import bge def main(): cont = bge.logic.getCurrentController() own = cont.owner scene = bge.logic.getCurrentScene() skater = scene.objects["Char4"] deck = scene.objects["deck"] trucks = scene.objects["trucks"] loop_layer = 2 trans_layer = 3 flip_layer = 4 throw_layer = 5 trans_playing = skater.isPlayingAction(trans_layer) #set possible requestActions requestActions_list = ['reg_roll', 'fak_roll', 'reg_turnLeft', 'reg_turnLeft_out', 'reg_turnRight', 'reg_turnRight_out', 'fak_turnLeft', 'fak_turnRight', 'reg_pump', 'fak_pump', 'reg_land', 'fak_land', 'reg_idle', 'reg_idle_nb', 'fak_idle', 'fak_idle_nb', 'reg_walk', 'reg_walk_nb', 'reg_walkFast', 'reg_walkFast_nb', 'fak_walk', 'fak_walk_nb', 'fak_walkFast', 'fak_walkFast_nb', 'reg_pump', 'fak_pump', 'reg_opos', 'fak_opos', 'reg_nopos', 'fak_nopos', 'reg_manual', 'fak_manual', 'reg_nmanual', 'fak_nmanual', 'reg_air', 'fak_air', 'frontside_grab', 'backside_grab', 'fak_backside_grab', 'fak_frontside_grab', 'frontside_nose_grab', 'frontside_tail_grab', 'backside_nose_grab', 'backside_tail_grab', 'fak_frontside_nose_grab', 'fak_frontside_tail_grab', 'fak_backside_nose_grab', 'fak_backside_tail_grab', 'reg_noseg', 'reg_air_nose', 'fak_air_nose', 'reg_air_tail', 'fak_air_tail', 'reg_nosegr','reg_nosegl', 'fak_noseg','fak_nosegr', 'fak_nosegl', 'reg_nosegl', 'fak_tailg', 'fak_tailgr', 'fak_tailgl', 'reg_tailg', 'reg_tailgr', 'reg_tailgl', 'reg_tailslide', 'fak_tailslide', 'reg_noseslide', 'fak_noseslide', 'nose_stall','tail_stall', 'reg_5050', 'fak_5050', 'reg_tailg', 'reg_bsboard', 'fak_bsboard', 'reg_fsboard', 'reg_powerslide', 'fak_powerslide', 'reg_fs_powerslide', 'fak_fs_powerslide', 'reg_stop', 'fak_stop', 'fak_fp_rback', 'reg_fp_rback', 'reg_back_invert', 'fak_fr_invert', 'reg_wall_l', 'reg_wall_r', 'fak_wall_l', 'fak_wall_r', 'reg_hippy_in', 'fak_hippy_in', 'reg_dropin_pos', 'fak_dropin_pos', 'reg_idle1', 'reg_idle2', 'reg_idle3', 'reg_idle4', 'reg_idle5', 'reg_idle6', 'reg_idle7', 'fak_idle1', 'fak_idle2', 'fak_idle3', 'fak_idle4', 'fak_idle5', 'fak_idle6', 'fak_idle7', 'reg_idle2_nb', 'reg_ollie_north', 'fak_ollie_north', 'reg_ollie_south', 'fak_ollie_south', 'reg_sit', 'fak_sit', 'reg_walk_air', 'fak_walk_air', 'reg_judo', 'fak_judo', 'reg_pump_left', 'reg_pump_right', 'fak_pump_left', 'fak_pump_right'] oneshotActions_list = ['reg_jump', 'fak_jump', 'reg_onboard', 'fak_onboard', 'reg_dropin', 'fak_dropin', 'reg_land', 'fak_land', 'reg_push', 'fak_push', 'reg_push_goof', 'fak_push_goof', 'reg_manual_revert_ccw', 'revert1', 'revert2', 'revert3', 'revert4', 'fak_revert1', 'fak_revert2', 'fak_revert3', 'fak_revert4', 'reg_ollie', 'reg_nollie', 'reg_nollie', 'fak_ollie', 'fak_nollie', 'reg_kickflip', 'fak_kickflip', 'reg_varial_kickflip', 'fak_varial_kickflip', 'reg_nollie_varial_kickflip', 'fak_nollie_varial_kickflip', 'reg_nollie_varial_heelflip', 'fak_nollie_varial_heelflip', 'reg_varial_heelflip', 'fak_varial_heelflip', 'reg_nollie_kickflip', 'fak_nollie_kickflip', 'reg_heelflip', 'fak_heelflip', 'reg_nollie_heelflip', 'fak_nollie_heelflip', 'reg_shuvit', 'fak_shuvit', 'reg_shuvit360', 'fak_shuvit360', 'reg_fsshuvit360', 'fak_fsshuvit360', 'reg_nollie_shuvit', 'fak_nollie_shuvit', 'reg_fsshuvit', 'fak_fsshuvit', 'reg_nollie_fsshuvit', 'fak_nollie_fsshuvit', 'reg_nollie_shuvit360', 'fak_nollie_shuvit360', 'reg_nollie_fsshuvit', 'fak_nollie_fsshuvit', 'reg_turnRight_out', 'reg_turnLeft_out', 'fak_turnRight_out', 'fak_turnLeft_out', 'reg_opos_out', 'fak_opos_out', 'reg_nopos_out', 'fak_nopos_out', 'reg_pump_out', 'fak_pump_out', 'reg_powerslide_out', 'fak_powerslide_out', 'reg_fs_powerslide_out', 'fak_fs_powerslide_out', 'reg_stop_out', 'fak_stop_out', 'reg_noseslide_out', 'fak_noseslide_out', 'reg_tailslide_out', 'fak_tailslide_out', 'reg_5050_out', 'fak_5050_out', 'reg_tailg_out', 'fak_tailg_out', 'reg_noseg_out', 'fak_noseg_out', 'reg_tailgr_out', 'fak_tailgr_out', 'reg_nosegr_out', 'fak_nosegr_out', 'reg_tailgl_out', 'fak_tailgl_out', 'reg_nosegl_out', 'fak_nosegl_out', 'reg_brfoot', 'reg_frfoot', 'reg_blfoot', 'reg_flfoot', 'fak_brfoot', 'fak_frfoot', 'fak_blfoot', 'fak_flfoot', 'fak_hippy', 'reg_hippy', 'reg_hippy_nccw', 'fak_hippy_nccw', 'reg_hippy_ncw', 'fak_hippy_ncw', 'reg_manual_revert_cw', 'fak_manual_revert_cw', 'reg_manual_revert_ccw', 'fak_manual_revert_ccw', 'reg_nmanual_revert_cw', 'fak_nmanual_revert_cw', 'reg_nmanual_revert_ccw', 'fak_nmanual_revert_ccw', 'fak_fp_rback', 'reg_fp_rback', 'reg_back_invert_out', 'fak_fr_invert_out', 'fak-reg_roll', 'reg-fak_roll', 'fak-reg_5050', 'reg-fak_5050', 'reg_manual_out', 'fak_manual_out', 'reg_nmanual_out', 'fak_nmanual_out', 'reg-fak_nmanual', 'fak-reg_nmanual', 'reg-fak_manual', 'fak-reg_manual', 'reg_air-roll', 'fak_air-roll', 'reg_5050-roll', 'fak_5050-roll', 'reg_back_invert_out', 'fak_fr_invert_out', 'reg_offboard', 'fak_offboard', 'reg_throw', 'fak_throw', 'reg_fall1', 'fak_fall1', 'reg_air_tail to manual', 'fak_air_tail to manual', 'reg_air_nose to nmanual', 'fak_air_nose to nmanual', 'reg_ollie_north_out', 'fak_ollie_north_out', 'reg_ollie_south_out', 'fak_ollie_south_out', 'reg_sit_out', 'fak_sit_out', 'frontside_grab_out', 'backside_grab_out', 'fak_backside_grab_out', 'fak_frontside_grab_out', 'frontside_nose_grab_out', 'frontside_tail_grab_out', 'backside_nose_grab_out', 'backside_tail_grab_out', 'fak_frontside_nose_grab_out', 'fak_frontside_tail_grab_out', 'fak_backside_nose_grab_out', 'fak_backside_tail_grab_out', 'reg_walk_air_out', 'fak_walk_air_out', 'reg_air-walk_air', 'fak_air-walk_air', 'reg_judo_out', 'fak_judo_out', 'reg_inward_heelflip', 'fak_inward_heelflip', 'reg_hardflip', 'fak_hardflip', 'reg_nollie_inward_heelflip', 'fak_nollie_inward_heelflip', 'reg_nollie_hardflip', 'fak_nollie_hardflip', 'reg_nollie_fsshuvit_360', 'fak_nollie_fsshuvit_360', 'reg_pump_left_out', 'reg_pump_right_out', 'fak_pump_left_out', 'fak_pump_right_out', 'reg_pump_left-left', 'reg_pump_right-right', 'fak_pump_left-left', 'fak_pump_right-right', 'reg_left-pump', 'reg_right-pump', 'fak_left-pump', 'fak_right-pump', 'reg_pump_right-rightb', 'reg_pump_left-leftb', 'fak_pump_right-rightb', 'fak_pump_left-leftb', 'reg_fak_noseg', 'fak_reg_tailg', 'reg_fak_tailg', 'fak_reg_noseg', 'reg_fak_nosegl', 'fak_reg_tailgl', 'reg_fak_tailgl', 'fak_reg_nosegl', 'reg_fak_nosegr', 'fak_reg_tailgr', 'reg_fak_tailgr', 'fak_reg_nosegr'] jump_overrideList = ['reg_ollie', 'reg_nollie', 'reg_nollie', 'fak_ollie', 'fak_nollie', 'reg_kickflip', 'fak_kickflip', 'reg_varial_kickflip', 'fak_varial_kickflip', 'reg_nollie_varial_kickflip', 'fak_nollie_varial_kickflip', 'reg_nollie_varial_heelflip', 'fak_nollie_varial_heelflip', 'reg_varial_heelflip', 'fak_varial_heelflip', 'reg_nollie_kickflip', 'fak_nollie_kickflip', 'reg_heelflip', 'fak_heelflip', 'reg_nollie_heelflip', 'fak_nollie_heelflip', 'reg_shuvit', 'fak_shuvit', 'reg_shuvit360', 'fak_shuvit360', 'reg_fsshuvit360', 'fak_fsshuvit360', 'reg_nollie_shuvit', 'fak_nollie_shuvit', 'reg_fsshuvit', 'fak_fsshuvit', 'reg_nollie_fsshuvit', 'fak_nollie_fsshuvit', 'reg_nollie_shuvit360', 'fak_nollie_shuvit360', 'reg_nollie_fsshuvit', 'fak_nollie_fsshuvit', 'reg_brfoot', 'reg_frfoot', 'reg_blfoot', 'reg_flfoot', 'fak_brfoot', 'fak_frfoot', 'fak_blfoot', 'fak_flfoot', 'reg_manual_revert_ccw', 'revert1', 'revert2', 'revert3', 'revert4', 'fak_revert1', 'fak_revert2', 'fak_revert3', 'fak_revert4', 'fak_hippy', 'reg_hippy', 'reg_hippy_nccw', 'fak_hippy_nccw', 'reg_hippy_ncw', 'fak_hippy_ncw', 'reg_manual_revert_cw', 'fak_manual_revert_cw', 'reg_manual_revert_ccw', 'fak_manual_revert_ccw', 'reg_nmanual_revert_cw', 'fak_nmanual_revert_cw', 'reg_nmanual_revert_ccw', 'fak_nmanual_revert_ccw', 'reg_offboard', 'fak_offboard', 'reg_onboard', 'fak_onboard', 'reg_inward_heelflip', 'fak_inward_heelflip', 'reg_hardflip', 'fak_hardflip', 'reg_nollie_inward_heelflip', 'fak_nollie_inward_heelflip', 'reg_nollie_hardflip', 'fak_nollie_hardflip', 'reg_nollie_fsshuvit_360', 'fak_nollie_fsshuvit_360', 'reg_fak_noseg', 'fak_reg_tailg', 'reg_fak_tailg', 'fak_reg_noseg', 'reg_pump_right_out', 'reg_turn_right_out', 'reg_pump_right-rightb', 'reg_pump_right-right', 'reg_pump_left-left', 'reg_pump_left-leftb', 'fak_pump_right_out', 'fak_turn_right_out', 'fak_pump_right-rightb', 'fak_pump_right-right', 'fak_pump_left-left', 'fak_pump_left-leftb'] pump_out_overList = ['reg_nosegr','reg_nosegl', 'fak_noseg','fak_nosegr', 'fak_nosegl', 'reg_nosegl', 'fak_tailg', 'fak_tailgr', 'fak_tailgl', 'reg_tailg', 'reg_tailgr', 'reg_tailgl', 'reg_tailslide', 'fak_tailslide', 'reg_noseslide', 'fak_noseslide', 'nose_stall','tail_stall', 'reg_5050', 'fak_5050', 'reg_tailg', 'reg_bsboard', 'fak_bsboard', 'reg_fsboard'] 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'] 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'] #initialize variables try: actionState = own['actionState'] l_actionState = own['l_actionState'] requestAction = own['requestAction'] og_request = requestAction l_requestAction = own['l_requestAction'] queueAction = own['queueAction'] actionTimer = own['actionTimer'] except: own['actionState'] = 'reg_walk' own['l_actionState'] = 'empty' og_request = 'empty' own['requestAction'] = 'reg_walk' own['l_requestAction'] = 'empty' own['queueAction'] = 'empty' own['actionTimer'] = 0 own['clear_request'] = 0 actionTimer = 0 queueAction = 'empty' requestAction = 'reg_walk' actionState = 'empty' l_actionState = 'empty' l_requestAction = 'empty' def stopActs(): skater.stopAction(loop_layer) trucks.stopAction(loop_layer) deck.stopAction(loop_layer) skater.stopAction(trans_layer) trucks.stopAction(trans_layer) deck.stopAction(trans_layer) actionTimer = 0 own['actionTimer'] = 0 if requestAction == 'empty': #print("*******empty request****") pass isplaying = skater.isPlayingAction(flip_layer) transPlaying = skater.isPlayingAction(trans_layer) if own['clear_request'] == 1: requestAction = 'empty' own['clear_request'] = 0 if own['actionTimer'] != 0 and transPlaying == False and isplaying == False: own['actionTimer'] = 0 actionTimer = 0 print('resetting actionTimer') if own['actionTimer'] != 0 and (own['actionState'] == 'reg_land' or own['actionState'] == 'fak_land') and own['requestAction'] not in reg_fliplist and own['requestAction'] not in fak_fliplist: requestAction = 'empty' own['requestAction'] = 'empty' #================ #stance change detection if (requestAction == 'reg_roll' and l_actionState in ('fak_roll', 'fak_land', 'fak_pump_out', 'fak_nopos_out', 'fak_opos_out', 'fak_air-roll', 'fak_fs_powerslide_out', 'fak_bs_powerslide_out', 'fak_nmanual_out', 'fak_manual_out', 'fak_tailslide_out', 'fak_noseslide_out', 'fak_5050_out')) or l_actionState == 'fak_land' and (requestAction in ['reg_turnLeft', 'reg_turnRight', 'reg_turnLeft_out', 'reg_turnRight_out', 'reg_opos', 'reg_nopos', 'reg_pump', 'reg_push', 'reg_push_goof', 'fak_5050-roll']) and requestAction not in ['reg_push', 'reg_push_goof', 'fak_push', 'fak_push_goof'] or (requestAction in ('reg_turnLeft', 'reg_turnRight') and l_actionState in ('fak_turnLeft', 'fak_turnRight')): #print("fak-reg_roll") requestAction = 'fak-reg_roll' own['requestAction'] = 'fak-reg_roll' if (requestAction == 'fak_roll' and l_actionState in ('reg_roll', 'reg_land', 'reg_pump_out', 'reg_nopos_out', 'reg_opos_out', 'reg_air-roll', 'reg_fs_powerslide_out', 'reg_bs_powerslide_out', 'reg_nmanual_out', 'reg_manual_out', 'reg_tailslide_out', 'reg_noseslide_out', 'reg_5050_out')) or l_actionState == 'reg_land' and (requestAction in ['fak_turnLeft', 'fak_turnRight', 'fak_turnLeft_out', 'fak_turnRight_out', 'fak_opos', 'fak_nopos', 'fak_pump', 'fak_push', 'reg_push_goof', 'reg_5050-roll']) and requestAction not in ['reg_push', 'reg_push_goof', 'fak_push', 'fak_push_goof'] or (requestAction in ('fak_turnLeft', 'fak_turnRight') and l_actionState in ('reg_turnLeft', 'reg_turnRight')): #print("reg-fak_roll") requestAction = 'reg-fak_roll' own['requestAction'] = 'reg-fak_roll' if requestAction in ['reg_pump'] and l_actionState in ['fak_roll']: requestAction = 'fak-reg_roll' if requestAction in ['fak_pump'] and l_actionState in ['reg_roll']: requestAction = 'reg-fak_roll' if l_actionState == 'reg_roll' and requestAction in ['fak_pump', 'fak_pump_left', 'fak_pump_right', 'fak_opos', 'fak_nopos', 'fak_turnLeft', 'fak_turnRight']: requestAction = 'reg-fak_roll' if l_actionState == 'fak_roll' and requestAction in ['reg_pump', 'reg_pump_left', 'reg_pump_right', 'reg_opos', 'reg_nopos', 'reg_turnLeft', 'reg_turnRight']: requestAction = 'fak-reg_roll' if requestAction in ['reg_push', 'reg_push_goof'] and l_actionState == 'fak_land': requestAction = 'fak-reg_roll' if requestAction in ['fak_push', 'fak_push_goof'] and l_actionState == 'reg_land': requestAction = 'reg-fak_roll' if requestAction == 'reg_5050' and (l_actionState == 'fak_5050' or l_actionState == 'fak_air' or l_actionState in fak_fliplist) or (l_actionState == 'fak-reg_5050' and actionTimer > 1): #print("fak-reg_5050") requestAction = 'fak-reg_5050' own['requestAction'] = 'fak-reg_5050' if requestAction == 'fak_5050' and (l_actionState == 'reg_5050' or l_actionState == 'reg_air' or l_actionState in reg_fliplist) or (l_actionState == 'reg-fak_5050' and actionTimer > 1): #print("reg-fak_5050") requestAction = 'reg-fak_5050' own['requestAction'] = 'reg-fak_5050' if requestAction in ['reg_offboard', 'fak_offboard', 'reg_onboard', 'fak_onboard']: own['actionTimer'] = 0 actionTimer = 0 if l_actionState == 'reg_dropin_pos' and requestAction != 'reg_dropin_pos': own['requestAction'] = 'reg_dropin' requestAction = 'reg_dropin' if l_actionState == 'fak_dropin_pos' and requestAction != 'fak_dropin_pos': own['requestAction'] = 'fak_dropin' requestAction = 'fak_dropin' #=============== #land action over ride if (requestAction == 'reg_land' or requestAction == 'fak_land') and own['grindHit'] == True: if l_requestAction == 'reg_land' or l_requestAction == 'fak_land': pass else: requestAction = l_requestAction own['requestAction'] = requestAction own['l_actionState'] = requestAction actionState = requestAction own['actionTimer'] = 0 actionTimer = 0 if requestAction == 'reg_land' and l_actionState == 'reg_back_invert_out' and actionTimer > 0: requestAction = 'reg_back_invert_out' if requestAction == 'fak_land' and l_actionState == 'fak_fr_invert_out' and actionTimer > 0: requestAction = 'fak_fr_invert_out' #dirt invert fix if 'invert' in requestAction: actionTimer = 0 own['actionTimer'] = 0 #dirty stall fix fixer = 0 if requestAction in ['reg_5050', 'reg_tailslide', 'reg_noseslide'] and actionState in ['reg_pump_out', 'fak_nopos_out'] and actionTimer > 10: fixer = 1 if requestAction in ['fak_5050', 'fak_tailslide', 'fak_noseslide'] and actionState in ['fak_pump_out', 'fak_nopos_out'] and actionTimer > 10: fixer = 1 if fixer == 1: actionTimer = 0 own['actionTimer'] = 0 stopActs() if requestAction == 'revert1' or requestAction == 'revert2' or requestAction == 'revert3' or requestAction == 'revert4' or requestAction == 'fak_revert1' or requestAction == 'fak_revert2' or requestAction == 'fak_revert3' or requestAction == 'fak_revert4': actionState = requestAction own['actionState'] = requestAction if l_requestAction != 'revert1' and l_requestAction != 'revert2' and l_requestAction != 'revert3' and l_requestAction != 'revert4' and l_requestAction != 'fak_revert1' and l_requestAction != 'fak_revert2' and l_requestAction != 'fak_revert3' and l_requestAction != 'fak_revert4': #print("stopping revert layers") skater.stopAction(loop_layer) trucks.stopAction(loop_layer) deck.stopAction(loop_layer) skater.stopAction(trans_layer) trucks.stopAction(trans_layer) deck.stopAction(trans_layer) if 'wall' in requestAction and actionTimer < 10: actionTimer = 0 own['actionTimer'] = 0 skater.stopAction(flip_layer) trucks.stopAction(flip_layer) deck.stopAction(flip_layer) skater.stopAction(trans_layer) trucks.stopAction(trans_layer) deck.stopAction(trans_layer) #check last actionState to see if an out action is needed if requestAction not in jump_overrideList: # if l_actionState == 'fak_turnRight' and requestAction != 'fak_turnRight': # if requestAction not in ['fak_turnRight', 'fak_pump_right', 'fak_pump']: # requestAction = 'fak_turnRight_out' # actionState = 'fak_turnRight_out' # elif requestAction == 'fak_pump_right': # requestAction = 'fak_right-pump' # if l_actionState == 'fak_turnLeft' and requestAction != 'fak_turnLeft': # if requestAction not in ['fak_turnLeft', 'fak_pump_left', 'fak_pump']: # requestAction = 'fak_turnLeft_out' # actionState = 'fak_turnLeft_out' # elif requestAction == 'fak_pump_left': # requestAction = 'fak_left-pump' #----- #need to do something different for nopos if requestAction == 'reg_opos': requestAction = 'reg_pump' if requestAction == 'fak_opos': requestAction = 'fak_pump' #----- if l_actionState == 'reg_opos' and requestAction != 'reg_opos': requestAction = 'reg_opos_out' actionState = 'reg_opos_out' if l_actionState == 'fak_opos' and requestAction != 'fak_opos': requestAction = 'fak_opos_out' actionState = 'fak_opos_out' if l_actionState == 'reg_nopos' and requestAction != 'reg_nopos': requestAction = 'reg_nopos_out' actionState = 'reg_nopos_out' if l_actionState == 'fak_nopos' and requestAction != 'fak_nopos': requestAction = 'fak_nopos_out' actionState = 'fak_nopos_out' #********************************* # if l_actionState == 'fak_turnLeft' and requestAction == 'fak_pump_left': # requestAction = 'fak_pump_left-left' # actionState = 'fak_pump_left-left' # if l_actionState == 'fak_turnRight' and requestAction == 'fak_pump_right': # requestAction = 'fak_pump_right-right' # actionState = 'fak_pump_right-right' #********************************** if l_actionState == 'reg_pump' and requestAction == 'reg_5050': requestAction = 'reg_5050' actionState = 'reg_5050' if l_actionState == 'fak_pump' and requestAction == 'fak_5050': requestAction = 'fak_5050' actionState = 'fak_5050' # if l_actionState == 'fak_pump' and requestAction not in ['fak_pump', 'fak_pump_right', 'fak_pump_left'] and requestAction not in pump_out_overList: # requestAction = 'fak_pump_out' # actionState = 'fak_pump_out' if l_actionState == 'reg_powerslide' and requestAction != 'reg_powerslide': requestAction = 'reg_powerslide_out' actionState = 'reg_powerslide_out' if l_actionState == 'fak_powerslide' and requestAction != 'fak_powerslide': requestAction = 'fak_powerslide_out' actionState = 'fak_powerslide_out' if l_actionState == 'reg_fs_powerslide' and requestAction != 'reg_fs_powerslide': requestAction = 'reg_fs_powerslide_out' actionState = 'reg_fs_powerslide_out' if l_actionState == 'fak_fs_powerslide' and requestAction != 'fak_fs_powerslide': requestAction = 'fak_fs_powerslide_out' actionState = 'fak_fs_powerslide_out' if l_actionState == 'reg_stop' and requestAction != 'reg_stop': requestAction = 'reg_stop_out' actionState = 'reg_stop_out' if l_actionState == 'fak_stop' and requestAction != 'fak_stop': requestAction = 'fak_stop_out' actionState = 'fak_stop_out' if l_actionState == 'reg_noseslide' and requestAction != 'reg_noseslide' and requestAction != 'fak_tailslide': requestAction = 'reg_noseslide_out' actionState = 'reg_noseslide_out' if l_actionState == 'fak_noseslide' and requestAction != 'fak_noseslide' and requestAction != 'reg_tailslide': requestAction = 'fak_noseslide_out' actionState = 'fak_noseslide_out' if l_actionState == 'reg_tailslide' and requestAction != 'reg_tailslide' and requestAction != 'fak_noseslide': requestAction = 'reg_tailslide_out' actionState = 'reg_tailslide_out' if l_actionState == 'fak_tailslide' and requestAction != 'fak_tailslide' and requestAction != 'reg_noseslide': requestAction = 'fak_tailslide_out' actionState = 'fak_tailslide_out' if l_actionState == 'reg_5050' and requestAction != 'reg_5050' and requestAction != 'reg-fak_5050': requestAction = 'reg_5050_out' actionState = 'reg_5050_out' if l_actionState == 'fak_5050' and requestAction != 'fak_5050' and requestAction != 'fak-reg_5050': requestAction = 'fak_5050_out' actionState = 'fak_5050_out' if l_actionState == 'reg_tailg' and requestAction not in ['reg_tailg', 'fak_noseg']: requestAction = 'reg_tailg_out' actionState = 'reg_tailg_out' if l_actionState == 'fak_tailg' and requestAction not in ['fak_tailg', 'reg_noseg']: requestAction = 'fak_tailg_out' actionState = 'fak_tailg_out' if l_actionState == 'reg_noseg' and requestAction not in ['reg_noseg', 'fak_tailg']: requestAction = 'reg_noseg_out' actionState = 'reg_noseg_out' if l_actionState == 'fak_noseg' and requestAction not in ['fak_noseg', 'reg_tailg']: requestAction = 'fak_noseg_out' actionState = 'fak_noseg_out' if l_actionState == 'reg_tailgr' and requestAction not in ['reg_tailgr', 'fak_nosegr']: requestAction = 'reg_tailgr_out' actionState = 'reg_tailgr_out' if l_actionState == 'fak_tailgr' and requestAction not in ['fak_tailgr', 'reg_nosegr']: requestAction = 'fak_tailgr_out' actionState = 'fak_tailgr_out' if l_actionState == 'reg_nosegr' and requestAction not in ['reg_nosegr', 'fak_tailgr']: requestAction = 'reg_nosegr_out' actionState = 'reg_nosegr_out' if l_actionState == 'fak_nosegr' and requestAction not in ['fak_nosegr', 'reg_tailgr']: requestAction = 'fak_nosegr_out' actionState = 'fak_nosegr_out' if l_actionState == 'reg_tailgl' and requestAction not in ['reg_tailgl', 'fak_nosegl']: requestAction = 'reg_tailgl_out' actionState = 'reg_tailgl_out' if l_actionState == 'fak_tailgl' and requestAction not in ['fak_tailgl', 'reg_nosegl']: requestAction = 'fak_tailgl_out' actionState = 'fak_tailgl_out' if l_actionState == 'reg_nosegl' and requestAction not in ['reg_nosegl', 'fak_tailgl']: requestAction = 'reg_nosegl_out' actionState = 'reg_nosegl_out' if l_actionState == 'fak_nosegl' and requestAction not in ['fak_nosegl', 'reg_tailgl']: requestAction = 'fak_nosegl_out' actionState = 'fak_nosegl_out' if l_actionState == 'reg_back_invert' and requestAction != 'reg_back_invert': requestAction = 'reg_back_invert_out' actionState = 'reg_back_invert_out' if l_actionState == 'fak_fr_invert' and requestAction != 'fak_fr_invert': requestAction = 'fak_fr_invert_out' actionState = 'fak_fr_invert_out' if l_actionState == 'reg_sit' and requestAction != 'reg_sit': requestAction = 'reg_sit_out' actionState = 'reg_sit_out' if l_actionState == 'fak_sit' and requestAction != 'fak_sit': requestAction = 'fak_sit_out' actionState = 'fak_sit_out' if l_actionState == 'fak_nmanual_out' and requestAction == 'fak_nmanual': actionTimer = 0 own['actionTimer'] = 0 requestAction = 'fak_nmanual' skater.stopAction(trans_layer) trucks.stopAction(trans_layer) deck.stopAction(trans_layer) if l_actionState == 'fak_manual_out' and requestAction == 'fak_manual': actionTimer = 0 own['actionTimer'] = 0 requestAction = 'fak_manual' skater.stopAction(trans_layer) trucks.stopAction(trans_layer) deck.stopAction(trans_layer) if l_actionState == 'reg_nmanual_out' and requestAction == 'reg_nmanual': actionTimer = 0 own['actionTimer'] = 0 requestAction = 'reg_nmanual' skater.stopAction(trans_layer) trucks.stopAction(trans_layer) deck.stopAction(trans_layer) if l_actionState == 'reg_manual_out' and requestAction == 'reg_manual': actionTimer = 0 own['actionTimer'] = 0 requestAction = 'reg_manual' skater.stopAction(trans_layer) trucks.stopAction(trans_layer) deck.stopAction(trans_layer) if l_actionState == 'reg_air_tail' and requestAction == 'reg_5050': requestAction = 'reg_tailg' if l_actionState == 'fak_air_tail' and requestAction == 'fak_5050': requestAction = 'fak_tailg' if l_actionState == 'reg_air_nose' and requestAction == 'reg_5050': requestAction = 'reg_noseg' if l_actionState == 'fak_air_nose' and requestAction == 'fak_5050': requestAction = 'fak_noseg' if (l_actionState in ('reg_air', 'reg_dropin', 'reg_air_nose', 'reg_air_tail', 'reg_5050')) and requestAction == 'reg_roll' and actionTimer == 0: requestAction = 'reg_air-roll' actionState = 'reg_air-roll' if (l_actionState in ('fak_air', 'fak_dropin', 'fak_air_nose', 'fak_air_tail', 'fak_5050')) and requestAction == 'fak_roll' and actionTimer == 0: requestAction = 'fak_air-roll' actionState = 'fak_air-roll' if l_actionState == 'reg_dropin_pos' and requestAction != 'reg_dropin_pos': requestAction = 'reg_dropin' actionState = 'reg_dropin' if l_actionState == 'fak_dropin_pos' and requestAction != 'fak_dropin_pos': requestAction = 'fak_dropin' actionState = 'fak_dropin' if (l_actionState == 'reg_5050_out' and requestAction == 'reg_roll'): requestAction = 'reg_5050-roll' actionState = 'reg_5050-roll' if (l_actionState == 'fak_5050_out' and requestAction == 'fak_roll'): requestAction = 'fak_5050-roll' actionState = 'fak_5050-roll' ##### if l_actionState == 'fak_air_tail' and requestAction in ('reg_roll', 'reg_manual', 'fak_land'): requestAction = 'fak_air_tail to manual' if l_actionState == 'reg_air_tail' and requestAction in ('fak_manual', 'fak_roll', 'reg_land'): requestAction = 'reg_air_tail to manual' if l_actionState == 'fak_air_nose' and requestAction in ('reg_roll', 'reg_nmanual', 'fak_land'): requestAction = 'fak_air_nose to nmanual' if l_actionState == 'reg_air_nose' and requestAction in ('fak_roll', 'fak_nmanual', 'reg_land'): requestAction = 'reg_air_nose to nmanual' #### #print(requestAction) if l_actionState == 'reg_air_tail to manual' and requestAction in ['fak_nmanual', 'fak_manual']: requestAction = 'reg-fak_nmanual' if l_actionState == 'fak_air_tail to manual' and requestAction in ['reg_nmanual', 'reg_manual']: requestAction = 'fak-reg_nmanual' if l_actionState == 'fak_air_tail to nmanual' and requestAction in ['reg_nmanual', 'reg_manual']: requestAction = 'fak-reg_manual' if l_actionState == 'reg_air_nose to nmanual' and requestAction in ['fak_manual', 'fak_nmanual']: requestAction = 'reg-fak_manual' if l_actionState == 'fak_air_nose to nmanual' and requestAction in ['reg_manual', 'reg_nmanual']: requestAction = 'fak-reg_manual' if l_actionState in ['reg_manual'] and requestAction != 'reg_manual': if requestAction == 'fak_nmanual': requestAction = 'reg-fak_nmanual' actionState = 'reg-fak_nmanual' else: requestAction = 'reg_manual_out' actionState = 'reg_manual_out' if l_actionState in ['fak_manual'] and requestAction != 'fak_manual': if requestAction == 'reg_nmanual': requestAction = 'fak-reg_nmanual' actionState = 'fak-reg_manual' else: requestAction = 'fak_manual_out' actionState = 'fak_manual_out' if l_actionState in ['reg_nmanual'] and requestAction != 'reg_nmanual': if requestAction == 'fak_manual': requestAction = 'reg-fak_manual' actionState = 'reg-fak_manual' else: requestAction = 'reg_nmanual_out' actionState = 'reg_nmanual_out' if l_actionState in ['fak_nmanual'] and requestAction != 'fak_nmanual': if requestAction == 'reg_manual': requestAction = 'fak-reg_manual' actionState = 'fak-reg_manual' else: requestAction = 'fak_nmanual_out' actionState = 'fak_nmanual_out' if l_actionState == 'reg_ollie_north' and requestAction != 'reg_ollie_north': requestAction = 'reg_ollie_north_out' actionState = 'reg_ollie_north_out' if l_actionState == 'fak_ollie_north' and requestAction != 'fak_ollie_north': requestAction = 'fak_ollie_north_out' actionState = 'fak_ollie_north_out' if l_actionState == 'reg_ollie_south' and requestAction != 'reg_ollie_south': requestAction = 'reg_ollie_south_out' actionState = 'reg_ollie_south_out' if l_actionState == 'fak_ollie_south' and requestAction != 'fak_ollie_south': requestAction = 'fak_ollie_south_out' actionState = 'fak_ollie_south_out' if l_actionState == 'reg_air_nose to nmanual' and requestAction in ['fak_roll', 'reg_roll']: requestAction = 'reg_nmanual_out' if l_actionState == 'fak_air_nose to nmanual' and requestAction in ['reg_roll', 'fak_roll']: requestAction = 'fak_nmanual_out' if l_actionState == 'reg_air_tail to manual' and requestAction in ['fak_roll', 'reg_roll']: requestAction = 'reg_manual_out' if l_actionState == 'fak_air_tail to manual' and requestAction in ['reg_roll', 'fak_roll']: requestAction = 'fak_manual_out' if l_actionState == 'frontside_grab' and requestAction != 'frontside_grab': requestAction = 'frontside_grab_out' actionState = 'frontside_grab_out' if l_actionState == 'backside_grab' and requestAction != 'backside_grab': requestAction = 'backside_grab_out' actionState = 'backside_grab_out' if l_actionState == 'fak_frontside_grab' and requestAction != 'fak_frontside_grab': requestAction = 'fak_frontside_grab_out' actionState = 'fak_frontside_grab_out' if l_actionState == 'fak_backside_grab' and requestAction != 'fak_backside_grab': requestAction = 'fak_backside_grab_out' actionState = 'fak_backside_grab_out' if l_actionState == 'frontside_nose_grab' and requestAction != 'frontside_nose_grab': requestAction = 'frontside_nose_grab_out' actionState = 'frontside_nose_grab_out' if l_actionState == 'backside_nose_grab' and requestAction != 'backside_nose_grab': requestAction = 'backside_nose_grab_out' actionState = 'backside_nose_grab_out' if l_actionState == 'fak_frontside_nose_grab' and requestAction != 'fak_frontside_nose_grab': requestAction = 'fak_frontside_nose_grab_out' actionState = 'fak_frontside_nose_grab_out' if l_actionState == 'fak_backside_nose_grab' and requestAction != 'fak_backside_nose_grab': requestAction = 'fak_backside_nose_grab_out' actionState = 'fak_backside_nose_grab_out' if l_actionState == 'frontside_tail_grab' and requestAction != 'frontside_tail_grab': requestAction = 'frontside_tail_grab_out' actionState = 'frontside_tail_grab_out' if l_actionState == 'backside_tail_grab' and requestAction != 'backside_tail_grab': requestAction = 'backside_tail_grab_out' actionState = 'backside_tail_grab_out' if l_actionState == 'fak_frontside_tail_grab' and requestAction != 'fak_frontside_tail_grab': requestAction = 'fak_frontside_tail_grab_out' actionState = 'fak_frontside_tail_grab_out' if l_actionState == 'fak_backside_tail_grab' and requestAction != 'fak_backside_tail_grab': requestAction = 'fak_backside_tail_grab_out' actionState = 'fak_backside_tail_grab_out' if l_actionState == 'reg_judo' and requestAction != 'reg_judo': requestAction = 'reg_judo_out' actionState = 'reg_judo_out' if l_actionState == 'fak_judo' and requestAction != 'fak_judo': requestAction = 'fak_judo_out' actionState = 'fak_judo_out' # if l_actionState == 'fak_pump_right' and requestAction != 'fak_pump_right': # requestAction = 'fak_pump_right_out' # actionState = 'fak_pump_right_out' # if l_actionState == 'fak_pump_left' and requestAction != 'fak_pump_left': # requestAction = 'fak_pump_left_out' # actionState = 'fak_pump_left_out' # if l_actionState == 'fak_pump_left_out' and requestAction != 'fak_pump_left_out': # requestAction = 'fak_pump' # actionState = 'fak_pump' # if l_actionState == 'fak_pump_right_out' and requestAction != 'fak_pump_right_out': # requestAction = 'fak_pump' # actionState = 'fak_pump' if l_actionState == 'reg_walk_air' and requestAction != 'reg_walk_air': requestAction = 'reg_walk_air_out' actionState = 'reg_walk_air_out' if l_actionState == 'fak_walk_air' and requestAction != 'fak_walk_air': requestAction = 'fak_walk_air_out' actionState = 'fak_walk_air_out' if l_actionState in ['reg_noseg', 'reg_noseg_out'] and requestAction == 'fak_tailg': requestAction = 'reg_fak_noseg' actionState = 'reg_fak_noseg' if l_actionState in ['fak_tailg', 'fak_tailg_out'] and requestAction == 'reg_noseg': requestAction = 'fak_reg_tailg' actionState = 'fak_reg_tailg' if l_actionState in ['fak_noseg', 'fak_noseg_out'] and requestAction == 'reg_tailg': requestAction = 'fak_reg_noseg' actionState = 'fak_reg_noseg' if l_actionState in ['reg_tailg', 'reg_tailg_out'] and requestAction == 'fak_noseg': requestAction = 'reg_fak_tailg' actionState = 'reg_fak_tailg' if l_actionState in ['reg_nosegl', 'reg_nosegl_out'] and requestAction == 'fak_tailgl': requestAction = 'reg_fak_nosegl' actionState = 'reg_fak_nosegl' if l_actionState in ['reg_nosegr', 'reg_nosegr_out'] and requestAction == 'fak_tailgr': requestAction = 'reg_fak_nosegr' actionState = 'reg_fak_nosegr' if l_actionState in ['reg_tailgl', 'reg_tailgl_out'] and requestAction == 'fak_nosegl': requestAction = 'reg_fak_tailgl' actionState = 'reg_fak_tailgl' if l_actionState in ['reg_tailgr', 'reg_tailgr_out'] and requestAction == 'fak_nosegr': requestAction = 'reg_fak_tailgr' actionState = 'reg_fak_tailgr' if l_actionState in ['fak_nosegl', 'fak_nosegl_out'] and requestAction == 'reg_tailgl': requestAction = 'fak_reg_nosegl' actionState = 'fak_reg_nosegl' if l_actionState in ['fak_nosegr', 'fak_nosegr_out'] and requestAction == 'reg_tailgr': requestAction = 'fak_reg_nosegr' actionState = 'fak_reg_nosegr' if l_actionState in ['fak_tailgl', 'fak_tailgl_out'] and requestAction == 'reg_nosegl': requestAction = 'fak_reg_tailgl' actionState = 'fak_reg_tailgl' if l_actionState in ['fak_tailgr', 'fak_tailgr_out'] and requestAction == 'reg_nosegr': requestAction = 'fak_reg_tailgr' actionState = 'fak_reg_tailgr' if requestAction in ('reg_roll', 'fak_roll') and l_actionState in ('reg_ollie_north_out', 'reg_ollie_north', 'reg_ollie_south_out', 'reg_ollie_south', 'frontside_grab', 'backside_grab', 'frontside_nose_grab', 'frontside_tail_grab', 'backside_nose_grab', 'backside_tail_grab', 'frontside_grab_out', 'backside_grab_out', 'frontside_nose_grab_out', 'frontside_tail_grab_out', 'backside_nose_grab_out', 'backside_tail_grab_out', 'reg_judo_out') and actionTimer < 2: requestAction = 'reg_land' if requestAction in ('fak_roll', 'reg_roll') and l_actionState in ('fak_ollie_north_out', 'fak_ollie_north', 'fak_ollie_south_out', 'fak_ollie_south', 'fak_backside_grab', 'fak_frontside_grab', 'fak_frontside_nose_grab', 'fak_frontside_tail_grab', 'fak_backside_nose_grab', 'fak_backside_tail_grab', 'fak_backside_grab_out', 'fak_frontside_grab_out', 'fak_frontside_nose_grab_out', 'fak_frontside_tail_grab_out', 'fak_backside_nose_grab_out', 'fak_backside_tail_grab_out', 'fak_judo_out') and actionTimer < 2: requestAction = 'fak_land' if l_actionState == 'reg_air' and requestAction == 'fak_air': requestAction = 'reg_air' if l_actionState == 'fak_air' and requestAction == 'reg_air': requestAction = 'fak_air' if l_actionState == 'reg_air' and requestAction == 'fak_land': requestAction = 'reg_land' if l_actionState == 'fak_air' and requestAction == 'reg_land': requestAction = 'fak_land' if l_actionState == 'fak_5050-roll' and requestAction == 'reg_land': requestAction = 'fak_land' if l_actionState == 'reg_5050-roll' and requestAction == 'fak_land': requestAction = 'reg_land' if requestAction in ('reg_pump', 'reg_opos', 'reg_nopos', 'reg_turnL', 'reg_turnR') and l_actionState in ('fak_nmanual_out', 'fak_manual_out'): requestAction = 'fak-reg_roll' if requestAction in ('fak_pump', 'fak_opos', 'fak_nopos', 'fak_turnL', 'fak_turnR') and l_actionState in ('fak_nmanual_out', 'fak_manual_out'): requestAction = 'reg-fak_roll' if l_actionState == 'reg_back_invert_out' and requestAction == 'fak_roll' and actionTimer < 1: requestAction = 'reg_air-roll' if l_actionState == 'reg_land' and requestAction in ['reg_pump_left', 'reg_pump_right']: requestAction = 'reg_pump_in' if l_actionState == 'fak_land' and requestAction in ['fak_pump_left', 'fak_pump_right']: requestAction = 'fak_pump_in' if l_actionState in ['fak_pump_right', 'fak_pump_left'] and requestAction == 'fak_roll': requestAction = 'fak_pump_out' if l_actionState in ['fak_left-pump', 'fak_right-pump'] and requestAction == 'reg_roll': requestAction = 'fak_pump_out' #---new pump turns reg if l_actionState == 'reg_pump' and requestAction == 'reg_pump_right' and trans_playing != 0: requestAction = 'reg_pump' if l_actionState == 'reg_turnRight' and requestAction == 'reg_pump_right' and trans_playing != 0: requestAction = 'reg_turnRight' if l_actionState == 'reg_turnLeft' and requestAction == 'reg_pump_left' and trans_playing != 0: requestAction = 'reg_turnLeft' if l_actionState == 'reg_turnRight' and requestAction in ['reg_roll', 'reg_pump']: requestAction = 'reg_turnRight_out' if l_actionState == 'reg_turnLeft' and requestAction in ['reg_roll', 'reg_pump']: requestAction = 'reg_turnLeft_out' if l_actionState == 'reg_pump' and requestAction == 'reg_roll': requestAction = 'reg_pump_out' if l_actionState == 'reg_turnRight' and requestAction in ['reg_pump_right']: requestAction = 'reg_pump_right' if l_actionState == 'reg_turnLeft' and requestAction in ['reg_pump_left']: requestAction = 'reg_pump_left' if l_actionState == 'reg_pump_right' and requestAction in ['reg_pump', 'reg_roll']: requestAction = 'reg_pump_right_out' own['actionState'] = 'reg_pump_right_out' if l_actionState == 'reg_pump_left' and requestAction in ['reg_pump', 'reg_roll']: requestAction = 'reg_pump_left_out' own['actionState'] = 'reg_pump_left_out' if l_actionState == 'reg_pump_right_out' and requestAction == 'reg_roll': requestAction = 'reg_pump' if l_actionState == 'reg_pump_left_out' and requestAction == 'reg_roll': requestAction = 'reg_pump' if l_actionState == 'reg_pump_right-rightb' and requestAction == 'reg_roll': requestAction = 'reg_turnRight' if l_actionState == 'reg_pump_left-leftb' and requestAction == 'reg_roll': requestAction = 'reg_turnLeft' if l_actionState == 'reg_turnRight' and requestAction == 'reg_pump_right': requestAction = 'reg_pump_right-right' if l_actionState == 'reg_turnLeft' and requestAction == 'reg_pump_left': requestAction = 'reg_pump_left-left' if l_actionState == 'reg_pump_right' and requestAction == 'reg_turnRight': if trans_playing == False: requestAction = 'reg_pump_right-rightb' else: requestAction == 'reg_pump_right' if l_actionState == 'reg_pump_left' and requestAction == 'reg_turnLeft': if trans_playing == False: requestAction = 'reg_pump_left-leftb' else: requestAction == 'reg_pump_left' if l_actionState == 'reg_turnRight_out' and requestAction == 'fak_roll': requestAction = 'reg_roll' if l_actionState == 'reg_turnLeft_out' and requestAction == 'fak_roll': requestAction = 'reg_roll' if l_actionState == 'reg_pump' and requestAction == 'reg_turnRight': requestAction = 'reg_pump_out' if l_actionState == 'reg_pump' and requestAction == 'reg_turnLeft': requestAction = 'reg_pump_out' if l_actionState == 'reg_pump_right-right' and requestAction == 'reg_turnRight': requestAction = 'reg_pump_right-rightb' if l_actionState == 'reg_pump_left-left' and requestAction == 'reg_turnLeft': requestAction = 'reg_pump_left-leftb' if l_actionState == 'reg_pump_right-rightb' and requestAction == 'reg_pump_right': requestAction = 'reg_pump_right-right' if l_actionState == 'reg_pump_left-leftb' and requestAction == 'reg_pump_left': requestAction = 'reg_pump_left-left' if l_actionState == 'reg_pump_right-right' and requestAction not in [ 'reg_pump_right-right', 'reg_pump_right-rightb']: requestAction = 'reg_pump_right' if l_actionState == 'reg_pump_left-left' and requestAction not in [ 'reg_pump_left-left', 'reg_pump_left-leftb']: requestAction = 'reg_pump_left' if l_actionState == 'reg_pump_right_out' and requestAction in ['reg_turnRight', 'reg_turnLeft']: requestAction = 'reg_pump' if l_actionState == 'reg_pump_left_out' and requestAction in ['reg_turnLeft', 'reg_turnRight']: requestAction = 'reg_pump' if l_actionState == 'reg_pump_out' and requestAction == 'reg_pump_right': requestAction = 'reg_roll' if l_actionState == 'reg_pump_out' and requestAction == 'reg_pump_left': requestAction = 'reg_roll' if l_actionState == 'reg_roll' and requestAction in ['reg_pump_right', 'reg_pump_left']: requestAction = 'reg_pump' if l_actionState == 'reg_turnLeft_out' and requestAction in ['reg_pump_right', 'reg_pump_left']: requestAction = 'reg_pump' if l_actionState == 'reg_turnRight_out' and requestAction in ['reg_pump_left', 'reg_pump_right']: requestAction = 'reg_pump' #fak if l_actionState == 'fak_pump' and requestAction == 'fak_pump_right' and trans_playing != 0: requestAction = 'fak_pump' if l_actionState == 'fak_turnRight' and requestAction == 'fak_pump_right' and trans_playing != 0: requestAction = 'fak_turnRight' if l_actionState == 'fak_turnLeft' and requestAction == 'fak_pump_left' and trans_playing != 0: requestAction = 'fak_turnLeft' if l_actionState == 'fak_turnRight' and requestAction in ['fak_roll', 'fak_pump']: requestAction = 'fak_turnRight_out' if l_actionState == 'fak_turnLeft' and requestAction in ['fak_roll', 'fak_pump']: requestAction = 'fak_turnLeft_out' if l_actionState == 'fak_pump' and requestAction == 'fak_roll': requestAction = 'fak_pump_out' if l_actionState == 'fak_turnRight' and requestAction in ['fak_pump_right']: requestAction = 'fak_pump_right' if l_actionState == 'fak_turnLeft' and requestAction in ['fak_pump_left']: requestAction = 'fak_pump_left' if l_actionState == 'fak_pump_right' and requestAction in ['fak_pump', 'fak_roll']: requestAction = 'fak_pump_right_out' own['actionState'] = 'fak_pump_right_out' if l_actionState == 'fak_pump_left' and requestAction in ['fak_pump', 'fak_roll']: requestAction = 'fak_pump_left_out' own['actionState'] = 'fak_pump_left_out' if l_actionState == 'fak_pump_right_out' and requestAction == 'fak_roll': requestAction = 'fak_pump' if l_actionState == 'fak_pump_left_out' and requestAction == 'fak_roll': requestAction = 'fak_pump' if l_actionState == 'fak_pump_right-rightb' and requestAction == 'fak_roll': requestAction = 'fak_turnRight' if l_actionState == 'fak_pump_left-leftb' and requestAction == 'fak_roll': requestAction = 'fak_turnLeft' if l_actionState == 'fak_turnRight' and requestAction == 'fak_pump_right': requestAction = 'fak_pump_right-right' if l_actionState == 'fak_turnLeft' and requestAction == 'fak_pump_left': requestAction = 'fak_pump_left-left' if l_actionState == 'fak_pump_right' and requestAction == 'fak_turnRight': if trans_playing == False: requestAction = 'fak_pump_right-rightb' else: requestAction == 'fak_pump_right' if l_actionState == 'fak_pump_left' and requestAction == 'fak_turnLeft': if trans_playing == False: requestAction = 'fak_pump_left-leftb' else: requestAction == 'fak_pump_left' if l_actionState == 'fak_turnRight_out' and requestAction == 'reg_roll': requestAction = 'fak_roll' if l_actionState == 'fak_turnLeft_out' and requestAction == 'reg_roll': requestAction = 'fak_roll' if l_actionState == 'fak_pump' and requestAction == 'fak_turnRight': requestAction = 'fak_pump_out' if l_actionState == 'fak_pump' and requestAction == 'fak_turnLeft': requestAction = 'fak_pump_out' if l_actionState == 'fak_pump_right-right' and requestAction == 'fak_turnRight': requestAction = 'fak_pump_right-rightb' if l_actionState == 'fak_pump_left-left' and requestAction == 'fak_turnLeft': requestAction = 'fak_pump_left-leftb' if l_actionState == 'fak_pump_right-rightb' and requestAction == 'fak_pump_right': requestAction = 'fak_pump_right-right' if l_actionState == 'fak_pump_left-leftb' and requestAction == 'fak_pump_left': requestAction = 'fak_pump_left-left' if l_actionState == 'fak_pump_right-right' and requestAction not in [ 'fak_pump_right-right', 'fak_pump_right-rightb']: requestAction = 'fak_pump_right' if l_actionState == 'fak_pump_left-left' and requestAction not in [ 'fak_pump_left-left', 'fak_pump_left-leftb']: requestAction = 'fak_pump_left' if l_actionState == 'fak_pump_right_out' and requestAction in ['fak_turnRight', 'fak_turnLeft']: requestAction = 'fak_pump' if l_actionState == 'fak_pump_left_out' and requestAction in ['fak_turnLeft', 'fak_turnRight']: requestAction = 'fak_pump' if l_actionState == 'fak_pump_out' and requestAction == 'fak_pump_right': requestAction = 'fak_roll' if l_actionState == 'fak_pump_out' and requestAction == 'fak_pump_left': requestAction = 'fak_roll' if l_actionState == 'fak_roll' and requestAction in ['fak_pump_right', 'fak_pump_left']: requestAction = 'fak_pump' if l_actionState == 'fak_turnLeft_out' and requestAction in ['fak_pump_right', 'fak_pump_left']: requestAction = 'fak_pump' if l_actionState == 'fak_turnRight_out' and requestAction in ['fak_pump_left', 'fak_pump_right']: requestAction = 'fak_pump' if l_actionState == 'reg_pump' and requestAction in ['reg_pump_left', 'reg_pump_right'] and trans_playing == True: requestAction = 'reg_pump' if l_actionState == 'fak_pump' and requestAction in ['fak_pump_left', 'fak_pump_right'] and trans_playing == True: requestAction = 'fak_pump' if l_actionState in ['reg_push', 'reg_push_goof', 'reg_land'] and requestAction != 'reg_roll': requestAction = 'reg_roll' if l_actionState in ['fak_push', 'fak_push_goof', 'fak_land'] and requestAction != 'fak_roll': requestAction = 'fak_roll' #--------------------------------------------------- else: print("action over written") #pass def updateAction(requestAction, actionState): try: flip_start_frame = own['flip_start_lay'] flipspeed = own['flipspeed'] except: flip_start_frame = 1 flipspeed = .6 ############################### #one shot actions ############################### if requestAction in oneshotActions_list: if requestAction == 'reg_land' and own["grindHit"] == False: skater.stopAction(loop_layer) trucks.stopAction(loop_layer) deck.stopAction(loop_layer) skater.stopAction(trans_layer) trucks.stopAction(trans_layer) deck.stopAction(trans_layer) #print("stopping loop and trans") actionState = 'reg_land' requestAction = 'reg_land' own['actionTimer'] = 37 skater.playAction("reg_land", 1,20, layer=trans_layer, play_mode=0, speed=.5) deck.playAction("a_reg", 1,20, layer=trans_layer, play_mode=1, speed=.5) trucks.playAction("a_reg", 1,20, layer=trans_layer, play_mode=1, speed=.5) #print("play land") if requestAction == 'fak_land' and own["grindHit"] == False: actionState = 'fak_land' requestAction = 'fak_land' skater.stopAction(loop_layer) trucks.stopAction(loop_layer) deck.stopAction(loop_layer) skater.stopAction(trans_layer) trucks.stopAction(trans_layer) deck.stopAction(trans_layer) own['actionTimer'] = 37 skater.playAction("fak_land", 1,20, layer=trans_layer, play_mode=0, speed=.5) deck.playAction("a_reg", 1,20, layer=trans_layer, play_mode=1, speed=.5) trucks.playAction("a_reg", 1,20, layer=trans_layer, play_mode=1, speed=.5) #print("play land") if requestAction == 'reg_dropin': actionState = 'reg_dropin' own['actionTimer'] = 28 skater.playAction("reg_dropin3", 60,80, layer=trans_layer, play_mode=0, speed=.75) deck.playAction("a_reg_dropin3", 60,80, layer=trans_layer, play_mode=0, speed=.75) trucks.playAction("a_reg_dropin3", 60,80, layer=trans_layer, play_mode=0, speed=.75) if requestAction == 'fak_dropin': actionState = 'fak_dropin' own['actionTimer'] = 28 skater.playAction("nfak_dropin", 60,80, layer=trans_layer, play_mode=0, speed=.75) deck.playAction("a_fak_dropin", 60,80, layer=trans_layer, play_mode=0, speed=.75) trucks.playAction("a_fak_dropin", 60,80, layer=trans_layer, play_mode=0, speed=.75) if requestAction == 'reg_turnRight_out': #stopActs() actionState = 'reg_turnRight_out' own['actionTimer'] = 19 trans_playing = skater.isPlayingAction(trans_layer) if trans_playing: cur_frame = skater.getActionFrame(trans_layer) if trans_playing and cur_frame > .5 and cur_frame < 39: skater.playAction("nreg_right", cur_frame,1, layer=trans_layer, play_mode=0, speed=.5) deck.playAction("a_reg_right", cur_frame,1, layer=trans_layer, play_mode=0, speed=.5) trucks.playAction("a_reg", cur_frame,1, layer=trans_layer, play_mode=0, speed=.5) #own['actionTimer'] = (10 - cur_frame) own['actionTimer'] = cur_frame else: skater.playAction("nreg_right", 10,1, layer=trans_layer, play_mode=0, speed=.5) deck.playAction("a_reg_right", 10,1, layer=trans_layer, play_mode=0, speed=.5) trucks.playAction("a_reg", 10,1, layer=trans_layer, play_mode=0, speed=.5) if requestAction == 'reg_turnLeft_out': actionState = 'reg_turnLeft_out' own['actionTimer'] = 19 trans_playing = skater.isPlayingAction(trans_layer) if trans_playing: cur_frame = skater.getActionFrame(trans_layer) if trans_playing and cur_frame > .5 and cur_frame < 39: skater.playAction("nreg_left", cur_frame,1, layer=trans_layer, play_mode=0, speed=.5) deck.playAction("a_reg_left", cur_frame,1, layer=trans_layer, play_mode=0, speed=.5) trucks.playAction("a_reg", cur_frame,1, layer=trans_layer, play_mode=0, speed=.5) own['actionTimer'] = (10 - cur_frame) *2 else: skater.playAction("nreg_left", 10,1, layer=trans_layer, play_mode=0, speed=.5) deck.playAction("a_reg_left", 10,1, layer=trans_layer, play_mode=0, speed=.5) trucks.playAction("a_reg", 10,1, layer=trans_layer, play_mode=0, speed=.5) if requestAction == 'fak_turnRight_out': actionState = 'fak_turnRight_out' own['actionTimer'] = 19 trans_playing = skater.isPlayingAction(trans_layer) if trans_playing: cur_frame = skater.getActionFrame(trans_layer) if trans_playing and cur_frame > .5 and cur_frame < 39: skater.playAction("nfak_right", cur_frame,1, layer=trans_layer, play_mode=0, speed=.5) deck.playAction("a_fak_right", cur_frame,1, layer=trans_layer, play_mode=0, speed=.5) trucks.playAction("a_reg", cur_frame,1, layer=trans_layer, play_mode=0, speed=.5) own['actionTimer'] = (10 - cur_frame) *2 else: skater.playAction("nfak_right", 10,1, layer=trans_layer, play_mode=0, speed=.5) deck.playAction("a_fak_right", 10,1, layer=trans_layer, play_mode=0, speed=.5) trucks.playAction("a_reg", 10,1, layer=trans_layer, play_mode=0, speed=.5) if requestAction == 'fak_turnLeft_out': actionState = 'fak_turnLeft_out' own['actionTimer'] = 19 trans_playing = skater.isPlayingAction(trans_layer) if trans_playing: cur_frame = skater.getActionFrame(trans_layer) if trans_playing and cur_frame > .5 and cur_frame < 39: skater.playAction("nfak_left", cur_frame,1, layer=trans_layer, play_mode=0, speed=.5) deck.playAction("a_fak_left", cur_frame,1, layer=trans_layer, play_mode=0, speed=.5) trucks.playAction("a_reg", cur_frame,1, layer=trans_layer, play_mode=0, speed=.5) own['actionTimer'] = (10 - cur_frame) *2 else: skater.playAction("nfak_left", 10,1, layer=trans_layer, play_mode=0, speed=.5) deck.playAction("a_fak_left", 10,1, layer=trans_layer, play_mode=0, speed=.5) trucks.playAction("a_reg", 10,1, layer=trans_layer, play_mode=0, speed=.5) if requestAction == 'reg_pump_left-left': actionState = 'reg_pump_left-left' own['actionTimer'] = 19 if l_actionState == 'reg_pump_left-leftb': trans_playing = skater.isPlayingAction(trans_layer) if trans_playing: cur_frame = skater.getActionFrame(trans_layer) skater.playAction("nreg_pump_left", 40,30, layer=trans_layer, play_mode=0, speed=.5) deck.playAction("a_reg_left", 10,10, layer=trans_layer, play_mode=0, speed=.5) trucks.playAction("a_reg", 10,10, layer=trans_layer, play_mode=0, speed=.5) own['actionTimer'] = cur_frame * 2 else: skater.playAction("nreg_pump_left", 40,30, layer=trans_layer, play_mode=0, speed=.5) deck.playAction("a_reg_left", 10,10, layer=trans_layer, play_mode=0, speed=.5) trucks.playAction("a_reg", 10,10, layer=trans_layer, play_mode=0, speed=.5) else: skater.playAction("nreg_pump_left", 40,30, layer=trans_layer, play_mode=0, speed=.5) deck.playAction("a_reg_left", 10,10, layer=trans_layer, play_mode=0, speed=.5) trucks.playAction("a_reg", 10,10, layer=trans_layer, play_mode=0, speed=.5) if requestAction == 'reg_pump_right-right': actionState = 'reg_pump_right-right' own['actionTimer'] = 19 if l_actionState == 'reg_pump_right-rightb': trans_playing = skater.isPlayingAction(trans_layer) if trans_playing: cur_frame = skater.getActionFrame(trans_layer) skater.playAction("nreg_pump_right", 40,30, layer=trans_layer, play_mode=0, speed=.5) deck.playAction("a_reg_right", 10,10, layer=trans_layer, play_mode=0, speed=.5) trucks.playAction("a_reg", 10,10, layer=trans_layer, play_mode=0, speed=.5) own['actionTimer'] = cur_frame * 2 else: skater.playAction("nreg_pump_right", 40,30, layer=trans_layer, play_mode=0, speed=.5) deck.playAction("a_reg_right", 10,10, layer=trans_layer, play_mode=0, speed=.5) trucks.playAction("a_reg", 10,10, layer=trans_layer, play_mode=0, speed=.5) else: skater.playAction("nreg_pump_right", 40,30, layer=trans_layer, play_mode=0, speed=.5) deck.playAction("a_reg_right", 10,10, layer=trans_layer, play_mode=0, speed=.5) trucks.playAction("a_reg", 10,10, layer=trans_layer, play_mode=0, speed=.5) if requestAction == 'fak_pump_left-left': actionState = 'fak_pump_left-left' own['actionTimer'] = 19 if l_actionState == 'fak_pump_left-leftb': trans_playing = skater.isPlayingAction(trans_layer) if trans_playing: cur_frame = skater.getActionFrame(trans_layer) skater.playAction("nfak_pump_left", 40,30, layer=trans_layer, play_mode=0, speed=.5) deck.playAction("a_fak_left", 10,10, layer=trans_layer, play_mode=0, speed=.5) trucks.playAction("a_reg", 10,1, layer=trans_layer, play_mode=0, speed=.5) own['actionTimer'] = cur_frame * 2 else: skater.playAction("nfak_pump_left", 40,30, layer=trans_layer, play_mode=0, speed=.5) deck.playAction("a_fak_left", 10,10, layer=trans_layer, play_mode=0, speed=.5) trucks.playAction("a_reg", 10,1, layer=trans_layer, play_mode=0, speed=.5) else: skater.playAction("nfak_pump_left", 40,30, layer=trans_layer, play_mode=0, speed=.5) deck.playAction("a_fak_left", 10,10, layer=trans_layer, play_mode=0, speed=.5) trucks.playAction("a_reg", 10,1, layer=trans_layer, play_mode=0, speed=.5) if requestAction == 'fak_pump_right-right': actionState = 'fak_pump_right-right' own['actionTimer'] = 19 if l_actionState == 'fak_pump_right-rightb': trans_playing = skater.isPlayingAction(trans_layer) if trans_playing: cur_frame = skater.getActionFrame(trans_layer) skater.playAction("nfak_pump_right", 40,30, layer=trans_layer, play_mode=0, speed=.5) deck.playAction("a_fak_right", 10,10, layer=trans_layer, play_mode=0, speed=.5) trucks.playAction("a_reg", 10,1, layer=trans_layer, play_mode=0, speed=.5) own['actionTimer'] = cur_frame * 2 else: skater.playAction("nfak_pump_right", 40,30, layer=trans_layer, play_mode=0, speed=.5) deck.playAction("a_fak_right", 10,10, layer=trans_layer, play_mode=0, speed=.5) trucks.playAction("a_reg", 10,1, layer=trans_layer, play_mode=0, speed=.5) else: skater.playAction("nfak_pump_right", 40,30, layer=trans_layer, play_mode=0, speed=.5) deck.playAction("a_fak_right", 10,10, layer=trans_layer, play_mode=0, speed=.5) trucks.playAction("a_reg", 10,1, layer=trans_layer, play_mode=0, speed=.5) if requestAction == 'reg_pump_right-rightb': actionState = 'reg_pump_right-rightb' own['actionState'] = 'reg_pump_right-rightb' own['actionTimer'] = 20 if l_actionState == 'reg_pump_right-right': trans_playing = skater.isPlayingAction(trans_layer) if trans_playing: cur_frame = skater.getActionFrame(trans_layer) skater.playAction("nreg_pump_right", cur_frame,40, layer=trans_layer, play_mode=0, speed=.5) deck.playAction("a_reg_right", 10,10, layer=trans_layer, play_mode=0, speed=.5) trucks.playAction("a_reg", 10,1, layer=trans_layer, play_mode=0, speed=.5) own['actionTimer'] = cur_frame * 2 else: skater.playAction("nreg_pump_right", 30,40, layer=trans_layer, play_mode=0, speed=.5) deck.playAction("a_reg_right", 10,10, layer=trans_layer, play_mode=0, speed=.5) trucks.playAction("a_reg", 10,1, layer=trans_layer, play_mode=0, speed=.5) else: skater.playAction("nreg_pump_right", 30,40, layer=trans_layer, play_mode=0, speed=.5) deck.playAction("a_reg_right", 10,10, layer=trans_layer, play_mode=0, speed=.5) trucks.playAction("a_reg", 10,1, layer=trans_layer, play_mode=0, speed=.5) if requestAction == 'reg_pump_left-leftb': actionState = 'reg_pump_left-leftb' own['actionState'] = 'reg_pump_left-leftb' own['actionTimer'] = 20 if l_actionState == 'reg_pump_left-left': trans_playing = skater.isPlayingAction(trans_layer) if trans_playing: cur_frame = skater.getActionFrame(trans_layer) skater.playAction("nreg_pump_left", cur_frame,40, layer=trans_layer, play_mode=0, speed=.5) deck.playAction("a_reg_left", 10,10, layer=trans_layer, play_mode=0, speed=.5) trucks.playAction("a_reg", 10,1, layer=trans_layer, play_mode=0, speed=.5) own['actionTimer'] = cur_frame * 2 else: skater.playAction("nreg_pump_left", 30,40, layer=trans_layer, play_mode=0, speed=.5) deck.playAction("a_reg_left", 10,10, layer=trans_layer, play_mode=0, speed=.5) trucks.playAction("a_reg", 10,1, layer=trans_layer, play_mode=0, speed=.5) else: skater.playAction("nreg_pump_left", 30,40, layer=trans_layer, play_mode=0, speed=.5) deck.playAction("a_reg_left", 10,10, layer=trans_layer, play_mode=0, speed=.5) trucks.playAction("a_reg", 10,1, layer=trans_layer, play_mode=0, speed=.5) if requestAction == 'fak_pump_right-rightb': actionState = 'fak_pump_right-rightb' own['actionState'] = 'fak_pump_right-rightb' own['actionTimer'] = 20 if l_actionState == 'fak_pump_right-right': trans_playing = skater.isPlayingAction(trans_layer) if trans_playing: cur_frame = skater.getActionFrame(trans_layer) skater.playAction("nfak_pump_right", cur_frame,40, layer=trans_layer, play_mode=0, speed=.5) deck.playAction("a_fak_right", 10,10, layer=trans_layer, play_mode=0, speed=.5) trucks.playAction("a_reg", 10,1, layer=trans_layer, play_mode=0, speed=.5) own['actionTimer'] = cur_frame * 2 else: skater.playAction("nfak_pump_right", 30,40, layer=trans_layer, play_mode=0, speed=.5) deck.playAction("a_fak_right", 10,10, layer=trans_layer, play_mode=0, speed=.5) trucks.playAction("a_reg", 10,1, layer=trans_layer, play_mode=0, speed=.5) else: skater.playAction("nfak_pump_right", 30,40, layer=trans_layer, play_mode=0, speed=.5) deck.playAction("a_fak_right", 10,10, layer=trans_layer, play_mode=0, speed=.5) trucks.playAction("a_reg", 10,1, layer=trans_layer, play_mode=0, speed=.5) if requestAction == 'fak_pump_left-leftb': actionState = 'fak_pump_left-leftb' own['actionState'] = 'fak_pump_left-leftb' own['actionTimer'] = 20 if l_actionState == 'fak_pump_left-left': trans_playing = skater.isPlayingAction(trans_layer) if trans_playing: cur_frame = skater.getActionFrame(trans_layer) skater.playAction("nfak_pump_left", cur_frame,40, layer=trans_layer, play_mode=0, speed=.5) deck.playAction("a_fak_left", 10,10, layer=trans_layer, play_mode=0, speed=.5) trucks.playAction("a_reg", 10,1, layer=trans_layer, play_mode=0, speed=.5) own['actionTimer'] = cur_frame * 2 else: skater.playAction("nfak_pump_left", 30,40, layer=trans_layer, play_mode=0, speed=.5) deck.playAction("a_fak_left", 10,10, layer=trans_layer, play_mode=0, speed=.5) trucks.playAction("a_reg", 10,1, layer=trans_layer, play_mode=0, speed=.5) else: skater.playAction("nfak_pump_left", 30,40, layer=trans_layer, play_mode=0, speed=.5) deck.playAction("a_fak_left", 10,10, layer=trans_layer, play_mode=0, speed=.5) trucks.playAction("a_reg", 10,1, layer=trans_layer, play_mode=0, speed=.5) #************************* if requestAction == 'reg_left-pump': actionState = 'reg_left-pump' own['actionTimer'] = 19 skater.playAction("nreg_pump_left", 40,30, layer=trans_layer, play_mode=0, speed=.5) deck.playAction("a_reg_left", 10,10, layer=trans_layer, play_mode=0, speed=.5) trucks.playAction("a_reg", 10,10, layer=trans_layer, play_mode=0, speed=.5) if requestAction == 'reg_right-pump': actionState = 'reg_right-pump' own['actionTimer'] = 19 skater.playAction("nreg_pump_right", 40,30, layer=trans_layer, play_mode=0, speed=.5) deck.playAction("a_reg_right", 10,10, layer=trans_layer, play_mode=0, speed=.5) trucks.playAction("a_reg", 10,10, layer=trans_layer, play_mode=0, speed=.5) if requestAction == 'fak_left-pump': actionState = 'fak_left-pump' own['actionTimer'] = 19 skater.playAction("nfak_pump_left", 40,30, layer=trans_layer, play_mode=0, speed=.5) deck.playAction("a_fak_left", 10,10, layer=trans_layer, play_mode=0, speed=.5) trucks.playAction("a_reg", 10,10, layer=trans_layer, play_mode=0, speed=.5) if requestAction == 'fak_right-pump': actionState = 'fak_right-pump' own['actionTimer'] = 19 skater.playAction("nfak_pump_right", 40,30, layer=trans_layer, play_mode=0, speed=.5) deck.playAction("a_fak_right", 10,10, layer=trans_layer, play_mode=0, speed=.5) trucks.playAction("a_reg", 10,10, layer=trans_layer, play_mode=0, speed=.5) #***************** if requestAction == 'reg_pump_right_out': actionState = 'reg_pump_right_out' requestAction = 'reg_pump_right_out' own['actionState'] = 'reg_pump_right_out' own['actionTimer'] = 18 trans_playing = skater.isPlayingAction(trans_layer) if trans_playing: cur_frame = skater.getActionFrame(trans_layer) stopActs() if cur_frame >= 32 and cur_frame <= 40 and l_actionState == 'reg_pump_right': cur_frame = cur_frame - 30 if cur_frame < 32 and cur_frame > 26: cur_frame = 10 if trans_playing and cur_frame > .5: #cur_frame = 20 - cur_frame skater.playAction("nreg_pump_right", cur_frame,1, layer=trans_layer, play_mode=0, speed=.5) deck.playAction("a_reg_right", cur_frame,1, layer=trans_layer, play_mode=0, speed=.5) trucks.playAction("a_reg", cur_frame,1, layer=trans_layer, play_mode=0, speed=.5) own['actionTimer'] = cur_frame *2 #own['actionTimer'] = 19 else: skater.playAction("nreg_pump_right", 10,1, layer=trans_layer, play_mode=0, speed=.5) deck.playAction("a_reg_right", 10,1, layer=trans_layer, play_mode=0, speed=.5) trucks.playAction("a_reg", 10,1, layer=trans_layer, play_mode=0, speed=.5) if requestAction == 'reg_pump_left_out': actionState = 'reg_pump_left_out' own['actionState'] = 'reg_pump_left_out' requestAction = 'reg_pump_left_out' own['actionTimer'] = 18 trans_playing = skater.isPlayingAction(trans_layer) if trans_playing: cur_frame = skater.getActionFrame(trans_layer) stopActs() if cur_frame >= 32 and cur_frame <= 40 and l_actionState == 'reg_pump_left': cur_frame = cur_frame - 30 if cur_frame < 32 and cur_frame > 26: cur_frame = 10 if trans_playing and cur_frame > .5: #cur_frame = 20 - cur_frame skater.playAction("nreg_pump_left", cur_frame,1, layer=trans_layer, play_mode=0, speed=.5) deck.playAction("a_reg_left", cur_frame,1, layer=trans_layer, play_mode=0, speed=.5) trucks.playAction("a_reg", cur_frame,1, layer=trans_layer, play_mode=0, speed=.5) own['actionTimer'] = cur_frame *2 #own['actionTimer'] = 19 else: skater.playAction("nreg_pump_left", 10,1, layer=trans_layer, play_mode=0, speed=.5) deck.playAction("a_reg_left", 10,1, layer=trans_layer, play_mode=0, speed=.5) trucks.playAction("a_reg", 10,1, layer=trans_layer, play_mode=0, speed=.5) if requestAction == 'fak_pump_right_out': actionState = 'fak_pump_right_out' requestAction = 'fak_pump_right_out' own['actionState'] = 'fak_pump_right_out' own['actionTimer'] = 18 trans_playing = skater.isPlayingAction(trans_layer) if trans_playing: cur_frame = skater.getActionFrame(trans_layer) stopActs() if cur_frame >= 32 and cur_frame <= 40 and l_actionState == 'fak_pump_right': cur_frame = cur_frame - 30 if cur_frame < 32 and cur_frame > 26: cur_frame = 10 if trans_playing and cur_frame > .5: #cur_frame = 20 - cur_frame skater.playAction("nfak_pump_right", cur_frame,1, layer=trans_layer, play_mode=0, speed=.5) deck.playAction("a_fak_right", cur_frame,1, layer=trans_layer, play_mode=0, speed=.5) trucks.playAction("a_reg", cur_frame,1, layer=trans_layer, play_mode=0, speed=.5) own['actionTimer'] = cur_frame *2 #own['actionTimer'] = 19 else: skater.playAction("nfak_pump_right", 10,1, layer=trans_layer, play_mode=0, speed=.5) deck.playAction("a_fak_right", 10,1, layer=trans_layer, play_mode=0, speed=.5) trucks.playAction("a_reg", 10,1, layer=trans_layer, play_mode=0, speed=.5) if requestAction == 'fak_pump_left_out': actionState = 'fak_pump_left_out' own['actionState'] = 'fak_pump_left_out' requestAction = 'fak_pump_left_out' own['actionTimer'] = 18 trans_playing = skater.isPlayingAction(trans_layer) if trans_playing: cur_frame = skater.getActionFrame(trans_layer) stopActs() if cur_frame >= 32 and cur_frame <= 40 and l_actionState == 'fak_pump_left': cur_frame = cur_frame - 30 if cur_frame < 32 and cur_frame > 26: cur_frame = 10 if trans_playing and cur_frame > .5: #cur_frame = 20 - cur_frame skater.playAction("nfak_pump_left", cur_frame,1, layer=trans_layer, play_mode=0, speed=.5) deck.playAction("a_fak_left", cur_frame,1, layer=trans_layer, play_mode=0, speed=.5) trucks.playAction("a_reg", cur_frame,1, layer=trans_layer, play_mode=0, speed=.5) own['actionTimer'] = cur_frame *2 #own['actionTimer'] = 19 else: skater.playAction("nfak_pump_left", 10,1, layer=trans_layer, play_mode=0, speed=.5) deck.playAction("a_fak_left", 10,1, layer=trans_layer, play_mode=0, speed=.5) trucks.playAction("a_reg", 10,1, layer=trans_layer, play_mode=0, speed=.5) if requestAction == 'reg_opos_out': actionState = 'reg_opos_out' own['actionTimer'] = 19 trans_playing = skater.isPlayingAction(trans_layer) if trans_playing: cur_frame = skater.getActionFrame(trans_layer) if trans_playing and cur_frame > .5: skater.playAction("noposin", cur_frame,1, layer=trans_layer, play_mode=0, speed=1) deck.playAction("a_reg", 1,40, layer=trans_layer, play_mode=1, speed=.5) trucks.playAction("a_reg", 1,40, layer=trans_layer, play_mode=1, speed=.5) own['actionTimer'] = cur_frame else: skater.playAction("noposin", 20,1, layer=trans_layer, play_mode=0, speed=1) deck.playAction("a_reg", 1,40, layer=trans_layer, play_mode=1, speed=.5) trucks.playAction("a_reg", 1,40, layer=trans_layer, play_mode=1, speed=.5) if requestAction == 'fak_opos_out': actionState = 'fak_opos_out' own['actionTimer'] = 19 trans_playing = skater.isPlayingAction(trans_layer) if trans_playing: cur_frame = skater.getActionFrame(trans_layer) if trans_playing and cur_frame > .5: skater.playAction("fak_oposin", cur_frame,1, layer=trans_layer, play_mode=0, speed=1) deck.playAction("a_reg", 1,40, layer=trans_layer, play_mode=1, speed=.5) trucks.playAction("a_reg", 1,40, layer=trans_layer, play_mode=1, speed=.5) own['actionTimer'] = cur_frame else: skater.playAction("fak_oposin", 20,1, layer=trans_layer, play_mode=0, speed=1) deck.playAction("a_reg", 1,40, layer=trans_layer, play_mode=1, speed=.5) trucks.playAction("a_reg", 1,40, layer=trans_layer, play_mode=1, speed=.5) if requestAction == 'reg_nopos_out': actionState = 'reg_nopos_out' own['actionTimer'] = 19 trans_playing = skater.isPlayingAction(trans_layer) if trans_playing: cur_frame = skater.getActionFrame(trans_layer) if trans_playing and cur_frame > .5: skater.playAction("nnoposin", cur_frame,1, layer=trans_layer, play_mode=0, speed=1) deck.playAction("a_reg", 1,40, layer=trans_layer, play_mode=1, speed=.5) trucks.playAction("a_reg", 1,40, layer=trans_layer, play_mode=1, speed=.5) own['actionTimer'] = cur_frame else: skater.playAction("nnoposin", 20,1, layer=trans_layer, play_mode=0, speed=1) deck.playAction("a_reg", 1,40, layer=trans_layer, play_mode=1, speed=.5) trucks.playAction("a_reg", 1,40, layer=trans_layer, play_mode=1, speed=.5) if requestAction == 'fak_nopos_out': actionState = 'fak_nopos_out' own['actionTimer'] = 19 trans_playing = skater.isPlayingAction(trans_layer) if trans_playing: cur_frame = skater.getActionFrame(trans_layer) if trans_playing and cur_frame > .5: skater.playAction("fak_noposin", cur_frame,1, layer=trans_layer, play_mode=0, speed=1) deck.playAction("a_reg", 1,40, layer=trans_layer, play_mode=1, speed=.5) trucks.playAction("a_reg", 1,40, layer=trans_layer, play_mode=1, speed=.5) own['actionTimer'] = cur_frame else: skater.playAction("fak_noposin", 20,1, layer=trans_layer, play_mode=0, speed=1) deck.playAction("a_reg", 1,40, layer=trans_layer, play_mode=1, speed=.5) trucks.playAction("a_reg", 1,40, layer=trans_layer, play_mode=1, speed=.5) if requestAction == 'reg_pump_out': actionState = 'reg_pump_out' own['actionTimer'] = 19 trans_playing = skater.isPlayingAction(trans_layer) if trans_playing: cur_frame = skater.getActionFrame(trans_layer) if l_actionState in ['reg_pump_right', 'reg_pump_left']: cur_frame = cur_frame * 2 if trans_playing and cur_frame > 2: skater.playAction("nreg_pump_in", cur_frame,1, layer=trans_layer, play_mode=0, speed=.5) deck.playAction("a_reg", cur_frame,1, layer=trans_layer, play_mode=1, speed=1) trucks.playAction("a_reg", cur_frame,1, layer=trans_layer, play_mode=1, speed=1) own['actionTimer'] = cur_frame else: skater.playAction("nreg_pump_in", 20,1, layer=trans_layer, play_mode=0, speed=1) deck.playAction("a_reg", 1,20, layer=trans_layer, play_mode=1, speed=1) trucks.playAction("a_reg", 1,20, layer=trans_layer, play_mode=1, speed=1) if requestAction == 'fak_pump_out': actionState = 'fak_pump_out' own['actionTimer'] = 19 trans_playing = skater.isPlayingAction(trans_layer) if trans_playing: cur_frame = skater.getActionFrame(trans_layer) if l_actionState in ['fak_pump_right', 'fak_pump_left']: cur_frame = cur_frame * 2 if trans_playing and cur_frame > 2: skater.playAction("nfak_pump_in", cur_frame,1, layer=trans_layer, play_mode=0, speed=.5) deck.playAction("a_reg", cur_frame,1, layer=trans_layer, play_mode=1, speed=1) trucks.playAction("a_reg", cur_frame,1, layer=trans_layer, play_mode=1, speed=1) own['actionTimer'] = cur_frame else: skater.playAction("nfak_pump_in", 20,1, layer=trans_layer, play_mode=0, speed=1) deck.playAction("a_reg", 1,20, layer=trans_layer, play_mode=1, speed=1) trucks.playAction("a_reg", 1,20, layer=trans_layer, play_mode=1, speed=1) if requestAction == 'reg_stop_out': actionState = 'reg_stop_out' own['actionTimer'] = 30 trans_playing = skater.isPlayingAction(trans_layer) if trans_playing: cur_frame = skater.getActionFrame(trans_layer) if trans_playing and cur_frame > 1: skater.playAction("reg_stopin", cur_frame,1, layer=trans_layer, play_mode=0, speed=.5) deck.playAction("a_reg", cur_frame,1, layer=trans_layer, play_mode=0, speed=.5) trucks.playAction("a_reg", cur_frame,1, layer=trans_layer, play_mode=0, speed=.5) own['actionTimer'] = cur_frame else: skater.playAction("reg_stopin", 15,1, layer=trans_layer, play_mode=0, speed=.5) deck.playAction("a_reg", 15,1, layer=trans_layer, play_mode=0, speed=.5) trucks.playAction("a_reg", 15,1, layer=trans_layer, play_mode=0, speed=.5) if requestAction == 'fak_stop_out': actionState = 'fak_stop_out' own['actionTimer'] = 30 trans_playing = skater.isPlayingAction(trans_layer) if trans_playing: cur_frame = skater.getActionFrame(trans_layer) if trans_playing and cur_frame > 1: skater.playAction("fak_stopin", cur_frame,1, layer=trans_layer, play_mode=0, speed=.5) deck.playAction("a_reg", cur_frame,1, layer=trans_layer, play_mode=0, speed=.5) trucks.playAction("a_reg", cur_frame,1, layer=trans_layer, play_mode=0, speed=.5) own['actionTimer'] = cur_frame else: skater.playAction("fak_stopin", 15,1, layer=trans_layer, play_mode=0, speed=.5) deck.playAction("a_reg", 15,1, layer=trans_layer, play_mode=0, speed=.5) trucks.playAction("a_reg", 15,1, layer=trans_layer, play_mode=0, speed=.5) if requestAction == 'reg_tailslide_out': actionState = 'reg_tailslide_out' own['actionTimer'] = 19 trans_playing = skater.isPlayingAction(trans_layer) if trans_playing: cur_frame = skater.getActionFrame(trans_layer) if trans_playing and cur_frame > 1: skater.playAction("fak_noses", cur_frame,40, layer=trans_layer, play_mode=0, speed=.5) deck.playAction("a_fak_noses", cur_frame,40, layer=trans_layer, play_mode=0, speed=.5) trucks.playAction("a_fak_noses", cur_frame,40, layer=trans_layer, play_mode=0, speed=.5) own['actionTimer'] = cur_frame else: skater.playAction("fak_noses", 30,40, layer=trans_layer, play_mode=0, speed=.5) deck.playAction("a_fak_noses", 30,40, layer=trans_layer, play_mode=0, speed=.5) trucks.playAction("a_fak_noses", 30,40, layer=trans_layer, play_mode=0, speed=.5) if requestAction == 'fak_tailslide_out': actionState = 'fak_tailslide_out' own['actionTimer'] = 19 trans_playing = skater.isPlayingAction(trans_layer) if trans_playing: cur_frame = skater.getActionFrame(trans_layer) if trans_playing and cur_frame > 1: skater.playAction("reg_noses", cur_frame,40, layer=trans_layer, play_mode=0, speed=.5) deck.playAction("a_reg_noses", cur_frame,40, layer=trans_layer, play_mode=0, speed=.5) trucks.playAction("reg_noses", cur_frame,40, layer=trans_layer, play_mode=0, speed=.5) own['actionTimer'] = cur_frame else: skater.playAction("reg_noses", 30,40, layer=trans_layer, play_mode=0, speed=.5) deck.playAction("a_reg_noses", 30,40, layer=trans_layer, play_mode=0, speed=.5) trucks.playAction("a_reg_noses", 30,40, layer=trans_layer, play_mode=0, speed=.5) if requestAction == 'reg_noseslide_out': actionState = 'reg_noseslide_out' own['actionTimer'] = 19 trans_playing = skater.isPlayingAction(trans_layer) if trans_playing: cur_frame = skater.getActionFrame(trans_layer) if trans_playing and cur_frame > 1: skater.playAction("fak_tails", cur_frame,40, layer=trans_layer, play_mode=0, speed=.5) deck.playAction("a_fak_tails", cur_frame,40, layer=trans_layer, play_mode=0, speed=.5) trucks.playAction("a_fak_tails", cur_frame,40, layer=trans_layer, play_mode=0, speed=.5) own['actionTimer'] = cur_frame else: skater.playAction("fak_tails", 30,40, layer=trans_layer, play_mode=0, speed=.5) deck.playAction("a_fak_tails", 30,40, layer=trans_layer, play_mode=0, speed=.5) trucks.playAction("a_fak_tails", 30,40, layer=trans_layer, play_mode=0, speed=.5) if requestAction == 'fak_noseslide_out': actionState = 'fak_noseslide_out' own['actionTimer'] = 19 trans_playing = skater.isPlayingAction(trans_layer) if trans_playing: cur_frame = skater.getActionFrame(trans_layer) if trans_playing and cur_frame > 1: skater.playAction("reg_tails", cur_frame,40, layer=trans_layer, play_mode=0, speed=.5) deck.playAction("a_reg_tails", cur_frame,40, layer=trans_layer, play_mode=0, speed=.5) trucks.playAction("a_reg_tails", cur_frame,40, layer=trans_layer, play_mode=0, speed=.5) own['actionTimer'] = cur_frame else: skater.playAction("reg_tails", 30,40, layer=trans_layer, play_mode=0, speed=.5) deck.playAction("a_reg_tails", 30,40, layer=trans_layer, play_mode=0, speed=.5) trucks.playAction("a_reg_tails", 30,40, layer=trans_layer, play_mode=0, speed=.5) if requestAction == 'reg_5050_out': actionState = 'reg_5050_out' own['actionTimer'] = 5 trans_playing = skater.isPlayingAction(trans_layer) if trans_playing: cur_frame = skater.getActionFrame(trans_layer) #cur_frame -= 2 if trans_playing and cur_frame > 1: skater.playAction("reg_5050", cur_frame,1, layer=trans_layer, play_mode=0, speed=.5) deck.playAction("a_reg", cur_frame,1, layer=trans_layer, play_mode=0, speed=.5) trucks.playAction("a_reg", cur_frame,1, layer=trans_layer, play_mode=0, speed=.5) own['actionTimer'] = cur_frame else: skater.playAction("reg_5050", 20,1, layer=trans_layer, play_mode=0, speed=.5) deck.playAction("a_reg", 20,1, layer=trans_layer, play_mode=0, speed=.5) trucks.playAction("a_reg", 20,1, layer=trans_layer, play_mode=0, speed=.5) if requestAction == 'fak_5050_out': actionState = 'fak_5050_out' own['actionTimer'] = 5 trans_playing = skater.isPlayingAction(trans_layer) if trans_playing: cur_frame = skater.getActionFrame(trans_layer) if trans_playing and cur_frame > 1: skater.playAction("fak_5050", cur_frame,1, layer=trans_layer, play_mode=0, speed=.5) deck.playAction("a_reg", cur_frame,1, layer=trans_layer, play_mode=0, speed=.5) trucks.playAction("a_reg", cur_frame,1, layer=trans_layer, play_mode=0, speed=.5) own['actionTimer'] = cur_frame else: skater.playAction("fak_5050", 20,1, layer=trans_layer, play_mode=0, speed=.5) deck.playAction("a_reg", 20,1, layer=trans_layer, play_mode=0, speed=.5) trucks.playAction("a_reg", 20,1, layer=trans_layer, play_mode=0, speed=.5) if requestAction == 'reg_noseg_out': actionState = 'reg_noseg_out' own['requestAction'] = 'reg_noseg_out' own['actionTimer'] = 9 trans_playing = skater.isPlayingAction(trans_layer) if trans_playing: cur_frame = skater.getActionFrame(trans_layer) if trans_playing and cur_frame > 1: skater.playAction("reg_noseg.002", cur_frame,1, layer=trans_layer, play_mode=0, speed=1) deck.playAction("a_reg_noseg.002", cur_frame,1, layer=trans_layer, play_mode=0, speed=1) trucks.playAction("a_reg_noseg.002", cur_frame,1, layer=trans_layer, play_mode=0, speed=1) own['actionTimer'] = cur_frame else: skater.playAction("reg_noseg.002", 10,1, layer=trans_layer, play_mode=0, speed=1) deck.playAction("a_reg_noseg.002", 10,1, layer=trans_layer, play_mode=0, speed=1) trucks.playAction("a_reg_noseg.002", 10,1, layer=trans_layer, play_mode=0, speed=1) if requestAction == 'fak_noseg_out': actionState = 'fak_noseg_out' own['actionTimer'] = 9 own['requestAction'] = 'fak_noseg_out' trans_playing = skater.isPlayingAction(trans_layer) if trans_playing: cur_frame = skater.getActionFrame(trans_layer) if trans_playing and cur_frame > 1: skater.playAction("fak_noseg", cur_frame,40, layer=trans_layer, play_mode=0, speed=1) deck.playAction("a_fak_noseg", cur_frame,40, layer=trans_layer, play_mode=0, speed=1) trucks.playAction("a_fak_noseg", cur_frame,40, layer=trans_layer, play_mode=0, speed=1) own['actionTimer'] = cur_frame else: skater.playAction("fak_noseg", 30,40, layer=trans_layer, play_mode=0, speed=1) deck.playAction("a_fak_noseg", 30,40, layer=trans_layer, play_mode=0, speed=1) trucks.playAction("a_fak_noseg", 30,40, layer=trans_layer, play_mode=0, speed=1) if requestAction == 'reg_tailg_out': actionState = 'reg_tailg_out' own['requestAction'] = 'reg_tailg_out' own['actionTimer'] = 9 trans_playing = skater.isPlayingAction(trans_layer) if trans_playing: cur_frame = skater.getActionFrame(trans_layer) if trans_playing and cur_frame > 1: skater.playAction("reg_tailg.001", cur_frame,40, layer=trans_layer, play_mode=0, speed=1) deck.playAction("a_reg_tailg.001", cur_frame,40, layer=trans_layer, play_mode=0, speed=1) trucks.playAction("a_reg_tailg.001", cur_frame,40, layer=trans_layer, play_mode=0, speed=1) own['actionTimer'] = cur_frame else: skater.playAction("reg_tailg.001", 30,40, layer=trans_layer, play_mode=0, speed=1) deck.playAction("a_reg_tailg.001", 30,40, layer=trans_layer, play_mode=0, speed=1) trucks.playAction("a_reg_tailg.001", 30,40, layer=trans_layer, play_mode=0, speed=1) if requestAction == 'fak_tailg_out': actionState = 'fak_tailg_out' own['actionTimer'] = 9 own['requestAction'] = 'fak_tailg_out' trans_playing = skater.isPlayingAction(trans_layer) if trans_playing: cur_frame = skater.getActionFrame(trans_layer) if trans_playing and cur_frame > 1: skater.playAction("fak_tailg", cur_frame,40, layer=trans_layer, play_mode=0, speed=1) deck.playAction("a_fak_tailg", cur_frame,40, layer=trans_layer, play_mode=0, speed=1) trucks.playAction("a_fak_tailg", cur_frame,40, layer=trans_layer, play_mode=0, speed=1) own['actionTimer'] = cur_frame else: skater.playAction("fak_tailg", 30,40, layer=trans_layer, play_mode=0, speed=1) deck.playAction("a_fak_tailg", 30,40, layer=trans_layer, play_mode=0, speed=1) trucks.playAction("a_fak_tailg", 30,40, layer=trans_layer, play_mode=0, speed=1) if requestAction == 'reg_nosegr_out': actionState = 'reg_nosegr_out' own['actionTimer'] = 9 own['requestAction'] = 'reg_nosegr_out' trans_playing = skater.isPlayingAction(trans_layer) if trans_playing: cur_frame = skater.getActionFrame(trans_layer) #cur_frame -= 2 if trans_playing and cur_frame > 1: skater.playAction("reg_nosegR", cur_frame,40, layer=trans_layer, play_mode=0, speed=1) deck.playAction("a_reg_nosegR", cur_frame,40, layer=trans_layer, play_mode=0, speed=1) trucks.playAction("a_reg_nosegR", cur_frame,40, layer=trans_layer, play_mode=0, speed=1) own['actionTimer'] = cur_frame else: skater.playAction("reg_nosegR", 30,40, layer=trans_layer, play_mode=0, speed=1) deck.playAction("a_reg_nosegR", 30,40, layer=trans_layer, play_mode=0, speed=1) trucks.playAction("a_reg_nosegR", 30,40, layer=trans_layer, play_mode=0, speed=1) if requestAction == 'fak_nosegr_out': actionState = 'fak_nosegr_out' own['actionTimer'] = 9 own['requestAction'] = 'fak_nosegr_out' trans_playing = skater.isPlayingAction(trans_layer) if trans_playing: cur_frame = skater.getActionFrame(trans_layer) if trans_playing and cur_frame > 1: skater.playAction("fak_nosegR", cur_frame,40, layer=trans_layer, play_mode=0, speed=1) deck.playAction("a_fak_nosegR", cur_frame,40, layer=trans_layer, play_mode=0, speed=1) trucks.playAction("a_fak_nosegR", cur_frame,40, layer=trans_layer, play_mode=0, speed=1) own['actionTimer'] = cur_frame else: skater.playAction("fak_nosegR", 30,40, layer=trans_layer, play_mode=0, speed=1) deck.playAction("a_fak_nosegR", 30,40, layer=trans_layer, play_mode=0, speed=1) trucks.playAction("a_fak_nosegR", 30,40, layer=trans_layer, play_mode=0, speed=1) if requestAction == 'reg_tailgr_out': actionState = 'reg_tailgr_out' own['actionTimer'] = 9 own['requestAction'] = 'reg_tailgr_out' trans_playing = skater.isPlayingAction(trans_layer) if trans_playing: cur_frame = skater.getActionFrame(trans_layer) if trans_playing and cur_frame > 1: skater.playAction("reg_tailgR", cur_frame,40, layer=trans_layer, play_mode=0, speed=1) deck.playAction("a_reg_tailgR", cur_frame,40, layer=trans_layer, play_mode=0, speed=1) trucks.playAction("a_reg_tailgR", cur_frame,40, layer=trans_layer, play_mode=0, speed=1) own['actionTimer'] = cur_frame else: skater.playAction("reg_tailgR", 30,40, layer=trans_layer, play_mode=0, speed=1) deck.playAction("a_reg_tailgR", 30,40, layer=trans_layer, play_mode=0, speed=1) trucks.playAction("a_reg_tailgR", 30,40, layer=trans_layer, play_mode=0, speed=1) if requestAction == 'fak_tailgr_out': actionState = 'fak_tailgr_out' own['actionTimer'] = 9 own['requestAction'] = 'fak_tailgr_out' trans_playing = skater.isPlayingAction(trans_layer) if trans_playing: cur_frame = skater.getActionFrame(trans_layer) if trans_playing and cur_frame > 1: skater.playAction("fak_tailgR", cur_frame,40, layer=trans_layer, play_mode=0, speed=1) deck.playAction("a_fak_tailgR", cur_frame,40, layer=trans_layer, play_mode=0, speed=1) trucks.playAction("a_fak_tailgR", cur_frame,40, layer=trans_layer, play_mode=0, speed=1) own['actionTimer'] = cur_frame else: skater.playAction("fak_tailgR", 30,40, layer=trans_layer, play_mode=0, speed=1) deck.playAction("a_fak_tailgR", 30,40, layer=trans_layer, play_mode=0, speed=1) trucks.playAction("a_fak_tailgR", 30,40, layer=trans_layer, play_mode=0, speed=1) if requestAction == 'reg_nosegl_out': actionState = 'reg_nosegl_out' own['actionTimer'] = 9 own['requestAction'] = 'reg_nosegl_out' trans_playing = skater.isPlayingAction(trans_layer) if trans_playing: cur_frame = skater.getActionFrame(trans_layer) if trans_playing and cur_frame > 1: skater.playAction("reg_nosegL", cur_frame,40, layer=trans_layer, play_mode=0, speed=1) deck.playAction("a_reg_nosegL", cur_frame,40, layer=trans_layer, play_mode=0, speed=1) trucks.playAction("a_reg_nosegL", cur_frame,40, layer=trans_layer, play_mode=0, speed=1) own['actionTimer'] = cur_frame else: skater.playAction("reg_nosegL", 30,40, layer=trans_layer, play_mode=0, speed=1) deck.playAction("a_reg_nosegL", 30,40, layer=trans_layer, play_mode=0, speed=1) trucks.playAction("a_reg_nosegL", 30,40, layer=trans_layer, play_mode=0, speed=1) if requestAction == 'fak_nosegl_out': actionState = 'fak_nosegl_out' own['actionTimer'] = 9 own['requestAction'] = 'fak_nosegl_out' trans_playing = skater.isPlayingAction(trans_layer) if trans_playing: cur_frame = skater.getActionFrame(trans_layer) if trans_playing and cur_frame > 1: skater.playAction("fak_nosegL", cur_frame,40, layer=trans_layer, play_mode=0, speed=1) deck.playAction("a_fak_nosegL", cur_frame,40, layer=trans_layer, play_mode=0, speed=1) trucks.playAction("a_fak_nosegL", cur_frame,40, layer=trans_layer, play_mode=0, speed=1) own['actionTimer'] = cur_frame else: skater.playAction("fak_nosegL", 30,40, layer=trans_layer, play_mode=0, speed=1) deck.playAction("a_fak_nosegL", 30,40, layer=trans_layer, play_mode=0, speed=1) trucks.playAction("a_fak_nosegL", 30,40, layer=trans_layer, play_mode=0, speed=1) if requestAction == 'reg_tailgl_out': actionState = 'reg_tailgl_out' own['actionTimer'] = 9 own['requestAction'] = 'reg_tailgl_out' trans_playing = skater.isPlayingAction(trans_layer) if trans_playing: cur_frame = skater.getActionFrame(trans_layer) if trans_playing and cur_frame > 1: skater.playAction("reg_tailgL", cur_frame,40, layer=trans_layer, play_mode=0, speed=1) deck.playAction("a_reg_tailgL", cur_frame,40, layer=trans_layer, play_mode=0, speed=1) trucks.playAction("a_reg_tailgL", cur_frame,40, layer=trans_layer, play_mode=0, speed=1) own['actionTimer'] = cur_frame else: skater.playAction("reg_tailgL", 30,40, layer=trans_layer, play_mode=0, speed=1) deck.playAction("a_reg_tailgL", 30,40, layer=trans_layer, play_mode=0, speed=1) trucks.playAction("a_reg_tailgL", 30,40, layer=trans_layer, play_mode=0, speed=1) if requestAction == 'fak_tailgl_out': actionState = 'fak_tailgl_out' own['actionTimer'] = 9 own['requestAction'] = 'fak_tailgl_out' trans_playing = skater.isPlayingAction(trans_layer) if trans_playing: cur_frame = skater.getActionFrame(trans_layer) if trans_playing and cur_frame > 1: skater.playAction("fak_tailgL", cur_frame,40, layer=trans_layer, play_mode=0, speed=1) deck.playAction("a_fak_tailgL", cur_frame,40, layer=trans_layer, play_mode=0, speed=1) trucks.playAction("a_fak_tailgL", cur_frame,40, layer=trans_layer, play_mode=0, speed=1) own['actionTimer'] = cur_frame else: skater.playAction("fak_tailgL", 30,40, layer=trans_layer, play_mode=0, speed=1) deck.playAction("a_fak_tailgL", 30,40, layer=trans_layer, play_mode=0, speed=1) trucks.playAction("a_fak_tailgL", 30,40, layer=trans_layer, play_mode=0, speed=1) if requestAction == 'reg_manual_out': actionState = 'reg_manual_out' own['actionTimer'] = 9 trans_playing = skater.isPlayingAction(trans_layer) skater.playAction("reg_manual", 10,1, layer=trans_layer, play_mode=0, speed=1) deck.playAction("a_reg_manual", 10,1, layer=trans_layer, play_mode=0, speed=1) trucks.playAction("a_reg_manual", 10,1, layer=trans_layer, play_mode=0, speed=1) if requestAction == 'fak_manual_out': actionState = 'fak_manual_out' own['actionTimer'] = 9 trans_playing = skater.isPlayingAction(trans_layer) skater.playAction("fak_manual", 10,1, layer=trans_layer, play_mode=0, speed=1) deck.playAction("a_fak_manual", 10,1, layer=trans_layer, play_mode=0, speed=1) trucks.playAction("a_fak_manual", 10,1, layer=trans_layer, play_mode=0, speed=1) if requestAction == 'reg_nmanual_out': actionState = 'reg_nmanual_out' own['actionTimer'] = 9 trans_playing = skater.isPlayingAction(trans_layer) skater.playAction("reg_nmanual", 10,1, layer=trans_layer, play_mode=0, speed=1) deck.playAction("a_fak_manual", 10,1, layer=trans_layer, play_mode=0, speed=1) trucks.playAction("a_fak_manual", 10,1, layer=trans_layer, play_mode=0, speed=1) if requestAction == 'fak_nmanual_out': actionState = 'fak_nmanual_out' own['actionTimer'] = 9 trans_playing = skater.isPlayingAction(trans_layer) skater.playAction("fak_nmanual", 10,1, layer=trans_layer, play_mode=0, speed=1) deck.playAction("a_reg_manual", 10,1, layer=trans_layer, play_mode=0, speed=1) trucks.playAction("a_reg_manual", 10,1, layer=trans_layer, play_mode=0, speed=1) if requestAction == 'reg-fak_nmanual': own['actionTimer'] = 9 actionState = 'reg-fak_nmanual' skater.playAction("reg_manual", 70,80, layer=trans_layer, play_mode=0, speed=1) deck.playAction("a_reg_manual", 70,80, layer=trans_layer, play_mode=0, speed=1) trucks.playAction("a_reg_manual", 70,80, layer=trans_layer, play_mode=0, speed=1) if requestAction == 'fak-reg_nmanual': own['actionTimer'] = 9 actionState = 'fak-reg_nmanual' skater.playAction("fak_manual", 70,80, layer=trans_layer, play_mode=0, speed=1) deck.playAction("a_fak_manual", 70,80, layer=trans_layer, play_mode=0, speed=1) trucks.playAction("a_fak_manual", 70,80, layer=trans_layer, play_mode=0, speed=1) if requestAction == 'reg-fak_manual': own['actionTimer'] = 9 actionState = 'reg-fak_manual' skater.playAction("reg_nmanual", 70,80, layer=trans_layer, play_mode=0, speed=1) deck.playAction("a_fak_manual", 70,80, layer=trans_layer, play_mode=0, speed=1) trucks.playAction("a_fak_manual", 70,80, layer=trans_layer, play_mode=0, speed=1) if requestAction == 'fak-reg_manual': own['actionTimer'] = 9 actionState = 'fak-reg_manual' skater.playAction("fak_nmanual", 70,80, layer=trans_layer, play_mode=0, speed=1) deck.playAction("a_reg_manual", 70,80, layer=trans_layer, play_mode=0, speed=1) trucks.playAction("a_reg_manual", 70,80, layer=trans_layer, play_mode=0, speed=1) if requestAction == 'reg_brfoot': actionState = 'reg_brfoot' own['actionTimer'] = 40 skater.playAction("brfoot", 1, 30, layer=trans_layer, play_mode=0, speed=.75) deck.playAction("a_brfoot", 1, 30, layer=trans_layer, play_mode=0, speed=.75) trucks.playAction("a_brfoot", 1, 30, layer=trans_layer, play_mode=0, speed=.75) if requestAction == 'fak_brfoot': actionState = 'fak_brfoot' own['actionTimer'] = 40 skater.playAction("fak_brfoot", 1, 30, layer=trans_layer, play_mode=0, speed=.75) deck.playAction("a_brfoot", 1, 30, layer=trans_layer, play_mode=0, speed=.75) trucks.playAction("a_brfoot", 1, 30, layer=trans_layer, play_mode=0, speed=.75) if requestAction == 'reg_frfoot': actionState = 'reg_frfoot' own['actionTimer'] = 40 skater.playAction("frfoot", 1, 30, layer=trans_layer, play_mode=0, speed=.75) deck.playAction("a_brfoot", 1, 30, layer=trans_layer, play_mode=0, speed=.75) trucks.playAction("a_brfoot", 1, 30, layer=trans_layer, play_mode=0, speed=.75) if requestAction == 'fak_frfoot': actionState = 'fak_frfoot' own['actionTimer'] = 40 skater.playAction("fakbfrfoot", 1, 30, layer=trans_layer, play_mode=0, speed=.75) deck.playAction("a_brfoot", 1, 30, layer=trans_layer, play_mode=0, speed=.75) trucks.playAction("a_brfoot", 1, 30, layer=trans_layer, play_mode=0, speed=.75) if requestAction == 'reg_blfoot': #print("playing blfoot broke") actionState = 'reg_blfoot' own['actionTimer'] = 40 skater.playAction("blfoot", 1, 30, layer=trans_layer, play_mode=0, speed=.75) deck.playAction("a_brfoot", 1, 30, layer=trans_layer, play_mode=0, speed=.75) trucks.playAction("a_brfoot", 1, 30, layer=trans_layer, play_mode=0, speed=.75) if requestAction == 'fak_blfoot': actionState = 'fak_blfoot' own['actionTimer'] = 40 skater.playAction("fakflfoot", 1, 30, layer=trans_layer, play_mode=0, speed=.75) deck.playAction("a_brfoot", 1, 30, layer=trans_layer, play_mode=0, speed=.75) trucks.playAction("a_brfoot", 1, 30, layer=trans_layer, play_mode=0, speed=.75) if requestAction == 'reg_flfoot': actionState = 'reg_flfoot' own['actionTimer'] = 40 skater.playAction("flfoot", 1, 30, layer=trans_layer, play_mode=0, speed=.75) deck.playAction("a_brfoot", 1, 30, layer=trans_layer, play_mode=0, speed=.75) trucks.playAction("a_brfoot", 1, 30, layer=trans_layer, play_mode=0, speed=.75) if requestAction == 'fak_flfoot': actionState = 'fak_flfoot' own['actionTimer'] = 40 skater.playAction("fak_flfoot", 1, 30, layer=trans_layer, play_mode=0, speed=.75) deck.playAction("a_brfoot", 1, 30, layer=trans_layer, play_mode=0, speed=.75) trucks.playAction("a_brfoot", 1, 30, layer=trans_layer, play_mode=0, speed=.75) if requestAction == 'reg_push' and own['actionTimer'] == 0: own['actionTimer'] = 70 actionState = 'reg_push' skater.playAction("reg_push", 1,35, layer=trans_layer, play_mode=0, speed=.5) deck.playAction("a_reg", 1,40, layer=trans_layer, play_mode=1, speed=.5) trucks.playAction("a_reg", 1,40, layer=trans_layer, play_mode=1, speed=.5) if requestAction == 'reg_push_goof' and own['actionTimer'] == 0: own['actionTimer'] = 70 actionState = 'reg_push_goof' skater.playAction("reg_push_goof", 1,35, layer=trans_layer, play_mode=0, speed=.5) deck.playAction("a_reg", 1,40, layer=trans_layer, play_mode=1, speed=.5) trucks.playAction("a_reg", 1,40, layer=trans_layer, play_mode=1, speed=.5) if requestAction == 'fak_push' and own['actionTimer'] == 0: own['actionTimer'] = 70 actionState = 'fak_push' skater.playAction("fak_push", 1,35, layer=trans_layer, play_mode=0, speed=.5) deck.playAction("a_reg", 1,40, layer=trans_layer, play_mode=1, speed=.5) trucks.playAction("a_reg", 1,40, layer=trans_layer, play_mode=1, speed=.5) if requestAction == 'fak_push_goof' and own['actionTimer'] == 0: own['actionTimer'] = 70 actionState = 'fak_push_goof' skater.playAction("fak_push_goof", 1,35, layer=trans_layer, play_mode=0, speed=.5) deck.playAction("a_reg", 1,40, layer=trans_layer, play_mode=1, speed=.5) trucks.playAction("a_reg", 1,40, layer=trans_layer, play_mode=1, speed=.5) if requestAction == 'reg_manual_revert_ccw': own['actionTimer'] = 21 own['actionState'] = 'reg_manual_revert_ccw' actionState = 'reg_manual_revert_ccw' skater.playAction("reg_manual_revert_ccw", 70,10, layer=trans_layer, priority=8, play_mode=0, speed=3) deck.playAction("a_reg_manual_revert_ccw", 70,10, layer=trans_layer, priority=1, play_mode=0, speed=3) trucks.playAction("a_reg_manual_revert_ccw", 70,10, layer=trans_layer, priority=0, play_mode=0, speed=3) if requestAction == 'fak_manual_revert_ccw': own['actionTimer'] = 21 own['actionState'] = 'fak_manual_revert_ccw' actionState = 'fak_manual_revert_ccw' skater.playAction("fak_manual_revert_ccw", 70,10, layer=trans_layer, priority=8, play_mode=0, speed=3) deck.playAction("a_fak_manual_revert_ccw", 70,10, layer=trans_layer, priority=1, play_mode=0, speed=3) trucks.playAction("a_fak_manual_revert_ccw", 70,10, layer=trans_layer, priority=0, play_mode=0, speed=3) if requestAction == 'reg_manual_revert_cw': own['actionTimer'] = 21 own['actionState'] = 'reg_manual_revert_cw' actionState = 'reg_manual_revert_cw' skater.playAction("reg_manual_revert_cw", 70,10, layer=trans_layer, priority=8, play_mode=0, speed=3) deck.playAction("a_reg_manual_revert_cw", 70,10, layer=trans_layer, priority=1, play_mode=0, speed=3) trucks.playAction("a_reg_manual_revert_cw", 70,10, layer=trans_layer, priority=0, play_mode=0, speed=3) if requestAction == 'fak_manual_revert_cw': own['actionTimer'] = 21 own['actionState'] = 'fak_manual_revert_cw' actionState = 'fak_manual_revert_cw' skater.playAction("fak_manual_revert_cw", 70,10, layer=trans_layer, priority=8, play_mode=0, speed=3) deck.playAction("a_fak_manual_revert_cw", 70,10, layer=trans_layer, priority=1, play_mode=0, speed=3) trucks.playAction("a_fak_manual_revert_cw", 70,10, layer=trans_layer, priority=0, play_mode=0, speed=3) if requestAction == 'fak_nmanual_revert_ccw': own['actionTimer'] = 21 own['actionState'] = 'fak_nmanual_revert_ccw' actionState = 'fak_nmanual_revert_ccw' skater.playAction("fak_nmanual_revert_ccw", 70,10, layer=trans_layer, priority=8, play_mode=0, speed=3) deck.playAction("a_reg_manual_revert_ccw", 70,10, layer=trans_layer, priority=1, play_mode=0, speed=3) trucks.playAction("a_reg_manual_revert_ccw", 70,10, layer=trans_layer, priority=0, play_mode=0, speed=3) if requestAction == 'fak_nmanual_revert_cw': own['actionTimer'] = 21 own['actionState'] = 'fak_nmanual_revert_cw' actionState = 'fak_nmanual_revert_cw' skater.playAction("fak_nmanual_revert_cw", 70,10, layer=trans_layer, priority=8, play_mode=0, speed=3) deck.playAction("a_reg_manual_revert_cw", 70,10, layer=trans_layer, priority=1, play_mode=0, speed=3) trucks.playAction("a_reg_manual_revert_cw", 70,10, layer=trans_layer, priority=0, play_mode=0, speed=3) if requestAction == 'reg_nmanual_revert_ccw': own['actionTimer'] = 21 own['actionState'] = 'reg_nmanual_revert_ccw' actionState = 'reg_nmanual_revert_ccw' skater.playAction("reg_nmanual_revert_ccw", 70,10, layer=trans_layer, priority=8, play_mode=0, speed=3) deck.playAction("a_fak_manual_revert_ccw", 70,10, layer=trans_layer, priority=1, play_mode=0, speed=3) trucks.playAction("a_fak_manual_revert_ccw", 70,10, layer=trans_layer, priority=0, play_mode=0, speed=3) if requestAction == 'reg_nmanual_revert_cw': own['actionTimer'] = 21 own['actionState'] = 'reg_nmanual_revert_cw' actionState = 'reg_nmanual_revert_cw' skater.playAction("reg_nmanual_revert_cw", 70,10, layer=trans_layer, priority=8, play_mode=0, speed=3) deck.playAction("a_fak_manual_revert_cw", 70,10, layer=trans_layer, priority=1, play_mode=0, speed=3) trucks.playAction("a_fak_manual_revert_cw", 70,10, layer=trans_layer, priority=0, play_mode=0, speed=3) if requestAction == 'revert1': own['actionTimer'] = 18 own['actionState'] = 'revert1' skater.playAction("revert1", 1,10, layer=trans_layer, play_mode=0, speed=.3) deck.playAction("a_revert1", 1,10, layer=trans_layer, play_mode=0, speed=.3) trucks.playAction("a_revert1", 1,10, layer=trans_layer, play_mode=0, speed=.3) if requestAction == 'fak_revert1': own['actionTimer'] = 18 own['actionState'] = 'fak_revert1' skater.playAction("fak_revert1", 1,10, layer=trans_layer, play_mode=0, speed=.3) deck.playAction("a_revert1", 1,10, layer=trans_layer, play_mode=0, speed=.3) trucks.playAction("a_revert1", 1,10, layer=trans_layer, play_mode=0, speed=.3) if requestAction == 'revert2': own['actionTimer'] = 18 own['actionState'] = 'revert2' skater.playAction("revert2", 1,10, layer=trans_layer, play_mode=0, speed=.3) deck.playAction("a_revert2", 1,10, layer=trans_layer, play_mode=0, speed=.3) trucks.playAction("a_revert2", 1,10, layer=trans_layer, play_mode=0, speed=.3) if requestAction == 'fak_revert2': own['actionTimer'] = 18 own['actionState'] = 'fak_revert2' skater.playAction("fak_revert2", 1,10, layer=trans_layer, play_mode=0, speed=.3) deck.playAction("a_revert2", 1,10, layer=trans_layer, play_mode=0, speed=.3) trucks.playAction("a_revert2", 1,10, layer=trans_layer, play_mode=0, speed=.3) if requestAction == 'revert3': own['actionTimer'] = 18 own['actionState'] = 'revert3' skater.playAction("revert1", 1,10, layer=trans_layer, play_mode=0, speed=.3) deck.playAction("a_revert1", 1,10, layer=trans_layer, play_mode=0, speed=.3) trucks.playAction("a_revert1", 1,10, layer=trans_layer, play_mode=0, speed=.3) if requestAction == 'revert4': own['actionTimer'] = 18 own['actionState'] = 'revert4' skater.playAction("revert2", 1,10, layer=trans_layer, play_mode=0, speed=.3) deck.playAction("a_revert2", 1,10, layer=trans_layer, play_mode=0, speed=.3) trucks.playAction("a_revert2", 1,10, layer=trans_layer, play_mode=0, speed=.3) if requestAction == 'reg_ollie': #print("*****reg ollie act") actionState = 'reg_ollie' own['actionState'] = 'reg_ollie' own['actionTimer'] = 28 skater.playAction("reg_ollie", flip_start_frame,20, layer=flip_layer, play_mode=0, speed=.5) deck.playAction("a_reg_ollie", flip_start_frame,20, layer=flip_layer, play_mode=0, speed=.5) trucks.playAction("t_reg_ollie", flip_start_frame,20, layer=flip_layer, play_mode=0, speed=.5) if requestAction == 'fak_ollie': actionState = 'fak_ollie' own['actionTimer'] = 28 skater.playAction("fak_ollie", flip_start_frame,20, layer=flip_layer, play_mode=0, speed=.5) deck.playAction("a_fak_ollie", flip_start_frame,20, layer=flip_layer, play_mode=0, speed=.5) trucks.playAction("t_fak_ollie", flip_start_frame,20, layer=flip_layer, play_mode=0, speed=.5) if requestAction == 'reg_nollie': actionState = 'reg_nollie' own['actionTimer'] = 38 skater.playAction("nollie", flip_start_frame,20, layer=flip_layer, play_mode=0, speed=.5) deck.playAction("a_fak_ollie", flip_start_frame,20, layer=flip_layer, play_mode=0, speed=.5) trucks.playAction("t_fak_ollie", flip_start_frame,20, layer=flip_layer, play_mode=0, speed=.5) if requestAction == 'fak_nollie': actionState = 'fak_nollie' own['actionTimer'] = 38 skater.playAction("fak_nollie", flip_start_frame,20, layer=flip_layer, play_mode=0, speed=.5) deck.playAction("a_reg_ollie", flip_start_frame,20, layer=flip_layer, play_mode=0, speed=.5) trucks.playAction("t_reg_ollie", flip_start_frame,20, layer=flip_layer, play_mode=0, speed=.5) if requestAction == 'reg_kickflip': actionState = 'reg_kickflip' own['actionTimer'] = 38 skater.playAction("reg_kickflip", flip_start_frame,20, layer=flip_layer, play_mode=0, speed=.5) deck.playAction("a_reg_kickflip", flip_start_frame,20, layer=flip_layer, play_mode=0, speed=.5) trucks.playAction("a_reg_kickflip", flip_start_frame,20, layer=flip_layer, play_mode=0, speed=.5) if requestAction == 'fak_kickflip': actionState = 'fak_kickflip' own['actionTimer'] = 38 skater.playAction("fak_kickflip", flip_start_frame,20, layer=flip_layer, play_mode=0, speed=.5) deck.playAction("a_fak_kickflip", flip_start_frame,20, layer=flip_layer, play_mode=0, speed=.5) trucks.playAction("a_fak_kickflip", flip_start_frame,20, layer=flip_layer, play_mode=0, speed=.5) if requestAction == 'reg_varial_kickflip': actionState = 'reg_varial_kickflip' own['actionTimer'] = 38 skater.playAction("reg_varialkickflip", flip_start_frame,20, layer=flip_layer, play_mode=0, speed=.5) deck.playAction("a_reg_varialkickflip", flip_start_frame,20, layer=flip_layer, play_mode=0, speed=.5) trucks.playAction("a_reg_varialkickflip", flip_start_frame,20, layer=flip_layer, play_mode=0, speed=.5) if requestAction == 'fak_varial_kickflip': actionState = 'fak_varial_kickflip' own['actionTimer'] = 38 skater.playAction("fak_varialkickflip", flip_start_frame,20, layer=flip_layer, play_mode=0, speed=.5) deck.playAction("a_fak_varialkickflip", flip_start_frame,20, layer=flip_layer, play_mode=0, speed=.5) trucks.playAction("a_fak_varialkickflip", flip_start_frame,20, layer=flip_layer, play_mode=0, speed=.5) if requestAction == 'reg_nollie_varial_kickflip': actionState = 'reg_nollie_varial_kickflip' own['actionTimer'] = 38 skater.playAction("reg_varialkickflip", flip_start_frame,20, layer=flip_layer, play_mode=0, speed=.5) deck.playAction("a_reg_varialkickflip", flip_start_frame,20, layer=flip_layer, play_mode=0, speed=.5) trucks.playAction("a_reg_varialkickflip", flip_start_frame,20, layer=flip_layer, play_mode=0, speed=.5) if requestAction == 'fak_nollie_varial_kickflip': actionState = 'fak_nollie_varial_kickflip' own['actionTimer'] = 38 skater.playAction("fak_varialkickflip", flip_start_frame,20, layer=flip_layer, play_mode=0, speed=.5) deck.playAction("a_fak_varialkickflip", flip_start_frame,20, layer=flip_layer, play_mode=0, speed=.5) trucks.playAction("a_fak_varialkickflip", flip_start_frame,20, layer=flip_layer, play_mode=0, speed=.5) if requestAction == 'reg_nollie_varial_heelflip': actionState = 'reg_nollie_varial_heelflip' own['actionTimer'] = 38 skater.playAction("reg_varialkickflip", flip_start_frame,20, layer=flip_layer, play_mode=0, speed=.5) deck.playAction("a_reg_varialkickflip", flip_start_frame,20, layer=flip_layer, play_mode=0, speed=.5) trucks.playAction("a_reg_varialkickflip", flip_start_frame,20, layer=flip_layer, play_mode=0, speed=.5) if requestAction == 'fak_nollie_varial_heelflip': actionState = 'fak_nollie_varial_heelflip' own['actionTimer'] = 38 skater.playAction("fak_varialkickflip", flip_start_frame,20, layer=flip_layer, play_mode=0, speed=.5) deck.playAction("a_fak_varialkickflip", flip_start_frame,20, layer=flip_layer, play_mode=0, speed=.5) trucks.playAction("a_fak_varialkickflip", flip_start_frame,20, layer=flip_layer, play_mode=0, speed=.5) if requestAction == 'reg_varial_heelflip': actionState = 'reg_varial_heelflip' own['actionTimer'] = 38 skater.playAction("reg_varialheelflip", flip_start_frame,20, layer=flip_layer, play_mode=0, speed=.5) deck.playAction("a_reg_varialheelflip", flip_start_frame,20, layer=flip_layer, play_mode=0, speed=.5) trucks.playAction("a_reg_varialheelflip", flip_start_frame,20, layer=flip_layer, play_mode=0, speed=.5) if requestAction == 'fak_varial_heelflip': actionState = 'fak_nollie_varial_heelflip' own['actionTimer'] = 38 skater.playAction("fak_varialheelflip", flip_start_frame,20, layer=flip_layer, play_mode=0, speed=.5) deck.playAction("a_fak_varialheelflip", flip_start_frame,20, layer=flip_layer, play_mode=0, speed=.5) trucks.playAction("a_fak_varialheelflip", flip_start_frame,20, layer=flip_layer, play_mode=0, speed=.5) if requestAction == 'reg_nollie_kickflip': actionState = 'reg_nollie_kickflip' own['actionTimer'] = 38 skater.playAction("nollie_kickflip", flip_start_frame,20, layer=flip_layer, play_mode=0, speed=.5) deck.playAction("a_fak_kickflip", flip_start_frame,20, layer=flip_layer, play_mode=0, speed=.5) trucks.playAction("a_fak_kickflip", flip_start_frame,20, layer=flip_layer, play_mode=0, speed=.5) if requestAction == 'fak_nollie_kickflip': actionState = 'fak_nollie_kickflip' own['actionTimer'] = 38 skater.playAction("fak_nollie_kickflip", flip_start_frame,20, layer=flip_layer, play_mode=0, speed=.5) deck.playAction("a_reg_kickflip", flip_start_frame,20, layer=flip_layer, play_mode=0, speed=.5) trucks.playAction("a_reg_kickflip", flip_start_frame,20, layer=flip_layer, play_mode=0, speed=.5) if requestAction == 'reg_heelflip': actionState = 'reg_heelflip' own['actionTimer'] = 38 skater.playAction("reg_heelflip", flip_start_frame,20, layer=flip_layer, play_mode=0, speed=.5) deck.playAction("a_reg_heelflip", flip_start_frame,20, layer=flip_layer, play_mode=0, speed=.5) trucks.playAction("a_reg_heelflip", flip_start_frame,20, layer=flip_layer, play_mode=0, speed=.5) if requestAction == 'fak_heelflip': actionState = 'fak_heelflip' own['actionTimer'] = 38 skater.playAction("fak_heelflip", flip_start_frame,20, layer=flip_layer, play_mode=0, speed=.5) deck.playAction("a_fak_heelflip", flip_start_frame,20, layer=flip_layer, play_mode=0, speed=.5) trucks.playAction("a_fak_heelflip", flip_start_frame,20, layer=flip_layer, play_mode=0, speed=.5) if requestAction == 'reg_nollie_heelflip': actionState = 'reg_nollie_heelflip' own['actionTimer'] = 38 skater.playAction("nollie_heelflip", flip_start_frame,20, layer=flip_layer, play_mode=0, speed=.5) deck.playAction("a_fak_heelflip", flip_start_frame,20, layer=flip_layer, play_mode=0, speed=.5) trucks.playAction("a_fak_heelflip", flip_start_frame,20, layer=flip_layer, play_mode=0, speed=.5) if requestAction == 'fak_nollie_heelflip': actionState = 'fak_nollie_heelflip' own['actionTimer'] = 38 skater.playAction("fak_nollie_heelflip", flip_start_frame,20, layer=flip_layer, play_mode=0, speed=.5) deck.playAction("a_reg_heelflip", flip_start_frame,20, layer=flip_layer, play_mode=0, speed=.5) trucks.playAction("a_reg_heelflip", flip_start_frame,20, layer=flip_layer, play_mode=0, speed=.5) if requestAction == 'reg_shuvit': actionState = 'reg_shuvit' own['actionTimer'] = 38 skater.playAction("reg_shuvit", flip_start_frame,20, layer=flip_layer, play_mode=0, speed=.5) deck.playAction("a_reg_shuvit", flip_start_frame,20, layer=flip_layer, play_mode=0, speed=.5) trucks.playAction("a_reg_shuvit", flip_start_frame,20, layer=flip_layer, play_mode=0, speed=.5) if requestAction == 'fak_shuvit': actionState = 'fak_shuvit' own['actionTimer'] = 38 skater.playAction("fak_fsshuvit", flip_start_frame,20, layer=flip_layer, play_mode=0, speed=.5) deck.playAction("a_fak_fsshuvit", flip_start_frame,20, layer=flip_layer, play_mode=0, speed=.5) trucks.playAction("a_fak_fsshuvit", flip_start_frame,20, layer=flip_layer, play_mode=0, speed=.5) if requestAction == 'reg_shuvit360': actionState = 'reg_shuvit360' own['actionTimer'] = 38 skater.playAction("reg_360shuvit", flip_start_frame,20, layer=flip_layer, play_mode=0, speed=.5) deck.playAction("a_reg_360shuvit", flip_start_frame,20, layer=flip_layer, play_mode=0, speed=.5) trucks.playAction("a_reg_360shuvit", flip_start_frame,20, layer=flip_layer, play_mode=0, speed=.5) if requestAction == 'fak_shuvit360': actionState = 'fak_shuvit360' own['actionTimer'] = 38 skater.playAction("fak_360fsshuvit", flip_start_frame,20, layer=flip_layer, play_mode=0, speed=.5) deck.playAction("a_fak_360fsshuvit", flip_start_frame,20, layer=flip_layer, play_mode=0, speed=.5) trucks.playAction("a_fak_360fsshuvit", flip_start_frame,20, layer=flip_layer, play_mode=0, speed=.5) if requestAction == 'reg_fsshuvit360': actionState = 'reg_fsshuvit360' own['actionTimer'] = 38 skater.playAction("reg_360fsshuvit", flip_start_frame,20, layer=flip_layer, play_mode=0, speed=.5) deck.playAction("a_reg_360fsshuvit", flip_start_frame,20, layer=flip_layer, play_mode=0, speed=.5) trucks.playAction("a_reg_360fsshuvit", flip_start_frame,20, layer=flip_layer, play_mode=0, speed=.5) if requestAction == 'fak_fsshuvit360': actionState = 'fak_fsshuvit360' own['actionTimer'] = 38 skater.playAction("fak_360shuvit", flip_start_frame,20, layer=flip_layer, play_mode=0, speed=.5) deck.playAction("a_fak_360shuvit", flip_start_frame,20, layer=flip_layer, play_mode=0, speed=.5) trucks.playAction("a_fak_360shuvit", flip_start_frame,20, layer=flip_layer, play_mode=0, speed=.5) if requestAction == 'reg_nollie_shuvit': actionState = 'reg_nollie_shuvit' own['actionTimer'] = 38 skater.playAction("nollie_shuvit", flip_start_frame,20, layer=flip_layer, play_mode=0, speed=.5) deck.playAction("a_fak_shuvit", flip_start_frame,20, layer=flip_layer, play_mode=0, speed=.5) trucks.playAction("a_fak_shuvit", flip_start_frame,20, layer=flip_layer, play_mode=0, speed=.5) if requestAction == 'fak_nollie_shuvit': actionState = 'fak_nollie_shuvit' own['actionTimer'] = 38 skater.playAction("fak_nollie_shuvit", flip_start_frame,20, layer=flip_layer, play_mode=0, speed=.5) deck.playAction("a_reg_fsshuvit", flip_start_frame,20, layer=flip_layer, play_mode=0, speed=.5) trucks.playAction("a_reg_fsshuvit", flip_start_frame,20, layer=flip_layer, play_mode=0, speed=.5) if requestAction == 'reg_fsshuvit': actionState = 'reg_fsshuvit' own['actionTimer'] = 38 skater.playAction("reg_fsshuvit", flip_start_frame,20, layer=flip_layer, play_mode=0, speed=.5) deck.playAction("a_reg_fsshuvit", flip_start_frame,20, layer=flip_layer, play_mode=0, speed=.5) trucks.playAction("a_reg_fsshuvit", flip_start_frame,20, layer=flip_layer, play_mode=0, speed=.5) if requestAction == 'fak_fsshuvit': actionState = 'fak_fsshuvit' own['actionTimer'] = 38 skater.playAction("fak_shuvit", flip_start_frame,20, layer=flip_layer, play_mode=0, speed=.5) deck.playAction("a_fak_shuvit", flip_start_frame,20, layer=flip_layer, play_mode=0, speed=.5) trucks.playAction("a_fak_shuvit", flip_start_frame,20, layer=flip_layer, play_mode=0, speed=.5) # if requestAction == 'reg_nollie_fsshuvit': actionState = 'reg_nollie_fsshuvit' own['actionTimer'] = 38 skater.playAction("nollie_fsshuvit", flip_start_frame,20, layer=flip_layer, play_mode=0, speed=.5) deck.playAction("a_fak_fsshuvit", flip_start_frame,20, layer=flip_layer, play_mode=0, speed=.5) trucks.playAction("a_fak_fsshuvit", flip_start_frame,20, layer=flip_layer, play_mode=0, speed=.5) # if requestAction == 'fak_nollie_fsshuvit': actionState = 'fak_nollie_fsshuvit' own['actionTimer'] = 38 skater.playAction("fak_nollie_fsshuvit", flip_start_frame,20, layer=flip_layer, play_mode=0, speed=.5) deck.playAction("a_reg_shuvit", flip_start_frame,20, layer=flip_layer, play_mode=0, speed=.5) trucks.playAction("a_reg_shuvit", flip_start_frame,20, layer=flip_layer, play_mode=0, speed=.5) if requestAction == 'reg_nollie_fsshuvit_360': actionState = 'reg_nollie_fsshuvit_360' own['actionTimer'] = 38 skater.playAction("nollie_fsshuvit", flip_start_frame,20, layer=flip_layer, play_mode=0, speed=.5) deck.playAction("a_fak_360shuvit", flip_start_frame,20, layer=flip_layer, play_mode=0, speed=.5) trucks.playAction("a_fak_360shuvit", flip_start_frame,20, layer=flip_layer, play_mode=0, speed=.5) if requestAction == 'fak_nollie_fsshuvit_360': actionState = 'fak_nollie_fsshuvit_360' own['actionTimer'] = 38 skater.playAction("fak_nollie_fsshuvit", flip_start_frame,20, layer=flip_layer, play_mode=0, speed=.5) deck.playAction("a_reg_360fsshuvit", flip_start_frame,20, layer=flip_layer, play_mode=0, speed=.5) trucks.playAction("a_reg_360fsshuvit", flip_start_frame,20, layer=flip_layer, play_mode=0, speed=.5) if requestAction == 'reg_nollie_shuvit360': actionState = 'reg_nollie_shuvit360' own['actionTimer'] = 38 skater.playAction("nollie_fsshuvit", flip_start_frame,20, layer=flip_layer, play_mode=0, speed=.5) deck.playAction("a_fak_360fsshuvit", flip_start_frame,20, layer=flip_layer, play_mode=0, speed=.5) trucks.playAction("a_fak_360fsshuvit", flip_start_frame,20, layer=flip_layer, play_mode=0, speed=.5) if requestAction == 'fak_nollie_shuvit360': actionState = 'fak_nollie_shuvit360' own['actionTimer'] = 38 skater.playAction("fak_nollie_fsshuvit", flip_start_frame,20, layer=flip_layer, play_mode=0, speed=.5) deck.playAction("a_reg_360shuvit", flip_start_frame,20, layer=flip_layer, play_mode=0, speed=.5) trucks.playAction("a_reg_360shuvit", flip_start_frame,20, layer=flip_layer, play_mode=0, speed=.5) if requestAction == 'reg_inward_heelflip': actionState = 'reg_inward_heelflip' own['actionTimer'] = 38 skater.playAction("reg_inward_heelflip", flip_start_frame,20, layer=flip_layer, play_mode=0, speed=.5) deck.playAction("a_reg_inward_heelflip", flip_start_frame,20, layer=flip_layer, play_mode=0, speed=.5) trucks.playAction("a_reg_inward_heelflip", flip_start_frame,20, layer=flip_layer, play_mode=0, speed=.5) if requestAction == 'fak_inward_heelflip': actionState = 'fak_inward_heelflip' own['actionTimer'] = 38 skater.playAction("fak_inward_heelflip", flip_start_frame,20, layer=flip_layer, play_mode=0, speed=.5) deck.playAction("a_fak_inward_heelflip", flip_start_frame,20, layer=flip_layer, play_mode=0, speed=.5) trucks.playAction("a_fak_inward_heelflip", flip_start_frame,20, layer=flip_layer, play_mode=0, speed=.5) if requestAction == 'reg_hardflip': actionState = 'reg_hardflip' own['actionTimer'] = 38 skater.playAction("reg_hardflip", flip_start_frame,20, layer=flip_layer, play_mode=0, speed=.5) deck.playAction("a_reg_hardflip.001", flip_start_frame,20, layer=flip_layer, play_mode=0, speed=.5) trucks.playAction("a_reg_hardflip.001", flip_start_frame,20, layer=flip_layer, play_mode=0, speed=.5) if requestAction == 'fak_hardflip': actionState = 'fak_hardflip' own['actionTimer'] = 38 skater.playAction("fak_hardflip", flip_start_frame,20, layer=flip_layer, play_mode=0, speed=.5) deck.playAction("a_fak_hardflip.001", flip_start_frame,20, layer=flip_layer, play_mode=0, speed=.5) trucks.playAction("a_fak_hardflip.001", flip_start_frame,20, layer=flip_layer, play_mode=0, speed=.5) if requestAction == 'reg_nollie_inward_heelflip': actionState = 'reg_nollie_inward_heelflip' own['actionTimer'] = 38 skater.playAction("reg_nollie_inward_heelflip", flip_start_frame,20, layer=flip_layer, play_mode=0, speed=.5) deck.playAction("a_fak_inward_heelflip", flip_start_frame,20, layer=flip_layer, play_mode=0, speed=.5) trucks.playAction("a_fak_inward_heelflip", flip_start_frame,20, layer=flip_layer, play_mode=0, speed=.5) if requestAction == 'fak_nollie_inward_heelflip': actionState = 'fak_nollie_inward_heelflip' own['actionTimer'] = 38 skater.playAction("fak_nollie_inward_heelflip", flip_start_frame,20, layer=flip_layer, play_mode=0, speed=.5) deck.playAction("a_reg_inward_heelflip", flip_start_frame,20, layer=flip_layer, play_mode=0, speed=.5) trucks.playAction("a_reg_inward_heelflip", flip_start_frame,20, layer=flip_layer, play_mode=0, speed=.5) if requestAction == 'reg_nollie_hardflip': actionState = 'reg_nollie_hardflip' own['actionTimer'] = 38 skater.playAction("reg_hardflip", flip_start_frame,20, layer=flip_layer, play_mode=0, speed=.5) deck.playAction("a_fak_hardflip", flip_start_frame,20, layer=flip_layer, play_mode=0, speed=.5) trucks.playAction("a_fak_hardflip", flip_start_frame,20, layer=flip_layer, play_mode=0, speed=.5) if requestAction == 'fak_nollie_hardflip': actionState = 'fak_nollie_hardflip' own['actionTimer'] = 38 skater.playAction("fak_nollie_hardflip", flip_start_frame,20, layer=flip_layer, play_mode=0, speed=.5) deck.playAction("a_reg_hardflip.001", flip_start_frame,20, layer=flip_layer, play_mode=0, speed=.5) trucks.playAction("a_reg_hardflip.001", flip_start_frame,20, layer=flip_layer, play_mode=0, speed=.5) #reg_jump if requestAction == 'reg_jump': actionState = 'reg_jump' own['actionTimer'] = 19 skater.playAction("reg_jump", 1,10, layer=trans_layer, play_mode=0, speed=.5) deck.playAction("a_reg_jump2", 1,10, layer=trans_layer, play_mode=0, speed=.5) trucks.playAction("a_reg_jump2", 1,10, layer=trans_layer, play_mode=0, speed=.5) #fak_jump if requestAction == 'fak_jump': actionState = 'fak_jump' own['actionTimer'] = 19 skater.playAction("fak_jump", 1,10, layer=trans_layer, play_mode=0, speed=.5) trucks.playAction("a_fak_jump", 1,10, layer=trans_layer, play_mode=0, speed=.5) deck.playAction("a_fak_jump", 1,10, layer=trans_layer, play_mode=0, speed=.5) #reg_onboard if requestAction == 'reg_onboard': actionState = 'reg_onboard' skater.stopAction(loop_layer) deck.stopAction(loop_layer) trucks.stopAction(loop_layer) skater.stopAction(trans_layer) deck.stopAction(trans_layer) trucks.stopAction(trans_layer) own['actionTimer'] = 40 skater.playAction("reg_noffboard", 10,1, layer=trans_layer, play_mode=0, speed=.5) deck.playAction("a_reg_noffboard", 10,1, layer=trans_layer, play_mode=0, speed=.5) trucks.playAction("a_reg_noffboard", 10,1, layer=trans_layer, play_mode=0, speed=.5) if requestAction == 'fak_onboard': actionState = 'fak_onboard' skater.stopAction(loop_layer) deck.stopAction(loop_layer) trucks.stopAction(loop_layer) skater.stopAction(trans_layer) deck.stopAction(trans_layer) trucks.stopAction(trans_layer) own['actionTimer'] = 40 skater.playAction("fak_noffboard", 10,1, layer=trans_layer, play_mode=0, speed=.5) deck.playAction("a_fak_noffboard", 10,1, layer=trans_layer, play_mode=0, speed=.5) trucks.playAction("a_fak_noffboard", 10,1, layer=trans_layer, play_mode=0, speed=.5) if requestAction == 'reg_offboard' and l_actionState != 'reg_offboard': actionState = 'reg_offboard' own['actionTimer'] = 60 skater.playAction("reg_noffboard", 1,30, layer=trans_layer, play_mode=0, speed=.5) deck.playAction("a_reg_noffboard", 1,30, layer=trans_layer, play_mode=0, speed=.5) trucks.playAction("a_reg_noffboard", 1,30, layer=trans_layer, play_mode=0, speed=.5) if requestAction == 'fak_offboard' and l_actionState != 'fak_offboard': actionState = 'fak_offboard' own['actionTimer'] = 60 skater.playAction("fak_noffboard", 1,30, layer=trans_layer, play_mode=0, speed=.5) deck.playAction("a_fak_noffboard", 1,30, layer=trans_layer, play_mode=0, speed=.5) trucks.playAction("a_fak_noffboard", 1,30, layer=trans_layer, play_mode=0, speed=.5) if requestAction == 'reg_powerslide_out': actionState = 'reg_powerslide_out' own['actionTimer'] = 40 skater.playAction("nreg_powerslide2", 20,0, layer=trans_layer, play_mode=0, speed=1.5) deck.playAction("a_reg_powerslide2_d", 20,0, layer=trans_layer, play_mode=0, speed=1.5) trucks.playAction("a_reg_powerslide2_t", 20,0, layer=trans_layer, play_mode=0, speed=1.5) if requestAction == 'fak_powerslide_out': actionState = 'fak_powerslide_out' own['actionTimer'] = 40 skater.playAction("nfak_powerslide2", 20,0, layer=trans_layer, play_mode=0, speed=1.5) deck.playAction("a_fak_powerslide2_d", 20,0, layer=trans_layer, play_mode=0, speed=1.5) trucks.playAction("a_fak_powerslide2_t", 20,0, layer=trans_layer, play_mode=0, speed=1.5) if requestAction == 'reg_fs_powerslide_out': actionState = 'reg_fs_powerslide_out' own['actionTimer'] = 40 skater.playAction("nreg_powerslide", 20,0, layer=trans_layer, play_mode=0, speed=1.5) deck.playAction("a_reg_powerslide", 20,0, layer=trans_layer, play_mode=0, speed=1.5) trucks.playAction("a_reg_powerslide", 20,0, layer=trans_layer, play_mode=0, speed=1.5) if requestAction == 'fak_fs_powerslide_out': actionState = 'fak_fs_powerslide_out' own['actionTimer'] = 40 skater.playAction("nfak_powerslide", 20,0, layer=trans_layer, play_mode=0, speed=1.5) deck.playAction("a_fak_powerslide_d", 20,0, layer=trans_layer, play_mode=0, speed=1.5) trucks.playAction("a_fak_powerslide_t", 20,0, layer=trans_layer, play_mode=0, speed=1.5) if requestAction == 'fak-reg_5050': actionState = 'fak-reg_5050' own['actionTimer'] = 10 skater.playAction("reg_5050", 40,30, layer=trans_layer, play_mode=0, speed=1) deck.playAction("a_reg", 20,0, layer=trans_layer, play_mode=0, speed=1) trucks.playAction("a_reg", 20,0, layer=trans_layer, play_mode=0, speed=1) if requestAction == 'reg-fak_5050': actionState = 'fak-reg_5050' own['actionTimer'] = 10 skater.playAction("reg_5050", 30,40, layer=trans_layer, play_mode=0, speed=1) deck.playAction("a_reg", 20,0, layer=trans_layer, play_mode=0, speed=1) trucks.playAction("a_reg", 20,0, layer=trans_layer, play_mode=0, speed=1) if requestAction == 'fak-reg_roll': actionState = 'fak-reg_roll' own['actionTimer'] = 10 skater.playAction("nreg", 70,60, layer=trans_layer, play_mode=0, speed=1) deck.playAction("a_reg", 10,0, layer=trans_layer, play_mode=0, speed=1) trucks.playAction("a_reg", 10,0, layer=trans_layer, play_mode=0, speed=1) if requestAction == 'reg-fak_roll': actionState = 'fak-reg_roll' own['actionTimer'] = 10 skater.playAction("nreg", 60,70, layer=trans_layer, play_mode=0, speed=1) deck.playAction("a_reg", 10,0, layer=trans_layer, play_mode=0, speed=1) trucks.playAction("a_reg", 10,0, layer=trans_layer, play_mode=0, speed=1) if requestAction == 'reg_hippy': actionState = 'reg_hippy' own['actionTimer'] = 60 skater.playAction("reg_hippy", 10,40, layer=trans_layer, play_mode=0, speed=.5) deck.playAction("a_reg", 30,0, layer=trans_layer, play_mode=0, speed=1) trucks.playAction("a_reg", 30,0, layer=trans_layer, play_mode=0, speed=1) if requestAction == 'fak_hippy': actionState = 'fak_hippy' own['actionTimer'] = 60 skater.playAction("fak_hippy", 10,40, layer=trans_layer, play_mode=0, speed=.5) deck.playAction("a_reg", 30,0, layer=trans_layer, play_mode=0, speed=1) trucks.playAction("a_reg", 30,0, layer=trans_layer, play_mode=0, speed=1) if requestAction == 'reg_hippy_ncw': actionState = 'reg_hippy_ncw' own['actionTimer'] = 60 skater.playAction("reg_hippy_ncw", 10,40, layer=trans_layer, play_mode=0, speed=.5) deck.playAction("a_reg", 30,0, layer=trans_layer, play_mode=0, speed=1) trucks.playAction("a_reg", 30,0, layer=trans_layer, play_mode=0, speed=1) if requestAction == 'reg_hippy_nccw': actionState = 'reg_hippy_nccw' own['actionTimer'] = 60 skater.playAction("reg_hippy_nccw", 10,40, layer=trans_layer, play_mode=0, speed=.5) deck.playAction("a_reg", 30,0, layer=trans_layer, play_mode=0, speed=1) trucks.playAction("a_reg", 30,0, layer=trans_layer, play_mode=0, speed=1) if requestAction == 'fak_hippy_ncw': actionState = 'fak_hippy_ncw' own['actionTimer'] = 60 skater.playAction("fak_hippy_ncw", 10,40, layer=trans_layer, play_mode=0, speed=.5) deck.playAction("a_reg", 30,0, layer=trans_layer, play_mode=0, speed=1) trucks.playAction("a_reg", 30,0, layer=trans_layer, play_mode=0, speed=1) if requestAction == 'fak_hippy_nccw': actionState = 'fak_hippy_nccw' own['actionTimer'] = 60 skater.playAction("fak_hippy_nccw", 10,40, layer=trans_layer, play_mode=0, speed=.5) deck.playAction("a_reg", 30,0, layer=trans_layer, play_mode=0, speed=1) trucks.playAction("a_reg", 30,0, layer=trans_layer, play_mode=0, speed=1) if requestAction == 'reg_air-roll': actionState = 'reg_air-roll' own['actionTimer'] = 10 skater.playAction("reg_air", 30,40, layer=trans_layer, play_mode=0, speed=.5) deck.playAction("a_reg", 30,40, layer=trans_layer, play_mode=1, speed=.5) trucks.playAction("a_reg", 30,40, layer=trans_layer, play_mode=1, speed=.5) if requestAction == 'fak_air-roll': actionState = 'fak_air-roll' own['actionTimer'] = 10 skater.playAction("fak_air", 30,40, layer=trans_layer, play_mode=0, speed=.5) deck.playAction("a_reg", 30,40, layer=trans_layer, play_mode=0, speed=.5) trucks.playAction("a_reg", 30,40, layer=trans_layer, play_mode=0, speed=.5) if requestAction == 'reg_5050-roll': actionState = 'reg_5050-roll' own['actionTimer'] = 10 skater.playAction("reg_air", 30,40, layer=trans_layer, play_mode=0, speed=.5) deck.playAction("a_reg", 30,40, layer=trans_layer, play_mode=1, speed=.5) trucks.playAction("a_reg", 30,40, layer=trans_layer, play_mode=1, speed=.5) if requestAction == 'fak_5050-roll': actionState = 'fak_5050-roll' own['actionTimer'] = 10 skater.playAction("fak_air", 30,40, layer=trans_layer, play_mode=0, speed=.5) deck.playAction("a_reg", 30,40, layer=trans_layer, play_mode=0, speed=.5) trucks.playAction("a_reg", 30,40, layer=trans_layer, play_mode=0, speed=.5) if requestAction == 'reg_back_invert_out': own['actionTimer'] = 30 actionState = 'reg_back_invert_out' skater.playAction("reg_back_invert_in2", 30,1, layer=trans_layer, play_mode=0, speed=1) deck.playAction("a_reg_back_invert_in2", 30,1, layer=trans_layer, play_mode=0, speed=1) trucks.playAction("a_reg_back_invert_in2", 30,1, layer=trans_layer, play_mode=0, speed=1) if requestAction == 'fak_fr_invert_out': own['actionTimer'] = 30 actionState = 'fak_fr_invert_out' skater.playAction("fak_fr_invert", 30,1, layer=trans_layer, play_mode=0, speed=1) deck.playAction("a_fak_fr_invert", 30,1, layer=trans_layer, play_mode=0, speed=1) trucks.playAction("a_fak_fr_invert", 30,1, layer=trans_layer, play_mode=0, speed=1) if requestAction == 'reg_throw': own['actionTimer'] = 40 actionState = 'reg_throw' skater.playAction("reg_throw", 10,30, layer=throw_layer, priority=0, play_mode=0, speed=.5) if requestAction == 'fak_throw': own['actionTimer'] = 40 actionState = 'fak_throw' skater.playAction("fak_throw", 10,30, layer=throw_layer, priority=0, play_mode=0, speed=.5) if requestAction == 'reg_fall1': own['actionTimer'] = 50 actionState = 'reg_fall1' skater.playAction("reg_fall1", 1,50, layer=trans_layer, priority=0, play_mode=0, speed=1) if requestAction == 'reg_air_tail to manual': own['actionTimer'] = 20 actionState = 'reg_air_tail to manual' skater.playAction("reg_manual", 90,110, layer=trans_layer, play_mode=0, speed=1) deck.playAction("a_reg_manual", 90,110, layer=trans_layer, play_mode=0, speed=1) trucks.playAction("a_reg_manual", 90,110, layer=trans_layer, play_mode=0, speed=1) if l_requestAction == 'fak_air_tail to manual': own['actionTimer'] = 20 actionState = 'fak_air_tail to manual' skater.playAction("fak_manual", 90,110, layer=trans_layer, play_mode=0, speed=1) deck.playAction("a_fak_manual", 90,110, layer=trans_layer, play_mode=0, speed=1) trucks.playAction("a_fak_manual", 90,110, layer=trans_layer, play_mode=0, speed=1) if requestAction == 'reg_air_nose to nmanual': own['actionTimer'] = 20 actionState = 'reg_air_nose to nmanual' skater.playAction("reg_nmanual", 90,110, layer=trans_layer, play_mode=0, speed=1) deck.playAction("a_fak_manual", 90,110, layer=trans_layer, play_mode=0, speed=1) trucks.playAction("a_fak_manual", 90,110, layer=trans_layer, play_mode=0, speed=1) if l_requestAction == 'fak_air_nose to nmanual': own['actionTimer'] = 20 actionState = 'fak_air_nose to nmanual' skater.playAction("fak_nmanual", 90,110, layer=trans_layer, play_mode=0, speed=1) deck.playAction("a_reg_manual", 90,110, layer=trans_layer, play_mode=0, speed=1) trucks.playAction("a_reg_manual", 90,110, layer=trans_layer, play_mode=0, speed=1) if requestAction == 'reg_sit_out': own['actionTimer'] = 28 actionState = 'reg_sit_out' own['actionState'] = 'reg_sit_out' skater.playAction("reg_sit", 65, 30, layer=trans_layer, play_mode=0, speed=1) deck.playAction("a_reg_sit", 65,30, layer=trans_layer, play_mode=0, speed=1) trucks.playAction("a_reg_sit", 65,30, layer=trans_layer, play_mode=0, speed=1) if requestAction == 'fak_sit_out': own['actionTimer'] = 28 own['actionState'] = 'fak_sit_out' actionState = 'fak_sit_out' skater.playAction("fak_sit", 65, 30, layer=trans_layer, play_mode=0, speed=1) deck.playAction("a_fak_sit", 65,30, layer=trans_layer, play_mode=0, speed=1) trucks.playAction("a_fak_sit", 65,30, layer=trans_layer, play_mode=0, speed=1) if requestAction == 'reg_ollie_north_out': actionState = 'reg_ollie_north_out' own['actionState'] = 'reg_ollie_north_out' own['actionTimer'] = 7 trans_playing = skater.isPlayingAction(trans_layer) if trans_playing: cur_frame = skater.getActionFrame(trans_layer) if trans_playing and cur_frame > 1: skater.playAction("reg_ollie_north", cur_frame,1, layer=trans_layer, play_mode=0, speed=1.5) deck.playAction("a_reg", cur_frame,1, layer=trans_layer, play_mode=0, speed=1.5) trucks.playAction("a_reg", cur_frame,1, layer=trans_layer, play_mode=0, speed=1.5) own['actionTimer'] = cur_frame else: skater.playAction("reg_ollie_north", 10,1, layer=trans_layer, play_mode=0, speed=1.5) deck.playAction("a_reg", 10,1, layer=trans_layer, play_mode=0, speed=1.5) trucks.playAction("a_reg", 10,1, layer=trans_layer, play_mode=0, speed=1.5) if requestAction == 'reg_ollie_south_out': actionState = 'reg_ollie_south_out' own['actionState'] = 'reg_ollie_south_out' own['actionTimer'] = 7 trans_playing = skater.isPlayingAction(trans_layer) if trans_playing: cur_frame = skater.getActionFrame(trans_layer) if trans_playing and cur_frame > 1: skater.playAction("reg_ollie_south", cur_frame,1, layer=trans_layer, play_mode=0, speed=1.5) deck.playAction("a_reg", cur_frame,1, layer=trans_layer, play_mode=0, speed=1.5) trucks.playAction("a_reg", cur_frame,1, layer=trans_layer, play_mode=0, speed=1.5) own['actionTimer'] = cur_frame else: skater.playAction("reg_ollie_south", 10,1, layer=trans_layer, play_mode=0, speed=1.5) deck.playAction("a_reg", 10,1, layer=trans_layer, play_mode=0, speed=1.5) trucks.playAction("a_reg", 10,1, layer=trans_layer, play_mode=0, speed=1.5) if requestAction == 'fak_ollie_north_out': actionState = 'fak_ollie_north_out' own['actionState'] = 'fak_ollie_north_out' own['actionTimer'] = 7 trans_playing = skater.isPlayingAction(trans_layer) if trans_playing: cur_frame = skater.getActionFrame(trans_layer) if trans_playing and cur_frame > 1: skater.playAction("fak_ollie_north", cur_frame,1, layer=trans_layer, play_mode=0, speed=1.5) deck.playAction("a_reg", cur_frame,1, layer=trans_layer, play_mode=0, speed=1.5) trucks.playAction("a_reg", cur_frame,1, layer=trans_layer, play_mode=0, speed=1.5) own['actionTimer'] = cur_frame else: skater.playAction("fak_ollie_north", 10,1, layer=trans_layer, play_mode=0, speed=1.5) deck.playAction("a_reg", 10,1, layer=trans_layer, play_mode=0, speed=1.5) trucks.playAction("a_reg", 10,1, layer=trans_layer, play_mode=0, speed=1.5) if requestAction == 'fak_ollie_south_out': actionState = 'fak_ollie_south_out' own['actionState'] = 'fak_ollie_south_out' own['actionTimer'] = 7 trans_playing = skater.isPlayingAction(trans_layer) if trans_playing: cur_frame = skater.getActionFrame(trans_layer) if trans_playing and cur_frame > 1: skater.playAction("fak_ollie_south", cur_frame,1, layer=trans_layer, play_mode=0, speed=1.5) deck.playAction("a_reg", cur_frame,1, layer=trans_layer, play_mode=0, speed=1.5) trucks.playAction("a_reg", cur_frame,1, layer=trans_layer, play_mode=0, speed=1.5) own['actionTimer'] = cur_frame else: skater.playAction("fak_ollie_south", 10,1, layer=trans_layer, play_mode=0, speed=1.5) deck.playAction("a_reg", 10,1, layer=trans_layer, play_mode=0, speed=1.5) trucks.playAction("a_reg", 10,1, layer=trans_layer, play_mode=0, speed=1.5) if requestAction == 'frontside_grab_out': actionState = 'frontside_grab_out' own['actionState'] = 'frontside_grab_out' own['actionTimer'] = 7 trans_playing = skater.isPlayingAction(trans_layer) if trans_playing: cur_frame = skater.getActionFrame(trans_layer) if trans_playing and cur_frame > 1: skater.playAction("reg_fg", cur_frame,1, layer=trans_layer, play_mode=0, speed=1.5) deck.playAction("a_reg", cur_frame,1, layer=trans_layer, play_mode=0, speed=1.5) trucks.playAction("a_reg", cur_frame,1, layer=trans_layer, play_mode=0, speed=1.5) own['actionTimer'] = cur_frame else: skater.playAction("reg_fg", 10,1, layer=trans_layer, play_mode=0, speed=1.5) deck.playAction("a_reg", 10,1, layer=trans_layer, play_mode=0, speed=1.5) trucks.playAction("a_reg", 10,1, layer=trans_layer, play_mode=0, speed=1.5) if requestAction == 'backside_grab_out': actionState = 'backside_grab_out' own['actionState'] = 'backside_grab_out' own['actionTimer'] = 7 trans_playing = skater.isPlayingAction(trans_layer) if trans_playing: cur_frame = skater.getActionFrame(trans_layer) if trans_playing and cur_frame > 1: skater.playAction("reg_bsg2", cur_frame,1, layer=trans_layer, play_mode=0, speed=1.5) deck.playAction("a_reg", cur_frame,1, layer=trans_layer, play_mode=0, speed=1.5) trucks.playAction("a_reg", cur_frame,1, layer=trans_layer, play_mode=0, speed=1.5) own['actionTimer'] = cur_frame else: skater.playAction("reg_bsg2", 10,1, layer=trans_layer, play_mode=0, speed=1.5) deck.playAction("a_reg", 10,1, layer=trans_layer, play_mode=0, speed=1.5) trucks.playAction("a_reg", 10,1, layer=trans_layer, play_mode=0, speed=1.5) if requestAction == 'fak_frontside_grab_out': actionState = 'fak_frontside_grab_out' own['actionState'] = 'fak_frontside_grab_out' own['actionTimer'] = 7 trans_playing = skater.isPlayingAction(trans_layer) if trans_playing: cur_frame = skater.getActionFrame(trans_layer) if trans_playing and cur_frame > 1: skater.playAction("fak_fg", cur_frame,1, layer=trans_layer, play_mode=0, speed=1.5) deck.playAction("a_reg", cur_frame,1, layer=trans_layer, play_mode=0, speed=1.5) trucks.playAction("a_reg", cur_frame,1, layer=trans_layer, play_mode=0, speed=1.5) own['actionTimer'] = cur_frame else: skater.playAction("fak_fg", 10,1, layer=trans_layer, play_mode=0, speed=1.5) deck.playAction("a_reg", 10,1, layer=trans_layer, play_mode=0, speed=1.5) trucks.playAction("a_reg", 10,1, layer=trans_layer, play_mode=0, speed=1.5) if requestAction == 'fak_backside_grab_out': actionState = 'fak_backside_grab_out' own['actionState'] = 'fak_backside_grab_out' own['actionTimer'] = 7 trans_playing = skater.isPlayingAction(trans_layer) if trans_playing: cur_frame = skater.getActionFrame(trans_layer) if trans_playing and cur_frame > 1: skater.playAction("fak_bg", cur_frame,1, layer=trans_layer, play_mode=0, speed=1.5) deck.playAction("a_reg", cur_frame,1, layer=trans_layer, play_mode=0, speed=1.5) trucks.playAction("a_reg", cur_frame,1, layer=trans_layer, play_mode=0, speed=1.5) own['actionTimer'] = cur_frame else: skater.playAction("fak_bg", 10,1, layer=trans_layer, play_mode=0, speed=1.5) deck.playAction("a_reg", 10,1, layer=trans_layer, play_mode=0, speed=1.5) trucks.playAction("a_reg", 10,1, layer=trans_layer, play_mode=0, speed=1.5) if requestAction == 'frontside_nose_grab_out': actionState = 'frontside_nose_grab_out' own['actionState'] = 'frontside_nose_grab_out' own['actionTimer'] = 7 trans_playing = skater.isPlayingAction(trans_layer) if trans_playing: cur_frame = skater.getActionFrame(trans_layer) if trans_playing and cur_frame > 1: skater.playAction("frontside_nose_grab", cur_frame,1, layer=trans_layer, play_mode=0, speed=1.5) deck.playAction("a_reg", cur_frame,1, layer=trans_layer, play_mode=0, speed=1.5) trucks.playAction("a_reg", cur_frame,1, layer=trans_layer, play_mode=0, speed=1.5) own['actionTimer'] = cur_frame else: skater.playAction("frontside_nose_grab", 10,1, layer=trans_layer, play_mode=0, speed=1.5) deck.playAction("a_reg", 10,1, layer=trans_layer, play_mode=0, speed=1.5) trucks.playAction("a_reg", 10,1, layer=trans_layer, play_mode=0, speed=1.5) if requestAction == 'backside_nose_grab_out': actionState = 'backside_nose_grab_out' own['actionState'] = 'backside_nose_grab_out' own['actionTimer'] = 7 trans_playing = skater.isPlayingAction(trans_layer) if trans_playing: cur_frame = skater.getActionFrame(trans_layer) if trans_playing and cur_frame > 1: skater.playAction("backside_nose_grab", cur_frame,1, layer=trans_layer, play_mode=0, speed=1.5) deck.playAction("a_reg", cur_frame,1, layer=trans_layer, play_mode=0, speed=1.5) trucks.playAction("a_reg", cur_frame,1, layer=trans_layer, play_mode=0, speed=1.5) own['actionTimer'] = cur_frame else: skater.playAction("backside_nose_grab", 10,1, layer=trans_layer, play_mode=0, speed=1.5) deck.playAction("a_reg", 10,1, layer=trans_layer, play_mode=0, speed=1.5) trucks.playAction("a_reg", 10,1, layer=trans_layer, play_mode=0, speed=1.5) if requestAction == 'fak_frontside_nose_out': actionState = 'fak_frontside_nose_out' own['actionState'] = 'fak_frontside_nose_out' own['actionTimer'] = 7 trans_playing = skater.isPlayingAction(trans_layer) if trans_playing: cur_frame = skater.getActionFrame(trans_layer) if trans_playing and cur_frame > 1: skater.playAction("fak_frontside_nose_grab", cur_frame,1, layer=trans_layer, play_mode=0, speed=1.5) deck.playAction("a_reg", cur_frame,1, layer=trans_layer, play_mode=0, speed=1.5) trucks.playAction("a_reg", cur_frame,1, layer=trans_layer, play_mode=0, speed=1.5) own['actionTimer'] = cur_frame else: skater.playAction("fak_frontside_nose_grab", 10,1, layer=trans_layer, play_mode=0, speed=1.5) deck.playAction("a_reg", 10,1, layer=trans_layer, play_mode=0, speed=1.5) trucks.playAction("a_reg", 10,1, layer=trans_layer, play_mode=0, speed=1.5) if requestAction == 'fak_backside_nose_grab_out': actionState = 'fak_backside_nose_grab_out' own['actionState'] = 'fak_backside_nose_grab_out' own['actionTimer'] = 7 trans_playing = skater.isPlayingAction(trans_layer) if trans_playing: cur_frame = skater.getActionFrame(trans_layer) if trans_playing and cur_frame > 1: skater.playAction("fak_backside_nose_grab", cur_frame,1, layer=trans_layer, play_mode=0, speed=1.5) deck.playAction("a_reg", cur_frame,1, layer=trans_layer, play_mode=0, speed=1.5) trucks.playAction("a_reg", cur_frame,1, layer=trans_layer, play_mode=0, speed=1.5) own['actionTimer'] = cur_frame else: skater.playAction("fak_backside_nose_grab", 10,1, layer=trans_layer, play_mode=0, speed=1.5) deck.playAction("a_reg", 10,1, layer=trans_layer, play_mode=0, speed=1.5) trucks.playAction("a_reg", 10,1, layer=trans_layer, play_mode=0, speed=1.5) if requestAction == 'frontside_tail_grab_out': actionState = 'frontside_tail_grab_out' own['actionState'] = 'frontside_tail_grab_out' own['actionTimer'] = 7 trans_playing = skater.isPlayingAction(trans_layer) if trans_playing: cur_frame = skater.getActionFrame(trans_layer) if trans_playing and cur_frame > 1: skater.playAction("frontside_tail_grab", cur_frame,1, layer=trans_layer, play_mode=0, speed=1.5) deck.playAction("a_reg", cur_frame,1, layer=trans_layer, play_mode=0, speed=1.5) trucks.playAction("a_reg", cur_frame,1, layer=trans_layer, play_mode=0, speed=1.5) own['actionTimer'] = cur_frame else: skater.playAction("frontside_tail_grab", 10,1, layer=trans_layer, play_mode=0, speed=1.5) deck.playAction("a_reg", 10,1, layer=trans_layer, play_mode=0, speed=1.5) trucks.playAction("a_reg", 10,1, layer=trans_layer, play_mode=0, speed=1.5) if requestAction == 'backside_tail_grab_out': actionState = 'backside_tail_grab_out' own['actionState'] = 'backside_tail_grab_out' own['actionTimer'] = 7 trans_playing = skater.isPlayingAction(trans_layer) if trans_playing: cur_frame = skater.getActionFrame(trans_layer) if trans_playing and cur_frame > 1: skater.playAction("backside_tail_grab", cur_frame,1, layer=trans_layer, play_mode=0, speed=1.5) deck.playAction("a_reg", cur_frame,1, layer=trans_layer, play_mode=0, speed=1.5) trucks.playAction("a_reg", cur_frame,1, layer=trans_layer, play_mode=0, speed=1.5) own['actionTimer'] = cur_frame else: skater.playAction("backside_tail_grab", 10,1, layer=trans_layer, play_mode=0, speed=1.5) deck.playAction("a_reg", 10,1, layer=trans_layer, play_mode=0, speed=1.5) trucks.playAction("a_reg", 10,1, layer=trans_layer, play_mode=0, speed=1.5) if requestAction == 'fak_frontside_tail_grab_out': actionState = 'fak_frontside_tail_grab_out' own['actionState'] = 'fak_frontside_tail_grab_out' own['actionTimer'] = 7 trans_playing = skater.isPlayingAction(trans_layer) if trans_playing: cur_frame = skater.getActionFrame(trans_layer) if trans_playing and cur_frame > 1: skater.playAction("fak_frontside_tail_grab", cur_frame,1, layer=trans_layer, play_mode=0, speed=1.5) deck.playAction("a_reg", cur_frame,1, layer=trans_layer, play_mode=0, speed=1.5) trucks.playAction("a_reg", cur_frame,1, layer=trans_layer, play_mode=0, speed=1.5) own['actionTimer'] = cur_frame else: skater.playAction("fak_frontside_tail_grab", 10,1, layer=trans_layer, play_mode=0, speed=1.5) deck.playAction("a_reg", 10,1, layer=trans_layer, play_mode=0, speed=1.5) trucks.playAction("a_reg", 10,1, layer=trans_layer, play_mode=0, speed=1.5) if requestAction == 'fak_backside_tail_grab_out': actionState = 'fak_backside_tail_grab_out' own['actionState'] = 'fak_backside_tail_grab_out' own['actionTimer'] = 7 trans_playing = skater.isPlayingAction(trans_layer) if trans_playing: cur_frame = skater.getActionFrame(trans_layer) if trans_playing and cur_frame > 1: skater.playAction("fak_backside_tail_grab", cur_frame,1, layer=trans_layer, play_mode=0, speed=1.5) deck.playAction("a_reg", cur_frame,1, layer=trans_layer, play_mode=0, speed=1.5) trucks.playAction("a_reg", cur_frame,1, layer=trans_layer, play_mode=0, speed=1.5) own['actionTimer'] = cur_frame else: skater.playAction("fak_backside_tail_grab", 10,1, layer=trans_layer, play_mode=0, speed=1.5) deck.playAction("a_reg", 10,1, layer=trans_layer, play_mode=0, speed=1.5) trucks.playAction("a_reg", 10,1, layer=trans_layer, play_mode=0, speed=1.5) if requestAction == 'reg_judo_out': actionState = 'reg_judo_out' own['actionState'] = 'reg_judo_out' own['actionTimer'] = 7 trans_playing = skater.isPlayingAction(trans_layer) if trans_playing: cur_frame = skater.getActionFrame(trans_layer) if trans_playing and cur_frame > 1: skater.playAction("reg_judo", cur_frame,1, layer=trans_layer, play_mode=0, speed=1) deck.playAction("a_reg", cur_frame,1, layer=trans_layer, play_mode=0, speed=1) trucks.playAction("a_reg", cur_frame,1, layer=trans_layer, play_mode=0, speed=1) own['actionTimer'] = cur_frame else: skater.playAction("reg_judo", 10,1, layer=trans_layer, play_mode=0, speed=1) deck.playAction("a_reg", 10,1, layer=trans_layer, play_mode=0, speed=1) trucks.playAction("a_reg", 10,1, layer=trans_layer, play_mode=0, speed=1) if requestAction == 'fak_judo_out': actionState = 'fak_judo_out' own['actionState'] = 'fak_judo_out' own['actionTimer'] = 7 trans_playing = skater.isPlayingAction(trans_layer) if trans_playing: cur_frame = skater.getActionFrame(trans_layer) if trans_playing and cur_frame > 1: skater.playAction("fak_judo", cur_frame,1, layer=trans_layer, play_mode=0, speed=1) deck.playAction("a_reg", cur_frame,1, layer=trans_layer, play_mode=0, speed=1) trucks.playAction("a_reg", cur_frame,1, layer=trans_layer, play_mode=0, speed=1) own['actionTimer'] = cur_frame else: skater.playAction("fak_judo", 10,1, layer=trans_layer, play_mode=0, speed=1) deck.playAction("a_reg", 10,1, layer=trans_layer, play_mode=0, speed=1) trucks.playAction("a_reg", 10,1, layer=trans_layer, play_mode=0, speed=1) if requestAction == 'reg_walk_air_out': actionState = 'reg_walk_air_out' own['actionState'] = 'reg_walk_air_out' own['actionTimer'] = 24 trans_playing = skater.isPlayingAction(trans_layer) if trans_playing: cur_frame = skater.getActionFrame(trans_layer) if trans_playing and cur_frame > 1: skater.playAction("reg_walk_air", cur_frame,40, layer=trans_layer, play_mode=0, speed=1.5) deck.playAction("a_reg_walk_air", cur_frame,40, layer=trans_layer, play_mode=0, speed=1.5) trucks.playAction("a_reg_walk_air", cur_frame,40, layer=trans_layer, play_mode=0, speed=1.5) own['actionTimer'] = cur_frame else: skater.playAction("reg_walk_air", 10,40, layer=trans_layer, play_mode=0, speed=1.5) deck.playAction("a_reg_walk_air", 10,40, layer=trans_layer, play_mode=0, speed=1.5) trucks.playAction("a_reg_walk_air", 10,40, layer=trans_layer, play_mode=0, speed=1.5) if requestAction == 'fak_walk_air_out': actionState = 'fak_walk_air_out' own['actionState'] = 'fak_walk_air_out' own['actionTimer'] = 24 trans_playing = skater.isPlayingAction(trans_layer) if trans_playing: cur_frame = skater.getActionFrame(trans_layer) if trans_playing and cur_frame > 1: skater.playAction("fak_walk_air", cur_frame,40, layer=trans_layer, play_mode=0, speed=1.5) deck.playAction("a_fak_walk_air", cur_frame,40, layer=trans_layer, play_mode=0, speed=1.5) trucks.playAction("a_fak_walk_air", cur_frame,40, layer=trans_layer, play_mode=0, speed=1.5) own['actionTimer'] = cur_frame else: skater.playAction("fak_walk_air", 10,40, layer=trans_layer, play_mode=0, speed=1.5) deck.playAction("a_fak_walk_air", 10,40, layer=trans_layer, play_mode=0, speed=1.5) trucks.playAction("a_fak_walk_air", 10,40, layer=trans_layer, play_mode=0, speed=1.5) if requestAction == 'reg_air-walk_air': actionState = 'reg_air-walk_air' own['actionState'] = 'reg_air-walk_air' own['actionTimer'] = 9 trans_playing = skater.isPlayingAction(trans_layer) if trans_playing: cur_frame = skater.getActionFrame(trans_layer) if trans_playing and cur_frame > 1: skater.playAction("reg_walk_air", cur_frame,60, layer=trans_layer, play_mode=0, speed=1) deck.playAction("a_reg_walk_air", cur_frame,60, layer=trans_layer, play_mode=0, speed=1) trucks.playAction("a_reg_walk_air", cur_frame,60, layer=trans_layer, play_mode=0, speed=1) own['actionTimer'] = cur_frame else: skater.playAction("reg_walk_air", 50,60, layer=trans_layer, play_mode=0, speed=1) deck.playAction("a_reg_walk_air", 50,60, layer=trans_layer, play_mode=0, speed=1) trucks.playAction("a_reg_walk_air", 50,60, layer=trans_layer, play_mode=0, speed=1) if requestAction == 'fak_air-walk_air': actionState = 'fak_air-walk_air' own['actionState'] = 'fak_air-walk_air' own['actionTimer'] = 9 trans_playing = skater.isPlayingAction(trans_layer) if trans_playing: cur_frame = skater.getActionFrame(trans_layer) if trans_playing and cur_frame > 1: skater.playAction("fak_walk_air", cur_frame,60, layer=trans_layer, play_mode=0, speed=1) deck.playAction("a_fak_walk_air", cur_frame,60, layer=trans_layer, play_mode=0, speed=1) trucks.playAction("a_fak_walk_air", cur_frame,60, layer=trans_layer, play_mode=0, speed=1) own['actionTimer'] = cur_frame else: skater.playAction("fak_walk_air", 50,60, layer=trans_layer, play_mode=0, speed=1) deck.playAction("a_fak_walk_air", 50,60, layer=trans_layer, play_mode=0, speed=1) trucks.playAction("a_fak_walk_air", 50,60, layer=trans_layer, play_mode=0, speed=1) if requestAction == 'reg_fak_noseg': #stopActs() own['actionState'] = 'reg_fak_noseg' actionState = 'reg_fak_noseg' own['actionTimer'] = 11 #actionTimer = 9 skater.playAction('reg_fak_noseg', 1,10, layer=trans_layer, play_mode=0, speed=1) deck.playAction('a_reg_noseg.002', 10,10, layer=trans_layer, play_mode=0, speed=1) trucks.playAction('a_reg_noseg.002', 10,10, layer=trans_layer, play_mode=0, speed=1) if requestAction == 'fak_reg_tailg': own['actionState'] = 'fak_reg_tailg' own['actionTimer'] = 11 skater.playAction('reg_fak_noseg', 10,1, layer=trans_layer, play_mode=0, speed=1) deck.playAction('a_reg_noseg.002', 10,10, layer=trans_layer, play_mode=0, speed=1) trucks.playAction('a_reg_noseg.002', 10,10, layer=trans_layer, play_mode=0, speed=1) if requestAction == 'fak_reg_noseg': #stopActs() own['actionState'] = 'fak_reg_noseg' actionState = 'fak_reg_noseg' own['actionTimer'] = 11 #actionTimer = 9 skater.playAction('reg_fak_tailg', 10,1, layer=trans_layer, play_mode=0, speed=1) deck.playAction('a_reg_tailg.001', 10,10, layer=trans_layer, play_mode=0, speed=1) trucks.playAction('a_reg_tailg.001', 10,10, layer=trans_layer, play_mode=0, speed=1) if requestAction == 'reg_fak_tailg': own['actionState'] = 'reg_fak_tailg' actionState = 'reg_fak_tailg' own['actionTimer'] = 11 skater.playAction('reg_fak_tailg', 1,10, layer=trans_layer, play_mode=0, speed=1) deck.playAction('a_reg_tailg.001', 10,10, layer=trans_layer, play_mode=0, speed=1) trucks.playAction('a_reg_tailg.001', 10,10, layer=trans_layer, play_mode=0, speed=1) if requestAction == 'reg_fak_nosegl': #stopActs() own['actionState'] = 'reg_fak_nosegl' actionState = 'reg_fak_nosegl' own['actionTimer'] = 11 #actionTimer = 9 skater.playAction('reg_fak_nosegl', 1,10, layer=trans_layer, play_mode=0, speed=1) deck.playAction('a_reg_nosegL', 10,10, layer=trans_layer, play_mode=0, speed=1) trucks.playAction('a_reg_nosegL', 10,10, layer=trans_layer, play_mode=0, speed=1) if requestAction == 'reg_fak_nosegr': #stopActs() own['actionState'] = 'reg_fak_nosegr' actionState = 'reg_fak_nosegr' own['actionTimer'] = 11 #actionTimer = 9 skater.playAction('reg_fak_nosegr', 1,10, layer=trans_layer, play_mode=0, speed=1) deck.playAction('a_reg_nosegR', 10,10, layer=trans_layer, play_mode=0, speed=1) trucks.playAction('a_reg_nosegR', 10,10, layer=trans_layer, play_mode=0, speed=1) if requestAction == 'reg_fak_tailgl': #stopActs() own['actionState'] = 'reg_fak_tailgl' actionState = 'reg_fak_tailgl' own['actionTimer'] = 11 #actionTimer = 9 skater.playAction('reg_fak_tailgl', 1,10, layer=trans_layer, play_mode=0, speed=1) deck.playAction('a_reg_tailgL', 10,10, layer=trans_layer, play_mode=0, speed=1) trucks.playAction('a_reg_tailgL', 10,10, layer=trans_layer, play_mode=0, speed=1) if requestAction == 'reg_fak_tailgr': own['actionState'] = 'reg_fak_tailgr' own['actionTimer'] = 11 skater.playAction('reg_fak_tailgr', 1,10, layer=trans_layer, play_mode=0, speed=1) deck.playAction('a_reg_tailgR', 10,10, layer=trans_layer, play_mode=0, speed=1) trucks.playAction('a_reg_tailgR', 10,10, layer=trans_layer, play_mode=0, speed=1) if requestAction == 'fak_reg_nosegl': #stopActs() own['actionState'] = 'fak_reg_nosegl' actionState = 'fak_reg_nosegl' own['actionTimer'] = 11 #actionTimer = 9 skater.playAction('reg_fak_tailgl', 10,1, layer=trans_layer, play_mode=0, speed=1) deck.playAction('a_reg_tailgL', 10,10, layer=trans_layer, play_mode=0, speed=1) trucks.playAction('a_reg_tailgL', 10,10, layer=trans_layer, play_mode=0, speed=1) if requestAction == 'fak_reg_nosegr': #stopActs() own['actionState'] = 'fak_reg_nosegr' actionState = 'fak_reg_nosegr' own['actionTimer'] = 11 #actionTimer = 9 skater.playAction('reg_fak_tailgr', 10,1, layer=trans_layer, play_mode=0, speed=1) deck.playAction('a_reg_tailgR', 10,10, layer=trans_layer, play_mode=0, speed=1) trucks.playAction('a_reg_tailgR', 10,10, layer=trans_layer, play_mode=0, speed=1) if requestAction == 'fak_reg_tailgl': #stopActs() own['actionState'] = 'fak_reg_tailgl' actionState = 'fak_reg_tailgl' own['actionTimer'] = 11 #actionTimer = 9 skater.playAction('reg_fak_nosegl', 10,1, layer=trans_layer, play_mode=0, speed=1) deck.playAction('a_reg_nosegL', 10,10, layer=trans_layer, play_mode=0, speed=1) trucks.playAction('a_reg_nosegL', 10,10, layer=trans_layer, play_mode=0, speed=1) if requestAction == 'fak_reg_tailgr': #stopActs() own['actionState'] = 'fak_reg_tailgr' actionState = 'fak_reg_tailgr' own['actionTimer'] = 11 #actionTimer = 9 skater.playAction('reg_fak_nosegr', 10,1, layer=trans_layer, play_mode=0, speed=1) deck.playAction('a_reg_nosegR', 10,10, layer=trans_layer, play_mode=0, speed=1) trucks.playAction('a_reg_nosegR', 10,10, layer=trans_layer, play_mode=0, speed=1) own['actionState'] = actionState ####################################### #loop actions ###################################### #check if request is possible #if requestAction in requestActions_list: if requestAction in requestActions_list and own['actionTimer'] == 0: #print(requestAction) #reg_turnLeft if requestAction == 'reg_turnLeft': actionState = 'reg_turnLeft' #in if l_actionState not in ['reg_turnLeft', 'reg_pump_left-leftb']: skater.playAction("nreg_left", 1,10, layer=trans_layer, play_mode=0, speed=.5) deck.playAction("a_reg_left", 1,10, layer=trans_layer, play_mode=0, speed=.5) trucks.playAction("a_reg", 1,10, layer=trans_layer, play_mode=0, speed=.5) #loop else: skater.playAction("nreg_left", 10,10, layer=loop_layer, play_mode=1, speed=.5) deck.playAction("a_reg_left", 10,10, layer=loop_layer, play_mode=1, speed=.5) trucks.playAction("a_reg", 10,10, layer=loop_layer, play_mode=1, speed=.5) #reg_turnRight if requestAction == 'reg_turnRight': actionState = 'reg_turnRight' #in if l_actionState not in ['reg_turnRight', 'reg_pump_right-rightb']: skater.playAction("nreg_right", 1,10, layer=trans_layer, play_mode=0, speed=.5) deck.playAction("a_reg_right", 1,10, layer=trans_layer, play_mode=0, speed=.5) trucks.playAction("a_reg", 1,10, layer=trans_layer, play_mode=0, speed=.5) #loop else: skater.playAction("nreg_right", 10,30, layer=loop_layer, play_mode=1, speed=.5) deck.playAction("a_reg_right", 10,30, layer=loop_layer, play_mode=1, speed=.5) trucks.playAction("a_reg", 10,30, layer=loop_layer, play_mode=1, speed=.5) #fak_turnLeft if requestAction == 'fak_turnLeft': actionState = 'fak_turnLeft' #in if l_actionState not in ['fak_turnLeft', 'fak_pump_left-leftb']: skater.playAction("nfak_left", 1,10, layer=trans_layer, play_mode=0, speed=.5) deck.playAction("a_fak_left", 1,10, layer=trans_layer, play_mode=0, speed=.5) trucks.playAction("a_reg", 1,10, layer=trans_layer, play_mode=0, speed=.5) #loop else: skater.playAction("nfak_left", 10,30, layer=loop_layer, play_mode=1, speed=.5) deck.playAction("a_fak_left", 10,30, layer=loop_layer, play_mode=1, speed=.5) trucks.playAction("a_reg", 10,30, layer=loop_layer, play_mode=1, speed=.5) #fak_turnRight if requestAction == 'fak_turnRight': actionState = 'fak_turnRight' #in if l_actionState not in ['fak_turnRight', 'fak_pump_right-rightb']: skater.playAction("nfak_right", 1,10, layer=trans_layer, play_mode=0, speed=.5) deck.playAction("a_fak_right", 1,10, layer=trans_layer, play_mode=0, speed=.5) trucks.playAction("a_reg", 1,10, layer=trans_layer, play_mode=0, speed=.5) #loop else: skater.playAction("nfak_right", 10,30, layer=loop_layer, play_mode=1, speed=.5) deck.playAction("a_fak_right", 10,30, layer=loop_layer, play_mode=1, speed=.5) trucks.playAction("a_reg", 10,30, layer=loop_layer, play_mode=1, speed=.5) #nfak_pump_right if requestAction == 'reg_pump_left': actionState = 'reg_pump_left' #in if l_actionState not in ['reg_pump_left', 'reg_pump_left-left', 'reg_left-pump']: own['actionTimer'] = 18 skater.playAction("nreg_pump_left", 1,10, layer=trans_layer, play_mode=0, speed=.5) deck.playAction("a_reg_left", 1,10, layer=trans_layer, play_mode=0, speed=.5) trucks.playAction("a_reg", 1,10, layer=trans_layer, play_mode=0, speed=.5) #loop else: skater.playAction("nreg_pump_left", 10,30, layer=loop_layer, play_mode=1, speed=.5) deck.playAction("a_reg_left", 10,30, layer=loop_layer, play_mode=1, speed=.5) trucks.playAction("a_reg", 10,30, layer=loop_layer, play_mode=1, speed=.5) #reg_pump_right if requestAction == 'reg_pump_right': actionState = 'reg_pump_right' #in if l_actionState not in ['reg_pump_right', 'reg_pump_right-right', 'reg_right-pump']: own['actionTimer'] = 18 skater.playAction("nreg_pump_right", 1,10, layer=trans_layer, play_mode=0, speed=.5) deck.playAction("a_reg_right", 1,10, layer=trans_layer, play_mode=0, speed=.5) trucks.playAction("a_reg", 1,10, layer=trans_layer, play_mode=0, speed=.5) #loop else: skater.playAction("nreg_pump_right", 10,30, layer=loop_layer, play_mode=1, speed=.5) deck.playAction("a_reg_right", 10,30, layer=loop_layer, play_mode=1, speed=.5) trucks.playAction("a_reg", 10,30, layer=loop_layer, play_mode=1, speed=.5) if requestAction == 'fak_pump_left': actionState = 'fak_pump_left' #in if l_actionState not in ['fak_pump_left', 'fak_pump_left-left', 'fak_left-pump']: own['actionTimer'] = 18 skater.playAction("nfak_pump_left", 1,10, layer=trans_layer, play_mode=0, speed=.5) deck.playAction("a_fak_left", 1,10, layer=trans_layer, play_mode=0, speed=.5) trucks.playAction("a_reg", 1,10, layer=trans_layer, play_mode=0, speed=.5) #loop else: skater.playAction("nfak_pump_left", 10,30, layer=loop_layer, play_mode=1, speed=.5) deck.playAction("a_fak_left", 10,30, layer=loop_layer, play_mode=1, speed=.5) trucks.playAction("a_reg", 10,30, layer=loop_layer, play_mode=1, speed=.5) #fak_turnRight if requestAction == 'fak_pump_right': actionState = 'fak_pump_right' #in if l_actionState not in ['fak_pump_right', 'fak_pump_right-right', 'fak_right-pump']: own['actionTimer'] = 18 skater.playAction("nfak_pump_right", 1,10, layer=trans_layer, play_mode=0, speed=.5) deck.playAction("a_fak_right", 1,10, layer=trans_layer, play_mode=0, speed=.5) trucks.playAction("a_reg", 1,10, layer=trans_layer, play_mode=0, speed=.5) #loop else: skater.playAction("nfak_pump_right", 10,30, layer=loop_layer, play_mode=1, speed=.5) deck.playAction("a_fak_right", 10,30, layer=loop_layer, play_mode=1, speed=.5) trucks.playAction("a_reg", 10,30, layer=loop_layer, play_mode=1, speed=.5) #reg_fs_powerslide if requestAction == 'reg_fs_powerslide': actionState = 'reg_fs_powerslide' if l_actionState != 'reg_fs_powerslide': skater.playAction("nreg_powerslide", 0,20, layer=trans_layer, priority=8, play_mode=0, speed=1.5) deck.playAction("a_reg_powerslide", 0,20, layer=trans_layer, priority=1, play_mode=0, speed=1.5) trucks.playAction("a_reg_powerslide", 0,20, layer=trans_layer, priority=0, play_mode=0, speed=1.5) else: skater.playAction("nreg_powerslide", 20,80, layer=loop_layer, play_mode=1, speed=.5) deck.playAction("a_reg_powerslide", 20,80, layer=loop_layer, play_mode=1, speed=.5) trucks.playAction("a_reg_powerslide", 20,80, layer=loop_layer, play_mode=1, speed=.5) #reg_powerslide if requestAction == 'reg_powerslide': actionState = 'reg_powerslide' if l_actionState != 'reg_powerslide': skater.playAction("nreg_powerslide2", 0,20, layer=trans_layer, play_mode=0, speed=1.5) deck.playAction("a_reg_powerslide2_d", 0,20, layer=trans_layer, play_mode=0, speed=1.5) trucks.playAction("a_reg_powerslide2_t", 0,20, layer=trans_layer, priority=0, play_mode=0, speed=1.5) else: skater.playAction("nreg_powerslide2", 20,80, layer=loop_layer, play_mode=1, speed=.5) deck.playAction("a_reg_powerslide2_d", 20,80, layer=loop_layer, speed=.5) trucks.playAction("a_reg_powerslide2_t", 20,80, layer=loop_layer, play_mode=1, speed=.5) #fak_fs_powerslide if requestAction == 'fak_fs_powerslide': actionState = 'fak_fs_powerslide' if l_actionState != 'fak_fs_powerslide': skater.playAction("nfak_powerslide", 0,20, layer=trans_layer, play_mode=0, speed=1.5) deck.playAction("a_fak_powerslide_d", 0,20, layer=trans_layer, play_mode=0, speed=1.5) trucks.playAction("a_fak_powerslide_t", 0,20, layer=trans_layer, priority=0, play_mode=0, speed=1.5) else: skater.playAction("nfak_powerslide", 20,80, layer=loop_layer, play_mode=1, speed=.5) deck.playAction("a_fak_powerslide_d", 20,80, layer=loop_layer, speed=.5) trucks.playAction("a_fak_powerslide_t", 20,80, layer=loop_layer, play_mode=1, speed=.5) #fak_powerslide if requestAction == 'fak_powerslide': actionState = 'fak_powerslide' if l_actionState != 'fak_powerslide': skater.playAction("nfak_powerslide2", 0,20, layer=trans_layer, play_mode=0, speed=1.5) deck.playAction("a_fak_powerslide2_d", 0,20, layer=trans_layer, play_mode=0, speed=1.5) trucks.playAction("a_fak_powerslide2_t", 0,20, layer=trans_layer, priority=0, play_mode=0, speed=1.5) else: skater.playAction("nfak_powerslide2", 20,80, layer=loop_layer, play_mode=1, speed=.5) deck.playAction("a_fak_powerslide2_d", 20,80, layer=loop_layer, speed=.5) trucks.playAction("a_fak_powerslide2_t", 20,80, layer=loop_layer, play_mode=1, speed=.5) #reg_roll if requestAction == 'reg_roll': if l_actionState == 'reg_pump': trans_playing = skater.isPlayingAction(trans_layer) if trans_playing: cur_frame = skater.getActionFrame(trans_layer) #cur_frame -= 2 if trans_playing and cur_frame > 1: skater.playAction("nreg_pump_in", cur_frame,1, layer=trans_layer, play_mode=0, speed=1) deck.playAction("a_reg", cur_frame,1, layer=trans_layer, play_mode=0, speed=1) trucks.playAction("a_reg", cur_frame,1, layer=trans_layer, play_mode=0, speed=1) #print(cur_frame) else: own['actionTimer'] = 20 skater.playAction("nreg_pump_in", 20,1, layer=trans_layer, play_mode=0, speed=1) deck.playAction("a_reg", 20,1, layer=trans_layer, play_mode=0, speed=1) trucks.playAction("a_reg", 20,1, layer=trans_layer, play_mode=0, speed=1) if l_actionState == 'reg_opos': trans_playing = skater.isPlayingAction(trans_layer) if trans_playing: cur_frame = skater.getActionFrame(trans_layer) if trans_playing and cur_frame > 1: skater.playAction("noposin", cur_frame,1, layer=trans_layer, play_mode=0, speed=1) deck.playAction("a_reg", cur_frame,1, layer=trans_layer, play_mode=0, speed=1) trucks.playAction("a_reg", cur_frame,1, layer=trans_layer, play_mode=0, speed=1) else: own['actionTimer'] = 20 skater.playAction("noposin", 20,1, layer=trans_layer, play_mode=0, speed=1) deck.playAction("a_reg", 20,1, layer=trans_layer, play_mode=0, speed=1) trucks.playAction("a_reg", 20,1, layer=trans_layer, play_mode=0, speed=1) if l_actionState == 'reg_nopos': flipping = skater.isPlayingAction(flip_layer) if flipping == 0: trans_playing = skater.isPlayingAction(trans_layer) if trans_playing: cur_frame = skater.getActionFrame(trans_layer) if trans_playing and cur_frame > 1: skater.playAction("nnoposin", cur_frame,1, layer=trans_layer, play_mode=0, speed=1) deck.playAction("a_reg", cur_frame,1, layer=trans_layer, play_mode=0, speed=1) trucks.playAction("a_reg", cur_frame,1, layer=trans_layer, play_mode=0, speed=1) else: own['actionTimer'] = 20 skater.playAction("nnoposin", 20,1, layer=trans_layer, play_mode=0, speed=1) deck.playAction("a_reg", 20,1, layer=trans_layer, play_mode=0, speed=1) trucks.playAction("a_reg", 20,1, layer=trans_layer, play_mode=0, speed=1) if l_actionState == 'reg_manual': trans_playing = skater.isPlayingAction(trans_layer) if trans_playing: cur_frame = skater.getActionFrame(trans_layer) cur_frame -= 2 if trans_playing and cur_frame > 1: skater.playAction("reg_manual", cur_frame,1, layer=trans_layer, play_mode=0, speed=1) deck.playAction("a_reg_manual", cur_frame,1, layer=trans_layer, play_mode=0, speed=1) trucks.playAction("a_reg_manual", cur_frame,1, layer=trans_layer, play_mode=0, speed=1) else: skater.playAction("reg_manual", 10,1, layer=trans_layer, play_mode=0, speed=1) deck.playAction("a_reg_manual", 10,1, layer=trans_layer, play_mode=0, speed=1) trucks.playAction("a_reg_manual", 10,1, layer=trans_layer, play_mode=0, speed=1) if l_actionState == 'reg_nmanual': trans_playing = skater.isPlayingAction(trans_layer) if trans_playing: cur_frame = skater.getActionFrame(trans_layer) cur_frame -= 2 if trans_playing and cur_frame > 1: skater.playAction("reg_nmanual", cur_frame,1, layer=trans_layer, play_mode=0, speed=1) deck.playAction("a_fak_manual", cur_frame,1, layer=trans_layer, play_mode=0, speed=1) trucks.playAction("a_fak_manual", cur_frame,1, layer=trans_layer, play_mode=0, speed=1) else: skater.playAction("reg_nmanual", 10,1, layer=trans_layer, play_mode=0, speed=1) deck.playAction("a_fak_manual", 10,1, layer=trans_layer, play_mode=0, speed=1) trucks.playAction("a_fak_manual", 10,1, layer=trans_layer, play_mode=0, speed=1) if l_actionState == 'reg_turnLeft': trans_playing = skater.isPlayingAction(trans_layer) if trans_playing: cur_frame = skater.getActionFrame(trans_layer) if trans_playing and cur_frame > 1: skater.playAction("nreg_left", cur_frame,1, layer=trans_layer, play_mode=0, speed=.5) deck.playAction("a_reg_left", cur_frame,1, layer=trans_layer, play_mode=0, speed=.5) trucks.playAction("a_reg", cur_frame,1, layer=trans_layer, play_mode=0, speed=.5) else: own['actionTimer'] = 20 requestAction = 'reg_turnLeft_out' actionState = 'reg_turnLeft_out' skater.playAction("nreg_left", 10,1, layer=trans_layer, play_mode=0, speed=.5) deck.playAction("a_reg_left", 10,1, layer=trans_layer, play_mode=0, speed=.5) trucks.playAction("a_reg", 10,1, layer=trans_layer, play_mode=0, speed=.5) if l_actionState == 'reg_turnRight': trans_playing = skater.isPlayingAction(trans_layer) if trans_playing: cur_frame = skater.getActionFrame(trans_layer) if trans_playing and cur_frame > 1: skater.playAction("nreg_right", cur_frame,1, layer=trans_layer, play_mode=0, speed=.5) deck.playAction("a_reg_right", cur_frame,1, layer=trans_layer, play_mode=0, speed=.5) trucks.playAction("a_reg", cur_frame,1, layer=trans_layer, play_mode=0, speed=.5) else: own['actionTimer'] = 20 requestAction = 'reg_turnRight_out' actionState = 'reg_turnRight_out' skater.playAction("nreg_right", 10,1, layer=trans_layer, play_mode=0, speed=.5) deck.playAction("a_reg_right", 10,1, layer=trans_layer, play_mode=0, speed=.5) trucks.playAction("a_reg", 10,1, layer=trans_layer, play_mode=0, speed=.5) if requestAction == 'reg_roll': actionState = 'reg_roll' skater.playAction("nreg", 1,60, layer=loop_layer, play_mode=1, speed=.5) deck.playAction("a_reg", 1,40, layer=loop_layer, play_mode=1, speed=.5) trucks.playAction("a_reg", 1,40, layer=loop_layer, play_mode=1, speed=.5) #fak_roll if requestAction == 'fak_roll': if l_actionState == 'fak_pump': trans_playing = skater.isPlayingAction(trans_layer) if trans_playing: cur_frame = skater.getActionFrame(trans_layer) if trans_playing and cur_frame > 1: skater.playAction("nfak_pump_in", cur_frame,1, layer=trans_layer, play_mode=0, speed=1) deck.playAction("a_reg", cur_frame,1, layer=trans_layer, play_mode=0, speed=1) trucks.playAction("a_reg", cur_frame,1, layer=trans_layer, play_mode=0, speed=1) else: own['actionTimer'] = 20 skater.playAction("nfak_pump_in", 20,1, layer=trans_layer, play_mode=0, speed=1) deck.playAction("a_reg", 20,1, layer=trans_layer, play_mode=0, speed=1) trucks.playAction("a_reg", 20,1, layer=trans_layer, play_mode=0, speed=1) if l_actionState == 'fak_opos': trans_playing = skater.isPlayingAction(trans_layer) if trans_playing: cur_frame = skater.getActionFrame(trans_layer) if trans_playing and cur_frame > 1: skater.playAction("fak_oposin", cur_frame,1, layer=trans_layer, play_mode=0, speed=1) deck.playAction("a_reg", cur_frame,1, layer=trans_layer, play_mode=0, speed=1) trucks.playAction("a_reg", cur_frame,1, layer=trans_layer, play_mode=0, speed=1) else: own['actionTimer'] = 20 skater.playAction("fak_oposin", 20,1, layer=trans_layer, play_mode=0, speed=1) deck.playAction("a_reg", 20,1, layer=trans_layer, play_mode=0, speed=1) trucks.playAction("a_reg", 20,1, layer=trans_layer, play_mode=0, speed=1) if l_actionState == 'fak_nopos': trans_playing = skater.isPlayingAction(trans_layer) if trans_playing: cur_frame = skater.getActionFrame(trans_layer) if trans_playing and cur_frame > 1: skater.playAction("fak_noposin", cur_frame,1, layer=trans_layer, play_mode=0, speed=1) deck.playAction("a_reg", cur_frame,1, layer=trans_layer, play_mode=0, speed=1) trucks.playAction("a_reg", cur_frame,1, layer=trans_layer, play_mode=0, speed=1) else: own['actionTimer'] = 20 skater.playAction("fak_noposin", 20,1, layer=trans_layer, play_mode=0, speed=1) deck.playAction("a_reg", 20,1, layer=trans_layer, play_mode=0, speed=1) trucks.playAction("a_reg", 20,1, layer=trans_layer, play_mode=0, speed=1) if l_actionState == 'fak_manual': trans_playing = skater.isPlayingAction(trans_layer) if trans_playing: cur_frame = skater.getActionFrame(trans_layer) #cur_frame -= 2 if trans_playing and cur_frame > 1: skater.playAction("fak_manual", cur_frame,1, layer=trans_layer, play_mode=0, speed=1) deck.playAction("a_fak_manual", cur_frame,1, layer=trans_layer, play_mode=0, speed=1) trucks.playAction("a_fak_manual", cur_frame,1, layer=trans_layer, play_mode=0, speed=1) else: skater.playAction("fak_manual", 10,1, layer=trans_layer, play_mode=0, speed=1) deck.playAction("a_fak_manual", 10,1, layer=trans_layer, play_mode=0, speed=1) trucks.playAction("a_fak_manual", 10,1, layer=trans_layer, play_mode=0, speed=1) if l_actionState == 'fak_nmanual': trans_playing = skater.isPlayingAction(trans_layer) if trans_playing: cur_frame = skater.getActionFrame(trans_layer) #cur_frame -= 2 if trans_playing and cur_frame > 1: skater.playAction("fak_nmanual", cur_frame,1, layer=trans_layer, play_mode=0, speed=1) deck.playAction("a_reg_manual", cur_frame,1, layer=trans_layer, play_mode=0, speed=1) trucks.playAction("a_reg_manual", cur_frame,1, layer=trans_layer, play_mode=0, speed=1) else: skater.playAction("fak_nmanual", 10,1, layer=trans_layer, play_mode=0, speed=1) deck.playAction("a_reg_manual", 10,1, layer=trans_layer, play_mode=0, speed=1) trucks.playAction("a_reg_manual", 10,1, layer=trans_layer, play_mode=0, speed=1) if l_actionState == 'fak_turnLeft': trans_playing = skater.isPlayingAction(trans_layer) if trans_playing: cur_frame = skater.getActionFrame(trans_layer) #cur_frame -= 2 if trans_playing and cur_frame > 1: skater.playAction("nfak_left", cur_frame,1, layer=trans_layer, play_mode=0, speed=.5) deck.playAction("a_fak_left", cur_frame,1, layer=trans_layer, play_mode=0, speed=.5) trucks.playAction("a_reg", cur_frame,1, layer=trans_layer, play_mode=0, speed=.5) else: skater.playAction("nfak_left", 10,1, layer=trans_layer, play_mode=0, speed=.5) deck.playAction("a_fak_left", 10,1, layer=trans_layer, play_mode=0, speed=.5) trucks.playAction("a_reg", 20,1, layer=trans_layer, play_mode=0, speed=.5) if l_actionState == 'fak_turnRight': trans_playing = skater.isPlayingAction(trans_layer) if trans_playing: cur_frame = skater.getActionFrame(trans_layer) #cur_frame -= 2 if trans_playing and cur_frame > 1: skater.playAction("nfak_right", cur_frame,1, layer=trans_layer, play_mode=0, speed=.5) deck.playAction("a_fak_right", cur_frame,1, layer=trans_layer, play_mode=0, speed=.5) trucks.playAction("a_reg", cur_frame,1, layer=trans_layer, play_mode=0, speed=.5) else: skater.playAction("nfak_right", 10,1, layer=trans_layer, play_mode=0, speed=.5) deck.playAction("a_fak_right", 10,1, layer=trans_layer, play_mode=0, speed=.5) trucks.playAction("a_reg", 10,1, layer=trans_layer, play_mode=0, speed=.5) if requestAction == 'fak_roll': actionState = 'fak_roll' skater.playAction("nfak", 1,60, layer=loop_layer, play_mode=1, speed=.5) deck.playAction("a_reg", 1,40, layer=loop_layer, play_mode=1, speed=.5) trucks.playAction("a_reg", 1,40, layer=loop_layer, play_mode=1, speed=.5) #reg_opos if requestAction == 'reg_opos' and own['actionTimer'] == 0: actionState = 'reg_opos' #in if l_actionState != 'reg_opos': skater.playAction("noposin", 1,20, layer=trans_layer, play_mode=0, speed=1) deck.playAction("a_reg", 1,20, layer=trans_layer, play_mode=0, speed=1) trucks.playAction("a_reg", 1,20, layer=trans_layer, play_mode=0, speed=1) #loop else: skater.playAction("nopos", 1,40, layer=loop_layer, play_mode=1, speed=1) deck.playAction("a_reg", 1,40, layer=loop_layer, play_mode=1, speed=1) trucks.playAction("a_reg", 1,40, layer=loop_layer, play_mode=1, speed=1) #fak_opos if requestAction == 'fak_opos': actionState = 'fak_opos' #in if l_actionState != 'fak_opos': skater.playAction("fak_oposin", 1,20, layer=trans_layer, play_mode=0, speed=1) deck.playAction("a_reg", 1,20, layer=trans_layer, play_mode=0, speed=1) trucks.playAction("a_reg", 1,20, layer=trans_layer, play_mode=0, speed=1) #loop else: skater.playAction("fak_opos", 1,40, layer=loop_layer, play_mode=1, speed=1) deck.playAction("a_reg", 1,40, layer=loop_layer, play_mode=1, speed=1) trucks.playAction("a_reg", 1,40, layer=loop_layer, play_mode=1, speed=1) #reg_nopos if requestAction == 'reg_nopos': actionState = 'reg_nopos' #in if l_actionState != 'reg_nopos': skater.playAction("nnoposin", 1,20, layer=trans_layer, play_mode=0, speed=1) deck.playAction("a_reg", 1,20, layer=trans_layer, play_mode=0, speed=1) trucks.playAction("a_reg", 1,20, layer=trans_layer, play_mode=0, speed=1) #loop else: skater.playAction("nnopos", 1,40, layer=loop_layer, play_mode=1, speed=1) deck.playAction("a_reg", 1,40, layer=loop_layer, play_mode=1, speed=1) trucks.playAction("a_reg", 1,40, layer=loop_layer, play_mode=1, speed=1) #fak_nopos if requestAction == 'fak_nopos': actionState = 'fak_nopos' #in if l_actionState != 'fak_nopos': skater.playAction("fak_noposin", 1,20, layer=trans_layer, play_mode=0, speed=1) deck.playAction("a_reg", 1,20, layer=trans_layer, play_mode=0, speed=1) trucks.playAction("a_reg", 1,20, layer=trans_layer, play_mode=0, speed=1) #loop else: skater.playAction("fak_nopos", 1,40, layer=loop_layer, play_mode=1, speed=1) deck.playAction("a_reg", 1,40, layer=loop_layer, play_mode=1, speed=1) trucks.playAction("a_reg", 1,40, layer=loop_layer, play_mode=1, speed=1) #reg_pump if requestAction == 'reg_pump': actionState = 'reg_pump' if l_actionState not in ['reg_pump', 'reg_pump_left', 'reg_pump_right', 'reg_pump_left_out', 'reg_pump_right_out', 'reg_pump_right-rightb', 'reg_pump_left-leftb']: skater.playAction("nreg_pump_in", 1,20, layer=trans_layer, play_mode=0, speed=1) deck.playAction("a_reg", 1,20, layer=trans_layer, play_mode=0, speed=1) trucks.playAction("a_reg", 1,20, layer=trans_layer, play_mode=0, speed=1) else: skater.playAction("nreg_pump", 1,60, layer=loop_layer, play_mode=1, speed=.5) deck.playAction("a_reg", 1,60, layer=loop_layer, play_mode=1, speed=1) trucks.playAction("a_reg", 1,60, layer=loop_layer, play_mode=1, speed=1) #fak_pump if requestAction == 'fak_pump': actionState = 'fak_pump' if l_actionState not in ['fak_pump', 'fak_pump_left', 'fak_pump_right', 'fak_pump_left_out', 'fak_pump_right_out', 'fak_pump_right-rightb', 'fak_pump_left-leftb']: skater.playAction("nfak_pump_in", 1,20, layer=trans_layer, play_mode=0, speed=1) deck.playAction("a_reg", 1,20, layer=trans_layer, play_mode=0, speed=1) trucks.playAction("a_reg", 1,20, layer=trans_layer, play_mode=0, speed=1) else: skater.playAction("nfak_pump.001", 1,60, layer=loop_layer, play_mode=1, speed=.5) deck.playAction("a_reg", 1,60, layer=loop_layer, play_mode=1, speed=1) trucks.playAction("a_reg", 1,60, layer=loop_layer, play_mode=1, speed=1) #reg_manual if requestAction == 'reg_manual': actionState = 'reg_manual' #in if l_requestAction != 'reg_manual' and l_actionState != ('reg_air_tail', 'reg_manual_out'): skater.playAction("reg_manual", 1,10, layer=trans_layer, play_mode=0, speed=1) deck.playAction("a_reg_manual", 1,10, layer=trans_layer, play_mode=0, speed=1) trucks.playAction("a_reg_manual", 1,10, layer=trans_layer, play_mode=0, speed=1) if l_requestAction != 'reg_manual' and l_actionState == 'reg_air_tail': own['actionTimer'] = 20 actionState = 'reg_air_tail to manual' skater.playAction("reg_manual", 90,110, layer=trans_layer, play_mode=0, speed=1) deck.playAction("a_reg_manual", 90,110, layer=trans_layer, play_mode=0, speed=1) trucks.playAction("a_reg_manual", 90,110, layer=trans_layer, play_mode=0, speed=1) #loop else: skater.playAction("reg_manual", 10,70, layer=loop_layer, play_mode=1, speed=.5) deck.playAction("a_reg_manual", 10,70, layer=loop_layer, play_mode=1, speed=.5) trucks.playAction("a_reg_manual", 10,70, layer=loop_layer, play_mode=1, speed=.5) #fak_manual if requestAction == 'fak_manual': actionState = 'fak_manual' #in if l_requestAction != 'fak_manual' and l_actionState not in ('fak_air_tail', 'reg_manual_revert_ccw', 'fak_manual_out'): skater.playAction("fak_manual", 1,10, layer=trans_layer, play_mode=0, speed=1) deck.playAction("a_fak_manual", 1,10, layer=trans_layer, play_mode=0, speed=1) trucks.playAction("a_fak_manual", 1,10, layer=trans_layer, play_mode=0, speed=1) if l_requestAction != 'fak_manual' and l_actionState == 'fak_air_tail': own['actionTimer'] = 20 actionState = 'fak_air_tail to manual' skater.playAction("fak_manual", 90,110, layer=trans_layer, play_mode=0, speed=1) deck.playAction("a_fak_manual", 90,110, layer=trans_layer, play_mode=0, speed=1) trucks.playAction("a_fak_manual", 90,110, layer=trans_layer, play_mode=0, speed=1) #loop else: skater.playAction("fak_manual", 10,70, layer=loop_layer, play_mode=1, speed=.5) deck.playAction("a_fak_manual", 10,70, layer=loop_layer, play_mode=1, speed=.5) trucks.playAction("a_fak_manual", 10,70, layer=loop_layer, play_mode=1, speed=.5) #reg_nmanual if requestAction == 'reg_nmanual': actionState = 'reg_nmanual' #in if l_requestAction != 'reg_nmanual' and l_actionState != 'reg_air_nose': skater.playAction("reg_nmanual", 1,10, layer=trans_layer, play_mode=0, speed=1) deck.playAction("a_fak_manual", 1,10, layer=trans_layer, play_mode=0, speed=1) trucks.playAction("a_fak_manual", 1,10, layer=trans_layer, play_mode=0, speed=1) if l_requestAction != 'reg_nmanual' and l_actionState not in ('fak_manual_revert_ccw', 'reg_nmanual_out'): own['actionTimer'] = 20 actionState = 'reg_air_nose to nmanual' skater.playAction("reg_nmanual", 90,110, layer=trans_layer, play_mode=0, speed=1) deck.playAction("a_fak_manual", 90,110, layer=trans_layer, play_mode=0, speed=1) trucks.playAction("a_fak_manual", 90,110, layer=trans_layer, play_mode=0, speed=1) #loop else: skater.playAction("reg_nmanual", 10,70, layer=loop_layer, play_mode=1, speed=.5) deck.playAction("a_fak_manual", 10,70, layer=loop_layer, play_mode=1, speed=.5) trucks.playAction("a_fak_manual", 10,70, layer=loop_layer, play_mode=1, speed=.5) #fak_nmanual if requestAction == 'fak_nmanual': actionState = 'fak_nmanual' #in if l_requestAction != 'fak_nmanual' and l_actionState not in ('fak_air_nose', 'reg_manual_revert_ccw', 'fak_nmanual_out'): skater.playAction("fak_nmanual", 1,10, layer=trans_layer, play_mode=0, speed=1) deck.playAction("a_reg_manual", 1,10, layer=trans_layer, play_mode=0, speed=1) trucks.playAction("a_reg_manual", 1,10, layer=trans_layer, play_mode=0, speed=1) if l_requestAction != 'fak_nmanual' and l_actionState == 'fak_air_nose': own['actionTimer'] = 20 actionState = 'fak_air_nose to nmanual' skater.playAction("fak_nmanual", 90,110, layer=trans_layer, play_mode=0, speed=1) deck.playAction("a_reg_manual", 90,110, layer=trans_layer, play_mode=0, speed=1) trucks.playAction("a_reg_manual", 90,110, layer=trans_layer, play_mode=0, speed=1) #loop else: skater.playAction("fak_nmanual", 10,70, layer=loop_layer, play_mode=1, speed=.5) deck.playAction("a_reg_manual", 10,70, layer=loop_layer, play_mode=1, speed=.5) trucks.playAction("a_reg_manual", 10,70, layer=loop_layer, play_mode=1, speed=.5) if requestAction == 'reg_air': actionState = 'reg_air' skater.playAction("reg_air", 1,60, layer=loop_layer, play_mode=1, speed=.5) deck.playAction("a_reg", 1,2, layer=loop_layer, play_mode=1, speed=.5) trucks.playAction("a_reg", 1,2, layer=loop_layer, play_mode=1, speed=.5) if requestAction == 'fak_air': actionState = 'fak_air' skater.playAction("fak_air", 1,60, layer=loop_layer, play_mode=1, speed=.5) deck.playAction("a_reg", 1,2, layer=loop_layer, play_mode=1, speed=.5) trucks.playAction("a_reg", 1,2, layer=loop_layer, play_mode=1, speed=.5) if requestAction == 'frontside_grab': actionState = 'frontside_grab' if l_actionState != 'frontside_grab': skater.playAction("reg_fg", 1,10, layer=trans_layer, play_mode=0, speed=1) deck.playAction("a_reg", 1,10, layer=trans_layer, play_mode=0, speed=1) trucks.playAction("a_reg", 1,10, layer=trans_layer, play_mode=0, speed=1) else: skater.playAction("reg_fg", 10,30, layer=loop_layer, play_mode=1, speed=.5) deck.playAction("a_reg", 10,30, layer=loop_layer, play_mode=1, speed=.5) trucks.playAction("a_reg", 10,30, layer=loop_layer, play_mode=1, speed=.5) if requestAction == 'backside_grab': actionState = 'backside_grab' if l_actionState != 'backside_grab': skater.playAction("reg_bsg2", 1,10, layer=trans_layer, play_mode=0, speed=1) deck.playAction("a_reg", 1,10, layer=trans_layer, play_mode=0, speed=1) trucks.playAction("a_reg", 1,10, layer=trans_layer, play_mode=0, speed=1) else: skater.playAction("reg_bsg2", 10,30, layer=loop_layer, play_mode=1, speed=.5) deck.playAction("a_reg", 10,30, layer=loop_layer, play_mode=1, speed=.5) trucks.playAction("a_reg", 10,30, layer=loop_layer, play_mode=1, speed=.5) if requestAction == 'fak_frontside_grab': actionState = 'fak_frontside_grab' if l_actionState != 'fak_frontside_grab': skater.playAction("fak_fg", 1,10, layer=trans_layer, play_mode=0, speed=1) deck.playAction("a_reg", 1,10, layer=trans_layer, play_mode=0, speed=1) trucks.playAction("a_reg", 1,10, layer=trans_layer, play_mode=0, speed=1) else: skater.playAction("fak_fg", 10,30, layer=loop_layer, play_mode=1, speed=.5) deck.playAction("a_reg", 10,30, layer=loop_layer, play_mode=1, speed=.5) trucks.playAction("a_reg", 10,30, layer=loop_layer, play_mode=1, speed=.5) if requestAction == 'fak_backside_grab': actionState = 'fak_backside_grab' if l_actionState != 'fak_backside_grab': skater.playAction("fak_bg", 1,10, layer=trans_layer, play_mode=0, speed=1) deck.playAction("a_reg", 1,10, layer=trans_layer, play_mode=0, speed=1) trucks.playAction("a_reg", 1,10, layer=trans_layer, play_mode=0, speed=1) else: skater.playAction("fak_bg", 10,30, layer=loop_layer, play_mode=1, speed=.5) deck.playAction("a_reg", 10,30, layer=loop_layer, play_mode=1, speed=.5) trucks.playAction("a_reg", 10,30, layer=loop_layer, play_mode=1, speed=.5) if requestAction == 'frontside_nose_grab': actionState = 'frontside_nose_grab' if l_actionState != 'frontside_nose_grab': skater.playAction("frontside_nose_grab", 1,10, layer=trans_layer, play_mode=0, speed=1) deck.playAction("a_reg", 1,10, layer=trans_layer, play_mode=0, speed=1) trucks.playAction("a_reg", 1,10, layer=trans_layer, play_mode=0, speed=1) else: skater.playAction("frontside_nose_grab", 10,30, layer=loop_layer, play_mode=1, speed=.5) deck.playAction("a_reg", 10,30, layer=loop_layer, play_mode=1, speed=.5) trucks.playAction("a_reg", 10,30, layer=loop_layer, play_mode=1, speed=.5) if requestAction == 'backside_nose_grab': actionState = 'backside_nose_grab' if l_actionState != 'backside_nose_grab': skater.playAction("backside_nose_grab", 1,10, layer=trans_layer, play_mode=0, speed=1) deck.playAction("a_reg", 1,10, layer=trans_layer, play_mode=0, speed=1) trucks.playAction("a_reg", 1,10, layer=trans_layer, play_mode=0, speed=1) else: skater.playAction("backside_nose_grab", 10,30, layer=loop_layer, play_mode=1, speed=.5) deck.playAction("a_reg", 10,30, layer=loop_layer, play_mode=1, speed=.5) trucks.playAction("a_reg", 10,30, layer=loop_layer, play_mode=1, speed=.5) if requestAction == 'fak_frontside_nose_grab': actionState = 'fak_frontside_nose_grab' if l_actionState != 'fak_frontside_nose_grab': skater.playAction("fak_frontside_nose_grab", 1,10, layer=trans_layer, play_mode=0, speed=1) deck.playAction("a_reg", 1,10, layer=trans_layer, play_mode=0, speed=1) trucks.playAction("a_reg", 1,10, layer=trans_layer, play_mode=0, speed=1) else: skater.playAction("fak_frontside_nose_grab", 10,30, layer=loop_layer, play_mode=1, speed=.5) deck.playAction("a_reg", 10,30, layer=loop_layer, play_mode=1, speed=.5) trucks.playAction("a_reg", 10,30, layer=loop_layer, play_mode=1, speed=.5) if requestAction == 'fak_backside_nose_grab': actionState = 'fak_backside_nose_grab' if l_actionState != 'fak_backside_nose_grab': skater.playAction("fak_backside_nose_grab", 1,10, layer=trans_layer, play_mode=0, speed=1) deck.playAction("a_reg", 1,10, layer=trans_layer, play_mode=0, speed=1) trucks.playAction("a_reg", 1,10, layer=trans_layer, play_mode=0, speed=1) else: skater.playAction("fak_backside_nose_grab", 10,30, layer=loop_layer, play_mode=1, speed=.5) deck.playAction("a_reg", 10,30, layer=loop_layer, play_mode=1, speed=.5) trucks.playAction("a_reg", 10,30, layer=loop_layer, play_mode=1, speed=.5) if requestAction == 'frontside_tail_grab': actionState = 'frontside_tail_grab' if l_actionState != 'frontside_tail_grab': skater.playAction("frontside_tail_grab", 1,10, layer=trans_layer, play_mode=0, speed=1) deck.playAction("a_reg", 1,10, layer=trans_layer, play_mode=0, speed=1) trucks.playAction("a_reg", 1,10, layer=trans_layer, play_mode=0, speed=1) else: skater.playAction("frontside_tail_grab", 10,30, layer=loop_layer, play_mode=1, speed=.5) deck.playAction("a_reg", 10,30, layer=loop_layer, play_mode=1, speed=.5) trucks.playAction("a_reg", 10,30, layer=loop_layer, play_mode=1, speed=.5) if requestAction == 'backside_tail_grab': actionState = 'backside_tail_grab' if l_actionState != 'backside_tail_grab': skater.playAction("backside_tail_grab", 1,10, layer=trans_layer, play_mode=0, speed=1) deck.playAction("a_reg", 1,10, layer=trans_layer, play_mode=0, speed=1) trucks.playAction("a_reg", 1,10, layer=trans_layer, play_mode=0, speed=1) else: skater.playAction("backside_tail_grab", 10,30, layer=loop_layer, play_mode=1, speed=.5) deck.playAction("a_reg", 10,30, layer=loop_layer, play_mode=1, speed=.5) trucks.playAction("a_reg", 10,30, layer=loop_layer, play_mode=1, speed=.5) if requestAction == 'fak_frontside_tail_grab': actionState = 'fak_frontside_tail_grab' if l_actionState != 'fak_frontside_tail_grab': skater.playAction("fak_frontside_tail_grab", 1,10, layer=trans_layer, play_mode=0, speed=1) deck.playAction("a_reg", 1,10, layer=trans_layer, play_mode=0, speed=1) trucks.playAction("a_reg", 1,10, layer=trans_layer, play_mode=0, speed=1) else: skater.playAction("fak_frontside_tail_grab", 10,30, layer=loop_layer, play_mode=1, speed=.5) deck.playAction("a_reg", 10,30, layer=loop_layer, play_mode=1, speed=.5) trucks.playAction("a_reg", 10,30, layer=loop_layer, play_mode=1, speed=.5) if requestAction == 'fak_backside_tail_grab': actionState = 'fak_backside_tail_grab' if l_actionState != 'fak_backside_tail_grab': skater.playAction("fak_backside_tail_grab", 1,10, layer=trans_layer, play_mode=0, speed=1) deck.playAction("a_reg", 1,10, layer=trans_layer, play_mode=0, speed=1) trucks.playAction("a_reg", 1,10, layer=trans_layer, play_mode=0, speed=1) else: skater.playAction("fak_backside_tail_grab", 10,30, layer=loop_layer, play_mode=1, speed=.5) deck.playAction("a_reg", 10,30, layer=loop_layer, play_mode=1, speed=.5) trucks.playAction("a_reg", 10,30, layer=loop_layer, play_mode=1, speed=.5) if requestAction == 'reg_judo': actionState = 'reg_judo' if l_actionState != 'reg_judo': skater.playAction("reg_judo", 1,10, layer=trans_layer, play_mode=0, speed=.5) deck.playAction("a_reg", 1,10, layer=trans_layer, play_mode=0, speed=.5) trucks.playAction("a_reg", 1,10, layer=trans_layer, play_mode=0, speed=.5) else: skater.playAction("reg_judo", 10,30, layer=loop_layer, play_mode=1, speed=1) deck.playAction("a_reg", 10,30, layer=loop_layer, play_mode=1, speed=1) trucks.playAction("a_reg", 10,30, layer=loop_layer, play_mode=1, speed=1) if requestAction == 'fak_judo': actionState = 'fak_judo' if l_actionState != 'fak_judo': skater.playAction("fak_judo", 1,10, layer=trans_layer, play_mode=0, speed=.5) deck.playAction("a_reg", 1,10, layer=trans_layer, play_mode=0, speed=.5) trucks.playAction("a_reg", 1,10, layer=trans_layer, play_mode=0, speed=.5) else: skater.playAction("fak_judo", 10,30, layer=loop_layer, play_mode=1, speed=1) deck.playAction("a_reg", 10,30, layer=loop_layer, play_mode=1, speed=1) trucks.playAction("a_reg", 10,30, layer=loop_layer, play_mode=1, speed=1) if requestAction == 'reg_ollie_north': actionState = 'reg_ollie_north' if l_actionState != 'reg_ollie_north': skater.playAction("reg_ollie_north", 1,10, layer=trans_layer, play_mode=0, speed=1) deck.playAction("a_reg", 1,10, layer=trans_layer, play_mode=0, speed=1) trucks.playAction("a_reg", 1,10, layer=trans_layer, play_mode=0, speed=1) else: skater.playAction("reg_ollie_north", 10,10, layer=loop_layer, play_mode=1, speed=.5) deck.playAction("a_reg", 10,10, layer=loop_layer, play_mode=1, speed=.5) trucks.playAction("a_reg", 10,10, layer=loop_layer, play_mode=1, speed=.5) if requestAction == 'fak_ollie_north': actionState = 'fak_ollie_north' if l_actionState != 'fak_ollie_north': skater.playAction("fak_ollie_north", 1,10, layer=trans_layer, play_mode=0, speed=1) deck.playAction("a_reg", 1,10, layer=trans_layer, play_mode=0, speed=1) trucks.playAction("a_reg", 1,10, layer=trans_layer, play_mode=0, speed=1) else: skater.playAction("fak_ollie_north", 10,10, layer=loop_layer, play_mode=1, speed=.5) deck.playAction("a_reg", 10,10, layer=loop_layer, play_mode=1, speed=.5) trucks.playAction("a_reg", 10,10, layer=loop_layer, play_mode=1, speed=.5) if requestAction == 'reg_ollie_south': actionState = 'reg_ollie_south' if l_actionState != 'reg_ollie_south': skater.playAction("reg_ollie_south", 1,10, layer=trans_layer, play_mode=0, speed=1) deck.playAction("a_reg", 1,10, layer=trans_layer, play_mode=0, speed=1) trucks.playAction("a_reg", 1,10, layer=trans_layer, play_mode=0, speed=1) else: skater.playAction("reg_ollie_south", 10,10, layer=loop_layer, play_mode=1, speed=.5) deck.playAction("a_reg", 10,10, layer=loop_layer, play_mode=1, speed=.5) trucks.playAction("a_reg", 10,10, layer=loop_layer, play_mode=1, speed=.5) if requestAction == 'fak_ollie_south': actionState = 'fak_ollie_south' if l_actionState != 'fak_ollie_south': skater.playAction("fak_ollie_south", 1,10, layer=trans_layer, play_mode=0, speed=1) deck.playAction("a_reg", 1,10, layer=trans_layer, play_mode=0, speed=1) trucks.playAction("a_reg", 1,10, layer=trans_layer, play_mode=0, speed=1) else: skater.playAction("fak_ollie_south", 10,10, layer=loop_layer, play_mode=1, speed=.5) deck.playAction("a_reg", 10,10, layer=loop_layer, play_mode=1, speed=.5) trucks.playAction("a_reg", 10,10, layer=loop_layer, play_mode=1, speed=.5) if requestAction == 'reg_noseg': actionState = 'reg_noseg' if l_actionState not in ['reg_noseg', 'reg_air_nose', 'fak_reg_tailg', 'reg_noseg_out']: skater.stopAction(flip_layer) deck.stopAction(flip_layer) trucks.stopAction(flip_layer) skater.playAction("reg_noseg.002", 1,10, layer=trans_layer, play_mode=0, speed=1) deck.playAction("a_reg_noseg.002", 1,10, layer=trans_layer, play_mode=0, speed=1) trucks.playAction("a_reg_noseg.002", 1,10, layer=trans_layer, play_mode=0, speed=1) else: skater.playAction("reg_noseg.002", 11,40, layer=loop_layer, play_mode=1, speed=.5) deck.playAction("a_reg_noseg.002", 11,40, layer=loop_layer, play_mode=1, speed=.5) trucks.playAction("a_reg_noseg.002", 11,40, layer=loop_layer, play_mode=1, speed=.5) if requestAction == 'fak_noseg': actionState = 'fak_noseg' if l_actionState not in ['fak_noseg', 'fak_air_nose', 'reg_fak_tailg', 'fak_noseg_out']: skater.stopAction(flip_layer) deck.stopAction(flip_layer) trucks.stopAction(flip_layer) skater.playAction("fak_noseg", 40,30, layer=trans_layer, play_mode=0, speed=1) deck.playAction("a_fak_noseg", 40,30, layer=trans_layer, play_mode=0, speed=1) trucks.playAction("a_fak_noseg", 40,30, layer=trans_layer, play_mode=0, speed=1) else: skater.playAction("fak_noseg", 30,1, layer=loop_layer, play_mode=1, speed=.5) deck.playAction("a_fak_noseg", 30,1, layer=loop_layer, play_mode=1, speed=.5) trucks.playAction("a_fak_noseg", 30,1, layer=loop_layer, play_mode=1, speed=.5) if requestAction == 'reg_tailg': actionState = 'reg_tailg' if l_actionState not in ['reg_tailg', 'reg_air_tail', 'fak_reg_noseg', 'fak_tailg_out']: skater.stopAction(flip_layer) deck.stopAction(flip_layer) trucks.stopAction(flip_layer) skater.playAction("reg_tailg.001", 40,30, layer=trans_layer, play_mode=0, speed=1) deck.playAction("a_reg_tailg.001", 40,30, layer=trans_layer, play_mode=0, speed=1) trucks.playAction("a_reg_tailg.001", 40,30, layer=trans_layer, play_mode=0, speed=1) else: skater.playAction("reg_tailg.001", 30,1, layer=loop_layer, play_mode=1, speed=.5) deck.playAction("a_reg_tailg.001", 30,1, layer=loop_layer, play_mode=1, speed=.5) trucks.playAction("a_reg_tailg.001", 30,1, layer=loop_layer, play_mode=1, speed=.5) if requestAction == 'fak_tailg': actionState = 'fak_tailg' if l_actionState not in ['fak_tailg', 'fak_air_tail', 'reg_fak_noseg', 'reg_tailg_out']: #print('fak_tailg in') skater.stopAction(flip_layer) deck.stopAction(flip_layer) trucks.stopAction(flip_layer) skater.playAction("fak_tailg", 40,30, layer=trans_layer, play_mode=0, speed=1) deck.playAction("a_fak_tailg", 40,30, layer=trans_layer, play_mode=0, speed=1) trucks.playAction("a_fak_tailg", 40,30, layer=trans_layer, play_mode=0, speed=1) else: #print('tailging') skater.playAction("fak_tailg", 30,1, layer=loop_layer, play_mode=1, speed=.5) deck.playAction("a_fak_tailg", 30,1, layer=loop_layer, play_mode=1, speed=.5) trucks.playAction("a_fak_tailg", 30,1, layer=loop_layer, play_mode=1, speed=.5) if requestAction == 'reg_tailgr': actionState = 'reg_tailgr' if l_actionState not in ['reg_tailgr', 'reg_air_tail', 'reg_tailgr_out', 'fak_reg_nosegr']: skater.stopAction(flip_layer) deck.stopAction(flip_layer) trucks.stopAction(flip_layer) skater.playAction("reg_tailgR", 40,30, layer=trans_layer, play_mode=0, speed=1) deck.playAction("a_reg_tailgR", 40,30, layer=trans_layer, play_mode=0, speed=1) trucks.playAction("a_reg_tailgR", 40,30, layer=trans_layer, play_mode=0, speed=1) else: skater.playAction("reg_tailgR", 30,1, layer=loop_layer, play_mode=1, speed=.5) deck.playAction("a_reg_tailgR", 30,1, layer=loop_layer, play_mode=1, speed=.5) trucks.playAction("a_reg_tailgR", 30,1, layer=loop_layer, play_mode=1, speed=.5) if requestAction == 'fak_tailgr': actionState = 'fak_tailgr' if l_actionState not in ['fak_tailgr', 'fak_air_tail', 'fak_tailgr_out', 'reg_fak_nosegr']: skater.stopAction(flip_layer) deck.stopAction(flip_layer) trucks.stopAction(flip_layer) skater.playAction("fak_tailgR", 40,30, layer=trans_layer, play_mode=0, speed=1) deck.playAction("a_fak_tailgR", 40,30, layer=trans_layer, play_mode=0, speed=1) trucks.playAction("a_fak_tailgR", 40,30, layer=trans_layer, play_mode=0, speed=1) else: skater.playAction("fak_tailgR", 30,1, layer=loop_layer, play_mode=1, speed=.5) deck.playAction("a_fak_tailgR", 30,1, layer=loop_layer, play_mode=1, speed=.5) trucks.playAction("a_fak_tailgR", 30,1, layer=loop_layer, play_mode=1, speed=.5) if requestAction == 'reg_tailgl': actionState = 'reg_tailgl' if l_actionState not in ['reg_tailgl', 'reg_air_tail', 'reg_tailgl_out', 'fak_reg_nosegl']: skater.stopAction(flip_layer) deck.stopAction(flip_layer) trucks.stopAction(flip_layer) skater.playAction("reg_tailgL", 40,30, layer=trans_layer, play_mode=0, speed=1) deck.playAction("a_reg_tailgL", 40,30, layer=trans_layer, play_mode=0, speed=1) trucks.playAction("a_reg_tailgL", 40,30, layer=trans_layer, play_mode=0, speed=1) else: skater.playAction("reg_tailgL", 30,1, layer=loop_layer, play_mode=1, speed=.5) deck.playAction("a_reg_tailgL", 30,1, layer=loop_layer, play_mode=1, speed=.5) trucks.playAction("a_reg_tailgL", 30,1, layer=loop_layer, play_mode=1, speed=.5) if requestAction == 'fak_tailgl': actionState = 'fak_tailgl' if l_actionState not in ['fak_tailgl', 'fak_air_tail', 'fak_tailgl_out', 'reg_fak_nosegl']: skater.stopAction(flip_layer) deck.stopAction(flip_layer) trucks.stopAction(flip_layer) skater.playAction("fak_tailgL", 40,30, layer=trans_layer, play_mode=0, speed=1) deck.playAction("a_fak_tailgL", 40,30, layer=trans_layer, play_mode=0, speed=1) trucks.playAction("a_fak_tailgL", 40,30, layer=trans_layer, play_mode=0, speed=1) else: skater.playAction("fak_tailgL", 30,1, layer=loop_layer, play_mode=1, speed=.5) deck.playAction("a_fak_tailgL", 30,1, layer=loop_layer, play_mode=1, speed=.5) trucks.playAction("a_fak_tailgL", 30,1, layer=loop_layer, play_mode=1, speed=.5) if requestAction == 'reg_nosegr': actionState = 'reg_nosegr' if l_actionState not in ['reg_nosegr', 'reg_air_tail', 'reg_nosegr_out', 'fak_reg_tailgr']: skater.stopAction(flip_layer) deck.stopAction(flip_layer) trucks.stopAction(flip_layer) skater.playAction("reg_nosegR", 40,30, layer=trans_layer, play_mode=0, speed=1) deck.playAction("a_reg_nosegR", 40,30, layer=trans_layer, play_mode=0, speed=1) trucks.playAction("a_reg_nosegR", 40,30, layer=trans_layer, play_mode=0, speed=1) else: skater.playAction("reg_nosegR", 30,1, layer=loop_layer, play_mode=1, speed=.5) deck.playAction("a_reg_nosegR", 30,1, layer=loop_layer, play_mode=1, speed=.5) trucks.playAction("a_reg_nosegR", 30,1, layer=loop_layer, play_mode=1, speed=.5) if requestAction == 'fak_nosegr': actionState = 'fak_nosegr' if l_actionState not in ['fak_nosegr', 'fak_air_nose', 'fak_nosegr_out', 'reg_fak_tailgr']: skater.stopAction(flip_layer) deck.stopAction(flip_layer) trucks.stopAction(flip_layer) skater.playAction("fak_nosegR", 40,30, layer=trans_layer, play_mode=0, speed=1) deck.playAction("a_fak_nosegR", 40,30, layer=trans_layer, play_mode=0, speed=1) trucks.playAction("a_fak_nosegR", 40,30, layer=trans_layer, play_mode=0, speed=1) else: skater.playAction("fak_nosegR", 30,1, layer=loop_layer, play_mode=1, speed=.5) deck.playAction("a_fak_nosegR", 30,1, layer=loop_layer, play_mode=1, speed=.5) trucks.playAction("a_fak_nosegR", 30,1, layer=loop_layer, play_mode=1, speed=.5) if requestAction == 'reg_nosegl': actionState = 'reg_nosegl' if l_actionState not in ['reg_nosegl', 'reg_air_nose', 'reg_nosegl_out', 'fak_reg_tailgl']: skater.stopAction(flip_layer) deck.stopAction(flip_layer) trucks.stopAction(flip_layer) skater.playAction("reg_nosegL", 40,30, layer=trans_layer, play_mode=0, speed=1) deck.playAction("a_reg_nosegL", 40,30, layer=trans_layer, play_mode=0, speed=1) trucks.playAction("a_reg_nosegL", 40,30, layer=trans_layer, play_mode=0, speed=1) else: skater.playAction("reg_nosegL", 30,1, layer=loop_layer, play_mode=1, speed=.5) deck.playAction("a_reg_nosegL", 30,1, layer=loop_layer, play_mode=1, speed=.5) trucks.playAction("a_reg_nosegL", 30,1, layer=loop_layer, play_mode=1, speed=.5) if requestAction == 'fak_nosegl': actionState = 'fak_nosegl' if l_actionState not in ['fak_nosegl', 'fak_air_nose', 'fak_nosegl_out', 'reg_fak_tailgl']: skater.stopAction(flip_layer) deck.stopAction(flip_layer) trucks.stopAction(flip_layer) skater.playAction("fak_nosegL", 40,30, layer=trans_layer, play_mode=0, speed=1) deck.playAction("a_fak_nosegL", 40,30, layer=trans_layer, play_mode=0, speed=1) trucks.playAction("a_fak_nosegL", 40,30, layer=trans_layer, play_mode=0, speed=1) else: skater.playAction("fak_nosegL", 30,1, layer=loop_layer, play_mode=1, speed=.5) deck.playAction("a_fak_nosegL", 30,1, layer=loop_layer, play_mode=1, speed=.5) trucks.playAction("a_fak_nosegL", 30,1, layer=loop_layer, play_mode=1, speed=.5) if requestAction == 'reg_wall_r': actionState = 'reg_wall_r' if l_actionState != 'reg_wall_r': skater.playAction("reg_wall_r", 10,10, layer=trans_layer, play_mode=0, speed=.5) deck.playAction("a_reg_wall_r", 10,10, layer=trans_layer, play_mode=0, speed=.5) trucks.playAction("a_reg_wall_r", 10,10, layer=trans_layer, play_mode=0, speed=.5) else: skater.playAction("reg_wall_r", 10,10, layer=loop_layer, play_mode=1, speed=.5) deck.playAction("a_reg_wall_r", 10,10, layer=loop_layer, play_mode=1, speed=.5) trucks.playAction("a_reg_wall_r", 10,10, layer=loop_layer, play_mode=1, speed=.5) if requestAction == 'reg_wall_l': actionState = 'reg_wall_l' if l_actionState != 'reg_wall_l': skater.playAction("reg_wall_l", 10,10, layer=trans_layer, play_mode=0, speed=.5) deck.playAction("a_reg_wall_l2", 10,10, layer=trans_layer, play_mode=0, speed=.5) trucks.playAction("a_reg_wall_l2", 10,10, layer=trans_layer, play_mode=0, speed=.5) else: skater.playAction("reg_wall_l", 10,10, layer=loop_layer, play_mode=1, speed=.5) deck.playAction("a_reg_wall_l2", 10,10, layer=loop_layer, play_mode=1, speed=.5) trucks.playAction("a_reg_wall_l2", 10,10, layer=loop_layer, play_mode=1, speed=.5) if requestAction == 'fak_wall_r': actionState = 'fak_wall_r' if l_actionState != 'fak_wall_r': skater.playAction("fak_wall_r", 10,10, layer=trans_layer, play_mode=0, speed=.5) deck.playAction("a_reg_wall_l2", 10,10, layer=trans_layer, play_mode=0, speed=.5) trucks.playAction("a_reg_wall_l2", 10,10, layer=trans_layer, play_mode=0, speed=.5) else: skater.playAction("fak_wall_r", 10,10, layer=loop_layer, play_mode=1, speed=.5) deck.playAction("a_reg_wall_l2", 10,10, layer=loop_layer, play_mode=1, speed=.5) trucks.playAction("a_reg_wall_l2", 10,10, layer=loop_layer, play_mode=1, speed=.5) if requestAction == 'fak_wall_l': actionState = 'fak_wall_l' if l_actionState != 'reg_wall_r': skater.playAction("fak_wall_l", 10,10, layer=trans_layer, play_mode=0, speed=.5) deck.playAction("a_reg_wall_r", 10,10, layer=trans_layer, play_mode=0, speed=.5) trucks.playAction("a_reg_wall_r", 10,10, layer=trans_layer, play_mode=0, speed=.5) else: skater.playAction("fak_wall_l", 10,10, layer=loop_layer, play_mode=1, speed=.5) deck.playAction("a_reg_wall_r", 10,10, layer=loop_layer, play_mode=1, speed=.5) trucks.playAction("a_reg_wall_r", 10,10, layer=loop_layer, play_mode=1, speed=.5) ############################## if requestAction == 'reg_tailslide': actionState = 'reg_tailslide' if l_actionState != 'reg_tailslide' and l_actionState != 'reg_air_tail' and l_actionState != 'reg_tailslide_out' and l_actionState != 'fak_noseslide': skater.stopAction(flip_layer) deck.stopAction(flip_layer) trucks.stopAction(flip_layer) skater.playAction("fak_noses", 40,30, layer=trans_layer, play_mode=0, speed=1) deck.playAction("a_fak_noses", 40,30, layer=trans_layer, play_mode=0, speed=1) trucks.playAction("a_fak_noses", 40,30, layer=trans_layer, play_mode=0, speed=1) else: skater.playAction("fak_noses", 30,1, layer=loop_layer, play_mode=1, speed=.5) deck.playAction("a_fak_noses", 30,1, layer=loop_layer, play_mode=1, speed=.5) trucks.playAction("a_fak_noses", 30,1, layer=loop_layer, play_mode=1, speed=.5) if requestAction == 'fak_tailslide': actionState = 'fak_tailslide' if l_actionState != 'fak_tailslide' and l_actionState != 'fak_air_tail' and l_actionState != 'reg_tailslide_out' and l_actionState != 'reg_noseslide': skater.stopAction(flip_layer) deck.stopAction(flip_layer) trucks.stopAction(flip_layer) skater.playAction("reg_noses", 40,30, layer=trans_layer, play_mode=0, speed=1) deck.playAction("a_reg_noses", 40,30, layer=trans_layer, play_mode=0, speed=1) trucks.playAction("a_reg_noses", 40,30, layer=trans_layer, play_mode=0, speed=1) else: skater.playAction("reg_noses", 30,1, layer=loop_layer, play_mode=1, speed=.5) deck.playAction("a_reg_noses", 30,1, layer=loop_layer, play_mode=1, speed=.5) trucks.playAction("a_reg_noses", 30,1, layer=loop_layer, play_mode=1, speed=.5) if requestAction == 'reg_noseslide': actionState = 'reg_noseslide' if l_actionState != 'reg_noseslide' and l_actionState != 'reg_air_nose' and l_actionState != 'reg_tailslide_out' and l_actionState != 'fak_tailslide': skater.stopAction(flip_layer) deck.stopAction(flip_layer) trucks.stopAction(flip_layer) skater.playAction("fak_tails", 40,30, layer=trans_layer, play_mode=0, speed=1) deck.playAction("a_fak_tails", 40,30, layer=trans_layer, play_mode=0, speed=1) trucks.playAction("a_fak_tails", 40,30, layer=trans_layer, play_mode=0, speed=1) else: skater.playAction("fak_tails", 30,1, layer=loop_layer, play_mode=1, speed=.5) deck.playAction("a_fak_tails", 30,1, layer=loop_layer, play_mode=1, speed=.5) trucks.playAction("a_fak_tails", 30,1, layer=loop_layer, play_mode=1, speed=.5) if requestAction == 'fak_noseslide': actionState = 'fak_noseslide' if l_actionState != 'fak_noseslide' and l_actionState != 'fak_air_nose' and l_actionState != 'reg_tailslide_out' and l_actionState != 'reg_tailslide': skater.stopAction(flip_layer) deck.stopAction(flip_layer) trucks.stopAction(flip_layer) skater.playAction("reg_tails", 40,30, layer=trans_layer, play_mode=0, speed=1) deck.playAction("a_reg_tails", 40,30, layer=trans_layer, play_mode=0, speed=1) trucks.playAction("a_reg_tails", 40,30, layer=trans_layer, play_mode=0, speed=1) else: skater.playAction("reg_tails", 30,1, layer=loop_layer, play_mode=1, speed=.5) deck.playAction("a_reg_tails", 30,1, layer=loop_layer, play_mode=1, speed=.5) trucks.playAction("a_reg_tails", 30,1, layer=loop_layer, play_mode=1, speed=.5) if requestAction == 'reg_5050': actionState = 'reg_5050' #own['actionTimer'] = 0 skater.playAction("reg_5050", 1,30, layer=loop_layer, play_mode=1, speed=.5) deck.playAction("a_reg", 1,30, layer=loop_layer, play_mode=1, speed=.5) trucks.playAction("a_reg", 1,30, layer=loop_layer, play_mode=1, speed=.5) if requestAction == 'fak_5050': actionState = 'fak_5050' #own['actionTimer'] = 0 skater.playAction("fak_5050", 1,30, layer=loop_layer, play_mode=1, speed=.5) deck.playAction("a_reg", 1,30, layer=loop_layer, play_mode=1, speed=.5) trucks.playAction("a_reg", 1,30, layer=loop_layer, play_mode=1, speed=.5) if requestAction == 'reg_bsboard': actionState = 'reg_bsboard' skater.playAction("reg_BS_Board2", 1,30, layer=loop_layer, play_mode=1, speed=.5) deck.playAction("a_reg_BS_Board2", 1,30, layer=loop_layer, play_mode=1, speed=.5) trucks.playAction("a_reg_BS_Board2", 1,30, layer=loop_layer, play_mode=1, speed=.5) if requestAction == 'fak_bsboard': actionState = 'fak_bsboard' skater.playAction("fak_BS_Board2", 1,30, layer=loop_layer, play_mode=1, speed=.5) deck.playAction("a_fak_BS_Board2", 1,30, layer=loop_layer, play_mode=1, speed=.5) trucks.playAction("a_fak_BS_Board2", 1,30, layer=loop_layer, play_mode=1, speed=.5) if requestAction == 'reg_fsboard': actionState = 'reg_fsboard' skater.playAction("reg_FS_Board", 1,30, layer=loop_layer, play_mode=1, speed=.5) deck.playAction("a_reg_FS_Board", 1,30, layer=loop_layer, play_mode=1, speed=.5) trucks.playAction("a_reg_FS_Board", 1,30, layer=loop_layer, play_mode=1, speed=.5) if requestAction == 'reg_air_nose': actionState = 'reg_air_nose' if l_actionState != 'reg_air_nose': skater.stopAction(loop_layer) deck.stopAction(loop_layer) trucks.stopAction(loop_layer) skater.stopAction(flip_layer) deck.stopAction(flip_layer) trucks.stopAction(flip_layer) skater.playAction("reg_noseg.002", 0,5, layer=trans_layer, play_mode=0, speed=.5) deck.playAction("a_reg_noseg.002", 0,5, layer=trans_layer, play_mode=0, speed=.5) trucks.playAction("a_reg_noseg.002", 0,5, layer=trans_layer, play_mode=0, speed=.5) else: skater.playAction("reg_noseg.002", 5,5, layer=loop_layer, play_mode=1, speed=.5) deck.playAction("a_reg_noseg.002", 5,5, layer=loop_layer, play_mode=1, speed=.5) trucks.playAction("a_reg_noseg.002", 5,5, layer=loop_layer, play_mode=1, speed=.5) if requestAction == 'fak_air_nose': actionState = 'fak_air_nose' if l_actionState != 'fak_air_nose': skater.stopAction(loop_layer) deck.stopAction(loop_layer) trucks.stopAction(loop_layer) skater.stopAction(flip_layer) deck.stopAction(flip_layer) trucks.stopAction(flip_layer) skater.playAction("fak_noseg", 40,35, layer=trans_layer, play_mode=0, speed=1) deck.playAction("a_fak_noseg", 40,35, layer=trans_layer, play_mode=0, speed=1) trucks.playAction("a_fak_noseg", 40,35, layer=trans_layer, play_mode=0, speed=1) else: skater.playAction("fak_noseg", 35,35, layer=loop_layer, play_mode=1, speed=.5) deck.playAction("a_fak_noseg", 35,35, layer=loop_layer, play_mode=1, speed=.5) trucks.playAction("a_fak_noseg", 35,35, layer=loop_layer, play_mode=1, speed=.5) if requestAction == 'reg_air_tail': actionState = 'reg_air_tail' if l_actionState != 'reg_air_tail': skater.stopAction(loop_layer) deck.stopAction(loop_layer) trucks.stopAction(loop_layer) skater.stopAction(flip_layer) deck.stopAction(flip_layer) trucks.stopAction(flip_layer) skater.playAction("reg_tailg.001", 40,35, layer=trans_layer, play_mode=0, speed=1) deck.playAction("a_reg_tailg.001", 40,35, layer=trans_layer, play_mode=0, speed=1) trucks.playAction("a_reg_tailg.001", 40,35, layer=trans_layer, play_mode=0, speed=1) else: #pass skater.playAction("reg_tailg.001", 35,35, layer=loop_layer, play_mode=1, speed=.5) deck.playAction("a_reg_tailg.001", 35,35, layer=loop_layer, play_mode=1, speed=.5) trucks.playAction("a_reg_tailg.001", 35,35, layer=loop_layer, play_mode=1, speed=.5) if requestAction == 'fak_air_tail': actionState = 'fak_air_tail' if l_actionState != 'fak_air_tail': skater.stopAction(loop_layer) deck.stopAction(loop_layer) trucks.stopAction(loop_layer) skater.stopAction(flip_layer) deck.stopAction(flip_layer) trucks.stopAction(flip_layer) skater.playAction("fak_tailg", 40,35, layer=trans_layer, play_mode=0, speed=1) deck.playAction("a_fak_tailg", 40,35, layer=trans_layer, play_mode=0, speed=1) trucks.playAction("a_fak_tailg", 40,35, layer=trans_layer, play_mode=0, speed=1) else: skater.playAction("fak_tailg", 35,35, layer=loop_layer, play_mode=1, speed=.5) deck.playAction("a_fak_tailg", 35,35, layer=loop_layer, play_mode=1, speed=.5) trucks.playAction("a_fak_tailg", 35,35, layer=loop_layer, play_mode=1, speed=.5) if requestAction == 'reg_stop': actionState = 'reg_stop' if l_actionState != 'reg_stop': skater.playAction("reg_stopin", 1,15, layer=trans_layer, play_mode=0, speed=.5) deck.playAction("a_reg", 1,15, layer=trans_layer, play_mode=0, speed=.5) trucks.playAction("a_reg", 1,15, layer=trans_layer, play_mode=0, speed=.5) else: skater.playAction("reg_stop", 30,30, layer=loop_layer, play_mode=1, speed=.5) deck.playAction("a_reg", 30,30, layer=loop_layer, play_mode=1, speed=.5) trucks.playAction("a_reg", 30,30, layer=loop_layer, play_mode=1, speed=.5) if requestAction == 'fak_stop': actionState = 'fak_stop' if l_actionState != 'fak_stop': skater.playAction("fak_stopin", 1,15, layer=trans_layer, play_mode=0, speed=.5) deck.playAction("a_reg", 1,15, layer=trans_layer, play_mode=0, speed=.5) trucks.playAction("a_reg", 1,15, layer=trans_layer, play_mode=0, speed=.5) else: skater.playAction("fak_stop", 30,30, layer=loop_layer, play_mode=1, speed=.5) deck.playAction("a_reg", 30,30, layer=loop_layer, play_mode=1, speed=.5) trucks.playAction("a_reg", 30,30, layer=loop_layer, play_mode=1, speed=.5) if requestAction == 'reg_fp_rback': actionState = 'reg_fp_rback' if l_actionState != 'reg_fp_rback': skater.playAction("reg_fp_rback", 1,10, layer=trans_layer, play_mode=0, speed=.5) deck.playAction("a_reg_fp_rback", 1,10, layer=trans_layer, play_mode=0, speed=.5) trucks.playAction("a_reg_fp_rback", 1,10, layer=trans_layer, play_mode=0, speed=.5) else: skater.playAction("reg_fp_rback", 10,10, layer=loop_layer, play_mode=1, speed=.5) deck.playAction("a_reg_fp_rback", 10,10, layer=loop_layer, play_mode=1, speed=.5) trucks.playAction("a_reg_fp_rback", 10,10, layer=loop_layer, play_mode=1, speed=.5) if requestAction == 'fak_fp_rback': actionState = 'fak_fp_rback' if l_actionState != 'fak_fp_rback': skater.playAction("fak_fp_rback", 1,10, layer=trans_layer, play_mode=0, speed=.5) deck.playAction("a_fak_fp_rback", 1,10, layer=trans_layer, play_mode=0, speed=.5) trucks.playAction("a_fak_fp_rback", 1,10, layer=trans_layer, play_mode=0, speed=.5) else: skater.playAction("fak_fp_rback", 10,10, layer=loop_layer, play_mode=1, speed=.5) deck.playAction("a_fak_fp_rback", 10,10, layer=loop_layer, play_mode=1, speed=.5) trucks.playAction("a_fak_fp_rback", 10,10, layer=loop_layer, play_mode=1, speed=.5) if requestAction == 'reg_back_invert': actionState = 'reg_back_invert' if l_actionState != 'reg_back_invert': skater.playAction("reg_back_invert_in2", 1,30, layer=trans_layer, play_mode=0, speed=1) deck.playAction("a_reg_back_invert_in2", 1,30, layer=trans_layer, play_mode=0, speed=1) trucks.playAction("a_reg_back_invert_in2", 1,30, layer=trans_layer, play_mode=0, speed=1) else: skater.playAction("reg_back_invert_in2", 30,30, layer=loop_layer, play_mode=1, speed=1) deck.playAction("a_reg_back_invert_in2", 30,30, layer=loop_layer, play_mode=1, speed=1) trucks.playAction("a_reg_back_invert_in2", 30,30, layer=loop_layer, play_mode=1, speed=1) if requestAction == 'fak_fr_invert': actionState = 'fak_fr_invert' if l_actionState != 'fak_fr_invert': skater.playAction("fak_fr_invert", 1,30, layer=trans_layer, play_mode=0, speed=1) deck.playAction("a_fak_fr_invert", 1,30, layer=trans_layer, play_mode=0, speed=1) trucks.playAction("a_fak_fr_invert", 1,30, layer=trans_layer, play_mode=0, speed=1) else: skater.playAction("fak_fr_invert", 30,30, layer=loop_layer, play_mode=1, speed=1) deck.playAction("a_fak_fr_invert", 30,30, layer=loop_layer, play_mode=1, speed=1) trucks.playAction("a_fak_fr_invert", 30,30, layer=loop_layer, play_mode=1, speed=1) if requestAction == 'reg_hippy_in': actionState = 'reg_hippy_in' if l_actionState != 'reg_hippy_in': skater.playAction("reg_hippy", 1,10, layer=trans_layer, play_mode=0, speed=.5) deck.playAction("a_reg", 1,10, layer=trans_layer, play_mode=0, speed=.5) trucks.playAction("a_reg", 1,10, layer=trans_layer, play_mode=0, speed=.5) else: skater.playAction("reg_hippy", 10,10, layer=loop_layer, play_mode=1, speed=.5) deck.playAction("a_reg", 10,10, layer=loop_layer, play_mode=1, speed=.5) trucks.playAction("a_reg", 10,10, layer=loop_layer, play_mode=1, speed=.5) if requestAction == 'fak_hippy_in': actionState = 'fak_hippy_in' if l_actionState != 'fak_hippy_in': skater.playAction("fak_hippy", 1,10, layer=trans_layer, play_mode=0, speed=.5) deck.playAction("a_reg", 1,10, layer=trans_layer, play_mode=0, speed=.5) trucks.playAction("a_reg", 1,10, layer=trans_layer, play_mode=0, speed=.5) else: skater.playAction("fak_hippy", 10,10, layer=loop_layer, play_mode=1, speed=.5) deck.playAction("a_reg", 10,10, layer=loop_layer, play_mode=1, speed=.5) trucks.playAction("a_reg", 10,10, layer=loop_layer, play_mode=1, speed=.5) #$$$$$$$$$$$$$$$$$$$$$$$$$$$$$ #walk anims #reg_idle if requestAction == 'reg_idle' and own['actionTimer'] == 0: actionState = 'reg_idle' if l_requestAction != 'reg_idle': if l_requestAction == 'reg_walk' or l_requestAction == 'reg_walkFast': cur_frame = skater.getActionFrame(loop_layer) skater.stopAction(loop_layer) deck.stopAction(loop_layer) trucks.stopAction(loop_layer) if cur_frame > 11:#11: cur_frame += 1 skater.playAction("reg_nwalk", cur_frame,35, layer=loop_layer, play_mode=0, speed=.5) deck.playAction("a_reg_nwalk", cur_frame,35, layer=loop_layer, play_mode=0, speed=.5) trucks.playAction("a_reg_nwalk", cur_frame,35, layer=loop_layer, play_mode=0, speed=.5) else: cur_frame -= 1 skater.playAction("reg_nwalk", cur_frame,0, layer=loop_layer, play_mode=0, speed=.5) deck.playAction("a_reg_nwalk", cur_frame,0, layer=loop_layer, play_mode=0, speed=.5) trucks.playAction("a_reg_nwalk", cur_frame,0, layer=loop_layer, play_mode=0, speed=.5) else: trans_playing = skater.isPlayingAction(trans_layer) else: skater.playAction("reg_idle1", 1,120, layer=loop_layer, play_mode=0, speed=.5) deck.playAction("a_reg_idle1", 1,120, layer=loop_layer, play_mode=0, speed=.5) trucks.playAction("a_reg_idle1", 1,120, layer=loop_layer, play_mode=0, speed=.5) #reg_idle_nb if requestAction == 'reg_idle_nb' and own['actionTimer'] == 0: actionState = 'reg_idle_nb' if l_requestAction != 'reg_idle_nb': if l_requestAction == 'reg_walk_nb' or l_requestAction == 'reg_walkFast_nb': cur_frame = skater.getActionFrame(loop_layer) skater.stopAction(loop_layer) deck.stopAction(loop_layer) trucks.stopAction(loop_layer) if cur_frame > 11: cur_frame += 1 skater.playAction("reg_nwalk_nb.001", cur_frame,35, layer=loop_layer, play_mode=0, speed=.5) else: cur_frame -= 1 skater.playAction("reg_nwalk_nb.001", cur_frame,0, layer=loop_layer, play_mode=0, speed=.5) else: trans_playing = skater.isPlayingAction(trans_layer) if trans_playing == 1: skater.playAction("reg_idle1", 1,120, layer=loop_layer, play_mode=0, speed=.5) else: skater.playAction("reg_idle1", 1,120, layer=loop_layer, play_mode=0, speed=.5) #fak_idle if requestAction == 'fak_idle' and own['actionTimer'] == 0: actionState = 'fak_idle' if l_requestAction != 'fak_idle': if l_requestAction == 'fak_walk' or l_requestAction == 'fak_walkFast': cur_frame = skater.getActionFrame(loop_layer) skater.stopAction(loop_layer) deck.stopAction(loop_layer) trucks.stopAction(loop_layer) if cur_frame > 11: cur_frame += 1 skater.playAction("fak_nwalk", cur_frame,35, layer=loop_layer, play_mode=0, speed=.5) deck.playAction("a_fak_nwalk", cur_frame,35, layer=loop_layer, play_mode=0, speed=.5) trucks.playAction("a_fak_nwalk", cur_frame,35, layer=loop_layer, play_mode=0, speed=.5) else: cur_frame -= 1 skater.playAction("fak_nwalk", cur_frame,0, layer=loop_layer, play_mode=0, speed=.5) deck.playAction("a_fak_nwalk", cur_frame,0, layer=loop_layer, play_mode=0, speed=.5) trucks.playAction("a_fak_nwalk", cur_frame,0, layer=loop_layer, play_mode=0, speed=.5) else: trans_playing = skater.isPlayingAction(trans_layer) else: skater.playAction("fak_idle1", 1,120, layer=loop_layer, play_mode=0, speed=.5) #fak_idle_nb if requestAction == 'fak_idle_nb' and own['actionTimer'] == 0: actionState = 'fak_idle_nb' if l_requestAction != 'fak_idle_nb': if l_requestAction == 'fak_walk_nb' or l_requestAction == 'fak_walkFast_nb': cur_frame = skater.getActionFrame(loop_layer) skater.stopAction(loop_layer) deck.stopAction(loop_layer) trucks.stopAction(loop_layer) if cur_frame > 11: cur_frame += 1 skater.playAction("fak_nwalk_nb.001", cur_frame,35, layer=loop_layer, play_mode=0, speed=.5) else: cur_frame -= 1 skater.playAction("fak_nwalk_nb.001", cur_frame,0, layer=loop_layer, play_mode=0, speed=.5) else: trans_playing = skater.isPlayingAction(trans_layer) if trans_playing == 1: #pass skater.playAction("fak_idle1", 1,120, layer=loop_layer, play_mode=0, speed=.5) else: skater.playAction("fak_idle1", 1,120, layer=loop_layer, play_mode=0, speed=.5) if requestAction == 'reg_idle1': actionState = 'reg_idle1' skater.playAction("reg_idle1", 1,120, layer=loop_layer, play_mode=0, speed=.5) deck.playAction("a_reg_idle1", 1,120, layer=loop_layer, play_mode=0, speed=.5) trucks.playAction("a_reg_idle1", 1,120, layer=loop_layer, play_mode=0, speed=.5) if requestAction == 'reg_idle2': actionState = 'reg_idle2' skater.playAction("reg_idle2_", 1,120, layer=loop_layer, play_mode=0, speed=.5) deck.playAction("a_reg_idle2", 1,120, layer=loop_layer, play_mode=0, speed=.5) trucks.playAction("a_reg_idle2", 1,120, layer=loop_layer, play_mode=0, speed=.5) if requestAction == 'reg_idle3': actionState = 'reg_idle3' skater.playAction("reg_idle3", 1,240, layer=loop_layer, play_mode=0, speed=.5) deck.playAction("a_reg_idle3", 1,240, layer=loop_layer, play_mode=0, speed=.5) trucks.playAction("a_reg_idle3", 1,240, layer=loop_layer, play_mode=0, speed=.5) if requestAction == 'reg_idle4': actionState = 'reg_idle4' skater.playAction("reg_idle4", 1,120, layer=loop_layer, play_mode=0, speed=.5) deck.playAction("a_reg_idle4", 1,120, layer=loop_layer, play_mode=0, speed=.5) trucks.playAction("a_reg_idle4", 1,120, layer=loop_layer, play_mode=0, speed=.5) if requestAction == 'reg_idle5': actionState = 'reg_idle5' skater.playAction("reg_idle5", 1,120, layer=loop_layer, play_mode=0, speed=.5) deck.playAction("a_reg_idle5", 1,120, layer=loop_layer, play_mode=0, speed=.5) trucks.playAction("a_reg_idle5", 1,120, layer=loop_layer, play_mode=0, speed=.5) if requestAction == 'reg_idle6': actionState = 'reg_idle6' skater.playAction("reg_idle6", 1,120, layer=loop_layer, play_mode=0, speed=.5) deck.playAction("a_reg_idle6", 1,120, layer=loop_layer, play_mode=0, speed=.5) trucks.playAction("a_reg_idle6", 1,120, layer=loop_layer, play_mode=0, speed=.5) if requestAction == 'reg_idle7': actionState = 'reg_idle7' skater.playAction("reg_idle7", 1,120, layer=loop_layer, play_mode=0, speed=.5) deck.playAction("a_reg_idle7", 1,120, layer=loop_layer, play_mode=0, speed=.5) trucks.playAction("a_reg_idle7", 1,120, layer=loop_layer, play_mode=0, speed=.5) if requestAction == 'fak_idle1': actionState = 'fak_idle1' skater.playAction("fak_idle1", 1,120, layer=loop_layer, play_mode=0, speed=.5) deck.playAction("a_fak_idle1", 1,120, layer=loop_layer, play_mode=0, speed=.5) trucks.playAction("a_fak_idle1", 1,120, layer=loop_layer, play_mode=0, speed=.5) if requestAction == 'fak_idle2': actionState = 'fak_idle2' skater.playAction("fak_idle2_", 1,120, layer=loop_layer, play_mode=0, speed=.5) deck.playAction("a_fak_idle2", 1,120, layer=loop_layer, play_mode=0, speed=.5) trucks.playAction("a_fak_idle2", 1,120, layer=loop_layer, play_mode=0, speed=.5) if requestAction == 'fak_idle3': actionState = 'fak_idle3' skater.playAction("fak_idle3", 1,240, layer=loop_layer, play_mode=0, speed=.5) deck.playAction("a_fak_idle3", 1,240, layer=loop_layer, play_mode=0, speed=.5) trucks.playAction("a_fak_idle3", 1,240, layer=loop_layer, play_mode=0, speed=.5) if requestAction == 'fak_idle4': actionState = 'fak_idle4' skater.playAction("fak_idle4", 1,120, layer=loop_layer, play_mode=0, speed=.5) deck.playAction("a_fak_idle4", 1,120, layer=loop_layer, play_mode=0, speed=.5) trucks.playAction("a_fak_idle4", 1,120, layer=loop_layer, play_mode=0, speed=.5) if requestAction == 'fak_idle5': actionState = 'fak_idle5' skater.playAction("fak_idle5", 1,120, layer=loop_layer, play_mode=0, speed=.5) deck.playAction("a_fak_idle5", 1,120, layer=loop_layer, play_mode=0, speed=.5) trucks.playAction("a_fak_idle5", 1,120, layer=loop_layer, play_mode=0, speed=.5) if requestAction == 'fak_idle6': actionState = 'fak_idle6' skater.playAction("fak_idle6", 1,120, layer=loop_layer, play_mode=0, speed=.5) deck.playAction("a_fak_idle6", 1,120, layer=loop_layer, play_mode=0, speed=.5) trucks.playAction("a_fak_idle6", 1,120, layer=loop_layer, play_mode=0, speed=.5) if requestAction == 'fak_idle7': actionState = 'fak_idle7' skater.playAction("fak_idle7", 1,120, layer=loop_layer, play_mode=0, speed=.5) deck.playAction("a_fak_idle7", 1,120, layer=loop_layer, play_mode=0, speed=.5) trucks.playAction("a_fak_idle7", 1,120, layer=loop_layer, play_mode=0, speed=.5) if requestAction == 'reg_idle2_nb': skater.playAction("reg_idle2_nb", 1,120, layer=loop_layer, play_mode=0, speed=.5) #reg_walk if requestAction == 'reg_walk': actionState = 'reg_walk' #in if l_requestAction != 'reg_walk': if l_requestAction == 'reg_walkFast': cur_frame = skater.getActionFrame(loop_layer) skater.playAction("reg_nwalk", 0,35, layer=loop_layer, play_mode=1, speed=.5) deck.playAction("a_reg_nwalk", 0,35, layer=loop_layer, play_mode=1, speed=.5) trucks.playAction("a_reg_nwalk", 0,35, layer=loop_layer, play_mode=1, speed=.5) skater.setActionFrame(cur_frame, loop_layer) deck.setActionFrame(cur_frame, loop_layer) trucks.setActionFrame(cur_frame, loop_layer) #loop else: skater.playAction("reg_nwalk", 0,35, layer=loop_layer, play_mode=1, speed=.5) deck.playAction("a_reg_nwalk", 0,35, layer=loop_layer, play_mode=1, speed=.5) trucks.playAction("a_reg_nwalk", 0,35, layer=loop_layer, play_mode=1, speed=.5) #reg_walk_nb if requestAction == 'reg_walk_nb': actionState = 'reg_walk_nb' #in if l_requestAction != 'reg_walk_nb': if l_requestAction == 'reg_walkFast_nb': cur_frame = skater.getActionFrame(loop_layer) skater.playAction("reg_nwalk_nb.001", 0,35, layer=loop_layer, play_mode=1, speed=.5) skater.setActionFrame(cur_frame, loop_layer) #loop else: skater.playAction("reg_nwalk_nb.001", 0,35, layer=loop_layer, play_mode=1, speed=.5) #reg_walkFast if requestAction == 'reg_walkFast': actionState = 'reg_walkFast' #in if l_requestAction != 'reg_walkFast': if l_requestAction == 'reg_walk': cur_frame = skater.getActionFrame(loop_layer) skater.playAction("reg_nwalk", 0,35, layer=loop_layer, play_mode=1, speed=1) deck.playAction("a_reg_nwalk", 0,35, layer=loop_layer, play_mode=1, speed=1) trucks.playAction("a_reg_nwalk", 0,35, layer=loop_layer, play_mode=1, speed=1) skater.setActionFrame(cur_frame, loop_layer) deck.setActionFrame(cur_frame, loop_layer) trucks.setActionFrame(cur_frame, loop_layer) #print("set last walk frame", cur_frame) #loop else: skater.playAction("reg_nwalk", 0,35, layer=loop_layer, play_mode=1, speed=1) deck.playAction("a_reg_nwalk", 0,35, layer=loop_layer, play_mode=1, speed=1) trucks.playAction("a_reg_nwalk", 0,35, layer=loop_layer, play_mode=1, speed=1) #reg_walkFast_nb if requestAction == 'reg_walkFast_nb': actionState = 'reg_walkFast_nb' #in if l_requestAction != 'reg_walkFast_nb': if l_requestAction == 'reg_walk_nb': cur_frame = skater.getActionFrame(loop_layer) skater.playAction("reg_nwalk_nb.001", 0,35, layer=loop_layer, play_mode=1, speed=1) skater.setActionFrame(cur_frame, loop_layer) #loop else: skater.playAction("reg_nwalk_nb.001", 0,35, layer=loop_layer, play_mode=1, speed=1) #fak_walk if requestAction == 'fak_walk': #in actionState = 'fak_walk' if l_requestAction != 'fak_walk': if l_requestAction == 'fak_walkFast': cur_frame = skater.getActionFrame(loop_layer) #actionState = 'fak_walk' skater.playAction("fak_nwalk", 0,35, layer=loop_layer, play_mode=1, speed=.5) deck.playAction("a_fak_nwalk", 0,35, layer=loop_layer, play_mode=1, speed=.5) trucks.playAction("a_fak_nwalk", 0,35, layer=loop_layer, play_mode=1, speed=.5) skater.setActionFrame(cur_frame, loop_layer) deck.setActionFrame(cur_frame, loop_layer) trucks.setActionFrame(cur_frame, loop_layer) #pass #loop else: skater.playAction("fak_nwalk", 0,35, layer=loop_layer, play_mode=1, speed=.5) deck.playAction("a_fak_nwalk", 0,35, layer=loop_layer, play_mode=1, speed=.5) trucks.playAction("a_fak_nwalk", 0,35, layer=loop_layer, play_mode=1, speed=.5) #fak_walk_nb if requestAction == 'fak_walk_nb': actionState = 'fak_walk_nb' #in if l_requestAction != 'fak_walk_nb': if l_requestAction == 'fak_walkFast_nb': cur_frame = skater.getActionFrame(loop_layer) skater.playAction("fak_nwalk_nb.001", 0,35, layer=loop_layer, play_mode=1, speed=.5) skater.setActionFrame(cur_frame, loop_layer) #loop else: skater.playAction("fak_nwalk_nb.001", 0,35, layer=loop_layer, play_mode=1, speed=.5) #fak_walkFast if requestAction == 'fak_walkFast': actionState = 'fak_walkFast' #in if l_requestAction != 'fak_walkFast': if l_requestAction == 'fak_walk': cur_frame = skater.getActionFrame(loop_layer) skater.playAction("fak_nwalk", 0,35, layer=loop_layer, play_mode=1, speed=1) deck.playAction("a_fak_nwalk", 0,35, layer=loop_layer, play_mode=1, speed=1) trucks.playAction("a_fak_nwalk", 0,35, layer=loop_layer, play_mode=1, speed=1) skater.setActionFrame(cur_frame, loop_layer) deck.setActionFrame(cur_frame, loop_layer) trucks.setActionFrame(cur_frame, loop_layer) #loop else: skater.playAction("fak_nwalk", 0,35, layer=loop_layer, play_mode=1, speed=1) deck.playAction("a_fak_nwalk", 0,35, layer=loop_layer, play_mode=1, speed=1) trucks.playAction("a_fak_nwalk", 0,35, layer=loop_layer, play_mode=1, speed=1) #fak_walkFast_nb if requestAction == 'fak_walkFast_nb': actionState = 'fak_walkFast_nb' #in if l_requestAction != 'fak_walkFast_nb': if l_requestAction == 'fak_walk_nb': cur_frame = skater.getActionFrame(loop_layer) skater.playAction("fak_nwalk_nb.001", 0,35, layer=loop_layer, play_mode=1, speed=1) skater.setActionFrame(cur_frame, loop_layer) #loop else: skater.playAction("fak_nwalk_nb.001", 0,35, layer=loop_layer, play_mode=1, speed=1) if requestAction == 'reg_dropin_pos': actionState = 'reg_dropin_pos' if l_actionState != 'reg_dropin_pos': skater.playAction("reg_dropin3", 30,50, layer=trans_layer, play_mode=0, speed=.5) deck.playAction("a_reg_dropin3", 30,50, layer=trans_layer, play_mode=0, speed=.5) trucks.playAction("a_reg_dropin3", 30,50, layer=trans_layer, play_mode=0, speed=.5) else: skater.playAction("reg_dropin3", 50,60, layer=loop_layer, play_mode=1, speed=.75) deck.playAction("a_reg_dropin3", 50,60, layer=loop_layer, play_mode=1, speed=.75) trucks.playAction("a_reg_dropin3", 50,60, layer=loop_layer, play_mode=1, speed=.75) if requestAction == 'fak_dropin_pos': actionState = 'fak_dropin_pos' if l_actionState != 'fak_dropin_pos': skater.playAction("nfak_dropin", 30,50, layer=trans_layer, play_mode=0, speed=.5) deck.playAction("a_fak_dropin", 30,50, layer=trans_layer, play_mode=0, speed=.5) trucks.playAction("a_fak_dropin", 30,50, layer=trans_layer, play_mode=0, speed=.5) else: skater.playAction("nfak_dropin", 50,60, layer=loop_layer, play_mode=1, speed=.75) deck.playAction("a_fak_dropin", 50,60, layer=loop_layer, play_mode=1, speed=.75) trucks.playAction("a_fak_dropin", 50,60, layer=loop_layer, play_mode=1, speed=.75) if requestAction == 'reg_sit': actionState = 'reg_sit' if l_actionState != 'reg_sit': skater.playAction("reg_sit", 1,65, layer=trans_layer, play_mode=0, speed=1) deck.playAction("a_reg_sit", 1,65, layer=trans_layer, play_mode=0, speed=1) trucks.playAction("a_reg_sit", 1,65, layer=trans_layer, play_mode=0, speed=1) else: skater.playAction("reg_sit", 65,65, layer=loop_layer, play_mode=1, speed=0) deck.playAction("a_reg_sit", 65,65, layer=loop_layer, play_mode=1, speed=0) trucks.playAction("a_reg_sit", 65,65, layer=loop_layer, play_mode=1, speed=0) if requestAction == 'fak_sit': actionState = 'fak_sit' if l_actionState != 'fak_sit': skater.playAction("fak_sit", 1,65, layer=trans_layer, play_mode=0, speed=1) deck.playAction("a_fak_sit", 1,65, layer=trans_layer, play_mode=0, speed=1) trucks.playAction("a_fak_sit", 1,65, layer=trans_layer, play_mode=0, speed=1) else: skater.playAction("fak_sit", 65,65, layer=loop_layer, play_mode=1, speed=0) deck.playAction("a_fak_sit", 65,65, layer=loop_layer, play_mode=1, speed=0) trucks.playAction("a_fak_sit", 65,65, layer=loop_layer, play_mode=1, speed=0) if requestAction == 'reg_walk_air': actionState = 'reg_walk_air' if l_actionState not in ('reg_walk_air', 'reg_jump', 'reg_air-walk_air'): skater.playAction("reg_walk_air", 1,10, layer=trans_layer, play_mode=0, speed=1) deck.playAction("a_reg_walk_air", 1,10, layer=trans_layer, play_mode=0, speed=1) trucks.playAction("a_reg_walk_air", 1,10, layer=trans_layer, play_mode=0, speed=1) else: skater.playAction("reg_walk_air", 10,10, layer=loop_layer, play_mode=1, speed=0) deck.playAction("a_reg_walk_air", 10,10, layer=loop_layer, play_mode=1, speed=0) trucks.playAction("a_reg_walk_air", 10,10, layer=loop_layer, play_mode=1, speed=0) if requestAction == 'fak_walk_air': actionState = 'fak_walk_air' if l_actionState not in ('fak_walk_air', 'fak_jump', 'fak_air-walk_air'): skater.playAction("fak_walk_air", 1,10, layer=trans_layer, play_mode=0, speed=1) deck.playAction("a_fak_walk_air", 1,10, layer=trans_layer, play_mode=0, speed=1) trucks.playAction("a_fak_walk_air", 1,10, layer=trans_layer, play_mode=0, speed=1) else: skater.playAction("fak_walk_air", 10,10, layer=loop_layer, play_mode=1, speed=0) deck.playAction("a_fak_walk_air", 10,10, layer=loop_layer, play_mode=1, speed=0) trucks.playAction("a_fak_walk_air", 10,10, layer=loop_layer, play_mode=1, speed=0) own['actionState'] = actionState else: pass own['actionState'] = actionState return actionState l_playing = skater.isPlayingAction(loop_layer) t_playing = skater.isPlayingAction(trans_layer) if l_playing == 1 and t_playing == 1: skater.stopAction(loop_layer) trucks.stopAction(loop_layer) deck.stopAction(loop_layer) ### if own['actionTimer'] > 0: own['actionTimer'] -= 1 ############## #turn off land for manuals # if (requestAction == 'reg_manual' or requestAction == 'fak_manual' or requestAction == 'reg_nmanual' or requestAction == 'fak_nmanual') and (actionState == 'reg_land' or actionState == 'fak_land'): # own['actionTimer'] = 0 if (own['actionTimer'] == 0 or requestAction == 'reg_land' or requestAction == 'fak_land') or requestAction in jump_overrideList: actionState = updateAction(requestAction, actionState) # if (own['actionState'] == 'reg_land' or own['actionState'] == 'reg_land') and own['actionTimer'] > 0: # own['clear_request'] = 1 ################### #debug cur_frame = -1 trans_playing = skater.isPlayingAction(trans_layer) if trans_playing: cur_frame = skater.getActionFrame(trans_layer) cur_frame = round(cur_frame, 2) #print("oG: ", og_request, "rA:", requestAction, "|aS:", own['actionState'], "q", queueAction, own['actionTimer'], 'cf', cur_frame) print("rA:", requestAction, "|aS:", own['actionState'], own['actionTimer'], 'cf', cur_frame) cur_frame = skater.getActionFrame(trans_layer) #print(cur_frame) def printplaying(): splaying_layers = "S: " playing_layers = "D: " tplaying_layers = "T: " for x in range(9900): if skater.isPlayingAction(x): #if trucks.isPlayingAction(x): #if skater.isPlayingAction(x): splaying_layers += str(x) splaying_layers += " " if deck.isPlayingAction(x): #if trucks.isPlayingAction(x): #if skater.isPlayingAction(x): playing_layers += str(x) playing_layers += " " if trucks.isPlayingAction(x): #if trucks.isPlayingAction(x): #if skater.isPlayingAction(x): tplaying_layers += str(x) tplaying_layers += " " print(splaying_layers, playing_layers, tplaying_layers) #printplaying() if actionState == 'empty': #print("EMPTY ACTION!!!") skater.stopAction(loop_layer) deck.stopAction(loop_layer) trucks.stopAction(loop_layer) #set last variables own['l_actionState'] = actionState own['l_requestAction'] = requestAction own['queueAction'] = queueAction main()