= 700
value = 220

[State 5001, 1]
type = ChangeAnim
trigger1 = life >= 800
value = 210

[State 5001, 1]
type = ChangeAnim
trigger1 = life >= 900
value = 200

[State 5001, 1]
type = ChangeAnim
trigger1 = life >= 950
value = 100

[State 5001, 2] ;Did the back bumper break yet?
type = VarSet
trigger1 = Var(1) = 0
trigger1 = Anim = 210
v = 1
value = 1

[State 5001, 2]
type = Projectile
trigger1 = Var(1) = 1
projanim = 6
offset = 78, -68
velocity = 1, -1.5
accel = 0, .3
projremovetime = 120

[State 5001, 2]
type = Projectile
trigger1 = Var(1) = 1
projanim = 6
offset = 78, -68
velocity = 3, -1.5
accel = 0, .3
projremovetime = 120

[State 5001, 2]
type = Projectile
trigger1 = Var(1) = 1
projanim = 6
offset = 78, -68
velocity = 2.5, -1.2
accel = 0, .3
projremovetime = 120

[State 5001, 3] ;Oh it has
type = VarSet
trigger1 = Var(1) = 1
v = 1
value = 2

[State 5001, 3] ;Is the car a convertable?
type = VarSet
trigger1 = Var(0) = 0
trigger1 = Anim = 230
v = 0
value = 1

[State 5001, 4]
type = Projectile
trigger1 = Var(0) = 1
projanim = 150
offset = 20, -92
velocity = 0, -1.5
accel = 0, .3
projremovetime = 120

[State 5001, 4]
type = Projectile
trigger1 = Var(0) = 1
projanim = 5
offset = 10, -92
velocity = -1.8, -1.3
accel = 0, .3
projremovetime = 120

[State 5001, 4]
type = Projectile
trigger1 = Var(0) = 1
projanim = 5
offset = 10, -92
velocity = 3, -1.5
accel = 0, .3
projremovetime = 120

[State 5001, 4]
type = Projectile
trigger1 = Var(0) = 1
projanim = 5
offset = 15, -92
velocity = 2.5, -1.2
accel = 0, .3
projremovetime = 120

[State 5001, 4]
type = Projectile
trigger1 = Var(0) = 1
projanim = 5
offset = -10, -92
velocity = 3.3, -1.3
accel = 0, .3
projremovetime = 120

[State 5001, 4]
type = Projectile
trigger1 = Var(0) = 1
projanim = 5
offset = 20, -92
velocity = -3.333, -1.4
accel = 0, .3
projremovetime = 60

[State 5001, 4]
type = Projectile
trigger1 = Var(0) = 1
projanim = 7
offset = 20, -92
velocity = 2.1, -1.5
accel = 0, .3
projremovetime = 120

[State 5001, 4]
type = Projectile
trigger1 = Var(0) = 1
projanim = 7
offset = 0, -92
velocity = .333, -1.5
accel = 0, .3
projremovetime = 120

[State 5001, 5] ;Oh it is now!
type = VarSet
trigger1 = Var(0) = 1
v = 0
value = 2

[State 5001, 6] ;Did the back quarterpallel break yet?
type = VarSet
trigger1 = Var(2) = 0
trigger1 = Anim = 240
v = 2
value = 1

[State 5001, 6]
type = Projectile
trigger1 = Var(2) = 1
projanim = 5
offset = 88, -60
velocity = -1.8, -1.3
accel = 0, .3
projremovetime = 120

[State 5001, 6]
type = Projectile
trigger1 = Var(2) = 1
projanim = 6
offset = 88, -60
velocity = 1, -1.5
accel = 0, .3
projremovetime = 120

[State 5001, 6]
type = Projectile
trigger1 = Var(2) = 1
projanim = 5
offset = 88, -60
velocity = 3, -1.5
accel = 0, .3
projremovetime = 120

[State 5001, 6]
type = Projectile
trigger1 = Var(2) = 1
projanim = 6
offset = 88, -60
velocity = 2.5, -1.2
accel = 0, .3
projremovetime = 120

[State 5001, 6] ;Oh it has
type = VarSet
trigger1 = Var(2) = 1
v = 2
value = 2

[State 5001, 7] ;Did the hood break yet?
type = VarSet
trigger1 = Var(3) = 0
trigger1 = Anim = 280
v = 3
value = 1

[State 5001, 7]
type = Projectile
trigger1 = Var(3) = 1
projanim = 160
offset = 0, -50
velocity = 3, -6.3
accel = 0, .3
projremovetime = 240

[State 5001, 7]
type = Projectile
trigger1 = Var(3) = 1
projanim = 6
offset = 88, -60
velocity = 1, -1.5
accel = 0, .3
projremovetime = 120

[State 5001, 7]
type = Projectile
trigger1 = Var(3) = 1
projanim = 5
offset = 88, -60
velocity = 3, -1.5
accel = 0, .3
projremovetime = 120

[State 5001, 7] ;Oh it has
type = VarSet
trigger1 = Var(3) = 1
v = 3
value = 2

[State 5001, 8] ;Did the front bumper break yet?
type = VarSet
trigger1 = Var(4) = 0
trigger1 = Anim = 310
v = 4
value = 1

[State 5001, 8]
type = Projectile
trigger1 = Var(4) = 1
projanim = 300
offset = 0, -150
velocity = 1, 3.3
accel = 0, .3
projremovetime = 240

[State 5001, 8] ;Oh it has
type = VarSet
trigger1 = Var(4) = 1
v = 4
value = 2

[State 5001, 9] ;How about the passanger side window?
type = VarSet
trigger1 = Var(5) = 0
trigger1 = Anim = 220
v = 5
value = 1

[State 5001, 9]
type = Projectile
trigger1 = Var(5) = 1
projanim = 8
offset = -38, -21
velocity = -.333, -4.5
accel = 0, .3
projremovetime = 240

[State 5001, 9]
type = Projectile
trigger1 = Var(5) = 1
projanim = 8
offset = -36, -65
velocity = -.3, -4.5
accel = 0, .3
projremovetime = 240

[State 5001, 9]
type = Projectile
trigger1 = Var(5) = 1
projanim = 8
offset = -33, -65
velocity = .5, -3.33
accel = 0, .3
projremovetime = 240

[State 5001, 9] ;Oh really??
type = VarSet
trigger1 = Var(5) = 1
v = 5
value = 2

[State 5001, 10] ;What about that dingie on the hood?
type = VarSet
trigger1 = Var(6) = 0
trigger1 = Anim = 270
v = 6
value = 1

[State 5001, 10]
type = Projectile
trigger1 = Var(6) = 1
projanim = 5
offset = -60, -55
velocity = .5, -3.33
accel = 0, .3
projremovetime = 240

[State 5001, 10] ;Well I never llked that part anyway.
type = VarSet
trigger1 = Var(6) = 1
v = 6
value = 2

[State 5000, 11] ;Licence and registration please.
type = VarSet
trigger1 = Var(7) = 0
trigger1 = Anim = 290
v = 7
value = 1

[State 5000, 11]
type = Projectile
trigger1 = Var(7) = 1
projanim = 10
offset = -30, -10
velocity = 0, -1.5
accel = 0, .3
projremovetime = 240

[State 5000, 11] ;OK no licence
type = VarSet
trigger1 = Var(7) = 1
v = 7
value = 2

[State 5000, 12]
type = ChangeState
trigger1 = HitOver = 1
value = 000

;---------------------------------------------------------------------------
; GET HIT2
[Statedef 5002]
type = S
movetype = H
physics = S
ctrl = 0

[State 5002, 0] 
type = PlayerPush 
trigger1 = time >= 0 
value = 0 

[State 5002, 0]
type = VelSet
trigger1 = HitVel x != 0
trigger2 = Vel x != 0
x = 0

[State 5002, 0]
type = VelSet
trigger1 = HitVel y != 0
trigger2 = Vel y != 0
y = 0

[State 5002, 0]
type = AssertSpecial
trigger1 = alive = 1
flag = noautoturn

[State 5002, 0]
type = null;PosSet
trigger1 = Pos x != 4
trigger2 = Vel y != -4
x = 4
y = -4

[State 5002, 1]
type = ChangeAnim
trigger1 = life > 0
value = 300

[State 5002, 1]
type = ChangeAnim
trigger1 = life >= 50
value = 290

[State 5002, 1]
type = ChangeAnim
trigger1 = life >= 100
value = 280

[State 5002, 1]
type = ChangeAnim
trigger1 = life >= 200
value = 270

[State 5002, 1]
type = ChangeAnim
trigger1 = life >= 300
value = 260

[State 5002, 1]
type = ChangeAnim
trigger1 = life >= 400
value = 250

[State 5002, 1]
type = ChangeAnim
trigger1 = life >= 500
value = 240

[State 5002, 1]
type = ChangeAnim
trigger1 = life >= 600
value = 230

[State 5002, 1]
type = ChangeAnim
trigger1 = life >= 700
value = 220

[State 5002, 1]
type = ChangeAnim
trigger1 = life >= 800
value = 210

[State 5002, 1]
type = ChangeAnim
trigger1 = life >= 900
value = 200

[State 5002, 1]
type = ChangeAnim
trigger1 = life >= 950
value = 100

[State 5002, 2] ;Did the back bumper break yet?
type = VarSet
trigger1 = Var(1) = 0
trigger1 = Anim = 210
v = 1
value = 1

[State 5002, 2]
type = Projectile
trigger1 = Var(1) = 1
projanim = 6
offset = 78, -68
velocity = 1, -1.5
accel = 0, .3
projremovetime = 120

[State 5002, 2]
type = Projectile
trigger1 = Var(1) = 1
projanim = 6
offset = 78, -68
velocity = 3, -1.5
accel = 0, .3
projremovetime = 120

[State 5002, 2]
type = Projectile
trigger1 = Var(1) = 1
projanim = 6
offset = 78, -68
velocity = 2.5, -1.2
accel = 0, .3
projremovetime = 120

[State 5002, 3] ;Oh it has
type = VarSet
trigger1 = Var(1) = 1
v = 1
value = 2

[State 5002, 3] ;Is the car a convertable?
type = VarSet
trigger1 = Var(0) = 0
trigger1 = Anim = 230
v = 0
value = 1

[State 5002, 4]
type = Projectile
trigger1 = Var(0) = 1
projanim = 150
offset = 20, -92
velocity = 0, -1.5
accel = 0, .3
projremovetime = 120

[State 5002, 4]
type = Projectile
trigger1 = Var(0) = 1
projanim = 5
offset = 10, -92
velocity = -1.8, -1.3
accel = 0, .3
projremovetime = 120

[State 5002, 4]
type = Projectile
trigger1 = Var(0) = 1
projanim = 5
offset = 10, -92
velocity = 3, -1.5
accel = 0, .3
projremovetime = 120

[State 5002, 4]
type = Projectile
trigger1 = Var(0) = 1
projanim = 5
offset = 15, -92
velocity = 2.5, -1.2
accel = 0, .3
projremovetime = 120

[State 5002, 4]
type = Projectile
trigger1 = Var(0) = 1
projanim = 5
offset = -10, -92
velocity = 3.3, -1.3
accel = 0, .3
projremovetime = 120

[State 5002, 4]
type = Projectile
trigger1 = Var(0) = 1
projanim = 5
offset = 20, -92
velocity = -3.333, -1.4
accel = 0, .3
projremovetime = 60

[State 5002, 4]
type = Projectile
trigger1 = Var(0) = 1
projanim = 7
offset = 20, -92
velocity = 2.1, -1.5
accel = 0, .3
projremovetime = 120

[State 5002, 4]
type = Projectile
trigger1 = Var(0) = 1
projanim = 7
offset = 0, -92
velocity = .333, -1.5
accel = 0, .3
projremovetime = 120

[State 5002, 5] ;Oh it is now!
type = VarSet
trigger1 = Var(0) = 1
v = 0
value = 2

[State 5002, 6] ;Did the back quarterpallel break yet?
type = VarSet
trigger1 = Var(2) = 0
trigger1 = Anim = 240
v = 2
value = 1

[State 5002, 6]
type = Projectile
trigger1 = Var(2) = 1
projanim = 5
offset = 88, -60
velocity = -1.8, -1.3
accel = 0, .3
projremovetime = 120

[State 5002, 6]
type = Projectile
trigger1 = Var(2) = 1
projanim = 6
offset = 88, -60
velocity = 1, -1.5
accel = 0, .3
projremovetime = 120

[State 5002, 6]
type = Projectile
trigger1 = Var(2) = 1
projanim = 5
offset = 88, -60
velocity = 3, -1.5
accel = 0, .3
projremovetime = 120

[State 5002, 6]
type = Projectile
trigger1 = Var(2) = 1
projanim = 6
offset = 88, -60
velocity = 2.5, -1.2
accel = 0, .3
projremovetime = 120

[State 5002, 6] ;Oh it has
type = VarSet
trigger1 = Var(2) = 1
v = 2
value = 2

[State 5002, 7] ;Did the hood break yet?
type = VarSet
trigger1 = Var(3) = 0
trigger1 = Anim = 280
v = 3
value = 1

[State 5002, 7]
type = Projectile
trigger1 = Var(3) = 1
projanim = 160
offset = 0, -50
velocity = 3, -6.3
accel = 0, .3
projremovetime = 240

[State 5002, 7]
type = Projectile
trigger1 = Var(3) = 1
projanim = 6
offset = 88, -60
velocity = 1, -1.5
accel = 0, .3
projremovetime = 120

[State 5002, 7]
type = Projectile
trigger1 = Var(3) = 1
projanim = 5
offset = 88, -60
velocity = 3, -1.5
accel = 0, .3
projremovetime = 120

[State 5002, 7] ;Oh it has
type = VarSet
trigger1 = Var(3) = 1
v = 3
value = 2

[State 5002, 8] ;Did the front bumper break yet?
type = VarSet
trigger1 = Var(4) = 0
trigger1 = Anim = 310
v = 4
value = 1

[State 5002, 8]
type = Projectile
trigger1 = Var(4) = 1
projanim = 300
offset = 0, -150
velocity = 1, 3.3
accel = 0, .3
projremovetime = 240

[State 5002, 8] ;Oh it has
type = VarSet
trigger1 = Var(4) = 1
v = 4
value = 2

[State 5000, 9] ;How about the passanger side window?
type = VarSet
trigger1 = Var(5) = 0
trigger1 = Anim = 220
v = 5
value = 1

[State 5000, 9]
type = Projectile
trigger1 = Var(5) = 1
projanim = 8
offset = -38, -21
velocity = -.333, -4.5
accel = 0, .3
projremovetime = 240

[State 5000, 9]
type = Projectile
trigger1 = Var(5) = 1
projanim = 8
offset = -36, -65
velocity = -.3, -4.5
accel = 0, .3
projremovetime = 240

[State 5000, 9]
type = Projectile
trigger1 = Var(5) = 1
projanim = 8
offset = -33, -65
velocity = .5, -3.33
accel = 0, .3
projremovetime = 240

[State 5000, 9] ;Oh really??
type = VarSet
trigger1 = Var(5) = 1
v = 5
value = 2

[State 5000, 10] ;What about that dingie on the hood?
type = VarSet
trigger1 = Var(6) = 0
trigger1 = Anim = 270
v = 6
value = 1

[State 5000, 10]
type = Projectile
trigger1 = Var(6) = 1
projanim = 5
offset = -60, -55
velocity = .5, -3.33
accel = 0, .3
projremovetime = 240

[State 5000, 10] ;Well I never llked that part anyway.
type = VarSet
trigger1 = Var(6) = 1
v = 6
value = 2

[State 5000, 11] ;Licence and registration please.
type = VarSet
trigger1 = Var(7) = 0
trigger1 = Anim = 290
v = 7
value = 1

[State 5000, 11]
type = Projectile
trigger1 = Var(7) = 1
projanim = 10
offset = -30, -10
velocity = 0, -1.5
accel = 0, .3
projremovetime = 240

[State 5000, 11] ;OK no licence
type = VarSet
trigger1 = Var(7) = 1
v = 7
value = 2

[State 5000, 12]
type = ChangeState
trigger1 = HitOver = 1
value = 000

;---------------------------------------------------------------------------
; GET HIT10  (Low)
[Statedef 5010]
type = S
movetype = H
physics = S
ctrl = 0

[State 5010, 0] 
type = PlayerPush 
trigger1 = time >= 0 
value = 0 

[State 5010, 0]
type = VelSet
trigger1 = HitVel x != 0
trigger2 = Vel x != 0
x = 0

[State 5010, 0]
type = VelSet
trigger1 = HitVel y != 0
trigger2 = Vel y != 0
y = 0

[State 5010, 0]
type = AssertSpecial
trigger1 = alive = 1
flag = noautoturn

[State 5010, 0]
type = null;PosSet
trigger1 = Pos x != 4
trigger2 = Vel y != -4
x = 4
y = -4

[State 5010, 1]
type = ChangeAnim
trigger1 = life > 0
value = 300

[State 5010, 1]
type = ChangeAnim
trigger1 = life >= 50
value = 290

[State 5010, 1]
type = ChangeAnim
trigger1 = life >= 100
value = 280

[State 5010, 1]
type = ChangeAnim
trigger1 = life >= 200
value = 270

[State 5010, 1]
type = ChangeAnim
trigger1 = life >= 300
value = 260

[State 5010, 1]
type = ChangeAnim
trigger1 = life >= 400
value = 250

[State 5010, 1]
type = ChangeAnim
trigger1 = life >= 500
value = 240

[State 5010, 1]
type = ChangeAnim
trigger1 = life >= 600
value = 230

[State 5010, 1]
type = ChangeAnim
trigger1 = life >= 700
value = 220

[State 5010, 1]
type = ChangeAnim
trigger1 = life >= 800
value = 210

[State 5010, 1]
type = ChangeAnim
trigger1 = life >= 900
value = 200

[State 5010, 1]
type = ChangeAnim
trigger1 = life >= 950
value = 100

[State 5010, 2] ;Did the back bumper break yet?
type = VarSet
trigger1 = Var(1) = 0
trigger1 = Anim = 210
v = 1
value = 1

[State 5010, 2]
type = Projectile
trigger1 = Var(1) = 1
projanim = 6
offset = 78, -68
velocity = 1, -1.5
accel = 0, .3
projremovetime = 120

[State 5010, 2]
type = Projectile
trigger1 = Var(1) = 1
projanim = 6
offset = 78, -68
velocity = 3, -1.5
accel = 0, .3
projremovetime = 120

[State 5010, 2]
type = Projectile
trigger1 = Var(1) = 1
projanim = 6
offset = 78, -68
velocity = 2.5, -1.2
accel = 0, .3
projremovetime = 120

[State 5010, 3] ;Oh it has
type = VarSet
trigger1 = Var(1) = 1
v = 1
value = 2

[State 5010, 3] ;Is the car a convertable?
type = VarSet
trigger1 = Var(0) = 0
trigger1 = Anim = 230
v = 0
value = 1

[State 5010, 4]
type = Projectile
trigger1 = Var(0) = 1
projanim = 150
offset = 20, -92
velocity = 0, -1.5
accel = 0, .3
projremovetime = 120

[State 5010, 4]
type = Projectile
trigger1 = Var(0) = 1
projanim = 5
offset = 10, -92
velocity = -1.8, -1.3
accel = 0, .3
projremovetime = 120

[State 5010, 4]
type = Projectile
trigger1 = Var(0) = 1
projanim = 5
offset = 10, -92
velocity = 3, -1.5
accel = 0, .3
projremovetime = 120

[State 5010, 4]
type = Projectile
trigger1 = Var(0) = 1
projanim = 5
offset = 15, -92
velocity = 2.5, -1.2
accel = 0, .3
projremovetime = 120

[State 5010, 4]
type = Projectile
trigger1 = Var(0) = 1
projanim = 5
offset = -10, -92
velocity = 3.3, -1.3
accel = 0, .3
projremovetime = 120

[State 5010, 4]
type = Projectile
trigger1 = Var(0) = 1
projanim = 5
offset = 20, -92
velocity = -3.333, -1.4
accel = 0, .3
projremovetime = 60

[State 5010, 4]
type = Projectile
trigger1 = Var(0) = 1
projanim = 7
offset = 20, -92
velocity = 2.1, -1.5
accel = 0, .3
projremovetime = 120

[State 5010, 4]
type = Projectile
trigger1 = Var(0) = 1
projanim = 7
offset = 0, -92
velocity = .333, -1.5
accel = 0, .3
projremovetime = 120

[State 5010, 5] ;Oh it is now!
type = VarSet
trigger1 = Var(0) = 1
v = 0
value = 2

[State 5010, 6] ;Did the back quarterpallel break yet?
type = VarSet
trigger1 = Var(2) = 0
trigger1 = Anim = 240
v = 2
value = 1

[State 5010, 6]
type = Projectile
trigger1 = Var(2) = 1
projanim = 5
offset = 88, -60
velocity = -1.8, -1.3
accel = 0, .3
projremovetime = 120

[State 5010, 6]
type = Projectile
trigger1 = Var(2) = 1
projanim = 6
offset = 88, -60
velocity = 1, -1.5
accel = 0, .3
projremovetime = 120

[State 5010, 6]
type = Projectile
trigger1 = Var(2) = 1
projanim = 5
offset = 88, -60
velocity = 3, -1.5
accel = 0, .3
projremovetime = 120

[State 5010, 6]
type = Projectile
trigger1 = Var(2) = 1
projanim = 6
offset = 88, -60
velocity = 2.5, -1.2
accel = 0, .3
projremovetime = 120

[State 5010, 6] ;Oh it has
type = VarSet
trigger1 = Var(2) = 1
v = 2
value = 2

[State 5010, 7] ;Did the hood break yet?
type = VarSet
trigger1 = Var(3) = 0
trigger1 = Anim = 280
v = 3
value = 1

[State 5010, 7]
type = Projectile
trigger1 = Var(3) = 1
projanim = 160
offset = 0, -50
velocity = 3, -6.3
accel = 0, .3
projremovetime = 240

[State 5010, 7]
type = Projectile
trigger1 = Var(3) = 1
projanim = 6
offset = 88, -60
velocity = 1, -1.5
accel = 0, .3
projremovetime = 120

[State 5010, 7]
type = Projectile
trigger1 = Var(3) = 1
projanim = 5
offset = 88, -60
velocity = 3, -1.5
accel = 0, .3
projremovetime = 120

[State 5010, 7] ;Oh it has
type = VarSet
trigger1 = Var(3) = 1
v = 3
value = 2

[State 5010, 8] ;Did the front bumper break yet?
type = VarSet
trigger1 = Var(4) = 0
trigger1 = Anim = 310
v = 4
value = 1

[State 5010, 8]
type = Projectile
trigger1 = Var(4) = 1
projanim = 300
offset = 0, -150
velocity = 1, 3.3
accel = 0, .3
projremovetime = 240

[State 5010, 8] ;Oh it has
type = VarSet
trigger1 = Var(4) = 1
v = 4
value = 2

[State 5010, 9] ;How about the passanger side window?
type = VarSet
trigger1 = Var(5) = 0
trigger1 = Anim = 220
v = 5
value = 1

[State 5010, 9]
type = Projectile
trigger1 = Var(5) = 1
projanim = 8
offset = -38, -21
velocity = -.333, -4.5
accel = 0, .3
projremovetime = 240

[State 5010, 9]
type = Projectile
trigger1 = Var(5) = 1
projanim = 8
offset = -36, -65
velocity = -.3, -4.5
accel = 0, .3
projremovetime = 240

[State 5010, 9]
type = Projectile
trigger1 = Var(5) = 1
projanim = 8
offset = -33, -65
velocity = .5, -3.33
accel = 0, .3
projremovetime = 240

[State 5010, 9] ;Oh really??
type = VarSet
trigger1 = Var(5) = 1
v = 5
value = 2

[State 5010, 10] ;What about that dingie on the hood?
type = VarSet
trigger1 = Var(6) = 0
trigger1 = Anim = 270
v = 6
value = 1

[State 5010, 10]
type = Projectile
trigger1 = Var(6) = 1
projanim = 5
offset = -60, -55
velocity = .5, -3.33
accel = 0, .3
projremovetime = 240

[State 5010, 10] ;Well I never llked that part anyway.
type = VarSet
trigger1 = Var(6) = 1
v = 6
value = 2

[State 5010, 11] ;Licence and registration please.
type = VarSet
trigger1 = Var(7) = 0
trigger1 = Anim = 290
v = 7
value = 1

[State 5010, 11]
type = Projectile
trigger1 = Var(7) = 1
projanim = 10
offset = -30, -10
velocity = 0, -1.5
accel = 0, .3
projremovetime = 240

[State 5010, 11] ;OK no licence
type = VarSet
trigger1 = Var(7) = 1
v = 7
value = 2

[State 5010, 12]
type = ChangeState
trigger1 = HitOver = 1
value = 000

;---------------------------------------------------------------------------
; GET HIT11  (Low)
[Statedef 5011]
type = S
movetype = H
physics = S
ctrl = 0

[State 5011, 0] 
type = PlayerPush 
trigger1 = time >= 0 
value = 0 

[State 5011, 0]
type = VelSet
trigger1 = HitVel x != 0
trigger2 = Vel x != 0
x = 0

[State 5011, 0]
type = VelSet
trigger1 = HitVel y != 0
trigger2 = Vel y != 0
y = 0

[State 5011, 0]
type = AssertSpecial
trigger1 = alive = 1
flag = noautoturn

[State 5011, 0]
type = null;PosSet
trigger1 = Pos x != 4
trigger2 = Vel y != -4
x = 4
y = -4

[State 5011, 1]
type = ChangeAnim
trigger1 = life > 0
value = 300

[State 5011, 1]
type = ChangeAnim
trigger1 = life >= 50
value = 290

[State 5011, 1]
type = ChangeAnim
trigger1 = life >= 100
value = 280

[State 5011, 1]
type = ChangeAnim
trigger1 = life >= 200
value = 270

[State 5011, 1]
type = ChangeAnim
trigger1 = life >= 300
value = 260

[State 5011, 1]
type = ChangeAnim
trigger1 = life >= 400
value = 250

[State 5011, 1]
type = ChangeAnim
trigger1 = life >= 500
value = 240

[State 5011, 1]
type = ChangeAnim
trigger1 = life >= 600
value = 230

[State 5011, 1]
type = ChangeAnim
trigger1 = life >= 700
value = 220

[State 5011, 1]
type = ChangeAnim
trigger1 = life >= 800
value = 210

[State 5011, 1]
type = ChangeAnim
trigger1 = life >= 900
value = 200

[State 5011, 1]
type = ChangeAnim
trigger1 = life >= 950
value = 100

[State 5011, 2] ;Did the back bumper break yet?
type = VarSet
trigger1 = Var(1) = 0
trigger1 = Anim = 210
v = 1
value = 1

[State 5011, 2]
type = Projectile
trigger1 = Var(1) = 1
projanim = 6
offset = 78, -68
velocity = 1, -1.5
accel = 0, .3
projremovetime = 120

[State 5011, 2]
type = Projectile
trigger1 = Var(1) = 1
projanim = 6
offset = 78, -68
velocity = 3, -1.5
accel = 0, .3
projremovetime = 120

[State 5011, 2]
type = Projectile
trigger1 = Var(1) = 1
projanim = 6
offset = 78, -68
velocity = 2.5, -1.2
accel = 0, .3
projremovetime = 120

[State 5011, 3] ;Oh it has
type = VarSet
trigger1 = Var(1) = 1
v = 1
value = 2

[State 5011, 3] ;Is the car a convertable?
type = VarSet
trigger1 = Var(0) = 0
trigger1 = Anim = 230
v = 0
value = 1

[State 5011, 4]
type = Projectile
trigger1 = Var(0) = 1
projanim = 150
offset = 20, -92
velocity = 0, -1.5
accel = 0, .3
projremovetime = 120

[State 5011, 4]
type = Projectile
trigger1 = Var(0) = 1
projanim = 5
offset = 10, -92
velocity = -1.8, -1.3
accel = 0, .3
projremovetime = 120

[State 5011, 4]
type = Projectile
trigger1 = Var(0) = 1
projanim = 5
offset = 10, -92
velocity = 3, -1.5
accel = 0, .3
projremovetime = 120

[State 5011, 4]
type = Projectile
trigger1 = Var(0) = 1
projanim = 5
offset = 15, -92
velocity = 2.5, -1.2
accel = 0, .3
projremovetime = 120

[State 5011, 4]
type = Projectile
trigger1 = Var(0) = 1
projanim = 5
offset = -10, -92
velocity = 3.3, -1.3
accel = 0, .3
projremovetime = 120

[State 5011, 4]
type = Projectile
trigger1 = Var(0) = 1
projanim = 5
offset = 20, -92
velocity = -3.333, -1.4
accel = 0, .3
projremovetime = 60

[State 5011, 4]
type = Projectile
trigger1 = Var(0) = 1
projanim = 7
offset = 20, -92
velocity = 2.1, -1.5
accel = 0, .3
projremovetime = 120

[State 5011, 4]
type = Projectile
trigger1 = Var(0) = 1
projanim = 7
offset = 0, -92
velocity = .333, -1.5
accel = 0, .3
projremovetime = 120

[State 5011, 5] ;Oh it is now!
type = VarSet
trigger1 = Var(0) = 1
v = 0
value = 2

[State 5011, 6] ;Did the back quarterpallel break yet?
type = VarSet
trigger1 = Var(2) = 0
trigger1 = Anim = 240
v = 2
value = 1

[State 5011, 6]
type = Projectile
trigger1 = Var(2) = 1
projanim = 5
offset = 88, -60
velocity = -1.8, -1.3
accel = 0, .3
projremovetime = 120

[State 5011, 6]
type = Projectile
trigger1 = Var(2) = 1
projanim = 6
offset = 88, -60
velocity = 1, -1.5
accel = 0, .3
projremovetime = 120

[State 5011, 6]
type = Projectile
trigger1 = Var(2) = 1
projanim = 5
offset = 88, -60
velocity = 3, -1.5
accel = 0, .3
projremovetime = 120

[State 5011, 6]
type = Projectile
trigger1 = Var(2) = 1
projanim = 6
offset = 88, -60
velocity = 2.5, -1.2
accel = 0, .3
projremovetime = 120

[State 5011, 6] ;Oh it has
type = VarSet
trigger1 = Var(2) = 1
v = 2
value = 2

[State 5011, 7] ;Did the hood break yet?
type = VarSet
trigger1 = Var(3) = 0
trigger1 = Anim = 280
v = 3
value = 1

[State 5011, 7]
type = Projectile
trigger1 = Var(3) = 1
projanim = 160
offset = 0, -50
velocity = 3, -6.3
accel = 0, .3
projremovetime = 240

[State 5011, 7]
type = Projectile
trigger1 = Var(3) = 1
projanim = 6
offset = 88, -60
velocity = 1, -1.5
accel = 0, .3
projremovetime = 120

[State 5011, 7]
type = Projectile
trigger1 = Var(3) = 1
projanim = 5
offset = 88, -60
velocity = 3, -1.5
accel = 0, .3
projremovetime = 120

[State 5011, 7] ;Oh it has
type = VarSet
trigger1 = Var(3) = 1
v = 3
value = 2

[State 5011, 8] ;Did the front bumper break yet?
type = VarSet
trigger1 = Var(4) = 0
trigger1 = Anim = 310
v = 4
value = 1

[State 5011, 8]
type = Projectile
trigger1 = Var(4) = 1
projanim = 300
offset = 0, -150
velocity = 1, 3.3
accel = 0, .3
projremovetime = 240

[State 5011, 8] ;Oh it has
type = VarSet
trigger1 = Var(4) = 1
v = 4
value = 2

[State 5011, 9] ;How about the passanger side window?
type = VarSet
trigger1 = Var(5) = 0
trigger1 = Anim = 220
v = 5
value = 1

[State 5011, 9]
type = Projectile
trigger1 = Var(5) = 1
projanim = 8
offset = -38, -21
velocity = -.333, -4.5
accel = 0, .3
projremovetime = 240

[State 5011, 9]
type = Projectile
trigger1 = Var(5) = 1
projanim = 8
offset = -36, -65
velocity = -.3, -4.5
accel = 0, .3
projremovetime = 240

[State 5011, 9]
type = Projectile
trigger1 = Var(5) = 1
projanim = 8
offset = -33, -65
velocity = .5, -3.33
accel = 0, .3
projremovetime = 240

[State 5011, 9] ;Oh really??
type = VarSet
trigger1 = Var(5) = 1
v = 5
value = 2

[State 5011, 10] ;What about that dingie on the hood?
type = VarSet
trigger1 = Var(6) = 0
trigger1 = Anim = 270
v = 6
value = 1

[State 5011, 10]
type = Projectile
trigger1 = Var(6) = 1
projanim = 5
offset = -60, -55
velocity = .5, -3.33
accel = 0, .3
projremovetime = 240

[State 5011, 10] ;Well I never llked that part anyway.
type = VarSet
trigger1 = Var(6) = 1
v = 6
value = 2

[State 5011, 11] ;Licence and registration please.
type = VarSet
trigger1 = Var(7) = 0
trigger1 = Anim = 290
v = 7
value = 1

[State 5011, 11]
type = Projectile
trigger1 = Var(7) = 1
projanim = 10
offset = -30, -10
velocity = 0, -1.5
accel = 0, .3
projremovetime = 240

[State 5011, 11] ;OK no licence
type = VarSet
trigger1 = Var(7) = 1
v = 7
value = 2

[State 5011, 12]
type = ChangeState
trigger1 = HitOver = 1
value = 000

;---------------------------------------------------------------------------
; GET HIT12  (Low)
[Statedef 5012]
type = S
movetype = H
physics = S
ctrl = 0

[State 5012, 0] 
type = PlayerPush 
trigger1 = time >= 0 
value = 0 

[State 5012, 0]
type = VelSet
trigger1 = HitVel x != 0
trigger2 = Vel x != 0
x = 0

[State 5012, 0]
type = VelSet
trigger1 = HitVel y != 0
trigger2 = Vel y != 0
y = 0

[State 5012, 0]
type = AssertSpecial
trigger1 = alive = 1
flag = noautoturn

[State 000, 0]
type = null;PosSet
trigger1 = Pos x != 4
trigger2 = Vel y != -4
x = 4
y = -4

[State 5012, 1]
type = ChangeAnim
trigger1 = life > 0
value = 300

[State 5012, 1]
type = ChangeAnim
trigger1 = life >= 50
value = 290

[State 5012, 1]
type = ChangeAnim
trigger1 = life >= 100
value = 280

[State 5012, 1]
type = ChangeAnim
trigger1 = life >= 200
value = 270

[State 5012, 1]
type = ChangeAnim
trigger1 = life >= 300
value = 260

[State 5012, 1]
type = ChangeAnim
trigger1 = life >= 400
value = 250

[State 5012, 1]
type = ChangeAnim
trigger1 = life >= 500
value = 240

[State 5012, 1]
type = ChangeAnim
trigger1 = life >= 600
value = 230

[State 5012, 1]
type = ChangeAnim
trigger1 = life >= 700
value = 220

[State 5012, 1]
type = ChangeAnim
trigger1 = life >= 800
value = 210

[State 5012, 1]
type = ChangeAnim
trigger1 = life >= 900
value = 200

[State 5012, 1]
type = ChangeAnim
trigger1 = life >= 950
value = 100

[State 5012, 2] ;Did the back bumper break yet?
type = VarSet
trigger1 = Var(1) = 0
trigger1 = Anim = 210
v = 1
value = 1

[State 5012, 2]
type = Projectile
trigger1 = Var(1) = 1
projanim = 6
offset = 78, -68
velocity = 1, -1.5
accel = 0, .3
projremovetime = 120

[State 5012, 2]
type = Projectile
trigger1 = Var(1) = 1
projanim = 6
offset = 78, -68
velocity = 3, -1.5
accel = 0, .3
projremovetime = 120

[State 5012, 2]
type = Projectile
trigger1 = Var(1) = 1
projanim = 6
offset = 78, -68
velocity = 2.5, -1.2
accel = 0, .3
projremovetime = 120

[State 5012, 3] ;Oh it has
type = VarSet
trigger1 = Var(1) = 1
v = 1
value = 2

[State 5012, 3] ;Is the car a convertable?
type = VarSet
trigger1 = Var(0) = 0
trigger1 = Anim = 230
v = 0
value = 1

[State 5012, 4]
type = Projectile
trigger1 = Var(0) = 1
projanim = 150
offset = 20, -92
velocity = 0, -1.5
accel = 0, .3
projremovetime = 120

[State 5012, 4]
type = Projectile
trigger1 = Var(0) = 1
projanim = 5
offset = 10, -92
velocity = -1.8, -1.3
accel = 0, .3
projremovetime = 120

[State 5012, 4]
type = Projectile
trigger1 = Var(0) = 1
projanim = 5
offset = 10, -92
velocity = 3, -1.5
accel = 0, .3
projremovetime = 120

[State 5012, 4]
type = Projectile
trigger1 = Var(0) = 1
projanim = 5
offset = 15, -92
velocity = 2.5, -1.2
accel = 0, .3
projremovetime = 120

[State 5012, 4]
type = Projectile
trigger1 = Var(0) = 1
projanim = 5
offset = -10, -92
velocity = 3.3, -1.3
accel = 0, .3
projremovetime = 120

[State 5012, 4]
type = Projectile
trigger1 = Var(0) = 1
projanim = 5
offset = 20, -92
velocity = -3.333, -1.4
accel = 0, .3
projremovetime = 60

[State 5012, 4]
type = Projectile
trigger1 = Var(0) = 1
projanim = 7
offset = 20, -92
velocity = 2.1, -1.5
accel = 0, .3
projremovetime = 120

[State 5012, 4]
type = Projectile
trigger1 = Var(0) = 1
projanim = 7
offset = 0, -92
velocity = .333, -1.5
accel = 0, .3
projremovetime = 120

[State 5012, 5] ;Oh it is now!
type = VarSet
trigger1 = Var(0) = 1
v = 0
value = 2

[State 5012, 6] ;Did the back quarterpallel break yet?
type = VarSet
trigger1 = Var(2) = 0
trigger1 = Anim = 240
v = 2
value = 1

[State 5012, 6]
type = Projectile
trigger1 = Var(2) = 1
projanim = 5
offset = 88, -60
velocity = -1.8, -1.3
accel = 0, .3
projremovetime = 120

[State 5012, 6]
type = Projectile
trigger1 = Var(2) = 1
projanim = 6
offset = 88, -60
velocity = 1, -1.5
accel = 0, .3
projremovetime = 120

[State 5012, 6]
type = Projectile
trigger1 = Var(2) = 1
projanim = 5
offset = 88, -60
velocity = 3, -1.5
accel = 0, .3
projremovetime = 120

[State 5012, 6]
type = Projectile
trigger1 = Var(2) = 1
projanim = 6
offset = 88, -60
velocity = 2.5, -1.2
accel = 0, .3
projremovetime = 120

[State 5012, 6] ;Oh it has
type = VarSet
trigger1 = Var(2) = 1
v = 2
value = 2

[State 5012, 7] ;Did the hood break yet?
type = VarSet
trigger1 = Var(3) = 0
trigger1 = Anim = 280
v = 3
value = 1

[State 5012, 7]
type = Projectile
trigger1 = Var(3) = 1
projanim = 160
offset = 0, -50
velocity = 3, -6.3
accel = 0, .3
projremovetime = 240

[State 5012, 7]
type = Projectile
trigger1 = Var(3) = 1
projanim = 6
offset = 88, -60
velocity = 1, -1.5
accel = 0, .3
projremovetime = 120

[State 5012, 7]
type = Projectile
trigger1 = Var(3) = 1
projanim = 5
offset = 88, -60
velocity = 3, -1.5
accel = 0, .3
projremovetime = 120

[State 5012, 7] ;Oh it has
type = VarSet
trigger1 = Var(3) = 1
v = 3
value = 2

[State 5012, 8] ;Did the front bumper break yet?
type = VarSet
trigger1 = Var(4) = 0
trigger1 = Anim = 310
v = 4
value = 1

[State 5012, 8]
type = Projectile
trigger1 = Var(4) = 1
projanim = 300
offset = 0, -150
velocity = 1, 3.3
accel = 0, .3
projremovetime = 240

[State 5012, 8] ;Oh it has
type = VarSet
trigger1 = Var(4) = 1
v = 4
value = 2

[State 5012, 9] ;How about the passanger side window?
type = VarSet
trigger1 = Var(5) = 0
trigger1 = Anim = 220
v = 5
value = 1

[State 5012, 9]
type = Projectile
trigger1 = Var(5) = 1
projanim = 8
offset = -38, -21
velocity = -.333, -4.5
accel = 0, .3
projremovetime = 240

[State 5012, 9]
type = Projectile
trigger1 = Var(5) = 1
projanim = 8
offset = -36, -65
velocity = -.3, -4.5
accel = 0, .3
projremovetime = 240

[State 5012, 9]
type = Projectile
trigger1 = Var(5) = 1
projanim = 8
offset = -33, -65
velocity = .5, -3.33
accel = 0, .3
projremovetime = 240

[State 5012, 9] ;Oh really??
type = VarSet
trigger1 = Var(5) = 1
v = 5
value = 2

[State 5012, 10] ;What about that dingie on the hood?
type = VarSet
trigger1 = Var(6) = 0
trigger1 = Anim = 270
v = 6
value = 1

[State 5012, 10]
type = Projectile
trigger1 = Var(6) = 1
projanim = 5
offset = -60, -55
velocity = .5, -3.33
accel = 0, .3
projremovetime = 240

[State 5012, 10] ;Well I never llked that part anyway.
type = VarSet
trigger1 = Var(6) = 1
v = 6
value = 2

[State 5012, 11] ;Licence and registration please.
type = VarSet
trigger1 = Var(7) = 0
trigger1 = Anim = 290
v = 7
value = 1

[State 5012, 11]
type = Projectile
trigger1 = Var(7) = 1
projanim = 10
offset = -30, -10
velocity = 0, -1.5
accel = 0, .3
projremovetime = 240

[State 5012, 11] ;OK no licence
type = VarSet
trigger1 = Var(7) = 1
v = 7
value = 2

[State 5012, 12]
type = ChangeState
trigger1 = HitOver = 1
value = 000

;---------------------------------------------------------------------------
; GET HIT MEGAMAN
[Statedef 5020]
type = S
movetype = H
physics = S
ctrl = 0

[State 5020, 0]
type = VelSet
trigger1 = HitVel x != 0
trigger2 = Vel x != 0
x = 0

[State 5020, 0]
type = VelSet
trigger1 = HitVel y != 0
trigger2 = Vel y != 0
y = 0

[State 000, 0]
type = null;PosSet
trigger1 = Pos x != 4
trigger2 = Vel y != -4
x = 4
y = -4

[State 5040, 0]
type = ChangeState
trigger1 = p2name = "Rugal Bernstein"
value = 5000

[State 5040, 0]
type = ChangeState
trigger1 = p2name = "Kibagami Genjuro"
value = 5000

;---------------------------------------------------------------------------
; GET HIT MEGAMAN
[Statedef 5021]
type = S
movetype = H
physics = S
ctrl = 0

[State 5021, 0]
type = VelSet
trigger1 = HitVel x != 0
trigger2 = Vel x != 0
x = 0

[State 5021, 0]
type = VelSet
trigger1 = HitVel y != 0
trigger2 = Vel y != 0
y = 0

[State 000, 0]
type = null;PosSet
trigger1 = Pos x != 4
trigger2 = Vel y != -4
x = 4
y = -4


;---------------------------------------------------------------------------
; GET HIT KEN MASTERS
[Statedef 5030]
type = S
movetype = H
physics = S
ctrl = 0

[State 5030, 0] 
type = PlayerPush 
trigger1 = time >= 0 
value = 0 

[State 5030, 0]
type = VelSet
trigger1 = HitVel x != 0
trigger2 = Vel x != 0
x = 0

[State 5030, 0]
type = VelSet
trigger1 = HitVel y != 0
trigger2 = Vel y != 0
y = 0

[State 000, 0]
type = null;PosSet
trigger1 = Pos x != 4
trigger2 = Vel y != -4
x = 4
y = -4

[State 5030, 1] 
type = NotHitBy 
trigger1 = ctrl = 0 
value = , NT,ST,HT ;These are the throws 
time = 2000 ;You should use a larger value here...

[State 5030, 1]
type = ChangeAnim
trigger1 = life = 0
value = 170

[State 5030, 1]
type = ChangeAnim
trigger1 = life > 0
value = 310

[State 5030, 1]
type = ChangeAnim
trigger1 = life >= 50
value = 300

[State 5030, 1]
type = ChangeAnim
trigger1 = life >= 75
value = 290

[State 5030, 1]
type = ChangeAnim
trigger1 = life >= 100
value = 280

[State 5030, 1]
type = ChangeAnim
trigger1 = life >= 200
value = 270

[State 5030, 1]
type = ChangeAnim
trigger1 = life >= 300
value = 260

[State 5030, 1]
type = ChangeAnim
trigger1 = life >= 400
value = 250

[State 5030, 1]
type = ChangeAnim
trigger1 = life >= 500
value = 240

[State 5030, 1]
type = ChangeAnim
trigger1 = life >= 600
value = 230

[State 5030, 1]
type = ChangeAnim
trigger1 = life >= 700
value = 220

[State 5030, 1]
type = ChangeAnim
trigger1 = life >= 800
value = 210

[State 5030, 1]
type = ChangeAnim
trigger1 = life >= 900
value = 200

[State 5030, 1]
type = ChangeAnim
trigger1 = life >= 950
value = 100

[State 5030, 2] ;Did the back bumper break yet?
type = VarSet
trigger1 = Var(1) = 0
trigger1 = Anim = 210
v = 1
value = 1

[State 5030, 2]
type = Projectile
trigger1 = Var(1) = 1
projanim = 6
offset = 78, -68
velocity = 1, -1.5
accel = 0, .3
projremovetime = 120

[State 5030, 2]
type = Projectile
trigger1 = Var(1) = 1
projanim = 6
offset = 78, -68
velocity = 3, -1.5
accel = 0, .3
projremovetime = 120

[State 5030, 2]
type = Projectile
trigger1 = Var(1) = 1
projanim = 6
offset = 78, -68
velocity = 2.5, -1.2
accel = 0, .3
projremovetime = 120

[State 5030, 2]
type = Projectile
trigger1 = Var(1) = 1
projanim = 7
offset = 79, -70
velocity = 1.5, -1.5
accel = 0, .3
projremovetime = 120

[State 5030, 3] ;Oh it has
type = VarSet
trigger1 = Var(1) = 1
v = 1
value = 2

[State 5030, 3] ;Is the car a convertable?
type = VarSet
trigger1 = Var(0) = 0
trigger1 = Anim = 230
v = 0
value = 1

[State 5030, 4]
type = Projectile
trigger1 = Var(0) = 1
projanim = 150
offset = 20, -88
velocity = 0, -1.5
accel = 0, .3
projremovetime = 120

[State 5030, 4]
type = Projectile
trigger1 = Var(0) = 1
projanim = 5
offset = 10, -92
velocity = -1.8, -1.3
accel = 0, .3
projremovetime = 120

[State 5030, 4]
type = Projectile
trigger1 = Var(0) = 1
projanim = 5
offset = 10, -92
velocity = 3, -1.5
accel = 0, .3
projremovetime = 120

[State 5030, 4]
type = Projectile
trigger1 = Var(0) = 1
projanim = 5
offset = 15, -92
velocity = 2.5, -1.2
accel = 0, .3
projremovetime = 120

[State 5030, 4]
type = Projectile
trigger1 = Var(0) = 1
projanim = 5
offset = -10, -92
velocity = 3.3, -1.3
accel = 0, .3
projremovetime = 120

[State 5030, 4]
type = Projectile
trigger1 = Var(0) = 1
projanim = 5
offset = 20, -92
velocity = -3.333, -1.4
accel = 0, .3
projremovetime = 60

[State 5030, 4]
type = Projectile
trigger1 = Var(0) = 1
projanim = 7
offset = 20, -92
velocity = 2.1, -1.5
accel = 0, .3
projremovetime = 120

[State 5030, 4]
type = Projectile
trigger1 = Var(0) = 1
projanim = 7
offset = 0, -92
velocity = .333, -1.5
accel = 0, .3
projremovetime = 120


[State 5030, 4]
type = Projectile
trigger1 = Var(0) = 1
projanim = 8
offset = 0, -92
velocity = .5, -3.5
accel = 0, .3
projremovetime = 120

[State 5030, 4] ;Oh it is now!
type = VarSet
trigger1 = Var(0) = 1
v = 0
value = 2

[State 5030, 6] ;Did the back quarterpallel break yet?
type = VarSet
trigger1 = Var(2) = 0
trigger1 = Anim = 240
v = 2
value = 1

[State 5030, 6]
type = Projectile
trigger1 = Var(2) = 1
projanim = 5
offset = 88, -60
velocity = -1.8, -1.3
accel = 0, .3
projremovetime = 120

[State 5030, 6]
type = Projectile
trigger1 = Var(2) = 1
projanim = 6
offset = 88, -60
velocity = 1, -1.5
accel = 0, .3
projremovetime = 120

[State 5030, 6]
type = Projectile
trigger1 = Var(2) = 1
projanim = 5
offset = 88, -60
velocity = 3, -1.5
accel = 0, .3
projremovetime = 120

[State 5030, 6]
type = Projectile
trigger1 = Var(2) = 1
projanim = 6
offset = 88, -60
velocity = 2.5, -1.2
accel = 0, .3
projremovetime = 120

[State 5030, 6] ;Oh it has
type = VarSet
trigger1 = Var(2) = 1
v = 2
value = 2

[State 5030, 7] ;Did the hood break yet?
type = VarSet
trigger1 = Var(3) = 0
trigger1 = Anim = 280
v = 3
value = 1

[State 5030, 7]
type = Projectile
trigger1 = Var(3) = 1
projanim = 160
offset = 0, -50
velocity = 3, -6.3
accel = 0, .3
projremovetime = 240

[State 5030, 7]
type = Projectile
trigger1 = Var(3) = 1
projanim = 6
offset = 88, -60
velocity = 1, -1.5
accel = 0, .3
projremovetime = 120

[State 5030, 7]
type = Projectile
trigger1 = Var(3) = 1
projanim = 5
offset = 88, -60
velocity = 3, -1.5
accel = 0, .3
projremovetime = 120

[State 5030, 7] ;Oh it has
type = VarSet
trigger1 = Var(3) = 1
v = 3
value = 2

[State 5030, 8] ;Did the front bumper break yet?
type = VarSet
trigger1 = Var(4) = 0
trigger1 = Anim = 310
v = 4
value = 1

[State 5030, 8]
type = Projectile
trigger1 = Var(4) = 1
projanim = 155
offset = -38, -21
velocity = -.333, -4.5
accel = 0, .3
projremovetime = 240

[State 5030, 8]
type = Projectile
trigger1 = Var(4) = 1
projanim = 6
offset = 5, -22
velocity = .5, -3.33
accel = 0, .3
projremovetime = 240

[State 5030, 8] ;Oh it has
type = VarSet
trigger1 = Var(4) = 1
v = 4
value = 2

[State 5030, 9] ;How about the passanger side window?
type = VarSet
trigger1 = Var(5) = 0
trigger1 = Anim = 220
v = 5
value = 1

[State 5030, 9]
type = Projectile
trigger1 = Var(5) = 1
projanim = 8
offset = -38, -21
velocity = -.333, -4.5
accel = 0, .3
projremovetime = 240

[State 5030, 9]
type = Projectile
trigger1 = Var(5) = 1
projanim = 8
offset = -36, -65
velocity = -.3, -4.5
accel = 0, .3
projremovetime = 240

[State 5030, 9]
type = Projectile
trigger1 = Var(5) = 1
projanim = 8
offset = -33, -65
velocity = .5, -3.33
accel = 0, .3
projremovetime = 240

[State 5030, 9] ;Oh really??
type = VarSet
trigger1 = Var(5) = 1
v = 5
value = 2

[State 5030, 10] ;What about that dingie on the hood?
type = VarSet
trigger1 = Var(6) = 0
trigger1 = Anim = 270
v = 6
value = 1

[State 5030, 10]
type = Projectile
trigger1 = Var(6) = 1
projanim = 5
offset = -60, -55
velocity = .5, -3.33
accel = 0, .3
projremovetime = 240

[State 5030, 10] ;Well I never llked that part anyway.
type = VarSet
trigger1 = Var(6) = 1
v = 6
value = 2

[State 5030, 11] ;Licence and registration please.
type = VarSet
trigger1 = Var(7) = 0
trigger1 = Anim = 290
v = 7
value = 1

[State 5030, 11]
type = Projectile
trigger1 = Var(7) = 1
projanim = 10
offset = -30, -10
velocity = 0, -1.5
accel = 0, .3
projremovetime = 240

[State 5030, 11] ;OK no licence
type = VarSet
trigger1 = Var(7) = 1
v = 7
value = 2

[State 5030,ko]
type = changestate
trigger1 = roundno !=1
value = 5150

;---------------------------------------------------------------------------
; GET HIT KEN MASTERS
[Statedef 5035]
type = S
movetype = H
physics = S
ctrl = 0

[State 5035, 0] 
type = PlayerPush 
trigger1 = time >= 0 
value = 0 

[State 5035, 0]
type = VelSet
trigger1 = HitVel x != 0
trigger2 = Vel x != 0
x = 0

[State 5035, 0]
type = VelSet
trigger1 = HitVel y != 0
trigger2 = Vel y != 0
y = 0

[State 000, 0]
type = null;PosSet
trigger1 = Pos x != 4
trigger2 = Vel y != -4
x = 4
y = -4

[State 000, 1]
type = ChangeAnim
trigger1 = life = 0
value = 170

[State 000, 1]
type = ChangeAnim
trigger1 = life > 0
value = 310

[State 000, 1]
type = ChangeAnim
trigger1 = life >= 50
value = 300

[State 5035, 1]
type = ChangeAnim
trigger1 = life >= 75
value = 290

[State 5035, 1]
type = ChangeAnim
trigger1 = life >= 100
value = 280

[State 5035, 1]
type = ChangeAnim
trigger1 = life >= 200
value = 270

[State 5035, 1]
type = ChangeAnim
trigger1 = life >= 300
value = 260

[State 5035, 1]
type = ChangeAnim
trigger1 = life >= 400
value = 250

[State 5035, 1]
type = ChangeAnim
trigger1 = life >= 500
value = 240

[State 5035, 1]
type = ChangeAnim
trigger1 = life >= 600
value = 230

[State 5035, 1]
type = ChangeAnim
trigger1 = life >= 700
value = 220

[State 5035, 1]
type = ChangeAnim
trigger1 = life >= 800
value = 210

[State 5035, 1]
type = ChangeAnim
trigger1 = life >= 900
value = 200

[State 5035, 1]
type = ChangeAnim
trigger1 = life >= 950
value = 100

[State 5035, 2] ;Did the back bumper break yet?
type = VarSet
trigger1 = Var(1) = 0
trigger1 = Anim = 210
v = 1
value = 1

[State 5035, 2]
type = Projectile
trigger1 = Var(1) = 1
projanim = 6
offset = 78, -68
velocity = 1, -1.5
accel = 0, .3
projremovetime = 120

[State 5035, 2]
type = Projectile
trigger1 = Var(1) = 1
projanim = 6
offset = 78, -68
velocity = 3, -1.5
accel = 0, .3
projremovetime = 120

[State 5035, 2]
type = Projectile
trigger1 = Var(1) = 1
projanim = 6
offset = 78, -68
velocity = 2.5, -1.2
accel = 0, .3
projremovetime = 120

[State 5035, 2]
type = Projectile
trigger1 = Var(1) = 1
projanim = 7
offset = 79, -70
velocity = 1.5, -1.5
accel = 0, .3
projremovetime = 120

[State 5035, 3] ;Oh it has
type = VarSet
trigger1 = Var(1) = 1
v = 1
value = 2

[State 5035, 3] ;Is the car a convertable?
type = VarSet
trigger1 = Var(0) = 0
trigger1 = Anim = 230
v = 0
value = 1

[State 5035, 4]
type = Projectile
trigger1 = Var(0) = 1
projanim = 150
offset = 20, -88
velocity = 0, -1.5
accel = 0, .3
projremovetime = 120

[State 5035, 4]
type = Projectile
trigger1 = Var(0) = 1
projanim = 5
offset = 10, -92
velocity = -1.8, -1.3
accel = 0, .3
projremovetime = 120

[State 5035, 4]
type = Projectile
trigger1 = Var(0) = 1
projanim = 5
offset = 10, -92
velocity = 3, -1.5
accel = 0, .3
projremovetime = 120

[State 5035, 4]
type = Projectile
trigger1 = Var(0) = 1
projanim = 5
offset = 15, -92
velocity = 2.5, -1.2
accel = 0, .3
projremovetime = 120

[State 5035, 4]
type = Projectile
trigger1 = Var(0) = 1
projanim = 5
offset = -10, -92
velocity = 3.3, -1.3
accel = 0, .3
projremovetime = 120

[State 5035, 4]
type = Projectile
trigger1 = Var(0) = 1
projanim = 5
offset = 20, -92
velocity = -3.333, -1.4
accel = 0, .3
projremovetime = 60

[State 5035, 4]
type = Projectile
trigger1 = Var(0) = 1
projanim = 7
offset = 20, -92
velocity = 2.1, -1.5
accel = 0, .3
projremovetime = 120

[State 5035, 4]
type = Projectile
trigger1 = Var(0) = 1
projanim = 7
offset = 0, -92
velocity = .333, -1.5
accel = 0, .3
projremovetime = 120


[State 5035, 4]
type = Projectile
trigger1 = Var(0) = 1
projanim = 8
offset = 0, -92
velocity = .5, -3.5
accel = 0, .3
projremovetime = 120

[State 5035, 4] ;Oh it is now!
type = VarSet
trigger1 = Var(0) = 1
v = 0
value = 2

[State 5035, 6] ;Did the back quarterpallel break yet?
type = VarSet
trigger1 = Var(2) = 0
trigger1 = Anim = 240
v = 2
value = 1

[State 5035, 6]
type = Projectile
trigger1 = Var(2) = 1
projanim = 5
offset = 88, -60
velocity = -1.8, -1.3
accel = 0, .3
projremovetime = 120

[State 5035, 6]
type = Projectile
trigger1 = Var(2) = 1
projanim = 6

offset = 88, -60
velocity = 1, -1.5
accel = 0, .3
projremovetime = 120

[State 5035, 6]
type = Projectile
trigger1 = Var(2) = 1
projanim = 5
offset = 88, -60
velocity = 3, -1.5
accel = 0, .3
projremovetime = 120

[State 5035, 6]
type = Projectile
trigger1 = Var(2) = 1
projanim = 6
offset = 88, -60
velocity = 2.5, -1.2
accel = 0, .3
projremovetime = 120

[State 5035, 6] ;Oh it has
type = VarSet
trigger1 = Var(2) = 1
v = 2
value = 2

[State 5035, 7] ;Did the hood break yet?
type = VarSet
trigger1 = Var(3) = 0
trigger1 = Anim = 280
v = 3
value = 1

[State 5035, 7]
type = Projectile
trigger1 = Var(3) = 1
projanim = 160
offset = 0, -50
velocity = 3, -6.3
accel = 0, .3
projremovetime = 240

[State 5035, 7]
type = Projectile
trigger1 = Var(3) = 1
projanim = 6
offset = 88, -60
velocity = 1, -1.5
accel = 0, .3
projremovetime = 120

[State 5035, 7]
type = Projectile
trigger1 = Var(3) = 1
projanim = 5
offset = 88, -60
velocity = 3, -1.5
accel = 0, .3
projremovetime = 120

[State 5035, 7] ;Oh it has
type = VarSet
trigger1 = Var(3) = 1
v = 3
value = 2

[State 5035, 8] ;Did the front bumper break yet?
type = VarSet
trigger1 = Var(4) = 0
trigger1 = Anim = 310
v = 4
value = 1

[State 5035, 8]
type = Projectile
trigger1 = Var(4) = 1
projanim = 155
offset = -38, -21
velocity = -.333, -4.5
accel = 0, .3
projremovetime = 240

[State 5035, 8]
type = Projectile
trigger1 = Var(4) = 1
projanim = 6
offset = 5, -22
velocity = .5, -3.33
accel = 0, .3
projremovetime = 240

[State 5035, 8] ;Oh it has
type = VarSet
trigger1 = Var(4) = 1
v = 4
value = 2

[State 5035, 9] ;How about the passanger side window?
type = VarSet
trigger1 = Var(5) = 0
trigger1 = Anim = 220
v = 5
value = 1

[State 5035, 9]
type = Projectile
trigger1 = Var(5) = 1
projanim = 8
offset = -38, -21
velocity = -.333, -4.5
accel = 0, .3
projremovetime = 240

[State 5035, 9]
type = Projectile
trigger1 = Var(5) = 1
projanim = 8
offset = -36, -65
velocity = -.3, -4.5
accel = 0, .3
projremovetime = 240

[State 5035, 9]
type = Projectile
trigger1 = Var(5) = 1
projanim = 8
offset = -33, -65
velocity = .5, -3.33
accel = 0, .3
projremovetime = 240

[State 5035, 9] ;Oh really??
type = VarSet
trigger1 = Var(5) = 1
v = 5
value = 2

[State 5035, 10] ;What about that dingie on the hood?
type = VarSet
trigger1 = Var(6) = 0
trigger1 = Anim = 270
v = 6
value = 1

[State 5035, 10]
type = Projectile
trigger1 = Var(6) = 1
projanim = 5
offset = -60, -55
velocity = .5, -3.33
accel = 0, .3
projremovetime = 240

[State 5035, 10] ;Well I never llked that part anyway.
type = VarSet
trigger1 = Var(6) = 1
v = 6
value = 2

[State 5035, 11] ;Licence and registration please.
type = VarSet
trigger1 = Var(7) = 0
trigger1 = Anim = 290
v = 7
value = 1

[State 5035, 11]
type = Projectile
trigger1 = Var(7) = 1
projanim = 10
offset = -30, -10
velocity = 0, -1.5
accel = 0, .3
projremovetime = 240

[State 5035, 11] ;OK no licence
type = VarSet
trigger1 = Var(7) = 1
v = 7
value = 2

[State 5035, 12]
type = ChangeState
trigger1 = HitOver = 1
value = 000

;---------------------------------------------------------------------------
; GET HIT MEGAMAN
[Statedef 5040]
type = S
movetype = H
physics = S
ctrl = 0

[State 5040, 0] 
type = PlayerPush 
trigger1 = time >= 0 
value = 0 

[State 5040, 0]
type = VelSet
trigger1 = HitVel x != 0
trigger2 = Vel x != 0
x = 0

[State 5040, 0]
type = VelSet
trigger1 = HitVel y != 0
trigger2 = Vel y != 0
y = 0

[State 000, 0]
type = null;PosSet
trigger1 = Pos x != 4
trigger2 = Vel y != -4
x = 4
y = -4

[State 5040, 0]
type = ChangeState
trigger1 = ctrl = 0
value = 5000

;---------------------------------------------------------------------------
; GET HIT MEGAMAN
[Statedef 5050]
type = S
movetype = H
physics = S
ctrl = 0

[State 5050, 0] 
type = PlayerPush 
trigger1 = time >= 0 
value = 0 

[State 5050, 0]
type = VelSet
trigger1 = HitVel x != 0
trigger2 = Vel x != 0
x = 0

[State 5050, 0]
type = VelSet
trigger1 = HitVel y != 0
trigger2 = Vel y != 0
y = 0

[State 000, 0]
type = null;PosSet
trigger1 = Pos x != 4
trigger2 = Vel y != -4
x = 4
y = -4

[State 000, 1]
type = ChangeAnim
trigger1 = life = 0
value = 170

[State 000, 1]
type = ChangeAnim
trigger1 = life > 0
value = 310

[State 000, 1]
type = ChangeAnim
trigger1 = life >= 50
value = 300

[State 5050, 1]
type = ChangeAnim
trigger1 = life >= 75
value = 290

[State 5050, 1]
type = ChangeAnim
trigger1 = life >= 100
value = 280

[State 5050, 1]
type = ChangeAnim
trigger1 = life >= 200
value = 270

[State 5050, 1]
type = ChangeAnim
trigger1 = life >= 300
value = 260

[State 5050, 1]
type = ChangeAnim
trigger1 = life >= 400
value = 250

[State 5050, 1]
type = ChangeAnim
trigger1 = life >= 500
value = 240

[State 5050, 1]
type = ChangeAnim
trigger1 = life >= 600
value = 230

[State 5050, 1]
type = ChangeAnim
trigger1 = life >= 700
value = 220

[State 5050, 1]
type = ChangeAnim
trigger1 = life >= 800
value = 210

[State 5050, 1]
type = ChangeAnim
trigger1 = life >= 900
value = 200

[State 5050, 1]
type = ChangeAnim
trigger1 = life >= 950
value = 100

[State 5050, 2] ;Did the back bumper break yet?
type = VarSet
trigger1 = Var(1) = 0
trigger1 = Anim = 210
v = 1
value = 1

[State 5050, 2]
type = Projectile
trigger1 = Var(1) = 1
projanim = 6
offset = 78, -68
velocity = 1, -1.5
accel = 0, .3
projremovetime = 120

[State 5050, 2]
type = Projectile
trigger1 = Var(1) = 1
projanim = 6
offset = 78, -68
velocity = 3, -1.5
accel = 0, .3
projremovetime = 120

[State 5050, 2]
type = Projectile
trigger1 = Var(1) = 1
projanim = 6
offset = 78, -68
velocity = 2.5, -1.2
accel = 0, .3
projremovetime = 120

[State 5050, 2]
type = Projectile
trigger1 = Var(1) = 1
projanim = 7
offset = 79, -70
velocity = 1.5, -1.5
accel = 0, .3
projremovetime = 120

[State 5050, 3] ;Oh it has
type = VarSet
trigger1 = Var(1) = 1
v = 1
value = 2

[State 5050, 3] ;Is the car a convertable?
type = VarSet
trigger1 = Var(0) = 0
trigger1 = Anim = 230
v = 0
value = 1

[State 5050, 4]
type = Projectile
trigger1 = Var(0) = 1
projanim = 150
offset = 20, -88
velocity = 0, -1.5
accel = 0, .3
projremovetime = 120

[State 5050, 4]
type = Projectile
trigger1 = Var(0) = 1
projanim = 5
offset = 10, -92
velocity = -1.8, -1.3
accel = 0, .3
projremovetime = 120

[State 5050, 4]
type = Projectile
trigger1 = Var(0) = 1
projanim = 5
offset = 10, -92
velocity = 3, -1.5
accel = 0, .3
projremovetime = 120

[State 5050, 4]
type = Projectile
trigger1 = Var(0) = 1
projanim = 5
offset = 15, -92
velocity = 2.5, -1.2
accel = 0, .3
projremovetime = 120

[State 5050, 4]
type = Projectile
trigger1 = Var(0) = 1
projanim = 5
offset = -10, -92
velocity = 3.3, -1.3
accel = 0, .3
projremovetime = 120

[State 5050, 4]
type = Projectile
trigger1 = Var(0) = 1
projanim = 5
offset = 20, -92
velocity = -3.333, -1.4
accel = 0, .3
projremovetime = 60

[State 5050, 4]
type = Projectile
trigger1 = Var(0) = 1
projanim = 7
offset = 20, -92
velocity = 2.1, -1.5
accel = 0, .3
projremovetime = 120

[State 5050, 4]
type = Projectile
trigger1 = Var(0) = 1
projanim = 7
offset = 0, -92
velocity = .333, -1.5
accel = 0, .3
projremovetime = 120


[State 5050, 4]
type = Projectile
trigger1 = Var(0) = 1
projanim = 8
offset = 0, -92
velocity = .5, -3.5
accel = 0, .3
projremovetime = 120

[State 5050, 4] ;Oh it is now!
type = VarSet
trigger1 = Var(0) = 1
v = 0
value = 2

[State 5050, 6] ;Did the back quarterpallel break yet?
type = VarSet
trigger1 = Var(2) = 0
trigger1 = Anim = 240
v = 2
value = 1

[State 5050, 6]
type = Projectile
trigger1 = Var(2) = 1
projanim = 5
offset = 88, -60
velocity = -1.8, -1.3
accel = 0, .3
projremovetime = 120

[State 5050, 6]
type = Projectile
trigger1 = Var(2) = 1
projanim = 6

offset = 88, -60
velocity = 1, -1.5
accel = 0, .3
projremovetime = 120

[State 5050, 6]
type = Projectile
trigger1 = Var(2) = 1
projanim = 5
offset = 88, -60
velocity = 3, -1.5
accel = 0, .3
projremovetime = 120

[State 5050, 6]
type = Projectile
trigger1 = Var(2) = 1
projanim = 6
offset = 88, -60
velocity = 2.5, -1.2
accel = 0, .3
projremovetime = 120

[State 5050, 6] ;Oh it has
type = VarSet
trigger1 = Var(2) = 1
v = 2
value = 2

[State 5050, 7] ;Did the hood break yet?
type = VarSet
trigger1 = Var(3) = 0
trigger1 = Anim = 280
v = 3
value = 1

[State 5050, 7]
type = Projectile
trigger1 = Var(3) = 1
projanim = 160
offset = 0, -50
velocity = 3, -6.3
accel = 0, .3
projremovetime = 240

[State 5050, 7]
type = Projectile
trigger1 = Var(3) = 1
projanim = 6
offset = 88, -60
velocity = 1, -1.5
accel = 0, .3
projremovetime = 120

[State 5050, 7]
type = Projectile
trigger1 = Var(3) = 1
projanim = 5
offset = 88, -60
velocity = 3, -1.5
accel = 0, .3
projremovetime = 120

[State 5050, 7] ;Oh it has
type = VarSet
trigger1 = Var(3) = 1
v = 3
value = 2

[State 5050, 8] ;Did the front bumper break yet?
type = VarSet
trigger1 = Var(4) = 0
trigger1 = Anim = 310
v = 4
value = 1

[State 5050, 8]
type = Projectile
trigger1 = Var(4) = 1
projanim = 155
offset = -38, -21
velocity = -.333, -4.5
accel = 0, .3
projremovetime = 240

[State 5050, 8]
type = Projectile
trigger1 = Var(4) = 1
projanim = 6
offset = 5, -22
velocity = .5, -3.33
accel = 0, .3
projremovetime = 240

[State 5050, 8] ;Oh it has
type = VarSet
trigger1 = Var(4) = 1
v = 4
value = 2

[State 5050, 9] ;How about the passanger side window?
type = VarSet
trigger1 = Var(5) = 0
trigger1 = Anim = 220
v = 5
value = 1

[State 5050, 9]
type = Projectile
trigger1 = Var(5) = 1
projanim = 8
offset = -38, -21
velocity = -.333, -4.5
accel = 0, .3
projremovetime = 240

[State 5050, 9]
type = Projectile
trigger1 = Var(5) = 1
projanim = 8
offset = -36, -65
velocity = -.3, -4.5
accel = 0, .3
projremovetime = 240

[State 5050, 9]
type = Projectile
trigger1 = Var(5) = 1
projanim = 8
offset = -33, -65
velocity = .5, -3.33
accel = 0, .3
projremovetime = 240

[State 5050, 9] ;Oh really??
type = VarSet
trigger1 = Var(5) = 1
v = 5
value = 2

[State 5050, 10] ;What about that dingie on the hood?
type = VarSet
trigger1 = Var(6) = 0
trigger1 = Anim = 270
v = 6
value = 1

[State 5050, 10]
type = Projectile
trigger1 = Var(6) = 1
projanim = 5
offset = -60, -55
velocity = .5, -3.33
accel = 0, .3
projremovetime = 240

[State 5050, 10] ;Well I never llked that part anyway.
type = VarSet
trigger1 = Var(6) = 1
v = 6
value = 2

[State 5050, 11] ;Licence and registration please.
type = VarSet
trigger1 = Var(7) = 0
trigger1 = Anim = 290
v = 7
value = 1

[State 5050, 11]
type = Projectile
trigger1 = Var(7) = 1
projanim = 10
offset = -30, -10
velocity = 0, -1.5
accel = 0, .3
projremovetime = 240

[State 5050, 11] ;OK no licence
type = VarSet
trigger1 = Var(7) = 1
v = 7
value = 2

[State 5050, 12]
type = ChangeState
trigger1 = HitOver = 1
value = 000


;---------------------------------------------------------------------------
; GET HIT SUPER
[Statedef 5070]
type = S
movetype = H
physics = S
ctrl = 0

[State 5001, 0]
type = ChangeState
trigger1 = ctrl = 0
value = 5000

;---------------------------------------------------------------------------
; GET HIT MEGAMAN
[Statedef 5101]
type = S
movetype = H
physics = S
ctrl = 0

[State 5000, 0]
type = VelSet
trigger1 = HitVel x != 0
trigger2 = Vel x != 0
x = 0

[State 5000, 0]
type = VelSet
trigger1 = HitVel y != 0
trigger2 = Vel y != 0
y = 0

[State 000, 0]
type = null;PosSet
trigger1 = Pos x != 4
trigger2 = Vel y != -4
x = 4
y = -4

;---------------------------------------------------------------------------
; GET HIT FALL
[Statedef 5110]
type = S
movetype = H
physics = S
ctrl = 0
[State 5001, 0]
type = ChangeState
trigger1 = ctrl = 0
value = 5000

;---------------------------------------------------------------------------
; HIT_LIEDEAD
[Statedef 5150]
type    = L
movetype= H
physics = N

[State 5150, 9]
type = PlayerPush
trigger1 = time >= 0
value = 0

[State 5150, 1] ;Normal anim
type = ChangeAnim
triggerall = roundno != 1
triggerall = Time = 0
triggerall = SelfAnimExist(5140)
trigger1 = (anim != [5111,5119]) && (anim != [5171,5179])
trigger2 = !SelfAnimExist(5140 + (anim % 10))
value = 5140

[State 5150, 3] ;Hit up type anim
type = ChangeAnim
triggerall = roundno != 1
trigger1 = Time = 0
trigger1 = (anim = [5111,5119]) || (anim = [5171,5179])
trigger1 = SelfAnimExist(5140 + (anim % 10))
value = 5140 + (anim % 10)

[State 5150, 4] ;Match over anim
type = ChangeAnim
triggerall = roundno != 1
persistent = 0
;trigger1 = Time = 0
trigger1 = MatchOver = 1
trigger1 = Anim = [5140,5149]
trigger1 = SelfAnimExist(anim+10)
value = anim+10

[State 5150, 5] ;Switch to 5110 if liedead anim does not exist
type = ChangeAnim
triggerall = roundno != 1
trigger1 = Time = 0
trigger1 = Anim != [5140,5159]
trigger1 = Anim != [5110,5119]
value = 170

[State 5150, 6]
type = SprPriority
triggerall = roundno != 1
trigger1 = Time = 0
value = -5

[State 5150, 7] ;Friction
type = VelMul
triggerall = roundno != 1
trigger1 = 1
x = 0.85

[State 5150, 8] ;Friction
type = VelSet
triggerall = roundno != 1
trigger1 = Vel x < .05
persistent = 0
x = 0

[State 5150, 9]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

; lose
[Statedef 170]
type = S
movetype = H
physics = S
ctrl = 0
anim = 170

[state 170, 0]
type = lifeadd
trigger1 = time = 140
value = -2000

[state 170, 0]
type = changestate
trigger1 = time = 143
value = 5150


;---------------------------------------------------------------------------
; beforeround
[Statedef 5900]
type = S
movetype = H
physics = S
ctrl = 0

[State 191, back]
type = Explod
trigger1 = time = 0
anim = 171
id = 171
postype = p1
pos = -11, 5
velocity = 0, 0
removetime = -1
bindtime = -1
sprpriority = -6

[State 5900, count]
type = helper
trigger1 = time = 0
trigger1 = life != 0
trigger1 = numhelper(175) = 0
stateno = 175
id = 175
pos = 0, -120
postype = p1
facing = 1
sprpriority = -10
ownpal = 1
type = normal
keyctrl  = 0
bindtime = -1
ontop = 1

[State 5900, 0]
type = ChangeState
trigger1 = time = 1
value = 0

;---------------------------------------------------------------------------
; counter
[Statedef 175]
type = S
movetype = A
physics = S
ctrl = 0
anim = 175
velset = 0,0

[State 000, perfect]
type = Explod
trigger1 = numexplod(176) < 1
trigger1 = loseKO = 1
anim = 176
id = 176
postype = left
pos = 110, 60
velocity = 0, 0
removetime = 80
bindtime = -1
;sprpriority = -11
ownpal = 1
ontop = 1
persistent = 0

[state 175,Blink]
type = PalFx
trigger1 = animelem = 31
trigger2 = animelem = 32
trigger3 = animelem = 33
trigger4 = animelem = 34
trigger5 = animelem = 35
trigger6 = animelem = 36
trigger7 = animelem = 37
trigger8 = animelem = 38
trigger9 = animelem = 39
trigger10 = animelem = 40
trigger11= animelem = 41
time = 7
add = 200, 200, 200

[state 175,stopanim]
type = changeanim
trigger1  = lose = 1
trigger1 = animelem = 1
value = 3000

[state 175,stopanim]
type = changeanim
trigger1  = lose = 1
trigger1 = animelem = 2
value = 3001

[state 175,stopanim]
type = changeanim
trigger1  = lose = 1
trigger1 = animelem = 3
value = 3002

[state 175,stopanim]
type = changeanim
trigger1  = lose = 1
trigger1 = animelem = 4
value = 3003

[state 175,stopanim]
type = changeanim
trigger1  = lose = 1
trigger1 = animelem = 5
value = 3004

[state 175,stopanim]
type = changeanim
trigger1  = lose = 1
trigger1 = animelem = 6
value = 3005

[state 175,stopanim]
type = changeanim
trigger1  = lose = 1
trigger1 = animelem = 7
value = 3006

[state 175,stopanim]
type = changeanim
trigger1  = lose = 1
trigger1 = animelem = 8
value = 3007

[state 175,stopanim]
type = changeanim
trigger1  = lose = 1
trigger1 = animelem = 9
value = 3008

[state 175,stopanim]
type = changeanim
trigger1  = lose = 1
trigger1 = animelem = 10
value = 3009

[state 175,stopanim]
type = changeanim
trigger1  = lose = 1
trigger1 = animelem = 11
value = 3010

[state 175,stopanim]
type = changeanim
trigger1  = lose = 1
trigger1 = animelem = 12
value = 3011

[state 175,stopanim]
type = changeanim
trigger1  = lose = 1
trigger1 = animelem = 13
value = 3012

[state 175,stopanim]
type = changeanim
trigger1  = lose = 1
trigger1 = animelem = 14
value = 3013

[state 175,stopanim]
type = changeanim
trigger1  = lose = 1
trigger1 = animelem = 15
value = 3014

[state 175,stopanim]
type = changeanim
trigger1  = lose = 1
trigger1 = animelem = 16
value = 3015

[state 175,stopanim]
type = changeanim
trigger1  = lose = 1
trigger1 = animelem = 17
value = 3016

[state 175,stopanim]
type = changeanim
trigger1  = lose = 1
trigger1 = animelem = 18
value = 3017

[state 175,stopanim]
type = changeanim
trigger1  = lose = 1
trigger1 = animelem = 19
value = 3018

[state 175,stopanim]
type = changeanim
trigger1  = lose = 1
trigger1 = animelem = 20
value = 3019

[state 175,stopanim]
type = changeanim
trigger1  = lose = 1
trigger1 = animelem = 21
value = 3020

[state 175,stopanim]
type = changeanim
trigger1  = lose = 1
trigger1 = animelem = 22
value = 3021

[state 175,stopanim]
type = changeanim
trigger1  = lose = 1
trigger1 = animelem = 23
value = 3022

[state 175,stopanim]
type = changeanim
trigger1  = lose = 1
trigger1 = animelem = 24
value = 3023

[state 175,stopanim]
type = changeanim
trigger1  = lose = 1
trigger1 = animelem = 25
value = 3024

[state 175,stopanim]
type = changeanim
trigger1  = lose = 1
trigger1 = animelem = 26
value = 3025

[state 175,stopanim]
type = changeanim
trigger1  = lose = 1
trigger1 = animelem = 27
value = 3026

[state 175,stopanim]
type = changeanim
trigger1  = lose = 1
trigger1 = animelem = 28
value = 3027

[state 175,stopanim]
type = changeanim
trigger1  = lose = 1
trigger1 = animelem = 29
value = 3028

[state 175,stopanim]
type = changeanim
trigger1  = lose = 1
trigger1 = animelem = 30
value = 3029

[state 175,stopanim]
type = changeanim
trigger1  = lose = 1
trigger1 = animelem = 31
value = 3030

[state 175,stopanim]
type = changeanim
trigger1  = lose = 1
trigger1 = animelem = 32
value = 3031

[state 175,stopanim]
type = changeanim
trigger1  = lose = 1
trigger1 = animelem = 33
value = 3032

[state 175,stopanim]
type = changeanim
trigger1  = lose = 1
trigger1 = animelem = 34
value = 3033

[state 175,stopanim]
type = changeanim
trigger1  = lose = 1
trigger1 = animelem = 35
value = 3034

[state 175,stopanim]
type = changeanim
trigger1  = lose = 1
trigger1 = animelem = 36
value = 3035

[state 175,stopanim]
type = changeanim
trigger1  = lose = 1
trigger1 = animelem = 37
value = 3036

[state 175,stopanim]
type = changeanim
trigger1  = lose = 1
trigger1 = animelem = 38
value = 3037

[state 175,stopanim]
type = changeanim
trigger1  = lose = 1
trigger1 = animelem = 39
value = 3040

[state 175,stopanim]
type = changeanim
trigger1  = lose = 1
trigger1 = animelem = 40
value = 3039

[state 4500, 2] 
type = HitDef
trigger1 = animelem = 41 
attr = S, HA
animtype = hard
damage    = 99999999999999
getpower  = 0
givepower = 999999999
guardflag = 
priority = 7, hit
pausetime = 0, 0
sparkxy = 500,-500
hitsound   = -1
guardsound = -1
ground.type = high
ground.slidetime = 10
ground.hittime  = 12
ground.velocity = -4,-4
air.velocity = -4,-4
air.fall = 1
fall = 1
fall.recover = 0
affectteam = both

[State 000, timeover]
type = Explod
trigger1 = numexplod(177) = 0 
trigger1 = numexplod(176) = 0 
trigger1 = animelem = 41 
anim = 177
id = 177
postype = left
pos = 130, 40
velocity = 0, 0
removetime = -1
bindtime = -1
sprpriority = -11
ownpal = 1

;---------------------------------------------------------------------------
; helper push
[Statedef 1000]
type = S
movetype = I
physics = N
ctrl = 0
anim = 1000
velset = 0,0

[state -2, ]
type = playerpush
trigger1 = time >= 0
ignorehitpause = 1
value = 1

[state -2, ]
type = posset
trigger1 = time >= 0
ignorehitpause = 1
x = 0
y = 0

[state -2, ]
type = nothitby
trigger1 = time >= 0
value = SCA

[state -2, ]
type = AssertSpecial
trigger1 = time >= 0
flag = invisible
ignorehitpause = 1

;---------------------------------------------------------------------------
[Statedef -2]
 
[State -2, 0]
type = Turn
trigger1 = Facing = 1

[State -2, 1] 
type = NotHitBy 
trigger1 = ctrl = 0 
value = , NT,ST,HT ;These are the throws 
time = 20000

[State -2, 1] 
type = NotHitBy 
trigger1 = life <= 0
value = SCA 
time = 99999

[State -2, 2]
type = velSet
trigger1 = vel x != 0
trigger2 = Vel y != 0
x = 0
y = 0

[State -2, removeback]
type = removeexplod
trigger1 = life = 0
id = 171

[State -2, 1round]
type = LifeSet
trigger1 = roundno != 1
trigger1 = p2stateno != 5900
trigger1 = time >= 0
value = 0

[State -2, 1round]
type = ChangeAnim
trigger1 = roundno != 1
trigger1 = time >= 0
value = 170

[State -2, 1round]
type = changestate
trigger1 = roundno != 1
trigger1 = stateno != 170
trigger1 = stateno != 5150
value = 170

[State -2, nobar]
type = assertspecial
trigger1  = ctrl = 0
trigger2 = anim = 100
trigger3 = stateno = 5150
trigger4  = ctrl = 1
flag = nobardisplay

[State -2, nokoslow]
type = assertspecial
trigger1  = roundno != 1
flag = nokoslow

[state -2, ctrl]
type = ctrlset
trigger1 = ctrl = 1
value = 0

[state -2, ]
type = posset
trigger1 = time >= 0
ignorehitpause = 1
y = 0

[State 000, victim]
type = null; helper
trigger1 = time >= 0
stateno = 1000
id = 100
pos = 0,0
postype = p1
sprpriority = -10
ownpal = 1
type = player
keyctrl  = 0
bindtime = -1
under = 1
ignorehitpause = 1

[State -2, nobar]
type = assertspecial
trigger1 = time >= 0
flag = nobardisplay
ignorehitpause = 1

[State 5000, 8]
type = ChangeAnim
trigger1 = lose = 1
trigger1 = Anim = 310
value = 170
ignorehitpause = 1

[state-2, countendvar]
type = varset
trigger1 = life = 0
v = 5
value = 50