import bge import actionsFSM import actionPlayer 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'] # bdeck = scene.objects['deck_arm'] # 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', 'reg_landL', 'reg_landR', 'reg_landLb', 'reg_landRb', 'fak_land', 'fak_landL', 'fak_landR', 'fak_landLb', 'fak_landRb', '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_frigid', 'reg_fsonefoot', 'reg_onefoot', 'fak_frigid', 'fak_fsonefoot', 'fak_onefoot', 'reg_airwalk', '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', 'reg_landL', 'reg_landR', 'reg_landLb', 'reg_landRb', 'fak_land', 'fak_landL', 'fak_landR', 'fak_landLb', 'fak_landRb', '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', 'fak-reg_noseslide', 'reg-fak_tailslide', 'reg-fak_noseslide', 'fak-reg_tailslide', 'fak-reg_tailslide', 'reg-fak_noseslide' , '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_roll-air', 'fak_roll-air', '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_frigid_out', 'reg_fsonefoot_out', 'reg_onefoot_out', 'fak_frigid_out', 'fak_fsonefoot_out', 'fak_onefoot_out', 'reg_airwalk_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_pump_left_out', 'reg_turnRight_out', 'reg_turnLeft_out', 'reg_pump_right-rightb', 'reg_pump_right-right', 'reg_pump_left-left', 'reg_pump_left-leftb', 'fak_pump_right_out', 'fak_pump_left_out', 'fak_turnRight_out', 'fak_turnLeft_out', 'fak_pump_right-rightb', 'fak_pump_right-right', 'fak_pump_left-left', 'fak_pump_left-leftb', 'reg_pump_out', 'fak_pump_out'] # 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' # skater.playAction('blink', 0,100, layer=7, play_mode=0, speed=.25) # #print('reqqqqqqqqes1', requestAction) # 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'] in ['reg_land', 'fak_land', 'reg_landL', 'reg_landR', 'reg_landLb', 'reg_landRb' 'fak_landL', 'fak_landR', 'fak_landLb', 'fak_landRb', ]) 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_landL', 'fak_landLb', 'fak_landR', 'fak_landRb', '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_landL', 'reg_landR', 'reg_landLb', 'reg_landRb', '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 in ['reg_land', 'reg_landL', 'reg_landR'] 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', 'reg_turnRight', 'reg_turnLeft'] and l_actionState == 'fak_land': # requestAction = 'fak-reg_roll' # if requestAction in ['fak_push', 'fak_push_goof', 'fak_turnRight', 'fak_turnLeft'] and l_actionState in ['reg_land', 'reg_landL', 'reg_landR', 'reg_landLb', 'reg_landRb']: # 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 in ['reg_land', 'reg_landL', 'reg_landR', 'fak_land', 'reg_landLb', 'reg_landRb', 'fak_landL', 'fak_landR', 'fak_landLb', 'fak_landRb']) and own['grindHit'] == True: # if l_requestAction in ['reg_land', 'fak_land', 'reg_landL', 'reg_landR']: # 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 in ('reg_roll') and requestAction == 'reg_air': # requestAction = 'reg_roll-air' # if l_actionState in ('fak_roll') and requestAction == 'fak_air': # requestAction = 'fak_roll-air' # 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 == 'reg_frigid' and requestAction != 'reg_frigid': # requestAction = 'reg_frigid_out' # actionState = 'reg_frigid_out' # if l_actionState == 'fak_frigid' and requestAction != 'fak_frigid': # requestAction = 'fak_frigid_out' # actionState = 'fak_frigid_out' # if l_actionState == 'reg_fsonefoot' and requestAction != 'reg_fsonefoot': # requestAction = 'reg_fsonefoot_out' # actionState = 'reg_fsonefoot_out' # if l_actionState == 'fak_fsonefoot' and requestAction != 'fak_fsonefoot': # requestAction = 'fak_fsonefoot_out' # actionState = 'fak_fsonefoot_out' # if l_actionState == 'reg_onefoot' and requestAction != 'reg_onefoot': # requestAction = 'reg_onefoot_out' # actionState = 'reg_onefoot_out' # if l_actionState == 'fak_onefoot' and requestAction != 'fak_onefoot': # requestAction = 'fak_onefoot_out' # actionState = 'fak_onefoot_out' # if l_actionState == 'reg_airwalk' and requestAction != 'reg_airwalk': # requestAction = 'reg_airwalk_out' # actionState = 'reg_airwalk_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', 'reg_frigid_out', 'reg_fsonefoot_out', 'reg_onefoot_out', 'reg_airwalk_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', 'fak_frigid_out', 'fak_fsonefoot_out', 'fak_onefoot_out', 'reg_airwalk_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', 'reg_turnRight', 'reg_turnLeft']: # requestAction = 'reg_pump_right_out' # own['actionState'] = 'reg_pump_right_out' # if l_actionState == 'reg_pump_left' and requestAction in ['reg_pump', 'reg_roll', 'reg_turnRight', 'reg_turnLeft']: # 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', 'reg_pump_out', 'fak_turnRight', 'fak_turnLeft']: # requestAction = 'fak_pump_right_out' # own['actionState'] = 'fak_pump_right_out' # if l_actionState == 'fak_pump_left' and requestAction in ['fak_pump', 'fak_roll', 'fak_pump_out', 'fak_turnRight', 'fak_turnLeft']: # 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' # if l_actionState == 'fak-reg_roll' and requestAction in ['fak_pump_right', 'fak_pump_left']: # requestAction = 'fak_pump' # if l_actionState == 'reg-fak_roll' and requestAction in ['reg_pump_right', 'reg_pump_left']: # requestAction = 'reg_pump' # if l_actionState == 'reg_air-roll' and requestAction == 'reg_5050' and actionTimer > 5: # requestAction = 'reg_5050' # #print('doing the thing') # tl = ['reg_turnLeft', 'reg_turnRight', 'reg_turnLeft_out', 'reg_turnRight_out'] # if l_actionState in tl and requestAction not in tl: # requestAction = 'reg_roll' # #print('doing the other thing') # if l_actionState == 'reg_air-roll' and requestAction not in ['reg_air-roll', 'reg_land', 'reg_landL', 'reg_landLb', 'reg_landR', 'reg_landRb', 'fak_land', 'fak_landL', 'fak_landLb', 'fak_landR', 'fak_landRb']: # requestAction = 'reg_roll' # #print('doing the third thing') # # if l_actionState == 'reg_roll' and (requestAction == 'reg_5050' or requestAction == 'reg_air'): # # requestAction = 'reg_air' # #print('doing the 4th thing') # if l_actionState == 'reg_roll' and requestAction == 'reg_air': # requestAction = 'reg_roll' # if l_actionState == 'fak_tailslide' and requestAction == 'reg_noseslide': # requestAction = 'fak-reg_noseslide' # if l_actionState == 'reg_noseslide' and requestAction == 'fak_tailslide': # requestAction = 'reg-fak_tailslide' # if l_actionState == 'fak_noseslide' and requestAction == 'reg_tailslide': # requestAction = 'fak-reg_tailslide' # if l_actionState == 'reg_tailslide' and requestAction == 'fak_noseslide': # requestAction = 'reg-fak_noseslide' # #print('reqqqqqqqqes2', requestAction) # if l_actionState in ['reg_air-roll', 'fak_air-roll'] and requestAction in ['reg_landL', 'reg_landLb', 'reg_landR', 'reg_landRb', 'fak_landL', 'fak_landLb', 'fak_landR', 'fak_landRb', 'fak_land', 'reg_land']: # actionTimer = 0 # own['actionTimer'] = 0 # if l_actionState == 'reg_air-roll' and requestAction == 'fak_land': # requestAction = 'reg_land' # if l_actionState == 'reg_air_tail to manual' and requestAction in ['reg_land', 'fak_land'] and own['actionTimer'] > 1: # requestAction = 'reg_air_tail to manual' # if l_actionState == 'reg_air_nose to nmanual' and requestAction in ['reg_land', 'fak_land'] and own['actionTimer'] > 1: # requestAction = 'reg_air_nose to nmanual' # if l_actionState == 'fak_air_tail to manual' and requestAction in ['reg_land', 'fak_land'] and own['actionTimer'] > 1: # requestAction = 'fak_air_tail to manual' # if l_actionState == 'fak_air_nose to nmanual' and requestAction in ['reg_land', 'fak_land'] and own['actionTimer'] > 1: # requestAction = 'fak_air_nose to nmanual' # if requestAction in ['fak_land', 'reg_land']: # requestAction = own['lland'] # if l_actionState == 'reg_air-roll' and requestAction == 'fak_landL': # requestAction = 'reg_landL' # if l_actionState == 'reg_air-roll' and requestAction == 'fak_landLb': # requestAction = 'reg_landLb' # if l_actionState == 'reg_air-roll' and requestAction == 'fak_landR': # requestAction = 'reg_landR' # if l_actionState == 'reg_air-roll' and requestAction == 'fak_landRb': # requestAction = 'reg_landRb' # if l_actionState == 'reg_air-roll' and requestAction == 'fak_land': # requestAction = 'reg_land' # if l_actionState == 'fak_air-roll' and requestAction == 'reg_landL': # requestAction = 'fak_landL' # if l_actionState == 'fak_air-roll' and requestAction == 'reg_landLb': # requestAction = 'fak_landLb' # if l_actionState == 'fak_air-roll' and requestAction == 'reg_landR': # requestAction = 'fak_landR' # if l_actionState == 'fak_air-roll' and requestAction == 'reg_landRb': # requestAction = 'fak_landRb' # if l_actionState == 'fak_air-roll' and requestAction == 'reg_land': # requestAction = 'fak_land' # #if own['jump_stance'] == 0 and requestAction == 'fak_land' # #--------------------------------------------------- # 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', 1,40, layer=trans_layer, play_mode=0, speed=1) # bdeck.playAction('b_reg', 1,40, layer=trans_layer, play_mode=1, speed=1) # #trucks.playAction('a_reg', 1,40, layer=trans_layer, play_mode=1, speed=1) # #print('play land') # if requestAction == 'reg_landL' 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) # actionState = 'reg_landL' # requestAction = 'reg_landL' # own['actionTimer'] = 37 # skater.playAction('reg_landL', 1,40, layer=trans_layer, play_mode=0, speed=1) # bdeck.playAction('b_reg', 1,40, layer=trans_layer, play_mode=1, speed=1) # #trucks.playAction('a_reg', 1,40, layer=trans_layer, play_mode=1, speed=1) # if requestAction == 'reg_landR' 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) # actionState = 'reg_landR' # requestAction = 'reg_landR' # own['actionTimer'] = 37 # skater.playAction('reg_landR', 1,40, layer=trans_layer, play_mode=0, speed=1) # bdeck.playAction('b_reg', 1,40, layer=trans_layer, play_mode=1, speed=1) # #trucks.playAction('a_reg', 1,40, layer=trans_layer, play_mode=1, speed=1) # if requestAction == 'reg_landLb' 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) # actionState = 'reg_landLb' # requestAction = 'reg_landLb' # own['actionTimer'] = 37 # skater.playAction('reg_landLb', 1,40, layer=trans_layer, play_mode=0, speed=1) # bdeck.playAction('b_reg', 1,40, layer=trans_layer, play_mode=1, speed=1) # #trucks.playAction('a_reg', 1,40, layer=trans_layer, play_mode=1, speed=1) # if requestAction == 'reg_landRb' 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) # actionState = 'reg_landRb' # requestAction = 'reg_landRb' # own['actionTimer'] = 37 # skater.playAction('reg_landRb', 1,40, layer=trans_layer, play_mode=0, speed=1) # bdeck.playAction('b_reg', 1,40, layer=trans_layer, play_mode=1, speed=1) # #trucks.playAction('a_reg', 1,40, layer=trans_layer, play_mode=1, speed=1) # 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', 1,40, layer=trans_layer, play_mode=0, speed=1) # bdeck.playAction('b_reg', 1,40, layer=trans_layer, play_mode=1, speed=1) # #trucks.playAction('a_reg', 1,40, layer=trans_layer, play_mode=1, speed=1) # #print('play land') # if requestAction == 'fak_landL' 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) # actionState = 'fak_landL' # requestAction = 'fak_landL' # own['actionTimer'] = 37 # skater.playAction('fak_landL', 1,40, layer=trans_layer, play_mode=0, speed=1) # bdeck.playAction('b_reg', 1,40, layer=trans_layer, play_mode=1, speed=1) # #trucks.playAction('a_reg', 1,40, layer=trans_layer, play_mode=1, speed=1) # if requestAction == 'fak_landR' 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) # actionState = 'fak_landR' # requestAction = 'fak_landR' # own['actionTimer'] = 37 # skater.playAction('fak_landR', 1,40, layer=trans_layer, play_mode=0, speed=1) # bdeck.playAction('b_reg', 1,40, layer=trans_layer, play_mode=1, speed=1) # #trucks.playAction('a_reg', 1,40, layer=trans_layer, play_mode=1, speed=1) # if requestAction == 'fak_landLb' 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) # actionState = 'fak_landLb' # requestAction = 'fak_landLb' # own['actionTimer'] = 37 # skater.playAction('fak_landLb', 1,40, layer=trans_layer, play_mode=0, speed=1) # bdeck.playAction('b_reg', 1,40, layer=trans_layer, play_mode=1, speed=1) # #trucks.playAction('a_reg', 1,40, layer=trans_layer, play_mode=1, speed=1) # if requestAction == 'fak_landRb' 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) # actionState = 'fak_landRb' # requestAction = 'fak_landRb' # own['actionTimer'] = 37 # skater.playAction('fak_landRb', 1,40, layer=trans_layer, play_mode=0, speed=1) # bdeck.playAction('b_reg', 1,40, layer=trans_layer, play_mode=1, speed=1) # #trucks.playAction('a_reg', 1,40, layer=trans_layer, play_mode=1, speed=1) # 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: # #cur_frame = (10 - cur_frame) # skater.playAction('nreg_right', cur_frame,1, layer=trans_layer, play_mode=0, speed=.5) # bdeck.playAction('b_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) # bdeck.playAction('b_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: # #cur_frame = (10 - cur_frame) # 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) # bdeck.playAction('b_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 # 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) # bdeck.playAction('b_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: # #cur_frame = (10 - cur_frame) # skater.playAction('nfak_right', cur_frame,1, layer=trans_layer, play_mode=0, speed=.5) # bdeck.playAction('b_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 # else: # skater.playAction('nfak_right', 10,1, layer=trans_layer, play_mode=0, speed=.5) # bdeck.playAction('b_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_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: # #cur_frame = (10 - cur_frame) # skater.playAction('nfak_left', cur_frame,1, layer=trans_layer, play_mode=0, speed=.5) # bdeck.playAction('b_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 # else: # skater.playAction('nfak_left', 10,1, layer=trans_layer, play_mode=0, speed=.5) # bdeck.playAction('b_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-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) # bdeck.playAction('b_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) # bdeck.playAction('b_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) # bdeck.playAction('b_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) # bdeck.playAction('b_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) # bdeck.playAction('b_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) # bdeck.playAction('b_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) # bdeck.playAction('b_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('nfak_pump_left', 40,30, layer=trans_layer, play_mode=0, speed=.5) # bdeck.playAction('b_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('nfak_pump_left', 40,30, layer=trans_layer, play_mode=0, speed=.5) # bdeck.playAction('b_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 == '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) # bdeck.playAction('b_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('nfak_pump_right', 40,30, layer=trans_layer, play_mode=0, speed=.5) # bdeck.playAction('b_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('nfak_pump_right', 40,30, layer=trans_layer, play_mode=0, speed=.5) # bdeck.playAction('b_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 == '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) # bdeck.playAction('b_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) # bdeck.playAction('b_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) # bdeck.playAction('b_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) # bdeck.playAction('b_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) # bdeck.playAction('b_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) # bdeck.playAction('b_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) # bdeck.playAction('b_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('nfak_pump_right', 30,40, layer=trans_layer, play_mode=0, speed=.5) # bdeck.playAction('b_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('nfak_pump_right', 30,40, layer=trans_layer, play_mode=0, speed=.5) # bdeck.playAction('b_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_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) # bdeck.playAction('b_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('nfak_pump_left', 30,40, layer=trans_layer, play_mode=0, speed=.5) # bdeck.playAction('b_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('nfak_pump_left', 30,40, layer=trans_layer, play_mode=0, speed=.5) # bdeck.playAction('b_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_left-pump': # actionState = 'reg_left-pump' # own['actionTimer'] = 19 # skater.playAction('nreg_pump_left', 40,30, layer=trans_layer, play_mode=0, speed=.5) # bdeck.playAction('b_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) # bdeck.playAction('b_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) # bdeck.playAction('b_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_right-pump': # actionState = 'fak_right-pump' # own['actionTimer'] = 19 # skater.playAction('nfak_pump_right', 40,30, layer=trans_layer, play_mode=0, speed=.5) # bdeck.playAction('b_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_out': # actionState = 'reg_pump_right_out' # requestAction = 'reg_pump_right_out' # own['actionState'] = 'reg_pump_right_out' # own['actionTimer'] = 20 # 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) # bdeck.playAction('b_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) # bdeck.playAction('b_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'] = 20 # 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) # bdeck.playAction('b_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) # bdeck.playAction('b_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'] = 20 # 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) # bdeck.playAction('b_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('nfak_pump_right', 10,1, layer=trans_layer, play_mode=0, speed=.5) # bdeck.playAction('b_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_left_out': # actionState = 'fak_pump_left_out' # own['actionState'] = 'fak_pump_left_out' # requestAction = 'fak_pump_left_out' # own['actionTimer'] = 20 # 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) # bdeck.playAction('b_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('nfak_pump_left', 10,1, layer=trans_layer, play_mode=0, speed=.5) # bdeck.playAction('b_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_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) # bdeck.playAction('b_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) # bdeck.playAction('b_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) # bdeck.playAction('b_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) # bdeck.playAction('b_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) # bdeck.playAction('b_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) # bdeck.playAction('b_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) # bdeck.playAction('b_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) # bdeck.playAction('b_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 l_actionState in ['reg_pump_left_out', 'reg_pump_right_out']: # cur_frame = 0 # skater.stopAction(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 > .5: # skater.playAction('nreg_pump_in', cur_frame,1, layer=trans_layer, play_mode=0, speed=.5) # bdeck.playAction('b_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) # bdeck.playAction('b_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 l_actionState in ['fak_pump_left_out', 'fak_pump_right_out']: # cur_frame = 0 # skater.stopAction(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 > .5: # skater.playAction('nfak_pump_in', cur_frame,1, layer=trans_layer, play_mode=0, speed=.5) # bdeck.playAction('b_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) # bdeck.playAction('b_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) # bdeck.playAction('b_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) # bdeck.playAction('b_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) # bdeck.playAction('b_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) # bdeck.playAction('b_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) # bdeck.playAction('b_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) # bdeck.playAction('b_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) # bdeck.playAction('b_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) # bdeck.playAction('b_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) # bdeck.playAction('b_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) # bdeck.playAction('b_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) # bdeck.playAction('b_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) # bdeck.playAction('b_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) # bdeck.playAction('b_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) # bdeck.playAction('b_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) # bdeck.playAction('b_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) # bdeck.playAction('b_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) # bdeck.playAction('b_reg_noseg', 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) # bdeck.playAction('b_reg_noseg', 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) # bdeck.playAction('b_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) # bdeck.playAction('b_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) # bdeck.playAction('b_reg_tailg', 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) # bdeck.playAction('b_reg_tailg', 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) # bdeck.playAction('b_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) # bdeck.playAction('b_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) # bdeck.playAction('b_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) # bdeck.playAction('b_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) # bdeck.playAction('b_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) # bdeck.playAction('b_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) # bdeck.playAction('b_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) # bdeck.playAction('b_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) # bdeck.playAction('b_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) # bdeck.playAction('b_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) # bdeck.playAction('b_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) # bdeck.playAction('b_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) # bdeck.playAction('b_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) # bdeck.playAction('b_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) # bdeck.playAction('b_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) # bdeck.playAction('b_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) # bdeck.playAction('b_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) # bdeck.playAction('b_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) # bdeck.playAction('b_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) # bdeck.playAction('b_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) # bdeck.playAction('b_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) # bdeck.playAction('b_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) # bdeck.playAction('b_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) # bdeck.playAction('b_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) # bdeck.playAction('b_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) # bdeck.playAction('b_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) # bdeck.playAction('b_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) # bdeck.playAction('b_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) # bdeck.playAction('b_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) # bdeck.playAction('b_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'] = 38 # skater.playAction('reg_ollie', flip_start_frame,20, layer=flip_layer, play_mode=0, speed=.5) # bdeck.playAction('b_reg_ollie', flip_start_frame,20, layer=flip_layer, play_mode=0, speed=.5) # #trucks.playAction('t_reg_ollie', flip_start_frame,40, layer=flip_layer, play_mode=0, speed=1) # if requestAction == 'fak_ollie': # actionState = 'fak_ollie' # own['actionTimer'] = 38 # skater.playAction('fak_ollie', flip_start_frame,20, layer=flip_layer, play_mode=0, speed=.5) # bdeck.playAction('b_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) # bdeck.playAction('b_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) # bdeck.playAction('b_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) # bdeck.playAction('b_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) # bdeck.playAction('b_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) # bdeck.playAction('b_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) # bdeck.playAction('b_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) # bdeck.playAction('b_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) # bdeck.playAction('b_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) # bdeck.playAction('b_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) # bdeck.playAction('b_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) # bdeck.playAction('b_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) # bdeck.playAction('b_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) # bdeck.playAction('b_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) # bdeck.playAction('b_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) # bdeck.playAction('b_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) # bdeck.playAction('b_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) # bdeck.playAction('b_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) # bdeck.playAction('b_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) # bdeck.playAction('b_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) # bdeck.playAction('b_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) # bdeck.playAction('b_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) # bdeck.playAction('b_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) # bdeck.playAction('b_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) # bdeck.playAction('b_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) # bdeck.playAction('b_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) # bdeck.playAction('b_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) # bdeck.playAction('b_reg_jump', 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) # bdeck.playAction('b_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', 20,1, layer=trans_layer, play_mode=0, speed=1) # bdeck.playAction('b_reg_offboard', 20,1, layer=trans_layer, play_mode=0, speed=1) # #trucks.playAction('a_reg_noffboard', 20,1, layer=trans_layer, play_mode=0, speed=1) # 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) # bdeck.playAction('b_fak_offboard', 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', 1,40, layer=trans_layer, play_mode=0, speed=1) # bdeck.playAction('b_reg_offboard', 1,40, layer=trans_layer, play_mode=0, speed=1) # #trucks.playAction('a_reg_noffboard', 1,40, layer=trans_layer, play_mode=0, speed=1) # 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) # bdeck.playAction('b_fak_offboard', 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) # bdeck.playAction('b_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) # bdeck.playAction('b_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) # bdeck.playAction('b_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) # bdeck.playAction('b_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) # #333333333333333333333333 # if requestAction == 'fak-reg_noseslide': # actionState = 'fak-reg_noseslide' # own['actionTimer'] = 20 # skater.playAction('reg_noses', 45,55, layer=trans_layer, play_mode=0, speed=.5) # bdeck.playAction('b_reg_noses', 45,55, layer=trans_layer, play_mode=0, speed=.5) # #trucks.playAction('a_reg_noses', 45,55, layer=trans_layer, play_mode=0, speed=.5) # if requestAction == 'reg-fak_tailslide': # actionState = 'reg-fak_tailslide' # own['actionTimer'] = 20 # skater.playAction('reg_noses', 55,45, layer=trans_layer, play_mode=0, speed=.5) # bdeck.playAction('b_reg_noses', 55,45, layer=trans_layer, play_mode=0, speed=.5) # #trucks.playAction('a_reg_noses', 55,45, layer=trans_layer, play_mode=0, speed=.5) # if requestAction == 'fak-reg_tailslide': # actionState = 'fak-reg_tailslide' # own['actionTimer'] = 20 # skater.playAction('reg_tails', 45,55, layer=trans_layer, play_mode=0, speed=.5) # bdeck.playAction('b_reg_tails', 45,55, layer=trans_layer, play_mode=0, speed=.5) # #trucks.playAction('a_reg_tails', 45,55, layer=trans_layer, play_mode=0, speed=.5) # if requestAction == 'reg-fak_noseslide': # actionState = 'reg-fak_noseslide' # own['actionTimer'] = 20 # skater.playAction('reg_tails', 55,45, layer=trans_layer, play_mode=0, speed=.5) # bdeck.playAction('b_reg_tails', 55,45, layer=trans_layer, play_mode=0, speed=.5) # #trucks.playAction('a_reg_tails', 55,45, layer=trans_layer, play_mode=0, speed=.5) # #333333333333333333333333333333 # if requestAction == 'reg_hippy': # actionState = 'reg_hippy' # own['actionTimer'] = 60 # skater.playAction('reg_hippy', 10,40, layer=trans_layer, play_mode=0, speed=.5) # bdeck.playAction('b_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) # bdeck.playAction('b_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) # bdeck.playAction('b_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) # bdeck.playAction('b_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) # bdeck.playAction('b_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) # bdeck.playAction('b_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) # bdeck.playAction('b_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) # bdeck.playAction('b_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_roll-air': # actionState = 'reg_roll-air' # own['actionTimer'] = 10 # skater.playAction('reg_air', 40,30, layer=trans_layer, play_mode=0, speed=.5) # bdeck.playAction('b_reg', 40,30, layer=trans_layer, play_mode=1, speed=.5) # #trucks.playAction('a_reg', 40,30, layer=trans_layer, play_mode=1, speed=.5) # if requestAction == 'fak_roll-air': # actionState = 'fak_roll-air' # own['actionTimer'] = 10 # skater.playAction('fak_air', 40,30, layer=trans_layer, play_mode=0, speed=.5) # bdeck.playAction('b_reg', 40,30, layer=trans_layer, play_mode=0, speed=.5) # #trucks.playAction('a_reg', 40,30, 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) # bdeck.playAction('b_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) # bdeck.playAction('b_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_in.001', 30,1, layer=trans_layer, play_mode=0, speed=1) # deck.playAction('a_reg_back_invert_in', 30,1, layer=trans_layer, play_mode=0, speed=1) # trucks.playAction('a_reg_back_invert_in', 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) # bdeck.playAction('b_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) # bdeck.playAction('b_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) # bdeck.playAction('b_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) # bdeck.playAction('b_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) # bdeck.playAction('b_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) # bdeck.playAction('b_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) # bdeck.playAction('b_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) # bdeck.playAction('b_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) # bdeck.playAction('b_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) # bdeck.playAction('b_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) # bdeck.playAction('b_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) # bdeck.playAction('b_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) # bdeck.playAction('b_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) # bdeck.playAction('b_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) # bdeck.playAction('b_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) # bdeck.playAction('b_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) # bdeck.playAction('b_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) # bdeck.playAction('b_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) # bdeck.playAction('b_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) # bdeck.playAction('b_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) # bdeck.playAction('b_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) # bdeck.playAction('b_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) # bdeck.playAction('b_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) # bdeck.playAction('b_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) # bdeck.playAction('b_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) # bdeck.playAction('b_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) # bdeck.playAction('b_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) # bdeck.playAction('b_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) # bdeck.playAction('b_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) # bdeck.playAction('b_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) # bdeck.playAction('b_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) # bdeck.playAction('b_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) # bdeck.playAction('b_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) # bdeck.playAction('b_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) # bdeck.playAction('b_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) # bdeck.playAction('b_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) # bdeck.playAction('b_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) # bdeck.playAction('b_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) # bdeck.playAction('b_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) # bdeck.playAction('b_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_frigid_out': # actionState = 'reg_frigid_out' # own['actionState'] = 'reg_frigid_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_frigid', cur_frame,1, layer=trans_layer, play_mode=0, speed=1) # bdeck.playAction('b_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_frigid', 10,1, layer=trans_layer, play_mode=0, speed=1) # bdeck.playAction('b_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_frigid_out': # actionState = 'fak_frigid_out' # own['actionState'] = 'fak_frigid_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_frigid', cur_frame,1, layer=trans_layer, play_mode=0, speed=1) # bdeck.playAction('b_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_frigid', 10,1, layer=trans_layer, play_mode=0, speed=1) # bdeck.playAction('b_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_fsonefoot_out': # actionState = 'reg_fsonefoot_out' # own['actionState'] = 'reg_fsonefoot_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_fsonefoot', cur_frame,1, layer=trans_layer, play_mode=0, speed=1) # bdeck.playAction('b_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_fsonefoot', 10,1, layer=trans_layer, play_mode=0, speed=1) # bdeck.playAction('b_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_fsonefoot_out': # actionState = 'fak_fsonefoot_out' # own['actionState'] = 'fak_fsonefoot_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_fsonefoot', cur_frame,1, layer=trans_layer, play_mode=0, speed=1) # bdeck.playAction('b_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_fsonefoot', 10,1, layer=trans_layer, play_mode=0, speed=1) # bdeck.playAction('b_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_onefoot_out': # actionState = 'reg_onefoot_out' # own['actionState'] = 'reg_onefoot_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_onefoot', cur_frame,1, layer=trans_layer, play_mode=0, speed=1) # bdeck.playAction('b_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_onefoot', 10,1, layer=trans_layer, play_mode=0, speed=1) # bdeck.playAction('b_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_onefoot_out': # actionState = 'fak_onefoot_out' # own['actionState'] = 'fak_onefoot_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_onefoot', cur_frame,1, layer=trans_layer, play_mode=0, speed=1) # bdeck.playAction('b_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_onefoot', 10,1, layer=trans_layer, play_mode=0, speed=1) # bdeck.playAction('b_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_airwalk_out': # actionState = 'reg_airwalk_out' # own['actionState'] = 'reg_airwalk_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_airwalk', cur_frame,1, layer=trans_layer, play_mode=0, speed=1) # deck.playAction('a_reg_airwalk', 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_airwalk', 10,1, layer=trans_layer, play_mode=0, speed=1) # deck.playAction('a_reg_airwalk', 10,1, layer=trans_layer, play_mode=0, speed=1) # trucks.playAction('a_reg_airwalk', 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) # bdeck.playAction('b_reg_noseg', 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) # bdeck.playAction('b_reg_noseg', 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) # bdeck.playAction('b_reg_tailg', 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) # bdeck.playAction('b_reg_tailg', 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) # bdeck.playAction('b_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) # bdeck.playAction('b_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) # bdeck.playAction('b_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) # bdeck.playAction('b_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) # bdeck.playAction('b_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) # bdeck.playAction('b_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) # bdeck.playAction('b_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) # bdeck.playAction('b_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) # bdeck.playAction('b_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', 10,30, layer=loop_layer, play_mode=1, speed=.5) # bdeck.playAction('b_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) # bdeck.playAction('b_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) # bdeck.playAction('b_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) # bdeck.playAction('b_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('nfak_left', 10,30, layer=loop_layer, play_mode=1, speed=.5) # bdeck.playAction('b_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_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) # bdeck.playAction('b_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('nfak_right', 10,30, layer=loop_layer, play_mode=1, speed=.5) # bdeck.playAction('b_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) # #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) # bdeck.playAction('b_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) # bdeck.playAction('b_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) # bdeck.playAction('b_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) # bdeck.playAction('b_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) # bdeck.playAction('b_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('nfak_pump_left', 10,30, layer=loop_layer, play_mode=1, speed=.5) # bdeck.playAction('b_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_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) # bdeck.playAction('b_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('nfak_pump_right', 10,30, layer=loop_layer, play_mode=1, speed=.5) # bdeck.playAction('b_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_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) # bdeck.playAction('b_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) # bdeck.playAction('b_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) # bdeck.playAction('b_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) # bdeck.playAction('b_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) # bdeck.playAction('b_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) # bdeck.playAction('b_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) # bdeck.playAction('b_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) # bdeck.playAction('b_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) # bdeck.playAction('b_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) # bdeck.playAction('b_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) # bdeck.playAction('b_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) # bdeck.playAction('b_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) # bdeck.playAction('b_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) # bdeck.playAction('b_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) # bdeck.playAction('b_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) # bdeck.playAction('b_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) # bdeck.playAction('b_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) # bdeck.playAction('b_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) # bdeck.playAction('b_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) # bdeck.playAction('b_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) # bdeck.playAction('b_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) # bdeck.playAction('b_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) # bdeck.playAction('b_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) # bdeck.playAction('b_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) # bdeck.playAction('b_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) # bdeck.playAction('b_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: # skater.playAction('nfak_left', 10,1, layer=trans_layer, play_mode=0, speed=.5) # bdeck.playAction('b_reg_right', 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) # bdeck.playAction('b_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: # skater.playAction('nfak_right', 10,1, layer=trans_layer, play_mode=0, speed=.5) # bdeck.playAction('b_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_roll': # actionState = 'fak_roll' # skater.playAction('nfak', 1,60, layer=loop_layer, play_mode=1, speed=.5) # bdeck.playAction('b_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) # bdeck.playAction('b_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) # bdeck.playAction('b_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) # bdeck.playAction('b_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) # bdeck.playAction('b_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) # bdeck.playAction('b_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) # bdeck.playAction('b_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) # bdeck.playAction('b_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) # bdeck.playAction('b_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) # #skater.playAction('noposin', 1,20, layer=trans_layer, play_mode=0, speed=1) # bdeck.playAction('b_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: # own['actionTimer'] = 0 # skater.playAction('nreg_pump', 1,60, layer=loop_layer, play_mode=1, speed=.5) # #skater.playAction('nopos', 1,40, layer=loop_layer, play_mode=1, speed=.5) # bdeck.playAction('b_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) # bdeck.playAction('b_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: # own['actionTimer'] = 0 # skater.playAction('nfak_pump.001', 1,60, layer=loop_layer, play_mode=1, speed=.5) # bdeck.playAction('b_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) # bdeck.playAction('b_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) # bdeck.playAction('b_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) # bdeck.playAction('b_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) # bdeck.playAction('b_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) # bdeck.playAction('b_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) # bdeck.playAction('b_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) # bdeck.playAction('b_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) # bdeck.playAction('b_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) # bdeck.playAction('b_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) # bdeck.playAction('b_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) # bdeck.playAction('b_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) # bdeck.playAction('b_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) # bdeck.playAction('b_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) # bdeck.playAction('b_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) # bdeck.playAction('b_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) # bdeck.playAction('b_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) # bdeck.playAction('b_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) # bdeck.playAction('b_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) # bdeck.playAction('b_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) # bdeck.playAction('b_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) # bdeck.playAction('b_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) # bdeck.playAction('b_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) # bdeck.playAction('b_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) # bdeck.playAction('b_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) # bdeck.playAction('b_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) # bdeck.playAction('b_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) # bdeck.playAction('b_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) # bdeck.playAction('b_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) # bdeck.playAction('b_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) # bdeck.playAction('b_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) # bdeck.playAction('b_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) # bdeck.playAction('b_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) # bdeck.playAction('b_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) # bdeck.playAction('b_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) # bdeck.playAction('b_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) # bdeck.playAction('b_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) # bdeck.playAction('b_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) # bdeck.playAction('b_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) # bdeck.playAction('b_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) # bdeck.playAction('b_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) # bdeck.playAction('b_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) # bdeck.playAction('b_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_frigid': # actionState = 'reg_frigid' # if l_actionState != 'reg_frigid': # skater.playAction('reg_frigid', 1,10, layer=trans_layer, play_mode=0, speed=.5) # bdeck.playAction('b_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_frigid', 10,30, layer=loop_layer, play_mode=1, speed=1) # bdeck.playAction('b_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_frigid': # actionState = 'fak_frigid' # if l_actionState != 'fak_frigid': # skater.playAction('fak_frigid', 1,10, layer=trans_layer, play_mode=0, speed=.5) # bdeck.playAction('b_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_frigid', 10,30, layer=loop_layer, play_mode=1, speed=1) # bdeck.playAction('b_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_fsonefoot': # actionState = 'reg_fsonefoot' # if l_actionState != 'reg_fsonefoot': # skater.playAction('reg_fsonefoot', 1,10, layer=trans_layer, play_mode=0, speed=.5) # bdeck.playAction('b_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_fsonefoot', 10,30, layer=loop_layer, play_mode=1, speed=1) # bdeck.playAction('b_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_fsonefoot': # actionState = 'fak_fsonefoot' # if l_actionState != 'fak_fsonefoot': # skater.playAction('fak_fsonefoot', 1,10, layer=trans_layer, play_mode=0, speed=.5) # bdeck.playAction('b_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_fsonefoot', 10,30, layer=loop_layer, play_mode=1, speed=1) # bdeck.playAction('b_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_onefoot': # actionState = 'reg_onefoot' # if l_actionState != 'reg_onefoot': # skater.playAction('reg_onefoot', 1,10, layer=trans_layer, play_mode=0, speed=.5) # bdeck.playAction('b_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_onefoot', 10,30, layer=loop_layer, play_mode=1, speed=1) # bdeck.playAction('b_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_onefoot': # actionState = 'fak_onefoot' # if l_actionState != 'fak_onefoot': # skater.playAction('fak_onefoot', 1,10, layer=trans_layer, play_mode=0, speed=.5) # bdeck.playAction('b_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_onefoot', 10,30, layer=loop_layer, play_mode=1, speed=1) # bdeck.playAction('b_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_airwalk': # actionState = 'reg_airwalk' # if l_actionState != 'reg_airwalk': # skater.playAction('reg_airwalk', 1,10, layer=trans_layer, play_mode=0, speed=.5) # deck.playAction('a_reg_airwalk', 1,10, layer=trans_layer, play_mode=0, speed=.5) # trucks.playAction('a_reg_airwalk', 1,10, layer=trans_layer, play_mode=0, speed=.5) # else: # skater.playAction('reg_airwalk', 10,30, layer=loop_layer, play_mode=1, speed=1) # deck.playAction('a_reg_airwalk', 10,30, layer=loop_layer, play_mode=1, speed=1) # trucks.playAction('a_reg_airwalk', 10,30, layer=loop_layer, play_mode=1, speed=1) # #'reg_frigid', 'reg_fsonefoot', 'reg_onefoot', 'fak_frigid', 'fak_fsonefoot', 'fak_onefoot' # 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) # bdeck.playAction('b_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) # bdeck.playAction('b_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) # bdeck.playAction('b_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) # bdeck.playAction('b_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) # bdeck.playAction('b_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) # bdeck.playAction('b_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) # bdeck.playAction('b_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) # bdeck.playAction('b_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) # bdeck.playAction('b_reg_noseg', 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) # bdeck.playAction('b_reg_noseg', 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) # bdeck.playAction('b_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) # bdeck.playAction('b_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) # bdeck.playAction('b_reg_tailg', 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) # bdeck.playAction('b_reg_tailg', 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) # bdeck.playAction('b_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) # bdeck.playAction('b_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) # bdeck.playAction('b_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) # bdeck.playAction('b_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) # bdeck.playAction('b_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) # bdeck.playAction('b_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) # bdeck.playAction('b_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) # bdeck.playAction('b_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) # bdeck.playAction('b_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) # bdeck.playAction('b_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) # bdeck.playAction('b_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) # bdeck.playAction('b_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) # bdeck.playAction('b_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) # bdeck.playAction('b_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) # bdeck.playAction('b_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) # bdeck.playAction('b_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) # bdeck.playAction('b_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) # bdeck.playAction('b_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 not in ['reg_tailslide', 'reg_air_tail', 'reg_tailslide_out', 'fak_noseslide', 'fak-reg_tailslide']: # 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) # bdeck.playAction('b_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) # bdeck.playAction('b_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 not in ['fak_tailslide', 'fak_air_tail', 'reg_tailslide_out', 'reg_noseslide', 'reg-fak_tailslide']: # 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) # bdeck.playAction('b_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) # bdeck.playAction('b_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 not in ['reg_noseslide', 'reg_air_nose', 'reg_tailslide_out', 'fak_tailslide', 'fak-reg_noseslide']: # 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) # bdeck.playAction('b_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) # bdeck.playAction('b_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 not in ['fak_noseslide', 'fak_air_nose', 'reg_tailslide_out', 'reg_tailslide', 'reg-fak_noseslide']: # 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) # bdeck.playAction('b_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) # print('fak nose in') # else: # skater.playAction('reg_tails', 30,1, layer=loop_layer, play_mode=1, speed=.5) # bdeck.playAction('b_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 # #if l_actionState == 'reg_roll': # if l_actionState != 'reg_5050' and l_actionState != 'fak-reg_5050': # skater.playAction('reg_5050', 50,70, layer=trans_layer, play_mode=0, speed=.5) # else: # skater.playAction('reg_5050', 1,30, layer=loop_layer, play_mode=1, speed=.5) # bdeck.playAction('b_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' # if l_actionState != 'fak_5050' and l_actionState != 'fak-reg_5050': # skater.playAction('fak_air', 40,34, layer=trans_layer, play_mode=0, speed=.5) # #own['actionTimer'] = 0 # else: # skater.playAction('fak_5050', 1,30, layer=loop_layer, play_mode=1, speed=.5) # bdeck.playAction('b_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('b_reg', 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('b_reg', 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('b_reg', 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) # bdeck.playAction('b_reg_noseg', 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) # bdeck.playAction('b_reg_noseg', 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) # bdeck.playAction('b_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) # bdeck.playAction('b_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) # bdeck.playAction('b_reg_tailg', 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) # bdeck.playAction('b_reg_tailg', 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) # bdeck.playAction('b_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) # bdeck.playAction('b_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) # bdeck.playAction('b_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) # bdeck.playAction('b_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) # bdeck.playAction('b_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) # bdeck.playAction('b_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_in.001', 1,30, layer=trans_layer, play_mode=0, speed=1) # deck.playAction('a_reg_back_invert_in', 1,30, layer=trans_layer, play_mode=0, speed=1) # trucks.playAction('a_reg_back_invert_in', 1,30, layer=trans_layer, play_mode=0, speed=1) # else: # skater.playAction('reg_back_invert_in.001', 30,30, layer=loop_layer, play_mode=1, speed=1) # deck.playAction('a_reg_back_invert_in', 30,30, layer=loop_layer, play_mode=1, speed=1) # trucks.playAction('a_reg_back_invert_in', 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) # bdeck.playAction('b_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) # bdeck.playAction('b_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) # bdeck.playAction('b_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) # bdeck.playAction('b_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) # bdeck.playAction('b_reg_walk', 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) # bdeck.playAction('b_reg_walk', 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.005', cur_frame,35, layer=loop_layer, play_mode=0, speed=.5) # else: # cur_frame -= 1 # skater.playAction('reg_nwalk_nb.005', 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) # bdeck.playAction('b_fak_walk', 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) # bdeck.playAction('b_fak_walk', 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.005', cur_frame,35, layer=loop_layer, play_mode=0, speed=.5) # else: # cur_frame -= 1 # skater.playAction('fak_nwalk_nb.005', 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) # bdeck.playAction('b_reg_walk', 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) # bdeck.playAction('b_reg_walk', 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.005', 0,35, layer=loop_layer, play_mode=1, speed=.5) # skater.setActionFrame(cur_frame, loop_layer) # #loop # else: # skater.playAction('reg_nwalk_nb.005', 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) # bdeck.playAction('b_reg_walk', 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) # bdeck.playAction('b_reg_walk', 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.005', 0,35, layer=loop_layer, play_mode=1, speed=1) # skater.setActionFrame(cur_frame, loop_layer) # #loop # else: # skater.playAction('reg_nwalk_nb.005', 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) # bdeck.playAction('b_fak_walk', 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) # bdeck.playAction('b_fak_walk', 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.005', 0,35, layer=loop_layer, play_mode=1, speed=.5) # skater.setActionFrame(cur_frame, loop_layer) # #loop # else: # skater.playAction('fak_nwalk_nb.005', 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) # bdeck.playAction('b_fak_walk', 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) # bdeck.playAction('b_fak_walk', 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.005', 0,35, layer=loop_layer, play_mode=1, speed=1) # skater.setActionFrame(cur_frame, loop_layer) # #loop # else: # skater.playAction('fak_nwalk_nb.005', 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 # #blend test ===============-----------------------========================= # # if own['inc'] == 1 and own['actionState'] == 'reg_roll' or own['actionState'] == 'fak-reg_roll': # # print('incing') # # if own['blending_val'] > 0.5: # # own['blending_val'] -= .5 # # print(own['blending_val']) # # skater.stopAction(5) # # skater.playAction('blend_test', 10,10, layer=5, play_mode=1, speed=1, layer_weight=own['blending_val']) # # elif own['inc'] == 1 and own['actionState'] == 'fak_roll' or own['actionState'] == 'reg-fak_roll' : # # print('incing') # # if own['blending_val'] > 0.5: # # own['blending_val'] -= .1 # # print(own['blending_val']) # # skater.stopAction(5) # # skater.playAction('nfak_pump_in', 30,40, layer=5, play_mode=1, speed=1, layer_weight=own['blending_val']) # # else: # # pass # # if 'blending_val' in own: # # if own['blending_val'] < .95: # # own['blending_val'] += .05 # # skater.stopAction(5) # # skater.playAction('nfak_pump_in', 30,40, layer=5, play_mode=1, speed=1, layer_weight=own['blending_val']) # # else: # # own['blending_val'] = 1.0 # # skater.stopAction(5) # # else: # # own['blending_val'] = 0 # ################### # #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 #actionsFSM.main(cont) actionPlayer.main(cont) main()