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@@ -1582,15 +1582,15 @@ reg_wall_r_in = a_class(
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1582
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1582
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#player armature action name, start, end frames
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1583
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1583
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'reg_wall_r', 1, 10,
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1584
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1584
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#deck action name, start, end frames
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1585
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- 'b_reg', 1, 10,
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1585
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+ 'b_reg_wall_r', 1, 10,
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1586
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1586
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#layer, speed, mode (0 = play, 1 = loop), blendin
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1587
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1587
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1, .5, 0, 5,
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1588
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1588
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#intro, length
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1589
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1589
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None, 0,
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1590
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1590
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#exits
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1591
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- ['reg_airwalk'],
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1591
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+ ['reg_wall_r'],
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1592
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1592
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#force exit, frame
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1593
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- 'reg_airwalk', 20,
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1593
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+ 'reg_wall_r', 20,
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1594
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1594
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#opposite
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1595
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1595
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None)
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1596
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1596
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@@ -1598,9 +1598,9 @@ reg_wall_r = a_class(
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1598
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1598
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#player armature action name, start, end frames
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1599
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1599
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'reg_wall_r', 10, 10,
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1600
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1600
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#deck action name, start, end frames
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1601
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- 'b_reg', 10, 10,
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1601
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+ 'b_reg_wall_r', 10, 10,
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1602
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1602
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#layer, speed, mode (0 = play, 1 = loop), blendin
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1603
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- 1, .5, 0, 5,
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1603
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+ 1, .5, 1, 5,
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1604
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1604
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#intro, length
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1605
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1605
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'reg_wall_r_in', 10,
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1606
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1606
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#exits
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@@ -1614,13 +1614,13 @@ reg_wall_l_in = a_class(
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1614
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1614
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#player armature action name, start, end frames
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1615
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1615
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'reg_wall_l', 1, 10,
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1616
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1616
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#deck action name, start, end frames
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1617
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- 'b_reg', 1, 10,
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1617
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+ 'b_reg_wall_l', 1, 10,
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1618
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1618
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#layer, speed, mode (0 = play, 1 = loop), blendin
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1619
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1619
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1, .5, 0, 5,
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1620
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1620
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#intro, length
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1621
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1621
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None, 0,
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1622
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1622
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#exits
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1623
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- ['reg_air'],
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1623
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+ ['reg_wall_l'],
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1624
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1624
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#force exit, frame
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1625
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1625
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'reg_wall_l', 20,
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1626
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1626
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#opposite
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@@ -1630,9 +1630,9 @@ reg_wall_l = a_class(
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1630
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1630
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#player armature action name, start, end frames
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1631
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1631
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'reg_wall_l', 10, 10,
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1632
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1632
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#deck action name, start, end frames
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1633
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- 'b_reg', 10, 10,
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1633
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+ 'b_reg_wall_l', 10, 10,
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1634
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1634
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#layer, speed, mode (0 = play, 1 = loop), blendin
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1635
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- 1, .5, 0, 5,
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1635
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+ 1, .5, 1, 5,
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1636
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1636
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#intro, length
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1637
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1637
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'reg_wall_l_in', 10,
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1638
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1638
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#exits
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@@ -2153,7 +2153,7 @@ reg_dropin_in = a_class(
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2153
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2153
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#deck action name, start, end frames
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2154
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2154
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'b_reg_dropin', 30, 50,
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2155
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2155
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#layer, speed, mode (0 = play, 1 = loop), blendin
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2156
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- 1, 1, 0, 15,
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2156
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+ 1, .5, 0, 15,
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2157
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2157
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#intro, length
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2158
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2158
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None, 0,
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2159
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2159
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#exits
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@@ -2169,7 +2169,7 @@ reg_dropin = a_class(
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2169
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2169
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#deck action name, start, end frames
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2170
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2170
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'b_reg_dropin', 50, 60,
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2171
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2171
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#layer, speed, mode (0 = play, 1 = loop), blendin
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2172
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- 1, 1, 0, 15,
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2172
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+ 1, 1, 1, 15,
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2173
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2173
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#intro, length
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2174
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2174
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'reg_dropin_in', 20,
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2175
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2175
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#exits
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@@ -2993,7 +2993,7 @@ fak_air = a_class(
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2993
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2993
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#intro, length
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2994
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2994
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None, 0,
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2995
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2995
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#exits
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2996
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- ['fak_offboard', 'fak_land', 'fak_frontside_grab', 'fak_backside_grab', 'fak_frontside_nose_grab', 'fak_backside_nose_grab', 'fak_frontside_tail_grab', 'fak_backside_tail_grab', 'fak_air_nose', 'fak_air_tail', 'fak_ollie_north', 'fak_ollie_south', 'fak_judo', 'fak_frigid', 'fak_onefoot', 'fak_fsonefoot', 'fak_manual_left', 'fak_manual_right', 'fak_nmanual_left', 'fak_nmanual_right'],
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2996
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+ ['fak_offboard', 'fak_land', 'fak_frontside_grab', 'fak_backside_grab', 'fak_frontside_nose_grab', 'fak_backside_nose_grab', 'fak_frontside_tail_grab', 'fak_backside_tail_grab', 'fak_air_nose', 'fak_air_tail', 'fak_ollie_north', 'fak_ollie_south', 'fak_judo', 'fak_frigid', 'fak_onefoot', 'fak_fsonefoot', 'fak_manual_left', 'fak_manual_right', 'fak_nmanual_left', 'fak_nmanual_right', 'fak_wall_l', 'fak_wall_r'],
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2997
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2997
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#force exit, frame
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2998
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2998
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None, 0,
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2999
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2999
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#opposite
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@@ -3009,7 +3009,7 @@ fak_air_nb = a_class(
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3009
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3009
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#intro, length
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3010
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3010
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None, 0,
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3011
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3011
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#exits
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3012
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- ['fak_offboard', 'fak_land', 'fak_frontside_grab', 'fak_backside_grab', 'fak_frontside_nose_grab', 'fak_backside_nose_grab', 'fak_frontside_tail_grab', 'fak_backside_tail_grab', 'fak_air_nose', 'fak_air_tail', 'fak_ollie_north', 'fak_ollie_south', 'fak_judo', 'fak_frigid', 'fak_onefoot', 'fak_fsonefoot', 'fak_manual_left', 'fak_manual_right', 'fak_nmanual_left', 'fak_nmanual_right'],
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3012
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+ ['fak_offboard', 'fak_land', 'fak_frontside_grab', 'fak_backside_grab', 'fak_frontside_nose_grab', 'fak_backside_nose_grab', 'fak_frontside_tail_grab', 'fak_backside_tail_grab', 'fak_air_nose', 'fak_air_tail', 'fak_ollie_north', 'fak_ollie_south', 'fak_judo', 'fak_frigid', 'fak_onefoot', 'fak_fsonefoot', 'fak_manual_left', 'fak_manual_right', 'fak_nmanual_left', 'fak_nmanual_right', 'fak_wall_l', 'fak_wall_r'],
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3013
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3013
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#force exit, frame
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3014
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3014
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None, 0,
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3015
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3015
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#opposite
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@@ -3026,7 +3026,7 @@ fak_air_nose = a_class(
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3026
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3026
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#intro, length
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3027
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3027
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None, 0,
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3028
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3028
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#exits
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3029
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- ['fak_offboard', 'fak_land', 'fak_frontside_grab', 'fak_backside_grab', 'fak_frontside_nose_grab', 'fak_backside_nose_grab', 'fak_frontside_tail_grab', 'fak_backside_tail_grab', 'fak_manual', 'fak_nmanual', 'fak_air_tail', 'fak_ollie_north', 'fak_ollie_south', 'fak_manual_left', 'fak_manual_right', 'fak_nmanual_left', 'fak_nmanual_right'],
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3029
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+ ['fak_offboard', 'fak_land', 'fak_frontside_grab', 'fak_backside_grab', 'fak_frontside_nose_grab', 'fak_backside_nose_grab', 'fak_frontside_tail_grab', 'fak_backside_tail_grab', 'fak_air_nose', 'fak_air_tail', 'fak_ollie_north', 'fak_ollie_south', 'fak_judo', 'fak_frigid', 'fak_onefoot', 'fak_fsonefoot', 'fak_manual_left', 'fak_manual_right', 'fak_nmanual_left', 'fak_nmanual_right', 'fak_wall_l', 'fak_wall_r'],
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3030
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3030
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#force exit, frame
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3031
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3031
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None, 0,
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3032
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3032
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#opposite
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@@ -4125,3 +4125,66 @@ fak_noseslide = a_class(
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4125
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4125
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4126
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4126
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4127
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4127
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4128
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+fak_wall_r_in = a_class(
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4129
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+ #player armature action name, start, end frames
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4130
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+ 'fak_wall_r', 1, 10,
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4131
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+ #deck action name, start, end frames
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4132
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+ 'b_reg_wall_l', 1, 10,
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4133
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+ #layer, speed, mode (0 = play, 1 = loop), blendin
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4134
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+ 1, .5, 0, 5,
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4135
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+ #intro, length
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4136
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+ None, 0,
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4137
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+ #exits
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4138
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+ ['fak_wall_r'],
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4139
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+ #force exit, frame
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4140
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+ 'fak_wall_r', 20,
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4141
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+ #opposite
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4142
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+ None)
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4143
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+
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4144
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+fak_wall_r = a_class(
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4145
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+ #player armature action name, start, end frames
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4146
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+ 'fak_wall_r', 10, 10,
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4147
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+ #deck action name, start, end frames
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4148
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+ 'b_reg_wall_l', 10, 10,
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4149
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+ #layer, speed, mode (0 = play, 1 = loop), blendin
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4150
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+ 1, .5, 1, 5,
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4151
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+ #intro, length
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4152
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+ 'fak_wall_r_in', 10,
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4153
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+ #exits
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4154
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+ ['fak_air'],
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4155
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+ #force exit, frame
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4156
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+ None, 0,
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4157
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+ #opposite
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4158
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+ None)
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4159
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+
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4160
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+fak_wall_l_in = a_class(
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4161
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+ #player armature action name, start, end frames
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4162
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+ 'fak_wall_l', 1, 10,
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4163
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+ #deck action name, start, end frames
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4164
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+ 'b_reg_wall_r', 1, 10,
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4165
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+ #layer, speed, mode (0 = play, 1 = loop), blendin
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4166
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+ 1, .5, 0, 5,
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4167
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+ #intro, length
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4168
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+ None, 0,
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4169
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+ #exits
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4170
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+ ['fak_wall_l'],
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4171
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+ #force exit, frame
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4172
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+ 'fak_wall_l', 20,
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4173
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+ #opposite
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4174
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+ None)
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4175
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+
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4176
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+fak_wall_l = a_class(
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4177
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+ #player armature action name, start, end frames
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4178
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+ 'fak_wall_l', 10, 10,
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4179
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+ #deck action name, start, end frames
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4180
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+ 'b_reg_wall_r', 10, 10,
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4181
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+ #layer, speed, mode (0 = play, 1 = loop), blendin
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4182
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+ 1, .5, 1, 5,
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4183
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+ #intro, length
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4184
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+ 'fak_wall_l_in', 10,
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4185
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+ #exits
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4186
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+ ['fak_air'],
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4187
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+ #force exit, frame
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4188
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+ None, 0,
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4189
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+ #opposite
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4190
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+ None)
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