Browse Source

Merge branch 'boneRecord' of Shuvit-Org/shuvit into dev

bones
shuvit 5 years ago
parent
commit
a486f6a809

+ 212
- 210
assets/bsp/bsp_00-01.gob View File

@@ -1026,213 +1026,215 @@ grass1, 8.0, 4.0, 0.0, 0.0, 1.0
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 grass1, 4.0, 4.0, 0.0, 0.0, 1.0
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+Tree_A, 96.0, 20.0, 0.0, 0.5844162106513977, 1.2986478805541992
1208
+Tree_A, 92.0, 20.0, 0.0, 1.4525146484375, 0.7434340715408325
1209
+Tree_A, 84.0, 20.0, 0.0, 1.7990028858184814, 0.8332471251487732
1210
+Tree_A, 80.0, 20.0, 0.0, 0.18312163650989532, 0.6305133700370789
1211
+Tree_A, 64.0, 20.0, 0.0, 1.4658221006393433, 0.12400417029857635
1212
+Tree_A, 56.0, 20.0, 0.0, 2.5913102626800537, 1.0344942808151245
1213
+Tree_A, 44.0, 20.0, 0.0, 0.7981678247451782, 0.18100959062576294
1214
+Tree_A, 36.0, 20.0, 0.0, 0.1415042281150818, 1.1077194213867188
1215
+Tree_A, 28.0, 20.0, 0.0, 1.3462793827056885, 0.4410357177257538
1216
+Tree_A, 24.0, 20.0, 0.0, 0.03786666318774223, 0.5199525952339172
1217
+Tree_A, 16.0, 20.0, 0.0, 0.9369234442710876, 1.0418916940689087
1218
+Tree_A, 4.0, 20.0, 0.0, 1.3325235843658447, 0.19058050215244293
1219
+Tree_A, 92.0, 16.0, 0.0, 0.7400480508804321, 0.15476484596729279
1220
+Tree_A, 64.0, 16.0, 0.0, 1.074326753616333, 0.865738570690155
1221
+Tree_A, 56.0, 16.0, 0.0, 1.8133773803710938, 0.9103350043296814
1222
+Tree_A, 36.0, 16.0, 0.0, 1.6897937059402466, 1.2135225534439087
1223
+Tree_A, 24.0, 16.0, 0.0, 1.5951757431030273, 0.32529887557029724
1224
+Tree_A, 16.0, 16.0, 0.0, 0.4566549062728882, 1.2836025953292847
1225
+Tree_A, 84.0, 12.0, 0.0, 1.7142945528030396, 0.1912892460823059
1226
+Tree_A, 44.0, 12.0, 0.0, 0.87999427318573, 0.5976190567016602
1227
+Tree_A, 24.0, 12.0, 0.0, 1.5798540115356445, 0.15118716657161713
1228
+Tree_A, 120.0, 8.0, 0.0, 0.2233012169599533, 0.7991459369659424
1229
+Tree_A, 92.0, 8.0, 0.0, 1.4132670164108276, 1.0346146821975708
1230
+Tree_A, 56.0, 8.0, 0.0, 1.5034735202789307, 0.6865757703781128
1231
+Tree_A, 36.0, 8.0, 0.0, 2.6503889560699463, 0.7898070216178894
1232
+Tree_A, 4.0, 8.0, 0.0, 2.628439426422119, 1.0729840993881226
1233
+Tree_A, 116.0, 4.0, 0.0, 0.19532568752765656, 0.27202099561691284
1234
+Tree_A, 92.0, 4.0, 0.0, 1.4569860696792603, 0.7787981629371643
1235
+Tree_A, 68.0, 4.0, 0.0, 0.9431627988815308, 1.2636128664016724
1236
+Tree_A, 56.0, 4.0, 0.0, 0.2426106035709381, 1.108267068862915
1237
+Tree_A, 32.0, 4.0, 0.0, 2.676025867462158, 1.150822401046753
1238
+Tree_A, 24.0, 4.0, 0.0, 1.111099123954773, 0.865940511226654
1239
+Tree_A, 16.0, 4.0, 0.0, 2.2924487590789795, 0.12650245428085327
1240
+Tree_A, 8.0, 4.0, 0.0, 0.013237283565104008, 0.4234793782234192

+ 2
- 2
assets/kits/base_kit.blend View File

@@ -1,3 +1,3 @@
1 1
 version https://git-lfs.github.com/spec/v1
2
-oid sha256:cb988402db6dbf700e9e506879fce06e203e7dc4455bcfe9acc5450ac3b97468
3
-size 20209768
2
+oid sha256:0c1b727010a09532fa0cad551832c28a528c110bb1f6e150840da43d17700cd7
3
+size 20213320

+ 2
- 2
assets/kits/ramps.blend View File

@@ -1,3 +1,3 @@
1 1
 version https://git-lfs.github.com/spec/v1
2
-oid sha256:8f008b26f7b7134323c616925691067886f5f4d5440047396fdad5f4f5c5fc8c
3
-size 88512652
2
+oid sha256:69486a9653ba9b6ff283d37f7361834aa4e86ca862cd0066d6eff7216528a9a2
3
+size 187177596

+ 2
- 2
assets/materials/base_m_kit.blend View File

@@ -1,3 +1,3 @@
1 1
 version https://git-lfs.github.com/spec/v1
2
-oid sha256:50c185109ee56fcb1bbbba94987bdd7ae0ea73ab2e35ad91a7af8b0a758a57f6
3
-size 22674664
2
+oid sha256:718171db93ccce84f851e72678e6edc11ca25ddddf3e8a29c15572415052c973
3
+size 22668700

+ 2
- 2
assets/user2.blend View File

@@ -1,3 +1,3 @@
1 1
 version https://git-lfs.github.com/spec/v1
2
-oid sha256:77db4e46f63bbc9da04ab4df1cfc9005168aee194c61e2ce7df7f569b4319493
3
-size 36844116
2
+oid sha256:3f61eb94898eac143be19fcc213d8eb9c1249a7a6b1e0bd24c6f14afb81e7768
3
+size 36970420

+ 3
- 0
assets/user2pit.blend View File

@@ -0,0 +1,3 @@
1
+version https://git-lfs.github.com/spec/v1
2
+oid sha256:8f4e016d59bfe917ed55903681d7e7fcd61d987387ab66a7e9bbf394e94489bd
3
+size 22480148

+ 31
- 31
config.ini View File

@@ -49,41 +49,41 @@ walk_focal_length = 14
49 49
 #character settings
50 50
 ###################
51 51
 
52
-character = annie
52
+character = ralph
53 53
 
54
-shirt_logo = 2
54
+shirt_logo = 4
55 55
 
56
-shirt_color_r = 0.44
57
-shirt_color_g = 0.44
58
-shirt_color_b = 0.44
56
+shirt_color_r = 0.23
57
+shirt_color_g = 0.03
58
+shirt_color_b = 0.05
59 59
 
60
-shoe_color_r = 0.08
61
-shoe_color_g = 0.03
62
-shoe_color_b = 0
60
+shoe_color_r = 0.71
61
+shoe_color_g = 0.71
62
+shoe_color_b = 0.71
63 63
 #-----------------
64 64
 
65 65
 #deck settings
66 66
 ##############
67
-deck_index = 5
68
-deck_color_r = 0.8
69
-deck_color_g = 0.8
70
-deck_color_b = 0.8
71
-trucks_r = 0
72
-trucks_g = 0
73
-trucks_b = 0
74
-
75
-wheel1_r = 0.21
76
-wheel1_g = 0.21
77
-wheel1_b = 0.21
78
-wheel2_r = 0.21
79
-wheel2_g = 0.21
80
-wheel2_b = 0.21
81
-wheel3_r = 0.21
82
-wheel3_g = 0.21
83
-wheel3_b = 0.21
84
-wheel4_r = 0.21
85
-wheel4_g = 0.21
86
-wheel4_b = 0.21
67
+deck_index = 6
68
+deck_color_r = 0.1
69
+deck_color_g = 0
70
+deck_color_b = 0
71
+trucks_r = 0.29
72
+trucks_g = 0.28
73
+trucks_b = 0.31
74
+
75
+wheel1_r = 0
76
+wheel1_g = 0.1
77
+wheel1_b = 0
78
+wheel2_r = 0
79
+wheel2_g = 0.1
80
+wheel2_b = 0
81
+wheel3_r = 0
82
+wheel3_g = 0.1
83
+wheel3_b = 0
84
+wheel4_r = 0
85
+wheel4_g = 0.1
86
+wheel4_b = 0
87 87
 #-------------------
88 88
 
89 89
 #2d filter settings
@@ -91,7 +91,7 @@ wheel4_b = 0.21
91 91
 
92 92
 #brightness / contrast
93 93
 bc = 1
94
-BC_BRIGHTNESS = 0.97
94
+BC_BRIGHTNESS = 0.95
95 95
 BC_CONTRAST = 1.06
96 96
 
97 97
 #HDR
@@ -120,14 +120,14 @@ FXAA_SPAN_MAX = 8.0
120 120
 #############
121 121
 sun_strength = 2.05
122 122
 ambient_strength = 0.61
123
-sun_rot_x = 0.05
123
+sun_rot_x = -0.05
124 124
 sun_rot_y = 0.05
125 125
 shadow_on = 0
126 126
 #------------
127 127
 
128 128
 #physics
129 129
 ########
130
-JUMPHEIGHT = 840#800
130
+JUMPHEIGHT = 880#840#800
131 131
 MAX_VEL = 6.7
132 132
 SPEEDUP = 0.055
133 133
 SPEEDPUMP = 0.14#.09

+ 44
- 20
scripts/Record.py View File

@@ -3,6 +3,7 @@ import bge
3 3
 from bge import logic
4 4
 from mathutils import Vector
5 5
 from SortData import *
6
+import boneRecord
6 7
 
7 8
 cont = logic.getCurrentController()
8 9
 own = cont.owner
@@ -224,7 +225,7 @@ def loadData():
224 225
     skater = scene.objects["Char4"]
225 226
     deck = scene.objects["deck"]
226 227
     trucks = scene.objects["trucks"]
227
-    
228
+    bdeck = scene.objects['deck_arm']
228 229
     num = 1
229 230
     obj = scene.objects['control_cube.002']
230 231
     if num == 1:    
@@ -347,24 +348,47 @@ def loadData():
347 348
         if objIndex < 0:
348 349
             own["objIndex"] = lengthSkaterAnim-2
349 350
 
350
-        name, skateranim = readData.returnSkaterAnim(objIndex, valueIndex)
351
-        name, PAF = readData.returnSkaterAnimF(objIndex, valueIndex)
352
-        #print(PAF)
353
-        PAF = float(PAF)
354
-        if name in scene.objects:
355
-            #print("name in")
356
-            try:
357
-                skater.stopAction(0)
358
-                skater.stopAction(1)
359
-                skater.stopAction(2)
360
-                skater.stopAction(3)
361
-                skater.stopAction(9999)
362
-                if skater != '':
363
-                    skater.playAction(skateranim, PAF,PAF, layer=9999, play_mode=1, speed=1)
364
-                #print("Playing: ", skateranim, PAF)
365
-            except:
366
-                print("something is wrong")
367
-                #pass  
351
+
352
+        skater.stopAction(0)
353
+        skater.stopAction(1)
354
+        skater.stopAction(2)
355
+        skater.stopAction(3)
356
+        skater.stopAction(4)
357
+        skater.stopAction(5)
358
+        skater.stopAction(6)
359
+        skater.stopAction(9999)
360
+
361
+        bdeck.stopAction(0)
362
+        bdeck.stopAction(1)
363
+        bdeck.stopAction(2)
364
+        bdeck.stopAction(3)
365
+        bdeck.stopAction(4)
366
+        bdeck.stopAction(5)
367
+        bdeck.stopAction(6)
368
+        bdeck.stopAction(9999)        
369
+
370
+
371
+        boneRecord.Playback(valueIndex)
372
+
373
+
374
+        # name, skateranim = readData.returnSkaterAnim(objIndex, valueIndex)
375
+        # name, PAF = readData.returnSkaterAnimF(objIndex, valueIndex)
376
+        # #print(PAF)
377
+        # PAF = float(PAF)
378
+        # if name in scene.objects:
379
+        #     #print("name in")
380
+        #     try:
381
+        #         skater.stopAction(0)
382
+        #         skater.stopAction(1)
383
+        #         skater.stopAction(2)
384
+        #         skater.stopAction(3)
385
+        #         skater.stopAction(9999)
386
+        #         if skater != '':
387
+        #             skater.playAction(skateranim, PAF,PAF, layer=9999, play_mode=1, speed=1)
388
+        #         #print("Playing: ", skateranim, PAF)
389
+        #     except:
390
+        #         print("something is wrong")
391
+        #         #pass  
368 392
                 
369 393
                 
370 394
     #-----Deck Animation Name-----#
@@ -704,7 +728,7 @@ def main(recording_cutoff, cc):
704 728
         getData.savetdPosition(obj, recording_cutoff)
705 729
         getData.savetdOrientation(obj, recording_cutoff)
706 730
         getData.saveSrevertsound(obj, recording_cutoff)                                       
707
-            
731
+        boneRecord.Record()    
708 732
          
709 733
 def breakOut():
710 734
     num = 1

BIN
scripts/__pycache__/Record.cpython-36.pyc View File


BIN
scripts/__pycache__/co_ActionState.cpython-36.pyc View File


BIN
scripts/__pycache__/colors.cpython-36.pyc View File


BIN
scripts/__pycache__/controller2.cpython-36.pyc View File


BIN
scripts/__pycache__/grindV2.cpython-36.pyc View File


BIN
scripts/__pycache__/inputs.cpython-36.pyc View File


BIN
scripts/__pycache__/scene_init.cpython-36.pyc View File


BIN
scripts/__pycache__/walk.cpython-36.pyc View File


+ 581
- 0
scripts/actionPlayer.py View File

@@ -0,0 +1,581 @@
1
+import bge
2
+import actionsFSMlist
3
+
4
+dict = bge.logic.globalDict
5
+zero_blend = False
6
+
7
+def actionPlayer(ac):
8
+	scene = bge.logic.getCurrentScene()
9
+	skater = dict['p1']
10
+	deck = dict['p1d']
11
+	a = getattr(actionsFSMlist.reg_walk, 'name')
12
+	name = getattr(ac, 'name')
13
+	dname = getattr(ac, 'dname')
14
+	start = getattr(ac, 'start')
15
+	end = getattr(ac, 'end')
16
+	dstart = getattr(ac, 'dstart')
17
+	dend = getattr(ac, 'dend')
18
+	layer = getattr(ac, 'layer')
19
+	mode = getattr(ac, 'mode')
20
+	speed = getattr(ac, 'speed')
21
+	blendin = getattr(ac, 'blendin')
22
+	#--------------------------------
23
+	if zero_blend:
24
+		blendin = 0
25
+		print('zeroing blend')
26
+	skater.playAction(name, start,end, layer=layer, play_mode=mode, speed=speed, blendin=blendin)
27
+	deck.playAction(dname, dstart,dend, layer=layer, play_mode=mode, speed=speed, blendin=blendin)
28
+	print('playing', name, get_frame(ac))
29
+
30
+def get_frame(ac):
31
+	skater = dict['p1']
32
+	layer = getattr(ac, 'layer')
33
+	print('getting frame', skater.getActionFrame(layer))
34
+	return skater.getActionFrame(layer)
35
+
36
+def set_frame(ac, frame):
37
+	skater = dict['p1']
38
+	deck = dict['p1d']
39
+	layer = getattr(ac, 'layer')
40
+	skater.setActionFrame(frame, layer)
41
+	deck.setActionFrame(frame, layer)
42
+	print('setting frame', frame)
43
+
44
+def check_exit(aState, rA, timer, ac):
45
+	exits = getattr(ac, 'exits')
46
+	force = getattr(ac, 'force_exit')
47
+	fe = getattr(ac, 'fef')
48
+	if rA in exits:
49
+		return rA
50
+	else:
51
+		return aState
52
+
53
+	if force != None and fe >= timer:
54
+		print('doing exit timer')
55
+		return force
56
+
57
+def state_timer(own):
58
+	if own['aState'] == own['l_aState']:
59
+		own['stateTimer'] += 1
60
+	else:
61
+		own['stateTimer'] = 0
62
+
63
+def check_land(rA, aState, own):
64
+
65
+	#check if manualling
66
+	if rA in actionsFSMlist.reg_manuallist or rA in actionsFSMlist.reg_grindlist:
67
+		aState = rA
68
+		own['stateTimer'] = 0
69
+		own['aState'] = rA
70
+	#otherwise, force land, offboard or fliptrick
71
+	elif 'land' in rA or 'onboard' in rA or 'offboard' in rA or rA in actionsFSMlist.reg_fliplist:
72
+		print('landing________________________', rA)
73
+		aState = rA
74
+		own['stateTimer'] = 0
75
+		own['aState'] = rA
76
+	return aState	
77
+
78
+def main(cont):
79
+	own = cont.owner
80
+	dict = bge.logic.globalDict
81
+
82
+	#initial state
83
+	if 'aState' not in own:
84
+		own['aState'] = 'reg_idle'
85
+		own['l_aState'] = None
86
+		own['stateTimer'] = 0
87
+
88
+	
89
+	aState = own['aState']
90
+	rA = own['requestAction']
91
+	timer = own['stateTimer']
92
+	newState = own['aState']
93
+	aState = check_land(rA, aState, own)
94
+	newState = aState
95
+	og_state = own['aState']
96
+	print(aState, 'cur aState')
97
+
98
+	if own['l_aState'] in actionsFSMlist.reg_fliplist:
99
+		zero_blend = True
100
+
101
+	#-----------------------
102
+	check_state = 'reg_idle'
103
+	if aState == check_state:
104
+		action = getattr(actionsFSMlist, check_state)
105
+		actionPlayer(action)
106
+		newState = check_exit(aState, rA, timer, action)
107
+
108
+	check_state = 'reg_idle2'	
109
+	if aState == check_state:
110
+		action = getattr(actionsFSMlist, check_state)
111
+		actionPlayer(action)
112
+		newState = check_exit(aState, rA, timer, action)
113
+
114
+	check_state = 'reg_idle3'
115
+	if aState == check_state:
116
+		action = getattr(actionsFSMlist, check_state)
117
+		actionPlayer(action)
118
+		newState = check_exit(aState, rA, timer, action)
119
+	
120
+	check_state = 'reg_idle4'
121
+	if aState == check_state:
122
+		action = getattr(actionsFSMlist, check_state)
123
+		actionPlayer(action)
124
+		newState = check_exit(aState, rA, timer, action)
125
+
126
+	check_state = 'reg_idle5'
127
+	if aState == check_state:
128
+		action = getattr(actionsFSMlist, check_state)
129
+		actionPlayer(action)
130
+		newState = check_exit(aState, rA, timer, action)
131
+	
132
+	check_state = 'reg_jump'
133
+	if aState == check_state:
134
+		action = getattr(actionsFSMlist, check_state)
135
+		actionPlayer(action)
136
+		if own['stateTimer'] > getattr(action, 'fef'):
137
+			newState = check_exit(aState, rA, timer, action)
138
+	
139
+	check_state = 'reg_walk_air'
140
+	if aState == check_state:
141
+		action = getattr(actionsFSMlist, check_state)
142
+		actionPlayer(action)
143
+		if aState != rA:
144
+			newState = getattr(action, 'exits')[0]
145
+	
146
+	check_state = 'reg_walk_air_out' 			
147
+	if aState == check_state:
148
+		action = getattr(actionsFSMlist, check_state)
149
+		actionPlayer(action)
150
+		print(own['stateTimer'], getattr(action, 'fef'))
151
+		if own['stateTimer'] > getattr(action, 'fef'):	
152
+			newState = getattr(action, 'force_exit')
153
+
154
+	check_state = 'reg_sit'
155
+	if aState == check_state:
156
+		action = getattr(actionsFSMlist, check_state)
157
+		#if own['stateTimer'] < 19:
158
+		if own['stateTimer'] < getattr(action, 'intro_frames'):	
159
+			actionPlayer(getattr(actionsFSMlist, 'intro'))
160
+		else:
161
+			actionPlayer(action)
162
+		newState = check_exit(aState, rA, timer, actionsFSMlist.reg_sit)
163
+
164
+	#-----------------------
165
+	check_state = 'reg_walk'
166
+	if aState == check_state:
167
+		action = getattr(actionsFSMlist, check_state)
168
+		if own['l_aState'] == 'reg_walkFast':
169
+			frame = get_frame(actionsFSMlist.reg_walkFast)
170
+			actionPlayer(action)
171
+			set_frame(actionsFSMlist.reg_walk, frame)
172
+		else:	
173
+			frame = actionPlayer(action)
174
+		
175
+		newState = check_exit(aState, rA, timer, action)
176
+
177
+	#-----------------------
178
+	check_state = 'reg_walkFast'
179
+	if aState == check_state:
180
+		action = getattr(actionsFSMlist, check_state)
181
+		newState = check_exit(aState, rA, timer, actionsFSMlist.reg_walkFast)
182
+
183
+		if own['l_aState'] == 'reg_walk':
184
+			frame = get_frame(actionsFSMlist.reg_walk)
185
+			actionPlayer(action)
186
+			set_frame(actionsFSMlist.reg_walkFast, frame)
187
+
188
+		else:
189
+			actionPlayer(action)
190
+		#print(frame)
191
+
192
+	check_state = 'reg_onboard'
193
+	if aState == check_state:
194
+		action = getattr(actionsFSMlist, check_state)
195
+		actionPlayer(action)
196
+		print('checking onbaord state')
197
+		#if own['stateTimer'] > 10:
198
+			#newState = check_exit(aState, rA, timer, actionsFSMlist.reg_onboard)
199
+		if own['stateTimer'] > getattr(action, 'fef'):	
200
+			newState = getattr(action, 'force_exit')			
201
+
202
+	check_state = 'reg_offboard'
203
+	if aState == check_state:
204
+		action = getattr(actionsFSMlist, check_state)
205
+		actionPlayer(action)
206
+		if own['stateTimer'] > 20:
207
+			newState = check_exit(aState, rA, timer, actionsFSMlist.reg_offboard)			
208
+
209
+	check_state = 'reg_roll'
210
+	if aState == check_state:
211
+		action = getattr(actionsFSMlist, check_state)
212
+		actionPlayer(action)
213
+		newState = check_exit(aState, rA, timer, action)
214
+
215
+	check_state = 'reg_turnLeft'
216
+	if aState == check_state:
217
+		action = getattr(actionsFSMlist, check_state)
218
+		actionPlayer(action)
219
+		newState = check_exit(aState, rA, timer, action)
220
+	
221
+	check_state = 'reg_turnRight'
222
+	if aState == check_state:
223
+		action = getattr(actionsFSMlist, check_state)
224
+		actionPlayer(action)
225
+		newState = check_exit(aState, rA, timer, action)
226
+
227
+	check_state = 'reg_opos'
228
+	if aState == check_state:
229
+		action = getattr(actionsFSMlist, check_state)
230
+		actionPlayer(action)
231
+		newState = check_exit(aState, rA, timer, action)		
232
+	
233
+	check_state = 'reg_nopos'
234
+	if aState == check_state:
235
+		action = getattr(actionsFSMlist, check_state)
236
+		actionPlayer(action)
237
+		newState = check_exit(aState, rA, timer, action)		
238
+
239
+	check_state = 'reg_pump'
240
+	if aState == check_state:
241
+		action = getattr(actionsFSMlist, check_state)
242
+		actionPlayer(action)
243
+		newState = check_exit(aState, rA, timer, action)
244
+
245
+	check_state = 'reg_pump_left'
246
+	if aState == check_state:
247
+		action = getattr(actionsFSMlist, check_state)
248
+		actionPlayer(action)
249
+		newState = check_exit(aState, rA, timer, action)				
250
+
251
+	check_state = 'reg_pump_right'
252
+	if aState == check_state:
253
+		action = getattr(actionsFSMlist, check_state)
254
+		actionPlayer(action)
255
+		newState = check_exit(aState, rA, timer, action)				
256
+
257
+
258
+	check_state = 'reg_push'
259
+	if aState == check_state:
260
+		action = getattr(actionsFSMlist, check_state)
261
+		actionPlayer(action)
262
+		if own['stateTimer'] > 70:
263
+			newState = 'reg_roll'
264
+
265
+	check_state = 'reg_push_goof'
266
+	if aState == check_state:
267
+		action = getattr(actionsFSMlist, check_state)
268
+		actionPlayer(action)
269
+		if own['stateTimer'] > 70:
270
+			newState = 'reg_roll'			
271
+	
272
+	check_state = 'reg_powerslide'
273
+	if aState == check_state:
274
+		action = getattr(actionsFSMlist, check_state)
275
+		# if own['stateTimer'] < 20:
276
+		# 	actionPlayer(actionsFSMlist.reg_powerslide_in)
277
+		if own['stateTimer'] < getattr(action, 'intro_frames'):	
278
+			intro = getattr(action, 'intro')
279
+			actionPlayer(getattr(actionsFSMlist, intro))	
280
+		else:
281
+			actionPlayer(action)
282
+		newState = check_exit(aState, rA, timer, actionsFSMlist.reg_powerslide)
283
+
284
+	check_state = 'reg_fs_powerslide'
285
+	if aState == check_state:
286
+		action = getattr(actionsFSMlist, check_state)
287
+		# if own['stateTimer'] < 20:
288
+		# 	actionPlayer(actionsFSMlist.reg_fs_powerslide_in)
289
+		if own['stateTimer'] < getattr(action, 'intro_frames'):	
290
+			intro = getattr(action, 'intro')
291
+			actionPlayer(getattr(actionsFSMlist, intro))	
292
+		else:
293
+			actionPlayer(action)
294
+		newState = check_exit(aState, rA, timer, actionsFSMlist.reg_fs_powerslide)				
295
+
296
+	check_state = 'reg_manual'
297
+	if aState == check_state:
298
+		action = getattr(actionsFSMlist, check_state)
299
+		actionPlayer(action)
300
+		newState = check_exit(aState, rA, timer, action)
301
+
302
+	check_state = 'reg_nmanual'
303
+	if aState == check_state:
304
+		action = getattr(actionsFSMlist, check_state)
305
+		actionPlayer(action)
306
+		newState = check_exit(aState, rA, timer, action)
307
+
308
+	check_state = 'reg_land'
309
+	if aState == check_state:
310
+		action = getattr(actionsFSMlist, check_state)
311
+		actionPlayer(action)
312
+		if own['stateTimer'] > getattr(action, 'fef'):	
313
+			newState = getattr(action, 'force_exit')
314
+
315
+	check_state = 'reg_landL'
316
+	if aState == check_state:
317
+		action = getattr(actionsFSMlist, check_state)
318
+		actionPlayer(action)
319
+		if own['stateTimer'] > getattr(action, 'fef'):	
320
+			newState = getattr(action, 'force_exit')
321
+
322
+	check_state = 'reg_landLb'
323
+	if aState == check_state:
324
+		action = getattr(actionsFSMlist, check_state)
325
+		actionPlayer(action)
326
+		if own['stateTimer'] > getattr(action, 'fef'):	
327
+			newState = getattr(action, 'force_exit')
328
+
329
+	check_state = 'reg_landR'
330
+	if aState == check_state:
331
+		action = getattr(actionsFSMlist, check_state)
332
+		actionPlayer(action)
333
+		if own['stateTimer'] > getattr(action, 'fef'):	
334
+			newState = getattr(action, 'force_exit')
335
+
336
+	check_state = 'reg_landRb'
337
+	if aState == check_state:
338
+		action = getattr(actionsFSMlist, check_state)
339
+		actionPlayer(action)
340
+		if own['stateTimer'] > getattr(action, 'fef'):	
341
+			newState = getattr(action, 'force_exit')												
342
+
343
+	check_state = 'reg_air'
344
+	if aState == check_state:
345
+		action = getattr(actionsFSMlist, check_state)
346
+		actionPlayer(action)
347
+		newState = check_exit(aState, rA, timer, action)
348
+
349
+	check_state = 'reg_air_nose'
350
+	if aState == check_state:
351
+		action = getattr(actionsFSMlist, check_state)
352
+		actionPlayer(action)
353
+		newState = check_exit(aState, rA, timer, action)
354
+
355
+	check_state = 'reg_air_tail'
356
+	if aState == check_state:
357
+		action = getattr(actionsFSMlist, check_state)
358
+		actionPlayer(action)
359
+		newState = check_exit(aState, rA, timer, action)				
360
+
361
+	check_state = 'reg_ollie'
362
+	if aState == check_state:
363
+		action = getattr(actionsFSMlist, check_state)
364
+		actionPlayer(action)
365
+		if own['stateTimer'] > getattr(action, 'fef'):	
366
+			newState = getattr(action, 'force_exit')												
367
+
368
+	check_state = 'reg_kickflip'
369
+	if aState == check_state:
370
+		action = getattr(actionsFSMlist, check_state)
371
+		actionPlayer(action)
372
+		if own['stateTimer'] > getattr(action, 'fef'):	
373
+			newState = getattr(action, 'force_exit')												
374
+
375
+	check_state = 'reg_heelflip'
376
+	if aState == check_state:
377
+		action = getattr(actionsFSMlist, check_state)
378
+		actionPlayer(action)
379
+		if own['stateTimer'] > getattr(action, 'fef'):	
380
+			newState = getattr(action, 'force_exit')
381
+
382
+	check_state = 'reg_shuvit'
383
+	if aState == check_state:
384
+		action = getattr(actionsFSMlist, check_state)
385
+		actionPlayer(action)
386
+		if own['stateTimer'] > getattr(action, 'fef'):	
387
+			newState = getattr(action, 'force_exit')												
388
+
389
+	check_state = 'reg_shuvit360'
390
+	if aState == check_state:
391
+		action = getattr(actionsFSMlist, check_state)
392
+		actionPlayer(action)
393
+		if own['stateTimer'] > getattr(action, 'fef'):	
394
+			newState = getattr(action, 'force_exit')												
395
+
396
+	check_state = 'reg_fsshuvit'
397
+	if aState == check_state:
398
+		action = getattr(actionsFSMlist, check_state)
399
+		actionPlayer(action)
400
+		if own['stateTimer'] > getattr(action, 'fef'):	
401
+			newState = getattr(action, 'force_exit')												
402
+
403
+	check_state = 'reg_fsshuvit360'
404
+	if aState == check_state:
405
+		action = getattr(actionsFSMlist, check_state)
406
+		actionPlayer(action)
407
+		if own['stateTimer'] > getattr(action, 'fef'):	
408
+			newState = getattr(action, 'force_exit')												
409
+
410
+	check_state = 'reg_5050'
411
+	if aState == check_state:
412
+		action = getattr(actionsFSMlist, check_state)
413
+		actionPlayer(action)
414
+		newState = check_exit(aState, rA, timer, action)
415
+
416
+	check_state = 'reg_bsboard'
417
+	if aState == check_state:
418
+		action = getattr(actionsFSMlist, check_state)
419
+		actionPlayer(action)
420
+		newState = check_exit(aState, rA, timer, action)
421
+
422
+	check_state = 'reg_fsboard'
423
+	if aState == check_state:
424
+		action = getattr(actionsFSMlist, check_state)
425
+		actionPlayer(action)
426
+		newState = check_exit(aState, rA, timer, action)
427
+
428
+	check_state = 'reg_tailg'
429
+	if aState == check_state:
430
+		action = getattr(actionsFSMlist, check_state)
431
+		actionPlayer(action)
432
+		newState = check_exit(aState, rA, timer, action)
433
+
434
+	check_state = 'reg_tailgr'
435
+	if aState == check_state:
436
+		action = getattr(actionsFSMlist, check_state)
437
+		actionPlayer(action)
438
+		newState = check_exit(aState, rA, timer, action)
439
+
440
+	check_state = 'reg_tailgl'
441
+	if aState == check_state:
442
+		action = getattr(actionsFSMlist, check_state)
443
+		actionPlayer(action)
444
+		newState = check_exit(aState, rA, timer, action)
445
+
446
+	check_state = 'reg_noseg'
447
+	if aState == check_state:
448
+		action = getattr(actionsFSMlist, check_state)
449
+		actionPlayer(action)
450
+		newState = check_exit(aState, rA, timer, action)
451
+
452
+	check_state = 'reg_nosegr'
453
+	if aState == check_state:
454
+		action = getattr(actionsFSMlist, check_state)
455
+		actionPlayer(action)
456
+		newState = check_exit(aState, rA, timer, action)
457
+
458
+	check_state = 'reg_nosegl'
459
+	if aState == check_state:
460
+		action = getattr(actionsFSMlist, check_state)
461
+		actionPlayer(action)
462
+		newState = check_exit(aState, rA, timer, action)
463
+
464
+	check_state = 'reg_tailslide'
465
+	if aState == check_state:
466
+		action = getattr(actionsFSMlist, check_state)
467
+		actionPlayer(action)
468
+		newState = check_exit(aState, rA, timer, action)
469
+
470
+	check_state = 'reg_noseslide'
471
+	if aState == check_state:
472
+		action = getattr(actionsFSMlist, check_state)
473
+		actionPlayer(action)
474
+		newState = check_exit(aState, rA, timer, action)
475
+
476
+
477
+
478
+
479
+
480
+
481
+	check_state = 'frontside_grab'
482
+	if aState == check_state:
483
+		action = getattr(actionsFSMlist, check_state)
484
+		if own['stateTimer'] < getattr(action, 'intro_frames'):	
485
+			intro = getattr(action, 'intro')
486
+			actionPlayer(getattr(actionsFSMlist, intro))	
487
+		else:
488
+			actionPlayer(action)		
489
+		newState = check_exit(aState, rA, timer, action)
490
+
491
+	check_state = 'backside_grab'
492
+	if aState == check_state:
493
+		action = getattr(actionsFSMlist, check_state)
494
+		if own['stateTimer'] < getattr(action, 'intro_frames'):	
495
+			intro = getattr(action, 'intro')
496
+			actionPlayer(getattr(actionsFSMlist, intro))	
497
+		else:
498
+			actionPlayer(action)		
499
+		newState = check_exit(aState, rA, timer, action)		
500
+		
501
+	check_state = 'frontside_nose_grab'
502
+	if aState == check_state:
503
+		action = getattr(actionsFSMlist, check_state)
504
+		if own['stateTimer'] < getattr(action, 'intro_frames'):	
505
+			intro = getattr(action, 'intro')
506
+			actionPlayer(getattr(actionsFSMlist, intro))	
507
+		else:
508
+			actionPlayer(action)		
509
+		newState = check_exit(aState, rA, timer, action)
510
+	
511
+	check_state = 'backside_nose_grab'
512
+	if aState == check_state:
513
+		action = getattr(actionsFSMlist, check_state)
514
+		if own['stateTimer'] < getattr(action, 'intro_frames'):	
515
+			intro = getattr(action, 'intro')
516
+			actionPlayer(getattr(actionsFSMlist, intro))	
517
+		else:
518
+			actionPlayer(action)		
519
+		newState = check_exit(aState, rA, timer, action)
520
+	
521
+	check_state = 'frontside_tail_grab'
522
+	if aState == check_state:
523
+		action = getattr(actionsFSMlist, check_state)
524
+		if own['stateTimer'] < getattr(action, 'intro_frames'):	
525
+			intro = getattr(action, 'intro')
526
+			actionPlayer(getattr(actionsFSMlist, intro))	
527
+		else:
528
+			actionPlayer(action)		
529
+		newState = check_exit(aState, rA, timer, action)
530
+
531
+	check_state = 'backside_tail_grab'
532
+	if aState == check_state:
533
+		action = getattr(actionsFSMlist, check_state)
534
+		if own['stateTimer'] < getattr(action, 'intro_frames'):	
535
+			intro = getattr(action, 'intro')
536
+			actionPlayer(getattr(actionsFSMlist, intro))	
537
+		else:
538
+			actionPlayer(action)		
539
+		newState = check_exit(aState, rA, timer, action)
540
+
541
+	check_state = 'reg_ollie_north'
542
+	if aState == check_state:
543
+		action = getattr(actionsFSMlist, check_state)
544
+		if own['stateTimer'] < getattr(action, 'intro_frames'):	
545
+			intro = getattr(action, 'intro')
546
+			actionPlayer(getattr(actionsFSMlist, intro))	
547
+		else:
548
+			actionPlayer(action)		
549
+		newState = check_exit(aState, rA, timer, action)		
550
+
551
+	check_state = 'reg_ollie_south'
552
+	if aState == check_state:
553
+		action = getattr(actionsFSMlist, check_state)
554
+		if own['stateTimer'] < getattr(action, 'intro_frames'):	
555
+			intro = getattr(action, 'intro')
556
+			actionPlayer(getattr(actionsFSMlist, intro))	
557
+		else:
558
+			actionPlayer(action)		
559
+		newState = check_exit(aState, rA, timer, action)
560
+
561
+
562
+
563
+
564
+
565
+
566
+
567
+
568
+
569
+
570
+
571
+
572
+
573
+	#-----------------------
574
+	#own['aState'] = aState
575
+	if newState != '':
576
+		own['aState'] = newState 
577
+	#print(own['l_aState'], '----l_aState', own['aState'])
578
+	own['l_aState'] = og_state
579
+	#own['l_aState'] = newState
580
+	print(own['l_aState'], '----l_aState', own['aState'], 'rA', rA)
581
+	state_timer(own)

+ 2391
- 124
scripts/actionsFSMlist.py View File

@@ -4,128 +4,2395 @@ MAIN_LAYER = 10
4 4
 reg_fliplist = ['reg_ollie', 'reg_nollie', 'reg_nollie', 'reg_kickflip', 'reg_varial_kickflip', 'reg_nollie_varial_kickflip', 'reg_nollie_varial_heelflip', 'fak_nollie_varial_heelflip', 'reg_varial_heelflip', 'reg_nollie_kickflip',  'reg_heelflip', 'reg_nollie_heelflip', 'reg_shuvit', 'reg_shuvit360', 'reg_fsshuvit360', 'reg_nollie_shuvit', 'fak_nollie_shuvit', 'reg_fsshuvit', 'fak_fsshuvit',  'reg_nollie_fsshuvit', 'reg_nollie_shuvit360', 'reg_nollie_fsshuvit', 'reg_brfoot', 'reg_frfoot', 'reg_blfoot', 'reg_flfoot', 'reg_inward_heelflip', 'reg_hardflip', 'reg_nollie_inward_heelflip', 'reg_nollie_hardflip', 'reg_offboard', 'reg_nollie_fsshuvit_360'] 
5 5
 fak_fliplist = ['fak_ollie', 'fak_nollie', 'fak_nollie', 'fak_kickflip', 'fak_varial_kickflip', 'fak_nollie_varial_kickflip', 'fak_nollie_varial_heelflip', 'fak_nollie_varial_heelflip', 'fak_varial_heelflip', 'fak_nollie_kickflip',  'fak_heelflip','fak_nollie_heelflip', 'fak_shuvit', 'fak_shuvit360', 'fak_fsshuvit360', 'fak_nollie_shuvit', 'fak_nollie_shuvit', 'fak_fsshuvit', 'fak_fsshuvit',  'fak_nollie_fsshuvit', 'fak_nollie_shuvit360', 'fak_nollie_fsshuvit', 'fak_brfoot', 'fak_frfoot', 'fak_blfoot', 'fak_flfoot', 'fak_inward_heelflip', 'fak_hardflip', 'fak_nollie_inward_heelflip', 'fak_nollie_hardflip', 'fak_offboard', 'fak_nollie_fsshuvit_360']     
6 6
 
7
-
7
+reg_manuallist = ['reg_manual', 'reg_nmanual']
8
+reg_grindlist = ['reg_5050', 'reg_fsboard', 'reg_tailg', 'reg_tailgr', 'reg_tailgl', 'reg_noseg', 'reg_nosegr', 'reg_nosegl', 'reg_noseslide', 'reg_tailslide']
8 9
 class a_class:
9
-    pass
10
-#------------------------------
11
-reg_roll = a_class()
12
-reg_roll.name = 'reg_roll'
13
-reg_roll.parent = []
14
-#reg_roll.siblings['fak_roll']
15
-reg_roll.s_action = 'nreg'
16
-reg_roll.s_se = [1, 60]
17
-reg_roll.d_action = 'a_reg'
18
-reg_roll.d_se = [0, 10]
19
-reg_roll.t_action = 'a_reg'
20
-reg_roll.t_se = [0, 10]
21
-reg_roll.stateLife = 1
22
-reg_roll.layer = MAIN_LAYER
23
-reg_roll.speed = 1
24
-reg_roll.mode = 0
25
-#------------------------------
26
-reg_opos = a_class()
27
-reg_opos.name = 'reg_opos'
28
-reg_opos.parent = ['reg_roll']
29
-reg_opos.parentTrans = 'toreg_opos_to_roll'
30
-reg_opos.requestAction = 'reg_opos'
31
-#reg_roll.siblings['']
32
-reg_opos.s_action = 'nopos'
33
-reg_opos.s_se = [1, 40]
34
-reg_opos.d_action = 'a_reg'
35
-reg_opos.d_se = [0, 10]
36
-reg_opos.t_action = 'a_reg'
37
-reg_opos.t_se = [0, 10]
38
-reg_opos.stateLife = 1
39
-reg_opos.layer = MAIN_LAYER
40
-reg_opos.speed = 1
41
-reg_opos.mode = 0
42
-#------------------------------
43
-reg_left = a_class()
44
-reg_left.name = 'reg_left'
45
-reg_left.parent = ['reg_roll']
46
-reg_left.parentTrans = 'toreg_left_to_roll'
47
-reg_left.requestAction = 'reg_turnLeft'
48
-reg_left.s_action = 'nreg_left'
49
-reg_left.s_se = [10, 10]
50
-reg_left.d_action = 'a_reg_left'
51
-reg_left.d_se = [0, 10]
52
-reg_left.t_action = 'a_reg'
53
-reg_left.t_se = [0, 10]
54
-reg_left.stateLife = 1
55
-reg_left.layer = MAIN_LAYER
56
-reg_left.speed = 1
57
-reg_left.mode = 0
58
-#------------------------------
59
-reg_roll_to_opos = a_class()
60
-reg_roll_to_opos.name = 'reg_roll_to_opos'
61
-reg_roll_to_opos.parent = ['reg_roll']
62
-reg_roll_to_opos.parentTrans = 'toreg_opos'
63
-reg_roll_to_opos.s_action = 'noposin'
64
-reg_roll_to_opos.s_se = [1, 20]
65
-reg_roll_to_opos.d_action = 'a_reg'
66
-reg_roll_to_opos.d_se = [0, 10]
67
-reg_roll_to_opos.t_action = 'a_reg'
68
-reg_roll_to_opos.t_se = [0, 10]
69
-reg_roll_to_opos.stateLife = 1
70
-reg_roll_to_opos.layer = TRANS_LAYER
71
-reg_roll_to_opos.speed = 1
72
-reg_roll_to_opos.mode = 0
73
-#------------------------------
74
-reg_opos_to_roll = a_class()
75
-reg_opos_to_roll.name = 'reg_opos_to_roll'
76
-reg_opos_to_roll.parent = ['reg_roll']
77
-reg_opos_to_roll.s_action = 'noposin'
78
-reg_opos_to_roll.s_se = [20, 1]
79
-reg_opos_to_roll.d_action = 'a_reg'
80
-reg_opos_to_roll.d_se = [0, 10]
81
-reg_opos_to_roll.t_action = 'a_reg'
82
-reg_opos_to_roll.t_se = [0, 10]
83
-reg_opos_to_roll.stateLife = 1
84
-reg_opos_to_roll.layer = TRANS_LAYER
85
-reg_opos_to_roll.speed = 1
86
-reg_opos_to_roll.mode = 0
87
-#------------------------------
88
-reg_roll_to_left = a_class()
89
-reg_roll_to_left.name = 'reg_roll_to_left'
90
-reg_roll_to_left.parent = ['reg_roll']
91
-reg_roll_to_left.s_action = 'nreg_left'
92
-reg_roll_to_left.s_se = [1, 10]
93
-reg_roll_to_left.d_action = 'a_reg'
94
-reg_roll_to_left.d_se = [0, 10]
95
-reg_roll_to_left.t_action = 'a_reg'
96
-reg_roll_to_left.t_se = [0, 10]
97
-reg_roll_to_left.stateLife = 1
98
-reg_roll_to_left.layer = TRANS_LAYER
99
-reg_roll_to_left.speed = .5
100
-reg_roll_to_left.mode = 0
101
-#------------------------------
102
-reg_left_to_roll = a_class()
103
-reg_left_to_roll.name = 'reg_left_to_roll'
104
-reg_left_to_roll.parent = ['reg_roll']
105
-reg_left_to_roll.s_action = 'nreg_left'
106
-reg_left_to_roll.s_se = [10, 1]
107
-reg_left_to_roll.d_action = 'a_reg'
108
-reg_left_to_roll.d_se = [0, 10]
109
-reg_left_to_roll.t_action = 'a_reg'
110
-reg_left_to_roll.t_se = [0, 10]
111
-reg_left_to_roll.stateLife = 1
112
-reg_left_to_roll.layer = TRANS_LAYER
113
-reg_left_to_roll.speed = .5
114
-reg_left_to_roll.mode = 0
115
-#------------------------------
116
-reg_left_to_roll = a_class()
117
-reg_left_to_roll.name = 'reg_ollie'
118
-reg_left_to_roll.parent = ['reg_roll']
119
-reg_left_to_roll.s_action = 'reg_ollie'
120
-reg_left_to_roll.s_se = [1, 20]
121
-reg_left_to_roll.d_action = 'a_reg_ollie'
122
-reg_left_to_roll.d_se = [1, 20]
123
-reg_left_to_roll.t_action = 't_reg_ollie'
124
-reg_left_to_roll.t_se = [1, 20]
125
-reg_left_to_roll.stateLife = 1
126
-reg_left_to_roll.layer = TRANS_LAYER
127
-reg_left_to_roll.speed = .5
128
-reg_left_to_roll.mode = 0
129
-#------------------------------
130
-
131
-#reg_ollie
10
+	def __init__(self, name, start, end, dname, dstart, dend, layer, speed, mode, blendin, intro, intro_frames, exits, fe, fef):
11
+		self.name = name
12
+		self.start = start
13
+		self.end = end
14
+		self.dname = dname
15
+		self.dstart = dstart
16
+		self.dend = dend
17
+		self.layer = layer
18
+		self.speed = speed
19
+		self.mode = mode
20
+		self.blendin = blendin
21
+		self.intro = intro
22
+		self.intro_frames = intro_frames
23
+		self.exits = exits
24
+		self.force_exit = fe
25
+		self.fef = fef
26
+
27
+reg_walk = a_class(
28
+	#player armature action name
29
+	'reg_nwalk', 
30
+	#start frame
31
+	0,           
32
+	#end frame
33
+	35,
34
+	#deck action name 
35
+	'b_reg_walk', 
36
+	#deck start frame
37
+	0, 
38
+	#deck end frame
39
+	35,
40
+	#layer
41
+	1,
42
+	#speed
43
+	.5,
44
+	#mode (1 = play, 0 = loop)
45
+	0,
46
+	#blendin
47
+	20,
48
+	#intro
49
+	None,
50
+	#number of frames in intro
51
+	0,
52
+	#exits
53
+	['reg_walkFast', 'reg_idle', 'reg_jump', 'reg_onboard', 'reg_idle2', 'reg_idle3', 'reg_idle4', 'reg_walk_air', 'reg_walk_air_out'],
54
+	#force exit
55
+	None,
56
+	#force exit frame
57
+	0)
58
+reg_walkFast = a_class(
59
+	#player armature action name
60
+	'reg_nwalk', 
61
+	#start frame
62
+	0,           
63
+	#end frame
64
+	35,
65
+	#deck action name 
66
+	'b_reg_walk', 
67
+	#deck start frame
68
+	0, 
69
+	#deck end frame
70
+	35,
71
+	#layer
72
+	1,
73
+	#speed
74
+	1,
75
+	#mode (1 = play, 0 = loop)
76
+	0,
77
+	#blendin
78
+	0, 
79
+	#intro
80
+	None,
81
+	#intro length
82
+	0,
83
+	#exits
84
+	['reg_walk', 'reg_idle', 'reg_jump', 'reg_onboard'],
85
+	#force exit
86
+	None,
87
+	#force exit frame
88
+	0)
89
+
90
+reg_idle = a_class(
91
+	#player armature action name
92
+	'reg_idle1', 
93
+	#start frame
94
+	1,           
95
+	#end frame
96
+	120,
97
+	#deck action name 
98
+	'b_reg_walk', 
99
+	#deck start frame
100
+	1, 
101
+	#deck end frame
102
+	1,
103
+	#layer
104
+	1,
105
+	#speed
106
+	.5,
107
+	#mode (1 = play, 0 = loop)
108
+	0,
109
+	#blendin
110
+	20,
111
+	#intro
112
+	None,
113
+	#intro length
114
+	0,
115
+	#exits
116
+	['reg_walk', 'reg_idle2', 'reg_idle3', 'reg_idle4', 'reg_idle5', 'reg_jump', 'reg_sit', 'reg_onboard'],
117
+	#force exit
118
+	None,
119
+	#force exit frame
120
+	0)
121
+
122
+reg_idle2 = a_class(
123
+	#player armature action name
124
+	'reg_idle2', 
125
+	#start frame
126
+	1,           
127
+	#end frame
128
+	120,
129
+	#deck action name 
130
+	'b_reg_walk', 
131
+	#deck start frame
132
+	1, 
133
+	#deck end frame
134
+	1,
135
+	#layer
136
+	1,
137
+	#speed
138
+	.5,
139
+	#mode (1 = play, 0 = loop)
140
+	1,
141
+	#blendin
142
+	20,
143
+	#intro
144
+	None,
145
+	#intro length
146
+	0,
147
+	#exits
148
+	['reg_walk', 'reg_idle', 'reg_idle3', 'reg_idle4', 'reg_idle5', 'reg_jump', 'reg_onboard'],
149
+	#force exit
150
+	None,
151
+	#force exit frame
152
+	0)
153
+
154
+reg_idle3 = a_class(
155
+	#player armature action name
156
+	'reg_idle3', 
157
+	#start frame
158
+	1,           
159
+	#end frame
160
+	120,
161
+	#deck action name 
162
+	'b_reg_walk', 
163
+	#deck start frame
164
+	1, 
165
+	#deck end frame
166
+	1,
167
+	#layer
168
+	1,
169
+	#speed
170
+	.5,
171
+	#mode (1 = play, 0 = loop)
172
+	1,
173
+	#blendin
174
+	20,
175
+	#intro
176
+	None,
177
+	#intro length
178
+	0,
179
+	#exits
180
+	['reg_walk', 'reg_idle2', 'reg_idle', 'reg_idle4', 'reg_idle5', 'reg_jump', 'reg_onboard'],
181
+	#force exit
182
+	None,
183
+	#force exit frame
184
+	0)
185
+
186
+reg_idle4 = a_class(
187
+	#player armature action name
188
+	'reg_idle4', 
189
+	#start frame
190
+	1,           
191
+	#end frame
192
+	120,
193
+	#deck action name 
194
+	'b_reg_walk', 
195
+	#deck start frame
196
+	1, 
197
+	#deck end frame
198
+	1,
199
+	#layer
200
+	1,
201
+	#speed
202
+	.5,
203
+	#mode (1 = play, 0 = loop)
204
+	1,
205
+	#blendin
206
+	20,
207
+	#intro
208
+	None,
209
+	#intro length
210
+	0,
211
+	#exits
212
+	['reg_walk', 'reg_idle2', 'reg_idle3', 'reg_idle', 'reg_idle5', 'reg_jump', 'reg_onboard'],
213
+	#force exit
214
+	None,
215
+	#force exit frame
216
+	0)
217
+
218
+reg_idle5 = a_class(
219
+	#player armature action name
220
+	'reg_idle5', 
221
+	#start frame
222
+	1,           
223
+	#end frame
224
+	120,
225
+	#deck action name 
226
+	'b_reg_walk', 
227
+	#deck start frame
228
+	1, 
229
+	#deck end frame
230
+	1,
231
+	#layer
232
+	1,
233
+	#speed
234
+	.5,
235
+	#mode (1 = play, 0 = loop)
236
+	1,
237
+	#blendin
238
+	20,
239
+	#intro
240
+	None,
241
+	#intro length
242
+	0,
243
+	#exits
244
+	['reg_walk', 'reg_idle2', 'reg_idle3', 'reg_idle4', 'reg_idle', 'reg_jump', 'reg_onboard'],
245
+	#force exit
246
+	None,
247
+	#force exit frame
248
+	0)
249
+
250
+reg_jump = a_class(
251
+	#player armature action name
252
+	'reg_jump', 
253
+	#start frame
254
+	1,           
255
+	#end frame
256
+	10,
257
+	#deck action name 
258
+	'b_reg_jump', 
259
+	#deck start frame
260
+	1, 
261
+	#deck end frame
262
+	10,
263
+	#layer
264
+	1,
265
+	#speed
266
+	.5,
267
+	#mode (1 = play, 0 = loop)
268
+	0,
269
+	#blendin
270
+	10,
271
+	#intro
272
+	None,
273
+	#intro length
274
+	0,
275
+	#exits
276
+	['reg_idle', 'reg_walk_air', 'reg_onboard'],
277
+	#force exit
278
+	'reg_walk_air',
279
+	#force exit frame
280
+	20)
281
+
282
+reg_walk_air = a_class(
283
+	#player armature action name
284
+	'reg_walk_air', 
285
+	#start frame
286
+	10,           
287
+	#end frame
288
+	10,
289
+	#deck action name 
290
+	'b_reg_jump', 
291
+	#deck start frame
292
+	10, 
293
+	#deck end frame
294
+	10,
295
+	#layer
296
+	1,
297
+	#speed
298
+	.5,
299
+	#mode (1 = play, 0 = loop)
300
+	0,
301
+	#blendin
302
+	5,
303
+	#intro
304
+	None,
305
+	#intro length
306
+	0,
307
+	#exits
308
+	['reg_walk_air_out', 'reg_onboard'],
309
+	#force exit
310
+	None,
311
+	#force exit frame
312
+	0)
313
+
314
+reg_walk_air_out = a_class(
315
+	#player armature action name
316
+	'reg_walk_air', 
317
+	#start frame
318
+	10,           
319
+	#end frame
320
+	40,
321
+	#deck action name 
322
+	'b_reg_jump', 
323
+	#deck start frame
324
+	10, 
325
+	#deck end frame
326
+	10,
327
+	#layer
328
+	1,
329
+	#speed
330
+	1.5,
331
+	#mode (1 = play, 0 = loop)
332
+	1,
333
+	#blendin
334
+	5,
335
+	#intro
336
+	None,
337
+	#intro length
338
+	0,
339
+	#exits
340
+	['reg_idle', 'reg_walk', 'reg_walkFast', 'reg_onboard'],
341
+	#force exit
342
+	'reg_idle',
343
+	#force exit frame
344
+	10)
345
+
346
+reg_sit_in = a_class(
347
+	#player armature action name
348
+	'reg_sit', 
349
+	#start frame
350
+	1,           
351
+	#end frame
352
+	65,
353
+	#deck action name 
354
+	'b_reg_jump', 
355
+	#deck start frame
356
+	1, 
357
+	#deck end frame
358
+	65,
359
+	#layer
360
+	1,
361
+	#speed
362
+	1,
363
+	#mode (1 = play, 0 = loop)
364
+	1,
365
+	#blendin
366
+	20,
367
+	#intro
368
+	None,
369
+	#intro length
370
+	0,
371
+	#exits
372
+	['reg_idle', 'reg_walk'],
373
+	#force exit
374
+	None,
375
+	#force exit frame
376
+	0)
377
+
378
+reg_sit = a_class(
379
+	#player armature action name
380
+	'reg_sit', 
381
+	#start frame
382
+	65,           
383
+	#end frame
384
+	65,
385
+	#deck action name 
386
+	'b_reg_jump', 
387
+	#deck start frame
388
+	65, 
389
+	#deck end frame
390
+	65,
391
+	#layer
392
+	1,
393
+	#speed
394
+	1,
395
+	#mode (1 = play, 0 = loop)
396
+	1,
397
+	#blendin
398
+	20,
399
+	#intro
400
+	None,
401
+	#intro length
402
+	0,
403
+	#exits
404
+	['reg_idle', 'reg_walk'],
405
+	#force exit
406
+	None,
407
+	#force exit frame
408
+	0)
409
+
410
+reg_onboard = a_class(
411
+	#player armature action name
412
+	'reg_noffboard', 
413
+	#start frame
414
+	20,           
415
+	#end frame
416
+	1,
417
+	#deck action name 
418
+	'b_reg_offboard', 
419
+	#deck start frame
420
+	20, 
421
+	#deck end frame
422
+	1,
423
+	#layer
424
+	1,
425
+	#speed
426
+	1,
427
+	#mode (1 = play, 0 = loop)
428
+	1,
429
+	#blendin
430
+	5,
431
+	#intro
432
+	None,
433
+	#intro length
434
+	0,
435
+	#exits
436
+	['reg_roll'],
437
+	#force exit
438
+	'reg_roll',
439
+	#force exit frame
440
+	18)
441
+
442
+reg_offboard = a_class(
443
+	#player armature action name
444
+	'reg_noffboard', 
445
+	#start frame
446
+	1,           
447
+	#end frame
448
+	40,
449
+	#deck action name 
450
+	'b_reg_offboard', 
451
+	#deck start frame
452
+	1, 
453
+	#deck end frame
454
+	40,
455
+	#layer
456
+	1,
457
+	#speed
458
+	1,
459
+	#mode (1 = play, 0 = loop)
460
+	1,
461
+	#blendin
462
+	5,
463
+	#intro
464
+	None,
465
+	#intro length
466
+	0,
467
+	#exits
468
+	['reg_idle', 'reg_walkFast', 'reg_walk', 'reg_onboard'],
469
+	#force exit
470
+	None,
471
+	#force exit frame
472
+	0)
473
+
474
+reg_roll = a_class(
475
+	#player armature action name
476
+	'nreg', 
477
+	#start frame
478
+	1,           
479
+	#end frame
480
+	60,
481
+	#deck action name 
482
+	'b_reg', 
483
+	#deck start frame
484
+	1, 
485
+	#deck end frame
486
+	60,
487
+	#layer
488
+	1,
489
+	#speed
490
+	.5,
491
+	#mode (1 = play, 0 = loop)
492
+	1,
493
+	#blendin
494
+	10,
495
+	#intro
496
+	None,
497
+	#intro length
498
+	0,
499
+	#exits
500
+	['reg_idle', 'reg_offboard', 'reg_turnLeft', 'reg_turnRight', 'reg_opos', 'reg_nopos', 'reg_pump', 'reg_push', 'reg_push_goof', 'reg_powerslide', 'reg_fs_powerslide', 'reg_manual', 'reg_nmanual', 'reg_air', 'reg_air_nose', 'reg_air_tail'],
501
+	#force exit
502
+	None,
503
+	#force exit frame
504
+	0)
505
+
506
+reg_turnLeft = a_class(
507
+	#player armature action name
508
+	'nreg_left', 
509
+	#start frame
510
+	10,           
511
+	#end frame
512
+	30,
513
+	#deck action name 
514
+	'b_reg_left', 
515
+	#deck start frame
516
+	10, 
517
+	#deck end frame
518
+	30,
519
+	#layer
520
+	1,
521
+	#speed
522
+	.5,
523
+	#mode (1 = play, 0 = loop)
524
+	1,
525
+	#blendin
526
+	20,
527
+	#intro
528
+	None,
529
+	#intro length
530
+	0,
531
+	#exits
532
+	['reg_roll', 'reg_opos', 'reg_nopos', 'reg_pump', 'reg_push', 'reg_push_goof', 'reg_powerslide', 'reg_fs_powerslide', 'reg_manual', 'reg_nmanual', 'reg_offboard', 'reg_air', 'reg_air_nose', 'reg_air_tail'],
533
+	#force exit
534
+	None,
535
+	#force exit frame
536
+	0)
537
+
538
+reg_turnRight = a_class(
539
+	#player armature action name
540
+	'nreg_right', 
541
+	#start frame
542
+	10,           
543
+	#end frame
544
+	30,
545
+	#deck action name 
546
+	'b_reg_right', 
547
+	#deck start frame
548
+	10, 
549
+	#deck end frame
550
+	30,
551
+	#layer
552
+	1,
553
+	#speed
554
+	.5,
555
+	#mode (1 = play, 0 = loop)
556
+	1,
557
+	#blendin
558
+	20,
559
+	#intro
560
+	None,
561
+	#intro length
562
+	0,
563
+	#exits
564
+	['reg_roll', 'reg_opos', 'reg_nopos', 'reg_pump', 'reg_push', 'reg_push_goof', 'reg_powerslide', 'reg_fs_powerslide', 'reg_manual', 'reg_nmanual', 'reg_offboard', 'reg_air', 'reg_air_nose', 'reg_air_tail'],
565
+	#force exit
566
+	None,
567
+	#force exit frame
568
+	0)
569
+
570
+
571
+reg_opos = a_class(
572
+	#player armature action name
573
+	'nopos', 
574
+	#start frame
575
+	11,           
576
+	#end frame
577
+	40,
578
+	#deck action name 
579
+	'b_reg', 
580
+	#deck start frame
581
+	1, 
582
+	#deck end frame
583
+	1,
584
+	#layer
585
+	1,
586
+	#speed
587
+	1,
588
+	#mode (1 = play, 0 = loop)
589
+	1,
590
+	#blendin
591
+	15,
592
+	#intro
593
+	None,
594
+	#intro length
595
+	0,
596
+	#exits
597
+	['reg_roll', 'reg_turnRight', 'reg_turnLeft', 'reg_pump', 'reg_push', 'reg_push_goof', 'reg_powerslide', 'reg_fs_powerslide', 'reg_manual', 'reg_nmanual', 'reg_offboard', 'reg_air', 'reg_air_nose', 'reg_air_tail'],
598
+	#force exit
599
+	None,
600
+	#force exit frame
601
+	0)
602
+
603
+reg_nopos = a_class(
604
+	#player armature action name
605
+	'nnopos', 
606
+	#start frame
607
+	20,           
608
+	#end frame
609
+	20,
610
+	#deck action name 
611
+	'b_reg', 
612
+	#deck start frame
613
+	1, 
614
+	#deck end frame
615
+	1,
616
+	#layer
617
+	1,
618
+	#speed
619
+	1,
620
+	#mode (1 = play, 0 = loop)
621
+	1,
622
+	#blendin
623
+	15,
624
+	#intro
625
+	None,
626
+	#intro length
627
+	0,
628
+	#exits
629
+	['reg_roll', 'reg_turnRight', 'reg_turnLeft', 'reg_pump', 'reg_push', 'reg_push_goof', 'reg_powerslide', 'reg_fs_powerslide', 'reg_manual', 'reg_nmanual', 'reg_offboard', 'reg_air', 'reg_air_nose', 'reg_air_tail'],
630
+	#force exit
631
+	None,
632
+	#force exit frame
633
+	0)
634
+
635
+reg_pump = a_class(
636
+	#player armature action name
637
+	'nopos', 
638
+	#start frame
639
+	20,           
640
+	#end frame
641
+	20,
642
+	#deck action name 
643
+	'b_reg', 
644
+	#deck start frame
645
+	1, 
646
+	#deck end frame
647
+	1,
648
+	#layer
649
+	1,
650
+	#speed
651
+	1,
652
+	#mode (1 = play, 0 = loop)
653
+	1,
654
+	#blendin
655
+	15,
656
+	#intro
657
+	None,
658
+	#intro length
659
+	0,
660
+	#exits
661
+	['reg_roll', 'reg_turnRight', 'reg_turnLeft', 'reg_push', 'reg_push_goof', 'reg_powerslide', 'reg_fs_powerslide', 'reg_manual', 'reg_nmanual', 'reg_offboard', 'reg_pump_left', 'reg_pump_right', 'reg_air', 'reg_air_nose', 'reg_air_tail', 'frontside_grab', 'backside_grab', 'frontside_nose_grab', 'backside_nose_grab', 'frontside_tail_grab', 'backside_tail_grab'],
662
+	#force exit
663
+	None,
664
+	#force exit frame
665
+	0)
666
+
667
+reg_pump_left = a_class(
668
+	#player armature action name
669
+	'nreg_pump_left', 
670
+	#start frame
671
+	10,           
672
+	#end frame
673
+	30,
674
+	#deck action name 
675
+	'b_reg_left', 
676
+	#deck start frame
677
+	1, 
678
+	#deck end frame
679
+	10,
680
+	#layer
681
+	1,
682
+	#speed
683
+	.5,
684
+	#mode (1 = play, 0 = loop)
685
+	1,
686
+	#blendin
687
+	15,
688
+	#intro
689
+	None,
690
+	#intro length
691
+	0,
692
+	#exits
693
+	['reg_roll', 'reg_turnRight', 'reg_turnLeft', 'reg_push', 'reg_push_goof', 'reg_powerslide', 'reg_fs_powerslide', 'reg_manual', 'reg_nmanual', 'reg_offboard', 'reg_pump', 'reg_pump_right', 'reg_air', 'reg_air_nose', 'reg_air_tail', 'backside_grab', 'frontside_nose_grab', 'backside_nose_grab', 'frontside_tail_grab', 'backside_tail_grab'],
694
+	#force exit
695
+	None,
696
+	#force exit frame
697
+	0)
698
+
699
+
700
+reg_pump_right = a_class(
701
+	#player armature action name
702
+	'nreg_pump_right', 
703
+	#start frame
704
+	10,           
705
+	#end frame
706
+	30,
707
+	#deck action name 
708
+	'b_reg_right', 
709
+	#deck start frame
710
+	1, 
711
+	#deck end frame
712
+	10,
713
+	#layer
714
+	1,
715
+	#speed
716
+	.5,
717
+	#mode (1 = play, 0 = loop)
718
+	1,
719
+	#blendin
720
+	15,
721
+	#intro
722
+	None,
723
+	#intro length
724
+	0,
725
+	#exits
726
+	['reg_roll', 'reg_turnRight', 'reg_turnLeft', 'reg_push', 'reg_push_goof', 'reg_powerslide', 'reg_fs_powerslide', 'reg_manual', 'reg_nmanual', 'reg_offboard', 'reg_pump', 'reg_pump_left', 'reg_air', 'reg_air_nose', 'reg_air_tail', 'backside_grab', 'frontside_nose_grab', 'backside_nose_grab', 'frontside_tail_grab', 'backside_tail_grab'],
727
+	#force exit
728
+	None,
729
+	#force exit frame
730
+	0)
731
+
732
+reg_push = a_class(
733
+	#player armature action name
734
+	'reg_push', 
735
+	#start frame
736
+	1,           
737
+	#end frame
738
+	35,
739
+	#deck action name 
740
+	'b_reg', 
741
+	#deck start frame
742
+	1, 
743
+	#deck end frame
744
+	1,
745
+	#layer
746
+	1,
747
+	#speed
748
+	.5,
749
+	#mode (1 = play, 0 = loop)
750
+	0,
751
+	#blendin
752
+	10,
753
+	#intro
754
+	None,
755
+	#intro length
756
+	0,
757
+	#exits
758
+	['reg_roll', 'reg_turnRight', 'reg_turnLeft', 'reg_push', 'reg_push_goof', 'reg_powerslide', 'reg_fs_powerslide', 'reg_manual', 'reg_nmanual', 'reg_offboard', 'reg_air', 'reg_air_nose', 'reg_air_tail'],
759
+	#force exit
760
+	None,
761
+	#force exit frame
762
+	0)
763
+
764
+reg_push_goof = a_class(
765
+	#player armature action name
766
+	'reg_push_goof', 
767
+	#start frame
768
+	1,           
769
+	#end frame
770
+	35,
771
+	#deck action name 
772
+	'b_reg', 
773
+	#deck start frame
774
+	1, 
775
+	#deck end frame
776
+	1,
777
+	#layer
778
+	1,
779
+	#speed
780
+	.5,
781
+	#mode (1 = play, 0 = loop)
782
+	0,
783
+	#blendin
784
+	10,
785
+	#intro
786
+	None,
787
+	#intro length
788
+	0,
789
+	#exits
790
+	['reg_roll', 'reg_turnRight', 'reg_turnLeft', 'reg_push', 'reg_push_goof', 'reg_powerslide', 'reg_fs_powerslide', 'reg_manual', 'reg_nmanual', 'reg_offboard', 'reg_air', 'reg_air_nose', 'reg_air_tail'],
791
+	#force exit
792
+	None,
793
+	#force exit frame
794
+	0)
795
+
796
+
797
+reg_powerslide_in = a_class(
798
+	#player armature action name
799
+	'nreg_powerslide2', 
800
+	#start frame
801
+	0,           
802
+	#end frame
803
+	20,
804
+	#deck action name 
805
+	'b_reg_powerslide2', 
806
+	#deck start frame
807
+	0, 
808
+	#deck end frame
809
+	20,
810
+	#layer
811
+	1,
812
+	#speed
813
+	1,
814
+	#mode (1 = play, 0 = loop)
815
+	1,
816
+	#blendin
817
+	10,
818
+	#intro
819
+	None,
820
+	#intro length
821
+	0,
822
+	#exits
823
+	['reg_roll', 'reg_turnRight', 'reg_turnLeft', 'reg_push', 'reg_push_goof', 'reg_pump', 'reg_nopos', 'reg_opos', 'reg_manual', 'reg_nmanual', 'reg_offboard', 'reg_air', 'reg_air_nose', 'reg_air_tail'],
824
+	#force exit
825
+	None,
826
+	#force exit frame
827
+	0)
828
+
829
+reg_fs_powerslide_in = a_class(
830
+	#player armature action name
831
+	'nreg_powerslide', 
832
+	#start frame
833
+	0,           
834
+	#end frame
835
+	20,
836
+	#deck action name 
837
+	'b_reg_powerslide', 
838
+	#deck start frame
839
+	0, 
840
+	#deck end frame
841
+	20,
842
+	#layer
843
+	1,
844
+	#speed
845
+	1,
846
+	#mode (1 = play, 0 = loop)
847
+	1,
848
+	#blendin
849
+	10,
850
+	#intro
851
+	'None',
852
+	#intro length
853
+	0,
854
+	#exits
855
+	['reg_roll', 'reg_turnRight', 'reg_turnLeft', 'reg_push', 'reg_push_goof', 'reg_pump', 'reg_nopos', 'reg_opos', 'reg_manual', 'reg_nmanual', 'reg_offboard', 'reg_air', 'reg_air_nose', 'reg_air_tail'],
856
+	#force exit
857
+	None,
858
+	#force exit frame
859
+	0)
860
+
861
+reg_powerslide = a_class(
862
+	#player armature action name
863
+	'nreg_powerslide2', 
864
+	#start frame
865
+	20,           
866
+	#end frame
867
+	20,
868
+	#deck action name 
869
+	'b_reg_powerslide2', 
870
+	#deck start frame
871
+	20, 
872
+	#deck end frame
873
+	20,
874
+	#layer
875
+	1,
876
+	#speed
877
+	1,
878
+	#mode (1 = play, 0 = loop)
879
+	1,
880
+	#blendin
881
+	10,
882
+	#intro
883
+	'reg_powerslide_in',
884
+	#intro length
885
+	20,
886
+	#exits
887
+	['reg_roll', 'reg_turnRight', 'reg_turnLeft', 'reg_push', 'reg_push_goof', 'reg_pump', 'reg_nopos', 'reg_opos', 'reg_manual', 'reg_nmanual', 'reg_offboard', 'reg_air', 'reg_air_nose', 'reg_air_tail'],
888
+	#force exit
889
+	None,
890
+	#force exit frame
891
+	0)
892
+
893
+reg_fs_powerslide = a_class(
894
+	#player armature action name
895
+	'nreg_powerslide', 
896
+	#start frame
897
+	20,           
898
+	#end frame
899
+	20,
900
+	#deck action name 
901
+	'b_reg_powerslide', 
902
+	#deck start frame
903
+	20, 
904
+	#deck end frame
905
+	20,
906
+	#layer
907
+	1,
908
+	#speed
909
+	1,
910
+	#mode (1 = play, 0 = loop)
911
+	1,
912
+	#blendin
913
+	10,
914
+	#intro
915
+	'reg_fs_powerslide_in',
916
+	#intro length
917
+	20,
918
+	#exits
919
+	['reg_roll', 'reg_turnRight', 'reg_turnLeft', 'reg_push', 'reg_push_goof', 'reg_pump', 'reg_nopos', 'reg_opos', 'reg_manual', 'reg_nmanual', 'reg_offboard', 'reg_air', 'reg_air_nose', 'reg_air_tail'],
920
+	#force exit
921
+	None,
922
+	#force exit frame
923
+	0)
924
+
925
+
926
+reg_manual = a_class(
927
+	#player armature action name
928
+	'reg_manual', 
929
+	#start frame
930
+	20,           
931
+	#end frame
932
+	20,
933
+	#deck action name 
934
+	'b_reg_manual', 
935
+	#deck start frame
936
+	20, 
937
+	#deck end frame
938
+	20,
939
+	#layer
940
+	1,
941
+	#speed
942
+	1,
943
+	#mode (1 = play, 0 = loop)
944
+	1,
945
+	#blendin
946
+	10,
947
+	#intro
948
+	None,
949
+	#intro length
950
+	0,
951
+	#exits
952
+	['reg_roll', 'reg_turnRight', 'reg_turnLeft', 'reg_push', 'reg_push_goof', 'reg_pump', 'reg_nopos', 'reg_opos', 'reg_offboard', 'reg_air', 'reg_air_nose', 'reg_air_tail'],
953
+	#force exit
954
+	None,
955
+	#force exit frame
956
+	0)
957
+
958
+
959
+reg_nmanual = a_class(
960
+	#player armature action name
961
+	'reg_nmanual', 
962
+	#start frame
963
+	20,           
964
+	#end frame
965
+	20,
966
+	#deck action name 
967
+	'b_fak_manual', 
968
+	#deck start frame
969
+	20, 
970
+	#deck end frame
971
+	20,
972
+	#layer
973
+	1,
974
+	#speed
975
+	1,
976
+	#mode (1 = play, 0 = loop)
977
+	1,
978
+	#blendin
979
+	10,
980
+	#intro
981
+	None,
982
+	#intro length
983
+	0,
984
+	#exits
985
+	['reg_roll', 'reg_turnRight', 'reg_turnLeft', 'reg_push', 'reg_push_goof', 'reg_pump', 'reg_nopos', 'reg_opos', 'reg_offboard', 'reg_air', 'reg_air_nose', 'reg_air_tail'],
986
+	#force exit
987
+	None,
988
+	#force exit frame
989
+	0)
990
+
991
+reg_land = a_class(
992
+	#player armature action name
993
+	'reg_land', 
994
+	#start frame
995
+	1,           
996
+	#end frame
997
+	40,
998
+	#deck action name 
999
+	'b_reg', 
1000
+	#deck start frame
1001
+	1, 
1002
+	#deck end frame
1003
+	40,
1004
+	#layer
1005
+	1,
1006
+	#speed
1007
+	1,
1008
+	#mode (1 = play, 0 = loop)
1009
+	1,
1010
+	#blendin
1011
+	10,
1012
+	#intro
1013
+	None,
1014
+	#intro length
1015
+	0,
1016
+	#exits
1017
+	['reg_roll', 'reg_turnRight', 'reg_turnLeft', 'reg_push', 'reg_push_goof', 'reg_pump', 'reg_nopos', 'reg_opos', 'reg_offboard'],
1018
+	#force exit
1019
+	'reg_roll',
1020
+	#force exit frame
1021
+	20)
1022
+
1023
+reg_landL = a_class(
1024
+	#player armature action name
1025
+	'reg_landL', 
1026
+	#start frame
1027
+	1,           
1028
+	#end frame
1029
+	40,
1030
+	#deck action name 
1031
+	'b_reg', 
1032
+	#deck start frame
1033
+	1, 
1034
+	#deck end frame
1035
+	40,
1036
+	#layer
1037
+	1,
1038
+	#speed
1039
+	1,
1040
+	#mode (1 = play, 0 = loop)
1041
+	1,
1042
+	#blendin
1043
+	10,
1044
+	#intro
1045
+	None,
1046
+	#intro length
1047
+	0,
1048
+	#exits
1049
+	['reg_roll', 'reg_turnRight', 'reg_turnLeft', 'reg_push', 'reg_push_goof', 'reg_pump', 'reg_nopos', 'reg_opos', 'reg_offboard'],
1050
+	#force exit
1051
+	'reg_roll',
1052
+	#force exit frame
1053
+	20)
1054
+
1055
+reg_landR = a_class(
1056
+	#player armature action name
1057
+	'reg_landR', 
1058
+	#start frame
1059
+	1,           
1060
+	#end frame
1061
+	40,
1062
+	#deck action name 
1063
+	'b_reg', 
1064
+	#deck start frame
1065
+	1, 
1066
+	#deck end frame
1067
+	40,
1068
+	#layer
1069
+	1,
1070
+	#speed
1071
+	1,
1072
+	#mode (1 = play, 0 = loop)
1073
+	1,
1074
+	#blendin
1075
+	10,
1076
+	#intro
1077
+	None,
1078
+	#intro length
1079
+	0,
1080
+	#exits
1081
+	['reg_roll', 'reg_turnRight', 'reg_turnLeft', 'reg_push', 'reg_push_goof', 'reg_pump', 'reg_nopos', 'reg_opos', 'reg_offboard'],
1082
+	#force exit
1083
+	'reg_roll',
1084
+	#force exit frame
1085
+	20)
1086
+
1087
+reg_landLb = a_class(
1088
+	#player armature action name
1089
+	'reg_landLb', 
1090
+	#start frame
1091
+	1,           
1092
+	#end frame
1093
+	40,
1094
+	#deck action name 
1095
+	'b_reg', 
1096
+	#deck start frame
1097
+	1, 
1098
+	#deck end frame
1099
+	40,
1100
+	#layer
1101
+	1,
1102
+	#speed
1103
+	1,
1104
+	#mode (1 = play, 0 = loop)
1105
+	1,
1106
+	#blendin
1107
+	10,
1108
+	#intro
1109
+	None,
1110
+	#intro length
1111
+	0,
1112
+	#exits
1113
+	['reg_roll', 'reg_turnRight', 'reg_turnLeft', 'reg_push', 'reg_push_goof', 'reg_pump', 'reg_nopos', 'reg_opos', 'reg_offboard'],
1114
+	#force exit
1115
+	'reg_roll',
1116
+	#force exit frame
1117
+	20)
1118
+
1119
+reg_landRb = a_class(
1120
+	#player armature action name
1121
+	'reg_landRb', 
1122
+	#start frame
1123
+	1,           
1124
+	#end frame
1125
+	40,
1126
+	#deck action name 
1127
+	'b_reg', 
1128
+	#deck start frame
1129
+	1, 
1130
+	#deck end frame
1131
+	40,
1132
+	#layer
1133
+	1,
1134
+	#speed
1135
+	1,
1136
+	#mode (1 = play, 0 = loop)
1137
+	1,
1138
+	#blendin
1139
+	10,
1140
+	#intro
1141
+	None,
1142
+	#intro length
1143
+	0,
1144
+	#exits
1145
+	['reg_roll', 'reg_turnRight', 'reg_turnLeft', 'reg_push', 'reg_push_goof', 'reg_pump', 'reg_nopos', 'reg_opos', 'reg_offboard'],
1146
+	#force exit
1147
+	'reg_roll',
1148
+	#force exit frame
1149
+	20)
1150
+
1151
+reg_air = a_class(
1152
+	#player armature action name
1153
+	'reg_air', 
1154
+	#start frame
1155
+	1,           
1156
+	#end frame
1157
+	30,
1158
+	#deck action name 
1159
+	'b_reg', 
1160
+	#deck start frame
1161
+	1, 
1162
+	#deck end frame
1163
+	30,
1164
+	#layer
1165
+	1,
1166
+	#speed
1167
+	1,
1168
+	#mode (1 = play, 0 = loop)
1169
+	1,
1170
+	#blendin
1171
+	10,
1172
+	#intro
1173
+	None,
1174
+	#intro length
1175
+	0,
1176
+	#exits
1177
+	['reg_offboard', 'reg_land', 'frontside_grab', 'backside_grab', 'frontside_nose_grab', 'backside_nose_grab', 'frontside_tail_grab', 'backside_tail_grab', 'reg_air_nose', 'reg_air_tail', 'reg_ollie_north', 'reg_ollie_south'],
1178
+	#force exit
1179
+	None,
1180
+	#force exit frame
1181
+	0)
1182
+
1183
+reg_air_nose = a_class(
1184
+	#player armature action name
1185
+	'reg_noseg.002', 
1186
+	#start frame
1187
+	5,           
1188
+	#end frame
1189
+	5,
1190
+	#deck action name 
1191
+	'b_reg_noseg', 
1192
+	#deck start frame
1193
+	5, 
1194
+	#deck end frame
1195
+	5,
1196
+	#layer
1197
+	1,
1198
+	#speed
1199
+	1,
1200
+	#mode (1 = play, 0 = loop)
1201
+	1,
1202
+	#blendin
1203
+	20,
1204
+	#intro
1205
+	None,
1206
+	#intro length
1207
+	0,
1208
+	#exits
1209
+	['reg_offboard', 'reg_land', 'frontside_grab', 'backside_grab', 'frontside_nose_grab', 'backside_nose_grab', 'frontside_tail_grab', 'backside_tail_grab', 'reg_manual', 'reg_nmanual', 'reg_air_tail', 'reg_ollie_north', 'reg_ollie_south'],
1210
+	#force exit
1211
+	None,
1212
+	#force exit frame
1213
+	0)
1214
+
1215
+reg_air_tail = a_class(
1216
+	#player armature action name
1217
+	'reg_tailg.001', 
1218
+	#start frame
1219
+	35,           
1220
+	#end frame
1221
+	35,
1222
+	#deck action name 
1223
+	'b_reg_tailg', 
1224
+	#deck start frame
1225
+	35, 
1226
+	#deck end frame
1227
+	35,
1228
+	#layer
1229
+	1,
1230
+	#speed
1231
+	1,
1232
+	#mode (1 = play, 0 = loop)
1233
+	1,
1234
+	#blendin
1235
+	20,
1236
+	#intro
1237
+	None,
1238
+	#intro length
1239
+	0,
1240
+	#exits
1241
+	['reg_offboard', 'reg_land', 'frontside_grab', 'backside_grab', 'frontside_nose_grab', 'backside_nose_grab', 'frontside_tail_grab', 'backside_tail_grab', 'reg_manual', 'reg_nmanual', 'reg_air_nose', 'reg_ollie_north', 'reg_ollie_south'],
1242
+	#force exit
1243
+	None,
1244
+	#force exit frame
1245
+	0)
1246
+
1247
+
1248
+
1249
+
1250
+
1251
+
1252
+
1253
+
1254
+#**********************#
1255
+#*******fliptricks*****#
1256
+#**********************#
1257
+
1258
+
1259
+
1260
+
1261
+
1262
+
1263
+
1264
+reg_ollie = a_class(
1265
+	#player armature action name
1266
+	'reg_ollie', 
1267
+	#start frame
1268
+	1,           
1269
+	#end frame
1270
+	20,
1271
+	#deck action name 
1272
+	'b_reg_ollie', 
1273
+	#deck start frame
1274
+	1, 
1275
+	#deck end frame
1276
+	20,
1277
+	#layer
1278
+	3,
1279
+	#speed
1280
+	.5,
1281
+	#mode (1 = play, 0 = loop)
1282
+	0,
1283
+	#blendin
1284
+	10,
1285
+	#intro
1286
+	None,
1287
+	#intro length
1288
+	0,
1289
+	#exits
1290
+	['reg_offboard'],
1291
+	#force exit
1292
+	'reg_air',
1293
+	#force exit frame
1294
+	30)
1295
+
1296
+
1297
+reg_heelflip = a_class(
1298
+	#player armature action name
1299
+	'reg_heelflip', 
1300
+	#start frame
1301
+	1,           
1302
+	#end frame
1303
+	20,
1304
+	#deck action name 
1305
+	'b_reg_heelflip', 
1306
+	#deck start frame
1307
+	1, 
1308
+	#deck end frame
1309
+	20,
1310
+	#layer
1311
+	3,
1312
+	#speed
1313
+	.5,
1314
+	#mode (1 = play, 0 = loop)
1315
+	0,
1316
+	#blendin
1317
+	10,
1318
+	#intro
1319
+	None,
1320
+	#intro length
1321
+	0,
1322
+	#exits
1323
+	['reg_offboard'],
1324
+	#force exit
1325
+	'reg_air',
1326
+	#force exit frame
1327
+	30)
1328
+
1329
+
1330
+reg_kickflip = a_class(
1331
+	#player armature action name
1332
+	'reg_kickflip', 
1333
+	#start frame
1334
+	1,           
1335
+	#end frame
1336
+	20,
1337
+	#deck action name 
1338
+	'b_reg_kickflip', 
1339
+	#deck start frame
1340
+	1, 
1341
+	#deck end frame
1342
+	20,
1343
+	#layer
1344
+	3,
1345
+	#speed
1346
+	.5,
1347
+	#mode (1 = play, 0 = loop)
1348
+	0,
1349
+	#blendin
1350
+	10,
1351
+	#intro
1352
+	None,
1353
+	#intro length
1354
+	0,
1355
+	#exits
1356
+	['reg_offboard'],
1357
+	#force exit
1358
+	'reg_air',
1359
+	#force exit frame
1360
+	30)
1361
+
1362
+reg_shuvit = a_class(
1363
+	#player armature action name
1364
+	'reg_shuvit', 
1365
+	#start frame
1366
+	1,           
1367
+	#end frame
1368
+	40,
1369
+	#deck action name 
1370
+	'b_reg_shuvit', 
1371
+	#deck start frame
1372
+	1, 
1373
+	#deck end frame
1374
+	40,
1375
+	#layer
1376
+	3,
1377
+	#speed
1378
+	1,
1379
+	#mode (1 = play, 0 = loop)
1380
+	0,
1381
+	#blendin
1382
+	10,
1383
+	#intro
1384
+	None,
1385
+	#intro length
1386
+	0,
1387
+	#exits
1388
+	['reg_offboard'],
1389
+	#force exit
1390
+	'reg_air',
1391
+	#force exit frame
1392
+	38)
1393
+
1394
+reg_shuvit360 = a_class(
1395
+	#player armature action name
1396
+	'reg_360shuvit', 
1397
+	#start frame
1398
+	1,           
1399
+	#end frame
1400
+	20,
1401
+	#deck action name 
1402
+	'b_reg_360shuvit', 
1403
+	#deck start frame
1404
+	1, 
1405
+	#deck end frame
1406
+	20,
1407
+	#layer
1408
+	3,
1409
+	#speed
1410
+	.5,
1411
+	#mode (1 = play, 0 = loop)
1412
+	0,
1413
+	#blendin
1414
+	10,
1415
+	#intro
1416
+	None,
1417
+	#intro length
1418
+	0,
1419
+	#exits
1420
+	['reg_offboard'],
1421
+	#force exit
1422
+	'reg_air',
1423
+	#force exit frame
1424
+	38)
1425
+
1426
+reg_fsshuvit = a_class(
1427
+	#player armature action name
1428
+	'reg_fsshuvit', 
1429
+	#start frame
1430
+	1,           
1431
+	#end frame
1432
+	40,
1433
+	#deck action name 
1434
+	'b_reg_fsshuvit', 
1435
+	#deck start frame
1436
+	1, 
1437
+	#deck end frame
1438
+	40,
1439
+	#layer
1440
+	3,
1441
+	#speed
1442
+	1,
1443
+	#mode (1 = play, 0 = loop)
1444
+	0,
1445
+	#blendin
1446
+	10,
1447
+	#intro
1448
+	None,
1449
+	#intro length
1450
+	0,
1451
+	#exits
1452
+	['reg_offboard'],
1453
+	#force exit
1454
+	'reg_air',
1455
+	#force exit frame
1456
+	38)
1457
+
1458
+reg_fsshuvit360 = a_class(
1459
+	#player armature action name
1460
+	'reg_360fsshuvit', 
1461
+	#start frame
1462
+	1,           
1463
+	#end frame
1464
+	20,
1465
+	#deck action name 
1466
+	'b_reg_360fsshuvit', 
1467
+	#deck start frame
1468
+	1, 
1469
+	#deck end frame
1470
+	20,
1471
+	#layer
1472
+	3,
1473
+	#speed
1474
+	.5,
1475
+	#mode (1 = play, 0 = loop)
1476
+	0,
1477
+	#blendin
1478
+	10,
1479
+	#intro
1480
+	None,
1481
+	#intro length
1482
+	0,
1483
+	#exits
1484
+	['reg_offboard'],
1485
+	#force exit
1486
+	'reg_air',
1487
+	#force exit frame
1488
+	38)
1489
+
1490
+
1491
+
1492
+
1493
+
1494
+
1495
+
1496
+#**********************#
1497
+#*******grabs**********#
1498
+#**********************#
1499
+
1500
+
1501
+
1502
+
1503
+
1504
+
1505
+
1506
+
1507
+frontside_grab_in = a_class(
1508
+	#player armature action name
1509
+	'reg_fg', 
1510
+	#start frame
1511
+	1,           
1512
+	#end frame
1513
+	10,
1514
+	#deck action name 
1515
+	'b_reg', 
1516
+	#deck start frame
1517
+	1, 
1518
+	#deck end frame
1519
+	1,
1520
+	#layer
1521
+	1,
1522
+	#speed
1523
+	.4,
1524
+	#mode (1 = play, 0 = loop)
1525
+	0,
1526
+	#blendin
1527
+	10,
1528
+	#intro
1529
+	None,
1530
+	#intro length
1531
+	0,
1532
+	#exits
1533
+	['frontside_grab'],
1534
+	#force exit
1535
+	'frontside_grab',
1536
+	#force exit frame
1537
+	20)
1538
+
1539
+frontside_grab = a_class(
1540
+	#player armature action name
1541
+	'reg_fg', 
1542
+	#start frame
1543
+	10,           
1544
+	#end frame
1545
+	30,
1546
+	#deck action name 
1547
+	'b_reg', 
1548
+	#deck start frame
1549
+	1, 
1550
+	#deck end frame
1551
+	1,
1552
+	#layer
1553
+	1,
1554
+	#speed
1555
+	.5,
1556
+	#mode (1 = play, 0 = loop)
1557
+	0,
1558
+	#blendin
1559
+	10,
1560
+	#intro
1561
+	'frontside_grab_in',
1562
+	#intro length
1563
+	10,
1564
+	#exits
1565
+	['reg_air'],
1566
+	#force exit
1567
+	None,
1568
+	#force exit frame
1569
+	0)
1570
+
1571
+backside_grab_in = a_class(
1572
+	#player armature action name
1573
+	'reg_bsg2', 
1574
+	#start frame
1575
+	1,           
1576
+	#end frame
1577
+	10,
1578
+	#deck action name 
1579
+	'b_reg', 
1580
+	#deck start frame
1581
+	1, 
1582
+	#deck end frame
1583
+	1,
1584
+	#layer
1585
+	1,
1586
+	#speed
1587
+	.4,
1588
+	#mode (1 = play, 0 = loop)
1589
+	0,
1590
+	#blendin
1591
+	10,
1592
+	#intro
1593
+	None,
1594
+	#intro length
1595
+	0,
1596
+	#exits
1597
+	['backside_grab'],
1598
+	#force exit
1599
+	'backside_grab',
1600
+	#force exit frame
1601
+	20)
1602
+
1603
+backside_grab = a_class(
1604
+	#player armature action name
1605
+	'reg_bsg2', 
1606
+	#start frame
1607
+	10,           
1608
+	#end frame
1609
+	30,
1610
+	#deck action name 
1611
+	'b_reg', 
1612
+	#deck start frame
1613
+	1, 
1614
+	#deck end frame
1615
+	1,
1616
+	#layer
1617
+	1,
1618
+	#speed
1619
+	.5,
1620
+	#mode (1 = play, 0 = loop)
1621
+	0,
1622
+	#blendin
1623
+	10,
1624
+	#intro
1625
+	'backside_grab_in',
1626
+	#intro length
1627
+	10,
1628
+	#exits
1629
+	['reg_air'],
1630
+	#force exit
1631
+	None,
1632
+	#force exit frame
1633
+	0)
1634
+
1635
+
1636
+frontside_nose_grab_in = a_class(
1637
+	#player armature action name
1638
+	'frontside_nose_grab', 
1639
+	#start frame
1640
+	1,           
1641
+	#end frame
1642
+	10,
1643
+	#deck action name 
1644
+	'b_reg', 
1645
+	#deck start frame
1646
+	1, 
1647
+	#deck end frame
1648
+	1,
1649
+	#layer
1650
+	1,
1651
+	#speed
1652
+	.4,
1653
+	#mode (1 = play, 0 = loop)
1654
+	0,
1655
+	#blendin
1656
+	10,
1657
+	#intro
1658
+	None,
1659
+	#intro length
1660
+	0,
1661
+	#exits
1662
+	['frontside_nose_grab'],
1663
+	#force exit
1664
+	'frontside_nose_grab',
1665
+	#force exit frame
1666
+	20)
1667
+
1668
+frontside_nose_grab = a_class(
1669
+	#player armature action name
1670
+	'frontside_nose_grab', 
1671
+	#start frame
1672
+	10,           
1673
+	#end frame
1674
+	30,
1675
+	#deck action name 
1676
+	'b_reg', 
1677
+	#deck start frame
1678
+	1, 
1679
+	#deck end frame
1680
+	1,
1681
+	#layer
1682
+	1,
1683
+	#speed
1684
+	.5,
1685
+	#mode (1 = play, 0 = loop)
1686
+	0,
1687
+	#blendin
1688
+	10,
1689
+	#intro
1690
+	'frontside_nose_grab_in',
1691
+	#intro length
1692
+	10,
1693
+	#exits
1694
+	['reg_air'],
1695
+	#force exit
1696
+	None,
1697
+	#force exit frame
1698
+	0)
1699
+
1700
+backside_nose_grab_in = a_class(
1701
+	#player armature action name
1702
+	'backside_nose_grab', 
1703
+	#start frame
1704
+	1,           
1705
+	#end frame
1706
+	10,
1707
+	#deck action name 
1708
+	'b_reg', 
1709
+	#deck start frame
1710
+	1, 
1711
+	#deck end frame
1712
+	1,
1713
+	#layer
1714
+	1,
1715
+	#speed
1716
+	.4,
1717
+	#mode (1 = play, 0 = loop)
1718
+	0,
1719
+	#blendin
1720
+	10,
1721
+	#intro
1722
+	None,
1723
+	#intro length
1724
+	0,
1725
+	#exits
1726
+	['backside_nose_grab'],
1727
+	#force exit
1728
+	'backside_nose_grab',
1729
+	#force exit frame
1730
+	20)
1731
+
1732
+backside_nose_grab = a_class(
1733
+	#player armature action name
1734
+	'backside_nose_grab', 
1735
+	#start frame
1736
+	10,           
1737
+	#end frame
1738
+	30,
1739
+	#deck action name 
1740
+	'b_reg', 
1741
+	#deck start frame
1742
+	1, 
1743
+	#deck end frame
1744
+	1,
1745
+	#layer
1746
+	1,
1747
+	#speed
1748
+	.5,
1749
+	#mode (1 = play, 0 = loop)
1750
+	0,
1751
+	#blendin
1752
+	10,
1753
+	#intro
1754
+	'backside_nose_grab_in',
1755
+	#intro length
1756
+	10,
1757
+	#exits
1758
+	['reg_air'],
1759
+	#force exit
1760
+	None,
1761
+	#force exit frame
1762
+	0)
1763
+
1764
+
1765
+
1766
+frontside_tail_grab_in = a_class(
1767
+	#player armature action name
1768
+	'frontside_tail_grab', 
1769
+	#start frame
1770
+	1,           
1771
+	#end frame
1772
+	10,
1773
+	#deck action name 
1774
+	'b_reg', 
1775
+	#deck start frame
1776
+	1, 
1777
+	#deck end frame
1778
+	1,
1779
+	#layer
1780
+	1,
1781
+	#speed
1782
+	.4,
1783
+	#mode (1 = play, 0 = loop)
1784
+	0,
1785
+	#blendin
1786
+	10,
1787
+	#intro
1788
+	None,
1789
+	#intro length
1790
+	0,
1791
+	#exits
1792
+	['frontside_tail_grab'],
1793
+	#force exit
1794
+	'frontside_tail_grab',
1795
+	#force exit frame
1796
+	20)
1797
+
1798
+frontside_tail_grab = a_class(
1799
+	#player armature action name
1800
+	'frontside_tail_grab', 
1801
+	#start frame
1802
+	10,           
1803
+	#end frame
1804
+	30,
1805
+	#deck action name 
1806
+	'b_reg', 
1807
+	#deck start frame
1808
+	1, 
1809
+	#deck end frame
1810
+	1,
1811
+	#layer
1812
+	1,
1813
+	#speed
1814
+	.5,
1815
+	#mode (1 = play, 0 = loop)
1816
+	0,
1817
+	#blendin
1818
+	10,
1819
+	#intro
1820
+	'frontside_tail_grab_in',
1821
+	#intro length
1822
+	10,
1823
+	#exits
1824
+	['reg_air'],
1825
+	#force exit
1826
+	None,
1827
+	#force exit frame
1828
+	0)
1829
+
1830
+backside_tail_grab_in = a_class(
1831
+	#player armature action name
1832
+	'backside_tail_grab', 
1833
+	#start frame
1834
+	1,           
1835
+	#end frame
1836
+	10,
1837
+	#deck action name 
1838
+	'b_reg', 
1839
+	#deck start frame
1840
+	1, 
1841
+	#deck end frame
1842
+	1,
1843
+	#layer
1844
+	1,
1845
+	#speed
1846
+	.4,
1847
+	#mode (1 = play, 0 = loop)
1848
+	0,
1849
+	#blendin
1850
+	10,
1851
+	#intro
1852
+	None,
1853
+	#intro length
1854
+	0,
1855
+	#exits
1856
+	['backside_tail_grab'],
1857
+	#force exit
1858
+	'backside_tail_grab',
1859
+	#force exit frame
1860
+	20)
1861
+
1862
+backside_tail_grab = a_class(
1863
+	#player armature action name
1864
+	'backside_tail_grab', 
1865
+	#start frame
1866
+	10,           
1867
+	#end frame
1868
+	30,
1869
+	#deck action name 
1870
+	'b_reg', 
1871
+	#deck start frame
1872
+	1, 
1873
+	#deck end frame
1874
+	1,
1875
+	#layer
1876
+	1,
1877
+	#speed
1878
+	.5,
1879
+	#mode (1 = play, 0 = loop)
1880
+	0,
1881
+	#blendin
1882
+	10,
1883
+	#intro
1884
+	'backside_tail_grab_in',
1885
+	#intro length
1886
+	10,
1887
+	#exits
1888
+	['reg_air'],
1889
+	#force exit
1890
+	None,
1891
+	#force exit frame
1892
+	0)
1893
+
1894
+reg_ollie_north_in = a_class(
1895
+	#player armature action name
1896
+	'reg_ollie_north', 
1897
+	#start frame
1898
+	1,           
1899
+	#end frame
1900
+	10,
1901
+	#deck action name 
1902
+	'b_reg', 
1903
+	#deck start frame
1904
+	1, 
1905
+	#deck end frame
1906
+	1,
1907
+	#layer
1908
+	1,
1909
+	#speed
1910
+	1,
1911
+	#mode (1 = play, 0 = loop)
1912
+	0,
1913
+	#blendin
1914
+	5,
1915
+	#intro
1916
+	None,
1917
+	#intro length
1918
+	0,
1919
+	#exits
1920
+	['reg_ollie_north'],
1921
+	#force exit
1922
+	'reg_ollie_north',
1923
+	#force exit frame
1924
+	20)
1925
+
1926
+reg_ollie_north = a_class(
1927
+	#player armature action name
1928
+	'reg_ollie_north', 
1929
+	#start frame
1930
+	10,           
1931
+	#end frame
1932
+	10,
1933
+	#deck action name 
1934
+	'b_reg', 
1935
+	#deck start frame
1936
+	1, 
1937
+	#deck end frame
1938
+	1,
1939
+	#layer
1940
+	1,
1941
+	#speed
1942
+	1,
1943
+	#mode (1 = play, 0 = loop)
1944
+	0,
1945
+	#blendin
1946
+	5,
1947
+	#intro
1948
+	'reg_ollie_north',
1949
+	#intro length
1950
+	10,
1951
+	#exits
1952
+	['reg_air'],
1953
+	#force exit
1954
+	None,
1955
+	#force exit frame
1956
+	0)
1957
+
1958
+
1959
+reg_ollie_south_in = a_class(
1960
+	#player armature action name
1961
+	'reg_ollie_south', 
1962
+	#start frame
1963
+	1,           
1964
+	#end frame
1965
+	10,
1966
+	#deck action name 
1967
+	'b_reg', 
1968
+	#deck start frame
1969
+	1, 
1970
+	#deck end frame
1971
+	1,
1972
+	#layer
1973
+	1,
1974
+	#speed
1975
+	1,
1976
+	#mode (1 = play, 0 = loop)
1977
+	0,
1978
+	#blendin
1979
+	5,
1980
+	#intro
1981
+	None,
1982
+	#intro length
1983
+	0,
1984
+	#exits
1985
+	['reg_ollie_south'],
1986
+	#force exit
1987
+	'reg_ollie_south',
1988
+	#force exit frame
1989
+	20)
1990
+
1991
+reg_ollie_south = a_class(
1992
+	#player armature action name
1993
+	'reg_ollie_south', 
1994
+	#start frame
1995
+	10,           
1996
+	#end frame
1997
+	10,
1998
+	#deck action name 
1999
+	'b_reg', 
2000
+	#deck start frame
2001
+	1, 
2002
+	#deck end frame
2003
+	1,
2004
+	#layer
2005
+	1,
2006
+	#speed
2007
+	1,
2008
+	#mode (1 = play, 0 = loop)
2009
+	0,
2010
+	#blendin
2011
+	5,
2012
+	#intro
2013
+	'reg_ollie_south',
2014
+	#intro length
2015
+	10,
2016
+	#exits
2017
+	['reg_air'],
2018
+	#force exit
2019
+	None,
2020
+	#force exit frame
2021
+	0)
2022
+
2023
+
2024
+
2025
+
2026
+
2027
+
2028
+
2029
+
2030
+
2031
+#**********************#
2032
+#*******grinds*********#
2033
+#**********************#
2034
+
2035
+
2036
+
2037
+
2038
+
2039
+
2040
+
2041
+reg_5050 = a_class(
2042
+	#player armature action name
2043
+	'reg_5050', 
2044
+	#start frame
2045
+	1,           
2046
+	#end frame
2047
+	30,
2048
+	#deck action name 
2049
+	'b_reg', 
2050
+	#deck start frame
2051
+	1, 
2052
+	#deck end frame
2053
+	1,
2054
+	#layer
2055
+	1,
2056
+	#speed
2057
+	.5,
2058
+	#mode (1 = play, 0 = loop)
2059
+	1,
2060
+	#blendin
2061
+	10,
2062
+	#intro
2063
+	None,
2064
+	#intro length
2065
+	0,
2066
+	#exits
2067
+	['reg_air', 'reg_roll'],
2068
+	#force exit
2069
+	None,
2070
+	#force exit frame
2071
+	0)
2072
+
2073
+reg_bsboard = a_class(
2074
+	#player armature action name
2075
+	'reg_BS_Board2', 
2076
+	#start frame
2077
+	1,           
2078
+	#end frame
2079
+	30,
2080
+	#deck action name 
2081
+	'b_reg', 
2082
+	#deck start frame
2083
+	1, 
2084
+	#deck end frame
2085
+	1,
2086
+	#layer
2087
+	1,
2088
+	#speed
2089
+	.5,
2090
+	#mode (1 = play, 0 = loop)
2091
+	1,
2092
+	#blendin
2093
+	15,
2094
+	#intro
2095
+	None,
2096
+	#intro length
2097
+	0,
2098
+	#exits
2099
+	['reg_air', 'reg_roll'],
2100
+	#force exit
2101
+	None,
2102
+	#force exit frame
2103
+	0)
2104
+
2105
+reg_fsboard = a_class(
2106
+	#player armature action name
2107
+	'reg_FS_Board2', 
2108
+	#start frame
2109
+	1,           
2110
+	#end frame
2111
+	30,
2112
+	#deck action name 
2113
+	'b_reg', 
2114
+	#deck start frame
2115
+	1, 
2116
+	#deck end frame
2117
+	1,
2118
+	#layer
2119
+	1,
2120
+	#speed
2121
+	.5,
2122
+	#mode (1 = play, 0 = loop)
2123
+	1,
2124
+	#blendin
2125
+	15,
2126
+	#intro
2127
+	None,
2128
+	#intro length
2129
+	0,
2130
+	#exits
2131
+	['reg_air', 'reg_roll'],
2132
+	#force exit
2133
+	None,
2134
+	#force exit frame
2135
+	0)
2136
+
2137
+reg_noseg = a_class(
2138
+	#player armature action name
2139
+	'reg_noseg.002', 
2140
+	#start frame
2141
+	11,           
2142
+	#end frame
2143
+	40,
2144
+	#deck action name 
2145
+	'b_reg_noseg', 
2146
+	#deck start frame
2147
+	10, 
2148
+	#deck end frame
2149
+	10,
2150
+	#layer
2151
+	1,
2152
+	#speed
2153
+	.5,
2154
+	#mode (1 = play, 0 = loop)
2155
+	1,
2156
+	#blendin
2157
+	15,
2158
+	#intro
2159
+	None,
2160
+	#intro length
2161
+	0,
2162
+	#exits
2163
+	['reg_air', 'reg_roll'],
2164
+	#force exit
2165
+	None,
2166
+	#force exit frame
2167
+	0)
2168
+
2169
+reg_nosegr = a_class(
2170
+	#player armature action name
2171
+	'reg_nosegR', 
2172
+	#start frame
2173
+	30,           
2174
+	#end frame
2175
+	1,
2176
+	#deck action name 
2177
+	'b_reg_nosegR', 
2178
+	#deck start frame
2179
+	1, 
2180
+	#deck end frame
2181
+	1,
2182
+	#layer
2183
+	1,
2184
+	#speed
2185
+	.5,
2186
+	#mode (1 = play, 0 = loop)
2187
+	1,
2188
+	#blendin
2189
+	15,
2190
+	#intro
2191
+	None,
2192
+	#intro length
2193
+	0,
2194
+	#exits
2195
+	['reg_air', 'reg_roll'],
2196
+	#force exit
2197
+	None,
2198
+	#force exit frame
2199
+	0)
2200
+
2201
+reg_nosegl = a_class(
2202
+	#player armature action name
2203
+	'reg_nosegL', 
2204
+	#start frame
2205
+	30,           
2206
+	#end frame
2207
+	1,
2208
+	#deck action name 
2209
+	'b_reg_nosegL', 
2210
+	#deck start frame
2211
+	1, 
2212
+	#deck end frame
2213
+	1,
2214
+	#layer
2215
+	1,
2216
+	#speed
2217
+	.5,
2218
+	#mode (1 = play, 0 = loop)
2219
+	1,
2220
+	#blendin
2221
+	15,
2222
+	#intro
2223
+	None,
2224
+	#intro length
2225
+	0,
2226
+	#exits
2227
+	['reg_air', 'reg_roll'],
2228
+	#force exit
2229
+	None,
2230
+	#force exit frame
2231
+	0)
2232
+
2233
+reg_tailg = a_class(
2234
+	#player armature action name
2235
+	'reg_tailg.001', 
2236
+	#start frame
2237
+	30,           
2238
+	#end frame
2239
+	1,
2240
+	#deck action name 
2241
+	'b_reg_tailg', 
2242
+	#deck start frame
2243
+	1, 
2244
+	#deck end frame
2245
+	1,
2246
+	#layer
2247
+	1,
2248
+	#speed
2249
+	.5,
2250
+	#mode (1 = play, 0 = loop)
2251
+	1,
2252
+	#blendin
2253
+	15,
2254
+	#intro
2255
+	None,
2256
+	#intro length
2257
+	0,
2258
+	#exits
2259
+	['reg_air', 'reg_roll'],
2260
+	#force exit
2261
+	None,
2262
+	#force exit frame
2263
+	0)
2264
+
2265
+reg_tailgr = a_class(
2266
+	#player armature action name
2267
+	'reg_tailgR', 
2268
+	#start frame
2269
+	30,           
2270
+	#end frame
2271
+	1,
2272
+	#deck action name 
2273
+	'b_reg_tailgR', 
2274
+	#deck start frame
2275
+	1, 
2276
+	#deck end frame
2277
+	1,
2278
+	#layer
2279
+	1,
2280
+	#speed
2281
+	.5,
2282
+	#mode (1 = play, 0 = loop)
2283
+	1,
2284
+	#blendin
2285
+	15,
2286
+	#intro
2287
+	None,
2288
+	#intro length
2289
+	0,
2290
+	#exits
2291
+	['reg_air', 'reg_roll'],
2292
+	#force exit
2293
+	None,
2294
+	#force exit frame
2295
+	0)
2296
+
2297
+reg_tailgl = a_class(
2298
+	#player armature action name
2299
+	'reg_tailgL', 
2300
+	#start frame
2301
+	30,           
2302
+	#end frame
2303
+	1,
2304
+	#deck action name 
2305
+	'b_reg_tailgL', 
2306
+	#deck start frame
2307
+	1, 
2308
+	#deck end frame
2309
+	1,
2310
+	#layer
2311
+	1,
2312
+	#speed
2313
+	.5,
2314
+	#mode (1 = play, 0 = loop)
2315
+	1,
2316
+	#blendin
2317
+	15,
2318
+	#intro
2319
+	None,
2320
+	#intro length
2321
+	0,
2322
+	#exits
2323
+	['reg_air', 'reg_roll'],
2324
+	#force exit
2325
+	None,
2326
+	#force exit frame
2327
+	0)
2328
+
2329
+reg_tailslide = a_class(
2330
+	#player armature action name
2331
+	'fak_noses', 
2332
+	#start frame
2333
+	30,           
2334
+	#end frame
2335
+	1,
2336
+	#deck action name 
2337
+	'b_fak_noses', 
2338
+	#deck start frame
2339
+	1, 
2340
+	#deck end frame
2341
+	1,
2342
+	#layer
2343
+	1,
2344
+	#speed
2345
+	.5,
2346
+	#mode (1 = play, 0 = loop)
2347
+	1,
2348
+	#blendin
2349
+	15,
2350
+	#intro
2351
+	None,
2352
+	#intro length
2353
+	0,
2354
+	#exits
2355
+	['reg_air', 'reg_roll'],
2356
+	#force exit
2357
+	None,
2358
+	#force exit frame
2359
+	0)
2360
+
2361
+reg_noseslide = a_class(
2362
+	#player armature action name
2363
+	'fak_tails', 
2364
+	#start frame
2365
+	30,           
2366
+	#end frame
2367
+	1,
2368
+	#deck action name 
2369
+	'b_fak_tails', 
2370
+	#deck start frame
2371
+	1, 
2372
+	#deck end frame
2373
+	1,
2374
+	#layer
2375
+	1,
2376
+	#speed
2377
+	.5,
2378
+	#mode (1 = play, 0 = loop)
2379
+	1,
2380
+	#blendin
2381
+	15,
2382
+	#intro
2383
+	None,
2384
+	#intro length
2385
+	0,
2386
+	#exits
2387
+	['reg_air', 'reg_roll'],
2388
+	#force exit
2389
+	None,
2390
+	#force exit frame
2391
+	0)
2392
+
2393
+
2394
+
2395
+
2396
+
2397
+
2398
+#******************(((((((((((((((((())))))))))))))))))*************

+ 109
- 0
scripts/boneRecord.py View File

@@ -0,0 +1,109 @@
1
+import bge
2
+from mathutils import Vector
3
+
4
+dict = bge.logic.globalDict
5
+dict['replay_record_length']
6
+
7
+bone_list = ["foot.ik.R", "foot.ik.L", "knee.pt.ik.R", "knee.pt.ik.L", "hips", "root", "spine", "spine-1", "chest", "chest-1", "clavicle.L", "clavicle.R", "deltoid.L", "deltoid.R", "upper_arm.fk.L", "upper_arm.fk.R",  "forearm.fk.L", "forearm.fk.R", "hand.fk.L", "hand.fk.R", "neck", "head", "master"]
8
+
9
+deck_list = ['main', 'turn']
10
+
11
+#bone_list = ['root', 'head']
12
+
13
+def Record():    
14
+    scene = bge.logic.getCurrentScene()
15
+    #own = cont.owner
16
+    master = scene.objects['control_cube.002']
17
+    cam = scene.objects['Camera.003']
18
+    armature = scene.objects['Char4']
19
+    deck = scene.objects['deck_arm']
20
+
21
+    if 'dataList' not in master:
22
+        for x in bone_list:
23
+            master['dataList'] = True
24
+            master[str(x) + '-pos'] = []
25
+            master[str(x) + '-rot'] = []
26
+        for x in deck_list:
27
+            master['dataList'] = True
28
+            master[str(x) + '-pos'] = []
29
+            master[str(x) + '-rot'] = []            
30
+
31
+    for y in bone_list:
32
+        x = armature.channels[y]
33
+        pos = x.location
34
+        if x.rotation_mode == 0:
35
+            rot = x.rotation_quaternion
36
+        else:
37
+            rot = Vector(x.channel_matrix.to_euler()) 
38
+
39
+        if len(master[str(y) + '-pos']) > dict['replay_record_length']:
40
+            master[str(y) + '-pos'].pop(0)
41
+            master[str(y) + '-rot'].pop(0)            
42
+
43
+            master[str(y) + '-pos'].pop(0)
44
+            master[str(y) + '-rot'].pop(0)            
45
+
46
+        master[str(y) + '-pos'].append(pos)
47
+        master[str(y) + '-rot'].append(rot)
48
+
49
+        master[str(y) + '-pos'].append(pos)
50
+        master[str(y) + '-rot'].append(rot)   
51
+
52
+
53
+    for y in deck_list:
54
+        x = deck.channels[y]
55
+        pos = x.location   
56
+        rot = x.rotation_quaternion
57
+
58
+            
59
+        if len(master[str(y) + '-pos']) > dict['replay_record_length']:
60
+            master[str(y) + '-pos'].pop(0)
61
+            master[str(y) + '-rot'].pop(0)            
62
+
63
+            master[str(y) + '-pos'].pop(0)
64
+            master[str(y) + '-rot'].pop(0)            
65
+
66
+        master[str(y) + '-pos'].append(pos)
67
+        master[str(y) + '-rot'].append(rot)
68
+
69
+        master[str(y) + '-pos'].append(pos)
70
+        master[str(y) + '-rot'].append(rot) 
71
+
72
+
73
+def Playback(valueIndex):
74
+    scene = bge.logic.getCurrentScene()
75
+    #own = cont.owner
76
+    master = scene.objects['control_cube.002']
77
+    cam = scene.objects['Camera.003']
78
+    armature = scene.objects['Char4']
79
+    deck = scene.objects['deck_arm']
80
+
81
+    for y in bone_list:
82
+        x = armature.channels[y]
83
+        pl = master[str(y) + '-pos'] 
84
+        rl = master[str(y) + '-rot'] 
85
+        try:
86
+            if x.rotation_mode == 0:
87
+                x.rotation_quaternion = rl[valueIndex]
88
+            else:    
89
+                x.rotation_euler = rl[valueIndex]
90
+            x.location = pl[valueIndex]    
91
+            #print(x.rotation_mode, pl[valueIndex],  'mode', valueIndex)
92
+        except:
93
+            print('index out of range')
94
+        
95
+
96
+
97
+    for z in deck_list:
98
+        x = deck.channels[z]
99
+        pl = master[str(z) + '-pos'] 
100
+        rl = master[str(z) + '-rot'] 
101
+        try:
102
+            x.rotation_quaternion = rl[valueIndex]
103
+            x.location = pl[valueIndex]    
104
+
105
+            #print(x.rotation_mode, pl[valueIndex],  'mode', valueIndex, x.name)
106
+        except:
107
+            print('index out of range')
108
+    armature.update()        
109
+    deck.update()        

+ 8
- 9
scripts/camFSM.py View File

@@ -14,15 +14,14 @@ def get_request_state(cur_state):
14 14
 
15 15
 #camera - (Target Object, Min Distance, Max Distance, Height)
16 16
 def activate_camera(cobj, cmin, cmax, cheight):
17
-    pass
18
-    # cont = bge.logic.getCurrentController()
19
-    # scene = bge.logic.getCurrentScene()
20
-    # camActu = cont.actuators['Camera']
21
-    # camActu.object = scene.objects[cobj]
22
-    # camActu.min = cmin
23
-    # camActu.max = cmax
24
-    # camActu.height = cheight
25
-    # cont.activate(camActu)
17
+    cont = bge.logic.getCurrentController()
18
+    scene = bge.logic.getCurrentScene()
19
+    camActu = cont.actuators['Camera']
20
+    camActu.object = scene.objects[cobj]
21
+    camActu.min = cmin
22
+    camActu.max = cmax
23
+    camActu.height = cheight
24
+    cont.activate(camActu)
26 25
 
27 26
 
28 27
 

+ 4809
- 4802
scripts/co_ActionState.py
File diff suppressed because it is too large
View File


+ 7
- 7
scripts/colors.py View File

@@ -51,7 +51,7 @@ def main():
51 51
     #shirt.color = shirtC
52 52
     #print(dict['shirt_color'])
53 53
     scol = [dict['shirt_color_r'], dict['shirt_color_g'], dict['shirt_color_b'], 1]
54
-    deckC = [dict['deck_color_r'], dict['deck_color_g'], dict['deck_color_b'], 1]
54
+    deckC = [dict['deck_color_r'], dict['deck_color_g'], dict['deck_color_b'], 0]
55 55
     #print(scol)
56 56
     shirt.color = scol
57 57
     deck.color = deckC
@@ -62,14 +62,14 @@ def main():
62 62
     shoeR.color = shoesC
63 63
     shoeL.color = shoesC
64 64
     
65
-    trucks.color = [dict['trucks_r'], dict['trucks_g'], dict['trucks_b'], 1]
66
-    throw_deck_trucks.color = [dict['trucks_r'], dict['trucks_g'], dict['trucks_b'], 1]
65
+    trucks.color = [dict['trucks_r'], dict['trucks_g'], dict['trucks_b'], 0]
66
+    throw_deck_trucks.color = [dict['trucks_r'], dict['trucks_g'], dict['trucks_b'], 0]
67 67
     focus_deckA_trucks.color = [dict['trucks_r'], dict['trucks_g'], dict['trucks_b'], 1]
68 68
     focus_deckB_trucks.color = [dict['trucks_r'], dict['trucks_g'], dict['trucks_b'], 1]
69
-    wheel1.color = [dict['wheel1_r'], dict['wheel1_g'], dict['wheel1_b'], 1]
70
-    wheel2.color = [dict['wheel2_r'], dict['wheel2_g'], dict['wheel2_b'], 1]
71
-    wheel3.color = [dict['wheel3_r'], dict['wheel3_g'], dict['wheel3_b'], 1]
72
-    wheel4.color = [dict['wheel4_r'], dict['wheel4_g'], dict['wheel4_b'], 1]
69
+    wheel1.color = [dict['wheel1_r'], dict['wheel1_g'], dict['wheel1_b'], 0]
70
+    wheel2.color = [dict['wheel2_r'], dict['wheel2_g'], dict['wheel2_b'], 0]
71
+    wheel3.color = [dict['wheel3_r'], dict['wheel3_g'], dict['wheel3_b'], 0]
72
+    wheel4.color = [dict['wheel4_r'], dict['wheel4_g'], dict['wheel4_b'], 0]
73 73
     throw_deck_wheel1.color = [dict['wheel1_r'], dict['wheel1_g'], dict['wheel1_b'], 1]
74 74
     throw_deck_wheel2.color = [dict['wheel2_r'], dict['wheel2_g'], dict['wheel2_b'], 1]
75 75
     throw_deck_wheel3.color = [dict['wheel3_r'], dict['wheel3_g'], dict['wheel3_b'], 1]

+ 31
- 19
scripts/controller2.py View File

@@ -154,7 +154,7 @@ def main():
154 154
     q6oncdl = own["Q6oncdl"]
155 155
     q7oncdl = own["Q7oncdl"]
156 156
     q8oncdl = own["Q8oncdl"]
157
-    fliplay = 4
157
+    fliplay = 3
158 158
 
159 159
     #setable
160 160
     MAX_VEL = dict['MAX_VEL']
@@ -224,7 +224,7 @@ def main():
224 224
         else:
225 225
             
226 226
             onGround = False   
227
-            print('jumptimer', own['jump_timer'])
227
+            #print('jumptimer', own['jump_timer'])
228 228
             #print('not on ground', localHitDist, own['jump_timer'])     
229 229
     else:
230 230
         onGround = False
@@ -361,7 +361,7 @@ def main():
361 361
         if skater.isPlayingAction(fliplay):
362 362
             playing_frame = skater.getActionFrame(fliplay)
363 363
         #if onGround and skater.isPlayingAction(fliplay) and own['jump_timer'] < 40 and playing_frame < 14 and playing_frame > 3:
364
-        if onGround and skater.isPlayingAction(fliplay) and own['jump_timer'] < 45 and playing_frame < 17 and playing_frame > 3:    
364
+        if onGround and skater.isPlayingAction(fliplay) and own['jump_timer'] < 45 and playing_frame < 16 and playing_frame > 3:    
365 365
             hitDistance = own.worldPosition[2] - r_ground.hitPosition[2]
366 366
             if hitDistance < dict['fall_height']:
367 367
                 own['fall'] = 1
@@ -4547,8 +4547,9 @@ def main():
4547 4547
                 own.alignAxisToVect(localRay[2], 2, .5)
4548 4548
                 aligned = True
4549 4549
             #print('localRay')
4550
-
4551
-
4550
+        if localHitDist > .31 and localHitDist < 2:
4551
+            own.alignAxisToVect(localRay[2], 2, .05)
4552
+            print('new align')
4552 4553
     #else:
4553 4554
         #print('no localRay')
4554 4555
         else:
@@ -4590,20 +4591,31 @@ def main():
4590 4591
         if localRay_v[0] and own['LAST_GRIND'] == False and rBump == 0 and lBump == 0 and ((own['framenum'] - own['last_transition_frame'] < 10) or (own['framenum'] - own['last_vert_frame'] < 10)):
4591 4592
             own['vert'] = 1
4592 4593
             #print('vert hit')
4593
-            own['last_vert_frame'] = own['framenum']
4594
-            localHitDist = Vector.copy(Start - localRay_v[1]).length
4595
-            own.linearVelocity.x *= .98
4596
-            own.linearVelocity.z = .1
4597
-            #if localHitDist < .8 and (dict['lUD'] < .04 or dict['lUD'] > -.04):
4598
-            #if localHitDist < .8:    
4599
-            if localHitDist < 1.5:        
4600
-                #own.applyMovement((0,0,((.4 - (localHitDist) * .1))), True)
4601
-                own.applyMovement((0, 0, (.3 - localHitDist)), True)
4602
-                #print('moving vert ray')
4603
-                if localRay_v[2] != [0, 0, -1] and grindHit == 0:
4604
-                #if localRay_v[2] != [0,0,-1]:
4605
-                    own.alignAxisToVect(localRay_v[2], 2, .4)
4606
-                    aligned = True
4594
+
4595
+            if 'spine' in localRay_v[0] and lUD < -.04:
4596
+                print('spine hit!!!!!', lUD)
4597
+                
4598
+                #print('roting')
4599
+                if STANCE == True:
4600
+                    own.applyRotation([0,.15,0], True)
4601
+                else:    
4602
+                    own.applyRotation([0,-.15,0], True)
4603
+                own.linearVelocity.x *= .97    
4604
+            elif lUD > -.04: 
4605
+                own['last_vert_frame'] = own['framenum']
4606
+                localHitDist = Vector.copy(Start - localRay_v[1]).length
4607
+                own.linearVelocity.x *= .98
4608
+                own.linearVelocity.z = .1
4609
+                #if localHitDist < .8 and (dict['lUD'] < .04 or dict['lUD'] > -.04):
4610
+                #if localHitDist < .8:    
4611
+                if localHitDist < 1.5:        
4612
+                    #own.applyMovement((0,0,((.4 - (localHitDist) * .1))), True)
4613
+                    own.applyMovement((0, 0, (.3 - localHitDist)), True)
4614
+                    #print('moving vert ray')
4615
+                    if localRay_v[2] != [0, 0, -1] and grindHit == 0:
4616
+                    #if localRay_v[2] != [0,0,-1]:
4617
+                        own.alignAxisToVect(localRay_v[2], 2, .4)
4618
+                        aligned = True
4607 4619
         #print(own['lGobj'], 'lGobj')                         
4608 4620
 
4609 4621
 

+ 28
- 0
scripts/inputs.py View File

@@ -266,6 +266,34 @@ def main():
266 266
         dict['mTrig'] = 0
267 267
         dict['rTrig'] = 0
268 268
         dict['lTrig'] = 0
269
+
270
+        dict['last_aBut'] = 0
271
+        dict['last_bBut'] = 0
272
+        dict['last_xBut'] = 0
273
+        dict['last_yBut'] = 0
274
+        dict['last_lBump'] = 0
275
+        dict['last_rBump'] = 0
276
+        dict['last_bkBut'] = 0
277
+        dict['last_stBut'] = 0
278
+        dict['last_xbBut'] = 0
279
+        dict['last_ltsBut'] = 0
280
+        dict['last_rtsBut'] = 0
281
+        dict['last_ldPad'] = 0
282
+        dict['last_rdPad'] = 0
283
+        dict['last_udPad'] = 0
284
+        dict['last_ddPad'] = 0
285
+        dict['last_rUD'] = 0
286
+        dict['last_lUD'] = 0
287
+        dict['last_rLR'] = 0
288
+        dict['last_lLR'] = 0
289
+        dict['last_rmUD'] = 0
290
+        dict['last_lmUD'] = 0
291
+        dict['last_rmLR'] = 0
292
+        dict['last_lmLR'] = 0
293
+        dict['last_mTrig'] = 0
294
+        dict['last_rTrig'] = 0
295
+        dict['last_lTrig'] = 0
296
+
269 297
         #dict['last_joy_con'] = 0    
270 298
 
271 299
     if dict['driving_reset'] == True:

+ 2
- 2
scripts/ragdoll.py View File

@@ -81,8 +81,8 @@ def main():
81 81
     sens = cont.sensors['rd_key']
82 82
     dict = bge.logic.globalDict
83 83
     
84
-    if 'inited' not in own:
85
-        own['inited'] = True
84
+    if 'rdinited' not in own:
85
+        own['rdinited'] = True
86 86
         own['ragdoll_active'] = False
87 87
         pB = scene.objectsInactive["npc_ed_arm_physBody"]  
88 88
         own['rd_rb'] = scene.addObject(pB)

+ 3
- 0
scripts/scene_init.py View File

@@ -29,6 +29,9 @@ def main():
29 29
         # combine child's shape with parent's
30 30
         compound = True
31 31
         obj = scene.objects['Char4']
32
+        deck_obj = scene.objects['deck_arm']
33
+        dict['p1'] = obj
34
+        dict['p1d'] = deck_obj
32 35
         # child is solid
33 36
         ghost = False
34 37
         # set parent

+ 8
- 8
scripts/walk.py View File

@@ -423,7 +423,7 @@ def main(cont):
423 423
                     own.linearVelocity.z += 5
424 424
                     own.linearVelocity.x = linvel.x
425 425
                     own.linearVelocity.y = linvel.y
426
-                    own['walk_jump_timer'] = 20
426
+                    own['walk_jump_timer'] = 6
427 427
             own['lastx'] = 1
428 428
         else:
429 429
             own['lastx'] = 0  
@@ -504,18 +504,18 @@ def main(cont):
504 504
             wheel2act = wheel2.actuators["Visibility"]
505 505
             wheel3act = wheel3.actuators["Visibility"]
506 506
             wheel4act = wheel4.actuators["Visibility"]        
507
-            deckact.visibility = True
507
+            #deckact.visibility = True
508 508
             trucksact.visibility = True
509 509
             wheel1act.visibility = True
510 510
             wheel2act.visibility = True
511 511
             wheel3act.visibility = True
512 512
             wheel4act.visibility = True  
513
-            cont.activate(deck.actuators['Visibility'])
514
-            cont.activate(trucks.actuators['Visibility'])
515
-            cont.activate(wheel1.actuators['Visibility'])
516
-            cont.activate(wheel2.actuators['Visibility'])
517
-            cont.activate(wheel3.actuators['Visibility'])
518
-            cont.activate(wheel4.actuators['Visibility']) 
513
+            #cont.activate(deck.actuators['Visibility'])
514
+            #cont.activate(trucks.actuators['Visibility'])
515
+            #cont.activate(wheel1.actuators['Visibility'])
516
+            #cont.activate(wheel2.actuators['Visibility'])
517
+            #cont.activate(wheel3.actuators['Visibility'])
518
+            #cont.activate(wheel4.actuators['Visibility']) 
519 519
             own['throw_deck'] = False 
520 520
             throw_deck_empty = scene.objects["throw_deck_empty"]
521 521
             throw_deck_empty['kill_deck'] = 1 

+ 2
- 2
shuvit.blend View File

@@ -1,3 +1,3 @@
1 1
 version https://git-lfs.github.com/spec/v1
2
-oid sha256:8ca38fbd3f3ba99289fdc9ee4f3f258421cfe59b81013d38766f33ce06a0a0cf
3
-size 141392072
2
+oid sha256:9a38a3c66688c3eacb95254792badf529b3590acaad52269bd3353d2c9dbdd36
3
+size 146559260

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