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|
- import bge
- import actionsFSM
- import actionPlayer
-
- def main():
-
- cont = bge.logic.getCurrentController()
- own = cont.owner
- # scene = bge.logic.getCurrentScene()
- # skater = scene.objects['Char4']
- # deck = scene.objects['deck']
- # trucks = scene.objects['trucks']
- # bdeck = scene.objects['deck_arm']
- # loop_layer = 2
- # trans_layer = 3
- # flip_layer = 4
- # throw_layer = 5
- # trans_playing = skater.isPlayingAction(trans_layer)
- # #set possible requestActions
- # requestActions_list = ['reg_roll', 'fak_roll', 'reg_turnLeft', 'reg_turnLeft_out', 'reg_turnRight', 'reg_turnRight_out', 'fak_turnLeft', 'fak_turnRight', 'reg_pump', 'fak_pump', 'reg_land', 'reg_landL', 'reg_landR', 'reg_landLb', 'reg_landRb', 'fak_land', 'fak_landL', 'fak_landR', 'fak_landLb', 'fak_landRb', 'reg_idle', 'reg_idle_nb', 'fak_idle', 'fak_idle_nb', 'reg_walk', 'reg_walk_nb', 'reg_walkFast', 'reg_walkFast_nb', 'fak_walk', 'fak_walk_nb', 'fak_walkFast', 'fak_walkFast_nb', 'reg_pump', 'fak_pump', 'reg_opos', 'fak_opos', 'reg_nopos', 'fak_nopos', 'reg_manual', 'fak_manual', 'reg_nmanual', 'fak_nmanual', 'reg_air', 'fak_air', 'frontside_grab', 'backside_grab', 'fak_backside_grab', 'fak_frontside_grab', 'frontside_nose_grab', 'frontside_tail_grab', 'backside_nose_grab', 'backside_tail_grab', 'fak_frontside_nose_grab', 'fak_frontside_tail_grab', 'fak_backside_nose_grab', 'fak_backside_tail_grab', 'reg_noseg', 'reg_air_nose', 'fak_air_nose', 'reg_air_tail', 'fak_air_tail', 'reg_nosegr','reg_nosegl', 'fak_noseg','fak_nosegr', 'fak_nosegl', 'reg_nosegl', 'fak_tailg', 'fak_tailgr', 'fak_tailgl', 'reg_tailg', 'reg_tailgr', 'reg_tailgl', 'reg_tailslide', 'fak_tailslide', 'reg_noseslide', 'fak_noseslide', 'nose_stall','tail_stall', 'reg_5050', 'fak_5050', 'reg_tailg', 'reg_bsboard', 'fak_bsboard', 'reg_fsboard', 'reg_powerslide', 'fak_powerslide', 'reg_fs_powerslide', 'fak_fs_powerslide', 'reg_stop', 'fak_stop', 'fak_fp_rback', 'reg_fp_rback', 'reg_back_invert', 'fak_fr_invert', 'reg_wall_l', 'reg_wall_r', 'fak_wall_l', 'fak_wall_r', 'reg_hippy_in', 'fak_hippy_in', 'reg_dropin_pos', 'fak_dropin_pos', 'reg_idle1', 'reg_idle2', 'reg_idle3', 'reg_idle4', 'reg_idle5', 'reg_idle6', 'reg_idle7', 'fak_idle1', 'fak_idle2', 'fak_idle3', 'fak_idle4', 'fak_idle5', 'fak_idle6', 'fak_idle7', 'reg_idle2_nb', 'reg_ollie_north', 'fak_ollie_north', 'reg_ollie_south', 'fak_ollie_south', 'reg_sit', 'fak_sit', 'reg_walk_air', 'fak_walk_air', 'reg_judo', 'fak_judo', 'reg_frigid', 'reg_fsonefoot', 'reg_onefoot', 'fak_frigid', 'fak_fsonefoot', 'fak_onefoot', 'reg_airwalk', 'reg_pump_left', 'reg_pump_right', 'fak_pump_left', 'fak_pump_right']
- # oneshotActions_list = ['reg_jump', 'fak_jump', 'reg_onboard', 'fak_onboard', 'reg_dropin', 'fak_dropin', 'reg_land', 'reg_landL', 'reg_landR', 'reg_landLb', 'reg_landRb', 'fak_land', 'fak_landL', 'fak_landR', 'fak_landLb', 'fak_landRb', 'reg_push', 'fak_push', 'reg_push_goof', 'fak_push_goof', 'reg_manual_revert_ccw', 'revert1', 'revert2', 'revert3', 'revert4', 'fak_revert1', 'fak_revert2', 'fak_revert3', 'fak_revert4', 'reg_ollie', 'reg_nollie', 'reg_nollie', 'fak_ollie', 'fak_nollie', 'reg_kickflip', 'fak_kickflip', 'reg_varial_kickflip', 'fak_varial_kickflip', 'reg_nollie_varial_kickflip', 'fak_nollie_varial_kickflip', 'reg_nollie_varial_heelflip', 'fak_nollie_varial_heelflip', 'reg_varial_heelflip', 'fak_varial_heelflip', 'reg_nollie_kickflip', 'fak_nollie_kickflip', 'reg_heelflip', 'fak_heelflip', 'reg_nollie_heelflip', 'fak_nollie_heelflip', 'reg_shuvit', 'fak_shuvit', 'reg_shuvit360', 'fak_shuvit360', 'reg_fsshuvit360', 'fak_fsshuvit360', 'reg_nollie_shuvit', 'fak_nollie_shuvit', 'reg_fsshuvit', 'fak_fsshuvit', 'reg_nollie_fsshuvit', 'fak_nollie_fsshuvit', 'reg_nollie_shuvit360', 'fak_nollie_shuvit360', 'reg_nollie_fsshuvit', 'fak_nollie_fsshuvit', 'reg_turnRight_out', 'reg_turnLeft_out', 'fak_turnRight_out', 'fak_turnLeft_out', 'reg_opos_out', 'fak_opos_out', 'reg_nopos_out', 'fak_nopos_out', 'reg_pump_out', 'fak_pump_out', 'reg_powerslide_out', 'fak_powerslide_out', 'reg_fs_powerslide_out', 'fak_fs_powerslide_out', 'reg_stop_out', 'fak_stop_out', 'reg_noseslide_out', 'fak_noseslide_out', 'reg_tailslide_out', 'fak_tailslide_out', 'reg_5050_out', 'fak_5050_out', 'reg_tailg_out', 'fak_tailg_out', 'reg_noseg_out', 'fak_noseg_out', 'reg_tailgr_out', 'fak_tailgr_out', 'reg_nosegr_out', 'fak_nosegr_out', 'reg_tailgl_out', 'fak_tailgl_out', 'reg_nosegl_out', 'fak_nosegl_out', 'reg_brfoot', 'reg_frfoot', 'reg_blfoot', 'reg_flfoot', 'fak_brfoot', 'fak_frfoot', 'fak_blfoot', 'fak_flfoot', 'fak_hippy', 'reg_hippy', 'reg_hippy_nccw', 'fak_hippy_nccw', 'reg_hippy_ncw', 'fak_hippy_ncw', 'reg_manual_revert_cw', 'fak_manual_revert_cw', 'reg_manual_revert_ccw', 'fak_manual_revert_ccw', 'reg_nmanual_revert_cw', 'fak_nmanual_revert_cw', 'reg_nmanual_revert_ccw', 'fak_nmanual_revert_ccw', 'fak_fp_rback', 'reg_fp_rback', 'reg_back_invert_out', 'fak_fr_invert_out', 'fak-reg_roll', 'reg-fak_roll', 'fak-reg_5050', 'reg-fak_5050', 'fak-reg_noseslide', 'reg-fak_tailslide', 'reg-fak_noseslide', 'fak-reg_tailslide', 'fak-reg_tailslide', 'reg-fak_noseslide' , 'reg_manual_out', 'fak_manual_out', 'reg_nmanual_out', 'fak_nmanual_out', 'reg-fak_nmanual', 'fak-reg_nmanual', 'reg-fak_manual', 'fak-reg_manual', 'reg_air-roll', 'fak_air-roll', 'reg_roll-air', 'fak_roll-air', 'reg_5050-roll', 'fak_5050-roll', 'reg_back_invert_out', 'fak_fr_invert_out', 'reg_offboard', 'fak_offboard', 'reg_throw', 'fak_throw', 'reg_fall1', 'fak_fall1', 'reg_air_tail to manual', 'fak_air_tail to manual', 'reg_air_nose to nmanual', 'fak_air_nose to nmanual', 'reg_ollie_north_out', 'fak_ollie_north_out', 'reg_ollie_south_out', 'fak_ollie_south_out', 'reg_sit_out', 'fak_sit_out', 'frontside_grab_out', 'backside_grab_out', 'fak_backside_grab_out', 'fak_frontside_grab_out', 'frontside_nose_grab_out', 'frontside_tail_grab_out', 'backside_nose_grab_out', 'backside_tail_grab_out', 'fak_frontside_nose_grab_out', 'fak_frontside_tail_grab_out', 'fak_backside_nose_grab_out', 'fak_backside_tail_grab_out', 'reg_walk_air_out', 'fak_walk_air_out', 'reg_air-walk_air', 'fak_air-walk_air', 'reg_judo_out', 'fak_judo_out', 'reg_frigid_out', 'reg_fsonefoot_out', 'reg_onefoot_out', 'fak_frigid_out', 'fak_fsonefoot_out', 'fak_onefoot_out', 'reg_airwalk_out', 'reg_inward_heelflip', 'fak_inward_heelflip', 'reg_hardflip', 'fak_hardflip', 'reg_nollie_inward_heelflip', 'fak_nollie_inward_heelflip', 'reg_nollie_hardflip', 'fak_nollie_hardflip', 'reg_nollie_fsshuvit_360', 'fak_nollie_fsshuvit_360', 'reg_pump_left_out', 'reg_pump_right_out', 'fak_pump_left_out', 'fak_pump_right_out', 'reg_pump_left-left', 'reg_pump_right-right', 'fak_pump_left-left', 'fak_pump_right-right', 'reg_left-pump', 'reg_right-pump', 'fak_left-pump', 'fak_right-pump', 'reg_pump_right-rightb', 'reg_pump_left-leftb', 'fak_pump_right-rightb', 'fak_pump_left-leftb', 'reg_fak_noseg', 'fak_reg_tailg', 'reg_fak_tailg', 'fak_reg_noseg', 'reg_fak_nosegl', 'fak_reg_tailgl', 'reg_fak_tailgl', 'fak_reg_nosegl', 'reg_fak_nosegr', 'fak_reg_tailgr', 'reg_fak_tailgr', 'fak_reg_nosegr']
-
- # jump_overrideList = ['reg_ollie', 'reg_nollie', 'reg_nollie', 'fak_ollie', 'fak_nollie', 'reg_kickflip', 'fak_kickflip', 'reg_varial_kickflip', 'fak_varial_kickflip', 'reg_nollie_varial_kickflip', 'fak_nollie_varial_kickflip', 'reg_nollie_varial_heelflip', 'fak_nollie_varial_heelflip', 'reg_varial_heelflip', 'fak_varial_heelflip', 'reg_nollie_kickflip', 'fak_nollie_kickflip', 'reg_heelflip', 'fak_heelflip', 'reg_nollie_heelflip', 'fak_nollie_heelflip', 'reg_shuvit', 'fak_shuvit', 'reg_shuvit360', 'fak_shuvit360', 'reg_fsshuvit360', 'fak_fsshuvit360', 'reg_nollie_shuvit', 'fak_nollie_shuvit', 'reg_fsshuvit', 'fak_fsshuvit', 'reg_nollie_fsshuvit', 'fak_nollie_fsshuvit', 'reg_nollie_shuvit360', 'fak_nollie_shuvit360', 'reg_nollie_fsshuvit', 'fak_nollie_fsshuvit', 'reg_brfoot', 'reg_frfoot', 'reg_blfoot', 'reg_flfoot', 'fak_brfoot', 'fak_frfoot', 'fak_blfoot', 'fak_flfoot', 'reg_manual_revert_ccw', 'revert1', 'revert2', 'revert3', 'revert4', 'fak_revert1', 'fak_revert2', 'fak_revert3', 'fak_revert4', 'fak_hippy', 'reg_hippy', 'reg_hippy_nccw', 'fak_hippy_nccw', 'reg_hippy_ncw', 'fak_hippy_ncw', 'reg_manual_revert_cw', 'fak_manual_revert_cw', 'reg_manual_revert_ccw', 'fak_manual_revert_ccw', 'reg_nmanual_revert_cw', 'fak_nmanual_revert_cw', 'reg_nmanual_revert_ccw', 'fak_nmanual_revert_ccw', 'reg_offboard', 'fak_offboard', 'reg_onboard', 'fak_onboard', 'reg_inward_heelflip', 'fak_inward_heelflip', 'reg_hardflip', 'fak_hardflip', 'reg_nollie_inward_heelflip', 'fak_nollie_inward_heelflip', 'reg_nollie_hardflip', 'fak_nollie_hardflip', 'reg_nollie_fsshuvit_360', 'fak_nollie_fsshuvit_360', 'reg_fak_noseg', 'fak_reg_tailg', 'reg_fak_tailg', 'fak_reg_noseg', 'reg_pump_right_out', 'reg_pump_left_out', 'reg_turnRight_out', 'reg_turnLeft_out', 'reg_pump_right-rightb', 'reg_pump_right-right', 'reg_pump_left-left', 'reg_pump_left-leftb', 'fak_pump_right_out', 'fak_pump_left_out', 'fak_turnRight_out', 'fak_turnLeft_out', 'fak_pump_right-rightb', 'fak_pump_right-right', 'fak_pump_left-left', 'fak_pump_left-leftb', 'reg_pump_out', 'fak_pump_out']
-
- # pump_out_overList = ['reg_nosegr','reg_nosegl', 'fak_noseg','fak_nosegr', 'fak_nosegl', 'reg_nosegl', 'fak_tailg', 'fak_tailgr', 'fak_tailgl', 'reg_tailg', 'reg_tailgr', 'reg_tailgl', 'reg_tailslide', 'fak_tailslide', 'reg_noseslide', 'fak_noseslide', 'nose_stall','tail_stall', 'reg_5050', 'fak_5050', 'reg_tailg', 'reg_bsboard', 'fak_bsboard', 'reg_fsboard']
-
- # reg_fliplist = ['reg_ollie', 'reg_nollie', 'reg_nollie', 'reg_kickflip', 'reg_varial_kickflip', 'reg_nollie_varial_kickflip', 'reg_nollie_varial_heelflip', 'fak_nollie_varial_heelflip', 'reg_varial_heelflip', 'reg_nollie_kickflip', 'reg_heelflip', 'reg_nollie_heelflip', 'reg_shuvit', 'reg_shuvit360', 'reg_fsshuvit360', 'reg_nollie_shuvit', 'fak_nollie_shuvit', 'reg_fsshuvit', 'fak_fsshuvit', 'reg_nollie_fsshuvit', 'reg_nollie_shuvit360', 'reg_nollie_fsshuvit', 'reg_brfoot', 'reg_frfoot', 'reg_blfoot', 'reg_flfoot', 'reg_inward_heelflip', 'reg_hardflip', 'reg_nollie_inward_heelflip', 'reg_nollie_hardflip', 'reg_offboard', 'reg_nollie_fsshuvit_360']
- # fak_fliplist = ['fak_ollie', 'fak_nollie', 'fak_nollie', 'fak_kickflip', 'fak_varial_kickflip', 'fak_nollie_varial_kickflip', 'fak_nollie_varial_heelflip', 'fak_nollie_varial_heelflip', 'fak_varial_heelflip', 'fak_nollie_kickflip', 'fak_heelflip','fak_nollie_heelflip', 'fak_shuvit', 'fak_shuvit360', 'fak_fsshuvit360', 'fak_nollie_shuvit', 'fak_nollie_shuvit', 'fak_fsshuvit', 'fak_fsshuvit', 'fak_nollie_fsshuvit', 'fak_nollie_shuvit360', 'fak_nollie_fsshuvit', 'fak_brfoot', 'fak_frfoot', 'fak_blfoot', 'fak_flfoot', 'fak_inward_heelflip', 'fak_hardflip', 'fak_nollie_inward_heelflip', 'fak_nollie_hardflip', 'fak_offboard', 'fak_nollie_fsshuvit_360']
-
- # #initialize variables
- # try:
- # actionState = own['actionState']
- # l_actionState = own['l_actionState']
- # requestAction = own['requestAction']
- # og_request = requestAction
- # l_requestAction = own['l_requestAction']
- # queueAction = own['queueAction']
- # actionTimer = own['actionTimer']
- # except:
- # own['actionState'] = 'reg_walk'
- # own['l_actionState'] = 'empty'
- # og_request = 'empty'
- # own['requestAction'] = 'reg_walk'
- # own['l_requestAction'] = 'empty'
- # own['queueAction'] = 'empty'
- # own['actionTimer'] = 0
- # own['clear_request'] = 0
- # actionTimer = 0
- # queueAction = 'empty'
- # requestAction = 'reg_walk'
- # actionState = 'empty'
- # l_actionState = 'empty'
- # l_requestAction = 'empty'
-
- # skater.playAction('blink', 0,100, layer=7, play_mode=0, speed=.25)
- # #print('reqqqqqqqqes1', requestAction)
- # def stopActs():
- # skater.stopAction(loop_layer)
- # trucks.stopAction(loop_layer)
- # deck.stopAction(loop_layer)
- # skater.stopAction(trans_layer)
- # trucks.stopAction(trans_layer)
- # deck.stopAction(trans_layer)
- # actionTimer = 0
- # own['actionTimer'] = 0
-
- # if requestAction == 'empty':
- # #print('*******empty request****')
- # pass
- # isplaying = skater.isPlayingAction(flip_layer)
- # transPlaying = skater.isPlayingAction(trans_layer)
-
- # if own['clear_request'] == 1:
- # requestAction = 'empty'
- # own['clear_request'] = 0
- # if own['actionTimer'] != 0 and transPlaying == False and isplaying == False:
- # own['actionTimer'] = 0
- # actionTimer = 0
- # print('resetting actionTimer')
-
- # if own['actionTimer'] != 0 and (own['actionState'] in ['reg_land', 'fak_land', 'reg_landL', 'reg_landR', 'reg_landLb', 'reg_landRb' 'fak_landL', 'fak_landR', 'fak_landLb', 'fak_landRb', ]) and own['requestAction'] not in reg_fliplist and own['requestAction'] not in fak_fliplist:
- # requestAction = 'empty'
- # own['requestAction'] = 'empty'
- # #================
- # #stance change detection
- # if (requestAction == 'reg_roll' and l_actionState in ('fak_roll', 'fak_land', 'fak_landL', 'fak_landLb', 'fak_landR', 'fak_landRb', 'fak_pump_out', 'fak_nopos_out', 'fak_opos_out', 'fak_air-roll', 'fak_fs_powerslide_out', 'fak_bs_powerslide_out', 'fak_nmanual_out', 'fak_manual_out', 'fak_tailslide_out', 'fak_noseslide_out', 'fak_5050_out')) or l_actionState == 'fak_land' and (requestAction in ['reg_turnLeft', 'reg_turnRight', 'reg_turnLeft_out', 'reg_turnRight_out', 'reg_opos', 'reg_nopos', 'reg_pump', 'reg_push', 'reg_push_goof', 'fak_5050-roll']) and requestAction not in ['reg_push', 'reg_push_goof', 'fak_push', 'fak_push_goof'] or (requestAction in ('reg_turnLeft', 'reg_turnRight') and l_actionState in ('fak_turnLeft', 'fak_turnRight')):
- # #print('fak-reg_roll')
- # requestAction = 'fak-reg_roll'
- # own['requestAction'] = 'fak-reg_roll'
- # if (requestAction == 'fak_roll' and l_actionState in ('reg_roll', 'reg_land', 'reg_landL', 'reg_landR', 'reg_landLb', 'reg_landRb', 'reg_pump_out', 'reg_nopos_out', 'reg_opos_out', 'reg_air-roll', 'reg_fs_powerslide_out', 'reg_bs_powerslide_out', 'reg_nmanual_out', 'reg_manual_out', 'reg_tailslide_out', 'reg_noseslide_out', 'reg_5050_out')) or l_actionState in ['reg_land', 'reg_landL', 'reg_landR'] and (requestAction in ['fak_turnLeft', 'fak_turnRight', 'fak_turnLeft_out', 'fak_turnRight_out', 'fak_opos', 'fak_nopos', 'fak_pump', 'fak_push', 'reg_push_goof', 'reg_5050-roll']) and requestAction not in ['reg_push', 'reg_push_goof', 'fak_push', 'fak_push_goof'] or (requestAction in ('fak_turnLeft', 'fak_turnRight') and l_actionState in ('reg_turnLeft', 'reg_turnRight')):
- # #print('reg-fak_roll')
- # requestAction = 'reg-fak_roll'
- # own['requestAction'] = 'reg-fak_roll'
-
- # if requestAction in ['reg_pump'] and l_actionState in ['fak_roll']:
- # requestAction = 'fak-reg_roll'
- # if requestAction in ['fak_pump'] and l_actionState in ['reg_roll']:
- # requestAction = 'reg-fak_roll'
-
- # if l_actionState == 'reg_roll' and requestAction in ['fak_pump', 'fak_pump_left', 'fak_pump_right', 'fak_opos', 'fak_nopos', 'fak_turnLeft', 'fak_turnRight']:
- # requestAction = 'reg-fak_roll'
- # if l_actionState == 'fak_roll' and requestAction in ['reg_pump', 'reg_pump_left', 'reg_pump_right', 'reg_opos', 'reg_nopos', 'reg_turnLeft', 'reg_turnRight']:
- # requestAction = 'fak-reg_roll'
-
-
- # if requestAction in ['reg_push', 'reg_push_goof', 'reg_turnRight', 'reg_turnLeft'] and l_actionState == 'fak_land':
- # requestAction = 'fak-reg_roll'
- # if requestAction in ['fak_push', 'fak_push_goof', 'fak_turnRight', 'fak_turnLeft'] and l_actionState in ['reg_land', 'reg_landL', 'reg_landR', 'reg_landLb', 'reg_landRb']:
- # requestAction = 'reg-fak_roll'
-
- # if requestAction == 'reg_5050' and (l_actionState == 'fak_5050' or l_actionState == 'fak_air' or l_actionState in fak_fliplist) or (l_actionState == 'fak-reg_5050' and actionTimer > 1):
- # #print('fak-reg_5050')
- # requestAction = 'fak-reg_5050'
- # own['requestAction'] = 'fak-reg_5050'
- # if requestAction == 'fak_5050' and (l_actionState == 'reg_5050' or l_actionState == 'reg_air' or l_actionState in reg_fliplist) or (l_actionState == 'reg-fak_5050' and actionTimer > 1):
- # #print('reg-fak_5050')
- # requestAction = 'reg-fak_5050'
- # own['requestAction'] = 'reg-fak_5050'
-
- # if requestAction in ['reg_offboard', 'fak_offboard', 'reg_onboard', 'fak_onboard']:
- # own['actionTimer'] = 0
- # actionTimer = 0
- # if l_actionState == 'reg_dropin_pos' and requestAction != 'reg_dropin_pos':
- # own['requestAction'] = 'reg_dropin'
- # requestAction = 'reg_dropin'
- # if l_actionState == 'fak_dropin_pos' and requestAction != 'fak_dropin_pos':
- # own['requestAction'] = 'fak_dropin'
- # requestAction = 'fak_dropin'
-
- # #===============
- # #land action over ride
- # if (requestAction in ['reg_land', 'reg_landL', 'reg_landR', 'fak_land', 'reg_landLb', 'reg_landRb', 'fak_landL', 'fak_landR', 'fak_landLb', 'fak_landRb']) and own['grindHit'] == True:
- # if l_requestAction in ['reg_land', 'fak_land', 'reg_landL', 'reg_landR']:
- # pass
- # else:
- # requestAction = l_requestAction
- # own['requestAction'] = requestAction
- # own['l_actionState'] = requestAction
- # actionState = requestAction
- # own['actionTimer'] = 0
- # actionTimer = 0
-
- # if requestAction == 'reg_land' and l_actionState == 'reg_back_invert_out' and actionTimer > 0:
- # requestAction = 'reg_back_invert_out'
- # if requestAction == 'fak_land' and l_actionState == 'fak_fr_invert_out' and actionTimer > 0:
- # requestAction = 'fak_fr_invert_out'
-
-
- # #dirt invert fix
- # if 'invert' in requestAction:
- # actionTimer = 0
- # own['actionTimer'] = 0
-
-
- # #dirty stall fix
- # fixer = 0
- # if requestAction in ['reg_5050', 'reg_tailslide', 'reg_noseslide'] and actionState in ['reg_pump_out', 'fak_nopos_out'] and actionTimer > 10:
- # fixer = 1
- # if requestAction in ['fak_5050', 'fak_tailslide', 'fak_noseslide'] and actionState in ['fak_pump_out', 'fak_nopos_out'] and actionTimer > 10:
- # fixer = 1
-
- # if fixer == 1:
- # actionTimer = 0
- # own['actionTimer'] = 0
- # stopActs()
-
- # if requestAction == 'revert1' or requestAction == 'revert2' or requestAction == 'revert3' or requestAction == 'revert4' or requestAction == 'fak_revert1' or requestAction == 'fak_revert2' or requestAction == 'fak_revert3' or requestAction == 'fak_revert4':
- # actionState = requestAction
- # own['actionState'] = requestAction
- # if l_requestAction != 'revert1' and l_requestAction != 'revert2' and l_requestAction != 'revert3' and l_requestAction != 'revert4' and l_requestAction != 'fak_revert1' and l_requestAction != 'fak_revert2' and l_requestAction != 'fak_revert3' and l_requestAction != 'fak_revert4':
- # #print('stopping revert layers')
- # skater.stopAction(loop_layer)
- # trucks.stopAction(loop_layer)
- # deck.stopAction(loop_layer)
- # skater.stopAction(trans_layer)
- # trucks.stopAction(trans_layer)
- # deck.stopAction(trans_layer)
-
- # if 'wall' in requestAction and actionTimer < 10:
- # actionTimer = 0
- # own['actionTimer'] = 0
- # skater.stopAction(flip_layer)
- # trucks.stopAction(flip_layer)
- # deck.stopAction(flip_layer)
- # skater.stopAction(trans_layer)
- # trucks.stopAction(trans_layer)
- # deck.stopAction(trans_layer)
-
-
- # #check last actionState to see if an out action is needed
- # if requestAction not in jump_overrideList:
-
- # # if l_actionState == 'fak_turnRight' and requestAction != 'fak_turnRight':
- # # if requestAction not in ['fak_turnRight', 'fak_pump_right', 'fak_pump']:
- # # requestAction = 'fak_turnRight_out'
- # # actionState = 'fak_turnRight_out'
- # # elif requestAction == 'fak_pump_right':
- # # requestAction = 'fak_right-pump'
- # # if l_actionState == 'fak_turnLeft' and requestAction != 'fak_turnLeft':
- # # if requestAction not in ['fak_turnLeft', 'fak_pump_left', 'fak_pump']:
- # # requestAction = 'fak_turnLeft_out'
- # # actionState = 'fak_turnLeft_out'
- # # elif requestAction == 'fak_pump_left':
- # # requestAction = 'fak_left-pump'
-
-
- # #-----
- # #need to do something different for nopos
- # # if requestAction == 'reg_opos':
- # # requestAction = 'reg_pump'
- # # if requestAction == 'fak_opos':
- # # requestAction = 'fak_pump'
-
- # #-----
-
-
-
- # if l_actionState == 'reg_opos' and requestAction != 'reg_opos':
- # requestAction = 'reg_opos_out'
- # actionState = 'reg_opos_out'
- # if l_actionState == 'fak_opos' and requestAction != 'fak_opos':
- # requestAction = 'fak_opos_out'
- # actionState = 'fak_opos_out'
- # if l_actionState == 'reg_nopos' and requestAction != 'reg_nopos':
- # requestAction = 'reg_nopos_out'
- # actionState = 'reg_nopos_out'
- # if l_actionState == 'fak_nopos' and requestAction != 'fak_nopos':
- # requestAction = 'fak_nopos_out'
- # actionState = 'fak_nopos_out'
- # #*********************************
-
- # # if l_actionState == 'fak_turnLeft' and requestAction == 'fak_pump_left':
- # # requestAction = 'fak_pump_left-left'
- # # actionState = 'fak_pump_left-left'
- # # if l_actionState == 'fak_turnRight' and requestAction == 'fak_pump_right':
- # # requestAction = 'fak_pump_right-right'
- # # actionState = 'fak_pump_right-right'
-
- # #**********************************
-
- # if l_actionState == 'reg_pump' and requestAction == 'reg_5050':
- # requestAction = 'reg_5050'
- # actionState = 'reg_5050'
- # if l_actionState == 'fak_pump' and requestAction == 'fak_5050':
- # requestAction = 'fak_5050'
- # actionState = 'fak_5050'
- # # if l_actionState == 'fak_pump' and requestAction not in ['fak_pump', 'fak_pump_right', 'fak_pump_left'] and requestAction not in pump_out_overList:
- # # requestAction = 'fak_pump_out'
- # # actionState = 'fak_pump_out'
-
- # if l_actionState == 'reg_powerslide' and requestAction != 'reg_powerslide':
- # requestAction = 'reg_powerslide_out'
- # actionState = 'reg_powerslide_out'
- # if l_actionState == 'fak_powerslide' and requestAction != 'fak_powerslide':
- # requestAction = 'fak_powerslide_out'
- # actionState = 'fak_powerslide_out'
- # if l_actionState == 'reg_fs_powerslide' and requestAction != 'reg_fs_powerslide':
- # requestAction = 'reg_fs_powerslide_out'
- # actionState = 'reg_fs_powerslide_out'
- # if l_actionState == 'fak_fs_powerslide' and requestAction != 'fak_fs_powerslide':
- # requestAction = 'fak_fs_powerslide_out'
- # actionState = 'fak_fs_powerslide_out'
- # if l_actionState == 'reg_stop' and requestAction != 'reg_stop':
- # requestAction = 'reg_stop_out'
- # actionState = 'reg_stop_out'
- # if l_actionState == 'fak_stop' and requestAction != 'fak_stop':
- # requestAction = 'fak_stop_out'
- # actionState = 'fak_stop_out'
- # if l_actionState == 'reg_noseslide' and requestAction != 'reg_noseslide' and requestAction != 'fak_tailslide':
- # requestAction = 'reg_noseslide_out'
- # actionState = 'reg_noseslide_out'
- # if l_actionState == 'fak_noseslide' and requestAction != 'fak_noseslide' and requestAction != 'reg_tailslide':
- # requestAction = 'fak_noseslide_out'
- # actionState = 'fak_noseslide_out'
- # if l_actionState == 'reg_tailslide' and requestAction != 'reg_tailslide' and requestAction != 'fak_noseslide':
- # requestAction = 'reg_tailslide_out'
- # actionState = 'reg_tailslide_out'
- # if l_actionState == 'fak_tailslide' and requestAction != 'fak_tailslide' and requestAction != 'reg_noseslide':
- # requestAction = 'fak_tailslide_out'
- # actionState = 'fak_tailslide_out'
- # if l_actionState == 'reg_5050' and requestAction != 'reg_5050' and requestAction != 'reg-fak_5050':
- # requestAction = 'reg_5050_out'
- # actionState = 'reg_5050_out'
- # if l_actionState == 'fak_5050' and requestAction != 'fak_5050' and requestAction != 'fak-reg_5050':
- # requestAction = 'fak_5050_out'
- # actionState = 'fak_5050_out'
- # if l_actionState == 'reg_tailg' and requestAction not in ['reg_tailg', 'fak_noseg']:
- # requestAction = 'reg_tailg_out'
- # actionState = 'reg_tailg_out'
-
-
- # if l_actionState == 'fak_tailg' and requestAction not in ['fak_tailg', 'reg_noseg']:
- # requestAction = 'fak_tailg_out'
- # actionState = 'fak_tailg_out'
- # if l_actionState == 'reg_noseg' and requestAction not in ['reg_noseg', 'fak_tailg']:
- # requestAction = 'reg_noseg_out'
- # actionState = 'reg_noseg_out'
-
-
- # if l_actionState == 'fak_noseg' and requestAction not in ['fak_noseg', 'reg_tailg']:
- # requestAction = 'fak_noseg_out'
- # actionState = 'fak_noseg_out'
- # if l_actionState == 'reg_tailgr' and requestAction not in ['reg_tailgr', 'fak_nosegr']:
- # requestAction = 'reg_tailgr_out'
- # actionState = 'reg_tailgr_out'
- # if l_actionState == 'fak_tailgr' and requestAction not in ['fak_tailgr', 'reg_nosegr']:
- # requestAction = 'fak_tailgr_out'
- # actionState = 'fak_tailgr_out'
- # if l_actionState == 'reg_nosegr' and requestAction not in ['reg_nosegr', 'fak_tailgr']:
- # requestAction = 'reg_nosegr_out'
- # actionState = 'reg_nosegr_out'
- # if l_actionState == 'fak_nosegr' and requestAction not in ['fak_nosegr', 'reg_tailgr']:
- # requestAction = 'fak_nosegr_out'
- # actionState = 'fak_nosegr_out'
- # if l_actionState == 'reg_tailgl' and requestAction not in ['reg_tailgl', 'fak_nosegl']:
- # requestAction = 'reg_tailgl_out'
- # actionState = 'reg_tailgl_out'
- # if l_actionState == 'fak_tailgl' and requestAction not in ['fak_tailgl', 'reg_nosegl']:
- # requestAction = 'fak_tailgl_out'
- # actionState = 'fak_tailgl_out'
- # if l_actionState == 'reg_nosegl' and requestAction not in ['reg_nosegl', 'fak_tailgl']:
- # requestAction = 'reg_nosegl_out'
- # actionState = 'reg_nosegl_out'
- # if l_actionState == 'fak_nosegl' and requestAction not in ['fak_nosegl', 'reg_tailgl']:
- # requestAction = 'fak_nosegl_out'
- # actionState = 'fak_nosegl_out'
-
-
-
- # if l_actionState == 'reg_back_invert' and requestAction != 'reg_back_invert':
- # requestAction = 'reg_back_invert_out'
- # actionState = 'reg_back_invert_out'
- # if l_actionState == 'fak_fr_invert' and requestAction != 'fak_fr_invert':
- # requestAction = 'fak_fr_invert_out'
- # actionState = 'fak_fr_invert_out'
-
- # if l_actionState == 'reg_sit' and requestAction != 'reg_sit':
- # requestAction = 'reg_sit_out'
- # actionState = 'reg_sit_out'
- # if l_actionState == 'fak_sit' and requestAction != 'fak_sit':
- # requestAction = 'fak_sit_out'
- # actionState = 'fak_sit_out'
-
- # if l_actionState == 'fak_nmanual_out' and requestAction == 'fak_nmanual':
- # actionTimer = 0
- # own['actionTimer'] = 0
- # requestAction = 'fak_nmanual'
- # skater.stopAction(trans_layer)
- # trucks.stopAction(trans_layer)
- # deck.stopAction(trans_layer)
- # if l_actionState == 'fak_manual_out' and requestAction == 'fak_manual':
- # actionTimer = 0
- # own['actionTimer'] = 0
- # requestAction = 'fak_manual'
- # skater.stopAction(trans_layer)
- # trucks.stopAction(trans_layer)
- # deck.stopAction(trans_layer)
- # if l_actionState == 'reg_nmanual_out' and requestAction == 'reg_nmanual':
- # actionTimer = 0
- # own['actionTimer'] = 0
- # requestAction = 'reg_nmanual'
- # skater.stopAction(trans_layer)
- # trucks.stopAction(trans_layer)
- # deck.stopAction(trans_layer)
- # if l_actionState == 'reg_manual_out' and requestAction == 'reg_manual':
- # actionTimer = 0
- # own['actionTimer'] = 0
- # requestAction = 'reg_manual'
- # skater.stopAction(trans_layer)
- # trucks.stopAction(trans_layer)
- # deck.stopAction(trans_layer)
-
- # if l_actionState == 'reg_air_tail' and requestAction == 'reg_5050':
- # requestAction = 'reg_tailg'
- # if l_actionState == 'fak_air_tail' and requestAction == 'fak_5050':
- # requestAction = 'fak_tailg'
- # if l_actionState == 'reg_air_nose' and requestAction == 'reg_5050':
- # requestAction = 'reg_noseg'
- # if l_actionState == 'fak_air_nose' and requestAction == 'fak_5050':
- # requestAction = 'fak_noseg'
-
- # if (l_actionState in ('reg_air', 'reg_dropin', 'reg_air_nose', 'reg_air_tail', 'reg_5050')) and requestAction == 'reg_roll' and actionTimer == 0:
- # requestAction = 'reg_air-roll'
- # actionState = 'reg_air-roll'
- # if (l_actionState in ('fak_air', 'fak_dropin', 'fak_air_nose', 'fak_air_tail', 'fak_5050')) and requestAction == 'fak_roll' and actionTimer == 0:
- # requestAction = 'fak_air-roll'
- # actionState = 'fak_air-roll'
-
- # if l_actionState in ('reg_roll') and requestAction == 'reg_air':
- # requestAction = 'reg_roll-air'
- # if l_actionState in ('fak_roll') and requestAction == 'fak_air':
- # requestAction = 'fak_roll-air'
-
-
-
- # if l_actionState == 'reg_dropin_pos' and requestAction != 'reg_dropin_pos':
- # requestAction = 'reg_dropin'
- # actionState = 'reg_dropin'
- # if l_actionState == 'fak_dropin_pos' and requestAction != 'fak_dropin_pos':
- # requestAction = 'fak_dropin'
- # actionState = 'fak_dropin'
-
- # if (l_actionState == 'reg_5050_out' and requestAction == 'reg_roll'):
- # requestAction = 'reg_5050-roll'
- # actionState = 'reg_5050-roll'
-
- # if (l_actionState == 'fak_5050_out' and requestAction == 'fak_roll'):
- # requestAction = 'fak_5050-roll'
- # actionState = 'fak_5050-roll'
-
- # #####
-
- # if l_actionState == 'fak_air_tail' and requestAction in ('reg_roll', 'reg_manual', 'fak_land'):
- # requestAction = 'fak_air_tail to manual'
-
- # if l_actionState == 'reg_air_tail' and requestAction in ('fak_manual', 'fak_roll', 'reg_land'):
- # requestAction = 'reg_air_tail to manual'
-
- # if l_actionState == 'fak_air_nose' and requestAction in ('reg_roll', 'reg_nmanual', 'fak_land'):
- # requestAction = 'fak_air_nose to nmanual'
-
- # if l_actionState == 'reg_air_nose' and requestAction in ('fak_roll', 'fak_nmanual', 'reg_land'):
- # requestAction = 'reg_air_nose to nmanual'
-
-
- # ####
-
-
- # #print(requestAction)
- # if l_actionState == 'reg_air_tail to manual' and requestAction in ['fak_nmanual', 'fak_manual']:
- # requestAction = 'reg-fak_nmanual'
- # if l_actionState == 'fak_air_tail to manual' and requestAction in ['reg_nmanual', 'reg_manual']:
- # requestAction = 'fak-reg_nmanual'
- # if l_actionState == 'fak_air_tail to nmanual' and requestAction in ['reg_nmanual', 'reg_manual']:
- # requestAction = 'fak-reg_manual'
-
- # if l_actionState == 'reg_air_nose to nmanual' and requestAction in ['fak_manual', 'fak_nmanual']:
- # requestAction = 'reg-fak_manual'
- # if l_actionState == 'fak_air_nose to nmanual' and requestAction in ['reg_manual', 'reg_nmanual']:
- # requestAction = 'fak-reg_manual'
-
- # if l_actionState in ['reg_manual'] and requestAction != 'reg_manual':
- # if requestAction == 'fak_nmanual':
- # requestAction = 'reg-fak_nmanual'
- # actionState = 'reg-fak_nmanual'
- # else:
- # requestAction = 'reg_manual_out'
- # actionState = 'reg_manual_out'
- # if l_actionState in ['fak_manual'] and requestAction != 'fak_manual':
- # if requestAction == 'reg_nmanual':
- # requestAction = 'fak-reg_nmanual'
- # actionState = 'fak-reg_manual'
- # else:
- # requestAction = 'fak_manual_out'
- # actionState = 'fak_manual_out'
- # if l_actionState in ['reg_nmanual'] and requestAction != 'reg_nmanual':
- # if requestAction == 'fak_manual':
- # requestAction = 'reg-fak_manual'
- # actionState = 'reg-fak_manual'
- # else:
- # requestAction = 'reg_nmanual_out'
- # actionState = 'reg_nmanual_out'
-
- # if l_actionState in ['fak_nmanual'] and requestAction != 'fak_nmanual':
- # if requestAction == 'reg_manual':
- # requestAction = 'fak-reg_manual'
- # actionState = 'fak-reg_manual'
- # else:
- # requestAction = 'fak_nmanual_out'
- # actionState = 'fak_nmanual_out'
-
- # if l_actionState == 'reg_ollie_north' and requestAction != 'reg_ollie_north':
- # requestAction = 'reg_ollie_north_out'
- # actionState = 'reg_ollie_north_out'
- # if l_actionState == 'fak_ollie_north' and requestAction != 'fak_ollie_north':
- # requestAction = 'fak_ollie_north_out'
- # actionState = 'fak_ollie_north_out'
- # if l_actionState == 'reg_ollie_south' and requestAction != 'reg_ollie_south':
- # requestAction = 'reg_ollie_south_out'
- # actionState = 'reg_ollie_south_out'
- # if l_actionState == 'fak_ollie_south' and requestAction != 'fak_ollie_south':
- # requestAction = 'fak_ollie_south_out'
- # actionState = 'fak_ollie_south_out'
-
- # if l_actionState == 'reg_air_nose to nmanual' and requestAction in ['fak_roll', 'reg_roll']:
- # requestAction = 'reg_nmanual_out'
- # if l_actionState == 'fak_air_nose to nmanual' and requestAction in ['reg_roll', 'fak_roll']:
- # requestAction = 'fak_nmanual_out'
- # if l_actionState == 'reg_air_tail to manual' and requestAction in ['fak_roll', 'reg_roll']:
- # requestAction = 'reg_manual_out'
- # if l_actionState == 'fak_air_tail to manual' and requestAction in ['reg_roll', 'fak_roll']:
- # requestAction = 'fak_manual_out'
-
- # if l_actionState == 'frontside_grab' and requestAction != 'frontside_grab':
- # requestAction = 'frontside_grab_out'
- # actionState = 'frontside_grab_out'
- # if l_actionState == 'backside_grab' and requestAction != 'backside_grab':
- # requestAction = 'backside_grab_out'
- # actionState = 'backside_grab_out'
- # if l_actionState == 'fak_frontside_grab' and requestAction != 'fak_frontside_grab':
- # requestAction = 'fak_frontside_grab_out'
- # actionState = 'fak_frontside_grab_out'
- # if l_actionState == 'fak_backside_grab' and requestAction != 'fak_backside_grab':
- # requestAction = 'fak_backside_grab_out'
- # actionState = 'fak_backside_grab_out'
-
- # if l_actionState == 'frontside_nose_grab' and requestAction != 'frontside_nose_grab':
- # requestAction = 'frontside_nose_grab_out'
- # actionState = 'frontside_nose_grab_out'
- # if l_actionState == 'backside_nose_grab' and requestAction != 'backside_nose_grab':
- # requestAction = 'backside_nose_grab_out'
- # actionState = 'backside_nose_grab_out'
- # if l_actionState == 'fak_frontside_nose_grab' and requestAction != 'fak_frontside_nose_grab':
- # requestAction = 'fak_frontside_nose_grab_out'
- # actionState = 'fak_frontside_nose_grab_out'
- # if l_actionState == 'fak_backside_nose_grab' and requestAction != 'fak_backside_nose_grab':
- # requestAction = 'fak_backside_nose_grab_out'
- # actionState = 'fak_backside_nose_grab_out'
-
- # if l_actionState == 'frontside_tail_grab' and requestAction != 'frontside_tail_grab':
- # requestAction = 'frontside_tail_grab_out'
- # actionState = 'frontside_tail_grab_out'
- # if l_actionState == 'backside_tail_grab' and requestAction != 'backside_tail_grab':
- # requestAction = 'backside_tail_grab_out'
- # actionState = 'backside_tail_grab_out'
- # if l_actionState == 'fak_frontside_tail_grab' and requestAction != 'fak_frontside_tail_grab':
- # requestAction = 'fak_frontside_tail_grab_out'
- # actionState = 'fak_frontside_tail_grab_out'
- # if l_actionState == 'fak_backside_tail_grab' and requestAction != 'fak_backside_tail_grab':
- # requestAction = 'fak_backside_tail_grab_out'
- # actionState = 'fak_backside_tail_grab_out'
-
- # if l_actionState == 'reg_judo' and requestAction != 'reg_judo':
- # requestAction = 'reg_judo_out'
- # actionState = 'reg_judo_out'
- # if l_actionState == 'fak_judo' and requestAction != 'fak_judo':
- # requestAction = 'fak_judo_out'
- # actionState = 'fak_judo_out'
- # if l_actionState == 'reg_frigid' and requestAction != 'reg_frigid':
- # requestAction = 'reg_frigid_out'
- # actionState = 'reg_frigid_out'
- # if l_actionState == 'fak_frigid' and requestAction != 'fak_frigid':
- # requestAction = 'fak_frigid_out'
- # actionState = 'fak_frigid_out'
- # if l_actionState == 'reg_fsonefoot' and requestAction != 'reg_fsonefoot':
- # requestAction = 'reg_fsonefoot_out'
- # actionState = 'reg_fsonefoot_out'
- # if l_actionState == 'fak_fsonefoot' and requestAction != 'fak_fsonefoot':
- # requestAction = 'fak_fsonefoot_out'
- # actionState = 'fak_fsonefoot_out'
- # if l_actionState == 'reg_onefoot' and requestAction != 'reg_onefoot':
- # requestAction = 'reg_onefoot_out'
- # actionState = 'reg_onefoot_out'
- # if l_actionState == 'fak_onefoot' and requestAction != 'fak_onefoot':
- # requestAction = 'fak_onefoot_out'
- # actionState = 'fak_onefoot_out'
- # if l_actionState == 'reg_airwalk' and requestAction != 'reg_airwalk':
- # requestAction = 'reg_airwalk_out'
- # actionState = 'reg_airwalk_out'
-
-
- # # if l_actionState == 'fak_pump_right' and requestAction != 'fak_pump_right':
- # # requestAction = 'fak_pump_right_out'
- # # actionState = 'fak_pump_right_out'
-
- # # if l_actionState == 'fak_pump_left' and requestAction != 'fak_pump_left':
- # # requestAction = 'fak_pump_left_out'
- # # actionState = 'fak_pump_left_out'
-
- # # if l_actionState == 'fak_pump_left_out' and requestAction != 'fak_pump_left_out':
- # # requestAction = 'fak_pump'
- # # actionState = 'fak_pump'
- # # if l_actionState == 'fak_pump_right_out' and requestAction != 'fak_pump_right_out':
- # # requestAction = 'fak_pump'
- # # actionState = 'fak_pump'
-
- # if l_actionState == 'reg_walk_air' and requestAction != 'reg_walk_air':
- # requestAction = 'reg_walk_air_out'
- # actionState = 'reg_walk_air_out'
-
- # if l_actionState == 'fak_walk_air' and requestAction != 'fak_walk_air':
- # requestAction = 'fak_walk_air_out'
- # actionState = 'fak_walk_air_out'
-
- # if l_actionState in ['reg_noseg', 'reg_noseg_out'] and requestAction == 'fak_tailg':
- # requestAction = 'reg_fak_noseg'
- # actionState = 'reg_fak_noseg'
- # if l_actionState in ['fak_tailg', 'fak_tailg_out'] and requestAction == 'reg_noseg':
- # requestAction = 'fak_reg_tailg'
- # actionState = 'fak_reg_tailg'
- # if l_actionState in ['fak_noseg', 'fak_noseg_out'] and requestAction == 'reg_tailg':
- # requestAction = 'fak_reg_noseg'
- # actionState = 'fak_reg_noseg'
- # if l_actionState in ['reg_tailg', 'reg_tailg_out'] and requestAction == 'fak_noseg':
- # requestAction = 'reg_fak_tailg'
- # actionState = 'reg_fak_tailg'
-
-
- # if l_actionState in ['reg_nosegl', 'reg_nosegl_out'] and requestAction == 'fak_tailgl':
- # requestAction = 'reg_fak_nosegl'
- # actionState = 'reg_fak_nosegl'
- # if l_actionState in ['reg_nosegr', 'reg_nosegr_out'] and requestAction == 'fak_tailgr':
- # requestAction = 'reg_fak_nosegr'
- # actionState = 'reg_fak_nosegr'
-
- # if l_actionState in ['reg_tailgl', 'reg_tailgl_out'] and requestAction == 'fak_nosegl':
- # requestAction = 'reg_fak_tailgl'
- # actionState = 'reg_fak_tailgl'
- # if l_actionState in ['reg_tailgr', 'reg_tailgr_out'] and requestAction == 'fak_nosegr':
- # requestAction = 'reg_fak_tailgr'
- # actionState = 'reg_fak_tailgr'
-
-
-
- # if l_actionState in ['fak_nosegl', 'fak_nosegl_out'] and requestAction == 'reg_tailgl':
- # requestAction = 'fak_reg_nosegl'
- # actionState = 'fak_reg_nosegl'
- # if l_actionState in ['fak_nosegr', 'fak_nosegr_out'] and requestAction == 'reg_tailgr':
- # requestAction = 'fak_reg_nosegr'
- # actionState = 'fak_reg_nosegr'
-
- # if l_actionState in ['fak_tailgl', 'fak_tailgl_out'] and requestAction == 'reg_nosegl':
- # requestAction = 'fak_reg_tailgl'
- # actionState = 'fak_reg_tailgl'
- # if l_actionState in ['fak_tailgr', 'fak_tailgr_out'] and requestAction == 'reg_nosegr':
- # requestAction = 'fak_reg_tailgr'
- # actionState = 'fak_reg_tailgr'
-
-
-
- # if requestAction in ('reg_roll', 'fak_roll') and l_actionState in ('reg_ollie_north_out', 'reg_ollie_north', 'reg_ollie_south_out', 'reg_ollie_south', 'frontside_grab', 'backside_grab', 'frontside_nose_grab', 'frontside_tail_grab', 'backside_nose_grab', 'backside_tail_grab', 'frontside_grab_out', 'backside_grab_out', 'frontside_nose_grab_out', 'frontside_tail_grab_out', 'backside_nose_grab_out', 'backside_tail_grab_out', 'reg_judo_out', 'reg_frigid_out', 'reg_fsonefoot_out', 'reg_onefoot_out', 'reg_airwalk_out') and actionTimer < 2:
- # requestAction = 'reg_land'
- # if requestAction in ('fak_roll', 'reg_roll') and l_actionState in ('fak_ollie_north_out', 'fak_ollie_north', 'fak_ollie_south_out', 'fak_ollie_south', 'fak_backside_grab', 'fak_frontside_grab', 'fak_frontside_nose_grab', 'fak_frontside_tail_grab', 'fak_backside_nose_grab', 'fak_backside_tail_grab', 'fak_backside_grab_out', 'fak_frontside_grab_out', 'fak_frontside_nose_grab_out', 'fak_frontside_tail_grab_out', 'fak_backside_nose_grab_out', 'fak_backside_tail_grab_out', 'fak_judo_out', 'fak_frigid_out', 'fak_fsonefoot_out', 'fak_onefoot_out', 'reg_airwalk_out') and actionTimer < 2:
- # requestAction = 'fak_land'
-
- # if l_actionState == 'reg_air' and requestAction == 'fak_air':
- # requestAction = 'reg_air'
- # if l_actionState == 'fak_air' and requestAction == 'reg_air':
- # requestAction = 'fak_air'
- # if l_actionState == 'reg_air' and requestAction == 'fak_land':
- # requestAction = 'reg_land'
- # if l_actionState == 'fak_air' and requestAction == 'reg_land':
- # requestAction = 'fak_land'
-
-
- # if l_actionState == 'fak_5050-roll' and requestAction == 'reg_land':
- # requestAction = 'fak_land'
- # if l_actionState == 'reg_5050-roll' and requestAction == 'fak_land':
- # requestAction = 'reg_land'
-
-
- # if requestAction in ('reg_pump', 'reg_opos', 'reg_nopos', 'reg_turnL', 'reg_turnR') and l_actionState in ('fak_nmanual_out', 'fak_manual_out'):
- # requestAction = 'fak-reg_roll'
- # if requestAction in ('fak_pump', 'fak_opos', 'fak_nopos', 'fak_turnL', 'fak_turnR') and l_actionState in ('fak_nmanual_out', 'fak_manual_out'):
- # requestAction = 'reg-fak_roll'
-
- # if l_actionState == 'reg_back_invert_out' and requestAction == 'fak_roll' and actionTimer < 1:
- # requestAction = 'reg_air-roll'
-
-
- # if l_actionState == 'reg_land' and requestAction in ['reg_pump_left', 'reg_pump_right']:
- # requestAction = 'reg_pump_in'
- # if l_actionState == 'fak_land' and requestAction in ['fak_pump_left', 'fak_pump_right']:
- # requestAction = 'fak_pump_in'
-
- # if l_actionState in ['fak_pump_right', 'fak_pump_left'] and requestAction == 'fak_roll':
- # requestAction = 'fak_pump_out'
- # if l_actionState in ['fak_left-pump', 'fak_right-pump'] and requestAction == 'reg_roll':
- # requestAction = 'fak_pump_out'
-
- # #---new pump turns reg
-
- # if l_actionState == 'reg_pump' and requestAction == 'reg_pump_right' and trans_playing != 0:
- # requestAction = 'reg_pump'
- # if l_actionState == 'reg_turnRight' and requestAction == 'reg_pump_right' and trans_playing != 0:
- # requestAction = 'reg_turnRight'
- # if l_actionState == 'reg_turnLeft' and requestAction == 'reg_pump_left' and trans_playing != 0:
- # requestAction = 'reg_turnLeft'
-
- # if l_actionState == 'reg_turnRight' and requestAction in ['reg_roll', 'reg_pump']:
- # requestAction = 'reg_turnRight_out'
- # if l_actionState == 'reg_turnLeft' and requestAction in ['reg_roll', 'reg_pump']:
- # requestAction = 'reg_turnLeft_out'
- # if l_actionState == 'reg_pump' and requestAction == 'reg_roll':
- # requestAction = 'reg_pump_out'
-
- # if l_actionState == 'reg_turnRight' and requestAction in ['reg_pump_right']:
- # requestAction = 'reg_pump_right'
- # if l_actionState == 'reg_turnLeft' and requestAction in ['reg_pump_left']:
- # requestAction = 'reg_pump_left'
-
- # if l_actionState == 'reg_pump_right' and requestAction in ['reg_pump', 'reg_roll', 'reg_turnRight', 'reg_turnLeft']:
- # requestAction = 'reg_pump_right_out'
- # own['actionState'] = 'reg_pump_right_out'
-
- # if l_actionState == 'reg_pump_left' and requestAction in ['reg_pump', 'reg_roll', 'reg_turnRight', 'reg_turnLeft']:
- # requestAction = 'reg_pump_left_out'
- # own['actionState'] = 'reg_pump_left_out'
-
- # if l_actionState == 'reg_pump_right_out' and requestAction == 'reg_roll':
- # requestAction = 'reg_pump'
- # if l_actionState == 'reg_pump_left_out' and requestAction == 'reg_roll':
- # requestAction = 'reg_pump'
-
- # if l_actionState == 'reg_pump_right-rightb' and requestAction == 'reg_roll':
- # requestAction = 'reg_turnRight'
- # if l_actionState == 'reg_pump_left-leftb' and requestAction == 'reg_roll':
- # requestAction = 'reg_turnLeft'
-
- # if l_actionState == 'reg_turnRight' and requestAction == 'reg_pump_right':
- # requestAction = 'reg_pump_right-right'
- # if l_actionState == 'reg_turnLeft' and requestAction == 'reg_pump_left':
- # requestAction = 'reg_pump_left-left'
-
- # if l_actionState == 'reg_pump_right' and requestAction == 'reg_turnRight':
- # if trans_playing == False:
- # requestAction = 'reg_pump_right-rightb'
- # else:
- # requestAction == 'reg_pump_right'
-
- # if l_actionState == 'reg_pump_left' and requestAction == 'reg_turnLeft':
- # if trans_playing == False:
- # requestAction = 'reg_pump_left-leftb'
- # else:
- # requestAction == 'reg_pump_left'
-
- # if l_actionState == 'reg_turnRight_out' and requestAction == 'fak_roll':
- # requestAction = 'reg_roll'
- # if l_actionState == 'reg_turnLeft_out' and requestAction == 'fak_roll':
- # requestAction = 'reg_roll'
-
- # if l_actionState == 'reg_pump' and requestAction == 'reg_turnRight':
- # requestAction = 'reg_pump_out'
- # if l_actionState == 'reg_pump' and requestAction == 'reg_turnLeft':
- # requestAction = 'reg_pump_out'
-
- # if l_actionState == 'reg_pump_right-right' and requestAction == 'reg_turnRight':
- # requestAction = 'reg_pump_right-rightb'
- # if l_actionState == 'reg_pump_left-left' and requestAction == 'reg_turnLeft':
- # requestAction = 'reg_pump_left-leftb'
-
- # if l_actionState == 'reg_pump_right-rightb' and requestAction == 'reg_pump_right':
- # requestAction = 'reg_pump_right-right'
- # if l_actionState == 'reg_pump_left-leftb' and requestAction == 'reg_pump_left':
- # requestAction = 'reg_pump_left-left'
-
- # if l_actionState == 'reg_pump_right-right' and requestAction not in [ 'reg_pump_right-right', 'reg_pump_right-rightb']:
- # requestAction = 'reg_pump_right'
-
- # if l_actionState == 'reg_pump_left-left' and requestAction not in [ 'reg_pump_left-left', 'reg_pump_left-leftb']:
- # requestAction = 'reg_pump_left'
-
- # if l_actionState == 'reg_pump_right_out' and requestAction in ['reg_turnRight', 'reg_turnLeft']:
- # requestAction = 'reg_pump'
- # if l_actionState == 'reg_pump_left_out' and requestAction in ['reg_turnLeft', 'reg_turnRight']:
- # requestAction = 'reg_pump'
-
- # if l_actionState == 'reg_pump_out' and requestAction == 'reg_pump_right':
- # requestAction = 'reg_roll'
- # if l_actionState == 'reg_pump_out' and requestAction == 'reg_pump_left':
- # requestAction = 'reg_roll'
-
- # if l_actionState == 'reg_roll' and requestAction in ['reg_pump_right', 'reg_pump_left']:
- # requestAction = 'reg_pump'
-
- # if l_actionState == 'reg_turnLeft_out' and requestAction in ['reg_pump_right', 'reg_pump_left']:
- # requestAction = 'reg_pump'
-
- # if l_actionState == 'reg_turnRight_out' and requestAction in ['reg_pump_left', 'reg_pump_right']:
- # requestAction = 'reg_pump'
-
-
-
- # #fak
-
- # if l_actionState == 'fak_pump' and requestAction == 'fak_pump_right' and trans_playing != 0:
- # requestAction = 'fak_pump'
- # if l_actionState == 'fak_turnRight' and requestAction == 'fak_pump_right' and trans_playing != 0:
- # requestAction = 'fak_turnRight'
- # if l_actionState == 'fak_turnLeft' and requestAction == 'fak_pump_left' and trans_playing != 0:
- # requestAction = 'fak_turnLeft'
-
- # if l_actionState == 'fak_turnRight' and requestAction in ['fak_roll', 'fak_pump']:
- # requestAction = 'fak_turnRight_out'
- # if l_actionState == 'fak_turnLeft' and requestAction in ['fak_roll', 'fak_pump']:
- # requestAction = 'fak_turnLeft_out'
- # if l_actionState == 'fak_pump' and requestAction == 'fak_roll':
- # requestAction = 'fak_pump_out'
-
- # if l_actionState == 'fak_turnRight' and requestAction in ['fak_pump_right']:
- # requestAction = 'fak_pump_right'
- # if l_actionState == 'fak_turnLeft' and requestAction in ['fak_pump_left']:
- # requestAction = 'fak_pump_left'
-
- # if l_actionState == 'fak_pump_right' and requestAction in ['fak_pump', 'fak_roll', 'reg_pump_out', 'fak_turnRight', 'fak_turnLeft']:
- # requestAction = 'fak_pump_right_out'
- # own['actionState'] = 'fak_pump_right_out'
-
-
- # if l_actionState == 'fak_pump_left' and requestAction in ['fak_pump', 'fak_roll', 'fak_pump_out', 'fak_turnRight', 'fak_turnLeft']:
- # requestAction = 'fak_pump_left_out'
- # own['actionState'] = 'fak_pump_left_out'
-
- # if l_actionState == 'fak_pump_right_out' and requestAction == 'fak_roll':
- # requestAction = 'fak_pump'
- # if l_actionState == 'fak_pump_left_out' and requestAction == 'fak_roll':
- # requestAction = 'fak_pump'
-
- # if l_actionState == 'fak_pump_right-rightb' and requestAction == 'fak_roll':
- # requestAction = 'fak_turnRight'
- # if l_actionState == 'fak_pump_left-leftb' and requestAction == 'fak_roll':
- # requestAction = 'fak_turnLeft'
-
- # if l_actionState == 'fak_turnRight' and requestAction == 'fak_pump_right':
- # requestAction = 'fak_pump_right-right'
- # if l_actionState == 'fak_turnLeft' and requestAction == 'fak_pump_left':
- # requestAction = 'fak_pump_left-left'
-
- # if l_actionState == 'fak_pump_right' and requestAction == 'fak_turnRight':
- # if trans_playing == False:
- # requestAction = 'fak_pump_right-rightb'
- # else:
- # requestAction == 'fak_pump_right'
-
- # if l_actionState == 'fak_pump_left' and requestAction == 'fak_turnLeft':
- # if trans_playing == False:
- # requestAction = 'fak_pump_left-leftb'
- # else:
- # requestAction == 'fak_pump_left'
-
- # if l_actionState == 'fak_turnRight_out' and requestAction == 'reg_roll':
- # requestAction = 'fak_roll'
- # if l_actionState == 'fak_turnLeft_out' and requestAction == 'reg_roll':
- # requestAction = 'fak_roll'
-
- # if l_actionState == 'fak_pump' and requestAction == 'fak_turnRight':
- # requestAction = 'fak_pump_out'
- # if l_actionState == 'fak_pump' and requestAction == 'fak_turnLeft':
- # requestAction = 'fak_pump_out'
-
- # if l_actionState == 'fak_pump_right-right' and requestAction == 'fak_turnRight':
- # requestAction = 'fak_pump_right-rightb'
- # if l_actionState == 'fak_pump_left-left' and requestAction == 'fak_turnLeft':
- # requestAction = 'fak_pump_left-leftb'
-
- # if l_actionState == 'fak_pump_right-rightb' and requestAction == 'fak_pump_right':
- # requestAction = 'fak_pump_right-right'
- # if l_actionState == 'fak_pump_left-leftb' and requestAction == 'fak_pump_left':
- # requestAction = 'fak_pump_left-left'
-
- # if l_actionState == 'fak_pump_right-right' and requestAction not in [ 'fak_pump_right-right', 'fak_pump_right-rightb']:
- # requestAction = 'fak_pump_right'
-
- # if l_actionState == 'fak_pump_left-left' and requestAction not in [ 'fak_pump_left-left', 'fak_pump_left-leftb']:
- # requestAction = 'fak_pump_left'
-
- # if l_actionState == 'fak_pump_right_out' and requestAction in ['fak_turnRight', 'fak_turnLeft']:
- # requestAction = 'fak_pump'
- # if l_actionState == 'fak_pump_left_out' and requestAction in ['fak_turnLeft', 'fak_turnRight']:
- # requestAction = 'fak_pump'
-
- # if l_actionState == 'fak_pump_out' and requestAction == 'fak_pump_right':
- # requestAction = 'fak_roll'
- # if l_actionState == 'fak_pump_out' and requestAction == 'fak_pump_left':
- # requestAction = 'fak_roll'
-
- # if l_actionState == 'fak_roll' and requestAction in ['fak_pump_right', 'fak_pump_left']:
- # requestAction = 'fak_pump'
-
- # if l_actionState == 'fak_turnLeft_out' and requestAction in ['fak_pump_right', 'fak_pump_left']:
- # requestAction = 'fak_pump'
-
- # if l_actionState == 'fak_turnRight_out' and requestAction in ['fak_pump_left', 'fak_pump_right']:
- # requestAction = 'fak_pump'
-
-
- # if l_actionState == 'reg_pump' and requestAction in ['reg_pump_left', 'reg_pump_right'] and trans_playing == True:
- # requestAction = 'reg_pump'
- # if l_actionState == 'fak_pump' and requestAction in ['fak_pump_left', 'fak_pump_right'] and trans_playing == True:
- # requestAction = 'fak_pump'
-
-
-
- # if l_actionState in ['reg_push', 'reg_push_goof', 'reg_land'] and requestAction != 'reg_roll':
- # requestAction = 'reg_roll'
- # if l_actionState in ['fak_push', 'fak_push_goof', 'fak_land'] and requestAction != 'fak_roll':
- # requestAction = 'fak_roll'
-
- # if l_actionState == 'fak-reg_roll' and requestAction in ['fak_pump_right', 'fak_pump_left']:
- # requestAction = 'fak_pump'
- # if l_actionState == 'reg-fak_roll' and requestAction in ['reg_pump_right', 'reg_pump_left']:
- # requestAction = 'reg_pump'
-
- # if l_actionState == 'reg_air-roll' and requestAction == 'reg_5050' and actionTimer > 5:
- # requestAction = 'reg_5050'
- # #print('doing the thing')
- # tl = ['reg_turnLeft', 'reg_turnRight', 'reg_turnLeft_out', 'reg_turnRight_out']
- # if l_actionState in tl and requestAction not in tl:
- # requestAction = 'reg_roll'
- # #print('doing the other thing')
-
- # if l_actionState == 'reg_air-roll' and requestAction not in ['reg_air-roll', 'reg_land', 'reg_landL', 'reg_landLb', 'reg_landR', 'reg_landRb', 'fak_land', 'fak_landL', 'fak_landLb', 'fak_landR', 'fak_landRb']:
- # requestAction = 'reg_roll'
- # #print('doing the third thing')
-
- # # if l_actionState == 'reg_roll' and (requestAction == 'reg_5050' or requestAction == 'reg_air'):
- # # requestAction = 'reg_air'
- # #print('doing the 4th thing')
- # if l_actionState == 'reg_roll' and requestAction == 'reg_air':
- # requestAction = 'reg_roll'
-
- # if l_actionState == 'fak_tailslide' and requestAction == 'reg_noseslide':
- # requestAction = 'fak-reg_noseslide'
- # if l_actionState == 'reg_noseslide' and requestAction == 'fak_tailslide':
- # requestAction = 'reg-fak_tailslide'
-
- # if l_actionState == 'fak_noseslide' and requestAction == 'reg_tailslide':
- # requestAction = 'fak-reg_tailslide'
- # if l_actionState == 'reg_tailslide' and requestAction == 'fak_noseslide':
- # requestAction = 'reg-fak_noseslide'
- # #print('reqqqqqqqqes2', requestAction)
- # if l_actionState in ['reg_air-roll', 'fak_air-roll'] and requestAction in ['reg_landL', 'reg_landLb', 'reg_landR', 'reg_landRb', 'fak_landL', 'fak_landLb', 'fak_landR', 'fak_landRb', 'fak_land', 'reg_land']:
- # actionTimer = 0
- # own['actionTimer'] = 0
-
-
- # if l_actionState == 'reg_air-roll' and requestAction == 'fak_land':
- # requestAction = 'reg_land'
-
-
- # if l_actionState == 'reg_air_tail to manual' and requestAction in ['reg_land', 'fak_land'] and own['actionTimer'] > 1:
- # requestAction = 'reg_air_tail to manual'
-
- # if l_actionState == 'reg_air_nose to nmanual' and requestAction in ['reg_land', 'fak_land'] and own['actionTimer'] > 1:
- # requestAction = 'reg_air_nose to nmanual'
- # if l_actionState == 'fak_air_tail to manual' and requestAction in ['reg_land', 'fak_land'] and own['actionTimer'] > 1:
- # requestAction = 'fak_air_tail to manual'
-
- # if l_actionState == 'fak_air_nose to nmanual' and requestAction in ['reg_land', 'fak_land'] and own['actionTimer'] > 1:
- # requestAction = 'fak_air_nose to nmanual'
-
- # if requestAction in ['fak_land', 'reg_land']:
- # requestAction = own['lland']
- # if l_actionState == 'reg_air-roll' and requestAction == 'fak_landL':
- # requestAction = 'reg_landL'
- # if l_actionState == 'reg_air-roll' and requestAction == 'fak_landLb':
- # requestAction = 'reg_landLb'
- # if l_actionState == 'reg_air-roll' and requestAction == 'fak_landR':
- # requestAction = 'reg_landR'
- # if l_actionState == 'reg_air-roll' and requestAction == 'fak_landRb':
- # requestAction = 'reg_landRb'
- # if l_actionState == 'reg_air-roll' and requestAction == 'fak_land':
- # requestAction = 'reg_land'
- # if l_actionState == 'fak_air-roll' and requestAction == 'reg_landL':
- # requestAction = 'fak_landL'
- # if l_actionState == 'fak_air-roll' and requestAction == 'reg_landLb':
- # requestAction = 'fak_landLb'
- # if l_actionState == 'fak_air-roll' and requestAction == 'reg_landR':
- # requestAction = 'fak_landR'
- # if l_actionState == 'fak_air-roll' and requestAction == 'reg_landRb':
- # requestAction = 'fak_landRb'
- # if l_actionState == 'fak_air-roll' and requestAction == 'reg_land':
- # requestAction = 'fak_land'
-
-
-
- # #if own['jump_stance'] == 0 and requestAction == 'fak_land'
- # #---------------------------------------------------
-
-
- # else:
- # print('action over written')
- # #pass
- # def updateAction(requestAction, actionState):
- # try:
- # flip_start_frame = own['flip_start_lay']
- # flipspeed = own['flipspeed']
-
- # except:
- # flip_start_frame = 1
- # flipspeed = .6
- # ###############################
- # #one shot actions
- # ###############################
- # if requestAction in oneshotActions_list:
-
- # if requestAction == 'reg_land' and own['grindHit'] == False:
- # skater.stopAction(loop_layer)
- # trucks.stopAction(loop_layer)
- # deck.stopAction(loop_layer)
- # skater.stopAction(trans_layer)
- # trucks.stopAction(trans_layer)
- # deck.stopAction(trans_layer)
- # #print('stopping loop and trans')
- # actionState = 'reg_land'
- # requestAction = 'reg_land'
- # own['actionTimer'] = 37
- # skater.playAction('reg_land', 1,40, layer=trans_layer, play_mode=0, speed=1)
- # bdeck.playAction('b_reg', 1,40, layer=trans_layer, play_mode=1, speed=1)
- # #trucks.playAction('a_reg', 1,40, layer=trans_layer, play_mode=1, speed=1)
- # #print('play land')
-
- # if requestAction == 'reg_landL' and own['grindHit'] == False:
- # skater.stopAction(loop_layer)
- # trucks.stopAction(loop_layer)
- # deck.stopAction(loop_layer)
- # skater.stopAction(trans_layer)
- # trucks.stopAction(trans_layer)
- # deck.stopAction(trans_layer)
- # actionState = 'reg_landL'
- # requestAction = 'reg_landL'
- # own['actionTimer'] = 37
- # skater.playAction('reg_landL', 1,40, layer=trans_layer, play_mode=0, speed=1)
- # bdeck.playAction('b_reg', 1,40, layer=trans_layer, play_mode=1, speed=1)
- # #trucks.playAction('a_reg', 1,40, layer=trans_layer, play_mode=1, speed=1)
- # if requestAction == 'reg_landR' and own['grindHit'] == False:
- # skater.stopAction(loop_layer)
- # trucks.stopAction(loop_layer)
- # deck.stopAction(loop_layer)
- # skater.stopAction(trans_layer)
- # trucks.stopAction(trans_layer)
- # deck.stopAction(trans_layer)
- # actionState = 'reg_landR'
- # requestAction = 'reg_landR'
- # own['actionTimer'] = 37
- # skater.playAction('reg_landR', 1,40, layer=trans_layer, play_mode=0, speed=1)
- # bdeck.playAction('b_reg', 1,40, layer=trans_layer, play_mode=1, speed=1)
- # #trucks.playAction('a_reg', 1,40, layer=trans_layer, play_mode=1, speed=1)
- # if requestAction == 'reg_landLb' and own['grindHit'] == False:
- # skater.stopAction(loop_layer)
- # trucks.stopAction(loop_layer)
- # deck.stopAction(loop_layer)
- # skater.stopAction(trans_layer)
- # trucks.stopAction(trans_layer)
- # deck.stopAction(trans_layer)
- # actionState = 'reg_landLb'
- # requestAction = 'reg_landLb'
- # own['actionTimer'] = 37
- # skater.playAction('reg_landLb', 1,40, layer=trans_layer, play_mode=0, speed=1)
- # bdeck.playAction('b_reg', 1,40, layer=trans_layer, play_mode=1, speed=1)
- # #trucks.playAction('a_reg', 1,40, layer=trans_layer, play_mode=1, speed=1)
- # if requestAction == 'reg_landRb' and own['grindHit'] == False:
- # skater.stopAction(loop_layer)
- # trucks.stopAction(loop_layer)
- # deck.stopAction(loop_layer)
- # skater.stopAction(trans_layer)
- # trucks.stopAction(trans_layer)
- # deck.stopAction(trans_layer)
- # actionState = 'reg_landRb'
- # requestAction = 'reg_landRb'
- # own['actionTimer'] = 37
- # skater.playAction('reg_landRb', 1,40, layer=trans_layer, play_mode=0, speed=1)
- # bdeck.playAction('b_reg', 1,40, layer=trans_layer, play_mode=1, speed=1)
- # #trucks.playAction('a_reg', 1,40, layer=trans_layer, play_mode=1, speed=1)
-
- # if requestAction == 'fak_land' and own['grindHit'] == False:
- # actionState = 'fak_land'
- # requestAction = 'fak_land'
- # skater.stopAction(loop_layer)
- # trucks.stopAction(loop_layer)
- # deck.stopAction(loop_layer)
- # skater.stopAction(trans_layer)
- # trucks.stopAction(trans_layer)
- # deck.stopAction(trans_layer)
- # own['actionTimer'] = 37
- # skater.playAction('fak_land', 1,40, layer=trans_layer, play_mode=0, speed=1)
- # bdeck.playAction('b_reg', 1,40, layer=trans_layer, play_mode=1, speed=1)
- # #trucks.playAction('a_reg', 1,40, layer=trans_layer, play_mode=1, speed=1)
- # #print('play land')
-
-
-
-
-
- # if requestAction == 'fak_landL' and own['grindHit'] == False:
- # skater.stopAction(loop_layer)
- # trucks.stopAction(loop_layer)
- # deck.stopAction(loop_layer)
- # skater.stopAction(trans_layer)
- # trucks.stopAction(trans_layer)
- # deck.stopAction(trans_layer)
- # actionState = 'fak_landL'
- # requestAction = 'fak_landL'
- # own['actionTimer'] = 37
- # skater.playAction('fak_landL', 1,40, layer=trans_layer, play_mode=0, speed=1)
- # bdeck.playAction('b_reg', 1,40, layer=trans_layer, play_mode=1, speed=1)
- # #trucks.playAction('a_reg', 1,40, layer=trans_layer, play_mode=1, speed=1)
- # if requestAction == 'fak_landR' and own['grindHit'] == False:
- # skater.stopAction(loop_layer)
- # trucks.stopAction(loop_layer)
- # deck.stopAction(loop_layer)
- # skater.stopAction(trans_layer)
- # trucks.stopAction(trans_layer)
- # deck.stopAction(trans_layer)
- # actionState = 'fak_landR'
- # requestAction = 'fak_landR'
- # own['actionTimer'] = 37
- # skater.playAction('fak_landR', 1,40, layer=trans_layer, play_mode=0, speed=1)
- # bdeck.playAction('b_reg', 1,40, layer=trans_layer, play_mode=1, speed=1)
- # #trucks.playAction('a_reg', 1,40, layer=trans_layer, play_mode=1, speed=1)
- # if requestAction == 'fak_landLb' and own['grindHit'] == False:
- # skater.stopAction(loop_layer)
- # trucks.stopAction(loop_layer)
- # deck.stopAction(loop_layer)
- # skater.stopAction(trans_layer)
- # trucks.stopAction(trans_layer)
- # deck.stopAction(trans_layer)
- # actionState = 'fak_landLb'
- # requestAction = 'fak_landLb'
- # own['actionTimer'] = 37
- # skater.playAction('fak_landLb', 1,40, layer=trans_layer, play_mode=0, speed=1)
- # bdeck.playAction('b_reg', 1,40, layer=trans_layer, play_mode=1, speed=1)
- # #trucks.playAction('a_reg', 1,40, layer=trans_layer, play_mode=1, speed=1)
- # if requestAction == 'fak_landRb' and own['grindHit'] == False:
- # skater.stopAction(loop_layer)
- # trucks.stopAction(loop_layer)
- # deck.stopAction(loop_layer)
- # skater.stopAction(trans_layer)
- # trucks.stopAction(trans_layer)
- # deck.stopAction(trans_layer)
- # actionState = 'fak_landRb'
- # requestAction = 'fak_landRb'
- # own['actionTimer'] = 37
- # skater.playAction('fak_landRb', 1,40, layer=trans_layer, play_mode=0, speed=1)
- # bdeck.playAction('b_reg', 1,40, layer=trans_layer, play_mode=1, speed=1)
- # #trucks.playAction('a_reg', 1,40, layer=trans_layer, play_mode=1, speed=1)
-
-
-
-
-
-
-
-
-
- # if requestAction == 'reg_dropin':
- # actionState = 'reg_dropin'
- # own['actionTimer'] = 28
- # skater.playAction('reg_dropin3', 60,80, layer=trans_layer, play_mode=0, speed=.75)
- # deck.playAction('a_reg_dropin3', 60,80, layer=trans_layer, play_mode=0, speed=.75)
- # trucks.playAction('a_reg_dropin3', 60,80, layer=trans_layer, play_mode=0, speed=.75)
- # if requestAction == 'fak_dropin':
- # actionState = 'fak_dropin'
- # own['actionTimer'] = 28
- # skater.playAction('nfak_dropin', 60,80, layer=trans_layer, play_mode=0, speed=.75)
- # deck.playAction('a_fak_dropin', 60,80, layer=trans_layer, play_mode=0, speed=.75)
- # trucks.playAction('a_fak_dropin', 60,80, layer=trans_layer, play_mode=0, speed=.75)
-
- # if requestAction == 'reg_turnRight_out':
- # #stopActs()
- # actionState = 'reg_turnRight_out'
- # own['actionTimer'] = 19
- # trans_playing = skater.isPlayingAction(trans_layer)
- # if trans_playing:
- # cur_frame = skater.getActionFrame(trans_layer)
-
- # if trans_playing and cur_frame > .5 and cur_frame < 39:
- # #cur_frame = (10 - cur_frame)
- # skater.playAction('nreg_right', cur_frame,1, layer=trans_layer, play_mode=0, speed=.5)
- # bdeck.playAction('b_reg_right', cur_frame,1, layer=trans_layer, play_mode=0, speed=.5)
- # #trucks.playAction('a_reg', cur_frame,1, layer=trans_layer, play_mode=0, speed=.5)
- # #own['actionTimer'] = (10 - cur_frame)
- # own['actionTimer'] = cur_frame
- # else:
- # skater.playAction('nreg_right', 10,1, layer=trans_layer, play_mode=0, speed=.5)
- # bdeck.playAction('b_reg_right', 10,1, layer=trans_layer, play_mode=0, speed=.5)
- # #trucks.playAction('a_reg', 10,1, layer=trans_layer, play_mode=0, speed=.5)
-
- # if requestAction == 'reg_turnLeft_out':
- # actionState = 'reg_turnLeft_out'
- # own['actionTimer'] = 19
- # trans_playing = skater.isPlayingAction(trans_layer)
- # if trans_playing:
- # cur_frame = skater.getActionFrame(trans_layer)
- # if trans_playing and cur_frame > .5 and cur_frame < 39:
- # #cur_frame = (10 - cur_frame)
- # skater.playAction('nreg_left', cur_frame,1, layer=trans_layer, play_mode=0, speed=.5)
- # #deck.playAction('a_reg_left', cur_frame,1, layer=trans_layer, play_mode=0, speed=.5)
- # bdeck.playAction('b_reg_left', cur_frame,1, layer=trans_layer, play_mode=0, speed=.5)
- # ##trucks.playAction('a_reg', cur_frame,1, layer=trans_layer, play_mode=0, speed=.5)
- # own['actionTimer'] = cur_frame
- # else:
- # skater.playAction('nreg_left', 10,1, layer=trans_layer, play_mode=0, speed=.5)
- # #deck.playAction('a_reg_left', 10,1, layer=trans_layer, play_mode=0, speed=.5)
- # bdeck.playAction('b_reg_left', 10,1, layer=trans_layer, play_mode=0, speed=.5)
- # ##trucks.playAction('a_reg', 10,1, layer=trans_layer, play_mode=0, speed=.5)
-
- # if requestAction == 'fak_turnRight_out':
- # actionState = 'fak_turnRight_out'
- # own['actionTimer'] = 19
- # trans_playing = skater.isPlayingAction(trans_layer)
- # if trans_playing:
- # cur_frame = skater.getActionFrame(trans_layer)
- # if trans_playing and cur_frame > .5 and cur_frame < 39:
- # #cur_frame = (10 - cur_frame)
- # skater.playAction('nfak_right', cur_frame,1, layer=trans_layer, play_mode=0, speed=.5)
- # bdeck.playAction('b_reg_left', cur_frame,1, layer=trans_layer, play_mode=0, speed=.5)
- # #trucks.playAction('a_reg', cur_frame,1, layer=trans_layer, play_mode=0, speed=.5)
- # own['actionTimer'] = cur_frame
- # else:
- # skater.playAction('nfak_right', 10,1, layer=trans_layer, play_mode=0, speed=.5)
- # bdeck.playAction('b_reg_left', 10,1, layer=trans_layer, play_mode=0, speed=.5)
- # #trucks.playAction('a_reg', 10,1, layer=trans_layer, play_mode=0, speed=.5)
-
- # if requestAction == 'fak_turnLeft_out':
- # actionState = 'fak_turnLeft_out'
- # own['actionTimer'] = 19
- # trans_playing = skater.isPlayingAction(trans_layer)
- # if trans_playing:
- # cur_frame = skater.getActionFrame(trans_layer)
- # if trans_playing and cur_frame > .5 and cur_frame < 39:
- # #cur_frame = (10 - cur_frame)
- # skater.playAction('nfak_left', cur_frame,1, layer=trans_layer, play_mode=0, speed=.5)
- # bdeck.playAction('b_reg_right', cur_frame,1, layer=trans_layer, play_mode=0, speed=.5)
- # #trucks.playAction('a_reg', cur_frame,1, layer=trans_layer, play_mode=0, speed=.5)
- # own['actionTimer'] = cur_frame
- # else:
- # skater.playAction('nfak_left', 10,1, layer=trans_layer, play_mode=0, speed=.5)
- # bdeck.playAction('b_reg_right', 10,1, layer=trans_layer, play_mode=0, speed=.5)
- # #trucks.playAction('a_reg', 10,1, layer=trans_layer, play_mode=0, speed=.5)
-
-
- # if requestAction == 'reg_pump_left-left':
- # actionState = 'reg_pump_left-left'
- # own['actionTimer'] = 19
-
- # if l_actionState == 'reg_pump_left-leftb':
- # trans_playing = skater.isPlayingAction(trans_layer)
- # if trans_playing:
- # cur_frame = skater.getActionFrame(trans_layer)
- # skater.playAction('nreg_pump_left', 40,30, layer=trans_layer, play_mode=0, speed=.5)
- # #deck.playAction('a_reg_left', 10,10, layer=trans_layer, play_mode=0, speed=.5)
- # bdeck.playAction('b_reg_left', 10,10, layer=trans_layer, play_mode=0, speed=.5)
- # ##trucks.playAction('a_reg', 10,10, layer=trans_layer, play_mode=0, speed=.5)
- # own['actionTimer'] = cur_frame * 2
- # else:
- # skater.playAction('nreg_pump_left', 40,30, layer=trans_layer, play_mode=0, speed=.5)
- # #deck.playAction('a_reg_left', 10,10, layer=trans_layer, play_mode=0, speed=.5)
- # bdeck.playAction('b_reg_left', 10,10, layer=trans_layer, play_mode=0, speed=.5)
- # ##trucks.playAction('a_reg', 10,10, layer=trans_layer, play_mode=0, speed=.5)
- # else:
- # skater.playAction('nreg_pump_left', 40,30, layer=trans_layer, play_mode=0, speed=.5)
- # bdeck.playAction('b_reg_left', 10,10, layer=trans_layer, play_mode=0, speed=.5)
- # ##trucks.playAction('a_reg', 10,10, layer=trans_layer, play_mode=0, speed=.5)
-
- # if requestAction == 'reg_pump_right-right':
- # actionState = 'reg_pump_right-right'
- # own['actionTimer'] = 19
-
- # if l_actionState == 'reg_pump_right-rightb':
- # trans_playing = skater.isPlayingAction(trans_layer)
- # if trans_playing:
- # cur_frame = skater.getActionFrame(trans_layer)
- # skater.playAction('nreg_pump_right', 40,30, layer=trans_layer, play_mode=0, speed=.5)
- # bdeck.playAction('b_reg_right', 10,10, layer=trans_layer, play_mode=0, speed=.5)
- # #trucks.playAction('a_reg', 10,10, layer=trans_layer, play_mode=0, speed=.5)
- # own['actionTimer'] = cur_frame * 2
- # else:
- # skater.playAction('nreg_pump_right', 40,30, layer=trans_layer, play_mode=0, speed=.5)
- # bdeck.playAction('b_reg_right', 10,10, layer=trans_layer, play_mode=0, speed=.5)
- # #trucks.playAction('a_reg', 10,10, layer=trans_layer, play_mode=0, speed=.5)
- # else:
- # skater.playAction('nreg_pump_right', 40,30, layer=trans_layer, play_mode=0, speed=.5)
- # bdeck.playAction('b_reg_right', 10,10, layer=trans_layer, play_mode=0, speed=.5)
- # #trucks.playAction('a_reg', 10,10, layer=trans_layer, play_mode=0, speed=.5)
-
- # if requestAction == 'fak_pump_left-left':
- # actionState = 'fak_pump_left-left'
- # own['actionTimer'] = 19
-
- # if l_actionState == 'fak_pump_left-leftb':
- # trans_playing = skater.isPlayingAction(trans_layer)
- # if trans_playing:
- # cur_frame = skater.getActionFrame(trans_layer)
- # skater.playAction('nfak_pump_left', 40,30, layer=trans_layer, play_mode=0, speed=.5)
- # bdeck.playAction('b_reg_right', 10,10, layer=trans_layer, play_mode=0, speed=.5)
- # #trucks.playAction('a_reg', 10,1, layer=trans_layer, play_mode=0, speed=.5)
- # own['actionTimer'] = cur_frame * 2
- # else:
- # skater.playAction('nfak_pump_left', 40,30, layer=trans_layer, play_mode=0, speed=.5)
- # bdeck.playAction('b_reg_right', 10,10, layer=trans_layer, play_mode=0, speed=.5)
- # #trucks.playAction('a_reg', 10,1, layer=trans_layer, play_mode=0, speed=.5)
- # else:
- # skater.playAction('nfak_pump_left', 40,30, layer=trans_layer, play_mode=0, speed=.5)
- # bdeck.playAction('b_reg_right', 10,10, layer=trans_layer, play_mode=0, speed=.5)
- # #trucks.playAction('a_reg', 10,1, layer=trans_layer, play_mode=0, speed=.5)
-
-
- # if requestAction == 'fak_pump_right-right':
- # actionState = 'fak_pump_right-right'
- # own['actionTimer'] = 19
- # if l_actionState == 'fak_pump_right-rightb':
- # trans_playing = skater.isPlayingAction(trans_layer)
- # if trans_playing:
- # cur_frame = skater.getActionFrame(trans_layer)
- # skater.playAction('nfak_pump_right', 40,30, layer=trans_layer, play_mode=0, speed=.5)
- # bdeck.playAction('b_reg_left', 10,10, layer=trans_layer, play_mode=0, speed=.5)
- # #trucks.playAction('a_reg', 10,1, layer=trans_layer, play_mode=0, speed=.5)
- # own['actionTimer'] = cur_frame * 2
- # else:
- # skater.playAction('nfak_pump_right', 40,30, layer=trans_layer, play_mode=0, speed=.5)
- # bdeck.playAction('b_reg_left', 10,10, layer=trans_layer, play_mode=0, speed=.5)
- # #trucks.playAction('a_reg', 10,1, layer=trans_layer, play_mode=0, speed=.5)
- # else:
- # skater.playAction('nfak_pump_right', 40,30, layer=trans_layer, play_mode=0, speed=.5)
- # bdeck.playAction('b_reg_left', 10,10, layer=trans_layer, play_mode=0, speed=.5)
- # #trucks.playAction('a_reg', 10,1, layer=trans_layer, play_mode=0, speed=.5)
-
- # if requestAction == 'reg_pump_right-rightb':
- # actionState = 'reg_pump_right-rightb'
- # own['actionState'] = 'reg_pump_right-rightb'
- # own['actionTimer'] = 20
-
- # if l_actionState == 'reg_pump_right-right':
- # trans_playing = skater.isPlayingAction(trans_layer)
- # if trans_playing:
- # cur_frame = skater.getActionFrame(trans_layer)
- # skater.playAction('nreg_pump_right', cur_frame,40, layer=trans_layer, play_mode=0, speed=.5)
- # bdeck.playAction('b_reg_right', 10,10, layer=trans_layer, play_mode=0, speed=.5)
- # #trucks.playAction('a_reg', 10,1, layer=trans_layer, play_mode=0, speed=.5)
- # own['actionTimer'] = cur_frame * 2
- # else:
- # skater.playAction('nreg_pump_right', 30,40, layer=trans_layer, play_mode=0, speed=.5)
- # bdeck.playAction('b_reg_right', 10,10, layer=trans_layer, play_mode=0, speed=.5)
- # #trucks.playAction('a_reg', 10,1, layer=trans_layer, play_mode=0, speed=.5)
- # else:
- # skater.playAction('nreg_pump_right', 30,40, layer=trans_layer, play_mode=0, speed=.5)
- # bdeck.playAction('b_reg_right', 10,10, layer=trans_layer, play_mode=0, speed=.5)
- # #trucks.playAction('a_reg', 10,1, layer=trans_layer, play_mode=0, speed=.5)
-
-
- # if requestAction == 'reg_pump_left-leftb':
- # actionState = 'reg_pump_left-leftb'
- # own['actionState'] = 'reg_pump_left-leftb'
- # own['actionTimer'] = 20
-
- # if l_actionState == 'reg_pump_left-left':
- # trans_playing = skater.isPlayingAction(trans_layer)
- # if trans_playing:
- # cur_frame = skater.getActionFrame(trans_layer)
- # skater.playAction('nreg_pump_left', cur_frame,40, layer=trans_layer, play_mode=0, speed=.5)
- # bdeck.playAction('b_reg_left', 10,10, layer=trans_layer, play_mode=0, speed=.5)
- # ##trucks.playAction('a_reg', 10,1, layer=trans_layer, play_mode=0, speed=.5)
- # own['actionTimer'] = cur_frame * 2
- # else:
- # skater.playAction('nreg_pump_left', 30,40, layer=trans_layer, play_mode=0, speed=.5)
- # bdeck.playAction('b_reg_left', 10,10, layer=trans_layer, play_mode=0, speed=.5)
- # ##trucks.playAction('a_reg', 10,1, layer=trans_layer, play_mode=0, speed=.5)
- # else:
- # skater.playAction('nreg_pump_left', 30,40, layer=trans_layer, play_mode=0, speed=.5)
- # bdeck.playAction('b_reg_left', 10,10, layer=trans_layer, play_mode=0, speed=.5)
- # ##trucks.playAction('a_reg', 10,1, layer=trans_layer, play_mode=0, speed=.5)
-
- # if requestAction == 'fak_pump_right-rightb':
- # actionState = 'fak_pump_right-rightb'
- # own['actionState'] = 'fak_pump_right-rightb'
- # own['actionTimer'] = 20
-
- # if l_actionState == 'fak_pump_right-right':
- # trans_playing = skater.isPlayingAction(trans_layer)
- # if trans_playing:
- # cur_frame = skater.getActionFrame(trans_layer)
- # skater.playAction('nfak_pump_right', cur_frame,40, layer=trans_layer, play_mode=0, speed=.5)
- # bdeck.playAction('b_reg_left', 10,10, layer=trans_layer, play_mode=0, speed=.5)
- # #trucks.playAction('a_reg', 10,1, layer=trans_layer, play_mode=0, speed=.5)
- # own['actionTimer'] = cur_frame * 2
- # else:
- # skater.playAction('nfak_pump_right', 30,40, layer=trans_layer, play_mode=0, speed=.5)
- # bdeck.playAction('b_reg_left', 10,10, layer=trans_layer, play_mode=0, speed=.5)
- # #trucks.playAction('a_reg', 10,1, layer=trans_layer, play_mode=0, speed=.5)
- # else:
- # skater.playAction('nfak_pump_right', 30,40, layer=trans_layer, play_mode=0, speed=.5)
- # bdeck.playAction('b_reg_left', 10,10, layer=trans_layer, play_mode=0, speed=.5)
- # #trucks.playAction('a_reg', 10,1, layer=trans_layer, play_mode=0, speed=.5)
-
-
- # if requestAction == 'fak_pump_left-leftb':
- # actionState = 'fak_pump_left-leftb'
- # own['actionState'] = 'fak_pump_left-leftb'
- # own['actionTimer'] = 20
-
- # if l_actionState == 'fak_pump_left-left':
- # trans_playing = skater.isPlayingAction(trans_layer)
- # if trans_playing:
- # cur_frame = skater.getActionFrame(trans_layer)
- # skater.playAction('nfak_pump_left', cur_frame,40, layer=trans_layer, play_mode=0, speed=.5)
- # bdeck.playAction('b_reg_right', 10,10, layer=trans_layer, play_mode=0, speed=.5)
- # #trucks.playAction('a_reg', 10,1, layer=trans_layer, play_mode=0, speed=.5)
- # own['actionTimer'] = cur_frame * 2
- # else:
- # skater.playAction('nfak_pump_left', 30,40, layer=trans_layer, play_mode=0, speed=.5)
- # bdeck.playAction('b_reg_right', 10,10, layer=trans_layer, play_mode=0, speed=.5)
- # #trucks.playAction('a_reg', 10,1, layer=trans_layer, play_mode=0, speed=.5)
- # else:
- # skater.playAction('nfak_pump_left', 30,40, layer=trans_layer, play_mode=0, speed=.5)
- # bdeck.playAction('b_reg_right', 10,10, layer=trans_layer, play_mode=0, speed=.5)
- # #trucks.playAction('a_reg', 10,1, layer=trans_layer, play_mode=0, speed=.5)
-
-
- # #*************************
-
- # if requestAction == 'reg_left-pump':
- # actionState = 'reg_left-pump'
- # own['actionTimer'] = 19
-
- # skater.playAction('nreg_pump_left', 40,30, layer=trans_layer, play_mode=0, speed=.5)
- # bdeck.playAction('b_reg_left', 10,10, layer=trans_layer, play_mode=0, speed=.5)
- # ##trucks.playAction('a_reg', 10,10, layer=trans_layer, play_mode=0, speed=.5)
-
- # if requestAction == 'reg_right-pump':
- # actionState = 'reg_right-pump'
- # own['actionTimer'] = 19
-
- # skater.playAction('nreg_pump_right', 40,30, layer=trans_layer, play_mode=0, speed=.5)
- # bdeck.playAction('b_reg_right', 10,10, layer=trans_layer, play_mode=0, speed=.5)
- # #trucks.playAction('a_reg', 10,10, layer=trans_layer, play_mode=0, speed=.5)
- # if requestAction == 'fak_left-pump':
- # actionState = 'fak_left-pump'
- # own['actionTimer'] = 19
-
- # skater.playAction('nfak_pump_left', 40,30, layer=trans_layer, play_mode=0, speed=.5)
- # bdeck.playAction('b_reg_right', 10,10, layer=trans_layer, play_mode=0, speed=.5)
- # #trucks.playAction('a_reg', 10,10, layer=trans_layer, play_mode=0, speed=.5)
-
- # if requestAction == 'fak_right-pump':
- # actionState = 'fak_right-pump'
- # own['actionTimer'] = 19
-
- # skater.playAction('nfak_pump_right', 40,30, layer=trans_layer, play_mode=0, speed=.5)
- # bdeck.playAction('b_reg_left', 10,10, layer=trans_layer, play_mode=0, speed=.5)
- # #trucks.playAction('a_reg', 10,10, layer=trans_layer, play_mode=0, speed=.5)
-
-
- # #*****************
-
-
- # if requestAction == 'reg_pump_right_out':
- # actionState = 'reg_pump_right_out'
- # requestAction = 'reg_pump_right_out'
- # own['actionState'] = 'reg_pump_right_out'
- # own['actionTimer'] = 20
- # trans_playing = skater.isPlayingAction(trans_layer)
-
- # if trans_playing:
- # cur_frame = skater.getActionFrame(trans_layer)
- # stopActs()
- # if cur_frame >= 32 and cur_frame <= 40 and l_actionState == 'reg_pump_right':
- # cur_frame = cur_frame - 30
- # if cur_frame < 32 and cur_frame > 26:
- # cur_frame = 10
- # if trans_playing and cur_frame > .5:
- # #cur_frame = 20 - cur_frame
- # skater.playAction('nreg_pump_right', cur_frame,1, layer=trans_layer, play_mode=0, speed=.5)
- # bdeck.playAction('b_reg_right', cur_frame,1, layer=trans_layer, play_mode=0, speed=.5)
- # #trucks.playAction('a_reg', cur_frame,1, layer=trans_layer, play_mode=0, speed=.5)
- # own['actionTimer'] = cur_frame *2
- # #own['actionTimer'] = 19
- # else:
- # skater.playAction('nreg_pump_right', 10,1, layer=trans_layer, play_mode=0, speed=.5)
- # bdeck.playAction('b_reg_right', 10,1, layer=trans_layer, play_mode=0, speed=.5)
- # #trucks.playAction('a_reg', 10,1, layer=trans_layer, play_mode=0, speed=.5)
-
-
-
- # if requestAction == 'reg_pump_left_out':
- # actionState = 'reg_pump_left_out'
- # own['actionState'] = 'reg_pump_left_out'
- # requestAction = 'reg_pump_left_out'
- # own['actionTimer'] = 20
- # trans_playing = skater.isPlayingAction(trans_layer)
- # if trans_playing:
- # cur_frame = skater.getActionFrame(trans_layer)
- # stopActs()
- # if cur_frame >= 32 and cur_frame <= 40 and l_actionState == 'reg_pump_left':
- # cur_frame = cur_frame - 30
- # if cur_frame < 32 and cur_frame > 26:
- # cur_frame = 10
- # if trans_playing and cur_frame > .5:
- # #cur_frame = 20 - cur_frame
- # skater.playAction('nreg_pump_left', cur_frame,1, layer=trans_layer, play_mode=0, speed=.5)
- # bdeck.playAction('b_reg_left', cur_frame,1, layer=trans_layer, play_mode=0, speed=.5)
- # #trucks.playAction('a_reg', cur_frame,1, layer=trans_layer, play_mode=0, speed=.5)
- # own['actionTimer'] = cur_frame *2
- # #own['actionTimer'] = 19
- # else:
- # skater.playAction('nreg_pump_left', 10,1, layer=trans_layer, play_mode=0, speed=.5)
- # bdeck.playAction('b_reg_left', 10,1, layer=trans_layer, play_mode=0, speed=.5)
- # #trucks.playAction('a_reg', 10,1, layer=trans_layer, play_mode=0, speed=.5)
-
-
-
- # if requestAction == 'fak_pump_right_out':
- # actionState = 'fak_pump_right_out'
- # requestAction = 'fak_pump_right_out'
- # own['actionState'] = 'fak_pump_right_out'
- # own['actionTimer'] = 20
- # trans_playing = skater.isPlayingAction(trans_layer)
-
- # if trans_playing:
- # cur_frame = skater.getActionFrame(trans_layer)
- # stopActs()
- # if cur_frame >= 32 and cur_frame <= 40 and l_actionState == 'fak_pump_right':
- # cur_frame = cur_frame - 30
- # if cur_frame < 32 and cur_frame > 26:
- # cur_frame = 10
- # if trans_playing and cur_frame > .5:
- # #cur_frame = 20 - cur_frame
- # skater.playAction('nfak_pump_right', cur_frame,1, layer=trans_layer, play_mode=0, speed=.5)
- # bdeck.playAction('b_reg_left', cur_frame,1, layer=trans_layer, play_mode=0, speed=.5)
- # #trucks.playAction('a_reg', cur_frame,1, layer=trans_layer, play_mode=0, speed=.5)
- # own['actionTimer'] = cur_frame *2
- # #own['actionTimer'] = 19
- # else:
- # skater.playAction('nfak_pump_right', 10,1, layer=trans_layer, play_mode=0, speed=.5)
- # bdeck.playAction('b_reg_left', 10,1, layer=trans_layer, play_mode=0, speed=.5)
- # #trucks.playAction('a_reg', 10,1, layer=trans_layer, play_mode=0, speed=.5)
-
-
-
- # if requestAction == 'fak_pump_left_out':
- # actionState = 'fak_pump_left_out'
- # own['actionState'] = 'fak_pump_left_out'
- # requestAction = 'fak_pump_left_out'
- # own['actionTimer'] = 20
- # trans_playing = skater.isPlayingAction(trans_layer)
- # if trans_playing:
- # cur_frame = skater.getActionFrame(trans_layer)
- # stopActs()
- # if cur_frame >= 32 and cur_frame <= 40 and l_actionState == 'fak_pump_left':
- # cur_frame = cur_frame - 30
- # if cur_frame < 32 and cur_frame > 26:
- # cur_frame = 10
- # if trans_playing and cur_frame > .5:
- # #cur_frame = 20 - cur_frame
- # skater.playAction('nfak_pump_left', cur_frame,1, layer=trans_layer, play_mode=0, speed=.5)
- # bdeck.playAction('b_reg_right', cur_frame,1, layer=trans_layer, play_mode=0, speed=.5)
- # #trucks.playAction('a_reg', cur_frame,1, layer=trans_layer, play_mode=0, speed=.5)
- # own['actionTimer'] = cur_frame *2
- # #own['actionTimer'] = 19
- # else:
- # skater.playAction('nfak_pump_left', 10,1, layer=trans_layer, play_mode=0, speed=.5)
- # bdeck.playAction('b_reg_right', 10,1, layer=trans_layer, play_mode=0, speed=.5)
- # #trucks.playAction('a_reg', 10,1, layer=trans_layer, play_mode=0, speed=.5)
-
-
- # if requestAction == 'reg_opos_out':
- # actionState = 'reg_opos_out'
- # own['actionTimer'] = 19
- # trans_playing = skater.isPlayingAction(trans_layer)
- # if trans_playing:
- # cur_frame = skater.getActionFrame(trans_layer)
- # if trans_playing and cur_frame > .5:
- # skater.playAction('noposin', cur_frame,1, layer=trans_layer, play_mode=0, speed=1)
- # bdeck.playAction('b_reg', 1,40, layer=trans_layer, play_mode=1, speed=.5)
- # #trucks.playAction('a_reg', 1,40, layer=trans_layer, play_mode=1, speed=.5)
- # own['actionTimer'] = cur_frame
- # else:
- # skater.playAction('noposin', 20,1, layer=trans_layer, play_mode=0, speed=1)
- # bdeck.playAction('b_reg', 1,40, layer=trans_layer, play_mode=1, speed=.5)
- # #trucks.playAction('a_reg', 1,40, layer=trans_layer, play_mode=1, speed=.5)
-
- # if requestAction == 'fak_opos_out':
- # actionState = 'fak_opos_out'
- # own['actionTimer'] = 19
- # trans_playing = skater.isPlayingAction(trans_layer)
- # if trans_playing:
- # cur_frame = skater.getActionFrame(trans_layer)
- # if trans_playing and cur_frame > .5:
- # skater.playAction('fak_oposin', cur_frame,1, layer=trans_layer, play_mode=0, speed=1)
- # bdeck.playAction('b_reg', 1,40, layer=trans_layer, play_mode=1, speed=.5)
- # #trucks.playAction('a_reg', 1,40, layer=trans_layer, play_mode=1, speed=.5)
- # own['actionTimer'] = cur_frame
- # else:
- # skater.playAction('fak_oposin', 20,1, layer=trans_layer, play_mode=0, speed=1)
- # bdeck.playAction('b_reg', 1,40, layer=trans_layer, play_mode=1, speed=.5)
- # #trucks.playAction('a_reg', 1,40, layer=trans_layer, play_mode=1, speed=.5)
-
- # if requestAction == 'reg_nopos_out':
- # actionState = 'reg_nopos_out'
- # own['actionTimer'] = 19
- # trans_playing = skater.isPlayingAction(trans_layer)
- # if trans_playing:
- # cur_frame = skater.getActionFrame(trans_layer)
- # if trans_playing and cur_frame > .5:
- # skater.playAction('nnoposin', cur_frame,1, layer=trans_layer, play_mode=0, speed=1)
- # bdeck.playAction('b_reg', 1,40, layer=trans_layer, play_mode=1, speed=.5)
- # #trucks.playAction('a_reg', 1,40, layer=trans_layer, play_mode=1, speed=.5)
- # own['actionTimer'] = cur_frame
- # else:
- # skater.playAction('nnoposin', 20,1, layer=trans_layer, play_mode=0, speed=1)
- # bdeck.playAction('b_reg', 1,40, layer=trans_layer, play_mode=1, speed=.5)
- # #trucks.playAction('a_reg', 1,40, layer=trans_layer, play_mode=1, speed=.5)
-
- # if requestAction == 'fak_nopos_out':
- # actionState = 'fak_nopos_out'
- # own['actionTimer'] = 19
- # trans_playing = skater.isPlayingAction(trans_layer)
- # if trans_playing:
- # cur_frame = skater.getActionFrame(trans_layer)
- # if trans_playing and cur_frame > .5:
- # skater.playAction('fak_noposin', cur_frame,1, layer=trans_layer, play_mode=0, speed=1)
- # bdeck.playAction('b_reg', 1,40, layer=trans_layer, play_mode=1, speed=.5)
- # #trucks.playAction('a_reg', 1,40, layer=trans_layer, play_mode=1, speed=.5)
- # own['actionTimer'] = cur_frame
- # else:
- # skater.playAction('fak_noposin', 20,1, layer=trans_layer, play_mode=0, speed=1)
- # bdeck.playAction('b_reg', 1,40, layer=trans_layer, play_mode=1, speed=.5)
- # #trucks.playAction('a_reg', 1,40, layer=trans_layer, play_mode=1, speed=.5)
-
- # if requestAction == 'reg_pump_out':
- # actionState = 'reg_pump_out'
- # own['actionTimer'] = 19
- # trans_playing = skater.isPlayingAction(trans_layer)
- # if l_actionState in ['reg_pump_left_out', 'reg_pump_right_out']:
- # cur_frame = 0
- # skater.stopAction(trans_layer)
- # if trans_playing:
- # cur_frame = skater.getActionFrame(trans_layer)
- # if l_actionState in ['reg_pump_right', 'reg_pump_left']:
- # cur_frame = cur_frame * 2
- # if trans_playing and cur_frame > .5:
- # skater.playAction('nreg_pump_in', cur_frame,1, layer=trans_layer, play_mode=0, speed=.5)
- # bdeck.playAction('b_reg', cur_frame,1, layer=trans_layer, play_mode=1, speed=1)
- # #trucks.playAction('a_reg', cur_frame,1, layer=trans_layer, play_mode=1, speed=1)
-
- # own['actionTimer'] = cur_frame
- # else:
- # skater.playAction('nreg_pump_in', 20,1, layer=trans_layer, play_mode=0, speed=1)
- # bdeck.playAction('b_reg', 1,20, layer=trans_layer, play_mode=1, speed=1)
- # #trucks.playAction('a_reg', 1,20, layer=trans_layer, play_mode=1, speed=1)
-
- # if requestAction == 'fak_pump_out':
- # actionState = 'fak_pump_out'
- # own['actionTimer'] = 19
- # trans_playing = skater.isPlayingAction(trans_layer)
- # if l_actionState in ['fak_pump_left_out', 'fak_pump_right_out']:
- # cur_frame = 0
- # skater.stopAction(trans_layer)
- # if trans_playing:
- # cur_frame = skater.getActionFrame(trans_layer)
- # if l_actionState in ['fak_pump_right', 'fak_pump_left']:
- # cur_frame = cur_frame * 2
- # if trans_playing and cur_frame > .5:
- # skater.playAction('nfak_pump_in', cur_frame,1, layer=trans_layer, play_mode=0, speed=.5)
- # bdeck.playAction('b_reg', cur_frame,1, layer=trans_layer, play_mode=1, speed=1)
- # #trucks.playAction('a_reg', cur_frame,1, layer=trans_layer, play_mode=1, speed=1)
-
- # own['actionTimer'] = cur_frame
- # else:
- # skater.playAction('nfak_pump_in', 20,1, layer=trans_layer, play_mode=0, speed=1)
- # bdeck.playAction('b_reg', 1,20, layer=trans_layer, play_mode=1, speed=1)
- # #trucks.playAction('a_reg', 1,20, layer=trans_layer, play_mode=1, speed=1)
-
- # if requestAction == 'reg_stop_out':
- # actionState = 'reg_stop_out'
- # own['actionTimer'] = 30
- # trans_playing = skater.isPlayingAction(trans_layer)
- # if trans_playing:
- # cur_frame = skater.getActionFrame(trans_layer)
- # if trans_playing and cur_frame > 1:
- # skater.playAction('reg_stopin', cur_frame,1, layer=trans_layer, play_mode=0, speed=.5)
- # bdeck.playAction('b_reg', cur_frame,1, layer=trans_layer, play_mode=0, speed=.5)
- # #trucks.playAction('a_reg', cur_frame,1, layer=trans_layer, play_mode=0, speed=.5)
- # own['actionTimer'] = cur_frame
- # else:
- # skater.playAction('reg_stopin', 15,1, layer=trans_layer, play_mode=0, speed=.5)
- # bdeck.playAction('b_reg', 15,1, layer=trans_layer, play_mode=0, speed=.5)
- # #trucks.playAction('a_reg', 15,1, layer=trans_layer, play_mode=0, speed=.5)
-
- # if requestAction == 'fak_stop_out':
- # actionState = 'fak_stop_out'
- # own['actionTimer'] = 30
- # trans_playing = skater.isPlayingAction(trans_layer)
- # if trans_playing:
- # cur_frame = skater.getActionFrame(trans_layer)
- # if trans_playing and cur_frame > 1:
- # skater.playAction('fak_stopin', cur_frame,1, layer=trans_layer, play_mode=0, speed=.5)
- # bdeck.playAction('b_reg', cur_frame,1, layer=trans_layer, play_mode=0, speed=.5)
- # #trucks.playAction('a_reg', cur_frame,1, layer=trans_layer, play_mode=0, speed=.5)
- # own['actionTimer'] = cur_frame
- # else:
- # skater.playAction('fak_stopin', 15,1, layer=trans_layer, play_mode=0, speed=.5)
- # bdeck.playAction('b_reg', 15,1, layer=trans_layer, play_mode=0, speed=.5)
- # #trucks.playAction('a_reg', 15,1, layer=trans_layer, play_mode=0, speed=.5)
-
- # if requestAction == 'reg_tailslide_out':
- # actionState = 'reg_tailslide_out'
- # own['actionTimer'] = 19
- # trans_playing = skater.isPlayingAction(trans_layer)
- # if trans_playing:
- # cur_frame = skater.getActionFrame(trans_layer)
- # if trans_playing and cur_frame > 1:
- # skater.playAction('fak_noses', cur_frame,40, layer=trans_layer, play_mode=0, speed=.5)
- # bdeck.playAction('b_fak_noses', cur_frame,40, layer=trans_layer, play_mode=0, speed=.5)
- # #trucks.playAction('a_fak_noses', cur_frame,40, layer=trans_layer, play_mode=0, speed=.5)
- # own['actionTimer'] = cur_frame
- # else:
- # skater.playAction('fak_noses', 30,40, layer=trans_layer, play_mode=0, speed=.5)
- # bdeck.playAction('b_fak_noses', 30,40, layer=trans_layer, play_mode=0, speed=.5)
- # #trucks.playAction('a_fak_noses', 30,40, layer=trans_layer, play_mode=0, speed=.5)
- # if requestAction == 'fak_tailslide_out':
- # actionState = 'fak_tailslide_out'
- # own['actionTimer'] = 19
- # trans_playing = skater.isPlayingAction(trans_layer)
- # if trans_playing:
- # cur_frame = skater.getActionFrame(trans_layer)
- # if trans_playing and cur_frame > 1:
- # skater.playAction('reg_noses', cur_frame,40, layer=trans_layer, play_mode=0, speed=.5)
- # bdeck.playAction('b_reg_noses', cur_frame,40, layer=trans_layer, play_mode=0, speed=.5)
- # trucks.playAction('reg_noses', cur_frame,40, layer=trans_layer, play_mode=0, speed=.5)
- # own['actionTimer'] = cur_frame
- # else:
- # skater.playAction('reg_noses', 30,40, layer=trans_layer, play_mode=0, speed=.5)
- # bdeck.playAction('b_reg_noses', 30,40, layer=trans_layer, play_mode=0, speed=.5)
- # #trucks.playAction('a_reg_noses', 30,40, layer=trans_layer, play_mode=0, speed=.5)
- # if requestAction == 'reg_noseslide_out':
- # actionState = 'reg_noseslide_out'
- # own['actionTimer'] = 19
- # trans_playing = skater.isPlayingAction(trans_layer)
- # if trans_playing:
- # cur_frame = skater.getActionFrame(trans_layer)
- # if trans_playing and cur_frame > 1:
- # skater.playAction('fak_tails', cur_frame,40, layer=trans_layer, play_mode=0, speed=.5)
- # bdeck.playAction('b_fak_tails', cur_frame,40, layer=trans_layer, play_mode=0, speed=.5)
- # #trucks.playAction('a_fak_tails', cur_frame,40, layer=trans_layer, play_mode=0, speed=.5)
- # own['actionTimer'] = cur_frame
- # else:
- # skater.playAction('fak_tails', 30,40, layer=trans_layer, play_mode=0, speed=.5)
- # bdeck.playAction('b_fak_tails', 30,40, layer=trans_layer, play_mode=0, speed=.5)
- # #trucks.playAction('a_fak_tails', 30,40, layer=trans_layer, play_mode=0, speed=.5)
- # if requestAction == 'fak_noseslide_out':
- # actionState = 'fak_noseslide_out'
- # own['actionTimer'] = 19
- # trans_playing = skater.isPlayingAction(trans_layer)
- # if trans_playing:
- # cur_frame = skater.getActionFrame(trans_layer)
- # if trans_playing and cur_frame > 1:
- # skater.playAction('reg_tails', cur_frame,40, layer=trans_layer, play_mode=0, speed=.5)
- # bdeck.playAction('b_reg_tails', cur_frame,40, layer=trans_layer, play_mode=0, speed=.5)
- # #trucks.playAction('a_reg_tails', cur_frame,40, layer=trans_layer, play_mode=0, speed=.5)
- # own['actionTimer'] = cur_frame
- # else:
- # skater.playAction('reg_tails', 30,40, layer=trans_layer, play_mode=0, speed=.5)
- # bdeck.playAction('b_reg_tails', 30,40, layer=trans_layer, play_mode=0, speed=.5)
- # #trucks.playAction('a_reg_tails', 30,40, layer=trans_layer, play_mode=0, speed=.5)
-
- # if requestAction == 'reg_5050_out':
- # actionState = 'reg_5050_out'
- # own['actionTimer'] = 5
- # trans_playing = skater.isPlayingAction(trans_layer)
- # if trans_playing:
- # cur_frame = skater.getActionFrame(trans_layer) #cur_frame -= 2
- # if trans_playing and cur_frame > 1:
- # skater.playAction('reg_5050', cur_frame,1, layer=trans_layer, play_mode=0, speed=.5)
- # bdeck.playAction('b_reg', cur_frame,1, layer=trans_layer, play_mode=0, speed=.5)
- # #trucks.playAction('a_reg', cur_frame,1, layer=trans_layer, play_mode=0, speed=.5)
- # own['actionTimer'] = cur_frame
- # else:
- # skater.playAction('reg_5050', 20,1, layer=trans_layer, play_mode=0, speed=.5)
- # bdeck.playAction('b_reg', 20,1, layer=trans_layer, play_mode=0, speed=.5)
- # #trucks.playAction('a_reg', 20,1, layer=trans_layer, play_mode=0, speed=.5)
- # if requestAction == 'fak_5050_out':
- # actionState = 'fak_5050_out'
- # own['actionTimer'] = 5
- # trans_playing = skater.isPlayingAction(trans_layer)
- # if trans_playing:
- # cur_frame = skater.getActionFrame(trans_layer)
- # if trans_playing and cur_frame > 1:
- # skater.playAction('fak_5050', cur_frame,1, layer=trans_layer, play_mode=0, speed=.5)
- # bdeck.playAction('b_reg', cur_frame,1, layer=trans_layer, play_mode=0, speed=.5)
- # #trucks.playAction('a_reg', cur_frame,1, layer=trans_layer, play_mode=0, speed=.5)
- # own['actionTimer'] = cur_frame
- # else:
- # skater.playAction('fak_5050', 20,1, layer=trans_layer, play_mode=0, speed=.5)
- # bdeck.playAction('b_reg', 20,1, layer=trans_layer, play_mode=0, speed=.5)
- # #trucks.playAction('a_reg', 20,1, layer=trans_layer, play_mode=0, speed=.5)
-
- # if requestAction == 'reg_noseg_out':
- # actionState = 'reg_noseg_out'
- # own['requestAction'] = 'reg_noseg_out'
- # own['actionTimer'] = 9
- # trans_playing = skater.isPlayingAction(trans_layer)
- # if trans_playing:
- # cur_frame = skater.getActionFrame(trans_layer)
- # if trans_playing and cur_frame > 1:
- # skater.playAction('reg_noseg.002', cur_frame,1, layer=trans_layer, play_mode=0, speed=1)
- # bdeck.playAction('b_reg_noseg', cur_frame,1, layer=trans_layer, play_mode=0, speed=1)
- # #trucks.playAction('a_reg_noseg.002', cur_frame,1, layer=trans_layer, play_mode=0, speed=1)
- # own['actionTimer'] = cur_frame
- # else:
- # skater.playAction('reg_noseg.002', 10,1, layer=trans_layer, play_mode=0, speed=1)
- # bdeck.playAction('b_reg_noseg', 10,1, layer=trans_layer, play_mode=0, speed=1)
- # #trucks.playAction('a_reg_noseg.002', 10,1, layer=trans_layer, play_mode=0, speed=1)
- # if requestAction == 'fak_noseg_out':
- # actionState = 'fak_noseg_out'
- # own['actionTimer'] = 9
- # own['requestAction'] = 'fak_noseg_out'
- # trans_playing = skater.isPlayingAction(trans_layer)
- # if trans_playing:
- # cur_frame = skater.getActionFrame(trans_layer)
- # if trans_playing and cur_frame > 1:
- # skater.playAction('fak_noseg', cur_frame,40, layer=trans_layer, play_mode=0, speed=1)
- # bdeck.playAction('b_fak_noseg', cur_frame,40, layer=trans_layer, play_mode=0, speed=1)
- # #trucks.playAction('a_fak_noseg', cur_frame,40, layer=trans_layer, play_mode=0, speed=1)
- # own['actionTimer'] = cur_frame
- # else:
- # skater.playAction('fak_noseg', 30,40, layer=trans_layer, play_mode=0, speed=1)
- # bdeck.playAction('b_fak_noseg', 30,40, layer=trans_layer, play_mode=0, speed=1)
- # #trucks.playAction('a_fak_noseg', 30,40, layer=trans_layer, play_mode=0, speed=1)
-
- # if requestAction == 'reg_tailg_out':
- # actionState = 'reg_tailg_out'
- # own['requestAction'] = 'reg_tailg_out'
- # own['actionTimer'] = 9
- # trans_playing = skater.isPlayingAction(trans_layer)
- # if trans_playing:
- # cur_frame = skater.getActionFrame(trans_layer)
- # if trans_playing and cur_frame > 1:
- # skater.playAction('reg_tailg.001', cur_frame,40, layer=trans_layer, play_mode=0, speed=1)
- # bdeck.playAction('b_reg_tailg', cur_frame,40, layer=trans_layer, play_mode=0, speed=1)
- # #trucks.playAction('a_reg_tailg.001', cur_frame,40, layer=trans_layer, play_mode=0, speed=1)
- # own['actionTimer'] = cur_frame
- # else:
- # skater.playAction('reg_tailg.001', 30,40, layer=trans_layer, play_mode=0, speed=1)
- # bdeck.playAction('b_reg_tailg', 30,40, layer=trans_layer, play_mode=0, speed=1)
- # #trucks.playAction('a_reg_tailg.001', 30,40, layer=trans_layer, play_mode=0, speed=1)
- # if requestAction == 'fak_tailg_out':
- # actionState = 'fak_tailg_out'
- # own['actionTimer'] = 9
- # own['requestAction'] = 'fak_tailg_out'
- # trans_playing = skater.isPlayingAction(trans_layer)
- # if trans_playing:
- # cur_frame = skater.getActionFrame(trans_layer)
- # if trans_playing and cur_frame > 1:
- # skater.playAction('fak_tailg', cur_frame,40, layer=trans_layer, play_mode=0, speed=1)
- # bdeck.playAction('b_fak_tailg', cur_frame,40, layer=trans_layer, play_mode=0, speed=1)
- # #trucks.playAction('a_fak_tailg', cur_frame,40, layer=trans_layer, play_mode=0, speed=1)
- # own['actionTimer'] = cur_frame
- # else:
- # skater.playAction('fak_tailg', 30,40, layer=trans_layer, play_mode=0, speed=1)
- # bdeck.playAction('b_fak_tailg', 30,40, layer=trans_layer, play_mode=0, speed=1)
- # #trucks.playAction('a_fak_tailg', 30,40, layer=trans_layer, play_mode=0, speed=1)
-
- # if requestAction == 'reg_nosegr_out':
- # actionState = 'reg_nosegr_out'
- # own['actionTimer'] = 9
- # own['requestAction'] = 'reg_nosegr_out'
- # trans_playing = skater.isPlayingAction(trans_layer)
- # if trans_playing:
- # cur_frame = skater.getActionFrame(trans_layer)
- # #cur_frame -= 2
- # if trans_playing and cur_frame > 1:
- # skater.playAction('reg_nosegR', cur_frame,40, layer=trans_layer, play_mode=0, speed=1)
- # bdeck.playAction('b_reg_nosegR', cur_frame,40, layer=trans_layer, play_mode=0, speed=1)
- # #trucks.playAction('a_reg_nosegR', cur_frame,40, layer=trans_layer, play_mode=0, speed=1)
- # own['actionTimer'] = cur_frame
- # else:
- # skater.playAction('reg_nosegR', 30,40, layer=trans_layer, play_mode=0, speed=1)
- # bdeck.playAction('b_reg_nosegR', 30,40, layer=trans_layer, play_mode=0, speed=1)
- # #trucks.playAction('a_reg_nosegR', 30,40, layer=trans_layer, play_mode=0, speed=1)
- # if requestAction == 'fak_nosegr_out':
- # actionState = 'fak_nosegr_out'
- # own['actionTimer'] = 9
- # own['requestAction'] = 'fak_nosegr_out'
- # trans_playing = skater.isPlayingAction(trans_layer)
- # if trans_playing:
- # cur_frame = skater.getActionFrame(trans_layer)
- # if trans_playing and cur_frame > 1:
- # skater.playAction('fak_nosegR', cur_frame,40, layer=trans_layer, play_mode=0, speed=1)
- # bdeck.playAction('b_fak_nosegR', cur_frame,40, layer=trans_layer, play_mode=0, speed=1)
- # #trucks.playAction('a_fak_nosegR', cur_frame,40, layer=trans_layer, play_mode=0, speed=1)
- # own['actionTimer'] = cur_frame
- # else:
- # skater.playAction('fak_nosegR', 30,40, layer=trans_layer, play_mode=0, speed=1)
- # bdeck.playAction('b_fak_nosegR', 30,40, layer=trans_layer, play_mode=0, speed=1)
- # #trucks.playAction('a_fak_nosegR', 30,40, layer=trans_layer, play_mode=0, speed=1)
-
- # if requestAction == 'reg_tailgr_out':
- # actionState = 'reg_tailgr_out'
- # own['actionTimer'] = 9
- # own['requestAction'] = 'reg_tailgr_out'
- # trans_playing = skater.isPlayingAction(trans_layer)
- # if trans_playing:
- # cur_frame = skater.getActionFrame(trans_layer)
- # if trans_playing and cur_frame > 1:
- # skater.playAction('reg_tailgR', cur_frame,40, layer=trans_layer, play_mode=0, speed=1)
- # bdeck.playAction('b_reg_tailgR', cur_frame,40, layer=trans_layer, play_mode=0, speed=1)
- # #trucks.playAction('a_reg_tailgR', cur_frame,40, layer=trans_layer, play_mode=0, speed=1)
- # own['actionTimer'] = cur_frame
- # else:
- # skater.playAction('reg_tailgR', 30,40, layer=trans_layer, play_mode=0, speed=1)
- # bdeck.playAction('b_reg_tailgR', 30,40, layer=trans_layer, play_mode=0, speed=1)
- # #trucks.playAction('a_reg_tailgR', 30,40, layer=trans_layer, play_mode=0, speed=1)
- # if requestAction == 'fak_tailgr_out':
- # actionState = 'fak_tailgr_out'
- # own['actionTimer'] = 9
- # own['requestAction'] = 'fak_tailgr_out'
- # trans_playing = skater.isPlayingAction(trans_layer)
- # if trans_playing:
- # cur_frame = skater.getActionFrame(trans_layer)
- # if trans_playing and cur_frame > 1:
- # skater.playAction('fak_tailgR', cur_frame,40, layer=trans_layer, play_mode=0, speed=1)
- # bdeck.playAction('b_fak_tailgR', cur_frame,40, layer=trans_layer, play_mode=0, speed=1)
- # #trucks.playAction('a_fak_tailgR', cur_frame,40, layer=trans_layer, play_mode=0, speed=1)
- # own['actionTimer'] = cur_frame
- # else:
- # skater.playAction('fak_tailgR', 30,40, layer=trans_layer, play_mode=0, speed=1)
- # bdeck.playAction('b_fak_tailgR', 30,40, layer=trans_layer, play_mode=0, speed=1)
- # #trucks.playAction('a_fak_tailgR', 30,40, layer=trans_layer, play_mode=0, speed=1)
-
- # if requestAction == 'reg_nosegl_out':
- # actionState = 'reg_nosegl_out'
- # own['actionTimer'] = 9
- # own['requestAction'] = 'reg_nosegl_out'
- # trans_playing = skater.isPlayingAction(trans_layer)
- # if trans_playing:
- # cur_frame = skater.getActionFrame(trans_layer)
- # if trans_playing and cur_frame > 1:
- # skater.playAction('reg_nosegL', cur_frame,40, layer=trans_layer, play_mode=0, speed=1)
- # bdeck.playAction('b_reg_nosegL', cur_frame,40, layer=trans_layer, play_mode=0, speed=1)
- # #trucks.playAction('a_reg_nosegL', cur_frame,40, layer=trans_layer, play_mode=0, speed=1)
- # own['actionTimer'] = cur_frame
- # else:
- # skater.playAction('reg_nosegL', 30,40, layer=trans_layer, play_mode=0, speed=1)
- # bdeck.playAction('b_reg_nosegL', 30,40, layer=trans_layer, play_mode=0, speed=1)
- # #trucks.playAction('a_reg_nosegL', 30,40, layer=trans_layer, play_mode=0, speed=1)
- # if requestAction == 'fak_nosegl_out':
- # actionState = 'fak_nosegl_out'
- # own['actionTimer'] = 9
- # own['requestAction'] = 'fak_nosegl_out'
- # trans_playing = skater.isPlayingAction(trans_layer)
- # if trans_playing:
- # cur_frame = skater.getActionFrame(trans_layer)
- # if trans_playing and cur_frame > 1:
- # skater.playAction('fak_nosegL', cur_frame,40, layer=trans_layer, play_mode=0, speed=1)
- # bdeck.playAction('b_fak_nosegL', cur_frame,40, layer=trans_layer, play_mode=0, speed=1)
- # #trucks.playAction('a_fak_nosegL', cur_frame,40, layer=trans_layer, play_mode=0, speed=1)
- # own['actionTimer'] = cur_frame
- # else:
- # skater.playAction('fak_nosegL', 30,40, layer=trans_layer, play_mode=0, speed=1)
- # bdeck.playAction('b_fak_nosegL', 30,40, layer=trans_layer, play_mode=0, speed=1)
- # #trucks.playAction('a_fak_nosegL', 30,40, layer=trans_layer, play_mode=0, speed=1)
-
- # if requestAction == 'reg_tailgl_out':
- # actionState = 'reg_tailgl_out'
- # own['actionTimer'] = 9
- # own['requestAction'] = 'reg_tailgl_out'
- # trans_playing = skater.isPlayingAction(trans_layer)
- # if trans_playing:
- # cur_frame = skater.getActionFrame(trans_layer)
- # if trans_playing and cur_frame > 1:
- # skater.playAction('reg_tailgL', cur_frame,40, layer=trans_layer, play_mode=0, speed=1)
- # bdeck.playAction('b_reg_tailgL', cur_frame,40, layer=trans_layer, play_mode=0, speed=1)
- # #trucks.playAction('a_reg_tailgL', cur_frame,40, layer=trans_layer, play_mode=0, speed=1)
- # own['actionTimer'] = cur_frame
- # else:
- # skater.playAction('reg_tailgL', 30,40, layer=trans_layer, play_mode=0, speed=1)
- # bdeck.playAction('b_reg_tailgL', 30,40, layer=trans_layer, play_mode=0, speed=1)
- # #trucks.playAction('a_reg_tailgL', 30,40, layer=trans_layer, play_mode=0, speed=1)
- # if requestAction == 'fak_tailgl_out':
- # actionState = 'fak_tailgl_out'
- # own['actionTimer'] = 9
- # own['requestAction'] = 'fak_tailgl_out'
- # trans_playing = skater.isPlayingAction(trans_layer)
- # if trans_playing:
- # cur_frame = skater.getActionFrame(trans_layer)
- # if trans_playing and cur_frame > 1:
- # skater.playAction('fak_tailgL', cur_frame,40, layer=trans_layer, play_mode=0, speed=1)
- # bdeck.playAction('b_fak_tailgL', cur_frame,40, layer=trans_layer, play_mode=0, speed=1)
- # #trucks.playAction('a_fak_tailgL', cur_frame,40, layer=trans_layer, play_mode=0, speed=1)
- # own['actionTimer'] = cur_frame
- # else:
- # skater.playAction('fak_tailgL', 30,40, layer=trans_layer, play_mode=0, speed=1)
- # bdeck.playAction('b_fak_tailgL', 30,40, layer=trans_layer, play_mode=0, speed=1)
- # #trucks.playAction('a_fak_tailgL', 30,40, layer=trans_layer, play_mode=0, speed=1)
-
- # if requestAction == 'reg_manual_out':
- # actionState = 'reg_manual_out'
- # own['actionTimer'] = 9
- # trans_playing = skater.isPlayingAction(trans_layer)
- # skater.playAction('reg_manual', 10,1, layer=trans_layer, play_mode=0, speed=1)
- # bdeck.playAction('b_reg_manual', 10,1, layer=trans_layer, play_mode=0, speed=1)
- # trucks.playAction('a_reg_manual', 10,1, layer=trans_layer, play_mode=0, speed=1)
-
- # if requestAction == 'fak_manual_out':
- # actionState = 'fak_manual_out'
- # own['actionTimer'] = 9
- # trans_playing = skater.isPlayingAction(trans_layer)
- # skater.playAction('fak_manual', 10,1, layer=trans_layer, play_mode=0, speed=1)
- # bdeck.playAction('b_fak_manual', 10,1, layer=trans_layer, play_mode=0, speed=1)
- # #trucks.playAction('a_fak_manual', 10,1, layer=trans_layer, play_mode=0, speed=1)
-
- # if requestAction == 'reg_nmanual_out':
- # actionState = 'reg_nmanual_out'
- # own['actionTimer'] = 9
- # trans_playing = skater.isPlayingAction(trans_layer)
- # skater.playAction('reg_nmanual', 10,1, layer=trans_layer, play_mode=0, speed=1)
- # bdeck.playAction('b_fak_manual', 10,1, layer=trans_layer, play_mode=0, speed=1)
- # #trucks.playAction('a_fak_manual', 10,1, layer=trans_layer, play_mode=0, speed=1)
-
-
- # if requestAction == 'fak_nmanual_out':
- # actionState = 'fak_nmanual_out'
- # own['actionTimer'] = 9
- # trans_playing = skater.isPlayingAction(trans_layer)
- # skater.playAction('fak_nmanual', 10,1, layer=trans_layer, play_mode=0, speed=1)
- # bdeck.playAction('b_reg_manual', 10,1, layer=trans_layer, play_mode=0, speed=1)
- # trucks.playAction('a_reg_manual', 10,1, layer=trans_layer, play_mode=0, speed=1)
-
- # if requestAction == 'reg-fak_nmanual':
- # own['actionTimer'] = 9
- # actionState = 'reg-fak_nmanual'
- # skater.playAction('reg_manual', 70,80, layer=trans_layer, play_mode=0, speed=1)
- # bdeck.playAction('b_reg_manual', 70,80, layer=trans_layer, play_mode=0, speed=1)
- # trucks.playAction('a_reg_manual', 70,80, layer=trans_layer, play_mode=0, speed=1)
- # if requestAction == 'fak-reg_nmanual':
- # own['actionTimer'] = 9
- # actionState = 'fak-reg_nmanual'
- # skater.playAction('fak_manual', 70,80, layer=trans_layer, play_mode=0, speed=1)
- # bdeck.playAction('b_fak_manual', 70,80, layer=trans_layer, play_mode=0, speed=1)
- # #trucks.playAction('a_fak_manual', 70,80, layer=trans_layer, play_mode=0, speed=1)
- # if requestAction == 'reg-fak_manual':
- # own['actionTimer'] = 9
- # actionState = 'reg-fak_manual'
- # skater.playAction('reg_nmanual', 70,80, layer=trans_layer, play_mode=0, speed=1)
- # bdeck.playAction('b_fak_manual', 70,80, layer=trans_layer, play_mode=0, speed=1)
- # #trucks.playAction('a_fak_manual', 70,80, layer=trans_layer, play_mode=0, speed=1)
- # if requestAction == 'fak-reg_manual':
- # own['actionTimer'] = 9
- # actionState = 'fak-reg_manual'
- # skater.playAction('fak_nmanual', 70,80, layer=trans_layer, play_mode=0, speed=1)
- # bdeck.playAction('b_reg_manual', 70,80, layer=trans_layer, play_mode=0, speed=1)
- # trucks.playAction('a_reg_manual', 70,80, layer=trans_layer, play_mode=0, speed=1)
-
- # if requestAction == 'reg_brfoot':
- # actionState = 'reg_brfoot'
- # own['actionTimer'] = 40
- # skater.playAction('brfoot', 1, 30, layer=trans_layer, play_mode=0, speed=.75)
- # deck.playAction('a_brfoot', 1, 30, layer=trans_layer, play_mode=0, speed=.75)
- # trucks.playAction('a_brfoot', 1, 30, layer=trans_layer, play_mode=0, speed=.75)
- # if requestAction == 'fak_brfoot':
- # actionState = 'fak_brfoot'
- # own['actionTimer'] = 40
- # skater.playAction('fak_brfoot', 1, 30, layer=trans_layer, play_mode=0, speed=.75)
- # deck.playAction('a_brfoot', 1, 30, layer=trans_layer, play_mode=0, speed=.75)
- # trucks.playAction('a_brfoot', 1, 30, layer=trans_layer, play_mode=0, speed=.75)
- # if requestAction == 'reg_frfoot':
- # actionState = 'reg_frfoot'
- # own['actionTimer'] = 40
- # skater.playAction('frfoot', 1, 30, layer=trans_layer, play_mode=0, speed=.75)
- # deck.playAction('a_brfoot', 1, 30, layer=trans_layer, play_mode=0, speed=.75)
- # trucks.playAction('a_brfoot', 1, 30, layer=trans_layer, play_mode=0, speed=.75)
- # if requestAction == 'fak_frfoot':
- # actionState = 'fak_frfoot'
- # own['actionTimer'] = 40
- # skater.playAction('fakbfrfoot', 1, 30, layer=trans_layer, play_mode=0, speed=.75)
- # deck.playAction('a_brfoot', 1, 30, layer=trans_layer, play_mode=0, speed=.75)
- # trucks.playAction('a_brfoot', 1, 30, layer=trans_layer, play_mode=0, speed=.75)
-
- # if requestAction == 'reg_blfoot':
- # #print('playing blfoot broke')
- # actionState = 'reg_blfoot'
- # own['actionTimer'] = 40
- # skater.playAction('blfoot', 1, 30, layer=trans_layer, play_mode=0, speed=.75)
- # deck.playAction('a_brfoot', 1, 30, layer=trans_layer, play_mode=0, speed=.75)
- # trucks.playAction('a_brfoot', 1, 30, layer=trans_layer, play_mode=0, speed=.75)
- # if requestAction == 'fak_blfoot':
- # actionState = 'fak_blfoot'
- # own['actionTimer'] = 40
- # skater.playAction('fakflfoot', 1, 30, layer=trans_layer, play_mode=0, speed=.75)
- # deck.playAction('a_brfoot', 1, 30, layer=trans_layer, play_mode=0, speed=.75)
- # trucks.playAction('a_brfoot', 1, 30, layer=trans_layer, play_mode=0, speed=.75)
- # if requestAction == 'reg_flfoot':
- # actionState = 'reg_flfoot'
- # own['actionTimer'] = 40
- # skater.playAction('flfoot', 1, 30, layer=trans_layer, play_mode=0, speed=.75)
- # deck.playAction('a_brfoot', 1, 30, layer=trans_layer, play_mode=0, speed=.75)
- # trucks.playAction('a_brfoot', 1, 30, layer=trans_layer, play_mode=0, speed=.75)
- # if requestAction == 'fak_flfoot':
- # actionState = 'fak_flfoot'
- # own['actionTimer'] = 40
- # skater.playAction('fak_flfoot', 1, 30, layer=trans_layer, play_mode=0, speed=.75)
- # deck.playAction('a_brfoot', 1, 30, layer=trans_layer, play_mode=0, speed=.75)
- # trucks.playAction('a_brfoot', 1, 30, layer=trans_layer, play_mode=0, speed=.75)
-
- # if requestAction == 'reg_push' and own['actionTimer'] == 0:
- # own['actionTimer'] = 70
- # actionState = 'reg_push'
- # skater.playAction('reg_push', 1,35, layer=trans_layer, play_mode=0, speed=.5)
- # bdeck.playAction('b_reg', 1,40, layer=trans_layer, play_mode=1, speed=.5)
- # #trucks.playAction('a_reg', 1,40, layer=trans_layer, play_mode=1, speed=.5)
- # if requestAction == 'reg_push_goof' and own['actionTimer'] == 0:
- # own['actionTimer'] = 70
- # actionState = 'reg_push_goof'
- # skater.playAction('reg_push_goof', 1,35, layer=trans_layer, play_mode=0, speed=.5)
- # bdeck.playAction('b_reg', 1,40, layer=trans_layer, play_mode=1, speed=.5)
- # #trucks.playAction('a_reg', 1,40, layer=trans_layer, play_mode=1, speed=.5)
- # if requestAction == 'fak_push' and own['actionTimer'] == 0:
- # own['actionTimer'] = 70
- # actionState = 'fak_push'
- # skater.playAction('fak_push', 1,35, layer=trans_layer, play_mode=0, speed=.5)
- # bdeck.playAction('b_reg', 1,40, layer=trans_layer, play_mode=1, speed=.5)
- # #trucks.playAction('a_reg', 1,40, layer=trans_layer, play_mode=1, speed=.5)
- # if requestAction == 'fak_push_goof' and own['actionTimer'] == 0:
- # own['actionTimer'] = 70
- # actionState = 'fak_push_goof'
- # skater.playAction('fak_push_goof', 1,35, layer=trans_layer, play_mode=0, speed=.5)
- # bdeck.playAction('b_reg', 1,40, layer=trans_layer, play_mode=1, speed=.5)
- # #trucks.playAction('a_reg', 1,40, layer=trans_layer, play_mode=1, speed=.5)
-
- # if requestAction == 'reg_manual_revert_ccw':
- # own['actionTimer'] = 21
- # own['actionState'] = 'reg_manual_revert_ccw'
- # actionState = 'reg_manual_revert_ccw'
- # skater.playAction('reg_manual_revert_ccw', 70,10, layer=trans_layer, priority=8, play_mode=0, speed=3)
- # deck.playAction('a_reg_manual_revert_ccw', 70,10, layer=trans_layer, priority=1, play_mode=0, speed=3)
- # trucks.playAction('a_reg_manual_revert_ccw', 70,10, layer=trans_layer, priority=0, play_mode=0, speed=3)
- # if requestAction == 'fak_manual_revert_ccw':
- # own['actionTimer'] = 21
- # own['actionState'] = 'fak_manual_revert_ccw'
- # actionState = 'fak_manual_revert_ccw'
- # skater.playAction('fak_manual_revert_ccw', 70,10, layer=trans_layer, priority=8, play_mode=0, speed=3)
- # deck.playAction('a_fak_manual_revert_ccw', 70,10, layer=trans_layer, priority=1, play_mode=0, speed=3)
- # trucks.playAction('a_fak_manual_revert_ccw', 70,10, layer=trans_layer, priority=0, play_mode=0, speed=3)
-
-
- # if requestAction == 'reg_manual_revert_cw':
- # own['actionTimer'] = 21
- # own['actionState'] = 'reg_manual_revert_cw'
- # actionState = 'reg_manual_revert_cw'
- # skater.playAction('reg_manual_revert_cw', 70,10, layer=trans_layer, priority=8, play_mode=0, speed=3)
- # deck.playAction('a_reg_manual_revert_cw', 70,10, layer=trans_layer, priority=1, play_mode=0, speed=3)
- # trucks.playAction('a_reg_manual_revert_cw', 70,10, layer=trans_layer, priority=0, play_mode=0, speed=3)
-
- # if requestAction == 'fak_manual_revert_cw':
- # own['actionTimer'] = 21
- # own['actionState'] = 'fak_manual_revert_cw'
- # actionState = 'fak_manual_revert_cw'
- # skater.playAction('fak_manual_revert_cw', 70,10, layer=trans_layer, priority=8, play_mode=0, speed=3)
- # deck.playAction('a_fak_manual_revert_cw', 70,10, layer=trans_layer, priority=1, play_mode=0, speed=3)
- # trucks.playAction('a_fak_manual_revert_cw', 70,10, layer=trans_layer, priority=0, play_mode=0, speed=3)
-
- # if requestAction == 'fak_nmanual_revert_ccw':
- # own['actionTimer'] = 21
- # own['actionState'] = 'fak_nmanual_revert_ccw'
- # actionState = 'fak_nmanual_revert_ccw'
- # skater.playAction('fak_nmanual_revert_ccw', 70,10, layer=trans_layer, priority=8, play_mode=0, speed=3)
- # deck.playAction('a_reg_manual_revert_ccw', 70,10, layer=trans_layer, priority=1, play_mode=0, speed=3)
- # trucks.playAction('a_reg_manual_revert_ccw', 70,10, layer=trans_layer, priority=0, play_mode=0, speed=3)
- # if requestAction == 'fak_nmanual_revert_cw':
- # own['actionTimer'] = 21
- # own['actionState'] = 'fak_nmanual_revert_cw'
- # actionState = 'fak_nmanual_revert_cw'
- # skater.playAction('fak_nmanual_revert_cw', 70,10, layer=trans_layer, priority=8, play_mode=0, speed=3)
- # deck.playAction('a_reg_manual_revert_cw', 70,10, layer=trans_layer, priority=1, play_mode=0, speed=3)
- # trucks.playAction('a_reg_manual_revert_cw', 70,10, layer=trans_layer, priority=0, play_mode=0, speed=3)
- # if requestAction == 'reg_nmanual_revert_ccw':
- # own['actionTimer'] = 21
- # own['actionState'] = 'reg_nmanual_revert_ccw'
- # actionState = 'reg_nmanual_revert_ccw'
- # skater.playAction('reg_nmanual_revert_ccw', 70,10, layer=trans_layer, priority=8, play_mode=0, speed=3)
- # deck.playAction('a_fak_manual_revert_ccw', 70,10, layer=trans_layer, priority=1, play_mode=0, speed=3)
- # trucks.playAction('a_fak_manual_revert_ccw', 70,10, layer=trans_layer, priority=0, play_mode=0, speed=3)
-
- # if requestAction == 'reg_nmanual_revert_cw':
- # own['actionTimer'] = 21
- # own['actionState'] = 'reg_nmanual_revert_cw'
- # actionState = 'reg_nmanual_revert_cw'
- # skater.playAction('reg_nmanual_revert_cw', 70,10, layer=trans_layer, priority=8, play_mode=0, speed=3)
- # deck.playAction('a_fak_manual_revert_cw', 70,10, layer=trans_layer, priority=1, play_mode=0, speed=3)
- # trucks.playAction('a_fak_manual_revert_cw', 70,10, layer=trans_layer, priority=0, play_mode=0, speed=3)
- # if requestAction == 'revert1':
- # own['actionTimer'] = 18
- # own['actionState'] = 'revert1'
- # skater.playAction('revert1', 1,10, layer=trans_layer, play_mode=0, speed=.3)
- # deck.playAction('a_revert1', 1,10, layer=trans_layer, play_mode=0, speed=.3)
- # trucks.playAction('a_revert1', 1,10, layer=trans_layer, play_mode=0, speed=.3)
- # if requestAction == 'fak_revert1':
- # own['actionTimer'] = 18
- # own['actionState'] = 'fak_revert1'
- # skater.playAction('fak_revert1', 1,10, layer=trans_layer, play_mode=0, speed=.3)
- # deck.playAction('a_revert1', 1,10, layer=trans_layer, play_mode=0, speed=.3)
- # trucks.playAction('a_revert1', 1,10, layer=trans_layer, play_mode=0, speed=.3)
- # if requestAction == 'revert2':
- # own['actionTimer'] = 18
- # own['actionState'] = 'revert2'
- # skater.playAction('revert2', 1,10, layer=trans_layer, play_mode=0, speed=.3)
- # deck.playAction('a_revert2', 1,10, layer=trans_layer, play_mode=0, speed=.3)
- # trucks.playAction('a_revert2', 1,10, layer=trans_layer, play_mode=0, speed=.3)
- # if requestAction == 'fak_revert2':
- # own['actionTimer'] = 18
- # own['actionState'] = 'fak_revert2'
- # skater.playAction('fak_revert2', 1,10, layer=trans_layer, play_mode=0, speed=.3)
- # deck.playAction('a_revert2', 1,10, layer=trans_layer, play_mode=0, speed=.3)
- # trucks.playAction('a_revert2', 1,10, layer=trans_layer, play_mode=0, speed=.3)
-
- # if requestAction == 'revert3':
- # own['actionTimer'] = 18
- # own['actionState'] = 'revert3'
- # skater.playAction('revert1', 1,10, layer=trans_layer, play_mode=0, speed=.3)
- # deck.playAction('a_revert1', 1,10, layer=trans_layer, play_mode=0, speed=.3)
- # trucks.playAction('a_revert1', 1,10, layer=trans_layer, play_mode=0, speed=.3)
-
- # if requestAction == 'revert4':
- # own['actionTimer'] = 18
- # own['actionState'] = 'revert4'
- # skater.playAction('revert2', 1,10, layer=trans_layer, play_mode=0, speed=.3)
- # deck.playAction('a_revert2', 1,10, layer=trans_layer, play_mode=0, speed=.3)
- # trucks.playAction('a_revert2', 1,10, layer=trans_layer, play_mode=0, speed=.3)
-
- # if requestAction == 'reg_ollie':
- # #print('*****reg ollie act')
- # actionState = 'reg_ollie'
- # own['actionState'] = 'reg_ollie'
- # own['actionTimer'] = 38
- # skater.playAction('reg_ollie', flip_start_frame,20, layer=flip_layer, play_mode=0, speed=.5)
- # bdeck.playAction('b_reg_ollie', flip_start_frame,20, layer=flip_layer, play_mode=0, speed=.5)
- # #trucks.playAction('t_reg_ollie', flip_start_frame,40, layer=flip_layer, play_mode=0, speed=1)
-
- # if requestAction == 'fak_ollie':
- # actionState = 'fak_ollie'
- # own['actionTimer'] = 38
- # skater.playAction('fak_ollie', flip_start_frame,20, layer=flip_layer, play_mode=0, speed=.5)
- # bdeck.playAction('b_fak_ollie', flip_start_frame,20, layer=flip_layer, play_mode=0, speed=.5)
- # #trucks.playAction('t_fak_ollie', flip_start_frame,20, layer=flip_layer, play_mode=0, speed=.5)
-
- # if requestAction == 'reg_nollie':
- # actionState = 'reg_nollie'
- # own['actionTimer'] = 38
- # skater.playAction('nollie', flip_start_frame,20, layer=flip_layer, play_mode=0, speed=.5)
- # bdeck.playAction('b_fak_ollie', flip_start_frame,20, layer=flip_layer, play_mode=0, speed=.5)
- # #trucks.playAction('t_fak_ollie', flip_start_frame,20, layer=flip_layer, play_mode=0, speed=.5)
- # if requestAction == 'fak_nollie':
- # actionState = 'fak_nollie'
- # own['actionTimer'] = 38
- # skater.playAction('fak_nollie', flip_start_frame,20, layer=flip_layer, play_mode=0, speed=.5)
- # bdeck.playAction('b_reg_ollie', flip_start_frame,20, layer=flip_layer, play_mode=0, speed=.5)
- # #trucks.playAction('t_reg_ollie', flip_start_frame,20, layer=flip_layer, play_mode=0, speed=.5)
-
- # if requestAction == 'reg_kickflip':
- # actionState = 'reg_kickflip'
- # own['actionTimer'] = 38
- # skater.playAction('reg_kickflip', flip_start_frame,20, layer=flip_layer, play_mode=0, speed=.5)
- # bdeck.playAction('b_reg_kickflip', flip_start_frame,20, layer=flip_layer, play_mode=0, speed=.5)
- # #trucks.playAction('a_reg_kickflip', flip_start_frame,20, layer=flip_layer, play_mode=0, speed=.5)
- # if requestAction == 'fak_kickflip':
- # actionState = 'fak_kickflip'
- # own['actionTimer'] = 38
- # skater.playAction('fak_kickflip', flip_start_frame,20, layer=flip_layer, play_mode=0, speed=.5)
- # bdeck.playAction('b_fak_kickflip', flip_start_frame,20, layer=flip_layer, play_mode=0, speed=.5)
- # #trucks.playAction('a_fak_kickflip', flip_start_frame,20, layer=flip_layer, play_mode=0, speed=.5)
-
- # if requestAction == 'reg_varial_kickflip':
- # actionState = 'reg_varial_kickflip'
- # own['actionTimer'] = 38
- # skater.playAction('reg_varialkickflip', flip_start_frame,20, layer=flip_layer, play_mode=0, speed=.5)
- # deck.playAction('a_reg_varialkickflip', flip_start_frame,20, layer=flip_layer, play_mode=0, speed=.5)
- # trucks.playAction('a_reg_varialkickflip', flip_start_frame,20, layer=flip_layer, play_mode=0, speed=.5)
- # if requestAction == 'fak_varial_kickflip':
- # actionState = 'fak_varial_kickflip'
- # own['actionTimer'] = 38
- # skater.playAction('fak_varialkickflip', flip_start_frame,20, layer=flip_layer, play_mode=0, speed=.5)
- # deck.playAction('a_fak_varialkickflip', flip_start_frame,20, layer=flip_layer, play_mode=0, speed=.5)
- # trucks.playAction('a_fak_varialkickflip', flip_start_frame,20, layer=flip_layer, play_mode=0, speed=.5)
-
- # if requestAction == 'reg_nollie_varial_kickflip':
- # actionState = 'reg_nollie_varial_kickflip'
- # own['actionTimer'] = 38
- # skater.playAction('reg_varialkickflip', flip_start_frame,20, layer=flip_layer, play_mode=0, speed=.5)
- # deck.playAction('a_reg_varialkickflip', flip_start_frame,20, layer=flip_layer, play_mode=0, speed=.5)
- # trucks.playAction('a_reg_varialkickflip', flip_start_frame,20, layer=flip_layer, play_mode=0, speed=.5)
- # if requestAction == 'fak_nollie_varial_kickflip':
- # actionState = 'fak_nollie_varial_kickflip'
- # own['actionTimer'] = 38
- # skater.playAction('fak_varialkickflip', flip_start_frame,20, layer=flip_layer, play_mode=0, speed=.5)
- # deck.playAction('a_fak_varialkickflip', flip_start_frame,20, layer=flip_layer, play_mode=0, speed=.5)
- # trucks.playAction('a_fak_varialkickflip', flip_start_frame,20, layer=flip_layer, play_mode=0, speed=.5)
-
- # if requestAction == 'reg_nollie_varial_heelflip':
- # actionState = 'reg_nollie_varial_heelflip'
- # own['actionTimer'] = 38
- # skater.playAction('reg_varialkickflip', flip_start_frame,20, layer=flip_layer, play_mode=0, speed=.5)
- # deck.playAction('a_reg_varialkickflip', flip_start_frame,20, layer=flip_layer, play_mode=0, speed=.5)
- # trucks.playAction('a_reg_varialkickflip', flip_start_frame,20, layer=flip_layer, play_mode=0, speed=.5)
- # if requestAction == 'fak_nollie_varial_heelflip':
- # actionState = 'fak_nollie_varial_heelflip'
- # own['actionTimer'] = 38
- # skater.playAction('fak_varialkickflip', flip_start_frame,20, layer=flip_layer, play_mode=0, speed=.5)
- # deck.playAction('a_fak_varialkickflip', flip_start_frame,20, layer=flip_layer, play_mode=0, speed=.5)
- # trucks.playAction('a_fak_varialkickflip', flip_start_frame,20, layer=flip_layer, play_mode=0, speed=.5)
-
- # if requestAction == 'reg_varial_heelflip':
- # actionState = 'reg_varial_heelflip'
- # own['actionTimer'] = 38
- # skater.playAction('reg_varialheelflip', flip_start_frame,20, layer=flip_layer, play_mode=0, speed=.5)
- # deck.playAction('a_reg_varialheelflip', flip_start_frame,20, layer=flip_layer, play_mode=0, speed=.5)
- # trucks.playAction('a_reg_varialheelflip', flip_start_frame,20, layer=flip_layer, play_mode=0, speed=.5)
- # if requestAction == 'fak_varial_heelflip':
- # actionState = 'fak_nollie_varial_heelflip'
- # own['actionTimer'] = 38
- # skater.playAction('fak_varialheelflip', flip_start_frame,20, layer=flip_layer, play_mode=0, speed=.5)
- # deck.playAction('a_fak_varialheelflip', flip_start_frame,20, layer=flip_layer, play_mode=0, speed=.5)
- # trucks.playAction('a_fak_varialheelflip', flip_start_frame,20, layer=flip_layer, play_mode=0, speed=.5)
-
- # if requestAction == 'reg_nollie_kickflip':
- # actionState = 'reg_nollie_kickflip'
- # own['actionTimer'] = 38
- # skater.playAction('nollie_kickflip', flip_start_frame,20, layer=flip_layer, play_mode=0, speed=.5)
- # bdeck.playAction('b_fak_kickflip', flip_start_frame,20, layer=flip_layer, play_mode=0, speed=.5)
- # #trucks.playAction('a_fak_kickflip', flip_start_frame,20, layer=flip_layer, play_mode=0, speed=.5)
- # if requestAction == 'fak_nollie_kickflip':
- # actionState = 'fak_nollie_kickflip'
- # own['actionTimer'] = 38
- # skater.playAction('fak_nollie_kickflip', flip_start_frame,20, layer=flip_layer, play_mode=0, speed=.5)
- # bdeck.playAction('b_reg_kickflip', flip_start_frame,20, layer=flip_layer, play_mode=0, speed=.5)
- # #trucks.playAction('a_reg_kickflip', flip_start_frame,20, layer=flip_layer, play_mode=0, speed=.5)
-
- # if requestAction == 'reg_heelflip':
- # actionState = 'reg_heelflip'
- # own['actionTimer'] = 38
- # skater.playAction('reg_heelflip', flip_start_frame,20, layer=flip_layer, play_mode=0, speed=.5)
- # bdeck.playAction('b_reg_heelflip', flip_start_frame,20, layer=flip_layer, play_mode=0, speed=.5)
- # #trucks.playAction('a_reg_heelflip', flip_start_frame,20, layer=flip_layer, play_mode=0, speed=.5)
- # if requestAction == 'fak_heelflip':
- # actionState = 'fak_heelflip'
- # own['actionTimer'] = 38
- # skater.playAction('fak_heelflip', flip_start_frame,20, layer=flip_layer, play_mode=0, speed=.5)
- # bdeck.playAction('b_fak_heelflip', flip_start_frame,20, layer=flip_layer, play_mode=0, speed=.5)
- # #trucks.playAction('a_fak_heelflip', flip_start_frame,20, layer=flip_layer, play_mode=0, speed=.5)
-
- # if requestAction == 'reg_nollie_heelflip':
- # actionState = 'reg_nollie_heelflip'
- # own['actionTimer'] = 38
- # skater.playAction('nollie_heelflip', flip_start_frame,20, layer=flip_layer, play_mode=0, speed=.5)
- # bdeck.playAction('b_fak_heelflip', flip_start_frame,20, layer=flip_layer, play_mode=0, speed=.5)
- # #trucks.playAction('a_fak_heelflip', flip_start_frame,20, layer=flip_layer, play_mode=0, speed=.5)
- # if requestAction == 'fak_nollie_heelflip':
- # actionState = 'fak_nollie_heelflip'
- # own['actionTimer'] = 38
- # skater.playAction('fak_nollie_heelflip', flip_start_frame,20, layer=flip_layer, play_mode=0, speed=.5)
- # bdeck.playAction('b_reg_heelflip', flip_start_frame,20, layer=flip_layer, play_mode=0, speed=.5)
- # #trucks.playAction('a_reg_heelflip', flip_start_frame,20, layer=flip_layer, play_mode=0, speed=.5)
-
- # if requestAction == 'reg_shuvit':
- # actionState = 'reg_shuvit'
- # own['actionTimer'] = 38
- # skater.playAction('reg_shuvit', flip_start_frame,20, layer=flip_layer, play_mode=0, speed=.5)
- # bdeck.playAction('b_reg_shuvit', flip_start_frame,20, layer=flip_layer, play_mode=0, speed=.5)
- # #trucks.playAction('a_reg_shuvit', flip_start_frame,20, layer=flip_layer, play_mode=0, speed=.5)
- # if requestAction == 'fak_shuvit':
- # actionState = 'fak_shuvit'
- # own['actionTimer'] = 38
- # skater.playAction('fak_fsshuvit', flip_start_frame,20, layer=flip_layer, play_mode=0, speed=.5)
- # bdeck.playAction('b_fak_fsshuvit', flip_start_frame,20, layer=flip_layer, play_mode=0, speed=.5)
- # #trucks.playAction('a_fak_fsshuvit', flip_start_frame,20, layer=flip_layer, play_mode=0, speed=.5)
-
- # if requestAction == 'reg_shuvit360':
- # actionState = 'reg_shuvit360'
- # own['actionTimer'] = 38
- # skater.playAction('reg_360shuvit', flip_start_frame,20, layer=flip_layer, play_mode=0, speed=.5)
- # bdeck.playAction('b_reg_360shuvit', flip_start_frame,20, layer=flip_layer, play_mode=0, speed=.5)
- # #trucks.playAction('a_reg_360shuvit', flip_start_frame,20, layer=flip_layer, play_mode=0, speed=.5)
- # if requestAction == 'fak_shuvit360':
- # actionState = 'fak_shuvit360'
- # own['actionTimer'] = 38
- # skater.playAction('fak_360fsshuvit', flip_start_frame,20, layer=flip_layer, play_mode=0, speed=.5)
- # bdeck.playAction('b_fak_360fsshuvit', flip_start_frame,20, layer=flip_layer, play_mode=0, speed=.5)
- # #trucks.playAction('a_fak_360fsshuvit', flip_start_frame,20, layer=flip_layer, play_mode=0, speed=.5)
-
- # if requestAction == 'reg_fsshuvit360':
- # actionState = 'reg_fsshuvit360'
- # own['actionTimer'] = 38
- # skater.playAction('reg_360fsshuvit', flip_start_frame,20, layer=flip_layer, play_mode=0, speed=.5)
- # bdeck.playAction('b_reg_360fsshuvit', flip_start_frame,20, layer=flip_layer, play_mode=0, speed=.5)
- # #trucks.playAction('a_reg_360fsshuvit', flip_start_frame,20, layer=flip_layer, play_mode=0, speed=.5)
- # if requestAction == 'fak_fsshuvit360':
- # actionState = 'fak_fsshuvit360'
- # own['actionTimer'] = 38
- # skater.playAction('fak_360shuvit', flip_start_frame,20, layer=flip_layer, play_mode=0, speed=.5)
- # bdeck.playAction('b_fak_360shuvit', flip_start_frame,20, layer=flip_layer, play_mode=0, speed=.5)
- # #trucks.playAction('a_fak_360shuvit', flip_start_frame,20, layer=flip_layer, play_mode=0, speed=.5)
- # if requestAction == 'reg_nollie_shuvit':
- # actionState = 'reg_nollie_shuvit'
- # own['actionTimer'] = 38
- # skater.playAction('nollie_shuvit', flip_start_frame,20, layer=flip_layer, play_mode=0, speed=.5)
- # bdeck.playAction('b_fak_shuvit', flip_start_frame,20, layer=flip_layer, play_mode=0, speed=.5)
- # #trucks.playAction('a_fak_shuvit', flip_start_frame,20, layer=flip_layer, play_mode=0, speed=.5)
-
- # if requestAction == 'fak_nollie_shuvit':
- # actionState = 'fak_nollie_shuvit'
- # own['actionTimer'] = 38
- # skater.playAction('fak_nollie_shuvit', flip_start_frame,20, layer=flip_layer, play_mode=0, speed=.5)
- # bdeck.playAction('b_reg_fsshuvit', flip_start_frame,20, layer=flip_layer, play_mode=0, speed=.5)
- # #trucks.playAction('a_reg_fsshuvit', flip_start_frame,20, layer=flip_layer, play_mode=0, speed=.5)
-
- # if requestAction == 'reg_fsshuvit':
- # actionState = 'reg_fsshuvit'
- # own['actionTimer'] = 38
- # skater.playAction('reg_fsshuvit', flip_start_frame,20, layer=flip_layer, play_mode=0, speed=.5)
- # bdeck.playAction('b_reg_fsshuvit', flip_start_frame,20, layer=flip_layer, play_mode=0, speed=.5)
- # #trucks.playAction('a_reg_fsshuvit', flip_start_frame,20, layer=flip_layer, play_mode=0, speed=.5)
- # if requestAction == 'fak_fsshuvit':
- # actionState = 'fak_fsshuvit'
- # own['actionTimer'] = 38
- # skater.playAction('fak_shuvit', flip_start_frame,20, layer=flip_layer, play_mode=0, speed=.5)
- # bdeck.playAction('b_fak_shuvit', flip_start_frame,20, layer=flip_layer, play_mode=0, speed=.5)
- # #trucks.playAction('a_fak_shuvit', flip_start_frame,20, layer=flip_layer, play_mode=0, speed=.5)
- # #
- # if requestAction == 'reg_nollie_fsshuvit':
- # actionState = 'reg_nollie_fsshuvit'
- # own['actionTimer'] = 38
- # skater.playAction('nollie_fsshuvit', flip_start_frame,20, layer=flip_layer, play_mode=0, speed=.5)
- # bdeck.playAction('b_fak_fsshuvit', flip_start_frame,20, layer=flip_layer, play_mode=0, speed=.5)
- # #trucks.playAction('a_fak_fsshuvit', flip_start_frame,20, layer=flip_layer, play_mode=0, speed=.5)
- # #
- # if requestAction == 'fak_nollie_fsshuvit':
- # actionState = 'fak_nollie_fsshuvit'
- # own['actionTimer'] = 38
- # skater.playAction('fak_nollie_fsshuvit', flip_start_frame,20, layer=flip_layer, play_mode=0, speed=.5)
- # bdeck.playAction('b_reg_shuvit', flip_start_frame,20, layer=flip_layer, play_mode=0, speed=.5)
- # #trucks.playAction('a_reg_shuvit', flip_start_frame,20, layer=flip_layer, play_mode=0, speed=.5)
-
-
-
-
-
-
- # if requestAction == 'reg_nollie_fsshuvit_360':
- # actionState = 'reg_nollie_fsshuvit_360'
- # own['actionTimer'] = 38
- # skater.playAction('nollie_fsshuvit', flip_start_frame,20, layer=flip_layer, play_mode=0, speed=.5)
- # bdeck.playAction('b_fak_360shuvit', flip_start_frame,20, layer=flip_layer, play_mode=0, speed=.5)
- # #trucks.playAction('a_fak_360shuvit', flip_start_frame,20, layer=flip_layer, play_mode=0, speed=.5)
- # if requestAction == 'fak_nollie_fsshuvit_360':
- # actionState = 'fak_nollie_fsshuvit_360'
- # own['actionTimer'] = 38
- # skater.playAction('fak_nollie_fsshuvit', flip_start_frame,20, layer=flip_layer, play_mode=0, speed=.5)
- # bdeck.playAction('b_reg_360fsshuvit', flip_start_frame,20, layer=flip_layer, play_mode=0, speed=.5)
- # #trucks.playAction('a_reg_360fsshuvit', flip_start_frame,20, layer=flip_layer, play_mode=0, speed=.5)
-
-
-
- # if requestAction == 'reg_nollie_shuvit360':
- # actionState = 'reg_nollie_shuvit360'
- # own['actionTimer'] = 38
- # skater.playAction('nollie_fsshuvit', flip_start_frame,20, layer=flip_layer, play_mode=0, speed=.5)
- # bdeck.playAction('b_fak_360fsshuvit', flip_start_frame,20, layer=flip_layer, play_mode=0, speed=.5)
- # #trucks.playAction('a_fak_360fsshuvit', flip_start_frame,20, layer=flip_layer, play_mode=0, speed=.5)
- # if requestAction == 'fak_nollie_shuvit360':
- # actionState = 'fak_nollie_shuvit360'
- # own['actionTimer'] = 38
- # skater.playAction('fak_nollie_fsshuvit', flip_start_frame,20, layer=flip_layer, play_mode=0, speed=.5)
- # bdeck.playAction('b_reg_360shuvit', flip_start_frame,20, layer=flip_layer, play_mode=0, speed=.5)
- # #trucks.playAction('a_reg_360shuvit', flip_start_frame,20, layer=flip_layer, play_mode=0, speed=.5)
-
- # if requestAction == 'reg_inward_heelflip':
- # actionState = 'reg_inward_heelflip'
- # own['actionTimer'] = 38
- # skater.playAction('reg_inward_heelflip', flip_start_frame,20, layer=flip_layer, play_mode=0, speed=.5)
- # deck.playAction('a_reg_inward_heelflip', flip_start_frame,20, layer=flip_layer, play_mode=0, speed=.5)
- # trucks.playAction('a_reg_inward_heelflip', flip_start_frame,20, layer=flip_layer, play_mode=0, speed=.5)
- # if requestAction == 'fak_inward_heelflip':
- # actionState = 'fak_inward_heelflip'
- # own['actionTimer'] = 38
- # skater.playAction('fak_inward_heelflip', flip_start_frame,20, layer=flip_layer, play_mode=0, speed=.5)
- # deck.playAction('a_fak_inward_heelflip', flip_start_frame,20, layer=flip_layer, play_mode=0, speed=.5)
- # trucks.playAction('a_fak_inward_heelflip', flip_start_frame,20, layer=flip_layer, play_mode=0, speed=.5)
-
- # if requestAction == 'reg_hardflip':
- # actionState = 'reg_hardflip'
- # own['actionTimer'] = 38
- # skater.playAction('reg_hardflip', flip_start_frame,20, layer=flip_layer, play_mode=0, speed=.5)
- # deck.playAction('a_reg_hardflip.001', flip_start_frame,20, layer=flip_layer, play_mode=0, speed=.5)
- # trucks.playAction('a_reg_hardflip.001', flip_start_frame,20, layer=flip_layer, play_mode=0, speed=.5)
- # if requestAction == 'fak_hardflip':
- # actionState = 'fak_hardflip'
- # own['actionTimer'] = 38
- # skater.playAction('fak_hardflip', flip_start_frame,20, layer=flip_layer, play_mode=0, speed=.5)
- # deck.playAction('a_fak_hardflip.001', flip_start_frame,20, layer=flip_layer, play_mode=0, speed=.5)
- # trucks.playAction('a_fak_hardflip.001', flip_start_frame,20, layer=flip_layer, play_mode=0, speed=.5)
-
- # if requestAction == 'reg_nollie_inward_heelflip':
- # actionState = 'reg_nollie_inward_heelflip'
- # own['actionTimer'] = 38
- # skater.playAction('reg_nollie_inward_heelflip', flip_start_frame,20, layer=flip_layer, play_mode=0, speed=.5)
- # deck.playAction('a_fak_inward_heelflip', flip_start_frame,20, layer=flip_layer, play_mode=0, speed=.5)
- # trucks.playAction('a_fak_inward_heelflip', flip_start_frame,20, layer=flip_layer, play_mode=0, speed=.5)
- # if requestAction == 'fak_nollie_inward_heelflip':
- # actionState = 'fak_nollie_inward_heelflip'
- # own['actionTimer'] = 38
- # skater.playAction('fak_nollie_inward_heelflip', flip_start_frame,20, layer=flip_layer, play_mode=0, speed=.5)
- # deck.playAction('a_reg_inward_heelflip', flip_start_frame,20, layer=flip_layer, play_mode=0, speed=.5)
- # trucks.playAction('a_reg_inward_heelflip', flip_start_frame,20, layer=flip_layer, play_mode=0, speed=.5)
-
- # if requestAction == 'reg_nollie_hardflip':
- # actionState = 'reg_nollie_hardflip'
- # own['actionTimer'] = 38
- # skater.playAction('reg_hardflip', flip_start_frame,20, layer=flip_layer, play_mode=0, speed=.5)
- # deck.playAction('a_fak_hardflip', flip_start_frame,20, layer=flip_layer, play_mode=0, speed=.5)
- # trucks.playAction('a_fak_hardflip', flip_start_frame,20, layer=flip_layer, play_mode=0, speed=.5)
- # if requestAction == 'fak_nollie_hardflip':
- # actionState = 'fak_nollie_hardflip'
- # own['actionTimer'] = 38
- # skater.playAction('fak_nollie_hardflip', flip_start_frame,20, layer=flip_layer, play_mode=0, speed=.5)
- # deck.playAction('a_reg_hardflip.001', flip_start_frame,20, layer=flip_layer, play_mode=0, speed=.5)
- # trucks.playAction('a_reg_hardflip.001', flip_start_frame,20, layer=flip_layer, play_mode=0, speed=.5)
-
- # #reg_jump
- # if requestAction == 'reg_jump':
- # actionState = 'reg_jump'
- # own['actionTimer'] = 19
- # skater.playAction('reg_jump', 1,10, layer=trans_layer, play_mode=0, speed=.5)
- # bdeck.playAction('b_reg_jump', 1,10, layer=trans_layer, play_mode=0, speed=.5)
- # #trucks.playAction('a_reg_jump2', 1,10, layer=trans_layer, play_mode=0, speed=.5)
-
- # #fak_jump
- # if requestAction == 'fak_jump':
- # actionState = 'fak_jump'
- # own['actionTimer'] = 19
- # skater.playAction('fak_jump', 1,10, layer=trans_layer, play_mode=0, speed=.5)
- # #trucks.playAction('a_fak_jump', 1,10, layer=trans_layer, play_mode=0, speed=.5)
- # bdeck.playAction('b_fak_jump', 1,10, layer=trans_layer, play_mode=0, speed=.5)
- # #reg_onboard
- # if requestAction == 'reg_onboard':
- # actionState = 'reg_onboard'
- # skater.stopAction(loop_layer)
- # deck.stopAction(loop_layer)
- # trucks.stopAction(loop_layer)
- # skater.stopAction(trans_layer)
- # deck.stopAction(trans_layer)
- # trucks.stopAction(trans_layer)
- # own['actionTimer'] = 40
- # skater.playAction('reg_noffboard', 20,1, layer=trans_layer, play_mode=0, speed=1)
- # bdeck.playAction('b_reg_offboard', 20,1, layer=trans_layer, play_mode=0, speed=1)
- # #trucks.playAction('a_reg_noffboard', 20,1, layer=trans_layer, play_mode=0, speed=1)
-
- # if requestAction == 'fak_onboard':
- # actionState = 'fak_onboard'
- # skater.stopAction(loop_layer)
- # deck.stopAction(loop_layer)
- # trucks.stopAction(loop_layer)
- # skater.stopAction(trans_layer)
- # deck.stopAction(trans_layer)
- # trucks.stopAction(trans_layer)
- # own['actionTimer'] = 40
- # skater.playAction('fak_noffboard', 10,1, layer=trans_layer, play_mode=0, speed=.5)
- # bdeck.playAction('b_fak_offboard', 10,1, layer=trans_layer, play_mode=0, speed=.5)
- # #trucks.playAction('a_fak_noffboard', 10,1, layer=trans_layer, play_mode=0, speed=.5)
-
- # if requestAction == 'reg_offboard' and l_actionState != 'reg_offboard':
- # actionState = 'reg_offboard'
- # own['actionTimer'] = 60
- # skater.playAction('reg_noffboard', 1,40, layer=trans_layer, play_mode=0, speed=1)
- # bdeck.playAction('b_reg_offboard', 1,40, layer=trans_layer, play_mode=0, speed=1)
- # #trucks.playAction('a_reg_noffboard', 1,40, layer=trans_layer, play_mode=0, speed=1)
-
- # if requestAction == 'fak_offboard' and l_actionState != 'fak_offboard':
- # actionState = 'fak_offboard'
- # own['actionTimer'] = 60
- # skater.playAction('fak_noffboard', 1,30, layer=trans_layer, play_mode=0, speed=.5)
- # bdeck.playAction('b_fak_offboard', 1,30, layer=trans_layer, play_mode=0, speed=.5)
- # #trucks.playAction('a_fak_noffboard', 1,30, layer=trans_layer, play_mode=0, speed=.5)
-
- # if requestAction == 'reg_powerslide_out':
- # actionState = 'reg_powerslide_out'
- # own['actionTimer'] = 40
- # skater.playAction('nreg_powerslide2', 20,0, layer=trans_layer, play_mode=0, speed=1.5)
- # deck.playAction('a_reg_powerslide2_d', 20,0, layer=trans_layer, play_mode=0, speed=1.5)
- # trucks.playAction('a_reg_powerslide2_t', 20,0, layer=trans_layer, play_mode=0, speed=1.5)
- # if requestAction == 'fak_powerslide_out':
- # actionState = 'fak_powerslide_out'
- # own['actionTimer'] = 40
- # skater.playAction('nfak_powerslide2', 20,0, layer=trans_layer, play_mode=0, speed=1.5)
- # deck.playAction('a_fak_powerslide2_d', 20,0, layer=trans_layer, play_mode=0, speed=1.5)
- # trucks.playAction('a_fak_powerslide2_t', 20,0, layer=trans_layer, play_mode=0, speed=1.5)
- # if requestAction == 'reg_fs_powerslide_out':
- # actionState = 'reg_fs_powerslide_out'
- # own['actionTimer'] = 40
- # skater.playAction('nreg_powerslide', 20,0, layer=trans_layer, play_mode=0, speed=1.5)
- # deck.playAction('a_reg_powerslide', 20,0, layer=trans_layer, play_mode=0, speed=1.5)
- # trucks.playAction('a_reg_powerslide', 20,0, layer=trans_layer, play_mode=0, speed=1.5)
- # if requestAction == 'fak_fs_powerslide_out':
- # actionState = 'fak_fs_powerslide_out'
- # own['actionTimer'] = 40
- # skater.playAction('nfak_powerslide', 20,0, layer=trans_layer, play_mode=0, speed=1.5)
- # deck.playAction('a_fak_powerslide_d', 20,0, layer=trans_layer, play_mode=0, speed=1.5)
- # trucks.playAction('a_fak_powerslide_t', 20,0, layer=trans_layer, play_mode=0, speed=1.5)
-
- # if requestAction == 'fak-reg_5050':
- # actionState = 'fak-reg_5050'
- # own['actionTimer'] = 10
- # skater.playAction('reg_5050', 40,30, layer=trans_layer, play_mode=0, speed=1)
- # bdeck.playAction('b_reg', 20,0, layer=trans_layer, play_mode=0, speed=1)
- # #trucks.playAction('a_reg', 20,0, layer=trans_layer, play_mode=0, speed=1)
- # if requestAction == 'reg-fak_5050':
- # actionState = 'fak-reg_5050'
- # own['actionTimer'] = 10
- # skater.playAction('reg_5050', 30,40, layer=trans_layer, play_mode=0, speed=1)
- # bdeck.playAction('b_reg', 20,0, layer=trans_layer, play_mode=0, speed=1)
- # #trucks.playAction('a_reg', 20,0, layer=trans_layer, play_mode=0, speed=1)
-
- # if requestAction == 'fak-reg_roll':
- # actionState = 'fak-reg_roll'
- # own['actionTimer'] = 10
- # skater.playAction('nreg', 70,60, layer=trans_layer, play_mode=0, speed=1)
- # bdeck.playAction('b_reg', 10,0, layer=trans_layer, play_mode=0, speed=1)
- # #trucks.playAction('a_reg', 10,0, layer=trans_layer, play_mode=0, speed=1)
- # if requestAction == 'reg-fak_roll':
- # actionState = 'fak-reg_roll'
- # own['actionTimer'] = 10
- # skater.playAction('nreg', 60,70, layer=trans_layer, play_mode=0, speed=1)
- # bdeck.playAction('b_reg', 10,0, layer=trans_layer, play_mode=0, speed=1)
- # #trucks.playAction('a_reg', 10,0, layer=trans_layer, play_mode=0, speed=1)
-
- # #333333333333333333333333
-
-
- # if requestAction == 'fak-reg_noseslide':
- # actionState = 'fak-reg_noseslide'
- # own['actionTimer'] = 20
- # skater.playAction('reg_noses', 45,55, layer=trans_layer, play_mode=0, speed=.5)
- # bdeck.playAction('b_reg_noses', 45,55, layer=trans_layer, play_mode=0, speed=.5)
- # #trucks.playAction('a_reg_noses', 45,55, layer=trans_layer, play_mode=0, speed=.5)
- # if requestAction == 'reg-fak_tailslide':
- # actionState = 'reg-fak_tailslide'
- # own['actionTimer'] = 20
- # skater.playAction('reg_noses', 55,45, layer=trans_layer, play_mode=0, speed=.5)
- # bdeck.playAction('b_reg_noses', 55,45, layer=trans_layer, play_mode=0, speed=.5)
- # #trucks.playAction('a_reg_noses', 55,45, layer=trans_layer, play_mode=0, speed=.5)
- # if requestAction == 'fak-reg_tailslide':
- # actionState = 'fak-reg_tailslide'
- # own['actionTimer'] = 20
- # skater.playAction('reg_tails', 45,55, layer=trans_layer, play_mode=0, speed=.5)
- # bdeck.playAction('b_reg_tails', 45,55, layer=trans_layer, play_mode=0, speed=.5)
- # #trucks.playAction('a_reg_tails', 45,55, layer=trans_layer, play_mode=0, speed=.5)
- # if requestAction == 'reg-fak_noseslide':
- # actionState = 'reg-fak_noseslide'
- # own['actionTimer'] = 20
- # skater.playAction('reg_tails', 55,45, layer=trans_layer, play_mode=0, speed=.5)
- # bdeck.playAction('b_reg_tails', 55,45, layer=trans_layer, play_mode=0, speed=.5)
- # #trucks.playAction('a_reg_tails', 55,45, layer=trans_layer, play_mode=0, speed=.5)
-
-
-
-
-
- # #333333333333333333333333333333
- # if requestAction == 'reg_hippy':
- # actionState = 'reg_hippy'
- # own['actionTimer'] = 60
- # skater.playAction('reg_hippy', 10,40, layer=trans_layer, play_mode=0, speed=.5)
- # bdeck.playAction('b_reg', 30,0, layer=trans_layer, play_mode=0, speed=1)
- # #trucks.playAction('a_reg', 30,0, layer=trans_layer, play_mode=0, speed=1)
-
- # if requestAction == 'fak_hippy':
- # actionState = 'fak_hippy'
- # own['actionTimer'] = 60
- # skater.playAction('fak_hippy', 10,40, layer=trans_layer, play_mode=0, speed=.5)
- # bdeck.playAction('b_reg', 30,0, layer=trans_layer, play_mode=0, speed=1)
- # #trucks.playAction('a_reg', 30,0, layer=trans_layer, play_mode=0, speed=1)
-
- # if requestAction == 'reg_hippy_ncw':
- # actionState = 'reg_hippy_ncw'
- # own['actionTimer'] = 60
- # skater.playAction('reg_hippy_ncw', 10,40, layer=trans_layer, play_mode=0, speed=.5)
- # bdeck.playAction('b_reg', 30,0, layer=trans_layer, play_mode=0, speed=1)
- # #trucks.playAction('a_reg', 30,0, layer=trans_layer, play_mode=0, speed=1)
- # if requestAction == 'reg_hippy_nccw':
- # actionState = 'reg_hippy_nccw'
- # own['actionTimer'] = 60
- # skater.playAction('reg_hippy_nccw', 10,40, layer=trans_layer, play_mode=0, speed=.5)
- # bdeck.playAction('b_reg', 30,0, layer=trans_layer, play_mode=0, speed=1)
- # #trucks.playAction('a_reg', 30,0, layer=trans_layer, play_mode=0, speed=1)
- # if requestAction == 'fak_hippy_ncw':
- # actionState = 'fak_hippy_ncw'
- # own['actionTimer'] = 60
- # skater.playAction('fak_hippy_ncw', 10,40, layer=trans_layer, play_mode=0, speed=.5)
- # bdeck.playAction('b_reg', 30,0, layer=trans_layer, play_mode=0, speed=1)
- # #trucks.playAction('a_reg', 30,0, layer=trans_layer, play_mode=0, speed=1)
-
- # if requestAction == 'fak_hippy_nccw':
- # actionState = 'fak_hippy_nccw'
- # own['actionTimer'] = 60
- # skater.playAction('fak_hippy_nccw', 10,40, layer=trans_layer, play_mode=0, speed=.5)
- # bdeck.playAction('b_reg', 30,0, layer=trans_layer, play_mode=0, speed=1)
- # #trucks.playAction('a_reg', 30,0, layer=trans_layer, play_mode=0, speed=1)
-
- # if requestAction == 'reg_air-roll':
- # actionState = 'reg_air-roll'
- # own['actionTimer'] = 10
- # skater.playAction('reg_air', 30,40, layer=trans_layer, play_mode=0, speed=.5)
- # bdeck.playAction('b_reg', 30,40, layer=trans_layer, play_mode=1, speed=.5)
- # #trucks.playAction('a_reg', 30,40, layer=trans_layer, play_mode=1, speed=.5)
- # if requestAction == 'fak_air-roll':
- # actionState = 'fak_air-roll'
- # own['actionTimer'] = 10
- # skater.playAction('fak_air', 30,40, layer=trans_layer, play_mode=0, speed=.5)
- # bdeck.playAction('b_reg', 30,40, layer=trans_layer, play_mode=0, speed=.5)
- # #trucks.playAction('a_reg', 30,40, layer=trans_layer, play_mode=0, speed=.5)
-
- # if requestAction == 'reg_roll-air':
- # actionState = 'reg_roll-air'
- # own['actionTimer'] = 10
- # skater.playAction('reg_air', 40,30, layer=trans_layer, play_mode=0, speed=.5)
- # bdeck.playAction('b_reg', 40,30, layer=trans_layer, play_mode=1, speed=.5)
- # #trucks.playAction('a_reg', 40,30, layer=trans_layer, play_mode=1, speed=.5)
- # if requestAction == 'fak_roll-air':
- # actionState = 'fak_roll-air'
- # own['actionTimer'] = 10
- # skater.playAction('fak_air', 40,30, layer=trans_layer, play_mode=0, speed=.5)
- # bdeck.playAction('b_reg', 40,30, layer=trans_layer, play_mode=0, speed=.5)
- # #trucks.playAction('a_reg', 40,30, layer=trans_layer, play_mode=0, speed=.5)
-
- # if requestAction == 'reg_5050-roll':
- # actionState = 'reg_5050-roll'
- # own['actionTimer'] = 10
- # skater.playAction('reg_air', 30,40, layer=trans_layer, play_mode=0, speed=.5)
- # bdeck.playAction('b_reg', 30,40, layer=trans_layer, play_mode=1, speed=.5)
- # #trucks.playAction('a_reg', 30,40, layer=trans_layer, play_mode=1, speed=.5)
-
- # if requestAction == 'fak_5050-roll':
- # actionState = 'fak_5050-roll'
- # own['actionTimer'] = 10
- # skater.playAction('fak_air', 30,40, layer=trans_layer, play_mode=0, speed=.5)
- # bdeck.playAction('b_reg', 30,40, layer=trans_layer, play_mode=0, speed=.5)
- # #trucks.playAction('a_reg', 30,40, layer=trans_layer, play_mode=0, speed=.5)
-
- # if requestAction == 'reg_back_invert_out':
- # own['actionTimer'] = 30
- # actionState = 'reg_back_invert_out'
- # skater.playAction('reg_back_invert_in.001', 30,1, layer=trans_layer, play_mode=0, speed=1)
- # deck.playAction('a_reg_back_invert_in', 30,1, layer=trans_layer, play_mode=0, speed=1)
- # trucks.playAction('a_reg_back_invert_in', 30,1, layer=trans_layer, play_mode=0, speed=1)
- # if requestAction == 'fak_fr_invert_out':
- # own['actionTimer'] = 30
- # actionState = 'fak_fr_invert_out'
- # skater.playAction('fak_fr_invert', 30,1, layer=trans_layer, play_mode=0, speed=1)
- # deck.playAction('a_fak_fr_invert', 30,1, layer=trans_layer, play_mode=0, speed=1)
- # trucks.playAction('a_fak_fr_invert', 30,1, layer=trans_layer, play_mode=0, speed=1)
-
- # if requestAction == 'reg_throw':
- # own['actionTimer'] = 40
- # actionState = 'reg_throw'
- # skater.playAction('reg_throw', 10,30, layer=throw_layer, priority=0, play_mode=0, speed=.5)
-
- # if requestAction == 'fak_throw':
- # own['actionTimer'] = 40
- # actionState = 'fak_throw'
- # skater.playAction('fak_throw', 10,30, layer=throw_layer, priority=0, play_mode=0, speed=.5)
- # if requestAction == 'reg_fall1':
- # own['actionTimer'] = 50
- # actionState = 'reg_fall1'
- # skater.playAction('reg_fall1', 1,50, layer=trans_layer, priority=0, play_mode=0, speed=1)
-
- # if requestAction == 'reg_air_tail to manual':
- # own['actionTimer'] = 20
- # actionState = 'reg_air_tail to manual'
- # skater.playAction('reg_manual', 90,110, layer=trans_layer, play_mode=0, speed=1)
- # bdeck.playAction('b_reg_manual', 90,110, layer=trans_layer, play_mode=0, speed=1)
- # trucks.playAction('a_reg_manual', 90,110, layer=trans_layer, play_mode=0, speed=1)
-
- # if l_requestAction == 'fak_air_tail to manual':
- # own['actionTimer'] = 20
- # actionState = 'fak_air_tail to manual'
- # skater.playAction('fak_manual', 90,110, layer=trans_layer, play_mode=0, speed=1)
- # bdeck.playAction('b_fak_manual', 90,110, layer=trans_layer, play_mode=0, speed=1)
- # #trucks.playAction('a_fak_manual', 90,110, layer=trans_layer, play_mode=0, speed=1)
- # if requestAction == 'reg_air_nose to nmanual':
- # own['actionTimer'] = 20
- # actionState = 'reg_air_nose to nmanual'
- # skater.playAction('reg_nmanual', 90,110, layer=trans_layer, play_mode=0, speed=1)
- # bdeck.playAction('b_fak_manual', 90,110, layer=trans_layer, play_mode=0, speed=1)
- # #trucks.playAction('a_fak_manual', 90,110, layer=trans_layer, play_mode=0, speed=1)
-
- # if l_requestAction == 'fak_air_nose to nmanual':
- # own['actionTimer'] = 20
- # actionState = 'fak_air_nose to nmanual'
- # skater.playAction('fak_nmanual', 90,110, layer=trans_layer, play_mode=0, speed=1)
- # bdeck.playAction('b_reg_manual', 90,110, layer=trans_layer, play_mode=0, speed=1)
- # trucks.playAction('a_reg_manual', 90,110, layer=trans_layer, play_mode=0, speed=1)
- # if requestAction == 'reg_sit_out':
- # own['actionTimer'] = 28
- # actionState = 'reg_sit_out'
- # own['actionState'] = 'reg_sit_out'
- # skater.playAction('reg_sit', 65, 30, layer=trans_layer, play_mode=0, speed=1)
- # deck.playAction('a_reg_sit', 65,30, layer=trans_layer, play_mode=0, speed=1)
- # trucks.playAction('a_reg_sit', 65,30, layer=trans_layer, play_mode=0, speed=1)
- # if requestAction == 'fak_sit_out':
- # own['actionTimer'] = 28
- # own['actionState'] = 'fak_sit_out'
- # actionState = 'fak_sit_out'
- # skater.playAction('fak_sit', 65, 30, layer=trans_layer, play_mode=0, speed=1)
- # deck.playAction('a_fak_sit', 65,30, layer=trans_layer, play_mode=0, speed=1)
- # trucks.playAction('a_fak_sit', 65,30, layer=trans_layer, play_mode=0, speed=1)
-
- # if requestAction == 'reg_ollie_north_out':
- # actionState = 'reg_ollie_north_out'
- # own['actionState'] = 'reg_ollie_north_out'
- # own['actionTimer'] = 7
- # trans_playing = skater.isPlayingAction(trans_layer)
- # if trans_playing:
- # cur_frame = skater.getActionFrame(trans_layer)
- # if trans_playing and cur_frame > 1:
- # skater.playAction('reg_ollie_north', cur_frame,1, layer=trans_layer, play_mode=0, speed=1.5)
- # bdeck.playAction('b_reg', cur_frame,1, layer=trans_layer, play_mode=0, speed=1.5)
- # #trucks.playAction('a_reg', cur_frame,1, layer=trans_layer, play_mode=0, speed=1.5)
- # own['actionTimer'] = cur_frame
- # else:
- # skater.playAction('reg_ollie_north', 10,1, layer=trans_layer, play_mode=0, speed=1.5)
- # bdeck.playAction('b_reg', 10,1, layer=trans_layer, play_mode=0, speed=1.5)
- # #trucks.playAction('a_reg', 10,1, layer=trans_layer, play_mode=0, speed=1.5)
-
- # if requestAction == 'reg_ollie_south_out':
- # actionState = 'reg_ollie_south_out'
- # own['actionState'] = 'reg_ollie_south_out'
- # own['actionTimer'] = 7
- # trans_playing = skater.isPlayingAction(trans_layer)
- # if trans_playing:
- # cur_frame = skater.getActionFrame(trans_layer)
- # if trans_playing and cur_frame > 1:
- # skater.playAction('reg_ollie_south', cur_frame,1, layer=trans_layer, play_mode=0, speed=1.5)
- # bdeck.playAction('b_reg', cur_frame,1, layer=trans_layer, play_mode=0, speed=1.5)
- # #trucks.playAction('a_reg', cur_frame,1, layer=trans_layer, play_mode=0, speed=1.5)
- # own['actionTimer'] = cur_frame
- # else:
- # skater.playAction('reg_ollie_south', 10,1, layer=trans_layer, play_mode=0, speed=1.5)
- # bdeck.playAction('b_reg', 10,1, layer=trans_layer, play_mode=0, speed=1.5)
- # #trucks.playAction('a_reg', 10,1, layer=trans_layer, play_mode=0, speed=1.5)
-
- # if requestAction == 'fak_ollie_north_out':
- # actionState = 'fak_ollie_north_out'
- # own['actionState'] = 'fak_ollie_north_out'
- # own['actionTimer'] = 7
- # trans_playing = skater.isPlayingAction(trans_layer)
- # if trans_playing:
- # cur_frame = skater.getActionFrame(trans_layer)
- # if trans_playing and cur_frame > 1:
- # skater.playAction('fak_ollie_north', cur_frame,1, layer=trans_layer, play_mode=0, speed=1.5)
- # bdeck.playAction('b_reg', cur_frame,1, layer=trans_layer, play_mode=0, speed=1.5)
- # #trucks.playAction('a_reg', cur_frame,1, layer=trans_layer, play_mode=0, speed=1.5)
- # own['actionTimer'] = cur_frame
- # else:
- # skater.playAction('fak_ollie_north', 10,1, layer=trans_layer, play_mode=0, speed=1.5)
- # bdeck.playAction('b_reg', 10,1, layer=trans_layer, play_mode=0, speed=1.5)
- # #trucks.playAction('a_reg', 10,1, layer=trans_layer, play_mode=0, speed=1.5)
- # if requestAction == 'fak_ollie_south_out':
- # actionState = 'fak_ollie_south_out'
- # own['actionState'] = 'fak_ollie_south_out'
- # own['actionTimer'] = 7
- # trans_playing = skater.isPlayingAction(trans_layer)
- # if trans_playing:
- # cur_frame = skater.getActionFrame(trans_layer)
- # if trans_playing and cur_frame > 1:
- # skater.playAction('fak_ollie_south', cur_frame,1, layer=trans_layer, play_mode=0, speed=1.5)
- # bdeck.playAction('b_reg', cur_frame,1, layer=trans_layer, play_mode=0, speed=1.5)
- # #trucks.playAction('a_reg', cur_frame,1, layer=trans_layer, play_mode=0, speed=1.5)
- # own['actionTimer'] = cur_frame
- # else:
- # skater.playAction('fak_ollie_south', 10,1, layer=trans_layer, play_mode=0, speed=1.5)
- # bdeck.playAction('b_reg', 10,1, layer=trans_layer, play_mode=0, speed=1.5)
- # #trucks.playAction('a_reg', 10,1, layer=trans_layer, play_mode=0, speed=1.5)
-
- # if requestAction == 'frontside_grab_out':
- # actionState = 'frontside_grab_out'
- # own['actionState'] = 'frontside_grab_out'
- # own['actionTimer'] = 7
- # trans_playing = skater.isPlayingAction(trans_layer)
- # if trans_playing:
- # cur_frame = skater.getActionFrame(trans_layer)
- # if trans_playing and cur_frame > 1:
- # skater.playAction('reg_fg', cur_frame,1, layer=trans_layer, play_mode=0, speed=1.5)
- # bdeck.playAction('b_reg', cur_frame,1, layer=trans_layer, play_mode=0, speed=1.5)
- # #trucks.playAction('a_reg', cur_frame,1, layer=trans_layer, play_mode=0, speed=1.5)
- # own['actionTimer'] = cur_frame
- # else:
- # skater.playAction('reg_fg', 10,1, layer=trans_layer, play_mode=0, speed=1.5)
- # bdeck.playAction('b_reg', 10,1, layer=trans_layer, play_mode=0, speed=1.5)
- # #trucks.playAction('a_reg', 10,1, layer=trans_layer, play_mode=0, speed=1.5)
-
- # if requestAction == 'backside_grab_out':
- # actionState = 'backside_grab_out'
- # own['actionState'] = 'backside_grab_out'
- # own['actionTimer'] = 7
- # trans_playing = skater.isPlayingAction(trans_layer)
- # if trans_playing:
- # cur_frame = skater.getActionFrame(trans_layer)
- # if trans_playing and cur_frame > 1:
- # skater.playAction('reg_bsg2', cur_frame,1, layer=trans_layer, play_mode=0, speed=1.5)
- # bdeck.playAction('b_reg', cur_frame,1, layer=trans_layer, play_mode=0, speed=1.5)
- # #trucks.playAction('a_reg', cur_frame,1, layer=trans_layer, play_mode=0, speed=1.5)
- # own['actionTimer'] = cur_frame
- # else:
- # skater.playAction('reg_bsg2', 10,1, layer=trans_layer, play_mode=0, speed=1.5)
- # bdeck.playAction('b_reg', 10,1, layer=trans_layer, play_mode=0, speed=1.5)
- # #trucks.playAction('a_reg', 10,1, layer=trans_layer, play_mode=0, speed=1.5)
- # if requestAction == 'fak_frontside_grab_out':
- # actionState = 'fak_frontside_grab_out'
- # own['actionState'] = 'fak_frontside_grab_out'
- # own['actionTimer'] = 7
- # trans_playing = skater.isPlayingAction(trans_layer)
- # if trans_playing:
- # cur_frame = skater.getActionFrame(trans_layer)
- # if trans_playing and cur_frame > 1:
- # skater.playAction('fak_fg', cur_frame,1, layer=trans_layer, play_mode=0, speed=1.5)
- # bdeck.playAction('b_reg', cur_frame,1, layer=trans_layer, play_mode=0, speed=1.5)
- # #trucks.playAction('a_reg', cur_frame,1, layer=trans_layer, play_mode=0, speed=1.5)
- # own['actionTimer'] = cur_frame
- # else:
- # skater.playAction('fak_fg', 10,1, layer=trans_layer, play_mode=0, speed=1.5)
- # bdeck.playAction('b_reg', 10,1, layer=trans_layer, play_mode=0, speed=1.5)
- # #trucks.playAction('a_reg', 10,1, layer=trans_layer, play_mode=0, speed=1.5)
- # if requestAction == 'fak_backside_grab_out':
- # actionState = 'fak_backside_grab_out'
- # own['actionState'] = 'fak_backside_grab_out'
- # own['actionTimer'] = 7
- # trans_playing = skater.isPlayingAction(trans_layer)
- # if trans_playing:
- # cur_frame = skater.getActionFrame(trans_layer)
- # if trans_playing and cur_frame > 1:
- # skater.playAction('fak_bg', cur_frame,1, layer=trans_layer, play_mode=0, speed=1.5)
- # bdeck.playAction('b_reg', cur_frame,1, layer=trans_layer, play_mode=0, speed=1.5)
- # #trucks.playAction('a_reg', cur_frame,1, layer=trans_layer, play_mode=0, speed=1.5)
- # own['actionTimer'] = cur_frame
- # else:
- # skater.playAction('fak_bg', 10,1, layer=trans_layer, play_mode=0, speed=1.5)
- # bdeck.playAction('b_reg', 10,1, layer=trans_layer, play_mode=0, speed=1.5)
- # #trucks.playAction('a_reg', 10,1, layer=trans_layer, play_mode=0, speed=1.5)
- # if requestAction == 'frontside_nose_grab_out':
- # actionState = 'frontside_nose_grab_out'
- # own['actionState'] = 'frontside_nose_grab_out'
- # own['actionTimer'] = 7
- # trans_playing = skater.isPlayingAction(trans_layer)
- # if trans_playing:
- # cur_frame = skater.getActionFrame(trans_layer)
- # if trans_playing and cur_frame > 1:
- # skater.playAction('frontside_nose_grab', cur_frame,1, layer=trans_layer, play_mode=0, speed=1.5)
- # bdeck.playAction('b_reg', cur_frame,1, layer=trans_layer, play_mode=0, speed=1.5)
- # #trucks.playAction('a_reg', cur_frame,1, layer=trans_layer, play_mode=0, speed=1.5)
- # own['actionTimer'] = cur_frame
- # else:
- # skater.playAction('frontside_nose_grab', 10,1, layer=trans_layer, play_mode=0, speed=1.5)
- # bdeck.playAction('b_reg', 10,1, layer=trans_layer, play_mode=0, speed=1.5)
- # #trucks.playAction('a_reg', 10,1, layer=trans_layer, play_mode=0, speed=1.5)
- # if requestAction == 'backside_nose_grab_out':
- # actionState = 'backside_nose_grab_out'
- # own['actionState'] = 'backside_nose_grab_out'
- # own['actionTimer'] = 7
- # trans_playing = skater.isPlayingAction(trans_layer)
- # if trans_playing:
- # cur_frame = skater.getActionFrame(trans_layer)
- # if trans_playing and cur_frame > 1:
- # skater.playAction('backside_nose_grab', cur_frame,1, layer=trans_layer, play_mode=0, speed=1.5)
- # bdeck.playAction('b_reg', cur_frame,1, layer=trans_layer, play_mode=0, speed=1.5)
- # #trucks.playAction('a_reg', cur_frame,1, layer=trans_layer, play_mode=0, speed=1.5)
- # own['actionTimer'] = cur_frame
- # else:
- # skater.playAction('backside_nose_grab', 10,1, layer=trans_layer, play_mode=0, speed=1.5)
- # bdeck.playAction('b_reg', 10,1, layer=trans_layer, play_mode=0, speed=1.5)
- # #trucks.playAction('a_reg', 10,1, layer=trans_layer, play_mode=0, speed=1.5)
- # if requestAction == 'fak_frontside_nose_out':
- # actionState = 'fak_frontside_nose_out'
- # own['actionState'] = 'fak_frontside_nose_out'
- # own['actionTimer'] = 7
- # trans_playing = skater.isPlayingAction(trans_layer)
- # if trans_playing:
- # cur_frame = skater.getActionFrame(trans_layer)
- # if trans_playing and cur_frame > 1:
- # skater.playAction('fak_frontside_nose_grab', cur_frame,1, layer=trans_layer, play_mode=0, speed=1.5)
- # bdeck.playAction('b_reg', cur_frame,1, layer=trans_layer, play_mode=0, speed=1.5)
- # #trucks.playAction('a_reg', cur_frame,1, layer=trans_layer, play_mode=0, speed=1.5)
- # own['actionTimer'] = cur_frame
- # else:
- # skater.playAction('fak_frontside_nose_grab', 10,1, layer=trans_layer, play_mode=0, speed=1.5)
- # bdeck.playAction('b_reg', 10,1, layer=trans_layer, play_mode=0, speed=1.5)
- # #trucks.playAction('a_reg', 10,1, layer=trans_layer, play_mode=0, speed=1.5)
-
- # if requestAction == 'fak_backside_nose_grab_out':
- # actionState = 'fak_backside_nose_grab_out'
- # own['actionState'] = 'fak_backside_nose_grab_out'
- # own['actionTimer'] = 7
- # trans_playing = skater.isPlayingAction(trans_layer)
- # if trans_playing:
- # cur_frame = skater.getActionFrame(trans_layer)
- # if trans_playing and cur_frame > 1:
- # skater.playAction('fak_backside_nose_grab', cur_frame,1, layer=trans_layer, play_mode=0, speed=1.5)
- # bdeck.playAction('b_reg', cur_frame,1, layer=trans_layer, play_mode=0, speed=1.5)
- # #trucks.playAction('a_reg', cur_frame,1, layer=trans_layer, play_mode=0, speed=1.5)
- # own['actionTimer'] = cur_frame
- # else:
- # skater.playAction('fak_backside_nose_grab', 10,1, layer=trans_layer, play_mode=0, speed=1.5)
- # bdeck.playAction('b_reg', 10,1, layer=trans_layer, play_mode=0, speed=1.5)
- # #trucks.playAction('a_reg', 10,1, layer=trans_layer, play_mode=0, speed=1.5)
- # if requestAction == 'frontside_tail_grab_out':
- # actionState = 'frontside_tail_grab_out'
- # own['actionState'] = 'frontside_tail_grab_out'
- # own['actionTimer'] = 7
- # trans_playing = skater.isPlayingAction(trans_layer)
- # if trans_playing:
- # cur_frame = skater.getActionFrame(trans_layer)
- # if trans_playing and cur_frame > 1:
- # skater.playAction('frontside_tail_grab', cur_frame,1, layer=trans_layer, play_mode=0, speed=1.5)
- # bdeck.playAction('b_reg', cur_frame,1, layer=trans_layer, play_mode=0, speed=1.5)
- # #trucks.playAction('a_reg', cur_frame,1, layer=trans_layer, play_mode=0, speed=1.5)
- # own['actionTimer'] = cur_frame
- # else:
- # skater.playAction('frontside_tail_grab', 10,1, layer=trans_layer, play_mode=0, speed=1.5)
- # bdeck.playAction('b_reg', 10,1, layer=trans_layer, play_mode=0, speed=1.5)
- # #trucks.playAction('a_reg', 10,1, layer=trans_layer, play_mode=0, speed=1.5)
-
- # if requestAction == 'backside_tail_grab_out':
- # actionState = 'backside_tail_grab_out'
- # own['actionState'] = 'backside_tail_grab_out'
- # own['actionTimer'] = 7
- # trans_playing = skater.isPlayingAction(trans_layer)
- # if trans_playing:
- # cur_frame = skater.getActionFrame(trans_layer)
- # if trans_playing and cur_frame > 1:
- # skater.playAction('backside_tail_grab', cur_frame,1, layer=trans_layer, play_mode=0, speed=1.5)
- # bdeck.playAction('b_reg', cur_frame,1, layer=trans_layer, play_mode=0, speed=1.5)
- # #trucks.playAction('a_reg', cur_frame,1, layer=trans_layer, play_mode=0, speed=1.5)
- # own['actionTimer'] = cur_frame
- # else:
- # skater.playAction('backside_tail_grab', 10,1, layer=trans_layer, play_mode=0, speed=1.5)
- # bdeck.playAction('b_reg', 10,1, layer=trans_layer, play_mode=0, speed=1.5)
- # #trucks.playAction('a_reg', 10,1, layer=trans_layer, play_mode=0, speed=1.5)
- # if requestAction == 'fak_frontside_tail_grab_out':
- # actionState = 'fak_frontside_tail_grab_out'
- # own['actionState'] = 'fak_frontside_tail_grab_out'
- # own['actionTimer'] = 7
- # trans_playing = skater.isPlayingAction(trans_layer)
- # if trans_playing:
- # cur_frame = skater.getActionFrame(trans_layer)
- # if trans_playing and cur_frame > 1:
- # skater.playAction('fak_frontside_tail_grab', cur_frame,1, layer=trans_layer, play_mode=0, speed=1.5)
- # bdeck.playAction('b_reg', cur_frame,1, layer=trans_layer, play_mode=0, speed=1.5)
- # #trucks.playAction('a_reg', cur_frame,1, layer=trans_layer, play_mode=0, speed=1.5)
- # own['actionTimer'] = cur_frame
- # else:
- # skater.playAction('fak_frontside_tail_grab', 10,1, layer=trans_layer, play_mode=0, speed=1.5)
- # bdeck.playAction('b_reg', 10,1, layer=trans_layer, play_mode=0, speed=1.5)
- # #trucks.playAction('a_reg', 10,1, layer=trans_layer, play_mode=0, speed=1.5)
-
- # if requestAction == 'fak_backside_tail_grab_out':
- # actionState = 'fak_backside_tail_grab_out'
- # own['actionState'] = 'fak_backside_tail_grab_out'
- # own['actionTimer'] = 7
- # trans_playing = skater.isPlayingAction(trans_layer)
- # if trans_playing:
- # cur_frame = skater.getActionFrame(trans_layer)
- # if trans_playing and cur_frame > 1:
- # skater.playAction('fak_backside_tail_grab', cur_frame,1, layer=trans_layer, play_mode=0, speed=1.5)
- # bdeck.playAction('b_reg', cur_frame,1, layer=trans_layer, play_mode=0, speed=1.5)
- # #trucks.playAction('a_reg', cur_frame,1, layer=trans_layer, play_mode=0, speed=1.5)
- # own['actionTimer'] = cur_frame
- # else:
- # skater.playAction('fak_backside_tail_grab', 10,1, layer=trans_layer, play_mode=0, speed=1.5)
- # bdeck.playAction('b_reg', 10,1, layer=trans_layer, play_mode=0, speed=1.5)
- # #trucks.playAction('a_reg', 10,1, layer=trans_layer, play_mode=0, speed=1.5)
-
- # if requestAction == 'reg_judo_out':
- # actionState = 'reg_judo_out'
- # own['actionState'] = 'reg_judo_out'
- # own['actionTimer'] = 7
- # trans_playing = skater.isPlayingAction(trans_layer)
- # if trans_playing:
- # cur_frame = skater.getActionFrame(trans_layer)
- # if trans_playing and cur_frame > 1:
- # skater.playAction('reg_judo', cur_frame,1, layer=trans_layer, play_mode=0, speed=1)
- # bdeck.playAction('b_reg', cur_frame,1, layer=trans_layer, play_mode=0, speed=1)
- # #trucks.playAction('a_reg', cur_frame,1, layer=trans_layer, play_mode=0, speed=1)
- # own['actionTimer'] = cur_frame
- # else:
- # skater.playAction('reg_judo', 10,1, layer=trans_layer, play_mode=0, speed=1)
- # bdeck.playAction('b_reg', 10,1, layer=trans_layer, play_mode=0, speed=1)
- # #trucks.playAction('a_reg', 10,1, layer=trans_layer, play_mode=0, speed=1)
- # if requestAction == 'fak_judo_out':
- # actionState = 'fak_judo_out'
- # own['actionState'] = 'fak_judo_out'
- # own['actionTimer'] = 7
- # trans_playing = skater.isPlayingAction(trans_layer)
- # if trans_playing:
- # cur_frame = skater.getActionFrame(trans_layer)
- # if trans_playing and cur_frame > 1:
- # skater.playAction('fak_judo', cur_frame,1, layer=trans_layer, play_mode=0, speed=1)
- # bdeck.playAction('b_reg', cur_frame,1, layer=trans_layer, play_mode=0, speed=1)
- # #trucks.playAction('a_reg', cur_frame,1, layer=trans_layer, play_mode=0, speed=1)
- # own['actionTimer'] = cur_frame
- # else:
- # skater.playAction('fak_judo', 10,1, layer=trans_layer, play_mode=0, speed=1)
- # bdeck.playAction('b_reg', 10,1, layer=trans_layer, play_mode=0, speed=1)
- # #trucks.playAction('a_reg', 10,1, layer=trans_layer, play_mode=0, speed=1)
- # #---
- # if requestAction == 'reg_frigid_out':
- # actionState = 'reg_frigid_out'
- # own['actionState'] = 'reg_frigid_out'
- # own['actionTimer'] = 7
- # trans_playing = skater.isPlayingAction(trans_layer)
- # if trans_playing:
- # cur_frame = skater.getActionFrame(trans_layer)
- # if trans_playing and cur_frame > 1:
- # skater.playAction('reg_frigid', cur_frame,1, layer=trans_layer, play_mode=0, speed=1)
- # bdeck.playAction('b_reg', cur_frame,1, layer=trans_layer, play_mode=0, speed=1)
- # #trucks.playAction('a_reg', cur_frame,1, layer=trans_layer, play_mode=0, speed=1)
- # own['actionTimer'] = cur_frame
- # else:
- # skater.playAction('reg_frigid', 10,1, layer=trans_layer, play_mode=0, speed=1)
- # bdeck.playAction('b_reg', 10,1, layer=trans_layer, play_mode=0, speed=1)
- # #trucks.playAction('a_reg', 10,1, layer=trans_layer, play_mode=0, speed=1)
- # if requestAction == 'fak_frigid_out':
- # actionState = 'fak_frigid_out'
- # own['actionState'] = 'fak_frigid_out'
- # own['actionTimer'] = 7
- # trans_playing = skater.isPlayingAction(trans_layer)
- # if trans_playing:
- # cur_frame = skater.getActionFrame(trans_layer)
- # if trans_playing and cur_frame > 1:
- # skater.playAction('fak_frigid', cur_frame,1, layer=trans_layer, play_mode=0, speed=1)
- # bdeck.playAction('b_reg', cur_frame,1, layer=trans_layer, play_mode=0, speed=1)
- # #trucks.playAction('a_reg', cur_frame,1, layer=trans_layer, play_mode=0, speed=1)
- # own['actionTimer'] = cur_frame
- # else:
- # skater.playAction('fak_frigid', 10,1, layer=trans_layer, play_mode=0, speed=1)
- # bdeck.playAction('b_reg', 10,1, layer=trans_layer, play_mode=0, speed=1)
- # #trucks.playAction('a_reg', 10,1, layer=trans_layer, play_mode=0, speed=1)
-
- # if requestAction == 'reg_fsonefoot_out':
- # actionState = 'reg_fsonefoot_out'
- # own['actionState'] = 'reg_fsonefoot_out'
- # own['actionTimer'] = 7
- # trans_playing = skater.isPlayingAction(trans_layer)
- # if trans_playing:
- # cur_frame = skater.getActionFrame(trans_layer)
- # if trans_playing and cur_frame > 1:
- # skater.playAction('reg_fsonefoot', cur_frame,1, layer=trans_layer, play_mode=0, speed=1)
- # bdeck.playAction('b_reg', cur_frame,1, layer=trans_layer, play_mode=0, speed=1)
- # #trucks.playAction('a_reg', cur_frame,1, layer=trans_layer, play_mode=0, speed=1)
- # own['actionTimer'] = cur_frame
- # else:
- # skater.playAction('reg_fsonefoot', 10,1, layer=trans_layer, play_mode=0, speed=1)
- # bdeck.playAction('b_reg', 10,1, layer=trans_layer, play_mode=0, speed=1)
- # #trucks.playAction('a_reg', 10,1, layer=trans_layer, play_mode=0, speed=1)
- # if requestAction == 'fak_fsonefoot_out':
- # actionState = 'fak_fsonefoot_out'
- # own['actionState'] = 'fak_fsonefoot_out'
- # own['actionTimer'] = 7
- # trans_playing = skater.isPlayingAction(trans_layer)
- # if trans_playing:
- # cur_frame = skater.getActionFrame(trans_layer)
- # if trans_playing and cur_frame > 1:
- # skater.playAction('fak_fsonefoot', cur_frame,1, layer=trans_layer, play_mode=0, speed=1)
- # bdeck.playAction('b_reg', cur_frame,1, layer=trans_layer, play_mode=0, speed=1)
- # #trucks.playAction('a_reg', cur_frame,1, layer=trans_layer, play_mode=0, speed=1)
- # own['actionTimer'] = cur_frame
- # else:
- # skater.playAction('fak_fsonefoot', 10,1, layer=trans_layer, play_mode=0, speed=1)
- # bdeck.playAction('b_reg', 10,1, layer=trans_layer, play_mode=0, speed=1)
- # #trucks.playAction('a_reg', 10,1, layer=trans_layer, play_mode=0, speed=1)
- # if requestAction == 'reg_onefoot_out':
- # actionState = 'reg_onefoot_out'
- # own['actionState'] = 'reg_onefoot_out'
- # own['actionTimer'] = 7
- # trans_playing = skater.isPlayingAction(trans_layer)
- # if trans_playing:
- # cur_frame = skater.getActionFrame(trans_layer)
- # if trans_playing and cur_frame > 1:
- # skater.playAction('reg_onefoot', cur_frame,1, layer=trans_layer, play_mode=0, speed=1)
- # bdeck.playAction('b_reg', cur_frame,1, layer=trans_layer, play_mode=0, speed=1)
- # #trucks.playAction('a_reg', cur_frame,1, layer=trans_layer, play_mode=0, speed=1)
- # own['actionTimer'] = cur_frame
- # else:
- # skater.playAction('reg_onefoot', 10,1, layer=trans_layer, play_mode=0, speed=1)
- # bdeck.playAction('b_reg', 10,1, layer=trans_layer, play_mode=0, speed=1)
- # #trucks.playAction('a_reg', 10,1, layer=trans_layer, play_mode=0, speed=1)
- # if requestAction == 'fak_onefoot_out':
- # actionState = 'fak_onefoot_out'
- # own['actionState'] = 'fak_onefoot_out'
- # own['actionTimer'] = 7
- # trans_playing = skater.isPlayingAction(trans_layer)
- # if trans_playing:
- # cur_frame = skater.getActionFrame(trans_layer)
- # if trans_playing and cur_frame > 1:
- # skater.playAction('fak_onefoot', cur_frame,1, layer=trans_layer, play_mode=0, speed=1)
- # bdeck.playAction('b_reg', cur_frame,1, layer=trans_layer, play_mode=0, speed=1)
- # #trucks.playAction('a_reg', cur_frame,1, layer=trans_layer, play_mode=0, speed=1)
- # own['actionTimer'] = cur_frame
- # else:
- # skater.playAction('fak_onefoot', 10,1, layer=trans_layer, play_mode=0, speed=1)
- # bdeck.playAction('b_reg', 10,1, layer=trans_layer, play_mode=0, speed=1)
- # #trucks.playAction('a_reg', 10,1, layer=trans_layer, play_mode=0, speed=1)
-
- # if requestAction == 'reg_airwalk_out':
- # actionState = 'reg_airwalk_out'
- # own['actionState'] = 'reg_airwalk_out'
- # own['actionTimer'] = 7
- # trans_playing = skater.isPlayingAction(trans_layer)
- # if trans_playing:
- # cur_frame = skater.getActionFrame(trans_layer)
- # if trans_playing and cur_frame > 1:
- # skater.playAction('reg_airwalk', cur_frame,1, layer=trans_layer, play_mode=0, speed=1)
- # deck.playAction('a_reg_airwalk', cur_frame,1, layer=trans_layer, play_mode=0, speed=1)
- # #trucks.playAction('a_reg', cur_frame,1, layer=trans_layer, play_mode=0, speed=1)
- # own['actionTimer'] = cur_frame
- # else:
- # skater.playAction('reg_airwalk', 10,1, layer=trans_layer, play_mode=0, speed=1)
- # deck.playAction('a_reg_airwalk', 10,1, layer=trans_layer, play_mode=0, speed=1)
- # trucks.playAction('a_reg_airwalk', 10,1, layer=trans_layer, play_mode=0, speed=1)
-
- # #--
-
-
-
- # if requestAction == 'reg_walk_air_out':
- # actionState = 'reg_walk_air_out'
- # own['actionState'] = 'reg_walk_air_out'
- # own['actionTimer'] = 24
- # trans_playing = skater.isPlayingAction(trans_layer)
- # if trans_playing:
- # cur_frame = skater.getActionFrame(trans_layer)
- # if trans_playing and cur_frame > 1:
- # skater.playAction('reg_walk_air', cur_frame,40, layer=trans_layer, play_mode=0, speed=1.5)
- # deck.playAction('a_reg_walk_air', cur_frame,40, layer=trans_layer, play_mode=0, speed=1.5)
- # trucks.playAction('a_reg_walk_air', cur_frame,40, layer=trans_layer, play_mode=0, speed=1.5)
- # own['actionTimer'] = cur_frame
- # else:
- # skater.playAction('reg_walk_air', 10,40, layer=trans_layer, play_mode=0, speed=1.5)
- # deck.playAction('a_reg_walk_air', 10,40, layer=trans_layer, play_mode=0, speed=1.5)
- # trucks.playAction('a_reg_walk_air', 10,40, layer=trans_layer, play_mode=0, speed=1.5)
-
- # if requestAction == 'fak_walk_air_out':
- # actionState = 'fak_walk_air_out'
- # own['actionState'] = 'fak_walk_air_out'
- # own['actionTimer'] = 24
- # trans_playing = skater.isPlayingAction(trans_layer)
- # if trans_playing:
- # cur_frame = skater.getActionFrame(trans_layer)
- # if trans_playing and cur_frame > 1:
- # skater.playAction('fak_walk_air', cur_frame,40, layer=trans_layer, play_mode=0, speed=1.5)
- # deck.playAction('a_fak_walk_air', cur_frame,40, layer=trans_layer, play_mode=0, speed=1.5)
- # trucks.playAction('a_fak_walk_air', cur_frame,40, layer=trans_layer, play_mode=0, speed=1.5)
- # own['actionTimer'] = cur_frame
- # else:
- # skater.playAction('fak_walk_air', 10,40, layer=trans_layer, play_mode=0, speed=1.5)
- # deck.playAction('a_fak_walk_air', 10,40, layer=trans_layer, play_mode=0, speed=1.5)
- # trucks.playAction('a_fak_walk_air', 10,40, layer=trans_layer, play_mode=0, speed=1.5)
-
- # if requestAction == 'reg_air-walk_air':
- # actionState = 'reg_air-walk_air'
- # own['actionState'] = 'reg_air-walk_air'
- # own['actionTimer'] = 9
- # trans_playing = skater.isPlayingAction(trans_layer)
- # if trans_playing:
- # cur_frame = skater.getActionFrame(trans_layer)
- # if trans_playing and cur_frame > 1:
- # skater.playAction('reg_walk_air', cur_frame,60, layer=trans_layer, play_mode=0, speed=1)
- # deck.playAction('a_reg_walk_air', cur_frame,60, layer=trans_layer, play_mode=0, speed=1)
- # trucks.playAction('a_reg_walk_air', cur_frame,60, layer=trans_layer, play_mode=0, speed=1)
- # own['actionTimer'] = cur_frame
- # else:
- # skater.playAction('reg_walk_air', 50,60, layer=trans_layer, play_mode=0, speed=1)
- # deck.playAction('a_reg_walk_air', 50,60, layer=trans_layer, play_mode=0, speed=1)
- # trucks.playAction('a_reg_walk_air', 50,60, layer=trans_layer, play_mode=0, speed=1)
-
- # if requestAction == 'fak_air-walk_air':
- # actionState = 'fak_air-walk_air'
- # own['actionState'] = 'fak_air-walk_air'
- # own['actionTimer'] = 9
- # trans_playing = skater.isPlayingAction(trans_layer)
- # if trans_playing:
- # cur_frame = skater.getActionFrame(trans_layer)
- # if trans_playing and cur_frame > 1:
- # skater.playAction('fak_walk_air', cur_frame,60, layer=trans_layer, play_mode=0, speed=1)
- # deck.playAction('a_fak_walk_air', cur_frame,60, layer=trans_layer, play_mode=0, speed=1)
- # trucks.playAction('a_fak_walk_air', cur_frame,60, layer=trans_layer, play_mode=0, speed=1)
- # own['actionTimer'] = cur_frame
- # else:
- # skater.playAction('fak_walk_air', 50,60, layer=trans_layer, play_mode=0, speed=1)
- # deck.playAction('a_fak_walk_air', 50,60, layer=trans_layer, play_mode=0, speed=1)
- # trucks.playAction('a_fak_walk_air', 50,60, layer=trans_layer, play_mode=0, speed=1)
-
-
- # if requestAction == 'reg_fak_noseg':
- # #stopActs()
- # own['actionState'] = 'reg_fak_noseg'
- # actionState = 'reg_fak_noseg'
- # own['actionTimer'] = 11
- # #actionTimer = 9
- # skater.playAction('reg_fak_noseg', 1,10, layer=trans_layer, play_mode=0, speed=1)
- # bdeck.playAction('b_reg_noseg', 10,10, layer=trans_layer, play_mode=0, speed=1)
- # #trucks.playAction('a_reg_noseg.002', 10,10, layer=trans_layer, play_mode=0, speed=1)
-
- # if requestAction == 'fak_reg_tailg':
- # own['actionState'] = 'fak_reg_tailg'
- # own['actionTimer'] = 11
- # skater.playAction('reg_fak_noseg', 10,1, layer=trans_layer, play_mode=0, speed=1)
- # bdeck.playAction('b_reg_noseg', 10,10, layer=trans_layer, play_mode=0, speed=1)
- # #trucks.playAction('a_reg_noseg.002', 10,10, layer=trans_layer, play_mode=0, speed=1)
-
- # if requestAction == 'fak_reg_noseg':
- # #stopActs()
- # own['actionState'] = 'fak_reg_noseg'
- # actionState = 'fak_reg_noseg'
- # own['actionTimer'] = 11
- # #actionTimer = 9
- # skater.playAction('reg_fak_tailg', 10,1, layer=trans_layer, play_mode=0, speed=1)
- # bdeck.playAction('b_reg_tailg', 10,10, layer=trans_layer, play_mode=0, speed=1)
- # #trucks.playAction('a_reg_tailg.001', 10,10, layer=trans_layer, play_mode=0, speed=1)
-
- # if requestAction == 'reg_fak_tailg':
- # own['actionState'] = 'reg_fak_tailg'
- # actionState = 'reg_fak_tailg'
- # own['actionTimer'] = 11
- # skater.playAction('reg_fak_tailg', 1,10, layer=trans_layer, play_mode=0, speed=1)
- # bdeck.playAction('b_reg_tailg', 10,10, layer=trans_layer, play_mode=0, speed=1)
- # #trucks.playAction('a_reg_tailg.001', 10,10, layer=trans_layer, play_mode=0, speed=1)
-
-
-
- # if requestAction == 'reg_fak_nosegl':
- # #stopActs()
- # own['actionState'] = 'reg_fak_nosegl'
- # actionState = 'reg_fak_nosegl'
- # own['actionTimer'] = 11
- # #actionTimer = 9
- # skater.playAction('reg_fak_nosegl', 1,10, layer=trans_layer, play_mode=0, speed=1)
- # bdeck.playAction('b_reg_nosegL', 10,10, layer=trans_layer, play_mode=0, speed=1)
- # #trucks.playAction('a_reg_nosegL', 10,10, layer=trans_layer, play_mode=0, speed=1)
- # if requestAction == 'reg_fak_nosegr':
- # #stopActs()
- # own['actionState'] = 'reg_fak_nosegr'
- # actionState = 'reg_fak_nosegr'
- # own['actionTimer'] = 11
- # #actionTimer = 9
- # skater.playAction('reg_fak_nosegr', 1,10, layer=trans_layer, play_mode=0, speed=1)
- # bdeck.playAction('b_reg_nosegR', 10,10, layer=trans_layer, play_mode=0, speed=1)
- # #trucks.playAction('a_reg_nosegR', 10,10, layer=trans_layer, play_mode=0, speed=1)
-
- # if requestAction == 'reg_fak_tailgl':
- # #stopActs()
- # own['actionState'] = 'reg_fak_tailgl'
- # actionState = 'reg_fak_tailgl'
- # own['actionTimer'] = 11
- # #actionTimer = 9
- # skater.playAction('reg_fak_tailgl', 1,10, layer=trans_layer, play_mode=0, speed=1)
- # bdeck.playAction('b_reg_tailgL', 10,10, layer=trans_layer, play_mode=0, speed=1)
- # #trucks.playAction('a_reg_tailgL', 10,10, layer=trans_layer, play_mode=0, speed=1)
-
- # if requestAction == 'reg_fak_tailgr':
- # own['actionState'] = 'reg_fak_tailgr'
- # own['actionTimer'] = 11
- # skater.playAction('reg_fak_tailgr', 1,10, layer=trans_layer, play_mode=0, speed=1)
- # bdeck.playAction('b_reg_tailgR', 10,10, layer=trans_layer, play_mode=0, speed=1)
- # #trucks.playAction('a_reg_tailgR', 10,10, layer=trans_layer, play_mode=0, speed=1)
-
-
- # if requestAction == 'fak_reg_nosegl':
- # #stopActs()
- # own['actionState'] = 'fak_reg_nosegl'
- # actionState = 'fak_reg_nosegl'
- # own['actionTimer'] = 11
- # #actionTimer = 9
- # skater.playAction('reg_fak_tailgl', 10,1, layer=trans_layer, play_mode=0, speed=1)
- # bdeck.playAction('b_reg_tailgL', 10,10, layer=trans_layer, play_mode=0, speed=1)
- # #trucks.playAction('a_reg_tailgL', 10,10, layer=trans_layer, play_mode=0, speed=1)
- # if requestAction == 'fak_reg_nosegr':
- # #stopActs()
- # own['actionState'] = 'fak_reg_nosegr'
- # actionState = 'fak_reg_nosegr'
- # own['actionTimer'] = 11
- # #actionTimer = 9
- # skater.playAction('reg_fak_tailgr', 10,1, layer=trans_layer, play_mode=0, speed=1)
- # bdeck.playAction('b_reg_tailgR', 10,10, layer=trans_layer, play_mode=0, speed=1)
- # #trucks.playAction('a_reg_tailgR', 10,10, layer=trans_layer, play_mode=0, speed=1)
-
-
- # if requestAction == 'fak_reg_tailgl':
- # #stopActs()
- # own['actionState'] = 'fak_reg_tailgl'
- # actionState = 'fak_reg_tailgl'
- # own['actionTimer'] = 11
- # #actionTimer = 9
- # skater.playAction('reg_fak_nosegl', 10,1, layer=trans_layer, play_mode=0, speed=1)
- # bdeck.playAction('b_reg_nosegL', 10,10, layer=trans_layer, play_mode=0, speed=1)
- # #trucks.playAction('a_reg_nosegL', 10,10, layer=trans_layer, play_mode=0, speed=1)
- # if requestAction == 'fak_reg_tailgr':
- # #stopActs()
- # own['actionState'] = 'fak_reg_tailgr'
- # actionState = 'fak_reg_tailgr'
- # own['actionTimer'] = 11
- # #actionTimer = 9
- # skater.playAction('reg_fak_nosegr', 10,1, layer=trans_layer, play_mode=0, speed=1)
- # bdeck.playAction('b_reg_nosegR', 10,10, layer=trans_layer, play_mode=0, speed=1)
- # #trucks.playAction('a_reg_nosegR', 10,10, layer=trans_layer, play_mode=0, speed=1)
- # own['actionState'] = actionState
-
- # #######################################
- # #loop actions
- # ######################################
- # #check if request is possible
- # #if requestAction in requestActions_list:
- # if requestAction in requestActions_list and own['actionTimer'] == 0:
- # #print(requestAction)
- # #reg_turnLeft
- # if requestAction == 'reg_turnLeft':
- # actionState = 'reg_turnLeft'
- # #in
- # if l_actionState not in ['reg_turnLeft', 'reg_pump_left-leftb']:
- # skater.playAction('nreg_left', 1,10, layer=trans_layer, play_mode=0, speed=.5)
- # bdeck.playAction('b_reg_left', 1,10, layer=trans_layer, play_mode=0, speed=.5)
- # ##trucks.playAction('a_reg', 1,10, layer=trans_layer, play_mode=0, speed=.5)
- # #loop
- # else:
- # skater.playAction('nreg_left', 10,30, layer=loop_layer, play_mode=1, speed=.5)
- # bdeck.playAction('b_reg_left', 10,10, layer=loop_layer, play_mode=1, speed=.5)
- # ##trucks.playAction('a_reg', 10,10, layer=loop_layer, play_mode=1, speed=.5)
- # #reg_turnRight
- # if requestAction == 'reg_turnRight':
- # actionState = 'reg_turnRight'
- # #in
- # if l_actionState not in ['reg_turnRight', 'reg_pump_right-rightb']:
- # skater.playAction('nreg_right', 1,10, layer=trans_layer, play_mode=0, speed=.5)
- # bdeck.playAction('b_reg_right', 1,10, layer=trans_layer, play_mode=0, speed=.5)
- # #trucks.playAction('a_reg', 1,10, layer=trans_layer, play_mode=0, speed=.5)
- # #loop
- # else:
- # skater.playAction('nreg_right', 10,30, layer=loop_layer, play_mode=1, speed=.5)
- # bdeck.playAction('b_reg_right', 10,30, layer=loop_layer, play_mode=1, speed=.5)
- # #trucks.playAction('a_reg', 10,30, layer=loop_layer, play_mode=1, speed=.5)
- # #fak_turnLeft
- # if requestAction == 'fak_turnLeft':
- # actionState = 'fak_turnLeft'
- # #in
- # if l_actionState not in ['fak_turnLeft', 'fak_pump_left-leftb']:
- # skater.playAction('nfak_left', 1,10, layer=trans_layer, play_mode=0, speed=.5)
- # bdeck.playAction('b_reg_right', 1,10, layer=trans_layer, play_mode=0, speed=.5)
- # #trucks.playAction('a_reg', 1,10, layer=trans_layer, play_mode=0, speed=.5)
- # #loop
- # else:
- # skater.playAction('nfak_left', 10,30, layer=loop_layer, play_mode=1, speed=.5)
- # bdeck.playAction('b_reg_right', 10,30, layer=loop_layer, play_mode=1, speed=.5)
- # #trucks.playAction('a_reg', 10,30, layer=loop_layer, play_mode=1, speed=.5)
- # #fak_turnRight
- # if requestAction == 'fak_turnRight':
- # actionState = 'fak_turnRight'
- # #in
- # if l_actionState not in ['fak_turnRight', 'fak_pump_right-rightb']:
- # skater.playAction('nfak_right', 1,10, layer=trans_layer, play_mode=0, speed=.5)
- # bdeck.playAction('b_reg_left', 1,10, layer=trans_layer, play_mode=0, speed=.5)
- # #trucks.playAction('a_reg', 1,10, layer=trans_layer, play_mode=0, speed=.5)
- # #loop
- # else:
- # skater.playAction('nfak_right', 10,30, layer=loop_layer, play_mode=1, speed=.5)
- # bdeck.playAction('b_reg_left', 10,30, layer=loop_layer, play_mode=1, speed=.5)
- # #trucks.playAction('a_reg', 10,30, layer=loop_layer, play_mode=1, speed=.5)
-
- # #nfak_pump_right
-
- # if requestAction == 'reg_pump_left':
- # actionState = 'reg_pump_left'
- # #in
- # if l_actionState not in ['reg_pump_left', 'reg_pump_left-left', 'reg_left-pump']:
- # own['actionTimer'] = 18
- # skater.playAction('nreg_pump_left', 1,10, layer=trans_layer, play_mode=0, speed=.5)
- # bdeck.playAction('b_reg_left', 1,10, layer=trans_layer, play_mode=0, speed=.5)
- # ##trucks.playAction('a_reg', 1,10, layer=trans_layer, play_mode=0, speed=.5)
- # #loop
- # else:
- # skater.playAction('nreg_pump_left', 10,30, layer=loop_layer, play_mode=1, speed=.5)
- # bdeck.playAction('b_reg_left', 10,30, layer=loop_layer, play_mode=1, speed=.5)
- # ##trucks.playAction('a_reg', 10,30, layer=loop_layer, play_mode=1, speed=.5)
- # #reg_pump_right
- # if requestAction == 'reg_pump_right':
- # actionState = 'reg_pump_right'
- # #in
- # if l_actionState not in ['reg_pump_right', 'reg_pump_right-right', 'reg_right-pump']:
- # own['actionTimer'] = 18
- # skater.playAction('nreg_pump_right', 1,10, layer=trans_layer, play_mode=0, speed=.5)
- # bdeck.playAction('b_reg_right', 1,10, layer=trans_layer, play_mode=0, speed=.5)
- # #trucks.playAction('a_reg', 1,10, layer=trans_layer, play_mode=0, speed=.5)
- # #loop
- # else:
- # skater.playAction('nreg_pump_right', 10,30, layer=loop_layer, play_mode=1, speed=.5)
- # bdeck.playAction('b_reg_right', 10,30, layer=loop_layer, play_mode=1, speed=.5)
- # #trucks.playAction('a_reg', 10,30, layer=loop_layer, play_mode=1, speed=.5)
-
- # if requestAction == 'fak_pump_left':
- # actionState = 'fak_pump_left'
- # #in
- # if l_actionState not in ['fak_pump_left', 'fak_pump_left-left', 'fak_left-pump']:
- # own['actionTimer'] = 18
- # skater.playAction('nfak_pump_left', 1,10, layer=trans_layer, play_mode=0, speed=.5)
- # bdeck.playAction('b_reg_right', 1,10, layer=trans_layer, play_mode=0, speed=.5)
- # #trucks.playAction('a_reg', 1,10, layer=trans_layer, play_mode=0, speed=.5)
- # #loop
- # else:
- # skater.playAction('nfak_pump_left', 10,30, layer=loop_layer, play_mode=1, speed=.5)
- # bdeck.playAction('b_reg_right', 10,30, layer=loop_layer, play_mode=1, speed=.5)
- # #trucks.playAction('a_reg', 10,30, layer=loop_layer, play_mode=1, speed=.5)
- # #fak_turnRight
- # if requestAction == 'fak_pump_right':
- # actionState = 'fak_pump_right'
- # #in
- # if l_actionState not in ['fak_pump_right', 'fak_pump_right-right', 'fak_right-pump']:
- # own['actionTimer'] = 18
- # skater.playAction('nfak_pump_right', 1,10, layer=trans_layer, play_mode=0, speed=.5)
- # bdeck.playAction('b_reg_left', 1,10, layer=trans_layer, play_mode=0, speed=.5)
- # #trucks.playAction('a_reg', 1,10, layer=trans_layer, play_mode=0, speed=.5)
- # #loop
- # else:
- # skater.playAction('nfak_pump_right', 10,30, layer=loop_layer, play_mode=1, speed=.5)
- # bdeck.playAction('b_reg_left', 10,30, layer=loop_layer, play_mode=1, speed=.5)
- # #trucks.playAction('a_reg', 10,30, layer=loop_layer, play_mode=1, speed=.5)
-
-
-
-
-
- # #reg_fs_powerslide
- # if requestAction == 'reg_fs_powerslide':
- # actionState = 'reg_fs_powerslide'
- # if l_actionState != 'reg_fs_powerslide':
- # skater.playAction('nreg_powerslide', 0,20, layer=trans_layer, priority=8, play_mode=0, speed=1.5)
- # deck.playAction('a_reg_powerslide', 0,20, layer=trans_layer, priority=1, play_mode=0, speed=1.5)
- # trucks.playAction('a_reg_powerslide', 0,20, layer=trans_layer, priority=0, play_mode=0, speed=1.5)
- # else:
- # skater.playAction('nreg_powerslide', 20,80, layer=loop_layer, play_mode=1, speed=.5)
- # deck.playAction('a_reg_powerslide', 20,80, layer=loop_layer, play_mode=1, speed=.5)
- # trucks.playAction('a_reg_powerslide', 20,80, layer=loop_layer, play_mode=1, speed=.5)
- # #reg_powerslide
- # if requestAction == 'reg_powerslide':
- # actionState = 'reg_powerslide'
- # if l_actionState != 'reg_powerslide':
- # skater.playAction('nreg_powerslide2', 0,20, layer=trans_layer, play_mode=0, speed=1.5)
- # deck.playAction('a_reg_powerslide2_d', 0,20, layer=trans_layer, play_mode=0, speed=1.5)
- # trucks.playAction('a_reg_powerslide2_t', 0,20, layer=trans_layer, priority=0, play_mode=0, speed=1.5)
- # else:
- # skater.playAction('nreg_powerslide2', 20,80, layer=loop_layer, play_mode=1, speed=.5)
- # deck.playAction('a_reg_powerslide2_d', 20,80, layer=loop_layer, speed=.5)
- # trucks.playAction('a_reg_powerslide2_t', 20,80, layer=loop_layer, play_mode=1, speed=.5)
- # #fak_fs_powerslide
- # if requestAction == 'fak_fs_powerslide':
- # actionState = 'fak_fs_powerslide'
- # if l_actionState != 'fak_fs_powerslide':
- # skater.playAction('nfak_powerslide', 0,20, layer=trans_layer, play_mode=0, speed=1.5)
- # deck.playAction('a_fak_powerslide_d', 0,20, layer=trans_layer, play_mode=0, speed=1.5)
- # trucks.playAction('a_fak_powerslide_t', 0,20, layer=trans_layer, priority=0, play_mode=0, speed=1.5)
- # else:
- # skater.playAction('nfak_powerslide', 20,80, layer=loop_layer, play_mode=1, speed=.5)
- # deck.playAction('a_fak_powerslide_d', 20,80, layer=loop_layer, speed=.5)
- # trucks.playAction('a_fak_powerslide_t', 20,80, layer=loop_layer, play_mode=1, speed=.5)
- # #fak_powerslide
- # if requestAction == 'fak_powerslide':
- # actionState = 'fak_powerslide'
- # if l_actionState != 'fak_powerslide':
- # skater.playAction('nfak_powerslide2', 0,20, layer=trans_layer, play_mode=0, speed=1.5)
- # deck.playAction('a_fak_powerslide2_d', 0,20, layer=trans_layer, play_mode=0, speed=1.5)
- # trucks.playAction('a_fak_powerslide2_t', 0,20, layer=trans_layer, priority=0, play_mode=0, speed=1.5)
- # else:
- # skater.playAction('nfak_powerslide2', 20,80, layer=loop_layer, play_mode=1, speed=.5)
- # deck.playAction('a_fak_powerslide2_d', 20,80, layer=loop_layer, speed=.5)
- # trucks.playAction('a_fak_powerslide2_t', 20,80, layer=loop_layer, play_mode=1, speed=.5)
-
- # #reg_roll
- # if requestAction == 'reg_roll':
- # if l_actionState == 'reg_pump':
- # trans_playing = skater.isPlayingAction(trans_layer)
- # if trans_playing:
- # cur_frame = skater.getActionFrame(trans_layer)
- # #cur_frame -= 2
- # if trans_playing and cur_frame > 1:
- # skater.playAction('nreg_pump_in', cur_frame,1, layer=trans_layer, play_mode=0, speed=1)
- # bdeck.playAction('b_reg', cur_frame,1, layer=trans_layer, play_mode=0, speed=1)
- # #trucks.playAction('a_reg', cur_frame,1, layer=trans_layer, play_mode=0, speed=1)
- # #print(cur_frame)
- # else:
- # own['actionTimer'] = 20
- # skater.playAction('nreg_pump_in', 20,1, layer=trans_layer, play_mode=0, speed=1)
- # bdeck.playAction('b_reg', 20,1, layer=trans_layer, play_mode=0, speed=1)
- # #trucks.playAction('a_reg', 20,1, layer=trans_layer, play_mode=0, speed=1)
- # if l_actionState == 'reg_opos':
- # trans_playing = skater.isPlayingAction(trans_layer)
- # if trans_playing:
- # cur_frame = skater.getActionFrame(trans_layer)
- # if trans_playing and cur_frame > 1:
- # skater.playAction('noposin', cur_frame,1, layer=trans_layer, play_mode=0, speed=1)
- # bdeck.playAction('b_reg', cur_frame,1, layer=trans_layer, play_mode=0, speed=1)
- # #trucks.playAction('a_reg', cur_frame,1, layer=trans_layer, play_mode=0, speed=1)
- # else:
- # own['actionTimer'] = 20
- # skater.playAction('noposin', 20,1, layer=trans_layer, play_mode=0, speed=1)
- # bdeck.playAction('b_reg', 20,1, layer=trans_layer, play_mode=0, speed=1)
- # #trucks.playAction('a_reg', 20,1, layer=trans_layer, play_mode=0, speed=1)
- # if l_actionState == 'reg_nopos':
- # flipping = skater.isPlayingAction(flip_layer)
- # if flipping == 0:
- # trans_playing = skater.isPlayingAction(trans_layer)
- # if trans_playing:
- # cur_frame = skater.getActionFrame(trans_layer)
- # if trans_playing and cur_frame > 1:
- # skater.playAction('nnoposin', cur_frame,1, layer=trans_layer, play_mode=0, speed=1)
- # bdeck.playAction('b_reg', cur_frame,1, layer=trans_layer, play_mode=0, speed=1)
- # #trucks.playAction('a_reg', cur_frame,1, layer=trans_layer, play_mode=0, speed=1)
- # else:
- # own['actionTimer'] = 20
- # skater.playAction('nnoposin', 20,1, layer=trans_layer, play_mode=0, speed=1)
- # bdeck.playAction('b_reg', 20,1, layer=trans_layer, play_mode=0, speed=1)
- # #trucks.playAction('a_reg', 20,1, layer=trans_layer, play_mode=0, speed=1)
-
- # if l_actionState == 'reg_manual':
- # trans_playing = skater.isPlayingAction(trans_layer)
- # if trans_playing:
- # cur_frame = skater.getActionFrame(trans_layer)
- # cur_frame -= 2
- # if trans_playing and cur_frame > 1:
- # skater.playAction('reg_manual', cur_frame,1, layer=trans_layer, play_mode=0, speed=1)
- # bdeck.playAction('b_reg_manual', cur_frame,1, layer=trans_layer, play_mode=0, speed=1)
- # trucks.playAction('a_reg_manual', cur_frame,1, layer=trans_layer, play_mode=0, speed=1)
- # else:
- # skater.playAction('reg_manual', 10,1, layer=trans_layer, play_mode=0, speed=1)
- # bdeck.playAction('b_reg_manual', 10,1, layer=trans_layer, play_mode=0, speed=1)
- # trucks.playAction('a_reg_manual', 10,1, layer=trans_layer, play_mode=0, speed=1)
-
- # if l_actionState == 'reg_nmanual':
- # trans_playing = skater.isPlayingAction(trans_layer)
- # if trans_playing:
- # cur_frame = skater.getActionFrame(trans_layer)
- # cur_frame -= 2
- # if trans_playing and cur_frame > 1:
- # skater.playAction('reg_nmanual', cur_frame,1, layer=trans_layer, play_mode=0, speed=1)
- # bdeck.playAction('b_fak_manual', cur_frame,1, layer=trans_layer, play_mode=0, speed=1)
- # #trucks.playAction('a_fak_manual', cur_frame,1, layer=trans_layer, play_mode=0, speed=1)
- # else:
- # skater.playAction('reg_nmanual', 10,1, layer=trans_layer, play_mode=0, speed=1)
- # bdeck.playAction('b_fak_manual', 10,1, layer=trans_layer, play_mode=0, speed=1)
- # #trucks.playAction('a_fak_manual', 10,1, layer=trans_layer, play_mode=0, speed=1)
-
- # if l_actionState == 'reg_turnLeft':
- # trans_playing = skater.isPlayingAction(trans_layer)
-
- # if trans_playing:
- # cur_frame = skater.getActionFrame(trans_layer)
- # if trans_playing and cur_frame > 1:
- # skater.playAction('nreg_left', cur_frame,1, layer=trans_layer, play_mode=0, speed=.5)
- # bdeck.playAction('b_reg_left', cur_frame,1, layer=trans_layer, play_mode=0, speed=.5)
- # ##trucks.playAction('a_reg', cur_frame,1, layer=trans_layer, play_mode=0, speed=.5)
- # else:
- # own['actionTimer'] = 20
- # requestAction = 'reg_turnLeft_out'
- # actionState = 'reg_turnLeft_out'
- # skater.playAction('nreg_left', 10,1, layer=trans_layer, play_mode=0, speed=.5)
- # bdeck.playAction('b_reg_left', 10,1, layer=trans_layer, play_mode=0, speed=.5)
- # ##trucks.playAction('a_reg', 10,1, layer=trans_layer, play_mode=0, speed=.5)
- # if l_actionState == 'reg_turnRight':
- # trans_playing = skater.isPlayingAction(trans_layer)
- # if trans_playing:
- # cur_frame = skater.getActionFrame(trans_layer)
- # if trans_playing and cur_frame > 1:
- # skater.playAction('nreg_right', cur_frame,1, layer=trans_layer, play_mode=0, speed=.5)
- # bdeck.playAction('b_reg_right', cur_frame,1, layer=trans_layer, play_mode=0, speed=.5)
- # #trucks.playAction('a_reg', cur_frame,1, layer=trans_layer, play_mode=0, speed=.5)
- # else:
- # own['actionTimer'] = 20
- # requestAction = 'reg_turnRight_out'
- # actionState = 'reg_turnRight_out'
- # skater.playAction('nreg_right', 10,1, layer=trans_layer, play_mode=0, speed=.5)
- # bdeck.playAction('b_reg_right', 10,1, layer=trans_layer, play_mode=0, speed=.5)
- # #trucks.playAction('a_reg', 10,1, layer=trans_layer, play_mode=0, speed=.5)
-
-
- # if requestAction == 'reg_roll':
- # actionState = 'reg_roll'
- # skater.playAction('nreg', 1,60, layer=loop_layer, play_mode=1, speed=.5)
- # bdeck.playAction('b_reg', 1,40, layer=loop_layer, play_mode=1, speed=.5)
- # #trucks.playAction('a_reg', 1,40, layer=loop_layer, play_mode=1, speed=.5)
-
-
- # #fak_roll
- # if requestAction == 'fak_roll':
- # if l_actionState == 'fak_pump':
- # trans_playing = skater.isPlayingAction(trans_layer)
- # if trans_playing:
- # cur_frame = skater.getActionFrame(trans_layer)
- # if trans_playing and cur_frame > 1:
- # skater.playAction('nfak_pump_in', cur_frame,1, layer=trans_layer, play_mode=0, speed=1)
- # bdeck.playAction('b_reg', cur_frame,1, layer=trans_layer, play_mode=0, speed=1)
- # #trucks.playAction('a_reg', cur_frame,1, layer=trans_layer, play_mode=0, speed=1)
- # else:
- # own['actionTimer'] = 20
- # skater.playAction('nfak_pump_in', 20,1, layer=trans_layer, play_mode=0, speed=1)
- # bdeck.playAction('b_reg', 20,1, layer=trans_layer, play_mode=0, speed=1)
- # #trucks.playAction('a_reg', 20,1, layer=trans_layer, play_mode=0, speed=1)
- # if l_actionState == 'fak_opos':
- # trans_playing = skater.isPlayingAction(trans_layer)
- # if trans_playing:
- # cur_frame = skater.getActionFrame(trans_layer)
- # if trans_playing and cur_frame > 1:
- # skater.playAction('fak_oposin', cur_frame,1, layer=trans_layer, play_mode=0, speed=1)
- # bdeck.playAction('b_reg', cur_frame,1, layer=trans_layer, play_mode=0, speed=1)
- # #trucks.playAction('a_reg', cur_frame,1, layer=trans_layer, play_mode=0, speed=1)
-
- # else:
- # own['actionTimer'] = 20
- # skater.playAction('fak_oposin', 20,1, layer=trans_layer, play_mode=0, speed=1)
- # bdeck.playAction('b_reg', 20,1, layer=trans_layer, play_mode=0, speed=1)
- # #trucks.playAction('a_reg', 20,1, layer=trans_layer, play_mode=0, speed=1)
- # if l_actionState == 'fak_nopos':
- # trans_playing = skater.isPlayingAction(trans_layer)
- # if trans_playing:
- # cur_frame = skater.getActionFrame(trans_layer)
- # if trans_playing and cur_frame > 1:
- # skater.playAction('fak_noposin', cur_frame,1, layer=trans_layer, play_mode=0, speed=1)
- # bdeck.playAction('b_reg', cur_frame,1, layer=trans_layer, play_mode=0, speed=1)
- # #trucks.playAction('a_reg', cur_frame,1, layer=trans_layer, play_mode=0, speed=1)
- # else:
- # own['actionTimer'] = 20
- # skater.playAction('fak_noposin', 20,1, layer=trans_layer, play_mode=0, speed=1)
- # bdeck.playAction('b_reg', 20,1, layer=trans_layer, play_mode=0, speed=1)
- # #trucks.playAction('a_reg', 20,1, layer=trans_layer, play_mode=0, speed=1)
- # if l_actionState == 'fak_manual':
- # trans_playing = skater.isPlayingAction(trans_layer)
- # if trans_playing:
- # cur_frame = skater.getActionFrame(trans_layer)
- # #cur_frame -= 2
- # if trans_playing and cur_frame > 1:
- # skater.playAction('fak_manual', cur_frame,1, layer=trans_layer, play_mode=0, speed=1)
- # bdeck.playAction('b_fak_manual', cur_frame,1, layer=trans_layer, play_mode=0, speed=1)
- # #trucks.playAction('a_fak_manual', cur_frame,1, layer=trans_layer, play_mode=0, speed=1)
- # else:
- # skater.playAction('fak_manual', 10,1, layer=trans_layer, play_mode=0, speed=1)
- # bdeck.playAction('b_fak_manual', 10,1, layer=trans_layer, play_mode=0, speed=1)
- # #trucks.playAction('a_fak_manual', 10,1, layer=trans_layer, play_mode=0, speed=1)
-
- # if l_actionState == 'fak_nmanual':
- # trans_playing = skater.isPlayingAction(trans_layer)
- # if trans_playing:
- # cur_frame = skater.getActionFrame(trans_layer)
- # #cur_frame -= 2
- # if trans_playing and cur_frame > 1:
- # skater.playAction('fak_nmanual', cur_frame,1, layer=trans_layer, play_mode=0, speed=1)
- # bdeck.playAction('b_reg_manual', cur_frame,1, layer=trans_layer, play_mode=0, speed=1)
- # trucks.playAction('a_reg_manual', cur_frame,1, layer=trans_layer, play_mode=0, speed=1)
- # else:
- # skater.playAction('fak_nmanual', 10,1, layer=trans_layer, play_mode=0, speed=1)
- # bdeck.playAction('b_reg_manual', 10,1, layer=trans_layer, play_mode=0, speed=1)
- # trucks.playAction('a_reg_manual', 10,1, layer=trans_layer, play_mode=0, speed=1)
-
- # if l_actionState == 'fak_turnLeft':
- # trans_playing = skater.isPlayingAction(trans_layer)
- # if trans_playing:
- # cur_frame = skater.getActionFrame(trans_layer)
- # #cur_frame -= 2
- # if trans_playing and cur_frame > 1:
- # skater.playAction('nfak_left', cur_frame,1, layer=trans_layer, play_mode=0, speed=.5)
- # bdeck.playAction('b_reg_right', cur_frame,1, layer=trans_layer, play_mode=0, speed=.5)
- # #trucks.playAction('a_reg', cur_frame,1, layer=trans_layer, play_mode=0, speed=.5)
- # else:
- # skater.playAction('nfak_left', 10,1, layer=trans_layer, play_mode=0, speed=.5)
- # bdeck.playAction('b_reg_right', 10,1, layer=trans_layer, play_mode=0, speed=.5)
- # #trucks.playAction('a_reg', 20,1, layer=trans_layer, play_mode=0, speed=.5)
- # if l_actionState == 'fak_turnRight':
- # trans_playing = skater.isPlayingAction(trans_layer)
- # if trans_playing:
- # cur_frame = skater.getActionFrame(trans_layer)
- # #cur_frame -= 2
- # if trans_playing and cur_frame > 1:
- # skater.playAction('nfak_right', cur_frame,1, layer=trans_layer, play_mode=0, speed=.5)
- # bdeck.playAction('b_reg_left', cur_frame,1, layer=trans_layer, play_mode=0, speed=.5)
- # #trucks.playAction('a_reg', cur_frame,1, layer=trans_layer, play_mode=0, speed=.5)
- # else:
- # skater.playAction('nfak_right', 10,1, layer=trans_layer, play_mode=0, speed=.5)
- # bdeck.playAction('b_reg_left', 10,1, layer=trans_layer, play_mode=0, speed=.5)
- # #trucks.playAction('a_reg', 10,1, layer=trans_layer, play_mode=0, speed=.5)
-
- # if requestAction == 'fak_roll':
- # actionState = 'fak_roll'
- # skater.playAction('nfak', 1,60, layer=loop_layer, play_mode=1, speed=.5)
- # bdeck.playAction('b_reg', 1,40, layer=loop_layer, play_mode=1, speed=.5)
- # #trucks.playAction('a_reg', 1,40, layer=loop_layer, play_mode=1, speed=.5)
-
- # #reg_opos
- # if requestAction == 'reg_opos' and own['actionTimer'] == 0:
- # actionState = 'reg_opos'
- # #in
- # if l_actionState != 'reg_opos':
- # skater.playAction('noposin', 1,20, layer=trans_layer, play_mode=0, speed=1)
- # bdeck.playAction('b_reg', 1,20, layer=trans_layer, play_mode=0, speed=1)
- # #trucks.playAction('a_reg', 1,20, layer=trans_layer, play_mode=0, speed=1)
- # #loop
- # else:
-
- # skater.playAction('nopos', 1,40, layer=loop_layer, play_mode=1, speed=1)
- # bdeck.playAction('b_reg', 1,40, layer=loop_layer, play_mode=1, speed=1)
- # #trucks.playAction('a_reg', 1,40, layer=loop_layer, play_mode=1, speed=1)
-
- # #fak_opos
- # if requestAction == 'fak_opos':
- # actionState = 'fak_opos'
- # #in
- # if l_actionState != 'fak_opos':
- # skater.playAction('fak_oposin', 1,20, layer=trans_layer, play_mode=0, speed=1)
- # bdeck.playAction('b_reg', 1,20, layer=trans_layer, play_mode=0, speed=1)
- # #trucks.playAction('a_reg', 1,20, layer=trans_layer, play_mode=0, speed=1)
- # #loop
- # else:
- # skater.playAction('fak_opos', 1,40, layer=loop_layer, play_mode=1, speed=1)
- # bdeck.playAction('b_reg', 1,40, layer=loop_layer, play_mode=1, speed=1)
- # #trucks.playAction('a_reg', 1,40, layer=loop_layer, play_mode=1, speed=1)
-
- # #reg_nopos
- # if requestAction == 'reg_nopos':
- # actionState = 'reg_nopos'
- # #in
- # if l_actionState != 'reg_nopos':
- # skater.playAction('nnoposin', 1,20, layer=trans_layer, play_mode=0, speed=1)
- # bdeck.playAction('b_reg', 1,20, layer=trans_layer, play_mode=0, speed=1)
- # #trucks.playAction('a_reg', 1,20, layer=trans_layer, play_mode=0, speed=1)
- # #loop
- # else:
- # skater.playAction('nnopos', 1,40, layer=loop_layer, play_mode=1, speed=1)
- # bdeck.playAction('b_reg', 1,40, layer=loop_layer, play_mode=1, speed=1)
- # #trucks.playAction('a_reg', 1,40, layer=loop_layer, play_mode=1, speed=1)
-
- # #fak_nopos
- # if requestAction == 'fak_nopos':
- # actionState = 'fak_nopos'
- # #in
- # if l_actionState != 'fak_nopos':
- # skater.playAction('fak_noposin', 1,20, layer=trans_layer, play_mode=0, speed=1)
- # bdeck.playAction('b_reg', 1,20, layer=trans_layer, play_mode=0, speed=1)
- # #trucks.playAction('a_reg', 1,20, layer=trans_layer, play_mode=0, speed=1)
- # #loop
- # else:
- # skater.playAction('fak_nopos', 1,40, layer=loop_layer, play_mode=1, speed=1)
- # bdeck.playAction('b_reg', 1,40, layer=loop_layer, play_mode=1, speed=1)
- # #trucks.playAction('a_reg', 1,40, layer=loop_layer, play_mode=1, speed=1)
-
- # #reg_pump
- # if requestAction == 'reg_pump':
- # actionState = 'reg_pump'
- # if l_actionState not in ['reg_pump', 'reg_pump_left', 'reg_pump_right', 'reg_pump_left_out', 'reg_pump_right_out', 'reg_pump_right-rightb', 'reg_pump_left-leftb']:
- # skater.playAction('nreg_pump_in', 1,20, layer=trans_layer, play_mode=0, speed=1)
- # #skater.playAction('noposin', 1,20, layer=trans_layer, play_mode=0, speed=1)
- # bdeck.playAction('b_reg', 1,20, layer=trans_layer, play_mode=0, speed=1)
- # #trucks.playAction('a_reg', 1,20, layer=trans_layer, play_mode=0, speed=1)
- # else:
- # own['actionTimer'] = 0
- # skater.playAction('nreg_pump', 1,60, layer=loop_layer, play_mode=1, speed=.5)
- # #skater.playAction('nopos', 1,40, layer=loop_layer, play_mode=1, speed=.5)
- # bdeck.playAction('b_reg', 1,60, layer=loop_layer, play_mode=1, speed=1)
- # #trucks.playAction('a_reg', 1,60, layer=loop_layer, play_mode=1, speed=1)
-
- # #fak_pump
- # if requestAction == 'fak_pump':
- # actionState = 'fak_pump'
- # if l_actionState not in ['fak_pump', 'fak_pump_left', 'fak_pump_right', 'fak_pump_left_out', 'fak_pump_right_out', 'fak_pump_right-rightb', 'fak_pump_left-leftb']:
-
- # skater.playAction('nfak_pump_in', 1,20, layer=trans_layer, play_mode=0, speed=1)
- # bdeck.playAction('b_reg', 1,20, layer=trans_layer, play_mode=0, speed=1)
- # #trucks.playAction('a_reg', 1,20, layer=trans_layer, play_mode=0, speed=1)
- # else:
- # own['actionTimer'] = 0
- # skater.playAction('nfak_pump.001', 1,60, layer=loop_layer, play_mode=1, speed=.5)
- # bdeck.playAction('b_reg', 1,60, layer=loop_layer, play_mode=1, speed=1)
- # #trucks.playAction('a_reg', 1,60, layer=loop_layer, play_mode=1, speed=1)
-
- # #reg_manual
- # if requestAction == 'reg_manual':
- # actionState = 'reg_manual'
- # #in
- # if l_requestAction != 'reg_manual' and l_actionState != ('reg_air_tail', 'reg_manual_out'):
- # skater.playAction('reg_manual', 1,10, layer=trans_layer, play_mode=0, speed=1)
- # bdeck.playAction('b_reg_manual', 1,10, layer=trans_layer, play_mode=0, speed=1)
- # trucks.playAction('a_reg_manual', 1,10, layer=trans_layer, play_mode=0, speed=1)
- # if l_requestAction != 'reg_manual' and l_actionState == 'reg_air_tail':
- # own['actionTimer'] = 20
- # actionState = 'reg_air_tail to manual'
- # skater.playAction('reg_manual', 90,110, layer=trans_layer, play_mode=0, speed=1)
- # bdeck.playAction('b_reg_manual', 90,110, layer=trans_layer, play_mode=0, speed=1)
- # trucks.playAction('a_reg_manual', 90,110, layer=trans_layer, play_mode=0, speed=1)
- # #loop
- # else:
- # skater.playAction('reg_manual', 10,70, layer=loop_layer, play_mode=1, speed=.5)
- # bdeck.playAction('b_reg_manual', 10,70, layer=loop_layer, play_mode=1, speed=.5)
- # trucks.playAction('a_reg_manual', 10,70, layer=loop_layer, play_mode=1, speed=.5)
- # #fak_manual
- # if requestAction == 'fak_manual':
- # actionState = 'fak_manual'
- # #in
- # if l_requestAction != 'fak_manual' and l_actionState not in ('fak_air_tail', 'reg_manual_revert_ccw', 'fak_manual_out'):
- # skater.playAction('fak_manual', 1,10, layer=trans_layer, play_mode=0, speed=1)
- # bdeck.playAction('b_fak_manual', 1,10, layer=trans_layer, play_mode=0, speed=1)
- # #trucks.playAction('a_fak_manual', 1,10, layer=trans_layer, play_mode=0, speed=1)
- # if l_requestAction != 'fak_manual' and l_actionState == 'fak_air_tail':
- # own['actionTimer'] = 20
- # actionState = 'fak_air_tail to manual'
- # skater.playAction('fak_manual', 90,110, layer=trans_layer, play_mode=0, speed=1)
- # bdeck.playAction('b_fak_manual', 90,110, layer=trans_layer, play_mode=0, speed=1)
- # #trucks.playAction('a_fak_manual', 90,110, layer=trans_layer, play_mode=0, speed=1)
- # #loop
- # else:
- # skater.playAction('fak_manual', 10,70, layer=loop_layer, play_mode=1, speed=.5)
- # bdeck.playAction('b_fak_manual', 10,70, layer=loop_layer, play_mode=1, speed=.5)
- # #trucks.playAction('a_fak_manual', 10,70, layer=loop_layer, play_mode=1, speed=.5)
-
- # #reg_nmanual
- # if requestAction == 'reg_nmanual':
- # actionState = 'reg_nmanual'
- # #in
- # if l_requestAction != 'reg_nmanual' and l_actionState != 'reg_air_nose':
- # skater.playAction('reg_nmanual', 1,10, layer=trans_layer, play_mode=0, speed=1)
- # bdeck.playAction('b_fak_manual', 1,10, layer=trans_layer, play_mode=0, speed=1)
- # #trucks.playAction('a_fak_manual', 1,10, layer=trans_layer, play_mode=0, speed=1)
- # if l_requestAction != 'reg_nmanual' and l_actionState not in ('fak_manual_revert_ccw', 'reg_nmanual_out'):
- # own['actionTimer'] = 20
- # actionState = 'reg_air_nose to nmanual'
- # skater.playAction('reg_nmanual', 90,110, layer=trans_layer, play_mode=0, speed=1)
- # bdeck.playAction('b_fak_manual', 90,110, layer=trans_layer, play_mode=0, speed=1)
- # #trucks.playAction('a_fak_manual', 90,110, layer=trans_layer, play_mode=0, speed=1)
- # #loop
- # else:
- # skater.playAction('reg_nmanual', 10,70, layer=loop_layer, play_mode=1, speed=.5)
- # bdeck.playAction('b_fak_manual', 10,70, layer=loop_layer, play_mode=1, speed=.5)
- # #trucks.playAction('a_fak_manual', 10,70, layer=loop_layer, play_mode=1, speed=.5)
- # #fak_nmanual
- # if requestAction == 'fak_nmanual':
- # actionState = 'fak_nmanual'
- # #in
- # if l_requestAction != 'fak_nmanual' and l_actionState not in ('fak_air_nose', 'reg_manual_revert_ccw', 'fak_nmanual_out'):
- # skater.playAction('fak_nmanual', 1,10, layer=trans_layer, play_mode=0, speed=1)
- # bdeck.playAction('b_reg_manual', 1,10, layer=trans_layer, play_mode=0, speed=1)
- # trucks.playAction('a_reg_manual', 1,10, layer=trans_layer, play_mode=0, speed=1)
- # if l_requestAction != 'fak_nmanual' and l_actionState == 'fak_air_nose':
- # own['actionTimer'] = 20
- # actionState = 'fak_air_nose to nmanual'
- # skater.playAction('fak_nmanual', 90,110, layer=trans_layer, play_mode=0, speed=1)
- # bdeck.playAction('b_reg_manual', 90,110, layer=trans_layer, play_mode=0, speed=1)
- # trucks.playAction('a_reg_manual', 90,110, layer=trans_layer, play_mode=0, speed=1)
- # #loop
- # else:
- # skater.playAction('fak_nmanual', 10,70, layer=loop_layer, play_mode=1, speed=.5)
- # bdeck.playAction('b_reg_manual', 10,70, layer=loop_layer, play_mode=1, speed=.5)
- # trucks.playAction('a_reg_manual', 10,70, layer=loop_layer, play_mode=1, speed=.5)
-
- # if requestAction == 'reg_air':
- # actionState = 'reg_air'
- # skater.playAction('reg_air', 1,60, layer=loop_layer, play_mode=1, speed=.5)
- # bdeck.playAction('b_reg', 1,2, layer=loop_layer, play_mode=1, speed=.5)
- # #trucks.playAction('a_reg', 1,2, layer=loop_layer, play_mode=1, speed=.5)
- # if requestAction == 'fak_air':
- # actionState = 'fak_air'
- # skater.playAction('fak_air', 1,60, layer=loop_layer, play_mode=1, speed=.5)
- # bdeck.playAction('b_reg', 1,2, layer=loop_layer, play_mode=1, speed=.5)
- # #trucks.playAction('a_reg', 1,2, layer=loop_layer, play_mode=1, speed=.5)
- # if requestAction == 'frontside_grab':
- # actionState = 'frontside_grab'
- # if l_actionState != 'frontside_grab':
- # skater.playAction('reg_fg', 1,10, layer=trans_layer, play_mode=0, speed=1)
- # bdeck.playAction('b_reg', 1,10, layer=trans_layer, play_mode=0, speed=1)
- # #trucks.playAction('a_reg', 1,10, layer=trans_layer, play_mode=0, speed=1)
- # else:
- # skater.playAction('reg_fg', 10,30, layer=loop_layer, play_mode=1, speed=.5)
- # bdeck.playAction('b_reg', 10,30, layer=loop_layer, play_mode=1, speed=.5)
- # #trucks.playAction('a_reg', 10,30, layer=loop_layer, play_mode=1, speed=.5)
- # if requestAction == 'backside_grab':
- # actionState = 'backside_grab'
- # if l_actionState != 'backside_grab':
- # skater.playAction('reg_bsg2', 1,10, layer=trans_layer, play_mode=0, speed=1)
- # bdeck.playAction('b_reg', 1,10, layer=trans_layer, play_mode=0, speed=1)
- # #trucks.playAction('a_reg', 1,10, layer=trans_layer, play_mode=0, speed=1)
- # else:
- # skater.playAction('reg_bsg2', 10,30, layer=loop_layer, play_mode=1, speed=.5)
- # bdeck.playAction('b_reg', 10,30, layer=loop_layer, play_mode=1, speed=.5)
- # #trucks.playAction('a_reg', 10,30, layer=loop_layer, play_mode=1, speed=.5)
-
- # if requestAction == 'fak_frontside_grab':
- # actionState = 'fak_frontside_grab'
- # if l_actionState != 'fak_frontside_grab':
- # skater.playAction('fak_fg', 1,10, layer=trans_layer, play_mode=0, speed=1)
- # bdeck.playAction('b_reg', 1,10, layer=trans_layer, play_mode=0, speed=1)
- # #trucks.playAction('a_reg', 1,10, layer=trans_layer, play_mode=0, speed=1)
- # else:
- # skater.playAction('fak_fg', 10,30, layer=loop_layer, play_mode=1, speed=.5)
- # bdeck.playAction('b_reg', 10,30, layer=loop_layer, play_mode=1, speed=.5)
- # #trucks.playAction('a_reg', 10,30, layer=loop_layer, play_mode=1, speed=.5)
- # if requestAction == 'fak_backside_grab':
- # actionState = 'fak_backside_grab'
- # if l_actionState != 'fak_backside_grab':
- # skater.playAction('fak_bg', 1,10, layer=trans_layer, play_mode=0, speed=1)
- # bdeck.playAction('b_reg', 1,10, layer=trans_layer, play_mode=0, speed=1)
- # #trucks.playAction('a_reg', 1,10, layer=trans_layer, play_mode=0, speed=1)
- # else:
- # skater.playAction('fak_bg', 10,30, layer=loop_layer, play_mode=1, speed=.5)
- # bdeck.playAction('b_reg', 10,30, layer=loop_layer, play_mode=1, speed=.5)
- # #trucks.playAction('a_reg', 10,30, layer=loop_layer, play_mode=1, speed=.5)
- # if requestAction == 'frontside_nose_grab':
- # actionState = 'frontside_nose_grab'
- # if l_actionState != 'frontside_nose_grab':
- # skater.playAction('frontside_nose_grab', 1,10, layer=trans_layer, play_mode=0, speed=1)
- # bdeck.playAction('b_reg', 1,10, layer=trans_layer, play_mode=0, speed=1)
- # #trucks.playAction('a_reg', 1,10, layer=trans_layer, play_mode=0, speed=1)
- # else:
- # skater.playAction('frontside_nose_grab', 10,30, layer=loop_layer, play_mode=1, speed=.5)
- # bdeck.playAction('b_reg', 10,30, layer=loop_layer, play_mode=1, speed=.5)
- # #trucks.playAction('a_reg', 10,30, layer=loop_layer, play_mode=1, speed=.5)
- # if requestAction == 'backside_nose_grab':
- # actionState = 'backside_nose_grab'
- # if l_actionState != 'backside_nose_grab':
- # skater.playAction('backside_nose_grab', 1,10, layer=trans_layer, play_mode=0, speed=1)
- # bdeck.playAction('b_reg', 1,10, layer=trans_layer, play_mode=0, speed=1)
- # #trucks.playAction('a_reg', 1,10, layer=trans_layer, play_mode=0, speed=1)
- # else:
- # skater.playAction('backside_nose_grab', 10,30, layer=loop_layer, play_mode=1, speed=.5)
- # bdeck.playAction('b_reg', 10,30, layer=loop_layer, play_mode=1, speed=.5)
- # #trucks.playAction('a_reg', 10,30, layer=loop_layer, play_mode=1, speed=.5)
- # if requestAction == 'fak_frontside_nose_grab':
- # actionState = 'fak_frontside_nose_grab'
- # if l_actionState != 'fak_frontside_nose_grab':
- # skater.playAction('fak_frontside_nose_grab', 1,10, layer=trans_layer, play_mode=0, speed=1)
- # bdeck.playAction('b_reg', 1,10, layer=trans_layer, play_mode=0, speed=1)
- # #trucks.playAction('a_reg', 1,10, layer=trans_layer, play_mode=0, speed=1)
- # else:
- # skater.playAction('fak_frontside_nose_grab', 10,30, layer=loop_layer, play_mode=1, speed=.5)
- # bdeck.playAction('b_reg', 10,30, layer=loop_layer, play_mode=1, speed=.5)
- # #trucks.playAction('a_reg', 10,30, layer=loop_layer, play_mode=1, speed=.5)
- # if requestAction == 'fak_backside_nose_grab':
- # actionState = 'fak_backside_nose_grab'
- # if l_actionState != 'fak_backside_nose_grab':
- # skater.playAction('fak_backside_nose_grab', 1,10, layer=trans_layer, play_mode=0, speed=1)
- # bdeck.playAction('b_reg', 1,10, layer=trans_layer, play_mode=0, speed=1)
- # #trucks.playAction('a_reg', 1,10, layer=trans_layer, play_mode=0, speed=1)
- # else:
- # skater.playAction('fak_backside_nose_grab', 10,30, layer=loop_layer, play_mode=1, speed=.5)
- # bdeck.playAction('b_reg', 10,30, layer=loop_layer, play_mode=1, speed=.5)
- # #trucks.playAction('a_reg', 10,30, layer=loop_layer, play_mode=1, speed=.5)
-
- # if requestAction == 'frontside_tail_grab':
- # actionState = 'frontside_tail_grab'
- # if l_actionState != 'frontside_tail_grab':
- # skater.playAction('frontside_tail_grab', 1,10, layer=trans_layer, play_mode=0, speed=1)
- # bdeck.playAction('b_reg', 1,10, layer=trans_layer, play_mode=0, speed=1)
- # #trucks.playAction('a_reg', 1,10, layer=trans_layer, play_mode=0, speed=1)
- # else:
- # skater.playAction('frontside_tail_grab', 10,30, layer=loop_layer, play_mode=1, speed=.5)
- # bdeck.playAction('b_reg', 10,30, layer=loop_layer, play_mode=1, speed=.5)
- # #trucks.playAction('a_reg', 10,30, layer=loop_layer, play_mode=1, speed=.5)
- # if requestAction == 'backside_tail_grab':
- # actionState = 'backside_tail_grab'
- # if l_actionState != 'backside_tail_grab':
- # skater.playAction('backside_tail_grab', 1,10, layer=trans_layer, play_mode=0, speed=1)
- # bdeck.playAction('b_reg', 1,10, layer=trans_layer, play_mode=0, speed=1)
- # #trucks.playAction('a_reg', 1,10, layer=trans_layer, play_mode=0, speed=1)
- # else:
- # skater.playAction('backside_tail_grab', 10,30, layer=loop_layer, play_mode=1, speed=.5)
- # bdeck.playAction('b_reg', 10,30, layer=loop_layer, play_mode=1, speed=.5)
- # #trucks.playAction('a_reg', 10,30, layer=loop_layer, play_mode=1, speed=.5)
- # if requestAction == 'fak_frontside_tail_grab':
- # actionState = 'fak_frontside_tail_grab'
- # if l_actionState != 'fak_frontside_tail_grab':
- # skater.playAction('fak_frontside_tail_grab', 1,10, layer=trans_layer, play_mode=0, speed=1)
- # bdeck.playAction('b_reg', 1,10, layer=trans_layer, play_mode=0, speed=1)
- # #trucks.playAction('a_reg', 1,10, layer=trans_layer, play_mode=0, speed=1)
- # else:
- # skater.playAction('fak_frontside_tail_grab', 10,30, layer=loop_layer, play_mode=1, speed=.5)
- # bdeck.playAction('b_reg', 10,30, layer=loop_layer, play_mode=1, speed=.5)
- # #trucks.playAction('a_reg', 10,30, layer=loop_layer, play_mode=1, speed=.5)
- # if requestAction == 'fak_backside_tail_grab':
- # actionState = 'fak_backside_tail_grab'
- # if l_actionState != 'fak_backside_tail_grab':
- # skater.playAction('fak_backside_tail_grab', 1,10, layer=trans_layer, play_mode=0, speed=1)
- # bdeck.playAction('b_reg', 1,10, layer=trans_layer, play_mode=0, speed=1)
- # #trucks.playAction('a_reg', 1,10, layer=trans_layer, play_mode=0, speed=1)
- # else:
- # skater.playAction('fak_backside_tail_grab', 10,30, layer=loop_layer, play_mode=1, speed=.5)
- # bdeck.playAction('b_reg', 10,30, layer=loop_layer, play_mode=1, speed=.5)
- # #trucks.playAction('a_reg', 10,30, layer=loop_layer, play_mode=1, speed=.5)
-
- # if requestAction == 'reg_judo':
- # actionState = 'reg_judo'
- # if l_actionState != 'reg_judo':
- # skater.playAction('reg_judo', 1,10, layer=trans_layer, play_mode=0, speed=.5)
- # bdeck.playAction('b_reg', 1,10, layer=trans_layer, play_mode=0, speed=.5)
- # #trucks.playAction('a_reg', 1,10, layer=trans_layer, play_mode=0, speed=.5)
- # else:
- # skater.playAction('reg_judo', 10,30, layer=loop_layer, play_mode=1, speed=1)
- # bdeck.playAction('b_reg', 10,30, layer=loop_layer, play_mode=1, speed=1)
- # #trucks.playAction('a_reg', 10,30, layer=loop_layer, play_mode=1, speed=1)
- # if requestAction == 'fak_judo':
- # actionState = 'fak_judo'
- # if l_actionState != 'fak_judo':
- # skater.playAction('fak_judo', 1,10, layer=trans_layer, play_mode=0, speed=.5)
- # bdeck.playAction('b_reg', 1,10, layer=trans_layer, play_mode=0, speed=.5)
- # #trucks.playAction('a_reg', 1,10, layer=trans_layer, play_mode=0, speed=.5)
- # else:
- # skater.playAction('fak_judo', 10,30, layer=loop_layer, play_mode=1, speed=1)
- # bdeck.playAction('b_reg', 10,30, layer=loop_layer, play_mode=1, speed=1)
- # #trucks.playAction('a_reg', 10,30, layer=loop_layer, play_mode=1, speed=1)
-
-
- # if requestAction == 'reg_frigid':
- # actionState = 'reg_frigid'
- # if l_actionState != 'reg_frigid':
- # skater.playAction('reg_frigid', 1,10, layer=trans_layer, play_mode=0, speed=.5)
- # bdeck.playAction('b_reg', 1,10, layer=trans_layer, play_mode=0, speed=.5)
- # #trucks.playAction('a_reg', 1,10, layer=trans_layer, play_mode=0, speed=.5)
- # else:
- # skater.playAction('reg_frigid', 10,30, layer=loop_layer, play_mode=1, speed=1)
- # bdeck.playAction('b_reg', 10,30, layer=loop_layer, play_mode=1, speed=1)
- # #trucks.playAction('a_reg', 10,30, layer=loop_layer, play_mode=1, speed=1)
- # if requestAction == 'fak_frigid':
- # actionState = 'fak_frigid'
- # if l_actionState != 'fak_frigid':
- # skater.playAction('fak_frigid', 1,10, layer=trans_layer, play_mode=0, speed=.5)
- # bdeck.playAction('b_reg', 1,10, layer=trans_layer, play_mode=0, speed=.5)
- # #trucks.playAction('a_reg', 1,10, layer=trans_layer, play_mode=0, speed=.5)
- # else:
- # skater.playAction('fak_frigid', 10,30, layer=loop_layer, play_mode=1, speed=1)
- # bdeck.playAction('b_reg', 10,30, layer=loop_layer, play_mode=1, speed=1)
- # #trucks.playAction('a_reg', 10,30, layer=loop_layer, play_mode=1, speed=1)
- # if requestAction == 'reg_fsonefoot':
- # actionState = 'reg_fsonefoot'
- # if l_actionState != 'reg_fsonefoot':
- # skater.playAction('reg_fsonefoot', 1,10, layer=trans_layer, play_mode=0, speed=.5)
- # bdeck.playAction('b_reg', 1,10, layer=trans_layer, play_mode=0, speed=.5)
- # #trucks.playAction('a_reg', 1,10, layer=trans_layer, play_mode=0, speed=.5)
- # else:
- # skater.playAction('reg_fsonefoot', 10,30, layer=loop_layer, play_mode=1, speed=1)
- # bdeck.playAction('b_reg', 10,30, layer=loop_layer, play_mode=1, speed=1)
- # #trucks.playAction('a_reg', 10,30, layer=loop_layer, play_mode=1, speed=1)
- # if requestAction == 'fak_fsonefoot':
- # actionState = 'fak_fsonefoot'
- # if l_actionState != 'fak_fsonefoot':
- # skater.playAction('fak_fsonefoot', 1,10, layer=trans_layer, play_mode=0, speed=.5)
- # bdeck.playAction('b_reg', 1,10, layer=trans_layer, play_mode=0, speed=.5)
- # #trucks.playAction('a_reg', 1,10, layer=trans_layer, play_mode=0, speed=.5)
- # else:
- # skater.playAction('fak_fsonefoot', 10,30, layer=loop_layer, play_mode=1, speed=1)
- # bdeck.playAction('b_reg', 10,30, layer=loop_layer, play_mode=1, speed=1)
- # #trucks.playAction('a_reg', 10,30, layer=loop_layer, play_mode=1, speed=1)
- # if requestAction == 'reg_onefoot':
- # actionState = 'reg_onefoot'
- # if l_actionState != 'reg_onefoot':
- # skater.playAction('reg_onefoot', 1,10, layer=trans_layer, play_mode=0, speed=.5)
- # bdeck.playAction('b_reg', 1,10, layer=trans_layer, play_mode=0, speed=.5)
- # #trucks.playAction('a_reg', 1,10, layer=trans_layer, play_mode=0, speed=.5)
- # else:
- # skater.playAction('reg_onefoot', 10,30, layer=loop_layer, play_mode=1, speed=1)
- # bdeck.playAction('b_reg', 10,30, layer=loop_layer, play_mode=1, speed=1)
- # #trucks.playAction('a_reg', 10,30, layer=loop_layer, play_mode=1, speed=1)
- # if requestAction == 'fak_onefoot':
- # actionState = 'fak_onefoot'
- # if l_actionState != 'fak_onefoot':
- # skater.playAction('fak_onefoot', 1,10, layer=trans_layer, play_mode=0, speed=.5)
- # bdeck.playAction('b_reg', 1,10, layer=trans_layer, play_mode=0, speed=.5)
- # #trucks.playAction('a_reg', 1,10, layer=trans_layer, play_mode=0, speed=.5)
- # else:
- # skater.playAction('fak_onefoot', 10,30, layer=loop_layer, play_mode=1, speed=1)
- # bdeck.playAction('b_reg', 10,30, layer=loop_layer, play_mode=1, speed=1)
- # #trucks.playAction('a_reg', 10,30, layer=loop_layer, play_mode=1, speed=1)
- # if requestAction == 'reg_airwalk':
- # actionState = 'reg_airwalk'
- # if l_actionState != 'reg_airwalk':
- # skater.playAction('reg_airwalk', 1,10, layer=trans_layer, play_mode=0, speed=.5)
- # deck.playAction('a_reg_airwalk', 1,10, layer=trans_layer, play_mode=0, speed=.5)
- # trucks.playAction('a_reg_airwalk', 1,10, layer=trans_layer, play_mode=0, speed=.5)
- # else:
- # skater.playAction('reg_airwalk', 10,30, layer=loop_layer, play_mode=1, speed=1)
- # deck.playAction('a_reg_airwalk', 10,30, layer=loop_layer, play_mode=1, speed=1)
- # trucks.playAction('a_reg_airwalk', 10,30, layer=loop_layer, play_mode=1, speed=1)
-
-
-
-
- # #'reg_frigid', 'reg_fsonefoot', 'reg_onefoot', 'fak_frigid', 'fak_fsonefoot', 'fak_onefoot'
-
-
-
- # if requestAction == 'reg_ollie_north':
- # actionState = 'reg_ollie_north'
- # if l_actionState != 'reg_ollie_north':
- # skater.playAction('reg_ollie_north', 1,10, layer=trans_layer, play_mode=0, speed=1)
- # bdeck.playAction('b_reg', 1,10, layer=trans_layer, play_mode=0, speed=1)
- # #trucks.playAction('a_reg', 1,10, layer=trans_layer, play_mode=0, speed=1)
- # else:
- # skater.playAction('reg_ollie_north', 10,10, layer=loop_layer, play_mode=1, speed=.5)
- # bdeck.playAction('b_reg', 10,10, layer=loop_layer, play_mode=1, speed=.5)
- # #trucks.playAction('a_reg', 10,10, layer=loop_layer, play_mode=1, speed=.5)
- # if requestAction == 'fak_ollie_north':
- # actionState = 'fak_ollie_north'
- # if l_actionState != 'fak_ollie_north':
- # skater.playAction('fak_ollie_north', 1,10, layer=trans_layer, play_mode=0, speed=1)
- # bdeck.playAction('b_reg', 1,10, layer=trans_layer, play_mode=0, speed=1)
- # #trucks.playAction('a_reg', 1,10, layer=trans_layer, play_mode=0, speed=1)
- # else:
- # skater.playAction('fak_ollie_north', 10,10, layer=loop_layer, play_mode=1, speed=.5)
- # bdeck.playAction('b_reg', 10,10, layer=loop_layer, play_mode=1, speed=.5)
- # #trucks.playAction('a_reg', 10,10, layer=loop_layer, play_mode=1, speed=.5)
- # if requestAction == 'reg_ollie_south':
- # actionState = 'reg_ollie_south'
- # if l_actionState != 'reg_ollie_south':
- # skater.playAction('reg_ollie_south', 1,10, layer=trans_layer, play_mode=0, speed=1)
- # bdeck.playAction('b_reg', 1,10, layer=trans_layer, play_mode=0, speed=1)
- # #trucks.playAction('a_reg', 1,10, layer=trans_layer, play_mode=0, speed=1)
- # else:
- # skater.playAction('reg_ollie_south', 10,10, layer=loop_layer, play_mode=1, speed=.5)
- # bdeck.playAction('b_reg', 10,10, layer=loop_layer, play_mode=1, speed=.5)
- # #trucks.playAction('a_reg', 10,10, layer=loop_layer, play_mode=1, speed=.5)
- # if requestAction == 'fak_ollie_south':
- # actionState = 'fak_ollie_south'
- # if l_actionState != 'fak_ollie_south':
- # skater.playAction('fak_ollie_south', 1,10, layer=trans_layer, play_mode=0, speed=1)
- # bdeck.playAction('b_reg', 1,10, layer=trans_layer, play_mode=0, speed=1)
- # #trucks.playAction('a_reg', 1,10, layer=trans_layer, play_mode=0, speed=1)
- # else:
- # skater.playAction('fak_ollie_south', 10,10, layer=loop_layer, play_mode=1, speed=.5)
- # bdeck.playAction('b_reg', 10,10, layer=loop_layer, play_mode=1, speed=.5)
- # #trucks.playAction('a_reg', 10,10, layer=loop_layer, play_mode=1, speed=.5)
- # if requestAction == 'reg_noseg':
- # actionState = 'reg_noseg'
- # if l_actionState not in ['reg_noseg', 'reg_air_nose', 'fak_reg_tailg', 'reg_noseg_out']:
- # skater.stopAction(flip_layer)
- # deck.stopAction(flip_layer)
- # trucks.stopAction(flip_layer)
- # skater.playAction('reg_noseg.002', 1,10, layer=trans_layer, play_mode=0, speed=1)
- # bdeck.playAction('b_reg_noseg', 1,10, layer=trans_layer, play_mode=0, speed=1)
- # #trucks.playAction('a_reg_noseg.002', 1,10, layer=trans_layer, play_mode=0, speed=1)
- # else:
- # skater.playAction('reg_noseg.002', 11,40, layer=loop_layer, play_mode=1, speed=.5)
- # bdeck.playAction('b_reg_noseg', 11,40, layer=loop_layer, play_mode=1, speed=.5)
- # #trucks.playAction('a_reg_noseg.002', 11,40, layer=loop_layer, play_mode=1, speed=.5)
-
- # if requestAction == 'fak_noseg':
- # actionState = 'fak_noseg'
- # if l_actionState not in ['fak_noseg', 'fak_air_nose', 'reg_fak_tailg', 'fak_noseg_out']:
- # skater.stopAction(flip_layer)
- # deck.stopAction(flip_layer)
- # trucks.stopAction(flip_layer)
- # skater.playAction('fak_noseg', 40,30, layer=trans_layer, play_mode=0, speed=1)
- # bdeck.playAction('b_fak_noseg', 40,30, layer=trans_layer, play_mode=0, speed=1)
- # #trucks.playAction('a_fak_noseg', 40,30, layer=trans_layer, play_mode=0, speed=1)
- # else:
- # skater.playAction('fak_noseg', 30,1, layer=loop_layer, play_mode=1, speed=.5)
- # bdeck.playAction('b_fak_noseg', 30,1, layer=loop_layer, play_mode=1, speed=.5)
- # #trucks.playAction('a_fak_noseg', 30,1, layer=loop_layer, play_mode=1, speed=.5)
-
- # if requestAction == 'reg_tailg':
- # actionState = 'reg_tailg'
- # if l_actionState not in ['reg_tailg', 'reg_air_tail', 'fak_reg_noseg', 'fak_tailg_out']:
- # skater.stopAction(flip_layer)
- # deck.stopAction(flip_layer)
- # trucks.stopAction(flip_layer)
- # skater.playAction('reg_tailg.001', 40,30, layer=trans_layer, play_mode=0, speed=1)
- # bdeck.playAction('b_reg_tailg', 40,30, layer=trans_layer, play_mode=0, speed=1)
- # #trucks.playAction('a_reg_tailg.001', 40,30, layer=trans_layer, play_mode=0, speed=1)
-
- # else:
- # skater.playAction('reg_tailg.001', 30,1, layer=loop_layer, play_mode=1, speed=.5)
- # bdeck.playAction('b_reg_tailg', 30,1, layer=loop_layer, play_mode=1, speed=.5)
- # #trucks.playAction('a_reg_tailg.001', 30,1, layer=loop_layer, play_mode=1, speed=.5)
-
- # if requestAction == 'fak_tailg':
- # actionState = 'fak_tailg'
- # if l_actionState not in ['fak_tailg', 'fak_air_tail', 'reg_fak_noseg', 'reg_tailg_out']:
- # #print('fak_tailg in')
- # skater.stopAction(flip_layer)
- # deck.stopAction(flip_layer)
- # trucks.stopAction(flip_layer)
- # skater.playAction('fak_tailg', 40,30, layer=trans_layer, play_mode=0, speed=1)
- # bdeck.playAction('b_fak_tailg', 40,30, layer=trans_layer, play_mode=0, speed=1)
- # #trucks.playAction('a_fak_tailg', 40,30, layer=trans_layer, play_mode=0, speed=1)
- # else:
- # #print('tailging')
- # skater.playAction('fak_tailg', 30,1, layer=loop_layer, play_mode=1, speed=.5)
- # bdeck.playAction('b_fak_tailg', 30,1, layer=loop_layer, play_mode=1, speed=.5)
- # #trucks.playAction('a_fak_tailg', 30,1, layer=loop_layer, play_mode=1, speed=.5)
-
- # if requestAction == 'reg_tailgr':
- # actionState = 'reg_tailgr'
- # if l_actionState not in ['reg_tailgr', 'reg_air_tail', 'reg_tailgr_out', 'fak_reg_nosegr']:
- # skater.stopAction(flip_layer)
- # deck.stopAction(flip_layer)
- # trucks.stopAction(flip_layer)
- # skater.playAction('reg_tailgR', 40,30, layer=trans_layer, play_mode=0, speed=1)
- # bdeck.playAction('b_reg_tailgR', 40,30, layer=trans_layer, play_mode=0, speed=1)
- # #trucks.playAction('a_reg_tailgR', 40,30, layer=trans_layer, play_mode=0, speed=1)
- # else:
- # skater.playAction('reg_tailgR', 30,1, layer=loop_layer, play_mode=1, speed=.5)
- # bdeck.playAction('b_reg_tailgR', 30,1, layer=loop_layer, play_mode=1, speed=.5)
- # #trucks.playAction('a_reg_tailgR', 30,1, layer=loop_layer, play_mode=1, speed=.5)
- # if requestAction == 'fak_tailgr':
- # actionState = 'fak_tailgr'
- # if l_actionState not in ['fak_tailgr', 'fak_air_tail', 'fak_tailgr_out', 'reg_fak_nosegr']:
- # skater.stopAction(flip_layer)
- # deck.stopAction(flip_layer)
- # trucks.stopAction(flip_layer)
- # skater.playAction('fak_tailgR', 40,30, layer=trans_layer, play_mode=0, speed=1)
- # bdeck.playAction('b_fak_tailgR', 40,30, layer=trans_layer, play_mode=0, speed=1)
- # #trucks.playAction('a_fak_tailgR', 40,30, layer=trans_layer, play_mode=0, speed=1)
- # else:
- # skater.playAction('fak_tailgR', 30,1, layer=loop_layer, play_mode=1, speed=.5)
- # bdeck.playAction('b_fak_tailgR', 30,1, layer=loop_layer, play_mode=1, speed=.5)
- # #trucks.playAction('a_fak_tailgR', 30,1, layer=loop_layer, play_mode=1, speed=.5)
- # if requestAction == 'reg_tailgl':
- # actionState = 'reg_tailgl'
- # if l_actionState not in ['reg_tailgl', 'reg_air_tail', 'reg_tailgl_out', 'fak_reg_nosegl']:
- # skater.stopAction(flip_layer)
- # deck.stopAction(flip_layer)
- # trucks.stopAction(flip_layer)
- # skater.playAction('reg_tailgL', 40,30, layer=trans_layer, play_mode=0, speed=1)
- # bdeck.playAction('b_reg_tailgL', 40,30, layer=trans_layer, play_mode=0, speed=1)
- # #trucks.playAction('a_reg_tailgL', 40,30, layer=trans_layer, play_mode=0, speed=1)
- # else:
- # skater.playAction('reg_tailgL', 30,1, layer=loop_layer, play_mode=1, speed=.5)
- # bdeck.playAction('b_reg_tailgL', 30,1, layer=loop_layer, play_mode=1, speed=.5)
- # #trucks.playAction('a_reg_tailgL', 30,1, layer=loop_layer, play_mode=1, speed=.5)
- # if requestAction == 'fak_tailgl':
- # actionState = 'fak_tailgl'
- # if l_actionState not in ['fak_tailgl', 'fak_air_tail', 'fak_tailgl_out', 'reg_fak_nosegl']:
- # skater.stopAction(flip_layer)
- # deck.stopAction(flip_layer)
- # trucks.stopAction(flip_layer)
- # skater.playAction('fak_tailgL', 40,30, layer=trans_layer, play_mode=0, speed=1)
- # bdeck.playAction('b_fak_tailgL', 40,30, layer=trans_layer, play_mode=0, speed=1)
- # #trucks.playAction('a_fak_tailgL', 40,30, layer=trans_layer, play_mode=0, speed=1)
- # else:
- # skater.playAction('fak_tailgL', 30,1, layer=loop_layer, play_mode=1, speed=.5)
- # bdeck.playAction('b_fak_tailgL', 30,1, layer=loop_layer, play_mode=1, speed=.5)
- # #trucks.playAction('a_fak_tailgL', 30,1, layer=loop_layer, play_mode=1, speed=.5)
-
-
-
- # if requestAction == 'reg_nosegr':
- # actionState = 'reg_nosegr'
- # if l_actionState not in ['reg_nosegr', 'reg_air_tail', 'reg_nosegr_out', 'fak_reg_tailgr']:
- # skater.stopAction(flip_layer)
- # deck.stopAction(flip_layer)
- # trucks.stopAction(flip_layer)
- # skater.playAction('reg_nosegR', 40,30, layer=trans_layer, play_mode=0, speed=1)
- # bdeck.playAction('b_reg_nosegR', 40,30, layer=trans_layer, play_mode=0, speed=1)
- # #trucks.playAction('a_reg_nosegR', 40,30, layer=trans_layer, play_mode=0, speed=1)
- # else:
- # skater.playAction('reg_nosegR', 30,1, layer=loop_layer, play_mode=1, speed=.5)
- # bdeck.playAction('b_reg_nosegR', 30,1, layer=loop_layer, play_mode=1, speed=.5)
- # #trucks.playAction('a_reg_nosegR', 30,1, layer=loop_layer, play_mode=1, speed=.5)
- # if requestAction == 'fak_nosegr':
- # actionState = 'fak_nosegr'
- # if l_actionState not in ['fak_nosegr', 'fak_air_nose', 'fak_nosegr_out', 'reg_fak_tailgr']:
- # skater.stopAction(flip_layer)
- # deck.stopAction(flip_layer)
- # trucks.stopAction(flip_layer)
- # skater.playAction('fak_nosegR', 40,30, layer=trans_layer, play_mode=0, speed=1)
- # bdeck.playAction('b_fak_nosegR', 40,30, layer=trans_layer, play_mode=0, speed=1)
- # #trucks.playAction('a_fak_nosegR', 40,30, layer=trans_layer, play_mode=0, speed=1)
- # else:
- # skater.playAction('fak_nosegR', 30,1, layer=loop_layer, play_mode=1, speed=.5)
- # bdeck.playAction('b_fak_nosegR', 30,1, layer=loop_layer, play_mode=1, speed=.5)
- # #trucks.playAction('a_fak_nosegR', 30,1, layer=loop_layer, play_mode=1, speed=.5)
- # if requestAction == 'reg_nosegl':
- # actionState = 'reg_nosegl'
- # if l_actionState not in ['reg_nosegl', 'reg_air_nose', 'reg_nosegl_out', 'fak_reg_tailgl']:
- # skater.stopAction(flip_layer)
- # deck.stopAction(flip_layer)
- # trucks.stopAction(flip_layer)
- # skater.playAction('reg_nosegL', 40,30, layer=trans_layer, play_mode=0, speed=1)
- # bdeck.playAction('b_reg_nosegL', 40,30, layer=trans_layer, play_mode=0, speed=1)
- # #trucks.playAction('a_reg_nosegL', 40,30, layer=trans_layer, play_mode=0, speed=1)
- # else:
- # skater.playAction('reg_nosegL', 30,1, layer=loop_layer, play_mode=1, speed=.5)
- # bdeck.playAction('b_reg_nosegL', 30,1, layer=loop_layer, play_mode=1, speed=.5)
- # #trucks.playAction('a_reg_nosegL', 30,1, layer=loop_layer, play_mode=1, speed=.5)
- # if requestAction == 'fak_nosegl':
- # actionState = 'fak_nosegl'
- # if l_actionState not in ['fak_nosegl', 'fak_air_nose', 'fak_nosegl_out', 'reg_fak_tailgl']:
- # skater.stopAction(flip_layer)
- # deck.stopAction(flip_layer)
- # trucks.stopAction(flip_layer)
- # skater.playAction('fak_nosegL', 40,30, layer=trans_layer, play_mode=0, speed=1)
- # bdeck.playAction('b_fak_nosegL', 40,30, layer=trans_layer, play_mode=0, speed=1)
- # #trucks.playAction('a_fak_nosegL', 40,30, layer=trans_layer, play_mode=0, speed=1)
- # else:
- # skater.playAction('fak_nosegL', 30,1, layer=loop_layer, play_mode=1, speed=.5)
- # bdeck.playAction('b_fak_nosegL', 30,1, layer=loop_layer, play_mode=1, speed=.5)
- # #trucks.playAction('a_fak_nosegL', 30,1, layer=loop_layer, play_mode=1, speed=.5)
-
-
-
- # if requestAction == 'reg_wall_r':
- # actionState = 'reg_wall_r'
- # if l_actionState != 'reg_wall_r':
- # skater.playAction('reg_wall_r', 10,10, layer=trans_layer, play_mode=0, speed=.5)
- # deck.playAction('a_reg_wall_r', 10,10, layer=trans_layer, play_mode=0, speed=.5)
- # trucks.playAction('a_reg_wall_r', 10,10, layer=trans_layer, play_mode=0, speed=.5)
- # else:
- # skater.playAction('reg_wall_r', 10,10, layer=loop_layer, play_mode=1, speed=.5)
- # deck.playAction('a_reg_wall_r', 10,10, layer=loop_layer, play_mode=1, speed=.5)
- # trucks.playAction('a_reg_wall_r', 10,10, layer=loop_layer, play_mode=1, speed=.5)
- # if requestAction == 'reg_wall_l':
- # actionState = 'reg_wall_l'
- # if l_actionState != 'reg_wall_l':
- # skater.playAction('reg_wall_l', 10,10, layer=trans_layer, play_mode=0, speed=.5)
- # deck.playAction('a_reg_wall_l2', 10,10, layer=trans_layer, play_mode=0, speed=.5)
- # trucks.playAction('a_reg_wall_l2', 10,10, layer=trans_layer, play_mode=0, speed=.5)
- # else:
- # skater.playAction('reg_wall_l', 10,10, layer=loop_layer, play_mode=1, speed=.5)
- # deck.playAction('a_reg_wall_l2', 10,10, layer=loop_layer, play_mode=1, speed=.5)
- # trucks.playAction('a_reg_wall_l2', 10,10, layer=loop_layer, play_mode=1, speed=.5)
- # if requestAction == 'fak_wall_r':
- # actionState = 'fak_wall_r'
- # if l_actionState != 'fak_wall_r':
- # skater.playAction('fak_wall_r', 10,10, layer=trans_layer, play_mode=0, speed=.5)
- # deck.playAction('a_reg_wall_l2', 10,10, layer=trans_layer, play_mode=0, speed=.5)
- # trucks.playAction('a_reg_wall_l2', 10,10, layer=trans_layer, play_mode=0, speed=.5)
- # else:
- # skater.playAction('fak_wall_r', 10,10, layer=loop_layer, play_mode=1, speed=.5)
- # deck.playAction('a_reg_wall_l2', 10,10, layer=loop_layer, play_mode=1, speed=.5)
- # trucks.playAction('a_reg_wall_l2', 10,10, layer=loop_layer, play_mode=1, speed=.5)
- # if requestAction == 'fak_wall_l':
- # actionState = 'fak_wall_l'
- # if l_actionState != 'reg_wall_r':
- # skater.playAction('fak_wall_l', 10,10, layer=trans_layer, play_mode=0, speed=.5)
- # deck.playAction('a_reg_wall_r', 10,10, layer=trans_layer, play_mode=0, speed=.5)
- # trucks.playAction('a_reg_wall_r', 10,10, layer=trans_layer, play_mode=0, speed=.5)
- # else:
- # skater.playAction('fak_wall_l', 10,10, layer=loop_layer, play_mode=1, speed=.5)
- # deck.playAction('a_reg_wall_r', 10,10, layer=loop_layer, play_mode=1, speed=.5)
- # trucks.playAction('a_reg_wall_r', 10,10, layer=loop_layer, play_mode=1, speed=.5)
-
- # ##############################
-
- # if requestAction == 'reg_tailslide':
- # actionState = 'reg_tailslide'
- # if l_actionState not in ['reg_tailslide', 'reg_air_tail', 'reg_tailslide_out', 'fak_noseslide', 'fak-reg_tailslide']:
- # skater.stopAction(flip_layer)
- # deck.stopAction(flip_layer)
- # trucks.stopAction(flip_layer)
- # skater.playAction('fak_noses', 40,30, layer=trans_layer, play_mode=0, speed=1)
- # bdeck.playAction('b_fak_noses', 40,30, layer=trans_layer, play_mode=0, speed=1)
- # #trucks.playAction('a_fak_noses', 40,30, layer=trans_layer, play_mode=0, speed=1)
- # else:
- # skater.playAction('fak_noses', 30,1, layer=loop_layer, play_mode=1, speed=.5)
- # bdeck.playAction('b_fak_noses', 30,1, layer=loop_layer, play_mode=1, speed=.5)
- # #trucks.playAction('a_fak_noses', 30,1, layer=loop_layer, play_mode=1, speed=.5)
- # if requestAction == 'fak_tailslide':
- # actionState = 'fak_tailslide'
- # if l_actionState not in ['fak_tailslide', 'fak_air_tail', 'reg_tailslide_out', 'reg_noseslide', 'reg-fak_tailslide']:
- # skater.stopAction(flip_layer)
- # deck.stopAction(flip_layer)
- # trucks.stopAction(flip_layer)
- # skater.playAction('reg_noses', 40,30, layer=trans_layer, play_mode=0, speed=1)
- # bdeck.playAction('b_reg_noses', 40,30, layer=trans_layer, play_mode=0, speed=1)
- # #trucks.playAction('a_reg_noses', 40,30, layer=trans_layer, play_mode=0, speed=1)
- # else:
- # skater.playAction('reg_noses', 30,1, layer=loop_layer, play_mode=1, speed=.5)
- # bdeck.playAction('b_reg_noses', 30,1, layer=loop_layer, play_mode=1, speed=.5)
- # #trucks.playAction('a_reg_noses', 30,1, layer=loop_layer, play_mode=1, speed=.5)
-
-
- # if requestAction == 'reg_noseslide':
- # actionState = 'reg_noseslide'
- # if l_actionState not in ['reg_noseslide', 'reg_air_nose', 'reg_tailslide_out', 'fak_tailslide', 'fak-reg_noseslide']:
- # skater.stopAction(flip_layer)
- # deck.stopAction(flip_layer)
- # trucks.stopAction(flip_layer)
- # skater.playAction('fak_tails', 40,30, layer=trans_layer, play_mode=0, speed=1)
- # bdeck.playAction('b_fak_tails', 40,30, layer=trans_layer, play_mode=0, speed=1)
- # #trucks.playAction('a_fak_tails', 40,30, layer=trans_layer, play_mode=0, speed=1)
- # else:
- # skater.playAction('fak_tails', 30,1, layer=loop_layer, play_mode=1, speed=.5)
- # bdeck.playAction('b_fak_tails', 30,1, layer=loop_layer, play_mode=1, speed=.5)
- # #trucks.playAction('a_fak_tails', 30,1, layer=loop_layer, play_mode=1, speed=.5)
-
-
-
- # if requestAction == 'fak_noseslide':
- # actionState = 'fak_noseslide'
- # if l_actionState not in ['fak_noseslide', 'fak_air_nose', 'reg_tailslide_out', 'reg_tailslide', 'reg-fak_noseslide']:
- # skater.stopAction(flip_layer)
- # deck.stopAction(flip_layer)
- # trucks.stopAction(flip_layer)
- # skater.playAction('reg_tails', 40,30, layer=trans_layer, play_mode=0, speed=1)
- # bdeck.playAction('b_reg_tails', 40,30, layer=trans_layer, play_mode=0, speed=1)
- # #trucks.playAction('a_reg_tails', 40,30, layer=trans_layer, play_mode=0, speed=1)
- # print('fak nose in')
- # else:
- # skater.playAction('reg_tails', 30,1, layer=loop_layer, play_mode=1, speed=.5)
- # bdeck.playAction('b_reg_tails', 30,1, layer=loop_layer, play_mode=1, speed=.5)
- # #trucks.playAction('a_reg_tails', 30,1, layer=loop_layer, play_mode=1, speed=.5)
-
- # if requestAction == 'reg_5050':
- # actionState = 'reg_5050'
- # #own['actionTimer'] = 0
- # #if l_actionState == 'reg_roll':
- # if l_actionState != 'reg_5050' and l_actionState != 'fak-reg_5050':
- # skater.playAction('reg_5050', 50,70, layer=trans_layer, play_mode=0, speed=.5)
- # else:
- # skater.playAction('reg_5050', 1,30, layer=loop_layer, play_mode=1, speed=.5)
- # bdeck.playAction('b_reg', 1,30, layer=loop_layer, play_mode=1, speed=.5)
- # #trucks.playAction('a_reg', 1,30, layer=loop_layer, play_mode=1, speed=.5)
- # if requestAction == 'fak_5050':
- # actionState = 'fak_5050'
- # if l_actionState != 'fak_5050' and l_actionState != 'fak-reg_5050':
- # skater.playAction('fak_air', 40,34, layer=trans_layer, play_mode=0, speed=.5)
- # #own['actionTimer'] = 0
- # else:
- # skater.playAction('fak_5050', 1,30, layer=loop_layer, play_mode=1, speed=.5)
- # bdeck.playAction('b_reg', 1,30, layer=loop_layer, play_mode=1, speed=.5)
- # #trucks.playAction('a_reg', 1,30, layer=loop_layer, play_mode=1, speed=.5)
-
- # if requestAction == 'reg_bsboard':
- # actionState = 'reg_bsboard'
- # skater.playAction('reg_BS_Board2', 1,30, layer=loop_layer, play_mode=1, speed=.5)
- # deck.playAction('b_reg', 1,30, layer=loop_layer, play_mode=1, speed=.5)
- # #trucks.playAction('a_reg_BS_Board2', 1,30, layer=loop_layer, play_mode=1, speed=.5)
- # if requestAction == 'fak_bsboard':
- # actionState = 'fak_bsboard'
- # skater.playAction('fak_BS_Board2', 1,30, layer=loop_layer, play_mode=1, speed=.5)
- # deck.playAction('b_reg', 1,30, layer=loop_layer, play_mode=1, speed=.5)
- # #trucks.playAction('a_fak_BS_Board2', 1,30, layer=loop_layer, play_mode=1, speed=.5)
- # if requestAction == 'reg_fsboard':
- # actionState = 'reg_fsboard'
- # skater.playAction('reg_FS_Board', 1,30, layer=loop_layer, play_mode=1, speed=.5)
- # deck.playAction('b_reg', 1,30, layer=loop_layer, play_mode=1, speed=.5)
- # #trucks.playAction('a_reg_FS_Board', 1,30, layer=loop_layer, play_mode=1, speed=.5)
-
- # if requestAction == 'reg_air_nose':
- # actionState = 'reg_air_nose'
- # if l_actionState != 'reg_air_nose':
- # skater.stopAction(loop_layer)
- # deck.stopAction(loop_layer)
- # trucks.stopAction(loop_layer)
- # skater.stopAction(flip_layer)
- # deck.stopAction(flip_layer)
- # trucks.stopAction(flip_layer)
- # skater.playAction('reg_noseg.002', 0,5, layer=trans_layer, play_mode=0, speed=.5)
- # bdeck.playAction('b_reg_noseg', 0,5, layer=trans_layer, play_mode=0, speed=.5)
- # #trucks.playAction('a_reg_noseg.002', 0,5, layer=trans_layer, play_mode=0, speed=.5)
- # else:
- # skater.playAction('reg_noseg.002', 5,5, layer=loop_layer, play_mode=1, speed=.5)
- # bdeck.playAction('b_reg_noseg', 5,5, layer=loop_layer, play_mode=1, speed=.5)
- # #trucks.playAction('a_reg_noseg.002', 5,5, layer=loop_layer, play_mode=1, speed=.5)
- # if requestAction == 'fak_air_nose':
- # actionState = 'fak_air_nose'
- # if l_actionState != 'fak_air_nose':
- # skater.stopAction(loop_layer)
- # deck.stopAction(loop_layer)
- # trucks.stopAction(loop_layer)
- # skater.stopAction(flip_layer)
- # deck.stopAction(flip_layer)
- # trucks.stopAction(flip_layer)
- # skater.playAction('fak_noseg', 40,35, layer=trans_layer, play_mode=0, speed=1)
- # bdeck.playAction('b_fak_noseg', 40,35, layer=trans_layer, play_mode=0, speed=1)
- # #trucks.playAction('a_fak_noseg', 40,35, layer=trans_layer, play_mode=0, speed=1)
- # else:
- # skater.playAction('fak_noseg', 35,35, layer=loop_layer, play_mode=1, speed=.5)
- # bdeck.playAction('b_fak_noseg', 35,35, layer=loop_layer, play_mode=1, speed=.5)
- # #trucks.playAction('a_fak_noseg', 35,35, layer=loop_layer, play_mode=1, speed=.5)
-
- # if requestAction == 'reg_air_tail':
- # actionState = 'reg_air_tail'
- # if l_actionState != 'reg_air_tail':
- # skater.stopAction(loop_layer)
- # deck.stopAction(loop_layer)
- # trucks.stopAction(loop_layer)
- # skater.stopAction(flip_layer)
- # deck.stopAction(flip_layer)
- # trucks.stopAction(flip_layer)
- # skater.playAction('reg_tailg.001', 40,35, layer=trans_layer, play_mode=0, speed=1)
- # bdeck.playAction('b_reg_tailg', 40,35, layer=trans_layer, play_mode=0, speed=1)
- # #trucks.playAction('a_reg_tailg.001', 40,35, layer=trans_layer, play_mode=0, speed=1)
- # else:
- # #pass
- # skater.playAction('reg_tailg.001', 35,35, layer=loop_layer, play_mode=1, speed=.5)
- # bdeck.playAction('b_reg_tailg', 35,35, layer=loop_layer, play_mode=1, speed=.5)
- # #trucks.playAction('a_reg_tailg.001', 35,35, layer=loop_layer, play_mode=1, speed=.5)
- # if requestAction == 'fak_air_tail':
- # actionState = 'fak_air_tail'
- # if l_actionState != 'fak_air_tail':
- # skater.stopAction(loop_layer)
- # deck.stopAction(loop_layer)
- # trucks.stopAction(loop_layer)
- # skater.stopAction(flip_layer)
- # deck.stopAction(flip_layer)
- # trucks.stopAction(flip_layer)
- # skater.playAction('fak_tailg', 40,35, layer=trans_layer, play_mode=0, speed=1)
- # bdeck.playAction('b_fak_tailg', 40,35, layer=trans_layer, play_mode=0, speed=1)
- # #trucks.playAction('a_fak_tailg', 40,35, layer=trans_layer, play_mode=0, speed=1)
- # else:
- # skater.playAction('fak_tailg', 35,35, layer=loop_layer, play_mode=1, speed=.5)
- # bdeck.playAction('b_fak_tailg', 35,35, layer=loop_layer, play_mode=1, speed=.5)
- # #trucks.playAction('a_fak_tailg', 35,35, layer=loop_layer, play_mode=1, speed=.5)
-
- # if requestAction == 'reg_stop':
- # actionState = 'reg_stop'
- # if l_actionState != 'reg_stop':
- # skater.playAction('reg_stopin', 1,15, layer=trans_layer, play_mode=0, speed=.5)
- # bdeck.playAction('b_reg', 1,15, layer=trans_layer, play_mode=0, speed=.5)
- # #trucks.playAction('a_reg', 1,15, layer=trans_layer, play_mode=0, speed=.5)
- # else:
- # skater.playAction('reg_stop', 30,30, layer=loop_layer, play_mode=1, speed=.5)
- # bdeck.playAction('b_reg', 30,30, layer=loop_layer, play_mode=1, speed=.5)
- # #trucks.playAction('a_reg', 30,30, layer=loop_layer, play_mode=1, speed=.5)
- # if requestAction == 'fak_stop':
- # actionState = 'fak_stop'
- # if l_actionState != 'fak_stop':
- # skater.playAction('fak_stopin', 1,15, layer=trans_layer, play_mode=0, speed=.5)
- # bdeck.playAction('b_reg', 1,15, layer=trans_layer, play_mode=0, speed=.5)
- # #trucks.playAction('a_reg', 1,15, layer=trans_layer, play_mode=0, speed=.5)
- # else:
- # skater.playAction('fak_stop', 30,30, layer=loop_layer, play_mode=1, speed=.5)
- # bdeck.playAction('b_reg', 30,30, layer=loop_layer, play_mode=1, speed=.5)
- # #trucks.playAction('a_reg', 30,30, layer=loop_layer, play_mode=1, speed=.5)
-
- # if requestAction == 'reg_fp_rback':
- # actionState = 'reg_fp_rback'
- # if l_actionState != 'reg_fp_rback':
- # skater.playAction('reg_fp_rback', 1,10, layer=trans_layer, play_mode=0, speed=.5)
- # deck.playAction('a_reg_fp_rback', 1,10, layer=trans_layer, play_mode=0, speed=.5)
- # trucks.playAction('a_reg_fp_rback', 1,10, layer=trans_layer, play_mode=0, speed=.5)
- # else:
- # skater.playAction('reg_fp_rback', 10,10, layer=loop_layer, play_mode=1, speed=.5)
- # deck.playAction('a_reg_fp_rback', 10,10, layer=loop_layer, play_mode=1, speed=.5)
- # trucks.playAction('a_reg_fp_rback', 10,10, layer=loop_layer, play_mode=1, speed=.5)
- # if requestAction == 'fak_fp_rback':
- # actionState = 'fak_fp_rback'
- # if l_actionState != 'fak_fp_rback':
- # skater.playAction('fak_fp_rback', 1,10, layer=trans_layer, play_mode=0, speed=.5)
- # deck.playAction('a_fak_fp_rback', 1,10, layer=trans_layer, play_mode=0, speed=.5)
- # trucks.playAction('a_fak_fp_rback', 1,10, layer=trans_layer, play_mode=0, speed=.5)
- # else:
- # skater.playAction('fak_fp_rback', 10,10, layer=loop_layer, play_mode=1, speed=.5)
- # deck.playAction('a_fak_fp_rback', 10,10, layer=loop_layer, play_mode=1, speed=.5)
- # trucks.playAction('a_fak_fp_rback', 10,10, layer=loop_layer, play_mode=1, speed=.5)
-
- # if requestAction == 'reg_back_invert':
- # actionState = 'reg_back_invert'
- # if l_actionState != 'reg_back_invert':
- # skater.playAction('reg_back_invert_in.001', 1,30, layer=trans_layer, play_mode=0, speed=1)
- # deck.playAction('a_reg_back_invert_in', 1,30, layer=trans_layer, play_mode=0, speed=1)
- # trucks.playAction('a_reg_back_invert_in', 1,30, layer=trans_layer, play_mode=0, speed=1)
- # else:
- # skater.playAction('reg_back_invert_in.001', 30,30, layer=loop_layer, play_mode=1, speed=1)
- # deck.playAction('a_reg_back_invert_in', 30,30, layer=loop_layer, play_mode=1, speed=1)
- # trucks.playAction('a_reg_back_invert_in', 30,30, layer=loop_layer, play_mode=1, speed=1)
- # if requestAction == 'fak_fr_invert':
- # actionState = 'fak_fr_invert'
- # if l_actionState != 'fak_fr_invert':
- # skater.playAction('fak_fr_invert', 1,30, layer=trans_layer, play_mode=0, speed=1)
- # deck.playAction('a_fak_fr_invert', 1,30, layer=trans_layer, play_mode=0, speed=1)
- # trucks.playAction('a_fak_fr_invert', 1,30, layer=trans_layer, play_mode=0, speed=1)
- # else:
- # skater.playAction('fak_fr_invert', 30,30, layer=loop_layer, play_mode=1, speed=1)
- # deck.playAction('a_fak_fr_invert', 30,30, layer=loop_layer, play_mode=1, speed=1)
- # trucks.playAction('a_fak_fr_invert', 30,30, layer=loop_layer, play_mode=1, speed=1)
-
- # if requestAction == 'reg_hippy_in':
- # actionState = 'reg_hippy_in'
- # if l_actionState != 'reg_hippy_in':
- # skater.playAction('reg_hippy', 1,10, layer=trans_layer, play_mode=0, speed=.5)
- # bdeck.playAction('b_reg', 1,10, layer=trans_layer, play_mode=0, speed=.5)
- # #trucks.playAction('a_reg', 1,10, layer=trans_layer, play_mode=0, speed=.5)
- # else:
- # skater.playAction('reg_hippy', 10,10, layer=loop_layer, play_mode=1, speed=.5)
- # bdeck.playAction('b_reg', 10,10, layer=loop_layer, play_mode=1, speed=.5)
- # #trucks.playAction('a_reg', 10,10, layer=loop_layer, play_mode=1, speed=.5)
- # if requestAction == 'fak_hippy_in':
- # actionState = 'fak_hippy_in'
- # if l_actionState != 'fak_hippy_in':
- # skater.playAction('fak_hippy', 1,10, layer=trans_layer, play_mode=0, speed=.5)
- # bdeck.playAction('b_reg', 1,10, layer=trans_layer, play_mode=0, speed=.5)
- # #trucks.playAction('a_reg', 1,10, layer=trans_layer, play_mode=0, speed=.5)
- # else:
- # skater.playAction('fak_hippy', 10,10, layer=loop_layer, play_mode=1, speed=.5)
- # bdeck.playAction('b_reg', 10,10, layer=loop_layer, play_mode=1, speed=.5)
- # #trucks.playAction('a_reg', 10,10, layer=loop_layer, play_mode=1, speed=.5)
-
- # #$$$$$$$$$$$$$$$$$$$$$$$$$$$$$
- # #walk anims
- # #reg_idle
- # if requestAction == 'reg_idle' and own['actionTimer'] == 0:
- # actionState = 'reg_idle'
- # if l_requestAction != 'reg_idle':
- # if l_requestAction == 'reg_walk' or l_requestAction == 'reg_walkFast':
- # cur_frame = skater.getActionFrame(loop_layer)
- # skater.stopAction(loop_layer)
- # deck.stopAction(loop_layer)
- # trucks.stopAction(loop_layer)
- # if cur_frame > 11:#11:
- # cur_frame += 1
- # skater.playAction('reg_nwalk', cur_frame,35, layer=loop_layer, play_mode=0, speed=.5)
- # bdeck.playAction('b_reg_walk', cur_frame,35, layer=loop_layer, play_mode=0, speed=.5)
- # #trucks.playAction('a_reg_nwalk', cur_frame,35, layer=loop_layer, play_mode=0, speed=.5)
- # else:
- # cur_frame -= 1
- # skater.playAction('reg_nwalk', cur_frame,0, layer=loop_layer, play_mode=0, speed=.5)
- # bdeck.playAction('b_reg_walk', cur_frame,0, layer=loop_layer, play_mode=0, speed=.5)
- # #trucks.playAction('a_reg_nwalk', cur_frame,0, layer=loop_layer, play_mode=0, speed=.5)
- # else:
- # trans_playing = skater.isPlayingAction(trans_layer)
- # else:
- # skater.playAction('reg_idle1', 1,120, layer=loop_layer, play_mode=0, speed=.5)
- # deck.playAction('a_reg_idle1', 1,120, layer=loop_layer, play_mode=0, speed=.5)
- # trucks.playAction('a_reg_idle1', 1,120, layer=loop_layer, play_mode=0, speed=.5)
- # #reg_idle_nb
- # if requestAction == 'reg_idle_nb' and own['actionTimer'] == 0:
- # actionState = 'reg_idle_nb'
- # if l_requestAction != 'reg_idle_nb':
- # if l_requestAction == 'reg_walk_nb' or l_requestAction == 'reg_walkFast_nb':
- # cur_frame = skater.getActionFrame(loop_layer)
- # skater.stopAction(loop_layer)
- # deck.stopAction(loop_layer)
- # trucks.stopAction(loop_layer)
- # if cur_frame > 11:
- # cur_frame += 1
- # skater.playAction('reg_nwalk_nb.005', cur_frame,35, layer=loop_layer, play_mode=0, speed=.5)
- # else:
- # cur_frame -= 1
- # skater.playAction('reg_nwalk_nb.005', cur_frame,0, layer=loop_layer, play_mode=0, speed=.5)
- # else:
- # trans_playing = skater.isPlayingAction(trans_layer)
- # if trans_playing == 1:
- # skater.playAction('reg_idle1', 1,120, layer=loop_layer, play_mode=0, speed=.5)
- # else:
- # skater.playAction('reg_idle1', 1,120, layer=loop_layer, play_mode=0, speed=.5)
-
- # #fak_idle
- # if requestAction == 'fak_idle' and own['actionTimer'] == 0:
- # actionState = 'fak_idle'
- # if l_requestAction != 'fak_idle':
- # if l_requestAction == 'fak_walk' or l_requestAction == 'fak_walkFast':
- # cur_frame = skater.getActionFrame(loop_layer)
- # skater.stopAction(loop_layer)
- # deck.stopAction(loop_layer)
- # trucks.stopAction(loop_layer)
- # if cur_frame > 11:
- # cur_frame += 1
- # skater.playAction('fak_nwalk', cur_frame,35, layer=loop_layer, play_mode=0, speed=.5)
- # bdeck.playAction('b_fak_walk', cur_frame,35, layer=loop_layer, play_mode=0, speed=.5)
- # #trucks.playAction('a_fak_nwalk', cur_frame,35, layer=loop_layer, play_mode=0, speed=.5)
- # else:
- # cur_frame -= 1
- # skater.playAction('fak_nwalk', cur_frame,0, layer=loop_layer, play_mode=0, speed=.5)
- # bdeck.playAction('b_fak_walk', cur_frame,0, layer=loop_layer, play_mode=0, speed=.5)
- # #trucks.playAction('a_fak_nwalk', cur_frame,0, layer=loop_layer, play_mode=0, speed=.5)
- # else:
- # trans_playing = skater.isPlayingAction(trans_layer)
- # else:
- # skater.playAction('fak_idle1', 1,120, layer=loop_layer, play_mode=0, speed=.5)
-
-
- # #fak_idle_nb
- # if requestAction == 'fak_idle_nb' and own['actionTimer'] == 0:
- # actionState = 'fak_idle_nb'
- # if l_requestAction != 'fak_idle_nb':
- # if l_requestAction == 'fak_walk_nb' or l_requestAction == 'fak_walkFast_nb':
- # cur_frame = skater.getActionFrame(loop_layer)
- # skater.stopAction(loop_layer)
- # deck.stopAction(loop_layer)
- # trucks.stopAction(loop_layer)
- # if cur_frame > 11:
- # cur_frame += 1
- # skater.playAction('fak_nwalk_nb.005', cur_frame,35, layer=loop_layer, play_mode=0, speed=.5)
- # else:
- # cur_frame -= 1
- # skater.playAction('fak_nwalk_nb.005', cur_frame,0, layer=loop_layer, play_mode=0, speed=.5)
- # else:
- # trans_playing = skater.isPlayingAction(trans_layer)
- # if trans_playing == 1:
- # #pass
- # skater.playAction('fak_idle1', 1,120, layer=loop_layer, play_mode=0, speed=.5)
-
- # else:
- # skater.playAction('fak_idle1', 1,120, layer=loop_layer, play_mode=0, speed=.5)
-
- # if requestAction == 'reg_idle1':
- # actionState = 'reg_idle1'
- # skater.playAction('reg_idle1', 1,120, layer=loop_layer, play_mode=0, speed=.5)
- # deck.playAction('a_reg_idle1', 1,120, layer=loop_layer, play_mode=0, speed=.5)
- # trucks.playAction('a_reg_idle1', 1,120, layer=loop_layer, play_mode=0, speed=.5)
- # if requestAction == 'reg_idle2':
- # actionState = 'reg_idle2'
- # skater.playAction('reg_idle2_', 1,120, layer=loop_layer, play_mode=0, speed=.5)
- # deck.playAction('a_reg_idle2', 1,120, layer=loop_layer, play_mode=0, speed=.5)
- # trucks.playAction('a_reg_idle2', 1,120, layer=loop_layer, play_mode=0, speed=.5)
- # if requestAction == 'reg_idle3':
- # actionState = 'reg_idle3'
- # skater.playAction('reg_idle3', 1,240, layer=loop_layer, play_mode=0, speed=.5)
- # deck.playAction('a_reg_idle3', 1,240, layer=loop_layer, play_mode=0, speed=.5)
- # trucks.playAction('a_reg_idle3', 1,240, layer=loop_layer, play_mode=0, speed=.5)
- # if requestAction == 'reg_idle4':
- # actionState = 'reg_idle4'
- # skater.playAction('reg_idle4', 1,120, layer=loop_layer, play_mode=0, speed=.5)
- # deck.playAction('a_reg_idle4', 1,120, layer=loop_layer, play_mode=0, speed=.5)
- # trucks.playAction('a_reg_idle4', 1,120, layer=loop_layer, play_mode=0, speed=.5)
- # if requestAction == 'reg_idle5':
- # actionState = 'reg_idle5'
- # skater.playAction('reg_idle5', 1,120, layer=loop_layer, play_mode=0, speed=.5)
- # deck.playAction('a_reg_idle5', 1,120, layer=loop_layer, play_mode=0, speed=.5)
- # trucks.playAction('a_reg_idle5', 1,120, layer=loop_layer, play_mode=0, speed=.5)
- # if requestAction == 'reg_idle6':
- # actionState = 'reg_idle6'
- # skater.playAction('reg_idle6', 1,120, layer=loop_layer, play_mode=0, speed=.5)
- # deck.playAction('a_reg_idle6', 1,120, layer=loop_layer, play_mode=0, speed=.5)
- # trucks.playAction('a_reg_idle6', 1,120, layer=loop_layer, play_mode=0, speed=.5)
- # if requestAction == 'reg_idle7':
- # actionState = 'reg_idle7'
- # skater.playAction('reg_idle7', 1,120, layer=loop_layer, play_mode=0, speed=.5)
- # deck.playAction('a_reg_idle7', 1,120, layer=loop_layer, play_mode=0, speed=.5)
- # trucks.playAction('a_reg_idle7', 1,120, layer=loop_layer, play_mode=0, speed=.5)
- # if requestAction == 'fak_idle1':
- # actionState = 'fak_idle1'
- # skater.playAction('fak_idle1', 1,120, layer=loop_layer, play_mode=0, speed=.5)
- # deck.playAction('a_fak_idle1', 1,120, layer=loop_layer, play_mode=0, speed=.5)
- # trucks.playAction('a_fak_idle1', 1,120, layer=loop_layer, play_mode=0, speed=.5)
- # if requestAction == 'fak_idle2':
- # actionState = 'fak_idle2'
- # skater.playAction('fak_idle2_', 1,120, layer=loop_layer, play_mode=0, speed=.5)
- # deck.playAction('a_fak_idle2', 1,120, layer=loop_layer, play_mode=0, speed=.5)
- # trucks.playAction('a_fak_idle2', 1,120, layer=loop_layer, play_mode=0, speed=.5)
- # if requestAction == 'fak_idle3':
- # actionState = 'fak_idle3'
- # skater.playAction('fak_idle3', 1,240, layer=loop_layer, play_mode=0, speed=.5)
- # deck.playAction('a_fak_idle3', 1,240, layer=loop_layer, play_mode=0, speed=.5)
- # trucks.playAction('a_fak_idle3', 1,240, layer=loop_layer, play_mode=0, speed=.5)
- # if requestAction == 'fak_idle4':
- # actionState = 'fak_idle4'
- # skater.playAction('fak_idle4', 1,120, layer=loop_layer, play_mode=0, speed=.5)
- # deck.playAction('a_fak_idle4', 1,120, layer=loop_layer, play_mode=0, speed=.5)
- # trucks.playAction('a_fak_idle4', 1,120, layer=loop_layer, play_mode=0, speed=.5)
- # if requestAction == 'fak_idle5':
- # actionState = 'fak_idle5'
- # skater.playAction('fak_idle5', 1,120, layer=loop_layer, play_mode=0, speed=.5)
- # deck.playAction('a_fak_idle5', 1,120, layer=loop_layer, play_mode=0, speed=.5)
- # trucks.playAction('a_fak_idle5', 1,120, layer=loop_layer, play_mode=0, speed=.5)
- # if requestAction == 'fak_idle6':
- # actionState = 'fak_idle6'
- # skater.playAction('fak_idle6', 1,120, layer=loop_layer, play_mode=0, speed=.5)
- # deck.playAction('a_fak_idle6', 1,120, layer=loop_layer, play_mode=0, speed=.5)
- # trucks.playAction('a_fak_idle6', 1,120, layer=loop_layer, play_mode=0, speed=.5)
- # if requestAction == 'fak_idle7':
- # actionState = 'fak_idle7'
- # skater.playAction('fak_idle7', 1,120, layer=loop_layer, play_mode=0, speed=.5)
- # deck.playAction('a_fak_idle7', 1,120, layer=loop_layer, play_mode=0, speed=.5)
- # trucks.playAction('a_fak_idle7', 1,120, layer=loop_layer, play_mode=0, speed=.5)
- # if requestAction == 'reg_idle2_nb':
- # skater.playAction('reg_idle2_nb', 1,120, layer=loop_layer, play_mode=0, speed=.5)
-
- # #reg_walk
- # if requestAction == 'reg_walk':
- # actionState = 'reg_walk'
- # #in
- # if l_requestAction != 'reg_walk':
- # if l_requestAction == 'reg_walkFast':
- # cur_frame = skater.getActionFrame(loop_layer)
- # skater.playAction('reg_nwalk', 0,35, layer=loop_layer, play_mode=1, speed=.5)
- # bdeck.playAction('b_reg_walk', 0,35, layer=loop_layer, play_mode=1, speed=.5)
- # #trucks.playAction('a_reg_nwalk', 0,35, layer=loop_layer, play_mode=1, speed=.5)
- # skater.setActionFrame(cur_frame, loop_layer)
- # deck.setActionFrame(cur_frame, loop_layer)
- # trucks.setActionFrame(cur_frame, loop_layer)
- # #loop
- # else:
- # skater.playAction('reg_nwalk', 0,35, layer=loop_layer, play_mode=1, speed=.5)
- # bdeck.playAction('b_reg_walk', 0,35, layer=loop_layer, play_mode=1, speed=.5)
- # #trucks.playAction('a_reg_nwalk', 0,35, layer=loop_layer, play_mode=1, speed=.5)
-
- # #reg_walk_nb
- # if requestAction == 'reg_walk_nb':
- # actionState = 'reg_walk_nb'
- # #in
- # if l_requestAction != 'reg_walk_nb':
- # if l_requestAction == 'reg_walkFast_nb':
- # cur_frame = skater.getActionFrame(loop_layer)
- # skater.playAction('reg_nwalk_nb.005', 0,35, layer=loop_layer, play_mode=1, speed=.5)
- # skater.setActionFrame(cur_frame, loop_layer)
-
- # #loop
- # else:
- # skater.playAction('reg_nwalk_nb.005', 0,35, layer=loop_layer, play_mode=1, speed=.5)
-
- # #reg_walkFast
- # if requestAction == 'reg_walkFast':
- # actionState = 'reg_walkFast'
- # #in
- # if l_requestAction != 'reg_walkFast':
- # if l_requestAction == 'reg_walk':
- # cur_frame = skater.getActionFrame(loop_layer)
- # skater.playAction('reg_nwalk', 0,35, layer=loop_layer, play_mode=1, speed=1)
- # bdeck.playAction('b_reg_walk', 0,35, layer=loop_layer, play_mode=1, speed=1)
- # #trucks.playAction('a_reg_nwalk', 0,35, layer=loop_layer, play_mode=1, speed=1)
- # skater.setActionFrame(cur_frame, loop_layer)
- # deck.setActionFrame(cur_frame, loop_layer)
- # trucks.setActionFrame(cur_frame, loop_layer)
- # #print('set last walk frame', cur_frame)
- # #loop
- # else:
- # skater.playAction('reg_nwalk', 0,35, layer=loop_layer, play_mode=1, speed=1)
- # bdeck.playAction('b_reg_walk', 0,35, layer=loop_layer, play_mode=1, speed=1)
- # #trucks.playAction('a_reg_nwalk', 0,35, layer=loop_layer, play_mode=1, speed=1)
- # #reg_walkFast_nb
- # if requestAction == 'reg_walkFast_nb':
- # actionState = 'reg_walkFast_nb'
- # #in
- # if l_requestAction != 'reg_walkFast_nb':
- # if l_requestAction == 'reg_walk_nb':
- # cur_frame = skater.getActionFrame(loop_layer)
- # skater.playAction('reg_nwalk_nb.005', 0,35, layer=loop_layer, play_mode=1, speed=1)
- # skater.setActionFrame(cur_frame, loop_layer)
-
- # #loop
- # else:
- # skater.playAction('reg_nwalk_nb.005', 0,35, layer=loop_layer, play_mode=1, speed=1)
-
- # #fak_walk
- # if requestAction == 'fak_walk':
- # #in
- # actionState = 'fak_walk'
- # if l_requestAction != 'fak_walk':
- # if l_requestAction == 'fak_walkFast':
- # cur_frame = skater.getActionFrame(loop_layer)
- # #actionState = 'fak_walk'
- # skater.playAction('fak_nwalk', 0,35, layer=loop_layer, play_mode=1, speed=.5)
- # bdeck.playAction('b_fak_walk', 0,35, layer=loop_layer, play_mode=1, speed=.5)
- # #trucks.playAction('a_fak_nwalk', 0,35, layer=loop_layer, play_mode=1, speed=.5)
- # skater.setActionFrame(cur_frame, loop_layer)
- # deck.setActionFrame(cur_frame, loop_layer)
- # trucks.setActionFrame(cur_frame, loop_layer)
- # #pass
- # #loop
- # else:
- # skater.playAction('fak_nwalk', 0,35, layer=loop_layer, play_mode=1, speed=.5)
- # bdeck.playAction('b_fak_walk', 0,35, layer=loop_layer, play_mode=1, speed=.5)
- # #trucks.playAction('a_fak_nwalk', 0,35, layer=loop_layer, play_mode=1, speed=.5)
-
- # #fak_walk_nb
- # if requestAction == 'fak_walk_nb':
- # actionState = 'fak_walk_nb'
- # #in
- # if l_requestAction != 'fak_walk_nb':
- # if l_requestAction == 'fak_walkFast_nb':
- # cur_frame = skater.getActionFrame(loop_layer)
- # skater.playAction('fak_nwalk_nb.005', 0,35, layer=loop_layer, play_mode=1, speed=.5)
- # skater.setActionFrame(cur_frame, loop_layer)
-
- # #loop
- # else:
- # skater.playAction('fak_nwalk_nb.005', 0,35, layer=loop_layer, play_mode=1, speed=.5)
-
- # #fak_walkFast
- # if requestAction == 'fak_walkFast':
- # actionState = 'fak_walkFast'
- # #in
- # if l_requestAction != 'fak_walkFast':
- # if l_requestAction == 'fak_walk':
- # cur_frame = skater.getActionFrame(loop_layer)
- # skater.playAction('fak_nwalk', 0,35, layer=loop_layer, play_mode=1, speed=1)
- # bdeck.playAction('b_fak_walk', 0,35, layer=loop_layer, play_mode=1, speed=1)
- # #trucks.playAction('a_fak_nwalk', 0,35, layer=loop_layer, play_mode=1, speed=1)
- # skater.setActionFrame(cur_frame, loop_layer)
- # deck.setActionFrame(cur_frame, loop_layer)
- # trucks.setActionFrame(cur_frame, loop_layer)
- # #loop
- # else:
- # skater.playAction('fak_nwalk', 0,35, layer=loop_layer, play_mode=1, speed=1)
- # bdeck.playAction('b_fak_walk', 0,35, layer=loop_layer, play_mode=1, speed=1)
- # #trucks.playAction('a_fak_nwalk', 0,35, layer=loop_layer, play_mode=1, speed=1)
-
- # #fak_walkFast_nb
- # if requestAction == 'fak_walkFast_nb':
- # actionState = 'fak_walkFast_nb'
- # #in
- # if l_requestAction != 'fak_walkFast_nb':
- # if l_requestAction == 'fak_walk_nb':
- # cur_frame = skater.getActionFrame(loop_layer)
- # skater.playAction('fak_nwalk_nb.005', 0,35, layer=loop_layer, play_mode=1, speed=1)
- # skater.setActionFrame(cur_frame, loop_layer)
-
- # #loop
- # else:
- # skater.playAction('fak_nwalk_nb.005', 0,35, layer=loop_layer, play_mode=1, speed=1)
-
- # if requestAction == 'reg_dropin_pos':
- # actionState = 'reg_dropin_pos'
- # if l_actionState != 'reg_dropin_pos':
- # skater.playAction('reg_dropin3', 30,50, layer=trans_layer, play_mode=0, speed=.5)
- # deck.playAction('a_reg_dropin3', 30,50, layer=trans_layer, play_mode=0, speed=.5)
- # trucks.playAction('a_reg_dropin3', 30,50, layer=trans_layer, play_mode=0, speed=.5)
- # else:
- # skater.playAction('reg_dropin3', 50,60, layer=loop_layer, play_mode=1, speed=.75)
- # deck.playAction('a_reg_dropin3', 50,60, layer=loop_layer, play_mode=1, speed=.75)
- # trucks.playAction('a_reg_dropin3', 50,60, layer=loop_layer, play_mode=1, speed=.75)
-
-
- # if requestAction == 'fak_dropin_pos':
- # actionState = 'fak_dropin_pos'
- # if l_actionState != 'fak_dropin_pos':
- # skater.playAction('nfak_dropin', 30,50, layer=trans_layer, play_mode=0, speed=.5)
- # deck.playAction('a_fak_dropin', 30,50, layer=trans_layer, play_mode=0, speed=.5)
- # trucks.playAction('a_fak_dropin', 30,50, layer=trans_layer, play_mode=0, speed=.5)
- # else:
- # skater.playAction('nfak_dropin', 50,60, layer=loop_layer, play_mode=1, speed=.75)
- # deck.playAction('a_fak_dropin', 50,60, layer=loop_layer, play_mode=1, speed=.75)
- # trucks.playAction('a_fak_dropin', 50,60, layer=loop_layer, play_mode=1, speed=.75)
-
- # if requestAction == 'reg_sit':
- # actionState = 'reg_sit'
- # if l_actionState != 'reg_sit':
- # skater.playAction('reg_sit', 1,65, layer=trans_layer, play_mode=0, speed=1)
- # deck.playAction('a_reg_sit', 1,65, layer=trans_layer, play_mode=0, speed=1)
- # trucks.playAction('a_reg_sit', 1,65, layer=trans_layer, play_mode=0, speed=1)
- # else:
- # skater.playAction('reg_sit', 65,65, layer=loop_layer, play_mode=1, speed=0)
- # deck.playAction('a_reg_sit', 65,65, layer=loop_layer, play_mode=1, speed=0)
- # trucks.playAction('a_reg_sit', 65,65, layer=loop_layer, play_mode=1, speed=0)
-
- # if requestAction == 'fak_sit':
- # actionState = 'fak_sit'
- # if l_actionState != 'fak_sit':
- # skater.playAction('fak_sit', 1,65, layer=trans_layer, play_mode=0, speed=1)
- # deck.playAction('a_fak_sit', 1,65, layer=trans_layer, play_mode=0, speed=1)
- # trucks.playAction('a_fak_sit', 1,65, layer=trans_layer, play_mode=0, speed=1)
- # else:
- # skater.playAction('fak_sit', 65,65, layer=loop_layer, play_mode=1, speed=0)
- # deck.playAction('a_fak_sit', 65,65, layer=loop_layer, play_mode=1, speed=0)
- # trucks.playAction('a_fak_sit', 65,65, layer=loop_layer, play_mode=1, speed=0)
-
- # if requestAction == 'reg_walk_air':
- # actionState = 'reg_walk_air'
- # if l_actionState not in ('reg_walk_air', 'reg_jump', 'reg_air-walk_air'):
- # skater.playAction('reg_walk_air', 1,10, layer=trans_layer, play_mode=0, speed=1)
- # deck.playAction('a_reg_walk_air', 1,10, layer=trans_layer, play_mode=0, speed=1)
- # trucks.playAction('a_reg_walk_air', 1,10, layer=trans_layer, play_mode=0, speed=1)
- # else:
- # skater.playAction('reg_walk_air', 10,10, layer=loop_layer, play_mode=1, speed=0)
- # deck.playAction('a_reg_walk_air', 10,10, layer=loop_layer, play_mode=1, speed=0)
- # trucks.playAction('a_reg_walk_air', 10,10, layer=loop_layer, play_mode=1, speed=0)
- # if requestAction == 'fak_walk_air':
- # actionState = 'fak_walk_air'
- # if l_actionState not in ('fak_walk_air', 'fak_jump', 'fak_air-walk_air'):
- # skater.playAction('fak_walk_air', 1,10, layer=trans_layer, play_mode=0, speed=1)
- # deck.playAction('a_fak_walk_air', 1,10, layer=trans_layer, play_mode=0, speed=1)
- # trucks.playAction('a_fak_walk_air', 1,10, layer=trans_layer, play_mode=0, speed=1)
- # else:
- # skater.playAction('fak_walk_air', 10,10, layer=loop_layer, play_mode=1, speed=0)
- # deck.playAction('a_fak_walk_air', 10,10, layer=loop_layer, play_mode=1, speed=0)
- # trucks.playAction('a_fak_walk_air', 10,10, layer=loop_layer, play_mode=1, speed=0)
- # own['actionState'] = actionState
- # else:
- # pass
- # own['actionState'] = actionState
- # return actionState
-
- # l_playing = skater.isPlayingAction(loop_layer)
- # t_playing = skater.isPlayingAction(trans_layer)
- # if l_playing == 1 and t_playing == 1:
- # skater.stopAction(loop_layer)
- # trucks.stopAction(loop_layer)
- # deck.stopAction(loop_layer)
-
- # ###
- # if own['actionTimer'] > 0:
- # own['actionTimer'] -= 1
-
- # ##############
- # #turn off land for manuals
- # # if (requestAction == 'reg_manual' or requestAction == 'fak_manual' or requestAction == 'reg_nmanual' or requestAction == 'fak_nmanual') and (actionState == 'reg_land' or actionState == 'fak_land'):
- # # own['actionTimer'] = 0
-
- # if (own['actionTimer'] == 0 or requestAction == 'reg_land' or requestAction == 'fak_land') or requestAction in jump_overrideList:
-
- # actionState = updateAction(requestAction, actionState)
-
- # # if (own['actionState'] == 'reg_land' or own['actionState'] == 'reg_land') and own['actionTimer'] > 0:
- # # own['clear_request'] = 1
-
- # #blend test ===============-----------------------=========================
- # # if own['inc'] == 1 and own['actionState'] == 'reg_roll' or own['actionState'] == 'fak-reg_roll':
- # # print('incing')
- # # if own['blending_val'] > 0.5:
- # # own['blending_val'] -= .5
- # # print(own['blending_val'])
- # # skater.stopAction(5)
- # # skater.playAction('blend_test', 10,10, layer=5, play_mode=1, speed=1, layer_weight=own['blending_val'])
-
-
- # # elif own['inc'] == 1 and own['actionState'] == 'fak_roll' or own['actionState'] == 'reg-fak_roll' :
- # # print('incing')
- # # if own['blending_val'] > 0.5:
- # # own['blending_val'] -= .1
- # # print(own['blending_val'])
- # # skater.stopAction(5)
- # # skater.playAction('nfak_pump_in', 30,40, layer=5, play_mode=1, speed=1, layer_weight=own['blending_val'])
- # # else:
- # # pass
- # # if 'blending_val' in own:
- # # if own['blending_val'] < .95:
- # # own['blending_val'] += .05
- # # skater.stopAction(5)
- # # skater.playAction('nfak_pump_in', 30,40, layer=5, play_mode=1, speed=1, layer_weight=own['blending_val'])
- # # else:
- # # own['blending_val'] = 1.0
- # # skater.stopAction(5)
- # # else:
- # # own['blending_val'] = 0
-
-
- # ###################
-
- # #debug
-
- # cur_frame = -1
- # trans_playing = skater.isPlayingAction(trans_layer)
- # if trans_playing:
- # cur_frame = skater.getActionFrame(trans_layer)
- # cur_frame = round(cur_frame, 2)
- # #print('oG: ', og_request, 'rA:', requestAction, '|aS:', own['actionState'], 'q', queueAction, own['actionTimer'], 'cf', cur_frame)
- # #print('rA:', requestAction, '|aS:', own['actionState'], own['actionTimer'], 'cf', cur_frame)
- # cur_frame = skater.getActionFrame(trans_layer)
- # #print(cur_frame)
- # def printplaying():
- # splaying_layers = 'S: '
- # playing_layers = 'D: '
- # tplaying_layers = 'T: '
- # for x in range(9900):
- # if skater.isPlayingAction(x):
- # #if trucks.isPlayingAction(x):
- # #if skater.isPlayingAction(x):
- # splaying_layers += str(x)
- # splaying_layers += ' '
- # if deck.isPlayingAction(x):
- # #if trucks.isPlayingAction(x):
- # #if skater.isPlayingAction(x):
- # playing_layers += str(x)
- # playing_layers += ' '
- # if trucks.isPlayingAction(x):
- # #if trucks.isPlayingAction(x):
- # #if skater.isPlayingAction(x):
- # tplaying_layers += str(x)
- # tplaying_layers += ' '
- # print(splaying_layers, playing_layers, tplaying_layers)
- # #printplaying()
-
- # if actionState == 'empty':
- # #print('EMPTY ACTION!!!')
- # skater.stopAction(loop_layer)
- # deck.stopAction(loop_layer)
- # trucks.stopAction(loop_layer)
- # #set last variables
- # own['l_actionState'] = actionState
- # own['l_requestAction'] = requestAction
- # own['queueAction'] = queueAction
-
- #actionsFSM.main(cont)
- actionPlayer.main(cont)
-
- main()
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