Shuvit game master repo. http://shuvit.org
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co_ActionState.py 352KB

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  1. import bge
  2. import actionsFSM
  3. import actionPlayer
  4. def main():
  5. cont = bge.logic.getCurrentController()
  6. own = cont.owner
  7. # scene = bge.logic.getCurrentScene()
  8. # skater = scene.objects['Char4']
  9. # deck = scene.objects['deck']
  10. # trucks = scene.objects['trucks']
  11. # bdeck = scene.objects['deck_arm']
  12. # loop_layer = 2
  13. # trans_layer = 3
  14. # flip_layer = 4
  15. # throw_layer = 5
  16. # trans_playing = skater.isPlayingAction(trans_layer)
  17. # #set possible requestActions
  18. # 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']
  19. # 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']
  20. # 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']
  21. # 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']
  22. # 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']
  23. # 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']
  24. # #initialize variables
  25. # try:
  26. # actionState = own['actionState']
  27. # l_actionState = own['l_actionState']
  28. # requestAction = own['requestAction']
  29. # og_request = requestAction
  30. # l_requestAction = own['l_requestAction']
  31. # queueAction = own['queueAction']
  32. # actionTimer = own['actionTimer']
  33. # except:
  34. # own['actionState'] = 'reg_walk'
  35. # own['l_actionState'] = 'empty'
  36. # og_request = 'empty'
  37. # own['requestAction'] = 'reg_walk'
  38. # own['l_requestAction'] = 'empty'
  39. # own['queueAction'] = 'empty'
  40. # own['actionTimer'] = 0
  41. # own['clear_request'] = 0
  42. # actionTimer = 0
  43. # queueAction = 'empty'
  44. # requestAction = 'reg_walk'
  45. # actionState = 'empty'
  46. # l_actionState = 'empty'
  47. # l_requestAction = 'empty'
  48. # skater.playAction('blink', 0,100, layer=7, play_mode=0, speed=.25)
  49. # #print('reqqqqqqqqes1', requestAction)
  50. # def stopActs():
  51. # skater.stopAction(loop_layer)
  52. # trucks.stopAction(loop_layer)
  53. # deck.stopAction(loop_layer)
  54. # skater.stopAction(trans_layer)
  55. # trucks.stopAction(trans_layer)
  56. # deck.stopAction(trans_layer)
  57. # actionTimer = 0
  58. # own['actionTimer'] = 0
  59. # if requestAction == 'empty':
  60. # #print('*******empty request****')
  61. # pass
  62. # isplaying = skater.isPlayingAction(flip_layer)
  63. # transPlaying = skater.isPlayingAction(trans_layer)
  64. # if own['clear_request'] == 1:
  65. # requestAction = 'empty'
  66. # own['clear_request'] = 0
  67. # if own['actionTimer'] != 0 and transPlaying == False and isplaying == False:
  68. # own['actionTimer'] = 0
  69. # actionTimer = 0
  70. # print('resetting actionTimer')
  71. # 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:
  72. # requestAction = 'empty'
  73. # own['requestAction'] = 'empty'
  74. # #================
  75. # #stance change detection
  76. # 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')):
  77. # #print('fak-reg_roll')
  78. # requestAction = 'fak-reg_roll'
  79. # own['requestAction'] = 'fak-reg_roll'
  80. # 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')):
  81. # #print('reg-fak_roll')
  82. # requestAction = 'reg-fak_roll'
  83. # own['requestAction'] = 'reg-fak_roll'
  84. # if requestAction in ['reg_pump'] and l_actionState in ['fak_roll']:
  85. # requestAction = 'fak-reg_roll'
  86. # if requestAction in ['fak_pump'] and l_actionState in ['reg_roll']:
  87. # requestAction = 'reg-fak_roll'
  88. # if l_actionState == 'reg_roll' and requestAction in ['fak_pump', 'fak_pump_left', 'fak_pump_right', 'fak_opos', 'fak_nopos', 'fak_turnLeft', 'fak_turnRight']:
  89. # requestAction = 'reg-fak_roll'
  90. # if l_actionState == 'fak_roll' and requestAction in ['reg_pump', 'reg_pump_left', 'reg_pump_right', 'reg_opos', 'reg_nopos', 'reg_turnLeft', 'reg_turnRight']:
  91. # requestAction = 'fak-reg_roll'
  92. # if requestAction in ['reg_push', 'reg_push_goof', 'reg_turnRight', 'reg_turnLeft'] and l_actionState == 'fak_land':
  93. # requestAction = 'fak-reg_roll'
  94. # 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']:
  95. # requestAction = 'reg-fak_roll'
  96. # 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):
  97. # #print('fak-reg_5050')
  98. # requestAction = 'fak-reg_5050'
  99. # own['requestAction'] = 'fak-reg_5050'
  100. # 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):
  101. # #print('reg-fak_5050')
  102. # requestAction = 'reg-fak_5050'
  103. # own['requestAction'] = 'reg-fak_5050'
  104. # if requestAction in ['reg_offboard', 'fak_offboard', 'reg_onboard', 'fak_onboard']:
  105. # own['actionTimer'] = 0
  106. # actionTimer = 0
  107. # if l_actionState == 'reg_dropin_pos' and requestAction != 'reg_dropin_pos':
  108. # own['requestAction'] = 'reg_dropin'
  109. # requestAction = 'reg_dropin'
  110. # if l_actionState == 'fak_dropin_pos' and requestAction != 'fak_dropin_pos':
  111. # own['requestAction'] = 'fak_dropin'
  112. # requestAction = 'fak_dropin'
  113. # #===============
  114. # #land action over ride
  115. # 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:
  116. # if l_requestAction in ['reg_land', 'fak_land', 'reg_landL', 'reg_landR']:
  117. # pass
  118. # else:
  119. # requestAction = l_requestAction
  120. # own['requestAction'] = requestAction
  121. # own['l_actionState'] = requestAction
  122. # actionState = requestAction
  123. # own['actionTimer'] = 0
  124. # actionTimer = 0
  125. # if requestAction == 'reg_land' and l_actionState == 'reg_back_invert_out' and actionTimer > 0:
  126. # requestAction = 'reg_back_invert_out'
  127. # if requestAction == 'fak_land' and l_actionState == 'fak_fr_invert_out' and actionTimer > 0:
  128. # requestAction = 'fak_fr_invert_out'
  129. # #dirt invert fix
  130. # if 'invert' in requestAction:
  131. # actionTimer = 0
  132. # own['actionTimer'] = 0
  133. # #dirty stall fix
  134. # fixer = 0
  135. # if requestAction in ['reg_5050', 'reg_tailslide', 'reg_noseslide'] and actionState in ['reg_pump_out', 'fak_nopos_out'] and actionTimer > 10:
  136. # fixer = 1
  137. # if requestAction in ['fak_5050', 'fak_tailslide', 'fak_noseslide'] and actionState in ['fak_pump_out', 'fak_nopos_out'] and actionTimer > 10:
  138. # fixer = 1
  139. # if fixer == 1:
  140. # actionTimer = 0
  141. # own['actionTimer'] = 0
  142. # stopActs()
  143. # 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':
  144. # actionState = requestAction
  145. # own['actionState'] = requestAction
  146. # 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':
  147. # #print('stopping revert layers')
  148. # skater.stopAction(loop_layer)
  149. # trucks.stopAction(loop_layer)
  150. # deck.stopAction(loop_layer)
  151. # skater.stopAction(trans_layer)
  152. # trucks.stopAction(trans_layer)
  153. # deck.stopAction(trans_layer)
  154. # if 'wall' in requestAction and actionTimer < 10:
  155. # actionTimer = 0
  156. # own['actionTimer'] = 0
  157. # skater.stopAction(flip_layer)
  158. # trucks.stopAction(flip_layer)
  159. # deck.stopAction(flip_layer)
  160. # skater.stopAction(trans_layer)
  161. # trucks.stopAction(trans_layer)
  162. # deck.stopAction(trans_layer)
  163. # #check last actionState to see if an out action is needed
  164. # if requestAction not in jump_overrideList:
  165. # # if l_actionState == 'fak_turnRight' and requestAction != 'fak_turnRight':
  166. # # if requestAction not in ['fak_turnRight', 'fak_pump_right', 'fak_pump']:
  167. # # requestAction = 'fak_turnRight_out'
  168. # # actionState = 'fak_turnRight_out'
  169. # # elif requestAction == 'fak_pump_right':
  170. # # requestAction = 'fak_right-pump'
  171. # # if l_actionState == 'fak_turnLeft' and requestAction != 'fak_turnLeft':
  172. # # if requestAction not in ['fak_turnLeft', 'fak_pump_left', 'fak_pump']:
  173. # # requestAction = 'fak_turnLeft_out'
  174. # # actionState = 'fak_turnLeft_out'
  175. # # elif requestAction == 'fak_pump_left':
  176. # # requestAction = 'fak_left-pump'
  177. # #-----
  178. # #need to do something different for nopos
  179. # # if requestAction == 'reg_opos':
  180. # # requestAction = 'reg_pump'
  181. # # if requestAction == 'fak_opos':
  182. # # requestAction = 'fak_pump'
  183. # #-----
  184. # if l_actionState == 'reg_opos' and requestAction != 'reg_opos':
  185. # requestAction = 'reg_opos_out'
  186. # actionState = 'reg_opos_out'
  187. # if l_actionState == 'fak_opos' and requestAction != 'fak_opos':
  188. # requestAction = 'fak_opos_out'
  189. # actionState = 'fak_opos_out'
  190. # if l_actionState == 'reg_nopos' and requestAction != 'reg_nopos':
  191. # requestAction = 'reg_nopos_out'
  192. # actionState = 'reg_nopos_out'
  193. # if l_actionState == 'fak_nopos' and requestAction != 'fak_nopos':
  194. # requestAction = 'fak_nopos_out'
  195. # actionState = 'fak_nopos_out'
  196. # #*********************************
  197. # # if l_actionState == 'fak_turnLeft' and requestAction == 'fak_pump_left':
  198. # # requestAction = 'fak_pump_left-left'
  199. # # actionState = 'fak_pump_left-left'
  200. # # if l_actionState == 'fak_turnRight' and requestAction == 'fak_pump_right':
  201. # # requestAction = 'fak_pump_right-right'
  202. # # actionState = 'fak_pump_right-right'
  203. # #**********************************
  204. # if l_actionState == 'reg_pump' and requestAction == 'reg_5050':
  205. # requestAction = 'reg_5050'
  206. # actionState = 'reg_5050'
  207. # if l_actionState == 'fak_pump' and requestAction == 'fak_5050':
  208. # requestAction = 'fak_5050'
  209. # actionState = 'fak_5050'
  210. # # if l_actionState == 'fak_pump' and requestAction not in ['fak_pump', 'fak_pump_right', 'fak_pump_left'] and requestAction not in pump_out_overList:
  211. # # requestAction = 'fak_pump_out'
  212. # # actionState = 'fak_pump_out'
  213. # if l_actionState == 'reg_powerslide' and requestAction != 'reg_powerslide':
  214. # requestAction = 'reg_powerslide_out'
  215. # actionState = 'reg_powerslide_out'
  216. # if l_actionState == 'fak_powerslide' and requestAction != 'fak_powerslide':
  217. # requestAction = 'fak_powerslide_out'
  218. # actionState = 'fak_powerslide_out'
  219. # if l_actionState == 'reg_fs_powerslide' and requestAction != 'reg_fs_powerslide':
  220. # requestAction = 'reg_fs_powerslide_out'
  221. # actionState = 'reg_fs_powerslide_out'
  222. # if l_actionState == 'fak_fs_powerslide' and requestAction != 'fak_fs_powerslide':
  223. # requestAction = 'fak_fs_powerslide_out'
  224. # actionState = 'fak_fs_powerslide_out'
  225. # if l_actionState == 'reg_stop' and requestAction != 'reg_stop':
  226. # requestAction = 'reg_stop_out'
  227. # actionState = 'reg_stop_out'
  228. # if l_actionState == 'fak_stop' and requestAction != 'fak_stop':
  229. # requestAction = 'fak_stop_out'
  230. # actionState = 'fak_stop_out'
  231. # if l_actionState == 'reg_noseslide' and requestAction != 'reg_noseslide' and requestAction != 'fak_tailslide':
  232. # requestAction = 'reg_noseslide_out'
  233. # actionState = 'reg_noseslide_out'
  234. # if l_actionState == 'fak_noseslide' and requestAction != 'fak_noseslide' and requestAction != 'reg_tailslide':
  235. # requestAction = 'fak_noseslide_out'
  236. # actionState = 'fak_noseslide_out'
  237. # if l_actionState == 'reg_tailslide' and requestAction != 'reg_tailslide' and requestAction != 'fak_noseslide':
  238. # requestAction = 'reg_tailslide_out'
  239. # actionState = 'reg_tailslide_out'
  240. # if l_actionState == 'fak_tailslide' and requestAction != 'fak_tailslide' and requestAction != 'reg_noseslide':
  241. # requestAction = 'fak_tailslide_out'
  242. # actionState = 'fak_tailslide_out'
  243. # if l_actionState == 'reg_5050' and requestAction != 'reg_5050' and requestAction != 'reg-fak_5050':
  244. # requestAction = 'reg_5050_out'
  245. # actionState = 'reg_5050_out'
  246. # if l_actionState == 'fak_5050' and requestAction != 'fak_5050' and requestAction != 'fak-reg_5050':
  247. # requestAction = 'fak_5050_out'
  248. # actionState = 'fak_5050_out'
  249. # if l_actionState == 'reg_tailg' and requestAction not in ['reg_tailg', 'fak_noseg']:
  250. # requestAction = 'reg_tailg_out'
  251. # actionState = 'reg_tailg_out'
  252. # if l_actionState == 'fak_tailg' and requestAction not in ['fak_tailg', 'reg_noseg']:
  253. # requestAction = 'fak_tailg_out'
  254. # actionState = 'fak_tailg_out'
  255. # if l_actionState == 'reg_noseg' and requestAction not in ['reg_noseg', 'fak_tailg']:
  256. # requestAction = 'reg_noseg_out'
  257. # actionState = 'reg_noseg_out'
  258. # if l_actionState == 'fak_noseg' and requestAction not in ['fak_noseg', 'reg_tailg']:
  259. # requestAction = 'fak_noseg_out'
  260. # actionState = 'fak_noseg_out'
  261. # if l_actionState == 'reg_tailgr' and requestAction not in ['reg_tailgr', 'fak_nosegr']:
  262. # requestAction = 'reg_tailgr_out'
  263. # actionState = 'reg_tailgr_out'
  264. # if l_actionState == 'fak_tailgr' and requestAction not in ['fak_tailgr', 'reg_nosegr']:
  265. # requestAction = 'fak_tailgr_out'
  266. # actionState = 'fak_tailgr_out'
  267. # if l_actionState == 'reg_nosegr' and requestAction not in ['reg_nosegr', 'fak_tailgr']:
  268. # requestAction = 'reg_nosegr_out'
  269. # actionState = 'reg_nosegr_out'
  270. # if l_actionState == 'fak_nosegr' and requestAction not in ['fak_nosegr', 'reg_tailgr']:
  271. # requestAction = 'fak_nosegr_out'
  272. # actionState = 'fak_nosegr_out'
  273. # if l_actionState == 'reg_tailgl' and requestAction not in ['reg_tailgl', 'fak_nosegl']:
  274. # requestAction = 'reg_tailgl_out'
  275. # actionState = 'reg_tailgl_out'
  276. # if l_actionState == 'fak_tailgl' and requestAction not in ['fak_tailgl', 'reg_nosegl']:
  277. # requestAction = 'fak_tailgl_out'
  278. # actionState = 'fak_tailgl_out'
  279. # if l_actionState == 'reg_nosegl' and requestAction not in ['reg_nosegl', 'fak_tailgl']:
  280. # requestAction = 'reg_nosegl_out'
  281. # actionState = 'reg_nosegl_out'
  282. # if l_actionState == 'fak_nosegl' and requestAction not in ['fak_nosegl', 'reg_tailgl']:
  283. # requestAction = 'fak_nosegl_out'
  284. # actionState = 'fak_nosegl_out'
  285. # if l_actionState == 'reg_back_invert' and requestAction != 'reg_back_invert':
  286. # requestAction = 'reg_back_invert_out'
  287. # actionState = 'reg_back_invert_out'
  288. # if l_actionState == 'fak_fr_invert' and requestAction != 'fak_fr_invert':
  289. # requestAction = 'fak_fr_invert_out'
  290. # actionState = 'fak_fr_invert_out'
  291. # if l_actionState == 'reg_sit' and requestAction != 'reg_sit':
  292. # requestAction = 'reg_sit_out'
  293. # actionState = 'reg_sit_out'
  294. # if l_actionState == 'fak_sit' and requestAction != 'fak_sit':
  295. # requestAction = 'fak_sit_out'
  296. # actionState = 'fak_sit_out'
  297. # if l_actionState == 'fak_nmanual_out' and requestAction == 'fak_nmanual':
  298. # actionTimer = 0
  299. # own['actionTimer'] = 0
  300. # requestAction = 'fak_nmanual'
  301. # skater.stopAction(trans_layer)
  302. # trucks.stopAction(trans_layer)
  303. # deck.stopAction(trans_layer)
  304. # if l_actionState == 'fak_manual_out' and requestAction == 'fak_manual':
  305. # actionTimer = 0
  306. # own['actionTimer'] = 0
  307. # requestAction = 'fak_manual'
  308. # skater.stopAction(trans_layer)
  309. # trucks.stopAction(trans_layer)
  310. # deck.stopAction(trans_layer)
  311. # if l_actionState == 'reg_nmanual_out' and requestAction == 'reg_nmanual':
  312. # actionTimer = 0
  313. # own['actionTimer'] = 0
  314. # requestAction = 'reg_nmanual'
  315. # skater.stopAction(trans_layer)
  316. # trucks.stopAction(trans_layer)
  317. # deck.stopAction(trans_layer)
  318. # if l_actionState == 'reg_manual_out' and requestAction == 'reg_manual':
  319. # actionTimer = 0
  320. # own['actionTimer'] = 0
  321. # requestAction = 'reg_manual'
  322. # skater.stopAction(trans_layer)
  323. # trucks.stopAction(trans_layer)
  324. # deck.stopAction(trans_layer)
  325. # if l_actionState == 'reg_air_tail' and requestAction == 'reg_5050':
  326. # requestAction = 'reg_tailg'
  327. # if l_actionState == 'fak_air_tail' and requestAction == 'fak_5050':
  328. # requestAction = 'fak_tailg'
  329. # if l_actionState == 'reg_air_nose' and requestAction == 'reg_5050':
  330. # requestAction = 'reg_noseg'
  331. # if l_actionState == 'fak_air_nose' and requestAction == 'fak_5050':
  332. # requestAction = 'fak_noseg'
  333. # if (l_actionState in ('reg_air', 'reg_dropin', 'reg_air_nose', 'reg_air_tail', 'reg_5050')) and requestAction == 'reg_roll' and actionTimer == 0:
  334. # requestAction = 'reg_air-roll'
  335. # actionState = 'reg_air-roll'
  336. # if (l_actionState in ('fak_air', 'fak_dropin', 'fak_air_nose', 'fak_air_tail', 'fak_5050')) and requestAction == 'fak_roll' and actionTimer == 0:
  337. # requestAction = 'fak_air-roll'
  338. # actionState = 'fak_air-roll'
  339. # if l_actionState in ('reg_roll') and requestAction == 'reg_air':
  340. # requestAction = 'reg_roll-air'
  341. # if l_actionState in ('fak_roll') and requestAction == 'fak_air':
  342. # requestAction = 'fak_roll-air'
  343. # if l_actionState == 'reg_dropin_pos' and requestAction != 'reg_dropin_pos':
  344. # requestAction = 'reg_dropin'
  345. # actionState = 'reg_dropin'
  346. # if l_actionState == 'fak_dropin_pos' and requestAction != 'fak_dropin_pos':
  347. # requestAction = 'fak_dropin'
  348. # actionState = 'fak_dropin'
  349. # if (l_actionState == 'reg_5050_out' and requestAction == 'reg_roll'):
  350. # requestAction = 'reg_5050-roll'
  351. # actionState = 'reg_5050-roll'
  352. # if (l_actionState == 'fak_5050_out' and requestAction == 'fak_roll'):
  353. # requestAction = 'fak_5050-roll'
  354. # actionState = 'fak_5050-roll'
  355. # #####
  356. # if l_actionState == 'fak_air_tail' and requestAction in ('reg_roll', 'reg_manual', 'fak_land'):
  357. # requestAction = 'fak_air_tail to manual'
  358. # if l_actionState == 'reg_air_tail' and requestAction in ('fak_manual', 'fak_roll', 'reg_land'):
  359. # requestAction = 'reg_air_tail to manual'
  360. # if l_actionState == 'fak_air_nose' and requestAction in ('reg_roll', 'reg_nmanual', 'fak_land'):
  361. # requestAction = 'fak_air_nose to nmanual'
  362. # if l_actionState == 'reg_air_nose' and requestAction in ('fak_roll', 'fak_nmanual', 'reg_land'):
  363. # requestAction = 'reg_air_nose to nmanual'
  364. # ####
  365. # #print(requestAction)
  366. # if l_actionState == 'reg_air_tail to manual' and requestAction in ['fak_nmanual', 'fak_manual']:
  367. # requestAction = 'reg-fak_nmanual'
  368. # if l_actionState == 'fak_air_tail to manual' and requestAction in ['reg_nmanual', 'reg_manual']:
  369. # requestAction = 'fak-reg_nmanual'
  370. # if l_actionState == 'fak_air_tail to nmanual' and requestAction in ['reg_nmanual', 'reg_manual']:
  371. # requestAction = 'fak-reg_manual'
  372. # if l_actionState == 'reg_air_nose to nmanual' and requestAction in ['fak_manual', 'fak_nmanual']:
  373. # requestAction = 'reg-fak_manual'
  374. # if l_actionState == 'fak_air_nose to nmanual' and requestAction in ['reg_manual', 'reg_nmanual']:
  375. # requestAction = 'fak-reg_manual'
  376. # if l_actionState in ['reg_manual'] and requestAction != 'reg_manual':
  377. # if requestAction == 'fak_nmanual':
  378. # requestAction = 'reg-fak_nmanual'
  379. # actionState = 'reg-fak_nmanual'
  380. # else:
  381. # requestAction = 'reg_manual_out'
  382. # actionState = 'reg_manual_out'
  383. # if l_actionState in ['fak_manual'] and requestAction != 'fak_manual':
  384. # if requestAction == 'reg_nmanual':
  385. # requestAction = 'fak-reg_nmanual'
  386. # actionState = 'fak-reg_manual'
  387. # else:
  388. # requestAction = 'fak_manual_out'
  389. # actionState = 'fak_manual_out'
  390. # if l_actionState in ['reg_nmanual'] and requestAction != 'reg_nmanual':
  391. # if requestAction == 'fak_manual':
  392. # requestAction = 'reg-fak_manual'
  393. # actionState = 'reg-fak_manual'
  394. # else:
  395. # requestAction = 'reg_nmanual_out'
  396. # actionState = 'reg_nmanual_out'
  397. # if l_actionState in ['fak_nmanual'] and requestAction != 'fak_nmanual':
  398. # if requestAction == 'reg_manual':
  399. # requestAction = 'fak-reg_manual'
  400. # actionState = 'fak-reg_manual'
  401. # else:
  402. # requestAction = 'fak_nmanual_out'
  403. # actionState = 'fak_nmanual_out'
  404. # if l_actionState == 'reg_ollie_north' and requestAction != 'reg_ollie_north':
  405. # requestAction = 'reg_ollie_north_out'
  406. # actionState = 'reg_ollie_north_out'
  407. # if l_actionState == 'fak_ollie_north' and requestAction != 'fak_ollie_north':
  408. # requestAction = 'fak_ollie_north_out'
  409. # actionState = 'fak_ollie_north_out'
  410. # if l_actionState == 'reg_ollie_south' and requestAction != 'reg_ollie_south':
  411. # requestAction = 'reg_ollie_south_out'
  412. # actionState = 'reg_ollie_south_out'
  413. # if l_actionState == 'fak_ollie_south' and requestAction != 'fak_ollie_south':
  414. # requestAction = 'fak_ollie_south_out'
  415. # actionState = 'fak_ollie_south_out'
  416. # if l_actionState == 'reg_air_nose to nmanual' and requestAction in ['fak_roll', 'reg_roll']:
  417. # requestAction = 'reg_nmanual_out'
  418. # if l_actionState == 'fak_air_nose to nmanual' and requestAction in ['reg_roll', 'fak_roll']:
  419. # requestAction = 'fak_nmanual_out'
  420. # if l_actionState == 'reg_air_tail to manual' and requestAction in ['fak_roll', 'reg_roll']:
  421. # requestAction = 'reg_manual_out'
  422. # if l_actionState == 'fak_air_tail to manual' and requestAction in ['reg_roll', 'fak_roll']:
  423. # requestAction = 'fak_manual_out'
  424. # if l_actionState == 'frontside_grab' and requestAction != 'frontside_grab':
  425. # requestAction = 'frontside_grab_out'
  426. # actionState = 'frontside_grab_out'
  427. # if l_actionState == 'backside_grab' and requestAction != 'backside_grab':
  428. # requestAction = 'backside_grab_out'
  429. # actionState = 'backside_grab_out'
  430. # if l_actionState == 'fak_frontside_grab' and requestAction != 'fak_frontside_grab':
  431. # requestAction = 'fak_frontside_grab_out'
  432. # actionState = 'fak_frontside_grab_out'
  433. # if l_actionState == 'fak_backside_grab' and requestAction != 'fak_backside_grab':
  434. # requestAction = 'fak_backside_grab_out'
  435. # actionState = 'fak_backside_grab_out'
  436. # if l_actionState == 'frontside_nose_grab' and requestAction != 'frontside_nose_grab':
  437. # requestAction = 'frontside_nose_grab_out'
  438. # actionState = 'frontside_nose_grab_out'
  439. # if l_actionState == 'backside_nose_grab' and requestAction != 'backside_nose_grab':
  440. # requestAction = 'backside_nose_grab_out'
  441. # actionState = 'backside_nose_grab_out'
  442. # if l_actionState == 'fak_frontside_nose_grab' and requestAction != 'fak_frontside_nose_grab':
  443. # requestAction = 'fak_frontside_nose_grab_out'
  444. # actionState = 'fak_frontside_nose_grab_out'
  445. # if l_actionState == 'fak_backside_nose_grab' and requestAction != 'fak_backside_nose_grab':
  446. # requestAction = 'fak_backside_nose_grab_out'
  447. # actionState = 'fak_backside_nose_grab_out'
  448. # if l_actionState == 'frontside_tail_grab' and requestAction != 'frontside_tail_grab':
  449. # requestAction = 'frontside_tail_grab_out'
  450. # actionState = 'frontside_tail_grab_out'
  451. # if l_actionState == 'backside_tail_grab' and requestAction != 'backside_tail_grab':
  452. # requestAction = 'backside_tail_grab_out'
  453. # actionState = 'backside_tail_grab_out'
  454. # if l_actionState == 'fak_frontside_tail_grab' and requestAction != 'fak_frontside_tail_grab':
  455. # requestAction = 'fak_frontside_tail_grab_out'
  456. # actionState = 'fak_frontside_tail_grab_out'
  457. # if l_actionState == 'fak_backside_tail_grab' and requestAction != 'fak_backside_tail_grab':
  458. # requestAction = 'fak_backside_tail_grab_out'
  459. # actionState = 'fak_backside_tail_grab_out'
  460. # if l_actionState == 'reg_judo' and requestAction != 'reg_judo':
  461. # requestAction = 'reg_judo_out'
  462. # actionState = 'reg_judo_out'
  463. # if l_actionState == 'fak_judo' and requestAction != 'fak_judo':
  464. # requestAction = 'fak_judo_out'
  465. # actionState = 'fak_judo_out'
  466. # if l_actionState == 'reg_frigid' and requestAction != 'reg_frigid':
  467. # requestAction = 'reg_frigid_out'
  468. # actionState = 'reg_frigid_out'
  469. # if l_actionState == 'fak_frigid' and requestAction != 'fak_frigid':
  470. # requestAction = 'fak_frigid_out'
  471. # actionState = 'fak_frigid_out'
  472. # if l_actionState == 'reg_fsonefoot' and requestAction != 'reg_fsonefoot':
  473. # requestAction = 'reg_fsonefoot_out'
  474. # actionState = 'reg_fsonefoot_out'
  475. # if l_actionState == 'fak_fsonefoot' and requestAction != 'fak_fsonefoot':
  476. # requestAction = 'fak_fsonefoot_out'
  477. # actionState = 'fak_fsonefoot_out'
  478. # if l_actionState == 'reg_onefoot' and requestAction != 'reg_onefoot':
  479. # requestAction = 'reg_onefoot_out'
  480. # actionState = 'reg_onefoot_out'
  481. # if l_actionState == 'fak_onefoot' and requestAction != 'fak_onefoot':
  482. # requestAction = 'fak_onefoot_out'
  483. # actionState = 'fak_onefoot_out'
  484. # if l_actionState == 'reg_airwalk' and requestAction != 'reg_airwalk':
  485. # requestAction = 'reg_airwalk_out'
  486. # actionState = 'reg_airwalk_out'
  487. # # if l_actionState == 'fak_pump_right' and requestAction != 'fak_pump_right':
  488. # # requestAction = 'fak_pump_right_out'
  489. # # actionState = 'fak_pump_right_out'
  490. # # if l_actionState == 'fak_pump_left' and requestAction != 'fak_pump_left':
  491. # # requestAction = 'fak_pump_left_out'
  492. # # actionState = 'fak_pump_left_out'
  493. # # if l_actionState == 'fak_pump_left_out' and requestAction != 'fak_pump_left_out':
  494. # # requestAction = 'fak_pump'
  495. # # actionState = 'fak_pump'
  496. # # if l_actionState == 'fak_pump_right_out' and requestAction != 'fak_pump_right_out':
  497. # # requestAction = 'fak_pump'
  498. # # actionState = 'fak_pump'
  499. # if l_actionState == 'reg_walk_air' and requestAction != 'reg_walk_air':
  500. # requestAction = 'reg_walk_air_out'
  501. # actionState = 'reg_walk_air_out'
  502. # if l_actionState == 'fak_walk_air' and requestAction != 'fak_walk_air':
  503. # requestAction = 'fak_walk_air_out'
  504. # actionState = 'fak_walk_air_out'
  505. # if l_actionState in ['reg_noseg', 'reg_noseg_out'] and requestAction == 'fak_tailg':
  506. # requestAction = 'reg_fak_noseg'
  507. # actionState = 'reg_fak_noseg'
  508. # if l_actionState in ['fak_tailg', 'fak_tailg_out'] and requestAction == 'reg_noseg':
  509. # requestAction = 'fak_reg_tailg'
  510. # actionState = 'fak_reg_tailg'
  511. # if l_actionState in ['fak_noseg', 'fak_noseg_out'] and requestAction == 'reg_tailg':
  512. # requestAction = 'fak_reg_noseg'
  513. # actionState = 'fak_reg_noseg'
  514. # if l_actionState in ['reg_tailg', 'reg_tailg_out'] and requestAction == 'fak_noseg':
  515. # requestAction = 'reg_fak_tailg'
  516. # actionState = 'reg_fak_tailg'
  517. # if l_actionState in ['reg_nosegl', 'reg_nosegl_out'] and requestAction == 'fak_tailgl':
  518. # requestAction = 'reg_fak_nosegl'
  519. # actionState = 'reg_fak_nosegl'
  520. # if l_actionState in ['reg_nosegr', 'reg_nosegr_out'] and requestAction == 'fak_tailgr':
  521. # requestAction = 'reg_fak_nosegr'
  522. # actionState = 'reg_fak_nosegr'
  523. # if l_actionState in ['reg_tailgl', 'reg_tailgl_out'] and requestAction == 'fak_nosegl':
  524. # requestAction = 'reg_fak_tailgl'
  525. # actionState = 'reg_fak_tailgl'
  526. # if l_actionState in ['reg_tailgr', 'reg_tailgr_out'] and requestAction == 'fak_nosegr':
  527. # requestAction = 'reg_fak_tailgr'
  528. # actionState = 'reg_fak_tailgr'
  529. # if l_actionState in ['fak_nosegl', 'fak_nosegl_out'] and requestAction == 'reg_tailgl':
  530. # requestAction = 'fak_reg_nosegl'
  531. # actionState = 'fak_reg_nosegl'
  532. # if l_actionState in ['fak_nosegr', 'fak_nosegr_out'] and requestAction == 'reg_tailgr':
  533. # requestAction = 'fak_reg_nosegr'
  534. # actionState = 'fak_reg_nosegr'
  535. # if l_actionState in ['fak_tailgl', 'fak_tailgl_out'] and requestAction == 'reg_nosegl':
  536. # requestAction = 'fak_reg_tailgl'
  537. # actionState = 'fak_reg_tailgl'
  538. # if l_actionState in ['fak_tailgr', 'fak_tailgr_out'] and requestAction == 'reg_nosegr':
  539. # requestAction = 'fak_reg_tailgr'
  540. # actionState = 'fak_reg_tailgr'
  541. # 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:
  542. # requestAction = 'reg_land'
  543. # 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:
  544. # requestAction = 'fak_land'
  545. # if l_actionState == 'reg_air' and requestAction == 'fak_air':
  546. # requestAction = 'reg_air'
  547. # if l_actionState == 'fak_air' and requestAction == 'reg_air':
  548. # requestAction = 'fak_air'
  549. # if l_actionState == 'reg_air' and requestAction == 'fak_land':
  550. # requestAction = 'reg_land'
  551. # if l_actionState == 'fak_air' and requestAction == 'reg_land':
  552. # requestAction = 'fak_land'
  553. # if l_actionState == 'fak_5050-roll' and requestAction == 'reg_land':
  554. # requestAction = 'fak_land'
  555. # if l_actionState == 'reg_5050-roll' and requestAction == 'fak_land':
  556. # requestAction = 'reg_land'
  557. # if requestAction in ('reg_pump', 'reg_opos', 'reg_nopos', 'reg_turnL', 'reg_turnR') and l_actionState in ('fak_nmanual_out', 'fak_manual_out'):
  558. # requestAction = 'fak-reg_roll'
  559. # if requestAction in ('fak_pump', 'fak_opos', 'fak_nopos', 'fak_turnL', 'fak_turnR') and l_actionState in ('fak_nmanual_out', 'fak_manual_out'):
  560. # requestAction = 'reg-fak_roll'
  561. # if l_actionState == 'reg_back_invert_out' and requestAction == 'fak_roll' and actionTimer < 1:
  562. # requestAction = 'reg_air-roll'
  563. # if l_actionState == 'reg_land' and requestAction in ['reg_pump_left', 'reg_pump_right']:
  564. # requestAction = 'reg_pump_in'
  565. # if l_actionState == 'fak_land' and requestAction in ['fak_pump_left', 'fak_pump_right']:
  566. # requestAction = 'fak_pump_in'
  567. # if l_actionState in ['fak_pump_right', 'fak_pump_left'] and requestAction == 'fak_roll':
  568. # requestAction = 'fak_pump_out'
  569. # if l_actionState in ['fak_left-pump', 'fak_right-pump'] and requestAction == 'reg_roll':
  570. # requestAction = 'fak_pump_out'
  571. # #---new pump turns reg
  572. # if l_actionState == 'reg_pump' and requestAction == 'reg_pump_right' and trans_playing != 0:
  573. # requestAction = 'reg_pump'
  574. # if l_actionState == 'reg_turnRight' and requestAction == 'reg_pump_right' and trans_playing != 0:
  575. # requestAction = 'reg_turnRight'
  576. # if l_actionState == 'reg_turnLeft' and requestAction == 'reg_pump_left' and trans_playing != 0:
  577. # requestAction = 'reg_turnLeft'
  578. # if l_actionState == 'reg_turnRight' and requestAction in ['reg_roll', 'reg_pump']:
  579. # requestAction = 'reg_turnRight_out'
  580. # if l_actionState == 'reg_turnLeft' and requestAction in ['reg_roll', 'reg_pump']:
  581. # requestAction = 'reg_turnLeft_out'
  582. # if l_actionState == 'reg_pump' and requestAction == 'reg_roll':
  583. # requestAction = 'reg_pump_out'
  584. # if l_actionState == 'reg_turnRight' and requestAction in ['reg_pump_right']:
  585. # requestAction = 'reg_pump_right'
  586. # if l_actionState == 'reg_turnLeft' and requestAction in ['reg_pump_left']:
  587. # requestAction = 'reg_pump_left'
  588. # if l_actionState == 'reg_pump_right' and requestAction in ['reg_pump', 'reg_roll', 'reg_turnRight', 'reg_turnLeft']:
  589. # requestAction = 'reg_pump_right_out'
  590. # own['actionState'] = 'reg_pump_right_out'
  591. # if l_actionState == 'reg_pump_left' and requestAction in ['reg_pump', 'reg_roll', 'reg_turnRight', 'reg_turnLeft']:
  592. # requestAction = 'reg_pump_left_out'
  593. # own['actionState'] = 'reg_pump_left_out'
  594. # if l_actionState == 'reg_pump_right_out' and requestAction == 'reg_roll':
  595. # requestAction = 'reg_pump'
  596. # if l_actionState == 'reg_pump_left_out' and requestAction == 'reg_roll':
  597. # requestAction = 'reg_pump'
  598. # if l_actionState == 'reg_pump_right-rightb' and requestAction == 'reg_roll':
  599. # requestAction = 'reg_turnRight'
  600. # if l_actionState == 'reg_pump_left-leftb' and requestAction == 'reg_roll':
  601. # requestAction = 'reg_turnLeft'
  602. # if l_actionState == 'reg_turnRight' and requestAction == 'reg_pump_right':
  603. # requestAction = 'reg_pump_right-right'
  604. # if l_actionState == 'reg_turnLeft' and requestAction == 'reg_pump_left':
  605. # requestAction = 'reg_pump_left-left'
  606. # if l_actionState == 'reg_pump_right' and requestAction == 'reg_turnRight':
  607. # if trans_playing == False:
  608. # requestAction = 'reg_pump_right-rightb'
  609. # else:
  610. # requestAction == 'reg_pump_right'
  611. # if l_actionState == 'reg_pump_left' and requestAction == 'reg_turnLeft':
  612. # if trans_playing == False:
  613. # requestAction = 'reg_pump_left-leftb'
  614. # else:
  615. # requestAction == 'reg_pump_left'
  616. # if l_actionState == 'reg_turnRight_out' and requestAction == 'fak_roll':
  617. # requestAction = 'reg_roll'
  618. # if l_actionState == 'reg_turnLeft_out' and requestAction == 'fak_roll':
  619. # requestAction = 'reg_roll'
  620. # if l_actionState == 'reg_pump' and requestAction == 'reg_turnRight':
  621. # requestAction = 'reg_pump_out'
  622. # if l_actionState == 'reg_pump' and requestAction == 'reg_turnLeft':
  623. # requestAction = 'reg_pump_out'
  624. # if l_actionState == 'reg_pump_right-right' and requestAction == 'reg_turnRight':
  625. # requestAction = 'reg_pump_right-rightb'
  626. # if l_actionState == 'reg_pump_left-left' and requestAction == 'reg_turnLeft':
  627. # requestAction = 'reg_pump_left-leftb'
  628. # if l_actionState == 'reg_pump_right-rightb' and requestAction == 'reg_pump_right':
  629. # requestAction = 'reg_pump_right-right'
  630. # if l_actionState == 'reg_pump_left-leftb' and requestAction == 'reg_pump_left':
  631. # requestAction = 'reg_pump_left-left'
  632. # if l_actionState == 'reg_pump_right-right' and requestAction not in [ 'reg_pump_right-right', 'reg_pump_right-rightb']:
  633. # requestAction = 'reg_pump_right'
  634. # if l_actionState == 'reg_pump_left-left' and requestAction not in [ 'reg_pump_left-left', 'reg_pump_left-leftb']:
  635. # requestAction = 'reg_pump_left'
  636. # if l_actionState == 'reg_pump_right_out' and requestAction in ['reg_turnRight', 'reg_turnLeft']:
  637. # requestAction = 'reg_pump'
  638. # if l_actionState == 'reg_pump_left_out' and requestAction in ['reg_turnLeft', 'reg_turnRight']:
  639. # requestAction = 'reg_pump'
  640. # if l_actionState == 'reg_pump_out' and requestAction == 'reg_pump_right':
  641. # requestAction = 'reg_roll'
  642. # if l_actionState == 'reg_pump_out' and requestAction == 'reg_pump_left':
  643. # requestAction = 'reg_roll'
  644. # if l_actionState == 'reg_roll' and requestAction in ['reg_pump_right', 'reg_pump_left']:
  645. # requestAction = 'reg_pump'
  646. # if l_actionState == 'reg_turnLeft_out' and requestAction in ['reg_pump_right', 'reg_pump_left']:
  647. # requestAction = 'reg_pump'
  648. # if l_actionState == 'reg_turnRight_out' and requestAction in ['reg_pump_left', 'reg_pump_right']:
  649. # requestAction = 'reg_pump'
  650. # #fak
  651. # if l_actionState == 'fak_pump' and requestAction == 'fak_pump_right' and trans_playing != 0:
  652. # requestAction = 'fak_pump'
  653. # if l_actionState == 'fak_turnRight' and requestAction == 'fak_pump_right' and trans_playing != 0:
  654. # requestAction = 'fak_turnRight'
  655. # if l_actionState == 'fak_turnLeft' and requestAction == 'fak_pump_left' and trans_playing != 0:
  656. # requestAction = 'fak_turnLeft'
  657. # if l_actionState == 'fak_turnRight' and requestAction in ['fak_roll', 'fak_pump']:
  658. # requestAction = 'fak_turnRight_out'
  659. # if l_actionState == 'fak_turnLeft' and requestAction in ['fak_roll', 'fak_pump']:
  660. # requestAction = 'fak_turnLeft_out'
  661. # if l_actionState == 'fak_pump' and requestAction == 'fak_roll':
  662. # requestAction = 'fak_pump_out'
  663. # if l_actionState == 'fak_turnRight' and requestAction in ['fak_pump_right']:
  664. # requestAction = 'fak_pump_right'
  665. # if l_actionState == 'fak_turnLeft' and requestAction in ['fak_pump_left']:
  666. # requestAction = 'fak_pump_left'
  667. # if l_actionState == 'fak_pump_right' and requestAction in ['fak_pump', 'fak_roll', 'reg_pump_out', 'fak_turnRight', 'fak_turnLeft']:
  668. # requestAction = 'fak_pump_right_out'
  669. # own['actionState'] = 'fak_pump_right_out'
  670. # if l_actionState == 'fak_pump_left' and requestAction in ['fak_pump', 'fak_roll', 'fak_pump_out', 'fak_turnRight', 'fak_turnLeft']:
  671. # requestAction = 'fak_pump_left_out'
  672. # own['actionState'] = 'fak_pump_left_out'
  673. # if l_actionState == 'fak_pump_right_out' and requestAction == 'fak_roll':
  674. # requestAction = 'fak_pump'
  675. # if l_actionState == 'fak_pump_left_out' and requestAction == 'fak_roll':
  676. # requestAction = 'fak_pump'
  677. # if l_actionState == 'fak_pump_right-rightb' and requestAction == 'fak_roll':
  678. # requestAction = 'fak_turnRight'
  679. # if l_actionState == 'fak_pump_left-leftb' and requestAction == 'fak_roll':
  680. # requestAction = 'fak_turnLeft'
  681. # if l_actionState == 'fak_turnRight' and requestAction == 'fak_pump_right':
  682. # requestAction = 'fak_pump_right-right'
  683. # if l_actionState == 'fak_turnLeft' and requestAction == 'fak_pump_left':
  684. # requestAction = 'fak_pump_left-left'
  685. # if l_actionState == 'fak_pump_right' and requestAction == 'fak_turnRight':
  686. # if trans_playing == False:
  687. # requestAction = 'fak_pump_right-rightb'
  688. # else:
  689. # requestAction == 'fak_pump_right'
  690. # if l_actionState == 'fak_pump_left' and requestAction == 'fak_turnLeft':
  691. # if trans_playing == False:
  692. # requestAction = 'fak_pump_left-leftb'
  693. # else:
  694. # requestAction == 'fak_pump_left'
  695. # if l_actionState == 'fak_turnRight_out' and requestAction == 'reg_roll':
  696. # requestAction = 'fak_roll'
  697. # if l_actionState == 'fak_turnLeft_out' and requestAction == 'reg_roll':
  698. # requestAction = 'fak_roll'
  699. # if l_actionState == 'fak_pump' and requestAction == 'fak_turnRight':
  700. # requestAction = 'fak_pump_out'
  701. # if l_actionState == 'fak_pump' and requestAction == 'fak_turnLeft':
  702. # requestAction = 'fak_pump_out'
  703. # if l_actionState == 'fak_pump_right-right' and requestAction == 'fak_turnRight':
  704. # requestAction = 'fak_pump_right-rightb'
  705. # if l_actionState == 'fak_pump_left-left' and requestAction == 'fak_turnLeft':
  706. # requestAction = 'fak_pump_left-leftb'
  707. # if l_actionState == 'fak_pump_right-rightb' and requestAction == 'fak_pump_right':
  708. # requestAction = 'fak_pump_right-right'
  709. # if l_actionState == 'fak_pump_left-leftb' and requestAction == 'fak_pump_left':
  710. # requestAction = 'fak_pump_left-left'
  711. # if l_actionState == 'fak_pump_right-right' and requestAction not in [ 'fak_pump_right-right', 'fak_pump_right-rightb']:
  712. # requestAction = 'fak_pump_right'
  713. # if l_actionState == 'fak_pump_left-left' and requestAction not in [ 'fak_pump_left-left', 'fak_pump_left-leftb']:
  714. # requestAction = 'fak_pump_left'
  715. # if l_actionState == 'fak_pump_right_out' and requestAction in ['fak_turnRight', 'fak_turnLeft']:
  716. # requestAction = 'fak_pump'
  717. # if l_actionState == 'fak_pump_left_out' and requestAction in ['fak_turnLeft', 'fak_turnRight']:
  718. # requestAction = 'fak_pump'
  719. # if l_actionState == 'fak_pump_out' and requestAction == 'fak_pump_right':
  720. # requestAction = 'fak_roll'
  721. # if l_actionState == 'fak_pump_out' and requestAction == 'fak_pump_left':
  722. # requestAction = 'fak_roll'
  723. # if l_actionState == 'fak_roll' and requestAction in ['fak_pump_right', 'fak_pump_left']:
  724. # requestAction = 'fak_pump'
  725. # if l_actionState == 'fak_turnLeft_out' and requestAction in ['fak_pump_right', 'fak_pump_left']:
  726. # requestAction = 'fak_pump'
  727. # if l_actionState == 'fak_turnRight_out' and requestAction in ['fak_pump_left', 'fak_pump_right']:
  728. # requestAction = 'fak_pump'
  729. # if l_actionState == 'reg_pump' and requestAction in ['reg_pump_left', 'reg_pump_right'] and trans_playing == True:
  730. # requestAction = 'reg_pump'
  731. # if l_actionState == 'fak_pump' and requestAction in ['fak_pump_left', 'fak_pump_right'] and trans_playing == True:
  732. # requestAction = 'fak_pump'
  733. # if l_actionState in ['reg_push', 'reg_push_goof', 'reg_land'] and requestAction != 'reg_roll':
  734. # requestAction = 'reg_roll'
  735. # if l_actionState in ['fak_push', 'fak_push_goof', 'fak_land'] and requestAction != 'fak_roll':
  736. # requestAction = 'fak_roll'
  737. # if l_actionState == 'fak-reg_roll' and requestAction in ['fak_pump_right', 'fak_pump_left']:
  738. # requestAction = 'fak_pump'
  739. # if l_actionState == 'reg-fak_roll' and requestAction in ['reg_pump_right', 'reg_pump_left']:
  740. # requestAction = 'reg_pump'
  741. # if l_actionState == 'reg_air-roll' and requestAction == 'reg_5050' and actionTimer > 5:
  742. # requestAction = 'reg_5050'
  743. # #print('doing the thing')
  744. # tl = ['reg_turnLeft', 'reg_turnRight', 'reg_turnLeft_out', 'reg_turnRight_out']
  745. # if l_actionState in tl and requestAction not in tl:
  746. # requestAction = 'reg_roll'
  747. # #print('doing the other thing')
  748. # 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']:
  749. # requestAction = 'reg_roll'
  750. # #print('doing the third thing')
  751. # # if l_actionState == 'reg_roll' and (requestAction == 'reg_5050' or requestAction == 'reg_air'):
  752. # # requestAction = 'reg_air'
  753. # #print('doing the 4th thing')
  754. # if l_actionState == 'reg_roll' and requestAction == 'reg_air':
  755. # requestAction = 'reg_roll'
  756. # if l_actionState == 'fak_tailslide' and requestAction == 'reg_noseslide':
  757. # requestAction = 'fak-reg_noseslide'
  758. # if l_actionState == 'reg_noseslide' and requestAction == 'fak_tailslide':
  759. # requestAction = 'reg-fak_tailslide'
  760. # if l_actionState == 'fak_noseslide' and requestAction == 'reg_tailslide':
  761. # requestAction = 'fak-reg_tailslide'
  762. # if l_actionState == 'reg_tailslide' and requestAction == 'fak_noseslide':
  763. # requestAction = 'reg-fak_noseslide'
  764. # #print('reqqqqqqqqes2', requestAction)
  765. # 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']:
  766. # actionTimer = 0
  767. # own['actionTimer'] = 0
  768. # if l_actionState == 'reg_air-roll' and requestAction == 'fak_land':
  769. # requestAction = 'reg_land'
  770. # if l_actionState == 'reg_air_tail to manual' and requestAction in ['reg_land', 'fak_land'] and own['actionTimer'] > 1:
  771. # requestAction = 'reg_air_tail to manual'
  772. # if l_actionState == 'reg_air_nose to nmanual' and requestAction in ['reg_land', 'fak_land'] and own['actionTimer'] > 1:
  773. # requestAction = 'reg_air_nose to nmanual'
  774. # if l_actionState == 'fak_air_tail to manual' and requestAction in ['reg_land', 'fak_land'] and own['actionTimer'] > 1:
  775. # requestAction = 'fak_air_tail to manual'
  776. # if l_actionState == 'fak_air_nose to nmanual' and requestAction in ['reg_land', 'fak_land'] and own['actionTimer'] > 1:
  777. # requestAction = 'fak_air_nose to nmanual'
  778. # if requestAction in ['fak_land', 'reg_land']:
  779. # requestAction = own['lland']
  780. # if l_actionState == 'reg_air-roll' and requestAction == 'fak_landL':
  781. # requestAction = 'reg_landL'
  782. # if l_actionState == 'reg_air-roll' and requestAction == 'fak_landLb':
  783. # requestAction = 'reg_landLb'
  784. # if l_actionState == 'reg_air-roll' and requestAction == 'fak_landR':
  785. # requestAction = 'reg_landR'
  786. # if l_actionState == 'reg_air-roll' and requestAction == 'fak_landRb':
  787. # requestAction = 'reg_landRb'
  788. # if l_actionState == 'reg_air-roll' and requestAction == 'fak_land':
  789. # requestAction = 'reg_land'
  790. # if l_actionState == 'fak_air-roll' and requestAction == 'reg_landL':
  791. # requestAction = 'fak_landL'
  792. # if l_actionState == 'fak_air-roll' and requestAction == 'reg_landLb':
  793. # requestAction = 'fak_landLb'
  794. # if l_actionState == 'fak_air-roll' and requestAction == 'reg_landR':
  795. # requestAction = 'fak_landR'
  796. # if l_actionState == 'fak_air-roll' and requestAction == 'reg_landRb':
  797. # requestAction = 'fak_landRb'
  798. # if l_actionState == 'fak_air-roll' and requestAction == 'reg_land':
  799. # requestAction = 'fak_land'
  800. # #if own['jump_stance'] == 0 and requestAction == 'fak_land'
  801. # #---------------------------------------------------
  802. # else:
  803. # print('action over written')
  804. # #pass
  805. # def updateAction(requestAction, actionState):
  806. # try:
  807. # flip_start_frame = own['flip_start_lay']
  808. # flipspeed = own['flipspeed']
  809. # except:
  810. # flip_start_frame = 1
  811. # flipspeed = .6
  812. # ###############################
  813. # #one shot actions
  814. # ###############################
  815. # if requestAction in oneshotActions_list:
  816. # if requestAction == 'reg_land' and own['grindHit'] == False:
  817. # skater.stopAction(loop_layer)
  818. # trucks.stopAction(loop_layer)
  819. # deck.stopAction(loop_layer)
  820. # skater.stopAction(trans_layer)
  821. # trucks.stopAction(trans_layer)
  822. # deck.stopAction(trans_layer)
  823. # #print('stopping loop and trans')
  824. # actionState = 'reg_land'
  825. # requestAction = 'reg_land'
  826. # own['actionTimer'] = 37
  827. # skater.playAction('reg_land', 1,40, layer=trans_layer, play_mode=0, speed=1)
  828. # bdeck.playAction('b_reg', 1,40, layer=trans_layer, play_mode=1, speed=1)
  829. # #trucks.playAction('a_reg', 1,40, layer=trans_layer, play_mode=1, speed=1)
  830. # #print('play land')
  831. # if requestAction == 'reg_landL' and own['grindHit'] == False:
  832. # skater.stopAction(loop_layer)
  833. # trucks.stopAction(loop_layer)
  834. # deck.stopAction(loop_layer)
  835. # skater.stopAction(trans_layer)
  836. # trucks.stopAction(trans_layer)
  837. # deck.stopAction(trans_layer)
  838. # actionState = 'reg_landL'
  839. # requestAction = 'reg_landL'
  840. # own['actionTimer'] = 37
  841. # skater.playAction('reg_landL', 1,40, layer=trans_layer, play_mode=0, speed=1)
  842. # bdeck.playAction('b_reg', 1,40, layer=trans_layer, play_mode=1, speed=1)
  843. # #trucks.playAction('a_reg', 1,40, layer=trans_layer, play_mode=1, speed=1)
  844. # if requestAction == 'reg_landR' and own['grindHit'] == False:
  845. # skater.stopAction(loop_layer)
  846. # trucks.stopAction(loop_layer)
  847. # deck.stopAction(loop_layer)
  848. # skater.stopAction(trans_layer)
  849. # trucks.stopAction(trans_layer)
  850. # deck.stopAction(trans_layer)
  851. # actionState = 'reg_landR'
  852. # requestAction = 'reg_landR'
  853. # own['actionTimer'] = 37
  854. # skater.playAction('reg_landR', 1,40, layer=trans_layer, play_mode=0, speed=1)
  855. # bdeck.playAction('b_reg', 1,40, layer=trans_layer, play_mode=1, speed=1)
  856. # #trucks.playAction('a_reg', 1,40, layer=trans_layer, play_mode=1, speed=1)
  857. # if requestAction == 'reg_landLb' and own['grindHit'] == False:
  858. # skater.stopAction(loop_layer)
  859. # trucks.stopAction(loop_layer)
  860. # deck.stopAction(loop_layer)
  861. # skater.stopAction(trans_layer)
  862. # trucks.stopAction(trans_layer)
  863. # deck.stopAction(trans_layer)
  864. # actionState = 'reg_landLb'
  865. # requestAction = 'reg_landLb'
  866. # own['actionTimer'] = 37
  867. # skater.playAction('reg_landLb', 1,40, layer=trans_layer, play_mode=0, speed=1)
  868. # bdeck.playAction('b_reg', 1,40, layer=trans_layer, play_mode=1, speed=1)
  869. # #trucks.playAction('a_reg', 1,40, layer=trans_layer, play_mode=1, speed=1)
  870. # if requestAction == 'reg_landRb' and own['grindHit'] == False:
  871. # skater.stopAction(loop_layer)
  872. # trucks.stopAction(loop_layer)
  873. # deck.stopAction(loop_layer)
  874. # skater.stopAction(trans_layer)
  875. # trucks.stopAction(trans_layer)
  876. # deck.stopAction(trans_layer)
  877. # actionState = 'reg_landRb'
  878. # requestAction = 'reg_landRb'
  879. # own['actionTimer'] = 37
  880. # skater.playAction('reg_landRb', 1,40, layer=trans_layer, play_mode=0, speed=1)
  881. # bdeck.playAction('b_reg', 1,40, layer=trans_layer, play_mode=1, speed=1)
  882. # #trucks.playAction('a_reg', 1,40, layer=trans_layer, play_mode=1, speed=1)
  883. # if requestAction == 'fak_land' and own['grindHit'] == False:
  884. # actionState = 'fak_land'
  885. # requestAction = 'fak_land'
  886. # skater.stopAction(loop_layer)
  887. # trucks.stopAction(loop_layer)
  888. # deck.stopAction(loop_layer)
  889. # skater.stopAction(trans_layer)
  890. # trucks.stopAction(trans_layer)
  891. # deck.stopAction(trans_layer)
  892. # own['actionTimer'] = 37
  893. # skater.playAction('fak_land', 1,40, layer=trans_layer, play_mode=0, speed=1)
  894. # bdeck.playAction('b_reg', 1,40, layer=trans_layer, play_mode=1, speed=1)
  895. # #trucks.playAction('a_reg', 1,40, layer=trans_layer, play_mode=1, speed=1)
  896. # #print('play land')
  897. # if requestAction == 'fak_landL' and own['grindHit'] == False:
  898. # skater.stopAction(loop_layer)
  899. # trucks.stopAction(loop_layer)
  900. # deck.stopAction(loop_layer)
  901. # skater.stopAction(trans_layer)
  902. # trucks.stopAction(trans_layer)
  903. # deck.stopAction(trans_layer)
  904. # actionState = 'fak_landL'
  905. # requestAction = 'fak_landL'
  906. # own['actionTimer'] = 37
  907. # skater.playAction('fak_landL', 1,40, layer=trans_layer, play_mode=0, speed=1)
  908. # bdeck.playAction('b_reg', 1,40, layer=trans_layer, play_mode=1, speed=1)
  909. # #trucks.playAction('a_reg', 1,40, layer=trans_layer, play_mode=1, speed=1)
  910. # if requestAction == 'fak_landR' and own['grindHit'] == False:
  911. # skater.stopAction(loop_layer)
  912. # trucks.stopAction(loop_layer)
  913. # deck.stopAction(loop_layer)
  914. # skater.stopAction(trans_layer)
  915. # trucks.stopAction(trans_layer)
  916. # deck.stopAction(trans_layer)
  917. # actionState = 'fak_landR'
  918. # requestAction = 'fak_landR'
  919. # own['actionTimer'] = 37
  920. # skater.playAction('fak_landR', 1,40, layer=trans_layer, play_mode=0, speed=1)
  921. # bdeck.playAction('b_reg', 1,40, layer=trans_layer, play_mode=1, speed=1)
  922. # #trucks.playAction('a_reg', 1,40, layer=trans_layer, play_mode=1, speed=1)
  923. # if requestAction == 'fak_landLb' and own['grindHit'] == False:
  924. # skater.stopAction(loop_layer)
  925. # trucks.stopAction(loop_layer)
  926. # deck.stopAction(loop_layer)
  927. # skater.stopAction(trans_layer)
  928. # trucks.stopAction(trans_layer)
  929. # deck.stopAction(trans_layer)
  930. # actionState = 'fak_landLb'
  931. # requestAction = 'fak_landLb'
  932. # own['actionTimer'] = 37
  933. # skater.playAction('fak_landLb', 1,40, layer=trans_layer, play_mode=0, speed=1)
  934. # bdeck.playAction('b_reg', 1,40, layer=trans_layer, play_mode=1, speed=1)
  935. # #trucks.playAction('a_reg', 1,40, layer=trans_layer, play_mode=1, speed=1)
  936. # if requestAction == 'fak_landRb' and own['grindHit'] == False:
  937. # skater.stopAction(loop_layer)
  938. # trucks.stopAction(loop_layer)
  939. # deck.stopAction(loop_layer)
  940. # skater.stopAction(trans_layer)
  941. # trucks.stopAction(trans_layer)
  942. # deck.stopAction(trans_layer)
  943. # actionState = 'fak_landRb'
  944. # requestAction = 'fak_landRb'
  945. # own['actionTimer'] = 37
  946. # skater.playAction('fak_landRb', 1,40, layer=trans_layer, play_mode=0, speed=1)
  947. # bdeck.playAction('b_reg', 1,40, layer=trans_layer, play_mode=1, speed=1)
  948. # #trucks.playAction('a_reg', 1,40, layer=trans_layer, play_mode=1, speed=1)
  949. # if requestAction == 'reg_dropin':
  950. # actionState = 'reg_dropin'
  951. # own['actionTimer'] = 28
  952. # skater.playAction('reg_dropin3', 60,80, layer=trans_layer, play_mode=0, speed=.75)
  953. # deck.playAction('a_reg_dropin3', 60,80, layer=trans_layer, play_mode=0, speed=.75)
  954. # trucks.playAction('a_reg_dropin3', 60,80, layer=trans_layer, play_mode=0, speed=.75)
  955. # if requestAction == 'fak_dropin':
  956. # actionState = 'fak_dropin'
  957. # own['actionTimer'] = 28
  958. # skater.playAction('nfak_dropin', 60,80, layer=trans_layer, play_mode=0, speed=.75)
  959. # deck.playAction('a_fak_dropin', 60,80, layer=trans_layer, play_mode=0, speed=.75)
  960. # trucks.playAction('a_fak_dropin', 60,80, layer=trans_layer, play_mode=0, speed=.75)
  961. # if requestAction == 'reg_turnRight_out':
  962. # #stopActs()
  963. # actionState = 'reg_turnRight_out'
  964. # own['actionTimer'] = 19
  965. # trans_playing = skater.isPlayingAction(trans_layer)
  966. # if trans_playing:
  967. # cur_frame = skater.getActionFrame(trans_layer)
  968. # if trans_playing and cur_frame > .5 and cur_frame < 39:
  969. # #cur_frame = (10 - cur_frame)
  970. # skater.playAction('nreg_right', cur_frame,1, layer=trans_layer, play_mode=0, speed=.5)
  971. # bdeck.playAction('b_reg_right', cur_frame,1, layer=trans_layer, play_mode=0, speed=.5)
  972. # #trucks.playAction('a_reg', cur_frame,1, layer=trans_layer, play_mode=0, speed=.5)
  973. # #own['actionTimer'] = (10 - cur_frame)
  974. # own['actionTimer'] = cur_frame
  975. # else:
  976. # skater.playAction('nreg_right', 10,1, layer=trans_layer, play_mode=0, speed=.5)
  977. # bdeck.playAction('b_reg_right', 10,1, layer=trans_layer, play_mode=0, speed=.5)
  978. # #trucks.playAction('a_reg', 10,1, layer=trans_layer, play_mode=0, speed=.5)
  979. # if requestAction == 'reg_turnLeft_out':
  980. # actionState = 'reg_turnLeft_out'
  981. # own['actionTimer'] = 19
  982. # trans_playing = skater.isPlayingAction(trans_layer)
  983. # if trans_playing:
  984. # cur_frame = skater.getActionFrame(trans_layer)
  985. # if trans_playing and cur_frame > .5 and cur_frame < 39:
  986. # #cur_frame = (10 - cur_frame)
  987. # skater.playAction('nreg_left', cur_frame,1, layer=trans_layer, play_mode=0, speed=.5)
  988. # #deck.playAction('a_reg_left', cur_frame,1, layer=trans_layer, play_mode=0, speed=.5)
  989. # bdeck.playAction('b_reg_left', cur_frame,1, layer=trans_layer, play_mode=0, speed=.5)
  990. # ##trucks.playAction('a_reg', cur_frame,1, layer=trans_layer, play_mode=0, speed=.5)
  991. # own['actionTimer'] = cur_frame
  992. # else:
  993. # skater.playAction('nreg_left', 10,1, layer=trans_layer, play_mode=0, speed=.5)
  994. # #deck.playAction('a_reg_left', 10,1, layer=trans_layer, play_mode=0, speed=.5)
  995. # bdeck.playAction('b_reg_left', 10,1, layer=trans_layer, play_mode=0, speed=.5)
  996. # ##trucks.playAction('a_reg', 10,1, layer=trans_layer, play_mode=0, speed=.5)
  997. # if requestAction == 'fak_turnRight_out':
  998. # actionState = 'fak_turnRight_out'
  999. # own['actionTimer'] = 19
  1000. # trans_playing = skater.isPlayingAction(trans_layer)
  1001. # if trans_playing:
  1002. # cur_frame = skater.getActionFrame(trans_layer)
  1003. # if trans_playing and cur_frame > .5 and cur_frame < 39:
  1004. # #cur_frame = (10 - cur_frame)
  1005. # skater.playAction('nfak_right', cur_frame,1, layer=trans_layer, play_mode=0, speed=.5)
  1006. # bdeck.playAction('b_reg_left', cur_frame,1, layer=trans_layer, play_mode=0, speed=.5)
  1007. # #trucks.playAction('a_reg', cur_frame,1, layer=trans_layer, play_mode=0, speed=.5)
  1008. # own['actionTimer'] = cur_frame
  1009. # else:
  1010. # skater.playAction('nfak_right', 10,1, layer=trans_layer, play_mode=0, speed=.5)
  1011. # bdeck.playAction('b_reg_left', 10,1, layer=trans_layer, play_mode=0, speed=.5)
  1012. # #trucks.playAction('a_reg', 10,1, layer=trans_layer, play_mode=0, speed=.5)
  1013. # if requestAction == 'fak_turnLeft_out':
  1014. # actionState = 'fak_turnLeft_out'
  1015. # own['actionTimer'] = 19
  1016. # trans_playing = skater.isPlayingAction(trans_layer)
  1017. # if trans_playing:
  1018. # cur_frame = skater.getActionFrame(trans_layer)
  1019. # if trans_playing and cur_frame > .5 and cur_frame < 39:
  1020. # #cur_frame = (10 - cur_frame)
  1021. # skater.playAction('nfak_left', cur_frame,1, layer=trans_layer, play_mode=0, speed=.5)
  1022. # bdeck.playAction('b_reg_right', cur_frame,1, layer=trans_layer, play_mode=0, speed=.5)
  1023. # #trucks.playAction('a_reg', cur_frame,1, layer=trans_layer, play_mode=0, speed=.5)
  1024. # own['actionTimer'] = cur_frame
  1025. # else:
  1026. # skater.playAction('nfak_left', 10,1, layer=trans_layer, play_mode=0, speed=.5)
  1027. # bdeck.playAction('b_reg_right', 10,1, layer=trans_layer, play_mode=0, speed=.5)
  1028. # #trucks.playAction('a_reg', 10,1, layer=trans_layer, play_mode=0, speed=.5)
  1029. # if requestAction == 'reg_pump_left-left':
  1030. # actionState = 'reg_pump_left-left'
  1031. # own['actionTimer'] = 19
  1032. # if l_actionState == 'reg_pump_left-leftb':
  1033. # trans_playing = skater.isPlayingAction(trans_layer)
  1034. # if trans_playing:
  1035. # cur_frame = skater.getActionFrame(trans_layer)
  1036. # skater.playAction('nreg_pump_left', 40,30, layer=trans_layer, play_mode=0, speed=.5)
  1037. # #deck.playAction('a_reg_left', 10,10, layer=trans_layer, play_mode=0, speed=.5)
  1038. # bdeck.playAction('b_reg_left', 10,10, layer=trans_layer, play_mode=0, speed=.5)
  1039. # ##trucks.playAction('a_reg', 10,10, layer=trans_layer, play_mode=0, speed=.5)
  1040. # own['actionTimer'] = cur_frame * 2
  1041. # else:
  1042. # skater.playAction('nreg_pump_left', 40,30, layer=trans_layer, play_mode=0, speed=.5)
  1043. # #deck.playAction('a_reg_left', 10,10, layer=trans_layer, play_mode=0, speed=.5)
  1044. # bdeck.playAction('b_reg_left', 10,10, layer=trans_layer, play_mode=0, speed=.5)
  1045. # ##trucks.playAction('a_reg', 10,10, layer=trans_layer, play_mode=0, speed=.5)
  1046. # else:
  1047. # skater.playAction('nreg_pump_left', 40,30, layer=trans_layer, play_mode=0, speed=.5)
  1048. # bdeck.playAction('b_reg_left', 10,10, layer=trans_layer, play_mode=0, speed=.5)
  1049. # ##trucks.playAction('a_reg', 10,10, layer=trans_layer, play_mode=0, speed=.5)
  1050. # if requestAction == 'reg_pump_right-right':
  1051. # actionState = 'reg_pump_right-right'
  1052. # own['actionTimer'] = 19
  1053. # if l_actionState == 'reg_pump_right-rightb':
  1054. # trans_playing = skater.isPlayingAction(trans_layer)
  1055. # if trans_playing:
  1056. # cur_frame = skater.getActionFrame(trans_layer)
  1057. # skater.playAction('nreg_pump_right', 40,30, layer=trans_layer, play_mode=0, speed=.5)
  1058. # bdeck.playAction('b_reg_right', 10,10, layer=trans_layer, play_mode=0, speed=.5)
  1059. # #trucks.playAction('a_reg', 10,10, layer=trans_layer, play_mode=0, speed=.5)
  1060. # own['actionTimer'] = cur_frame * 2
  1061. # else:
  1062. # skater.playAction('nreg_pump_right', 40,30, layer=trans_layer, play_mode=0, speed=.5)
  1063. # bdeck.playAction('b_reg_right', 10,10, layer=trans_layer, play_mode=0, speed=.5)
  1064. # #trucks.playAction('a_reg', 10,10, layer=trans_layer, play_mode=0, speed=.5)
  1065. # else:
  1066. # skater.playAction('nreg_pump_right', 40,30, layer=trans_layer, play_mode=0, speed=.5)
  1067. # bdeck.playAction('b_reg_right', 10,10, layer=trans_layer, play_mode=0, speed=.5)
  1068. # #trucks.playAction('a_reg', 10,10, layer=trans_layer, play_mode=0, speed=.5)
  1069. # if requestAction == 'fak_pump_left-left':
  1070. # actionState = 'fak_pump_left-left'
  1071. # own['actionTimer'] = 19
  1072. # if l_actionState == 'fak_pump_left-leftb':
  1073. # trans_playing = skater.isPlayingAction(trans_layer)
  1074. # if trans_playing:
  1075. # cur_frame = skater.getActionFrame(trans_layer)
  1076. # skater.playAction('nfak_pump_left', 40,30, layer=trans_layer, play_mode=0, speed=.5)
  1077. # bdeck.playAction('b_reg_right', 10,10, layer=trans_layer, play_mode=0, speed=.5)
  1078. # #trucks.playAction('a_reg', 10,1, layer=trans_layer, play_mode=0, speed=.5)
  1079. # own['actionTimer'] = cur_frame * 2
  1080. # else:
  1081. # skater.playAction('nfak_pump_left', 40,30, layer=trans_layer, play_mode=0, speed=.5)
  1082. # bdeck.playAction('b_reg_right', 10,10, layer=trans_layer, play_mode=0, speed=.5)
  1083. # #trucks.playAction('a_reg', 10,1, layer=trans_layer, play_mode=0, speed=.5)
  1084. # else:
  1085. # skater.playAction('nfak_pump_left', 40,30, layer=trans_layer, play_mode=0, speed=.5)
  1086. # bdeck.playAction('b_reg_right', 10,10, layer=trans_layer, play_mode=0, speed=.5)
  1087. # #trucks.playAction('a_reg', 10,1, layer=trans_layer, play_mode=0, speed=.5)
  1088. # if requestAction == 'fak_pump_right-right':
  1089. # actionState = 'fak_pump_right-right'
  1090. # own['actionTimer'] = 19
  1091. # if l_actionState == 'fak_pump_right-rightb':
  1092. # trans_playing = skater.isPlayingAction(trans_layer)
  1093. # if trans_playing:
  1094. # cur_frame = skater.getActionFrame(trans_layer)
  1095. # skater.playAction('nfak_pump_right', 40,30, layer=trans_layer, play_mode=0, speed=.5)
  1096. # bdeck.playAction('b_reg_left', 10,10, layer=trans_layer, play_mode=0, speed=.5)
  1097. # #trucks.playAction('a_reg', 10,1, layer=trans_layer, play_mode=0, speed=.5)
  1098. # own['actionTimer'] = cur_frame * 2
  1099. # else:
  1100. # skater.playAction('nfak_pump_right', 40,30, layer=trans_layer, play_mode=0, speed=.5)
  1101. # bdeck.playAction('b_reg_left', 10,10, layer=trans_layer, play_mode=0, speed=.5)
  1102. # #trucks.playAction('a_reg', 10,1, layer=trans_layer, play_mode=0, speed=.5)
  1103. # else:
  1104. # skater.playAction('nfak_pump_right', 40,30, layer=trans_layer, play_mode=0, speed=.5)
  1105. # bdeck.playAction('b_reg_left', 10,10, layer=trans_layer, play_mode=0, speed=.5)
  1106. # #trucks.playAction('a_reg', 10,1, layer=trans_layer, play_mode=0, speed=.5)
  1107. # if requestAction == 'reg_pump_right-rightb':
  1108. # actionState = 'reg_pump_right-rightb'
  1109. # own['actionState'] = 'reg_pump_right-rightb'
  1110. # own['actionTimer'] = 20
  1111. # if l_actionState == 'reg_pump_right-right':
  1112. # trans_playing = skater.isPlayingAction(trans_layer)
  1113. # if trans_playing:
  1114. # cur_frame = skater.getActionFrame(trans_layer)
  1115. # skater.playAction('nreg_pump_right', cur_frame,40, layer=trans_layer, play_mode=0, speed=.5)
  1116. # bdeck.playAction('b_reg_right', 10,10, layer=trans_layer, play_mode=0, speed=.5)
  1117. # #trucks.playAction('a_reg', 10,1, layer=trans_layer, play_mode=0, speed=.5)
  1118. # own['actionTimer'] = cur_frame * 2
  1119. # else:
  1120. # skater.playAction('nreg_pump_right', 30,40, layer=trans_layer, play_mode=0, speed=.5)
  1121. # bdeck.playAction('b_reg_right', 10,10, layer=trans_layer, play_mode=0, speed=.5)
  1122. # #trucks.playAction('a_reg', 10,1, layer=trans_layer, play_mode=0, speed=.5)
  1123. # else:
  1124. # skater.playAction('nreg_pump_right', 30,40, layer=trans_layer, play_mode=0, speed=.5)
  1125. # bdeck.playAction('b_reg_right', 10,10, layer=trans_layer, play_mode=0, speed=.5)
  1126. # #trucks.playAction('a_reg', 10,1, layer=trans_layer, play_mode=0, speed=.5)
  1127. # if requestAction == 'reg_pump_left-leftb':
  1128. # actionState = 'reg_pump_left-leftb'
  1129. # own['actionState'] = 'reg_pump_left-leftb'
  1130. # own['actionTimer'] = 20
  1131. # if l_actionState == 'reg_pump_left-left':
  1132. # trans_playing = skater.isPlayingAction(trans_layer)
  1133. # if trans_playing:
  1134. # cur_frame = skater.getActionFrame(trans_layer)
  1135. # skater.playAction('nreg_pump_left', cur_frame,40, layer=trans_layer, play_mode=0, speed=.5)
  1136. # bdeck.playAction('b_reg_left', 10,10, layer=trans_layer, play_mode=0, speed=.5)
  1137. # ##trucks.playAction('a_reg', 10,1, layer=trans_layer, play_mode=0, speed=.5)
  1138. # own['actionTimer'] = cur_frame * 2
  1139. # else:
  1140. # skater.playAction('nreg_pump_left', 30,40, layer=trans_layer, play_mode=0, speed=.5)
  1141. # bdeck.playAction('b_reg_left', 10,10, layer=trans_layer, play_mode=0, speed=.5)
  1142. # ##trucks.playAction('a_reg', 10,1, layer=trans_layer, play_mode=0, speed=.5)
  1143. # else:
  1144. # skater.playAction('nreg_pump_left', 30,40, layer=trans_layer, play_mode=0, speed=.5)
  1145. # bdeck.playAction('b_reg_left', 10,10, layer=trans_layer, play_mode=0, speed=.5)
  1146. # ##trucks.playAction('a_reg', 10,1, layer=trans_layer, play_mode=0, speed=.5)
  1147. # if requestAction == 'fak_pump_right-rightb':
  1148. # actionState = 'fak_pump_right-rightb'
  1149. # own['actionState'] = 'fak_pump_right-rightb'
  1150. # own['actionTimer'] = 20
  1151. # if l_actionState == 'fak_pump_right-right':
  1152. # trans_playing = skater.isPlayingAction(trans_layer)
  1153. # if trans_playing:
  1154. # cur_frame = skater.getActionFrame(trans_layer)
  1155. # skater.playAction('nfak_pump_right', cur_frame,40, layer=trans_layer, play_mode=0, speed=.5)
  1156. # bdeck.playAction('b_reg_left', 10,10, layer=trans_layer, play_mode=0, speed=.5)
  1157. # #trucks.playAction('a_reg', 10,1, layer=trans_layer, play_mode=0, speed=.5)
  1158. # own['actionTimer'] = cur_frame * 2
  1159. # else:
  1160. # skater.playAction('nfak_pump_right', 30,40, layer=trans_layer, play_mode=0, speed=.5)
  1161. # bdeck.playAction('b_reg_left', 10,10, layer=trans_layer, play_mode=0, speed=.5)
  1162. # #trucks.playAction('a_reg', 10,1, layer=trans_layer, play_mode=0, speed=.5)
  1163. # else:
  1164. # skater.playAction('nfak_pump_right', 30,40, layer=trans_layer, play_mode=0, speed=.5)
  1165. # bdeck.playAction('b_reg_left', 10,10, layer=trans_layer, play_mode=0, speed=.5)
  1166. # #trucks.playAction('a_reg', 10,1, layer=trans_layer, play_mode=0, speed=.5)
  1167. # if requestAction == 'fak_pump_left-leftb':
  1168. # actionState = 'fak_pump_left-leftb'
  1169. # own['actionState'] = 'fak_pump_left-leftb'
  1170. # own['actionTimer'] = 20
  1171. # if l_actionState == 'fak_pump_left-left':
  1172. # trans_playing = skater.isPlayingAction(trans_layer)
  1173. # if trans_playing:
  1174. # cur_frame = skater.getActionFrame(trans_layer)
  1175. # skater.playAction('nfak_pump_left', cur_frame,40, layer=trans_layer, play_mode=0, speed=.5)
  1176. # bdeck.playAction('b_reg_right', 10,10, layer=trans_layer, play_mode=0, speed=.5)
  1177. # #trucks.playAction('a_reg', 10,1, layer=trans_layer, play_mode=0, speed=.5)
  1178. # own['actionTimer'] = cur_frame * 2
  1179. # else:
  1180. # skater.playAction('nfak_pump_left', 30,40, layer=trans_layer, play_mode=0, speed=.5)
  1181. # bdeck.playAction('b_reg_right', 10,10, layer=trans_layer, play_mode=0, speed=.5)
  1182. # #trucks.playAction('a_reg', 10,1, layer=trans_layer, play_mode=0, speed=.5)
  1183. # else:
  1184. # skater.playAction('nfak_pump_left', 30,40, layer=trans_layer, play_mode=0, speed=.5)
  1185. # bdeck.playAction('b_reg_right', 10,10, layer=trans_layer, play_mode=0, speed=.5)
  1186. # #trucks.playAction('a_reg', 10,1, layer=trans_layer, play_mode=0, speed=.5)
  1187. # #*************************
  1188. # if requestAction == 'reg_left-pump':
  1189. # actionState = 'reg_left-pump'
  1190. # own['actionTimer'] = 19
  1191. # skater.playAction('nreg_pump_left', 40,30, layer=trans_layer, play_mode=0, speed=.5)
  1192. # bdeck.playAction('b_reg_left', 10,10, layer=trans_layer, play_mode=0, speed=.5)
  1193. # ##trucks.playAction('a_reg', 10,10, layer=trans_layer, play_mode=0, speed=.5)
  1194. # if requestAction == 'reg_right-pump':
  1195. # actionState = 'reg_right-pump'
  1196. # own['actionTimer'] = 19
  1197. # skater.playAction('nreg_pump_right', 40,30, layer=trans_layer, play_mode=0, speed=.5)
  1198. # bdeck.playAction('b_reg_right', 10,10, layer=trans_layer, play_mode=0, speed=.5)
  1199. # #trucks.playAction('a_reg', 10,10, layer=trans_layer, play_mode=0, speed=.5)
  1200. # if requestAction == 'fak_left-pump':
  1201. # actionState = 'fak_left-pump'
  1202. # own['actionTimer'] = 19
  1203. # skater.playAction('nfak_pump_left', 40,30, layer=trans_layer, play_mode=0, speed=.5)
  1204. # bdeck.playAction('b_reg_right', 10,10, layer=trans_layer, play_mode=0, speed=.5)
  1205. # #trucks.playAction('a_reg', 10,10, layer=trans_layer, play_mode=0, speed=.5)
  1206. # if requestAction == 'fak_right-pump':
  1207. # actionState = 'fak_right-pump'
  1208. # own['actionTimer'] = 19
  1209. # skater.playAction('nfak_pump_right', 40,30, layer=trans_layer, play_mode=0, speed=.5)
  1210. # bdeck.playAction('b_reg_left', 10,10, layer=trans_layer, play_mode=0, speed=.5)
  1211. # #trucks.playAction('a_reg', 10,10, layer=trans_layer, play_mode=0, speed=.5)
  1212. # #*****************
  1213. # if requestAction == 'reg_pump_right_out':
  1214. # actionState = 'reg_pump_right_out'
  1215. # requestAction = 'reg_pump_right_out'
  1216. # own['actionState'] = 'reg_pump_right_out'
  1217. # own['actionTimer'] = 20
  1218. # trans_playing = skater.isPlayingAction(trans_layer)
  1219. # if trans_playing:
  1220. # cur_frame = skater.getActionFrame(trans_layer)
  1221. # stopActs()
  1222. # if cur_frame >= 32 and cur_frame <= 40 and l_actionState == 'reg_pump_right':
  1223. # cur_frame = cur_frame - 30
  1224. # if cur_frame < 32 and cur_frame > 26:
  1225. # cur_frame = 10
  1226. # if trans_playing and cur_frame > .5:
  1227. # #cur_frame = 20 - cur_frame
  1228. # skater.playAction('nreg_pump_right', cur_frame,1, layer=trans_layer, play_mode=0, speed=.5)
  1229. # bdeck.playAction('b_reg_right', cur_frame,1, layer=trans_layer, play_mode=0, speed=.5)
  1230. # #trucks.playAction('a_reg', cur_frame,1, layer=trans_layer, play_mode=0, speed=.5)
  1231. # own['actionTimer'] = cur_frame *2
  1232. # #own['actionTimer'] = 19
  1233. # else:
  1234. # skater.playAction('nreg_pump_right', 10,1, layer=trans_layer, play_mode=0, speed=.5)
  1235. # bdeck.playAction('b_reg_right', 10,1, layer=trans_layer, play_mode=0, speed=.5)
  1236. # #trucks.playAction('a_reg', 10,1, layer=trans_layer, play_mode=0, speed=.5)
  1237. # if requestAction == 'reg_pump_left_out':
  1238. # actionState = 'reg_pump_left_out'
  1239. # own['actionState'] = 'reg_pump_left_out'
  1240. # requestAction = 'reg_pump_left_out'
  1241. # own['actionTimer'] = 20
  1242. # trans_playing = skater.isPlayingAction(trans_layer)
  1243. # if trans_playing:
  1244. # cur_frame = skater.getActionFrame(trans_layer)
  1245. # stopActs()
  1246. # if cur_frame >= 32 and cur_frame <= 40 and l_actionState == 'reg_pump_left':
  1247. # cur_frame = cur_frame - 30
  1248. # if cur_frame < 32 and cur_frame > 26:
  1249. # cur_frame = 10
  1250. # if trans_playing and cur_frame > .5:
  1251. # #cur_frame = 20 - cur_frame
  1252. # skater.playAction('nreg_pump_left', cur_frame,1, layer=trans_layer, play_mode=0, speed=.5)
  1253. # bdeck.playAction('b_reg_left', cur_frame,1, layer=trans_layer, play_mode=0, speed=.5)
  1254. # #trucks.playAction('a_reg', cur_frame,1, layer=trans_layer, play_mode=0, speed=.5)
  1255. # own['actionTimer'] = cur_frame *2
  1256. # #own['actionTimer'] = 19
  1257. # else:
  1258. # skater.playAction('nreg_pump_left', 10,1, layer=trans_layer, play_mode=0, speed=.5)
  1259. # bdeck.playAction('b_reg_left', 10,1, layer=trans_layer, play_mode=0, speed=.5)
  1260. # #trucks.playAction('a_reg', 10,1, layer=trans_layer, play_mode=0, speed=.5)
  1261. # if requestAction == 'fak_pump_right_out':
  1262. # actionState = 'fak_pump_right_out'
  1263. # requestAction = 'fak_pump_right_out'
  1264. # own['actionState'] = 'fak_pump_right_out'
  1265. # own['actionTimer'] = 20
  1266. # trans_playing = skater.isPlayingAction(trans_layer)
  1267. # if trans_playing:
  1268. # cur_frame = skater.getActionFrame(trans_layer)
  1269. # stopActs()
  1270. # if cur_frame >= 32 and cur_frame <= 40 and l_actionState == 'fak_pump_right':
  1271. # cur_frame = cur_frame - 30
  1272. # if cur_frame < 32 and cur_frame > 26:
  1273. # cur_frame = 10
  1274. # if trans_playing and cur_frame > .5:
  1275. # #cur_frame = 20 - cur_frame
  1276. # skater.playAction('nfak_pump_right', cur_frame,1, layer=trans_layer, play_mode=0, speed=.5)
  1277. # bdeck.playAction('b_reg_left', cur_frame,1, layer=trans_layer, play_mode=0, speed=.5)
  1278. # #trucks.playAction('a_reg', cur_frame,1, layer=trans_layer, play_mode=0, speed=.5)
  1279. # own['actionTimer'] = cur_frame *2
  1280. # #own['actionTimer'] = 19
  1281. # else:
  1282. # skater.playAction('nfak_pump_right', 10,1, layer=trans_layer, play_mode=0, speed=.5)
  1283. # bdeck.playAction('b_reg_left', 10,1, layer=trans_layer, play_mode=0, speed=.5)
  1284. # #trucks.playAction('a_reg', 10,1, layer=trans_layer, play_mode=0, speed=.5)
  1285. # if requestAction == 'fak_pump_left_out':
  1286. # actionState = 'fak_pump_left_out'
  1287. # own['actionState'] = 'fak_pump_left_out'
  1288. # requestAction = 'fak_pump_left_out'
  1289. # own['actionTimer'] = 20
  1290. # trans_playing = skater.isPlayingAction(trans_layer)
  1291. # if trans_playing:
  1292. # cur_frame = skater.getActionFrame(trans_layer)
  1293. # stopActs()
  1294. # if cur_frame >= 32 and cur_frame <= 40 and l_actionState == 'fak_pump_left':
  1295. # cur_frame = cur_frame - 30
  1296. # if cur_frame < 32 and cur_frame > 26:
  1297. # cur_frame = 10
  1298. # if trans_playing and cur_frame > .5:
  1299. # #cur_frame = 20 - cur_frame
  1300. # skater.playAction('nfak_pump_left', cur_frame,1, layer=trans_layer, play_mode=0, speed=.5)
  1301. # bdeck.playAction('b_reg_right', cur_frame,1, layer=trans_layer, play_mode=0, speed=.5)
  1302. # #trucks.playAction('a_reg', cur_frame,1, layer=trans_layer, play_mode=0, speed=.5)
  1303. # own['actionTimer'] = cur_frame *2
  1304. # #own['actionTimer'] = 19
  1305. # else:
  1306. # skater.playAction('nfak_pump_left', 10,1, layer=trans_layer, play_mode=0, speed=.5)
  1307. # bdeck.playAction('b_reg_right', 10,1, layer=trans_layer, play_mode=0, speed=.5)
  1308. # #trucks.playAction('a_reg', 10,1, layer=trans_layer, play_mode=0, speed=.5)
  1309. # if requestAction == 'reg_opos_out':
  1310. # actionState = 'reg_opos_out'
  1311. # own['actionTimer'] = 19
  1312. # trans_playing = skater.isPlayingAction(trans_layer)
  1313. # if trans_playing:
  1314. # cur_frame = skater.getActionFrame(trans_layer)
  1315. # if trans_playing and cur_frame > .5:
  1316. # skater.playAction('noposin', cur_frame,1, layer=trans_layer, play_mode=0, speed=1)
  1317. # bdeck.playAction('b_reg', 1,40, layer=trans_layer, play_mode=1, speed=.5)
  1318. # #trucks.playAction('a_reg', 1,40, layer=trans_layer, play_mode=1, speed=.5)
  1319. # own['actionTimer'] = cur_frame
  1320. # else:
  1321. # skater.playAction('noposin', 20,1, layer=trans_layer, play_mode=0, speed=1)
  1322. # bdeck.playAction('b_reg', 1,40, layer=trans_layer, play_mode=1, speed=.5)
  1323. # #trucks.playAction('a_reg', 1,40, layer=trans_layer, play_mode=1, speed=.5)
  1324. # if requestAction == 'fak_opos_out':
  1325. # actionState = 'fak_opos_out'
  1326. # own['actionTimer'] = 19
  1327. # trans_playing = skater.isPlayingAction(trans_layer)
  1328. # if trans_playing:
  1329. # cur_frame = skater.getActionFrame(trans_layer)
  1330. # if trans_playing and cur_frame > .5:
  1331. # skater.playAction('fak_oposin', cur_frame,1, layer=trans_layer, play_mode=0, speed=1)
  1332. # bdeck.playAction('b_reg', 1,40, layer=trans_layer, play_mode=1, speed=.5)
  1333. # #trucks.playAction('a_reg', 1,40, layer=trans_layer, play_mode=1, speed=.5)
  1334. # own['actionTimer'] = cur_frame
  1335. # else:
  1336. # skater.playAction('fak_oposin', 20,1, layer=trans_layer, play_mode=0, speed=1)
  1337. # bdeck.playAction('b_reg', 1,40, layer=trans_layer, play_mode=1, speed=.5)
  1338. # #trucks.playAction('a_reg', 1,40, layer=trans_layer, play_mode=1, speed=.5)
  1339. # if requestAction == 'reg_nopos_out':
  1340. # actionState = 'reg_nopos_out'
  1341. # own['actionTimer'] = 19
  1342. # trans_playing = skater.isPlayingAction(trans_layer)
  1343. # if trans_playing:
  1344. # cur_frame = skater.getActionFrame(trans_layer)
  1345. # if trans_playing and cur_frame > .5:
  1346. # skater.playAction('nnoposin', cur_frame,1, layer=trans_layer, play_mode=0, speed=1)
  1347. # bdeck.playAction('b_reg', 1,40, layer=trans_layer, play_mode=1, speed=.5)
  1348. # #trucks.playAction('a_reg', 1,40, layer=trans_layer, play_mode=1, speed=.5)
  1349. # own['actionTimer'] = cur_frame
  1350. # else:
  1351. # skater.playAction('nnoposin', 20,1, layer=trans_layer, play_mode=0, speed=1)
  1352. # bdeck.playAction('b_reg', 1,40, layer=trans_layer, play_mode=1, speed=.5)
  1353. # #trucks.playAction('a_reg', 1,40, layer=trans_layer, play_mode=1, speed=.5)
  1354. # if requestAction == 'fak_nopos_out':
  1355. # actionState = 'fak_nopos_out'
  1356. # own['actionTimer'] = 19
  1357. # trans_playing = skater.isPlayingAction(trans_layer)
  1358. # if trans_playing:
  1359. # cur_frame = skater.getActionFrame(trans_layer)
  1360. # if trans_playing and cur_frame > .5:
  1361. # skater.playAction('fak_noposin', cur_frame,1, layer=trans_layer, play_mode=0, speed=1)
  1362. # bdeck.playAction('b_reg', 1,40, layer=trans_layer, play_mode=1, speed=.5)
  1363. # #trucks.playAction('a_reg', 1,40, layer=trans_layer, play_mode=1, speed=.5)
  1364. # own['actionTimer'] = cur_frame
  1365. # else:
  1366. # skater.playAction('fak_noposin', 20,1, layer=trans_layer, play_mode=0, speed=1)
  1367. # bdeck.playAction('b_reg', 1,40, layer=trans_layer, play_mode=1, speed=.5)
  1368. # #trucks.playAction('a_reg', 1,40, layer=trans_layer, play_mode=1, speed=.5)
  1369. # if requestAction == 'reg_pump_out':
  1370. # actionState = 'reg_pump_out'
  1371. # own['actionTimer'] = 19
  1372. # trans_playing = skater.isPlayingAction(trans_layer)
  1373. # if l_actionState in ['reg_pump_left_out', 'reg_pump_right_out']:
  1374. # cur_frame = 0
  1375. # skater.stopAction(trans_layer)
  1376. # if trans_playing:
  1377. # cur_frame = skater.getActionFrame(trans_layer)
  1378. # if l_actionState in ['reg_pump_right', 'reg_pump_left']:
  1379. # cur_frame = cur_frame * 2
  1380. # if trans_playing and cur_frame > .5:
  1381. # skater.playAction('nreg_pump_in', cur_frame,1, layer=trans_layer, play_mode=0, speed=.5)
  1382. # bdeck.playAction('b_reg', cur_frame,1, layer=trans_layer, play_mode=1, speed=1)
  1383. # #trucks.playAction('a_reg', cur_frame,1, layer=trans_layer, play_mode=1, speed=1)
  1384. # own['actionTimer'] = cur_frame
  1385. # else:
  1386. # skater.playAction('nreg_pump_in', 20,1, layer=trans_layer, play_mode=0, speed=1)
  1387. # bdeck.playAction('b_reg', 1,20, layer=trans_layer, play_mode=1, speed=1)
  1388. # #trucks.playAction('a_reg', 1,20, layer=trans_layer, play_mode=1, speed=1)
  1389. # if requestAction == 'fak_pump_out':
  1390. # actionState = 'fak_pump_out'
  1391. # own['actionTimer'] = 19
  1392. # trans_playing = skater.isPlayingAction(trans_layer)
  1393. # if l_actionState in ['fak_pump_left_out', 'fak_pump_right_out']:
  1394. # cur_frame = 0
  1395. # skater.stopAction(trans_layer)
  1396. # if trans_playing:
  1397. # cur_frame = skater.getActionFrame(trans_layer)
  1398. # if l_actionState in ['fak_pump_right', 'fak_pump_left']:
  1399. # cur_frame = cur_frame * 2
  1400. # if trans_playing and cur_frame > .5:
  1401. # skater.playAction('nfak_pump_in', cur_frame,1, layer=trans_layer, play_mode=0, speed=.5)
  1402. # bdeck.playAction('b_reg', cur_frame,1, layer=trans_layer, play_mode=1, speed=1)
  1403. # #trucks.playAction('a_reg', cur_frame,1, layer=trans_layer, play_mode=1, speed=1)
  1404. # own['actionTimer'] = cur_frame
  1405. # else:
  1406. # skater.playAction('nfak_pump_in', 20,1, layer=trans_layer, play_mode=0, speed=1)
  1407. # bdeck.playAction('b_reg', 1,20, layer=trans_layer, play_mode=1, speed=1)
  1408. # #trucks.playAction('a_reg', 1,20, layer=trans_layer, play_mode=1, speed=1)
  1409. # if requestAction == 'reg_stop_out':
  1410. # actionState = 'reg_stop_out'
  1411. # own['actionTimer'] = 30
  1412. # trans_playing = skater.isPlayingAction(trans_layer)
  1413. # if trans_playing:
  1414. # cur_frame = skater.getActionFrame(trans_layer)
  1415. # if trans_playing and cur_frame > 1:
  1416. # skater.playAction('reg_stopin', cur_frame,1, layer=trans_layer, play_mode=0, speed=.5)
  1417. # bdeck.playAction('b_reg', cur_frame,1, layer=trans_layer, play_mode=0, speed=.5)
  1418. # #trucks.playAction('a_reg', cur_frame,1, layer=trans_layer, play_mode=0, speed=.5)
  1419. # own['actionTimer'] = cur_frame
  1420. # else:
  1421. # skater.playAction('reg_stopin', 15,1, layer=trans_layer, play_mode=0, speed=.5)
  1422. # bdeck.playAction('b_reg', 15,1, layer=trans_layer, play_mode=0, speed=.5)
  1423. # #trucks.playAction('a_reg', 15,1, layer=trans_layer, play_mode=0, speed=.5)
  1424. # if requestAction == 'fak_stop_out':
  1425. # actionState = 'fak_stop_out'
  1426. # own['actionTimer'] = 30
  1427. # trans_playing = skater.isPlayingAction(trans_layer)
  1428. # if trans_playing:
  1429. # cur_frame = skater.getActionFrame(trans_layer)
  1430. # if trans_playing and cur_frame > 1:
  1431. # skater.playAction('fak_stopin', cur_frame,1, layer=trans_layer, play_mode=0, speed=.5)
  1432. # bdeck.playAction('b_reg', cur_frame,1, layer=trans_layer, play_mode=0, speed=.5)
  1433. # #trucks.playAction('a_reg', cur_frame,1, layer=trans_layer, play_mode=0, speed=.5)
  1434. # own['actionTimer'] = cur_frame
  1435. # else:
  1436. # skater.playAction('fak_stopin', 15,1, layer=trans_layer, play_mode=0, speed=.5)
  1437. # bdeck.playAction('b_reg', 15,1, layer=trans_layer, play_mode=0, speed=.5)
  1438. # #trucks.playAction('a_reg', 15,1, layer=trans_layer, play_mode=0, speed=.5)
  1439. # if requestAction == 'reg_tailslide_out':
  1440. # actionState = 'reg_tailslide_out'
  1441. # own['actionTimer'] = 19
  1442. # trans_playing = skater.isPlayingAction(trans_layer)
  1443. # if trans_playing:
  1444. # cur_frame = skater.getActionFrame(trans_layer)
  1445. # if trans_playing and cur_frame > 1:
  1446. # skater.playAction('fak_noses', cur_frame,40, layer=trans_layer, play_mode=0, speed=.5)
  1447. # bdeck.playAction('b_fak_noses', cur_frame,40, layer=trans_layer, play_mode=0, speed=.5)
  1448. # #trucks.playAction('a_fak_noses', cur_frame,40, layer=trans_layer, play_mode=0, speed=.5)
  1449. # own['actionTimer'] = cur_frame
  1450. # else:
  1451. # skater.playAction('fak_noses', 30,40, layer=trans_layer, play_mode=0, speed=.5)
  1452. # bdeck.playAction('b_fak_noses', 30,40, layer=trans_layer, play_mode=0, speed=.5)
  1453. # #trucks.playAction('a_fak_noses', 30,40, layer=trans_layer, play_mode=0, speed=.5)
  1454. # if requestAction == 'fak_tailslide_out':
  1455. # actionState = 'fak_tailslide_out'
  1456. # own['actionTimer'] = 19
  1457. # trans_playing = skater.isPlayingAction(trans_layer)
  1458. # if trans_playing:
  1459. # cur_frame = skater.getActionFrame(trans_layer)
  1460. # if trans_playing and cur_frame > 1:
  1461. # skater.playAction('reg_noses', cur_frame,40, layer=trans_layer, play_mode=0, speed=.5)
  1462. # bdeck.playAction('b_reg_noses', cur_frame,40, layer=trans_layer, play_mode=0, speed=.5)
  1463. # trucks.playAction('reg_noses', cur_frame,40, layer=trans_layer, play_mode=0, speed=.5)
  1464. # own['actionTimer'] = cur_frame
  1465. # else:
  1466. # skater.playAction('reg_noses', 30,40, layer=trans_layer, play_mode=0, speed=.5)
  1467. # bdeck.playAction('b_reg_noses', 30,40, layer=trans_layer, play_mode=0, speed=.5)
  1468. # #trucks.playAction('a_reg_noses', 30,40, layer=trans_layer, play_mode=0, speed=.5)
  1469. # if requestAction == 'reg_noseslide_out':
  1470. # actionState = 'reg_noseslide_out'
  1471. # own['actionTimer'] = 19
  1472. # trans_playing = skater.isPlayingAction(trans_layer)
  1473. # if trans_playing:
  1474. # cur_frame = skater.getActionFrame(trans_layer)
  1475. # if trans_playing and cur_frame > 1:
  1476. # skater.playAction('fak_tails', cur_frame,40, layer=trans_layer, play_mode=0, speed=.5)
  1477. # bdeck.playAction('b_fak_tails', cur_frame,40, layer=trans_layer, play_mode=0, speed=.5)
  1478. # #trucks.playAction('a_fak_tails', cur_frame,40, layer=trans_layer, play_mode=0, speed=.5)
  1479. # own['actionTimer'] = cur_frame
  1480. # else:
  1481. # skater.playAction('fak_tails', 30,40, layer=trans_layer, play_mode=0, speed=.5)
  1482. # bdeck.playAction('b_fak_tails', 30,40, layer=trans_layer, play_mode=0, speed=.5)
  1483. # #trucks.playAction('a_fak_tails', 30,40, layer=trans_layer, play_mode=0, speed=.5)
  1484. # if requestAction == 'fak_noseslide_out':
  1485. # actionState = 'fak_noseslide_out'
  1486. # own['actionTimer'] = 19
  1487. # trans_playing = skater.isPlayingAction(trans_layer)
  1488. # if trans_playing:
  1489. # cur_frame = skater.getActionFrame(trans_layer)
  1490. # if trans_playing and cur_frame > 1:
  1491. # skater.playAction('reg_tails', cur_frame,40, layer=trans_layer, play_mode=0, speed=.5)
  1492. # bdeck.playAction('b_reg_tails', cur_frame,40, layer=trans_layer, play_mode=0, speed=.5)
  1493. # #trucks.playAction('a_reg_tails', cur_frame,40, layer=trans_layer, play_mode=0, speed=.5)
  1494. # own['actionTimer'] = cur_frame
  1495. # else:
  1496. # skater.playAction('reg_tails', 30,40, layer=trans_layer, play_mode=0, speed=.5)
  1497. # bdeck.playAction('b_reg_tails', 30,40, layer=trans_layer, play_mode=0, speed=.5)
  1498. # #trucks.playAction('a_reg_tails', 30,40, layer=trans_layer, play_mode=0, speed=.5)
  1499. # if requestAction == 'reg_5050_out':
  1500. # actionState = 'reg_5050_out'
  1501. # own['actionTimer'] = 5
  1502. # trans_playing = skater.isPlayingAction(trans_layer)
  1503. # if trans_playing:
  1504. # cur_frame = skater.getActionFrame(trans_layer) #cur_frame -= 2
  1505. # if trans_playing and cur_frame > 1:
  1506. # skater.playAction('reg_5050', cur_frame,1, layer=trans_layer, play_mode=0, speed=.5)
  1507. # bdeck.playAction('b_reg', cur_frame,1, layer=trans_layer, play_mode=0, speed=.5)
  1508. # #trucks.playAction('a_reg', cur_frame,1, layer=trans_layer, play_mode=0, speed=.5)
  1509. # own['actionTimer'] = cur_frame
  1510. # else:
  1511. # skater.playAction('reg_5050', 20,1, layer=trans_layer, play_mode=0, speed=.5)
  1512. # bdeck.playAction('b_reg', 20,1, layer=trans_layer, play_mode=0, speed=.5)
  1513. # #trucks.playAction('a_reg', 20,1, layer=trans_layer, play_mode=0, speed=.5)
  1514. # if requestAction == 'fak_5050_out':
  1515. # actionState = 'fak_5050_out'
  1516. # own['actionTimer'] = 5
  1517. # trans_playing = skater.isPlayingAction(trans_layer)
  1518. # if trans_playing:
  1519. # cur_frame = skater.getActionFrame(trans_layer)
  1520. # if trans_playing and cur_frame > 1:
  1521. # skater.playAction('fak_5050', cur_frame,1, layer=trans_layer, play_mode=0, speed=.5)
  1522. # bdeck.playAction('b_reg', cur_frame,1, layer=trans_layer, play_mode=0, speed=.5)
  1523. # #trucks.playAction('a_reg', cur_frame,1, layer=trans_layer, play_mode=0, speed=.5)
  1524. # own['actionTimer'] = cur_frame
  1525. # else:
  1526. # skater.playAction('fak_5050', 20,1, layer=trans_layer, play_mode=0, speed=.5)
  1527. # bdeck.playAction('b_reg', 20,1, layer=trans_layer, play_mode=0, speed=.5)
  1528. # #trucks.playAction('a_reg', 20,1, layer=trans_layer, play_mode=0, speed=.5)
  1529. # if requestAction == 'reg_noseg_out':
  1530. # actionState = 'reg_noseg_out'
  1531. # own['requestAction'] = 'reg_noseg_out'
  1532. # own['actionTimer'] = 9
  1533. # trans_playing = skater.isPlayingAction(trans_layer)
  1534. # if trans_playing:
  1535. # cur_frame = skater.getActionFrame(trans_layer)
  1536. # if trans_playing and cur_frame > 1:
  1537. # skater.playAction('reg_noseg.002', cur_frame,1, layer=trans_layer, play_mode=0, speed=1)
  1538. # bdeck.playAction('b_reg_noseg', cur_frame,1, layer=trans_layer, play_mode=0, speed=1)
  1539. # #trucks.playAction('a_reg_noseg.002', cur_frame,1, layer=trans_layer, play_mode=0, speed=1)
  1540. # own['actionTimer'] = cur_frame
  1541. # else:
  1542. # skater.playAction('reg_noseg.002', 10,1, layer=trans_layer, play_mode=0, speed=1)
  1543. # bdeck.playAction('b_reg_noseg', 10,1, layer=trans_layer, play_mode=0, speed=1)
  1544. # #trucks.playAction('a_reg_noseg.002', 10,1, layer=trans_layer, play_mode=0, speed=1)
  1545. # if requestAction == 'fak_noseg_out':
  1546. # actionState = 'fak_noseg_out'
  1547. # own['actionTimer'] = 9
  1548. # own['requestAction'] = 'fak_noseg_out'
  1549. # trans_playing = skater.isPlayingAction(trans_layer)
  1550. # if trans_playing:
  1551. # cur_frame = skater.getActionFrame(trans_layer)
  1552. # if trans_playing and cur_frame > 1:
  1553. # skater.playAction('fak_noseg', cur_frame,40, layer=trans_layer, play_mode=0, speed=1)
  1554. # bdeck.playAction('b_fak_noseg', cur_frame,40, layer=trans_layer, play_mode=0, speed=1)
  1555. # #trucks.playAction('a_fak_noseg', cur_frame,40, layer=trans_layer, play_mode=0, speed=1)
  1556. # own['actionTimer'] = cur_frame
  1557. # else:
  1558. # skater.playAction('fak_noseg', 30,40, layer=trans_layer, play_mode=0, speed=1)
  1559. # bdeck.playAction('b_fak_noseg', 30,40, layer=trans_layer, play_mode=0, speed=1)
  1560. # #trucks.playAction('a_fak_noseg', 30,40, layer=trans_layer, play_mode=0, speed=1)
  1561. # if requestAction == 'reg_tailg_out':
  1562. # actionState = 'reg_tailg_out'
  1563. # own['requestAction'] = 'reg_tailg_out'
  1564. # own['actionTimer'] = 9
  1565. # trans_playing = skater.isPlayingAction(trans_layer)
  1566. # if trans_playing:
  1567. # cur_frame = skater.getActionFrame(trans_layer)
  1568. # if trans_playing and cur_frame > 1:
  1569. # skater.playAction('reg_tailg.001', cur_frame,40, layer=trans_layer, play_mode=0, speed=1)
  1570. # bdeck.playAction('b_reg_tailg', cur_frame,40, layer=trans_layer, play_mode=0, speed=1)
  1571. # #trucks.playAction('a_reg_tailg.001', cur_frame,40, layer=trans_layer, play_mode=0, speed=1)
  1572. # own['actionTimer'] = cur_frame
  1573. # else:
  1574. # skater.playAction('reg_tailg.001', 30,40, layer=trans_layer, play_mode=0, speed=1)
  1575. # bdeck.playAction('b_reg_tailg', 30,40, layer=trans_layer, play_mode=0, speed=1)
  1576. # #trucks.playAction('a_reg_tailg.001', 30,40, layer=trans_layer, play_mode=0, speed=1)
  1577. # if requestAction == 'fak_tailg_out':
  1578. # actionState = 'fak_tailg_out'
  1579. # own['actionTimer'] = 9
  1580. # own['requestAction'] = 'fak_tailg_out'
  1581. # trans_playing = skater.isPlayingAction(trans_layer)
  1582. # if trans_playing:
  1583. # cur_frame = skater.getActionFrame(trans_layer)
  1584. # if trans_playing and cur_frame > 1:
  1585. # skater.playAction('fak_tailg', cur_frame,40, layer=trans_layer, play_mode=0, speed=1)
  1586. # bdeck.playAction('b_fak_tailg', cur_frame,40, layer=trans_layer, play_mode=0, speed=1)
  1587. # #trucks.playAction('a_fak_tailg', cur_frame,40, layer=trans_layer, play_mode=0, speed=1)
  1588. # own['actionTimer'] = cur_frame
  1589. # else:
  1590. # skater.playAction('fak_tailg', 30,40, layer=trans_layer, play_mode=0, speed=1)
  1591. # bdeck.playAction('b_fak_tailg', 30,40, layer=trans_layer, play_mode=0, speed=1)
  1592. # #trucks.playAction('a_fak_tailg', 30,40, layer=trans_layer, play_mode=0, speed=1)
  1593. # if requestAction == 'reg_nosegr_out':
  1594. # actionState = 'reg_nosegr_out'
  1595. # own['actionTimer'] = 9
  1596. # own['requestAction'] = 'reg_nosegr_out'
  1597. # trans_playing = skater.isPlayingAction(trans_layer)
  1598. # if trans_playing:
  1599. # cur_frame = skater.getActionFrame(trans_layer)
  1600. # #cur_frame -= 2
  1601. # if trans_playing and cur_frame > 1:
  1602. # skater.playAction('reg_nosegR', cur_frame,40, layer=trans_layer, play_mode=0, speed=1)
  1603. # bdeck.playAction('b_reg_nosegR', cur_frame,40, layer=trans_layer, play_mode=0, speed=1)
  1604. # #trucks.playAction('a_reg_nosegR', cur_frame,40, layer=trans_layer, play_mode=0, speed=1)
  1605. # own['actionTimer'] = cur_frame
  1606. # else:
  1607. # skater.playAction('reg_nosegR', 30,40, layer=trans_layer, play_mode=0, speed=1)
  1608. # bdeck.playAction('b_reg_nosegR', 30,40, layer=trans_layer, play_mode=0, speed=1)
  1609. # #trucks.playAction('a_reg_nosegR', 30,40, layer=trans_layer, play_mode=0, speed=1)
  1610. # if requestAction == 'fak_nosegr_out':
  1611. # actionState = 'fak_nosegr_out'
  1612. # own['actionTimer'] = 9
  1613. # own['requestAction'] = 'fak_nosegr_out'
  1614. # trans_playing = skater.isPlayingAction(trans_layer)
  1615. # if trans_playing:
  1616. # cur_frame = skater.getActionFrame(trans_layer)
  1617. # if trans_playing and cur_frame > 1:
  1618. # skater.playAction('fak_nosegR', cur_frame,40, layer=trans_layer, play_mode=0, speed=1)
  1619. # bdeck.playAction('b_fak_nosegR', cur_frame,40, layer=trans_layer, play_mode=0, speed=1)
  1620. # #trucks.playAction('a_fak_nosegR', cur_frame,40, layer=trans_layer, play_mode=0, speed=1)
  1621. # own['actionTimer'] = cur_frame
  1622. # else:
  1623. # skater.playAction('fak_nosegR', 30,40, layer=trans_layer, play_mode=0, speed=1)
  1624. # bdeck.playAction('b_fak_nosegR', 30,40, layer=trans_layer, play_mode=0, speed=1)
  1625. # #trucks.playAction('a_fak_nosegR', 30,40, layer=trans_layer, play_mode=0, speed=1)
  1626. # if requestAction == 'reg_tailgr_out':
  1627. # actionState = 'reg_tailgr_out'
  1628. # own['actionTimer'] = 9
  1629. # own['requestAction'] = 'reg_tailgr_out'
  1630. # trans_playing = skater.isPlayingAction(trans_layer)
  1631. # if trans_playing:
  1632. # cur_frame = skater.getActionFrame(trans_layer)
  1633. # if trans_playing and cur_frame > 1:
  1634. # skater.playAction('reg_tailgR', cur_frame,40, layer=trans_layer, play_mode=0, speed=1)
  1635. # bdeck.playAction('b_reg_tailgR', cur_frame,40, layer=trans_layer, play_mode=0, speed=1)
  1636. # #trucks.playAction('a_reg_tailgR', cur_frame,40, layer=trans_layer, play_mode=0, speed=1)
  1637. # own['actionTimer'] = cur_frame
  1638. # else:
  1639. # skater.playAction('reg_tailgR', 30,40, layer=trans_layer, play_mode=0, speed=1)
  1640. # bdeck.playAction('b_reg_tailgR', 30,40, layer=trans_layer, play_mode=0, speed=1)
  1641. # #trucks.playAction('a_reg_tailgR', 30,40, layer=trans_layer, play_mode=0, speed=1)
  1642. # if requestAction == 'fak_tailgr_out':
  1643. # actionState = 'fak_tailgr_out'
  1644. # own['actionTimer'] = 9
  1645. # own['requestAction'] = 'fak_tailgr_out'
  1646. # trans_playing = skater.isPlayingAction(trans_layer)
  1647. # if trans_playing:
  1648. # cur_frame = skater.getActionFrame(trans_layer)
  1649. # if trans_playing and cur_frame > 1:
  1650. # skater.playAction('fak_tailgR', cur_frame,40, layer=trans_layer, play_mode=0, speed=1)
  1651. # bdeck.playAction('b_fak_tailgR', cur_frame,40, layer=trans_layer, play_mode=0, speed=1)
  1652. # #trucks.playAction('a_fak_tailgR', cur_frame,40, layer=trans_layer, play_mode=0, speed=1)
  1653. # own['actionTimer'] = cur_frame
  1654. # else:
  1655. # skater.playAction('fak_tailgR', 30,40, layer=trans_layer, play_mode=0, speed=1)
  1656. # bdeck.playAction('b_fak_tailgR', 30,40, layer=trans_layer, play_mode=0, speed=1)
  1657. # #trucks.playAction('a_fak_tailgR', 30,40, layer=trans_layer, play_mode=0, speed=1)
  1658. # if requestAction == 'reg_nosegl_out':
  1659. # actionState = 'reg_nosegl_out'
  1660. # own['actionTimer'] = 9
  1661. # own['requestAction'] = 'reg_nosegl_out'
  1662. # trans_playing = skater.isPlayingAction(trans_layer)
  1663. # if trans_playing:
  1664. # cur_frame = skater.getActionFrame(trans_layer)
  1665. # if trans_playing and cur_frame > 1:
  1666. # skater.playAction('reg_nosegL', cur_frame,40, layer=trans_layer, play_mode=0, speed=1)
  1667. # bdeck.playAction('b_reg_nosegL', cur_frame,40, layer=trans_layer, play_mode=0, speed=1)
  1668. # #trucks.playAction('a_reg_nosegL', cur_frame,40, layer=trans_layer, play_mode=0, speed=1)
  1669. # own['actionTimer'] = cur_frame
  1670. # else:
  1671. # skater.playAction('reg_nosegL', 30,40, layer=trans_layer, play_mode=0, speed=1)
  1672. # bdeck.playAction('b_reg_nosegL', 30,40, layer=trans_layer, play_mode=0, speed=1)
  1673. # #trucks.playAction('a_reg_nosegL', 30,40, layer=trans_layer, play_mode=0, speed=1)
  1674. # if requestAction == 'fak_nosegl_out':
  1675. # actionState = 'fak_nosegl_out'
  1676. # own['actionTimer'] = 9
  1677. # own['requestAction'] = 'fak_nosegl_out'
  1678. # trans_playing = skater.isPlayingAction(trans_layer)
  1679. # if trans_playing:
  1680. # cur_frame = skater.getActionFrame(trans_layer)
  1681. # if trans_playing and cur_frame > 1:
  1682. # skater.playAction('fak_nosegL', cur_frame,40, layer=trans_layer, play_mode=0, speed=1)
  1683. # bdeck.playAction('b_fak_nosegL', cur_frame,40, layer=trans_layer, play_mode=0, speed=1)
  1684. # #trucks.playAction('a_fak_nosegL', cur_frame,40, layer=trans_layer, play_mode=0, speed=1)
  1685. # own['actionTimer'] = cur_frame
  1686. # else:
  1687. # skater.playAction('fak_nosegL', 30,40, layer=trans_layer, play_mode=0, speed=1)
  1688. # bdeck.playAction('b_fak_nosegL', 30,40, layer=trans_layer, play_mode=0, speed=1)
  1689. # #trucks.playAction('a_fak_nosegL', 30,40, layer=trans_layer, play_mode=0, speed=1)
  1690. # if requestAction == 'reg_tailgl_out':
  1691. # actionState = 'reg_tailgl_out'
  1692. # own['actionTimer'] = 9
  1693. # own['requestAction'] = 'reg_tailgl_out'
  1694. # trans_playing = skater.isPlayingAction(trans_layer)
  1695. # if trans_playing:
  1696. # cur_frame = skater.getActionFrame(trans_layer)
  1697. # if trans_playing and cur_frame > 1:
  1698. # skater.playAction('reg_tailgL', cur_frame,40, layer=trans_layer, play_mode=0, speed=1)
  1699. # bdeck.playAction('b_reg_tailgL', cur_frame,40, layer=trans_layer, play_mode=0, speed=1)
  1700. # #trucks.playAction('a_reg_tailgL', cur_frame,40, layer=trans_layer, play_mode=0, speed=1)
  1701. # own['actionTimer'] = cur_frame
  1702. # else:
  1703. # skater.playAction('reg_tailgL', 30,40, layer=trans_layer, play_mode=0, speed=1)
  1704. # bdeck.playAction('b_reg_tailgL', 30,40, layer=trans_layer, play_mode=0, speed=1)
  1705. # #trucks.playAction('a_reg_tailgL', 30,40, layer=trans_layer, play_mode=0, speed=1)
  1706. # if requestAction == 'fak_tailgl_out':
  1707. # actionState = 'fak_tailgl_out'
  1708. # own['actionTimer'] = 9
  1709. # own['requestAction'] = 'fak_tailgl_out'
  1710. # trans_playing = skater.isPlayingAction(trans_layer)
  1711. # if trans_playing:
  1712. # cur_frame = skater.getActionFrame(trans_layer)
  1713. # if trans_playing and cur_frame > 1:
  1714. # skater.playAction('fak_tailgL', cur_frame,40, layer=trans_layer, play_mode=0, speed=1)
  1715. # bdeck.playAction('b_fak_tailgL', cur_frame,40, layer=trans_layer, play_mode=0, speed=1)
  1716. # #trucks.playAction('a_fak_tailgL', cur_frame,40, layer=trans_layer, play_mode=0, speed=1)
  1717. # own['actionTimer'] = cur_frame
  1718. # else:
  1719. # skater.playAction('fak_tailgL', 30,40, layer=trans_layer, play_mode=0, speed=1)
  1720. # bdeck.playAction('b_fak_tailgL', 30,40, layer=trans_layer, play_mode=0, speed=1)
  1721. # #trucks.playAction('a_fak_tailgL', 30,40, layer=trans_layer, play_mode=0, speed=1)
  1722. # if requestAction == 'reg_manual_out':
  1723. # actionState = 'reg_manual_out'
  1724. # own['actionTimer'] = 9
  1725. # trans_playing = skater.isPlayingAction(trans_layer)
  1726. # skater.playAction('reg_manual', 10,1, layer=trans_layer, play_mode=0, speed=1)
  1727. # bdeck.playAction('b_reg_manual', 10,1, layer=trans_layer, play_mode=0, speed=1)
  1728. # trucks.playAction('a_reg_manual', 10,1, layer=trans_layer, play_mode=0, speed=1)
  1729. # if requestAction == 'fak_manual_out':
  1730. # actionState = 'fak_manual_out'
  1731. # own['actionTimer'] = 9
  1732. # trans_playing = skater.isPlayingAction(trans_layer)
  1733. # skater.playAction('fak_manual', 10,1, layer=trans_layer, play_mode=0, speed=1)
  1734. # bdeck.playAction('b_fak_manual', 10,1, layer=trans_layer, play_mode=0, speed=1)
  1735. # #trucks.playAction('a_fak_manual', 10,1, layer=trans_layer, play_mode=0, speed=1)
  1736. # if requestAction == 'reg_nmanual_out':
  1737. # actionState = 'reg_nmanual_out'
  1738. # own['actionTimer'] = 9
  1739. # trans_playing = skater.isPlayingAction(trans_layer)
  1740. # skater.playAction('reg_nmanual', 10,1, layer=trans_layer, play_mode=0, speed=1)
  1741. # bdeck.playAction('b_fak_manual', 10,1, layer=trans_layer, play_mode=0, speed=1)
  1742. # #trucks.playAction('a_fak_manual', 10,1, layer=trans_layer, play_mode=0, speed=1)
  1743. # if requestAction == 'fak_nmanual_out':
  1744. # actionState = 'fak_nmanual_out'
  1745. # own['actionTimer'] = 9
  1746. # trans_playing = skater.isPlayingAction(trans_layer)
  1747. # skater.playAction('fak_nmanual', 10,1, layer=trans_layer, play_mode=0, speed=1)
  1748. # bdeck.playAction('b_reg_manual', 10,1, layer=trans_layer, play_mode=0, speed=1)
  1749. # trucks.playAction('a_reg_manual', 10,1, layer=trans_layer, play_mode=0, speed=1)
  1750. # if requestAction == 'reg-fak_nmanual':
  1751. # own['actionTimer'] = 9
  1752. # actionState = 'reg-fak_nmanual'
  1753. # skater.playAction('reg_manual', 70,80, layer=trans_layer, play_mode=0, speed=1)
  1754. # bdeck.playAction('b_reg_manual', 70,80, layer=trans_layer, play_mode=0, speed=1)
  1755. # trucks.playAction('a_reg_manual', 70,80, layer=trans_layer, play_mode=0, speed=1)
  1756. # if requestAction == 'fak-reg_nmanual':
  1757. # own['actionTimer'] = 9
  1758. # actionState = 'fak-reg_nmanual'
  1759. # skater.playAction('fak_manual', 70,80, layer=trans_layer, play_mode=0, speed=1)
  1760. # bdeck.playAction('b_fak_manual', 70,80, layer=trans_layer, play_mode=0, speed=1)
  1761. # #trucks.playAction('a_fak_manual', 70,80, layer=trans_layer, play_mode=0, speed=1)
  1762. # if requestAction == 'reg-fak_manual':
  1763. # own['actionTimer'] = 9
  1764. # actionState = 'reg-fak_manual'
  1765. # skater.playAction('reg_nmanual', 70,80, layer=trans_layer, play_mode=0, speed=1)
  1766. # bdeck.playAction('b_fak_manual', 70,80, layer=trans_layer, play_mode=0, speed=1)
  1767. # #trucks.playAction('a_fak_manual', 70,80, layer=trans_layer, play_mode=0, speed=1)
  1768. # if requestAction == 'fak-reg_manual':
  1769. # own['actionTimer'] = 9
  1770. # actionState = 'fak-reg_manual'
  1771. # skater.playAction('fak_nmanual', 70,80, layer=trans_layer, play_mode=0, speed=1)
  1772. # bdeck.playAction('b_reg_manual', 70,80, layer=trans_layer, play_mode=0, speed=1)
  1773. # trucks.playAction('a_reg_manual', 70,80, layer=trans_layer, play_mode=0, speed=1)
  1774. # if requestAction == 'reg_brfoot':
  1775. # actionState = 'reg_brfoot'
  1776. # own['actionTimer'] = 40
  1777. # skater.playAction('brfoot', 1, 30, layer=trans_layer, play_mode=0, speed=.75)
  1778. # deck.playAction('a_brfoot', 1, 30, layer=trans_layer, play_mode=0, speed=.75)
  1779. # trucks.playAction('a_brfoot', 1, 30, layer=trans_layer, play_mode=0, speed=.75)
  1780. # if requestAction == 'fak_brfoot':
  1781. # actionState = 'fak_brfoot'
  1782. # own['actionTimer'] = 40
  1783. # skater.playAction('fak_brfoot', 1, 30, layer=trans_layer, play_mode=0, speed=.75)
  1784. # deck.playAction('a_brfoot', 1, 30, layer=trans_layer, play_mode=0, speed=.75)
  1785. # trucks.playAction('a_brfoot', 1, 30, layer=trans_layer, play_mode=0, speed=.75)
  1786. # if requestAction == 'reg_frfoot':
  1787. # actionState = 'reg_frfoot'
  1788. # own['actionTimer'] = 40
  1789. # skater.playAction('frfoot', 1, 30, layer=trans_layer, play_mode=0, speed=.75)
  1790. # deck.playAction('a_brfoot', 1, 30, layer=trans_layer, play_mode=0, speed=.75)
  1791. # trucks.playAction('a_brfoot', 1, 30, layer=trans_layer, play_mode=0, speed=.75)
  1792. # if requestAction == 'fak_frfoot':
  1793. # actionState = 'fak_frfoot'
  1794. # own['actionTimer'] = 40
  1795. # skater.playAction('fakbfrfoot', 1, 30, layer=trans_layer, play_mode=0, speed=.75)
  1796. # deck.playAction('a_brfoot', 1, 30, layer=trans_layer, play_mode=0, speed=.75)
  1797. # trucks.playAction('a_brfoot', 1, 30, layer=trans_layer, play_mode=0, speed=.75)
  1798. # if requestAction == 'reg_blfoot':
  1799. # #print('playing blfoot broke')
  1800. # actionState = 'reg_blfoot'
  1801. # own['actionTimer'] = 40
  1802. # skater.playAction('blfoot', 1, 30, layer=trans_layer, play_mode=0, speed=.75)
  1803. # deck.playAction('a_brfoot', 1, 30, layer=trans_layer, play_mode=0, speed=.75)
  1804. # trucks.playAction('a_brfoot', 1, 30, layer=trans_layer, play_mode=0, speed=.75)
  1805. # if requestAction == 'fak_blfoot':
  1806. # actionState = 'fak_blfoot'
  1807. # own['actionTimer'] = 40
  1808. # skater.playAction('fakflfoot', 1, 30, layer=trans_layer, play_mode=0, speed=.75)
  1809. # deck.playAction('a_brfoot', 1, 30, layer=trans_layer, play_mode=0, speed=.75)
  1810. # trucks.playAction('a_brfoot', 1, 30, layer=trans_layer, play_mode=0, speed=.75)
  1811. # if requestAction == 'reg_flfoot':
  1812. # actionState = 'reg_flfoot'
  1813. # own['actionTimer'] = 40
  1814. # skater.playAction('flfoot', 1, 30, layer=trans_layer, play_mode=0, speed=.75)
  1815. # deck.playAction('a_brfoot', 1, 30, layer=trans_layer, play_mode=0, speed=.75)
  1816. # trucks.playAction('a_brfoot', 1, 30, layer=trans_layer, play_mode=0, speed=.75)
  1817. # if requestAction == 'fak_flfoot':
  1818. # actionState = 'fak_flfoot'
  1819. # own['actionTimer'] = 40
  1820. # skater.playAction('fak_flfoot', 1, 30, layer=trans_layer, play_mode=0, speed=.75)
  1821. # deck.playAction('a_brfoot', 1, 30, layer=trans_layer, play_mode=0, speed=.75)
  1822. # trucks.playAction('a_brfoot', 1, 30, layer=trans_layer, play_mode=0, speed=.75)
  1823. # if requestAction == 'reg_push' and own['actionTimer'] == 0:
  1824. # own['actionTimer'] = 70
  1825. # actionState = 'reg_push'
  1826. # skater.playAction('reg_push', 1,35, layer=trans_layer, play_mode=0, speed=.5)
  1827. # bdeck.playAction('b_reg', 1,40, layer=trans_layer, play_mode=1, speed=.5)
  1828. # #trucks.playAction('a_reg', 1,40, layer=trans_layer, play_mode=1, speed=.5)
  1829. # if requestAction == 'reg_push_goof' and own['actionTimer'] == 0:
  1830. # own['actionTimer'] = 70
  1831. # actionState = 'reg_push_goof'
  1832. # skater.playAction('reg_push_goof', 1,35, layer=trans_layer, play_mode=0, speed=.5)
  1833. # bdeck.playAction('b_reg', 1,40, layer=trans_layer, play_mode=1, speed=.5)
  1834. # #trucks.playAction('a_reg', 1,40, layer=trans_layer, play_mode=1, speed=.5)
  1835. # if requestAction == 'fak_push' and own['actionTimer'] == 0:
  1836. # own['actionTimer'] = 70
  1837. # actionState = 'fak_push'
  1838. # skater.playAction('fak_push', 1,35, layer=trans_layer, play_mode=0, speed=.5)
  1839. # bdeck.playAction('b_reg', 1,40, layer=trans_layer, play_mode=1, speed=.5)
  1840. # #trucks.playAction('a_reg', 1,40, layer=trans_layer, play_mode=1, speed=.5)
  1841. # if requestAction == 'fak_push_goof' and own['actionTimer'] == 0:
  1842. # own['actionTimer'] = 70
  1843. # actionState = 'fak_push_goof'
  1844. # skater.playAction('fak_push_goof', 1,35, layer=trans_layer, play_mode=0, speed=.5)
  1845. # bdeck.playAction('b_reg', 1,40, layer=trans_layer, play_mode=1, speed=.5)
  1846. # #trucks.playAction('a_reg', 1,40, layer=trans_layer, play_mode=1, speed=.5)
  1847. # if requestAction == 'reg_manual_revert_ccw':
  1848. # own['actionTimer'] = 21
  1849. # own['actionState'] = 'reg_manual_revert_ccw'
  1850. # actionState = 'reg_manual_revert_ccw'
  1851. # skater.playAction('reg_manual_revert_ccw', 70,10, layer=trans_layer, priority=8, play_mode=0, speed=3)
  1852. # deck.playAction('a_reg_manual_revert_ccw', 70,10, layer=trans_layer, priority=1, play_mode=0, speed=3)
  1853. # trucks.playAction('a_reg_manual_revert_ccw', 70,10, layer=trans_layer, priority=0, play_mode=0, speed=3)
  1854. # if requestAction == 'fak_manual_revert_ccw':
  1855. # own['actionTimer'] = 21
  1856. # own['actionState'] = 'fak_manual_revert_ccw'
  1857. # actionState = 'fak_manual_revert_ccw'
  1858. # skater.playAction('fak_manual_revert_ccw', 70,10, layer=trans_layer, priority=8, play_mode=0, speed=3)
  1859. # deck.playAction('a_fak_manual_revert_ccw', 70,10, layer=trans_layer, priority=1, play_mode=0, speed=3)
  1860. # trucks.playAction('a_fak_manual_revert_ccw', 70,10, layer=trans_layer, priority=0, play_mode=0, speed=3)
  1861. # if requestAction == 'reg_manual_revert_cw':
  1862. # own['actionTimer'] = 21
  1863. # own['actionState'] = 'reg_manual_revert_cw'
  1864. # actionState = 'reg_manual_revert_cw'
  1865. # skater.playAction('reg_manual_revert_cw', 70,10, layer=trans_layer, priority=8, play_mode=0, speed=3)
  1866. # deck.playAction('a_reg_manual_revert_cw', 70,10, layer=trans_layer, priority=1, play_mode=0, speed=3)
  1867. # trucks.playAction('a_reg_manual_revert_cw', 70,10, layer=trans_layer, priority=0, play_mode=0, speed=3)
  1868. # if requestAction == 'fak_manual_revert_cw':
  1869. # own['actionTimer'] = 21
  1870. # own['actionState'] = 'fak_manual_revert_cw'
  1871. # actionState = 'fak_manual_revert_cw'
  1872. # skater.playAction('fak_manual_revert_cw', 70,10, layer=trans_layer, priority=8, play_mode=0, speed=3)
  1873. # deck.playAction('a_fak_manual_revert_cw', 70,10, layer=trans_layer, priority=1, play_mode=0, speed=3)
  1874. # trucks.playAction('a_fak_manual_revert_cw', 70,10, layer=trans_layer, priority=0, play_mode=0, speed=3)
  1875. # if requestAction == 'fak_nmanual_revert_ccw':
  1876. # own['actionTimer'] = 21
  1877. # own['actionState'] = 'fak_nmanual_revert_ccw'
  1878. # actionState = 'fak_nmanual_revert_ccw'
  1879. # skater.playAction('fak_nmanual_revert_ccw', 70,10, layer=trans_layer, priority=8, play_mode=0, speed=3)
  1880. # deck.playAction('a_reg_manual_revert_ccw', 70,10, layer=trans_layer, priority=1, play_mode=0, speed=3)
  1881. # trucks.playAction('a_reg_manual_revert_ccw', 70,10, layer=trans_layer, priority=0, play_mode=0, speed=3)
  1882. # if requestAction == 'fak_nmanual_revert_cw':
  1883. # own['actionTimer'] = 21
  1884. # own['actionState'] = 'fak_nmanual_revert_cw'
  1885. # actionState = 'fak_nmanual_revert_cw'
  1886. # skater.playAction('fak_nmanual_revert_cw', 70,10, layer=trans_layer, priority=8, play_mode=0, speed=3)
  1887. # deck.playAction('a_reg_manual_revert_cw', 70,10, layer=trans_layer, priority=1, play_mode=0, speed=3)
  1888. # trucks.playAction('a_reg_manual_revert_cw', 70,10, layer=trans_layer, priority=0, play_mode=0, speed=3)
  1889. # if requestAction == 'reg_nmanual_revert_ccw':
  1890. # own['actionTimer'] = 21
  1891. # own['actionState'] = 'reg_nmanual_revert_ccw'
  1892. # actionState = 'reg_nmanual_revert_ccw'
  1893. # skater.playAction('reg_nmanual_revert_ccw', 70,10, layer=trans_layer, priority=8, play_mode=0, speed=3)
  1894. # deck.playAction('a_fak_manual_revert_ccw', 70,10, layer=trans_layer, priority=1, play_mode=0, speed=3)
  1895. # trucks.playAction('a_fak_manual_revert_ccw', 70,10, layer=trans_layer, priority=0, play_mode=0, speed=3)
  1896. # if requestAction == 'reg_nmanual_revert_cw':
  1897. # own['actionTimer'] = 21
  1898. # own['actionState'] = 'reg_nmanual_revert_cw'
  1899. # actionState = 'reg_nmanual_revert_cw'
  1900. # skater.playAction('reg_nmanual_revert_cw', 70,10, layer=trans_layer, priority=8, play_mode=0, speed=3)
  1901. # deck.playAction('a_fak_manual_revert_cw', 70,10, layer=trans_layer, priority=1, play_mode=0, speed=3)
  1902. # trucks.playAction('a_fak_manual_revert_cw', 70,10, layer=trans_layer, priority=0, play_mode=0, speed=3)
  1903. # if requestAction == 'revert1':
  1904. # own['actionTimer'] = 18
  1905. # own['actionState'] = 'revert1'
  1906. # skater.playAction('revert1', 1,10, layer=trans_layer, play_mode=0, speed=.3)
  1907. # deck.playAction('a_revert1', 1,10, layer=trans_layer, play_mode=0, speed=.3)
  1908. # trucks.playAction('a_revert1', 1,10, layer=trans_layer, play_mode=0, speed=.3)
  1909. # if requestAction == 'fak_revert1':
  1910. # own['actionTimer'] = 18
  1911. # own['actionState'] = 'fak_revert1'
  1912. # skater.playAction('fak_revert1', 1,10, layer=trans_layer, play_mode=0, speed=.3)
  1913. # deck.playAction('a_revert1', 1,10, layer=trans_layer, play_mode=0, speed=.3)
  1914. # trucks.playAction('a_revert1', 1,10, layer=trans_layer, play_mode=0, speed=.3)
  1915. # if requestAction == 'revert2':
  1916. # own['actionTimer'] = 18
  1917. # own['actionState'] = 'revert2'
  1918. # skater.playAction('revert2', 1,10, layer=trans_layer, play_mode=0, speed=.3)
  1919. # deck.playAction('a_revert2', 1,10, layer=trans_layer, play_mode=0, speed=.3)
  1920. # trucks.playAction('a_revert2', 1,10, layer=trans_layer, play_mode=0, speed=.3)
  1921. # if requestAction == 'fak_revert2':
  1922. # own['actionTimer'] = 18
  1923. # own['actionState'] = 'fak_revert2'
  1924. # skater.playAction('fak_revert2', 1,10, layer=trans_layer, play_mode=0, speed=.3)
  1925. # deck.playAction('a_revert2', 1,10, layer=trans_layer, play_mode=0, speed=.3)
  1926. # trucks.playAction('a_revert2', 1,10, layer=trans_layer, play_mode=0, speed=.3)
  1927. # if requestAction == 'revert3':
  1928. # own['actionTimer'] = 18
  1929. # own['actionState'] = 'revert3'
  1930. # skater.playAction('revert1', 1,10, layer=trans_layer, play_mode=0, speed=.3)
  1931. # deck.playAction('a_revert1', 1,10, layer=trans_layer, play_mode=0, speed=.3)
  1932. # trucks.playAction('a_revert1', 1,10, layer=trans_layer, play_mode=0, speed=.3)
  1933. # if requestAction == 'revert4':
  1934. # own['actionTimer'] = 18
  1935. # own['actionState'] = 'revert4'
  1936. # skater.playAction('revert2', 1,10, layer=trans_layer, play_mode=0, speed=.3)
  1937. # deck.playAction('a_revert2', 1,10, layer=trans_layer, play_mode=0, speed=.3)
  1938. # trucks.playAction('a_revert2', 1,10, layer=trans_layer, play_mode=0, speed=.3)
  1939. # if requestAction == 'reg_ollie':
  1940. # #print('*****reg ollie act')
  1941. # actionState = 'reg_ollie'
  1942. # own['actionState'] = 'reg_ollie'
  1943. # own['actionTimer'] = 38
  1944. # skater.playAction('reg_ollie', flip_start_frame,20, layer=flip_layer, play_mode=0, speed=.5)
  1945. # bdeck.playAction('b_reg_ollie', flip_start_frame,20, layer=flip_layer, play_mode=0, speed=.5)
  1946. # #trucks.playAction('t_reg_ollie', flip_start_frame,40, layer=flip_layer, play_mode=0, speed=1)
  1947. # if requestAction == 'fak_ollie':
  1948. # actionState = 'fak_ollie'
  1949. # own['actionTimer'] = 38
  1950. # skater.playAction('fak_ollie', flip_start_frame,20, layer=flip_layer, play_mode=0, speed=.5)
  1951. # bdeck.playAction('b_fak_ollie', flip_start_frame,20, layer=flip_layer, play_mode=0, speed=.5)
  1952. # #trucks.playAction('t_fak_ollie', flip_start_frame,20, layer=flip_layer, play_mode=0, speed=.5)
  1953. # if requestAction == 'reg_nollie':
  1954. # actionState = 'reg_nollie'
  1955. # own['actionTimer'] = 38
  1956. # skater.playAction('nollie', flip_start_frame,20, layer=flip_layer, play_mode=0, speed=.5)
  1957. # bdeck.playAction('b_fak_ollie', flip_start_frame,20, layer=flip_layer, play_mode=0, speed=.5)
  1958. # #trucks.playAction('t_fak_ollie', flip_start_frame,20, layer=flip_layer, play_mode=0, speed=.5)
  1959. # if requestAction == 'fak_nollie':
  1960. # actionState = 'fak_nollie'
  1961. # own['actionTimer'] = 38
  1962. # skater.playAction('fak_nollie', flip_start_frame,20, layer=flip_layer, play_mode=0, speed=.5)
  1963. # bdeck.playAction('b_reg_ollie', flip_start_frame,20, layer=flip_layer, play_mode=0, speed=.5)
  1964. # #trucks.playAction('t_reg_ollie', flip_start_frame,20, layer=flip_layer, play_mode=0, speed=.5)
  1965. # if requestAction == 'reg_kickflip':
  1966. # actionState = 'reg_kickflip'
  1967. # own['actionTimer'] = 38
  1968. # skater.playAction('reg_kickflip', flip_start_frame,20, layer=flip_layer, play_mode=0, speed=.5)
  1969. # bdeck.playAction('b_reg_kickflip', flip_start_frame,20, layer=flip_layer, play_mode=0, speed=.5)
  1970. # #trucks.playAction('a_reg_kickflip', flip_start_frame,20, layer=flip_layer, play_mode=0, speed=.5)
  1971. # if requestAction == 'fak_kickflip':
  1972. # actionState = 'fak_kickflip'
  1973. # own['actionTimer'] = 38
  1974. # skater.playAction('fak_kickflip', flip_start_frame,20, layer=flip_layer, play_mode=0, speed=.5)
  1975. # bdeck.playAction('b_fak_kickflip', flip_start_frame,20, layer=flip_layer, play_mode=0, speed=.5)
  1976. # #trucks.playAction('a_fak_kickflip', flip_start_frame,20, layer=flip_layer, play_mode=0, speed=.5)
  1977. # if requestAction == 'reg_varial_kickflip':
  1978. # actionState = 'reg_varial_kickflip'
  1979. # own['actionTimer'] = 38
  1980. # skater.playAction('reg_varialkickflip', flip_start_frame,20, layer=flip_layer, play_mode=0, speed=.5)
  1981. # deck.playAction('a_reg_varialkickflip', flip_start_frame,20, layer=flip_layer, play_mode=0, speed=.5)
  1982. # trucks.playAction('a_reg_varialkickflip', flip_start_frame,20, layer=flip_layer, play_mode=0, speed=.5)
  1983. # if requestAction == 'fak_varial_kickflip':
  1984. # actionState = 'fak_varial_kickflip'
  1985. # own['actionTimer'] = 38
  1986. # skater.playAction('fak_varialkickflip', flip_start_frame,20, layer=flip_layer, play_mode=0, speed=.5)
  1987. # deck.playAction('a_fak_varialkickflip', flip_start_frame,20, layer=flip_layer, play_mode=0, speed=.5)
  1988. # trucks.playAction('a_fak_varialkickflip', flip_start_frame,20, layer=flip_layer, play_mode=0, speed=.5)
  1989. # if requestAction == 'reg_nollie_varial_kickflip':
  1990. # actionState = 'reg_nollie_varial_kickflip'
  1991. # own['actionTimer'] = 38
  1992. # skater.playAction('reg_varialkickflip', flip_start_frame,20, layer=flip_layer, play_mode=0, speed=.5)
  1993. # deck.playAction('a_reg_varialkickflip', flip_start_frame,20, layer=flip_layer, play_mode=0, speed=.5)
  1994. # trucks.playAction('a_reg_varialkickflip', flip_start_frame,20, layer=flip_layer, play_mode=0, speed=.5)
  1995. # if requestAction == 'fak_nollie_varial_kickflip':
  1996. # actionState = 'fak_nollie_varial_kickflip'
  1997. # own['actionTimer'] = 38
  1998. # skater.playAction('fak_varialkickflip', flip_start_frame,20, layer=flip_layer, play_mode=0, speed=.5)
  1999. # deck.playAction('a_fak_varialkickflip', flip_start_frame,20, layer=flip_layer, play_mode=0, speed=.5)
  2000. # trucks.playAction('a_fak_varialkickflip', flip_start_frame,20, layer=flip_layer, play_mode=0, speed=.5)
  2001. # if requestAction == 'reg_nollie_varial_heelflip':
  2002. # actionState = 'reg_nollie_varial_heelflip'
  2003. # own['actionTimer'] = 38
  2004. # skater.playAction('reg_varialkickflip', flip_start_frame,20, layer=flip_layer, play_mode=0, speed=.5)
  2005. # deck.playAction('a_reg_varialkickflip', flip_start_frame,20, layer=flip_layer, play_mode=0, speed=.5)
  2006. # trucks.playAction('a_reg_varialkickflip', flip_start_frame,20, layer=flip_layer, play_mode=0, speed=.5)
  2007. # if requestAction == 'fak_nollie_varial_heelflip':
  2008. # actionState = 'fak_nollie_varial_heelflip'
  2009. # own['actionTimer'] = 38
  2010. # skater.playAction('fak_varialkickflip', flip_start_frame,20, layer=flip_layer, play_mode=0, speed=.5)
  2011. # deck.playAction('a_fak_varialkickflip', flip_start_frame,20, layer=flip_layer, play_mode=0, speed=.5)
  2012. # trucks.playAction('a_fak_varialkickflip', flip_start_frame,20, layer=flip_layer, play_mode=0, speed=.5)
  2013. # if requestAction == 'reg_varial_heelflip':
  2014. # actionState = 'reg_varial_heelflip'
  2015. # own['actionTimer'] = 38
  2016. # skater.playAction('reg_varialheelflip', flip_start_frame,20, layer=flip_layer, play_mode=0, speed=.5)
  2017. # deck.playAction('a_reg_varialheelflip', flip_start_frame,20, layer=flip_layer, play_mode=0, speed=.5)
  2018. # trucks.playAction('a_reg_varialheelflip', flip_start_frame,20, layer=flip_layer, play_mode=0, speed=.5)
  2019. # if requestAction == 'fak_varial_heelflip':
  2020. # actionState = 'fak_nollie_varial_heelflip'
  2021. # own['actionTimer'] = 38
  2022. # skater.playAction('fak_varialheelflip', flip_start_frame,20, layer=flip_layer, play_mode=0, speed=.5)
  2023. # deck.playAction('a_fak_varialheelflip', flip_start_frame,20, layer=flip_layer, play_mode=0, speed=.5)
  2024. # trucks.playAction('a_fak_varialheelflip', flip_start_frame,20, layer=flip_layer, play_mode=0, speed=.5)
  2025. # if requestAction == 'reg_nollie_kickflip':
  2026. # actionState = 'reg_nollie_kickflip'
  2027. # own['actionTimer'] = 38
  2028. # skater.playAction('nollie_kickflip', flip_start_frame,20, layer=flip_layer, play_mode=0, speed=.5)
  2029. # bdeck.playAction('b_fak_kickflip', flip_start_frame,20, layer=flip_layer, play_mode=0, speed=.5)
  2030. # #trucks.playAction('a_fak_kickflip', flip_start_frame,20, layer=flip_layer, play_mode=0, speed=.5)
  2031. # if requestAction == 'fak_nollie_kickflip':
  2032. # actionState = 'fak_nollie_kickflip'
  2033. # own['actionTimer'] = 38
  2034. # skater.playAction('fak_nollie_kickflip', flip_start_frame,20, layer=flip_layer, play_mode=0, speed=.5)
  2035. # bdeck.playAction('b_reg_kickflip', flip_start_frame,20, layer=flip_layer, play_mode=0, speed=.5)
  2036. # #trucks.playAction('a_reg_kickflip', flip_start_frame,20, layer=flip_layer, play_mode=0, speed=.5)
  2037. # if requestAction == 'reg_heelflip':
  2038. # actionState = 'reg_heelflip'
  2039. # own['actionTimer'] = 38
  2040. # skater.playAction('reg_heelflip', flip_start_frame,20, layer=flip_layer, play_mode=0, speed=.5)
  2041. # bdeck.playAction('b_reg_heelflip', flip_start_frame,20, layer=flip_layer, play_mode=0, speed=.5)
  2042. # #trucks.playAction('a_reg_heelflip', flip_start_frame,20, layer=flip_layer, play_mode=0, speed=.5)
  2043. # if requestAction == 'fak_heelflip':
  2044. # actionState = 'fak_heelflip'
  2045. # own['actionTimer'] = 38
  2046. # skater.playAction('fak_heelflip', flip_start_frame,20, layer=flip_layer, play_mode=0, speed=.5)
  2047. # bdeck.playAction('b_fak_heelflip', flip_start_frame,20, layer=flip_layer, play_mode=0, speed=.5)
  2048. # #trucks.playAction('a_fak_heelflip', flip_start_frame,20, layer=flip_layer, play_mode=0, speed=.5)
  2049. # if requestAction == 'reg_nollie_heelflip':
  2050. # actionState = 'reg_nollie_heelflip'
  2051. # own['actionTimer'] = 38
  2052. # skater.playAction('nollie_heelflip', flip_start_frame,20, layer=flip_layer, play_mode=0, speed=.5)
  2053. # bdeck.playAction('b_fak_heelflip', flip_start_frame,20, layer=flip_layer, play_mode=0, speed=.5)
  2054. # #trucks.playAction('a_fak_heelflip', flip_start_frame,20, layer=flip_layer, play_mode=0, speed=.5)
  2055. # if requestAction == 'fak_nollie_heelflip':
  2056. # actionState = 'fak_nollie_heelflip'
  2057. # own['actionTimer'] = 38
  2058. # skater.playAction('fak_nollie_heelflip', flip_start_frame,20, layer=flip_layer, play_mode=0, speed=.5)
  2059. # bdeck.playAction('b_reg_heelflip', flip_start_frame,20, layer=flip_layer, play_mode=0, speed=.5)
  2060. # #trucks.playAction('a_reg_heelflip', flip_start_frame,20, layer=flip_layer, play_mode=0, speed=.5)
  2061. # if requestAction == 'reg_shuvit':
  2062. # actionState = 'reg_shuvit'
  2063. # own['actionTimer'] = 38
  2064. # skater.playAction('reg_shuvit', flip_start_frame,20, layer=flip_layer, play_mode=0, speed=.5)
  2065. # bdeck.playAction('b_reg_shuvit', flip_start_frame,20, layer=flip_layer, play_mode=0, speed=.5)
  2066. # #trucks.playAction('a_reg_shuvit', flip_start_frame,20, layer=flip_layer, play_mode=0, speed=.5)
  2067. # if requestAction == 'fak_shuvit':
  2068. # actionState = 'fak_shuvit'
  2069. # own['actionTimer'] = 38
  2070. # skater.playAction('fak_fsshuvit', flip_start_frame,20, layer=flip_layer, play_mode=0, speed=.5)
  2071. # bdeck.playAction('b_fak_fsshuvit', flip_start_frame,20, layer=flip_layer, play_mode=0, speed=.5)
  2072. # #trucks.playAction('a_fak_fsshuvit', flip_start_frame,20, layer=flip_layer, play_mode=0, speed=.5)
  2073. # if requestAction == 'reg_shuvit360':
  2074. # actionState = 'reg_shuvit360'
  2075. # own['actionTimer'] = 38
  2076. # skater.playAction('reg_360shuvit', flip_start_frame,20, layer=flip_layer, play_mode=0, speed=.5)
  2077. # bdeck.playAction('b_reg_360shuvit', flip_start_frame,20, layer=flip_layer, play_mode=0, speed=.5)
  2078. # #trucks.playAction('a_reg_360shuvit', flip_start_frame,20, layer=flip_layer, play_mode=0, speed=.5)
  2079. # if requestAction == 'fak_shuvit360':
  2080. # actionState = 'fak_shuvit360'
  2081. # own['actionTimer'] = 38
  2082. # skater.playAction('fak_360fsshuvit', flip_start_frame,20, layer=flip_layer, play_mode=0, speed=.5)
  2083. # bdeck.playAction('b_fak_360fsshuvit', flip_start_frame,20, layer=flip_layer, play_mode=0, speed=.5)
  2084. # #trucks.playAction('a_fak_360fsshuvit', flip_start_frame,20, layer=flip_layer, play_mode=0, speed=.5)
  2085. # if requestAction == 'reg_fsshuvit360':
  2086. # actionState = 'reg_fsshuvit360'
  2087. # own['actionTimer'] = 38
  2088. # skater.playAction('reg_360fsshuvit', flip_start_frame,20, layer=flip_layer, play_mode=0, speed=.5)
  2089. # bdeck.playAction('b_reg_360fsshuvit', flip_start_frame,20, layer=flip_layer, play_mode=0, speed=.5)
  2090. # #trucks.playAction('a_reg_360fsshuvit', flip_start_frame,20, layer=flip_layer, play_mode=0, speed=.5)
  2091. # if requestAction == 'fak_fsshuvit360':
  2092. # actionState = 'fak_fsshuvit360'
  2093. # own['actionTimer'] = 38
  2094. # skater.playAction('fak_360shuvit', flip_start_frame,20, layer=flip_layer, play_mode=0, speed=.5)
  2095. # bdeck.playAction('b_fak_360shuvit', flip_start_frame,20, layer=flip_layer, play_mode=0, speed=.5)
  2096. # #trucks.playAction('a_fak_360shuvit', flip_start_frame,20, layer=flip_layer, play_mode=0, speed=.5)
  2097. # if requestAction == 'reg_nollie_shuvit':
  2098. # actionState = 'reg_nollie_shuvit'
  2099. # own['actionTimer'] = 38
  2100. # skater.playAction('nollie_shuvit', flip_start_frame,20, layer=flip_layer, play_mode=0, speed=.5)
  2101. # bdeck.playAction('b_fak_shuvit', flip_start_frame,20, layer=flip_layer, play_mode=0, speed=.5)
  2102. # #trucks.playAction('a_fak_shuvit', flip_start_frame,20, layer=flip_layer, play_mode=0, speed=.5)
  2103. # if requestAction == 'fak_nollie_shuvit':
  2104. # actionState = 'fak_nollie_shuvit'
  2105. # own['actionTimer'] = 38
  2106. # skater.playAction('fak_nollie_shuvit', flip_start_frame,20, layer=flip_layer, play_mode=0, speed=.5)
  2107. # bdeck.playAction('b_reg_fsshuvit', flip_start_frame,20, layer=flip_layer, play_mode=0, speed=.5)
  2108. # #trucks.playAction('a_reg_fsshuvit', flip_start_frame,20, layer=flip_layer, play_mode=0, speed=.5)
  2109. # if requestAction == 'reg_fsshuvit':
  2110. # actionState = 'reg_fsshuvit'
  2111. # own['actionTimer'] = 38
  2112. # skater.playAction('reg_fsshuvit', flip_start_frame,20, layer=flip_layer, play_mode=0, speed=.5)
  2113. # bdeck.playAction('b_reg_fsshuvit', flip_start_frame,20, layer=flip_layer, play_mode=0, speed=.5)
  2114. # #trucks.playAction('a_reg_fsshuvit', flip_start_frame,20, layer=flip_layer, play_mode=0, speed=.5)
  2115. # if requestAction == 'fak_fsshuvit':
  2116. # actionState = 'fak_fsshuvit'
  2117. # own['actionTimer'] = 38
  2118. # skater.playAction('fak_shuvit', flip_start_frame,20, layer=flip_layer, play_mode=0, speed=.5)
  2119. # bdeck.playAction('b_fak_shuvit', flip_start_frame,20, layer=flip_layer, play_mode=0, speed=.5)
  2120. # #trucks.playAction('a_fak_shuvit', flip_start_frame,20, layer=flip_layer, play_mode=0, speed=.5)
  2121. # #
  2122. # if requestAction == 'reg_nollie_fsshuvit':
  2123. # actionState = 'reg_nollie_fsshuvit'
  2124. # own['actionTimer'] = 38
  2125. # skater.playAction('nollie_fsshuvit', flip_start_frame,20, layer=flip_layer, play_mode=0, speed=.5)
  2126. # bdeck.playAction('b_fak_fsshuvit', flip_start_frame,20, layer=flip_layer, play_mode=0, speed=.5)
  2127. # #trucks.playAction('a_fak_fsshuvit', flip_start_frame,20, layer=flip_layer, play_mode=0, speed=.5)
  2128. # #
  2129. # if requestAction == 'fak_nollie_fsshuvit':
  2130. # actionState = 'fak_nollie_fsshuvit'
  2131. # own['actionTimer'] = 38
  2132. # skater.playAction('fak_nollie_fsshuvit', flip_start_frame,20, layer=flip_layer, play_mode=0, speed=.5)
  2133. # bdeck.playAction('b_reg_shuvit', flip_start_frame,20, layer=flip_layer, play_mode=0, speed=.5)
  2134. # #trucks.playAction('a_reg_shuvit', flip_start_frame,20, layer=flip_layer, play_mode=0, speed=.5)
  2135. # if requestAction == 'reg_nollie_fsshuvit_360':
  2136. # actionState = 'reg_nollie_fsshuvit_360'
  2137. # own['actionTimer'] = 38
  2138. # skater.playAction('nollie_fsshuvit', flip_start_frame,20, layer=flip_layer, play_mode=0, speed=.5)
  2139. # bdeck.playAction('b_fak_360shuvit', flip_start_frame,20, layer=flip_layer, play_mode=0, speed=.5)
  2140. # #trucks.playAction('a_fak_360shuvit', flip_start_frame,20, layer=flip_layer, play_mode=0, speed=.5)
  2141. # if requestAction == 'fak_nollie_fsshuvit_360':
  2142. # actionState = 'fak_nollie_fsshuvit_360'
  2143. # own['actionTimer'] = 38
  2144. # skater.playAction('fak_nollie_fsshuvit', flip_start_frame,20, layer=flip_layer, play_mode=0, speed=.5)
  2145. # bdeck.playAction('b_reg_360fsshuvit', flip_start_frame,20, layer=flip_layer, play_mode=0, speed=.5)
  2146. # #trucks.playAction('a_reg_360fsshuvit', flip_start_frame,20, layer=flip_layer, play_mode=0, speed=.5)
  2147. # if requestAction == 'reg_nollie_shuvit360':
  2148. # actionState = 'reg_nollie_shuvit360'
  2149. # own['actionTimer'] = 38
  2150. # skater.playAction('nollie_fsshuvit', flip_start_frame,20, layer=flip_layer, play_mode=0, speed=.5)
  2151. # bdeck.playAction('b_fak_360fsshuvit', flip_start_frame,20, layer=flip_layer, play_mode=0, speed=.5)
  2152. # #trucks.playAction('a_fak_360fsshuvit', flip_start_frame,20, layer=flip_layer, play_mode=0, speed=.5)
  2153. # if requestAction == 'fak_nollie_shuvit360':
  2154. # actionState = 'fak_nollie_shuvit360'
  2155. # own['actionTimer'] = 38
  2156. # skater.playAction('fak_nollie_fsshuvit', flip_start_frame,20, layer=flip_layer, play_mode=0, speed=.5)
  2157. # bdeck.playAction('b_reg_360shuvit', flip_start_frame,20, layer=flip_layer, play_mode=0, speed=.5)
  2158. # #trucks.playAction('a_reg_360shuvit', flip_start_frame,20, layer=flip_layer, play_mode=0, speed=.5)
  2159. # if requestAction == 'reg_inward_heelflip':
  2160. # actionState = 'reg_inward_heelflip'
  2161. # own['actionTimer'] = 38
  2162. # skater.playAction('reg_inward_heelflip', flip_start_frame,20, layer=flip_layer, play_mode=0, speed=.5)
  2163. # deck.playAction('a_reg_inward_heelflip', flip_start_frame,20, layer=flip_layer, play_mode=0, speed=.5)
  2164. # trucks.playAction('a_reg_inward_heelflip', flip_start_frame,20, layer=flip_layer, play_mode=0, speed=.5)
  2165. # if requestAction == 'fak_inward_heelflip':
  2166. # actionState = 'fak_inward_heelflip'
  2167. # own['actionTimer'] = 38
  2168. # skater.playAction('fak_inward_heelflip', flip_start_frame,20, layer=flip_layer, play_mode=0, speed=.5)
  2169. # deck.playAction('a_fak_inward_heelflip', flip_start_frame,20, layer=flip_layer, play_mode=0, speed=.5)
  2170. # trucks.playAction('a_fak_inward_heelflip', flip_start_frame,20, layer=flip_layer, play_mode=0, speed=.5)
  2171. # if requestAction == 'reg_hardflip':
  2172. # actionState = 'reg_hardflip'
  2173. # own['actionTimer'] = 38
  2174. # skater.playAction('reg_hardflip', flip_start_frame,20, layer=flip_layer, play_mode=0, speed=.5)
  2175. # deck.playAction('a_reg_hardflip.001', flip_start_frame,20, layer=flip_layer, play_mode=0, speed=.5)
  2176. # trucks.playAction('a_reg_hardflip.001', flip_start_frame,20, layer=flip_layer, play_mode=0, speed=.5)
  2177. # if requestAction == 'fak_hardflip':
  2178. # actionState = 'fak_hardflip'
  2179. # own['actionTimer'] = 38
  2180. # skater.playAction('fak_hardflip', flip_start_frame,20, layer=flip_layer, play_mode=0, speed=.5)
  2181. # deck.playAction('a_fak_hardflip.001', flip_start_frame,20, layer=flip_layer, play_mode=0, speed=.5)
  2182. # trucks.playAction('a_fak_hardflip.001', flip_start_frame,20, layer=flip_layer, play_mode=0, speed=.5)
  2183. # if requestAction == 'reg_nollie_inward_heelflip':
  2184. # actionState = 'reg_nollie_inward_heelflip'
  2185. # own['actionTimer'] = 38
  2186. # skater.playAction('reg_nollie_inward_heelflip', flip_start_frame,20, layer=flip_layer, play_mode=0, speed=.5)
  2187. # deck.playAction('a_fak_inward_heelflip', flip_start_frame,20, layer=flip_layer, play_mode=0, speed=.5)
  2188. # trucks.playAction('a_fak_inward_heelflip', flip_start_frame,20, layer=flip_layer, play_mode=0, speed=.5)
  2189. # if requestAction == 'fak_nollie_inward_heelflip':
  2190. # actionState = 'fak_nollie_inward_heelflip'
  2191. # own['actionTimer'] = 38
  2192. # skater.playAction('fak_nollie_inward_heelflip', flip_start_frame,20, layer=flip_layer, play_mode=0, speed=.5)
  2193. # deck.playAction('a_reg_inward_heelflip', flip_start_frame,20, layer=flip_layer, play_mode=0, speed=.5)
  2194. # trucks.playAction('a_reg_inward_heelflip', flip_start_frame,20, layer=flip_layer, play_mode=0, speed=.5)
  2195. # if requestAction == 'reg_nollie_hardflip':
  2196. # actionState = 'reg_nollie_hardflip'
  2197. # own['actionTimer'] = 38
  2198. # skater.playAction('reg_hardflip', flip_start_frame,20, layer=flip_layer, play_mode=0, speed=.5)
  2199. # deck.playAction('a_fak_hardflip', flip_start_frame,20, layer=flip_layer, play_mode=0, speed=.5)
  2200. # trucks.playAction('a_fak_hardflip', flip_start_frame,20, layer=flip_layer, play_mode=0, speed=.5)
  2201. # if requestAction == 'fak_nollie_hardflip':
  2202. # actionState = 'fak_nollie_hardflip'
  2203. # own['actionTimer'] = 38
  2204. # skater.playAction('fak_nollie_hardflip', flip_start_frame,20, layer=flip_layer, play_mode=0, speed=.5)
  2205. # deck.playAction('a_reg_hardflip.001', flip_start_frame,20, layer=flip_layer, play_mode=0, speed=.5)
  2206. # trucks.playAction('a_reg_hardflip.001', flip_start_frame,20, layer=flip_layer, play_mode=0, speed=.5)
  2207. # #reg_jump
  2208. # if requestAction == 'reg_jump':
  2209. # actionState = 'reg_jump'
  2210. # own['actionTimer'] = 19
  2211. # skater.playAction('reg_jump', 1,10, layer=trans_layer, play_mode=0, speed=.5)
  2212. # bdeck.playAction('b_reg_jump', 1,10, layer=trans_layer, play_mode=0, speed=.5)
  2213. # #trucks.playAction('a_reg_jump2', 1,10, layer=trans_layer, play_mode=0, speed=.5)
  2214. # #fak_jump
  2215. # if requestAction == 'fak_jump':
  2216. # actionState = 'fak_jump'
  2217. # own['actionTimer'] = 19
  2218. # skater.playAction('fak_jump', 1,10, layer=trans_layer, play_mode=0, speed=.5)
  2219. # #trucks.playAction('a_fak_jump', 1,10, layer=trans_layer, play_mode=0, speed=.5)
  2220. # bdeck.playAction('b_fak_jump', 1,10, layer=trans_layer, play_mode=0, speed=.5)
  2221. # #reg_onboard
  2222. # if requestAction == 'reg_onboard':
  2223. # actionState = 'reg_onboard'
  2224. # skater.stopAction(loop_layer)
  2225. # deck.stopAction(loop_layer)
  2226. # trucks.stopAction(loop_layer)
  2227. # skater.stopAction(trans_layer)
  2228. # deck.stopAction(trans_layer)
  2229. # trucks.stopAction(trans_layer)
  2230. # own['actionTimer'] = 40
  2231. # skater.playAction('reg_noffboard', 20,1, layer=trans_layer, play_mode=0, speed=1)
  2232. # bdeck.playAction('b_reg_offboard', 20,1, layer=trans_layer, play_mode=0, speed=1)
  2233. # #trucks.playAction('a_reg_noffboard', 20,1, layer=trans_layer, play_mode=0, speed=1)
  2234. # if requestAction == 'fak_onboard':
  2235. # actionState = 'fak_onboard'
  2236. # skater.stopAction(loop_layer)
  2237. # deck.stopAction(loop_layer)
  2238. # trucks.stopAction(loop_layer)
  2239. # skater.stopAction(trans_layer)
  2240. # deck.stopAction(trans_layer)
  2241. # trucks.stopAction(trans_layer)
  2242. # own['actionTimer'] = 40
  2243. # skater.playAction('fak_noffboard', 10,1, layer=trans_layer, play_mode=0, speed=.5)
  2244. # bdeck.playAction('b_fak_offboard', 10,1, layer=trans_layer, play_mode=0, speed=.5)
  2245. # #trucks.playAction('a_fak_noffboard', 10,1, layer=trans_layer, play_mode=0, speed=.5)
  2246. # if requestAction == 'reg_offboard' and l_actionState != 'reg_offboard':
  2247. # actionState = 'reg_offboard'
  2248. # own['actionTimer'] = 60
  2249. # skater.playAction('reg_noffboard', 1,40, layer=trans_layer, play_mode=0, speed=1)
  2250. # bdeck.playAction('b_reg_offboard', 1,40, layer=trans_layer, play_mode=0, speed=1)
  2251. # #trucks.playAction('a_reg_noffboard', 1,40, layer=trans_layer, play_mode=0, speed=1)
  2252. # if requestAction == 'fak_offboard' and l_actionState != 'fak_offboard':
  2253. # actionState = 'fak_offboard'
  2254. # own['actionTimer'] = 60
  2255. # skater.playAction('fak_noffboard', 1,30, layer=trans_layer, play_mode=0, speed=.5)
  2256. # bdeck.playAction('b_fak_offboard', 1,30, layer=trans_layer, play_mode=0, speed=.5)
  2257. # #trucks.playAction('a_fak_noffboard', 1,30, layer=trans_layer, play_mode=0, speed=.5)
  2258. # if requestAction == 'reg_powerslide_out':
  2259. # actionState = 'reg_powerslide_out'
  2260. # own['actionTimer'] = 40
  2261. # skater.playAction('nreg_powerslide2', 20,0, layer=trans_layer, play_mode=0, speed=1.5)
  2262. # deck.playAction('a_reg_powerslide2_d', 20,0, layer=trans_layer, play_mode=0, speed=1.5)
  2263. # trucks.playAction('a_reg_powerslide2_t', 20,0, layer=trans_layer, play_mode=0, speed=1.5)
  2264. # if requestAction == 'fak_powerslide_out':
  2265. # actionState = 'fak_powerslide_out'
  2266. # own['actionTimer'] = 40
  2267. # skater.playAction('nfak_powerslide2', 20,0, layer=trans_layer, play_mode=0, speed=1.5)
  2268. # deck.playAction('a_fak_powerslide2_d', 20,0, layer=trans_layer, play_mode=0, speed=1.5)
  2269. # trucks.playAction('a_fak_powerslide2_t', 20,0, layer=trans_layer, play_mode=0, speed=1.5)
  2270. # if requestAction == 'reg_fs_powerslide_out':
  2271. # actionState = 'reg_fs_powerslide_out'
  2272. # own['actionTimer'] = 40
  2273. # skater.playAction('nreg_powerslide', 20,0, layer=trans_layer, play_mode=0, speed=1.5)
  2274. # deck.playAction('a_reg_powerslide', 20,0, layer=trans_layer, play_mode=0, speed=1.5)
  2275. # trucks.playAction('a_reg_powerslide', 20,0, layer=trans_layer, play_mode=0, speed=1.5)
  2276. # if requestAction == 'fak_fs_powerslide_out':
  2277. # actionState = 'fak_fs_powerslide_out'
  2278. # own['actionTimer'] = 40
  2279. # skater.playAction('nfak_powerslide', 20,0, layer=trans_layer, play_mode=0, speed=1.5)
  2280. # deck.playAction('a_fak_powerslide_d', 20,0, layer=trans_layer, play_mode=0, speed=1.5)
  2281. # trucks.playAction('a_fak_powerslide_t', 20,0, layer=trans_layer, play_mode=0, speed=1.5)
  2282. # if requestAction == 'fak-reg_5050':
  2283. # actionState = 'fak-reg_5050'
  2284. # own['actionTimer'] = 10
  2285. # skater.playAction('reg_5050', 40,30, layer=trans_layer, play_mode=0, speed=1)
  2286. # bdeck.playAction('b_reg', 20,0, layer=trans_layer, play_mode=0, speed=1)
  2287. # #trucks.playAction('a_reg', 20,0, layer=trans_layer, play_mode=0, speed=1)
  2288. # if requestAction == 'reg-fak_5050':
  2289. # actionState = 'fak-reg_5050'
  2290. # own['actionTimer'] = 10
  2291. # skater.playAction('reg_5050', 30,40, layer=trans_layer, play_mode=0, speed=1)
  2292. # bdeck.playAction('b_reg', 20,0, layer=trans_layer, play_mode=0, speed=1)
  2293. # #trucks.playAction('a_reg', 20,0, layer=trans_layer, play_mode=0, speed=1)
  2294. # if requestAction == 'fak-reg_roll':
  2295. # actionState = 'fak-reg_roll'
  2296. # own['actionTimer'] = 10
  2297. # skater.playAction('nreg', 70,60, layer=trans_layer, play_mode=0, speed=1)
  2298. # bdeck.playAction('b_reg', 10,0, layer=trans_layer, play_mode=0, speed=1)
  2299. # #trucks.playAction('a_reg', 10,0, layer=trans_layer, play_mode=0, speed=1)
  2300. # if requestAction == 'reg-fak_roll':
  2301. # actionState = 'fak-reg_roll'
  2302. # own['actionTimer'] = 10
  2303. # skater.playAction('nreg', 60,70, layer=trans_layer, play_mode=0, speed=1)
  2304. # bdeck.playAction('b_reg', 10,0, layer=trans_layer, play_mode=0, speed=1)
  2305. # #trucks.playAction('a_reg', 10,0, layer=trans_layer, play_mode=0, speed=1)
  2306. # #333333333333333333333333
  2307. # if requestAction == 'fak-reg_noseslide':
  2308. # actionState = 'fak-reg_noseslide'
  2309. # own['actionTimer'] = 20
  2310. # skater.playAction('reg_noses', 45,55, layer=trans_layer, play_mode=0, speed=.5)
  2311. # bdeck.playAction('b_reg_noses', 45,55, layer=trans_layer, play_mode=0, speed=.5)
  2312. # #trucks.playAction('a_reg_noses', 45,55, layer=trans_layer, play_mode=0, speed=.5)
  2313. # if requestAction == 'reg-fak_tailslide':
  2314. # actionState = 'reg-fak_tailslide'
  2315. # own['actionTimer'] = 20
  2316. # skater.playAction('reg_noses', 55,45, layer=trans_layer, play_mode=0, speed=.5)
  2317. # bdeck.playAction('b_reg_noses', 55,45, layer=trans_layer, play_mode=0, speed=.5)
  2318. # #trucks.playAction('a_reg_noses', 55,45, layer=trans_layer, play_mode=0, speed=.5)
  2319. # if requestAction == 'fak-reg_tailslide':
  2320. # actionState = 'fak-reg_tailslide'
  2321. # own['actionTimer'] = 20
  2322. # skater.playAction('reg_tails', 45,55, layer=trans_layer, play_mode=0, speed=.5)
  2323. # bdeck.playAction('b_reg_tails', 45,55, layer=trans_layer, play_mode=0, speed=.5)
  2324. # #trucks.playAction('a_reg_tails', 45,55, layer=trans_layer, play_mode=0, speed=.5)
  2325. # if requestAction == 'reg-fak_noseslide':
  2326. # actionState = 'reg-fak_noseslide'
  2327. # own['actionTimer'] = 20
  2328. # skater.playAction('reg_tails', 55,45, layer=trans_layer, play_mode=0, speed=.5)
  2329. # bdeck.playAction('b_reg_tails', 55,45, layer=trans_layer, play_mode=0, speed=.5)
  2330. # #trucks.playAction('a_reg_tails', 55,45, layer=trans_layer, play_mode=0, speed=.5)
  2331. # #333333333333333333333333333333
  2332. # if requestAction == 'reg_hippy':
  2333. # actionState = 'reg_hippy'
  2334. # own['actionTimer'] = 60
  2335. # skater.playAction('reg_hippy', 10,40, layer=trans_layer, play_mode=0, speed=.5)
  2336. # bdeck.playAction('b_reg', 30,0, layer=trans_layer, play_mode=0, speed=1)
  2337. # #trucks.playAction('a_reg', 30,0, layer=trans_layer, play_mode=0, speed=1)
  2338. # if requestAction == 'fak_hippy':
  2339. # actionState = 'fak_hippy'
  2340. # own['actionTimer'] = 60
  2341. # skater.playAction('fak_hippy', 10,40, layer=trans_layer, play_mode=0, speed=.5)
  2342. # bdeck.playAction('b_reg', 30,0, layer=trans_layer, play_mode=0, speed=1)
  2343. # #trucks.playAction('a_reg', 30,0, layer=trans_layer, play_mode=0, speed=1)
  2344. # if requestAction == 'reg_hippy_ncw':
  2345. # actionState = 'reg_hippy_ncw'
  2346. # own['actionTimer'] = 60
  2347. # skater.playAction('reg_hippy_ncw', 10,40, layer=trans_layer, play_mode=0, speed=.5)
  2348. # bdeck.playAction('b_reg', 30,0, layer=trans_layer, play_mode=0, speed=1)
  2349. # #trucks.playAction('a_reg', 30,0, layer=trans_layer, play_mode=0, speed=1)
  2350. # if requestAction == 'reg_hippy_nccw':
  2351. # actionState = 'reg_hippy_nccw'
  2352. # own['actionTimer'] = 60
  2353. # skater.playAction('reg_hippy_nccw', 10,40, layer=trans_layer, play_mode=0, speed=.5)
  2354. # bdeck.playAction('b_reg', 30,0, layer=trans_layer, play_mode=0, speed=1)
  2355. # #trucks.playAction('a_reg', 30,0, layer=trans_layer, play_mode=0, speed=1)
  2356. # if requestAction == 'fak_hippy_ncw':
  2357. # actionState = 'fak_hippy_ncw'
  2358. # own['actionTimer'] = 60
  2359. # skater.playAction('fak_hippy_ncw', 10,40, layer=trans_layer, play_mode=0, speed=.5)
  2360. # bdeck.playAction('b_reg', 30,0, layer=trans_layer, play_mode=0, speed=1)
  2361. # #trucks.playAction('a_reg', 30,0, layer=trans_layer, play_mode=0, speed=1)
  2362. # if requestAction == 'fak_hippy_nccw':
  2363. # actionState = 'fak_hippy_nccw'
  2364. # own['actionTimer'] = 60
  2365. # skater.playAction('fak_hippy_nccw', 10,40, layer=trans_layer, play_mode=0, speed=.5)
  2366. # bdeck.playAction('b_reg', 30,0, layer=trans_layer, play_mode=0, speed=1)
  2367. # #trucks.playAction('a_reg', 30,0, layer=trans_layer, play_mode=0, speed=1)
  2368. # if requestAction == 'reg_air-roll':
  2369. # actionState = 'reg_air-roll'
  2370. # own['actionTimer'] = 10
  2371. # skater.playAction('reg_air', 30,40, layer=trans_layer, play_mode=0, speed=.5)
  2372. # bdeck.playAction('b_reg', 30,40, layer=trans_layer, play_mode=1, speed=.5)
  2373. # #trucks.playAction('a_reg', 30,40, layer=trans_layer, play_mode=1, speed=.5)
  2374. # if requestAction == 'fak_air-roll':
  2375. # actionState = 'fak_air-roll'
  2376. # own['actionTimer'] = 10
  2377. # skater.playAction('fak_air', 30,40, layer=trans_layer, play_mode=0, speed=.5)
  2378. # bdeck.playAction('b_reg', 30,40, layer=trans_layer, play_mode=0, speed=.5)
  2379. # #trucks.playAction('a_reg', 30,40, layer=trans_layer, play_mode=0, speed=.5)
  2380. # if requestAction == 'reg_roll-air':
  2381. # actionState = 'reg_roll-air'
  2382. # own['actionTimer'] = 10
  2383. # skater.playAction('reg_air', 40,30, layer=trans_layer, play_mode=0, speed=.5)
  2384. # bdeck.playAction('b_reg', 40,30, layer=trans_layer, play_mode=1, speed=.5)
  2385. # #trucks.playAction('a_reg', 40,30, layer=trans_layer, play_mode=1, speed=.5)
  2386. # if requestAction == 'fak_roll-air':
  2387. # actionState = 'fak_roll-air'
  2388. # own['actionTimer'] = 10
  2389. # skater.playAction('fak_air', 40,30, layer=trans_layer, play_mode=0, speed=.5)
  2390. # bdeck.playAction('b_reg', 40,30, layer=trans_layer, play_mode=0, speed=.5)
  2391. # #trucks.playAction('a_reg', 40,30, layer=trans_layer, play_mode=0, speed=.5)
  2392. # if requestAction == 'reg_5050-roll':
  2393. # actionState = 'reg_5050-roll'
  2394. # own['actionTimer'] = 10
  2395. # skater.playAction('reg_air', 30,40, layer=trans_layer, play_mode=0, speed=.5)
  2396. # bdeck.playAction('b_reg', 30,40, layer=trans_layer, play_mode=1, speed=.5)
  2397. # #trucks.playAction('a_reg', 30,40, layer=trans_layer, play_mode=1, speed=.5)
  2398. # if requestAction == 'fak_5050-roll':
  2399. # actionState = 'fak_5050-roll'
  2400. # own['actionTimer'] = 10
  2401. # skater.playAction('fak_air', 30,40, layer=trans_layer, play_mode=0, speed=.5)
  2402. # bdeck.playAction('b_reg', 30,40, layer=trans_layer, play_mode=0, speed=.5)
  2403. # #trucks.playAction('a_reg', 30,40, layer=trans_layer, play_mode=0, speed=.5)
  2404. # if requestAction == 'reg_back_invert_out':
  2405. # own['actionTimer'] = 30
  2406. # actionState = 'reg_back_invert_out'
  2407. # skater.playAction('reg_back_invert_in.001', 30,1, layer=trans_layer, play_mode=0, speed=1)
  2408. # deck.playAction('a_reg_back_invert_in', 30,1, layer=trans_layer, play_mode=0, speed=1)
  2409. # trucks.playAction('a_reg_back_invert_in', 30,1, layer=trans_layer, play_mode=0, speed=1)
  2410. # if requestAction == 'fak_fr_invert_out':
  2411. # own['actionTimer'] = 30
  2412. # actionState = 'fak_fr_invert_out'
  2413. # skater.playAction('fak_fr_invert', 30,1, layer=trans_layer, play_mode=0, speed=1)
  2414. # deck.playAction('a_fak_fr_invert', 30,1, layer=trans_layer, play_mode=0, speed=1)
  2415. # trucks.playAction('a_fak_fr_invert', 30,1, layer=trans_layer, play_mode=0, speed=1)
  2416. # if requestAction == 'reg_throw':
  2417. # own['actionTimer'] = 40
  2418. # actionState = 'reg_throw'
  2419. # skater.playAction('reg_throw', 10,30, layer=throw_layer, priority=0, play_mode=0, speed=.5)
  2420. # if requestAction == 'fak_throw':
  2421. # own['actionTimer'] = 40
  2422. # actionState = 'fak_throw'
  2423. # skater.playAction('fak_throw', 10,30, layer=throw_layer, priority=0, play_mode=0, speed=.5)
  2424. # if requestAction == 'reg_fall1':
  2425. # own['actionTimer'] = 50
  2426. # actionState = 'reg_fall1'
  2427. # skater.playAction('reg_fall1', 1,50, layer=trans_layer, priority=0, play_mode=0, speed=1)
  2428. # if requestAction == 'reg_air_tail to manual':
  2429. # own['actionTimer'] = 20
  2430. # actionState = 'reg_air_tail to manual'
  2431. # skater.playAction('reg_manual', 90,110, layer=trans_layer, play_mode=0, speed=1)
  2432. # bdeck.playAction('b_reg_manual', 90,110, layer=trans_layer, play_mode=0, speed=1)
  2433. # trucks.playAction('a_reg_manual', 90,110, layer=trans_layer, play_mode=0, speed=1)
  2434. # if l_requestAction == 'fak_air_tail to manual':
  2435. # own['actionTimer'] = 20
  2436. # actionState = 'fak_air_tail to manual'
  2437. # skater.playAction('fak_manual', 90,110, layer=trans_layer, play_mode=0, speed=1)
  2438. # bdeck.playAction('b_fak_manual', 90,110, layer=trans_layer, play_mode=0, speed=1)
  2439. # #trucks.playAction('a_fak_manual', 90,110, layer=trans_layer, play_mode=0, speed=1)
  2440. # if requestAction == 'reg_air_nose to nmanual':
  2441. # own['actionTimer'] = 20
  2442. # actionState = 'reg_air_nose to nmanual'
  2443. # skater.playAction('reg_nmanual', 90,110, layer=trans_layer, play_mode=0, speed=1)
  2444. # bdeck.playAction('b_fak_manual', 90,110, layer=trans_layer, play_mode=0, speed=1)
  2445. # #trucks.playAction('a_fak_manual', 90,110, layer=trans_layer, play_mode=0, speed=1)
  2446. # if l_requestAction == 'fak_air_nose to nmanual':
  2447. # own['actionTimer'] = 20
  2448. # actionState = 'fak_air_nose to nmanual'
  2449. # skater.playAction('fak_nmanual', 90,110, layer=trans_layer, play_mode=0, speed=1)
  2450. # bdeck.playAction('b_reg_manual', 90,110, layer=trans_layer, play_mode=0, speed=1)
  2451. # trucks.playAction('a_reg_manual', 90,110, layer=trans_layer, play_mode=0, speed=1)
  2452. # if requestAction == 'reg_sit_out':
  2453. # own['actionTimer'] = 28
  2454. # actionState = 'reg_sit_out'
  2455. # own['actionState'] = 'reg_sit_out'
  2456. # skater.playAction('reg_sit', 65, 30, layer=trans_layer, play_mode=0, speed=1)
  2457. # deck.playAction('a_reg_sit', 65,30, layer=trans_layer, play_mode=0, speed=1)
  2458. # trucks.playAction('a_reg_sit', 65,30, layer=trans_layer, play_mode=0, speed=1)
  2459. # if requestAction == 'fak_sit_out':
  2460. # own['actionTimer'] = 28
  2461. # own['actionState'] = 'fak_sit_out'
  2462. # actionState = 'fak_sit_out'
  2463. # skater.playAction('fak_sit', 65, 30, layer=trans_layer, play_mode=0, speed=1)
  2464. # deck.playAction('a_fak_sit', 65,30, layer=trans_layer, play_mode=0, speed=1)
  2465. # trucks.playAction('a_fak_sit', 65,30, layer=trans_layer, play_mode=0, speed=1)
  2466. # if requestAction == 'reg_ollie_north_out':
  2467. # actionState = 'reg_ollie_north_out'
  2468. # own['actionState'] = 'reg_ollie_north_out'
  2469. # own['actionTimer'] = 7
  2470. # trans_playing = skater.isPlayingAction(trans_layer)
  2471. # if trans_playing:
  2472. # cur_frame = skater.getActionFrame(trans_layer)
  2473. # if trans_playing and cur_frame > 1:
  2474. # skater.playAction('reg_ollie_north', cur_frame,1, layer=trans_layer, play_mode=0, speed=1.5)
  2475. # bdeck.playAction('b_reg', cur_frame,1, layer=trans_layer, play_mode=0, speed=1.5)
  2476. # #trucks.playAction('a_reg', cur_frame,1, layer=trans_layer, play_mode=0, speed=1.5)
  2477. # own['actionTimer'] = cur_frame
  2478. # else:
  2479. # skater.playAction('reg_ollie_north', 10,1, layer=trans_layer, play_mode=0, speed=1.5)
  2480. # bdeck.playAction('b_reg', 10,1, layer=trans_layer, play_mode=0, speed=1.5)
  2481. # #trucks.playAction('a_reg', 10,1, layer=trans_layer, play_mode=0, speed=1.5)
  2482. # if requestAction == 'reg_ollie_south_out':
  2483. # actionState = 'reg_ollie_south_out'
  2484. # own['actionState'] = 'reg_ollie_south_out'
  2485. # own['actionTimer'] = 7
  2486. # trans_playing = skater.isPlayingAction(trans_layer)
  2487. # if trans_playing:
  2488. # cur_frame = skater.getActionFrame(trans_layer)
  2489. # if trans_playing and cur_frame > 1:
  2490. # skater.playAction('reg_ollie_south', cur_frame,1, layer=trans_layer, play_mode=0, speed=1.5)
  2491. # bdeck.playAction('b_reg', cur_frame,1, layer=trans_layer, play_mode=0, speed=1.5)
  2492. # #trucks.playAction('a_reg', cur_frame,1, layer=trans_layer, play_mode=0, speed=1.5)
  2493. # own['actionTimer'] = cur_frame
  2494. # else:
  2495. # skater.playAction('reg_ollie_south', 10,1, layer=trans_layer, play_mode=0, speed=1.5)
  2496. # bdeck.playAction('b_reg', 10,1, layer=trans_layer, play_mode=0, speed=1.5)
  2497. # #trucks.playAction('a_reg', 10,1, layer=trans_layer, play_mode=0, speed=1.5)
  2498. # if requestAction == 'fak_ollie_north_out':
  2499. # actionState = 'fak_ollie_north_out'
  2500. # own['actionState'] = 'fak_ollie_north_out'
  2501. # own['actionTimer'] = 7
  2502. # trans_playing = skater.isPlayingAction(trans_layer)
  2503. # if trans_playing:
  2504. # cur_frame = skater.getActionFrame(trans_layer)
  2505. # if trans_playing and cur_frame > 1:
  2506. # skater.playAction('fak_ollie_north', cur_frame,1, layer=trans_layer, play_mode=0, speed=1.5)
  2507. # bdeck.playAction('b_reg', cur_frame,1, layer=trans_layer, play_mode=0, speed=1.5)
  2508. # #trucks.playAction('a_reg', cur_frame,1, layer=trans_layer, play_mode=0, speed=1.5)
  2509. # own['actionTimer'] = cur_frame
  2510. # else:
  2511. # skater.playAction('fak_ollie_north', 10,1, layer=trans_layer, play_mode=0, speed=1.5)
  2512. # bdeck.playAction('b_reg', 10,1, layer=trans_layer, play_mode=0, speed=1.5)
  2513. # #trucks.playAction('a_reg', 10,1, layer=trans_layer, play_mode=0, speed=1.5)
  2514. # if requestAction == 'fak_ollie_south_out':
  2515. # actionState = 'fak_ollie_south_out'
  2516. # own['actionState'] = 'fak_ollie_south_out'
  2517. # own['actionTimer'] = 7
  2518. # trans_playing = skater.isPlayingAction(trans_layer)
  2519. # if trans_playing:
  2520. # cur_frame = skater.getActionFrame(trans_layer)
  2521. # if trans_playing and cur_frame > 1:
  2522. # skater.playAction('fak_ollie_south', cur_frame,1, layer=trans_layer, play_mode=0, speed=1.5)
  2523. # bdeck.playAction('b_reg', cur_frame,1, layer=trans_layer, play_mode=0, speed=1.5)
  2524. # #trucks.playAction('a_reg', cur_frame,1, layer=trans_layer, play_mode=0, speed=1.5)
  2525. # own['actionTimer'] = cur_frame
  2526. # else:
  2527. # skater.playAction('fak_ollie_south', 10,1, layer=trans_layer, play_mode=0, speed=1.5)
  2528. # bdeck.playAction('b_reg', 10,1, layer=trans_layer, play_mode=0, speed=1.5)
  2529. # #trucks.playAction('a_reg', 10,1, layer=trans_layer, play_mode=0, speed=1.5)
  2530. # if requestAction == 'frontside_grab_out':
  2531. # actionState = 'frontside_grab_out'
  2532. # own['actionState'] = 'frontside_grab_out'
  2533. # own['actionTimer'] = 7
  2534. # trans_playing = skater.isPlayingAction(trans_layer)
  2535. # if trans_playing:
  2536. # cur_frame = skater.getActionFrame(trans_layer)
  2537. # if trans_playing and cur_frame > 1:
  2538. # skater.playAction('reg_fg', cur_frame,1, layer=trans_layer, play_mode=0, speed=1.5)
  2539. # bdeck.playAction('b_reg', cur_frame,1, layer=trans_layer, play_mode=0, speed=1.5)
  2540. # #trucks.playAction('a_reg', cur_frame,1, layer=trans_layer, play_mode=0, speed=1.5)
  2541. # own['actionTimer'] = cur_frame
  2542. # else:
  2543. # skater.playAction('reg_fg', 10,1, layer=trans_layer, play_mode=0, speed=1.5)
  2544. # bdeck.playAction('b_reg', 10,1, layer=trans_layer, play_mode=0, speed=1.5)
  2545. # #trucks.playAction('a_reg', 10,1, layer=trans_layer, play_mode=0, speed=1.5)
  2546. # if requestAction == 'backside_grab_out':
  2547. # actionState = 'backside_grab_out'
  2548. # own['actionState'] = 'backside_grab_out'
  2549. # own['actionTimer'] = 7
  2550. # trans_playing = skater.isPlayingAction(trans_layer)
  2551. # if trans_playing:
  2552. # cur_frame = skater.getActionFrame(trans_layer)
  2553. # if trans_playing and cur_frame > 1:
  2554. # skater.playAction('reg_bsg2', cur_frame,1, layer=trans_layer, play_mode=0, speed=1.5)
  2555. # bdeck.playAction('b_reg', cur_frame,1, layer=trans_layer, play_mode=0, speed=1.5)
  2556. # #trucks.playAction('a_reg', cur_frame,1, layer=trans_layer, play_mode=0, speed=1.5)
  2557. # own['actionTimer'] = cur_frame
  2558. # else:
  2559. # skater.playAction('reg_bsg2', 10,1, layer=trans_layer, play_mode=0, speed=1.5)
  2560. # bdeck.playAction('b_reg', 10,1, layer=trans_layer, play_mode=0, speed=1.5)
  2561. # #trucks.playAction('a_reg', 10,1, layer=trans_layer, play_mode=0, speed=1.5)
  2562. # if requestAction == 'fak_frontside_grab_out':
  2563. # actionState = 'fak_frontside_grab_out'
  2564. # own['actionState'] = 'fak_frontside_grab_out'
  2565. # own['actionTimer'] = 7
  2566. # trans_playing = skater.isPlayingAction(trans_layer)
  2567. # if trans_playing:
  2568. # cur_frame = skater.getActionFrame(trans_layer)
  2569. # if trans_playing and cur_frame > 1:
  2570. # skater.playAction('fak_fg', cur_frame,1, layer=trans_layer, play_mode=0, speed=1.5)
  2571. # bdeck.playAction('b_reg', cur_frame,1, layer=trans_layer, play_mode=0, speed=1.5)
  2572. # #trucks.playAction('a_reg', cur_frame,1, layer=trans_layer, play_mode=0, speed=1.5)
  2573. # own['actionTimer'] = cur_frame
  2574. # else:
  2575. # skater.playAction('fak_fg', 10,1, layer=trans_layer, play_mode=0, speed=1.5)
  2576. # bdeck.playAction('b_reg', 10,1, layer=trans_layer, play_mode=0, speed=1.5)
  2577. # #trucks.playAction('a_reg', 10,1, layer=trans_layer, play_mode=0, speed=1.5)
  2578. # if requestAction == 'fak_backside_grab_out':
  2579. # actionState = 'fak_backside_grab_out'
  2580. # own['actionState'] = 'fak_backside_grab_out'
  2581. # own['actionTimer'] = 7
  2582. # trans_playing = skater.isPlayingAction(trans_layer)
  2583. # if trans_playing:
  2584. # cur_frame = skater.getActionFrame(trans_layer)
  2585. # if trans_playing and cur_frame > 1:
  2586. # skater.playAction('fak_bg', cur_frame,1, layer=trans_layer, play_mode=0, speed=1.5)
  2587. # bdeck.playAction('b_reg', cur_frame,1, layer=trans_layer, play_mode=0, speed=1.5)
  2588. # #trucks.playAction('a_reg', cur_frame,1, layer=trans_layer, play_mode=0, speed=1.5)
  2589. # own['actionTimer'] = cur_frame
  2590. # else:
  2591. # skater.playAction('fak_bg', 10,1, layer=trans_layer, play_mode=0, speed=1.5)
  2592. # bdeck.playAction('b_reg', 10,1, layer=trans_layer, play_mode=0, speed=1.5)
  2593. # #trucks.playAction('a_reg', 10,1, layer=trans_layer, play_mode=0, speed=1.5)
  2594. # if requestAction == 'frontside_nose_grab_out':
  2595. # actionState = 'frontside_nose_grab_out'
  2596. # own['actionState'] = 'frontside_nose_grab_out'
  2597. # own['actionTimer'] = 7
  2598. # trans_playing = skater.isPlayingAction(trans_layer)
  2599. # if trans_playing:
  2600. # cur_frame = skater.getActionFrame(trans_layer)
  2601. # if trans_playing and cur_frame > 1:
  2602. # skater.playAction('frontside_nose_grab', cur_frame,1, layer=trans_layer, play_mode=0, speed=1.5)
  2603. # bdeck.playAction('b_reg', cur_frame,1, layer=trans_layer, play_mode=0, speed=1.5)
  2604. # #trucks.playAction('a_reg', cur_frame,1, layer=trans_layer, play_mode=0, speed=1.5)
  2605. # own['actionTimer'] = cur_frame
  2606. # else:
  2607. # skater.playAction('frontside_nose_grab', 10,1, layer=trans_layer, play_mode=0, speed=1.5)
  2608. # bdeck.playAction('b_reg', 10,1, layer=trans_layer, play_mode=0, speed=1.5)
  2609. # #trucks.playAction('a_reg', 10,1, layer=trans_layer, play_mode=0, speed=1.5)
  2610. # if requestAction == 'backside_nose_grab_out':
  2611. # actionState = 'backside_nose_grab_out'
  2612. # own['actionState'] = 'backside_nose_grab_out'
  2613. # own['actionTimer'] = 7
  2614. # trans_playing = skater.isPlayingAction(trans_layer)
  2615. # if trans_playing:
  2616. # cur_frame = skater.getActionFrame(trans_layer)
  2617. # if trans_playing and cur_frame > 1:
  2618. # skater.playAction('backside_nose_grab', cur_frame,1, layer=trans_layer, play_mode=0, speed=1.5)
  2619. # bdeck.playAction('b_reg', cur_frame,1, layer=trans_layer, play_mode=0, speed=1.5)
  2620. # #trucks.playAction('a_reg', cur_frame,1, layer=trans_layer, play_mode=0, speed=1.5)
  2621. # own['actionTimer'] = cur_frame
  2622. # else:
  2623. # skater.playAction('backside_nose_grab', 10,1, layer=trans_layer, play_mode=0, speed=1.5)
  2624. # bdeck.playAction('b_reg', 10,1, layer=trans_layer, play_mode=0, speed=1.5)
  2625. # #trucks.playAction('a_reg', 10,1, layer=trans_layer, play_mode=0, speed=1.5)
  2626. # if requestAction == 'fak_frontside_nose_out':
  2627. # actionState = 'fak_frontside_nose_out'
  2628. # own['actionState'] = 'fak_frontside_nose_out'
  2629. # own['actionTimer'] = 7
  2630. # trans_playing = skater.isPlayingAction(trans_layer)
  2631. # if trans_playing:
  2632. # cur_frame = skater.getActionFrame(trans_layer)
  2633. # if trans_playing and cur_frame > 1:
  2634. # skater.playAction('fak_frontside_nose_grab', cur_frame,1, layer=trans_layer, play_mode=0, speed=1.5)
  2635. # bdeck.playAction('b_reg', cur_frame,1, layer=trans_layer, play_mode=0, speed=1.5)
  2636. # #trucks.playAction('a_reg', cur_frame,1, layer=trans_layer, play_mode=0, speed=1.5)
  2637. # own['actionTimer'] = cur_frame
  2638. # else:
  2639. # skater.playAction('fak_frontside_nose_grab', 10,1, layer=trans_layer, play_mode=0, speed=1.5)
  2640. # bdeck.playAction('b_reg', 10,1, layer=trans_layer, play_mode=0, speed=1.5)
  2641. # #trucks.playAction('a_reg', 10,1, layer=trans_layer, play_mode=0, speed=1.5)
  2642. # if requestAction == 'fak_backside_nose_grab_out':
  2643. # actionState = 'fak_backside_nose_grab_out'
  2644. # own['actionState'] = 'fak_backside_nose_grab_out'
  2645. # own['actionTimer'] = 7
  2646. # trans_playing = skater.isPlayingAction(trans_layer)
  2647. # if trans_playing:
  2648. # cur_frame = skater.getActionFrame(trans_layer)
  2649. # if trans_playing and cur_frame > 1:
  2650. # skater.playAction('fak_backside_nose_grab', cur_frame,1, layer=trans_layer, play_mode=0, speed=1.5)
  2651. # bdeck.playAction('b_reg', cur_frame,1, layer=trans_layer, play_mode=0, speed=1.5)
  2652. # #trucks.playAction('a_reg', cur_frame,1, layer=trans_layer, play_mode=0, speed=1.5)
  2653. # own['actionTimer'] = cur_frame
  2654. # else:
  2655. # skater.playAction('fak_backside_nose_grab', 10,1, layer=trans_layer, play_mode=0, speed=1.5)
  2656. # bdeck.playAction('b_reg', 10,1, layer=trans_layer, play_mode=0, speed=1.5)
  2657. # #trucks.playAction('a_reg', 10,1, layer=trans_layer, play_mode=0, speed=1.5)
  2658. # if requestAction == 'frontside_tail_grab_out':
  2659. # actionState = 'frontside_tail_grab_out'
  2660. # own['actionState'] = 'frontside_tail_grab_out'
  2661. # own['actionTimer'] = 7
  2662. # trans_playing = skater.isPlayingAction(trans_layer)
  2663. # if trans_playing:
  2664. # cur_frame = skater.getActionFrame(trans_layer)
  2665. # if trans_playing and cur_frame > 1:
  2666. # skater.playAction('frontside_tail_grab', cur_frame,1, layer=trans_layer, play_mode=0, speed=1.5)
  2667. # bdeck.playAction('b_reg', cur_frame,1, layer=trans_layer, play_mode=0, speed=1.5)
  2668. # #trucks.playAction('a_reg', cur_frame,1, layer=trans_layer, play_mode=0, speed=1.5)
  2669. # own['actionTimer'] = cur_frame
  2670. # else:
  2671. # skater.playAction('frontside_tail_grab', 10,1, layer=trans_layer, play_mode=0, speed=1.5)
  2672. # bdeck.playAction('b_reg', 10,1, layer=trans_layer, play_mode=0, speed=1.5)
  2673. # #trucks.playAction('a_reg', 10,1, layer=trans_layer, play_mode=0, speed=1.5)
  2674. # if requestAction == 'backside_tail_grab_out':
  2675. # actionState = 'backside_tail_grab_out'
  2676. # own['actionState'] = 'backside_tail_grab_out'
  2677. # own['actionTimer'] = 7
  2678. # trans_playing = skater.isPlayingAction(trans_layer)
  2679. # if trans_playing:
  2680. # cur_frame = skater.getActionFrame(trans_layer)
  2681. # if trans_playing and cur_frame > 1:
  2682. # skater.playAction('backside_tail_grab', cur_frame,1, layer=trans_layer, play_mode=0, speed=1.5)
  2683. # bdeck.playAction('b_reg', cur_frame,1, layer=trans_layer, play_mode=0, speed=1.5)
  2684. # #trucks.playAction('a_reg', cur_frame,1, layer=trans_layer, play_mode=0, speed=1.5)
  2685. # own['actionTimer'] = cur_frame
  2686. # else:
  2687. # skater.playAction('backside_tail_grab', 10,1, layer=trans_layer, play_mode=0, speed=1.5)
  2688. # bdeck.playAction('b_reg', 10,1, layer=trans_layer, play_mode=0, speed=1.5)
  2689. # #trucks.playAction('a_reg', 10,1, layer=trans_layer, play_mode=0, speed=1.5)
  2690. # if requestAction == 'fak_frontside_tail_grab_out':
  2691. # actionState = 'fak_frontside_tail_grab_out'
  2692. # own['actionState'] = 'fak_frontside_tail_grab_out'
  2693. # own['actionTimer'] = 7
  2694. # trans_playing = skater.isPlayingAction(trans_layer)
  2695. # if trans_playing:
  2696. # cur_frame = skater.getActionFrame(trans_layer)
  2697. # if trans_playing and cur_frame > 1:
  2698. # skater.playAction('fak_frontside_tail_grab', cur_frame,1, layer=trans_layer, play_mode=0, speed=1.5)
  2699. # bdeck.playAction('b_reg', cur_frame,1, layer=trans_layer, play_mode=0, speed=1.5)
  2700. # #trucks.playAction('a_reg', cur_frame,1, layer=trans_layer, play_mode=0, speed=1.5)
  2701. # own['actionTimer'] = cur_frame
  2702. # else:
  2703. # skater.playAction('fak_frontside_tail_grab', 10,1, layer=trans_layer, play_mode=0, speed=1.5)
  2704. # bdeck.playAction('b_reg', 10,1, layer=trans_layer, play_mode=0, speed=1.5)
  2705. # #trucks.playAction('a_reg', 10,1, layer=trans_layer, play_mode=0, speed=1.5)
  2706. # if requestAction == 'fak_backside_tail_grab_out':
  2707. # actionState = 'fak_backside_tail_grab_out'
  2708. # own['actionState'] = 'fak_backside_tail_grab_out'
  2709. # own['actionTimer'] = 7
  2710. # trans_playing = skater.isPlayingAction(trans_layer)
  2711. # if trans_playing:
  2712. # cur_frame = skater.getActionFrame(trans_layer)
  2713. # if trans_playing and cur_frame > 1:
  2714. # skater.playAction('fak_backside_tail_grab', cur_frame,1, layer=trans_layer, play_mode=0, speed=1.5)
  2715. # bdeck.playAction('b_reg', cur_frame,1, layer=trans_layer, play_mode=0, speed=1.5)
  2716. # #trucks.playAction('a_reg', cur_frame,1, layer=trans_layer, play_mode=0, speed=1.5)
  2717. # own['actionTimer'] = cur_frame
  2718. # else:
  2719. # skater.playAction('fak_backside_tail_grab', 10,1, layer=trans_layer, play_mode=0, speed=1.5)
  2720. # bdeck.playAction('b_reg', 10,1, layer=trans_layer, play_mode=0, speed=1.5)
  2721. # #trucks.playAction('a_reg', 10,1, layer=trans_layer, play_mode=0, speed=1.5)
  2722. # if requestAction == 'reg_judo_out':
  2723. # actionState = 'reg_judo_out'
  2724. # own['actionState'] = 'reg_judo_out'
  2725. # own['actionTimer'] = 7
  2726. # trans_playing = skater.isPlayingAction(trans_layer)
  2727. # if trans_playing:
  2728. # cur_frame = skater.getActionFrame(trans_layer)
  2729. # if trans_playing and cur_frame > 1:
  2730. # skater.playAction('reg_judo', cur_frame,1, layer=trans_layer, play_mode=0, speed=1)
  2731. # bdeck.playAction('b_reg', cur_frame,1, layer=trans_layer, play_mode=0, speed=1)
  2732. # #trucks.playAction('a_reg', cur_frame,1, layer=trans_layer, play_mode=0, speed=1)
  2733. # own['actionTimer'] = cur_frame
  2734. # else:
  2735. # skater.playAction('reg_judo', 10,1, layer=trans_layer, play_mode=0, speed=1)
  2736. # bdeck.playAction('b_reg', 10,1, layer=trans_layer, play_mode=0, speed=1)
  2737. # #trucks.playAction('a_reg', 10,1, layer=trans_layer, play_mode=0, speed=1)
  2738. # if requestAction == 'fak_judo_out':
  2739. # actionState = 'fak_judo_out'
  2740. # own['actionState'] = 'fak_judo_out'
  2741. # own['actionTimer'] = 7
  2742. # trans_playing = skater.isPlayingAction(trans_layer)
  2743. # if trans_playing:
  2744. # cur_frame = skater.getActionFrame(trans_layer)
  2745. # if trans_playing and cur_frame > 1:
  2746. # skater.playAction('fak_judo', cur_frame,1, layer=trans_layer, play_mode=0, speed=1)
  2747. # bdeck.playAction('b_reg', cur_frame,1, layer=trans_layer, play_mode=0, speed=1)
  2748. # #trucks.playAction('a_reg', cur_frame,1, layer=trans_layer, play_mode=0, speed=1)
  2749. # own['actionTimer'] = cur_frame
  2750. # else:
  2751. # skater.playAction('fak_judo', 10,1, layer=trans_layer, play_mode=0, speed=1)
  2752. # bdeck.playAction('b_reg', 10,1, layer=trans_layer, play_mode=0, speed=1)
  2753. # #trucks.playAction('a_reg', 10,1, layer=trans_layer, play_mode=0, speed=1)
  2754. # #---
  2755. # if requestAction == 'reg_frigid_out':
  2756. # actionState = 'reg_frigid_out'
  2757. # own['actionState'] = 'reg_frigid_out'
  2758. # own['actionTimer'] = 7
  2759. # trans_playing = skater.isPlayingAction(trans_layer)
  2760. # if trans_playing:
  2761. # cur_frame = skater.getActionFrame(trans_layer)
  2762. # if trans_playing and cur_frame > 1:
  2763. # skater.playAction('reg_frigid', cur_frame,1, layer=trans_layer, play_mode=0, speed=1)
  2764. # bdeck.playAction('b_reg', cur_frame,1, layer=trans_layer, play_mode=0, speed=1)
  2765. # #trucks.playAction('a_reg', cur_frame,1, layer=trans_layer, play_mode=0, speed=1)
  2766. # own['actionTimer'] = cur_frame
  2767. # else:
  2768. # skater.playAction('reg_frigid', 10,1, layer=trans_layer, play_mode=0, speed=1)
  2769. # bdeck.playAction('b_reg', 10,1, layer=trans_layer, play_mode=0, speed=1)
  2770. # #trucks.playAction('a_reg', 10,1, layer=trans_layer, play_mode=0, speed=1)
  2771. # if requestAction == 'fak_frigid_out':
  2772. # actionState = 'fak_frigid_out'
  2773. # own['actionState'] = 'fak_frigid_out'
  2774. # own['actionTimer'] = 7
  2775. # trans_playing = skater.isPlayingAction(trans_layer)
  2776. # if trans_playing:
  2777. # cur_frame = skater.getActionFrame(trans_layer)
  2778. # if trans_playing and cur_frame > 1:
  2779. # skater.playAction('fak_frigid', cur_frame,1, layer=trans_layer, play_mode=0, speed=1)
  2780. # bdeck.playAction('b_reg', cur_frame,1, layer=trans_layer, play_mode=0, speed=1)
  2781. # #trucks.playAction('a_reg', cur_frame,1, layer=trans_layer, play_mode=0, speed=1)
  2782. # own['actionTimer'] = cur_frame
  2783. # else:
  2784. # skater.playAction('fak_frigid', 10,1, layer=trans_layer, play_mode=0, speed=1)
  2785. # bdeck.playAction('b_reg', 10,1, layer=trans_layer, play_mode=0, speed=1)
  2786. # #trucks.playAction('a_reg', 10,1, layer=trans_layer, play_mode=0, speed=1)
  2787. # if requestAction == 'reg_fsonefoot_out':
  2788. # actionState = 'reg_fsonefoot_out'
  2789. # own['actionState'] = 'reg_fsonefoot_out'
  2790. # own['actionTimer'] = 7
  2791. # trans_playing = skater.isPlayingAction(trans_layer)
  2792. # if trans_playing:
  2793. # cur_frame = skater.getActionFrame(trans_layer)
  2794. # if trans_playing and cur_frame > 1:
  2795. # skater.playAction('reg_fsonefoot', cur_frame,1, layer=trans_layer, play_mode=0, speed=1)
  2796. # bdeck.playAction('b_reg', cur_frame,1, layer=trans_layer, play_mode=0, speed=1)
  2797. # #trucks.playAction('a_reg', cur_frame,1, layer=trans_layer, play_mode=0, speed=1)
  2798. # own['actionTimer'] = cur_frame
  2799. # else:
  2800. # skater.playAction('reg_fsonefoot', 10,1, layer=trans_layer, play_mode=0, speed=1)
  2801. # bdeck.playAction('b_reg', 10,1, layer=trans_layer, play_mode=0, speed=1)
  2802. # #trucks.playAction('a_reg', 10,1, layer=trans_layer, play_mode=0, speed=1)
  2803. # if requestAction == 'fak_fsonefoot_out':
  2804. # actionState = 'fak_fsonefoot_out'
  2805. # own['actionState'] = 'fak_fsonefoot_out'
  2806. # own['actionTimer'] = 7
  2807. # trans_playing = skater.isPlayingAction(trans_layer)
  2808. # if trans_playing:
  2809. # cur_frame = skater.getActionFrame(trans_layer)
  2810. # if trans_playing and cur_frame > 1:
  2811. # skater.playAction('fak_fsonefoot', cur_frame,1, layer=trans_layer, play_mode=0, speed=1)
  2812. # bdeck.playAction('b_reg', cur_frame,1, layer=trans_layer, play_mode=0, speed=1)
  2813. # #trucks.playAction('a_reg', cur_frame,1, layer=trans_layer, play_mode=0, speed=1)
  2814. # own['actionTimer'] = cur_frame
  2815. # else:
  2816. # skater.playAction('fak_fsonefoot', 10,1, layer=trans_layer, play_mode=0, speed=1)
  2817. # bdeck.playAction('b_reg', 10,1, layer=trans_layer, play_mode=0, speed=1)
  2818. # #trucks.playAction('a_reg', 10,1, layer=trans_layer, play_mode=0, speed=1)
  2819. # if requestAction == 'reg_onefoot_out':
  2820. # actionState = 'reg_onefoot_out'
  2821. # own['actionState'] = 'reg_onefoot_out'
  2822. # own['actionTimer'] = 7
  2823. # trans_playing = skater.isPlayingAction(trans_layer)
  2824. # if trans_playing:
  2825. # cur_frame = skater.getActionFrame(trans_layer)
  2826. # if trans_playing and cur_frame > 1:
  2827. # skater.playAction('reg_onefoot', cur_frame,1, layer=trans_layer, play_mode=0, speed=1)
  2828. # bdeck.playAction('b_reg', cur_frame,1, layer=trans_layer, play_mode=0, speed=1)
  2829. # #trucks.playAction('a_reg', cur_frame,1, layer=trans_layer, play_mode=0, speed=1)
  2830. # own['actionTimer'] = cur_frame
  2831. # else:
  2832. # skater.playAction('reg_onefoot', 10,1, layer=trans_layer, play_mode=0, speed=1)
  2833. # bdeck.playAction('b_reg', 10,1, layer=trans_layer, play_mode=0, speed=1)
  2834. # #trucks.playAction('a_reg', 10,1, layer=trans_layer, play_mode=0, speed=1)
  2835. # if requestAction == 'fak_onefoot_out':
  2836. # actionState = 'fak_onefoot_out'
  2837. # own['actionState'] = 'fak_onefoot_out'
  2838. # own['actionTimer'] = 7
  2839. # trans_playing = skater.isPlayingAction(trans_layer)
  2840. # if trans_playing:
  2841. # cur_frame = skater.getActionFrame(trans_layer)
  2842. # if trans_playing and cur_frame > 1:
  2843. # skater.playAction('fak_onefoot', cur_frame,1, layer=trans_layer, play_mode=0, speed=1)
  2844. # bdeck.playAction('b_reg', cur_frame,1, layer=trans_layer, play_mode=0, speed=1)
  2845. # #trucks.playAction('a_reg', cur_frame,1, layer=trans_layer, play_mode=0, speed=1)
  2846. # own['actionTimer'] = cur_frame
  2847. # else:
  2848. # skater.playAction('fak_onefoot', 10,1, layer=trans_layer, play_mode=0, speed=1)
  2849. # bdeck.playAction('b_reg', 10,1, layer=trans_layer, play_mode=0, speed=1)
  2850. # #trucks.playAction('a_reg', 10,1, layer=trans_layer, play_mode=0, speed=1)
  2851. # if requestAction == 'reg_airwalk_out':
  2852. # actionState = 'reg_airwalk_out'
  2853. # own['actionState'] = 'reg_airwalk_out'
  2854. # own['actionTimer'] = 7
  2855. # trans_playing = skater.isPlayingAction(trans_layer)
  2856. # if trans_playing:
  2857. # cur_frame = skater.getActionFrame(trans_layer)
  2858. # if trans_playing and cur_frame > 1:
  2859. # skater.playAction('reg_airwalk', cur_frame,1, layer=trans_layer, play_mode=0, speed=1)
  2860. # deck.playAction('a_reg_airwalk', cur_frame,1, layer=trans_layer, play_mode=0, speed=1)
  2861. # #trucks.playAction('a_reg', cur_frame,1, layer=trans_layer, play_mode=0, speed=1)
  2862. # own['actionTimer'] = cur_frame
  2863. # else:
  2864. # skater.playAction('reg_airwalk', 10,1, layer=trans_layer, play_mode=0, speed=1)
  2865. # deck.playAction('a_reg_airwalk', 10,1, layer=trans_layer, play_mode=0, speed=1)
  2866. # trucks.playAction('a_reg_airwalk', 10,1, layer=trans_layer, play_mode=0, speed=1)
  2867. # #--
  2868. # if requestAction == 'reg_walk_air_out':
  2869. # actionState = 'reg_walk_air_out'
  2870. # own['actionState'] = 'reg_walk_air_out'
  2871. # own['actionTimer'] = 24
  2872. # trans_playing = skater.isPlayingAction(trans_layer)
  2873. # if trans_playing:
  2874. # cur_frame = skater.getActionFrame(trans_layer)
  2875. # if trans_playing and cur_frame > 1:
  2876. # skater.playAction('reg_walk_air', cur_frame,40, layer=trans_layer, play_mode=0, speed=1.5)
  2877. # deck.playAction('a_reg_walk_air', cur_frame,40, layer=trans_layer, play_mode=0, speed=1.5)
  2878. # trucks.playAction('a_reg_walk_air', cur_frame,40, layer=trans_layer, play_mode=0, speed=1.5)
  2879. # own['actionTimer'] = cur_frame
  2880. # else:
  2881. # skater.playAction('reg_walk_air', 10,40, layer=trans_layer, play_mode=0, speed=1.5)
  2882. # deck.playAction('a_reg_walk_air', 10,40, layer=trans_layer, play_mode=0, speed=1.5)
  2883. # trucks.playAction('a_reg_walk_air', 10,40, layer=trans_layer, play_mode=0, speed=1.5)
  2884. # if requestAction == 'fak_walk_air_out':
  2885. # actionState = 'fak_walk_air_out'
  2886. # own['actionState'] = 'fak_walk_air_out'
  2887. # own['actionTimer'] = 24
  2888. # trans_playing = skater.isPlayingAction(trans_layer)
  2889. # if trans_playing:
  2890. # cur_frame = skater.getActionFrame(trans_layer)
  2891. # if trans_playing and cur_frame > 1:
  2892. # skater.playAction('fak_walk_air', cur_frame,40, layer=trans_layer, play_mode=0, speed=1.5)
  2893. # deck.playAction('a_fak_walk_air', cur_frame,40, layer=trans_layer, play_mode=0, speed=1.5)
  2894. # trucks.playAction('a_fak_walk_air', cur_frame,40, layer=trans_layer, play_mode=0, speed=1.5)
  2895. # own['actionTimer'] = cur_frame
  2896. # else:
  2897. # skater.playAction('fak_walk_air', 10,40, layer=trans_layer, play_mode=0, speed=1.5)
  2898. # deck.playAction('a_fak_walk_air', 10,40, layer=trans_layer, play_mode=0, speed=1.5)
  2899. # trucks.playAction('a_fak_walk_air', 10,40, layer=trans_layer, play_mode=0, speed=1.5)
  2900. # if requestAction == 'reg_air-walk_air':
  2901. # actionState = 'reg_air-walk_air'
  2902. # own['actionState'] = 'reg_air-walk_air'
  2903. # own['actionTimer'] = 9
  2904. # trans_playing = skater.isPlayingAction(trans_layer)
  2905. # if trans_playing:
  2906. # cur_frame = skater.getActionFrame(trans_layer)
  2907. # if trans_playing and cur_frame > 1:
  2908. # skater.playAction('reg_walk_air', cur_frame,60, layer=trans_layer, play_mode=0, speed=1)
  2909. # deck.playAction('a_reg_walk_air', cur_frame,60, layer=trans_layer, play_mode=0, speed=1)
  2910. # trucks.playAction('a_reg_walk_air', cur_frame,60, layer=trans_layer, play_mode=0, speed=1)
  2911. # own['actionTimer'] = cur_frame
  2912. # else:
  2913. # skater.playAction('reg_walk_air', 50,60, layer=trans_layer, play_mode=0, speed=1)
  2914. # deck.playAction('a_reg_walk_air', 50,60, layer=trans_layer, play_mode=0, speed=1)
  2915. # trucks.playAction('a_reg_walk_air', 50,60, layer=trans_layer, play_mode=0, speed=1)
  2916. # if requestAction == 'fak_air-walk_air':
  2917. # actionState = 'fak_air-walk_air'
  2918. # own['actionState'] = 'fak_air-walk_air'
  2919. # own['actionTimer'] = 9
  2920. # trans_playing = skater.isPlayingAction(trans_layer)
  2921. # if trans_playing:
  2922. # cur_frame = skater.getActionFrame(trans_layer)
  2923. # if trans_playing and cur_frame > 1:
  2924. # skater.playAction('fak_walk_air', cur_frame,60, layer=trans_layer, play_mode=0, speed=1)
  2925. # deck.playAction('a_fak_walk_air', cur_frame,60, layer=trans_layer, play_mode=0, speed=1)
  2926. # trucks.playAction('a_fak_walk_air', cur_frame,60, layer=trans_layer, play_mode=0, speed=1)
  2927. # own['actionTimer'] = cur_frame
  2928. # else:
  2929. # skater.playAction('fak_walk_air', 50,60, layer=trans_layer, play_mode=0, speed=1)
  2930. # deck.playAction('a_fak_walk_air', 50,60, layer=trans_layer, play_mode=0, speed=1)
  2931. # trucks.playAction('a_fak_walk_air', 50,60, layer=trans_layer, play_mode=0, speed=1)
  2932. # if requestAction == 'reg_fak_noseg':
  2933. # #stopActs()
  2934. # own['actionState'] = 'reg_fak_noseg'
  2935. # actionState = 'reg_fak_noseg'
  2936. # own['actionTimer'] = 11
  2937. # #actionTimer = 9
  2938. # skater.playAction('reg_fak_noseg', 1,10, layer=trans_layer, play_mode=0, speed=1)
  2939. # bdeck.playAction('b_reg_noseg', 10,10, layer=trans_layer, play_mode=0, speed=1)
  2940. # #trucks.playAction('a_reg_noseg.002', 10,10, layer=trans_layer, play_mode=0, speed=1)
  2941. # if requestAction == 'fak_reg_tailg':
  2942. # own['actionState'] = 'fak_reg_tailg'
  2943. # own['actionTimer'] = 11
  2944. # skater.playAction('reg_fak_noseg', 10,1, layer=trans_layer, play_mode=0, speed=1)
  2945. # bdeck.playAction('b_reg_noseg', 10,10, layer=trans_layer, play_mode=0, speed=1)
  2946. # #trucks.playAction('a_reg_noseg.002', 10,10, layer=trans_layer, play_mode=0, speed=1)
  2947. # if requestAction == 'fak_reg_noseg':
  2948. # #stopActs()
  2949. # own['actionState'] = 'fak_reg_noseg'
  2950. # actionState = 'fak_reg_noseg'
  2951. # own['actionTimer'] = 11
  2952. # #actionTimer = 9
  2953. # skater.playAction('reg_fak_tailg', 10,1, layer=trans_layer, play_mode=0, speed=1)
  2954. # bdeck.playAction('b_reg_tailg', 10,10, layer=trans_layer, play_mode=0, speed=1)
  2955. # #trucks.playAction('a_reg_tailg.001', 10,10, layer=trans_layer, play_mode=0, speed=1)
  2956. # if requestAction == 'reg_fak_tailg':
  2957. # own['actionState'] = 'reg_fak_tailg'
  2958. # actionState = 'reg_fak_tailg'
  2959. # own['actionTimer'] = 11
  2960. # skater.playAction('reg_fak_tailg', 1,10, layer=trans_layer, play_mode=0, speed=1)
  2961. # bdeck.playAction('b_reg_tailg', 10,10, layer=trans_layer, play_mode=0, speed=1)
  2962. # #trucks.playAction('a_reg_tailg.001', 10,10, layer=trans_layer, play_mode=0, speed=1)
  2963. # if requestAction == 'reg_fak_nosegl':
  2964. # #stopActs()
  2965. # own['actionState'] = 'reg_fak_nosegl'
  2966. # actionState = 'reg_fak_nosegl'
  2967. # own['actionTimer'] = 11
  2968. # #actionTimer = 9
  2969. # skater.playAction('reg_fak_nosegl', 1,10, layer=trans_layer, play_mode=0, speed=1)
  2970. # bdeck.playAction('b_reg_nosegL', 10,10, layer=trans_layer, play_mode=0, speed=1)
  2971. # #trucks.playAction('a_reg_nosegL', 10,10, layer=trans_layer, play_mode=0, speed=1)
  2972. # if requestAction == 'reg_fak_nosegr':
  2973. # #stopActs()
  2974. # own['actionState'] = 'reg_fak_nosegr'
  2975. # actionState = 'reg_fak_nosegr'
  2976. # own['actionTimer'] = 11
  2977. # #actionTimer = 9
  2978. # skater.playAction('reg_fak_nosegr', 1,10, layer=trans_layer, play_mode=0, speed=1)
  2979. # bdeck.playAction('b_reg_nosegR', 10,10, layer=trans_layer, play_mode=0, speed=1)
  2980. # #trucks.playAction('a_reg_nosegR', 10,10, layer=trans_layer, play_mode=0, speed=1)
  2981. # if requestAction == 'reg_fak_tailgl':
  2982. # #stopActs()
  2983. # own['actionState'] = 'reg_fak_tailgl'
  2984. # actionState = 'reg_fak_tailgl'
  2985. # own['actionTimer'] = 11
  2986. # #actionTimer = 9
  2987. # skater.playAction('reg_fak_tailgl', 1,10, layer=trans_layer, play_mode=0, speed=1)
  2988. # bdeck.playAction('b_reg_tailgL', 10,10, layer=trans_layer, play_mode=0, speed=1)
  2989. # #trucks.playAction('a_reg_tailgL', 10,10, layer=trans_layer, play_mode=0, speed=1)
  2990. # if requestAction == 'reg_fak_tailgr':
  2991. # own['actionState'] = 'reg_fak_tailgr'
  2992. # own['actionTimer'] = 11
  2993. # skater.playAction('reg_fak_tailgr', 1,10, layer=trans_layer, play_mode=0, speed=1)
  2994. # bdeck.playAction('b_reg_tailgR', 10,10, layer=trans_layer, play_mode=0, speed=1)
  2995. # #trucks.playAction('a_reg_tailgR', 10,10, layer=trans_layer, play_mode=0, speed=1)
  2996. # if requestAction == 'fak_reg_nosegl':
  2997. # #stopActs()
  2998. # own['actionState'] = 'fak_reg_nosegl'
  2999. # actionState = 'fak_reg_nosegl'
  3000. # own['actionTimer'] = 11
  3001. # #actionTimer = 9
  3002. # skater.playAction('reg_fak_tailgl', 10,1, layer=trans_layer, play_mode=0, speed=1)
  3003. # bdeck.playAction('b_reg_tailgL', 10,10, layer=trans_layer, play_mode=0, speed=1)
  3004. # #trucks.playAction('a_reg_tailgL', 10,10, layer=trans_layer, play_mode=0, speed=1)
  3005. # if requestAction == 'fak_reg_nosegr':
  3006. # #stopActs()
  3007. # own['actionState'] = 'fak_reg_nosegr'
  3008. # actionState = 'fak_reg_nosegr'
  3009. # own['actionTimer'] = 11
  3010. # #actionTimer = 9
  3011. # skater.playAction('reg_fak_tailgr', 10,1, layer=trans_layer, play_mode=0, speed=1)
  3012. # bdeck.playAction('b_reg_tailgR', 10,10, layer=trans_layer, play_mode=0, speed=1)
  3013. # #trucks.playAction('a_reg_tailgR', 10,10, layer=trans_layer, play_mode=0, speed=1)
  3014. # if requestAction == 'fak_reg_tailgl':
  3015. # #stopActs()
  3016. # own['actionState'] = 'fak_reg_tailgl'
  3017. # actionState = 'fak_reg_tailgl'
  3018. # own['actionTimer'] = 11
  3019. # #actionTimer = 9
  3020. # skater.playAction('reg_fak_nosegl', 10,1, layer=trans_layer, play_mode=0, speed=1)
  3021. # bdeck.playAction('b_reg_nosegL', 10,10, layer=trans_layer, play_mode=0, speed=1)
  3022. # #trucks.playAction('a_reg_nosegL', 10,10, layer=trans_layer, play_mode=0, speed=1)
  3023. # if requestAction == 'fak_reg_tailgr':
  3024. # #stopActs()
  3025. # own['actionState'] = 'fak_reg_tailgr'
  3026. # actionState = 'fak_reg_tailgr'
  3027. # own['actionTimer'] = 11
  3028. # #actionTimer = 9
  3029. # skater.playAction('reg_fak_nosegr', 10,1, layer=trans_layer, play_mode=0, speed=1)
  3030. # bdeck.playAction('b_reg_nosegR', 10,10, layer=trans_layer, play_mode=0, speed=1)
  3031. # #trucks.playAction('a_reg_nosegR', 10,10, layer=trans_layer, play_mode=0, speed=1)
  3032. # own['actionState'] = actionState
  3033. # #######################################
  3034. # #loop actions
  3035. # ######################################
  3036. # #check if request is possible
  3037. # #if requestAction in requestActions_list:
  3038. # if requestAction in requestActions_list and own['actionTimer'] == 0:
  3039. # #print(requestAction)
  3040. # #reg_turnLeft
  3041. # if requestAction == 'reg_turnLeft':
  3042. # actionState = 'reg_turnLeft'
  3043. # #in
  3044. # if l_actionState not in ['reg_turnLeft', 'reg_pump_left-leftb']:
  3045. # skater.playAction('nreg_left', 1,10, layer=trans_layer, play_mode=0, speed=.5)
  3046. # bdeck.playAction('b_reg_left', 1,10, layer=trans_layer, play_mode=0, speed=.5)
  3047. # ##trucks.playAction('a_reg', 1,10, layer=trans_layer, play_mode=0, speed=.5)
  3048. # #loop
  3049. # else:
  3050. # skater.playAction('nreg_left', 10,30, layer=loop_layer, play_mode=1, speed=.5)
  3051. # bdeck.playAction('b_reg_left', 10,10, layer=loop_layer, play_mode=1, speed=.5)
  3052. # ##trucks.playAction('a_reg', 10,10, layer=loop_layer, play_mode=1, speed=.5)
  3053. # #reg_turnRight
  3054. # if requestAction == 'reg_turnRight':
  3055. # actionState = 'reg_turnRight'
  3056. # #in
  3057. # if l_actionState not in ['reg_turnRight', 'reg_pump_right-rightb']:
  3058. # skater.playAction('nreg_right', 1,10, layer=trans_layer, play_mode=0, speed=.5)
  3059. # bdeck.playAction('b_reg_right', 1,10, layer=trans_layer, play_mode=0, speed=.5)
  3060. # #trucks.playAction('a_reg', 1,10, layer=trans_layer, play_mode=0, speed=.5)
  3061. # #loop
  3062. # else:
  3063. # skater.playAction('nreg_right', 10,30, layer=loop_layer, play_mode=1, speed=.5)
  3064. # bdeck.playAction('b_reg_right', 10,30, layer=loop_layer, play_mode=1, speed=.5)
  3065. # #trucks.playAction('a_reg', 10,30, layer=loop_layer, play_mode=1, speed=.5)
  3066. # #fak_turnLeft
  3067. # if requestAction == 'fak_turnLeft':
  3068. # actionState = 'fak_turnLeft'
  3069. # #in
  3070. # if l_actionState not in ['fak_turnLeft', 'fak_pump_left-leftb']:
  3071. # skater.playAction('nfak_left', 1,10, layer=trans_layer, play_mode=0, speed=.5)
  3072. # bdeck.playAction('b_reg_right', 1,10, layer=trans_layer, play_mode=0, speed=.5)
  3073. # #trucks.playAction('a_reg', 1,10, layer=trans_layer, play_mode=0, speed=.5)
  3074. # #loop
  3075. # else:
  3076. # skater.playAction('nfak_left', 10,30, layer=loop_layer, play_mode=1, speed=.5)
  3077. # bdeck.playAction('b_reg_right', 10,30, layer=loop_layer, play_mode=1, speed=.5)
  3078. # #trucks.playAction('a_reg', 10,30, layer=loop_layer, play_mode=1, speed=.5)
  3079. # #fak_turnRight
  3080. # if requestAction == 'fak_turnRight':
  3081. # actionState = 'fak_turnRight'
  3082. # #in
  3083. # if l_actionState not in ['fak_turnRight', 'fak_pump_right-rightb']:
  3084. # skater.playAction('nfak_right', 1,10, layer=trans_layer, play_mode=0, speed=.5)
  3085. # bdeck.playAction('b_reg_left', 1,10, layer=trans_layer, play_mode=0, speed=.5)
  3086. # #trucks.playAction('a_reg', 1,10, layer=trans_layer, play_mode=0, speed=.5)
  3087. # #loop
  3088. # else:
  3089. # skater.playAction('nfak_right', 10,30, layer=loop_layer, play_mode=1, speed=.5)
  3090. # bdeck.playAction('b_reg_left', 10,30, layer=loop_layer, play_mode=1, speed=.5)
  3091. # #trucks.playAction('a_reg', 10,30, layer=loop_layer, play_mode=1, speed=.5)
  3092. # #nfak_pump_right
  3093. # if requestAction == 'reg_pump_left':
  3094. # actionState = 'reg_pump_left'
  3095. # #in
  3096. # if l_actionState not in ['reg_pump_left', 'reg_pump_left-left', 'reg_left-pump']:
  3097. # own['actionTimer'] = 18
  3098. # skater.playAction('nreg_pump_left', 1,10, layer=trans_layer, play_mode=0, speed=.5)
  3099. # bdeck.playAction('b_reg_left', 1,10, layer=trans_layer, play_mode=0, speed=.5)
  3100. # ##trucks.playAction('a_reg', 1,10, layer=trans_layer, play_mode=0, speed=.5)
  3101. # #loop
  3102. # else:
  3103. # skater.playAction('nreg_pump_left', 10,30, layer=loop_layer, play_mode=1, speed=.5)
  3104. # bdeck.playAction('b_reg_left', 10,30, layer=loop_layer, play_mode=1, speed=.5)
  3105. # ##trucks.playAction('a_reg', 10,30, layer=loop_layer, play_mode=1, speed=.5)
  3106. # #reg_pump_right
  3107. # if requestAction == 'reg_pump_right':
  3108. # actionState = 'reg_pump_right'
  3109. # #in
  3110. # if l_actionState not in ['reg_pump_right', 'reg_pump_right-right', 'reg_right-pump']:
  3111. # own['actionTimer'] = 18
  3112. # skater.playAction('nreg_pump_right', 1,10, layer=trans_layer, play_mode=0, speed=.5)
  3113. # bdeck.playAction('b_reg_right', 1,10, layer=trans_layer, play_mode=0, speed=.5)
  3114. # #trucks.playAction('a_reg', 1,10, layer=trans_layer, play_mode=0, speed=.5)
  3115. # #loop
  3116. # else:
  3117. # skater.playAction('nreg_pump_right', 10,30, layer=loop_layer, play_mode=1, speed=.5)
  3118. # bdeck.playAction('b_reg_right', 10,30, layer=loop_layer, play_mode=1, speed=.5)
  3119. # #trucks.playAction('a_reg', 10,30, layer=loop_layer, play_mode=1, speed=.5)
  3120. # if requestAction == 'fak_pump_left':
  3121. # actionState = 'fak_pump_left'
  3122. # #in
  3123. # if l_actionState not in ['fak_pump_left', 'fak_pump_left-left', 'fak_left-pump']:
  3124. # own['actionTimer'] = 18
  3125. # skater.playAction('nfak_pump_left', 1,10, layer=trans_layer, play_mode=0, speed=.5)
  3126. # bdeck.playAction('b_reg_right', 1,10, layer=trans_layer, play_mode=0, speed=.5)
  3127. # #trucks.playAction('a_reg', 1,10, layer=trans_layer, play_mode=0, speed=.5)
  3128. # #loop
  3129. # else:
  3130. # skater.playAction('nfak_pump_left', 10,30, layer=loop_layer, play_mode=1, speed=.5)
  3131. # bdeck.playAction('b_reg_right', 10,30, layer=loop_layer, play_mode=1, speed=.5)
  3132. # #trucks.playAction('a_reg', 10,30, layer=loop_layer, play_mode=1, speed=.5)
  3133. # #fak_turnRight
  3134. # if requestAction == 'fak_pump_right':
  3135. # actionState = 'fak_pump_right'
  3136. # #in
  3137. # if l_actionState not in ['fak_pump_right', 'fak_pump_right-right', 'fak_right-pump']:
  3138. # own['actionTimer'] = 18
  3139. # skater.playAction('nfak_pump_right', 1,10, layer=trans_layer, play_mode=0, speed=.5)
  3140. # bdeck.playAction('b_reg_left', 1,10, layer=trans_layer, play_mode=0, speed=.5)
  3141. # #trucks.playAction('a_reg', 1,10, layer=trans_layer, play_mode=0, speed=.5)
  3142. # #loop
  3143. # else:
  3144. # skater.playAction('nfak_pump_right', 10,30, layer=loop_layer, play_mode=1, speed=.5)
  3145. # bdeck.playAction('b_reg_left', 10,30, layer=loop_layer, play_mode=1, speed=.5)
  3146. # #trucks.playAction('a_reg', 10,30, layer=loop_layer, play_mode=1, speed=.5)
  3147. # #reg_fs_powerslide
  3148. # if requestAction == 'reg_fs_powerslide':
  3149. # actionState = 'reg_fs_powerslide'
  3150. # if l_actionState != 'reg_fs_powerslide':
  3151. # skater.playAction('nreg_powerslide', 0,20, layer=trans_layer, priority=8, play_mode=0, speed=1.5)
  3152. # deck.playAction('a_reg_powerslide', 0,20, layer=trans_layer, priority=1, play_mode=0, speed=1.5)
  3153. # trucks.playAction('a_reg_powerslide', 0,20, layer=trans_layer, priority=0, play_mode=0, speed=1.5)
  3154. # else:
  3155. # skater.playAction('nreg_powerslide', 20,80, layer=loop_layer, play_mode=1, speed=.5)
  3156. # deck.playAction('a_reg_powerslide', 20,80, layer=loop_layer, play_mode=1, speed=.5)
  3157. # trucks.playAction('a_reg_powerslide', 20,80, layer=loop_layer, play_mode=1, speed=.5)
  3158. # #reg_powerslide
  3159. # if requestAction == 'reg_powerslide':
  3160. # actionState = 'reg_powerslide'
  3161. # if l_actionState != 'reg_powerslide':
  3162. # skater.playAction('nreg_powerslide2', 0,20, layer=trans_layer, play_mode=0, speed=1.5)
  3163. # deck.playAction('a_reg_powerslide2_d', 0,20, layer=trans_layer, play_mode=0, speed=1.5)
  3164. # trucks.playAction('a_reg_powerslide2_t', 0,20, layer=trans_layer, priority=0, play_mode=0, speed=1.5)
  3165. # else:
  3166. # skater.playAction('nreg_powerslide2', 20,80, layer=loop_layer, play_mode=1, speed=.5)
  3167. # deck.playAction('a_reg_powerslide2_d', 20,80, layer=loop_layer, speed=.5)
  3168. # trucks.playAction('a_reg_powerslide2_t', 20,80, layer=loop_layer, play_mode=1, speed=.5)
  3169. # #fak_fs_powerslide
  3170. # if requestAction == 'fak_fs_powerslide':
  3171. # actionState = 'fak_fs_powerslide'
  3172. # if l_actionState != 'fak_fs_powerslide':
  3173. # skater.playAction('nfak_powerslide', 0,20, layer=trans_layer, play_mode=0, speed=1.5)
  3174. # deck.playAction('a_fak_powerslide_d', 0,20, layer=trans_layer, play_mode=0, speed=1.5)
  3175. # trucks.playAction('a_fak_powerslide_t', 0,20, layer=trans_layer, priority=0, play_mode=0, speed=1.5)
  3176. # else:
  3177. # skater.playAction('nfak_powerslide', 20,80, layer=loop_layer, play_mode=1, speed=.5)
  3178. # deck.playAction('a_fak_powerslide_d', 20,80, layer=loop_layer, speed=.5)
  3179. # trucks.playAction('a_fak_powerslide_t', 20,80, layer=loop_layer, play_mode=1, speed=.5)
  3180. # #fak_powerslide
  3181. # if requestAction == 'fak_powerslide':
  3182. # actionState = 'fak_powerslide'
  3183. # if l_actionState != 'fak_powerslide':
  3184. # skater.playAction('nfak_powerslide2', 0,20, layer=trans_layer, play_mode=0, speed=1.5)
  3185. # deck.playAction('a_fak_powerslide2_d', 0,20, layer=trans_layer, play_mode=0, speed=1.5)
  3186. # trucks.playAction('a_fak_powerslide2_t', 0,20, layer=trans_layer, priority=0, play_mode=0, speed=1.5)
  3187. # else:
  3188. # skater.playAction('nfak_powerslide2', 20,80, layer=loop_layer, play_mode=1, speed=.5)
  3189. # deck.playAction('a_fak_powerslide2_d', 20,80, layer=loop_layer, speed=.5)
  3190. # trucks.playAction('a_fak_powerslide2_t', 20,80, layer=loop_layer, play_mode=1, speed=.5)
  3191. # #reg_roll
  3192. # if requestAction == 'reg_roll':
  3193. # if l_actionState == 'reg_pump':
  3194. # trans_playing = skater.isPlayingAction(trans_layer)
  3195. # if trans_playing:
  3196. # cur_frame = skater.getActionFrame(trans_layer)
  3197. # #cur_frame -= 2
  3198. # if trans_playing and cur_frame > 1:
  3199. # skater.playAction('nreg_pump_in', cur_frame,1, layer=trans_layer, play_mode=0, speed=1)
  3200. # bdeck.playAction('b_reg', cur_frame,1, layer=trans_layer, play_mode=0, speed=1)
  3201. # #trucks.playAction('a_reg', cur_frame,1, layer=trans_layer, play_mode=0, speed=1)
  3202. # #print(cur_frame)
  3203. # else:
  3204. # own['actionTimer'] = 20
  3205. # skater.playAction('nreg_pump_in', 20,1, layer=trans_layer, play_mode=0, speed=1)
  3206. # bdeck.playAction('b_reg', 20,1, layer=trans_layer, play_mode=0, speed=1)
  3207. # #trucks.playAction('a_reg', 20,1, layer=trans_layer, play_mode=0, speed=1)
  3208. # if l_actionState == 'reg_opos':
  3209. # trans_playing = skater.isPlayingAction(trans_layer)
  3210. # if trans_playing:
  3211. # cur_frame = skater.getActionFrame(trans_layer)
  3212. # if trans_playing and cur_frame > 1:
  3213. # skater.playAction('noposin', cur_frame,1, layer=trans_layer, play_mode=0, speed=1)
  3214. # bdeck.playAction('b_reg', cur_frame,1, layer=trans_layer, play_mode=0, speed=1)
  3215. # #trucks.playAction('a_reg', cur_frame,1, layer=trans_layer, play_mode=0, speed=1)
  3216. # else:
  3217. # own['actionTimer'] = 20
  3218. # skater.playAction('noposin', 20,1, layer=trans_layer, play_mode=0, speed=1)
  3219. # bdeck.playAction('b_reg', 20,1, layer=trans_layer, play_mode=0, speed=1)
  3220. # #trucks.playAction('a_reg', 20,1, layer=trans_layer, play_mode=0, speed=1)
  3221. # if l_actionState == 'reg_nopos':
  3222. # flipping = skater.isPlayingAction(flip_layer)
  3223. # if flipping == 0:
  3224. # trans_playing = skater.isPlayingAction(trans_layer)
  3225. # if trans_playing:
  3226. # cur_frame = skater.getActionFrame(trans_layer)
  3227. # if trans_playing and cur_frame > 1:
  3228. # skater.playAction('nnoposin', cur_frame,1, layer=trans_layer, play_mode=0, speed=1)
  3229. # bdeck.playAction('b_reg', cur_frame,1, layer=trans_layer, play_mode=0, speed=1)
  3230. # #trucks.playAction('a_reg', cur_frame,1, layer=trans_layer, play_mode=0, speed=1)
  3231. # else:
  3232. # own['actionTimer'] = 20
  3233. # skater.playAction('nnoposin', 20,1, layer=trans_layer, play_mode=0, speed=1)
  3234. # bdeck.playAction('b_reg', 20,1, layer=trans_layer, play_mode=0, speed=1)
  3235. # #trucks.playAction('a_reg', 20,1, layer=trans_layer, play_mode=0, speed=1)
  3236. # if l_actionState == 'reg_manual':
  3237. # trans_playing = skater.isPlayingAction(trans_layer)
  3238. # if trans_playing:
  3239. # cur_frame = skater.getActionFrame(trans_layer)
  3240. # cur_frame -= 2
  3241. # if trans_playing and cur_frame > 1:
  3242. # skater.playAction('reg_manual', cur_frame,1, layer=trans_layer, play_mode=0, speed=1)
  3243. # bdeck.playAction('b_reg_manual', cur_frame,1, layer=trans_layer, play_mode=0, speed=1)
  3244. # trucks.playAction('a_reg_manual', cur_frame,1, layer=trans_layer, play_mode=0, speed=1)
  3245. # else:
  3246. # skater.playAction('reg_manual', 10,1, layer=trans_layer, play_mode=0, speed=1)
  3247. # bdeck.playAction('b_reg_manual', 10,1, layer=trans_layer, play_mode=0, speed=1)
  3248. # trucks.playAction('a_reg_manual', 10,1, layer=trans_layer, play_mode=0, speed=1)
  3249. # if l_actionState == 'reg_nmanual':
  3250. # trans_playing = skater.isPlayingAction(trans_layer)
  3251. # if trans_playing:
  3252. # cur_frame = skater.getActionFrame(trans_layer)
  3253. # cur_frame -= 2
  3254. # if trans_playing and cur_frame > 1:
  3255. # skater.playAction('reg_nmanual', cur_frame,1, layer=trans_layer, play_mode=0, speed=1)
  3256. # bdeck.playAction('b_fak_manual', cur_frame,1, layer=trans_layer, play_mode=0, speed=1)
  3257. # #trucks.playAction('a_fak_manual', cur_frame,1, layer=trans_layer, play_mode=0, speed=1)
  3258. # else:
  3259. # skater.playAction('reg_nmanual', 10,1, layer=trans_layer, play_mode=0, speed=1)
  3260. # bdeck.playAction('b_fak_manual', 10,1, layer=trans_layer, play_mode=0, speed=1)
  3261. # #trucks.playAction('a_fak_manual', 10,1, layer=trans_layer, play_mode=0, speed=1)
  3262. # if l_actionState == 'reg_turnLeft':
  3263. # trans_playing = skater.isPlayingAction(trans_layer)
  3264. # if trans_playing:
  3265. # cur_frame = skater.getActionFrame(trans_layer)
  3266. # if trans_playing and cur_frame > 1:
  3267. # skater.playAction('nreg_left', cur_frame,1, layer=trans_layer, play_mode=0, speed=.5)
  3268. # bdeck.playAction('b_reg_left', cur_frame,1, layer=trans_layer, play_mode=0, speed=.5)
  3269. # ##trucks.playAction('a_reg', cur_frame,1, layer=trans_layer, play_mode=0, speed=.5)
  3270. # else:
  3271. # own['actionTimer'] = 20
  3272. # requestAction = 'reg_turnLeft_out'
  3273. # actionState = 'reg_turnLeft_out'
  3274. # skater.playAction('nreg_left', 10,1, layer=trans_layer, play_mode=0, speed=.5)
  3275. # bdeck.playAction('b_reg_left', 10,1, layer=trans_layer, play_mode=0, speed=.5)
  3276. # ##trucks.playAction('a_reg', 10,1, layer=trans_layer, play_mode=0, speed=.5)
  3277. # if l_actionState == 'reg_turnRight':
  3278. # trans_playing = skater.isPlayingAction(trans_layer)
  3279. # if trans_playing:
  3280. # cur_frame = skater.getActionFrame(trans_layer)
  3281. # if trans_playing and cur_frame > 1:
  3282. # skater.playAction('nreg_right', cur_frame,1, layer=trans_layer, play_mode=0, speed=.5)
  3283. # bdeck.playAction('b_reg_right', cur_frame,1, layer=trans_layer, play_mode=0, speed=.5)
  3284. # #trucks.playAction('a_reg', cur_frame,1, layer=trans_layer, play_mode=0, speed=.5)
  3285. # else:
  3286. # own['actionTimer'] = 20
  3287. # requestAction = 'reg_turnRight_out'
  3288. # actionState = 'reg_turnRight_out'
  3289. # skater.playAction('nreg_right', 10,1, layer=trans_layer, play_mode=0, speed=.5)
  3290. # bdeck.playAction('b_reg_right', 10,1, layer=trans_layer, play_mode=0, speed=.5)
  3291. # #trucks.playAction('a_reg', 10,1, layer=trans_layer, play_mode=0, speed=.5)
  3292. # if requestAction == 'reg_roll':
  3293. # actionState = 'reg_roll'
  3294. # skater.playAction('nreg', 1,60, layer=loop_layer, play_mode=1, speed=.5)
  3295. # bdeck.playAction('b_reg', 1,40, layer=loop_layer, play_mode=1, speed=.5)
  3296. # #trucks.playAction('a_reg', 1,40, layer=loop_layer, play_mode=1, speed=.5)
  3297. # #fak_roll
  3298. # if requestAction == 'fak_roll':
  3299. # if l_actionState == 'fak_pump':
  3300. # trans_playing = skater.isPlayingAction(trans_layer)
  3301. # if trans_playing:
  3302. # cur_frame = skater.getActionFrame(trans_layer)
  3303. # if trans_playing and cur_frame > 1:
  3304. # skater.playAction('nfak_pump_in', cur_frame,1, layer=trans_layer, play_mode=0, speed=1)
  3305. # bdeck.playAction('b_reg', cur_frame,1, layer=trans_layer, play_mode=0, speed=1)
  3306. # #trucks.playAction('a_reg', cur_frame,1, layer=trans_layer, play_mode=0, speed=1)
  3307. # else:
  3308. # own['actionTimer'] = 20
  3309. # skater.playAction('nfak_pump_in', 20,1, layer=trans_layer, play_mode=0, speed=1)
  3310. # bdeck.playAction('b_reg', 20,1, layer=trans_layer, play_mode=0, speed=1)
  3311. # #trucks.playAction('a_reg', 20,1, layer=trans_layer, play_mode=0, speed=1)
  3312. # if l_actionState == 'fak_opos':
  3313. # trans_playing = skater.isPlayingAction(trans_layer)
  3314. # if trans_playing:
  3315. # cur_frame = skater.getActionFrame(trans_layer)
  3316. # if trans_playing and cur_frame > 1:
  3317. # skater.playAction('fak_oposin', cur_frame,1, layer=trans_layer, play_mode=0, speed=1)
  3318. # bdeck.playAction('b_reg', cur_frame,1, layer=trans_layer, play_mode=0, speed=1)
  3319. # #trucks.playAction('a_reg', cur_frame,1, layer=trans_layer, play_mode=0, speed=1)
  3320. # else:
  3321. # own['actionTimer'] = 20
  3322. # skater.playAction('fak_oposin', 20,1, layer=trans_layer, play_mode=0, speed=1)
  3323. # bdeck.playAction('b_reg', 20,1, layer=trans_layer, play_mode=0, speed=1)
  3324. # #trucks.playAction('a_reg', 20,1, layer=trans_layer, play_mode=0, speed=1)
  3325. # if l_actionState == 'fak_nopos':
  3326. # trans_playing = skater.isPlayingAction(trans_layer)
  3327. # if trans_playing:
  3328. # cur_frame = skater.getActionFrame(trans_layer)
  3329. # if trans_playing and cur_frame > 1:
  3330. # skater.playAction('fak_noposin', cur_frame,1, layer=trans_layer, play_mode=0, speed=1)
  3331. # bdeck.playAction('b_reg', cur_frame,1, layer=trans_layer, play_mode=0, speed=1)
  3332. # #trucks.playAction('a_reg', cur_frame,1, layer=trans_layer, play_mode=0, speed=1)
  3333. # else:
  3334. # own['actionTimer'] = 20
  3335. # skater.playAction('fak_noposin', 20,1, layer=trans_layer, play_mode=0, speed=1)
  3336. # bdeck.playAction('b_reg', 20,1, layer=trans_layer, play_mode=0, speed=1)
  3337. # #trucks.playAction('a_reg', 20,1, layer=trans_layer, play_mode=0, speed=1)
  3338. # if l_actionState == 'fak_manual':
  3339. # trans_playing = skater.isPlayingAction(trans_layer)
  3340. # if trans_playing:
  3341. # cur_frame = skater.getActionFrame(trans_layer)
  3342. # #cur_frame -= 2
  3343. # if trans_playing and cur_frame > 1:
  3344. # skater.playAction('fak_manual', cur_frame,1, layer=trans_layer, play_mode=0, speed=1)
  3345. # bdeck.playAction('b_fak_manual', cur_frame,1, layer=trans_layer, play_mode=0, speed=1)
  3346. # #trucks.playAction('a_fak_manual', cur_frame,1, layer=trans_layer, play_mode=0, speed=1)
  3347. # else:
  3348. # skater.playAction('fak_manual', 10,1, layer=trans_layer, play_mode=0, speed=1)
  3349. # bdeck.playAction('b_fak_manual', 10,1, layer=trans_layer, play_mode=0, speed=1)
  3350. # #trucks.playAction('a_fak_manual', 10,1, layer=trans_layer, play_mode=0, speed=1)
  3351. # if l_actionState == 'fak_nmanual':
  3352. # trans_playing = skater.isPlayingAction(trans_layer)
  3353. # if trans_playing:
  3354. # cur_frame = skater.getActionFrame(trans_layer)
  3355. # #cur_frame -= 2
  3356. # if trans_playing and cur_frame > 1:
  3357. # skater.playAction('fak_nmanual', cur_frame,1, layer=trans_layer, play_mode=0, speed=1)
  3358. # bdeck.playAction('b_reg_manual', cur_frame,1, layer=trans_layer, play_mode=0, speed=1)
  3359. # trucks.playAction('a_reg_manual', cur_frame,1, layer=trans_layer, play_mode=0, speed=1)
  3360. # else:
  3361. # skater.playAction('fak_nmanual', 10,1, layer=trans_layer, play_mode=0, speed=1)
  3362. # bdeck.playAction('b_reg_manual', 10,1, layer=trans_layer, play_mode=0, speed=1)
  3363. # trucks.playAction('a_reg_manual', 10,1, layer=trans_layer, play_mode=0, speed=1)
  3364. # if l_actionState == 'fak_turnLeft':
  3365. # trans_playing = skater.isPlayingAction(trans_layer)
  3366. # if trans_playing:
  3367. # cur_frame = skater.getActionFrame(trans_layer)
  3368. # #cur_frame -= 2
  3369. # if trans_playing and cur_frame > 1:
  3370. # skater.playAction('nfak_left', cur_frame,1, layer=trans_layer, play_mode=0, speed=.5)
  3371. # bdeck.playAction('b_reg_right', cur_frame,1, layer=trans_layer, play_mode=0, speed=.5)
  3372. # #trucks.playAction('a_reg', cur_frame,1, layer=trans_layer, play_mode=0, speed=.5)
  3373. # else:
  3374. # skater.playAction('nfak_left', 10,1, layer=trans_layer, play_mode=0, speed=.5)
  3375. # bdeck.playAction('b_reg_right', 10,1, layer=trans_layer, play_mode=0, speed=.5)
  3376. # #trucks.playAction('a_reg', 20,1, layer=trans_layer, play_mode=0, speed=.5)
  3377. # if l_actionState == 'fak_turnRight':
  3378. # trans_playing = skater.isPlayingAction(trans_layer)
  3379. # if trans_playing:
  3380. # cur_frame = skater.getActionFrame(trans_layer)
  3381. # #cur_frame -= 2
  3382. # if trans_playing and cur_frame > 1:
  3383. # skater.playAction('nfak_right', cur_frame,1, layer=trans_layer, play_mode=0, speed=.5)
  3384. # bdeck.playAction('b_reg_left', cur_frame,1, layer=trans_layer, play_mode=0, speed=.5)
  3385. # #trucks.playAction('a_reg', cur_frame,1, layer=trans_layer, play_mode=0, speed=.5)
  3386. # else:
  3387. # skater.playAction('nfak_right', 10,1, layer=trans_layer, play_mode=0, speed=.5)
  3388. # bdeck.playAction('b_reg_left', 10,1, layer=trans_layer, play_mode=0, speed=.5)
  3389. # #trucks.playAction('a_reg', 10,1, layer=trans_layer, play_mode=0, speed=.5)
  3390. # if requestAction == 'fak_roll':
  3391. # actionState = 'fak_roll'
  3392. # skater.playAction('nfak', 1,60, layer=loop_layer, play_mode=1, speed=.5)
  3393. # bdeck.playAction('b_reg', 1,40, layer=loop_layer, play_mode=1, speed=.5)
  3394. # #trucks.playAction('a_reg', 1,40, layer=loop_layer, play_mode=1, speed=.5)
  3395. # #reg_opos
  3396. # if requestAction == 'reg_opos' and own['actionTimer'] == 0:
  3397. # actionState = 'reg_opos'
  3398. # #in
  3399. # if l_actionState != 'reg_opos':
  3400. # skater.playAction('noposin', 1,20, layer=trans_layer, play_mode=0, speed=1)
  3401. # bdeck.playAction('b_reg', 1,20, layer=trans_layer, play_mode=0, speed=1)
  3402. # #trucks.playAction('a_reg', 1,20, layer=trans_layer, play_mode=0, speed=1)
  3403. # #loop
  3404. # else:
  3405. # skater.playAction('nopos', 1,40, layer=loop_layer, play_mode=1, speed=1)
  3406. # bdeck.playAction('b_reg', 1,40, layer=loop_layer, play_mode=1, speed=1)
  3407. # #trucks.playAction('a_reg', 1,40, layer=loop_layer, play_mode=1, speed=1)
  3408. # #fak_opos
  3409. # if requestAction == 'fak_opos':
  3410. # actionState = 'fak_opos'
  3411. # #in
  3412. # if l_actionState != 'fak_opos':
  3413. # skater.playAction('fak_oposin', 1,20, layer=trans_layer, play_mode=0, speed=1)
  3414. # bdeck.playAction('b_reg', 1,20, layer=trans_layer, play_mode=0, speed=1)
  3415. # #trucks.playAction('a_reg', 1,20, layer=trans_layer, play_mode=0, speed=1)
  3416. # #loop
  3417. # else:
  3418. # skater.playAction('fak_opos', 1,40, layer=loop_layer, play_mode=1, speed=1)
  3419. # bdeck.playAction('b_reg', 1,40, layer=loop_layer, play_mode=1, speed=1)
  3420. # #trucks.playAction('a_reg', 1,40, layer=loop_layer, play_mode=1, speed=1)
  3421. # #reg_nopos
  3422. # if requestAction == 'reg_nopos':
  3423. # actionState = 'reg_nopos'
  3424. # #in
  3425. # if l_actionState != 'reg_nopos':
  3426. # skater.playAction('nnoposin', 1,20, layer=trans_layer, play_mode=0, speed=1)
  3427. # bdeck.playAction('b_reg', 1,20, layer=trans_layer, play_mode=0, speed=1)
  3428. # #trucks.playAction('a_reg', 1,20, layer=trans_layer, play_mode=0, speed=1)
  3429. # #loop
  3430. # else:
  3431. # skater.playAction('nnopos', 1,40, layer=loop_layer, play_mode=1, speed=1)
  3432. # bdeck.playAction('b_reg', 1,40, layer=loop_layer, play_mode=1, speed=1)
  3433. # #trucks.playAction('a_reg', 1,40, layer=loop_layer, play_mode=1, speed=1)
  3434. # #fak_nopos
  3435. # if requestAction == 'fak_nopos':
  3436. # actionState = 'fak_nopos'
  3437. # #in
  3438. # if l_actionState != 'fak_nopos':
  3439. # skater.playAction('fak_noposin', 1,20, layer=trans_layer, play_mode=0, speed=1)
  3440. # bdeck.playAction('b_reg', 1,20, layer=trans_layer, play_mode=0, speed=1)
  3441. # #trucks.playAction('a_reg', 1,20, layer=trans_layer, play_mode=0, speed=1)
  3442. # #loop
  3443. # else:
  3444. # skater.playAction('fak_nopos', 1,40, layer=loop_layer, play_mode=1, speed=1)
  3445. # bdeck.playAction('b_reg', 1,40, layer=loop_layer, play_mode=1, speed=1)
  3446. # #trucks.playAction('a_reg', 1,40, layer=loop_layer, play_mode=1, speed=1)
  3447. # #reg_pump
  3448. # if requestAction == 'reg_pump':
  3449. # actionState = 'reg_pump'
  3450. # 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']:
  3451. # skater.playAction('nreg_pump_in', 1,20, layer=trans_layer, play_mode=0, speed=1)
  3452. # #skater.playAction('noposin', 1,20, layer=trans_layer, play_mode=0, speed=1)
  3453. # bdeck.playAction('b_reg', 1,20, layer=trans_layer, play_mode=0, speed=1)
  3454. # #trucks.playAction('a_reg', 1,20, layer=trans_layer, play_mode=0, speed=1)
  3455. # else:
  3456. # own['actionTimer'] = 0
  3457. # skater.playAction('nreg_pump', 1,60, layer=loop_layer, play_mode=1, speed=.5)
  3458. # #skater.playAction('nopos', 1,40, layer=loop_layer, play_mode=1, speed=.5)
  3459. # bdeck.playAction('b_reg', 1,60, layer=loop_layer, play_mode=1, speed=1)
  3460. # #trucks.playAction('a_reg', 1,60, layer=loop_layer, play_mode=1, speed=1)
  3461. # #fak_pump
  3462. # if requestAction == 'fak_pump':
  3463. # actionState = 'fak_pump'
  3464. # 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']:
  3465. # skater.playAction('nfak_pump_in', 1,20, layer=trans_layer, play_mode=0, speed=1)
  3466. # bdeck.playAction('b_reg', 1,20, layer=trans_layer, play_mode=0, speed=1)
  3467. # #trucks.playAction('a_reg', 1,20, layer=trans_layer, play_mode=0, speed=1)
  3468. # else:
  3469. # own['actionTimer'] = 0
  3470. # skater.playAction('nfak_pump.001', 1,60, layer=loop_layer, play_mode=1, speed=.5)
  3471. # bdeck.playAction('b_reg', 1,60, layer=loop_layer, play_mode=1, speed=1)
  3472. # #trucks.playAction('a_reg', 1,60, layer=loop_layer, play_mode=1, speed=1)
  3473. # #reg_manual
  3474. # if requestAction == 'reg_manual':
  3475. # actionState = 'reg_manual'
  3476. # #in
  3477. # if l_requestAction != 'reg_manual' and l_actionState != ('reg_air_tail', 'reg_manual_out'):
  3478. # skater.playAction('reg_manual', 1,10, layer=trans_layer, play_mode=0, speed=1)
  3479. # bdeck.playAction('b_reg_manual', 1,10, layer=trans_layer, play_mode=0, speed=1)
  3480. # trucks.playAction('a_reg_manual', 1,10, layer=trans_layer, play_mode=0, speed=1)
  3481. # if l_requestAction != 'reg_manual' and l_actionState == 'reg_air_tail':
  3482. # own['actionTimer'] = 20
  3483. # actionState = 'reg_air_tail to manual'
  3484. # skater.playAction('reg_manual', 90,110, layer=trans_layer, play_mode=0, speed=1)
  3485. # bdeck.playAction('b_reg_manual', 90,110, layer=trans_layer, play_mode=0, speed=1)
  3486. # trucks.playAction('a_reg_manual', 90,110, layer=trans_layer, play_mode=0, speed=1)
  3487. # #loop
  3488. # else:
  3489. # skater.playAction('reg_manual', 10,70, layer=loop_layer, play_mode=1, speed=.5)
  3490. # bdeck.playAction('b_reg_manual', 10,70, layer=loop_layer, play_mode=1, speed=.5)
  3491. # trucks.playAction('a_reg_manual', 10,70, layer=loop_layer, play_mode=1, speed=.5)
  3492. # #fak_manual
  3493. # if requestAction == 'fak_manual':
  3494. # actionState = 'fak_manual'
  3495. # #in
  3496. # if l_requestAction != 'fak_manual' and l_actionState not in ('fak_air_tail', 'reg_manual_revert_ccw', 'fak_manual_out'):
  3497. # skater.playAction('fak_manual', 1,10, layer=trans_layer, play_mode=0, speed=1)
  3498. # bdeck.playAction('b_fak_manual', 1,10, layer=trans_layer, play_mode=0, speed=1)
  3499. # #trucks.playAction('a_fak_manual', 1,10, layer=trans_layer, play_mode=0, speed=1)
  3500. # if l_requestAction != 'fak_manual' and l_actionState == 'fak_air_tail':
  3501. # own['actionTimer'] = 20
  3502. # actionState = 'fak_air_tail to manual'
  3503. # skater.playAction('fak_manual', 90,110, layer=trans_layer, play_mode=0, speed=1)
  3504. # bdeck.playAction('b_fak_manual', 90,110, layer=trans_layer, play_mode=0, speed=1)
  3505. # #trucks.playAction('a_fak_manual', 90,110, layer=trans_layer, play_mode=0, speed=1)
  3506. # #loop
  3507. # else:
  3508. # skater.playAction('fak_manual', 10,70, layer=loop_layer, play_mode=1, speed=.5)
  3509. # bdeck.playAction('b_fak_manual', 10,70, layer=loop_layer, play_mode=1, speed=.5)
  3510. # #trucks.playAction('a_fak_manual', 10,70, layer=loop_layer, play_mode=1, speed=.5)
  3511. # #reg_nmanual
  3512. # if requestAction == 'reg_nmanual':
  3513. # actionState = 'reg_nmanual'
  3514. # #in
  3515. # if l_requestAction != 'reg_nmanual' and l_actionState != 'reg_air_nose':
  3516. # skater.playAction('reg_nmanual', 1,10, layer=trans_layer, play_mode=0, speed=1)
  3517. # bdeck.playAction('b_fak_manual', 1,10, layer=trans_layer, play_mode=0, speed=1)
  3518. # #trucks.playAction('a_fak_manual', 1,10, layer=trans_layer, play_mode=0, speed=1)
  3519. # if l_requestAction != 'reg_nmanual' and l_actionState not in ('fak_manual_revert_ccw', 'reg_nmanual_out'):
  3520. # own['actionTimer'] = 20
  3521. # actionState = 'reg_air_nose to nmanual'
  3522. # skater.playAction('reg_nmanual', 90,110, layer=trans_layer, play_mode=0, speed=1)
  3523. # bdeck.playAction('b_fak_manual', 90,110, layer=trans_layer, play_mode=0, speed=1)
  3524. # #trucks.playAction('a_fak_manual', 90,110, layer=trans_layer, play_mode=0, speed=1)
  3525. # #loop
  3526. # else:
  3527. # skater.playAction('reg_nmanual', 10,70, layer=loop_layer, play_mode=1, speed=.5)
  3528. # bdeck.playAction('b_fak_manual', 10,70, layer=loop_layer, play_mode=1, speed=.5)
  3529. # #trucks.playAction('a_fak_manual', 10,70, layer=loop_layer, play_mode=1, speed=.5)
  3530. # #fak_nmanual
  3531. # if requestAction == 'fak_nmanual':
  3532. # actionState = 'fak_nmanual'
  3533. # #in
  3534. # if l_requestAction != 'fak_nmanual' and l_actionState not in ('fak_air_nose', 'reg_manual_revert_ccw', 'fak_nmanual_out'):
  3535. # skater.playAction('fak_nmanual', 1,10, layer=trans_layer, play_mode=0, speed=1)
  3536. # bdeck.playAction('b_reg_manual', 1,10, layer=trans_layer, play_mode=0, speed=1)
  3537. # trucks.playAction('a_reg_manual', 1,10, layer=trans_layer, play_mode=0, speed=1)
  3538. # if l_requestAction != 'fak_nmanual' and l_actionState == 'fak_air_nose':
  3539. # own['actionTimer'] = 20
  3540. # actionState = 'fak_air_nose to nmanual'
  3541. # skater.playAction('fak_nmanual', 90,110, layer=trans_layer, play_mode=0, speed=1)
  3542. # bdeck.playAction('b_reg_manual', 90,110, layer=trans_layer, play_mode=0, speed=1)
  3543. # trucks.playAction('a_reg_manual', 90,110, layer=trans_layer, play_mode=0, speed=1)
  3544. # #loop
  3545. # else:
  3546. # skater.playAction('fak_nmanual', 10,70, layer=loop_layer, play_mode=1, speed=.5)
  3547. # bdeck.playAction('b_reg_manual', 10,70, layer=loop_layer, play_mode=1, speed=.5)
  3548. # trucks.playAction('a_reg_manual', 10,70, layer=loop_layer, play_mode=1, speed=.5)
  3549. # if requestAction == 'reg_air':
  3550. # actionState = 'reg_air'
  3551. # skater.playAction('reg_air', 1,60, layer=loop_layer, play_mode=1, speed=.5)
  3552. # bdeck.playAction('b_reg', 1,2, layer=loop_layer, play_mode=1, speed=.5)
  3553. # #trucks.playAction('a_reg', 1,2, layer=loop_layer, play_mode=1, speed=.5)
  3554. # if requestAction == 'fak_air':
  3555. # actionState = 'fak_air'
  3556. # skater.playAction('fak_air', 1,60, layer=loop_layer, play_mode=1, speed=.5)
  3557. # bdeck.playAction('b_reg', 1,2, layer=loop_layer, play_mode=1, speed=.5)
  3558. # #trucks.playAction('a_reg', 1,2, layer=loop_layer, play_mode=1, speed=.5)
  3559. # if requestAction == 'frontside_grab':
  3560. # actionState = 'frontside_grab'
  3561. # if l_actionState != 'frontside_grab':
  3562. # skater.playAction('reg_fg', 1,10, layer=trans_layer, play_mode=0, speed=1)
  3563. # bdeck.playAction('b_reg', 1,10, layer=trans_layer, play_mode=0, speed=1)
  3564. # #trucks.playAction('a_reg', 1,10, layer=trans_layer, play_mode=0, speed=1)
  3565. # else:
  3566. # skater.playAction('reg_fg', 10,30, layer=loop_layer, play_mode=1, speed=.5)
  3567. # bdeck.playAction('b_reg', 10,30, layer=loop_layer, play_mode=1, speed=.5)
  3568. # #trucks.playAction('a_reg', 10,30, layer=loop_layer, play_mode=1, speed=.5)
  3569. # if requestAction == 'backside_grab':
  3570. # actionState = 'backside_grab'
  3571. # if l_actionState != 'backside_grab':
  3572. # skater.playAction('reg_bsg2', 1,10, layer=trans_layer, play_mode=0, speed=1)
  3573. # bdeck.playAction('b_reg', 1,10, layer=trans_layer, play_mode=0, speed=1)
  3574. # #trucks.playAction('a_reg', 1,10, layer=trans_layer, play_mode=0, speed=1)
  3575. # else:
  3576. # skater.playAction('reg_bsg2', 10,30, layer=loop_layer, play_mode=1, speed=.5)
  3577. # bdeck.playAction('b_reg', 10,30, layer=loop_layer, play_mode=1, speed=.5)
  3578. # #trucks.playAction('a_reg', 10,30, layer=loop_layer, play_mode=1, speed=.5)
  3579. # if requestAction == 'fak_frontside_grab':
  3580. # actionState = 'fak_frontside_grab'
  3581. # if l_actionState != 'fak_frontside_grab':
  3582. # skater.playAction('fak_fg', 1,10, layer=trans_layer, play_mode=0, speed=1)
  3583. # bdeck.playAction('b_reg', 1,10, layer=trans_layer, play_mode=0, speed=1)
  3584. # #trucks.playAction('a_reg', 1,10, layer=trans_layer, play_mode=0, speed=1)
  3585. # else:
  3586. # skater.playAction('fak_fg', 10,30, layer=loop_layer, play_mode=1, speed=.5)
  3587. # bdeck.playAction('b_reg', 10,30, layer=loop_layer, play_mode=1, speed=.5)
  3588. # #trucks.playAction('a_reg', 10,30, layer=loop_layer, play_mode=1, speed=.5)
  3589. # if requestAction == 'fak_backside_grab':
  3590. # actionState = 'fak_backside_grab'
  3591. # if l_actionState != 'fak_backside_grab':
  3592. # skater.playAction('fak_bg', 1,10, layer=trans_layer, play_mode=0, speed=1)
  3593. # bdeck.playAction('b_reg', 1,10, layer=trans_layer, play_mode=0, speed=1)
  3594. # #trucks.playAction('a_reg', 1,10, layer=trans_layer, play_mode=0, speed=1)
  3595. # else:
  3596. # skater.playAction('fak_bg', 10,30, layer=loop_layer, play_mode=1, speed=.5)
  3597. # bdeck.playAction('b_reg', 10,30, layer=loop_layer, play_mode=1, speed=.5)
  3598. # #trucks.playAction('a_reg', 10,30, layer=loop_layer, play_mode=1, speed=.5)
  3599. # if requestAction == 'frontside_nose_grab':
  3600. # actionState = 'frontside_nose_grab'
  3601. # if l_actionState != 'frontside_nose_grab':
  3602. # skater.playAction('frontside_nose_grab', 1,10, layer=trans_layer, play_mode=0, speed=1)
  3603. # bdeck.playAction('b_reg', 1,10, layer=trans_layer, play_mode=0, speed=1)
  3604. # #trucks.playAction('a_reg', 1,10, layer=trans_layer, play_mode=0, speed=1)
  3605. # else:
  3606. # skater.playAction('frontside_nose_grab', 10,30, layer=loop_layer, play_mode=1, speed=.5)
  3607. # bdeck.playAction('b_reg', 10,30, layer=loop_layer, play_mode=1, speed=.5)
  3608. # #trucks.playAction('a_reg', 10,30, layer=loop_layer, play_mode=1, speed=.5)
  3609. # if requestAction == 'backside_nose_grab':
  3610. # actionState = 'backside_nose_grab'
  3611. # if l_actionState != 'backside_nose_grab':
  3612. # skater.playAction('backside_nose_grab', 1,10, layer=trans_layer, play_mode=0, speed=1)
  3613. # bdeck.playAction('b_reg', 1,10, layer=trans_layer, play_mode=0, speed=1)
  3614. # #trucks.playAction('a_reg', 1,10, layer=trans_layer, play_mode=0, speed=1)
  3615. # else:
  3616. # skater.playAction('backside_nose_grab', 10,30, layer=loop_layer, play_mode=1, speed=.5)
  3617. # bdeck.playAction('b_reg', 10,30, layer=loop_layer, play_mode=1, speed=.5)
  3618. # #trucks.playAction('a_reg', 10,30, layer=loop_layer, play_mode=1, speed=.5)
  3619. # if requestAction == 'fak_frontside_nose_grab':
  3620. # actionState = 'fak_frontside_nose_grab'
  3621. # if l_actionState != 'fak_frontside_nose_grab':
  3622. # skater.playAction('fak_frontside_nose_grab', 1,10, layer=trans_layer, play_mode=0, speed=1)
  3623. # bdeck.playAction('b_reg', 1,10, layer=trans_layer, play_mode=0, speed=1)
  3624. # #trucks.playAction('a_reg', 1,10, layer=trans_layer, play_mode=0, speed=1)
  3625. # else:
  3626. # skater.playAction('fak_frontside_nose_grab', 10,30, layer=loop_layer, play_mode=1, speed=.5)
  3627. # bdeck.playAction('b_reg', 10,30, layer=loop_layer, play_mode=1, speed=.5)
  3628. # #trucks.playAction('a_reg', 10,30, layer=loop_layer, play_mode=1, speed=.5)
  3629. # if requestAction == 'fak_backside_nose_grab':
  3630. # actionState = 'fak_backside_nose_grab'
  3631. # if l_actionState != 'fak_backside_nose_grab':
  3632. # skater.playAction('fak_backside_nose_grab', 1,10, layer=trans_layer, play_mode=0, speed=1)
  3633. # bdeck.playAction('b_reg', 1,10, layer=trans_layer, play_mode=0, speed=1)
  3634. # #trucks.playAction('a_reg', 1,10, layer=trans_layer, play_mode=0, speed=1)
  3635. # else:
  3636. # skater.playAction('fak_backside_nose_grab', 10,30, layer=loop_layer, play_mode=1, speed=.5)
  3637. # bdeck.playAction('b_reg', 10,30, layer=loop_layer, play_mode=1, speed=.5)
  3638. # #trucks.playAction('a_reg', 10,30, layer=loop_layer, play_mode=1, speed=.5)
  3639. # if requestAction == 'frontside_tail_grab':
  3640. # actionState = 'frontside_tail_grab'
  3641. # if l_actionState != 'frontside_tail_grab':
  3642. # skater.playAction('frontside_tail_grab', 1,10, layer=trans_layer, play_mode=0, speed=1)
  3643. # bdeck.playAction('b_reg', 1,10, layer=trans_layer, play_mode=0, speed=1)
  3644. # #trucks.playAction('a_reg', 1,10, layer=trans_layer, play_mode=0, speed=1)
  3645. # else:
  3646. # skater.playAction('frontside_tail_grab', 10,30, layer=loop_layer, play_mode=1, speed=.5)
  3647. # bdeck.playAction('b_reg', 10,30, layer=loop_layer, play_mode=1, speed=.5)
  3648. # #trucks.playAction('a_reg', 10,30, layer=loop_layer, play_mode=1, speed=.5)
  3649. # if requestAction == 'backside_tail_grab':
  3650. # actionState = 'backside_tail_grab'
  3651. # if l_actionState != 'backside_tail_grab':
  3652. # skater.playAction('backside_tail_grab', 1,10, layer=trans_layer, play_mode=0, speed=1)
  3653. # bdeck.playAction('b_reg', 1,10, layer=trans_layer, play_mode=0, speed=1)
  3654. # #trucks.playAction('a_reg', 1,10, layer=trans_layer, play_mode=0, speed=1)
  3655. # else:
  3656. # skater.playAction('backside_tail_grab', 10,30, layer=loop_layer, play_mode=1, speed=.5)
  3657. # bdeck.playAction('b_reg', 10,30, layer=loop_layer, play_mode=1, speed=.5)
  3658. # #trucks.playAction('a_reg', 10,30, layer=loop_layer, play_mode=1, speed=.5)
  3659. # if requestAction == 'fak_frontside_tail_grab':
  3660. # actionState = 'fak_frontside_tail_grab'
  3661. # if l_actionState != 'fak_frontside_tail_grab':
  3662. # skater.playAction('fak_frontside_tail_grab', 1,10, layer=trans_layer, play_mode=0, speed=1)
  3663. # bdeck.playAction('b_reg', 1,10, layer=trans_layer, play_mode=0, speed=1)
  3664. # #trucks.playAction('a_reg', 1,10, layer=trans_layer, play_mode=0, speed=1)
  3665. # else:
  3666. # skater.playAction('fak_frontside_tail_grab', 10,30, layer=loop_layer, play_mode=1, speed=.5)
  3667. # bdeck.playAction('b_reg', 10,30, layer=loop_layer, play_mode=1, speed=.5)
  3668. # #trucks.playAction('a_reg', 10,30, layer=loop_layer, play_mode=1, speed=.5)
  3669. # if requestAction == 'fak_backside_tail_grab':
  3670. # actionState = 'fak_backside_tail_grab'
  3671. # if l_actionState != 'fak_backside_tail_grab':
  3672. # skater.playAction('fak_backside_tail_grab', 1,10, layer=trans_layer, play_mode=0, speed=1)
  3673. # bdeck.playAction('b_reg', 1,10, layer=trans_layer, play_mode=0, speed=1)
  3674. # #trucks.playAction('a_reg', 1,10, layer=trans_layer, play_mode=0, speed=1)
  3675. # else:
  3676. # skater.playAction('fak_backside_tail_grab', 10,30, layer=loop_layer, play_mode=1, speed=.5)
  3677. # bdeck.playAction('b_reg', 10,30, layer=loop_layer, play_mode=1, speed=.5)
  3678. # #trucks.playAction('a_reg', 10,30, layer=loop_layer, play_mode=1, speed=.5)
  3679. # if requestAction == 'reg_judo':
  3680. # actionState = 'reg_judo'
  3681. # if l_actionState != 'reg_judo':
  3682. # skater.playAction('reg_judo', 1,10, layer=trans_layer, play_mode=0, speed=.5)
  3683. # bdeck.playAction('b_reg', 1,10, layer=trans_layer, play_mode=0, speed=.5)
  3684. # #trucks.playAction('a_reg', 1,10, layer=trans_layer, play_mode=0, speed=.5)
  3685. # else:
  3686. # skater.playAction('reg_judo', 10,30, layer=loop_layer, play_mode=1, speed=1)
  3687. # bdeck.playAction('b_reg', 10,30, layer=loop_layer, play_mode=1, speed=1)
  3688. # #trucks.playAction('a_reg', 10,30, layer=loop_layer, play_mode=1, speed=1)
  3689. # if requestAction == 'fak_judo':
  3690. # actionState = 'fak_judo'
  3691. # if l_actionState != 'fak_judo':
  3692. # skater.playAction('fak_judo', 1,10, layer=trans_layer, play_mode=0, speed=.5)
  3693. # bdeck.playAction('b_reg', 1,10, layer=trans_layer, play_mode=0, speed=.5)
  3694. # #trucks.playAction('a_reg', 1,10, layer=trans_layer, play_mode=0, speed=.5)
  3695. # else:
  3696. # skater.playAction('fak_judo', 10,30, layer=loop_layer, play_mode=1, speed=1)
  3697. # bdeck.playAction('b_reg', 10,30, layer=loop_layer, play_mode=1, speed=1)
  3698. # #trucks.playAction('a_reg', 10,30, layer=loop_layer, play_mode=1, speed=1)
  3699. # if requestAction == 'reg_frigid':
  3700. # actionState = 'reg_frigid'
  3701. # if l_actionState != 'reg_frigid':
  3702. # skater.playAction('reg_frigid', 1,10, layer=trans_layer, play_mode=0, speed=.5)
  3703. # bdeck.playAction('b_reg', 1,10, layer=trans_layer, play_mode=0, speed=.5)
  3704. # #trucks.playAction('a_reg', 1,10, layer=trans_layer, play_mode=0, speed=.5)
  3705. # else:
  3706. # skater.playAction('reg_frigid', 10,30, layer=loop_layer, play_mode=1, speed=1)
  3707. # bdeck.playAction('b_reg', 10,30, layer=loop_layer, play_mode=1, speed=1)
  3708. # #trucks.playAction('a_reg', 10,30, layer=loop_layer, play_mode=1, speed=1)
  3709. # if requestAction == 'fak_frigid':
  3710. # actionState = 'fak_frigid'
  3711. # if l_actionState != 'fak_frigid':
  3712. # skater.playAction('fak_frigid', 1,10, layer=trans_layer, play_mode=0, speed=.5)
  3713. # bdeck.playAction('b_reg', 1,10, layer=trans_layer, play_mode=0, speed=.5)
  3714. # #trucks.playAction('a_reg', 1,10, layer=trans_layer, play_mode=0, speed=.5)
  3715. # else:
  3716. # skater.playAction('fak_frigid', 10,30, layer=loop_layer, play_mode=1, speed=1)
  3717. # bdeck.playAction('b_reg', 10,30, layer=loop_layer, play_mode=1, speed=1)
  3718. # #trucks.playAction('a_reg', 10,30, layer=loop_layer, play_mode=1, speed=1)
  3719. # if requestAction == 'reg_fsonefoot':
  3720. # actionState = 'reg_fsonefoot'
  3721. # if l_actionState != 'reg_fsonefoot':
  3722. # skater.playAction('reg_fsonefoot', 1,10, layer=trans_layer, play_mode=0, speed=.5)
  3723. # bdeck.playAction('b_reg', 1,10, layer=trans_layer, play_mode=0, speed=.5)
  3724. # #trucks.playAction('a_reg', 1,10, layer=trans_layer, play_mode=0, speed=.5)
  3725. # else:
  3726. # skater.playAction('reg_fsonefoot', 10,30, layer=loop_layer, play_mode=1, speed=1)
  3727. # bdeck.playAction('b_reg', 10,30, layer=loop_layer, play_mode=1, speed=1)
  3728. # #trucks.playAction('a_reg', 10,30, layer=loop_layer, play_mode=1, speed=1)
  3729. # if requestAction == 'fak_fsonefoot':
  3730. # actionState = 'fak_fsonefoot'
  3731. # if l_actionState != 'fak_fsonefoot':
  3732. # skater.playAction('fak_fsonefoot', 1,10, layer=trans_layer, play_mode=0, speed=.5)
  3733. # bdeck.playAction('b_reg', 1,10, layer=trans_layer, play_mode=0, speed=.5)
  3734. # #trucks.playAction('a_reg', 1,10, layer=trans_layer, play_mode=0, speed=.5)
  3735. # else:
  3736. # skater.playAction('fak_fsonefoot', 10,30, layer=loop_layer, play_mode=1, speed=1)
  3737. # bdeck.playAction('b_reg', 10,30, layer=loop_layer, play_mode=1, speed=1)
  3738. # #trucks.playAction('a_reg', 10,30, layer=loop_layer, play_mode=1, speed=1)
  3739. # if requestAction == 'reg_onefoot':
  3740. # actionState = 'reg_onefoot'
  3741. # if l_actionState != 'reg_onefoot':
  3742. # skater.playAction('reg_onefoot', 1,10, layer=trans_layer, play_mode=0, speed=.5)
  3743. # bdeck.playAction('b_reg', 1,10, layer=trans_layer, play_mode=0, speed=.5)
  3744. # #trucks.playAction('a_reg', 1,10, layer=trans_layer, play_mode=0, speed=.5)
  3745. # else:
  3746. # skater.playAction('reg_onefoot', 10,30, layer=loop_layer, play_mode=1, speed=1)
  3747. # bdeck.playAction('b_reg', 10,30, layer=loop_layer, play_mode=1, speed=1)
  3748. # #trucks.playAction('a_reg', 10,30, layer=loop_layer, play_mode=1, speed=1)
  3749. # if requestAction == 'fak_onefoot':
  3750. # actionState = 'fak_onefoot'
  3751. # if l_actionState != 'fak_onefoot':
  3752. # skater.playAction('fak_onefoot', 1,10, layer=trans_layer, play_mode=0, speed=.5)
  3753. # bdeck.playAction('b_reg', 1,10, layer=trans_layer, play_mode=0, speed=.5)
  3754. # #trucks.playAction('a_reg', 1,10, layer=trans_layer, play_mode=0, speed=.5)
  3755. # else:
  3756. # skater.playAction('fak_onefoot', 10,30, layer=loop_layer, play_mode=1, speed=1)
  3757. # bdeck.playAction('b_reg', 10,30, layer=loop_layer, play_mode=1, speed=1)
  3758. # #trucks.playAction('a_reg', 10,30, layer=loop_layer, play_mode=1, speed=1)
  3759. # if requestAction == 'reg_airwalk':
  3760. # actionState = 'reg_airwalk'
  3761. # if l_actionState != 'reg_airwalk':
  3762. # skater.playAction('reg_airwalk', 1,10, layer=trans_layer, play_mode=0, speed=.5)
  3763. # deck.playAction('a_reg_airwalk', 1,10, layer=trans_layer, play_mode=0, speed=.5)
  3764. # trucks.playAction('a_reg_airwalk', 1,10, layer=trans_layer, play_mode=0, speed=.5)
  3765. # else:
  3766. # skater.playAction('reg_airwalk', 10,30, layer=loop_layer, play_mode=1, speed=1)
  3767. # deck.playAction('a_reg_airwalk', 10,30, layer=loop_layer, play_mode=1, speed=1)
  3768. # trucks.playAction('a_reg_airwalk', 10,30, layer=loop_layer, play_mode=1, speed=1)
  3769. # #'reg_frigid', 'reg_fsonefoot', 'reg_onefoot', 'fak_frigid', 'fak_fsonefoot', 'fak_onefoot'
  3770. # if requestAction == 'reg_ollie_north':
  3771. # actionState = 'reg_ollie_north'
  3772. # if l_actionState != 'reg_ollie_north':
  3773. # skater.playAction('reg_ollie_north', 1,10, layer=trans_layer, play_mode=0, speed=1)
  3774. # bdeck.playAction('b_reg', 1,10, layer=trans_layer, play_mode=0, speed=1)
  3775. # #trucks.playAction('a_reg', 1,10, layer=trans_layer, play_mode=0, speed=1)
  3776. # else:
  3777. # skater.playAction('reg_ollie_north', 10,10, layer=loop_layer, play_mode=1, speed=.5)
  3778. # bdeck.playAction('b_reg', 10,10, layer=loop_layer, play_mode=1, speed=.5)
  3779. # #trucks.playAction('a_reg', 10,10, layer=loop_layer, play_mode=1, speed=.5)
  3780. # if requestAction == 'fak_ollie_north':
  3781. # actionState = 'fak_ollie_north'
  3782. # if l_actionState != 'fak_ollie_north':
  3783. # skater.playAction('fak_ollie_north', 1,10, layer=trans_layer, play_mode=0, speed=1)
  3784. # bdeck.playAction('b_reg', 1,10, layer=trans_layer, play_mode=0, speed=1)
  3785. # #trucks.playAction('a_reg', 1,10, layer=trans_layer, play_mode=0, speed=1)
  3786. # else:
  3787. # skater.playAction('fak_ollie_north', 10,10, layer=loop_layer, play_mode=1, speed=.5)
  3788. # bdeck.playAction('b_reg', 10,10, layer=loop_layer, play_mode=1, speed=.5)
  3789. # #trucks.playAction('a_reg', 10,10, layer=loop_layer, play_mode=1, speed=.5)
  3790. # if requestAction == 'reg_ollie_south':
  3791. # actionState = 'reg_ollie_south'
  3792. # if l_actionState != 'reg_ollie_south':
  3793. # skater.playAction('reg_ollie_south', 1,10, layer=trans_layer, play_mode=0, speed=1)
  3794. # bdeck.playAction('b_reg', 1,10, layer=trans_layer, play_mode=0, speed=1)
  3795. # #trucks.playAction('a_reg', 1,10, layer=trans_layer, play_mode=0, speed=1)
  3796. # else:
  3797. # skater.playAction('reg_ollie_south', 10,10, layer=loop_layer, play_mode=1, speed=.5)
  3798. # bdeck.playAction('b_reg', 10,10, layer=loop_layer, play_mode=1, speed=.5)
  3799. # #trucks.playAction('a_reg', 10,10, layer=loop_layer, play_mode=1, speed=.5)
  3800. # if requestAction == 'fak_ollie_south':
  3801. # actionState = 'fak_ollie_south'
  3802. # if l_actionState != 'fak_ollie_south':
  3803. # skater.playAction('fak_ollie_south', 1,10, layer=trans_layer, play_mode=0, speed=1)
  3804. # bdeck.playAction('b_reg', 1,10, layer=trans_layer, play_mode=0, speed=1)
  3805. # #trucks.playAction('a_reg', 1,10, layer=trans_layer, play_mode=0, speed=1)
  3806. # else:
  3807. # skater.playAction('fak_ollie_south', 10,10, layer=loop_layer, play_mode=1, speed=.5)
  3808. # bdeck.playAction('b_reg', 10,10, layer=loop_layer, play_mode=1, speed=.5)
  3809. # #trucks.playAction('a_reg', 10,10, layer=loop_layer, play_mode=1, speed=.5)
  3810. # if requestAction == 'reg_noseg':
  3811. # actionState = 'reg_noseg'
  3812. # if l_actionState not in ['reg_noseg', 'reg_air_nose', 'fak_reg_tailg', 'reg_noseg_out']:
  3813. # skater.stopAction(flip_layer)
  3814. # deck.stopAction(flip_layer)
  3815. # trucks.stopAction(flip_layer)
  3816. # skater.playAction('reg_noseg.002', 1,10, layer=trans_layer, play_mode=0, speed=1)
  3817. # bdeck.playAction('b_reg_noseg', 1,10, layer=trans_layer, play_mode=0, speed=1)
  3818. # #trucks.playAction('a_reg_noseg.002', 1,10, layer=trans_layer, play_mode=0, speed=1)
  3819. # else:
  3820. # skater.playAction('reg_noseg.002', 11,40, layer=loop_layer, play_mode=1, speed=.5)
  3821. # bdeck.playAction('b_reg_noseg', 11,40, layer=loop_layer, play_mode=1, speed=.5)
  3822. # #trucks.playAction('a_reg_noseg.002', 11,40, layer=loop_layer, play_mode=1, speed=.5)
  3823. # if requestAction == 'fak_noseg':
  3824. # actionState = 'fak_noseg'
  3825. # if l_actionState not in ['fak_noseg', 'fak_air_nose', 'reg_fak_tailg', 'fak_noseg_out']:
  3826. # skater.stopAction(flip_layer)
  3827. # deck.stopAction(flip_layer)
  3828. # trucks.stopAction(flip_layer)
  3829. # skater.playAction('fak_noseg', 40,30, layer=trans_layer, play_mode=0, speed=1)
  3830. # bdeck.playAction('b_fak_noseg', 40,30, layer=trans_layer, play_mode=0, speed=1)
  3831. # #trucks.playAction('a_fak_noseg', 40,30, layer=trans_layer, play_mode=0, speed=1)
  3832. # else:
  3833. # skater.playAction('fak_noseg', 30,1, layer=loop_layer, play_mode=1, speed=.5)
  3834. # bdeck.playAction('b_fak_noseg', 30,1, layer=loop_layer, play_mode=1, speed=.5)
  3835. # #trucks.playAction('a_fak_noseg', 30,1, layer=loop_layer, play_mode=1, speed=.5)
  3836. # if requestAction == 'reg_tailg':
  3837. # actionState = 'reg_tailg'
  3838. # if l_actionState not in ['reg_tailg', 'reg_air_tail', 'fak_reg_noseg', 'fak_tailg_out']:
  3839. # skater.stopAction(flip_layer)
  3840. # deck.stopAction(flip_layer)
  3841. # trucks.stopAction(flip_layer)
  3842. # skater.playAction('reg_tailg.001', 40,30, layer=trans_layer, play_mode=0, speed=1)
  3843. # bdeck.playAction('b_reg_tailg', 40,30, layer=trans_layer, play_mode=0, speed=1)
  3844. # #trucks.playAction('a_reg_tailg.001', 40,30, layer=trans_layer, play_mode=0, speed=1)
  3845. # else:
  3846. # skater.playAction('reg_tailg.001', 30,1, layer=loop_layer, play_mode=1, speed=.5)
  3847. # bdeck.playAction('b_reg_tailg', 30,1, layer=loop_layer, play_mode=1, speed=.5)
  3848. # #trucks.playAction('a_reg_tailg.001', 30,1, layer=loop_layer, play_mode=1, speed=.5)
  3849. # if requestAction == 'fak_tailg':
  3850. # actionState = 'fak_tailg'
  3851. # if l_actionState not in ['fak_tailg', 'fak_air_tail', 'reg_fak_noseg', 'reg_tailg_out']:
  3852. # #print('fak_tailg in')
  3853. # skater.stopAction(flip_layer)
  3854. # deck.stopAction(flip_layer)
  3855. # trucks.stopAction(flip_layer)
  3856. # skater.playAction('fak_tailg', 40,30, layer=trans_layer, play_mode=0, speed=1)
  3857. # bdeck.playAction('b_fak_tailg', 40,30, layer=trans_layer, play_mode=0, speed=1)
  3858. # #trucks.playAction('a_fak_tailg', 40,30, layer=trans_layer, play_mode=0, speed=1)
  3859. # else:
  3860. # #print('tailging')
  3861. # skater.playAction('fak_tailg', 30,1, layer=loop_layer, play_mode=1, speed=.5)
  3862. # bdeck.playAction('b_fak_tailg', 30,1, layer=loop_layer, play_mode=1, speed=.5)
  3863. # #trucks.playAction('a_fak_tailg', 30,1, layer=loop_layer, play_mode=1, speed=.5)
  3864. # if requestAction == 'reg_tailgr':
  3865. # actionState = 'reg_tailgr'
  3866. # if l_actionState not in ['reg_tailgr', 'reg_air_tail', 'reg_tailgr_out', 'fak_reg_nosegr']:
  3867. # skater.stopAction(flip_layer)
  3868. # deck.stopAction(flip_layer)
  3869. # trucks.stopAction(flip_layer)
  3870. # skater.playAction('reg_tailgR', 40,30, layer=trans_layer, play_mode=0, speed=1)
  3871. # bdeck.playAction('b_reg_tailgR', 40,30, layer=trans_layer, play_mode=0, speed=1)
  3872. # #trucks.playAction('a_reg_tailgR', 40,30, layer=trans_layer, play_mode=0, speed=1)
  3873. # else:
  3874. # skater.playAction('reg_tailgR', 30,1, layer=loop_layer, play_mode=1, speed=.5)
  3875. # bdeck.playAction('b_reg_tailgR', 30,1, layer=loop_layer, play_mode=1, speed=.5)
  3876. # #trucks.playAction('a_reg_tailgR', 30,1, layer=loop_layer, play_mode=1, speed=.5)
  3877. # if requestAction == 'fak_tailgr':
  3878. # actionState = 'fak_tailgr'
  3879. # if l_actionState not in ['fak_tailgr', 'fak_air_tail', 'fak_tailgr_out', 'reg_fak_nosegr']:
  3880. # skater.stopAction(flip_layer)
  3881. # deck.stopAction(flip_layer)
  3882. # trucks.stopAction(flip_layer)
  3883. # skater.playAction('fak_tailgR', 40,30, layer=trans_layer, play_mode=0, speed=1)
  3884. # bdeck.playAction('b_fak_tailgR', 40,30, layer=trans_layer, play_mode=0, speed=1)
  3885. # #trucks.playAction('a_fak_tailgR', 40,30, layer=trans_layer, play_mode=0, speed=1)
  3886. # else:
  3887. # skater.playAction('fak_tailgR', 30,1, layer=loop_layer, play_mode=1, speed=.5)
  3888. # bdeck.playAction('b_fak_tailgR', 30,1, layer=loop_layer, play_mode=1, speed=.5)
  3889. # #trucks.playAction('a_fak_tailgR', 30,1, layer=loop_layer, play_mode=1, speed=.5)
  3890. # if requestAction == 'reg_tailgl':
  3891. # actionState = 'reg_tailgl'
  3892. # if l_actionState not in ['reg_tailgl', 'reg_air_tail', 'reg_tailgl_out', 'fak_reg_nosegl']:
  3893. # skater.stopAction(flip_layer)
  3894. # deck.stopAction(flip_layer)
  3895. # trucks.stopAction(flip_layer)
  3896. # skater.playAction('reg_tailgL', 40,30, layer=trans_layer, play_mode=0, speed=1)
  3897. # bdeck.playAction('b_reg_tailgL', 40,30, layer=trans_layer, play_mode=0, speed=1)
  3898. # #trucks.playAction('a_reg_tailgL', 40,30, layer=trans_layer, play_mode=0, speed=1)
  3899. # else:
  3900. # skater.playAction('reg_tailgL', 30,1, layer=loop_layer, play_mode=1, speed=.5)
  3901. # bdeck.playAction('b_reg_tailgL', 30,1, layer=loop_layer, play_mode=1, speed=.5)
  3902. # #trucks.playAction('a_reg_tailgL', 30,1, layer=loop_layer, play_mode=1, speed=.5)
  3903. # if requestAction == 'fak_tailgl':
  3904. # actionState = 'fak_tailgl'
  3905. # if l_actionState not in ['fak_tailgl', 'fak_air_tail', 'fak_tailgl_out', 'reg_fak_nosegl']:
  3906. # skater.stopAction(flip_layer)
  3907. # deck.stopAction(flip_layer)
  3908. # trucks.stopAction(flip_layer)
  3909. # skater.playAction('fak_tailgL', 40,30, layer=trans_layer, play_mode=0, speed=1)
  3910. # bdeck.playAction('b_fak_tailgL', 40,30, layer=trans_layer, play_mode=0, speed=1)
  3911. # #trucks.playAction('a_fak_tailgL', 40,30, layer=trans_layer, play_mode=0, speed=1)
  3912. # else:
  3913. # skater.playAction('fak_tailgL', 30,1, layer=loop_layer, play_mode=1, speed=.5)
  3914. # bdeck.playAction('b_fak_tailgL', 30,1, layer=loop_layer, play_mode=1, speed=.5)
  3915. # #trucks.playAction('a_fak_tailgL', 30,1, layer=loop_layer, play_mode=1, speed=.5)
  3916. # if requestAction == 'reg_nosegr':
  3917. # actionState = 'reg_nosegr'
  3918. # if l_actionState not in ['reg_nosegr', 'reg_air_tail', 'reg_nosegr_out', 'fak_reg_tailgr']:
  3919. # skater.stopAction(flip_layer)
  3920. # deck.stopAction(flip_layer)
  3921. # trucks.stopAction(flip_layer)
  3922. # skater.playAction('reg_nosegR', 40,30, layer=trans_layer, play_mode=0, speed=1)
  3923. # bdeck.playAction('b_reg_nosegR', 40,30, layer=trans_layer, play_mode=0, speed=1)
  3924. # #trucks.playAction('a_reg_nosegR', 40,30, layer=trans_layer, play_mode=0, speed=1)
  3925. # else:
  3926. # skater.playAction('reg_nosegR', 30,1, layer=loop_layer, play_mode=1, speed=.5)
  3927. # bdeck.playAction('b_reg_nosegR', 30,1, layer=loop_layer, play_mode=1, speed=.5)
  3928. # #trucks.playAction('a_reg_nosegR', 30,1, layer=loop_layer, play_mode=1, speed=.5)
  3929. # if requestAction == 'fak_nosegr':
  3930. # actionState = 'fak_nosegr'
  3931. # if l_actionState not in ['fak_nosegr', 'fak_air_nose', 'fak_nosegr_out', 'reg_fak_tailgr']:
  3932. # skater.stopAction(flip_layer)
  3933. # deck.stopAction(flip_layer)
  3934. # trucks.stopAction(flip_layer)
  3935. # skater.playAction('fak_nosegR', 40,30, layer=trans_layer, play_mode=0, speed=1)
  3936. # bdeck.playAction('b_fak_nosegR', 40,30, layer=trans_layer, play_mode=0, speed=1)
  3937. # #trucks.playAction('a_fak_nosegR', 40,30, layer=trans_layer, play_mode=0, speed=1)
  3938. # else:
  3939. # skater.playAction('fak_nosegR', 30,1, layer=loop_layer, play_mode=1, speed=.5)
  3940. # bdeck.playAction('b_fak_nosegR', 30,1, layer=loop_layer, play_mode=1, speed=.5)
  3941. # #trucks.playAction('a_fak_nosegR', 30,1, layer=loop_layer, play_mode=1, speed=.5)
  3942. # if requestAction == 'reg_nosegl':
  3943. # actionState = 'reg_nosegl'
  3944. # if l_actionState not in ['reg_nosegl', 'reg_air_nose', 'reg_nosegl_out', 'fak_reg_tailgl']:
  3945. # skater.stopAction(flip_layer)
  3946. # deck.stopAction(flip_layer)
  3947. # trucks.stopAction(flip_layer)
  3948. # skater.playAction('reg_nosegL', 40,30, layer=trans_layer, play_mode=0, speed=1)
  3949. # bdeck.playAction('b_reg_nosegL', 40,30, layer=trans_layer, play_mode=0, speed=1)
  3950. # #trucks.playAction('a_reg_nosegL', 40,30, layer=trans_layer, play_mode=0, speed=1)
  3951. # else:
  3952. # skater.playAction('reg_nosegL', 30,1, layer=loop_layer, play_mode=1, speed=.5)
  3953. # bdeck.playAction('b_reg_nosegL', 30,1, layer=loop_layer, play_mode=1, speed=.5)
  3954. # #trucks.playAction('a_reg_nosegL', 30,1, layer=loop_layer, play_mode=1, speed=.5)
  3955. # if requestAction == 'fak_nosegl':
  3956. # actionState = 'fak_nosegl'
  3957. # if l_actionState not in ['fak_nosegl', 'fak_air_nose', 'fak_nosegl_out', 'reg_fak_tailgl']:
  3958. # skater.stopAction(flip_layer)
  3959. # deck.stopAction(flip_layer)
  3960. # trucks.stopAction(flip_layer)
  3961. # skater.playAction('fak_nosegL', 40,30, layer=trans_layer, play_mode=0, speed=1)
  3962. # bdeck.playAction('b_fak_nosegL', 40,30, layer=trans_layer, play_mode=0, speed=1)
  3963. # #trucks.playAction('a_fak_nosegL', 40,30, layer=trans_layer, play_mode=0, speed=1)
  3964. # else:
  3965. # skater.playAction('fak_nosegL', 30,1, layer=loop_layer, play_mode=1, speed=.5)
  3966. # bdeck.playAction('b_fak_nosegL', 30,1, layer=loop_layer, play_mode=1, speed=.5)
  3967. # #trucks.playAction('a_fak_nosegL', 30,1, layer=loop_layer, play_mode=1, speed=.5)
  3968. # if requestAction == 'reg_wall_r':
  3969. # actionState = 'reg_wall_r'
  3970. # if l_actionState != 'reg_wall_r':
  3971. # skater.playAction('reg_wall_r', 10,10, layer=trans_layer, play_mode=0, speed=.5)
  3972. # deck.playAction('a_reg_wall_r', 10,10, layer=trans_layer, play_mode=0, speed=.5)
  3973. # trucks.playAction('a_reg_wall_r', 10,10, layer=trans_layer, play_mode=0, speed=.5)
  3974. # else:
  3975. # skater.playAction('reg_wall_r', 10,10, layer=loop_layer, play_mode=1, speed=.5)
  3976. # deck.playAction('a_reg_wall_r', 10,10, layer=loop_layer, play_mode=1, speed=.5)
  3977. # trucks.playAction('a_reg_wall_r', 10,10, layer=loop_layer, play_mode=1, speed=.5)
  3978. # if requestAction == 'reg_wall_l':
  3979. # actionState = 'reg_wall_l'
  3980. # if l_actionState != 'reg_wall_l':
  3981. # skater.playAction('reg_wall_l', 10,10, layer=trans_layer, play_mode=0, speed=.5)
  3982. # deck.playAction('a_reg_wall_l2', 10,10, layer=trans_layer, play_mode=0, speed=.5)
  3983. # trucks.playAction('a_reg_wall_l2', 10,10, layer=trans_layer, play_mode=0, speed=.5)
  3984. # else:
  3985. # skater.playAction('reg_wall_l', 10,10, layer=loop_layer, play_mode=1, speed=.5)
  3986. # deck.playAction('a_reg_wall_l2', 10,10, layer=loop_layer, play_mode=1, speed=.5)
  3987. # trucks.playAction('a_reg_wall_l2', 10,10, layer=loop_layer, play_mode=1, speed=.5)
  3988. # if requestAction == 'fak_wall_r':
  3989. # actionState = 'fak_wall_r'
  3990. # if l_actionState != 'fak_wall_r':
  3991. # skater.playAction('fak_wall_r', 10,10, layer=trans_layer, play_mode=0, speed=.5)
  3992. # deck.playAction('a_reg_wall_l2', 10,10, layer=trans_layer, play_mode=0, speed=.5)
  3993. # trucks.playAction('a_reg_wall_l2', 10,10, layer=trans_layer, play_mode=0, speed=.5)
  3994. # else:
  3995. # skater.playAction('fak_wall_r', 10,10, layer=loop_layer, play_mode=1, speed=.5)
  3996. # deck.playAction('a_reg_wall_l2', 10,10, layer=loop_layer, play_mode=1, speed=.5)
  3997. # trucks.playAction('a_reg_wall_l2', 10,10, layer=loop_layer, play_mode=1, speed=.5)
  3998. # if requestAction == 'fak_wall_l':
  3999. # actionState = 'fak_wall_l'
  4000. # if l_actionState != 'reg_wall_r':
  4001. # skater.playAction('fak_wall_l', 10,10, layer=trans_layer, play_mode=0, speed=.5)
  4002. # deck.playAction('a_reg_wall_r', 10,10, layer=trans_layer, play_mode=0, speed=.5)
  4003. # trucks.playAction('a_reg_wall_r', 10,10, layer=trans_layer, play_mode=0, speed=.5)
  4004. # else:
  4005. # skater.playAction('fak_wall_l', 10,10, layer=loop_layer, play_mode=1, speed=.5)
  4006. # deck.playAction('a_reg_wall_r', 10,10, layer=loop_layer, play_mode=1, speed=.5)
  4007. # trucks.playAction('a_reg_wall_r', 10,10, layer=loop_layer, play_mode=1, speed=.5)
  4008. # ##############################
  4009. # if requestAction == 'reg_tailslide':
  4010. # actionState = 'reg_tailslide'
  4011. # if l_actionState not in ['reg_tailslide', 'reg_air_tail', 'reg_tailslide_out', 'fak_noseslide', 'fak-reg_tailslide']:
  4012. # skater.stopAction(flip_layer)
  4013. # deck.stopAction(flip_layer)
  4014. # trucks.stopAction(flip_layer)
  4015. # skater.playAction('fak_noses', 40,30, layer=trans_layer, play_mode=0, speed=1)
  4016. # bdeck.playAction('b_fak_noses', 40,30, layer=trans_layer, play_mode=0, speed=1)
  4017. # #trucks.playAction('a_fak_noses', 40,30, layer=trans_layer, play_mode=0, speed=1)
  4018. # else:
  4019. # skater.playAction('fak_noses', 30,1, layer=loop_layer, play_mode=1, speed=.5)
  4020. # bdeck.playAction('b_fak_noses', 30,1, layer=loop_layer, play_mode=1, speed=.5)
  4021. # #trucks.playAction('a_fak_noses', 30,1, layer=loop_layer, play_mode=1, speed=.5)
  4022. # if requestAction == 'fak_tailslide':
  4023. # actionState = 'fak_tailslide'
  4024. # if l_actionState not in ['fak_tailslide', 'fak_air_tail', 'reg_tailslide_out', 'reg_noseslide', 'reg-fak_tailslide']:
  4025. # skater.stopAction(flip_layer)
  4026. # deck.stopAction(flip_layer)
  4027. # trucks.stopAction(flip_layer)
  4028. # skater.playAction('reg_noses', 40,30, layer=trans_layer, play_mode=0, speed=1)
  4029. # bdeck.playAction('b_reg_noses', 40,30, layer=trans_layer, play_mode=0, speed=1)
  4030. # #trucks.playAction('a_reg_noses', 40,30, layer=trans_layer, play_mode=0, speed=1)
  4031. # else:
  4032. # skater.playAction('reg_noses', 30,1, layer=loop_layer, play_mode=1, speed=.5)
  4033. # bdeck.playAction('b_reg_noses', 30,1, layer=loop_layer, play_mode=1, speed=.5)
  4034. # #trucks.playAction('a_reg_noses', 30,1, layer=loop_layer, play_mode=1, speed=.5)
  4035. # if requestAction == 'reg_noseslide':
  4036. # actionState = 'reg_noseslide'
  4037. # if l_actionState not in ['reg_noseslide', 'reg_air_nose', 'reg_tailslide_out', 'fak_tailslide', 'fak-reg_noseslide']:
  4038. # skater.stopAction(flip_layer)
  4039. # deck.stopAction(flip_layer)
  4040. # trucks.stopAction(flip_layer)
  4041. # skater.playAction('fak_tails', 40,30, layer=trans_layer, play_mode=0, speed=1)
  4042. # bdeck.playAction('b_fak_tails', 40,30, layer=trans_layer, play_mode=0, speed=1)
  4043. # #trucks.playAction('a_fak_tails', 40,30, layer=trans_layer, play_mode=0, speed=1)
  4044. # else:
  4045. # skater.playAction('fak_tails', 30,1, layer=loop_layer, play_mode=1, speed=.5)
  4046. # bdeck.playAction('b_fak_tails', 30,1, layer=loop_layer, play_mode=1, speed=.5)
  4047. # #trucks.playAction('a_fak_tails', 30,1, layer=loop_layer, play_mode=1, speed=.5)
  4048. # if requestAction == 'fak_noseslide':
  4049. # actionState = 'fak_noseslide'
  4050. # if l_actionState not in ['fak_noseslide', 'fak_air_nose', 'reg_tailslide_out', 'reg_tailslide', 'reg-fak_noseslide']:
  4051. # skater.stopAction(flip_layer)
  4052. # deck.stopAction(flip_layer)
  4053. # trucks.stopAction(flip_layer)
  4054. # skater.playAction('reg_tails', 40,30, layer=trans_layer, play_mode=0, speed=1)
  4055. # bdeck.playAction('b_reg_tails', 40,30, layer=trans_layer, play_mode=0, speed=1)
  4056. # #trucks.playAction('a_reg_tails', 40,30, layer=trans_layer, play_mode=0, speed=1)
  4057. # print('fak nose in')
  4058. # else:
  4059. # skater.playAction('reg_tails', 30,1, layer=loop_layer, play_mode=1, speed=.5)
  4060. # bdeck.playAction('b_reg_tails', 30,1, layer=loop_layer, play_mode=1, speed=.5)
  4061. # #trucks.playAction('a_reg_tails', 30,1, layer=loop_layer, play_mode=1, speed=.5)
  4062. # if requestAction == 'reg_5050':
  4063. # actionState = 'reg_5050'
  4064. # #own['actionTimer'] = 0
  4065. # #if l_actionState == 'reg_roll':
  4066. # if l_actionState != 'reg_5050' and l_actionState != 'fak-reg_5050':
  4067. # skater.playAction('reg_5050', 50,70, layer=trans_layer, play_mode=0, speed=.5)
  4068. # else:
  4069. # skater.playAction('reg_5050', 1,30, layer=loop_layer, play_mode=1, speed=.5)
  4070. # bdeck.playAction('b_reg', 1,30, layer=loop_layer, play_mode=1, speed=.5)
  4071. # #trucks.playAction('a_reg', 1,30, layer=loop_layer, play_mode=1, speed=.5)
  4072. # if requestAction == 'fak_5050':
  4073. # actionState = 'fak_5050'
  4074. # if l_actionState != 'fak_5050' and l_actionState != 'fak-reg_5050':
  4075. # skater.playAction('fak_air', 40,34, layer=trans_layer, play_mode=0, speed=.5)
  4076. # #own['actionTimer'] = 0
  4077. # else:
  4078. # skater.playAction('fak_5050', 1,30, layer=loop_layer, play_mode=1, speed=.5)
  4079. # bdeck.playAction('b_reg', 1,30, layer=loop_layer, play_mode=1, speed=.5)
  4080. # #trucks.playAction('a_reg', 1,30, layer=loop_layer, play_mode=1, speed=.5)
  4081. # if requestAction == 'reg_bsboard':
  4082. # actionState = 'reg_bsboard'
  4083. # skater.playAction('reg_BS_Board2', 1,30, layer=loop_layer, play_mode=1, speed=.5)
  4084. # deck.playAction('b_reg', 1,30, layer=loop_layer, play_mode=1, speed=.5)
  4085. # #trucks.playAction('a_reg_BS_Board2', 1,30, layer=loop_layer, play_mode=1, speed=.5)
  4086. # if requestAction == 'fak_bsboard':
  4087. # actionState = 'fak_bsboard'
  4088. # skater.playAction('fak_BS_Board2', 1,30, layer=loop_layer, play_mode=1, speed=.5)
  4089. # deck.playAction('b_reg', 1,30, layer=loop_layer, play_mode=1, speed=.5)
  4090. # #trucks.playAction('a_fak_BS_Board2', 1,30, layer=loop_layer, play_mode=1, speed=.5)
  4091. # if requestAction == 'reg_fsboard':
  4092. # actionState = 'reg_fsboard'
  4093. # skater.playAction('reg_FS_Board', 1,30, layer=loop_layer, play_mode=1, speed=.5)
  4094. # deck.playAction('b_reg', 1,30, layer=loop_layer, play_mode=1, speed=.5)
  4095. # #trucks.playAction('a_reg_FS_Board', 1,30, layer=loop_layer, play_mode=1, speed=.5)
  4096. # if requestAction == 'reg_air_nose':
  4097. # actionState = 'reg_air_nose'
  4098. # if l_actionState != 'reg_air_nose':
  4099. # skater.stopAction(loop_layer)
  4100. # deck.stopAction(loop_layer)
  4101. # trucks.stopAction(loop_layer)
  4102. # skater.stopAction(flip_layer)
  4103. # deck.stopAction(flip_layer)
  4104. # trucks.stopAction(flip_layer)
  4105. # skater.playAction('reg_noseg.002', 0,5, layer=trans_layer, play_mode=0, speed=.5)
  4106. # bdeck.playAction('b_reg_noseg', 0,5, layer=trans_layer, play_mode=0, speed=.5)
  4107. # #trucks.playAction('a_reg_noseg.002', 0,5, layer=trans_layer, play_mode=0, speed=.5)
  4108. # else:
  4109. # skater.playAction('reg_noseg.002', 5,5, layer=loop_layer, play_mode=1, speed=.5)
  4110. # bdeck.playAction('b_reg_noseg', 5,5, layer=loop_layer, play_mode=1, speed=.5)
  4111. # #trucks.playAction('a_reg_noseg.002', 5,5, layer=loop_layer, play_mode=1, speed=.5)
  4112. # if requestAction == 'fak_air_nose':
  4113. # actionState = 'fak_air_nose'
  4114. # if l_actionState != 'fak_air_nose':
  4115. # skater.stopAction(loop_layer)
  4116. # deck.stopAction(loop_layer)
  4117. # trucks.stopAction(loop_layer)
  4118. # skater.stopAction(flip_layer)
  4119. # deck.stopAction(flip_layer)
  4120. # trucks.stopAction(flip_layer)
  4121. # skater.playAction('fak_noseg', 40,35, layer=trans_layer, play_mode=0, speed=1)
  4122. # bdeck.playAction('b_fak_noseg', 40,35, layer=trans_layer, play_mode=0, speed=1)
  4123. # #trucks.playAction('a_fak_noseg', 40,35, layer=trans_layer, play_mode=0, speed=1)
  4124. # else:
  4125. # skater.playAction('fak_noseg', 35,35, layer=loop_layer, play_mode=1, speed=.5)
  4126. # bdeck.playAction('b_fak_noseg', 35,35, layer=loop_layer, play_mode=1, speed=.5)
  4127. # #trucks.playAction('a_fak_noseg', 35,35, layer=loop_layer, play_mode=1, speed=.5)
  4128. # if requestAction == 'reg_air_tail':
  4129. # actionState = 'reg_air_tail'
  4130. # if l_actionState != 'reg_air_tail':
  4131. # skater.stopAction(loop_layer)
  4132. # deck.stopAction(loop_layer)
  4133. # trucks.stopAction(loop_layer)
  4134. # skater.stopAction(flip_layer)
  4135. # deck.stopAction(flip_layer)
  4136. # trucks.stopAction(flip_layer)
  4137. # skater.playAction('reg_tailg.001', 40,35, layer=trans_layer, play_mode=0, speed=1)
  4138. # bdeck.playAction('b_reg_tailg', 40,35, layer=trans_layer, play_mode=0, speed=1)
  4139. # #trucks.playAction('a_reg_tailg.001', 40,35, layer=trans_layer, play_mode=0, speed=1)
  4140. # else:
  4141. # #pass
  4142. # skater.playAction('reg_tailg.001', 35,35, layer=loop_layer, play_mode=1, speed=.5)
  4143. # bdeck.playAction('b_reg_tailg', 35,35, layer=loop_layer, play_mode=1, speed=.5)
  4144. # #trucks.playAction('a_reg_tailg.001', 35,35, layer=loop_layer, play_mode=1, speed=.5)
  4145. # if requestAction == 'fak_air_tail':
  4146. # actionState = 'fak_air_tail'
  4147. # if l_actionState != 'fak_air_tail':
  4148. # skater.stopAction(loop_layer)
  4149. # deck.stopAction(loop_layer)
  4150. # trucks.stopAction(loop_layer)
  4151. # skater.stopAction(flip_layer)
  4152. # deck.stopAction(flip_layer)
  4153. # trucks.stopAction(flip_layer)
  4154. # skater.playAction('fak_tailg', 40,35, layer=trans_layer, play_mode=0, speed=1)
  4155. # bdeck.playAction('b_fak_tailg', 40,35, layer=trans_layer, play_mode=0, speed=1)
  4156. # #trucks.playAction('a_fak_tailg', 40,35, layer=trans_layer, play_mode=0, speed=1)
  4157. # else:
  4158. # skater.playAction('fak_tailg', 35,35, layer=loop_layer, play_mode=1, speed=.5)
  4159. # bdeck.playAction('b_fak_tailg', 35,35, layer=loop_layer, play_mode=1, speed=.5)
  4160. # #trucks.playAction('a_fak_tailg', 35,35, layer=loop_layer, play_mode=1, speed=.5)
  4161. # if requestAction == 'reg_stop':
  4162. # actionState = 'reg_stop'
  4163. # if l_actionState != 'reg_stop':
  4164. # skater.playAction('reg_stopin', 1,15, layer=trans_layer, play_mode=0, speed=.5)
  4165. # bdeck.playAction('b_reg', 1,15, layer=trans_layer, play_mode=0, speed=.5)
  4166. # #trucks.playAction('a_reg', 1,15, layer=trans_layer, play_mode=0, speed=.5)
  4167. # else:
  4168. # skater.playAction('reg_stop', 30,30, layer=loop_layer, play_mode=1, speed=.5)
  4169. # bdeck.playAction('b_reg', 30,30, layer=loop_layer, play_mode=1, speed=.5)
  4170. # #trucks.playAction('a_reg', 30,30, layer=loop_layer, play_mode=1, speed=.5)
  4171. # if requestAction == 'fak_stop':
  4172. # actionState = 'fak_stop'
  4173. # if l_actionState != 'fak_stop':
  4174. # skater.playAction('fak_stopin', 1,15, layer=trans_layer, play_mode=0, speed=.5)
  4175. # bdeck.playAction('b_reg', 1,15, layer=trans_layer, play_mode=0, speed=.5)
  4176. # #trucks.playAction('a_reg', 1,15, layer=trans_layer, play_mode=0, speed=.5)
  4177. # else:
  4178. # skater.playAction('fak_stop', 30,30, layer=loop_layer, play_mode=1, speed=.5)
  4179. # bdeck.playAction('b_reg', 30,30, layer=loop_layer, play_mode=1, speed=.5)
  4180. # #trucks.playAction('a_reg', 30,30, layer=loop_layer, play_mode=1, speed=.5)
  4181. # if requestAction == 'reg_fp_rback':
  4182. # actionState = 'reg_fp_rback'
  4183. # if l_actionState != 'reg_fp_rback':
  4184. # skater.playAction('reg_fp_rback', 1,10, layer=trans_layer, play_mode=0, speed=.5)
  4185. # deck.playAction('a_reg_fp_rback', 1,10, layer=trans_layer, play_mode=0, speed=.5)
  4186. # trucks.playAction('a_reg_fp_rback', 1,10, layer=trans_layer, play_mode=0, speed=.5)
  4187. # else:
  4188. # skater.playAction('reg_fp_rback', 10,10, layer=loop_layer, play_mode=1, speed=.5)
  4189. # deck.playAction('a_reg_fp_rback', 10,10, layer=loop_layer, play_mode=1, speed=.5)
  4190. # trucks.playAction('a_reg_fp_rback', 10,10, layer=loop_layer, play_mode=1, speed=.5)
  4191. # if requestAction == 'fak_fp_rback':
  4192. # actionState = 'fak_fp_rback'
  4193. # if l_actionState != 'fak_fp_rback':
  4194. # skater.playAction('fak_fp_rback', 1,10, layer=trans_layer, play_mode=0, speed=.5)
  4195. # deck.playAction('a_fak_fp_rback', 1,10, layer=trans_layer, play_mode=0, speed=.5)
  4196. # trucks.playAction('a_fak_fp_rback', 1,10, layer=trans_layer, play_mode=0, speed=.5)
  4197. # else:
  4198. # skater.playAction('fak_fp_rback', 10,10, layer=loop_layer, play_mode=1, speed=.5)
  4199. # deck.playAction('a_fak_fp_rback', 10,10, layer=loop_layer, play_mode=1, speed=.5)
  4200. # trucks.playAction('a_fak_fp_rback', 10,10, layer=loop_layer, play_mode=1, speed=.5)
  4201. # if requestAction == 'reg_back_invert':
  4202. # actionState = 'reg_back_invert'
  4203. # if l_actionState != 'reg_back_invert':
  4204. # skater.playAction('reg_back_invert_in.001', 1,30, layer=trans_layer, play_mode=0, speed=1)
  4205. # deck.playAction('a_reg_back_invert_in', 1,30, layer=trans_layer, play_mode=0, speed=1)
  4206. # trucks.playAction('a_reg_back_invert_in', 1,30, layer=trans_layer, play_mode=0, speed=1)
  4207. # else:
  4208. # skater.playAction('reg_back_invert_in.001', 30,30, layer=loop_layer, play_mode=1, speed=1)
  4209. # deck.playAction('a_reg_back_invert_in', 30,30, layer=loop_layer, play_mode=1, speed=1)
  4210. # trucks.playAction('a_reg_back_invert_in', 30,30, layer=loop_layer, play_mode=1, speed=1)
  4211. # if requestAction == 'fak_fr_invert':
  4212. # actionState = 'fak_fr_invert'
  4213. # if l_actionState != 'fak_fr_invert':
  4214. # skater.playAction('fak_fr_invert', 1,30, layer=trans_layer, play_mode=0, speed=1)
  4215. # deck.playAction('a_fak_fr_invert', 1,30, layer=trans_layer, play_mode=0, speed=1)
  4216. # trucks.playAction('a_fak_fr_invert', 1,30, layer=trans_layer, play_mode=0, speed=1)
  4217. # else:
  4218. # skater.playAction('fak_fr_invert', 30,30, layer=loop_layer, play_mode=1, speed=1)
  4219. # deck.playAction('a_fak_fr_invert', 30,30, layer=loop_layer, play_mode=1, speed=1)
  4220. # trucks.playAction('a_fak_fr_invert', 30,30, layer=loop_layer, play_mode=1, speed=1)
  4221. # if requestAction == 'reg_hippy_in':
  4222. # actionState = 'reg_hippy_in'
  4223. # if l_actionState != 'reg_hippy_in':
  4224. # skater.playAction('reg_hippy', 1,10, layer=trans_layer, play_mode=0, speed=.5)
  4225. # bdeck.playAction('b_reg', 1,10, layer=trans_layer, play_mode=0, speed=.5)
  4226. # #trucks.playAction('a_reg', 1,10, layer=trans_layer, play_mode=0, speed=.5)
  4227. # else:
  4228. # skater.playAction('reg_hippy', 10,10, layer=loop_layer, play_mode=1, speed=.5)
  4229. # bdeck.playAction('b_reg', 10,10, layer=loop_layer, play_mode=1, speed=.5)
  4230. # #trucks.playAction('a_reg', 10,10, layer=loop_layer, play_mode=1, speed=.5)
  4231. # if requestAction == 'fak_hippy_in':
  4232. # actionState = 'fak_hippy_in'
  4233. # if l_actionState != 'fak_hippy_in':
  4234. # skater.playAction('fak_hippy', 1,10, layer=trans_layer, play_mode=0, speed=.5)
  4235. # bdeck.playAction('b_reg', 1,10, layer=trans_layer, play_mode=0, speed=.5)
  4236. # #trucks.playAction('a_reg', 1,10, layer=trans_layer, play_mode=0, speed=.5)
  4237. # else:
  4238. # skater.playAction('fak_hippy', 10,10, layer=loop_layer, play_mode=1, speed=.5)
  4239. # bdeck.playAction('b_reg', 10,10, layer=loop_layer, play_mode=1, speed=.5)
  4240. # #trucks.playAction('a_reg', 10,10, layer=loop_layer, play_mode=1, speed=.5)
  4241. # #$$$$$$$$$$$$$$$$$$$$$$$$$$$$$
  4242. # #walk anims
  4243. # #reg_idle
  4244. # if requestAction == 'reg_idle' and own['actionTimer'] == 0:
  4245. # actionState = 'reg_idle'
  4246. # if l_requestAction != 'reg_idle':
  4247. # if l_requestAction == 'reg_walk' or l_requestAction == 'reg_walkFast':
  4248. # cur_frame = skater.getActionFrame(loop_layer)
  4249. # skater.stopAction(loop_layer)
  4250. # deck.stopAction(loop_layer)
  4251. # trucks.stopAction(loop_layer)
  4252. # if cur_frame > 11:#11:
  4253. # cur_frame += 1
  4254. # skater.playAction('reg_nwalk', cur_frame,35, layer=loop_layer, play_mode=0, speed=.5)
  4255. # bdeck.playAction('b_reg_walk', cur_frame,35, layer=loop_layer, play_mode=0, speed=.5)
  4256. # #trucks.playAction('a_reg_nwalk', cur_frame,35, layer=loop_layer, play_mode=0, speed=.5)
  4257. # else:
  4258. # cur_frame -= 1
  4259. # skater.playAction('reg_nwalk', cur_frame,0, layer=loop_layer, play_mode=0, speed=.5)
  4260. # bdeck.playAction('b_reg_walk', cur_frame,0, layer=loop_layer, play_mode=0, speed=.5)
  4261. # #trucks.playAction('a_reg_nwalk', cur_frame,0, layer=loop_layer, play_mode=0, speed=.5)
  4262. # else:
  4263. # trans_playing = skater.isPlayingAction(trans_layer)
  4264. # else:
  4265. # skater.playAction('reg_idle1', 1,120, layer=loop_layer, play_mode=0, speed=.5)
  4266. # deck.playAction('a_reg_idle1', 1,120, layer=loop_layer, play_mode=0, speed=.5)
  4267. # trucks.playAction('a_reg_idle1', 1,120, layer=loop_layer, play_mode=0, speed=.5)
  4268. # #reg_idle_nb
  4269. # if requestAction == 'reg_idle_nb' and own['actionTimer'] == 0:
  4270. # actionState = 'reg_idle_nb'
  4271. # if l_requestAction != 'reg_idle_nb':
  4272. # if l_requestAction == 'reg_walk_nb' or l_requestAction == 'reg_walkFast_nb':
  4273. # cur_frame = skater.getActionFrame(loop_layer)
  4274. # skater.stopAction(loop_layer)
  4275. # deck.stopAction(loop_layer)
  4276. # trucks.stopAction(loop_layer)
  4277. # if cur_frame > 11:
  4278. # cur_frame += 1
  4279. # skater.playAction('reg_nwalk_nb.005', cur_frame,35, layer=loop_layer, play_mode=0, speed=.5)
  4280. # else:
  4281. # cur_frame -= 1
  4282. # skater.playAction('reg_nwalk_nb.005', cur_frame,0, layer=loop_layer, play_mode=0, speed=.5)
  4283. # else:
  4284. # trans_playing = skater.isPlayingAction(trans_layer)
  4285. # if trans_playing == 1:
  4286. # skater.playAction('reg_idle1', 1,120, layer=loop_layer, play_mode=0, speed=.5)
  4287. # else:
  4288. # skater.playAction('reg_idle1', 1,120, layer=loop_layer, play_mode=0, speed=.5)
  4289. # #fak_idle
  4290. # if requestAction == 'fak_idle' and own['actionTimer'] == 0:
  4291. # actionState = 'fak_idle'
  4292. # if l_requestAction != 'fak_idle':
  4293. # if l_requestAction == 'fak_walk' or l_requestAction == 'fak_walkFast':
  4294. # cur_frame = skater.getActionFrame(loop_layer)
  4295. # skater.stopAction(loop_layer)
  4296. # deck.stopAction(loop_layer)
  4297. # trucks.stopAction(loop_layer)
  4298. # if cur_frame > 11:
  4299. # cur_frame += 1
  4300. # skater.playAction('fak_nwalk', cur_frame,35, layer=loop_layer, play_mode=0, speed=.5)
  4301. # bdeck.playAction('b_fak_walk', cur_frame,35, layer=loop_layer, play_mode=0, speed=.5)
  4302. # #trucks.playAction('a_fak_nwalk', cur_frame,35, layer=loop_layer, play_mode=0, speed=.5)
  4303. # else:
  4304. # cur_frame -= 1
  4305. # skater.playAction('fak_nwalk', cur_frame,0, layer=loop_layer, play_mode=0, speed=.5)
  4306. # bdeck.playAction('b_fak_walk', cur_frame,0, layer=loop_layer, play_mode=0, speed=.5)
  4307. # #trucks.playAction('a_fak_nwalk', cur_frame,0, layer=loop_layer, play_mode=0, speed=.5)
  4308. # else:
  4309. # trans_playing = skater.isPlayingAction(trans_layer)
  4310. # else:
  4311. # skater.playAction('fak_idle1', 1,120, layer=loop_layer, play_mode=0, speed=.5)
  4312. # #fak_idle_nb
  4313. # if requestAction == 'fak_idle_nb' and own['actionTimer'] == 0:
  4314. # actionState = 'fak_idle_nb'
  4315. # if l_requestAction != 'fak_idle_nb':
  4316. # if l_requestAction == 'fak_walk_nb' or l_requestAction == 'fak_walkFast_nb':
  4317. # cur_frame = skater.getActionFrame(loop_layer)
  4318. # skater.stopAction(loop_layer)
  4319. # deck.stopAction(loop_layer)
  4320. # trucks.stopAction(loop_layer)
  4321. # if cur_frame > 11:
  4322. # cur_frame += 1
  4323. # skater.playAction('fak_nwalk_nb.005', cur_frame,35, layer=loop_layer, play_mode=0, speed=.5)
  4324. # else:
  4325. # cur_frame -= 1
  4326. # skater.playAction('fak_nwalk_nb.005', cur_frame,0, layer=loop_layer, play_mode=0, speed=.5)
  4327. # else:
  4328. # trans_playing = skater.isPlayingAction(trans_layer)
  4329. # if trans_playing == 1:
  4330. # #pass
  4331. # skater.playAction('fak_idle1', 1,120, layer=loop_layer, play_mode=0, speed=.5)
  4332. # else:
  4333. # skater.playAction('fak_idle1', 1,120, layer=loop_layer, play_mode=0, speed=.5)
  4334. # if requestAction == 'reg_idle1':
  4335. # actionState = 'reg_idle1'
  4336. # skater.playAction('reg_idle1', 1,120, layer=loop_layer, play_mode=0, speed=.5)
  4337. # deck.playAction('a_reg_idle1', 1,120, layer=loop_layer, play_mode=0, speed=.5)
  4338. # trucks.playAction('a_reg_idle1', 1,120, layer=loop_layer, play_mode=0, speed=.5)
  4339. # if requestAction == 'reg_idle2':
  4340. # actionState = 'reg_idle2'
  4341. # skater.playAction('reg_idle2_', 1,120, layer=loop_layer, play_mode=0, speed=.5)
  4342. # deck.playAction('a_reg_idle2', 1,120, layer=loop_layer, play_mode=0, speed=.5)
  4343. # trucks.playAction('a_reg_idle2', 1,120, layer=loop_layer, play_mode=0, speed=.5)
  4344. # if requestAction == 'reg_idle3':
  4345. # actionState = 'reg_idle3'
  4346. # skater.playAction('reg_idle3', 1,240, layer=loop_layer, play_mode=0, speed=.5)
  4347. # deck.playAction('a_reg_idle3', 1,240, layer=loop_layer, play_mode=0, speed=.5)
  4348. # trucks.playAction('a_reg_idle3', 1,240, layer=loop_layer, play_mode=0, speed=.5)
  4349. # if requestAction == 'reg_idle4':
  4350. # actionState = 'reg_idle4'
  4351. # skater.playAction('reg_idle4', 1,120, layer=loop_layer, play_mode=0, speed=.5)
  4352. # deck.playAction('a_reg_idle4', 1,120, layer=loop_layer, play_mode=0, speed=.5)
  4353. # trucks.playAction('a_reg_idle4', 1,120, layer=loop_layer, play_mode=0, speed=.5)
  4354. # if requestAction == 'reg_idle5':
  4355. # actionState = 'reg_idle5'
  4356. # skater.playAction('reg_idle5', 1,120, layer=loop_layer, play_mode=0, speed=.5)
  4357. # deck.playAction('a_reg_idle5', 1,120, layer=loop_layer, play_mode=0, speed=.5)
  4358. # trucks.playAction('a_reg_idle5', 1,120, layer=loop_layer, play_mode=0, speed=.5)
  4359. # if requestAction == 'reg_idle6':
  4360. # actionState = 'reg_idle6'
  4361. # skater.playAction('reg_idle6', 1,120, layer=loop_layer, play_mode=0, speed=.5)
  4362. # deck.playAction('a_reg_idle6', 1,120, layer=loop_layer, play_mode=0, speed=.5)
  4363. # trucks.playAction('a_reg_idle6', 1,120, layer=loop_layer, play_mode=0, speed=.5)
  4364. # if requestAction == 'reg_idle7':
  4365. # actionState = 'reg_idle7'
  4366. # skater.playAction('reg_idle7', 1,120, layer=loop_layer, play_mode=0, speed=.5)
  4367. # deck.playAction('a_reg_idle7', 1,120, layer=loop_layer, play_mode=0, speed=.5)
  4368. # trucks.playAction('a_reg_idle7', 1,120, layer=loop_layer, play_mode=0, speed=.5)
  4369. # if requestAction == 'fak_idle1':
  4370. # actionState = 'fak_idle1'
  4371. # skater.playAction('fak_idle1', 1,120, layer=loop_layer, play_mode=0, speed=.5)
  4372. # deck.playAction('a_fak_idle1', 1,120, layer=loop_layer, play_mode=0, speed=.5)
  4373. # trucks.playAction('a_fak_idle1', 1,120, layer=loop_layer, play_mode=0, speed=.5)
  4374. # if requestAction == 'fak_idle2':
  4375. # actionState = 'fak_idle2'
  4376. # skater.playAction('fak_idle2_', 1,120, layer=loop_layer, play_mode=0, speed=.5)
  4377. # deck.playAction('a_fak_idle2', 1,120, layer=loop_layer, play_mode=0, speed=.5)
  4378. # trucks.playAction('a_fak_idle2', 1,120, layer=loop_layer, play_mode=0, speed=.5)
  4379. # if requestAction == 'fak_idle3':
  4380. # actionState = 'fak_idle3'
  4381. # skater.playAction('fak_idle3', 1,240, layer=loop_layer, play_mode=0, speed=.5)
  4382. # deck.playAction('a_fak_idle3', 1,240, layer=loop_layer, play_mode=0, speed=.5)
  4383. # trucks.playAction('a_fak_idle3', 1,240, layer=loop_layer, play_mode=0, speed=.5)
  4384. # if requestAction == 'fak_idle4':
  4385. # actionState = 'fak_idle4'
  4386. # skater.playAction('fak_idle4', 1,120, layer=loop_layer, play_mode=0, speed=.5)
  4387. # deck.playAction('a_fak_idle4', 1,120, layer=loop_layer, play_mode=0, speed=.5)
  4388. # trucks.playAction('a_fak_idle4', 1,120, layer=loop_layer, play_mode=0, speed=.5)
  4389. # if requestAction == 'fak_idle5':
  4390. # actionState = 'fak_idle5'
  4391. # skater.playAction('fak_idle5', 1,120, layer=loop_layer, play_mode=0, speed=.5)
  4392. # deck.playAction('a_fak_idle5', 1,120, layer=loop_layer, play_mode=0, speed=.5)
  4393. # trucks.playAction('a_fak_idle5', 1,120, layer=loop_layer, play_mode=0, speed=.5)
  4394. # if requestAction == 'fak_idle6':
  4395. # actionState = 'fak_idle6'
  4396. # skater.playAction('fak_idle6', 1,120, layer=loop_layer, play_mode=0, speed=.5)
  4397. # deck.playAction('a_fak_idle6', 1,120, layer=loop_layer, play_mode=0, speed=.5)
  4398. # trucks.playAction('a_fak_idle6', 1,120, layer=loop_layer, play_mode=0, speed=.5)
  4399. # if requestAction == 'fak_idle7':
  4400. # actionState = 'fak_idle7'
  4401. # skater.playAction('fak_idle7', 1,120, layer=loop_layer, play_mode=0, speed=.5)
  4402. # deck.playAction('a_fak_idle7', 1,120, layer=loop_layer, play_mode=0, speed=.5)
  4403. # trucks.playAction('a_fak_idle7', 1,120, layer=loop_layer, play_mode=0, speed=.5)
  4404. # if requestAction == 'reg_idle2_nb':
  4405. # skater.playAction('reg_idle2_nb', 1,120, layer=loop_layer, play_mode=0, speed=.5)
  4406. # #reg_walk
  4407. # if requestAction == 'reg_walk':
  4408. # actionState = 'reg_walk'
  4409. # #in
  4410. # if l_requestAction != 'reg_walk':
  4411. # if l_requestAction == 'reg_walkFast':
  4412. # cur_frame = skater.getActionFrame(loop_layer)
  4413. # skater.playAction('reg_nwalk', 0,35, layer=loop_layer, play_mode=1, speed=.5)
  4414. # bdeck.playAction('b_reg_walk', 0,35, layer=loop_layer, play_mode=1, speed=.5)
  4415. # #trucks.playAction('a_reg_nwalk', 0,35, layer=loop_layer, play_mode=1, speed=.5)
  4416. # skater.setActionFrame(cur_frame, loop_layer)
  4417. # deck.setActionFrame(cur_frame, loop_layer)
  4418. # trucks.setActionFrame(cur_frame, loop_layer)
  4419. # #loop
  4420. # else:
  4421. # skater.playAction('reg_nwalk', 0,35, layer=loop_layer, play_mode=1, speed=.5)
  4422. # bdeck.playAction('b_reg_walk', 0,35, layer=loop_layer, play_mode=1, speed=.5)
  4423. # #trucks.playAction('a_reg_nwalk', 0,35, layer=loop_layer, play_mode=1, speed=.5)
  4424. # #reg_walk_nb
  4425. # if requestAction == 'reg_walk_nb':
  4426. # actionState = 'reg_walk_nb'
  4427. # #in
  4428. # if l_requestAction != 'reg_walk_nb':
  4429. # if l_requestAction == 'reg_walkFast_nb':
  4430. # cur_frame = skater.getActionFrame(loop_layer)
  4431. # skater.playAction('reg_nwalk_nb.005', 0,35, layer=loop_layer, play_mode=1, speed=.5)
  4432. # skater.setActionFrame(cur_frame, loop_layer)
  4433. # #loop
  4434. # else:
  4435. # skater.playAction('reg_nwalk_nb.005', 0,35, layer=loop_layer, play_mode=1, speed=.5)
  4436. # #reg_walkFast
  4437. # if requestAction == 'reg_walkFast':
  4438. # actionState = 'reg_walkFast'
  4439. # #in
  4440. # if l_requestAction != 'reg_walkFast':
  4441. # if l_requestAction == 'reg_walk':
  4442. # cur_frame = skater.getActionFrame(loop_layer)
  4443. # skater.playAction('reg_nwalk', 0,35, layer=loop_layer, play_mode=1, speed=1)
  4444. # bdeck.playAction('b_reg_walk', 0,35, layer=loop_layer, play_mode=1, speed=1)
  4445. # #trucks.playAction('a_reg_nwalk', 0,35, layer=loop_layer, play_mode=1, speed=1)
  4446. # skater.setActionFrame(cur_frame, loop_layer)
  4447. # deck.setActionFrame(cur_frame, loop_layer)
  4448. # trucks.setActionFrame(cur_frame, loop_layer)
  4449. # #print('set last walk frame', cur_frame)
  4450. # #loop
  4451. # else:
  4452. # skater.playAction('reg_nwalk', 0,35, layer=loop_layer, play_mode=1, speed=1)
  4453. # bdeck.playAction('b_reg_walk', 0,35, layer=loop_layer, play_mode=1, speed=1)
  4454. # #trucks.playAction('a_reg_nwalk', 0,35, layer=loop_layer, play_mode=1, speed=1)
  4455. # #reg_walkFast_nb
  4456. # if requestAction == 'reg_walkFast_nb':
  4457. # actionState = 'reg_walkFast_nb'
  4458. # #in
  4459. # if l_requestAction != 'reg_walkFast_nb':
  4460. # if l_requestAction == 'reg_walk_nb':
  4461. # cur_frame = skater.getActionFrame(loop_layer)
  4462. # skater.playAction('reg_nwalk_nb.005', 0,35, layer=loop_layer, play_mode=1, speed=1)
  4463. # skater.setActionFrame(cur_frame, loop_layer)
  4464. # #loop
  4465. # else:
  4466. # skater.playAction('reg_nwalk_nb.005', 0,35, layer=loop_layer, play_mode=1, speed=1)
  4467. # #fak_walk
  4468. # if requestAction == 'fak_walk':
  4469. # #in
  4470. # actionState = 'fak_walk'
  4471. # if l_requestAction != 'fak_walk':
  4472. # if l_requestAction == 'fak_walkFast':
  4473. # cur_frame = skater.getActionFrame(loop_layer)
  4474. # #actionState = 'fak_walk'
  4475. # skater.playAction('fak_nwalk', 0,35, layer=loop_layer, play_mode=1, speed=.5)
  4476. # bdeck.playAction('b_fak_walk', 0,35, layer=loop_layer, play_mode=1, speed=.5)
  4477. # #trucks.playAction('a_fak_nwalk', 0,35, layer=loop_layer, play_mode=1, speed=.5)
  4478. # skater.setActionFrame(cur_frame, loop_layer)
  4479. # deck.setActionFrame(cur_frame, loop_layer)
  4480. # trucks.setActionFrame(cur_frame, loop_layer)
  4481. # #pass
  4482. # #loop
  4483. # else:
  4484. # skater.playAction('fak_nwalk', 0,35, layer=loop_layer, play_mode=1, speed=.5)
  4485. # bdeck.playAction('b_fak_walk', 0,35, layer=loop_layer, play_mode=1, speed=.5)
  4486. # #trucks.playAction('a_fak_nwalk', 0,35, layer=loop_layer, play_mode=1, speed=.5)
  4487. # #fak_walk_nb
  4488. # if requestAction == 'fak_walk_nb':
  4489. # actionState = 'fak_walk_nb'
  4490. # #in
  4491. # if l_requestAction != 'fak_walk_nb':
  4492. # if l_requestAction == 'fak_walkFast_nb':
  4493. # cur_frame = skater.getActionFrame(loop_layer)
  4494. # skater.playAction('fak_nwalk_nb.005', 0,35, layer=loop_layer, play_mode=1, speed=.5)
  4495. # skater.setActionFrame(cur_frame, loop_layer)
  4496. # #loop
  4497. # else:
  4498. # skater.playAction('fak_nwalk_nb.005', 0,35, layer=loop_layer, play_mode=1, speed=.5)
  4499. # #fak_walkFast
  4500. # if requestAction == 'fak_walkFast':
  4501. # actionState = 'fak_walkFast'
  4502. # #in
  4503. # if l_requestAction != 'fak_walkFast':
  4504. # if l_requestAction == 'fak_walk':
  4505. # cur_frame = skater.getActionFrame(loop_layer)
  4506. # skater.playAction('fak_nwalk', 0,35, layer=loop_layer, play_mode=1, speed=1)
  4507. # bdeck.playAction('b_fak_walk', 0,35, layer=loop_layer, play_mode=1, speed=1)
  4508. # #trucks.playAction('a_fak_nwalk', 0,35, layer=loop_layer, play_mode=1, speed=1)
  4509. # skater.setActionFrame(cur_frame, loop_layer)
  4510. # deck.setActionFrame(cur_frame, loop_layer)
  4511. # trucks.setActionFrame(cur_frame, loop_layer)
  4512. # #loop
  4513. # else:
  4514. # skater.playAction('fak_nwalk', 0,35, layer=loop_layer, play_mode=1, speed=1)
  4515. # bdeck.playAction('b_fak_walk', 0,35, layer=loop_layer, play_mode=1, speed=1)
  4516. # #trucks.playAction('a_fak_nwalk', 0,35, layer=loop_layer, play_mode=1, speed=1)
  4517. # #fak_walkFast_nb
  4518. # if requestAction == 'fak_walkFast_nb':
  4519. # actionState = 'fak_walkFast_nb'
  4520. # #in
  4521. # if l_requestAction != 'fak_walkFast_nb':
  4522. # if l_requestAction == 'fak_walk_nb':
  4523. # cur_frame = skater.getActionFrame(loop_layer)
  4524. # skater.playAction('fak_nwalk_nb.005', 0,35, layer=loop_layer, play_mode=1, speed=1)
  4525. # skater.setActionFrame(cur_frame, loop_layer)
  4526. # #loop
  4527. # else:
  4528. # skater.playAction('fak_nwalk_nb.005', 0,35, layer=loop_layer, play_mode=1, speed=1)
  4529. # if requestAction == 'reg_dropin_pos':
  4530. # actionState = 'reg_dropin_pos'
  4531. # if l_actionState != 'reg_dropin_pos':
  4532. # skater.playAction('reg_dropin3', 30,50, layer=trans_layer, play_mode=0, speed=.5)
  4533. # deck.playAction('a_reg_dropin3', 30,50, layer=trans_layer, play_mode=0, speed=.5)
  4534. # trucks.playAction('a_reg_dropin3', 30,50, layer=trans_layer, play_mode=0, speed=.5)
  4535. # else:
  4536. # skater.playAction('reg_dropin3', 50,60, layer=loop_layer, play_mode=1, speed=.75)
  4537. # deck.playAction('a_reg_dropin3', 50,60, layer=loop_layer, play_mode=1, speed=.75)
  4538. # trucks.playAction('a_reg_dropin3', 50,60, layer=loop_layer, play_mode=1, speed=.75)
  4539. # if requestAction == 'fak_dropin_pos':
  4540. # actionState = 'fak_dropin_pos'
  4541. # if l_actionState != 'fak_dropin_pos':
  4542. # skater.playAction('nfak_dropin', 30,50, layer=trans_layer, play_mode=0, speed=.5)
  4543. # deck.playAction('a_fak_dropin', 30,50, layer=trans_layer, play_mode=0, speed=.5)
  4544. # trucks.playAction('a_fak_dropin', 30,50, layer=trans_layer, play_mode=0, speed=.5)
  4545. # else:
  4546. # skater.playAction('nfak_dropin', 50,60, layer=loop_layer, play_mode=1, speed=.75)
  4547. # deck.playAction('a_fak_dropin', 50,60, layer=loop_layer, play_mode=1, speed=.75)
  4548. # trucks.playAction('a_fak_dropin', 50,60, layer=loop_layer, play_mode=1, speed=.75)
  4549. # if requestAction == 'reg_sit':
  4550. # actionState = 'reg_sit'
  4551. # if l_actionState != 'reg_sit':
  4552. # skater.playAction('reg_sit', 1,65, layer=trans_layer, play_mode=0, speed=1)
  4553. # deck.playAction('a_reg_sit', 1,65, layer=trans_layer, play_mode=0, speed=1)
  4554. # trucks.playAction('a_reg_sit', 1,65, layer=trans_layer, play_mode=0, speed=1)
  4555. # else:
  4556. # skater.playAction('reg_sit', 65,65, layer=loop_layer, play_mode=1, speed=0)
  4557. # deck.playAction('a_reg_sit', 65,65, layer=loop_layer, play_mode=1, speed=0)
  4558. # trucks.playAction('a_reg_sit', 65,65, layer=loop_layer, play_mode=1, speed=0)
  4559. # if requestAction == 'fak_sit':
  4560. # actionState = 'fak_sit'
  4561. # if l_actionState != 'fak_sit':
  4562. # skater.playAction('fak_sit', 1,65, layer=trans_layer, play_mode=0, speed=1)
  4563. # deck.playAction('a_fak_sit', 1,65, layer=trans_layer, play_mode=0, speed=1)
  4564. # trucks.playAction('a_fak_sit', 1,65, layer=trans_layer, play_mode=0, speed=1)
  4565. # else:
  4566. # skater.playAction('fak_sit', 65,65, layer=loop_layer, play_mode=1, speed=0)
  4567. # deck.playAction('a_fak_sit', 65,65, layer=loop_layer, play_mode=1, speed=0)
  4568. # trucks.playAction('a_fak_sit', 65,65, layer=loop_layer, play_mode=1, speed=0)
  4569. # if requestAction == 'reg_walk_air':
  4570. # actionState = 'reg_walk_air'
  4571. # if l_actionState not in ('reg_walk_air', 'reg_jump', 'reg_air-walk_air'):
  4572. # skater.playAction('reg_walk_air', 1,10, layer=trans_layer, play_mode=0, speed=1)
  4573. # deck.playAction('a_reg_walk_air', 1,10, layer=trans_layer, play_mode=0, speed=1)
  4574. # trucks.playAction('a_reg_walk_air', 1,10, layer=trans_layer, play_mode=0, speed=1)
  4575. # else:
  4576. # skater.playAction('reg_walk_air', 10,10, layer=loop_layer, play_mode=1, speed=0)
  4577. # deck.playAction('a_reg_walk_air', 10,10, layer=loop_layer, play_mode=1, speed=0)
  4578. # trucks.playAction('a_reg_walk_air', 10,10, layer=loop_layer, play_mode=1, speed=0)
  4579. # if requestAction == 'fak_walk_air':
  4580. # actionState = 'fak_walk_air'
  4581. # if l_actionState not in ('fak_walk_air', 'fak_jump', 'fak_air-walk_air'):
  4582. # skater.playAction('fak_walk_air', 1,10, layer=trans_layer, play_mode=0, speed=1)
  4583. # deck.playAction('a_fak_walk_air', 1,10, layer=trans_layer, play_mode=0, speed=1)
  4584. # trucks.playAction('a_fak_walk_air', 1,10, layer=trans_layer, play_mode=0, speed=1)
  4585. # else:
  4586. # skater.playAction('fak_walk_air', 10,10, layer=loop_layer, play_mode=1, speed=0)
  4587. # deck.playAction('a_fak_walk_air', 10,10, layer=loop_layer, play_mode=1, speed=0)
  4588. # trucks.playAction('a_fak_walk_air', 10,10, layer=loop_layer, play_mode=1, speed=0)
  4589. # own['actionState'] = actionState
  4590. # else:
  4591. # pass
  4592. # own['actionState'] = actionState
  4593. # return actionState
  4594. # l_playing = skater.isPlayingAction(loop_layer)
  4595. # t_playing = skater.isPlayingAction(trans_layer)
  4596. # if l_playing == 1 and t_playing == 1:
  4597. # skater.stopAction(loop_layer)
  4598. # trucks.stopAction(loop_layer)
  4599. # deck.stopAction(loop_layer)
  4600. # ###
  4601. # if own['actionTimer'] > 0:
  4602. # own['actionTimer'] -= 1
  4603. # ##############
  4604. # #turn off land for manuals
  4605. # # if (requestAction == 'reg_manual' or requestAction == 'fak_manual' or requestAction == 'reg_nmanual' or requestAction == 'fak_nmanual') and (actionState == 'reg_land' or actionState == 'fak_land'):
  4606. # # own['actionTimer'] = 0
  4607. # if (own['actionTimer'] == 0 or requestAction == 'reg_land' or requestAction == 'fak_land') or requestAction in jump_overrideList:
  4608. # actionState = updateAction(requestAction, actionState)
  4609. # # if (own['actionState'] == 'reg_land' or own['actionState'] == 'reg_land') and own['actionTimer'] > 0:
  4610. # # own['clear_request'] = 1
  4611. # #blend test ===============-----------------------=========================
  4612. # # if own['inc'] == 1 and own['actionState'] == 'reg_roll' or own['actionState'] == 'fak-reg_roll':
  4613. # # print('incing')
  4614. # # if own['blending_val'] > 0.5:
  4615. # # own['blending_val'] -= .5
  4616. # # print(own['blending_val'])
  4617. # # skater.stopAction(5)
  4618. # # skater.playAction('blend_test', 10,10, layer=5, play_mode=1, speed=1, layer_weight=own['blending_val'])
  4619. # # elif own['inc'] == 1 and own['actionState'] == 'fak_roll' or own['actionState'] == 'reg-fak_roll' :
  4620. # # print('incing')
  4621. # # if own['blending_val'] > 0.5:
  4622. # # own['blending_val'] -= .1
  4623. # # print(own['blending_val'])
  4624. # # skater.stopAction(5)
  4625. # # skater.playAction('nfak_pump_in', 30,40, layer=5, play_mode=1, speed=1, layer_weight=own['blending_val'])
  4626. # # else:
  4627. # # pass
  4628. # # if 'blending_val' in own:
  4629. # # if own['blending_val'] < .95:
  4630. # # own['blending_val'] += .05
  4631. # # skater.stopAction(5)
  4632. # # skater.playAction('nfak_pump_in', 30,40, layer=5, play_mode=1, speed=1, layer_weight=own['blending_val'])
  4633. # # else:
  4634. # # own['blending_val'] = 1.0
  4635. # # skater.stopAction(5)
  4636. # # else:
  4637. # # own['blending_val'] = 0
  4638. # ###################
  4639. # #debug
  4640. # cur_frame = -1
  4641. # trans_playing = skater.isPlayingAction(trans_layer)
  4642. # if trans_playing:
  4643. # cur_frame = skater.getActionFrame(trans_layer)
  4644. # cur_frame = round(cur_frame, 2)
  4645. # #print('oG: ', og_request, 'rA:', requestAction, '|aS:', own['actionState'], 'q', queueAction, own['actionTimer'], 'cf', cur_frame)
  4646. # #print('rA:', requestAction, '|aS:', own['actionState'], own['actionTimer'], 'cf', cur_frame)
  4647. # cur_frame = skater.getActionFrame(trans_layer)
  4648. # #print(cur_frame)
  4649. # def printplaying():
  4650. # splaying_layers = 'S: '
  4651. # playing_layers = 'D: '
  4652. # tplaying_layers = 'T: '
  4653. # for x in range(9900):
  4654. # if skater.isPlayingAction(x):
  4655. # #if trucks.isPlayingAction(x):
  4656. # #if skater.isPlayingAction(x):
  4657. # splaying_layers += str(x)
  4658. # splaying_layers += ' '
  4659. # if deck.isPlayingAction(x):
  4660. # #if trucks.isPlayingAction(x):
  4661. # #if skater.isPlayingAction(x):
  4662. # playing_layers += str(x)
  4663. # playing_layers += ' '
  4664. # if trucks.isPlayingAction(x):
  4665. # #if trucks.isPlayingAction(x):
  4666. # #if skater.isPlayingAction(x):
  4667. # tplaying_layers += str(x)
  4668. # tplaying_layers += ' '
  4669. # print(splaying_layers, playing_layers, tplaying_layers)
  4670. # #printplaying()
  4671. # if actionState == 'empty':
  4672. # #print('EMPTY ACTION!!!')
  4673. # skater.stopAction(loop_layer)
  4674. # deck.stopAction(loop_layer)
  4675. # trucks.stopAction(loop_layer)
  4676. # #set last variables
  4677. # own['l_actionState'] = actionState
  4678. # own['l_requestAction'] = requestAction
  4679. # own['queueAction'] = queueAction
  4680. #actionsFSM.main(cont)
  4681. actionPlayer.main(cont)
  4682. main()