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Full Template for ticket #1
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Templates/Full/game/art/datablocks/weapons/ProxMine.cs
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Templates/Full/game/art/datablocks/weapons/ProxMine.cs
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//-----------------------------------------------------------------------------
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// Copyright (c) 2012 GarageGames, LLC
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//
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// Permission is hereby granted, free of charge, to any person obtaining a copy
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// of this software and associated documentation files (the "Software"), to
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// deal in the Software without restriction, including without limitation the
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// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
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// sell copies of the Software, and to permit persons to whom the Software is
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// furnished to do so, subject to the following conditions:
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//
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// The above copyright notice and this permission notice shall be included in
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// all copies or substantial portions of the Software.
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//
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
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// IN THE SOFTWARE.
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//-----------------------------------------------------------------------------
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datablock SFXProfile( MineArmedSound )
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{
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filename = "art/sound/weapons/mine_armed";
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description = AudioClose3d;
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preload = true;
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};
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datablock SFXProfile( MineSwitchinSound )
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{
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filename = "art/sound/weapons/wpn_proximitymine_switchin";
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description = AudioClose3D;
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preload = true;
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};
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datablock SFXProfile( MineTriggeredSound )
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{
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filename = "art/sound/weapons/mine_trigger";
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description = AudioClose3d;
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preload = true;
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};
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datablock ProximityMineData( ProxMine )
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{
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// ShapeBaseData fields
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category = "Weapon";
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shapeFile = "art/shapes/weapons/ProxMine/TP_ProxMine.DAE";
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explosion = GrenadeLauncherExplosion;
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// ItemData fields
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sticky = true;
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mass = 2;
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elasticity = 0.2;
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friction = 0.6;
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simpleServerCollision = false;
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// ProximityMineData fields
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armingDelay = 3.5;
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armingSound = MineArmedSound;
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autoTriggerDelay = 0;
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triggerOnOwner = true;
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triggerRadius = 3.0;
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triggerDelay = 0.45;
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triggerSound = MineTriggeredSound;
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explosionOffset = 0.1;
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// dynamic fields
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pickUpName = "a proximity mine";
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description = "Proximity Mine";
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maxInventory = 20;
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image = ProxMineImage;
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previewImage = 'mine.png';
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reticle = 'blank';
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zoomReticle = 'blank';
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damageType = "MineDamage"; // type of damage applied to objects in radius
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radiusDamage = 300; // amount of damage to apply to objects in radius
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damageRadius = 8; // search radius to damage objects when exploding
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areaImpulse = 2000; // magnitude of impulse to apply to objects in radius
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};
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datablock ShapeBaseImageData( ProxMineImage )
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{
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// Basic Item properties
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shapeFile = "art/shapes/weapons/ProxMine/TP_ProxMine.DAE";
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shapeFileFP = "art/shapes/weapons/ProxMine/FP_ProxMine.DAE";
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imageAnimPrefix = "ProxMine";
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imageAnimPrefixFP = "ProxMine";
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// Specify mount point & offset for 3rd person, and eye offset
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// for first person rendering.
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mountPoint = 0;
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firstPerson = true;
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useEyeNode = true;
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// When firing from a point offset from the eye, muzzle correction
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// will adjust the muzzle vector to point to the eye LOS point.
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// Since this weapon doesn't actually fire from the muzzle point,
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// we need to turn this off.
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correctMuzzleVector = false;
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// Add the WeaponImage namespace as a parent, WeaponImage namespace
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// provides some hooks into the inventory system.
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class = "WeaponImage";
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className = "WeaponImage";
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// Projectiles and Ammo.
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item = ProxMine;
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// Shake camera while firing.
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shakeCamera = false;
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camShakeFreq = "0 0 0";
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camShakeAmp = "0 0 0";
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// Images have a state system which controls how the animations
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// are run, which sounds are played, script callbacks, etc. This
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// state system is downloaded to the client so that clients can
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// predict state changes and animate accordingly. The following
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// system supports basic ready->fire->reload transitions as
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// well as a no-ammo->dryfire idle state.
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// Initial start up state
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stateName[0] = "Preactivate";
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stateTransitionOnLoaded[0] = "Activate";
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stateTransitionOnNoAmmo[0] = "Activate";
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// Activating the gun. Called when the weapon is first
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// mounted and there is ammo.
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stateName[1] = "Activate";
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stateTransitionGeneric0In[1] = "SprintEnter";
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stateTransitionOnTimeout[1] = "Ready";
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stateTimeoutValue[1] = 3.0;
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stateSequence[1] = "switch_in";
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stateShapeSequence[1] = "Reload";
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stateSound[1] = MineSwitchinSound;
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// Ready to fire, just waiting for the trigger
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stateName[2] = "Ready";
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stateTransitionGeneric0In[2] = "SprintEnter";
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stateTransitionOnMotion[2] = "ReadyMotion";
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stateTransitionOnTriggerDown[2] = "Fire";
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stateScaleAnimation[2] = false;
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stateScaleAnimationFP[2] = false;
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stateSequence[2] = "idle";
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// Ready to fire with player moving
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stateName[3] = "ReadyMotion";
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stateTransitionGeneric0In[3] = "SprintEnter";
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stateTransitionOnNoMotion[3] = "Ready";
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stateScaleAnimation[3] = false;
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stateScaleAnimationFP[3] = false;
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stateSequenceTransitionIn[3] = true;
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stateSequenceTransitionOut[3] = true;
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stateTransitionOnTriggerDown[3] = "Fire";
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stateSequence[3] = "run";
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// Wind up to throw the ProxMine
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stateName[4] = "Fire";
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stateTransitionGeneric0In[4] = "SprintEnter";
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stateTransitionOnTimeout[4] = "Fire2";
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stateTimeoutValue[4] = 0.8;
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stateFire[4] = true;
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stateRecoil[4] = "";
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stateAllowImageChange[4] = false;
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stateSequence[4] = "Fire";
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stateSequenceNeverTransition[4] = true;
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stateShapeSequence[4] = "Fire";
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// Throw the actual mine
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stateName[5] = "Fire2";
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stateTransitionGeneric0In[5] = "SprintEnter";
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stateTransitionOnTriggerUp[5] = "Reload";
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stateTimeoutValue[5] = 0.7;
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stateAllowImageChange[5] = false;
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stateSequenceNeverTransition[5] = true;
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stateSequence[5] = "fire_release";
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stateShapeSequence[5] = "Fire_Release";
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stateScript[5] = "onFire";
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// Play the reload animation, and transition into
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stateName[6] = "Reload";
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stateTransitionGeneric0In[6] = "SprintEnter";
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stateTransitionOnTimeout[6] = "Ready";
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stateWaitForTimeout[6] = true;
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stateTimeoutValue[6] = 3.0;
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stateSequence[6] = "switch_in";
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stateShapeSequence[6] = "Reload";
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stateSound[6] = MineSwitchinSound;
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// Start Sprinting
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stateName[7] = "SprintEnter";
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stateTransitionGeneric0Out[7] = "SprintExit";
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stateTransitionOnTimeout[7] = "Sprinting";
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stateWaitForTimeout[7] = false;
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stateTimeoutValue[7] = 0.25;
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stateWaitForTimeout[7] = false;
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stateScaleAnimation[7] = true;
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stateScaleAnimationFP[7] = true;
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stateSequenceTransitionIn[7] = true;
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stateSequenceTransitionOut[7] = true;
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stateAllowImageChange[7] = false;
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stateSequence[7] = "run2sprint";
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// Sprinting
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stateName[8] = "Sprinting";
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stateTransitionGeneric0Out[8] = "SprintExit";
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stateWaitForTimeout[8] = false;
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stateScaleAnimation[8] = false;
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stateScaleAnimationFP[8] = false;
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stateSequenceTransitionIn[8] = true;
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stateSequenceTransitionOut[8] = true;
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stateAllowImageChange[8] = false;
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stateSequence[8] = "sprint";
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// Stop Sprinting
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stateName[9] = "SprintExit";
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stateTransitionGeneric0In[9] = "SprintEnter";
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stateTransitionOnTimeout[9] = "Ready";
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stateWaitForTimeout[9] = false;
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stateTimeoutValue[9] = 0.5;
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stateSequenceTransitionIn[9] = true;
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stateSequenceTransitionOut[9] = true;
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stateAllowImageChange[9] = false;
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stateSequence[9] = "sprint2run";
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};
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